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Welcome to Degrees of Lewdity <<print StartConfig.version>><<if StartConfig.versionName>> <<print StartConfig.versionName>><</if>>. We're making a few changes to your game so it supports this latest version. Remember to update your save if things appear to be working. <<silently>> <<variablesVersionUpdate>> <<pregnancyVar>> <<setFont>> <<set $runWardrobeSanityChecker to true>> <</silently>> Looks like we're done already. <<link [[Resume|$navigation.stack.last()]]>><<run $navigation.stack.pop()>><</link>>Welcome back to Degrees of Lewdity <<- StartConfig.version>><<if StartConfig.versionName>> <<print StartConfig.versionName>><</if>>. <br><br> You have switched to an older version of the game, from <<- $saveVersions.last()>>, so we just want to confirm you know what you're doing. <br><br> <<link [[Confirm|$passagePrev]]>><</link>> <br> <span class="red">If you want to avoid potential issues, go back to the latest version.</span><<if $intro is undefined>> <<gameStartOnly>> <<if !localStorage.getItem("verifiedAge")>> <<set _linksenabled to Links.enabled>> <<set Links.enabled to false>> <<run $("#story").addClass("gateBlur")>> <<run $("#ui-bar").addClass("gateBlur")>> <<dialog 'Welcome to Degrees of Lewdity' 'class' true>> This work of fiction is only intended for an adult audience. It contains themes of a sexual nature that may be disturbing to some players and is inappropriate for minors. All characters depicted in sexual situations are 18 years or older. By continuing, you agree that you are above the age of 18, and acknowledge that you are willing to be exposed to aspects of the game's writing that include depictions of themes including, but not limited to: <br><br> Rape, Physical and Mental Abuse, Sex with Non-Humans, Forced Pregnancy, Watersports, Asphyxiation, Soft Vore, Sex Slavery, Monsters, Monster People, Mindbreak, Hypnosis, and more. Many of these can be disabled prior to, or after, starting the game. Some story content may require specific fetishes to be enabled. <br><br> <div class="text-align-center"> <label><<checkbox "_verify" false true autocheck>> I confirm that I am 18 years of age or older</label> <br> <div class="m-2"> <<button "Enter">> <<if _verify>> <<set Links.enabled to _linksenabled>> <<run $("#story").removeClass("gateBlur")>> <<run $("#ui-bar").removeClass("gateBlur")>> <<run localStorage.setItem("verifiedAge", true)>> <<dialogclose>> <</if>> <</button>> </div> </div> <</dialog>> <</if>> <</if>> <<if $options.images is 1>> <<banner>> <</if>> This work of fiction is only intended for an adult audience. It contains themes of a sexual nature that may be disturbing to some players and is inappropriate for minors. All characters <span class="camouflage text" onclick="V.debug = 1, V.options.debugdisable = 'f', V.options.historyControls = true">de</span>picted in sexual situations are at least 18 years of age. This game and works relating to it should not be shared on any platform that lacks age verification. <br><br> <<set $settingsExitPassage to "Start2">> <<initsettings>> <div id="settingsStart"> <<settingsStart>> </div><<variablesStart2>> Welcome to the alpha of Degrees of Lewdity! <br><br> If you want to avoid trouble, dress modestly and stick to safe, well-lit areas. Nights are particularly dangerous. Dressing lewd will attract attention, both good and bad. <br><br> <<if Time.season is "winter">> The school year starts on the first Monday of January at <<ampm 9 0>>. The bus service is the easiest way to get around town. Don't forget your uniform and backpack! <<elseif Time.season is "spring" or Time.season is "summer">> School starts tomorrow at <<ampm 9 0>>. The bus service is the easiest way to get around town. Don't forget your uniform and backpack! <<else>> The new school year starts tomorrow at <<ampm 9 00>>. The bus service is the easiest way to get around town. Don't forget your uniform and backpack! <</if>> <br><br> <<doVersionCheck>> <<link [[Next|Orphanage Intro]]>><</link>> <br><br> <<if $debug is 1>> These options start with cheats enabled and £5000 <br> <<link [[Standard start|Orphanage Intro]]>><<cheatStart>><</link>> <br> <<link [[School Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><</link>> <br> <<link [[Science Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 2 hours>><</link>> <br> <<link [[Maths Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 3 hours>><</link>> <br> <<link [[English Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 4 hours>><</link>> <br> <<link [[History Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 6 hours>><</link>> <br> <<link [[Swimming Start|Oxford Street]]>><<cheatStart>><<pass 1 day>><<pass 7 hours>><</link>> <br> <<link [[Testing Room|Testing Room]]>><<cheatStart>><<upperstrip>><<lowerstrip>><<underlowerstrip>><</link>> <br> <<link [[Robin Low Trauma Low Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 0>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 2>><<trauma 60>><</link>> <br> <<link [[Robin Low Trauma Medium Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 50>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 2>><<trauma 60>><</link>> <br> <<link [[Robin Low Trauma High Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 90>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 2>><<trauma 60>><</link>> <br> <<link [[Robin High Trauma Low Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 0>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>> <br> <<link [[Robin High Trauma Medium Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 50>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>> <br> <<link [[Robin High Trauma High Love|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set C.npc.Robin.love to 90>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>> <br> <<link [[Robin After Paying Police With Money|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set $daily.robin.policePay to 1>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>> <br> <<link [[Robin After Paying Police With Body|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set $daily.robin.policeBody to 1>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>> <br> <<link [[Robin's Debt Paid|Robin's Room Entrance]]>><<cheatStart>><<npc Robin>><<endevent>><<set $robinpaid to 1>><<set C.npc.Robin.init to 1>><<set $trauma to ($traumamax / 7) * 4>><<trauma 60>><</link>> <br><br> <<link [[Black Wolf|ForestHuntDebug]]>><<cheatStart>><<npc "Black Wolf">><<ruined>><<endevent>><<set $forestHunter to "Black Wolf">><<set $wolfpacktrust to 10>><</link>> <br><br> <<link [[Winter Start|Orphanage Intro]]>><<set Time.startDate to new DateTime(2022, 12, 4, 7)>><</link>> (Begins the game at the start of winter. For testing.) <br> <<link [[Christmas Start|Orphanage Intro]]>><<npc Kylar>><<person1>><<endevent>><<set C.npc.Kylar.state to "active">><<set Time.startDate to new DateTime(2022, 12, 23, 7)>><<money 50000 "debug">><</link>> (Begins the game two days before Christmas. For testing.) <br> <<link [[Valentine's Day Start|Orphanage Intro]]>><<set Time.startDate to new DateTime(2022, 2, 12, 7)>><</link>> (Begins the game 2 days before Valentine's Day. For testing.) <br> <</if>><<widget "versioninfo">> <h3>Version <<print StartConfig.version>></h3> <<if StartConfig.versionName>> <h4><<print StartConfig.versionName>></h4> <</if>> <<if StartConfig.sneaky>> <h4 class="orange">SNEAKY BUILD</h4> <</if>> <</widget>> <<widget "linkinformation">> <div class="m-2"> <p class="gold m-0">Official website</p> [[vrelnir.com|"https://www.vrelnir.com"]] </div> <div class="m-2"> <p class="gold m-0">Changelog and information</p> [[vrelnir.blogspot.com|"https://vrelnir.blogspot.com"]] </div> <div class="m-2"> <p class="gold m-0">Support development</p> [[https://vrelnir.fanbox.cc/|"https://vrelnir.fanbox.cc/"]] </div> <<if StartConfig.sourceLinkEnabled>> <div class="m-2"> <p class="gold m-0">Source code</p> [[gitgud.io/Vrelnir|"https://gitgud.io/Vrelnir/degrees-of-lewdity"]] </div> <</if>> <<if StartConfig.socialMediaEnabled>> <div class="m-2"> <p class="gold m-0">Official Discord</p> [[discord.gg/VznUtEh|"https://discord.gg/VznUtEh"]] </div> <</if>> <</widget>><<set $demo to $demo or { type: "human", position: "missionary", consent: true, debug: true, }>> <<if $sexstart is 1>> <<set $sexstart to 0>> <div class="combat-init"> <<switch $demo.type>> <<case "human">> <p class="text-muted">Man init</p> <<maninit>> <<case "bestial">> <p class="text-muted">Beast init</p> <<beastCombatInit>> <</switch>> <<if $demo.consent>> <<consensual>> <<set $consensual to 1>> <<else>> <<molested>> <<set $consensual to 0>> <</if>> <<set $position to $demo.position>> </div> <</if>> <<if $demo.type is "tentacles">> <div class="combat-state"> <p class="text-muted">State tentacles</p> <<statetentacles>> </div> <</if>> <div class="combat-effects"> <p class="text-muted">Effects</p> <<effects>> </div> <div class="combat-effectsman"> <p class="text-muted">Effects man</p> <<effectsman>> </div> <div class="combat-man"> <<switch $demo.type>> <<case "human">> <p class="text-muted">Man</p> <<man>> <<case "bestial">> <p class="text-muted">Beast</p> <<beast>> <</switch>> </div> <<if $demo.type.includes("human")>> <div class="combat-state"> <p class="text-muted">State man</p> <<stateman>> </div> <</if>> <div class="combat-actions"> <p class="text-muted">Animate combat</p> <<animateCombat>> </div> <div class="combat-actions"> <p class="text-muted">Actions man</p> <<actionsman>> </div> <span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>> <<link [[Bedroom|Bedroom]]>> <<endcombatdemo>> <</link>> <br><br><<set $demo to $demo or { type: "human", position: "missionary", consent: true, debug: true, }>> <<endcombat>> Configure setup for the combat system:<br><br> Type: <div> <label><<radiobutton "$demo.type" "human" autocheck>> Human</label> <label><<radiobutton "$demo.type" "animal" autocheck>> Bestial</label> </div> Consent: <div> <label><<radiobutton "$demo.consent" true autocheck>> Consensual</label> <label><<radiobutton "$demo.consent" false autocheck>> Non-con</label> </div> Debugging: <div> <label><<radiobutton "$demo.debug" true autocheck>> Enabled</label> <label><<radiobutton "$demo.debug" false autocheck>> Disabled</label> </div> <div id="combat-setup"> <<combatsetup>> </div> <<combatdemotools>> <br> <<link [[Start|Combat Demo]]>><<set $sexstart to 1>><</link>> <br> <<link [[Editor|Canvas Combat Editor]]>><<set $sexstart to 1>><</link>> <br><br> <<link [[Bedroom|Bedroom]]>><</link>> <br> <<link [[Clothing store|Shopping Centre Top]]>><</link>> <br> <<link [[Forest store|Forest Shop]]>><</link>><<set $demo to $demo or { type: "human", position: "missionary", consent: true, debug: true, }>> <<if $sexstart is 1>> <<set $sexstart to 0>> <div class="combat-init"> <<switch $demo.type>> <<case "human">> <p class="text-muted">Man init</p> <<maninit>> <<case "bestial">> <p class="text-muted">Beast init</p> <<beastCombatInit>> <</switch>> <<if $demo.consent>> <<consensual>> <<set $consensual to 1>> <<else>> <<molested>> <<set $consensual to 0>> <</if>> <<set $position to $demo.position>> </div> <</if>> <<if $demo.type is "tentacles">> <div class="combat-state"> <p class="text-muted">State tentacles</p> <<statetentacles>> </div> <</if>> <div class="combat-effects"> <p class="text-muted">Effects</p> <<effects>> </div> <div class="combat-effectsman"> <p class="text-muted">Effects man</p> <<effectsman>> </div> <div class="combat-man"> <<switch $demo.type>> <<case "human">> <p class="text-muted">Man</p> <<man>> <<case "bestial">> <p class="text-muted">Beast</p> <<beast>> <</switch>> </div> <<if $demo.type.includes("human")>> <div class="combat-state"> <p class="text-muted">State man</p> <<stateman>> </div> <</if>> <div class="combat-actions"> <p class="text-muted">Animate combat</p> <<animateCombat>> </div> <div class="combat-actions"> <p class="text-muted">Actions man</p> <<actionsman>> </div> <span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>> <<link [[Bedroom|Bedroom]]>> <<endcombatdemo>> <</link>> <br><br> <<combatdemotools>> <br> <<if $demo.consent>> <<link [[Set to Rape|$passage]]>> <<set $demo.consent to false>> <<endcombat>> <<set $sexstart to 1>> <</link>> <<else>> <<link [[Set to Consensual|$passage]]>> <<set $demo.consent to true>> <<endcombat>> <<set $sexstart to 1>> <</link>> <</if>> <br><br> <<if $position isnot "wall">> <<link [[Set to missionary|$passage]]>> <<set $demo.position to "missionary">> <<endcombat>> <<set $sexstart to 1>> <</link>> | <<link [[Set to doggy|$passage]]>> <<set $demo.position to "doggy">> <<endcombat>> <<set $sexstart to 1>> <</link>> | <<link [[Don't set position|$passage]]>> <<set $demo.position to 0>> <<endcombat>> <<set $sexstart to 1>> <</link>> | <br><br> <</if>><<link [[Bedroom]]>><</link>> <hr> <!-- "divsex" is cache slot id to preserve layer caches between passages --> <<selectmodel "sexdemo" "divsex">> <<set _modeloptions.animation_speed to "fast">> <<set _modeloptions.position to "doggy">> <<set _modeloptions.penis to "default">> <<set _modeloptions.vagina to true>> <<set _modeloptions.worn.under_lower.index to 1>> <<set _modeloptions.worn.under_lower.state to "totheside">> <<set _modeloptions.worn.under_lower.colour to "blue">> <<set _modeloptions.xray_vaginal_show to true>> <<set _modeloptions.close_vagina_show to true>> <<set _modeloptions.vagina_state to "penetrated">> <<set _modeloptions.vagina_penetrator to "tentacle">> <<set _modeloptions.vagina_penetrator_size to 5>> <<set _modeloptions.vagina_cumming to true>> <<animatemodel "">> <!-- Editor hooks to "last model" --> <<canvasModelEditor>><<widget "animateCombat">> <<if !$options.images or !$options.combatImages>> <<exit>> <</if>> <<if $position is "stalk">> <<exit>> <</if>> <<if $debug>> <<addLayerDialog>> <</if>> <<canvasCombatEditor>> <!-- Centres the inner grid --> <div class="d-flex flex-row flex-centre flex-wrap"> <!-- Organises canvas windows into a grid --> <div class="combat-grid d-grid"> <div class="combat-centre"> <!-- Top row - Contains miniture viewports --> <<if !_crHideCloseImages>> <div class="combat-close d-flex flex-row justify-content-center"> <div class="combat-close-chest"> <<selectmodel "combatCloseChest" "divCloseChest">> <<animatemodel "">> </div> <div class="combat-close-penis"> <<selectmodel "combatClosePenis" "divClosePenis">> <<animatemodel "">> </div> <div class="combat-close-vagina"> <<selectmodel "combatCloseVagina" "divCloseVagina">> <<animatemodel "">> </div> <div class="combat-close-arse"> <<selectmodel "combatCloseArse" "divCloseArse">> <<animatemodel "">> </div> </div> <</if>> <!-- Main canvas container. --> <div class="combat-main d-flex justify-content-center position-relative"> <<selectmodel "lighting" "combat-lighting">> <<configureCombatLighting>> <<rendermodel "lighting position-absolute z-hidden">> <<setup-multi-canvas "combatMain" "combatMainPc" "combatMainPc0">> <<for $_npcIndex, $_npc range $NPCList>> <<if CombatRenderer.npcTypes.includes($_npc.type)>> <<set _metadata to { index: $_npcIndex }>> <<add-multi-canvas "combatMain" "combatMainNpc" `"combatMainNpc" + $_npcIndex` _metadata>> <</if>> <</for>> <<add-multi-canvas "combatMain" "combatMainSwarm" "combatMainSwarm0">> <<reset-multi-canvas "combatMain">> <<start-multi-canvas-rendering "combatMain">> <<set _animspeed to NpcCombatMapper.getNpcAnimationSpeed()>> </div> </div> <<if XrayCombatMapper.isPcBlowjobVisible()>> <div class="combat-xray-penis"> <<selectmodel "combatXrayPenis" "divXrayPenis">> <<animatemodel "w-100 mw-256">> </div> <</if>> <<if XrayCombatMapper.isPcVaginaVisible()>> <div class="combat-xray-vagina"> <<selectmodel "combatXrayVagina" "divXrayVagina">> <<animatemodel "w-100 mw-256">> </div> <</if>> <<if XrayCombatMapper.isPcAnusVisible()>> <div class="combat-xray-arse"> <<selectmodel "combatXrayArse" "divXrayArse">> <<animatemodel "w-100 mw-256">> </div> <</if>> </div> </div> <<if $debug and $options.showCombatTools>> <<set _crOverrides to {}>> <<set _options to T.multiCombatModels.combatMain.models.combatMainPc0.options>> <div class="combat"> <<bindCombatDebugControls>> <details> <summary class="d-flex flex-row justify-content-between"> <span>Layers</span> <<if CombatEditor.layersChecked>> <input type="checkbox" name="layers" checked /> <<else>> <input type="checkbox" name="layers" /> <</if>> </summary> <div @class="'combat-layers ' + (CombatEditor.layersChecked ? 'show-first' : '')"> <<addLayerElements>> </div> </details> <details> <summary>Main options</summary> <label class="d-inline-flex flex-column"> Position: <<listbox "$position" autoselect>> <<optionsfrom setup.positions>> <</listbox>> </label> <<set _crOverrides.legFrontPosition to PlayerCombatMapper.mapPcToLegFrontPosition(_options)>> <label class="d-inline-flex flex-column"> Front leg: <<listbox "_crOverrides.legFrontPosition" autoselect>> <<optionsfrom setup.legPositions>> <</listbox>> </label> <<set _crOverrides.legBackPosition to PlayerCombatMapper.mapPcToLegBackPosition(_options)>> <label class="d-inline-flex flex-column"> Back leg: <<listbox "_crOverrides.legBackPosition" autoselect>> <<optionsfrom setup.legPositions>> <</listbox>> </label> <<set _crOverrides.animFrames to PlayerCombatMapper.getPcAnimationFrameCount(_options)>> <label class="d-inline-flex flex-column"> Frames: <<listbox "_crOverrides.animFrames" autoselect>> <<option "4" 4>> <<option "2" 2>> <</listbox>> </label> <<set _crOverrides.animSpeed to PlayerCombatMapper.getPcAnimationSpeed(_options)>> <label class="d-inline-flex flex-column"> Speed: <<listbox "_crOverrides.animSpeed" autoselect>> <<option "VFast" "vfast">> <<option "Fast" "fast">> <<option "Mid" "mid">> <<option "Slow" "slow">> <<option "Idle" "idle">> <</listbox>> </label> </details> <details> <summary>Clothing options</summary> <div class="d-grid grid-auto-2 gap-1"> <<for _slot range Object.keys($worn)>> <<set _wornSetup to CombatRenderer.getClothingSetupBySlot(_slot)>> <<set _source to CombatRenderer.getSourceClothing(_slot, _wornSetup)>> <<set _worn to $worn[_slot]>> <<capture _worn, _wornSetup, _source>> <div class="d-flex flex-column border rounded justify-content-space-between p-1"> <label class="d-flex flex-row justify-content-space-between"> <<= _slot>> </label> <label class="d-flex flex-row justify-content-space-between"> <<= _wornSetup.name_cap>> </label> <label class="d-flex flex-row justify-content-space-between"> <<= _source.variable>> </label> <label class="d-flex flex-row justify-content-space-between"> State: <<listbox "_worn.state" autoselect>> <<optionsfrom setup.clothingStates>> <</listbox>> </label> </div> <</capture>> <</for>> </div> </details> </div> <</if>> <</widget>> <<widget "endcombatdemo">> <<run delete $demo>> <<endcombat>> <</widget>> <<widget "combatsetup">> <div class="d-flex flex-horizontal flex-wrap gap-2 my-2"> <<for _i = 0; _i lt $NPCList.length; _i++>> <<set _npc to $NPCList[_i]>> <<if _npc.type eq null>> <<continue>> <</if>> <<capture _npc>> <div class="p-2 border border-primary"> Type: <<- _npc.type>> Sex: <<- _npc.gender>> Appearance: <<- _npc.pronoun>> </div> <</capture>> <</for>> </div> <div class="d-flex flex-vertical"> <<button "Add human">> <<generateNPC `$NPCList.countWith(a => a.type) + 1`>> <<replace "#combat-setup">> <<combatsetup>> <</replace>> <</button>> <<listbox "_animalType" autoselect>> <<optionsfrom $BeastList>> <</listbox>> <<button `"Set " + _animalType`>> <<beastNEWinit `$NPCList.countWith(a => a.type) + 1` _animalType>> <<replace "#combat-setup">> <<combatsetup>> <</replace>> <</button>> <<button "Clear">> <<endevent>> <<replace "#combat-setup">> <<combatsetup>> <</replace>> <</button>> </div> <</widget>> <<widget "combatdemotools">> Tools: <div> <div id="tools-random-peek"> Next random: <<- State.prng.peek(1)>> </div> <<button "Randomly shift RNG">> <<script>> const iterations = Math.trunc(Math.random() * 1000); for (let index = 0; index < iterations; index++) { State.random(); } <</script>> <<replace "#tools-random-peek">> Next random: <<- State.prng.peek(1)>> <</replace>> <</button>> </div> <</widget>>/*Add new hairstyles here. Please put in alphabetical order! alt: Alternate hairstyle to use for certain styles of headwear alt_head_type: Type of headwear that alt style is used for*/ /*Side Styles*/ <<widget "init_hairsides">> <<set setup.hairstyles.sides to [ {name: "natural", name_cap: "Natural", variable: "default", hasCombatImg: true, type: ["loose", "wavy"], shop: ["mirrorhair"], }, {name: "afro", name_cap: "Afro", variable: "fro", type: ["textured", "loose"], shop: ["mirrorhair"], }, {name: "afro pouf", name_cap: "Afro Pouf", variable: "afro pouf", type: ["textured", "ponytail"], shop: ["mirrorhair"], }, {name: "afro puffs", name_cap: "Afro Puffs", variable: "afro puffs", type: ["textured", "pigtails"], shop: ["mirrorhair"], }, {name: "all down", name_cap: "All Down", variable: "all down", type: ["loose"], shop: ["mirrorhair"], }, {name: "bedhead", name_cap: "Bedhead", variable: "bedhead", type: ["loose"], shop: ["mirrorhair"], }, {name: "braid left", name_cap: "Braid Left", variable: "braid left", type: ["braids"], shop: ["mirrorhair"], }, {name: "braid right", name_cap: "Braid Right", variable: "braid right", type: ["braids"], shop: ["mirrorhair"], }, {name: "bubble tails", name_cap: "Bubble Tails", variable: "bubble tails", type: ["pigtails"], shop: ["mirrorhair"], }, {name: "crescent tails", name_cap: "Crescent Tails", variable: "crescent tails", type: ["pigtails"], shop: ["mirrorhair"], }, {name: "curly", name_cap: "Curly", variable: "curl", type: ["loose", "curly"], shop: ["mirrorhair"], }, {name: "curly pigtails", name_cap: "Curly Pigtails", variable: "curly pigtails", type: ["pigtails", "curly"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "curly side up", name_cap: "Curly Side Up", variable: "curly side up", type: ["curly", "loose"], shop: ["mirrorhair"], }, {name: "defined curls", name_cap: "Defined Curls", variable: "defined curl", type: ["loose", "curly"], shop: ["mirrorhair"], }, {name: "draggletail", name_cap: "Draggletail", variable: "messy ponytail", type: ["ponytail"], shop: ["mirrorhair"], }, {name: "dreads", name_cap: "Dreads", variable: "dreads", type: ["braids", "textured"], shop: ["mirrorhair"], }, {name: "drill ringlets", name_cap: "Drill Ringlets", variable: "drill ringlets", type: ["curly", "loose"], shop: ["mirrorhair"], }, {name: "flat ponytail", name_cap: "Flat Ponytail", variable: "flat ponytail", type: ["ponytail", "sleek"], shop: ["mirrorhair"], }, {name: "fluffy ponytail", name_cap: "Fluffy Ponytail", variable: "fluffy ponytail", type: ["ponytail", "wavy"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "french bob", name_cap: "French Bob", variable: "french bob", type: ["loose", "sleek", "short"], shop: ["mirrorhair"], }, {name: "half-up", name_cap: "Half-up", variable: "half-up", type: ["loose"], alt: "all down", alt_head_type: ["hat", "veil"], shop: ["mirrorhair"], }, {name: "half-up twintail", name_cap: "Half-up Twintail", variable: "half up twintail", type: ["loose", "pigtails"], alt: "princess wave", alt_head_type: ["hat", "veil"], shop: ["mirrorhair"], }, {name: "heart braids", name_cap: "Heart Braids", variable: "heart braid", type: ["braids", "loose", "wavy"], shop: ["mirrorhair"], }, {name: "jellyfish ponytail", name_cap: "Jellyfish Ponytail", variable: "jellyfish ponytail", type: ["ponytail", "curly"], shop: ["mirrorhair"], }, {name: "jellyfish twintails", name_cap: "Jellyfish Twintails", variable: "jellyfish twintails", type: ["pigtails", "curly"], shop: ["mirrorhair"], }, {name: "layered bob", name_cap: "Layered Bob", variable: "layered bob", hasCombatImg: true, type: ["short", "loose", "sleek"], shop: ["mirrorhair"], }, {name: "left fishtail", name_cap: "Left Fishtail", variable: "left fishtail", type: ["loose", "braids"], shop: ["mirrorhair"], }, {name: "loop braids", name_cap: "Loop Braids", variable: "loop braid", type: ["braids", "pigtails"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "loose", name_cap: "Loose", variable: "loose", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "low tails", name_cap: "Low Tails", variable: "low tails", type: ["pigtails"], shop: ["mirrorhair"], }, {name: "messy", name_cap: "Messy", variable: "messy", type: ["short"], shop: ["mirrorhair"], }, {name: "messy bun", name_cap: "Messy Bun", variable: "messy bun", type: ["buns"], shop: ["mirrorhair"], }, {name: "neat", name_cap: "Neat", variable: "neat", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "pigtails", name_cap: "Pigtails", variable: "pigtails", type: ["pigtails", "sleek"], shop: ["mirrorhair"], }, {name: "ponytail", name_cap: "Ponytail", variable: "ponytail", type: ["ponytail", "sleek"], shop: ["mirrorhair"], }, {name: "princess twintails", name_cap: "Princess Twintails", variable: "princess twintails", alt: "shaved", alt_head_type: ["veil"], type: ["wavy", "pigtails"], shop: ["mirrorhair"], }, {name: "princess wave", name_cap: "Princess Wave", variable: "princess wave", type: ["loose", "wavy"], shop: ["mirrorhair"], }, {name: "ribbon tail", name_cap: "Ribbon Tail", variable: "ribbon tail", type: ["loose"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "right fishtail", name_cap: "Right Fishtail", variable: "right fishtail", type: ["loose", "braids"], shop: ["mirrorhair"], }, {name: "ruffled", name_cap: "Ruffled", variable: "ruffled", type: ["loose", "wavy"], shop: ["mirrorhair"], }, {name: "sailor buns", name_cap: "Sailor Buns", variable: "sailor buns", type: ["buns", "loose"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "scorpion tails", name_cap: "Scorpion Tails", variable: "scorpion tails", type: ["pigtails"], alt: "bubble tails", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "shaved", name_cap: "Shaved", variable: "shaved", type: ["short"], shop: ["mirrorhair"], }, {name: "short", name_cap: "Short", variable: "short", hasCombatImg: true, type: ["short"], shop: ["mirrorhair"], }, {name: "short spiky", name_cap: "Short Spiky", variable: "short spiky", type: ["loose", "short"], shop: ["mirrorhair"], }, {name: "straight bob", name_cap: "Straight bob", variable: "straight bob", type: ["loose", "sleek", "short"], shop: ["mirrorhair"], }, {name: "sidecut", name_cap: "Sidecut", variable: "sidecut", type: ["loose", "curly"], shop: ["mirrorhair"], }, {name: "sidetail left", name_cap: "Sidetail Left", variable: "sidetail left", type: ["ponytail"], shop: ["mirrorhair"], }, {name: "sidetail right", name_cap: "Sidetail Right", variable: "sidetail right", type: ["ponytail"], shop: ["mirrorhair"], }, {name: "sleek", name_cap: "Sleek", variable: "sleek", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "space buns", name_cap: "Space Buns", variable: "space buns", type: ["buns", "loose", "sleek"], shop: ["mirrorhair"], }, {name: "straight", name_cap: "Straight", variable: "straight", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "swept left", name_cap: "Swept Left", variable: "swept left", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "thick pigtails", name_cap: "Thick Pigtails", variable: "thick pigtails", type: ["pigtails"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "thick ponytail", name_cap: "Thick Ponytail", variable: "thick ponytail", type: ["ponytail"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "thick sidetail", name_cap: "Thick Sidetail", variable: "thick sidetail", type: ["ponytail"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "thick twintails", name_cap: "Thick Twintails", variable: "thick twintails", type: ["pigtails"], alt: "shaved", alt_head_type: ["veil"], shop: ["mirrorhair"], }, {name: "twin braids", name_cap: "Twin Braids", variable: "twin braids", type: ["braids"], shop: ["mirrorhair"], }, {name: "twin fishtails", name_cap: "Twin Fishtails", variable: "twin fishtails", type: ["loose", "braids"], shop: ["mirrorhair"], }, {name: "twintails", name_cap: "Twintails", variable: "twintails", type: ["pigtails"], shop: ["mirrorhair"], }, {name: "twin double braids", name_cap: "Twin Double Braids", variable: "twin double braids", type: ["braids"], shop: ["mirrorhair"], }, ]>> <</widget>> /*Fringe Styles */ <<widget "init_hairfringe">> <<set setup.hairstyles.fringe to [ {name: "natural", name_cap: "Natural", variable: "default", type: ["short"], shop: ["mirrorhair"], }, {name: "aerial", name_cap: "Aerial", variable: "aerial", type: ["sleek"], shop: ["mirrorhair"], }, {name: "blunt locks", name_cap: "Blunt Locks", variable: "blunt locks", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "bowl cut", name_cap: "Bowl Cut", variable: "bowl", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "bedhead", name_cap: "Bedhead", variable: "bedhead", type: ["short"], shop: ["mirrorhair"], }, {name: "buzzcut", name_cap: "Buzzcut", variable: "buzzcut", hasCombatImg: true, type: ["short"], shop: ["mirrorhair"], }, {name: "curtain", name_cap: "Curtain", variable: "curtain", hasCombatImg: true, type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "drill ringlets", name_cap: "Drill Ringlets", variable: "drill ringlets", type: ["curly", "loose"], shop: ["mirrorhair"], }, {name: "dreadlocks", name_cap: "Dreadlocks", variable: "dreadlocks", type: ["textured", "short"], shop: ["mirrorhair"], }, {name: "dread bun", name_cap: "Dread Bun", variable: "dread bun", type: ["textured", "buns"], shop: ["mirrorhair"], }, {name: "emo", name_cap: "Emo", variable: "emo", type: ["wavy", "short"], shop: ["mirrorhair"], }, {name: "emo left", name_cap: "Emo Left", variable: "emo left", type: ["wavy", "short"], shop: ["mirrorhair"], }, {name: "emo right", name_cap: "Emo Right", variable: "emo right", type: ["wavy", "short"], shop: ["mirrorhair"], }, {name: "flat", name_cap: "Flat", variable: "flat", type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "framed", name_cap: "Framed", variable: "framed", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "fro", name_cap: "Fro", variable: "fro", type: ["textured", "loose"], shop: ["mirrorhair"], }, {name: "front braids", name_cap: "Front Braids", variable: "front braids", type: ["braids", "pigtails"], shop: ["mirrorhair"], }, {name: "hime", name_cap: "Hime", variable: "hime", hasCombatImg: true, type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "loose", name_cap: "Loose", variable: "loose", type: ["loose"], shop: ["mirrorhair"], }, {name: "messy", name_cap: "Messy", variable: "messy", type: ["short"], shop: ["mirrorhair"], }, {name: "messy curls", name_cap: "Messy curls", variable: "messy curls", type: ["short", "curly"], shop: ["mirrorhair"], }, {name: "middle part", name_cap: "Middle part", variable: "middlepart", type: ["sleek"], shop: ["mirrorhair"], }, {name: "milkmaid braid", name_cap: "Milkmaid braid", variable: "milkmaid", type: ["braid"], shop: ["mirrorhair"], }, {name: "mohawk", name_cap: "Mohawk", variable: "mohawk", hasCombatImg: true, type: ["short"], shop: ["mirrorhair"], }, {name: "overgrown", name_cap: "Overgrown", variable: "overgrown", type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "parted", name_cap: "Parted", variable: "parted", type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "princess wave", name_cap: "Princess Wave", variable: "princess wave", type: ["loose", "wavy"], shop: ["mirrorhair"], }, {name: "quiff", name_cap: "Quiff", variable: "quiff", type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "ringlet curls", name_cap: "Ringlet Curls", variable: "ringlet curl", type: ["curly", "loose"], shop: ["mirrorhair"], }, {name: "ringlets", name_cap: "Ringlets", variable: "ringlets", type: ["curly", "loose"], shop: ["mirrorhair"], }, {name: "ruffled", name_cap: "Ruffled", variable: "ruffled", type: ["loose", "wavy"], shop: ["mirrorhair"], }, {name: "sectioned", name_cap: "Sectioned", variable: "sectioned", type: ["straight"], shop: ["mirrorhair"], }, {name: "sidecut", name_cap: "Sidecut", variable: "sidecut", type: ["loose", "curly"], shop: ["mirrorhair"], }, {name: "side braid", name_cap: "Side Braid", variable: "sideswept braid", type: ["braids", "curly"], shop: ["mirrorhair"], }, {name: "side-pinned", name_cap: "Side-pinned", variable: "side-pinned", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "short air vents", name_cap: "Short Air Vents", variable: "short air vents", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "sleek", name_cap: "Sleek", variable: "sleek", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "split", name_cap: "Split", variable: "split", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "straight", name_cap: "Straight", variable: "straight", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "straight curls", name_cap: "Straight Curls", variable: "straight curl", type: ["curly", "short"], shop: ["mirrorhair"], }, {name: "straight tails", name_cap: "Straight Tails", variable: "straight tails", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "swept back", name_cap: "Swept Back", variable: "swept back", type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "swept left", name_cap: "Swept Left", variable: "swept left", type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "thin flaps", name_cap: "Thin Flaps", variable: "thin flaps", type: ["loose"], shop: ["mirrorhair"], }, {name: "tied back", name_cap: "Tied Back", variable: "tied back", type: ["short", "sleek"], shop: ["mirrorhair"], }, {name: "trident", name_cap: "Trident", variable: "trident", type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "wide flaps", name_cap: "Wide Flaps", variable: "wide flaps", hasCombatImg: true, type: ["loose", "sleek"], shop: ["mirrorhair"], }, {name: "loose antenna", name_cap: "Loose Antenna", variable: "loose antenna", type: ["loose"], shop: ["mirrorhair"], }, ]>> <</widget>> <<widget "hair_data">> <<set setup.hairstyles to {}>> <<init_hairfringe>> <<init_hairsides>> <<set setup.hairTraits = [...new Set(Object.keys(setup.hairstyles).flatMap(x => setup.hairstyles[x]).flatMap(x => x.type))]>> <</widget>><<widget "npcList">> <<script>> const NPCList = []; for (let idx = 0; idx < 6; ++idx) { NPCList.push(clone(setup.baseNPC)); /* carry over values from existing generated npcs and add current index */ /* uses .description to detect if npc is not a stub, in case of trouble try another variable */ if (V.NPCList && V.NPCList[idx].description) { const npc = NPCList[idx]; npc.index = idx; Object.assign(npc, V.NPCList[idx]); if (!npc.type) npc.type = "human"; } } V.NPCList = clone(NPCList); <</script>> /* should this even be here? */ <<set $BeastList to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","cow","spider"]>> <<set $npcListVersion to 3>> <</widget>><<widget "npcNamed">> <!-- To add new Named NPCs, add the new NPC name to setup.NPCNameList in variables-static.twee, and tag values to end. The rest of the code should automatically scope based on the size of the list. --> <!-- NPC descriptions are set as names, and their titles are being established for compatibility with general NPCs --> <<if $npcNamedVersion is 1>> <<set _tempNPCName to clone($NPCName)>> <</if>> <<set $NPCName = []>> <<for _npc range setup.NPCNameList>> <<run $NPCName.push(clone(setup.baseNNPC))>> <</for>> <<set $NPCNameList to setup.NPCNameList>> /* temporary compatibility layer before full C.npc conversion */ <!-- Draft default pronoun list. Random selection is part of initNPCgender widget --> /% <<set _pro to ["m","f","f","m","m","m","m","m","f","f","m","m","f","m","f","m","m","m","f","m","m","m","m","m","f","m","m"]>> %/ <<set _tit to ["businessperson", "caretaker", "brothel owner", "dance coach", "club owner", "English teacher", "hunter", "shopkeeper", "doctor", "pious", "loner", "criminal", "headteacher", "swimming teacher", "sewer dweller", "maths teacher", "orphan", "cafe owner", "science teacher", "bully", "history teacher", "alpha", "photographer", "mayor", "farmer", "farmhand", "terror", "smuggler", "faithful", "reflection", "pirate"]>> <<set _ins to ["weak", "weak", "looks", "ethics", "ethics", "ethics", "looks", "weak", "skill", "ethics", "weak", "skill", "skill", "ethics", "weak", "ethics", "ethics", "ethics", "ethics", "looks", "skill", "weak", "skill", "looks", "looks", "weak", "looks", "ethics", "skill", "looks", "skill"]>> <!-- Type needs to conform to beast type: wolf, dog, etc. --> <<set _tpe to ["human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "wolf", "human", "human", "human", "human", "hawk", "human", "human", "human", "human"]>> <<set _swi to ["a","a","a","a","a","a","a","t","a","a","t","a","a","a","a","a","t","a","a","t","a","a","a","a","a","t","a","a","t","a","a"]>> <<for _i to 0; _i lt $NPCName.length; _i++>> <<set $NPCName[_i].nam to $NPCNameList[_i]>> <<set $NPCName[_i].description to $NPCNameList[_i]>> <<set $NPCName[_i].title to _tit[_i]>> <<set $NPCName[_i].chastity to {penis:"", vagina:"", anus:""}>> <<set $NPCName[_i].insecurity to _ins[_i]>> <<if _swi[_i] is "t">> <<set $NPCName[_i].adult to 0>> <<set $NPCName[_i].teen to 1>> <<else>> <<set $NPCName[_i].adult to 1>> <<set $NPCName[_i].teen to 0>> <</if>> <<set $NPCName[_i].type to _tpe[_i]>> <<set $NPCName[_i].purity to 0>> <<set $NPCName[_i].corruption to 0>> <<if _tpe[_i] is "wolf">> <<set $NPCName[_i].claws to "claws">> <!-- Adjusted Wolf and Hawk for the changes converting $claws to .claws --> <<elseif _tpe[_i] is "hawk">> <<set $NPCName[_i].claws to "talons">> <</if>> <</for>> <<generateNPCNameHairAndEyeColors true>> <<npcPregnancyUpdater>> <</widget>> <<widget "npcNamedUpdate">>/*Applies new system to old saves and carries over relevant variables.*/ <<if $npcNamedVersion isnot 2>><!-- Needed for compatibility with V2.5 and prior saves --> <<npcNamed>> <<for _e to 0; _e lt $NPCNameList.length; _e++>> <<set _lowerCaseName to $NPCNameList[_e].toLowerCase()>> <<set _upperCaseName to $NPCNameList[_e]>> <<if $npcNamedVersion is undefined>> /* .init and .pronoun can't be set within an easy loop */ <<if V['init' + _lowerCaseName] isnot undefined>> <<set C.npc[_upperCaseName].init to V['init' + _lowerCaseName]>> <<run delete V['init' + _lowerCaseName]>> <</if>> <<if V[_lowerCaseName + 'gender'] isnot undefined>> <<set C.npc[_upperCaseName].pronoun to V[_lowerCaseName + 'gender']>> /* do not unset old gender, it is still needed within a loop */ <</if>> /* set new npc attribute vars and remove old ones in a loop */ <<for _attribute range ["trust", "love", "dom", "lust", "rage", "state", "trauma", "gender", "penissize", "penisdesc", "penis", "vagina"]>> <<if V[_lowerCaseName + _attribute] isnot undefined>> <<set C.npc[_upperCaseName][_attribute] to V[_lowerCaseName + _attribute]>> <<run delete V[_lowerCaseName + _attribute]>> <</if>> <</for>> <<elseif $npcNamedVersion is 1>> <<if V[_lowerCaseName + 'gender'] isnot undefined>> <<set C.npc[_upperCaseName].pronoun to V[_lowerCaseName + 'gender']>> <<run delete V[_lowerCaseName + 'gender']>> <</if>> <<if V[_lowerCaseName + 'penis'] isnot undefined>> <<set C.npc[_upperCaseName].penis to V[_lowerCaseName + 'penis']>> <<run delete V[_lowerCaseName + 'penis']>> <</if>> <<if V[_lowerCaseName + 'vagina'] isnot undefined>> <<set C.npc[_upperCaseName].vagina to V[_lowerCaseName + 'vagina']>> <<run delete V[_lowerCaseName + 'vagina']>> <</if>> <</if>> <</for>> <<set $npcNamedVersion to 2>> <<updateNewNamedNpcs>> <</if>> <</widget>> <<widget "newNamedNpc">> <<if _args[0]>> <<if !$NPCNameList.includes(_args[0].nam)>> <<set _values to clone(_args[0])>> <<set _valueKeys to Object.keys(_values)>> <<set _nnpc to clone(setup.baseNNPC)>> <<for _i to 0; _i lt _valueKeys.length; _i++>> <<set _nnpc[_valueKeys[_i]] to _values[_valueKeys[_i]]>> <</for>> <<if !_nnpc.description>><<set _nnpc.description to _nnpc.nam>><</if>> <<set $NPCName.push(clone(_nnpc))>> <<set $NPCNameList.push(clone(_nnpc.nam))>> <<initNNPCVirginity $NPCName.length-1>> <<initnpcgendersingle $NPCName.length-1>> <</if>> <</if>> <</widget>> <<widget "updateNewNamedNpcs">> <<if $npcListVersion gte 1>> <<set _newNNPCs to { "blackwolf": {nam : "Black Wolf", title: "alpha", insecurity: "weak", adult: 1, type: "wolf", claws: "claws"}, "niki": {nam : "Niki", title: "photographer", insecurity: "skill", adult: 1}, "quinn": {nam : "Quinn", title: "mayor", insecurity: "looks", adult: 1}, "remy": {nam : "Remy", title: "farmer", insecurity: "looks", adult: 1}, "alex": {nam : "Alex", title: "farmhand", insecurity: "weak", teen: 1}, "greathawk": {nam : "Great Hawk", title: "terror", insecurity: "looks", adult: 1, type: "hawk", claws: "talons"}, "wren": {nam : "Wren", title: "smuggler", insecurity: "ethics", adult: 1}, "sydney": {nam : "Sydney", title: "faithful", insecurity: "skill", teen: 1}, "ivorywraith": {nam : "Ivory Wraith", title: "reflection", insecurity: "looks", adult: 1}, "zephyr": {nam : "Zephyr", title: "captain", insecurity: "skill", adult: 1} }>> <<for _npc range Object.keys(_newNNPCs)>> <<if !$NPCNameList.includes(_newNNPCs[_npc].nam)>> <<newNamedNpc _newNNPCs[_npc]>> <<set _npcsAdded to true>> <</if>> <</for>> <<if _npcsAdded is true>> <<generateNPCNameHairAndEyeColors>> <</if>> <</if>> <</widget>> <<widget "generateNPCNameHairAndEyeColors">> <<for _i to 0; _i lt $NPCName.length; _i++>> <<switch $NPCName[_i].nam>> <<case "Whitney">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "blond">> <</if>> <<case "Jordan">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">> <<set $NPCName[_i].eyeColour to "light blue">> <<set $NPCName[_i].hairColour to "blond">> <</if>> <<case "Leighton">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">> <<set $NPCName[_i].eyeColour to "green">> <<set $NPCName[_i].hairColour to "black">> <</if>> <<case "Landry">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "black">> <</if>> <<case "Darryl">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "brown">> <</if>> <<case "River">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">> <<set $NPCName[_i].eyeColour to "light blue">> <<set $NPCName[_i].hairColour to "brown">> <</if>> <<case "Kylar" "Bailey">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to ["black","brown"].pluck()>> <</if>> <<case "Gwylan">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to "green">> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "mousy">> <</if>> <<case "Doren">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "red">> <</if>> <<case "Charlie" "Morgan">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "ginger">> <</if>> <<case "Black Wolf">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to "amber">> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "black">> <</if>> <<case "Remy">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to "green">> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "brown">> <</if>> <<case "Alex">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to "green">> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "red">> <</if>> <<case "Great Hawk">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to "light blue">> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "brown">> <</if>> <<case "Wren">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">> <<set $NPCName[_i].eyeColour to "brown">> <<set $NPCName[_i].hairColour to "blond">> <</if>> <<case "Sydney">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to "amber">> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "strawberryblond">> <</if>> <<case "Ivory Wraith">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to "dark blue">> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "white">> <</if>> <<case "Zephyr">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">> <<set $NPCName[_i].eyeColour to "green">> <<set $NPCName[_i].hairColour to "black">> <</if>> <<case "Harper">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <</if>> <<if $NPCName[_i].hairColour is 0 or $NPCName[_i].hairColour is undefined or _args[0] is "default">> <<set $NPCName[_i].hairColour to "blond">> <</if>> <<case "Briar">> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined or _args[0] is "default">> <<set $NPCName[_i].eyeColour to "hazel">> <<set $NPCName[_i].hairColour to "chestnut">> <</if>> <<default>> <<if $NPCName[_i].eyeColour is 0 or $NPCName[_i].eyeColour is undefined>> <<set $NPCName[_i].eyeColour to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].pluck()>> <<set $NPCName[_i].hairColour to ["red","black","brown","lightbrown","blond","platinumblond","strawberryblond","ginger"].pluck()>> <</if>> <</switch>> <</for>> <</widget>> <<widget "initAllNNPCVirginities">> <<for _i to 0; _i lt $NPCNameList.length; _i++>> <<initNNPCVirginity _i>> <</for>> <</widget>> <<widget "initNNPCVirginity">> <<set $NPCName[_args[0]].purity to 0>> <<set $NPCName[_args[0]].corruption to 0>> <<set $NPCName[_args[0]].virginity to clone(setup.NPCVirginityTypesVirgin)>> <<set $NPCName[_args[0]].chastity to {penis:"", vagina:"", anus:""}>> <<switch $NPCNameList[_args[0]]>> <<case "Sydney">> /* Has all virginities + temple virginity. */ <<set $NPCName[_args[0]].virginity to {"anal": true, "oral": true, "penile": true, "vaginal": true, "handholding": true, "temple": true, "kiss": true}>> <<case "Robin" "Kylar" "Great Hawk">> /* Has all virginities. */ <<case "Jordan">> /* Has anal, oral, penile/vaginal, and kiss virginities. Missing handholding. */ <<set $NPCName[_args[0]].virginity.handholding to false>> <<case "Black Wolf">> /* Has anal, oral, kiss, and handholding virginities. Missing penile/vaginal. */ <<set $NPCName[_args[0]].virginity.penile to false>> <<set $NPCName[_args[0]].virginity.vaginal to false>> <<case "Gwylan" "Zephyr">> /* Missing all virginities. */ <<set $NPCName[_args[0]].virginity to clone(setup.NPCVirginityTypes)>> <<case "Charlie">> /* Has oral, anal, and vaginal/penile virginities. Missing kiss and handholding. */ <<set $NPCName[_args[0]].virginity.kiss to false>> <<set $NPCName[_args[0]].virginity.handholding to false>> <<case "Eden">> /* Has anal, oral and handholding virginity. Missing penile/vaginal and kiss. */ <<set $NPCName[_args[0]].virginity.penile to false>> <<set $NPCName[_args[0]].virginity.vaginal to false>> <<set $NPCName[_args[0]].virginity.kiss to false>> <<case "Sam" "Mason">> /* Has anal and oral virginity. Missing penile/vaginal, kiss, and handholding. */ <<set $NPCName[_args[0]].virginity.penile to false>> <<set $NPCName[_args[0]].virginity.vaginal to false>> <<set $NPCName[_args[0]].virginity.kiss to false>> <<set $NPCName[_args[0]].virginity.handholding to false>> <<case "Alex" "Darryl" "Sirris" "Briar" "Wren" "Ivory Wraith">> /* Missing all virginities. */ <<set $NPCName[_args[0]].virginity to clone(setup.NPCVirginityTypes)>> <<default>> /* Defaults to only having anal virginity. */ <<set $NPCName[_args[0]].virginity.oral to false>> <<set $NPCName[_args[0]].virginity.penile to false>> <<set $NPCName[_args[0]].virginity.vaginal to false>> <<set $NPCName[_args[0]].virginity.kiss to false>> <<set $NPCName[_args[0]].virginity.handholding to false>> <</switch>> <</widget>><<widget "pregnancyVar">> <<if $pregnancyStats is undefined>> <<set $pregnancyStats to { playerChildren:0, humanChildren:0, wolfChildren:0, npcChildren:0, npcChildrenUnrelatedToPlayer:0, npcTotalBirthEvents:0, humanToysUnlocked: false, wolfToysUnlocked: false, hawkToysUnlocked: false, mother: 0, aftermorningpills: 0, pregnancyTestsTaken: 0, parasiteBook: 0, parasiteDoctorEvents: 0, awareOfBirthId: {}, }>> <</if>> <<containersInit>> <<if $objectVersion.prenancyObjectRepair isnot 2>> <<prenancyObjectRepair>> <<set $objectVersion.prenancyObjectRepair to 2>> <</if>> <<if $pregnancyStats.morningSicknessGeneral is undefined>> <<set $pregnancyStats.morningSicknessGeneral to 0>> <<set $pregnancyStats.morningSicknessWaking to 0>> <<set $pregnancyStats.parasiteBook to 0>> <</if>> <<if $pregnancyStats.awareOfBirthId is undefined>> /* This will track when the player or npc is aware of a specific pregnancy 'birthid:["pc","NPCNameIndex"]' */ <<set $pregnancyStats.awareOfBirthId to {}>> <</if>> <<if $pregnancyStats.childInteractions is undefined>> <<set $pregnancyStats.childInteractions to 0>> <<set $pregnancyStats.childBreastfedInteractions to 0>> <<set $pregnancyStats.childBottlefedInteractions to 0>> <<set $pregnancyStats.childFirstWordInteractions to 0>> <<set $pregnancyStats.orphanageInteractions to 0>> <<set $pregnancyStats.orphanageMilkBottles to 0>> <<set $pregnancyStats.orphanageMilkBottlesTotal to 0>> <</if>> <<if $pregnancyStats.playerVirginBirths is undefined>> <<set $pregnancyStats.playerVirginBirths to []>> <<set $pregnancyStats.totalDaysPregnant to 0>> <<set $pregnancyStats.totalDaysPregnancyKnown to 0>> <</if>> <<if $pregnancyStats.parasiteBook is undefined>> <<set $pregnancyStats.parasiteBook to 0>> <</if>> <<if $pregnancyStats.parasiteDoctorEvents is undefined>> <<set $pregnancyStats.parasiteDoctorEvents to 0>> <</if>> <<if $pregnancyStats.talkedAboutPregnancy is undefined>> /* This will track when the player or npc has ever talked about specific pregnancy, the set should be during the pregnancy only 'birthid:["pc","NPCNameIndex"]' */ <<set $pregnancyStats.talkedAboutPregnancy to {}>> <</if>> <<if $pregnancyStats.hawkChildren is undefined>> <<set $pregnancyStats.hawkChildren to 0>> <</if>> <</widget>> <<widget "containersInit">> <<if $container is undefined>> <<set $container to { "lastLocation": null, "list":["home", "lake"], "home":{ "upgrades":{ "capacity":0, "foodStorage":0, "luxury":0 }, "name": "Tiny Fish Tank", "count": 0, "maxCount": 1, "daysSinceFed": 0, "maxDaysWithoutFood": 3, "creatures":{ 0: null }, "deadCreatures": 0, "visited": false, "leaveLink": "Bedroom" }, "portable":{ "creatures":[], "value":0 }, "lake":{ "upgrades":{ "capacity":0, "foodStorage":0, "luxury":0 }, "name": "pond", "count": 0, "maxCount": 3, "daysSinceFed": 0, "maxDaysWithoutFood": 31, "creatures":{ 0: null }, "deadCreatures": 0, "visited": false, "leaveLink": "Lake Waterfall" } }>> <</if>> <<if $container.home.kylarDelay is undefined>> <<set $container.home.kylarDelay to 0>> <<set $container.home.kylarFed to false>> <<set $container.home.kylarHelp to false>> <</if>> <<if $container.farm is undefined>> <<set $container.farm to { "upgrades":{ "capacity":0, "foodStorage":0, "luxury":0 }, "name": "Parasite Barn", "count": 0, "maxCount": 5, "daysSinceFed": 0, "maxDaysWithoutFood": 14, "creatures":{ 0: null }, "deadCreatures": 0, "visited": false, "leaveLink": "Farm Work" }>> <<set $container.list.pushUnique("farm")>> <</if>> <<if $pregnancyStats.parasiteTypesSeen is undefined or $pregnancyStats.parasiteVariantsSeen is undefined>> <<set $pregnancyStats.parasiteTypesSeen to []>><<set $pregnancyStats.parasiteVariantsSeen to []>> <<for _i range $container.list>> <<for _o to 0; _o lt $container[_i].maxCount; _o++>> <<if $container[_i].creatures[_o] isnot undefined and $container[_i].creatures[_o] isnot null>> <<if $container[_i].creatures[_o].creature.includes("Tentacle")>> <<set $pregnancyStats.parasiteTypesSeen.pushUnique("Tentacle")>> <<elseif $container[_i].creatures[_o].creature.includes("Vine")>> <<set $pregnancyStats.parasiteTypesSeen.pushUnique("Vine")>> <<elseif $container[_i].creatures[_o].creature.includes("Slime")>> <<set $pregnancyStats.parasiteTypesSeen.pushUnique("Slime")>> <<else>> <<set $pregnancyStats.parasiteTypesSeen.pushUnique($container[_i].creatures[_o].creature)>> <</if>> <<if $container[_i].creatures[_o].creature.includes("Pale")>> <<set $pregnancyStats.parasiteVariantsSeen.pushUnique("Pale")>> <<elseif $container[_i].creatures[_o].creature.includes("Metal")>> <<set $pregnancyStats.parasiteVariantsSeen.pushUnique("Metal")>> <</if>> <<else>> <<break>> <</if>> <</for>> <</for>> <</if>> <<if $containerVine or $containerMetal or $containerPale>> <<unset $containerVine, $containerMetal, $containerPale>> <</if>> <</widget>> <<widget "prenancyObjectRepair">> <<set _pregnancy to $sexStats.anus.pregnancy>> <<if _pregnancy.type is "parasite">> <<for _i to 0; _i lt 4; _i++>> <<if _pregnancy.fetus[_i]>> <<if _pregnancy.fetus[_i].creature is undefined>> <<set _pregnancy.fetus[_i].creature to either("Tentacle","Spider","Fish","Snake","Eel")>> <</if>> <</if>> <</for>> <</if>> <<set _list to ["home", "lake", "farm", "portable"]>> <<for _i to 0; _i lt _list.length; _i++>> <<set _container to $container[_list[_i]]>> <<for _j to 0; _j lt _container.maxCount; _j++>> <<if _container.creatures[_j] isnot undefined and _container.creatures[_j] isnot null>> <<if _container.creatures[_j].creature is undefined>> <<set _container.creatures[_j].creature to either("Tentacle","Spider","Fish","Snake","Eel")>> <</if>> <</if>> <<if _container.upgrades.luxury is undefined>> <<set _container.upgrades.luxury to 0>> <</if>> <</for>> <</for>> <</widget>><!--Needs to be json strings, not json objects--> <<widget "presets">> <<unset _preset>> <<unset _presetName>> <<if _args[0]>> <<switch _args[0]>> <<case "femaleWaif">> <<set _preset to '{"starting":{"player":{"gender":"f","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif"}}'>> <<case "maleWaif">> <<set _preset to '{"starting":{"player":{"gender":"m","gender_body":"m","bodyshape":"classic","ballsExist":false,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"brown","hairlength":0,"awareselect":"innocent","background":"waif"}}'>> <<case "hermaphroditeWaif">> <<set _preset to '{"starting":{"player":{"gender":"h","gender_body":"a","bodyshape":"slender","ballsExist":true,"freckles":false,"breastsize":3,"penissize":1,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":3,"genitalsensitivity":3,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif"}}'>> <<case "vrel">> <<set _preset to '{"starting":{"player":{"gender":"f","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":0,"penissize":0,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":3,"breastsensitivity":5,"genitalsensitivity":3,"eyeselect":"purple","hairselect":"burntorange","hairlength":400,"awareselect":"knowledgeable","background":"beautiful"}}'>> <<case "crossdresser">> <<set _preset to '{"starting":{"player":{"gender":"m","gender_body":"f","bodyshape":"curvy","ballsExist":false,"freckles":false,"breastsize":2,"penissize":0,"bottomsize":0},"skinColor":{"natural":"light","range":0},"bodysize":0,"breastsensitivity":3,"genitalsensitivity":1,"eyeselect":"light blue","hairselect":"blond","hairlength":400,"awareselect":"innocent","background":"crossdresser"}}'>> <<case "toughGuy">> <<set _preset to '{"starting":{"player":{"gender":"m","gender_body":"m","bodyshape":"classic","ballsExist":false,"freckles":false,"breastsize":0,"penissize":3,"bottomsize":0},"skinColor":{"natural":"light","range":50},"bodysize":2,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"light blue","hairselect":"brown","hairlength":0,"awareselect":"knowledgeable","background":"athlete"}}'>> <<case "genericNpcDefaultGender">> <<set _preset to '{"general":{"settings":{"maleChanceMale":50,"maleChanceFemale":50,"malevictimchance":50}}}'>> <<case "genericNpcAllMaleGender">> <<set _preset to '{"general":{"settings":{"maleChanceMale":100,"maleChanceFemale":100,"malevictimchance":100}}}'>> <<case "genericNpc75MaleGender">> <<set _preset to '{"general":{"settings":{"maleChanceMale":75,"maleChanceFemale":75,"malevictimchance":75}}}'>> <<case "genericNpcAllFemaleGender">> <<set _preset to '{"general":{"settings":{"maleChanceMale":0,"maleChanceFemale":0,"malevictimchance":0}}}'>> <<case "genericNpc75FemaleGender">> <<set _preset to '{"general":{"settings":{"maleChanceMale":25,"maleChanceFemale":25,"malevictimchance":25}}}'>> <<case "beastDefaultGenders">> <<set _preset to '{"general":{"settings":{"beastMaleChanceMale":50,"beastMaleChanceFemale":50,"bestialityEnabled":true}}}'>> <<case "beastMaleGenders">> <<set _preset to '{"general":{"settings":{"beastMaleChanceMale":100,"beastMaleChanceFemale":100,"bestialityEnabled":true}}}'>> <<case "beast75MaleGenders">> <<set _preset to '{"general":{"settings":{"beastMaleChanceMale":75,"beastMaleChanceFemale":75,"bestialityEnabled":true}}}'>> <<case "beastFemaleGenders">> <<set _preset to '{"general":{"settings":{"beastMaleChanceMale":0,"beastMaleChanceFemale":0,"bestialityEnabled":true}}}'>> <<case "beast75FemaleGenders">> <<set _preset to '{"general":{"settings":{"beastMaleChanceMale":25,"beastMaleChanceFemale":25,"bestialityEnabled":true}}}'>> <<case "beastDisable">> <<set _preset to '{"general":{"settings":{"bestialityEnabled":false}}}'>> <<case _kinkPreset>> <<switch _kinkPreset>> <<case "kinkDefault">> <<set _preset to '{"general":{"settings":{"bestialityEnabled":true,"swarmsEnabled":true,"slimesEnabled":true,"voreEnabled":true,"tentaclesEnabled":true,"plantsEnabled":true,"analEnabled":true,"analDoubleEnabled":true,"footFetishEnabled":true,"analingusGivingEnabled":true,"analingusReceivingEnabled":true,"vaginalDoubleEnabled":true,"transformAnimalEnabled":true,"transformDivineEnabled":true,"breastFeedingEnabled":true,"parasitePregnancyEnabled":true,"watersportsEnabled":false,"facesitEnabled":true,"spidersEnabled":true,"bodyWritingLevel":3,"parasitesEnabled":true,"slugsEnabled":true,"waspsEnabled":true,"lurkersEnabled":true,"beesEnabled":true,"horsesEnabled":true,"pregnancySpeechEnabled":true,"toyDildoEnabled":true,"toyWhipEnabled":true,"playerPregnancyHumanEnabled":true,"playerPregnancyBeastEnabled":true,"playerPregnancyEggLayingEnabled":true,"hypnosisEnabled":true}}}'>> <<case "kinkVanilla">> <<set _preset to '{"general":{"settings":{"bestialityEnabled":false,"swarmsEnabled":false,"slimesEnabled":false,"voreEnabled":false,"tentaclesEnabled":false,"plantsEnabled":false,"analEnabled":true,"analDoubleEnabled":false,"footFetishEnabled":true,"analingusGivingEnabled":true,"analingusReceivingEnabled":true,"vaginalDoubleEnabled":false,"transformAnimalEnabled":true,"transformDivineEnabled":true,"breastFeedingEnabled":false,"parasitePregnancyEnabled":false,"watersportsEnabled":false,"facesitEnabled":false,"spidersEnabled":false,"bodyWritingLevel":2,"parasitesEnabled":false, "slugsEnabled":false,"waspsEnabled":false,"lurkersEnabled":false,"beesEnabled":false,"horsesEnabled":false,"pregnancySpeechEnabled":true,"toyDildoEnabled":true,"toyWhipEnabled":true,"playerPregnancyHumanEnabled":true,"playerPregnancyBeastEnabled":false,"playerPregnancyEggLayingEnabled":false,"hypnosisEnabled":true}}}'>> <<case "kinkNoBeasts">> <<set _preset to '{"general":{"settings":{"bestialityEnabled":false,"swarmsEnabled":false,"slimesEnabled":true,"voreEnabled":false,"tentaclesEnabled":true,"plantsEnabled":true,"analEnabled":true,"analDoubleEnabled":true,"footFetishEnabled":true,"analingusGivingEnabled":true,"analingusReceivingEnabled":true,"vaginalDoubleEnabled":true,"transformAnimalEnabled":true,"transformDivineEnabled":true,"breastFeedingEnabled":true,"parasitePregnancyEnabled":false,"watersportsEnabled":false,"facesitEnabled":true,"spidersEnabled":false,"bodyWritingLevel":3,"parasitesEnabled":false,"slugsEnabled":false,"waspsEnabled":false,"lurkersEnabled":false,"beesEnabled":false,"horsesEnabled":false,"pregnancySpeechEnabled":true,"toyDildoEnabled":true,"toyWhipEnabled":true,"playerPregnancyHumanEnabled":true,"playerPregnancyBeastEnabled":false,"playerPregnancyEggLayingEnabled":false,"hypnosisEnabled":true}}}'>> <<case "kinkEverything">> <<set _preset to '{"general":{"settings":{"bestialityEnabled":true,"swarmsEnabled":true,"slimesEnabled":true,"voreEnabled":true,"tentaclesEnabled":true,"plantsEnabled":true,"analEnabled":true,"analDoubleEnabled":true,"footFetishEnabled":true,"analingusGivingEnabled":true,"analingusReceivingEnabled":true,"vaginalDoubleEnabled":true,"transformAnimalEnabled":true,"transformDivineEnabled":true,"breastFeedingEnabled":true,"parasitePregnancyEnabled":true,"watersportsdisable":"f","facesitEnabled":true,"spidersEnabled":true,"bodyWritingLevel":3,"parasitesEnabled":true,"slugsEnabled":true,"waspsEnabled":true,"lurkersEnabled":true,"beesEnabled":true,"horsesEnabled":true,"pregnancySpeechEnabled":true,"toyDildoEnabled":true,"toyWhipEnabled":true,"playerPregnancyHumanEnabled":true,"playerPregnancyBeastEnabled":true,"playerPregnancyEggLayingEnabled":true,"hypnosisEnabled":true}}}'>> <<default>> <<set _preset to '{"general":{"settings":{"bestialityEnabled":true,"swarmsEnabled":true,"slimesEnabled":true,"voreEnabled":true,"tentaclesEnabled":true,"plantsEnabled":true,"analEnabled":true,"analDoubleEnabled":true,"footFetishEnabled":true,"analingusGivingEnabled":true,"analingusReceivingEnabled":true,"vaginalDoubleEnabled":true,"transformAnimalEnabled":true,"transformDivineEnabled":true,"breastFeedingEnabled":true,"parasitePregnancyEnabled":true,"watersportsEnabled":false,"facesitEnabled":true,"spidersEnabled":true,"bodyWritingLevel":3,"parasitesEnabled":true,"slugsEnabled":true,"waspsEnabled":true,"lurkersEnabled":true,"beesEnabled":true,"horsesEnabled":true,"pregnancySpeechEnabled":true,"toyDildoEnabled":true,"toyWhipEnabled":true,"playerPregnancyHumanEnabled":true,"playerPregnancyBeastEnabled":true,"playerPregnancyEggLayingEnabled":true,"hypnosisEnabled":true}}}'>> <</switch>> <<case _namedNpcPreset>> <<set _npcs to { npc: {} }>> <<switch _namedNpcPreset>> <<case "namedNpcAllMaleGender">> <<set _pronoun to "m">> <<set _gender to "m">> <<case "namedNpcAllFemaleGender">> <<set _pronoun to "f">> <<set _gender to "f">> <<default>> <<set _pronoun to "none">> <<set _gender to "none">> <</switch>> <<for _name range setup.NPCNameList>> <<if _name is "Ivory Wraith">> <<continue>> <<else>> <<set _npcs.npc[_name] to { pronoun: _pronoun, gender: _gender, skincolour: "none" }>> <</if>> <</for>> <<set _preset to JSON.stringify(_npcs)>> <<case _monstersPreset>> <<switch _monstersPreset>> <<case "monstersDefault">> <<set _preset to '{"general":{"settings":{"monsterChance":20,"monsterHallucinationsOnly":true},"blackwolfmonster":0,"greathawkmonster":0}}'>> <<case "monstersNone">> <<set _preset to '{"general":{"settings":{"monsterChance":0,"monsterHallucinationsOnly":false},"blackwolfmonster":0,"greathawkmonster":0}}'>> <<case "monstersAll">> <<set _preset to '{"general":{"settings":{"monsterChance":100,"monsterHallucinationsOnly":false},"blackwolfmonster":2,"greathawkmonster":2}}'>> <<default>> <<set _preset to '{"general":{"settings":{"monsterChance":20,"monsterHallucinationsOnly":true},"blackwolfmonster":0,"greathawkmonster":0}}'>> <</switch>> <<case "randomize">> <<set _preset to _args[2]>> <</switch>> <<set _presetName to _args[0]>> <</if>> <<if _args[1]>> <<set _presetPage to _args[1]>> <<else>> <<set _presetPage to "characterSettings">> <</if>> <<run importSettings(_preset, "function")>><<if StartConfig.enableImages is true and $passage is "Start" and _presetPage is "characterSettings">><<startingPlayerImageUpdate>><<removeclass #startingPlayerImage "hidden">><</if>> <<if _args[1] isnot "save">> <<displaySettings _presetPage>> <</if>> <</widget>> <<widget "presetConfirmDetails">> <<set _presetObject to JSON.parse(_preset)>> <div style="padding:5px 0px 0px 10px"> <span class="green">Change the below settings?</span><br> <div class="presetButtons"> <<button "Yes">><<run importSettings(_preset, "function")>><<displaySettings "quickStart">><<if StartConfig.enableImages is true and $passage is "Start">><<startingPlayerImageUpdate>><<removeclass #startingPlayerImage "hidden">><</if>><</button>> <<button "No">><<displaySettings "quickStart">><</button>> </div> </div> <<importDetailsDisplay _presetObject>> <</widget>> <<widget "importConfirmDetails">> <<if isJsonString($importString)>> <div style="padding:5px 0px 0px 10px"> <span class="green">Change the below settings?</span><br> <div class="presetButtons"> <<button "Yes">><<run importSettings($importString, "function")>><<displaySettings "exportsettings">><<if StartConfig.enableImages is true and $passage is "Start">><<startingPlayerImageUpdate>><<startingPlayerImageUpdate>><</if>><</button>> <<button "No">><<displaySettings "exportsettings">><<unset $importString>><</button>> </div> </div> <<importDetailsDisplay `JSON.parse($importString)`>> <<else>> <<link "Back">><<displaySettings "exportsettings">><</link>> <br><br> <span class="red">Import is invalid</span>. Please double check the settings import string before importing again. <</if>> <</widget>> <<widget "importDetailsDisplay">> <<if _args[0]>> <div class="presetConfirm settingsGrid"> <<if _args[0].starting isnot undefined>> <div class="settingsHeader"> Imported Settings </div> <div class="settingsToggleItem"> <span class="gold">Base:</span> <<set _validatorObject to settingsObjects("starting")>> <<presetConfirm _args[0].starting>> </div> <<if _args[0].starting.player isnot undefined>> <div class="settingsToggleItem"> <span class="gold">Player:</span> <<set _validatorObject to settingsObjects("starting")>> <<presetConfirm _args[0].starting.player>> <<if _args[0].starting.skinColor isnot undefined>> <hr style="border-top:1px solid var(--700)"> <span class="gold">Skin Colour:</span> <<set _validatorObject to settingsObjects("starting")>> <<presetConfirm _args[0].starting.skinColor>> <</if>> </div> <</if>> <</if>> <<if _args[0].general isnot undefined>> <div class="settingsToggleItem"> <<if _args[0].general.settings isnot undefined>> <span class="gold">Settings:</span> <<set _validatorObject to settingsObjects("general")>> <<presetConfirm _args[0].general.settings>> <</if>> </div> <div class="settingsToggleItem"> <<if _args[0].general.options isnot undefined>> <span class="gold">Options:</span> <<set _validatorObject to settingsObjects("general")>> <<presetConfirm _args[0].general.options>> <</if>> </div> <div class="settingsToggleItem"> <span class="gold">General Settings:</span> <<set _validatorObject to settingsObjects("general")>> <<presetConfirm _args[0].general>> <<silently>> <<if _args[0].general.skinColor isnot undefined>> <span class="gold">Skin Colour:</span> <<set _validatorObject to settingsObjects("general")>> <<presetConfirm _args[0].general.skinColor>> <</if>> <<if _args[0].general.map isnot undefined>> <span class="gold">Map Settings:</span> <<set _validatorObject to settingsObjects("general")>> <<presetConfirm _args[0].general.map>> <</if>> <<if _args[0].general.shopDefaults isnot undefined>> <span class="gold">Shop Settings:</span> <<set _validatorObject to settingsObjects("general")>> <<presetConfirm _args[0].general.shopDefaults>> <</if>> <<if _args[0].general.wardrobeDefaults isnot undefined>> <span class="gold">Wardrobe Settings:</span> <<set _validatorObject to settingsObjects("general")>> <<presetConfirm _args[0].general.wardrobeDefaults>> <</if>> <</silently>> </div> <</if>> <<if _args[0].npc isnot undefined>> <div class="settingsHeader"> Imported NPCs <<set _validatorObject to settingsObjects("npc")>> </div> <<for $_label, $_value range _args[0].npc>> <<if $_label is "Ivory Wraith">> <<continue>> <<else>> <div class="settingsToggleItem"> <span class="gold"><<print $_label>>:</span> <<presetConfirm $_value $_label>> </div> <</if>> <</for>> <</if>> </div> <</if>> <</widget>> <<widget "presetConfirm">> <<if _args[0]>> <<if _args[0].breastsizemin gt _args[0].breastsizemax>> <<set _temp to _args[0].breastsizemin>> <<set _args[0].breastsizemin to _args[0].breastsizemax>> <<set _args[0].breastsizemax to _temp>> <</if>> <<if _args[0].penissizemin gt _args[0].penissizemax>> <<set _temp to _args[0].penissizemin>> <<set _args[0].penissizemin to _args[0].penissizemax>> <<set _args[0].penissizemax to _temp>> <</if>> <ul> <<for $_label, $_value range _args[0]>> <<unset _altValue>> <<unset _altValue2>> <<if ["player","skinColor","map","shopDefaults","settings","options", "wardrobeDefaults"].includes($_label)>> <<continue>> <</if>> <<unset _object>> <<unset _valid>> <<set _object to _validatorObject[$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <<if Object.keys(_object).includes("boolLetter")>> <<set _oldValue to V[$_label]>> <<if _oldValue is "t">> <<set _altValue to "True">> <<elseif _oldValue is "f">> <<set _altValue to "False">> <</if>> <<if $_value is "t">> <<set _altValue2 to "True">> <<elseif $_value is "f">> <<set _altValue2 to "False">> <</if>> <</if>> <</if>> <li> <<switch $_label>> <<case "numberify_enabled">> <<set _object to _validatorObject["options"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> Numbered link navigation: <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) is false ? "Disabled" : "Enabled">></span> <<case "maleChance" "maleChanceMale" "maleChanceFemale" "femaleNPCPenisChance" "maleNPCVaginaChance" "maleVictimChance" "npcVirginChanceStudent" "npcVirginChanceAdult" "straponChance" "darkSkinChance" "beastMaleChance" "beastMaleChanceMale" "beastMaleChanceFemale" "monsterChance">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<print _displayName>> <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) + "%">></span> <<case "eyeselect" "hairselect" "awareselect" "background" "gamemode">> <<set _object to _validatorObject[$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject[$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "bodysize" "breastsensitivity" "genitalsensitivity" "mouthsensitivity" "bottomsensitivity" "facevariant">> <<set _object to _validatorObject[$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject[$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _validatorObject[$_label]["textMap"][_altValue2] : _validatorObject[$_label]["textMap"][$_value])>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "hairlength">> <<set _displayName to _validatorObject[$_label]["displayName"]>> <<print _displayName>> <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) gte 400 ? "Chest" : (_altValue2 isnot undefined ? _altValue2 : $_value) gte 200 ? "Neck" : "Ear">></span> <<case "ironmanmode">> Ironman Mode: <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value) is false ? "Disabled" : "Enabled">></span> <<case "timestyle">> <<set _object to _validatorObject["options"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["options"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is "military" ? "Military (24-Hour)" : "AM/PM (12-Hour)">> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "images" "combatImages" "bodywritingImages" "silhouetteEnabled" "characterLightEnabled" "halfClosedEnabled" "combatAnimations" "blinkingEnabled" "sidebarAnimations" "dateFormat" "historyControls" "clothingCaption">> <<set _object to _validatorObject["options"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["options"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is 1 ? "Enabled" : (_altValue2 isnot undefined ? _altValue2 : $_value) is true ? "Enabled" : "Disabled">> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "basePlayerPregnancyChance" "baseNpcPregnancyChance">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<set _previousValue to _validatorObject["settings"][$_label]>> <<set _changedValue to (_altValue2 isnot undefined ? _validatorObject["settings"][$_label][_altValue2] : _validatorObject["settings"][$_label][$_value])>> <<if $_label is "basePlayerPregnancyChance">> <<print _displayName>> <span class="green"><<print "1 in "+(100-(_altValue2 isnot undefined ? _altValue2 : $_value))>></span> <<else>> <<print _displayName>> <span class="green"><<print "1 in "+(20-(_altValue2 isnot undefined ? _altValue2 : $_value))>></span> <</if>> <<case "humanPregnancyMonths">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst() + " months">></span> <<case "wolfPregnancyWeeks">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst() + " weeks">></span> <<case "alwaysBackToShopButton" "color" "colourItems" "compactMode" "disableReturn" "highContrast" "mannequinGender" "mannequinGenderFromClothes" "noHelp" "noTraits" "secColor">> <<set _object to _validatorObject["shopDefaults"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> Changes <<print $_label>> from <span class="green"><<print `$shopDefaults.`+$_label>></span> to <span class="green"><<print (_altValue2 isnot undefined ? _altValue2 : $_value)>></span> <<case "neverNudeMenus" "showCaptionText" "sidebarStats" "sidebarTime" "combatControls" "mapMovement" "mapTop" "mapMarkers" "images" "combatImages" "bodywritingImages" "silhouetteEnabled" "images" "sidebarAnimations" "blinkingEnabled" "combatAnimations" "halfClosedEnabled" "characterLightEnabled" "lightSpotlight" "lightGradient" "lightGlow" "lightFlat" "lightTFColor" "combatLightEnabled" "combatLightSpotlight" "combatLightSpotlightX" "combatLightSpotlightY" "combatLightOffsetY" "combatLightGradient" "combatLightGlow" "combatLightFlat" "combatLightTFColor" "maxStates" "useNarrowMarket" "skipStatisticsConfirmation" "passageCount" "playtime" "pepperSprayDisplay" "condomsDisplay" "closeButtonMobile" "showDebugRenderer" "showCombatTools" "numpad" "traitOverlayFormat" "font" "passageLineHeight" "overlayLineHeight" "sidebarLineHeight" "passageFontSize" "overlayFontSize" "sidebarFontSize">> <<set _object to _validatorObject["options"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["options"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "skillCheckStyle" "breastModifier" "allureModifier" "multipleWardrobes" "pregnancyType" "penisModifier">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "tipdisable">> <<set _object to _validatorObject["options"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["options"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value) is false ? "Enabled" : "Disabled">> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "skin">> <<set _object to _validatorObject.player.skin>> <<if _object isnot undefined>> <<set _valid to validateValue(_object.color, $_value.color)>> <</if>> <<set _displayName to "Skin colour">> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value.color)>> <<print _displayName>> <span class="green"><<print _currentValue.toString().toUpperFirst()>></span> <<case "movement" "top" "markers">> <<set _valid to false>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject[$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "blindStatsEnabled" "monsterHallucinationsOnly" "beastMaleChanceSplit" "maleChanceSplit" "bestialityEnabled" "slimesEnabled" "voreEnabled" "tentaclesEnabled" "analEnabled" "analDoubleEnabled" "analingusGivingEnabled" "analingusReceivingEnabled" "vaginalDoubleEnabled" "transformAnimalEnabled" "transformDivineEnabled" "pubicHairEnabled" "breastFeedingEnabled" "parasitePregnancyEnabled" "watersportsEnabled" "spidersEnabled" "facesitEnabled" "parasitesEnabled" "swarmsEnabled" "slugsEnabled" "waspsEnabled" "beesEnabled" "lurkersEnabled" "horsesEnabled" "pregnancySpeechEnabled" "plantsEnabled" "footFetishEnabled" "toyDildoEnabled" "toyWhipEnabled" "toyMultiplePenetrationEnabled" "hypnosisEnabled" "forcedCrossdressingEnabled" "playerPregnancyEggLayingEnabled" "playerPregnancyHumanEnabled" "playerPregnancyBeastEnabled" "playerPregnancyEggLayingEnabled" "npcPregnancyEnabled" "incompletePregnancyEnabled" "fertilityCycleEnabled" "cheatsEnabledToggle" "ruinedOrgasmEnabled">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<case "breastsizemin" "breastsizemax" "penissizemin" "penissizemax" "bottomsizemin" "bottomsizemax" "blackwolfmonster" "greathawkmonster">> <<set _object to _validatorObject[$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject[$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _validatorObject[$_label]["textMap"][_altValue2] : _validatorObject[$_label]["textMap"][$_value])>> <<if $_label is "penissizemin" or $_label is "penissizemax">> <<if $_currentSex is "Female">> <<print _displayName>> <span class="green">Not Applicable</span> /*Don't show min/max penis size for players without a penis*/ <<else>> <<print _displayName>> <span class="green"><<print _currentValue>></span> <</if>> <<else>> <<print _displayName>> <span class="green"><<print _currentValue>></span> <</if>> <<case "bodyWritingLevel" "asphyxiaLevel" "nudeGenderPerception" "condomLevel">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _validatorObject["settings"][$_label]["textMap"][_altValue2] : _validatorObject["settings"][$_label]["textMap"][$_value])>> <<print _displayName>> <span class="green"><<print _currentValue>></span> <<case "underwearCostModifier" "schoolClothingCostModifier" "lewdClothingCostModifier" "furnitureCostModifier" "clothingCostModifier" "rentCostModifier" "tendingYieldModifier">> <<set _object to _validatorObject["settings"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["settings"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue * 100 + "%">></span> <<case "pronoun" "sex" "gender" "skincolour" "penissize" "breastsize" "bottomsize" "gender_body" "ballsExist" "freckles" "bodyshape">> <<if _args[1]>> <<set _object to _validatorObject[$_label]>> <<set _displayName to _validatorObject[$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _validatorObject[$_label]["textMap"][_altValue2] : _validatorObject[$_label]["textMap"][$_value])>> <<if $_label is "pronoun">> <<set $_npcGender to _currentValue>> <</if>> <<if $_npcGender is "N/A">> <<print _displayName>><span class="green"><<print "N/A">></span> <<else>> <<print _displayName>><span class="green"><<print _currentValue>></span> <</if>> <<if $_value is "none" and $passage is "Start">> <<set _valid to true>> <</if>> <<elseif $_label is "sex">> <<set _object to _validatorObject["player"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["player"][$_label]["displayName"]>> <<set $_currentSex to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>> <<print _displayName>> <span class="green"><<print $_currentSex>></span> <<elseif $_label is "penissize">> <<set _object to _validatorObject["player"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["player"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>> <<if $_currentSex is "Female">> <<print _displayName>> <span class="green">None</span> /*Don't show penis size for players without a penis*/ <<else>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <</if>> <<elseif $_label is "ballsExist">> <<set _object to _validatorObject["player"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["player"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>> <<if $_currentSex is "Male">> <<print _displayName>> <span class="green">Existent</span> /*Don't show 'nonexistent' for players who have a penis*/ <<else>> <<print _displayName>> <span class="green"><<print _currentValue>></span> <</if>> <<else>> <<set _object to _validatorObject["player"][$_label]>> <<if _object isnot undefined>> <<set _valid to validateValue(_object, $_value)>> <</if>> <<set _displayName to _validatorObject["player"][$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _validatorObject["player"][$_label]["textMap"][_altValue2] : _validatorObject["player"][$_label]["textMap"][$_value])>> <<print _displayName>> <span class="green"><<print _currentValue>></span> <</if>> <<default>> <<if _validatorObject[$_label]>> <<set _displayName to _validatorObject[$_label]["displayName"]>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print _displayName>> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <<else>> <<set _currentValue to (_altValue2 isnot undefined ? _altValue2 : $_value)>> <<print $_label + ":">> <span class="green"><<print _currentValue .toString().toUpperFirst()>></span> <</if>> <</switch>> <<if _valid is undefined>> <span class="red">(Setting is not recognised so will not be imported)</span> <<elseif _valid is false>> <span class="red">(Value is not valid so will not be imported)</span> <</if>> </li> <</for>> </ul> <</if>> <</widget>><div id="gameVersionDisplay"> <<if $options.passageCount is "total">> Passage Count: <<print $passageCount>> | <</if>> <<if $options.passageCount is "changes">> Passage Changes Count: <<print $passageChangesCount>> | <</if>> <<if $options.playtime>> Play Time: <<print msToTime(($saveDetails.playTime ? $saveDetails.playTime : 0) + ($saveDetails.loadTime ? new Date() - $saveDetails.loadTime : 0))>> | <</if>> <<print StartConfig.version>><<if StartConfig.sneaky>> SNEAKY<</if>> </div> <div id="gameVersionDisplay2"><<print StartConfig.version.slice(1)>></div> <<if $passage isnot "Start">> <div id="feat"></div> <div id="exportWarning" @class="'no-numberify ' + (!$statFreeze and Time.days gte $saveDetails.exported.days + $saveDetails.exported.frequency ? '':'hidden')"> <span class="red">You haven't exported your save in a while</span> | <<if !Browser.isMobile.any()>> <<link "Export">> <<run Save.export("degrees-of-lewdity")>> <</link>> | <</if>> <<link "Help me export">> <<overlayReplace "export">> <</link>> | <<link "Ignore for now">><<set $saveDetails.exported.days to Math.floor(Time.days - ($saveDetails.exported.frequency * 0.5))>><<addclass #exportWarning "hidden">><</link>> </div> <</if>> <div id="customOverlayContainer" class="customOverlayContainer no-numberify hidden" onclick="closeOverlay()"> <div id="customOverlay" @class="'customOverlay hidden' + ($options.overlayFontSize ? ' fontSize' + $options.overlayFontSize : '') + ($options.overlayLineHeight ? ' lineHeight' + $options.overlayLineHeight.toString().replace('.','') : '')" onclick="event.stopPropagation()"> <div id="customOverlayTitle"></div> <div id="customOverlayContent"></div> </div> </div> <<if $debug is 1>> <div id="debugOverlay" class="debugOverlay"></div> <</if>> <<if $combat is 1>> <<printCombatMenu>> <</if>> <<if !Story.has($passage)>> <br> Please report this and either reload a previous save or take the emergency exit at the bottom of the page to the last safe location you were in. <<if State.history.length gt 1>> Alternatively, return to the previous passage using the history depth function<<if !Config.history.controls>> that can be enabled in the options<</if>>. <</if>> <br> <<set _exit to $safePassage ? $safePassage : "Bedroom">> <span id="next"><<link [[Back to safety|_exit]]>><<endcombat>><<clotheson>><</link>></span> <<elseif !_link and !tags().includes("exitCheckBypass")>> /* Does not trigger if the scene has a red link. Those will probably be reported anyway */ <br> <<error { message : `The passage ${$passage} has no usable links.`, source : `Previous passage: ${$passagePrev} | phase: ${$phase} | rng: ${$rng}.` }>> <br><br> Please report this, <<if $cheatsEnabled is true>> unless you got here through the use of a cheat, <</if>> and either reload a previous save or take the emergency exit at the bottom of the page to the last safe location you were in. <<if State.history.length gt 1>> Alternatively, return to the previous passage using the history depth function<<if !Config.history.controls>> that can be enabled in the options<</if>>. <</if>> <br><br><br> <<set _exit to $safePassage ? $safePassage : "Bedroom">> <span id="next"><<link [[Back to safety|_exit]]>><<endcombat>><<clotheson>><</link>></span> <</if>> <!-- handle autosaves in the footer, so the description getter don't have to guess what happened in the passage --> <<if _autosavehere and !_preventUpdate and !$options.autosaveDisabled>> <<if idb.active>> <<run idb.saveState(0)>> <<else>> <<run Save.autosave.save(null, {"saveId":$saveId, "saveName":$saveName})>> <<run setSaveDetail("autosave",{"saveId":$saveId,"saveName":$saveName},Story.get($passage).description())>> <</if>> <</if>> <<if $options.debugdisable is "f">> <<set _normalised to scanNaNs(V)>> <<if _normalised neq null>> <<error { message: "Corrupted variables have been detected.", source: "The following variables have invalid values:\n" + JSON.stringify(_normalised) + "\n\nCurrent passage is: '" + $passage + "'\nPlease report this to the DoL Discord #bug-reports.", exportable: false, }>> <br> Please expand the above box (click the dropdown arrow on the left) before taking a screenshot. <br><br> <div id="nanClear"> If you are advised to do so by developers, you can click below to reset the corrupted variables. <br> <<link "Reset Corrupted Variables">> <<silently>><<run nukeNaNs()>><</silently>> <<replace "#nanClear" t8n>><span class="green">The variables have been cleared.</span><</replace>> <</link>> <br> <span class="red">WARNING: This will set all corrupted variables to 0. This may have unintended consequences to your game state. Proeceed with caution!</span> </div> <br><br> <</if>> <</if>><<if !$cheatReload>> <<set $passagePrev to $passage ? $passage : "none">> <</if>> <<set $passage to $passageOverride ? $passageOverride : passage()>> <<set $tags to tags()>> <<set l10nStrings.errorTitle = StartConfig.version + " Error" + ($passage ? ` (:: ${$passage})` : "")>> <<if !["Start", "Start2", "Clothes Testing", "Renderer Test Page", "Tips"].includes($passage) && !$bypassHeader>> <<doVersionCheck>> <<if !$passage.includes(" Settings") and !$cheatReload>> <<if $passagePrev isnot $passage>> <<set $passageChangesCount to ($passageChangesCount || 0) + 1>> <</if>> <<set $passageCount to ($passageCount || 0) + 1>> <</if>> <</if>> <<unset $passageOverride>> <<unset $bypassHeader>> <<unset $cheatReload>><<widget "doVersionCheck">> /* Run stuff on every save load */ <<if onLoadUpdateCheck>> <<set $saveVersion to ($saveVersions ? $saveVersions.last() : "ancient")>> /*update save version */ <</if>> /* Run stuff on every page refresh, save load, or version mismatch */ <<if versionUpdateCheck or onLoadUpdateCheck or !$saveVersions or $saveVersions.last() isnot StartConfig.version>> <<set versionUpdateCheck to false>> <<set onLoadUpdateCheck to false>> /* convert game version to numeric value for use in <<backComp>> */ <<set _version to (V.saveVersions?.last()?.match(/\d+/g) || [0]).map(Number).reduce((acc, num, index) => acc + num * Math.pow(100, 3 - index), 0)>> /* preserve prng so updater code won't alter which events are picked, don't forget to restore it it needs to use $ instead of _ because pre-weather save update code runs Engine.play() and that destroys temp variables and probably causes some other bad effects. honestly, version updater needs a major update itself. */ <<set $prngpull to State.prng.pull>> <<backComp>> <<updatehistorycontrols>> <<set _preventUpdate to true>> /*prevent rewriting autosaves */ <<set _saveLoaded to true>> <<set Time.set()>> <<setFont>> <<run zoom($options.zoom)>> <<run syncFavourites()>> <<run initCustomLenses()>> /* push custom eyelenses inside setup.colours.eyes; on every load/refresh it needs to be done. */ <<run syncDebugAddedEvents()>> <<run toggleConfirmDialogUponTabClose()>> /* enable/disable confirm dialog when user tries to close browser tab. based on V.options.confirmDialogUponTabClose */ <<set State.prng.pull to $prngpull>> /* restore prng */ <<unset $prngpull>> <<generateTipsList>> <</if>> /* Variables that you need to check on every passage */ <<set $link_table to []>> <<set $map.hideLinksCheck to []>> /* Determine if the player is in a safe passage. Used to catch softlocks */ <<if setup.majorAreas.includes($passage)>> <<set $safePassage to $passage>> <</if>> <</widget>>/* This passage runs EVERY time the page is opened or refreshed, not just when a new game is started */ /* This passage ALWAYS runs BEFORE story variables are loaded, meaning EVERY variable is undefined. Checking if they are undefined WILL NOT WORK. */ /* You should ONLY use this passage to define setup variables, NOT $variables. */ <<variablesStatic>>/* The following is only run when the widget is called, which is only on new game start. Add to this if you want something to be run when you start a new game. */ <<widget "gameStartOnly">> <<set _globalThemeDefaults to JSON.parse(localStorage.getItem("dolDefaultThemeSettings"))>> <<set _globalGeneralDefaults to JSON.parse(localStorage.getItem("dolDefaultGeneralSettings"))>> <<if !_globalThemeDefaults>> <<set _globalThemeDefaults to {}>> <</if>> <<if !_globalGeneralDefaults>> <<set _globalGeneralDefaults to {}>> <</if>> <<set $settings to {}>> <<set $options to { neverNudeMenus: _globalGeneralDefaults.neverNudeMenus or false, autosaveDisabled: false, showCaptionText: true, showSidebarEffects: true, clothingCaption: true, sidebarStats: "all", sidebarTime: "top", combatControls: "radio", targetYourself: false, scrollRemember: false, mapMovement: _globalGeneralDefaults.mapMovement or true, mapLegacy: _globalGeneralDefaults.mapLegacy or false, mapMarkers: _globalGeneralDefaults.mapMarkers or false, mapTop: _globalGeneralDefaults.mapTop or false, images: 1, combatImages: 1, bodywritingImages: true, silhouetteEnabled: true, tanLines: true, sidebarAnimations: true, locationAnimations: true, blinkingEnabled: true, combatAnimations: true, textAnimsAll: true, textAnimsDrunk: true, textAnimsHeat: true, textAnimsHypno: true, halfClosedEnabled: false, characterLightEnabled: true, lightSpotlight: 0.2, lightGradient: 0.1, lightGlow: 0.1, lightFlat: 0, lightTFColor: 0.2, combatLightEnabled: true, combatLightSpotlight: 0.2, combatLightSpotlightX: 118, combatLightSpotlightY: 15, combatLightOffsetY: 52, combatLightGradient: 0, combatLightGlow: 0.1, combatLightFlat: 0, combatLightTFColor: 0.2, maxStates: 5, historyControls: false, numpad: false, useNarrowMarket: false, skipStatisticsConfirmation: false, showDebugRenderer: false, showCombatTools: false, pepperSprayDisplay: "sprays", condomsDisplay: "standard", closeButtonMobile: _globalGeneralDefaults.closeButtonMobile or false, zoom: 100, numberify_enabled: _globalGeneralDefaults.numberify_enabled or 1, timestyle: _globalGeneralDefaults.timestyle or "military", tipdisable: "f", passageCount: _globalGeneralDefaults.passageCount or "disabled", playtime: _globalGeneralDefaults.playtime or false, traitOverlayFormat: "table", debugdisable: "t", theme: _globalThemeDefaults.theme, dateFormat: _globalGeneralDefaults.dateFormat or "en-GB", passageMaxWidth: _globalThemeDefaults.passageMaxWidth, passageLineHeight: _globalThemeDefaults.passageLineHeight, overlayLineHeight: _globalThemeDefaults.overlayLineHeight, sidebarLineHeight: _globalThemeDefaults.sidebarLineHeight, passageFontSize: _globalThemeDefaults.passageFontSize, overlayFontSize: _globalThemeDefaults.overlayFontSize, sidebarFontSize: _globalThemeDefaults.sidebarFontSize, font: _globalThemeDefaults.font, weatherUpdate: true, reflections: true, fahrenheit: _globalGeneralDefaults.fahrenheit or false, }>> <<setFont>> <<if StartConfig.enableImages is false>> <<set $options.images to 0>> <<set $options.combatImages to 0>> <</if>> <<if StartConfig.debug is true>> <<set $debug to 1>> <<else>> <<set $debug to 0>> <</if>> <<if $objectVersion is undefined>> <<set $objectVersion to { "updateClothes": 74, "specialClothes": 19, "feats": 1, "wardrobes": 15, "customColors": 4, "uncomfortable": 2, "chastity": 3, "skinColor": 1, "prenancyObjectRepair": 2, "museumAntiques": 20, "npcClothes": 1, "animations": 1, "plants": 1, "npcPregnancyGenderChange" : 1, }>> <</if>> <<set $saveVersions to [StartConfig.version]>> <<set $numberify_enabled to 1>> <<set $options.showDebugRenderer to !!StartConfig.debug>> <<set $lastWardrobeSlot to "head">> <<set $gamemode to "normal">> <<set $intro to 1>> <<set $tutorial to 0>> <<set $initnpccompatibility to 1>> <<set $clothing_update to 1>> <<set $parasite_update to 1>> <<set $npcNamedVersion to 2>> <<set $player = { gender: 0, sex: 0, appearance: 0, penis: 0, vagina: 0, penissize: 0, breastsize: 0, bottomsize: 0, ballssize: 0, pronoun: 0, pronouns: { he: 0, his: 0 }, gender_body: 0, condom: false, virginity: { anal: true, oral: true, penile: true, vaginal: true, temple: false, handholding: true, kiss: true }, bodyTemperature: 37, skin: { color: "light", layers: [], sunscreen: { usesLeft: 0, } } }>> <<npcList>> <<npcNamed>> <<set $controlmax to 1000>> <<set $control to 1000>> <<clothinginit>> <<parasiteinit>> <<init_names>> <<set $money to 500>> <<set $moneyStats to { cheats: { earned: 0, earnedCount: 1 }, startingMoney: { earned: 500, earnedCount: 1 }, }>> <<set $timeStats to {}>> <<set $badEndStats to []>> <<set $awareness to 0>> <<set $awarelevel to 0>> <<set $purity to 1000>> <<set $hairlength to 200>> <<set $fringelength to 200>> <<set $hairtype to "default">> <<set $fringetype to "default">> <<set $trauma to 0>> <<set $traumamax to 5000>> <<set $stressmax to 10000>> <<set $arousalmax to 10000>> <<set $physique to 3500>> <<set $physiquemax to 20000>> <<set $willpower to 200>> <<set $willpowermax to 1000>> <<set $beauty to 100>> <<set $beautymax to 10000>> <<set $birthmonth to "september">> <<set $birthday to 3>> <<set $npc to []>> <<set $npcnum to []>> <<set $npcrow to []>> <<set $dancestudioanger to 0>> <<set $dancelocation to 0>> <<set $alarm to 0>> <<set $finish to 0>> <<set $id to 0>> <<set $forest to 0>> <<set $forestmod to 1>> <<set $tipmod to 1>> /*<<set $worn.genitals.anal_shield to 0>>*/ <<set $blackmoney to 0>> <<set $crime to {}>> <<for _cr range Object.keys(setup.crimeNames)>> /* look in variables-static for the list of crime categories */ <<set $crime[_cr] to {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}>> <</for>> <<set $crime.events to {}>> <<set $ironmanmode to false>> <<set $worn.neck.collaredpolice to 0>> <<set $bullytimer to 50>> <<set $bullytimeroutside to 0>> <<set $bullyevent to 0>> <<set $bullyeventoutside to 0>> <<set $masturbationorgasm to 0>> <<set $masturbationRuinedOrgasm to 0>> <<set $ruinedOrgasmStat to 0>> <<set $settings.maleChance to 50>> <<set $settings.maleChanceMale to 50>> <<set $settings.maleChanceFemale to 50>> <<set $settings.maleChanceSplit to false>> <<set $settings.maleVictimChance to 50>> <<set $homochance to 4>> <<set $settings.beastMaleChance to 80>> <<set $settings.beastMaleChanceMale to 80>> <<set $settings.beastMaleChanceFemale to 80>> <<set $settings.beastMaleChanceSplit to false>> <<set $settings.monsterHallucinationsOnly to true>> <<set $settings.monsterChance to 50>> <<set $deviancy to 0>> <<set $baileydefeated to 0>> <<set $baileydefeatedlewd to 0>> <<set $baileydefeatedchain to 0>> <<set $baileyRefusedToPay to 0>> /* Dupicate stats are intentional to use as a potential gameplay mode */ <<set $baileyRefusedToPayTotal to 0>> <<set $baileyRefusedToPayTotalStat to 0>> <<set $soldCount to 0>> <<set $robinmoney to 300>> <<set $settings.allureModifier to 1>> <<set $speechcycle to 0>> <<set $npcspeechcycle to 0>> <<set $museuminterest to 0>> <<set $orphan_hope to 0>> <<set $orphan_reb to 0>> <<set $masochism to 0>> <<set $masochism_level to 0>> <<set $sadism to 0>> <<set $sadism_level to 0>> <<set $lessonmissedtext to 0>> <<set $lessonmissed to 0>> <<set $home_event_timer to 3>> <<set $home_event_count to 0>> <<set $home_event_ward_timer to 3>> <<set $home_event_ward_count to 0>> <<set $home_gone to 0>> <<resetEarSlime>> <<set $lactating to 0>> <<set $lactation_pressure to 0>> <<set $milk_amount to 30>> <<set $milk_volume to 30>> <<set $milk_max to 3000>> <<set $milk_produced_stat to 0>> <<set $semen_max to 3000>> <<set $semen_produced_stat to 0>> <<set $lube_produced_stat to 0>> <<set $masturbation_semen to 0>> <<set $masturbation_milk to 0>> <<set $bunstat to 0>> <<set $creamstat to 0>> <<set $chef_sus to 0>> <<set $fluid_forced_stat to 0>> <<set $smuggler_location to "sewer">> <<set $smuggler_timer to 0>> <<set $smuggler_stolen_stat to 0>> <<set $pub_task_stat to 0>> <<set $player.gender_body to "a">> <<set $player.bodyshape to "classic">> <<set $closinghour to 21>> <<set $openinghours to 1>> <<set $dontHide to false>> <<set $swimnudecounter to 0>> <<set $swimall to 0>> <<set $garden_flowers_intro to 1>> <<set $eden_plot_intro to 1>> <<set $wolf_plot_intro to 1>> <<set $asylum_plot_intro to 1>> <<set $plots to {}>> <<set $tendingvars to {}>> <<set $settings.tendingYieldModifier to 5>> <<set $plants_known to []>> <<set $plants to {}>> <<set $stall_rejected to 0>> <<set $produce_sold to 0>> <<set $stat_shoot to 0>> <<set $stat_lurkers_captured to 0>> <<set $stat_aphrodisiacs_sold to 0>> <<set $stat_panties_stolen to 0>> <<set $farm_shift to 0>> <<set $cattle_milked to 0>> <<set $masseur_stat to 0>> <<set $machine_stat to 0>> <<set $wild_plant_stat to 0>> <<set $bird to {}>> <<set $moonstate to 0>> <<set $blackjack_played to 0>> <<set $blackjack_won to 0>> <<set $blackjack_streak to 0>> <<set $blackjack_streak_high to 0>> <<set $cardcover = { style: 0, colour: 'red' }>> <<set $hoodDown to 0>> <<set $prof to {}>> <<set $prof.spray to 0>> <<set $stat_police to {}>> <<set $stat_police.pillory to 0>> <<set $stat_police.community to 0>> <<set $stat_police.prison to 0>> <<set $child_played to []>> <<set $speech_attitude to "neutral">> <<set $housekeepingTips to []>> <<set $orgasmtrait to 0>> <<set $ejactrait to 0>> <<set $molesttrait to 0>> <<set $rapetrait to 0>> <<set $bestialitytrait to 0>> <<set $tentacletrait to 0>> <<set $voretrait to 0>> <<set $milkdranktrait to 0>> <<set $choketrait to 0>> <<set $physicalTransform to 0>> <<set $specialTransform to 0>> <<set $angelbuild to 0>> <<set $angel to 0>> <<set $angelforgive to 0>> <<set $angelBanish to 0>> <<set $angelBanishMax to 0>> <<set $demonbuild to 0>> <<set $demon to 0>> <<set $demonabsorb to 0>> <<set $fallenangel to 0>> <<set $fallenbuild to 0>> <<set $catbuild to 0>> <<set $cat to 0>> <<set $heterochromia to 0>> <<set $cowbuild to 0>> <<set $cow to 0>> <<set $birdbuild to 0>> <<set $harpy to 0>> <<set $foxbuild to 0>> <<set $fox to 0>> <<set $stray_happiness to 50>> <<set $seductionskill to 0>> <<set $oralskill to 0>> <<set $vaginalskill to 0>> <<set $analskill to 0>> <<set $handskill to 0>> <<set $feetskill to 0>> <<set $bottomskill to 0>> <<set $thighskill to 0>> <<set $chestskill to 0>> <<set $penileskill to 0>> <<set $skulduggery to 0>> <<set $skulduggeryday to 0>> <<set $danceskill to 0>> <<set $swimmingskill to 0>> <<set $athletics to 0>> <<set $tending to 0>> <<set $housekeeping to 0>> <<set $hygiene to 0>> <<set $hunger to 0>> <<set $thirst to 0>> <<set $tiredness to 0>> <<set $arousal to 0>> <<set $arousalmasochism to 0>> <<set $stress to 0>> <<set $pain to 0>> <<set $combat to 0>> <<set $location to "banner">> <<set $breastsizeold to 0>> <<set $breastsizemax to 12>> <<set $breastsizemin to 0>> <<set $mouthsensitivity to 1>> <<set $breastsensitivity to 1>> <<set $bottomsensitivity to 1>> <<set $genitalsensitivity to 1>> <<set $bottomsizeold to 0>> <<set $bottomsizemax to 8>> <<set $bottomsizemin to 0>> <<set $bottomgrowthtimer to 350>> <<set $workouts to 0>> <<set $player.penissize to 2>> <<set $penissizemax to 4>> <<set $penissizemin to -2>> <<set $penisgrowthtimer to 700>> <<set $ballssize to 2>> <<set $ballssizemax to 4>> <<set $ballssizemin to 0>> <<set $ballsgrowthtimer to 700>> <<set $physiqueuse to 0>> <<set $rapeavoid to 1>> <<set $sexavoid to 1>> <<set $molestavoid to 1>> <<set $rescued to 0>> <<set $baileyhospital to 0>> <<set $squidcount to 0>> <<set $no_underwear to 0>> <<set $upperwet to 0>> <<set $upperwetstage to 0>> <<set $lowerwet to 0>> <<set $lowerwetstage to 0>> <<set $underlowerwet to 0>> <<set $underlowerwetstage to 0>> <<set $underupperwet to 0>> <<set $underupperwetstage to 0>> <<set $overlowerwet to 0>> <<set $overlowerwetstage to 0>> <<set $overupperwet to 0>> <<set $overupperwetstage to 0>> <<set $genderknown to ["Robin", "Bailey"]>> <<set $vaginause to 0>> <<set $anususe to 0>> <<set $mouthuse to 0>> <<set $leftarm to 0>> <<set $rightarm to 0>> <<set $chestuse to 0>> <<set $penisuse to 0>> <<set $thighuse to 0>> <<set $bottomuse to 0>> <<set $feetuse to 0>> <<set $vaginastate to 0>> <<set $anusstate to 0>> <<set $mouthstate to 0>> <<set $penisstate to 0>> <<set $cheststate to 0>> <<set $head to 0>> <<set $front to 0>> <<set $back to 0>> <<set $chest to 0>> <<set $carryblock to 0>> <<set $beastgenderoverride to 0>> <<set $settings.femaleNPCPenisChance to 0>> <<set $settings.maleNPCVaginaChance to 0>> <<set $settings.straponChance to 0>> <<set $settings.breastModifier to 0>> <<set $settings.penisModifier to 0>> <<set $facebruise to 0>> <<set $chestbruise to 0>> <<set $tummybruise to 0>> <<set $vaginabruise to 0>> <<set $penisbruise to 0>> <<set $anusbruise to 0>> <<set $bottombruise to 0>> <<set $thighbruise to 0>> <<set $leftarmbruise to 0>> <<set $rightarmbruise to 0>> <<set $neckbruise to 0>> <<set $rapestat to 0>> <<set $beastrapestat to 0>> <<set $tentaclerapestat to 0>> <<set $moleststat to 0>> <<set $vaginalstat to 0>> <<set $vaginalejacstat to 0>> <<set $analstat to 0>> <<set $analejacstat to 0>> <<set $oralstat to 0>> <<set $oralejacstat to 0>> <<set $cunnilingusstat to 0>> <<set $cunnilingusejacstat to 0>> <<set $semenswallowedstat to 0>> <<set $animalsemenswallowedstat to 0>> <<set $handstat to 0>> <<set $handejacstat to 0>> <<set $feetstat to 0>> <<set $feetejacstat to 0>> <<set $thighstat to 0>> <<set $thighejacstat to 0>> <<set $bottomstat to 0>> <<set $bottomejacstat to 0>> <<set $penilestat to 0>> <<set $penileejacstat to 0>> <<set $straponstat to 0>> <<set $clothesstripstat to 0>> <<set $clothesruinstat to 0>> <<set $orgasmstat to 0>> <<set $vaginalentranceejacstat to 0>> <<set $faceejacstat to 0>> <<set $cheststat to 0>> <<set $chestejacstat to 0>> <<set $hairejacstat to 0>> <<set $tummyejacstat to 0>> <<set $neckejacstat to 0>> <<set $ejacstat to 0>> <<set $unsafeSexTimeStat to {}>> <<set $hitstat to 0>> <<set $attackstat to 0>> <<set $prostitutionstat to 0>> <<set $forcedprostitutionstat to 0>> <<set $tablesservedstat to 0>> <<set $parasitestat to 0>> <<set $passoutstat to 0>> <<set $masturbationstat to 0>> <<set $masturbationorgasmstat to 0>> <<set $secondsSpentMasturbating to 0>> <<set $milk_drank_stat to 0>> <<set $nectar_drank_stat to 0>> <<set $nectar_addiction to 0>> <<set $nectar_timer to 0>> <<set $gloryholestat to 0>> <<set $parasite_known to []>> <<set $chokeorgasm to 0>> <<set $analdoublestat to 0>> <<set $vaginaldoublestat to 0>> <<set $sextoystat to 0>> <<set $urinestat to 0>> <<set $hypnosis_traits to {}>> <<set $hypnosisTimers to {}>> <<set $town_projects to {}>> <<set $danceaction to 0>> <<set $danceactiondefault to 0>> <<set $dancestat to 0>> <<set $dancing to 0>> <<set $pullaway to 0>> <<set $novaginal to 0>> <<set $noanal to 0>> <<set $nopenile to 0>> <<set $nochoke to 0>> <<set $vaginalchastity to 0>> <<set $analchastity to 0>> <<set $penilechastity to 0>> <<set $drinksservedstat to 0>> <<if $rng gte 96>> <<set $brothel_basement_price to 3000>> <<elseif $rng gte 86>> <<set $brothel_basement_price to 2000>> <<elseif $rng gte 46>> <<set $brothel_basement_price to 1000>> <<else>> <<set $brothel_basement_price to 500>> <</if>> <<set $brothelshowdata to { counts:{ agreed:0, done:0 }, type:"none", intro:0, done:false, missed:false }>> <<set $speechorgasmweakcumcount to 0>> <<set $speechorgasmnocumcount to 0>> <<set $speechorgasmcount to 0>> <<set $speechorgasmrepeat to 0>> <<set $underwatertime to 0>> <<set $underwater to 0>> <<set $walltype to "wall">> <<set $position to 0>> <<set $prop to []>> <<set $submissive to 1000>> <<set $assertive to 0>> <<set $assertiveaction to "trauma">> <<set $uncomfortable to { underwear: true, nude: true, prostituting: true, lewd: true, hypnosis: true }>> <<set $rescue to 0>> <<set $drugged to 0>> <<set $drunk to 0>> <<set $exposed to 0>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<set $traumasaved to 0>> <<set $stresssaved to 0>> <<set $phase to 0>> <<set $phase2 to 0>> <<set $orgasmdown to 0>> <<set $noise to 0>> <<set $enemywounded to 0>> <<set $enemyejaculated to 0>> <<set $enemyno to 0>> <<set $enemynomax to 0>> <<set $enemyanger to 0>> <<set $enemytrust to 0>> <<set $semenpuddle to 0>> <<set $eventskip to 0>> <<set $menu to 0>> <<set $consensual to 0>> <<set $attention to 0>> <<set $orgasmcount to 0>> <<set $leftboundcarry to 0>> <<set $rightboundcarry to 0>> <<set $orgasmcurrent to 0>> <<set $hospitalintro to 0>> <<set $traumafocus to 0>> <<set $pubwhore to 0>> <<set $policemolestation to 0>> <<set $npclovehigh to 10>> <<set $npclovehighsu to 30>> /* unused */ <<set $npclovelow to -10>> <<set $npclovelowsu to -30>> /* unused */ <<set $npcdomhigh to 10>> <<set $npcdomlow to -10>> <<set $schoolevent to 0>> <<set $schooleventtimer to 10>> <<set $schoolrep to {}>> <<set $schoolrep.crossdress to 0>> <<set $schoolrep.herm to 0>> <<set $flashbackhome to 0>> <<set $flashbacktown to 0>> <<set $flashbackbeach to 0>> <<set $flashbackunderground to 0>> <<set $flashbackschool to 0>> <<set $panicviolence to 0>> <<set $panicparalysis to 0>> <<set $colouraction to 0>> <<set $hungerenabled to 0>> /* unused */ <<set $thirstenabled to 0>> /* unused */ <<set $hygieneenabled to 0>> /* unused */ <<set $exhibitionism to 0>> <<set $promiscuity to 0>> <<set $diagnosis to 0>> <<set $asylum to 0>> <<set $audience to 0>> <<set $audienceexcitement to 0>> <<set $audiencearousal to 0>> <<set $audiencemod to 1>> <<set $venuemod to 1>> <<set $danceevent to 0>> <<set $dancephysique to 0>> <<set $hypnotised to 0>> <<set $pillsconsumed to 0>> <<set $medicated to 0>> <<set $trance to 0>> <<set $schoolLessonsMissed = { science: 0, maths: 0, english: 0, history: 0, swimming: 0, housekeeping: 0 }>> <<set $science_star to 0>> <<set $maths_star to 0>> <<set $english_star to 0>> <<set $history_star to 0>> <<set $fame to { exhibitionism: 0, prostitution: 0, bestiality: 0, sex: 0, rape: 0, good: 0, business: 0, scrap: 0, pimp: 0, social: 0, model: 0, pregnancy: 0, impreg: 0, }>> <<set $internet to { photos: [], videos: [] }>> <<set $park_fame to 0>> <<set $park_run_seen_by to []>> <<set $spray to 0>> <<set $spraymax to 0>> <<set $spraystat to 0>> <<set $infinitespray to 0>> <<set $mathstrait to 0>> <<set $englishtrait to 0>> <<set $sciencetrait to 0>> <<set $historytrait to 0>> <<set $wolfgirl to 0>> <<set $wolfbuild to 0>> <<set $swarm to { "type":0, "name":0, "move":0, "spill":0, "steady":0, "amount":{}, "data":{} }>> <!-- <<set $claws to 1>> --> <<set $water to 0>> <<set $foresthunt to 0>> <<set $forestHunter to "">> <<set $wolfpacktrust to 0>> <<set $wolfpackfear to 0>> <<set $sea to 0>> <<set $penilechastityparasite to 0>> <<set $vaginalchastityparasite to 0>> <<set $analchastityparasite to 0>> <<removeparasite penis>> <<removeparasite clit>> <<removeparasite nipples>> <<set $vorestrength to 0>> <<set $vorestruggle to 0>> <<set $voretentacles to 0>> <<set $vorestage to 0>> <<set $vorecreature to 0>> <<set $swallowed to 0>> <<set $swallowedstat to 0>> <<set $tentacles to { 0: null, 1: null, 2: null, 3: null, 4: null, 5: null, 6: null, 7: null, 8: null, 9: null, 10: null, 11: null, 12: null, 13: null, 14: null, 15: null, 16: null, 17: null, 18: null, 19: null, 20: null, "active": 0, "max": 0 }>> <<set $leftleg to 0>> <<set $rightleg to 0>> <<set $leftnipple to 0>> <<set $rightnipple to 0>> <<set $leftarmstate to 0>> <<set $rightarmstate to 0>> <<set $feetstate to 0>> <<set $player.bodyliquid to {}>> <<for _bodypart range setup.bodyliquid.bodyparts>> /* look in variables-static for the list of body parts */ <<set $player.bodyliquid[_bodypart] to {}>> <<set $player.bodyliquid[_bodypart]["goo"] to 0>> <<set $player.bodyliquid[_bodypart]["semen"] to 0>> <<set $player.bodyliquid[_bodypart]["nectar"] to 0>> <</for>> <<exam_difficulty>> <<set $detention to 0>> <<set $delinquency to 10>> <<set $cool to 120>> <<set $coolmax to 400>> <<set $school to 400>> <<set $maths to 100>> <<set $science to 100>> <<set $english to 100>> <<set $history to 100>> <<set $science_exam to 0>> <<set $maths_exam to 0>> <<set $english_exam to 0>> <<set $history_exam to 0>> <<set $sciencetrait to 0>> <<set $mathstrait to 0>> <<set $englishtrait to 0>> <<set $historytrait to 0>> <<set $scienceprogression to 0>> <<set $distinction_stat to 0>> <<set $audienceselector to 0>> <<set $audiencecamera to 0>> <<set $audiencecamera1 to 0>> <<set $audiencecamera2 to 0>> <<set $audiencecamera3 to 0>> <<set $audiencecamera4 to 0>> <<set $audiencecamera5 to 0>> <<set $audiencecamera6 to 0>> <<set $audiencemember to 0>> <<set $leftactioncarry to "leftcoverface">> <<set $rightactioncarry to "rightcoverface">> <<set $feetactioncarry to "rest">> <<set $mouthactioncarry to "plead">> <<set $leftactioncarrypain to "leftprotect">> <<set $rightactioncarrypain to "rightprotect">> <<set $mouthactioncarrypain to "letout">> <<set $leftactioncarryorgasm to "leftgrip">> <<set $rightactioncarryorgasm to "rightgrip">> <<set $feetactioncarryorgasm to "feetCurl">> <<set $mouthactioncarryorgasm to "letoutorgasm">> <<set $leftactioncarrydissociation to "leftcurl">> <<set $rightactioncarrydissociation to "rightcurl">> <<set $mouthactioncarrydissociation to "noises">> <<set $sleeptrouble to 0>> <<set $nightmares to 0>> <<set $anxiety to 0>> <<set $flashbacks to 0>> <<set $panicattacks to 0>> <<set $hallucinations to 0>> <<set $dissociation to 0>> <<set $scienceproject to "none">> <<set $mathsproject to "none">> <<set $englishPlay to "none">> <<set $oxygenmax to 1200>> <<set $oxygen to 1200>> <<set $suffocating to 0>> <<set $hallucinogen to 0>> <<set $antiquemoney to 0>> <<set $antiquemoneyhistory to 0>> <<set $alluretest to 0>> <<set $whitneypantiescheck to 0>> <<set $insecurity_penis_small to 0>> <<set $insecurity_penis_big to 0>> <<set $insecurity_breasts_small to 0>> <<set $insecurity_breasts_big to 0>> <<set $insecurity_pregnancy to 0>> <<set $acceptance_penis_small to 0>> <<set $acceptance_penis_big to 0>> <<set $acceptance_breasts_small to 0>> <<set $acceptance_breasts_big to 0>> <<set $acceptance_pregnancy to 0>> <<set $anus_climax to 0>> <<set $penis_climax to 0>> <<set $mouth_climax to 0>> <<set $active_enemy to 0>> <<set $sewingKit to 0>> <<bodywriting_init>> /*pillory related*/ <<set $pillory to {}>> <<if ndef $pillory.tenant>><<setup_pillory>><</if>> <<set $police_access_card to 0>> <<set $police_intro to 0>> <<set $police_hack to 0>> <<set $pub_hack_job to 0>> <<set $hacker_tasks to []>> <<set $framed to 0>> /*raid related*/ <<set $brothel_raid to 0>> <<set $brothel_raid_day to 0>> <<set $brothel_thief to 0>> /*pharmacy contact lenses related */ <<set $lenses_ordered to []>> <<set $custom_lenses_already_ordered to 0>> <<set $custom_eyecolours to []>> /*long hair related*/ <<set $o_long_and_beautiful to 0>> <<set $hy_sibling to 0>> <<set $hy_parent to 0>> <<set $long_hair_meet_day to 99999>> <<set $misbehaviour_day to 99999>> /*steal related*/ <<set $stealtarget to "">> <<set $stealdifficulty to 1>> <<set $compressSave to true>> <<set $confirmSave to false>> <<set $confirmLoad to false>> <<set $confirmDelete to true>> <<mapLocations>> <<wetness_init>> <<updateMuseumAntiques>> <<set $feats to { "locked":false, "soft":false, "allSaves":{}, "currentSave":{}, "filter":"All" }>> <<set _passageCheck to "Start">> <<updateFeats>> <<unset _passageCheck>> <<setupFeats>> <<set $tfFIX to 7>> <<setupTransformationPiecesObject>> <<if $facestyle is undefined>> <<set $facestyle to "default">> <</if>> <<if $facevariant is undefined>> <<set $facevariant to "default">> <</if>> <<if $makeup is undefined>> <<set $makeup = {}>> <<set $makeup.owned = {}>> <<set $makeup.owned.lipstick = []>> <<set $makeup.owned.eyeshadow = []>> <<set $makeup.owned.eyelenses = []>> <<set $makeup.owned.hairdye = []>> <<set $makeup.owned.mascara = []>> <<set $makeup.owned.blusher = []>> <<set $makeup.lipstick = 0>> <<set $makeup.eyeshadow = 0>> <<set $makeup.blusher = 0>> <<set $makeup.eyelenses = {"left":0, "right":0}>> <<set $makeup.mascara = 0>> <<set $makeup.mascara_running = 0>> <<set $makeup.pbcolour = 0>> <<set $makeup.browscolour = 0>> <<set $makeup.concealer = 0>> <</if>> <<if $makeup.owned.custom_eyelenses is undefined>> <<set $makeup.owned.custom_eyelenses to []>> /* pharmacy custom eye lenses */ <</if>> <<set $leftEyeColour to "purple">> <<set $rightEyeColour to "purple">> <<set $prepareSaveDetails to true>> <<if $saveDetails is undefined>> <<set $saveDetails to { exported:{ days: 0, frequency: 15, count: 0, dayCount: 0, }, auto:{ count: 0 }, slot:{ count: 0, dayCount: 0, }, playTime: 0, loadTime: new Date(), loadCount: 0, }>> <<unset $lastExported>> <</if>> <<if $saveDetails.exported.dayCount is undefined>> <<set $saveDetails.exported.dayCount to 0>> <<set $saveDetails.slot.dayCount to 0>> <</if>> <<set $shopDefaults to { "color":"black", "colorSet":null, "secColor":"black", "secColorSet":null, "disableReturn": false, "alwaysBackToShopButton": false, "noHelp": false, "noTraits": false, "highContrast": false, "mannequinGender": "same", "mannequinGenderFromClothes": false, "colourItems": "random", "compactMode": false, }>> <<set $wardrobeDefaults to { "showTraits": false, "extraInfo": false, }>> <<initAllNNPCVirginities>> <<set $templePromised to "">> <<if $sleepStat is undefined>> <<set $sleepStat to 0>> <</if>> <<run window.createInventoryObject()>> <<initEstatePersistent>> <<set $modeloptionsOverride to {}>> <<set $wraith to {"state": "", "init": 0}>> <<set $necklaceThief to "">> <<set $world_corruption_soft to 0>> <<set $world_corruption_hard to 2>> <<set $world_corruption_reduced to 0>> <<set $passageCount to 0>> <<set $passageChangesCount to 0>> <<set $timeMessages to []>> <</widget>><<widget "variablesStart2">> /*Variables required at the start of passage 'Start2', please remove if not required"*/ /*This widget should be used to initialise most or all variables that are required when you begin a new game. also check <<gameStartOnly>> for other initialisations. */ <<set $location to "home">> <<if $hairselect is "random">> <<set $hairselect to ["red","jetblack","black","brown","softbrown","lightbrown","burntorange","blond","softblond","platinumblond","ashyblond","strawberryblond","ginger"].random()>> <</if>> <<if $eyeselect is "random">> <<set $eyeselect to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey", "light grey", "lime green"].random()>> <</if>> <<if $background is "random">> <<set _backgroundOptions to ["waif","nerd","athlete","delinquent","promiscuous","exhibitionist","deviant","beautiful","lustful","plantlover"]>> <<if $player.sex isnot "h">> <<run _backgroundOptions.push("crossdresser")>> <</if>> <<set $background to _backgroundOptions.random()>> <</if>> <<switch $bodysize>> <<case 0>><<set $physiquesize to 6000>> <<case 1>><<set $physiquesize to 10000>> <<case 2>><<set $physiquesize to 12000>> <<case 3>><<set $physiquesize to 16000>> <</switch>> <<clamp>> <!-- <<effects>> --> <<initnpcgender>> <<initnpcskin>> <<if $debug is 1 and $spraymax lt 1>> <<set $spraymax += 1>> <<set $spray += 1>> <</if>> <<set $per_npc to {}>> <<set $storedNPCs to {}>> <<set $perNPCFix to 4>> <<set $physique to ($physiquesize / 7) * 3>> <<set $beauty to ($beautymax / 7)>> <<set $breastgrowthtimer to 350>> <<tryOnInit>> <<givestartclothing>> <<set $intro to 0>> <<set $naturalhaircolour to $hairselect>> <<set $haircolour to $naturalhaircolour>> <<set $hairColourStyle to "simple">> <<set $hairColourGradient to { style: "split", colours: ["red", "black"]}>> <<set $hairfringecolour to $naturalhaircolour>> <<set $hairFringeColourStyle to "simple">> <<set $hairFringeColourGradient to { style: "split", colours: ["red", "black"]}>> <<if $cheatsEnabled is true and !$debug or $settings.rentCostModifier lt 1 and !$debug>> <<set $feats.locked to true>> <</if>> <<set $leftEyeColour to $eyeselect>> <<set $rightEyeColour to $eyeselect>> <<if $awareselect is "innocent">> <<elseif $awareselect is "knowledgeable">> <<set $awareness += 200>> <<set $awarelevel to 1>> <</if>> /*pharmacy contact lenses related */ <<if ndef $lenses_ordered>> <<set $lenses_ordered to []>> <</if>> <<if ndef $custom_lenses_already_ordered>> <<set $custom_lenses_already_ordered to 0>> <</if>> <<if ndef $custom_eyecolours>> <<set $custom_eyecolours to []>> <</if>> <<if ndef $makeup.owned>> <<set $makeup.owned to []>> <<if ndef $makeup.owned.custom_eyelenses>> <<set $makeup.owned.custom_eyelenses to []>> <</if>> <</if>> <<set $player.gender_appearance to $player.gender>> <<set $player.gender_appearance_factors to []>> <<set $player.femininity to 0>> <<set $player.gender_appearance_without_overwear to $player.gender>> <<set $player.gender_appearance_without_overwear_factors to []>> <<set $player.femininity_without_overwear to 0>> <<set $player.gender_posture to "n">> <<if $player.sex is "f">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <<set $penisuse to "none">> <<set $penisstate to "none">> <<set $player.vaginaExist to true>> <<set $player.penisExist to false>> <<set $player.ballsExist to false>> <<elseif $player.sex is "m">> <<set $vaginause to "none">> <<set $vaginastate to "none">> <<set $penisuse to 0>> <<set $penisstate to 0>> <<set $player.vaginaExist to false>> <<set $player.penisExist to true>> <<set $player.ballsExist to true>> <<elseif $player.sex is "h">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <<set $penisuse to 0>> <<set $penisstate to 0>> <<set $player.penisExist to true>> <<set $player.vaginaExist to true>> <</if>> <<physicalAdjustmentsInit>> <<set $player.perceived_breastsize = $player.breastsize>> <<set $player.perceived_bottomsize = $player.bottomsize>> /* Do not use this object directly - use the Weather singleton instead */ <<set $weatherObj to { name: "clear", snow: 0, ice: {}, fog: 0, overcast: 0, targetOvercast: 0, monthlyTemperatures: [], keypointsArr: [] }>> /* Default start date: 6 sept (sunday), 2020, 07:00 */ /* Do not change start date during gameplay as time is relative to the start date */ <<if $startingseason is "random">> <<set $startingseason to ["autumn","winter","spring","summer"].random()>> <</if>> <<switch $startingseason>> <<case "winter">> <<set Time.startDate to new DateTime(2022, 12, 4, 7)>> <<case "spring">> <<set Time.startDate to new DateTime(2022, 3, 6, 7)>> <<case "summer">> <<set Time.startDate to new DateTime(2022, 6, 5, 7)>> <<default>> <<set Time.startDate to new DateTime(2022, 9, 4, 7)>> <</switch>> <<unset $startingseason>> <<set $timeStamp to 0>> <<set Time.set()>> <<run Weather.activeRenderer = Weather.sky>> <<run Weather.sky.initialize()>> <<set $hourly to {}>> <<if $background is "nerd">> <<set $science += 100>><<set $maths += 100>><<set $english += 100>><<set $history += 100>><<set $school += 400>><<set $cool to 0>> <<set $sciencetrait to 1>><<set $mathstrait to 1>><<set $englishtrait to 1>><<set $historytrait to 1>> <<elseif $background is "athlete">> <<set $physique += ($physiquesize / 4)>><<set $swimmingskill += 200>><<set $athletics += 200>> <<set $science to 0>><<set $maths to 0>><<set $english to 0>><<set $history to 0>><<set $school to 0>> <<set $sciencetrait to -1>><<set $mathstrait to -1>><<set $englishtrait to -1>><<set $historytrait to -1>> <<elseif $background is "delinquent">> <<set $delinquency += 401>><<set $cool += 200>> <<elseif $background is "promiscuous">> <<set $promiscuity += 35>> <<elseif $background is "exhibitionist">> <<set $exhibitionism += 35>> <<elseif $background is "deviant">> <<set $deviancy += 35>> <<elseif $background is "beautiful">> <<set $beauty += ($beautymax / 2)>> <<elseif $background is "crossdresser">> <<if $player.sex is "f">> <<set $player.gender_posture to "m">> <<elseif $player.sex is "m">> <<set $player.gender_posture to "f">> <<else>> <<set $player.gender_posture to "n">> <<set $background to "waif">> <</if>> <<elseif $background is "greenthumb">> /* Leaving this here in case we ever turn Green Thumb back into a background. Can't be set to the background variable in current state. */ <<set $tending += 200>> <<elseif $background is "plantlover">> <<set $nectar_addiction to 200>> <<set $nectar_timer to 21>> <</if>> <<set $backgroundTraits to [$background]>> <<if $hairlength gte 900>> <<set $hairlengthstage to "feet">> <<elseif $hairlength gte 700>> <<set $hairlengthstage to "thighs">> <<elseif $hairlength gte 600>> <<set $hairlengthstage to "navel">> <<elseif $hairlength gte 400>> <<set $hairlengthstage to "chest">> <<elseif $hairlength gte 200>> <<set $hairlengthstage to "shoulder">> <<else>> <<set $hairlengthstage to "short">> <</if>> <<if $fringelength gte 900>> <<set $fringelengthstage to "feet">> <<elseif $fringelength gte 700>> <<set $fringelengthstage to "thighs">> <<elseif $fringelength gte 600>> <<set $fringelengthstage to "navel">> <<elseif $fringelength gte 400>> <<set $fringelengthstage to "chest">> <<elseif $fringelength gte 200>> <<set $fringelengthstage to "shoulder">> <<else>> <<set $fringelengthstage to "short">> <</if>> <<if $saveId is undefined>> <<set $saveId to random(10000, 99999)>> <</if>> <<if $player.penisExist>> <<set $semen_amount to 90>> <<set $semen_volume to 90>> <<else>> <<set $semen_amount to 0>> <<set $semen_volume to 0>> <</if>> <<if $dateCount is undefined>> <<set $dateCount to { Total: 0, Robin: 0, Whitney: 0, Kylar: 0, Eden: 0, Avery: 0, BlackWolfHunts: 0, GreatHawkHunts: 0, GreatHawkCasual: 0, Alex: 0, Sydney: 0, Gwylan: 0, GwylanBeast: 0, GwylanSex: 0 }>> <</if>> <<if $virginTaken is undefined>> <<set $virginTaken to { kiss: [], handholding: [], oral: [], anal: [], vaginal: [], penile: [] }>> <</if>> <<set $loveInterest to { primary: "None", secondary: "None", tertiary: "None" }>> <<set $attitudesControl to { showGoldLink:false, unlockExhibitionismUnderwear:false, unlockExhibitionismNude:false, unlockTransformation:false, unlockDemonFlaunt:false, unlockProstitution:false, unlockLoveInterest1:false, unlockLoveInterest2:false, unlockLoveInterest3:false, unlockDefaultActions:false, unlockHypnosis:false, unlockLewd:false, }>> <<set $clothingShop to { ban: 0, banExtension: false, spotted: false, stolenClothes: 0, totalStolenClothes: 0, banCount: 0, rng: random(0,1000) }>> <<set $adultShop to { ban: 0, banExtension: false, spotted: false, stolenClothes: 0, totalStolenClothes: 0, banCount: 0, rng: random(0,1000) }>> <<set $propEquipped to 0>> <<set $balloonStand to { open: false, owner: "friendly", freeDrink: false, robin: {status: "unaffected", talked: false, knows: false} }>> <<set $retrieveShopCustomColor to {}>> <<set $customColors to { presets:{}, action: "set", currentType: "primary", color:{primary:0, secondary:0}, saturation:{primary:1, secondary:1}, brightness:{primary:1, secondary:1}, contrast:{primary:1, secondary:1}, sepia:{primary:1, secondary:1}, value:{primary:100, secondary:100} }>> <<set $combatTrain to { length: 0, generateInit: 1, beastTypes: [], numberPerTrain: [], }>> <<set $enemyArousalLossReduction to 1>> <<set $robinTattoo to []>> <<set $robinmissing to 0>> <<set $robin to { timer: {hurt:0, customer:0}, hurtReason: "nothing", moneyModifier: 0 }>> <<set $kylar to { raped: 0, riddle: 0, timer: {halls:0,street:0,home:0,love:0}, fameStage: 0, }>> <<set $kylarSeen to []>> <<set $museumAntiqueJournalHints to []>> <<specialClothesUpdate>> <<pregnancyVar>> <<set $specialClothesEffects to { bimbo: { progress: 0, total: 0, message: 0 }, pimp: { progress: 0, total: 0, message: 0 }, }>> <<childrenSetup>> <<setupTransformationPiecesObject>> <<if $fertiliser is undefined>> <<set $fertiliser to {current:0,used:0}>> <</if>> <<set $actionDefaults = DefaultActions.setDefaults()>> <<set versionUpdateCheck to false>> <<set $rebuy_failure to []>> <<set $rebuy_success to []>> <<pbhairinit>> <<resetLastOptions>> <<set $adultshopprogress to 0>> <<set $adultshopcontribution to 0>> <<run createInventoryObject()>> <<set $robinPunishments to []>> <<set $robinTraumaMultiplier to 1>> <<set $daily to { school: { attended: {} }, whitney: {}, robin: {}, kylar: {}, morgan: {}, eden: {}, alex: {}, sydney: {}, gwylan: {}, ex: {}, pharm: {}, prison: {}, livestock: {}, giftedFood: {}, avery: {} }>> <<updatePlants>> <<supermarketWeekly>> <<set $weekly to { theft: {}, sewers: {}, maze: {} }>> <<set $yearly to { }>> <<if $feats.allSaves.points gt 0>> <<applyFeatsBoost>> <</if>> <<set $school to $science + $english + $maths + $history>> <<set $schooltrait = $school >= 2800 ? 4 : $school >= 2000 ? 3 : $school >= 1600 ? 2 : $school >= 1200 ? 1 : 0>> <<if $ironmanmode is true>> <<set $options.confirmDialogUponTabClose to true>> <<else>> <<set $options.confirmDialogUponTabClose to false>> <</if>> <<run toggleConfirmDialogUponTabClose()>> <<run Furniture.update()>> <<set $harper_appointments to {dog: 0, exam: 0, hypnosis: 0}>> <<set $auriga_scar to 0>> <<set $compound to { alarm: 0, bluff: false, card: 0, interrogation: {}, theft: { centre: false, smoke: false, pipes: false, }, symbol: [], }>> <<set $transformationHistory to []>> <<generateTipsList>> <</widget>><<widget "variablesStatic">> /*This is for static variables that will not change during gameplay*/ /*These will not be saved to saves and are best when they are required in multiple location and are required for processing for loops, default objects, etc.*/ /*Can be found at 'SugarCube.setup'*/ <<run try { new Function("const foo = {}; foo?.bar;"); } catch (e) { window.Utils.Defer(() => { Errors.report('This browser does not meet the minimum requirements for DoL (ES2020). Please alert Vrelnir + the dev team and update your web browser.'); Errors.Reporter.show(); }); }>> <<set setup.test to "testing">> <<set setup.baseNPC = { "chastity": { penis: "", vagina: "", anus: "" }, "location": {}, "skills": {}, "pronouns": {}, "traits": [] }>> <<clothing_data>> <<hair_data>> <<init_bodywriting_objects>> <<init_plant_objects>> <<init_locations>> <<init_tips>> <<set setup.baseNNPC = {penis : 0, vagina: 0, gender: "none", description: 0, title: 0, insecurity: 0, pronoun: "none", penissize: 0, penisdesc: "none", bottomsize: 0, ballssize: 0, breastsize: 0, breastdesc: 0, breastsdesc: 0, skincolour: 0, teen: 0, adult: 0, init: 0, intro: 0, type: "human", trust: 0, love: 0, dom: 0, lust: 0, rage: 0, state: "", trauma: 0, eyeColour: 0, hairColour: 0, chastity: {penis: "", vagina: "", anus: ""}}>> <<set setup.NPCNameList = ["Avery","Bailey","Briar","Charlie","Darryl","Doren","Eden","Gwylan","Harper","Jordan","Kylar","Landry","Leighton","Mason","Morgan","River","Robin","Sam","Sirris","Whitney","Winter","Black Wolf","Niki","Quinn","Remy","Alex","Great Hawk","Wren","Sydney","Ivory Wraith","Zephyr"]>> <<set setup.loveInterestNpc = ["Robin","Whitney","Kylar","Sydney","Eden","Avery","Black Wolf","Great Hawk","Alex","Gwylan"]>> <<set setup.loveAlias to { /* Named NPC */ "Avery": () => "Love", "Bailey": () => "Respect", "Briar": () => "Respect", "Charlie": () => "Respect", "Darryl": () => "Affection", "Doren": () => "Affection", "Eden": () => "Love", "Gwylan": () => V.gwylanSeen?.includes("partners") ? "Love" : "Interest", "Harper": () => "Interest", "Jordan": () => "Respect", "Kylar": () => "Love", "Landry": () => "Interest", "Leighton": () => "Interest", "Mason": () => "Affection", "Morgan": () => "Affection", "River": () => "Respect", "Robin": () => "Love", "Sam": () => "Respect", "Sirris": () => "Affection", "Whitney": () => "Love", "Winter": () => "Affection", "Black Wolf": () => "Love", "Niki": () => "Respect", "Quinn": () => "Interest", "Remy": () => "Interest", "Alex": () => "Love", "Great Hawk": () => "Love", "Wren": () => "Affection", "Sydney": () => "Love", "Ivory Wraith": () => "Love", "Zephyr": () => "Interest", /* Persistent NPC */ "anxious_guard": () => "Respect", "hacker": () => "Respect", "manager": () => "Affection", "methodical_guard": () => "Respect", "relaxed_guard": () => "Respect", "scarred_inmate": () => "Affection", "tattoed_inmate": () => "Interest", "veteran_guard": () => "Respect" }>> <<set setup.perName to { "anxious_guard": () => V.per_npc["anxious_guard"]?.name_known is 1 ? V.per_npc["anxious_guard"]?.name : "Anxious Guard", "hacker": () => V.per_npc["hacker"]?.name_known is 1 ? V.mickeyName : "Mickey", "manager": () => V.per_npc["manager"]?.name, "methodical_guard": () => V.per_npc["methodical_guard"]?.name_known is 1 ? V.per_npc["methodical_guard"]?.name : "Methodical Guard", "relaxed_guard": () => V.per_npc["relaxed_guard"]?.name_known is 1 ? V.per_npc["relaxed_guard"]?.name : "Relaxed Guard", "scarred_inmate": () => V.per_npc["scarred_inmate"]?.name_known is 1 ? V.per_npc["scarred_inmate"]?.name : "Scarred Inmate", "tattoed_inmate": () => V.per_npc["tattoed_inmate"]?.name_known is 1 ? V.per_npc["tattoed_inmate"]?.name : "Tattoed Inmate", "veteran_guard": () => V.per_npc["veteran_guard"]?.name_known is 1 ? V.per_npc["veteran_guard"]?.name : "Veteran Guard" }>> /* this initialises the C.npc object */ <<run initCNPC()>> <<set setup.crimeNames to { assault: "assault", coercion: "coercion", destruction: "destruction of property", exposure: "indecent exposure", obstruction: "obstruction of justice", prostitution: "prostitution", resisting: "resisting arrest", thievery: "thievery", petty: "petty thievery", trespassing: "trespassing", }>> <<set setup.crimeDescs to { default: "general", legacy: "a string of crimes that slipped through the cracks", escape: "escaping prison", cake: "a high-profile theft involving a noble's wedding cake", kylarPrison: "assisting in a prison escape", debug: "wearing clothes of mixed fabrics, you sick fuck", }>> /* this initialises the C.crime object */ <<run initCCrime()>> <<set setup.skinColor to { light: { hStart: 30, hEnd: 47, sStart: 0.15, sEnd: 0.30, bStart: 4.3, bEnd: 3.4 }, medium: { hStart: 47, hEnd: 50, sStart: 0.30, sEnd: 0.32, bStart: 3.4, bEnd: 1.55 }, dark: { hStart: 50, hEnd: 50, sStart: 0.32, sEnd: 0.4, bStart: 1.55, bEnd: 0.6 }, gyaru: [ { hStart: 30, hEnd: 47, sStart: 0.15, sEnd: 0.30, bStart: 4.3, bEnd: 3.4 }, { hStart: 47, hEnd: 50, sStart: 0.30, sEnd: 0.32, bStart: 3.4, bEnd: 1.55 }, { hStart: 50, hEnd: 50, sStart: 0.32, sEnd: 0.4, bStart: 1.55, bEnd: 0.6 }, ], rlight: { hStart: 30, hEnd: 47, sStart: 0.15, sEnd: 0.30, bStart: 4.3, bEnd: 3 }, rmedium: { hStart: 47, hEnd: 35, sStart: 0.30, sEnd: 0.35, bStart: 3, bEnd: 1.6 }, rdark: { hStart: 35, hEnd: 30, sStart: 0.35, sEnd: 0.4, bStart: 1.6, bEnd: 0.8 }, rgyaru: [ { hStart: 30, hEnd: 47, sStart: 0.15, sEnd: 0.30, bStart: 4.3, bEnd: 3 }, { hStart: 47, hEnd: 35, sStart: 0.30, sEnd: 0.35, bStart: 3, bEnd: 1.6 }, { hStart: 35, hEnd: 30, sStart: 0.35, sEnd: 0.4, bStart: 1.6, bEnd: 0.8 }, ], ylight: { hStart: 50, hEnd: 55, sStart: 0.20, sEnd: 0.20, bStart: 4.4, bEnd: 3.6 }, ymedium: { hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25, bStart: 3.6, bEnd: 2.0 }, ydark: { hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25, bStart: 2.0, bEnd: 1.0 }, ygyaru: [ { hStart: 50, hEnd: 55, sStart: 0.20, sEnd: 0.20, bStart: 4.4, bEnd: 3.6 }, { hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25, bStart: 3.6, bEnd: 2.0 }, { hStart: 60, hEnd: 60, sStart: 0.25, sEnd: 0.25, bStart: 2.0, bEnd: 1.0 }, ], glight: { hStart: 55, hEnd: 55, sStart: 0.2, sEnd: 0.45, bStart: 4, bEnd: 3.4 }, gmedium: { hStart: 55, hEnd: 55, sStart: 0.45, sEnd: 0.55, bStart: 3.4, bEnd: 1.65 }, gdark: { hStart: 55, hEnd: 55, sStart: 0.55, sEnd: 0.7, bStart: 1.65, bEnd: 0.9 }, ggyaru: [ { hStart: 55, hEnd: 55, sStart: 0.2, sEnd: 0.45, bStart: 4, bEnd: 3.4 }, { hStart: 55, hEnd: 55, sStart: 0.45, sEnd: 0.55, bStart: 3.4, bEnd: 1.65 }, { hStart: 55, hEnd: 55, sStart: 0.55, sEnd: 0.7, bStart: 1.65, bEnd: 0.9 }, ], blight: { hStart: 25, hEnd: 30, sStart: 0.05, sEnd: 0.08, bStart: 4.4, bEnd: 3.3 }, bmedium: { hStart: 30, hEnd: 25, sStart: 0.08, sEnd: 0.15, bStart: 3.3, bEnd: 1.8 }, bdark: { hStart: 25, hEnd: 20, sStart: 0.15, sEnd: 0.15, bStart: 1.8, bEnd: 0.8 }, bgyaru: [ { hStart: 25, hEnd: 30, sStart: 0.05, sEnd: 0.08, bStart: 4.4, bEnd: 3.3 }, { hStart: 30, hEnd: 25, sStart: 0.08, sEnd: 0.15, bStart: 3.3, bEnd: 1.8 }, { hStart: 25, hEnd: 20, sStart: 0.15, sEnd: 0.15, bStart: 1.8, bEnd: 0.8 }, ], slime: { hStart: 200, hEnd: 200, sStart: 0.3, sEnd: 0.5,bStart: 3.6, bEnd: 3.1 }, dft: { hStart: 45, hEnd: 45, sStart: 0.2, sEnd: 0.4, bStart: 4.5, bEnd: 0.7} }>> <<set setup.tanImg to { "doggy":{ "t":{ "doggyactivebase":"img/sex/doggyRed/active/body/doggyactivebase.png", "doggyactivebaseleftarm":"img/sex/doggyRed/active/body/doggyactivebaseleftarm.png", "doggyactivebaselegs":"img/sex/doggyRed/active/body/doggyactivebaselegs.png", "doggyactivebaserightarm":"img/sex/doggyRed/active/body/doggyactivebaserightarm.png", "doggyactiveblush1":"img/sex/doggyRed/active/body/doggyactiveblush1.png", "doggyactiveblush2":"img/sex/doggyRed/active/body/doggyactiveblush2.png", "doggyactiveblush3":"img/sex/doggyRed/active/body/doggyactiveblush3.png", "doggyactiveblush4":"img/sex/doggyRed/active/body/doggyactiveblush4.png", "doggyactiveblush5":"img/sex/doggyRed/active/body/doggyactiveblush5.png", "doggyactivemouth":"img/sex/doggyRed/active/body/doggyactivemouth.png", "freckles":"img/sex/doggyRed/active/body/freckles.png", "breastsTiny":"img/sex/doggyRed/active/body/doggyactivebreaststiny.png", "breastsSmall":"img/sex/doggyRed/active/body/doggyactivebreastssmall.png", "breastsLarge":"img/sex/doggyRed/active/body/doggyactivebreastslarge.png", "breastsHuge":"img/sex/doggyRed/active/body/doggyactivebreastshuge.png", "doggyactivefeetjob":"img/sex/doggyRed/active/body/doggyactivefeetjob.png", "doggyactivefeetjobpenis":"img/sex/doggyRed/active/body/doggyactivefeetjobpenis.png", "doggyactiveleftarmbound":"img/sex/doggyRed/active/body/doggyactiveleftarmbound.png", "doggyactivelefthandjob":"img/sex/doggyRed/active/body/doggyactivelefthandjob.png", "doggyactivelefthandjobpenis":"img/sex/doggyRed/active/body/doggyactivelefthandjobpenis.png", "doggyactivepenis":"img/sex/doggyRed/active/body/doggyactivepenis.png", "doggyactivepenisvirgin":"img/sex/doggyRed/active/body/doggyactivepenisvirgin.png", "doggyactivepush":"img/sex/doggyRed/active/body/doggyactivepush.png", "doggyactivepushlight":"img/sex/doggyRed/active/body/doggyactivepushlight.png", "doggyactiverighthandjob":"img/sex/doggyRed/active/body/doggyactiverighthandjob.png", "doggyactiverighthandjobpenis":"img/sex/doggyRed/active/body/doggyactiverighthandjobpenis.png", "doggyactiveeyelids":"img/sex/doggyRed/active/doggyactiveeyelids.png", "doggyactiveclosedmouth":"img/sex/doggyRed/active/body/doggyactiveclosedmouth.png", "activebeastlefthand":"img/sex/doggyRed/frontbeast/activebeastlefthand.png", "activebeastlefthandpenis":"img/sex/doggyRed/frontbeast/activebeastlefthandpenis.png", "activebeastrighthand":"img/sex/doggyRed/frontbeast/activebeastrighthand.png", "activebeastrighthandpenis":"img/sex/doggyRed/frontbeast/activebeastrighthandpenis.png", "activebearlefthand":"img/sex/doggyRed/frontbeast/bear/activebearlefthand.png", "activebearlefthandpenis":"img/sex/doggyRed/frontbeast/bear/activebearlefthandpenis.png", "activebearrighthand":"img/sex/doggyRed/frontbeast/bear/activebearrighthand.png", "activebearrighthandpenis":"img/sex/doggyRed/frontbeast/bear/activebearrighthandpenis.png", "activecatlefthand":"img/sex/doggyRed/frontbeast/cat/activecatlefthand.png", "activecatlefthandpenis":"img/sex/doggyRed/frontbeast/cat/activecatlefthandpenis.png", "activecatrighthand":"img/sex/doggyRed/frontbeast/cat/activecatrighthand.png", "activecatrighthandpenis":"img/sex/doggyRed/frontbeast/cat/activecatrighthandpenis.png", "activedolphinlefthand":"img/sex/doggyRed/frontbeast/dolphin/activedolphinlefthand.png", "activedolphinlefthandpenis":"img/sex/doggyRed/frontbeast/dolphin/activedolphinlefthandpenis.png", "activedolphinrighthand":"img/sex/doggyRed/frontbeast/dolphin/activedolphinrighthand.png", "activedolphinrighthandpenis":"img/sex/doggyRed/frontbeast/dolphin/activedolphinrighthandpenis.png", "doggyactiveshadow":"img/sex/doggyRed/active/body/doggyactiveshadow.png", "doggyactivechastitycagepenis":"img/sex/doggyRed/active/body/doggyactivechastitycagepenis.png", "doggyactivechastitycagepenissmall":"img/sex/doggyRed/active/body/doggyactivechastitycagepenissmall.png", "doggyactivestrapon":"img/sex/doggyRed/active/body/doggyactivepenisvirgin.png", "doggyanalentrance":"img/sex/doggyRed/doggyanalentrance.png", "doggyanalimminent":"img/sex/doggyRed/doggyanalimminent.png", "doggyoralentrance":"img/sex/doggyRed/doggyoralentrance.png", "doggyoralimminent":"img/sex/doggyRed/doggyoralimminent.png", "doggyvaginalentrance":"img/sex/doggyRed/doggyvaginalentrance.png", "doggyvaginalimminent":"img/sex/doggyRed/doggyvaginalimminent.png", "doggyactiveanal":"img/sex/doggyRed/active/body/doggyactiveanal.png", "doggyactiveanaldap":"img/sex/doggyRed/active/body/doggyactiveanaldap.png", "doggyactiveanaldpp":"img/sex/doggyRed/active/body/doggyactiveanaldpp.png", "doggyactivecheeks":"img/sex/doggyRed/active/body/doggyactivecheeks.png", "doggyactivechest":"img/sex/doggyRed/active/body/doggyactivechest.png", "doggyactivefeetjobpenis":"img/sex/doggyRed/active/body/doggyactivefeetjobpenis.png", "doggyactivefencing":"img/sex/doggyRed/active/body/doggyactivefencing.png", "doggyactivelefthandjobpenis":"img/sex/doggyRed/active/body/doggyactivelefthandjobpenis.png", "doggyactiverighthandjobpenis":"img/sex/doggyRed/active/body/doggyactiverighthandjobpenis.png", "doggyactiveoral":"img/sex/doggyRed/active/body/doggyactiveoral.png", "doggyactivethighs":"img/sex/doggyRed/active/body/doggyactivethighs.png", "doggyactivevaginal":"img/sex/doggyRed/active/body/doggyactivevaginal.png", "doggyactivevaginaldp":"img/sex/doggyRed/active/body/doggyactivevaginaldp.png", "doggyactivepreggybelly":"img/sex/doggyRed/active/body/preggyBelly/pregnancy_belly_" }, "f":{ "doggyactivebase":"img/sex/doggy/active/body/doggyactivebase.png", "doggyactivebaseleftarm":"img/sex/doggy/active/body/doggyactivebaseleftarm.png", "doggyactivebaselegs":"img/sex/doggy/active/body/doggyactivebaselegs.png", "doggyactivebaserightarm":"img/sex/doggy/active/body/doggyactivebaserightarm.png", "breastsTiny":"img/sex/doggy/active/body/doggyactivebreaststiny.png", "doggyactiveblush1":"img/sex/doggy/active/body/doggyactiveblush1.png", "doggyactiveblush2":"img/sex/doggy/active/body/doggyactiveblush2.png", "doggyactiveblush3":"img/sex/doggy/active/body/doggyactiveblush3.png", "doggyactiveblush4":"img/sex/doggy/active/body/doggyactiveblush4.png", "doggyactiveblush5":"img/sex/doggy/active/body/doggyactiveblush5.png", "doggyactivemouth":"img/sex/doggy/active/body/doggyactivemouth.png", "freckles":"img/sex/doggy/active/body/freckles.png", "breastsSmall":"img/sex/doggy/active/body/doggyactivebreastssmall.png", "breastsLarge":"img/sex/doggy/active/body/doggyactivebreastslarge.png", "breastsHuge":"img/sex/doggy/active/body/doggyactivebreastshuge.png", "doggyactivefeetjob":"img/sex/doggy/active/body/doggyactivefeetjob.png", "doggyactivefeetjobpenis":"img/sex/doggy/active/body/doggyactivefeetjobpenis.png", "doggyactiveleftarmbound":"img/sex/doggy/active/body/doggyactiveleftarmbound.png", "doggyactivelefthandjob":"img/sex/doggy/active/body/doggyactivelefthandjob.png", "doggyactivelefthandjobpenis":"img/sex/doggy/active/body/doggyactivelefthandjobpenis.png", "doggyactivepenis":"img/sex/doggy/active/body/doggyactivepenis.png", "doggyactivepenisvirgin":"img/sex/doggy/active/body/doggyactivepenisvirgin.png", "doggyactivepush":"img/sex/doggy/active/body/doggyactivepush.png", "doggyactivepushlight":"img/sex/doggy/active/body/doggyactivepushlight.png", "doggyactiverighthandjob":"img/sex/doggy/active/body/doggyactiverighthandjob.png", "doggyactiverighthandjobpenis":"img/sex/doggy/active/body/doggyactiverighthandjobpenis.png", "doggyactiveeyelids":"img/sex/doggy/active/doggyactiveeyelids.png", "doggyactiveclosedmouth":"img/sex/doggy/active/body/doggyactiveclosedmouth.png", "activebeastlefthand":"img/sex/doggy/frontbeast/activebeastlefthand.png", "activebeastlefthandpenis":"img/sex/doggy/frontbeast/activebeastlefthandpenis.png", "activebeastrighthand":"img/sex/doggy/frontbeast/activebeastrighthand.png", "activebeastrighthandpenis":"img/sex/doggy/frontbeast/activebeastrighthandpenis.png", "activebearlefthand":"img/sex/doggy/frontbeast/bear/activebearlefthand.png", "activebearlefthandpenis":"img/sex/doggy/frontbeast/bear/activebearlefthandpenis.png", "activebearrighthand":"img/sex/doggy/frontbeast/bear/activebearrighthand.png", "activebearrighthandpenis":"img/sex/doggy/frontbeast/bear/activebearrighthandpenis.png", "activecatlefthand":"img/sex/doggy/frontbeast/cat/activecatlefthand.png", "activecatlefthandpenis":"img/sex/doggy/frontbeast/cat/activecatlefthandpenis.png", "activecatrighthand":"img/sex/doggy/frontbeast/cat/activecatrighthand.png", "activecatrighthandpenis":"img/sex/doggy/frontbeast/cat/activecatrighthandpenis.png", "activedolphinlefthand":"img/sex/doggy/frontbeast/dolphin/activedolphinlefthand.png", "activedolphinlefthandpenis":"img/sex/doggy/frontbeast/dolphin/activedolphinlefthandpenis.png", "activedolphinrighthand":"img/sex/doggy/frontbeast/dolphin/activedolphinrighthand.png", "activedolphinrighthandpenis":"img/sex/doggy/frontbeast/dolphin/activedolphinrighthandpenis.png", "doggyactiveshadow":"img/sex/doggy/active/body/doggyactiveshadow.png", "doggyactivechastitycagepenis":"img/sex/doggy/active/body/doggyactivechastitycagepenis.png", "doggyactivechastitycagepenissmall":"img/sex/doggy/active/body/doggyactivechastitycagepenissmall.png", "doggyactivestrapon":"img/sex/doggy/active/body/doggyactivepenisvirgin.png", "doggyanalentrance":"img/sex/doggy/doggyanalentrance.png", "doggyanalimminent":"img/sex/doggy/doggyanalimminent.png", "doggyoralentrance":"img/sex/doggy/doggyoralentrance.png", "doggyoralimminent":"img/sex/doggy/doggyoralimminent.png", "doggyvaginalentrance":"img/sex/doggy/doggyvaginalentrance.png", "doggyvaginalimminent":"img/sex/doggy/doggyvaginalimminent.png", "doggyactiveanal":"img/sex/doggy/active/body/doggyactiveanal.png", "doggyactiveanaldap":"img/sex/doggy/active/body/doggyactiveanaldap.png", "doggyactiveanaldpp":"img/sex/doggy/active/body/doggyactiveanaldpp.png", "doggyactivecheeks":"img/sex/doggy/active/body/doggyactivecheeks.png", "doggyactivechest":"img/sex/doggy/active/body/doggyactivechest.png", "doggyactivefeetjobpenis":"img/sex/doggy/active/body/doggyactivefeetjobpenis.png", "doggyactivefencing":"img/sex/doggy/active/body/doggyactivefencing.png", "doggyactivelefthandjobpenis":"img/sex/doggy/active/body/doggyactivelefthandjobpenis.png", "doggyactiverighthandjobpenis":"img/sex/doggy/active/body/doggyactiverighthandjobpenis.png", "doggyactiveoral":"img/sex/doggy/active/body/doggyactiveoral.png", "doggyactivethighs":"img/sex/doggy/active/body/doggyactivethighs.png", "doggyactivevaginal":"img/sex/doggy/active/body/doggyactivevaginal.png", "doggyactivevaginaldp":"img/sex/doggy/active/body/doggyactivevaginaldp.png", "doggyactivepreggybelly":"img/sex/doggy/active/body/preggyBelly/pregnancy_belly_" } }, "missionary":{ "t":{ "activearmsbound":"img/sex/missionaryRed/active/body/activearmsbound.png", "activebase":"img/sex/missionaryRed/active/body/activebase.png", "activebaseleftarm":"img/sex/missionaryRed/active/body/activebaseleftarm.png", "activebaselegl":"img/sex/missionaryRed/active/body/activebaselegl.png", "activebaselegldown":"img/sex/missionaryRed/active/body/activebaselegldown.png", "activebaselegr":"img/sex/missionaryRed/active/body/activebaselegr.png", "activebaselegrdown":"img/sex/missionaryRed/active/body/activebaselegrdown.png", "activebaserightarm":"img/sex/missionaryRed/active/body/activebaserightarm.png", "activebaserightarmstroke":"img/sex/missionaryRed/active/body/activebaserightarmstroke.png", "activeblush1":"img/sex/missionaryRed/active/body/activeblush1.png", "activeblush2":"img/sex/missionaryRed/active/body/activeblush2.png", "activeblush3":"img/sex/missionaryRed/active/body/activeblush3.png", "activeblush4":"img/sex/missionaryRed/active/body/activeblush4.png", "activeblush5":"img/sex/missionaryRed/active/body/activeblush5.png", "activemouth":"img/sex/missionaryRed/active/body/activemouth.png", "freckles":"img/sex/missionaryRed/active/body/freckles.png", "breastsTiny":"img/sex/missionaryRed/active/body/activebreaststiny.png", "breastsSmall":"img/sex/missionaryRed/active/body/activebreastssmall.png", "breastsLarge":"img/sex/missionaryRed/active/body/activebreastslarge.png", "breastsHuge":"img/sex/missionaryRed/active/body/activebreastshuge.png", "activefeetjob":"img/sex/missionaryRed/active/body/activefeetjob.png", "activefeetjobpenis":"img/sex/missionaryRed/active/body/activefeetjobpenis.png", "activeleftarmbound":"img/sex/missionaryRed/active/body/activeleftarmbound.png", "activelefthandjob":"img/sex/missionaryRed/active/body/activelefthandjob.png", "activelefthandjobpenis":"img/sex/missionaryRed/active/body/activelefthandjobpenis.png", "activepenis":"img/sex/missionaryRed/active/body/activepenis.png", "activepenisdown":"img/sex/missionaryRed/active/body/activepenisdown.png", "activepenisvirgin":"img/sex/missionaryRed/active/body/activepenisvirgin.png", "activepenisvirgindown":"img/sex/missionaryRed/active/body/activepenisvirgindown.png", "activepush":"img/sex/missionaryRed/active/body/activepush.png", "activepushlight":"img/sex/missionaryRed/active/body/activepushlight.png", "activerighthandjob":"img/sex/missionaryRed/active/body/activerighthandjob.png", "activerighthandjobpenis":"img/sex/missionaryRed/active/body/activerighthandjobpenis.png", "activeeyelids":"img/sex/missionaryRed/active/activeeyelids.png", "activeshadow":"img/sex/missionaryRed/active/body/activeshadow.png", "activechastitycagepenis":"img/sex/missionaryRed/active/body/activechastitycagepenis.png", "activechastitycagedownpenis":"img/sex/missionaryRed/active/body/activechastitycagedownpenis.png", "activechastitycagedownpenissmall":"img/sex/missionaryRed/active/body/activechastitycagedownpenissmall.png", "activechastitycagedownpenisflat":"img/sex/missionaryRed/active/body/activechastitycagedownpenisflat.png", "activeclosedmouth":"img/sex/missionaryRed/active/body/activeclosedmouth.png", "activestrapon":"img/sex/missionaryRed/active/body/activepenisvirgin.png", "activestrapondown":"img/sex/missionaryRed/active/body/activepenisvirgindown.png", "analentrance":"img/sex/missionaryRed/analentrance.png", "vaginalentrance":"img/sex/missionaryRed/vaginalentrance.png", "activeanal":"img/sex/missionaryRed/active/body/activeanal.png", "activeanaldoublemissionary":"img/sex/missionaryRed/active/body/activeanaldoublemissionary.png", "activechest":"img/sex/missionaryRed/active/body/activechest.png", "activefeetjobpenis":"img/sex/missionaryRed/active/body/activefeetjobpenis.png", "activeanal":"img/sex/missionaryRed/active/body/activeanal.png", "activefencing":"img/sex/missionaryRed/active/body/activefencing.png", "activelefthandjobpenis":"img/sex/missionaryRed/active/body/activelefthandjobpenis.png", "activerighthandjobpenis":"img/sex/missionaryRed/active/body/activerighthandjobpenis.png", "activeoral":"img/sex/missionaryRed/active/body/activeoral.png", "activethighs":"img/sex/missionaryRed/active/body/activethighs.png", "activevaginal":"img/sex/missionaryRed/active/body/activevaginal.png", "activevaginaldouble":"img/sex/missionaryRed/active/body/activevaginaldouble.png", "activepreggybelly":"img/sex/missionaryRed/active/body/preggyBelly/pregnancy_belly_" }, "f":{ "activearmsbound":"img/sex/missionary/active/body/activearmsbound.png", "activebase":"img/sex/missionary/active/body/activebase.png", "activebaseleftarm":"img/sex/missionary/active/body/activebaseleftarm.png", "activebaselegl":"img/sex/missionary/active/body/activebaselegl.png", "activebaselegldown":"img/sex/missionary/active/body/activebaselegldown.png", "activebaselegr":"img/sex/missionary/active/body/activebaselegr.png", "activebaselegrdown":"img/sex/missionary/active/body/activebaselegrdown.png", "activebaserightarm":"img/sex/missionary/active/body/activebaserightarm.png", "activebaserightarmstroke":"img/sex/missionary/active/body/activebaserightarmstroke.png", "activeblush1":"img/sex/missionary/active/body/activeblush1.png", "activeblush2":"img/sex/missionary/active/body/activeblush2.png", "activeblush3":"img/sex/missionary/active/body/activeblush3.png", "activeblush4":"img/sex/missionary/active/body/activeblush4.png", "activeblush5":"img/sex/missionary/active/body/activeblush5.png", "activemouth":"img/sex/missionary/active/body/activemouth.png", "freckles":"img/sex/missionary/active/body/freckles.png", "breastsTiny":"img/sex/missionary/active/body/activebreaststiny.png", "breastsSmall":"img/sex/missionary/active/body/activebreastssmall.png", "breastsLarge":"img/sex/missionary/active/body/activebreastslarge.png", "breastsHuge":"img/sex/missionary/active/body/activebreastshuge.png", "activefeetjob":"img/sex/missionary/active/body/activefeetjob.png", "activefeetjobpenis":"img/sex/missionary/active/body/activefeetjobpenis.png", "activeleftarmbound":"img/sex/missionary/active/body/activeleftarmbound.png", "activelefthandjob":"img/sex/missionary/active/body/activelefthandjob.png", "activelefthandjobpenis":"img/sex/missionary/active/body/activelefthandjobpenis.png", "activepenis":"img/sex/missionary/active/body/activepenis.png", "activepenisdown":"img/sex/missionary/active/body/activepenisdown.png", "activepenisvirgin":"img/sex/missionary/active/body/activepenisvirgin.png", "activepenisvirgindown":"img/sex/missionary/active/body/activepenisvirgindown.png", "activepush":"img/sex/missionary/active/body/activepush.png", "activepushlight":"img/sex/missionary/active/body/activepushlight.png", "activerighthandjob":"img/sex/missionary/active/body/activerighthandjob.png", "activerighthandjobpenis":"img/sex/missionary/active/body/activerighthandjobpenis.png", "activeeyelids":"img/sex/missionary/active/activeeyelids.png", "activeshadow":"img/sex/missionary/active/body/activeshadow.png", "activechastitycagepenis":"img/sex/missionary/active/body/activechastitycagepenis.png", "activechastitycagedownpenis":"img/sex/missionary/active/body/activechastitycagedownpenis.png", "activechastitycagedownpenissmall":"img/sex/missionary/active/body/activechastitycagedownpenissmall.png", "activechastitycagedownpenisflat":"img/sex/missionary/active/body/activechastitycagedownpenisflat.png", "activeclosedmouth":"img/sex/missionary/active/body/activeclosedmouth.png", "activestrapon":"img/sex/missionary/active/body/activepenisvirgin.png", "activestrapondown":"img/sex/missionary/active/body/activepenisvirgindown.png", "analentrance":"img/sex/missionary/analentrance.png", "vaginalentrance":"img/sex/missionary/vaginalentrance.png", "activeanal":"img/sex/missionary/active/body/activeanal.png", "activeanaldoublemissionary":"img/sex/missionary/active/body/activeanaldoublemissionary.png", "activechest":"img/sex/missionary/active/body/activechest.png", "activefeetjobpenis":"img/sex/missionary/active/body/activefeetjobpenis.png", "activeanal":"img/sex/missionary/active/body/activeanal.png", "activefencing":"img/sex/missionary/active/body/activefencing.png", "activelefthandjobpenis":"img/sex/missionary/active/body/activelefthandjobpenis.png", "activerighthandjobpenis":"img/sex/missionary/active/body/activerighthandjobpenis.png", "activeoral":"img/sex/missionary/active/body/activeoral.png", "activethighs":"img/sex/missionary/active/body/activethighs.png", "activevaginal":"img/sex/missionary/active/body/activevaginal.png", "activevaginaldouble":"img/sex/missionary/active/body/activevaginaldouble.png", "activepreggybelly":"img/sex/missionary/active/body/preggyBelly/pregnancy_belly_" } }, "close":{ "missionary":{ "t":{ "anus":"img/sex/closeRed/missionary/anus.png", "anuspenetrate":"img/sex/closeRed/missionary/anuspenetrate.png", "penis":"img/sex/closeRed/missionary/penis.png", "penisparasite":"img/sex/closeRed/missionary/penisparasite.png", "penisentrance":"img/sex/closeRed/missionary/penisentrance.png", "penispenetrated":"img/sex/closeRed/missionary/penispenetrated.png", "chastitypenis":"img/sex/closeRed/missionary/chastitypenis.png", "chastitypenisparasite":"img/sex/closeRed/missionary/chastitypenisparasite.png", "chastitypenissmall":"img/sex/closeRed/missionary/chastitypenissmall.png", "chastitypenisparasitesmall":"img/sex/closeRed/missionary/chastitypenisparasitesmall.png", "chastitypenisflat":"img/sex/closeRed/missionary/chastitypenisflat.png", "chastitypenisparasiteflat":"img/sex/closeRed/missionary/chastitypenisparasiteflat.png", "penisbase":"img/sex/closeRed/missionary/penisbase.png", "futapenisnoballs":"img/sex/closeRed/missionary/futapenisnoballs.png", "futapenisbase":"img/sex/closeRed/missionary/futapenisbase.png", "vagina":"img/sex/closeRed/missionary/vagina.png", "vaginaaroused":"img/sex/closeRed/missionary/vaginaaroused.png", "futavagina":"img/sex/closeRed/missionary/futavagina.png", "futavaginaparasite":"img/sex/closeRed/missionary/futavaginaparasite.png", "futavaginanoballs":"img/sex/closeRed/missionary/futavaginanoballs.png", "vaginaChastityBase":"img/sex/closeRed/missionary/chastityBelt/vaginaBase.png", "vaginaChastityMan":"img/sex/closeRed/missionary/chastityBelt/man.png", "vaginapenetrate":"img/sex/closeRed/missionary/vaginapenetrate.png", "vaginapenetratebig":"img/sex/closeRed/missionary/vaginapenetratebig.png", "penis1":"img/sex/closeRed/missionary/beast/penis1.png", "penisparasite1":"img/sex/closeRed/missionary/beast/penisparasite1.png", "penisentrance1":"img/sex/closeRed/missionary/beast/penisentrance1.png", "penisparasiteentrance1":"img/sex/closeRed/missionary/beast/penisparasiteentrance1.png", "penisimminent1":"img/sex/closeRed/missionary/beast/penisimminent1.png", "penisparasiteimminent1":"img/sex/closeRed/missionary/beast/penisparasiteimminent1.png", "penisnoballs":"img/sex/closeRed/missionary/beast/penisnoballs.png", "penisentrancenoballs":"img/sex/closeRed/missionary/beast/penisentrancenoballs.png", "penisimminentnoballs":"img/sex/closeRed/missionary/beast/penisimminentnoballs.png", "chest":"img/sex/closeRed/chest/" }, "f":{ "anus":"img/sex/close/missionary/anus.png", "anuspenetrate":"img/sex/close/missionary/anuspenetrate.png", "penis":"img/sex/close/missionary/penis.png", "penisparasite":"img/sex/close/missionary/penisparasite.png", "penisentrance":"img/sex/close/missionary/penisentrance.png", "penispenetrated":"img/sex/close/missionary/penispenetrated.png", "chastitypenis":"img/sex/close/missionary/chastitypenis.png", "chastitypenisparasite":"img/sex/close/missionary/chastitypenis.png", "chastitypenissmall":"img/sex/close/missionary/chastitypenissmall.png", "chastitypenisparasitesmall":"img/sex/close/missionary/chastitypenissmall.png", "chastitypenisflat":"img/sex/close/missionary/chastitypenisflat.png", "chastitypenisparasiteflat":"img/sex/close/missionary/chastitypenisflat.png", "penisbase":"img/sex/close/missionary/penisbase.png", "futapenisnoballs":"img/sex/close/missionary/futapenisnoballs.png", "futapenisbase":"img/sex/close/missionary/futapenisbase.png", "vagina":"img/sex/close/missionary/vagina.png", "vaginaaroused":"img/sex/close/missionary/vaginaaroused.png", "futavagina":"img/sex/close/missionary/futavagina.png", "futavaginaparasite":"img/sex/close/missionary/futavaginaparasite.png", "futavaginanoballs":"img/sex/close/missionary/futavaginanoballs.png", "vaginaChastityBase":"img/sex/close/missionary/chastityBelt/vaginaBase.png", "vaginaChastityMan":"img/sex/close/missionary/chastityBelt/man.png", "vaginapenetrate":"img/sex/close/missionary/vaginapenetrate.png", "vaginapenetratebig":"img/sex/close/missionary/vaginapenetratebig.png", "penis1":"img/sex/close/missionary/beast/penis1.png", "penisparasite1":"img/sex/close/missionary/beast/penisparasite1.png", "penisentrance1":"img/sex/close/missionary/beast/penisentrance1.png", "penisparasiteentrance1":"img/sex/close/missionary/beast/penisparasiteentrance1.png", "penisimminent1":"img/sex/close/missionary/beast/penisimminent1.png", "penisparasiteimminent1":"img/sex/close/missionary/beast/penisparasiteimminent1.png", "penisnoballs":"img/sex/close/missionary/beast/penisnoballs.png", "penisentrancenoballs":"img/sex/close/missionary/beast/penisentrancenoballs.png", "penisimminentnoballs":"img/sex/close/missionary/beast/penisimminentnoballs.png", "chest":"img/sex/close/chest/" } }, "doggy":{ "t":{ "anus":"img/sex/closeRed/doggy/anus.png", "anuspenetrate":"img/sex/closeRed/doggy/anuspenetrate.png", "penis":"img/sex/closeRed/doggy/penis.png", "penisparasite":"img/sex/closeRed/doggy/penisparasite.png", "penisentrance":"img/sex/closeRed/doggy/penisentrance.png", "penispenetrated":"img/sex/closeRed/doggy/penispenetrated.png", "chastitypenis":"img/sex/closeRed/doggy/chastitypenis.png", "chastitypenisparasite":"img/sex/closeRed/doggy/chastitypenisparasite.png", "chastitypenissmall":"img/sex/closeRed/doggy/chastitypenissmall.png", "chastitypenisparasitesmall":"img/sex/closeRed/doggy/chastitypenisparasitesmall.png", "chastitypenisflat":"img/sex/closeRed/doggy/chastitypenisflat.png", "chastitypenisparasiteflat":"img/sex/closeRed/doggy/chastitypenisparasiteflat.png", "penisbase":"img/sex/closeRed/doggy/penisbase.png", "futapenisnoballs":"img/sex/closeRed/doggy/futapenisnoballs.png", "futapenisbase":"img/sex/closeRed/doggy/futapenisbase.png", "vagina":"img/sex/closeRed/doggy/vagina.png", "vaginaaroused":"img/sex/closeRed/doggy/vaginaaroused.png", "futavagina":"img/sex/closeRed/doggy/futavagina.png", "futavaginaparasite":"img/sex/closeRed/doggy/futavaginaparasite.png", "futavaginanoballs":"img/sex/closeRed/doggy/futavaginanoballs.png", "vaginaChastityBase":"img/sex/closeRed/doggy/chastityBelt/vaginaBase.png", "vaginaChastityMan":"img/sex/closeRed/doggy/chastityBelt/man.png", "vaginapenetrate":"img/sex/closeRed/doggy/vaginapenetrate.png", "vaginapenetratebig":"img/sex/closeRed/doggy/vaginapenetratebig.png", "penis1":"img/sex/closeRed/doggy/beast/penis1.png", "penisparasite1":"img/sex/closeRed/doggy/beast/penisparasite1.png", "penisentrance1":"img/sex/closeRed/doggy/beast/penisentrance1.png", "penisparasiteentrance1":"img/sex/closeRed/doggy/beast/penisparasiteentrance1.png", "penisimminent1":"img/sex/closeRed/doggy/beast/penisimminent1.png", "penisparasiteimminent1":"img/sex/closeRed/doggy/beast/penisparasiteimminent1.png", "penisnoballs":"img/sex/closeRed/doggy/beast/penisnoballs.png", "penisentrancenoballs":"img/sex/closeRed/doggy/beast/penisentrancenoballs.png", "penisimminentnoballs":"img/sex/closeRed/doggy/beast/penisimminentnoballs.png", "chest":"img/sex/closeRed/chest/" }, "f":{ "anus":"img/sex/close/doggy/anus.png", "anuspenetrate":"img/sex/close/doggy/anuspenetrate.png", "penis":"img/sex/close/doggy/penis.png", "penisparasite":"img/sex/close/doggy/penisparasite.png", "penisentrance":"img/sex/close/doggy/penisentrance.png", "penispenetrated":"img/sex/close/doggy/penispenetrated.png", "chastitypenis":"img/sex/close/doggy/chastitypenis.png", "chastityparasitepenis":"img/sex/close/doggy/chastitypenis.png", "chastitypenissmall":"img/sex/close/doggy/chastitypenissmall.png", "chastitypenisparasitesmall":"img/sex/close/doggy/chastitypenissmall.png", "chastitypenisflat":"img/sex/close/doggy/chastitypenisflat.png", "chastitypenisparasiteflat":"img/sex/close/doggy/chastitypenisflat.png", "penisbase":"img/sex/close/doggy/penisbase.png", "futapenisnoballs":"img/sex/close/doggy/futapenisnoballs.png", "futapenisbase":"img/sex/close/doggy/futapenisbase.png", "vagina":"img/sex/close/doggy/vagina.png", "vaginaaroused":"img/sex/close/doggy/vaginaaroused.png", "futavagina":"img/sex/close/doggy/futavagina.png", "futavaginaparasite":"img/sex/close/doggy/futavaginaparasite.png", "futavaginanoballs":"img/sex/close/doggy/futavaginanoballs.png", "vaginaChastityBase":"img/sex/close/doggy/chastityBelt/vaginaBase.png", "vaginaChastityMan":"img/sex/close/doggy/chastityBelt/man.png", "vaginapenetrate":"img/sex/close/doggy/vaginapenetrate.png", "vaginapenetratebig":"img/sex/close/doggy/vaginapenetratebig.png", "penis1":"img/sex/close/doggy/beast/penis1.png", "penisparasite1":"img/sex/close/doggy/beast/penisparasite1.png", "penisentrance1":"img/sex/close/doggy/beast/penisentrance1.png", "penisparasiteentrance1":"img/sex/close/doggy/beast/penisparasiteentrance1.png", "penisimminent1":"img/sex/close/doggy/beast/penisimminent1.png", "penisparasiteimminent1":"img/sex/close/doggy/beast/penisparasiteimminent1.png", "penisnoballs":"img/sex/close/doggy/beast/penisnoballs.png", "penisentrancenoballs":"img/sex/close/doggy/beast/penisentrancenoballs.png", "penisimminentnoballs":"img/sex/close/doggy/beast/penisimminentnoballs.png", "chest":"img/sex/close/chest/" } } } }>> <<set setup.npcSkinDefaults to { "white":"hue-rotate(30deg) saturate(0.20) brightness(4.10)", "black":"hue-rotate(52deg) saturate(0.45) brightness(1.70)", "ghost":"hue-rotate(30deg) saturate(0.10) brightness(4.50) opacity(80%)" }>> <<set setup.shadowImage to { "doggy": [ "sexbase", "sexlegsdoggy", "sexbasefront", "beastforeground", "shadowman", "shadowmanbackground", "shadowmanforeground" ], "missionary": [ "sexbase", "sexlower", "sexhair", "sexbasefront", "layer-sexwings", "halo-front", "sexrightleg", "sexarmsbound", "sexaboveclothes", "foreground", "sexbaseoverlay", "beastforeground", "shadowman", "shadowmanbackground", "shadowmanforeground" ] }>> <<set setup.bodyliquid to { /* edit the bodyparts list to add a new bodypart, or the liquidtypes list to add a new liquid */ "bodyparts": [ "neck","rightarm","leftarm","thigh","bottom","tummy","chest","face","hair","feet","vaginaoutside","vagina","penis","anus","mouth" ], "outerbodyparts": [ "neck","rightarm","leftarm","thigh","bottom","tummy","chest","face","hair","feet","vaginaoutside","penis" ], "innerbodyparts": [ "vagina","anus","mouth" ], "liquidtype": [ "goo", "semen", "nectar" ], combined(bodypart){ return $player.bodyliquid[bodypart].goo + $player.bodyliquid[bodypart].semen + $player.bodyliquid[bodypart].nectar; } }>> <<set setup.bodyparts to ["forehead", "left_cheek", "right_cheek", "left_shoulder", "right_shoulder", "breasts", "back", "left_bottom", "right_bottom", "pubic", "left_thigh", "right_thigh"]>> <<set setup.clothingLayer to { "all": ["over_upper","over_lower","over_head","upper","lower","under_upper","under_lower","head","face","neck","hands","handheld","legs","feet"], "body": ["upper","lower","under_upper","under_lower","head","face","neck","hands","handheld","legs","feet"], "torso": ["over_upper","over_lower","upper","lower","under_upper","under_lower"], "torso_inner": ["upper","lower","under_upper","under_lower"], "torso_outer": ["over_upper","over_lower","upper","lower"], "over": ["over_upper","over_lower","over_head"], "upper": ["upper", "under_upper"], "lower": ["lower","under_lower"] }>> /*All items that should never be placed in the wardrobe*/ <<set setup.wardrobeSkip to ["naked","towel top","large towel","towel skirt","large towel bottom","plant skirt","plant top"]>> <<set setup.actionsTypes to { 'personTypes': [ 'Everyone', 'Strangers', 'Acquaintances', 'Alternative', 'Defiant', 'Submissive', 'Animals', 'Tentacles', 'Bailey', 'Robin', 'Whitney', 'Kylar', 'Sydney', 'Eden', 'Avery', 'Leighton', 'Alex', 'Ivory Wraith', 'Black Wolf', 'Great Hawk' ], 'combatTypes': [ 'rape', 'consensual' ], 'actionTypes': [ 'leftaction', 'rightaction', 'feetaction', 'mouthaction', 'penisaction', 'vaginaaction', 'anusaction', 'askActions', 'regrab' ] }>> /* Temporary until location rework */ <<set setup.majorAreas to [ "Orphanage", "Bedroom", "Barb Street", "Cliff Street", "Connudatus Street", "Danube Street", "Domus Street", "Elk Street", "Harvest Street", "High Street", "Mer Street", "Nightingale Street", "Oxford Street", "Starfish Street", "Wolf Street", "Residential Alleyways", "Commercial Alleyways", "Industrial Alleyways", "Park", "Hallways", "Brothel", "Strip Club", "Beach", "Ocean Breeze", "Docks Work", "Residential Drain", "Commercial Drain", "Industrial Drain", "Forest", "Farmland", "Livestock Field", "Moor", "Forest Wolf Cave", "Wolf Cave", "Wolf Cave Clearing", "Asylum", "Asylum Cell", "Underground Cell", "Prison Cell", "Island", "Eden Cabin", "Bird Tower", ]>> /* Temporary until location rework */ <<set setup.passOutAreas to [...setup.majorAreas, "Sea", "Lake Underwater", "Sea Cliffs", "Sea Docks", "Sea Rocks", "Sea Beach", "Lake Shallows", "Lake Depths", "Lake Shallows Ice", "Lake Depths Ice", "Estate"]>> <<set setup.clothingStateIndex to {"chest": 6, "midriff": 5, "waist": 4, "thighs": 3, "knees": 2, "ankles": 1}>> <<set setup.clothingStateNextDown to { "chest": "midriff", "midriff": "waist", "waist": "thighs", "thighs": "knees", "knees": "ankles", "ankles": 0, }>> <<set setup.clothingStateNextUp to { "chest": 0, "midriff": "chest", "waist": "midriff", "thighs": "waist", "knees": "thighs", "ankles": "knees", }>> <<set setup.npcPenisRemarks to { "big": ["Your body feels weak at the sight.","You shudder at the sight.","You moan involuntarily at its size.","You gasp at its massive girth.","Your thighs feel weak as you look on."], "small": ["You stifle a laugh at the sight.","You smirk at the sight.","You stifle a chuckle at the sight.","You stifle a giggle at the sight.","You try not to laugh."] }>> <<set setup.breastsizes to ["", "budding", "tiny", "small", "pert", "modest", "full", "large", "ample", "massive", "huge", "gigantic", "enormous"]>> <<set setup.penisSizes to ["micro", "mini", "tiny", "small", "normal", "large", "enormous"]>> <<set setup.NPCVirginityTypes to {"anal": false, "oral": false, "penile": false, "vaginal": false, "handholding": false, "temple": false, "kiss": false}>> <<set setup.NPCVirginityTypesVirgin to {"anal": true, "oral": true, "penile": true, "vaginal": true, "handholding": true, "temple": false, "kiss": true}>> <<set setup.pharmacyItems to { "penis_reduction": { "type": "penis reduction", "name": "penis reduction pills", "price": 15000, }, "penis_growth": { "type": "penis growth", "name": "penis growth pills", "price": 15000, }, "penis_blocker": { "type": "penis blocker", "name": "penis growth blocker pills", "price": 20000, }, "breast_reduction": { "type": "breast reduction", "name": "breast reduction pills", "price": 15000, }, "breast_growth": { "type": "breast growth", "name": "breast growth pills", "price": 15000, }, "breast_blocker": { "type": "breast blocker", "name": "breast growth blocker pills", "price": 20000, }, "bottom_reduction": { "type": "bottom reduction", "name": "bottom reduction pills", "price": 15000, }, "bottom_growth": { "type": "bottom growth", "name": "bottom growth pills", "price": 15000, }, "bottom_blocker": { "type": "bottom blocker", "name": "bottom growth blocker pills", "price": 20000, }, "Anti-Parasite Cream": { "type": "Anti-Parasite Cream", "name": "anti-parasite cream", "price": 25000, }, "condoms": { "type": "condoms", "name": "condoms", "price": 6000, }, "pregnancy_test": { "type": "pregnancy test", "name": "pregnancy test", "price": 2500, }, "fertility_pills": { "type": "fertility booster", "name": "fertility booster", "price": 50000, }, "contraceptive_pills": { "type": "contraceptive", "name": "contraceptive", "price": 25000, }, "Morning_After_pill": { "type": "Morning After pill", "name": "Morning After pill", "price": 200, }, "breast_pump": { "type": "Breast Pump", "name": "breast pump", "price": 5000, }, }>> <<set setup.estateBlackjack to { /* stats don't go down, so you can consider the money to be a temporary bypass ("I have £452501558102 so I'll be fine if I lose"), while the stat checks give a "I have won 21958125 games, I won't lose" confidence boost */ /* primary requirements given which the player can choose a given ante */ "primaryRequirements": [ { "message": "Win at least 10 rounds of blackjack, or have £2,500 on you.", "check": "$estatePersistent.totalRoundsWon gte 10" }, { "message": "Win at least £500 worth of bets, or have £5,000 on you.", "check": "$estatePersistent.totalBetMoneyMade gte 50000" }, { "message": "Win at least £1,000 worth of bets, or have £10,000 on you.", "check": "$estatePersistent.totalBetMoneyMade gte 100000" } ], /* alternatively, the minimum amount of money you need to have for PC to be confident enough to risk betting it */ "confidenceMoney": [250000, 500000, 1000000], /* low max bet usually is used by casinos to make sure players don't make more than the casino can pay out (or rather, makes it safer for the casino) however, there's also the fact that you can use low bets, or a small ratio between the min and max bet prevents the usage of the martingale strategy */ "betSteps": [100, 200, 500 ], "baseMaxBets": [2500, 5000, 10000 ], "anteSizes": [25000, 50000, 100000], }>> <<set setup.parasiteTypesPerBodypart to { "nipples": ["none", "urchin", "slime"], "penis": ["none", "urchin", "slime"], "clit": ["none", "urchin", "slime"], "bottom": ["none", "urchin", "slime", "maggot"], "left_thigh": ["none", "maggot"], "right_thigh": ["none", "maggot"], "left_arm": ["none", "maggot"], "right_arm": ["none", "maggot"], "left_ear": ["none", "slime"], "right_ear": ["none", "slime"], "tummy": ["none", "urchin", "slime", "maggot"], }>> /*Note: Pregnancy - adjust as require and ensure that <<npcPregnancyUpdater>> is running in backComp*/ /*Should match with $NPCNameList*/ /*FOR `canBePregnant` DO NOT REMOVE FROM LIST ONCE ENABLED FOR OFFICAL VERSIONS, IT WILL DELETE EXISTING PREGNANCIES FOR NPCS*/ /*For `typesEnabled` only include pregnancy types that can be achieved ingame, parasites or their sub-types should never be included*/ /* ToDo: Gwylan - re-add Gwylan here later */ <<set setup.pregnancy to { canBePregnant: ["Alex","Black Wolf","Great Hawk"], canImpregnatePlayer: ["Alex","Black Wolf","Great Hawk"], infertile: ["Bailey", "Leighton"], ignoresIncompleteCheck: ["Ivory Wraith"], typesEnabled: ["human", "wolf", "wolfboy", "wolfgirl", "hawk", "harpy"], randomAlwaysKeep: ["wolf_cave"] }>> /* The list of art styles for the face. Please follow this convention: */ /* { "Name presented ingame to players": "actual value within the code / folder name" } */ <<set setup.faceStyleOptions to { "Traditional": "default" }>> /* The list of $facevariant options grouped by $facestyle. Please follow this convention: */ /* { "$facestyle value": */ /* { "Face variant name": "actual value / folder name" } */ /* } */ /* Please update whenever a new face variant or face style is added */ /* The first variant of a style should always be assigned the value "default" within the code, regardless of */ /* what it is presented as to players. As an example: players will see it called "Gentle" variant, but its value */ /* in code and its folder name shall be "default" */ <<set setup.faceVariantOptions to { "default": { "Gentle": "default", "Catty": "catty", "Aloof": "aloof", "Sweet": "sweet", "Foxy": "foxy", "Gloomy": "gloomy", }, }>> <<set setup.bodyShapes to ["classic", "slender", "curvy", "soft"]>> <<setupTransformations>> <<set setup.badEndReasonText = { abductedMoor: "Abducted by Remy's goons on the moor", arrested: "Arrested by corrupt cops", asylumBlackWolf: "Rescued by the Black Wolf", asylumDischarged: "Discharged by Harper", asylumDischargedLabour: "Discharged by Harper after giving birth", asylumEden: "Rescued by Eden", asylumHospital: "Hospital bed examination", asylumHospital2: "Asked for an emergency appointment", asylumSabotage: "Escaped by sabotage", asylumTentacle: "Escaped through your mirror in the tentacle plains", asylumTentacleAngel: "Escaped by the tentacle plains with angelic power", cardCheating: "Caught cheating at cards", edenAccepted: "Accepted Eden", edenEscape: "Escaped", edenEscapeNight: "Escaped at night", edenHunted: "Hunted and caught by Eden", edenHuntedSubmitted: "Hunted and submitted to Eden", escaped: "Escaped", escapedSoaring: "Escaped by soaring away", kylarAbduction: "", kylarAbductionLeave: "Escaped", kylarAbductionRescued: "Rescued by Jordan and Bailey", kylarAbductionReleased: "Released by Kylar", kylarStockholm: "Accepted by Kylar", kylarStockholmRefused: "Accepted by Kylar", labour: "Went into labour", minesEscapedBasement: "Found an entrance to a basement", minesEscapedDrain: "Found the town drains", minesEscapedPassoutDrain: "Passed out and found the town drains", minesSold: "Sold to the mines", poundMistake: "Mistaken for a dog", poundSubmitted: "Submitted after freeing the black dog", poundCaught: "Caught after freeing the black dog", poundEscapeCages: "Escaped after opening all of the cages", poundEscapeDoor: "Escaped through the metal door", poundEscapeWon: "Won the pound show", prisonWren: "Escaped on Wren's boat", prisonWrenKylar: "Escaped on Wren's boat with Kylar", prisonRut: "Passed out in the rut", prisonSentenced: "Sentenced to prison", prisonServed: "Served your sentence", prisonSwimming: "Escaped by swimming away", soldBailey: "Sold by Bailey", soldBaileyRobin: "Sold with Robin by Bailey", soldBriar: "Sold out by Briar", tempPassout: "Caught when passed out due to extreme temperatures", uDungeonDefeated: "Defeated a client and escaped", uDungeonDumped: "Dumped like a broken toy", uDungeonLake: "Escaped into the underground lake", uDungeonLakeRobin: "Escaped into the underground lake with Robin", uDungeonSneak: "No cell could hold you", uDungeonOutran: "Outran the hunters", uDungeonOutranRobin: "Outran the hunters with Robin", uDungeonPolice: "Abducted while trying to escape the police", uDungeonPresented: "Escaped while being presented", uDungeonSaved: "Saved by a plant person", uFarmBetrayedLost: "Lost a fight after being betrayed by the van owner", uFarmBetrayed: "Betrayed by the van owner", uFarmEscapedCentaurKiss: "Escaped after kissing the centaur", uFarmEscapedCentaurThank: "Escaped after thanking the centaur", uFarmEscapedHorse: "Escaped on a horse", uFarmEscapedNightRiver: "Escaped into the river at night", uFarmEscapedNightHole: "Escaped at night after digging a hole", uFarmEscapedFamiliar: "Dumped in the moor as tainted stock", wolfCaveCaptured: "", wolfCaveAccepted: "Accepted as a member of the pack", wolfCaveDiggingAHole: "Escaped after digging a hole", wolfCaveDefeated: "Defeated the pack", wolfCaveFeared: "Feared enough to walk away", wolfCaveTrusted: "Trusted enough to walk away", teleportCheater: "Teleported out. You cheater.", }>> /* key: internal name of the challenge. used to determine what set a challenge is part of with regex .split(), so all keys must be camelCase and start with their set name: the name that gets printed, the name the player sees desc1: the full description. if solo, the second sentence is isolated for the summary desc2: the summary. optional, only included for cases where it's different from the second sentence of desc1, like handLongPatrol, where desc1 has "He" and desc2 has "The Bishop's Hand" */ <<set setup.hopelessCycleChallenges to [ { key: "handLongPatrol", name: "A Steady Hand", desc1: "The Bishop's Hand is dedicated to his job. He will patrol the dungeon one hour earlier and one hour later each day.", desc2: "The Bishop's Hand will patrol the dungeon one hour earlier and one hour later each day.", }, { key: "handStrict", name: "A Firm Hand", desc1: "The Bishop's Hand is strict about prisoner inspection. If he notices something about the witch before penance, he will comment on it even if he commented on it a previous day.", desc2: "If the Bishop's Hand notices something about the witch during penance, he will comment on it, even if he commented on it a previous day.", }, { key: "handCruel", name: "A Cruel Hand", desc1: "The Bishop's Hand seeks to make the witch suffer. Damage dealt to the witch during penance is increased, and penance will always result in a physical punishment.", }, { key: "torchFaster", name: "Drown in Smoke", desc1: "Kindling is in short supply. Any torches that can be taken as items only have half the lifespan, though dungeon torches are unaffected.", }, { key: "torchSnuffer", name: "Not Up to Snuff", desc1: "Dungeon equipment is heavily monitored. The snuffer can only be used to snuff the dungeon torches and cannot be taken as an item.", }, { key: "torchDarker", name: "Artificial Daylight", desc1: "The sunlight doesn't reach so far down. Torches are required to see the witch, even during the day.", }, { key: "faithBanish", name: "Wavering Resolve", desc1: "The gaoler lacks faith in his beliefs. The 'Banish' action is restricted to once for the entire week.", }, { key: "faithBurden", name: "A Heart So Burdened", desc1: "The gaoler shoulders as much as he can muster, for Holy Virgo's sake. Permanent 50% temple burden.", }, { key: "faithBlooms", name: "Cruelty's Sake", desc1: "The gaoler's charge has been victimized. There is a new requirement to achieve Ending S.", }, { key: "forestFurther", name: "Nature's Encroachment", desc1: "The wild forest grows uncontrolled. Traversing the forest takes longer.", }, { key: "forestNoShortcut", name: "Glass Gatekeeper", desc1: "The disposal channel hides a hall of mirrors. You must pay tribute before taking the shortcut from the disposal channel to the forest.", }, { key: "forestItem", name: "Thieving Spirits", desc1: "There have been whispers of mischievous spirits, as much plant as they are people. Dropped items in the forest will disappear extremely quickly.", }, { key: "waterLeaky", name: "Leaky Buckets", desc1: "The buckets are full of holes. Water can only remain in a bucket for five hours before automatically spilling out.", }, { key: "waterDirty", name: "Inefficient Cleaning", desc1: "Cleaning is less effective. Water becomes tainted after only being used once.", }, { key: "waterEarly", name: "Unwell", desc1: "Disaster strikes. The well is tainted from the start.", }, { key: "itemDirty", name: "Unclean Floors", desc1: "The temple floors are unswept. All items will immediately become dirty upon being placed down, unless they are in buckets.", }, { key: "itemFind", name: "Keen-Eyed Clergy", desc1: "The faith has eyes everywhere. Items left on the ground will be discovered twice as fast.", }, { key: "itemNoHide", name: "Thin Sheets", desc1: "The bedsheets are very thin. Bedsheets on the ground no longer hide items, though they still hide items in buckets.", }, { key: "suspicionIncrease", name: "High-Strung", desc1: "The flock is antsy. All suspicion increases will be doubled.", }, { key: "suspicionDecrease", name: "Unforgiving", desc1: "The flock does not forget so easily. All suspicion decreases will be halved.", }, { key: "suspicionSermon", name: "Mandatory Sermons", desc1: "Attendance is no longer merely expected. Attending sermons no longer lowers suspicion, and missing sermons is considered a sign of bewitchment.", }, { key: "prisonerFood", name: "Small Stomach", desc1: "The witch's appetite is reduced from her mistreatment. She can only eat one meal per day.", desc2: "The witch can only eat one meal per day.", }, { key: "prisonerHealth", name: "Fragile", desc1: "The witch's constitution is feeble. Her health degrades more each night.", desc2: "The witch's health degrades more each night.", }, { key: "prisonerClean", name: "Foul Wounds", desc1: "The witch's corruption spreads. Her body, and bandages, will always be as dirty as possible by morning.", desc2: "The witch's body, and bandages, will always be as dirty as possible by morning.", }, { key: "dogsTwice", name: "Bothersome Dogs", desc1: "The dogs are extra neglected. The dog will need to be quieted twice per day.", }, { key: "dogsEarly", name: "Dogbotherers", desc1: "You can't remember the last time you woke up without barking. Dogs will be present from the start.", }, { key: "dogsDouble", name: "Double Trouble", desc1: "Another dog awaits its turn. There are two dogs instead of one.", }, { key: "timeSleep", name: "Poor Beds", desc1: "It's hard to get comfortable. Less fatigue reduction from sleeping.", }, { key: "timeLonger", name: "Work Ethic", desc1: "All tasks must be done thoroughly. Tasks in the temple take 50% longer to complete.", }, { key: "timePrayer", name: "New Priests", desc1: "The priests standing watch at the dungeon are inexperienced. Sanctification takes 50% longer when entering and exiting the dungeon.", } ]>> <</widget>><<widget "variablesVersionUpdate">> /* * * * * * * * * * * * * * * * * * * OLD BACKWARDS COMPATIBILITY CODE * EDIT widget "backComp" FOR VERSIONS 0.3.4.8+ */ <<if $objectVersion is undefined>> <<set $objectVersion to {}>> <</if>> <<if $saveVersions is undefined>> <<set $saveVersions to [StartConfig.version]>> <<elseif $saveVersions.last() isnot StartConfig.version>> <<set $saveVersions.push(StartConfig.version)>> <</if>> <<if $saveId is undefined>> <<set $saveId to random(10000, 99999)>> <</if>> <<if $saveName is undefined>> <<set $saveName to "">> <</if>> <<if $player is undefined>> <<set $player to {}>> <<set $player.sex to $playergender>> <<set $player.gender to $playergender>> <<set $player.gender_appearance to $playergenderappearance>> <<unset $playergenderappearance>> <</if>> <<if $player.appearance isnot undefined>> <<set $player.gender_appearance to $player.appearance>> <<run delete $player.appearance>> <</if>> <<if $toplessgender isnot undefined>> <<set $player.gender_appearance_without_overwear to $toplessgender>> <<unset $toplessgender>> <</if>> <<if $player.virginity is undefined>> <<set $player.virginity to {anal:true,oral:true,penile:true,vaginal:true,temple:false,handholding:true,kiss:true}>> <<if $analvirginity is 0>> <<set $player.virginity.anal to false>> <</if>> <<if $oralvirginity is 0>> <<set $player.virginity.oral to false>> <</if>> <<if $penilevirginity is 0>> <<set $player.virginity.penile to false>> <</if>> <<if $vaginalvirginity is 0>> <<set $player.virginity.vaginal to false>> <</if>> <</if>> <<if $player.virginity.handholding is undefined>> <<set $player.virginity.handholding to true>> <<set $player.virginity.kiss to true>> <</if>> <<if $analvirginity isnot undefined>> <<unset $analvirginity>> <<unset $oralvirginity>> <<unset $penilevirginity>> <<unset $vaginalvirginity>> <<unset $temple_virginity>> <</if>> <<if $player.penisExist is undefined and $penisexist isnot undefined>> <<set $player.penisExist to ($penisexist is 1 ? true : false)>> <<set $player.vaginaExist to ($vaginaexist is 1 ? true : false)>> <</if>> <<if $player.ballsExist is undefined>> <<set $player.ballsExist to ($player.sex isnot "f")>> <</if>> <<if $clothing_update is undefined>><<set $clothing_update to 1>> <<clothinginit>> <<givestartclothing>> <</if>> <<if $outfit_update is undefined or $outfit_update lt 3>><<set $outfit_update to 3>> <<for _i to 0; _i lt $outfit.length; _i++>> <<if $outfit[_i].colors is undefined>> <<set $outfit[_i].colors to false>> <</if>> <<if $outfit[_i].over_upper is undefined>> <<set $outfit[_i].over_upper to "naked">> <<set $outfit[_i].over_lower to "naked">> <<set $outfit[_i].over_head to "naked">> <</if>> <<if $outfit[_i].type[1]>> <<set $outfit[_i].type[0] to $outfit[_i].type[1]>> <<set $outfit[_i].type.deleteAt(1)>> <</if>> <</for>> <</if>> <<if $NPCName>> <<if $NPCName[21].nam is "Remy" and $NPCName[22].nam is "Alex">>/*0.2.20.0 fix for Black Wolf/Quinn/Niki only being partially implemented in rare cases.*/ <<set $NPCNameList.delete("Black Wolf", "Quinn", "Niki", "Remy", "Alex")>> <<set $NPCName.deleteAt(21, 22)>>/*Resets Remy and Alex to ensure proper array order.*/ <</if>> <</if>> <<if $npcNamedVersion gte 2>> <<updateNewNamedNpcs>> <</if>> /* <<clothing_data>> Keeps clothing data up to date with new and changed items */ /* unnecessary because it is run in variables-static every time game is loaded */ <<if $npcListVersion isnot 2>> <<npcList>> <</if>> <<npcNamedUpdate>> /*Updates old Named NPC code to new system*/ <<if $availableMapsVersion isnot 3>> <<mapLocations>> <</if>> <<unset $availableMapsVersion>> <<if $parasite_update is undefined>><<set $parasite_update to 1>> <<parasiteinit>> <<if $penisparasite is 1>><<unset $penisparasite>> <<parasite penis urchin>> <<set $parasitestat -= 1>> <</if>> <<if $clitparasite is 1>><<unset $clitparasite>> <<parasite clit urchin>> <<set $parasitestat -= 1>> <</if>> <<if $chestparasite is 1>><<unset $chestparasite>> <<parasite nipples urchin>> <<set $parasitestat -= 1>> <</if>> <</if>> <<if $pubwhore is undefined>> <<set $pubwhore to 0>> <</if>> <<if $masturbationstat is undefined>> <<set $masturbationstat to 0>> <<set $masturbationorgasmstat to 0>> <<set $masturbationtimestat to 0>> <<set $masturbationorgasm to 0>> <</if>> <<if $blackchance is undefined>> <<set $blackchance to 10>> <</if>> <<if $angel is undefined>> <<set $angel to 0>> <<set $angelbuild to 0>> <</if>> <<if $angelBanish is undefined>> <<set $angelBanishMax to 0>> <<set $angelBanish to 0>> <<if $angel gte 4>> <<set $angelBanishMax to Math.floor($angelbuild / 10)>> <<set $angelBanish to $angelBanishMax>> <</if>> <</if>> <<if $demon is undefined>> <<set $demon to 0>> <</if>> <<if $demonbuild is undefined>> <<set $demonbuild to 0>> <</if>> <<if $demonabsorb is undefined>> <<set $demonabsorb to 0>> <</if>> <<if $upperwet is undefined>> <<set $upperwet to 0>> <<set $upperwetstage to 0>> <</if>> <<if $lowerwet is undefined>> <<set $lowerwet to 0>> <<set $lowerwetstage to 0>> <</if>> <<if $underlowerwet is undefined>> <<set $underlowerwet to 0>> <<set $underlowerwetstage to 0>> <<set $underupperwet to 0>> <<set $underupperwetstage to 0>> <<set $overlowerwet to 0>> <<set $overlowerwetstage to 0>> <<set $overupperwet to 0>> <<set $overupperwetstage to 0>> <</if>> <<if $schoolevent is undefined>> <<set $schoolevent to 0>> <<set $schooleventtimer to 5>> <</if>> <<if $stressmax is undefined or $stressmax is 10010>> <<set $stressmax to 10000>> <</if>> <<if $tirednessmax is undefined>> <<set $tirednessmax to 2000>> <</if>> <<if $physiquemax is undefined>> <<set $physiquemax to 20000>> <</if>> <<if $beautymax is undefined>> <<set $beautymax to 10000>> <</if>> <<if $malechance is undefined>> <<set $malechance to 50>> <<if $genderdisable is "f">> <<set $malechance to 100>> <<elseif $genderdisable is "m">> <<set $malechance to 0>> <<elseif $genderdisable is 90>> <<set $malechance to 90>> <<elseif $genderdisable is 10>> <<set $malechance to 10>> <</if>> <</if>> <<if $transformdisable is undefined>> <<set $transformdisable to "f">> <</if>> <<if $robindebtlimit is undefined and $docksrobinintro is 1>> <<set $robindebtlimit to 5>> <<if $robindebt gte $robindebtlimit>> <<set $robindebt to ($robindebtlimit - 1)>> <</if>> <</if>> <<if $robinrescued isnot undefined>> <<set $robindebtknown to 1>> <</if>> <<if $averygender isnot undefined>> <<for _npc range ["avery", "morgan", "kylar", "blackwolf"]>> <<run delete V[_npc + "gender"]>> <<run delete V[_npc + "genitals"]>> <</for>> <</if>> <<if $blackwolfmonster is undefined>> <<rng>> <<if $monsterchance gte $rng>> <<set $blackwolfmonster to 1>> <<else>> <<set $blackwolfmonster to 0>> <</if>> <</if>> <<if $genderknown is undefined>> <<set $genderknown to ["Robin", "Bailey"]>> <</if>> <<if $waterwash is undefined>> <<set $waterwash to 0>> <</if>> <<if C.npc.Whitney.state is undefined and C.npc.Whitney.init is 1>> <<set C.npc.Whitney.state to "active">> <<set C.npc.Whitney.dom to 10>> <</if>> <<if $bullytimeroutside is undefined>> <<set $bullytimeroutside to 0>> <</if>> <<if $bullyeventoutside is undefined>> <<set $bullyeventoutside to 0>> <</if>> <<if $whitneylust is undefined>> <<set $whitneylust to 0>> <</if>> <<if $upperoutfitcasual is undefined>> <<if $player.sex is "m">> <<set $upperoutfitcasual to "t-shirt">> <<set $loweroutfitcasual to "shorts">> <<set $underoutfitcasual to "Y fronts">> <<set $upperoutfitschool to "school shirt">> <<set $loweroutfitschool to "school shorts">> <<set $underoutfitschool to "Y fronts">> <<else>> <<set $upperoutfitcasual to "sundress">> <<set $loweroutfitcasual to "sundress skirt">> <<set $underoutfitcasual to "plain panties">> <<set $upperoutfitschool to "school shirt">> <<set $loweroutfitschool to "school skirt">> <<set $underoutfitschool to "plain panties">> <</if>> <</if>> <<if $famesex is undefined>> <<set $famesex to 0>> <</if>> <<if $famerape is undefined>> <<set $famerape to 0>> <</if>> <<if $pillsconsumed is undefined>> <<set $pillsconsumed to 0>> <</if>> <<if $famegood is undefined>> <<set $famegood to 0>> <</if>> <<if $famebusiness is undefined>> <<set $famebusiness to 0>> <</if>> <<if $arousalmax is undefined>> <<set $arousalmax to 10000>> <</if>> <<if $deviancy is undefined>> <<set $deviancy to 0>> <</if>> <<if $squidcount is undefined>> <<set $squidcount to 0>> <</if>> <<if $schoolevent is -1>> <<set $schoolevent to 1>> <</if>> <<if $baileydefeated is undefined>> <<set $baileydefeated to 0>> <<set $baileydefeatedlewd to 0>> <<set $baileydefeatedchain to 0>> <</if>> <<if $soldCount is undefined>> <<if $rentsale isnot undefined>> <<set $soldCount to $rentsale>> <<else>> <<set $soldCount to 0>> <</if>> <</if>> <<if $robinmoney is undefined>> <<set $robinmoney to 300>> <</if>> <<if $robinPayout is undefined>> <<set $robinPayout to 0>> <</if>> <<if $scienceproject is undefined>> <<set $scienceproject to "none">> <</if>> <<if $yeardays is undefined>> <<set $yeardays to 0>> <</if>> <<if $mathsproject is undefined>> <<set $mathsproject to "none">> <</if>> <<if $gamemode is undefined>> <<set $gamemode to "normal">> <</if>> <<if $alluremod is undefined>> <<set $alluremod to 1>> <</if>> <<if $oxygenmax is undefined>> <<set $oxygenmax to 1200>> <<set $oxygen to 1200>> <</if>> <<if $suffocating is undefined>> <<set $suffocating to 0>> <</if>> <<if $asphyxiaLvl is undefined>> <<set $asphyxiaLvl to 3>> <</if>> <<if $chokeorgasm is undefined>> <<set $chokeorgasm to 0>> <</if>> <<if $NudeGenderDC is undefined or $NudeGenderDC gt 2>> <<set $NudeGenderDC to 2>> <</if>> <<if $hallucinogen is undefined>> <<set $hallucinogen to 0>> <</if>> <<if $antiquemoney is undefined>> <<set $antiquemoney to 0>> <<set $antiquemoneyhistory to 0>> <<if $scienceproject is "done" or $scienceproject is "won">> <<set $scienceproject to "none">> <</if>> <</if>> <<if $controlmax is undefined>> <<set $controlmax to 1000>> <<if $control is 1>> <<set $control to 1000>> <<else>> <<set $control to 0>> <</if>> <</if>> <<if $background is undefined>> <<set $background to "waif">> <</if>> <<if $orgasmtrait is undefined>> <<set $orgasmtrait to 0>> <</if>> <<if $ejactrait is undefined>> <<set $ejactrait to 0>> <</if>> <<if $molesttrait is undefined>> <<set $molesttrait to 0>> <</if>> <<if $rapetrait is undefined>> <<set $rapetrait to 0>> <</if>> <<if $bestialitytrait is undefined>> <<set $bestialitytrait to 0>> <</if>> <<if $tentacletrait is undefined>> <<set $tentacletrait to 0>> <</if>> <<if $voretrait is undefined>> <<set $voretrait to 0>> <</if>> <<if $milkdranktrait is undefined>> <<set $milkdranktrait to 0>> <</if>> <<if $alluretest is undefined>> <<set $alluretest to 0>> <</if>> <<if $whitneypantiescheck is undefined>> <<set $whitneypantiescheck to 0>> <</if>> <<if $assertiveaction is 0 or $assertiveaction is undefined>> <<set $assertiveaction to "trauma">> <</if>> <<if $famepark is undefined>> <<set $famepark to 0>> <</if>> <<if $beastmalechance is undefined>> <<set $beastmalechance to 80>> <</if>> <<if StartConfig.enableImages is false>> <<set $images to 0>> <</if>> <<if $beastgenderoverride is undefined>> <<set $beastgenderoverride to 0>> <</if>> <<if $speechcycle is undefined>> <<set $speechcycle to 0>> <</if>> <<if $npcspeechcycle is undefined>> <<set $npcspeechcycle to 0>> <</if>> <<if $breastfeedingdisable is undefined>> <<set $breastfeedingdisable to "f">> <</if>> <<if $real_gender isnot undefined>> <<set $player.gender to $real_gender>> <<unset $real_gender>> <</if>> <<if $physiquesize is undefined>> <<set $physiquesize to (1000 * $devlevel)>> <<if $physique gte 1>> <<else>> <<set $physique to $physiquemax>> <</if>> <</if>> <<if $fringelength is undefined>> <<set $fringelength to 200>> <<set $hairtype to "default">> <<set $fringetype to "default">> <</if>> <<if $famescrap is undefined>> <<set $famescrap to 0>> <</if>> <<if $famepimp is undefined>> <<set $famepimp to 0>> <</if>> <<if $spray is undefined>> <<set $spray to 1>> <</if>> <<if $spraymax is undefined>> <<set $spraymax to 1>> <</if>> <<if $spraystat is undefined>> <<set $spraystat to 0>> <</if>> <<if $silhouettedisable is undefined>> <<set $silhouettedisable to "f">> <</if>> <<if $watersportsdisable is undefined>> <<set $watersportsdisable to "f">> <</if>> <<if $averyrage isnot undefined>> <<unset $averyrage>> <</if>> <<if (C.npc.Avery.state is undefined or C.npc.Avery.state is "") and C.npc.Avery.init is 1>> <<npcset Avery state "active">> <</if>> <<if (C.npc.Robin.state is undefined or C.npc.Robin.state is "") and C.npc.Robin.init is 1>> <<npcset Robin state "active">> <</if>> <<if $catbuild is undefined>> <<set $catbuild to 0>> <<set $cat to 0>> <</if>> <<if $pain is undefined>> <<set $pain to 0>> <</if>> <<if $hairupdate isnot 1>> <<set $hairupdate to 1>> <<if $hairlength gte 900>> <<set $hairlengthstage to "feet">> <<elseif $hairlength gte 700>> <<set $hairlengthstage to "thighs">> <<elseif $hairlength gte 600>> <<set $hairlengthstage to "navel">> <<elseif $hairlength gte 400>> <<set $hairlengthstage to "chest">> <<elseif $hairlength gte 200>> <<set $hairlengthstage to "shoulder">> <<else>> <<set $hairlengthstage to "short">> <</if>> <<if $fringelength gte 900>> <<set $fringelengthstage to "feet">> <<elseif $fringelength gte 700>> <<set $fringelengthstage to "thighs">> <<elseif $fringelength gte 600>> <<set $fringelengthstage to "navel">> <<elseif $fringelength gte 400>> <<set $fringelengthstage to "chest">> <<elseif $fringelength gte 200>> <<set $fringelengthstage to "shoulder">> <<else>> <<set $fringelengthstage to "short">> <</if>> <</if>> <<if $dockhours is undefined>> <<set $dockhours to 0>> <</if>> <<if $infinitespray is undefined>> <<set $infinitespray to 0>> <</if>> <<if $hairtype is "braided ponytail">> <<set $hairtype to "ponytail">> <</if>> <<if $monsterhallucinations is undefined>> <<set $monsterhallucinations to "t">> <<set $monsterchance to 50>> <</if>> <<if $policemolestation is undefined>> <<set $policemolestation to 0>> <</if>> <<if $player.penissize is undefined>> <<set $player.penissize to 2>> <<set $penissizemax to 4>> <<set $penisgrowthtimer to 700>> <</if>> <<if $penissizemin is undefined>> <<set $penissizemin to -2>> <</if>> <<if $insecurity_penis_tiny is undefined>> <<set $insecurity_penis_tiny to 0>> <<set $insecurity_penis_small to 0>> <<set $insecurity_penis_big to 0>> <<set $insecurity_breasts_tiny to 0>> <<set $insecurity_breasts_small to 0>> <<set $insecurity_breasts_big to 0>> <<set $acceptance_penis_tiny to 0>> <<set $acceptance_penis_small to 0>> <<set $acceptance_penis_big to 0>> <<set $acceptance_breasts_tiny to 0>> <<set $acceptance_breasts_small to 0>> <<set $acceptance_breasts_big to 0>> <</if>> <<if $willpower is undefined>> <<set $willpower to 200>> <<set $willpowermax to 1000>> <</if>> <<if $fringetype is "swept back">> <<set $fringetype to "swept right">> <</if>> <<if $museuminterest is undefined>> <<set $museuminterest to 0>> <</if>> <<if $position is undefined>> <<set $position to 0>> <</if>> <<if $wear_upper is undefined>> <<set $wear_upper to "none">> <<set $wear_lower to "none">> <<set $wear_under_upper to "none">> <<set $wear_under_lower to "none">> <<set $wear_head to "none">> <<set $wear_face to "none">> <<set $wear_neck to "none">> <<set $wear_legs to "none">> <<set $wear_feet to "none">> <<set $wear_genitals to "none">> <<set $wear_outfit to "none">> <</if>> <<if $wear_over_upper is undefined>> <<set $wear_over_upper to "none">> <<set $wear_over_lower to "none">> <<set $wear_over_head to "none">> <</if>> <<if $no_underwear is undefined>> <<set $no_underwear to 0>> <</if>> <<if $arousal is undefined>> <<set $arousal to 0>> <</if>> <<if $breastsensitivity is undefined>> <<set $breastsensitivity to 1>> <</if>> <<if $genitalsensitivity is undefined>> <<set $genitalsensitivity to 1>> <</if>> <<if $hairtype is "swept right">> <<set $hairtype to "swept left">> <</if>> <<if $headnodetention is 1 or $headmoney is 1 or $headphotoshoot is 1>> <<set $headblackmailed to 1>> <</if>> <<physicalAdjustmentsInit>> <<if $tryOn is undefined>> <<tryOnInit>> <</if>> <<if $carryblock is undefined>> <<set $carryblock to 0>> <</if>> <<if $milk_drank_stat is undefined>> <<set $milk_drank_stat to 0>> <<set $milkdranktrait to 0>> <<set $breast_mod to 0>> <</if>> <<if $ballssize is undefined>> <<set $ballssize to $player.penissize>> <<set $ballssizemax to $penissizemax>> <<set $ballssizemin to $penissizemin>> <<set $ballsgrowthtimer to $penisgrowthtimer>> <</if>> <<if $player.bottomsize is undefined>> <<set $player.bottomsize to 2>> <<set $bottomsizemax to 8>> <<set $bottomsizemin to 0>> <<set $bottomsizeold to 0>> <<set $bottomgrowthtimer to 350>> <</if>> <<if $workouts is undefined>> <<set $workouts to 0>> <</if>> <<if $sewingKit is undefined>> <<set $sewingKit to 0>> <</if>> <<if $penis_mod is undefined>> <<set $penis_mod to 0>> <</if>> <<if $tanned is undefined>> <<set $tanned to 0>> <</if>> <<if $avery_penis_size isnot undefined>> <<for _npc range ["avery", "bailey", "charlie", "darryl", "doren", "eden", "gwylan", "harper", "jordan", "kylar", "landry", "leighton", "mason", "morgan", "river", "robin", "sam", "sirris", "whitney", "winter", "zephyr"]>> <<run delete V[_npc + "_penis_size"]>> <</for>> <</if>> <<if $breast_mod lt -12>> <<set $breast_mod to -12>> <</if>> <<if $breast_mod gt 12>> <<set $breast_mod to 12>> <</if>> <<if $shopDefaults is undefined>> <<set $shopDefaults to { "color":"black", "colorSet":null, "secColor":"black", "secColorSet":null, "disableReturn": false }>> <</if>> <<if $shopDefaults.alwaysBackToShopButton is undefined>> <<set $shopDefaults.alwaysBackToShopButton to false>> <</if>> <<if $shopDefaults.colourItems is undefined>> <<set $shopDefaults.colourItems = "random">> <</if>> <<if $shopDefaults.mannequinGender is undefined>> <<set $shopDefaults.mannequinGender = "same">> <</if>> <<if $shopDefaults.noHelp is undefined>> <<set $shopDefaults.compactMode to false>> <<set $shopDefaults.mannequinGenderFromClothes to false>> <<set $shopDefaults.highContrast to false>> <<set $shopDefaults.noTraits to false>> <<set $shopDefaults.noHelp to false>> <</if>> <<if $tentacles is undefined>> <<set $tentacles to { 0: null, 1: null, 2: null, 3: null, 4: null, 5: null, 6: null, 7: null, 8: null, 9: null, 10: null, 11: null, 12: null, 13: null, 14: null, 15: null, 16: null, 17: null, 18: null, 19: null, 20: null, "active": 0, "max": 0 }>> <</if>> <<if $npclovehigh isnot 10>> <<set $npclovehigh to 10>> <</if>> <<if $npclovelow isnot -10>> <<set $npclovelow to -10>> <</if>> <<if $npcdomhigh isnot 10>> <<set $npcdomhigh to 10>> <</if>> <<if $npcdomlow isnot -10>> <<set $npcdomlow to -10>> <</if>> <<if $scienceproject is "ongoing" and $sciencephallus is undefined>> <<set $sciencephallusready to 0>> <<set $sciencephallus to 0>> <<set $sciencephalluspenis to 0>> <<set $sciencephallusclit to 0>> <</if>> <<if $fallenangel is 2>> <<set $angelbuild to 0>> <</if>> <<if $demon gte 6>> <<set $demonFeat to true>> <</if>> <<if $orphan_hope is undefined>> <<set $orphan_hope to 0>> <</if>> <<if $orphan_reb is undefined>> <<set $orphan_reb to 0>> <</if>> <<if $masochism is undefined>> <<set $masochism to 0>> <<set $masochism_level to 0>> <</if>> <<if $per_npc is undefined>> <<set $per_npc to {}>> <</if>> <<if $lessonmissedtext is undefined>> <<set $lessonmissedtext to 0>> <<set $lessonmissed to 0>> <</if>> <<if $home_event_timer is undefined>> <<set $home_event_timer to 0>> <<set $home_event_count to 0>> <</if>> <<if $gwylangender is undefined>> <<if $malechance lt random(1, 100)>> <<set $gwylangender to "f">> <<else>> <<set $gwylangender to "m">> <</if>> <</if>> <<if $gwylangenitals is undefined>> <<if $gwylangender is "m">> <<if random(0, 99) gte $cbchance>> <<set $gwylangenitals to "penis">> <<else>> <<set $gwylangenitals to "vagina">> <</if>> <<elseif $gwylangender is "f">> <<if random(0, 99) gte $dgchance>> <<set $gwylangenitals to "vagina">> <<else>> <<set $gwylangenitals to "penis">> <</if>> <</if>> <</if>> <<if $spiderdisable is undefined>> <<set $spiderdisable to "f">> <</if>> <<if $gloryholestat is undefined>> <<set $gloryholestat to 0>> <</if>> <<if $brothel_basement_price is undefined>> <<set $brothel_basement_price to 1000>> <</if>> <<if $brothelshowdata is undefined>> <<set $brothelshowdata to { counts:{ agreed:0, done:0 }, type:"none", intro:0, done:false, missed:false }>> <<if $brothelshow isnot undefined>> <<set $brothelshowdata.type to $brothelshow>> <<unset $brothelshow>> <</if>> <<if $brothelshowintro isnot undefined>> <<set $brothelshowdata.intro to !!$brothelshowintro>> <<unset $brothelshowintro>> <</if>> <<if $brothelshowdone isnot undefined>> <<set $brothelshowdata.done to !!$brothelshowdone>> <<unset $brothelshowdone>> <</if>> <<if $brothelshowmissed isnot undefined>> <<set $brothelshowdata.missed to !!$brothelshowmissed>> <<unset $brothelshowmissed>> <</if>> <</if>> <<if $money is undefined>> <<set $money to 0>> <</if>> <<if $syndromeeden is 1 and $edenshrooms is undefined>> <<unset $syndromeeden>> <</if>> <<if $initnpcfix is undefined>> <<set $initnpcfix to 1>>/*Applies missing NPC settings for saves before 0.2.5*/ <<initnpcgender>> <</if>> <<if C.npc.Kylar.init is 1 and C.npc.Kylar.state is "">> <<set C.npc.Kylar.init to 0>> <</if>> <<if $chestuse is undefined>> <<set $cheststate to 0>> <</if>> <<if $lactating is undefined>>/*Updating to 0.2.7*/ <<set $lactating to 0>> <<set $lactation_pressure to 0>> <<set $milk_amount to 30>> <<set $milk_volume to 30>> <<set $milk_max to 3000>> <<if $penisexist is 1>> <<set $semen_amount to 90>> <<set $semen_volume to 90>> <<else>> <<set $semen_amount to 0>> <<set $semen_volume to 0>> <</if>> <<set $semen_max to 3000>> <<set $milk_produced_stat to 0>> <<set $semen_produced_stat to 0>> <<set $masturbation_semen to 0>> <<set $masturbation_milk to 0>> <<set $bunstat to 0>> <<set $famesocial to 0>> <</if>> <<if $creamstat is undefined>> <<set $creamstat to 0>> <<set $lube_produced_stat to 0>> <</if>> <<if $chef_sus is undefined>> <<set $chef_sus to 0>> <</if>> <<if $pillory is undefined>> <<set $pillory to {}>> <</if>> <<if $pillory.tenant is undefined>> /* Pillory related */ <<setup_pillory>> <</if>> <<if ndef $police_intro>> /* Police hack related*/ <<set $police_intro to 0>> <<set $police_access_card to 0>> <<set $police_hack to 0>> <<set $pub_hack_job to 0>> <<set $hacker_tasks to []>> <</if>> <<if ndef $framed>> <<set $framed to 0>> <</if>> /* brothel */ <<if ndef $brothel_raid>> <<set $brothel_raid to 0>> <</if>> <<if ndef $brothel_raid_day>> <<set $brothel_raid_day to 0>> <</if>> <<if ndef $brothel_thief>> <<set $brothel_thief to 0>> <</if>> <<if $o_long_and_beautiful is undefined>> /*'long hair' girl related*/ <<set $o_long_and_beautiful to 0>> <<set $hy_sibling to 0>> <<set $hy_parent to 0>> <<set $long_hair_meet_day to 9999>> <<set $misbehaviour_day to 9999>> <</if>> <<if $objectVersion.chastity lt 3 or $objectVersion.chastity is undefined>> <<if $worn.genitals is undefined>> <<set $worn.genitals to clone(setup.clothes.genitals[0])>> <<set $carried.genitals to clone(setup.clothes.genitals[0])>> <</if>> <<if $worn.under_lower.type.includes("chastity")>> <<set $worn.genitals to clone($worn.under_lower)>> <<set $worn.under_lower to clone(setup.clothes.under_lower[0])>> <</if>> <<if $worn.genitals.name isnot "naked">> <<set $worn.genitals.hideUnderLower to setup.clothes.genitals[1].hideUnderLower>> <<set $worn.genitals.type to setup.clothes.genitals[1].type>> <</if>> <<set $objectVersion.chastity to 3>> <</if>> <<if $showCaptionText is undefined>> <<set $showCaptionText to true>> <</if>> <<if $parasite.types is undefined>> <<set _oldparasite to $parasite>> <<parasiteinit>> <<for _part, _type range _oldparasite>> <<if _type.name isnot undefined>> <<set $parasite[_part].name to _type.name>> <<set $parasite[_type.name].push(_part.replace(/_/g, " "))>> <</if>> <</for>> <</if>> <<if $slimeSleepEvent is undefined>> <<set $slimeSleepEvent to 0>> <</if>> <<if $parasite.left_thigh.name is undefined>> <<removeparasite left_thigh>> <</if>> <<if $parasite.right_thigh.name is undefined>> <<removeparasite right_thigh>> <</if>> <<if $parasite.left_arm.name is undefined>> <<removeparasite left_arm>> <</if>> <<if $parasite.right_arm.name is undefined>> <<removeparasite right_arm>> <</if>> <<if $objectVersion.feats lt 1 or $objectVersion.feats is undefined>> <<set $feats to { "locked":false, "soft":false, "allSaves":{}, "currentSave":{}, "filter":"All" }>> <<set $objectVersion.feats to 1>> <</if>> <<if ($cheatsEnabled is true and !$debug) or $locked is true>> <<run delete $locked>> <<set $feats.locked to true>> <</if>> <<if $smuggler_location is undefined>> <<set $smuggler_location to "sewer">> <<set $smuggler_timer to 0>> <<set $smuggler_stolen_stat to 0>> <</if>> <<if $gamemode is "soft" or $alluremod lt 1>> <<set $feats.soft to true>> <</if>> <<updateFeats>> <<if $straponchance is undefined>> <<set $straponchance to 0>> <</if>> <<if $lastWardrobeSlot is undefined>> <<set $lastWardrobeSlot to "head">> <</if>> <<if $objectVersion.customColors lt 4 or $objectVersion.customColors is undefined>> <<if $customColors is undefined>> <<set $customColors to { presets:{}, action: "set", currentType: "primary", color:{primary:0, secondary:0}, saturation:{primary:1, secondary:1}, brightness:{primary:1, secondary:1}, value:{primary:100, secondary:100} }>> <</if>> <<if $customColors.contrast is undefined>> <<set $customColors.contrast to{primary:1, secondary:1}>> <</if>> <<if $customColors.sepia is undefined>> <<set $customColors.sepia to{primary:0, secondary:0}>> <</if>> <<set $objectVersion.customColors to 4>> <</if>> <<if $objectVersion.customColors lt 5 or $objectVersion.customColors is undefined>> <<if $customColors.value is undefined>> <<set $customColors.value to {primary:100, secondary:100}>> <</if>> <<set $objectVersion.customColors to 5>> <</if>> <<if $swarm is undefined or $swarm.type is undefined>> <<set $swarm to { "type":0, "name":0, "move":0, "spill":0, "steady":0, "amount":{}, "data":{} }>> <</if>> <<if $bodypart_number is undefined>> <<bodywriting_init>> <</if>> <<if $newlyWritten is undefined and $combat is 1>> <<set $newlyWritten to []>> <</if>> <<wetness_init>> <<if $player.gender_appearance_factors is undefined>> <<set $player.gender_appearance_factors to []>> <</if>> <<if $player.gender_appearance_without_overwear_factors is undefined>> <<set $player.gender_appearance_without_overwear_factors to []>> <</if>> <<if $player.gender_posture is undefined>> <<if $background is "crossdresser">> <<if $player.sex is "f">> <<set $player.gender_posture to "m">> <<elseif $player.sex is "m">> <<set $player.gender_posture to "f">> <</if>> <<else>> <<set $player.gender_posture to "n">> <</if>> <</if>> <<if $player.femininity is undefined>> <<set $player.femininity to 0>> <</if>> <<if $player.femininity_without_overwear is undefined>> <<set $player.femininity_without_overwear to 0>> <</if>> <<if $player.condom is undefined>> <<set $player.condom to false>> <<set $condomchance to 50>> <<set $condomautochance to 50>> <</if>> <<unset $clothes>> <<if $cat gte 1 or $wolfgirl gte 1 or $cow gte 1 or $harpy gte 1>> <<set $physicalTransform to 1>> <<else>> <<set $physicalTransform to 0>> <</if>> <<if $demon gte 1 or $angel gte 1 or $fallenangel gte 2>> <<set $specialTransform to 1>> <<else>> <<set $specialTransform to 0>> <</if>> <<unset $transformed>> <<if $backgroundTraits is undefined>> <<set $backgroundTraits to [$background]>> <</if>> <<if Array.isArray($rebuy_success) is false>> <<set $rebuy_failure to []>> <<set $rebuy_success to []>> <</if>> <<if $dissociation is undefined>> <<set $dissociation to 0>> <</if>> <<if $worn.over_upper is undefined>> <<set $worn.over_upper to clone(setup.clothes.over_upper[0])>> <<set $worn.over_lower to clone(setup.clothes.over_lower[0])>> <<set $worn.over_head to clone(setup.clothes.over_head[0])>> <<set $carried.over_upper to clone(setup.clothes.over_upper[0])>> <<set $carried.over_lower to clone(setup.clothes.over_lower[0])>> <<set $carried.over_head to clone(setup.clothes.over_head[0])>> <<set $wardrobe.over_upper to []>> <<set $wardrobe.over_lower to []>> <<set $wardrobe.over_head to []>> <<set $store.over_upper to []>> <<set $store.over_lower to []>> <<set $store.over_head to []>> <</if>> <<if $wardrobe.over_head is undefined>> <<set $wardrobe.over_head to []>> <</if>> <<if $worn.hands is undefined>> <<set $worn.hands to clone(setup.clothes.hands[0])>> <<set $carried.hands to clone(setup.clothes.hands[0])>> <<set $wardrobe.hands to []>> <<set $store.hands to []>> <<set $wear_hands to "none">> <</if>> <!-- updateClothes was moved to <<backcomp>> at the bottom of this file --> <<if $objectVersion.wardrobes lt 4 or $objectVersion.wardrobes is undefined>> <<wardrobesUpdate>> <<set $objectVersion.wardrobes to 4>> <</if>> <<if $mathsprojectwon is 1>> <<earnFeat "Maths Competition Winner">> <</if>> <<if $scienceprojectwon is 1>> <<earnFeat "Science Fair Winner">> <</if>> <<if $bodywritingdisable is undefined>> <<set $bodywritingdisable to "f">> <</if>> <<if $arousal is NaN or $arousal is undefined>> <<set $arousal to 0>> <</if>> <<if $pain is NaN or $pain is undefined>> <<set $pain to 0>> <</if>> <<if !$skin.forehead>> <<bodywriting_clear forehead>> <</if>> <<if !$skin.left_cheek>> <<bodywriting_clear left_cheek>> <</if>> <<if !$skin.right_cheek>> <<bodywriting_clear right_cheek>> <</if>> <<if !$skin.left_shoulder>> <<bodywriting_clear left_shoulder>> <</if>> <<if !$skin.right_shoulder>> <<bodywriting_clear right_shoulder>> <</if>> <<if !$skin.breasts>> <<bodywriting_clear breasts>> <</if>> <<if !$skin.back>> <<bodywriting_clear back>> <</if>> <<if !$skin.pubic>> <<bodywriting_clear pubic>> <</if>> <<if !$skin.left_thigh>> <<bodywriting_clear left_thigh>> <</if>> <<if !$skin.right_thigh>> <<bodywriting_clear right_thigh>> <</if>> <<if !$skin.left_bottom>> <<bodywriting_clear left_bottom>> <</if>> <<if !$skin.right_bottom>> <<bodywriting_clear right_bottom>> <</if>> <<if $crime is null or $crime is undefined>> <<set $crime to 0>> <<set $crimehistory to 0>> <<set $blackmoney to 0>> <</if>> <<if isNaN(parseInt($crime))>> <<set $crime to 0>> <</if>> <<if isNaN(parseInt($crimehistory))>> <<set $crimehistory to 0>> <</if>> <<if isNaN(parseInt($blackmoney))>> <<set $blackmoney to 0>> <</if>> <<if $worn.upper is undefined>> <<set $worn.upper to clone(setup.clothes.upper[0])>> <</if>> <<if $worn.lower is undefined>> <<set $worn.lower to clone(setup.clothes.lower[0])>> <</if>> <<if $worn.under_upper is undefined>> <<set $worn.under_upper to clone(setup.clothes.under_upper[0])>> <</if>> <<if $worn.under_lower is undefined>> <<set $worn.under_lower to clone(setup.clothes.under_lower[0])>> <</if>> <<if $worn.head is undefined>> <<set $worn.head to clone(setup.clothes.head[0])>> <</if>> <<if $worn.face is undefined>> <<set $worn.face to clone(setup.clothes.face[0])>> <</if>> <<if $worn.neck is undefined>> <<set $worn.neck to clone(setup.clothes.neck[0])>> <</if>> <<if $worn.legs is undefined>> <<set $worn.legs to clone(setup.clothes.legs[0])>> <</if>> <<if $worn.feet is undefined>> <<set $worn.feet to clone(setup.clothes.feet[0])>> <</if>> <<if ndef $swimnudecounter>> <<set $swimnudecounter to 0>> <<set $swimall to 0>> <</if>> /*for swimming*/ <<if $player.gender_body is undefined>> <<set $player.gender_body to clone($player.gender)>> <</if>> <<if $worn.genitals.exposed is undefined>> <<if $worn.genitals.exposed_base is 0>> <<set $worn.genitals.exposed to 0>> <<else>> <<set $worn.genitals.exposed to 1>> <</if>> <</if>> <<if $closinghour isnot 21>> <<set $closinghour to 21>> <</if>> <!-- specialClothesUpdate was moved to <<backComp>> --> <<if $objectVersion.uncomfortable lt 2 or $objectVersion.uncomfortable is undefined>> <<if $uncomfortable is undefined>> <<if $lightexhibitionismaction isnot undefined>> <<set $uncomfortable to { underwear: ($lightexhibitionismaction is "embarrassed" ? true : false), nude: ($exhibitionismaction is "embarrassed" ? true : false), }>> <<unset $lightexhibitionismaction>> <<unset $exhibitionismaction>> <<else>> <<set $uncomfortable to { underwear: true, nude: true, }>> <</if>> <</if>> <<set $objectVersion.uncomfortable to 2>> <</if>> <<if $sidebarStats is undefined>> <<set $sidebarStats to "Disabled">> <</if>> <<if $openinghours is undefined>> <<if $hour gte 8 and $hour lt 21>> <<set $openinghours to 1>> <<else>> <<set $openinghours to 0>> <</if>> <</if>> <<if $athletics is undefined>> <<set $athletics to Math.trunc(($physique / $physiquesize) * 1000)>> <</if>> <<if $dontHide is undefined>> <<set $dontHide to false>> <</if>> <<if $checkstyle is undefined>> <<set $checkstyle to "words">> <<set $tending to 0>> <<set $garden_flowers_intro to 1>> <<set $eden_plot_intro to 1>> <<set $wolf_plot_intro to 1>> <<set $asylum_plot_intro to 1>> <<set $plots to {}>> <<set $plants_known to []>> <<set $plants to {}>> <<set $stall_rejected to 0>> <<set $produce_sold to 0>> <</if>> <<if $combatControls is undefined>> <<set $combatControls to "radio">> <</if>> <<if $loveInterest is undefined>> <<set $loveInterest to { primary: "None", secondary: "None", tertiary: "None" }>> <</if>> <<if $dateCount is undefined>> <<set $dateCount to { Total: 0, Robin: 0, Whitney: 0, Kylar: 0, Eden: 0, Avery: 0, BlackWolfHunts: 0 }>> <</if>> <<if $dateCount.Alex is undefined>> <<set $dateCount.GreatHawkHunts to 0>> <<set $dateCount.Alex to 0>> <<set $dateCount.Sydney to 0>> <</if>> <<if $virginTaken is undefined>> <<set $virginTaken to { kiss: [], handholding: [], oral: [], anal: [], vaginal: [], penile: [] }>> <</if>> <<setupDefaults>> <<if $bodywritingImages is undefined>> <<set $bodywritingImages to true>> <</if>> <<if !$physique and $physique isnot 0>> <<set $physique to ($physiquesize / 7) * 3>> <</if>> <<if !$tiredness and $tiredness isnot 0>> <<set $tiredness to 0>> <</if>> <!-- updateMuseumAntiques was moved to <<backComp>> --> <!-- specialClothesEffectsSetup was moved to <<backComp>> --> <<if $masturbationFix is undefined>> <<set $mouthactiondefault to 0>> <<set $mouthaction to 0>> <<set $mouth to 0>> <<set $masturbationFix to true>> <</if>> <<if $lastOptions is undefined>> <<resetLastOptions>> <</if>> <<set $_npcHairEyeNeedsGenerating to $NPCName.some(n => !(n.eyeColour || n.hairColour))>> <<if $_npcHairEyeNeedsGenerating>> <<generateNPCNameHairAndEyeColors>> <</if>> <<if $stat_shoot is undefined>> <<set $stat_shoot to 0>> <<set $cow to 0>> <<set $cowbuild to 0>> <<set $fluid_forced_stat to 0>> <</if>> <<if $shoot_stat>> /*Checking shoot_stat's existence to assist clean-up for 0.2.14.1 fix*/ <<if $shoot_stat gt 0>> <<set $stat_shoot += $shoot_stat>> <</if>> <<unset $shoot_stat>> <</if>> <<set $BeastList to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","spider"]>> <<if $active_enemy is undefined>> <<set $active_enemy to 0>> <</if>> <<if $combatTrain is undefined>> <<set $combatTrain to { length: 0, generateInit: 1, beastTypes: [], numberPerTrain: [] }>> <</if>> <<if isNaN(parseInt($trauma))>> <<set $trauma to 0>> <</if>> <<if $arousalError isnot undefined>> <<set $arousalError to [$arousalError.length]>> <</if>> <<if !$livestock_obey and $livestock_obey isnot 0>> <<set $livestock_obey to 50>> <</if>> <<setupTransformationPiecesObject>> <<if $clothingShop is undefined>> <<set $clothingShop to { ban: 0, banExtension: false, spotted: false, stolenClothes: 0, totalStolenClothes: 0, banCount: 0, rng: random(0,1000) }>> <</if>> <<if $adultShop is undefined>> <<set $adultShop to { ban: 0, banExtension: false, spotted: false, stolenClothes: 0, totalStolenClothes: 0, banCount: 0, rng: random(0,1000) }>> <</if>> <<if $penisWetness is undefined>> <<set $penisWetness to 0>> <</if>> <<if $pbdisable is undefined>> <<set $pbdisable to "t">> <</if>> <<if $facestyle is undefined>> <<set $facestyle to "default">> <</if>> <<if $blinkingdisable is undefined>> <<set $blinkingdisable to "f">> <</if>> <<if $makeup is undefined>> <<set $makeup = {}>> <<set $makeup.owned = {}>> <<set $makeup.owned.lipstick = []>> <<set $makeup.owned.eyeshadow = []>> <<set $makeup.owned.eyelenses = []>> <<set $makeup.owned.hairdye = []>> <<set $makeup.owned.mascara = []>> <<set $makeup.lipstick = 0>> <<set $makeup.eyeshadow = 0>> <<set $makeup.eyelenses = {"left":0, "right":0}>> <<set $makeup.mascara = 0>> <<set $makeup.mascara_running = 0>> <<set $makeup.pbcolour = 0>> <<set $makeup.browscolour = 0>> <<set $makeup.concealer = 0>> <</if>> <<if $makeup.owned.custom_eyelenses is undefined>> <<set $makeup.owned.custom_eyelenses to []>> /* pharmacy custom eye lenses */ <</if>> <<if $uncomfortable.prostituting is undefined>> <<set $uncomfortable.prostituting to true>> <</if>> <<if $malevictimchance is undefined>> <<set $malevictimchance to $malechance>> <<set $homochance to 4>> <</if>> <<if $livestock_intro is 0>> <<if $remySeen is undefined>> <<set $livestock_robin to 1>> <</if>> <<if $livestock_noise is undefined>> <<set $livestock_noise to false>> <</if>> <</if>> <<if $birdbuild is undefined>> <<set $birdbuild to 0>> <<set $harpy to 0>> <<set $home_gone to 0>> <</if>> <<if $hirsutedisable>> <<if $hirsutedisable is "f">> <<if $wolfgirl gte 4>> <<set $transformationParts.wolf.pubes to "default">> <<set $transformationParts.wolf.pits to "default">> <<else>> <<set $transformationParts.wolf.pubes to "disabled">> <<set $transformationParts.wolf.pits to "disabled">> <</if>> <<if $harpy gte 6>> <<set $transformationParts.bird.pubes to "default">> <<else>> <<set $transformationParts.bird.pubes to "disabled">> <</if>> <<else>> <<if $wolfgirl gte 4>> <<set $transformationParts.wolf.pubes to "hidden">> <<set $transformationParts.wolf.pits to "hidden">> <<else>> <<set $transformationParts.wolf.pubes to "disabled">> <<set $transformationParts.wolf.pits to "disabled">> <</if>> <<if $harpy gte 6>> <<set $transformationParts.bird.pubes to "hidden">> <<else>> <<set $transformationParts.bird.pubes to "disabled">> <</if>> <</if>> <<unset $hirsutedisable>> <</if>> <<hirsuteHideCheck>> <<if $per_npc.janitor isnot undefined>> <<clearNPC "janitor">> <</if>> <<if $prop is undefined>> <<set $prop to []>> <</if>> <<if $punishmentposition isnot 0 and $location isnot "brothel">> <<set $punishmentposition to 0>> <</if>> <<if $schoolrep is undefined>> <<set $schoolrep to {}>> <<set $schoolrep.crossdress to 0>> <<set $schoolrep.herm to 0>> <</if>> <<if $science_star is undefined>> <<set $science_star to 0>> <<set $maths_star to 0>> <<set $english_star to 0>> <<set $history_star to 0>> <</if>> <<if $farm_shift is undefined>> <<set $farm_shift to 0>> <<unset $beaststance>> <<set $cattle_milked to 0>> <</if>> <<if $fringetype is "swept right">> <<set $fringetype to "swept left">> <</if>> <<if $version === undefined>> <<set $version={}>> <</if>> <<if $version.schema === undefined>> <<set $version.schema = 1>> <</if>> <<if typeof $farm_yield_alex is "string">> <<set $farm_yield_alex to 0>> <</if>> <<if typeof $farm_yield is "string">> <<set $farm_yield to 0>> <</if>> <<if $farm is undefined>> <<elseif $farm.build_finished is "parasite 1">> <<set $farm.build_finished to ["parasites 1"]>> <<elseif $farm.build_finished is "parasite 2">> <<set $farm.build_finished to ["parasites 2"]>> <</if>> <<if $farm is undefined>> <<elseif $farm.build_finished is undefined or $farm.build_finished is 0>> <<set $farm.build_finished to []>> <<elseif Array.isArray($farm.build_finished)>> <<else>> <<set $farm.build_finished to [$farm.build_finished]>> <</if>> <<if typeof $money is "string">> <<set $money to 0>> <</if>> <<if $masseur_stat is undefined>> <<set $masseur_stat to 0>> <<set $machine_stat to 0>> <</if>> /* <<if $year % 4 is 0 and $yeardays gte 366 or $yeardays gte 365>> <<year>> <</if>> */ <<if $mason_pond is 5 and $garden_flowers_intro is 1>> <<unset $garden_flowers_intro>> <<plots_init garden 3 earth 1 small>> <<add_plot garden water 1 small>> <<elseif $mason_pond is 5>> <<if !$plots.garden[3]>> <<add_plot garden water 1 small>> <</if>> <</if>> <<if $science_exam is undefined>> <<set $science_exam to (40 + ($weekday * 10))>> <<set $maths_exam to (40 + ($weekday * 10))>> <<set $english_exam to (40 + ($weekday * 10))>> <<set $history_exam to (40 + ($weekday * 10))>> <<if $science gte 700>> <<set $sciencetrait to 4>> <<set $science to 1000>> <<elseif $science gte 500>> <<set $sciencetrait to 3>> <<set $science to 700>> <<elseif $science gte 400>> <<set $sciencetrait to 2>> <<set $science to 400>> <<elseif $science gte 200>> <<set $sciencetrait to 1>> <<set $science to 200>> <<elseif $science gte 100>> <<set $sciencetrait to 0>> <<set $science to 100>> <<else>> <<set $sciencetrait to -1>> <<set $science to 0>> <</if>> <<if $maths gte 700>> <<set $mathstrait to 4>> <<set $maths to 1000>> <<elseif $maths gte 500>> <<set $mathstrait to 3>> <<set $maths to 700>> <<elseif $maths gte 400>> <<set $mathstrait to 2>> <<set $maths to 400>> <<elseif $maths gte 200>> <<set $mathstrait to 1>> <<set $maths to 200>> <<elseif $maths gte 100>> <<set $mathstrait to 0>> <<set $maths to 100>> <<else>> <<set $mathstrait to -1>> <<set $maths to 0>> <</if>> <<if $english gte 700>> <<set $englishtrait to 4>> <<set $english to 1000>> <<elseif $english gte 500>> <<set $englishtrait to 3>> <<set $english to 700>> <<elseif $english gte 400>> <<set $englishtrait to 2>> <<set $english to 400>> <<elseif $english gte 200>> <<set $englishtrait to 1>> <<set $english to 200>> <<elseif $english gte 100>> <<set $englishtrait to 0>> <<set $english to 100>> <<else>> <<set $englishtrait to -1>> <<set $english to 0>> <</if>> <<if $history gte 700>> <<set $historytrait to 4>> <<set $history to 1000>> <<elseif $history gte 500>> <<set $historytrait to 3>> <<set $history to 700>> <<elseif $history gte 400>> <<set $historytrait to 2>> <<set $history to 400>> <<elseif $history gte 200>> <<set $historytrait to 1>> <<set $history to 200>> <<elseif $history gte 100>> <<set $historytrait to 0>> <<set $history to 100>> <<else>> <<set $historytrait to -1>> <<set $history to 0>> <</if>> <<exam_difficulty>> <<set $distinction_stat to 0>> <<unset $arousalsaved>> <</if>> <<if isNaN(parseInt($tiredness))>> <<set $tiredness to 0>> <</if>> <<if ($minute % $time) isnot ($time - ($hour * 60))>> <<set $minute to ($time - ($hour * 60))>> <</if>> <<if $waspdisable is undefined>> <<set $waspdisable to "f">> <</if>> <<if $slugdisable is undefined>> <<set $slugdisable to "f">> <</if>> <<if $season is undefined>> <<if $month is "december" or $month is "january" or $month is "february">> <<set $season to "winter">> <<elseif $month is "march" or $month is "april" or $month is "may">> <<set $season to "spring">> <<elseif $month is "june" or $month is "july" or $month is "august">> <<set $season to "summer">> <<else>> <<set $season to "autumn">> <</if>> <</if>> <<farm_update>> <<if $prepareSaveDetails is undefined>> <<set $prepareSaveDetails to true>> <</if>> <<if $attitudesControl is undefined>> <<set $attitudesControl to { showGoldLink:false, unlockExhibitionismUnderwear:false, unlockExhibitionismNude:false, unlockTransformation:false, unlockDemonFlaunt:false, unlockProstitution:false, unlockLoveInterest1:false, unlockLoveInterest2:false, unlockLoveInterest3:false, unlockDefaultActions:false }>> <</if>> <<if $wild_plant_stat is undefined>> <<set $wild_plant_stat to 0>> <</if>> <<if $fertiliser is undefined>> <<set $fertiliser to {current:0,used:0}>> <</if>> <<if $saveName.includes("<")>> <<set $saveName to $saveName.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>> <</if>> <<if $imgLighten is false>> <<set $imgLighten to "">> <<elseif $imgLighten is true>> <<set $imgLighten to "imgLighten">> <</if>> <<if $enemyArousalLossReduction is undefined>> <<set $enemyArousalLossReduction to 1>> <</if>> <<if $pubtask is 1>> <<set $pubtask to "forest">> <</if>> <<if $plants_known.includes("garlic bulb")>> <<set $plants_known.delete("garlic bulb")>> <<set $plants_known.push("garlic_bulb")>> <</if>> <<if $outbuildingvisited is 1 and $outbuildingBeast is undefined>> <<set $outbuildingBeast to "dog">> <</if>> <<if $o_long_and_beautiful gt 10>> <<set $o_long_and_beautiful to 10>> <<elseif !$hy_parent and !$hy_student and $o_long_and_beautiful is 10>> <<set $o_long_and_beautiful to 9>> <</if>> <<if $money is NaN or $money is undefined>> <<set $money to 0>> <</if>> <<if $mannequinHasPenis is undefined>> <<set $mannequinHasPenis to $player.penisExist>> <<set $mannequinBreastsSize to $mannequinHasPenis ? 0 : 3>> <</if>> <<if $shopPage is undefined>> <<set $shopPage = 0>> <</if>> <<if $shopClothingFilter is undefined>> <<shopClothingFilterReset>> <</if>> <<if $shopItemsPerPage is undefined>> <<set $shopItemsPerPage = 12>> <</if>> <<if $saveDetails is undefined>> <<set $saveDetails to { exported:{ days: clone($days), frequency: 15, count: 0, dayCount: 0, }, auto:{ count: 0 }, slot:{ count: 0, dayCount: 0, }, playTime: 0, loadTime: new Date(), loadCount: 0, }>> <<unset $lastExported>> <</if>> <<if $saveDetails.exported.dayCount is undefined>> <<set $saveDetails.exported.dayCount to 0>> <<set $saveDetails.slot.dayCount to 0>> <</if>> <<if $sleepStat is undefined>> <<set $sleepStat to 0>> <</if>> <<if $greathawkmonster is undefined>> <<rng>> <<if $monsterchance gte $rng>> <<set $greathawkmonster to 1>> <<else>> <<set $greathawkmonster to 0>> <</if>> <<set $bird to {}>> <</if>> <<if $harpy is undefined>> <<set $harpy to 0>> <</if>> <<if C.npc["Great Hawk"].type is "bird">> <<set C.npc["Great Hawk"].type to "hawk">> <</if>> <<if $clothesPrice is undefined>> <<set $clothesPrice to 1>> <</if>> <<if $clothesPriceUnderwear is undefined>> <<set $clothesPriceUnderwear to 1>> <<set $clothesPriceSchool to 1>> <<set $clothesPriceLewd to 1>> <</if>> <<childrenSetup>> <<if $basePlayerPregnancyChance is undefined>> <<set $basePlayerPregnancyChance to 50>> <<set $humanPregnancyMonths to 3>> <<set $wolfPregnancyWeeks to 4>> <<set $playerPregnancyHumanDisable to "f">> <<set $playerPregnancyBeastDisable to "f">> <<set $npcPregnancyDisable to "f">> <</if>> <<if $famepregnancy is undefined>> <<set $famepregnancy to 0>> <<set $baseNpcPregnancyChance to 8>> <</if>> <<if $analingusdisablegiving is undefined or $analingusdisablereceiving is undefined>> <<set $analingusdisablegiving to $analdisable>> <<set $analingusdisablereceiving to $analdisable>> <</if>> <<if $analdoubledisable is undefined>> <<set $analdoubledisable to $analdisable>> <</if>> <<if $vaginaldoubledisable is undefined>> <<set $vaginaldoubledisable to "f">> <</if>> <<if $furniturePriceFactor is undefined>> <<set $furniturePriceFactor to 1>> <</if>> <<if $rentmod is undefined>> <<set $rentmod to 1>> <<elseif $rentmod gt 3>> <<set $rentmod to 3>> <</if>> <<if $money % 1>> <<set $money to Math.floor($money)>> <</if>> <<if $blackjack_played is undefined>> <<set $blackjack_played to 0>> <<set $blackjack_won to 0>> <<set $blackjack_streak to 0>> <<set $blackjack_streak_high to 0>> <</if>> /*To prevent the wardrobe from being inaccessable due to nulls*/ <<for $_label, $_value range $wardrobe>> <<if $_label is "space">> <<continue>> <</if>> <<run $wardrobe[$_label].delete(null)>> <</for>> <<if $fringetype is "flaps">> <<set $fringetype to "thin flaps">> <</if>> <<if $player.virginity.penile is "Great Hawk" or $player.virginity.vaginal is "Great Hawk">> <<earnFeat "Great Hawk the Terror">> <</if>> <<if $player.virginity.penile is "Black Wolf" or $player.virginity.vaginal is "Black Wolf">> <<earnFeat "Great Wolf the Alpha">> <</if>> <<if $bodyPartSelectedKey isnot undefined>> <<set $bodyPartSelected to $bodyPartSelectedKey>> <<unset $bodyPartSelectedKey>> <</if>> <<if $hoodDown is undefined>> <<set $hoodDown to 0>> <</if>> <<if $cardcover is undefined>> <<set $cardcover = { style: 0, colour: 'red' }>> <</if>> <<if $templePromised is undefined>> <<set $templePromised to "">> <</if>> <<if $perNPCFix isnot 2>> <<set $perNPCFix to 2>><<unset $perPronounFix>><<unset $perChastityFix>> <<set _keys to Object.keys($per_npc)>> <<for _npc range _keys>> <<if $per_npc[_npc].pronouns is undefined or $per_npc[_npc].pronouns.he is 0>> <<generatePronouns $per_npc[_npc]>> <</if>> <<if $per_npc[_npc].chastity is undefined>> <<set $per_npc[_npc].chastity to {penis:"", vagina:"", anus:""}>> <</if>> <<if $per_npc[_npc].role is undefined>> <<set $per_npc[_npc].role to "normal">> <</if>> <<if $per_npc[_npc].condom is undefined>> <<set $per_npc[_npc].condom to false>> <</if>> <<if $per_npc[_npc].name_known is undefined>> <<set $per_npc[_npc].name_known to 0>> <</if>> <</for>> <</if>> <<if $sidebarRenderer is undefined>> <<set $sidebarRenderer to 'canvas'>> <</if>> <<if $showDebugRenderer is undefined>> <<set $showDebugRenderer to !!StartConfig.debug>> <</if>> <<if $makeup.pbcolour isnot 0 and !($makeup.pbcolour in setup.colours.hair_map)>> <<set _record to setup.guessColourInMap(setup.colours.hair_map, $makeup.pbcolour)>> <<if _record>> <<set $makeup.pbcolour to _record.variable>> <<else>> <<run Errors.report("Failed to update makeup.pbcolour from " + $makeup.pbcolour)>> <</if>> <</if>> <<for _item range $makeup.owned.hairdye>> <<if !(_item.colour in setup.colours.hair_map)>> <<set _record to setup.guessColourInMap(setup.colours.hair_map, _item.colour)>> <<if _record>> <<set _item.colour to _record.variable>> <<else>> <<run Errors.report("Failed to update dye from " + _item.colour)>> <</if>> <</if>> <</for>> <<if $notifyUpdate is undefined>> <<set $notifyUpdate = true>> <</if>> <<if $beedisable is undefined>> <<set $beedisable to "f">> <</if>> <<if $lurkerdisable is undefined>> <<set $lurkerdisable to "f">> <</if>> <<if $prof is undefined>> <<set $prof to {}>> <<set $prof.spray to 0>> <<set $stat_lurkers_captured to 0>> <<set $stat_aphrodisiacs_sold to 0>> <<set $sadism to 0>> <<set $sadism_level to 0>> <</if>> <<if $horsedisable is undefined>> <<set $horsedisable to "f">> <</if>> <<if $farm_stage gte 10 and $lurkers_held is undefined>> <<set $lurkers_held to 0>> <</if>> <<if $edenprepare is 1 and $edenwall is undefined>> <<set $edenwall to 0>> <<set $edenchimney to 0>> <<set $edenroof to 0>> <</if>> <<if $stat_panties_stolen is undefined>> <<set $stat_panties_stolen to 0>> <<set $stat_police to {}>> <<set $stat_police.pillory to 0>> <<set $stat_police.community to 0>> <<set $stat_police.prison to 0>> <</if>> <<if !$locker_suspicion or !$panties_held or $locker_suspicion lt 0>> <<set $locker_suspicion to 0>> <<set $panties_held to 0>> <</if>> <<if $footdisable is undefined>> <<set $footdisable to "f">> <<set $uncomfortable.lewd to true>> <</if>> <<if $player.bodyliquid is undefined>> <<set $player.bodyliquid to {}>> <<for _bodypart range setup.bodyliquid.bodyparts>> <<set $player.bodyliquid[_bodypart] to {}>> <<set $player.bodyliquid[_bodypart].goo to V[_bodypart+"goo"]>> <<set $player.bodyliquid[_bodypart].semen to V[_bodypart+"semen"]>> <<run delete V[_bodypart+"goo"]>> <<run delete V[_bodypart+"semen"]>> <</for>> <</if>> <<if $npc is 0>> <<unset $npc>> <<set $npc to []>> <<elseif !(Array.isArray($npc))>> <<set _npcsubstitute to clone($npc)>> <<unset $npc>> <<set $npc to [_npcsubstitute]>> <<unset _npcsubstitute>> <</if>> <<if $npcnum is undefined>> <<set $npcnum to []>> <<elseif !(Array.isArray($npcnum))>> <<set _npcsubstitute to clone($npcnum)>> <<unset $npcnum>> <<set $npcnum to [_npcsubstitute]>> <<unset _npcsubstitute>> <</if>> <<if $npcrow is undefined>> <<set $npcrow to []>> <<if $npc[0]>> <<set $npcrow[0] to 0>> <</if>> <</if>> <<if $choketrait is undefined>> <<set $choketrait to 0>> <</if>> <<if $museumAntiqueJournalHints is undefined>> <<set $museumAntiqueJournalHints to []>> <</if>> <<if $plants_known.includes("red rose")>> <<run $plants_known.delete("red rose")>> <<set $plants_known.push("red_rose")>> <</if>> <<if $transformdisabledivine is undefined>> <<if $transformdisable is "f">> <<set $transformdisabledivine to "f">> <<else>> <<set $transformdisabledivine to "t">> <</if>> <</if>> <<if $penisexist isnot undefined and ($player.penisExist != $penisexist or $player.vaginaExist != $vaginaexist)>> <<set $player.vaginaExist to ($player.sex isnot "m")>> /* <<set $vaginaexist to ($player.sex isnot "m" ? 1 : 0)>> */ <<set $player.penisExist to ($player.sex isnot "f")>> /* <<set $penisexist to ($player.sex isnot "f" ? 1 : 0)>> */ <</if>> <<if $penisexist isnot undefined>> <<unset $penisexist>> <<unset $vaginaexist>> <</if>> <<if $NPCName[0].penis is 0>> <<initnpcgender>> <</if>> <<if $kylar is undefined>> <<set $kylar to {}>> <<set $kylar.raped to 0>> <<set $kylar.riddle to 0>> <<set $kylar.timer to {halls:0,street:0,home:0,love:0}>> <<set $kylarSeen to []>> <</if>> <<if $kylarsydneywriting is 1>> <<set $kylarSeen.pushUnique("sydneyWriting")>> <<unset $kylarsydneywriting>> <</if>> <<if $sydneySeen isnot undefined>> <<if $sydneySeen.includes("kylarwriting")>> <<set $kylarSeen.pushUnique("sydneyWriting")>> <<run delete $sydneySeen.pushUnique("kylarwriting")>> <</if>> <</if>> <<if $kylarraped isnot undefined>> <<set $kylar.raped to $kylarraped>> <<unset $kylarraped>> <</if>> <<if $kylartimer isnot undefined>> <<set $kylar.timer.halls to $kylartimer>> <<unset $kylartimer>> <</if>> <<if $kylarstreettimer isnot undefined>> <<set $kylar.timer.street to $kylarstreettimer>> <<unset $kylarstreettimer>> <</if>> <<if $kylarsaidlove isnot undefined>> <<set $kylarSeen.pushUnique("saidLove")>> <<unset $kylarsaidlove>> <</if>> <<if $kylarspray is 1>> <<set $kylarDaily.spray to true>> <<unset $kylarspray>> <</if>> <<if $kylar_bodywriting is 1>> <<set $kylarDaily.bodywriting to true>> <<unset $kylar_bodywriting>> <</if>> <<if $kylar_invite isnot undefined>> <<if $kylar_invite is 1>> <<set $kylarDaily.invite to "home">> <<else>> <<set $kylarDaily.invite to "school">> <</if>> <<unset $kylar_invite>> <</if>> <<if $kylar_undies_taken isnot undefined>> <<set $kylarDaily.undies to true>> <</if>> <<if $kylarpantiescheck isnot undefined>> <<set $kylarSeen.pushUnique("commando")>> <<unset $kylarpantiescheck>> <</if>> <<if $kylarsleeprape isnot undefined>> <<set $kylarDaily.sleepRape to true>> <<unset $kylarsleeprape>> <</if>> <<if $kylarconfessiontimer isnot undefined>> <<set $kylar.timer.love to $kylarconfessiontimer>> <<unset $kylarconfessiontimer>> <</if>> <<if $kylarhome isnot undefined>> <<set $kylar.home to $kylarhome>> <<unset $kylarhome>> <</if>> <<if $kylarhometimer isnot undefined>> <<set $kylar.timer.home to $kylarhometimer>> <<unset $kylarhometimer>> <</if>> <<if $kylarhomeinterrupted isnot undefined>> <<set $kylarSeen.includes("home")>> <<unset $kylarhomeinterrupted>> <</if>> <<if $kylarwalk isnot undefined>> <<set $daily.kylar.walk to true>> <<unset $kylarwalk>> <</if>> <<if $kylarFountain isnot undefined>> <<set $kylar.fountain to $kylarFountain>> <<unset $kylarFountain>> <</if>> <<if $kylarFountainIntroWinter>> <<set $kylarSeen.pushUnique("fountainWinter")>> <<unset $kylarFountainIntroWinter>> <</if>> <<if $kylarFountainKiss isnot undefined>> <<if $kylarFountainKiss is 1>> <<set $daily.kylar.walkKiss to true>> <</if>> <<unset $kylarFountainKiss>> <</if>> <<if $kylarFountainIntro isnot undefined>> <<if $kylarFountainIntro is 1>> <<set $kylarSeen.pushUnique("fountainIntro")>> <</if>> <<unset $kylarFountainIntro>> <</if>> <<if $kylarFountainCoin isnot undefined>> <<set $kylar.fountainCoin to $kylarFountainCoin>> <<unset $kylarFountainCoin>> <</if>> <<if $kylarfamestage isnot undefined>> <<set $kylar.fameStage to $kylarfamestage>> <<unset $kylarfamestage>> <</if>> <<if $kylarchatintro isnot undefined>> <<set $kylarSeen.pushUnique("chatIntro")>> <<unset $kylarchatintro>> <</if>> <<if $kylarcanteen isnot undefined>> <<set $kylarSeen.pushUnique("canteen")>> <<unset $kylarcanteen>> <</if>> <<if $kylarriddle isnot undefined>> <<set $kylar.riddle to $kylarriddle>> <<unset $kylarriddle>> <</if>> <<if $kylar_play isnot undefined>> <<set $kylar.play to $kylar_play>> <<unset $kylar_play>> <</if>> <<if typeof($semen_produced_stat) is "string">> <<set $semen_produced_stat to parseFloat($semen_produced_stat)>> <</if>> <<if !(Array.isArray($event))>> <<unset $event>> <</if>> <<if $multipleWardrobes is undefined>> <<set $multipleWardrobes to "isolated">> <</if>> <<if $nectar_drank_stat is undefined>> <<set $nectar_drank_stat to 0>> <<set $tentacleMouth to 0>> <<set $tentacleAnus to 0>> <<set $tentacleAnusBaby to 0>> <<set $tentacleVagina to 0>> <<set $tentaclePenis to 0>> <</if>> <<if $index is undefined and $enemyno gte 1>> <<set $index to 0>> <<for _n to 0; _n lt $NPCList.length; _n++>> <<if $NPCList[_n].desc is $description>> <<set $index to _n>> <<break>> <</if>> <</for>> <</if>> <<if !$NPC_names_m>> <<init_names>> <</if>> <<if $prison and $prison.kylar is undefined>> <<set $prison.kylar to 0>> <</if>> <<if $plantdisable is undefined>> <<set $plantdisable to "f">> <</if>> <!-- Makes sure $kennel_treats aren't strings due to bug. --> <<if typeof $kennel_treats isnot "number">> <<set $kennel_treats to 0>> <</if>> <<if $bodywritingLvl is undefined>> <<set $bodywritingLvl to ($bodywritingdisable is "f" ? 3 : 0)>> <</if>> /* Start of Target variables */ <<if $npcDAP isnot undefined>> <<set $anustarget to $npcDAP[0]>> <<set $anusdoubletarget to $npcDAP[1]>> <<unset $npcDAP>> <</if>> <<if $targetYourself is undefined>> <<set $targetYourself to false>> <</if>> <<if $NPCList isnot undefined and $NPCList[0].active is undefined>> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].active to 0>> <</for>> <<if $combat is 1>> <<for _i = 0; _i < $enemyno; _i++>> <<set $NPCList[_i].active to "active">> <<if $NPCList[_i].type is 0>> <<set $NPCList[_i].type to "human">> <</if>> <<set $NPCList[_i].healthmax to $NPCList[_i].health>> <</for>> <</if>> <</if>> <<if $breastuse isnot undefined and $breastuse isnot 0>> <<set $chestuse to $breastuse>> <<unset $breastuse>> <</if>> <<if $machine isnot undefined and $machine.number lte 0>> <<unset $machine>> <<elseif $enemytype isnot "machine">> <<unset $machine>> <<elseif $combat isnot 1>> <<unset $machine>> <</if>> /* End of Target variables */ <!-- remove duplicates from the hints list --> <<if $objectVersion.museumAntiques lt 8>> <<set $objectVersion.museumAntiques to 8>> <<set _newlist to []>> <!-- run in reverse to preserve only most recently added entries --> <<for _i = $museumAntiqueJournalHints.length - 1; _i gte 0; _i-->> <<if $museumAntiques.antiques[$museumAntiqueJournalHints[_i]] is "notFound">> <<set _newlist.pushUnique($museumAntiqueJournalHints[_i])>> <</if>> <</for>> <<set $museumAntiqueJournalHints to clone(_newlist).reverse()>> <</if>> <<if $stealtarget is undefined>> <<if $combat is 1 and $stealstate is 3>> <<set $stealtarget to "012345">> <<else>> <<set $stealtarget to "">> <</if>> <</if>> <<if $stealdifficulty is undefined>> <<set $stealdifficulty to 1>> <</if>> <<if $stealstate isnot undefined>> <<set $stealstateleft to $stealstate>> <<set $stealstateright to $stealstate>> <<unset $stealstate>> <</if>> <<if $righttarget is undefined>> <<set $righttarget to 0>> <<set $lefttarget to 0>> <</if>> <<if !$NPCList[0].chastity>> <<for _i to 0; _i lt $NPCList.length; _i++>> <<set $NPCList[_i].chastity to {penis: "", vagina: "", anus: ""}>> <</for>> <</if>> <<for _i to 0; _i lt $NPCList.length; _i++>> <<if $NPCList[_i].pronoun and (!$NPCList.pronouns or !$NPCList.pronouns.man)>> <<generatePronouns $NPCList[_i]>> <</if>> <</for>> <!-- pregnancyVar was moved to <<backComp>>--> <</widget>> <<widget "variablesVersionUpdate2">> /* 0.4.0.0 is the last version that should need the old vvu */ <<run window.backCompPillsInventory()>> /* restructure V.sexStats.pills inventory */ <!--Tracking for the Plant Lover trait--> <<if $nectar_addiction is undefined>> <<set $nectar_addiction to 0>> <<set $nectar_timer to 0>> <</if>> <<if $hypnotised is undefined>> <<set $hypnotised to 0>> <<set $famemodel to 0>> <</if>> <<if $chef_state gte 5 and $photo_known is undefined>> <<set $photo_known to 1>> <</if>> <<if $cardcover is undefined>> <<set $cardcover = { style: 0, colour: 'red' }>> <</if>> <<if $sleepStat is undefined>> <<set $sleepStat to 0>> <</if>> <<for $_i = 0; $_i < $NPCName.length; $_i++>> <<if $NPCName[$_i].virginity is undefined>> <<initNNPCVirginity $_i>> <</if>> <</for>> <<if $player.virginity.vaginal is "Harper" or $player.virginity.penile is "Harper">> <<earnFeat "Harper the Hypnotist">> <</if>> <<if $player.virginity.vaginal is "Morgan" or $player.virginity.penile is "Morgan">> <<earnFeat "Morgan the Lost">> <</if>> <!-- Jimmy: DefaultActions JS routine for error correction. --> <<run /* Perform check for broken default action structures. */ if ($actionDefaults != undefined) { /* Test 1 - If regrab[0] is an object, there was a failure. */ let temp = DefaultActions.get('rape', 'Everyone', 'regrab')[0]; if (typeof temp === 'object') { /* Reset everything as a final step, the error is consumed. */ V.actionDefaults = temp; V.actionDefaults = DefaultActions.check(DefaultActions.setup()) } } >> <!-- Jimmy: Updater for NNPCs that lack pronouns structures. Based off of $perNPCFix located in VVU --> <<if $pronounsNPCFix isnot 1>> <<for $_npc range $NPCName>> <<if $_npc.pronouns is undefined>> <<generatePronouns $_npc>> <</if>> <</for>> <<set $pronounsNPCFix = 1>> <</if>> <!-- persistent npc fix v3 --> <<if $perNPCFix isnot 4>> <<set $perNPCFix to 4>> <!-- clean nulls and undefineds from name lists --> <<run $NPC_names_f.delete(null, undefined)>> <<run $NPC_names_m.delete(null, undefined)>> <<set $_per_keys to Object.keys($per_npc)>> <<for $_per_ctrl range $_per_keys>> <<if !$per_npc[$_per_ctrl]>> <!-- remove null and undefined --> <<run delete $per_npc[$_per_ctrl]>> <<elseif !$per_npc[$_per_ctrl].type>> <!-- type fix --> <<set $per_npc[$_per_ctrl].type to "human">> <</if>> <</for>> <!-- prison npcs --> <<for $_npc range ["anxious_guard", "methodical_guard", "relaxed_guard", "veteran_guard", "scarred_inmate"]>> <<if $per_npc[$_npc]>> <!-- restore null names--> <<if !$per_npc[$_npc].name>> <<set $per_npc[$_npc].name to ($per_npc[$_npc].pronoun is "m" ? $NPC_names_m.pluck() : $NPC_names_f.pluck())>> <</if>> <!-- fix descriptions --> <<if $per_npc[$_npc].name_known>> <<set $per_npc[$_npc].fullDescription to $per_npc[$_npc].name>> <<else>> <<set $per_npc[$_npc].fullDescription to $_npc.replace('_', ' ')>> <</if>> <</if>> <</for>> <</if>> <!-- v0.3.5.4: pubic hair was accidentally disabled on new saves bc it wasn't initialised properly. --> <<pbhairinit>> <!-- v0.3.6.2: blind stats mode --> <<if $statdisable is undefined>> <<set $statdisable to "f">> <</if>> <!-- v0.3.6.2: tending update --> <<if $tendingvars is undefined>> <<set $tendingvars to {}>> <<for $_plot_locations range $plots>> <<for $_plot range $_plot_locations>> <<set $_plot.plant to ($_plot.name and $_plot.stage gt 0 ? $_plot.name : "none")>> <<run delete $_plot.name>> <</for>> <</for>> <</if>> <<if $tending_yield_factor is undefined>> <<set $tending_yield_factor to 5>> <<else>> <<set $tending_yield_factor to Math.clamp($tending_yield_factor, 1, 10)>> <</if>> <!-- Jimmy: [<=0.3.6.2] Asserts that $outfit[].colors is assigned, default to false. --> <<if $outfit_update is undefined or $outfit_update lt 3>> <<set $outfit_update to 3>> <<for $_i to 0; $_i lt $outfit.length; $_i++>> <<if $outfit[$_i].colors is undefined>> <<set $outfit[$_i].colors to false>> <</if>> <</for>> <</if>> <!-- v0.3.6.2: herm wraith fix --> <<if $per_npc.wraith and ["m", "f"].includes($per_npc.wraith.gender) and $per_npc.wraith.penis isnot "none" and $per_npc.wraith.vagina isnot "none">> <<if $per_npc.wraith.gender is "m">><<set $per_npc.wraith.vagina to "none">><</if>> <<if $per_npc.wraith.gender is "f">><<set $per_npc.wraith.penis to "none">><</if>> <</if>> <!-- v0.3.6.2: Giving Robin clothes if their outfits array is already defined, but they lack the proper normal clothes --> <<if C.npc.Robin.outfits isnot undefined and !C.npc.Robin.outfits.includes("maleSchool")>> <<set $_robin to C.npc.Robin>> <<if $_robin.outfits.includes("shirt")>> <<run $_robin.outfits.delete("shirt")>> <<set $_robin.outfits.pushUnique("robinGiftShirt")>> <</if>> <<if $_robin.outfits.includes("sundress")>> <<run $_robin.outfits.delete("sundress")>> <<set $_robin.outfits.pushUnique("robinGiftSundress")>> <</if>> <<if $_robin.outfits.includes("kimono")>> <<run $_robin.outfits.delete("kimono")>> <<set $_robin.outfits.pushUnique("robinGiftKimono")>> <</if>> <<if $_robin.outfits.includes("tuxedo")>> <<run $_robin.outfits.delete("tuxedo")>> <<set $_robin.outfits.pushUnique("robinGiftTux")>> <</if>> <<if $_robin.outfits.includes("gothic gown")>> <<run $_robin.outfits.delete("gothic gown")>> <<set $_robin.outfits.pushUnique("robinGiftGown")>> <</if>> <<if $_robin.outfits.includes("christmas")>> <<run $_robin.outfits.delete("christmas")>> <<set $_robin.outfits.pushUnique("robinGiftChristmas")>> <</if>> <<initNNPCClothes "Robin" "update">> <<set $_robin.outfits.pushUnique("naked", "maleDefault", "femaleDefault")>> <<if $_robin.currentOutfit>> <<switch $_robin.currentOutfit>> <<case "shirt">><<set $_clothesReplace to "robinGiftShirt">> <<case "sundress">><<set $_clothesReplace to "robinGiftSundress">> <<case "kimono">><<set $_clothesReplace to "robinGiftKimono">> <<case "tuxedo">><<set $_clothesReplace to "robinGiftTuxedo">> <<case "gothic gown">><<set $_clothesReplace to "robinGiftGown">> <<case "christmas">><<set $_clothesReplace to "robinGiftChristmas">> <</switch>> <<npcClothesName $_robin $_clothesReplace>> <<run delete $_robin.currentOutfit>> <</if>> <</if>> <!-- v0.3.6.2: Fixing undefined animations, printing one-time notification for any who had them disabled. --> <<if $objectVersion.animations lt 1 or $objectVersion.animations is undefined>> <<set $objectVersion.animations to 1>> <<if $combatAnimations is false and $sidebarAnimations is false>> <div id="animWarning" @class="'no-numberify '"> <span class='teal'>Animations are currently disabled. This may have been caused by a one-time bug. You can re-enable animations immediately, or in the "general" tab of the settings menu.</span> | <<link "Enable all animations">><<addclass #animWarning "hidden">><<set $combatAnimations to true>><<set $sidebarAnimations to true>><</link>> | <<link "Disable this message">><<addclass #animWarning "hidden">><</link>> </div> <</if>> <<if $combatAnimations is undefined>> <<set $combatAnimations to true>> <<set $sidebarAnimations to true>> <</if>> <</if>> <!-- v0.3.6.2: Improved debug menu --> <<if $debug_favourite is undefined>> /* add favourites constant variable */ <<set $debug_favourite = []>> <</if>> <!-- v0.3.6.2: Init variables necessary for custom contact lenses --> <<if ndef $lenses_ordered>> <<set $lenses_ordered to []>> <</if>> <<if ndef $custom_lenses_already_ordered>> <<set $custom_lenses_already_ordered to 0>> <</if>> <<if ndef $custom_eyecolours>> <<set $custom_eyecolours to []>> <</if>> <<if ndef $makeup.owned.custom_eyelenses>> <<set $makeup.owned.custom_eyelenses to []>> /* pharmacy custom eye lenses */ <</if>> <<if $adultShop is undefined>> <<set $adultShop to { ban: 0, banExtension: false, spotted: false, stolenClothes: 0, totalStolenClothes: 0, banCount: 0, rng: random(0,1000) }>> <</if>> <!-- v0.3.6.2: convert all "underclothes" to "underlowerclothes" --> <<if $handtarget is "underclothes">> <<set $handtarget to "underlowerclothes">> <</if>> <!-- v0.3.6.2: refactor transformation stuff --> <<setupTransformationPiecesObject>> <<for $_npc range $NPCList>> <<if $_npc.mouth is "underclothes">> <<set $_npc.mouth to "underlowerclothes">> <</if>> <<if $_npc.lefthand is "underclothes">> <<set $_npc.lefthand to "underlowerclothes">> <</if>> <<if $_npc.righthand is "underclothes">> <<set $_npc.righthand to "underlowerclothes">> <</if>> <</for>> <!-- v0.3.6.2: convert all "understruggle" to "underlowerstruggle" --> <<if $understruggle isnot undefined>> <<set $underlowerstruggle to $understruggle>> <<unset $understruggle>> <</if>> <!-- v0.3.6.2: remove all of the deprecated variables used in npcstrip --> <!-- note for the future: it's probably a good idea to avoid using these variable names for anything else in the future, they're too non-specific. --> <<if $anus>> <<unset $lefthand, $righthand, $anus, $gender1, $penis, $vagina>> <<unset $lefthand2, $righthand2, $anus2, $gender2, $penis2, $vagina2>> <<unset $lefthand3, $righthand3, $anus3, $gender3, $penis3, $vagina3>> <<unset $lefthand4, $righthand4, $anus4, $gender4, $penis4, $vagina4>> <<unset $lefthand5, $righthand5, $anus5, $gender5, $penis5, $vagina5>> <<unset $lefthand6, $righthand6, $anus6, $gender6, $penis6, $vagina6>> <</if>> <!-- v0.3.7.4: NPC sex toys --> <<if $toydildodisable is undefined>> <<set $toydildodisable to "f">> <</if>> <<if $toywhipdisable is undefined>> <<set $toywhipdisable to "f">> <</if>> <!-- v0.3.6.2 unnamed npc virginity update --> <<if $npcVirginityChance is undefined>> <<set $npcVirginityChance to 50>> <<set $npcVirginityChanceAdult to 10>> <</if>> <!-- for v0.3.7.1 and earlier versions --> <<if _version lte 30701>> <<run window.patchCorruptLensesColors()>> /* custom contact lenses fix corrupt colours */ <</if>> <!-- for v0.3.7.4 and earlier versions --> <<if _version lte 30704>> <<if ndef $pillsTakenOn>> <<set $pillsTakenOn to ($monthday.toString() + $month + $year.toString())>> <</if>> <<if ndef $famemodel>> <<set $famemodel to 0>> <</if>> <<if ndef $heterochromia>> <<set $heterochromia to 0>> <<if $cat > 6>> <<set $cat to 6>> <</if>> <</if>> <<if $ironmanmode == undefined>> <<set $ironmanmode to false>> <</if>> <<if def $breastsize>> <<set $player.breastsize to clone($breastsize)>> <<unset $breastsize>> <</if>> <<if def $penissize>> <<set $player.penissize to clone($penissize)>> <<unset $penissize>> <</if>> <<if def $bottomsize>> <<set $player.bottomsize to clone($bottomsize)>> <<unset $bottomsize>> <</if>> <<run window.createInventoryObject()>> <!-- fix for desynch between TFs and $specialTransform --> <<if $demon gte 1 or $angel gte 1 or $fallenangel gte 2>> <<set $specialTransform to 1>> <<else>> <<set $specialTransform to 0>> <</if>> <!-- fix for transformation traits trauma bugs --> <<if $transformationParts.traits.fangs is "hidden">> <<set $transformationParts.traits.fangs to "default">> <</if>> <<if $transformationParts.traits.sharpEyes is "hidden">> <<set $transformationParts.traits.sharpEyes to "default">> <</if>> <</if>> <!-- v0.3.7.4 RobinCrossDressingQuest update --> <<if C.npc.Robin.cdquest is undefined>> <<set C.npc.Robin.cdquest to 0>> <</if>> <!-- v0.3.7.4: sleep code readability update --> <<if $schoolwake isnot undefined>> <<unset $schoolwake>> <</if>> <!-- v0.3.7.4: An old pregnancy code issue where .fertilize was used and not updated. --> <<script>> const pregnancy = V.sexStats.anus.pregnancy; if(Array.isArray(pregnancy.fetus)){ for (let i = 0; i < pregnancy.fetus.length; i++) { const slot = pregnancy.fetus[i]; if (slot != undefined && slot.hasOwnProperty('fertilized')) { slot.fertilised = slot.fertilized; delete slot.fertilized; } } /* Part 2: Futa manipulation. */ let hasFuta = false; for (let i = 0; i < pregnancy.fetus.length; i++) { const slot = pregnancy.fetus[i]; if (slot != undefined && slot.stats != null && slot.stats.gender === 'Futa') { if (hasFuta) { /* Abort the futa. */ pregnancy.fetus[i].toDelete = true; } else { hasFuta = true; if (V.pregnancyStats.parasiteDoctorEvents < 2) { V.pregnancyStats.parasiteDoctorEvents = 2; } pregnancy.motherStatus = 2; } } } V.sexStats.anus.pregnancy.fetus = V.sexStats.anus.pregnancy.fetus.filter(p => p && !p.toDelete); } <</script>> <!-- v0.3.7.4: sex toy and double penetration stats--> <<if $sextoystat is undefined>> <<set $sextoystat to 0>> <<set $analdoublestat to 0>> <<set $vaginaldoublestat to 0>> <</if>> <!-- v0.3.7.4: underground brothel cleanup --> <<if $undergroundtime isnot undefined>> <<set $undergroundbrothel to { "time": $undergroundtime, "timepass": true, "water": $undergroundwater, "escape": $undergroundescape }>> <<unset $undergroundtime>> <<unset $undergroundwater>> <<unset $undergroundescape>> <<set $undergroundbrothelescaped to true>> <</if>> <<if $adultshopprogress is undefined>> <<set $adultshopprogress to 0>> <</if>> <<if $adultshopcontribution is undefined>> <<set $adultshopcontribution to 0>> <</if>> <<if $facesitdisable is undefined>> <<set $facesitdisable to "f">> <</if>> <<if $objectVersion.sexToys is undefined>> <!-- First fix to sextoy objects: Specifically for NNPCs containing an undefined string in their desc. --> <<script>> V.NPCName.forEach(nnpc => { if (nnpc.strapons instanceof Array) { nnpc.strapons.forEach(strapon => { if (typeof strapon.description === 'string') { strapon.description = strapon.description.replace(/undefined/, 'dildo'); } }); } }); <</script>> <<set $objectVersion.sexToys to 1>> <</if>> <!-- v0.3.8.2: sex toy and double penetration stats--> <<if $toymultiplepenetration is undefined>> <<set $toymultiplepenetration to "f">> <</if>> <!-- v0.3.8.2: sextoy inventory code cleanup --> <<if $passage.startsWith("Sextoys Inventory ") and ["Sextoys Inventory Home","Sextoys Inventory Brothel","Sextoys Inventory Cottage","Sextoys Inventory Cabin"].includes($passage)>> <<set $sextoyInvReturnLink to { "Sextoys Inventory Home": "Bedroom", "Sextoys Inventory Brothel": "Brothel Dressing Room", "Sextoys Inventory Cottage": "Farm Bedroom", "Sextoys Inventory Cabin": "Cabin Actions" }[$passage]>> <</if>> <!-- v.0.3.8.2: undefined $control --> <<if $control is undefined>> <<if $controlSaved>> <<set $control to $controlSaved>><<unset $controlSaved>> <<else>> <<set $control to $controlmax>> <</if>> <</if>> <!-- v0.3.8.6: Fixing mismatched specialtransform after losing your virginity --> <<if $demon gte 1 or $angel gte 1 or $fallenangel gte 2>> <<set $specialTransform to 1>> <<else>> <<set $specialTransform to 0>> <</if>> <!-- v0.3.8.6: Traubin overhaul --> <<if $robinTraumaMultiplier is undefined>> <<set $robinTraumaMultiplier to 1>> <</if>> <<if $robinSeen is undefined>> <<set $robinSeen to []>> <</if>> <<if !$robinTattoo>> <<set $robinTattoo to []>> <</if>> <<if $robinPunishments is undefined>> <<set $robinPunishments to []>> <<if C.npc.Robin.trauma gt 0>> <<set $robinPunishments.pushUnique("docks")>> <<set $robinLastPunishment to "docks">> <</if>> <</if>> <<if $robinmissing is undefined>> <<set $robinmissing to 0>> <<elseif $robinmissing is 1>> <<set $robinmissing to "docks">> <<set $robinLastPunishment to "docks">> <</if>> <<if $baileypaychain is undefined>> <<set $baileypaychain to 0>> <</if>> <<if $NPCList[0].index is undefined>> <<for _i to 0; _i lt $NPCList.length; _i++>> <<set $NPCList[_i].index to _i>> <</for>> <</if>> <!-- v0.3.8.6: Awarding the "Robin's Song" feat to players who missed it --> <<if C.npc.Robin.cdquest gte 7>> <<earnFeat "Robin's Song">> <</if>> <!-- v0.3.8.6: Kylar rework --> <<if $kylar.fameStage is undefined>> <<set $kylar.fameStage to 0>> <</if>> <!-- v0.3.9.0: update --> <<if $pregnancyspeechdisable is undefined>> <<set $pregnancyspeechdisable to "f">> <</if>> <<if $stray_happiness is undefined>> <<set $stray_happiness to 50>> <</if>> <!-- v0.3.9.2: Wardrobe teleport error fix --> <<if $clothes_choice isnot undefined and !["Clothing Shop", "Forest Shop", "School Library Shop", "Adult Shop Store"].includes($passage)>> <<unset $clothes_choice>> <</if>> <!-- v0.3.9.3: Robin pillory bug --> <<if $robinPillory and $robinPillory.danger gt 15>> <<unset $robinPillory>> <</if>> <!-- v0.3.9.3: Heterochromia disablable --> <<if $transformationParts.cat.heterochromia is undefined>> <<if $cat gte 7>> <<set $transformationParts.cat.heterochromia to "default">> <<else>> <<set $transformationParts.cat.heterochromia to "disabled">> <</if>> <</if>> <!-- v0.3.9.3: customColors 'value' property added --> <<if $objectVersion.customColors lt 5 or $objectVersion.customColors is undefined>> <<if $customColors.value is undefined>> <<set $customColors.value to {primary:100, secondary:100}>> <</if>> <<set $objectVersion.customColors to 5>> <</if>> <!-- v0.3.9.3: $retrieveShopCustomColor added // used for shop colour sliders --> <<if $retrieveShopCustomColor is undefined or $retrieveShopCustomColor isnot {}>> <<set $retrieveShopCustomColor to {}>> <</if>> <<if !$objectVersion.transformations>> <<set $_demon to $transformationParts.demon>> <<set $_tfConverter to { blue: { type: 'default', colour: { h: 240, s: 100, l: 50 } }, lime: { type: 'default', colour: { h: 90, s: 100, l: 50 } }, red: { type: 'default', colour: { h: 0, s: 100, l: 50 } }, yellow: { type: 'default', colour: { h: 55, s: 100, l: 50 } }, pink: { type: 'succubus', colour: { h: 320, s: 100, l: 50 } } }>> <<set $_demonHorn to $_tfConverter[$transformationParts.demon.horns]>> <<if typeof $_demonHorn === 'object'>> <<set $_demon.horns to $_demonHorn.type>> <<set $_demon.horns_colour to $_demonHorn.colour>> <</if>> <<set $_demonWings to $_tfConverter[$transformationParts.demon.wings]>> <<if typeof $_demonWings === 'object'>> <<set $_demon.wings to $_demonWings.type>> <<set $_demon.wings_colour to $_demonWings.colour>> <</if>> <<set $_demonTail to $_tfConverter[$transformationParts.demon.tail]>> <<if typeof $_demonTail === 'object'>> <<set $_demon.tail to $_demonTail.type>> <<set $_demon.tail_colour to $_demonTail.colour>> <</if>> <<set $objectVersion.transformations to 0>> <</if>> <!-- v0.3.10.0 update --> <<if $leftarmbruise is undefined>> <<set $leftarmbruise to 0>> <<set $rightarmbruise to 0>> <</if>> <<if $urinestat is "undefined">> <<set $urinestat to 0>> <</if>> <<if $hypnosis_traits is undefined>> <<set $hypnosis_traits to {}>> <</if>> <!-- v0.3.10.0 farm wage fix --> <<if $farm and $farm.wage gte 1500>> <<set $farm.wage to $farm.wage / 100>> <</if>> <!-- v0.3.10.1: Kylar dominance --> <<if C.npc.Kylar.dom gte 1 and ($bus isnot "kylarmanor" or $syndromekylar is 1)>> <<npcincr Kylar dom -100>> <</if>> <!-- v0.3.10.3: fix for Kylar being initialized weirdly in combat after a prior bug set kylar's NPCName data weirdly --> <<if _version lte 31003>> <<set _kylar to C.npc.Kylar>> <<if _kylar.penis isnot "none">> <<set _kylar.penis to "clothed">> <</if>> <<if _kylar.vagina isnot "none">> <<set _kylar.vagina to "clothed">> <</if>> <<run delete _kylar.lefthand>> <<run delete _kylar.righthand>> <</if>> <!-- v0.3.10.4: New character lighting variables --> <<if $imgLighten != undefined>> <<set $lightSpotlight to 0.2>> <<set $lightGradient to 0>> <<set $lightGlow to 0>> <<set $lightFlat to 0>> <<set $lightCombat to 0.2>> <<set $lightTFColor to 0.2>> <<if $imgLighten == "imgLighten">> <<set $lightFlat to 0.5>> <<elseif $imgLighten == "imgLighten2">> <<set $lightFlat to 1>> <</if>> <<unset $imgLighten>> <</if>> <<if $estatePersistent and !$estatePersistent.markedCards>> <<set $estatePersistent.markedCards = new Set()>> <<set $estatePersistent.newDeckTimer = 3>> <</if>> <!-- v0.3.10: blackjack update --> <<initEstatePersistent>> <!-- v0.3.10.5: Kylar scene viewer scenes --> <<if C.npc.Kylar.state is "prison">> <<set $kylarSeen.pushUnique("basement")>> <</if>> <!-- v0.3.10.5: Hypnotic flaunting --> <<if $uncomfortable.hypnosis is undefined>> <<set $uncomfortable.hypnosis to true>> <</if>> <!-- v0.3.10.5: nectar bodyliquid --> <<if $player.bodyliquid.neck.nectar is undefined>> <<for _bodypart range setup.bodyliquid.bodyparts>> <<set $player.bodyliquid[_bodypart].nectar to 0>> <</for>> <</if>> <<unset $goobodycount, $semenbodycount, $liquidbodycount>> <!-- v0.3.10.5/0.3.11.0: Overall school performance fix --> <<if _version lte 31100>> <<run ["science", "maths", "english", "history"].forEach( skill => { V[skill] = [0,100,200,400,700,1000].select(V[skill + "trait"] + 1); })>> <<set $school to $science + $english + $maths + $history>> <</if>> <!-- v0.3.11.0: Dancing Fixes --> <<if _version lte 31100 and $dancing is 1>> <<if $dance_place is undefined>> <<set $dance_place to 1>> <</if>> <<set $dance_place -= 1>> <</if>> <!-- v0.3.11.0: Combat images --> <<if $combatimages is undefined>> <<set $combatimages to $images>> <</if>> <!-- v0.3.10.0/v0.3.10.1/0.3.11.0 NaN variables fix --> <<if _version lte 31100>> /*Check to see if these variables are NaN. If they are, reset them to 0*/ <<run ["stress", "drugged", "drunk", "hallucinogen", "milk_amount", "orgasmcount", "urinestat", "traumagain", "stressgain", "traumasaved", "stresssaved", "enemyanger", "enemytrust", "turnCount"].forEach( v => V[v] ? true : V[v] = 0)>> <</if>> <!-- v0.3.11.4 --> <<if $outfitTmp is undefined>> <<set $outfitTmp to {}>> <</if>> <!-- v0.3.11.4 - Remove $crimemax --> <<if $crimemax isnot undefined>> <<unset $crimemax>> <</if>> <!-- v0.3.11.4 options rework --> <<if $options is undefined>> <<set $options to { neverNudeMenus: $neverNudeMenus !== undefined ? $neverNudeMenus : false, autosaveDisabled: $autosaveDisabled !== undefined ? $autosaveDisabled : false, showCaptionText: $showCaptionText !== undefined ? $showCaptionText : true, sidebarRenderer: $sidebarRenderer !== undefined ? $sidebarRenderer : "canvas", sidebarStats: $sidebarStats && ["disabled", "limited", "all"].includes($sidebarStats) ? $sidebarStats : "disabled", sidebarTime: $sidebarTime && ["disabled", "top", "bottom"].includes($sidebarTime) ? $sidebarTime : "disabled", combatControls: $combatControls !== undefined ? $combatControls : "radio", targetYourself: $targetYourself !== undefined ? $targetYourself : false, scrollRemember: $scroll_remember !== undefined ? $scroll_remember : false, mapMovement: $map.movement !== undefined ? $map.movement : true, mapLegacy: $map.legacy !== undefined ? $map.legacy : false, mapMarkers: $map.markers !== undefined ? $map.markers : false, mapTop: $map.top !== undefined ? $map.top : false, images: $images !== undefined && StartConfig.enableImages !== false ? $images : 0, combatImages: $combatimages !== undefined && StartConfig.enableImages !== false ? $combatimages : 0, bodywritingImages: $bodywritingImages !== undefined ? $bodywritingImages : true, silhouetteEnabled: $silhouettedisable !== undefined ? $silhouettedisable === "f" : true, sidebarAnimations: $sidebarAnimations !== undefined ? $sidebarAnimations : true, blinkingEnabled: $blinkingdisable !== undefined ? $blinkingdisable === "f" : true, combatAnimations: $combatAnimations !== undefined ? $combatAnimations : true, halfClosedEnabled: $halfcloseddisable !== undefined ? $halfcloseddisable === "f" : true, characterLightEnabled: true, lightSpotlight: $lightSpotlight !== undefined ? $lightSpotlight : 0.2, lightGradient: $lightGradient !== undefined ? $lightGradient : 0.1, lightGlow: $lightGlow !== undefined ? $lightGlow : 0.1, lightFlat: $lightFlat !== undefined ? $lightFlat : 0, lightCombat: $lightCombat !== undefined ? $lightCombat : 0.2, lightTFColor: $lightTFColor !== undefined ? $lightTFColor : 0.2, maxStates: $maxStates !== undefined ? $maxStates : 5, historyControls: false, numpad: $numpad !== undefined ? $numpad : false, useNarrowMarket: $useNarrowMarket !== undefined ? $useNarrowMarket : false, skipStatisticsConfirmation: $skipStatisticsConfirmation !== undefined ? $skipStatisticsConfirmation : false, showDebugRenderer: $showDebugRenderer !== undefined ? $showDebugRenderer : !!StartConfig.debug, };>> <</if>> <!-- v0.3.11.4 creampie.npc.penis and tentacle fix --> <!-- IMPORTANT NOTE: please REMOVE this section if these stats come back into use --> <<if _version lte 31104>> <<run delete $sexStats.creampie.npc.penis>> <<run delete $sexStats.creampie.npc.tentacle>> <!-- Fixing most named npcs missing all of their virginities --> <!-- Resetting all virginities to defaults, keeping virginities already taken by player --> <<if C.npc.Jordan.virginity.penile is false>> <<for $_i to 0; $_i lt $NPCNameList.length; $_i++>> <<set $_takenVirginities to []>> <<for $_virginity, $_status range $NPCName[$_i].virginity>> <<if $_status is "player">> <<set $_takenVirginities.push($_virginity)>> <</if>> <</for>> <<if $NPCNameList[$_i] is "Sydney">> <<set $NPCName[$_i].virginity to {"anal": true, "oral": true, "penile": true, "vaginal": true, "handholding": true, "temple": true, "kiss": true}>> <<else>> <<initNNPCVirginity $_i>> <</if>> <<set $_takenVirginities.forEach(taken => $NPCName[$_i].virginity[taken] = "player")>> <</for>> <</if>> <!-- Fix for saves where people were able to change wraith's gender --> <<if $per_npc.wraith and $per_npc.wraith.pronoun isnot "i">> <<set $per_npc.wraith.pronoun to "i">> <<generatePronouns $per_npc.wraith>> <</if>> <</if>> <!-- v0.3.11.4 $tirednessmax change to C.tiredness.max --> <<if $tirednessmax>> <<unset $tirednessmax>> <</if>> <!-- v0.3.11.4 - Add $makeup.mascara_running --> <<if $makeup.mascara_running is undefined>> <<set $makeup.mascara_running = 0>> <</if>> <!-- v0.3.11.4 - Remove defunct vars --> <<if $npcdescription isnot undefined>> <<unset $npcdescription>> <</if>> <<if $currentOverlay isnot undefined>> <<unset $currentOverlay>> <</if>> <!-- v0.3.11.4 New pepper spray display --> <<if $options.pepperSprayDisplay is undefined>> <<set $options.pepperSprayDisplay to "sprays">> <</if>> <<prison_feat_check>> <!-- v0.3.12.1: Changing room refactor --> <<if $bus is "girls" or $bus is "boys">> <<set $changingRoomGender to $bus>> <</if>> <!-- v.0.3.12.1 Fix classroom attendance vars --> <<if _version lte 31201>> <<set $scienceattended to $scienceattended || 0>> <<set $mathsattended to $mathsattended || 0>> <<set $englishattended to $englishattended || 0>> <<set $historyattended to $historyattended || 0>> <<set $swimmingattended to $swimmingattended || 0>> <</if>> <!-- v0.3.12.3 Fix heterochromia --> <<if V.custom_eyecolours.findIndex(i => i.variable === "cat_tf_stage_-1_left") !== -1>> <!-- if there's objects with a bugged variable --> <<script>> /* re-create custom eyecolours without broken variables */ const repairedEyeColours = []; V.custom_eyecolours.forEach(c => c.variable.startsWith("cat_tf") || repairedEyeColours.push(c)); V.custom_eyecolours = repairedEyeColours; /* regenerate cat eye stages from "natural" eye colour (selected at game start) while preserving the current colours */ const lEC = V.leftEyeColour; const rEC = V.rightEyeColour; V.leftEyeColour = V.eyeselect; V.rightEyeColour = V.eyeselect; determineCatEyeStages(); V.leftEyeColour = lEC; V.rightEyeColour = rEC; <</script>> <</if>> <<if $parasitepregdisable is undefined>> <<set $parasitepregdisable to $analpregdisable>> <<unset $analpregdisable>> <</if>> <!-- v0.3.12.4 --> <<if $options.closeButtonMobile is undefined>> <<set $options.closeButtonMobile to false>> <</if>> <!-- v0.3.12.4: Wraith Compound scene/canvasmodel override --> <<if $modeloptionsOverride is undefined>> <<set $modeloptionsOverride to {}>> <</if>> <!-- v0.3.12.4: pubfame --> <<if $pub_task_stat is undefined>> <<set $pub_task_stat to 0>> <</if>> <!-- v0.3.12.4: semen swallowing framework --> <<if $semenswallowedstat is undefined>> <<set $semenswallowedstat to 0>> <<set $animalsemenswallowedstat to 0>> <</if>> <<if $options.passageCount is undefined>> <<set $options.passageCount to "disabled">> <<set $options.playtime to false>> <</if>> <!-- v0.3.12.4 Sensitivity overhaul changes --> <<if $mouthsensitivity is undefined>> <!-- Initialise new sensitivities --> <<set $mouthsensitivity to 1>> <<set $bottomsensitivity to 1>> <!-- Map old sensitivity values (1-6) to new range (1-4), with step 0.25 --> <<set $breastsensitivity to Math.floor(4 + ($breastsensitivity - 1) * 12 / 5) / 4>> <<set $genitalsensitivity to Math.floor(4 + ($genitalsensitivity - 1) * 12 / 5) / 4>> <</if>> <!-- v0.3.12.4 Wraith update --> <<if !$wraith>> <<set $wraith to {"state": "", "init": 0}>> <<elseif $wraith.init is undefined>> <<set $wraith.init to 1>> <<set $wraith.days to 0>> <</if>> <<if $per_npc.wraith>> <<if $wraithAnger>> <<set $wraithAngerCooldown to $wraithAnger>> <<unset $wraithAnger>> <</if>> <<initnpc "Ivory Wraith">> <<run ["pronouns", "pronoun", "gender", "pregnancyAvoidance", "vagina", "penis", "clothes", "chest", "skincolour", "breastsize", "breastsdesc", "breastdesc", "penisdesc", "penissize", "trust", "type"].forEach(s => C.npc["Ivory Wraith"][s] = clone($per_npc.wraith[s]))>> <<set C.npc["Ivory Wraith"].lust to 0>> <<if $wraith.state is "haunt">> <<set C.npc["Ivory Wraith"].lust to 20>> <<if ($wraithPrison and $wraithPrison.vision) or Object.keys(V.feats.currentSave).includes("Schism")>> <<set $wraithPrison.vision to true>> <<set C.npc["Ivory Wraith"].lust -= 5>> <</if>> <</if>> <<if $wraithAngerCooldown>> <<set C.npc["Ivory Wraith"].lust += 3>> <</if>> <<set C.npc["Ivory Wraith"].lust = Math.clamp(C.npc["Ivory Wraith"].lust, 0, 20)>> <<clearNPC "wraith">> <<if $NPC_names_m.includes("Ivory Wraith") or $NPC_names_f.includes("Ivory Wraith")>> <<run delete $NPC_names_m["Ivory Wraith"]>> <<run delete $NPC_names_f["Ivory Wraith"]>> <</if>> <<if $wraith.state and !$wraith.days>> <<set $wraith.days to ($days - 60)>> <</if>> <</if>> <!-- To update the player and named npc pregnancy objects from numbers to a single array --> <<if $sexStats.vagina.pregnancy.fetus is undefined or $sexStats.anus.pregnancy.fetus is undefined or $sexStats.anus.pregnancy.type is undefined or $sexStats.anus.pregnancy.nonCycleRng is undefined or !Array.isArray($sexStats.vagina.sperm) or !$parentList>> <<physicalAdjustmentsInit>> <</if>> <<if !$pregnancytype>> <<set $cycledisable to "f">> <<set $pregnancytype to "realistic">> <</if>> <<if $adultshopunlocked and $adultshopcontribution>> <<earnFeat "Opened Pandoras Box">> <<if $adultshopcontribution gte 11>> <<earnFeat "Opened Pandoras Cocks">> <</if>> <</if>> <<if $baseVaginalPregnancyChance>> <<set $basePlayerPregnancyChance to $baseVaginalPregnancyChance>> <<unset $baseVaginalPregnancyChance>> <</if>> <<if $insecurity_pregnancy is undefined>> <<set $insecurity_pregnancy to 0>> <<set $acceptance_pregnancy to 0>> <</if>> /* For saves where it was set to undefined */ <<if $sciencemissed is undefined>> <<set $sciencemissed to 0>> <<set $mathsmissed to 0>> <<set $englishmissed to 0>> <<set $historymissed to 0>> <<set $swimmingmissed to 0>> <</if>> /* To correct some bad math that let it get into the negatives */ <<if Math.min($sciencemissed,$mathsmissed,$englishmissed,$historymissed,$swimmingmissed) lt 0>> <<set $_min to Math.min($sciencemissed,$mathsmissed,$englishmissed,$historymissed,$swimmingmissed)>> <<set $sciencemissed -= $_min>> <<set $mathsmissed -= $_min>> <<set $englishmissed -= $_min>> <<set $historymissed -= $_min>> <<set $swimmingmissed -= $_min>> <</if>> /* Attempt to sync up individual lessons missed with $lessonmissed */ <<set $_totalMissed to $sciencemissed + $mathsmissed + $englishmissed + $historymissed + $swimmingmissed>> <<if $_totalMissed gt $lessonmissed>> <<set $lessonmissed to $_totalMissed>> <<elseif $_totalMissed lt $lessonmissed>> <<set $_totalToAdd to $lessonmissed - $_totalMissed>> <<set $_toAdd to Math.ceil($_totalToAdd / 5)>> <<if $_totalToAdd gt 0>> <<set $sciencemissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <</if>> <<if $_totalToAdd gt 0>> <<set $mathsmissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <</if>> <<if $_totalToAdd gt 0>> <<set $englishmissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <</if>> <<if $_totalToAdd gt 0>> <<set $historymissed += $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <<set $_totalToAdd -= $_toAdd lt $_totalToAdd ? $_toAdd : $_totalToAdd>> <</if>> <<if $_totalToAdd gt 0>> <<set $swimmingmissed += $_totalToAdd>> <</if>> <</if>> <<if $wolfstate is "hunt" and $huntstate isnot "success">><<set $huntstate to "ongoing">><</if>> <</widget>> <<widget "backComp">> <!-- v0.3.12.4 $daily object --> <<run dailyConvert()>> <<if _version lte 30408>>/* DO NOT INCREMENT */ /* 0.3.4.8 is the last version that should need the old vvu */ /* for versions <= 0.3.4.8, run old version handler */ <<variablesVersionUpdate>> <</if>> <<if $saveVersions.last() isnot StartConfig.version>> <<set $saveVersions.push(StartConfig.version)>> <</if>> /* * * * * * * * * * * * * * * * * * * * * * * * new backwards compatibility code goes here */ /* Code that should not be moved into a check like above */ <<set $runWardrobeSanityChecker to true>> <<if $objectVersion.updateClothes lt 74 or $objectVersion.updateClothes is undefined>> <<updateClothes>> <<if $objectVersion.updateClothes lt 38>> <!-- V0.4.0.7 return items stuck in $store without proper .location --> <<run for (const slot in V.store) V.store[slot].forEach(i => { if (i.location === 0) i.location = "getBack" })>> <<storeon "getBack" "return">> <</if>> <<if $objectVersion.updateClothes lt 63>> <!--Should'nt need to re-run that often--> <<run clothesDataTrimmerLoop()>> <</if>> <!--If you have added any `colour_combat` or `accessory_colour_combat` to clothes that need their `colour` or `accessory_colour`, this will clear them. Remove `colour_combat` or `accessory_colour_combat` where this is the case, they are independant so `colour_combat` will only clear `colour`--> <!-- integrity_max was zero for a piece of clothing [Skimpy Leotard], this caused an infinity money bug at tailor, update people's clothing here --> <<if $objectVersion.updateClothes lt 56>> <<run fixIntegrityUpdater()>> <</if>> <!-- reset propEquipped --> <<if $objectVersion.updateClothes lt 62>> <<if $propEquipped is 1 and $worn.handheld.type !== "prop" and $worn.handheld.variable !== "featherduster">><<set $propEquipped to 0>><</if>> <</if>> <!-- 0.5.6.9 Rename Nurse Hat --> <<if $objectVersion.updateClothes lt 73>> <<if $gwylan?.request?.items?.length>> <<for _i to 0; _i lt $gwylan.request.items.length; _i++>> <<if $gwylan.request.items[_i].name is "pink nurse hat">> <<set $gwylan.request.items[_i].name to "nurse hat">> <</if>> <</for>> <</if>> <</if>> <!-- do NOT forget to bump this version in variables-start.twee, too --> <<set $objectVersion.updateClothes to 74>> <</if>> <<if !$specialClothesEffects?.pimp>> <<set $specialClothesEffects to { bimbo: { progress: 0, total: 0, message: 0 }, pimp: { progress: 0, total: 0, message: 0 }, }>> <</if>> <<if $objectVersion.specialClothes lt 20 or $objectVersion.specialClothes is undefined>> <!-- Old special clothing system conversion code, DO NOT INCREMENT --> <<if $objectVersion.specialClothes lt 20 and !Array.isArray($specialClothes)>> <!-- Save any unlocked clothes from old system --> <<set _oldSpecialClothesObject to {}>> <<run Object.keys($specialClothes).filter(oldClothes => $specialClothes[oldClothes] is "unlocked").forEach(item => _oldSpecialClothesObject[item] = "unlocked")>> <<set _oldSpecialClothesUnlocked to updateSpecialClothesNames(_oldSpecialClothesObject)>> <<specialClothesUpdate>> <<if _oldSpecialClothesUnlocked>> /* Forward previous unlocked items to new system. For items with requirements that could have become false in the meantime, grant true unlock as long as cheats aren't on. */ <<run $specialClothes.filter(newItem => _oldSpecialClothesUnlocked.includes(newItem.name)).forEach(item => { /* Cheat unlock */ item.unlocked = 1; /* Bypass unlocked (feat boost etc.) needs to check old cheat variable for compatibility reasons */ if (V.cheatdisable === "t" || V.settings && !V.settings?.cheatsEnabled) item.unlocked = 2; /*Requirement unlock */ if (["spirit mask", "rag top", "rag skirt", "holy stole"].includes(item.name) && (V.cheatdisable === "t" || V.settings && !V.settings?.cheatsEnabled)) item.unlocked = 3; })>> /* Holy stole condition is grace >= 100, could have become false in the meantime */ <<set $specialClothes.find(item => item.name === "long holy stole").unlocked to $specialClothes.find(item => item.name === "holy stole").unlocked>> /* Previous spirit mask condition was V.fox >= 6, could have become false in the meantime */ <<set $specialClothes.find(item => item.name === "shrine maiden robes").unlocked to $specialClothes.find(item => item.name === "spirit mask").unlocked>> <</if>> <<if $fedora_unlock>> <<unset $fedora_unlock>> <<set $specialClothesEvents.pushUnique("smuggling")>> <</if>> <!-- Conversion code end --> <<else>> <<specialClothesUpdate>> <</if>> <<specialClothesRefresh>> <<updateFeats>> <!-- DO increment this, and don't forget to do it in variables-start.twee, too --> <<set $objectVersion.specialClothes to 20>> <</if>> <<if $objectVersion.wardrobes lt 15 or $objectVersion.wardrobes is undefined>> <<wardrobesUpdate>> <<set $objectVersion.wardrobes to 15>> <</if>> <<if $objectVersion.museumAntiques lte 14 and $museumAntiques.antiques.antiquewhitescrystal isnot undefined>> <<run delete $museumAntiques.antiques.antiquewhitescrystal>> <</if>> <<if $objectVersion.museumAntiques lt 20 or $objectVersion.museumAntiques is undefined>> /*Moved undefined checks for new antiques to the widget below*/ <<updateMuseumAntiques>> <<set $objectVersion.museumAntiques to 20>> <</if>> <<if $objectVersion.sexToys lt 2 or $objectVersion.sexToys is undefined>> /* Removal of clothes_index from inventory items, as it should be referenced via setup */ <<run Object.values(V.player.inventory.sextoys).forEach(arr => arr.forEach(toy => delete toy.clothes_index) ) >> <<set $objectVersion.sexToys to 2>> <</if>> <<pregnancyVar>> <!-- Jimmy: Reset NPC slots if necessary Old versions prior to 3.4.* did not have empty slots properly set to baseNPC. --> <<if $npcListVersion lt 3>> <<npcList>> <</if>> <!-- Jimmy: Run updater for EventSystem. Only runs if behind on schema and if $event exists. --> <<run EventSystem.update()>> <!-- v0.3.6.2: Updating NPC clothing when needed --> <<if $objectVersion.npcClothes lt 1 or $objectVersion.npcClothes is undefined>> <<set $objectVersion.npcClothes to 1>> <<if $halloween is 1 and $robinmissing is 0 and $hour gte 16 and $hour lt 19 and $monthday is 31 and $halloween_robin_costume and C.npc.Robin.init is 1>> <<if !C.npc.Robin.outfits>> <<initNNPCClothes "Robin">> <</if>> <<if !C.npc.Robin.outfits.includes($halloween_robin_costume)>> <<addNNPCOutfit "Robin" $halloween_robin_costume>> <</if>> <</if>> <<if C.npc.Kylar.state is "prison">> <<if !C.npc.Kylar.outfits>> <<initNNPCClothes "Kylar">> <</if>> <<if !C.npc.Kylar.outfits.includes("prisonJumpsuit")>> <<addNNPCOutfit "Kylar" "prisonJumpsuit">> <</if>> <</if>> <!-- Bestow clothing to any active NPCs--> <<if $NPCList isnot undefined and !$NPCList[0].clothes>> <<for _i = 0; _i < $NPCList.length; _i++>> <<if $NPCList[_i].type>> <<if $NPCList[_i].type is "human">> <<npcClothesType $NPCList[_i] "default">> <<else>> <<npcClothesType $NPCList[_i] "naked">> <</if>> <</if>> <</for>> <</if>> <<for $_key, $_npc range $per_npc>> <<if $_npc>> <!-- Bestow clothing to persistent NPCs--> <<if !$_npc.clothes>> <<if ["anxious_guard", "methodical_guard", "relaxed_guard", "veteran_guard"].includes($_key)>> <<npcClothesType $per_npc[$_key] "security">> <<elseif ["scarred_inmate", "tattooed_inmate"].includes($_key)>> <<npcClothesType $per_npc[$_key] "prison">> <<elseif ["tower_creature"].includes($_key)>> <<npcClothesType $per_npc[$_key] "naked">> <<elseif ["farm_tower_guard"].includes($_key)>> <<npcClothesName $per_npc[$_key] "wildsFlannel">> <<elseif ["prison_intro_officer"].includes($_key)>> <<npcClothesType $per_npc[$_key] "police">> <<elseif ["pinch"].includes($_key)>> <<npcClothesType $per_npc[$_key] "robinGiftChristmas">> <<elseif ["wraith"].includes($_key)>> <<npcClothesType $per_npc[$_key] "Wraith">> <<else>> <<npcClothesType $per_npc[$_key] "default">> <</if>> <</if>> <</if>> <</for>> <</if>> <!-- v0.3.8.2: fix for cursed clothing being present in the player's wardrobes --> <<if Object.keys($wardrobe).some(slot => Object.values($wardrobe[slot]).some(clothing => clothing.cursed))>> <<run Object.keys($wardrobe).forEach(slot => { if (slot is "space") return; $wardrobe[slot] = $wardrobe[slot].filter(clothing => clothing.cursed is 0); })>> <<run Object.keys($wardrobes).forEach(location =>{ if (location is "shopReturn" || location is "wardrobe") return; Object.keys($wardrobes[location]).forEach(slot => { if (["isolated", "name", "shopSend", "space", "transfer", "unlocked"].includes(slot)) return; $wardrobes[location][slot] = $wardrobes[location][slot].filter(clothing => clothing.cursed === 0); }) })>> <</if>> <<if _version lt 40000>>/* DO NOT INCREMENT */ /* 0.4.0.0 is the last version that should need the old vvu */ /* for versions <= 0.4.0.0, run old version handler */ <<variablesVersionUpdate2>> <</if>> <!-- Fix for hair style renames --> <<if !$objectVersion.hairFix lt 1 or $objectVersion.hairFix is undefined>> <<set _hairUpdate to { "left fishtail braid": "left fishtail", "right fishtail braid": "right fishtail", "side thicktail": "thick pigtails", "side tail left": "sidetail left", "side tail right": "sidetail right", "side thicktail": "thick sidetail", }>> <<set _fringeUpdate to { "blunt sidelocks": "blunt locks", "french bob": "tied back", }>> <<if _hairUpdate[$hairtype]>><<set $hairtype to _hairUpdate[$hairtype]>><</if>> <<if _fringeUpdate[$fringetype]>><<set $fringetype to _fringeUpdate[$fringetype]>><</if>> <<if $savedHairStyles>> <<run Object.values($savedHairStyles).forEach(style => { if (T.hairUpdate[style.hairtype]) style.hairtype = T.hairUpdate[style.hairtype]; if (T.fringeUpdate[style.fringetype]) style.fringetype = T.fringeUpdate[style.fringetype]; })>> <</if>> <<set $objectVersion.hairFix to 1>> <</if>> <!-- Fix for child toy --> <<if !$objectVersion.toyFix lt 1 or $objectVersion.toyFix is undefined>> <<set _nameChanges to { "Mrs Teddy": "Mrs. Teddy", "Mr Teddy": "Mr. Teddy", "See through dummy": "Clear dummy", "Baby Doll": "Baby doll", "Green race toy car": "Green toy racecar", "Blue race toy car": "Blue toy racecar", "Green Robot": "Green robot", "Red Robot": "Red robot", "Chew Bone": "Chew bone", "Squeaky Sheep": "Squeaky sheep", "Squeaky Chicken": "Squeaky chicken", "Chew Ball": "Chew ball" }>> <<set _nameLowerChanges to { "Mrs Teddy": "Mrs. Teddy", "Mr Teddy": "Mr. Teddy", "See through dummy": "clear dummy", "Green race toy car": "green toy racecar", "Blue race toy car": "blue toy racecar", }>> <<set _colourChanges to { "See through dummy": "light-grey", "White dummy": "light-grey", "Teddy bear": "tan", "Limousine toy car": "grey", "Squeaky Sheep": "light-grey", "Chew Ball": "light-green" }>> <<set _allToys = []>> <<if V.storedChildrenToys and Object.keys(V.storedChildrenToys).length>> <<for _nursery range Object.keys(V.storedChildrenToys)>> <<set _allToys.push(...V.storedChildrenToys[_nursery])>> <</for>> <</if>> <<if V.player.inventory.childrenToys?.length>> <<set _allToys.push(...V.player.inventory.childrenToys)>> <</if>> <<if V.selectedToy?.options>> <<set _allToys.push(...V.selectedToy.options)>> <</if>> <<for _toy range _allToys>> <<if _colourChanges[_toy.name]>> <<set _toy.colour to _colourChanges[_toy.name]>> <</if>> <<if _nameChanges[_toy.name]>> <<set _toy.name_lower to _nameLowerChanges[_toy.name]>> <<set _toy.name to _nameChanges[_toy.name]>> <</if>> <</for>> <<set $objectVersion.toyFix to 1>> <</if>> /* End of Code that should not be moved */ <!-- version 0.5.6.0 START Gameplay Options Variable Refactor START --> <<script>> if (V.settings === undefined) { const oldVariableMap = { alluremod: { key: "allureModifier", invert: false }, analdisable: { key: "analEnabled", invert: true }, analdoubledisable: { key: "analDoubleEnabled", invert: true }, analingusdisablegiving: { key: "analingusGivingEnabled", invert: true }, analingusdisablereceiving: { key: "analingusReceivingEnabled", invert: true }, asphyxiaLvl: { key: "asphyxiaLevel", invert: false }, baseNpcPregnancyChance: { key: "baseNpcPregnancyChance", invert: false }, basePlayerPregnancyChance: { key: "basePlayerPregnancyChance", invert: false }, beastmalechance: { key: "beastMaleChance", invert: false }, beastMaleChanceFemale: { key: "beastMaleChanceFemale", invert: false }, beastMaleChanceMale: { key: "beastMaleChanceMale", invert: false }, beastMaleChanceSplit: { key: "beastMaleChanceSplit", invert: false }, beedisable: { key: "beesEnabled", invert: true }, bestialitydisable: { key: "bestialityEnabled", invert: true }, blackchance: { key: "darkSkinChance", invert: false }, bodywritingLvl: { key: "bodyWritingLevel", invert: false }, breast_mod: { key: "breastModifier", invert: false }, breastfeedingdisable: { key: "breastFeedingEnabled", invert: true }, cbchance: { key: "maleNPCVaginaChance", invert: false }, cheatdisabletoggle: { key: "cheatsEnabledToggle", invert: true }, checkstyle: { key: "skillCheckStyle", invert: false }, clothesPrice: { key: "clothingCostModifier", invert: false }, clothesPriceLewd: { key: "lewdClothingCostModifier", invert: false }, clothesPriceSchool: { key: "schoolClothingCostModifier", invert: false }, clothesPriceUnderwear: { key: "underwearCostModifier", invert: false }, condomChance: { key: "condomChance", invert: false }, condomLvl: { key: "condomLevel", invert: false }, condomUseChanceCon: { key: "condomUseChanceConsensual", invert: false }, condomUseChanceRape: { key: "condomUseChanceRape", invert: false }, cycledisable: { key: "fertilityCycleEnabled", invert: true }, dgchance: { key: "femaleNPCPenisChance", invert: false }, facesitdisable: { key: "facesitEnabled", invert: true }, footdisable: { key: "footFetishEnabled", invert: true }, forcedcrossdressingdisable: { key: "forcedCrossdressingEnabled", invert: true }, furniturePriceFactor: { key: "furnitureCostModifier", invert: false }, horsedisable: { key: "horsesEnabled", invert: true }, humanPregnancyMonths: { key: "humanPregnancyMonths", invert: false }, hypnosisdisable: { key: "hypnosisEnabled", invert: true }, incompletePregnancyDisable: { key: "incompletePregnancyEnabled", invert: true }, lurkerdisable: { key: "lurkersEnabled", invert: true }, malechance: { key: "maleChance", invert: false }, maleChanceFemale: { key: "maleChanceFemale", invert: false }, maleChanceMale: { key: "maleChanceMale", invert: false }, maleChanceSplit: { key: "maleChanceSplit", invert: false }, malevictimchance: { key: "maleVictimChance", invert: false }, monsterchance: { key: "monsterChance", invert: false }, monsterhallucinations: { key: "monsterHallucinationsOnly", invert: false }, multipleWardrobes: { key: "multipleWardrobes", invert: false }, npcPregnancyDisable: { key: "npcPregnancyEnabled", invert: true }, npcVirginityChance: { key: "npcVirginChanceStudent", invert: false }, npcVirginityChanceAdult: { key: "npcVirginChanceAdult", invert: false }, NudeGenderDC: { key: "nudeGenderPerception", invert: false }, parasitedisable: { key: "parasitesEnabled", invert: true }, parasitepregdisable: { key: "parasitePregnancyEnabled", invert: true }, pbdisable: { key: "pubicHairEnabled", invert: true }, penis_mod: { key: "penisModifier", invert: false }, plantdisable: { key: "plantsEnabled", invert: true }, playerPregnancyBeastDisable: { key: "playerPregnancyBeastEnabled", invert: true }, playerPregnancyEggLayingDisable: { key: "playerPregnancyEggLayingEnabled", invert: true }, playerPregnancyHumanDisable: { key: "playerPregnancyHumanEnabled", invert: true }, pregnancyspeechdisable: { key: "pregnancySpeechEnabled", invert: true }, pregnancytype: { key: "pregnancyType", invert: false }, rentmod: { key: "rentCostModifier", invert: false }, ruinedorgasmdisable: { key: "ruinedOrgasmEnabled", invert: true }, slimedisable: { key: "slimesEnabled", invert: true }, slugdisable: { key: "slugsEnabled", invert: true }, spiderdisable: { key: "spidersEnabled", invert: true }, statdisable: { key: "blindStatsEnabled", invert: false }, straponchance: { key: "straponChance", invert: false }, swarmdisable: { key: "swarmsEnabled", invert: true }, tending_yield_factor: { key: "tendingYieldModifier", invert: false }, tentacledisable: { key: "tentaclesEnabled", invert: true }, toydildodisable: { key: "toyDildoEnabled", invert: true }, toymultiplepenetration: { key: "toyMultiplePenetrationEnabled", invert: true }, toywhipdisable: { key: "toyWhipEnabled", invert: true }, transformdisable: { key: "transformAnimalEnabled", invert: true }, transformdisabledivine: { key: "transformDivineEnabled", invert: true }, vaginaldoubledisable: { key: "vaginalDoubleEnabled", invert: true }, voredisable: { key: "voreEnabled", invert: true }, waspdisable: { key: "waspsEnabled", invert: true }, watersportsdisable: { key: "watersportsEnabled", invert: true }, wolfPregnancyWeeks: { key: "wolfPregnancyWeeks", invert: false }, }; V.settings ??= {}; V.cheatsEnabled = V.cheatdisable === "f" ? true : false; if (V.cheatdisable !== undefined) { delete V.cheatdisable; } for (const legacyKey in oldVariableMap) { if (!(legacyKey in V)) continue; const { key, invert } = oldVariableMap[legacyKey]; const legacyValue = V[legacyKey]; V.settings[key] = legacyValue === "f" ? invert : legacyValue === "t" ? !invert : legacyValue; delete V[legacyKey]; }; } <</script>> <!-- version 0.5.6.0 END Gameplay Options Variable Refactor END --> <!-- DO NOT MOVE ABOVE "Gameplay Options Variable Refactor" --> <<updateNewNamedNpcs>> <<npcPregnancyUpdater>> <!-- v0.3.6.2: cow update - ToDo: Move to variables-static --> <<set $BeastList to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","cow","spider", "snake"]>> <!-- Will navigate to V.makeup.eyelenses and attempt to turn that into the proper object this time. Needs configing if it can be moved to `variablesVersionUpdate2`--> <<run restructureEyeColourVariable()>> <!-- v0.3.8.6: furniture update --> <<run Furniture.update(true)>> <!-- v0.3.8.6: Sydney Rite of Promise protects PC's angel TF --> <!-- !! Readjust after marriage is added !! --> <<if $templePromised isnot "" and $player.virginity.vaginal is true and $player.virginity.penile is true>> <<set $virginityProtected to true>> <</if>> <!-- <= v0.3.8.6: fame object --> <<if !$objectVersion.fame>> <<if typeof $fame isnot "object">> <<set $fame to { exhibitionism: $fameexhibitionism, prostitution: $fameprostitution, bestiality: $famebestiality, sex: $famesex, rape: $famerape, good: $famegood, business: $famebusiness, scrap: $famescrap, pimp: $famepimp, social: $famesocial, model: $famemodel, pregnancy: $famepregnancy }>> <<if $statFreeze and !$frozenValues>> <!-- For scenes like Janet and Raul, Pinch, or the Schism --> <<set $real_fame to { exhibitionism: $real_fameexhibitionism, prostitution: $fameprostitution, bestiality: $famebestiality, sex: $real_famesex, rape: $real_famerape, good: $famegood, business: $famebusiness, scrap: $real_famescrap, pimp: $famepimp, social: $famesocial, model: $famemodel, pregnancy: $famepregnancy }>> <</if>> <<unset $fameexhibitionism>> <<unset $fameprostitution>> <<unset $famebestiality>> <<unset $famesex>> <<unset $famerape>> <<unset $famegood>> <<unset $famebusiness>> <<unset $famescrap>> <<unset $famepimp>> <<unset $famesocial>> <<unset $famemodel>> <<unset $famepregnancy>> <<unset $real_fameexhibitionism>> <<unset $real_famesex>> <<unset $real_famerape>> <<unset $real_famescrap>> <<if $park_fame is undefined>> <<set $park_fame to $famepark>> <<unset $famepark>> <</if>> <</if>> <<set $objectVersion.fame to 1>> <</if>> <!-- This patch makes sure certain properties exist in $fame. Defaults to 0. --> <<if $objectVersion.fame is 1>> <<set $_keys to [ 'exhibitionism', 'prostitution', 'bestiality', 'sex', 'rape', 'good', 'business', 'scrap', 'pimp', 'social', 'model', 'pregnancy' ]>> <<for $_key range $_keys>> <<if $fame[$_key] eq null>> <<set $fame[$_key] to 0>> <</if>> <</for>> <<set $objectVersion.fame to 2>> <</if>> <!-- This patch checks existing properties of $fame for non-numeric values and assigns them a default of 0. --> <<if $objectVersion.fame is 2>> <<for $_key, $_val range $fame>> <<if typeof $_val isnot 'number' or $_val is NaN>> <<set $fame[$_key] to 0>> <</if>> <</for>> <<set $objectVersion.fame to 3>> <</if>> <!-- <= v0.3.8.6: Modeling rework --> <<if typeof $photo is 'object'>> <<script>> const photo = V.photo; const versions = V.objectVersion; if (versions.photo === undefined) { versions.photo = 0; } switch (versions.photo) { case 0: if (typeof photo.fame_stage === 'number') { photo.audienceSize = Math.ceil(photo.fame_stage / 2); photo.timesWithThisAudienceSize = ((photo.fame_stage - 1) % 2) + 1; } else { photo.audienceSize = 1; photo.timesWithThisAudienceSize = 0; } delete photo.fame_stage; if (typeof photo.money !== 'number' || Number.isNaN(photo.money)) { photo.money = 450; } versions.photo = 1; } <</script>> <</if>> <!-- v0.3.13.0 Persistent NPCs stealing the Wraith's name --> <<if $NPC_names_m.includes("Ivory Wraith") or $NPC_names_f.includes("Ivory Wraith")>> <<set $NPC_names_m.delete("Ivory Wraith")>> <<set $NPC_names_f.delete("Ivory Wraith")>> <</if>> <<if Object.values($per_npc).some(npc => npc.name is "Ivory Wraith")>> <<for _i, _npc range $per_npc>> <<if $per_npc[_i].name is "Ivory Wraith">> <<set $per_npc[_i].name to ($per_npc[_i].pronoun is "m" ? $NPC_names_m.pluck() : $NPC_names_f.pluck())>> <</if>> <</for>> <</if>> <!-- v0.3.13.0 Fixed Landry forgetting about Mickey --> <<if $police_hack gte 4>> <<set $mickeyPub to 2>> <</if>> <!-- v0.3.13.3 Schism unset fix --> <<if $schism>> <<unset $schism>> <</if>> <!-- v0.3.13.5 --> <<if $zoom isnot undefined>> <<set $options.zoom to $zoom>> <<unset $zoom>> <</if>> <<if $options.zoom is undefined>> <<set $options.zoom to 100>> <</if>> <<if $numberify_enabled isnot undefined>> <<set $options.numberify_enabled to $numberify_enabled>> <<unset $numberify_enabled>> <</if>> <<if $options.numberify_enabled is undefined>> <<set $options.numberify_enabled to 1>> <</if>> <<if $timestyle isnot undefined>> <<set $options.timestyle to $timestyle>> <<unset $timestyle>> <</if>> <<if $options.timestyle is undefined>> <<set $options.timestyle to "military">> <</if>> <<if $oldclock isnot undefined>> <<unset $oldclock>> <</if>> <!-- v0.3.13.5 Impreg fame in fame object --> <<if $fame.impreg is undefined>> <<set $fame.impreg to 0>> <</if>> <!-- v0.3.13.5 Condom sidebar display --> <<if $options.condomsDisplay is undefined>> <<set $options.condomsDisplay to "standard">> <<set $options.traitOverlayFormat to "table">> <</if>> <!-- v0.3.13.5 Deprecated Code and Bodysize Fix --> <<if !$bodysize>> <<switch $physiquesize>> <<case 6000>><<set $bodysize to 0>> <<case 10000>><<set $bodysize to 1>> <<case 12000>><<set $bodysize to 2>> <<case 16000>><<set $bodysize to 3>> <<default>><<set $bodysize to 2>><<set $physiquesize to 12000>> <</switch>> <</if>> <!-- v0.3.13.5 undefined fringe colour --> <<if $hairfringecolour is undefined>> <<set $hairfringecolour to $haircolour>> <</if>> <!-- v0.3.13.5 Nightmares ruining angel TF --> <<if $activeNightmare and $real_transformationParts is undefined>> <<set $real_angel to $angel>> <<set $real_angelbuild to $angelbuild>> <<set $real_fallenangel to $fallenangel>> <<set $real_transformationParts to clone($transformationParts)>> <<set $real_purity to $purity>> <</if>> <!-- v0.3.13.5 Pregnancy Utilities --> <<if $storedNPCs is undefined>> <!-- Separated object for compressing NPCs --> <<set $storedNPCs to {}>> <!-- Timer for events at the nursery --> <<if $home_event_ward_timer is undefined>> <<set $home_event_ward_timer to 3>> <<set $home_event_ward_timer to 0>> <</if>> <!-- Default condom setting --> <<if $condomLvl is undefined>> <<set $condomLvl to 3>> <</if>> <!-- Condom object for when more condom types are implemented --> <<if $player.inventory and !$player.inventory.condoms>> <<set $player.inventory.condoms to {}>> <</if>> <!-- Clears unused values, establishes debug values --> <<if $condomchance>> <<set $condomChance to 60>> <<set $condomUseChanceRape to 33>> <<set $condomUseChanceCon to 83>> <<unset $condomchance>> <<unset $condomautochance>> <</if>> <!-- Old testing variable I forgot to clear --> <<unset $test>> <</if>> <!-- v0.3.13.5 Save compression --> <<if $compressSave is undefined>> <<set $compressSave to true>> <</if>> <!-- v0.3.13.5 Two-tone hair --> <<if $hairColourStyle is undefined>> <<set $hairColourStyle to "simple">> <<set $hairColourGradient to { style: "split", colours: ["red", "black"]}>> <</if>> <<if $hairFringeColourStyle is undefined>> <<set $hairFringeColourStyle to "simple">> <<set $hairFringeColourGradient to { style: "split", colours: ["red", "black"]}>> <</if>> <!-- v0.3.13.5 Whitney rescued state removal and pillory state addition --> <<if C.npc.Whitney.state is "rescued">> <<set $whitneyrescued to true>> <<set C.npc.Whitney.state to "active">> <</if>> <<if $pillory_tenant isnot undefined and ($pillory_tenant.special.name is "Whitney" and C.npc.Whitney.state isnot "pillory")>> <!-- Making "pillory" a state means that whitney's state shouldn't be anything but "pillory" when they're locked up --> <<set C.npc.Whitney.state to "pillory">> <</if>> <!-- v0.3.13.5 NPC Skin simplification --> <<if $whitechance>> <<unset $whitechance>> <<unset $whitechanceselector>> <<unset $blackchanceselector>> <<for $_i to 0; $_i lt $NPCNameList.length; $_i++>> <<if $NPCName[$_i].init is 1 and !$NPCName[$_i].skincolour>> <<if random(1, 100) lte $blackchance>> <<set $NPCName[$_i].skincolour to "black">> <<else>> <<set $NPCName[$_i].skincolour to "white">> <</if>> <</if>> <</for>> <<if C.npc["Ivory Wraith"].init is 1>> <<set C.npc["Ivory Wraith"].skincolour to "ghost">> <</if>> <<for $_s to 0; $_s lt $NPCList.length; $_s++>> <<if $NPCList[$_s].health and !$NPCList[$_s].skincolour>> <<if $NPCList[$_s].fullDescription is $npc[$_s]>> <<set $NPCList[$_s].skincolour to C.npc[$npc[$_s]].skincolour>> <<else>> <<if random(1, 100) lte $blackchance>> <<set $NPCList[$_s].skincolour to "black">> <<else>> <<set $NPCList[$_s].skincolour to "white">> <</if>> <</if>> <</if>> <</for>> <</if>> <!-- v0.3.13.5 disable old renderer settings --> <<if $options.sidebarRenderer is "both" or $options.sidebarRenderer is 'img'>> <<set $options.sidebarRenderer to 'canvas'>> <</if>> <!-- v0.3.13.5 English play event and some passage renames--> <<if $englishPlay is undefined>> <<set $englishPlay to "none">> <</if>> <<if $debugdisable isnot undefined>> <<set $options.debugdisable to $debugdisable>> <<unset $debugdisable>> <</if>> <<if $masturbationtimestat isnot undefined>> <<if !$secondsSpentMasturbating>> <<set $secondsSpentMasturbating to $masturbationtimestat * 60>> <</if>> <<unset $masturbationtimestat>> <</if>> <<if $prison_scarred_done isnot undefined>> <<unset $prison_scarred_done>> <<set $daily.prison.scarredDone to true>> <</if>> <<if $prison_relaxed_spoke isnot undefined>> <<unset $prison_relaxed_spoke>> <<set $daily.prison.relaxedSpoke to true>> <</if>> <<if $prison_relaxed_greet isnot undefined>> <<unset $prison_relaxed_greet>> <<set $daily.prison.relaxedGreet to true>> <</if>> <<if $prison_anxious_spoke isnot undefined>> <<unset $prison_anxious_spoke>> <<set $daily.prison.anxiousSpoke to true>> <</if>> <<if $prison_anxious_greet isnot undefined>> <<unset $prison_anxious_greet>> <<set $daily.prison.anxiousGreet to true>> <</if>> <<if $prison_veteran_spoke isnot undefined>> <<unset $prison_veteran_spoke>> <</if>> <<if $prison_veteran_greet isnot undefined>> <<unset $prison_veteran_greet>> <<set $daily.prison.veteranGreet to true>> <</if>> <<if $prison_methodical_spoke isnot undefined>> <<unset $prison_methodical_spoke>> <<set $daily.prison.methodicalSpoke to true>> <</if>> <<if $prisonwake isnot undefined>> <<unset $prisonwake>> <<set $daily.prison.wake to true>> <</if>> <<if $prison_attention_day isnot undefined>> <<unset $prison_attention_day>> <<set $daily.prison.attentionDay to true>> <</if>> <<if $glideScared isnot undefined>> <<unset $glideScared>> <<set $daily.glideScared to true>> <</if>> <<if !$daily.school.attended>> <<set $daily.school.attended to {}>> <</if>> <<if $scienceattended isnot undefined>> <<set $daily.school.attended.science to $scienceattended == 1>> <<unset $scienceattended>> <<set $daily.school.attended.maths to $mathsattended == 1>> <<unset $mathsattended>> <<set $daily.school.attended.english to $englishattended == 1>> <<unset $englishattended>> <<set $daily.school.attended.history to $historyattended == 1>> <<unset $historyattended>> <<set $daily.school.attended.swimming to $swimmingattended == 1>> <<unset $swimmingattended>> <</if>> <<if $weekly is undefined>> <<set $weekly to { theft: {}, sewers: {} }>> <</if>> <<if $robinBrothelWeekly isnot undefined>> <<set $weekly.robinBrothel to $robinBrothelWeekly>> <<unset $robinBrothelWeekly>> <</if>> <<if $edenPreyWeekly isnot undefined>> <<set $weekly.edenPrey to $edenPreyWeekly>> <<unset $edenPreyWeekly>> <</if>> <<if $leightondancerefused isnot undefined>> <<set $weekly.leightonDanceRefused to $leightondancerefused>> <<unset $leightondancerefused>> <</if>> <<if $dancestudiotheft isnot undefined>> <<set $weekly.theft.danceStudio to $dancestudiotheft>> <<unset $dancestudiotheft>> <</if>> <<if $oceanbreezetheft isnot undefined>> <<set $weekly.theft.oceanBreeze to $oceanbreezetheft>> <<unset $oceanbreezetheft>> <</if>> <<if $stripclubtheft isnot undefined>> <<set $weekly.theft.stripClub to $stripclubtheft>> <<unset $stripclubtheft>> <</if>> <<if $clothingshoptheft isnot undefined>> <<set $weekly.theft.clothingShop to $clothingshoptheft>> <<unset $clothingshoptheft>> <</if>> <<if $adultshoptheft isnot undefined>> <<set $weekly.theft.adultShop to $adultshoptheft>> <<unset $adultshoptheft>> <</if>> <<if $hairdresserstheft isnot undefined>> <<set $weekly.theft.hairDressers to $hairdresserstheft>> <<unset $hairdresserstheft>> <</if>> <<if $tailortheft isnot undefined>> <<set $weekly.theft.tailor to $tailortheft>> <<unset $tailortheft>> <</if>> <<if $petshoptheft isnot undefined>> <<set $weekly.theft.petShop to $petshoptheft>> <<unset $petshoptheft>> <</if>> <<if $toyshoptheft isnot undefined>> <<set $weekly.theft.toyShop to $toyshoptheft>> <<unset $toyshoptheft>> <</if>> <<if $tattooparlourtheft isnot undefined>> <<set $weekly.theft.tattooParlour to $tattooparlourtheft>> <<unset $tattooparlourtheft>> <</if>> <<if $ridingschooltheft isnot undefined>> <<set $weekly.theft.ridingSchool to $ridingschooltheft>> <<unset $ridingschooltheft>> <</if>> <<if $spatheft isnot undefined>> <<set $weekly.theft.spa to $spatheft>> <<unset $spatheft>> <</if>> <<if $schoollibrarymoneytheft isnot undefined>> <<set $weekly.theft.schoolLibraryMoney to $schoollibrarymoneytheft>> <<unset $schoollibrarymoneytheft>> <</if>> <<if $infirmarydrugstheft isnot undefined>> <<set $weekly.theft.infirmaryDrugs to $infirmarydrugstheft>> <<unset $infirmarydrugstheft>> <</if>> <<if $furnitureshoptheft isnot undefined>> <<set $weekly.theft.furnitureShop to $furnitureshoptheft>> <<unset $furnitureshoptheft>> <</if>> <<if $streetpolice isnot undefined>> <<set $weekly.streetPolice to $streetpolice>> <<unset $streetpolice>> <</if>> <<if $sewersantiquecrystal isnot undefined>> <<set $weekly.sewers.antiqueCrystal to $sewersantiquecrystal>> <<unset $sewersantiquecrystal>> <</if>> <<if $sewersantiquewatch isnot undefined>> <<set $weekly.sewers.antiqueWatch to $sewersantiquewatch>> <<unset $sewersantiquewatch>> <</if>> <<if $sewersantiquedildo isnot undefined>> <<set $weekly.sewers.antiqueDildo to $sewersantiquedildo>> <<unset $sewersantiquedildo>> <</if>> <<if $sewersantiquecandlestick isnot undefined>> <<set $weekly.sewers.antiqueCandlestick to $sewersantiquecandlestick>> <<unset $sewersantiquecandlestick>> <</if>> <<if $sewersantiquehorn isnot undefined>> <<set $weekly.sewers.antiqueHorn to $sewersantiquehorn>> <<unset $sewersantiquehorn>> <</if>> <<if $temple_fire isnot undefined>> <<set $weekly.templeFire to $temple_fire>> <<unset $temple_fire>> <</if>> <<if $police_high isnot undefined>> <<set $weekly.policeHigh to $police_high>> <<unset $police_high>> <</if>> <<if $school_pool_swap isnot undefined>> <<set $weekly.schoolPoolSwap to $school_pool_swap>> <<unset $school_pool_swap>> <</if>> <<if $beach_cave_compass isnot undefined>> <<set $weekly.beachCaveCompass to $beach_cave_compass>> <<unset $beach_cave_compass>> <</if>> <<if $dance_job isnot undefined>> <<set $weekly.danceJob to $dance_job>> <<unset $dance_job>> <</if>> <<if $whitneyPub isnot undefined>> <<set $weekly.whitneyPub to $whitneyPub>> <<unset $whitneyPub>> <</if>> <<if $adultShopWhitney isnot undefined>> <<set $weekly.adultShopWhitney to $adultShopWhitney>> <<unset $adultShopWhitney>> <</if>> <!-- v0.4.0.6 change (87f8e633085bb4be8f4f0d099012b1e0b077242a) that I've moved up here. the reason is - this variable is used in the edge-case handled below (the <<pass _passMinutes>> macro that the v0.4 Time refactor sometimes calls ends up reading schoolLessonsMissed.science, which obviously breaks if this initialisation doesn't happen at this point. If you add any calls to <<pass>> before this line in backComp - it will also break for any players whose save doesn't have the schoolLessonsMissed paramm yet. --> <<if $sciencemissed isnot undefined>> <<set $schoolLessonsMissed to { science: $sciencemissed, maths: $mathsmissed, english: $englishmissed, history: $historymissed, swimming: $swimmingmissed }>> <<unset $sciencemissed>> <<unset $mathsmissed>> <<unset $englishmissed>> <<unset $historymissed>> <<unset $swimmingmissed>> <</if>> <!-- v0.4 Time refactor --> <<if $time isnot undefined and !$timeStamp>> <<script>> /* Tries to set the date to the same as the previous version's date. If weekday is different from the real date, well shit, we're faking it. */ const month = Time.monthNames.map(month => month.toLowerCase()).indexOf(V.month) + 1; const date = new DateTime(V.year, month, V.monthday, Math.min(V.hour, 23), Math.min(V.minute, 59), V.seconds); const startDate = new DateTime(date); Time.startDate = startDate.addDays(-V.days); const passMinutes = (V.hour > 23 ? (V.hour - 23) * 60 : 0) + (V.minute > 59 ? V.minute - 59 : 0); if (V.real_season) V.real_timeStamp = new DateTime(V.real_year, Time.monthNames.indexOf(V.real_month.toUpperFirst()) + 1, V.real_monthday, V.real_hour, V.real_minute).timeStamp - V.startDate; Time.setDate(date); V.weekDayOffset = (V.weekday - Time.weekDay + 6) % 7; /* stay positive */ if (V.weekDayOffset === 6) delete V.weekDayOffset; /* and clean the rubbish */ ["time", "year", "yeardays", "season", "month", "monthday", "weekday", "schoolday", "days", "daystate", "dayname", "hour", "minute", "seconds", "pass", "real_year", "real_season", "real_month", "real_monthday", "real_hour", "real_minute", "real_time"].forEach(v => delete V[v]); Time.set(V.timeStamp + passMinutes * 60); <</script>> <</if>> <!-- v0.4 Vrel stuff that he forgot to label --> <<if $hypnosisdisable is undefined>> <<set $hypnosisdisable to "f">> <</if>> <<if $housekeeping is undefined>> <<set $housekeeping to 0>> <</if>> <<if $town_projects is undefined>> <<set $town_projects to {}>> <</if>> <<if $ruffledisable is undefined>> <<set $ruffledisable to "f">> <</if>> <<if $child_played is undefined>> <<set $child_played to []>> <</if>> <!-- v0.4 Wraith stuff --> <<if $necklaceThief is undefined>> <<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">> <<set $necklaceThief to "player">> <<elseif $town_projects.diving gte 3 and $museumAntiques.antiques.antiqueivorynecklace is "notFound">> /* for anyone on the dev build that passed the normal trigger already */ <<museumAntiqueStatus "antiqueivorynecklace" "found">> <<museumAntiqueStatus "antiqueivorynecklace" "talk">> <<set $necklaceThief to "diver">> <<else>> <<set $necklaceThief to "">> <</if>> <</if>> <!-- v0.4 Fox TF and fox encounters --> <<if $fox is undefined or typeof $fox is "string">> <<set $foxbuild to 0>> <<set $fox to 0>> <<set $transformationParts.traits.mateForLife to ($harpy gte 3 ? "default" : "disabled")>> <!-- Unrelated fix for fallenbuild being NaN on existing saves --> <<if !$fallenbuild>> <<set $fallenbuild to 0>> <</if>> <</if>> <!-- V0.4 Moving flaunting to mirror --> <<if $uncomfortable.flaunting isnot undefined>> <<if $uncomfortable.flaunting is false and $demon gte 4 and $exhibitionism gte 95>> <<set $transformationParts.traits.flaunting to "default">> <<else>> <<set $transformationParts.traits.flaunting to "disabled">> <</if>> <<run delete $uncomfortable.flaunting>> <</if>> <!-- V0.4 egg --> <<if $plants.egg>> <<set $plants.chicken_egg to $plants.egg>> <<run delete $plants.egg>> <<set $plants.chicken_egg.name to "chicken_egg">> <<set $plants.chicken_egg.plural to "chicken eggs">> <</if>> <<if $farmersProduce !== undefined and $farmersProduce.selling !== undefined && $farmersProduce.selling.egg>> <<set $farmersProduce.selling.chicken_egg to $farmersProduce.selling.egg>> <<run delete $farmersProduce.selling.egg>> <</if>> <!-- V0.4 tower guard state saved --> <<if $per_npc.farm_tower_guard and $per_npc.farm_tower_guard.active isnot undefined>> <<run delete $per_npc.farm_tower_guard.active>> <<set $per_npc.farm_tower_guard.bold to 0>> <<set $per_npc.farm_tower_guard.lefthand to 0>> <<set $per_npc.farm_tower_guard.righthand to 0>> <<set $per_npc.farm_tower_guard.mouth to 0>> <<set $per_npc.farm_tower_guard.chest to "clothed">> <<set $per_npc.farm_tower_guard.health to $per_npc.farm_tower_guard.healthmax>> <<set $per_npc.farm_tower_guard.location to {head: 0, genitals: 0}>> <<set $per_npc.farm_tower_guard.penis to ($per_npc.farm_tower_guard.penis isnot "none") ? "clothed" : "none">> <<set $per_npc.farm_tower_guard.vagina to ($per_npc.farm_tower_guard.vagina isnot "none") ? "clothed" : "none">> <</if>> <!-- V0.4.0.2 SNEAKY posture undefined --> <<if $player.gender_posture is undefined>> <<if $background is "crossdresser">> <<if $player.sex is "f">> <<set $player.gender_posture to "m">> <<elseif $player.sex is "m">> <<set $player.gender_posture to "f">> <</if>> <<else>> <<set $player.gender_posture to "n">> <</if>> <</if>> <!-- V0.4.0.3 SNEAKY - V0.4.0.6 empty NPC name arrays --> <<if !$NPC_names_m or $NPC_names_m.length is 0 or !$NPC_names_f or $NPC_names_f.length is 0>> <<init_names>> <<set $_per_k to Object.keys($per_npc)>> <<for $_per_c range $_per_k>> <<set $NPC_names_m.delete($per_npc[$_per_c].name)>> <<set $NPC_names_f.delete($per_npc[$_per_c].name)>> <</for>> <</if>> <<if $combat is 1>> <!-- Update the index attached to NPC properties if they exist. --> <<script>> V.NPCList.forEach((e, i) => { if (e.type && !Number.isFinite(e.index)) e.index = i; }); <</script>> <</if>> <!-- Fixing broken transformation stuff --> <<if $tfFIX is undefined or $tfFIX lte 6>> <<if $tfFIX is undefined>> <!-- V0.4.0.5 repair transformationParts object after damage from mid-prayer room or nightmare saves --> <<if $transformationParts.fox is undefined>> <<set $transformationParts.fox to {ears:"disabled", tail:"disabled", cheeks:"disabled"}>> <<if $transformationParts.traits.mateForLife is undefined or $transformationParts.traits.flaunting is undefined>> <<set $transformationParts.traits to {fangs:"disabled", sharpEyes:"disabled", mateForLife:"disabled", flaunting:"disabled"}>> <<if $wolfgirl gte 2 or $cat gte 2 or $fox gte 2>> <<set $transformationParts.traits.fangs to "default">> <</if>> <<if $cat gte 2 or $harpy gte 2 or $fox gte 2>> <<set $transformationParts.traits.sharpEyes to "default">> <</if>> <<if $fox gte 3 or $harpy gte 3>> <<set $transformationParts.traits.mateForLife to "default">> <<else>> <<set $transformationParts.traits.mateForLife to "disabled">> <</if>> <<set $transformationParts.traits.flaunting to "disabled">> <</if>> <<if $fox gte 4>> <<set $transformationParts.fox.ears to "default">> <</if>> <<if $fox gte 5>> <<set $transformationParts.fox.cheeks to "default">> <</if>> <<if $fox gte 6>> <<set $transformationParts.fox.tail to "default">> <</if>> <</if>> <!-- V0.4.0.5 Stop any saves in the above situation from being broken upon leaving --> <<if $real_transformationParts and !$real_transformationParts.fox>> <<set $real_transformationParts.fox to {ears:"disabled", tail:"disabled", cheeks:"disabled"}>> <<if !$real_transformationParts.traits>> <<set $real_transformationParts.traits to clone($transformationParts.traits)>> <</if>> <<if $real_transformationParts.traits.mateForLife is undefined or $real_transformationParts.traits.flaunting is undefined>> <<if $fox gte 3 or $harpy gte 3>> <<set $real_transformationParts.traits.mateForLife to "default">> <<else>> <<set $real_transformationParts.traits.mateForLife to "disabled">> <</if>> <<set $real_transformationParts.traits.flaunting to "disabled">> <</if>> <</if>> <</if>> <<if $tfFIX is undefined or $tfFIX is 1>> <!-- v0.3.13.5 - v0.4.0.8 Fix for virgin fallen angels, moved and fixed from earlier part of versionupdate --> <<if $fallenangel is 2>> <<set $_isHerm to $player.sex is "h">> <<set $_hasVaginalVirginity to $player.vaginaExist and $player.virginity.vaginal is true>> <<set $_hasPenileVirginity to $player.penisExist and $player.virginity.penile is true>> <<if !$_isHerm and ($_hasVaginalVirginity or $_hasPenileVirginity) or $_isHerm and $_hasVaginalVirginity and $_hasPenileVirginity>> <<set $fallenangel to 0>> <<angelTransform>> <<set $transformationParts.fallenAngel.halo to "disabled">> <<set $transformationParts.fallenAngel.wings to "disabled">> <</if>> <</if>> <!-- V0.4.0.8 Fix for non-virgin herm angels from bad fix earlier that didn't take herms into account --> <<if $angel gte 6 and $player.sex is "h" and !$virginityProtected and ($player.virginity.vaginal isnot true or $player.virginity.penile isnot true)>> <<fallenTransform>> <</if>> <</if>> <!-- 0.5.3.0 Clear invalid transformation parts --> <<if $tfFIX is undefined or $tfFIX lte 4>> <<validateTransformations>> <</if>> <!-- 0.5.4.0 Update chimera parts --> <<if $tfFIX is undefined or $tfFIX lte 6>> <<setupTransformationPiecesObject>> <</if>> <<set $tfFIX to 7>> <</if>> <!-- V0.4.0.5 Old saves with untyped named NPCs --> <<if $NPCName[0].type is undefined>> <<set $_WHY to ["human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "human", "wolf", "human", "human", "human", "human", "hawk", "human", "human", "human"]>> <<for $_killMe to 0; $_killMe lte $NPCName.length -1; $_killMe++>> <<set $NPCName[$_killMe].type to $_WHY[$_killMe]>> <</for>> <</if>> <!-- To fix issues from when the strap ons overwrote $player.penissize --> <<if $player.penisExist and $playerPenisSizeBackup>> <<set $player.penissize to $playerPenisSizeBackup>> <<elseif $player.penissize is undefined>> <<set $player.penissize to 1>> <</if>> <<unset $playerPenisSizeBackup>> <!-- V0.4.0.6 Separating tentacle forest lurker from daily object to prevent midnight errors in tentacle forest --> <<if $daily and $daily.tentacle_forest_lurker>> <<set $tentacle_forest_lurker to $daily.tentacle_forest_lurker>> <</if>> <!-- To fix issue where Dr Harper failed to remove both hermaphrodite parasites --> <<if $sexStats.vagina.pregnancy.type is "parasite" and $sexStats.vagina.pregnancy.fetus.find(parasite => parasite.stats.gender === "Hermaphrodite")>> <<set $sexStats.vagina.pregnancy.motherStatus to 2>> <</if>> <<if !$objectVersion.wardForceUnlock>> <<if !$objectVersion.wardForceUnlock and !$ward_unlocked and Object.values($children).find(child => child.location is "home" and child.birthLocation isnot "hospital")>> <<set $_childrenToIntro to Object.values($children).filter(child => child.location is "home" and child.birthLocation isnot "hospital")>> <<run console.log($_childrenToIntro)>> <<run $_childrenToIntro.forEach(child => wikifier("setBabyIntro", child.mother, "Bailey", child.birthId))>> <</if>> <<set $objectVersion.wardForceUnlock to 1>> <</if>> <<if $maleChanceMale is undefined>> <<set $maleChanceMale to $malechance>> <<set $maleChanceFemale to $malechance>> <<set $maleChanceSplit to "f">> <<set $beastMaleChanceMale to $beastmalechance>> <<set $beastMaleChanceFemale to $beastmalechance>> <<set $beastMaleChanceSplit to "f">> <</if>> <<if $forcedcrossdressingdisable is undefined>> <<set $forcedcrossdressingdisable to "f">> <</if>> <!-- V0.4.0.9 $currentFurnishing should not be a story variable, and no story variables should be (or include) functions --> <<if $currentFurnishing>> <<unset $currentFurnishing>> <<run State.history.forEach(s => delete s.variables.currentFurnishing)>> <</if>> <!-- V0.4.1.1 Fixed for some wolves having "human" sperm --> <<if !$objectVersion.pregnancyFix>> <<physicalAdjustmentsInit>> <</if>> <<if $speech_attitude is undefined>> <<set $speech_attitude to "neutral">> <</if>> <!-- V0.4.1.7 Set V.options.confirmDialogUponTabClose for the new confirm dialog box prompting when user closes/refresh tab --> <<if $options.confirmDialogUponTabClose is undefined>> <<if $ironmanmode is true>> <<set $options.confirmDialogUponTabClose to true>> <<else>> <<set $options.confirmDialogUponTabClose to false>> <</if>> <</if>> <!-- V0.4.2.0 Ear Slime Extension --> <<if $earSlime is undefined>> <<resetEarSlime>> <<set $earSlime.corruption to $corruption_slime or 0>> <<set $earSlime.event to $slimeEvent or "">> <<set $earSlime.eventTimer to $slimeSleepEvent or 0>> <<set $earSlime.eventLength to $slimeEventLength or 0>> <<set $earSlime.defyCooldown to $slimeDefyCooldown or 0>> <<set $masturbationRuinedOrgasm to 0>> <<set $ruinedOrgasmStat to 0>> <<if ["go running or swimming for an hour", "steal something", "go running or swimming naked for an hour"].includes($earSlime.event)>> <<set $earSlime.noSleep to true>> <</if>> <<unset $corruption_slime>> <<unset $slimeEvent>> <<unset $slimeSleepEvent>> <<unset $slimeDefyCooldown>> <<set $ruinedorgasmdisable to "f">> <</if>> <<if $earSlime.promiscuity is undefined>> <<set $earSlime.promiscuity to 0>> <<set $earSlime.deviancy to 0>> <<set $earSlime.exhibitionism to 0>> /* One off changes */ <<if $earSlime.event is "go commando" and !$slimeBedroomExit>> <<if $earSlime.corruption lt 50 and $earSlime.growth is 0>> <<set $earSlime.forcedCommando to random(2, 4)>> <<elseif $earSlime.growth is 0>> <<set $earSlime.forcedCommando to random(7, 21)>> <<else>> <<set $earSlime.forcedCommando to random(14, 31)>> <</if>> <<set $earSlime.event to "">> <</if>> <<if $earSlimeDaysStat is undefined>> <<set $earSlimeDaysStat to 0>> <<set $earSlimePassiveDaysStat to 0>> <<set $earSlime.days to 0>> /* All old ear slimes were aggressive */ <<set $earSlime.startedThreats to true>> <</if>> <</if>> <<if !$parasite.types.includes("parasite")>> <<run $parasite.types.push("parasite")>> <<run $parasite.parasite to []>> <<run $parasite.breasts to {}>> <</if>> <!-- V0.4.2.0 Give leotards a default colour of black after making them recolourable--> <<script>> let underUpperChanger = item => { if (item.index === 3 || item.index === 4 || item.index === 5 || item.index === 8) { if (item.colour === 0) { item.colour = "black"; item.colour_combat = "black"; } } }; V.wardrobe.under_upper.forEach(underUpperChanger); underUpperChanger(V.worn.under_upper); const underLowerChanger = item => { if (item.index === 8 || item.index === 9 || item.index === 10 || item.index === 13) { if (item.colour === 0) { item.colour = "black"; item.colour_combat = "black"; } } }; V.wardrobe.under_lower.forEach(underLowerChanger); underLowerChanger(V.worn.under_lower); <</script>> <!-- V0.4.2.0 Crime Overhaul --> <<if !$objectVersion.crime>> <<set _oldCrime to parseInt($crime) || 0>> <<set _oldCrimeHistory to parseInt($crimehistory) || 0>> <<unset $crime>><<unset $crimehistory>> <<set $crime to { assault: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, coercion: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, destruction: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, exposure: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, obstruction: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, prostitution: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, resisting: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, thievery: {current: _oldCrime, history: _oldCrimeHistory, daily: 0, count: 0, countHistory: 0}, petty: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, trespassing: {current: 0, history: 0, daily: 0, count: 0, countHistory: 0}, events: {}, }>> <<if $crime.thievery.current gte 1>> <<set $crime.thievery.count to 1>><<set $crime.thievery.countHistory to 1>> <<set C.crime.logEvent(_oldCrime, "thievery", "legacy", 0)>> <</if>> <<set $objectVersion.crime to 1>> <</if>> <!-- V0.4.2.0 Temple rank prep --> <<if $world_corruption_soft is undefined>> <<set $world_corruption_soft to 0>> <<set $world_corruption_hard to 2>> <<set $world_corruption_reduced to 0>> <<if $stat_aphrodisiacs_sold gte 1>> <<world_corruption "soft" $stat_aphrodisiacs_sold>> <</if>> <<if $sydneySeen>> <<if $sydneySeen.includes("corruptroom")>> <<world_corruption "hard" 1>> <</if>> <</if>> <<if $museumAntiques.antiques.antiquebell is "stolen">> <<world_corruption "hard" 2>> <</if>> <<if $museumAntiques.antiques.antiqueivorynecklace is "talk" or $museumAntiques.antiques.antiqueivorynecklace is "museum">> <<world_corruption "hard" 2>> <</if>> <<if $templePromised is "Sydney">> <<world_corruption "hard" -1>> <</if>> <</if>> <!-- V0.4.2.3 Fixes existing saves affected by Moderate Start "f" bug --> <<if $malechance is "f">> <<set $malechance to 0>> <</if>> <<if $beastmalechance is "f">> <<set $beastmalechance to 0>> <</if>> <!-- V0.4.2.7 livestock daily variable --> <<if $daily.livestock is undefined>> <<set $daily.livestock to {}>> <</if>> <!-- V0.4.2.7 Pregnancy type fix --> <<if $pregnancytype is "f">> <<set $pregnancytype to "realistic">> <</if>> <!-- V0.4.2.7 We will never ever know what this code does because Scythe didn't comment it and I had to do it instead --> <<if $straponstat is undefined>> <<set $straponstat to 0>> <</if>> <!-- V0.4.3.0 Confess --> <<if C.npc.Sydney.init is 1 and $sydney and !$sydney.rank>> <<set $sydney.rank to "initiate">> <</if>> <<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest" and $temple_initiate_days is undefined>> <<set $temple_initiate_days to 0>> <</if>> <<if ($temple_rank is "monk" or $temple_rank is "priest") and $temple_monk_days is undefined>> <<set $temple_monk_days to 0>> <</if>> <!-- V0.4.3.2 Jordan title fix --> <<if C.npc.Jordan.title is "monk">> <<set C.npc.Jordan.title to "priest">> <</if>> <<if C.npc.Jordan.title is "nun">> <<set C.npc.Jordan.title to "priestess">> <</if>> <!-- V.pillory_tenant.endDate update --> <<if $pillory_tenant isnot undefined and (!$pillory_tenant.endDate and $pillory_tenant.endday)>> <<set $pillory_tenant.endDate to ($pillory_tenant.endday * TimeConstants.secondsPerDay + ($pillory_tenant.endhour - 7) * TimeConstants.secondsPerHour)>> <<run delete $pillory_tenant.endday>> <</if>> <<if !$options.dateFormat>> <<set $options.dateFormat to "en-GB">> <</if>> <!-- Fix for the players being able to access the Nursery while refusing to pay Bailey outside the orphanage --> <<if $baileyRefusedToPay is undefined>> <<set $baileyRefusedToPay to 0>> <</if>> <!-- Fix for alex pregnancy to allow for both the pc and Alex to be pregnant at the same time --> <<if C.npc.Alex.pregnancy and C.npc.Alex.pregnancy.knowledge>> <<set _pregnancyUpdate to getPregnancyObject()>> <<if _pregnancyUpdate.type is "human" and _pregnancyUpdate.fetus.length and _pregnancyUpdate.fetus[0].father is "Alex">> <<set C.npc.Alex.pregnancy.pcKnowledge to true>> <</if>> <<set _pregnancyUpdate to getPregnancyObject("Alex")>> <<if _pregnancyUpdate.type is "human" and _pregnancyUpdate.fetus.length>> <<set C.npc.Alex.pregnancy.selfKnowledge to true>> <</if>> <<run delete C.npc.Alex.pregnancy.knowledge>> <</if>> <!-- V0.4.4.0 fix blackjack related sets --> <<if typeof $estatePersistent.markedCards is "string">> <<set $estatePersistent.markedCards to JSON.parse($estatePersistent.markedCards)>> <</if>> <<if $blackjack && typeof $blackjack.seenMarkedCardsSoFar is "string">> <<set $blackjack.seenMarkedCardsSoFar to JSON.parse($blackjack.seenMarkedCardsSoFar)>> <</if>> <!-- V0.4.4.4 clothesPriceLewd being higher than 2 --> <<if $clothesPriceLewd gt 2>><<set $clothesPriceLewd to 2>><</if>> <!-- V0.4.4.4 ear slime typo fix --> <<if !$objectVersion.earSlimeFix and $parasite.left_ear.name isnot "slime" and $parasite.right_ear.name isnot "slime" and $earSlime and ($earSlime.days or $earSlime.corruption or $earSlime.growth)>> <<resetEarSlime>> <<set $objectVersion.earSlimeFix to 1>> <</if>> <!-- Added the new hair growth pills data --> <<if $sexStats.pills.pills && $sexStats.pills.pills["Hair Growth Formula"] is undefined>> <<physicalAdjustmentsInit>> <</if>> <!-- V0.4.5.0 Handheld Items --> <<if $worn.handheld is undefined>> <<set $worn.handheld to clone(setup.clothes.handheld[0])>> <<set $carried.handheld to clone(setup.clothes.handheld[0])>> <<set $wardrobe.handheld to []>> <<set $store.handheld to []>> <<set $wear_handheld to "none">> <<if ($player.sex is "f" and $background isnot "crossdresser") or ($player.sex is "m" and $background is "crossdresser") or ($player.sex is "h" and ( (($player.gender_body is "m" or ($player.gender_body is "a" and $player.breastsize lte 3)) and $background is "crossdresser") or (($player.gender_body is "f" or ($player.gender_body is "a" and $player.breastsize gt 3)) and $background isnot "crossdresser") ) )>> <<set $wardrobe.handheld.push(clone(setup.clothes.handheld[8]))>> <<set $wardrobe.handheld.last().colour to "purple">> <<else>> <<set $wardrobe.handheld.push(clone(setup.clothes.handheld[8]))>> <<set $wardrobe.handheld.last().colour to "blue">> <</if>> <</if>> <<if $propEquipped is undefined>> <<set $propEquipped to 0>> <</if>> <<if $balloonStand is undefined>> <<set $balloonStand to { open: false, owner: "friendly", freeDrink: false, robin: {status: "unaffected", talked: false, knows: false} }>> <</if>> <<if $robin is undefined>> <<set $robin to { timer: {hurt:0, customer:0}, hurtReason: "nothing", moneyModifier: 0 }>> <</if>> <<if $outfit_update is undefined or $outfit_update lt 5>> <<set $outfit_update to 5>> <<for $_i to 0; $_i lt $outfit.length; $_i++>> <<if $outfit[$_i].handheld is undefined>> <<set $outfit[$_i].handheld to "naked">> <</if>> <<if $outfit[$_i].colors and !$outfit[$_i].colors.handheld>> <<set $outfit[$_i].colors.handheld to [0, 0]>> <</if>> <</for>> <</if>> <<if $brothelVending and $brothelVending.status is "sold" and $brothelVending.weeksEmpty lt 4>> <<set $brothelVending.status to "set">>/*return vending machine to players whose machines were incorrectly eaten*/ <</if>> <<if $brothelVending and $brothelVending.products is 0 and $brothelVending.weeksEmpty gt 0>> <<set $brothelVending.weeksEmpty to 0>> <<set $brothelVending.weeksRent to 0>> <<if $brothelVending.status is "sold">><<set $brothelVending.status to "idea">><</if>> /*fix weeksEmpty increasing even when the player hasn't started the vending machine questline. reset vending machine questline if vending machines were sold despite never having started the questline*/ <</if>> /* To fix cases where the value could be deleted after starting the game */ <<if $cycledisable is undefined>> <<set $cycledisable to "f">> <</if>> /*0.4.6.0 Adding arrays for photos and videos taken of the PC that they'll be able to find online*/ <<if $internet is undefined>> <<set $internet to { photos: [], videos: [] }>> <</if>> <!-- V0.4.6.0 Vision type events refactor and $real_ variables cleanup --> <<if !$objectVersion.realVarsFix>><<script>> if (V.passage.startsWith('ScarletBook') && !V.scarletExitPassage){ V.scarletExitPassage = 'School Library'; } else if (V.passage.startsWith('Olive Book ') && V.per_npc.pinch && V.per_npc.pinch.name !== V.per_npc.pinch.fullDescription){ V.per_npc.pinch.name = V.per_npc.pinch.fullDescription; V.per_npc.pinch.name_known = 1; if (V.NPCList[0].fullDescription && V.NPCList[0].fullDescription.endsWith('Pinch')) { V.NPCList[0].name = V.NPCList[0].fullDescription; V.NPCList[0].name_known = 1; } } let event; if (V.passage.match(/^(Drama|Loveth|ScarletBook([^1-5]|10))/)) { event = 'janet'; } else if (V.passage.startsWith('Schism ')) { event = 'wraith'; } else if (V.passage.match(/^Olive Book [^1-4]/)) { event = 'pinch'; } else if (V.activeNightmare) { event = 'nightmare'; } else if ( V.passage.match(/^Sydney Temple Corrupt (Sex( Finish)?|End( [^2F]|$))/) || (V.passage === 'Sydney Temple Corrupt End 2' && !V.sydneySeen.includes("corruptroom")) ) { event = 'prayerroom'; } if (event) { /* $real_ variables are in use */ if (!V.frozenValues) { V.statFreeze = true; V.frozenValues = {}; const skipKeys = ['replayScene', 'frozenKeys', 'frozenValues', 'statFreeze', 'passage', 'debug']; V.frozenKeys = Object.keys(V); V.frozenKeys.forEach(k => { if (skipKeys.includes(k) || k.startsWith('real_')) return; V.frozenValues[k] = clone(V[k]); }); ['pinchSpeech', 'pinchArousal', 'pinchPronoun', 'pinchPenile', 'pinchVaginal', 'pinchAnal', 'pinchKiss', 'pinchSong', 'nightmareWake', 'prayerRoom', 'loveDrunk', 'examSafe', 'wraithSkin', 'penisusue', 'saveTransformtaions'].forEach(v => delete V.frozenValues[v]); } const realVarsToCopy = [ 'moonstate', 'haircolour', 'hairlength', 'goooutsidecount', 'semenoutsidecount', 'pain', 'arousal', 'tiredness', 'stress', 'trauma', 'control', 'angel', 'fallenangel', 'angelbuild', 'demon', 'wolfgirl', 'cat', 'cow', 'harpy', 'fox', 'sexStats', 'skulduggery', 'purity', 'spray', 'skin', 'parasite', 'hairfringecolour', 'hairColourStyle', 'hairColourGradient', 'hairFringeColourStyle', 'hairFringeColourGradient', 'timeStamp', /* only overwrite the frozen values with variables from the current scene, to avoid restoring outdated values */ ...(event === 'wraith' ? [ 'spraymax', 'hairtype', 'fringelength', 'fringetype', 'fringelengthstage', 'submissive', 'awareness', 'awarelevel', 'skinColor', 'condoms', ] : []) ]; const migrateRealVars = (whitelist = realVarsToCopy) => { whitelist.forEach(k => { if (V['real_' + k] !== undefined && V.frozenValues[k] !== undefined) { V.frozenValues[k] = clone(V['real_' + k]); } }); }; const overwriteObjProp = (key, value, obj = V.frozenValues) => { if (value !== undefined) obj[key] = clone(value); }; const freezeRealClothes = (storeKey) => { const tmpWorn = clone(V.worn); Wikifier.wikifyEval(`<<storeon "${storeKey}">>`); V.frozenValues.worn = V.worn; V.worn = tmpWorn; }; const freezeRealSexStats = () => { const tmpSexStats = clone(V.sexStats); V.sexStats = V.frozenValues.sexStats; if (V.sexStats.pills.pills === undefined){ backCompPillsInventory(); } Wikifier.wikifyEval('<<physicalAdjustmentsInit>>'); V.sexStats = tmpSexStats; }; if (event === 'janet') { if (V.frozenValues.scarletExitPassage === undefined) { V.frozenValues.scarletExitPassage = V.scarletExitPassage; } overwriteObjProp('sex', V.real_playersex, V.frozenValues.player); overwriteObjProp('gender', V.real_playergender, V.frozenValues.player); overwriteObjProp('penisExist', V.real_penisexist, V.frozenValues.player); overwriteObjProp('vaginaExist', V.real_vaginaexist, V.frozenValues.player); overwriteObjProp('leftEyeColour', V.real_lefteyecolour || V.real_eyecolour); overwriteObjProp('rightEyeColour', V.real_righteyecolour || V.real_eyecolour); overwriteObjProp('eyecolour', V.real_lefteyecolour || V.real_eyecolour); overwriteObjProp('breastsize', V.real_breastsize, V.frozenValues.player); overwriteObjProp('ballsExist', V.real_ballsexist, V.frozenValues.player); Object.assign(V.frozenValues.player.bodyliquid, V.player.bodyliquid, V.real_bodyliquid); overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player); freezeRealClothes(event); overwriteObjProp('genitals', V.real_wornGenitals, V.frozenValues.worn); Object.assign(V.frozenValues.transformationParts, V.saveTransformtaions); migrateRealVars(); freezeRealSexStats(); } else if (event === 'wraith') { overwriteObjProp('sex', V.real_playersex, V.frozenValues.player); overwriteObjProp('gender', V.real_playergender, V.frozenValues.player); overwriteObjProp('penisExist', V.real_penisexist, V.frozenValues.player); overwriteObjProp('vaginaExist', V.real_vaginaexist, V.frozenValues.player); overwriteObjProp('leftEyeColour', V.real_lefteyecolour || V.real_eyecolour); overwriteObjProp('rightEyeColour', V.real_righteyecolour || V.real_eyecolour); overwriteObjProp('eyecolour', V.real_lefteyecolour || V.real_eyecolour); overwriteObjProp('breastsize', V.real_breastsize, V.frozenValues.player); overwriteObjProp('ballsExist', V.real_ballsexist, V.frozenValues.player); Object.assign(V.frozenValues.player.bodyliquid, V.player.bodyliquid, V.real_bodyliquid); overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player); freezeRealClothes(event); overwriteObjProp('genitals', V.real_wornGenitals, V.frozenValues.worn); Object.assign(V.frozenValues.transformationParts, V.saveTransformtaions); migrateRealVars(); freezeRealSexStats(); overwriteObjProp('hairlengthstage', V.real_hairlenghthstage); overwriteObjProp('state', V.real_wraithState, V.frozenValues.wraith); overwriteObjProp('clothingrebuy', V.real_rebuy); overwriteObjProp('condomLvl', V.real_condomLevel); } else if (event === 'pinch') { overwriteObjProp('location', V.oliveExitPassage === 'School Library' ? 'school' : 'home'); if (V.passage.match(/^Olive Book (Lew|Pinch) /) || (V.phase === 1 && V.passage.match(/(End|8)$/))) { /* player is currently another character */ overwriteObjProp('sex', V.real_playersex, V.frozenValues.player); overwriteObjProp('gender', V.real_playergender, V.frozenValues.player); overwriteObjProp('penisExist', V.real_penisexist, V.frozenValues.player); overwriteObjProp('vaginaExist', V.real_vaginaexist, V.frozenValues.player); overwriteObjProp('leftEyeColour', V.real_lefteyecolour || V.real_eyecolour); overwriteObjProp('rightEyeColour', V.real_righteyecolour || V.real_eyecolour); overwriteObjProp('eyecolour', V.real_lefteyecolour || V.real_eyecolour); overwriteObjProp('breastsize', V.real_breastsize, V.frozenValues.player); overwriteObjProp('ballsExist', V.real_ballsexist, V.frozenValues.player); Object.assign(V.frozenValues.player.bodyliquid, V.player.bodyliquid, V.real_bodyliquid); overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player); freezeRealClothes(event); overwriteObjProp('genitals', V.real_wornGenitals, V.frozenValues.worn); Object.assign(V.frozenValues.transformationParts, V.saveTransformtaions); migrateRealVars(); freezeRealSexStats(); overwriteObjProp('penissize', V.real_penissize, V.frozenValues.player); } else { /* do not copy other variables, even if they exist */ migrateRealVars(['moonstate', 'timeStamp']); } } else if (event === 'nightmare') { Object.assign(V.frozenValues.player.bodyliquid, V.real_bodyliquid); overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player); overwriteObjProp('clothingrebuy', V.real_rebuy); migrateRealVars(['moonstate', 'timeStamp', 'location', 'parasite', 'pain', 'arousal', 'tiredness', 'trauma', 'control', 'angel', 'angelbuild', 'fallenangel', 'transformationParts', 'purity', 'parasitepregdisable', 'worn', 'skin']); } else if (event === 'prayerroom') { /* DO NOT MODIFY FURTHER, SEE 'Fix to freezePlayerStats being used in the Corrupt Temple scene' */ overwriteObjProp('virginity', V.real_virginity, V.frozenValues.player); overwriteObjProp('virginity', V.real_virginity_sydney, V.frozenValues.NPCName[V.NPCNameList.indexOf('Sydney')]); migrateRealVars(['angel', 'fallenangel', 'transformationParts', 'purity', 'trauma']); } V.frozenValues.objectVersion.realVarsFix = 1; } delete V.saveTransformtaions; delete V.penisusue; /* clean up $real_ variables */ Object.keys(V).forEach(k => { if (k.startsWith('real_')) { delete V[k]; } }); V.objectVersion.realVarsFix = 1; <</script>><</if>> <<if $noTraitDescription isnot undefined>> <<unset $noTraitDescription>> <</if>> <<if $shopListMax isnot undefined>> <<unset $shopListMax>> <</if>> <<if $baileyRefusedToPayTotal is undefined>> /* Dupicate stats are intentional to use as a potential gameplay mode */ <<set $baileyRefusedToPayTotal to 0>> <<set $baileyRefusedToPayTotalStat to 0>> <</if>> <!-- V0.4.6.0 Removed a legacy variable that was never needed --> <<unset $robin_naked_room_clothes>> <!-- v <= 0.4.5.3: Consolidated these into $speechSextoyState --> <<unset $speechsextoyangry>> <<unset $speechsextoyshocked>> <<unset $speechsextoyaroused>> <<unset $speechsextoydisappointed>> /*Added npc generation and pronoun widgets to the livestock horse passages*/ <<if $livestock_horse_rescued is $pronoun>> <<set $livestock_horse_rescued to true>> <</if>> /*Adds Gift Variable for Office Manager for old saves*/ <<if $managerGift is undefined>> <<set $managerGift to 1>> <</if>> /* Stat tracking for unsafe sex */ <<if $unsafeSexTimeStat is undefined>> <<set $unsafeSexTimeStat to {}>> <</if>> <!-- V0.4.6.0 Draggletail fix --> <<if $hairtype is "draggletail">> <<set $hairtype to "messy ponytail">> <</if>> /*Fix inconsistent naming for ufarm escape variable*/ <<if $livestockEscape is "birth">> <<set $livestock_escape to "birth">> <<unset $livestockEscape>> <</if>> /* Fix to freezePlayerStats being used in the Corrupt Temple scene, modification of '$real_ variables cleanup' related to this even shouldn't be modified any longer */ <<if !$replayScene and $statFreeze and $frozenValues and ($passage.match(/^Sydney Temple Corrupt (Sex( Finish)?|End( [^2F]|$))/) || ($passage === 'Sydney Temple Corrupt End 2' && !$sydneySeen.includes("corruptroom"))) and !$defileSacredGroundStore and !$objectVersion.defileSacredGroundStore>> <<set $defileSacredGroundStore to { playerVirginity: clone($frozenValues.player.virginity), sydneyVirginity: clone($frozenValues.NPCName[$NPCNameList.indexOf("Sydney")].virginity), angel: $frozenValues.angel, angelbuild: $frozenValues.angelbuild, fallenangel: $frozenValues.fallenangel, transformationParts: $frozenValues.transformationParts, purity: $frozenValues.purity, trauma: $frozenValues.trauma, }>> <<unset $frozenValues>> <<unset $frozenKeys>> <<unset $statFreeze>> <<set $objectVersion.defileSacredGroundStore to 1>> <</if>> /* Fix to statFreeze being left from the previous fix, be aware of this fix when using statFreeze outside of freezePlayerStats */ <<if (!$objectVersion.defileSacredGroundStore or $objectVersion.defileSacredGroundStore lt 2) and !$replayScene and $statFreeze and !$frozenValues>> <<unset $statFreeze>> <<set $objectVersion.defileSacredGroundStore to 2>> <</if>> /* Docks dog-related scenes refactor*/ <<if $dock_dog isnot undefined and typeof $dock_dog is "string">> <<set $_indexTmp to $index>> <<set $_isOverwritingNPC to !!$NPCList[0].fullDescription>> <<if $_isOverwritingNPC>> <<saveNPC 0 "dockDogUpdate">> <<clearsinglenpc 0>> <</if>> <<generateBEAST 1 "dog">> <<set $dock_dog to clone($NPCList[0])>> <<if $_isOverwritingNPC>> <<loadNPC 0 "dockDogUpdate">> <<clearNPC "dockDogUpdate">> <</if>> <<personselect $_indexTmp>> <<run delete $_indexTmp>> <<run delete $_isOverwritingNPC>> <</if>> /* Kill the leather leggings with fire */ /* Commenting out again due to continued issues <<if !$objectVersion.itemFix lt 1 or $objectVersion.itemFix is undefined>> <<if $worn.under_lower.name isnot "naked" and $worn.legs.name is "leather leggings">><<generalUndress "wardrobe" "under_lower">><</if>> <<run convertLegstoUnder()>> <<set $objectVersion.itemFix to 1>> <</if>>*/ <<if $sydney_spear_talk is 1>> <<set $sydneySeen.pushUnique("spearMission")>> <<unset $sydney_spear_talk>> <</if>> <!-- V0.4.7.0 Unmod --> <!-- To mod dev: SIMPLY REMOVE THIS SECTION WHEN MERGING--> <<if $pplace_number isnot undefined or $pplaces>> <<unset $pplace_number>><<unset $pplaces>> <</if>> <!--V0.5 Great Hawk expansion --> <<if $playerPregnancyEggLayingDisable is undefined>> <<set $playerPregnancyEggLayingDisable to $playerPregnancyBeastDisable>> <</if>> <<if $bird and $bird.state and !$bird.hunts>> <<set $bird.injured to 0>> <<set $bird.clean to 0>> <<set $bird.lurkersEaten to 0>> <<set $bird.firepit to Cooker.create({cookTime: {lurker: 1440 * 60}})>> <<set $bird.hunts to { unlocked: false, lurkers: false, materials: false, valuables: false, estate: false }>> <<set $bird.materials to { wood: 0, fabric: 0, sticks: 0, leaves: 0, junk: 0, lurkers: 0, leather: 0, feathers: 0, valuables: {} }>> <<set $bird.upgrades to { mirror: 0, tools: 0, tarp: 0, telescope: 0, shelter: 1, nest: 0, firepit: 0, pot: 0, rack: 0, snare: 0, decor: 0, wardrobe: 0 }>> <<if $bird.mirror is 1>> <<run delete $bird.mirror>> <<set $bird.upgrades.mirror to 1>> <</if>> <<if $bird.fabric>> <<set $bird.materials.fabric += $bird.fabric>> <<run delete $bird.fabric>> <</if>> <</if>> <<if $dateCount.GreatHawkCasual is undefined>> <<set $dateCount.GreatHawkCasual to 0>> <</if>> <!-- Pillory time fixes --> <<if $pillory_tenant isnot undefined and ($pillory_tenant.starthour isnot undefined or $pillory_tenant.startday isnot undefined)>> <!-- The start day / hour are broken anyways - so resetting the starttime to current time --> <<set $_newTime to new DateTime(Time.date)>> <<set $_endTime to new DateTime($_newTime.timeStamp).addHours($pillory_tenant.duration)>> <<set $pillory_tenant.startTime to $_newTime.timeStamp>> <<set $pillory_tenant.endTime to $_endTime.timeStamp>> <<set $pillory_tenant.lastViewed to $_newTime.timeStamp>> <<unset $pillory_tenant.starthour>> <<unset $pillory_tenant.startday>> <<unset $pillory_tenant.endDate>> <<unset $pillory_tenant.endhour>> <<unset $pillory_tenant.duration>> <</if>> <!-- 5.0.6 --> <<if $pillory is undefined>> <<set $pillory to {}>> <</if>> <<if $pillorytime isnot undefined or $pillory.time is undefined>> <<set _pilloryStartTime to new DateTime(Time.date)>> <<set _pilloryEndTime to new DateTime(Time.date).addMinutes(60 - Time.date.minute)>> <<if !isNaN($pillorytime) and $pillorytime gte 0>> <<set _pilloryEndTime.addHours($pillortime)>> <</if>> <<set $pillory.time to { start: _pilloryStartTime.timeStamp, end: _pilloryEndTime.timeStamp, }>> <<unset $pillorytime>> <</if>> <<if $pilloryaudience isnot undefined>> <<if !isNaN($pilloryaudience) and $pilloryaudience gte 0>> <<set $pillory.audience to $pilloryaudience>> <</if>> <<unset $pilloryaudience>> <</if>> <<if $pillory_tenant isnot undefined>> <<set $pillory.tenant to $pillory_tenant>> <<unset $pillory_tenant>> <</if>> <<if $options.oldclock isnot undefined>> <<run delete $options.oldclock>> <</if>> <<if $options.newWardrobeStyle isnot undefined>> <<run delete $options.newWardrobeStyle>> <</if>> <!-- 5.2 tanning rework --> <!-- Don't move to bottom --> <<if $player.skin is undefined>> <<set $player.skin to { color: "light", layers: [], }>> <</if>> <<if $skinColor isnot undefined>> <<set $player.skin.color to $skinColor.natural>> <<script>> const colorValue = V.skinColor.tanValues ? Math.max(...V.skinColor.tanValues) : 0; V.player.skin.layers = [ { layers: [], slots: {}, value: colorValue, } ]; <</script>> <<unset $skinColor>> <</if>> <!-- 0.5.4.3 console error fixes --> <<if $objectVersion.updateClothes lt 68>> <<script>> for (const layer of Skin.tanningLayers) { for (const [key, value] of Object.entries(layer.slots)) { const patterns = setup.clothes[key].filter(item => item.index === value.index)[0].pattern_options; if (patterns) { value.pattern = patterns[0]; } } } <</script>> <</if>> <<if $player.skin.sunscreen is undefined>> <<set $player.skin.sunscreen to { usesLeft: 0 }>> <</if>> <<if $options.tanningEnabled isnot undefined>> <<set delete $options.tanningEnabled>> <</if>> <<if $options.tanLines is undefined>> <<set $options.tanLines to true>> <</if>> <<if $tanned isnot undefined>> <<unset $tanned>> <</if>> <<if $gameTanImgSetting isnot undefined>> <<unset $gameTanImgSetting>> <</if>> <!--Skin colours for nonhuman children and inconsistency npc skin colour fix --> <<if !$objectVersion.missingChildSkinColors or $objectVersion.missingChildSkinColors lt 3>> <<script>> const fixChild = (child) => { if (!child.features) return; if (!child.features.skinColour) child.features.skinColour = Skin.color.natural; if (child.features.skinColour === "black") child.features.skinColour = "dark"; if (child.features.skinColour === "white") child.features.skinColour = "light"; }; Object.values(V.children).forEach(child => fixChild(child)); getPregnancyObject().fetus.forEach(child => fixChild(child)); Object.values(V.NPCName).forEach(npc => { if (npc.pregnancy.fetus) { npc.pregnancy.fetus.forEach(child => fixChild(child)); } }); Object.values(V.storedNPCs).forEach(npc => { if (npc?.pregnancy.fetus) { npc.pregnancy.fetus.forEach(child => fixChild(child)); } }) <</script>> <<set $objectVersion.missingChildSkinColors to 3>> <</if>> <!-- 0.5 Weather update --> <<if Time.year is 361 and $location is "temple">> <<set $location to "old_temple">> <</if>> <<if $weatherObj is undefined>> <<switch $weather>> <<case "rain" "snow">> <<set _weather to "heavyPrecipitation">> <<case "overcast">> <<set _weather to "heavyClouds">> <<default>> <<set _weather to "lightClouds">> <</switch>> <<set $weatherObj to { name: _weather, snow: 0, ice: {}, fog: 0, overcast: 0, targetOvercast: 0, monthlyTemperatures: [], keypointsArr: [] }>> <<set $player.bodyTemperature to 37>> <<set $options.weatherUpdate to true>> <<set $options.reflections to true>> <<set $options.fahrenheit to false>> <<unset $weather>> <<unset $nextWeather>> <<unset $warmth>> <<unset $chill>> <<unset $chill_day>> <<unset $body_temperature>> <<unset $body_temperature_outside>> <<unset $skyHidden>> <!-- Also reset the frozenValues (statFreeze) --> <<if $statFreeze>> <<unset $frozenValues.weather>> <<unset $frozenValues.nextWeather>> <<unset $frozenValues.warmth>> <<unset $frozenValues.chill>> <<unset $frozenValues.chill_day>> <<unset $frozenValues.body_temperature>> <<unset $frozenValues.body_temperature_outside>> <<unset $frozenValues.skyHidden>> <</if>> <!-- Failsafe if changing options immediately after load --> <<run Weather.WeatherGeneration.generate(Time.date)>> <<run Weather.sky.initialize()>> <</if>> <<if $options.clothingCaption is undefined>> <<set $options.clothingCaption to true>> <</if>> <<if $frozenKeys isnot undefined>> <<unset $frozenKeys>> <</if>> <<if $startingseason isnot undefined>> <<unset $startingseason>> <</if>> <<if $clothing_number isnot undefined>> <<unset $clothing_number>> <</if>> <!-- Remove old character renderer remnants --> <<if $options.sidebarRenderer isnot undefined>> <<unset $options.sidebarRenderer>> <</if>> <!-- 5.0.3 --> <<if $yearly is undefined>> <<set $yearly = {}>> <</if>> <<if !($popcorn gte 0)>> <<set $popcorn to 0>> <</if>> <<if !Number.isFinite($money)>> <<set $money to 0>> <</if>> <!-- 5.0.6 --> <!-- Fix for not having an island home set, should only be run once --> <<if !$objectVersion.islandHomeFix>> <<if $passage.startsWith("Island") and $island and $island.home is undefined>> <<set $island.home to "rocky_hillock">> <</if>> <<set $objectVersion.islandHomeFix to 1>> <</if>> <!-- Fix for not having an island home set, should only be run once --> <<if !$objectVersion.islandHomeFix>> <<if $passage.startsWith("Island") and $island and $island.home is undefined>> <<set $island.home to "rocky_hillock">> <</if>> <<set $objectVersion.islandHomeFix to 1>> <</if>> <!-- Fix for older instance of 'cat_tf_stage_' not being cleared, leading to exceeded loop iterations --> <<if $custom_eyecolours.filter(obj => obj.variable.includes("cat_tf_stage_")).length gt 8>> <!-- filter out cat_tf_stages, then append only the first instances of them found in the original array --> <<set _newEyecolours to V.custom_eyecolours.filter(i => !i.variable.startsWith("cat_tf_stage_")).concat(["cat_tf_stage_0_left", "cat_tf_stage_0_right", "cat_tf_stage_1_left", "cat_tf_stage_1_right", "cat_tf_stage_2_left", "cat_tf_stage_2_right", "cat_tf_stage_3_left", "cat_tf_stage_3_right"].map(o => V.custom_eyecolours.find(c => c.variable === o)));>> <<set $custom_eyecolours to _newEyecolours>> <</if>> <!-- 0.5.2.0 --> <!-- Converting NPC seen variables to arrays --> <<if $remy_seen isnot undefined>> <<set $remySeen to []>> <<set $remySeen.pushUnique($remy_seen)>> <<set $remySeenLast to $remy_seen>> <<unset $remy_seen>> <<if $farm_stage gte 5>> <<set $remySeen.pushUnique("farm")>> <</if>> <<if $livestock_intro isnot undefined>> <<set $remySeen.pushUnique("livestock")>> <</if>> <<if $ridingschoolintro isnot undefined>> <<set $remySeen.pushUnique("riding_school")>> <</if>> <</if>> <<if $wren_seen isnot undefined>> <<set $wrenSeen to []>> <<set $wrenSeen.pushUnique($wren_seen)>> <<set $wrenSeenLast to $wren_seen>> <<unset $wren_seen>> <<if $wren_intro isnot undefined>> <<set $wrenSeen.pushUnique("cards")>> <</if>> <<if $winterLakeTalk gte 3>> <<set $wrenSeen.pushUnique("winter")>> <</if>> <</if>> <<if $niki_seen isnot undefined>> <<set $nikiSeen to []>> <<set $nikiSeen.pushUnique($niki_seen)>> <<unset $niki_seen>> <<if $livestock_pig gte 1>> <<set $nikiSeen.pushUnique("farm")>> <</if>> <<if $chef_state gte 5>> <<set $nikiSeen.pushUnique("chef")>> <</if>> <<if $winterLakeTalk gte 3>> <<set $nikiSeen.pushUnique("winter")>> <</if>> <</if>> <<if C.npc.Niki.init is 1 and $nikiSeen is undefined>> <<set $nikiSeen to []>> <</if>> <!-- Disabled the npc compressor --> <<if !$objectVersion.npcCompressorDisable>> <<set _storedNPCToDelete to []>> <<run Object.entries($storedNPCs).forEach(([key, npcStore]) => { if (npcStore.npc && (typeof npcStore.npc === 'string' || npcStore.npc instanceof String)) { try { npcStore.npc = npcDecompressor(npcStore.npc); } catch (e) { T.storedNPCToDelete.push(key); } } })>> <<run _storedNPCToDelete.forEach(key => { delete $storedNPCs[key]; })>> <<set $objectVersion.npcCompressorDisable to 1>> <</if>> <<if $objectVersion.npcCompressorDisable lt 2>> <<script>> const decompress = (parent) => { let result = parent; try { result = npcDecompressor(parent); } catch (e) { result = null; } return result; }; V.parentList.fathers.forEach(parent => { if (parent.compressed && parent.compressed !== "none") { parent.npc = decompress(parent.compressed); delete parent.compressed; } else { parent.npc = false; delete parent.compressed; } }); V.parentList.mothers.forEach(parent => { if (parent.compressed && parent.compressed !== "none") { parent.npc = decompress(parent.compressed); delete parent.compressed; } else { parent.npc = false; delete parent.compressed; } }); <</script>> <<set $objectVersion.npcCompressorDisable to 2>> <</if>> <!-- Fix for named npcs whose gender could be changed by the randomizer --> <<if !$objectVersion.npcPregnancyGenderChange>> <<initnpcgender>> <<set $objectVersion.npcPregnancyGenderChange to 1>> <</if>> <<if $moneyStats is undefined>> <<set $moneyStats to { cheats: { earned: 0, earnedCount: 1 }, startingMoney: { earned: 500, earnedCount: 1 }, }>> <<if $farm>> <<if $farm.wall gte 1>><<money -350000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.wall gte 2>><<money -1000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.wall gte 3>><<money -2500000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.wall gte 4>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.tower gte 1>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.tower gte 2>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.woodland gte 1>><<money -1000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.woodland gte 2>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.woodland gte 3>><<money -5000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.kennel gte 1>><<money -1500000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.barn gte 1>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.barn gte 2>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.stable gte 1>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.coop gte 1>><<money -200000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.coop gte 2>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.parasitebarn gte 1>><<money -500000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.parasitebarn gte 2>><<money -2000000 "farmUpgrades" { recordOnly: true }>><</if>> <<if $farm.irrigation gte 1>><<money `-500000 * $farm.irrigation` "farmUpgrades" { recordOnly: true }>><</if>> <<if C.npc.Alex?.pregnancy.nursery>><<money -300000 "farmUpgrades" { recordOnly: true }>><</if>> <</if>> <<if $loft_river>><<money -2000000 "orphanageUpgrades" { recordOnly: true }>><</if>> <<if $loft_kylar>><<money -2000000 "orphanageUpgrades" { recordOnly: true }>><</if>> <<if $mason_pond gte 3>><<money -600000 "orphanageUpgrades" { recordOnly: true }>><</if>> <<if $loft_whitney gte 6>><<money -200000 "orphanageUpgrades" { recordOnly: true }>><</if>> <<if $estatePersistent>> <<money `$estatePersistent.totalBetMoneyMade or 0` "blackjack" { recordOnly: true }>> <<money `-$estatePersistent.totalBetMoneyLost or 0` "blackjack" { recordOnly: true }>> <<money `-$estatePersistent.totalMoneyConfiscated or 0` "blackjack" { recordOnly: true }>> <<money `$estatePersistent.totalTipMoneyMade or 0` "blackjack" { recordOnly: true }>> <</if>> <<money `-$baileyPaidStat or 0` "baileyRent" { recordOnly: true }>> <<unset $baileyPaidStat>> <<if $museumAntiques.antiques>> <<set _museumAntiquesAmount to 0>> <<run Object.entries($museumAntiques.antiques).forEach(([name, status]) => { if (["museum", "stolen", "recovered"].includes(status)) { switch(name) { case "antiquecopperring": T.museumAntiquesAmount += 500; break; case "antiquecoppercoin": case "antiquerustedcutlass": T.museumAntiquesAmount += 1000; break; case "antiquestrangefetish": case "antiquewoodenfigurine": T.museumAntiquesAmount += 1500; break; case "antiquesilvercoin": case "antiqueforestarrow": case "antiquebox": case "antiqueislandarrow": case "antiqueteacaddy": T.museumAntiquesAmount += 2000; break; case "antiquechocolate": T.museumAntiquesAmount += 2500; break; case "antiquesilverring": T.museumAntiquesAmount += 3000; break; case "antiqueforestdagger": case "antiquewoodenmask": case "antiqueforestdagger": T.museumAntiquesAmount += 4000; break; case "antiquebullet": case "antiquesilverbrooch": case "antiquetrilobitefossil": case "antiquetrashcup": case "antiqueswordcane": case "antiquecoppercompass": case "antiquecandlestick": case "antiquedildo": T.museumAntiquesAmount += 5000; break; case "antiquegrenade": T.museumAntiquesAmount += 8000; break; case "antiquegoldcoin": case "antiqueforestgem": case "antiqueshell": case "antiquetrashburner": case "antiquehorn": T.museumAntiquesAmount += 10000; break; case "antiquebrassstatuette": case "antiquecutlass": T.museumAntiquesAmount += 12000; break; case "antiqueminesign": T.museumAntiquesAmount += 14000; break; case "antiquecrystal": case "antiquewatch": case "antiquebucket": case "antiquesnuffer": case "antiquewhip": T.museumAntiquesAmount += 20000; break; case "antiquesilverdagger": T.museumAntiquesAmount += 24000; break; case "antiqueivorystatuette": case "antiquegoldnecklace": case "antiquegoldbrooch": case "antiqueobsidiandisc": T.museumAntiquesAmount += 50000; break; case "antiquesilveramulet": T.museumAntiquesAmount += 30000; break; case "antiquesilvermanacle": case "antiquehorn2": T.museumAntiquesAmount += 40000; break; case "antiquecoralring": T.museumAntiquesAmount += 80000; break; case "antiquesilvercrown": case "antiquestonetalisman": T.museumAntiquesAmount += 120000; break; case "antiquehourglass": T.museumAntiquesAmount += 140000; break; case "antiquewhitecrystal": case "antiqueivorynecklace": case "antiquegoldchastitybelt": case "antiquediamond": T.museumAntiquesAmount += 200000; break; case "antiquesilvercompass": T.museumAntiquesAmount += 220000; break; case "antiquegoldring": case "antiquesilvermask": T.museumAntiquesAmount += 300000; break; case "antiqueleathermap": T.museumAntiquesAmount += 400000; break; case "antiquegoldcompass": T.museumAntiquesAmount += 500000; break; case "antiquegoldamulet": case "antiquegolddagger": T.museumAntiquesAmount += 400000; break; case "antiquebell": T.museumAntiquesAmount += 1000000; break; case "antiquegoldmask": T.museumAntiquesAmount += 1200000; break; } } })>> /* Estimate a reasonable minimum value */ <<set _filteredAntiques to Object.values($museumAntiques.antiques).filter(status => ["museum", "stolen", "recovered"].includes(status)).length>> <<if $museumAntiques.museumCount - _filteredAntiques gt 0>> <<set _museumAntiquesAmount += ($museumAntiques.museumCount - _filteredAntiques) * 5000>> <</if>> <<money _museumAntiquesAmount "museumAntique" { recordOnly: true }>> <</if>> <<if $bunstat gt 0>> <<set _bunMoney to 0>> <<set _bunMoney += (5000 * 0.2) * Math.min($bunstat, 50)>> <<if $bunstat gt 50>> <<set _bunMoney += (10000 * 0.2) * Math.min($bunstat - 50, 200)>> <<elseif $bunstat gt 250 and $bun_cut is 0.2>> <<set _bunMoney += (10000 * 0.2) * ($bunstat - 250)>> <</if>> /* Assumes the player didn't get perfect numbers from here */ <<if $bunstat gt 250>> <<set _bunMoney += (10000 * 0.3) * Math.min($bunstat - 250, 200)>> <<elseif $bunstat gt 450 and $bun_cut is 0.3 and $bun_value is 10000>> <<set _bunMoney += (10000 * 0.3) * ($bunstat - 450)>> <</if>> <<if $bunstat gt 450 and $bun_value gte 15000>> <<set _bunMoney += (15000 * 0.3) * ($bunstat - 450)>> <</if>> <<money _bunMoney "cafeChef" { recordOnly: true }>> <</if>> <<set $_earnedTotal to 0>> <<set $_spentTotal to 0>> <<run Object.values(V.moneyStats).forEach(stat => { if (stat.earned) _earnedTotal += stat.earned; if (stat.spent) _spentTotal += stat.spent; })>> <<set $_earnedTotal += $_spentTotal>> <<if $money gt $_earnedTotal>> <<money `$money - $_earnedTotal` "notTracked" { recordOnly: true }>> <</if>> <</if>> <<if $timeStats is undefined>> <<set $timeStats to {}>> <<if $dockhours>> <<timeTrackingManual "docks" $dockhours>> <<unset $dockhours>> <</if>> <<if $adultshopcontribution>> <<timeTrackingManual "adultShop" $adultshopcontribution>> <</if>> <</if>> /* Money Name corrections */ <<set _moneyIncorrectKeys to ["brothal", "brothalShow"]>> <<if Object.keys($moneyStats).includesAny(_moneyIncorrectKeys)>> <<set _moneyFixedKeys to ["brothel", "brothelShow"]>> <<run _moneyIncorrectKeys.forEach((key, index) => { if ($moneyStats[key]) { $moneyStats[_moneyFixedKeys[index]] to clone($moneyStats[key]); delete $moneyStats[key]; } })>> <</if>> <!-- Setting the default face variant value for existing PCs --> <<if $facevariant is undefined>> <<set $facevariant to "default">> <</if>> <!-- Updating old characters to keep using their chosen body sprite --> <<if $player.bodyshape is undefined>> <<set _map to { "m": "classic", "f": "curvy", "a": "slender" }>> <<set $player.bodyshape to _map[$player.gender_body]>> <</if>> /* Police hack caught */ <<if $police_delete is undefined>> <<set $police_delete to 0>> <</if>> /* Setup object for bad end tracking */ <<if !$badEndStats>> <<set $badEndStats to []>> <</if>> <!-- 0.5.3.0; re-enable combat animations on mobile on any save that had it disabled by versionupdate previously.--> <!-- The code that set the combatfix var has been removed.--> <<if Browser.isMobile.any() and $options.combatAnimations is false and $combatFix is 1>> <<unset $combatFix>> <<set $options.combatAnimations to true>> <</if>> <<unset $mobileZoomFix>> <!-- 0.5.3.0; option to disable text effect from drunk and heat/rut lewd options--> <<if $options.textAnimations is undefined and !$options.textAnimsAll>> <<set $options.textAnimations to true>> <</if>> <!-- Insecurity Rework --> <<if $insecurity_breasts_tiny isnot undefined or $insecurity_penis_tiny isnot undefined>> <<set $insecurity_breasts_small to Math.max($insecurity_breasts_small, $insecurity_breasts_tiny)>> <<set $acceptance_breasts_small to Math.max($acceptance_breasts_small, $acceptance_breasts_tiny)>> <<if $player.sex is "m">> <<set $insecurity_breasts_big to Math.max($insecurity_breasts_big, $insecurity_breasts_small)>> <<set $acceptance_breasts_big to Math.max($acceptance_breasts_big, $acceptance_breasts_small)>> <<set $insecurity_breasts_small to 0>> <<set $acceptance_breasts_small to 0>> <</if>> <<set $insecurity_penis_small to Math.max($insecurity_penis_small, $insecurity_penis_tiny)>> <<set $acceptance_penis_small to Math.max($acceptance_penis_small, $acceptance_penis_tiny)>> <<unset $insecurity_breasts_tiny>> <<unset $acceptance_breasts_tiny>> <<unset $insecurity_penis_tiny>> <<unset $acceptance_penis_tiny>> <</if>> <!-- New Makeup Category --> <<if $makeup.owned.blusher is undefined>> <<set $makeup.owned.blusher = []>> <<set $makeup.blusher = 0>> <</if>> <!-- 0.5.3.0 makes sure $plants is defined on all saves and stocks supermarket--> <<if $plants.salt is undefined>> <<set _food_keys to Object.keys(setup.plants)>> <<for _i to 0; _i lt _food_keys.length; _i++>> <<set $_type to _food_keys[_i]>> <<if $plants[$_type] is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>> <<elseif $plants[$_type].name is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>> <</if>> <</for>> <<supermarketWeekly>> <</if>> <<if $schoolLessonsMissed.housekeeping is undefined>> <<set $schoolLessonsMissed.housekeeping to 0>> <</if>> <!-- 0.5.3.0 make sure named NPCs have .name_known property --> <<if C.npc.Robin.name_known isnot 1>> <<for _i to 0; _i lt $NPCName.length; _i++>> <<switch $NPCName[_i].nam>> <<case "Eden">> <<if $hunterintro is 1>> <<set $NPCName[_i].name_known to 1>> <<else>> <<set $NPCName[_i].name_known to 0>> <</if>> <<default>> <<set $NPCName[_i].name_known to 1>> <</switch>> <</for>> <</if>> <!-- 0.5.3.0 giftedFood $daily variable --> <<if $daily.giftedFood is undefined>> <<set $daily.giftedFood to {}>> <</if>> <!-- 0.5.3.1 makes sure the related $plants names use _ rather than spaces as they get used as object keys --> <<if $plants.cheese_and_crackers.name is "cheese and crackers">> <<run ["cheese_and_crackers", "choc_chip_cookie", "spaghetti_bolognese", "porridge"].forEach(key => $plants[key].name to key)>> <<set $plants.porridge.plural to "servings of porridge">> <<set $plants.chips.plural to "packets of chips">> <<set $plants.yorkshire_pudding.plural to "yorkshire puddings">> <<set $plants.choc_chip_cookie.plural to "chocolate chip cookies">> <</if>> <<if $plants.chilli_con_carne.singular is "serving ">> <<set $plants.chilli_con_carne.singular to "serving of chilli con carne">> <</if>> <!-- $daily.prison not set in at least one save game --> <<set $daily.prison ||= {}>> <!-- Rice does not have a supermarket quantity --> <<set $plants.rice.supermarket ||= 0>> <!-- Avery cards sending face items of the wrong colour --> <<if $avery_cards?.face>> <<facesend `clothesIndex('face',$avery_cards.face)` wardrobe $avery_cards.face.colour $avery_cards.face.accessory_colour>> <<run delete $avery_cards.face>> <</if>> <!-- 0.5.4.0 --> <!-- Fix for child toy typos --> <<if !$objectVersion.toyFix lt 2 or $objectVersion.toyFix is undefined>> <<set _nameChanges to { "Mrs Teddy": "Mrs. Teddy", "Mr Teddy": "Mr. Teddy", "See through dummy": "Clear dummy", "Baby Doll": "Baby doll", "Green race toy car": "Green toy racecar", "Blue race toy car": "Blue toy racecar", "Green Robot": "Green robot", "Red Robot": "Red robot", "Chew Bone": "Chew bone", "Squeaky Sheep": "Squeaky sheep", "Squeaky Chicken": "Squeaky chicken", "Chew Ball": "Chew ball" }>> <<set _nameLowerChanges to { "Mrs Teddy": "Mrs. Teddy", "Mr Teddy": "Mr. Teddy", "See through dummy": "clear dummy", "Green race toy car": "green toy racecar", "Blue race toy car": "blue toy racecar", }>> <<set _colourChanges to { "See through dummy": "light-grey", "White dummy": "light-grey", "Teddy bear": "tan", "Limousine toy car": "grey", "Squeaky Sheep": "light-grey", "Chew Ball": "light-green" }>> <<set _allToys = []>> <<if V.storedChildrenToys and Object.keys(V.storedChildrenToys).length>> <<for _nursery range Object.keys(V.storedChildrenToys)>> <<set _allToys.push(...V.storedChildrenToys[_nursery])>> <</for>> <</if>> <<if V.player.inventory.childrenToys?.length>> <<set _allToys.push(...V.player.inventory.childrenToys)>> <</if>> <<if V.selectedToy?.options>> <<set _allToys.push(...V.selectedToy.options)>> <</if>> <<for _toy range _allToys>> <<if _colourChanges[_toy.name]>> <<set _toy.colour to _colourChanges[_toy.name]>> <</if>> <<if _nameChanges[_toy.name]>> <<set _toy.name_lower to _nameLowerChanges[_toy.name]>> <<set _toy.name to _nameChanges[_toy.name]>> <</if>> <<if !_toy.name_lower>><<set _toy.name_lower to _toy.name.toLowerCase()>><</if>> <</for>> <<set $objectVersion.toyFix to 2>> <</if>> <!-- Avery's seen and tracking the number of rejections of Avery --> <<if C.npc.Avery.init is 1>> <<if $averySeen is undefined>> <<set $averySeen to []>> <</if>> <<if $averyRejected is undefined>> <<set $averyRejected to {}>> <<set $weekly.averyRejected to {}>> <</if>> <!-- Fix NaN values --> <<if isNaN($averyRejected.dropOff)>> <<set $averyRejected.dropOff to 0>> <</if>> <<if isNaN(C.npc.Avery.rage)>> <<set C.npc.Avery.rage to 0>> <</if>> <</if>> <!-- 0.5.3.7: $housekeepingTips not defined --> <<if !$housekeepingTips>> <<set $housekeepingTips to []>> <</if>> <!-- 0.5.4.0 Remove NudeGenderDC -1--> <<if $NudeGenderDC is -1 || $player.gender is "h">> <<set $player.gender to $player.gender_posture>> <<if $NudeGenderDC is -1>><<set $NudeGenderDC to 0>><</if>> <</if>> <<if $farm>> <<if $farm.stock>> <<if $farm_stage gte 6 and $farm.stock.cream is undefined>> <<set $farm.stock.cream to 0>> <</if>> <</if>> <</if>> <!-- 0.5.4.0 object for maze antiques --> <<if $weekly.maze is undefined>> <<set $weekly.maze to {}>> <</if>> <!-- 0.5.4.6 pbdisable never defined if the player started from the 'quick start' tab --> <<if $pbdisable is undefined>> <<set $pbdisable to "t">> <</if>> <!-- 0.5.4.9 remove tanImgEnabled after being disabled and non-functional since September 2024--> <<if $options.tanImgEnabled>> <<run delete $options.tanImgEnabled>> <</if>> <!-- 0.5.4.9 precipitation in player canvas --> /* showSidebarPrecipitation replaced by showSidebarEffects in 0.5.5.4 <<if $options.showSidebarPrecipitation is undefined>> <<set $options.showSidebarPrecipitation to true>> <</if>> */ <!-- 0.5.4.9 Fox additions --> <<if $transformationParts.traits.chase is undefined>> <<set $transformationParts.traits.chase to ($fox gte 4 ? "default" : "disabled")>> <</if>> <!-- 0.5.4.9 Hopeless Cycle challenges --> <<if $hc and !$hcChallenge>> <<set $hcChallenge to { handLongPatrol: false, handStrict: false, handCruel: false, torchFaster: false, torchSnuffer: false, torchDarker: false, faithBanish: false, faithBurden: false, faithBlooms: false, forestFurther: false, forestNoShortcut: false, forestItem: false, waterLeaky: false, waterDirty: false, waterEarly: false, itemDirty: false, itemFind: false, itemNoHide: false, prisonerFood: false, prisonerHealth: false, prisonerClean: false, suspicionIncrease: false, suspicionDecrease: false, suspicionSermon: false, dogsTwice: false, dogsEarly: false, dogsDouble: false, timeSleep: false, timeLonger: false, timePrayer: false }>> <<if typeof $hc.dogs is "string">> <<set $_hcDog to $hc.dogs>> <<set $hc.dogs to []>> <<set $hc.dogs[0] to $_hcDog>> <</if>> <</if>> <!-- 0.5.4.9 replace 'pale slimes' with 'pale slime' --> <<if !$objectVersion.parasitePregnancy>> <<if $sexStats>> <<run ["vagina", "anus"].forEach((orfice) => { const fetuses = V.sexStats[orfice]?.pregnancy?.fetus; if (!fetuses) return; fetuses.forEach((fetus) => { if (fetus.creature && fetus.creature.match(/^pale slimes$/i)) fetus.creature = "Pale Slime"; }); })>> <</if>> <<if $container>> <<run [...V.container.list, "portable"].forEach((location) => { if (!V.container[location]?.creatures) return; const specimenList = Object.values(V.container[location].creatures); specimenList.forEach((specimen) => { if (specimen?.creature && specimen.creature.match(/^pale slimes$/i)) specimen.creature = "Pale Slime"; }); })>> <</if>> <<if $pregnancyStats?.parasiteTypesSeen>> <<run $pregnancyStats.parasiteTypesSeen.deleteWith(type => type.match(/^slimes$/i))>> <<set $pregnancyStats.parasiteTypesSeen.pushUnique("Slime")>> <</if>> <<set $objectVersion.parasitePregnancy to 1>> <</if>> <!-- New wardrobe options --> <<if $wardrobeDefaults is undefined>> <<set $wardrobeDefaults to { "showTraits": false, "extraInfo": false }>> <</if>> <<if $wardrobeDefaults.showTraits is undefined>> <<set $wardrobeDefaults.showTraits to false>> <</if>> <<if $wardrobeDefaults.extraInfo is undefined>> <<set $wardrobeDefaults.extraInfo to false>> <</if>> <!-- add $hourly --> <<if !$hourly>> <<set $hourly to {}>> <</if>> <!-- Move Harper specific variables to Harper object --> <<if $harper_appointments is undefined>> <<set $harper_appointments to {dog: 0}>> <<if $psych is 1>> <<set $harper_appointments.enabled to true>> <</if>> <<if $harperintro is 1>> <<set $harper_appointments.hypnosis_intro to true>> <</if>> <<if $harperexam gte 0>> <<set $harper_appointments.exam to $harperexam>> <<else>> <<set $harper_appointments.exam to 0>> <</if>> <<set $harper_appointments.hypnosis to $hypnosis>> <<set $hypnosis_traits.suggestion to $hypnosis>> <<unset $psych>> <<unset $harperintro>> <<unset $harperexam>> <<unset $hypnosis>> <</if>> <<unset $danger>> <!-- Change all of PCs children with "gray" hair to "grey" hair --> <<for _child range $children>> <<if $children[_child.childId].features.hairColour is "gray">> <<set $children[_child.childId].features.hairColour to "grey">> <</if>> <</for>> <<unset $topless>> <!-- 0.5.5.1, repair Avery recipe request if it pulled a string instead of the setup object --> <<if $avery_mansion?.food and typeof $avery_mansion.food is "string">> <<set $_recipeToFix to $avery_mansion.food>> <<set $avery_mansion.food to Object.entries(clone(setup.plants)).find(([key, item]) => key === $_recipeToFix)[1]>> <</if>> <!-- 0.5.5.1, add kitchen stock to Avery's mansion object --> <<if $avery_mansion and !$avery_mansion.kitchen_stock>> <<set $avery_mansion.kitchen_stock to { normal: ["salt", "vegetable_oil", "bottle_of_milk", "flour", "chicken_egg", "beef", "pork", "truffle", "cream", "tomato", "red_wine", "white_wine", "rice", "chilli_pepper"], requested: [] }>> <<set $avery_mansion.kitchen_made to 0>> <</if>> <!-- 0.5.5.2, proper skyscraper init --> <<if $avery_tower and $avery_tower.effects?.includes("bailey")>> <<set $avery_tower.effects.delete("bailey")>> <<set $avery_tower.effects.pushUnique("Bailey")>> <<set $avery_tower.intro to 1>> <</if>> <!-- 0.5.5.2, fix Avery recipe object --> <<if $avery_mansion and (!$avery_mansion.recipe or typeof $avery_mansion.recipe is "string")>> <<set $avery_mansion.recipe to $avery_mansion.recipe ? [$avery_mansion.recipe] : []>> <</if>> <!-- 0.5.5.3, brown fox init --> <<if $avery_mansion and !$avery_mansion.fox>> <<set $avery_mansion.fox to {}>> <<set $avery_mansion.fox.progress to 0>> <<set $avery_mansion.fox.known to false>> <</if>> <!-- 0.5.5.4, party states overhaul --> <<if $avery_mansion and !$avery_mansion.version>> <<set $avery_mansion.version to 1>> <<if $avery_mansion.rage.party_missed>> <<set $avery_mansion.party_state to "missed">> <<elseif $avery_party_skipped and Time.weekDay is 1>> <<set $avery_mansion.party_state to "skipped">> <<elseif $avery_mansion.guest.includes("Bailey_skip") and Time.weekDay is 1>> <<set $avery_mansion.party_state to "first sunday skip">> <<else>> <<set $avery_mansion.party_state to "waiting">> <</if>> <<run delete V.avery_mansion.rage.party_missed>> <<run delete V.avery_party_skipped>> <<if $avery_mansion.guest.includes("_")>> <<if $avery_mansion.guest.includes("Bailey")>> <<set $avery_mansion.guest to "Bailey">> <<elseif $avery_mansion.guest.includes("Quinn")>> <<set $avery_mansion.guest to "Quinn">> <<elseif $avery_mansion.guest.includes("Remy")>> <<set $avery_mansion.guest to "Remy">> <<elseif $avery_mansion.guest.includes("Briar")>> <<set $avery_mansion.guest to "Briar">> <<elseif $avery_mansion.guest.includes("Harper")>> <<set $avery_mansion.guest to "Harper">> <<elseif $avery_mansion.guest.includes("Jordan")>> <<set $avery_mansion.guest to "Jordan">> <</if>> <</if>> <<if $avery_mansion.injury is true>> <<set $avery_injury to true>> <</if>> <</if>> <<if $daily.avery is undefined>> <<set $daily.avery to {}>> <</if>> <!-- 0.5.5.5, housekeeping events only once a day --> <<if $avery_mansion and $avery_mansion.version is 1>> <<set $avery_mansion.version to 2>> <<set $daily.avery.housekeeping_events to {}>> <</if>> <!-- 0.5.5.5 non-precipitation effects in player canvas --> <<if $options.showSidebarEffects is undefined>> <<set $options.showSidebarEffects to $options.showSidebarPrecipitation or true>> <<unset $options.showSidebarPrecipitation>> <</if>> <!-- 0.5.5.5, farm assault fields_damaged --> <<if $farm and $plots.farm and ($fields_damaged is undefined or typeof $fields_damaged is "number")>> <<if $farm_assault>> <span class="orange italic small-description">Due to changes to the way damaged fields are tracked in update 0.5.5.5, we could not accurately determine which fields were damaged during the assault and which were damaged before the assault or left empty. Because of this, the message at the end of this scene will not accurately portray the outcome. This is purely a cosmetic discrepancy; the farm plots themselves have not changed in any way.</span> <br><br> <<elseif $farm_attacked>> <span class="orange italic small-description">Due to changes to the way damaged fields are tracked in update 0.5.5.5, we could not accurately determine which fields of Alex's farm were damaged during missed assaults and which were damaged before the assault or left empty. Because of this, the message the next time you visit the farm will not accurately portray the outcome. This is purely a cosmetic discrepancy; the farm plots themselves have not changed in any way.</span> <br><br> <</if>> <<set $fields_damaged to []>> <<if $farm_assault or $farm_attacked>> <<for _i to 0; _i lt $plots.farm.length; _i++>> <<if $plots.farm[_i].stage is 0>> <<set $fields_damaged.pushUnique(_i)>> <</if>> <</for>> <</if>> <</if>> <!-- 0.5.5.5, NPC title changes --> <<if $avery_fate is "ascended" and C.npc.Harper.title isnot "silver fox">> <<set C.npc.Avery.title to "crimson hound">> <<set C.npc.Harper.title to "silver fox">> <<set C.npc.Remy.title to "high elk">> <<elseif $avery_fate and $avery_fate isnot "ascended" and C.npc.Remy.title isnot "scarred">> <<set C.npc.Remy.title to "scarred">> <</if>> <<if $auriga_scar is undefined>> <<if $avery_fate is "ascended">> <<set $auriga_scar to 1>> <<else>> <<set $auriga_scar to 0>> <</if>> <</if>> <!-- 0.5.5.8 fix being able to swap out the stones after skyscraper completion --> <<if $avery_fate is "ascended" and $fake_artefact is "Avery">> <<set $auriga_artefact to "Avery">> <<if $fake_artefact>> <<set $fake_artefact to "pc">> <</if>> <</if>> <!-- 0.5.5.9 fix map.available object on older saves --> <<if $availableMapsVersion isnot 4>> <<mapLocations>> <</if>> <!-- 0.5.6.0 Gwylan content --> <<if !$daily.gwylan>> <<set $daily.gwylan to {}>> <</if>> <<if !$hypnosisTimers>> <<set $hypnosisTimers to {}>> <</if>> /* Fixing some clumsy BF code and var nesting */ <<if $avery_mansion?.fox?.wounded>> <<if $avery_mansion.fox.cover_blown_wounded>> <<set $brownFoxCoverBlown to true>> <<run delete $avery_mansion.fox.cover_blown_wounded>> <<set $_woundDays to 40>> <<elseif $avery_mansion.fox.remy_warn>> <<set $_woundDays to 20>> <<else>> <<set $_woundDays to 30>> <</if>> <<set $_woundTimeRemaining to $_woundDays + Time.date.dayDifference(new DateTime($avery_mansion.fox.wounded))>> <<set $brownFoxWoundedTimer to new DateTime(Time.date).addDays($_woundTimeRemaining).timeStamp>> <<run delete $avery_mansion.fox.wounded>> <<if $avery_mansion.fox.unlocked>> <<set $brownFoxWounded to true>> <<run delete $avery_mansion.fox.unlocked>> <</if>> <</if>> <<if C.npc.Gwylan.init is 1 and !$gwylan>> <<set $gwylanSeen to []>> <<set $gwylanTalked to []>> <<set $gwylan to { progress: 0, stage: 0, sea: 0, wary: 0, robin: 0, purged: 0, timer: {}, request: {}, requestCount: 0, requestDone: false, }>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<if $robin_forest_visited>> <<set $gwylanSeen.pushUnique("robin_halloween")>> <<set $gwylan.robinShop to true>> <<set $gwylan.robin += 5>> <</if>> <<if $gwylanTea>> <<set $gwylanSeen.pushUnique("passout_hot_cold")>> <</if>> <<if C.npc.Gwylan.outfits>> <<initNNPCClothes "Gwylan" "update">> <</if>> <<specialClothesRefresh>> <<set C.npc.Gwylan.pregnancyAvoidance to 0>> /* Convert some brown fox vars to Gwylan vars, if applicable, and apply consequences for previous decisions */ <<if $avery_mansion?.fox>> <<if $avery_mansion.fox.flirt>> <<run delete $avery_mansion.fox.flirt>> <<set $gwylanSeen.pushUnique("bf_flirt")>> <<npcincr Gwylan lust 15>><<npcincr Gwylan dom 2>> <</if>> <<if $avery_mansion.fox.harper_sabotage>> <<run delete $avery_mansion.fox.harper_sabotage>> <<set $gwylanSeen.pushUnique("bf_harper")>> <<npcincr Gwylan dom 1>> <</if>> <<if $avery_mansion.fox.aid>> <<run delete $avery_mansion.fox.aid>> <<set $gwylanSeen.pushUnique("bf_aid")>> <<npcincr Gwylan dom 2>> <</if>> <<if $avery_mansion.fox.drink>> <<run delete $avery_mansion.fox.drink>> <<set $gwylanSeen.pushUnique("bf_drink")>> <<npcincr Gwylan dom 2>> <</if>> <<if $brownFoxCoverBlown>> <<npcincr Gwylan dom -10>> <<if !$avery_fate or $avery_fate is "ascended">> <<set $gwylan.wary += 2>> <</if>> <</if>> <<if $avery_fate is "ascended">> <<set $gwylan.wary += 3>> <<elseif $avery_fate and $avery_mansion.fox.end>> <<npcincr Gwylan dom 3>> <</if>> <<if $avery_mansion?.heist_suspicion isnot undefined>> <<set $gwylan.progress += 2>> <</if>> <</if>> <<if !$gwylanRescue and ($gwylan_aborted isnot undefined or $gwylan_eden_coop)>> <<set $gwylanRescue to { seen: [], failed: ["","Eden","Black Wolf","Wraith"][$gwylan_aborted] || "", count: 0, eden: $gwylan_eden_coop || 0, }>> <</if>> <<unset $gwylan_aborted>><<unset $gwylan_eden_coop>> <</if>> <<if $dateCount.Gwylan is undefined>> <<set $dateCount.Gwylan to 0>> <<set $dateCount.GwylanBeast to 0>> <<set $dateCount.GwylanSex to 0>> <</if>> <!-- Increment in variables-start.twee as well whenever new tending objects are added --> <<if !$objectVersion.plants or $objectVersion.plants lt 1>> <<updatePlants>> <<set $objectVersion.plants to 1>> <</if>> /* Text animation accessibility options */ <<if $options.textAnimations isnot undefined>> <<set $options.textAnimsAll to $options.textAnimations>> <<set $options.textAnimsDrunk to $options.textAnimations>> <<set $options.textAnimsHeat to $options.textAnimations>> <<set $options.textAnimsHypno to $options.textAnimations>> <<run delete $options.textAnimations>> <</if>> /* Forest hunt refactor */ <<if $edenforesthunt isnot undefined or $blackwolfhunt isnot undefined>> <<if $edenforesthunt>> <<set $forestHunter to "Eden">> <</if>> <<if $blackwolfhunt>> <<set $forestHunter to "Black Wolf">> <</if>> <<unset $edenforesthunt>><<unset $blackwolfhunt>> <</if>> <!-- compound variable cleanup --> <<if !$compound>> <<set $compound to { alarm: $compoundalarm || 0, bluff: $compoundbluff is 1 ? true : false, card: $compoundcard || 0, symbol: [], interrogation: {}, theft: { centre: $compoundcentre is 1 ? true : false, smoke: $compoundsmoke is 1 ? true : false, pipes: $compoundpipes is 1 ? true : false, } }>> <<if $compoundmock>> <<set $compound.interrogation to { beg: $compoundbeg || 0, flirt: $compoundflirt || 0, honest: $compoundhonest || 0, lie: $compoundlie || 0, mock: $compoundmock || 0, }>> <</if>> <<if $compoundcentre is 1>> <<set $weekly.compoundCentre to true>> <</if>> <<if $compoundWraith>> <<set $compound.wraith to $compoundWraith>> <</if>> <<if $wraithCompoundSeen>> <<set $compound.wraithSeen to true>> <</if>> <<if $compound_breakout>> <<set $compound.breakout to true>> <</if>> <<run ["compoundalarm", "compoundbluff", "compoundcard", "compoundcentre", "compoundsmoke", "compoundpipes", "compoundbeg", "compoundflirt", "compoundhonest", "compoundlie", "compoundmock", "compoundWraith", "wraithCompoundSeen", "compound_breakout"].forEach(v => delete V[v]);>> <</if>> <!-- 0.5.6.1 Tracking TF history --> <<if !$transformationHistory>> <<set $transformationHistory to []>> <<if $angel gte 6>><<set $transformationHistory.pushUnique("angel")>><</if>> <<if $fallenangel gte 2>><<set $transformationHistory.pushUnique("fallenangel")>><</if>> <<if $demon gte 6>><<set $transformationHistory.pushUnique("demon")>><</if>> <<if $wolfgirl gte 6>><<set $transformationHistory.pushUnique("wolfgirl")>><</if>> <<if $cat gte 6>><<set $transformationHistory.pushUnique("cat")>><</if>> <<if $cow gte 6>><<set $transformationHistory.pushUnique("cow")>><</if>> <<if $harpy gte 6>><<set $transformationHistory.pushUnique("harpy")>><</if>> <<if $fox gte 6>><<set $transformationHistory.pushUnique("fox")>><</if>> <</if>> <!-- 0.5.6.5: Hopeless Cycle persistent memory --> <<if $hcEndings and localStorage.getItem("hopelessCycle") is null>> <<run localStorage.setItem("hopelessCycle", $hcEndings)>> <</if>> <!-- 0.5.6.8: Fix bad end typos --> <<if !$objectVersion.badEnd or $objectVersion.badEnd lt 1>> <<set $objectVersion.badEnd to 1>> <<for _i to 0; _i lt $badEndStats.length; _i++>> <<set $badEndStats[_i].reasonEnd to $badEndStats[_i].reasonEnd?.replace("Escapted", "Escaped")>> <</for>> <</if>> <!-- 0.5.6.7 restore combat lighting --> <<set $options.combatLightEnabled ??= true>> <<set $options.combatLightSpotlight ??= 0.2>> <<set $options.combatLightSpotlightX ??= 118>> <<set $options.combatLightSpotlightY ??= 15>> <<set $options.combatLightOffsetY ??= 52>> <<set $options.combatLightGradient ??= 0>> <<set $options.combatLightGlow ??= 0.1>> <<set $options.combatLightFlat ??= 0>> <<set $options.combatLightTFColor ??= 0.2>> <<unset $options.lightCombat>> <!-- 0.5.6.8 Fix for very old saves with beastMaleChance never defined --> <<if $settings.maleChanceMale is undefined>> <<set $settings.maleChanceMale to 50>> <<set $settings.maleChanceFemale to 50>> <<set $settings.maleChanceSplit to false>> <<set $settings.beastMaleChanceMale to 80>> <<set $settings.beastMaleChanceFemale to 20>> <<set $settings.beastMaleChanceSplit to false>> <</if>> <<if $skin.undefined>> <<run delete $skin.undefined>> <</if>> <!-- 0.5.6.10 Gwylan NaN lust fix --> <<if isNaN(C.npc.Gwylan.lust)>> <<set C.npc.Gwylan.lust to 25>> <</if>> <!-- 0.5.7.0, Avery talk --> <<if $avery_mansion and $avery_mansion.version is 2>> <<set $avery_mansion.version to 3>> <<if $avery_mansion.injury_timer gte 1>> <<set $avery_mansion.injury_stage to "fresh">> <</if>> <<set $avery_mansion.attend to {}>> <</if>> <!-- 0.5.7.1, Avery talk for real--> <<if $avery_mansion and $avery_mansion.version is 3>> <<set $avery_mansion.version to 4>> <<set $daily.avery.talk to {}>> <<set $daily.avery.talk.ignore to false>> <<set $daily.avery.talk.limit to false>> <<set $daily.avery.talk.flirt to false>> <<set $daily.avery.talk.seduce to false>> <<set $daily.avery.talk.count to 0>> <<set $daily.avery.talk.annoyed to 0>> <<set $daily.avery.talk.chat to 0>> <<set $daily.avery.ask to {}>> <<set $daily.avery.ask.science to false>> <<set $daily.avery.ask.maths to false>> <<set $daily.avery.ask.play to false>> <</if>> <</widget>><!-- Low-level canvas renderer composition functions. Example usage: <<set _wetness to 0.9>> <<canvasstart 256 256>> <<run canvaslayer(10, 'img/shirt.png', {blend:'#ff0000',alpha:_wetness})>> <<run canvaslayer(11, 'img/shirt_acc.png', {alpha:_wetness})>> <<run canvaslayer( 8, 'img/skirt.png', {blend:'#ff0000',alpha:_wetness})>> <<canvasdraw>> will create a 256x256 canvas and render 3 images in it: skirt, shirt, and shirt_acc (order by z-index) shirt and skirt are multiplied by red (#ff0000) colour (blend option) the images are semi-transparent (alpha=_wetness=0.9, alpha option) actual <canvas> element will be placed where <<canvasdraw>> is called --> <<widget "canvasstart">> <!-- Creates an off-screen <canvas> element. Usage: <<canvasstart WIDTH HEIGHT FRAMES>> --> <<if _Canvas !== undefined>> <<run throw "Duplicate 'canvasstart' call">> <<elseif _args.length !== 3 or typeof _args[0] !== 'number' or typeof _args[1] !== 'number' or typeof _args[2] !== 'number'>> <<run throw "Invalid 'canvasstart' call">> <<else>> <<set _Canvas = Renderer.createCanvas(_args[0]*_args[2], _args[1])>> <<set _CanvasLayers = []>> <<set _CanvasFrames = _args[2];>> <</if>> <</widget>> <<widget "canvaslayer">> <!-- Prepares a layer to be rendered Usage: <<canvaslayer Z SOURCE [OPTIONS...]*>> where: Z: z-index of the layer (bigger above lower). SOURCE: is URL to the image OPTIONS: Extra CompositeLayerSpec option objects - they are merged, last has most priority Example: <<canvaslayer 20 'img/clothers/upper/schoolshirt/full.png' `{blend:'#00ff00', blendMode:'hard-light'}`>> --> <<twinescript>> var opts = {z:_args[0],src:_args[1]}; for (var i = 2; i < _args.length; i ++) opts = jQuery.extend(opts, _args[i]); _CanvasLayers.push(opts); <</twinescript>> <</widget>> <<widget "canvasanimate">> <!-- Insert HTML <canvas> element right here. Render and animate previously prepared images into it. Usage: <<canvasanimate [CSS_CLASSES]>> --> <<twinescript>> if (!_Canvas) { Errors.report("'canvasdraw' without 'canvasstart'"); } else { Renderer.animateLayers(_Canvas, _CanvasLayers, Renderer.Animations, Renderer.defaultListener); if (typeof _args[0] === 'string') { _Canvas.canvas.className = _args[0]; } output.appendChild(_Canvas.canvas); } <</twinescript>> <<unset _Canvas,_CanvasLayers,_CanvasFrames>> <</widget>> <<widget "canvasdraw">> <!-- Insert HTML <canvas> element right here. Render previously prepared images into it. Usage: <<canvasdraw [FRAMECOUNT] [CSS_CLASSES]>> --> <<twinescript>> if (!_Canvas) { Errors.report("'canvasdraw' without 'canvasstart'"); } else { Renderer.composeLayers(_Canvas, _CanvasLayers, _args[0] || 1, Renderer.defaultListener); if (typeof _args[1] === 'string') { _Canvas.canvas.className = _args[1]; } output.appendChild(_Canvas.canvas); } <</twinescript>> <<unset _Canvas,_CanvasLayers,_CanvasFrames>> <</widget>><!-- <<canvasimg [CSSCLASSES]>> Render full player image. --> <<widget "canvasimg">> <<selectmodel "lighting" "sidebar">> <<rendermodel "lighting">> <<selectmodel "main" "sidebar">> <<modelprepare-player-body>> <<modelprepare-player-clothes>> <<if $options.sidebarAnimations isnot false>> <<animatemodel _args[0]>> <<else>> <<rendermodel _args[0]>> <</if>> <<if playerHasStrapon()>> <<set _modeloptions.crotch_visible to false>> <<set _modeloptions.crotch_exposed to false>> <<if $worn.lower.exposed lte 1 and $lowerwetstage lte 0>> <<set _modeloptions.worn.under_lower.index to 0>> <</if>> <</if>> <</widget>> <!-- Set model options & filters from player body Requires prior <<selectmodel "main">> --> <!-- - ██████ ██ ██████ ████████ ██ ██ ███████ ███████ - ██ ██ ██ ██ ██ ██ ██ ██ ██ - ██ ██ ██ ██ ██ ███████ █████ ███████ - ██ ██ ██ ██ ██ ██ ██ ██ ██ - ██████ ███████ ██████ ██ ██ ██ ███████ ███████ --> <!-- Set model options & filters for player clothes --> <<widget "canvas-player-base-body">> <<selectmodel "lighting">> <<set _modeloptions.lights.gradient.enabled = false>> <<set _modeloptions.lights.flat.enabled = false>> <<rendermodel "lighting">> <<selectmodel "main">> <<set _chestVisible to !$options.neverNudeMenus>> <<modelprepare-player-body>> <!-- Reset covering --> <<set _modeloptions.arm_left to "idle">> <<set _modeloptions.arm_right to "idle">> <<set _modeloptions.angel_wing_left to "idle">> <<set _modeloptions.angel_wing_right to "idle">> <<set _modeloptions.fallen_wing_left to "idle">> <<set _modeloptions.fallen_wing_right to "idle">> <<set _modeloptions.demon_wing_left to "idle">> <<set _modeloptions.demon_wing_right to "idle">> <<set _modeloptions.bird_wing_left to "idle">> <<set _modeloptions.bird_wing_right to "idle">> <!-- Reset face --> <<set _modeloptions.blink to false>> <<set _modeloptions.eyes_half to false>> <<set _modeloptions.brows to "top">> <<set _modeloptions.mouth to "neutral">> <<set _modeloptions.tears to 0>> <<set _modeloptions.blush to 0>> <!-- Reset effects --> <<set _modeloptions.drip_vaginal to "">> <<set _modeloptions.drip_anal to "">> <<set _modeloptions.drip_mouth to "">> <<set _modeloptions.follower to false>> <<set _modeloptions.precipitation to false>> <<set _modeloptions.temperature to false>> <<if $options.neverNudeMenus>> <<set _modeloptions.crotch_visible to false>> <<set _modeloptions.penis to "">> <<if $player.gender_appearance neq "m" or $player.perceived_breastsize gte 3>> <<set _modeloptions.worn.under_upper.index to 12>> <<set _modeloptions.worn.under_upper.colour to "pale white">> <</if>> <<set _modeloptions.worn.under_lower.colour to "pale white">> <<if $player.gender_appearance is "m">> <<set _modeloptions.worn.under_lower.index to 4>> <<else>> <<set _modeloptions.worn.under_lower.index to 1>> <</if>> <</if>> <<if playerHasStrapon()>> <<set _modeloptions.worn.under_lower.index to $worn.under_lower.index>> <<set _modeloptions.worn.under_lower.colour to ($worn.under_lower.colourCustom ? $worn.under_lower.colourCustom : $worn.under_lower.colour)>> <</if>> <<rendermodel>> <</widget>> <<widget "canvas-model-override">> <<if _args[0] is "clear">> <<set $modeloptionsOverride to {}>> <<else>> <<set $modeloptionsOverride[_args[0]] to _args[1]>> <</if>> <</widget>> <<widget "canvas-model-temporary-effect">> <<set _tempEffects ||= {}>> <<set _tempEffects[_args[0]] to _args[1] or true>> <</widget>> <<widget "canvas-model-freeze">> <<if !_canvasFrozen>> <<set _canvasFrozen to []>> <</if>> <<if _args.includes(true)>> <<run _args.filter(x => typeof(x) is "string").forEach(x => _canvasFrozen.pushUnique(x))>> <<else>> <<if _args.includesAny("precipitation")>> <<set _canvasFrozen.pushUnique("rain","snowFront","snowBack","precipitation")>> <</if>> <<if _args.includesAny("blink","player")>> <<set _canvasFrozen.pushUnique("blink","blink-trauma")>> <</if>> <<if _args.includesAny("bodyliquid","player")>> <<set _canvasFrozen.pushUnique("AnalCumDripStart","AnalCumDripVerySlow","AnalCumDripSlow","AnalCumDripFast","AnalCumDripVeryFast", "MouthCumDripStart","MouthCumDripVerySlow","MouthCumDripSlow","MouthCumDripFast","MouthCumDripVeryFast", "VaginalCumDripStart","VaginalCumDripVerySlow","VaginalCumDripSlow","VaginalCumDripFast","VaginalCumDripVeryFast")>> <</if>> <<if _args.includesAny("playerBreath","player")>> <<set _canvasFrozen.pushUnique("playerBreath","playerBreathFast")>> <</if>> <<if _args.includes("all")>> <<set _canvasFrozen.pushUnique("all")>> <</if>> <</if>> <</widget>><!-- High-level canvas model widgets. Example #1: <<selectmodel "main">> /* set model parameters. see model source/docs on required options and filters */ <<set _modeloptions.showEyes to true>> <<modelfilter eyes setup.colours.eyes["hazel"].canvasfilter>> /* show layers */ <<showlayer "base" `{alpha:0.5}`>> <<showlayer "eyes">> /* ignite the sin machine */ <<animatemodel>> /* Will insert <canvas> element here and animate it */ /* <<rendermodel>> can be used for static (non-animated) model */ --> <!-- Example #2. Rerender model with new options. <<selectmodel "main">> /* set options and filters */ <<set _modeloptions.size to 10>> <<animatemodel>> /* _modelclass is used to keep model; preserve it somewhere */ <<set _testmodel to _modelclass>> <<button "Randomize me">> <<set _testmodel.options.size to random(20)>> <<run _testmodel.redraw()>> <</button>> --> <!-- Select model and prepare for rendering <<selectmodel NAME [INSTANCE]>> Parameter INSTANCE is id for caching between passages. Do not render instance multiple times on same passage. --> <<widget "selectmodel">> <<set _modelclass to Renderer.locateModel(_args[0], _args[1])>> <<set _modeloptions to _modelclass.defaultOptions()>> <<run _modelclass.reset()>> <</widget>> <!-- Show layer and optionaly add filters <<showlayer LAYERNAME [...FILTERS]>> --> <<widget "showlayer">> <<run _modelclass.showLayer(_args[0], _args.slice(1))>> <</widget>> <!-- Hide layer <<hidelayer LAYERNAME>> --> <<widget "hidelayer">> <<run _modelclass.hideLayer(_args[0])>> <</widget>> <!-- Set model filter object. <<modelfilter FILTERNAME FILTER>> Will do a copy, so you can safely edit filter options --> <<widget "modelfilter">> <<set _modeloptions.filters[_args[0]] to clone(_args[1])>> <</widget>> <!-- Set model filter option <<modelfilterset FILTERNAME OPTIONNAME OPTIONVALUE>> --> <<widget "modelfilterset">> <<script>> const filter = T.modeloptions.filters[T.args[0]]; if (!filter) filter = T.modeloptions.filters[T.args[0]] = {}; filter[T.args[1]] = T.args[2]; <</script>> <</widget>> <!-- <<animatemodel [CSSCLASS]>> Render model and JS-animate it --> <<widget "animatemodel">> <<script>> const canvas = T.modelclass.canvas || T.modelclass.createCanvas(); T.modelclass.animate(canvas, T.modeloptions, Renderer.defaultListener); canvas.canvas.className = typeof T.args[0] === 'string' ? T.args[0] : ''; output.append(canvas.canvas); <</script>> <</widget>> <!-- <<rendermodel [CSSCLASS] [CSSANIM]>> Render model as a static image If CSSANIM is true (default false), render multiple frames for CSS animation --> <<widget "rendermodel">> <<script>> const canvas = T.modelclass.createCanvas(!!T.args[1]); T.modelclass.render(canvas, T.modeloptions, Renderer.defaultListener); canvas.canvas.className = typeof T.args[0] === 'string' ? T.args[0] : ''; output.append(canvas.canvas); <</script>> <</widget>><<widget "clothingCaptionText">> <<run window.outfitChecks()>> <<if _fullyNaked is false>> <<set _clothingCaptionItems to []>> <<set _finally to ".">> <<set _text_output to "">> <<set _wearing to "<<possessedWord 'You'>> are " + (_topless ? "<span class='pink'>topless</span>, " : "") + "wearing ">> <<if !_overNaked>> <<clothingCaptionTextOver>> <</if>> <<if !_middleNaked>> <<clothingCaptionTextMiddle>> <</if>> <<clothingCaptionTextUnder>> <<set _text_output to _wearing>> <<if _clothingCaptionItems.length is 1>> <<set _text_output += (_nothingBut ? "nothing but" : "only")>> <</if>> <<set _text_output += formatList(_clothingCaptionItems) + _finally>> <<print _text_output>> <<clothingCaptionTextGenitals>> <<clothingCaptionTextHandheld>> <<elseif playerHasButtPlug()>> <<set $_a to ($worn.butt_plug.name is "anal beads"? "": "a ")>> <<print `<<possessedWord 'You'>> wear ${$_a}$worn.butt_plug.name.`>> <</if>> <<clothingCaptionTextNothing>> <<clothingCaptionTextMask>> <<if window.checkForExposedClothing()>> <br> <<clothingCaptionTextStrip>> <</if>> <<if isHermOrCrossdresser() or ($player.gender_appearance isnot $player.gender and $player.gender isnot "n")>> <br> <<clothingCaptionTextGender>> <</if>> <<if playerIsPregnant() and playerAwareTheyArePregnant() and playerBellySize() gt 7 or $bellySizeDebug>> <br> <<clothingCaptionTextPreggy>> <</if>> <<if $follower>> <!-- lack of line break intentional, line break present in widget --> <<clothingCaptionTextFollower>> <</if>> <</widget>> <<widget "pushClothingCaption">> <<set $_output to " ">> <<set $_wornItem to $worn[_args[0]]>> /* word 1: article, example: "a" or "an" or "a pair of" */ <<if def _args[1]>> <<set $_output += _args[1] + " ">> <<else>> <<set $_wornItemWord to setup.clothes[_args[0]][clothesIndex(_args[0],$_wornItem)].word>> <<set $_output += ($_wornItemWord isnot "n" ? $_wornItemWord : "") + " ">> <</if>> /* word 2: damage, example "frayed" */ <<run $_output += window.integrityWord($_wornItem,_args[0])>> /* word 3: colour, example: "red" */ <<run $_output += window.clothesColour($_wornItem) + " ">> /* word 4: clothes name, example: "school shirt" */ <<set $_output += $_wornItem.name>> /* push */ <<set _clothingCaptionItems.pushUnique($_output)>> <</widget>> <<widget "clothingCaptionTextOver">><<silently>> <<if $worn.over_upper.name isnot "naked">> <!--Upper and maybe lower--> <<pushClothingCaption "over_upper">> <</if>> <<if $worn.over_lower.name isnot "naked" and !_overOutfit>> <!-- Lower, if not outfit --> <<pushClothingCaption "over_lower">> <</if>> <</silently>><</widget>> <<widget "clothingCaptionTextMiddle">><<silently>> <<if $worn.upper.name isnot "naked">> <!--Upper and maybe lower--> <<pushClothingCaption "upper">> <</if>> <<if $worn.lower.name isnot "naked" and !_middleOutfit>> <!-- Lower, if not outfit --> <<pushClothingCaption "lower">> <</if>> <</silently>><</widget>> <<widget "clothingCaptionTextUnder">><<silently>> <<set $_exposed to (_overNaked and _middleNaked)>> <<if _underNaked>> <!--Not wearing--> <<if ($worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked") and ($worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked")>> <<set _finally to " <span class='purple'>with nothing beneath.</span>">> <<elseif $worn.over_upper.name is "naked" or $worn.over_lower.name is "naked" or $worn.upper.name is "naked" or $worn.lower.name is "naked">> <<set _finally to " <span class='purple'>and no underwear.</span>">> <</if>> <<else>> <<if $_exposed>> <<set _wearing to "<span class='pink'><<possessedWord 'You' 'pink'>> are " + (_topless ? "topless, " : "") + "wearing ">> <<set _finally to ".</span>">> <</if>> <<if $worn.under_upper.name isnot "naked" and $worn.under_lower.name isnot "naked">> <!--Both--> <<set _nothingBut to $_exposed and _underOutfit>> <<pushClothingCaption "under_upper">> <<if !_underOutfit>> <<pushClothingCaption "under_lower">> <</if>> <<elseif $worn.under_upper.name isnot "naked">> <!--Upper only--> <<pushClothingCaption "under_upper">> <<set _nothingBut to $_exposed>> <<if !$_exposed and !_bottomless>> <<set _finally to ". <span class='purple'><<possessedWord 'You' 'purple'>> are not wearing " + ($player.gender_appearance isnot "m" ? "any panties" : "undies") + ".</span>">> <</if>> <<elseif $worn.under_lower.name isnot "naked">> <!--Lower only--> <<set $_pair to ($worn.under_lower.name.last() is "s" ? "a pair of" : "<<word under_lower>>")>> <<pushClothingCaption "under_lower" $_pair>> <<set _nothingBut to $_exposed>> <<if !$_exposed and !_topless and $player.breastsize gte 4 and ($player.sex isnot "m" or $backgroundTraits.includes("crossdresser"))>> <<set _finally to ". <span class='purple'><<possessedWord 'You' 'purple'>> are not wearing a bra.</span>">> <</if>> <</if>> <</if>> <</silently>><</widget>> <<widget "clothingCaptionTextHandheld">> <<silently>> <<if $worn.handheld.name isnot "naked" and !pcAreArmsBound("right")>> <<set $_text_output to `<<possessedWord 'You'>> are carrying ${$worn.handheld?.pattern_caption ? ($worn.handheld.pattern.match(/^[aeiou]/i) ? "an " : "a ") + $worn.handheld.pattern : "<<word 'handheld'>>"} ${$worn.handheld.name}.`>> <</if>> <</silently>> <<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "clothingCaptionTextGenitals">><<silently>> <<if $worn.genitals.name isnot "naked">> <<if _bottomless>> <<set $_text_output to " <span class='red'><<possessedWord 'Your' 'red'>> <<clothingCaptionChastityEffect>> <<genitalsintegrity>> $worn.genitals.name <<if playerChastity('anus')>>with an anal shield<</if>><<if playerHasButtPlug()>> and $worn.butt_plug.name give<<else>> gives<</if>> <<possessedWord 'you' 'red'>> no comfort.</span>">> <<else>> <<set $_text_output to " <<possessedWord 'You'>> wear <<genitalsword>> <<clothingCaptionChastityEffect>> <<genitalsintegrity>> $worn.genitals.name<<if playerChastity('anus')>> with an anal shield<</if>><<if playerHasButtPlug()>> and $worn.butt_plug.name<</if>>.">> <</if>> <<elseif playerHasButtPlug()>> <<set $_a to ($worn.butt_plug.name is "anal beads"? "": "a ")>> <<set $_text_output to ` <<possessedWord 'You'>> wear ${$_a}$worn.butt_plug.name.`>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "clothingCaptionTextMask">> <<if $worn.face.type.includes("mask")>> <br> <<possessedWord 'Your'>> identity is concealed by <<possessedWord 'your'>> <<faceintegrity>> $worn.face.name. <</if>> <</widget>> <<widget "clothingCaptionTextNothing">><<silently>> <<if _fullyNaked>> <<if $worn.genitals.name isnot "naked">> <<set $_text_output to "<<possessedWord 'Your' 'red'>> <<clothingCaptionChastityEffect>> <<genitalsintegrity>> $worn.genitals.name <<if playerChastity('anus')>>with an anal shield<</if>> gives <<possessedWord 'you' 'red'>> no comfort.">> <<else>> <<set $_text_output to "<<possessedWord 'You' 'red'>> are completely naked!">> <</if>> <<elseif _bottomless>> <<set $_text_output to "<<possessedWord 'Your' 'red'>> bottom half is completely exposed!">> <</if>> <</silently>><<if $_text_output>><span class="red"><<print $_text_output>></span><</if>><</widget>> <<widget "clothingstatecompare">> /* One argument, a clothing article whose state you want to compare against its original state. Must be the ENTIRE variable, not .name! */ /* Returns the difference between the current and base states. Negative means it's pulled down, positive means it's pulled up. */ /* If the clothing was pulled to the side, this returns 0. It would also return 0 if the current state is the base state. */ <<set _compare_result to _clothing_levels.indexOf($worn[_args[0]].state) - _clothing_levels.indexOf(setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].state_base)>> <<if $worn[_args[0]].state is "totheside">><<set _compare_result to 0>><</if>> <</widget>> <<widget "clothingCaptionTextStrip">> <<set _captionCount to 0>> <<set _clothing_levels to [0,"ankles","knees","thighs","waist","midriff","chest"]>> <<clothingCaptionExposed "upper">> <<clothingCaptionExposed "lower">> /* insert extra newlines after the caption, if there is one, for better style (disabled as adds too many) <<if _captionCount gte 1>> <br><br> <</if>> */ <<unset _captionCount>> <</widget>> <<widget "clothingCaptionExposed">> <<set $_clothes to {"naked": [], "wet": [], "up": [], "down": [], "totheside": [], "exposed": []}>> <<set $_plural to {"naked": false, "wet": false, "up": false, "down": false, "totheside": false, "exposed": false}>> <<set $_isExposed to false>> <<set $_revealColour to "purple">> <<set $_highestLevelCovered to "">> <<set $_clothingRevealType to {}>> <<set $_outfitType to _args[0]>> /* Find which clothes are failing to cover the player */ <<for $_i, $_outfitLayer range ["over", "", "under"]>> <<set $_clothing to [$_outfitLayer, $_outfitType].filter(Boolean).join("_")>> <<set _wetstage to $_outfitLayer + $_outfitType + "wetstage">> <<set $_wornClothing to $worn[$_clothing]>> <<if $_wornClothing.type.includes("naked")>> <<set $_clothingRevealType[$_clothing] to "naked">> <<continue>> <<elseif $_wornClothing.state isnot setup.clothes[$_clothing][clothesIndex($_clothing,$_wornClothing)].state_base>> <<clothingstatecompare $_clothing>> <<if _compare_result gte 1>> <<set $_clothingRevealType[$_clothing] to "up">> <<elseif _compare_result lte -1>> <<set $_clothingRevealType[$_clothing] to "down">> <<else>> <<set $_clothingRevealType[$_clothing] to "totheside">> <</if>> <<elseif $_wornClothing.exposed is 2>> <<set $_clothingRevealType[$_clothing] to "exposed">> <<elseif V[_wetstage] gte 3>> <<set $_clothingRevealType[$_clothing] to "wet">> <<else>> <<set $_clothingRevealType[$_clothing] to false>> <<set $_highestLevelCovered to $_wornClothing.name>> <<break>> /* don't check clothing below the current layer if this layer is blocking visibility */ <</if>> <<set $_revealType to $_clothingRevealType[$_clothing]>> <<set $_clothes[$_revealType].pushUnique($_wornClothing.name)>> <<set $_plural[$_revealType] to ($_plural[$_revealType] or ($_wornClothing.plural is 1))>> <<set $_isExposed to true>> <</for>> <<if $_isExposed>> /* Find which areas are exposed */ <<if $_highestLevelCovered is "">> <<silently>> <<if $_outfitType is "upper">> <<breasts>><<set $_undertext to _text_output>> <<else>> <<set $_revealColour to "pink">> <<genitals>><<set $_undertext to _text_output>> <</if>> <</silently>> <<else>> <<set $_undertext to $_highestLevelCovered>> <</if>> /* Piece together the caption */ <<set _output to "">> <<for $_type range ["wet", "up", "down", "totheside", "exposed"]>> <<if $_clothes[$_type].length lte 0>> <<continue>> <</if>> <<set $_verbIsPlural to ($_clothes[$_type].length gte 2 or $_plural[$_type])>> <<switch $_type>> <<case "wet">> <<set $_verb to ($_verbIsPlural ? " are drenched, " : " is drenched, ")>> <<case "exposed">> <<set $_verb to ($_verbIsPlural ? " have been pulled aside, " : " has been pulled aside, ")>> <<case "up">> <<set $_verb to ($_verbIsPlural ? " have been pulled up, " : " has been pulled up, ")>> <<case "down">> <<set $_verb to ($_verbIsPlural ? " have been pulled down, " : " has been pulled down, ")>> <<case "totheside">> <<set $_verb to ($_verbIsPlural ? " have been pulled to the side, " : " has been pulled to the side, ")>> <</switch>> <<if _output isnot "">><<set _output += " and <<possessedWord 'your'>> ">><</if>> <<set _output += formatList($_clothes[$_type]) + $_verb>> <</for>> /* Print the caption */ <<set _captionCount += 1>> <br> <<possessedWord 'Your'>> _output <span @class="$_revealColour">revealing <<possessedWord 'your' $_revealColour>> $_undertext.</span> <</if>> <</widget>> <<widget "clothingCaptionTextGender">><<silently>> <<if $player.gender_appearance is "f" and ($player.gender is "m" or (isHermOrCrossdresser() and $player.sex isnot "f"))>> <<if $exposed gte 2 and $player.gender is "m">> <<set $_text_output to `The way <<possessedWord 'you' 'pink'>> look, people will think <<possessedWord "you're" 'pink'>> a girl!`>> <<elseif $breastindicator is 1 and $player.perceived_breastsize gt 1 and $player.gender is "m">> <<set $_text_output to `<<possessedWord 'Your' 'pink'>> exposed breasts will make people think <<possessedWord "you're" 'pink'>> a girl!`>> <<elseif nudeGenderAppearance() is "m" and $player.gender is "f">> <<set $_text_output to `If people see <<possessedWord 'your' 'pink'>> genitals, they will think <<possessedWord "you're" 'pink'>> a boy!`>> <<elseif $player.gender is "m">> <<set $_text_output to `The way <<possessedWord "you're" 'pink'>> dressed, people will think <<possessedWord "you're" 'pink'>> a girl!`>> <</if>> <<elseif $player.gender_appearance is "m" and ($player.gender is "f" or (isHermOrCrossdresser() and $player.sex isnot "m"))>> <<if $exposed gte 2>> <<set $_text_output to `The way <<possessedWord 'you' 'pink'>> look, people will think <<possessedWord "you're" 'pink'>> a boy!`>> <<elseif $breastindicator is 1 and $player.perceived_breastsize lte 1 and $player.gender is "f">> <<set $_text_output to `<<possessedWord 'Your' 'pink'>> exposed flat chest will make people think <<possessedWord "you're" 'pink'>> a boy!`>> <<elseif nudeGenderAppearance() is "f" and $player.gender is "m">> <<set $_text_output to `If people see <<possessedWord 'your' 'pink'>> genitals, they will think <<possessedWord "you're" 'pink'>> a girl!`>> <<elseif $player.gender is "f">> <<set $_text_output to `The way <<possessedWord "you're" 'pink'>> dressed, people will think <<possessedWord "you're" 'pink'>> a boy!`>> <</if>> <</if>> <</silently>><<if $_text_output>><span class="pink"><<print $_text_output>></span><</if>><</widget>> <<widget "clothingCaptionTextPreggy">><<silently>> <<if playerBellyVisible()>> <<set $_textCol to "pink">> <<if _fullyNaked>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> complete lack of clothing makes <<possessedWord 'your' $_textCol>> <<bellyDescription "pc">> more obvious.`>> <<elseif $worn.upper.type.includes("naked") and $worn.over_upper.type.includes("naked")>> <<if $worn.under_upper.type.includes("naked")>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> exposed upper body makes <<possessedWord 'your' $_textCol>> <<bellyDescription "pc">> more obvious.`>> <<else>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> $worn.under_upper.name does nothing to conceal <<possessedWord 'your' $_textCol>> <<bellyDescription "pc">>.`>> <</if>> <<elseif $worn.upper.type.includes("bellyShow") and $worn.over_upper.type.includes("naked")>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> $worn.upper.name shows off <<possessedWord 'your' $_textCol>> <<bellyDescription "pc">>.`>> <<elseif $worn.upper.type.includes("bellyHide") and $worn.over_upper.type.includes("naked")>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> <<bellyDescription "pc">> is too large for <<possessedWord 'your' $_textCol>> $worn.upper.name to hide.`>> <<elseif $worn.lower.type.includes("bellyHide") and $worn.over_upper.type.includes("naked")>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> <<bellyDescription "pc">> is too large for <<possessedWord 'your' $_textCol>> $worn.lower.name to hide.`>> <<else>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> <<bellyDescription "pc">> is visible.`>> <</if>> <<else>> <<set $_textCol to "blue">> <<if $worn.upper.type.includes("bellyHide")>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> $worn.upper.name hides <<possessedWord 'your' $_textCol>> <<bellyDescription "pc">>.`>> <<elseif $worn.lower.type.includes("bellyHide")>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> $worn.lower.name hides <<possessedWord 'your' $_textCol>> <<bellyDescription "pc">>.`>> <<elseif !$worn.over_upper.type.includes("naked")>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> $worn.over_upper.name hides <<possessedWord 'your' $_textCol>> <<bellyDescription "pc">>.`>> <<else>> <<set $_text_output to `<<possessedWord 'Your' $_textCol>> <<bellyDescription "pc">> is not visible.`>> <</if>> <</if>> <</silently>><<if $_text_output>><span @class=$_textCol><<print $_text_output>></span><</if>><</widget>> <<widget "clothingCaptionChastityEffect">><<silently>> <<if $worn.genitals.name is "chastity parasite">> <<if $earSlime.defyCooldown>> <<set $_text_output to (integrityWord(V.worn.genitals, "genitals") ? "compressed," : "compressed")>> <<elseif $earSlime.vibration and $earSlime.vibration lte 20>> <<set $_text_output to (integrityWord(V.worn.genitals, "genitals") ? "pulsating," : "pulsating")>> <<elseif $earSlime.vibration>> <<set $_text_output to (integrityWord(V.worn.genitals, "genitals") ? "vibrating," : "vibrating")>> <</if>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "clothingCaptionTextFollower">> <<switch $follower.name>> <<case "witchprisoner">> <br> <<possessedWord 'You'>> carry <<= $prisoner.name>> in <<possessedWord 'your'>> arms. <<case "witchstanding">> <br> <<= $prisoner.name.toUpperFirst()>> stands beside <<possessedWord 'you'>>. <<default>> <<run console.log("follower " + $follower.name + " has no clothingCaptionTextFollower text!")>> <</switch>> <</widget>><<widget "listoutfits">> <label class="no-numberify"><<link "Create new set from current clothing">><<toggleclass "#newClothingSetFromCurrent" "hidden">><</link>></label> | <label class="no-numberify"><<link "Edit all sets">><<overlayReplace "outfitEditor">><</link>></label> <br> <div id="newClothingSetFromCurrent" class="wardrobeSubSection hidden"> <<wardrobeNewOutfit>> <br> </div> <br> <label><<radiobutton "$delete_outfit" "none" checked>> Wear</label> | <label><<radiobutton "$delete_outfit" 1>> Delete</label> | <label><<radiobutton "$delete_outfit" 2>> Overwrite with current clothing</label> <br><br> <!-- List the currently saved outfits --> <div class="outfitContainer no-numberify"> <<for _index, $_outfit range $outfit>> <<if $_outfit.location and $_outfit.location isnot $wardrobe_location>> <<continue>> <</if>> <<set _outfitname to $_outfit.name + ($_outfit.colors is false ? "" : " [C]") + ($_outfit.location is undefined ? "" : " [L]")>> <<capture _index>> <<button _outfitname>><<set $wear_outfit to _index>><<updatewardrobe "outfits">><</button>> <</capture>> <</for>> </div> <</widget>> <<widget "listoutfitsPassage">> <<set $wardrobe_location to _args[0]>> <<set _store_location to _args[1] || _args[0]>> <<set $_indent to _args[2] || false>> <<wardrobeSelection true>> <<for _index, _outfit range $outfit>> <<if (_outfit.location and _outfit.location isnot $wardrobe_location) or _outfit.type.includes("swim") or _outfit.type.includes("sleep")>> <<continue>> <</if>> <<capture _index _outfit>> <<if $_indent>><<ind>><</if>> <<if _outfit.name is currentOutfit()>> <span class="grey"><<print _outfit.name>> (Equipped)</span> <<else>> <<link [["Wear "+_outfit.name|$passage]]>> <<if clothingInStorage(_store_location).length is 0>> <<storesave _store_location>> <</if>> <<set $wearoutfittext to _outfit.name + " clothes">> <<set $eventskip to 1>> <<set $wear_outfit to _index>> <<set $storeLocation to _args[0]>> <</link>> <</if>> <br> <</capture>> <</for>> <</widget>> <<widget "listsleepoutfits">> <<switch _args[0]>> <<case "Farm Bed">> <<set _passage to "Farm Bed">> <<set $wardrobe_location to "alexFarm">> <<set $storeLocation to "Farm Bed">> <<case "prison bed">> <<set _passage to "Prison Bed">> <<set $wardrobe_location to "prison">> <<set $storeLocation to "prison bed">> <<case "Robin Bed">> <<set _passage to "Robin Room Bed">> <<set $wardrobe_location to "wardrobe">> <<set $storeLocation to "bed">> <<case "Temple Bunk Bed">> <<set _passage to "Temple Bunk Bed">> <<set $wardrobe_location to "temple">> <<set $storeLocation to "Temple Bunk Bed">> <<case "Pirate Bed Lie">> <<set _passage to "Pirate Bed Lie">> <<set $wardrobe_location to "pirate">> <<set $storeLocation to "Pirate Bed Lie">> <<case "Mansion Bed">> <<set _passage to "Mansion Bed">> <<set $wardrobe_location to "avery_mansion">> <<set $storeLocation to "Mansion Bed">> <<default>> <<set _passage to "Bed">> <<set $wardrobe_location to "wardrobe">> <<set $storeLocation to "bed">> <</switch>> <<wardrobeSelection true>> <<if $earSlime.alwaysSleepNaked is false or $hypnosis_traits.silence>> <<for _index, $_outfit range $outfit>> <<if $_outfit.type.includes("sleep")>> <<if _passage is "Bed">> <<furnitureicon _bed.iconFile>> <<elseif _passage is "Prison Bed">> <<prisonicon "bed">> <<elseif _passage is "Asylum Bed">> <<bedicon "hospital">> <<elseif $location is "alex_cottage">> <<set _farmbed to (isLoveInterest("Alex")) ? "alex" : "farm">> <<bedicon _farmbed>> <<elseif $location is "avery_mansion">> <<icon "avery_bedroom.png">> <<else>> <<bedicon>> <</if>> <<capture _index>> <<set _outfitname to $_outfit.name + ($_outfit.colors is false ? "" : " [C]")>> <<link [["Wear "+_outfitname+" and climb in bed"|_passage]]>><<if _args[0] is "Robin Bed">><<storeon "Robin's Room">><</if>><<set $wear_outfit to _index>><<saveTempHairStyle>><</link>> <</capture>> <br> <</if>> <</for>> <<elseif $outfit.find(outfitSet => outfitSet.type.includes("sleep"))>> <<icon "cross.png" "infront">> <<if _passage is "Bed">> <<furnitureicon _bed.iconFile>> <<elseif _passage is "Prison Bed">> <<prisonicon "bed">> <<elseif _passage is "Asylum Bed">> <<bedicon "hospital">> <<else>> <<bedicon>> <</if>> <<if $possessed>> <span class="purple">The slime in your head is silent.</span> <br> <<else>> <span class="purple">The slime is not allowing you to sleep with anything on.</span> <br> <</if>> <</if>> <</widget>> <<widget "listswimoutfits">> <<set $wardrobe_location to _args[0]>> <<set _store_location to _args[1] || _args[0]>> <<set $_indent to _args[2] || false>> <<wardrobeSelection true>> <<for _index, _outfit range $outfit>> <<if (_outfit.location and _outfit.location isnot $wardrobe_location) or !_outfit.type.includes("swim")>> <<continue>> <</if>> <<capture _index _outfit>> <<if $_indent>><<ind>><</if>> <<if _outfit.name is currentOutfit()>> <span class="grey"><<print _outfit.name>> (Equipped)</span> <<else>> <<link [["Wear "+_outfit.name|$passage]]>> <<storesave _store_location>> <<set $wearoutfittext to _outfit.name>> <<set $eventskip to 1>> <<set $wear_outfit to _index>> <<set $storeLocation to _args[0]>> <</link>> <</if>> <br> <</capture>> <</for>> <</widget>> <<widget "listdancingclothes">> <<set _store_location to _args[0]>> <<set _slot to "under_upper">> <<for _index, _outfit range $wardrobe[_slot].sort((a, b) => (a.name > b.name) ? 1 : -1)>> <<if !_outfit.type.includes("dance")>> <<continue>> <</if>> <<capture _outfit>> <<if !$wardrobe.under_lower.find(item => item.variable is _outfit.variable)>> <span class="grey"><<print _outfit.name>> (Broken)</span> <br> <<elseif _outfit.name isnot _prevName>> <<set _prevName to _outfit.name>> <<if _outfit.name is $worn.under_upper.name>> <span class="grey"><<print _outfit.name>> (Equipped)</span> <<else>> <<link [["Wear "+_outfit.name|$passage]]>> <<if clothingInStorage(_store_location).length is 0>> <<storesave _store_location>> <<set $wearoutfittext to _outfit.name>> <</if>> <<set $eventskip to 1>> <<set _item_index to $wardrobe[_slot].indexOf(_outfit)>> <<generalWearFromWardrobe _slot _item_index>> <</link>> <</if>> <br> <</if>> <</capture>> <</for>> <</widget>> <<widget "radiooutfits">> <<if $options.listboxOutfitsEnabled>> <<set _dropdownOptions to {}>> <<for _index, $_outfit range $outfit>> <<if $_outfit.location and $_outfit.location isnot $wardrobe_location>> <<continue>> <</if>> <<set _displayName to $_outfit.name>> <<if _displayName in _dropdownOptions>> <<set _displayName to $_outfit.name + " (" + _index + ")" >> <</if>> <<set _dropdownOptions[_displayName] to _index>> <</for>> Get dressed: <<listbox "$wear_outfit">> <<option "Dress like you were" "clotheson" selected>> <<optionsfrom _dropdownOptions>> <</listbox>> <<else>> <<for _index, $_outfit range $outfit>> <<if $_outfit.location and $_outfit.location isnot $wardrobe_location>> <<continue>> <</if>> <<capture _index>> <label>Wear $_outfit.name <<radiobutton "$wear_outfit" _index>></label> | <</capture>> <</for>> <label>Dress like you were <<radiobutton "$wear_outfit" "clotheson" checked>></label> <</if>> <</widget>> <<widget "deleteoutfit">> <<if $delete_outfit is 1 and $wear_outfit isnot "none">> <<set $outfit.deleteAt($wear_outfit)>> <<set $wear_outfit to "none">> <</if>> <</widget>> <<widget "saveTempHairStyle">> <<set $tempSavedHairStyles to {hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition}>> <</widget>> <<widget "loadTempHairStyle">> <<if $tempSavedHairStyles>> <<set $hairtype to $tempSavedHairStyles['hairtype']>> <<set $fringetype to $tempSavedHairStyles['fringetype']>> <<set $hairposition to $tempSavedHairStyles['hairposition']>> <<unset $tempSavedHairStyles>> <</if>> <</widget>> <<widget "wearoutfit">> /* Strip worn strap-on before equipping outfit */ <<if $wear_outfit isnot "none" and $worn.under_lower.type.includes("strap-on")>> <<set _strap to $player.inventory.sextoys[$worn.under_lower.name].find(toy => toy.worn)>> <<set _strap.worn to false>> <<set $worn.under_lower to clone(setup.clothes.under_lower[0])>> <</if>> <<set _selectedWardrobe to selectWardrobe()>> <<updateWornClothingLocation $wardrobe_location>> <<deleteoutfit>> <<overwriteoutfit>> <<set $delete_outfit to "none">> <<if $wear_outfit is "clotheson">> <<storeon $storeLocation>> <<elseif $wear_outfit isnot "none">> <<set _equip to setup.clothingLayer.all>> <<set _equipSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false}>> <<set _storeItemSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false}>> <<set _equipDamageValue to {"over_upper":3, "over_lower":3, "upper":3, "lower":3, "under_upper":3, "under_lower":3, "over_head":1, "head":1, "face":1, "neck":1, "hands":1, "handheld":1, "legs":1, "feet":1}>> <<set _corruptionEquipSkip to ["over_upper","over_lower","upper", "lower", "under_upper", "under_lower"]>> <<set _towels to ["towel top","large towel","towel skirt"]>> <<set _notEquipped to {}>> <<for $_slot range _equip>> /*Skip slots that have been equipped with*/ <<if _equipSkip[$_slot] is true>> <<continue>> <</if>> <<set $_incomingItemName to $outfit[$wear_outfit][$_slot]>> /*Skip slots that have not been defined*/ <<if $_incomingItemName is undefined>> <<continue>> <</if>> /*Check for items that are cursed*/ <<unset _preventItemEquip>> <<if $worn[$_slot].cursed is 1>> <<set _preventItemEquip to true>> <<elseif $worn[$_slot].outfitPrimary isnot undefined>> <<set _preventItemEquip to Object.entries($worn[$_slot].outfitPrimary).some(([slot, name]) => { if (!["broken", "split"].includes(name) and $worn[slot].cursed is 1) _preventItemEquip = true; })>> <</if>> /* Equip saved outfit's strap-on. If saved outfit doesn't have a strap-on or any underwear, and player was wearing a strap, re-equip it */ <<if $_slot is "under_lower" and ($_incomingItemName.includes("strap-on") or ($_incomingItemName is "naked" and _strap))>> <<set _equippedStrap to $_incomingItemName is "naked" ? _strap.name : $_incomingItemName>> <<set _toy to $player.inventory.sextoys[_equippedStrap]>> <<set _toySetup to setup.sextoys.find(t => t.name === _equippedStrap)>> <<if !_toy or _toy?.length is 0>> <<set _notEquipped[$_slot] to {"name": _equippedStrap, "reason": "strapon"}>> <<elseif _toySetup>> <<set _index to _toySetup.clothes_index>> <<if $outfit[$wear_outfit].colors and $_incomingItemName isnot "naked">> <<set _strap to _strap or _toy.find(toy => toy.colour === $outfit[$wear_outfit].colors.under_lower[0])>> <<if _strap>> <<set $worn[$_slot] to clone(setup.clothes[$_slot][_index])>> <<set $worn[$_slot].colour to $outfit[$wear_outfit].colors.under_lower[0]>> <<set _strap.worn to true>> <<else>> <<set _notEquipped[$_slot] to {"name": _equippedStrap, "reason": "strapon"}>> <</if>> <<else>> <<set $worn[$_slot] to clone(setup.clothes[$_slot][_index])>> <<set $worn[$_slot].colour to _toy[0].colour>> <<set _toy[0].worn to true>> <</if>> <<else>> <<exit '<span class="red">ERROR: Equipped _equippedStrap does not exist. Please report.</span>'>> <</if>> <<continue>> <</if>> <<set $_storeLocation to ($storeLocation ? $storeLocation : $wardrobe_location)>> <<if _preventItemEquip is true>> <<if $_incomingItemName is "naked">> /*Can't unequip cursed item */ <<set _notEquipped[$_slot] to {"name": setup.clothes[$_slot][clothesIndex($_slot,$worn[$_slot])].name, "reason": "cursed unequip"}>> <<else>> /*Can't swap cursed item for anything else */ <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "cursed slot"}>> <</if>> <<else>> <<if $_incomingItemName is "naked">> <<generalUndress $_storeLocation $_slot>> <<elseif _towels.includes($_incomingItemName)>> <<generalUndress $_storeLocation $_slot>> <<if $worn[$_slot].name is "naked">> <<switch $_incomingItemName>> <<case "towel top">> <<set $worn.upper to clone(setup.clothes.upper[3])>><<set $worn.upper.colour to clone($worn.upper.colour_options.random())>> <<case "large towel">> <<generalUndress $_storeLocation "lower">> <<if $worn.lower.name is "naked">> <<set $worn.upper to clone(setup.clothes.upper[14])>><<set $worn.upper.colour to clone($worn.upper.colour_options.random())>> <<set $worn.lower to clone(setup.clothes.lower[15])>><<set $worn.lower.colour to clone($worn.upper.colour)>> <<set _equipSkip.lower to true>> <</if>> <<case "towel skirt">> <<set $worn.lower to clone(setup.clothes.lower[3])>><<set $worn.lower.colour to clone($worn.lower.colour_options.random())>> <</switch>> <</if>> <<else>> <<set _foundEquip to null>><<set _lastResort to null>> <<unset _randomColourData>> <<unset _randomColourAccData>> <<for $_equipIndex, $_wardrobeItem range _selectedWardrobe[$_slot]>> <<if $_incomingItemName isnot $_wardrobeItem.name or ($_wardrobeItem.outfitSecondary and !["broken", "split"].includes($_wardrobeItem.outfitSecondary[1]))>> <<continue>> <</if>> /* Check for saved colors in clothing set */ <<set $_outfitColors to $outfit[$wear_outfit].colors>> <<if $_outfitColors>> <<if $_outfitColors[$_slot][0] is 0 and setup.clothes[$_slot].find(item => item.name === $_wardrobeItem.name).colour_options.length>> <<set $_outfitColors[$_slot][0] to setup.clothes[$_slot].find(item => item.name === $_wardrobeItem.name).colour_options[0]>> <</if>> <<if $_outfitColors[$_slot][1] is 0 and setup.clothes[$_slot].find(item => item.name === $_wardrobeItem.name).accessory_colour_options.length>> <<set $_outfitColors[$_slot][1] to setup.clothes[$_slot].find(item => item.name === $_wardrobeItem.name).accessory_colour_options[0]>> <</if>> <<if $_outfitColors[$_slot][2] is 0 and setup.clothes[$_slot].find(item => item.name === $_wardrobeItem.name).pattern_options?.length>> <<set $_outfitColors[$_slot][2] to setup.clothes[$_slot].find(item => item.name === $_wardrobeItem.name).pattern_options[0]>> <</if>> /* Start of checking for random colours */ <<set _randomColourListItem to $_wardrobeItem.name>> <<if $_outfitColors[$_slot][0] is "random" or $_outfitColors[$_slot][1] is "random">> <<set $_randomColourItems to _selectedWardrobe[$_slot].filter(item => item.name === T.randomColourListItem)>> /* Ensures that non-random colours are accounted for*/ <<if $_outfitColors[$_slot][0] and $_outfitColors[$_slot][0] isnot "random">> <<set _tempColour to $_outfitColors[$_slot][0]>> <<set $_randomColourItems to $_randomColourItems.filter(item => item.colour === T.tempColour)>> /* Keep only the specific custom colour in the random pool */ <<if $_outfitColors[$_slot][0] is "custom">> <<set _tempColourCustom to $_outfitColors[$_slot+"custom"][0]>> <<set $_randomColourItems to $_randomColourItems.filter(item => item.colourCustom === _tempColourCustom)>> <</if>> <<unset _tempColour>> <</if>> <<if $_outfitColors[$_slot][1] and $_outfitColors[$_slot][1] isnot "random">> <<set _tempColour to $_outfitColors[$_slot][1]>> <<set $_randomColourItems to $_randomColourItems.filter(item => item.accessory_colour === T.tempColour)>> /* Keep only the specific custom accessory colour in the random pool */ <<if $_outfitColors[$_slot][1] is "custom">> <<set _tempColourCustom to $_outfitColors[$_slot+"custom"][1]>> <<set $_randomColourItems to $_randomColourItems.filter(item => item.accessory_colourCustom === _tempColourCustom)>> <</if>> <<unset _tempColour>> <</if>> <<if $_outfitColors[$_slot][2] and $_outfitColors[$_slot][2] isnot "random">> <<set _tempColour to $_outfitColors[$_slot][2]>> <<set $_randomColourItems to $_randomColourItems.filter(item => item.pattern === T.tempColour)>> <<unset _tempColour>> <</if>> <</if>> /* Picks the random colours*/ <<if $_outfitColors[$_slot][0] is "random" and !_randomColourData>> <<set _randomColourList to []>> <<if $_randomColourItems?.length>> /* This used to be "T.randomColourList.pushUnique", but we need to account for custom colours */ <<run $_randomColourItems.forEach(item => { var colourData = {colour: item.colour}; if (item.colour === "custom") { colourData.colourCustom = item.colourCustom; } if (!T.randomColourList.some((item) => item.colour === colourData.colour && item.colourCustom === colourData.colourCustom)) { T.randomColourList.push(colourData); } })>> <</if>> <<if _randomColourList.length>> /* _randomColourData might look like this: {colour:"red"} or {colour:"custom",colourCustom:"filter..."} */ <<set _randomColourData to _randomColourList[random(0, _randomColourList.length - 1)]>> <<set $_randomColourItems to $_randomColourItems.filter(item => item.colour === T.randomColourData.colour && item.colourCustom === T.randomColourData.colourCustom)>> <</if>> <</if>> <<if $_outfitColors[$_slot][1] is "random" and !_randomColourAccData>> <<set _randomColourAccList to []>> <<if $_randomColourItems?.length>> <<run $_randomColourItems.forEach(item => { var colourData = {accessory_colour: item.accessory_colour}; if (item.accessory_colour === "custom") { colourData.accessory_colourCustom = item.accessory_colourCustom; } if (!T.randomColourAccList.some((item) => item.accessory_colour === colourData.accessory_colour && item.accessory_colourCustom === colourData.accessory_colourCustom)) { T.randomColourAccList.push(colourData); } })>> <</if>> <<if _randomColourAccList.length>> /* _randomColourAccData might look like this: {accessory_colour:"red"} or {accessory_colour:"custom",accessory_colourCustom:"filter..."} */ <<set _randomColourAccData to _randomColourAccList[random(0, _randomColourAccList.length - 1)]>> <</if>> <</if>> <<unset _randomColourListItem>> <<if $_outfitColors[$_slot][2] is "random" and !_randomColourPatternData>> <<set _randomColourPatternList to []>> <<if $_randomColourItems?.length>> <<run $_randomColourItems.forEach(item => { var colourData = {pattern: item.pattern}; if (!T._randomColourPatternList.some((item) => item.pattern === colourData.pattern)) { T.randomColourPatternList.push(colourData); } })>> <</if>> <<if _randomColourPatternList.length>> <<set _randomColourPatternData to _randomColourPatternList[random(0, _randomColourPatternList.length - 1)]>> <</if>> <</if>> <<unset _randomColourListItem>> /* Skips over items that do not match the random colours */ <<if _randomColourData?.colour isnot $_wardrobeItem.colour and $_outfitColors[$_slot][0] isnot 0 and $_outfitColors[$_slot][0] isnot $_wardrobeItem.colour>> <<continue>> <</if>> <<if _randomColourAccData?.accessory_colour isnot $_wardrobeItem.accessory_colour and $_outfitColors[$_slot][1] isnot 0 and $_outfitColors[$_slot][1] isnot $_wardrobeItem.accessory_colour>> <<continue>> <</if>> <<if _randomColourPatternData?.pattern isnot $_wardrobeItem.pattern and $_outfitColors[$_slot][2] isnot 0 and $_outfitColors[$_slot][2] isnot $_wardrobeItem.pattern>> <<continue>> <</if>> /* End of checking for random colours */ <<set $_outfitCustomColors to $_outfitColors[$_slot+"custom"] || [undefined, undefined]>> <<if $_wardrobeItem.colour is "custom" and $_outfitColors[$_slot][0] isnot "random" and $_wardrobeItem.colourCustom isnot undefined and $_wardrobeItem.colourCustom isnot $_outfitCustomColors[0]>> /* this item is not a match, move on to the next item */ <<continue>> <</if>> <<if $_wardrobeItem.accessory_colour is "custom" and $_outfitColors[$_slot][1] isnot "random" and $_wardrobeItem.accessory_colourCustom isnot undefined and $_wardrobeItem.accessory_colourCustom isnot $_outfitCustomColors[1]>> <<continue>> <</if>> <</if>> /*Check for preggy restriction*/ <<if playerBellySize() gte 12 and $_wardrobeItem.type.includes("constricting")>> <<if $_wardrobeItem.type.includes("chest_bind")>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "constrictingChest"}>> <<else>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "constricting"}>> <</if>> <<break>> <</if>> /*Check for slime corruption*/ <<if _corruptionEquipSkip.includes($_slot) and $earSlime.corruption gte 10>> <<if $earSlime.forcedCommando isnot undefined and ($_slot is "under_lower" or ($_wardrobeItem.outfitPrimary and $_wardrobeItem.outfitPrimary.under_lower and !["broken","split"].includes($_wardrobeItem.outfitPrimary.under_lower)))>> <<if $_wardrobeItem.type.includes("naked") or (_earSlimeEnableSwimwear and $_wardrobeItem.type.includes("swim")) or (_earSlimeEnableDancewear and $_wardrobeItem.type.includes("dance"))>> <<elseif $earSlime.forcedCommando gt 0>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "corruption_slime_deny_commando"}>> <<break>> <<else>> <<run delete $earSlime.forcedCommando>> <</if>> <<elseif $_wardrobeItem.reveal lt earSlimeCorruptionClothes() and (["prison", "asylum"].includes($location) or !_allowSchoolClothes) and !$_wardrobeItem.type.includesAny("event")>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "corruption_slime_deny"}>> <<break>> <<elseif $earSlime.forcedDressing and $_wardrobeItem.gender isnot $earSlime.forcedDressing.type and $_wardrobeItem.gender isnot "n" and !$_wardrobeItem.type.includesAny("event")>> <<if $earSlime.forcedDressing.days gt 0>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "corruption_slime_deny_forcedDressing"}>> <<break>> <<else>> <<run delete $earSlime.forcedDressing>> <</if>> <</if>> <</if>> /*Finds the least damaged outfit if the current clothing item is the main part and sets it as a last resort in case an undamaged one isn't found*/ <<set _damage to 0>> <<if $_wardrobeItem.outfitPrimary isnot undefined>> <<set _outfitPrimaryWearOutfit to $_wardrobeItem.outfitPrimary>> /*Check for damaged parts*/ <<for $_outfitSlot, $_outfitPieceName range _outfitPrimaryWearOutfit>> <<if $_outfitPieceName is "broken" or $_outfitPieceName is "split">> <<set _damage += _equipDamageValue[$_outfitSlot]>> <</if>> <</for>> <<if _damage gt 0>> <<if _lastResort is null or _damage lt _lastResort.damage>> <<set _lastResort to { damage: clone(_damage), id: clone($_equipIndex) }>> <</if>> <<continue>> <</if>> <</if>> <<if _damage is 0>> <<set _foundEquip to {}>> <<set _foundEquip[$_slot] to clone($_equipIndex)>> <<break>> <</if>> <</for>> /*If the main outfit has not been found, use the last resort*/ <<if _foundEquip is null and _lastResort isnot null>> <<if !($worn[$_slot].name is $_incomingItemName and $worn[$_slot].one_piece is 1)>> <<set _foundEquip to {}>> <<set _foundEquip[$_slot] to _lastResort.id>> <</if>> <</if>> /*Ensure at this point, the main piece of clothing has been found*/ <<if _foundEquip isnot null>> /*Undress equip*/ <<generalUndress $_storeLocation $_slot>> /*Find all the outfit pieces now the main least damaged piece has been found if the clothing is part of an outfit*/ <<set $_foundPrimary to _selectedWardrobe[$_slot][_foundEquip[$_slot]]>> <<if $_foundPrimary and $_foundPrimary.outfitPrimary isnot undefined>> /*Check these values once, outside of the loop, so we don't continuously check them on every loop iteration*/ <<set $_primaryColourIsCustom to ($_foundPrimary.colour is "custom")>> <<set $_primaryAccColourIsCustom to ($_foundPrimary.accessory_colour is "custom")>> <<for $_outfitSlot, $_outfitPieceName range $_foundPrimary.outfitPrimary>> <<if $worn[$_outfitSlot].cursed is 1>> <<set _preventItemEquip to true>> <<break>> <</if>> <<if $_outfitPieceName is "broken" or $_outfitPieceName is "split">> <<continue>> <</if>> <<if !_storeItemSkip[$_outfitSlot]>> <<generalUndress $_storeLocation $_outfitSlot>> <</if>> <<set $_itemFound to false>> <<for _index, $_possiblePiece range _selectedWardrobe[$_outfitSlot]>> <<if $_outfitPieceName isnot $_possiblePiece.name>> <<continue>> <</if>> /*Skip broken and split pieces*/ <<if $_possiblePiece.outfitSecondary[1] is "broken" or $_possiblePiece.outfitSecondary[1] is "split">> <<continue>> <</if>> /*Skip items that don't have matching colours*/ <<if $_foundPrimary.colour isnot $_possiblePiece.colour or ($_foundPrimary.accessory isnot 0 and ($_possiblePiece.accessory isnot 0 and $_foundPrimary.accessory_colour isnot $_possiblePiece.accessory_colour))>> <<continue>> <</if>> /*Skip items that don't have matching custom colours*/ <<if $_primaryColourIsCustom and ($_foundPrimary.colourCustom is undefined or $_foundPrimary.colourCustom isnot $_possiblePiece.colourCustom)>> <<continue>> <</if>> <<if $_primaryAccColourIsCustom and ($_foundPrimary.accessory isnot 0 and ($_possiblePiece.accessory isnot 0 and ($_foundPrimary.accessory_colourCustom is undefined or $_foundPrimary.accessory_colourCustom isnot $_possiblePiece.accessory_colourCustom)))>> <<continue>> <</if>> /*Skip items that don't have matching patterns*/ <<if $_possiblePiece.pattern and $_possiblePiece.pattern isnot 0 and $_foundPrimary.pattern isnot $_possiblePiece.pattern>> <<continue>> <</if>> /*Found the correct item*/ <<set _foundEquip[clone($_outfitSlot)] to clone(_index)>> <<set _equipSkip[$_outfitSlot] to true>> <<set $_itemFound to true>> <</for>> <<if $_itemFound is false>> /*None were found, error in code/save?*/ <<set _notEquipped[$_outfitSlot] to {"name": $_incomingItemName, "reason": "not found piece"}>> <</if>> <</for>> <</if>> /*Equip all the clothing items*/ <<if !_preventItemEquip>> <<for $_outfitslot, _index range _foundEquip>> <<set $worn[$_outfitslot] to clone(_selectedWardrobe[$_outfitslot][_index])>> <<set $worn[$_outfitslot].lastTaken to $wardrobe_location>> <<set _selectedWardrobe[$_outfitslot].deleteAt(_index)>> <<run resetClothingState($_outfitslot)>> <</for>> /*If the worn item was a hoodie, make sure the hood is in the correct position*/ <<if $_slot is "upper" and $worn.upper.hoodposition and $worn.upper.outfitPrimary.head isnot "broken" and $worn.upper.outfitPrimary.head isnot "split">> <<if $worn.upper.hoodposition isnot outfitHoodPosition($outfit[$wear_outfit])>> <<toggleHood>> <<set _equipSkip["head"] to ($worn.upper.hoodposition is "up" ? true : false)>> <</if>> <</if>> <<else>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "cursed slot"}>> <</if>> <<else>> <<if $worn[$_slot].name is $_incomingItemName>> <<if !_notEquipped[$_slot]>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "not found replacement"}>> <</if>> /*If the worn item was a hoodie, make sure the hood is in the correct position*/ <<if $_slot is "upper" and $worn.upper.hoodposition and $worn.upper.outfitPrimary.head isnot "broken" and $worn.upper.outfitPrimary.head isnot "split" and $worn.upper.hoodposition isnot outfitHoodPosition($outfit[$wear_outfit])>> <<toggleHood>> <</if>> <<if $wardrobe_location isnot "wardrobe">> <<set _makeTempClothing to 1>> <<storeItem $wardrobe_location $_slot>> <</if>> <<else>> <<if !_notEquipped[$_slot]>> <<set _notEquipped[$_slot] to {"name": $_incomingItemName, "reason": "not found"}>> <</if>> <<if $wardrobe_location isnot "wardrobe" and $worn[$_slot].name isnot "naked">> <<set _makeTempClothing to 1>> <<storeItem $wardrobe_location $_slot>> <</if>> <</if>> <</if>> <</if>> <</if>> <</for>> <<if $outfit[$wear_outfit].hairStyle>> /*Update Hairstyle*/ <<set $_outfitHair to $savedHairStyles[$outfit[$wear_outfit].hairStyle]>> <<set $hairtype to $_outfitHair.hairtype>> <<set $fringetype to $_outfitHair.fringetype>> <<set $hairposition to $_outfitHair.hairposition>> <</if>> <</if>> <<if $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to "notWorn">> <</if>> <<if $wear_outfit isnot "none" and _notEquipped>> <<if Object.values(_notEquipped).length gt 0>> <<set _resultStrings to {}>> <<set _locationName to ($wardrobes[$wardrobe_location] is undefined ? "wardrobe" : $wardrobe_location)>> <<set _wardrobeName to $wardrobes[_locationName].name + (!$wardrobes[_locationName].name.includes("locker") ? " wardrobe" : "")>> <<run Object.entries(_notEquipped).forEach(([slot, notEquippedItem]) => { switch (notEquippedItem.reason) { case "not found": if (_resultStrings.notFound === undefined) { _resultStrings.notFound = { "start": "You were unable to find any ", "joiner": "or", "end": " in your " + _wardrobeName + ".", "names": [], "color": "purple" } } _resultStrings.notFound.names.push(notEquippedItem.name); break; case "not found replacement": if (_resultStrings.notFoundReplacement === undefined) { _resultStrings.notFoundReplacement = { "start": "You were unable to find any ", "joiner": "or", "end": " in your " + _wardrobeName + " to replace what you're already wearing.", "names": [], "color": "lewd" } } _resultStrings.notFoundReplacement.names.push(notEquippedItem.name); break; case "constricting": if (_resultStrings.constricting === undefined) { _resultStrings.constricting = { "start": "Your <<bellyDescription 'pc'>> is too large to wear your ", "joiner": "and", "end": ".", "names": [], "color": "red" } } _resultStrings.constricting.names.push(notEquippedItem.name); break; case "constrictingChest": if (_resultStrings.constrictingChest === undefined) { _resultStrings.constrictingChest = { "start": "Your pregnant body is too sensitive to wear your ", "joiner": "and", "end": ".", "names": [], "color": "red" } } _resultStrings.constrictingChest.names.push(notEquippedItem.name); break; case "corruption_slime_deny": if (_resultStrings.corruption_slime_deny === undefined) { _resultStrings.corruption_slime_deny = { "start": "You were unable to equip your ", "joiner": "and", "end": " as the slime in your ear did not permit it.", "names": [], "color": "red" } } _resultStrings.corruption_slime_deny.names.push(notEquippedItem.name); break; case "corruption_slime_deny_commando": if (_resultStrings.corruption_slime_deny_commando === undefined) { _resultStrings.corruption_slime_deny_commando = { "start": "You were unable to equip your ", "joiner": "and", "end": " as the slime in your ear is forcing you to go commando.", "names": [], "color": "red" } } _resultStrings.corruption_slime_deny_commando.names.push(notEquippedItem.name); break; case "corruption_slime_deny_forcedDressing": if (_resultStrings.corruption_slime_deny_forcedDressing === undefined) { _resultStrings.corruption_slime_deny_forcedDressing = { "start": "You were unable to equip your ", "joiner": "and", "end": ` as the slime in your ear is only permitting more ${$earSlime.forcedDressing.type is "f" ? "feminine" : "masculine"} clothing.`, "names": [], "color": "red" } } _resultStrings.corruption_slime_deny_forcedDressing.names.push(notEquippedItem.name); break; case "cursed slot": if (_resultStrings.cursed === undefined) { _resultStrings.cursed = { "start": "You were unable to equip your ", "joiner": "and", "end": " due to not being able to remove what you're already wearing.", "names": [], "color": "red" } } _resultStrings.cursed.names.push(notEquippedItem.name); break; case "cursed unequip": if (_resultStrings.cursedUnequip === undefined) { _resultStrings.cursedUnequip = { "start": "You were unable to unequip your ", "joiner": "and", "end": " due to not being able to remove it on your own.", "names": [], "color": "red" } } _resultStrings.cursedUnequip.names.push(notEquippedItem.name); break; case "not found piece": if (V.worn[slot].name === notEquippedItem.name) break; if (_resultStrings.notFoundPiece === undefined) { _resultStrings.notFoundPiece = { "start": "You were unable to fully equip your ", "joiner": "and", "end": " due to an unexpected issue (Error in save most likely). Discarding and replacing related items should deal with the issue.", "names": [], "color": "red" } } _resultStrings.notFoundPiece.names.push(notEquippedItem.name); break; case "strapon": if (V.worn[slot].name === notEquippedItem.name) break; if (_resultStrings.strapon === undefined) { _resultStrings.strapon = { "start": "You were unable to find a matching ", "joiner": "or", "end": " in your sex toy inventory.", "names": [], "color": "lewd" } } _resultStrings.strapon.names.push(notEquippedItem.name); break; } })>> <<for $_clothingStrings range _resultStrings>> <<if $_clothingStrings.names.length gt 0>> <<set _string to $_clothingStrings.start>> <<set _string += formatList($_clothingStrings.names, $_clothingStrings.joiner)>> <<set _string += $_clothingStrings.end>> <span @class="$_clothingStrings.color">_string</span> <br> <</if>> <</for>> <</if>> <</if>> <<if $wear_outfit isnot "none" and $outfit[$wear_outfit]?.positions>> <<for $_slot range setup.clothingLayer.all>> <<if $worn[$_slot].altposition and $outfit[$wear_outfit].positions[$_slot]>> <<set $worn[$_slot].altposition to $outfit[$wear_outfit].positions[$_slot]>> <</if>> <<if $worn[$_slot].altsleeve and $outfit[$wear_outfit].positions.sleeves>> <<set $worn[$_slot].altsleeve to $outfit[$wear_outfit].positions.sleeves>> <</if>> <</for>> <</if>> <<set $wear_outfit to "none">> <<unset $storeLocation>> <</widget>> <<widget "overwriteoutfit">> <<if $delete_outfit is 2 and $wear_outfit isnot "none">> <<set _equip to setup.clothingLayer.all>> <<set _outfit to $outfit[$wear_outfit]>> <<set _positions to {}>> <<for $_slot range _equip>> <<set _outfit[$_slot] to $worn[$_slot].name>> <<if _outfit.colors>> <<set _outfit.colors[$_slot] to [clone($worn[$_slot].colour),clone($worn[$_slot].accessory_colour)]>> <<if $worn[$_slot].pattern>> <<run _outfit.colors[$_slot].push(clone($worn[$_slot].pattern))>> <</if>> <<if $worn[$_slot].colour is "custom" or $worn[$_slot].accessory_colour is "custom">> <<run _outfit.colors[$_slot+"custom"] to [clone($worn[$_slot].colourCustom),clone($worn[$_slot].accessory_colourCustom)]>> <</if>> <</if>> <<if $worn[$_slot].altposition>> <<set _positions[$_slot] to $worn[$_slot].altposition>> <</if>> <<if $worn[$_slot].altsleeve>> <<set _positions.sleeves to $worn[$_slot].altsleeve>> <</if>> <</for>> <<if Object.keys(_positions).length > 0>> <<set _outfit.positions to _positions>> <</if>> <<set $wear_outfit to "none">> <</if>> <</widget>> <<widget "outfitEditor">> <<link "Filter Options">><<toggleclass "#outfitEditorFilter" "hidden">><</link>> | <<link "Help">><<toggleclass "#outfitEditorHelp" "hidden">><</link>> <div id="outfitEditorHelp" class="hidden"> All options change the settings the moment you change the option, however, they will only save or be updated in the passage only if you first change the passage (Leave the wardrobe or click on 'Update Wardrobe' at the bottom of this overlay). <br><br> Changing the clothing items may result in the colour settings being reset for that item. This is caused from going from an item with colour options to one that doesn't have any colour options. Just because you can change it to some item's doesn't mean you have access to every item. <br><br> Location is where the Outfit is unique to and will only show for that wardrobe. Please note, where it says 'No access', this is either based on the multiple wardrobe setting or may not be available till a later version of the game. In most cases the 'Orphanage' wardrobe will be shared when Multiple wardrobes is set to 'isolated only' or is disabled. <br><br> </div> <<if _outfitEditorFilter is undefined>> <<outfitEditorDefaultFilter>> <</if>> <<outfitEditorUpdateFilter>> <<set _subState to {}>> <div id="outfitEditorFilter" class="hidden"> <<outfitEditorFilter>> </div> <div id="outfitEditor"> <<outfitEditorList>> </div> <<link [[Update wardrobe|$passage]]>><</link>> <</widget>> <<widget "outfitEditorFilter">> <h4>Filter</h4> <label>Items Per Page: <<numberslider "$outfitEditorPerPage" $outfitEditorPerPage 5 20 1>></label> <br><br> Type: <label><<checkbox "_outfitEditorFilter.type.normal" false true autocheck>> Normal</label> | <label><<checkbox "_outfitEditorFilter.type.sleep" false true autocheck>> Sleep</label> | <label><<checkbox "_outfitEditorFilter.type.swim" false true autocheck>> Swim</label> | <label><<checkbox "_outfitEditorFilter.type.school" false true autocheck>> School (Only used by starter outfits, may be added later)</label> | <br><br> Location: <<for $_label, $_value range _outfitEditorFilter.location>> <<set $_name to $wardrobes[$_label] ? $wardrobes[$_label].name : $_label>> <<set $_var to "_outfitEditorFilter.location." + $_label>> <<capture $_var>> <label> <<checkbox $_var false true autocheck>> <<print $_name>> <<if (!$settings.multipleWardrobes or ($settings.multipleWardrobes is "isolated" and !$_value.isolated)) and $_label isnot "wardrobe">> (No access) <</if>> </label> | <</capture>> <</for>> <br><br> Colour Saved in Outfit: <label><<checkbox "_outfitEditorFilter.colors.notSaved" false true autocheck>> No</label> | <label><<checkbox "_outfitEditorFilter.colors.saved" false true autocheck>> Yes</label> | <br><br> <<link "Update Filter">> <<outfitEditorUpdateFilter>> <<replace "#outfitEditor">><<outfitEditorList>><</replace>> <</link>> | <<link "Reset Filter">> <<outfitEditorDefaultFilter>> <<outfitEditorPageSetup>> <<replace "#outfitEditorFilter">><<outfitEditorFilter>><</replace>> <<replace "#outfitEditor">><<outfitEditorList>><</replace>> <</link>> <br><br> <</widget>> <<widget "outfitEditorDefaultFilter">> <<if $outfitEditorPerPage is undefined>> <<set $outfitEditorPerPage to 10>> <</if>> <<set _outfitEditorFilter to { type:{ normal: true, sleep: true, swim: true, school: true, }, location:{ All: true, disabled: true, }, colors:{ notSaved: true, saved: true }, outfitIndex:[], }>> <<for $_label, $_value range $wardrobes>> <<if $_value.unlocked>> <<set _outfitEditorFilter.location[$_label] to true>> <</if>> <</for>> <<set _outfitEditorFilter.outfitIndex to []>> <<run $outfit.forEach((item, index) => {T.outfitEditorFilter.outfitIndex.push(index);})>> <</widget>> <<widget "outfitEditorUpdateFilter">> <<set _outfitEditorFilter.outfitIndex to []>> <<run $outfit.forEach((item, index) => { if(T.outfitEditorFilter.type[item.type[0]]){ if((T.outfitEditorFilter.location.All && item.type[0].location === undefined) || T.outfitEditorFilter.location[item.type[0].location]){ if((!item.colors && T.outfitEditorFilter.colors.notSaved) || (item.colors && T.outfitEditorFilter.colors.saved)){ T.outfitEditorFilter.outfitIndex.push(index); } } } })>> <<outfitEditorPageSetup>> <</widget>> <<widget "outfitEditorPageSetup">> <<set _outfitEditorPages to { page:1, perPage:$outfitEditorPerPage }>> <<set _outfitEditorPages.maxPages to Math.ceil(_outfitEditorFilter.outfitIndex.length / _outfitEditorPages.perPage)>> <</widget>> <<widget "outfitEditorList">> <<outfitEditorPageControls>> <div id="outfitEditorList"> <<set $_start to (_outfitEditorPages.page - 1) * _outfitEditorPages.perPage>> <<for $_i to $_start; $_i lt $_start + _outfitEditorPages.perPage; $_i++>> <<set _index to _outfitEditorFilter.outfitIndex[$_i]>> <<if !$outfit[_index]>> <<break>> <</if>> <div @id="'outfitItem-' + _index" class="outfitEditorItem"> <<outfitEditorItem _index>> </div> <</for>> </div> <<outfitEditorPageControls>> <</widget>> <<widget "outfitEditorPageControls">> <<if _outfitEditorPages.page gt 1>> <<link "Previous">> <<set _outfitEditorPages.page-->> <<replace "#outfitEditor">><<outfitEditorList>><</replace>> <</link>> | <<else>> Previous | <</if>> Page <<print _outfitEditorPages.page>>/<<print _outfitEditorPages.maxPages>> | <<if _outfitEditorPages.page lt _outfitEditorPages.maxPages and _outfitEditorPages.maxPages gt 1>> <<link "Next">> <<set _outfitEditorPages.page++>> <<replace "#outfitEditor">><<outfitEditorList>><</replace>> <</link>> <<else>> Next <</if>> <</widget>> <<widget "outfitEditorItem">> <<capture _args[0]>> <<set _subState[_args[0]] to "">> <div class="name"> <<set $_name to "$outfit["+_args[0]+"].name">> <label>Name: <<textbox $_name $outfit[_args[0]].name>></label> <!--Runs too many times for some reason, needs to be improved--> <<run $(() => { $('.outfitEditorItem .name .macro-textbox').on('input change', e => { let index = e.target.name.replace(/\D/g,''); V.outfit[index].name = V.outfit[index].name.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9.!()]+/g,"").substr(0,30); }).trigger('input change') })>> </div> <div> <<set $_type to "$outfit["+_args[0]+"].type[0]">> <label> Type: <<listbox $_type autoselect>> <<option "Normal" "normal">> <<option "Sleep" "sleep">> <<option "Swim" "swim">> <<option "School" "school">> <</listbox>> </label> </div> <div> <<set $_location to "$outfit["+_args[0]+"].location">> <<set $_locations to {}>> <<for $_label, $_value range $wardrobes>> <<if $_value.unlocked>> <<set _warning to "">> <<if (!$settings.multipleWardrobes or ($settings.multipleWardrobes is "isolated" and !$_value.isolated)) and $_label isnot "wardrobe">> <<set _warning to " (No access)">> <</if>> <<set $_locations[$_value.name + _warning] to $_label>> <</if>> <</for>> <label> Location: <<listbox $_location autoselect>> <<option "All" undefined>> <<option "Disabled" "disabled">> <<optionsfrom $_locations>> <</listbox>> </label> </div> <div> Items: <<link "View">> <<set _subId to "#outfitItemSub-" + _args[0]>> <<if _subState[_args[0]] is "itemEdit">> <<set _subState[_args[0]] to "">> <<replace _subId>><</replace>> <<else>> <<set _subState[_args[0]] to "itemEdit">> <<replace _subId>><<outfitEditorItemClothes _args[0]>><</replace>> <</if>> <</link>> </div> <div> Colours: <<print $outfit[_args[0]].colors ? "Enabled" : "Disabled">> | <<if $outfit[_args[0]].colors>> <<link "Disable">> <<set $outfit[_args[0]].colors to false>> <<set _id to "#outfitItem-" + _args[0]>> <<replace `_id`>><<outfitEditorItem _args[0]>><</replace>> <</link>> | <<link "Edit">> <<set _subId to "#outfitItemSub-" + _args[0]>> <<if _subState[_args[0]] is "colourView">> <<set _subState[_args[0]] to "">> <<replace _subId>><</replace>> <<else>> <<set _subState[_args[0]] to "colourView">> <<replace _subId>><<outfitEditorItemColour _args[0]>><</replace>> <</if>> <</link>> <<else>> <<link "Enable">> <<set $outfit[_args[0]].colors to {}>> <<set _outfitIndex to _args[0]>> <<for _label, _value range setup.clothes>> <<set _item to setup.clothes[_label].filter((item) => item.name === $outfit[_outfitIndex][_label])[0]>> <<set _colors to [0,0]>> <<if _item>> <<if _item.colour_options.length gt 0>> <<set _colors[0] to _item.colour_options[0]>> <</if>> <<if _item.accessory_colour_options.length gt 0>> <<set _colors[1] to _item.accessory_colour_options[0]>> <</if>> <<if _item.pattern_options?.length gt 0>> <<set _colors[2] to _item.pattern_options[0]>> <</if>> <</if>> <<set $outfit[_args[0]].colors[_label] to clone(_colors)>> <</for>> <<set _id to "#outfitItem-" + _args[0]>> <<replace `_id`>><<outfitEditorItem _args[0]>><</replace>> <</link>> <</if>> </div> <<if $savedHairStyles>> <div> <<set _savedHairStylesKeys to Object.keys($savedHairStyles)>> Hair Style: <<set $_hairStyle to "$outfit["+_args[0]+"].hairStyle">> <<listbox $_hairStyle autoselect>> <<option "Not set" undefined>> <<optionsfrom _savedHairStylesKeys>> <</listbox>> </div> <<else>> <div> Hair Style: No sets saved (Check mirror) </div> <</if>> <div @id="'outfitItemSub-' + _args[0]"></div> <</capture>> <</widget>> <<widget "outfitEditorItemClothes">> <<capture _args[0]>> <<for $_label, $_value range setup.clothes>> <<set $_itemName to $outfit[_args[0]][$_label]>> <<if $_itemName and !setup.clothingLayer.over.includes($_label)>> <label class="outfitEditorItemClothes"> <<set $_options to []>> <<for $_value2 range $_value>> <<run $_options.push($_value2.name)>> <</for>> <<print $_label>> - <<set $_var to "$outfit[" + _args[0] + "]['" + $_label + "']">> <<listbox `$_var` autoselect>> <<optionsfrom $_options>> <</listbox>> <!--Runs too many times for some reason, needs to be improved--> <<run $(() => { $('.outfitEditorItemClothes select').on('input change', e => { let outfitIndex = e.target.name.replace(/\D/g,''); if(!V.outfit[outfitIndex].colors) return; let target = e.target.name.match(/[a-zA-Z]+/g); let slot = target[2] + (target[3] !== undefined ? '_' + target[3] : ''); let item = setup.clothes[slot].filter((item) => item.name === V.outfit[outfitIndex][slot])[0]; if(item !== undefined){ if(item.colour_options.length > 0 && V.outfit[outfitIndex].colors[slot][0] === 0){ V.outfit[outfitIndex].colors[slot][0] = item.colour_options[0]; } else if(item.colour_options.length === 0 && V.outfit[outfitIndex].colors[slot][0] !== 0) { V.outfit[outfitIndex].colors[slot][0] = 0; } if(item.accessory_colour_options.length > 0 && V.outfit[outfitIndex].colors[slot][1] === 0){ V.outfit[outfitIndex].colors[slot][0] = item.accessory_colour_options[0]; } else if(item.accessory_colour_options.length === 0 && V.outfit[outfitIndex].colors[slot][1] !== 0) { V.outfit[outfitIndex].colors[slot][1] = 0; } if(item.pattern_options?.length > 0 && V.outfit[outfitIndex].colors[slot][2] === 0){ V.outfit[outfitIndex].colors[slot][2] = item.pattern_options[0]; } else if(item.pattern_options?.length === 0 && V.outfit[outfitIndex].colors[slot][2] !== 0) { V.outfit[outfitIndex].colors[slot][2] = 0; } } }).trigger('input change') })>> </label> <br> <</if>> <</for>> <</capture>> <</widget>> <<widget "outfitEditorItemColour">> <<capture _args[0]>> <<for $_label, $_value range setup.clothes>> <<set _colourLabel to $_label>> <<set _colourOutfit to _args[0]>> <<set $_item to setup.clothes[$_label].filter((item) => item.name === $outfit[_colourOutfit][_colourLabel])[0]>> <<if $_item>> <<if $_item.colour_options.length gt 0 or $_item.accessory_colour_options.length gt 0 or $_item.pattern_options?.length gt 0>> <<print $_label>> - <<print $_item.name>>: <<if $_item.colour_options.length gt 0>> <<set $_colour_options to "$outfit["+_args[0]+"].colors['"+$_label+"'][0]">> <<listbox `$_colour_options` autoselect>> <<optionsfrom $_item.colour_options>> <<option "random">> <</listbox>> <</if>> <<if $_item.accessory_colour_options.length gt 0>> <<set $_accessory_colour_options to "$outfit["+_args[0]+"].colors['"+$_label+"'][1]">> <<listbox `$_accessory_colour_options` autoselect>> <<optionsfrom $_item.accessory_colour_options>> <<option "random">> <</listbox>> <</if>> <<if $_item.pattern_options?.length gt 1>> <<set $_pattern_options to "$outfit["+_args[0]+"].colors['"+$_label+"'][2]">> <<listbox `$_pattern_options` autoselect>> <<optionsfrom $_item.pattern_options>> <<option "random">> <</listbox>> <</if>> <br> <</if>> <</if>> <</for>> <</capture>> <</widget>><<widget "dancestripeffects">> <<outfitChecks>> <<switch $danceaction>> <<case "stripOverOutfit">> <<if $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">> You gracefully remove your $worn.over_upper.name, exposing your <<outfit>>. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<overupperstrip>><<exhibitionism1>> <<elseif $worn.upper.name isnot "naked">> <<if !$worn.under_lower.type.includes("naked")>> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>> <<else>> You gracefully remove your $worn.over_upper.name, exposing your <<genitals 1>>. <<if $worn.upper.type.includes("naked")>> You shiver with excitement, your body laid totally bare. <<else>> Your <<allTops>> makes your naked lower half feel particularly conspicuous. <</if>> <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overupperstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<elseif $worn.lower.name isnot "naked">> <<if !$worn.under_upper.type.includes("naked")>> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_upper.name. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>> <<else>> <<if $player.breastsize gte 3>> You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<if $player.sex is "m">> You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. You feel your nipples harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>> <<else>> You gracefully remove your $worn.over_upper.name, exposing your $worn.lower.name and <<breasts>>. You feel your nipples harden in response to being revealed. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>> <</if>> <</if>> <<else>> <<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_upper.name and $worn.under_lower.name. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>> <<elseif !$worn.under_lower.type.includes("naked")>> <<if $player.breastsize gte 3>> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<if $player.sex is "m">> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. You feel your nipples harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>> <<else>> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_lower.name and <<breasts>>. You feel your nipples harden in response to being revealed. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overupperstrip>><<exhibitionism3>> <</if>> <<elseif !$worn.under_upper.type.includes("naked")>> You gracefully remove your $worn.over_upper.name, exposing your <<genitals 1>>. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overupperstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <<else>> You gracefully remove your $worn.over_upper.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overupperstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <</if>> <<set $danceaction to 0>> <<case "stripOverUpper">> <<if $worn.upper.name isnot "naked">> You gracefully remove your $worn.over_upper.name, exposing your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<overupperstrip>><<exhibitionism1>> <<elseif !$worn.under_upper.type.includes("naked")>> You gracefully remove your $worn.over_upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you. <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 100>><<overupperstrip>><<exhibitionism1>> <<else>> <<if $player.breastsize gte 3>> You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<if $player.sex is "m">> You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<overupperstrip>><<exhibitionism4>> <<else>> You gracefully remove your $worn.over_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<overupperstrip>><<exhibitionism1>> <</if>> <</if>> <<set $danceaction to 0>> <<case "stripOverLower">> <<if $worn.lower.name isnot "naked">> You gracefully remove your $worn.over_lower.name, exposing your $worn.lower.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<overlowerstrip>><<exhibitionism1>> <<elseif !$worn.under_lower.type.includes("naked")>> You gracefully remove your $worn.over_lower.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<overlowerstrip>><<exhibitionism3>> <<else>> You gracefully remove your $worn.over_lower.name, exposing your <<genitals 1>>. <<if $worn.upper.type.includes("naked") or $worn.over_upper.type.includes("naked")>> You shiver with excitement, your body laid totally bare. <<else>> Your <<allTops>> makes your naked lower half feel particularly conspicuous. <</if>> <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<overlowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<set $danceaction to 0>> <<case "stripOutfit">> <<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>> <<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 500>><<exhibitionism4>> <<else>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism3>> <</if>> <<elseif !$worn.under_lower.type.includes("naked")>> <<if $player.breastsize gte 3>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<if $player.sex is "m">> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. You feel your <<nipples>> harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>> <<else>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<exhibitionism3>> <</if>> <<else>> You gracefully remove your $worn.upper.name, exposing your nude form. You shiver with excitement, your <<genitals 1>> laid totally bare. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<upperstrip>><<lowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<set $danceaction to 0>> <<case "stripUpper">> <<if !$worn.under_upper.type.includes("naked")>> <<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">> You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you. <<set $audiencearousal += 4>><<set $audienceexcitement += 4>><<set $audiencemod += 2>><<arousal 200>><<upperstrip>><<exhibitionism3>> <<else>> You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you. <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 100>><<upperstrip>><<exhibitionism1>> <</if>> <<else>> <<if $player.breastsize gte 3>> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<if $player.sex is "m">> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>> <<else>> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<upperstrip>><<exhibitionism1>> <</if>> <</if>> <<set $danceaction to 0>> <<case "stripLower">> <<if $worn.over_lower.name isnot "naked">> You gracefully remove your $worn.lower.name from below your $worn.over_lower.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<lowerstrip>><<exhibitionism1>> <<elseif !$worn.under_lower.type.includes("naked")>> You gracefully remove your $worn.lower.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<lowerstrip>><<exhibitionism3>> <<else>> You gracefully remove your $worn.lower.name, exposing your <<genitals 1>>. <<if $worn.upper.type.includes("naked") or $worn.over_upper.type.includes("naked")>> You shiver with excitement, your body laid totally bare. <<else>> Your <<allTops>> makes your naked lower half feel particularly conspicuous. <</if>> <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<lowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<set $danceaction to 0>> <<case "stripUnderOutfit">> You gracefully remove your $worn.under_upper.name, exposing your <<genitals 1>>. You shiver with excitement, now laid totally bare. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <<set $danceaction to 0>> <<case "stripUnderUpper">> <<if (!$worn.upper.type.includes("naked") and $worn.upper.open is 1) and $worn.over_upper.type.includes("naked")>> You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<underupperstrip>><<exhibitionism1>> <<elseif $player.breastsize gte 3>> You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all.<<else>>exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive.<</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>> <<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">> <<set $danceaction to 0>> <<if $player.sex is "m">> You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all, you feel more exposed.<<else>>exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd.<</if>> <<else>> You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all, you feel more exposed.<<else>>exposing your <<breasts>>. You feel your nipples harden in response to being revealed.<</if>> <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>> <<else>> You gracefully remove your $worn.under_upper.name, <<if $worn.under_upper.type.includes("naked")>>despite them not concealing your <<breasts>> at all, you feel more exposed.<<else>>exposing your <<breasts>>. You feel your nipples harden in response to being revealed.<</if>> <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<underupperstrip>><<exhibitionism1>> <</if>> <<set $danceaction to 0>> <<case "stripUnderLower">> <<if $worn.under_lower.type.includes("naked")>> <<if (!$worn.lower.type.includes("naked") or !$worn.over_lower.type.includes("naked"))>> You gracefully remove your $worn.under_lower.name from beneath your <<allBottoms>>. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<else>> You gracefully remove your $worn.under_lower.name, despite having your <<genitals 1>> exposed already. <</if>> <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underlowerstrip>><<exhibitionism3>> <<elseif !$worn.lower.type.includes("naked") or !$worn.over_lower.type.includes("naked")>> You gracefully remove your $worn.under_lower.name from beneath your <<allBottoms>>. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underlowerstrip>><<exhibitionism3>> <<else>> You gracefully remove your $worn.under_lower.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underlowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<set $danceaction to 0>> <</switch>> <!--Old clothing actions below, to be removed at a later date--> <<if $danceaction is "outfitstripbreasts">><<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>> <</if>> <<if $danceaction is "outfitstripchest">><<set $danceaction to 0>> <<if $player.sex is "m">> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. You feel your <<nipples>> harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism4>> <</if>> <<if $danceaction is "outfitstripunderbreasts">><<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 500>><<exhibitionism4>> <</if>> <<if $danceaction is "outfitstripunderchest">><<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<exhibitionism3>> <</if>> <<if $danceaction is "outfitstripunder">> <<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your <<upperstrip>><<lowerstrip>><<underoutfit>>. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<exhibitionism3>> <</if>> <<if $danceaction is "outfitstripnude">> <<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your nude form. You shiver with excitement, your <<genitals 1>> laid totally bare. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<upperstrip>><<lowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<if $danceaction is "upperstripbreasts">> <<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>> <</if>> <<if $danceaction is "upperstripunderbreasts">> <<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you. <<set $audiencearousal += 4>><<set $audienceexcitement += 4>><<set $audiencemod += 2>><<arousal 200>><<upperstrip>><<exhibitionism2>> <</if>> <<if $danceaction is "upperstripunderchest">> <<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your $worn.under_upper.name. Only one garment protects your chest from the hungry eyes surrounding you. <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 100>><<upperstrip>><<exhibitionism1>> <</if>> <<if $danceaction is "upperstripfchest">> <<set $danceaction to 0>> <<if $player.sex is "m">> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<upperstrip>><<exhibitionism4>> <</if>> <<if $danceaction is "upperstripmchest">> <<set $danceaction to 0>> You gracefully remove your $worn.upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<upperstrip>><<exhibitionism1>> <</if>> <<if $danceaction is "underoutfitstripbreasts">> <<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. The exhibition makes you feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>> <</if>> <<if $danceaction is "underoutfitstripchest">> <<set $danceaction to 0>> <<if $player.sex is "m">> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your buds harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>> <</if>> <<if $danceaction is "underoutfitstripunder">> <<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underupperstrip>><<exhibitionism3>> <</if>> <<if $danceaction is "underoutfitstripnude">> <<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name, exposing your nude form. You shiver with excitement, your <<genitals 1>> laid totally bare. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underupperstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<if $danceaction is "underoutfitstriptop">> <<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name, exposing your <<genitals 1>>. You shiver with excitement, now laid totally bare. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<if $danceaction is "underupperstripbreasts">> <<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. The exhibition of your breasts makes them feel raw and sensitive. <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>> <</if>> <<if $danceaction is "underupperstripfchest">> <<set $danceaction to 0>> <<if $player.sex is "m">> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. Your feminine countenance makes your revealed chest feel especially lewd. <<else>> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <</if>> <<set $audiencearousal += 8>><<set $audienceexcitement += 8>><<set $audiencemod += 3>><<arousal 300>><<underupperstrip>><<exhibitionism4>> <</if>> <<if $danceaction is "underupperstripmchest">> <<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name, exposing your <<breasts>>. You feel your nipples harden in response to being revealed. <<set $audiencearousal += 2>><<set $audienceexcitement += 2>><<set $audiencemod += 1>><<arousal 300>><<underupperstrip>><<exhibitionism1>> <</if>> <<if $danceaction is "lowerstripunder">><<set $danceaction to 0>> You gracefully remove your $worn.lower.name, exposing your $worn.under_lower.name. Being seen in your underwear excites you. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<lowerstrip>><<exhibitionism3>> <</if>> <<if $danceaction is "lowerstripnude">><<set $danceaction to 0>> You gracefully remove your $worn.lower.name, exposing your <<genitals 1>>. <<if $worn.upper.type.includes("naked")>> You shiver with excitement, your body laid totally bare. <<else>> Your $worn.upper.name makes your naked lower half feel particularly conspicuous. <</if>> <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<lowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<if $danceaction is "underupperstripopen">><<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 3>><<set $audienceexcitement += 3>><<set $audiencemod += 1>><<arousal 100>><<underupperstrip>><<exhibitionism1>> <</if>> <<if $danceaction is "underoutfitstripopen">><<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 9>><<set $audienceexcitement += 9>><<set $audiencemod += 3>><<arousal 500>><<underupperstrip>><<exhibitionism3>> <</if>> <<if $danceaction is "understripskirt">><<set $danceaction to 0>> You gracefully remove your $worn.under_lower.name from beneath your $worn.lower.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 6>><<set $audienceexcitement += 6>><<set $audiencemod += 2>><<arousal 300>><<underlowerstrip>><<exhibitionism3>> <</if>> <<if $danceaction is "underoutfitstripskirt">><<set $danceaction to 0>> You gracefully remove your $worn.under_upper.name from beneath your $worn.upper.name. You're careful not to give too much away, but such a lewd gesture thrills you nonetheless. <<set $audiencearousal += 9>><<set $audienceexcitement += 9>><<set $audiencemod += 3>><<arousal 500>><<underlowerstrip>><<exhibitionism3>> <</if>> <<if $danceaction is "understripnude">><<set $danceaction to 0>> You gracefully remove your $worn.under_lower.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underlowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <<if $danceaction is "understripclothed">><<set $danceaction to 0>> You gracefully remove your $worn.under_lower.name, exposing your <<genitals 1>>. You shiver with excitement, your body laid totally bare. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 300>><<underlowerstrip>><<exhibitionism5>> <<dance_crossdress_reveal>> <</if>> <</widget>> <<widget "danceStripActionObject">> <<set _danceExhibition to { "overOutfit":null, "over_upper":null, "over_lower":null, "middleOutfit":null, "upper":null, "lower":null, "underOutfit":null, "under_upper":null, "under_lower":null, }>> <<set _exhibitionObject to { 1:[1,0], 2:[2,15], 3:[3,35], 4:[4,55], 5:[5,75] }>> <<if _overOutfit>> <<if $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[1])>> <<elseif $worn.upper.name isnot "naked">> <<if !$worn.under_lower.type.includes("naked")>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>> <<else>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[5])>> <</if>> <<elseif $worn.lower.name isnot "naked">> <<if !$worn.under_upper.type.includes("naked")>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>> <<else>> <<if $player.breastsize gte 3>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>> <<else>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>> <</if>> <</if>> <<else>> <<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>> <<elseif $worn.under_lower.name isnot "naked">> <<if $player.breastsize gte 3>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[4])>> <<else>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[3])>> <</if>> <<elseif !$worn.under_upper.type.includes("naked")>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[5])>> <<else>> <<set _danceExhibition.overOutfit to clone(_exhibitionObject[5])>> <</if>> <</if>> <<elseif _overOutfit is false>> <<if !$worn.over_upper.type.includes("naked")>> <<if $worn.upper.name isnot "naked">> <<set _danceExhibition.over_upper to clone(_exhibitionObject[1])>> <<elseif !$worn.under_upper.type.includes("naked")>> <<set _danceExhibition.over_upper to clone(_exhibitionObject[3])>> <<else>> <<if $player.breastsize gte 3>> <<set _danceExhibition.over_upper to clone(_exhibitionObject[4])>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<set _danceExhibition.over_upper to clone(_exhibitionObject[4])>> <<else>> <<set _danceExhibition.over_upper to clone(_exhibitionObject[1])>> <</if>> <</if>> <</if>> <<if !$worn.over_lower.type.includes("naked")>> <<if $worn.lower.name isnot "naked">> <<set _danceExhibition.over_lower to clone(_exhibitionObject[1])>> <<elseif !$worn.under_lower.type.includes("naked")>> <<set _danceExhibition.over_lower to clone(_exhibitionObject[3])>> <<else>> <<set _danceExhibition.over_lower to clone(_exhibitionObject[5])>> <</if>> <</if>> <</if>> <<if _middleOutfit and $worn.over_upper.type.includes("naked") and $worn.over_lower.type.includes("naked")>> <<if !$worn.under_upper.type.includes("naked") and !$worn.under_lower.type.includes("naked")>> <<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">> <<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>> <<else>> <<set _danceExhibition.middleOutfit to clone(_exhibitionObject[3])>> <</if>> <<elseif !$worn.under_lower.type.includes("naked")>> <<if $player.breastsize gte 3>> <<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>> <<else>> <<set _danceExhibition.middleOutfit to clone(_exhibitionObject[4])>> <</if>> <<else>> <<set _danceExhibition.middleOutfit to clone(_exhibitionObject[5])>> <</if>> <<elseif _middleOutfit is false>> <<if !$worn.upper.type.includes("naked") and $worn.over_upper.type.includes("naked")>> <<if !$worn.under_upper.type.includes("naked")>> <<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">> <<set _danceExhibition.upper to clone(_exhibitionObject[3])>> <<else>> <<set _danceExhibition.upper to clone(_exhibitionObject[1])>> <</if>> <<else>> <<if $player.breastsize gte 3>> <<set _danceExhibition.upper to clone(_exhibitionObject[4])>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<set _danceExhibition.upper to clone(_exhibitionObject[4])>> <<else>> <<set _danceExhibition.upper to clone(_exhibitionObject[1])>> <</if>> <</if>> <</if>> <<if !$worn.lower.type.includes("naked") and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1)>> <<if $worn.over_lower.name isnot "naked">> <<set _danceExhibition.lower to clone(_exhibitionObject[3])>> <<elseif !$worn.under_lower.type.includes("naked")>> <<set _danceExhibition.lower to clone(_exhibitionObject[3])>> <<else>> <<set _danceExhibition.lower to clone(_exhibitionObject[5])>> <</if>> <</if>> <</if>> <<if _underOutfit and $worn.over_upper.type.includes("naked") and $worn.over_lower.type.includes("naked") and $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> <<set _danceExhibition.underOutfit to clone(_exhibitionObject[5])>> <<elseif _underOutfit is false>> <<if $worn.under_upper.name isnot "naked" and $worn.over_upper.type.includes("naked")>> <<if (!$worn.upper.type.includes("naked") and $worn.upper.open is 1) and $worn.over_upper.type.includes("naked")>> <<set _danceExhibition.under_upper to clone(_exhibitionObject[1])>> <<elseif $player.breastsize gte 3>> <<set _danceExhibition.under_upper to clone(_exhibitionObject[4])>> <<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">> <<set _danceExhibition.under_upper to clone(_exhibitionObject[4])>> <<else>> <<set _danceExhibition.under_upper to clone(_exhibitionObject[1])>> <</if>> <</if>> <<if $worn.under_lower.name isnot "naked" and ((setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 or $worn.over_lower.type.includes("naked")) and (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")))>> <<if $worn.under_lower.type.includes("naked")>> <<set _danceExhibition.under_lower to clone(_exhibitionObject[3])>> <<elseif !$worn.lower.type.includes("naked") or !$worn.over_lower.type.includes("naked")>> <<set _danceExhibition.under_lower to clone(_exhibitionObject[3])>> <<else>> <<set _danceExhibition.under_lower to clone(_exhibitionObject[5])>> <</if>> <</if>> <</if>> <</widget>> <<widget "dancestripactions">> <<outfitChecks>> <<danceStripActionObject>> <br><br> <<if _danceExhibition isnot undefined>> <<if _danceExhibition.overOutfit isnot null>> <<if $exhibitionism gte _danceExhibition.overOutfit[1]>> <label> <span class="meek">Strip $worn.over_upper.name</span> <<print '<<combatexhibitionist'+_danceExhibition.overOutfit[0]+'>>'>> <<radiobutton "$danceaction" "stripOverOutfit">> </label> | <</if>> <</if>> <<if _danceExhibition.over_upper isnot null>> <<if $exhibitionism gte _danceExhibition.over_upper[1]>> <label> <span class="meek">Strip $worn.over_upper.name</span> <<print '<<combatexhibitionist'+_danceExhibition.over_upper[0]+'>>'>> <<radiobutton "$danceaction" "stripOverUpper">> </label> | <</if>> <</if>> <<if _danceExhibition.over_lower isnot null>> <<if $exhibitionism gte _danceExhibition.over_lower[1]>> <label> <span class="meek">Strip $worn.over_lower.name</span> <<print '<<combatexhibitionist'+_danceExhibition.over_lower[0]+'>>'>> <<radiobutton "$danceaction" "stripOverLower">> </label> | <</if>> <</if>> <<if _danceExhibition.middleOutfit isnot null and $worn.upper.cursed isnot 1>> <<if $exhibitionism gte _danceExhibition.middleOutfit[1]>> <label> <span class="meek">Strip $worn.upper.name</span> <<print '<<combatexhibitionist'+_danceExhibition.middleOutfit[0]+'>>'>> <<radiobutton "$danceaction" "stripOutfit">> </label> | <</if>> <</if>> <<if _danceExhibition.upper isnot null and $worn.upper.cursed isnot 1>> <<if $exhibitionism gte _danceExhibition.upper[1]>> <label> <span class="meek">Strip $worn.upper.name</span> <<print '<<combatexhibitionist'+_danceExhibition.upper[0]+'>>'>> <<radiobutton "$danceaction" "stripUpper">> </label> | <</if>> <</if>> <<if _danceExhibition.lower isnot null and $worn.lower.cursed isnot 1>> <<if $exhibitionism gte _danceExhibition.lower[1]>> <label> <span class="meek">Strip $worn.lower.name</span> <<print '<<combatexhibitionist'+_danceExhibition.lower[0]+'>>'>> <<radiobutton "$danceaction" "stripLower">> </label> | <</if>> <</if>> <<if _danceExhibition.underOutfit isnot null>> <<if $exhibitionism gte _danceExhibition.underOutfit[1]>> <label> <span class="meek">Strip $worn.under_upper.name</span> <<print '<<combatexhibitionist'+_danceExhibition.underOutfit[0]+'>>'>> <<radiobutton "$danceaction" "stripUnderOutfit">> </label> | <</if>> <</if>> <<if _danceExhibition.under_upper isnot null>> <<if $exhibitionism gte _danceExhibition.under_upper[1]>> <label> <span class="meek">Strip $worn.under_upper.name</span> <<print '<<combatexhibitionist'+_danceExhibition.under_upper[0]+'>>'>> <<radiobutton "$danceaction" "stripUnderUpper">> </label> | <</if>> <</if>> <<if _danceExhibition.under_lower isnot null>> <<if $exhibitionism gte _danceExhibition.under_lower[1]>> <label> <span class="meek">Strip $worn.under_lower.name</span> <<print '<<combatexhibitionist'+_danceExhibition.under_lower[0]+'>>'>> <<radiobutton "$danceaction" "stripUnderLower">> </label> | <</if>> <</if>> <</if>> <<if $debug is 1>> <br><br> Old Clothing Controls <br><br> <<if _middleOutfit>> <<if !$worn.under_lower.type.includes("naked")>> <<if !$worn.under_upper.type.includes("naked")>> <<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "outfitstripunderbreasts">></label> | <</if>> <<else>> <<if hasSexStat("exhibitionism", 3)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "outfitstripunderchest">></label> | <</if>> <</if>> <<else>> <<if $player.breastsize gte 3>> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "outfitstripbreasts">></label> | <</if>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "outfitstripchest">></label> | <</if>> <<else>> <<if hasSexStat("exhibitionism", 3)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "outfitstripunder">></label> | <</if>> <</if>> <</if>> <<else>> <<if hasSexStat("exhibitionism", 5)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "outfitstripnude">></label> | <</if>> <</if>> <</if>> <<if !$worn.upper.type.includes("naked") and _middleOutfit is false>> <<if !$worn.under_upper.type.includes("naked")>> <<if $player.breastsize gte 3 or $player.gender_appearance isnot "m">> <<if hasSexStat("exhibitionism", 2)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist2>> <<radiobutton "$danceaction" "upperstripunderbreasts">></label> | <</if>> <<else>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "upperstripunderchest">></label> | <</if>> <<else>> <<if $player.breastsize gte 3>> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "upperstripbreasts">></label> | <</if>> <<elseif $player.gender_appearance isnot "m" and $worn.lower.gender isnot "m">> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "upperstripfchest">></label> | <</if>> <<else>> <label><span class="meek">Strip $worn.upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "upperstripmchest">></label> | <</if>> <</if>> <</if>> <<if !$worn.lower.type.includes("naked") and _middleOutfit is false>> <<if !$worn.under_lower.type.includes("naked")>> <<if hasSexStat("exhibitionism", 3)>> <label><span class="meek">Strip $worn.lower.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "lowerstripunder">></label> | <</if>> <<else>> <<if hasSexStat("exhibitionism", 5)>> <label><span class="meek">Strip $worn.lower.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "lowerstripnude">></label> | <</if>> <</if>> <</if>> <<if _underOutfit>> <<if !$worn.lower.type.includes("naked") and !$worn.upper.type.includes("naked")>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if hasSexStat("exhibitionism", 3)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "underoutfitstripskirt">></label> | <</if>> <<elseif $worn.upper.open is 1>> <<if hasSexStat("exhibitionism", 3)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "underoutfitstripopen">></label> | <</if>> <</if>> <<elseif !$worn.lower.type.includes("naked")>> <<if $player.breastsize gte 3>> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underoutfitstripbreasts">></label> | <</if>> <<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underoutfitstripchest">></label> | <</if>> <<else>> <<if hasSexStat("exhibitionism", 3)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "underoutfitstripunder">></label> | <</if>> <</if>> <<else>> <<if hasSexStat("exhibitionism", 5)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "underoutfitstripnude">></label> | <</if>> <</if>> <</if>> <<if !$worn.under_upper.type.includes("naked") and _underOutfit is false>> <<if !$worn.upper.type.includes("naked") and $worn.upper.open is 1>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "underupperstripopen">></label> | <<elseif $player.breastsize gte 3>> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underupperstripbreasts">></label> | <</if>> <<elseif $player.gender_appearance isnot "m" and $worn.under_lower.gender isnot "m">> <<if hasSexStat("exhibitionism", 4)>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist4>> <<radiobutton "$danceaction" "underupperstripfchest">></label> | <</if>> <<else>> <label><span class="meek">Strip $worn.under_upper.name</span> <<combatexhibitionist1>> <<radiobutton "$danceaction" "underupperstripmchest">></label> | <</if>> <</if>> <<if !$worn.under_lower.type.includes("naked") and _underOutfit is false>> <<if !$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if hasSexStat("exhibitionism", 3)>> <label><span class="meek">Strip $worn.under_lower.name</span> <<combatexhibitionist3>> <<radiobutton "$danceaction" "understripskirt">></label> | <</if>> <<elseif $worn.lower.type.includes("naked")>> <<if hasSexStat("exhibitionism", 5)>> <label><span class="meek">Strip $worn.under_lower.name</span> <<combatexhibitionist5>> <<radiobutton "$danceaction" "understripnude">></label> | <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "dance_stage_cum">> <<if $dance_stage_cum is undefined>> <<set $dance_stage_cum to 0>> <</if>> <<if _args[0]>> <<set $dance_stage_cum += _args[0]>> <</if>> <</widget>> <<widget "dance_private_init">> <<if $dance_place isnot 0>> <<saveNPC $dance_place chosen_npc>> <<saveNPC 0 zero_npc>> <<clearsinglenpc $dance_place>> <<clearsinglenpc 0>> <<loadNPC 0 chosen_npc>> <<loadNPC $dance_place zero_npc>> <<clearNPC zero_npc>> <<clearNPC chosen_npc>> <</if>> <<set $enemyno to 1>> <<unset $corruptionDancing>> <<set $phase to 0>> <<person1>> <</widget>><<widget "img">> <<if !_thermoDisable>> <<thermometer>> <</if>> <div id="imgInv"> <<if $condoms>> <div><<condomsSidebar>></div> <<else>> <div></div> <</if>> <<if $spraymax>> <div><<peppersprays>></div> <</if>> </div> <div id="img"> <<canvasimg "mainCanvas">> </div> <div id="characterTooltip"></div> <</widget>><<widget "baseClothingStrings">> <<set _worn = $worn[_args[0]]>> <<set _class to 'anim-idle-2f' + (_worn.colour_sidebar and typeof(_worn.colour) == "string" ? ' clothes-'+_worn.colour.replace(/ /g, '-'):'')>> <<set _classAcc to 'anim-idle-2f ' + (_worn.accessory_colour_sidebar and typeof(_worn.accessory_colour) == "string" ? ' clothes-'+_worn.accessory_colour.replace(/ /g, '-') :'')>> <<set _style to (_worn.colourCustom ? _worn.colourCustom :'')>> <<set _styleAcc to (_worn.accessory_colourCustom ? _worn.accessory_colourCustom :'')>> <</widget>> <<widget "baseClothingImg">> <<if $worn[_args[0]].name isnot "naked">> <<baseClothingStrings _args[0]>> <div @class="'clothes-div layer-'+_args[0]"> <<if $worn[_args[0]].mainImage isnot 0>> <img @class="_class" @src="'img/clothes/'+[_args[0]]+'/' + $worn[_args[0]].variable + '/' + 'full.png'" @style="_style"> <</if>> <<if $worn[_args[0]].accessory is 1>> <img @class="_classAcc" @src="'img/clothes/'+[_args[0]]+'/' + $worn[_args[0]].variable + '/' + 'acc.png'" @style="_styleAcc"> <</if>> </div> <<if $worn[_args[0]].back_img is 1>> <div @class="'clothes-div layer-'+_args[0]+'-back'"> <img @class="$worn[_args[0]].back_img_colour is 'secondary' ? _classAcc : _class" @src="'img/clothes/'+[_args[0]]+'/' + $worn[_args[0]].variable + '/' + 'back.png'" @style="_styleAcc"> </div> <</if>> <</if>> <</widget>> <<widget "neckimg">> <<if $worn.neck.name isnot "naked">> <<if $worn.neck.name is "necktie">> <<baseClothingStrings "neck">> <<if $worn.upper.has_collar is 1>> <<set _tieimg = "full_nocollar">> <<else>> <<set _tieimg = "full">> <</if>> <div @class="'clothes-div layer-neck'"> <img @class="_class" @src="'img/clothes/neck/' + $worn.neck.variable + '/' + _tieimg + '.png'" @style="_style"> <img @class="_classAcc" @src="'img/clothes/neck/' + $worn.neck.variable + '/' + 'acc.png'" @style="_styleAcc"> <<if $worn.neck.leash is 1>> <img @class="_class" @src="'img/clothes/neck/collar/leash.png'"> <</if>> </div> <<else>> <<baseClothingImg "neck">> <</if>> <</if>> <</widget>> <<widget "handsimg">> <<if $worn.hands.name isnot "naked">> <<baseClothingStrings "hands">> <div @class="'clothes-div layer-hands'"> <<if $worn.hands.mainImage isnot 0>> <img @class="_class" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + 'full.png'" @style="_style"> <</if>> <<if $worn.hands.leftImage is 1 and $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> <<set _leftImage to "left">> <<if _coverLeft is true>> <<run _leftImage += "_cover">> <</if>> <img @class="_class" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _leftImage + '.png'" @style="_style"> <<if $worn.hands.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _leftImage + '_acc.png'" @style="_styleAcc"> <</if>> <</if>> <<if $worn.hands.rightImage is 1 and $rightarm isnot "bound" and $rightarm isnot "grappled" and $rightarm isnot "behind">> <<set _rightImage to "right">> <<if _coverRight is true>> <<run _rightImage += "_cover">> <</if>> <img @class="_class" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _rightImage + '.png'" @style="_style"> <<if $worn.hands.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/hands/' + $worn.hands.variable + '/' + _rightImage + '_acc.png'" @style="_styleAcc"> <</if>> <</if>> </div> <</if>> <</widget>> <<widget "underupperimg">> <<if $worn.under_upper.name isnot "naked">> <<baseClothingStrings "under_upper">> <<switch $underupperwetstage>> <<case 1>><<set _underUpperWetness to " clothes-damp">> <<case 2>><<set _underUpperWetness to " clothes-wet">> <<case 3>><<set _underUpperWetness to " clothes-drenshed">> <<default>><<set _underUpperWetness to "">> <</switch>> <<if $worn.under_upper.integrity lte (clothingData('under_upper',$worn.under_upper,'integrity_max') / 10) * 2>> <<set _imgName to "tattered">> <<elseif $worn.under_upper.integrity lte (clothingData('under_upper',$worn.under_upper,'integrity_max') / 10) * 5>> <<set _imgName to "torn">> <<elseif $worn.under_upper.integrity lte (clothingData('under_upper',$worn.under_upper,'integrity_max') / 10) * 9>> <<set _imgName to "frayed">> <<else>> <<set _imgName to "full">> <</if>> <div @class="'clothes-div layer-under_upper' + _underUpperWetness"> <<if $worn.under_upper.mainImage isnot 0>> <img @class="_class" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + _imgName + '.png'" @style="_style"> <</if>> <<if setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].breast_img is 1>> <img @class="_class" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + (Math.min(_breastSize, 5)) + '.png'" @style="_style"> <</if>> <<if $worn.under_upper.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'acc' + ($worn.under_upper.accessory_integrity_img ? '_' + _imgName : '') + '.png'" @style="_styleAcc"> <</if>> <<if $worn.under_upper.breast_acc_img is 1>> <img @class="_classAcc" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + (Math.min(_breastSize, 5)) + '_acc.png'" @style="_styleAcc"> <</if>> </div> <<set _sleeveClass to { "": _class, "primary": _class, "no": "", "secondary": _classAcc }[$worn.under_upper.sleeve_colour||""]>> <<if _coverRight isnot undefined and $worn.under_upper.sleeve_img is 1>> <div @class="'clothes-div layer-rightarmunderclothes' + _underUpperWetness"> <<if _coverRight is true>> <img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'right_cover.png'" @style="_style"> <<else>> <img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'right.png'" @style="_style"> <</if>> </div> <</if>> <<if _coverLeft isnot undefined and $worn.under_upper.sleeve_img is 1>> <div @class="'clothes-div layer-leftarmunderclothes' + _underUpperWetness"> <<if _coverLeft is true>> <img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'left_cover.png'" @style="_style"> <<else>> <img @class="_sleeveClass" @src="'img/clothes/under_upper/' + $worn.under_upper.variable + '/' + 'left.png'" @style="_style"> <</if>> </div> <</if>> <</if>> <</widget>> <<widget "underlowerimg">> <<if $worn.under_lower.name isnot "naked">> <<baseClothingStrings "under_lower">> <<switch $underlowerwetstage>> <<case 1>><<set _underlowerWetness to " clothes-damp">> <<case 2>><<set _underlowerWetness to " clothes-wet">> <<case 3>><<set _underlowerWetness to " clothes-drenshed">> <<default>><<set _underlowerWetness to "">> <</switch>> <<if $worn.under_lower.integrity lte (clothingData('under_lower',$worn.under_lower,'integrity_max') / 10) * 2>> <<set _imgName to "tattered">> <<elseif $worn.under_lower.integrity lte (clothingData('under_lower',$worn.under_lower,'integrity_max') / 10) * 5>> <<set _imgName to "torn">> <<elseif $worn.under_lower.integrity lte (clothingData('under_lower',$worn.under_lower,'integrity_max') / 10) * 9>> <<set _imgName to "frayed">> <<else>> <<set _imgName to "full">> <</if>> <<if $worn.under_lower.mainImage isnot 0 and $worn.under_lower.high_img is 1>> <div @class="'clothes-div layer-under_lower-high' + _underlowerWetness"> <img @class="_class" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + _imgName + '.png'" @style="_style"> </div> <</if>> <div @class="'clothes-div layer-under_lower' + _underlowerWetness"> <<if $worn.under_lower.mainImage isnot 0 and $worn.under_lower.high_img isnot 1>> <img @class="_class" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + _imgName + '.png'" @style="_style"> <</if>> <<if $worn.under_lower.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + 'acc.png'" @style="_styleAcc"> <</if>> </div> <<if $worn.under_lower.penis_img is 1 and $player.penisExist>> <div @class="'clothes-div layer-under_lower-top' + _underlowerWetness"> <img @class="_class" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + 'penis.png'" @style="_style"> <<if $worn.under_lower.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/under_lower/' + $worn.under_lower.variable + '/' + 'acc_penis.png'" @style="_styleAcc"> <</if>> </div> <</if>> <</if>> <</widget>> <<widget "lowerimg">> <<if $worn.lower.name isnot "naked">> <<baseClothingStrings "lower">> <<switch $lowerwetstage>> <<case 1>><<set _lowerWetness to " clothes-damp">> <<case 2>><<set _lowerWetness to " clothes-wet">> <<case 3>><<set _lowerWetness to " clothes-drenshed">> <<default>><<set _lowerWetness to "">> <</switch>> <<if $worn.lower.integrity lte (clothingData('lower',$worn.lower,'integrity_max') / 10) * 2>> <<set _imgName to "tattered">> <<elseif $worn.lower.integrity lte (clothingData('lower',$worn.lower,'integrity_max') / 10) * 5>> <<set _imgName to "torn">> <<elseif $worn.lower.integrity lte (clothingData('lower',$worn.lower,'integrity_max') / 10) * 9>> <<set _imgName to "frayed">> <<else>> <<set _imgName to "full">> <</if>> <<if $worn.lower.mainImage isnot 0 and $worn.lower.high_img is 1>> <div @class="'clothes-div layer-lower-high' + _lowerWetness"> <img @class="_class" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + _imgName + '.png'" @style="_style"> </div> <</if>> <div @class="'clothes-div layer-lower' + _lowerWetness"> <<if $worn.lower.mainImage isnot 0 and $worn.lower.high_img isnot 1>> <img @class="_class" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + _imgName + '.png'" @style="_style"> <</if>> <<if $worn.lower.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + 'acc' + ($worn.lower.accessory_integrity_img ? '_' + _imgName : '') + '.png'" @style="_styleAcc"> <</if>> </div> <<if $worn.lower.back_img is 1>> <div @class="'clothes-div layer-back-lower' + _lowerWetness"> <img @class="$worn.lower.back_img_colour is 'secondary' ? _classAcc : _class" @src="'img/clothes/lower/' + $worn.lower.variable + '/' + 'back.png'" @style="_style"> </div> <</if>> <</if>> <</widget>> <<widget "overlowerimg">> <<if $worn.over_lower.name isnot "naked">> <<baseClothingStrings "over_lower">> <<if $worn.over_lower.integrity lte (clothingData('over_lower',$worn.over_lower,'integrity_max') / 10) * 2>> <<set _imgName to "tattered">> <<elseif $worn.over_lower.integrity lte (clothingData('over_lower',$worn.over_lower,'integrity_max') / 10) * 5>> <<set _imgName to "torn">> <<elseif $worn.over_lower.integrity lte (clothingData('over_lower',$worn.over_lower,'integrity_max') / 10) * 9>> <<set _imgName to "frayed">> <<else>> <<set _imgName to "full">> <</if>> <div class="layer-over_lower"> <<if $worn.over_lower.mainImage isnot 0>> <img @class="_class" @src="'img/clothes/over_lower/' + $worn.over_lower.variable + '/' + _imgName + '.png'" @style="_style"> <</if>> <<if $worn.over_lower.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/over_lower/' + $worn.over_lower.variable + '/' + 'acc.png'" @style="_styleAcc"> <</if>> </div> <<if $worn.over_lower.back_img is 1>> <div class="layer-back-lower"> <img @class="$worn.over_lower.back_img_colour is 'secondary' ? _classAcc : _class" @src="'img/clothes/over_lower/' + $worn.over_lower.variable + '/' + 'back.png'" @style="_style"> </div> <</if>> <</if>> <</widget>> <<widget "genitalsimg">> <<if $worn.genitals.name isnot "naked">> <<set _genitalsColour = ($worn.genitals.colour ? " clothes-"+$worn.genitals.colour.replace(/ /g, '-') : "")>> <div class="layer-genitals"> <<if $worn.genitals.mainImage isnot 0 and !setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].hideUnderLower.includes($worn.under_lower.name)>> <<if $worn.genitals.name is "chastity cage" and $parasite.penis.name is "urchin">> <<if $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 2>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'tattered_urchin.png'" @style="$worn.genitals.colourCustom"> <<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 5>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'torn_urchin.png'" @style="$worn.genitals.colourCustom"> <<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 9>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'frayed_urchin.png'" @style="$worn.genitals.colourCustom"> <<else>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'full_urchin.png'" @style="$worn.genitals.colourCustom"> <</if>> <<elseif $worn.genitals.name is "chastity cage" and $parasite.penis.name is "slime">> <<if $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 2>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'tattered_slime.png'" @style="$worn.genitals.colourCustom"> <<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 5>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'torn_slime.png'" @style="$worn.genitals.colourCustom"> <<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 9>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'frayed_slime.png'" @style="$worn.genitals.colourCustom"> <<else>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'full_slime.png'" @style="$worn.genitals.colourCustom"> <</if>> <<else>> <<if $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 2>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'tattered.png'" @style="$worn.genitals.colourCustom"> <<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 5>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'torn.png'" @style="$worn.genitals.colourCustom"> <<elseif $worn.genitals.integrity lte (clothingData('genitals',$worn.genitals,'integrity_max') / 10) * 9>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'frayed.png'" @style="$worn.genitals.colourCustom"> <<else>> <img @class="'anim-idle-2f' + _genitalsColour" @src="'img/clothes/genitals/' + $worn.genitals.variable + '/' + 'full.png'" @style="$worn.genitals.colourCustom"> <</if>> <</if>> <</if>> </div> <</if>> <</widget>> <<widget "upperimg">> <<if $worn.upper.name isnot "naked">> <<baseClothingStrings "upper">> <<switch $upperwetstage>> <<case 1>><<set _upperWetness to " clothes-damp">> <<case 2>><<set _upperWetness to " clothes-wet">> <<case 3>><<set _upperWetness to " clothes-drenshed">> <<default>><<set _upperWetness to "">> <</switch>> <<set _tucked = $upperTucked and !setup.clothes.upper[clothesIndex('upper', $worn.upper)].notuck and $worn.upper.outfitPrimary is undefined ? " tucked" : "">> <<set $_hoodDown to $worn.upper.hoodposition is "down" ? "_down" : "">> <<set $_altPosition to $worn.upper.altposition is "alt" ? "_alt" : "">> <div @class="'clothes-div layer-upper' + _tucked + _upperWetness"> <<if $worn.upper.mainImage isnot 0>> <<if $worn.upper.integrity lte (clothingData('upper',$worn.upper,'integrity_max') / 10) * 2>> <<set _imgName to "tattered">> <<elseif $worn.upper.integrity lte (clothingData('upper',$worn.upper,'integrity_max') / 10) * 5>> <<set _imgName to "torn">> <<elseif $worn.upper.integrity lte (clothingData('upper',$worn.upper,'integrity_max') / 10) * 9>> <<set _imgName to "frayed">> <<else>> <<set _imgName to "full">> <</if>> <img @class="_class" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + _imgName + $_hoodDown + $_altPosition + '.png'" @style="_style"> <</if>> <<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].breast_img is 1>> <img @class="_class" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + (Math.min(_breastSize, 5)) + $_altPosition + '.png'" @style="_style"> <</if>> <<if $worn.upper.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'acc' + ($worn.upper.accessory_integrity_img ? '_' + _imgName : '') + $_hoodDown + $_altPosition + '.png'" @style="_styleAcc"> <</if>> <<if $worn.upper.breast_acc_img is 1>> <img @class="_classAcc" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + (Math.min(_breastSize, 5)) + '_acc.png'" @style="_styleAcc"> <</if>> </div> <<set _sleeveClass to { "": _class, "primary": _class, "no": "", "secondary": _classAcc }[$worn.upper.sleeve_colour||""]>> <<set _altPosition to setup.clothes.upper[clothesIndex('upper', $worn.upper)].altposition is 'alt' ? '_alt' : '' >> <<set _sleeveState to setup.clothes.upper[clothesIndex('upper', $worn.upper)].altsleeve is 'alt' ? '_rolled.png' : '.png'>> <<if _coverRight isnot undefined and setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>> <div @class="'clothes-div layer-rightarmclothes' + _upperWetness"> <<if _coverRight is true>> <img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'right_cover' + _altPosition + _sleeveState" @style="_style"> <<else>> <img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'right' + _altPosition + _sleeveState" @style="_style"> <</if>> </div> <</if>> <<if _coverLeft isnot undefined and setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>> <div @class="'clothes-div layer-leftarmclothes' + _upperWetness"> <<if _coverLeft is true>> <img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'left_cover' + _altPosition + _sleeveState" @style="_style"> <<else>> <img @class="_sleeveClass" @src="'img/clothes/upper/' + $worn.upper.variable + '/' + 'left' + _altPosition + _sleeveState" @style="_style"> <</if>> </div> <</if>> <</if>> <</widget>> <<widget "overupperimg">> <<if $worn.over_upper.name isnot "naked">> <<baseClothingStrings "over_upper">> <<if $worn.over_upper.integrity lte (clothingData('over_upper',$worn.over_upper,'integrity_max') / 10) * 2>> <<set _imgName to "tattered">> <<elseif $worn.over_upper.integrity lte (clothingData('over_upper',$worn.over_upper,'integrity_max') / 10) * 5>> <<set _imgName to "torn">> <<elseif $worn.over_upper.integrity lte (clothingData('over_upper',$worn.over_upper,'integrity_max') / 10) * 9>> <<set _imgName to "frayed">> <<else>> <<set _imgName to "full">> <</if>> <div class="layer-over_upper"> <<if $worn.over_upper.mainImage isnot 0>> <img @class="_class" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + _imgName + '.png'" @style="_style"> <</if>> <<if setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].breast_img is 1>> <img @class="_class" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + (Math.min(_breastSize, 5)) + '.png'" @style="_style"> <</if>> <<if $worn.over_upper.accessory is 1>> <img @class="_classAcc" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'acc.png'" @style="_styleAcc"> <</if>> </div> <<set _sleeveClass to { "": _class, "primary": _class, "no": "", "secondary": _classAcc }[$worn.over_upper.sleeve_colour||""]>> <<if _coverRight isnot undefined and setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].sleeve_img is 1>> <div class="layer-rightarmoverclothes"> <<if _coverRight is true>> <img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'right_cover.png'" @style="_style"> <<else>> <img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'right.png'" @style="_style"> <</if>> </div> <</if>> <<if _coverLeft isnot undefined and setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].sleeve_img is 1>> <div class="layer-leftarmoverclothes"> <<if _coverLeft is true>> <img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'left_cover.png'" @style="_style"> <<else>> <img @class="_sleeveClass" @src="'img/clothes/over_upper/' + $worn.over_upper.variable + '/' + 'left.png'" @style="_style"> <</if>> </div> <</if>> <</if>> <</widget>> <<widget "imgOpacity">> <<if _underUpperOpacity is undefined>> <<set _opacity to 1>> <<if !$worn.under_upper.type.includes("swim")>> <<if $underupperwetstage gte 3>> <<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>> <<elseif $underupperwetstage gte 2>> <<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>> <</if>> <</if>> <<set _underUpperOpacity to " opacity("+_opacity+")">> <</if>> <<if _underLowerOpacity is undefined>> <<set _opacity to 1>> <<if !$worn.under_lower.type.includes("swim")>> <<if $underlowerwetstage gte 3>> <<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>> <<elseif $underlowerwetstage gte 2>> <<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>> <</if>> <</if>> <<set _underLowerOpacity to " opacity("+_opacity+")">> <</if>> <<if _lowerOpacity is undefined>> <<set _opacity to 1>> <<if !$worn.lower.type.includes("swim")>> <<if $lowerwetstage gte 3>> <<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>> <<elseif $lowerwetstage gte 2>> <<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>> <</if>> <</if>> <<set _lowerOpacity to " opacity("+_opacity+")">> <</if>> <<if _upperOpacity is undefined>> <<set _opacity to 1>> <<if !$worn.upper.type.includes("swim")>> <<if $upperwetstage gte 3>> <<set _opacity = Math.clamp(_opacity - 0.5, 0, 1)>> <<elseif $upperwetstage gte 2>> <<set _opacity = Math.clamp(_opacity - 0.25, 0, 1)>> <</if>> <</if>> <<set _upperOpacity to " opacity("+_opacity+")">> <</if>> <</widget>> <<widget "player-base-body">> <div id="img"> <<canvas-player-base-body>> </div> <</widget>>/* Written for a bit of fun over a couple of hours, feel free to mod it in or re-work it. Follow the comments to run in the game. Lollipop Scythe */ /*Run at the start of the game and in version update*/ <<widget "portalPantiesSetup">> <<if $portalPanties is undefined>> <<set $portalPanties to { toPass: 0, totalPassed: 0, cooldown: 0, state: { mouth: null, anus: null, vagina: null, }, ownPenisOrgasms: { mouth: 0, anus: 0, vagina: 0, }, portalPenisOrgasms: { mouth: 0, anus: 0, vagina: 0, }, message: { started: [], continued: [], disappeared: [], finished: [], } }>> <</if>> <</widget>> /* Place '<<portalPantiesPass $pass>>' within <<widget "pass">> */ <<widget "portalPantiesPass">> <<if $event or playerChastity("hidden")>>/*Prevents it from running during events or if the player has a chastity belt*/ <<elseif $worn.under_lower.type.includes("Portal")>> <<set $portalPanties.totalPassed += _args[0]>> <<if $portalPanties.cooldown gte 0 and _args[0] gt 0>> <<set $portalPanties.cooldown to Math.clamp($portalPanties.cooldown - _args[0], 0, 1440)>> <</if>> <<if ["mouth","anus","vagina"].find((location) => $portalPanties.state[location])>> <<set $portalPanties.toPass to Math.clamp($portalPanties.toPass + _args[0], 0, 1440)>> <</if>> <<set $_penisLocation to ["mouth","anus","vagina"].find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>> <<if $portalPanties.cooldown is 0>> /* Attempt to fill a hole */ <<set $_free to []>> <<if !$portalPanties.state.mouth>><<run $_free.push("mouth")>><</if>> <<if !$portalPanties.state.anus>><<run $_free.push("anus")>><</if>> <<if !$portalPanties.state.vagina>><<run $_free.push("vagina")>><</if>> <<set $_playersPPFree to $player.penisExist and $player.penissize gte 0 and !playerChastity("cage") and !$_penisLocation>> <<set $_toFill to $_free[random(0, $_free.length - 1)]>> <<if $_toFill>> <<portalPantiesFillHole $_toFill $_playersPPFree>> <</if>> /* Sets the cooldown, 1440 is 1 day */ <<if between($portalPanties.totalPassed, 0, 1440 * 2)>> <<set $portalPanties.cooldown to 720>> <<elseif between($portalPanties.totalPassed, 1440 * 2, 1440 * 5)>> <<set $portalPanties.cooldown to 360>> <<elseif between($portalPanties.totalPassed, 1440 * 5, 1440 * 10)>> <<set $portalPanties.cooldown to 180>> <<elseif between($portalPanties.totalPassed, 1440 * 10, 1440 * 20)>> <<set $portalPanties.cooldown to 90>> <<else>> <<set $portalPanties.cooldown to 30>> <</if>> <</if>> /*Runs the 'fucking' effect */ <<if $player.vaginaExist>> <<portalPantiesFuck "vagina" `$_penisLocation === "vagina" ? 2 : 1`>> <</if>> <<portalPantiesFuck "anus" `$_penisLocation === "anus" ? 2 : 1`>> <<portalPantiesFuck "mouth" `$_penisLocation === "mouth" ? 2 : 1`>> <<set $portalPanties.toPass to 0>> <<else>> /*Stop the effect if it should no longer apply */ <<set $portalPanties.cooldown to 0>> <<set $portalPanties.toPass to 0>> <<portalPantiesClear "vagina">> <<portalPantiesClear "anus">> <<portalPantiesClear "mouth">> <</if>> <</widget>> <<widget "portalPantiesFillHole">> <<if !$portalPanties.state[_args[0]]>> <<set $portalPanties.state[_args[0]] to { owner: _args[1] ? "pc" : "portal", size: _args[1] ? $player.penissize : random(1,4), timer: _args[1] ? null : random(5,15), type: _args[1] ? "human" : "human", new: true, tempRemoval: false, }>> <</if>> <</widget>> <<widget "portalPantiesFuck">> <<if $portalPanties.state[_args[0]] and !$portalPanties.state[_args[0]].new and !$portalPanties.state[_args[0]].tempRemoval>> <<switch _args[0]>> <<case "vagina">><<arousal `$portalPanties.toPass * _args[1] * 100` "vagina">> <<case "anus">><<arousal `$portalPanties.toPass * _args[1] * 100` "anus">> <<case "mouth">><<arousal `$portalPanties.toPass * _args[1] * 100` "oral">> <</switch>> <<if $portalPanties.state[_args[0]].timer>> <<set $portalPanties.state[_args[0]].timer -= $portalPanties.toPass>> <</if>> <</if>> <</widget>> <<widget "portalPantiesClear">> <<set $portalPanties.state[_args[0]] to null>> <</widget>> /* Place '<<portalPantiesDisplay>>' within '<<widget "effects">>' */ <<widget "portalPantiesDisplay">><<silently>> <<if $worn.under_lower.type.includes("Portal")>> <<if $player.vaginaExist>> <<portalPantiesDisplayItem "vagina">> <</if>> <<portalPantiesDisplayItem "anus">> <<portalPantiesDisplayItem "mouth">> <</if>> <</silently>><<portalPantiesDisplayMessage>> <</widget>> <<widget "portalPantiesDisplayItem">> <<if $portalPanties.state[_args[0]]>> <<set $_disabled to !!$event or !!$NPCList.name>> <<if $_disabled and !$portalPanties.state[_args[0]].tempRemoval and !$portalPanties.state[_args[0]].new>> <<set $portalPanties.message.disappeared.push(_args[0])>> <<set $portalPanties.state[_args[0]].tempRemoval to true>> <<elseif $_disabled>> <<elseif !$_disabled and $portalPanties.state[_args[0]].tempRemoval and !$portalPanties.state[_args[0]].new>> <<set $portalPanties.state[_args[0]].tempRemoval to false>> <<elseif $portalPanties.state[_args[0]].new>> <<set $portalPanties.message.started.push(_args[0])>> <<set $portalPanties.state[_args[0]].new to false>> <<else>> <<set $portalPanties.message.continued.push(_args[0])>> <<if $portalPanties.state[_args[0]].owner is "pc">> <<else>> <<if $portalPanties.state[_args[0]].timer lte 0>> <<set $portalPanties.message.finished.push(_args[0])>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "portalPantiesDisplayMessage">> <<penetrationPainCalculate>> <<set _awareOfPenis to $awareness gte 300>> <<set $_started to $portalPanties.message.started>> <<set $_continued to $portalPanties.message.continued>> <<set $_finished to $portalPanties.message.finished>> <<set $_disappeared to $portalPanties.message.disappeared>> <<set $_startedPlayerPenis to $_started.find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>> <<set $_continuedPlayerPenis to $_continued.find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>> <<set $_penisLocation to ["mouth","anus","vagina"].find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>> <<if $_started.length>> You feel <<if _awareOfPenis>> <<pluralise $_started.length "a foreign penis" "foreign penises">> <<else>> <<pluralise $_started.length "a foreign object" "foreign objects">> <</if>> penetrate your <<print formatList($_started)>><<if $_startedPlayerPenis>>, while your penis is enveloped by <<if _awareOfPenis>>a <<print $_penisLocation>><<else>>something<</if>><</if>>. <</if>> <<if $_continued.length>> <<if !$_started.length>> <<if _awareOfPenis>> The foreign <<pluralise $_continued.length "penis" "penises">> <<else>> The foreign <<pluralise $_continued.length "object">> <</if>> <<else>> <<pluralise $_continued.length "The one" "Those">> <</if>> in your <<print formatList($_continued)>> <<pluralise $_continued.length "is" "are">> constantly thrusting into you<<if $_continuedPlayerPenis>>, while your penis is forced <<if _awareOfPenis>>to thrust into a <<print $_penisLocation>><<else>>in and out of something<</if>><</if>>.<<garousal>> <br> <</if>> <<if $_finished.length>> The one in your <<print formatList($_finished)>> releases something then disappears. <<for $_item range $_finished>> <<portalPantiesPortalCum $_item>> <</for>> <br> <</if>> <<if $_disappeared.length>> You feel the foreign <<if _awareOfPenis>> <<pluralise $_disappeared.length "penis" "penises">> <<else>> <<pluralise $_disappeared.length "object">> <</if>> in your <<print formatList($_disappeared)>> disappear suddenly, leaving you feeling empty. <br> <</if>> <<set _firstItem to true>> <<for $_item range $portalPanties.message.started>> <<portalPantiesDisplayVirginity $_item>> <</for>> <<if $_penisLocation>> <<portalPantiesDisplayVirginity "penis">> <</if>> <<set $portalPanties.message.started to []>> <<set $portalPanties.message.continued to []>> <<set $portalPanties.message.finished to []>> <<set $portalPanties.message.disappeared to []>> <</widget>> /*Every widget below here might need to be checked for issues, didn't spent too long on it */ <<widget "portalPantiesDisplayVirginity">><<silently>> <<switch _args[0]>> <<case "vagina">> <<if $player.virginity.vaginal is true>> <<takeVirginity "Portal Panties" "vaginal">> <<run console.log($vaginalPain, $portalPanties.state[_args[0]].size, $vaginalPain * (1.5 / (5 - ($portalPanties.state[_args[0]].size))))>> <<pain `$vaginalPain * $portalPanties.state[_args[0]].size`>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <<set $_text_output to "<span class='red'>Despite your lack of a hymen, you feel <<if _awareOfPenis>>a penis<<else>>something<</if>> inside you change as your virginity and purity are taken.</span><<fallenTransform>><<ggpain>>">> <<else>> <<if $portalPanties.state[_args[0]].size is 4>> <<set $_text_output to "<span class='red'>Your hymen obliterated, you whimper as your <<pussy>> struggles to accommodate the <<if _awareOfPenis>>penis<<else>>object<</if>>.</span><<fallenTransform>><<ggpain>>">> <<else>> <<set $_text_output to "<span class='red'>Your hymen is torn as your vaginal virginity is taken by the <<if _awareOfPenis>>penis<<else>>object<</if>>.</span><<fallenTransform>><<ggpain>>">> <</if>> <</if>> <</if>> <<case "anus">> <<if $player.virginity.anal is true>> <<takeVirginity "Portal Panties" "anal">> <<pain `$analPain * (1.5 / (5 - ($portalPanties.state[_args[0]].size)))`>> <<if $portalPanties.state[_args[0]].size is 4>> <<set $_text_output to "<span class='red'>You whimper as your virgin anus struggles to accommodate the <<if _awareOfPenis>>penis<<else>>object<</if>>, violating you in a way you hadn't conceived of.</span><<ggpain>>">> <<else>> <<set $_text_output to "<span class='red'>Your anus virginity is taken, the <<if _awareOfPenis>>penis<<else>>object<</if>> violating you in a way you hadn't conceived of.</span><<ggpain>>">> <</if>> <</if>> <<case "mouth">> <<if $player.virginity.oral is true>> <<takeVirginity "Portal Panties" "oral">> <<set $_text_output to "<span class='red'>The <<if _awareOfPenis>>penis<<else>>object<</if>> in your mouth tastes strange.</span><<ggpain>>">> <</if>> <<case "penis">> <<if $player.virginity.penile is true>> <<set $_text_output to "<span class='red'>Your penis virginity is taken.</span><<fallenTransform>>">> <</if>> <</switch>> <</silently>><<if _firstItem>><br><<set _firstItem to false>><</if>><<print $_text_output>> <</widget>> <<widget "portalPantiesPortalCum">> <<switch _args[0]>> <<case "mouth">> <<oralejacstat>><<ejacstat>><<cumswallow $portalPanties.state[_args[0]].type undefined "forced">> <<set $portalPanties.portalPenisOrgasms.mouth++>> <<portalPantiesClear _args[0]>> <<case "anus">> <<recordSperm `{target: "pc", spermOwner: $portalPanties.state[_args[0]].owner, spermType: $portalPanties.state[_args[0]].type, genital: "anus"}`>> <<portalPantiesClear "anus">> <<analejacstat>><<ejacstat>><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<set $portalPanties.portalPenisOrgasms.anus++>> <<portalPantiesClear _args[0]>> <<case "vagina">> <<recordSperm `{target: "pc", spermOwner: $portalPanties.state[_args[0]].owner, spermType: $portalPanties.state[_args[0]].type}`>> <<portalPantiesClear _args[0]>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<set $portalPanties.portalPenisOrgasms.vagina++>> <<portalPantiesClear _args[0]>> <</switch>> <</widget>> /* Place within '<<widget "orgasm">>' '<<elseif ["mouth","anus","vagina"].find((location) => $portalPanties.state[location] and $portalPanties.state[location].owner is "pc")>> <<portalPantiesPlayerCum>>' */ <<widget "portalPantiesPlayerCum">> <<if $portalPanties.state.mouth and $portalPanties.state.mouth.owner is "pc">> <span class="pink">You are overcome by sensation. A surge of cum erupts from your penis and goes straight into your mouth.</span> <<oralejacstat>><<ejacstat>><<cumswallow "human" undefined "selfForced">> <<portalPantiesClear "mouth">> <<set $portalPanties.ownPenisOrgasms.mouth++>> <<elseif $portalPanties.state.anus and $portalPanties.state.anus.owner is "pc">> <span class="pink">You are overcome by sensation. A surge of cum erupts from your penis and goes straight into your anus.</span> <<recordSperm `{target: "pc", spermOwner: "pc", spermType: "human", genital: "anus"}`>> <<portalPantiesClear "anus">> <<analejacstat>><<ejacstat>><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<set $portalPanties.ownPenisOrgasms.anus++>> <<elseif $portalPanties.state.vagina and $portalPanties.state.vagina.owner is "pc">> <span class="pink">You are overcome by sensation. A surge of cum erupts from your penis and goes straight into your <<pussy>>.</span> <<recordSperm `{target: "pc", spermOwner: "pc", spermType: "human"}`>> <<portalPantiesClear "vagina">> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<set $portalPanties.ownPenisOrgasms.vagina++>> <</if>> <</widget>> /* Place within '<<widget "cumswallow">>' '<<elseif _args[2] is "forced">> <<if $ejactrait gte 1>> You swallow it, its <<print either("strong", "bitter", "sweet", "creamy", "sharp", "salty")>> taste pleasing. <<else>> You're forced to swallow it. <</if>> <<set $hunger -= 200>> <<set $thirst -= 200>> <<bodyliquid "mouth" "semen" 1>> <<elseif _args[2] is "selfForced">> <<if $ejactrait gte 1>> You swallow the cum, enjoying its personal taste. <<else>> You're forced to swallow the cum. <</if>> <<set $hunger -= 200>> <<set $thirst -= 200>> <<bodyliquid "mouth" "semen" 1>>' */<div id="clothingShop-div" class="main-shop-div"> <<schoolShop-main>> </div><<widget "schoolShop-main">> <<set $outside to 0>><<set $location to "school">><<effects>> <<set $shopName = "school">> <<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>> <<if $school_shop_intro isnot 1>> <<set $school_shop_intro to 1>> Sydney nods, leading you to the other end of the counter. Shirts, trousers, and skirts hang from circular stands, while swimsuits stay compactly folded on shelves. <br><br> "You can find just about anything that matches the dress code here," <<he>> says, gesturing to the wall behind <<him>>. "There's also a small changing room, right this way. N-no one will peek, don't worry." <<His>> face turns red. <br><br> <<link [[Next|School Library Shop]]>><<endevent>><</link>> <br> <<else>> Around the corner from the rental counter is a small area reserved for school-sanctioned clothing. Shirts, trousers, and skirts hang from circular stands, while swimsuits stay compactly folded on shelves. <br><br> <<if $schoolShopAction is undefined>> <<set $schoolShopAction to []>> <</if>> <<run statusCheck("Sydney")>> <<if $schoolShopAction.includes("wear") or $schoolShopAction.includes("try") or $schoolShopAction.includes("under")>> <<if random(1,10) is 1>> You hear Sydney speaking outside. "Um, the changing room is currently occupied! Sorry." <<elseif !$daily.sydney.peek and random(1,10) is 2 and (_sydneyStatus.includes("corrupt") or _sydneyStatus.includes("Lust"))>> <<set $daily.sydney.peek to true>><<set $sydneySeen.pushUnique("changing room")>> You hear the curtain shift behind you. You quickly turn around and hear a gasp. <span class="lewd">Sydney's face disappears behind the curtain.</span> <<stress 3>><<gstress>><<npcincr Sydney lust 1>><<glust>><<arousal 50>><<garousal>> <<else>> Sydney patiently waits for you outside the changing room. <</if>> <<else>> Sydney patiently waits for you. <</if>> <br><br> <div id="tryonstats-div"><<tryOnStats>></div> <<unset $shopListStartCount>> <<unset $clothes_choice>> <<set $shopPage = 0>> <span>Warmth:</span> <<warmthscale>> <div id="warmth-description"> <<warmth_description>> </div> <br><br> <<clothingcategoryicon "all">> <<link "View All">><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>> <br><br> <<if $debug is 1>> <<clothingcategoryicon "overoutfit">> <<link "View Over Outfits">><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>><</link>> <br><br> <</if>> /* *<<clothingcategoryicon "outfit">> *<<link "View Outfits">><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>> *<br> */ <<clothingcategoryicon "upper">> <<link "View Tops">><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>> <br> <<clothingcategoryicon "lower">> <<link "View Bottoms">><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>> <br><br> <<clothingcategoryicon "underoutfit">> <<link "View Under Outfits">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>> <br> <<clothingcategoryicon "underupper">> <<link "View Under Tops">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>> <br> <<clothingcategoryicon "underlower">> <<link "View Under Bottoms">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>> <br><br> <<clothingcategoryicon "head">> <<link "View Head Accessories">><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>> <br> <<clothingcategoryicon "face">> <<link "View Face Accessories">><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>> <br> /* *<<clothingcategoryicon "neck">> *<<link "View Neck Accessories">><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>> *<br>*/ <<clothingcategoryicon "handheld">> <<link "View Handheld Items">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>> <br> <<clothingcategoryicon "hand">> <<link "View Hand Accessories">><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>> <br> <<clothingcategoryicon "legs">> <<link "View Legwear">><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>> <br> <<clothingcategoryicon "feet">> <<link "View Shoes">><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>> <br><br> <<run linkifyDivs('.button-back-to-shop')>> <<if $tryOn.value isnot 0>> <<icon "hanger.png">><<link "Return clothes">><<clothingReset>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatewarmthscale>> <<updatewarmthdescription>> <<updateclothingshop>> <<run updateMoment()>> <</link>> <br> <<if $tryOn.value gt 0 and $tryOn.value lte $money>> <<sendItemsToDropdown>> <<highicon>><<link "Buy clothes">><<buyTryOnClothes "wear">><<updatesidebarmoney>><<updateclothingshop>><</link>> <br> <<wardrobeicon>><<link "Buy clothes and send to wardrobe">> <<buyTryOnClothes "wardrobe">> <<updatesidebarmoney>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatewarmthscale>> <<updatewarmthdescription>> <<updateclothingshop>> <</link>> <br> <</if>> <<elseif $tryOn.value is 0>> <<getouticon>><<link [[Leave|Library Rental Counter]]>><<shopClothingFilterReset>><<ShowUnderEquip "normal">><<endnpc>><<unset $clothes_choice>><<set $tryOn.autoReset to true>><<set $eventskip to 1>><<unset $tempDisable>><<shopCommandoCheck>><<endevent>><</link>> <br><br> <</if>> <</if>> <</widget>><<widget "storeactions">> <<set _temp_strip to _args[0]>> <<exposure>> <<outfitChecks>> <<otherOutfitChecks>> <<if $action_unclad_over_outfit is 1>> <<unset $action_unclad_over_outfit>> <<if $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">> You remove your $worn.over_upper.name. <<elseif _temp_strip is "wolfcave">> You remove your $worn.over_upper.name. They may be animals, but stripping in front of them makes a chill run through your spine. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.over_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.over_upper.name. Despite being alone, doing this in a public space makes a chill run through your spine. <br> <</if>> <<overupperundress _temp_strip>> <</if>> <<if $action_unclad_over_upper is 1>> <<unset $action_unclad_over_upper>> <<if $worn.upper.name isnot "naked">> You remove your $worn.over_upper.name. <<elseif _temp_strip is "wolfcave">> You remove your $worn.over_upper.name. They may be animals, but stripping in front of them makes your <<nipples>> erect and your newly-exposed skin tingle. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.over_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.over_upper.name. Despite being alone, doing this in a public space makes your <<nipples>> erect and your newly-exposed skin tingle. <br> <</if>> <<overupperundress _temp_strip>> <</if>> <<if $action_unclad_over_lower is 1>> <<unset $action_unclad_over_lower>> <<if $worn.lower.name isnot "naked">> You remove your $worn.over_lower.name. <<elseif _temp_strip is "wolfcave">> You remove your $worn.over_lower.name. They may be animals, but stripping in front of them makes you shiver delightfully. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.over_lower.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.over_lower.name. Despite being alone, doing this in a public space makes you shiver delightfully. <br> <</if>> <<overlowerundress _temp_strip>> <</if>> <<if $action_unclad_outfit is 1>> <<unset $action_unclad_outfit>> <<if _temp_strip is "wolfcave">> You remove your $worn.upper.name. They may be animals, but stripping in front of them makes a chill run through your spine. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.upper.name. Despite being alone, doing this in a public space makes a chill run through your spine. <br> <</if>> <<upperundress _temp_strip>> <</if>> <<if $action_unclad_upper is 1>> <<unset $action_unclad_upper>> <<if _temp_strip is "wolfcave">> You remove your $worn.upper.name. They may be animals, but stripping in front of them makes your <<nipples>> erect and your newly-exposed skin tingle. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.upper.name. Despite being alone, doing this in a public space makes your <<nipples>> erect and your newly-exposed skin tingle. <br> <</if>> <<upperundress _temp_strip>> <</if>> <<if $action_unclad_lower is 1>> <<unset $action_unclad_lower>> <<if _temp_strip is "wolfcave">> You remove your $worn.lower.name. They may be animals, but stripping in front of them makes you shiver delightfully. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.lower.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.lower.name. Despite being alone, doing this in a public space makes you shiver delightfully. <br> <</if>> <<lowerundress _temp_strip>> <</if>> <<if $action_unclad_under_outfit is 1>> <<unset $action_unclad_under_outfit>> <<if _temp_strip is "wolfcave">> You remove your $worn.under_upper.name. They may be animals, but stripping in front of them makes a chill run through your spine. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.under_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.under_upper.name. Despite being alone, doing this in a public space makes a chill run through your spine. <br> <</if>> <<underupperundress _temp_strip>><<underlowerundress _temp_strip>> <</if>> <<if $action_unclad_under_upper is 1>> <<unset $action_unclad_under_upper>> <<if _temp_strip is "wolfcave">> You remove your $worn.under_upper.name. They may be animals, but stripping in front of them makes your skin and <<genitals 1>> tingle. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.under_upper.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.under_upper.name. Despite being alone, doing this in a public space makes your skin and <<genitals 1>> tingle. <br> <</if>> <<underupperundress _temp_strip>> <</if>> <<if $action_unclad_under_lower is 1>> <<unset $action_unclad_under_lower>> <<if _temp_strip is "wolfcave">> You remove your $worn.under_lower.name. They may be animals, but stripping in front of them makes your skin and <<genitals 1>> tingle. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.under_lower.name.<<if $bird.activity is "bathe">> The <<beasttype>> doesn't seem to mind your exposure.<</if>> <br> <<else>> You check to make sure no one is around, then slowly remove your $worn.under_lower.name. Despite being alone, doing this in a public space makes your skin and <<genitals 1>> tingle. <br> <</if>> <<underlowerundress _temp_strip>> <</if>> <<if $action_unclad_legs is 1>> <<unset $action_unclad_legs>> <<if _temp_strip is "wolfcave">> You remove your $worn.legs.name. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.legs.name<<if $worn.feet.type.includes("naked")>> and dip your feet into the water<</if>>.<<if $bird.activity is "bathe">> The <<beasttype>> looks at your legs, then at <<bhis>> own quizzically.<</if>> <<else>> You remove your $worn.legs.name. <br> <</if>> <<legsundress _temp_strip>> <</if>> <<if $action_unclad_feet is 1>> <<unset $action_unclad_feet>> <<if _temp_strip is "wolfcave">> You remove your $worn.feet.name. You're glad you aren't the only one barefoot here. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.feet.name<<if $worn.legs.type.includes("naked")>> and dip your feet into the water<</if>>.<<if $bird.activity is "bathe" and $monster is 1>> The <<beasttype>> almost looks envious of your ability to hide your "talons".<</if>> <<else>> You remove your $worn.feet.name. <br> <</if>> <<feetundress _temp_strip>> <</if>> <<if $action_unclad_neck is 1>> <<unset $action_unclad_neck>> <<if _temp_strip is "wolfcave">> You remove your $worn.neck.name. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.neck.name. <<else>> You remove your $worn.neck.name. <br> <</if>> <<neckundress _temp_strip>> <</if>> <<if $action_unclad_over_head is 1>> <<unset $action_unclad_over_head>> <<if _temp_strip is "wolfcave">> You remove your $worn.over_head.name. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.over_head.name. <<else>> You remove your $worn.over_head.name. <br> <</if>> <<overheadundress _temp_strip>> <</if>> <<if $action_unclad_head is 1>> <<unset $action_unclad_head>> <<if _temp_strip is "wolfcave">> You remove your $worn.head.name. <br> <<elseif _temp_strip is "birdtower">> You remove your $worn.head.name. <<else>> You remove your $worn.head.name. <br> <</if>> <<headundress _temp_strip>> <</if>> <<if $action_unclad_face is 1>> <<unset $action_unclad_face>> You remove your $worn.face.name. <br> <<faceundress _temp_strip>> <</if>> <<if $action_unclad_handheld is 1>> <<unset $action_unclad_handheld>> <<if _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">> You put down your $worn.handheld.name. <br> <</if>> <<handheldundress _temp_strip>> <</if>> <<if $action_unclad_hands is 1>> <<unset $action_unclad_hands>> <<if _temp_strip is "wolfcave">> You remove your $worn.hands.name. You try to think up a pun about being "bear handed", but then remember you're surrounded by wolves, not bears. <br> <<else>> You remove your $worn.hands.name. <br> <</if>> <<handsundress _temp_strip>> <</if>> <<for _active_clothes range Object.keys($store)>> <<for _i to 0; _i lt $store[_active_clothes].length; _i++>> <<if $store[_active_clothes][_i].location is _temp_strip>> <<set _temp_clothes_present to 1>> <</if>> <</for>> <</for>> <<if _temp_clothes_present is 1 and _temp_strip isnot "lakeshore" and _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">> <br> <<dressasyouwereicon>><<link [[Get dressed|$passage]]>><<storeon _temp_strip "noreplace">><<set $eventskip to 1>><</link>> <br> <</if>> /*Just in case some items are removed*/ <<outfitChecks>> <<otherOutfitChecks>> <<set _stripOptions to {}>> <!-- set up the checks --> <<set _over_upper_protected to $worn.over_upper.exposed lt 2 or $player.gender_appearance_without_overwear isnot "f"; _over_lower_protected to $worn.over_lower.exposed lt 2 and !setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt; _upper_protected to $worn.upper.exposed lt 2 or $player.gender_appearance_without_overwear isnot "f"; _lower_protected to $worn.lower.exposed lt 2 and !setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt; _under_upper_protected to !$worn.under_upper.exposed or $player.gender_appearance_without_overwear isnot "f"; _under_lower_protected to !$worn.under_lower.exposed; >> <<if _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">> <<if !$worn.over_upper.cursed and !$worn.over_lower.cursed and _overOutfit>> <!-- over outfit can be stripped --> <<if hasSexStat("exhibitionism", 2) or ((_lower_protected or _under_lower_protected) and (_upper_protected or _under_upper_protected))>> <!-- pc will still be protected after stripping (or won't care) --> <<set _stripOptions[$worn.over_upper.name] to "stripOverOutfit">> <</if>> <</if>> <<if !$worn.over_upper.cursed and $worn.over_upper.name isnot "naked" and !_overOutfit>> <!-- over_upper can be stripped --> <<if hasSexStat("exhibitionism", 2) or _upper_protected or _under_upper_protected>> <<set _stripOptions[$worn.upper.name] to "stripOverUpper">> <</if>> <</if>> <<if !$worn.over_lower.cursed and $worn.over_lower.name isnot "naked" and !_overOutfit>> <!-- over_lower can be stripped --> <<if hasSexStat("exhibitionism", 3) or _lower_protected or _under_lower_protected>> <<set _stripOptions[$worn.over_lower.name] to "stripOverLower">> <</if>> <</if>> <<if !$worn.upper.cursed and !$worn.lower.cursed and _middleOutfit>> <<if hasSexStat("exhibitionism", 2) or ((_over_lower_protected or _under_lower_protected) and (_over_upper_protected or _under_upper_protected))>> <<set _stripOptions[$worn.upper.name] to "stripOutfit">> <</if>> <</if>> <<if $worn.upper.cursed isnot 1 and $worn.upper.name isnot "naked" and !_middleOutfit>> <<if hasSexStat("exhibitionism", 2) or _over_upper_protected or _under_upper_protected>> <<set _stripOptions[$worn.upper.name] to "stripUpper">> <</if>> <</if>> <<if !$worn.lower.cursed and $worn.lower.name isnot "naked" and !_middleOutfit>> <<if hasSexStat("exhibitionism", 3) or _over_lower_protected or _under_lower_protected>> <<set _stripOptions[$worn.lower.name] to "stripLower">> <</if>> <</if>> <<if !$worn.under_upper.cursed and !$worn.under_lower.cursed and _underOutfit>> <<if hasSexStat("exhibitionism", 2) or ((_over_lower_protected or _lower_protected) and (_over_upper_protected or _upper_protected))>> <<set _stripOptions[$worn.under_upper.name] to "stripUnderOutfit">> <</if>> <</if>> <<if !$worn.under_upper.cursed and $worn.under_upper.name isnot "naked" and !_underOutfit>> <<if hasSexStat("exhibitionism", 2) or _over_upper_protected or _upper_protected>> <<set _stripOptions[$worn.under_upper.name] to "stripUnderUpper">> <</if>> <</if>> <<if !$worn.under_lower.cursed and $worn.under_lower.name isnot "naked" and !_underOutfit>> <<if hasSexStat("exhibitionism", 3) or _over_lower_protected or _lower_protected>> <<set _stripOptions[$worn.under_lower.name] to "stripUnderLower">> <</if>> <</if>> <<if !$worn.legs.cursed and !_otherOutfits.legs and $worn.legs.name isnot "naked">> <<set _stripOptions[$worn.legs.name] to "stripLegs">> <</if>> <<if !$worn.feet.cursed and !_otherOutfits.feet and $worn.feet.name isnot "naked">> <<set _stripOptions[$worn.feet.name] to "stripFeet">> <</if>> <<if !$worn.neck.cursed and !_otherOutfits.neck and $worn.neck.name isnot "naked">> <<set _stripOptions[$worn.neck.name] to "stripNeck">> <</if>> <<if !$worn.over_head.cursed and !_otherOutfits.over_head and $worn.over_head.name isnot "naked">> <<set _stripOptions[$worn.over_head.name] to "stripOverHead">> <</if>> <<if !$worn.head.cursed and !_otherOutfits.head and $worn.head.name isnot "naked">> <<set _stripOptions[$worn.head.name] to "stripHead">> <</if>> <<if !$worn.face.cursed and !_otherOutfits.face and $worn.face.name isnot "naked">> <<set _stripOptions[$worn.face.name] to "stripFace">> <</if>> <<if !$worn.hands.cursed and !_otherOutfits.hands and $worn.hands.name isnot "naked">> <<set _stripOptions[$worn.hands.name] to "stripHands">> <</if>> <</if>> <<if !$worn.handheld.cursed and !_otherOutfits.handheld and $worn.handheld.name isnot "naked">> <<set _stripOptions[$worn.handheld.name] to "stripHandheld">> <</if>> <<if Object.keys(_stripOptions).length gt 0>> <<if _temp_strip isnot "lockers" and _temp_strip isnot "lockers2">> Remove<<if _temp_strip isnot "birdtower">> and hide<</if>> your... <<listbox "$storeActions">> <<optionsfrom _stripOptions>> <</listbox>> <<link [[Confirm|$passage]]>> <<set $eventskip to 1>> <<switch $storeActions>> <<case "stripOverOutfit">><<set $action_unclad_over_outfit to 1>> <<case "stripOverUpper">><<set $action_unclad_over_upper to 1>> <<case "stripOverLower">><<set $action_unclad_over_lower to 1>> <<case "stripOutfit">><<set $action_unclad_outfit to 1>> <<case "stripUpper">><<set $action_unclad_upper to 1>> <<case "stripLower">><<set $action_unclad_lower to 1>> <<case "stripUnderOutfit">><<set $action_unclad_under_outfit to 1>> <<case "stripUnderUpper">><<set $action_unclad_under_upper to 1>> <<case "stripUnderLower">><<set $action_unclad_under_lower to 1>> <<case "stripLegs">><<set $action_unclad_legs to 1>> <<case "stripFeet">><<set $action_unclad_feet to 1>> <<case "stripNeck">><<set $action_unclad_neck to 1>> <<case "stripOverHead">><<set $action_unclad_over_head to 1>> <<case "stripHead">><<set $action_unclad_head to 1>> <<case "stripFace">><<set $action_unclad_face to 1>> <<case "stripHands">><<set $action_unclad_hands to 1>> <<case "stripHandheld">><<set $action_unclad_handheld to 1>> <<default>> <</switch>> <</link>> <br><br> <<elseif (_temp_strip is "lockers" and clothingInStorage("lockers").length is 0 and clothingInStorage("lockers2").length is 0)>> <br> <<lockericon>> <<link [[`Put your ${$worn.handheld.name} in your locker`|$passage]]>> <<set $eventskip to 1>> <<set $action_unclad_handheld to 1>> <</link>> <br> <</if>> <</if>> <<exposure>> <</widget>><<widget "wardrobewear">> <!-- Note: Don't use $_ in this widget, because this widget gets <<replace>>'d into the passage body --> <<if $wardrobes[$wardrobe_location] is undefined>> <span class="red">A wardrobe error occurred, please report. The default wardrobe will be shown in place of the intended wardrobe.</span> <br> <!--$wardrobe_location should always point to a specific wardrobe inside of $wardrobes--> wardrobe_location: <<print $wardrobe_location>> <br> passage: <<print $passage>> <br><br> <<wardrobeSelection true>> <</if>> <<set _selectedWardrobe to selectWardrobe()>> <<wardrobeSanityCheck>> <<if $clothingShop.stolenClothes gt 0>> <<set $clothingShop.stolenClothes to 0>> <span class="gold">You place the clothes you recently stole from the shop in your wardrobe.</span> <br> <</if>> <<if $adultShop isnot undefined and $adultShop.stolenClothes gt 0>> <<set $adultShop.stolenClothes to 0>> <span class="gold">You place the clothes you recently stole from the adult shop in your wardrobe.</span> <br> <</if>> <<if _wearAction is "strip">> You remove your clothing. <br><br> <<if $worn.under_lower.type.includes("strap-on")>> <<undressKeepSlot $wardrobe_location "under_lower">> <<else>> <<undress $wardrobe_location>> <</if>> <</if>> <<wearoutfit>> <<if $randomWear>> <<randomWear>> <</if>> <<set _equip to ["over_upper", "over_lower", "upper", "lower", "under_upper", "under_lower", "over_head", "head", "face", "neck", "hands", "handheld", "legs", "feet", "genitals"]>> <<set _slimePrevent to ["upper", "lower", "under_upper", "under_lower"]>> <<set _towelCheck to ["upper", "lower"]>> <<set _equipSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false, "genitals":false}>> <<set _eIndextemNames to []>> <<for _slot range _equip>> <<unset _outfitPieceIds>> <<unset _item>> <<if _equipSkip[_slot] is true>> <<continue>> <</if>> <<if !Object.keys($worn).includes(_slot)>> <<continue>> <<else>> <<set _wearId to V["wear_"+_slot]>> <</if>> <<if _wearId is "none">> <<continue>> <</if>> <<if $wardrobeOption is "wear" or ["strip","towel","large_towel"].includes(_wearId)>> /*Checks for cursed equip*/ <<unset _cursedPrevent>> <<set _wornOutfitPrimary to $worn[_slot].outfitPrimary>> <<if $worn[_slot].cursed is 1>> You try to remove the <<print $worn[_slot].name>>, but fail. <<cursedtext $worn[_slot].name>> <br> <<set _cursedPrevent to true>> <</if>> <<if _wornOutfitPrimary isnot undefined>> <<for $_outfitPieceSlot, $_outfitPieceName range _wornOutfitPrimary>> <<if $worn[$_outfitPieceSlot].cursed is 1 and _cursedPrevent isnot true>> <<capture $_outfitPieceSlot>> <<cursedtext $worn[$_outfitPieceSlot].name>> <</capture>> <<set _cursedPrevent to true>> <</if>> <</for>> <</if>> <<if _cursedPrevent is true>> <<continue>> <</if>> /* Strip strap-on */ <<if $worn[_slot].type.includes("strap-on")>> <<set _strap to $player.inventory.sextoys[$worn[_slot].name].find(toy => toy.worn)>> <<set _strap.worn to false>> You remove your <<= $worn[_slot].name>>. <<set $worn[_slot] to clone(setup.clothes[_slot][0])>> <</if>> /*Strips equip and puts it in the wardrobe*/ <<if _wearId is "strip" and $worn[_slot].name isnot "naked">> You remove the <<print $worn[_slot].name>>. <<generalUndress $wardrobe_location _slot>> <br> <<if _wornOutfitPrimary isnot undefined>> <<for $_outfitPieceSlot, $_outfitPieceName range _wornOutfitPrimary>> <<if $_outfitPieceName isnot "broken" and $_outfitPieceName isnot "split" and $worn[$_outfitPieceSlot].name isnot "naked">> You remove the <<print $worn[$_outfitPieceSlot].name>>. <<generalUndress $wardrobe_location $_outfitPieceSlot>> <</if>> <</for>> <</if>> <<continue>> <</if>> <<unset _wornOutfitPrimary>> /*Strips equip, puts it in the wardrobe and equips a towl*/ <<if _wearId is "towel" and _towelCheck.includes(_slot)>> <<generalUndress $wardrobe_location _slot>> <<set $worn[_slot] to clone(setup.clothes[_slot][3])>><<set $worn[_slot].colour to clone($worn[_slot].colour_options.random())>> <<if _slot is "upper">> You tie a towel around your chest. <<else>> You tie a towel around your waist. <</if>> <br><br> <<continue>> <</if>> <<if _wearId is "large_towel" and _slot is "upper">> <<generalUndress $wardrobe_location "upper">><<generalUndress $wardrobe_location "lower">> <<set $worn.upper to clone(setup.clothes.upper[14])>><<set $worn.upper.colour to clone($worn.upper.colour_options.random())>> <<set $worn.lower to clone(setup.clothes.lower[15])>><<set $worn.lower.colour to clone($worn.upper.colour)>> You tie a large towel around your chest. <br><br> <<continue>> <</if>> <</if>> /*Find the item to equip*/ <<if _wearId gte 0>> <<set _item to _selectedWardrobe[_slot][_wearId]>> <<else>> <<continue>> <</if>> /*Prevent equip when preggy*/ <<if playerBellySize() gte 12 and _item.type.includes("constricting") and $wardrobeOption is "wear">> <<if _item.type.includes("chest_bind")>> <span class="red">Your pregnant body is too sensitive to wear your _item.name.</span> <<else>> <span class="red">Your <<bellyDescription "pc">> is too large to wear your _item.name.</span> <</if>> <br> <<continue>> <</if>> /*Prevent equip when the ear slime doesn't allow it*/ <<if _slimePrevent.includes(_slot) and $wardrobeOption is "wear" and $earSlime.corruption gte 10>> <<if $earSlime.forcedCommando isnot undefined and (_slot is "under_lower" or (_item.outfitPrimary and _item.outfitPrimary.under_lower and !["broken","split"].includes(_item.outfitPrimary.under_lower)))>> <<if _item.type.includes("naked") or (_earSlimeEnableSwimwear and _item.type.includes("swim")) or (_earSlimeEnableDancewear and _item.type.includes("dance"))>> <<elseif $earSlime.forcedCommando gt 0>> <span class="red">You are unable to equip your _item.name, as the slime in your ear is forcing you to go commando.</span> <br> <<continue>> <<else>> <<run delete $earSlime.forcedCommando>> <</if>> <<elseif _item.reveal lt earSlimeCorruptionClothes() and (["prison", "asylum"].includes($location) or !_allowSchoolClothes) and !_item.type.includesAny("event")>> <span class="red">You were unable to equip your _item.name as the slime in your ear did not permit it.</span> <br> <<continue>> <<elseif $earSlime.forcedDressing and _item.gender isnot $earSlime.forcedDressing.type and _item.gender isnot "n" and !_item.type.includesAny("event")>> <<if $earSlime.forcedDressing.days gt 0>> <span class="red">You are unable to equip your _item.name, as the slime in your ear is only permitting more <<print $earSlime.forcedDressing.type is "f" ? "feminine" : "masculine">> clothing.</span> <br> <<continue>> <<else>> <<run delete $earSlime.forcedDressing>> <</if>> <</if>> <</if>> /*Finds any outfit pieces and records the Ids*/ <<set _outfitPieceIds to {}>> <<if _item.outfitPrimary isnot undefined>> <<for $_outfitPieceSlot, $_outfitPieceName range _item.outfitPrimary>> <<if $_outfitPieceName is "broken" or $_outfitPieceName is "split">> <<continue>> <</if>> <<for $_outfitPieceId, $_wardrobeItem range _selectedWardrobe[$_outfitPieceSlot]>> <<if $_wardrobeItem.name isnot $_outfitPieceName>> <<continue>> <</if>> <<if _item.colour isnot $_wardrobeItem.colour or ($_wardrobeItem.accessory isnot 0 and _item.accessory_colour isnot $_wardrobeItem.accessory_colour) or ($_wardrobeItem.pattern and _item.pattern and $_wardrobeItem.pattern isnot 0 and _item.pattern isnot $_wardrobeItem.pattern)>> <<continue>> <</if>> <<if $_wardrobeItem.outfitSecondary[1] isnot _item.name>> <<continue>> <</if>> <<set _matched to 0>> <<if $_wardrobeItem.colour isnot "custom" or (_item.colourCustom isnot undefined and _item.colourCustom is $_wardrobeItem.colourCustom)>> <<set _matched++>> <</if>> <<if $_wardrobeItem.accessory is 0 or $_wardrobeItem.accessory_colour isnot "custom" or (_item.accessory_colourCustom isnot undefined and _item.accessory_colourCustom is $_wardrobeItem.accessory_colourCustom)>> <<set _matched++>> <</if>> <<if _matched is 2>> <<set _outfitPieceIds[$_outfitPieceSlot] to $_outfitPieceId>> <<set _equipSkip[$_outfitPieceSlot] to true>> <<break>> <</if>> <</for>> <</for>> <</if>> <<if $wardrobeOption is "delete">> /*Delete the relating items*/ <<for $_outfitSlot, $_outfitId range _outfitPieceIds>> <<set _selectedWardrobe[$_outfitSlot].deleteAt($_outfitId)>> <</for>> You discard the <<print _item.name>>. <<set _selectedWardrobe[_slot].deleteAt(_wearId)>> <br> <<elseif $wardrobeOption is "repair">> <<set _item.integrity to clothingData(_slot,_item,'integrity_max')>> <<set $_timeSpent to 5>> /*Repair the relating items*/ <<for $_outfitSlot, $_outfitId range _outfitPieceIds>> <<set _selectedWardrobe[$_outfitSlot][$_outfitId].integrity to clothingData($_outfitSlot,_selectedWardrobe[$_outfitSlot][$_outfitId],'integrity_max')>> <<set $_timeSpent += 5>> <</for>> <<pass $_timeSpent>> You repair the <<print _item.name>>. <br> <<elseif $wardrobeOption is "separateOutfits" and Object.values(_outfitPieceIds).length gt 0>> <<for $_outfitSlot, $_outfitId range _outfitPieceIds>> <<set _selectedWardrobe[$_outfitSlot][$_outfitId].outfitSecondary[1] to "split">> <<set _selectedWardrobe[$_outfitSlot][$_outfitId].one_piece to "split">> <<set _item.outfitPrimary[$_outfitSlot] to "split">> <</for>> <<set _item.one_piece to "split">> You cut up the <<print _item.name>>. <<pass 10>> <br> <<elseif $wardrobeOption is "transfer" and _wardrobeTransfer isnot $wardrobe_location and _wardrobeTransfer isnot undefined>> <<unset _slotsFull>> /*Set the target wardrobe*/ <<set _wardrobeTransferObject to selectWardrobe(_wardrobeTransfer)>> /*Make sure there is enough space*/ <<if _wardrobeTransferObject[_slot].length gt _wardrobeTransferObject.space>> <<set _slotsFull to true>> <</if>> <<for $_outfitSlot, $_outfitId range _outfitPieceIds>> <<if _wardrobeTransferObject[$_outfitSlot].length gt _wardrobeTransferObject.space>> <<set _slotsFull to true>> <</if>> <</for>> <<if !_slotsFull>> You transferred the <<print _item.name>> to the <<print $wardrobes[_wardrobeTransfer].name>> storage. /*Transfer everything*/ <<run transferClothing(_slot,_wearId,_wardrobeTransfer)>> <<for $_outfitSlot, $_outfitId range _outfitPieceIds>> <<run transferClothing($_outfitSlot,$_outfitId,_wardrobeTransfer)>> <</for>> <<else>> You were unable to transfer the <<print _item.name>> to the <<print $wardrobes[_wardrobeTransfer].name>> wardrobe due to lack of space there. <</if>> <<elseif $wardrobeOption is "wear">> /*Equip the relating items*/ <<generalUndress $wardrobe_location _slot>> <<for $_outfitSlot, $_outfitId range _outfitPieceIds>> <<generalUndress $wardrobe_location $_outfitSlot>> <<set $worn[$_outfitSlot] to clone(_selectedWardrobe[$_outfitSlot][$_outfitId])>> <<set $worn[$_outfitSlot].lastTaken to $wardrobe_location>> <<set _selectedWardrobe[$_outfitSlot].deleteAt($_outfitId)>> <<run resetClothingState($_outfitSlot)>> <</for>> <<set $worn[_slot] to clone(_item)>> <<set $worn[_slot].lastTaken to clone($wardrobe_location)>> <<run resetClothingState(_slot)>> <<set _eIndextemNames.push(_item.name)>> <<set _selectedWardrobe[_slot].deleteAt(_wearId)>> <</if>> <</for>> <<if $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to "notWorn">> <</if>> <<if $wardrobeOption is "wear" and _eIndextemNames.length gte 1>> You put on the <<print formatList(_eIndextemNames)>>. <</if>> <<if _wearAction is "dry">> <<dry>> You wring out your clothes. <<effectswater "liquid">> <br><br> <</if>> <<unset _wearAction>> <<set $wear_over_upper to "none">> <<set $wear_over_lower to "none">> <<set $wear_upper to "none">> <<set $wear_lower to "none">> <<set $wear_under_upper to "none">> <<set $wear_under_lower to "none">> <<set $wear_over_head to "none">> <<set $wear_head to "none">> <<set $wear_face to "none">> <<set $wear_neck to "none">> <<set $wear_hands to "none">> <<set $wear_handheld to "none">> <<set $wear_legs to "none">> <<set $wear_feet to "none">> <<set $wear_genitals to "none">> <<set $wear_outfit to "none">> <<exposure>> <</widget>> <<widget "loadWardrobeOptions">> <div onclick="event.stopPropagation()"> <div class="legend-caption bold gold">Settings</div> <div> <label> <<checkbox "$wardrobeDefaults.showTraits" false true autocheck>> Show clothing trait icons. </label> </div> <div> <label> <<checkbox "$wardrobeDefaults.extraInfo" false true autocheck>> Show 'Extra Info' by default. </label> </div> <<link [[Update wardrobe|$passage]]>><</link>> </div> <</widget>> <<widget "wardrobe">> <<set _inWardrobe to true>> <div id="action-popup">Don't look here.</div> <<unset $tempDisable>> <!-- Options --> <div id="wardrobe-options-div" class="main-shop-div"> <div class="wardrobe-options-button no-numberify div-link"> <<if $options.images is 1>> <span class="button-icon"><img src="img/ui/options.png"></span> <<else>> Opt. <</if>> <<link "">> <<replace '#shop-options'>><<loadWardrobeOptions>><</replace>> <<run linkifyDivs('#shop-options')>> <<toggleclass '#shop-options' 'hidden'>> <</link>> </div> <div id="shop-options" class="wardrobe-options no-numberify hidden" onclick="$(this).addClass('hidden')"> </div> </div> <<run linkifyDivs('#wardrobe-options-div')>> <hr> <span>Warmth:</span> <<warmthscale>> <div id="warmth-description"> <<warmth_description>> </div> <br> <div id="clotheson"><<clotheson>></div> /*Fixes perma pulled aside clothes introduced by 0.2.3.0 bug.*/ <<if $upperwet gte 1 or $lowerwet gte 1 or $underlowerwet gte 1 or $underupperwet gte 1>> <div class="wardrobe-dry"> <<link "Dry your clothes">> <<set _wearAction to "dry">> <<updatewardrobe>> <<if $upperwet lt 1 and $lowerwet lt 1 and $underlowerwet lt 1 and $underupperwet lt 1>> <<remove ".wardrobe-dry">> <</if>> <</link>> <br> </div> <</if>> <div class="wardrobe-action"> <<link "Strip all">> <<set _wearAction to "strip">> <<updatewardrobe>> <</link>> </div> | <div class="wardrobe-action"> <<link "Wear random clothes">> <<set $randomWear to true>> <<updatewardrobe>> <</link>> </div> | <div class="wardrobe-action"> <<link "Configure random">><<toggleclass "#randomClothingConfigure" "hidden">><</link>> </div> | <<if $options.images and ($uncomfortable.underwear or $uncomfortable.nude)>> <div class="wardrobe-action"> <span id="wardrobe-cover" @class="$dontHide ? '' : 'hidden'"> <<link "Cover yourself">> <<dontHideRevert>> <<toggleclass "#wardrobe-cover" "hidden">> <<toggleclass "#wardrobe-dontCover" "hidden">> <<updatesidebarimg>> <</link>> </span> <span id="wardrobe-dontCover" @class="$dontHide ? 'hidden' : ''"> <<link "Don't cover yourself">> <<dontHideForNow>> <<toggleclass "#wardrobe-cover" "hidden">> <<toggleclass "#wardrobe-dontCover" "hidden">> <<updatesidebarimg>> <</link>> </span> </div> | <</if>> <div id="randomClothingConfigure" class="hidden"> <<if $randomEquipConfigure is undefined>> <<set $randomEquipConfigure to {face: true, feet: true, head: true, hands: true, legs: true, lower: true, neck: true, under_lower: true, under_upper: true, upper: true}>> <</if>> <<for _slot range Object.keys($randomEquipConfigure)>> <<capture _slot>> <label><<checkbox "$randomEquipConfigure[_slot]" false true autocheck>> <<print _slot.replace("_"," ")>></label><br> <</capture>> <</for>> </div> <br><br> <<if $location is "home" or $location is "town">> <<if $tailorMonthlyService is "repair">> __Wardrobe Repair Crate__ <br> There is a small crate ready for sending clothes to be repaired. <br> <<link [[Add damaged items and send|Wardrobe Repair Crate]]>> <<set $wardrobeReturnLink to $passage>> <<set $crateContents to "damaged">> <</link>> <br> <<link [[Add outfits and send|Wardrobe Repair Crate]]>> <<set $wardrobeReturnLink to $passage>> <<set $crateContents to "outfits">> <</link>> <br> <<link [[Add all items and send|Wardrobe Repair Crate]]>> <<set $wardrobeReturnLink to $passage>> <<set $crateContents to "all">> <</link>> <br><br> <<link [[Cancel the request|$passage]]>><<set $tailorMonthlyService to 1>><</link>> <br><br> <<elseif $tailorMonthlyService is "discard">> __Wardrobe Sale Crate__ There is a small crate ready for sending clothes to be sold. <br> <<link [[Add outfits and send|Wardrobe Sale Crate]]>> <<set $wardrobeReturnLink to $passage>> <<set $crateContents to "outfits">> <</link>> <br> <<link [[Add all items and send|Wardrobe Sale Crate]]>> <<set $wardrobeReturnLink to $passage>> <<set $crateContents to "all">> <</link>> <br><br> <<link [[Cancel the request|$passage]]>><<set $tailorMonthlyService to 1>><</link>> <br><br> <</if>> <<if $wardrobeRepair is undefined>> <<elseif $wardrobeRepair.timeLeft is 0>> The clothes sent to the tailor have been repaired and added back into your wardrobe. <<wardrobeGetRepairedClothes>> <br><br> <</if>> <</if>> __Clothing sets__ <br> <div id="listoutfits"><<listoutfits>></div> <hr> __Clothing__ <br> <<dynamic "wardrobeLinks" "wardrobeLinks">> <<dynamic "wardrobeContents" "wardrobeList">> <br> <<set $upperoff to 0>> <<set $loweroff to 0>> <<set $underloweroff to 0>> <<set $underupperoff to 0>> <<exposure>> <!-- Code responsible for brief highlighting of links in wardrobe when you click them --> <<run $(document).on('mousedown', '.wardrobe-action a', (e) => { let target = $(e.currentTarget).parent(); target.addClass('notransition action-flash'); setTimeout(() => { target.removeClass('notransition action-flash') }, 100); })>> <</widget>> <<widget "wardrobeContents">> <<if $lastWardrobeSlot is "NewOutfit">> <<wardrobeNewOutfit>> <<else>> <<wardrobeList $lastWardrobeSlot>> <</if>> <</widget>> <<widget "wardrobeLinks">> <<set _wardrobeLinks=[ { id: 'over_head', label: 'Over Head', disabled: !$debug }, { id: 'over_upper', label: 'Over Upper', disabled: !$debug }, { id: 'over_lower', label: 'Over Lower', disabled: !$debug }, { id: 'head', label: 'Head' }, { id: 'face', label: 'Face' }, { id: 'neck', label: 'Neck' }, { id: 'upper', label: 'Upper' }, { id: 'lower', label: 'Lower' }, { id: 'under_upper', label: 'Under Upper' }, { id: 'under_lower', label: 'Under Lower' }, { id: 'hands', label: 'Hands' }, { id: 'handheld', label: 'Handheld' }, { id: 'legs', label: 'Legs' }, { id: 'feet', label: 'Feet' }, ]>> <<for _i = 0; _i < _wardrobeLinks.length; _i++>> <<set _wardrobeLink=_wardrobeLinks[_i]>> <<if !_wardrobeLink.disabled>> <a @class="($lastWardrobeSlot is _wardrobeLink.id ? 'selected' : '')" @id="Dynamic.eventBinder(_wardrobeLink.id)" onclick="(id) => $lastWardrobeSlot = id" >_wardrobeLink.label</a><<if _i < _wardrobeLinks.length - 1>> | <</if>> <</if>> <</for>> <</widget>> <<widget "wardrobeClothingOptions">> <br> <<if $wardrobeOption is undefined or $wardrobeOption is 0>><<set $wardrobeOption to "wear">><</if>> <<if $wardrobeRepeat isnot true or ($wardrobeOption is "repair" and $location isnot "home")>><<set $wardrobeOption to "wear">><</if>> <label><<radiobutton "$wardrobeOption" "wear" autocheck>> Wear</label> | <label><<radiobutton "$wardrobeOption" "delete" autocheck>> Discard</label> | <<if $sewingKit is 1 and $location is "home">> <label><<radiobutton "$wardrobeOption" "repair" autocheck>> Repair (0:05 per piece)</label> | <</if>> <label><<radiobutton "$wardrobeOption" "separateOutfits" autocheck>> Separate Outfits (0:10)</label> | <<if $settings.multipleWardrobes and $wardrobes[$wardrobe_location].transfer && Object.values($wardrobes).filter(w => w.unlocked && w.shopSend).length > 1>> <label><<radiobutton "$wardrobeOption" "transfer" autocheck>> Transfer:</label> <<set _options to {}>> <<for _label, _value range $wardrobes>> <<if _value.unlocked and _label isnot $wardrobe_location and $wardrobes[_label].shopSend>> <<set _options[_value.name] to _label>> <</if>> <</for>> <<listbox "_wardrobeTransfer" autoselect>> <<optionsfrom _options>> <</listbox>> | <</if>> <label><<checkbox "$wardrobeRepeat" false true autocheck>> Repeat Actions</label> <<if $wardrobeOption is "delete" and $wardrobeRepeat is true>> <h2 class="red">Discard On Repeat</h2> <<else>> <br><br> <</if>> <</widget>> <<widget "wardrobeNewOutfit">> <br> Add new set: <br> Name: <input id="outfitName" type="text" value="Custom" maxlength="30" onfocus="V.tempDisable = true;"> <br> Type: <<listbox "$outfit_type">> <<option "Normal" 0 selected>> <<option "Sleep" "sleep">> <<option "Swimming" "swim">> <<option "School" "school">> <</listbox>> <br> <label> Save Clothes Colours in Set <<checkbox "_saveColor" false true autocheck>> </label> <br> <<if $settings.multipleWardrobes>> <label> Make clothes set unique to this wardrobe <<checkbox "_saveLocation" false true autocheck>> </label> <br> <</if>> <<if $savedHairStyles>> <div> <<set _savedHairStylesKeys to Object.keys($savedHairStyles)>> Hair Style: <<listbox "_hairStyle" autoselect>> <<option "Not set" undefined>> <<optionsfrom _savedHairStylesKeys>> <</listbox>> <mouse class="tooltip linkBlue">(?)<span>'Not set' will not change the current hairstyle.</span></mouse> </div> <<else>> <div> Hair Style: No sets saved (Check mirror) </div> <</if>> <br> <div class="wardrobe-action"> <<link "Add current clothes as new set">> <<set $outfit_name to document.getElementById("outfitName").value.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9.!()]+/g,"")>> <<set _newOutfit to { index: $outfit.length, name: $outfit_name, over_upper: clone($worn.over_upper.name), over_lower: clone($worn.over_lower.name), upper: clone($worn.upper.name), lower: clone($worn.lower.name), under_upper: clone($worn.under_upper.name), under_lower: clone($worn.under_lower.name), over_head: clone($worn.over_head.name), head: clone($worn.head.name), face: clone($worn.face.name), neck: clone($worn.neck.name), hands: clone($worn.hands.name), handheld: clone($worn.handheld.name), legs: clone($worn.legs.name), feet: clone($worn.feet.name), genitals: clone($worn.genitals.name), type: ["normal"], colors: false, }>> <<if $outfit_name is "" or $outfit_name is "Custom">><<set $outfit_name to "Custom " + $outfit.length>><</if>> <<set _newOutfit.name to $outfit_name>> <<if $outfit_type>> <<set _newOutfit.type[0] to $outfit_type>> <</if>> <<if _saveColor>> <<set _equip to ["over_upper", "over_lower", "upper", "lower", "under_upper", "under_lower", "over_head", "head", "face", "neck", "hands", "handheld", "legs", "feet"]>> <<set _colors to {}>> <<for _slot range _equip>> <<set _colors[_slot] to [$worn[_slot].colour, $worn[_slot].accessory_colour]>> <<if $worn[_slot].colour is "custom" or $worn[_slot].accessory_colour is "custom">> <<run _colors[_slot+"custom"] to [$worn[_slot].colourCustom, $worn[_slot].accessory_colourCustom]>> <</if>> <</for>> <<set _newOutfit.colors to _colors>> <<else>> <<set _newOutfit.colors to false>> <</if>> <<set _positions to {}>> <<for _slot range _equip>> <<if $worn[_slot].altposition>> <<set _positions[_slot] to $worn[_slot].altposition>> <</if>> <<if $worn[_slot].altsleeve>> <<set _positions.sleeves to $worn[_slot].altsleeve>> <</if>> <</for>> <<if Object.keys(_positions).length > 0>> <<set _newOutfit.positions to _positions>> <</if>> <<if _saveLocation>> <<set _newOutfit.location to $wardrobe_location>> <</if>> <<if _hairStyle>> <<set _newOutfit.hairStyle to _hairStyle>> <</if>> <<set $outfit.push(_newOutfit)>> <<updatewardrobe "outfits">> <</link>> </div> <</widget>> <<widget "wardrobeintegrity">><<silently>> <<set _eIndextem to _args[0]>> <<set _eIndexntegrityMax to clothingData(_args[1],_eIndextem,'integrity_max')>> <<if _eIndextem.integrity gt (_eIndexntegrityMax * 9 / 10)>> <<set $_output to "">> <<elseif _eIndextem.integrity gt (_eIndexntegrityMax * 5 / 10)>> <<set $_output to "<span>(frayed)</span>">> <<elseif _eIndextem.integrity gt (_eIndexntegrityMax * 2 / 10)>> <<set $_output to "<span>(torn)</span>">> <<else>> <<set $_output to "<span>(tattered)</span>">> <</if>> <</silently>><<print $_output>><</widget>> <<widget "toggleHoodLink">> <div class="toggleHoodLink"> <<link `($worn.upper.hoodposition is "down" ? "Pull hood up" : "Pull hood down")`>> <<toggleHood _args[0]>> <<updatesidebarimg>> <<if _args[0] isnot "shop">> <<updatewardrobe>> <</if>> <<run $(".toggleHoodLink .link-internal").html($worn.upper.hoodposition is "down" ? "Pull hood up" : "Pull hood down")>> <<run Links.generateLinkNumbers($(".passage"))>> <</link>> </div> <</widget>> <<widget "toggleHood">> /* If hood is up, put it down and free up the head slot*/ <<if $worn.upper.hoodposition is "up" and $worn.head.hood is 1 and $worn.upper.outfitPrimary.head is $worn.head.name>> <<run delete $worn.upper.outfitPrimary.head>> <<set $worn.upper.hoodposition to "down">> <<if _args[0] is "shop" and $tryOn.ownedStored.head.name isnot $worn.head.name and !($tryOn.ownedStored.head.outfitSecondary and $tryOn.ownedStored.head.outfitSecondary[1] isnot "broken" and $tryOn.ownedStored.head.outfitSecondary[1] isnot "split")>> <<set $worn.head to clone($tryOn.ownedStored.head)>> <<else>> <<set $worn.head to clone(setup.clothes.head[0])>> <</if>> <<if _args[0] is "shop" and $tryOn.tryingOn.upper is null>> <<updateOwned "upper">> <<updateOwned "head">> <</if>> /* If hood is down, put it back up and remove anything on the head if necessary */ <<elseif $worn.upper.hoodposition is "down">> <<if !$worn.head.cursed>> /* No cursed head items yet, but if one is made, should probably have some popup saying this was prevented */ <<if $worn.head.outfitSecondary and $worn.head.outfitSecondary[1] isnot "broken" and $worn.head.outfitSecondary[1] isnot "split">> <<if $worn.head.hood is 1 and $worn.head.outfitSecondary[1] is $worn.upper.name and $worn.head.colour is $worn.upper.colour and $worn.head.accessory_colour is $worn.upper.accessory_colour and $worn.head.colourCustom is $worn.upper.colourCustom and $worn.head.accessory_colourCustom is $worn.upper.accessory_colourCustom>> <<set $worn.upper.outfitPrimary.head to clone(setup.clothes.upper[$worn.upper.index].outfitPrimary.head)>> <<set $worn.upper.hoodposition to "up">> <</if>> <<else>> <<if _args[0] is "shop">> /*If in a shop, make sure the head item is accounted for first*/ <<if $tryOn.tryingOn.head isnot null>> <<shopbuyv2 "head" "return" null>>/*return if trying on*/ <</if>> <<if $tryOn.tryingOn.upper is null and $worn.head.name isnot "naked">> <<generalUndress $wardrobe_location "head">>/*send back to wardrobe if already owned*/ <</if>> <<elseif $worn.head.name isnot "naked">> <<generalUndress $wardrobe_location "head">> <</if>> <<set $worn.upper.outfitPrimary.head to clone(setup.clothes.upper[$worn.upper.index].outfitPrimary.head)>> <<set $worn.upper.hoodposition to "up">> /* re-create the hood using colors from the hoodie */ <<set $_hoodIndex to setup.clothes.head.findIndex(x => x.name === $worn.upper.outfitPrimary.head)>> <<set $worn.head to clone(setup.clothes.head[$_hoodIndex])>> <<set $worn.head.colour to $worn.upper.colour>> <<if $worn.head.colour is "custom">> <<set $worn.head.colourCustom to $worn.upper.colourCustom>> <</if>> <<set $worn.head.accessory_colour to $worn.upper.accessory_colour>> <<if $worn.head.accessory_colour is "custom">> <<set $worn.head.accessory_colourCustom to $worn.upper.accessory_colourCustom>> <</if>> <<if _args[0] is "shop" and $tryOn.tryingOn.upper is null>> <<updateOwned "upper">> <</if>> <</if>> <</if>> <<elseif $worn.upper.hoodposition is undefined and setup.clothes.upper[$worn.upper.index].hoodposition isnot undefined>> <<set $worn.upper.hoodposition to "up">> <</if>> <</widget>> <<widget "toggleUpperTuck">> <<set _linkOption1 to _args[0] || `Untuck from ${$worn.lower.name}`>> <<set _linkOption2 to _args[1] || `Tuck into ${$worn.lower.name}`>> <div class="toggleUpperTuck"> <<link `($upperTucked ? _linkOption1 : _linkOption2)`>> <<set $upperTucked to +!$upperTucked>> <<updatesidebarimg>> <<run $(".toggleUpperTuck .link-internal").html($upperTucked ? _linkOption1 : _linkOption2)>> <<run Links.generateLinkNumbers($(".passage"))>> <</link>> </div> <</widget>> <<widget "toggleLowerTuck">> <<set _linkOption1 to _args[0] || `Untuck from ${$worn.feet.name}`>> <<set _linkOption2 to _args[1] || `Tuck into ${$worn.feet.name}`>> <div class="toggleLowerTuck"> <<link `($lowerTucked ? _linkOption1 : _linkOption2)`>> <<set $lowerTucked to +!$lowerTucked>> <<updatesidebarimg>> <<run $(".toggleLowerTuck .link-internal").html($lowerTucked ? _linkOption1 : _linkOption2)>> <<run Links.generateLinkNumbers($(".passage"))>> <</link>> </div> <</widget>> <<widget "toggleBellyTuck">> <<set _softOption1 to _args[0] || `Tug down your ${$worn.lower.name}`>> <<set _softOption2 to _args[1] || `Pull up your ${$worn.lower.name}`>> <div class="toggleBellyTuck"> <<link `($bellyTucked ? _softOption1 : _softOption2)`>> <<set $bellyTucked to +!$bellyTucked>> <<updatesidebarimg>> <<run $(".toggleBellyTuck .link-internal").html($bellyTucked ? _softOption1 : _softOption2)>> <<run Links.generateLinkNumbers($(".passage"))>> <</link>> </div> <</widget>> <<widget "toggleLeash">> <<if ["collar", "free use collar", "leather collar", "spiked collar"].includes($worn.neck.name)>> <<link "Attach Leash">> <<attach_leash true true>> <<updatesidebarimg>> <<replace "#wardrobeLeash">><<toggleLeash>><</replace>> <</link>> <<elseif ["collar with leash", "free use collar with leash", "leather collar with leash", "spiked collar with leash"].includes($worn.neck.name)>> <<link "Detach Leash">> <<detach_leash true true>> <<updatesidebarimg>> <<replace "#wardrobeLeash">><<toggleLeash>><</replace>> <</link>> <</if>> <</widget>> <<widget "toggleAltLink">><<silently>> <<switch _args[0]>> <<case "upper">> <<switch $worn.upper.variable>> <<case "schoolcardigan">><<set _altLink to ["Tie cardigan around waist", "Wear cardigan normally"]>> <<case "brownleather" "blackleather" "leathercropjacket" "winterjacket">><<set _altLink to ["Zip jacket", "Unzip jacket"]>> <<case "waistcoat" "waistcoatlapel" "blazershirt">><<set _altLink to ["Tuck in", "Untuck"]>> <<case "dress" "buttondown" "oversizedbuttondown">><<set _altLink to ["Unbutton shirt", "Button up shirt"]>> <<case "catsuit">><<set _altLink to ["Unzip", "Zip"]>> <<case "kimono" "kimonomini">><<set _altLink to ["Loosen", "Tighten"]>> <<default>><<exit>> <</switch>> <<case "neck">> <<switch $worn.neck.variable>> <<case "suspenders">><<set _altLink to ["Lower suspenders", "Wear suspenders normally"]>> <<case "tie">><<set _altLink to ["Loosen", "Tighten"]>> <<default>><<exit>> <</switch>> <<case "face">> <<if $worn.face.type.includes("cool") or $worn.face.type.includes("glasses")>> <<switch $worn.face.variable>> <<case "monocle">><<set _altLink to ["Cover left eye", "Cover right eye"]>> <<default>><<set _altLink to ["Push on head", "Wear normally"]>> <</switch>> <<else>> <<switch $worn.face.variable>> <<case "medical eyepatch" "eyepatch">><<set _altLink to ["Cover left eye", "Cover right eye"]>> <<case "swimgoggles">><<set _altLink to ["Push on head", "Wear normally"]>> <<default>><<exit>> <</switch>> <</if>> <<default>><<exit>> <</switch>> <</silently>> <span @class="_args[0]"> <<capture _args[0] _altLink>> <<link `($worn[_args[0]].altposition is "none" ? _altLink[0] : _altLink[1])`>> <<toggleAltPosition _args[0]>> <<updatesidebarimg>> <<if _args[1] is "wardrobe">> <<updatewardrobe>> <</if>> <<run $(".toggleAltLink ." + _args[0] + " .link-internal").html($worn[_args[0]].altposition is "none" ? _altLink[0] : _altLink[1])>> <<run Links.generateLinkNumbers($(".passage"))>> <</link>> <</capture>> </span> <</widget>> <<widget "toggleAltPosition">> /*Changes sprite to an alternate image*/ <<if $worn[_args[0]].altposition is undefined and setup.clothes[_args[0]][$worn[_args[0]].index].altposition isnot undefined>> <<set $worn[_args[0]].altposition to "none">> <<else>> <<set $worn[_args[0]].altposition to ($worn[_args[0]].altposition is "none" ? "alt" : "none")>> <</if>> <</widget>> <<widget "toggleAltSleeve">> <<set _inDefaultState to _args[0] || "Roll up sleeves">> <<set _inAltState to _args[1] || "Unroll sleeves">> <div class="toggleAltSleeve"> <<link `($worn.upper.altsleeve is "none" ? _inDefaultState : _inAltState)`>> <<set $worn.upper.altsleeve to ($worn.upper.altsleeve is "none" ? "alt" : "none")>> <<updatesidebarimg>> <<run $(".toggleAltSleeve .link-internal").html($worn.upper.altsleeve is "none" ? _inDefaultState : _inAltState)>> <<run Links.generateLinkNumbers($(".passage"))>> <</link>> </div> <</widget>> <<widget "toggleFaceLayer">> /*changes z-index */ <<set _linkOption1 to "Move hair in front">> <<set _linkOption2 to "Tuck hair behind">> <div class="toggleFaceLayer"> <<link `($facelayer is "front" ? _linkOption2 : _linkOption1)`>> <<set $facelayer to ($facelayer is "front" ? "back" : "front")>> <<updatesidebarimg>> <<if _args[0] is "wardrobe">> <<updatewardrobe>> <</if>> <<run $(".toggleFaceLayer .link-internal").html($facelayer is "front" ? _linkOption2 : _linkOption1)>> <<run Links.generateLinkNumbers($(".passage"))>> <</link>> </div> <br> <</widget>> <<widget "wardrobeList">> <<wardrobeClothingOptions>> <<set _wardrobe_list to _args[0]>> <<if !Object.keys($worn).includes(_wardrobe_list)>> An error occurred to 'widget "wardrobeList"', please report if you did not edit the save data manually in any way. <<else>> <<set _wear to "wear_"+_wardrobe_list>> <<set _outfitTypes to setup.clothingLayer.torso_inner>> <<set _loweroutfitCheck to setup.clothingLayer.lower>> __<<print _wardrobe_list[0].toUpperCase() + _wardrobe_list.substring(1)>>__ <i>_selectedWardrobe[_wardrobe_list].length / _selectedWardrobe.space</i> <<if _wardrobe_list is "upper">>(Outfits will also take a lower slot)<</if>> <<if _wardrobe_list is "under_upper">>(Outfits will also take an under lower slot)<</if>> <br> Order by: /*Undefined error for unknown reason*/ /*<a @onclick="`wikifier('wardrobeListReorder', '`+ $lastWardrobeSlot + `', 'name');`">Name</a> |*/ <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'name');">Name</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'color');">Colour</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'lewd');">Lewd</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'integrity');">Integrity</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'warmth');">Warmth</a></div> | <<if _outfitTypes.includes(_wardrobe_list)>> <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'outfit');">Outfit Status</a></div> | <</if>> <br> Inverse Order by: <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'name', true);">Name</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'color', true);">Colour</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'lewd', true);">Lewd</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'integrity', true);">Integrity</a></div> | <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'warmth', true);">Warmth</a></div> | <<if _outfitTypes.includes(_wardrobe_list)>> <div class="wardrobe-action"><a onclick="wikifier('wardrobeListReorder', V.lastWardrobeSlot, 'outfit', true);">Outfit Status</a></div> | <</if>> <br><br> Currently equipped: <<if $worn[_wardrobe_list].name is "naked">> nothing <br> <<else>> <<set _wornItem to $worn[_wardrobe_list]>> <<set _wornItemData to setup.clothes[_wardrobe_list][clothesIndex(_wardrobe_list,_wornItem)]>> <<clothingicon _wornItem _wardrobe_list>> <<print _wornItemData.name_cap>> <<if _wornItem.colour and _wornItem.colour isnot 0>> <span @class="_wornItem.colour?.replace(' ','-')"> <<if _wornItem.pattern and ![0, "plain"].includes(_wornItem.pattern) and _wornItemData.pattern_options?.length gt 1>> (_wornItem.colour _wornItem.pattern) <<else>> (_wornItem.colour) <</if>> </span> <<elseif _wornItem.pattern and _wornItem.pattern isnot 0 and _wornItemData.pattern_options?.length gt 1>> <span @class="_wornItem.pattern?.replace(' ','-')">(_wornItem.pattern)</span> <</if>> <<if _wornItem.outfitPrimary isnot undefined>> <<set _keys to Object.keys(_wornItem.outfitPrimary)>> <<set _broken to 0>> <<for _j to 0; _j lt _keys.length; _j++>> <<if _wornItem.outfitPrimary[_keys[_j]] is "broken">> <<set _broken++>> <</if>> <</for>> <<if _broken is 0>> <span class="gold">(Outfit)</span> <<elseif _broken lt _keys.length>> <span class="red">(Partly Broken)</span> <<else>> <span class="red">(Broken)</span> <</if>> <<if _wornItem.one_piece is "split">> <span class="separated-indicator">(Separated)</span> <</if>> <</if>> <<if _wornItem.outfitSecondary isnot undefined>> <<if _wornItem.outfitSecondary[1] is "broken">> <span class="red">(Broken)</span> <<else>> <span class="gold">(Outfit)</span> <<if _wornItem.one_piece is "split">> <span class="separated-indicator">(Separated)</span> <</if>> <</if>> <</if>> <<wardrobeintegrity _wornItem _wardrobe_list>> <a onclick="document.getElementById('wardrobeItemDetails').classList.toggle('hidden')">Extra Info</a> <br> <div id="wardrobeItemDetails" @class="$wardrobeDefaults.extraInfo?'':'hidden'"> <<if _wornItem.plural is 1>> <<integrity `clothingData(_wardrobe_list,_wornItem,'integrity_max')` "cap">> <<else>> A <<integrity `clothingData(_wardrobe_list,_wornItem,'integrity_max')`>> <</if>> and <<reveal _wornItem.reveal>> <<print _wornItem.name>>. <<if _wornItem.gender is "m">> <span class="lblue">For boys ♂.</span> <<elseif _wornItem.gender is "f">> <span class="pink">For girls ♀.</span> <</if>> <<print _wornItemData.description>> <br> <<print setup.WeatherDescriptions.clothingWarmth(getTrueWarmth(_wornItem))>> <br><br> <<set _temp_choice to $worn[_wardrobe_list]>> <<shoptraits>> </div> <<if isConnectedToHood(_wardrobe_list)>> <!-- If selected item is a hood or selected item has a secondary hood piece --> <div class="no-numberify"><<toggleHoodLink>></div> <</if>> <<if _wardrobe_list is "upper" and $worn.lower.name isnot "naked" and !_wornItemData.notuck and V.worn.upper.outfitPrimary is undefined>> <div class="no-numberify"><<toggleUpperTuck>></div> <<elseif _wardrobe_list is "lower" and $worn.feet.name isnot "naked" and !_wornItemData.notuck and !setup.clothes.feet[clothesIndex("feet",$worn.feet)].notuck>> <div class="no-numberify"><<toggleLowerTuck>></div> <</if>> <<if _wardrobe_list is "lower" and $player.bodyshape is "soft" and $worn.lower.name isnot "naked" and (!setup.clothes.lower[clothesIndex("lower",$worn.lower)].outfitSecondary or setup.clothes.lower[clothesIndex("lower",$worn.lower)]?.outfitSecondary[1] isnot $worn.upper.name)>> <div class="no-numberify"><<toggleBellyTuck>></div> <</if>> <<if _wardrobe_list is "upper" and $worn.upper.name isnot "naked" and _wornItemData.altsleeve>> <div class="no-numberify toggleAltSleeve"><<toggleAltSleeve>></div> <</if>> <div class="no-numberify toggleAltLink"><<toggleAltLink _wardrobe_list "wardrobe">></div> <<if _wardrobe_list is "neck">> <div id="wardrobeLeash" class="no-numberify"><<toggleLeash>></div> <</if>> <<if _wardrobe_list is "face">> <div class="no-numberify toggleAltLink"><<toggleFaceLayer "wardrobe">></div> <</if>> <</if>> <br> <<if $worn[_wardrobe_list].name isnot "naked">> <div class="wardrobeItem wardrobe-action no-numberify"><<wearlink_norefresh "Strip" 'strip'>></div> <</if>> <<if _wardrobe_list is "upper">> <div class="wardrobeItem wardrobe-action no-numberify"><<wearlink_norefresh "Large towel" 'large_towel'>></div> <</if>> <<if _wardrobe_list is "upper" or _wardrobe_list is "lower">> <div class="wardrobeItem wardrobe-action no-numberify"><<wearlink_norefresh "Towel" 'towel'>></div> <</if>> <<for _i to 0; _i lt _selectedWardrobe[_wardrobe_list].length; _i++>> <<set _item to _selectedWardrobe[_wardrobe_list][_i]>> <<set _itemData to setup.clothes[_wardrobe_list][clothesIndex(_wardrobe_list,_item)]>> <<if _item.outfitSecondary isnot undefined>> <<if _item.outfitSecondary[1] isnot "broken" and _item.outfitSecondary[1] isnot "split">> <<continue>> <</if>> <</if>> <div class="wardrobeItem wardrobe-action no-numberify"> <<clothingicon _item _wardrobe_list>> <<wearlink_norefresh _itemData.name_cap _i>> <<if _item.gender is "m">> <span class="blue">♂</span> <<elseif _item.gender is "f">> <span class="pink">♀</span> <<else>> <</if>> <<if _item.colour and _item.colour isnot 0>> <span @class="_item.colour?.replace(' ','-')"> <<if _item.pattern and ![0, "plain"].includes(_item.pattern) and _itemData.pattern_options?.length gt 1>> (_item.colour _item.pattern) <<else>> (_item.colour) <</if>> </span> <<elseif _item.pattern and _item.pattern isnot 0 and _itemData.pattern_options?.length gt 1>> <span @class="_item.pattern?.replace(' ','-')">(_item.pattern)</span> <</if>> <<if _item.outfitPrimary isnot undefined>> <<set _keys to Object.keys(_item.outfitPrimary)>> <<set _broken to 0>> <<for _j to 0; _j lt _keys.length; _j++>> <<if _item.outfitPrimary[_keys[_j]] is "broken">> <<set _broken++>> <</if>> <</for>> <<if _broken is 0>> <span class="gold">(Outfit)</span> <<elseif _broken lt _keys.length>> <span class="red">(Partly Broken)</span> <<else>> <span class="red">(Broken)</span> <</if>> <<if _item.one_piece is "split">> <span class="separated-indicator">(Separated)</span> <</if>> <</if>> <<if _item.outfitSecondary isnot undefined>> <<if _item.one_piece is "split">> <span class="separated-indicator">(Separated)</span> <<else>> <span class="red">(Broken)</span> <</if>> <</if>> <<wardrobeintegrity _item _wardrobe_list>> <<reveal _item.reveal>> | <span class="cold-resist-icon noDivider"><<print getTrueWarmth(_item)>></span> <<if $wardrobeDefaults.showTraits>> | <span class="wardrobe-traits noDivider"><<for _n, _trait range _item.type>> <<clothingtrait _trait>> <</for>></span> <</if>> </div> <</for>> <div style="clear:both;"></div> <</if>> <</widget>> <<widget "wearlink_norefresh">> <<capture _args[1] _args[2]>> <<link _args[0]>> <<if _args[2]>> <<set V[_args[2]] = _args[1]>> <<else>> <<set V[_wear] = _args[1]>> <</if>> <<updatewardrobe undefined _args[2]>> <</link>> <</capture>> <</widget>> <<widget "updatewardrobe">> <<if window.scrollY > 130>> <<run $('#action-popup, #wardrobewear').html(new Wikifier(null, "<<wardrobewear>>").output)>> <<run $('#action-popup').css('transform', 'translateY(0)'); setTimeout(() => { $('#action-popup').css('transform', 'translateY(-100%)') }, 3200);>> <<else>> <<run $('#wardrobewear').html(new Wikifier(null, "<<wardrobewear>>").output)>> <</if>> <<run $('#wardrobewear').addClass('notransition flash'); setTimeout(() => { $('#wardrobewear').removeClass('notransition flash') }, 100);>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatewarmthscale>> <<updatewarmthdescription>> <<if _args[0] == "outfits">> <<replace "#listoutfits">><<listoutfits>><</replace>> <</if>> <<replace '#clotheson'>><<clotheson>><</replace>> <<if $('#wardrobeList')[0]>><<replace '#wardrobeList'>><<wardrobeContents>><</replace>><</if>> <<if $('#oldWardrobeListDisplay')[0]>> <<if _args[1]>> <<set $_slot to _args[1].slice(5)>> <<switch $_slot>> <<case "upper">> <<replace '#clothingBox-upper'>> <<oldWardrobeList "upper" "outfits">> <<oldWardrobeList "upper" "non-outfits">> <</replace>> <<replace '#clothingBox-lower'>> <<oldWardrobeList "lower">> <</replace>> <<case "under_upper">> <<replace '#clothingBox-under_upper'>> <<oldWardrobeList "under_upper" "outfits">> <<oldWardrobeList "under_upper" "non-outfits">> <</replace>> <<replace '#clothingBox-under_lower'>> <<oldWardrobeList "under_lower">> <</replace>> <<default>> <<replace `'#clothingBox-' + $_slot`>><<oldWardrobeList $_slot>><</replace>> <</switch>> <<replace '#wardrobeMinorOptions'>><<oldWardrobeMinorOptions>><</replace>> <<else>> <<replace '#oldWardrobeListDisplay'>><<oldWardrobeListDisplay>><</replace>> <</if>> <</if>> <<exposure>> <<run $('#wardrobeExits').html(new Wikifier(null, "<<wardrobeExits>>").output)>> <<numberify ".passage">> <<run updateMoment()>> <</widget>> <<widget "oldWardrobeMinorOptions">> <div id="wardrobeMinorOptions"> <<if $worn.lower.name isnot "naked" and $worn.upper.outfitPrimary is undefined and !setup.clothes.upper[clothesIndex('upper', $worn.upper)].notuck>> <<set $_linkOption1 to `Untuck your ${$worn.upper.name}`>> <<set $_linkOption2 to `Tuck your ${$worn.upper.name} into your ${$worn.lower.name}`>> <<toggleUpperTuck $_linkOption1 $_linkOption2>> <</if>> <<if $worn.head.hood>> <!-- If selected item is a hood or selected item has a secondary hood piece --> <<toggleHoodLink>> <</if>> <<if ["collar", "free use collar", "leather collar", "spiked collar", "collar with leash", "free use collar with leash", "leather collar with leash", "spiked collar with leash"].includes($worn.neck.name)>> <div id="wardrobeLeash" class="no-numberify"><<toggleLeash>></div> <</if>> </div> <</widget>> <<widget "oldWardrobeListDisplay">> <<wardrobeClothingOptions>> <<oldWardrobeMinorOptions>> <br> <<if $debug is 1>> <<oldWardrobeList "over_upper">> <<oldWardrobeList "over_lower">> <</if>> <div id="clothingBox-upper"> <<oldWardrobeList "upper" "outfits">> <<oldWardrobeList "upper" "non-outfits">> </div> <div id="clothingBox-lower"> <<oldWardrobeList "lower">> </div> <div id="clothingBox-under_upper"> <<oldWardrobeList "under_upper" "outfits">> <<oldWardrobeList "under_upper" "non-outfits">> </div> <div id="clothingBox-under_lower"> <<oldWardrobeList "under_lower">> </div> <<if $debug is 1>> <<oldWardrobeList "over_head">> <</if>> <div id="clothingBox-head"><<oldWardrobeList "head">></div> <div id="clothingBox-face"><<oldWardrobeList "face">></div> <div id="clothingBox-neck"><<oldWardrobeList "neck">></div> <div id="clothingBox-hands"><<oldWardrobeList "hands">></div> <div id="clothingBox-handheld"><<oldWardrobeList "handheld">></div> <div id="clothingBox-legs"><<oldWardrobeList "legs">></div> <div id="clothingBox-feet"><<oldWardrobeList "feet">></div> <div style="clear:both;"></div> <<wardrobeNewOutfit>> <</widget>> <<widget "oldWardrobeList">> <<set _wardrobe_list to _args[0]>> <<set _showType to _args[1]>> <<if !Object.keys($worn).includes(_wardrobe_list)>> An error occurred to 'widget "oldWardrobeList"', please report if you did not edit the save data manually in any way. <<else>> <<set _wear to "wear_"+_wardrobe_list>> <div class="clothingBox"> __<<print _wardrobe_list[0].toUpperCase() + _wardrobe_list.substring(1) + (_showType is "outfits" ? " Outfits" : "")>>__ <i>_selectedWardrobe[_wardrobe_list].length / _selectedWardrobe.space</i> <br><br> <div> <ul> <<if $worn[_wardrobe_list].name isnot "naked">> <li class="no-numberify"><<wearlink_norefresh "Strip" 'strip' _wear>></li> <</if>> <<if _wardrobe_list is "upper" and _showType is "outfits">> <li class="no-numberify"><<wearlink_norefresh "Large towel" 'large_towel' _wear>></li> <</if>> <<if (_wardrobe_list is "upper" or _wardrobe_list is "lower") and _showType isnot "outfits">> <li class="no-numberify"><<wearlink_norefresh "Towel" 'towel' _wear>></li> <</if>> <<for _i to 0; _i lt _selectedWardrobe[_wardrobe_list].length; _i++>> <<set _item to _selectedWardrobe[_wardrobe_list][_i]>> <<if _item.outfitSecondary isnot undefined>> <<if _item.outfitSecondary[1] isnot "broken" and _item.outfitSecondary[1] isnot "split">> <<continue>> <</if>> <</if>> <<if (_item.outfitPrimary isnot undefined and _showType is "non-outfits") or (_item.outfitPrimary is undefined and _showType is "outfits")>> <<continue>> <</if>> <li class="no-numberify">/*<<clothingicon _item>>*/<<wearlink_norefresh setup.clothes[_wardrobe_list][clothesIndex(_wardrobe_list,_item)].name_cap _i _wear>> <<if _item.colour isnot 0>> <span @class="_item.colour?.replace(' ','-')">(_item.colour)</span> <</if>> <<wardrobeintegrity _item _wardrobe_list>> </li> <</for>> </ul> </div></div> <</if>> <</widget>> <<widget "wardrobeListReorder">> <<if _args[0] and _args[1]>> <<set _slot to _args[0]>> <<set _orderType to _args[1]>> <<set _descending to _args[2]>> <<set _wardrobeItems to clone(_selectedWardrobe[_slot])>> <<set _newWardrobeItems to []>> <<switch _orderType>> <<case "name">> <<set _itemNames to []>> <<for _i to 0; _i lt _wardrobeItems.length; _i++>> <<run _itemNames.pushUnique(_wardrobeItems[_i].name)>> <</for>> <<if _descending>> <<set _sortedItemNames to _itemNames.sort(function(a, b){return b.localeCompare(a)})>> <<else>> <<set _sortedItemNames to _itemNames.sort()>> <</if>> <<for _i to 0; _i lt _sortedItemNames.length; _i++>> <<for _j to 0; _j lt _wardrobeItems.length; _j++>> <<if _wardrobeItems[_j].name is _sortedItemNames[_i]>> <<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>> <</if>> <</for>> <</for>> <<case "color">> <<set _itemColors to []>> <<for _i to 0; _i lt _wardrobeItems.length; _i++>> <<run _itemColors.pushUnique(_wardrobeItems[_i].colour)>> <</for>> <<if _descending>> <<set _sortedItemColors to _itemColors.sort(function(a, b){ if(a === 0){ return 0; } if(b === 0){ return 0; } return b.localeCompare(a); })>> <<else>> <<set _sortedItemColors to _itemColors.sort()>> <</if>> <<for _i to 0; _i lt _sortedItemColors.length; _i++>> <<for _j to 0; _j lt _wardrobeItems.length; _j++>> <<if _wardrobeItems[_j].colour is _sortedItemColors[_i]>> <<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>> <</if>> <</for>> <</for>> <<case "integrity">> <<set _itemIntegrity to []>> <<for _i to 0; _i lt _wardrobeItems.length; _i++>> <<run _itemIntegrity.pushUnique((_wardrobeItems[_i].integrity / clothingData(_slot,_wardrobeItems[_i],'integrity_max')))>> <</for>> <<if _descending>> <<set _sortedItemIntegrity to _itemIntegrity.sort()>> <<else>> <<set _sortedItemIntegrity to _itemIntegrity.sort(function(a, b){return b-a})>> <</if>> <<for _i to 0; _i lt _sortedItemIntegrity.length; _i++>> <<for _j to 0; _j lt _wardrobeItems.length; _j++>> <<if (_wardrobeItems[_j].integrity / clothingData(_slot,_wardrobeItems[_j],'integrity_max')) is _sortedItemIntegrity[_i]>> <<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>> <</if>> <</for>> <</for>> <<case "warmth">> <<set _itemWarmth to []>> <<for _i to 0; _i lt _wardrobeItems.length; _i++>> <<run _itemWarmth.pushUnique(_wardrobeItems[_i].warmth)>> <</for>> <<if _descending>> <<set _sortedItemWarmth to _itemWarmth.sort()>> <<else>> <<set _sortedItemWarmth to _itemWarmth.sort(function(a, b){return b-a})>> <</if>> <<for _i to 0; _i lt _sortedItemWarmth.length; _i++>> <<for _j to 0; _j lt _wardrobeItems.length; _j++>> <<if _wardrobeItems[_j].warmth is _sortedItemWarmth[_i]>> <<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>> <</if>> <</for>> <</for>> <<case "outfit">> <<if _descending>> <<set _status to ["broken","split",0,1]>> /* NO SPLIT ADDED */ <<else>> <<set _status to [1,0,"split","broken"]>> /* NO SPLIT ADDED */ <</if>> <<for _i to 0; _i lt _status.length; _i++>> <<for _j to 0; _j lt _wardrobeItems.length; _j++>> <<if _wardrobeItems[_j].one_piece is _status[_i]>> <<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>> <</if>> <</for>> <</for>> <<case "lewd">> <<set _itemReveal to []>> <<for _i to 0; _i lt _wardrobeItems.length; _i++>> <<run _itemReveal.pushUnique(_wardrobeItems[_i].reveal)>> <</for>> <<if _descending>> <<set _sortedItemReveal to _itemReveal.sort((a, b) => a - b)>> <<else>> <<set _sortedItemReveal to _itemReveal.sort((a, b) => b - a)>> <</if>> <<for _i to 0; _i lt _sortedItemReveal.length; _i++>> <<for _j to 0; _j lt _wardrobeItems.length; _j++>> <<if _wardrobeItems[_j].reveal is _sortedItemReveal[_i]>> <<run _newWardrobeItems.push(clone(_wardrobeItems[_j]))>> <</if>> <</for>> <</for>> <</switch>> <<if _newWardrobeItems isnot []>> <<set _selectedWardrobe[_slot] to clone(_newWardrobeItems)>> <</if>> <<run Dynamic.render()>> <</if>> <</widget>> <<widget "wardrobeSanityCheck">> /*Fixes invisible outfit bottoms caused by bugs in previous versions*/ <<if $runWardrobeSanityChecker is true>> <<set $lastWardrobeSanityCheck to $saveVersions.last()>> /*Update _equip as required*/ <<set _equip to ["lower", "under_lower", "head"]>> <<for _slot range _equip>> <<set _eIndextemIndex to {}>> <<for _eIndex to 0; _eIndex lt _selectedWardrobe[_slot].length; _eIndex++>> <<if _selectedWardrobe[_slot][_eIndex].outfitSecondary is undefined>> <<continue>> <</if>> <<if _selectedWardrobe[_slot][_eIndex].outfitSecondary[1] is "broken" or _selectedWardrobe[_slot][_eIndex].outfitSecondary[1] is "split">> <<continue>> <</if>> /*Prep*/ <<set $_markBroken to true>> <<set $_found to false>> <<set _eIndextem to _selectedWardrobe[_slot][_eIndex]>> <<set $_outfitSecondary to _selectedWardrobe[_slot][_eIndex].outfitSecondary>> <<if _eIndextemIndex[$_outfitSecondary[0]] is undefined>> <<set _eIndextemIndex[$_outfitSecondary[0]] to []>> <</if>> /*Look for a primary piece that matches*/ <<for _iIndex to 0; _iIndex lt _selectedWardrobe[$_outfitSecondary[0]].length; _iIndex++>> <<if _selectedWardrobe[$_outfitSecondary[0]][_iIndex].name isnot $_outfitSecondary[1]>> <<continue>> <</if>> <<if _eIndextemIndex[$_outfitSecondary[0]].includes(_iIndex)>> <<continue>> <</if>> <<if _selectedWardrobe[$_outfitSecondary[0]][_iIndex].colour is _eIndextem.colour and (_eIndextem.accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory_colour is _eIndextem.accessory_colour)>> <<if _eIndextem.colour isnot "custom" and (_eIndextem.accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory is 0 or _eIndextem.accessory_colour isnot "custom")>> <<set $_markBroken to false>> <<run _eIndextemIndex[$_outfitSecondary[0]].push(clone(_iIndex))>> <<break>> <<elseif _eIndextem.colourCustom is _selectedWardrobe[$_outfitSecondary[0]][_iIndex].colourCustom and (_eIndextem.accessory is 0 or _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory is 0 or _eIndextem.accessory_colourCustom is _selectedWardrobe[$_outfitSecondary[0]][_iIndex].accessory_colourCustom)>> <<set $_markBroken to false>> <<run _eIndextemIndex[$_outfitSecondary[0]].push(clone(_iIndex))>> <<break>> <</if>> <</if>> <</for>> <<if $_markBroken is true>> /*Mark as broken*/ <<set _selectedWardrobe[_slot][_eIndex].outfitSecondary[1] to "broken">> <<set _selectedWardrobe[_slot][_eIndex].one_piece to "broken">> <<set _selectedWardrobe[_slot][_eIndex].set to clone(_slot)>> <<set _selectedWardrobe[_slot][_eIndex].sanityCheck to true>> <</if>> <</for>> <</for>> <<set $runWardrobeSanityChecker to false>> <</if>> <<if $worn.handheld.type.includes("prop")>> <<error { message: `Removed a prop that should have been destroyed: '${$worn.handheld.name}'. Please report the location where this prop was equipped.` }>> <<handheldruined true>> <<handheldon>> <</if>> <</widget>> <<widget "wardrobeGetRepairedClothes">> <<set _equip to setup.clothingLayer.all>> <<set _takenAway to 0>> <<for _eIndex to 0; _eIndex lt _equip.length; _eIndex++>> <<if $wardrobeRepair[_equip[_eIndex]] is undefined>> <<continue>> <</if>> <<for _iIndex to 0; _iIndex lt $wardrobeRepair[_equip[_eIndex]].length; _iIndex++>> <<set _itemStats to $wardrobeRepair[_equip[_eIndex]][_iIndex]>> <<if typeof _itemStats is "object" and _itemStats?.length >= 5>> /* Players might have old $wardrobeRepair already set before version updated */ <<set _itemStats to { index: _itemStats[0], colour: _itemStats[1], colourCustom: _itemStats[2], accessory_colour: _itemStats[3], accessory_colourCustom: _itemStats[4], one_piece: _itemStats[5] === true ? "split" : undefined }>> <</if>> <<if _selectedWardrobe[_equip[_eIndex]].length gte _selectedWardrobe.space>> <<set _takenAwayCheckitem to setup.clothes[_equip[_eIndex]][_itemStats.index]>> <<if _takenAwayCheckitem.one_piece != 1>> <<set _takenAway++>> <<continue>> <</if>> <</if>> <<sendToWardrobeFromDefault "wardrobe" _equip[_eIndex] `_itemStats.index` `_itemStats.colour` `_itemStats.accessory_colour` `_itemStats.pattern`>> <<set _latestWardrobeAddition to _selectedWardrobe[_equip[_eIndex]].last()>> <<run Object.entries(_itemStats).forEach(([key, itemStatValue]) => { if (!itemStatValue) return; switch (key) { case "index": case "colour": case "accessory_colour": case "pattern": return; break; case "altposition": case "altsleeve": if (!T.latestWardrobeAddition[key]) return; break; case "one_piece": if (T.latestWardrobeAddition[key] != 1) return; if (itemStatValue === "split") { if (T.latestWardrobeAddition.outfitPrimary) { Object.keys(T.latestWardrobeAddition.outfitPrimary).forEach((label) => { T.latestWardrobeAddition.outfitPrimary[label] = itemStatValue; }) } else if (T.latestWardrobeAddition.outfitSecondary) { T.latestWardrobeAddition.outfitSecondary[1] = itemStatValue; } } break; case "hoodposition": if (!T.latestWardrobeAddition[key]) return; if (itemStatValue === "down") { delete T.latestWardrobeAddition.outfitPrimary.head; /* TODO: when over_head slot is added: delete T.latestWardrobeAddition.outfitPrimary.over_head; */ } break; } T.latestWardrobeAddition[key] = itemStatValue; })>> <</for>> <</for>> <<if _takenAway gt 0>> <br> The driver thanks you for the donation of _takenAway items due to you not having enough space. <</if>> <<unset $wardrobeRepair>> <</widget>> <<widget "randomWear">> <<set $wardrobeOption to "wear">> <<set $_equip to []>> <<set _equipped to []>> <<for $_slot, $_value range $randomEquipConfigure>> <<if $worn[$_slot].type.includes("strap-on")>> <<continue>> <</if>> <<if $_value>> <<generalUndress $wardrobe_location $_slot>> <<run $_equip.push($_slot)>> <</if>> <</for>> <<for $_slot range $_equip>> <<if !_equipped.includes($_slot) and $worn[$_slot].name is "naked">> <<set _eIndexds to _selectedWardrobe[$_slot].map((item, index) => { if (!item.outfitSecondary or item.outfitSecondary[1] is "broken" or item.outfitSecondary[1] is "split") return index; }).filter(Boolean)>> <<if _eIndexds.length gt 0>> <<set _eIndexd to _eIndexds.random()>> <<set $_selectedItem to _selectedWardrobe[$_slot][_eIndexd]>> <<run _equipped.pushUnique($_slot)>> <<if $_selectedItem.outfitPrimary isnot undefined>> <<run Object.entries($_selectedItem.outfitPrimary).forEach((slot,value) => { if (value !== "broken" && value !== "split") _equipped.pushUnique(slot) })>> <</if>> <<set V["wear_" + $_slot] to _eIndexd>> <<unset _eIndexd>> <</if>> <</if>> <</for>> <<unset $randomWear>> <</widget>> <<widget "warmth_description">> <<print setup.WeatherDescriptions.shop()>> <br> Your clothing warmth is currently <span class="orange"><<print Weather.BodyTemperature.getWarmth()>></span>. <br> <<set $_minWarmth to getTargetWarmth(36.4)>> <<set $_maxWarmth to getTargetWarmth(37.6)>> To be comfortable you'll need <<if $_minWarmth and $_maxWarmth>> a clothing warmth between <span class="orange"><<print getTargetWarmth(36.5)>></span> and <span class="orange"><<print getTargetWarmth(37.5)>></span>. <<elseif $_minWarmth>> at least a clothing warmth of <span class="orange"><<print getTargetWarmth(36.5)>></span>. <<elseif $_maxWarmth>> at most a clothing warmth of <span class="orange"><<print getTargetWarmth(37.5)>></span>. <<else>> to stay indoors. <</if>> <hr /> <</widget>> <<widget "wardrobeSelection">> <<if !$settings.multipleWardrobes or !$wardrobes[$wardrobe_location]>> <<set $wardrobe_location to "wardrobe">> <<elseif $forceWardrobeLocation>> <<set $wardrobe_location to $forceWardrobeLocation>> <<elseif $settings.multipleWardrobes is "isolated" and !$wardrobes[$wardrobe_location].isolated>> <<set $wardrobe_location to "wardrobe">> <</if>> <<if $debug and $settings.multipleWardrobes and !_args[0]>> <div class="no-numberify">Debug: <<for _label, _value range $wardrobes>> <<if _value.unlocked is undefined>> <<elseif $wardrobe_location is _label>> <span class="gold"><<print _value.name>></span> | <<else>> <<capture _label>><<link [[_value.name|$passage]]>><<set $forceWardrobeLocation to _label>><</link>> |<</capture>> <</if>> <</for>> </div> <br> <</if>> <</widget>> <<widget "cleanupOnWardrobeExit">> <<if $bus is "clothingshop">><<tryOnReset>><</if>> <<unset $saveColor>><<unset $wardrobeRepeat>><<unset $tempDisable>><<set $delete_outfit to "none">><<unset $forceWardrobeLocation>><<set $dontHide to false>><<run delete $wardrobeExit>> <</widget>> <<widget "wardrobeExits">> <!-- Note: Don't use $_ in this widget, because this widget gets <<replace>>'d into the passage body --> <!-- this widget doesn't make sense because these links ALWAYS depend on the passage this widget is called from, so there's no reason to make it a widget --> <<switch $passage>> <<case "Wardrobe">> <<link [[Close wardrobe|Bedroom]]>><<cleanupOnWardrobeExit>><</link>> <<case "Changing Room">> <<if $exposed lte 1>> <<set _exit to $wardrobeExit or "Beach">> <<getouticon>><<link [[Leave|_exit]]>><<cleanupOnWardrobeExit>><</link>> <<elseif hasSexStat("exhibitionism", 5)>> <<set _exitSneak to $wardrobeExit or "Beach Changing Room Sneak">> <<sneakicon>><<link [[Sneak outside|_exitSneak]]>><<cleanupOnWardrobeExit>><</link>><<exhibitionist5>> <<else>> You can't go out like this! <</if>> <<case "Sydney Beach Changing Room">> <<set _earSlimeEnableSwimwear to true>> <<if $exposed lte 1>> <<getouticon>><<link [[Leave|Sydney Beach Swimsuit]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't go out like this! <</if>> <<case "Sydney Beach Changing Room Leave">> <<set _earSlimeEnableSwimwear to true>> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<elseif $exposed lte 1>> <<getouticon>><<link [[Leave|Sydney Beach Leave]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't go out like this! <</if>> <<case "Eden Wardrobe">> <<if isLoveInterest("Eden") or hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>> <<link [[Done|Eden Cabin]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't remain undressed like this! <</if>> <<case "Eden Night Wardrobe">> <<if isLoveInterest("Eden") or hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>> <<link [[Done|Eden Cabin Bed]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't remain undressed like this! <</if>> <<case "Asylum Wardrobe">> <<if hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>> <<link [[Done|Asylum Cell]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't remain undressed like this! <</if>> <<case "Farm Wardrobe">> <<if hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>> <<link [[Done|Farm Bedroom]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't remain undressed like this! <</if>> <<case "Strip Club Wardrobe">> <<if hasSexStat("exhibitionism", 4) or $exposed lte 0 or (hasSexStat("exhibitionism", 2) and $exposed lte 1)>> <<link [[Step away|Strip Club Dressing Room]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't go out like this! <</if>> <<case "Brothel Wardrobe">> <<if hasSexStat("exhibitionism", 4) or $exposed lte 0 or (hasSexStat("exhibitionism", 2) and $exposed lte 1)>> <<link [[Step away|Brothel Dressing Room]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't go out like this! <</if>> <<case "School Pool Wardrobe">> <<if $changingRoomGender is "boys">> <<getouticon>><<link [[Leave|School Boy Changing Room]]>><<cleanupOnWardrobeExit>><</link>> <<else>> <<getouticon>><<link [[Leave|School Girl Changing Room]]>><<cleanupOnWardrobeExit>><</link>> <</if>> <<case "Farm Assault Wardrobe">> <<if hasSexStat("exhibitionism", 5) or $exposed lte 0 or (hasSexStat("exhibitionism", 4) and $exposed lte 1)>> <<link [[Done|Farm Assault Intro]]>><<cleanupOnWardrobeExit>><</link>> <<else>> You can't remain undressed like this! <</if>> <<case "Prison Wardrobe">> <<link [[Close|Prison Cell]]>><<cleanupOnWardrobeExit>><</link>> <<case "Temple Wardrobe">> <<link [[Close|Temple Bunk]]>><<cleanupOnWardrobeExit>><</link>> <<case "Pirate Wardrobe">> <<link [[Close|Pirate Bed]]>><<cleanupOnWardrobeExit>><</link>> <<case "Office Agency Changing Room">> <<if $exposed lte 1>> <<getouticon>><<link [[Leave|Office Agency]]>><<cleanupOnWardrobeExit>><</link>> <<elseif hasSexStat("exhibitionism", 4)>> <<sneakicon>><<link [[Sneak outside|Office Agency Streak]]>><<cleanupOnWardrobeExit>><</link>><<exhibitionist4>> <<else>> You can't go out like this! <</if>> <<case "Bird Tower Wardrobe">> <<link [[Close|Bird Tower]]>><<cleanupOnWardrobeExit>><</link>> <<case "Mansion Wardrobe">> <<if $avery_party>> <<link [[Exit|Mansion Party Quinn Change 2]]>><<cleanupOnWardrobeExit>><</link>> <br> <<elseif $avery_mansion_skyscraper_wardrobe>> <<link [[Exit|Mansion Skyscraper Wardrobe Exit]]>><<cleanupOnWardrobeExit>><</link>> <br> <<elseif $wardrobe_residential_alleys gte 2>> <<if $exposed lte 0>> <<link [[Exit|Residential Alleyways]]>><</link>> <br> <<elseif $exposed is 1 and hasSexStat("exhibitionism", 4)>> <<link [[Exit|Residential Mansion Undies]]>><</link>><<exhibitionist4>> <br> <<elseif $exposed is 2 and hasSexStat("exhibitionism", 5)>> <<link [[Exit|Residential Mansion Naked]]>><</link>><<exhibitionist5>> <br> <<else>> You can't leave dressed like this! <</if>> <<else>> <<link [[Exit|Mansion Bedroom]]>><<cleanupOnWardrobeExit>><</link>> <br> <</if>> <</switch>> <br><br> <</widget>> <<widget "underwearTypeText">><<silently>> <<if $worn.under_lower.name is "naked">> <<elseif $worn.under_lower.type.includes("swim")>> <<set $_text_output to "swimwear">> <<elseif $worn.under_lower.type.includes("dance")>> <<set $_text_output to "dancewear">> <<else>> <<set $_text_output to "underwear">> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>><<effects>> <<set $wardrobe_location to "wardrobe">> <<wardrobeSelection>> You look in your wardrobe. <br><br> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>><<location "changingroom">> <<set $wardrobe_location to "changingRoom">> <<set _earSlimeEnableSwimwear to true>> <<wardrobeSelection>> You are in a small<<if $bus isnot "clothingshop">> wooden<</if>> changing room. <br><br> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> You look through the cupboard containing your clothes. There's an old dressing screen for privacy. <br><br> <<set $wardrobe_location to "edensCabin">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> You look through the cupboard containing your clothes. <br><br> <<set $wardrobe_location to "asylum">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> You look through the rustic wardrobe. <br><br> <<set $wardrobe_location to "alexFarm">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> <<set $wardrobe_location to "stripClub">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> <<set $wardrobe_location to "brothel">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> <<wardrobeSelection>> <<set _earSlimeEnableSwimwear to true>> You stand in front of your open locker. <br><br> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> You look through the cupboard containing your clothes. <br><br> <<set $wardrobe_location to "temple">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> You look through the cupboard containing your clothes. <br><br> <<set $wardrobe_location to "pirate">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>><<location "officeBuilding">> <<set $wardrobe_location to "officeBuilding">> <<wardrobeSelection>> You are in the small storage room sanctioned for temps to use for changing. <br><br> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> You look through the wardrobe you built. <br><br> <<set $wardrobe_location to "birdTower">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> <<set $wardrobe_location to "avery_mansion">> <<wardrobeSelection>> <<if $wardrobe_residential_alleys gte 2>> You enter the storage unit. <<else>> You enter the large wardrobe. <</if>> <br><br> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>>Are you prepared to add all your <<if $crateContents is "all">> clothes <<else>> outfits <</if>> to the crate and send them to be sold? Might be best to go shopping shortly after. <br><br> <<set _value to 0>> <<for _label, _items range $wardrobe>> <<for _i to 0; _i lt _items.length; _i++>> <<if setup.clothes[_label][clothesIndex(_label,_items[_i])].shop.length is 0>> <<continue>> <</if>> <<if _items[_i].outfitSecondary isnot undefined>> <<continue>> <</if>> <<if _items[_i].outfitPrimary is undefined and $crateContents is "outfits">> <<continue>> <</if>> <<set _value += Math.floor(getClothingCost(_items[_i], _label) * (_items[_i].integrity / clothingData(_label,_items[_i],'integrity_max')) / 3)>> <</for>> <</for>> It will earn you <<printmoney `_value + 5000`>>. <br><br> <<link [[Yes|Wardrobe Sale Crate Result]]>><</link>> <br> <<link [[No|$wardrobeReturnLink]]>> <<unset $wardrobeReturnLink>> <<unset $crateContents>> <</link>><<set $tailorMonthlyService to 7>> <<set _value to 0>> <<set _equip to setup.clothingLayer.all>> <<for _eIndex to 0; _eIndex lt _equip.length; _eIndex++>> <<set _toDelete to []>> <<for _iIndex to 0; _iIndex lt $wardrobe[_equip[_eIndex]].length; _iIndex++>> <<if setup.clothes[_equip[_eIndex]][clothesIndex(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex])].shop.length is 0>> <<continue>> <</if>> <<if $wardrobe[_equip[_eIndex]][_iIndex].outfitPrimary is undefined and $crateContents is "outfits">> <<continue>> <</if>> <<set _value += Math.floor(tailorClothingCost($wardrobe[_equip[_eIndex]][_iIndex],_equip[_eIndex]) * ($wardrobe[_equip[_eIndex]][_iIndex].integrity / clothingData(_equip[_eIndex],$wardrobe[_equip[_eIndex]][_iIndex],'integrity_max')) / 3)>> <<run _toDelete.push(clone(_iIndex))>> <</for>> <<for _iIndex to $wardrobe[_equip[_eIndex]].length; _iIndex gte 0; _iIndex-->> <<if _toDelete.includes(_iIndex)>> <<run $wardrobe[_equip[_eIndex]].deleteAt(_iIndex)>> <</if>> <</for>> <</for>> The driver takes the crate away, leaving <<printmoney `_value + 5000`>> in its place. <<money `Math.floor(_value + 5000)` "tailor">> <br><br> <<link [[Continue|$wardrobeReturnLink]]>> <<unset $wardrobeReturnLink>> <<unset $crateContents>> <</link>>Are you prepared to add all your <<if $crateContents is "all">> clothes <<elseif $crateContents is "damaged">> damaged clothes <<else>> outfits <</if>> to the crate and send them to be repaired? Might be best to go shopping shortly after. <br><br> <<set _value to 0>> /* recalculated with adding lower or upper halves when missing */ <<for _label, _items range $wardrobe>> <<for _i to 0; _i lt _items.length; _i++>> <<if isNaN(clothingData(_label,_items[_i],'integrity_max'))>><<continue>><</if>> <<if (_items[_i].outfitPrimary is undefined and _items[_i].outfitSecondary is undefined and $crateContents is "outfits") or (_items[_i].integrity gt clothingData(_label,_items[_i],'integrity_max'))>> <<continue>> <</if>> <<set _value += Math.floor(tailorClothingCost(_items[_i],_label) * (1 - (_items[_i].integrity / clothingData(_label,_items[_i],'integrity_max'))) * 1.25)>> <</for>> <</for>> It will cost you <<if _value gt 5000>> <<printmoney `_value - 5000`>>. <<else>> nothing. <</if>> <br><br> <<if $money gte _value>> <<link [[Yes|Wardrobe Repair Crate Result]]>><</link>> <<else>> Not enough money. <</if>> <br> <<link [[No|$wardrobeReturnLink]]>> <<unset $wardrobeReturnLink>> <<unset $crateContents>> <</link>><<set $tailorMonthlyService to 7>> <<set $wardrobeRepair to {timeLeft: 1}>> <<set _equip to setup.clothingLayer.all>> <<set _value to 0>> /* item stat keys to find matching clothing */ <<set _itemStatsIdentifierKeys to [ "colour", "colourCustom", "accessory_colour", "accessory_colourCustom", "one_piece", "pattern" ]>> /* Add a new key whenever the clothing object is updated */ <<set _itemStatsConditionalKeys to [ ...T.itemStatsIdentifierKeys, "hoodposition", "altposition", "altsleeve" ]>> <<for _eIndex to 0; _eIndex lt _equip.length; _eIndex++>> <<set _toDelete to []>> <<for _iIndex to 0; _iIndex lt $wardrobe[_equip[_eIndex]].length; _iIndex++>> <<set _currentClothing to $wardrobe[_equip[_eIndex]][_iIndex]>> <<if isNaN(clothingData(_equip[_eIndex],_currentClothing,'integrity_max'))>><<continue>><</if>> <<if _currentClothing.integrity gte clothingData(_equip[_eIndex],_currentClothing,'integrity_max') and _currentClothing.one_piece isnot "broken" and $crateContents is "damaged">> <<continue>> <</if>> <<if (_currentClothing.outfitPrimary is undefined and _currentClothing.outfitSecondary is undefined and $crateContents is "outfits") or (_currentClothing.integrity gt clothingData(_equip[_eIndex],_currentClothing,'integrity_max'))>> <<continue>> <</if>> <<set _value += Math.floor(tailorClothingCost(_currentClothing,_equip[_eIndex]) * (1 - (_currentClothing.integrity / clothingData(_equip[_eIndex],_currentClothing,'integrity_max'))) * 1.25)>> /* Deletes the full outfit set paired with a damaged outfit piece in wardrobe before duplicating */ <<if $crateContents is "damaged" and _currentClothing.one_piece is 1 and (_currentClothing.outfitPrimary or _currentClothing.outfitSecondary)>> <<set _ignoreSlot to _equip[_eIndex]>> <<if _currentClothing.outfitSecondary>> <<set _upperSlot to _currentClothing.outfitSecondary[0]>> <<set _upperOutfit to setup.clothes[_upperSlot][clothesIndex(_upperSlot, _currentClothing)]>> <<else>> <<set _upperSlot to _ignoreSlot>> <<set _upperOutfit to _currentClothing>> <</if>> <<set _itemDeleteSlots to new Set([_upperOutfit.slot, ...Object.keys(_upperOutfit.outfitPrimary)])>> <<set _itemDeleteSlots.delete(_ignoreSlot)>> /* Searches wardrobe to mark one outfit piece each for deletion before duplicating */ <<set _itemDeleteCandidates to Object.fromEntries(Object.entries($wardrobe) .filter(([slot, items]) => T.itemDeleteSlots.has(slot)) .map(([slot, items]) => { /* Converted to entries in order to preserve index */ const itemEntry = Object.entries(items) .filter(([, item]) => T.upperOutfit.variable === item.variable) /* Colours and pattern must match */ .filter(([, item]) => T.itemStatsIdentifierKeys.every((key) => T.currentClothing[key] === item[key]) ) /* Edge case for damaged hood paired with an upper w/ hoodposition === "down" */ .filter(([, item]) => { if (item.outfitPrimary) { return Object.keys(item.outfitPrimary).includes(T.ignoreSlot); } return true; }) /* Get most damaged item */ .reduce((minimum, [index, item]) => { if (minimum === undefined || item.integrity < minimum.item.integrity) { return {index: Number(index), item: item}; } return minimum; }, undefined); return [slot, itemEntry]; }) .filter(([slot, itemEntry]) => itemEntry)) >> <<if _ignoreSlot isnot _upperSlot>> <<if _itemDeleteCandidates[_upperSlot]>> /* Edge case for damaged lower paired with an upper w/ hoodposition === "down" */ <<set _upperOutfit to _itemDeleteCandidates[_upperSlot].item>> <<set _currentClothing to clone(_upperOutfit)>> <<run _itemDeleteSlots.clear()>> <<run [_upperSlot, ...Object.keys(_upperOutfit.outfitPrimary)].forEach((k) => T.itemDeleteSlots.add(k))>> <<set _itemDeleteSlots.delete(_ignoreSlot)>> <<run Object.entries(_itemDeleteCandidates).forEach(([slot]) => { if (!T.itemDeleteSlots.has(slot)) { delete T.itemDeleteCandidates[slot]; } })>> <<else>> /* Edge case for damaged secondary paired with split/partly broken upper */ <<set _outfitRepairSkip to true>> <</if>> <</if>> <<if !_outfitRepairSkip>> /* Deletes each outfit component except for current slot and adds repair costs */ <<run Object.entries(_itemDeleteCandidates).forEach(([slot, {index, item}]) => { T.value += Math.floor(tailorClothingCost(item,slot) * (1 - (item.integrity / clothingData(slot,item,'integrity_max'))) * 1.25); V.wardrobe[slot].deleteAt(index); })>> /* _currentClothing marked "broken" to trigger full repair */ <<set _currentClothing.one_piece to "broken">> <<if _currentClothing.outfitSecondary>> <<set _currentClothing.outfitSecondary[1] to "broken">> <</if>> <<if _currentClothing.outfitPrimary>> <<run Object.entries(_currentClothing.outfitPrimary).forEach(([itemSlot, itemName]) => { T.currentClothing.outfitPrimary[itemSlot] = "broken"; })>> <</if>> <</if>> <<unset _outfitRepairSkip>> <</if>> <<set $wardrobeRepair[_currentClothing.slot] ||= []>> <<set _itemStats to { index: _currentClothing.index }>> /* Conditionally stores values in _itemStats if they are not 0 or undefined */ <<run _itemStatsConditionalKeys.forEach((key) => { if (!T.currentClothing[key]) return; switch (key) { case "one_piece": if (T.currentClothing[key] != "split") return; break; case "altposition": case "altsleeve": if (T.currentClothing[key] === "none") return; break; case "hoodposition": if (T.currentClothing[key] === "up") return; break; } T.itemStats[key] = T.currentClothing[key]; })>> <<set _isBroken to (_currentClothing.one_piece === "broken")>> <<if _currentClothing.outfitSecondary and _isBroken>> /* If a secondary part of an outfit is broken adds the primary part so the complete outfit will be repaired */ <<set _upperSlot to _currentClothing.outfitSecondary[0]>> <<set _upperIndex to clothesIndex(_upperSlot, _currentClothing)>> <<set $wardrobeRepair[_upperSlot] ||= []>> /* clothing to send for repair is now _currentClothing's upper part */ <<set _itemStats.index to _upperIndex>> <<run $wardrobeRepair[_upperSlot].push(clone(_itemStats))>> /* Adds all outfit components from upper primary (i.e. bottom + hood from a cow onesie) */ <<set _upperOutfit to setup.clothes[_upperSlot][_upperIndex]>> <<run Object.keys(_upperOutfit.outfitPrimary).forEach((itemSlot) => { T.itemStats.index = clothesIndex(itemSlot, T.upperOutfit); V.wardrobeRepair[itemSlot] ||= [] V.wardrobeRepair[itemSlot].push(clone(T.itemStats)); })>> <<else>> <<run $wardrobeRepair[_currentClothing.slot].push(clone(_itemStats))>> <<if _currentClothing.outfitPrimary and _isBroken>> /* Adds all broken outfit components from upper primary */ <<set _upperOutfit to _currentClothing>> <<run Object.entries(_upperOutfit.outfitPrimary).forEach(([itemSlot, itemName]) => { if (itemName === "broken") { T.itemStats.index = clothesIndex(itemSlot, T.upperOutfit); V.wardrobeRepair[itemSlot] ||= [] V.wardrobeRepair[itemSlot].push(clone(T.itemStats)); } })>> <</if>> <</if>> <<run _toDelete.push(clone(_iIndex))>> <</for>> <<for _iIndex to $wardrobe[_equip[_eIndex]].length; _iIndex gte 0; _iIndex-->> <<if _toDelete.includes(_iIndex)>> <<run $wardrobe[_equip[_eIndex]].deleteAt(_iIndex)>> <</if>> <</for>> <</for>> <<if _value gt 5000>> <<money `-(_value - 5000)` "tailor">> The driver takes <<printmoney `_value - 5000`>> and the crate away. <<else>> The driver takes the crate away. <</if>> <br><br> <<link [[Continue|$wardrobeReturnLink]]>> <<unset $wardrobeReturnLink>> <<unset $crateContents>> <</link>>/*The "generalWear" widget works in the same way as the "...wear" widgets, however, the argument are as follows; slot, item index, colour, accessory_colour, pattern*/ <<widget "generalWear">> <<if $worn[_args[0]].cursed is 1>> <<elseif _args[0] and _args[1]>> <<set $_slot to _args[0]>> <<unset _strip_restrict>><<unset _cursedPrevent>> /*Check the current worn outfit related items for being locked on the character*/ <<set _outfitPrimaryWear to setup.clothes[$_slot][_args[1]].outfitPrimary>> <<if _outfitPrimaryWear isnot undefined>> <<for _outfitSlot, _value range _outfitPrimaryWear>> <<if $worn[_outfitSlot].cursed is 1>> <<set _cursedPrevent to true>> <</if>> <</for>> <</if>> <<if _cursedPrevent isnot true>> /*Primary Piece*/ <<if $worn[$_slot].name isnot "naked">> <<generalUndress `clothesReturnLocation($worn[$_slot])` $_slot>> <</if>> <<equipClothesItemFromDefault $_slot _args[1] _args[2] _args[3] _args[4]>> /*Outfit pieces*/ <<if _outfitPrimaryWear isnot undefined>> <<set _colour to $worn[$_slot].colour>> <<set _accessory_colour to $worn[$_slot].accessory_colour>> <<set _pattern to $worn[$_slot].pattern>> <<for _outfitSlot, _outfitName range _outfitPrimaryWear>> <<if $worn[_outfitSlot].name isnot "naked">> <<generalUndress `clothesReturnLocation($worn[_outfitSlot])` _outfitSlot>> <</if>> <<set _pieceId to setup.clothes[_outfitSlot].findIndex(item => item.name is _outfitName)>> <<if _pieceId isnot -1>> <!-- findIndex() returns -1 if no index is found --> <<equipClothesItemFromDefault _outfitSlot _pieceId _colour _accessory_colour _pattern>> <<else>> <!-- Error --> <</if>> <</for>> <</if>> <</if>> <<unset _outfitPrimaryWear>> <</if>> <</widget>> <!-- args: slot, item index, colour, accessory_colour, pattern --> <<widget "equipClothesItemFromDefault">> <<set $_slot to _args[0]>> <<set $_item to clone(setup.clothes[$_slot][_args[1]])>> <<set $_item.lastTaken to clone($wardrobes.shopReturn)>> <<if $_item.colour_options.length gt 0>> <<if _args[2]>> <<set $_item.colour to _args[2]>> <<if $_item.colour is "custom">> <<set $_item.colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>> <</if>> <<else>> <<set _colorOption to clone($_item.colour_options)>> <<run _colorOption.delete("custom")>> <<set $_item.colour to _colorOption.random()>> <</if>> <</if>> <<if $_item.accessory_colour_options.length gt 0 and $_item.accessory_colour_sidebar>> <<if _args[3]>> <<set $_item.accessory_colour to _args[3]>> <<if $_item.accessory_colour is "custom">> <<set $_item.accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>> <</if>> <<else>> <<set _accessoryColorOption to clone($_item.accessory_colour_options)>> <<run _accessoryColorOption.delete("custom")>> <<set $_item.accessory_colour to _accessoryColorOption.random()>> <</if>> <</if>> <<if $_item.pattern_options?.length gt 0>> <<if _args[4]>> <<set $_item.pattern to _args[4]>> <<else>> <<set _patternOption to clone($_item.pattern_options)>> <<set $_item.pattern to _patternOption.random()>> <</if>> <</if>> <<set $worn[$_slot] to $_item>> <<run clothesDataTrimmer($worn[$_slot])>> <</widget>> /*The "...wear" widgets give the player character new clothing. They take the index of the item you want to provide as the first argument, and the colour of the item as an optional second argument. The third argument defines the secondary colour, optionally. Only the upper half is required in the case of outfits. Currently worn clothes are sent to wardrobe.*/ <<widget "overupperwear">> <<generalWear "over_upper" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "overlowerwear">> <<generalWear "over_lower" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "upperwear">> <<generalWear "upper" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "lowerwear">> <<generalWear "lower" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "underupperwear">> <<generalWear "under_upper" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "underlowerwear">> <<generalWear "under_lower" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "genitalswear">> <<generalWear "genitals" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "overheadwear">> <<generalWear "over_head" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "headwear">> <<generalWear "head" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "facewear">> <<generalWear "face" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "neckwear">> <<generalWear "neck" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "leash">>/*Always replaces neckwear, even if cursed. */ <<if $worn.neck.cursed is 1>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <</if>> <<generalWear "neck" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "handswear">> <<generalWear "hands" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "handheldwear">> <<generalWear "handheld" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "legswear">> <<generalWear "legs" _args[0] _args[1] _args[2] _args[3]>> <</widget>> <<widget "feetwear">> <<generalWear "feet" _args[0] _args[1] _args[2] _args[3]>> <</widget>> /*The "generalSend" widget works in the same way as the "...send" widgets, however, the argument are as follows; Location, slot, item index, colour, accessory_colour, pattern*/ <<widget "generalSend">> <<set $_selectedWardrobe to (_args[0] is "wardrobe" or !(_args[0] in $wardrobes) ? $wardrobe : $wardrobes[_args[0]])>> <<set $_outfitPrimary to setup.clothes[_args[1]][_args[2]].outfitPrimary>> <<if _args[0]>> <<sendToWardrobeFromDefault _args[0] _args[1] _args[2] _args[3] _args[4] _args[5]>> <<if $_outfitPrimary isnot undefined>> <<set $_outfitPiece to $_selectedWardrobe[_args[1]].last()>> <<set _colour to $_outfitPiece.colour>> <<set _colourCustom to $_outfitPiece.colourCustom>> <<set _accessory_colour to $_outfitPiece.accessory_colour>> <<set _accessory_colourCustom to $_outfitPiece.accessory_colourCustom>> <<set _pattern to $_outfitPiece.pattern>> <<for $_label, $_value range $_outfitPrimary>> <<set _pieceId to setup.clothes[$_label].findIndex(item => item.name is $_value)>> <<if _pieceId isnot -1>> <!-- findIndex() returns -1 if no index is found --> <<if (!_hoodDown or $_label isnot "head") and _pieceId.one_piece isnot "split">> /*If hood is down, don't make a hood. If an upper part of an outfit is separated don't add a lower part*/ <<sendToWardrobeFromDefault _args[0] $_label _pieceId _colour _accessory_colour _pattern>> <</if>> <<else>> <!-- Error --> <</if>> <</for>> <</if>> <</if>> <</widget>> <<widget "carriedSend">> <<if _args[0] is "wardrobe" or Object.keys($wardrobes).includes(_args[0])>> <<set $_undressSlot to _args[1]>> /*Checks if the current slot is part of an outfit and switches to the main piece if that is the case*/ <<if $carried[$_undressSlot].outfitSecondary isnot undefined and $carried[$carried[$_undressSlot].outfitSecondary[0]].name is $carried[$_undressSlot].outfitSecondary[1]>> <<set $_undressSlot to $carried[$_undressSlot].outfitSecondary[0]>> <</if>> <<set $_outfitPrimaryUndress to $carried[$_undressSlot].outfitPrimary>> <<set _slots to []>> <<set $_selectedWardrobe to selectWardrobe()>> <<if $_outfitPrimaryUndress isnot undefined>> <<for _labelUndress, _valueUndress range $_outfitPrimaryUndress>> <<if _valueUndress isnot "broken" and _valueUndress isnot "split">> <<if !setup.wardrobeSkip.includes($carried[_labelUndress].name) and $carried[_labelUndress].name is _valueUndress>> <<set $_selectedWardrobe[_labelUndress].push(clone($carried[_labelUndress]))>> <<run _slots.push(_labelUndress)>> <</if>> <<set $carried[_labelUndress] to clone(setup.clothes[_labelUndress][0])>> <</if>> <</for>> <</if>> <<if !setup.wardrobeSkip.includes($carried[$_undressSlot].name)>> <<set $_selectedWardrobe[$_undressSlot].push(clone($carried[$_undressSlot]))>> <</if>> <<set $carried[$_undressSlot] to clone(setup.clothes[$_undressSlot][0])>> <<run _slots.push($_undressSlot)>> <</if>> <</widget>> <<widget "sendToWardrobeFromDefault">> <<set $_location to _args[0]>> <<set $_slot to _args[1]>> <<set $_selectedWardrobe to ($_location is "wardrobe" or !($_location in $wardrobes) ? $wardrobe : $wardrobes[$_location])>> <<set $_selectedWardrobe[$_slot].push(clone(setup.clothes[$_slot][_args[2]]))>> <<set $_item to $_selectedWardrobe[$_slot].last()>> <<if $_item.colour_options.length gt 0>> <<if _args[3]>> <<set $_item.colour to _args[3]>> <<if $_item.colour is "custom">> <<if _colourCustom isnot undefined>> <<set $_item.colourCustom to _colourCustom>> <<unset _colourCustom>> <<else>> <<set $_item.colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>> <</if>> <</if>> <<else>> <<set $_item.colour to clone($_item.colour_options.random())>> <</if>> <</if>> <<if $_item.accessory_colour_options.length gt 0 and $_item.accessory_colour_sidebar>> <<if _args[4]>> <<set $_item.accessory_colour to _args[4]>> <<if $_item.accessory_colour is "custom">> <<if _accessory_colourCustom isnot undefined>> <<set $_item.accessory_colourCustom to _accessory_colourCustom>> <<unset _accessory_colourCustom>> <<else>> <<set $_item.accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>> <</if>> <</if>> <<else>> <<set $_item.accessory_colour to clone($_item.accessory_colour_options.random())>> <</if>> <</if>> <<if $_item.pattern_options and $_item.pattern_options.length gt 0>> <<if _args[5]>> <<set $_item.pattern to _args[5]>> <<else>> <<set $_item.pattern to clone($_item.pattern_options[0])>> <</if>> <</if>> <<if _hoodDown and $_item.hoodposition isnot undefined>> <<set $_item.hoodposition to "down">> <<run delete $_item.outfitPrimary.head>> <</if>> <<run clothesDataTrimmer($_item)>> <</widget>> /*The "...send" widgets give the player character new clothing. They take the index of the item you want to provide as an argument, the location you want to send it to as a second argument, (such as "wardrobe",) and the colour of the item as an optional third argument. Fourth argument defines the secondary colour, if present. Fifth argument defines the pattern, if present. Only the upper half is required in the case of outfits. They differ from the "...wear" widgets in that they send clothes to your wardrobe, rather than put them on your character.*/ <<widget "overuppersend">> <<generalSend _args[1] "over_upper" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "overlowersend">> <<generalSend _args[1] "over_lower" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "uppersend">> <<generalSend _args[1] "upper" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "lowersend">> <<generalSend _args[1] "lower" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "underuppersend">> <<generalSend _args[1] "under_upper" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "underlowersend">> <<generalSend _args[1] "under_lower" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "genitalssend">> <<generalSend _args[1] "genitals" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "overheadsend">> <<generalSend _args[1] "over_head" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "headsend">> <<generalSend _args[1] "head" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "facesend">> <<generalSend _args[1] "face" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "necksend">> <<generalSend _args[1] "neck" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "handssend">> <<generalSend _args[1] "hands" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "handheldsend">> <<generalSend _args[1] "handheld" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "legssend">> <<generalSend _args[1] "legs" _args[0] _args[2] _args[3] _args[4]>> <</widget>> <<widget "feetsend">> <<generalSend _args[1] "feet" _args[0] _args[2] _args[3] _args[4]>> <</widget>> /*The "...strip" widgets remove the player character's clothing. The clothing remains with the player character, ready to be put back on.*/ <<widget "strip">> <<overupperstrip>> <<overlowerstrip>> <<upperstrip>> <<lowerstrip>> <<underupperstrip>> <<if playerHasStrapon() and _args[0] isnot undefined>> <!-- keep wearing the strap-on --> <<else>> <<underlowerstrip>> <</if>> <<headstrip>> <<facestrip>> <<neckstrip>> <<handsstrip>> <<handheldstrip>> <<legsstrip>> <<feetstrip>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> <<widget "clothesstrip">> <<overupperstrip>> <<overlowerstrip>> <<upperstrip>> <<lowerstrip>> <<underupperstrip>> <<underlowerstrip>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> <<widget "shavestrip">> <<overupperstrip>> <<overlowerstrip>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> <<legsstrip>> <<feetstrip>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> <<widget "generalStrip">> <<if _args[0]>> <<unset _stripSlot>> /*Checks if the current slot is part of an outfit and switches to the main piece if that is the case*/ <<if $worn[_args[0]].outfitSecondary isnot undefined>> <<if $worn[$worn[_args[0]].outfitSecondary[0]].name is $worn[_args[0]].outfitSecondary[1]>> <<set _stripSlot to $worn[_args[0]].outfitSecondary[0]>> <</if>> <</if>> <<if _stripSlot is undefined>> <<set _stripSlot to _args[0]>> <</if>> <<if $worn[_stripSlot].cursed is 1>> <<elseif $worn[_stripSlot].name isnot "naked">> <<unset _cursedPrevent>> /*Check the current worn outfit related items for being locked on the character*/ <<set _outfitPrimaryStrip to $worn[_stripSlot].outfitPrimary>> <<if _outfitPrimaryStrip isnot undefined>> <<for _labelStrip, _valueStrip range _outfitPrimaryStrip>> <<if $worn[_labelStrip].cursed is 1 and $worn[_labelStrip].name is _valueStrip>> <<set _cursedPrevent to true>> <</if>> <</for>> <</if>> <<if _cursedPrevent isnot true>> <<set V[_stripSlot.replace(/_/g,"")+'last'] to $worn[_stripSlot].name>> <<if $carried[_stripSlot].name isnot "naked">> <<carriedSend "wardrobe" _stripSlot>> <</if>> <<set $carried[_stripSlot] to clone($worn[_stripSlot])>> <<set $worn[_stripSlot] to clone(setup.clothes[_stripSlot][0])>> <<if _outfitPrimaryStrip isnot undefined>> <<for _labelStrip, _valueStrip range _outfitPrimaryStrip>> <<if $worn[_labelStrip].name is _valueStrip>> <<set V[_labelStrip.replace(/_/g,"")+'last'] to $worn[_labelStrip].name>> <<if $carried[_labelStrip].name isnot "naked">> <<carriedSend "wardrobe" _labelStrip>> <</if>> <<set $carried[_labelStrip] to clone($worn[_labelStrip])>> <<set $worn[_labelStrip] to clone(setup.clothes[_labelStrip][0])>> <</if>> <</for>> <</if>> <</if>> <<unset _outfitPrimaryStrip>> <</if>> <</if>> <</widget>> <<widget "overupperstrip">> <<generalStrip "over_upper">> <</widget>> <<widget "overlowerstrip">> <<generalStrip "over_lower">> <</widget>> <<widget "upperstrip">> <<generalStrip "upper">> <</widget>> <<widget "lowerstrip">> <<generalStrip "lower">> <</widget>> <<widget "underupperstrip">> <<generalStrip "under_upper">> <</widget>> <<widget "underlowerstrip">> <<generalStrip "under_lower">> <</widget>> <<widget "overheadstrip">> <<generalStrip "over_head">> <</widget>> <<widget "headstrip">> <<generalStrip "head">> <</widget>> <<widget "facestrip">> <<generalStrip "face">> <</widget>> <<widget "neckstrip">> <<generalStrip "neck">> <</widget>> <<widget "handsstrip">> <<generalStrip "hands">> <</widget>> <<widget "handheldstrip">> <<generalStrip "handheld">> <</widget>> <<widget "legsstrip">> <<generalStrip "legs">> <</widget>> <<widget "feetstrip">> <<generalStrip "feet">> <</widget>> /* temporarily equips a handheld "prop" for visual effect in scenes. props can be cleared earlier in a scene via <<handheldon>> or <<clotheson>> and are cleared in <<endevent>> */ <<widget "wearProp">> <<if _args[0].includes('|')>> <<set _prop to _args[0].split('|')>> <<set _var to _prop[0]>> <<set _colour to _prop[1] || 0>> <<set _pattern to _prop[2] || 0>> <<else>> <<set _var to _args[0]>> <<set _colour to _args[1] || 0>> <<set _pattern to _args[2] || 0>> <</if>> <<set _propIndex to (setup.clothes.handheld.findIndex(item => item.variable is _var) || 0)>> <<if $worn.handheld.type.includes("prop")>> <<handheldon>> <</if>> <<set $propEquipped to 1>> <<handheldstrip>> <<if _propIndex gt 1>> <<handheldwear _propIndex _colour 0 _pattern>> <<else>> <<run Errors.report("Invalid prop variable: " + _args[0])>> <</if>> <</widget>> /*Returns all carried clothes back to the wardrobe*/ <<widget "returnCarried">> <<if _args[0] is "wardrobe" or $wardrobes[_args[0]] is undefined>> <<set $_selectedWardrobe to $wardrobe>> <<else>> <<set $_selectedWardrobe to $wardrobes[_args[0]]>> <</if>> <<run Object.keys($carried).forEach(slot => { if (!setup.wardrobeSkip.includes($carried[slot].name)) { let location = clothesReturnLocation($carried[slot]); if(location === "wardrobe" || !$wardrobes[location].unlocked){ $wardrobe[slot].push(clone($carried[slot])); } else { $wardrobes[location][slot].push(clone($carried[slot])); } } $carried[slot] = clone(setup.clothes[slot][0]); })>> <</widget>> /*The "dontHideForNow" widget makes the player character not cover themselves even when self-conscious*/ /*Use "dontHideRevert" widget to go back to normal behaviour*/ <<widget "dontHideForNow">> <<set $dontHideNormal to $dontHide>> <<set $dontHide to true>> <</widget>> <<widget "dontHideRevert">> <<set $dontHide to $dontHideNormal>> <</widget>> /*The "...ruined" widgets destroy the player character's current clothing, whether worn or carried.*/ <<widget "ruined">> <<overupperruined>> <<overlowerruined>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<underlowerruined>> <<headruined>> <<faceruined>> <<neckruined>> <<handsruined>> <<legsruined>> <<feetruined>> <<handheldruined>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> <<widget "clothesruined">> <<overupperruined>> <<overlowerruined>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<underlowerruined>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> <<widget "overruined">> <<overupperruined>> <<overlowerruined>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> <<widget "middleruined">> <<upperruined>> <<lowerruined>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> <<widget "underruined">> <<underupperruined>> <<underlowerruined>> <<setKnowsAboutPregnancyCurrentLoaded>> <</widget>> /*_args[0] = slot name*/ /*_args[1] = true for ruin all pieces of an outfit*/ /*_args[2] = "worn" or "carried" to destroy just that category"*/ <<widget "generalRuined">> <<set _destroyWorn to !_args[2] || _args[2] is "worn">> <<set _destroyCarry to !_args[2] || _args[2] is "carried">> <<if _args[0]>> <<set $eventskipoverrule to 1>> <<if $worn[_args[0]].cursed is 1 and !$worn[_args[0]].type.includes("broken") and !$worn[_args[0]].type.includes("split") or ($worn[_args[0]].name is "naked" and $carried[_args[0]].name is "naked")>> <<else>> <<if _destroyWorn>> <<switch _args[0]>> <<case "upper">> <<set $upperwet to 0>><<set $upperwetstage to 0>> <<if $worn.upper.type.includes("binding") and _unbind_check isnot 1>> <<unbind>> <</if>> <<case "lower">><<set $lowerwet to 0>><<set $lowerwetstage to 0>> <<case "under_upper">><<set $underupperwet to 0>><<set $underupperwetstage to 0>> <<case "under_lower">><<set $underlowerwet to 0>><<set $underlowerwetstage to 0>> <<if $worn.under_lower.type.includes("strap-on")>> <<set $penisstate to "none">><<set $penisuse to "none">> <<if $penistarget isnot undefined and typeof $penistarget is "number">> <<set $NPCList[$penistarget].penis to 0>> <</if>> <</if>> <</switch>> /* In case you lose the gold chastity belt before donating it */ <<if $worn[_args[0]].name is "gold chastity belt" and $gold_chastity_held isnot true and ($museumAntiques.antiques.antiquegoldchastitybelt is "found" or $museumAntiques.antiques.antiquegoldchastitybelt is "talk")>> <<museumAntiqueStatus "antiquegoldchastitybelt" "notFound">> <</if>> <</if>> /*Re-buy*/ <<if _args[0] isnot "genitals" and $clothingrebuy is 1 and !_noRebuy>> <<if _destroyCarry && $carried[_args[0]].name isnot "naked" and $carried[_args[0]].cursed isnot 1>> <<generalRuinedRebuy _args[0] $carried>> <</if>> <<if _destroyWorn && $worn[_args[0]].name isnot "naked" and $worn[_args[0]].cursed isnot 1>> <<generalRuinedRebuy _args[0] $worn>> <</if>> <</if>> <<unset _noRebuy>> /*Other Pieces*/ <<if _destroyCarry>> <<set _outfitPrimaryRuined to $carried[_args[0]].outfitPrimary>> <<if _outfitPrimaryRuined isnot undefined>> <<for _labelRuined, _valueRuined range _outfitPrimaryRuined>> <<if $carried[_labelRuined].outfitSecondary isnot undefined>> <<if $carried[_labelRuined].outfitSecondary[1] is $carried[_args[0]].name>> <<set $carried[_labelRuined].outfitSecondary[1] to "broken">> <<set $carried[_labelRuined].one_piece to "broken">> <<set $carried[_labelRuined].set to _labelRuined>> <<if _args[1]>> <<generalRuined _labelRuined>> <<elseif _labelRuined is "head" and $carried.head.hood>> <<headruined>> <<elseif _labelRuined is "over_head" and $carried.over_head.hood>> <<overheadruined>> <</if>> <</if>> <</if>> <</for>> <</if>> <<unset _outfitPrimaryRuined>> <</if>> <<if _destroyWorn>> <<set _outfitPrimaryRuined to $worn[_args[0]].outfitPrimary>> <<if _outfitPrimaryRuined isnot undefined>> <<for _labelRuined, _valueRuined range _outfitPrimaryRuined>> <<if $worn[_labelRuined].outfitSecondary isnot undefined>> <<if $worn[_labelRuined].outfitSecondary[1] is $worn[_args[0]].name>> <<set $worn[_labelRuined].outfitSecondary[1] to "broken">> <<set $worn[_labelRuined].one_piece to "broken">> <<set $worn[_labelRuined].set to _labelRuined>> <<if _args[1]>> <<generalRuined _labelRuined>> <<elseif _labelRuined is "head" and $worn.head.hood>> <<headruined>> <<elseif _labelRuined is "over_head" and $worn.over_head.hood>> <<overheadruined>> <</if>> <</if>> <</if>> <</for>> <</if>> <<unset _outfitPrimaryRuined>> <</if>> /*Main Outfit Piece*/ <<if _destroyCarry>> <<set _outfitSecondaryRuined to $carried[_args[0]].outfitSecondary>> <<if _outfitSecondaryRuined isnot undefined>> <<if $carried[_outfitSecondaryRuined[0]].name is _outfitSecondaryRuined[1] and $carried[_outfitSecondaryRuined[0]].outfitPrimary isnot undefined>> <<if $carried[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] is $carried[_args[0]].name>> <<if _args[1]>> <<generalRuined _outfitSecondaryRuined[0] _args[1]>> <<else>> <<set $carried[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] to "broken">> <<set $carried[_outfitSecondaryRuined[0]].one_piece to "broken">> <</if>> <</if>> <</if>> <</if>> <<unset _outfitSecondaryRuined>> <</if>> <<if _destroyWorn>> <<set _outfitSecondaryRuined to $worn[_args[0]].outfitSecondary>> <<if _outfitSecondaryRuined isnot undefined>> <<if $worn[_outfitSecondaryRuined[0]].name is _outfitSecondaryRuined[1] and $worn[_outfitSecondaryRuined[0]].outfitPrimary isnot undefined>> <<if $worn[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] is $worn[_args[0]].name>> <<if _args[1]>> <<generalRuined _outfitSecondaryRuined[0] _args[1]>> <<else>> <<set $worn[_outfitSecondaryRuined[0]].outfitPrimary[_args[0]] to "broken">> <<set $worn[_outfitSecondaryRuined[0]].one_piece to "broken">> <</if>> <</if>> <</if>> <</if>> <<unset _outfitSecondaryRuined>> <</if>> <<if _destroyWorn>> <<set $worn[_args[0]] to clone(setup.clothes[_args[0]][0])>> <</if>> <<if _destroyCarry>> <<set $carried[_args[0]] to clone(setup.clothes[_args[0]][0])>> <</if>> <</if>> <</if>> <</widget>> /*_args[0] - slot, _args[1] - $worn or $carried*/ <<widget "generalRuinedRebuy">> <<if _args[0] and _args[1]>> <<set $_slot to _args[0]>> <<set $_item to _args[1][$_slot]>> <<set $_setupItem to setup.clothes[$_slot][clothesIndex($_slot,$_item)]>> <<set $_return to clothesReturnLocation($_item,"rebuy")>> <<if $_setupItem.shop.length isnot 0 and $_item.one_piece isnot "broken" and $_setupItem.cursed isnot 1>> /* NO SPLIT ADDED */ /*If item is half of an outfit, rebuy the primary half instead by redefining the variables defined above*/ <<if $_item.outfitSecondary isnot undefined and $_item.outfitSecondary[1] isnot "broken" and $_item.outfitSecondary[1] isnot "split">> <<set $_slot to $_item.outfitSecondary[0]>> <<set $_item to _args[1][$_slot]>> <<set $_setupItem to setup.clothes[$_slot][clothesIndex($_slot,$_item)]>> <</if>> <<set $_cost to Math.trunc(tailorClothingCost($_item, $_slot) * 1.5)>> <<set _hoodDown to $_item.hoodposition is "down">> <<if $_item.colourCustom isnot undefined>><<set _colourCustom to $_item.colourCustom>><</if>> <<if $_item.accessory_colourCustom isnot undefined>><<set _accessory_colourCustom to $_item.accessory_colourCustom>><</if>> <<if $_item.outfitSecondary isnot undefined and $_item.outfitSecondary[1] is "broken">> /* NO SPLIT ADDED */ <<elseif $money gte $_cost>> <<generalSend $_return $_slot $_setupItem.index $_item.colour $_item.accessory_colour $_item.pattern>> <<if $_item.one_piece is "split">> <<set $_selectedWardrobe to selectWardrobe($_return, "return")>> <<set $_selectedWardrobe[$_slot].last().one_piece to "split">> <<if $_item.outfitPrimary>> <<for $_rangeSlot, $_value range $_selectedWardrobe[$_slot].last().outfitPrimary>> <<set $_selectedWardrobe[$_slot].last().outfitPrimary[$_rangeSlot] to "split">> <</for>> <<elseif $_item.outfitSecondary>> <<set $_selectedWardrobe[$_slot].last().outfitSecondary[1] to "split">> <</if>> <</if>> <<money `-$_cost` "clothes">> <<run $rebuy_success.push([clone($_item.name), $_return])>> <<set $effectsmessage to 1>> <<else>> <<run $rebuy_failure.push(clone($_item.name))>> <<set $effectsmessage to 1>> <</if>> <<unset _hoodDown>> <</if>> <</if>> <</widget>> <<widget "overupperruined">> <<set _noRebuy to _args[0]>> <<generalRuined "over_upper">> <</widget>> <<widget "overlowerruined">> <<set _noRebuy to _args[0]>> <<generalRuined "over_lower">> <</widget>> <<widget "upperruined">> <<set _noRebuy to _args[0]>> <<if $worn.upper.name is "naked" and $worn.under_upper.type.includes("covered")>> <<generalRuined "under_upper">> <<else>> <<generalRuined "upper">> <</if>> <</widget>> <<widget "lowerruined">> <<set _noRebuy to _args[0]>> <<if $worn.lower.name is "naked" and $worn.under_lower.type.includes("covered")>> <<generalRuined "under_lower">> <<else>> <<generalRuined "lower">> <</if>> <</widget>> <<widget "underupperruined">> <<set _noRebuy to _args[0]>> <<if $worn.under_lower.type.includes("naked")>> <<set $_exposedType to $worn.under_lower.exposedType>> <</if>> <<generalRuined "under_upper">> <<if $_exposedType and $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to $_exposedType>> <</if>> <</widget>> <<widget "underlowerruined">> <<set _noRebuy to _args[0]>> <<if $worn.under_lower.type.includes("naked")>> <<set $_exposedType to $worn.under_lower.exposedType>> <</if>> <<generalRuined "under_lower">> <<if _args[1] and $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to _args[1]>> <<elseif $_exposedType and $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to $_exposedType>> <<elseif !$_exposedType>> <<set $worn.under_lower.exposedType to "ruined">> <</if>> <</widget>> <<widget "genitalsruined">> <<set _noRebuy to _args[0]>> <<generalRuined "genitals">> <</widget>> <<widget "overheadruined">> <<set _noRebuy to _args[0]>> <<generalRuined "over_head">> <</widget>> <<widget "headruined">> <<set _noRebuy to _args[0]>> <<generalRuined "head">> <</widget>> <<widget "faceruined">> <<set _noRebuy to _args[0]>> <<generalRuined "face">> <</widget>> <<widget "neckruined">> <<set _noRebuy to _args[0]>> <<generalRuined "neck">> <</widget>> <<widget "handsruined">> <<set _noRebuy to _args[0]>> <<generalRuined "hands">> <</widget>> <<widget "handheldruined">> <<set _noRebuy to _args[0]>> <<if _args[1] is true>> /* only destroy prop */ <<if $propEquipped is 1>> <<generalRuined "handheld" true "worn">> <<set $propEquipped to 0>> <</if>> <<else>> <<generalRuined "handheld">> <</if>> <</widget>> <<widget "legsruined">> <<set _noRebuy to _args[0]>> <<generalRuined "legs">> <</widget>> <<widget "feetruined">> <<set _noRebuy to _args[0]>> <<generalRuined "feet">> <</widget>> /*The "...on" widgets put on clothing removed with the "...strip" widgets.*/ <<widget "outfiton">> <<for $_slot range setup.clothingLayer.torso_inner>> <<generalOn $_slot>> <</for>> <</widget>> <<widget "clotheson">> <<for $_slot range setup.clothingLayer.all>> <<generalOn $_slot>> <</for>> <<buttplugon>> <<outfitChecks>> <<if !_fullyNaked>> <<set $_clothesbr to true>> You fix your clothing<<if !pcAreArmsBound("right") and $worn.handheld.name isnot "naked">> and <<= $worn.handheld.name.includes("balloon") ? "retrieve" : "pick up">> your $worn.handheld.name<</if>>. <<elseif !pcAreArmsBound("right") and $worn.handheld.name isnot "naked">> <<set $_clothesbr to true>> You <<= $worn.handheld.name.includes("balloon") ? "retrieve" : "pick up">> your $worn.handheld.name. <</if>> <<if !pcAreArmsBound("both") and !_rubbedNecklace and !$passage.includes("Wardrobe") and random(1, 3) is 1>> <<if $worn.neck.name is "ivory necklace">> <<set $_clothesbr to true>><<set _rubbedNecklace to true>> You hold your necklace. <<elseif $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<set $_clothesbr to true>><<set _rubbedNecklace to true>> You rub the heart on your collar. <<if $hypnosis_traits.devotion gte 5>> <<stress -1>><<lstress>> <<if $npc.includes("Gwylan")>> <<arousal 200>><<garousal>> <</if>> <</if>> <</if>> <</if>> <<if $_clothesbr>> <br><br> <</if>> <<exposure>> <<if _args[0] is "towel">> <<towelup>> <<elseif ["seaweed", "plant"].includes(_args[0])>> <<plantup _args[0]>> <</if>> <<if $exposed gte 1>> You are conscious of your <<nudity>>. <br><br> <</if>> <</widget>> <<widget "generalOn">> <<if _args[0]>> /*Checks if the current slot is part of an outfit and switches to the main piece if that is the case*/ <<if $carried[_args[0]].outfitSecondary isnot undefined and $carried[$carried[_args[0]].outfitSecondary[0]].name is $carried[_args[0]].outfitSecondary[1]>> <<set $_slot to $carried[_args[0]].outfitSecondary[0]>> <<else>> <<set $_slot to _args[0]>> <</if>> <<set _slots to []>> <<if $propEquipped is 1>> <<set _noRebuy to true>> <<generalRuined "handheld" true "worn">> <<set $propEquipped to 0>> <</if>> <<if $carried[$_slot].name isnot "naked">> <<if $worn[$_slot].cursed is 1>> <<carriedSend "wardrobe" $_slot>> <<else>> <<set _slots.pushUnique($_slot)>> <<if $worn[$_slot].name isnot "naked">> <<generalUndress "wardrobe" $_slot>> <</if>> <<set $worn[$_slot] to clone($carried[$_slot])>> <<set $carried[$_slot] to clone(setup.clothes[$_slot][0])>> <!-- set this slot to "naked" --> <<set _outfitPrimaryOn to $worn[$_slot].outfitPrimary or []>> <<for $_outfitPieceSlot, $_outfitPieceName range _outfitPrimaryOn>> <<if $carried[$_outfitPieceSlot].name is $_outfitPieceName>> <<if $worn[$_outfitPieceSlot].name isnot "naked">> <<generalUndress "wardrobe" $_outfitPieceSlot>> <</if>> <<set $worn[$_outfitPieceSlot] to clone($carried[$_outfitPieceSlot])>> <<set $carried[$_outfitPieceSlot] to clone(setup.clothes[$_outfitPieceSlot][0])>> <!-- set this slot to "naked" --> <<set _slots.pushUnique($_outfitPieceSlot)>> <</if>> <</for>> <<unset _outfitPrimaryOn>> <</if>> <</if>> <<run _slots.pushUnique($_slot)>> <!-- Ensure that this slot's state is properly reset --> /*Resets status of existing clothing*/ <<run _slots.forEach(slot => resetClothingState(slot))>> <<if _slots.includes("under_lower") and $worn.under_lower.type.includes("strap-on")>> <<run patchStraponsWearStatus()>> <</if>> <</if>> <</widget>> <<widget "overupperon">> <<generalOn "over_upper">> <</widget>> <<widget "overloweron">> <<generalOn "over_lower">> <</widget>> <<widget "upperon">> <<generalOn "upper">> <</widget>> <<widget "loweron">> <<generalOn "lower">> <</widget>> <<widget "underupperon">> <<generalOn "under_upper">> <</widget>> <<widget "underloweron">> <<generalOn "under_lower">> <</widget>> <<widget "overheadon">> <<generalOn "over_head">> <</widget>> <<widget "headon">> <<generalOn "head">> <</widget>> <<widget "faceon">> <<generalOn "face">> <</widget>> <<widget "neckon">> <<generalOn "neck">> <</widget>> <<widget "handson">> <<generalOn "hands">> <</widget>> <!-- [0] - if truthy, only run if player has a prop --> <<widget "handheldon">> <<if _args[0]>> <<if $propEquipped is 1 and $worn.handheld.type.includes("prop")>> <<generalOn "handheld">> <<set $propEquipped to 0>> <</if>> <<else>> <<generalOn "handheld">> <</if>> <</widget>> <<widget "legson">> <<generalOn "legs">> <</widget>> <<widget "feeton">> <<generalOn "feet">> <</widget>> <<widget "buttplugon">> <<if $worn.butt_plug isnot undefined and $worn.butt_plug.state is "removed">> <<set $worn.butt_plug.state to "worn">> <</if>> <</widget>> <<widget "clothesontowel">> <<clotheson "towel">> <</widget>> <<widget "clothesonplant">> <<clotheson "plant">> <</widget>> /*The "...steal" widgets destroy clothing carried by the PC and output text describing the event. If the argument is "strip", then they'll also take clothes worn by the PC.*/ <<widget "steal">> <<set _temp_steal to _args[0]>> <<for $_slot range setup.clothingLayer.body>> <<generalSteal $_slot _temp_steal>> <</for>> <</widget>> <<widget "stealclothes">> <<set _temp_steal to _args[0]>> <<for $_slot range setup.clothingLayer.torso_inner>> <<generalSteal $_slot _temp_steal>> <</for>> <</widget>> <<widget "generalSteal">> <<if _args[0]>> <<set $_wornTarget to $worn[_args[0]]>> <<set $_carriedTarget to $carried[_args[0]]>> <<if $_wornTarget.name isnot "naked" and !$_wornTarget.type.includes("heavy") and $_wornTarget.cursed isnot 1 and _args[1] is "strip">> <<if $stealtextskip isnot 1>> <<if $enemyno gte 2>>They tear<<else>><<He>> tears<</if>> your <<print $_wornTarget.name>> off your body. <br> <</if>> <<generalRuined _args[0]>> <<elseif $_carriedTarget.name isnot "naked" and !$_carriedTarget.type.includes("heavy")>> <<if $stealtextskip isnot 1>> <<if $enemyno gte 2>>They keep<<else>><<He>> keeps<</if>> your <<print $_carriedTarget.name>> as a souvenir. <br> <</if>> <<if $_carriedTarget.outfitSecondary isnot undefined>> <<if $carried[$_carriedTarget.outfitSecondary[0]].name is $_carriedTarget.outfitSecondary[1]>> <<generalSteal $_carriedTarget.outfitSecondary[0]>> <</if>> <</if>> <<set _outfitPrimarySteal to $_carriedTarget.outfitPrimary>> <<if _outfitPrimarySteal isnot undefined>> <<for _labelSteal, _valueSteal range _outfitPrimarySteal>> <<if $carried[_labelSteal].name is _valueSteal>> <<generalRuined _labelSteal>> <</if>> <</for>> <</if>> <<unset _outfitPrimarySteal>> <<generalRuined _args[0]>> <</if>> <</if>> <</widget>> <<widget "overuppersteal">> <<generalSteal "over_upper" _args[0]>> <</widget>> <<widget "overlowersteal">> <<generalSteal "over_lower" _args[0]>> <</widget>> <<widget "uppersteal">> <<generalSteal "upper" _args[0]>> <</widget>> <<widget "lowersteal">> <<generalSteal "lower" _args[0]>> <</widget>> <<widget "underuppersteal">> <<if $worn.under_lower.type.includes("naked")>> <<set $_exposedType to $worn.under_lower.exposedType>> <</if>> <<generalSteal "under_upper" _args[0]>> <<if $_exposedType and $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to $_exposedType>> <</if>> <</widget>> <<widget "underlowersteal">> <<if $worn.under_lower.type.includes("naked")>> <<set $_exposedType to $worn.under_lower.exposedType>> <</if>> <<generalSteal "under_lower" _args[0]>> <<if _args[1] and $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to _args[1]>> <<elseif $_exposedType and $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to $_exposedType>> <<else>> <<set $worn.under_lower.exposedType to "stolen">> <</if>> <</widget>> <<widget "overheadsteal">> <<generalSteal "over_head" _args[0]>> <</widget>> <<widget "headsteal">> <<generalSteal "head" _args[0]>> <</widget>> <<widget "facesteal">> <<generalSteal "face" _args[0]>> <</widget>> <<widget "necksteal">> <<generalSteal "neck" _args[0]>> <</widget>> <<widget "handssteal">> <<generalSteal "hands" _args[0]>> <</widget>> <<widget "handheldsteal">> <<generalSteal "handheld" _args[0]>> <</widget>> <<widget "legssteal">> <<generalSteal "legs" _args[0]>> <</widget>> <<widget "feetsteal">> <<generalSteal "feet" _args[0]>> <</widget>> /*The "...undress" widgets remove the player character's clothing. Where they end up depends on the argument supplied. "wardrobe" sends it to the bedroom wardrobe. Other arguments store the clothing elsewhere in the world. The "...storeon" widgets can retrieve those clothes.*/ <<widget "undress">> <<set $_location to _args[0]>> <<for $_slot range setup.clothingLayer.all>> <<generalUndress $_location $_slot>> <</for>> <</widget>> <<widget "undressKeepSlot">> <<set $_location to _args[0]>> <<for $_slot range setup.clothingLayer.all.except(_args[1])>> <<generalUndress $_location $_slot>> <</for>> <</widget>> <<widget "undressSleep">> <<set $_location to _args[0]>> <<saveTempHairStyle>> <<for $_slot range setup.clothes_all_slots>> <<if $worn[$_slot].type.includes("eerie")>> <<set _makeTempClothing to 1>> <<storeItem $_location $_slot>> <<continue>> <</if>> <<generalUndress $_location $_slot>> <</for>> <<if $worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.exposedType to "notWorn">> <</if>> <</widget>> <<widget "undressOverClothes">> <<set $_location to _args[0]>> <<for $_slot range setup.clothingLayer.over>> <<generalUndress $_location $_slot>> <</for>> <</widget>> <<widget "undressclothes">> <<set $_location to _args[0]>> <<for $_slot range setup.clothingLayer.torso>> <<generalUndress $_location $_slot>> <</for>> <</widget>> <<widget "undressmid">> <<set $_location to _args[0]>> <<generalUndress $_location "upper">> <<generalUndress $_location "lower">> <</widget>> /*The "generalWear" widget works in the same way as the "...wear" widgets, however, the argument are as follows; Location, slot*/ <<widget "generalUndress">> <<if _args[0] and _args[1]>> <<if _storeItemSkip is undefined>> <<set _storeItemSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false, "butt_plug":true}>> <</if>> <<unset _undressSlot>> /*Checks if the current slot is part of an outfit and switches to the main piece if that is the case*/ <<if $worn[_args[1]].outfitSecondary isnot undefined>> <<if $worn[$worn[_args[1]].outfitSecondary[0]].name is $worn[_args[1]].outfitSecondary[1]>> <<set _undressSlot to $worn[_args[1]].outfitSecondary[0]>> <</if>> <</if>> <<if _undressSlot is undefined>> <<set _undressSlot to _args[1]>> <</if>> <<set $_cursedPrevent to false>> <<set _outfitPrimaryUndress to $worn[_undressSlot].outfitPrimary>> <<if _outfitPrimaryUndress isnot undefined>> <<for _labelUndress, _valueUndress range _outfitPrimaryUndress>> <<if $worn[_labelUndress].cursed is 1 and $worn[_labelUndress].name is _valueUndress>> <<set $_cursedPrevent to true>> <</if>> <</for>> <</if>> <<if $_cursedPrevent isnot true and _strip_restrict isnot 1 and $worn[_undressSlot].cursed isnot 1>> <<set _slots to []>> <<if _args[0] is "wardrobe" or Object.keys($wardrobes).includes(_args[0])>> <<set $_selectedWardrobe to selectWardrobe()>> <<if _outfitPrimaryUndress isnot undefined>> <<for _labelUndress, _valueUndress range _outfitPrimaryUndress>> <<if _valueUndress isnot "broken" and _valueUndress isnot "split" and $worn[_labelUndress].name is _valueUndress>> <<if !setup.wardrobeSkip.includes($worn[_labelUndress].name)>> <<set $_selectedWardrobe[_labelUndress].push(clone($worn[_labelUndress]))>> <<run _slots.push(_labelUndress)>> <</if>> <<set $worn[_labelUndress] to clone(setup.clothes[_labelUndress][0])>> <</if>> <</for>> <</if>> <<if !setup.wardrobeSkip.includes($worn[_undressSlot].name)>> <<set $_selectedWardrobe[_undressSlot].push(clone($worn[_undressSlot]))>> <</if>> <<set $worn[_undressSlot] to clone(setup.clothes[_undressSlot][0])>> <<run _slots.push(_undressSlot)>> <<elseif _args[0] and !_storeItemSkip[_undressSlot]>> <<if $worn[_undressSlot].name isnot "naked">> <<if _outfitPrimaryUndress isnot undefined>> <<for _labelUndress, _valueUndress range _outfitPrimaryUndress>> <<if $worn[_labelUndress].outfitSecondary isnot undefined>> <<if $worn[_labelUndress].outfitSecondary[1] is $worn[_undressSlot].name>> <<storeItem _args[0] _labelUndress>> <<run _slots.push(_labelUndress)>> <<set _storeItemSkip[_labelUndress] to true>> <</if>> <</if>> <</for>> <</if>> <<storeItem _args[0] _undressSlot>> <<run _slots.push(_undressSlot)>> <<elseif $outfit[$wear_outfit] and $outfit[$wear_outfit][_undressSlot] isnot "naked">> <<set _makeTempClothing to 1>> <<storeItem _args[0] _undressSlot>> <</if>> <</if>> <<if _slots.includes("upper")>> <<set $upperwet to 0>><<set $upperwetstage to 0>> <</if>> <<if _slots.includes("lower")>> <<set $lowerwet to 0>><<set $lowerwetstage to 0>> <</if>> <<if _slots.includes("under_upper")>> <<set $underupperwet to 0>><<set $underupperwetstage to 0>> <</if>> <<if _slots.includes("under_lower")>> <<set $underlowerwet to 0>><<set $underlowerwetstage to 0>> <</if>> <</if>> <<unset _outfitPrimaryUndress>> <</if>> <<unset _strip_restrict>> <</widget>> <<widget "storeItem">> <<set $_slot to _args[1]>> <<set $_item to $store[$_slot].find(item => item.location is _args[0])>> <<if $_item>> <<if $_item.outfitPrimary isnot undefined>> <<for _labelStore, _unused range $_item.outfitPrimary>> <<set $_itemPair to $store[_labelStore].find(item => item.location is _args[0])>> <<if $_itemPair and $_itemPair.outfitSecondary isnot undefined and $_itemPair.outfitSecondary[1] is $_item.name>> <<if !setup.wardrobeSkip.includes($_itemPair.name)>> <<set $wardrobe[_labelStore].push(clone($_itemPair))>> <</if>> <<set $store[_labelStore].delete($_itemPair)>> <</if>> <</for>> <</if>> <<if !setup.wardrobeSkip.includes($_item.name) and $_item.temp is undefined>> <<set $wardrobe[$_slot].push(clone($_item))>> <</if>> <<set $store[$_slot].delete($_item)>> <</if>> <<if _makeTempClothing is 1>> <<set _temp_clothing to clone($worn[$_slot].name is "naked" ? {name: "naked"} : clone($worn[$_slot]))>> <<set _temp_clothing.temp to 1>> <<set _temp_clothing.location to _args[0]>> <<set $store[$_slot].push(clone(_temp_clothing))>> <<unset _makeTempClothing>> <<else>> <<set $store[$_slot].push(clone($worn[$_slot]))>> <<set $store[$_slot].last().location to _args[0]>> <<set $worn[$_slot] to clone(setup.clothes[$_slot][0])>> <</if>> <</widget>> <<widget "overupperundress">> <<generalUndress _args[0] "over_upper">> <</widget>> <<widget "overlowerundress">> <<generalUndress _args[0] "over_lower">> <</widget>> <<widget "upperundress">> <<generalUndress _args[0] "upper">> <</widget>> <<widget "lowerundress">> <<generalUndress _args[0] "lower">> <</widget>> <<widget "underupperundress">> <<generalUndress _args[0] "under_upper">> <</widget>> <<widget "underlowerundress">> <<generalUndress _args[0] "under_lower">> <</widget>> <<widget "genitalsundress">> <<generalUndress _args[0] "genitals">> <</widget>> <<widget "overheadundress">> <<generalUndress _args[0] "over_head">> <</widget>> <<widget "headundress">> <<generalUndress _args[0] "head">> <</widget>> <<widget "faceundress">> <<generalUndress _args[0] "face">> <</widget>> <<widget "neckundress">> <<generalUndress _args[0] "neck">> <</widget>> <<widget "handsundress">> <<generalUndress _args[0] "hands">> <</widget>> <<widget "handheldundress">> <<generalUndress _args[0] "handheld">> <</widget>> <<widget "legsundress">> <<generalUndress _args[0] "legs">> <</widget>> <<widget "feetundress">> <<generalUndress _args[0] "feet">> <</widget>> /* Returns stored items that are a part of an outfit (wear_outfit) to the wardrobe so that they can be used by another outfit. */ /* args[0] specifies the location identifier */ <<widget "storereturn">> <<if !isNaN($wear_outfit) and _args[0] isnot undefined>> <<for $_slot range setup.clothingLayer.all>> <<set $_name to $outfit[$wear_outfit][$_slot]>> <<set $_item to $store[$_slot].find(item => item.location is _args[0])>> <<generalStoreon _args[0] $_slot "check">> <<if _store_check and $_item isnot undefined and $_name isnot "naked" and $_name isnot undefined>> <<if $store[$_slot].length gt 0 and $_name is $_item.name>> <<if !setup.wardrobeSkip.includes($_item.name)>> <<set $wardrobe[$_slot].push(clone($_item))>> <</if>> <<set $store[$_slot].deleteAt($store[$_slot].indexOf($_item))>> <</if>> <</if>> <</for>> <</if>> <</widget>> /* Unequips items, then saves a copy of stored items to a temporary variable */ /* args[0] specifies the location identifier */ <<widget "storesave">> <<if _args[0] isnot undefined>> <<undress _args[0]>> <<set $outfitTmp[_args[0]] to {}>> <<for $_slot range setup.clothingLayer.all>> <<if $store[$_slot].length gt 0>> <<set $_copy to $store[$_slot].find(item => item.location is _args[0])>> <<if $_copy isnot undefined and $_copy.name isnot "naked" and $_copy.name isnot undefined>> <<set $outfitTmp[_args[0]][$_slot] to clone($_copy)>> <</if>> <</if>> <</for>> <</if>> <</widget>> /* Loads a list of stored items previously saved by 'storesave' and tries to equip it on the player */ /* If the items have been removed from storage, it checks if the player is currently wearing them and will not unequip them if so */ /* args[0] specifies the location identifier */ <<widget "storeload">> <<if $propEquipped is 1>><<handheldon>><</if>> <<if _args[0] isnot undefined and $outfitTmp[_args[0]] isnot undefined and Object.keys($outfitTmp[_args[0]]).length gt 0>> <<if _args[1] isnot undefined>> <<set $_item to $outfitTmp[_args[0]][_args[1]]>> <<storeloaditem $_item _args[1]>> <<run delete V.outfitTmp[_args[0][_args[1]]]>> <<if Object.keys(V.outfitTmp[_args[0]]).length is 0>> <<run delete V.outfitTmp[_args[0]]>> <</if>> <<else>> /* Check if any worn items are cursed */ <<set _cursedSlots to Object.keys($worn).filter(slot => $worn[slot].cursed)>> /* Check if any of the outfit items can't be worn, run multiple times to check for nested outfits, or when the curses status is found later */ <<set _runtime to 2>> <<for _i to 0; _i lte _runtime; _i++>> <<run Object.entries($outfitTmp[_args[0]]).forEach(([slot, item]) => { let cursedLength = T.cursedSlots.length; let cursed = T.cursedSlots.includes(slot); if (item.outfitSecondary && !["broken", "split"].includes(item.outfitSecondary[1])) { if (T.cursedSlots.includes(item.outfitSecondary[0])) { T.cursedSlots.pushUnique(slot); cursed = true; } if (cursed) T.cursedSlots.pushUnique(item.outfitSecondary[0]); } if (item.outfitPrimary) { Object.entries(item.outfitPrimary).forEach(([slot2, itemName]) => { if (!["broken", "split"].includes(itemName)) { if (T.cursedSlots.includes(slot2)) { T.cursedSlots.pushUnique(slot); cursed = true; } if (cursed) T.cursedSlots.pushUnique(slot2); } }); } /* Found a new item effected by a cursed slot, run again */ if (cursedLength < T.cursedSlots.length) T.runtime++; })>> <</for>> <<for $_slot range setup.clothingLayer.all>> <<set $_item to $outfitTmp[_args[0]][$_slot]>> <<if $_item is undefined or $worn[$_slot].name isnot $_item.name>> <<generalStrip $_slot>> <<returnCarried>> <</if>> <<if $_item isnot undefined>> <<set $_storedIndex to $store[$_slot].findIndex(item => item.name is $_item.name and item.location is _args[0])>> <<if $_storedIndex isnot -1>> <<if ($worn[$_slot].name is "naked" and !_cursedSlots.includes($_slot)) or (!_cursedSlots.includes($_slot) and _args[0] is "lockers")>> <<set $worn[$_slot] to clone($store[$_slot][$_storedIndex])>> <<set $worn[$_slot].location to 0>> <<set $store[$_slot].deleteAt($_storedIndex)>> /* dry the clothes */ <<set V[$_slot.replace(/_/g, "") + "wet"] to 0>> <<set V[$_slot.replace(/_/g, "") + "wetstage"] to 0>> <<else>> /* Send the item to the wardrobe, as the item was not unequipped by generalStrip */ <<if ["asylum", "prison"].includes($location)>> <<set $_selectedWardrobe to $wardrobes[$location]>> <<elseif $settings.multipleWardrobes is "all" and $worn[$_slot].lastTaken isnot undefined>> <<set $_selectedWardrobe to $wardrobes[$worn[$_slot].lastTaken]>> <</if>> <<if $_selectedWardrobe isnot "wardrobe" and $wardrobes[$_selectedWardrobe]>> <<set $_selectedWardrobe to $wardrobes[$_selectedWardrobe]>> <<else>> <<set $_wardrobe to $wardrobe>> <</if>> <<run $_wardrobe[$_slot].push(clone($store[$_slot][$_storedIndex]))>> <<run $store[$_slot].deleteAt($_storedIndex)>> <</if>> <</if>> <</if>> <</for>> <<run delete V.outfitTmp[_args[0]]>> <</if>> <<elseif _args[0] isnot undefined and clothingInStorage(_args[0]).length gt 0>> <<storeon _args[0] "noreplace">> <</if>> <</widget>> <<widget "storeloaditem">> <<set $_item to _args[0]>> <<set $_slot to _args[1]>> <<if $_item isnot undefined>> <<set $_stored to $store[$_slot].find(item => item.name is $_item.name)>> <<if $_stored>> <<set $worn[$_slot] to clone($_item)>> <<set $worn[$_slot].location to 0>> <<set $store[$_slot].deleteAt($store[$_slot].indexOf($_stored))>> /* dry the clothes */ <<set V[$_slot.replace(/_/g, "") + "wet"] to 0>> <<set V[$_slot.replace(/_/g, "") + "wetstage"] to 0>> <</if>> <</if>> <</widget>> /* The "storeon..." widgets retrieve the clothing stored with the "...undress" widgets, that weren't put in a wardrobe. */ /* Requires the same argument that was used to store the clothing in order to correctly identify. Optionally accepts a second argument. */ /* Inputting "delete" will destroy the stored item, rather than wear it. */ /* Inputting "check" will set _store_check to 1, for when you want to check whether or not an item exists in a given location. */ /* Inputting "return" will return the item to the wardrobe */ <<widget "storeon">> <<set _equipSkip to {"over_upper":false, "over_lower":false, "upper":false, "lower":false, "under_upper":false, "under_lower":false, "over_head":false, "head":false, "face":false, "neck":false, "hands":false, "handheld":false, "legs":false, "feet":false}>> <<set _store_temp to _args[0]>> <<set _store_option to _args[1] or 0>> <<for $_slot range setup.clothingLayer.all>> <<generalStoreon _store_temp $_slot _store_option>> <</for>> <</widget>> <<widget "generalStoreon">> <<if _args[0] and _args[1]>> <<set $_location to _args[0]>> <<set $_slot to _args[1]>> <<if $store[$_slot] is undefined>>/* Slot not found */<<exit>><</if>> <<set $_item to $store[$_slot].find(item => item.location is $_location)>> <<if $_item isnot undefined>> <<set $_index to $store[$_slot].indexOf($_item)>> <<if $worn[$_slot].cursed is 1>> <<elseif _equipSkip isnot undefined and _equipSkip[$_slot] is true>> <<if $_item.temp is undefined>> <<set $_selectedWardrobe to $wardrobe>> <<if $settings.multipleWardrobes>> <<if ["asylum", "prison"].includes($location)>> <<set $_selectedWardrobe to $wardrobes[$location]>> <<elseif $settings.multipleWardrobes is "all" and $worn[$_slot].lastTaken isnot undefined>> <<set $_selectedWardrobe to $wardrobes[$worn[$_slot].lastTaken]>> <</if>> <</if>> <<set $_selectedWardrobe[$_slot].push(clone($_item))>> <</if>> <<set $store[$_slot].deleteAt($_index)>> <<else>> <<if _args[2] is "wardrobe" or $wardrobes[_args[2]] isnot undefined>> <<if !setup.wardrobeSkip.includes($_item.name) and $_item.temp is undefined>> <<set $_location to clothesReturnLocation($_item)>> <<set $_selectedWardrobe to ($_location is "wardrobe" ? $wardrobe : $wardrobes[$_location])>> <<set $_selectedWardrobe[$_slot].push(clone($_item))>> <</if>> <<set $store[$_slot].deleteAt($_index)>> <<elseif _args[2] is "delete">> <<set $store[$_slot].deleteAt($_index)>> <<elseif _args[2] is "return">> <<if !setup.wardrobeSkip.includes($_item.name) and $_item.temp is undefined>> <<set $wardrobe[$_slot].push(clone($_item))>> <</if>> <<set $store[$_slot].deleteAt($_index)>> <<run delete V.outfitTmp[_args[0]]>> <<elseif _args[2] is "check">> <<set _store_check to 1>> <<else>> <<set $_location to clothesReturnLocation($worn[$_slot])>> <<generalUndress $_location $_slot>> <<if $_item.name isnot "naked">> <<if $_item.temp is undefined>> <<set $worn[$_slot] to clone($_item)>> <<set $worn[$_slot].location to 0>> <<else>> <<searchWardrobeForItem $_slot $_index>> <<generalWearFromWardrobe $_slot _wardrobeId>> <</if>> <</if>> <<set $store[$_slot].deleteAt($_index)>> <</if>> <</if>> /* todo: find a way to save naked into outfits */ <</if>> <</if>> <</widget>> <<widget "storeonoverupper">> <<generalStoreon _args[0] "over_upper" _args[1]>> <</widget>> <<widget "storeonoverlower">> <<generalStoreon _args[0] "over_lower" _args[1]>> <</widget>> <<widget "storeonupper">> <<generalStoreon _args[0] "upper" _args[1]>> <</widget>> <<widget "storeonlower">> <<generalStoreon _args[0] "lower" _args[1]>> <</widget>> <<widget "storeonunderupper">> <<generalStoreon _args[0] "under_upper" _args[1]>> <</widget>> <<widget "storeonunderlower">> <<generalStoreon _args[0] "under_lower" _args[1]>> <</widget>> <<widget "storeonoverhead">> <<generalStoreon _args[0] "over_head" _args[1]>> <</widget>> <<widget "storeonhead">> <<generalStoreon _args[0] "head" _args[1]>> <</widget>> <<widget "storeonface">> <<generalStoreon _args[0] "face" _args[1]>> <</widget>> <<widget "storeonneck">> <<generalStoreon _args[0] "neck" _args[1]>> <</widget>> <<widget "storeonhands">> <<generalStoreon _args[0] "hands" _args[1]>> <</widget>> <<widget "storeonhandheld">> <<generalStoreon _args[0] "handheld" _args[1]>> <</widget>> <<widget "storeonlegs">> <<generalStoreon _args[0] "legs" _args[1]>> <</widget>> <<widget "storeonfeet">> <<generalStoreon _args[0] "feet" _args[1]>> <</widget>> <<widget "dry">> <<set $upperwet to 0>><<set $lowerwet to 0>><<set $underlowerwet to 0>><<set $underupperwet to 0>> <</widget>> <<widget "dry_full">> <<dry>> <<set $upperwetstage to 0>><<set $lowerwetstage to 0>><<set $underupperwetstage to 0>><<set $underlowerwetstage to 0>> <</widget>> /*The "searchWardrobeForItem" widget searches the wardrobe for an item that matches a given item stored somewhere else, the argument are as follows; slot, item index.*/ <<widget "searchWardrobeForItem">> <<set _slot to _args[0]>> <<set _wearId to _args[1]>> <<unset _wardrobeId>><<unset _item>><<unset _brokenId>><<unset _secondChoice>> <<set $_selectedWardrobe to selectWardrobe()>> <<if _wearId gte 0>> <<set _item to $store[_slot][_wearId]>> <</if>> <<for _j to 0; _j lt $_selectedWardrobe[_slot].length; _j++>> <<set $_selectedItem to $_selectedWardrobe[_slot][_j]>> <<if _item.name is $_selectedItem.name and _item.colour is $_selectedItem.colour and _item.accessory_colour is $_selectedItem.accessory_colour>> <<set _matched to (_item.colour isnot "custom") + (_item.accessory is 0 or _item.accessory_colour isnot "custom")>> <<if _item.colourCustom isnot undefined and _item.colourCustom is $_selectedItem.colourCustom>> <<set _matched++>> <</if>> <<if _item.accessory_colourCustom isnot undefined and _item.accessory_colourCustom is $_selectedItem.accessory_colourCustom>> <<set _matched++>> <</if>> <<if _matched is 2>> <<if $_selectedItem.outfitPrimary isnot undefined>> <<set _matched to 0>> <<for _labelWW, _valueWW range $_selectedItem.outfitPrimary>> <<if _item.outfitPrimary[_labelWW] is _valueWW>> <<set _matched++>> <</if>> <</for>> <<if _matched is Object.keys($_selectedItem.outfitPrimary).length>> <<set _wardrobeId to _j>> <<break>> <<else>> <<set _secondChoice to _j>> <</if>> <<else>> <<set _wardrobeId to _j>> <<break>> <</if>> <</if>> <</if>> <</for>> <<if _wardrobeId is undefined and _secondChoice isnot undefined>> <<set _wardrobeId to clone(_secondChoice)>> <</if>> <</widget>> /*The "generalWearFromWardrobe" widget allows the player to equip a specific item from the wardrobe, the argument are as follows; slot, item index.*/ <<widget "generalWearFromWardrobe">> <<set _slot to _args[0]>> <<set _wearId to _args[1]>> <<set _slimePrevent to setup.clothingLayer.torso_inner>> <<set $_selectedWardrobe to selectWardrobe()>> <<unset _cursedPrevent>><<unset _outfitPieceIds>><<unset _item>> <<set _wornOutfitPrimary to $worn[_slot].outfitPrimary>> <<if $worn[_slot].cursed is 1>> You try to remove the <<print $worn[_slot].name>>, but fail. <<cursedtext $worn[_slot].name>> <br> <<set _cursedPrevent to true>> <</if>> <<if _wornOutfitPrimary isnot undefined>> <<for _labelWW, _valueWW range _wornOutfitPrimary>> <<if $worn[_labelWW].cursed is 1 and _cursedPrevent isnot true>> <<capture _labelWW>> <<cursedtext $worn[_labelWW].name>> <</capture>> <<set _cursedPrevent to true>> <</if>> <</for>> <</if>> <<if _cursedPrevent isnot true>> <<if _wearId gte 0>> <<set _item to $_selectedWardrobe[_slot][_wearId]>> <</if>> /*Prevent equip when preggy*/ <<if _wearId gte 0 and playerBellySize() gte 12 and _item.type.includes("constricting")>> <<if _item.type.includes("chest_bind")>> <span class="red">Your pregnant body is too sensitive to wear your _item.name.</span> <<else>> <span class="red">Your <<bellyDescription "pc">> is too large to wear your _item.name.</span> <</if>> <br> <<continue>> <</if>> /*Prevent equip when the ear slime doesn't allow it*/ <<if _wearId gte 0 and _slimePrevent.includes(_slot) and $earSlime.corruption gte 10>> <<if _item.reveal lt earSlimeCorruptionClothes() and (["prison", "asylum"].includes($location) or !_allowSchoolClothes) and !_item.type.includesAny("event")>> <span class="red">You were unable to equip your _item.name as the slime in your ear did not permit it.</span> <br> <<continue>> <</if>> <</if>> /*Finds any outfit pieces and records the Ids*/ <<if _item isnot undefined>> <<set _outfitPrimary to _item.outfitPrimary>> <<if _outfitPrimary isnot undefined>> <<set _outfitPieceIds to {}>> <<for _labelWW, _valueWW range _outfitPrimary>> <<if _valueWW isnot "broken" and _valueWW isnot "split">> <<for _j to 0; _j lt $_selectedWardrobe[_labelWW].length; _j++>> <<if $_selectedWardrobe[_labelWW][_j].name is _valueWW and _item.colour is $_selectedWardrobe[_labelWW][_j].colour and _item.accessory_colour is $_selectedWardrobe[_labelWW][_j].accessory_colour and _item.pattern is $_selectedWardrobe[_labelWW][_j].pattern>> <<if $_selectedWardrobe[_labelWW][_j].outfitSecondary[1] isnot _item.name>> <<continue>> <</if>> <<set _matched to 0>> <<if $_selectedWardrobe[_labelWW][_j].colour isnot "custom">> <<set _matched++>> <<elseif _item.colourCustom isnot undefined and $_selectedWardrobe[_labelWW][_j].colourCustom isnot undefined>> <<if _item.colourCustom is $_selectedWardrobe[_labelWW][_j].colourCustom>> <<set _matched++>> <</if>> <</if>> <<if $_selectedWardrobe[_labelWW][_j].accessory is 0 or $_selectedWardrobe[_labelWW][_j].accessory_colour isnot "custom">> <<set _matched++>> <<elseif _item.accessory_colourCustom isnot undefined and $_selectedWardrobe[_labelWW][_j].accessory_colourCustom isnot undefined>> <<if _item.accessory_colourCustom is $_selectedWardrobe[_labelWW][_j].accessory_colourCustom>> <<set _matched++>> <</if>> <</if>> <<if _matched is 2>> <<set _outfitPieceIds[clone(_labelWW)] to clone(_j)>> <<if _equipSkip isnot undefined>> <<set _equipSkip[_labelWW] to true>> <</if>> <<break>> <</if>> <</if>> <</for>> <</if>> <</for>> <<if Object.keys(_outfitPieceIds).length is 0>> <<unset _outfitPieceIds>> <</if>> <</if>> <</if>> <<unset _outfitPrimary>> <<if _wearId gte 0>> /*Equip the relating items*/ <<generalUndress $wardrobe_location _slot>> <<if _outfitPieceIds isnot undefined>> <<for _labelWW, _valueWW range _outfitPieceIds>> <<generalUndress $wardrobe_location `clone(_labelWW)`>> <<set $worn[clone(_labelWW)] to clone($_selectedWardrobe[clone(_labelWW)][clone(_valueWW)])>> <<set $worn[clone(_labelWW)].lastTaken to "wardrobe">> <<set $_selectedWardrobe[_labelWW].deleteAt(_valueWW)>> <</for>> <</if>> <<set $worn[_slot] to clone($_selectedWardrobe[_slot][_wearId])>> <<set $worn[_slot].lastTaken to "wardrobe">> <<set $_selectedWardrobe[_slot].deleteAt(_wearId)>> <</if>> <</if>> <</widget>> <<widget "outfitChecksExposed">> <<set _underNakedExposed to ($worn.under_lower.exposed isnot 0 and $worn.under_upper.exposed isnot 0)>> <<set _middleNakedExposed to ($worn.lower.exposed isnot 0 and $worn.upper.exposed isnot 0)>> <<set _overNakedExposed to ($worn.over_lower.exposed isnot 0 and $worn.over_upper.exposed isnot 0)>> <<set _toplessExposed to ($worn.over_upper.exposed isnot 0 and $worn.upper.exposed isnot 0 and $worn.under_upper.exposed isnot 0)>> <<set _bottomlessExposed to ($worn.over_lower.exposed isnot 0 and $worn.lower.exposed isnot 0 and $worn.under_lower.exposed isnot 0)>> <<set _fullyNakedExposed to (_toplessExposed and _bottomlessExposed)>> <</widget>> <<widget "otherOutfitChecks">> <<set _otherOutfits to { over_head:false, head:false, neck:false, face:false, hands:false, handheld:false, legs:false, feet:false, genitals:false, }>> <<for $_label, $_value range _otherOutfits>> <<if $worn[$_label].outfitSecondary is undefined>> <<elseif $worn[$_label].outfitSecondary[1] is "broken" or $worn[$_label].outfitSecondary[1] is "split">> <<else>> <<set _otherOutfits[$_label] to true>> <</if>> <</for>> <</widget>> <<widget "noClothingCheck">> <<set _nude to Object.keys($worn).every(slot => ["butt_plug", "genitals"].includes(slot) or $worn[slot].name is "naked" or (slot is "neck" and $worn.neck.cursed))>> <</widget>> <<widget "updateWornClothingLocation">> <<if $wardrobes[_args[0]]>> <<for $_label, $_value range $worn>> <<if typeof $_value is "object">> <<set $_value.lastTaken to _args[0]>> <<else>> <!-- Expanded error handling here to help with understanding an intermittent issue. If a bug is squashed relating to an undefined $worn entry, this error handler may become redundant. --> <<error { message : `Expected an object in $worn[${$_label}].`, source : `Location: ${Utils.GetStack()}.\nLabel: ${$_label}. Value: ${$_value}. Wardrobe: ${_args[0]}.` }>> <</if>> <</for>> <</if>> <</widget>> <<widget "damageClothing">> <<if _args[0] is "face" and _args[1]>> <<set $worn.face.integrity -= _args[1]>> <<if $worn.face.integrity lt 0>> <<set $_mask to $worn.face.name>> <<faceruined>><<set $worn.face.type.push("broken")>> <span class="red">Your $_mask is torn to shreds!</span> <</if>> <</if>> <</widget>> <<widget "damageFaceCover">> <<if _args[1] and _args[1] is "struggle" and $worn.face.cursed isnot 1>> <<set $worn.face.integrity -= _args[0]>> <<elseif _args[0] and $worn.face.cursed isnot 1>> <<set $worn.face.integrity -= _args[0]>> <<if $worn.face.integrity lte 0>> <span class="red">Your $worn.face.name is torn to shreds!</span> <<faceruined>><<set $worn.face.type.push("broken")>> <</if>> <</if>> <</widget>> <<widget "getDressedList">> <<set _slots to []>> <<for _slot range setup.clothes_all_slots>> <<if $carried[_slot].name isnot "naked">> <<if $carried[_slot].outfitSecondary>> <<if $carried[_slot].outfitSecondary[0].name is $carried[_slot].outfitSecondary[1]>> <<set _slots.pushUnique(_slot)>> <</if>> <<else>> <<set _slots.pushUnique(_slot)>> <</if>> <</if>> <</for>> <<for _item range _slots>> <<capture _item, _slots>> <<link [[`Put on your ${$carried[_item].name}`|$passage]]>> <<if $worn.upper.outfitSecondary and $worn.upper.outfitSecondary[0] is $worn.upper.outfitSecondary[1] and _item is "upper" or _item is "lower">> <<upperruined>> <</if>> <<run _slots.delete(_item)>> <<generalOn _item $carried[_item].index>> <</link>> <</capture>> <br> <</for>> <br> <<if _slots.length gt 1>> <<link [[Get fully dressed|$passage]]>><<clotheson>><</link>> <br> <</if>> <</widget>> <<widget "peppersprays">> <<if $options.pepperSprayDisplay isnot "none">> <div tooltip="<span class='def'>Pepper sprays: $spray / $spraymax</span>" id="pepper-sprays" class="pepper-sprays"> <!-- Compact style (dots) --> <<if $options.pepperSprayDisplay is "compact" or $spraymax gt 7>> <div class="pepper-sprays-dots"> <<for _i to 1; _i lte $spraymax; _i++>> <<if $spray gte _i>> <div class="pepper-spray-dot-full"></div> <<else>> <div class="pepper-spray-dot-empty"></div> <</if>> <</for>> </div> <!-- "Sprays" style (up to 7 sprays) --> <<else>> <<for _i to 1; _i lte $spraymax; _i++>> <<if $spray gte _i>> <img draggable="false" src="img/ui/pepperspray.png"> <<else>> <img draggable="false" src="img/ui/emptyspray.png"> <</if>> <</for>> <</if>> </div> <</if>> <</widget>> <<widget "condomsSidebar">> <<if $settings.condomLevel gte 1 and $options.condomsDisplay isnot "none" and $condoms isnot null and $condoms isnot undefined>> <div tooltip="<span class='meek'>Total condoms: $condoms</span>" id="condoms-sidebar" class="condoms-sidebar"> <img draggable="false" src="img/ui/condom.png"> </div> <div id="condoms-sidebar-text" class="condoms-sidebar-text"> $condoms x </div> <</if>> <</widget>><<widget "actionsanustopenis">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].penis is 0>> <<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">> <!-- Do Nothing --> <<elseif $NPCList[_j].stance isnot "topface">> <<if $anusactiondefault is "anustopenis">> | <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$anusaction" "anustopenis" checked>><<analdifficulty>> <<combatpromiscuous5>></label> <<else>> | <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$anusaction" "anustopenis">><<analdifficulty>> <<combatpromiscuous5>></label> <</if>> <<break>> <</if>> <</if>> <</for>> <</widget>> <<widget "actionsanustopenisnew">> <<if $NPCList[$anustarget].penis is 0>> <<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif $NPCList[$anustarget].stance isnot "topface" and ($enemytype isnot "man" or ($NPCList[$anustarget].location.genitals is 0 and $NPCList[$anustarget].location.head isnot "genitals"))>> <<set _penis to (npcHasStrapon($anustarget) ? "strap-on" : "penis")>> <<if $NPCList[$anustarget].chastity.penis.includes("chastity")>> <<set _anusaction["Straddle " + $NPCList[$anustarget].pronouns.his + " " + $NPCList[$anustarget].chastity.penis] to "anustopenis">> <<else>> <<set _anusaction["Straddle " + $NPCList[$anustarget].pronouns.his + " " + _penis] to "anustopenis">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsanuspenisfuck">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<if playerChastity("anus")>> <!-- Do Nothing --> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].penis is "anusentrance" or $NPCList[_j].penis is "anusimminent">> <<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">> <!-- Do Nothing --> <<else>> <<if $anusactiondefault is "anuspenisfuck">> | <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$anusaction" "anuspenisfuck" checked>> <<combatpromiscuous5>><<analvirginitywarning>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label> <<else>> | <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$anusaction" "anuspenisfuck">> <<combatpromiscuous5>><<analvirginitywarning>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label> <</if>> <<break>> <</if>> <</if>> <</for>> <</if>> <</widget>> <<widget "actionsanuspenisfucknew">> <<if playerChastity("anus")>> <!-- Do Nothing --> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>> <<if $NPCList[$anustarget].penis is "anusentrance" or $NPCList[$anustarget].penis is "anusimminent">> <<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $NPCList[$anustarget].chastity.penis.includes("chastity")>> <!-- Do Nothing --> <<else>> <<set _penis to (npcHasStrapon($anustarget) ? "strap-on" : "penis")>> <<set _anusaction["Envelop " + $NPCList[$anustarget].pronouns.his + " " + _penis] to "anuspenisfuck">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsanuspenisdoublefuck">> <<if playerChastity("anus")>> <!-- Do Nothing --> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>> <<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $awareness lt 300>> <!-- Do Nothing --> <<else>> <<if ($NPCList[$anustarget].penis is "anusdouble" or $NPCList[$anustarget].chastity.penis.includes("chastity")) and !$NPCList[$anusdoubletarget].chastity.penis.includes("chastity")>> <<set _anusaction["Envelop " + $NPCList[$anusdoubletarget].pronouns.his + " " + $NPCList[$anusdoubletarget].penisdesc] to "anuspenisdoublefuck">> <<elseif ($NPCList[$anusdoubletarget].penis is "anusdouble" or $NPCList[$anusdoubletarget].chastity.penis.includes("chastity")) and !$NPCList[$anustarget].chastity.penis.includes("chastity")>> <<set _anusaction["Envelop " + $NPCList[$anustarget].pronouns.his + " " + $NPCList[$anustarget].penisdesc] to "anuspenisdoublefuck">> <<elseif !($NPCList[$anustarget].chastity.penis.includes("chastity") and $NPCList[$anusdoubletarget].chastity.penis.includes("chastity"))>> <<set _anusaction["Envelop both their penises"] to "anuspenisdoublefuck">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsanusMouthEntrance">> <<if $NPCList[$anustarget].mouth is "anusentrance">> <<if $consensual is 1 and $promiscuity lt 0 and !$promiscuityIgnore>> <<else>> <<set _anusaction["Press your butt against " + $NPCList[$anustarget].pronouns.his + " mouth"] to "bottombay">> <</if>> <<set _anusaction["Rub against " + $NPCList[$anustarget].pronouns.his + " face"] to "othermouthtease">> <</if>> <</widget>> <<widget "actionsanusMouthImminent">> <<if $NPCList[$anustarget].mouth is "anusimminent">> <<set _anusaction["Rub against " + $NPCList[$anustarget].pronouns.his + " lips"] to "othermouthrub">> <<set _anusaction["Pull away"] to "othermouthescape">> <</if>> <</widget>> <<widget "actionsanusMouthPenetration">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _anusaction["Cooperate"] to "othermouthcooperate">> <<else>> <<set _anusaction["Hump"] to "othermouthcooperate">> <</if>> <</widget>> <<widget "actionsanusHandEntrance">> <<if $NPCList[$anustarget].lefthand is "anusentrance" or $NPCList[$anustarget].righthand is "anusentrance">> <<if $consensual is 1 and $promiscuity lt 0 and !$promiscuityIgnore>> <<else>> <<set _anusaction["Clench your buttcheeks against " + $NPCList[$anustarget].pronouns.his + " hand"] to "bottomhandbay">> <</if>> <<set _anusaction["Rub your butthole against " + $NPCList[$anustarget].pronouns.his + " fingers"] to "handtease">> <</if>> <</widget>> <<widget "actionsanusHandPenetration">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _anusaction["Cooperate"] to "handcooperate">> <<else>> <<set _anusaction["Take it"] to "handtake">> <<set _anusaction["Hump"] to "handcooperate">> <</if>> <</widget>> <<widget "actionsanusPenisEntrance">> <<actionsanuspenisfucknew>> <<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>> <<else>> <<set _anusaction["Keep it away with your cheeks"] to "penischeeks">> <</if>> <<if $vaginause is 0 and !playerChastity("vagina")>> <<set _anusaction["Offer your pussy instead"] to "penispussy">> <</if>> <<if $settings.vaginalDoubleEnabled and $awareness gt 300 and $vaginause is "penis" and $NPCList[$vaginatarget].penissize gte 2 and $NPCList[$anustarget].penissize gte 2 and !playerChastity("vagina") and !["legLock","legLocked"].includes($feetuse)>> <<set _anusaction["Offer double vaginal instead"] to "penispussydouble">> <</if>> <<set _anusaction["Tease the tip"] to "penistease">> <<if $settings.analDoubleEnabled and _secondtarget is true and ($vaginause is 0 or ($vaginause isnot 0 and $vaginause isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>> <<if $npc.includes($NPCList[$anusdoubletarget].fullDescription)>> <<set _anusaction["Straddle " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">> <<else>> <<set _anusaction["Straddle the " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">> <</if>> <</if>> <</widget>> <<widget "actionsanusPenisImminent">> <<actionsanuspenisfucknew>> <<set _anusaction["Rub"] to "rub">> <<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>> <<set _anusaction["Edge " + $NPCList[$anustarget].pronouns.him] to "penisEdging">> <</if>> <<set _anusaction["Pull away"] to "escape">> <</widget>> <<widget "actionsanusPenisPenetration">> <<set _anusaction["Take it"] to "take">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _anusaction["Cooperate"] to "cooperate">> <<else>> <<set _anusaction["Fuck"] to "cooperate">> <</if>> <<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>> <<set _anusaction["Edge " + $NPCList[$anustarget].pronouns.him] to "penisEdging">> <</if>> <<if !playerIsPregnant() and canBeMPregnant() and $sexStats.vagina.menstruation.currentState isnot "recovering" and !$player.vaginaExist and playerPregnancyPossibleWith($NPCList[$anustarget]) and $enemyarousal gte $enemyarousalmax and $demon gte 6 and $demonbuild gte 90>> <<if playerAwareTheyCanBePregnant()>> <<set _anusaction["Force Impregnation"] to "forceImpregnation">> <<else>> <<set _anusaction["?????"] to "forceImpregnation">> <</if>> <</if>> <<if _secondtarget is true and ($vaginause is 0 or ($vaginause isnot 0 and $vaginause isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>> <<if $npc.includes($NPCList[$anusdoubletarget].fullDescription)>> <<set _anusaction["Straddle " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">> <<else>> <<set _anusaction["Straddle the " + $NPCList[$anusdoubletarget].fullDescription + "'s " + $NPCList[$anusdoubletarget].penisdesc] to "anustopenisdouble">> <</if>> <</if>> <</widget>> <<widget "actionsanusPenisDoubleEntrance">> <<actionsanuspenisdoublefuck>> <<set _anusaction["Tease"] to "penisdoubletease">> <<if $vaginause is 0 and !playerChastity("vagina")>> <<set _anusaction["Offer your pussy instead"] to "penispussydap">> <</if>> <</widget>> <<widget "actionsanusPenisDoubleImminent">> <<actionsanuspenisdoublefuck>> <<set _anusaction["Rub"] to "rub">> <<if ($consensual is 0 or (hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>> <<set _anusaction["Edge them"] to "penisDoubleEdging">> <</if>> <<set _anusaction["Pull away"] to "doubleescape">> <</widget>> <<widget "actionsanusPenisDoublePenetration">> <<set _anusaction["Take it"] to "doubletake">> <<if $consensual is 0 or ($promiscuity lte 74 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 74 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _anusaction["Cooperate"] to "doublecooperate">> <<else>> <<set _anusaction["Fuck"] to "doublecooperate">> <<if $NPCList[$anustarget].penis isnot "anusdouble" or $NPCList[$anusdoubletarget].penis isnot "anusdouble">> <<set _anusaction["Envelop the second penis"] to "anuspenisdoublefuck">> <</if>> <</if>> <<if ($consensual is 0 or (hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and currentSkillValue("analskill") gte 800>> <<set _anusaction["Edge them"] to "penisDoubleEdging">> <</if>> <</widget>> <<widget "actionsanusFaceAgainstAnus">> <<set _anusaction["Rub"] to "otherMouthAnusRub">> <<set _anusaction["Stop"] to "otherMouthAnusStop">> <</widget>> <<widget "actionsanusHandAgainstAnus">> <<set _anusaction["Rub"] to "handAnusRub">> <<set _anusaction["Stop"] to "handAnusStop">> <</widget>> <<widget "actionsanusPenisAgainstAnus">> <<set _anusaction["Rub"] to "otherAnusRub">> <<set _anusaction["Stop"] to "otherAnusStop">> <</widget>><<widget "effectsanustopenis">> <<if $anusaction is "anustopenis">> <<if $anusstate is "entrance">> <<selectNpcWithPartInPosition "penis" "anusentrance">> <<set $anusdoubletarget to $anustarget>> <<set $anustarget to _j>> <<set $anusaction to "anustopenisdouble">> <<else>> <<personselect $anustarget>> <<set $anusaction to 0>><<submission 10>><<analskilluse>><<combatpromiscuity5>> <<if $anususe is 0 or $anusstate is "entrance">> <<if combatSkillCheck("anal", $anustarget)>> <<if $NPCList[$anustarget].penis is 0>> <<submission 2>><<set $anususe to "penis">><<set $NPCList[$anustarget].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anusactiondefault to "penistease">> <<if $leftarm is "anus">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "anus">> <<set $rightarm to 0>> <</if>> <span class="lblue">You straddle <<combatperson>> and press <<his>> <<npcPenis $anustarget>> with your <<bottom>>.</span> <<if $NPCList[$anustarget].type is "plant" and $NPCList[$anustarget].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<if $NPCList[$anustarget].condom and $NPCList[$anustarget].condom.willUse is true and $NPCList[$anustarget].condom.worn is false and !$NPCList[$anustarget].penisdesc.includes("strap-on")>> <<if $NPCList[$anustarget].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$anustarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$anustarget].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc $anustarget>> on <<his>> penis.</span> <<equipNPCCondom $anustarget>> <</if>> <</if>> <<if $enemytype is "beast">><<set $NPCList[$anustarget].stance to "top">><</if>> <<set $NPCList[$anustarget].location.genitals to "genitals">> <<else>> <span class="blue">You try to straddle <<combatperson>> with your <<bottom>>, but the phallus is already occupied.</span><<set $anusactiondefault to "anustopenis">> <</if>> <<else>> <span class="blue">You try to straddle <<combatperson>> with your <<bottom>> but <<ohe>> pushes you off.</span><<set $anusactiondefault to "anustopenis">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "effectsanuspenisfuck">> <<if $anusaction is "anuspenisfuck" and ["anusentrance","anusimminent","anusentrancedouble","anusimminentdouble"].includes($NPCList[$anustarget].penis)>> <<set $anusaction to 0>><<submission 20>><<analskilluse>><<combatpromiscuity5>> <<if $anusWetness + (currentSkillValue("analskill") / 10) gte ($NPCList[$anustarget].penissize * 15) + random(1, 40) or random(1, 2) is 2>> <<if $anususe is "penisdouble">> <<set _dub to "double">> <<selectNpcWithPartInPosition "penis" "anusentrance">> <<set $anusdoubletarget to _j>> <<else>> <<set _dub to "">> <</if>> <<set $anusactiondefault to "cooperate" + _dub>> <<set $NPCList[$anustarget].penis to "anus" + _dub>> <<if $player.virginity.anal isnot true>> <<anus_lube_text>> <span class="pink">you <<analtext>> push against <<personselect $anustarget>><<combatpersons>> $NPCList[$anustarget].penisdesc, taking it deep into your <<bottom>>.</span> <<switch $NPCList[$anustarget].penissize>> <<case 5>> <span class="lewd">You'd moan, but the sheer size drives all breath from your body.</span> <<case 4>> <span class="lewd">You shiver as your ass stretches to accommodate <<his>> cock.</span> <<case 1>> <span class="lewd">It's so small you can barely feel it.</span> <<default>> <span class="lewd">You shiver as the phallus invades your body.</span> <</switch>> <<sex 30 "anus" $anustarget>> <<elseif $player.virginity.anal is true>> <<anus_lube_text>> <span class="pink">you <<analtext>> push against <<personselect $anustarget>><<combatpersons>> $NPCList[$anustarget].penisdesc, taking it deep into</span> <span class="red">your virgin <<bottom>>.</span> <<switch $NPCList[$anustarget].penissize>> <<case 5>><span class="red">You'd scream, but the sheer size of the invading phallus drives out all thought and breath.</span> <<case 4>><span class="red">You scream as your ass struggles to accommodate <<his>> cock.</span> <<case 1>><span class="red">It may be the first time your <<bottom>> has been violated so, but <<his>> cock is so small you can barely feel it.</span> <<default>><span class="red">You gasp as your <<bottom>> is violated for the first time.</span> <</switch>> <<sex 100 "anus" $anustarget>><<takeVirginity $NPCList[$anustarget].fullDescription "anal">><<bruise anus>><<violence 30>><<set $speechanusvirgin to 1>> <</if>> <<takeNPCVirginity $anustarget "penile">><<analstat>><<raped>><<anusraped>><<set $anusstate to _dub + "penetrated">> <<unset _dub>> <<else>> You <<analtext>> press your <<bottom>> against <<personselect $anustarget>><<combatpersons>> $NPCList[$anustarget].penisdesc, <span class="blue">but fail to envelop.</span> <<His>> penis angles away and rubs between your cheeks. <<sex 20 "anus" $anustarget>><<analstat>><<set $anusactiondefault to "anuspenisfuck">> <</if>> <</if>> <</widget>> <<widget "effectsanustopenisdouble">> <<if $anusaction is "anustopenisdouble">> <<if !$anusstate.includes("double")>> <<set $anusaction to 0>><<submission 10>><<analskilluse>><<combatpromiscuity5>> <<if combatSkillCheck("anal", $anusdoubletarget)>> <<submission 2>><<set $anususe to "penisdouble">><<set $anusstate to "doubleentrance">> <<set $NPCList[$anustarget].penis to $NPCList[$anustarget].penis + "double">> <<set $NPCList[$anusdoubletarget].penis to "anusentrancedouble">> <<if $leftarm is "anus">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "anus">> <<set $rightarm to 0>> <</if>> <span class="lblue">You straddle <<personselect $anusdoubletarget>><<combatperson>> and press <<his>> <<npcPenis $anusdoubletarget>> with your <<bottom>>, joining <<personselect $anustarget>><<combatpersons>> <<npcPenisSimple $anustarget>>.</span> <<if $NPCList[$anusdoubletarget].condom and $NPCList[$anusdoubletarget].condom.willUse is true and $NPCList[$anusdoubletarget].condom.worn is false and !$NPCList[$anusdoubletarget].penisdesc.includes("strap-on")>> <<if $NPCList[$anusdoubletarget].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$anusdoubletarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$anusdoubletarget].condom.willUse to false>> <<else>> <span class="green"><<He>> puts <<condomDesc $anusdoubletarget>> on <<his>> penis.</span> <<equipNPCCondom $anusdoubletarget>> <</if>> <</if>> <<if $enemytype is "beast">><<set $NPCList[$anusdoubletarget].stance to "top">><</if>> <<set $NPCList[$anusdoubletarget].location.genitals to "genitals">><<set $anusactiondefault to "penisdoubletease">> <<else>> <span class="blue">You try to straddle <<personselect $anusdoubletarget>><<combatperson>> but <<ohe>> pushes you off.</span><<set $anusactiondefault to "anustopenisdouble">> <</if>> <<else>> You tried to straddle <<personselect $anusdoubletarget>><<combatperson>> but your <<bottom>> is already full. <</if>> <</if>> <</widget>> <<widget "effectsanuspenisdoublefuck">> <<if $anusaction is "anuspenisdoublefuck">> <<set $anusaction to 0>><<submission 20>><<analskilluse>><<combatpromiscuity5>> /* Ensure combined they're not larger than the largest possible phallus */ <<set _doublepenissize to Math.clamp(Math.max($NPCList[$anustarget].penissize+1, $NPCList[$anusdoubletarget].penissize+1), -1, 5)>> <<if $anusWetness + (currentSkillValue("analskill") / 10) gte (_doublepenissize * 15) + random(1, 40) or random(1, 3) is 2>> <<set $anusactiondefault to "doublecooperate">> <<set $NPCList[$anustarget].penis to "anusdouble">> <<set $NPCList[$anusdoubletarget].penis to "anusdouble">> <<if $player.virginity.anal isnot true>> <<anus_lube_text>> <span class="pink">you <<analtext>> push against the $NPCList[$anustarget].fullDescription's $NPCList[$anustarget].penisdesc and the $NPCList[$anusdoubletarget].fullDescription's $NPCList[$anusdoubletarget].penisdesc, taking them deep into your <<bottom>>.</span> <<switch _doublepenissize>> <<case 5>> <span class="lewd">You'd moan, but the sheer size of both cocks drives all breath from your body.</span> <<case 4>> <span class="lewd">You shiver as your ass stretches to accommodate both cocks.</span> <<default>> <span class="lewd">You shiver as the phalluses invade your body.</span> <</switch>> <<sex 15 "anus" $anustarget>><<sex 15 "anus" $anusdoubletarget>> <<elseif $player.virginity.anal is true>> <<anus_lube_text>> <span class="pink">you <<analtext>> push against the $NPCList[$anustarget].fullDescription's $NPCList[$anustarget].penisdesc and the $NPCList[$anusdoubletarget].fullDescription's $NPCList[$anusdoubletarget].penisdesc, taking them deep into</span> <span class="red">your virgin <<bottom>>.</span> <<switch _doublepenissize>> <<case 5>><span class="red">You'd scream, but the sheer size of the invading phalluses drive out all thought and breath.</span> <<case 4>><span class="red">You scream as your ass struggles to accommodate both cocks.</span> <<default>><span class="red">You gasp as your <<bottom>> is violated for the first time.</span> <</switch>> <<set _mydesc to ($NPCList[$anustarget].fullDescription + " and " + $NPCList[$anusdoubletarget].fullDescription)>> <<sex 50 "anus" $anustarget>><<sex 50 "anus" $anusdoubletarget>><<takeVirginity `[$anustarget, $anusdoubletarget]` "anal">><<bruise anus>><<violence 30>><<set $speechanusvirgin to 1>> <</if>> <<takeNPCVirginity $anustarget "penile">><<takeNPCVirginity $anusdoubletarget "penile">><<analstat>><<analdoublestat>><<raped>><<anusraped>><<set $anusstate to "doublepenetrated">> <span class="pink">Your nipples harden while your body shivers from taking two cocks.</span> <<else>> You <<analtext>> press your <<bottom>> against their cocks, <span class="blue">but fail to envelop.</span> Their penises angle away and rubs between your cheeks. <<sex 10 "anus" $anustarget>><<sex 10 "anus" $anusdoubletarget>><<set $anusactiondefault to "anuspenisdoublefuck">> <</if>> <</if>> <</widget>><<widget "feetgrab">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<set _xx to $enemyno-1>> <<if _xx is -1>> <<set _stanceCheck to 0>> <<else>> <<set _stanceCheck to $NPCList[_xx].stance>> <</if>> <<if $consensual is 1 and $promiscuity lte 34 and $enemytype is "man" or $consensual is 1 and $deviancy lte 34 and $enemytype isnot "man">> <!-- Do Nothing --> <<elseif _stanceCheck isnot "topface">> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].penis is 0>> <<if $feetactiondefault is "grab">> | <label><span class="sub">Grab <<his>> penis</span> <<radiobutton "$feetaction" "grab" checked>><<feetdifficulty>> <<combatpromiscuous3>></label> <<else>> | <label><span class="sub">Grab <<his>> penis</span> <<radiobutton "$feetaction" "grab">><<feetdifficulty>> <<combatpromiscuous3>></label> <</if>> <<break>> <</if>> <</for>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].vagina is 0>> <<if $feetactiondefault is "vaginagrab">> | <label><span class="sub">Press your feet against <<his>> pussy</span> <<radiobutton "$feetaction" "vaginagrab" checked>><<feetdifficulty>> <<combatpromiscuous3>></label> <<else>> | <label><span class="sub">Press your feet against <<his>> pussy</span> <<radiobutton "$feetaction" "vaginagrab">><<feetdifficulty>> <<combatpromiscuous3>></label> <</if>> <<break>> <</if>> <</for>> <</if>> <</widget>> <<widget "feetgrabnew">> <<if $feettarget isnot "self">> <<set _stanceCheck to $NPCList[$feettarget].stance>> <<set $_penis to (npcHasStrapon($feettarget) ? "strap-on" : "penis")>> <<if $consensual is 1 and ($promiscuity lte 34 and $enemytype is "man" or $deviancy lte 34 and $enemytype isnot "man") and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif _stanceCheck isnot "topface">> <<if $NPCList[$feettarget].penis is 0>> <<if $NPCList[$feettarget].chastity.penis.includes("chastity")>> <<set _feetaction["Press your foot on " + $NPCList[$feettarget].pronouns.his + " " + $NPCList[$feettarget].chastity.penis] to "grab">> <<elseif !($leftleg isnot 0 or $rightleg isnot 0)>> <<set _feetaction["Grab "+ $NPCList[$feettarget].pronouns.his + " " + $_penis] to "grab">> <</if>> <</if>> <<if $NPCList[$feettarget].vagina is 0>> <<if $NPCList[$feettarget].chastity.vagina.includes("chastity")>> <<set _feetaction["Press your feet against " + $NPCList[$feettarget].pronouns.his + " " + $NPCList[$feettarget].chastity.vagina] to "vaginagrab">> <<else>> <<set _feetaction["Press your feet against " + $NPCList[$feettarget].pronouns.his + " pussy"] to "vaginagrab">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "feetKick">> <<if $feettarget isnot "self">> <<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($feettarget))>> <<set _feetaction["Kick"] to "kick">> <</if>> <</if>> <</widget>> <<widget "feetGrabRub">> <<set _feetaction["Rub"] to "grabrub">> <<set _feetaction["Stop"] to "stop">> <</widget>> <<widget "feetOthervagina">> <<set _feetaction["Rub"] to "vaginagrabrub">> <<set _feetaction["Stop"] to "stop">> <</widget>> <<widget "feetRunClothed">> /* Commented for lack of effect <<if $NPCList[$feettarget].vagina is "clothed" or $NPCList[$feettarget].penis is "clothed">> <<set _feetaction["Rub " + $NPCList[$feettarget].pronouns.his + " crotch"] to "rub">> <</if>>*/ <</widget>> <<widget "feetshoes">> <<if $feettarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if !$worn.feet.type.includes("shackle") and !$worn.feet.type.includes("naked")>> <<set _feetaction["Kick off your shoes"] to "feetshoes">> <</if>> <</if>> <</widget>> <<widget "feetsocks">> <<if $feettarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if $worn.feet.type.includes("shackle") or $worn.feet.type.includes("naked")>> <<if $worn.legs.state is "ankles">> <<set _feetaction["Kick off your legwear"] to "feetsocks">> <<elseif $worn.legs.state is "thighs">> <<set _feetaction["Peel down your legwear"] to "feetsocks">> <</if>> <</if>> <</if>> <</widget>> <<widget "legLock">> <<if typeof $feettarget != "string">> <<if ($vaginastate is "penetrated" or $anusstate is "penetrated") and ($NPCList[$feettarget].penis is "vagina" or $NPCList[$feettarget].penis is "anus") and $leglocktarget is undefined>> <<if ($consensual is 0 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 94) or ($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore)>> <!-- Do Nothing --> <<else>> <<if $position is "missionary">> <<set _feetaction["Leg lock " + $NPCList[$feettarget].pronouns.him] to "legLock">> <<else>> <<set _feetaction["Push back against " + $NPCList[$feettarget].pronouns.him] to "legLock">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "legLocked">> <<if $position is "missionary">> <<set _feetaction["Maintain the leg lock"] to "legLocked">> <<set _feetaction["Release"] to "legRelease">> <<else>> <<set _feetaction["Keep pushing back"] to "legLocked">> <<set _feetaction["Stop"] to "legRelease">> <</if>> <</widget>><<widget "leftdefault">> <<if $lefttarget isnot "self" and $punishmentposition isnot "gloryhole">> <<set _leftaction["Stroke"] to "leftchest">> <<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($lefttarget))>> <<set _leftaction["Punch"] to "lefthit">> <</if>> <</if>> <<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<set _leftaction["Hold behind back"] to "behind">> <<leftcoverface>> <</if>> <</widget>> <<widget "leftcoverface">> <<set _leftaction["Cover your face"] to "leftcoverface">> <</widget>> <<widget "leftcamerapose">> <<if $audiencecamera1 isnot 0>> <<set _leftaction["Pose for camera"] to "leftcamerapose">> <</if>> <</widget>> <<widget "lefthandpull">> <<if $lefttarget isnot "self">> <<if ($NPCList[$lefttarget].lefthand and $NPCList[$lefttarget].lefthand.startsWith("penis")) or ($NPCList[$lefttarget].righthand and $NPCList[$lefttarget].righthand.startsWith("penis"))>> <<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " hand off your penis"] to "handpullpenis">> <</if>> <<if ($NPCList[$lefttarget].lefthand and $NPCList[$lefttarget].lefthand.startsWith("vagina")) or ($NPCList[$lefttarget].righthand and $NPCList[$lefttarget].righthand.startsWith("vagina"))>> <<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " hand off your pussy"] to "handpullvagina">> <</if>> <<if ($NPCList[$lefttarget].lefthand and $NPCList[$lefttarget].lefthand.startsWith("anus")) or ($NPCList[$lefttarget].righthand and $NPCList[$lefttarget].righthand.startsWith("anus"))>> <<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " hand off your ass"] to "handpullanus">> <</if>> <</if>> <</widget>> <<widget "leftgrabnew">> <<if $lefttarget isnot "self">> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.penis is 0>> <<set $_penis to (npcHasStrapon($lefttarget) ? "strap-on" : "penis")>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>> <!-- Do Nothing --> <<else>> <<if $_target.chastity.penis.includes("chastity")>> <<set _leftaction["Tease " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "leftgrab">> <<else>> <<set _leftaction["Grab " + $_target.pronouns.his + " " + $_penis] to "leftgrab">> <</if>> <</if>> <<if $_target.chastity.penis.includes("chastity")>> <<set _leftaction["Stroke " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "leftstroke">> <<else>> <<set _leftaction["Stroke "+ $_target.pronouns.his + " " + $_penis] to "leftstroke">> <</if>> <</if>> <</if>> <</widget>> <<widget "leftplaynew">> <<if $lefttarget isnot "self">> <<set $_target to $NPCList[$lefttarget]>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>> <!-- Do Nothing --> <<else>> <<if $_target.vagina is 0>> <<if $_target.chastity.vagina.includes("chastity")>> <<set _leftaction["Play with " + $_target.pronouns.his + " pussy through " + $_target.pronouns.his + " " + $_target.chastity.vagina] to "leftplay">> <<else>> <<set _leftaction["Play with " + $_target.pronouns.his + " pussy"] to "leftplay">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "leftclothesnew">> <<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base and !$worn.over_upper.type.includes("naked")>> <<set _leftaction["Displace your "+$worn.over_upper.name] to "over_upper">> <</if>> <<if $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base and !$worn.upper.type.includes("naked")>> <<set _leftaction["Displace your "+$worn.upper.name] to "upper">> <</if>> <<if $worn.under_upper.state is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_base and $worn.under_upper.state_top is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_top_base and !$worn.under_upper.type.includes("naked")>> <<set _leftaction["Displace your "+$worn.under_upper.name] to "under_upper">> <</if>> <<if $worn.over_lower.state is setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt isnot 1 and !$worn.over_lower.type.includes("naked")>> <<set _leftaction["Displace your "+$worn.over_lower.name] to "over_lower">> <<elseif setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1>> <<set _leftaction["Displace your "+$worn.over_lower.name] to "over_lower">> <</if>> <<if $worn.lower.state is setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1 and !$worn.lower.type.includes("naked")>> <<set _leftaction["Displace your "+$worn.lower.name] to "lower">> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1>> <<set _leftaction["Displace your "+$worn.lower.name] to "lower">> <</if>> <<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !($penisstate isnot 0 and playerHasStrapon())>> <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<set _leftaction["Displace your "+$worn.under_lower.name] to "under_lower">> <</if>> <</if>> <<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !playerHasStrapon()>> <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<set _leftaction["Pull your "+$worn.under_lower.name+" to the side"] to "under_lower_to_the_side">> <</if>> <</if>> <<if $worn.face.state is setup.clothes.face[clothesIndex('face', $worn.face)].state_base and !$worn.face.type.includes("naked") and $worn.face.type.includes("mask")>> <<set _leftaction["Displace your "+$worn.face.name] to "mask">> <</if>> <</if>> <</widget>> <<widget "leftspraynew">> <<if $lefttarget isnot "self">> <<if $consensual isnot 1 and $spray gte 1 and $NPCList.some(npc => npc.health >= 0 && (!$fightTargets || $fightTargets.includes(npc.index)))>> <<set _leftaction["Pepper spray"] to "spray">> <</if>> <</if>> <</widget>> <<widget "leftstealnew">> <<if $lefttarget isnot "self" and !($stealtarget.includes($lefttarget)) and $NPCList[$lefttarget].clothes?.set isnot "naked">> <<if (currentSkillValue('skulduggery') gte 200 or $easySteal is 1) and $enemytype is "man" and $abomination isnot 1 and !($npcrow.includes($lefttarget)) and $water isnot 1 and $punishmentposition isnot "gloryhole">> <<set $skulduggerydifficulty to (1000 - ($enemyarousal / $enemyarousalmax * 400) - $skulduggery - $enemytrust + $enemyanger) * $stealdifficulty>> <<if $easySteal is 1>><<set $skulduggerydifficulty to 0>><</if>> /*Missing <<skulduggerydifficulty>><<combatcrime>>*/ <<if !isNaN($lefttarget) and $NPCList[$lefttarget] and $NPCList[$lefttarget].clothes and $NPCList[$lefttarget].clothes.set is "naked">> <<elseif $stealstateleft is undefined>> <<set _leftaction["Steal"] to "steal">> <<elseif $stealstateleft is 2>> <<set _leftaction["Take " + $NPCList[$lefttarget].pronouns.his + " belongings"] to "steal">> <<else>> <<set _leftaction["Commit to stealing"] to "steal">> <</if>> <</if>> <</if>> <</widget>> <<widget "leftpenwhacknew">> <<if $lefttarget isnot "self">> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_")) or $_target.righthand and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>> <<set _leftaction["Whack the writing tool away"] to "penwhack">> <</if>> <</if>> <</widget>> <<widget "leftshacklewhack">> <<if $lefttarget isnot "self">> <<if $NPCList[$lefttarget].lefthand is "shackle_entrance" or $NPCList[$lefttarget].lefthand is "shackle_imminent" or $NPCList[$lefttarget].righthand is "shackle_entrance" or $NPCList[$lefttarget].righthand is "shackle_imminent">> <<set _leftaction["Whack away the shackles"] to "shacklewhack">> <</if>> <</if>> <</widget>> <<widget "lefthypnosiswhack">> <<if $lefttarget isnot "self">> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.lefthand and ($_target.lefthand is "hypnosis" or $_target.lefthand.startsWith("hypnosis_")) or $_target.righthand and ($_target.righthand is "hypnosis" or $_target.righthand.startsWith("hypnosis_"))>> <<set _leftaction["Whack the hypnotic instrument away"] to "hypnosiswhack">> <</if>> <</if>> <</widget>> <<widget "leftdildowhack">> <<if $lefttarget isnot "self">> <<if $NPCList[$lefttarget].lefthand is "dildo" or $NPCList[$lefttarget].righthand is "dildo">> <<if getSexToysofType("all").includes($NPCList[$lefttarget].lefttool)>> <<set _leftaction["Whack the "+ $NPCList[$lefttarget].lefttool +" away"] to "dildowhack">> <<elseif getSexToysofType("all").includes($NPCList[$lefttarget].righttool)>> <<set _leftaction["Whack the "+ $NPCList[$lefttarget].righttool +" away"] to "dildowhack">> <</if>> <</if>> <</if>> <</widget>> <<widget "leftFixAndCoverActions">> <<if $player.vaginaExist and (($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $leftactiondefault is "leftcovervaginalewd")>> <<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">> <<if $vaginause is "cover">> <<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">> <<set _leftaction["Keep playing with your pussy"] to "leftcovervaginalewd">> <<else>> <<set _leftaction["Keep covering your pussy"] to "leftcovervaginameek">> <</if>> <<elseif $vaginause is 0>> <<set _leftaction["Cover your pussy"] to "leftcovervaginameek">> <</if>> <<elseif $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">> <<if $vaginause is "cover">> <<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">> <<set _leftaction["Keep playing with your pussy"] to "leftcovervaginalewd">> <<else>> <<set _leftaction["Keep covering your pussy"] to "leftcovervagina">> <</if>> <<elseif $vaginause is 0>> <<set _leftaction["Cover your pussy"] to "leftcovervagina">> <</if>> <</if>> <</if>> <<if ($player.penisExist or playerHasStrapon()) and (($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $leftactiondefault is "leftcoverpenislewd")>> <<set _penis to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>> <<set _straponDisplaced to (!playerHasStrapon() && $worn.under_lower.type.includes("strap-on"))>> <<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">> <<if $penisuse is "cover">> <<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">> <<set _leftaction["Keep playing with your " + _penis] to "leftcoverpenislewd">> <<else>> <<set _leftaction["Keep covering your " + _penis] to "leftcoverpenismeek">> <</if>> <<elseif $penisuse is 0>> <<if !_straponDisplaced>> <<set _leftaction["Cover your " + _penis] to "leftcoverpenismeek">> <</if>> <</if>> <<elseif $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">> <<if $penisuse is "cover">> <<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">> <<set _leftaction["Keep playing with your " + _penis] to "leftcoverpenislewd">> <<else>> <<set _leftaction["Keep covering your " + _penis] to "leftcoverpenis">> <</if>> <<elseif $penisuse is 0>> <<if !_straponDisplaced>> <<set _leftaction["Cover your " + _penis] to "leftcoverpenis">> <</if>> <</if>> <</if>> <</if>> <<if ($worn.lower.anus_exposed is 1 and $worn.under_lower.anus_exposed is 1) or $leftactiondefault is "leftcoveranuslewd">> <<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">> <<if $anususe is "cover">> <<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">> <<set _leftaction["Keep playing with your ass"] to "leftcoveranuslewd">> <<else>> <<set _leftaction["Keep covering your ass"] to "leftcoveranusmeek">> <</if>> <<else>> <<set _leftaction["Cover your ass"] to "leftcoveranusmeek">> <</if>> <<elseif $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">> <<if $anususe is "cover">> <<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">> <<set _leftaction["Keep playing with your ass"] to "leftcoveranuslewd">> <<else>> <<set _leftaction["Keep covering your ass"] to "leftcoveranus">> <</if>> <<else>> <<set _leftaction["Cover your ass"] to "leftcoveranus">> <</if>> <</if>> <</if>> <<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if $worn.under_lower.name isnot "naked">> <<if $worn.under_lower.state is "thighs" or $worn.under_lower.state is "knees" or $worn.under_lower.state is "ankles">> <<set _leftaction["Pull up your " + $worn.under_lower.name] to "leftunderpull">> <</if>> <</if>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if $worn.lower.skirt_down is 0>> <<if $worn.lower.state is "waist">> <<set _leftaction["Cover your crotch with your " + $worn.lower.name] to "leftskirtpull">> <</if>> <</if>> <</if>> <<if $worn.lower.name isnot "naked">> <<if $worn.upper.set is $worn.lower.set>> <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>> <<set _leftaction["Fix your " + $worn.lower.name] to "leftlowerpull">> <</if>> <<elseif $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>> <<set _leftaction["Fix your " + $worn.lower.name] to "leftlowerpull">> <</if>> <</if>> <<if $worn.over_lower.name isnot "naked">> <<if $worn.over_upper.set is $worn.over_lower.set>> <<if $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>> <<set _leftaction["Fix your " + $worn.over_lower.name] to "leftoverlowerpull">> <</if>> <<elseif $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>> <<set _leftaction["Fix your " + $worn.over_lower.name] to "leftoverlowerpull">> <</if>> <</if>> <<if $worn.upper.name isnot "naked">> <<if $worn.upper.state isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base or $worn.upper.state_top isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>> <<set _leftaction["Fix your " + $worn.upper.name] to "leftupperpull">> <</if>> <</if>> <<if $worn.over_upper.name isnot "naked">> <<if $worn.over_upper.state isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base or $worn.over_upper.state_top isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>> <<set _leftaction["Fix your " + $worn.over_upper.name] to "leftoverupperpull">> <</if>> <</if>> <</if>> <</widget>> <<widget "leftchoke">> <<if $lefttarget isnot "self">> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.lefthand is "throat" or $_target.righthand is "throat">> <<if $consensual == 1>> <<set _leftaction["Press " + $_target.pronouns.his + " hand to your neck"] to "keepchoke">> <<set _leftaction["Take " + $_target.pronouns.his + " hand off your neck"] to "stopchoke">> <<else>> <<set _leftaction["Pull " + $_target.pronouns.his + " hand off your neck"] to "stopchokenoncon">> <</if>> <</if>> <</if>> <</widget>> <<widget "leftCondom">> <<if $lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and !playerChastity("penis")>> <<if !$player.condom and $condoms gt 0 and $parasite.penis.name is undefined>> <<set _leftaction["Put on a condom (" + $condoms + " left)"] to "peniscondom">> <</if>> <<if $player.condom>> <<set _leftaction["Remove your condom"] to "penisremovecondom">> <</if>> <</if>> <</if>> <</widget>> <<widget "leftNPCCondom">> <<if $lefttarget isnot "self">> <<set $_target to $NPCList[$lefttarget]>> <<if wearingCondom($lefttarget)>> <<if ($consensual is 0 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 94) and playerPregnancyPossibleWith($_target)>> <!-- Do Nothing --> <<else>> <<set _leftaction["Remove " + $_target.pronouns.his + " condom"] to "npcremovecondom">> <</if>> <<elseif $prayerRoom or $NPCList[$lefttarget].fullDescription is "Ivory Wraith">> <!-- Do Nothing --> <<elseif !$_target.condom and $condoms gte 1 and ($_target.condomCanGive or $settings.condomLevel is 1)>> <<set _leftaction["Give " + $_target.pronouns.him + " a condom (" + $condoms + " left)"] to "npcgivecondom">> <</if>> <</if>> <</widget>> <<widget "leftUndressOther">> <<if $lefttarget isnot "self">> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.penis is "clothed" or $_target.vagina is "clothed" or $_target.chest is "clothed">> <<if ($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 14 and !$promiscuityIgnore) or $punishmentposition is "gloryhole">> <!-- Do Nothing --> <<else>> <<set _leftaction["Undress:"] to "leftUndressOther">> <<set _undressLeftTargets to {"Nothing":"rest"}>> <<set $_doText to ($consensual isnot 1 ? "try to " : "")>> <<if $_target.penis is "clothed" or $_target.vagina is "clothed">> <<silently>><<npcUndressText $NPCList[$lefttarget] "lower">><</silently>> <<set _undressLeftTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.lower.name).toUpperFirst()] to "lower">> <</if>> <<if $_target.chest is "clothed">> <<silently>><<npcUndressText $NPCList[$lefttarget] "upper">><</silently>> <<set _undressLeftTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.upper.name).toUpperFirst()] to "upper">> <</if>> <</if>> <</if>> <</if>> <</widget>><<widget "rightdefault">> <<if $righttarget isnot "self" and $punishmentposition isnot "gloryhole">> <<set _rightaction["Stroke"] to "rightchest">> <<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($righttarget))>> <<set _rightaction["Punch"] to "righthit">> <</if>> <</if>> <<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<set _rightaction["Hold behind back"] to "behind">> <<rightcoverface>> <</if>> <</widget>> <<widget "rightcoverface">> <<set _rightaction["Cover your face"] to "rightcoverface">> <</widget>> <<widget "rightcamerapose">> <<if $audiencecamera1 isnot 0>> <<set _rightaction["Pose for camera"] to "rightcamerapose">> <</if>> <</widget>> <<widget "righthandpull">> <<if $righttarget isnot "self">> <<if ($NPCList[$righttarget].lefthand and $NPCList[$righttarget].lefthand.startsWith("penis")) or ($NPCList[$righttarget].righthand and $NPCList[$righttarget].righthand.startsWith("penis"))>> <<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " hand off your penis"] to "handpullpenis">> <</if>> <<if ($NPCList[$righttarget].lefthand and $NPCList[$righttarget].lefthand.startsWith("vagina")) or ($NPCList[$righttarget].righthand and $NPCList[$righttarget].righthand.startsWith("vagina"))>> <<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " hand off your pussy"] to "handpullvagina">> <</if>> <<if ($NPCList[$righttarget].lefthand and $NPCList[$righttarget].lefthand.startsWith("anus")) or ($NPCList[$righttarget].righthand and $NPCList[$righttarget].righthand.startsWith("anus"))>> <<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " hand off your ass"] to "handpullanus">> <</if>> <</if>> <</widget>> <<widget "rightgrabnew">> <<if $righttarget isnot "self">> <<set $_target to $NPCList[$righttarget]>> <<if $_target.penis is 0>> <<set $_penis to (npcHasStrapon($righttarget) ? "strap-on" : "penis")>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>> <!-- Do Nothing --> <<else>> <<if $_target.chastity.penis.includes("chastity")>> <<set _rightaction["Tease " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "rightgrab">> <<else>> <<set _rightaction["Grab " + $_target.pronouns.his + " " + $_penis] to "rightgrab">> <</if>> <</if>> <<if $_target.chastity.penis.includes("chastity")>> <<set _rightaction["Stroke " + $_target.pronouns.his + " " + $_penis + " through " + $_target.pronouns.his + " " + $_target.chastity.penis] to "rightstroke">> <<else>> <<set _rightaction["Stroke " + $_target.pronouns.his + " " + $_penis] to "rightstroke">> <</if>> <</if>> <</if>> <</widget>> <<widget "rightplaynew">> <<if $righttarget isnot "self">> <<set $_target to $NPCList[$righttarget]>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 34 and !$promiscuityIgnore>> <!-- Do Nothing --> <<else>> <<if $_target.vagina is 0>> <<if $_target.chastity.vagina.includes("chastity")>> <<set _rightaction["Play with " + $_target.pronouns.his + " pussy through " + $_target.pronouns.his + " " + $_target.chastity.vagina] to "rightplay">> <<else>> <<set _rightaction["Play with " + $_target.pronouns.his + " pussy"] to "rightplay">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "rightclothesnew">> <<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base and !$worn.over_upper.type.includes("naked")>> <<set _rightaction["Displace your "+$worn.over_upper.name] to "over_upper">> <</if>> <<if $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base and !$worn.upper.type.includes("naked")>> <<set _rightaction["Displace your "+$worn.upper.name] to "upper">> <</if>> <<if $worn.under_upper.state is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_base and $worn.under_upper.state_top is setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_top_base and !$worn.under_upper.type.includes("naked")>> <<set _rightaction["Displace your "+$worn.under_upper.name] to "under_upper">> <</if>> <<if $worn.over_lower.state is setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt isnot 1 and !$worn.over_lower.type.includes("naked")>> <<set _rightaction["Displace your "+$worn.over_lower.name] to "over_lower">> <<elseif setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1>> <<set _rightaction["Displace your "+$worn.over_lower.name] to "over_lower">> <</if>> <<if $worn.lower.state is setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1 and !$worn.lower.type.includes("naked")>> <<set _rightaction["Displace your "+$worn.lower.name] to "lower">> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1>> <<set _rightaction["Displace your "+$worn.lower.name] to "lower">> <</if>> <<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !($penisstate isnot 0 and playerHasStrapon())>> <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<set _rightaction["Displace your "+$worn.under_lower.name] to "under_lower">> <</if>> <</if>> <<if $worn.under_lower.state is setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].state_base and !$worn.under_lower.type.includes("naked") and !playerHasStrapon()>> <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<set _rightaction["Pull your "+$worn.under_lower.name+" to the side"] to "under_lower_to_the_side">> <</if>> <</if>> <<if $worn.face.state is setup.clothes.face[clothesIndex('face', $worn.face)].state_base and !$worn.face.type.includes("naked") and $worn.face.type.includes("mask")>> <<set _rightaction["Displace your "+$worn.face.name] to "mask">> <</if>> <</if>> <</widget>> <<widget "rightspraynew">> <<if $righttarget isnot "self">> <<if $consensual isnot 1 and $spray gte 1 and $NPCList.some(npc => npc.health >= 0 && (!$fightTargets || $fightTargets.includes(npc.index)))>> <<set _rightaction["Pepper spray"] to "spray">> <</if>> <</if>> <</widget>> <<widget "rightstealnew">> <<if $righttarget isnot "self" and !($stealtarget.includes($righttarget)) and $NPCList[$righttarget].clothes?.set isnot "naked">> <<if (currentSkillValue('skulduggery') gte 200 or $easySteal is 1) and $enemytype is "man" and $abomination isnot 1 and !($npcrow.includes($righttarget)) and $water isnot 1 and $punishmentposition isnot "gloryhole">> <<set $skulduggerydifficulty to (1000 - ($enemyarousal / $enemyarousalmax * 400) - $skulduggery - $enemytrust + $enemyanger) * $stealdifficulty>> <<if $easySteal is 1>><<set $skulduggerydifficulty to 0>><</if>> /*Missing <<skulduggerydifficulty>><<combatcrime>>*/ <<if !isNaN($righttarget) and $NPCList[$righttarget] and $NPCList[$righttarget].clothes and $NPCList[$righttarget].clothes.set is "naked">> <<elseif $stealstateright is undefined>> <<set _rightaction["Steal"] to "steal">> <<elseif $stealstateright is 2>> <<set _rightaction["Take " + $NPCList[$righttarget].pronouns.his + " belongings"] to "steal">> <<else>> <<set _rightaction["Commit to stealing"] to "steal">> <</if>> <</if>> <</if>> <</widget>> <<widget "rightpenwhacknew">> <<if $righttarget isnot "self">> <<set $_target to $NPCList[$righttarget]>> <<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_")) or $_target.righthand and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>> <<set _rightaction["Whack the writing tool away"] to "penwhack">> <</if>> <</if>> <</widget>> <<widget "rightshacklewhack">> <<if $righttarget isnot "self">> <<if $NPCList[$righttarget].lefthand is "shackle_entrance" or $NPCList[$righttarget].lefthand is "shackle_imminent" or $NPCList[$righttarget].righthand is "shackle_entrance" or $NPCList[$righttarget].righthand is "shackle_imminent">> <<set _rightaction["Whack away the shackles"] to "shacklewhack">> <</if>> <</if>> <</widget>> <<widget "righthypnosiswhack">> <<if $righttarget isnot "self">> <<set $_target to $NPCList[$righttarget]>> <<if $_target.righthand and ($_target.righthand is "hypnosis" or $_target.righthand.startsWith("hypnosis_")) or $_target.righthand and ($_target.righthand is "hypnosis" or $_target.righthand.startsWith("hypnosis_"))>> <<set _rightaction["Whack the hypnotic instrument away"] to "hypnosiswhack">> <</if>> <</if>> <</widget>> <<widget "rightdildowhack">> <<if $righttarget isnot "self">> <<if $NPCList[$righttarget].lefthand is "dildo" or $NPCList[$righttarget].righthand is "dildo">> <<if getSexToysofType("all").includes($NPCList[$righttarget].lefttool)>> <<set _rightaction["Whack the "+ $NPCList[$righttarget].lefttool +" away"] to "dildowhack">> <<elseif getSexToysofType("all").includes($NPCList[$righttarget].righttool)>> <<set _rightaction["Whack the "+ $NPCList[$righttarget].righttool +" away"] to "dildowhack">> <</if>> <</if>> <</if>> <</widget>> <<widget "rightFixAndCoverActions">> <<if $player.vaginaExist and (($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $rightactiondefault is "rightcovervaginalewd")>> <<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">> <<if $vaginause is "cover">> <<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">> <<set _rightaction["Keep playing with your pussy"] to "rightcovervaginalewd">> <<else>> <<set _rightaction["Keep covering your pussy"] to "rightcovervaginameek">> <</if>> <<elseif $vaginause is 0>> <<set _rightaction["Cover your pussy"] to "rightcovervaginameek">> <</if>> <<elseif $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">> <<if $vaginause is "cover">> <<if $leftactiondefault is "leftcovervaginalewd" or $rightactiondefault is "rightcovervaginalewd">> <<set _rightaction["Keep playing with your pussy"] to "rightcovervaginalewd">> <<else>> <<set _rightaction["Keep covering your pussy"] to "rightcovervagina">> <</if>> <<elseif $vaginause is 0>> <<set _rightaction["Cover your pussy"] to "rightcovervagina">> <</if>> <</if>> <</if>> <<if ($player.penisExist or playerHasStrapon()) and (($worn.lower.vagina_exposed is 1 and $worn.under_lower.vagina_exposed is 1) or $rightactiondefault is "rightcoverpenislewd")>> <<set _penis to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>> <<set _straponDisplaced to (!playerHasStrapon() && $worn.under_lower.type.includes("strap-on"))>> <<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">> <<if $penisuse is "cover">> <<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">> <<set _rightaction["Keep playing with your " + _penis] to "rightcoverpenislewd">> <<else>> <<set _rightaction["Keep covering your " + _penis] to "rightcoverpenismeek">> <</if>> <<elseif $penisuse is 0>> <<if !_straponDisplaced>> <<set _rightaction["Cover your " + _penis] to "rightcoverpenismeek">> <</if>> <</if>> <<elseif $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">> <<if $penisuse is "cover">> <<if $leftactiondefault is "leftcoverpenislewd" or $rightactiondefault is "rightcoverpenislewd">> <<set _rightaction["Keep playing with your " + _penis] to "rightcoverpenislewd">> <<else>> <<set _rightaction["Keep covering your " + _penis] to "rightcoverpenis">> <</if>> <<elseif $penisuse is 0>> <<if !_straponDisplaced>> <<set _rightaction["Cover your " + _penis] to "rightcoverpenis">> <</if>> <</if>> <</if>> <</if>> <<if ($worn.lower.anus_exposed is 1 and $worn.under_lower.anus_exposed is 1) or $rightactiondefault is "rightcoveranuslewd">> <<if $NPCList[0].state is "stalk" and $NPCList[0].legs isnot "run">> <<if $anususe is "cover">> <<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">> <<set _rightaction["Keep playing with your ass"] to "rightcoveranuslewd">> <<else>> <<set _rightaction["Keep covering your ass"] to "rightcoveranusmeek">> <</if>> <<else>> <<set _rightaction["Cover your ass"] to "rightcoveranusmeek">> <</if>> <<elseif $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1 or $NPCList[0].state is "stalk">> <<if $anususe is "cover">> <<if $leftactiondefault is "leftcoveranuslewd" or $rightactiondefault is "rightcoveranuslewd">> <<set _rightaction["Keep playing with your ass"] to "rightcoveranuslewd">> <<else>> <<set _rightaction["Keep covering your ass"] to "rightcoveranus">> <</if>> <<else>> <<set _rightaction["Cover your ass"] to "rightcoveranus">> <</if>> <</if>> <</if>> <<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if $worn.under_lower.name isnot "naked">> <<if $worn.under_lower.state is "thighs" or $worn.under_lower.state is "knees" or $worn.under_lower.state is "ankles">> <<set _rightaction["Pull up your " + $worn.under_lower.name] to "rightunderpull">> <</if>> <</if>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if $worn.lower.skirt_down is 0>> <<if $worn.lower.state is "waist">> <<set _rightaction["Cover your crotch with your " + $worn.lower.name] to "rightskirtpull">> <</if>> <</if>> <</if>> <<if $worn.lower.name isnot "naked">> <<if $worn.upper.set is $worn.lower.set>> <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base and $worn.upper.state is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base and $worn.upper.state_top is setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>> <<set _rightaction["Fix your " + $worn.lower.name] to "rightlowerpull">> <</if>> <<elseif $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>> <<set _rightaction["Fix your " + $worn.lower.name] to "rightlowerpull">> <</if>> <</if>> <<if $worn.over_lower.name isnot "naked">> <<if $worn.over_upper.set is $worn.over_lower.set>> <<if $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base and $worn.over_upper.state is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base and $worn.over_upper.state_top is setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>> <<set _rightaction["Fix your " + $worn.over_lower.name] to "rightoverlowerpull">> <</if>> <<elseif $worn.over_lower.state isnot setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>> <<set _rightaction["Fix your " + $worn.over_lower.name] to "rightoverlowerpull">> <</if>> <</if>> <<if $worn.upper.name isnot "naked">> <<if $worn.upper.state isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base or $worn.upper.state_top isnot setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>> <<set _rightaction["Fix your " + $worn.upper.name] to "rightupperpull">> <</if>> <</if>> <<if $worn.over_upper.name isnot "naked">> <<if $worn.over_upper.state isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base or $worn.over_upper.state_top isnot setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>> <<set _rightaction["Fix your " + $worn.over_upper.name] to "rightoverupperpull">> <</if>> <</if>> <</if>> <</widget>> <<widget "rightchoke">> <<if $righttarget isnot "self">> <<set $_target to $NPCList[$righttarget]>> <<if $_target.lefthand is "throat" or $_target.righthand is "throat">> <<if $consensual == 1>> <<set _rightaction["Press " + $_target.pronouns.his + " hand to your neck"] to "keepchoke">> <<set _rightaction["Take " + $_target.pronouns.his + " hand off your neck"] to "stopchoke">> <<else>> <<set _rightaction["Pull " + $_target.pronouns.his + " hand off your neck"] to "stopchokenoncon">> <</if>> <</if>> <</if>> <</widget>> <<widget "rightCondom">> <<if $righttarget is "self" or $options.targetYourself is false or _targetnumber is 1>> <<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and !playerChastity("penis")>> <<if !$player.condom and $condoms gt 0 and $parasite.penis.name is undefined>> <<set _rightaction["Put on a condom (" + $condoms + " left)"] to "peniscondom">> <</if>> <<if $player.condom>> <<set _rightaction["Remove your condom"] to "penisremovecondom">> <</if>> <</if>> <</if>> <</widget>> <<widget "rightNPCCondom">> <<if $righttarget isnot "self">> <<set $_target to $NPCList[$righttarget]>> <<if wearingCondom($righttarget)>> <<if ($consensual is 0 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 94) and playerPregnancyPossibleWith($_target)>> <!-- Do Nothing --> <<else>> <<set _rightaction["Remove " + $_target.pronouns.his + " condom"] to "npcremovecondom">> <</if>> <<elseif $prayerRoom or $NPCList[$righttarget].fullDescription is "Ivory Wraith">> <!-- Do Nothing --> <<elseif !$_target.condom and $condoms gte 1 and ($_target.condomCanGive or $settings.condomLevel is 1)>> <<set _rightaction["Give " + $_target.pronouns.him + " a condom (" + $condoms + " left)"] to "npcgivecondom">> <</if>> <</if>> <</widget>> <<widget "rightUndressOther">> <<if $righttarget isnot "self">> <<set $_target to $NPCList[$righttarget]>> <<if $_target.penis is "clothed" or $_target.vagina is "clothed" or $_target.chest is "clothed">> <<if ($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 14 and !$promiscuityIgnore) or $punishmentposition is "gloryhole">> <!-- Do Nothing --> <<else>> <<set _rightaction["Undress:"] to "rightUndressOther">> <<set _undressRightTargets to {"Nothing":"rest"}>> <<set $_doText to ($consensual isnot 1 ? "try to " : "")>> <<if $_target.penis is "clothed" or $_target.vagina is "clothed">> <<silently>><<npcUndressText $NPCList[$righttarget] "lower">><</silently>> <<set _undressRightTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.lower.name).toUpperFirst()] to "lower">> <</if>> <<if $_target.chest is "clothed">> <<silently>><<npcUndressText $NPCList[$righttarget] "upper">><</silently>> <<set _undressRightTargets[($_doText + _actionText + " " + $_target.pronouns.his + " " + $_target.clothes.upper.name).toUpperFirst()] to "upper">> <</if>> <</if>> <</if>> <</if>> <</widget>>/* this is for widgets done in a generic way to cover either hand in either old or new style */ <<widget "handsstrugglefreebodypart">> <<if $consensual isnot 1>> <<set _hand to _args[0]>> <<set _style to _args[1]>> <<if _hand is "right">> <<set _default to $rightactiondefault>> <<set _actionVariable to "$rightaction">> <<set _actions to _rightaction>> <<else>> <<set _default to $leftactiondefault>> <<set _actionVariable to "$leftaction">> <<set _actions to _leftaction>> <</if>> <<if (_hand is "left" and $lefttarget isnot "self") or (_hand is "right" and $righttarget isnot "self")>> <<if ["breasts", "nipple", "otheranus"].includes($mouthstate) or ["lefthand", "righthand", "facesit"].includes($mouthuse)>> <<if _style is "old">> | <label><span class="brat">Free your face</span><<radiobutton _actionVariable "freeface" `_default is "freeface" ? 'checked' : ''`>></label> <<else>> <<set _actions["Free your face"] to "freeface">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "combathandhold">> <<set $_heldhand to _args[0]>> <<if $enemytype isnot "beast" and $consensual is 1>> <<if $_heldhand is "righthand" and $righttarget isnot "self">> <<if $NPCList[$righttarget].lefthand is 0 or $NPCList[$righttarget].lefthand is "idle">> <<set _rightaction["Hold " + $NPCList[$righttarget].pronouns.his + " hand"] to "righthandholdnew">> <</if>> <<elseif $_heldhand is "lefthand" and $lefttarget isnot "self">> <<if $NPCList[$lefttarget].righthand is 0 or $NPCList[$lefttarget].righthand is "idle">> <<set _leftaction["Hold " + $NPCList[$lefttarget].pronouns.his + " hand"] to "lefthandholdnew">> <</if>> <</if>> <</if>> <</widget>> <<widget "combathandguide">> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lt 15 and !$promiscuityIgnore>> <!-- Do Nothing --> <<else>> <<set _handGuideOptions to {}>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>> <<if $_genitals_exposed>> <<if $player.penisExist or playerHasStrapon() and $penisuse is 0>> <<set _handGuideOptions["your penis"] to "penis">> <</if>> <<if $player.vaginaExist and $vaginause is 0>> <<set _handGuideOptions["your pussy"] to "pussy">> <</if>> <</if>> <<if $anususe is 0 and $_anus_exposed>> <<set _handGuideOptions["your ass"] to "ass">> <</if>> <<if Object.keys(_handGuideOptions).length gt 0>> <<if _args[0] is "left">> <<set _leftaction["Guide " + $NPCList[$lefttarget].pronouns.him + " to"] to "handguide">> <<else>> <<set _rightaction["Guide " + $NPCList[$righttarget].pronouns.him + " to"] to "handguide">> <</if>> <</if>> <</if>> <</widget>> <<widget "removeButtplug">> <<if _args[0] and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1) and playerHasButtPlug() and !playerChastity("anus")>> <<if _args[0] is "left">> <<if ($worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1) or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked") and !["othermouthImminent","othermouth","imminent","doubleimminent","penetrated","doublepenetrated"].includes($anusstate)>> <<set _leftaction["Remove your "+$worn.butt_plug.name] to "removebuttplug">> <</if>> <</if>> <<if _args[0] is "right">> <<if ($worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1) or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked") and !["othermouthImminent","othermouth","imminent","doubleimminent","penetrated","doublepenetrated"].includes($anusstate)>> <<set _rightaction["Remove your "+$worn.butt_plug.name] to "removebuttplug">> <</if>> <</if>> <</if>> <</widget>> <<widget "combatMasturbate">> <<set _stat to $enemytype is "man" ? "promiscuity" : "deviancy">> <<if _args[0] isnot undefined>> <<if ($worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1) or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<if _args[0] is "left">> <<if hasSexStat(_stat, 2) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $player.penisExist and $penisuse is 0 and !playerChastity("penis")>> <<set _leftaction["Stroke your penis"] to "leftmasturbatepenis">> <</if>> <<if $player.vaginaExist and $vaginause is 0 and !playerChastity("vagina")>> <<set _leftaction["Play with your pussy"] to "leftmasturbatepussy">> <</if>> <<if hasSexStat(_stat, 3) and $awareness gte 200 and $anususe is 0 and !playerChastity("anus")>> <<set _leftaction["Play with your anus"] to "leftmasturbateanus">> <</if>> <</if>> <</if>> <<if _args[0] is "right">> <<if hasSexStat(_stat, 2) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $player.penisExist and $penisuse is 0 and !playerChastity("penis")>> <<set _rightaction["Stroke your penis"] to "rightmasturbatepenis">> <</if>> <<if $player.vaginaExist and $vaginause is 0 and !playerChastity("vagina")>> <<set _rightaction["Play with your pussy"] to "rightmasturbatepussy">> <</if>> <<if hasSexStat(_stat, 3) and $awareness gte 200 and $anususe is 0 and !playerChastity("anus")>> <<set _rightaction["Play with your anus"] to "rightmasturbateanus">> <</if>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "applyLube">> <<if _args[0] is "left" and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _items to window.listUniqueCarriedSextoys()>> <<for _i = 0; _i < _items.length; _i++>> <<if _items[_i].type.includes("lube")>> <<set _hasLube to true>> <<break>> <</if>> <</for>> <<if _hasLube is true>> <<if $worn.over_lower.vagina_exposed isnot 0 and $worn.lower.vagina_exposed isnot 0 and $worn.under_lower.vagina_exposed isnot 0 and $worn.genitals.vagina_exposed isnot 0>> <<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist>> <<set $_penis to (!playerHasStrapon() ? "penis" : "strap-on")>> <<set _leftaction["Lubricate your " + $_penis] to "lubepenis">> <</if>> <<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($vaginastate) and $player.vaginaExist>> <<set _leftaction["Lubricate your pussy"] to "lubepussy">> <</if>> <</if>> <<if $worn.over_lower.anus_exposed isnot 0 and $worn.lower.anus_exposed isnot 0 and $worn.under_lower.anus_exposed isnot 0 and $worn.genitals.anus_exposed isnot 0>> <<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($anusstate)>> <<set _leftaction["Lubricate your anus"] to "lubeanus">> <</if>> <</if>> <</if>> <</if>> <<if _args[0] is "right" and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _items to window.listUniqueCarriedSextoys()>> <<for _i; _i < _items.length; _i++>> <<if _items[_i].type.includes("lube")>> <<set _hasLube to true>> <<break>> <</if>> <</for>> <<if _hasLube is true>> <<if $worn.over_lower.vagina_exposed isnot 0 and $worn.lower.vagina_exposed isnot 0 and $worn.under_lower.vagina_exposed isnot 0 and $worn.genitals.vagina_exposed isnot 0>> <<if !["othermouthentrance","othermouthimminent","othermouth","penetrated","otheranus"].includes($penisstate) and $player.penisExist>> <<set _rightaction["Lubricate your penis"] to "lubepenis">> <</if>> <<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($vaginastate) and $player.vaginaExist>> <<set _rightaction["Lubricate your pussy"] to "lubepussy">> <</if>> <</if>> <<if $worn.over_lower.anus_exposed isnot 0 and $worn.lower.anus_exposed isnot 0 and $worn.under_lower.anus_exposed isnot 0 and $worn.genitals.anus_exposed isnot 0>> <<if !["othermouthimminent","othermouth","imminent","penetrated","doubleimminent","doublepenetrated"].includes($anusstate)>> <<set _rightaction["Lubricate your anus"] to "lubeanus">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "heldSexToy">> <<if _args[0] isnot undefined>> <<if _args[0] is "left">> /* rest */ <<set _leftaction["Rest"] to "heldSexToy">> /* Drop sex toy */ <<set _leftaction["Drop your "+$currentSexToyLeft.name] to "dildoDrop">> /* NPC fuck */ <<if $lefttarget isnot undefined and $lefttarget isnot "self">> <<if $NPCList[$lefttarget].vagina isnot "none" and $NPCList[$lefttarget].vagina is 0 and $currentSexToyLeft.type.includes("dildo")>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to "+$NPCList[$lefttarget].pronouns.his+" pussy"] to "dildoOtherPussyTease">> <</if>> <<if $NPCList[$lefttarget].penis isnot "none" and $NPCList[$lefttarget].penis is 0 and !npcHasStrapon($lefttarget) and $currentSexToyLeft.type.includes("stroker")>> <<set _leftaction["Move your " + $currentSexToyLeft.name + " to " + $NPCList[$lefttarget].pronouns.his + " penis"] to "strokerOtherPenisTease">> <</if>> <<if $settings.analEnabled and $NPCList[$lefttarget].vagina isnot "none" and $NPCList[$lefttarget].vagina is 0 and $currentSexToyLeft.type.includes("dildo")>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to "+$NPCList[$lefttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">> <</if>> <<if $settings.analEnabled and $NPCList[$lefttarget].penis isnot "none" and $NPCList[$lefttarget].penis is 0 and $currentSexToyLeft.type.includes("dildo")>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to "+$NPCList[$lefttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">> <</if>> <</if>> /* Masturbate */ <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $player.vaginaExist and $currentSexToyLeft.type.includes("dildo")>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to your pussy"] to "dildoSelfPussyEntrance">> <</if>> <<if $settings.analEnabled and $currentSexToyLeft.type.includes("dildo")>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to your anus"] to "dildoSelfAnusEntrance">> <</if>> <<if $player.penisExist and $currentSexToyLeft.type.includes("stroker")>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to your penis"] to "strokerSelfPenisEntrance">> <</if>> <</if>> <</if>> <</if>> <<if _args[0] is "right">> /* rest */ <<set _rightaction["Rest"] to "heldSexToy">> /* Drop sex toy */ <<set _rightaction["Drop your "+$currentSexToyRight.name] to "dildoDrop">> /* NPC fuck */ <<if $righttarget isnot undefined and $righttarget isnot "self">> <<if $NPCList[$righttarget].vagina isnot "none" and $NPCList[$righttarget].vagina is 0 and $currentSexToyRight.type.includes("dildo")>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to "+$NPCList[$righttarget].pronouns.his+" pussy"] to "dildoOtherPussyTease">> <</if>> <<if $NPCList[$righttarget].penis isnot "none" and $NPCList[$righttarget].penis is 0 and !npcHasStrapon($righttarget) and $currentSexToyRight.type.includes("stroker")>> <<set _rightaction["Move your " + $currentSexToyRight.name + " to " + $NPCList[$righttarget].pronouns.his + " penis"] to "strokerOtherPenisTease">> <</if>> <<if $settings.analEnabled and $NPCList[$righttarget].vagina isnot "none" and $NPCList[$righttarget].vagina is 0 and $currentSexToyRight.type.includes("dildo")>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to "+$NPCList[$righttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">> <</if>> <<if $settings.analEnabled and $NPCList[$righttarget].penis isnot "none" and $NPCList[$righttarget].penis is 0 and $currentSexToyRight.type.includes("dildo")>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to "+$NPCList[$righttarget].pronouns.his+" anus"] to "dildoOtherAnusTease">> <</if>> <</if>> /* Masturbate */ <<if $worn.lower.state isnot setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $player.vaginaExist and $currentSexToyRight.type.includes("dildo")>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to your pussy"] to "dildoSelfPussyEntrance">> <</if>> <<if $settings.analEnabled and $currentSexToyRight.type.includes("dildo")>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to your anus"] to "dildoSelfAnusEntrance">> <</if>> <<if $player.penisExist and $currentSexToyRight.type.includes("stroker")>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to your penis"] to "strokerSelfPenisEntrance">> <</if>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "dildoSelfPussyEntrance">> <<if _args[0] isnot undefined>> <<if _args[0] is "left">> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_genitals_exposed and $vaginause is 0>> <<set _leftaction["Push your " + $currentSexToyLeft.name + " in"] to "dildoSelfPussy">> <</if>> <<if $_genitals_exposed and $anususe is 0>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to your anus"] to "dildoSelfAnusEntrance">> <</if>> <</if>> <<set _leftaction["Tease your pussy"] to "dildoSelfPussyEntrance">> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">> <</if>> <<if _args[0] is "right">> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_genitals_exposed and $vaginause is 0>> <<set _rightaction["Push your " + $currentSexToyRight.name + " in"] to "dildoSelfPussy">> <</if>> <<if $_genitals_exposed and $anususe is 0>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to your anus"] to "dildoSelfAnusEntrance">> <</if>> <</if>> <<set _rightaction["Tease your pussy"] to "dildoSelfPussyEntrance">> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">> <</if>> <</if>> <</widget>> <<widget "dildoSelfAnusEntrance">> <<if _args[0] isnot undefined>> <<if _args[0] is "left">> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>> <<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_anus_exposed and $anususe is 0>> <<set _leftaction["Push your " + $currentSexToyLeft.name + " in"] to "dildoSelfAnus">> <</if>> <<if $_genitals_exposed and $vaginause is 0>> <<set _leftaction["Move your "+$currentSexToyLeft.name+" to your pussy"] to "dildoSelfPussyEntrance">> <</if>> <</if>> <<set _leftaction["Tease your anus"] to "dildoSelfAnusEntrance">> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">> <</if>> <<if _args[0] is "right">> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>> <<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_anus_exposed and $anususe is 0>> <<set _rightaction["Push your " + $currentSexToyRight.name + " in"] to "dildoSelfAnus">> <</if>> <<if $_genitals_exposed and $vaginause is 0>> <<set _rightaction["Move your "+$currentSexToyRight.name+" to your pussy"] to "dildoSelfPussyEntrance">> <</if>> <</if>> <<set _rightaction["Tease your anus"] to "dildoSelfAnusEntrance">> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">> <</if>> <</if>> <</widget>> <<widget "strokerSelfPenisEntrance">> <<if _args[0] isnot undefined>> <<if _args[0] is "left">> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<if hasSexStat("promiscuity", 3) and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_genitals_exposed and $penisuse is 0>> <<set _leftaction["Penetrate your " + $currentSexToyLeft.name] to "strokerSelfPenis">> <</if>> <</if>> <<set _leftaction["Tease your penis"] to "strokerSelfPenisEntrance">> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">> <</if>> <<if _args[0] is "right">> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<if hasSexStat("promiscuity", 3) and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_genitals_exposed and $penisuse is 0>> <<set _rightaction["Penetrate your " + $currentSexToyRight.name] to "strokerSelfPenis">> <</if>> <</if>> <<set _rightaction["Tease your penis"] to "strokerSelfPenisEntrance">> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">> <</if>> <</if>> <</widget>><<widget "effectshandsclothes">> /* Unified each clothing action for both hands. To add conditionals for both hands, use: if $leftaction is $rightaction as a block inside */ <<if $leftaction is "over_upper" or $rightaction is "over_upper">> <<if $leftaction is "over_upper">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>> <<if $rightaction is "over_upper">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>> <<if $worn.over_upper.name is "naked">> You clutch the tattered remains of your clothing. <<elseif $worn.over_upper.open is 1>> <<set $worn.over_upper.exposed to 2>><<set $worn.over_upper.state_top to "midriff">> <<if $worn.upper.exposed lt 2>> You pull down your $worn.over_upper.name. <<elseif $player.breastsize gte 3>> You pull down your $worn.over_upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $worn.over_upper.name, <span class="lewd">exposing your <<breasts>>.</span> <</if>> <<overupperstrip>> <<else>> <<set $worn.over_upper.exposed to 2>><<set $worn.over_upper.state to "chest">> <<if $worn.upper.exposed lt 2>> You pull up your $worn.over_upper.name. <<elseif $player.breastsize gte 3>> You pull up your $worn.over_upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $worn.over_upper.name, <span class="lewd">exposing your <<breasts>>.</span> <</if>> <<overupperstrip>> <</if>> <</if>> <<if $leftaction is "upper" or $rightaction is "upper">> <<if $leftaction is "upper">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>> <<if $rightaction is "upper">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>> <<if $worn.upper.name is "naked">> You clutch the tattered remains of your clothing. <<elseif $worn.upper.open is 1>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state_top to "midriff">> <<if $player.breastsize gte 3>> You pull down your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $worn.upper.name, <span class="lewd">exposing your <<breasts>>.</span> <</if>> <<upperstrip>> <<else>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state to "chest">> <<if $player.breastsize gte 3>> You pull up your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $worn.upper.name, <span class="lewd">exposing your <<breasts>>.</span> <</if>> <<upperstrip>> <</if>> <</if>> <<if $leftaction is "under_upper" or $rightaction is "under_upper">> <<if $leftaction is "under_upper">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>> <<if $rightaction is "under_upper">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>> <<if $worn.under_upper.name is "naked">> You clutch the tattered remains of your clothing. <<elseif $worn.under_upper.open is 1>> <<set $worn.under_upper.exposed to 2>><<set $worn.under_upper.state_top to "midriff">> <<if $player.breastsize gte 3>> You pull down your $worn.under_upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $worn.under_upper.name, <span class="lewd">exposing your <<breasts>>.</span> <</if>> <<underupperstrip>> <<else>> <<set $worn.under_upper.exposed to 2>><<set $worn.under_upper.state to "chest">> <<if $player.breastsize gte 3>> You pull up your $worn.under_upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $worn.under_upper.name, <span class="lewd">exposing your <<breasts>>.</span> <</if>> <<underupperstrip>> <</if>> <</if>> /* Todo: over_lower here, but I don't know what the conditions should be. Please remove this comment when it's been fixed. */ <<if $leftaction is "lower" or $rightaction is "lower">> <<if $leftaction is "lower">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>> <<if $rightaction is "lower">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>> <<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <<if $worn.lower.name is "naked">> You clutch the tattered remains of your clothing. <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<set $worn.lower.skirt_down to 0>> You lift up your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span> <<lowerstrip>> <<else>> <<set $worn.lower.state to "thighs">> You pull down your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span> <<lowerstrip>> <</if>> <</if>> <<if $leftaction is "under_lower" or $rightaction is "under_lower">> <<if $leftaction is "under_lower">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>> <<if $rightaction is "under_lower">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>> <<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.exposed to 2>> <<set $worn.under_lower.state to "thighs">> /* Strapon code is here, if needed to move to the genital-clothing section */ /*<<if playerHasStrapon()>> <<if $playerPenisSizeBackup isnot undefined>> <<set $player.penissize to $playerPenisSizeBackup>> <</if>> <</if>>*/ <<if $worn.under_lower.name is "naked">> You clutch the tattered remains of your clothing. <<elseif $worn.lower.exposed gte 2>> You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span> <<underlowerstrip>> <<else>> You pull down your $worn.under_lower.name under your $worn.lower.name. <<underlowerstrip>> <</if>> <</if>> <<if $leftaction is "under_lower_to_the_side" or $rightaction is "under_lower_to_the_side">> <<if $leftaction is "under_lower_to_the_side">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>> <<if $rightaction is "under_lower_to_the_side">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>> <<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.exposed to 2>> <<set $worn.under_lower.state to "totheside">> <<if $worn.under_lower.name is "naked">> You clutch the tattered remains of your clothing. <<elseif $worn.lower.exposed gte 2>> You pull your $worn.under_lower.name to the side, <span class="lewd">exposing your <<genitals>>.</span> <<else>> You pull your $worn.under_lower.name to the side under your $worn.lower.name. <</if>> <</if>> <<if $leftaction is "mask" or $rightaction is "mask">> <<if $leftaction is "mask">><<set $leftaction to 0>><<set $leftactiondefault to "rest">><</if>> <<if $rightaction is "mask">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><</if>> <<if $worn.face.name is "naked">> You clutch the tattered remains of your mask. <<else>> You pull down your $worn.face.name, <span class="lewd">revealing your face.</span> <</if>> <<facestrip>> <</if>> <</widget>> <<widget "effectsspray">> <<if $leftaction is "spray" and $rightaction is "spray">> <<set $leftactiondefault to "lefthit">><<set $rightactiondefault to "righthit">><<set $leftaction to 0>><<set $rightaction to 0>> <<if $spray gte 2>> <<set _baseDamage to 400>> <<set $spraystat += 2>><<spray -2>><<set $speechspray to 1>> <<if $enemytype is "beast">> You hold the spray in both hands and unload a full blast in the <<beasttypes>> face. It whimpers. <<elseif $NPCList[0].fullDescription is "Ivory Wraith">> You hold the spray in both hands and unload a full blast in the figure's face. <span class="red">It doesn't even blink.</span> <<elseif $enemyno gte 2>> You hold the spray in both hands, and unload a full blast at the <<group>>. They clutch their faces. <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <<else>> You hold the spray in both hands, and unload a full blast at the assailant. <<if $NPCList[0].traits.includes("drug resistant")>> <span class="blue"><<He>> recoils, but seems to have a resistance.</span> <<else>> <<He>> clutches <<his>> face. <</if>> <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <</if>> <<effectssprayFree>> <<elseif $spray gte 1>> <<set _baseDamage to 200>> <<set $spraystat += 1>><<spray -1>><<set $speechspray to 1>> <<if $enemytype is "beast">> You spray the <<beasttype>> in the face. It whimpers. <<elseif $NPCList[0].fullDescription is "Ivory Wraith">> You spray the figure in the face. <span class="red">It doesn't even blink.</span> <<elseif $enemyno gte 2>> You spray the <<group>>. They clutch their faces. <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <<else>> You spray the assailant. <<if $NPCList[0].traits.includes("drug resistant")>> <span class="blue"><<He>> recoils, but seems to have a resistance.</span> <<else>> <<He>> clutches <<his>> face. <</if>> <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <</if>> <<effectssprayFree>> <<else>> <<if $enemytype is "beast">> You try to spray the <<beasttype>> in the face. Nothing comes out. <<elseif $enemyno gte 2>> You try to spray the <<group>>. Nothing comes out. <<else>> You try to spray the assailant. Nothing comes out. <</if>> <</if>> <<elseif $leftaction is "spray">> <<set $leftactiondefault to "lefthit">><<set $leftaction to 0>> <<if $spray gte 1>> <<set _baseDamage to 200>> <<set $spraystat += 1>><<spray -1>><<set $speechspray to 1>> <<if $enemytype is "beast">> You spray the <<beasttype>> in the face. It whimpers. <<elseif $NPCList[0].fullDescription is "Ivory Wraith">> You spray the figure in the face. <span class="red">It doesn't even blink.</span> <<elseif $enemyno gte 2>> You spray the <<group>>. They clutch their faces. <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <<else>> You spray the assailant. <<if $NPCList[0].traits.includes("drug resistant")>> <span class="blue"><<He>> recoils, but seems to have a resistance.</span> <<else>> <<He>> clutches <<his>> face. <</if>> <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <</if>> <<effectssprayFree>> <<else>> <<if $enemytype is "beast">> You try to spray the <<beasttype>> in the face. Nothing comes out. <<elseif $enemyno gte 2>> You try to spray the <<group>>. Nothing comes out. <<else>> You try to spray the assailant. Nothing comes out. <</if>> <</if>> <<elseif $rightaction is "spray">> <<set $rightactiondefault to "righthit">><<set $rightaction to 0>> <<if $spray gte 1>> <<set _baseDamage to 200>> <<set $spraystat += 1>><<spray -1>><<set $speechspray to 1>> <<if $enemytype is "beast">> You spray the <<beasttype>> in the face. It whimpers. <<elseif $NPCList[0].fullDescription is "Ivory Wraith">> You spray the figure in the face. <span class="red">It doesn't even blink.</span> <<elseif $enemyno gte 2>> You spray the <<group>>. They clutch their faces. <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <<else>> You spray the assailant. <<if $NPCList[0].traits.includes("drug resistant")>> <span class="blue"><<He>> recoils, but seems to have a resistance.</span> <<else>> <<He>> clutches <<his>> face. <</if>> <<if !$npc.includesAny("Eden", "Morgan", "Kylar", "Gwylan") and !$abomination and !["island"].includes($location)>> <<ggcrime "assault">><<crimeUp 500 "assault">> <</if>> <</if>> <<effectssprayFree>> <<else>> <<if $enemytype is "beast">> You try to spray the <<beasttype>> in the face. Nothing comes out. <<elseif $enemyno gte 2>> You try to spray the <<group>>. Nothing comes out. <<else>> You try to spray the assailant. Nothing comes out. <</if>> <</if>> <</if>> <<if _baseDamage>> <<set _totalDamage to 0>> <<set _npctodefeat to []>> <<for _npctodamage to 0; _npctodamage lt $enemynomax; _npctodamage++>> <<if $NPCList[_npctodamage].active is "active" and $NPCList[_npctodamage].stance isnot "defeated" and (!$fightTargets or $fightTargets.includes(_npctodamage))>> <<set _enemydivide to $fightTargets ? $enemyno-$fightTargets.length : $enemyno>> /* Divide damage by all current active enemies. */ <<set _thedamage to _baseDamage/_enemydivide>> <<if $NPCList[_npctodamage].fullDescription is "Ivory Wraith">> <<set _thedamage to (_thedamage / 4)>> <<elseif $NPCList[_npctodamage].traits.includes("drug resistant")>> <<set _thedamage to (_thedamage / 3)>> <</if>> <<set $NPCList[_npctodamage].health -= _thedamage>> <<set _totalDamage += _thedamage>> <<if $enemyno gte 2 and $NPCList[_npctodamage].health lte 0>> <<set _npctodefeat.push(_npctodamage)>> <</if>> <</if>> <</for>> <<for $_defeatcontroller to 0; $_defeatcontroller lt _npctodefeat.length; $_defeatcontroller++>> <<if $enemyno gte 2>> <<defeatnpc _npctodefeat[$_defeatcontroller]>> <</if>> <</for>> <<set $enemyhealth -= _totalDamage>> <</if>> <</widget>> <<widget "effectssprayFree">><<silently>> <<if $prof_spray_message>> <<set $_text_output to "Your spray was accurate. You didn't need to use a full cartridge, saving ammo.">> <<unset $prof_spray_message>> <</if>> <</silently>><<if $_text_output>><span class="green"><<print $_text_output>></span><</if>> <</widget>> <<widget "effectssteal">> <<if $leftaction is "steal" and $rightaction is "steal" and $lefttarget is $righttarget>> <<set $leftaction to 0>><<set $rightaction to 0>> <<set $leftactiondefault to "steal">><<set $rightactiondefault to "steal">> <<if $easySteal isnot 1>><<set $skulduggerydifficulty += 400>><</if>><<skulduggerycheck>> <<unset $stealstateleft>><<unset $stealstateright>> <<personselect $lefttarget>> <<if $skulduggerysuccess is 1>> <<set $stealtarget += $lefttarget>><<set $stealdifficulty += 0.2>> You rummage through the <<persons>> <<wallet $lefttarget>>. <<encountersteal>> <<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">> <<else>> <<brat 30 $lefttarget>><<set $speechsteal to 1>> You rummage inside the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away from your hands. <</if>> <</if>> <<if $leftaction is "steal">> <<set $leftactiondefault to "steal">><<set $leftaction to 0>><<skulduggerycheck>> <<personselect $lefttarget>> <<if $skulduggerysuccess is 1>> <<if $stealstateleft is undefined>> <<set $stealstateleft to 0>> You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $lefttarget>>. <<elseif $stealstateleft is 0>> <<set $stealstateleft to 1>> You open the <<persons>> <<wallet $lefttarget>>. <<elseif $stealstateleft is 1>> <<set $stealstateleft to 2>> You rummage through the <<persons>> <<wallet $lefttarget>>. <<else>> <<unset $stealstateleft>><<set $stealtarget += $lefttarget>><<set $stealdifficulty += 0.2>> You sneak your hand into the <<persons>> <<wallet $lefttarget>>. <<encountersteal>><<set $leftactiondefault to "rest">> <</if>> <<else>> <<brat 30 $lefttarget>><<set $speechsteal to 1>> <<if $stealstateleft is undefined>> You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $lefttarget>>. <<He>> isn't fooled. <<He>> shifts <<his>> valuables away from you. <<elseif $stealstateleft is 0>> You try to open the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away. <<elseif $stealstateleft is 1>> You rummage through the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away. <<else>> You sneak your hand into the <<persons>> <<wallet $lefttarget>>. <<He>> notices and shifts <<his>> valuables away. <</if>> <<unset $stealstateleft>> <</if>> <</if>> <<if $rightaction is "steal">> <<set $rightaction to 0>><<set $rightactiondefault to "steal">><<skulduggerycheck>> <<personselect $righttarget>> <<if $skulduggerysuccess is 1>> <<if $stealstateright is undefined>> <<set $stealstateright to 0>> You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $righttarget>>. <<elseif $stealstateright is 0>> <<set $stealstateright to 1>> You open the <<persons>> <<wallet $righttarget>>. <<elseif $stealstateright is 1>> <<set $stealstateright to 2>> You rummage through the <<persons>> <<wallet $righttarget>>. <<else>> <<unset $stealstateright>><<set $stealtarget += $righttarget>><<set $stealdifficulty += 0.2>> You sneak your hand into the <<persons>> <<wallet $righttarget>>. <<encountersteal>><<set $rightactiondefault to "rest">> <</if>> <<else>> <<brat 30 $righttarget>><<set $speechsteal to 1>> <<if $stealstateright is undefined>> You run your hand over the <<persons>> skin, until it rests on <<his>> <<wallet $righttarget>>. <<He>> isn't fooled. <<He>> shifts <<his>> valuables away from you. <<elseif $stealstateright is 0>> You try to open the <<persons>> <<wallet $righttarget>>. <<He>> notices and shifts <<his>> valuables away. <<elseif $stealstateright is 1>> You rummage through the <<persons>> <<wallet $righttarget>>. <<He>> notices and shifts <<his>> valuables away. <<else>> You sneak your hand into the <<persons>> <<wallet $righttarget>>. <<He>> notices and shifts <<his>> valuables away. <</if>> <<unset $stealstateright>> <</if>> <</if>> <</widget>> <<widget "effectspenwhack">> <!--todo: maybe add some botched tattoos if pen is too close --> <<if $leftaction is "penwhack">> <<set $leftaction to 0>> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_"))>> You whack the <<print $_target.lefttool>> from the <<personselect $lefttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $lefttarget>> <<else>> Anger flashes across <<his>> face. <<brat 5 $lefttarget>> <</if>> <<brat 5 $lefttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>> <<elseif $_target.righthand and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>> You whack the <<print $_target.righttool>> from the <<personselect $lefttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $lefttarget>> <<else>> Anger flashes across <<his>> face. <<brat 5 $lefttarget>> <</if>> <<brat 5 $lefttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>> <</if>> <</if>> <<if $rightaction is "penwhack">> <<set $rightaction to 0>> <<set $_target to $NPCList[$righttarget]>> <<if $_target.lefthand and ($_target.lefthand is "pen" or $_target.lefthand.startsWith("pen_"))>> You whack the <<print $_target.lefttool>> from the <<personselect $righttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $righttarget>> <<else>> Anger flashes across <<his>> face. <<brat 5 $righttarget>> <</if>> <<brat 5 $righttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>> <<elseif typeof($_target.righthand) is "string" and ($_target.righthand is "pen" or $_target.righthand.startsWith("pen_"))>> You whack the <<print $_target.righttool>> from the <<personselect $righttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $righttarget>> <<else>> Anger flashes across <<his>> face. <<brat 5 $righttarget>> <</if>> <<brat 5 $righttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>> <</if>> <</if>> <</widget>> <<widget "effectsshacklewhack">> <<if $leftaction is "shacklewhack">> <<set $leftaction to 0>> <<personselect $lefttarget>> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.lefthand is "shackle_entrance" or $_target.lefthand is "shackle_imminent">> <<combat-reset-hand "left">> <<elseif $_target.righthand is "shackle_entrance" or $_target.righthand is "shackle_imminent">> <<combat-reset-hand "right">> <</if>> You whack the shackles from <<combatpersons>> hands. <<He>> clenches <<his>> fist. <<brat 10 $lefttarget>> <</if>> <<if $rightaction is "shacklewhack">> <<set $rightaction to 0>> <<personselect $righttarget>> <<set $_target to $NPCList[$righttarget]>> <<if $_target.lefthand is "shackle_entrance" or $_target.lefthand is "shackle_imminent">> <<combat-reset-hand "left">> <<elseif $_target.righthand is "shackle_entrance" or $_target.righthand is "shackle_imminent">> <<combat-reset-hand "right">> <</if>> You whack the shackles from <<combatpersons>> hands. <<He>> clenches <<his>> fist. <<brat 10 $righttarget>> <</if>> <</widget>> <<widget "effectshypnosiswhack">> <<if $leftaction is "hypnosiswhack">> <<set $leftaction to 0>> <<personselect $lefttarget>> <<set $_target to $NPCList[$lefttarget]>> <<if $_target.lefthand and ($_target.lefthand is "hypnosis" or $_target.lefthand.startsWith("hypnosis_"))>> You whack the <<print $_target.lefttool>> from <<personselect $lefttarget>><<combatpersons>> hand. <<combat-reset-hand "left">><<set $_target.lefttool to 0>> <<elseif $_target.righthand and ($_target.righthand is "hypnosis" or $_target.righthand.startsWith("hypnosis_"))>> You whack the <<print $_target.righttool>> from <<personselect $lefttarget>><<combatpersons>> hand. <<combat-reset-hand "right">><<set $_target.righttool to 0>> <</if>> <<brat 10 $lefttarget>> <</if>> <<if $rightaction is "hypnosiswhack">> <<set $rightaction to 0>> <<personselect $righttarget>> <<set $_target to $NPCList[$righttarget]>> <<if $_target.lefthand is "hypnosis" or $_target.lefthand and $_target.lefthand.startsWith("hypnosis_")>> You whack the <<print $_target.lefttool>> from <<personselect $righttarget>><<combatpersons>> hand. <<combat-reset-hand "left">><<set $_target.lefttool to 0>> <<elseif $_target.righthand is "hypnosis" or $_target.righthand and $_target.righthand.startsWith("hypnosis_")>> You whack the <<print $_target.righttool>> from <<personselect $righttarget>><<combatpersons>> hand. <<combat-reset-hand "right">><<set $_target.righttool to 0>> <</if>> <<brat 10 $righttarget>> <</if>> <</widget>> <<widget "effectsdildowhack">> <<if $leftaction is "dildowhack">> <<set $leftaction to 0>> <<set $_target to $NPCList[$lefttarget]>> <<if typeof($_target.lefthand) is "string" and $_target.lefthand.includes("dildo")>> You whack the <<print $_target.lefttool>> from the <<personselect $lefttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Kylar" and C.npc.Kylar.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $lefttarget>> <<elseif $consensual is 1>> Disappointment flashes across <<his>> face. <<brat 2 $lefttarget>> <<else>> Anger flashes across <<his>> face. <<brat 5 $lefttarget>> <</if>> <<brat 5 $lefttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>> <<elseif typeof($_target.righthand) is "string" and $_target.righthand.includes("dildo")>> You whack the <<print $_target.righttool>> from the <<personselect $lefttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Robin" and C.npc.Robin.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $lefttarget>> <<elseif $consensual is 1>> Disappointment flashes across <<his>> face. <<else>> Anger flashes across <<his>> face. <<brat 5 $lefttarget>> <</if>> <<brat 5 $lefttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>> <</if>> <</if>> <<if $rightaction is "dildowhack">> <<set $rightaction to 0>> <<set $_target to $NPCList[$righttarget]>> <<if typeof($_target.lefthand) is "string" and $_target.lefthand.includes("dildo")>> You whack the <<print $_target.lefttool>> from the <<personselect $righttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Robin" and C.npc.Robin.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $righttarget>> <<elseif $consensual is 1>> Disappointment flashes across <<his>> face. <<brat 2 $righttarget>> <<else>> Anger flashes across <<his>> face. <<brat 5 $righttarget>> <</if>> <<brat 5 $righttarget>><<set $_target.lefthand to 0>><<set $_target.lefttool to 0>> <<elseif typeof($_target.righthand) is "string" and $_target.righthand.includes("dildo")>> You whack the <<print $_target.righttool>> from the <<personselect $righttarget>><<persons>> hand. <<if $_target.fullDescription is "Sydney" or ($_target.fullDescription is "Robin" and C.npc.Robin.rage lte 35) or $_target.type is "plant">> <<He>> pouts at you. <<brat 2 $righttarget>> <<elseif $consensual is 1>> Disappointment flashes across <<his>> face. <<brat 2 $righttarget>> <<else>> Anger flashes across <<his>> face. <<brat 5 $righttarget>> <</if>> <<brat 5 $righttarget>><<set $_target.righthand to 0>><<set $_target.righttool to 0>> <</if>> <</if>> <</widget>> <<widget "effectshandsfreeface">> <<if $leftaction is "freeface" or $rightaction is "freeface">> <<if $leftaction is "freeface" and $rightaction is "freeface">> <<set $leftaction to 0>><<set $leftactiondefault to "freeface">> <<set $rightaction to 0>><<set $rightactiondefault to "freeface">> <<set _freestrength to 2.5>> You try to use both hands to free your face, <<elseif $leftaction is "freeface">> <<set $leftaction to 0>><<set $leftactiondefault to "freeface">> <<set _freestrength to 1>> You try to use your hand to free your face, <<elseif $rightaction is "freeface">> <<set $rightaction to 0>><<set $rightactiondefault to "freeface">> <<set _freestrength to 1>> You try to use your hand to free your face, <</if>> <<set _npc to $NPCList[$mouthtarget]>><<personselect $mouthtarget>> <<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>> <<willpowerdifficulty _nectarDifficulty $willpowermax "silent">> <<if (($mouthuse is "facesit" and $mouthstate is "vagina") or ["nipple","breasts"].includes($mouthstate)) and (_npc.type is "plant") and !$willpowerSuccess>> <span class="red">but you can't tear yourself from the sweet nectar.</span> <<if $mouthstate is "nipple">> You desperately suck <<his>> _npc.breastdesc. <<elseif $mouthstate is "breasts">> You push your face back into <<his>> _npc.breastdesc. <<else>> You desperately lick the pussy pressing into your face. <</if>> <<willpower 1>> <<else>> <<if (1000 - ($rng * 10) - ((currentSkillValue('physique') / $physiquemax * 100) * _freestrength) + ($enemyanger * 0.5)) lte (200 + $enemytrust)>> <span class="green"> <<if $mouthuse is "facesit">> <<print either( "and manage to wrestle <<him>> off of your face.", "and lift <<his>> hips enough for you to escape out from under <<him>>.", "and manage to tip <<him>> off of your face." )>> <<set _npc.vagina to 0>><<set _npc.location.genitals to 0>> <<elseif $mouthstate is "nipple">> <<print either( "and manage to extricate your mouth from <<his>> _npc.breastdesc.", "and push <<his>> nipple out of your mouth, pushing away <<his>> _npc.breastdesc.", "and manage to shove <<his>> _npc.breastdesc out of your face, freeing your mouth." )>> <<set _npc.chest to 0>><<set _npc.location.head to 0>> <<if _npc.lefthand is "head_nipples">> <<set _npc.lefthand to 0>> <</if>> <<if _npc.righthand is "head_nipples">> <<set _npc.righthand to 0>> <</if>> <<elseif $mouthstate is "breasts">> <<print either( "and manage to free your face from <<if _npc.breastsize gte 6>>in between <</if>><<his>> _npc.breastsdesc.", "and wriggle out from <<if _npc.breastsize gte 6>>in between <</if>><<his>> _npc.breastsdesc.", "and <<if _npc.breastsize lt 6>>shove<<else>>heave<</if>> <<his>> _npc.breastsdesc away from your face." )>> <<set _npc.chest to 0>><<set _npc.location.head to 0>> <<if _npc.lefthand is "head_breasts">> <<set _npc.lefthand to 0>> <</if>> <<if _npc.righthand is "head_breasts">> <<set _npc.righthand to 0>> <</if>> <<elseif ["lefthand", "righthand"].includes($mouthuse)>> <<print either( "and manage to wrench <<his>> hand off of your mouth.", "and wrestle <<his>> hand away from your face.", "and twist out of <<his>> grip, freeing your mouth." )>> <<if _npc.lefthand is "mouth">> <<set _npc.lefthand to 0>> <</if>> <<if _npc.righthand is "mouth">> <<set _npc.righthand to 0>> <</if>> <<elseif $mouthstate is "otheranus">> <<print either( "and push <<his>> ass away from your face.", "and manage to shove <<his>> ass from off of your face.", "and wrestle <<him>> and <<his>> ass away from your mouth." )>> <<if _npc.penis is "mouthotheranus">> <<set _npc.penis to 0>> <</if>> <<if _npc.vagina is "mouthotheranus">> <<set _npc.vagina to 0>> <</if>> <<set _npc.location.genitals to 0>> <</if>> </span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>><<set $head to 0>> <<brat 4>><<brat 1>> <<else>> <span class="red"> <<if $mouthuse is "facesit">> <<if $rng % 4 == 0 and (_npc.lefthand is 0 or _npc.righthand is 0)>> <<if _npc.lefthand is 0>> <<set _npc.lefthand to "arms">> <<else>> <<set _npc.righthand to "arms">> <</if>> <<if $leftactiondefault is "freeface">> <<set $leftarm to "grappled">> <</if>> <<if $rightactiondefault is "freeface">> <<set $rightarm to "grappled">> <</if>> <<if _freestrength is 1>> however, <<he>> seizes your arm and traps it against <<his>> thigh. <<else>> however, <<he>> grabs your arms and pins them against <<his>> thighs. <</if>> <<else>> <<print either( "but you can't budge <<his>> weight from off of your face.", "but <<he>> settles <<himself>> down more firmly on your face.", "but <<he>> adjusts <<his>> position and sits down harder." )>> <</if>> <<elseif $mouthstate is "nipple">> <<if $rng % 4 == 0>> however, <<he>> shoves <<his>> _npc.breastdesc forcefully into your face, forcing <<his>> nipple further into your protesting mouth. <<violence 3>> <<else>> <<print either( "but cannot remove <<his>> _npc.breastdesc from your mouth.", "but <<his>> nipple remains firmly plugged into your mouth.", "but aren't able to push <<his>> _npc.breastdesc out of your mouth." )>> <</if>> <<elseif $mouthstate is "breasts">> <<if $rng % 4 == 0>> <<if _npc.breastsize gte 6>> however, <<he>> more firmly squashes your face between <<his>> _npc.breastsdesc. <<violence 4>><<bruise face>> <<else>> however, <<he>> more firmly shoves your face against <<his>> _npc.breastsdesc. <<violence 1>> <</if>> <<else>> <<print either( "but cannot escape <<his>> _npc.breastsdesc.", "but <<his>> _npc.breastsdesc continue to <<if _npc.breastsize gte 6>>engulf<<else>>press against<</if>> your face.", "but aren't able to push <<his>> _npc.breastsdesc away from your face." )>> <</if>> <<elseif ["lefthand", "righthand"].includes($mouthuse)>> <<if $rng % 4 == 0>> but <<he>> more firmly clamps down on your mouth, digging <<his>> nails into your face in <<his>> effort to keep hold. <<violence 3>><<bruise face>> <<else>> <<print either( "but you can't pull <<his>> hand away.", "but <<his>> hand stays firm over your mouth.", "but you can't prise <<his>> hand from off of your mouth." )>> <</if>> <<elseif $mouthstate is "otheranus">> <<if $rng % 4 == 0>> but <<he>> swats your hand away and cuffs you around the head. <<violence 1>><<bruise face>> <<else>> <<print either( "but you aren't able to move <<him>> away.", "but <<his>> ass remains pressed against your lips.", "but you can't keep <<him>> away from your face." )>> <</if>> <</if>> </span> <<brat 2>> <</if>> <</if>> <</if>> <</widget>> <<widget "effectshandpull">> <<if $leftaction is "handpullpenis" or $rightaction is "handpullpenis">> <<if $leftaction is "handpullpenis" and $rightaction is "handpullpenis">> <<set $leftaction to 0>><<set $leftactiondefault to "handpullpenis">> <<set $rightaction to 0>><<set $rightactiondefault to "handpullpenis">> <<personselect $lefttarget>><<set $_handPullDifficulty to 500>> <<elseif $leftaction is "handpullpenis">> <<set $leftaction to 0>><<set $leftactiondefault to "handpullpenis">> <<personselect $lefttarget>><<set $_handPullDifficulty to 1000>> <<else>> <<set $rightaction to 0>><<set $rightactiondefault to "handpullpenis">> <<personselect $righttarget>><<set $_handPullDifficulty to 1000>> <</if>> <<brat 1>> <<if combatSkillCheck("hand", _n, $NPCList[_n].fullDescription, $_handPullDifficulty)>> You grasp <<combatpersons>> wrist, <<if $penisstate is "otherhand">> <span class="green">and pry <<his>> fingers off your <<penis>>.</span> <<else>> <span class="green">and pull it off your crotch.</span> <</if>> <<if $NPCList[_n].lefthand and $NPCList[_n].lefthand.startsWith("penis")>> <<combat-reset-hand "left">> <<else>> <<combat-reset-hand "right">> <</if>> <<set $penisuse to 0>><<set $penisstate to 0>> <<else>> You try to grab <<combatpersons>> wrist, <<if $penisstate is "otherhand">> <span class="red">but <<he>> tightens <<his>> grip in retaliation.</span> <<else>> <span class="red">but <<he>> swats your hand away and resumes <<his>> stroking.</span> <</if>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <<violence 1>> <</if>> <</if>> <<if $leftaction is "handpullvagina" or $rightaction is "handpullvagina">> <<if $leftaction is "handpullvagina" and $rightaction is "handpullvagina">> <<set $leftaction to 0>><<set $leftactiondefault to "handpullvagina">> <<set $rightaction to 0>><<set $rightactiondefault to "handpullvagina">> <<personselect $lefttarget>><<set $_handPullDifficulty to 500>> <<elseif $leftaction is "handpullvagina">> <<set $leftaction to 0>><<set $leftactiondefault to "handpullvagina">> <<personselect $lefttarget>><<set $_handPullDifficulty to 1000>> <<else>> <<set $rightaction to 0>><<set $rightactiondefault to "handpullvagina">> <<personselect $righttarget>><<set $_handPullDifficulty to 1000>> <</if>> <<brat 1>> <<if combatSkillCheck("hand", _n, $NPCList[_n].fullDescription, $_handPullDifficulty)>> You grasp <<combatpersons>> wrist, <<if $vaginastate is "otherhand">> <span class="green">and pry <<his>> fingers out of your <<pussy>>.</span> <<else>> <span class="green">and pull it off your crotch.</span> <</if>> <<if $NPCList[_n].lefthand and $NPCList[_n].lefthand.startsWith("vagina")>> <<combat-reset-hand "left">> <<else>> <<combat-reset-hand "right">> <</if>> <<set $vaginause to 0>><<set $vaginastate to 0>> <<else>> You try to grab <<combatpersons>> wrist, <<if $vaginastate is "otherhand">> <span class="red">but <<he>> jams <<his>> fingers deeper in retaliation.</span> <<else>> <span class="red">but <<he>> swats your hand away and resumes <<his>> stroking.</span> <</if>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <<violence 1>> <</if>> <</if>> <<if $leftaction is "handpullanus" or $rightaction is "handpullanus">> <<if $leftaction is "handpullanus" and $rightaction is "handpullanus">> <<set $leftaction to 0>><<set $leftactiondefault to "handpullanus">> <<set $rightaction to 0>><<set $rightactiondefault to "handpullanus">> <<personselect $lefttarget>><<set $_handPullDifficulty to 500>> <<elseif $leftaction is "handpullanus">> <<set $leftaction to 0>><<set $leftactiondefault to "handpullanus">> <<personselect $lefttarget>><<set $_handPullDifficulty to 1000>> <<else>> <<set $rightaction to 0>><<set $rightactiondefault to "handpullanus">> <<personselect $righttarget>><<set $_handPullDifficulty to 1000>> <</if>> <<brat 1>> <<if combatSkillCheck("hand", _n, $NPCList[_n].fullDescription, $_handPullDifficulty)>> You grasp <<combatpersons>> wrist, <<if $anusstate is "otherhand">> <span class="green">and pry <<his>> fingers out of your asshole.</span> <<else>> <span class="green">and pull it off your <<bottom>>.</span> <</if>> <<if $NPCList[_n].lefthand and $NPCList[_n].lefthand.startsWith("anus")>> <<combat-reset-hand "left">> <<else>> <<combat-reset-hand "right">> <</if>> <<set $anususe to 0>><<set $anusstate to 0>> <<else>> You try to grab <<combatpersons>> wrist, <<if $anusstate is "otherhand">> <span class="red">but <<he>> jams <<his>> fingers deeper in retaliation.</span> <<else>> <span class="red">but <<he>> swats your hand away and resumes <<his>> stroking.</span> <</if>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <<violence 1>> <</if>> <</if>> <</widget>> <<widget "hand_section">> <!-- This widget is for NPC hands. --> <!-- Section for widgets that have special output when both hands are performing the same action. --> <!-- These widgets should set _bothHandsUsed to true when they are done if you want them to only run once. --> <<if $NPCList[_n].lefthand is $NPCList[_n].righthand>> <<set $_bothHandsUsed to true>> <<switch $NPCList[_n].lefthand>> <<case "throat">> <<combat-hand-on-throat>> <<case "mask">> <<combat-hand-on-mask "both" "hands">> <<case "genitals">> <<combat-hand-on-chastity "both">> <<default>> <<set $_bothHandsUsed to false>> <</switch>> <</if>> <<if !$_bothHandsUsed>> <<if random(0,1) is 1>> <<hand_section_two "left">> <<hand_section_two "right">> <<else>> <<hand_section_two "right">> <<hand_section_two "left">> <</if>> <</if>> <</widget>> <<widget "hand_section_two">> <<rng>> <<set $_hand to _args[0]>> <<set $_npcHand to $NPCList[_n][$_hand + "hand"]>> <!-- Note for future coders: this is an EXCEPTION because there are a LOT of pen_x states, and this is the best way to handle it. --> <!-- If you are adding new states, add them to the switch. Do your BEST to NOT ADD EXTRA CODE TO THIS WIDGET outside of the switch. --> <<if $_npcHand isnot 0 and $_npcHand.startsWith("pen_")>> <<set $_penbodypart to $_npcHand.slice(4)>> <<set $_npcHand to "pen_">> <</if>> <<switch $_npcHand>> <<case "none" "idle">> <<case "spank">> <<combat-spank $_hand>> <<case "handhold">> <<combat-hand-on-hand $_hand>> <<case "arms">> <<combat-hand-on-arms $_hand>> <<case "leftarm">> <<combat-hand-on-one-arm $_hand "left">> <<case "rightarm">> <<combat-hand-on-one-arm $_hand "right">> <<case "vaginaentrance">> <<combat-hand-on-vaginaentrance $_hand>> <<case "penisentrance">> <<combat-hand-on-penisentrance $_hand>> <<case "vagina">> <<combat-hand-on-vagina $_hand>> <<case "penis">> <<combat-hand-on-penis $_hand>> <<case "anusentrance">> <<combat-hand-on-anusentrance $_hand>> <<case "anus">> <<combat-hand-on-anus $_hand>> <<case "bottom">> <<combat-hand-on-bottom $_hand>> <<case "throat">> <<combat-hand-on-throat $_hand>> <<case "mouth">> <<combat-hand-on-mouth $_hand>> <<case "hair">> <<combat-hand-on-hair $_hand>> <<case "genitals">> <<combat-hand-on-chastity $_hand>> <<case "underlowerclothes">> <<combat-hand-on-clothes "under_lower" $_hand>> <<case "underupperclothes">> <<combat-hand-on-clothes "under_upper" $_hand>> <<case "lowerclothes">> <<combat-hand-on-clothes "lower" $_hand>> <<case "upperclothes">> <<combat-hand-on-clothes "upper" $_hand>> <<case "overlowerclothes">> <<combat-hand-on-clothes "over_lower" $_hand>> <<case "overupperclothes">> <<combat-hand-on-clothes "over_upper" $_hand>> <<case "head_nipples">> <<combat-hand-on-head_nipples $_hand>> <<case "head_breasts">> <<combat-hand-on-head_breasts $_hand>> <<case "mask">> <<combat-hand-on-mask $_hand "hand">> <<case "pen">> <<bodywriting_npc_bodypart $_hand $NPCList[_n][$_hand + "tool"]>> <<case "pen_">> <<combat-pen-on-bodypart $_hand $_penbodypart>> <<case "lube">> <<combat-hand-on-lube $_hand>> <<case "shoes">> <<combat-hand-on-shoes $_hand>> <<case "socks">> <<combat-hand-on-socks $_hand>> <<case "shackle_imminent">> <<combat-hand-on-shackle $_hand>> <<case "shackle_entrance">> <<combat-hand-on-shackle-imminent $_hand>> <<case "dildo_reveal">> <<combat-reveal-sextoy $_hand>> <<case "dildo">> <<combat-hand-on-sextoy $_hand>> <<case "stroker">> <<combat-stroker-on-penisentrance $_hand>> <<case "vaginadildo">> <<combat-dildo-on-vagina $_hand>> <<case "anusdildo">> <<combat-dildo-on-anus $_hand>> <<case "penisdildo">> <<combat-dildo-on-penis $_hand>> <<case "penisstroker">> <<combat-stroker-on-penis $_hand>> <<case "buttplug">> <<combat-hand-on-buttplug $_hand>> <<case "hypnosis">> <<combat-hand-hypnosis $_hand>> <<case "hypnosis_scream">> <<combat-hand-hypnosis-scream $_hand>> <<case "hypnosis_cover">> <<combat-hand-hypnosis-cover $_hand>> <<case "hypnosis_orgasm">> <<combat-hand-hypnosis-orgasm $_hand>> <<case "hypnosis_masochism">> <<combat-hand-hypnosis-masochism $_hand>> <<case "hypnosis_devotion">> <<combat-hand-hypnosis-devotion $_hand>> <<case 0>> <<combat-set-hand-start $_hand>> <<default>> <<run console.error("NPC hand action unaccounted for! Hand: " + $_hand + " Value: " + $_npcHand)>> <<run throw new Error("NPC hand action unaccounted for! Hand: " + $_hand + " Value: " + $_npcHand)>> <</switch>> <</widget>> <<widget "effectsremovebuttplug">> <<if !playerChastity("anus")>> <<if $leftaction is "removebuttplug" and playerHasButtPlug()>> <<set $leftaction to 0>> You remove your $worn.butt_plug.name, exposing your anus. <<set $worn.butt_plug.state to "removed">> <<elseif $rightaction is "removebuttplug" and playerHasButtPlug()>> <<set $rightaction to 0>> You remove your $worn.butt_plug.name, exposing your anus. <<set $worn.butt_plug.state to "removed">> <</if>> <</if>> <</widget>> <<widget "effectsPickupSexToy">> /* Start with a sex toy: Before combat do this: <<set $leftarm to "heldSexToy">><<set $currentSexToyLeft to clone(setup.sextoys[0])>> */ /* That will effectively mimic this widget so that a player starts combat holding a dildo(setup.sextoys[0]) */ <<if $leftaction is "pickupSexToy" and $rightaction is "pickupSexToy" and $selectedItemRight.name is $selectedItemLeft.name>> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to "heldSexToy">> <<set $currentSexToyRight to $selectedItemRight>><<set $dildoreveal to 1>> You retrieve your $currentSexToyRight.name and hold it with your right hand. <<else>> <<if $leftaction is "pickupSexToy" and $selectedItemLeft>> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to "heldSexToy">> <<set $currentSexToyLeft to $selectedItemLeft>><<set $dildoreveal to 1>> You retrieve your $currentSexToyLeft.name with your left hand. <</if>> <<if $rightaction is "pickupSexToy" and $selectedItemRight>> <<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to "heldSexToy">> <<set $currentSexToyRight to $selectedItemRight>><<set $dildoreveal to 1>> You retrieve your $currentSexToyRight.name with your right hand. <</if>> <</if>> <</widget>> <<widget "effectsDropSexToy">> <<if $leftaction is "dildoDrop" and $rightaction is "dildoDrop">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop your sex toys. <<unset $currentSexToyLeft>><<unset $currentSexToyRight>> <<else>> <<if $leftaction is "dildoDrop">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>> You drop your $currentSexToyLeft.name in your left hand. <<unset $currentSexToyLeft>> <</if>> <<if $rightaction is "dildoDrop">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop your $currentSexToyRight.name in your right hand. <<unset $currentSexToyRight>> <</if>> <</if>> <<if $leftaction is "dildoDropLeft" and $rightaction is "dildoDropRight">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop your sex toys. <<unset $currentSexToyLeft>><<unset $currentSexToyRight>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if ["leftDildo","leftDildoTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["leftDildo","leftDildoTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <<if ["rightDildo","rightDildoTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["rightDildo","rightDildoTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <<else>> <<if $leftaction is "dildoDropLeft">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>> You drop your $currentSexToyLeft.name in your left hand. <<unset $currentSexToyLeft>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if $NPCList[$_i].vagina is "leftDildo">> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if $NPCList[$_i].penis is "leftDildo">> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <</if>> <<if $rightaction is "dildoDropRight">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop your $currentSexToyRight.name in your right hand. <<unset $currentSexToyRight>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if $NPCList[$_i].vagina is "rightDildo">> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if $NPCList[$_i].penis is "rightDildo">> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <</if>> <</if>> <<if $leftaction is "dildoDropAnusLeft" and $rightaction is "dildoDropAnusRight">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop your sex toys. <<unset $currentSexToyLeft>><<unset $currentSexToyRight>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <<else>> <<if ["dildoDropAnusLeft","dildoDropAnusTeaseLeft"].includes($leftaction)>> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>> You drop your $currentSexToyLeft.name in your left hand. <<unset $currentSexToyLeft>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["leftDildoAnus","leftDildoAnusTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <</if>> <<if ["dildoDropAnusRight","dildoDropAnusTeaseRight"].includes($rightaction)>> <<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop your $currentSexToyRight.name in your right hand. <<unset $currentSexToyRight>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["rightDildoAnus","rightDildoAnusTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <</if>> <</if>> <<if $leftaction is "strokerDropLeft" and $rightaction is "strokerDropRight">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>><<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop your sex toys. <<unset $currentSexToyLeft>><<unset $currentSexToyRight>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if ["leftStroker","leftStrokerTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["leftStroker","leftStrokerTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <<if ["rightStroker","rightStrokerTease"].includes($NPCList[$_i].vagina)>> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if ["rightStroker","rightStrokerTease"].includes($NPCList[$_i].penis)>> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <<else>> <<if $leftaction is "strokerDropLeft">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $leftarm to 0>> You drop the $currentSexToyLeft.name in your left hand. <<unset $currentSexToyLeft>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if $NPCList[$_i].vagina is "leftStroker">> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if $NPCList[$_i].penis is "leftStroker">> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <<if $penisuse is "strokerSelfPenis">> <<set $penisuse to 0>><<set $penisstate to 0>> <</if>> <</if>> <<if $rightaction is "strokerDropRight">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">><<set $rightarm to 0>> You drop the $currentSexToyRight.name in your right hand. <<unset $currentSexToyRight>> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if $NPCList[$_i].vagina is "rightStroker">> <<set $NPCList[$_i].vagina to 0>> <</if>> <<if $NPCList[$_i].penis is "rightStroker">> <<set $NPCList[$_i].penis to 0>> <</if>> <</for>> <<if $penisuse is "strokerSelfPenis">> <<set $penisuse to 0>><<set $penisstate to 0>> <</if>> <</if>> <</if>> <</widget>> <<widget "effectsCoverVagina">> <<if _args[1] is "lewd">> <<set $_hypnosis to "lewd">> <<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>> <<set $_hypnosis to "accepted">> <<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>> <<set $_hypnosis to "forced">> <</if>> <<switch _args[0]>> <<case "both">> <<set $_hands to "hands">> <<set $leftactiondefault to $leftaction>> <<set $rightactiondefault to $rightaction>> <<set $leftaction to 0>><<set $rightaction to 0>> <<if $_hypnosis is "forced">> <<set $leftarm to 0>><<set $rightarm to 0>><<set $vaginause to 0>> <<set $leftactiondefault to "leftstopvagina">> <<set $rightactiondefault to "rightstopvagina">> <<elseif $_hypnosis>> <<set $leftarm to "vagina">><<set $rightarm to "vagina">><<set $vaginause to "cover">> <<set $leftactiondefault to "leftcovervaginalewd">> <<set $rightactiondefault to "rightcovervaginalewd">> <<else>> <<brat 2>><<set $leftarm to "vagina">><<set $rightarm to "vagina">><<set $vaginause to "cover">><<set $speechcovervagina to 1>> <</if>> <<case "left">> <<set $_hands to _args[0] + " hand">> <<set $leftactiondefault to $leftaction>> <<set $leftaction to 0>> <<if $_hypnosis is "forced">> <<set $leftarm to 0>><<if !$rightactiondefault.includes("leftcovervagina")>><<set $vaginause to 0>><</if>> <<set $leftactiondefault to "leftstopvagina">> <<elseif $_hypnosis>> <<set $leftarm to "vagina">><<set $vaginause to "cover">> <<set $leftactiondefault to "leftcovervaginalewd">> <<else>> <<brat 1>><<set $leftarm to "vagina">><<set $vaginause to "cover">><<set $speechcovervagina to 1>> <</if>> <<case "right">> <<set $_hands to _args[0] + " hand">> <<set $rightactiondefault to $rightaction>> <<set $rightaction to 0>> <<if $_hypnosis is "forced">> <<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcovervagina")>><<set $vaginause to 0>><</if>> <<set $rightactiondefault to "rightstopvagina">> <<elseif $_hypnosis>> <<set $rightarm to "vagina">><<set $vaginause to "cover">> <<set $rightactiondefault to "rightcovervaginalewd">> <<else>> <<brat 1>><<set $rightarm to "vagina">><<set $vaginause to "cover">><<set $speechcovervagina to 1>> <</if>> <</switch>> <<if playerChastity("vagina")>> <<set $_genital to $worn.genitals.name>> <<else>> <<set $_genital to "pussy">> <</if>> <<if _args[1] is "lewd">> <<if $worn.genitals.name is "chastity parasite">> You squeeze your chastity parasite, enjoying the waves of pleasure moving through your body. <<if _args[0] is "both">> <<arousal 500 "genitals">> <<else>> <<arousal 250 "genitals">> <</if>> <<if !$stalk_end>> <<submission 5>><<set _stalkNoRunning to "chastity parasite">> <</if>> <<elseif playerChastity("vagina")>> You caress your inner thighs. <<elseif _args[0] is "both">> You tease your pussy, spreading it open with your <<print $_hands>>. <<else>> You tease your pussy with your <<print $_hands>>, pointing at it. <</if>> <<submission 1>><<set $speechcamerapose to 1>> <<elseif $_hypnosis>> You intend to cover your vagina, <<if $_hypnosis is "accepted">> <<hypnosisText 'but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>'>> <<else>> <<hypnosisText '<span class="pink">but the thought is snatched from your mind and replaced with another.</span>'>> <</if>> <<if $worn.genitals.name is "chastity parasite">> You gently squeeze your chastity parasite, it sends a wave of pleasure through your body. <<if _args[0] is "both">> <<arousal 400 "genitals">> <<else>> <<arousal 200 "genitals">> <</if>> <<if !$stalk_end>> <<meek 5>><<set _stalkNoRunning to "chastity parasite">> <</if>> <<elseif playerChastity("vagina")>> You gently caress your inner thighs. <<elseif _args[0] is "both">> You gently tease your pussy, spreading it open with your <<print $_hands>>. <<else>> You gently tease your pussy with your <<print $_hands>>, pointing at it. <</if>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>> <<if $_hypnosis is "forced" and $daily.stalkWillpower lt 20>> <<gwillpower>><<willpower 1>> <<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>> <</if>> <<else>> You <<if $hypnosis_traits.cover gte 1>> <span class="green">resist the intrusive thoughts</span> and <</if>> <<if ($worn.lower.name is "towel skirt" or $worn.lower.name is "large towel bottom") and $worn.lower.state is "waist">> cover your <<print $_genital>> with your <<print $_hands>>, tugging the towel further over it. <<else>> cover your <<print $_genital>> with your <<print $_hands>>. <</if>> <</if>> <</widget>> <<widget "effectsCoverPenis">> <<if _args[1] is "lewd">> <<set $_hypnosis to "lewd">> <<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>> <<set $_hypnosis to "accepted">> <<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>> <<set $_hypnosis to "forced">> <</if>> <<switch _args[0]>> <<case "both">> <<set $_hands to "hands">> <<set $leftactiondefault to $leftaction>> <<set $rightactiondefault to $rightaction>> <<set $leftaction to 0>><<set $rightaction to 0>> <<if $_hypnosis is "forced">> <<set $leftarm to 0>><<set $rightarm to 0>><<set $penisuse to 0>> <<set $leftactiondefault to "leftstopcoverpenis">> <<set $rightactiondefault to "rightstopcoverpenis">> <<elseif $_hypnosis>> <<set $leftarm to "coverpenis">><<set $rightarm to "coverpenis">><<set $penisuse to "cover">> <<set $leftactiondefault to "leftcoverpenislewd">> <<set $rightactiondefault to "rightcoverpenislewd">> <<else>> <<brat 2>><<set $leftarm to "coverpenis">><<set $rightarm to "coverpenis">><<set $penisuse to "cover">><<set $speechcoverpenis to 1>> <</if>> <<case "left">> <<set $_hands to _args[0] + " hand">> <<set $leftactiondefault to $leftaction>> <<set $leftaction to 0>> <<if $_hypnosis is "forced">> <<set $leftarm to 0>><<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcoverpenis")>><<set $penisuse to 0>><</if>> <<set $leftactiondefault to "leftstopcoverpenis">> <<set $rightactiondefault to "rightstopcoverpenis">> <<elseif $_hypnosis>> <<set $leftarm to "coverpenis">><<set $rightarm to "coverpenis">><<set $penisuse to "cover">> <<set $leftactiondefault to "leftcoverpenislewd">> <<set $rightactiondefault to "rightcoverpenislewd">> <<else>> <<brat 1>><<set $leftarm to "coverpenis">><<set $penisuse to "cover">><<set $speechcoverpenis to 1>> <</if>> <<case "right">> <<set $_hands to _args[0] + " hand">> <<set $rightactiondefault to $rightaction>> <<set $rightaction to 0>> <<if $_hypnosis is "forced">> <<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcoverpenis")>><<set $penisuse to 0>><</if>> <<set $rightactiondefault to "rightstopcoverpenis">> <<elseif $_hypnosis>> <<set $rightarm to "coverpenis">><<set $penisuse to "cover">> <<set $rightactiondefault to "rightcoverpenislewd">> <<else>> <<brat 1>><<set $rightarm to "coverpenis">><<set $penisuse to "cover">><<set $speechcoverpenis to 1>> <</if>> <</switch>> <<if playerChastity("penis")>> <<set $_genital to $worn.genitals.name>> <<else>> <<set $_genital to "penis">> <</if>> <<if _args[1] is "lewd">> <<if $worn.genitals.name is "chastity parasite">> You squeeze your chastity parasite, enjoying the waves of pleasure moving through your body. <<if _args[0] is "both">> <<arousal 500 "genitals">> <<else>> <<arousal 250 "genitals">> <</if>> <<if !$stalk_end>> <<submission 5>><<set _stalkNoRunning to "chastity parasite">> <</if>> <<elseif playerChastity("penis")>> You caress your inner thighs. <<elseif _args[0] is "both">> You tease your penis, tracing a finger down the length with one hand and circling the tip with another. <<else>> You tease your penis with your left hand, tracing a finger down the length. <</if>> <<submission 1>><<set $speechcamerapose to 1>> <<elseif $_hypnosis>> You intend to cover your penis, <<if $_hypnosis is "accepted">> <<hypnosisText 'but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>'>> <<else>> <<hypnosisText '<span class="pink">but the thought is snatched from your mind and replaced with another.</span>'>> <</if>> <<if $worn.genitals.name is "chastity parasite">> You gently squeeze your chastity parasite, it sends a wave of pleasure through your body. <<if _args[0] is "both">> <<arousal 400 "genitals">> <<else>> <<arousal 200 "genitals">> <</if>> <<if !$stalk_end>> <<meek 5>><<set _stalkNoRunning to "chastity parasite">> <</if>> <<elseif playerChastity("penis")>> You gently caress your inner thighs. <<elseif _args[0] is "both">> You gently tease your penis, tracing a finger down the length with one hand and circling the tip with another. <<else>> You gently tease your penis with your left hand, tracing a finger down the length. <</if>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>> <<if $_hypnosis is "forced" and $daily.stalkWillpower lt 20>> <<gwillpower>><<willpower 1>> <<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>> <</if>> <<else>> You <<if $hypnosis_traits.cover gte 1>> <span class="green">resist intrusive thoughts</span> and <</if>> <<if ($worn.lower.name is "towel skirt" or $worn.lower.name is "large towel bottom") and $worn.lower.state is "waist">> cover your <<print $_genital>> with your <<print $_hands>>, tugging the towel further over it. <<else>> cover your <<print $_genital>> with your <<print $_hands>>. <</if>> <</if>> <</widget>> <<widget "effectsCoverAnus">> <<if _args[1] is "lewd">> <<set $_hypnosis to "lewd">> <<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>> <<set $_hypnosis to "accepted">> <<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>> <<set $_hypnosis to "forced">> <</if>> <<switch _args[0]>> <<case "both">> <<set $_hands to "hands">> <<set $leftactiondefault to $leftaction>> <<set $rightactiondefault to $rightaction>> <<set $leftaction to 0>><<set $rightaction to 0>> <<if $_hypnosis is "forced">> <<set $leftarm to 0>><<set $rightarm to 0>><<set $anususe to 0>> <<set $leftactiondefault to "leftstopanus">> <<set $rightactiondefault to "rightstopanus">> <<elseif $_hypnosis>> <<set $leftarm to "anus">><<set $rightarm to "anus">><<set $anususe to "cover">> <<set $leftactiondefault to "leftcoveranuslewd">> <<set $rightactiondefault to "rightcoveranuslewd">> <<else>> <<brat 2>><<set $leftarm to "anus">><<set $rightarm to "anus">><<set $anususe to "cover">> <</if>> <<case "left">> <<set $_hands to _args[0] + " hand">> <<set $leftactiondefault to $leftaction>> <<set $leftaction to 0>> <<if $_hypnosis is "forced">> <<set $leftarm to 0>><<set $rightarm to 0>><<if !$rightactiondefault.includes("leftcoveranus")>><<set $anususe to 0>><</if>> <<set $leftactiondefault to "leftstopanus">> <<elseif $_hypnosis>> <<set $leftarm to "anus">><<set $anususe to "cover">> <<set $leftactiondefault to "leftcoveranuslewd">> <<else>> <<brat 1>><<set $leftarm to "anus">><<set $anususe to "cover">> <</if>> <<case "right">> <<set $_hands to _args[0] + " hand">> <<set $rightactiondefault to $rightaction>> <<set $rightaction to 0>> <<if $_hypnosis is "forced">> <<set $rightarm to 0>><<if !$leftactiondefault.includes("leftcoveranus")>><<set $anususe to 0>><</if>> <<set $rightactiondefault to "rightstopanus">> <<elseif $_hypnosis>> <<set $rightarm to "anus">><<set $anususe to "cover">> <<set $rightactiondefault to "rightcoveranuslewd">> <<else>> <<brat 1>><<set $rightarm to "anus">><<set $anususe to "cover">> <</if>> <</switch>> <<if _args[1] is "lewd">> <<if _args[0] is "both">> You grope your <<bottom>>, spreading your cheeks apart with both hands. <<else>> You grope your <<bottom>> with your <<print $_hands>>, giving it small slaps. <</if>> <<submission 1>><<set $speechcamerapose to 1>> <<elseif $_hypnosis>> You intend to cover your ass <<if $_hypnosis is "accepted">> <<hypnosisText 'but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span>'>> <<else>> <<hypnosisText '<span class="pink">but the thought is snatched from your mind and replaced with another.</span>'>> <</if>> <<if _args[0] is "both">> You grope your <<bottom>>, spreading your cheeks apart with both hands. <<else>> You grope your <<bottom>> with your <<print $_hands>>, giving it a small slap. <</if>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>> <<if $_hypnosis is "forced" and $daily.stalkWillpower lt 20>> <<gwillpower>><<willpower 1>> <<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>> <</if>> <<else>> You <<if $hypnosis_traits.cover gte 1>> <span class="green">resist intrusive thoughts</span> and <</if>> <<if ($worn.lower.name is "towel skirt" or $worn.lower.name is "large towel bottom") and $worn.lower.state is "waist">> cover your ass with your <<print $_hands>>, tugging the towel further over it. <<else>> cover your ass with your <<print $_hands>>. <</if>> <</if>> <</widget>><<widget "breastFlavorText">> <<set _j to ($NPCList.findIndex(x => x.chest is "mouthentrance"))>> <<if _j gte 0>> <<personselect _j>> Your head is pressed <<print ($NPCList[_j].breastsize gte 6?"between":"against")>> <<if $enemyno gte 2>> the <<persons>> <<else>> <<his>> <</if>> $NPCList[_j].breastsdesc. <<elseif $debug or $options.debugdisable is "f">> Errors.report("breastFlavorText failed to find correct index, ignoring") <</if>> <</widget>> <<widget "nippleFlavorText">> <<set _j to ($NPCList.findIndex(x => x.chest is "mouth"))>> <<if _j gte 0>> <<personselect _j>> Your head is pressed against <<if $enemyno gte 2>> the <<persons>> <<else>> <<his>> <</if>> <<if $NPCList[_j].lactation is 1 and $settings.breastFeedingEnabled>> leaking <</if>> $NPCList[_j].breastdesc. <<elseif $debug or $options.debugdisable is "f">> Errors.report("nippleFlavorText failed to find correct index, ignoring") <</if>> <</widget>> <<widget "facesitFlavorText">> <<if $enemyno lt 2>> <<personselect $mouthtarget>> <<if $npc.length isnot 0 and $NPCList[0].name_known is 1>> <<print $npc[0]>> <<else>> <<He>> <</if>> <<else>> <<if $mouthstate is "anal">> <<selectNpcWithPartInPosition "vagina" "facesitanal">> <<else>> <<selectNpcWithPartInPosition "vagina" "facesit">> <</if>> <<if $npcrow.includes(_j)>> <<print $npc[$npcrow.indexOf(_j)]>> <<else>> The <<person>> <</if>> <</if>> <<if $mouthstate is "anal">> sits on your mouth. <<else>> sits on your face. <</if>> <</widget>><<widget "oral">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<set _xx to $enemyno-1>> <<if _xx is -1>> <<set _stanceCheck to 0>> <<else>> <<set _stanceCheck to $NPCList[_xx].stance>> <</if>> <<if $consensual is 1 and $promiscuity lte 54 and $enemytype is "man" or $consensual is 1 and $deviancy lte 54 and $enemytype isnot "man">> <!-- Do Nothing --> <<elseif _stanceCheck is "top">> <!-- Do Nothing --> <<else>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].penis is 0>> <<if $mouthactiondefault is "mouth">> | <label><span class="sub">Move your lips to <<his>> penis</span> <<radiobutton "$mouthaction" "mouth" checked>><<oraldifficulty>> <<combatpromiscuous4>></label> <<else>> | <label><span class="sub">Move your lips to <<his>> penis</span> <<radiobutton "$mouthaction" "mouth">><<oraldifficulty>> <<combatpromiscuous4>></label> <</if>> <<break>> <</if>> <</for>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].vagina is 0>> <<if $mouthactiondefault is "othervagina">> | <label><span class="sub">Move your mouth to <<his>> pussy</span><<radiobutton "$mouthaction" "othervagina" checked>><<oraldifficulty>> <<combatpromiscuous4>></label> <<else>> | <label><span class="sub">Move your mouth to <<his>> pussy</span><<radiobutton "$mouthaction" "othervagina">><<oraldifficulty>> <<combatpromiscuous4>></label> <</if>> <<break>> <</if>> <</for>> <</if>> <<if $consensual is 1 and $promiscuity lte 34>> <!-- Do Nothing --> <<elseif !$gloryhole>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].chest is 0>> <<if $mouthactiondefault is "movetochest">> | <label><span class="sub">Move your lips to <<his>> chest</span> <<radiobutton "$mouthaction" "movetochest" checked>><<oraldifficulty>> <<combatpromiscuous3>></label> <<else>> | <label><span class="sub">Move your lips to <<his>> chest</span> <<radiobutton "$mouthaction" "movetochest">><<oraldifficulty>> <<combatpromiscuous3>></label> <</if>> <<break>> <</if>> <</for>> <</if>> <</widget>> <<widget "oralnew">> <<set _stanceCheck to $NPCList[$mouthtarget].stance>> <<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif _stanceCheck is "top">> <!-- Do Nothing --> <<else>> <<if $NPCList[$mouthtarget].penis is 0 and ($enemytype isnot "man" or ($NPCList[$mouthtarget].location.genitals is 0 and $NPCList[$mouthtarget].location.head isnot "head")) and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<if $NPCList[$mouthtarget].chastity.penis.includes("chastity")>> <<set _mouthaction["Move your head to " + $NPCList[$mouthtarget].pronouns.his + " " + $NPCList[$mouthtarget].chastity.penis] to "mouth">> <<elseif npcHasStrapon($mouthtarget)>> <<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.his + " strap-on"] to "mouth">> <<else>> <<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.his + " penis"] to "mouth">> <</if>> <</if>> <<if $NPCList[$mouthtarget].vagina is 0 and ($enemytype isnot "man" or ($NPCList[$mouthtarget].location.genitals is 0 and $NPCList[$mouthtarget].location.head isnot "head")) and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<if $NPCList[$mouthtarget].chastity.vagina.includes("chastity")>> <<set _mouthaction["Move your head to " + $NPCList[$mouthtarget].pronouns.his + " " + $NPCList[$mouthtarget].chastity.vagina] to "othervagina">> <<else>> <<set _mouthaction["Move your mouth to " + $NPCList[$mouthtarget].pronouns.his + " pussy"] to "othervagina">> <</if>> <</if>> <</if>> <<if $consensual is 1 and ($promiscuity lte 34 and $enemytype is "man" or $deviancy lte 34 and $enemytype isnot "man") and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif _stanceCheck is "topface">> <!-- Do Nothing --> <<elseif !$gloryhole>> <<if $NPCList[$mouthtarget].chest is 0 and $NPCList[$mouthtarget].location.genitals isnot "head" and $NPCList[$mouthtarget].location.head isnot "head" and $NPCList[$mouthtarget].location.head isnot "genitals" and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.his + " chest"] to "movetochest">> <</if>> <</if>> <</widget>> <<widget "oralswallow">> <!-- Below if-or statement is super-clumsy but not sure how to shorten NG --> <<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">> <<else>> <<if $NPCList[0].penis is "mouthentrance" or $NPCList[0].penis is "mouthimminent" or $NPCList[1].penis is "mouthentrance" or $NPCList[1].penis is "mouthimminent" or $NPCList[2].penis is "mouthentrance" or $NPCList[2].penis is "mouthimminent" or $NPCList[3].penis is "mouthentrance" or $NPCList[3].penis is "mouthimminent" or $NPCList[4].penis is "mouthentrance" or $NPCList[4].penis is "mouthimminent" or $NPCList[5].penis is "mouthentrance" or $NPCList[5].penis is "mouthimminent">> <<if $mouthactiondefault is "mouth">> | <label><span class="sub">Take <<his>> penis into your mouth</span> <<radiobutton "$mouthaction" "swallow" checked>><<oralvirginitywarning>> <<combatpromiscuous5>></label> <<else>> | <label><span class="sub">Take <<his>> penis into your mouth</span> <<radiobutton "$mouthaction" "swallow">><<oralvirginitywarning>> <<combatpromiscuous5>></label> <</if>> <</if>> <</if>> <</widget>> <<widget "oralswallownew">> <<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>> <<else>> <<set $_pp to (npcHasStrapon($mouthtarget) ? "strap-on" : "penis")>> <<set $_npc to $NPCList[$mouthtarget]>> <<set $_facetype to $worn.face.type>> <<if !$_npc.chastity.penis.includes("chastity") and ($_npc.penis is "mouthentrance" or $_npc.penis is "mouthimminent") and !$_facetype.includes("covered") and !$_facetype.includes("gag")>> <<set _mouthaction["Take " + $NPCList[$mouthtarget].pronouns.his + " " + $_pp + " into your mouth"] to "swallow">> <</if>> <</if>> <</widget>> <<widget "combatApologise">> <<if $enemyanger gte 20 and $underwater lte 0 and !$combat_silenced>> <<set _mouthaction["Apologise"] to "apologise">> <</if>> <</widget>> <<widget "combatPenisEntrance">> <<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Kiss"] to "peniskiss">> <</if>> <<if $consensual is 1 and ($promiscuity lte 34 and $enemytype is "man" or $deviancy lte 34 and $enemytype isnot "man") and !$promiscuityIgnore>> <<elseif $chestuse is 0>> <<set _mouthaction["Grab between breasts"] to "grasp">> <</if>> <<if $head isnot "grappled" and $head isnot "bound">> <<set _mouthaction["Pull away"] to "pullaway">> <</if>> <<oralswallownew>> <<speak>> <</widget>> <<widget "combatPenisImminent">> <<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Lick"] to "lick">> <</if>> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("oralskill") gte 800>> <<set _mouthaction["Edge"] to "oraledge">> <</if>> <<set _mouthaction["Pull away"] to "pullaway">> <<oralswallownew>> <<speak>> <</widget>> <<widget "combatPenisPenetrated">> <<if $enemyarousal gte $enemyarousalmax and $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>> <<set _mouthaction["Swallow"] to "ejacswallow">> <<else>> <<set _mouthaction["Suck"] to "suck">> <</if>> <<if ($consensual is 0 or (($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore ) and $enemyarousal lte $enemyarousalmax) and currentSkillValue("oralskill") gte 800>> <<set _mouthaction["Edge"] to "oraledge">> <</if>> <<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>> <<set _mouthaction["Bite"] to "bite">> <</if>> <<if $head isnot "grappled" and $head isnot "bound">> <<if $enemyarousal gte $enemyarousalmax and $consensual is 1>> <<set _mouthaction["Spit"] to "ejacspit">> <<else>> <<set _mouthaction["Pull away"] to "pullaway">> <</if>> <</if>> <</widget>> <<widget "combatOthervagina">> <<set _mouthaction["Lick"] to "vaginalick">> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("oralskill") gte 800>> <<set _mouthaction["Edge"] to "oraledge">> <</if>> <<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>> <<set _mouthaction["Bite"] to "bitepussy">> <</if>> <<if $head isnot "grappled" and $head isnot "bound" and $mouthuse isnot "facesit">> <<set _mouthaction["Pull away"] to "pullawayvagina">> <</if>> <</widget>> <<widget "combatMouthOtherAnus">> <<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Lick ass"] to "anallick">> <<if $submissive gte 1150>> <<set _mouthaction["Kiss ass"] to "analkiss">> <</if>> <</if>> <<if $consensual is 1 and $head isnot "grappled" and $head isnot "bound" and $mouthuse isnot "facesit">> <<set _mouthaction["Pull away"] to "analpull">> <</if>> <</widget>> <<widget "combatBreast">> <<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Suck"] to "breastsuck">> <<set _mouthaction["Lick"] to "breastlick">> <<set _mouthaction["Keep your mouth closed"] to "breastclosed">> <</if>> <<if $consensual is 1 or $head isnot "breasts">> <<set _mouthaction["Pull away"] to "breastpull">> <</if>> <</widget>> <<widget "combatNipple">> <<set _mouthaction["Suck"] to "breastsuck">> <<set _mouthaction["Keep your mouth closed"] to "breastclosed">> <<if $consensual is 1 or $head isnot "breasts">> <<set _mouthaction["Pull away"] to "breastpull">> <</if>> <<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>> <<set _mouthaction["Bite"] to "breastbite">> <</if>> <</widget>><<widget "actionspenistovaginanew">> <<if !playerChastity("penis") or playerHasStrapon()>> <<set $_target to $NPCList[$penistarget]>> <<if $_target.vagina is 0>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif $_target.stance isnot "topface" and ($enemytype isnot "man" or ($_target.location.genitals is 0 and $_target.location.head isnot "genitals"))>> <<if $_target.chastity.vagina.includes("chastity")>> <<set _penisaction["Press against " + $_target.pronouns.his + " " + $_target.chastity.vagina] to "penistovagina">> <<else>> <<set _penisaction["Press against " + $_target.pronouns.his + " pussy"] to "penistovagina">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "actionspenistopenisfucknew">> <<set $_target to $NPCList[$penistarget]>> <<if $_target.penis is "penisentrance" or $_target.penis is "penisimminent">> <<if $consensual is 1 and (($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore) or $_target.chastity.penis.includes("chastity")>> <!-- Do Nothing --> <<else>> <<set _pp to "">> <<if $_target.chastity.penis.includes("chastity")>> <<set _pp to "caged penis">> <<elseif npcHasStrapon($penistarget)>> <<set _pp to "strap-on cock">> <<else>> <<set _pp to "penis">> <</if>> <<if playerHasStrapon()>> <<set _penisaction["Push your strap-on against " + $_target.pronouns.his + " " + _pp] to "penistopenisfuck">> <<elseif playerChastity("penis")>> <<set _penisaction["Push your " + $worn.genitals.name +" against " + $_target.pronouns.his + " " + _pp] to "penistopenisfuck">> <<else>> <<set _penisaction["Push your penis against " + $_target.pronouns.his + " " + _pp] to "penistopenisfuck">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionspenistopenis">> <<set $_target to $NPCList[$penistarget]>> <<if $_target.penis is 0>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif $_target.stance isnot "topface" and ($enemytype isnot "man" or ($_target.location.genitals is 0 and $_target.location.head isnot "genitals"))>> <<if $_target.chastity.penis.includes("chastity")>> <<set _penisaction["Frot " + $_target.pronouns.his + " " + $_target.chastity.penis] to "penistopenis">> <<elseif npcHasStrapon($penistarget)>> <<set _penisaction["Frot " + $_target.pronouns.his + " strap-on"] to "penistopenis">> <<else>> <<set _penisaction["Frot " + $_target.pronouns.his + " penis"] to "penistopenis">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionspenisPenisEntrance">> <<if $consensual is 0 or (($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore)>> <<set _penisaction["Cooperate"] to "otherpenisrub">> <<else>> <<set _penisaction["Rub"] to "otherpenisrub">> <</if>> <<if $thighuse is 0>> <<set _penisaction["Try to keep it away with your thighs"] to "penisthighs">> <</if>> <<if $settings.analEnabled and $anususe is 0 and !playerChastity("anus")>> <<set _penisaction["Offer your anus instead"] to "penisanus">> <</if>> <<if $vaginause is 0 and !playerChastity("vagina")>> <<set _penisaction["Offer your pussy instead"] to "penispussy">> <</if>> <<if $settings.vaginalDoubleEnabled and $awareness gt 300 and $vaginause is "penis" and $NPCList[$vaginatarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !playerChastity("vagina") and !["legLock","legLocked"].includes($feetuse)>> <<set _penisaction["Offer double vaginal instead"] to "penispussydouble">> <</if>> <<if $settings.analDoubleEnabled and $awareness gt 300 and $anususe is "penis" and !playerChastity("anus") and $NPCList[$anustarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>> <<set _penisaction["Offer double anal instead"] to "penisanusdouble">> <</if>> <</widget>> <<widget "actionspenisPenisImminent">> <<if $consensual is 0 or (!$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54)>> <<set _penisaction["Cooperate"] to "otherpenisrub">> <<else>> <<set _penisaction["Rub"] to "otherpenisrub">> <</if>> <<if $settings.analEnabled and $anususe is 0 and !playerChastity("anus")>> <<set _penisaction["Offer your anus instead"] to "penisanus">> <</if>> <<if $vaginause is 0 and !playerChastity("vagina")>> <<set _penisaction["Offer your pussy instead"] to "penispussy">> <</if>> <<if $settings.vaginalDoubleEnabled and $awareness gt 300 and $vaginause is "penis" and $NPCList[$vaginatarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !playerChastity("vagina") and !["legLock","legLocked"].includes($feetuse)>> <<set _penisaction["Offer double vaginal instead"] to "penispussydouble">> <</if>> <<if $settings.analDoubleEnabled and $awareness gt 300 and $anususe is "penis" and !playerChastity("anus") and $NPCList[$anustarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>> <<set _penisaction["Offer double anal instead"] to "penisanusdouble">> <</if>> <<set _penisaction["Pull away"] to "fencingescape">> <</widget>> <<widget "actionspenistoanusnew">> <<set $_target to $NPCList[$penistarget]>> <<if !playerChastity("penis") or playerHasStrapon()>> <<if $_target.stance isnot "topface">> <<if $_target.vagina is 0 or $_target.penis is 0>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif $enemytype isnot "man" or ($_target.location.genitals is 0 and $_target.location.head isnot "genitals")>> <<if $_target.chastity.anus.includes("shield")>> <<set _penisaction["Rub against " + $_target.pronouns.his + " " + $_target.chastity.anus] to "penistoanus">> <<else>> <<set _penisaction["Press against " + $_target.pronouns.his + " ass"] to "penistoanus">> <</if>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "actionspenisvaginafucknew">> <<if (!playerChastity("penis") or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <<set $_target to $NPCList[$penistarget]>> <<if $_target.vagina is "penisentrance" or $_target.vagina is "penisimminent">> <<if $consensual is 1 and (($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore) or $_target.chastity.vagina.includes("chastity")>> <!-- Do Nothing --> <<else>> <<set _penisaction["Penetrate " + $_target.pronouns.his + " pussy"] to "penisvaginafuck">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionspenisanusfucknew">> <<if (!playerChastity("penis") or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <<set $_target to $NPCList[$penistarget]>> <<if $_target.vagina is "otheranusentrance" or $_target.vagina is "otheranusimminent" or $_target.penis is "otheranusentrance" or $_target.penis is "otheranusimminent">> <<if $_target.chastity.anus.includes("shield") or ($consensual is 1 and !$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74)>> <!-- Do Nothing --> <<else>> <<set _penisaction["Penetrate " + $_target.pronouns.his + " ass"] to "penisanusfuck">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionspenisMouthEntrance">> <<set $_target to $NPCList[$penistarget]>> <<if $_target.mouth is "penisentrance">> <<if $consensual is 1 and !$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>> <<else>> <<set _penisaction["Press your thigh against " + $_target.pronouns.his + " mouth"] to "thighbay">> <</if>> <<set _penisaction["Rub against " + $_target.pronouns.his + " face"] to "othermouthtease">> <</if>> <</widget>> <<widget "actionspenisMouthImminent">> <<set $_target to $NPCList[$penistarget]>> <<if $_target.mouth is "penisimminent">> <<set _penisaction["Rub against " + $_target.pronouns.his + " lips"] to "othermouthrub">> <<set _penisaction["Pull away"] to "othermouthescape">> <</if>> <</widget>> <<widget "actionspenisMouthPenetration">> <<if $consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>> <<set _penisaction["Cooperate"] to "othermouthcooperate">> <<else>> <<set _penisaction["Fuck"] to "othermouthcooperate">> <</if>> <<set _penisaction["Pull out"] to "pullOut">> <</widget>> <<widget "actionspenisPussyEntrance">> <<actionspenisvaginafucknew>> <<if $consensual is 1 and !$promiscuityIgnore and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>> <<else>> <<set _penisaction["Frot against the clit"] to "bay">> <</if>> <<set _penisaction["Tease"] to "tease">> <</widget>> <<widget "actionspenisPussyImminent">> <<actionspenisvaginafucknew>> <<set _penisaction["Rub"] to "rub">> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>> <<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "vaginaEdging">> <</if>> <<set _penisaction["Pull away"] to "escape">> <</widget>> <<widget "actionspenisPussyPenetration">> <<set _penisaction["Take it"] to "take">> <<if $consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>> <<set _penisaction["Cooperate"] to "cooperate">> <<else>> <<set _penisaction["Fuck"] to "cooperate">> <</if>> <<if !npcIsPregnant($NPCList[$penistarget].fullDescription) and NPCPregnancyPossibleWithPlayer($NPCList[$penistarget]) and $arousal gte $arousalmax - 1000 and $demon gte 6 and $demonbuild gte 90>> <<set _penisaction["Force Impregnation"] to "forceImpregnation">> <</if>> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>> <<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "vaginaEdging">> <</if>> <<set _penisaction["Pull out"] to "pullOut">> <</widget>> <<widget "actionspenisPenisFencing">> <<if $consensual is 0 or (($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore)>> <<set _penisaction["Cooperate"] to "fencingcooperate">> <<else>> <<set _penisaction["Rub"] to "fencingcooperate">> <</if>> <<set _penisaction["Take it"] to "fencingtake">> <<set _penisaction["Pull away"] to "fencingescape">> <<if $settings.analDoubleEnabled and $awareness gt 300 and $anususe is "penis" and $NPCList[$anustarget].penissize gte 2 and $NPCList[$penistarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>> <<if !($consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 74 and !$promiscuityIgnore)>> <<set _penisaction["Offer double anal instead"] to "penisanusdouble">> <</if>> <</if>> <</widget>> <<widget "actionspenisAnusEntrance">> <<actionspenisanusfucknew>> <<if $consensual is 1 and ($enemytype is "man" ? $promiscuity : $deviancy) lte 54 and !$promiscuityIgnore>> <<else>> <<set _penisaction["Frot against the ass"] to "otheranusbay">> <</if>> <<set _penisaction["Tease"] to "otheranustease">> <</widget>> <<widget "actionspenisAnusImminent">> <<actionspenisanusfucknew>> <<set _penisaction["Rub"] to "otheranusrub">> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>> <<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "otheranusEdging">> <</if>> <<set _penisaction["Pull away"] to "otheranusescape">> <</widget>> <<widget "actionspenisAnusPenetration">> <<set _penisaction["Take it"] to "otheranustake">> <<if $consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) lte 54>> <<set _penisaction["Cooperate"] to "otheranuscooperate">> <<else>> <<set _penisaction["Fuck"] to "otheranuscooperate">> <</if>> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55) and currentSkillValue("penileskill") gte 800>> <<set _penisaction["Edge " + $NPCList[$penistarget].pronouns.him] to "otheranusEdging">> <</if>> <<set _penisaction["Pull out"] to "pullOut">> <</widget>> <<widget "actionspenisAgainstAss">> <<set _penisaction["Rub"] to "otheranusrub">> <<set _penisaction["Stop"] to "otheranusstop">> <</widget>> <<widget "actionspenisAgainstClit">> <<set _penisaction["Rub"] to "clitrub">> <<set _penisaction["Stop"] to "stop">> <</widget>><<widget "effectspenistovagina">> <<if $penisaction is "penistovagina">> <<personselect $penistarget>> <<set $penisaction to 0>><<submission 10>><<penileskilluse>><<combatpromiscuity5>> <<if combatSkillCheck("penile", $penistarget)>> <<if $NPCList[$penistarget].vagina is 0>> <<set $_target to $NPCList[$penistarget]>> <<set $_target.vagina to "penisentrance">> <<submission 2>> <<set $penisuse to "othervagina">><<set $penisstate to "entrance">> <<if $leftarm is "coverpenis">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "coverpenis">> <<set $rightarm to 0>> <</if>> <span class="lblue">You press your <<penis>> against <<combatpersons>> <<npcVagina $penistarget>>.</span> <<if $NPCList[$penistarget].condom and $NPCList[$penistarget].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$penistarget].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc $penistarget>> on your <<penis>>.</span> <<equipNPCCondom $penistarget "player">> <</if>> <</if>> <<if $enemytype is "beast">><<set $_target.stance to "top">><</if>> <<set $_target.location.genitals to "genitals">> <<else>> <span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcVagina $penistarget>>, but the entrance is already occupied.</span><<set $penisactiondefault to "penistovagina">> <</if>> <<else>> <span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcVagina $penistarget>> but <<he>> pushes you away.</span><<set $penisactiondefault to "penistovagina">> <</if>> <</if>> <</widget>> <<widget "effectspenistoanus">> <<if $penisaction is "penistoanus">> <<personselect $penistarget>> <<set $penisaction to 0>><<submission 10>><<penileskilluse>><<combatpromiscuity5>> <<if combatSkillCheck("penile", $penistarget)>> <<if ($NPCList[$penistarget].vagina is 0 or $NPCList[$penistarget].vagina is "none") and ($NPCList[$penistarget].penis is 0 or $NPCList[$penistarget].penis is "none")>> <<set $_target to $NPCList[$penistarget]>> <<if $_target.vagina isnot "none">> <<set $_target.vagina to "otheranusentrance">> <</if>> <<if $_target.penis isnot "none">> <<set $_target.penis to "otheranusentrance">> <</if>> <<submission 2>> <<set $penisuse to "otheranus">><<set $penisstate to "otheranusentrance">><<set $penisactiondefault to "otheranustease">> <<if $leftarm is "coverpenis">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "coverpenis">> <<set $rightarm to 0>> <</if>> <span class="lblue">You press your <<penis>> against <<combatpersons>> ass.</span> <<if $enemytype is "beast">><<set $_target.stance to "top">><</if>> <<set $_target.location.genitals to "genitals">> <<else>> <span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcAnus $penistarget>>, but your position won't let you.</span> <<set $penisactiondefault to "penistoanus">> <<if $NPCList[$penistarget].condom and $NPCList[$penistarget].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$penistarget].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc $penistarget>> on your <<penis>>.</span> <<equipNPCCondom $penistarget "player">> <</if>> <</if>> <</if>> <<else>> <span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcAnus $penistarget>> but <<he>> pushes you away.</span> <<set $penisactiondefault to "penistoanus">> <<if $NPCList[$penistarget].condom and $NPCList[$penistarget].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$penistarget].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc $penistarget>> on your <<penis>>.</span> <<equipNPCCondom $penistarget "player">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "effectspenisvaginafuck">> <<if $penisaction is "penisvaginafuck" and (playerPenisSize() gte 0 or $arousal gte $arousalmax * (3 / 4))>> <<personselect $penistarget>> <<set $penisaction to 0>><<submission 20>><<penileskilluse>><<combatpromiscuity5>> <<if random(0,1) is 1 or ($penisWetness + (currentSkillValue("penileskill") / 10)) gte (playerPenisSize() * 15) + random(1, 40)>> <<set $_target to $NPCList[$penistarget]>> <<set $_target.vagina to "penis">><<set $penisactiondefault to "cooperate">> <<if playerHasStrapon()>> <<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> pussy.</span> <<sex 30 "genitals" $penistarget>> <<elseif $player.virginity.penile isnot true>> <<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> pussy.</span> <<sex 30 "genitals" $penistarget>> <<raped>><<penisraped>> <<elseif $player.virginity.penile is true>> <<penis_lube_text>> <span class="pink">you <<peniletext>> thrust your virgin penis into <<combatpersons>> pussy.</span> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<sex 100 "genitals" $penistarget>><<violence 30>><<bruise penis>><<set $speechpenisvirgin to 1>> <<raped>><<penisraped>> <</if>> <<penilestat>> <<set $penisstate to "penetrated">> <<takeVirginity $_target.fullDescription "penile">> <<takeNPCVirginity $penistarget "vaginal">> <<else>> You <<peniletext>> press your <<penis>> against <<combatpersons>> pussy, <span class="blue">but fail to penetrate,</span> instead angling away and rubbing past <<his>> clit. <<sex 20 "genitals" $penistarget>><<penilestat>><<set $penisactiondefault to "penisvaginafuck">> <</if>> <<elseif $penisaction is "penisvaginafuck">> <<personselect $penistarget>> <<set $penisaction to 0>><<set $penisactiondefault to "penisvaginafuck">> <span class="red">You fail to penetrate <<combatpersons>> pussy.</span> Such a tiny penis is hard to wield. You need to be more aroused. <</if>> <</widget>> <<widget "effectspenisanusfuck">> <<if $penisaction is "penisanusfuck" and (playerPenisSize() gte 0 or $arousal gte ($arousalmax / 4) * 3)>> <<personselect $penistarget>> <<set $penisaction to 0>><<submission 20>><<penileskilluse>><<combatpromiscuity5>> <<if random(0,1) is 1 or ($penisWetness + (currentSkillValue("penileskill") / 10)) gte (playerPenisSize() * 15) + random(1, 40)>> <<set $_target to $NPCList[$penistarget]>> <<if $_target.vagina is "otheranusentrance" or $_target.vagina is "otheranusimminent">> <<set $_target.vagina to "otheranus">> <</if>> <<if $_target.penis is "otheranusentrance" or $_target.penis is "otheranusimminent">> <<set $_target.penis to "otheranus">> <</if>> <<set $penisactiondefault to "otheranuscooperate">> <<if playerHasStrapon()>> <<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> ass.</span> <<sex 30 "genitals" $penistarget>> <<elseif $player.virginity.penile isnot true>> <<penis_lube_text>> <span class="pink">you <<peniletext>> thrust deep into <<combatpersons>> ass.</span> <<sex 30 "genitals" $penistarget>> <<penilestat>><<raped>><<penisraped>> <<elseif $player.virginity.penile is true>> <<penis_lube_text>> <span class="pink">you <<peniletext>> thrust your virgin penis into <<combatpersons>> ass.</span> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<sex 100 "genitals" $penistarget>><<violence 30>><<bruise penis>><<set $speechpenisvirgin to 1>> <<penilestat>><<raped>><<penisraped>> <</if>> <<set $penisstate to "otheranus">> <<takeVirginity $_target.fullDescription "penile">> <<takeNPCVirginity $penistarget "anal">> <<else>> You <<peniletext>> press your <<penis>> against <<combatpersons>> ass, <span class="blue">but fail to penetrate,</span> instead angling away and rubbing between <<his>> cheeks. <<sex 20 "genitals" $penistarget>><<penilestat>><<set $penisactiondefault to "penisanusfuck">> <</if>> <<elseif $penisaction is "penisanusfuck">> <<personselect $penistarget>> <<set $penisaction to 0>><<set $penisactiondefault to "penisanusfuck">> <span class="red">You fail to penetrate <<combatpersons>> ass.</span> Such a tiny penis is hard to wield. You need to be more aroused. <</if>> <</widget>> <<widget "effectspenistopenis">> <<if $penisaction is "penistopenis">> <<personselect $penistarget>> <<set $penisaction to 0>><<submission 5>><<penileskilluse>><<combatpromiscuity5>> <<if combatSkillCheck("penile", $penistarget)>> <<if $NPCList[$penistarget].penis is 0>> <<set $_target to $NPCList[$penistarget]>> <<submission 5>><<set $penisuse to "otherpenis">><<set $penisstate to "otherpenisentrance">> <<set $_target.penis to "penisentrance">><<set $penisactiondefault to "otherpenisrub">> <<if $leftarm is "coverpenis">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "coverpenis">> <<set $rightarm to 0>> <</if>> <span class="lblue">You caress <<combatpersons>> <<npcPenisSimple $penistarget>> with your <<penisSimple>><<if playerChastity("penis")>>, through your $worn.genitals.name<</if>>.</span> <<if $enemytype is "beast">> <<set $_target.stance to "top">> <</if>> <<set $_target.location.genitals to "genitals">> <<else>> <span class="blue">You try to press your <<penis>> against <<combatpersons>> <<npcPenisSimple $penistarget>>, but the phallus is already occupied.</span><<set $penisactiondefault to "penistopenis">> <</if>> <<else>> <span class="blue">You try to move your <<penis>> nearer <<combatpersons>> <<npcPenisSimple $penistarget>>, but <<ohe>> pushes you off.</span><<set $penisactiondefault to "penistopenis">> <</if>> <</if>> <</widget>> <<widget "effectspenistopenisfuck">> <<if $penisaction is "penistopenisfuck" and ["penisentrance", "penisimminent"].includes($NPCList[$penistarget].penis)>> <<personselect $penistarget>> <<set $penisaction to 0>><<submission 5>><<penileskilluse>><<combatpromiscuity5>> <<if combatSkillCheck("penile", $penistarget)>> <<submission 5>><<set $penisuse to "otherpenis">><<set $penisstate to "otherpenis">> <<set $NPCList[$penistarget].penis to "penis">><<set $penisactiondefault to "fencingcooperate">> <span class="blue">You press <<combatpersons>> <<npcPenisSimple $penistarget>> with your penis<<if playerChastity("penis")>>, through your $worn.genitals.name<</if>>.</span> <<else>> <span class="blue">You try to press your <<penis>> against <<combatpersons>>, but <<ohe>> keeps you away.</span> <<set $penisactiondefault to "penistopenisfuck">> <</if>> <</if>> <</widget>><<widget "speak">> <<if $underwater lte 0 and !$combat_silenced>> <<if $enemyno gte 2>> <<set _pron to "them">> <<else>> <<switch $pronoun>> <<case "m">><<set _pron to "him">> <<case "f">><<set _pron to "her">> <<case "i">><<set _pron to "it">> <</switch>> <</if>> <<set _askActions to {"Nothing":"rest"}>> <<if !$gloryhole and $gamemode isnot "soft">> <<seductiondifficulty true>> <<set _diffText to " " + clone(_text_output)>> <<else>> <<set _diffText to "">> <</if>> <<if $consensual is 1>> <<if $wolfgirl gte 2>> <<set _mouthaction["Growl"] to "growl">> <</if>> <<if $noFinish isnot 1>> <<set _askActions["to stop" + _diffText] to "finish">> <</if>> <<if $enemytype is "man" and !$npcSub>> <<if $player.vaginaExist and $vaginalchastity is 0 and $novaginal is 0>> <<if $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">> <<set _askActions["to pull out of your pussy immediately" + _diffText] to "novaginal">> <<else>> <<set _askActions["to not put anything in your pussy" + _diffText] to "novaginal">> <</if>> <</if>> <<if $player.penisExist and $penilechastity is 0 and $nopenile is 0>> <<if $penisstate is "penetrated">> <<set _askActions["to withdraw your penis immediately" + _diffText] to "nopenile">> <<else>> <<set _askActions["to not put your penis in anything" + _diffText] to "nopenile">> <</if>> <</if>> <<if $analchastity is 0 and $noanal is 0>> <<if $anusstate is "penetrated" or $anusstate is "doublepenetrated">> <<set _askActions["to pull out of your anus immediately" + _diffText] to "noanal">> <<else>> <<set _askActions["to not put anything in your anus" + _diffText] to "noanal">> <</if>> <</if>> <<if $settings.asphyxiaLevel gte 1 and $nochoke isnot 1 and !$gloryhole>> <<set _askActions["to not choke you" + _diffText] to "nochoke">> <</if>> <</if>> <<set $_npcname to $npc[$npcrow.indexOf($mouthtarget)]>> <<if ["Robin","Kylar","Alex","Avery","Whitney","Eden","Sydney"].includes($_npcname) and !npcHasStrapon($mouthtarget) and [0, "clothed"].includes($NPCList[$mouthtarget].vagina)>> <<if ["Avery","Whitney"].includes($_npcname) or $npc[$npcrow.indexOf($mouthtarget)] is $_npcname and checkIfNPCHasCategorySextoy($_npcname,"strap-on").length > 0>> <<set _askActions["to wear a strap-on"] to "wearStrapon">> <</if>> <</if>> <<if npcHasStrapon($mouthtarget) and $NPCList[$mouthtarget].penis is 0>> <<set _askActions["to remove "+$NPCList[$mouthtarget].pronouns.his+" strap-on"] to "removeStrapon">> <</if>> <<else>> <<set _mouthaction["Scream"] to "scream">> <<set _mouthaction["Plead"] to "plead">> <<if $wolfgirl gte 2>> <<set _mouthaction["Growl"] to "growl">> <</if>> <<if $angel gte 6 and $angelforgive isnot 1>> <<set _mouthaction["Forgive"] to "forgive">> <</if>> <<if $fallenangel gte 4 and $angelforgive isnot 1 and $enemytype is "man">> <<set _mouthaction["Disparage"] to "disparage">> <</if>> <<if $submissive lte 850>> <<if $fightTargets is undefined>> <<set _mouthaction["Demand"] to "demand">> <</if>> <</if>> <</if>> <<if $worn.over_upper.name isnot "naked" and $worn.over_upper.cursed isnot 1 or $worn.upper.name isnot "naked" and $worn.upper.cursed isnot 1 or $worn.under_upper.name isnot "naked" and $worn.under_upper.cursed isnot 1>> <<if $noupper isnot 1 and $noupperasked isnot 1 and $enemytype is "man" and !$npcSub and !$gloryhole>> <<set _askActions["to leave your top on" + _diffText] to "noupper">> <</if>> <</if>> <<if ($submissive gte 1150 or (hasSexStat("promiscuity", 3) and $consensual is 1)) and !$robinRentEvent>> <<set _mouthaction["Moan"] to "moan">> <</if>> <<if !$npcSub and $settings.asphyxiaLevel gte 1 and $consensual is 1 and $enemytype is "man" and ($choketrait or ($chokeorgasm gte 1 and $submissive gt 850) or ($awarelevel gte 2 and $submissive gte 1150)) and !$gloryhole>> <<set _askActions["to choke you"] to "askchoke">> <</if>> <<if $consensual is 1 and $masochism_level gte 1 or $masochism_level gte 3>> <<set _askActions["to be more rough"] to "askrough">> <</if>> <<if $enemytype is "man" and !$NPCList[$mouthtarget].condomAsk and $settings.condomLevel gte 1 and !$abomination and $NPCList[$mouthtarget].fullDescription isnot "Ivory Wraith">> <<if ($NPCList[$mouthtarget].penis is "none" or $NPCList[$mouthtarget].penisdesc.includes("strap-on")) and (!$player.penisExist or $crossdressing gte 1)>> /*Prevent condoms in situations where none can be equipped*/ <<else>> <<if !wearingCondom($mouthtarget)>> <<set _askActions["to use a condom"] to "condoms">> <</if>> <<set _askActions["to not use a condom"] to "noCondoms">> <</if>> <</if>> <<if $enemytype is "man" and !$pullOutAsk and !$NPCList[$mouthtarget].condom and !$abomination and $NPCList[$mouthtarget].fullDescription isnot "Ivory Wraith">> <<if $NPCList[$mouthtarget].penis.toString().includes("vagina") or $NPCList[$mouthtarget].penis.toString().includes("anus")>> <<set _askActions["to pull out before finishing"] to "askPullOut">> <</if>> <</if>> <<if $robinRentEvent is 1 and $combatPhase is "pay">> <<if $money gte $rentmoney + ($babyRent or 0)>> <<set _mouthaction["Pay Bailey"] to "pay">> <<else>> <<set _mouthaction["Tell Bailey you can't afford it"] to "pay">> <</if>> <</if>> <<if $worn.face.name isnot "naked" and $worn.face.type.includes("mask") and $consensual is 1 and $enemytype is "man" and !$npcSub and !$gloryhole and $nomaskasked isnot 1>> <<set _askActions["to leave your mask on" + _diffText] to "nomask">> <</if>> <<set _askValues to Object.values(_askActions)>> <<if _askValues.length gt 0>> <<set _mouthaction["Ask "+_pron+""] to "ask">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, $defaultsType, "askActions")>> <<set $askAction to _actionsSet.find(action => _askValues.includes(action)) || _askValues[0]>> <<switch $askAction>> <<case "askchoke" "condoms" "noCondoms">><<set $askActionColour to "sub">> <<default>><<set $askActionColour to "brat">> <</switch>> <</if>> <<if $awarelevel gte 2 and $enemytype is "man">> <<if $consensual is 1>> <<set _mouthaction["Tease " + $NPCList[$mouthtarget].pronouns.his] to "mock">> <<else>> <<set _mouthaction["Mock " + $NPCList[$mouthtarget].pronouns.his] to "mock">> <</if>> <</if>> <</if>> <</widget>> <<widget "replaceAskColour">> <<switch $askAction>> <<case "askchoke" "condoms" "noCondoms">> <<if $options.combatControls.includes("adio")>> <<addclass "#askLabel" "sub">><<removeclass "#askLabel" "brat">> <<else>> <<addclass "#askDifficulty" "subList">><<removeclass "#askDifficulty" "bratList">> <</if>> <<case "askchoke" "askPullOut">> <<default>> <<if $options.combatControls.includes("adio")>> <<addclass "#askLabel" "brat">><<removeclass "#askLabel" "sub">> <<else>> <<addclass "#askDifficulty" "bratList">><<removeclass "#askDifficulty" "subList">> <</if>> <</switch>> <</widget>><<widget "actionsmouththighrub">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $enemyanger gte (($enemyangermax / 5) * 2)>> You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like, you hope it doesn't consider you food. <<else>> You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay. <</if>> <<else>> <<if $enemyanger gte (($enemyangermax / 5) * 2)>> You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like, you hope it doesn't consider you food. <<else>> You <<thightext>> press your thigh into the <<beasttypes>> mouth, keeping it at bay. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<thightext>> keep your shaking thigh pressed against <<their _args[0]>> mouth. <<else>> You <<thightext>> keep your trembling thigh pressed against <<their _args[0]>> mouth. <</if>> <<else>> <<if $pain gte 40>> You <<thightext>> keep your quivering thigh pressed against <<their _args[0]>> mouth. <<else>> You <<thightext>> keep your thigh pressed against <<their _args[0]>> mouth. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthpenistease">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<peniletext>> and carefully rub the <<beasttypes>> tongue with your <<penis>>. <<else>> You <<peniletext>> rub the <<beasttypes>> tongue with your <<penis>>. <</if>> <<else>> <<if $pain gte 40>> You <<peniletext>> and carefully prod the <<beasttypes>> tongue with your <<penis>>. <<else>> You <<peniletext>> prod the <<beasttypes>> tongue with your <<penis>>. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<peniletext>> rub your <<penis>> against <<their _args[0]>> tongue. <<else>> You <<peniletext>> slap your <<penis>> against <<their _args[0]>> tongue. <</if>> <<else>> <<if $pain gte 40>> You <<peniletext>> rub your <<penis>> against <<their _args[0]>> cheek. <<else>> You <<peniletext>> slap your <<penis>> against <<their _args[0]>> cheek. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthpenisrub">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<peniletext>> and carefully rub the <<beasttypes>> tongue with your <<penis>>. <<else>> You <<peniletext>> rub the <<beasttypes>> tongue with your <<penis>>. <</if>> <<else>> <<if $pain gte 40>> You <<peniletext>> and carefully prod the <<beasttypes>> tongue with your <<penis>>. <<else>> You <<peniletext>> prod the <<beasttypes>> tongue with your <<penis>>. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<peniletext>> rub the tip of your <<penis>> between <<their _args[0]>> lips. <<else>> You <<peniletext>> caress <<their _args[0]>> lips with your <<penis>>. <</if>> <<else>> <<if $pain gte 40>> You <<peniletext>> circle <<their _args[0]>> lips with the tip of your <<penis>>. <<else>> You <<peniletext>> prod <<their _args[0]>> lips with the tip of your <<penis>>. <</if>> <</if>> <</if>> <</widget>> <<widget "penises">><<silently>> <!-- possible alternatives: ...--> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _text_output to "shafts">> <<elseif $arousal gte ($arousalmax / 5) * 3>> <<set _text_output to "boners">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _text_output to "dicks">> <<elseif $arousal gte $arousalmax / 5>> <<set _text_output to "glandes">> <<else>> <<set _text_output to "penises">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "pussies">><<silently>> <!-- possible alternatives: muffs, twats, slits, snatches, vulvas ...--> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _text_output to "clits">> <<elseif $arousal gte ($arousalmax / 5) * 3>> <<set _text_output to "cunts">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _text_output to "pussies">> <<elseif $arousal gte $arousalmax / 5>> <<set _text_output to "quims">> <<else>> <<set _text_output to "vaginas">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "actionsothervaginavaginarub">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<vaginaltext>> and carefully rub the <<beasttypes>> pussy with your own. <<else>> You <<vaginaltext>> rub the <<beasttypes>> pussy with your own. <</if>> <<else>> <<if $pain gte 40>> You <<vaginaltext>> and carefully kiss the <<beasttypes>> pussy with your own. <<else>> You <<vaginaltext>> kiss the <<beasttypes>> pussy with your own. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<vaginaltext>> rub your <<pussies>> together. <<else>> You <<vaginaltext>> knead your <<pussies>> together. <</if>> <<else>> <<if $pain gte 40>> You <<vaginaltext>> rub your <<pussy>> against <<their _args[0]>> own. <<else>> You <<vaginaltext>> kiss <<their _args[0]>> pussy with your own. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsotherpenispenisrub">> /* fencing */ <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<peniletext>> and carefully rub the <<beasttypes>> penis with your <<penis>>. <<else>> You <<peniletext>> rub the <<beasttypes>> penis with your <<penis>>. <</if>> <<else>> <<if $pain gte 40>> You <<peniletext>> and carefully caress the <<beasttypes>> penis with your <<penis>>. <<else>> You <<peniletext>> caress the <<beasttypes>> penis with your <<penis>>. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<peniletext>> rub your <<penises>> together. <<else>> You <<peniletext>> knead your <<penises>> together. <</if>> <<else>> <<if $pain gte 40>> You <<peniletext>> rub your <<penis>> against <<their _args[0]>> own. <<else>> You <<peniletext>> caress <<their _args[0]>> penis with your own. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthpenisthrust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> mouth. Driven by instinct, you <<peniletext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> mouth. You <<peniletext>> push back against the movements. <<else>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> mouth. You <<peniletext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is hungrily enveloped by <<their _args[0]>> mouth. Driven by instinct, you <<peniletext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is hungrily enveloped by <<their _args[0]>> mouth. You <<peniletext>> push back against the movements. <<else>> Your <<penis>> is hungrily enveloped by <<their _args[0]>> mouth. You <<peniletext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is rhythmically engulfed and regurgitated by <<their _args[0]>> mouth. Driven by instinct, you <<peniletext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is rhythmically engulfed and regurgitated by <<their _args[0]>> mouth. You <<peniletext>> push back against the movements. <<else>> Your <<penis>> is rhythmically engulfed and regurgitated by <<their _args[0]>> mouth. You <<peniletext>> push back, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionsothermouthpenisescape">> <<if $enemytype is "beast">> <<if $enemyanger lte 20>> <span class="blue">You shift your pelvis, moving your <<penis>> away from the <<beasttypes>> mouth before it can envelop you.</span> It doesn't give up however. <<elseif $enemyanger lte 100>> <span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's incessant probing before it can envelop you.</span> It snarls in frustration. <<else>> <span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's savage probing before it can envelop you.</span> <</if>> <<else>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> mouth.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> mouth.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<penis>> away from <<their _args[0]>> mouth.</span> <</if>> <</if>> <</widget>> <<widget "actionsothermouthvaginatease">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<vaginaltext>> and carefully rub the <<beasttypes>> tongue with your <<pussy>>. <<else>> You <<vaginaltext>> rub the <<beasttypes>> tongue with your <<pussy>>. <</if>> <<else>> <<if $pain gte 40>> You <<vaginaltext>> and carefully kiss the <<beasttypes>> tongue with your <<pussy>>. <<else>> You <<vaginaltext>> kiss the <<beasttypes>> tongue with your <<pussy>>. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<vaginaltext>> rub your <<pussy>> against <<their _args[0]>> tongue. <<else>> You <<vaginaltext>> smooch <<their _args[0]>> tongue with your <<pussy>>. <</if>> <<else>> <<if $pain gte 40>> You <<vaginaltext>> rub your <<pussy>> against <<their _args[0]>> cheek. <<else>> You <<vaginaltext>> kiss <<their _args[0]>> cheek with your <<pussy>>. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthvaginarub">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<vaginaltext>> and carefully rub the <<beasttypes>> tongue with your <<pussy>>. <<else>> You <<vaginaltext>> rub the <<beasttypes>> tongue with your <<pussy>>. <</if>> <<else>> <<if $pain gte 40>> You <<vaginaltext>> and carefully kiss the <<beasttypes>> tongue with your <<pussy>>. <<else>> You <<vaginaltext>> kiss the <<beasttypes>> tongue with your <<pussy>>. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<vaginaltext>> your <<pussy>> against <<their _args[0]>> tongue. <<else>> You <<vaginaltext>> caress <<their _args[0]>> tongue with your <<pussy>>. <</if>> <<else>> <<if $pain gte 40>> You <<vaginaltext>> kiss <<their _args[0]>> tongue with your <<pussy>>. <<else>> You <<vaginaltext>> rub <<their _args[0]>> lips with your <<pussy>>. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthvaginathrust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. Driven by instinct, you <<vaginaltext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back against the movements. <<else>> Your <<pussy>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. Driven by instinct, you <<vaginaltext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back against the movements. <<else>> Your <<pussy>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. Driven by instinct, you <<vaginaltext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back against the movements. <<else>> Your <<pussy>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your labia. You <<vaginaltext>> push back, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionsothermouthvaginaescape">> <<if $enemytype is "beast">> <<if $enemyanger lte 20>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the <<beasttypes>> mouth before it can penetrate you.</span> It doesn't give up however. <<elseif $enemyanger lte 100>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration. <<else>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's savage probing before it can penetrate you.</span> <</if>> <<else>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> mouth.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> mouth.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away from <<their _args[0]>> mouth.</span> <</if>> <</if>> <</widget>> <<widget "actionsmouthbottomrub">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $enemyanger gte (($enemyangermax / 5) * 2)>> You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like. You hope it doesn't consider you food. <<else>> You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay. <</if>> <<else>> <<if $enemyanger gte (($enemyangermax / 5) * 2)>> You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay. It bites down a little harder than you would like. You hope it doesn't consider you food. <<else>> You <<bottomtext>> press your <<bottom>> into the <<beasttypes>> mouth, keeping it at bay. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<bottomtext>> keep your shaking <<bottom>> pressed against <<their _args[0]>> mouth. <<else>> You <<bottomtext>> keep your trembling <<bottom>> pressed against <<their _args[0]>> mouth. <</if>> <<else>> <<if $pain gte 40>> You <<bottomtext>> keep your quivering <<bottom>> pressed against <<their _args[0]>> mouth. <<else>> You <<bottomtext>> keep your <<bottom>> pressed against <<their _args[0]>> mouth. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthanustease">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<analtext>> and carefully rub the <<beasttypes>> lips with your <<bottom>>. <<else>> You <<analtext>> rub the <<beasttypes>> lips with your <<bottom>>. <</if>> <<else>> <<if $pain gte 40>> You <<analtext>> and carefully rub the <<beasttypes>> face with your <<bottom>>. <<else>> You <<analtext>> rub the <<beasttypes>> face with your <<bottom>>. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<analtext>> rub your <<bottom>> against <<their _args[0]>> lips. <<else>> You <<analtext>> rub <<their _args[0]>> face with your <<bottom>>. <</if>> <<else>> <<if $pain gte 40>> You <<analtext>> rub your <<bottom>> against <<their _args[0]>> cheek. <<else>> You <<analtext>> rub <<their _args[0]>> cheek with your <<bottom>>. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthanusrub">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<analtext>> and carefully rub your anus against the <<beasttypes>> tongue. <<else>> You <<analtext>> rub your anus against the <<beasttypes>> tongue. <</if>> <<else>> <<if $pain gte 40>> You <<analtext>> and carefully rub your <<bottom>> against the <<beasttypes>> tongue. <<else>> You <<analtext>> rub your <<bottom>> against the <<beasttypes>> tongue. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<analtext>> your anus against <<their _args[0]>> tongue. <<else>> You <<analtext>> caress <<their _args[0]>> tongue with your anus. <</if>> <<else>> <<if $pain gte 40>> You <<analtext>> rub <<their _args[0]>> tongue with your <<bottom>>. <<else>> You <<analtext>> rub <<their _args[0]>> lips with your <<bottom>>. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsothermouthanusthrust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back against the movements. <<else>> Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<bottom>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<bottom>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back against the movements. <<else>> Your <<bottom>> is hungrily penetrated by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<bottom>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<bottom>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back against the movements. <<else>> Your <<bottom>> is rhythmically invaded by <<their _args[0]>> tongue as <<their _args[0]>> lips knead your anus. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionshandanustease">> <<if $enemytype is "beast">> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<analtext>> and carefully rub the <<beasttypes>> fingers with your <<bottom>>. <<else>> You <<analtext>> rub the <<beasttypes>> fingers with your <<bottom>>. <</if>> <<else>> <<if $pain gte 40>> You <<analtext>> and carefully rub the <<beasttypes>> fingers with your <<bottom>>. <<else>> You <<analtext>> rub the <<beasttypes>> fingers with your <<bottom>>. <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 40>> You <<analtext>> rub your <<bottom>> against <<their _args[0]>> fingers. <<else>> You <<analtext>> rub <<their _args[0]>> fingers with your <<bottom>>. <</if>> <<else>> <<if $pain gte 40>> You <<analtext>> rub your <<bottom>> against <<their _args[0]>> hand. <<else>> You <<analtext>> rub <<their _args[0]>> hand with your <<bottom>>. <</if>> <</if>> <</if>> <</widget>> <<widget "actionshandanusthrust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back against the movements. <<else>> Your <<bottom>> is ruthlessly fucked by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<bottom>> is hungrily penetrated by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<bottom>> is hungrily penetrated by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back against the movements. <<else>> Your <<bottom>> is hungrily penetrated by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<bottom>> is rhythmically invaded by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<bottom>> is rhythmically invaded by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back against the movements. <<else>> Your <<bottom>> is rhythmically invaded by <<their _args[0]>> hand as <<their _args[0]>> finger pounds your anus. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionshandanustake">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is ruthlessly finger-fucked. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is ruthlessly finger-fucked. <<else>> Your anus is ruthlessly finger-fucked. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is relentlessly pounded by <<their _args[0]>> finger. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is relentlessly pounded by <<their _args[0]>> finger. <<else>> Your anus is relentlessly pounded by <<their _args[0]>> finger. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus yields to the repeated insertions of <<their _args[0]>> finger. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus yields to the repeated insertions of <<their _args[0]>> finger. <<else>> Your anus yields to the repeated insertions of <<their _args[0]>> finger. <</if>> <</if>> <</widget>> <<widget "actionsothermouthanusescape">> <<if $enemytype is "beast">> <<if $enemyanger lte 20>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from the <<beasttypes>> mouth before it can penetrate you.</span> It doesn't give up however. <<elseif $enemyanger lte 100>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration. <<else>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's savage probing before it can penetrate you.</span> <</if>> <<else>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> mouth.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> mouth.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<bottom>> away from <<their _args[0]>> mouth.</span> <</if>> <</if>> <</widget>> <<widget "actionspenisstroke">> <<if $enemytype is "beast">> You gingerly caress the beast's penis. <<else>> <<if _args[1] isnot undefined>> <<set $_target to "two">> <<elseif _args[0] isnot undefined>> <<set $_target to _args[0]>> <<else>> <<set $_target to 0>> <</if>> <<if $consensual is 1>> <<if $arousal lte ($arousalmax / 5) * 3>> You reach for <<someones $_target>> penis and gently caress its length. <<else>> You eagerly reach for <<someones $_target>> penis and caress its length. <</if>> <<else>> You gingerly rub <<someones $_target>> penis. <</if>> <</if>> <</widget>> <<widget "actionsStroke">> <<if _args.length lte 0>> <<error { message : "Missing parameters for <<actionsStroke>> ", source : "Called from: " + Utils.GetStack() }>> <</if>> <<if $enemytype is "beast">> You pat the <<beasttype>> on the head. <<else>> You ?stroke <<if _args.length is 2 and _args[0] isnot _args[1]>> the <<personselect _args[0]>><<persons>> and the <<personselect _args[1]>><<persons>> <<elseif $enemyno lte 1>> <<personselect _args[0]>><<his>> <<else>> the <<personselect _args[0]>><<persons>> <</if>> skin. <</if>> <</widget>> <<widget "actionshit">> <<if _args[0] is "both">> <<set _hand to "hands">> <<set $_target to $lefttarget>> <<else>> <<set _hand to "hand">> <<if _args[0] isnot undefined>> <<set $_target to _args[0]>> <<else>> <<set $_target to 0>> <</if>> <</if>> <<if $enemytype is "beast">> <<if $pain lte 20>> You smack the <<beasttype>> with your _hand. <<elseif $pain lte 60>> You fight through pain and smack the <<beasttype>> with your _hand. <<else>> Pained and terrified, you flail at the <<beasttype>>. <</if>> <<else>> <<if $pain lte 20>> You strike <<someone $_target>> with your _hand. <<elseif $pain lte 60>> You fight through the pain and strike at <<someone $_target>> with your _hand. <<else>> Pained and terrified, you flail in self-defence. <</if>> <</if>> <</widget>> <<widget "actionsclitstroke">> <<if $consensual is 1>> <<if $arousal lte ($arousalmax / 5) * 3>> You <<handtext>> stroke <<their _args[0]>> clitoris between your fingers. <<else>> Eager, you <<handtext>> fondle <<their _args[0]>> clitoris between your fingers. <</if>> <<else>> Hoping to mollify, you <<handtext>> stroke <<their _args[0]>> clitoris between your fingers. <</if>> <</widget>> <<widget "actionshandedge">> <<if $arousal gte ($arousalmax / 5) * 4>> <<print either( "It's a struggle to keep still, but you <<handtext>>", "With a trembling hand, you <<handtext>>", "Your hand twitches as you <<handtext>>" )>> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<print either( "Warmth creeps up your arm as you <<handtext>>", "Despite the rising heat, you <<handtext>>", "You steady your hand and <<handtext>>" )>> <<else>> You <<handtext>> <</if>> <<if _args[1].includes("penis")>> <<print either( "pinch <<his>> shaft between your fingers,", "trail a finger around <<his>> groin,", "thumb the tip of <<his>> cock," )>> <<else>> <<print either( "press <<his>> lips between your fingers,", "trail a finger around <<his>> labia,", "ease your palm against <<his>> clit," )>> <</if>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<print either( "holding <<him>> on the brink of an orgasm.", "waving relief just out of <<his>> reach.", "torturing <<his>> yearning body." )>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<print either( "slowly coaxing <<him>> to climax.", "letting <<his>> arousal swell.", "keeping <<him>> on edge." )>> <<else>> <<print either( "controlling <<his>> arousal.", "curbing <<his>> arousal.", "stirring pleasure." )>> <</if>> <</widget>> <<widget "actionskick">> <<if $enemytype is "beast">> <<if $pain lte 20>> You kick the <<beasttype>>. <<elseif $pain lte 60>> You try to kick the <<beasttype>> away from you. <<else>> You desperately try to kick the <<beasttype>> away. <</if>> <<else>> <<if $leftarm is "grappled" or $rightarm is "grappled">> You struggle against the attacker's grasp, kicking shins while trying to twist free. <<else>> <<if $pain lte 20>> Defiant, you lash out with your feet. <<elseif $pain lte 60>> Though hurt, you lash out with your feet. <<else>> You lash out in desperation. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsfeetrub">> <<if $enemytype is "beast">> You fondle <<their>> penis with your toes. <<else>> <<if _args[0] isnot undefined>> <<set $_target to _args[0]>> <<else>> <<set $_target to 0>> <</if>> <<if $consensual is 1>> <<if $arousal lte ($arousalmax / 5) * 3>> You fondle <<someones $_target>> penis with your toes. <<else>> You eagerly stroke <<someones $_target>> penis with your toes. <</if>> <<else>> You stroke <<someones $_target>> penis with your toes. <</if>> <</if>> <</widget>> <<widget "actionsgrabrub">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<feettext>> hold <<his>> penis between your feet as <<he>> furiously humps against them. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<feettext>> hold the penis between your feet as <<he>> humps against them. <<else>> You <<feettext>> hold and rub the penis between your feet. <</if>> <<else>> <<if $consensual is 1>> <<if $arousal lte ($arousalmax / 5) * 3>> You keep <<their _args[0]>> penis held firmly between your feet as you <<feettext>> stroke and fondle the glans with your toes. <<else>> You <<feettext>> hold and rub <<their _args[0]>> penis between your feet. <</if>> <<else>> You <<feettext>> occupy <<their _args[0]>> penis with your feet, rubbing the glans between your toes. <</if>> <</if>> <</widget>> <<widget "actionsfeetpussy">> <<if $consensual is 1>> <<if $arousal lte ($arousalmax / 5) * 3>> You <<feettext>> fondle <<their _args[0]>> vulva with your toes. <<else>> You <<feettext>> stroke <<their _args[0]>> vulva with your toes. <</if>> <<else>> You <<feettext>> press your feet against <<their _args[0]>> pelvis and fondle <<their _args[0]>> pussy with your toes. <</if>> <</widget>> <<widget "actionskiss">> <<if $enemytype is "beast">> You kiss the <<beasttype>> on the head. <<else>> <<if _args[0] isnot undefined>> <<set $_target to _args[0]>> <<else>> <<set $_target to 0>> <</if>> <<if $consensual is 1>> <<if $arousal lte ($arousalmax / 5) * 3>> You flutter your lips against <<someones $_target>> skin. <<else>> You kiss <<someones $_target>> skin, tongue first. <</if>> <<else>> You press your lips against <<someones $_target>> skin. <</if>> <</if>> <</widget>> <<widget "actionsgrowl">> <<if $enemytype is "beast">> You growl and bare your fangs at the <<beasttype>>. <<else>> You growl and bare your fangs. <</if>> <</widget>> <<widget "actionsplead">> <<checkforloveinterests>> <<if $robinRentEvent is 1 and ["Robin","pay","still"].includes($combatPhase)>> You <<voice "plead">>. <<switch random(1,5)>> <<case 1>> "Not Robin! Stop!" <<case 2>> "Let Robin go, please!" <<case 3>> "You can't! Let <<nnpc_him "Robin">> go!" <<case 4>> "Please, Bailey, don't!" <<case 5>> <<if isLoveInterest("Robin")>> "Don't take <<nnpc_him "Robin">> away from me!" <<else>> "Don't hurt <<nnpc_him "Robin">>!" <</if>> <</switch>> <<elseif $enemytype is "beast">> You <<voice "plead">>. <<if _loveInterest is "Eden" and $location is "forest" and random(0,100) lte 15>> "Please..." You gaze in the direction of Eden's cabin. <<if $npc.includes("Black Wolf")>> <br> The Black Wolf seems to notice and releases a low growl. <</if>> <<elseif $vaginastate is "imminent" or $vaginastate is "doubleimminent">> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "No! I don't want to lose my virginity to a <<beasttype>>!" <<else>> "Why are you poking me there? Stop!" <</if>> <<else>> "No, don't put it in!" <</if>> <<elseif $penisstate is "imminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "No! I don't want to lose my virginity to a <<beasttype>>!" <<else>> "Stop pushing my private place like that, you're making me feel strange." <</if>> <<else>> "Please don't put it in!" <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "No! I don't want to lose my virginity to a <<beasttype>>!" <<else>> "Stop pushing my private place like that, you're making me feel strange." <</if>> <<else>> "Please don't put it in!" <</if>> <<elseif $anusstate is "imminent" or $anusstate is "doubleimminent">> <<if $player.virginity.anal is true>> <<if $awarelevel gte 1>> "Why are you poking me there? What do you want?" <<else>> "Don't poke me there, it's dirty!" <</if>> <<else>> "No, not there! I don't want it!" <</if>> <<elseif $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, just take it out!" <<else>> "P-please... s-someone help..." <</if>> <<elseif $penisstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, just take it out!" <<else>> "P-please... s-someone help..." <</if>> <<elseif $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, just take it out!" <<else>> "P-please... s-someone help..." <</if>> <<elseif $anusstate is "penetrated" or $anusstate is "doublepenetrated">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, just take it out!" <<else>> "P-please... s-someone help..." <</if>> <<elseif $vaginastate is "othermouthimminent" or $vaginastate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "Stop, it tickles." <<case 1>> "Please don't eat me." <<case 2>> "Stop licking there!" <<case 3>> "I'm not food!" <<case 4>> "Your tongue is too slimy." <<case 5>> "Your tongue is making me feel funny." <<default>> "S-stop. That's not for a <<beasttype>> to lick." <</switch>> <<elseif $vaginastate is "othermouth">> <<switch $speechcycle>> <<case 0>> "It's all squirmy." <<case 1>> "Please take your tongue out." <<case 2>> "There's no food in there." <<case 3>> "S-stop. That's not for <<beasttype>> tongues." <<case 4>> "Get it out!" <<case 5>> "Please stop licking inside me!" <<default>> "I-is it tasty? Please stop." <</switch>> <<elseif $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "Stop, it tickles." <<case 1>> "Please don't eat me." <<case 2>> "Stop licking there!" <<case 3>> "I'm not food!" <<case 4>> "Your tongue is too slimy." <<case 5>> "Your tongue is making me feel funny." <<default>> "S-stop. That's not for a <<beasttype>> to lick." <</switch>> <<elseif $penisstate is "othermouth">> <<switch $speechcycle>> <<case 0>> "Your mouth's too slimy." <<case 1>> "Please don't bite me." <<case 2>> "I don't wanna go in your mouth." <<case 3>> "S-stop. That's not for <<beasttype>> tongues." <<case 4>> "Let me go!" <<case 5>> "That's not food!" <<default>> "Please don't move your tongue like that." <</switch>> <<elseif $anusstate is "othermouthimminent" or $anusstate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "Stop, it tickles." <<case 1>> "Please don't eat me." <<case 2>> "Stop licking there!" <<case 3>> "I'm not food!" <<case 4>> "Your tongue is too slimy." <<case 5>> "Your tongue is making me feel funny." <<default>> "S-stop. That's not for a <<beasttype>> to lick." <</switch>> <<elseif $anusstate is "othermouth">> <<switch $speechcycle>> <<case 0>> "It's all squirmy." <<case 1>> "Please take your tongue out." <<case 2>> "There's no food in there." <<case 3>> "S-stop. That's not for <<beasttype>> tongues." <<case 4>> "Get it out!" <<case 5>> "Please stop licking inside me!" <<default>> "I-is it tasty? Please stop." <</switch>> <<elseif $exposed gte 2>> <<switch random(1,5)>> <<case 1>> "W-why are you looking at me like that?" <<case 2>> "That's not for you!" <<case 3>> "D-don't look." <<case 4>> "No, don't look at me!" <<case 5>> "Please be a good <<beasttype>>, you're scaring me." <</switch>> <<elseif $awarelevel gte 1>> <<if $pain lte 20>> "You're a good <<beasttype>> right? You'll let me go?" <<elseif $pain lte 60>> "Why are you hurting me? I'm not a threat!" <<else>> "It hurts! Why are you doing this? Let me go!" <</if>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> "You're a good <<beasttype>> right? You'll let me go?" <<case 2>> "What are you doing? I haven't been mean to you!" <<case 3>> "I don't like this, leave me alone!" <</switch>> <<elseif $pain lte 60>> "You're hurting me!" <<else>> "P-please stop hurting me!" <</if>> <</if>> <<else>> <<if _loveInterest isnot undefined and random(0, 100) lte 15>> <<set $speechnamedrop to $npc.includes(_loveInterest) ? 0 : 1>> <<if $speechnamedrop is 0>> You speak. <<else>> You <<voice "plead">>. <</if>> <<rng>> <<switch _loveInterest>> <<case "Robin">> <<if $npc.includes("Robin")>> "Robin, please stop!" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Please, no! I'm saving that for Robin!" <<else>> "Please stop poking me there, I only let Robin do that!" <</if>> <<else>> "B...but, I only let Robin do this!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I'm sorry, Robin..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please just take it out! I only want Robin!" <<else>> "Robin... help me..." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "I'm sorry, Robin..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please just get off me! I only want Robin!" <<else>> "Robin... help me..." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Please don't look! Only Robin can see me like this!" <<case 2>> "Please, Robin will be heartbroken..." <<case 3>> "Stop staring... I only want Robin..." <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Please no! I'm already taken by Robin!"<<else>>"Leave me alone! I only want Robin!"<</if>> <<case 2>> "Why are you doing this? Let me go back to Robin!" <<case 3>> "Robin needs me, please just let me go..." <</switch>> <<elseif $pain lte 60>> "Robin never hurts me like this..." <<else>> "No... I need to get back to Robin..." <</if>> <</if>> <<case "Kylar">> <<if $npc.includes("Kylar")>> "Kylar... I thought you loved me..." <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Please, I wanted Kylar to be the one to take me!" <<else>> "Only Kylar is allowed to do this, please stop!" <</if>> <<else>> "Kylar hurts people who violate me... please stop..." <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Forgive me, Kylar..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please take it out! Kylar will be so upset about this!" <<else>> "S-Save me, Kylar..." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Forgive me, Kylar..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please take it out! Kylar will be so upset about this!" <<else>> "S-Save me, Kylar..." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "I only want Kylar to see me like this..." <<case 2>> "Please, I only let Kylar take my clothes!" <<case 3>> "Kylar will be mad at me for this!" <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<if $pain lte 20>> <<if $awarelevel gte 1>> "B-But, I'm already taken by Kylar!" <<else>> "I want Kylar to hold me..." <</if>> <<elseif $rng lte 70>> "Kylar will be so upset..." <<else>> "N...no, Kylar will be jealous!" <</if>> <<elseif $pain lte 60>> "Kylar hurts people who touch me, please stop for your own sake!" <<else>> "K...Kylar... help me..." <</if>> <</if>> <<if $location is "school" and $speechnamedrop is 1 and Time.schoolDay>> <<status -1>><<lcool>> <</if>> <<case "Whitney">> <<if $npc.includes("Whitney")>> "Please be gentle, Whitney..." <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "I'm saving that for Whitney! Please don't steal this from me!" <<else>> "Only Whitney can hold me like this! Please stop!" <</if>> <<else>> "No... that only belongs to Whitney..." <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I'm sorry, Whitney..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Whitney will give me hell for this, please get it out!" <<else>> "Whitney... please help me..." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "I'm sorry, Whitney..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Whitney will give me hell for this, please get off!" <<else>> "Whitney... please help me..." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "But only Whitney can strip me!" <<case 2>> "At least Whitney gives me a choice..." <<case 3>> "I only want to be seen like this if it's Whitney doing it! Please stop!" <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Please, I'm only Whitney's toy!"<<else>>"My bully treats me better than you..."<</if>> <<case 2>> "I only let someone special bully me. Please stop." <<case 3>> "Everyone knows I'm Whitney's property, so please stop!" <</switch>> <<elseif $pain lte 60>> "Please, I only like it when Whitney hits me!" <<else>> "Not even Whitney beats me this much!" <</if>> <</if>> <<if $location is "school" and Time.schoolDay>> <<status 1>><<gcool>> <</if>> <<case "Eden">> <<if $npc.includes("Eden")>> "N...not so rough, Eden..." <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "I wanted to share this moment with Eden! Please don't take my virginity!" <<else>> "N...No! Eden! Help me!" <</if>> <<else>> "Please, I only let Eden take me! Don't!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I... was only supposed to be Eden's prey..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "I can only do this with Eden! Take it out! Please!" <<else>> "Eden... please save me..." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "I... was only supposed to be Eden's prey..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "I can only do this with Eden! Get off me! Please!" <<else>> "Eden... please save me..." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "I'm cold... I want to go back to the cabin with Eden..." <<case 2>> "I only want Eden to see me like this..." <<case 3>> "Please don't look! I'm for Eden, not you!" <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"I'm Eden's mate, not yours! Let me go!"<<else>>"I'm Eden's companion, not yours! Let me go!"<</if>> <<case 2>> "I want to go back to the cabin with Eden... please..." <<case 3>> "Eden warned me about people like you..." <</switch>> <<elseif $pain lte 60>> "Please... my heart belongs in the forest with Eden..." <<else>> "No! Eden will smell you on me! Please stop!" <</if>> <</if>> <<case "Black Wolf">> <<if $npc.includes("Black Wolf")>> "Gently, please..." <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "I was saving this for my wolf! Please no!" <<else>> "Only the wolves know how to be gentle with me down there! Please stop!" <</if>> <<else>> "Please, I only let my pack down there..." <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "It's so uncomfortable! Please stop, I only want the wolves!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please just take it out! That's for my wolves!" <<else>> "The big wolf will save me..." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "It's so uncomfortable! Please stop, I only want the wolves!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please get off! That's for my wolves!" <<else>> "The big wolf will save me..." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Not even the wolves stare this much... please stop looking..." <<case 2>> "You're creepier than the wolves... no more..." <<case 3>> "Y-You won't find any meat here... I belong to the wolves!" <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"I only want the wolves as mates, please leave me alone!"<<else>>"I only let the big wolf play rough with me, please stop!"<</if>> <<case 2>> "Please let me go, I want to go back to my wolves!" <<case 3>> "Let me go... I want to go back to the wolf cave..." <</switch>> <<elseif $pain lte 60>> "Please stop hurting me! The wolves are more gentle than this!" <<else>> "You're more of an animal... than my wolf..." <</if>> <</if>> <<famebestiality $enemyno>> <<case "Avery">> <<if $npc.includes("Avery")>> "Was this all the date was for...?" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "I only wanted Avery to take my virginity! Please don't!" <<else>> "Avery will save me..." <</if>> <<else>> "Please no! That's Avery's!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I'm so sorry, Avery..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Avery will punish me for this! Please just take it out!" <<else>> "Save me, Avery..." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "I'm so sorry, Avery..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Avery will punish me for this! Please just get off!" <<else>> "Save me, Avery..." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Avery takes me on a date first... please look away..." <<case 2>> "No! You can't look! Only Avery can see me like this!" <<case 3>> "Avery will be so upset... please..." <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Avery can screw us both up for this, so please stop!"<<else>>"I only want Avery..."<</if>> <<case 2>> "I need to keep Avery's trust, please stop!" <<case 3>> "My heart belongs to Avery! I don't want this, please just stop!" <</switch>> <<elseif $pain lte 60>> "Avery... Please help me..." <<else>> "You're scarier... than Avery..." <</if>> <</if>> <<case "Great Hawk">> <<if $npc.includes("Great Hawk")>> "Y-you're going to take care of me, right?" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Please stop! I'm saving myself for my <<hawkText>> spouse!" <<else>> "Only my <<hawkText>> can touch me. Please let me go..." <</if>> <<else>> "You can't! I only want my <<hawkText>> to do this!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I don't like this! That's the <<hawkText>>'s place!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Stop! Just let me go back to my <<hawkText>>!" <<else>> "No! I'm only for the Great Hawk!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "I don't like this! That's the <<hawkText>>'s place!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Stop! Just let me go back to my <<hawkText>>!" <<else>> "No! I'm only for the Great Hawk!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "M-My <<hawkText>> respects my body. Please stop staring." <<case 2>> "My body's for my <<hawkText>>. Stop staring, please!" <<case 3>> "You're scaring me with that look. My body is for the Great Hawk!" <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"My <<hawkText>> knows how to treat a mate, please let me go!"<<else>>"Nobody can do this to me except for my <<hawkText>>, get off of me!"<</if>> <<case 2>> "I can't cheat on the Great Hawk, please stop!" <<case 3>> "My heart belongs to the Great Hawk! I don't want this, please just stop!" <</switch>> <<elseif $pain lte 60>> "It hurts! I want my <<hawkText>>'s touch!" <<else>> "You're hurting me more than my <<hawkText>>'s talons!" <</if>> <</if>> <<famebestiality $enemyno>> <<case "Alex">> <<if $npc.includes("Alex")>> "Alex, control yourself!" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "N-not there, that's for Alex!" <<else>> "Don't poke me there, that's Alex's spot!" <</if>> <<else>> "That's Alex's territory!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I'm sorry, Alex..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Take it out right now, or I'll tell Alex!" <<else>> "Help me, Alex." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "I'm sorry, Alex..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Take it out right now, or I'll tell Alex!" <<else>> "Help me, Alex." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "That's for Alex's eyes only!" <<case 2>> "Alex won't be pleased with where you're looking." <<case 3>> "Stop staring, or Alex will be angry." <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Don't you dare. That's Alex's!"<<else>>"Leave me alone, or I'll tell Alex!"<</if>> <<case 2>> "Alex will come to my rescue, then you'll be sorry!" <<case 3>> "Alex will find out about you." <</switch>> <<elseif $pain lte 60>> "Alex will punish you for this." <<else>> "Alex, h-help me. Please." <</if>> <</if>> <<case "Sydney">> <<run statusCheck("Sydney")>> <<if $npc.includes("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> "I thought... you said lust was a sin..." <<else>> "I'm sorry, I'll be pure! Please stop!" <</if>> <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $templePromised is "Sydney">> <<if (($player.virginity.vaginal is true or $player.virginity.temple is true) and $vaginastate is "imminent") or (($player.virginity.penile is true and $player.virginity.temple is true) and ($penisstate is "imminent" or $penisstate is "otheranusimminent"))>> <<if $awarelevel gte 1>> "Please, not that! I'm bound to Sydney, you can't!" <<else>> "I'm bound to Sydney! Please don't take that away!" <</if>> <<else>> "Don't, that's only for Sydney!" <</if>> <<else>> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "Please, not that! I want it to be with Sydney, you can't!" <<else>> "I love Sydney! Don't take this from <<nnpc_him "Sydney">>!" <</if>> <<else>> "Don't! I only want to do it with Sydney!" <</if>> <</if>> <<elseif $vaginastate is "penetrated" or $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $templePromised is "Sydney">> <<if $arousal lte $arousalmax / 5>> "What have you done..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "I'm sorry, Sydney, I'm so sorry..." <<else>> "S-Sydney... It was supposed to be you..." <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> "Please take it out, don't defile me!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "I'm sorry, Sydney..." <<else>> "S-Sydney... It was supposed to be you..." <</if>> <</if>> <<elseif $anusstate is "penetrated">> <<if $templePromised is "Sydney">> <<if $arousal lte $arousalmax / 5>> "Take it out! That's for Sydney!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "The temple might not care, but I know Sydney does!" <<else>> "S-Sydney... It was supposed to be you..." <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> "Take it out! I want it to be Sydney!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "I wanted it to be with Sydney..." <<else>> "S-Sydney... It was supposed to be you..." <</if>> <</if>> <<elseif $exposed gte 2>> <<if $templePromised is "Sydney">> <<switch random(1,3)>> <<case 1>> "Don't look! Only Sydney can see me like this!" <<case 2>> "I'm bound to Sydney! Please leave me alone!" <<case 3>> "Stop... I'm supposed to be with Sydney..." <</switch>> <<else>> <<switch random(1,3)>> <<case 1>> "Don't look! I only want Sydney to see me like this!" <<case 2>> "I want to be with Sydney! Please leave me alone..." <<case 3>> "Stop... I'm supposed to be with Sydney..." <</switch>> <</if>> <<else>> <<if $templePromised is "Sydney">> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Sydney and I are one! Please don't ruin that!"<<else>>"I'm bound to Sydney! Please don't take that away!"<</if>> <<case 2>> "Sydney's the one for me, so please leave." <<case 3>> "I want Sydney to hold me..." <</switch>> <<elseif $pain lte 60>> "The temple sanctioned me and Sydney's union, so leave me alone!" <<else>> "S-Sydney... I need a saviour..." <</if>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Sydney's the one I want! Please leave me alone!"<<else>>"I want to be with Sydney! Please don't!"<</if>> <<case 2>> "Sydney's the one for me, so please leave." <<case 3>> "I want Sydney to hold me..." <</switch>> <<elseif $pain lte 60>> "Sydney's the one I want to be with, so leave me alone!" <<else>> "S-Sydney... I need a saviour..." <</if>> <</if>> <</if>> <<case "Gwylan">> <<if $npc.includes("Gwylan")>> <<if $abomination is 1>> "Gwylan, come back! I'm scared!" <<elseif $hypnosis_traits.devotion gte 1 or $combat_hypnosis>> "Gwylan, please, I can't think straight!" <<else>> "Gwylan, please, this doesn't feel right!" <</if>> <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "N-not there, I'm saving that for a special moment with Gwylan!" <<else>> "Not there, this only feels natural when Gwylan's doing it!" <</if>> <<else>> "That belongs to Gwylan!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Gwylan, I'll still keep my promise, please forgive me..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Take it out right now, or I'll tell Gwylan!" <<else>> "Help me, Gwylan... please..." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Gwylan, I'll still keep my promise, please forgive me..." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Take it out right now, or I'll tell Gwylan!" <<else>> "Help me, Gwylan... please..." <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "My body is for Gwylan's eyes only!" <<case 2>> "Gwylan won't be pleased with where you're looking." <<case 3>> "Stop staring, or Gwylan will get scary." <</switch>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Don't you dare. That's Gwylan's!"<<else>>"Leave me alone, or I'll tell Gwylan!"<</if>> <<case 2>> "Gwylan will protect me, then you'll be sorry!" <<case 3>> "Gwylan will find out about this." <</switch>> <<elseif $pain lte 60>> "Gwylan will curse you for this." <<else>> "Gwylan will protect me. Leave me alone." <</if>> <</if>> <<default>> <</switch>> <<else>> You <<voice "plead">>. <<if $npc.includes("Robin")>> <<if $robinmist>> "Robin, please! You can fight it!" <<else>> "N...not you, too..." <</if>> <<elseif $vaginastate is "imminent">> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "Please don't put it in, I'm a virgin!" <<else>> "Please stop poking me there, that's my private place!" <</if>> <<else>> "Please don't put it in!" <</if>> <<elseif $penisstate is "imminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Please don't put it in, I'm a virgin!" <<else>> "Stop pushing my private place like that, you're making me feel strange." <</if>> <<else>> "Please don't put it in!" <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Please don't put it in, I'm a virgin!" <<else>> "Stop pushing my private place like that, you're making me feel strange." <</if>> <<else>> "Please don't put it in!" <</if>> <<elseif $anusstate is "imminent">> <<if $player.virginity.anal is true>> <<if $awarelevel gte 1>> "Why are you poking me there? Please stop." <<else>> "Don't poke me there, it's dirty!" <</if>> <<else>> "No, not there! I don't want it!" <</if>> <<elseif $vaginastate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, I-I'll do what you ask, just take it out!" <<else>> "I c-can't... h-help it. P-please stop." <</if>> <<elseif $penisstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, I-I'll do what you ask, just take it out!" <<else>> "I c-can't... h-help it. P-please stop." <</if>> <<elseif $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, I-I'll do what you ask, just take it out!" <<else>> "I c-can't... h-help it. P-please stop." <</if>> <<elseif $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Take it out, take it out!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Please, I-I'll do what you ask, just take it out!" <<else>> "I c-can't... h-help it. P-please stop." <</if>> <<elseif $exposed gte 2 and $rng gte 51>> <<switch random(1,5)>> <<case 1>> "That's my private place! Don't look!" <<case 2>> "Please don't look at me like that, it's scary." <<case 3>> "I don't like being exposed like this, please stop looking." <<case 4>> "No, don't look at me!" <<case 5>> "Please don't stare at me." <</switch>> <<elseif $awarelevel gte 1>> <<if $pain lte 20>> "Please, just let me go." <<elseif $pain lte 60>> "You're hurting me, please stop!" <<else>> "It hurts! Why are you doing this? Let me go!" <</if>> <<else>> <<if $pain lte 20>> <<switch random(1,3)>> <<case 1>> "Please stop touching me, you're making me feel all funny." <<case 2>> "Stop, I promise I haven't done anything wrong!" <<case 3>> "You're making me feel strange. Please stop." <</switch>> <<elseif $pain lte 60>> "Please no, you're hurting me!" <<else>> "P-please stop hurting me!" <</if>> <</if>> <</if>> <</if>> <</widget>> <!-- Ideally, the parameters here should be replaced when the way the Great Hawk is generated changes. --> <<widget "hawkText">><<silently>> <<if ($settings.monsterChance gte $rng and $hallucinations gte 1) or ($settings.monsterChance gte $rng and !$settings.monsterHallucinationsOnly) or ($greathawkmonster is 2) or (!$settings.bestialityEnabled)>> <<set _text_output to "harpy">> <<else>> <<set _text_output to "hawk">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "checkforloveinterests">> <<set _loveInterest to Object.values($loveInterest).filter(li => li isnot "None").random()>> <</widget>> <<widget "askrough">> <<if $speech_attitude is "meek">> You <<voice "plead">> for rougher treatment. <<switch $speechcycle>> <<case 0>> "Hit me harder. I deserve it." <<case 1>> "Beat me. Make me your <<bitch>>." <<case 2>> "Show me my place." <<case 3>> "Treat me like dirt." <<case 4>> "Make me squeal." <<case 5>> "Fuck me up." <<default>> "Treat me like the worthless pig I am." <</switch>> <<elseif $speech_attitude is "bratty">> You <<voice "demand">> for rougher treatment. <<switch $speechcycle>> <<case 0>> "Hit me harder, you wuss." <<case 1>> "That all you got?" <<case 2>> "Give me your best shot." <<case 3>> "Fuck me up, I dare you." <<case 4>> "This the best you can do?" <<case 5>> "Beat me. Or are you too weak?" <<default>> "Beat me harder, or I'll beat you." <</switch>> <<else>> You <<voice "moan">> for rougher treatment. <<switch $speechcycle>> <<case 0>> "You can be harder. I can take it." <<case 1>> "Smack me harder." <<case 2>> "Treat me like rubbish." <<case 3>> "Show me how strong you are." <<case 4>> "Make me feel worthless." <<case 5>> "Harder!" <<default>> "Beat me. I'm tough enough." <</switch>> <</if>> <</widget>> <<widget "actionsmoan">> <<checkforloveinterests>> You <<voice "moan">>. <<if $npc.includes(_loveInterest) and random(0,100) lte 45>> <<switch _loveInterest>> <<case "Robin">> <<if C.npc.Robin.dom gte 70>> "You know just how to turn me on." <<else>> "I'm gonna melt, you're making me so happy." <</if>> <<case "Sydney">> <<run statusCheck("Sydney")>> <<if !_sydneyChastity>> <<if _sydneyStatus.includes("corrupt")>> "You're the most delicious sin of all." <<else>> "Forever, as one." <</if>> <<else>> "You make me so lustful." <</if>> <<case "Whitney">> "Use me, Whitney. I'm yours." <<case "Black Wolf">> <<if $wolfpackleader is 1>> "Good <<nnpc_gendery "Black Wolf">>. Keep going." <<else>> "<<print ($settings.pregnancySpeechEnabled ? "Breed" : "Fuck")>> me, alpha!" <</if>> <<case "Great Hawk">> "You're not a terror. You're all I need." <<case "Eden">> "I belong to you, and you alone." <<case "Avery">> "You're worth more than any payout." <<case "Alex">> "I couldn't ask for a better partner." <<case "Kylar">> "You're the only one I need, Kylar." <<case "Gwylan">> "I think I'm bewitched." <</switch>> <<elseif $enemytype is "beast">> <<if $vaginastate is "imminent">> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "You want to <<print ($settings.pregnancySpeechEnabled ? "breed with" : "fuck")>> me? But it's my first time." <<else>> "Why are you poking my pussy? Silly <<beasttype>>!" <</if>> <<else>> "You want to put it in? Be gentle with me." <</if>> <<elseif $penisstate is "imminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "You want to <<print ($settings.pregnancySpeechEnabled ? "breed with" : "fuck")>> me? But it's my first time." <<else>> "Why are you poking my penis? Silly <<beasttype>>!" <</if>> <<else>> "You want to put it in? Be gentle with me." <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "You want to <<print ($settings.pregnancySpeechEnabled ? "breed with" : "fuck")>> me? But it's my first time." <<else>> "Why are you poking my willy? Silly <<beasttype>>!" <</if>> <<else>> "You want to put it in? Be gentle with me." <</if>> <<elseif $anusstate is "imminent">> <<if $player.virginity.anal is true>> <<if $awarelevel gte 1>> "You want to <<print ($settings.pregnancySpeechEnabled ? "breed with" : "fuck")>> me? Please be gentle, that hole hasn't been used before." <<else>> "Why are you poking my bottom? Silly <<beasttype>>!" <</if>> <<else>> "You want to put it in? Be gentle with me." <</if>> <<elseif $vaginastate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "A <<beasttypes>> cock is inside me, mating with me." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Good <<beasttype>>. <<print ($settings.pregnancySpeechEnabled ? "B-breed" : "F-fuck")>> me with your <<beasttype>> cock." <<else>> "I-I'm gonna cum, from a <<beasttype>> f-fucking my pussy." <</if>> <<elseif $penisstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "A <<beasttype>> is swallowing my cock, mating with me." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Good <<beasttype>>. I'll fill you with my s-seed." <<else>> "I-I'm gonna cum... from a <<beasttype>> mating with me." <</if>> <<elseif $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "A <<beasttype>> is swallowing my cock, mating with me." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Good <<beasttype>>. I'll fill you with my s-seed." <<else>> "I-I'm gonna cum... from a <<beasttype>> mating with me." <</if>> <<elseif $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "A <<beasttypes>> cock is inside my ass, mating with me." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Good <<beasttype>>. F-fill my ass with your seed." <<else>> "I-I'm gonna cum... from a <<beasttype>> fucking my ass." <</if>> <<elseif $vaginastate is "othermouthimminent" or $vaginastate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "I taste good, don't I." <<case 1>> "T-take me with your tongue." <<case 2>> "Your mouth is warm." <<case 3>> "What are you waiting for? Have a taste." <<case 4>> "I think <<beasttype>> tongues are the best." <<case 5>> "Your tongue is making me feel funny." <<default>> "L-lick harder." <</switch>> <<elseif $vaginastate is "othermouth">> <<switch $speechcycle>> <<case 0>> "It's all squirmy and slimy." <<case 1>> "That's it. F-fill me with your <<beasttype>> tongue." <<case 2>> "H-harder. Lick me harder." <<case 3>> "A <<beasttype>> is filling me." <<case 4>> "M-more!" <<case 5>> "I-I'm being fucked by a <<beasttypes>> tongue." <<default>> "I-is it tasty? Please don't stop." <</switch>> <<elseif $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "I taste good, don't I." <<case 1>> "T-take me with your tongue." <<case 2>> "Your mouth is warm." <<case 3>> "What are you waiting for? Have a taste." <<case 4>> "I think <<beasttype>> tongues are the best." <<case 5>> "Your tongue is making me feel funny." <<default>> "L-lick harder." <</switch>> <<elseif $penisstate is "othermouth">> <<switch $speechcycle>> <<case 0>> "It's all squirmy and slimy." <<case 1>> "That's it. W-wrap around me with your <<beasttype>> tongue." <<case 2>> "H-harder. Lick me harder." <<case 3>> "I'm inside a <<beasttype>>." <<case 4>> "M-more!" <<case 5>> "I-I'm being fucked by a <<beasttypes>> mouth." <<default>> "I-is it tasty? Please don't stop." <</switch>> <<elseif $anusstate is "othermouthimminent" or $anusstate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "I taste good, don't I." <<case 1>> "T-take me with your tongue." <<case 2>> "Your mouth is warm." <<case 3>> "What are you waiting for? Have a taste." <<case 4>> "I think <<beasttype>> tongues are the best." <<case 5>> "Your tongue is making me feel funny." <<default>> "L-lick harder." <</switch>> <<elseif $anusstate is "othermouth">> <<switch $speechcycle>> <<case 0>> "It's all squirmy and slimy." <<case 1>> "That's it. F-fill me with your <<beasttype>> tongue." <<case 2>> "H-harder. Lick me harder." <<case 3>> "A <<beasttype>> is filling me." <<case 4>> "M-more!" <<case 5>> "I-I'm being fucked by a <<beasttypes>> tongue." <<default>> "I-is it tasty? Please don't stop." <</switch>> <<elseif $exposed gte 2>> <<switch random(1,5)>> <<case 1>> "You like what you see?" <<case 2>> "Do I look tasty?" <<case 3>> "I-I'm all exposed in front of a <<beasttype>>. What will it do with me?" <<case 4>> "Look closer, I want you to see everything." <<case 5>> "You can do more than just look, you know." <</switch>> <<else>> <<if $awarelevel gte 1>> <<if $arousal lte $arousalmax / 5>> "Good <<beasttype>>. Please be gentle with me." <<elseif $arousal lte ($arousalmax / 5) * 3>> "You want to <<print ($settings.pregnancySpeechEnabled ? "breed with" : "fuck")>> me? I'm flattered." <<else>> "<<print ($settings.pregnancySpeechEnabled ? "B-breed" : "F-fuck")>> me. Make me your <<beasttype>> <<bitch>>." <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> "Good <<beasttype>>. Please be gentle with me." <<case 2>> "You're tickling me!" <<case 3>> "Do you want to be friends, <<beasttype>>?" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You're making me feel strange." <<else>> "Y-you're m-making me feel strange." <</if>> <</if>> <</if>> <<else>> <<if $vaginastate is "imminent">> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "Please be gentle with my pussy, it's my first time." <<else>> "Poking me there is making me feel funny!" <</if>> <<else>> "Please stop teasing me, my pussy aches for you!" <</if>> <<elseif $penisstate is "imminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Please be gentle with my penis, it's my first time." <<else>> "My willy feels funny when you make it poke you there!" <</if>> <<else>> "Please hurry and swallow me, I can't take any teasing!" <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Please be gentle with my penis, It's my first time." <<else>> "My willy feels funny when you make it poke you there!" <</if>> <<else>> "Please hurry and swallow me, I can't take any teasing!" <</if>> <<elseif $anusstate is "imminent">> <<if $player.virginity.anal is true>> <<if $awarelevel gte 1>> "I don't know why you like my ass so much, but it's making me feel good." <<else>> "You're making my bottom tickle!" <</if>> <<else>> "I can't wait for you to fill my ass." <</if>> <<elseif $vaginastate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "That's it, fill my pussy." <<elseif $arousal lte ($arousalmax / 5) * 4>> "You're making my pussy feel so good!" <<else>> "D-don't stop... I'm gonna c-cum." <</if>> <<elseif $penisstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "It's so warm inside you." <<elseif $arousal lte ($arousalmax / 5) * 4>> "T-take all of me!" <<else>> "D-don't stop... I'm gonna c-cum." <</if>> <<elseif $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "It's so warm inside you." <<elseif $arousal lte ($arousalmax / 5) * 4>> "T-take all of me!" <<else>> "D-don't stop... I'm gonna c-cum." <</if>> <<elseif $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "That's it, fill my ass up." <<elseif $arousal lte ($arousalmax / 5) * 4>> "K-keep going." <<else>> "D-don't stop... I'm gonna c-cum." <</if>> <<elseif $exposed gte 2 and $rng gte 51>> <<if not $gloryhole>> <<switch random(0,4)>> <<case 0>> "You like what you see?" <<case 1>> "I'm unwrapped and ready for you." <<case 2>> "I-I'm all exposed and vulnerable. What will you do with me?" <<case 3>> "Y-you can see everything." <<case 4>> "You can do more than just look." <</switch>> <<else>> <<switch random(0,4)>> <<case 0>> "I'm naked over here. Too bad you can't see me!" <<case 1>> "I'm all naked on this side." <<case 2>> "I-I'm all exposed and vulnerable at the other side. Wouldn't you love to see?" <<case 3>> "Such a shame you can't see my naked body." <<case 4>> "You don't know what you're missing by not seeing me!" <</switch>> <</if>> <<else>> <<if $awarelevel gte 1>> <<if not $gloryhole>> <<if $arousal lte $arousalmax / 5>> "I'm all yours." <<elseif $arousal lte ($arousalmax / 5) * 3>> "You're making me feel so good!" <<else>> "I'm gonna c-cum!" <</if>> <<else>> <<if $enemyno is 1 and $NPCList[0].penis !== "none" and random(0,4) !== 0>> <<set _dick to either('dick','penis')>> <<elseif $enemyno is 1 and $NPCList[0].vagina isnot "none" and random(0,4) isnot 0>> <<set _dick to either('cunt', 'quim', 'pussy', 'vagina')>> <<else>> <<set _dick to 0>> <</if>> <<switch random(0,1)>> <<case 0>> <<set _anonymous to 'gloryhole'>> <<set _Anonymous to 'Gloryhole'>> <<set _An_anonymous to 'A gloryhole'>> <<case 1>> <<set _anonymous to 'anonymous'>> <<set _Anonymous to 'Anonymous'>> <<set _An_anonymous to 'An anonymous'>> <</switch>> <<if _dick>> <<if $arousal lte $arousalmax / 5>> <<if $speech_attitude is "meek">> <<switch random(0,3)>> <<case 0>> "I'm here to please your _dick." <<case 1>> "I'll make your _dick feel good." <<case 2>> "I will serve your _dick." <<case 3>> "I love pleasuring your _dick." <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(0,2)>> <<case 0>> "_Anonymous _dick is just what I need." <<case 1>> "_An_anonymous _dick is just the toy I need!" <<case 2>> "This _anonymous _dick is all mine." <</switch>> <<else>> <<switch random(0,1)>> <<case 0>> "Let me take care of your _dick." <<case 0>> "I'll take care of your _dick." <</switch>> <</if>> <<elseif $arousal lte ($arousalmax / 5) * 2>> <<switch random(0,2)>> <<case 0>> "_Anonymous _dick is so exciting!" <<case 1>> "_Anonymous _dick is such a turn on!" <<case 2>> "_Anonymous _dick is so much fun!" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> <<switch random(0,3)>> <<case 0>> "Who knew _anonymous _dick could feel so good?" <<case 1>> "This feels so good!" <<case 2>> "I love _anonymous _dick!" <<case 4>> "K-keep... d-doing... t-that!" <</switch>> <<else>> <<switch random(0,2)>> <<case 0>> "S-so close... to c-cumming!" <<case 1>> "Almost... that _dick... S-so g-good... Almost c-cumming!" <<case 2>> "I'm gonna c-cum!" <</switch>> <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> <<if $speech_attitude is "meek">> <<switch random(0,3)>> <<case 0>> "I'm here to please you." <<case 1>> "I'll make you feel good." <<case 2>> "I will serve you." <<case 3>> "I love pleasuring you." <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(0,2)>> <<case 0>> "Just what I need." <<case 1>> "Such a nice plaything!" <<case 2>> "This is all mine." <</switch>> <<else>> <<switch random(0,1)>> <<case 0>> "Let me take care of you." <<case 0>> "I'll take care of you." <</switch>> <</if>> <<elseif $arousal lte ($arousalmax / 5) * 2>> <<switch random(0,2)>> <<case 0>> "Gloryholes are so exciting!" <<case 1>> "Gloryholes are such a turn on!" <<case 2>> "Gloryholes are so much fun!" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> <<switch random(0,3)>> <<case 0>> "Who knew a gloryhole could feel so good?" <<case 1>> "This feels so good!" <<case 2>> "I love this gloryhole!" <<case 3>> "K-keep... d-doing... t-that!" <</switch>> <<else>> <<switch random(0,2)>> <<case 0>> "So close... t-to... c-cumming!" <<case 1>> "Almost... S-so g-good... A-almost cumming!" <<case 2>> "I'm gonna c-cum!" <</switch>> <</if>> <</if>> <</if>> <<else>> <<if $arousal lte $arousalmax / 5 and not $gloryhole>> <<switch random(1,3)>> <<case 1>> "You're making me feel funny." <<case 2>> "Will you take care of me?" <<case 3>> "You're very strong!" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You're making me feel strange. Don't stop." <<else>> "D-don't... s-stop..." <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "actionschoke">> You <<voice "moan">>. <<if $NPCList[0].fullDescription is "Gwylan" and $rng gte 51>> "Take my breath away, Gwylan." <<elseif $awarelevel gte 2 or $choketrait is 1>> <<set _daddy to $enemyno is 1 and $NPCList[0].pronoun is 'm' and $submissive gte 1150 and random(1, 4) is 1>> <<switch $speechcycle>> <<case 0>> "Choke me<<if _daddy>>, daddy<</if>>." <<case 1>> "Put your hand on my neck, please." <<case 2>> "Harder<<if _daddy>>, daddy<</if>>! Choke me harder!" <<case 3>> "<<if _daddy>>Daddy, I<<else>>I<</if>> want you to choke me." <<case 4>> "Please, squeeze my throat!" <<case 5>> "Grab my neck<<if _daddy>>, daddy<</if>>." <<default>> "Choke me hard." <</switch>> <<else>> <<switch $speechcycle>> <<case 0>> "Can you put your hand on my neck?" <<case 1>> "Hold me by the neck, please." <<case 2>> "Put your hand on my neck, please." <<case 3>> "Last time it felt funny to have my neck squeezed. Can you do it, please?" <<case 4>> "Can you take my neck? I want to feel it again." <<case 5>> "Put your hand here, please." <<default>> "Hold me here, it feels good." <</switch>> <</if>> <</widget>> <<widget "actionsdemand">> <<checkforloveinterests>> <<if $robinRentEvent is 1 and ["Robin","pay","still"].includes($combatPhase)>> You <<voice "demand">>. <<switch random(1,5)>> <<case 1>> "Let Robin go right now!" <<case 2>> "Let <<nnpc_him "Robin">> go, Bailey!" <<case 3>> "I'm not letting you take <<nnpc_him "Robin">> away!" <<case 4>> "Get off of me! Let me help Robin!" <<case 5>> <<if isLoveInterest("Robin")>> "Don't you dare touch <<nnpc_him "Robin">> ever again!" <<else>> "Don't you dare hurt <<nnpc_him "Robin">>!" <</if>> <</switch>> <<elseif $enemytype is "beast">> You <<voice "demand">>. <<if _loveInterest is "Eden" and $location is "forest" and random(0,100) lte 15>> <<switch random(0,1)>> <<case 0>> "I know someone that will skin you alive for this!" <<case 1>> "Eden will have your hide for this, you damned <<beasttype>>." <</switch>> <<if $npc.includes("Black Wolf")>> <br> The Black Wolf seems especially agitated by your words. <</if>> <<elseif _loveInterest is "Gwylan" and $location is "forest" and random(0,100) lte 15>> <<switch random(0,1)>> <<case 0>> "The witch will curse you for this, stupid <<beasttype>>!" <<case 1>> "Gwylan will curse you for this, you damned <<beasttype>>." <</switch>> <<if $npc.includes("Black Wolf")>> <br> The Black Wolf growls viciously. <</if>> <<elseif $vaginastate is "imminent">> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "There's no way I'm letting a filthy <<beasttype>> take my virginity!" <<else>> "Stop poking me there, stupid <<beasttype>>." <</if>> <<else>> "I'm not letting a <<beasttype>> fuck me. Get off!" <</if>> <<elseif $penisstate is "imminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "There's no way I'm letting a filthy <<beasttype>> take my virginity!" <<else>> "Stop poking me there, stupid <<beasttype>>." <</if>> <<else>> "I'm not letting a <<beasttype>> fuck me. Get off!" <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "There's no way I'm letting a filthy <<beasttype>> ass take my virginity!" <<else>> "Stop poking me there, stupid <<beasttype>>." <</if>> <<else>> "I'm not letting a <<beasttype>> fuck me. Get off!" <</if>> <<elseif $anusstate is "imminent">> <<if $player.virginity.anal is true>> <<if $awarelevel gte 1>> "What do you think you're doing back there? Stop it!" <<else>> "Stop poking my bottom. Stupid <<beasttype>>." <</if>> <<else>> "Get the fuck away from my ass!" <</if>> <<elseif $vaginastate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Take your filthy <<beasttype>> cock out of my pussy right now!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me you fucking <<beasttype>>, I'm not your toy!" <<else>> "I-I'm not gonna cum from a stupid <<beasttype>> fucking me... I'm not..." <</if>> <<elseif $penisstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Release me this instant, stupid <<beasttype>>!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me you fucking <<beasttype>>, I'm not your toy!" <<else>> "I-I'm not gonna cum from a stupid <<beasttype>> fucking me... I'm not..." <</if>> <<elseif $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Release me this instant, stupid <<beasttype>>!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me you fucking <<beasttype>>, I'm not your toy!" <<else>> "I-I'm not gonna cum from a stupid <<beasttype>> fucking me... I'm not..." <</if>> <<elseif $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Get your filthy <<beasttype>> cock out of my ass right now!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me you fucking <<beasttype>>, I'm not your toy!" <<else>> "I-I'm not gonna cum from a stupid <<beasttype>> fucking my ass... I'm not..." <</if>> <<elseif $vaginastate is "othermouthimminent" or $vaginastate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "Get your disgusting tongue away from me!" <<case 1>> "No <<beasttype>> tongue belongs anywhere near me." <<case 2>> "Eww, get away!" <<case 3>> "I'm not gonna be licked by a dumb <<beasttypes>> tongue." <<case 4>> "Your tongue is slimy and horrible." <<case 5>> "Get that tongue away from my pussy." <<default>> "Don't you dare lick me there." <</switch>> <<elseif $vaginastate is "othermouth">> <<switch $speechcycle>> <<case 0>> "Take your <<beasttype>> tongue out of me this instant!" <<case 1>> "I'm not for tasting." <<case 2>> "It's all slimy and disgusting." <<case 3>> "Hurry up and have your fill." <<case 4>> "No <<beasttype>> deserves to taste me there." <<case 5>> "I can't believe a <<beasttype>> is licking me in such a place." <<default>> "Stop licking me there!" <</switch>> <<elseif $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "Get your disgusting tongue away from me!" <<case 1>> "No <<beasttype>> tongue belongs anywhere near me." <<case 2>> "Eww, get away!" <<case 3>> "I'm not gonna be licked by a dumb <<beasttypes>> tongue." <<case 4>> "Your tongue is slimy and horrible." <<case 5>> "Get that tongue away from my dick." <<default>> "Don't you dare lick me there." <</switch>> <<elseif $penisstate is "othermouth">> <<switch $speechcycle>> <<case 0>> "Get your <<beasttype>> mouth away from me this instant!" <<case 1>> "I'm not for tasting." <<case 2>> "It's all slimy and disgusting." <<case 3>> "Hurry up and have your fill." <<case 4>> "No <<beasttype>> deserves to taste me there." <<case 5>> "I can't believe a <<beasttype>> is licking me in such a place." <<default>> "Stop licking me there!" <</switch>> <<elseif $anusstate is "othermouthimminent" or $anusstate is "othermouthentrance">> <<switch $speechcycle>> <<case 0>> "Get your disgusting tongue away from me!" <<case 1>> "No <<beasttype>> tongue belongs anywhere near me." <<case 2>> "Eww, get away!" <<case 3>> "I'm not gonna be licked by a dumb <<beasttypes>> tongue." <<case 4>> "Your tongue is slimy and horrible." <<case 5>> "Get that tongue away from my rear." <<default>> "Don't you dare lick me there." <</switch>> <<elseif $anusstate is "othermouth">> <<switch $speechcycle>> <<case 0>> "Take your <<beasttype>> tongue out of me this instant!" <<case 1>> "I'm not for tasting." <<case 2>> "It's all slimy and disgusting." <<case 3>> "Hurry up and have your fill." <<case 4>> "No <<beasttype>> deserves to taste me there." <<case 5>> "I can't believe a <<beasttype>> is licking me in such a place." <<default>> "Stop licking me there!" <</switch>> <<elseif $exposed gte 2>> <<switch random(0,4)>> <<case 0>> "Get away from my private place!" <<case 1>> "You like what you see, <<beasttype>>? I'll make you pay for it." <<case 2>> "Don't you dare look, filthy creature." <<case 3>> "I might be exposed, but I'm not afraid of you!" <<case 4>> "You like what you see? Of course you do, stupid <<beasttype>>." <</switch>> <<elseif $awarelevel gte 1>> <<if $arousal lte $arousalmax / 5>> "Stupid <<beasttype>>. Get away from me." <<elseif $arousal lte ($arousalmax / 5) * 3>> "Get the fuck away from me, right now!" <<else>> "Y-you'll pay for this, stupid <<beasttype>>." <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> "Stupid <<beasttype>>. Shoo!" <<case 2>> "I don't want to play with you. Go away." <<case 3>> "Go away, you're filthy." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "I want you to go away, isn't that clear?" <<else>> "I-I hate you, stupid <<beasttype>>." <</if>> <</if>> <<else>> <<if $npc.includes("Bailey")>> You <<voice "demand">>. <<if $rng lte 15>> <<if $awarelevel gte 1>> "I'm not letting you auction us off like whores!" <<else>> "What do you want from me?!" <</if>> <<elseif $rng lte 30>> <<if $robinmissing isnot 0>> "What the fuck did you do to Robin?" <<elseif C.npc.Robin.trauma gte 60>> "It's your fault Robin is hurt!" <<elseif $robindebtknown is 1>> "No more extortion!" <<else>> "You're a monster!" <</if>> <<elseif $rng lte 45>> "You're worse than the rapists you cater to." <<elseif $rng lte 60>> "You're a shit caretaker." <<elseif $rng lte 75>> "You're going to pay for what you've done." <<elseif $pain gte 40>> "You abusive, vindictive fuck!" <<else>> "I'm not going without a fight!" <</if>> <<elseif _loveInterest isnot undefined and random(0,100) lte 15>> <<set $speechnamedrop to $npc.includes(_loveInterest) ? 0 : 1>> <<if $speechnamedrop is 0>> You speak. <<else>> You <<voice "demand">>. <</if>> <<rng>> <<switch _loveInterest>> <<case "Robin">> <<if $npc.includes("Robin")>> "Robin, stop! I don't want this!" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Robin is the only one that deserves my virginity!" <<else>> "Get away from my special place! I'll only let Robin have it!" <</if>> <<else>> "H-Hey! That's for Robin, not you, asshole!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Robin's the one I love! You could never satisfy me!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get out! That's for Robin!" <<else>> "I-I'm not cheating on Robin, you piece of...!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Robin's the one I love! You could never satisfy me!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me! That's for Robin!" <<else>> "I-I'm not cheating on Robin, you piece of...!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Robin's earned my body. You haven't. Look away. Now!" <<case 2>> "At least Robin holds my hand before trying to see me naked." <<case 3>> "Don't you dare look! This body is for Robin!" <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Fuck off, I already belong to Robin!"<<else>>"You're mean! I only want Robin!"<</if>> <<case 2>> "I'm not going to break Robin's heart!" <<case 3>> "Robin needs me, let me go!" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "Even Robin is better at touching me than you are." <<else>> "Only Robin can... make me feel like this! Not you!" <</if>> <</if>> <<case "Kylar">> <<if $npc.includes("Kylar")>> "I'm not in the mood for your shit right now, Kylar." <<elseif $vaginastate is "imminent">> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "If you make me bleed, Kylar will make you bleed!" <<else>> "That's my special place. Only Kylar's allowed there!" <</if>> <<else>> "Kylar will find you if you violate me!" <</if>> <<elseif $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "I'm saving myself for Kylar! If you steal this from me, we'll never forgive you!" <<else>> "That's my special place. Only Kylar's allowed there!" <</if>> <<else>> "Kylar will find you if you violate me!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Pathetic. You could never make me happy like Kylar does." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get out! You don't know who you're going to piss off by doing this." <<else>> "I-I'd never cheat on Kylar, you piece of...!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Pathetic. You could never make me happy like Kylar does." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get the fuck off of me! You don't know who you're going to piss off by doing this." <<else>> "I-I'd never cheat on Kylar, you piece of...!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Only Kylar deserves to see my body like this. Don't you dare look!" <<case 2>> "My body belongs to Kylar. Clothes too. Now fuck off." <<case 3>> "Kylar did something pretty nasty to the last person that saw me naked, you know." <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Kylar will fuck you up badly for this."<<else>>"I know someone who can hurt you. Badly!"<</if>> <<case 2>> "I won't break Kylar's heart. I'll break your face instead." <<case 3>> "Kylar likes to cut people who mess with me. Better leave." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "No one is scarier than Kylar, especially not you." <<else>> "Kylar will... hurt you for this...!" <</if>> <</if>> <<if $location is "school" and $speechnamedrop is 1 and Time.schoolDay>> <<status -1>><<lcool>> <</if>> <<case "Whitney">> <<if $npc.includes("Whitney")>> "You can't just fuck me whenever you want, Whitney!" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Whitney will kill me if you take my virginity! Don't!" <<else>> "I only let Whitney touch my special place! Stop!" <</if>> <<else>> "PROPERTY! OF! WHITNEY!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Oh, please. Whitney fucks me way harder! This is nothing." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get out! Whitney will beat us both to a pulp for this!" <<else>> "Whitney will... end you...!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Oh, please. Whitney fucks me way harder! This is nothing." <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get out! Whitney will beat us both to a pulp for this!" <<else>> "Whitney will... end you...!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Just because I get naked for Whitney doesn't mean you can grab me!" <<case 2>> "I only strip for Whitney. Eyes off." <<case 3>> "I'm going to make sure Whitney gets you for this, pervert!" <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"I'm Whitney's slut, not yours!"<<else>>"Only Whitney can play rough with me! Get away!"<</if>> <<case 2>> "I'm taken, and Whitney doesn't share with people like you." <<case 3>> "I'm Whitney's property, and you're trespassing." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "I'm Whitney's pet! You're just a lonely freak!" <<else>> "Only... Whitney can make me...!" <</if>> <</if>> <<if $location is "school" and Time.schoolDay>> <<status 1>><<gcool>> <</if>> <<case "Eden">> <<if $npc.includes("Eden")>> "I'm not your prey today, leave me alone." <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Eden will be the one to take me, not you!" <<else>> "I only trust Eden with that! Get away!" <</if>> <<else>> "If you violate me, Eden will kill you!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "You may think you're a predator, but to Eden, you're nothing but prey!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get out! I belong to the <<nnpc_title "Eden">>!" <<else>> "Y...you're trespassing on Eden's... AAH! Property!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "You may think you're a predator, but to Eden, you're nothing but prey!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me! I belong to the <<nnpc_title "Eden">>!" <<else>> "Y...you're trespassing on Eden's... AAH! Property!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Look while you still can, pervert. Eden will hunt you down for this." <<case 2>> "Eden will use your hide to make me new clothes!" <<case 3>> "I have to get back to the cabin... and tell Eden what you've done!" <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"I am Eden's mate! You'll regret this!"<<else>>"I am Eden's companion! You'll regret this!"<</if>> <<case 2>> "You're so bad at this. I'm having a hard time pretending you're Eden." <<case 3>> "Eden was right about you people. Nothing but animals!" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You might have my body, but my heart is in the forest with Eden!" <<else>> "Go ahead. Mark me with your scent. It will only make Eden's hunt that much easier." <</if>> <</if>> <<case "Black Wolf">> <<if $npc.includes("Black Wolf")>> "Down. DOWN!" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "My wolf is more worthy of my virginity than you!" <<else>> "Only the big wolf is allowed to touch me there!" <</if>> <<else>> "If you violate me, my pack will be jealous. Maybe they'll come for you next!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "No knot, no interest." <<elseif $arousal lte ($arousalmax / 5) * 4>> "What's the point of your lousy dick if it doesn't even get stuck?" <<else>> "Y...your dick could never satisfy me the way the wolves do!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Nothing like the wolves. Just give it up already." <<elseif $arousal lte ($arousalmax / 5) * 4>> "How does it feel knowing a wolf is a better fuck than you?" <<else>> "The wolves are the only ones that deserve my seed!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Ugh! The wolves don't stare as much! You're creepy!" <<case 2>> "Get your eyes off of me, only my wolf can lust after me!" <<case 3>> "This body was only meant for the wolf pack. Look away!" <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Only the wolves can <<print ($settings.pregnancySpeechEnabled ? "breed with" : "fuck")>> me!"<<else>>"Leave me alone! I only cuddle with the wolves!"<</if>> <<case 2>> "A wolf pack treats me with more courtesy than you." <<case 3>> "How is it that a wolf is more romantic than you?" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "Let go! I belong in the forest with my wolves!" <<else>> "I'll howl, and my big bad wolf will come. You'll be sorry then!" <</if>> <</if>> <<famebestiality $enemyno>> <<case "Avery">> <<if $npc.includes("Avery")>> "You don't pay me enough to treat me like this!" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "I'm saving myself for Avery, fuck off!" <<else>> "I only let Avery touch me there!" <</if>> <<else>> "H-Hey! That's for Avery, not you!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "At least Avery pays me to do this!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get out! Avery owns me!" <<else>> "Avery will give me hell for this, just stop!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "At least Avery pays me to do this!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me! Avery owns me!" <<else>> "Avery will give me hell for this, just stop!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Unlike Avery, you haven't paid to see me naked. Fuck off." <<case 2>> "At least Avery takes me to dinner first. Get your eyes off of me!" <<case 3>> "Don't you dare look! This body is for Avery!" <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Does the name Avery sound familiar, asshole? I can make sure you never work in this town again!"<<else>>"I only want Avery! Go away!"<</if>> <<case 2>> "I won't betray Avery's trust!" <<case 3>> "You could take notes from Avery on how to be romantic. Fuck off." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "I'll just close my eyes and pretend you're Avery, you're boring me." <<else>> "At least... Avery takes me on a date first...!" <</if>> <</if>> <<case "Great Hawk">> <<if $npc.includes("Great Hawk")>> "Stop pecking me!" <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "Stop! I'm saving my virginity for my <<hawkText>> spouse!" <<else>> "Only my <<hawkText>> spouse gets to touch me in those areas!" <</if>> <<else>> "The Great Hawk has <<nnpc_his "Great Hawk">> eye on you." <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I'm not seeing any talons on you. I'm disappointed." <<elseif $arousal lte ($arousalmax / 5) * 4>> "I'd prefer feathery dicks, thanks." <<else>> "They didn't call <<nnpc_him "Great Hawk">> the "Great" Hawk for nothing. You're pathetic." <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Cloacas are my area of expertise, not this." <<elseif $arousal lte ($arousalmax / 5) * 4>> "You're nothing compared to my <<hawkText>> spouse." <<else>> "I was meant to make babies with my <<hawkText>> spouse, so kindly get the fuck off of me!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "Ugh, the Great Hawk doesn't even stare this much! You're creepy!" <<case 2>> "My eyes are up here. Is your name the 'Great Hawk'?" <<case 3>> "This body is preserved for the Great Hawk only." <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"I have a <<hawkText>> spouse already. NOT. AVAILABLE."<<else>>"I live like a <<if $player.gender_appearance is "m">>king<<else>>queen<</if>> in a castle with a lovely <<hawkText>> spouse, why should I bother with you?"<</if>> <<case 2>> "A <<hawkText>> treats me better than you." <<case 3>> "At least bring me a ring first before you have your way with me, like the Great Hawk." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You'd better keep your eyes on the sky, the Great Hawk will be after you for this!" <<else>> "I'll scream, and the Great Hawk will come swooping in. You just watch!" <</if>> <</if>> <<famebestiality $enemyno>> <<case "Alex">> <<if $npc.includes("Alex")>> "Alex, you idiot! Control yourself." <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "My virginity belongs to Alex!" <<else>> "Get away from my special place! It's for Alex!" <</if>> <<else>> "That's Alex's territory, not yours!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Alex is much better than you!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Wait until Alex hears. You'll get smacked down!" <<else>> "I'm not doing this because I want to, Alex!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Alex is much better than you!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Wait until Alex hears. You'll get smacked down!" <<else>> "I'm not doing this because I want to, Alex!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "This body is for Alex, and Alex alone." <<case 2>> "Alex has more respect for my body." <<case 3>> "Alex, save me from these filthy eyes." <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Fuck off, or I'll tell Alex!"<<else>>"Alex will find out and beat you!"<</if>> <<case 2>> "I'm not going to betray Alex!" <<case 3>> "I'm Alex's partner, not yours!" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You're nothing compared to Alex." <<else>> "I-I only feel like this because I'm thinking about Alex!" <</if>> <</if>> <<case "Sydney">> <<run statusCheck("Sydney")>> <<if $npc.includes("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> "I miss when you were pure. At least you didn't pull shit like this." <<else>> "What sort of punishment is this? Get off me!" <</if>> <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $templePromised is "Sydney">> <<if (($player.virginity.vaginal is true or $player.virginity.temple is true) and $vaginastate is "imminent") or (($player.virginity.penile is true and $player.virginity.temple is true) and ($penisstate is "imminent" or $penisstate is "otheranusimminent"))>> <<if $awarelevel gte 1>> "I'm bound to Sydney, not you! Get off me!" <<else>> "You can't! Me and Sydney are bound as one!" <</if>> <<else>> "Sydney's the only one that can defile me!" <</if>> <<else>> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "I love Sydney, not you! Get off me!" <<else>> "You can't! Me and Sydney are meant to be!" <</if>> <<else>> "Sydney's the only one that can please me!" <</if>> <</if>> <<elseif $vaginastate is "penetrated" or $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $templePromised is "Sydney">> <<if $arousal lte $arousalmax / 5>> "This means nothing! Sydney and I are still one!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Sydney and I are bound, and you're NOT part of it!" <<else>> "You won't... break our bond...!" <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> "This means nothing! Sydney and I are still together!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Sydney and I are together, and you're NOT part of it!" <<else>> "You won't... break our love...!" <</if>> <</if>> <<elseif $anusstate is "penetrated">> <<if $templePromised is "Sydney">> <<if $arousal lte $arousalmax / 5>> "The temple doesn't care about that, but I do! Back off!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Every part of me is Sydney's, even there!" <<else>> "You won't... break our bond...!" <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> "The temple doesn't care about that, but I do! Back off!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "I'm saving everything for Sydney, even there!" <<else>> "You won't... break our love...!" <</if>> <</if>> <<elseif $exposed gte 2>> <<if $templePromised is "Sydney">> <<switch random(1,3)>> <<case 1>> "I'm all for Sydney! Get away!" <<case 2>> "The temple joined Sydney and I, and you're NOT part of it!" <<case 3>> "See this? This belongs to Sydney, not you." <</switch>> <<else>> <<switch random(1,3)>> <<case 1>> "I'm all for Sydney! Get away!" <<case 2>> "Sydney's the one I love! This is for <<nnpc_him "Sydney">>!" <<case 3>> "See this? I'm saving this for Sydney, not you." <</switch>> <</if>> <<else>> <<if $templePromised is "Sydney">> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"You damned sinner."<<else>>"You filthy sinner."<</if>> <<case 2>> "I won't break my promise to Sydney!" <<case 3>> "Don't even look at me. Your eyes make me feel impure." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You'll burn for doing this to me! The temple will make sure!" <<else>> "My promise to Sydney... you won't make me break it...!" <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"You poor, damned soul."<<else>>"You poor, wretched soul."<</if>> <<case 2>> "I won't betray Sydney's trust!" <<case 3>> "Don't even look at me. You're not Sydney." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You'll pay for doing this to me! The temple will make sure!" <<else>> "Our love... you won't take it from me and Sydney...!" <</if>> <</if>> <</if>> <<case "Gwylan">> <<if $npc.includes("Gwylan")>> <<if $abomination is 1>> "Gwylan, I know you're in there! Take control!" <<elseif $hypnosis_traits.devotion gte 4 or $combat_hypnosis>> "Gwylan, stop! Get out of my head!" <<elseif $gwylanSeen.includes("romance")>> "Gwylan, stop this! You promised!" <<else>> "Gwylan, stop this!" <</if>> <<elseif $vaginastate is "imminent" or $penisstate is "imminent" or $penisstate is "otheranusimminent">> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<if $awarelevel gte 1>> "My virginity belongs to Gwylan alone!" <<else>> "Get away from my magic place! That's for Gwylan!" <</if>> <<else>> "That's property of the witch!" <</if>> <<elseif $vaginastate is "penetrated" or $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "I'm already bewitched by Gwylan, not you!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get out! That belongs to Gwylan!" <<else>> "M-my heart belongs to Gwylan, you piece of...!" <</if>> <<elseif $penisstate is "penetrated" or $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "I'm already bewitched by Gwylan, not you!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off of me! That belongs to Gwylan!" <<else>> "M-my heart belongs to Gwylan, you piece of...!" <</if>> <<elseif $exposed gte 2>> <<switch random(1,3)>> <<case 1>> "This body is for Gwylan only, avert your eyes!" <<case 2>> "I belong to the witch, look away or <<nnpc_he "Gwylan">>'ll see you too!" <<case 3>> "If your gaze lingers on me, Gwylan's gaze will fall on you in turn." <</switch>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> <<if $awarelevel gte 1>>"Fuck off, I already belong to Gwylan!"<<else>>"You're mean! I only want Gwylan!"<</if>> <<case 2>> "Gwylan's heart is fragile, I won't break it!" <<case 3>> "I need to go see Gwylan, let me go!" <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "You can't compare to Gwylan's skilled hands." <<else>> "Only Gwylan can bewitch me! Not you!" <</if>> <</if>> <<default>> <</switch>> <<else>> You <<voice "demand">>. <<if $npc.includes("Robin")>> <<if $robinmist>> "Robin, stop! This isn't like you!" <<else>> "Robin, get a hold of yourself!" <</if>> <<elseif $vaginastate is "imminent">> <<if $player.virginity.vaginal is true>> <<if $awarelevel gte 1>> "If you take my virginity I'll never forgive you." <<else>> "That's my special place. You're not allowed there!" <</if>> <<else>> "Get that disgusting thing away from me!" <</if>> <<elseif $penisstate is "imminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "If you take my virginity I'll never forgive you." <<else>> "That's my special place. You're not allowed there!" <</if>> <<else>> "Get that disgusting thing away from me!" <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $player.virginity.penile is true>> <<if $awarelevel gte 1>> "If you take my virginity I'll never forgive you." <<else>> "That's my special place. You're not allowed there!" <</if>> <<else>> "Get your disgusting ass away from me!" <</if>> <<elseif $anusstate is "imminent">> <<if $player.virginity.anal is true>> <<if $awarelevel gte 1>> "I don't know what you think you're doing, but you're gonna get the fuck away from me this instant." <<else>> "I don't know why you're poking my bottom, but stop right now!" <</if>> <<else>> "Get away from my ass, pervert!" <</if>> <<elseif $vaginastate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Get out of my pussy right now!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off me, rapist scum!" <<else>> "I-If you make me c-cum, I'll never forgive you." <</if>> <<elseif $penisstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Get off my penis right now!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off me, rapist scum!" <<else>> "I-If you make me c-cum, I'll never forgive you." <</if>> <<elseif $penisstate is "otheranus">> <<if $arousal lte $arousalmax / 5>> "Get off my penis right now!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get your ass off me, rapist scum!" <<else>> "I-If you make me c-cum, I'll never forgive you." <</if>> <<elseif $anusstate is "penetrated">> <<if $arousal lte $arousalmax / 5>> "Get out of my ass right now!" <<elseif $arousal lte ($arousalmax / 5) * 4>> "Get off me, rapist scum!" <<else>> "I-If you make me c-cum, I'll never forgive you." <</if>> <<elseif $exposed gte 2 and $rng gte 51>> <<switch random(0,4)>> <<case 0>> "Get away from my private place!" <<case 1>> "You like what you see, you useless fuck? I'll make you pay for it." <<case 2>> "Don't you dare look, rapist piece of shit." <<case 3>> "I might be exposed, but I'm not afraid of you!" <<case 4>> "You like what you see? Of course you do, pervert." <</switch>> <<elseif $awarelevel gte 1>> <<if $arousal lte $arousalmax / 5>> "Get away from me, pervert." <<elseif $arousal lte ($arousalmax / 5) * 3>> "Stop touching me right now or I'll make you pay!" <<else>> "I-I'm not gonna cum... I'm not." <</if>> <<else>> <<if $arousal lte $arousalmax / 5>> <<switch random(1,3)>> <<case 1>> "Go away!" <<case 2>> "I don't like you, get away from me." <<case 3>> "Stop touching me." <</switch>> <<elseif $arousal lte ($arousalmax / 5) * 3>> "Leave me alone." <<else>> "I-It's your fault I feel strange. Go away!" <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsmock">> <<set $mockcycle to $mockcycle gt -1 ? ($mockcycle + 1) % 5 : 0>> <<if $mockaction is "penis">> <<if $vaginause is "penis">> <<if $vaginastate is "penetrated">> <<switch $mockcycle>> <<case 0>> "I can barely feel it," <<case 1>> "The last cock was much larger," <<case 2>> "Is it even in yet?" <<case 3>> "Don't you have something bigger?" <<case 4>> "How disappointing," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "I bet the thought of entering my pussy is driving you mad," <<case 1>> "I'm not sure you're big enough," <<case 2>> "What are you waiting for?" <<case 3>> "I bet you cum before you get it in," <<case 4>> "Do you even know how to use that thing?" <</switch>> <</if>> <<elseif $anususe is "penis">> <<if $anusstate is "penetrated">> <<switch $mockcycle>> <<case 0>> "I can barely feel it," <<case 1>> "The last cock was much larger," <<case 2>> "Is it even in yet?" <<case 3>> "Don't you have something bigger?" <<case 4>> "How disappointing," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "I bet the thought of entering my ass is driving you mad," <<case 1>> "I'm not sure you're big enough," <<case 2>> "What are you waiting for?" <<case 3>> "I bet you cum before you get it in," <<case 4>> "Do you even know how to use that thing?" <</switch>> <</if>> <<else>> <<switch $mockcycle>> <<case 0>> "How disappointing," <<case 1>> "You're pathetic," <<case 2>> "Is that all you've got?" <<case 3>> "Your little thing doesn't frighten me," <<case 4>> "Your cock is so small," <</switch>> <</if>> <<elseif $mockaction is "vagina">> <<if $penisuse is "othervagina">> <<if $penisstate is "penetrated">> <<switch $mockcycle>> <<case 0>> "You're confident for someone getting pounded," <<case 1>> "I'm gonna fill your womb," <<case 2>> "Your pussy feels weird," <<case 3>> "I think you've had one too many cocks in you," <<case 4>> "What's it like getting fucked like this?" <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "You're such a <<slut>>," <<case 1>> "I don't think you're ready for my cock," <<case 2>> "You think you can handle it?" <<case 3>> "I bet you try to ride every cock you see," <<case 4>> "You're very eager to take me inside you," <</switch>> <</if>> <<else>> <<switch $mockcycle>> <<case 0>> "You're so wet already," <<case 1>> "You're eager to get fucked," <<case 2>> "I bet your pussy has had lots of use," <<case 3>> "You might be too wide for me," <<case 4>> "Your pussy looks weird," <</switch>> <</if>> <<elseif $mockaction is "skill">> <<if $vaginause is "penis">> <<if $vaginastate is "penetrated">> <<switch $mockcycle>> <<case 0>> "At least you're trying," <<case 1>> "You're boring me," <<case 2>> "Your cock is so clumsy," <<case 3>> "Do you even know how to use that thing?" <<case 4>> "Is this your first time?" <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "Careful where you point that," <<case 1>> "You won't last long," <<case 2>> "I bet this is new to you," <<case 3>> "You're not good enough for my pussy," <<case 4>> "I don't expect much," <</switch>> <</if>> <<elseif $anususe is "penis">> <<if $anusstate is "penetrated">> <<switch $mockcycle>> <<case 0>> "At least you're trying," <<case 1>> "You're boring me," <<case 2>> "Your cock is so clumsy," <<case 3>> "Do you even know how to use that thing?" <<case 4>> "Is this your first time?" <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "Careful where you point that," <<case 1>> "You won't last long," <<case 2>> "I bet this is new to you," <<case 3>> "You're not good enough for my ass," <<case 4>> "I don't expect much," <</switch>> <</if>> <<elseif $penisuse is "othervagina" or $penisuse is "otheranus">> <<if $penisstate is "penetrated" or $penisstate is "otheranus">> <<switch $mockcycle>> <<case 0>> "At least you're trying," <<case 1>> "You're not making me cum," <<case 2>> "Move your hips more. Do I have to do everything?" <<case 3>> "Do you even know what you're doing?" <<case 4>> "Is this your first time?" <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "Careful where you point that," <<case 1>> "You won't last long," <<case 2>> "I doubt you know how handle it," <<case 3>> "You're not good enough for my penis," <<case 4>> "I don't expect much," <</switch>> <</if>> <<else>> <<switch $mockcycle>> <<case 0>> "At least you're trying," <<case 1>> "Wake me when it's over," <<case 2>> "I'd be better off using my hand," <<case 3>> "You don't know what you're doing, do you?" <<case 4>> "You're bad at this," <</switch>> <</if>> <<elseif $mockaction is "weak">> <<if $vaginause is "penis">> <<if $vaginastate is "penetrated">> <<switch $mockcycle>> <<case 0>> "Tired already?" <<case 1>> "I don't normally let such weaklings inside me," <<case 2>> "Careful you don't have a heart attack," <<case 3>> "You're too weak to keep this up," <<case 4>> "You're wearing out fast," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "I don't think you're strong enough to push it in," <<case 1>> "It goes in when I say so," <<case 2>> "You gonna faint on me?" <<case 3>> "I could keep you away forever," <<case 4>> "If you want my pussy, you'll need to work harder than that," <</switch>> <</if>> <<elseif $anususe is "penis">> <<if $anusstate is "penetrated">> <<switch $mockcycle>> <<case 0>> "Tired already?" <<case 1>> "I don't normally let such weaklings inside me," <<case 2>> "Careful you don't have a heart attack," <<case 3>> "You're too weak to keep this up," <<case 4>> "You're wearing out fast," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "I don't think you're strong enough to push it in," <<case 1>> "It goes in when I say so," <<case 2>> "You gonna faint on me?" <<case 3>> "I could keep you away forever," <<case 4>> "If you want my ass, you'll need to work harder than that," <</switch>> <</if>> <<elseif $penisuse is "othervagina" or $penisuse is "otheranus">> <<if $penisstate is "penetrated" or $penisstate is "otheranus">> <<switch $mockcycle>> <<case 0>> "Tired already?" <<case 1>> "I don't normally fuck such weaklings," <<case 2>> "Careful you don't have a heart attack," <<case 3>> "You're too weak to keep this up," <<case 4>> "You're wearing out fast," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "I don't think you're strong enough to push it in," <<case 1>> "It goes in when I say so," <<case 2>> "You gonna faint on me?" <<case 3>> "I could keep you away forever," <<case 4>> "If you want my penis, you'll need to work harder than that," <</switch>> <</if>> <<else>> <<switch $mockcycle>> <<case 0>> "You're so weak," <<case 1>> "This is only happening because I let it," <<case 2>> "I'm doing this out of pity," <<case 3>> "You couldn't even force someone to fuck you," <<case 4>> "Is that all you've got?" <</switch>> <</if>> <<elseif $mockaction is "looks">> <<if $vaginause is "penis">> <<if $vaginastate is "penetrated">> <<switch $mockcycle>> <<case 0>> "At least don't make me look at your face," <<case 1>> "You could only ever get someone to fuck you through force," <<case 2>> "Hurry up. I don't want to look at you any more," <<case 3>> "I hope I don't have to fuck anyone as ugly as you again," <<case 4>> "I hope you're enjoying this. It's more than you deserve," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "The thought of someone so revolting fucking me is making me queasy," <<case 1>> "You want me to pity fuck you?" <<case 2>> "I don't want any part of your disgusting body inside me," <<case 3>> "I've never fucked anyone as ugly as you," <<case 4>> "I look too good for you," <</switch>> <</if>> <<elseif $anususe is "penis">> <<if $anusstate is "penetrated">> <<switch $mockcycle>> <<case 0>> "At least don't make me look at your face," <<case 1>> "You could only ever get someone to fuck you through force," <<case 2>> "Hurry up. I don't want to look at you any more," <<case 3>> "I hope I don't have to fuck anyone as ugly as you again," <<case 4>> "I hope you're enjoying this. It's more than you deserve," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "The thought of someone so revolting fucking me is making me queasy," <<case 1>> "You want me to pity fuck you?" <<case 2>> "I don't want any part of your disgusting body inside me," <<case 3>> "I've never fucked anyone as ugly as you," <<case 4>> "I look too good for you," <</switch>> <</if>> <<elseif $penisuse is "othervagina" or $penisuse is "otheranus">> <<if $penisstate is "penetrated" or $penisstate is "otheranus">> <<switch $mockcycle>> <<case 0>> "At least don't make me look at your face," <<case 1>> "You could only ever get someone to fuck you through force," <<case 2>> "Hurry up. I don't want to look at you any more," <<case 3>> "I hope I don't have to fuck anyone as ugly as you again," <<case 4>> "I hope you're enjoying this. It's more than you deserve," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "The thought of someone so revolting fucking me is making me queasy," <<case 1>> "You want me to pity fuck you?" <<case 2>> "I don't want any part of me inside your disgusting body," <<case 3>> "I've never fucked anyone as ugly as you," <<case 4>> "I look too good for you," <</switch>> <</if>> <<else>> <<switch $mockcycle>> <<case 0>> "I'm out of your league," <<case 1>> "I don't want to see your face again," <<case 2>> "You're plain, at best," <<case 3>> "Ew, gross," <<case 4>> "Your body looks weird," <</switch>> <</if>> <<else>> <<if $vaginause is "penis">> <<if $vaginastate is "penetrated">> <<switch $mockcycle>> <<case 0>> "I hope you're happy defiling me like this," <<case 1>> "You're ravaging an innocent <<girl>>. Shame on you," <<case 2>> "You'll be punished for this," <<case 3>> "You're a bad person to be doing such things to my pussy," <<case 4>> "You're so cruel," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "Are you really going to defile my innocent pussy?" <<case 1>> "Do you like being rough with <<girls>> like me?" <<case 2>> "You might hurt me with that," <<case 3>> "Do you still think you're a good person?" <<case 4>> "My pussy might not be able to take it," <</switch>> <</if>> <<elseif $anususe is "penis">> <<if $anusstate is "penetrated">> <<switch $mockcycle>> <<case 0>> "I hope you're happy defiling me like this," <<case 1>> "You're ravaging an innocent <<girl>>. Shame on you," <<case 2>> "You'll be punished for this," <<case 3>> "You're a bad person to be doing such things to my ass," <<case 4>> "You're so cruel," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "Are you really going to defile my innocent ass?" <<case 1>> "Do you like being rough with <<girls>> like me?" <<case 2>> "You might hurt me with that," <<case 3>> "Do you still think you're a good person?" <<case 4>> "My ass might not be able to take it," <</switch>> <</if>> <<elseif $penisuse is "othervagina" or $penisuse is "otheranus">> <<if $penisstate is "penetrated" or $penisstate is "otheranus">> <<switch $mockcycle>> <<case 0>> "I hope you're happy defiling me like this," <<case 1>> "You're ravaging an innocent <<girl>>. Shame on you," <<case 2>> "You'll be punished for this," <<case 3>> "You're a bad person to be doing such things to my penis," <<case 4>> "You're so cruel," <</switch>> <<else>> <<switch $mockcycle>> <<case 0>> "Are you really going to defile my innocent penis?" <<case 1>> "Do you like being rough with <<girls>> like me?" <<case 2>> "You might hurt me with that," <<case 3>> "Do you still think you're a good person?" <<case 4>> "My penis might not be able to take it," <</switch>> <</if>> <<else>> <<switch $mockcycle>> <<case 0>> "You're so mean," <<case 1>> "Are you really the sort of person who treats innocent <<girls>> this way?" <<case 2>> "What you're doing is wrong," <<case 3>> "How will you live with yourself?" <<case 4>> "You're a bad person," <</switch>> <</if>> <</if>> you say in a <<if $consensual is 1>>teasing<<else>>mocking<</if>> tone. <<personselect $mouthtarget>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif $mockaction is $NPCList[$mouthtarget].insecurity>> <<if $NPCList[$mouthtarget].fullDescription is "Gwylan" and $hypnosis_traits.devotion gte 2>> <br><br> <span class="red"><<He>> stops, suddenly glaring at you with an unreadable expression.</span> "Really? I dare you to repeat yourself." <br><br> You open your mouth to chide <<him>> again, only for <<his>> finger to trace up your neck. <<if $hallucinations gte 2>> <<hypnosisText "<span class='red'>A blue mist leaves your mouth, which <<he>> catches in <<his>> hand with a gentle grasp. Try as you might, no noise comes out, as if your voice had been stolen.</span>">> <<else>> <<hypnosisText "<span class='red'>Your voice catches in your throat. Try as you might, you can't say anything.</span>">> <</if>> <<gwylanHypnoName "cap">> smiles again. "I'll give it back if you behave. Now be a <<pcpetname "Gwylan" "good">> and shush." <<He>> gets back into position and resumes. <<set $combat_silenced to true>> <<if $consensual is 1>> <<set $consensual to 0>> <<molested>><<controlloss>> <</if>> <<elseif $consensual is 1>> <span class="teal"><<He $mouthtarget>> breathes faster as you speak.</span> <<else>> <span class="teal"><<He $mouthtarget>> winces at your words.</span> <<gcombatcontrol>> <</if>> <<else>> <span class="pink"><<He $mouthtarget>> isn't impressed by your words.</span> <</if>> <</widget>> <<widget "actionspeniskiss">> You <<oraltext>> kiss the tip of <<their _args[0]>> $NPCList[_n].penisdesc. <<if $NPCList[$mouthtarget].type is "plant">> <span class="pink">You lap up sweet nectar with your tongue.</span> <<nectarfed 8>> <</if>> <</widget>> <<widget "actionspenislick">> You <<oraltext>> lick <<their _args[0]>> $NPCList[_n].penisdesc. <<if $NPCList[$mouthtarget].type is "plant">> <span class="pink">You lap up sweet nectar with your tongue.</span> <<nectarfed 8>> <</if>> <</widget>> <<widget "actionspenissuck">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<oraltext>> suck the penis invading your mouth as the <<beasttype>> pounds furiously. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<oraltext>> suck the penis invading your mouth as the <<beasttype>> humps your face excitedly. <<else>> You <<oraltext>> suck the penis penetrating your mouth. <</if>> <<else>> <<set _penis to npcHasStrapon($mouthtarget) ? "strap-on" : "penis">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<oraltext>> suck the _penis invading your mouth as <<theowner>> thrusts against you. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<oraltext>> suck the _penis invading your mouth as <<theowner>> grinds against you. <<else>> You <<oraltext>> suck the _penis penetrating your mouth. <</if>> <</if>> <<if $NPCList[$mouthtarget].type is "plant">> <span class="pink">Sweet nectar drips into your mouth.</span> <<nectarfed 12>> <</if>> <</widget>> <<widget "actionspussylick">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<oraltext>> lick the pussy pressing against your mouth as <<theowner>> rubs against you. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<oraltext>> lick the pussy pressing against your mouth as <<theowner>> grinds against you. <<else>> You <<oraltext>> lick the pussy pressing against your mouth. <</if>> <<if $NPCList[$mouthtarget].type is "plant">> <span class="pink">You lap up sweet nectar with your tongue.</span> <<nectarfed 8>> <</if>> <</widget>> <<widget "actionsoraledge">> <<if $arousal gte ($arousalmax / 5) * 4>> Your lips quiver as you <<oraltext>> <<elseif $arousal gte ($arousalmax / 5) * 2>> You suppress a moan and <<oraltext>> <<else>> You <<oraltext>> <</if>> <<if $mouthuse.includes("penis")>> <<if $mouthstate is "imminent">> <<print either( "tease <<his>> $NPCList[$mouthtarget].penisdesc against your lips,", "roll your tongue against the base of <<his>> shaft,", "alternate between slow and sharp licks," )>> <<else>> <<print either( "vary your bobbing against <<his>> cock,", "slow <<his>> thrusts with your tongue,", "purse your lips around <<his>> shaft," )>> <</if>> <<else>> <<print either( "alternate between slow and sharp licks,", "press your tongue to <<his>> clit,", "blow on <<his>> clit," )>> <</if>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<print either( "holding <<him>> on the brink of an orgasm.", "waving relief just out of <<his>> reach.", "torturing <<his>> yearning body." )>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<print either( "slowly coaxing <<him>> to climax.", "letting <<his>> arousal swell.", "keeping <<him>> on edge." )>> <<else>> <<print either( "controlling <<his>> arousal.", "curbing <<his>> arousal.", "stirring pleasure." )>> <</if>> <</widget>> <<widget "actionsAnalLick">> <<print either( "You <<oraltext>> lick up and down the crack of the ass pressing down on your mouth", "You <<oraltext>> insert a tongue into the anus pressed against your mouth", "You <<oraltext>> tease the anus resting on your mouth with your tongue", "You <<oraltext>> lap at the asshole resting on your mouth with your tongue", "You move your tongue <<oraltext>> across the ass crack pressed on your face" )>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> as <<theowner>> slowly rubs their ass against your face in response. <</if>> <</widget>> <<widget "actionsAnalKiss">> <<print either( "You kiss one of the ass cheeks pressing down on your face.", "You begin kissing the ass crack pressed against your mouth.", "You kiss the anus pressing down against your mouth.", "You deliver a series of kisses on the asshole resting on your mouth.", "You repeatedly kiss the ass crack that is pressing on your face." )>> <</widget>> <<widget "actionskissback">> <<personselect $mouthtarget>> <<if $mouthstate is "kissentrance">> You gently brush your lips against <<hers>>. <<if $player.virginity.kiss is true>> <<set $speechkissvirgin to 1>> <</if>> <<if $NPCList[$mouthtarget].mouth is "kissentrance">> <<if $npcrow.includes($mouthtarget)>> <<takeKissVirginityNamed `$npc[$npcrow.indexOf($mouthtarget)]` true>> <<else>> <<takeKissVirginity $NPCList[$mouthtarget]>> <</if>> <</if>> <<elseif $mouthstate is "kissimminent">> <<if $arousal lte $arousalmax / 5>> You kiss <<him>> back, softly. <<elseif $arousal lte ($arousalmax / 5) * 4>> You kiss <<him>> back, parting <<his>> lips with your own. <<else>> You kiss <<him>> back, parting <<his>> lips with your tongue. <</if>> <<if $NPCList[$mouthtarget].type is "plant">> <span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span> <<nectarfed 20>> <</if>> <<elseif $mouthstate is "kiss">> You kiss <<him>> back, caressing <<his>> tongue with your own. <<if $NPCList[$mouthtarget].type is "plant">> <span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span> <<nectarfed 20>> <</if>> <</if>> <</widget>> <<widget "actionshandbite">> <<if $transformationParts.traits.fangs isnot "disabled">> <<print either( "Your fangs tear into their hand.", "Your fangs dig deep into their hand.", "You tear at the hand with your fangs.", "You sink your fangs into the hand.", "You puncture the hand with your fangs.", )>> <<else>> <<print either( "You bite the hand gagging you.", "You gnaw at the hand gagging you.", "You sink your teeth into their hand.", "You chomp at their hand.", "You crunch their hand with your teeth.", )>> <</if>> <</widget>> <<widget "actionscheekrub">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<bottomtext>> rub the penis between your cheeks as the <<beasttype>> pounds furiously. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<bottomtext>> rub the penis between your cheeks as the <<beasttype>> humps back excitedly. <<else>> You <<bottomtext>> rub the penis between your cheeks. <</if>> <<else>> <<set _penis to npcHasStrapon($anustarget) ? "strap-on" : "penis">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<bottomtext>> rub the _penis between your cheeks as <<theowner>> thrusts against you. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<bottomtext>> rub the _penis between your cheeks as <<theowner>> thrusts against you. <<else>> You <<bottomtext>> rub the _penis between your cheeks. <</if>> <</if>> <</widget>> <<widget "actionsthighrub">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<thightext>> rub the penis between your thighs as the <<beasttype>> pounds furiously. You jerk in shock whenever it incidentally rubs against your <<genitals>>. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<thightext>> rub the penis between your thighs as the <<beasttype>> humps back excitedly. You jerk in shock whenever it incidentally rubs against your <<genitals>>. <<else>> You <<thightext>> rub the penis between your thighs. You jerk in shock whenever it incidentally rubs against your <<genitals>>. <</if>> <<else>> <<set _penis to npcHasStrapon($thightarget) ? "strap-on" : "penis">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<thightext>> rub the _penis between your thighs as <<theowner>> thrusts against you. You jerk in shock whenever it incidentally rubs against your <<genitals>>. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<thightext>> rub the _penis between your thighs as <<theowner>> thrusts against you. You jerk in shock whenever it incidentally rubs against your <<genitals>>. <<else>> You <<thightext>> rub the _penis between your thighs. You jerk in shock whenever it incidentally rubs against your <<genitals>>. <</if>> <</if>> <</widget>> <<widget "actionspenistip">> You <<vaginaltext>> kiss the tip of <<their _args[0]>> $NPCList[_n].penisdesc with your <<pussy>>. <</widget>> <<widget "actionspenisdoubletip">> You <<vaginaltext>> kiss the tip of <<their>> phalluses with your <<pussy>>. <</widget>> <<widget "actionspenisrub">> You <<vaginaltext>> rub back against the <<= npcHasStrapon($vaginatarget) ? "strap-on" : "penis">> probing your <<pussy>>. <</widget>> <<widget "actionstribtease">>/*Unused*/ You <<vaginaltext>> tease the pussy with your own. <</widget>> <<widget "actionspenisride">><<silently>> <<pussy>> <<set _pussy to _text_output>> <<set _otheraction to "">> <<if $enemytype is "beast">> <<beasttype>> <<set _beasttype to _text_output>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "The _beasttype savagely hammers in and out of your _pussy.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "The _beasttype relentlessly pounds your _pussy.">> <<else>> <<set _otheraction to "The _beasttype rhythmically fucks your _pussy.">> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "Your _pussy is ruthlessly fucked.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "Your _pussy is relentlessly pounded.">> <<else>> <<set _otheraction to "Your _pussy yields to the repeated insertions.">> <</if>> <</if>> <<vaginaltext>> <<set _vaginaltext to _text_output>> <<set _youraction to "">> <<set _islewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 55>> <<set _isverylewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>> <<if $consensual is 0 or currentSkillValue("vaginalskill") lt 600 and not _islewd>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven by instinct, you _vaginaltext push back as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _vaginaltext push back against the movements.">> <<else>> <<if $consensual is 0>> <<set _youraction to "You _vaginaltext push back, trying to reduce your discomfort.">> <<else>> <<set _youraction to "You _vaginaltext push back, trying to enjoy it.">> <</if>> <</if>> <<elseif currentSkillValue("vaginalskill") lt 800 or not _isverylewd>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _enjoying to either("enjoying", "savouring", "delighting in", "relishing", "revelling in")>> <<set _youraction to "Driven by instinct, you _vaginaltext rock your pelvis back and forth, _enjoying every moment as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _vaginaltext hump in sync with the movement.">> <<else>> <<set _youraction to "You _vaginaltext hump back against the movement.">> <</if>> <<else>> <<set _penis to "penis">> <<if $NPCList[$vaginatarget].penis is "vagina" and $NPCList[$vaginatarget].location.genitals is "genitals">> <<set _penis to $NPCList[$vaginatarget].penisdesc>> <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _eagerclimax to either("You're eager to climax", "You look forward to climaxing", "You yearn to climax", "You crave climaxing", "You want to climax")>> <<set _youraction to "Lust taking over, you _vaginaltext rock your pelvis back and forth and squeeze the penis hard as you approach your peak. _eagerclimax with a _penis inside you.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _vaginaltext rock your pelvis back and forth, while also squeezing the _penis each time it slides into you.">> <<else>> <<set _eagerfor to either("eager for", "hungry for", "yearning", "craving", "keen on", "hungering for")>> <<set _youraction to "You _vaginaltext hump back in rhythm, _eagerfor the pleasure you know is coming.">> <</if>> <</if>> <</silently>>_otheraction _youraction<</widget>> <<widget "actionspenisedging">><<silently>> <<if $vaginastate is "imminent">> <<set _otheraction to "">> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven partly by instinct, you <<vaginaltext>> rub your <<pussy>> against their penis to control their arousal as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You <<vaginaltext>> rub your <<pussy>> against their penis to control their arousal.">> <<else>> <<set _youraction to "You <<vaginaltext>> rub your <<pussy>> against their penis to control their arousal, trying to reduce your discomfort.">> <</if>> <<else>> <<pussy>> <<set _pussy to _text_output>> <<set _otheraction to "">> <<if $enemytype is "beast">> <<beasttype>> <<set _beasttype to _text_output>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "The _beasttype savagely hammers in and out of your _pussy.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "The _beasttype relentlessly pounds your _pussy.">> <<else>> <<set _otheraction to "The _beasttype rhythmically fucks your _pussy.">> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "Your _pussy is ruthlessly fucked.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "Your _pussy is relentlessly pounded.">> <<else>> <<set _otheraction to "Your _pussy yields to the repeated insertions.">> <</if>> <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven partly by instinct, you <<vaginaltext>> move your <<pussy>> to control their arousal as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal.">> <<else>> <<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal, trying to reduce your discomfort.">> <</if>> <</if>> <</silently>>_otheraction _youraction<</widget>> <<widget "actionspenistake">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely hammers in and out of your <<pussy>>. <<else>> The <<beasttype>> savagely hammers in and out of your <<pussy>>. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly pounds your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your <<pussy>>. <<else>> The <<beasttype>> relentlessly pounds your <<pussy>>. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically fucks your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically fucks your <<pussy>>. <<else>> The <<beasttype>> rhythmically fucks your <<pussy>>. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is ruthlessly fucked. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is ruthlessly fucked. <<else>> Your <<pussy>> is ruthlessly fucked. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is relentlessly pounded. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is relentlessly pounded. <<else>> Your <<pussy>> is relentlessly pounded. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> yields to the repeated insertions. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> yields to the repeated insertions. <<else>> Your <<pussy>> yields to the repeated insertions. <</if>> <</if>> <</if>> <</widget>> <<widget "actionspenisdoubleride">> <!-- double vaginal --> <<silently>><<pussy>><<set _pussy to _text_output>><</silently>> <<set _otheraction to "">> <<set _npcA to (_n is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>> <<set _npcB to (_n is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>> /* State 1 is out of sync, state 2 is in sync */ <<set _dvp to ($NPCList[_npcB].penis isnot "vaginadouble" or $NPCList[_npcA].penis isnot "vaginadouble" ? 1 : 2)>> <<if _dvp is 2>> <<if $enemytype is "beast">> <!-- future proofing for beasts, text has not been updated --> <<beasttype>> <<set _beasttype to _text_output>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "The _beasttype savagely hammers in and out of your _pussy.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "The _beasttype relentlessly pounds your _pussy.">> <<else>> <<set _otheraction to "The _beasttype rhythmically fucks your _pussy.">> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "Your _pussy is ruthlessly fucked by both cocks.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "Your _pussy is relentlessly pounded by both cocks.">> <<else>> <<set _otheraction to "Your _pussy yields to the repeated insertions by both cocks.">> <</if>> <</if>> <<silently>><<vaginaltext>><<set _vaginaltext to _text_output>><</silently>> <<set _youraction to "">> <<set _islewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 55>> <<set _isverylewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>> <<if $consensual is 0 or currentSkillValue("vaginalskill") lt 600 or not _islewd>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven by instinct, you _vaginaltext push back against their cocks as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _vaginaltext push back against the movements of both cocks.">> <<else>> <<if $consensual is 0>> <<set _youraction to "You _vaginaltext push back against both cocks, trying to reduce your discomfort.">> <<else>> <<set _youraction to "You _vaginaltext push back against both cocks, trying to enjoy it.">> <</if>> <</if>> <<elseif currentSkillValue("vaginalskill") lt 800 or not _isverylewd>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _enjoying to either("enjoying", "savouring", "delighting in", "relishing", "revelling in")>> <<set _youraction to "Driven by instinct, you _vaginaltext rock your pelvis back and forth against both cocks, _enjoying every moment as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _vaginaltext hump both cocks in sync with the movements.">> <<else>> <<set _youraction to "You _vaginaltext hump both cocks back against the movements.">> <</if>> <<else>> <<set _penis to "penis">> <<if $NPCList[$vaginatarget].penis is "vagina" and $NPCList[$vaginatarget].location.genitals is "genitals">> <<set _penis to $NPCList[$vaginatarget].penisdesc>> <</if>> <<set _penisB to "penis">> <<if $NPCList[$vaginadoubletarget].penis is "vagina" and $NPCList[$vaginadoubletarget].location.genitals is "genitals">> <<set _penisB to $NPCList[$vaginatarget].penisdesc>> <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _eagerclimax to either("You're eager to climax", "You look forward to climaxing", "You yearn to climax", "You crave climaxing", "You want to climax")>> <<set _youraction to "Lust taking over, you _vaginaltext rock your pelvis back and forth and squeeze the penises hard as you approach your peak. _eagerclimax with two cocks inside you.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _vaginaltext rock your pelvis back and forth, while also squeezing <<combatperson $vaginatarget>>'s _penis and <<combatperson $vaginadoubletarget>>'s _penisB each time they slide into you.">> <<else>> <<set _eagerfor to either("eager for", "hungry for", "yearning", "craving", "keen on", "hungering for")>> <<set _youraction to "You _vaginaltext hump back in rhythm, _eagerfor the pleasure you know is coming.">> <</if>> <</if>> _otheraction _youraction <<else>> <<actionspenisride>> <</if>> <</widget>> <<widget "actionspenisdoubleedging">> <!-- double vaginal --> <<set _dvp to 1>> <<set _npcA to $vaginatarget>> <<set _npcB to $vaginadoubletarget>> /* State 1 is out of sync, state 2 is in sync */ <<set _dvp to ($NPCList[_npcB].penis isnot "vaginadouble" or $NPCList[_npcA].penis isnot "vaginadouble" ? 1 : 2)>> <<if _dvp is 2>> <<if $vaginastate is "doubleimminent">> <<set _otheraction to "">> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven partly by instinct, you <<vaginaltext>> rub your ass against their penises to control their arousal as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You <<vaginaltext>> rub your <<bottom>> against their penises to control their arousal.">> <<else>> <<set _youraction to "You <<vaginaltext>> rub your <<bottom>> against their penises to control their arousal, trying to reduce your discomfort.">> <</if>> <<else>> <<silently>><<pussy>><<set _pussy to _text_output>><</silently>> <<set _otheraction to "">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "Your _pussy is ruthlessly fucked by both cocks.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "Your _pussy is relentlessly pounded by both cocks.">> <<else>> <<set _otheraction to "Your _pussy yields to the repeated insertions by both cocks.">> <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven partly by instinct, you <<vaginaltext>> move your <<pussy>> to control their arousal as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal.">> <<else>> <<set _youraction to "You <<vaginaltext>> move your <<pussy>> to control their arousal, trying to reduce your discomfort.">> <</if>> <</if>> _otheraction _youraction <<else>> <<actionspenisedging>> <</if>> <</widget>> <<widget "actionspenisdoubletake">> <!-- double vaginal --> <<set _dvp to "f">> <<set _npcA to (_n is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>> <<set _npcB to (_n is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>> /* State 1 is out of sync, state 2 is in sync */ <<set _dvp to ($NPCList[_npcA].penis isnot "vaginadouble" and $NPCList[_npcB].penis isnot "vaginadouble" ? 1 : 2)>> <<if $enemytype is "beast">> <!-- future proofing for beasts, text has not been updated --> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely hammers in and out of your <<pussy>>. <<else>> The <<beasttype>> savagely hammers in and out of your <<pussy>>. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly pounds your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your <<pussy>>. <<else>> The <<beasttype>> relentlessly pounds your <<pussy>>. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically fucks your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically fucks your <<pussy>>. <<else>> The <<beasttype>> rhythmically fucks your <<pussy>>. <</if>> <</if>> <<else>> <<if _dvp is 2>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is ruthlessly fucked by both cocks. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is ruthlessly fucked by both cocks. <<else>> Your <<pussy>> is ruthlessly fucked by both cocks. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is relentlessly pounded by both cocks. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is relentlessly pounded by both cocks. <<else>> Your <<pussy>> is relentlessly pounded by both cocks. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> yields to the repeated insertions by both cocks. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> yields to the repeated insertions by both cocks. <<else>> Your <<pussy>> yields to the repeated insertions by both cocks. <</if>> <</if>> <<else>> <<actionspenistake>> <</if>> <</if>> <</widget>> <<widget "actionstribtake">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely rubs against your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely rubs against your <<pussy>>. <<else>> The <<beasttype>> savagely rubs against your <<pussy>>. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly thrusts against your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly thrusts against your <<pussy>>. <<else>> The <<beasttype>> relentlessly thrusts against your <<pussy>>. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically rubs against your <<pussy>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically rubs against your <<pussy>>. <<else>> The <<beasttype>> rhythmically rubs against your <<pussy>>. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is ruthlessly rubbed. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is ruthlessly rubbed. <<else>> Your <<pussy>> is ruthlessly rubbed. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is relentlessly rubbed. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is relentlessly rubbed. <<else>> Your <<pussy>> is relentlessly rubbed. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<pussy>> is squished and pressed by repeated pressure. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<pussy>> is squished and pressed by repeated pressure. <<else>> Your <<pussy>> is squished and pressed by repeated pressure. <</if>> <</if>> <</if>> <</widget>> <<widget "actionstribcooperate">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven by instinct, you <<vaginaltext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<vaginaltext>> thrust into the wet pussy pressed against yours. <<else>> You <<vaginaltext>> hump the wet pussy pressed against yours. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven by instinct, you <<vaginaltext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<vaginaltext>> thrust into the moist pussy pressed against yours. <<else>> You <<vaginaltext>> hump the moist pussy pressed against yours. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your body shakes as you <<vaginaltext>> rub against the pussy. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<vaginaltext>> thrust against the pussy. <<else>> You <<vaginaltext>> press back against the pussy. <</if>> <</if>> <</widget>> <<widget "actionstribedge">> <<if $arousal gte ($arousalmax / 5) * 4>> Driven partly by instinct, you <<vaginaltext>> <<elseif $arousal gte ($arousalmax / 5) * 2>> You steady your shaky legs and <<vaginaltext>> <<else>> You <<vaginaltext>> <</if>> <<if $vaginastate is "othervaginaimminent">> <<print either( "thrust your <<pussy>> just shy of <<hers>>,", "pull back in time with <<his>> thrusts,", "clench your thighs over <<his>> pussy," )>> <<else>> <<print either( "weave your <<pussy>> away at the apex of each thrust,", "graze <<his>> pussy with yours,", "press against <<his>> clit," )>> <</if>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<print either( "holding <<him>> on the brink of an orgasm.", "waving relief just out of <<his>> reach.", "torturing <<his>> yearning body." )>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<print either( "slowly coaxing <<him>> to climax.", "letting <<his>> arousal swell.", "keeping <<him>> on edge." )>> <<else>> <<print either( "controlling <<his>> arousal.", "curbing <<his>> arousal.", "stirring pleasure." )>> <</if>> <</widget>> <<widget "actionsfencingtake">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely rubs against your <<penis>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely rubs against your <<penis>>. <<else>> The <<beasttype>> savagely rubs against your <<penis>>. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly thrusts against your <<penis>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly thrusts against your <<penis>>. <<else>> The <<beasttype>> relentlessly thrusts against your <<penis>>. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically rubs against your <<penis>>. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically rubs against your <<penis>>. <<else>> The <<beasttype>> rhythmically rubs against your <<penis>>. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is ruthlessly rubbed. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is ruthlessly rubbed. <<else>> Your <<penis>> is ruthlessly rubbed. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is relentlessly rubbed. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is relentlessly rubbed. <<else>> Your <<penis>> is relentlessly rubbed. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is squished and pressed by repeated pressure. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is squished and pressed by repeated pressure. <<else>> Your <<penis>> is squished and pressed by repeated pressure. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsfencingcooperate">> <<set _penis to npcHasStrapon($penistarget) ? "strap-on" : "penis">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven by instinct, you <<peniletext>> rub back against the _penis as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<peniletext>> thrust against the slick _penis pressed against your <<penis>>. <<else>> You <<peniletext>> hump the slick _penis pressed against your <<penis>>. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven by instinct, you <<peniletext>> rub your <<penises>> together as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<peniletext>> thrust against the dripping _penis pressed against your <<penis>>. <<else>> You <<peniletext>> hump the dripping _penis pressed against your <<penis>>. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your body shakes as you <<peniletext>> rub against the _penis. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<peniletext>> thrust against the _penis. <<else>> You <<peniletext>> press back against the _penis. <</if>> <</if>> <<set $penisstate to "otherpenis">> <</widget>> <<widget "actionsclitrub">> You <<peniletext>> frot your <<penisSimple>> against <<their _args[0]>> clit. <</widget>> <<widget "actionspussyrub">> You <<peniletext>> rub your <<penisSimple>> against <<their _args[0]>> pussy. <</widget>> <<widget "actionspussytease">> You <<peniletext>> rub your <<penisSimple>> against <<their _args[0]>> labia. <</widget>> <<widget "actionspussythrust">><<silently>> <<hisselect _args[0]>><<set _their to _text_output>> <<his>><<set _her to _text_output>> <<penis>><<set _penis to _text_output>> <<set _otheraction to "">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "Your _penis is ruthlessly fucked by _their pussy.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "Your _penis is hungrily devoured by _their pussy.">> <<else>> <<set _otheraction to "Your _penis is rhythmically swallowed and regurgitated by _their pussy.">> <</if>> <<peniletext>><<set _skillfully to _text_output>> <<set _youraction to "">> <<set _islewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 55>> <<set _isverylewd to ($enemytype is "man" ? $promiscuity : $deviancy) gte 75>> <<if $consensual is 0 or currentSkillValue("penileskill") lt 600 or not _islewd>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven by instinct, you _skillfully push back as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _skillfully push back against _her movements.">> <<else>> <<set _youraction to "You _skillfully push back, trying to reduce your discomfort.">> <</if>> <<elseif currentSkillValue("penileskill") lt 800 or not _isverylewd>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven by instinct, you _skillfully thrust your _penis deep and hard into _their pussy, as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _skillfully push back in sync with _her movements.">> <<else>> <<set _youraction to "You _skillfully hump back in sync with _her movements.">> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if playerPenisSize() gte 2>> <<set _hammering to either("hammering deep into", "pounding", "bottoming out in", "battering", "driving deep and hard into", "thrusting deep into", "slamming the bottom of")>> <<set _youraction to "Driven by instinct, you _skillfully quicken the pace, your _penis _hammering _their pussy as you approach your peak.">> <<else>> <<set _hammering to either("hammering hard into", "pounding", "battering", "pushed fully into", "thrusting fast and hard into")>> <<set _youraction to "Driven by instinct, you _skillfully quicken the pace, your _penis _hammering _their pussy as you approach your peak.">> <</if>> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You _skillfully thrust your _penis deep into _their pussy, in sync with _her movements.">> <<else>> <<set _youraction to "You _skillfully slide your _penis in and out of _their pussy, in sync with _her movements.">> <</if>> <</if>> <</silently>>_otheraction _youraction<</widget>> <<widget "actionspussyedging">><<silently>> <<if $penisstate is "imminent">> <<set _otheraction to "">> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven partly by instinct, you <<peniletext>> rub your <<penis>> against their pussy to control their arousal as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You <<peniletext>> rub your <<penis>> against their pussy to control their arousal.">> <<else>> <<set _youraction to "You <<peniletext>> rub your <<penis>> against their pussy to control their arousal, trying to reduce your discomfort.">> <</if>> <<else>> <<hisselect _args[0]>><<set _their to _text_output>> <<his>><<set _her to _text_output>> <<penis>><<set _penis to _text_output>> <<set _otheraction to "">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _otheraction to "Your _penis is ruthlessly fucked by _their pussy.">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _otheraction to "Your _penis is hungrily devoured by _their pussy.">> <<else>> <<set _otheraction to "Your _penis is rhythmically swallowed and regurgitated by _their pussy.">> <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _youraction to "Driven partly by instinct, you <<peniletext>> move your <<penis>> to control _her arousal as you approach your peak.">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _youraction to "You <<peniletext>> move your <<penis>> to control _her arousal.">> <<else>> <<set _youraction to "You <<peniletext>> move your <<penis>> to control _her arousal, trying to reduce your discomfort.">> <</if>> <</if>> <</silently>>_otheraction _youraction<</widget>> <<widget "actionspussytake">> <<set $_pussyDesc to (_args[0] is "tentacles" ? $tentaclePenis : "pussy")>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> $_pussyDesc. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> $_pussyDesc. <<else>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> $_pussyDesc. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is hungrily devoured by <<their _args[0]>> $_pussyDesc. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is hungrily devoured by <<their _args[0]>> $_pussyDesc. <<else>> Your <<penis>> is hungrily devoured by <<their _args[0]>> $_pussyDesc. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> $_pussyDesc. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> $_pussyDesc. <<else>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> $_pussyDesc. <</if>> <</if>> <</widget>> <<widget "actionsotheranusrub">> You <<peniletext>> frot your <<penis>> against <<their _args[0]>> ass. <</widget>> <<widget "actionsotheranustease">> You <<peniletext>> tease <<their _args[0]>> anus with your <<penis>>. <</widget>> <<widget "actionsotheranusthrust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. Driven by instinct, you <<peniletext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. You <<peniletext>> push back against the movements. <<else>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. You <<peniletext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. Driven by instinct, you <<peniletext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. You <<peniletext>> push back against the movements. <<else>> Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. You <<peniletext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. Driven by instinct, you <<peniletext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. You <<peniletext>> push back against the movements. <<else>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. You <<peniletext>> push back, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionsotheranusedging">> <<if $penisstate is "imminent">> <<if $arousal gte ($arousalmax / 5) * 4>> Driven partly by instinct, you <<peniletext>> rub your <<penis>> against their ass to control their arousal as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<peniletext>> rub your <<penis>> against their ass to control their arousal. <<else>> You <<peniletext>> rub your <<penis>> against their ass to control their arousal, trying to reduce your discomfort. <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. <<else>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven partly by instinct, you <<peniletext>> move your <<penis>> to control their arousal as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<peniletext>> move your <<penis>> to control their arousal. <<else>> You <<peniletext>> move your <<penis>> to control their arousal, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionsotheranustake">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. <<else>> Your <<penis>> is ruthlessly fucked by <<their _args[0]>> ass. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. <<else>> Your <<penis>> is hungrily devoured by <<their _args[0]>> ass. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. <<else>> Your <<penis>> is rhythmically swallowed and regurgitated by <<their _args[0]>> ass. <</if>> <</if>> <</widget>> <<widget "actionsStrokerCooperate">> <<set $_stroker to ($NPCList[$penistarget].lefthand is "penisstroker" ? $NPCList[$penistarget].lefttool : $NPCList[$penistarget].righttool)>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven by instinct, you <<peniletext>> thrust into the $_stroker as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<peniletext>> thrust into the $_stroker on your <<penis>>. <<else>> You <<peniletext>> hump the $_stroker on your <<penis>>. <</if>> <</widget>> <<widget "actionsStrokerRest">> <<set $_stroker to ($NPCList[$penistarget].lefthand is "penisstroker" ? $NPCList[$penistarget].lefttool : $NPCList[$penistarget].righttool)>> Your <<penis>> is fucked by the $_stroker. <</widget>> <<widget "actionsanusrub">> You <<analtext>> move your hips, rubbing your <<bottom>> against <<their _args[0]>> penis. <</widget>> <<widget "actionsanusthrust">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> push back against its movements. <<else>> The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> move with it, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. You <<analtext>> push back against its movements. <<else>> The <<beasttype>> relentlessly pounds your anus. You <<analtext>> move with it, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically fucks your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically fucks your anus. You <<analtext>> push back against its movements. <<else>> The <<beasttype>> rhythmically fucks your anus. You <<analtext>> move with it, trying to reduce your discomfort. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is ruthlessly fucked. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is ruthlessly fucked. You <<analtext>> push back against the movements. <<else>> Your anus is ruthlessly fucked. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is relentlessly pounded. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is relentlessly pounded. You <<analtext>> push back against the movements. <<else>> Your anus is relentlessly pounded. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus yields to the repeated insertions. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus yields to the repeated insertions. You <<analtext>> push back against the movements. <<else>> Your anus yields to the repeated insertions. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsanusedging">> <<if $anusstate is "imminent">> <<if $arousal gte ($arousalmax / 5) * 4>> Driven partly by instinct, you <<analtext>> rub against their penis to control their arousal as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<analtext>> rub against their penis to control their arousal. <<else>> You <<analtext>> rub against their penis to control their arousal, trying to reduce your discomfort. <</if>> <<else>> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. <<else>> The <<beasttype>> rhythmically fucks your anus. <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> Your anus is ruthlessly fucked. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> Your anus is relentlessly pounded. <<else>> Your anus yields to the repeated insertions. <</if>> <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven partly by instinct, you <<analtext>> move to control their arousal as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<analtext>> move to control their arousal. <<else>> You <<analtext>> move to control their arousal, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionsanustake">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely hammers in and out of your anus. <<else>> The <<beasttype>> savagely hammers in and out of your anus. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly pounds your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. <<else>> The <<beasttype>> relentlessly pounds your anus. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically fucks your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically fucks your anus. <<else>> The <<beasttype>> rhythmically fucks your anus. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is ruthlessly fucked. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is ruthlessly fucked. <<else>> Your anus is ruthlessly fucked. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is relentlessly pounded. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is relentlessly pounded. <<else>> Your anus is relentlessly pounded. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus yields to the repeated insertions. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus yields to the repeated insertions. <<else>> Your anus yields to the repeated insertions. <</if>> <</if>> <</if>> <</widget>> <<widget "actionsanusdoublethrust">> /* State 1 is out of sync, state 2 is in sync */ <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <<set _dap to 2>> <<else>> <<set _dap to 1>> <</if>> <<if $enemytype is "beast">> /* Beasts are only encountered individually. This is futureproofing */ <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> push back against its movements. <<else>> The <<beasttype>> savagely hammers in and out of your anus. You <<analtext>> move with it, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly pounds your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. You <<analtext>> push back against its movements. <<else>> The <<beasttype>> relentlessly pounds your anus. You <<analtext>> move with it, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically fucks your anus. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically fucks your anus. You <<analtext>> push back against its movements. <<else>> The <<beasttype>> rhythmically fucks your anus. You <<analtext>> move with it, trying to reduce your discomfort. <</if>> <</if>> <<else>> <<if _dap is 2>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is ruthlessly fucked by both cocks. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is ruthlessly fucked by both cocks. You <<analtext>> push back against the movements. <<else>> Your anus is ruthlessly fucked by both cocks. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is relentlessly pounded by both cocks. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is relentlessly pounded by both cocks. You <<analtext>> push back against the movements. <<else>> Your anus is relentlessly pounded by both cocks. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus yields to the repeated insertions by both cocks. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus yields to the repeated insertions by both cocks. You <<analtext>> push back against the movements. <<else>> Your anus yields to the repeated insertions by both cocks. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is ruthlessly fucked. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is ruthlessly fucked. You <<analtext>> push back against the movements. <<else>> Your anus is ruthlessly fucked. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is relentlessly pounded. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is relentlessly pounded. You <<analtext>> push back against the movements. <<else>> Your anus is relentlessly pounded. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus yields to the repeated insertions. Driven by instinct, you <<analtext>> push back as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus yields to the repeated insertions. You <<analtext>> push back against the movements. <<else>> Your anus yields to the repeated insertions. You <<analtext>> push back, trying to reduce your discomfort. <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsanusdoubleedging">> /* State 1 is out of sync, state 2 is in sync */ <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <<set _dap to 2>> <<else>> <<set _dap to 1>> <</if>> <<if $anusaction is "doubleimminent">> <<if $arousal gte ($arousalmax / 5) * 4>> Driven partly by instinct, you <<analtext>> rub against their penises to control their arousal as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<analtext>> rub against their penises to control their arousal. <<else>> You <<analtext>> rub against their penises to control their arousal, trying to reduce your discomfort. <</if>> <<else>> <<if _dap is 2>> <<if $enemytype is "beast">> /* Beasts are only encountered individually. This is futureproofing */ <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. <<else>> The <<beasttype>> rhythmically fucks your anus. <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> Your anus is ruthlessly fucked by both cocks. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> Your anus is relentlessly pounded by both cocks. <<else>> Your anus yields to the repeated insertions by both cocks. <</if>> <</if>> <<else>> <<if $enemytype is "beast">> /* Beasts are only encountered individually. This is futureproofing */ <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. <<else>> The <<beasttype>> rhythmically fucks your anus. <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> Your anus is ruthlessly fucked. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> Your anus is relentlessly pounded. <<else>> Your anus yields to the repeated insertions. <</if>> <</if>> <</if>> <<if $arousal gte ($arousalmax / 5) * 4>> Driven partly by instinct, you <<analtext>> move to control their arousal as you approach your peak. <<elseif $arousal gte ($arousalmax / 5) * 2>> You <<analtext>> move to control the arousal of both cocks. <<else>> You <<analtext>> move to control the arousal of both cocks, trying to reduce your discomfort. <</if>> <</if>> <</widget>> <<widget "actionsanusdoubletake">> /* State 1 is out of sync, state 2 is in sync */ <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <<set _dap to 2>> <<else>> <<set _dap to 1>> <</if>> <<if _dap is 2>> /* Beasts are only encountered individually. This is futureproofing */ <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely hammers in and out of your anus. <<else>> The <<beasttype>> savagely hammers in and out of your anus. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly pounds your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. <<else>> The <<beasttype>> relentlessly pounds your anus. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically fucks your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically fucks your anus. <<else>> The <<beasttype>> rhythmically fucks your anus. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is ruthlessly destroyed by both cocks. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is ruthlessly fucked by both cocks. <<else>> Your anus is ruthlessly fucked by both cocks. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is relentlessly slammed by both cocks. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is relentlessly pounded by both cocks. <<else>> Your anus is relentlessly pounded by both cocks. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus yields to the repeated insertions by both cocks. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus yields to the repeated insertions by both cocks. <<else>> Your anus yields to the repeated insertions by both cocks. <</if>> <</if>> <</if>> <<else>> <<if $enemytype is "beast">> /* Beasts are only encountered individually. This is futureproofing */ <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> savagely hammers in and out of your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> savagely hammers in and out of your anus. <<else>> The <<beasttype>> savagely hammers in and out of your anus. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> relentlessly pounds your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> relentlessly pounds your anus. <<else>> The <<beasttype>> relentlessly pounds your anus. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> The <<beasttype>> rhythmically fucks your anus. <<elseif $arousal gte ($arousalmax / 5) * 2>> The <<beasttype>> rhythmically fucks your anus. <<else>> The <<beasttype>> rhythmically fucks your anus. <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is ruthlessly fucked. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is ruthlessly fucked. <<else>> Your anus is ruthlessly fucked. <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus is relentlessly slammed. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus is relentlessly pounded. <<else>> Your anus is relentlessly pounded. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> Your anus yields to the repeated insertions. <<elseif $arousal gte ($arousalmax / 5) * 2>> Your anus yields to the repeated insertions. <<else>> Your anus yields to the repeated insertions. <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsshaftrub">> <<if $enemytype is "beast">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> You <<handtext>> hold <<his>> penis in your hand as <<he>> furiously humps against it. <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> You <<handtext>> hold the penis in your hand as <<he>> humps against it. <<else>> You <<handtext>> hold and rub the penis in your hand. <</if>> <<else>> <<if $consensual is 1>> <<if $arousal lte ($arousalmax / 5) * 3>> You keep <<their _args[0]>> penis held firmly in your hand as you <<handtext>> stroke and work the shaft. <<else>> You <<handtext>> hold and rub <<their _args[0]>> shaft in your hand. <</if>> <<else>> You <<handtext>> occupy <<their _args[0]>> penis with your hand, working the shaft with your fingers. <</if>> <</if>> <</widget>> <<widget "actionsvaginaescape">> <<if $enemytype is "beast">> <<if $enemyanger lte 20>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's probing before it can penetrate you.</span> It doesn't give up however. <<elseif $enemyanger lte 100>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration. <<else>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's savage probing before it can penetrate you.</span> It frenziedly tries to regain purchase, furious at its attempt to <<if $settings.pregnancySpeechEnabled>>breed<<else>>fuck<</if>> being impeded. <</if>> <<else>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> penis.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from <<their _args[0]>> penis.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away from <<their _args[0]>> penis.</span> <</if>> <</if>> <</widget>> <<widget "actionsvaginadoubleescape">> <<set $_penises to "penises">> <<if npcHasStrapon($vaginatarget) and npcHasStrapon($vaginadoubletarget)>> <<set $_penises to "strap-ons">> <<elseif npcHasStrapon($vaginatarget) and !npcHasStrapon($vaginadoubletarget) or !npcHasStrapon($vaginatarget) and npcHasStrapon($vaginadoubletarget)>> <<set $_penises to "cocks">> <</if>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from their $_penises.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from their $_penises.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away from their $_penises.</span> <</if>> <</widget>> <<widget "actionstribescape">> <<if $enemytype is "beast">> <<if $enemyanger lte 20>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's.</span> It doesn't give up however. <<elseif $enemyanger lte 100>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's.</span> It snarls in frustration. <<else>> <span class="blue">You shift your pelvis, moving your <<pussy>> away from the beast's.</span> It desperately tries to regain purchase, furious at your refusal. <</if>> <<else>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<pussy>> away.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<pussy>> away.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<pussy>> away.</span> <</if>> <</if>> <</widget>> <<widget "actionsfencingescape">> <<if $enemytype is "beast">> <<if $enemyanger lte 20>> <span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's.</span> It doesn't give up however. <<elseif $enemyanger lte 100>> <span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's.</span> It snarls in frustration. <<else>> <span class="blue">You shift your pelvis, moving your <<penis>> away from the beast's.</span> It desperately tries to regain purchase, furious at your refusal. <</if>> <<else>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<penis>> away.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<penis>> away.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<penis>> away.</span> <</if>> <</if>> <</widget>> <<widget "actionspenisescape">> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> pussy.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> pussy.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<penis>> away from <<their _args[0]>> pussy.</span> <</if>> <</widget>> <<widget "actionsotheranusescape">> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> ass.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<penis>> away from <<their _args[0]>> ass.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<penis>> away from <<their _args[0]>> ass.</span> <</if>> <</widget>> <<widget "actionsanusescape">> <<if $enemytype is "beast">> <<if $enemyanger lte 20>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's probing before it can penetrate you.</span> It doesn't give up however. <<elseif $enemyanger lte 100>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's incessant probing before it can penetrate you.</span> It snarls in frustration. <<else>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from the beast's savage probing before it can penetrate you.</span> It frenziedly tries to regain purchase, furious at its attempt to <<if $settings.pregnancySpeechEnabled>>breed<<else>>fuck<</if>> being impeded. <</if>> <<else>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> penis.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their _args[0]>> penis.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<bottom>> away from <<their _args[0]>> penis.</span> <</if>> <</if>> <</widget>> <<widget "actionsanusdoubleescape">> <<set $_penises to "penises">> <<if npcHasStrapon($anustarget) and npcHasStrapon($anusdoubletarget)>> <<set $_penises to "strap-ons">> <<elseif npcHasStrapon($anustarget) and !npcHasStrapon($anusdoubletarget) or !npcHasStrapon($anustarget) and npcHasStrapon($anusdoubletarget)>> <<set $_penises to "cocks">> <</if>> <<if $pain lte 20>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their>> $_penises.</span> <<elseif $pain lte 60>> <span class="blue">You shift your pelvis, moving your <<bottom>> away from <<their>> $_penises.</span> <<else>> <span class="blue">You shift your pelvis in desperation, moving your <<bottom>> away from <<their>> $_penises.</span> <</if>> <</widget>> <<widget "actionsconfront">> <<if $angel gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "Please don't debase yourself," you say. "The angels are watching." <<case 2>> "I'll forgive you if you hurt me," you say. "But the demons won't." <<case 3>> You mumble a quiet prayer. <</switch>> <<elseif $fallenangel gte 2 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "You're going to hurt me too," you laugh. "Aren't you?" <<case 2>> "D-don't touch me," you say. "Not now. Not again." <<case 3>> "D-don't hurt me," you say. "Please don't." <</switch>> <<elseif $demon gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "Are you going to 'prey' on me?" you ask with a smirk. "Delicious." <<case 2>> "Couldn't keep your eyes off," you say. "Don't worry. I'm used to it." <<case 3>> "Try it," you say. "I'm hungry." <</switch>> <<elseif $wolfgirl gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "Come closer," you say. "I dare you." You run your tongue over your exposed fangs. <<case 2>> You growl. <<case 3>> "I might be alone," you say. "But a lone wolf is still dangerous." <</switch>> <<elseif $cat gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "I'm not helpless," you say. "Try me." You run your tongue over your exposed fangs. <<case 2>> You hiss. <<case 3>> "Come closer," you say. "I'm itching to use these claws." <</switch>> <<elseif $cow gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "I'm not helpless," you say. "Keep away, or I'll charge you down." <<case 2>> "I know I'm a prize," you say. "But you'll be sorry if you try anything." <<case 3>> "Always after my milk," you tut. "But you haven't earned it." <</switch>> <<elseif $harpy gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> You screech. <<case 2>> "Don't try anything," you say. "My mate won't be happy, and I'll remember you." <<case 3>> "I'll peck you if you get too close," you say. "Don't think I won't." <</switch>> <<elseif $fox gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "Feeling lucky?" you ask. "Fuck around and find out." You run your tongue over your exposed fangs. <<case 2>> You yip threateningly. <<case 3>> "Don't touch my tail," you say. "Or any other part of me." <</switch>> <<elseif $anxiety gte 1 and $controlled is 0>> <<switch random(1, 3)>> <<case 1>> You try to speak, but terror seizes your voice. <<case 2>> You can't find the words. Your heart thunders in your chest. <<case 3>> Fear consumes your thoughts. <</switch>> <<gstress>><<stress 6>> <<else>> <<set $_rng to random(1, 5)>> <<if $speech_attitude is "meek">> <<switch $_rng>> <<case 1>> "St-stay back," you say. "I-I can defend myself." <<case 2>> "Please don't come closer," you say. <<case 3>> "Don't hurt me," you say. "Please don't." <<case 4>> "You'll get in trouble if you touch me," you say. <<case 5>> "Don't try anything," you say. "P-people know I'm here." <</switch>> <<elseif $speech_attitude is "bratty">> <<switch $_rng>> <<case 1>> "Stay the fuck away," you say. "Or I'll make you sorry." <<case 2>> "Touch me and I'll kick your ass," you say. <<case 3>> "What you looking at?" you ask. <<case 4>> "Keep walking," you say. "Or I'll break your face." <<case 5>> "Don't even think about it," you say. "I've dealt with worse scum than you." <</switch>> <<else>> <<switch $_rng>> <<case 1>> "Keep your distance," you say. "Or you'll be sorry." <<case 2>> "Don't touch me," you say. "Or you'll be in trouble." <<case 3>> "Don't try anything," you say. <<case 4>> "I know how to look after myself," you say. "Don't you dare." <<case 5>> "Keep moving," you say. "I'm not defenceless." <</switch>> <</if>> <</if>> <</widget>> <<widget "actionstaunt">> <<if $angel gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "Chase an angel and you'll find heaven," you say. <<case 2>> "Dear sinner, do you believe you can keep up with an angel?" <<case 3>> "Run to paradise with me, sinner." <</switch>> <<elseif $fallenangel gte 2 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "If you want to hurt me like everyone else," you start with a laugh, "you'll have to work for it." <<case 2>> "I won't be defiled again," you say. <<case 3>> "You won't hurt me," you say. "Not again." <</switch>> <<elseif $demon gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "Are you going to 'prey' on me?" you ask with a smirk. "Show me how much you want it." <<case 2>> "Couldn't keep your eyes off," you say. "I'm used to it. You can look, but you can't touch!" <<case 3>> "Try it," you say. "Nothing works up my appetite like a good chase." <</switch>> <<elseif $wolfgirl gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "Chase me," you say. "I dare you." You run your tongue over your exposed fangs. <<case 2>> You growl. <<case 3>> "I might be alone," you say. "But a lone wolf is faster." <</switch>> <<elseif $cat gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "I'm too fast for you," you say. "Try me." You run your tongue over your exposed fangs. <<case 2>> You hiss. <<case 3>> "Chase me," you say. "I'm itching to use these claws." <</switch>> <<elseif $cow gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "I'm not helpless," you say. "You can't run down charging cattle." <<case 2>> "I know I'm a prize," you say. "But you'll have to catch me first." <<case 3>> "Always after my milk," you tut. "But you haven't earned it." <</switch>> <<elseif $harpy gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> You screech. <<case 2>> "These wings aren't just for show," you say. <<case 3>> "Think you can chase down terror's mate?" you ask. <</switch>> <<elseif $fox gte 6 and random(1, 2) is 2>> <<switch random(1, 3)>> <<case 1>> "You look like fun. Come on, show me how fast you are!" <<case 2>> You yip, and your tail puffs out. "Come on, come get me!" <<case 3>> "I always love a good chase. Show me what you're made of." <</switch>> <<elseif $anxiety gte 1 and $controlled is 0>> <<switch random(1, 3)>> <<case 1>> You try to speak, but terror seizes your voice. <<case 2>> You can't find the words. Your heart thunders in your chest. <<case 3>> Fear consumes your thoughts. <</switch>> <<gstress>><<stress 6>> <<else>> <<set $_rng to random(1, 5)>> <<if $speech_attitude is "meek">> <<switch $_rng>> <<case 1>> "St-stay back," you say with a shy smile. "I-I can't run." <<case 2>> "Please don't come closer," you say with a shy smile. "I-I'm helpless." <<case 3>> "Don't hurt me," you say with a shy smile. "If you can catch me." <<case 4>> "If you catch me, be gentle," you say with a shy smile. <<case 5>> "No one knows I'm here," you say with a shy smile. "If you catch me, I'll be helpless." <</switch>> <<elseif $speech_attitude is "bratty">> <<switch $_rng>> <<case 1>> "You want some? Show me what you're made of." <<case 2>> "There's no way someone like you can catch me," you say. <<case 3>> You exaggerate a laugh. "You'll be easy to outrun." <<case 4>> "Sure, you look like you could use the exercise," you say with a grin. <<case 5>> "I've outrun worse," you say with a grin. <</switch>> <<else>> <<switch $_rng>> <<case 1>> "You won't catch me," you say. <<case 2>> "You'll have to catch me first," you say. <<case 3>> "If you want to try anything," you start, "you'll have to catch me first." <<case 4>> "I know how to look after myself," you say. "Catch me if you can." <<case 5>> "Keep moving," you say. "Or I'll slip away." <</switch>> <</if>> <</if>> <<if $feetuse isnot "run">> You break into a run. <</if>> <</widget>> <<widget "actionsconfrontNNPC">> <<if $wraith and $wraith.mimic>> <<set $_npc to $wraith.mimic>> <<else>> <<set $_npc to $NPCList[0].fullDescription>> <</if>> <<if isLoveInterest($_npc) and random(1)>> <<if $speech_attitude is "meek">> "I-is that you, <<print $_npc>>?" you ask. <<elseif $speech_attitude is "bratty">> "What do you want, <<print $_npc>>?" you demand. <<else>> "<<print $_npc>>?" you say. <</if>> <<else>> <<switch $_npc>> <<case "Whitney">> <<if $whitneyromance is 1>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> You gulp. "You're not gonna pick on me, are you?" <<case 2>> "You wouldn't hurt your <<girlfriend>>," you stutter. "R-right?" <<case 1>> "Be gentle, Whitney..." you plead. <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "Don't think you can walk all over me because we're dating," you say. <<case 2>> "I'm no one's property," you say. "Least of all yours." <<case 1>> "I know you didn't come all this way to chat," you say. <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "You wouldn't hurt your <<girlfriend>>," you say. <<case 2>> "I know what you want," you sigh. <<case 1>> "I'm not a toy," you say. <</switch>> <</if>> <<else>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> You hang your head. "Just... not too rough." <<case 2>> "Please," you say. "Leave me alone!" <<case 1>> "I won't be bullied," you mumble. <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "Careful," you warn. "There're no teachers around to save you." <<case 2>> "Why don't you crawl back to your loser friends?" you say. <<case 1>> "Trying anything and I'll kick your ass," you say. <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "I'm not gonna let you pick on me," you say. <<case 2>> "What're you trying to prove?" you say. <<case 1>> "Don't you dare," you say. <</switch>> <</if>> <</if>> <<case "Eden">> <<if $syndromeeden is 1>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> You look down. "Are you mad at me...?" <<case 2>> "Eden, you're scaring me," you whimper. <<case 1>> You gulp. "Wh-why are you looking at me like I'm prey?" <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "What the hell are you doing here?" you demand. <<case 2>> "I'll come home when I wanna come home," you say. <<case 1>> "Quit staring like I'm a piece of meat," you demand. <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "You're a ways from home," you say. <<case 2>> "What are you doing out here?" you ask. <<case 1>> "How long have you been following me?" you ask. <</switch>> <</if>> <<else>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> "Go away!" you cry. "You're scary!" <<case 2>> "Please don't shoot!" you cry. <<case 1>> "I'm not an animal!" you cry. <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "I'm nobody's prey," you growl. <<case 2>> "Run home to your dirty old shack," you bark. <<case 1>> "Come any closer," you say, "and I'll stick that gun <<if $settings.analEnabled>>up your ass<<else>>down your throat<</if>>." <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "Put the gun down," you say. <<case 2>> "Go back to chasing deer," you say. <<case 1>> "I'm not some helpless animal," you say. <</switch>> <</if>> <</if>> <<case "Ivory Wraith">> <<if $wraith.state is "haunt" and $wraithPrison and $wraithPrison.vision>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> You cry. "I'm sorry! Just leave me alone!" <<case 2>> "Why can't you just let it go?" you ask. <<case 1>> You look down. "Please stop haunting me." <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "I don't have your stupid necklace," you say. <<case 2>> "Here we stand, give it back," you mock. "Fuck off." <<case 1>> "Go back to the lake!" you shout. <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "Is this about the necklace?" you ask. <<case 2>> "Why are you so obsessed with me?" you ask. <<case 1>> You sigh. "You again." <</switch>> <</if>> <<else>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> You cry. "You're scary!" <<case 2>> "Why are you... floating?" you ask. <<case 1>> You try to speak, but your throat seizes as its <<wraithEyes>> eyes bore into you. <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "Go away, you pale freak," you spit. <<case 2>> "Never knew thin air could be so ugly," you mock. <<case 1>> "What even are you?" you say. "Weird fucking creature." <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "I'm not some sacrificial lamb," you say. <<case 2>> "I'm not afraid of you," you <<if $controlled>>say<<else>>lie<</if>>. <<case 1>> "I won't let you haunt me," you say. <</switch>> <</if>> <</if>> <<case "Gwylan">> <<if $gwylan.taken>> <<if $speech_attitude is "meek">> "I don't need you to take care of me anymore," you say. <<elseif $speech_attitude is "bratty">> "Stay away, and stay out of my head," you say. <<else>> "Let me go, Gwylan!" <</if>> <<else>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> "Please don't cook me into a stew," you say. <<case 2>> "Please don't turn me into a frog," you say. <<case 1>> "Please stop following me, Gwylan," you say. <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "Would you quit stalking me, Gwylan?" <<case 2>> "Leave me alone, you witch!" <<case 1>> "Go chase a wolf or something," you say. <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "Can I help you, Gwylan?" <<case 2>> "Why are you following me?" <<case 1>> "You're making me nervous, Gwylan." <</switch>> <</if>> <</if>> <<default>> <<actionsconfront>> <</switch>> <</if>> <</widget>> <<widget "actionstauntNNPC">> <<if $wraith and $wraith.mimic>> <<set $_npc to $wraith.mimic>> <<else>> <<set $_npc to $NPCList[0].fullDescription>> <</if>> <<switch $_npc>> <<case "Eden">> <<if $syndromeeden is 1>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> "Are you mad at me? Will you be more angry if I keep running?" <<case 2>> "Eden, you're scaring me," you whimper playfully. <<case 1>> You gulp. "You're looking at me like I'm prey. Th-that means I should..." <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "I won't go back so easily," you say with a grin. <<case 2>> "If you want me to come home, you'll have to catch me first," you say. <<case 1>> "Quit staring like I'm a piece of meat," you demand. <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "You're a ways from home," you say. "Think you can catch me again?" <<case 2>> "What are you doing out here?" you ask. "Think you can catch me again?" <<case 1>> "Think you can catch me again?" you ask. <</switch>> <</if>> <<if $feetuse isnot "run">> You break into a run. <</if>> <<else>> <<actionstaunt>> <</if>> <<case "Ivory Wraith">> <<if $wraith.state is "haunt" and $wraithPrison and $wraithPrison.vision>> "I've got your stupid necklace right here," you say. "Come get it." <<else>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> You cry. "You're scary!" <<case 2>> "Why are you... floating?" you ask. <<case 1>> You try to speak, but your throat seizes as its <<wraithEyes>> eyes bore into you. <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "Go away, you pale freak," you spit. <<case 2>> "Never knew thin air could be so ugly," you mock. <<case 1>> "What even are you?" you say. "Weird fucking creature." <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "I'm not some sacrificial lamb," you say. <<case 2>> "I'm not afraid of you," you <<if $controlled>>say<<else>>lie<</if>>. <<case 1>> "I won't let you haunt me," you say. <</switch>> <</if>> <</if>> <<if $feetuse isnot "run">> You break into a run. <</if>> <<case "Gwylan">> <<if $gwylan.taken>> <<if $speech_attitude is "meek">> "It looks like my leash slipped," you say coyly. "Come grab it." <<elseif $speech_attitude is "bratty">> "If you want to keep me like one of your little knick-knacks, you'll have to catch me!" <<else>> "Better catch me before I end up somewhere dangerous," you say. <</if>> <<else>> <<if $speech_attitude is "meek">> <<switch random(1, 3)>> <<case 3>> "You wouldn't mind giving me a head start, would you?" <<case 2>> "Go easy on me, Gwylan. I'm not the best runner." <<case 1>> "Come catch me, Gwylan!" <</switch>> <<elseif $speech_attitude is "bratty">> <<switch random(1, 3)>> <<case 3>> "<<if $location is "forest">>Let's see how well you really know this forest.<<else>>Let's see if you're as agile here as in the forest.<</if>>" <<case 2>> "You think you're sneaky, but I could smell you." <<case 1>> "Nobody can catch me!" <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>> "Up for a chase?" <<case 2>> "Where will we go, I wonder?" <<case 1>> "Come get me." <</switch>> <</if>> <</if>> <<if $feetuse isnot "run">> You break into a run. <</if>> <<default>> <<actionstaunt>> <</switch>> <</widget>><<widget "actionsvaginatopenis">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].penis is 0>> <<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">> <!-- Do Nothing --> <<elseif $NPCList[_j].stance isnot "topface">> <<if $vaginaactiondefault is "vaginatopenis">> | <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginatopenis" checked>><<vaginaldifficulty>> <<combatpromiscuous5>></label> <<else>> | <label><span class="sub">Straddle <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginatopenis">><<vaginaldifficulty>> <<combatpromiscuous5>></label> <</if>> <<break>> <</if>> <</if>> <</for>> <</widget>> <<widget "actionsvaginatovagina">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<if !playerChastity("vagina")>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].vagina is 0>> <<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">> <!-- Do Nothing --> <<elseif $NPCList[_j].stance isnot "topface">> <<if $vaginaactiondefault is "vaginatovagina">> | <label><span class="sub">Straddle <<his>> pussy</span> <<radiobutton "$vaginaaction" "vaginatovagina" checked>><<vaginaldifficulty>> <<combatpromiscuous5>></label> <<else>> | <label><span class="sub">Straddle <<his>> pussy</span> <<radiobutton "$vaginaaction" "vaginatovagina">><<vaginaldifficulty>> <<combatpromiscuous5>></label> <</if>> <<break>> <</if>> <</if>> <</for>> <</if>> <</widget>> <<widget "actionsvaginatovaginafuck">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<if !playerChastity("vagina")>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].vagina is "vaginaentrance" or $NPCList[_j].vagina is "vaginaimminent">> <<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">> <!-- Do Nothing --> <<elseif $NPCList[_j].stance isnot "topface">> <<if $vaginaactiondefault is "vaginatovaginafuck">> | <label><span class="sub">Push your pussy against theirs</span> <<radiobutton "$vaginaaction" "vaginatovaginafuck" checked>><<vaginaldifficulty>> <<combatpromiscuous5>></label> <<else>> | <label><span class="sub">Push your pussy against theirs</span> <<radiobutton "$vaginaaction" "vaginatovaginafuck">><<vaginaldifficulty>> <<combatpromiscuous5>></label> <</if>> <<break>> <</if>> <</if>> <</for>> <</if>> <</widget>> <<widget "actionsvaginatopenisnew">> <<if $NPCList[$vaginatarget].penis is 0>> <<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif $NPCList[$vaginatarget].stance isnot "topface" and ($enemytype isnot "man" or ($NPCList[$vaginatarget].location.genitals is 0 and $NPCList[$vaginatarget].location.head isnot "genitals"))>> <<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> <<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " " + $NPCList[$vaginatarget].chastity.penis] to "vaginatopenis">> <<elseif npcHasStrapon($vaginatarget)>> <<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " strap-on"] to "vaginatopenis">> <<else>> <<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " penis"] to "vaginatopenis">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsvaginatovaginanew">> <<if $NPCList[$vaginatarget].vagina is 0>> <<if $consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore>> <!-- Do Nothing --> <<elseif $NPCList[$vaginatarget].stance isnot "topface" and ($enemytype isnot "man" or ($NPCList[$vaginatarget].location.genitals is 0 and $NPCList[$vaginatarget].location.head isnot "genitals"))>> <<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> <<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " " + $NPCList[$vaginatarget].chastity.vagina] to "vaginatovagina">> <<else>> <<set _vaginaaction["Straddle " + $NPCList[$vaginatarget].pronouns.his + " pussy"] to "vaginatovagina">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsvaginatovaginafucknew">> <<if $NPCList[$vaginatarget].vagina is "vaginaentrance" or $NPCList[$vaginatarget].vagina is "vaginaimminent">> <<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $NPCList[$vaginatarget].chastity.vagina.includes("chastity")>> <!-- Do Nothing --> <<else>> <<set _vaginaaction["Push your pussy against " + $NPCList[$vaginatarget].pronouns.hers] to "vaginatovaginafuck">> <</if>> <</if>> <</widget>> <<widget "actionsvaginapenisfuck">> <<if $combattype is "train">> <<set _end to $enemyno-1>> <<else>> <<set _end to 0>> <</if>> <<if !playerChastity("vagina") and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <<for _j = $enemyno-1; _j gte _end; _j-->> <<if $NPCList[_j].penis is "vaginaentrance" or $NPCList[_j].penis is "vaginaimminent">> <<if $consensual is 1 and $promiscuity lte 74 and $enemytype is "man" or $consensual is 1 and $deviancy lte 74 and $enemytype isnot "man">> <!-- Do Nothing --> <<else>> <<if $vaginaactiondefault is "vaginapenisfuck">> | <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginapenisfuck" checked>> <<combatpromiscuous5>><<vaginalvirginitywarning $NPCList[_j].fullDescription>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label> <<else>> | <label><span class="sub">Envelop <<his>> penis</span> <<radiobutton "$vaginaaction" "vaginapenisfuck">> <<combatpromiscuous5>><<vaginalvirginitywarning $NPCList[_j].fullDescription>><<NPCvirginitywarning $NPCList[_j].fullDescription "penile">></label> <</if>> <<break>> <</if>> <</if>> <</for>> <</if>> <</widget>> <<widget "actionsvaginapenisfucknew">> <<if !playerChastity("vagina") and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <<if $NPCList[$vaginatarget].penis is "vaginaentrance" or $NPCList[$vaginatarget].penis is "vaginaimminent">> <<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> <!-- Do Nothing --> <<else>> <<set _penis to (npcHasStrapon($vaginatarget) ? "strap-on" : "penis")>> <<set _vaginaaction["Envelop " + $NPCList[$vaginatarget].pronouns.his + " " + _penis] to "vaginapenisfuck">> <</if>> <</if>> <</if>> <</widget>> <<widget "actionsvaginaMouthEntrance">> <<if $NPCList[$vaginatarget].mouth is "vaginaentrance">> <<set _vaginaaction["Press your thigh against " + $NPCList[$vaginatarget].pronouns.his + " mouth"] to "thighbay">> <<set _vaginaaction["Rub against " + $NPCList[$vaginatarget].pronouns.his + " face"] to "othermouthtease">> <</if>> <</widget>> <<widget "actionsvaginaVaginaImminent">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _vaginaaction["Cooperate"] to "othervaginarub">> <<else>> <<set _vaginaaction["Rub"] to "othervaginarub">> <</if>> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("vaginalskill") gte 800>> <<set _vaginaaction["Edge"] to "tribedge">> <</if>> <<set _vaginaaction["Pull away"] to "tribescape">> <</widget>> <<widget "actionsvaginaMouthImminent">> <<if $NPCList[$vaginatarget].mouth is "vaginaimminent">> <<set _vaginaaction["Rub against " + $NPCList[$vaginatarget].pronouns.his + " lips"] to "othermouthrub">> <<set _vaginaaction["Pull away"] to "othermouthescape">> <</if>> <</widget>> <<widget "actionsvaginaMouthPenetrated">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _vaginaaction["Cooperate"] to "othermouthcooperate">> <<else>> <<set _vaginaaction["Hump"] to "othermouthcooperate">> <</if>> <</widget>> <<widget "actionsvaginaPenisEntrance">> <<actionsvaginapenisfucknew>> <<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>> <<else>> <<if $thighuse is 0>> <<set _vaginaaction["Try to keep it away with your thighs"] to "penisthighs">> <</if>> <</if>> <<if $anususe is 0 and !playerChastity("anus")>> <<set _vaginaaction["Offer your anus instead"] to "penisanus">> <</if>> <<if $settings.analDoubleEnabled and $awareness gt 300 and $anususe is "penis" and !playerChastity("anus")>> <<if $NPCList[$anustarget].penissize gte 2 and !($consensual is 1 and ($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man") and !$promiscuityIgnore) and !["legLock","legLocked"].includes($feetuse)>> <<set _vaginaaction["Offer double anal instead"] to "penisanusdouble">> <</if>> <</if>> <<set _vaginaaction["Tease the tip"] to "penistease">> <<if $settings.vaginalDoubleEnabled and _secondtarget is true and ($anususe is 0 or ($anususe isnot 0 and $anususe isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>> <<if $npc.includes($NPCList[$vaginadoubletarget].fullDescription)>> <<set _vaginaaction["Straddle " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">> <<else>> <<set _vaginaaction["Straddle the " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">> <</if>> <</if>> <</widget>> <<widget "actionsvaginaVaginaEntrance">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _vaginaaction["Cooperate"] to "othervaginarub">> <<else>> <<set _vaginaaction["Rub"] to "othervaginarub">> <</if>> <</widget>> <<widget "actionsvaginaPenisImminent">> <<actionsvaginapenisfucknew>> <<set _vaginaaction["Rub"] to "rub">> <<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>> <<set _vaginaaction["Edge " + $NPCList[$vaginatarget].pronouns.him] to "penisEdging">> <</if>> <<set _vaginaaction["Pull away"] to "escape">> <</widget>> <<widget "actionsvaginaPenisPenetrated">> <<set _vaginaaction["Take it"] to "take">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _vaginaaction["Cooperate"] to "cooperate">> <<else>> <<set _vaginaaction["Fuck"] to "cooperate">> <</if>> <<if ($consensual is 0 or (hasSexStat("promiscuity", 4) and $enemytype is "man") or (hasSexStat("deviancy", 4) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>> <<set _vaginaaction["Edge " + $NPCList[$vaginatarget].pronouns.him] to "penisEdging">> <</if>> <<if !playerIsPregnant() and $sexStats.vagina.menstruation.currentState isnot "recovering" and playerPregnancyPossibleWith($NPCList[$vaginatarget]) and $enemyarousal gte $enemyarousalmax and $demon gte 6 and $demonbuild gte 90>> <<set _vaginaaction["Force impregnation"] to "forceImpregnation">> <</if>> <<if $settings.vaginalDoubleEnabled and _secondtarget is true and ($anususe is 0 or ($anususe isnot 0 and $anususe isnot "penisdouble")) and $awareness gte 300 and !["legLock","legLocked"].includes($feetuse)>> <<if $npc.includes($NPCList[$vaginadoubletarget].fullDescription)>> <<set _vaginaaction["Straddle " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">> <<else>> <<set _vaginaaction["Straddle the " + $NPCList[$vaginadoubletarget].fullDescription + "'s " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginatopenisdouble">> <</if>> <</if>> <</widget>> <<widget "actionsvaginaVagina">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _vaginaaction["Cooperate"] to "tribcooperate">> <<else>> <<set _vaginaaction["Rub"] to "tribcooperate">> <</if>> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("vaginalskill") gte 800>> <<set _vaginaaction["Edge"] to "tribedge">> <</if>> <<set _vaginaaction["Take it"] to "tribtake">> <<set _vaginaaction["Pull away"] to "tribescape">> <</widget>> <<widget "actionsTribRest">> <<set _vaginaaction["Rest"] to "tribrest">> <</widget>> <<widget "actionsvaginaPenisDoubleEntrance">> <<actionsvaginapenisdoublefuck>> <<if $consensual is 1 and ($promiscuity lte 54 and $enemytype is "man" or $deviancy lte 54 and $enemytype isnot "man") and !$promiscuityIgnore>> <<else>>/* <<if $thighuse is 0>> <<set _vaginaaction["Try to keep it away with your thighs"] to "penisthighs">> <</if>>*/ <</if>> <<if $anususe is 0 and !playerChastity("anus")>> <<set _vaginaaction["Offer your anus instead"] to "penisanusdvp">> <</if>> <<set _vaginaaction["Tease the tip"] to "penistease">> <</widget>> <<widget "actionsvaginaPenisDoubleImminent">> <<actionsvaginapenisdoublefuck>> <<set _vaginaaction["Rub"] to "rub">> <<if ($consensual is 0 or (hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>> <<set _vaginaaction["Edge them"] to "penisDoubleEdging">> <</if>> <<if $anususe is 0 and !playerChastity("anus")>> <<set _vaginaaction["Offer your anus instead"] to "penisanusdvp">> <</if>> <<set _vaginaaction["Pull away"] to "doubleescape">> <</widget>> <<widget "actionsvaginaPenisDoublePenetrated">> <<set _vaginaaction["Take it"] to "take">> <<if $consensual is 0 or ($promiscuity lte 54 and $enemytype is "man" and !$promiscuityIgnore) or ($deviancy lte 54 and $enemytype isnot "man" and !$promiscuityIgnore)>> <<set _vaginaaction["Cooperate"] to "doublecooperate">> <<else>> <<set _vaginaaction["Fuck"] to "doublecooperate">> <</if>> <<if ($consensual is 0 or (hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and currentSkillValue("vaginalskill") gte 800>> <<set _vaginaaction["Edge them"] to "penisDoubleEdging">> <</if>> <</widget>> <<widget "actionsvaginapenisdoublefuck">> <<if !playerChastity("vagina") and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $awareness gte 300>> <<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man" and $awareness lt 300) and !$promiscuityIgnore) or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> <!-- Do Nothing --> <<else>> <<if $NPCList[$vaginatarget].penis is "vaginadouble" or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> <<set _vaginaaction["Envelop " + $NPCList[$vaginadoubletarget].pronouns.his + " " + $NPCList[$vaginadoubletarget].penisdesc] to "vaginapenisdoublefuck">> <<elseif $NPCList[$vaginadoubletarget].penis is "vaginadouble" or $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity")>> <<set _vaginaaction["Envelop " + $NPCList[$vaginatarget].pronouns.his + " " + $NPCList[$vaginatarget].penisdesc] to "vaginapenisdoublefuck">> <<elseif !($NPCList[$vaginatarget].chastity.penis.includes("chastity") and $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity"))>> <<set _vaginaaction["Envelop both their penises"] to "vaginapenisdoublefuck">> <</if>> <</if>> <</if>> <</widget>><<widget "effectsvaginatopenis">> <<if $vaginaaction is "vaginatopenis">> <<personselect $vaginatarget>> <<set $vaginaaction to 0>><<submission 10>><<vaginalskilluse>><<combatpromiscuity5>> <<if $vaginause is 0>> <<if combatSkillCheck("vaginal", $vaginatarget)>> <<if $NPCList[$vaginatarget].penis is 0>> <<submission 2>><<set $vaginause to "penis">><<set $NPCList[$vaginatarget].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginaactiondefault to "penistease">> <<if $leftarm is "vagina">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "vagina">> <<set $rightarm to 0>> <</if>> <<if $NPCList[$vaginatarget].condom and $NPCList[$vaginatarget].condom.willUse is true and $NPCList[$vaginatarget].condom.worn is false and !$NPCList[$vaginatarget].penisdesc.includes("strap-on")>> <<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$vaginatarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$vaginatarget].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc $vaginatarget>> on <<his>> penis.</span> <<equipNPCCondom $vaginatarget>> <</if>> <</if>> <span class="lblue">You straddle <<combatperson>> and kiss <<his>> $NPCList[$vaginatarget].penisdesc with your <<pussy>><<if $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$vaginatarget].chastity.penis<</if>>.</span> <<if $NPCList[$vaginatarget].type is "plant" and $NPCList[$vaginatarget].penissize gte 4 and canImpregnateParasite("vagina")>> <span class="red">Something about it scares you.</span> <</if>> <<if $enemytype is "beast">><<set $NPCList[$vaginatarget].stance to "top">><</if>> <<set $NPCList[$vaginatarget].location.genitals to "genitals">> <<else>> <span class="blue">You try to straddle <<combatpersons>> $NPCList[$vaginatarget].penisdesc, but the phallus is already occupied.</span><<set $vaginaactiondefault to "vaginatopenis">> <</if>> <<else>> <span class="blue">You try to straddle <<combatperson>> but <<ohe>> pushes you off.</span><<set $vaginaactiondefault to "vaginatopenis">> <</if>> <</if>> <</if>> <</widget>> <<widget "effectsvaginatovagina">> <<if $vaginaaction is "vaginatovagina">> <<personselect $vaginatarget>> <<set $vaginaaction to 0>><<submission 5>><<vaginalskilluse>><<combatpromiscuity5>> <<if combatSkillCheck("vaginal", $vaginatarget)>> <<if $NPCList[$vaginatarget].vagina is 0>> <<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">><<set $NPCList[$vaginatarget].vagina to "vaginaentrance">><<submission 5>><<set $vaginaactiondefault to "othervaginarub">> <<if $leftarm is "vagina">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "vagina">> <<set $rightarm to 0>> <</if>> <span class="lblue">You kiss <<combatpersons>> pussy with your own<<if $NPCList[$vaginatarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$vaginatarget].chastity.vagina<</if>>.</span> <<if $enemytype is "beast">><<set $NPCList[$vaginatarget].stance to "top">><</if>> <<set $NPCList[$vaginatarget].location.genitals to "genitals">> <<else>> <span class="blue">You try to move your <<pussy>> nearer <<combatpersons>>, but the entrance is already occupied.</span><<set $vaginaactiondefault to "vaginatovagina">> <</if>> <<else>> <span class="blue">You try to move your <<pussy>> nearer <<combatpersons>>, but <<ohe>> pushes you off.</span><<set $vaginaactiondefault to "vaginatovagina">> <</if>> <</if>> <</widget>> <<widget "effectsvaginatovaginafuck">> <<if $vaginaaction is "vaginatovaginafuck" and $NPCList[$vaginatarget].vagina.toString().includes("vagina")>> <<set $vaginaaction to 0>><<submission 5>><<vaginalskilluse>><<combatpromiscuity5>> <<if combatSkillCheck("vaginal", $vaginatarget)>> <<submission 5>><<set $vaginause to "othervagina">><<set $vaginastate to "othervagina">><<set $NPCList[$vaginatarget].vagina to "vagina">><<set $vaginaactiondefault to "tribcooperate">> <span class="blue">You press <<personselect $vaginatarget>><<combatpersons>> pussy with your own.</span> <<else>> <span class="blue">You try to press your <<pussy>> against <<personselect $vaginatarget>><<combatpersons>>, but <<ohe>> keeps you away.</span><<set $vaginaactiondefault to "vaginatovaginafuck">> <</if>> <</if>> <</widget>> <<widget "effectsvaginapenisfuck">> <<if $vaginaaction is "vaginapenisfuck" and $NPCList[$vaginatarget].penis.toString().includes("vagina")>> <<set $vaginaaction to 0>><<submission 20>><<vaginalskilluse>><<combatpromiscuity5>> <<if $vaginaWetness + (currentSkillValue("vaginalskill") / 10) gte ($NPCList[$vaginatarget].penissize * 15) + random(1, 40) or random(1, 2) is 2>> <<if $player.virginity.vaginal isnot true>> <<set $NPCList[$vaginatarget].penis to "vagina">> <<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against <<personselect $vaginatarget>><<combatpersons>> $NPCList[$vaginatarget].penisdesc, taking it deep into your <<pussy>>.</span> <<switch $NPCList[$vaginatarget].penissize>> <<case 5>> <span class="lewd">The sheer size of it forces the breath from your body.</span> <<case 4>> <span class="lewd">You shudder as your <<pussy>> stretches to accommodate <<his>> cock.</span> <<case 1>> <span class="lewd">It's so small you can barely feel it.</span> <<default>> <span class="lewd"></span> <</switch>> <<sex 30 "genitals" $vaginatarget>><<vaginalstat>><<raped>><<vaginaraped>><<takeVirginity $NPCList[$vaginatarget].fullDescription "vaginal">><<takeNPCVirginity $vaginatarget "penile">><<set $vaginastate to "penetrated">><<set $vaginaactiondefault to "cooperate">> <<elseif $player.virginity.vaginal is true>> <<set $NPCList[$vaginatarget].penis to "vagina">><<set $vaginaactiondefault to "cooperate">> <<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against <<personselect $vaginatarget>><<combatpersons>> $NPCList[$vaginatarget].penisdesc, taking it deep into your virgin pussy.</span> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <<switch $NPCList[$vaginatarget].penissize>> <<case 5>> The sheer size forces all thought from your mind. <span class="red">Your hymen is obliterated, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 50>> <<case 4>> <span class="red">Your hymen is destroyed, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 40>> <<case 1>> <span class="red">You feel your hymen tear despite its size, <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green">While technically no longer a virgin, you can barely feel it.</span> <<violence 20>> <<default>> <span class="red">You feel your hymen tear, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 30>> <</switch>> <</if>> <<sex 100 "genitals" $vaginatarget>><<bruise vagina>><<vaginalstat>><<raped>><<vaginaraped>><<takeVirginity $NPCList[$vaginatarget].fullDescription "vaginal">><<takeNPCVirginity $vaginatarget "penile">><<set $vaginastate to "penetrated">><<set $speechvaginavirgin to 1>> <</if>> <<else>> You <<vaginaltext>> press your <<pussy>> against <<personselect $vaginatarget>><<combatpersons>> <<print $NPCList[$vaginatarget].penisdesc>>, <span class="blue">but fail to envelop.</span> <<His>> penis angles away and rubs against your <<if $player.penisExist>><<penis>><<else>>clit<</if>>. <<sex 20 "genitals" $vaginatarget>><<set $vaginaactiondefault to "vaginapenisfuck">> <</if>> <</if>> <</widget>> <<widget "effectsvaginatopenisdouble">> <<if $vaginaaction is "vaginatopenisdouble" and $NPCList[$vaginadoubletarget].penis is 0>> <<set $vaginaaction to 0>><<submission 10>><<vaginalskilluse>><<set $vaginaactiondefault to "vaginatopenisdouble">><<combatpromiscuity5>> <<if combatSkillCheck("vaginal", $vaginadoubletarget)>> <<submission 2>><<set $vaginause to "penisdouble">><<set $NPCList[$vaginadoubletarget].penis to "vaginaentrancedouble">><<set $vaginastate to "doubleentrance">> <<if $NPCList[$vaginatarget].penis is "vaginaimminent">> <<set $NPCList[$vaginatarget].penis to "vaginaimminentdouble">> <<set $vaginastate to "doubleimminent">> <<elseif $NPCList[$vaginatarget].penis is "vaginaentrance">> <<set $NPCList[$vaginatarget].penis to "vaginaentrancedouble">> <<else>> <<set $NPCList[$vaginatarget].penis to "vaginadouble">> <<set $vaginastate to "doublepenetrated">> <</if>> <<if $leftarm is "vagina">> <<set $leftarm to 0>> <</if>> <<if $rightarm is "vagina">> <<set $rightarm to 0>> <</if>> <<if $NPCList[$vaginadoubletarget].condom and $NPCList[$vaginadoubletarget].condom.willUse is true and $NPCList[$vaginadoubletarget].condom.worn is false and !$NPCList[$vaginadoubletarget].penisdesc.includes("strap-on")>> <<if $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$vaginadoubletarget].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$vaginadoubletarget].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc $vaginadoubletarget>> on <<his>> penis.</span> <<equipNPCCondom $vaginadoubletarget>> <</if>> <</if>> <span class="lblue">You straddle <<personselect $vaginadoubletarget>><<combatperson>> and kiss <<his>> $NPCList[$vaginadoubletarget].penisdesc with your <<pussy>><<if $NPCList[$vaginadoubletarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$vaginadoubletarget].chastity.penis<</if>>, joining <<personselect $vaginatarget>><<combatpersons>> <<npcPenisSimple $vaginatarget>>.</span> <<if $enemytype is "beast">><<set $NPCList[$vaginadoubletarget].stance to "top">><</if>> <<set $NPCList[$vaginadoubletarget].location.genitals to "genitals">> <<else>> <span class="blue">You try to straddle <<personselect $vaginadoubletarget>><<combatperson>> but <<ohe>> pushes you off.</span> <</if>> <</if>> <</widget>> <<widget "effectsvaginapenisdoublefuck">> <<if $vaginaaction is "vaginapenisdoublefuck">> <<set $vaginaaction to 0>><<submission 20>><<vaginalskilluse>><<set $vaginaactiondefault to "vaginapenisdoublefuck">><<combatpromiscuity5>> <<set _npcA to $vaginatarget>> <<set _npcB to $vaginadoubletarget>> <<set _doublepenissize to $NPCList[$vaginatarget].penissize>> <<set _npcdicksizeA to $NPCList[_npcA].penissize>> <<set _npcdicksizeB to $NPCList[_npcB].penissize>> <<if _npcdicksizeA gte _npcdicksizeB>> <<set _doublepenissize to (_npcdicksizeA+1)>> <<else>> <<set _doublepenissize to (_npcdicksizeB+1)>> <</if>> <<if _doublepenissize gt 5>> /* Ensure combined they're not larger than the largest possible phallus */ <<set _doublepenissize to 5>> <</if>> <<if $vaginaWetness + (currentSkillValue("vaginalskill") / 10) gte (_doublepenissize * 15) + random(1, 40) or random(0, 2) isnot 3>> <<if $player.virginity.vaginal isnot true>> <<set $NPCList[_npcA].penis to "vaginadouble">> <<set $NPCList[_npcB].penis to "vaginadouble">> <<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against the $NPCList[_npcA].fullDescription's $NPCList[_npcA].penisdesc and the $NPCList[_npcB].fullDescription's $NPCList[_npcB].penisdesc, taking them deep into your <<pussy>>.</span> <<switch _doublepenissize>> <<case 5>> <span class="lewd">The sheer size of them forces the breath from your body.</span> <<case 4>> <span class="lewd">You shudder as your <<pussy>> stretches to accommodate their <<penises>>.</span> <<default>> <span class="lewd"></span> <</switch>> <span class="pink">Your nipples harden while your body shivers from taking two cocks.</span> <<set _mydesc to ($NPCList[_npcA].fullDescription + " and " + $NPCList[_npcB].fullDescription)>> <<sex 15 "genitals" $vaginatarget>><<sex 15 "genitals" $vaginadoubletarget>><<vaginalstat>><<vaginaldoublestat>><<raped>><<vaginaraped>><<set $vaginastate to "doublepenetrated">> <<takeVirginity `[_npcA, _npcB]` "vaginal">><<takeNPCVirginity _npcA "penile">><<takeNPCVirginity _npcB "penile">> <<elseif $player.virginity.vaginal is true>> <<set $NPCList[_npcA].penis to "vaginadouble">> <<set $NPCList[_npcB].penis to "vaginadouble">> <<vagina_lube_text>> <span class="pink">you <<vaginaltext>> push against the $NPCList[_npcA].fullDescription's $NPCList[_npcA].penisdesc and the $NPCList[_npcB].fullDescription's $NPCList[_npcB].penisdesc, taking them deep into your virgin pussy.</span> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <<switch _doublepenissize>> <<case 5>> The sheer size of their cocks forces all thought from your mind. <span class="red">Your hymen is obliterated, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 50>> <<case 4>> <span class="red">Your hymen is destroyed by both cocks, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 40>> <<default>> <span class="red">You feel your hymen tear from both cocks, <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 30>> <</switch>> <</if>> <span class="pink">Your nipples harden while your body shivers from taking two cocks.</span> <<set _mydesc to ($NPCList[_npcA].fullDescription + " and " + $NPCList[_npcB].fullDescription)>> <<sex 50 "genitals" $vaginatarget>><<sex 50 "genitals" $vaginadoubletarget>><<bruise vagina>><<vaginalstat>><<vaginaldoublestat>><<raped>><<vaginaraped>><<takeVirginity `[_npcA, _npcB]` "vaginal">><<takeNPCVirginity _npcA "penile">><<takeNPCVirginity _npcB "penile">><<set $vaginastate to "doublepenetrated">><<set $speechvaginavirgin to 1>> <</if>> <<else>> You <<vaginaltext>> press your <<pussy>> against <<personselect $vaginatarget>><<combatpersons>> <<print $NPCList[$vaginatarget].penisdesc>>, <span class="blue">but fail to envelop.</span> <<His>> penis angles away and rubs against your <<if $player.penisExist>><<penis>><<else>>clit<</if>>. <<sex 10 "genitals" $vaginatarget>><<sex 10 "genitals" $vaginadoubletarget>><<set $vaginaactiondefault to "vaginapenisdoublefuck">> <</if>> <</if>> <</widget>><<widget "actionsman">> <<exposure>> <<set $face to 0>> <<if $enemyno gte 2>> <<set $pronoun to "n">> <<else>> <<if $NPCList[0].pronoun is "m">> <<set $pronoun to "m">> <</if>> <<if $NPCList[0].pronoun is "f">> <<set $pronoun to "f">> <</if>> <<if $NPCList[0].pronoun is "i">> <<set $pronoun to "i">> <</if>> <<if $NPCList[0].pronoun is "n">> <<set $pronoun to "n">> <</if>> <<if $NPCList[0].pronoun is "t">> <<set $pronoun to "t">> <</if>> <</if>> <<animateCombat>> <div @class="($debugLines ? 'debugLines-actionsman' : '')"> <<fetishPregnancyImg>> <<if $traumafocus gte 1 and $traumafocusintro isnot 1>> <<set $traumafocusintro to 1>> <i>As you gain focus, you become more and more likely to escape your helpless state of dissociation.</i> <br><br> <</if>> <<if $traumafocus gt random(1, 1000) and $dissociation gte 2 and $combat is 1>> <<set $traumafocus to 0>><<set $trauma -= 1000>><<set $dissociation to 1>> <span class="green">Your lucidity returns.</span> <<ltrauma>> <br> <span class="red">The weight of reality crashes down on you.</span> <br><br> <</if>> <<oxygen 50>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and ($panicviolence is 0 or $position is "stalk")>> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>> <<if $options.images is 1 and $options.combatImages is 1 and $consensual is 1 and $position_lock isnot 1>> <<if $position is "doggy">> | <label>Roll over <<radiobutton "$bodyaction" "missionary">></label> <<elseif $position is "missionary" and !["facesit", "anal"].includes($mouthuse)>> | <label>Roll over <<radiobutton "$bodyaction" "doggy">></label> <</if>> <<if $position isnot "stalk">> | <label>Rest <<radiobutton "$bodyaction" "rest" checked>></label> <br> <</if>> <</if>> <</if>> <<if $options.combatControls isnot "disabled">> <<generateActionsMan>> <</if>> <br> <</if>> <br><br> <<set $face to 0>> </div> /*Due to how combat is setup, this is the best location for it*/ <<setupMidOrgasm>> <<set _combatend to ($alarm is 1 and $rescue gte 1) or ($enemyhealth lte 0) or ($enemyarousal gte $enemyarousalmax) or ($finish is 1) >> <!-- Lose consciousness if it has been 20+ seconds since PC ran out of air --> <<if $suffocating gte 2 and $suffocated isnot 1 and !_combatend>> <<set $previousPassage = $passage>> <<set $suffocationPhase to 1>> <<set $suffocated to 1>> <<set $nextPassage to "Man combat suffocated">> <</if>> <<if $debug is 1 and $combatDemoDebugText isnot 0>> <div id="combatDebug"> __Debug__ <br> Enemy Health: $enemyhealth -- Enemy Health Max: $enemyhealthmax <br> Enemy number: $enemyno -- Enemy max number: $enemynomax <br><br> <<for _i to 0; _i lt $enemynomax; _i++>> #<<print _i>>: $NPCList[_i].fullDescription <br> Head Location: $NPCList[_i].location.head -- Genitals Location: $NPCList[_i].location.genitals <br> Active: $NPCList[_i].active -- Stance: $NPCList[_i].stance -- Health: $NPCList[_i].health <br> Penis: $NPCList[_i].penis -- Vagina: $NPCList[_i].vagina -- Mouth: $NPCList[_i].mouth -- Anus: $NPCList[_i].anus /* Note: Anus is literally not a real var for npcs yet. Don't think anything is wrong when you see it isn't printing a logical value. A rework is required first. */ <br> Left Hand: $NPCList[_i].lefthand -- Right Hand: $NPCList[_i].righthand <br><br> <</for>> </div> <</if>> <</widget>>/*Please read dev comments before making changes*/ /*Be careful with changing names around, they are intentional as can get re-used when the user uses the controls, leading to errors if incorrect*/ /*Generates the required divs and calls each type of action*/ <<widget "generateActionsMan">> <br> <<if $defaultsType is undefined>> <<getCombatDefaultsType>> <</if>> <<if $position isnot "stalk">> <div id="replaceAction"> <<replaceActionLink>> </div> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <</if>> <<if !$stalk_end>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<leftActionInit>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<rightActionInit>> </div> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<feetActionInit>> </div> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInit>> </div> <<if $player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()>> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInit>> </div> <</if>> <<if $player.vaginaExist>> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInit>> </div> <</if>> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInit>> </div> <<if $chestuse isnot 0>> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInit>> </div> <</if>> <<if $thighuse isnot 0>> <div id="thighaction" @class="$options.combatControls + 'Control'"> <<thighActionInit>> </div> <</if>> </div> <</if>> <</widget>> /*Generates the required values for defaults to be setup based on the situation*/ <<widget "getCombatDefaultsType">> <<if $consensual == 1>> <<set $defaultsCombatType = "consensual">> <<else>> <<set $defaultsCombatType = "rape">> <</if>> <<switch $enemytype>> <<case "man">> <<if $NPCNameList.includes($NPCList[0].fullDescription)>> <<if $actionDefaults[$NPCList[0].fullDescription] isnot undefined>> <<set $defaultsType to $NPCList[0].fullDescription>> <<else>> <<set $defaultsType to "Acquaintances">> <</if>> <<else>> <<set $defaultsType to "Strangers">> <</if>> <<case "beast">><<set $defaultsType to "Animals">> <<case "tentacles" "vore">> <<set $defaultsType to "Tentacles">> <<set $regrab = DefaultActions.get($defaultsCombatType, 'Tentacles', 'regrab', $actionDefaults, 0)[0]>> <<default>><<set $defaultsType to "Everyone">> <</switch>> <</widget>> <<widget "getCombatDefaultsTypeClear">> <<unset $defaultsType>> <<unset $defaultsCombatType>> <<unset $replaceAction>> <<unset $regrab>> <</widget>> <<widget "replaceActionLink">> <<if $replaceAction isnot "Alternative">> <a onclick="wikifier('replaceAction','Alternative')">Switch to Alternative Actions</a> | <</if>> <<if $replaceAction isnot "Submissive">> <a onclick="wikifier('replaceAction','Submissive')">Switch to Submissive Actions</a> | <</if>> <<if $replaceAction isnot "Defiant">> <a onclick="wikifier('replaceAction','Defiant')">Switch to Defiant Actions</a> | <</if>> <<if $replaceAction isnot undefined>> <a onclick="wikifier('replaceAction','Normal')">Switch to Normal Actions</a> | <</if>> <br> <</widget>> <<widget "replaceAction">> <<set $_rape to ($actionDefaults || {}).rape || {}>> <<set $_consent to ($actionDefaults || {}).consensual || {}>> <<switch _args[0]>> <<case "Alternative">> <<if $_rape.Alternative === undefined || $_consent.Alternative === undefined>> <<setupDefaults>> <</if>> <<set $defaultsType to "Alternative">> <<set $replaceAction to "Alternative">> <<case "Submissive">> <<if $_rape.Submissive === undefined || $_consent.Submissive === undefined>> <<setupDefaults>> <</if>> <<set $defaultsType to "Submissive">> <<set $replaceAction to "Submissive">> <<case "Defiant">> <<if $_rape.Defiant === undefined || $_consent.Defiant === undefined>> <<setupDefaults>> <</if>> <<set $defaultsType to "Defiant">> <<set $replaceAction to "Defiant">> <<case "Normal">> <<getCombatDefaultsType>> <<unset $replaceAction>> <</switch>> <<safereplace #replaceAction>><<replaceActionLink _replace>><</safereplace>> <<safereplace #leftaction>><<leftActionInit true>><</safereplace>> <<safereplace #rightaction>><<rightActionInit true>><</safereplace>> <<safereplace #feetaction>><<feetActionInit true>><</safereplace>> <<safereplace #mouthaction>><<mouthActionInit true>><</safereplace>> <<if $player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()>> <<safereplace #penisaction>><<penisActionInit true>><</safereplace>> <</if>> <<if $player.vaginaExist>> <<safereplace #vaginaaction>><<vaginaActionInit true>><</safereplace>> <</if>> <<safereplace #anusaction>><<anusActionInit true>><</safereplace>> <<if $chestuse isnot 0>> <<safereplace #chestaction>><<chestActionInit true>><</safereplace>> <</if>> <<if $thighuse isnot 0>> <<safereplace #thighaction>><<thighActionInit true>><</safereplace>> <</if>> <</widget>> /*This takes two arguments and one optional argument*/ /*_arg[0] is the name of the body part*/ /*_arg[1] is the list of targets*/ /*_arg[2] is optional and used if a special receiver is needed*/ <<widget "targetListBox">> <<set _onChangeString to "actionsreplace('" + _args[0] + "')">> <<set _listBoxReceiver to _args[2] === undefined ? "$" + _args[0] + "target" : _args[2]>> <label> Target: <span @onchange=_onChangeString> <<listbox _listBoxReceiver autoselect>> <<optionsfrom _args[1]>> <</listbox>> </span> </label> <</widget>> /*Each set of actions are based on the same set of rules*/ /*Setup by getting the situation that the player is in. i.e Their left hand is hold onto a penis*/ /*This is then followed up in getting the options that are available to the player, this would be from <<leftActions>>*/ /*in the case for the left hand. An object will be provide that contain moves in the form of {"actionName":"actionValue"}*/ /*actionName will be shown to the player, actionValue will be used to do the action*/ /*After the list of actions is setup, as long as there is more than one provide it will continue on to setting up the defaults*/ /*This will use the object setup in "base-system\attitudes.twee"*/ /*To provide extra information to the player, widgets such as `<<leftactionDifficulty>> can be used to display extra*/ /*information to the player such as "<<handdifficulty>>"" or "<<skulduggerydifficulty>><<combatcrime>>"*/ /*This will use the previous "actionValue"*/ /*Move colors will be provided through "combatListColor" found in "03-JavaScript\ingame.js"*/ /*These again use the "actionValue"*/ <<widget "leftActionInit">> <<if ($NPCList[0].state is "pursuit" or $NPCList[0].state is "chased") and $NPCList[0].distance lte 0>> <<set _leftGold to true>> <<set _rightGold to true>> <</if>> <<switch $leftarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">Your left arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0 and !$possessed>> <<set _leftOptions to "pain">> <span class="red">Your left arm is free, but hurts to move.</span> <<elseif $dissociation gte 2 and !$possessed>> <<set _leftOptions to "unreal">> <span class="pink">Your left arm is free, but doesn't feel real.</span> <<elseif $possessed>> <<set _leftOptions to "possessed">> Your left arm is free, <span class="pink">but not under your control.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateleft is undefined>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "free">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateleft is undefined>> <<targetListBox "left" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $lefttarget to _firsttarget>> <</if>> <</if>> <<case "penis">> <<set _leftOptions to "penis">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "leftarm">><<set $lefttarget to $index>>Your left hand is <<if $NPCList[$index] and $NPCList[$index].chastity.penis.includes("chastity")>>teasing<<else>>holding<</if>> <<personselect $index>><<combatpersons>> $NPCList[$index].penisdesc<<if $NPCList[$index].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$index].chastity.penis<</if>>.</span> <<case "grappled">> <<if $orgasmdown gte 1>> <<set _leftOptions to "bothBound">> <span class="lewd">Your left arm jerks against their grip.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "bothBound">> <span class="red">Your left arm is held in a painful grip.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "bothBound">> <span class="pink">Your left arm lies limp in their grip.</span> <<elseif $possessed>> <<set _leftOptions to "possessedBound">> Your left arm writhes in their grip, unbidden. <<else>> <<set _leftOptions to "grappled">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left arm is being held down.</span> <</if>> <<case "bound">> <<set _leftOptions to "bothBound">> <<if $orgasmdown gte 1>> <span class="lewd">Your left arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your left arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your left arm lies limp in its bonds.</span> <<elseif $possessed>> Your left arm writhes in its bounds, unbidden. <<else>> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your arms are helplessly bound.</span> <</if>> <<case "othervagina">> <<set _leftOptions to "pussy">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "leftarm">><<set $lefttarget to $index>>Your left hand is <<if $NPCList[$index].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<personselect $index>><<combatpersons>> pussy<<if $NPCList[$index].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$index].chastity.vagina<</if>>.</span> <<case "vagina">> <<set _leftOptions to "coverVagina">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<pussy>>.</span> <<case "coverpenis">> <<set _leftOptions to "coverPenis">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<penis>>.</span> <<case "anus">> <<set _leftOptions to "coverAss">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<bottom>>.</span> <<case "behind">> <<set _leftOptions to "behind">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is behind your back.</span> <<case "handheld">> <<set _leftOptions to "handheld">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is being held.</span> <<case "heldSexToy">> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "heldSexToy">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>>.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $lefttarget to _firsttarget>> <</if>> <<case "dildoSelfPussyEntrance">> <<set _leftOptions to "dildoSelfPussyEntrance">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>> above your <<pussy>>.</span> <<case "dildoSelfPussy">> <<set _leftOptions to "dildoSelfPussy">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks your <<pussy>> with the <<print $currentSexToyLeft.name>>.</span> <<case "dildoSelfAnusEntrance">> <<set _leftOptions to "dildoSelfAnusEntrance">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>> above your anus.</span> <<case "dildoSelfAnus">> <<set _leftOptions to "dildoSelfAnus">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks your <<bottom>> with the <<print $currentSexToyLeft.name>>.</span> <<case "strokerSelfPenisEntrance">> <<set _leftOptions to "strokerSelfPenisEntrance">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>> above your <<penisSimple>>.</span> <<case "strokerSelfPenis">> <<set _leftOptions to "strokerSelfPenis">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks your <<penisSimple>> with the <<print $currentSexToyLeft.name>></span> <<case "dildoOtherPussyTease">> <<set _leftOptions to "dildoOtherPussyTease">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is <<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> pussy<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with your $currentSexToyLeft.name.</span> <<case "dildoOtherPussyFuck">> <<set _leftOptions to "dildoOtherPussyFuck">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "leftDildo">><<set $lefttarget to $index>>Your left hand fucks the <<combatpersons>> pussy with the $currentSexToyLeft.name.</span> <<case "dildoOtherAnusTease">> <<set _leftOptions to "dildoOtherAnusTease">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is <<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> ass<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with your $currentSexToyLeft.name.</span> <<case "dildoOtherAnusFuck">> <<set _leftOptions to "dildoOtherAnusFuck">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "leftDildoAnus">><<set $lefttarget to $index>>Your left hand fucks <<combatpersons>> ass with the $currentSexToyLeft.name.</span> <<case "strokerOtherPenisTease">> <<set _leftOptions to "strokerOtherPenisTease">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is <<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> <<npcPenisSimple $lefttarget>><<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.penis<</if>> with your $currentSexToyLeft.name.</span> <<case "strokerOtherPenisFuck">> <<set _leftOptions to "strokerOtherPenisFuck">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand fucks <<combatpersons>> <<npcPenisSimple $lefttarget>> with the $currentSexToyLeft.name.</span> <<case "struggle">> <<set $_changetype to true>><<leftActionInitStruggle>> <<case "swarmgrappled">> <<set $_changetype to true>><<leftActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<leftActionInitMachine>> <<default>> <<set $_changetype to true>><<leftActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<if $lastOptions.left isnot _leftOptions>> <<set _leftGold to true>> <</if>> <<leftActions>> <<if Object.keys(_leftaction).length gt 0>> <<assignCombatDefaults "left" _args[0]>> <<generateCombatAction _leftaction "leftaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="leftactionDifficulty"> <<leftactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.left to clone(_leftOptions)>> <</if>> <</widget>> <<widget "leftactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $leftaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "leftwork" "leftclit">><<handdifficulty>> <<case "leftplay" "leftgrab">><<handdifficulty>> <<combatpromiscuous3>> <<case "handedge">> <<combatpromiscuous4>> <<case "steal">><<skulduggerydifficulty>><<combatcrime "petty">> <<case "spray">>Remaining: $spray / $spraymax <<case "lefthandholdnew">><<handholdingvirginitywarning>><<NPCvirginitywarning $NPCList[$lefttarget].fullDescription "handholding">> <<case "leftUndressOther">> <<if Object.keys(_undressLeftTargets).length gt 1>> <<listbox "$undressLeftTarget">> <<optionsfrom _undressLeftTargets>> <</listbox>> <<handdifficulty>> <<combatpromiscuous2>> <</if>> <<case "leftmasturbatepussy">> <<combatpromiscuous2>> <<case "leftmasturbatepenis">> <<combatpromiscuous2>> <<case "leftmasturbateanus">> <<combatpromiscuous3>> <<case "pickupSexToy">> <<if Object.keys(_itemsLeft).length gte 1>> <<listbox "$selectedItemLeft" autoselect>> <<optionsfrom _itemsLeft>> <</listbox>> <</if>> <<combatpromiscuous3>> <<case "handguide">> <<if Object.keys(_handGuideOptions).length gt 0>> <<listbox "$handGuideLeft" autoselect>> <<optionsfrom _handGuideOptions>> <</listbox>> <</if>> <<handdifficulty>> <<combatpromiscuous2>> <<case "peniscondom">><<handdifficulty>> <<case "penisremovecondom">><<handdifficulty>> <<case "npcremovecondom">><<handdifficulty>> <<if $consensual is 0 and playerPregnancyPossibleWith($NPCList[$lefttarget])>><<combatpromiscuous6>><</if>> <</switch>> <</widget>> <<widget "leftActions">> /*Generate Actions*/ <<set _leftaction to {}>> <<if $position is "stalk">> <<if $leftarm isnot "bound">> <<set _leftaction["Clench"] to "clench">> <<set _leftaction["Fold"] to "fold">> <<leftFixAndCoverActions>> <<leftcoverface>> <<left_pursuit_grab>> <</if>> <<else>> <<switch _leftOptions>> <<case "free">> <<set _leftaction["Rest"] to "rest">> <<leftdefault>> <<leftgrabnew>> <<leftplaynew>> <<combatMasturbate "left">> <<applyLube "left">> <<leftclothesnew>> <<removeButtplug "left">> <<leftspraynew>> <<leftstealnew>> <<leftpenwhacknew>> <<combathandhold "lefthand">> <<leftFixAndCoverActions>> <<leftchoke>> <<leftCondom>> <<leftNPCCondom>> <<leftshacklewhack>> <<lefthypnosiswhack>> <<handsstrugglefreebodypart "left">> <<leftUndressOther>> <<leftdildowhack>> <<pickupSexToy "left">> <<leftcamerapose>> <<lefthandpull>> <<case "handheld">> <<if $consensual is 1>> <<set _leftaction["Keep holding"] to "lefthandholdkeep">> <</if>> <<combathandguide "left">> <<set _leftaction["Stop"] to "lefthandholdstop">> <<case "penis">> <<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> <<set _leftaction["Tease " + $NPCList[$lefttarget].pronouns.him] to "leftwork">> <<else>> <<set _leftaction["Work " + $NPCList[$lefttarget].pronouns.his + " shaft"] to "leftwork">> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>> <<set _leftaction["Edge"] to "handedge">> <</if>> <</if>> <<set _leftaction["Stop"] to "leftstoppenis">> <<case "grappled">> <<set _leftaction["Rest"] to "rest">> <<set _leftaction["Struggle"] to "leftstruggle">> <<case "bothBound">> <<case "pussy">> <<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> <<set _leftaction["Tease " + $NPCList[$lefttarget].pronouns.him] to "leftclit">> <<else>> <<set _leftaction["Rub " + $NPCList[$lefttarget].pronouns.his + " clit"] to "leftclit">> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>> <<set _leftaction["Edge"] to "handedge">> <</if>> <</if>> <<set _leftaction["Stop"] to "leftothervaginastop">> <<case "coverVagina">> <<set _leftaction["Keep covering"] to "leftcovervagina">> <<set _leftaction["Stop"] to "leftstopvagina">> <<case "coverPenis">> <<set _leftaction["Keep covering"] to "leftcoverpenis">> <<set _leftaction["Stop"] to "leftstopcoverpenis">> <<case "coverAss">> <<set _leftaction["Keep covering"] to "leftcoveranus">> <<set _leftaction["Stop"] to "leftstopanus">> <<case "behind">> <<set _leftaction["Keep behind"] to "behind">> <<set _leftaction["Stop"] to "stopbehind">> <<case "orgasm">> <<set _leftaction["Fold"] to "leftfold">> <<set _leftaction["Grip"] to "leftgrip">> <<case "pain">> <<set _leftaction["Struggle"] to "leftstruggleweak">> <<set _leftaction["Protect"] to "leftprotect">> <<case "unreal">> <<set _leftaction["Poke yourself"] to "leftpoke">> <<set _leftaction["Keep your arms out of the way"] to "leftcurl">> <<case "possessed">> <<set _leftaction["Accept it"] to "leftacceptW">> <<set _leftaction["Hold it still"] to "leftresistW">> <<case "possessedBound">> <<set _leftaction["Struggle"] to "leftstruggleW">> <<set _leftaction["Hold it still"] to "leftstillW">> <<case "heldSexToy">> <<heldSexToy "left">> <<case "dildoSelfPussyEntrance">> <<dildoSelfPussyEntrance "left">> <<case "dildoSelfPussy">> <<set _leftaction["Fuck your pussy with your "+$currentSexToyLeft.name] to "dildoSelfPussy">> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">> <<case "dildoSelfAnusEntrance">> <<if $settings.analEnabled>> <<dildoSelfAnusEntrance "left">> <</if>> <<case "dildoSelfAnus">> <<set _leftaction["Fuck your ass with your "+$currentSexToyLeft.name] to "dildoSelfAnus">> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDrop">> <<case "strokerSelfPenisEntrance">> <<strokerSelfPenisEntrance "left">> <<case "strokerSelfPenis">> <<set _leftaction["Fuck your penis with your "+$currentSexToyLeft.name] to "strokerSelfPenis">> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "strokerDrop">> <<case "dildoOtherPussyTease">> <<if $NPCList[$lefttarget].vagina is 0>> /*<<set _leftaction["Tease " + $NPCList[$righttarget].pronouns.his + " pussy"] to "dildoOtherPussyTease">>*/ /* Kept in case someone wants to make this happen in the future */ <<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " pussy with your "+$currentSexToyLeft.name] to "dildoOtherPussyFuck">> <</if>> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropLeft">> <<case "dildoOtherPussyFuck">> <<if $NPCList[$lefttarget].vagina is "leftDildo">> <<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " pussy with your "+$currentSexToyLeft.name] to "dildoOtherPussyFuck">> <</if>> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropLeft">> <<case "dildoOtherAnusTease">> <<if $NPCList[$lefttarget].vagina is 0 or $NPCList[$lefttarget].penis is 0>> <<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " ass with your "+$currentSexToyLeft.name] to "dildoOtherAnusFuck">> <</if>> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropAnusLeft">> <<case "dildoOtherAnusFuck">> <<if $NPCList[$lefttarget].vagina is "leftDildoAnus" or $NPCList[$lefttarget].penis is "leftDildoAnus">> <<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " ass with your "+$currentSexToyLeft.name] to "dildoOtherAnusFuck">> <</if>> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "dildoDropAnusLeft">> <<case "strokerOtherPenisTease">> <<if $NPCList[$lefttarget].penis is 0 or $NPCList[$lefttarget].penis is "leftStroker">> <<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " penis with your "+$currentSexToyLeft.name] to "strokerOtherPenisFuck">> <</if>> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "strokerDropLeft">> <<case "strokerOtherPenisFuck">> <<if $NPCList[$lefttarget].penis is "leftStroker">> <<set _leftaction["Fuck " + $NPCList[$lefttarget].pronouns.his + " penis with your "+$currentSexToyLeft.name] to "strokerOtherPenisFuck">> <</if>> <<set _leftaction["Drop your " + $currentSexToyLeft.name] to "strokerDropLeft">> <</switch>> <</if>> <</widget>> <<widget "rightActionInit">> <<switch $rightarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">Your right arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0 and !$possessed>> <<set _rightOptions to "pain">> <span class="red">Your right arm is free, but hurts to move.</span> <<elseif $dissociation gte 2 and !$possessed>> <<set _rightOptions to "unreal">> <span class="pink">Your right arm is free, but doesn't feel real.</span> <<elseif $possessed>> <<set _rightOptions to "possessed">> Your right arm is free, <span class="pink">but not under your control.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateright is undefined>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "free">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and $stealstateright is undefined>> <<targetListBox "right" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $righttarget to _firsttarget>> <</if>> <</if>> <<case "penis">> <<set _rightOptions to "penis">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "rightarm">><<set $righttarget to $index>>Your right hand is <<if $NPCList[$index].chastity.penis.includes("chastity")>>teasing<<else>>holding<</if>> <<personselect $index>><<combatpersons>> $NPCList[$index].penisdesc<<if $NPCList[$index].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$index].chastity.penis<</if>>.</span> <<case "grappled">> <<if $orgasmdown gte 1>> <<set _rightOptions to "bothBound">> <span class="lewd">Your right arm jerks against their grip.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "bothBound">> <span class="red">Your right arm is held in a painful grip.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "bothBound">> <span class="pink">Your right arm lies limp in their grip.</span> <<elseif $possessed>> <<set _rightOptions to "possessedBound">> Your right arm writhes in their grip, unbidden. <<else>> <<set _rightOptions to "grappled">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right arm is being held down.</span> <</if>> <<case "bound">> <<set _rightOptions to "bothBound">> <<if $orgasmdown gte 1>> <span class="lewd">Your right arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your right arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your right arm lies limp in its bonds.</span> <<elseif $possessed>> Your right arm writhes in its bounds, unbidden. <<else>> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your arms are helplessly bound.</span> <</if>> <<case "othervagina">> <<set _rightOptions to "pussy">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "rightarm">><<set $righttarget to $index>>Your right hand is <<if $NPCList[$index].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> pussy<<if $NPCList[$index].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$index].chastity.vagina<</if>>.</span> <<case "vagina">> <<set _rightOptions to "coverVagina">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<pussy>>.</span> <<case "coverpenis">> <<set _rightOptions to "coverPenis">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<penis>>.</span> <<case "anus">> <<set _rightOptions to "coverAss">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<bottom>>.</span> <<case "behind">> <<set _rightOptions to "behind">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is behind your back.</span> <<case "handheld">> <<set _rightOptions to "handheld">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is being held.</span> <<case "heldSexToy">> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "heldSexToy">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the $currentSexToyRight.name.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $righttarget to _firsttarget>> <</if>> <<case "dildoSelfPussyEntrance">> <<set _rightOptions to "dildoSelfPussyEntrance">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the <<print $currentSexToyRight.name>> above your <<pussy>>.</span> <<case "dildoSelfPussy">> <<set _rightOptions to "dildoSelfPussy">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks your <<pussy>> with the <<print $currentSexToyRight.name>>.</span> <<case "dildoSelfAnusEntrance">> <<set _rightOptions to "dildoSelfAnusEntrance">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the <<print $currentSexToyRight.name>> above your anus.</span> <<case "dildoSelfAnus">> <<set _rightOptions to "dildoSelfAnus">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks your <<bottom>> with the <<print $currentSexToyRight.name>>.</span> <<case "strokerSelfPenisEntrance">> <<set _rightOptions to "strokerSelfPenisEntrance">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the <<print $currentSexToyRight.name>> above your <<penisSimple>>.</span> <<case "strokerSelfPenis">> <<set _rightOptions to "strokerSelfPenis">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks your <<penisSimple>> with the <<print $currentSexToyRight.name>></span> <<case "dildoOtherPussyTease">> <<set _rightOptions to "dildoOtherPussyTease">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is <<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> pussy<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your $currentSexToyRight.name.</span> <<case "dildoOtherPussyFuck">> <<set _rightOptions to "dildoOtherPussyFuck">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "rightDildo">><<set $righttarget to $index>>Your right hand fucks <<combatpersons>> pussy with the $currentSexToyRight.name.</span> <<case "dildoOtherAnusTease">> <<set _rightOptions to "dildoOtherAnusTease">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is <<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> ass<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your $currentSexToyRight.name.</span> <<case "dildoOtherAnusFuck">> <<set _rightOptions to "dildoOtherAnusFuck">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "rightDildoAnus">><<set $righttarget to $index>>Your right hand fucks <<combatpersons>> ass with the $currentSexToyRight.name.</span> <<case "strokerOtherPenisTease">> <<set _rightOptions to "strokerOtherPenisTease">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is <<if $NPCList[$righttarget].chastity.penis.includes("chastity")>>teasing<<else>>stroking<</if>> <<combatpersons>> <<npcPenisSimple $righttarget>><<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.penis<</if>> with your $currentSexToyRight.name.</span> <<case "strokerOtherPenisFuck">> <<set _rightOptions to "strokerOtherPenisFuck">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand fucks <<combatpersons>> <<npcPenisSimple $righttarget>> with the $currentSexToyRight.name.</span> <<case "struggle">> <<set $_changetype to true>><<rightActionInitStruggle>> <<case "swarmgrappled">> <<set $_changetype to true>><<rightActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<rightActionInitMachine>> <<default>> <<set $_changetype to true>><<rightActionInitTentacle>> <</switch>> <<if $lastOptions.right isnot _rightOptions>> <<set _rightGold to true>> <</if>> <<if $_changetype isnot true>> <<rightActions>> <<if Object.keys(_rightaction).length gt 0>> <<assignCombatDefaults "right" _args[0]>> <<generateCombatAction _rightaction "rightaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="rightactionDifficulty"> <<rightactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.right to clone(_rightOptions)>> <</if>> <</widget>> <<widget "rightactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $rightaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "rightwork" "rightclit">><<handdifficulty>> <<case "rightplay" "rightgrab">><<handdifficulty>> <<combatpromiscuous3>> <<case "handedge">> <<combatpromiscuous4>> <<case "steal">><<skulduggerydifficulty>><<combatcrime "petty">> <<case "spray">>Remaining: $spray / $spraymax <<case "righthandholdnew">><<handholdingvirginitywarning>><<NPCvirginitywarning $NPCList[$righttarget].fullDescription "handholding">> <<case "rightUndressOther">> <<if Object.keys(_undressRightTargets).length gt 1>> <<listbox "$undressRightTarget">> <<optionsfrom _undressRightTargets>> <</listbox>> <<handdifficulty>> <<combatpromiscuous2>> <</if>> <<case "rightmasturbatepussy">> <<combatpromiscuous2>> <<case "rightmasturbatepenis">> <<combatpromiscuous2>> <<case "rightmasturbateanus">> <<combatpromiscuous3>> <<case "pickupSexToy">> <<if Object.keys(_itemsRight).length gte 1>> <<listbox "$selectedItemRight" autoselect>> <<optionsfrom _itemsRight>> <</listbox>> <</if>> <<combatpromiscuous3>> <<case "handguide">> <<if Object.keys(_handGuideOptions).length gt 0>> <<listbox "$handGuideRight" autoselect>> <<optionsfrom _handGuideOptions>> <</listbox>> <</if>> <<handdifficulty>> <<combatpromiscuous2>> <<case "peniscondom">><<handdifficulty>> <<case "penisremovecondom">><<handdifficulty>> <<case "npcremovecondom">><<handdifficulty>> <<if $consensual is 0 and playerPregnancyPossibleWith($NPCList[$righttarget])>><<combatpromiscuous6>><</if>> <</switch>> <</widget>> <<widget "rightActions">> /*Generate Actions*/ <<set _rightaction to {}>> <<if $position is "stalk">> <<if $rightarm isnot "bound">> <<set _rightaction["Clench"] to "clench">> <<set _rightaction["Fold"] to "fold">> <<rightFixAndCoverActions>> <<rightcoverface>> <<right_pursuit_grab>> <</if>> <<else>> <<switch _rightOptions>> <<case "free">> <<set _rightaction["Rest"] to "rest">> <<rightdefault>> <<rightgrabnew>> <<rightplaynew>> <<combatMasturbate "right">> <<applyLube "right">> <<rightclothesnew>> <<removeButtplug "right">> <<rightspraynew>> <<rightstealnew>> <<rightpenwhacknew>> <<combathandhold "righthand">> <<rightFixAndCoverActions>> <<rightchoke>> <<rightCondom>> <<rightNPCCondom>> <<rightshacklewhack>> <<righthypnosiswhack>> <<handsstrugglefreebodypart "right">> <<rightUndressOther>> <<rightdildowhack>> <<pickupSexToy "right">> <<rightcamerapose>> <<righthandpull>> <<case "handheld">> <<if $consensual is 1>> <<set _rightaction["Keep holding"] to "righthandholdkeep">> <</if>> <<combathandguide "right">> <<set _rightaction["Stop"] to "righthandholdstop">> <<case "penis">> <<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> <<set _rightaction["Tease " + $NPCList[$righttarget].pronouns.him] to "rightwork">> <<else>> <<set _rightaction["Work " + $NPCList[$righttarget].pronouns.his + " shaft"] to "rightwork">> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>> <<set _rightaction["Edge"] to "handedge">> <</if>> <</if>> <<set _rightaction["Stop"] to "rightstoppenis">> <<case "grappled">> <<set _rightaction["Rest"] to "rest">> <<set _rightaction["Struggle"] to "rightstruggle">> <<case "bothBound">> <<case "pussy">> <<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> <<set _rightaction["Tease " + $NPCList[$righttarget].pronouns.him] to "rightclit">> <<else>> <<set _rightaction["Rub " + $NPCList[$righttarget].pronouns.his + " clit"] to "rightclit">> <<if ($consensual is 0 or ($enemytype is "man" ? $promiscuity : $deviancy) gte 55 or $promiscuityIgnore) and currentSkillValue("handskill") gte 800>> <<set _rightaction["Edge"] to "handedge">> <</if>> <</if>> <<set _rightaction["Stop"] to "rightothervaginastop">> <<case "coverVagina">> <<set _rightaction["Keep covering"] to "rightcovervagina">> <<set _rightaction["Stop"] to "rightstopvagina">> <<case "coverPenis">> <<set _rightaction["Keep covering"] to "rightcoverpenis">> <<set _rightaction["Stop"] to "rightstopcoverpenis">> <<case "coverAss">> <<set _rightaction["Keep covering"] to "rightcoveranus">> <<set _rightaction["Stop"] to "rightstopanus">> <<case "behind">> <<set _rightaction["Keep behind"] to "behind">> <<set _rightaction["Stop"] to "stopbehind">> <<case "orgasm">> <<set _rightaction["Fold"] to "rightfold">> <<set _rightaction["Grip"] to "rightgrip">> <<case "pain">> <<set _rightaction["Struggle"] to "rightstruggleweak">> <<set _rightaction["Protect"] to "rightprotect">> <<case "unreal">> <<set _rightaction["Poke yourself"] to "rightpoke">> <<set _rightaction["Keep your arms out of the way"] to "rightcurl">> <<case "possessed">> <<set _rightaction["Accept it"] to "rightacceptW">> <<set _rightaction["Hold it still"] to "rightresistW">> <<case "possessedBound">> <<set _rightaction["Struggle"] to "rightstruggleW">> <<set _rightaction["Hold it still"] to "rightstillW">> <<case "heldSexToy">> <<heldSexToy "right">> <<case "dildoSelfPussyEntrance">> <<dildoSelfPussyEntrance "right">> <<case "dildoSelfPussy">> <<set _rightaction["Fuck your pussy with your "+$currentSexToyRight.name] to "dildoSelfPussy">> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDrop">> <<case "dildoSelfAnusEntrance">> <<if $settings.analEnabled>> <<dildoSelfAnusEntrance "right">> <</if>> <<case "dildoSelfAnus">> <<set _rightaction["Fuck your ass"] to "dildoSelfAnus">> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropAnus">> <<case "strokerSelfPenisEntrance">> <<strokerSelfPenisEntrance "right">> <<case "strokerSelfPenis">> <<set _rightaction["Fuck your penis with your "+$currentSexToyRight.name] to "strokerSelfPenis">> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "strokerDrop">> <<case "dildoOtherPussyTease">> <<if $NPCList[$righttarget].vagina is 0>> /*<<set _rightaction["Tease " + $NPCList[$righttarget].pronouns.his + " pussy"] to "dildoOtherPussyTease">>*/ /* Kept in case someone wants to make this happen in the future. */ <<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " pussy with your "+$currentSexToyRight.name] to "dildoOtherPussyFuck">> <</if>> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropRight">> <<case "dildoOtherPussyFuck">> <<if $NPCList[$righttarget].vagina is "rightDildo">> <<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " pussy with your "+$currentSexToyRight.name] to "dildoOtherPussyFuck">> <</if>> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropRight">> <<case "dildoOtherAnusTease">> <<if $NPCList[$righttarget].vagina is 0 or $NPCList[$righttarget].penis is 0>> <<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " ass with your "+$currentSexToyRight.name] to "dildoOtherAnusFuck">> <</if>> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropAnusRight">> <<case "dildoOtherAnusFuck">> <<if $NPCList[$righttarget].vagina is "rightDildoAnus" or $NPCList[$righttarget].penis is "rightDildoAnus">> <<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " ass with your "+$currentSexToyRight.name] to "dildoOtherAnusFuck">> <</if>> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "dildoDropAnusRight">> <<case "strokerOtherPenisTease">> <<if $NPCList[$righttarget].penis is 0 or $NPCList[$righttarget].penis is "rightStroker">> <<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " penis with your "+$currentSexToyRight.name] to "strokerOtherPenisFuck">> <</if>> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "strokerDropRight">> <<case "strokerOtherPenisFuck">> <<if $NPCList[$righttarget].penis is "rightStroker">> <<set _rightaction["Fuck " + $NPCList[$righttarget].pronouns.his + " penis with your "+$currentSexToyRight.name] to "strokerOtherPenisFuck">> <</if>> <<set _rightaction["Drop your " + $currentSexToyRight.name] to "strokerDropRight">> <</switch>> <</if>> <</widget>> <<widget "feetActionInit">> <<if $dissociation lte 1 and ($pain lt 100 or $willpowerpain is undefined or $possessed)>> <<switch $feetuse>> <<case 0>> <<if $possessed>> <<set _feetOptions to "possessed">> Your legs are free, <span class="pink">but you can't feel them beneath you.</span> <<elseif $orgasmdown gte 1>> <<set _feetOptions to "orgasm">> <span class="lewd">Your legs are free, but you can't stop the spasms.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistall["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<if !(($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound"))>> <<targetListBox "feet" _targetlistall>> <</if>> <</if>> <<if $leftleg is 0 and $rightleg is 0>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are free.</span> <<elseif $leftleg is 0>> <<set _feetOptions to "leftFree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span> <<elseif $rightleg is 0>> <<set _feetOptions to "rightFree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span> <<elseif $leftleg is "grappled" and $rightleg is "grappled">> <<set _feetOptions to "grappled">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are entangled and forced apart, leaving you less able to protect your <<genitals>>.</span> <<elseif $leftleg is "bound" and $rightleg is "bound">> <<set _feetOptions to "bound">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are bound and forced apart, leaving you less able to protect your <<genitals>>.</span> <<else>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span> <</if>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>> <<targetListBox "feet" _targetlistall>> <</if>> <<if _targetnumber is 1>> <<set $feettarget to _firsttarget>> <</if>> <</if>> <<case "penis">> <<set _feetOptions to "penis">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "feet">><<set $feettarget to $index>>Your feet are <<if $NPCList[$feettarget].chastity.penis.includes("chastity")>>pressed against<<else>>holding<</if>> <<combatpersons>> <<npcPenis $feettarget>>.</span> <<case "othervagina">> <<set _feetOptions to "othervagina">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "feet">><<set $feettarget to $index>>Your feet are <<if $NPCList[$feettarget].chastity.vagina.includes("chastity")>>pressed against<<else>>holding back<</if>> <<combatpersons>> <<npcVagina $feettarget>>.</span> <<case "bound">> <<if $possessed>> Your legs thrash in their shackles, unbidden. <<elseif $orgasmdown gte 1>> <span class="lewd">Your legs thrash against their bindings.</span> <<else>> <<set _feetOptions to "bound">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are bound.</span> <</if>> <<case "walk">> <<set _feetOptions to "walk">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">You are walking.</span> <<case "strut">> <<set _feetOptions to "strut">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">You are strutting.</span> <<case "run">> <<set _feetOptions to "run">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">You are running.</span> <<case "none">> <<set _feetOptions to "unusable">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free but unusable in this position.</span> <<case "mechgrappled">> <<set $_changetype to true>><<feetActionInitMachine>> <<case "legLock">> <<if $orgasmdown gte 1>> <<set _feetOptions to "orgasmLegLock">> <span class="lewd"><<if $position is "missionary">>Your legs clench around<<else>>You push back against<</if>> $NPCList[$leglocktarget].pronouns.him even harder as you climax.</span> <<else>> <<set _feetOptions to "legLocked">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are locked around <<personselect $leglocktarget>><<combatperson>>.</span> <</if>> <<default>> <<set $_changetype to true>><<feetActionInitTentacle>> <</switch>> <<if $lastOptions.feet isnot _feetOptions>> <<set _feetGold to true>> <</if>> <<if $_changetype isnot true>> <<feetActions>> <<if Object.keys(_feetaction).length gt 0>> <<assignCombatDefaults "feet" _args[0]>> <<generateCombatAction _feetaction "feetaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="feetactionDifficulty"> <<feetactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.feet to clone(_feetOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#feetaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "feetactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $feetaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "grab" "vaginagrab">><<feetdifficulty>><<combatpromiscuous3>> <<case "legLock">><<thighdifficulty>><<if $consensual is 0>><<combatpromiscuous6>><<else>><<combatpromiscuous3>><</if>> <<case "legLocked">><<if _feetOptions isnot "orgasmLegLock">><<thighdifficulty>><</if>> <<case "run">><<if $NPCList[0].legs is "run">><<stalk_athletics_difficulty>><</if>> <<case "hide">><<if $NPCList[0].state is "stalk">><<stalk_skulduggery_difficulty>><</if>> <<case "ambush">><<if $NPCList[0].state is "stalk">><<stalk_skulduggery_difficulty>><</if>> <</switch>> <</widget>> <<widget "feetActions">> /*Generate Actions*/ <<set _feetaction to {}>> <<if $position is "stalk">> <<feet_walk>> <<feet_strut>> <<feet_run>> <<feet_hobble>> <<feet_stand>> <<feet_hide>> <<feet_confront>> <<feet_ambush>> <<else>> <<set _feetaction["Rest"] to "rest">> <<switch _feetOptions>> <<case "free">> <<feetgrabnew>> <<feetKick>> <<feetshoes>> <<feetsocks>> <<legLock>> <<case "leftfree" "rightFree">> <<feetgrabnew>> <<feetKick>> <<case "penis">> <<feetGrabRub>> <<case "othervagina">> <<feetOthervagina>> <<case "legLocked">> <<run delete _feetaction["Rest"]>> <<legLocked>> <<case "orgasm">> <<run delete _feetaction["Rest"]>> <<set _feetaction["Hold still"] to "feetHold">> <<set _feetaction["Curl toes"] to "feetCurl">> <<legLock>> <<case "orgasmLegLock">> <<run delete _feetaction["Rest"]>> <<set _feetaction["No escape!"] to "legLocked">> <<case "possessed">> <<set _feetaction to {}>> <<set _feetaction["Accept it"] to "feetacceptW">> <<set _feetaction["Hold it still"] to "feetresistW">> <</switch>> <</if>> <</widget>> <<widget "mouthActionInit">> <<if $robinRentEvent is 1 and ["pay","still"].includes($combatPhase)>> <<set _mouthGold to true>> <</if>> <<if $orgasmdown gte 1>> <<if $mouthuse is 0>> <<set _mouthOptions to "orgasm">> <span class="lewd">Your mouth is free, but involuntary moans and cries prevent speaking.</span> <<else>> <<timed 100ms>> <<run jQuery("#mouthaction").remove();>> <</timed>> <</if>> <<elseif $pain gte 100 and $willpowerpain is 0 and !$possessed>> <<if $mouthuse is 0>> <<set _mouthOptions to "pain">> <span class="red">Your mouth is free, but involuntary sobs and cries prevent speaking.</span> <<else>> <<timed 100ms>> <<run jQuery("#mouthaction").remove();>> <</timed>> <</if>> <<elseif $dissociation gte 2 and !$possessed>> <<if $mouthuse is 0>> <<set _mouthOptions to "unreal">> <span class="pink">Your mouth is free, but you don't know why.</span> <<else>> <<timed 100ms>> <<run jQuery("#mouthaction").remove();>> <</timed>> <</if>> <<elseif $possessed>> <<if $mouthuse is 0>> <<set _mouthOptions to "possessed">> Your mouth is free, <span class="pink">but unfamiliar words spill from your tongue.</span> <<elseif $mouthuse is "lefthand" or $mouthuse is "righthand">> <<set _mouthOptions to "possessedBound">> Your mouth is blocked, muffling the foreign words that well up within you. <<else>> <<timed 100ms>> <<run jQuery("#mouthaction").remove();>> <</timed>> <</if>> <<else>> <<switch $mouthuse>> <<case 0>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "mouth" _targetlist>> <</if>> <<set _mouthOptions to "free">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is free.</span> <<if $combat_silenced>> <span class="blue">Your voice is gone.</span> <</if>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "mouth" _targetlist>> <</if>> <<if _targetnumber is 1>> <<set $mouthtarget to _firsttarget>> <</if>> <<case "othervagina">> <<set _mouthOptions to "othervagina">><<selectNpcWithPartInPosition "vagina" "mouth">><<set $mouthtarget to $index>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<combatPersons>> pussy presses against your lips.</span> <<case "kiss">> <<set _mouthOptions to "kiss">> <<switch $mouthstate>> <<case "kissentrance">> <<selectNpcWithPartInPosition "mouth" "kissentrance">><<set $mouthtarget to $index>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is about to be pressed by <<combatpersons>>.</span> <<if $player.virginity.kiss is true>><span class="red">Your first kiss is about to be taken.</span><</if>> <<case "kissimminent">> <<selectNpcWithPartInPosition "mouth" "kissimminent">><<set $mouthtarget to $index>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is pressed by <<combatpersons>>.</span> <<case "kiss">> <<selectNpcWithPartInPosition "mouth" "kiss">><<set $mouthtarget to $index>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is engulfed by <<combatpersons>>.</span> <</switch>> <<case "facesit">> <<switch $mouthstate>> <<case "vagina">> <<set _mouthOptions to "facesit">><<selectNpcWithPartInPosition "vagina" "facesit">> <<case "anal">> <<set _mouthOptions to "otheranus">><<selectNpcWithPartInPosition "vagina" "facesitanal">> <</switch>><<set $mouthtarget to $index>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<facesitFlavorText>></span> <<case "gagged">> <<set _mouthOptions to "gagged">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is helplessly gagged.</span> <<case "tentacle">> <<set $_changetype to true>><<mouthActionInitTentacle>> <<case "struggle">> <<set $_changetype to true>><<mouthActionInitStruggle>> <<default>> <<switch $mouthstate>> <<case "entrance">> <<set _mouthOptions to "penisEntrance">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "mouthentrance">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> hovers in front of your mouth.</span> <<case "imminent">> <<set _mouthOptions to "penisImminent">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "mouthimminent">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> presses against your lips.</span> <<case "penetrated">> <<set _mouthOptions to "penisPenetrated">> <<if $enemyarousal gte $enemyarousalmax>> <span class="gold"><<selectNpcWithPartInPosition "penis" "mouth">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> spasms in your mouth.</span> <<else>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "mouth">><<set $mouthtarget to $index>><<combatPersons>> <<npcPenis $index>> penetrates your mouth.</span> <</if>> <<case "gagged">> <<set _mouthOptions to "gagged">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is helplessly gagged.</span> <<case "breasts">> <<set _mouthOptions to "breasts">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<breastFlavorText>></span><<set $mouthtarget to $index>> <<case "nipple">> <<set _mouthOptions to "nipple">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<nippleFlavorText>></span><<set $mouthtarget to $index>> <<case "otheranus">> <<set _mouthOptions to "otheranus">><<selectNpcWithPartInPosition "penis" "mouthotheranus">><<set $mouthtarget to $index>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')"><<combatPersons>> ass presses against your lips.</span> <<default>> <<if $mouthuse is "righthand" or $mouthuse is "lefthand">> <<set _mouthOptions to $mouthuse>> <<if $mouthuse is "righthand">> <<selectNpcWithPartInPosition "hand" "mouth">> <<else>> <<selectNpcWithPartInPosition "lefthand" "mouth">> <</if>><<set $mouthtarget to $index>> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is blocked by <<combatpersons>> hand, muffling any noise you make.</span> <<else>> <<set _mouthOptions to "blocked">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">Your mouth is blocked, muffling any noise you make.</span> <</if>> <</switch>> <</switch>> <</if>> <<if $lastOptions.mouth isnot _mouthOptions>> <<set _mouthGold to true>> <</if>> <<if $_changetype isnot true>> <<mouthActions>> <<if Object.keys(_mouthaction).length gt 0>> <<assignCombatDefaults "mouth" _args[0]>> <<generateCombatAction _mouthaction "mouthaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="mouthactionDifficulty"> <<mouthactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.mouth to clone(_mouthOptions)>> <</if>> <</widget>> <<widget "mouthactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $mouthaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "taunt">><<seductiondifficulty>> <<case "mouth" "othervagina">><<oraldifficulty>> <<combatpromiscuous4>> <<case "oraledge">> <<combatpromiscuous4>> <<case "movetochest">><<oraldifficulty>> <<combatpromiscuous3>> <<case "ejacswallow">><<oraldifficulty>> <<combatpromiscuous5>> <<case "ejacspit">><<oraldifficulty>> <<case "swallow">><<oralvirginitywarning>> <<combatpromiscuous5>> <<case "grasp">><<chestdifficulty>> <<combatpromiscuous3>> <<case "kisslips">><<oraldifficulty>> <<combatpromiscuous1>> <<kissvirginitywarning>> <<NPCvirginitywarning $npc[$npcrow.indexOf(_n)] "kiss">> <<case "pullaway" "pullawaykiss">><<oraldifficulty>> <<case "finish">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>> <<case "novaginal">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>> <<case "nopenile">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>> <<case "noanal">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>> <<case "noupper">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>> <<case "mock">> <<listbox "$mockaction">> <<option "ethics" "ethics" `$mockaction is "ethics" ? "selected" : ""`>> <<option "looks" "looks" `$mockaction is "looks" ? "selected" : ""`>> <<option "strength" "weak" `$mockaction is "weak" ? "selected" : ""`>> <<option "skill" "skill" `$mockaction is "skill" ? "selected" : ""`>> <<option "penis" "penis" `$mockaction is "penis" ? "selected" : ""`>> <<option "pussy" "vagina" `$mockaction is "vagina" ? "selected" : ""`>> <</listbox>> <<run $(() => { $('#listbox-mockaction').on('change', () => $('#listbox-mockaction').parent().click()) })>> <<case "ask">> <<switch $askAction>> <<case "askchoke" "condoms" "noCondoms">> <<set $_label to "subList">> <<default>> <<set $_label to "bratList">> <</switch>> <div id="askDifficulty" @class="($options.combatControls is 'radio' ? '' : $_label)" style="display:inline;"> <<listbox "$askAction" autoselect>> <<optionsfrom _askActions>> <</listbox>> </div> <<if _runOnce isnot true>><<updateAskColour>><<set _runOnce to true>><</if>> <<run $(() => { $('#askDifficulty select').on('change', () => $('#askDifficulty').click()) })>> <</switch>> <</widget>> <<widget "mouthActions">> /*Generate Actions*/ <<set _mouthaction to {}>> <<if !(["orgasm", "pain", "unreal", "possessed"].includes(_mouthOptions))>> <<set _mouthaction["Rest"] to "rest">> <</if>> <<if $position is "stalk">> <<head_turn>> <<head_down>> <<head_up>> <<stalk_taunt>> <<else>> <<switch _mouthOptions>> <<case "free">> <<if $head isnot "grappled" and $head isnot "bound">> <<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<if $chestuse is "penis">> <<set _mouthaction["Kiss"] to "peniskiss">> <<else>> <<set _mouthaction["Kiss " + $NPCList[$mouthtarget].pronouns.his + " skin"] to "kissskin">> <</if>> <<if $NPCList[$mouthtarget].mouth is 0 and $enemytype isnot "beast" and $NPCList[$mouthtarget].location.genitals isnot "head" and $consensual is 1 and !$gloryhole>> <<set _mouthaction["Move your lips to " + $NPCList[$mouthtarget].pronouns.hers] to "kisslips">> <</if>> <</if>> <</if>> <<oralnew>> <<speak>> <<combatApologise>> <<case "othervagina" "facesit">> <<combatOthervagina>> <<case "otheranus">> <<combatMouthOtherAnus>> <<case "kiss">> <<set _mouthaction["Kiss"] to "kissback">> <<if $head isnot "grappled" and $head isnot "bound">> <<set _mouthaction["Pull away"] to "pullawaykiss">> <</if>> <<if $consensual isnot 1 and ($fightTargets is undefined or $fightTargets.includes($mouthtarget))>> <<set _mouthaction["Headbutt"] to "headbutt">> <</if>> <<if $mouthstate isnot "kiss" and $mouthstate isnot "kissimminent">> <<speak>> <</if>> <<case "gagged">> <<case "penisEntrance">> <<combatPenisEntrance>> <<case "penisImminent">> <<combatPenisImminent>> <<case "penisPenetrated">> <<combatPenisPenetrated>> <<case "breasts">> <<combatBreast>> <<case "nipple">> <<combatNipple>> <<case "lefthand" "righthand">> <<if $fightTargets is undefined or $fightTargets.includes($mouthtarget)>> <<set _mouthaction["Bite"] to "handbite">> <</if>> <<case "orgasm">> <<set _mouthaction["Stifle"] to "stifleorgasm">> <<set _mouthaction["Let it out"] to "letoutorgasm">> <<case "pain">> <<set _mouthaction["Stifle"] to "stifle">> <<set _mouthaction["Let it out"] to "letout">> <<case "unreal">> <<set _mouthaction["Try to speak"] to "speak">> <<set _mouthaction["Make soft noises"] to "noises">> <<case "possessed">> <<set _mouthaction["Accept it"] to "mouthacceptW">> <<set _mouthaction["Clamp your mouth shut"] to "mouthresistW">> <<case "possessedBound">> <<set _mouthaction["Bite"] to "handbiteW">> <<set _mouthaction["Clamp your mouth shut"] to "handcloseW">> <</switch>> <</if>> <</widget>> <<widget "penisActionInit">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>> <<switch $penisstate>> <<case 0>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "penis" _targetlist>> <</if>> <<set _penisOptions to "free">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">Your <<penis>> is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "penis" _targetlist>> <</if>> <<if _targetnumber is 1>> <<set $penistarget to _firsttarget>> <</if>> <<case "othermouthentrance">> <<set _penisOptions to "mouthEntrance">><<selectNpcWithPartInPosition "mouth" "penisentrance">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">You feel breath on your <<penis>>.</span> <<case "othermouthimminent">> <<set _penisOptions to "mouthImminent">><<selectNpcWithPartInPosition "mouth" "penisimminent">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> lips press against the tip of your <<penis>>.</span> <<case "othermouth">> <<set _penisOptions to "mouthPenetration">><<selectNpcWithPartInPosition "mouth" "penis">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> mouth envelops your <<penis>>.</span> <<case "entrance">> <<set _penisOptions to "pussyEntrance">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "penisentrance">><<set $penistarget to $index>><<combatPersons>> <<npcVagina $penistarget>> hovers near your <<penis>>.</span> <<case "imminent">> <<set _penisOptions to "pussyImminent">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "vagina" "penisimminent">><<set $penistarget to $index>><<combatPersons>> <<npcVagina $penistarget>> presses against your <<penis>>.</span> <<case "penetrated">> <<set _penisOptions to "pussyPenetration">><<selectNpcWithPartInPosition "vagina" "penis">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> vagina envelops your <<penis>>.</span> <<case "otheranusentrance">> <<set _penisOptions to "anusEntrance">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "otheranusentrance">><<set $penistarget to $index>><<combatPersons>> <<npcAnus $penistarget>> hovers near your <<penis>>.</span> <<case "otheranusimminent">> <<set _penisOptions to "anusImminent">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "otheranusimminent">><<set $penistarget to $index>><<combatPersons>> <<npcAnus $penistarget>> presses against your <<penis>>.</span> <<case "otheranus">> <<set _penisOptions to "anusPenetration">><<selectNpcWithPartInPositionAnus "otheranus">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> ass envelops your <<penis>>.</span> <<case "otherpenisentrance">> <<set _penisOptions to "penisEntrance">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "penisentrance">><<set $penistarget to $index>><<combatPersons>> <<npcPenisSimple $penistarget>> hovers near your <<penis>>.</span> <<case "otherpenisimminent">> <<set _penisOptions to "penisImminent">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "penisimminent">><<set $penistarget to $index>><<combatPersons>> <<npcPenisSimple $penistarget>> threatens your <<penis>>.</span> <<case "otherpenis">> <<set _penisOptions to "penisPenetration">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "penis">><<set $penistarget to $index>><<combatPersons>> <<npcPenisSimple $penistarget>> presses against your <<penis>>.</span> <<case "otherhandentrance">> <<set _penisOptions to "otherHandEntrance">><<selectNpcWithPartInPosition "hand" "penisentrance">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> fingers brush against your shaft.</span> <<case "otherhand">> <<set _penisOptions to "otherHand">><<selectNpcWithPartInPosition "hand" "penis">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPerson>> holds your penis.</span> <<case "strokerSelfPenis">> <<set _penisOptions to "strokerSelfPenis">> <<if $currentSexToyLeft isnot undefined and $currentSexToyLeft.type.includes("stroker")>> <<set $_stroker to $currentSexToyLeft.name>> <<else>> <<set $_stroker to $currentSexToyRight.name>> <</if>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">Your $_stroker envelops your <<penis>>.</span> <<case "stroker">> <<set _penisOptions to "strokerPenetration">><<selectNpcWithPartInPosition "hand" "penisstroker">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<combatPersons>> stroker envelops your <<penis>>.</span> <<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">> <<set $_changetype to true>><<penisActionInitTentacle>> <<case "struggle" "struggle_pen">> <<set $_changetype to true>><<penisActionInitStruggle>> <<default>> <<switch $penisuse>> <<case "clit">> <<set _penisOptions to "penisAgainstClit">><<selectNpcWithPartInPosition "vagina" "frot">><<set $penistarget to $index>> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')">You press your <<penis>> against <<his>> <<if $enemytype is "beast">><<beasttype>> pussy<<else>>clit<</if>>.</span> <<case "otheranusrub">> <<set _penisOptions to "penisAgainstAss">> <span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<selectNpcWithPartInPositionAnus "otheranusfrot">><<set $penistarget to $index>>You hold your <<penis>> between <<his>> ass cheeks<<if $NPCList[$penistarget].chastity.anus.includes("shield")>>, teasing through <<his>> $NPCList[$penistarget].chastity.anus<</if>>.</span> <</switch>> <</switch>> <<if $lastOptions.penis isnot _penisOptions>> <<set _penisGold to true>> <</if>> <<if $_changetype isnot true>> <<penisActions>> <<if Object.keys(_penisaction).length gt 0>> <<assignCombatDefaults "penis" _args[0]>> <<generateCombatAction _penisaction "penisaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="penisactionDifficulty"> <<penisactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.penis to clone(_penisOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#penisaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "penisactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $penisaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "penistovagina" "penistoanus">><<peniledifficulty>> <<combatpromiscuous5>> <<case "penisvaginafuck" "penisanusfuck">><<combatpromiscuous5>> <<penilevirginitywarning $NPCList[_n].fullDescription>><<if _diffAction is "penisvaginafuck">><<NPCvirginitywarning $NPCList[_n].fullDescription "vaginal">><<else>><<NPCvirginitywarning $NPCList[_n].fullDescription "anal">><</if>> <<case "thighbay">><<thighdifficulty>> <<combatpromiscuous1>> <<case "bay">><<peniledifficulty>> <<combatpromiscuous4>> <<case "otheranusbay">><<peniledifficulty>> <<combatpromiscuous4>> <<case "clitrub" "otheranusrub">><<peniledifficulty>> <<case "vaginaEdging" "otheranusEdging">><<combatpromiscuous4>> <<case "penistopenis" "penistopenis">><<peniledifficulty>> <<combatpromiscuous4>> <<case "penistopenisfuck">><<combatpromiscuous4>> <<case "penisthighs">><<thighdifficulty>> <<combatpromiscuous4>> <<case "penisanus">><<analdifficulty>> <<case "penisanusdouble">><<analdifficulty>><<combatpromiscuous5>><<combataware 4>> <<case "penispussy">><<vaginaldifficulty>> <<case "penispussydouble">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<case "pullOut">><<peniledifficulty>> <<case "forceImpregnation">><span class="red">- Demon</span> <</switch>> <</widget>> <<widget "penisActions">> /*Generate Actions*/ <<set _penisaction to {}>> <<if $position is "stalk">> <<else>> <<switch _penisOptions>> <<case "free">> <<set _penisaction["Rest"] to "rest">> <<actionspenistovaginanew>> <<actionspenistoanusnew>> <<actionspenistopenis>> <<case "mouthEntrance">> <<set _penisaction["Rest"] to "rest">> <<actionspenisMouthEntrance>> <<case "mouthImminent">> <<set _penisaction["Rest"] to "rest">> <<actionspenisMouthImminent>> <<case "mouthPenetration">> <<actionspenisMouthPenetration>> <<case "pussyEntrance">> <<set _penisaction["Rest"] to "rest">> <<actionspenisPussyEntrance>> <<case "pussyImminent">> <<set _penisaction["Rest"] to "rest">> <<actionspenisPussyImminent>> <<case "pussyPenetration">> <<actionspenisPussyPenetration>> <<case "anusEntrance">> <<set _penisaction["Rest"] to "rest">> <<actionspenisAnusEntrance>> <<case "anusImminent">> <<set _penisaction["Rest"] to "rest">> <<actionspenisAnusImminent>> <<case "anusPenetration">> <<actionspenisAnusPenetration>> <<case "penisAgainstClit">> <<actionspenisAgainstClit>> <<case "penisAgainstAss">> <<actionspenisAgainstAss>> <<case "penisEntrance">> <<set _penisaction["Rest"] to "rest">> <<actionspenistopenisfucknew>> <<actionspenisPenisEntrance>> <<case "penisImminent">> <<set _penisaction["Rest"] to "rest">> <<actionspenistopenisfucknew>> <<actionspenisPenisImminent>> <<case "penisPenetration">> <<actionspenisPenisFencing>> <<case "otherHandEntrance">> <<set _penisaction["Rest"] to "rest">> <<case "otherHand">> <<set _penisaction["Rest"] to "rest">> <<case "strokerSelfPenis">> <<set _penisaction["Rest"] to "rest">> <<case "strokerPenetration">> <<set _penisaction["Rest"] to "strokerRest">> <<set _penisaction["Cooperate"] to "strokerCooperate">> <</switch>> <</if>> <</widget>> <<widget "vaginaActionInit">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>> <<switch $vaginastate>> <<case 0>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "vagina" _targetlist>> <</if>> <<set _vaginaOptions to "free">> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Your <<pussy>> is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "vagina" _targetlist>> <</if>> <<if _targetnumber is 1>> <<set $vaginatarget to _firsttarget>> <</if>> <<case "othermouthentrance">> <<set _vaginaOptions to "mouthEntranch">><<selectNpcWithPartInPosition "mouth" "vaginaentrance">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">You feel breath on your <<pussy>>.</span> <<case "othermouthimminent">> <<set _vaginaOptions to "mouthImminent">><<selectNpcWithPartInPosition "mouth" "vaginaimminent">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> lips press against your labia.</span> <<case "othermouth">> <<set _vaginaOptions to "mouthPenetrated">><<selectNpcWithPartInPosition "mouth" "vagina">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> tongue penetrates your <<pussy>>.</span> <<case "entrance">> <<set _vaginaOptions to "penisEntrance">> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "vaginaentrance">><<set $vaginatarget to $index>><<combatPersons>> <<npcPenis $vaginatarget>> hovers near your <<pussy>>.</span> <<if $settings.vaginalDoubleEnabled>> <<getDoubleTargetList>> <</if>> <<if _secondtarget is true>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>> <<if $vaginadoubletarget is undefined>> <<set $vaginadoubletarget to _firstdoubletarget>> <</if>> <<targetListBox "vagina" _doubletargetlist "$vaginadoubletarget">> <</if>> <<case "imminent">> <<set _vaginaOptions to "penisImminent">> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "vaginaimminent">><<set $vaginatarget to $index>><<combatPersons>> <<npcPenis $vaginatarget>> presses against your <<pussy>>.</span> <<if $settings.vaginalDoubleEnabled>> <<getDoubleTargetList>> <</if>> <<if _secondtarget is true>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>> <<if $vaginadoubletarget is undefined>> <<set $vaginadoubletarget to _firstdoubletarget>> <</if>> <<targetListBox "vagina" _doubletargetlist "$vaginadoubletarget">> <</if>> <<case "penetrated">> <<set _vaginaOptions to "penisPenetrated">> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<selectNpcWithPartInPosition "penis" "vagina">><<set $vaginatarget to $index>><<combatPersons>> <<npcPenis $vaginatarget>> penetrates your <<pussy>>.</span> <<if $settings.vaginalDoubleEnabled>> <<getDoubleTargetList>> <</if>> <<if _secondtarget is true>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>> <<if $vaginadoubletarget is undefined>> <<set $vaginadoubletarget to _firstdoubletarget>> <</if>> <<targetListBox "vagina" _doubletargetlist "$vaginadoubletarget">> <</if>> <<case "othervaginaentrance">> <<set _vaginaOptions to "vaginaEntrance">><<selectNpcWithPartInPosition "vagina" "vaginaentrance">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> pussy hovers near yours.</span> <<case "othervaginaimminent">> <<set _vaginaOptions to "vaginaImminent">><<selectNpcWithPartInPosition "vagina" "vaginaimminent">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> pussy threatens yours.</span> <<case "othervagina">> <<set _vaginaOptions to "vaginaPenetrated">><<selectNpcWithPartInPosition "vagina" "vagina">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> pussy presses against yours.</span> <<case "doubleentrance">> <<set _vaginaOptions to "penisDoubleEntrance">> <<set $_npcA to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginatarget : $vaginadoubletarget)>> <<set $_npcB to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginadoubletarget : $vaginatarget)>> <<if $NPCList[$vaginatarget].penis is "vaginaentrancedouble" and $NPCList[$vaginadoubletarget].penis is "vaginaentrancedouble">> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks hover near your <<pussy>>.</span> <<elseif ($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginaentrancedouble") or ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble")>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"> <<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> presses against your ?vulva while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> hovers nearby. </span> <<else>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks hover near your <<pussy>>.</span> <</if>> <<case "doubleimminent">> <<set _vaginaOptions to "penisDoubleImminent">> <<set $_npcA to ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" ? $vaginatarget : $vaginadoubletarget)>> <<set $_npcB to ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" ? $vaginadoubletarget : $vaginatarget)>> <<if $NPCList[$vaginatarget].penis is "vaginaimminentdouble" and $NPCList[$vaginadoubletarget].penis is "vaginaimminentdouble">> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks press against your <<pussy>>.</span> <<elseif ($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginaimminentdouble") or ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble")>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"> <<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> penetrates your vagina while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> presses against your ?vulva. </span> <<else>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"> <<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> presses against your ?vulva while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> hovers nearby. </span> <</if>> <<case "doublepenetrated">> <<set _vaginaOptions to "penisDoublePenetration">> <<set $_npcA to ($NPCList[$vaginatarget].penis is "vaginadouble" ? $vaginatarget : $vaginadoubletarget)>> <<set $_npcB to ($NPCList[$vaginatarget].penis is "vaginadouble" ? $vaginadoubletarget : $vaginatarget)>> <<if $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')">Their cocks penetrate your <<pussy>>.</span> <<elseif ($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginaimminentdouble") or ($NPCList[$vaginatarget].penis is "vaginaimminentdouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble")>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"> <<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> penetrates your vagina while <<personselect $_npcB>><<combatpersons>> <<npcPenisSimple $_npcB>> presses against your ?vulva. </span> <<else>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"> <<personselect $_npcA>><<combatPersons>> <<npcPenisSimple $_npcA>> penetrates your vagina while the other hovers nearby. </span> <</if>> <<case "otherhandentrance">> <<set _vaginaOptions to "otherHandEntrance">><<selectNpcWithPartInPosition "hand" "vaginaentrance">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPersons>> fingers press against your ?vulva.</span> <<case "otherhand">> <<set _vaginaOptions to "otherHand">><<selectNpcWithPartInPosition "hand" "vagina">><<set $vaginatarget to $index>> <span @class="($lastOptions.vagina isnot _vaginaOptions or _vaginaGold is true ?'gold':'')"><<combatPerson>> fingers your pussy.</span> <<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">> <<set $_changetype to true>><<vaginaActionInitTentacle>> <<case "struggle" "struggle_pen">> <<set $_changetype to true>><<vaginaActionInitStruggle>> <</switch>> <<if $lastOptions.vagina isnot _vaginaOptions>> <<set _vaginaGold to true>> <</if>> <<if $_changetype isnot true>> <<vaginaActions>> <<if Object.keys(_vaginaaction).length gt 0>> <<assignCombatDefaults "vagina" _args[0]>> <<generateCombatAction _vaginaaction "vaginaaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="vaginaactionDifficulty"> <<vaginaactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.vagina to clone(_vaginaOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#vaginaaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "vaginaactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $vaginaaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "vaginatopenis" "vaginatopenis">><<vaginaldifficulty>> <<combatpromiscuous5>> <<case "vaginatovagina" "vaginatovagina">><<vaginaldifficulty>> <<combatpromiscuous5>> <<case "vaginapenisfuck">><<combatpromiscuous5>> <<vaginalvirginitywarning $NPCList[_n].fullDescription>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">> <<case "vaginatovaginafuck">><<combatpromiscuous5>> <<case "thighbay">><<thighdifficulty>> <<combatpromiscuous1>> <<case "penisthighs">><<thighdifficulty>> <<combatpromiscuous4>> <<case "penisanus">><<analdifficulty>> <<case "penisanusdvp">><<analdifficulty>> <<case "penisanusdouble">><<analdifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<case "penisDoubleEdging">><<combatpromiscuous5>> <<combataware 4>> <<case "vaginatopenisdouble">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<case "vaginapenisdoublefuck">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<vaginalvirginitywarning $NPCList[_n].fullDescription>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">> <<case "penisEdging" "tribedge">><<combatpromiscuous4>> <<case "forceImpregnation">><span class="red">- Demon</span> <</switch>> <</widget>> <<widget "vaginaActions">> /*Generate Actions*/ <<set _vaginaaction to {}>> <<if $position is "stalk">> <<else>> <<switch _vaginaOptions>> <<case "free">> <<set _vaginaaction["Rest"] to "rest">> <<actionsvaginatopenisnew>> <<actionsvaginatovaginanew>> <<case "mouthEntranch">> <<set _vaginaaction["Rest"] to "rest">> <<actionsvaginaMouthEntrance>> <<case "mouthImminent">> <<set _vaginaaction["Rest"] to "rest">> <<actionsvaginaMouthImminent>> <<case "mouthPenetrated">> <<actionsvaginaMouthPenetrated>> <<case "penisEntrance">> <<set _vaginaaction["Rest"] to "rest">> <<actionsvaginaPenisEntrance>> <<case "penisImminent">> <<set _vaginaaction["Rest"] to "rest">> <<actionsvaginaPenisImminent>> <<case "penisPenetrated">> <<actionsvaginaPenisPenetrated>> <<case "vaginaEntrance">> <<actionsTribRest>> <<actionsvaginatovaginafucknew>> <<actionsvaginaVaginaEntrance>> <<case "vaginaImminent">> <<actionsTribRest>> <<actionsvaginatovaginafucknew>> <<actionsvaginaVaginaImminent>> <<case "vaginaPenetrated">> <<actionsvaginaVagina>> <<case "penisDoubleEntrance">> <<set _vaginaaction["Rest"] to "rest">> <<actionsvaginapenisdoublefuck>> <<actionsvaginaPenisDoubleEntrance>> <<case "penisDoubleImminent">> <<set _vaginaaction["Rest"] to "rest">> <<actionsvaginapenisdoublefuck>> <<actionsvaginaPenisDoubleImminent>> <<case "penisDoublePenetration">> <<actionsvaginaPenisDoublePenetrated>> <<case "otherHandEntrance">> <<set _vaginaaction["Rest"] to "rest">> <<case "otherHand">> <<set _vaginaaction["Rest"] to "rest">> <</switch>> <</if>> <</widget>> <<widget "anusActionInit">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>> <<if $bottomuse is "mouth">> <<set _anusOptions to "faceAgainstAnus">><<selectNpcWithPartInPosition "mouth" "bottom">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You press your <<bottom>> against <<combatpersons>> face.</span> <<elseif $bottomuse is "penis">> <<set _anusOptions to "penisAgainstAnus">><<selectNpcWithPartInPosition "penis" "cheeks">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You hold <<combatpersons>> <<npcPenis $anustarget>> between your buttocks.</span> <<elseif $bottomuse is "hand">> <<set _anusOptions to "handAgainstAnus">><<selectNpcWithPartInPosition "hand" "bottom">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You rub your clenched buttcheeks against <<combatpersons>> hand.</span> <<else>> <<switch $anusstate>> <<case 0>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "anus" _targetlist>> <</if>> <<set _anusOptions to "free">> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Your <<bottom>> is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "anus" _targetlist>> <</if>> <<if _targetnumber is 1>> <<set $anustarget to _firsttarget>> <</if>> <<case "othermouthentrance">> <<set _anusOptions to "mouthEntrance">><<selectNpcWithPartInPosition "mouth" "anusentrance">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You feel breath on your <<bottom>>.</span> <<case "othermouthimminent">> <<set _anusOptions to "mouthImminent">><<selectNpcWithPartInPosition "mouth" "anusimminent">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> lips press against your anus<<andButtPlug>>.</span> <<case "othermouth">> <<set _anusOptions to "mouthPenetration">><<selectNpcWithPartInPosition "mouth" "anus">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> tongue penetrates your <<bottom>>.</span> <<case "handentrance">> <<set _anusOptions to "handEntrance">><<selectNpcWithPartInPosition "hand" "anusentrance">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">You feel <<combatpersons>> hand on your <<bottom>>.</span> <<case "hand">> <<set _anusOptions to "handPenetration">><<selectNpcWithPartInPosition "hand" "anus">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> finger penetrates your <<bottom>>.</span> <<case "entrance">> <<set _anusOptions to "penisEntrance">><<selectNpcWithPartInPosition "penis" "anusentrance">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenis $anustarget>> hovers near your <<bottom>><<andButtPlug>>.</span> <<if $settings.analDoubleEnabled>> <<getDoubleTargetList>> <</if>> <<if _secondtarget is true>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>> <<if $anusdoubletarget is undefined>> <<set $anusdoubletarget to _firstdoubletarget>> <</if>> <<targetListBox "anus" _doubletargetlist "$anusdoubletarget">> <</if>> <<case "imminent">> <<set _anusOptions to "penisImminent">><<selectNpcWithPartInPosition "penis" "anusimminent">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenis $anustarget>> presses against your anus<<andButtPlug>>.</span> <<case "penetrated">> <<set _anusOptions to "penisPenetration">><<selectNpcWithPartInPosition "penis" "anus">><<set $anustarget to $index>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenisSimple $anustarget>> penetrates your anus.</span> <<if $settings.analDoubleEnabled>> <<getDoubleTargetList>> <</if>> <<if _secondtarget is true>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br><</if>> <<if $anusdoubletarget is undefined>> <<set $anusdoubletarget to _firstdoubletarget>> <</if>> <<targetListBox "anus" _doubletargetlist "$anusdoubletarget">> <</if>> <<case "doubleentrance">> <<set _anusOptions to "penisDoubleEntrance">> <<if $NPCList[$anustarget].penis is "anusentrancedouble" and $NPCList[$anusdoubletarget].penis is "anusentrancedouble">> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks hover near your <<bottom>><<andButtPlug>>.</span> <<elseif ($NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusentrancedouble") or ($NPCList[$anustarget].penis is "anusentrancedouble" and $NPCList[$anusdoubletarget].penis is "anusdouble")>> <<selectNpcWithPartInPosition "penis" "anusdouble">> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenisSimple $anusdoubletarget>> penetrates your anus while the other penis hovers nearby.</span> <<else>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks hover near your <<bottom>><<andButtPlug>>.</span> <</if>> <<case "doubleimminent">> <<set _anusOptions to "penisDoubleImminent">> <<if $NPCList[$anustarget].penis is "anusimminentdouble" and $NPCList[$anusdoubletarget].penis is "anusimminentdouble">> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks press against your anus<<andButtPlug>>.</span> <<elseif ($NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusimminentdouble") or ($NPCList[$anustarget].penis is "anusimminentdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble")>> <<selectNpcWithPartInPosition "penis" "anusdouble">> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> <<npcPenisSimple $anusdoubletarget>> penetrates your anus while the other penis presses against the entrance.</span> <<else>> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks press against your anus<<andButtPlug>>.</span> <</if>> <<case "doublepenetrated">> <<set _anusOptions to "penisDoublePenetration">> <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')">Their cocks penetrate your anus.</span> <<else>> <<selectNpcWithPartInPosition "penis" "anusdouble">> <span @class="($lastOptions.anus isnot _anusOptions or _anusGold ?'gold':'')"><<combatPersons>> cock penetrates your anus while the other hovers nearby.</span> <</if>> <<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">> <<set $_changetype to true>><<anusActionInitTentacle>> <<case "struggle" "struggle_pen">> <<set $_changetype to true>><<anusActionInitStruggle>> <</switch>> <</if>> <<if $lastOptions.anus isnot _anusOptions>> <<set _anusGold to true>> <</if>> <<if $_changetype isnot true>> <<anusActions>> <<if Object.keys(_anusaction).length gt 0>> <<assignCombatDefaults "anus" _args[0]>> <<generateCombatAction _anusaction "anusaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="anusactionDifficulty"> <<anusactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.anus to clone(_anusOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#anusaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "anusactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $anusaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "wiggle">><<seductiondifficulty>> <<case "bottombay" "bottomhandbay">><<bottomdifficulty>> <<combatpromiscuous1>> <<case "otherAnusRub" "handAnusRub" "otherMouthAnusRub">><<bottomdifficulty>> <<case "penischeeks">><<bottomdifficulty>> <<combatpromiscuous4>> <<case "anustopenis">><<analdifficulty>> <<combatpromiscuous5>> <<case "anuspenisfuck">><<combatpromiscuous5>> <<analvirginitywarning>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">> <<case "penisEdging">><<combatpromiscuous4>> <<case "penispussy">><<vaginaldifficulty>> <<case "penispussydap">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<case "penispussydouble">><<vaginaldifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<case "penisDoubleEdging">><<combatpromiscuous5>> <<combataware 4>> <<case "anustopenisdouble">><<analdifficulty>> <<combatpromiscuous5>> <<combataware 4>> <<case "anuspenisdoublefuck">><<combatpromiscuous5>> <<combataware 4>> <<analvirginitywarning>><<NPCvirginitywarning $NPCList[_n].fullDescription "penile">> <<case "forceImpregnation">><span class="red">- Demon</span> <</switch>> <</widget>> <<widget "anusActions">> /*Generate Actions*/ <<set _anusaction to {}>> <<if $position is "stalk">> <<set _anusaction["Rest"] to "rest">> <<bottom_wiggle>> <<else>> <<switch _anusOptions>> <<case "free">> <<set _anusaction["Rest"] to "rest">> <<actionsanustopenisnew>> <<case "mouthEntrance">> <<set _anusaction["Rest"] to "rest">> <<actionsanusMouthEntrance>> <<case "mouthImminent">> <<set _anusaction["Rest"] to "rest">> <<actionsanusMouthImminent>> <<case "mouthPenetration">> <<actionsanusMouthPenetration>> <<case "handEntrance">> <<set _anusaction["Rest"] to "rest">> <<actionsanusHandEntrance>> <<case "handPenetration">> <<actionsanusHandPenetration>> <<case "handAgainstAnus">> <<actionsanusHandAgainstAnus>> <<case "penisEntrance">> <<set _anusaction["Rest"] to "rest">> <<actionsanusPenisEntrance>> <<case "penisImminent">> <<set _anusaction["Rest"] to "rest">> <<actionsanusPenisImminent>> <<case "penisPenetration">> <<actionsanusPenisPenetration>> <<case "faceAgainstAnus">> <<actionsanusFaceAgainstAnus>> <<case "penisAgainstAnus">> <<actionsanusPenisAgainstAnus>> <<case "penisDoubleEntrance">> <<set _anusaction["Rest"] to "rest">> <<actionsanusPenisDoubleEntrance>> <<case "penisDoubleImminent">> <<set _anusaction["Rest"] to "rest">> <<actionsanusPenisDoubleImminent>> <<case "penisDoublePenetration">> <<actionsanusPenisDoublePenetration>> <</switch>> <</if>> <</widget>> <<widget "chestActionInit">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>> <<switch $chestuse>> <<case "penis">> <<set _chestOptions to "penis">><<selectNpcWithPartInPosition "penis" "chest">><<set $chesttarget to $index>> <span @class="($lastOptions.chest isnot _chestOptions ?'gold':'')"><<combatPersons>> <<npcPenisSimple $chesttarget>> rests <<print ($player.breastsize is 0 ?"against":"between")>> your <<breasts>>.</span> <<case "tentaclerub">> <<set $_changetype to true>><<chestActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<chestActions>> <<if Object.keys(_chestaction).length gt 0>> <<if $chestactiondefault is 0>> <<set $chestactiondefault to Object.values(_chestaction)[0]>> <</if>> <<set $chestaction to $chestactiondefault>> <<generateCombatAction _chestaction "chestaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="chestactionDifficulty"> <<chestactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.chest to clone(_chestOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#chestaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "chestactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $chestaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "rub">><<chestdifficulty>> <</switch>> <</widget>> <<widget "chestActions">> /*Generate Actions*/ <<set _chestaction to {}>> /*<<set _chestaction["Rest"] to "rest">>*/ <<if $position is "stalk">> <<else>> <<switch _chestOptions>> <<case "penis">> <<set _chestaction["Rub"] to "rub">> <<set _chestaction["Stop"] to "stop">> <</switch>> <</if>> <</widget>> <<widget "thighActionInit">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and !$possessed>> <<switch $thighuse>> <<case "mouth">> <<set _thighOptions to "mouth">><<selectNpcWithPartInPosition "mouth" "thigh">><<set $thightarget to $index>> <span @class="($lastOptions.thigh isnot _thighOptions ?'gold':'')">You press your thigh against <<combatpersons>> mouth.</span> <<case "penis">> <<set _thighOptions to "penis">><<selectNpcWithPartInPosition "penis" "thighs">><<set $thightarget to $index>> <span @class="($lastOptions.thigh isnot _thighOptions ?'gold':'')">You hold <<combatpersons>> penis between your thighs.</span> <</switch>> <<thighactions>> <<if Object.keys(_thighaction).length gt 0>> <<if $thighactiondefault is 0>> <<set $thighactiondefault to Object.values(_thighaction)[0]>> <</if>> <<set $thighaction to $thighactiondefault>> <<generateCombatAction _thighaction "thighaction">> /*Checks/Difficulty*/ <<if $options.combatControls.includes("ists")>> <div id="thighactionDifficulty"> <<thighactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.thigh to clone(_thighOptions)>> <<else>> <<timed 100ms>> <<run jQuery("#thighaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "thighactionDifficulty">> <<if _args[0] is undefined>> <<set _diffAction to $thighaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "rub" "othermouthrub">><<thighdifficulty>> <</switch>> <</widget>> <<widget "thighactions">> /*Generate Actions*/ <<set _thighaction to {}>> /*<<set _thighaction["Rest"] to "rest">>*/ <<if $position is "stalk">> <<else>> <<switch _thighOptions>> <<case "mouth">> <<set _thighaction["Rub"] to "othermouthrub">> <<set _thighaction["Stop"] to "othermouthstop">> <<case "penis">> <<set _thighaction["Rub"] to "rub">> <<set _thighaction["Stop"] to "stop">> <</switch>> <</if>> <</widget>> <<widget "resetLastOptions">> <<set $lastOptions to { "left":"", "right":"", "feet":"", "mouth":"", "penis":"", "vagina":"", "anus":"", "chest":"", "thigh":"", "cheek":"", }>> <</widget>> <<widget "getTargetList">><<silently>> <<unset _firsttarget>> <<set _targetlist to {}>><<set _targetnumber to 0>> <<if $NPCList.some( x => Object.values(x).includes("active"))>> <<set _repeatcontroller to []>> <<for _namecontroller = 0; _namecontroller lt $enemynomax; _namecontroller++>> <<if $NPCList[0].type isnot "human" and $NPCList[0].type isnot "plant">> <<set _namecontroller to $active_enemy>> <<set _targetlist[$NPCList[_namecontroller].type] to _namecontroller>><<set _targetnumber += 1>> <<if _firsttarget is undefined>> <<set _firsttarget to _namecontroller>> <</if>> <<if $options.targetYourself is true>> <<set _targetYourself to true>> <</if>> <<break>> <<elseif $NPCList[_namecontroller].active is "active" and $NPCList[_namecontroller].stance isnot "defeated">> <<if $NPCList[_namecontroller].fullDescription is "Ivory Wraith">> <<set _smoltext to "pale figure">> <<set $_wraithbreak to true>> <<else>> <<set _smoltext to $NPCList[_namecontroller].fullDescription>> <</if>> <<targetrepeatcontroller>> <<set _repeatcontroller[_namecontroller] to _smoltext>> <<if !($npc.includes($NPCList[_namecontroller].fullDescription)) and $NPCList[_namecontroller].name_known isnot 1>> <<set _smoltext to "the " + _smoltext>> <</if>> <<set _targetlist[_smoltext] to _namecontroller>><<set _targetnumber += 1>> <<if _firsttarget is undefined>> <<set _firsttarget to _namecontroller>> <</if>> <<if $options.targetYourself is true>> <<set _targetYourself to true>> <</if>> <<if $_wraithbreak is true>> <<break>> <</if>> <</if>> <</for>> <</if>> <<set _targetlistall to clone(_targetlist)>> <<if $tentacles.active gte 1>> <<set _targetlistall[$tentacles[0].type.toUpperFirst()+"s"] to "tentacles">><<set _targetnumber += 1>> <</if>> <<if $swarm.type isnot 0>> <<set _targetlistall[$swarm.type.toUpperFirst()] to "swarm">><<set _targetnumber += 1>> <<if $options.targetYourself is true>> <<set _targetYourself to true>> <</if>> <</if>> <<if $struggle isnot undefined>> <<if $struggle.done lt $struggle.number>> <<set _targetlistall[$struggle.creature.toUpperFirst()+"s"] to "struggle">><<set _targetnumber += 1>> <</if>> <</if>> <<if $machine isnot undefined>> <<set _targetlistall["Machine"] to "machine">><<set _targetnumber += 1>> <</if>> <<set _targetlistarms to clone(_targetlistall)>> <<if $vorecreature isnot 0>> <<if $vorestage gt 0>> <<set _targetlistarms["the "+ $vorecreature.toUpperFirst()] to "vore">><<set _targetnumber += 1>> <</if>> <</if>> <</silently>><</widget>> <<widget "getDoubleTargetList">><<silently>> <<unset _firstdoubletarget>> <<if $consensual is 1 and (((hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and $awareness gte 300 or ($promiscuityIgnore is 1))>> <<set _doubletargetlist to {}>><<set _secondtarget to false>> <<set _repeatcontroller to []>> <<for _namecontroller = 0; _namecontroller lt $enemynomax; _namecontroller++>> <<if $NPCList[_namecontroller].active is "active" and $NPCList[_namecontroller].stance isnot "defeated" and $NPCList[_namecontroller].penis is 0 and !($NPCList[_namecontroller].chastity.penis.includes("chastity"))>> <<set _smoltext to $NPCList[_namecontroller].fullDescription>> <<targetrepeatcontroller>> <<set _repeatcontroller[_namecontroller] to _smoltext>> <<if !($npc.includes($NPCList[_namecontroller].fullDescription))>> <<set _smoltext to "the " + _smoltext>> <</if>> <<set _doubletargetlist[_smoltext] to _namecontroller>><<set _secondtarget to true>> <<if _firstdoubletarget is undefined>> <<set _firstdoubletarget to _namecontroller>> <</if>> <</if>> <</for>> <</if>> <</silently>><</widget>> <<widget "getPussyTargetList">><<silently>> <<unset _firstpussytarget>> <<if $consensual is 1 and (((hasSexStat("promiscuity", 5) and $enemytype is "man") or (hasSexStat("deviancy", 5) and $enemytype isnot "man")) and $awareness gte 300 or ($promiscuityIgnore is 1))>> <<set _pussytargetlist to {}>><<set _pussytarget to false>> <<set _repeatcontroller to []>> <<for _namecontroller = 0; _namecontroller lt $enemynomax; _namecontroller++>> <<if $NPCList[_namecontroller].active is "active" and $NPCList[_namecontroller].stance isnot "defeated" and $NPCList[_namecontroller].vagina is 0 and !($NPCList[_namecontroller].vagina.penis.includes("chastity"))>> <<set _smoltext to $NPCList[_namecontroller].fullDescription>> <<targetrepeatcontroller>> <<set _repeatcontroller[_namecontroller] to _smoltext>> <<if !($npc.includes($NPCList[_namecontroller].fullDescription))>> <<set _smoltext to "the " + _smoltext>> <</if>> <<set _pussytargetlist[_smoltext] to _namecontroller>><<set _pussytarget to true>> <</if>> <</for>> <</if>> <</silently>><</widget>> <<widget "targetrepeatcontroller">> <<set _smollertext to _smoltext>> <<for _repeatnamecontroller = 0; _repeatnamecontroller lte _namecontroller; _repeatnamecontroller++>> <<if _repeatcontroller[_repeatnamecontroller] is _smollertext>> <<if _smollertext.includes("fifth") is true>> <<set _smollertext to "last "+_smoltext>> <<elseif _smollertext.includes("fourth") is true>> <<set _smollertext to "fifth "+_smoltext>> <<elseif _smollertext.includes("third") is true>> <<set _smollertext to "fourth "+_smoltext>> <<elseif _smollertext.includes("second") is true>> <<set _smollertext to "third "+_smoltext>> <<else>> <<set _smollertext to "second "+_smoltext>> <</if>> <</if>> <</for>> <<set _smoltext to _smollertext>> <</widget>> <<widget "leftActionInitSelf">> <<switch $leftarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">Your left arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "pain">> <span class="red">Your left arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "unreal">> <span class="pink">Your left arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "free">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $lefttarget to _firsttarget>> <</if>> <</if>> <<case "vagina">> <<set _leftOptions to "coverVagina">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<pussy>>.</span> <<case "coverpenis">> <<set _leftOptions to "coverPenis">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<penis>>.</span> <<case "anus">> <<set _leftOptions to "coverAss">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is protecting your <<bottom>>.</span> <<case "behind">> <<set _leftOptions to "behind">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is behind your back.</span> <<case "heldSexToy">> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "heldSexToy">> <span @class="($lastOptions.left isnot _leftOptions or _leftGold is true ?'gold':'')">Your left hand is holding the <<print $currentSexToyLeft.name>>.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $lefttarget to _firsttarget>> <</if>> <</switch>> <<if $lastOptions.left isnot _leftOptions>> <<set _leftGold to true>> <</if>> <<leftActionsSelf>> <<if Object.keys(_leftaction).length gt 0>><<if $options.combatControls.includes("adio")>><br><</if>> <<assignCombatDefaults "left" _args[0]>> <<generateCombatAction _leftaction "leftaction" "Self">> <<if $options.combatControls.includes("ists")>> <div id="leftactionDifficulty"> <<leftactionDifficulty>> </div> <div id="leftactionDifficultySelf"> <<leftactionDifficultySelf>> </div> <</if>><<if $options.combatControls.includes("adio")>><br><br><</if>>/* Seems to render no effect..? */ <</if>> <<set $lastOptions.left to clone(_leftOptions)>> <</widget>> <<widget "leftactionDifficultySelf">>/* Here we go again. */ <<if _args[0] is undefined>> <<set _diffAction to $leftaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "leftmasturbatepussy">> <<combatpromiscuous2>> <<case "leftmasturbatepenis">> <<combatpromiscuous2>> <<case "leftmasturbateanus">> <<combatpromiscuous3>> <<case "pickupSexToy">> <<if Object.keys(_itemsLeft).length gte 1>> <<listbox "$selectedItemLeft" autoselect>> <<optionsfrom _itemsLeft>> <</listbox>> <</if>> <<combatpromiscuous3>> <</switch>> <</widget>> <<widget "leftActionsSelf">> <<set _leftaction to {}>> <<switch _leftOptions>> <<case "free">> <<set _leftaction["Rest"] to "rest">> <<if $rightarm is "swarmgrappled">> <<set _leftaction["Free your right arm"] to "leftfree">> <</if>> <<if Object.values(_targetlistarms).includes("swarm")>> <<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>> <<genitals>> <<set _leftaction["Cover your " + _text_output] to "frontcoverleft">> <</if>> <<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>> <<set _leftaction["Cover your butt"] to "frontcoverleft">> <</if>> <<if _swarmamounts.chest lte 0>> <<set _leftaction["Cover your chest"] to "frontcoverleft">> <</if>> <<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>> <<set _leftaction["Swim to safety"] to "swim">> <</if>> <</if>> <<if Object.values(_targetlistarms).includes(0) or Object.values(_targetlistarms).includes(1) or Object.values(_targetlistarms).includes(2) or Object.values(_targetlistarms).includes(3) or Object.values(_targetlistarms).includes(4) or Object.values(_targetlistarms).includes(5)>>/* placeholder for the future */ <<leftdefault>> <<combatMasturbate "left">> <<applyLube "left">> <<leftclothesnew>> <<leftFixAndCoverActions>> <<leftCondom>> <<removeButtplug "left">> <<pickupSexToy "left">> <</if>> <<case "coverVagina">> <<set _leftaction["Keep covering"] to "leftcovervagina">> <<set _leftaction["Stop"] to "leftstopvagina">> <<case "coverPenis">> <<set _leftaction["Keep covering"] to "leftcoverpenis">> <<set _leftaction["Stop"] to "leftstopcoverpenis">> <<case "coverAss">> <<set _leftaction["Keep covering"] to "leftcoveranus">> <<set _leftaction["Stop"] to "leftstopanus">> <<case "behind">> <<set _leftaction["Keep behind"] to "behind">> <<set _leftaction["Stop"] to "stopbehind">> <<case "orgasm">> <<set _leftaction["Fold"] to "leftfold">> <<set _leftaction["Grip"] to "leftgrip">> <<case "pain">> <<set _leftaction["Struggle"] to "leftstruggleweak">> <<set _leftaction["Protect"] to "leftprotect">> <<case "unreal">> <<set _leftaction["Poke yourself"] to "leftpoke">> <<set _leftaction["Keep your arms out of the way"] to "leftcurl">> <<case "heldSexToy">> <<heldSexToy "left">> <</switch>> <</widget>> <<widget "rightActionInitSelf">> <<switch $rightarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">Your right arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "pain">> <span class="red">Your right arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "unreal">> <span class="pink">Your right arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "free">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $righttarget to _firsttarget>> <</if>> <</if>> <<case "vagina">> <<set _rightOptions to "coverVagina">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<pussy>>.</span> <<case "coverpenis">> <<set _rightOptions to "coverPenis">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<penis>>.</span> <<case "anus">> <<set _rightOptions to "coverAss">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is protecting your <<bottom>>.</span> <<case "behind">> <<set _rightOptions to "behind">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is behind your back.</span> <<case "heldSexToy">> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "heldSexToy">> <span @class="($lastOptions.right isnot _rightOptions or _rightGold is true ?'gold':'')">Your right hand is holding the $currentSexToyRight.name.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>><br> <<targetListBox "right" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $righttarget to _firsttarget>> <</if>> <</switch>> <<if $lastOptions.right isnot _rightOptions>> <<set _rightGold to true>> <</if>> <<rightActionsSelf>> <<if Object.keys(_rightaction).length gt 0>><<if $options.combatControls.includes("adio")>><br><</if>> <<assignCombatDefaults "right" _args[0]>> <<generateCombatAction _rightaction "rightaction" "Self">> <<if $options.combatControls.includes("ists")>> <div id="rightactionDifficulty"> <<rightactionDifficulty>> </div> <div id="rightactionDifficultySelf"> <<rightactionDifficultySelf>> </div> <</if>><<if $options.combatControls.includes("adio")>><br><br><</if>>/* Seems to render no effect..? */ <</if>> <<set $lastOptions.right to clone(_rightOptions)>> <</widget>> <<widget "rightactionDifficultySelf">>/* This was unexpected. */ <<if _args[0] is undefined>> <<set _diffAction to $rightaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch _diffAction>> <<case "rightmasturbatepussy">> <<combatpromiscuous2>> <<case "rightmasturbatepenis">> <<combatpromiscuous2>> <<case "rightmasturbateanus">> <<combatpromiscuous3>> <<case "pickupSexToy">> <<if Object.keys(_itemsRight).length gte 1>> <<listbox "$selectedItemRight" autoselect>> <<optionsfrom _itemsRight>> <</listbox>> <</if>> <<combatpromiscuous3>> <</switch>> <</widget>> <<widget "rightActionsSelf">> <<set _rightaction to {}>> <<switch _rightOptions>> <<case "free">> <<set _rightaction["Rest"] to "rest">> <<if $leftarm is "swarmgrappled">> <<set _rightaction["Free your right arm"] to "rightfree">> <</if>> <<if Object.values(_targetlistarms).includes("swarm")>> <<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>> <<genitals>> <<set _rightaction["Cover your " + _text_output] to "frontcoverright">> <</if>> <<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>> <<set _rightaction["Cover your butt"] to "frontcoverright">> <</if>> <<if _swarmamounts.chest lte 0>> <<set _rightaction["Cover your chest"] to "frontcoverright">> <</if>> <<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>> <<set _rightaction["Swim to safety"] to "swim">> <</if>> <</if>> <<if Object.values(_targetlistarms).includes(0) or Object.values(_targetlistarms).includes(1) or Object.values(_targetlistarms).includes(2) or Object.values(_targetlistarms).includes(3) or Object.values(_targetlistarms).includes(4) or Object.values(_targetlistarms).includes(5)>>/* placeholder for the future */ <<rightdefault>> <<combatMasturbate "right">> <<applyLube "right">> <<rightclothesnew>> <<rightFixAndCoverActions>> <<rightCondom>> <<removeButtplug "right">> <<pickupSexToy "right">> <</if>> <<case "coverVagina">> <<set _rightaction["Keep covering"] to "rightcovervagina">> <<set _rightaction["Stop"] to "rightstopvagina">> <<case "coverPenis">> <<set _rightaction["Keep covering"] to "rightcoverpenis">> <<set _rightaction["Stop"] to "rightstopcoverpenis">> <<case "coverAss">> <<set _rightaction["Keep covering"] to "rightcoveranus">> <<set _rightaction["Stop"] to "rightstopanus">> <<case "behind">> <<set _rightaction["Keep behind"] to "behind">> <<set _rightaction["Stop"] to "stopbehind">> <<case "orgasm">> <<set _rightaction["Fold"] to "rightfold">> <<set _rightaction["Grip"] to "rightgrip">> <<case "pain">> <<set _rightaction["Struggle"] to "rightstruggleweak">> <<set _rightaction["Protect"] to "rightprotect">> <<case "unreal">> <<set _rightaction["Poke yourself"] to "rightpoke">> <<set _rightaction["Keep your arms out of the way"] to "rightcurl">> <<case "heldSexToy">> <<heldSexToy "right">> <</switch>> <</widget>> <<widget "feetActionInitSelf">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<if $feetuse is 0>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistall["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "feet" _targetlistall>> <</if>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions is "free">> <<targetListBox "feet" _targetlistall>> <</if>> <<if _targetnumber is 1>> <<set $feettarget to _firsttarget>> <</if>> <</if>> <<if $lastOptions.feet isnot _feetOptions>> <<set _feetGold to true>> <</if>> <<feetActionsSelf>> <<if Object.keys(_feetaction).length gt 0>><<if $options.combatControls.includes("adio")>><br><</if>> <<assignCombatDefaults "feet" _args[0]>> <<generateCombatAction _feetaction "feetaction" "Self">> <<if $options.combatControls.includes("ists")>> <div id="feetactionDifficulty"> <<feetactionDifficulty>> </div> <</if>><<if $options.combatControls.includes("adio")>><br><</if>>/* Seems to render no effect..? */ <</if>> <<set $lastOptions.feet to clone(_feetOptions)>> <<else>> <<timed 100ms>> <<run jQuery("#feetaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "feetactionDifficultySelf">> /* Good thing I caught it before anyone else. */ <!-- Does nothing --> <</widget>> <<widget "feetActionsSelf">> <<set _feetaction to {}>> <<set _feetaction["Rest"] to "rest">> <<if Object.values(_targetlistarms).includes("swarm")>> <<if $water is 1 and $vorecreature is 0 and currentSkillValue('swimmingskill') gt 700 and $consensual isnot 1>> <<set _feetaction["Swim to safety"] to "swim">> <</if>> <</if>> <<if Object.values(_targetlistarms).includes("struggle")>> <<set _feetaction["Dodge"] to "evade">> <<set _feetaction["Plant"] to "plant">> <</if>> <<if $water isnot 1>> <<feetshoes>> <<feetsocks>> <</if>> <</widget>> /* To be used as an example of how to merge all combats in 1 */ <<widget "actionsOmni">> <<exposure>> <<if $enemyno gte 2>> <<set $pronoun to "n">> <<else>> <<if $NPCList[0].pronoun is "m">> <<set $pronoun to "m">> <</if>> <<if $NPCList[0].pronoun is "f">> <<set $pronoun to "f">> <</if>> <<if $NPCList[0].pronoun is "i">> <<set $pronoun to "i">> <</if>> <<if $NPCList[0].pronoun is "n">> <<set $pronoun to "n">> <</if>> <<if $NPCList[0].pronoun is "t">> <<set $pronoun to "t">> <</if>> <</if>> <<animateCombat>> <<if $traumafocus gte 1 and $traumafocusintro isnot 1>> <<set $traumafocusintro to 1>> <i>As you gain focus, you become more and more likely to escape your helpless state of dissociation.</i> <br><br> <</if>> <<if $traumafocus gt random(1, 1000) and $dissociation gte 2 and $combat is 1>> <<set $traumafocus to 0>><<set $trauma -= 1000>><<set $dissociation to 1>> <span class="green">Your lucidity returns.</span> <<ltrauma>> <br> <span class="red">The weight of reality crashes down on you.</span> <br><br> <</if>> <<if $underwater isnot 1>> <<oxygen 50>> <</if>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and ($panicviolence is 0 or $position is "stalk")>> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and ["man", "plant", "beast"].includes($enemytype)>> <<if $options.images is 1 and $options.combatImages is 1 and $consensual is 1 and $position_lock isnot 1>> <<if $position is "doggy">> | <label>Roll over <<radiobutton "$bodyaction" "missionary">></label> <<elseif $position is "missionary">> | <label>Roll over <<radiobutton "$bodyaction" "doggy">></label> <</if>> <<if $position isnot "stalk">> | <label>Rest <<radiobutton "$bodyaction" "rest" checked>></label> <br> <</if>> <</if>> <</if>> <<if $swarm and $swarm.name>> <<set _swarmsteady to $swarm["steady"].toUpperFirst()>> <<set _swarmamounts to $swarm.amount>> <</if>> <<generateActionsOmni>> <br> <</if>> <<setupMidOrgasm>> <br><br> <</widget>> /* To be used as an example of how to merge all combats in 1 */ <<widget "generateActionsOmni">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <<if _targetnumber gte 1>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<switch $lefttarget>> <<case "self">> <<leftActionInitSelf>> <<case "tentacles">> <<leftActionInitTentacle>> <<case "vore">> <<leftActionInitVore>> <<case "swarm">> <<leftActionInitSwarm>> <<case "struggle">> <<leftActionInitStruggle>> <<case "machine">> <<leftActionInitMachine>> <<default>> <<if Object.values(_targetlistarms)[0] is "tentacles">> <<leftActionInitTentacle>> <<elseif Object.values(_targetlistarms)[0] is "vore">> <<leftActionInitVore>> <<elseif Object.values(_targetlistarms)[0] is "swarm">> <<leftActionInitSwarm>> <<elseif Object.values(_targetlistarms)[0] is "struggle">> <<leftActionInitStruggle>> <<elseif Object.values(_targetlistarms)[0] is "machine">> <<leftActionInitMachine>> <<else>> <<leftActionInit>> <</if>> <</switch>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<switch $righttarget>> <<case "self">> <<rightActionInitSelf>> <<case "tentacles">> <<rightActionInitTentacle>> <<case "vore">> <<rightActionInitVore>> <<case "swarm">> <<rightActionInitSwarm>> <<case "struggle">> <<rightActionInitStruggle>> <<case "machine">> <<rightActionInitMachine>> <<default>> <<if Object.values(_targetlistarms)[0] is "tentacles">> <<rightActionInitTentacle>> <<elseif Object.values(_targetlistarms)[0] is "vore">> <<rightActionInitVore>> <<elseif Object.values(_targetlistarms)[0] is "swarm">> <<rightActionInitSwarm>> <<elseif Object.values(_targetlistarms)[0] is "struggle">> <<rightActionInitStruggle>> <<elseif Object.values(_targetlistarms)[0] is "machine">> <<rightActionInitMachine>> <<else>> <<rightActionInit>> <</if>> <</switch>> </div> <<if Object.values(_targetlistall).length gte 1>> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<switch $feettarget>> <<case "self">> <<feetActionInitSelf>> <<case "tentacles">> <<feetActionInitTentacle>> <<case "swarm">> <<feetActionInitSwarm>> <<case "struggle">> <<feetActionInitStruggle>> <<case "machine">> <<feetActionInitMachine>> <<default>> <<if Object.values(_targetlistall)[0] is "tentacles">> <<feetActionInitTentacle>> <<elseif Object.values(_targetlistall)[0] is "swarm">> <<feetActionInitSwarm>> <<elseif Object.values(_targetlistall)[0] is "struggle">> <<feetActionInitStruggle>> <<elseif Object.values(_targetlistall)[0] is "machine">> <<feetActionInitMachine>> <<else>> <<feetActionInit>> <</if>> <</switch>> </div> <</if>> <<if Object.values(_targetlist).length gte 1>> <<switch $mouthtarget>> <<case "tentacles">> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInitTentacle>> </div> <<case "struggle">> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInitStruggle>> </div> <<default>> <<if !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined))>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInit>> </div> <<elseif Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInit>> </div> <<else>> <<if $mouthuse is "struggle" and $struggle.mouth.creature>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInitStruggle>> </div> <<elseif $mouthstate isnot 0>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInitTentacle>> </div> <</if>> <</if>> <</switch>> <<if $player.penisExist or $worn.genitals.type.includes("strap-on") or playerHasStrapon()>> <<switch $penistarget>> <<case "tentacles">> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInitTentacle>> </div> <<case "struggle">> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInitStruggle>> </div> <<default>> <<if Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInit>> </div> <<else>> <<if $penisuse is "struggle">> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInitStruggle>> </div> <<elseif $penisstate isnot 0>> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInitTentacle>> </div> <</if>> <</if>> <</switch>> <</if>> <<if $player.vaginaExist>> <<switch $vaginatarget>> <<case "tentacles">> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInitTentacle>> </div> <<case "struggle">> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInitStruggle>> </div> <<default>> <<if Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInit>> </div> <<else>> <<if $vaginause is "struggle">> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInitStruggle>> </div> <<elseif $vaginastate isnot 0>> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInitTentacle>> </div> <</if>> <</if>> <</switch>> <</if>> <<switch $anustarget>> <<case "tentacles">> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInitTentacle>> </div> <<case "struggle">> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInitStruggle>> </div> <<default>> <<if Object.values(_targetlist)[0] isnot "tentacles" and Object.values(_targetlist)[0] isnot "struggle">> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInit>> </div> <<else>> <<if $anususe is "struggle">> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInitStruggle>> </div> <<elseif $anusstate isnot 0>> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInitTentacle>> </div> <</if>> <</if>> <</switch>> <<if $chestuse isnot "struggle">> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInitStruggle>> </div> <<elseif $chestuse is "tentaclerub">> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInitTentacle>> </div> <<elseif $chestuse is "penis">> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInit>> </div> <</if>> <<if $thighuse isnot 0>> <div id="thighaction" @class="$options.combatControls + 'Control'"> <<thighActionInit>> </div> <</if>> <</if>> </div> <</if>> <</widget>><<widget "audiencecamera">> <<exposure>> <<if $audienceselector is 1>> <<set $audiencedesc to "excited">> <<set $audiencecamera to $audiencecamera1>> <<elseif $audienceselector is 2>> <<set $audiencedesc to "blushing">> <<set $audiencecamera to $audiencecamera2>> <<elseif $audienceselector is 3>> <<set $audiencedesc to "eager">> <<set $audiencecamera to $audiencecamera3>> <<elseif $audienceselector is 4>> <<set $audiencedesc to "lusty">> <<set $audiencecamera to $audiencecamera4>> <<elseif $audienceselector is 5>> <<set $audiencedesc to "avid">> <<set $audiencecamera to $audiencecamera5>> <<elseif $audienceselector is 6>> <<set $audiencedesc to "vigorous">> <<set $audiencecamera to $audiencecamera6>> <</if>> <<rng>> <<if $swarm and $swarm.amount and $swarm.amount.active and $swarm.amount.active[0] gt 0 and $rng gte 51>> <<audiencecameraswarm>> <<elseif $rng gte 81 and $facepic isnot 1>> <<set $facepic to 1>> The $audiencedesc $audiencecamera points <<ahis>> camera at your face. A light flashes as <<ahe>> takes a picture. <<if $vaginastate is "penetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> cumming with an animal dick in <<pher>> cunt! I can't believe it." <<else>> "A <<beasttype>> is fucking you in public and you're having an orgasm. I don't know how you stand the shame." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "<<print ($position is "doggy" ? "You're pushing back against" : "Your legs are wrapped around")>> a <<beasttype>>, don't pretend you have any dignity." <<else>> "This <<bitch>> wants to get <<bred>> even more than I want to see it!" <</if>> <<else>> <<if $face is "covered">> "You're fucking a <<beasttype>>, don't pretend you have any dignity." <<else>> "So glad I was here to see this <<bitch>> get <<bred>>." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "It's normal to cum while your pussy is filled, you don't need to be shy." <<else>> "Look how cute <<pshe>> looks when <<pshe>> cums. Fuck <<pher>> pussy harder." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "Don't pretend to be shy, you're literally <<print ($position is "doggy" ? "pushing against <<personselect $vaginatarget>><<him>>" : "pulling <<personselect $vaginatarget>><<him>> in")>>." <<else>> "You're loving this, aren't you? Look at your legs, look at your face." <</if>> <<else>> <<if $face is "covered">> "Don't be shy, I want to see your face while your pussy is ravaged." <<else>> "Your face looks so cute while your pussy is pounded." <</if>> <</if>> <</if>> <<elseif $vaginastate is "imminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pshe>> cumming already? <<pShes>> such a <<beasttype>> <<slut>>." <<else>> "Just the thought of that <<beasttype>> dick entering is enough to make <<phim>> cum." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when the <<beasttype>> fucks you." <<else>> "I want a picture of <<pher>> expression when it fucks <<phim>> proper." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pshe>> cumming already?" <<else>> "Just the anticipation is enough to make <<phim>> cum." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when it goes in." <<else>> "I want a picture of <<pher>> expression when it goes in." <</if>> <</if>> <</if>> <<elseif $vaginastate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pshe>> cumming already?" <<else>> "Just the anticipation is enough to make <<phim>> cum." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when it goes in." <<else>> "I want a picture of <<pher>> expression when it goes in." <</if>> <</if>> <<elseif $penisstate is "penetrated">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "It's normal to cum while your penis is ravaged, you don't need to be shy." <<else>> "Look how cute <<pshe>> looks when <<pshe>> cums. Fuck <<phim>> harder." <</if>> <<else>> <<if $face is "covered">> "Don't be shy, I want to see your face while your penis is ravaged." <<else>> "Look how cute <<pshe>> looks with <<pher>> penis being pounded. Fuck <<phim>> harder." <</if>> <</if>> <<elseif $penisstate is "imminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pshe>> cumming already?" <<else>> "Just the anticipation is enough to make <<phim>> cum." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when it goes in." <<else>> "I want to snap a picture of <<pher>> expression when it goes in." <</if>> <</if>> <<elseif $penisstate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pshe>> cumming already?" <<else>> "Just the anticipation is enough to make <<phim>> cum." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when it goes in." <<else>> "I want to snap a picture of <<pher>> expression when it goes in." <</if>> <</if>> <<elseif $penisstate is "otheranus">> <<if playerHasStrapon()>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Move your hands, I want to see what you look like while cumming." <<else>> "I think you're making <<phim>> cum. Fuck <<phim>> harder." <</if>> <<else>> <<if $face is "covered">> "You're shy about fucking someone's ass? That's adorable." <<else>> "Look how cute <<pshe>> looks with <<pher>> strap-on being pounded. Fuck harder." <</if>> <</if>> <<elseif $orgasmdown gte 1>> <<if $face is "covered">> "Move your hands, I want to see what you look like while cumming in someone's ass." <<else>> "I think your ass is making <<phim>> cum. Fuck <<phim>> harder." <</if>> <<else>> <<if $face is "covered">> "You're shy about fucking someone's ass? That's adorable." <<else>> "Look how cute <<pshe>> looks with <<pher>> penis being pounded. Fuck <<phim>> harder." <</if>> <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Don't be shy, let the camera see your orgasm face." <<else>> "Just pressing your ass against <<pher>> dick is making <<phim>> cum." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when it goes in." <<else>> "<<pShes>> blushing! How cute." <</if>> <</if>> <<elseif $penisstate is "otheranusentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Don't be shy, let the camera see your orgasm face." <<else>> "Just pressing your ass against <<pher>> dick is making <<phim>> cum." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when it goes in." <<else>> "<<pShes>> blushing! How cute." <</if>> <</if>> <<elseif $anusstate is "penetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You're cumming with a <<beasttype>> balls-deep in your ass, how much dignity is covering your face preserving?" <<else>> "I got a nice picture of <<pher>> <<beasttype>> fucker orgasm face." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "Show us your needy ass-fucked <<beasttype>> <<bitch>> face!" <<else>> "I don't know about you, but I think <<pshe>> really likes that <<beasttype>>." <</if>> <<else>> <<if $face is "covered">> "Come on, let's see your face. I want to see how you look having your ass fucked by a <<beasttype>>." <<else>> "<<pShe>> looks so cute having <<pher>> ass fucked by that <<beasttype>>." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You're cumming while having your ass fucked, how much dignity is covering your face preserving?" <<else>> "I got a nice picture of <<pher>> orgasm face." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "So what if you cover your face? Everyone can see you <<print ($position is "doggy" ? "pushing into <<personselect $anustarget>><<him>>" : "wrapping your legs")>>, buttslut." <<else>> "Your ass must be loving this, the way you're <<print ($position is "doggy" ? "pushing back" : "locking your legs")>>." <</if>> <<else>> <<if $face is "covered">> "Come on, let's see your face. I want to see how you look having your ass fucked." <<else>> "<<pShe>> looks so cute having <<pher>> ass ravaged." <</if>> <</if>> <</if>> <<elseif $anusstate is "imminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can cover your face if you want, we can all tell you're cumming hard for that <<beasttype>>." <<else>> "<<pShes>> cumming this hard with the <<beasttype>> pressing just the tip into <<pher>> ass." <</if>> <<else>> <<if $face is "covered">> "Don't be shy, I want a good picture of your face when your ass is skewered by that <<beasttype>>." <<else>> "Smile for the camera like a good <<beasttype>> <<bitch>>, you slut." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can cover your face if you want, we can all tell you're cumming hard." <<else>> "<<pShes>> cumming this hard with just the tip pressing into <<pher>> ass." <</if>> <<else>> <<if $face is "covered">> "Don't be shy, I want a good picture of your face when your ass is skewered." <<else>> "Smile for the camera like a good anal slut." <</if>> <</if>> <</if>> <<elseif $anusstate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can cover your face if you want, we can all tell you're cumming hard." <<else>> "<<pShes>> cumming this hard with just the tip pressing into <<pher>> ass." <</if>> <<else>> <<if $face is "covered">> "Don't be shy, I want a good picture of your face when your ass is skewered." <<else>> "Smile for the camera like a good anal slut." <</if>> <</if>> <<elseif $mouthstate is "penetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Look at how cute <<pshe>> looks cumming while slurping on that <<beasttype>> dick. <<pShes>> so shy about it too." <<else>> "Look at how cute <<pshe>> looks cumming while slurping on that <<beasttype>> dick." <</if>> <<else>> <<if $face is "covered">> "Move your hand <<bitch>>, you're getting in the way of the action." <<else>> "Do you like the taste of <<beasttype>> dick?" <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Look at how cute <<pshe>> looks cumming while slurping on a dick. <<pShes>> so shy about it too." <<else>> "Look at how cute <<pshe>> looks cumming while slurping on a dick." <</if>> <<else>> <<if $face is "covered">> "Move your hand <<bitch>>, you're getting in the way of the action." <<else>> "Such a nice shot of your face being fucked." <</if>> <</if>> <</if>> <<elseif $mouthstate is "imminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cover your face all you want, we know you love it." <<else>> "<<pShes>> cumming already, <<pshe>> just can't wait for the <<beasttype>> dick." <</if>> <<else>> <<if $face is "covered">> "Move <<pher>> hand, I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth." <<else>> "I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cover your face all you want, we know you love it." <<else>> "<<pShes>> cumming already, now's the time to give <<phim>> a taste of dick." <</if>> <<else>> <<if $face is "covered">> "Move <<pher>> hand, I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth." <<else>> "I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth." <</if>> <</if>> <</if>> <<elseif $mouthstate is "entrance">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cover your face all you want, we know you love it." <<else>> "<<pShes>> cumming already, <<pshe>> just can't wait for the <<beasttype>> dick." <</if>> <<else>> <<if $face is "covered">> "Move <<pher>> hand, I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth." <<else>> "I want to catch the look on <<pher>> face when it starts fucking <<pher>> mouth." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cover your face all you want, we know you love it." <<else>> "<<pShes>> cumming already, now's the time to give <<phim>> a taste of dick." <</if>> <<else>> <<if $face is "covered">> "Move <<pher>> hand, I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth." <<else>> "I want to catch the look on <<pher>> face when you start fucking <<pher>> mouth." <</if>> <</if>> <</if>> <<elseif $mouthstate is "othervagina">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> cumming from getting a face full of <<beasttype>> pussy. No wonder <<pshes>> shy about it." <<else>> "<<pShes>> cumming from getting a face full of <<beasttype>> pussy. Wow." <</if>> <<else>> <<if $face is "covered">> "Don't be shy. I bet you love eating <<beasttype>> pussy." <<else>> "Can't believe <<pshes>> got <<pher>> face all up in <<beasttype>> pussy." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Don't be shy. Let's see your face as you get off on eating that pussy." <<else>> "<<pShes>> cumming just from being all up in that pussy." <</if>> <<else>> <<if $face is "covered">> "<<pShes>> hiding <<pher>> face so we can't see how much <<pshe>> loves having a face full of pussy." <<else>> "Rub it in <<pher>> face. I bet <<pshe>> loves having <<pher>> face used." <</if>> <</if>> <</if>> <<elseif $mouthuse is "facesit" and $mouthstate is "vagina">> <<if $orgasmdown gte 1>> <<switch random(3)>> <<case 0>> "Look how much <<pshes>> loving being sat on." <<case 1>> "Aw. You almost can't see <<pher>> orgasm face while it's being sat on." <<case 2>> "That pussy isn't hiding how excited <<pshe>> looks. <<pShes>> cumming from face sitting." <<case 3>> "Wait until I show my friends how much <<pshe>> loves having <<pher>> face sat on." <</switch>> <<else>> <<if $enemyanger gte 30>> <<switch random(2)>> <<case 0>> "<<pShes>> really getting buried in there." <<case 1>> "Aw, <<pher>> face is going red! Keep sitting on <<phim>>!" <<case 2>> "You liking your face being sat on, slut?" <</switch>> <<else>> <<switch random(2)>> <<case 0>> "The best seat in the house." <<case 1>> "<<pHer>> face looks like the perfect throne." <<case 2>> "You look like you're enjoying it under there." <</switch>> <</if>> <</if>> <<elseif $mouthuse is "facesit" and $mouthstate is "anal">> <<if $orgasmdown gte 1>> <<if $mouthactiondefault is "anallick">> <<switch random(2)>> <<case 0>> "<<pShes>> cumming just from licking ass. Good <<girl>>." <<case 1>> "Look! <<pShes>> been driven to orgasm by the taste of that ass in <<pher>> mouth." <<case 2>> "<<pShe>> just came from licking ass. I need to share this." <</switch>> <<elseif $mouthactiondefault is "analkiss">> <<switch random(2)>> <<case 0>> "Kissing ass made <<phim>> cum. What a submissive <<slut>>." <<case 1>> "Cumming just from kissing ass? You were made to do that, <<bitch>>!" <<case 2>> "<<pShes>> cumming off of kissing ass. Make <<phim>> do it more!" <</switch>> <<else>> "That ass in your mouth was good enough to make you cum? Don't deny it!" <</if>> <<elseif $enemyanger gte 30>> <<switch random(2)>> <<case 0>> "Be a good slut and eat that ass." <<case 1>> "Go on, kiss that ass, you know you deserve to, slut." <<case 2>> "<<pShes>> getting squashed under that ass, and I bet <<pshes>> loving it." <</switch>> <<else>> <<switch random(2)>> <<case 0>> "Bet this pervy <<bitch>> is loving having <<pher>> mouth sat on." <<case 1>> "Hope that ass tastes good." <<case 2>> "<<pShes>> got a face full of ass. Wait until I show this around." <</switch>> <</if>> <<elseif $vaginastate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can't hide it, having your pussy licked is too much for you." <<else>> "Look at <<phim>> squirm! Your tongue's too much for <<phim>>." <</if>> <<else>> <<if $face is "covered">> "What's the matter? Ashamed of having your pussy licked?" <<else>> "Tongue-fuck <<phim>> harder, I want to see <<phim>> squirm." <</if>> <</if>> <<elseif $vaginastate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can't hide your orgasm from the camera." <<else>> "<<pShes>> cumming, it might be too much for <<phim>> if you tongue-fuck <<phim>> now. Do it." <</if>> <<else>> <<if $face is "covered">> "Don't be shy, you like having your pussy eaten don't you." <<else>> "You like having your pussy eaten, don't you." <</if>> <</if>> <<elseif $vaginastate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can't hide your orgasm from the camera." <<else>> "<<pShes>> cumming, it might be too much for <<phim>> if you tongue-fuck <<phim>> now. Do it." <</if>> <<else>> <<if $face is "covered">> "Don't be shy, you like having your pussy eaten don't you." <<else>> "You like having your pussy eaten, don't you." <</if>> <</if>> <<elseif $penisstate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Don't be shy, it's normal to cum while having your penis sucked." <<else>> "I got the perfect picture of <<pher>> orgasm face." <</if>> <<else>> <<if $face is "covered">> "<<pShes>> embarrassed about having <<pher>> penis sucked! How adorable." <<else>> "Suck <<phim>> harder, I want to see how cute <<pshe>> looks." <</if>> <</if>> <<elseif $penisstate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it." <<else>> "<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it." <</if>> <<else>> <<if $face is "covered">> "Move your hand, I want to see your expression when your penis starts getting sucked." <<else>> "I can't wait to see <<pher>> expression when you start sucking." <</if>> <</if>> <<elseif $penisstate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it." <<else>> "<<pShes>> cumming already, sucking now might be too much for <<phim>>. Do it." <</if>> <<else>> <<if $face is "covered">> "Move your hand, I want to see your expression when your penis starts getting sucked." <<else>> "I can't wait to see <<pher>> expression when you start sucking." <</if>> <</if>> <<elseif $anusstate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "No point hiding your face, we can all tell you're a pervert." <<else>> "This slut likes having <<pher>> ass eaten." <</if>> <<else>> <<if $face is "covered">> "Move your hand <<bitch>>, I want to see how you feel about having your ass eaten." <<else>> "Probe <<pher>> ass harder, I think <<pshe>> likes it." <</if>> <</if>> <<elseif $anusstate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "No point hiding your face, we can all tell you're a pervert." <<else>> "This slut likes having <<pher>> ass eaten." <</if>> <<else>> <<if $face is "covered">> "Move your hand <<bitch>>, I want to see how you feel about having your ass eaten." <<else>> "Probe <<pher>> ass harder, I think <<pshe>> likes it." <</if>> <</if>> <<elseif $anusstate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "No point hiding your face, we can all tell you're a pervert." <<else>> "This slut likes having <<pher>> ass eaten." <</if>> <<else>> <<if $face is "covered">> "Move your hand <<bitch>>, I want to see how you feel about having your ass eaten." <<else>> "Probe <<pher>> ass harder, I think <<pshe>> likes it." <</if>> <</if>> <<elseif $mouthstate is "kiss">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pShe>> cumming from being kissed? Is that pure or lewd?" <<else>> "<<pShes>> cumming from being kissed! Is that pure or lewd?" <</if>> <<else>> <<if $face is "covered">> "<<pShes>> shy about being kissed, how adorable." <<else>> "Such a romantic image." <</if>> <</if>> <<elseif $mouthstate is "kissimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pShe>> cumming from being kissed? Is that pure or lewd?" <<else>> "<<pShes>> cumming from being kissed! Is that pure or lewd?" <</if>> <<else>> <<if $face is "covered">> "<<pShes>> shy about being kissed, how adorable." <<else>> "Such a romantic image." <</if>> <</if>> <<elseif $mouthstate is "kissentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pShe>> cumming from thinking about being kissed? Is that pure or lewd?" <<else>> "<<pShes>> cumming from the thought of being kissed! Is that pure or lewd?" <</if>> <<else>> <<if $face is "covered">> "<<pShes>> shy about getting a kiss, how adorable." <<else>> "Such a romantic image." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $enemytype is "beast">> <<if $face is "covered">> "Are you ashamed to be cumming for that <<beasttype>>?" <<else>> "That <<beasttype>> can really make you cum hard, and I have proof." <</if>> <<else>> <<if $face is "covered">> "You can hide your face, but not your orgasm." <<else>> "Your orgasm face is so cute, and I have proof." <</if>> <</if>> <<else>> <<if $face is "covered">> <<if $pain gte 80>> "Hide your face if you want, we can see your tears." <<elseif $pain gte 40>> "You can't hide your tears from the camera." <<else>> "Don't be shy, let the camera see that pretty face of yours." <</if>> <<else>> <<if $pain gte 80>> "<<pShes>> crying. How pathetic." <<elseif $pain gte 40>> "Don't be upset. Smile for the camera." <<else>> "Smile, <<girl>>." <</if>> <</if>> <</if>> <</if>> <<elseif $rng gte 61 and $breastpic isnot 1>> <<set $breastpic to 1>> The $audiencedesc $audiencecamera points <<ahis>> camera at your <<chest>>. A light flashes as <<ahe>> takes a picture. <<rng>> <<if $player.breastsize is 0>> <<if $player.gender_appearance is "m">> <<if $worn.upper.exposed gte 2>> <<if $rng gte 67>> "Boys have such cute nipples." <<elseif $rng gte 33>> "That sleek chest of yours is a thing of beauty." <<elseif $rng gte 21 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> "<<pHer>> hard nipples tell all. This <<girl>> loves two hard cocks up the ass!" <<else>> "Don't be shy, there's nothing lewd about your boy nipples." <</if>> <<else>> <<if $rng gte 67>> "Get his top off, I wanna see that fine chest." <<elseif $rng gte 33>> "I wish I could take a picture of what's under his top." <<else>> "Even clothed I can tell you have a lovely chest." <</if>> <</if>> <<else>> <<if $worn.upper.exposed gte 2>> <<if $rng gte 67>> "Your flat chest looks delicious." <<elseif $rng gte 33>> "<<pHer>> chest is so flat <<pshe>> could pass as a boy." <<elseif $rng gte 21 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> "<<pHer>> boy nipples are so hard! This flat <<bitch>> loves two hard cocks up the ass!" <<elseif $rng gte 21 and $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">> "<<pHer>> nipples are so hard! This flat <<bitch>> loves a double pussy pounding!" <<else>> "It's important I take pictures of her cute chest. I'll need them later." <</if>> <<else>> <<if $rng gte 67>> "I can't wait to see under her top." <<elseif $rng gte 33>> "Do other girls tease you for your flat chest?" <<else>> "Don't worry, you're cute even without boobs." <</if>> <</if>> <</if>> <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <<elseif $player.breastsize lte 5>> <<if $player.gender_appearance is "m">> <<if $worn.upper.exposed gte 2>> <<if $rng gte 67>> "Your flabby chest is almost like a girl's." <<elseif $rng gte 33>> "Look at those little tits. I bet the other boys pick on you." <<else>> "Don't be shy, there's nothing lewd about your boy nipples, even if they look like a girl's." <</if>> <<else>> <<if $rng gte 67>> "Get his top off, I wanna see that fine chest." <<elseif $rng gte 33>> "I wish I could take a picture of what's under his top." <<else>> "Even clothed I can tell you have a lovely chest." <</if>> <</if>> <<else>> <<if $worn.upper.exposed gte 2>> <<if $rng gte 67>> "Her tiny breasts are so cute." <<elseif $rng gte 33>> "Now however large your breasts grow, I'll have evidence of when they were small and cute." <<elseif $rng gte 21 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> "<<pHer>> nipples are so hard! This <<bitch>> loves double stuffing!" <<elseif $rng gte 21 and $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">> "<<pHer>> nipples are so hard! This <<bitch>> loves double stuffing!" <<else>> "Don't be ashamed of your small breasts, they're adorable." <</if>> <<else>> <<if $rng gte 67>> "I can see the shape of <<pher>> tiny breasts beneath <<pher>> $worn.upper.name." <<elseif $rng gte 33>> "Get <<pher>> top off, I want a picture of <<pher>> breasts." <<else>> "I can't wait to see <<pher>> little breasts, I bet they're superb." <</if>> <</if>> <</if>> <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <<elseif $player.breastsize lte 7>> <<if $worn.upper.exposed gte 2>> <<if $rng gte 67>> "Your breasts are very photogenic." <<elseif $rng gte 33>> "Your breasts are mesmerising." <<else>> "This picture of your breasts will come in handy." <</if>> <<else>> <<if $rng gte 67>> "Get <<pher>> top off, I want a picture of <<pher>> breasts." <<elseif $rng gte 33>> "Don't be embarrassed, it's not like your breasts are exposed yet." <<else>> "Even clothed I can tell how lovely <<pher>> breasts are." <</if>> <</if>> <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">> <<elseif $player.breastsize lte 10>> <<if $worn.upper.exposed gte 2>> <<if $rng gte 67>> "<<pHer>> breasts flop about so beautifully." <<elseif $rng gte 33>> "Those are some impressive mammaries." <<elseif $rng gte 21 and $anusdoubletarget isnot undefined and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> "I love how <<pher>> milkers jiggle as their cocks ravage <<pher>> slut ass!" <<elseif $rng gte 21 and $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">> "I love how <<pher>> milkers flop about as their cocks wreck this slut's pussy!" <<else>> "Don't be ashamed, you should be proud of such large breasts." <</if>> <<else>> <<if $rng gte 67>> "Are <<pher>> breasts really as large as they seem? Only one way to find out." <<elseif $rng gte 33>> "Get <<pher>> top off, I want a picture of <<pher>> large breasts for later use." <<else>> "Breasts that large are lewd even under clothes." <</if>> <</if>> <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">> <<else>> <<if $worn.upper.exposed gte 2>> <<if $rng gte 67>> "Those are some gigantic udders." <<elseif $rng gte 33>> "You could feed every baby in town with those." <<else>> "Glad I got photographic proof, no one would believe how big they were otherwise." <</if>> <<else>> <<if $rng gte 67>> "You can't fake breasts this large, surely." <<elseif $rng gte 33>> "Get <<pher>> top off, I want a picture of these massive things." <<else>> "Breasts this huge are lewd even under clothes." <</if>> <</if>> <<insecurity "breasts_big" 2>><<ginsecurity "breasts_big">> <</if>> <<elseif $rng gte 41 and $bottompic isnot 1>> <<set $bottompic to 1>> The $audiencedesc $audiencecamera points <<ahis>> camera at your <<bottom>>. A light flashes as <<ahe>> takes a picture. <<rng>> <<if $anusstate is "penetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> "I got a nice close-up of the <<beasttype>> ravaging <<pher>> ass while <<pshe>> cums." <<elseif $leglocktarget isnot undefined>> "I got a nice close-up of <<phim>> <<print ($position is "doggy" ? "pushing <<pher>> ass onto" : "wrapping <<pher>> legs around")>> the <<beasttype>>." <<else>> "I got a nice close-up of the <<beasttype>> ravaging <<pher>> ass." <</if>> <<else>> <<if $orgasmdown gte 1>> "I got a nice close-up of <<pher>> ass getting fucked. Look at <<phim>> shake." <<elseif $leglocktarget isnot undefined>> "I got a nice close-up of <<phim>> <<print ($position is "doggy" ? "pressing back" : "locking <<pher>> legs")>> as <<pher>> ass gets fucked." <<else>> "I got a nice close-up of <<pher>> ass getting fucked." <</if>> <</if>> <<elseif $anusstate is "imminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> "<<pShes>> already cumming, I wonder how <<pshe>> would take a proper anal fucking from that <<beasttype>>." <<else>> "I want to catch the moment it starts fucking <<phim>> proper." <</if>> <<else>> <<if $orgasmdown gte 1>> "<<pShes>> already cumming, I wonder how <<pshe>> would take a proper anal fucking." <<else>> "I want to catch the moment it goes in <<pher>> ass." <</if>> <</if>> <<elseif $anusstate is "entrance">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> "I think it's gonna fuck <<pher>> slut ass!" <<else>> "I think it's gonna fuck <<pher>> ass!" <</if>> <<else>> <<if $orgasmdown gte 1>> "I hope you're going all-in on this little slut's ass." <<else>> "I hope you're going all-in on <<pher>> ass." <</if>> <</if>> <<elseif $anusstate is "othermouth">> <<if $orgasmdown gte 1>> "<<pShes>> responding to having <<pher>> ass eaten." <<else>> "You're really getting in there." <</if>> <<elseif $anusstate is "othermouthimminent">> <<if $orgasmdown gte 1>> "What does <<pher>> cumming ass taste like?" <<else>> "How's <<pshe>> taste?" <</if>> <<elseif $anusstate is "othermouthentrance">> <<if $orgasmdown gte 1>> "It might be too much for <<phim>>. I can't wait." <<else>> "You're actually gonna eat <<pher>> ass?" <</if>> <<elseif $anusstate isnot 0 and $anusstate.startsWith("double")>> <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <<if $orgasmdown gte 1>> "This is the money shot! Look at <<phim>> shake with two cocks in <<pher>> ass!" <<else>> <<set _myrng to random(1,2)>> <<switch _myrng>> <<case 1>> "I got a nice close-up of <<pher>> ass getting double fucked. Super slut!" <<case 2>> "Yes, that's it, take both those cocks you dirty slut! The camera loves you!" <</switch>> <</if>> <<else>> <<if $orgasmdown gte 1>> "<<pShes>> already cumming, I wonder how <<pshe>> would take a proper double anal fucking." <<else>> "I want to catch the moment both cocks go in <<pher>> ass." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>> <<if $rng gte 67>> "I got a nice shot of <<pher>> bare ass." <<elseif $rng gte 33>> "I've never seen such a spankable ass." <<else>> "<<pHer>> orgasm is making <<pher>> ass shake beautifully." <</if>> <<else>> <<if $rng gte 67>> "<<pShes>> such a lewd <<girl>>, <<pshe>> needs to be punished." <<elseif $rng gte 33>> "Get <<pher>> clothes off while <<pshe>> spasms, I want a clear shot of <<pher>> ass." <<else>> "<<pHer>> ass is so lewd, even clothed." <</if>> <</if>> <<else>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>> <<if $rng gte 67>> "Are you embarrassed about your ass being exposed like this?" <<elseif $rng gte 33>> "I got a great shot of <<pher>> ass." <<else>> "<<pHer>> naked ass is so lewd." <</if>> <<else>> <<if $rng gte 67>> "This <<girl>> has a fine ass." <<elseif $rng gte 33>> "Bare <<pher>> ass, I want a better picture." <<else>> "Even clothed <<pher>> ass looks good." <</if>> <</if>> <</if>> <</if>> <<elseif $rng gte 21 and $genitalpic isnot 1>> <<set $genitalpic to 1>> The $audiencedesc $audiencecamera points <<ahis>> camera at your <<privates>>. A light flashes as <<ahe>> takes a picture. <<rng>> <<if $vaginastate is "penetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> "I got a nice shot of <<phim>> shuddering on that dick." <<elseif playerBellyVisible() and $settings.pregnancySpeechEnabled>> "Even when <<pshes>> already knocked up, <<pshe>> just can't help but be <<bred>> like a <<bitch>>!" <<elseif $leglocktarget isnot undefined>> "Look at <<phim>> <<print ($position is "doggy" ? "push <<pherself>> back into" : "wrap <<pher>> legs around")>> the <<beasttype>>! Deviant <<bitch>>!" <<else>> "Wow, <<pher>> pussy is really getting pounded by that <<beasttype>>." <</if>> <<else>> <<if $orgasmdown gte 1>> "I got a nice shot of <<phim>> shuddering on that dick." <<elseif playerBellyVisible() and $settings.pregnancySpeechEnabled>> "Well, if <<pshe>> wasn't pregnant before, <<pshe>>'d be getting pretty close to it now..." <<elseif $leglocktarget isnot undefined>> "<<pShes>> begging for you to come inside! Give <<phim>> what <<pshe>> wants!" <<else>> "Wow, <<pher>> pussy is really getting a pounding." <</if>> <</if>> <<elseif $vaginastate is "imminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> "<<pHer>> <<bitch>> pussy is twitching and it's not even in yet. <<pShe>> can't wait to be <<bred>>." <<else>> "I hope I catch the moment <<pher>> pussy is first violated." <</if>> <<else>> <<if $orgasmdown gte 1>> "<<pHer>> pussy is twitching and it's not even in yet. Such a slut." <<else>> "I hope I catch the moment <<pher>> pussy is first violated." <</if>> <</if>> <<elseif $vaginastate is "entrance">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> "<<pShes>> cumming from such little stimulation, fucking a <<beasttype>> might break <<phim>> fully." <<else>> "Your pussy is about to get the treatment it deserves." <</if>> <<else>> <<if $orgasmdown gte 1>> "<<pShes>> cumming from such little stimulation, fucking <<pher>> pussy might break <<phim>> fully." <<else>> "Your pussy is about to get the treatment it deserves." <</if>> <</if>> <<elseif $vaginastate isnot 0 and $vaginastate.startsWith("double")>> <<if $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">> <<if $orgasmdown gte 1>> "This is the money shot! Look at <<phim>> shake with two cocks in <<pher>> pussy!" <<else>> <<set _myrng to random(1,2)>> <<switch _myrng>> <<case 1>> "I got a nice close-up of <<pher>> pussy getting double fucked. Super slut!" <<case 2>> "Yes, that's it, take both those cocks you dirty slut! The camera loves you!" <</switch>> <</if>> <<else>> <<if $orgasmdown gte 1>> "<<pShes>> already cumming, I wonder how <<pshe>> would take a proper double pussy fucking." <<else>> "I want to catch the moment both cocks go in <<pher>> cunt!" <</if>> <</if>> <<elseif $penisstate is "penetrated">> <<if playerHasStrapon()>> "Wow, look at the pussy pounding that strap-on!" <<elseif $orgasmdown gte 1>> "I got a nice shot of <<phim>> shuddering in that pussy." <<else>> "Wow, <<pher>> penis is really getting a pounding." <</if>> <<elseif $penisstate is "imminent">> <<if playerHasStrapon()>> "I need to catch the moment <<pher>> strap-on penetrates!" <<elseif $orgasmdown gte 1>> "<<pHer>> penis is twitching and it's not even in yet. Such a <<slut>>." <<else>> "I hope I catch the moment <<pher>> penis is first violated." <</if>> <<elseif $penisstate is "entrance">> <<if playerHasStrapon()>> "Hope <<pshe>> knows how to use that thing!" <<elseif $orgasmdown gte 1>> "<<pShes>> cumming from such little stimulation, fucking <<phim>> might break <<phim>> fully." <<else>> "Your penis is about to get the treatment it deserves." <</if>> <<elseif $penisstate is "otheranus">> <<if playerHasStrapon()>> "I got a nice shot of <<pher>> strap-on pounding that ass!" <<elseif $orgasmdown gte 1>> "I got a nice shot of <<phim>> shuddering in that ass." <<else>> "Wow, <<pher>> penis is really getting a pounding." <</if>> <<elseif $penisstate is "otheranusimminent">> <<if playerHasStrapon()>> "Hope <<pshe>> knows how to use that thing!" <<elseif $orgasmdown gte 1>> "<<pHer>> penis is twitching and it's not even in yet. Such a <<slut>>." <<else>> "I hope I catch the moment <<pher>> penis is first violated." <</if>> <<elseif $penisstate is "otheranusentrance">> <<if playerHasStrapon()>> "I hope to see <<pher>> toy ruin that ass." <<elseif $orgasmdown gte 1>> "<<pShes>> cumming from such little stimulation, fucking <<phim>> might break <<phim>> fully." <<else>> "Your penis is about to get the treatment it deserves." <</if>> <<elseif $vaginastate is "othermouth">> <<if $orgasmdown gte 1>> "<<pHer>> pussy is twitching so delightfully." <<else>> "You're really getting your tongue in there." <</if>> <<elseif $vaginastate is "othermouthimminent">> <<if $orgasmdown gte 1>> "Does <<pher>> pussy juice taste good?" <<else>> "Does <<pher>> pussy taste good?" <</if>> <<elseif $vaginastate is "othermouthentrance">> <<if $orgasmdown gte 1>> "Does <<pher>> pussy juice taste good?" <<else>> "Does <<pher>> pussy taste good?" <</if>> <<elseif $penisstate is "othermouth">> <<if playerHasStrapon()>> "Wow, you're really mouth-fucking <<pher>> strap-on!" <<elseif $orgasmdown gte 1>> "Does <<pher>> cum taste good?" <<else>> "I can tell <<pshes>> cumming into your mouth." <</if>> <<elseif $penisstate is "othermouthimminent">> <<if playerHasStrapon()>> "That's right, swallow that toy." <<elseif $orgasmdown gte 1>> "Take <<phim>> into your mouth already, I want to see <<phim>> squirm more." <<else>> "Does <<pher>> penis taste good?" <</if>> <<elseif $penisstate is "othermouthentrance">> <<if playerHasStrapon()>> "I want to see you swallow <<pher>> toy." <<elseif $orgasmdown gte 1>> "Take <<phim>> into your mouth already, I want to see <<phim>> squirm more." <<else>> "Does <<pher>> penis taste good?" <</if>> <<elseif $speechmasturbate gte 1 and random(0,1) is 1>> <<if $rng lt 34>> "Look at this <<bitch>> getting <<pherself>> off!" <<elseif $rng lte 67>> "I got a good shot of <<phim>> playing with <<pherself>>!" <<else>> "Watching <<phim>> play with <<pherself>> makes me so horny." <</if>> <<else>> <<if $orgasmdown gte 1>> <<if !($worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2)>> "Are those spasms from cumming?" <<else>> <<if playerChastity()>> <<if $rng gte 67>> "Cumming while wearing a $worn.genitals.name, you must be a slut." <<elseif $rng gte 33>> "Someone unlock or break that chastity device, it's ruining a good photo." <<else>> "Are those spasms from cumming?" <</if>> <<elseif playerHasStrapon()>> "Are those spasms from cumming?" <<elseif $player.penisExist>> <<if $orgasmcount lt 24>> <<if $rng gte 67>> "I got a shot of <<pher>> cum flying through the air." <<elseif $rng gte 33>> "Look at <<phim>> squirt!" <<else>> "I caught <<phim>> cumming on camera. How shameful." <</if>> <<else>> <<if $rng gte 67>> "I got a shot of <<phim>> cumming, but nothing came out." <<elseif $rng gte 33>> "This <<girl>> can't even cum properly, pathetic." <<else>> "<<pHer>> orgasm is disappointingly dry. I got it on camera at least." <</if>> <</if>> <<else>> <<if $vaginause is "cover">> "Move your hand, I want a clear shot of your pussy while you cum." <<else>> "I got a perfect shot of <<pher>> pussy twitching in climax." <</if>> <</if>> <</if>> <<else>> <<if playerChastity("hidden") and $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2>> <<if $rng gte 91 and ($anusstate is "penetrated" or $anusstate is "doublepenetrated")>> "Should have gotten yourself an anal shield. Too late now." <<elseif $rng gte 76>> "As if that will help you stay pure." <<elseif $rng gte 51>> "Someone break that device, <<pshe>> can't have a good time like that." <<elseif $rng gte 26>> "Shame I can't see what's under that device." <<else>> "Such a shame, I was looking forward to playing with it." <</if>> <<elseif playerChastity("cage") and $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2>> <<if $penisuse is "cover">> <<if $rng gte 67>> "Move your hand, I want to see your penis." <<elseif $rng gte 33>> "Aww, <<pshes>> shy." <<else>> "Someone move <<pher>> hand out the way, I want a shot of <<pher>> penis." <</if>> <<else>> <<switch $player.penissize>> <<case 4>> <<if $rng gte 67>> "<<pShes>> huge! <<if playerHasStrapon()>>Bet you wish you had the key rather than the strapon!<<else>>How could it be locked up?<</if>>" <<elseif $rng gte 33>> "Is your freakishly big cock locked up because you hurt someone with it?" <<else>> "I've never seen such a huge cock. Real shame it can't be played with." <</if>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 3>> <<if $rng gte 67>> "<<pShes>> bigger than I expected.<<if playerHasStrapon()>> At least <<pshe>> has a strapon.<</if>>" <<elseif $rng gte 33>> "Don't be shy, you should be proud of your penis, even if it's locked up tight." <<else>> "<<pHer>> penis is the perfect size. Real shame it can't be played with." <</if>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 2>> <<if $rng gte 67>> "I got a great picture of <<pher>> cute and locked up penis<<if playerHasStrapon()>> hidden behind <<pher>> strapon<</if>>." <<elseif $rng gte 33>> "Don't be shy, everyone should know how beautiful your locked up penis is." <<else>> "If you don't want your caged penis photographed, you shouldn't act like a slut." <</if>> <<case 1 2>> <<if $rng gte 67>> "<<pShes>> so small!" <<elseif $rng gte 33>> "Such a small and cute penis. Almost a shame it's locked up." <<else>> "I thought <<pher>> penis would be bigger even when locked up." <</if>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<case 0>> <<if $rng gte 67>> "<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder <<pshes>> wearing a strapon<</if>>!" <<elseif $rng gte 33>> "I can't believe it's so tiny! Almost a shame it's locked up." <<else>> "I've never seen such a pathetic penis." <</if>> <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <<case -1>> <<if $rng gte 67>> "<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder <<pshes>> wearing a strapon<</if>>!" <<elseif $rng gte 33>> "Did it get locked up because of how small it is?" <<else>> "Such a shame the pathetic penis is all locked up.<<if playerHasStrapon()>> Bet you love using your strapon.<</if>>" <</if>> <<insecurity "penis_small" 3>><<ginsecurity "penis_small">> <<case -2>> <<if $rng gte 67>> "I thought that was a locked up clit!<<if playerHasStrapon()>> No wonder <<pshes>> wearing a strapon.<</if>>" <<elseif $rng gte 33>> "Clearly deserved to be locked up for being so useless!<<if playerHasStrapon()>> Bet you love using your strapon.<</if>>" <<else>> "Is there even anything locked up in there?<<if playerHasStrapon()>> Almost missed it due to your strapon.<</if>>" <</if>> <<insecurity "penis_small" 4>><<ginsecurity "penis_small">> <</switch>> <</if>> <<elseif $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2>> <<if $player.penisExist>> <<if $penisuse is "cover">> <<if $rng gte 67>> "Move your hand, I want to see your penis." <<elseif $rng gte 33>> "Aww, <<pshes>> shy." <<else>> "Someone move <<pher>> hand out the way, I want a shot of <<pher>> penis." <</if>> <<else>> <<switch $player.penissize>> <<case 4>> <<if $rng gte 67>> "<<pShes>> huge<<if playerHasStrapon()>>, why would you even wear a strapon<</if>>!" <<elseif $rng gte 33>> "<<pHer>> penis is freakishly big." <<else>> "I've never seen such a huge cock." <</if>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 3>> <<if $rng gte 67>> "<<pShes>> bigger than I expected.<<if playerHasStrapon()>> <<pShe>> should get rid of <<pher>> strapon.<</if>>" <<elseif $rng gte 33>> "Don't be shy, you should be proud of your penis." <<else>> "<<pHer>> penis is the perfect size.<<if playerHasStrapon()>> You should get rid of your strapon.<</if>>" <</if>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 2>> <<if $rng gte 67>> "I got a great picture of <<pher>> cute penis<<if playerHasStrapon()>> hidden behind <<pher>> strapon<</if>>." <<elseif $rng gte 33>> "Don't be shy, everyone should know how beautiful your penis is." <<else>> "If you don't want your penis photographed, you shouldn't act like a slut." <</if>> <<case 1>> <<if $rng gte 67>> "<<pShes>> so small!" <<elseif $rng gte 33>> "Such a small and cute penis." <<else>> "I thought <<pher>> penis would be bigger." <</if>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<case 0>> <<if $rng gte 67>> "<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder you're wearing a strapon<</if>>!" <<elseif $rng gte 33>> "I can't believe it's so tiny!" <<else>> "I've never seen such a pathetic penis." <</if>> <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <<case -1>> <<if $rng gte 67>> "<<pShes>> so tiny<<if playerHasStrapon()>>, no wonder you're wearing a strapon<</if>>!" <<elseif $rng gte 33>> "It's like a large clit. Have you considered putting it in a cage?" <<else>> "I've never seen such a useless penis<<if playerHasStrapon()>>, bet you love using your strapon<</if>>." <</if>> <<insecurity "penis_small" 3>><<ginsecurity "penis_small">> <<case -2>> <<if $rng gte 67>> "I thought that was a clit<<if playerHasStrapon()>>, no wonder you're wearing a strapon<</if>>!" <<elseif $rng gte 33>> "Could anyone even feel anything if you fucked them with it?" <<else>> "I've never seen such a useless penis. Why isn't it in a cage?" <</if>> <<insecurity "penis_small" 4>><<ginsecurity "penis_small">> <</switch>> <</if>> <<else>> <<if $vaginause is "cover">> <<if $rng gte 67>> "Move your hand, I want to see your pussy." <<elseif $rng gte 33>> "Aww, <<pshes>> shy." <<else>> "Someone move <<pher>> hand out the way, I want a shot of <<pher>> pussy." <</if>> <<else>> <<if $rng gte 67>> "I got a great picture of <<pher>> cute pussy." <<elseif $rng gte 33>> "Don't be shy, everyone should know how beautiful your pussy is." <<else>> "If you don't want your pussy photographed, you shouldn't act like a slut." <</if>> <</if>> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<if $penisuse is "cover">> <<if $rng gte 67>> "Move your hand, I want to see your bulge." <<elseif $rng gte 33>> "Aww, <<pshes>> shy." <<else>> "Someone move <<pher>> hand out the way, I want a shot of <<pher>> bulge." <</if>> <<else>> <<if !calculatePenisBulge()>> <<if $rng gte 67>> "Where is the bulge, don't tell me <<pshes>> actually a girl." <<elseif $rng gte 33>> "Is your penis so small that it doesn't form a bulge?" <<else>> "I was expecting a bulge, but I don't see it." <</if>> <<elseif $rng gte 67>> "I got a great picture of <<pher>> cute bulge." <<elseif $rng gte 33>> "Don't be shy, everyone should know how beautiful your bulge is." <<else>> "If you don't want your bulge photographed, you shouldn't act like a slut." <</if>> <</if>> <<else>> <<if $vaginause is "cover">> <<if $rng gte 67>> "Sure, pretend you're not a <<slut>>." <<elseif $rng gte 33>> "Aww, <<pshes>> shy." <<else>> "What's that wet spot under <<pher>> hand?" <</if>> <<else>> <<if $rng gte 67>> "I got a great picture of <<pher>> pretty legs." <<elseif $rng gte 33>> "Rip those clothes off. I wanna see <<pher>> pussy." <<else>> "Bet this <<slut>> can't wait to show off <<pher>> pussy." <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<elseif $bodypic isnot 1>> <<set $bodypic to 1>> The $audiencedesc $audiencecamera leans back so <<ahis>> camera can take in the whole scene. A light flashes as <<ahe>> takes a picture. <<if $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cover your face if you want, you're still a <<beasttypes>> <<bitch>>." <<else>> "The <<beasttypes>> fucked <<phim>> to orgasm, and I have proof." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "You can hide your <<bitch>> face, but your <<bitch>> legs can't lie!" <<elseif $speechcamerapose is 1>> "That's it, smile for the camera while getting <<bred>>!" <<else>> "Good <<beasttype>>, show this <<bitch>> <<pher>> place. <<pShes>> letting you." <</if>> <<else>> <<if $face is "covered">> "Stop hiding your face and smile for the camera." <<elseif $speechcamerapose is 1>> "That's it, pose like the <<beasttype>> <<bitch>> you are!" <<else>> "Good <<beasttype>>, show this <<bitch>> <<pher>> place." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cover your face if you want, it just makes the scene hotter." <<else>> "You've fucked <<phim>> to orgasm. Keep going." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "Stop covering your face. <<print ($position is "doggy" ? "We know you're loving this!" : "Wrap your arms around <<personselect $vaginatarget>><<him>> too!")>>" <<elseif $speechcamerapose is 1>> "That's it, smile for the camera while <<print ($position is "doggy" ? "pushing into <<personselect $vaginatarget>><<him>>" : "locking your legs")>> like a whore!" <<else>> "This slut's wide open for you." <</if>> <<else>> <<if $face is "covered">> "Stop hiding your face and smile for the camera." <<elseif $speechcamerapose is 1>> "That's it, pose like the slut you are!" <<else>> "Show this slut what <<pshes>> good for." <</if>> <</if>> <</if>> <<elseif $vaginastate is "imminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cumming already? It isn't even fucking you yet." <<else>> "Your cunt belongs to that <<beasttype>> now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "This slut is about to be taken by a <<beasttype>> and is still concerned about looking good." <<else>> "Your cunt belongs to that <<beasttype>> now." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> pussy isn't being fucked yet <<pshes>> still cumming." <<else>> "There's no escaping now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "I wanna see you hold that pose as the cock enters you." <<else>> "What are you waiting for? Fuck <<phim>> now." <</if>> <</if>> <</if>> <<elseif $vaginastate is "entrance">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cumming already? It isn't even fucking you yet." <<else>> "Your cunt belongs to that <<beasttype>> now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "In good spirits for someone about to get fucked by a <<beasttype>>." <<else>> "Your cunt belongs to that <<beasttype>> now." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> pussy isn't being fucked yet <<pshes>> still cumming." <<else>> "There's no escaping now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "I hope <<pshe>> holds that pose as it goes in." <<else>> "What are you waiting for? Fuck <<phim>> now." <</if>> <</if>> <</if>> <<elseif $vaginastate is "doubleentrance" or $vaginastate is "doubleimminent">> /* Neither dick in */ <<if $vaginadoubletarget isnot undefined and $NPCList[$vaginatarget].penis isnot "vaginadouble" and $NPCList[$vaginadoubletarget].penis isnot "vaginadouble">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> pussy isn't being fucked yet <<pshes>> still cumming." <<else>> "There's no escaping now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when both dicks go in." <<elseif $speechcamerapose is 1>> "I'd like to see <<phim>> keep this pose when both cocks go in." <<else>> "What are you waiting for? Fuck <<phim>> now." <</if>> <</if>> /* One dick in, the other at entrance */ <<elseif $vaginadoubletarget isnot undefined and (($NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis isnot "vaginadouble") or ($NPCList[$vaginatarget].penis isnot "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble"))>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> pussy is cumming at the thought of double dicking!" <<else>> "About to get double stuffed now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when both dicks go in." <<elseif $speechcamerapose is 1>> "Just the thought of a double dicking is making this slut lose <<pher>> mind." <<else>> "What are you waiting for? Double fuck <<phim>> now." <</if>> <</if>> <</if>> <<elseif $penisstate is "penetrated">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Cover your face if you want, it just makes the scene hotter." <<else>> "You've fucked <<phim>> to orgasm. Keep going." <</if>> <<else>> <<if $face is "covered">> "Stop hiding your face and smile for the camera." <<elseif $speechcamerapose is 1>> "That's it, pose like a <<slut>> while that pussy ravages you." <<else>> "Show this fucktoy what <<pshes>> good for." <</if>> <</if>> <<elseif $penisstate is "imminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming." <<else>> "There's no escaping now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "Fuck <<phim>> now, while <<pshes>> posing like a <<slut>>." <<else>> "What are you waiting for? Fuck <<phim>> now." <</if>> <</if>> <<elseif $penisstate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming." <<else>> "There's no escaping now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "That's it, make sure you give a good fucking." <<else>> "What are you waiting for? Fuck <<phim>> now." <</if>> <</if>> <<elseif $penisstate is "otheranus">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Look at <<pher>> body writhe." <<else>> "You've fucked <<phim>> to orgasm. Keep going." <</if>> <<else>> <<if $face is "covered">> "<<pShes>> so shy and cute." <<elseif $speechcamerapose is 1>> "This fucktoy knows what <<pshes>> good for." <<else>> "Show this fucktoy what <<pshes>> good for." <</if>> <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming." <<else>> "There's no escaping now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "I wonder if <<pshe>>'ll be able to hold this pose as it goes in." <<else>> "What are you waiting for? Fuck <<phim>> now." <</if>> <</if>> <<elseif $penisstate is "otheranusentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pHer>> penis isn't being fucked, yet <<pshes>> still cumming." <<else>> "There's no escaping now, slut." <</if>> <<else>> <<if $face is "covered">> "Stop covering your face, I want to capture your expression when it goes in." <<elseif $speechcamerapose is 1>> "That's the look of an eager slut, if I've ever seen one." <<else>> "What are you waiting for? Fuck <<phim>> now." <</if>> <</if>> <<elseif $anusstate is "penetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You're cumming with a <<beasttypes>> dick in your ass, how much dignity do you think you're protecting?" <<else>> "That's right, cum on that animal dick. Show the world what a <<bitch>> you are." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "Good <<beasttype>>. Don't stop until <<pshe>> can't stand." <<elseif $speechcamerapose is 1>> "This <<bitch>> knows where she belongs: with <<beasttype>> cock in <<pher>> ass." <<else>> "Good <<beasttype>>, show this <<bitch>> <<pher>> place. <<pShes>> letting you." <</if>> <<else>> <<if $face is "covered">> "Good <<beasttype>>, fuck this <<bitch>> hard." <<elseif $speechcamerapose is 1>> "That's the look of an eager <<bitch>>, if I've ever seen one." <<else>> "Good <<beasttype>>, show this <<girl>> <<pher>> place." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You're cumming with a dick in your ass, how much dignity do you think you're protecting?" <<else>> "That's right, cum on that dick. Show the world what a huge <<slut>> you are." <</if>> <<elseif $leglocktarget isnot undefined>> <<if $face is "covered">> "Fuck <<pher>> ass until <<pshe>> goes limp!" <<elseif $speechcamerapose is 1>> "That's it, smile for the camera while <<print ($position is "doggy" ? "pushing against <<personselect $anustarget>><<him>>" : "locking your legs")>>!" <<else>> "Ravage <<phim>> harder. I don't think <<pshe>>'ll complain." <</if>> <<else>> <<if $face is "covered">> "Fuck <<phim>> harder!" <<elseif $speechcamerapose is 1>> "That's the look of an eager <<slut>>, if I've ever seen one." <<else>> "Keep ravaging this <<girl>>'s ass, I want more pictures." <</if>> <</if>> <</if>> <<elseif $anusstate is "imminent" or $anusstate is "doubleimminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You love it, don't pretend otherwise." <<else>> "This <<bitch>> can't help it." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when your ass is violated." <<elseif $speechcamerapose is 1>> "Look at how eager this <<bitch>> is." <<else>> "Good <<beasttype>>, make <<phim>> your <<bitch>>." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can't hide your orgasm from us." <<else>> "This <<bitch>> can't help it." <</if>> <<else>> <<if $face is "covered">> "Move your hands, I want to see your expression when your ass is violated." <<elseif $speechcamerapose is 1>> "Will you still be so confident with that thing inside you, I wonder?" <<else>> "Fuck <<phim>>, make <<phim>> squirm." <</if>> <</if>> <</if>> <<elseif $anusstate is "entrance" or $anusstate is "doubleentrance">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can't hide your orgasm from us." <<else>> "This <<bitch>> can't help it." <</if>> <<else>> <<if $face is "covered">> "A good fucking will teach this <<bitch>> <<pher>> place." <<elseif $speechcamerapose is 1>> "I love how confident this <<bitch>> is." <<else>> "I think it's gonna fuck <<phim>>, I can't wait to get a picture." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You can't hide your orgasm from us." <<else>> "This <<bitch>> can't help it." <</if>> <<else>> <<if $face is "covered">> "This <<girl>> needs to learn <<pher>> place." <<elseif $speechcamerapose is 1>> "I love how confident this slut is." <<else>> "Fuck <<phim>>, make <<phim>> squirm." <</if>> <</if>> <</if>> <<elseif $anusstate is "doublepenetrated">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "You're cumming with two dicks in your ass, how much dignity do you think you're protecting?" <<else>> "That's right, cum on those dicks. Show the world what a huge slut you are." <</if>> <<else>> <<if $face is "covered">> "Fuck <<phim>> harder! This <<bitch>> can take both of you!" <<elseif $speechcamerapose is 1>> "What a champ." <<else>> "Keep ruining this <<girl>>'s ass, I want more pictures." <</if>> <</if>> <<elseif $mouthstate is "penetrated">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "It's amazing what <<pshe>> can fit in there." <<else>> "I hope it cums down <<pher>> throat while <<pshe>> orgasms." <</if>> <<else>> <<if $face is "covered">> "I doubt the <<beasttype>> cares which hole it fucks." <<elseif $speechcamerapose is 1>> "This <<bitch>> is addicted to <<beasttype>> cum, look at <<phim>>." <<else>> "You like the taste of <<beasttype>> dick, don't you." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "It's amazing what <<pshe>> can fit in there." <<else>> "I hope you cum down <<pher>> throat while <<pshe>> orgasms." <</if>> <<else>> <<if $face is "covered">> "No hole is off-limits." <<elseif $speechcamerapose is 1>> "Bet you can't wait for that tasty cum." <<else>> "Is that dick tasty? Don't answer with your mouth full." <</if>> <</if>> <</if>> <<elseif $mouthstate is "imminent">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Move <<pher>> hands, I want the camera to see who this <<bitch>> is." <<else>> "You'll look great cumming with a mouthful of <<beasttype>> dick." <</if>> <<else>> <<if $face is "covered">> "Don't stop there, show this <<bitch>> how much <<pshes>> worth." <<elseif $speechcamerapose is 1>> "Go on, suck it!" <<else>> "I want to see this <<bitch>> get a mouthful." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Move <<pher>> hands, I want the camera to see who this slut is." <<else>> "You'll look great cumming with a mouthful of dick." <</if>> <<else>> <<if $face is "covered">> "Don't stop there, show this <<bitch>> how much <<pshes>> worth." <<elseif $speechcamerapose is 1>> "Don't blow your load before getting it in, this <<bitch>> is thirsty." <<else>> "I want to see this <<bitch>> get a mouthful." <</if>> <</if>> <</if>> <<elseif $mouthstate is "entrance">> <<if $enemytype is "beast">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Move <<pher>> hands, I want the camera to see who this <<bitch>> is." <<else>> "You'll look great cumming with a mouthful of <<beasttype>> dick." <</if>> <<else>> <<if $face is "covered">> "Don't stop there, show this <<bitch>> how much <<pshes>> worth." <<elseif $speechcamerapose is 1>> "What an absolute piece of fuckmeat." <<else>> "I want to see this <<bitch>> get a mouthful." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Move <<pher>> hands, I want the camera to see who this slut is." <<else>> "You'll look great cumming with a mouthful of dick." <</if>> <<else>> <<if $face is "covered">> "Don't stop there, show this <<bitch>> how much <<pshes>> worth." <<elseif $speechcamerapose is 1>> "You can't wait for that tasty cock, can you?" <<else>> "I want to see this <<bitch>> get a mouthful." <</if>> <</if>> <</if>> <<elseif $mouthuse is "facesit">> <<if $orgasmdown gte 1>> <<switch random(2)>> <<case 0>> "This slut really loves having <<pher>> face sat on. <<pShes>> cumming." <<case 1>> "Such a submissive little <<bitch>>, if <<pshe>> gets off on having <<pher>> face abused like this." <<case 2>> "<<pShes>> getting off on being sat on. Sit on <<phim>> harder!" <</switch>> <<elseif $enemyanger gte 30>> <<switch random(4)>> <<case 0>> "Smother that loser's face under you." <<case 1>> "Put <<phim>> in <<pher>> place, beneath you." <<case 2>> "Go on, fuck <<pher>> face." <<case 3>> "Smother that slut in pussy and ass." <<case 4>> "Show that fucktoy <<pher>> place." <</switch>> <<else>> <<switch random(2)>> <<case 0>> "At least this slut knows <<pher>> place." <<case 1>> "Sit that ass down on <<pher>> face." <<case 2>> "I love seeing a <<girl>> get <<pher>> face sat on." <</switch>> <</if>> <<elseif $vaginastate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Careful not to suffocate <<phim>>, I want more pictures first." <<else>> "<<pShes>> cumming, guess <<pshe>> is just a fucktoy." <</if>> <<else>> <<if $face is "covered">> "That's it, put <<pher>> mouth to work." <<elseif $speechcamerapose is 1>> "Look at <<phim>> putting on a good face." <<else>> "Is that pussy tasty? Don't answer with your mouth full." <</if>> <</if>> <<elseif $vaginastate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Move <<pher>> hands, I want the camera to see who this slut is." <<else>> "You'll look great cumming with a mouthful of cunt." <</if>> <<else>> <<if $face is "covered">> "Don't stop there, show this <<bitch>> how much <<pshes>> worth." <<elseif $speechcamerapose is 1>> "This <<bitch>> looks like a right tart." <<else>> "Put <<pher>> <<bitch>> mouth to work." <</if>> <</if>> <<elseif $vaginastate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Move <<pher>> hands, I want the camera to see who this slut is." <<else>> "You'll look great cumming with a mouthful of cunt." <</if>> <<else>> <<if $face is "covered">> "Don't stop there, show this <<bitch>> how much <<pshes>> worth." <<elseif $speechcamerapose is 1>> "Bet you'll like the taste." <<else>> "Put <<pher>> <<bitch>> mouth to work." <</if>> <</if>> <<elseif $penisstate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> shy about cumming into your mouth, how cute." <<else>> "This <<girl>> is clearly enjoying it, don't stop." <</if>> <<else>> <<if $face is "covered">> "<<pShes>> shy about having <<pher>> dick sucked, how cute." <<elseif $speechcamerapose is 1>> "Look at <<phim>> love it." <<else>> "Smile for the camera, <<girl>>, you should be happy about having your penis sucked." <</if>> <</if>> <<elseif $penisstate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "I hope you milk <<phim>> dry." <<else>> "Aren't you worried you'll get cum on your face?" <</if>> <<else>> <<if $face is "covered">> "Lick <<phim>> good and proper." <<elseif $speechcamerapose is 1>> "I bet <<pshe>>'ll look even cuter when cumming." <<else>> "I hope I get a shot of <<phim>> cumming on your face." <</if>> <</if>> <<elseif $penisstate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "I hope you milk <<phim>> dry." <<else>> "Aren't you worried you'll get cum on your face?" <</if>> <<else>> <<if $face is "covered">> "Lick <<phim>> good and proper." <<elseif $speechcamerapose is 1>> "Lick <<phim>> dry." <<else>> "I hope I get a shot of <<phim>> cumming on your face." <</if>> <</if>> <<elseif $penisstate is "otherpenis">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Hiding <<pher>> face while cumming on that dick. Cute!" <<else>> "Look at <<pher>> cum squirting, it's covering that dick!" <</if>> <<else>> <<if $face is "covered">> "Yes, smash those <<penises>> together!" <<elseif $speechcamerapose is 1>> "It's nice to see you pose." <<else>> "I hope I get a good shot of <<phim>> cumming over that cock!" <</if>> <</if>> <<elseif $anusstate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> embarrassed! How adorable." <<else>> "Cumming with someone's tongue in your ass, you're a lewd <<girl>> aren't you." <</if>> <<else>> <<if $face is "covered">> "I can't get a clear shot of <<pher>> face with <<pher>> hands in the way." <<elseif $speechcamerapose is 1>> "Not even embarrassed!" <<else>> "Another nice picture of this slut." <</if>> <</if>> <<elseif $anusstate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> embarrassed! How adorable." <<else>> "<<pShes>> cumming already, be careful not to make <<phim>> faint." <</if>> <<else>> <<if $face is "covered">> "I don't know what you think covering your face achieves." <<elseif $speechcamerapose is 1>> "Great pose." <<else>> "Are you gonna lick <<phim>> out? I need a picture of that." <</if>> <</if>> <<elseif $anusstate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "<<pShes>> embarrassed! How adorable." <<else>> "<<pShes>> cumming already, be careful not to make <<phim>> faint." <</if>> <<else>> <<if $face is "covered">> "I don't know what you think covering your face achieves." <<elseif $speechcamerapose is 1>> "Keep that pose while you're licked out." <<else>> "Are you gonna lick <<phim>> out? I need a picture of that." <</if>> <</if>> <<elseif $mouthstate is "kiss">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Don't hide your pretty face." <<else>> "Is that kiss really so pleasurable or is <<pshe>> cumming?" <</if>> <<else>> <<if $face is "covered">> "How cute and romantic." <<elseif $speechcamerapose is 1>> "This <<girl>> loves it." <<else>> "How romantic." <</if>> <</if>> <<elseif $mouthstate is "kissimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Don't hide your pretty face." <<else>> "Is that kiss really so pleasurable or is <<pshe>> cumming?" <</if>> <<else>> <<if $face is "covered">> "How cute and romantic." <<elseif $speechcamerapose is 1>> "This'll look so cute." <<else>> "How romantic." <</if>> <</if>> <<elseif $mouthstate is "kissentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Is <<pshe>> shaking because <<pshes>> shy?" <<else>> "<<pShes>> shaking in anticipation." <</if>> <<else>> <<if $face is "covered">> "How cute and romantic." <<elseif $speechcamerapose is 1>> "What a pro." <<else>> "How romantic." <</if>> <</if>> <<elseif playerBellyVisible() and $settings.pregnancySpeechEnabled>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "Afraid someone will recognise you, pregnant <<bitch>>?" <<else>> "No wonder this <<bitch>> is pregnant, look at <<phim>> go!" <</if>> <<else>> <<if $face is "covered">> "The pregnant slut is shy!" <<elseif $speechcamerapose is 1>> "I feel so bad for <<pher>> baby daddy." <<else>> "I got a nice picture of that baby bump." <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> "What a slut." <<else>> "I hope <<pher>> convulsions come across in the picture." <</if>> <<else>> <<if $face is "covered">> <<if $pain gte 80>> "I think <<pshes>> hurt. Don't stop." <<elseif $pain gte 40>> "Don't bother hiding your tears, we can all see." <<else>> "Move your hands <<bitch>>, I want a picture of your face." <</if>> <<elseif $speechcamerapose is 1>> <<if $pain gte 80>> "Posing through the pain. What a trooper." <<elseif $pain gte 40>> "Putting on a brave face, are we?" <<else>> "This slut knows what the cameras like." <</if>> <<else>> <<if $pain gte 80>> "Now everyone will know how pathetic you are." <<elseif $pain gte 40>> "That's a nice shot. Are those tears?" <<else>> "Can't wait to share this with my friends." <</if>> <</if>> <</if>> <</if>> <</if>> <<if $face isnot "covered">> <<if $exposed is 1>> <<fameexhibitionism 1 "pic">> <<elseif $exposed gte 2>> <<fameexhibitionism 2 "pic">> <</if>> <<if playerBellyVisible()>> <<famepregnancy 1 "pic">> <</if>> <<if $sexavoid is 0 or $rapeavoid is 0>> <<if $consensual is 1>> <<famesex 1 "pic">> <<else>> <<famerape 1 "pic">> <</if>> <<if $enemytype is "beast">> <<famebestiality 1 "pic">> <</if>> <</if>> <</if>> <</widget>> <<widget "ahis">> <<if $audiencecamera is "man">> his <<elseif $audiencecamera is "boy">> his <<elseif $audiencecamera is "woman">> her <<elseif $audiencecamera is "girl">> her <</if>> <</widget>> <<widget "ahe">> <<if $audiencecamera is "man">> he <<elseif $audiencecamera is "boy">> he <<elseif $audiencecamera is "woman">> she <<elseif $audiencecamera is "girl">> she <</if>> <</widget>> <<widget "audiencespeech">> <<set $audiencemember to 0>> <<rng>> <<if $audienceforceboy is 1>> <<set $audiencemember to "boy">> <<elseif $audienceforcegirl is 1>> <<set $audiencemember to "girl">> <<elseif $location is "school" or $location is "pool" or $audienceforceteen is 1>> <<if maleChance() is 0>> <<set $audiencemember to "girl">> <<elseif maleChance() is 100>> <<set $audiencemember to "boy">> <<elseif $rng gte 51>> <<set $audiencemember to "boy">> <<else>> <<set $audiencemember to "girl">> <</if>> <<else>> <<if maleChance() is 0>> <<set $audiencemember to "woman">> <<elseif maleChance() is 100>> <<set $audiencemember to "man">> <<elseif $rng gte 51>> <<set $audiencemember to "man">> <<else>> <<set $audiencemember to "woman">> <</if>> <</if>> <<rng>> <<if $rng gte 91 and $audiencecamera6 is 0>> <span class="pink">A $audiencemember pulls out a phone and points the camera at you.</span> <<if $audiencecamera1 is 0>> <<set $audiencecamera1 to $audiencemember>> <<elseif $audiencecamera2 is 0>> <<set $audiencecamera2 to $audiencemember>> <<elseif $audiencecamera3 is 0>> <<set $audiencecamera3 to $audiencemember>> <<elseif $audiencecamera4 is 0>> <<set $audiencecamera4 to $audiencemember>> <<elseif $audiencecamera5 is 0>> <<set $audiencecamera5 to $audiencemember>> <<elseif $audiencecamera6 is 0>> <<set $audiencecamera6 to $audiencemember>> <</if>> <<else>> <<if $vaginastate is "penetrated">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $vaginastate is "imminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $vaginastate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "penetrated">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "imminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "otheranus">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "otheranusimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "otheranusentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $anusstate is "penetrated">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $anusstate is "imminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $anusstate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $mouthstate is "penetrated">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $mouthstate is "imminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $mouthstate is "entrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $vaginastate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $vaginastate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $vaginastate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $penisstate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $anusstate is "othermouth">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $anusstate is "othermouthimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $anusstate is "othermouthentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $mouthstate is "kiss">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $mouthstate is "kissimminent">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<elseif $mouthstate is "kissentrance">> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <<else>> <<if $orgasmdown gte 1>> <<if $face is "covered">> <<else>> <</if>> <<else>> <<if $face is "covered">> <<else>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "audience">> <div @class="($debugLines ? 'debugLines-audience' : '')"> <<set $audiencepresent to 1>> <<if $enemyanger gte 100>> <<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>> The audience is skittish but crowds around, as if you're a rare and dangerous animal. <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> Most of the audience keeps their distance, afraid you'll lash out. <<else>> The audience keeps their distance, afraid you'll lash out. <</if>> <br> <<elseif $enemyanger gte 60>> <<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>> The audience crowds around, their eagerness at odds with their caution. <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> The audience watches from a safe distance. The more daring among them inch closer. <<else>> The audience watches from a safe distance. <</if>> <br> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>> The audience crowds around, excited to see what happens next. <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> The excited audience crowds around. <<else>> The audience watches with interest. <</if>> <br> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>> The audience crowds around, vying for a good vantage. <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> The audience watches with interest. Some push through the crowd for a better vantage. <<else>> The audience watches with interest. <</if>> <br> <</if>> <<if $location isnot "prison">> <<if $audiencecamera1 isnot 0>> <<set $audienceselector to 1>> <<audiencecamera>> <br> <</if>> <<if $audiencecamera2 isnot 0>> <<set $audienceselector to 2>> <<audiencecamera>> <br> <</if>> <<if $audiencecamera3 isnot 0>> <<set $audienceselector to 3>> <<audiencecamera>> <br> <</if>> <<if $audiencecamera4 isnot 0>> <<set $audienceselector to 4>> <<audiencecamera>> <br> <</if>> <<if $audiencecamera5 isnot 0>> <<set $audienceselector to 5>> <<audiencecamera>> <br> <</if>> <<if $audiencecamera6 isnot 0>> <<set $audienceselector to 6>> <<audiencecamera>> <br> <</if>> <<set $facepic to 0>> <<set $breastpic to 0>> <<set $bottompic to 0>> <<set $genitalpic to 0>> <<set $bodypic to 0>> <<if $audiencecamera1 isnot 0 and $face is "covered">> <span class="teal">At least your face is hidden.</span> <br> <</if>> <<audiencespeech>> /*<br> commented out due to excess space they caused*/ <<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 0>> <<audiencespeech>> /*<br>*/ <</if>> <<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 20>> <<audiencespeech>> /*<br>*/ <</if>> <<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 40>> <<audiencespeech>> /*<br>*/ <</if>> <<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 60>> <<audiencespeech>> /*<br>*/ <</if>> <<if $rng - $enemyanger + (($enemyarousalmax / $enemyarousal) * 100) gte 80>> <<audiencespeech>> /*<br>*/ <</if>> <</if>> </div> <</widget>><<widget "audiencecameraswarm">> <<if _audienceswarminitcount is undefined or _audienceswarminitcount gte $audienceselector>> <<set _audienceswarminitcount to $audienceselector>> <<set _audienceswarmcarry to {"drya":{}}>> <<else>> <<set _audienceswarminitcount to $audienceselector>> <</if>> <<set _tmpcam to "none">> <<set _tmpsmoving to "creeping">> <<set _tmppspot to "">> <<set _tmpproof to "t">> <<if $swarm.type is "slimes" or $swarm.type is "pale slimes">> <<set _tmpsmoving to "slurping">> <<elseif $swarm.type is "worms">> <<set _tmpsmoving to "wiggling">> <<elseif $swarm.type is "snakes" or $swarm.type is "eels">> <<set _tmpsmoving to "slithering">> <</if>> <<rng>> <<if $rng gte 81 and $facepic isnot 1>> <<set $facepic to 1>> The $audiencedesc $audiencecamera points <<ahis>> camera at your face. A light flashes as <<ahe>> takes a picture. <br> <<set _tmpcam to "face">> <<elseif $rng gte 41 and $bottompic isnot 1>> <<set $bottompic to 1>> The $audiencedesc $audiencecamera points <<ahis>> camera at your <<bottom>>. A light flashes as <<ahe>> takes a picture. <br> <<set _tmpcam to "bottom">> <<elseif $rng gte 21 and $genitalpic isnot 1>> <<set $genitalpic to 1>> The $audiencedesc $audiencecamera points <<ahis>> camera at your <<genitals>>. A light flashes as <<ahe>> takes a picture. <br> <<set _tmpcam to "front">> <<elseif $bodypic isnot 1>> <<set $bodypic to 1>> The $audiencedesc $audiencecamera leans back so <<ahis>> camera can take in the whole scene. A light flashes as <<ahe>> takes a picture. <br> <<set _tmpcam to "full">> <</if>> <<if $swarm.amount.genital[1] gt 0 and _tmpcam is "front">> <<set _tmppspot to "gi">> <<elseif $swarm.amount.genital[0] gt 0 and _tmpcam is "front">> <<set _tmppspot to "g">> <<elseif $swarm.amount.butt[1] gt 0 and _tmpcam is "bottom">> <<set _tmppspot to "bi">> <<elseif $swarm.amount.butt[0] gt 0 and _tmpcam is "bottom">> <<set _tmppspot to "b">> <<elseif $swarm.amount.genital[1] gt 0 or $swarm.amount.butt[1] gt 0>> <<set _tmppspot to "i">> <<else>> <<set _tmppspot to "o">> <</if>> <<if _audienceswarmcarry.drya[_tmppspot] is undefined>> <<set _audienceswarmcarry.drya[_tmppspot] to "t">> <<set _tmpmark to "!">> <<set _tmporgasm to "">> <<if $orgasmdown gte 1>> <<if $orgasmcount gt 3>> <<aHe>> is yelling again: "You're a real <<print either("slut", "dirty slut", "bitch", "whore", "worthless slut", "extreme pervert")>> cumming again from these <<print $swarm.type>> <<set _tmporgasm to "<span class=\"pink\"> cumming hard</span> ">> <<set _tmpmark to "?">> <<else>> Suddenly <<ahe>> yells at you: "You're such a <<print either("slut", "whore", "pervert")>> cumming from these <<print $swarm.type>> <<set _tmporgasm to "<span class=\"pink\"> cumming</span> ">> <</if>> <<else>> <<if _tmpcam is "none">> The $audiencedesc $audiencecamera exclaims "I love how <<else>> <<aHe>> says "I love how <</if>> <<if $swarm.amount.active[0] lte 4>> the squirming <<print $swarm.type>> are <<elseif $swarm.amount.active[0] lte 8>> the swarming <<print $swarm.type>> are <<else>> the milling mass of <<print $swarm.type>> are <</if>> <</if>> <<print _tmpsmoving>> <<if _tmppspot is "g">> over your <<genitals>><<print _tmpmark>>" <<elseif _tmppspot is "gi">> over your <<genitals>><<print _tmpmark>>" <<elseif _tmppspot is "b">> over your <<bottom>><<print _tmpmark>>" <<elseif _tmppspot is "bi">> <span class="red"> inside your <<bottom>></span><<print _tmpmark>>" <<elseif _tmppspot is "i">> <span class="red">inside your body<<print _tmpmark>></span>" <<set _tmpproof to "f">> <<else>> over you<<print _tmpmark>>" <<set _tmpproof to "f">> <</if>> <<if _tmpcam is "face">> proudly <<ahe>> looks at <<ahis>> phone: "I've got a nice closeup of <<pher>> face<<print _tmporgasm>><<if _tmpproof is "t">> to prove it."<<else>>."<</if>> <<elseif _tmpcam is "bottom">> proudly <<ahe>> displays <<ahis>> phone: "I've got a nice closeup of <<pher>> <<bottom>><<print _tmporgasm>><<if _tmpproof is "t">> to prove it!"<<else>>."<</if>> <<elseif _tmpcam is "front">> proudly <<ahe>> holds up <<ahis>> phone: "I've got a nice closeup of <<pher>> <<genitals>><<print _tmporgasm>><<if _tmpproof is "t">> to prove it!"<<else>>."<</if>> <<elseif _tmpcam is "full">> proudly <<ahe>> shows the pictures on <<ahis>> phone: "I've got the pictures of this slut to prove it." <<set _tmpproof to "f">> <</if>> <</if>> <</widget>> <<widget "aHe">> <<if $audiencecamera is "man">> He <<elseif $audiencecamera is "boy">> He <<elseif $audiencecamera is "woman">> She <<elseif $audiencecamera is "girl">> She <</if>> <</widget>><<widget "generateBEAST">> <!-- NEW Args are NPC#(1-6), Type, Gender--> <!-- Example: <<generateBEAST 1 dog m>> would generate NPC 1 as male dog --> <!-- Example: <<generateBEAST 2 wolf f>> would generate NPC 2 as female wolf --> <<set _n to _args[0]-1>> <!-- Checks if endevent was properly used after the last event --> <<checkEventNPC _n>> <<set _type to _args[1]>> <<set _gen to _args[2]>> <<set _beast_genitals to _args[3]>> <<set _beast_monster to _args[4]>> <!-- Check that Type is known --> <<if !$BeastList.includes(_type)>> <span class="red">ERROR: generateBEAST unknown type</span> <</if>> <!-- Set gender and pronoun, random if unspecified --> <<if _gen is "m" or _gen is "f">> <<set $NPCList[_n].gender to _gen>><<set $NPCList[_n].pronoun to _gen>> <<elseif !isNaN(_generate_partner) and $NPCList[_generate_partner].gender isnot undefined>> <!-- This determines if the couple is homo or not. The generated NPC's partner is, by default, the NPC directly before them in NPCList. The partner can be selected manually with an argument. --> <<set $NPCList[_n].gender to maleChance($NPCList[_generate_partner].pronoun) gte random(1, 100) ? "m" : "f">> <<set $NPCList[_n].pronoun to $NPCList[_n].gender>> <<unset _generate_partner>> <<else>> <<if random(1, 100) lte beastMaleChance()>> <<set $NPCList[_n].gender to "m">><<set $NPCList[_n].pronoun to "m">> <<else>> <<set $NPCList[_n].gender to "f">><<set $NPCList[_n].pronoun to "f">> <</if>> <</if>> <<set $NPCList[_n].adult to 1>> <<set $NPCList[_n].lefthand to "none">> <<set $NPCList[_n].righthand to "none">> <<set $NPCList[_n].mouth to 0>> <<set $NPCList[_n].stance to "approach">> <<set $NPCList[_n].chastity to {penis:"", vagina:"", anus:""}>> <<generatePronouns $NPCList[_n]>> <<set $NPCList[_n].location to { head: 0, genitals: 0, }>> <<if $NPCList[_n].pregnancy is undefined>> <<set $NPCList[_n].pregnancy to 0>> <</if>> <<set $NPCList[_n].pregnancyAvoidance to random(0,50)>> <<if $enemyno lt 6>><<set $enemyno += 1>><</if>> <<beastattribute _n _type>> <<run EventSystem.push($passage, _n, $timeStamp)>> <</widget>> <<widget "beastattribute">> <!-- NEW Set Beast attributes. $arg[0] calls NPC number to be generated, arg[1] sets beast type --> <<nounderwearcheck>> <<set _n to _args[0]>> <<set _type to _args[1]>> <!-- Set genitals active --> <<set _gen to $NPCList[_n].gender>> <<set $NPCList[_n].vagina to "none">> <<set $NPCList[_n].penis to "none">> <<if _beast_genitals is "penis">> <<set $NPCList[_n].penis to 0>> <<elseif _beast_genitals is "vagina">> <<set $NPCList[_n].vagina to 0>> <<elseif ["m", "f", "h"].includes(_gen)>> <<switch _gen>> <<case "m">> <<set $NPCList[_n].penis to 0>> <<case _gen "f">> <<set $NPCList[_n].vagina to 0>> <<case _gen "h">> <<set $NPCList[_n].penis to 0>> <<set $NPCList[_n].vagina to 0>> <</switch>> <</if>> <<npcClothesType $NPCList[_n] "naked">> <<set $NPCList[_n].chest to "none">> <<set $NPCList[_n].insecurity to "none">> <!-- Select Beast Description/Strength/Genital pairing --> <!-- v2.7 $BeastList is 0-7: "dog", "cat", "pig", "wolf", "dolphin", "lizard", "bear", "creature" --> <!-- v2.13 "horse" added to $BeastList --> <<set _h to [200,150,200,300,200,250,500,300,200,500,225,150,400,300,350]>> <!-- Health Max per type --> <<set _t to ["dog","cat","pig","wolf","dolphin","lizard","bear","boar","creature","horse","fox","hawk","cow","spider","snake"]>> <!-- Name of each type --> <<set _d to [["large"], ["large"], ["fat"], ["enormous", "girthy", "huge", "mighty", "hefty", "colossal", "humongous", "large"], ["bottlenose"], ["scaly"], ["brown"], ["hairy"], ["strange"], ["huge"], ["large"], ["fierce"], ["huge"], ["slimy"], ["scaly"] ]>> <!-- Descriptor of each type --> <<set _pd to ["knotted penis","spiked penis","penis","knotted penis","strange penis","penis","penis","penis","penis","equine cock","knotted penis","avian cock","bovine cock","arachnid penis","serpent penis"]>> <!-- Descriptor of Penises --> /% <<set _cla to [1,1,1,1,0,1,1,1]>> %/ <<set _ps to [2,2,2,3,2,2,3,3,2,5,2,2,4,2,2]>> <!-- Size of penises --> <<set _i to $BeastList.indexOf(_type)>> <<set $NPCList[_n].healthmax to _h[_i]>> <<set $NPCList[_n].health to $NPCList[_n].healthmax>> <<set $NPCList[_n].description to _d[_i].pluck()>> <<set $NPCList[_n].type to _t[_i]>> <!-- <<set $NPCList[_n].claws to _cla[_i]>> --> <<set $NPCList[_n].breastsize to 0>> <<set $NPCList[_n].breastsdesc to "nipples">> <<set $NPCList[_n].breastdesc to "nipple">> <<set $NPCList[_n].monster to 0>> <!-- Default to assuming not a monster --> <<set $NPCList[_n].claws to "claws">> <!-- Check for beast-type specific changes --> <<if $NPCList[_n].type is "horse">> <<set $NPCList[_n].hair to either("appaloosa","bay","black","brown","buckskin","chestnut","cremello","dun","grey","overo","palomino","piebald","roan","skewbald","spotted","tobiano")>> <<set $NPCList[_n].claws to "hooves">> <!-- Horses have hooves --> <<elseif $NPCList[_n].type is "cow">> <<if $NPCList[_n].gender is "m">> <<set $NPCList[_n].type to "bull">> <!-- male cows are called bulls (or bullboys for monsters) --> <</if>> <<set $NPCList[_n].claws to "hooves">> <!-- Cattle have hooves --> <<elseif $NPCList[_n].type is "dolphin">> <<set $NPCList[_n].claws to "flippers">> <!-- Dolphins have flippers --> <<elseif $NPCList[_n].type is "hawk">> <<set $NPCList[_n].claws to "talons">> <!-- Hawks have talons --> <<elseif $NPCList[_n].type is "pig" or $NPCList[_n].type is "boar">> <<set $NPCList[_n].claws to "hooves">> <!-- Pigs and boars have hooves --> <</if>> <!-- Monster generation code --> <<rng>> <<if $NPCList[_n].type is "creature" and !_tower_creature>> <!-- Set hallucination creatures to always be monsters. tower creature is special and can be generated as a beast, even with bestiality disabled --> <<set $NPCList[_n].monster to "monster">> <<elseif _beast_monster is "beast">> <!-- got explicit request to generate a beast, not a monster --> <<set $NPCList[_n].monster to 0>> <<elseif !$settings.bestialityEnabled && $NPCList[0].monster is "monster">> <!-- if bestiality is disabled, some scenes check if the first beast is generated as a monster to see if the encounter can proceed to be lewd. if so - all subsequent beasts must also be converted to monsters unless explicitly told not to --> <!-- TODO: rewrite such encounters with a clearer distinction between lewd and non-lewd generated beasts --> <<set $NPCList[_n].monster to "monster">> <<elseif $settings.monsterChance gte $rng and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly) or _beast_monster is "monster">> <<set $NPCList[_n].monster to "monster">> <</if>> <<if $NPCList[_n].monster is "monster">> <<if ["dog","pig","wolf","dolphin","boar","fox","hawk","cow","snake"].includes($NPCList[_n].type)>> <!-- Remove claws from many monster types --> <<run delete $NPCList[_n].claws>> <!-- It can't have claws - using undefined to maintain back compat with previous saves mid-combat ($claws) --> <</if>> <<if $NPCList[_n].type is "horse">> <<set $NPCList[_n].type to "centaur">> <<elseif $NPCList[_n].type is "hawk">> <<set $NPCList[_n].type to "harpy">> <<elseif $NPCList[_n].type is "creature">> <!-- do nothing so creatures don't become creatureboys --> <<elseif $NPCList[_n].gender is "f">> <<set $NPCList[_n].type to $NPCList[_n].type + "girl">> <<else>> <<set $NPCList[_n].type to $NPCList[_n].type + "boy">> <</if>> <<set $NPCList[_n].lefthand to 0>> <<set $NPCList[_n].righthand to 0>> <!-- female monster people mammals have an accessible chest and might be able to lactate. --> <<if $NPCList[_n].pronoun is "f" and ["catgirl", "doggirl", "wolfgirl", "beargirl", "foxgirl", "cowgirl", "harpy"].includes($NPCList[_n].type)>> <<set $NPCList[_n].chest to 0>> <<if ["beargirl", "cowgirl"].includes($NPCList[_n].type)>> <!-- Bigger monsters = Bigger booba --> <<set $_breastMin to [0,0,0,0,2,2,2,2,2,5,5,5,5,5,5,5,8,8,9,10,12]>> <<set $_breastMax to [4,4,4,4,4,4,7,7,8,9,9,9,9,12,10,11,10,11,11,12,12]>> <<else>> <<set $_breastMin to [0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,5,5,8,3,10,12]>> <<set $_breastMax to [4,4,4,4,4,4,7,7,7,7,8,8,8,8,8,11,11,12,10,12,12]>> <</if>> <<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>> <<set _brlvl to random(0,20)>> <!-- select a random index in the arrays --> <<if $settings.breastModifier gte $_breastMin[_brlvl]>><<set $_breastMin[_brlvl] to $settings.breastModifier>><</if>> <<if $settings.breastModifier gte $_breastMax[_brlvl]>><<set $_breastMax[_brlvl] to $settings.breastModifier>><</if>> <<if $settings.breastModifier lt 0>> <<set $_breastMin[_brlvl] to Math.clamp($_breastMin[_brlvl]+$settings.breastModifier, 0, 12)>> <<set $_breastMax[_brlvl] to Math.clamp($_breastMax[_brlvl]+$settings.breastModifier, 0, 12)>> <</if>> <<set _rngbr to random($_breastMin[_brlvl], $_breastMax[_brlvl])>> <<set $NPCList[_n].breastsize to _rngbr>> <<switch _rngbr>> <<case 0>> <<set $NPCList[_n].breastsdesc to "nipples">> <<set $NPCList[_n].breastdesc to "nipple">> <<default>> <<set $NPCList[_n].breastsdesc to _brdes[_rngbr]+" breasts">> <<set $NPCList[_n].breastdesc to _brdes[_rngbr]+" breast">> <</switch>> <<if random(1, 100) gte 61 or $NPCList[_n].type is "cowgirl">> <<set $NPCList[_n].lactation to 1>> <<else>> <<set $NPCList[_n].lactation to 0>> <</if>> <</if>> <<if random(1, 100) lte $settings.darkSkinChance>> <<set $NPCList[_n].skincolour to "black">> <<else>> <<set $NPCList[_n].skincolour to "white">> <</if>> <</if>> <<set $NPCList[_n].fullDescription to $NPCList[_n].description + " ">> <<if $NPCList[_n].monster is 0>> <<if $NPCList[_n].type isnot "cow" and $NPCList[_n].type isnot "bull">> <<if $NPCList[_n].pronoun is "m">> <<set $NPCList[_n].fullDescription += "male ">> <<elseif $NPCList[_n].pronoun is "f">> <<set $NPCList[_n].fullDescription += "female ">> <</if>> <</if>> <</if>> <<set $NPCList[_n].fullDescription += $NPCList[_n].type>> <<if $NPCList[_n].type.includes("fox")>> <<generate_npc_skills>> <<generate_beast_traits>> <<if $NPCList[_n].traits.includes("cowardly")>> <<set $NPCList[_n].skills.security += 200>> <<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>> <<elseif $NPCList[_n].traits.includes("territorial")>> <<set $NPCList[_n].healthmax += 125>> <<set $NPCList[_n].health += 125>> <<set $NPCList[_n].skills.security += 100>> <<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>> <<elseif $NPCList[_n].traits.includes("clever")>> <<set $NPCList[_n].skills.security += 150>> <<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>> <<set $NPCList[_n].skills.athletics += 100>> <<set $NPCList[_n].skills.athletics to Math.clamp($NPCList[_n].skills.athletics, 1, 1000)>> <<elseif $NPCList[_n].traits.includes("friendly")>> <<set $NPCList[_n].healthmax -= 75>> <<set $NPCList[_n].health -= 75>> <<elseif $NPCList[_n].traits.includes("clumsy")>> <<set $NPCList[_n].skills.security -= 200>> <<set $NPCList[_n].skills.security to Math.clamp($NPCList[_n].skills.security, 1, 1000)>> <<set $NPCList[_n].skills.athletics -= 200>> <<set $NPCList[_n].skills.athletics to Math.clamp($NPCList[_n].skills.athletics, 1, 1000)>> <</if>> <</if>> <!-- Gender-swap monsters if needed --> <<if $NPCList[_n].monster is "monster" and _beast_genitals is undefined>> <<set $NPCList[_n].penis to "none">> <<set $NPCList[_n].vagina to "none">> <<rng>> <<if $NPCList[_n].gender is "m">> <<if $rng lte $settings.maleNPCVaginaChance and $debugEnableHerms>> <<set $NPCList[_n].penis to 0>> <<set $NPCList[_n].vagina to 0>> <<elseif $rng lte $settings.maleNPCVaginaChance>> <<set $NPCList[_n].vagina to 0>> <<else>> <<set $NPCList[_n].penis to 0>> <</if>> <<elseif $NPCList[_n].gender is "f">> <<if $rng lte $settings.femaleNPCPenisChance and $debugEnableHerms>> <<set $NPCList[_n].vagina to 0>> <<set $NPCList[_n].penis to 0>> <<elseif $rng lte $settings.femaleNPCPenisChance>> <<set $NPCList[_n].penis to 0>> <<else>> <<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <</if>> <<if $NPCList[_n].penis isnot "none">> <<set $NPCList[_n].penisdesc to _pd[_i]>> <<set $NPCList[_n].penissize to _ps[_i]>> <<else>> <<set $NPCList[_n].penisdesc to "none">> <<set $NPCList[_n].penissize to 0>> <</if>> <</widget>> <!-- rng is rolled right after this widget runs, so it shouldn't need correction unless this widget is manually called somewhere outside of beast generation --> <<widget "generate_beast_traits">> <<set $NPCList[_n].traits to []>> <<if $location is "moor" and $moor>> <<rng 10>> <<if $moor gte 51>> <!-- High moor --> <<switch $rng>> <<case 1 2 3 4 5>><<set $NPCList[_n].traits.push("territorial")>> <<default>><<set $NPCList[_n].traits.push("clever")>> <</switch>> <<elseif $moor gte 21>> <!-- Mid moor --> <<switch $rng>> <<case 1 2>><<set $NPCList[_n].traits.push("cowardly")>> <<case 3 4>><<set $NPCList[_n].traits.push("territorial")>> <<case 5 6>><<set $NPCList[_n].traits.push("clever")>> <<case 7 8>><<set $NPCList[_n].traits.push("friendly")>> <<default>><<set $NPCList[_n].traits.push("clumsy")>> <</switch>> <<else>> <!-- Low moor --> <<switch $rng>> <<case 1 2 3>><<set $NPCList[_n].traits.push("cowardly")>> <<case 4>><<set $NPCList[_n].traits.push("territorial")>> <<case 5>><<set $NPCList[_n].traits.push("clever")>> <<case 6 7 8>><<set $NPCList[_n].traits.push("friendly")>> <<default>><<set $NPCList[_n].traits.push("clumsy")>> <</switch>> <</if>> <<else>> <<rng 5>> <<switch $rng>> <<case 1>><<set $NPCList[_n].traits.push("cowardly")>> <<case 2>><<set $NPCList[_n].traits.push("territorial")>> <<case 3>><<set $NPCList[_n].traits.push("clever")>> <<case 4>><<set $NPCList[_n].traits.push("friendly")>> <<case 5>><<set $NPCList[_n].traits.push("clumsy")>> <</switch>> <</if>> <</widget>> <!-- Dolphin generate calls --> <<widget "generatedolphin1">> <<generateBEAST 1 dolphin>> <</widget>> <<widget "generatedolphin2">> <<generateBEAST 2 dolphin>> <</widget>> <<widget "generatedolphin3">> <<generateBEAST 3 dolphin>> <</widget>> <<widget "generatedolphin4">> <<generateBEAST 4 dolphin>> <</widget>> <<widget "generatedolphin5">> <<generateBEAST 5 dolphin>> <</widget>> <<widget "generatedolphin6">> <<generateBEAST 6 dolphin>> <</widget>> <!-- Dog generate calls --> <<widget "generatedog1">> <<generateBEAST 1 dog>> <</widget>> <<widget "generatedog2">> <<generateBEAST 2 dog>> <</widget>> <<widget "generatedog3">> <<generateBEAST 3 dog>> <</widget>> <<widget "generatedog4">> <<generateBEAST 4 dog>> <</widget>> <<widget "generatedog5">> <<generateBEAST 5 dog>> <</widget>> <<widget "generatedog6">> <<generateBEAST 6 dog>> <</widget>> <!-- Wolf generate calls --> <<widget "generatewolf1">> <<generateBEAST 1 wolf>> <</widget>> <<widget "generatewolf2">> <<generateBEAST 2 wolf>> <</widget>> <<widget "generatewolf3">> <<generateBEAST 3 wolf>> <</widget>> <<widget "generatewolf4">> <<generateBEAST 4 wolf>> <</widget>> <<widget "generatewolf5">> <<generateBEAST 5 wolf>> <</widget>> <<widget "generatewolf6">> <<generateBEAST 6 wolf>> <</widget>> <!-- Cat generate calls --> <<widget "generatecat1">> <<generateBEAST 1 cat>> <</widget>> <<widget "generatecat2">> <<generateBEAST 2 cat>> <</widget>> <<widget "generatecat3">> <<generateBEAST 3 cat>> <</widget>> <<widget "generatecat4">> <<generateBEAST 4 cat>> <</widget>> <<widget "generatecat5">> <<generateBEAST 5 cat>> <</widget>> <<widget "generatecat6">> <<generateBEAST 6 cat>> <</widget>> <!-- Pig generate calls --> <<widget "generatepig1">> <<generateBEAST 1 pig>> <</widget>> <<widget "generatepig2">> <<generateBEAST 2 pig>> <</widget>> <<widget "generatepig3">> <<generateBEAST 3 pig>> <</widget>> <<widget "generatepig4">> <<generateBEAST 4 pig>> <</widget>> <<widget "generatepig5">> <<generateBEAST 5 pig>> <</widget>> <<widget "generatepig6">> <<generateBEAST 6 pig>> <</widget>> <!-- Boar generate calls --> <<widget "generateboar1">> <<generateBEAST 1 boar>> <</widget>> <<widget "generateboar2">> <<generateBEAST 2 boar>> <</widget>> <<widget "generateboar3">> <<generateBEAST 3 boar>> <</widget>> <<widget "generateboar4">> <<generateBEAST 4 boar>> <</widget>> <<widget "generateboar5">> <<generateBEAST 5 boar>> <</widget>> <<widget "generateboar6">> <<generateBEAST 6 boar>> <</widget>> <!-- Lizard generate calls --> <<widget "generatelizard1">> <<generateBEAST 1 lizard>> <</widget>> <<widget "generatelizard2">> <<generateBEAST 2 lizard>> <</widget>> <<widget "generatelizard3">> <<generateBEAST 3 lizard>> <</widget>> <<widget "generatelizard4">> <<generateBEAST 4 lizard>> <</widget>> <<widget "generatelizard5">> <<generateBEAST 5 lizard>> <</widget>> <<widget "generatelizard6">> <<generateBEAST 6 lizard>> <</widget>> <!-- Bear generate calls --> <<widget "generatebear1">> <<generateBEAST 1 bear>> <</widget>> <<widget "generatebear2">> <<generateBEAST 2 bear>> <</widget>> <<widget "generatebear3">> <<generateBEAST 3 bear>> <</widget>> <<widget "generatebear4">> <<generateBEAST 4 bear>> <</widget>> <<widget "generatebear5">> <<generateBEAST 5 bear>> <</widget>> <<widget "generatebear6">> <<generateBEAST 6 bear>> <</widget>> <!-- creature generate calls --> <<widget "generatecreature1">> <<generateBEAST 1 creature>> <</widget>> <<widget "generatecreature2">> <<generateBEAST 2 creature>> <</widget>> <<widget "generatecreature3">> <<generateBEAST 3 creature>> <</widget>> <<widget "generatecreature4">> <<generateBEAST 4 creature>> <</widget>> <<widget "generatecreature5">> <<generateBEAST 5 creature>> <</widget>> <<widget "generatecreature6">> <<generateBEAST 6 creature>> <</widget>> <!-- creature fox calls --> <<widget "generatefox1">> <<generateBEAST 1 fox>> <</widget>> <<widget "generatefox2">> <<generateBEAST 2 fox>> <</widget>> <<widget "generatefox3">> <<generateBEAST 3 fox>> <</widget>> <<widget "generatefox4">> <<generateBEAST 4 fox>> <</widget>> <<widget "generatefox5">> <<generateBEAST 5 fox>> <</widget>> <<widget "generatefox6">> <<generateBEAST 6 fox>> <</widget>> <!-- creature spider calls --> <<widget "generatespider1">> <<generateBEAST 1 spider>> <</widget>> <<widget "generatespider2">> <<generateBEAST 2 spider>> <</widget>> <<widget "generatespider3">> <<generateBEAST 3 spider>> <</widget>> <<widget "generatespider4">> <<generateBEAST 4 spider>> <</widget>> <<widget "generatespider5">> <<generateBEAST 5 spider>> <</widget>> <<widget "generatespider6">> <<generateBEAST 6 spider>> <</widget>> <!-- creature snake calls --> <<widget "generatesnake1">> <<generateBEAST 1 snake>> <</widget>> <<widget "generatesnake2">> <<generateBEAST 2 snake>> <</widget>> <<widget "generatesnake3">> <<generateBEAST 3 snake>> <</widget>> <<widget "generatesnake4">> <<generateBEAST 4 snake>> <</widget>> <<widget "generatesnake5">> <<generateBEAST 5 snake>> <</widget>> <<widget "generatesnake6">> <<generateBEAST 6 snake>> <</widget>><!-- DEV NOTES NG v2.7 Beast to NPC notes. The <<beast>> widget is analogous to <<man>> (which calls <<man-combat>>) widget, otherwise combat is identical. --> <!-- All beasts use $pronoun = "i". This will need to be commonised to m/f like other NPCs so will require cleanup. --> <!-- $semenpuddle is unique to beast combat and only works in context of train combat. Effect is captured in this widget and could be expanded to man-combat --> <!-- $player.penisExist and $player.vaginaExist are PC variables, should really be converted to gender / pronoun checks for PC... fix later --> <!-- "Growling" should convert to widget to capture other beast types (squawking, yowling, roaring, etc.), as well as a "whimpering" Dom/Pain. "Jaws" "Claws" "Teeth"--> <!-- The "man" widget sets the gang combat dynamic (and handle gender surprise), then calls man-combat for each combatant. "beast" skips this step and sets up next combatant as part of attack calls during events. --> <!-- This could be reworked with "man" becoming "gang-combat" and new "train-combat" which can call either "man-combat" or "beast-combat" (renamed from "beast") with looping function put into "train-attack". Gender surprise can be worked into "train-attack" --> <!-- SKIPPED .claws (0, 1) replacing $claws. Claws are rarely removed (only for dolphins). This could be revisited depending on new beast types added --> <!-- This is no longer the case see beast-generation.twee --> <!-- TODO New widgets: growling, whimpering, jaws, claws, teeth --> <!-- TODO Create train-combat functionality for human NPCs --> <!-- Any instances of .location used are to prevent weirdness with monsterperson chest play.--> <<widget "beast">> <div @class="($debugLines ? 'debugLines-beast' : '')"> <<outfitChecks>> <<set _n to $active_enemy>> <<if $NPCList[_n].pronoun is "m">> <<set $pronoun to "m">> <<elseif $NPCList[_n].pronoun is "f">> <<set $pronoun to "f">> <<else>> <<set $pronoun to "i">> <</if>> <<if $hypnosis_deviancy_check is undefined>> <<set $hypnosis_deviancy_check to 1>> <<if $hypnosis_traits.deviancy gte random(1, 5) and $NPCList[_n].stance is "approach">> <<if $hypnosis_traits.devotion gte 5>> A primal urge briefly swells within you, <span class="forest-green"> before being snuffed out. <<if $worn.neck.collared gte 1>> It feels as though your $worn.neck.name is tugged, <<else>> Your skin tingles at the phantom sensation of a collar being placed over your neck. The leash is tugged, <</if>> snapping you out of the trance. </span> <<elseif $uncomfortable.hypnosis is false>> <<hypnosisText 'A primal urge swells within you. <span class="purple">You drop to your knees and give a provocative wiggle.</span>'>> <span class="pink">The <<beasttype>> takes advantage of your display.</span> <<if $rng gte 71 and $position isnot "wall" and $NPCList[_n].location.head is 0>> <<set $NPCList[_n].stance to "topface">><<set $NPCList[_n].mouth to 0>> <<else>> <<set $NPCList[_n].stance to "top">><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>> <</if>> <<elseif $willpower lt random(1, 1000)>> <<hypnosisText 'A primal urge swells within you. <span class="purple">You drop to your knees and give a provocative wiggle.</span>'>> <span class="pink">The <<beasttype>> takes advantage of your display.</span> <<if $rng gte 71 and $position isnot "wall" and $NPCList[_n].location.head is 0>> <<set $NPCList[_n].stance to "topface">><<set $NPCList[_n].mouth to 0>> <<else>> <<set $NPCList[_n].stance to "top">><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>> <</if>> <<else>> You feel a primal urge swell within you, <span class="teal">but you ignore the resulting impulse.</span><<gwillpower>><<willpower 2>> <</if>> <</if>> <</if>> <<if $NPCList[_n].stance is "top">> <<if $NPCList[_n].type is "horse" or $NPCList[_n].type is "centaur">> <<if $position is "wall">> The $NPCList[_n].type rears above your restrained body in a mating posture. <<else>> The $NPCList[_n].type rears above you in a mating posture. <</if>> <<else>> The $NPCList[_n].type has you pinned in a mating posture. <<if $semenpuddle gte 4>> <<if $water is 0>> The semen on the ground makes your knees slip with every thrust. <<else>> <</if>> <</if>> <</if>> <</if>> <<if $NPCList[_n].stance is "topface">> The $NPCList[_n].type has you pinned from the front. <<if $semenpuddle gte 4>> <<if $water is 0>> The semen on the ground makes you slip with every thrust. <<else>> <</if>> <</if>> <</if>> <<if $NPCList[_n].stance is "approach">> <<if $enemyanger gte 120>> <<if $NPCList[_n].type is "hawk">> The $NPCList[_n].type shrieks at you. <<else>> The $NPCList[_n].type bares <<bhis>> teeth at you. <</if>> <<elseif $enemyanger gte 80>> <<if $NPCList[_n].type is "hawk">> The $NPCList[_n].type beats <<bhis>> wings. <<else>> The $NPCList[_n].type bares <<bhis>> teeth at you. <</if>> <<elseif $enemyanger gte 40>> <<if $water is 1>> The $NPCList[_n].type swims around you in a circle. <<elseif $NPCList[_n].type is "hawk">> The $NPCList[_n].type hops back and forth. <<else>> The $NPCList[_n].type paces back and forth. <</if>> <<else>> <<if $water is 1>> The $NPCList[_n].type swims near you. <<else>> The $NPCList[_n].type bears down on you. <</if>> <</if>> <</if>> <<if $NPCList[_n].monster is "monster">> <!-- HAND SECTION --> <<hand_section>> /* End Hand Section */ <!-- CHEST START --> <<chest_section>> <</if>> <<if $NPCList[_n].mouth is "hair">> <<if $enemyanger + $rng lte 50>> <span class="blue"><<bHe>> releases your hair.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $mouthuse isnot "breasts">> <<bHe>> pulls on your hair, jerking your head back. <<violence 1>> <</if>> <</if>> <<beastclothing>> <<if $NPCList[_n].mouth is "neck">> <<if $enemyanger + $rng lte 100>> <span class="teal"><<bHe>> releases your neck from <<bhis>> <<beast_jaws_text>>.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $enemyanger + $rng lte 200>> <<bHe>> continues to hold you down by the neck. <<violence 3>><<bruise neck>><<hitstat>> <<else>> <<bHe>> tightens <<bhis>> <<beast_jaws_text>>. You can't breathe! <<violence 10>><<bruise neck>><<bruise neck>><<hitstat>> <</if>> <</if>> <<rng>> /*TODO: Adjust to correct for herm characters*/ <<if $NPCList[_n].penis is "thighs">> <<if $player.vaginaExist>> <<if $rng gte 101>> <span class="blue"><<bHe>> angles <<bhis>> $NPCList[_n].penisdesc towards your <<pussy>>.</span> <<set $thighuse to 0>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $thighactiondefault to "thighs">><<set $vaginatarget to _n>> <<else>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc between your thighs and <<pussy>>. <<sex 5 "genitals">> <</if>> <<else>> <<if $rng gte 101>> <<bHe>> moves <<bhis>> penis out from between your thighs. <<set $thighuse to 0>><<set $NPCList[_n].penis to 0>><<set $thighactiondefault to "thighs">> <<else>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc between your thighs. <<sex 5 "anus">> <</if>> <</if>> <</if>> <<if $NPCList[_n].penis is "vagina">> <<set _pain to $vaginalPain>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> fucks your <<pussy>> with a violent intensity. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> continues fucking your <<pussy>>. Each thrust feels deeper than the last. <<else>> Wanting to prove dominance <<bhe>> pounds your <<pussy>> with deep and deliberate thrusts. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> You feel <<bhis>> $NPCList[_n].penisdesc throb as <<bhe>> pounds away at your <<pussy>>. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> violates your <<pussy>> with increasing eagerness. <<else>> <<bHe>> fucks your <<pussy>> with deep and deliberate thrusts. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> fucks your <<pussy>>, eager to fill you with seed. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> pounds your <<pussy>> without relenting. <<else>> <<bHe>> continues thrusting into your <<pussy>>. <</if>> <</if>> <<sex 30 "genitals">><<bruise vagina>><<violence 2>><<pain _pain>> <</if>> <<rng>> <<if $NPCList[_n].penis is "vaginaimminent" and !playerChastity("vagina")>> <<set _pain to $vaginalPain>> <<if $player.virginity.vaginal isnot true>> <<if $NPCList[_n].penissize gte 5>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> The sheer size drives thought from your mind. <<sex 30 "genitals">><<set _pain *= 3>><<pain _pain>> <<elseif $NPCList[_n].penissize gte 4>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <<sex 30 "genitals">><<set _pain *= 2>><<pain _pain>> <<else>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <<sex 30 "genitals">><<pain _pain>> <</if>> <<sex 30 "genitals">><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<violence 2>> <<elseif $player.virginity.vaginal is true>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <<switch $NPCList[_n].penissize>> <<case 5>> <span class="red"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> obliterating your hymen and forever robbing you of your purity. You'd scream, but the sheer size seizes your breath and thought.</span> <<violence 200>><<set _pain *= 3>><<pain _pain>> <<case 4>> <span class="red"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> obliterating your hymen and forever robbing you of your purity. You scream out as your <<pussy>> struggles to accommodate <<bhis>> cock.</span> <<violence 200>><<set _pain *= 2>><<pain _pain>> <<case 1>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> breaking your hymen and forever robbing you of your purity.</span><span class="green"> While technically no longer a virgin, you can barely feel it.</span> <<violence 25 4 4>> <<default>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your virgin pussy,</span><span class="red"> breaking your hymen and forever robbing you of your purity.</span> <<violence 100>><<pain _pain>> <</switch>> <</if>> <<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "vaginal">> <</if>> <<vaginalstat>><<set $NPCList[_n].penis to "vagina">><<bruise vagina>><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "penetrated">> <</if>> <<rng>> <!-- DEBUG syntax issue with this IF statement set v2.7 (???) NG --> <<if $NPCList[_n].penis is "vaginaentrance">> <<if $worn.over_lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name. <<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name. <<sex 5 "genitals">><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 1 and playerChastity("vagina")>> <<if $NPCList[_n].penissize gte 5>> <<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name, desperate to <<if $settings.pregnancySpeechEnabled>>breed<<else>>fuck<</if>> the <<pussy>> beneath. <<bHe>> <<beast_growls_text>> in pain, but <span class="pink">the device feels looser after each push.</span> <<sex 10 "genitals">><<set $worn.genitals.integrity -= 240>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>> <<else>> <<bHe>> thrusts against your $worn.genitals.name, desperate to <<if $settings.pregnancySpeechEnabled>>breed<<else>>fuck<</if>> the <<pussy>> beneath. <<bHe>> hurts <<bhimself>> against the hard material and withdraws, <<beast_growling_text>>. <<set $NPCList[_n].penis to 0>><<set $vaginause to 0>><<set $vaginastate to 0>><<sex 20 "genitals">><<set $worn.genitals.integrity -= 40>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>> <</if>> <<elseif $worn.under_lower.vagina_exposed is 0>> <<if $NPCList[_n].penissize gte 5>> <<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name, <span class="purple">tearing the fabric.</span> <<sex 10 "genitals">><<set $worn.under_lower.integrity -= 40>> <<else>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name. <<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>> <</if>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $vaginaWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>> <<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<pussy>>. <<vagina_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<sex 20 "genitals">><<set $NPCList[_n].penis to "vaginaimminent">><<set $vaginastate to "imminent">> <<else>> <<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<pussy>>, <span class="blue">but fails to penetrate,</span> instead angling away and rubbing against your <<if $player.penisExist>><<penis>><<else>>clit<</if>>. <<sex 5 "genitals">> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3>> Precum leaks from the tip, <span class="blue">lubricating your pussy.</span> <<bodyliquid "vaginaoutside" "semen">> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "cheeks">> <<if $rng gte 101>> <span class="blue"><<bHe>> angles <<bhis>> $NPCList[_n].penisdesc toward your anus.</span> <<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $bottomuse to 0>><<set $cheekactiondefault to "cheeks">><<set $anustarget to _n>> <<else>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc between your cheeks. <<submission 3>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "leftarm">> <<if $rng lte 101>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your hand. <<submission 1>> <<else>> <span class="purple"><<bHe>> moves <<bhis>> $NPCList[_n].penisdesc away from your hand.</span> <<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $leftcarry to "leftgrab">><<set $leftactiondefault to "leftgrab">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "rightarm">> <<if $rng lte 101>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your hand. <<submission 1>> <<else>> <span class="purple"><<bHe>> moves <<bhis>> $NPCList[_n].penisdesc away from your hand.</span> <<set $NPCList[_n].penis to 0>><<set $rightarm to 0>><<set $rightcarry to "rightgrab">><<set $rightactiondefault to "rightgrab">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "botharm">> <<if $rng lte 101>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your hands. <<submission 2>> <<else>> <span class="purple"><<bHe>> moves <<bhis>> penis away from your hands.</span> <<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $rightarm to 0>><<set $leftcarry to "leftgrab">><<set $rightcarry to "rightgrab">><<set $leftactiondefault to "leftgrab">><<set $rightactiondefault to "rightgrab">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "feet">> <<if $rng lte 101>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your feet. <<submission 1>> <<else>> <span class="purple"><<bHe>> moves <<bhis>> penis away from your feet.</span> <<set $NPCList[_n].penis to 0>><<set $feetuse to 0>><<set $feetactiondefault to "feetgrab">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anus">> <<set _pain to $analPain>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> fucks your <<bottom>> with a violent intensity. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> continues fucking your <<bottom>>. Each thrust feels deeper than the last. <<else>> Wanting to prove dominance <<bhe>> pounds your <<bottom>> with deep and deliberate thrusts. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> You feel <<bhis>> $NPCList[_n].penisdesc throb as <<bhe>> pounds away at your <<bottom>>. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> violates your <<bottom>> with increasing eagerness. <<else>> <<bHe>> fucks your <<bottom>> with deep and deliberate thrusts. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> fucks your <<bottom>>, eager to fill you with seed. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> pounds your <<bottom>> and shows no sign of relenting. <<else>> <<bHe>> continues thrusting into your <<bottom>>. <</if>> <</if>> <<sex 30 "anus">><<bruise anus>><<violence 1>><<pain _pain>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anusimminent" and !playerChastity("anus")>> <<set _pain to $analPain>> <<if $player.virginity.anal isnot true>> <<if $NPCList[_n].penissize gte 5>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span> The sheer size pushes all thought from your mind. <<set _pain *= 3>><<pain _pain>> <<elseif $NPCList[_n].penissize gte 4>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span> It's almost too big to handle. <<set _pain *= 2>><<pain _pain>> <<else>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span> <<pain _pain>> <</if>> <<sex 30 "anus">><<violence 1 1 1 0>> <<elseif $player.virginity.anal is true>> <<switch $NPCList[_n].penissize>> <<case 5>> <span class="pink"><<bHe>> forces <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of. You'd scream, but the sheer size sends your body into momentary shock.</span> <<violence 200>><<set _pain *= 3>><<pain _pain>> <<case 4>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of. You scream out as your <<bottom>> struggles to accommodate <<bhis>> cock.</span> <<violence 200>><<set _pain *= 2>><<pain _pain>> <<case 1>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of.</span><span class="green"> While technically no longer a virgin, you can barely feel it.</span> <<violence 25 8 8>> <<default>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc deep into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of.</span> <<violence 200>><<pain _pain>> <</switch>> <<sex 100 "anus">><<takeVirginity $NPCList[_n].fullDescription "anal">> <</if>> <<analstat>><<set $NPCList[_n].penis to "anus">><<bruise anus>><<takeNPCVirginity _n "penile">><<raped>><<anusraped>><<set $anusstate to "penetrated">> <</if>> <<rng>> <<if $NPCList[_n].penis is "anusentrance">> <<if $worn.over_lower.anus_exposed is 0>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.over_lower.name. <<sex 5 "anus">><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.anus_exposed is 0>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.lower.name. <<sex 5 "anus">><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.anus_exposed is 1>> <<rng>> <<if $worn.under_lower.anus_exposed is 1 and playerChastity("anus")>> <<if $NPCList[_n].penissize gte 5>> <<bHe>> thrusts against your $worn.genitals.name, desperate to violate the <<bottom>> beneath. <<bHe>> <<beast_growls_text>> in pain, <span class="purple">but each thrust leaves the device a little looser.</span> <<sex 10 "anus">><<set $worn.genitals.integrity -= 240>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>> <<else>> <<bHe>> thrusts against your $worn.genitals.name, desperate to violate the <<bottom>> beneath. <<bHe>> hurts <<bhimself>> against the hard material and withdraws, <<beast_growling_text>>. <<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>><<sex 20 "anus">><<set $worn.genitals.integrity -= 40>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>> <</if>> <<elseif $worn.under_lower.anus_exposed is 0>> <<if $NPCList[_n].penissize gte 6>> <<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name, <span class="purple">tearing the fabric.</span> <<sex 10 "anus">><<set $worn.under_lower.integrity -= 40>> <<else>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name. <<sex 5 "anus">><<set $worn.under_lower.integrity -= 10>> <</if>> <<elseif playerHasButtPlug() and $worn.under_lower.anus_exposed is 1>> <<bHe>> thrusts against your $worn.butt_plug.name, desperate to violate your <<bottom>>. <<bHe>> withdraws, <<beast_growling_text>>. <<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>><<sex 20 "anus">><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>> <<elseif $worn.under_lower.anus_exposed is 1>> <<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>> <<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<bottom>>. <<anus_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<sex 20 "anus">><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">> <<else>> <<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your <<bottom>>, <span class="blue">but fails to penetrate,</span> instead angling away and rubbing between your cheeks. <<sex 5 "anus">> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "mouth">> <<if $enemyanger gte random(1, 100)>> <<if currentSkillValue("oralskill") gte random(1, 1200)>> <<bHe>> shoves <<bhis>> $NPCList[_n].penisdesc down your throat, <span class="blue">but you manage to gasp between <<bhis>> thrusts.</span> <<else>> <span class="pink">You gag as <<bhe>> thrusts <<bhis>> $NPCList[_n].penisdesc down your throat.</span> <<oxygen -150>> <<if $oxygen gte 900>> <span class="blue">You struggle for breath.</span> <<elseif $oxygen gte 600>> <span class="purple">You can't breathe!</span> <<violence 10>> <<elseif $oxygen gte 300>> <span class="pink">You feel light-headed.</span> <<violence 20>> <<elseif $oxygen gte 1>> <span class="pink">You see stars.</span> <<violence 40>> <<else>> <span class="red">You are suffocating.</span> <<violence 100>> <</if>> <</if>> <<submission 10>><<bruise face>><<bruise neck>><<violence 1>><<set $speechmouthpenetrated to 1>> <<elseif $rng gte 81 and $NPCList[_n].stance isnot "topface">> <span class="purple"><<bHe>> withdraws <<bhis>> penis from your mouth.</span> <<sex 30 "mouth">><<set $NPCList[_n].penis to "mouthimminent">><<bruise face>><<violence 1>><<set $mouthstate to "imminent">> <<elseif $rng gte 1>> <<bHe>> continues thrusting into your wet mouth. <<submission 10>><<bruise face>><<violence 1>> <<if $NPCList[_n].penissize gte 4>> <<switch random(1, 4)>> <<case 1>> It's a struggle not to gag as the $NPCList[_n].penisdesc fills you. <<case 2>> <span class="pink"> Saliva drools down your chin as you struggle to keep your lips wrapped around <<bhis>> $NPCList[_n].penisdesc.</span> <<set $hygiene += 500>><<bodyliquid "face" "goo">> <<default>> <</switch>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "mouthimminent">> <<if $rng gte 81 and $NPCList[_n].stance isnot "topface">> <span class="blue"><<bHe>> stops pressing <<bhis>> penis into your mouth.</span> <<set $NPCList[_n].penis to "mouthentrance">><<submission 5>><<set $mouthstate to "entrance">> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<switch random(0,2)>> <<case 0 1>> <<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your $worn.face.name. <<damageFaceCover 2>> <<case 2>> <span class="lblue"><<bHe>> moves <<bhis>> penis away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <</switch>> <<elseif $rng lte 15 or ($mouthsubmit isnot 1 and $rng lte 30)>> <<if $player.virginity.oral isnot true>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc into your mouth.</span> <<submission 10>> <<elseif $player.virginity.oral is true>> <span class="pink"><<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc into your mouth.</span><span class="red"> It tastes strange.</span> <<submission 30>><<takeVirginity $NPCList[_n].fullDescription "oral">> <</if>> <<oralstat>><<set $NPCList[_n].penis to "mouth">><<bruise face>><<violence 1>><<raped>><<set $mouthstate to "penetrated">> <<elseif $mouthsubmit>> <<bHe>> allows you to pleasure <<bhis>> $NPCList[_n].penisdesc with your mouth. <<submission 5>> <<else>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your lips. <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "mouthentrance">> <<if $pullaway is 1 and $rng gte 51>> <<bHis>> $NPCList[_n].penisdesc hovers only inches from your face. <<elseif $rng gte 81 and $NPCList[_n].stance isnot "topface">> <span class="lblue"><<bHe>> moves <<bhis>> penis away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<switch random(0,2)>> <<case 0 1>> <<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your $worn.face.name. <<damageFaceCover 2>> <<case 2>> <span class="lblue"><<bHe>> moves <<bhis>> penis away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <</switch>> <<elseif $rng gte 1>> <span class="purple"><<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your lips.</span> <<set $NPCList[_n].penis to "mouthimminent">><<submission 5>><<set $mouthstate to "imminent">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otherfrot">> <<if $rng gte 101>> <span class="blue"><<bHe>> shifts <<bhis>> ass and presses <<bhis>> anus against your <<penis>>.</span> <<set $penisuse to "otheranus">><<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<else>> <<bHe>> <<beast_growls_text>> and rubs <<bhis>> ass against your <<penis>>. <<sex 5 "genitals">><<set $enemyanger += 5>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otheranus">> <<if $rng gte 101>> <span class="purple"><<bHe>> moves <<bhis>> pelvis away, releasing your <<penis>> from <<bhis>> anus.</span> <<sex 30 "genitals">><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<elseif $rng gte 1>> <<if $enemyanger gte 100>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> <<beast_growls_text>> and fucks your <<penis>> with <<bhis>> ass, <<bhis>> movements violent and erratic. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> <<beast_growls_text>> as <<bhe>> pushes back against your <<penisSimple>>. <<else>> <<bHe>> <<beast_growls_text>> and fucks your <<penis>> with rough movements. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> You feel <<bhis>> ass twitch around your length as <<bhe>> pushes back. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> continues to push against your <<penis>>. <<else>> <<bHe>> fucks your <<penis>>, taking as much of you into <<bhis>> ass as <<bhe>> can. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> continues pushing against your <<penis>>, <<bhis>> anus viciously pounding your length. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> continues pushing against your <<penis>>, <<bhis>> anus rhythmically pounding your length. <<else>> <<bHe>> pushes against your <<penis>> with steady movements. <</if>> <</if>> <<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>><<set $enemyanger += 10>> <<if playerHasStrapon()>><<violence 2 1 1 0>> <<else>><<bruise penis>><<violence 2>><</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otheranusimminent">> <<if $rng gte 101>> <span class="blue"><<bHe>> stops pressing <<bhis>> ass against your <<penis>>.</span> <<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<elseif $rng gte 1>> <<if $nopenile is 0>><<set $penisactiondefault to "otheranustake">> <<if (playerPenisSize() is -1 and $arousal lte ($arousalmax / 10) * 9) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 20) * 19)>> <<bHe>> presses <<bhis>> ass against your <<penis>>, trying to force an erection. <<set $enemyanger += 5>><<arousal 300 "genitals">><<set $speechotheranuswithhold to 1>> <<else>> <<if playerHasStrapon() or $player.virginity.penile isnot true>> <span class="pink"><<bHe>> eases your <<penis>> into <<bhis>> ass, swallowing you to the base.</span> <<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>> <<if playerHasStrapon()>><<violence 2 1 1 0>> <<else>><<bruise penis>><<violence 2>><<raped>><<penisraped>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><</if>> <<elseif $player.virginity.penile is true>> <span class="pink"><<bHe>> eases your virgin penis into <<bhis>> ass,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span> <<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>> <</if>> <<penilestat>><<takeNPCVirginity _n "anal">><<set $NPCList[_n].penis to "otheranus">><<set $penisstate to "otheranus">> <</if>> <<else>> Respecting your wishes, <<bhe>> does not envelop your <<penis>> with <<bhis>> ass, instead teasing the tip of your glans. <<sex 15 "genitals">><<set $speechotheranuswithhold to 1>><<set $enemyanger += 10>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otheranusentrance">> <<if $rng gte 101>> <span class="lblue"><<bHe>> moves <<bhis>> ass away from your <<penis>>.</span> <<set $NPCList[_n].penis to 0>><<set $penisuse to 0>><<set $penisstate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.over_lower.name. <<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.lower.name. <<sex 5 "genitals">><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>> <<elseif $worn.lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.under_lower.name. <<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 51>> <<if $worn.genitals.name is "chastity parasite">> <<bHe>> rubs <<bhis>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span> <<arousal 100 "genitals">> <<sex 25 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>> <<elseif $nopenile is 0 and playerChastity("penis")>> <<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.genitals.name trying to force <<bhis>> way through. <<sex 20 "genitals">><<set $worn.genitals.integrity -= 40>><<set $enemyanger += 10>> <<elseif $nopenile is 1>> <span class="purple"><<bHe>> presses <<bhis>> ass against your <<penis>>.</span> <<sex 20 "genitals">><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<else>> <<if $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>> <<bHe>> presses <<bhis>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed inside, a thrust away from being enveloped.</span> <<sex 20 "genitals">><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<else>> <<bHe>> presses <<bhis>> ass against your <<penis>>, <span class="blue">but fails to gain purchase.</span> <<sex 5 "genitals">> <</if>> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("penis")>> <<bHe>> <<beast_growls_text>> and rubs against your <<penis>>. <<sex 10 "genitals">><<set $enemyanger += 10>> <<else>> <<bHe>> <<beast_growls_text>> and rubs against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>> <<sex 10 "genitals">><<set $enemyanger += 10>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "penisentrance">> <<if $rng gte 51 and playerChastity("penis")>> <<He>> caresses <<his>> penis against your $worn.genitals.name. <<sex 10 "genitals">><<set $NPCList[_n].penis to "penisimminent">><<set $penisstate to "otherpenisimminent">> <<elseif $rng gte 51>> <span class="purple"><<bHe>> caresses your <<penis>> with <<bhis>> own, hinting at what's to come.</span> <<sex 10 "genitals">><<set $NPCList[_n].penis to "penisimminent">><<set $penisstate to "otherpenisimminent">> <<else>> <<if playerChastity("penis")>> <<He>> hovers <<his>> $NPCList[_n].penisdesc closer to your $worn.genitals.name. <<else>> <<bHe>> hovers <<bhis>> $NPCList[_n].penisdesc close to your <<penis>>. <</if>> <<sex 5 "genitals">> <</if>> <<elseif $NPCList[_n].penis is "penisimminent">> <<bHe>> thrusts forward, <span class="pink"> <<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>> savagely fencing <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> smashing <<else>> pressing <</if>> <<if playerChastity("penis")>> <<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name. <<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>> <<elseif random(0,1) is 1>> <<bhis>> $NPCList[_n].penisdesc against yours. <<else>> <<bhis>> $NPCList[_n].penisdesc against your <<penis>>. <</if>> </span> <<sex 10 "genitals">><<set $NPCList[_n].penis to "penis">><<set $penisstate to "otherpenis">> <<elseif $NPCList[_n].penis is "penis">> <<if $rng gte 1>> <<if playerChastity("penis")>> <<if $enemyarousal gte $enemyarousalmax * 0.8>> <<bHe>> slams <<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name with a bestial fervour as <<bhe>> approaches orgasm. <<elseif $enemyarousal gte $enemyarousalmax * 0.6>> <<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against your $worn.genitals.name with increasing fervour. <<elseif $enemyarousal gte $enemyarousalmax * 0.4>> <<bHe>> savagely fences your $worn.genitals.name and <<his>> $NPCList[_n].penisdesc together. <<else>> <<bHe>> kneads your $worn.genitals.name and <<his>> $NPCList[_n].penisdesc together. <</if>> <<if $enemyarousal gte $enemyarousalmax * 0.6 and $worn.genitals.name is "chastity parasite">> <span class="purple"><<His>> precum coats your $worn.genitals.name,</span> <span class="lewd">the parasite sending a wave of pleasure through your <<penis>>.</span> <<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>> <<set $worn.genitals.integrity -= 5>> <<elseif $enemyarousal gte $enemyarousalmax * 0.6>> <span class="purple">Your precum mingles.</span><<purity -1>> <<set $worn.genitals.integrity -= 10>> <</if>> <<if $worn.genitals.name is "chastity parasite">><<arousal 100 "genitals">><</if>> <<set $worn.genitals.integrity -= 5>><<set $speechchastity to 1>> <<elseif $enemyarousal gte $enemyarousalmax * 0.8>> <<bHe>> slams <<bhis>> penis against yours with a bestial fervour as <<bhe>> approaches orgasm. <<if $penisWetness gte 45 and !playerHasStrapon()>> <span class="purple">Your precum mingles.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.6>> <<bHe>> thrusts <<bhis>> penis against yours with increasing fervour. <<if $penisWetness gte 45 and !playerHasStrapon()>> <span class="purple">Your precum mingles.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.4>> <<bHe>> savagely fences your <<penises>> together. <<elseif $enemyarousal gte $enemyarousalmax * 0.2>> <<bHe>> thrusts <<bhis>> penis against your <<penis>>. <<else>> <<bHe>> kneads your <<penises>> together. <</if>> <<sex 20 "genitals">><<set $speechpenispenis to 1>> <<else>> <span class="lblue"><<bHe>> moves <<bhis>> penis away from yours.</span> <<set $penisuse to 0>><<set $NPCList[_n].penis to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "frot">> <<if $player.penisExist>> <<if $rng gte 101>> <span class="blue"><<bHe>> angles <<bhis>> pussy toward your <<penis>>.</span> <<set $NPCList[_n].vagina to "vaginaentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penisactiondefault to "bay">> <<else>> <<bHe>> frots <<bhis>> pussy against your <<penis>>. <<sex 5 "genitals">> <</if>> <<else>> <<if $rng gte 101>> <<bHe>> lifts <<bhis>> pussy away from your <<penis>>. <<set $thighuse to 0>><<set $NPCList[_n].penis to 0>><<set $penisactiondefault to "bay">> <<else>> <<bHe>> frots <<bhis>> pussy against your <<penis>>. <<sex 5 "genitals">> <</if>> <</if>> <</if>> <<if $NPCList[_n].vagina is "penis">> <<if $enemyanger gte 100>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> fucks your <<penis>> with a violent intensity. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> continues fucking your <<penis>>. Each thrust feels deeper than the last. <<else>> Wanting to prove dominance <<bhe>> pounds your <<penis>> with deep and deliberate thrusts. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> You feel <<bhis>> pussy throb as <<bhe>> pounds away at your <<penis>>. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> violates your <<penis>> with increasing eagerness. <<else>> <<bHe>> fucks your <<penis>> with deep and deliberate thrusts. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> fucks your <<penis>>, eager for your seed. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> pounds your <<penis>> without relenting. <<else>> <<bHis>> pussy continues swallowing your <<penis>>. <</if>> <</if>> <<sex 30 "genitals">> <<if playerHasStrapon()>><<violence 2 1 1 0>> <<else>><<bruise penis>><<violence 2>><</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "penisimminent">> <<if (playerPenisSize() is -1 and $arousal lte ($arousalmax / 10) * 9) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 20) * 19)>> <<bHe>> presses <<bhis>> pussy against your <<penis>>, trying to force an erection. <<set $enemyanger += 5>><<arousal 300 "genitals">><<set $speechpeniswithhold to 1>> <<else>> <<if playerHasStrapon() or $player.virginity.penile isnot true>> <span class="pink"><<bHe>> takes your <<penis>> deep into <<bhis>> <<pussy>>.</span> <<sex 30 "genitals">> <<if playerHasStrapon()>><<violence 2 1 1 0>> <<else>><<bruise penis>><<violence 2>><<raped>><<penisraped>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><</if>> <<elseif $player.virginity.penile is true>> <span class="pink"><<bHe>> takes your <<penis>> deep into <<bhis>> pussy,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span> <<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>> <</if>> <<penilestat>><<set $NPCList[_n].vagina to "penis">><<takeNPCVirginity _n "vaginal">><<set $penisstate to "penetrated">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "penisentrance">> <<if $worn.over_lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> pussy against your <<penis>> through your $worn.over_lower.name. <<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> pussy against your <<penis>> through your $worn.lower.name. <<sex 5 "genitals">><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 1 and playerChastity("penis")>> <<bHe>> thrusts against your $worn.genitals.name, desperate to <<if $settings.pregnancySpeechEnabled>>breed<<else>>fuck<</if>> with the <<penis>> beneath. <<bHe>> hurts <<bhimself>> against the hard material and withdraws, <<beast_growling_text>>. <<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>><<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 15>><<set $enemytrust -= 15>><<set $enemyhealth -= 5>> <<elseif $worn.under_lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> pussy against your <<penis>> through your $worn.under_lower.name. <<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 51>> <<if $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>> <<bHe>> pushes <<bhis>> pussy against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed inside, a thrust away being enveloped.</span> <<sex 20 "genitals">><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">> <<else>> <<bHe>> pushes <<bhis>> pussy against your <<penis>>, <span class="blue">but fails to gain purchase.</span> <<sex 5 "genitals">> <<if random(1, 3) is 3>> Lewd fluids drips from <<bhis>> pussy, <span class="blue">lubricating you.</span> <</if>> <</if>> <<elseif $rng gte 1>> <<bHe>> rubs <<bhis>> pussy against your <<penis>>. <<sex 5 "genitals">> <</if>> <</if>> <</if>> <</if>> <<if $NPCList[_n].vagina is "mouth">> <<if $enemyanger gte 100>> <<bHe>> covers your mouth with <<bhis>> pussy, making it difficult to breathe. <<violence 3>><<bruise face>><<set $speechvaginamouth to 1>> <<else>> <<if $mouthsubmit is 1>> <<if $rng gte 1>> <<bHe>> rubs <<bhis>> pussy against your lips. <<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>> You can taste <<bhis>> juices. <</if>> <<sex 3 "mouth">><<set $speechvaginamouth to 1>> <<else>> <<bHe>> moves <<bhis>> pussy away from your face. <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <<else>> <<if $rng gte 1>> <<bHe>> rubs <<bhis>> pussy against your lips. <<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>> You can taste <<bhis>> juices. <</if>> <<sex 3 "mouth">><<set $speechvaginamouth to 1>> <<else>> <<bHe>> moves <<bhis>> pussy away from your face. <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "vaginaentrance">> <<if $rng gte 51>> <span class="purple"><<bHe>> kisses your <<pussy>> with <<bhis>> own, hinting at what's to come.</span> <<sex 10 "genitals">><<set $NPCList[_n].vagina to "vaginaimminent">><<set $vaginastate to "othervaginaimminent">> <<else>> <<bHe>> hovers <<bhis>> pussy close to yours. <<sex 5 "genitals">> <</if>> <<elseif $NPCList[_n].vagina is "vaginaimminent">> <<bHe>> thrusts forward, <span class="pink"> <<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>> squelching <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> smashing <<else>> pressing <</if>> <<bhis>> pussy against yours.</span> <<sex 10 "genitals">><<set $NPCList[_n].vagina to "vagina">><<set $vaginastate to "othervagina">> <<elseif $NPCList[_n].vagina is "vagina">> <<if $rng gte 1>> <<if $enemyarousal gte $enemyarousalmax * 0.8>> <<bHe>> slams <<bhis>> pussy into yours with a bestial fervour as <<bhe>> approaches orgasm. <<if $vaginaWetness gte 45>> <span class="purple">Your juices mingle.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.6>> <<bHe>> thrusts <<bhis>> pussy against yours with increasing fervour. <<if $vaginaWetness gte 45>> <span class="purple">Your juices mingle.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.4>> <<bHe>> smashes your pussies together. <<elseif $enemyarousal gte $enemyarousalmax * 0.2>> <<bHe>> thrusts <<bhis>> pussy against yours. <<else>> <<bHe>> kneads your pussies together. <</if>> <<sex 20 "genitals">><<set $speechvaginavagina to 1>> <<else>> <span class="lblue"><<bHe>> moves <<bhis>> pussy away from yours.</span> <<set $vaginause to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<if $NPCList[_n].vagina is "leftarm">> <<if $rng gte 1>> <<bHe>> rubs <<bhis>> pussy against your fingers. <<submission 2>> <<else>> <<bHe>> moves your hand away from <<bhis>> pussy. <<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "leftplay">> <</if>> <</if>> <<if $NPCList[_n].vagina is "rightarm">> <<if $rng gte 1>> <<bHe>> rubs <<bhis>> pussy against your fingers. <<submission 2>> <<else>> <<bHe>> moves your hand away from <<bhis>> pussy. <<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "rightplay">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "feet">> <<if $rng gte 1>> <<bHe>> rubs <<bhis>> pussy against your feet. <<submission 2>> <<else>> <<bHe>> moves your feet away from <<bhis>> pussy. <<set $feetuse to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otherfrot">> <<if $rng gte 101>> <span class="blue"><<bHe>> shifts <<bhis>> ass and presses <<bhis>> anus against your <<penis>>.</span> <<set $penisuse to "otheranus">><<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<else>> <<bHe>> <<beast_growls_text>> and rubs <<bhis>> ass against your <<penis>>. <<sex 5 "genitals">><<set $enemyanger += 5>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otheranus">> <<if $rng gte 101>> <span class="purple"><<bHe>> moves <<bhis>> pelvis away, releasing your <<penis>> from <<bhis>> anus.</span> <<sex 30 "genitals">><<set $NPCList[_n].vagina to "otheranusimminent">><<bruise penis>><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<elseif $rng gte 1>> <<if $enemyanger gte 100>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> <<beast_growls_text>> and fucks your <<penis>> with <<bhis>> ass, <<bhis>> movements violent and erratic. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> <<beast_growls_text>> as <<bhe>> pushes back against your penis. <<else>> <<bHe>> <<beast_growls_text>> and fucks your <<penis>> with rough movements. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> You feel <<bhis>> ass twitch around your length as <<bhe>> pushes back. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> continues to push against your <<penis>>. <<else>> <<bHe>> fucks your <<penis>>, taking as much of you into <<bhis>> ass as <<bhe>> can. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<bHe>> continues pushing against your <<penis>>, <<bhis>> anus viciously pounding your length. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<bHe>> continues pushing against your <<penis>>, <<bhis>> anus rhythmically pounding your length. <<else>> <<bHe>> pushes against your <<penis>> with steady movements. <</if>> <</if>> <<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>><<set $enemyanger += 10>> <<if playerHasStrapon()>><<violence 2 1 1 0>> <<else>><<bruise penis>><<violence 2>><</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otheranusimminent">> <<if $rng gte 101>> <span class="blue"><<bHe>> stops pressing <<bhis>> ass against your <<penis>>.</span> <<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<elseif $rng gte 1>> <<if $nopenile is 0>><<set $penisactiondefault to "otheranustake">> <<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 10) * 9) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 20) * 19))>> <<bHe>> presses <<bhis>> ass against your <<penis>>, trying to force an erection. <<set $enemyanger += 5>><<arousal 300 "genitals">><<set $speechotheranuswithhold to 1>> <<else>> <<if playerHasStrapon() or $player.virginity.penile isnot true>> <span class="pink"><<bHe>> eases your <<penis>> into <<bhis>> ass, swallowing you to the base.</span> <<sex 30 "genitals">><<set $speechotheranuspenetrated to 1>> <<if playerHasStrapon()>><<violence 2 1 1 0>> <<else>><<bruise penis>><<violence 2>><<raped>><<penisraped>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><</if>> <<elseif $player.virginity.penile is true>> <span class="pink"><<bHe>> eases your virgin penis into <<bhis>> ass,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span> <<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>> <</if>> <<penilestat>><<set $NPCList[_n].vagina to "otheranus">><<takeNPCVirginity _n "anal">><<set $penisstate to "otheranus">> <</if>> <<else>> Respecting your wishes, <<bhe>> does not envelop your <<penis>> with <<bhis>> ass, instead teasing the tip of your glans. <<sex 15 "genitals">><<set $speechotheranuswithhold to 1>><<set $enemyanger += 10>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otheranusentrance">> <<if $rng gte 101>> <span class="lblue"><<bHe>> moves <<bhis>> ass away from your <<penis>>.</span> <<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.over_lower.name. <<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.lower.name. <<sex 5 "genitals">><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>> <<elseif $worn.lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<bHe>> rubs <<bhis>> ass against your <<penis>> through your $worn.under_lower.name. <<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>><<set $enemyanger += 10>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 71>> <<if $worn.genitals.name is "chastity parasite">> <<bHe>> rubs <<bhis>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span> <<arousal 100 "genitals">> <<sex 25 "genitals">><<set $worn.genitals.integrity -= 5>><<set $enemyanger += 5>> <<elseif $nopenile is 0 and playerChastity("penis")>> <<bHe>> rubs <<bhis>> ass against your $worn.genitals.name trying to get to your <<penis>>. <<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>> <<elseif $nopenile is 1>> <span class="purple"><<bHe>> presses <<bhis>> ass against your <<penis>>.</span> <<sex 20 "genitals">><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<else>> <<if $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>> <<bHe>> presses <<bhis>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed inside, a thrust away from being enveloped.</span> <<sex 20 "genitals">><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<else>> <<bHe>> presses <<bhis>> ass against your <<penis>>, <span class="blue">but fails to gain purchase.</span> <<sex 5 "genitals">> <</if>> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("penis")>> <<bHe>> <<beast_growls_text>> and rubs against your <<penis>>. <<sex 10 "genitals">><<set $enemyanger += 10>> <<else>> <<bHe>> <<beast_growls_text>> and rubs against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>> <<sex 10 "genitals">><<set $enemyanger += 10>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "penis">> <<if $rng gte 101>> <span class="purple"><<bHe>> moves <<bhis>> head back, releasing your <<penis>> from <<bhis>> mouth.</span> <<sex 30 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">> <<elseif $rng gte 1>> <<if $enemyarousal lte ($enemyarousalmax / 5)>> <<bHe>> caresses your shaft with <<bhis>> long tongue. <<sex 30 "genitals">> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>> <<bHe>> wraps <<bhis>> tongue around your <<penis>> and licks the tip. <<sex 30 "genitals">> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>> <<bHe>> laps at your glans. <<sex 30 "genitals">> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<bHe>> takes your <<penis>> deep into <<bhis>> mouth while <<bhis>> tongue teases your testes. <<sex 30 "genitals">> <<else>> <<bHe>> buries your <<penis>> deep into <<bhis>> mouth, hot tongue leaving no inch of it unexplored. <<sex 30 "genitals">> <</if>> <</if>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "penisimminent">> <<if $rng gte 101>> <span class="blue"><<bHe>> stops pressing <<bhis>> lips against your <<penis>>.</span> <<set $NPCList[_n].mouth to "penisentrance">><<set $penisstate to "othermouthentrance">> <<elseif $rng gte 1>> <<if $worn.genitals.name is "chastity parasite">> <<bHe>> licks your $worn.genitals.name, <span class="lewd">the parasite sending a wave of pleasure through your <<penis>>.</span> Your reaction causes <<bhim>> to continue. <<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>> <<sex 30 "genital">> <<elseif $nopenile is 0 and playerChastity("penis")>> <<bHe>> licks around your $worn.genitals.name probing for a way past. <<bHe>> salivates in anticipation. <<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>> <<elseif $nopenile is 1 and playerChastity("penis")>> <<bHe>> licks around your $worn.genitals.name. <<bHe>> salivates in anticipation. <<sex 25 "genitals">> <<elseif $nopenile is 0>> <<if playerHasStrapon() or $player.virginity.penile isnot true or $virginitytest isnot 1>> <span class="pink"><<bHe>> pulls your <<penis>> into <<bhis>> mouth with <<bhis>> tongue.</span> <<sex 30 "genitals">> <<violence 1 1 1 `+playerHasStrapon()`>> <<elseif $player.virginity.penile is true>> <span class="pink"><<bHe>> pulls your virgin penis into <<bhis>> mouth with <<bhis>> tongue,</span><span class="red"> separating your foreskin from your glans and forever robbing you of your purity.</span> <<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "penile">><<violence 100>> <</if>> <<penilestat>><<takeNPCVirginity _n "oral">><<set $NPCList[_n].mouth to "penis">><<set $penisstate to "othermouth">> <<if $virginitytest is 1 and !playerHasStrapon()>><<bruise penis>><<raped>><<penisraped>><</if>> <<else>> Respecting your wishes, <<bhe>> does not envelop your <<penis>> with <<bhis>> mouth, instead licking it with a primal thirst. <<sex 15 "genitals">> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "penisentrance">> <<if $rng gte 101>> <span class="lblue"><<bHe>> moves <<bhis>> head away from your <<penis>>.</span> <<set $NPCList[_n].mouth to 0>><<set $penisuse to 0>><<set $penisstate to 0>> <<if $NPCList[_n].vagina is "othermouth">> <<set $NPCList[_n].vagina to 0>> <</if>> <<if $NPCList[_n].penis is "othermouth">> <<set $NPCList[_n].penis to 0>> <</if>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<bHe>> pushes the outline of your <<penis>> with <<bhis>> long tongue through your $worn.over_lower.name, eager to taste the skin beneath. <<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> pushes the outline of your <<penis>> with <<bhis>> long tongue through your $worn.lower.name, eager to taste the skin beneath. <<sex 5 "genitals">><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<bHe>> traces the outline of your <<penis>> with <<bhis>> long tongue through your $worn.under_lower.name, eager to taste the skin beneath. <<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 71>> <<if $worn.genitals.name is "chastity parasite">> <<bHe>> licks your $worn.genitals.name, <span class="lewd">the parasite sending a wave of pleasure through your <<penis>>.</span> Your reaction causes <<bhim>> to continue. <<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>> <<sex 30 "genital">> <<elseif $nopenile is 0 and playerChastity("penis")>> <<bHe>> starts to lick around your $worn.genitals.name. <<sex 20 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">> <<elseif $nopenile is 1>> <span class="purple"><<bHe>> starts to pull your <<penis>> into <<bhis>> mouth with <<bhis>> tongue.</span> <<sex 20 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">> <<else>> <span class="purple"><<bHe>> starts to pull your <<penis>> into <<bhis>> mouth with <<bhis>> tongue.</span> <<bHe>> salivates in anticipation. <<sex 20 "genitals">><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("penis")>> <<bHe>> licks and teases your <<penis>> with <<bhis>> long tongue. <<sex 10 "genitals">> <<else>> <<bHe>> licks and teases you around your $worn.genitals.name with <<bhis>> long tongue<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>> <<sex 10 "genitals">> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if $NPCList[_n].mouth is "vagina">> <<if $rng gte 101>> <span class="purple"><<bHe>> retracts <<bhis>> tongue from your <<pussy>>.</span> <<sex 30 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<bruise vagina>><<violence 1>><<set $vaginastate to "othermouthimminent">> <<elseif $rng gte 1>> <<if $enemyarousal lte ($enemyarousalmax / 5)>> <<bHe>> tastes your vagina with <<bhis>> tongue. <<sex 30 "genitals">><<bruise vagina>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>> <<bHe>> fills your vagina with <<bhis>> long tongue, twisting and caressing inside you. <<sex 30 "genitals">><<bruise vagina>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>> <<bHis>> agile tongue explores and teases your <<pussy>>. <<sex 30 "genitals">><<bruise vagina>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<bHe>> runs <<bhis>> tongue over your <<pussy>>, then presses against it, pushing deep inside you. <<bHe>> pulls out again and pants. <<sex 30 "genitals">><<bruise vagina>><<violence 1>> <<else>> <<beast_Jaws_text>> latched onto your pelvis, <<bhe>> fucks your <<pussy>> with <<bhis>> tongue. <<bHis>> breath becomes more rapid. <<sex 30 "genitals">><<bruise vagina>><<violence 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "vaginaimminent">> <<if $rng gte 101>> <span class="blue"><<bHe>> stops pressing <<bhis>> tongue against your <<pussy>>.</span> <<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginastate to "othermouthentrance">> <<elseif $rng gte 1>> <<if $novaginal is 0 and playerChastity("vagina")>> <<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name while feeling for a way past. <<sex 20 "genitals">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>> <<elseif $novaginal is 1 and playerChastity("vagina")>> <<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name. <<sex 25 "genitals">> <<elseif $novaginal is 0>> <<if $player.virginity.vaginal isnot true or $virginitytest isnot 1>> <span class="pink"><<bHe>> pushes <<bhis>> long tongue into your <<pussy>>, thirsting for a taste.</span> <<sex 30 "genitals">><<violence 1>> <<elseif $player.virginity.vaginal is true>> <span class="pink"><<bHe>> pushes <<bhis>> long tongue into your virgin pussy,</span><span class="red"> breaking your hymen and forever robbing you of your purity.</span> <<sex 100 "genitals">><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<violence 100>> <</if>> <<vaginalstat>><<set $NPCList[_n].mouth to "vagina">><<bruise vagina>><<set $vaginastate to "othermouth">> <<if $virginitytest is 1>><<raped>><<vaginaraped>><</if>> <<else>> Respecting your wishes, <<bhe>> does not penetrate your <<pussy>> with <<bhis>> tongue, instead licking your labia with a primal thirst. <<sex 15 "genitals">> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "vaginaentrance">> <<if $rng gte 101>> <span class="lblue"><<bHe>> moves <<bhis>> head away from your <<pussy>>.</span> <<set $NPCList[_n].mouth to 0>><<set $vaginause to 0>><<set $vaginastate to 0>> <<if $NPCList[_n].vagina is "othermouth">> <<set $NPCList[_n].vagina to 0>> <</if>> <<if $NPCList[_n].penis is "othermouth">> <<set $NPCList[_n].penis to 0>> <</if>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<bHe>> licks your <<pussy>> with <<bhis>> tongue through your $worn.over_lower.name, eager for a taste of the skin beneath. <<sex 5 "genitals">><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> licks your <<pussy>> with <<bhis>> tongue through your $worn.lower.name, eager for a taste of the skin beneath. <<sex 5 "genitals">><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<bHe>> licks your <<pussy>> with <<bhis>> tongue through your $worn.under_lower.name. <<sex 5 "genitals">><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 71>> <<if $novaginal is 0 and playerChastity("vagina")>> <span class="purple"><<bHe>> pushes <<bhis>> long tongue against your $worn.genitals.name near your <<pussy>>.</span> <<sex 20 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">> <<elseif $novaginal is 1>> <span class="purple"><<bHe>> pushes <<bhis>> long tongue against your <<pussy>>.</span> <<sex 20 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">> <<else>> <span class="purple"><<bHe>> pushes <<bhis>> long tongue against your <<pussy>>, about to penetrate.</span> <<bHe>> salivates in anticipation. <<sex 20 "genitals">><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("vagina")>> <<bHe>> laps at your <<if $player.penisExist>><<penis>><<else>>clit<</if>> and labia with <<bhis>> long tongue. <<sex 10 "genitals">> <<else>> <<bHe>> laps around your $worn.genitals.name with <<bhis>> long tongue. <<sex 10 "genitals">> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if $NPCList[_n].mouth is "bottom">> <<bHe>> licks your <<bottom>><<if playerHasButtPlug()>> and prods your $worn.butt_plug.name with <<bhis>> tongue<</if>>. <<neutral 5 _n>> <</if>> <<if $NPCList[_n].mouth is "anus">> <<if $rng gte 101>> <span class="purple"><<bHe>> retracts <<bhis>> tongue from your anus.</span> <<sex 30 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<bruise anus>><<violence 1>><<set $anusstate to "othermouthimminent">> <<elseif $rng gte 1>> <<if $enemyarousal lte ($enemyarousalmax / 5)>> <<bHe>> slides <<bhis>> long tongue in and out of your anus. <<sex 30 "anus">><<bruise anus>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>> <<bHe>> fills your <<bottom>> with <<bhis>> long tongue, twisting and caressing inside you. <<sex 30 "anus">><<bruise anus>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>> <<bHis>> agile tongue twists and teases inside your <<bottom>>. <<sex 30 "anus">><<bruise anus>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<bHe>> stretches <<bhis>> tongue deep inside your <<bottom>>, enjoying your taste. <<sex 30 "anus">><<bruise anus>><<violence 1>> <<else>> <<bHe>> fucks your <<bottom>> with <<bhis>> long tongue. <<sex 30 "anus">><<bruise anus>><<violence 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "anusimminent">> <<if $rng gte 101>> <span class="blue"><<bHe>> stops pressing <<bhis>> tongue against your anus.</span> <<set $NPCList[_n].mouth to "anusentrance">><<set $anusstate to "othermouthentrance">> <<elseif $rng gte 1>> <<if $noanal is 0 and playerChastity("anus")>> <<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name while feeling for a way past. <<sex 25 "anus">><<set $worn.genitals.integrity -= 10>><<set $enemyanger += 5>> <<elseif $noanal is 1 and playerChastity("anus")>> <<bhe>> uses <<bhis>> tongue to lick around your $worn.genitals.name. <<sex 30 "anus">> <<elseif $noanal is 0>> <<if $player.virginity.anal isnot true or $virginitytest isnot 1>> <span class="pink"><<bHe>> pushes <<bhis>> long tongue into your anus.</span> <<sex 30 "anus">> <<elseif $player.virginity.anal is true>> <span class="pink"><<bHe>> pushes <<bhis>> long tongue into your virgin anus,</span><span class="red"> violating you in a way you hadn't conceived of.</span> <<sex 100 "anus">><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 100>> <</if>> <<analstat>><<set $NPCList[_n].mouth to "anus">><<bruise anus>><<violence 1>><<set $anusstate to "othermouth">> <<if $virginitytest is 1>><<raped>><<anusraped>><</if>> <<else>> Respecting your wishes, <<bhe>> does not penetrate your <<bottom>> with <<bhis>> tongue, instead licking your opening. <<sex 15 "anus">> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "anusentrance">> <<if $rng gte 101>> <span class="lblue"><<bHe>> moves <<bhis>> head away from your <<bottom>>.</span> <<set $NPCList[_n].mouth to 0>><<set $anususe to 0>><<set $anusstate to 0>> <<if $NPCList[_n].vagina is "othermouth">> <<set $NPCList[_n].vagina to 0>> <</if>> <<if $NPCList[_n].penis is "othermouth">> <<set $NPCList[_n].penis to 0>> <</if>> <<elseif $rng gte 1>> <<if $worn.over_lower.anus_exposed is 0>> <<bHe>> circles <<bhis>> long tongue around your anus through your $worn.over_lower.name. <<sex 5 "anus">><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.anus_exposed is 0>> <<bHe>> circles <<bhis>> long tongue around your anus through your $worn.lower.name. <<sex 5 "anus">><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.anus_exposed is 1>> <<rng>> <<if $worn.under_lower.anus_exposed is 0>> <<bHe>> circles <<bhis>> long tongue around your anus through your $worn.under_lower.name. <<sex 5 "anus">><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.anus_exposed is 1>> <<if $rng gte 71>> <<if $noanal is 0 and playerChastity("anus")>> <span class="purple"><<bHe>> presses <<bhis>> tongue against your $worn.genitals.name near your anus.</span> <<sex 20 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">> <<elseif $noanal is 1>> <span class="purple"><<bHe>> presses <<bhis>> tongue against your anus.</span> <<sex 20 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">> <<else>> <span class="purple"><<bHe>> presses <<bhis>> long tongue against your anus, preparing to penetrate you.</span> <<bHe>> salivates in anticipation. <<sex 20 "anus">><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("anus")>> <<bHe>> prods and licks your <<bottom>>. <<sex 10 "anus">> <<else>> <<bHe>> prods and licks your <<bottom>> near your $worn.genitals.name <<sex 10 "anus">> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].stance is "approach">> <<if $NPCList[_n].mouth is 0>> <<if $NPCList[_n].monster is "monster" and random(1, 5) is 5 and $speechdisable isnot 1>> <<beastspeech _n>> <<elseif $enemyanger + $rng lte 20 and $NPCList[_n].location.head is 0>> <<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>> Curious, <<bhe>> sniffs your groin. <<neutral 5>><<enemyarousal 10>> <<else>> Curious, <<bhe>> sniffs your face. <<neutral 1>><<enemyarousal 10>> <</if>> <<elseif $enemyanger + $rng lte 40 and $NPCList[_n].location.head is 0>> <<beastlick>> <<elseif $enemyanger + $rng lte 160 and $NPCList[_n].location.head is 0>> <<if $worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked">> <<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1>> <span class="blue"><<bHe>> lifts up your $worn.over_lower.name with <<bhis>> <<beast_teeth_text>>.</span> <<set $worn.lower.skirt_down to 0>><<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>><<set $worn.over_lower.integrity -= 10>> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1>> <span class="blue"><<bHe>> lifts up your $worn.lower.name with <<bhis>> <<beast_teeth_text>>.</span> <<set $worn.lower.skirt_down to 0>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>><<set $worn.lower.integrity -= 10>> <<elseif $worn.over_lower.exposed isnot 2>> <span class="purple"><<bHe>> grabs your $worn.over_lower.name with <<bhis>> <<beast_teeth_text>>.</span> <<set $NPCList[_n].mouth to "overlowerclothes">><<violence 1>> <<elseif $worn.lower.exposed isnot 2>> <span class="purple"><<bHe>> grabs your $worn.lower.name with <<bhis>> <<beast_teeth_text>>.</span> <<set $NPCList[_n].mouth to "lowerclothes">><<violence 1>> <<elseif $worn.under_lower.name isnot "naked">> <span class="purple"><<bHe>> grabs your $worn.under_lower.name with <<bhis>> <<beast_teeth_text>>.</span> <<set $NPCList[_n].mouth to "underlowerclothes">><<violence 1>> <<else>> <<beastlick>> <</if>> <<elseif $worn.under_lower.name isnot "naked">> <span class="purple"><<bHe>> grabs your $worn.under_lower.name with <<bhis>> <<beast_teeth_text>>.</span> <<set $NPCList[_n].mouth to "underlowerclothes">><<violence 1>> <<else>> <<beastlick>> <</if>> <<elseif $enemyanger + $rng lte 200>> <<bHe>> <<beast_growls_text>> menacingly. <<violence 1>> <<else>> <<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>> <<if $NPCList[_n].claws is "claws">> <!-- Removed $claws --> <<bHe>> bites and claws at your thighs. <<else>> <<bHe>> bites your thighs. <</if>> <<violence 20>><<bruise thigh>><<bruise thigh>><<set $worn.lower.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<hitstat>><<set $enemyanger -= 20>> <<else>> <<bHe>> bites and claws at your <<breasts>>. <<violence 20>><<bruise chest>><<bruise chest>><<set $worn.upper.integrity -= 20>><<hitstat>><<set $enemyanger -= 20>><<playWithBreasts>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>> <<if $enemyarousal gte (($enemyarousalmax / 10) * 3)>> <<if $speechgrowl is 1 and $pounce_delay isnot 1>> <<set $pounce_delay to 1>> <<if $water is 0>> <<bHe>> looks about to jump at you, <span class="teal">but your threat keeps <<bhim>> at bay,</span> for now. <<else>> <<bHe>> looks about to approach, <span class="teal">but your threat keeps <<bhim>> at bay,</span> for now. <</if>> <<else>> <<if $NPCList[_n].gender is "f" and !$player.penisExist>> <<if $rng gte 51 and $position isnot "wall" and $NPCList[_n].location.head is 0>> <<if $water is 0>> <span class="blue"><<bHe>> jumps on top of you, mounting your face and pinning you down.</span> <<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>> <<else>> <span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> <<if $NPCList[_n].penis isnot "none">>penis<<else>>pussy<</if>> against your face.</span> <<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>> <</if>> <<else>> <<if $water is 0>> <span class="blue"><<bHe>> jumps on top of you and pins you down.</span> <<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>> <<else>> <span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> body against yours.</span> <<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>> <</if>> <</if>> <<else>> <<if $rng gte 71 and $position isnot "wall" and $NPCList[_n].location.head is 0>> <<if $water is 0>> <span class="blue"><<bHe>> jumps on top of you, mounting your face and pinning you down.</span> <<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>> <<else>> <span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> <<if $NPCList[_n].penis isnot "none">>penis<<else>>pussy<</if>> against your face.</span> <<set $NPCList[_n].stance to "topface">><<violence 5>><<set $NPCList[_n].mouth to 0>> <</if>> <<else>> <<if $water is 0>> <span class="blue"><<bHe>> jumps on top of you and pins you down.</span> <<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>> <<else>> <span class="blue"><<bHe>> swims right up to you, pressing <<bhis>> body against yours.</span> <<set $NPCList[_n].stance to "top">><<violence 5>><<set $head to "grappled">><<set $NPCList[_n].mouth to 0>> <</if>> <</if>> <</if>> <</if>> <<else>> <</if>> <</if>> <<elseif $NPCList[_n].stance is "top">> <<if $NPCList[_n].mouth is 0>> <<if $NPCList[_n].monster is "monster" and random(1, 5) is 5 and $speechdisable isnot 1>> <<beastspeech _n>> <<elseif ($enemyanger + $rng) lte 20 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">> <<bHe>> licks your face. <<neutral 2>> <<elseif ($enemyanger + $rng) lte 40 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">> <<bHe>> licks your neck. <<neutral 2>> <<elseif $enemyanger + $rng lte 60 and $NPCList[_n].location.head isnot "head">> <<if $worn.upper.name isnot "naked">> <<bHe>> tears at your $worn.upper.name. <<neutral 3>><<set $worn.upper.integrity -= 10>> <<elseif $NPCList[_n].gender is "m">> <<bHe>> <<if $NPCList[_n].claws isnot undefined>>presses <<bhis>> <<print $NPCList[_n].claws>> into your back<<else>>bites your back<</if>>. <!-- Removed $claws and <<beast_claws_text>> --> <<neutral 3>> <<else>> <<bHe>> licks your <<breasts>>. <<neutral 3 "breasts">><<playWithBreasts>> <</if>> <<elseif ($enemyanger + $rng) lte 100 and $position isnot "wall">> <<bHe>> grabs your hair in <<bhis>> <<beast_teeth_text>>. <<set $NPCList[_n].mouth to "hair">><<neutral 3>> <<elseif $enemyanger + $rng lte 120>> <<bHe>> <<beast_growls_text>> with menacing intent. <<violence 1>> <<elseif ($enemyanger + $rng) lte 140 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">> <<bHe>> bites your face. <<violence 5>><<bruise face>><<hitstat>> <<elseif ($enemyanger + $rng) lte 160 and $position isnot "wall" and $NPCList[_n].location.head isnot "head">> <<bHe>> bites your neck. <<violence 5>><<bruise neck>><<hitstat>> <<elseif $position isnot "wall" and $NPCList[_n].location.head isnot "head">> <<bHe>> grabs your neck in <<bhis>> <<beast_teeth_text>>. <<violence 5>><<bruise neck>><<set $NPCList[_n].mouth to "neck">><<hitstat>> <<elseif $NPCList[_n].location.head isnot "head">> <<bHe>> bites your waist. <<violence 5>><<bruise tummy>><<hitstat>> <</if>> <</if>> <<if $NPCList[_n].penis is 0>> <<rng>> <<if $rng lte 25>> <<bHe>> humps your rear frantically, rubbing <<bhis>> $NPCList[_n].penisdesc against your back. <<neutral 5 "bottom">> <<elseif $rng lte 50>> <<bHe>> humps your rear frantically, rubbing <<bhis>> $NPCList[_n].penisdesc between your thighs. <<neutral 3 "genitals">> <<elseif $rng lte 75>> <<if $anususe is 0 and $settings.analEnabled>> <span class="blue"><<bHis>> $NPCList[_n].penisdesc gains purchase between your <<bottom>> cheeks.</span> <<sex 5 "anus">><<bruise anus>><<violence 1>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $anusstate to "entrance">> <<else>> <<bHis>> $NPCList[_n].penisdesc rubs against your <<bottom>>. <<neutral 5 "anus">> <</if>> <<elseif $rng lte 100>> <<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or random(0,100) lt 75)>> <span class="blue"><<bHe>> humps your rear frantically, gaining purchase in front of your <<pussy>>.</span> <<sex 5 "genitals">><<bruise vagina>><<violence 1>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to _n>> <<elseif $player.penisExist and $penisuse is 0 and !playerChastity("penis") and (!$player.vaginaExist or $vaginause is 0)>> <<bHe>> humps your rear frantically, rubbing against your <<penis>>. <<sex 5 "genitals">> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<else>> <<bHe>> humps your rear frantically, rubbing <<bhis>> $NPCList[_n].penisdesc between your thighs. <<neutral 3 "genitals">> <</if>> <</if>> <<elseif $NPCList[_n].vagina is 0>> <<rng>> <<if $rng lte 25>> <<bHe>> humps between your legs, rubbing <<bhis>> pussy against your <<if playerChastity()>>$worn.genitals.name.<<else>><<genitals>>.<</if>> <<neutral 5 "genitals">> <<elseif $rng lte 50>> <<bHe>> humps between your legs, rubbing <<bhis>> pussy against your <<if playerChastity()>>$worn.genitals.name.<<else>><<genitals>>.<</if>> <<sex 3 "genitals">> <<elseif $rng lte 100>> <<if ($player.vaginaExist and $vaginause is 0 and playerChastity("vagina")) or ($player.penisExist and $penisuse is 0 and playerChastity("penis"))>> <<bHe>> humps between your legs, rubbing <<bhis>> pussy against your $worn.genitals.name. <<sex 3 "genitals">> <<elseif $player.penisExist and $penisuse is 0 and (!$player.vaginaExist or random(0,100) lt 75) and !playerChastity("penis")>> <span class="blue"><<bHe>> humps between your legs, gaining purchase on the tip of your <<penis>>.</span> <<sex 5 "genitals">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penistarget to _n>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<elseif $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse is 0) and !playerChastity("vagina")>> <span class="blue"><<bHe>> humps between your legs, brushing your <<pussy>> with <<bhis>> own.</span> <<sex 5 "genitals">><<bruise vagina>><<violence 1>><<set $NPCList[_n].vagina to "vaginaentrance">><<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">><<set $vaginatarget to _n>> <<else>> <<bHe>> humps between your legs, rubbing <<bhis>> pussy against your <<genitals>>. <<sex 3 "genitals">> <</if>> <</if>> <</if>> <<elseif $NPCList[_n].stance is "topface">> <<if $NPCList[_n].mouth is 0>> <<if $NPCList[_n].monster is "monster" and random(1, 5) is 5 and $speechdisable isnot 1>> <<beastspeech _n>> <<elseif ($enemyanger + $rng) lte 25 and $position isnot "wall">> <<if playerChastity()>> <<bHe>> licks around your $worn.genitals.name with a hot tongue. <<neutral 4 "genitals">> <<elseif $player.vaginaExist>> <<bHe>> licks your labia with a hot tongue. <<neutral 4 "genitals">> <<else>> <<bHe>> licks your testes with a hot tongue. <<neutral 4 "genitals">> <</if>> <<elseif ($enemyanger + $rng) lte 50 and $position isnot "wall">> <<bHe>> buries <<bhis>> wet tongue between your <<bottom>> cheeks, licking and probing. <<neutral 3 "bottom">> <<elseif ($enemyanger + $rng) lte 75 and $position isnot "wall">> <<if playerChastity()>> <<bHe>> desperately tries to force <<bhis>> tongue around your $worn.genitals.name. <br> <<sex 3 "genitals">> <<elseif $player.penisExist>> <<bHe>> licks and <span class="blue">wraps <<bhis>> tongue around your <<penis>>.</span> <br> <<sex 3 "genitals">><<set $NPCList[_n].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to _n>> <<else>> <<bHe>> licks and <span class="blue">wiggles <<bhis>> tongue against your <<pussy>>.</span> <br> <<sex 3 "genitals">><<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to _n>> <</if>> <<elseif ($enemyanger + $rng) lte 100 and $position isnot "wall" and $settings.analingusReceivingEnabled>> <<bHe>> buries <<bhis>> wet tongue between your <<bottom>> cheeks, <span class="blue">and prods your <<if playerChastity()>>$worn.genitals.name<<elseif playerHasButtPlug()>>$worn.butt_plug.name<<else>>opening<</if>>.</span> <br> <<sex 3 "anus">><<set $NPCList[_n].mouth to "anusentrance">><<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">><<set $anustarget to _n>> <<elseif ($enemyanger + $rng) lte 125 and $position isnot "wall">> <<bHe>> <<beast_growls_text>>, <<bhis>> breath hot on your <<if playerChastity()>>$worn.genitals.name.<<else>><<genitals>>.<</if>> <<sex 1 "genitals">> <<elseif ($enemyanger + $rng) lte 150 and $position isnot "wall">> <<bHe>> nips your <<bottom>> in warning. <<bruise bottom>><<violence 1>> <<elseif ($enemyanger + $rng) lte 175 and $position isnot "wall">> <<bHe>> bites your thigh. <<bruise thigh>><<violence 2>> <<else>> <<bHe>> bites your <<bottom>> cheek. <<bruise bottom>><<violence 4>> <</if>> <</if>> <<if $NPCList[_n].penis is 0>> <<if ($enemyanger + $rng) lte 25>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your cheek. <<neutral 3>> <<elseif ($enemyanger + $rng) lte 50>> <<bHe>> pokes <<bhis>> $NPCList[_n].penisdesc against your face. <<neutral 3>> <<elseif ($enemyanger + $rng) lte 75 and ($worn.face.type.includes("gag") or $worn.face.type.includes("covered"))>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your $worn.face.name. <<damageFaceCover 1>> <<neutral 3>> <<elseif ($enemyanger + $rng) lte 75>> <<bHe>> rubs <<bhis>> $NPCList[_n].penisdesc against your lips. <<neutral 3 "mouth">> <<elseif ($enemyanger + $rng) lte 100>> <<if !$worn.face.type.includes("gag") and !$worn.face.type.includes("covered")>> <span class="blue"><<bHe>> pushes <<bhis>> $NPCList[_n].penisdesc against your lips.</span> <<sex 3 "mouth">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthuse to "penis">><<set $mouthstate to "entrance">><<set $mouthtarget to _n>> <<else>> <<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against the $worn.face.name covering your mouth. <<neutral 5 "mouth">> <<damageFaceCover 3>> <</if>> <<else>> <<if !$worn.face.type.includes("gag") and !$worn.face.type.includes("covered")>> <span class="purple"><<bHe>> shoves <<bhis>> $NPCList[_n].penisdesc between your lips.</span> <<sex 3 "mouth">><<set $NPCList[_n].penis to "mouthimminent">><<set $mouthuse to "penis">><<set $mouthstate to "imminent">><<set $mouthtarget to _n>> <<else>> <<bHe>> thrusts <<bhis>> $NPCList[_n].penisdesc against the $worn.face.name covering your mouth. <<neutral 5 "mouth">> <<damageFaceCover 3>> <</if>> <</if>> <</if>> <<if $NPCList[_n].vagina is 0>> <<if ($enemyanger + $rng) lte 25>> <<bHe>> rubs <<bhis>> pussy against your cheek. <<neutral 3>> <<elseif ($enemyanger + $rng) lte 50>> <<bHe>> rubs <<bhis>> pussy against your nose. <<neutral 3>> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<bHe>> pushes <<bhis>> ?vulva against your mask. <<damageFaceCover 2>> <<elseif ($enemyanger + $rng) lte 75>> <<bHe>> rubs <<bhis>> pussy against your lips. <<neutral 3 "mouth">> <<elseif ($enemyanger + $rng) lte 100>> <span class="blue"><<bHe>> pushes <<bhis>> pussy against your lips.</span> <<sex 3 "mouth">><<set $NPCList[_n].vagina to "mouth">><<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to _n>> <<else>> <span class="purple"><<bHe>> shoves <<bhis>> pussy against your lips.</span> <<sex 3 "mouth">><<set $NPCList[_n].vagina to "mouth">><<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to _n>> <</if>> <</if>> <</if>> <<set _bstindex to ($enemyno -2)>> <<set _next_beast to $combatTrain.total_length - $combatTrain.length + 1>> <<set _next_next_beast to $combatTrain.total_length - $combatTrain.length + 2>> <<if $combatTrain.length is 1>> <br> A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn. <<elseif $combatTrain.length is 2>> <br> A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn next, along with one other <<print $combatTrain.beastTypes[_next_next_beast]>>. <<elseif $combatTrain.length gte 3>> <br> A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn next, along with <<number $combatTrain.length-1>> other <<if $settings.bestialityEnabled>>beasts<<else>>monsters<</if>>. <</if>> <<manend>><<set $pullaway to 0>> </div> <</widget>> <<widget "beastlick">> <<if $NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0>> <<if playerChastity()>> <<if $vaginause is "cover">> <<bHe>> licks your hand, trying to taste the $worn.genitals.name beneath. <<if $arousal gte ($arousalmax / 5) * 4>> <<bHe>> laps up the juices that leak through your fingers. <<elseif $arousal gte $arousalmax / 5>> <<bHis>> tongue probes around and between your fingers, searching for a weak spot. <<else>> <<bHe>> tries to force <<bhis>> tongue between your fingers. <</if>> <<elseif $worn.over_lower.vagina_exposed is 0>> <<neutral 10 "genitals">> <<bHe>> licks your $worn.over_lower.name, trying to taste the $worn.genitals.name beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.over_lower.integrity -= 5>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> licks your $worn.lower.name, trying to taste the $worn.genitals.name beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.lower.integrity -= 5>> <<elseif $worn.under_lower.vagina_exposed is 0>> <<bHe>> licks your $worn.under_lower.name, trying to taste the $worn.genitals.name beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.under_lower.integrity -= 5>> <<else>> <<neutral 15 "genitals">> <<bHe>> licks your $worn.genitals.name. <<if $orgasmdown gte 1>> The feeling of vibrations from <<bhis>> tongue as you cum is maddening, but <<bhe>> doesn't relent. <<elseif $arousal gte ($arousalmax / 5) * 4>> The feeling of vibrations from <<bhis>> tongue on your sensitive flesh makes you jerk and spasm. <<elseif $arousal gte $arousalmax / 5>> <<bHis>> hot breath and tongue elicit shameful feelings. <<else>> You try to shift your crotch to escape this violation, but <<bhe>> persists. <</if>> <<set $worn.genitals.integrity -= 5>> <</if>> <<elseif $player.vaginaExist>> <<if $vaginause is "cover">> <<bHe>> licks your hand, trying to taste the <<pussy>> beneath. <<if $arousal gte ($arousalmax / 5) * 4>> <<bHe>> laps up the juices that leak through your fingers. <<elseif $arousal gte $arousalmax / 5>> <<bHis>> tongue probes around and between your fingers, searching for a weak spot. <<else>> <<bHe>> tries to force <<bhis>> tongue between your fingers. <</if>> <<elseif $worn.over_lower.vagina_exposed is 0>> <<neutral 10 "genitals">> <<bHe>> licks your $worn.over_lower.name, trying to taste the <<pussy>> beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.over_lower.integrity -= 5>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> licks your $worn.lower.name, trying to taste the <<pussy>> beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.lower.integrity -= 5>> <<elseif $worn.under_lower.vagina_exposed is 0>> <<bHe>> licks your $worn.under_lower.name, trying to taste the <<pussy>> beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.under_lower.integrity -= 5>> <<else>> <<neutral 15 "genitals">> <<bHe>> licks your bare pussy. <<if $orgasmdown gte 1>> The feeling of <<bhis>> tongue as you cum is maddening, but <<bhe>> doesn't relent. <<elseif $arousal gte ($arousalmax / 5) * 4>> The feeling of <<bhis>> tongue on your sensitive flesh makes your pelvis jerk and spasm. <<elseif $arousal gte $arousalmax / 5>> <<bHis>> hot breath and tongue elicit shameful feelings. <<else>> You try to shift your crotch to escape this violation, but <<bhe>> persists. <</if>> <</if>> <<elseif $player.penisExist>> <<if $penisuse is "cover">> <<bHe>> licks your hand, trying to taste the <<penis>> beneath. <<if $arousal gte ($arousalmax / 5) * 4>> <<bHe>> laps up the juices that leak through your fingers. <<elseif $arousal gte $arousalmax / 5>> <<bHis>> tongue probes around and between your fingers, searching for a weak spot. <<else>> <<bHe>> tries to force <<bhis>> tongue between your fingers. <</if>> <<elseif $worn.over_lower.vagina_exposed is 0>> <<neutral 10 "genitals">> <<bHe>> licks your $worn.over_lower.name, trying to taste the <<penis>> beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.over_lower.integrity -= 5>> <<elseif $worn.lower.vagina_exposed is 0>> <<bHe>> licks your $worn.lower.name, trying to taste the <<penis>> beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.lower.integrity -= 5>> <<elseif $worn.under_lower.vagina_exposed is 0>> <<bHe>> licks your $worn.under_lower.name, trying to taste the <<penis>> beneath. <<if $orgasmdown gte 1>> <<bHe>> laps up your leaking juices as you squirm. <<elseif $arousal gte ($arousalmax / 5) * 4>> You're shamed by how good it feels. <<elseif $arousal gte $arousalmax / 5>> The incessant probing makes your groin heat up. <<else>> You try to shift your crotch away, but <<bhe>> persists. <</if>> <<set $worn.under_lower.integrity -= 5>> <<else>> <<neutral 15 "genitals">> <<bHe>> licks your bare penis. <<if $orgasmdown gte 1>> The feeling of <<bhis>> tongue as you cum is maddening, but <<bhe>> doesn't relent. <<elseif $arousal gte ($arousalmax / 5) * 4>> The feeling of <<bhis>> tongue on your sensitive flesh makes your pelvis jerk and spasm. <<elseif $arousal gte $arousalmax / 5>> <<bHis>> hot breath and tongue elicit shameful feelings. <<else>> You try to shift your crotch to escape this violation, but <<bhe>> persists. <</if>> <</if>> <</if>> <<else>> <<if $enemyanger gte 100>> <<bHe>> nips your neck. <<elseif $enemyanger gte 20>> <<bHe>> licks your neck. <<else>> <<bHe>> licks your face. <</if>> <</if>> <<neutral 1>><<enemyarousal 10>> <</widget>><<widget "beastclothing">> <<outfitChecks>> <<rng>> <<if $NPCList[_n].mouth is "overlowerclothes">> <<if $NPCList[_n].stance is "top">> <<set $NPCList[_n].mouth to 0>> <<else>> <<if $worn.over_lower.name is "naked">> <span class="purple"><<bHe>> spits out the ruined fabric.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $overlowerstruggle is 1>> <<set $overlowerstruggle to 0>> <<bHe>> tugs at your $worn.over_lower.name, but you keep <<him>> from stripping you. <<set $overlowerstruggle to 0>><<neutral 1>><<set $worn.over_lower.integrity -= 5>> <<elseif $rng gte 91>> <span class="blue"><<bHe>> releases your $worn.over_lower.name from <<bhis>> mouth.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $rng lte 90>> <<if _overOutfit>> <<if $worn.over_upper.open is 1>> <<if $worn.over_upper.state_top is "chest">> <<bHe>> tugs your $worn.over_lower.name, pulling down your $worn.over_upper.name and <span class="lewd">revealing your <<breasts>>.</span> <<set $worn.over_upper.state_top to "midriff">><<set $worn.over_upper.exposed to 2>><<neutral 3>><<set $speechbreasts to 1>> <<if $worn.over_upper.state is "chest">> <<set $worn.over_upper.state to "midriff">> <</if>> <<if $worn.over_lower.state is "chest">> <<set $worn.over_lower.state to "midriff">> <</if>> <<elseif $worn.over_upper.state_top is "midriff">> <<bHe>> tugs your $worn.over_lower.name, pulling down your $worn.over_upper.name passed your midriff. <<set $worn.over_upper.state_top to "waist">><<neutral 1>> <<if $worn.over_upper.state is "midriff">> <<set $worn.over_upper.state to "waist">> <</if>> <<if $worn.over_lower.state is "midriff">> <<set $worn.over_lower.state to "waist">> <</if>> <<elseif $worn.over_upper.state_top is "waist">> <<bHe>> pulls your $worn.over_upper.name down to your thighs, revealing your <<if $worn.lower.state is "waist">> $worn.lower.name <<neutral 2>> <<elseif $worn.under_lower.state is "waist">> $worn.under_lower.name <<neutral 2>> <<else>> <span class="lewd"><<genitals>>.</span> <<neutral 5>><<set $speechgenitals to 1>> <</if>> <<set $worn.over_upper.state_top to "thighs">><<set $worn.over_upper.state to "thighs">><<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>> <<if $worn.over_lower.state is "waist">> <<set $worn.over_lower.state to "thighs">> <</if>> <<elseif $worn.over_upper.state_top is "thighs">> <<bHe>> pulls your $worn.over_upper.name down to your knees. <<set $worn.over_upper.state_top to "knees">><<set $worn.over_upper.state to "knees">><<neutral 1>> <<if $worn.over_lower.state is "thighs">> <<set $worn.over_lower.state to "knees">> <</if>> <<elseif $worn.over_upper.state_top is "knees">> <<bHe>> pulls your $worn.over_upper.name down to your ankles. <<set $worn.over_upper.state_top to "ankles">><<set $worn.over_upper.state to "ankles">><<neutral 1>> <<if $worn.over_lower.state is "knees">> <<set $worn.over_lower.state to "ankles">> <</if>> <<elseif $worn.over_upper.state_top is "ankles">> <span class="purple"><<bHe>> pulls your $worn.over_upper.name off the bottom of your legs.</span> <<neutral 5>><<set $worn.over_upper.state_top to 0>><<set $worn.over_upper.state to 0>><<overupperstrip>> <<if $worn.over_lower.state is "ankles">> <<set $worn.over_lower.state to 0>><<overlowerstrip>> <</if>> <</if>> <<else>> <<bHe>> tugs on your $worn.over_lower.name, tugging your $worn.over_upper.name against your shoulders. You hear a tearing sound. <<set $worn.over_lower.integrity -= 20>><<neutral 1>> <</if>> <<elseif _overOutfit isnot true>> <<if $worn.over_lower.state is "waist">> <<bHe>> pulls down your $worn.over_lower.name, exposing your <<if $worn.lower.state is "waist">> $worn.lower.name. <<elseif $worn.under_lower.state is "waist">> $worn.under_lower.name. <<else>> <span class="lewd"><<genitals>>.</span> <<neutral 5>><<set $speechgenitals to 1>> <</if>> <<set $worn.over_lower.state to "thighs">><<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>> <<elseif $worn.over_lower.state is "thighs">> <<bHe>> pulls your $worn.over_lower.name down to your knees. <<set $worn.over_lower.state to "knees">><<neutral 1>> <<elseif $worn.over_lower.state is "knees">> <<bHe>> pulls your $worn.over_lower.name down to your ankles. <<set $worn.over_lower.state to "ankles">><<neutral 1>> <<elseif $worn.over_lower.state is "ankles">> <span class="purple"><<bHe>> pulls your $worn.over_lower.name off your legs.</span> <<overlowerstrip>> <<set $NPCList[_n].mouth to 0>><<neutral 3>><<clothesstripstat>> <</if>> <<else>> <<bHe>> tugs on your $worn.over_lower.name, you hear the fabric tear. <<neutral 1>><<set $worn.over_lower.integrity -= 20>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "lowerclothes">> <<if $NPCList[_n].stance is "top">> <<set $NPCList[_n].mouth to 0>> <<else>> <<if $worn.lower.name is "naked">> <span class="purple"><<bHe>> spits out the ruined fabric.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $lowerstruggle is 1>> <<set $lowerstruggle to 0>> <<bHe>> tugs at your $worn.lower.name, but you keep <<him>> from stripping you. <<set $lowerstruggle to 0>><<neutral 1>><<set $worn.lower.integrity -= 5>> <<elseif $rng gte 91>> <span class="blue"><<bHe>> releases your $worn.lower.name from <<bhis>> mouth.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $rng lte 90>> <<if _middleOutfit>> <<if $worn.upper.open is 1>> <<if $worn.upper.state_top is "chest">> <<bHe>> tugs your $worn.lower.name, pulling down your $worn.upper.name and <span class="lewd">revealing your <<breasts>>.</span> <<set $worn.upper.state_top to "midriff">><<set $worn.upper.exposed to 2>><<neutral 3>><<set $speechbreasts to 1>> <<if $worn.upper.state is "chest">> <<set $worn.upper.state to "midriff">> <</if>> <<if $worn.lower.state is "chest">> <<set $worn.lower.state to "midriff">> <</if>> <<elseif $worn.upper.state_top is "midriff">> <<bHe>> tugs your $worn.lower.name, pulling down your $worn.upper.name passed your midriff. <<set $worn.upper.state_top to "waist">><<neutral 1>> <<if $worn.upper.state is "midriff">> <<set $worn.upper.state to "waist">> <</if>> <<if $worn.lower.state is "midriff">> <<set $worn.lower.state to "waist">> <</if>> <<elseif $worn.upper.state_top is "waist">> <<bHe>> pulls your $worn.upper.name down to your thighs, revealing your <<if $worn.under_lower.state is "waist">> $worn.under_lower.name <<neutral 2>> <<else>> <span class="lewd"><<genitals>>.</span> <<neutral 5>><<set $speechgenitals to 1>> <</if>> <<set $worn.upper.state_top to "thighs">><<set $worn.upper.state to "thighs">><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <<if $worn.lower.state is "waist">> <<set $worn.lower.state to "thighs">> <</if>> <<elseif $worn.upper.state_top is "thighs">> <<bHe>> pulls your $worn.upper.name down to your knees. <<set $worn.upper.state_top to "knees">><<set $worn.upper.state to "knees">><<neutral 1>> <<if $worn.lower.state is "thighs">> <<set $worn.lower.state to "knees">> <</if>> <<elseif $worn.upper.state_top is "knees">> <<bHe>> pulls your $worn.upper.name down to your ankles. <<set $worn.upper.state_top to "ankles">><<set $worn.upper.state to "ankles">><<neutral 1>> <<if $worn.lower.state is "knees">> <<set $worn.lower.state to "ankles">> <</if>> <<elseif $worn.upper.state_top is "ankles">> <span class="purple"><<bHe>> pulls your $worn.upper.name off the bottom of your legs.</span> <<neutral 5>><<set $worn.upper.state_top to 0>><<set $worn.upper.state to 0>><<upperstrip>> <<if $worn.lower.state is "ankles">> <<set $worn.lower.state to 0>><<lowerstrip>> <</if>> <</if>> <<else>> <<bHe>> tugs on your $worn.lower.name, tugging your $worn.upper.name against your shoulders. You hear a tearing sound. <<set $worn.lower.integrity -= 20>><<neutral 1>> <</if>> <<elseif _middleOutfit isnot true>> <<if $worn.lower.state is "waist">> <<bHe>> pulls down your $worn.lower.name, exposing your <<if $worn.under_lower.state is "waist">> $worn.under_lower.name. <<neutral 2>> <<else>> <span class="lewd"><<genitals>>.</span> <<neutral 5>><<set $speechgenitals to 1>> <</if>> <<set $worn.lower.state to "thighs">><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <<elseif $worn.lower.state is "thighs">> <<bHe>> pulls your $worn.lower.name down to your knees. <<set $worn.lower.state to "knees">><<neutral 1>> <<elseif $worn.lower.state is "knees">> <<bHe>> pulls your $worn.lower.name down to your ankles. <<set $worn.lower.state to "ankles">><<neutral 1>> <<elseif $worn.lower.state is "ankles">> <span class="purple"><<bHe>> pulls your $worn.lower.name off your legs.</span> <<lowerstrip>> <<set $NPCList[_n].mouth to 0>><<neutral 3>><<clothesstripstat>> <</if>> <<else>> <<bHe>> tugs on your $worn.lower.name, you hear the fabric tear. <<neutral 1>><<set $worn.lower.integrity -= 20>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "underlowerclothes">> <<if $worn.under_lower.name is "naked">> <span class="purple"><<bHe>> spits out the ruined fabric.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $rng gte 91 or ($worn.under_lower.type.includes("strap-on") and $penisstate isnot 0)>> <span class="blue"><<bHe>> releases your $worn.under_lower.name from <<bhis>> mouth.</span> <<set $NPCList[_n].mouth to 0>> <<elseif $underlowerstruggle is 1>> <<bHe>> tugs on your $worn.under_lower.name, but you keep <<him>> from stripping you. <<set $underlowerstruggle to 0>><<set $speechstripstruggle to 1>><<neutral 1>><<set $worn.under_lower.integrity -= 5>> <<elseif $rng lte 90>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if $worn.under_lower.state is "waist">> <<bHe>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span> <<set $worn.under_lower.state to "thighs">><<neutral 5>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $speechgenitals to 1>> <<elseif $worn.under_lower.state is "thighs">> <<bHe>> pulls your $worn.under_lower.name down to your knees. <<set $worn.under_lower.state to "knees">><<neutral 1>> <<elseif $worn.under_lower.state is "knees">> <<bHe>> pulls your $worn.under_lower.name down to your ankles. <<set $worn.under_lower.state to "ankles">><<neutral 1>> <<elseif $worn.under_lower.state is "ankles">> <span class="purple"><<bHe>> pulls your $worn.under_lower.name off your legs.</span> <<underlowerstrip>><<neutral 3>><<set $NPCList[_n].mouth to 0>><<clothesstripstat>> <</if>> <<elseif $worn.lower.state isnot "waist">> <<if $worn.under_lower.state is "waist">> <<bHe>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span> <<set $worn.under_lower.state to "thighs">><<neutral 5>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $speechgenitals to 1>> <<elseif $worn.under_lower.state is "thighs">> <<bHe>> pulls your $worn.under_lower.name down to your knees. <<set $worn.under_lower.state to "knees">><<neutral 1>> <<elseif $worn.under_lower.state is "knees">> <<bHe>> pulls your $worn.under_lower.name down to your ankles. <<set $worn.under_lower.state to "ankles">><<neutral 5>> <<elseif $worn.under_lower.state is "ankles">> <span class="purple"><<bHe>> pulls your $worn.under_lower.name off your legs.</span> <<underlowerstrip>><<neutral 3>><<set $NPCList[_n].mouth to 0>><<clothesstripstat>> <</if>> <</if>> <</if>> <</if>> <<if $oxygen lt $oxygenmax and $underwater isnot 1 and _strangle is 1>> <<unset _strangle>> <br>Air: <<oxygencaption>> <</if>> <</widget>> <<widget "bhisnext">> <<if $combatTrain.monsters[_next_beast] is "monster">> <<if $combatTrain.pronouns[_next_beast] is "m">> <<print "his">> <<else>> <<print "her">> <</if>> <<else>> <<print "its">> <</if>> <</widget>><<widget "actionspain">> <<if $leftarm is 0>> Your left arm is free, but hurts to move. <br> <<if $leftactiondefault is "leftstruggleweak">> | <label><span class="brat">Struggle</span> <<radiobutton "$leftaction" "leftstruggleweak" checked>></label> <<else>> | <label><span class="brat">Struggle</span> <<radiobutton "$leftaction" "leftstruggleweak">></label> <</if>> <<if $leftactiondefault is "leftprotect">> | <label><span class="meek">Protect</span> <<radiobutton "$leftaction" "leftprotect" checked>></label> <<else>> | <label><span class="meek">Protect</span> <<radiobutton "$leftaction" "leftprotect">></label> <</if>> <br> <<elseif $leftarm is "grappled">> Your left arm is held in a painful grip. <br> <<elseif $leftarm is "bound">> Your left arm is held in a painful bind. <br> <</if>> <<if $rightarm is 0>> <br> Your right arm is free, but hurts to move. <br> <<if $rightactiondefault is "rightstruggleweak">> | <label><span class="brat">Struggle</span> <<radiobutton "$rightaction" "rightstruggleweak" checked>></label> <<else>> | <label><span class="brat">Struggle</span> <<radiobutton "$rightaction" "rightstruggleweak">></label> <</if>> <<if $rightactiondefault is "rightprotect">> | <label><span class="meek">Protect</span> <<radiobutton "$rightaction" "rightprotect" checked>></label> <<else>> | <label><span class="meek">Protect</span> <<radiobutton "$rightaction" "rightprotect">></label> <</if>> <br> <<elseif $rightarm is "grappled">> Your right arm is held in a painful grip. <br> <<elseif $rightarm is "bound">> Your right arm is held in a painful bind. <br> <</if>> <<if $mouthuse is 0>> <br> Your mouth is free, but involuntary sobs and cries prevent speaking. <br> <<if $mouthactiondefault is "stifle">> | <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifle" checked>></label> <<else>> | <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifle">></label> <</if>> <<if $mouthactiondefault is "letout">> | <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letout" checked>></label> <<else>> | <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letout">></label> <</if>> <br> <</if>> <</widget>><<widget "effectspain">> <<if $leftaction is "leftstruggleweak" and $rightaction is "rightstruggleweak">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggleweak">><<set $rightactiondefault to "rightstruggleweak">> <<if $position is "stalk">> You fight through the pain and try to push yourself to your feet, but have too little strength. <<else>> You fight through the pain and try to push them away, but have too little strength. <</if>> <<brat 2>><<set _br to true>> <</if>> <<if $leftaction is "leftstruggleweak">> <<set $leftaction to 0>><<set $leftactiondefault to "leftstruggleweak">> <<if $position is "stalk">> You fight through the pain and try to push yourself to your feet with your left arm, but have too little strength. <<else>> You fight through the pain and push them with your left arm, but have too little strength. <</if>> <<brat 1>><<set _br to true>> <</if>> <<if $rightaction is "rightstruggleweak">> <<set $rightaction to 0>><<set $rightactiondefault to "rightstruggleweak">> <<if $position is "stalk">> You fight through the pain and try to push yourself to your feet with your right arm, but have too little strength. <<else>> You fight through the pain and push them with your right arm, but have too little strength. <</if>> <<brat 1>><<set _br to true>> <</if>> <<if $leftaction is "leftprotect" and $rightaction is "rightprotect">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftprotect">><<set $rightactiondefault to "rightprotect">> You shield the tender parts of your body, protecting them from further harm. <<lpain>><<meek 2>><<pain -2>><<set _br to true>> <</if>> <<if $leftaction is "leftprotect">> <<set $leftaction to 0>><<set $leftactiondefault to "leftprotect">> You clutch a tender spot on your body with your left hand, protecting it from harm. <<lpain>><<meek 1>><<pain -1>><<set _br to true>> <</if>> <<if $rightaction is "rightprotect">> <<set $rightaction to 0>><<set $rightactiondefault to "rightprotect">> You clutch a tender spot on your body with your right hand, protecting it from harm. <<lpain>><<meek 1>><<pain -1>><<set _br to true>> <</if>> <<if _br is true>> <br> <</if>> <<if $mouthaction is "stifle">> <<set $mouthaction to 0>><<set $mouthactiondefault to "stifle">> You try to control your breath and stifle your sobs. You're mostly successful. <<lpain>><<pain -1>> <</if>> <<if $mouthaction is "letout">> <<set $mouthaction to 0>><<set $mouthactiondefault to "letout">><<set _sound to 1>> You don't hold back your tears. Your sobs are punctuated by cries and whimpers. <<lstress>><<meek 1>><<stress -2>> <</if>> <<painclamp>> <</widget>><<widget "actionsorgasm">> <<if $leftarm is 0>> Your left arm is free, but you can't stop the spasms. <br> <<if $leftactiondefault is "leftfold">> | <label><span class="brat">Fold</span> <<radiobutton "$leftaction" "leftfold" checked>></label> <<else>> | <label><span class="brat">Fold</span> <<radiobutton "$leftaction" "leftfold">></label> <</if>> <<if $leftactiondefault is "leftgrip">> | <label><span class="meek">Grip</span> <<radiobutton "$leftaction" "leftgrip" checked>></label> <<else>> | <label><span class="meek">Grip</span> <<radiobutton "$leftaction" "leftgrip">></label> <</if>> <br> <<elseif $leftarm is "grappled">> Your left arm jerks against their grip. <br> <<elseif $leftarm is "bound">> Your left arm jerks against its bonds. <br> <</if>> <<if $rightarm is 0>> <br> Your right arm is free, but you can't stop the spasms. <br> <<if $rightactiondefault is "rightfold">> | <label><span class="brat">Fold</span> <<radiobutton "$rightaction" "rightfold" checked>></label> <<else>> | <label><span class="brat">Fold</span> <<radiobutton "$rightaction" "rightfold">></label> <</if>> <<if $rightactiondefault is "rightgrip">> | <label><span class="meek">Grip</span> <<radiobutton "$rightaction" "rightgrip" checked>></label> <<else>> | <label><span class="meek">Grip</span> <<radiobutton "$rightaction" "rightgrip">></label> <</if>> <br> <<elseif $rightarm is "grappled">> Your right arm jerks against their grip. <br> <<elseif $rightarm is "bound">> Your right arm jerks against its bonds. <br> <</if>> <<if $mouthuse is 0>> <br> Your mouth is free, but involuntary moans and cries prevent speaking. <br> <<if $mouthactiondefault is "stifleorgasm">> | <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifleorgasm" checked>></label> <<else>> | <label><span class="brat">Stifle</span> <<radiobutton "$mouthaction" "stifleorgasm">></label> <</if>> <<if $mouthactiondefault is "letoutorgasm">> | <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letoutorgasm" checked>></label> <<else>> | <label><span class="meek">Let it out</span> <<radiobutton "$mouthaction" "letoutorgasm">></label> <</if>> <br> <</if>> <</widget>><<widget "effectsorgasm">> <<if $leftaction is "leftfold" and $rightaction is "rightfold">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftfold">><<set $rightactiondefault to "rightfold">> You try to conceal your orgasm by folding your arms in front of you, keeping them as still as possible. <<brat 2>> <<set _br to true>> <</if>> <<if $leftaction is "leftfold">> <<set $leftaction to 0>><<set $leftactiondefault to "leftfold">> You fold your left arm in front of you to keep it as still as possible. <<brat 1>> <<set _br to true>> <</if>> <<if $rightaction is "rightfold">> <<set $rightaction to 0>><<set $rightactiondefault to "rightfold">> You fold your right arm in front of you to keep it as still as possible. <<brat 1>> <<set _br to true>> <</if>> <<if $leftaction is "leftgrip" and $rightaction is "rightgrip">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftgrip">><<set $rightactiondefault to "rightgrip">> <<if $position is "stalk">> You steady yourself against a brick wall as your body trembles. <<else>> You grip whatever you can for purchase as your body trembles. <</if>> <<larousal>><<meek 2>><<arousal -300>> <<set _br to true>> <</if>> <<if $leftaction is "leftgrip">> <<set $leftaction to 0>><<set $leftactiondefault to "leftgrip">> <<if $position is "stalk">> You steady yourself against a brick wall with your left hand as your body trembles. <<else>> You grip whatever you can with your left hand as your body trembles. <</if>> <<larousal>><<meek 1>><<arousal -300>> <<set _br to true>> <</if>> <<if $rightaction is "rightgrip">> <<set $rightaction to 0>><<set $rightactiondefault to "rightgrip">> <<if $position is "stalk">> You steady yourself against a brick wall with your right hand as your body trembles. <<else>> You grip whatever you can with your right hand as your body trembles. <</if>> <<larousal>><<meek 1>><<arousal -300>> <<set _br to true>> <</if>> <<if _br is true>> <br> <</if>> <<if $mouthaction is "stifleorgasm">> <<set $mouthaction to 0>><<set $mouthactiondefault to "stifleorgasm">> You scowl, hoping your gasps are taken as exasperation. <<brat 1>> <</if>> <<if $mouthaction is "letoutorgasm">> <<set $mouthaction to 0>><<set $mouthactiondefault to "letoutorgasm">><<set _sound to 1>> You don't hold back, letting gasps and moans escape as they will. <<larousal>><<meek 1>><<arousal -300>> <</if>> <<if $feetaction is "feetHold">> <br> <<set $feetaction to 0>><<set $feetactiondefault to "feetHold">> <<if _leg_position is "up" or _feet_pos isnot "">> You try to keep your legs still. <<else>> You weakly try to shut your legs. <</if>> <<brat 1>> <</if>> <<if $feetaction is "feetCurl">> <br> <<set $feetaction to 0>><<set $feetactiondefault to "feetCurl">> <<if $consensual is 1>> You curl your toes, relishing in the orgasm. <<else>> You curl your toes, letting the orgasm take you. <</if>> <<larousal>><<meek 1>><<arousal -100>> <</if>> <</widget>><<widget "actionsdissociation">> <<if $leftarm is 0>> Your left arm is free, but doesn't feel real. <br> <<if $leftactiondefault is "leftpoke">> | <label>Poke yourself <<radiobutton "$leftaction" "leftpoke" checked>></label> <<else>> | <label>Poke yourself <<radiobutton "$leftaction" "leftpoke">></label> <</if>> <<if $leftactiondefault is "leftcurl">> | <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$leftaction" "leftcurl" checked>></label> <<else>> | <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$leftaction" "leftcurl">></label> <</if>> <br> <<elseif $leftarm is "grappled">> Your left arm lies limp in their grip. <br> <<elseif $leftarm is "bound">> Your left arm lies limp in its bonds. <br> <</if>> <<if $rightarm is 0>> <br> Your right arm is free, but doesn't feel real. <br> <<if $rightactiondefault is "rightpoke">> | <label>Poke yourself <<radiobutton "$rightaction" "rightpoke" checked>></label> <<else>> | <label>Poke yourself <<radiobutton "$rightaction" "rightpoke">></label> <</if>> <<if $rightactiondefault is "rightcurl">> | <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$rightaction" "rightcurl" checked>></label> <<else>> | <label><span class="meek">Keep your arms out of the way</span> <<radiobutton "$rightaction" "rightcurl">></label> <</if>> <br> <<elseif $rightarm is "grappled">> Your right arm lies limp in their grip. <br> <<elseif $rightarm is "bound">> Your right arm lies limp in its bonds. <br> <</if>> <<if $mouthuse is 0>> <br> Your mouth is free, but you don't know why. <br> <<if $mouthactiondefault is "speak">> | <label>Try to speak <<radiobutton "$mouthaction" "speak" checked>></label> <<else>> | <label>Try to speak <<radiobutton "$mouthaction" "speak">></label> <</if>> <<if $mouthactiondefault is "noises">> | <label><span class="meek">Make soft noises</span> <<radiobutton "$mouthaction" "noises" checked>></label> <<else>> | <label><span class="meek">Make soft noises</span> <<radiobutton "$mouthaction" "noises">></label> <</if>> <</if>> <</widget>><<widget "effectsdissociation">> <<if $leftaction == "leftcurl" && $rightaction == "rightcurl">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftcurl">><<set $rightactiondefault to "rightcurl">> You hold your arms to the side and curl your fingers. <<meek 2>> <<set _br to true>> <</if>> <<if $leftaction == "leftcurl">> <<set $leftaction to 0>><<set $leftactiondefault to "leftcurl">> You hold your left arm to the side and curl your fingers. <<meek 1>> <<set _br to true>> <</if>> <<if $rightaction == "rightcurl">> <<set $rightaction to 0>><<set $rightactiondefault to "rightcurl">> You hold your right arm to the side and curl your fingers. <<meek 1>> <<set _br to true>> <</if>> <<if $leftaction == "leftpoke" && $rightaction == "rightpoke">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftpoke">><<set $rightactiondefault to "rightpoke">> You poke yourself. Is this real? <<note "+ Focus" "green">> <<set $traumafocus += 2>> <<set _br to true>> <</if>> <<if $leftaction == "leftpoke">> <<set $leftaction to 0>><<set $leftactiondefault to "leftpoke">> You poke yourself with your left hand. <<note "+ Focus" "green">> <<set $traumafocus += 1>> <<set _br to true>> <</if>> <<if $rightaction == "rightpoke">> <<set $rightaction to 0>><<set $rightactiondefault to "rightpoke">> You poke yourself with your right hand. <<note "+ Focus" "green">> <<set $traumafocus += 1>> <<set _br to true>> <</if>> <<if _br is true>> <br> <</if>> <<if $mouthaction == "noises">> <<set $mouthaction to 0>><<set $mouthactiondefault to "noises">> You make some soft noises. They sound nice. <<meek 1>> <</if>> <<if $mouthaction == "speak">> <<set $mouthaction to 0>><<set $mouthactiondefault to "speak">> You make some noises that resemble words. <<note "+ Focus" "green">> <<set $traumafocus += 1>> <</if>> <</widget>><<widget "actionspossessed">> <<if !$leftactiondefault>> <<set $leftactiondefault to "leftacceptW">> <</if>> <<if !$rightactiondefault>> <<set $rightactiondefault to "rightacceptW">> <</if>> <<if !$feetactiondefault>> <<set $feetactiondefault to "feetacceptW">> <</if>> <<if !$mouthactiondefault>> <<set $mouthactiondefault to "mouthacceptW">> <</if>> <<if $leftarm is 0>> Your left arm is free, <span class="pink">but not under your control</span>. <br> <<if $leftactiondefault is "leftacceptW">> | <label><span class="wraith">Accept it</span> <<radiobutton "$leftaction" "leftacceptW" checked>></label> <<else>> | <label><span class="wraith">Accept it</span> <<radiobutton "$leftaction" "leftacceptW">></label> <</if>> <<if $leftactiondefault is "leftresistW">> | <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftresistW" checked>></label> <<else>> | <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftresistW">></label> <</if>> <br> <<elseif $leftarm is "grappled">> Your left arm writhes in their grip, unbidden. <br> <<set $leftactiondefault to ["leftacceptW","leftstruggleW"].includes($leftactiondefault) ? "leftstruggleW" : "leftstillW">> <<if $leftactiondefault is "leftstruggleW">> | <label><span class="wraith">Struggle</span> <<radiobutton "$leftaction" "leftstruggleW" checked>></label> <<else>> | <label><span class="wraith">Struggle</span> <<radiobutton "$leftaction" "leftstruggleW">></label> <</if>> <<if $leftactiondefault is "leftstillW">> | <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftstillW" checked>></label> <<else>> | <label><span class="brat">Hold it still</span> <<radiobutton "$leftaction" "leftstillW">></label> <</if>> <br> <<elseif $leftarm is "bound">> Your left arm writhes in its bounds, unbidden. <br> <</if>> <<if $rightarm is 0>> <br> Your right arm is free, <span class="pink">but not under your control</span>. <br> <<if $rightactiondefault is "rightacceptW">> | <label><span class="wraith">Accept it</span> <<radiobutton "$rightaction" "rightacceptW" checked>></label> <<else>> | <label><span class="wraith">Accept it</span> <<radiobutton "$rightaction" "rightacceptW">></label> <</if>> <<if $rightactiondefault is "rightresistW">> | <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightresistW" checked>></label> <<else>> | <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightresistW">></label> <</if>> <br> <<elseif $rightarm is "grappled">> <br> Your right arm writhes in their grip, unbidden. <br> <<set $rightactiondefault to ["rightacceptW","rightstruggleW"].includes($rightactiondefault) ? "rightstruggleW" : "rightstillW">> <<if $rightactiondefault is "rightstruggleW">> | <label><span class="wraith">Struggle</span> <<radiobutton "$rightaction" "rightstruggleW" checked>></label> <<else>> | <label><span class="wraith">Struggle</span> <<radiobutton "$rightaction" "rightstruggleW">></label> <</if>> <<if $rightactiondefault is "rightstillW">> | <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightstillW" checked>></label> <<else>> | <label><span class="brat">Hold it still</span> <<radiobutton "$rightaction" "rightstillW">></label> <</if>> <br> <<elseif $rightarm is "bound">> <br> Your right arm writhes in its bounds, unbidden. <br> <</if>> <<if $feetuse is 0>> <br> Your legs are free, <span class="pink">but you can't feel them beneath you</span>. <br> <<if $feetactiondefault is "feetacceptW">> | <label><span class="wraith">Accept it</span> <<radiobutton "$feetaction" "feetacceptW" checked>></label> <<else>> | <label><span class="wraith">Accept it</span> <<radiobutton "$feetaction" "feetacceptW">></label> <</if>> <<if $feetactiondefault is "feetresistW">> | <label><span class="brat">Hold them still</span> <<radiobutton "$feetaction" "feetresistW" checked>></label> <<else>> | <label><span class="brat">Hold them still</span> <<radiobutton "$feetaction" "feetresistW">></label> <</if>> <br> <<elseif $feetuse is "bound">> <br> Your legs thrash in their shackles, unbidden. <br> <</if>> <<if $mouthuse is 0>> <br> Your mouth is free, <span class="pink">but unfamiliar words spill from your tongue</span>. <br> <<if $mouthactiondefault is "mouthacceptW">> | <label><span class="wraith">Accept it</span> <<radiobutton "$mouthaction" "mouthacceptW" checked>></label> <<else>> | <label><span class="wraith">Accept it</span> <<radiobutton "$mouthaction" "mouthacceptW">></label> <</if>> <<if $mouthactiondefault is "mouthresistW">> | <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "mouthresistW" checked>></label> <<else>> | <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "mouthresistW">></label> <</if>> <<elseif $mouthuse is "lefthand" or $mouthuse is "righthand">> <br> Your mouth is blocked, muffling the foreign words that well up within you. <br> <<set $mouthactiondefault to ["mouthacceptW","handbiteW"].includes($mouthactiondefault) ? "handbiteW" : "handcloseW">> <<if $mouthactiondefault is "handbiteW">> | <label><span class="wraith">Bite</span> <<radiobutton "$mouthaction" "handbiteW" checked>></label> <<else>> | <label><span class="wraith">Bite</span> <<radiobutton "$mouthaction" "handbiteW">></label> <</if>> <<if $mouthactiondefault is "handcloseW">> | <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "handcloseW" checked>></label> <<else>> | <label><span class="brat">Clamp your mouth shut</span> <<radiobutton "$mouthaction" "handcloseW">></label> <</if>> <</if>> <</widget>><<widget "effectspossessed">> <<set $enemyanger to 200>><<set $willpowerSuccess to 0>> <<dynamicblock id=control-caption>> <<controlcaption>> <</dynamicblock>> <<if $combatBegun is 1>> <<set _resist to 0>> <<if $leftaction isnot "leftresistW" and $rightaction isnot "rightresistW" and $feetaction isnot "feetresistW" and $mouthaction isnot "mouthresistW">> <span class="pink">You let it take you.</span> <<pain -2>><<stress -12>><<sub 2>><<lpain>><<llstress>><<set $wraith.will += 30>> <<else>> <<if $leftaction is "leftresistW" and $rightaction is "rightresistW" and $feetaction is "feetresistW">> <<set _resist to 3>> <<elseif $leftaction is "leftresistW" and $rightaction is "rightresistW" or $leftaction is "leftresistW" and $feetaction is "feetresistW" or $rightaction is "rightresistW" and $feetaction is "feetresistW">> <<set _resist to 2>> <<else>> <<set _resist to 1>> <</if>> <<set _wraithWill to Math.floor(1 + $wraith.will)>> <<willpowerdifficulty 1 _wraithWill true>> <<if $willpowerSuccess>> <<set _resistSuccess to 1>> <span class="green"> You fight for control. <<if ($leftaction is "leftresistW" or $leftaction is "leftstillW") and ($rightaction is "rightresistW" or $rightaction is "rightstillW") and $feetaction is "feetresistW">> Your body locks up. <<elseif $feetaction is "feetresistW" and ($leftaction is "leftresistW" or $leftaction is "leftstillW" or $rightaction is "rightresistW" or $rightaction is "rightstillW")>> Your arm and legs lock up. <<elseif ($leftaction is "leftresistW" or $leftaction is "leftstillW") and ($rightaction is "rightresistW" or $rightaction is "rightstillW")>> Your arms lock up. <<elseif $feetaction is "feetresistW">> Your legs lock up. <<elseif $leftaction is "leftresistW" or $leftaction is "leftstillW" or $rightaction is "rightresistW" or $rightaction is "rightstillW">> Your arm locks up. <</if>> <<if $mouthaction is "handcloseW">> You clamp your mouth shut. <</if>> </span> <<if $mouthaction is "mouthresistW">> <<set $willpowerSuccess to 0>> <<silently>><<willpowerdifficulty _wraithWill/3 _wraithWill*1.2>><</silently>> <<if $willpowerSuccess>> <<set _mouthSuccess to 1>><<set _resist++>> <span class="green">You clamp your mouth shut.</span> <<else>> <span class="purple">You can't stop the stream of words coming from your mouth, though.</span> <</if>> <</if>> <<pain _resist>><<stress _resist>><<trauma _resist>><<def 2>><<gpain>><<gtrauma>><<gstress>><<if _resist is 4>><<ggcontrol>><<else>><<gcontrol>><</if>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 24)*_resist>> <<set $control += Math.floor(currentSkillValue('willpower') / 24)*_resist>> <<else>> <span class="red">Your body does not obey.</span> <<stress 6>><<trauma 6>><<willpower 1>><<def 1>><<gtrauma>><<gstress>><<gwillpower>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 40)*_resist>> <</if>> <</if>> <br><br> <<else>> <<set $combatBegun to 1>> <</if>> <<if $leftaction is "leftresistW" and $rightaction is "rightresistW" and _resistSuccess>> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftresistW">><<set $rightactiondefault to "rightresistW">> You hold your arms firm to your side. <</if>> <<if $leftaction is "leftacceptW" or $leftaction is "leftresistW" and !_resistSuccess>> <<set $_wraithDamage to 1>> <<if $leftaction is "leftacceptW">><<set $_wraithDamage ++>><</if>> <<set $_wraithDamage += Math.floor(C.npc["Ivory Wraith"].lust / 10)>> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set _target to random(1,$enemyno)-1>> You <<print either("punch","slap","scratch","claw","chop","strike")>> with your left hand. <<defiance $_wraithDamage _target>> <</if>> <<if $leftaction is "leftresistW" and _resistSuccess>> <<set $leftaction to 0>><<set $leftactiondefault to "leftresistW">> You hold your left arm firm to your side. <</if>> <<if $leftaction is "leftstruggleW" or $rightaction is "rightstruggleW" or (($leftaction is "leftresistW" or $rightaction is "rightresistW") and !_resistSuccess)>> <<set $leftaction to 0>><<set $leftactiondefault to "leftstruggleW">><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggleW">> You struggle to free your arms. <<set $speechstruggle to 1>> <<if currentSkillValue('physique') gte random(1, 48000)>> <span class="pink">You manage to wrench your arms free.</span> <<set $leftarm to 0>><<set $rightarm to 0>> <<for _s = 0; _s lt $NPCList.length; _s++>> <<if $NPCList[_s].lefthand is "arms">> <<set $NPCList[_s].lefthand to 0>> <<break>> <</if>> <<if $NPCList[_s].righthand is "arms">> <<set $NPCList[_s].righthand to 0>> <<break>> <</if>> <</for>> <<else>> <span class="lblue">Your arms remain grasped.</span> <</if>> <</if>> <<if $leftaction is "leftstillW" and $rightaction is "rightstillW" and _resistSuccess>> You hold your arms as still as you can in their grasp. <</if>> <<if $rightaction is "rightacceptW" or $rightaction is "rightresistW" and !_resistSuccess>> <<set $_wraithDamage to 1>> <<if $rightaction is "rightacceptW">><<set $_wraithDamage ++>><</if>> <<set $_wraithDamage += Math.floor(C.npc["Ivory Wraith"].lust / 10)>> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<set _target to random(1,$enemyno)-1>> You <<print either("punch","slap","scratch","claw","chop","strike")>> with your right hand. <<defiance $_wraithDamage _target>> <</if>> <<if $rightaction is "rightresistW" and _resistSuccess>> <<set $rightaction to 0>><<set $rightactiondefault to "rightresistW">> You hold your right arm firm to your side. <</if>> <<if $feetaction is "feetacceptW" or $feetaction is "feetresistW" and !_resistSuccess>> <<set $_wraithDamage to 1>> <<if $feetaction is "feetacceptW">><<set $_wraithDamage ++>><</if>> <<set $_wraithDamage += Math.floor(C.npc["Ivory Wraith"].lust / 10)>> <<set $feetactiondefault to $feetaction>><<set $feetaction to 0>><<set _target to random(1,$enemyno)-1>> You <<print either("awkwardly","viciously","rapidly","jerkily","cruelly","<<feettext>>")>> lash out with your feet. <<defiance $_wraithDamage _target>> <</if>> <<if $feetaction is "feetresistW" and _resistSuccess>> <<set $feetaction to 0>><<set $feetactiondefault to "feetresistW">> You plant your legs into the ground. <</if>> <<if $mouthaction is "mouthacceptW" or $mouthaction is "mouthresistW" and !_mouthSuccess>> <<set $_wraithDamage to 1>> <<if $mouthaction is "mouthacceptW">><<set $_wraithDamage ++>><</if>> <<set $mouthactiondefault to $mouthaction>><<set $mouthaction to 0>> <<speechWraith>> <<defiance $_wraithDamage>> <</if>> <<if $mouthaction is "mouthresistW" and _mouthSuccess>> <<set $mouthaction to 0>><<set $mouthactiondefault to "mouthresistW">> Words well up in your mouth, but you swallow them down. <</if>> <<if $mouthaction is "handbiteW" or $mouthaction is "handcloseW" and !_resistSuccess>> <<set $mouthactiondefault to $mouthaction>><<set $mouthaction to 0>> <<actionshandbite>> <<for _s = 0; _s lt $NPCList.length; _s++>> <<if $NPCList[_s].lefthand is "mouth">> <<set $NPCList[_s].lefthand to 0>> <</if>> <<if $NPCList[_s].righthand is "mouth">> <<set $NPCList[_s].righthand to 0>> <</if>> <span class="teal"><<He _s>> flinches away in pain, freeing your mouth.</span> <<defiance 1 _s>> <<break>> <</for>> <<set $mouthuse to 0>> <</if>> <<if $mouthaction is "handcloseW" and _resistSuccess>> <<set $mouthaction to 0>><<set $mouthactiondefault to "handcloseW">> You keep your mouth closed against the hand pressing against it. <</if>> <</widget>><<widget "effectsman">> <div @class="($debugLines ? 'debugLines-effectsman' : '')"> <!-- "FOR" loops work by counting backward from highest numbered combatant to lowest e.g. 5 to 0. --> <!-- In case of train combat, count stops after 1, e.g. 5 to 5. --> <!-- Lots of further opportunity to reduce code using <<for>><</for>> loops with NPC objects NG 2.8--> /* * Switched all instances of skill checks, that simply repeat themselves with a different variable, for the JS function combatSkillCheck() * The function can be found at "game/03-JavaScript/ingame.js". It takes one required argument and three optional arguments. * Argument 0 is for the skill being used. For simplycity at writing, you only pass the important part of the skill, E.g. "hand", or "feet", or "oral". * Argument 1 (optional) is used for the target of that action. This is used to future-proof the possibility of using the target's specific arousal/trust/anger in calculation. * Argument 2 (optional) is the base difficulty used for the action. Most actions use 1000 base difficulty, which is the default if left blank, but some actions take different chances (like undressing). * Argument 3 (optional) is the extra multiplier for the arousal side. This is only used in undressing so far, but might as well add it as an option. */ <<pain -0.25>> <<if $enemyno gte 2>> <<set $pronoun to "n">> <<else>> <<switch $NPCList[0].pronoun>> <<case "m">> <<set $pronoun to "m">> <<case "f">> <<set $pronoun to "f">> <<case "i">> <<set $pronoun to "i">> <<case "n">> <<set $pronoun to "n">> <<case "t">> <<set $pronoun to "t">> <</switch>> <</if>> <<if !$noIntroName>> <<for _i = 0; _i < $enemynomax; _i++>> <<set $NPCList[_i].intro to 1>> <</for>> <</if>> <<if $trance gte 1 or $dissociation gte 2>> <<if $position is "stalk">> You wander in a daze, unaware of your surroundings. <<else>> You stare straight ahead, your body passive and compliant. <</if>> <</if>> <<if $underwater is 1>> <<set $underwatertime += 1>> <<if $underwatertime lte 5>> You are underwater and cannot speak. <<elseif $underwatertime lte 10>> <span class="blue">You are underwater and cannot breathe.</span> <<gstress>><<stress 1>> <<elseif $underwatertime lte 15>> <span class="purple">You are underwater and cannot breathe.</span> <<gstress>><<stress 2>> <<elseif $underwatertime lte 20>> <span class="pink">You are underwater and cannot breathe.</span> <<gtrauma>><<gstress>><<stress 4>><<trauma 2>> <<else>> <span class="red">You are suffocating beneath the water.</span> <<pain 20 1>><<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 4>> <br><br> <</if>> <</if>> <<if $position is "wall">> <<if $walltype is "pillory">> You are trapped in a pillory with your posterior stuck out and unprotected. <<elseif $walltype is "cleanpillory">> You are trapped in a pillory with your posterior stuck out and unprotected. <<elseif $walltype is "horse_pillory">> Your legs and neck are shackled by cold iron, preventing movement. <<elseif $walltype is "front">> You are trapped in a wall, vulnerable from the waist up. <<else>> You are trapped in a $walltype with your posterior stuck out in the open. <</if>> <</if>> <<effectspain>> <<effectsorgasm>> <<effectsdissociation>> <<if $possessed>> <<effectspossessed>> <</if>> <<effectsspray>> <<effectshandsclothes>> <<effectssteal>> <<effectspenwhack>> <<effectsshacklewhack>> <<effectshypnosiswhack>> <<effectshandsfreeface>> <<effectshandpull>> <<effectsdildowhack>> <<if $bodyaction is "doggy">> <<set $bodyaction to 0>> You roll onto your knees. <<set $position to "doggy">> <<elseif $bodyaction is "missionary">> <<set $bodyaction to 0>> You roll onto your back. <<set $position to "missionary">> <</if>> /*** * ███ ███████ ██ ██ ███████ * ██ ██ ██ ██ ███ ███ ██ * ██ ██ █████ ██ █ ██ ███████ * ███████ ██ ██ ██ ██ ██ * ██ ██ ██ ██ ██ ██ ███████ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<if $leftaction is "lefthandholdkeep" and $rightaction is "righthandholdkeep">> <<set $leftaction to 0>><<set $leftactiondefault to "lefthandholdkeep">> <<set $rightaction to 0>><<set $rightactiondefault to "righthandholdkeep">> You hold <<someones $lefttarget>> hands in your own. <<submission 4>> <</if>> <<if $leftaction is "lefthandholdnew">> <<set $leftaction to 0>><<set $leftactiondefault to "lefthandholdnew">> <<if combatSkillCheck("hand", $lefttarget)>> <<set $NPCList[$lefttarget].righthand to "handhold">> You take <<someones $lefttarget>> left hand in your own. <<set $leftarm to "handheld">><<set $leftactiondefault to "lefthandholdkeep">> <<submission 1>> <<if isLoveInterest($NPCList[$lefttarget].fullDescription)>> <<takeHandholdingVirginity $NPCList[$lefttarget] "romantic" null true>> <<else>> <<takeHandholdingVirginity $NPCList[$lefttarget] null null true>> <</if>> <<else>> You reach for <<someones $lefttarget>> left hand, but <<he>> moves away. <</if>> <</if>> <<if $leftaction is "lefthandholdkeep">> <<set $leftaction to 0>><<set $leftactiondefault to "lefthandholdkeep">> You hold <<someones $lefttarget>> hand in your own. <<submission 2>> <</if>> <<if $leftaction is "lefthandholdstop">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> You let go of <<someones $lefttarget>> right hand. <<set $leftarm to 0>> <<if $npcSub>> <<set $NPCList[$lefttarget].righthand to "idle">> <<else>> <<set $NPCList[$lefttarget].righthand to 0>> <</if>> <</if>> <<if $rightaction is "righthandholdnew">> <<set $rightaction to 0>><<set $rightactiondefault to "righthandholdnew">> <<if combatSkillCheck("hand", $righttarget)>> <<set $NPCList[$righttarget].lefthand to "handhold">> <<set $rightarm to "handheld">> You take <<hisselect $righttarget>> right hand in your own. <<set $rightarm to "handheld">><<set $leftactiondefault to "righthandholdkeep">> <<submission 1>> <<if isLoveInterest($NPCList[$righttarget].fullDescription)>> <<takeHandholdingVirginity $NPCList[$righttarget] "romantic" null true>> <<else>> <<takeHandholdingVirginity $NPCList[$righttarget] null null true>> <</if>> <<else>> You reach for <<someones $righttarget>> right hand, but <<he>> moves away. <</if>> <</if>> <<if $rightaction is "righthandholdkeep">> <<set $rightaction to 0>><<set $rightactiondefault to "righthandholdkeep">> You hold <<someones $righttarget>> hand in your own. <<submission 2>> <</if>> <<if $rightaction is "righthandholdstop">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> You let go of <<someones $righttarget>> left hand. <<set $rightarm to 0>> <<if $npcSub>> <<set $NPCList[$righttarget].lefthand to "idle">> <<else>> <<set $NPCList[$righttarget].lefthand to 0>> <</if>> <</if>> <<if $leftaction is "handguide">> <<set $leftaction to 0>><<set $leftactiondefault to "handguide">><<combatpromiscuity2>> <<if combatSkillCheck("hand", $lefttarget)>> <<if $rightaction is "handguide" and $handGuideLeft is $handGuideRight>> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <</if>> <<switch $handGuideLeft>> <<case "penis">> You lower <<someones $lefttarget>> hand to your <<penis>>. <<set $NPCList[$lefttarget].righthand to "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">> <<case "pussy">> You lower <<someones $lefttarget>> hand to your <<pussy>>. <<set $NPCList[$lefttarget].righthand to "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">> <<case "ass">> You press <<someones $lefttarget>> hand against your <<bottom>>. <<set $NPCList[$lefttarget].righthand to "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">> <<default>> <</switch>> <<set $leftactiondefault to "rest">><<set $leftarm to 0>><<submission 1>> <<else>> You try to guide <<someones $lefttarget>> hand to <<switch $handGuideRight>> <<case "penis">>your <<penis>>, <<case "pussy">>your <<pussy>>, <<case "ass">>your <<bottom>>, <<default>> <</switch>> <<if $enemyanger gte random(30, 100)>> <span class="purple">but <<he>> wrenches it out of your grasp.</span> <<set $leftactiondefault to "rest">><<set $leftarm to 0>> <<set $NPCList[$lefttarget].righthand to 0>><<violence 2>> <<else>> but <<his>> grip is too tight. <</if>> <</if>> <</if>> <<if $rightaction is "handguide">> <<set $rightaction to 0>><<set $rightactiondefault to "handguide">><<combatpromiscuity2>> <<if combatSkillCheck("hand", $righttarget)>> <<switch $handGuideRight>> <<case "penis">> You lower <<someones $lefttarget>> hand to your <<penis>>. <<set $NPCList[$righttarget].lefthand to "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">> <<case "pussy">> Your lower <<someones $lefttarget>> hand to your <<pussy>>. <<set $NPCList[$righttarget].lefthand to "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">> <<case "ass">> You press <<someones $lefttarget>> hand against your <<bottom>>. <<set $NPCList[$righttarget].lefthand to "anusentrance">><<set $anususe to "handentrance">><<set $anusstate to "handentrance">> <</switch>> <<set $rightactiondefault to "rest">><<set $rightarm to 0>><<submission 1>> <<else>> You try to guide <<someones $lefttarget>> hand to <<switch $handGuideRight>> <<case "penis">>your <<penis>>, <<case "pussy">>your <<pussy>>, <<case "ass">>your <<bottom>>, <</switch>> <<if $enemyanger gte random(30, 100)>> <span class="purple">but <<he>> wrenches it out of your grasp.</span> <<set $rightactiondefault to "rest">><<set $rightarm to 0>> <<set $NPCList[$righttarget].lefthand to 0>><<violence 2>> <<else>> but <<his>> grip is too tight. <</if>> <</if>> <</if>> <<if $leftaction is "leftgrab">> <<set $leftaction to 0>><<set $leftactiondefault to "leftgrab">><<handskilluse>><<combatpromiscuity3>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 1>><<handstat>> <<if $NPCList[$lefttarget].penis is 0>> <<set $leftactiondefault to "leftwork">><<set $NPCList[$lefttarget].penis to "leftarm">><<set $leftarm to "penis">> <span class="lblue">You <<handtext>> <<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>>fondle<<else>>grab<</if>> <<hisselect $lefttarget>> $NPCList[$lefttarget].penisdesc<<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<hisselect $lefttarget>> $NPCList[$lefttarget].chastity.penis<</if>> with your left hand.</span> <<else>> <span class="blue">You try to grab <<hisselect $lefttarget>> $NPCList[$lefttarget].penisdesc with your left hand, but the phallus is already occupied.</span> <</if>> <<else>> You try to grab <<someones $lefttarget>> penis with your left hand, but <<he>> moves it away. <</if>> <</if>> <<if $rightaction is "rightgrab">> <<set $rightaction to 0>><<set $rightactiondefault to "rightgrab">><<handskilluse>><<combatpromiscuity3>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 1>><<handstat>> <<if $NPCList[$righttarget].penis is 0>> <<set $NPCList[$righttarget].penis to "rightarm">><<set $rightarm to "penis">> <span class="lblue">You <<handtext>> <<if $NPCList[$righttarget].chastity.penis.includes("chastity")>>fondle<<else>>grab<</if>> <<hisselect $righttarget>> $NPCList[$righttarget].penisdesc<<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<hisselect $righttarget>> $NPCList[$righttarget].chastity.penis<</if>> with your right hand.</span> <<else>> <span class="blue">You try to grab <<hisselect $righttarget>> $NPCList[$righttarget].penisdesc with your right hand, but the phallus is already occupied.</span> <</if>> <<else>> You try to grab <<someones $righttarget>> penis with your right hand, but <<he>> moves it away. <</if>> <</if>> <<if $leftaction is "leftstroke" and $rightaction is "rightstroke">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstroke">><<set $rightactiondefault to "rightstroke">> <<submission 2>><<actionspenisstroke $lefttarget $righttarget>><<handskilluse>><<handskilluse>> <</if>> <<if $leftaction is "leftstroke">> <<set $leftaction to 0>><<set $leftactiondefault to "leftstroke">><<submission 1>><<actionspenisstroke $lefttarget>><<handskilluse>> <</if>> <<if $rightaction is "rightstroke">> <<set $rightaction to 0>><<set $rightactiondefault to "rightstroke">><<submission 1>><<actionspenisstroke $righttarget>><<handskilluse>> <</if>> <<if $leftaction is "leftwork">> <<set $leftaction to 0>><<set $leftactiondefault to "leftwork">><<handskilluse>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 3>><<actionsshaftrub $lefttarget>> <<elseif $NPCList[$lefttarget].penis is "leftarm">> <<set $leftactiondefault to "leftgrab">> <<set $leftarm to 0>><<set $NPCList[$lefttarget].penis to 0>> <span class="blue">You try to rub <<hisselect $lefttarget>> shaft, but <<he>> moves away.</span> <</if>> <</if>> <<if $rightaction is "rightwork">> <<set $rightaction to 0>><<set $rightactiondefault to "rightwork">><<handskilluse>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 3>><<actionsshaftrub $righttarget>> <<elseif $NPCList[$righttarget].penis is "rightarm">> <<set $rightactiondefault to "rightgrab">> <<set $rightarm to 0>><<set $NPCList[$righttarget].penis to 0>> <span class="blue">You try to rub <<hisselect $righttarget>> shaft, but <<he>> moves away.</span> <</if>> <</if>> <<if $leftaction is "handedge">> <<personselect $lefttarget>><<actionshandedge $lefttarget $leftarm>><<set $leftaction to 0>><<set $leftactiondefault to "handedge">> <<submission 5>><<sexControl 5 `currentSkillValue("handskill")` $lefttarget>><<handskilluse>><<combatpromiscuity4>> <</if>> <<if $rightaction is "handedge">> <<personselect $righttarget>><<actionshandedge $righttarget $rightarm>><<set $rightaction to 0>><<set $rightactiondefault to "handedge">> <<submission 5>><<sexControl 5 `currentSkillValue("handskill")` $righttarget>><<handskilluse>><<combatpromiscuity4>> <</if>> <<if $leftaction is "leftstoppenis" and $NPCList[$lefttarget].penis is "leftarm">> <<set $leftaction to 0>><<set $leftactiondefault to "leftstoppenis">><<submission 3>><<set $leftarm to 0>> <<set $NPCList[$lefttarget].penis to 0>>You let go of <<hisselect $lefttarget>> penis. <</if>> <<if $rightaction is "rightstoppenis" and $NPCList[$righttarget].penis is "rightarm">> <<set $rightaction to 0>><<set $rightactiondefault to "rightstoppenis">><<submission 3>><<set $rightarm to 0>> <<set $NPCList[$righttarget].penis to 0>>You let go of <<hisselect $righttarget>> penis. <</if>> <<if $leftaction is "leftstruggle" and $rightaction is "rightstruggle" and !$abomination and $lefttarget is $righttarget>> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggle">><<set $rightactiondefault to "rightstruggle">> You struggle with all your might. <<defiance 2 $lefttarget>><<set $speechstruggle to 1>> <<if currentSkillValue('physique') gte random(1, 32000) and !$robinRentEvent>> <span class="teal">You manage to twist your arms free.</span> <<defiance 5 $lefttarget>> <<set $leftarm to 0>><<set $rightarm to 0>> <<if $NPCList[$lefttarget].lefthand is "arms">> <<set $NPCList[$lefttarget].lefthand to 0>> <</if>> <<if $NPCList[$lefttarget].righthand is "arms">> <<set $NPCList[$lefttarget].righthand to 0>> <</if>> <<else>> <span class="purple">Your arms remain grasped.</span> <</if>> <</if>> <<if $leftaction is "leftstruggle" and !$abomination>> <<set $leftaction to 0>><<set $leftactiondefault to "leftstruggle">> You struggle. <<set $speechstruggle to 1>><<defiance 1 $lefttarget>> <<if currentSkillValue('physique') gte random(1, 64000) and !$robinRentEvent>> <span class="teal">You manage to twist your arms free.</span> <<defiance 5 $lefttarget>> <<set $leftarm to 0>><<set $rightarm to 0>> <<if $NPCList[$lefttarget].lefthand is "arms">> <<set $NPCList[$lefttarget].lefthand to 0>> <</if>> <<if $NPCList[$lefttarget].righthand is "arms">> <<set $NPCList[$lefttarget].righthand to 0>> <</if>> <<else>> <span class="purple">Your arms remain grasped.</span> <</if>> <</if>> <<if $rightaction is "rightstruggle" and !$abomination>> <<set $rightaction to 0>><<set $rightactiondefault to "rightstruggle">> You struggle. <<defiance 1 $righttarget>><<set $speechstruggle to 1>> <<if currentSkillValue('physique') gte random(1, 64000) and !$robinRentEvent>> <span class="teal">You manage to twist your arms free.</span> <<defiance 5 $righttarget>> <<set $leftarm to 0>><<set $rightarm to 0>> <<if $NPCList[$righttarget].lefthand is "arms">> <<set $NPCList[$righttarget].lefthand to 0>> <</if>> <<if $NPCList[$righttarget].righthand is "arms">> <<set $NPCList[$righttarget].righthand to 0>> <</if>> <<else>> <span class="purple">Your arms remain grasped.</span> <</if>> <</if>> <<if $leftaction is "rest" and $rightaction is "rest">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">> You rest your arms. <</if>> <<if $leftaction is "rest">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> You rest your left arm. <</if>> <<if $rightaction is "rest">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> You rest your right arm. <</if>> <<if $leftaction is "behind" and $rightaction is "behind">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "behind">><<set $rightactiondefault to "behind">> You hold your arms behind your back in a compliant gesture. <<meek 2>><<set $leftarm to "behind">><<set $rightarm to "behind">> <</if>> <<if $leftaction is "behind">> <<set $leftaction to 0>><<set $leftactiondefault to "behind">> You hold your left arm behind your back in a compliant gesture. <<meek 1>><<set $leftarm to "behind">> <</if>> <<if $rightaction is "behind">> <<set $rightaction to 0>><<set $rightactiondefault to "behind">> You hold your right arm behind your back in a compliant gesture. <<meek 1>><<set $rightarm to "behind">> <</if>> <<if $leftaction is "stopbehind" and $rightaction is "stopbehind">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">> You move your arms in front of you. <<set $leftarm to 0>><<set $rightarm to 0>> <</if>> <<if $leftaction is "stopbehind">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> You move your left arm in front of you. <<set $leftarm to 0>> <</if>> <<if $rightaction is "stopbehind">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> You move your right arm in front of you. <<set $rightarm to 0>> <</if>> <<if $leftaction is "leftchest" and $rightaction is "rightchest">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftchest">> <<set $rightactiondefault to "rightchest">><<actionsStroke $lefttarget $righttarget>><<submission 2>> <</if>> <<if $leftaction is "leftchest">> <<set $leftaction to 0>><<set $leftactiondefault to "leftchest">><<actionsStroke $lefttarget>><<submission 1>> <</if>> <<if $rightaction is "rightchest">> <<set $rightaction to 0>><<set $rightactiondefault to "rightchest">><<actionsStroke $righttarget>><<submission 1>> <</if>> <<if $leftaction is "lefthit" and $rightaction is "righthit" and $lefttarget is $righttarget>> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "lefthit">> <<set $rightactiondefault to "righthit">><<actionshit both>><<defiance 5 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 2>> <</if>> <<if $leftaction is "lefthit">> <<set $leftaction to 0>><<set $leftactiondefault to "lefthit">> <<if numberOfEarSlime() and (($parasite.left_ear.name is "slime" and random(1, 3) is 3) or ($parasite.right_ear.name is "slime" and random(1, 3) is 3) or ($earSlime.growth gte 50 and random(1, 3) is 3))>> <<if $earSlime.growth gte (currentSkillValue('willpower') / 10) and random(0,100) gte $earSlime.growth / 3>> You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>> with your left hand, <span class="red">but the slime immobilises your limb.</span> <<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10) and random(0,100) gte 50>> You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>> with your left hand, <span class="red">but the slime distracts you, so you miss.</span> <<gwillpower>><<willpower 1>> <<else>> The slime tries to prevent you from hitting the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $lefttarget>><<person>><</if>>, <span class="green">but you make contact regardless.</span> <<actionshit $lefttarget>><<defiance 2 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>> <</if>> <<else>> <<actionshit $lefttarget>><<defiance 2 $lefttarget>><<set $speechhit to 1>><<set $attackstat += 1>> <</if>> <</if>> <<if $rightaction is "righthit">> <<set $rightaction to 0>><<set $rightactiondefault to "righthit">><<personselect $righttarget>> <<if numberOfEarSlime() and (($parasite.left_ear.name is "slime" and random(1, 3) is 3) or ($parasite.right_ear.name is "slime" and random(1, 3) is 3) or ($earSlime.growth gte 50 and random(1, 3) is 3))>> <<if $earSlime.growth gte (currentSkillValue('willpower') / 10) and random(0,100) gte $earSlime.growth / 3>> You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<person>><</if>> with your right hand, <span class="red">but the slime immobilises your limb.</span> <<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10) and random(0,100) gte 50>> You try to hit the <<if $enemytype is "beast">><<beasttype>><<else>><<person>><</if>> with your right hand, <span class="red">but the slime distracts you, so you miss.</span> <<gwillpower>><<willpower 1>> <<else>> The slime tries to prevent you from hitting the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $righttarget>><<person>><</if>>, <span class="green">but you make contact regardless.</span> <<actionshit $righttarget>><<defiance 2 $righttarget>><<set $speechhit to 1>><<set $attackstat += 1>> <</if>> <<else>> <<actionshit $righttarget>><<set $speechhit to 1>><<defiance 2 $righttarget>><<set $attackstat += 1>> <</if>> <</if>> <<if $leftaction is "leftcamerapose" and $rightaction is "rightcamerapose">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftcamerapose">><<set $rightactiondefault to "rightcamerapose">> <<neutral 4>> You make peace signs for the cameras. <<set $speechcamerapose to 1>> <<elseif $leftaction is "leftcamerapose">> <<set $leftaction to 0>><<set $leftactiondefault to "leftcamerapose">> <<neutral 2>> You make a peace sign with your left hand. <<set $speechcamerapose to 1>> <<elseif $rightaction is "rightcamerapose">> <<set $rightaction to 0>><<set $rightactiondefault to "rightcamerapose">> <<neutral 2>> You make a peace sign with your right hand. <<set $speechcamerapose to 1>> <</if>> <<cover_end>>/*Resets $face and other variables that are covered */ <<if $leftaction is "leftcoverface" and $rightaction is "rightcoverface">> <<if $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>> <<hypnosisText 'You intend to cover your face, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span> You stroke your face with your hands, winking and teasing around your lips.'>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>> <<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>> <<hypnosisText 'You intend to cover your face, <span class="pink">but the thought is snatched from your mind and replaced with another.</span> You stroke your face with your hands, winking and teasing around your lips.'>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>><<willpower 1>> <<else>> You <<if $hypnosis_traits.cover gte 1>> <span class="green">resist intrusive thoughts</span> and <</if>> cover your face with your hands. <<set $speechcoverface to 1>><<set $face to "covered">><<neutral 2>> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftcoverface">><<set $rightactiondefault to "rightcoverface">> <</if>> <<elseif $leftaction is "leftcoverface">> <<if $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>> <<hypnosisText 'You intend to cover your face, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span> You stroke your face with your left hand, winking and teasing around your lips.'>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>> <<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>> <<hypnosisText 'You intend to cover your face, <span class="pink">but the thought is snatched from your mind and replaced with another.</span> You stroke your face with your left hand, winking and teasing around your lips.'>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>><<willpower 1>> <<else>> You <<if $hypnosis_traits.cover gte 1>> <span class="green">resist intrusive thoughts</span> and <</if>> cover your face with your left hand. <<set $speechcoverface to 1>><<set $face to "covered">><<neutral 1>> <<set $leftaction to 0>><<set $leftactiondefault to "leftcoverface">> <</if>> <<elseif $rightaction is "rightcoverface">> <<if $uncomfortable.hypnosis is false and $hypnosis_traits.cover gte random(1,5)>> <<hypnosisText 'You intend to cover your face, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span> You stroke your face with your right hand, winking and teasing around your lips.'>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>> <<elseif $hypnosis_traits.cover gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.cover))>> <<hypnosisText 'You intend to cover your face, <span class="pink">but the thought is snatched from your mind and replaced with another.</span> You stroke your face with your right hand, winking and teasing around your lips.'>> <<submission 1>><<set $speechcamerapose to 1>><<hypnotised 1>><<willpower 1>> <<else>> You <<if $hypnosis_traits.cover gte 1>> <span class="green">resist intrusive thoughts</span> and <</if>> cover your face with your right hand. <<set $speechcoverface to 1>><<set $face to "covered">><<neutral 1>> <<set $rightaction to 0>><<set $rightactiondefault to "rightcoverface">> <</if>> <</if>> /* Vagina Cover */ <<if $leftaction is "leftcovervaginalewd" and $rightaction is "rightcovervaginalewd">> <<effectsCoverVagina "both" "lewd">> <<elseif $leftaction is "leftcovervaginalewd">> <<effectsCoverVagina "left" "lewd">> <<elseif $rightaction is "rightcovervaginalewd">> <<effectsCoverVagina "right" "lewd">> <</if>> <<if $leftaction is "leftcovervaginameek" and $rightaction is "rightcovervaginameek">> <<effectsCoverVagina "both" "meek">> <<elseif $leftaction is "leftcovervaginameek">> <<effectsCoverVagina "left" "meek">> <<elseif $rightaction is "rightcovervaginameek">> <<effectsCoverVagina "right" "meek">> <</if>> <<if $leftaction is "leftcovervagina" and $rightaction is "rightcovervagina">> <<effectsCoverVagina "both">> <<elseif $leftaction is "leftcovervagina">> <<effectsCoverVagina "left">> <<elseif $rightaction is "rightcovervagina">> <<effectsCoverVagina "right">> <</if>> /* Penis Cover */ <<if $leftaction is "leftcoverpenislewd" and $rightaction is "rightcoverpenislewd">> <<effectsCoverPenis "both" "lewd">> <<elseif $leftaction is "leftcoverpenislewd">> <<effectsCoverPenis "left" "lewd">> <<elseif $rightaction is "rightcoverpenislewd">> <<effectsCoverPenis "right" "lewd">> <</if>> <<if $leftaction is "leftcoverpenismeek" and $rightaction is "rightcoverpenismeek">> <<effectsCoverPenis "both" "meek">> <<elseif $leftaction is "leftcoverpenismeek">> <<effectsCoverPenis "left" "meek">> <<elseif $rightaction is "rightcoverpenismeek">> <<effectsCoverPenis "right" "meek">> <</if>> <<if $leftaction is "leftcoverpenis" and $rightaction is "rightcoverpenis">> <<effectsCoverPenis "both">> <<elseif $leftaction is "leftcoverpenis">> <<effectsCoverPenis "left">> <<elseif $rightaction is "rightcoverpenis">> <<effectsCoverPenis "right">> <</if>> /* Anus Cover */ <<if $leftaction is "leftcoveranuslewd" and $rightaction is "rightcoveranuslewd">> <<effectsCoverAnus "both" "lewd">> <<elseif $leftaction is "leftcoveranuslewd">> <<effectsCoverAnus "left" "lewd">> <<elseif $rightaction is "rightcoveranuslewd">> <<effectsCoverAnus "right" "lewd">> <</if>> <<if $leftaction is "leftcoveranusmeek" and $rightaction is "rightcoveranusmeek">> <<effectsCoverAnus "both" "meek">> <<elseif $leftaction is "leftcoveranusmeek">> <<effectsCoverAnus "left" "meek">> <<elseif $rightaction is "rightcoveranusmeek">> <<effectsCoverAnus "right" "meek">> <</if>> <<if $leftaction is "leftcoveranus" and $rightaction is "rightcoveranus">> <<effectsCoverAnus "both">> <<elseif $leftaction is "leftcoveranus">> <<effectsCoverAnus "left">> <<elseif $rightaction is "rightcoveranus">> <<effectsCoverAnus "right">> <</if>> <<if $leftaction is "leftstopvagina" and $rightaction is "rightstopvagina">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstopvagina">><<set $rightactiondefault to "rightstopvagina">> You stop shielding your pussy with your hands. <<set $leftarm to 0>><<set $rightarm to 0>><<set $vaginause to 0>><<meek 2>> <</if>> <<if $leftaction is "leftstopcoverpenis" and $rightaction is "rightstopcoverpenis">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstopcoverpenis">><<set $rightactiondefault to "rightstopcoverpenis">> You stop shielding your penis with your hands. <<set $leftarm to 0>><<set $rightarm to 0>><<set $penisuse to 0>><<meek 2>> <</if>> <<if $leftaction is "leftstopanus" and $rightaction is "rightstopanus">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstopanus">><<set $rightactiondefault to "rightstopanus">> You stop shielding your <<bottom>> with your hands. <<set $leftarm to 0>><<set $rightarm to 0>><<set $anususe to 0>><<meek 2>> <</if>> <<if $leftaction is "leftstopvagina">> <<set $leftaction to 0>><<set $leftactiondefault to "leftstopvagina">> You stop covering your pussy with your left hand. <<set $leftarm to 0>> <<if $rightarm isnot "vagina">> <<set $vaginause to 0>> <</if>><<meek 1>> <</if>> <<if $leftaction is "leftstopcoverpenis">> <<set $leftaction to 0>><<set $leftactiondefault to "leftstopcoverpenis">> You stop covering your penis with your left hand. <<set $leftarm to 0>> <<if $rightarm isnot "coverpenis">> <<set $penisuse to 0>> <</if>> <<meek 1>> <</if>> <<if $leftaction is "leftstopanus">> <<set $leftaction to 0>><<set $leftactiondefault to "leftstopanus">> You stop covering your <<bottom>> with your left hand. <<set $leftarm to 0>> <<if $rightarm isnot "anus">> <<set $anususe to 0>> <</if>> <<meek 1>> <</if>> <<if $rightaction is "rightstopvagina">> <<set $rightaction to 0>><<set $rightactiondefault to "rightstopvagina">> You stop covering your vagina with your right hand. <<set $rightarm to 0>> <<if $leftarm isnot "vagina">> <<set $vaginause to 0>> <</if>> <<meek 1>> <</if>> <<if $rightaction is "rightstopcoverpenis">> <<set $rightaction to 0>><<set $rightactiondefault to "rightstopcoverpenis">> You stop covering your penis with your right hand. <<set $rightarm to 0>> <<if $leftarm isnot "coverpenis">> <<set $penisuse to 0>> <</if>> <<meek 1>> <</if>> <<if $rightaction is "rightstopanus">> <<set $rightaction to 0>><<set $rightactiondefault to "rightstopanus">> You stop covering you anus with your right hand. <<set $rightarm to 0>> <<if $leftarm isnot "anus">> <<set $anususe to 0>> <</if>> <<meek 1>> <</if>> <<if $leftaction is "leftclit">> <<set $leftaction to 0>><<set $leftactiondefault to "leftclit">><<handskilluse>> <<if combatSkillCheck("hand", $lefttarget)>> <<actionsclitstroke $lefttarget>><<submission 10>><<set $speechhandjobvagina to 1>> <<elseif $NPCList[$lefttarget].vagina is "leftarm">> <<set $leftarm to 0>><<set $leftactiondefault to "leftplay">> <<set $NPCList[$lefttarget].vagina to 0>><<personselect $lefttarget>> <span class="blue">You stroke <<hisselect $lefttarget>> clit, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> <<if $rightaction is "rightclit">> <<set $rightaction to 0>><<set $rightactiondefault to "rightclit">><<handskilluse>> <<if combatSkillCheck("hand", $righttarget)>> <<actionsclitstroke $righttarget>><<submission 10>><<set $speechhandjobvagina to 1>> <<elseif $NPCList[$righttarget].vagina is "rightarm">> <<set $rightarm to 0>><<set $rightactiondefault to "rightplay">> <<set $NPCList[$righttarget].vagina to 0>><<personselect $righttarget>> <span class="blue">You stroke <<hisselect $righttarget>> clit, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> <<if $leftaction is "leftothervaginastop" and $NPCList[$lefttarget].vagina is "leftarm">> <<set $leftaction to 0>><<set $leftactiondefault to "leftothervaginastop">> <<set $NPCList[$lefttarget].vagina to 0>><<set $leftarm to 0>> <span class="blue">You move your left hand away from <<hisselect $lefttarget>> pussy.</span> <</if>> <<if $rightaction is "rightothervaginastop" and $NPCList[$righttarget].vagina is "rightarm">> <<set $rightaction to 0>><<set $rightactiondefault to "rightothervaginastop">> <<set $NPCList[$righttarget].vagina to 0>><<set $rightarm to 0>> <span class="blue">You move your right hand away from <<hisselect $righttarget>> pussy.</span> <</if>> <<if $leftaction is "leftplay">> <<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "leftplay">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 1>><<handstat>> <<if $NPCList[$lefttarget].vagina is 0>> <<set $leftactiondefault to "leftclit">><<set $NPCList[$lefttarget].vagina to "leftarm">><<set $leftarm to "othervagina">><<personselect $lefttarget>> <span class="lblue">You <<handtext>> grab <<hisselect $lefttarget>> pussy<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with your left hand.</span> <<else>> <span class="blue">You try to grab <<hisselect $lefttarget>> pussy with your left hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to grab <<hisselect $lefttarget>> pussy with your left hand, but <<he>> moves it away. <</if>> <</if>> <<if $rightaction is "rightplay">> <<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "rightplay">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 1>><<handstat>> <<if $NPCList[$righttarget].vagina is 0>> <<set $rightactiondefault to "rightclit">><<set $NPCList[$righttarget].vagina to "rightarm">><<set $rightarm to "othervagina">><<personselect $righttarget>> <span class="lblue">You <<handtext>> grab <<hisselect $righttarget>> pussy<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your right hand.</span> <<else>> <span class="blue">You try to grab <<hisselect $righttarget>> pussy with your right hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to grab <<hisselect $righttarget>> pussy with your right hand, but <<he>> moves it away. <</if>> <</if>> <<if $leftaction is "leftunderpull" and $rightaction is "rightunderpull">> <<set $leftaction to 0>><<set $rightaction to 0>><<brat 1>><<set $leftactiondefault to "leftunderpull">><<set $rightactiondefault to "rightunderpull">> <<if $worn.under_lower.name is "naked">> You clutch the tattered remains of your clothing. <<brat 2>> <<else>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "underlowerclothes" or $NPCList[_j].righthand is "underlowerclothes" or (_j is 0 and $NPCList[_j].mouth is "underlowerclothes")>> You struggle for control of your $worn.under_lower.name. <<brat 2>><<set $underlowerstruggle to 1>> <<break>> <</if>> <</for>> <<if $underlowerstruggle is 0>> <<if $worn.under_lower.state is "ankles">> <<set $worn.under_lower.state to "knees">> You pull your $worn.under_lower.name up to your knees. <<elseif $worn.under_lower.state is "knees">> <<set $worn.under_lower.state to "thighs">> You pull your $worn.under_lower.name up to your thighs. <<elseif $worn.under_lower.state is "thighs">> <<if $vaginause is 0 and $anususe is 0>> You pull your $worn.under_lower.name up to your waist. <<set $worn.under_lower.state to "waist">><<set $worn.under_lower.exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base>> <<set $worn.under_lower.vagina_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].vagina_exposed_base>> <<set $worn.under_lower.anus_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].anus_exposed_base>> <<else>> You try to pull up your $worn.under_lower.name, but something is in the way. <</if>> <</if>> <</if>> <</if>> <</if>> <<if $leftaction is "leftunderpull">> <<set $leftaction to 0>><<brat 1>><<set $leftactiondefault to "leftunderpull">> <<if $worn.under_lower.name is "naked">> You clutch the tattered remains of your clothing. <<else>> <<if !$NPCList.some(npc => npc.lefthand !== "underlowerclothes" || npc.righthand !== "underlowerclothes" || npc.mouth !== "underlowerclothes")>> <<if $worn.under_lower.state is "ankles">> <<set $worn.under_lower.state to "knees">> You pull your $worn.under_lower.name up to your knees. <<elseif $worn.under_lower.state is "knees">> <<set $worn.under_lower.state to "thighs">> You pull your $worn.under_lower.name up to your thighs. <<elseif $worn.under_lower.state is "thighs">> <<if $vaginause is 0 and $anususe is 0>> You pull your $worn.under_lower.name up to your waist. <<set $worn.under_lower.state to "waist">><<set $worn.under_lower.exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base>> <<set $worn.under_lower.vagina_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].vagina_exposed_base>> <<set $worn.under_lower.anus_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].anus_exposed_base>> <<else>> You try to pull up your $worn.under_lower.name, but something is in the way. <</if>> <</if>> <<else>> You try to pull up your $worn.under_lower.name, but one hand won't be enough. <<brat 1>> <</if>> <</if>> <</if>> <<if $rightaction is "rightunderpull">> <<set $rightaction to 0>><<brat 1>><<set $rightactiondefault to "rightunderpull">> <<if $worn.under_lower.name is "naked">> You clutch the tattered remains of your clothing. <<else>> <<if !$NPCList.some(npc => npc.lefthand !== "underlowerclothes" || npc.righthand !== "underlowerclothes" || npc.mouth !== "underlowerclothes")>> <<if $worn.under_lower.state is "ankles">> <<set $worn.under_lower.state to "knees">> You pull your $worn.under_lower.name up to your knees. <<elseif $worn.under_lower.state is "knees">> <<set $worn.under_lower.state to "thighs">> You pull your $worn.under_lower.name up to your thighs. <<elseif $worn.under_lower.state is "thighs">> <<if $vaginause is 0 and $anususe is 0>> You pull your $worn.under_lower.name up to your waist. <<set $worn.under_lower.state to "waist">><<set $worn.under_lower.exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].exposed_base>> <<set $worn.under_lower.vagina_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].vagina_exposed_base>> <<set $worn.under_lower.anus_exposed to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].anus_exposed_base>> <<else>> You try to pull up your $worn.under_lower.name, but one hand won't be enough. <</if>> <</if>> <<else>> You try to pull up your $worn.under_lower.name, but you aren't strong enough. <<brat 1>> <</if>> <</if>> <</if>> <<if $leftaction is "leftskirtpull" and $rightaction is "rightskirtpull">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftskirtpull">><<set $rightactiondefault to "rightskirtpull">><<brat 1>> <<if $worn.lower.name is "naked">> You clutch the tattered remains of your clothing. <<else>> You pull your $worn.lower.name down with both hands, covering your crotch. <<set $worn.lower.skirt_down to 1>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>> <<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>> <</if>> <</if>> <<if $leftaction is "leftskirtpull">> <<set $leftaction to 0>><<set $leftactiondefault to "leftskirtpull">><<brat 1>> <<if $worn.lower.name is "naked">> You clutch the tattered remains of your clothing. <<else>> You pull your $worn.lower.name back down, covering your crotch. <<set $worn.lower.skirt_down to 1>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>> <<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>> <</if>> <</if>> <<if $rightaction is "rightskirtpull">> <<set $rightaction to 0>><<set $rightactiondefault to "rightskirtpull">><<brat 1>> <<if $worn.lower.name is "naked">> You clutch the tattered remains of your clothing. <<else>> You pull your $worn.lower.name back down, covering your crotch. <<set $worn.lower.skirt_down to 1>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>> <<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>> <</if>> <</if>> <<if $leftaction is "leftlowerpull" or $rightaction is "rightlowerpull">> <<set $_strength to 0>> <<if $leftaction is "leftlowerpull">> <<set $leftaction to 0>><<set $leftactiondefault to "leftlowerpull">><<set $_strength++>> <</if>> <<if $rightaction is "rightlowerpull">> <<set $rightaction to 0>><<set $rightactiondefault to "rightlowerpull">><<set $_strength++>> <</if>> <<brat 1>> <<if $worn.lower.name is "naked">> You clutch the tattered remains of your clothing. <<brat 2>> <<else>> <<if $underlowerstruggle is 0>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "lowerclothes" or $NPCList[_j].righthand is "lowerclothes" or (_j is 0 and $NPCList[_j].mouth is "lowerclothes")>> <<if $_strength is 2>> You struggle for control of your $worn.lower.name. <<brat 2>><<set $lowerstruggle to 1>><<set _lowerpull to "failed">> <<break>> <<else>> You try to pull up your $worn.lower.name, but you aren't strong enough. <<brat 1>><<set _lowerpull to "failed">> <<break>> <</if>> <</if>> <</for>> <<if _lowerpull isnot "failed">> <<if $vaginause isnot 0 and $vaginause isnot "none">> Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<pussy>> is threatened. <<elseif $penisuse isnot 0 and $penisuse isnot "none">> Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<penis>> is threatened. <<elseif $anususe isnot 0>> Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<bottom>> is threatened. <<else>> You fix your <<if $worn.over_lower.exposed gt 0>> $worn.lower.name, concealing your <<if $worn.under_lower.exposed gte 1>> <<genitals>>. <<else>> $worn.under_lower.name. <</if>> <<else>> $worn.lower.name. <</if>> <<brat 5>><<set $worn.lower.state to setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 1>><</if>> <<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>> <<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if $leftaction is "leftoverlowerpull" or $rightaction is "rightoverlowerpull">> <<set $_strength to 0>> <<if $leftaction is "leftoverlowerpull">> <<set $leftaction to 0>><<set $leftactiondefault to "leftoverlowerpull">><<set $_strength++>> <</if>> <<if $rightaction is "rightoverlowerpull">> <<set $rightaction to 0>><<set $rightactiondefault to "rightoverlowerpull">><<set $_strength++>> <</if>> <<brat 1>> <<if $worn.over_lower.name is "naked">> You clutch the tattered remains of your clothing. <<brat 2>> <<else>> <<if $underlowerstruggle is 0>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "overlowerclothes" or $NPCList[_j].righthand is "overlowerclothes" or (_j is 0 and $NPCList[_j].mouth is "overlowerclothes")>> <<if $_strength is 2>> You struggle for control of your $worn.over_lower.name. <<brat 2>><<set $overlowerstruggle to 1>><<set _overlowerpull to "failed">> <<break>> <<else>> You try to pull up your $worn.over_lower.name, but you aren't strong enough. <<brat 1>><<set _overlowerpull to "failed">> <<break>> <</if>> <</if>> <</for>> <<if _overlowerpull isnot "failed">> <<if $vaginause isnot 0 and $vaginause isnot "none">> Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<pussy>> is threatened. <<elseif $penisuse isnot 0 and $penisuse isnot "none">> Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<penis>> is threatened. <<elseif $anususe isnot 0>> Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<bottom>> is threatened. <<else>> You fix your <<if $worn.lower.exposed gt 0>> $worn.over_lower.name, concealing your <<if $worn.under_lower.exposed gte 1>> <<genitals>>. <<else>> $worn.under_lower.name. <</if>> <<else>> $worn.over_lower.name. <</if>> <<brat 5>><<set $worn.over_lower.state to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>> <<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>><<set $worn.over_lower.skirt_down to 1>><</if>> <<set $worn.over_lower.vagina_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].vagina_exposed_base>> <<set $worn.over_lower.anus_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].anus_exposed_base>><<set $worn.over_lower.exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].exposed_base>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if $leftaction is "leftupperpull" or $rightaction is "rightupperpull">> <<set $_strength to 0>> <<if $leftaction is "leftupperpull">> <<set $leftaction to 0>><<set $leftactiondefault to "leftupperpull">><<set $_strength++>> <</if>> <<if $rightaction is "rightupperpull">> <<set $rightaction to 0>><<set $rightactiondefault to "rightupperpull">><<set $_strength++>> <</if>> <<brat 1>> <<if $worn.upper.name is "naked">> You clutch the tattered remains of your clothing. <<else>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "upperclothes" or $NPCList[_j].righthand is "upperclothes" or (_j is 0 and $NPCList[_j].mouth is "upperclothes")>> <<if $_strength is 2>> You struggle for control of your $worn.upper.name. <<brat 2>><<set $upperstruggle to 1>><<set _upperpull to "failed">> <<break>> <<else>> You struggle for your $worn.upper.name, but you aren't strong enough. <<brat 1>><<set _upperpull to "failed">> <<break>> <</if>> <</if>> <</for>> <<if _upperpull isnot "failed">> <<if $vaginause isnot 0 and $vaginause isnot "none">> Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<pussy>> is threatened. <<elseif $penisuse isnot 0 and $penisuse isnot "none">> Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<penis>> is threatened. <<elseif $anususe isnot 0>> Your $worn.lower.name hang loosely, but you can't adjust <<lowerit>> while your <<bottom>> is threatened. <<elseif $worn.lower.set is $worn.upper.set>> You fix your <<if $worn.over_upper.exposed gt 0 or $worn.over_lower.exposed gt 0>> $worn.upper.name, concealing your <<if $worn.over_upper.exposed gt 0>><<breasts>> <<if $worn.over_lower.exposed gt 0>>and<</if>><</if>> <<if $worn.over_lower.exposed is 0>> <<elseif $worn.under_lower.exposed gte 1>> <<genitals>>. <<else>> $worn.under_lower.name. <</if>> <<else>> $worn.upper.name. <</if>> <<brat 5>><<set $worn.upper.state to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base>><<set $worn.upper.state_top to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>> <<set $worn.upper.exposed to setup.clothes.upper[clothesIndex('upper', $worn.upper)].exposed_base>><<set $worn.lower.state to setup.clothes.lower[clothesIndex('lower', $worn.lower)].state_base>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 1>><</if>><<set $worn.lower.vagina_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].vagina_exposed_base>> <<set $worn.lower.anus_exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].anus_exposed_base>><<set $worn.lower.exposed to setup.clothes.lower[clothesIndex('lower', $worn.lower)].exposed_base>> <<else>> You fix your $worn.upper.name, concealing your <<breasts>>. <<brat 5>><<set $worn.upper.state to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_base>> <<set $worn.upper.state_top to setup.clothes.upper[clothesIndex('upper', $worn.upper)].state_top_base>><<set $worn.upper.exposed to setup.clothes.upper[clothesIndex('upper', $worn.upper)].exposed_base>> <</if>> <</if>> <</if>> <</if>> <<if $leftaction is "leftoverupperpull" or $rightaction is "rightoverupperpull">> <<set $_strength to 0>> <<if $leftaction is "leftoverupperpull">> <<set $leftaction to 0>><<set $leftactiondefault to "leftoverupperpull">><<set $_strength++>> <</if>> <<if $rightaction is "rightoverupperpull">> <<set $rightaction to 0>><<set $rightactiondefault to "rightoverupperpull">><<set $_strength++>> <</if>> <<brat 1>> <<if $worn.over_upper.name is "naked">> You clutch the tattered remains of your clothing. <<else>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "overupperclothes" or $NPCList[_j].righthand is "overupperclothes" or (_j is 0 and $NPCList[_j].mouth is "overupperclothes")>> <<if $_strength is 2>> You struggle for control of your $worn.over_upper.name. <<brat 2>><<set $overupperstruggle to 1>><<set _overupperpull to "failed">> <<break>> <<else>> You struggle for your $worn.over_upper.name, but you aren't strong enough. <<brat 1>><<set _overupperpull to "failed">> <<break>> <</if>> <</if>> <</for>> <<if _overupperpull isnot "failed">> <<if $vaginause isnot 0 and $vaginause isnot "none">> Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<pussy>> is threatened. <<elseif $penisuse isnot 0 and $penisuse isnot "none">> Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<penis>> is threatened. <<elseif $anususe isnot 0>> Your $worn.over_lower.name hang loosely, but you can't adjust <<overlowerit>> while your <<bottom>> is threatened. <<elseif $worn.over_lower.set is $worn.over_upper.set>> You fix your <<if $worn.upper.exposed gt 0 or $worn.lower.exposed gt 0>> $worn.over_upper.name, concealing your <<if $worn.upper.exposed gt 0>><<breasts>> <<if $worn.lower.exposed gt 0>>and<</if>><</if>> <<if $worn.lower.exposed is 0>> <<elseif $worn.under_lower.exposed gte 1>> <<genitals>>. <<else>> $worn.under_lower.name. <</if>> <<else>> $worn.over_upper.name. <</if>> <<brat 5>><<set $worn.over_upper.state to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base>><<set $worn.over_upper.state_top to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>> <<set $worn.over_upper.exposed to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].exposed_base>><<set $worn.over_lower.state to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].state_base>> <<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>><<set $worn.over_lower.skirt_down to 1>><</if>><<set $worn.over_lower.vagina_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].vagina_exposed_base>> <<set $worn.over_lower.anus_exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].anus_exposed_base>><<set $worn.over_lower.exposed to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].exposed_base>> <<else>> You fix your $worn.over_upper.name<<if $worn.upper.exposed gt 0>>, concealing your <<breasts>><</if>>. <<brat 5>><<set $worn.over_upper.state to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_base>> <<set $worn.over_upper.state_top to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].state_top_base>><<set $worn.over_upper.exposed to setup.clothes.over_upper[clothesIndex('over_upper', $worn.over_upper)].exposed_base>> <</if>> <</if>> <</if>> <</if>> <<unset $keepchoke>> <<if $leftaction is "keepchoke" or $rightaction is "keepchoke">> <<if $neckuse is "hand">> <<if $leftaction is "keepchoke">> <<personselect $lefttarget>> <<else>> <<personselect $righttarget>> <</if>> <<if $leftactioncarry is "keepchoke" or $rightactioncarry is "keepchoke">> You keep pressing <<his>> hand against your neck. <<else>> You reach out to <<his>> hand holding your neck and push it harder against your soft skin. <span class="sub"><<His>> grip tightens around your throat.</span> <</if>> <</if>> <<if $leftaction is "keepchoke">> <<set $leftaction to 0>><<set $leftactiondefault to "keepchoke">><<submission 1>> <</if>> <<if $rightaction is "keepchoke">> <<set $rightaction to 0>><<set $rightactiondefault to "keepchoke">><<submission 1>> <</if>> <<set $keepchoke = 1>> <</if>> <<if ["stopchoke", "stopchokenoncon"].includesAny($leftaction, $rightaction)>> <<if $consensual is 1>> <<if ["stopchoke", "stopchokenoncon"].includes($leftaction)>> <<set $leftaction to 0>><<set $leftactiondefault to "stopchoke">> <<brat 1 $lefttarget>><<personselect $lefttarget>> <</if>> <<if ["stopchoke", "stopchokenoncon"].includes($rightaction)>> <<set $rightaction to 0>><<set $rightactiondefault to "stopchoke">> <<brat 1 $righttarget>><<personselect $righttarget>> <</if>> <<if $neckuse is "hand">> You reach out to <<his>> hand on your neck and gently pull it away. <<He>> doesn't resist. <<unset $neckuse>> <<if $NPCList[_n].lefthand == "throat">> <<set $NPCList[_n].lefthand = 0>> <</if>> <<if $NPCList[_n].righthand == "throat">> <<set $NPCList[_n].righthand = 0>> <</if>> <</if>> <<else>> <<set _handsCount = 0>> <<if ["stopchoke", "stopchokenoncon"].includes($leftaction)>> <<set $leftaction to 0>><<set $leftactiondefault to "stopchokenoncon">> <<defiance 2 $lefttarget>><<personselect $lefttarget>> <<set _handsCount++>> <</if>> <<if ["stopchoke", "stopchokenoncon"].includes($rightaction)>> <<set $rightaction to 0>><<set $rightactiondefault to "stopchokenoncon">> <<defiance 2 $righttarget>><<personselect $righttarget>> <<set _handsCount++>> <</if>> <<if $neckuse is "hand">> You dig your nails into <<his>> hand around your throat and pull it. <<defiance 2 _n>><<set $speechstruggle to 1>> <<if currentSkillValue('physique') gte random(1, 60000/_handsCount)>> <span class="teal">You manage to rip <<his>> hand off your throat.</span> <<defiance 5 _n>> <<unset $neckuse>> <<gaspair>> <<if $leftactiondefault == "stopchokenoncon">> <<set $leftactiondefault to "rest">> <</if>> <<if $rightactiondefault == "stopchokenoncon">> <<set $rightactiondefault to "rest">> <</if>> <<if $NPCList[_n].lefthand == "throat">> <<set $NPCList[_n].lefthand = 0>> <</if>> <<if $NPCList[_n].righthand == "throat">> <<set $NPCList[_n].righthand = 0>> <</if>> <<elseif currentSkillValue('physique') gte random(1, 40000/_handsCount)>> <<His>> hand doesn't move, however <span class="blue">you manage to gasp for a bit of air when <<his>> grip weakens momentarily</span>. <<oxygen 200>> <<else>> <span class="purple"><<His>> hand remains on your throat.</span> <</if>> <</if>> <</if>> <</if>> <<if $rightaction is "rightUndressOther" and $leftaction is "leftUndressOther" and $lefttarget is $righttarget and $undressLeftTarget is $undressRightTarget>> <<if $undressLeftTarget is "rest">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "rest">><<set $rightactiondefault to "rest">> You rest your arms. <<else>> <<set $rightaction to 0>><<set $leftaction to 0>><<set $rightactiondefault to "rightUndressOther">><<set $leftactiondefault to "leftUndressOther">> <<handskilluse>><<combatpromiscuity2>><<brat 2 $righttarget>> <<set $_npc to $NPCList[$righttarget]>><<set $_clothesTarget to $undressRightTarget>> <<personselect $righttarget>> <<if combatSkillCheck("hand", $lefttarget, $NPCList[$lefttarget].fullDescription, 700, $_npc.clothes[$_clothesTarget].integrity)>> <!-- Using a switch to make it easier to add more NPC clothes types later --> <<switch $_clothesTarget>> <<case "upper">> <span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>> with both hands, <<npcRevealText $_npc $_clothesTarget>>.</span> <<set $_npc.chest to 0>> <<case "lower">> <span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>> with both hands, <<npcRevealText $_npc $_clothesTarget>>.</span> <<if $_npc.fullDescription is "Sydney">> <<sydneyExpose>> <</if>> <<if $_npc.penis is "clothed">> <<npcGenitalReaction $_npc>> <<set $_npc.penis to 0>> <</if>> <<if $_npc.vagina is "clothed">> <<set $_npc.vagina to 0>> <</if>> <<default>> You try to undress <<him>>, but grab nothing but the air. <span class="red">Improper clothes target: $_clothesTarget. Please report this bug.</span> <</switch>> <<else>> You try to <<npcUndressText $_npc $_clothesTarget>>, but <<he>> holds on to <<his>> clothes. <<set $_npc.clothes[$_clothesTarget].integrity -= Math.floor((currentSkillValue("handskill") / 100) * 1.5)>> <</if>> <</if>> <<unset $undressLeftTarget>><<unset $undressRightTarget>> <</if>> <<if $rightaction is "rightUndressOther">> <<if $undressRightTarget is "rest">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> You rest your right arm. <<else>> <<set $rightaction to 0>><<set $rightactiondefault to "rightUndressOther">><<handskilluse>><<combatpromiscuity2>><<brat 1 $righttarget>> <<set $_npc to $NPCList[$righttarget]>><<set $_clothesTarget to $undressRightTarget>> <<personselect $righttarget>> <<if combatSkillCheck("hand", $righttarget, $NPCList[$righttarget].fullDescription, 1000, $_npc.clothes[$_clothesTarget].integrity)>> <!-- Using a switch to make it easier to add more NPC clothes types later --> <<switch $_clothesTarget>> <<case "upper">> <span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span> <<set $_npc.chest to 0>> <<case "lower">> <span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span> <<if $_npc.fullDescription is "Sydney">> <<sydneyExpose>> <</if>> <<if $_npc.penis is "clothed">> <<npcGenitalReaction $_npc>> <<set $_npc.penis to 0>> <</if>> <<if $_npc.vagina is "clothed">> <<set $_npc.vagina to 0>> <</if>> <<default>> You try to undress <<him>>, but grab nothing but the air. <span class="red">Improper clothes target: $_clothesTarget. Please report this bug.</span> <</switch>> <<else>> You try to <<npcUndressText $_npc $_clothesTarget>>, but <<he>> holds on to <<his>> clothes. <<set $_npc.clothes[$_clothesTarget].integrity -= Math.floor(currentSkillValue("handskill") / 100)>> <</if>> <</if>> <<unset $undressRightTarget>> <</if>> <<if $leftaction is "leftUndressOther">> <<if $undressLeftTarget is "rest">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> You rest your left arm. <<else>> <<set $leftaction to 0>><<set $leftactiondefault to "leftUndressOther">><<handskilluse>><<combatpromiscuity2>><<brat 1 $lefttarget>> <<set $_npc to $NPCList[$lefttarget]>><<set $_clothesTarget to $undressLeftTarget>> <<personselect $lefttarget>> <<if combatSkillCheck("hand", $lefttarget, $NPCList[$lefttarget].fullDescription, 1000, $_npc.clothes[$_clothesTarget].integrity)>> <!-- Using a switch to make it easier to add more NPC clothes types later --> <<switch $_clothesTarget>> <<case "upper">> <span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span> <<set $_npc.chest to 0>> <<case "lower">> <span class="lblue">You <<handtext>> <<npcUndressText $_npc $_clothesTarget>>, <<npcRevealText $_npc $_clothesTarget>>.</span> <<if $_npc.fullDescription is "Sydney">> <<sydneyExpose>> <</if>> <<if $_npc.penis is "clothed">> <<npcGenitalReaction $_npc>> <<set $_npc.penis to 0>> <</if>> <<if $_npc.vagina is "clothed">> <<set $_npc.vagina to 0>> <</if>> <<default>> You try to undress <<him>>, but grab nothing but the air. <span class="red">Improper clothes target: $_clothesTarget. Please report this bug.</span> <</switch>> <<else>> You try to <<npcUndressText $_npc $_clothesTarget>>, but <<he>> holds on to <<his>> clothes. <<set $_npc.clothes[$_clothesTarget].integrity -= Math.floor(currentSkillValue("handskill") / 100)>> <</if>> <</if>> <<unset $undressLeftTarget>> <</if>> <<if $leftaction is "peniscondom" or $rightaction is "peniscondom">> <<if $leftaction is "peniscondom">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> <</if>> <<if $rightaction is "peniscondom">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <</if>> <<set _foundnpc to []>> <<run $NPCList.forEach((npc, index) => { if (npc.pregnancyAvoidance === 0) _foundnpc.push(index); })>> <<if _foundnpc.length>> <<personselect _foundnpc.random()>> <<set $_stop to true>> <</if>> <<if $_stop>> <<if combatSkillCheck("hand", $_s)>> <<combatPerson>> tries to stop you from putting the condom on, <span class="green">but you manage to do it anyways.</span> <<equipPlayerCondom>> <<else>> <<combatPerson>> <span class="red">stops you from putting the condom on.</span> <</if>> <<elseif $parasite.penis.name>> <span class="lewd">You can't put the condom on over the parasite.</span> <<else>> <<if !$player.condom>> You roll the condom over your penis. <<equipPlayerCondom>> <</if>> <</if>> <</if>> <<if $leftaction is "penisremovecondom" or $rightaction is "penisremovecondom">> <<if $leftaction is "penisremovecondom">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> <</if>> <<if $rightaction is "penisremovecondom">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <</if>> <<set _foundnpc to []>> <<run $NPCList.forEach((npc, index) => { if (npc.pregnancyAvoidance === 0) _foundnpc.push(index); })>> <<if _foundnpc.length>> <<personselect _foundnpc.random()>> <<set $_stop to true>> <</if>> <<if $_stop>> <<if combatSkillCheck("hand", $_s)>> <<combatPerson>> tries to stop you from removing your condom, <span class="green">but you manage to do it anyways.</span> <<removePlayerCondom>> <<else>> <<combatPerson>> <span class="red">stops you from removing your condom.</span> <</if>> <<else>> <<if $player.condom>> You quickly remove the condom from your penis. <<removePlayerCondom>> <</if>> <</if>> <</if>> <<if $leftaction is "npcremovecondom" or $rightaction is "npcremovecondom">> <<if $leftaction is "npcremovecondom" and $rightaction is "npcremovecondom">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">><<set $rightaction to 0>><<set $rightactiondefault to "rest">> <<if $lefttarget is $righttarget>> <<set $_target to $lefttarget>><<handskilluse>><<brat 2 $_target>> <<else>> <<set $_target to $lefttarget>><<set $_target2 to $righttarget>><<handskilluse>><<brat 1 $_target>><<brat 1 $_target2>> <</if>> <<elseif $leftaction is "npcremovecondom">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> <<set $_target to $lefttarget>><<handskilluse>><<brat 1 $_target>> <<elseif $rightaction is "npcremovecondom">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <<set $_target to $righttarget>><<handskilluse>><<brat 1 $_target>> <</if>> <<if $consensual is 0 and playerPregnancyPossibleWith($NPCList[$_target])>><<combatpromiscuity6>><</if>> <<personselect $_target>> <<set $_npc to $NPCList[$_target]>> <<if $_npc.pregnancyAvoidance gte 80>> <<if combatSkillCheck("hand", $_target)>> <<combatPerson>> tries to stop you from removing <<his>> condom, <span class="green">but you manage to do it anyways.</span> <<removeNPCCondom $_target>> <<else>> <<combatPerson>> <span class="red">stops you from removing <<his>> condom.</span> <</if>> <<else>> You stealthily remove the condom from <<combatpersons>> penis. <<removeNPCCondom $_target>> <</if>> <<if $_target2>> <<personselect $_target2>> <<set $_npc to $NPCList[$_target2]>> <<if $_npc.pregnancyAvoidance gte 80>> <<if combatSkillCheck("hand", $_target2)>> <<combatPerson>> tries to stop you from removing <<his>> condom, <span class="green">but you manage to do it anyways.</span> <<removeNPCCondom $_target2>> <<else>> <<combatPerson>> <span class="red">stops you from removing <<his>> condom.</span> <</if>> <<else>> You stealthily remove the condom from <<combatpersons>> penis. <<removeNPCCondom $_target2>> <</if>> <</if>> <</if>> <<if $leftaction is "npcgivecondom">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> <<set $_target to $lefttarget>><<meek 1 $_target>> <<personselect $_target>> <<set $_npc to $NPCList[$_target]>> <<if $NPCList[$_target].condomCanGive>> You give <<combatperson>> one of your condoms to use. <<giveNPCCondom $_target>> <</if>> <</if>> <<if $rightaction is "npcgivecondom">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <<set $_target to $righttarget>><<meek 1 $_target>> <<personselect $_target>> <<set $_npc to $NPCList[$_target]>> <<if $NPCList[$_target].condomCanGive>> You give <<combatperson>> one of your condoms to use. <<giveNPCCondom $_target>> <</if>> <</if>> <<if $leftaction is "leftmasturbatepussy">> <<set $leftaction to 0>><<set $leftactiondefault to "leftmasturbatepussy">> <<if $vaginause is 0 and !playerChastity("vagina")>> <<combatpromiscuity2>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>> <<if $_genitals_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You run your fingers over your exposed <<pussy>> and shiver in anticipation. <<else>> You run your fingers over your exposed <<pussy>>. <</if>> <<addVaginalWetness 2>><<arousal 40 "masturbationVagina">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.lower.name. <<addVaginalWetness 1>><<arousal 20 "masturbationVagina">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name. <<addVaginalWetness 1>><<arousal 20 "masturbationVagina">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.genitals.name. <<addVaginalWetness 1>><<arousal 20 "masturbationVagina">> <<else>> You run your fingers over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<addVaginalWetness 0>><<arousal 5 "masturbationVagina">> <</if>> <<submission 3>><<set $speechmasturbate to 1>> <</if>> <</if>> <<if $rightaction is "rightmasturbatepussy">> <<set $rightaction to 0>><<set $rightactiondefault to "rightmasturbatepussy">> <<if $vaginause is 0 and !playerChastity("vagina")>> <<combatpromiscuity2>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>> <<if $_genitals_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You run your fingers over your exposed <<pussy>> and shiver in anticipation. <<else>> You run your fingers over your exposed <<pussy>>. <</if>> <<addVaginalWetness 2>><<arousal 40 "masturbationVagina">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.lower.name. <<addVaginalWetness 1>><<arousal 20 "masturbationVagina">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name. <<addVaginalWetness 1>><<arousal 20 "masturbationVagina">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your fingers over your <<pussy>>, feeling its shape beneath your $worn.genitals.name. <<addVaginalWetness 1>><<arousal 20 "masturbationVagina">> <<else>> You run your fingers over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<addVaginalWetness 0>><<arousal 5 "masturbationVagina">> <</if>> <<submission 3>><<set $speechmasturbate to 1>> <</if>> <</if>> <<if $leftaction is "leftmasturbatepenis">> <<set $leftaction to 0>><<set $leftactiondefault to "leftmasturbatepenis">> <<if $penisuse is 0 and !playerChastity("penis")>> <<combatpromiscuity2>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>> <<if $_genitals_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You stroke your exposed <<penis>> and shiver in anticipation. <<else>> You stroke your exposed <<penis>>. <</if>> <<arousal 40 "masturbationPenis">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You stroke your <<penis>>, feeling its shape beneath your $worn.lower.name. <<arousal 20 "masturbationPenis">> <<elseif $worn.under_lower.vagina_exposed is 0>> You stroke your <<penis>>, feeling its shape beneath your $worn.under_lower.name. <<arousal 20 "masturbationPenis">> <<elseif $worn.genitals.vagina_exposed is 0>> You stroke your <<penis>>, feeling its shape beneath your $worn.genitals.name. <<arousal 20 "masturbationPenis">> <<else>> You stroke your <<penis>>, feeling its shape beneath your clothing. <<arousal 5 "masturbationPenis">> <</if>> <<submission 3>><<set $speechmasturbate to 1>> <</if>> <</if>> <<if $rightaction is "rightmasturbatepenis">> <<set $rightaction to 0>><<set $rightactiondefault to "rightmasturbatepenis">> <<if $penisuse is 0 and !playerChastity("penis")>> <<combatpromiscuity2>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>> <<if $_genitals_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You stroke your exposed <<penis>> and shiver in anticipation. <<else>> You stroke your exposed <<penis>>. <</if>> <<arousal 40 "masturbationPenis">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You stroke your <<penis>>, feeling its shape beneath your $worn.lower.name. <<arousal 20 "masturbationPenis">> <<elseif $worn.under_lower.vagina_exposed is 0>> You stroke your <<penis>>, feeling its shape beneath your $worn.under_lower.name. <<arousal 20 "masturbationPenis">> <<elseif $worn.genitals.vagina_exposed is 0>> You stroke your <<penis>>, feeling its shape beneath your $worn.genitals.name. <<arousal 20 "masturbationPenis">> <<else>> You stroke your <<penis>>, feeling its shape beneath your clothing. <<arousal 5 "masturbationPenis">> <</if>> <<submission 3>><<set $speechmasturbate to 1>> <</if>> <</if>> <<if $leftaction is "leftmasturbateanus">> <<set $leftaction to 0>><<set $leftactiondefault to "leftmasturbateanus">> <<if $anususe is 0 and !playerChastity("anus")>> <<combatpromiscuity3>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>> <<if $_genitals_exposed>> <<if playerHasButtPlug()>> <<if $arousal gt ($arousalmax/5)*4>> You pull your $worn.butt_plug.name in and out of your exposed anus and shiver in anticipation. <<else>> You pull your $worn.butt_plug.name in and out of your exposed anus. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You run your fingers in and out of your exposed anus and shiver in anticipation. <<else>> You run your fingers in and out of your exposed anus. <</if>> <</if>> <<arousal 40 "masturbationAnal">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.lower.name. <<else>> You run your fingers over your anus, feeling its shape beneath your $worn.lower.name. <</if>> <<arousal 20 "masturbationAnal">> <<elseif $worn.under_lower.vagina_exposed is 0>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.under_lower.name. <<else>> You run your fingers over your anus, feeling its shape beneath your $worn.under_lower.name. <</if>> <<arousal 20 "masturbationAnal">> <<elseif $worn.genitals.vagina_exposed is 0>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.genitals.name. <<else>> You run your fingers over your anus, feeling its shape beneath your $worn.genitals.name. <</if>> <<arousal 20 "masturbationAnal">> <<else>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<else>> You run your fingers over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <</if>> <<arousal 5 "masturbationAnal">> <</if>> <<submission 3>><<set $speechmasturbate to 1>> <</if>> <</if>> <<if $rightaction is "rightmasturbateanus">> <<set $rightaction to 0>><<set $rightactiondefault to "rightmasturbateanus">> <<if $anususe is 0 and !playerChastity("anus")>> <<combatpromiscuity3>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1>> <<if $_genitals_exposed>> <<if playerHasButtPlug()>> <<if $arousal gt ($arousalmax/5)*4>> You pull your $worn.butt_plug.name in and out of your exposed anus and shiver in anticipation. <<else>> You pull your $worn.butt_plug.name in and out of your exposed anus. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You run your fingers in and out of your exposed anus and shiver in anticipation. <<else>> You run your fingers in and out of your exposed anus. <</if>> <</if>> <<arousal 40 "masturbationAnal">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.lower.name. <<else>> You run your fingers over your anus, feeling its shape beneath your $worn.lower.name. <</if>> <<arousal 20 "masturbationAnal">> <<elseif $worn.under_lower.vagina_exposed is 0>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.under_lower.name. <<else>> You run your fingers over your anus, feeling its shape beneath your $worn.under_lower.name. <</if>> <<arousal 20 "masturbationAnal">> <<elseif $worn.genitals.vagina_exposed is 0>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name, feeling its shape beneath your $worn.genitals.name. <<else>> You run your fingers over your anus, feeling its shape beneath your $worn.genitals.name. <</if>> <<arousal 20 "masturbationAnal">> <<else>> <<if playerHasButtPlug()>> You run your fingers over your $worn.butt_plug.name<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<else>> You run your fingers over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <</if>> <<arousal 5 "masturbationAnal">> <</if>> <<submission 3>><<set $speechmasturbate to 1>> <</if>> <</if>> <<effectsremovebuttplug>> <<effectsPickupSexToy>> <<effectsDropSexToy>> <<if $leftaction is "lubeanus" or $rightaction is "lubeanus">> <<if $leftaction is "lubeanus">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> <</if>> <<if $rightaction is "lubeanus">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <</if>> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> You squeeze your bottle of lube over your anus. <<bodyliquid "bottom" "goo">> <<useLube>> <<submission 3>> <</if>> <<if $leftaction is "lubepussy" or $rightaction is "lubepussy">> <<if $leftaction is "lubepussy">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> <</if>> <<if $rightaction is "lubepussy">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <</if>> You squeeze your bottle of lube over your pussy. <<bodyliquid "vaginaoutside" "goo">> <<useLube>> <<submission 3>> <</if>> <<if $leftaction is "lubepenis" or $rightaction is "lubepenis">> <<if $leftaction is "lubepenis">> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> <</if>> <<if $rightaction is "lubepenis">> <<set $rightaction to 0>><<set $rightactiondefault to "rest">> <</if>> <<set $leftaction to 0>><<set $leftactiondefault to "rest">> You squeeze your bottle of lube over your penis. <<bodyliquid "penis" "goo">> <<useLube>> <<submission 3>> <</if>> /* Combat sex toys */ <<if $leftaction is "dildoSelfPussyEntrance">> <<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfPussyEntrance">><<set $leftarm to "dildoSelfPussyEntrance">><<combatpromiscuity3>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<set $_dildo to $selectedItemLeft.name>> <<if $_genitals_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You run your $_dildo over your exposed <<pussy>> and shiver in pleasure. <<else>> You run your $_dildo over your exposed <<pussy>>. <</if>> <<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.genitals.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<else>> You run your $_dildo over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<addVaginalWetness 0>><<arousal 5 "genitals">> <</if>> <<submission 5>><<set $speechmasturbate to 1>> <</if>> <<if $rightaction is "dildoSelfPussyEntrance">> <<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfPussyEntrance">><<set $rightarm to "dildoSelfPussyEntrance">><<combatpromiscuity3>> <<set $_genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<set $_dildo to $selectedItemRight.name>> <<if $_genitals_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You run your $_dildo over your exposed <<pussy>> and shiver in pleasure. <<else>> You run your $_dildo over your exposed <<pussy>>. <</if>> <<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.under_lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your $_dildo over your <<pussy>>, feeling its shape beneath your $worn.genitals.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<else>> You run your $_dildo over your <<pussy>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<addVaginalWetness 0>><<arousal 5 "genitals">> <</if>> <<submission 5>><<set $speechmasturbate to 1>> <</if>> <<if $leftaction is "dildoSelfPussy">> <<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfPussy">><<set $leftarm to "dildoSelfPussy">> <<set $_dildo to $currentSexToyLeft.name>> <<if $player.virginity.vaginal is true>> <<if $arousal gt ($arousalmax/5)*4>> You gently fuck the entrance of your <<pussy>> with the $_dildo and shiver in pleasure. <<else>> You gently fuck the entrance of your <<pussy>> with the $_dildo. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You fuck your <<pussy>> with the $_dildo and shiver in pleasure. <<else>> You fuck your <<pussy>> with the $_dildo. <</if>> <</if>> <<addVaginalWetness 2>><<arousal 50 "genitals">><<submission 10>><<set $speechmasturbate to 1>> <</if>> <<if $rightaction is "dildoSelfPussy">> <<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfPussy">><<set $rightarm to "dildoSelfPussy">> <<set $_dildo to $currentSexToyRight.name>> <<if $player.virginity.vaginal is true>> <<if $arousal gt ($arousalmax/5)*4>> You gently fuck the entrance of your <<pussy>> with the $_dildo and shiver in pleasure. <<else>> You gently fuck the entrance of your <<pussy>> with the $_dildo. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You fuck your <<pussy>> with the $_dildo and shiver in pleasure. <<else>> You fuck your <<pussy>> with the $_dildo. <</if>> <</if>> <<addVaginalWetness 2>><<arousal 50 "genitals">><<submission 10>><<set $speechmasturbate to 1>> <</if>> <<if $leftaction is "dildoSelfAnusEntrance">> <<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfAnusEntrance">><<set $leftarm to "dildoSelfAnusEntrance">><<combatpromiscuity3>> <<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>> <<set $_dildo to $currentSexToyLeft.name>> <<if $_anus_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You run your $_dildo over your exposed anus and shiver in pleasure. <<else>> You run your $_dildo over your exposed anus. <</if>> <<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your $_dildo over your anus, feeling its shape beneath your $worn.lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your $_dildo over your anus, feeling its shape beneath your $worn.under_lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your $_dildo over your anus, feeling its shape beneath your $worn.genitals.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<else>> You run your $_dildo over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<addVaginalWetness 0>><<arousal 5 "genitals">> <</if>> <<submission 5>><<set $speechmasturbate to 1>> <</if>> <<if $rightaction is "dildoSelfAnusEntrance">> <<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfAnusEntrance">><<set $rightarm to "dildoSelfAnusEntrance">><<combatpromiscuity3>> <<set $_anus_exposed to $worn.over_lower.anus_exposed gte 1 and ($worn.lower.anus_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.anus_exposed gte 1 and $worn.genitals.anus_exposed gte 1>> <<set $_dildo to $currentSexToyRight.name>> <<if $_anus_exposed>> <<if $arousal gt ($arousalmax/5)*4>> You run your $_dildo over your exposed anus and shiver in pleasure. <<else>> You run your $_dildo over your exposed anus. <</if>> <<addVaginalWetness 2>><<arousal 40 "genitals">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your $_dildo over your anus, feeling its shape beneath your $worn.lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your $_dildo over your anus, feeling its shape beneath your $worn.under_lower.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your $_dildo over your anus, feeling its shape beneath your $worn.genitals.name. <<addVaginalWetness 1>><<arousal 20 "genitals">> <<else>> You run your $_dildo over your anus<<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<addVaginalWetness 0>><<arousal 5 "genitals">> <</if>> <<submission 5>><<set $speechmasturbate to 1>> <</if>> <<if $leftaction is "dildoSelfAnus">> <<set $leftaction to 0>><<set $leftactiondefault to "dildoSelfAnus">><<set $leftarm to "dildoSelfAnus">> <<set $_dildo to $currentSexToyLeft.name>> <<if $player.virginity.anal is true>> <<if $arousal gt ($arousalmax/5)*4>> You gently fuck the entrance of your anus with the $_dildo and shiver in pleasure. <<else>> You gently fuck the entrance of your anus with the $_dildo. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You fuck your anus with the $_dildo and shiver in pleasure. <<else>> You fuck your anus with the $_dildo. <</if>> <</if>> <<arousal 50 "anus">><<submission 10>><<set $speechmasturbate to 1>> <</if>> <<if $rightaction is "dildoSelfAnus">> <<set $rightaction to 0>><<set $rightactiondefault to "dildoSelfAnus">><<set $rightarm to "dildoSelfAnus">> <<set $_dildo to $currentSexToyRight.name>> <<if $player.virginity.anal is true>> <<if $arousal gt ($arousalmax/5)*4>> You gently fuck the entrance of your anus with the $_dildo and shiver in pleasure. <<else>> You gently fuck the entrance of your anus with the $_dildo. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You fuck your anus with the $_dildo and shiver in pleasure. <<else>> You fuck your anus with the $_dildo. <</if>> <</if>> <<arousal 50 "anus">><<submission 10>><<set $speechmasturbate to 1>> <</if>> <<if $leftaction is "strokerSelfPenisEntrance">> <<set $leftaction to 0>><<set $leftactiondefault to "strokerSelfPenisEntrance">><<set $leftarm to "strokerSelfPenisEntrance">><<combatpromiscuity3>> <<set _genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<set _stroker to $selectedItemLeft.name>> <<if _genitals_exposed>> You run your _stroker over your exposed <<penis>>. <<arousal 40 "genitals">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.lower.name. <<arousal 20 "genitals">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.under_lower.name. <<arousal 20 "genitals">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.genitals.name. <<arousal 20 "genitals">> <<else>> You run your _stroker over your <<penis>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<arousal 5 "genitals">> <</if>> <<submission 2>><<set $speechmasturbate to 1>> <</if>> <<if $leftaction is "strokerSelfPenis">> <<set $leftaction to 0>><<set $leftactiondefault to "strokerSelfPenis">><<set $leftarm to "strokerSelfPenis">> <<set $penisuse to "strokerSelfPenis">><<set $penisstate to "strokerSelfPenis">><<set $penisactiondefault to "strokerSelfPenis">> <<set _stroker to $currentSexToyLeft.name>> <<if $player.virginity.penile is true>> <<if $arousal gt ($arousalmax/5)*4>> You gently fuck the glans of your <<penis>> with the _stroker and shiver in pleasure. <<else>> You gently fuck the glans of your <<penis>> with the _stroker. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You fuck your <<penis>> with the _stroker and shiver in pleasure. <<else>> You fuck your <<penis>> with the _stroker. <</if>> <</if>> <<arousal 50 "genitals">><<submission 5>><<set $speechmasturbate to 1>> <</if>> <<if $rightaction is "strokerSelfPenisEntrance">> <<set $rightaction to 0>><<set $rightactiondefault to "strokerSelfPenisEntrance">><<set $rightarm to "strokerSelfPenisEntrance">><<combatpromiscuity3>> <<set _genitals_exposed to $worn.over_lower.vagina_exposed gte 1 and ($worn.lower.vagina_exposed gte 1 or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt gte 1) and $worn.under_lower.vagina_exposed gte 1 and $worn.genitals.vagina_exposed gte 1>> <<set _stroker to $selectedItemRight.name>> <<if _genitals_exposed>> You run your _stroker over your exposed <<penis>>. <<arousal 40 "genitals">><<submission 2>> <<elseif $worn.lower.vagina_exposed is 0 and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt lt 1>> You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.lower.name. <<arousal 20 "genitals">> <<elseif $worn.under_lower.vagina_exposed is 0>> You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.under_lower.name. <<arousal 20 "genitals">> <<elseif $worn.genitals.vagina_exposed is 0>> You run your _stroker over your <<penis>>, feeling its shape beneath your $worn.genitals.name. <<arousal 20 "genitals">> <<else>> You run your _stroker over your <<penis>><<if !$worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("naked")>>, feeling its shape beneath your clothing<</if>>. <<arousal 5 "genitals">> <</if>> <<submission 2>><<set $speechmasturbate to 1>> <</if>> <<if $rightaction is "strokerSelfPenis">> <<set $rightaction to 0>><<set $rightactiondefault to "strokerSelfPenis">><<set $rightarm to "strokerSelfPenis">> <<set $penisuse to "strokerSelfPenis">><<set $penisstate to "strokerSelfPenis">><<set $penisactiondefault to "strokerSelfPenis">> <<set _stroker to $currentSexToyRight.name>> <<if $player.virginity.penile is true>> <<if $arousal gt ($arousalmax/5)*4>> You gently fuck the glans of your <<penis>> with the _stroker and shiver in pleasure. <<else>> You gently fuck the glans of your <<penis>> with the _stroker. <</if>> <<else>> <<if $arousal gt ($arousalmax/5)*4>> You fuck your <<penis>> with the _stroker and shiver in pleasure. <<else>> You fuck your <<penis>> with the _stroker. <</if>> <</if>> <<arousal 50 "genitals">><<submission 5>><<set $speechmasturbate to 1>> <</if>> <<if $leftaction is "strokerDrop">> <<set $leftaction to 0>><<set $leftactiondefault to "strokerDrop">> <<set $penisuse to 0>><<set $penisstate to 0>><<set $leftarm to 0>> <span class="blue">You move your $currentSexToyLeft.name away from your penis.</span> <<set $currentSexToyLeft to 0>> <</if>> <<if $rightaction is "strokerDrop">> <<set $rightaction to 0>><<set $rightactiondefault to "strokerDrop">> <<set $penisuse to 0>><<set $penisstate to 0>><<set $rightarm to 0>> <span class="blue">You move your $currentSexToyRight.name away from your penis.</span> <<set $currentSexToyRight to 0>> <</if>> /* NPC pussy */ <<if $leftaction is "dildoOtherPussyFuck">> /* Note: deliberately does not take virginities */ <<set $leftaction to 0>><<set $leftactiondefault to "dildoOtherPussyFuck">><<handskilluse>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 10>><<set $speechdildovagina to 1>><<set $leftarm to "dildoOtherPussyFuck">><<set $NPCList[0].vagina to "leftDildo">> You <<handtext>> fuck <<their $lefttarget>> pussy with your $currentSexToyLeft.name in your left hand. <<elseif $NPCList[$lefttarget].vagina is "leftDildo">> <<set $leftarm to 0>><<set $leftactiondefault to "dildoOtherPussyTease">> <<set $NPCList[$lefttarget].vagina to 0>><<personselect $lefttarget>> <span class="blue">You try to fuck <<hisselect $lefttarget>> pussy with your $currentSexToyLeft.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> <<if $rightaction is "dildoOtherPussyFuck">> /* Note: deliberately does not take virginities */ <<set $rightaction to 0>><<set $rightactiondefault to "dildoOtherPussyFuck">><<handskilluse>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 10>><<set $speechdildovagina to 1>><<set $rightarm to "dildoOtherPussyFuck">><<set $NPCList[0].vagina to "rightDildo">> You <<handtext>> fuck <<their $righttarget>> pussy with your $currentSexToyRight.name in your right hand. <<elseif $NPCList[$righttarget].vagina is "rightDildo">> <<set $rightarm to 0>><<set $rightactiondefault to "dildoOtherPussyTease">> <<set $NPCList[$righttarget].vagina to 0>><<personselect $righttarget>> <span class="blue">You try to fuck <<hisselect $righttarget>> pussy with your $currentSexToyRight.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> <<if $leftaction is "othervaginadildostop" and $NPCList[$lefttarget].vagina is "leftdildo">> <<set $leftaction to 0>><<set $leftactiondefault to "othervaginadildostop">> <<set $NPCList[$lefttarget].vagina to 0>><<set $leftarm to 0>> <span class="blue">You move your $currentSexToyLeft.name away from <<hisselect $lefttarget>> pussy.</span> <</if>> <<if $rightaction is "othervaginadildostop" and $NPCList[$righttarget].vagina is "rightdildo">> <<set $rightaction to 0>><<set $rightactiondefault to "othervaginadildostop">> <<set $NPCList[$righttarget].vagina to 0>><<set $rightarm to 0>> <span class="blue">You move your $currentSexToyRight away from <<hisselect $righttarget>> pussy.</span> <</if>> <<if $leftaction is "dildoOtherPussyTease">> <<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "dildoOtherPussyTease">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 1>><<sextoystat>> <<if $NPCList[$lefttarget].vagina is 0>> <<set $leftactiondefault to "dildoOtherPussyFuck">><<set $leftarm to "dildoOtherPussyTease">><<personselect $lefttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> pussy<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with the $currentSexToyLeft.name in your left hand.</span> <<else>> <span class="blue">You try to tease <<hisselect $lefttarget>> pussy with the $currentSexToyLeft.name in your left hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to tease <<hisselect $lefttarget>> pussy with the $currentSexToyLeft.name in your left hand, but <<he>> moves it away. <</if>> <</if>> <<if $rightaction is "dildoOtherPussyTease">> <<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "dildoOtherPussyTease">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 1>><<sextoystat>> <<if $NPCList[$righttarget].vagina is 0>> <<set $rightactiondefault to "dildoOtherPussyFuck">><<set $rightarm to "dildoOtherPussyTease">><<personselect $righttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> pussy<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your right hand.</span> <<else>> <span class="blue">You try to tease <<hisselect $righttarget>> pussy with the $currentSexToyRight.name in your right hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to tease <<hisselect $righttarget>> pussy with the $currentSexToyRight.name in your right hand, but <<he>> moves it away. <</if>> <</if>> /* NPC Anus */ <<if $leftaction is "dildoOtherAnusFuck">> /* Note: deliberately does not take virginities */ <<set $leftaction to 0>><<set $leftactiondefault to "dildoOtherAnusFuck">><<handskilluse>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 10>><<set $speechdildoanus to 1>><<set $leftarm to "dildoOtherAnusFuck">> <<if $NPCList[$lefttarget].vagina isnot "none">> <<set $NPCList[$lefttarget].vagina to "leftDildoAnus">> <</if>> <<if $NPCList[$lefttarget].penis isnot "none">> <<set $NPCList[$lefttarget].penis to "leftDildoAnus">> <</if>> You <<handtext>> fuck <<their $lefttarget>> ass with your $currentSexToyLeft.name in your left hand. <<elseif $NPCList[$lefttarget].vagina is "leftDildoAnus">> <<set $leftarm to 0>><<set $leftactiondefault to "dildoOtherPussyTease">> <<set $NPCList[$lefttarget].vagina to 0>><<personselect $lefttarget>> <span class="blue">You try to fuck <<hisselect $lefttarget>> ass with your $currentSexToyLeft.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <<elseif $NPCList[$lefttarget].penis is "leftDildoAnus">> <<set $leftarm to 0>><<set $leftactiondefault to "dildoOtherPussyTease">> <<set $NPCList[$lefttarget].penis to 0>><<personselect $lefttarget>> <span class="blue">You try to fuck <<hisselect $lefttarget>> ass with your $currentSexToyLeft.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> <<if $rightaction is "dildoOtherAnusFuck">> /* Note: deliberately does not take virginities */ <<set $rightaction to 0>><<set $rightactiondefault to "dildoOtherAnusFuck">><<handskilluse>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 10>><<set $speechdildoanus to 1>><<set $rightarm to "dildoOtherAnusFuck">> <<if $NPCList[$righttarget].vagina isnot "none">> <<set $NPCList[$righttarget].vagina to "rightDildoAnus">> <</if>> <<if $NPCList[$righttarget].penis isnot "none">> <<set $NPCList[$righttarget].penis to "rightDildoAnus">> <</if>> You <<handtext>> fuck <<their $righttarget>> ass with your $currentSexToyRight.name in your right hand. <<elseif $NPCList[$righttarget].vagina is "rightDildoAnus">> <<set $rightarm to 0>><<set $rightactiondefault to "dildoOtherPussyTease">> <<set $NPCList[$righttarget].vagina to 0>><<personselect $righttarget>> <span class="blue">You try to fuck <<hisselect $righttarget>> ass with your $currentSexToyRight.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <<elseif $NPCList[$righttarget].penis is "leftDildoAnus">> <<set $rightarm to 0>><<set $rightactiondefault to "dildoOtherPussyTease">> <<set $NPCList[$righttarget].penis to 0>><<personselect $righttarget>> <span class="blue">You try to fuck <<hisselect $righttarget>> ass with your $currentSexToyRight.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> <<if $leftaction is "dildoAnusDrop" and $NPCList[$lefttarget].vagina is "leftdildoAnus">> <<set $leftaction to 0>><<set $leftactiondefault to "dildoAnusDrop">> <<set $NPCList[$lefttarget].vagina to 0>><<set $leftarm to 0>> <span class="blue">You move your $currentSexToyLeft.name away from <<hisselect $lefttarget>> ass.</span> <</if>> <<if $rightaction is "dildoAnusDrop" and $NPCList[$righttarget].vagina is "rightdildoAnus">> <<set $rightaction to 0>><<set $rightactiondefault to "dildoAnusDrop">> <<set $NPCList[$righttarget].vagina to 0>><<set $rightarm to 0>> <span class="blue">You move your $currentSexToyRight away from <<hisselect $righttarget>> ass.</span> <</if>> <<if $leftaction is "dildoAnusDrop" and $NPCList[$lefttarget].penis is "leftdildoAnus">> <<set $leftaction to 0>><<set $leftactiondefault to "dildoAnusDrop">> <<set $NPCList[$lefttarget].penis to 0>><<set $leftarm to 0>> <span class="blue">You move your $currentSexToyLeft.name away from <<hisselect $lefttarget>> ass.</span> <</if>> <<if $rightaction is "dildoAnusDrop" and $NPCList[$righttarget].penis is "rightdildoAnus">> <<set $rightaction to 0>><<set $rightactiondefault to "dildoAnusDrop">> <<set $NPCList[$righttarget].penis to 0>><<set $rightarm to 0>> <span class="blue">You move your $currentSexToyRight away from <<hisselect $righttarget>> ass.</span> <</if>> <<if $leftaction is "dildoOtherAnusTease">> <<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "dildoOtherAnusTease">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 1>><<sextoystat>> <<if $NPCList[$lefttarget].vagina is 0>> <<set $leftactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$lefttarget].vagina to "leftDildoAnus">><<set $leftarm to "dildoOtherAnusFuck">><<personselect $lefttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> ass<<if $NPCList[$lefttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.vagina<</if>> with the $currentSexToyLeft.name in your left hand.</span> <<elseif $NPCList[$lefttarget].penis is 0>> <<set $leftactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$lefttarget].penis to "leftDildoAnus">><<set $leftarm to "dildoOtherAnusFuck">><<personselect $lefttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> ass<<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.penis<</if>> with the $currentSexToyLeft.name in your left hand.</span> <<else>> <span class="blue">You try to tease <<hisselect $lefttarget>> ass with the $currentSexToyLeft.name in your left hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to tease <<hisselect $lefttarget>> ass with the $currentSexToyLeft.name in your left hand, but <<he>> moves it away. <</if>> <</if>> <<if $rightaction is "dildoOtherAnusTease">> <<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "dildoOtherAnusTease">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 1>><<sextoystat>> <<if $NPCList[$righttarget].vagina is 0>> <<set $rightactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$righttarget].vagina to "rightDildoAnus">><<set $rightarm to "dildoOtherAnusFuck">><<personselect $righttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> ass<<if $NPCList[$righttarget].chastity.vagina.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.vagina<</if>> with your right hand.</span> <<elseif $NPCList[$righttarget].penis is 0>> <<set $rightactiondefault to "dildoOtherAnusFuck">><<set $NPCList[$righttarget].penis to "rightDildoAnus">><<set $rightarm to "dildoOtherAnusFuck">><<personselect $righttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> ass<<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.penis<</if>> with your right hand.</span> <<else>> <span class="blue">You try to tease <<hisselect $righttarget>> ass with the $currentSexToyRight.name in your right hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to tease <<hisselect $righttarget>> ass with the $currentSexToyRight.name in your right hand, but <<he>> moves it away. <</if>> <</if>> /* NPC Penis stroker */ <<if $leftaction is "strokerOtherPenisTease">> <<set $leftaction to 0>><<handskilluse>><<set $leftactiondefault to "strokerOtherPenisTease">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 1>><<sextoystat>> <<if $NPCList[$lefttarget].penis is 0>> <<set $leftactiondefault to "strokerOtherPenisTease">><<set $NPCList[$lefttarget].penis to "leftStroker">><<set $leftarm to "strokerOtherPenisFuck">><<personselect $lefttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $lefttarget>> <<npcPenis $lefttarget>><<if $NPCList[$lefttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$lefttarget].chastity.penis<</if>> with the $currentSexToyLeft.name in your left hand.</span> <<else>> <span class="blue">You try to tease <<hisselect $lefttarget>> <<npcPenis $lefttarget>> with the $currentSexToyLeft.name in your left hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to tease <<hisselect $lefttarget>> <<npcPenis $lefttarget>> with the $currentSexToyLeft.name in your left hand, but <<he>> moves it away. <</if>> <</if>> <<if $rightaction is "strokerOtherPenisTease">> <<set $rightaction to 0>><<handskilluse>><<set $rightactiondefault to "strokerOtherPenisTease">><<combatpromiscuity3>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 1>><<sextoystat>> <<if $NPCList[$righttarget].penis is 0>> <<set $rightactiondefault to "strokerOtherPenisTease">><<set $NPCList[$righttarget].penis to "rightStroker">><<set $rightarm to "strokerOtherPenisFuck">><<personselect $righttarget>> <span class="lblue">You <<handtext>> tease <<hisselect $righttarget>> <<npcPenis $righttarget>><<if $NPCList[$righttarget].chastity.penis.includes("chastity")>> through <<his>> $NPCList[$righttarget].chastity.penis<</if>> with the $currentSexToyRight.name in your right hand.</span> <<else>> <span class="blue">You try to tease <<hisselect $righttarget>> <<npcPenis $righttarget>> with the $currentSexToyRight.name in your right hand, but the entrance is already occupied.</span> <</if>> <<else>> You try to tease <<hisselect $righttarget>> <<npcPenis $righttarget>> with the $currentSexToyRight.name in your right hand, but <<he>> moves it away. <</if>> <</if>> <<if $leftaction is "strokerOtherPenisFuck">> /* Note: deliberately does not take virginities */ <<set $leftaction to 0>><<set $leftactiondefault to "strokerOtherPenisFuck">><<handskilluse>> <<if combatSkillCheck("hand", $lefttarget)>> <<submission 10>><<set $speechstroker to 1>><<set $leftarm to "strokerOtherPenisFuck">><<set $NPCList[$lefttarget].penis to "leftStroker">> You <<handtext>> fuck <<their $lefttarget>> <<npcPenis $lefttarget>> with the $currentSexToyLeft.name in your left hand. <<elseif $NPCList[$lefttarget].penis is "leftStroker">> <<set $leftarm to 0>><<set $leftactiondefault to "strokerOtherPenisTease">> <<set $NPCList[$lefttarget].penis to 0>><<personselect $lefttarget>> <span class="blue">You try to fuck <<hisselect $lefttarget>> <<npcPenis $lefttarget>> with your $currentSexToyLeft.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> <<if $rightaction is "strokerOtherPenisFuck">> /* Note: deliberately does not take virginities */ <<set $rightaction to 0>><<set $rightactiondefault to "strokerOtherPenisFuck">><<handskilluse>> <<if combatSkillCheck("hand", $righttarget)>> <<submission 10>><<set $speechstroker to 1>><<set $rightarm to "strokerOtherPenisFuck">><<set $NPCList[$righttarget].penis to "rightStroker">> You <<handtext>> fuck <<their $righttarget>> <<npcPenis $righttarget>> with the $currentSexToyRight.name in your right hand. <<elseif $NPCList[$righttarget].penis is "rightStroker">> <<set $rightarm to 0>><<set $rightactiondefault to "strokerOtherPenisTease">> <<set $NPCList[$righttarget].penis to 0>><<personselect $righttarget>> <span class="blue">You try to fuck <<hisselect $righttarget>> <<npcPenis 0>> with your $currentSexToyRight.name, but <<he>> <<if $enemytype isnot "beast">>slaps your hand away<<else>>shifts way from you and growls<</if>>.</span> <</if>> <</if>> /*Stalked actions */ <<if !$stalk_end>> <<if $leftaction is "clench" and $rightaction is "clench">> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(300 - ($earSlime.defyCooldown * 20), 0, 300)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>> <<if ($player.penisExist or playerHasStrapon()) and (!$player.vaginaExist or $worn.genitals.name is "chastity parasite" or random(0,100) gte 50)>> <<set _slimeTarget to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>> <<set _slimeWidget to "penis">> <<elseif $player.vaginaExist>> <<set _slimeTarget to "vagina">> <<set _slimeWidget to "vagina">> <<else>> <<set _slimeTarget to "butt">> <<set _slimeWidget to "anus">> <</if>> You try to clench your fists, <span class="red">but you suddenly find them moving towards your _slimeTarget.</span> You feel the slime steal your control away. <<switch _slimeWidget>> <<case "penis">><<effectsCoverPenis "both" "lewd">> <<case "vagina">><<effectsCoverVagina "both" "lewd">> <<case "anus">><<effectsCoverAnus "both" "lewd">> <</switch>> <<else>> <<set $leftactiondefault to "clench">><<set $leftaction to 0>><<set $rightactiondefault to "clench">><<set $rightaction to 0>><<brat 6>> You clench your fists. <</if>> <<elseif $leftaction is "clench">> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(300 - ($earSlime.defyCooldown * 20), 0, 300)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>> <<if ($player.penisExist or playerHasStrapon()) and (!$player.vaginaExist or $worn.genitals.name is "chastity parasite" or random(0,100) gte 50)>> <<set _slimeTarget to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>> <<set _slimeWidget to "penis">> <<elseif $player.vaginaExist>> <<set _slimeTarget to "vagina">> <<set _slimeWidget to "vagina">> <<else>> <<set _slimeTarget to "butt">> <<set _slimeWidget to "anus">> <</if>> You try to clench your fists, <span class="red">but you suddenly find them moving towards your _slimeTarget.</span> You feel the slime steal your control away. <<switch _slimeWidget>> <<case "penis">><<effectsCoverPenis "left" "lewd">> <<case "vagina">><<effectsCoverVagina "left" "lewd">> <<case "anus">><<effectsCoverAnus "left" "lewd">> <</switch>> <<else>> <<set $leftactiondefault to "clench">><<set $leftaction to 0>><<brat 3>> You clench your left fist. <</if>> <<elseif $rightaction is "clench">> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(300 - ($earSlime.defyCooldown * 20), 0, 300)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>> <<if ($player.penisExist or playerHasStrapon()) and (!$player.vaginaExist or $worn.genitals.name is "chastity parasite" or random(0,100) gte 50)>> <<set _slimeTarget to playerHasStrapon() ? "strap-on" : (playerChastity("penis") ? $worn.genitals.name : "penis")>> <<set _slimeWidget to "penis">> <<elseif $player.vaginaExist>> <<set _slimeTarget to "vagina">> <<set _slimeWidget to "vagina">> <<else>> <<set _slimeTarget to "butt">> <<set _slimeWidget to "anus">> <</if>> You try to clench your fists, <span class="red">but you suddenly find them moving towards your _slimeTarget.</span> You feel the slime steal your control away. <<switch _slimeWidget>> <<case "penis">><<effectsCoverPenis "right" "lewd">> <<case "vagina">><<effectsCoverVagina "right" "lewd">> <<case "anus">><<effectsCoverAnus "right" "lewd">> <</switch>> <<else>> <<set $rightactiondefault to "clench">><<set $rightaction to 0>><<brat 3>> You clench your right fist. <</if>> <</if>> <<if $leftaction is "fold" and $rightaction is "fold">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "fold">><<set $rightactiondefault to "fold">> <<if $player.breastsize gte 3>> You fold your arms beneath your <<breasts>>. <<else>> You fold your arms in front of you. <</if>> <<meek 6>> <</if>> <<if $leftaction is "fold">> <<set $leftaction to 0>><<set $leftactiondefault to "fold">> <<if $player.breastsize gte 3>> You fold your left arm beneath your <<breasts>>. <<else>> You fold your left arm in front of you. <</if>> <<meek 3>> <</if>> <<if $rightaction is "fold">> <<set $rightaction to 0>><<set $rightactiondefault to "fold">> <<if $player.breastsize gte 3>> You fold your right arm beneath your <<breasts>>. <<else>> You fold your right arm in front of you. <</if>> <<meek 3>> <</if>> <<if $leftaction is "pursuit_grab" and $rightaction is "pursuit_grab">> <<set $leftaction to 0>><<set $leftactiondefault to "pursuit_grab">><<set $rightaction to 0>><<set $rightactiondefault to "pursuit_grab">> <<set $feetaction to "rest">> <<set $feetuse to 0>> <<if $NPCList[0].state is "pursuit">> You grasp the back of the <<persons>> shirt with both hands, <span class="green">and force <<him>> to stop.</span> <<He>> turns to face you. <<else>> You lunge for <<if $npcrow.includes(0) and $stalk_assess>> <<if $huntGame>> <<print $huntGame.adversaryText>> <<else>> <<print $npc[$npcrow.indexOf(0)]>> <</if>> <<else>> the <<person>> <</if>> and <span class="green">wrap both of your arms around <<his>> waist</span>. You both tumble to the ground. <</if>> <<stalk_catch>> <</if>> <<if $leftaction is "pursuit_grab">> <<set $leftaction to 0>><<set $leftactiondefault to "pursuit_grab">> <<set $feetaction to "rest">> <<set $feetuse to 0>> <<if $NPCList[0].state is "pursuit">> You grasp the back of the <<persons>> shirt with your left hand, <span class="green">and force <<him>> to stop.</span> <<He>> turns to face you. <<else>> You lunge for <<if $npcrow.includes(0) and $stalk_assess>> <<if $huntGame>> <<print $huntGame.adversaryText>> <<else>> <<print $npc[$npcrow.indexOf(0)]>> <</if>> <<else>> the <<person>> <</if>> and <span class="green">grab <<him>> with your left hand</span>. You both tumble to the ground. <</if>> <<stalk_catch>> <</if>> <<if $rightaction is "pursuit_grab">> <<set $rightaction to 0>><<set $rightactiondefault to "pursuit_grab">> <<set $feetaction to "rest">> <<set $feetuse to 0>> <<if $NPCList[0].state is "pursuit">> You grasp the back of the <<persons>> shirt with your right hand, <span class="green">and force <<him>> to stop.</span> <<He>> turns to face you. <<else>> You lunge for <<if $npcrow.includes(0) and $stalk_assess>> <<if $huntGame>> <<print $huntGame.adversaryText>> <<else>> <<print $npc[$npcrow.indexOf(0)]>> <</if>> <<else>> the <<person>> <</if>> and <span class="green">grab <<him>> with your right hand</span>. You both tumble to the ground. <</if>> <<stalk_catch>> <</if>> <</if>> /*End of stalked actions */ /*** * ███████ ███████ ███████ ███████ * ██ ██ ██ ███ * ███████ ███████ ███████ ███ * ██ ██ ██ ███ * ██ ███████ ███████ ███ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<if $feetaction is "grab">> <<set $feetaction to 0>><<set $feetactiondefault to "grab">><<combatpromiscuity3>><<feetskilluse>> <<if combatSkillCheck("feet", $feettarget)>> <<submission 2>> <<if $NPCList[$feettarget].penis is 0>> <<set $feetactiondefault to "grabrub">><<set $NPCList[$feettarget].penis to "feet">><<set $feetuse to "penis">><<feetstat>> <span class="lblue">You <<feettext>> <<if $NPCList[$feettarget].chastity.penis.includes("chastity")>>rub your foot on <<hisselect $feettarget>> $NPCList[$feettarget].penisdesc through <<hisselect $feettarget>> $NPCList[$feettarget].chastity.penis<<else>>grab <<hisselect $feettarget>> $NPCList[$feettarget].penisdesc between your feet<</if>>.</span> <<else>> <span class="blue">You try to grab <<hisselect $feettarget>> $NPCList[$feettarget].penisdesc with your feet, but the phallus is already occupied.</span> <</if>> <<else>> You clumsily try to grab <<hisselect $feettarget>> penis between your feet, but fail. <</if>> <</if>> <<if $feetaction is "rest">> <<set $feetaction to 0>><<set $feetactiondefault to "rest">>You rest your legs. <</if>> <<if $feetaction is "kick">> <<set $feetaction to 0>><<set $feetactiondefault to "kick">> <<if numberOfEarSlime() and (($parasite.left_ear.name is "slime" and random(1, 3) is 3) or ($parasite.right_ear.name is "slime" and random(1, 3) is 3) or ($earSlime.growth gte 50 and random(1, 3) is 3))>> <<if $earSlime.growth gte (currentSkillValue('willpower') / 10) and random(0,100) gte $earSlime.growth / 3>> You try to kick the <<if $enemytype is "beast">><<beasttype>>,<<else>><<personselect $feettarget>><<person>>,<</if>> <span class="red">but the slime immobilises your legs.</span> <<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10) and random(0,100) gte 50>> You try to kick the <<if $enemytype is "beast">><<beasttype>>,<<else>><<personselect $feettarget>><<person>>,<</if>> <span class="red">but the slime distracts you, so you miss.</span> <<gwillpower>><<willpower 1>> <<else>> The slime tries to prevent you from kicking the <<if $enemytype is "beast">><<beasttype>><<else>><<personselect $feettarget>><<person>><</if>>, <span class="green">but you make contact regardless.</span> <<actionskick $feettarget>><<defiance 5 $feettarget>><<set $attackstat += 1>> <<if $worn.feet.type.includes("heels")>> Your high heels strengthen the blow! <<defiance 1 $feettarget>> <</if>> <</if>> <<else>> <<actionskick $feettarget>><<defiance 5 $feettarget>><<set $attackstat += 1>> <<if $worn.feet.type.includes("heels")>> Your high heels strengthen the blow! <<defiance 1 $feettarget>> <</if>> <</if>> <</if>> <<if $feetaction is "rub">> <<set $feetaction to 0>><<submission 1>><<actionsfeetrub $feettarget>> <</if>> <<rng>> <<if $feetaction is "grabrub">> <<feetskilluse>><<set $feetactiondefault to "grabrub">><<set $feetaction to 0>> <<if combatSkillCheck("feet", $feettarget)>> <<actionsgrabrub $feettarget>><<submission 2>> <<elseif $NPCList[$feettarget].penis is "feet">> <<set $feetactiondefault to "grab">><<personselect $feettarget>> <span class="blue">You try to rub <<hisselect $feettarget>> penis between your feet, but <<he>> moves away.</span> <<set $feetuse to 0>><<set $NPCList[$feettarget].penis to 0>><<set $NPCList[$feettarget].location.genitals to 0>> <</if>> <</if>> <<rng>> <<if $feetaction is "vaginagrab">> <<feetskilluse>><<set $feetaction to 0>><<set $feetactiondefault to "vaginagrab">><<combatpromiscuity3>> <<if combatSkillCheck("feet", $feettarget)>> <<submission 2>> <<if $NPCList[$feettarget].vagina is 0>> <<set $feetactiondefault to "vaginagrabrub">><<set $feetuse to "othervagina">><<set $NPCList[$feettarget].vagina to "feet">><<feetstat>><span class="lblue">You <<feettext>> press your feet against <<hisselect $feettarget>> pussy<<if $NPCList[$feettarget].chastity.vagina.includes("chastity")>> through <<hisselect $feettarget>> $NPCList[$feettarget].chastity.vagina<</if>>.</span> <<else>> <span class="blue">You to try press your feet against <<hisselect $feettarget>> pussy, but the entrance is already occupied.</span> <</if>> <<else>> You try to keep <<hisselect $feettarget>> pussy away with your feet, but <<he>> moves it away. <</if>> <</if>> <<rng>> <<if $feetaction is "vaginagrabrub">> <<set $feetaction to 0>><<feetskilluse>><<set $feetactiondefault to "vaginagrabrub">> <<if combatSkillCheck("feet", $feettarget)>> <<actionsfeetpussy $feettarget>><<submission 2>> <<elseif $NPCList[$feettarget].vagina is "feet">> <<set $feetactiondefault to "vaginagrab">><<personselect $feettarget>> <span class="blue">You try to keep <<hisselect $feettarget>> pussy away with your feet, but <<he>> moves away.</span> <<set $feetuse to 0>><<set $NPCList[$feettarget].vagina to 0>> <</if>> <</if>> <<if $feetaction is "stop">> <<set $feetaction to 0>><<set $feetactiondefault to "stop">> You move your feet away from <<his>> genitals. <<set $feetuse to 0>> <<if $NPCList[$feettarget].penis is "feet">> <<set $NPCList[$feettarget].penis to 0>> <</if>> <<if $NPCList[$feettarget].vagina is "feet">> <<set $NPCList[$feettarget].vagina to 0>> <</if>> <</if>> <<if $feetaction is "feetshoes">> <<set $feetaction to 0>> You kick off your $worn.feet.name. <<feetstrip>> <</if>> <<if $feetaction is "feetsocks">> <<set $feetaction to 0>> <<if $worn.legs.state is "thighs">> You peel your $worn.legs.name down your thighs with your toes. <<set $worn.legs.state to "ankles">> <<elseif $worn.legs.state is "ankles">> You kick off your $worn.legs.name. <<legsstrip>> <</if>> <</if>> <<if $feetaction is "legLock">> <<set $feetaction to 0>><<thighskilluse>><<set $feetactiondefault to "legLock">> <<if $consensual is 0>><<combatpromiscuity6>><<else>><<combatpromiscuity3>><</if>> <<set $_legLockDif to Math.floor((100 - $NPCList[$feettarget].pregnancyAvoidance) * 15)>> <<if combatSkillCheck("thigh", $feettarget, $NPCList[$feettarget].fullDescription, $_legLockDif)>> <<brat 2>><<sex 5 "genitals" $feettarget>><<set $feetactiondefault to "legLocked">><<set $feetuse to "legLock">><<set $leglocktarget to $feettarget>> <<set $speechleglock to 1>><<personselect $feettarget>> <<thighstat>><span class="lblue">You <<thightext>> <<if $position is "missionary">>wrap your legs around<<else>>push back against<</if>> <<combatperson $feettarget>>, preventing <<him>> from pulling out.</span> <<else>> You try to <<if $position is "missionary">>wrap your legs around<<else>>push back against<</if>> <<combatperson $feettarget>>, but <<he>> pulls your legs away. <</if>> <</if>> <<if $feetaction is "legLocked">> <<set $feetaction to 0>><<thighskilluse>><<set $feetactiondefault to "legLocked">> <<set $_legLockDif to Math.floor((100 - $NPCList[$feettarget].pregnancyAvoidance) * 10)>> <<if combatSkillCheck("thigh", $feettarget, $NPCList[$feettarget].fullDescription, $_legLockDif)>> <<brat 2>><<sex 5 "genitals" $feettarget>><<set $speechleglock to 1>><<personselect $feettarget>> <span class="lewd">You keep <<if $position is "missionary">>your legs wrapped around<<else>>pushing back against<</if>> <<combatperson $feettarget>>, giving <<him>> no chance to escape.</span> <<elseif $orgasmdown gte 1>> <<sex 5 "genitals" $feettarget>><<set $speechleglock to 1>><<personselect $feettarget>> <span class="lewd">You <<if $position is "missionary">>wrap your legs around<<else>>push back against<</if>> <<combatperson $feettarget>> even harder as you orgasm, preventing <<his>> escape. </span> <<else>> <<set $feetactiondefault to "legLock">><<set $feetuse to 0>><<unset $leglocktarget>> <span class="blue">You try to keep <<if $position is "missionary">>your legs wrapped around<<else>>pushing back against<</if>> <<combatperson $feettarget>>, but <<he>> manages to pry your legs away.</span> <</if>> <</if>> <<if $feetaction is "legRelease">> <<set $feetaction to 0>><<set $feetactiondefault to "legRelease">><<personselect $feettarget>> You <<if $position is "missionary">>release the leg lock<<else>>stop pushing back<</if>>, allowing <<combatperson $feettarget>> to escape. <<set $feetuse to 0>><<unset $leglocktarget>> <</if>> /*Stalked actions */ <<if !$stalk_end>> <<if $feetaction is "walk">> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(75 - ($earSlime.defyCooldown * 5), 0, 75)) gte (currentSkillValue('willpower')/ 10) and hasSexStat("exhibitionism", 2)>> You're walking, <span class="red">but you suddenly find yourself moving differently.</span> You feel the slime steal your control away. <<set $feetaction to "strut">> <<else>> <<set $feetaction to 0>><<set $feetactiondefault to "walk">> <<set $feetuse to "walk">> You keep walking, <<if $control gte ($controlmax * 0.8)>> your feet sure and steady. <<elseif $control gte ($controlmax * 0.6)>> putting one foot in front of the other. <<elseif $control gte ($controlmax * 0.4)>> though worried about the gaining footsteps. <<elseif $control gte ($controlmax * 0.2)>> doing your best to stay calm. <<else>> suppressing the urge to break into a run. <</if>> <<stalk_walk_events>> <</if>> <</if>> <<if $feetaction is "strut">> <<set $feetaction to 0>><<set $feetactiondefault to "strut">> <<set $feetuse to "strut">> You strut, <<if $control gte ($controlmax * 0.8)>> swaying your shoulders and hips. <<elseif $control gte ($controlmax * 0.6)>> putting one foot in front of the other. <<elseif $control gte ($controlmax * 0.4)>> though worried about the gaining footsteps. <<elseif $control gte ($controlmax * 0.2)>> doing your best to stay calm. <<else>> suppressing the urge to break into a run. <</if>> <<meek 3>> <<stalk_walk_events>> <</if>> <<if $feetaction is "run">> <<set $feetaction to 0>><<set $feetactiondefault to "run">> <<if $mouthaction is "taunt" and !$stalk_end>> <<stalk_taunt_effects>> <<elseif _stalkNoRunning is "chastity parasite">> <<set $feetactiondefault to "walk">><<set $feetuse to "walk">> <<if $earSlime.growth gte 150>><<set $earSlime.defyCooldown++>><</if>> You attempt to run, <span class="lewd">but you find the pleasure you're feeling is too much to run.</span> <<stalk_walk_events>> <<elseif $earSlime.growth - random(0, Math.clamp(110 - ($earSlime.defyCooldown * 10), 0, 110)) gte (currentSkillValue('willpower')/ 10)>> <<if $earSlime.growth gt 50 and hasSexStat("exhibitionism", 2)>> <<set $feetactiondefault to "strut">><<set $feetuse to "strut">> You attempt to run, <span class="red">but you suddenly find yourself strutting.</span> You feel the slime steal your control away. <<meek 3>> <<else>> <<set $feetactiondefault to "walk">><<set $feetuse to "walk">> You attempt to run, <span class="red">but you find yourself being unable to move any quicker.</span> You feel the slime steal your control away. <</if>> <<if $daily.stalkWillpower lt 20>> <<gwillpower>><<willpower 1>> <<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>> <</if>> <<stalk_walk_events>> <<elseif $NPCList[0].state is "pursuit">> <<if $feetuse isnot "run">> You break into a run and chase the thief. <<stalk_run>> <<else>> You chase the thief. <</if>> <<if !$stalk_event>> <<run_text>> <</if>> <<if $worn.feet.type.includes("heels")>> <<if currentSkillValue("feetskill") gte random(1, 1000)>> <<set _stalk_feet to true>> <<else>> <<set _stalk_feet to false>> <</if>> <<else>> <<set _stalk_feet to true>> <</if>> <<if currentSkillValue('athletics') gte random(1, $NPCList[0].skills.athletics)>> <<set _stalk_athletics to true>> <<else>> <<set _stalk_athletics to false>> <</if>> <<if _stalk_athletics and _stalk_feet>> <span class="teal">You catch up.</span> <<set $NPCList[0].distance -= 2>> <<else>> <span class="red"><<He>> outpaces you.</span> <br> <</if>> <<stalk_run_events>> <<elseif $NPCList[0].state is "chased">> <<if $feetuse isnot "run">> You break into a run and chase your quarry. <<stalk_run>> <<else>> You chase your quarry. <</if>> <<if !$stalk_event>> <<run_text>> <</if>> <<if $worn.feet.type.includes("heels")>> <<if currentSkillValue("feetskill") gte random(1, 1000)>> <<set _stalk_feet to true>> <<else>> <<set _stalk_feet to false>> <</if>> <<else>> <<set _stalk_feet to true>> <</if>> <<if currentSkillValue('athletics') gte random(1, $NPCList[0].skills.athletics)>> <<set _stalk_athletics to true>> <<else>> <<set _stalk_athletics to false>> <</if>> <<if _stalk_athletics and _stalk_feet>> <span class="teal">You catch up.</span> <<set $NPCList[0].distance -= 2>> <<else>> <span class="red"><<He>> outpaces you.</span> <br> <</if>> <<stalk_run_events>> <<else>> <<if $feetuse isnot "run">> You break into a run. <<if $NPCList[0].fullDescription is "Ivory Wraith" or $NPCList[0].bold * 2 gte random(1, 1000)>> The footsteps behind you speed up. <span class="red">You are being chased.</span> <<stalk_run>> <<if $worn.feet.type.includes("heels")>> <<if currentSkillValue("feetskill") gte random(1, 1000)>> <<set _stalk_feet to true>> <</if>> <<else>> <<set _stalk_feet to true>> <</if>> <<if currentSkillValue('athletics') gte random(1, $NPCList[0].skills.athletics)>> <<set _stalk_athletics to true>> <<else>> <<set _stalk_athletics to false>> <</if>> <<if _stalk_athletics and _stalk_feet>> <span class="teal">The footsteps fall behind.</span> <<set $NPCList[0].distance += 2>> <<else>> <span class="red">The footsteps get closer.</span> <</if>> <<else>> <span class="teal">No one pursues.</span> <<set $stalk_end to "escaped">> <</if>> <<else>> You keep running. <<if !$stalk_event>> <<run_text>> <</if>> <<if $worn.feet.type.includes("heels")>> <<if currentSkillValue("feetskill") gte random(1, 1000)>> <<set _stalk_feet to true>> <</if>> <<else>> <<set _stalk_feet to true>> <</if>> <<if currentSkillValue('athletics') gte random(1, $NPCList[0].skills.athletics)>> <<set _stalk_athletics to true>> <<else>> <<set _stalk_athletics to false>> <</if>> <<if _stalk_athletics and _stalk_feet>> <span class="teal">The footsteps fall behind.</span> <<set $NPCList[0].distance += 2>> <<else>> <span class="red">The footsteps get closer.</span> <</if>> <</if>> <<if $NPCList[0].distance gte 5>> <span class="green">You leave them far behind,</span> and escape to safety. <<set $stalk_end to "escaped">> <<else>> <<stalk_run_events>> <</if>> <</if>> <</if>> <<if $feetaction is "stand">> <<set $feetaction to 0>><<set $feetactiondefault to "stand">> <<if $control gte ($controlmax * 0.8)>> You stand still, your feet firm. <<elseif $control gte ($controlmax * 0.6)>> You stand still and take a deep breath. <<elseif $control gte ($controlmax * 0.4)>> Despite your nerves, you stand still. <<elseif $control gte ($controlmax * 0.2)>> You stand still, despite your fear. <<else>> Shaking with fear, you stand still. <</if>> <<set $NPCList[0].distance to 0>> <</if>> <<if $feetaction is "hobble">> <<set $feetaction to 0>><<set $feetactiondefault to "hobble">> <<if $leftleg is "bound" or $rightleg is "bound">> You hobble as fast as your bound legs will allow, <<else>> You hobble as fast as your inexperience with high heels will allow, <</if>> <<if $control gte ($controlmax * 0.8)>> your feet steady despite your predicament. <<elseif $control gte ($controlmax * 0.6)>> careful not to trip. <<elseif $control gte ($controlmax * 0.4)>> suppressing the growing fear of the footsteps behind you. <<elseif $control gte ($controlmax * 0.2)>> struggling to stay calm. <<else>> suppressing the urge to cower in terror. <</if>> <</if>> <<if $feetaction is "hide">> <<set $feetaction to 0>><<set $feetactiondefault to "hide">> <<set _difficulty to $NPCList[0].skills.security>> <<set _difficulty += $liquidcount * 20>> <<if currentSkillValue('skulduggery') gte random(1, _difficulty)>> <<set _hide_success to true>> <</if>> <<if $earSlime.growth - random(0, Math.clamp(75 - ($earSlime.defyCooldown * 5), 0, 75)) gte (currentSkillValue('willpower')/ 10)>> <<if $earSlime.growth gte 150>><<set $earSlime.defyCooldown++>><</if>> <<if $earSlime.growth gt 50 and hasSexStat("exhibitionism", 2)>> <<set $feetactiondefault to "strut">><<set $feetuse to "strut">> You attempt to hide, <span class="red">but you suddenly find yourself strutting.</span> You feel the slime steal your control away. <<meek 3>> <<else>> <<set $feetactiondefault to "walk">><<set $feetuse to "walk">> You attempt to hide, <span class="red">but you find yourself being unable to move any quicker.</span> You feel the slime steal your control away. <</if>> <<if $daily.stalkWillpower lt 20>> <<gwillpower>><<willpower 1>> <<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>> <</if>> <<stalk_walk_events>> <<elseif _hide_success and ($NPCList[0].state is "pursuit" or $NPCList[0].state is "chased")>> <<switch $location>> <<case forest lake>> You hide behind a tree and hope that no one's watching. <<case moor>> You crouch behind a small ridge and hope that no one's watching. <<default>> You dive down a small alley and take cover behind a dumpster. <</switch>> <<set $stalk_end to "hide">> <<elseif !_hide_success and ($NPCList[0].fullDescription isnot "Ivory Wraith" and ($NPCList[0].legs is "run" or $NPCList[0].bold gte random(1, 1000)) or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(5,15))>> <<switch $location>> <<case alley>> You dive down a thin alley and take cover behind a dumpster. You peek around the corner. You don't see anyone. <<case forest lake>> You run into a dense copse and take cover behind a thick trunk. You peek around the side. You don't see anyone. <<case moor>> You crest a small ridge and dive into a ditch. You look up and don't see anyone. <<default>> You dive down a thin alley and take cover behind a dumpster. You peek around the side. You don't see anyone. <</switch>> <span class="red">Then you feel a presence.</span> <<set $NPCList[0].distance to 0>> /* Prevents stalking mouth actions from appearing once the encounter starts */ <<set $mouthaction to 0>><<set $mouthactiondefault to "rest">> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_attack $NPCList[0].fullDescription>> <<if !$stalk_assess>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <span class="red">A<<if $wraith.seen gte 3>> familiar<</if>> pale figure stares down at you, eyes flashing <<wraithEyes>>.</span> <<else>> <span class="pink">It's <<print $npc[$npcrow.indexOf(0)]>>.</span> <</if>> <<set $stalk_assess to true>> <</if>> <br><br> <<events_stalk_nnpc $NPCList[0].fullDescription>> <<else>> <br><br> <<events_stalk>> <</if>> <<else>> <<switch $location>> <<case alley>> You dive down a thin alley and take cover behind a dumpster. <<if $NPCList[0].fullDescription isnot "Ivory Wraith">> <span class="green"><<if $enemyno gt 1>>They pass<<else>><<stalk_nnpc_name>> passes<</if>> without looking your way.</span> <</if>> <<case forest lake>> You run into a dense copse and take cover behind a thick trunk. You peek around the edge. <<if $NPCList[0].fullDescription isnot "Ivory Wraith">> <span class="green"><<if $enemyno gt 1>>They pass<<else>><<stalk_nnpc_name>> passes<</if>> by without looking your way.</span> <</if>> <<case moor>> You crest a small ridge and dive into a ditch. <<if $NPCList[0].fullDescription isnot "Ivory Wraith">> <<if $enemyno gt 1>> They pause at the top, <span class="green">then move on without looking your way.</span> <<else>> <<stalk_nnpc_name>> pauses at the top, <span class="green">then moves on without looking your way.</span> <</if>> <</if>> <<default>> You dive down a thin alley and take cover behind a dumpster. You peek around the side. <<if $NPCList[0].fullDescription isnot "Ivory Wraith">> <span class="green"><<if $enemyno gt 1>>They pass<<else>><<stalk_nnpc_name>> passes<</if>> without looking your way.</span> <</if>> <</switch>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<set $stalk_assess to true>> The pale figure cackles and <span class="teal">dissipates into a thick, cool mist</span>. Its voice echoes around you. <<switch random(1, 3)>> <<case 3>><<set _wraith_output to "You can only hide from yourself for so long.">> <<case 2>><<set _wraith_output to "As the sun rests below the horizon.">> <<case 1>><<set _wraith_output to "Before they lose their shine.">> <</switch>> "<span class="wraith"><<print _wraith_output>></span>" <<trauma 2>><<stress 4>><<gtrauma>><<gstress>> <</if>> <<set $stalk_end to "hide">> <</if>> <</if>> <<if $feetaction is "confront">> <<famescrap 1>> You swivel around and come face to face with <<person1>> <<if $npcrow.includes(0)>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<if $stalk_assess>> the pale figure. <<else>> a<<if $wraith.seen gte 3>> familiar<</if>> pale figure. <</if>> <<else>> <<if $stalk_assess>> <<if $enemyno gte 3>> <<print $NPCList[0].fullDescription>> and <<his>> companions. <<elseif $enemyno is 2>> <<print $NPCList[0].fullDescription>> and <<his>> companion. <<else>> <<print $NPCList[0].fullDescription>>. <</if>> <<else>> <<if $enemyno gte 3>> a <<personsimple>> and <<his>> companions. <<elseif $enemyno is 2>> a <<personsimple>> and <<his>> companion. <<else>> a <<personsimple>>. <</if>> <span class="pink">It's <<print $NPCList[0].fullDescription>>.</span> <</if>> <</if>> <<elseif $enemyno gte 3>> the <<person>> and <<his>> companions. <<elseif $enemyno is 2>> the <<person>> and <<his>> companion. <<else>> the <<person>>. <</if>> <<set $stalk_assess to true>> <<if $npcrow.includes(0)>> <<actionsconfrontNNPC>> <<else>> <<actionsconfront>> <</if>> <br><br> <<if $combatgoal is "confront">> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<set $stalk_assess to true>> You blink. When you open your eyes, <span class="red">the pale figure is inches from your face.</span> <<elseif $NPCList[0].fullDescription is "Gwylan">> <span class="red"><<He>> pounces, and tackles you to the ground.</span> <<else>> <span class="purple"><<He>> comes to a stop in front of you.</span> <</if>> <br><br> <<set $NPCList[0].distance to 0>> <<set $stalk_end to "confront">> <<elseif $NPCList[0].fullDescription isnot "Ivory Wraith" and $NPCList[0].bold * 2 gte random(1, 1000) or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(1,10)>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> You blink. When you open your eyes, <span class="red">the pale figure is inches from your face.</span> <<elseif $NPCList[0].fullDescription is "Gwylan">> <span class="red"><<He>> doesn't stop.</span> <<else>> <span class="red"><<He>> marches towards you.</span> <</if>> /* Prevents stalking mouth actions from appearing once the encounter starts */ <<set $mouthaction to 0>><<set $mouthactiondefault to "rest">> <<if $NPCList[0].fullDescription is "Gwylan">> <<stalk_nnpc_text_attack $NPCList[0].fullDescription>> <<set $NPCList[0].distance to 0>> <<events_stalk_nnpc $NPCList[0].fullDescription>> <<else>> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_attack $NPCList[0].fullDescription>> <<elseif $NPCList[0].traits.includes("relaxed")>> "Best play along," <<he>> says. "It'll be easier for you." <<elseif $NPCList[0].traits.includes("sociable")>> "That's no way to talk to a <<if $pronoun is "m">>gentleman<<else>>lady<</if>> like me," <<he>> says. "I know how you can make it up to me." <<elseif $NPCList[0].traits.includes("brooding")>> "This is the way of the world," <<he>> says. "It'll be over soon." <<else>> "You're such a hot piece," <<he>> says. "You're gonna get jumped sooner or later. I might as well benefit." <</if>> <br><br> <<set $NPCList[0].distance to 0>> <<stalk_img>> <br><br> <<stalk_attack>> <</if>> <<else>> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_threat $NPCList[0].fullDescription>> <<else>> <span class="green"><<He>> throws up <<his>> hands.</span> <<if $NPCList[0].traits.includes("relaxed")>> "Easy <<girl>>," <<he>> says, giving you a wide berth. "I didn't mean to frighten you." <<elseif $NPCList[0].traits.includes("sociable")>> "Damn <<girl>>," <<he>> says. "Am I that ugly?" <<He>> gives you a wide berth. <<elseif $NPCList[0].traits.includes("brooding")>> The <<person>> laughs. "The streets that rough for you?" <<he>> asks. "I'll give you space." <<else>> "I was only looking!" <<he>> says. "Wasn't gonna try anything, honest." <<He>> gives you a wide berth. <</if>> <br><br> <<He>> walks ahead. You feel a little silly. <</if>> <br><br> <<set $stalk_end to "passed">> <<set $NPCList[_n].distance to 1>> <</if>> <</if>> <<if $feetaction is "ambush" and !$stalk_end>> <<set $feetaction to 0>><<set $feetactiondefault to "run">> <<set _difficulty to $NPCList[0].skills.athletics>> <<if currentSkillValue('skulduggery') gte random(1, _difficulty)>> <<set _ambush_success to true>> <</if>> <<if $earSlime.growth - random(0, Math.clamp(75 - ($earSlime.defyCooldown * 5), 0, 75)) gte (currentSkillValue('willpower')/ 10)>> <<if $earSlime.growth gte 150>><<set $earSlime.defyCooldown++>><</if>> <<if $earSlime.growth gt 50 and hasSexStat("exhibitionism", 2)>> <<set $feetactiondefault to "strut">><<set $feetuse to "strut">> You attempt to hide for an ambush, <span class="red">but you suddenly find yourself strutting.</span> You feel the slime steal your control away. <<meek 3>> <<else>> <<set $feetactiondefault to "walk">><<set $feetuse to "walk">> You attempt to hide for an ambush, <span class="red">but you find yourself being unable to move any quicker.</span> You feel the slime steal your control away. <</if>> <<if $daily.stalkWillpower lt 20>> <<gwillpower>><<willpower 1>> <<set $daily.stalkWillpower to ($daily.stalkWillpower or 0) + 1>> <</if>> <<stalk_walk_events>> <<elseif !_ambush_success or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(5,15)>> <<switch $location>> <<case alley>> You dive down a thin alley and take cover behind a dumpster. You prepare to pounce. <<case forest lake>> You run into a dense copse and take cover behind a thick trunk. You prepare to pounce. <<case moor>> You crest a small ridge and dive into a ditch. You prepare to pounce. <<default>> You dive down a thin alley and take cover behind a dumpster. You prepare to pounce. <</switch>> <br><br> You leap out and attack as you sense <<if $enemyno gt 1>>them<<else>><<him>><</if>> coming close, <<if $NPCList[0].fullDescription is "Ivory Wraith">> <span class="red">only to be met in the embrace of countless pale arms.</span> <<elseif $NPCList[0].fullDescription is "Gwylan">> <span class="red">only for <<him>> to deftly dodge and grab you, in turn.</span> <<else>> <span class="red">but <<he>> was ready for you. <<He>> catches you and pins you down.</span> <</if>> /* Prevents stalking mouth actions from appearing once the encounter starts */ <<set $mouthaction to 0>><<set $mouthactiondefault to "rest">> <br><br> <<set $NPCList[0].distance to 0>> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_attack $NPCList[0].fullDescription>> <<if !$stalk_assess>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <span class="red">A<<if $wraith.seen gte 3>> familiar<</if>> pale figure stares down at you, eyes flashing <<wraithEyes>>.</span> <<else>> <span class="pink">It's <<print $npc[$npcrow.indexOf(0)]>>.</span> <</if>> <</if>> <br><br> <<events_stalk_nnpc $NPCList[0].fullDescription>> <<else>> <br><br> <<stalk_attack>> <</if>> <<else>> <<switch $location>> <<case alley>> You dive down a thin alley on all fours. You deftly turn on the spot, taking cover behind a dumpster and preparing to pounce. <<case forest lake>> You run into a dense copse on all fours and take cover behind a thick trunk. You prepare to pounce. <<case moor>> You crest a small ridge and deftly turn on all fours to face your <<pluralise $enemyno "pursuer">>. You prepare to pounce. <<default>> You dive down a thin alley on all fours. You deftly turn on the spot, taking cover behind a dumpster and preparing to pounce. <</switch>> <br><br> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<set $stalk_assess to true>> Your heart pounds in your ears. You can't hear anyone approaching, but you can feel it. You let your instincts guide you and leap from cover to attack. <br><br> Your vision is filled with a terrible pale, <span class="red">which fades into a freezing mist as soon as you touch it</span>. You crash painfully to the ground. <<pain 4>><<gpain>> <br><br> Its voice echoes around you. <<switch random(1, 3)>> <<case 3>><<set _wraith_output to "The pursuit bends.">> <<case 2>><<set _wraith_output to "The predator remembers its place.">> <<case 1>><<set _wraith_output to "Take nothing in your hands. Feast on it.">> <</switch>> "<span class="wraith"><<print _wraith_output>></span>" <<trauma 2>><<stress 4>><<gtrauma>><<gstress>> <<else>> Your sharp ears focus on the sound of footsteps, and you wait for the perfect moment. You spring out of your hiding spot, <<if $npcrow.includes(0)>> <<if !$stalk_assess>> <span class="green">and topple your pursuer.</span> <span class="pink">It's <<print $npc[$npcrow.indexOf(0)]>>.</span> <<else>> <span class="green">and topple <<print $npc[$npcrow.indexOf(0)]>>.</span> <</if>> <<else>> <span class="green">and topple the <<person1>><<person>>. <<if $enemyno gt 1>><<His>> companion<<if $enemyno gt 2>>s back<<else>> backs<</if>> away in shock.<</if>></span> <</if>> <</if>> <<set $stalk_end to "ambush">> <</if>> <</if>> <</if>> /*End of stalked actions */ /*** * ██ ██ █████ ██ ██ ███████ ██ ██ * ███ ███ ██ ██ ██ ██ ███ ██ ██ * ██ █ ██ ██ ██ ██ ██ ███ ███████ * ██ ██ ██ ██ ██ ██ ███ ██ ██ * ██ ██ █████ █████ ███ ██ ██ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<if $mouthaction is "rest">> <<set $mouthaction to 0>><<set $mouthactiondefault to "rest">> <</if>> <<if $mouthaction is "kissskin">> <<set $mouthaction to 0>><<actionskiss $mouthtarget>><<submission 3>><<set $mouthactiondefault to "kissskin">> <</if>> <<if $mouthaction is "kisslips">> <<set $mouthaction to 0>><<set $mouthactiondefault to "kisslips">><<personselect $mouthtarget>><<combatpromiscuity1>> <<if $NPCList[$mouthtarget].fullDescription is "Gwylan" and (C.npc.Gwylan.dom lt 50 or !$gwylanSeen?.includes("yearning"))>> You move your lips close to <<hers>>, <<if $NPCList[$mouthtarget].lefthand is 0 or $NPCList[$mouthtarget].rightthand is 0>> <<if $NPCList[$mouthtarget].lefthand is 0>> <<set $NPCList[0].lefthand to "mouth">>but <<he>> clasps <<his>> hand over your mouth. <<set $mouthuse to "lefthand">> <<else>> <<set $NPCList[0].righthand to "mouth">>but <<he>> clasps <<his>> hand over your mouth. <<set $mouthuse to "righthand">> <</if>> <<else>> but <<he>> moves away. <</if>> <span class="purple"><<He_Short>> looks annoyed.</span> <<set $enemytrust -= 40>><<set $enemyanger += 5>> <<elseif combatSkillCheck("oral", $mouthtarget)>> You move your lips close to <<hers>>. <<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">> <<set $NPCList[$mouthtarget].mouth to "kissentrance">> <<set $NPCList[$mouthtarget].location.head = "head">> <<else>> You try to move your head closer to <<hers>>, but <<he>> moves away. <</if>> <</if>> <<if $mouthaction is "growl">> <<set $mouthaction to 0>><<set $mouthactiondefault to "growl">><<set _sound to 1>> <<if playerAwareTheyAreInHeat()>> <<set $speechgrowlheat to 1>> <<submission 2>> You try to growl, <span class="pink">but being in heat makes it sound like a lewd whine.</span> <<elseif playerRutMinArousal() or playerHeatMinArousal()>> <<set $speechgrowlrut to 1>> <<submission 2>> You try to growl, <span class="pink">but being in rut makes it sound like a lewd whine.</span> <<else>> <<set $speechgrowl to 1>> <<actionsgrowl>> <<brat 2>> <</if>> <</if>> <<if $mouthaction is "plead">> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "plead with <<him>>">> <<else>> <<set $mouthactiondefault to "plead">> <<actionsplead>><<set $speechplead to 1>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words, but <<if $enemyno gte 2>>react<<else>>reacts<</if>> to your tone. <</if>> <<meek `1 + $englishtrait`>> <</if>> <</if>> <<if $mouthaction is "moan">> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "say something sexy" 2>><<set $speechmoan to 1>> <<else>> <<set $mouthactiondefault to "moan">> <<actionsmoan>><<set $speechmoan to 1>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words, but <<if $enemyno gte 2>>react<<else>>reacts<</if>> to your tone. <</if>> <<submission `1 + $englishtrait`>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "askchoke" and $askedtochoke isnot 1>> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "ask to choke you" 1>> <<else>> <<set $askedtochoke to 1>> <<set $mouthactiondefault to 0>> <<actionschoke>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <</if>> <<submission `1 + $englishtrait`>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "askrough">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "ask to be rougher" 2>> <<else>> <<askrough>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <</if>> <<submission 1>><<set $enemyanger += (10 * $englishtrait)>><<set $speechaskrough to 1>> <</if>> <</if>> <<if $mouthaction is "demand">> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "demand something">> <<else>> <<set $mouthactiondefault to "demand">> <<actionsdemand>><<set $speechdemand to 1>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words, but <<if $enemyno gte 2>>flinch<<else>>flinches<</if>> at your tone. <</if>> <<defiance `1 + $englishtrait`>> <</if>> <</if>> <<if $mouthaction is "mock" or $mouthaction is "disparage">> <<if $mouthaction is "disparage">> <<set _disparage to true>> <<else>> <<set _disparage to false>> <</if>> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "mock <<him>>">> <<else>> <<if _disparage is false>> <<set $mouthactiondefault to "mock">> <<else>> /*Fallen Angel disparage */ <<set $enemyanger += 50>> <<set $mockaction to $NPCList[$mouthtarget].insecurity>> <<set $angelforgive to 1>> <<set $mouthactiondefault to "rest">> <<set _disparage to false>> <</if>> <<actionsmock>><<set $speechdemand to 1>> <<brat `1 + $englishtrait` $mouthtarget>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<elseif $mockaction is $NPCList[$mouthtarget].insecurity>> <<if $consensual is 1>> <<submission `1 + $englishtrait` $mouthtarget>> <<else>> <<combatcontrol `1 + $englishtrait`>> <</if>> <</if>> <</if>> <</if>> <<if $mouthaction is "mouth">> <<set $mouthaction to 0>><<submission 1 $mouthtarget>><<set $mouthactiondefault to "mouth">><<combatpromiscuity4>> <<if $penisbitten is 1>> <<He>> smacks your head away from <<his>> penis. <<violence 5>> <<elseif combatSkillCheck("oral", $mouthtarget)>> <<set $mouthsubmit to 1>><<oralskilluse>> <<if $NPCList[$mouthtarget].penis is 0>> <<set $NPCList[$mouthtarget].penis to "mouthentrance">><<set $mouthactiondefault to "lick">><<set $mouthuse to "penis">><<set $mouthstate to "entrance">> <span class="lblue">You <<oraltext>> move your mouth to <<hisselect $mouthtarget>> <<npcPenis $mouthtarget>><<if !$npcSub>> and <<he>> waits expectantly<</if>>.</span> <<if $enemytype is "beast">><<set $NPCList[$mouthtarget].stance to "topface">><</if>> <<set $NPCList[$mouthtarget].location.genitals to "head">> <<else>> <span class="blue">You try to move your mouth to <<hisselect $mouthtarget>> <<npcPenis $mouthtarget>>, but the phallus is already occupied.</span> <</if>> <<else>> You try to move into a position where your mouth can take <<hisselect $mouthtarget>> penis, but <<he>> has other ideas. <<oralskilluse>> <</if>> <</if>> <<if $mouthaction is "swallow" and $NPCList[$mouthtarget].penis.toString().includes("mouth")>> <<set $mouthaction to 0>><<set $mouthactiondefault to "swallow">><<combatpromiscuity5>> <<set $NPCList[$mouthtarget].penis to "mouth">> <span class="pink">You take <<hisselect $mouthtarget>> $NPCList[$mouthtarget].penisdesc into your mouth.</span> <<switch $NPCList[$mouthtarget].penissize>> <<case 4>> <span class="pink"> You struggle to accommodate its girth.</span> <<case 1>> <span class="pink"> You struggle to keep your mouth on something so small.</span> <</switch>> <<if $player.virginity.oral isnot true>> <<if $NPCList[$mouthtarget].type is "plant">> <span class="pink"> It tastes sweet.</span> <</if>> <<submission 10>><<bruise face>><<oralstat>><<raped>><<set $mouthstate to "penetrated">><<set $speechmouthpenetrated to 1>> <<elseif $player.virginity.oral is true>> <<if $NPCList[$mouthtarget].type is "plant">> <span class="red">It tastes uncomfortably sweet.</span> <<else>> <span class="red">It tastes strange.</span> <</if>> <<submission 30>> <<takeVirginity $NPCList[$mouthtarget].fullDescription "oral">><<bruise face>><<oralstat>><<violence 1>><<raped>> <<set $mouthstate to "penetrated">><<set $speechmouthvirgin to 1>> <</if>> <</if>> <<if $mouthaction is "othervagina">> <<set $mouthaction to 0>><<submission 1 $mouthtarget>><<set $mouthactiondefault to "othervagina">><<combatpromiscuity4>> <<if $penisbitten is 1>> <<He>> smacks your head away from <<his>> pussy. <<violence 5>> <<elseif combatSkillCheck("oral", $mouthtarget)>> <<set $mouthsubmit to 1>><<oralskilluse>> <<if $NPCList[$mouthtarget].vagina is 0>> <span class="lblue">You <<oraltext>> move your mouth to <<hisselect $mouthtarget>> <<npcVagina $mouthtarget>><<if !$npcSub>> and <<he>> waits expectantly<</if>>.</span> <<set $NPCList[$mouthtarget].vagina to "mouth">><<set $mouthstate to "othervagina">><<set $mouthuse to "othervagina">> <<if $enemytype is "beast">><<set $NPCList[$mouthtarget].stance to "topface">><</if>><<set $mouthactiondefault to "vaginalick">> <<set $NPCList[$mouthtarget].location.genitals to "head">> <<else>> <span class="blue">You try to move your mouth to <<hisselect $mouthtarget>> <<npcVagina $mouthtarget>>, but the entrance is already occupied.</span> <</if>> <<else>> You try to move into a position where your mouth can eat <<hisselect $mouthtarget>> pussy, but <<he>> has other ideas. <<oralskilluse>> <</if>> <</if>> <<if $mouthaction is "breastpull" and $NPCList[$mouthtarget].chest.toString().includes("mouth")>> <<set $mouthaction to 0>><<set $mouthactiondefault to "breastpull">><<personselect $mouthtarget>> You try to pull your head away from the chest pressing against your face. <<oralskilluse>><<brat 1 $mouthtarget>> <<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>> <<willpowerdifficulty _nectarDifficulty $willpowermax "silent">> <<if $NPCList[$mouthtarget].type is "plant" and !$willpowerSuccess>> <span class="red">However, you can't tear yourself from the sweet nectar.</span> <<if $mouthstate is "nipple">> You desperately suck their $NPCList[$mouthtarget].breastdesc. <<else>> You push your face back into their $NPCList[$mouthtarget].breastdesc. <</if>> <<gwillpower>><<willpower 1>> <<else>> <<if combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>> <<set $mouthstate to 0>><<set $mouthuse to 0>> <<set $NPCList[$mouthtarget].chest to 0>> <<set $NPCList[$mouthtarget].location.head to 0>> <span class="green"><<He>> doesn't stop you.</span> <<if $NPCList[$mouthtarget].lefthand is "head_breasts" or $NPCList[$mouthtarget].lefthand is "head_nipples">> <<set $NPCList[$mouthtarget].lefthand to 0>> <</if>> <<if $NPCList[$mouthtarget].righthand is "head_breasts" or $NPCList[$mouthtarget].righthand is "head_nipples">> <<set $NPCList[$mouthtarget].righthand to 0>> <</if>> <<else>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <<violence 1>> <<if $mouthstate is "breasts">> <span class="red">However, <<he>> refuses to allow it,</span> instead pushing your head back against their chest. <<elseif $mouthstate is "nipple">> <span class="red">However, <<he>> refuses to allow it,</span> instead pushing your head back against their chest. <</if>> <</if>> <</if>> <</if>> <<if $mouthaction is "movetochest">> <<set $mouthaction to 0>><<submission 1 $mouthtarget>><<set $mouthactiondefault to "movetochest">><<combatpromiscuity3>> <<if $breastbitten is 1>> <<He>> smacks your head away from <<his>> chest. <<violence 5>> <<elseif combatSkillCheck("oral", $mouthtarget)>> <<oralskilluse>> <<if $NPCList[$mouthtarget].chest is 0>> <<set $mouthactiondefault to "breastlick">> <span class="lblue">You <<oraltext>> move your mouth to <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastsdesc.</span> <<if $NPCList[$mouthtarget].type is "plant" and $NPCList[$mouthtarget].pronoun is "f" and $settings.breastFeedingEnabled>> <span class="purple">It carries a sweet scent.</span> <<elseif $NPCList[$mouthtarget].lactation is 1 and $settings.breastFeedingEnabled>> <span class="purple">It carries a scent of milk.</span> <</if>> <<set $NPCList[$mouthtarget].chest to "mouthentrance">><<set $mouthstate to "breasts">><<set $mouthuse to "breasts">><<set $head to "breasts">> <<set $NPCList[$mouthtarget].location.head to "head">> <<else>> <span class="blue">You try to move your mouth to <<someones $mouthtarget>> chest, but the place is already occupied.</span> <</if>> <<else>> You try to move your mouth to <<someones $mouthtarget>> chest, but <<he>> has other ideas. <<oralskilluse>> <</if>> <</if>> <<if $mouthaction is "breastbite" and $NPCList[$mouthtarget].chest is "mouth">> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>> You try to bite down on the nipple, <span class="red">but find you're unable to.</span> You feel the slime steal your control away. <<set $mouthaction to "breastsuck">> <<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>> <<else>> <<set $mouthaction to 0>><<set $mouthactiondefault to "breastbite">><<personselect $mouthtarget>> You bite down on the nipple, <<he>> <<if $enemytype is "man">>yelps<<elseif $enemytype is "beast">>growls<<else>>shrieks<</if>> and recoils in agony. <<defiance 20 $mouthtarget>><<attackstat>><<set $mouthuse to 0>><<set $breastbitten to 1>><<set $mouthstate to 0>> <<if $transformationParts.traits.fangs isnot "disabled">> <<defiance 40 $mouthtarget>> You lick your fangs clean. <</if>> <<if $head is "breasts">> <<set $head to 0>> <</if>> <<set $NPCList[$mouthtarget].chest to 0>> <<set $NPCList[$mouthtarget].location.head to 0>> <<if $NPCList[$mouthtarget].lefthand is "head_nipples">> <<set $NPCList[$mouthtarget].lefthand to 0>> <</if>> <<if $NPCList[$mouthtarget].righthand is "head_nipples">> <<set $NPCList[$mouthtarget].righthand to 0>> <</if>> <</if>> <</if>> <<if $mouthaction is "breastlick" and $NPCList[$mouthtarget].chest is "mouthentrance">> <<set $mouthactiondefault to "breastlick">><<set $mouthaction to 0>><<submission 3>> You lick <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastsdesc. <</if>> <<if $mouthaction is "breastclosed" and $NPCList[$mouthtarget].chest.toString().includes("mouth")>> <<set $mouthactiondefault to "breastclosed">><<set $mouthaction to 0>><<brat 3 $mouthtarget>> You keep your mouth closed. <<if $NPCList[$mouthtarget].type is "plant" and $NPCList[$mouthtarget].pronoun is "f" and $settings.breastFeedingEnabled>> <span class="pink">Nectar leaks from <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastdesc.</span> <<elseif $NPCList[$mouthtarget].lactation is 1 and $settings.breastFeedingEnabled>> <span class="pink">Milk leaks from <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastdesc.</span> <</if>> <</if>> <<if $mouthaction is "breastsuck" and $NPCList[$mouthtarget].chest.toString().includes("mouth")>> <<set $mouthactiondefault to "breastsuck">><<set $mouthaction to 0>><<submission 3>> <<set $mouthstate to "nipple">> <<set $NPCList[$mouthtarget].chest to "mouth">> You <<oraltext>> suck <<hisselect $mouthtarget>> $NPCList[$mouthtarget].breastdesc. <<if $NPCList[$mouthtarget].lefthand is "head_breasts">><<set $NPCList[$mouthtarget].lefthand to "head_nipples">><</if>> <<if $NPCList[$mouthtarget].righthand is "head_breasts">><<set $NPCList[$mouthtarget].righthand to "head_nipples">><</if>> <<if $settings.breastFeedingEnabled and $NPCList[$mouthtarget].type is "plant" and $NPCList[$mouthtarget].pronoun is "f">> <span class="purple">Sweet nectar fills your mouth.</span> <<nectarfed 15>><<set $speechheadsuckle to 1>><<submission 2>> <<elseif $settings.breastFeedingEnabled and $NPCList[$mouthtarget].lactation is 1>> <span class="purple">Sweet, creamy milk fills your mouth.</span> <<breastfed>><<set $speechheadsuckle to 1>><<submission 2>> <<else>> <<set $speechheadnipple to 1>> <</if>> <</if>> <<if $mouthaction is "scream">> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "scream for help">> <<elseif $drugged gt 0 or $arousal gte $arousalmax * 0.9>> You try to scream for help, <span class="pink">but your arousal makes it sound like a lewd moan.</span> <<neutral 1>><<set $speechmoan to 1>> <<elseif $uncomfortable.hypnosis is false and $hypnosis_traits.scream gte random(1,5)>> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<hypnosisText 'You intend to scream for help, but a lewd thought intrudes <span class="lewd">and your mind immediately accepts it.</span> <<askrough>>'>> <<hypnotised 1>><<submission 1>><<set $enemyanger += (10 * $englishtrait)>> <<elseif $hypnosis_traits.scream gte 1 and $willpower lt random(1, (200 * $hypnosis_traits.scream))>> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<hypnosisText 'You intend to scream for help, <span class="pink">but the thought is snatched from your mind and replaced with another.</span> <<askrough>>'>> <<hypnotised 1>><<willpower 1>><<submission 1>><<set $enemyanger += (10 * $englishtrait)>> <<elseif numberOfEarSlime() and $earSlime.growth gte (currentSkillValue('willpower')/ 10)>> You open your mouth to scream for help, <span class="lewd">but sudden arousal makes it sound like a lewd moan.</span> You feel the slime rapidly drug you. <<if $earSlime.growth gt 50>><<set $earSlime.defyCooldown++>><</if>> <<submission 1>><<set $speechmoan to 1>><<drugs 10>><<arousal 1000>> <<elseif numberOfEarSlime() and $earSlime.corruption gte (currentSkillValue('willpower')/ 10) and random(0,100) gte 50>> You open your mouth to scream for help, <span class="red">but your voice catches in your throat.</span> You feel the slime steal your focus away. <<gwillpower>><<willpower 1>> <<elseif $NPCList[0].fullDescription is "Gwylan">> You open your mouth to scream for help, <<if $hypnosis_traits.devotion gte 2>> but it's abruptly cut off as <<his>> finger traces up your neck. <<if $hallucinations gte 2>> <<hypnosisText "<span class='red'>A blue mist leaves your mouth, which <<he>> catches in <<his>> hand with a gentle grasp. Try as you might, no noise comes out, as if your voice had been stolen.</span>">> <<else>> <<hypnosisText "<span class='red'>Your voice catches in your throat. Try as you might, you can't scream.</span>">> <</if>> <br> <<gwylanHypnoName "cap">> smiles again. "I'll give it back if you behave. Now be a <<pcpetname "Gwylan" "good">> and shush." <<He>> gets back into position and resumes. <<set $combat_silenced to true>> <<if $consensual is 1>> <<set $consensual to 0>> <<molested>><<controlloss>> <</if>> <br><br> <<else>> but <<he>> lets out a <<if _gwylanTF?.known>>fox-like<</if>> scream in turn, drowning out yours. <</if>> <<else>> <<if $hypnosis_traits.scream gte 1>> <span class="green">You resist intrusive thoughts,</span> and scream for help. <<else>> You scream for help. <</if>> <<if isLoveInterest("Eden") and $location is "forest" and !($npc.includes("Eden")) and (!$undergroundbrothel or !$undergroundbrothel.active)>> <<if $rng lte 50>> "Eden! Get them off of me!" <<else>> "Eden! Help!" <</if>> <</if>> <<brat 10>><<set $alarm to 1>><<set $mouthactiondefault to "scream">><<set $speechscream to 1>> <<if $NPCList[0].lefthand is 0 and $mouthuse is 0 and $position isnot "wall" and !$robinRentEvent>> <<set $NPCList[0].lefthand to "mouth">><<person1>><<He>> clasps <<his>> hand over your mouth to silence you. <<set $enemytrust -= 40>><<set $mouthuse to "lefthand">> <<elseif $NPCList[0].righthand is 0 and $mouthuse is 0 and $position isnot "wall" and !$robinRentEvent>> <<set $NPCList[0].righthand to "mouth">><<person1>><<He>> clasps <<his>> hand over your mouth to silence you. <<set $enemytrust -= 40>><<set $mouthuse to "righthand">> <</if>> <</if>> <</if>> <<if $mouthaction is "apologise">> <<personselect $mouthtarget>> <<set $mouthaction to 0>><<set _sound to 1>> <<set _unforgiver to $NPCList.find(npc => npc.traits.includes("unforgiving"))>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "apologise">> <<elseif $enemytype is "beast">> You tell <<him>> you're sorry for being bad. <<set $mouthactiondefault to "plead">> <<if $NPCList[$mouthtarget] is _unforgiver>> <<bHe>> ignores you. <<set $apologised to 1>><<set $speechapologiseunforgiving to 1>> <<set $enemyanger += Math.clamp(25 - $englishtrait * 20, $enemyangermax / -2, $enemyangermax / 2)>> <<elseif !!_unforgiver>> <<bHe>> looks towards <<= /^[A-Z]/.test(_unforgiver.fullDescription) ? "" : "the ">> <<= _unforgiver.fullDescription>>, <<if _unforgiver.monster is 0>> who <<beast_growls_text _unforgiver.type>> dismissively. <<else>> who simply scoffs. <</if>> <span class="red"><<bHe>> <<beast_growls_text>> in response, and ignores your apology.</span> <<set $apologised to 1>><<set $speechapologiseunforgiving to 1>> <<set $enemyanger += Math.clamp(25 - $englishtrait * 20, $enemyangermax / -2, $enemyangermax / 2)>> <<elseif $apologised is 0>> <<if $monster is 1>> <<bHe>> growls. "Good. Now stay still." <<else>> While it doesn't understand you, your tone of voice has an impact. <</if>> <<set $apologised to 1>><<set $speechapologise to 1>> <<set $enemyanger -= 50 * (1 + $englishtrait)>> <<else>> <<bHe>> ignores you. <<set $speechapologiseno to 1>> <</if>> <<else>> <<if $robinmist>> You shout. "I'm sorry I wasn't there for you!" <<set $speechapologiseno to 1>> <<elseif $robinRentEvent is 1 and $combatPhase is "Robin">> You tell <<him>> you're sorry for not paying <<him>>. <<set $speechapologiseno to 1>> <<elseif $npc.includes("Ivory Wraith") and $wraithPrison and $wraithPrison.vision and !$wraithApologiseCooldown>> <<if $wraith.state is "haunt">> You tell <<him>> you're sorry for taking everything from <<him>>. <<else>> You tell <<him>> you're sorry for everything that's happened to <<him>>. <</if>> <<set $mouthactiondefault to "plead">> <<if $apologised is 0>> <<set $apologised to 1>><<set $speechapologise to 1>><<set $wraithApologise to true>><<set $wraithApologiseCooldown to true>> <<set $enemyanger -= 100 * (1 + $englishtrait)>> <<else>> <<He>> angrily claws at <<his>> neck. <<set $speechapologiseno to 1>> <</if>> <<else>> You tell <<him>> you're sorry for being bad. <<set $mouthactiondefault to "plead">> <<if $NPCList[$mouthtarget] is _unforgiver>> <span class="red"><<He>> scoffs.</span> <<set $apologised to 1>><<set $speechapologiseunforgiving to 1>> <<set $enemyanger += Math.clamp(25 - $englishtrait * 20, $enemyangermax / -2, $enemyangermax / 2)>> <<elseif !!_unforgiver>> <<He>> looks over at <<= /^[A-Z]/.test(_unforgiver.fullDescription) ? "" : "the ">> <<= _unforgiver.fullDescription>>, <<if _unforgiver.monster is 0>> who <<beast_growls_text _unforgiver.type>> dismissively. <<else>> who simply scoffs and says "Don't listen to <<phim>>." <</if>> <span class="red"><<He>> nods, and ignores your apology.</span> <<set $apologised to 1>><<set $speechapologiseunforgiving to 1>> <<set $enemyanger += Math.clamp(25 - $englishtrait * 20, $enemyangermax / -2, $enemyangermax / 2)>> <<elseif $apologised is 0>> <<His>> face softens. <<if $NPCList[$mouthtarget].fullDescription is "Avery">> <<note "Avery's Saviour" "teal">> <</if>> <<set $apologised to 1>><<set $speechapologise to 1>> <<set $enemyanger -= 50 * (1 + $englishtrait)>> <<else>> <<He>> ignores you. <<set $speechapologiseno to 1>> <</if>> <</if>> <</if>> <</if>> <<if $mouthaction is "forgive">> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze>> <<else>> <<set $mouthactiondefault to "plead">> <<set $trauma -= $traumagain>><<set $traumagain to 0>><<set $speechforgive to 1>><<set $angelforgive to 1>> <<traumaclamp>> <<if $enemytype is "beast">> "You don't know any better. You're just a <<beasttype>>," you say. "I forgive you." <<else>> "Even though you're doing such a horrible thing, don't worry," you say. "I forgive you." <</if>> <</if>> <</if>> <<if $mouthaction is "peniskiss">> <<set $mouthaction to 0>><<set $mouthactiondefault to "peniskiss">><<set $mouthsubmit to 1>> <<actionspeniskiss `($chestuse is "penis" ? $chesttarget : $mouthtarget)`>> <<submission 3>><<oralskilluse>> <</if>> <<if $mouthaction is "lick">> <<set $mouthaction to 0>><<set $mouthactiondefault to "lick">><<set $mouthsubmit to 1>><<actionspenislick $mouthtarget>><<submission 5>><<oralskilluse>> <</if>> <<if $mouthaction is "suck">> <<set $mouthaction to 0>><<set $mouthactiondefault to "suck">><<actionspenissuck $mouthtarget>><<submission 10>><<oralskilluse>> <</if>> <<if $mouthaction is "oraledge">> <<personselect $mouthtarget>><<actionsoraledge $mouthtarget>><<set $mouthaction to 0>><<set $mouthactiondefault to "oraledge">><<set $mouthsubmit to 1>> <<submission 5>><<sexControl 5 `currentSkillValue("oralskill")` $mouthtarget>><<oralskilluse>><<combatpromiscuity4>> <</if>> <<if $mouthaction is "pullaway">> <<set $mouthaction to 0>><<set $mouthactiondefault to "pullaway">><<personselect $mouthtarget>> You try to pull your head away from the penis threatening your mouth. <<oralskilluse>><<brat 1 $mouthtarget>> <<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>> <<willpowerdifficulty _nectarDifficulty $willpowermax "silent">> <<if $NPCList[$mouthtarget].type is "plant" and $mouthstate is "penetrated" and !$willpowerSuccess>> <span class="red">However, you can't tear yourself from the sweet nectar.</span> You desperately suck on the penis invading your mouth. <<willpower 1>> <<else>> <<if combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>> <<set $pullaway to 1>> <<if $NPCList[$mouthtarget].penis is "mouth">> <<set $NPCList[$mouthtarget].penis to "mouthimminent">><<set $mouthstate to "imminent">><span class="green"><<He>> doesn't stop you.</span> <<elseif $NPCList[$mouthtarget].penis is "mouthimminent">> <<set $NPCList[$mouthtarget].penis to "mouthentrance">><<set $mouthstate to "entrance">><span class="green"><<He>> doesn't stop you.</span> <<elseif $NPCList[$mouthtarget].penis is "mouthentrance">> <<set $NPCList[$mouthtarget].penis to 0>><<set $mouthstate to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[$mouthtarget].location.genitals to 0>> <span class="green"><<He>> doesn't stop you.</span> <</if>> <<else>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <<violence 1>> <<if $mouthstate is "penetrated">> <span class="red">However, <<he>> refuses to allow it,</span> forcing the phallus back into your mouth. <<elseif $mouthstate is "imminent">> <span class="red">However, <<he>> refuses to allow it,</span> instead pushing the penis against your lips. <<elseif $mouthstate is "entrance">> <span class="red">However, <<he>> refuses to allow it,</span> instead pushing the penis against your lips. <</if>> <</if>> <</if>> <</if>> <<if $mouthaction is "pullawayvagina" and ($NPCList[$mouthtarget].vagina is "mouth" or $NPCList[$mouthtarget].vagina is "facesit")>> <<set $mouthaction to 0>><<set $mouthactiondefault to "pullawayvagina">><<personselect $mouthtarget>><<set $mouthstate to 0>> <<if $consensual is 1>> You try to move your head away from the pussy. <<oralskilluse>><<brat 1 $mouthtarget>> <<else>> You try to pull your head away from the pussy threatening your mouth. <<oralskilluse>><<brat 1 $mouthtarget>> <</if>> <<oralskilluse>><<brat 1 $mouthtarget>> <<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>> <<willpowerdifficulty _nectarDifficulty $willpowermax "silent">> <<if $NPCList[$mouthtarget].type is "plant" and !$willpowerSuccess>> <span class="red">However, you can't tear yourself from the sweet nectar.</span> You desperately lick the pussy pressing against your mouth. <<willpower 1>> <<else>> <<if combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $pullaway to 1>> <<set $NPCList[$mouthtarget].vagina to 0>><span class="green"><<He>> doesn't stop you.</span> <<set $NPCList[$mouthtarget].location.genitals to 0>> <<else>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <span class="red">However, <<theowner>> refuses to allow it,</span> forcing it against your face. <<violence 1>> <</if>> <</if>> <</if>> <<if $mouthaction is "bite" and $NPCList[$mouthtarget].penis is "mouth">> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>> You try to bite down on the <<npcPenisSimple $mouthtarget>>, <span class="red">but find you're unable to.</span> You feel the slime steal your control away. <<set $mouthaction to 0>><<set $mouthactiondefault to "suck">><<actionspenissuck $mouthtarget>><<submission 10>><<oralskilluse>> <<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>> <<else>> <<set $mouthaction to 0>><<set $mouthactiondefault to "bite">><<personselect $mouthtarget>> You bite down on <<his>> <<npcPenisSimple $mouthtarget>>, <<if npcHasStrapon($mouthtarget)>> but it has no effect. <<else>> <<he>> <<if $enemytype is "man">>yelps<<elseif $enemytype is "beast">>growls<<else>>shrieks<</if>> and recoils in agony. <<set $NPCList[$mouthtarget].penis to 0>><<set $NPCList[$mouthtarget].location.genitals to 0>> <<defiance 20 $mouthtarget>><<attackstat>><<control 15>><<set $mouthuse to 0>><<set $penisbitten to 1>><<set $mouthstate to 0>> <<if $transformationParts.traits.fangs isnot "disabled">> <<defiance 20 $mouthtarget>><<defiance 20 $mouthtarget>> You lick your fangs clean. <</if>> <</if>> <</if>> <</if>> <<if $mouthaction is "bitepussy" and ($NPCList[$mouthtarget].vagina is "mouth" or $NPCList[$mouthtarget].vagina is "facesit")>> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>> You try to bite down on <<hisselect $mouthtarget>> labia, <span class="red">but find you're unable to.</span> You feel the slime steal your control away. <<set $mouthaction to "vaginalick">> <<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>> <<else>> <<set $mouthaction to 0>><<set $mouthactiondefault to "bitepussy">><<personselect $mouthtarget>> You bite down on <<hisselect $mouthtarget>> labia. <<He>> <<if $enemytype is "man">>yelps<<elseif $enemytype is "beast">>growls<<else>>shrieks<</if>> and recoils in agony. <<set $NPCList[$mouthtarget].vagina to 0>><<set $NPCList[$mouthtarget].location.genitals to 0>> <<defiance 20 $mouthtarget>><<attackstat>><<control 15>><<set $mouthuse to 0>><<set $penisbitten to 1>><<set $mouthstate to 0>><<set $speechhit to 1>> <<if $transformationParts.traits.fangs isnot "disabled">> <<defiance 40 $mouthtarget>> You lick your fangs clean. <</if>> <</if>> <</if>> <<if $mouthaction is "vaginalick" and ($NPCList[$mouthtarget].vagina is "mouth" or $NPCList[$mouthtarget].vagina is "facesit")>> <<set $mouthaction to 0>><<set $mouthactiondefault to "vaginalick">><<set $mouthsubmit to 1>><<actionspussylick $mouthtarget>><<submission 10>><<oralskilluse>> <</if>> <<if $mouthaction is "pullawaykiss" and $NPCList[$mouthtarget].mouth.toString().includes("kiss")>> <<set $mouthaction to 0>><<set $mouthactiondefault to "pullawaykiss">><<personselect $mouthtarget>> You try to pull your head away from <<his>> lips. <<oralskilluse>><<brat 1 $mouthtarget>> <<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>> <<willpowerdifficulty _nectarDifficulty $willpowermax "silent">> <<if $NPCList[$mouthtarget].type is "plant" and $mouthstate isnot "kissentrance" and !$willpowerSuccess>> <span class="red">However, you can't tear yourself from the sweet nectar.</span> <<if $mouthstate is "kissimminent">> You kiss <<him>> back, parting <<his>> lips with your tongue. <<elseif $mouthstate is "kiss">> You kiss <<him>> back, caressing <<his>> tongue with your own. <</if>> <<willpower 1>> <<else>> <<if combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>> <<set $mouthuse to 0>><<set $mouthstate to 0>> <<set $NPCList[$mouthtarget].mouth to 0>><span class="green"><<He>> doesn't stop you.</span> <<set $NPCList[$mouthtarget].location.head to 0>> <<else>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <<if $mouthstate is "kissentrance">> <span class="red">However, <<he>> refuses to allow it,</span> preventing you from moving away from their face. <<else>> <span class="red">However, <<he>> refuses to allow it,</span> kissing you more firmly. <</if>> <<violence 1>> <</if>> <</if>> <</if>> <<if $mouthaction is "kissback">> <<set $mouthaction to 0>><<set $mouthactiondefault to "kissback">><<actionskissback $mouthtarget>><<submission 2>><<oralskilluse>> <</if>> <<if $mouthaction is "anallick">> <<set $mouthaction to 0>><<set $mouthactiondefault to "anallick">><<actionsAnalLick $mouthtarget>><<submission 10>><<oralskilluse>> <</if>> <<if $mouthaction is "analkiss">> <<set $mouthaction to 0>><<set $mouthactiondefault to "analkiss">><<actionsAnalKiss $mouthtarget>><<submission 12>> <</if>> <<if $mouthaction is "analpull" and ($NPCList[$mouthtarget].penis is "mouthotheranus" or $NPCList[$mouthtarget].vagina is "mouthotheranus")>> <<set $mouthaction to 0>><<set $mouthactiondefault to "analpull">><<personselect $mouthtarget>> You try to pull away from the anus menacing your mouth. <<oralskilluse>><<brat 1 $mouthtarget>> <<if combatSkillCheck("oral", $mouthtarget, $NPCList[$mouthtarget].fullDescription)>> <span class="green"><<He>> doesn't stop you.</span> <<set $mouthstate to 0>><<set $mouthuse to 0>> <<if $NPCList[$mouthtarget].penis is "mouthotheranus">><<set $NPCList[$mouthtarget].penis to 0>><</if>> <<if $NPCList[$mouthtarget].vagina is "mouthotheranus">><<set $NPCList[$mouthtarget].vagina to 0>><</if>> <<set $NPCList[$mouthtarget].location.genitals to 0>> <<else>> <span class="red">However, <<combatperson>> refuses to allow it,</span> forcing your face into <<his>> ass. <<violence 1>> <<if $consensual is 1>> <<set $consensual to 0>><<molested>><<controlloss>> <</if>> <</if>> <</if>> <<rng>> <<if $mouthaction is "handbite">> <<if $earSlime.growth gt 50 and $earSlime.growth - random(0, Math.clamp(50 - ($earSlime.defyCooldown * 5), 0, 50)) gte (currentSkillValue('willpower')/ 10)>> You try to bite down on <<hisselect $mouthtarget>> hand, <span class="red">but find you're unable to.</span> You feel the slime steal your control away. <<set $mouthactiondefault to "rest">> <<if $earSlime.growth gte 100>><<set $earSlime.defyCooldown++>><</if>> <<else>> <<set $mouthaction to 0>><<set $mouthactiondefault to "handbite">><<personselect $mouthtarget>> <<actionshandbite $mouthtarget>> <<if $transformationParts.traits.fangs isnot "disabled">> <<defiance 6 $mouthtarget>> <<else>> <<defiance 2 $mouthtarget>> <</if>> <<if random(1, 5) gte 3 and ($transformationParts.traits.fangs isnot "disabled") or random(1, 5) gte 5>> <<set $mouthuse to 0>> <<if $NPCList[$mouthtarget].lefthand is "mouth">> <<set $NPCList[$mouthtarget].lefthand to 0>> <<control 15>> <span class="teal"><<He>> flinches away in pain, freeing your mouth.</span> <</if>> <<if $NPCList[$mouthtarget].righthand is "mouth">> <<set $NPCList[$mouthtarget].righthand to 0>> <<control 15>> <span class="teal"><<He>> flinches away in pain, freeing your mouth.</span> <</if>> <<else>> <<control -5>> <span class="purple">It remains over your mouth.</span> <</if>> <</if>> <</if>> <<if $mouthaction is "headbutt" and $NPCList[$mouthtarget].mouth.toString().includes("kiss")>> <<set $mouthaction to 0>><<set $mouthactiondefault to "headbutt">><<personselect $mouthtarget>> <<if $mouthstate is "kiss">> You disengage from the kiss and headbutt <<him>> in retaliation. <<else>> You quickly rear back and headbutt <<him>>. <</if>> <<He>> <<if $enemytype is "beast">>yelps and backs off<<else>>yells and stumbles back, clutching <<his>> head<</if>>. <<if ($description is "faithful" or $description is "fallen") and $sydney.glasses is "glasses">> <<set $sydney.glasses to "playerbroken">> <span class="purple"><<His>> glasses shatter.</span> <</if>> <<defiance 10 $mouthtarget>><<attackstat>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<if $cow gte 2 and $demon gte 2>> <<defiance 10 $mouthtarget>><<defiance 10 $mouthtarget>> <</if>> <<if $demon gte 2>> <<defiance 10 $mouthtarget>> <<if !pcAreArmsBound("both")>> You rub your horns. <</if>> <</if>> <<if $cow gte 2>> <<print either("That didn't hurt you at all!", "You remain unshaken by the blow.", "You're unharmed by the hit.")>> <<else>> <<pain 4>> <<if $pain lte 20>> Your own head immediately stings. <<elseif $pain lte 60>> Your ears begin to ring from the blow. <<else>> Your mind feels rattled by the impact. <</if>> <<gpain>> <</if>> <<set $head to 0>> <<set $NPCList[$mouthtarget].mouth to 0>> <<set $NPCList[$mouthtarget].location.head to 0>> <</if>> <<if $mouthaction is "grasp" and $NPCList[$mouthtarget].penis is "mouthentrance">> <<set $mouthaction to 0>><<set $mouthactiondefault to "grasp">><<chestskilluse>><<combatpromiscuity3>> <<if combatSkillCheck("chest", $mouthtarget)>> <<set $chestactiondefault to "rub">><<set $chestuse to "penis">><<cheststat>><<set $mouthstate to 0>><<set $mouthuse to 0>><<set $mouthactiondefault to "peniskiss">> <<set $NPCList[$mouthtarget].penis to "chest">><<personselect $mouthtarget>><<set $chesttarget to $mouthtarget>> <<if $breastcup is "none">> <span class="lblue">You <<chesttext>> squeeze your <<breasts>> together as best you can and try to grab <<hisselect $mouthtarget>> $NPCList[$mouthtarget].penisdesc between them. Your breasts are too small for it to be effective, but your cute attempt succeeds in charming <<him>>.</span> <<He>> rubs <<his>> penis against your chest. <<else>> <span class="lblue">You <<chesttext>> grab <<hisselect $mouthtarget>> $NPCList[$mouthtarget].penisdesc between your <<breasts>>.</span> <</if>> <<else>> <<if $player.breastsize is 0>> You squeeze your <<breasts>> together as best you can and try to grab <<his>> penis between them, to no avail. <<else>> You try to grab <<hisselect $mouthtarget>> penis between your <<breasts>>, but fail. <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "finish">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2 and $gamemode isnot "soft">> <<wheeze "tell <<him>> you want to stop">> <<else>> <<set $mouthactiondefault to "rest">><<brat 10>> You tell <<him>> you've had enough and want to stop. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif !$loveDrunk and $NPCList[0].type isnot "plant" and combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<set $finish to 1>> <<if $trueconsensual isnot 1 and $gamemode is "soft">> <<set $enemyhealth to -100>> <</if>> <<if $enemytype is "man" or $monster is 1>> <<if $enemyno gte 2>>They look<<else>><<He>> looks<</if>> disappointed, <span class="green">but <<if $enemyno gte 2>>comply<<else>>complies<</if>>.</span> <<else>> It can't speak, <span class="green">but understands your tone and complies.</span> <</if>> <<if $gamemode is "soft">> <<set $enemyhealth to -1000>> <</if>> <<else>> <<set $consensual to 0>> <<switch $enemytype>> <<case "plant">> <span class="red"><<He>> shakes <<his>> head happily.</span> <<case "beast">> Eager to <<if $settings.pregnancySpeechEnabled>>breed<<else>>fuck<</if>>, <span class="red"><<bhe>> ignores your desire.</span> <<default>> <span class="red"><<if $enemyno gte 2>>They refuse!<<else>><<He>> refuses!<</if>></span> <</switch>> <<molested>><<controlloss>> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "novaginal">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> you don't want anything penetrating your vagina">> <<else>> <<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>> <<if $player.virginity.vaginal is true>> You tell <<him>> you don't want anything penetrating your vagina, you are a virgin after all. <<else>> You tell <<him>> you don't want anything penetrating your vagina. <</if>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<set $novaginal to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span> <<if $vaginastate is "doublepenetrated">> <<set $vaginastate to "doubleentrance">><<set $vaginaaction to 0>> <<if $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble">> <<set $NPCList[$vaginatarget].penis to "vaginaentrancedouble">> <<set $NPCList[$vaginadoubletarget].penis to "vaginaentrancedouble">> <<combatPerson>> and <<personselect $vaginadoubletarget>><<combatperson>> withdraw their penises from your vagina. <</if>> <<elseif $vaginastate is "penetrated">> <<set $vaginastate to "entrance">><<set $vaginaaction to 0>> <<if $NPCList[$vaginatarget].penis is "vagina">> <<set $NPCList[$vaginatarget].penis to "vaginaentrance">> <<combatPerson>> withdraws <<his>> penis from your vagina. <</if>> <</if>> <<else>> <<combatRequestRefused "novaginal" $mouthtarget>> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "noanal">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> you don't want anything inside your anus">> <<else>> <<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>> <<if $player.virginity.anal is true>> You tell <<him>> you don't want anything inside your anus, it's dirty there! <<else>> You tell <<him>> you don't want anything penetrating your anus. <</if>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<set $noanal to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span> <<if $anusstate is "doublepenetrated">> <<set $anusstate to "doubleentrance">><<set $anusaction to 0>> <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <<set $NPCList[$anustarget].penis to "anusentrancedouble">> <<set $NPCList[$anusdoubletarget].penis to "anusentrancedouble">> <<combatPerson>> and <<personselect $anusdoubletarget>><<combatperson>> withdraw their penises from your vagina. <</if>> <<elseif $anusstate is "penetrated">> <<set $anusstate to "entrance">><<set $anusaction to 0>> <<if $NPCList[$anustarget].penis is "anus">> <<set $NPCList[$anustarget].penis to "anusentrance">> <<combatPerson>> withdraws <<his>> penis from your anus. <</if>> <</if>> <<else>> <<combatRequestRefused "noanal" $mouthtarget>> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "nopenile">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> you don't want your penis put inside anything">> <<else>> <<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>> <<if $player.virginity.penile is true>> You tell <<him>> you don't want your penis put inside anything, you are a virgin after all. <<else>> You tell <<him>> you don't want your penis put inside anything. <</if>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<set $nopenile to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span> <<if $penisstate is "penetrated">> <<set $penisstate to "entrance">> <<if $NPCList[$penistarget].vagina is "penis">> <<personselect $penistarget>> <<set $NPCList[$penistarget].vagina to "penisentrance">><<combatPerson>> frees your penis from <<his>> vagina. <</if>> <</if>> <<if $penisstate is "otheranus">> <<set $penisstate to "otheranusentrance">> <<if $NPCList[$penistarget].penis is "otheranus">> <<personselect $penistarget>> <<set $NPCList[$penistarget].penis to "otheranusentrance">><<combatPerson>> frees your penis from <<his>> anus. <</if>> <</if>> <<if $penisstate is "othermouth">> <<set $penisstate to "othermouthentrance">> <<if $NPCList[$penistarget].mouth is "penis">> <<personselect $penistarget>> <<set $NPCList[$penistarget].mouth to "penisentrance">><<combatPerson>> slips your penis out of <<his>> mouth. <</if>> <</if>> <<else>> <<combatRequestRefused "nopenile" $mouthtarget>> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "noupper">> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> to leave your top on">> <<else>> <<set $mouthactiondefault to "rest">><<brat 5 demanding>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>><<unset $askAction>> <<set $noupperasked to 1>> You tell <<him>> to leave your top on. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif $combatgoal is "strip">> <span class="pink">"No," <<if $enemyno gte 2>>they laugh<<else>><<he>> laughs<</if>>. "You'll look better without it."</span> <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<set $noupper to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "overupperclothes">> <<personselect _j>> <<set $NPCList[_j].lefthand to 0>><<combatPerson>> releases your $worn.over_upper.name. <<elseif $NPCList[_j].lefthand is "upperclothes">> <<personselect _j>> <<set $NPCList[_j].lefthand to 0>><<combatPerson>> releases your $worn.upper.name. <<elseif $NPCList[_j].lefthand is "underupperclothes">> <<personselect _j>> <<set $NPCList[_j].lefthand to 0>><<combatPerson>> releases your $worn.under_upper.name. <</if>> <<if $NPCList[_j].righthand is "overupperclothes">> <<personselect _j>> <<set $NPCList[_j].righthand to 0>><<combatPerson>> releases your $worn.over_upper.name. <<elseif $NPCList[_j].righthand is "upperclothes">> <<personselect _j>> <<set $NPCList[_j].righthand to 0>><<combatPerson>> releases your $worn.upper.name. <<elseif $NPCList[_j].righthand is "underupperclothes">> <<personselect _j>> <<set $NPCList[_j].righthand to 0>><<combatPerson>> releases your $worn.under_upper.name. <</if>> <</for>> <<else>> <<combatRequestRefused "noupper" $mouthtarget>> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "nomask">> <<set $mouthaction to 0>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> to leave your "+ $worn.face.name " on">> <<else>> <<set $mouthactiondefault to "rest">><<brat 5 demanding>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>><<unset $askAction>> <<set $nomaskasked to 1>> You tell <<him>> to leave your $worn.face.name on. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif $combatgoal is "strip">> <span class="pink">"No," <<if $enemyno gte 2>>they laugh<<else>><<he>> laughs<</if>>. "You'll look better without it."</span> <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<set $nomask to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "mask">> <<personselect _j>> <<set $NPCList[_j].lefthand to 0>><<combatPerson>> releases your $worn.face.name. <</if>> <<if $NPCList[_j].righthand is "mask">> <<personselect _j>> <<set $NPCList[_j].righthand to 0>><<combatPerson>> releases your $worn.face.name. <</if>> <</for>> <<else>> <<combatRequestRefused "nomask" $mouthtarget>> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "nochoke">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> you don't want to be choked">> <<else>> <<set $mouthactiondefault to "rest">><<brat 5>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>> You tell <<him>> you don't want <<his>> hands around your neck. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<set $nochoke to 1>><span class="green"><<if $enemyno gte 2>>They nod<<else>><<He_Short>> nods<</if>> in acknowledgement.</span> <<if $neckuse is "hand">> <<unset $neckuse>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is "throat" or $NPCList[_j].righthand is "throat">> <<personselect _j>> <<if $NPCList[_j].lefthand is "throat">><<set $NPCList[_j].lefthand to 0>><</if>> <<if $NPCList[_j].righthand is "throat">><<set $NPCList[_j].righthand to 0>><</if>> <<combatPerson>> releases your neck. <</if>> <</for>> <</if>> <<else>> <<combatRequestRefused "nochoke" $mouthtarget>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].lefthand is 0>> <<personselect _j>> <<set $NPCList[_j].lefthand to "throat">> <<set $neckuse to "hand">> <span class="red"><<combatPerson>> immediately grabs your neck with <<his>> free hand.</span> <<break>> <<elseif $NPCList[_j].righthand is 0>> <<personselect _j>> <<set $NPCList[_j].lefthand to "throat">> <<set $neckuse to "hand">> <span class="red"><<combatPerson>> immediately grabs your neck with <<his>> free hand.</span> <<break>> <</if>> <</for>> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "condoms">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<personselect $mouthtarget>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> to use a condom">> <<else>> <<set $mouthactiondefault to "rest">><<sub 2>> <<if $NPCList[$mouthtarget].condom and $NPCList[$mouthtarget].condom.willUse is true>><<set $_checkSkip to true>><</if>> <<if $consensual is 0>> <<set $_condomAskBaseDifficulty to 2000 + 10 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>> <<set $_condomAskDifficultyMultiplier to 200>> <<else>> <<set $_condomAskBaseDifficulty to 1500 + 5 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>> <<set $_condomAskDifficultyMultiplier to 100>> <</if>> <<if !$gloryhole and $gamemode isnot "soft" and !$npcrow.includes($mouthtarget) and !$_checkSkip>><<seductionskillusecombat>><</if>> <<set $NPCList[$mouthtarget].condomAsk to true>> You ask <<combatperson>> to use a condom. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription, $_condomAskBaseDifficulty, $_condomAskDifficultyMultiplier) or $gamemode is "soft" or $gloryhole or $npcrow.includes($mouthtarget) or $_checkSkip>> <<if !$npcrow.includes($mouthtarget)>> <<if $settings.condomLevel is 1 or !$NPCList[$mouthtarget].condom>> <<set $NPCList[$mouthtarget].condomCanGive to true>> <<if $consensual is 0>> <<He_Short>> pauses a moment before responding. <<set _response to [ "I'll use one if you have one.", "I hope you brought one.", "I don't have one. Do you?", "Looks like I forgot mine at home.", "You better have one." ]>> <<else>> <<He_Short>> looks nervous for a moment. <<set _response to [ "I didn't bring one. Do you have one?" ]>> <</if>> <span class="blue">"<<print _response.pluck()>>"</span> <<elseif $NPCList[$mouthtarget].condom>> <<if $NPCList[$mouthtarget].condom.willUse is true>> <<if $consensual is 0>> <<He_Short>> nods. <<set _response to [ "I was going to, anyways.", "Don't tell me what to do, I would have anyways.", "You think I'd fuck you raw? Stupid slut." ]>> <<else>> <<He_Short>> nods. <<set _response to [ "I was planning on using one anyways." ]>> <</if>> <<if $settings.pregnancySpeechEnabled>> <<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>> <<run _response.pushUnique( "Do I look like I want a kid on my hands?", "I don't want to get you pregnant, slut.", "I'm not about to get a whore like you pregnant." )>> <<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>> <<run _response.pushUnique( "Do I look like I want a kid on my hands?", "I'm not about to let myself get pregnant.", "You're not putting a kid in me." )>> <</if>> <</if>> <span class="teal">"<<print _response.pluck()>>"</span> <<else>> <<set $NPCList[$mouthtarget].condom.willUse to true>> <<if $consensual is 0>> <<He_Short>> pauses a moment before responding. <<set _response to [ "Sure thing, slut.", "Yeah, you probably have something contagious.", "Fine, but I expect you to cooperate.", "Good idea, I don't want any evidence traced back to me." ]>> <<else>> <<He_Short>> nods in acknowledgement. <<set _response to [ "I brought one, just in case." ]>> <</if>> <<if $settings.pregnancySpeechEnabled>> <<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>> <<run _response.pushUnique( "I don't want a kid on my hands.", "I don't want to get you pregnant.", "Last thing I want is a brat with my name on it." )>> <<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>> <<run _response.pushUnique( "I don't want a kid on my hands.", "I'm not about to let myself get pregnant.", "You're not putting a kid in me." )>> <</if>> <</if>> <span class="green">"<<print _response.pluck()>>"</span> <</if>> <</if>> <<else>> /*Named NPC section*/ /*If the NPC does not have a condom, or NPC condoms are disabled*/ <<if $settings.condomLevel is 1 or !$NPCList[$mouthtarget].condom>> /*If the NPC's pregnancyAvoidance is 50 or higher*/ <<if $NPCList[$mouthtarget].pregnancyAvoidance gte 50>> <<set $NPCList[$mouthtarget].condomCanGive to true>> <<set $_speech to "acceptGive">> <<else>> <<set $_speech to "reject">> <</if>> /*If the NPC brought their own condom */ <<elseif $NPCList[$mouthtarget].condom>> /*If the NPC was going to use the condom anyways*/ <<if $NPCList[$mouthtarget].condom.willUse is true>> <<set $_speech to "acceptHas">> <<else>> <<set $NPCList[$mouthtarget].condom.willUse to true>> <<set $_speech to "accept">> <</if>> <</if>> <<set $_npcn to $npc[$npcrow.indexOf($mouthtarget)]>> <<switch $_npcn>> <<case "Robin">> /*Default pregnancyAvoidance is 50. Will have a condom if NPC condoms are enabled.*/ <<switch $_speech>> <<case "accept">> <<He_Short>> nods. "Better to stay safe, right?" <<case "acceptGive">> <<He_Short>> nods. "Better to stay safe, right? <span class="blue">Do you have one?</span>" <<case "acceptHas">> <<He_Short>> nods. "Better to stay safe, right? <span class="teal">I have one.</span>" <<case "reject">> /*MEANT TO BE UNREACHABLE*/ <<He_Short>> refuses! <span class="red">"That orphan ass is mine!"</span> <</switch>> <<case "Kylar">> /*Default pregnancyAvoidance is 0, and any condoms they use will be sabotaged beforehand.*/ <<switch $_speech>> <<case "accept">> <<He_Short>> excitedly nods. <<if $awareness gte 300>> "O-of course! <span class="red">I even brought my own!</span>" <<else>> "O-of course! <span class="teal">I even brought my own!</span>" <</if>> <<case "acceptGive">> /*MEANT TO BE UNREACHABLE*/ <<He_Short>> sadly nods. "Okay, but only because you cheated and reached this debug line. <span class="blue">Do you have one?</span>" <<case "acceptHas">> <<He_Short>> excitedly nods. <<if $awareness gte 300>> "O-of course! <span class="red">I even brought my own!</span>" <<else>> "O-of course! <span class="teal">I even brought my own!</span>" <</if>> <<case "reject">> <<He_Short>> looks sad for a moment. <<if pregnancyCompatible("Kylar") and $settings.pregnancySpeechEnabled>> "B-but why? We're going to have many children. <span class="lewd">We should start now</span>." <<else>> "B-but why? We don't need one! <span class="lewd">I want to do it raw.</span>" <</if>> <</switch>> <<case "Eden">> /*Default pregnancyAvoidance is 0, maybe increase after having 1 or 2 children?*/ <<switch $_speech>> <<case "accept">> <<He_Short>> looks annoyed. "<span class="green">Fine.</span><<if pregnancyCompatible("Eden") and $settings.pregnancySpeechEnabled>> I don't need another mouth to feed<<else>> I guess cleanup would be a pain<</if>>." <<case "acceptGive">> <<He_Short>> looks annoyed. "<span class="blue">Fine, if you have one.</span><<if pregnancyCompatible("Eden") and $settings.pregnancySpeechEnabled>> I don't need another mouth to feed<<else>> I guess cleanup would be a pain<</if>>." <<case "acceptHas">> <<He_Short>> looks annoyed. "<span class="teal">Fine, I have one lying around.</span> Don't blame me if it breaks, it's probably as old as you." <<case "reject">> <<He_Short>> sneers. "No. <span class="lewd">We're doing it my way.</span>" <</switch>> <<case "Whitney">> /*Default pregnancyAvoidance is 50*/ <<switch $_speech>> <<case "accept">> <<He_Short>> grins. <span class="green">"Sure thing, slut."</span> <<case "acceptGive">> <<He_Short>> grins. <span class="blue">"Sure, if you have one."</span> <<case "acceptHas">> <<He_Short>> grins. "<span class="teal">Yeah, yeah, I'm working on it.</span> Impatient <<bitch>>." <<case "reject">> <<He_Short>> grins. "Nah, <span class="lewd">I don't think you deserve it.</span>" <</switch>> <<case "Alex">> /*Default pregnancyAvoidance is 50, but always forgets to bring a condom.*/ <<switch $_speech>> <<case "accept">> /*MEANT TO BE UNREACHABLE*/ <<He_Short>> frowns and digs through a pocket. <<His>> face lights up. "<span class="green">How the hell did this get here?</span> I never remember these." <<case "acceptGive">> <<He_Short>> perks up. "Oh, sure!" <<He_Short>> digs through a pocket, then frowns. <span class="blue">"I didn't think to bring one. Do you have one?"</span> <<case "acceptHas">> /*MEANT TO BE UNREACHABLE*/ <<He_Short>> frowns and digs through a pocket. <<His>> face lights up. "<span class="teal">How the hell did this get here?</span> I never remember these." <<case "reject">> <<He_Short>> gives you a coy smile. <span class="lewd">"Ask me when I'm sober."</span> <</switch>> <<case "Sydney">> <<run statusCheck("Sydney")>> <<switch $_speech>> <<case "accept">> <<if _sydneyStatus.includes("corrupt")>> <<He_Short>> mockingly frowns and sighs. "Fiiiiiiine." <<else>> <<He_Short>> nods. "We need to prevent the transfer of impure fluids." <</if>> <<case "acceptGive">> <<if _sydneyStatus.includes("corrupt")>> <<He_Short>> frowns. "Okay, but... <span class="blue">I didn't bring one.</span> Sorry." <<else>> <<He_Short>> nods, but pauses. "I don't... usually carry those... <span class="blue">do you have one?</span>" <</if>> <<case "acceptHas">> <<He_Short>> nods. "Way ahead of you. I've got one right..." <<He>> sticks a hand into <<his>> pocket. <<He_Short>> freezes, before feeling around some more. "Uh oh." <<He_Short>> checks <<his>> other pocket. "Aha! Right here!" <<case "reject">> You feel a hand tighten around your throat. <span class="red">"No."</span> <</switch>> <<case "Gwylan">> <<switch $_speech>> <<case "accept" "acceptHas">> <<He_Short>> flicks <<his>> fingers, revealing that <<he>> was already holding one. "Ta-da." <<case "acceptGive">> <<He_Short>> shrugs. "I don't usually need them. If you have one, I won't stop you." <<case "reject">> <<He_Short>> tilts <<his>> head at you. <span class="lewd">"That won't be necessary. I've already taken precautions."</span> <</switch>> <<case "Morgan">> /*Default pregnancyAvoidance is random every encounter. I am so, so sorry.*/ <<switch $_speech>> <<case "accept">> <span class="green"><<He_Short>> excitedly nods.</span> "All sorts of nasty things these protect against! I even wear them on my fingers sometimes." <<case "acceptGive">> <<He_Short>> excitedly nods. "Look at my <<charles>>, always thinking of my safety! <span class="blue">Give one here.</span>" <<case "acceptHas">> <<He_Short>> excitedly nods. "Yes, <<charles>>, <span class="teal">I was going to use protection!</span> Be patient!" <<case "reject">> <span class="red"><<He_Short>> frowns and growls.</span> "I will not fuck the bag! The government can't make me do it! I won't!" <</switch>> <<default>> /*Need a case for Wren*/ <<switch $_speech>> <<case "accept">> <span class="green"><<He_Short>> nods in acknowledgement.</span> <<case "acceptGive">> <<He_Short>> nods. <span class="blue">"If you have one."</span> <<case "acceptHas">> <<He_Short>> nods. <span class="teal">"I was planning on using one anyways."</span> <<case "reject">> <span class="red"><<He_Short>> refuses!</span> <</switch>> <</switch>> <</if>> <<npcCondomEquipImmediate $mouthtarget>> <<else>> <<if $consensual is 1>> <<set $consensual to 0>> <<molested>><<controlloss>> <</if>> <<set _response to [ "You're not in charge here, slut.", "I'm clean. You have nothing to worry about.", "Hah! You wish!" ]>> <<if $settings.pregnancySpeechEnabled>> <<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>> <<run _response.pushUnique( "You should feel lucky if I knock you up.", "Maybe I should just put a baby in you now.", "I could make you have my kids, and you wouldn't be able to do a damn thing." )>> <<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>> <<run _response.pushUnique( "I want your seed.", "No, you're going to give me kids.", "You don't have a choice. Make me a mother." )>> <</if>> <</if>> <<He_Short>> pauses a moment before responding. <span class="red">"<<print _response.pluck()>>"</span> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "noCondoms">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<personselect $mouthtarget>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> to not use a condom">> <<else>> <<if !$NPCList[$mouthtarget].condom or ($NPCList[$mouthtarget].condom and !$NPCList[$mouthtarget].condom.willUse) or $NPCList[$mouthtarget].pregnancyAvoidance gte 90>><<set $_checkSkip to true>><</if>> <<set $mouthactiondefault to "rest">><<sub 2>><<if !$gloryhole and $gamemode isnot "soft" and !$_checkSkip>><<seductionskillusecombat>><</if>> <<set $NPCList[$mouthtarget].condomAsk to true>> <<if wearingCondom($mouthtarget) or wearingCondom("player")>> You ask <<combatperson>> to remove the condom. <<else>> You tell <<combatperson>> you don't want to use a condom. <</if>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole or $npcrow.includes($mouthtarget) or $_checkSkip>> <<if !$npcrow.includes($mouthtarget)>> <<if $NPCList[$mouthtarget].pregnancyAvoidance lt 80 or ($settings.condomLevel is 2 and !pregnancyCompatible($NPCList[$mouthtarget]))>> <<if !$player.condom and (!$NPCList[$mouthtarget].condom or $NPCList[$mouthtarget].condom.willUse is false)>> <<if !$NPCList[$mouthtarget].condom>> <<if $consensual is 0>> <<He_Short>> grins. <<set _response to [ "Didn't have one anyway.", "Do you think I carry around condoms?", "Ah, yes, let me get the condom I specifically put aside for when I want to molest someone. Oh, wait. Stupid whore.", "Condoms are expensive. Don't have one.", "I don't have one anyways, slut." ]>> <<else>> <<He_Short>> looks at you with a smug grin. <<set _response to [ "I didn't bring one, anyways." ]>> <</if>> <span class="blue">"<<print _response.pluck()>>"</span> <<else>> <<if $consensual is 0>> <<He_Short>> grins. <<set _response to [ "Wasn't gonna use one anyways, slut.", "These things are expensive, I wouldn't waste one on you.", "I prefer it raw, anyways." ]>> <<else>> <<He_Short>> looks at you with a smug grin. <<set _response to [ "I wasn't planning on using it, anyways." ]>> <</if>> <span class="teal">"<<print _response.pluck()>>"</span> <</if>> <<else>> <<if $NPCList[$mouthtarget].condom>> <<set $NPCList[$mouthtarget].condom.willUse to false>> <</if>> <<set _noCondom to true>> <<if $consensual is 0>> <<He_Short>> pauses a moment before responding. <<set _response to [ "Sure thing, slut.", "You like it bareback, eh?", "Fine, but I expect you to cooperate.", "You better be clean." ]>> <<else>> <<set _response to [ "It probably feels better raw.", "Alright, let's do it." ]>> <</if>> <<if $settings.pregnancySpeechEnabled>> <<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>> <<run _response.pushUnique( "Looking to get knocked up? Nice.", "I'll breed you good, slut.", "Maybe I'll put a baby in you." )>> <<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>> <<run _response.pushUnique( "Trying to knock me up? Nice.", "You'd better knock me up.", "Good. Put a baby in me." )>> <</if>> <</if>> <span class="lewd">"<<print _response.pluck()>>"</span> <</if>> <<else>> <<He_Short>> shakes <<his>> head. <<set _response to [ "Not taking that chance.", "Sorry, I'm being safe about this.", "Shut up, don't be stupid." ]>> <<if $settings.pregnancySpeechEnabled>> <<if playerPregnancyPossibleWith($NPCList[$mouthtarget])>> <<run _response.pushUnique( "I'm not going to risk knocking you up.", "Look for someone else to be your baby daddy." )>> <<elseif NPCPregnancyPossibleWithPlayer($NPCList[$mouthtarget])>> <<run _response.pushUnique( "I'm not going to risk getting knocked up.", "Tempting, but no, I don't want to get pregnant.", )>> <</if>> <</if>> <span class="red">"<<print _response.pluck()>>"</span> <</if>> <<else>> /*Named NPC section*/ /*If the NPC does not have a condom, or NPC condoms are disabled*/ <<if !$NPCList[$mouthtarget].condom and !$player.condom>> <<set $_speech to "acceptNone">> /*If the NPC wasn't going to use one anyways*/ <<elseif (!$NPCList[$mouthtarget].condom or ($NPCList[$mouthtarget].condom and !$NPCList[$mouthtarget].condom.willUse)) and !$player.condom>> <<set $_speech to "acceptWont">> <<else>> /*Outcome dependant on pregnancyAvoidance*/ <<if $NPCList[$mouthtarget].pregnancyAvoidance lte 80>> <<if $NPCList[$mouthtarget].condom>> <<set $NPCList[$mouthtarget].condom.willUse to false>> <</if>> <<set _noCondom to true>> <<set $_speech to "accept">> <<else>> <<set $_speech to "reject">> <</if>> <</if>> <<set $_npcn to $npc[$npcrow.indexOf($mouthtarget)]>> <<switch $_npcn>> <<case "Robin">> <<switch $_speech>> <<case "accept">> <<He_Short>> nervously nods. <span class="lewd">"Are you sure this is safe?"</span> <<case "acceptNone">> <<He_Short>> nervously nods. <span class="blue">"I don't have one anyways..."</span> <<case "acceptWont">> <<He_Short>> nervously nods. <span class="teal">"I wasn't going to."</span> <<case "reject">> <<He_Short>> refuses. <span class="red">"We can't be reckless!"</span> <</switch>> <<case "Kylar">> <<switch $_speech>> <<case "accept">> <<He_Short>> excitedly nods. <span class="lewd">"Good! No protection!"</span> <<case "acceptNone">> <<He_Short>> excitedly nods. <span class="blue">"Ah... all mine are broken anyways..."</span> <<He_Short>> quickly covers <<his>> mouth to shush <<himself>>. <<case "acceptWont">> <<He_Short>> excitedly nods. <span class="teal">"I would never dream of using one with you."</span> <<case "reject">> /*MEANT TO BE UNREACHABLE*/ <<He_Short>> refuses. <span class="red">"I am suddenly out of character and no longer interested in breeding."</span> <</switch>> <<case "Eden">> <<switch $_speech>> <<case "accept">> <<He_Short>> nods. "<span class="lewd">Natural is best.</span> I don't trust the flimsy rubbers they make in town." <<case "acceptNone">> <<He_Short>> nods. <span class="blue">"I don't keep any of those around."</span> <<case "acceptWont">> <<He_Short>> nods. <span class="teal">"I wasn't going to use one."</span> <<case "reject">> <<He_Short>> refuses. <span class="red">"We need to be safe for a while."</span> <</switch>> <<case "Whitney">> <<switch $_speech>> <<case "accept">> <<He_Short>> nods. <span class="lewd">"You want it raw? Good."</span> <<case "acceptNone">> <<He_Short>> nods. "<span class="blue">I didn't bring one.</span> I thought you'd want it raw." <<case "acceptWont">> <<He_Short>> nods. <span class="teal">"I wasn't going to use one anyways, slut."</span> <<case "reject">> <<He_Short>> refuses. <span class="red">"You're not in charge, <<bitch>>."</span> <</switch>> <<case "Alex">> <<switch $_speech>> <<case "accept">> <<He_Short>> puts <<his>> arms up triumphantly. <span class="lewd">"Woo, we're riding bareback!"</span> <<case "acceptNone">> <<He_Short>> looks down sheepishly. <span class="blue">"I forgot to bring one anyways."</span> <<case "acceptWont">> <<He_Short>> looks down sheepishly. <span class="teal">"I forgot to bring one anyways."</span> <<case "reject">> <<He_Short>> refuses. <span class="red">"I didn't forget for once, so we're gonna use it, damn it!"</span> <</switch>> <<case "Sydney">> <<run statusCheck("Sydney")>> <<switch $_speech>> <<case "accept" "acceptNone" "acceptWont">> <<if _sydneyStatus.includes("corrupt")>> <<He_Short>> grins. <span class="lewd">"Good. Fuck me raw."</span> <<else>> <<He_Short>> flushes. <span class="lewd">"Oh, okay! If you're sure..."</span> <</if>> <<case "reject">> <<He_Short>> refuses. <span class="red">"We need to be safe! I can't let the temple down."</span> <</switch>> <<case "Gwylan">> <<run statusCheck("Gwylan")>> <<switch $_speech>> <<case "accept" "acceptNone" "acceptWont">> <<He_Short>> shrugs. <span class="blue">"I don't typically need them."</span> <<case "reject">> <<He_Short>> refuses. <span class="red">"I'm sorry, but I need to store these fluids for later. A condom is the most convenient way for me to do that."</span> <</switch>> <<case "Morgan">> You're not even sure if <<he>> heard you. <<default>> <<switch $_speech>> <<case "accept" "acceptNone" "acceptWont">> <span class="green"><<He_Short>> nods in acknowledgement.</span> <<case "reject">> <span class="red"><<He_Short>> refuses.</span> <</switch>> <</switch>> <</if>> <<if _noCondom>> /*Your penis*/ <<if wearingCondom("player")>> <<if $penisstate is "entrance" or $penisstate is "imminent" or $penisstate is "otheranusentrance" or $penisstate is "otheranusimminent">> <<if ($NPCList[$mouthtarget].vagina is "penis" or $NPCList[$mouthtarget].penis is "otheranus")>> <<personselect $mouthtarget>> <span class="green"><<He_Short>> rolls <<condomDesc "player" "the">> off your penis.</span> <<removeNPCCondom $mouthtarget "player">> <</if>> <</if>> <<if $penisstate is "penetrated">> <<if $NPCList[$mouthtarget].vagina is "penis">> <<personselect $mouthtarget>> <span class="green"><<He_Short>> briefly frees your penis from <<his>> vagina, rolls off <<condomDesc "player" "the">>, and slides it back in.</span> <<removeNPCCondom $mouthtarget "player">> <</if>> <</if>> <<if $penisstate is "otheranus">> <<if $NPCList[$mouthtarget].penis is "otheranus">> <<personselect $mouthtarget>> <span class="green"><<He_Short>> briefly frees your penis from <<his>> ass, rolls off <<condomDesc "player" "the">>, and slides it back in.</span> <<removeNPCCondom $mouthtarget "player">> <</if>> <</if>> <</if>> /*Their penis*/ <<if $vaginastate is "entrance" or $vaginastate is "imminent" or $vaginastate is "doubleentrance" or $vaginastate is "doubleimminent">> <<if ($NPCList[$mouthtarget].penis is "vaginaentrance" or $NPCList[$mouthtarget].penis is "vaginaimminent" or $NPCList[$mouthtarget].penis is "vaginaentrancedouble" or $NPCList[$mouthtarget].penis is "vaginaimminentdouble") and wearingCondom($mouthtarget)>> <<personselect $mouthtarget>> <span class="green"><<He_Short>> rolls <<condomDesc $mouthtarget "the">> off <<his>> penis.</span> <<removeNPCCondom $mouthtarget>> <</if>> <</if>> <<if $vaginastate is "penetrated" or $vaginastate is "doublepenetrated">> <<if ($NPCList[$mouthtarget].penis is "vagina" or $NPCList[$mouthtarget].penis is "vaginadouble") and wearingCondom($mouthtarget)>> <<personselect $mouthtarget>> <span class="green"><<He_Short>> briefly withdraws <<his>> penis from your vagina, rolls off <<condomDesc $mouthtarget "the">>, and slides it back in.</span> <<removeNPCCondom $mouthtarget>> <</if>> <</if>> <<if $anusstate is "entrance" or $anusstate is "imminent" or $anusstate is "doubleentrance" or $anusstate is "doubleimminent">> <<if ($NPCList[$anustarget].penis is "anusentrance" or $NPCList[$mouthtarget].penis is "anusimminent" or $NPCList[$mouthtarget].penis is "anusdoubleentrance" or $NPCList[$mouthtarget] is "anusdoubleimminent") and wearingCondom($mouthtarget)>> <<personselect $mouthtarget>> <span class="green"><<He_Short>> rolls <<condomDesc $mouthtarget "the">> off <<his>> penis.</span> <<removeNPCCondom $mouthtarget>> <</if>> <</if>> <<if $anusstate is "penetrated" or $anusstate is "doublepenetrated">> <<if ($NPCList[$mouthtarget].penis is "anus" or $NPCList[$mouthtarget].penis is "anusdouble") and wearingCondom($mouthtarget)>> <<personselect $mouthtarget>> <span class="green"><<He_Short>> briefly withdraws <<his>> penis from your anus, rolls off <<condomDesc $mouthtarget "the">>, and slides it back in.</span> <<removeNPCCondom $mouthtarget>> <</if>> <</if>> <</if>> <<else>> <<if $consensual is 1>> <<set $consensual to 0>> <<molested>><<controlloss>> <</if>> <<set _response to [ "Stupid slut, you think you can tell me what to do?", "You're not in charge here, slut.", "I'll do what I want, slut." ]>> <<He_Short>> pauses a moment before responding, <span class="red">"<<print _response.pluck()>>"</span> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "askPullOut">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<personselect $mouthtarget>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "tell <<him>> to pull out">> <<else>> <<set $pullOutAsk to true>> <<set $_npcn to $npc[$npcrow.indexOf($mouthtarget)]>> <<if $consensual is 0>> <<set $_pullOutAskBaseDifficulty to 1500 + 10 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>> <<else>> <<set $_pullOutAskBaseDifficulty to 1000 + 5 * (100 - $NPCList[$mouthtarget].pregnancyAvoidance)>> <</if>> <<if $NPCList[$mouthtarget].pregnancyAvoidance gte 90 or $_npcn is "Kylar">><<set $_checkSkip to true>><</if>> <<set $mouthactiondefault to "rest">><<if !$gloryhole and $gamemode isnot "soft" and !$_checkSkip>><<seductionskillusecombat>><</if>> <<brat `Math.floor((100 - $NPCList[$mouthtarget].pregnancyAvoidance) / 20)`>> You ask <<combatperson>> to pull out and finish outside. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif $npc[$npcrow.indexOf($mouthtarget)] is "Kylar">> <<He_Short>> freezes for a moment. <span class="red">"No, my love."</span> <<elseif $npc[$npcrow.indexOf($mouthtarget)] is "Gwylan" and _gwylanStatus.includes("heat")>> <<He_Short>> huffs. <span class="red">"I'm sorry dear, I can't. I need this."</span> <<elseif combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription, $_pullOutAskBaseDifficulty) or $gamemode is "soft" or $gloryhole or $_checkSkip>> <<set $pullOut to true>> <<if $consensual is 0 and !$npcrow.length>> <<He_Short>> pauses a moment before responding. <<set _response to [ "Sure thing, slut.", "Fine, but I expect you to cooperate.", "Good idea, I don't want any evidence traced back to me." ]>> <span class="green">"<<print _response.pluck()>>"</span> <<else>> <span class="green"><<He_Short>> nods in acknowledgement.</span> <</if>> <<else>> <<combatRequestRefused "askPullOut">> <</if>> <</if>> <</if>> <<if $mouthaction is "pay">> <<set $mouthaction to 0>><<set $mouthactiondefault to "rest">> <<if $money gte $rentmoney + ($babyRent or 0)>> <<set $speechpay to 1>> <<if $speech_attitude is "meek">> "S-stop!" you shout. "I'll pay you, so... j-just let Robin go." <<elseif $speech_attitude is "bratty">> "I'll pay you," you say through gritted teeth. "So get your hands off <<nnpc_him "Robin">>." <<else>> "Let go of <<nnpc_him "Robin">>!" you shout. "I have your money. I'll pay." <</if>> <<else>> <<set $speechpay to -1>> <<if $speech_attitude is "meek">> "S-stop!" you shout. "I don't have enough, b-but... just let <<nnpc_him "Robin">> go, please!" <<elseif $speech_attitude is "bratty">> "I don't have enough," you say through gritted teeth. "So get your hands off <<nnpc_him "Robin">>." <<else>> "Let go of <<nnpc_him "Robin">>!" you shout. "I don't have your money. I can't pay." <</if>> <</if>> <<control -10>><<lcontrol>> <</if>> <<if $mouthaction is "ask" and $askAction is "wearStrapon">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "ask <<him>> to wear <<his>> strap-on">><<meek 1>> <<else>> <<brat 5>> <<set $mouthactiondefault to "rest">> You ask <<him>> to wear <<his>> strap-on. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif ($npc[$npcrow.indexOf(_n)] is "Eden" and C.npc.Eden.love lte 100) or ($npc[$npcrow.indexOf(_n)] is "Whitney" and C.npc.Whitney.love lte 10)>> <<print either("I'll do what I want, <<bitch>>.","Shut up, slut. I'm in control here.")>> <<violence 5>><<brat 2>> <<else>> <<personselect $mouthtarget>> <<He>> nods and moves to don <<his>> strap-on. <<npcstrapon $mouthtarget>> <<set $NPCList[$mouthtarget].penis to "strap-on">> <</if>> <</if>> <</if>> <<if $mouthaction is "ask" and $askAction is "removeStrapon">> <<set $mouthaction to 0>><<unset $askAction>><<set _sound to 1>> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and $settings.asphyxiaLevel gte 2>> <<wheeze "ask <<him>> to remove <<his>> strap-on">><<brat 1>> <<else>> <<brat 5>><<set $mouthactiondefault to "rest">> You ask <<personselect $mouthtarget>><<combatperson>> to remove <<his>> strap-on. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <span class="red"><<if $enemyno gte 2>>They don't<<else>><<He>> doesn't<</if>> understand your words,</span> and <<if $enemyno gte 2>>ignore<<else>>ignores<</if>> them. <<elseif !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>> <<if combatSkillCheck("seduction", $mouthtarget, $NPCList[$mouthtarget].fullDescription) or $gamemode is "soft" or $gloryhole>> <<He>> nods and removes <<his>> $NPCList[$mouthtarget].penisdesc. /* Remove their strap-on. If they have a penis, give them back their penis. */ <<set $_npcname to $npc[$npcrow.indexOf($mouthtarget)]>> <<set $_npctarget to C.npc[$_npcname]>> <<if ["Robin","Kylar","Alex","Avery","Whitney","Eden","Sydney"].includes($_npcname) and $_npctarget.penis isnot "none">> <<set $NPCList[$mouthtarget].penisdesc to $_npctarget.penisdesc>><<set $NPCList[$mouthtarget].penis to 0>> <<else>> <<set $NPCList[$mouthtarget].penis to "none">><<set $NPCList[$mouthtarget].vagina to 0>> <</if>> <<set $NPCList[$mouthtarget].strapon.state to "removed">> <<else>> <<if $consensual is 1>> <<set $consensual to 0>> <<molested>><<controlloss>> <</if>> They pause a moment before responding. <span class="red">"Stupid slut, you think you can tell me what to do?"</span> <</if>> <</if>> <</if>> /*Stalked actions */ <<if !$stalk_end>> <<if $mouthaction is "up">> <<set $mouthaction to 0>><<set $mouthactiondefault to "up">> <<if $control gte 100>> You keep your chin up and head proud. <<elseif $control gte 80>> You keep you head up and eyes focused on the path ahead. <<elseif $control gte 60>> You keep your eyes fixed on the path ahead. <<elseif $control gte 40>> You keep your eyes ahead, resisting the urge to look around for threats. <<elseif $control gte 20>> You keep your head up, your eyes searching the path ahead for danger. <<else>> You keep your head up, but close your eyes in fear. <</if>> <<brat 3>> <</if>> <<if $mouthaction is "down">> <<set $mouthaction to 0>><<set $mouthactiondefault to "down">> <<if $control gte 100>> You look at the ground in front of you. <<elseif $control gte 80>> You watch the ground in front of you. <<elseif $control gte 60>> You keep your head down, hoping not to be noticed. <<elseif $control gte 40>> You keep your head down and hope nothing is watching. <<elseif $control gte 20>> You keep your head down and tell yourself the path is safe. <<else>> You bow your head in fear. <</if>> <<meek 3>> <</if>> <<if $mouthaction is "turn">> <<set $mouthaction to 0>><<set $mouthactiondefault to "turn">> You glance over your shoulder. <<if $stalk_assess>> <<if $npcrow.includes(0)>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> The pale figure continues to stalk you. <<else>> The pale figure continues to drift along. <</if>> <<else>> <<print $NPCList[0].fullDescription>> is still following you. <</if>> <<else>> The <<person1>><<person>> is still following you. <</if>> <<else>> <<if $npcrow.includes(0)>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> A<<if $wraith.seen gte 3>> familiar<</if>> pale figure lurks behind you, <span class="red">its eerie <<wraithEyes>> gaze locked on you.</span> <<else>> A<<if $wraith.seen gte 3>> familiar<</if>> pale figure drifts behind you, seeming unaware of your presence. <</if>> Its feet don't touch the ground, but you still hear footsteps. <<else>> You see a <<person1>><<personsimple>> following you. <span class="pink">It's <<print $NPCList[0].fullDescription>>.</span> <</if>> <<else>> You see a <<person1>><<person>> following you. <</if>> <</if>> <<if $npcrow.includes(0)>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> It <<else>> <<nnpc_He $NPCList[0].fullDescription>> <</if>> <<else>> <<He>> <</if>> moves with <<if $NPCList[0].skills.athletics gte 1000>> <span class="red">masterful grace</span> <<elseif $NPCList[0].skills.athletics gte 800>> <span class="pink">an energetic stride</span> <<elseif $NPCList[0].skills.athletics gte 600>> <span class="purple">a motivated pace</span> <<elseif $NPCList[0].skills.athletics gte 400>> <span class="blue">a calm gait</span> <<elseif $NPCList[0].skills.athletics gte 200>> <span class="lblue">a lazy ramble</span> <<else>> <span class="teal">a slothful shuffle</span> <</if>> and <<if $NPCList[0].skills.security gte 1000>> <span class="red"><<his>> gaze is piercing.</span> <<elseif $NPCList[0].skills.security gte 800>> <span class="pink">has a devious glint in <<his>> eyes.</span> <<elseif $NPCList[0].skills.security gte 600>> <span class="purple">looks focused.</span> <<elseif $NPCList[0].skills.security gte 400>> <span class="blue">looks relaxed.</span> <<elseif $NPCList[0].skills.security gte 200>> <span class="lblue">seems distracted.</span> <<else>> <span class="teal">appears to be daydreaming.</span> <</if>> <<if $enemyno is 2>> A <<person2>><<person>> follows <<person1>><<him>>. <<elseif $enemyno gte 3>> <<switch $enemyno>> <<case 6>>Five <<case 5>>Four <<case 4>>Three <<case 3>>Two <</switch>> others follow <<him>>. <</if>> <<set $stalk_assess to true>> <</if>> <<if $mouthaction is "taunt" and !$stalk_end and $feetuse isnot "run">> <<stalk_taunt_effects>> <</if>> <</if>> /*End of stalked actions */ /*** * ███████ ██ ██ ███████ ███████ ██ ██ * ██ ██ ██ ██ ██ ██ ██ ██ * ███████ ██ ██ ███████ ███████ ███ * ██ ██ ██ ██ ██ ███ * ██ █████ ███████ ███████ ███ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<rng>> <<if $vaginaaction is "penisthighs" and $NPCList[$vaginatarget].penis is "vaginaentrance">> <<set $vaginaaction to 0>><<meek 1 $vaginatarget>><<thighskilluse>><<set $vaginaactiondefault to "penisthighs">><<combatpromiscuity4>> <<if $thighuse is 0>> <<if combatSkillCheck("thigh", $vaginatarget)>> <<set $thighactiondefault to "rub">> <<personselect $vaginatarget>> <span class="lblue">You <<thightext>> grab <<hisselect $vaginatarget>> $NPCList[$vaginatarget].penisdesc between your thighs.</span> <<set $NPCList[$vaginatarget].penis to "thighs">><<set $thightarget to $vaginatarget>> <<set $vaginause to 0>><<set $thighuse to "penis">><<thighstat>><<sex 5 "genitals" $vaginatarget>><<set $vaginastate to 0>> <<else>> You try to hold <<hisselect $vaginatarget>> penis between your thighs, but <<he>> is intent on your pussy. <</if>> <<else>> You try to hold <<hisselect $vaginatarget>> penis between your thighs, but they are occupied. <</if>> <</if>> <<rng>> <<effectsvaginatopenis>> <<rng>> <<effectsvaginatovagina>> <<rng>> <<effectsvaginapenisfuck>> <<rng>> <<effectsvaginatovaginafuck>> <<rng>> <<effectsvaginapenisdoublefuck>> <<rng>> <<effectsvaginatopenisdouble>> <<if $vaginaaction is "rest">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "rest">> <</if>> <<rng>> <<if $vaginaaction is "penisanus" and $NPCList[$vaginatarget].penis is "vaginaentrance">> <<if $anusstate isnot 0 and $anusstate is "entrance" or $anusstate is "imminent">> <<if $settings.analDoubleEnabled>> <<set $vaginaaction to "penisanusdouble">> <<else>> You give your <<bottom>> a little wiggle, but receive a slap. <<violence 2>><<hitstat>><<bruise bottom>> <</if>> <<elseif $anusstate isnot 0 and $anusstate.includes("double")>> You give your <<bottom>> a little wiggle, but receive a slap. "Settle down, <<bitch>>." <<violence 2>><<hitstat>><<bruise bottom>> <<else>> <<set $vaginaaction to 0>><<meek 5 $vaginatarget>><<analskilluse>><<set $vaginaactiondefault to "penisanus">> <<if combatSkillCheck("anal", $vaginatarget)>> <<personselect $vaginatarget>> <span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> <<npcPenisSimple $vaginatarget>> in front of your butt.</span> <<if $NPCList[$vaginatarget].type is "plant" and $NPCList[$vaginatarget].penissize gte 4 and canImpregnateParasite("vagina")>> <span class="red">Something about it scares you.</span> <</if>> <<submission 2>><<set $anususe to "penis">><<set $NPCList[$vaginatarget].penis to "anusentrance">><<set $vaginause to 0>><<set $anusstate to "entrance">><<set $vaginastate to 0>> <<else>> You give your <<bottom>> a little wiggle, but you just receive a slap. <<violence 2>><<hitstat>><<bruise bottom>> <</if>> <</if>> <</if>> <<rng>> <<if $vaginaaction is "penisanusdvp">> <<if $anusstate isnot 0 and $anusstate is "entrance" or $anusstate is "imminent">> <<if $settings.analDoubleEnabled and random(0,2) isnot 0 and $awareness gte 300>> <<set $vaginaaction to "penisanusdouble">> <<else>> You give your <<bottom>> a little wiggle, but receive a slap. <<violence 2>><<hitstat>><<bruise bottom>> <</if>> <<elseif $anusstate isnot 0 and $anusstate.includes("double")>> You give your <<bottom>> a little wiggle, but receive a slap. "Settle down, <<bitch>>." <<violence 2>><<hitstat>><<bruise bottom>> <<else>> <<set $vaginaaction to 0>><<meek 5>><<analskilluse>><<set $vaginaactiondefault to "penisanusdvp">> <<set _npcA to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginatarget : $vaginadoubletarget)>> <<set _npcB to ($NPCList[$vaginatarget].penis is "vaginaentrancedouble" ? $vaginadoubletarget : $vaginatarget)>> <<if combatSkillCheck("anal", _npcA)>> <<if $NPCList[_npcB].penis is "vaginadouble">> <<set $NPCList[_npcB].penis to "vagina">> <<set $vaginastate to "penetrated">> <<elseif $NPCList[_npcB].penis is "vaginaimminentdouble">> <<set $NPCList[_npcB].penis to "vaginaimminent">> <<set $vaginastate to "imminent">> <<elseif $NPCList[_npcB].penis is "vaginaentrancedouble">> <<set $NPCList[_npcB].penis to "vaginaentrance">> <<set $vaginastate to "entrance">> <</if>> <<personselect _npcA>> <span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> penis in front of your butt.</span> <<if $NPCList[_npcA].type is "plant" and $NPCList[_npcA].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<submission 2>><<set $anususe to "penis">><<set $NPCList[_npcA].penis to "anusentrance">><<set $vaginause to "penis">><<set $anusstate to "entrance">> <<else>> You give your <<bottom>> a little wiggle, but you just receive a slap. <<violence 2>><<hitstat>><<bruise bottom>> <</if>> <</if>> <</if>> <<rng>> <<if $vaginaaction is "penisanusdouble">> <<set $vaginaaction to 0>><<meek 5 $vaginatarget>><<analskilluse>> <<if combatSkillCheck("anal", $vaginatarget) and $anususe is "penis">> <<personselect $vaginatarget>><<set $vaginaactiondefault to "rest">> <span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> penis to join the phallus in front of your butt.</span> <<submission 2>> <<set $anususe to "penisdouble">><<set $anusstate to "doubleentrance">><<set $vaginause to 0>><<set $vaginastate to 0>> <<set $NPCList[$vaginatarget].penis to "anusentrancedouble">> <<set $anusdoubletarget to $vaginatarget>> <<if $NPCList[$anustarget].penis is "anus">> <<set $NPCList[$anustarget].penis to "anusdouble">> <<set $anusstate to "doublepenetrated">> <<elseif $NPCList[$anustarget].penis is "anusimminent">> <<set $NPCList[$anustarget].penis to "anusimminentdouble">> <<set $anusstate to "doubleimminent">> <<elseif $NPCList[$anustarget].penis is "anusentrance">> <<set $NPCList[$anustarget].penis to "anusentrancedouble">> <<set $anusstate to "doubleentrance">> <<elseif $NPCList[$anustarget].penis is "cheeks">> <<set $NPCList[$anustarget].penis to "anusentrance">> <<set $bottomuse to 0>> /* Issues with ass cheeks likely stem from this culprit right here */ <</if>> <<set $NPCList[$anustarget].location.genitals to "genitals">> <<else>> You give your <<bottom>> a little wiggle, but you just receive a slap. <<violence 2>><<hitstat>><<bruise bottom>><<set $vaginaactiondefault to "penisanusdouble">> <</if>> <</if>> <<if $vaginaaction is "penistease">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "penistease">><<actionspenistip $vaginatarget>><<sex 5 "genitals" $vaginatarget>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "penisdoubletease">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "penistease">><<actionspenisdoubletip>><<sex 5 "genitals" $vaginatarget>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "doublecooperate">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "doublecooperate">><<actionspenisdoubleride>><<submission 20>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "penisDoubleEdging">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "penisDoubleEdging">><<actionspenisdoubleedging>><<submission 5>><<sexControl 5 `currentSkillValue("vaginalskill")`>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "doubletake">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "doubletake">><<actionspenisdoubletake>> <</if>> <<if $vaginaaction is "rub">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "rub">><<actionspenisrub $vaginatarget>><<sex 10 "genitals" $vaginatarget>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "cooperate">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "cooperate">><<actionspenisride $vaginatarget>><<submission 20>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "penisEdging">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "penisEdging">><<actionspenisedging $vaginatarget>><<submission 5>><<sexControl 5 `currentSkillValue("vaginalskill")` $vaginatarget>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "take">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "take">><<actionspenistake $vaginatarget>> <</if>> <<if $vaginaaction is "tribtease">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribtease">><<actionstribtease $vaginatarget>><<sex 10 "genitals">><<vaginalskilluse>> <</if>> <<if $vaginaaction is "tribcooperate">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribcooperate">><<actionstribcooperate $vaginatarget>><<submission 20>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "tribtake">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribtake">><<actionstribtake $vaginatarget>> <</if>> <<if $vaginaaction is "tribedge">> <<personselect $vaginatarget>><<actionstribedge $vaginatarget>><<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribedge">> <<submission 5>><<sexControl 5 `currentSkillValue("vaginalskill")` $vaginatarget>><<vaginalskilluse>><<combatpromiscuity4>> <</if>> <<if $vaginaaction is "tribrest">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "rest">> <</if>> <<if $vaginaaction is "tribescape">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "tribescape">><<actionstribescape $vaginatarget>><<brat 10 $vaginatarget>> <<if $vaginastate is "othervagina">> <<set $vaginastate to "othervaginaimminent">> <<else>> <<set $vaginastate to "othervaginaentrance">> <</if>> <<if $NPCList[$vaginatarget].vagina is "vagina">> <<set $NPCList[$vaginatarget].vagina to "vaginaimminent">> <<elseif $NPCList[$vaginatarget].vagina is "vaginaimminent">> <<set $NPCList[$vaginatarget].vagina to "vaginaentrance">> <</if>> <</if>> <<if $vaginaaction is "escape" and $NPCList[$vaginatarget].penis is "vaginaimminent">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "escape">><<actionsvaginaescape $vaginatarget>><<set $vaginause to "penis">><<set $vaginastate to "entrance">> <<set $NPCList[$vaginatarget].penis to "vaginaentrance">><<set $NPCList[$vaginatarget].speechvaginaescape to 1>> <<if $NPCList[$vaginatarget].penissize gte 5>> <<brat 35 $vaginatarget>> <<elseif $NPCList[$vaginatarget].penissize is 4>> <<brat 30 $vaginatarget>> <<elseif $NPCList[$vaginatarget].penissize is 3>> <<brat 25 $vaginatarget>> <<elseif $NPCList[$vaginatarget].penissize is 2>> <<brat 20 $vaginatarget>> <<elseif $NPCList[$vaginatarget].penissize is 1>> <<brat 15 $vaginatarget>> <<else>> <<brat 10 $vaginatarget>> <</if>> <</if>> <<if $vaginaaction is "doubleescape">> <<set $vaginaaction to 0>> <<set $vaginaactiondefault to "doubleescape">><<actionsvaginadoubleescape>><<brat 10>><<set $vaginause to "penisdouble">><<set $vaginastate to "doubleentrance">> <<set $enemyanger += 5>> <<set _otherNPCindex to "f">> <<set _actiontext to "You escape ">> <<set _npcA to $vaginatarget>> <<set _npcB to $vaginadoubletarget>> <<if $NPCList[_npcA].penis is "vaginaimminentdouble">> <<set $NPCList[_npcA].penis to "vaginaentrancedouble">><<set $NPCList[_npcA].speechvaginaescape to 1>> <<elseif $NPCList[_npcA].penis is "vaginaentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular anal */ <<set _otherNPCindex to _npcB>><<set $NPCList[_npcA].location.genitals to 0>><<set $NPCList[_npcA].speechvaginaescape to 1>><<set $enemyanger += 15>> <<set $NPCList[_npcA].penis to 0>> <span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcA].fullDescription + "'s " + $NPCList[_npcA].penisdesc + ".">></span> <</if>> <<if $NPCList[_npcB].penis is "vaginaimminentdouble">> <<set $NPCList[_npcB].penis to "vaginaentrancedouble">><<set $NPCList[_npcB].speechvaginaescape to 1>> <<elseif $NPCList[_npcB].penis is "vaginaentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular vaginal */ <<set _otherNPCindex to _npcA>><<set $NPCList[_npcB].location.genitals to 0>><<set $NPCList[_npcB].speechanusescape to 1>><<set $enemyanger += 15>> <<set $NPCList[_npcB].penis to 0>> <span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcB].fullDescription + "'s " + $NPCList[_npcB].penisdesc + ".">></span> <</if>> <<if _otherNPCindex isnot "f" and $NPCList[_otherNPCindex].penis isnot 0 and $NPCList[_otherNPCindex].penis.includes("double")>> <<set $vaginause to "penis">> <<switch $NPCList[_otherNPCindex].penis>> <<case "vaginadouble">> <<set $NPCList[_otherNPCindex].penis to "vagina">> <<set $vaginastate to "penetrated">> <<case "vaginaentrancedouble">> <<set $NPCList[_otherNPCindex].penis to "vaginaentrance">> <<set $vaginastate to "entrance">> <<case "vaginaimminentdouble">> <<set $NPCList[_otherNPCindex].penis to "vaginaimminent">> <<set $vaginastate to "imminent">> <</switch>> <</if>> <</if>> <<if $vaginaaction is "thighbay" and $NPCList[$vaginatarget].mouth is "vaginaentrance">> <<set $vaginaaction to 0>><<meek 1 $vaginatarget>><<thighskilluse>><<set $vaginaactiondefault to "thighbay">><<combatpromiscuity1>> <<if combatSkillCheck("thigh", $vaginatarget)>> <<set $thighactiondefault to "othermouthrub">> <<personselect $vaginatarget>> <span class="lblue">You <<thightext>> press your thigh against <<hisselect $vaginatarget>> mouth.</span> <<set $NPCList[$vaginatarget].mouth to "thigh">><<set $vaginause to 0>><<thighstat>><<neutral 5 $vaginatarget>><<set $vaginastate to 0>><<set $thighuse to "mouth">> <<else>> You try to keep the mouth menacing your <<pussy>> at bay by pressing your thigh against it, but <<theowner>> has other ideas. <</if>> <</if>> <<if $vaginaaction is "othervaginarub">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "othervaginarub">><<actionsothervaginavaginarub $vaginatarget>><<sex 10 "genitals">><<vaginalskilluse>> <</if>> <<if $vaginaaction is "othermouthtease">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthtease">><<actionsothermouthvaginatease $vaginatarget>><<sex 5 "genitals">><<vaginalskilluse>> <</if>> <<if $vaginaaction is "othermouthrub">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthrub">><<actionsothermouthvaginarub $vaginatarget>><<sex 10 "genitals">><<vaginalskilluse>> <</if>> <<if $vaginaaction is "othermouthcooperate">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthcooperate">><<actionsothermouthvaginathrust $vaginatarget>><<submission 20>><<vaginalskilluse>> <</if>> <<if $vaginaaction is "othermouthescape">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "othermouthescape">><<actionsothermouthvaginaescape $vaginatarget>><<brat 10 $vaginatarget>> <<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">> <<if $NPCList[$vaginatarget].mouth is "vaginaimminent">> <<set $NPCList[$vaginatarget].mouth to "vaginaentrance">> <</if>> <</if>> /*** * ███ ██ ██ ██ ██ ███████ * ██ ██ ███ ██ ██ ██ ██ * ██ ██ ██ █ ██ ██ ██ ███████ * ███████ ██ ███ ██ ██ ██ * ██ ██ ██ ██ █████ ███████ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<rng>> <<if $anusaction is "rest">> <<set $anusaction to 0>><<set $anusactiondefault to "rest">> <</if>> /*Stalked actions */ <<if !$stalk_end>> <<if $anusaction is "wiggle">> <<set $anusaction to 0>><<set $anusactiondefault to "wiggle">> <<if currentSkillValue('seductionskill') gte random(1, 1000)>> <<meek 2>> <<if $rng gte 81>> You wiggle your <<bottom>> in time with your steps, <<elseif $rng gte 61>> You sway your <<bottom>>, <<elseif $rng gte 41>> You shake your <<bottom>>, <<elseif $rng gte 21>> You add some bounce to your steps, lifting your <<bottom>> and <<else>> You emphasise your <<bottom>> with each step, <</if>> drawing attention to it. <<else>> <<meek 1>> <<if $rng gte 81>> You wiggle your <<bottom>>. <<elseif $rng gte 61>> You sway your <<bottom>>. <<elseif $rng gte 41>> You shake your <<bottom>>. <<elseif $rng gte 21>> You bounce your <<bottom>>. <<else>> You put emphasis on your <<bottom>>. <</if>> <</if>> <</if>> <</if>> /*End of stalked actions */ <!-- Anus penis actions --> <!-- Clench penis in buttocks --> <<if $anusaction is "penischeeks">> <<set $anusaction to 0>><<meek 1 $anustarget>><<bottomskilluse>><<combatpromiscuity4>> <<if $anusstate isnot "doubleentrance">> <<if combatSkillCheck("bottom", $anustarget)>> <<set $anusactiondefault to "rub">> <<personselect $anustarget>><<bottomstat>><<submission 2>> <span class="lblue">You <<bottomtext>> grab <<hisselect $anustarget>> $NPCList[$anustarget].penisdesc between your butt cheeks.</span> <<set $NPCList[$anustarget].penis to "cheeks">><<set $anusstate to "cheeks">><<set $bottomuse to "penis">> <<elseif $NPCList[$anustarget].penis is "anusentrance">> <<set $anusactiondefault to "penischeeks">> You try to grab <<hisselect $anustarget>> penis between your cheeks, but <<he>> isn't interested. <</if>> <<else>> You try to grab <<hisselect $anustarget>> penis between your cheeks, but it's knocked free as another penis joins it. <</if>> <</if>> <!-- Keep clenching a penis --> <<if $anusaction is "otherAnusRub">> <<set $anusaction to 0>><<bottomskilluse>><<set $anusactiondefault to "otherAnusRub">> <<if $anusstate isnot "doubleentrance">> <<if combatSkillCheck("bottom", $anustarget)>> <<set $anusactiondefault to "otherAnusRub">><<submission 3>><<bottomstat>> <<actionscheekrub $anustarget>> <<else>> <<set $anusactiondefault to "penischeeks">> <span class="blue">You try to rub <<hisselect $anustarget>> penis between your cheeks, but <<he>> is not interested.</span> <<set $NPCList[$anustarget].penis to "anusentrance">><<set $bottomuse to 0>><<set $anusstate to "entrance">> <</if>> <<else>> You try to grab <<hisselect $anustarget>> penis between your cheeks, but it's knocked free as another penis joins it. <</if>> <</if>> <!-- Stop clenching a penis --> <<if $anusaction is "otherAnusStop" and $NPCList[$anustarget].penis is "cheeks">> <<set $anusaction to 0>><<set $anusactiondefault to "penischeeks">> <span class="blue">You stop holding <<hisselect $anustarget>> penis between your cheeks. <<He>> angles <<his>> $NPCList[$anustarget].penisdesc toward your anus.</span> <<set $NPCList[$anustarget].penis to "anusentrance">><<set $bottomuse to 0>> <<if $anusstate isnot "doubleentrance">><<set $anusstate to "entrance">><</if>> <</if>> <<rng>> <!-- offer vagina --> <<if $anusaction is "penispussy">> <<set $anusactiondefault to "penispussy">> <!-- Check the player is not attempting to straddle and offer pussy at the same time. If so, switch to double or fail correctly --> <<if $vaginastate isnot 0 and !$vaginastate.includes("double") and ($vaginastate is "entrance" or $vaginastate is "imminent" or $vaginastate is "penetrated")>> <!-- Note that this action requires "penispussydouble" to come after "penispussy", else it will not work as expected --> <<if random(0,2) isnot 0 and $settings.vaginalDoubleEnabled>> <<set $anusaction to "penispussydouble">> <<else>> You spread your thighs, but fail to garner further interest. <</if>> <<elseif $vaginastate isnot 0 and $vaginastate.includes("double")>> /* Is this possible? */ You spread your thighs, but just receive a slap. "Settle down, <<bitch>>." <<violence 2>><<hitstat>><<bruise bottom>> <<elseif $NPCList[$anustarget].penis is "anusentrance">> <<set $anusaction to 0>><<meek 10>><<analskilluse>> <<if combatSkillCheck("vaginal", $anustarget)>> <<set $anusactiondefault to "penispussy">> <<personselect $anustarget>><<submission 2>> <span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your butt.</span> <<set $NPCList[$anustarget].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to $anustarget>><<set $anususe to 0>><<set $anusstate to 0>><<set $anustarget to 0>> <<else>> You spread your thighs, but fail to garner interest. <</if>> <</if>> <</if>> <!-- Offer vagina while having two penis at your anus --> <<if $anusaction is "penispussydap">> <!-- Check the player is not attempting to straddle and offer pussy at the same time. If so, switch to double or fail correctly --> <<if $vaginastate isnot 0 and !$vaginastate.includes("double") and $vaginastate is "entrance">> <!-- Note that this action requires "penispussydouble" to come after "penispussydap", else it will not work as expected --> <<if random(0,2) isnot 0 and $settings.vaginalDoubleEnabled and $awareness gte 300>> <<set $anusaction to "penispussydouble">> <<else>> You spread your thighs, but fail to garner further interest. <</if>> <<elseif $vaginastate isnot 0 and $vaginastate.includes("double")>> You spread your thighs, but just receive a slap. "Settle down, <<bitch>>." <<violence 2>><<hitstat>><<bruise bottom>> <<else>> <<set $anusaction to 0>><<meek 10>><<analskilluse>><<set $anusactiondefault to "penispussy">> <<set _npcA to ($NPCList[$anustarget].penis is "anusentrancedouble" ? $anustarget : $anusdoubletarget)>> <<set _npcB to ($NPCList[$anustarget].penis is "anusentrancedouble" ? $anusdoubletarget : $anustarget)>> <<if combatSkillCheck("vaginal", _npcA)>> <<personselect _npcA>><<submission 2>> <span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your butt.</span> <<set $NPCList[_npcA].penis to "vaginaentrance">><<set $NPCList[_npcB].penis to $NPCList[_npcB].penis.replace("double", "")>> <<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to _npcA>><<set $anususe to "penis">><<set $anusstate to $anusstate.replace("double", "")>> <<else>> You spread your thighs, but fail to garner interest. <</if>> <</if>> <</if>> <!-- Move the person at your anus to your vagina when someone is already there --> <<rng>> <<if $anusaction is "penispussydouble">> <<set $anusaction to 0>><<meek 10>><<analskilluse>><<set $anusactiondefault to "penispussydouble">> <<if combatSkillCheck("vaginal", $anustarget) and $vaginause isnot "doublepenis">> <<if $anusstate is "doubleentrance">> <<set $anususe to "penis">><<set $anusstate to "entrance">> <<set _npcA to ($NPCList[$anustarget].penis is "anusentrancedouble" ? $anustarget : $anusdoubletarget)>> <<set _npcB to ($NPCList[$anustarget].penis is "anusentrancedouble" ? $anusdoubletarget : $anustarget)>> <<set $NPCList[_npcB].penis to "anusentrance">> <<else>> <<set $anususe to 0>><<set $anusstate to 0>> <<set _npcA to $anustarget>> <</if>> <<personselect _npcA>> <<if $vaginause is "penis">> <span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your butt to join the phallus in front of your pussy.</span> <<set $NPCList[_npcA].penis to "vaginaentrancedouble">> <<set _npc to $NPCList.findIndex(npc => npc.penis isnot 0 and npc.penis.includes("vagina") and !npc.penis.includes("double"))>> <<set $NPCList[_npc].penis to $NPCList[_npc].penis + "double">> <<set $vaginastate to "double" + $vaginastate>><<set $vaginause to "penisdouble">><<set $vaginadoubletarget to _npcA>> <<else>> <span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your butt.</span> <<set $NPCList[_npcA].penis to "vaginaentrance">> <<set $vaginause to "penis">> <<set $vaginastate to "entrance">> <<set $vaginatarget to _npcA>> <</if>> <<submission 2>> <<if $NPCList[_npcA].type is "plant" and $NPCList[_npcA].penissize gte 4 and canImpregnateParasite("vagina")>> <span class="red">Something about it scares you.</span> <</if>> <<else>> You spread your thighs, but fail to garner interest. <</if>> <</if>> <!-- Straddle a penis --> <<rng>> <<effectsanustopenis>> <!-- Envelop a penis --> <<rng>> <<effectsanuspenisfuck>> <!-- Straddle a second penis --> <<rng>> <<effectsanustopenisdouble>> <!-- Envelop two penises --> <<rng>> <<effectsanuspenisdoublefuck>> <!-- Tease an external penis --> <<if $anusaction is "penistease">> <<set $anusaction to 0>><<set $anusactiondefault to "penistease">> You <<analtext>> tease the tip of the penis with your <<bottom>>. <<sex 3 "anus">><<analskilluse>> <</if>> <!-- Tease two extenal penises --> <<if $anusaction is "penisdoubletease">> <<set $anusaction to 0>><<set $anusactiondefault to "penisdoubletease">> You <<analtext>> tease their <<penises>> with your <<bottom>>. <<sex 3 "anus">><<analskilluse>> <</if>> <!-- Rub one or two imminent penises --> <<if $anusaction is "rub">> <<set $anusaction to 0>><<set $anusactiondefault to "rub">><<actionsanusrub $anustarget>><<sex 10 "anus">><<analskilluse>> <</if>> <!-- cooperate with one penetrating penis --> <<if $anusaction is "cooperate">> <<set $anusaction to 0>><<set $anusactiondefault to "cooperate">><<actionsanusthrust $anustarget>><<submission 15>><<analskilluse>> <</if>> <!-- cooperate with two penetrating penises --> <<if $anusaction is "doublecooperate">> <<set $anusaction to 0>><<set $anusactiondefault to "doublecooperate">><<actionsanusdoublethrust $anustarget $anusdoubletarget>><<submission 15>><<analskilluse>> <</if>> <!-- Edge one imminent or penetrating penis --> <<if $anusaction is "penisEdging">> <<set $anusaction to 0>><<set $anusactiondefault to "penisEdging">><<actionsanusedging $anustarget>><<submission 5>><<sexControl 5 `currentSkillValue("analskill")` $anustarget>><<analskilluse>> <</if>> <!-- Edge two imminent or penetrating penises --> <<if $anusaction is "penisDoubleEdging">> <<set $anusaction to 0>><<set $anusactiondefault to "penisDoubleEdging">><<actionsanusdoubleedging $anustarget $anusdoubletarget>><<submission 5>><<sexControl 5 `currentSkillValue("analskill")` $anustarget $anusdoubletarget>><<analskilluse>> <</if>> <!-- Take one penetrating penis --> <<if $anusaction is "take">> <<set $anusaction to 0>><<set $anusactiondefault to "take">><<actionsanustake $anustarget>> <</if>> <!-- Take two penetrating penises --> <<if $anusaction is "doubletake">> <<set $anusaction to 0>><<set $anusactiondefault to "doubletake">><<actionsanusdoubletake>> <</if>> <!-- Take two penetrating penises --> <<if $anusaction is "doubletake">> <<set $anusaction to 0>><<set $anusactiondefault to "doubletake">><<actionsanusdoubletake $anustarget $anusdoubletarget>> <</if>> <!-- Pull away from an imminent penis --> <<if $anusaction is "escape">><<set $anusaction to 0>><<set $anusactiondefault to "escape">><<actionsanusescape $anustarget>><<brat 10 $anustarget>><<set $anususe to "penis">><<set $anusstate to "entrance">> <<if $NPCList[$anustarget].penis is "anusimminent">> <<set $NPCList[$anustarget].penis to "anusentrance">><<set $NPCList[$anustarget].speechanusescape to 1>> <</if>> <</if>> <!-- Pull away from two imminent penises --> <<if $anusaction is "doubleescape">> <<set $anusaction to 0>><<set $anusactiondefault to "doubleescape">><<actionsanusdoubleescape $anustarget $anusdoubletarget>><<brat 10 $anustarget $anusdoubletarget>><<set $anususe to "penisdouble">><<set $anusstate to "doubleentrance">> <<set $enemyanger += 5>> <<set _otherNPCindex to "f">> <<set _actiontext to "You escape ">> <<set _npcA to $anustarget>> <<set _npcB to $anusdoubletarget>> <<if $NPCList[_npcA].penis is "anusimminentdouble">> <<set $NPCList[$anustarget].penis to "anusentrancedouble">><<set $NPCList[$anustarget].speechanusescape to 1>> <<elseif $NPCList[_npcA].penis is "anusentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular anal */ <<set _otherNPCindex to _npcB>><<set $NPCList[_npcA].location.genitals to 0>><<set $NPCList[_npcA].speechanusescape to 1>><<set $enemyanger += 15>> <<set $NPCList[_npcA].penis to 0>> <span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcA].fullDescription + "'s " + $NPCList[_npcA].penisdesc + ".">></span> <</if>> <<if $NPCList[_npcB].penis is "anusimminentdouble">> <<set $NPCList[_npcB].penis to "anusentrancedouble">><<set $NPCList[_npcB].speechanusescape to 1>> <<elseif $NPCList[_npcB].penis is "anusentrancedouble" and random(0,3) is 0>> /* Chance to drop one of them and switch to regular anal */ <<set _otherNPCindex to _npcA>><<set $NPCList[_npcB].location.genitals to 0>><<set $NPCList[_npcB].speechanusescape to 1>><<set $enemyanger += 15>> <<set $NPCList[_npcB].penis to 0>> <span class="green"> <<print _actiontext + ($npc_named isnot 1 ? "the " : "") + $NPCList[_npcB].fullDescription + "'s " + $NPCList[_npcB].penisdesc + ".">></span> <</if>> <<if _otherNPCindex isnot "f" and $NPCList[_otherNPCindex].penis isnot 0 and $NPCList[_otherNPCindex].penis.includes("double")>> <<set $anususe to "penis">> <<switch $NPCList[_otherNPCindex].penis>> <<case "anusdouble">> <<set $NPCList[_otherNPCindex].penis to "anus">> <<set $anusstate to "penetrated">> <<case "anusentrancedouble">> <<set $NPCList[_otherNPCindex].penis to "anusentrance">> <<set $anusstate to "entrance">> <<case "anusimminentdouble">> <<set $NPCList[_otherNPCindex].penis to "anusimminent">> <<set $anusstate to "imminent">> <</switch>> <</if>> <</if>> <!-- Anus mouth actions --> <!-- Press butt against their mouth --> <<if $anusaction is "bottombay">> <<set $anusaction to 0>><<meek 1 $anustarget>><<bottomskilluse>><<combatpromiscuity1>> <<if combatSkillCheck("bottom", $anustarget)>> <<set $anusactiondefault to "otherMouthAnusRub">><<neutral 5 $anustarget>> <span class="lblue">You <<bottomtext>> press your <<bottom>> against <<hisselect $anustarget>> mouth.</span> <<set $NPCList[$anustarget].mouth to "bottom">><<bottomstat>><<set $bottomuse to "mouth">> <<else>> <<set $anusactiondefault to "bottombay">> You try to keep the mouth menacing your anus at bay by pressing your <<bottom>> against it, but <<theowner>> has other ideas. <</if>> <</if>> <!-- Keep rubbing butt against mouth --> <<if $anusaction is "otherMouthAnusRub">> <<set $anusaction to 0>><<bottomskilluse>> <<if combatSkillCheck("bottom", $anustarget)>> <<set $anusactiondefault to "otherMouthAnusRub">><<bottomstat>><<submission 5>> <<actionsmouthbottomrub $anustarget>> <<else>> <<set $anusactiondefault to "bottombay">><<set $bottomuse to 0>> <span class="blue">You press your <<bottom>> against <<hisselect $anustarget>> mouth, but instead <<he>> moves <<his>> head between your cheeks.</span> <<set $NPCList[$anustarget].mouth to "anusentrance">> <</if>> <</if>> <!-- Stop rubbing butt against mouth --> <<if $anusaction is "otherMouthAnusStop">> <<set $anusaction to 0>><<set $anusactiondefault to "bottombay">><<set $bottomuse to 0>> <span class="blue">You stop pressing your <<bottom>> against <<hisselect $anustarget>> mouth.</span> <<set $NPCList[$anustarget].mouth to "anusentrance">> <</if>> <!-- Rub anus against face --> <<if $anusaction is "othermouthtease">> <<set $anusaction to 0>><<set $anusactiondefault to "othermouthtease">><<sex 5 "anus">><<analskilluse>><<actionsothermouthanustease $anustarget>> <</if>> <!-- Rub anus against face when imminent --> <<if $anusaction is "othermouthrub">> <<set $anusaction to 0>><<set $anusactiondefault to "othermouthrub">><<sex 10 "anus">><<analskilluse>><<actionsothermouthanusrub $anustarget>> <</if>> <!-- Pull away when imminent --> <<if $anusaction is "othermouthescape">> <<set $anusaction to 0>><<set $anusactiondefault to "othermouthescape">><<brat 10 $anustarget>> <<actionsothermouthanusescape $anustarget>> <<if $NPCList[$anustarget].mouth is "anusimminent">> <<set $NPCList[$anustarget].mouth to "anusentrance">> <</if>> <</if>> <!-- Cooperate/Hump after penetration --> <<if $anusaction is "othermouthcooperate">> <<set $anusaction to 0>><<set $anusactiondefault to "othermouthcooperate">><<submission 20>><<analskilluse>><<actionsothermouthanusthrust $anustarget>> <</if>> <!-- Anus hand actions --> <!-- Clench hand between cheeks --> <<if $anusaction is "bottomhandbay">> <<set $anusaction to 0>> <<if $NPCList[$anustarget].lefthand is "anusentrance" or $NPCList[$anustarget].righthand is "anusentrance">> <<meek 1 $anustarget>><<bottomskilluse>><<combatpromiscuity1>> <<if combatSkillCheck("bottom", $anustarget)>> <<set $anusactiondefault to "handAnusRub">><<neutral 5 $anustarget>> <span class="lblue">You <<bottomtext>> rub your clenched <<bottom>> cheeks against <<hisselect $anustarget>> hand.</span> <<if $NPCList[$anustarget].lefthand is "anusentrance">> <<set $NPCList[$anustarget].lefthand to "bottom">> <<else>> <<set $NPCList[$anustarget].righthand to "bottom">> <</if>> <<bottomstat>><<set $bottomuse to "hand">> <<else>> <<set $anusactiondefault to "bottomhandbay">> You try to keep the finger menacing your anus at bay by clenching your <<bottom>> cheeks, but <<theowner>> has other ideas. <</if>> <<else>> You try to clench your <<bottom>> cheeks around <<hisselect $anustarget>> hand, but it is already gone. <</if>> <</if>> <!-- Keep hand between cheeks --> <<if $anusaction is "handAnusRub">> <<set $anusaction to 0>><<bottomskilluse>> <<if combatSkillCheck("bottom", $anustarget)>> <<set $anusactiondefault to "handAnusRub">><<submission 5>> <span class="lblue">You <<bottomtext>> rub your clenched <<bottom>> cheeks against <<hisselect $anustarget>> hand.</span> <<else>> <<set $anusactiondefault to "bottomhandbay">><<set $bottomuse to 0>> <span class="blue">You press your <<bottom>> against <<hisselect $anustarget>> hand, but instead <<he>> shoves <<his>> fingers between your cheeks.</span> <<if $NPCList[$anustarget].lefthand is "bottom">> <<set $NPCList[$anustarget].lefthand to "anusentrance">> <<else>> <<set $NPCList[$anustarget].righthand to "anusentrance">> <</if>> <</if>> <</if>> <!-- Let go of hand --> <<if $anusaction is "handAnusStop">> <<set $anusaction to 0>><<set $anusactiondefault to "bottomhandbay">><<set $bottomuse to 0>> <span class="blue">You stop clenching your <<bottom>> cheeks, allowing <<hisselect $anustarget>> hand to reach your crack.</span> <<if $NPCList[$anustarget].lefthand is "bottom">> <<set $NPCList[$anustarget].lefthand to "anusentrance">> <<else>> <<set $NPCList[$anustarget].righthand to "anusentrance">> <</if>> <</if>> <!-- Rub anus against hand and --> <<if $anusaction is "handtease">> <<if $NPCList[$anustarget].lefthand is "anusentrance" or $NPCList[$anustarget].righthand is "anusentrance">> <<set $anusaction to 0>><<set $anusactiondefault to "handtease">><<sex 5 "anus">><<analskilluse>><<actionshandanustease $anustarget>> <<else>> You try to rub your <<bottom>> against <<hisselect $anustarget>> fingers, but <<his>> hand is already gone. <</if>> <</if>> <!-- Cooperate/Hump after penetration --> <<if $anusaction is "handcooperate" and ($NPCList[$anustarget].lefthand is "anus" or $NPCList[$anustarget].righthand is "anus")>> <<if $NPCList[$anustarget].lefthand is "anusentrance" or $NPCList[$anustarget].righthand is "anusentrance">> <<set $anusaction to 0>><<set $anusactiondefault to "handcooperate">><<submission 20>><<analskilluse>><<actionshandanusthrust $anustarget>> <<else>> You try to rub your <<bottom>> against <<hisselect $anustarget>> fingers, but <<his>> hand is already gone. <</if>> <</if>> <!-- 'Take it' in consensual encounters --> <<if $anusaction is "handtake" and ($NPCList[$anustarget].lefthand is "anus" or $NPCList[$anustarget].righthand is "anus")>> <<set $anusaction to 0>><<set $anusactiondefault to "handtake">><<actionshandanustake $anustarget>> <</if>> <<effectsinsertions>> /*** * ███████ ██ ██ ███████ █████ ██ ██ * ███ ██ ██ ███ ██ ██ ██ * ███ ███████ ███ ██ ████ ███████ * ███ ██ ██ ███ ██ ██ ██ ██ * ███ ██ ██ ███████ █████ ██ ██ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<if $thighaction is "rub">> <<set $thighaction to 0>><<thighskilluse>><<set $thighactiondefault to "rub">> <<if combatSkillCheck("thigh", $thightarget)>> <<set $thighactiondefault to "rub">><<actionsthighrub $thightarget>><<thighstat>><<sex 5 "genital" $thightarget>> <<elseif $NPCList[$thightarget].penis is "thighs">> <<set $thighactiondefault to "thighs">><<set $thighuse to 0>> <<if $vaginause is 0>><<set $vaginause to "penis">> <<personselect $thightarget>> <<set $NPCList[$thightarget].penis to "vaginaentrance">><<set $vaginastate to "entrance">> <span class="blue">You try to hold <<hisselect $thightarget>> penis between your thighs, but <<he>> instead angles it towards your <<genitals>>.</span> <<else>> <<personselect $thightarget>> <<set $NPCList[$thightarget].penis to 0>><<set $NPCList[$thightarget].location.genitals to 0>> <span class="blue">You try to hold <<hisselect $thightarget>> penis between your thighs, but <<he>> moves it away.</span> <</if>> <</if>> <</if>> <<if $thighaction is "stop" and $NPCList[$thightarget].penis is "thighs">> <<set $thighaction to 0>><<set $thighactiondefault to "stop">> You stop holding <<hisselect $thightarget>> penis between your thighs. <<set $thighuse to 0>> <<if $vaginause is 0>> <<personselect $thightarget>> <<set $NPCList[$thightarget].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginause to "penis">> <span class="blue"><<He>> angles towards your <<genitals>>.</span> <<else>> <<set $NPCList[$thightarget].penis to 0>><<set $NPCList[$thightarget].location.genitals to 0>> <</if>> <</if>> <<if $thighaction is "othermouthrub">> <<set $thighaction to 0>><<set $thighactiondefault to "othermouthrub">><<thighskilluse>> <<if combatSkillCheck("thigh", $thightarget)>> <<set $thighactiondefault to "othermouthrub">><<thighstat>><<sex 5 "genital" $thightarget>> <<actionsmouththighrub $thightarget>> <<elseif $NPCList[$thightarget].mouth is "thigh">> <<if $penisuse is 0 and (!$player.vaginaExist or $vaginause isnot 0 or random(0,100) gte 50)>> <<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penisactiondefault to "thighbay">><<set $thighuse to 0>> <<personselect $thightarget>> <<set $NPCList[$thightarget].mouth to "penisentrance">> <span class="blue">You press your thigh against <<hisselect $thightarget>> mouth, but <<he>> would prefer the main course and moves <<his>> head closer to your <<penis>>.</span> <<elseif $vaginause is 0>> <<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginaactiondefault to "thighbay">><<set $thighuse to 0>> <<personselect $thightarget>> <<set $NPCList[$thightarget].mouth to "vaginaentrance">> <span class="blue">You press your thigh against <<hisselect $thightarget>> mouth, but <<he>> would prefer the main course and moves <<his>> head closer to your <<pussy>>.</span> <<else>> <<personselect $thightarget>> <<if $NPCList[$thightarget].penis is "othermouth">> <<set $NPCList[$thightarget].penis to 0>> <</if>> <<if $NPCList[$thightarget].vagina is "othermouth">> <<set $NPCList[$thightarget].vagina to 0>> <</if>> <span class="lblue">You press your thigh against <<hisselect $thightarget>> mouth, but <<he>> moves <<his>> head away from you.</span> <<set $NPCList[$thightarget].mouth to 0>><<set $thighuse to 0>><<set $NPCList[$thightarget].location.head to 0>> <</if>> <</if>> <</if>> <<if $thighaction is "othermouthstop" and $NPCList[$thightarget].mouth is "thigh">> <<set $thighaction to 0>><<set $thighactiondefault to "stop">><<set $thighuse to 0>> <<if $penisuse is 0 and (!$player.vaginaExist or $vaginause isnot 0 or random(0,100) gte 50)>> <<personselect $thightarget>><<set $NPCList[$thightarget].mouth to "penisentrance">><<set $penisstate to "othermouthentrance">><<set $penisuse to "othermouth">> <span class="blue">You stop pressing your thigh against <<hisselect $thightarget>> mouth.</span> <<elseif $vaginause is 0>> <<personselect $thightarget>><<set $NPCList[$thightarget].mouth to "vaginaentrance">><<set $vaginastate to "othermouthentrance">><<set $vaginause to "othermouth">> <span class="blue">You stop pressing your thigh against <<hisselect $thightarget>> mouth.</span> <<else>> <<personselect $thightarget>> <<if $NPCList[$thightarget].penis is "othermouth">> <<set $NPCList[$thightarget].penis to 0>> <</if>> <<if $NPCList[$thightarget].vagina is "othermouth">> <<set $NPCList[$thightarget].vagina to 0>> <</if>> <<set $NPCList[$thightarget].mouth to 0>><<set $NPCList[$thightarget].location.head to 0>> <span class="blue">You stop pressing your thigh against <<hisselect $thightarget>> mouth.</span> <</if>> <</if>> /*** * ███████ ██████ ██ ██ ███████ ███████ * ██ ██ ██ ███ ██ ███ ██ * ███████ ██████ ██ █ ██ ███ ███████ * ██ ██ ██ ███ ███ ██ * ██ ██████ ██ ██ ███████ ███████ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<rng>> <<effectspenistovagina>> <<rng>> <<effectspenisvaginafuck>> <<rng>> <<effectspenisanusfuck>> <<rng>> <<effectspenistoanus>> <<rng>> <<effectspenistopenisfuck>> <<rng>> <<effectspenistopenis>> <<if $penisaction is "rest">> <<set $penisaction to 0>><<set $penisactiondefault to "rest">> <</if>> <<if $penisaction is "bay" and $NPCList[$penistarget].vagina is "penisentrance">> <<set $penisaction to 0>><<meek 1 $penistarget>><<penileskilluse>><<set $penisactiondefault to "bay">><<combatpromiscuity4>> <<if combatSkillCheck("penile", $penistarget)>> <<set $penisactiondefault to "rub">> <<personselect $penistarget>> <span class="lblue">You <<peniletext>> press your penis against <<hisselect $penistarget>> clit.</span> <<set $NPCList[$penistarget].vagina to "frot">><<set $penisuse to "clit">><<sex 5 "genitals" $penistarget>><<set $penisstate to "clit">> <<else>> You try to keep the vagina menacing your <<penis>> at bay by rubbing against the clit, but <<theowner>> has other ideas. <</if>> <</if>> <<if $penisaction is "clitrub">><<set $penisaction to 0>> <<set $penisactiondefault to "rub">><<penileskilluse>> <<if combatSkillCheck("penile", $penistarget)>> <<set $penisactiondefault to "rub">><<sex 5 "genitals" $penistarget>> <<actionsclitrub $penistarget>> <<elseif $NPCList[$penistarget].vagina is "frot">> <<set $penisactiondefault to "bay">> <<set $penisuse to "othervagina">><<set $penisstate to "entrance">> <<personselect $penistarget>> <<set $NPCList[$penistarget].vagina to "penisentrance">> <span class="blue">You rub your <<penis>> against <<hisselect $penistarget>> clit, but <<he>> would prefer the main course and moves <<his>> labia closer to your tip.</span> <</if>> <</if>> <<if $penisaction is "stop" and $NPCList[$penistarget].vagina is "frot">> <<set $penisaction to 0>><<set $penisactiondefault to "stop">> <<personselect $penistarget>> <<set $NPCList[$penistarget].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penisuse to "othervagina">> <span class="blue">You stop rubbing <<hisselect $penistarget>> clit with your <<penis>>.</span> <</if>> <<if $penisaction is "tease">> <<set $penisaction to 0>><<set $penisactiondefault to "tease">><<actionspussytease $penistarget>><<sex 5 "genitals">><<penileskilluse>> <</if>> <<if $penisaction is "rub">> <<set $penisaction to 0>><<set $penisactiondefault to "rub">><<actionspussyrub $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>> <</if>> <<if $penisaction is "cooperate">> <<set $penisaction to 0>><<set $penisactiondefault to "cooperate">><<actionspussythrust $penistarget>><<submission 20>><<penileskilluse>> <</if>> <<if $penisaction is "forceImpregnation">> <<if $NPCList[$penistarget].fullDescription is "Gwylan">> <span class="red">Gwylan's tattoo sparks. Nothing else happens.</span> <<else>> <<set _npcForceImpregnation to true>> <<set $penisaction to 0>><<set $penisactiondefault to "cooperate">><<actionspussythrust $penistarget>><<submission 30>><<penileskilluse>><<arousal 1000 "penis">> <</if>> <</if>> <<if $penisaction is "vaginaEdging">> <<set $penisaction to 0>><<set $penisactiondefault to "vaginaEdging">><<actionspussyedging $penistarget>><<submission 5>><<sexControl 5 `currentSkillValue("penileskill")` $penistarget>><<penileskilluse>> <</if>> <<if $penisaction is "take">> <<set $penisaction to 0>><<set $penisactiondefault to "take">><<actionspussytake $penistarget>> <</if>> <<if $penisaction is "escape" and $NPCList[$penistarget].vagina is "penisimminent">> <<set $penisaction to 0>><<set $penisactiondefault to "escape">><<actionspenisescape $penistarget>><<brat 10 $penistarget>><<set $penisuse to "othervagina">><<set $penisstate to "entrance">> <<personselect $penistarget>> <<set $NPCList[$penistarget].vagina to "penisentrance">><<set $NPCList[$penistarget].speechpenisescape to 1>> <</if>> <<if $penisaction is "pullOut">> <<set $penisaction to 0>><<set $penisactiondefault to "pullOut">><<penileskilluse>> <<sex 5 "genitals">><<brat 10 $penistarget>> <<set $_pullOutDif to Math.floor((100 - $NPCList[$penistarget].pregnancyAvoidance) * 15)>> <<if $leftleg is "bound" or $rightleg is "bound">> You try to pull out, <span class="red">but your bound legs prevent you from doing so.</span> <<elseif combatSkillCheck("penile", $penistarget, $NPCList[$penistarget].fullDescription, $_pullOutDif)>> <<personselect $penistarget>> <<if $penisstate is "penetrated">> <<if $NPCList[$penistarget].pregnancyAvoidance lte 15>> As you try to pull out, <span class="red"><<combatperson>> locks <<his>> legs around you!</span> <<if currentSkillValue('physique') gte random(1, 64000)>> <<set $penisstate to "entrance">> <<if $NPCList[$penistarget].vagina is "penis">> <<set $NPCList[$penistarget].vagina to "penisentrance">>However, you're able to <span class="green">force yourself free,</span> and <<peniletext>> pull your <<penis>> from <<his>> pussy. <</if>> <<else>> You're prevented from pulling out! <</if>> <<sex 5 "genitals">> <<else>> <<set $penisstate to "entrance">> <<if $NPCList[$penistarget].vagina is "penis">> <<set $NPCList[$penistarget].vagina to "penisentrance">><span class="lblue">You <<peniletext>> pull your <<penis>> from <<his>> pussy.</span> <</if>> <</if>> <</if>> <<if $penisstate is "otheranus">> <<set $penisstate to "otheranusentrance">> <<if $NPCList[$penistarget].penis is "otheranus">> <<set $NPCList[$penistarget].penis to "otheranusentrance">><span class="lblue">You <<peniletext>> pull your <<penis>> from <<his>> anus.</span> <</if>> <</if>> <<if $penisstate is "othermouth">> <<set $penisstate to "othermouthentrance">> <<if $NPCList[$penistarget].mouth is "penis">> <<set $NPCList[$penistarget].mouth to "penisentrance">><span class="lblue">You <<peniletext>> pull your <<penis>> from <<his>> mouth.</span> <</if>> <</if>> <<else>> <<personselect $penistarget>> You try to pull out, but <span class="red">can't move away from <<him>>.</span> <</if>> <<set $NPCList[$penistarget].speechpenisescape to 1>> <</if>> <<if $penisaction is "fencingtease">> <<set $penisaction to 0>><<set $penisactiondefault to "fencingtease">><<actionsfencingtease $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>> <</if>> <<if $penisaction is "fencingcooperate">> <<set $penisaction to 0>><<set $penisactiondefault to "fencingcooperate">><<actionsfencingcooperate $penistarget>><<submission 20>><<penileskilluse>> <</if>> <<if $penisaction is "fencingtake">> <<set $penisaction to 0>><<set $penisactiondefault to "fencingtake">><<actionsfencingtake $penistarget>> <</if>> <<if $penisaction is "fencingrest">> <<set $penisaction to 0>><<set $penisactiondefault to "rest">> <</if>> <<if $penisaction is "fencingescape">> <<set $penisaction to 0>><<set $penisactiondefault to "fencingescape">><<actionsfencingescape $penistarget>><<brat 10 $penistarget>> <<if $penisstate is "otherpenis">> <<set $penisstate to "otherpenisimminent">> <<else>> <<set $penisstate to "otherpenisentrance">> <</if>> <<if $NPCList[$penistarget].penis is "penis">> <<set $NPCList[$penistarget].penis to "penisimminent">> <<elseif $NPCList[$penistarget].penis is "penisimminent">> <<set $NPCList[$penistarget].penis to "penisentrance">> <</if>> <</if>> <<if $penisaction is "otherpenisrub">> <<set $penisaction to 0>><<set $penisactiondefault to "otherpenisrub">><<actionsotherpenispenisrub $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>> <</if>> <<if $penisaction is "thighbay" and $NPCList[$penistarget].mouth is "penisentrance">> <<set $penisaction to 0>><<meek 1 $penistarget>><<thighskilluse>><<set $penisactiondefault to "thighbay">><<combatpromiscuity1>> <<if combatSkillCheck("thigh", $penistarget)>> <<set $thighactiondefault to "othermouthrub">> <<personselect $penistarget>> <span class="lblue">You <<thightext>> press your thigh against <<hisselect $penistarget>> mouth.</span> <<set $NPCList[$penistarget].mouth to "thigh">><<set $penisuse to 0>><<thighstat>><<neutral 5 $penistarget>><<set $penisstate to 0>><<set $thighuse to "mouth">> <<else>> You try to keep the mouth menacing your <<penis>> at bay by pressing your thigh against it, but <<theowner>> has other ideas. <</if>> <</if>> <<if $penisaction is "othermouthtease">> <<set $penisaction to 0>><<set $penisactiondefault to "othermouthtease">><<actionsothermouthpenistease $penistarget>><<sex 5 "genitals">><<penileskilluse>> <</if>> <<if $penisaction is "othermouthrub">> <<set $penisaction to 0>><<set $penisactiondefault to "othermouthrub">><<actionsothermouthpenisrub $penistarget>><<sex 10 "genitals" $penistarget>><<penileskilluse>> <</if>> <<if $penisaction is "othermouthcooperate">> <<set $penisaction to 0>><<set $penisactiondefault to "othermouthcooperate">><<actionsothermouthpenisthrust $penistarget>><<submission 20>><<penileskilluse>> <</if>> <<if $penisaction is "othermouthescape">> <<set $penisaction to 0>><<set $penisactiondefault to "othermouthescape">><<actionsothermouthpenisescape $penistarget>><<brat 10 $penistarget>> <<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">> <<if $NPCList[$penistarget].mouth is "penisimminent">> <<set $NPCList[$penistarget].mouth to "penisentrance">> <</if>> <</if>> <<if $penisaction is "otheranusbay">> <<set $penisaction to 0>><<meek 1 $penistarget>><<penileskilluse>><<set $penisactiondefault to "otheranusbay">><<combatpromiscuity4>> <<if combatSkillCheck("penile", $penistarget)>> <<set $penisactiondefault to "otheranusrub">><<personselect $penistarget>> <<if $NPCList[$penistarget].vagina is "otheranusentrance">> <span class="lblue">You <<peniletext>> point your <<penis>> away from <<hisselect $penistarget>> anus, rubbing between <<his>> cheeks.</span> <<set $NPCList[$penistarget].vagina to "otheranusfrot">><<set $penisuse to "otheranusrub">><<sex 5 "genitals" $penistarget>><<set $penisstate to "otheranusrub">> <</if>> <<if $NPCList[$penistarget].penis is "otheranusentrance">> <span class="lblue">You <<peniletext>> point your <<penis>> away from <<hisselect $penistarget>> anus, rubbing between <<his>> cheeks.</span> <<set $NPCList[$penistarget].penis to "otheranusfrot">><<set $penisuse to "otheranusrub">><<sex 5 "genitals" $penistarget>><<set $penisstate to "otheranusrub">> <</if>> <<else>> You try to move your <<penis>> away from the anus pressing against it, but <<theowner>> has other ideas. <</if>> <</if>> <<if $penisaction is "otheranusrub">> <<set $penisaction to 0>><<set $penisactiondefault to "otheranusrub">><<penileskilluse>> <<if combatSkillCheck("penile", $penistarget)>> <<set $penisactiondefault to "otheranusrub">><<sex 5 "genitals" $penistarget>> <<actionsotheranusrub $penistarget>> <<else>> <<set $penisactiondefault to "otheranusbay">> <<set $penisuse to "otheranus">><<set $penisstate to "otheranusentrance">> <<personselect $penistarget>> <<if $NPCList[$penistarget].vagina is "otheranusfrot">> <<set $NPCList[$penistarget].vagina to "otheranusentrance">> <span class="blue">You rub your <<penisSimple>> between <<hisselect $penistarget>> cheeks, but <<he>> would prefer the main course and presses <<his>> anus against your tip.</span> <</if>> <<if $NPCList[$penistarget].penis is "otheranusfrot">> <<set $NPCList[$penistarget].penis to "otheranusentrance">> <span class="blue">You rub your <<penisSimple>> between <<hisselect $penistarget>> cheeks, but <<he>> would prefer the main course and presses <<his>> anus against your tip.</span> <</if>> <</if>> <</if>> <<if $penisaction is "otheranusstop">> <<set $penisaction to 0>><<set $penisactiondefault to "stop">> <<personselect $penistarget>> <<if $NPCList[$penistarget].vagina is "otheranusfrot">> <<set $NPCList[$penistarget].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $penisuse to "otheranus">> <span class="blue">You stop rubbing your <<penis>> between <<hisselect $penistarget>> cheeks.</span> <</if>> <<if $NPCList[$penistarget].penis is "otheranusfrot">> <<set $NPCList[$penistarget].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $penisuse to "otheranus">> <span class="blue">You stop rubbing your <<penis>> between <<hisselect $penistarget>> cheeks.</span> <</if>> <</if>> <<if $penisaction is "otheranustease">> <<set $penisaction to 0>><<set $penisactiondefault to "otheranustease">><<actionsotheranustease $penistarget>><<sex 5 "genitals">><<penileskilluse>> <</if>> <<if $penisaction is "otheranuscooperate">> <<set $penisaction to 0>><<set $penisactiondefault to "otheranuscooperate">><<actionsotheranusthrust $penistarget>><<submission 20>><<penileskilluse>> <</if>> <<if $penisaction is "otheranusEdging">> <<set $penisaction to 0>><<set $penisactiondefault to "otheranusEdging">><<actionsotheranusedging $penistarget>><<submission 5>><<sexControl 5 `currentSkillValue("penileskill")` $penistarget>><<penileskilluse>> <</if>> <<if $penisaction is "otheranustake">> <<set $penisaction to 0>><<set $penisactiondefault to "otheranustake">><<actionsotheranustake $penistarget>> <</if>> <<if $penisaction is "otheranusescape">> <<set $penisaction to 0>><<set $penisactiondefault to "otheranusescape">><<actionsotheranusescape>><<brat 10 $penistarget>> <<set $penisuse to "otheranus">><<set $penisstate to "otheranusentrance">> <<if $NPCList[$penistarget].vagina is "otheranusimminent">> <<set $NPCList[$penistarget].vagina to "otheranusentrance">><<print '<<set $speechotheranusescape'+ ($penistarget + 1) +' to 1>>'>> <</if>> <<if $NPCList[$penistarget].penis is "otheranusimminent">> <<set $NPCList[$penistarget].penis to "otheranusentrance">><<print '<<set $speechotheranusescape'+ ($penistarget + 1) +' to 1>>'>> <</if>> <</if>> <<if $penisaction is "penisthighs"and $NPCList[$penistarget].penis is "penisentrance">> <<set $penisaction to 0>><<meek 1 $penistarget>><<thighskilluse>><<set $penisactiondefault to "penisthighs">><<combatpromiscuity4>> <<if $thighuse is 0>> <<if combatSkillCheck("thigh", $penistarget)>> <<set $thighactiondefault to "rub">> <<personselect $penistarget>> <span class="lblue">You <<thightext>> grab <<hisselect $penistarget>> $NPCList[$penistarget].penisdesc between your thighs.</span> <<set $NPCList[$penistarget].penis to "thighs">><<set $thightarget to $penistarget>> <<set $penisuse to 0>><<set $thighuse to "penis">><<thighstat>><<sex 5 "genitals" $penistarget>><<set $penisstate to 0>> <<else>> You try to hold <<hisselect $penistarget>> penis between your thighs, but <<he>> is intent on your cock. <</if>> <<else>> You try to hold <<hisselect $penistarget>> penis between your thighs, but they are occupied. <</if>> <</if>> <!-- Shuffle penis to the anus --> <<if $penisaction is "penisanus" and ["penisentrance", "penisimminent"].includes($NPCList[$penistarget].penis)>> <!-- Check the player is not attempting to straddle and offer anus at the same time. If so, switch to double or fail correctly --> <<if $anususe is "penis">> <!-- Note that this action requires "penisanusdouble" to come after "penisanus", else it will not work as expected --> <<set $penisaction to "penisanusdouble">> <<elseif $anusstate isnot 0 and $anusstate.includes("double")>> You spread your thighs, but just receive a slap. "Settle down, <<bitch>>." <<violence 2>><<hitstat>><<bruise bottom>> <<else>> <<set $penisaction to 0>><<meek 5 $penistarget>><<analskilluse>><<set $penisactiondefault to "penisanus">> <<if combatSkillCheck("anal", $penistarget)>> <<personselect $penistarget>><<set $anustarget to $penistarget>> <span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> <<npcPenis $penistarget>> in front of your butt.</span> <<if $NPCList[$penistarget].type is "plant" and $NPCList[$penistarget].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<submission 2>><<set $anususe to "penis">><<set $NPCList[$penistarget].penis to "anusentrance">><<set $penisuse to 0>><<set $anusstate to "entrance">><<set $penisstate to 0>> <<else>> You give your <<bottom>> a little wiggle, but you just receive a slap. <<violence 2>><<hitstat>><<bruise bottom>> <</if>> <</if>> <</if>> <<rng>> <<if $penisaction is "penisanusdouble">> <<set $penisaction to 0>><<meek 5 $penistarget>><<analskilluse>> <<if combatSkillCheck("anal", $penistarget) and $anususe is "penis">> <<personselect $penistarget>><<set $penisactiondefault to "rest">> <span class="blue">You give your <<bottom>> a little wiggle, <<combatperson>> responds to the provocation and moves <<his>> penis to join the phallus in front of your butt.</span> <<submission 2>><<set $anususe to "penisdouble">><<set $NPCList[$penistarget].penis to "anusentrancedouble">><<set $penisuse to 0>><<set $anusstate to "doubleentrance">><<set $penisstate to 0>> <<set $anusdoubletarget to $penistarget>> <<if $NPCList[$anustarget].penis is "anus">> <<set $NPCList[$anustarget].penis to "anusdouble">> <<elseif $NPCList[$anustarget].penis is "anusimminent">> <<set $NPCList[$anustarget].penis to "anusimminentdouble">> <<elseif $NPCList[$anustarget].penis is "anusentrance">> <<set $NPCList[$anustarget].penis to "anusentrancedouble">> <<elseif $NPCList[$anustarget].penis is "cheeks">> <<set $NPCList[$anustarget].penis to "anusentrance">> <<set $bottomuse to 0>> /* Issues with ass cheeks likely stem from this culprit right here */ <</if>> <<set $NPCList[$anustarget].location.genitals to "genitals">> <<else>> You give your <<bottom>> a little wiggle, but you just receive a slap. <<violence 2>><<hitstat>><<bruise bottom>><<set $penisactiondefault to "penisanusdouble">> <</if>> <</if>> <<if $penisaction is "penispussy">> <!-- Check the player is not attempting to straddle and offer pussy at the same time. If so, switch to double or fail correctly --> <<if $vaginastate isnot 0 and !$vaginastate.includes("double") and ($vaginastate is "entrance" or $vaginastate is "imminent" or $vaginastate is "penetrated")>> <!-- Note that this action requires "penispussydouble" to come after "penispussy", else it will not work as expected --> <<if random(0,2) isnot 0 and $settings.vaginalDoubleEnabled>> <<set $penisaction to "penispussydouble">> <<else>> You spread your thighs, but fail to garner further interest. <</if>> <<elseif $vaginastate isnot 0 and $vaginastate.includes("double")>> You spread your thighs, but just receive a slap. "Settle down, <<bitch>>." <<violence 2>><<hitstat>><<bruise bottom>> <<elseif ["penisentrance", "penisimminent"].includes($NPCList[$penistarget].penis)>> <<set $penisaction to 0>><<meek 10 $penistarget>><<penileskilluse>><<set $penisactiondefault to "penispussy">> <<if combatSkillCheck("vaginal", $penistarget)>> <<personselect $penistarget>> <<submission 2>><<set $vaginause to "penis">><<set $NPCList[$penistarget].penis to "vaginaentrance">><<set $penisuse to 0>> <<set $vaginastate to "entrance">><<set $penisstate to 0>><<set $vaginatarget to $penistarget>><<set $penistarget to 0>> <span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your <<penis>>.</span> <<else>> You spread your thighs, but fail to garner interest. <</if>> <</if>> <</if>> <<rng>> <<if $penisaction is "penispussydouble">> <<set $penisaction to 0>><<meek 10>><<penileskilluse>><<set $penisactiondefault to "penispussydouble">> <<if combatSkillCheck("vaginal", $penistarget) and $vaginause is "penis">> <<for _j = 0; _j lt $enemyno; _j++>> <<if $NPCList[_j].penis is "penisentrance" or $NPCList[_j].penis is "penisimminent">> <<personselect _j>> <<submission 2>><<set $vaginause to "penisdouble">><<set $NPCList[_j].penis to "vaginaentrancedouble">><<set $penisuse to 0>><<set $vaginastate to "doubleentrance">><<set $penisstate to 0>> <span class="lblue">You spread your thighs, giving clear access to your pussy, and <<combatperson>> takes advantage and moves <<his>> penis away from your <<penis>> to join the phallus in front of your pussy.</span> <<set $vaginatarget to _n>> <<set $vaginadoubletarget to "f">> <<for _k = 0; _k lt $enemyno; _k++>> <<if $NPCList[_k].penis is "vagina">> <<set $NPCList[_k].penis to "vaginadouble">> <<set $vaginadoubletarget to _k>> <<break>> <<elseif $NPCList[_k].penis is "vaginaimminent">> <<set $NPCList[_k].penis to "vaginaimminentdouble">> <<set $vaginadoubletarget to _k>> <<break>> <<elseif $NPCList[_k].penis is "vaginaentrance">> <<set $NPCList[_k].penis to "vaginaentrancedouble">> <<set $vaginadoubletarget to _k>> <<break>> <</if>> <</for>> <<break>> <</if>> <</for>> <<else>> You spread your thighs, but fail to garner interest. <</if>> <</if>> <<if $penisaction is "strokerCooperate">> <<set $penisaction to 0>><<set $penisactiondefault to "strokerCooperate">><<actionsStrokerCooperate $penistarget>><<submission 20>> <</if>> <<if $penisaction is "strokerRest">> <<set $penisaction to 0>><<set $penisactiondefault to "strokerRest">><<actionsStrokerRest $penistarget>><<neutral 5>> <</if>> /*** * ██████ ██ ██ ███████ ███████ ███████ * ██ ██ ██ ██ ██ ███ * ██ ███████ ███████ ███████ ███ * ██ ██ ██ ██ ██ ███ * ██████ ██ ██ ███████ ███████ ███ * */ <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <<if $chestaction is "rub">> <<set $chestaction to 0>><<set $chestactiondefault to "rub">> <<if combatSkillCheck("chest", $chesttarget)>> <<if $player.breastsize is 0>> You <<chesttext>> rub your <<breasts>> against <<hisselect $chesttarget>> penis. <<else>> You <<chesttext>> rub <<hisselect $chesttarget>> penis between your <<breasts>>. <</if>> <<submission 3>><<chestskilluse>> <<elseif $NPCList[$chesttarget].penis is "chest">> <<set $chestuse to 0>><<personselect $chesttarget>> <<if $mouthuse is 0>> <<set $mouthactiondefault to "grasp">><<set $mouthstate to "entrance">><<set $mouthuse to "penis">> <<set $NPCList[$chesttarget].penis to "mouthentrance">> <span class="purple">You try to rub your <<breasts>> against <<hisselect $chesttarget>> $NPCList[$chesttarget].penisdesc, but <<he>> moves <<his>> penis to your mouth.</span> <<else>> <<set $NPCList[$chesttarget].penis to 0>> <span class="blue">You try to rub your <<breasts>> against <<hisselect $chesttarget>> penis, but <<he>> pulls away.</span> <</if>> <</if>> <</if>> <<if $chestaction is "stop" and $NPCList[$chesttarget].penis is "chest">> <<set $chestuse to 0>><<set $chestaction to 0>><<personselect $chesttarget>><<personselect $chesttarget>> <<if $mouthuse is 0>> <<set $mouthactiondefault to "grasp">><<set $mouthstate to "entrance">><<set $mouthuse to "penis">> <<set $NPCList[$chesttarget].penis to "mouthentrance">> <span class="purple">As you stop rubbing, <<combatperson>> moves <<his>> penis to your mouth.</span> <<else>> <<set $NPCList[$chesttarget].penis to 0>> <span class="blue">As you stop rubbing, <<combatperson>> pulls away.</span> <</if>> <</if>> <<set $NPCList[0].intro to 0>> <<set $NPCList[1].intro to 0>> <<set $NPCList[2].intro to 0>> <<set $NPCList[3].intro to 0>> <<set $NPCList[4].intro to 0>> <<set $NPCList[5].intro to 0>> <<combat_lewdity_text>> </div> <</widget>> <<widget "useLube">> <<set $_lube to $player.inventory.sextoys["lube"][0]>> <<set $_lube.uses -= 1>> <<run console.log("using lube? " + V.player.inventory.sextoys["lube"][0].name + " " + V.player.inventory.sextoys["lube"][0].uses)>> <<if $_lube.uses lte 0>> <<run V.player.inventory.sextoys["lube"].splice(0,1)>> <<run console.log("used up all the lube")>> You squeeze the last of the lube out of the bottle. <</if>> <</widget>> <<widget "wheeze">> <<set _action to _args[0] or "say something">> <<switch _args[1]>> <<case 1>> You try to _action, <span class="purple">but only a wheeze comes out because you are already being choked.</span> <<case 2>> You try to _action, <span class="lewd">but only a lewd moan comes out because the hand around your throat prevents you from talking.</span> <<default>> You try to _action, <span class="red">but only a choked wheeze comes out because of the hand squeezing your throat.</span><<gwillpower>><<willpower 1>> <<set $speechwheeze to 1>> <</switch>> <</widget>> <<widget "effectsinsertions">> /* Check anal toy insertions */ <<set _insertions to []>> <<for _i = 0; _i < $NPCList.length; _i++>> <<if $NPCList[_i].lefthand is "anusdildo">> <<personselect _i>> <<if $npc_named is 1>> <<set _npcDescription to $NPCList[_i].fullDescription>> <<else>> <<set _npcDescription to "the "+$NPCList[_i].fullDescription>> <</if>> <<set _insertions.push(_npcDescription + "'s " + $NPCList[_i].lefttool)>> <</if>> <<if $NPCList[_i].righthand is "anusdildo">> <<personselect _i>> <<if $npc_named is 1>> <<set _npcDescription to $NPCList[_i].fullDescription>> <<else>> <<set _npcDescription to "the "+$NPCList[_i].fullDescription>> <</if>> <<set _insertions.push(_npcDescription + "'s " + $NPCList[_i].righttool)>> <</if>> <</for>> <<if _insertions isnot undefined>> <<if _insertions.length gte 2>> Your anus is fucked by the sex toys<<if playerHasButtPlug()>>, rubbing against your $worn.butt_plug.name<</if>>. <<elseif _insertions.length is 1>> Your anus is fucked by _insertions[0]<<if playerHasButtPlug()>>, rubbing against your $worn.butt_plug.name<</if>>. <</if>> <</if>> /* Check vaginal toy insertions */ <<if $player.vaginaExist>> <<set _insertions to []>> <<for _i = 0; _i < $NPCList.length; _i++>> <<if $NPCList[_i].lefthand is "vaginadildo">> <<personselect _i>> <<if $npc_named is 1>> <<set _npcDescription to $NPCList[_i].fullDescription>> <<else>> <<set _npcDescription to "the "+$NPCList[_i].fullDescription>> <</if>> <<set _insertions.push(_npcDescription + "'s " + $NPCList[_i].lefttool)>> <</if>> <<if $NPCList[_i].righthand is "vaginadildo">> <<set _insertions.push($NPCList[_i].righttool)>> <</if>> <</for>> <<if _insertions isnot undefined>> <<if _insertions.length gte 2>> Your <<pussy>> is fucked by the sex toys. <<elseif _insertions.length is 1>> Your <<pussy>> is fucked by the _insertions[0]. <</if>> <</if>> <</if>> <<if $player.penisExist>> /* Dildo rubbing on penis */ <<for _i = 0; _i < $NPCList.length; _i++>> <<if $NPCList[_i].lefthand is "penisdildo">> Your <<penis>> is rubbed by the $NPCList[_i].lefttool. <<break>> <</if>> <<if $NPCList[_i].righthand is "penisdildo">> Your <<penis>> is rubbed by the $NPCList[_i].righttool. <<break>> <</if>> <</for>> <</if>> <</widget>> <<widget "combatRequestRefused">> <<set $_action to _args[0]>> <<set $_target to _args[1] or 0>> <<switch $_action>> <<case "nochoke">> <<if $NPCList[$_target].type is "plant">> <<He>> scoffs. <<if $NPCList[$_target].lefthand is 0 or $NPCList[$_target].righthand is 0>> <span class="red">"Are you kidding? That's the fun part! Here, look!"</span> <<else>> <span class="red">"Are you kidding? That's the fun part!"</span> <</if>> <<elseif $NPCList[$_target].fullDescription is "Gwylan">> <<He_Short>> laughs seductively. <<if $NPCList[$_target].lefthand is 0 or $NPCList[$_target].righthand is 0>> <span class="red">"Shhh, be still and silent, <<pcpetname "Gwylan" "my">>."</span> <<else>> <span class="red">"Shush now, <<pcpetname "Gwylan" "my">>, or I'll do just the opposite."</span> <</if>> <<else>> <<He>> pauses a moment before responding, <span class="red">"Stupid slut, you think you can tell <<if $enemyno gte 2>>us<<else>>me<</if>> what to do?"</span> <</if>> <<case "askPullOut">> <<if $NPCList[$mouthtarget].fullDescription is "Gwylan">> <<He_Short>> giggles. <span class="red">"I can't, dear. Forgive me."</span> <<else>> <<set _response to [ "Stupid slut, you think you can tell me what to do?", "You're not in charge here, slut.", "I'll do what I want, slut." ]>> <<if $settings.pregnancySpeechEnabled and $NPCList[$mouthtarget].penis is "vagina" and playerPregnancyPossibleWith($NPCList[$mouthtarget])>> <<run _response.pushUnique( "You should feel lucky if I knock you up.", "Maybe I should just put a baby in you now.", "I could make you have my kids, and you wouldn't be able to do a damn thing." )>> <</if>> <<He_Short>> pauses a moment before responding, <span class="red">"<<print _response.pluck()>>"</span> <</if>> <<default>> <<if $NPCList[$_target].type is "plant">> <<He>> scoffs. <span class="red">"Are you kidding? That's the fun part!"</span> <<elseif $NPCList[$_target].fullDescription is "Gwylan">> <<He_Short>> laughs seductively. <span class="red">"Let me work, dear."</span> <<else>> <<He>> pauses a moment before responding, <span class="red">"Stupid slut, you think you can tell <<if $enemyno gte 2>>us<<else>>me<</if>> what to do?"</span> <</if>> <</switch>> <<if $consensual is 1>> <<set $consensual to 0>> <<molested>><<controlloss>> <</if>> <</widget>><<widget "ejaculation-alex">> <<set $ejaculating to 1>> <<run statusCheck("Alex")>> <!-- Female ALEX (only have a pussy) --> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $consensual is 1>> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<switch random(1,5)>> <<case 1 2>> <<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, small thighs shaking with orgasm. <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably. <<case 5>> <<He>> screams, cupping the back of your head in <<his>> hands and grinding <<his>> clit against your nose. <</switch>> <<elseif $NPCList[_nn].vagina is "leftarm">> <<switch random(1,5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 5>> <<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, knees knocking as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 5>> <<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers. <<case 3 4>> <<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs. <<case 5>> <<He>> screams as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate. "I love pleasuring myself with you." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "leftDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "rightDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "rightDildoAnus">> <<switch random(1, 4)>> <<case 1 2>> <<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 3 4>> <<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you scissor your pussies together, moaning with pleasure. <<case 3 4>> <<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, thin legs shaking as <<he>> cums. <<case 5>> <<He>> screams, cupping <<his>> hands under your shoulders as <<his>> entire body shakes. Ejaculate drenches your crotch as <<he>> squirts. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 5>> <<He>> screams into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs. <</switch>> <<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].vagina is "otheranus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan. "I don't know why, but I just can't get enough of this." <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning. "I wouldn't mind going a little longer." <<case 5>> <<He>> screams and bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "Wish I could ride you all day." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "penis">> <<switch random(1, 5)>> <<case 1 2>> <<He>> grabs your shoulders with <<his>> small hands as <<he>> cums, bouncing down hard against your cock as <<he>> shudders with pleasure. "What about a second round, partner?" <<case 3 4>> <<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch. "Hope I didn't dry you out," <<he>> laughs. <<case 5>> <<He>> cries out and bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs. "Now that was a hell of a ride." <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> cums on your <<penis>> as you rub against the entrance and moans with pleasure. "You're gonna drive me crazy with this." <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> bucks <<his>> ass against your cock as <<he>> cums. <<He>> frowns, "I do hope to get a real ride next time." <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. "You're gonna drive me crazy with this." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> Alex grabs your thighs as <<he>> finishes. <<He>> takes you deeper into <<his>> mouth, <<if $internalejac>> swallowing your cum in loud gulps. <<switch random(1,2)>> <<case 1>> "Always tastes better from the source," <<case 2>> "Couldn't ask for a tastier milk," <</switch>> <<else>> as if trying to milk you. <<if $internalejac>> "Now ain't you a hard bull to milk," <<else>> "You still owe me some of that milk," <</if>> <</if>> <<he>> says as <<he>> pulls <<his>> mouth away, cleaning your penis in the process. <<else>> <<He>> convulses in orgasmic bliss. <</if>> <<else>><!-- There should be non non-consensual Alex events --> <<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing. <</if>> <br><br> <</if>> <!-- Male ALEX --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $consensual is 1>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You giggle at the sight. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "Got some strong thighs, should be careful next time I service ya." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems disappointed. <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> looks disappointed. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina. "You really know how to milk a farmer dry." <<case 4 5 6>> <<He>> quiets and grabs your shoulders with <<his>> small hands, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. "Wanna go for another ride?" <<case 7>> <<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <<case 4 5 6>> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. <<He>> seems pleased. "Maybe I should let you sit around more if it keeps your ass soft like that." <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems disappointed. <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you. <<case 4 5 6>> <<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure. <<case 7>> <<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs. <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum. <<case 4 5 6>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them. "Now let's clean those off so I got a pair of nice pillows to sleep on tonight." <<case 7>> <<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. "You look so damn cute like that!" <</switch>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<His>> face looks excited. <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles and cleans you off. <<case 7>> <<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume and <<he>> looks oddly pleased with <<himself>>. <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems disappointed with <<his>> lack of control. <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed. <<case 7>> <<He>> cups your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth. "You milked me dry, and you thought you were not gonna have some?" <<case 4 5 6>> <<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat. "Really like all my milk, I see..." <<case 7>> <<He>> palms your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails. "<<if C.npc.Alex.dom gte 20>>Didn't think you could swallow it all<<else>>F-uck...You really did get all of it<</if>>." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. "Kept teasing me like that, and now I got to wait for a round two to fuck your cute bottom." <</switch>> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <<case 4 5 6>> <<He>> quietly cums on your hands, slickening them with semen. <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> laughs and apologises. <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. <<case 4 5 6>> <<He>> quietly cums on your left hand. Semen drips down your fingers. "Aren't you gonna have some?" <<case 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume. "I didn't realise that keeping those big mooing buggers around would come with some bonus perks." <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. <<case 4 5 6>> <<He>> quietly cums on your right hand. Semen cools on your fingers. "Aren't you gonna have some?" <<case 7>> <<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. You're impressed by the volume. "I didn't realise that keeping those big mooing buggers around would come with some bonus perks." <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 4)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. <<He>> laughs at the mess. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> cock and moans, ejaculating on the ground. <<case 3>> <<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "That was fun!" <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<He>> laughs at the mess <<hes>> made. <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "I guess it's okay to let you be on top sometimes." <<case 4 5>> <<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "Next time, you'll be giving me a ride." <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Wasn't I rough enough?" <<he>> laughs. <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> smiles contentedly. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <</switch>> <<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>> <<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "You're so cute." <<elseif $NPCList[_nn].penis is "penis">> <<switch random(1, 7)>> <<case 1>> <<He>> cums as you knead your <<penises>> together, moaning with pleasure. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> cums as you rub your <<penises>> together, moaning with pleasure. <<He>> rubs <<his>> own cum all over your shaft. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 3>> <<He>> cums as you frot your <<penises>> together, shooting <<his>> impressive load over your <<penis>> and stomach. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4>> <<He>> moans as <<he>> grinds downs hard on your <<penis>> to finish, thin legs shaking as <<he>> cums. <<He>> uses the cum as lube, furiously milking out the last of <<his>> cum against your <<penis>>. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 5>> <<He>> giggles as <<he>> rubs hard against your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> semen against your <<penis>>. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 6>> <<He>> screams as <<he>> grinds hard against your <<penis>> to finish, thin legs shaking as <<he>> cums. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ropes of semen drench your crotch as <<he>> cums. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<switch random(1, 7)>> <<case 1 2>> <<He>> cums before <<he>> can frot your <<penis>>, ejaculating on the outside. Semen coats your cock and tummy; <<he>> seems upset with <<himself>>. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 3 4>> <<He>> ejaculates onto your <<penis>> before <<he>> can frot your <<penises>> together, sending white streams of semen running down your <<penis>>; <<he>> seems disappointed. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 5>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<penis>> and ass. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 6 7>> <<He>> cums before your <<penises>> touch, covering you in <<his>> massive load. Semen coats your tummy and crotch. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis" and $NPCList[_nn].vagina is "none" and $NPCList[_nn].penis isnot "none">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth, gasping against your cock. "God, I love you so much." <<set $kylarSeen.pushUnique("saidLove")>> <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth. <<He>> backs away, "I'm sorry; I can't take anymore. Please forgive me." <<case 6 7>> <<He>> grabs you by the ass and drives your cock deeply into <<his>> throat, ejaculating on <<his>> chest as <<he>> throats your cock. <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <</if>> <<else>><!-- There should be non non-consensual Alex events --> <<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing. <</if>> <</widget>><<widget "ejaculation-eden">> <<set $ejaculating to 1>> <!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler --> <!-- Female EDEN --> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $consensual is 1>> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans as <<his>> hips thrust against your face, <<his>> thighs shaking with orgasm. <<case 3 4>> <<His>> blush deepens and mouth gapes as <<he>> cums, <<his>> body twitching all over. <<case 5>> <<He>> screams, cupping your head in <<his>> hand and thrusting against your face as <<he>> cums. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "leftarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, <<his>> thighs trembling against your hand as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums. You feel <<his>> pussy twitch against <<his>> hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 5>> <<He>> screams as <<he>> grasps your hand and fucks your fingers with <<his>> pussy. You feel <<his>> interior twitch. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<His>> knees tremble and <<he>> grasps your body for support as you finish with <<his>> pussy. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 3 4>> <<His>> blush deepen and <<his>> mouth gapes as <<he>> cums. You feel <<his>> pussy twitch. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 5>> <<He>> screams and grasps your hand before fucking <<his>> pussy with your fingers. You feel <<his>> insides twitch. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs and trembles as <<he>> cums, barely able to keep <<his>> fingers inside <<his>> pussy. <<case 3 4>> <<He>> moans shakes, <<his>> juices dripping on the ground. <<He>> withdraws <<his>> hand and sighs. <<case 5>> <<He>> screams as <<he>> cums, <<his>> juices soaking <<his>> pussy and thighs. "You might need to clean me up." <</switch>> <<elseif $NPCList[_nn].vagina is "leftDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> screams and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. "You might need to clean me up." <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "rightDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> screams and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. "You might need to clean me up." <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> screams and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> screams and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "feet">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans as you knead <<his>> pussy with your feet. <<His>> body trembles in orgasm. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 3 4>> <<He>> shakes as <<he>> cums, <<his>> pussy twitching beneath your feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 5>> <<He>> screams as <<he>> cums. <<He>> shakes for a moment, then <<his>> whole body falls limp. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> screams as <<he>> cums against your $worn.genitals.name. "Next time," <<he>> says, panting. "I want to rub your pussy directly." <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans with pleasure as <<he>> cums. You feel <<his>> pussy twitch against yours. <<case 3 4>> <<He>> moans as your <<pussy>> rubs against <<hers>>, legs shaking as <<he>> cums. <<case 5>> <<He>> screams, cupping <<his>> arms under your shoulders as <<his>> entire body shakes. You feel <<his>> pussy twitch against yours. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shudders with pleasure, exhaling against your crotch as <<he>> cums. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 3 4>> <<He>> gives your <<pussy>> a slow, savage lick. You feel it shake as <<he>> cums. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 5>> <<He>> screams and clutches <<his>> thighs as <<he>> cums, breathing hard on your <<pussy>>. <</switch>> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, driving <<his>> ass hard against your <<penis>>. <<case 3 4>> <<He>> shakes as <<he>> cums, <<his>> ass pounding your <<penis>> with savage intensity. <<case 5>> <<He>> screams and bucks against your <<penis>> as <<he>> cums. "I knew there was a reason I kept you around." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "penis">> <<switch random(1, 5)>> <<case 1 2>> <<He>> grasps your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock. <<He>> shudders with pleasure. "You're mine. Don't ever forget it." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<case 3 4>> <<His>> blush deepens and <<his>> body convulses as <<he>> cums. <<His>> pussy twitches around your <<penis>>. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<case 5>> <<He>> screams and bucks against your lap as <<he>> cums, taking your <<penis>> as hard as <<he>> can. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> screams as <<he>> cums, <<his>> body shuddering against yours. "If you weren't wearing that thing," <<he>> says, panting, "I'd give you a proper seeing to." <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> You feel <<his>> pussy twitch against the tip of your <<penis>> as <<he>> cums. "Next time I'll give you a proper fucking." <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> bucks <<his>> ass against your cock as <<he>> cums, rubbing it between <<his>> cheeks. "Next time I want you to fuck me. I don't keep you around to toy with my ass." <<elseif $NPCList[_nn].vagina is "frot">> <<He>> rubs <<his>> clit against your cock as <<he>> cums, <<his>> whole body shuddering. <<He>> looks frustrated. "I want nothing more than to have that cock inside me. I deserve a medal for restraint." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 4)>> <<case 1 2>> <<He>> cums as you fuck <<his>> mouth. You feel <<him>> tremble. <<case 3 4>> <<He>> cums with <<his>> lips still wrapped around your <<penis>> and grasps your thighs with both hands. <</switch>> <<else>> <<He>> convulses in orgasmic bliss. <</if>> <<else>> <<if $NPCList[_nn].vagina is "footjob">> <<switch random(1, 5)>> <<case 1 2 3>> <<He>> gasps as <<he>> cums. <<He>> smiles as <<he>> recovers, resting <<his>> foot on your tummy. "That's a good <<girl>>." <<case 4 5>> <<He>> moans as <<he>> cums. <<He>> moves <<his>> foot away from your <<genitals>> to spare you the violent spasms. <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps your hair as <<he>> cums, pulling it tight. "If only you weren't locked up," <<he>> pants. "I'm gonna find out who has the key." <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans as <<he>> cums. You feel <<his>> pussy twitch against yours. <<case 3 4>> <<He>> moans as <<he>> grasps you by the throat and rubs <<his>> pussy hard against yours. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<case 5>> <<He>> screams, grasping your hair and mashing <<his>> body against yours. <<His>> whole body twitches with violent spasms. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<He>> grasps your hips and buries <<his>> face between your legs. <<His>> guttural moans reverberate through your <<genitals>>. <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<He>> moans as <<he>> cums. <<He>> <span class="pink">grasps your hair and pulls you close.</span> "Don't forget I'm the only one you're allowed to pleasure." <<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<if random(1)>> <<He>> shakes with arousal as <<he>> cums, <<his>> pussy trembling against your tongue. <<else>> <<He>> moans and grasps your hair, rubbing <<his>> pussy against you as <<his>> thighs shake with orgasm. <</if>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<He>> shakes as <<he>> cums, grasping your <<print ($player.ballsExist ? "balls" : "pussy")>> and taking your <<penis>> deep into <<his>> ass as <<he>> releases a final moan. <<elseif $NPCList[_nn].vagina is "penis">> <<He>> digs <<his>> nails into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock. <<He>> shudders with pleasure. <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> grasps your hair as <<he>> cums, thrusting against your $worn.genitals.name. "If you weren't locked up," <<he>> says, "I wouldn't be able to stop myself ravaging you." <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> moans as <<he>> cums. You feel <<his>> pussy twitch against the tip of you <<penis>>. "I deserve a medal for restraint," <<he>> says. "Your cock is begging to be fucked." <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> grasps your hair as <<he>> cums. You feel <<him>> tremble against your $worn.genitals.name. "That chastity device," <<he>> says. "I can't wait to take you properly." <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> rubs <<his>> ass against your cock as <<he>> cums. "You're such a good tease," <<he>> pants. "Not having you inside me is almost unbearable." <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> grasps your hair as <<he>> cums, <<his>> body trembling against your $worn.genitals.name. "I'm gonna find that key," <<he>> says. "Then I'll give you a proper seeing to." <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grasps your throat, pulling you down and rubbing <<his>> clit against your cock as <<he>> cums. "I want to fuck your cock properly next time. Your teasing drives me mad." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<He>> cums as you fuck <<his>> mouth, until <<he>> pulls away and gasps for air. "That's enough." <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles with orgasm. <<He>> pulls you close. "Good <<girl>>," <<he>> whispers. <<case 4 5 6>> <<He>> sighs as <<he>> cums, then gives your <<bottom>> a light spank. "You're my prized possession," <<he>> says. "Don't forget it." <<case 7>> <<He>> rubs <<his>> clit and screams as <<he>> cums, before lying back and panting, one arm over <<his>> eyes and the other grasping your hair. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">> <</switch>> <</if>> <</if>> <br><br> <</if>> <!-- Male EDEN --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $consensual is 1>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<elseif $NPCList[_nn].penis is "idle">> <<He>> moans as a wet patch forms on <<his>> trousers. You stifle a giggle at the sight. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the back of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grasps your legs for purchase as <<he>> approaches <<his>> peak, before ejaculating between your thighs and onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "I'm gonna find the key holder," <<he>> gasps. "Then I'll give you a proper seeing to." <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds you still by the hips while <<his>> $NPCList[_nn].penisdesc rubs against your <<pussy>>. The sensation proves too much, and <<he>> ejaculates onto your labia. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> and climaxes, sending white streams of semen onto your labia. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "I'm gonna find whoever has the key," <<he>> gasps. "Then fuck you until you can't walk." <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on your labia. "I deserve a medal for restraint," <<he>> says. "Your unguarded pussy was right there, teasing me." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> tries to push <<his>> $NPCList[_nn].penisdesc into you as <<he>> approaches <<his>> peak, but <<his>> body's spasms betray <<him>>. <<He>> ejaculates, sending white streams of semen onto your labia. "Fuck," <<he>> says. "So close." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> grasps your hips for purchase and tries to bury <<his>> $NPCList[_nn].penisdesc in your <<pussy>>, but cums too soon. Thick ropes of semen cover your labia and drip over your <<bottom>>. "You're almost too hot." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deep into your <<pussy>> as <<he>> cums. <<His>> $NPCList[_nn].penisdesc pulses as warm semen fills you. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> grasps your shoulders and pulls your body onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Warm semen fills your <<pussy>>, leaving you breathless. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and pounds your crotch as <<he>> cums, sending thick waves of semen into your <<pussy>>. It drips down your thighs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "That fucking device," <<he>> gasps. "Your ass deserves such a pounding." <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, <<his>> $NPCList[_nn].penisdesc erupting over your <<bottom>>. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> grasps your thighs as <<he>> pushes <<his>> $NPCList[_nn].penisdesc against your <<bottom>> and ejaculates between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and moans as <<he>> cums, ejaculating a massive load that covers your <<bottom>>. "You're so fucking hot." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever has the key," <<he>> gasps. "Owes me an ass fucking." <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your <<bottom>> as <<he>> rubs <<his>> cock against it. <<He>> ejaculates, semen spurting over your cheeks. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> cums against your <<bottom>> with a shudder. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans as <<he>> cums against your <<bottom>>, sending thick ropes of semen onto your cheeks. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "That ass will be ravaged," <<he>> gasps. "Once I get this thing off you." <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> tries to thrust into your <<bottom>> as <<he>> approaches <<his>> peak, but cums too soon. Semen splatters against your cheeks. "Fuck. Sometimes you're just too hot." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> grasps your hips for purchase and tries to fuck your <<bottom>>, but is overcome by sensation and ejaculates over your cheeks. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<His>> $NPCList[_nn].penisdesc presses against your <<bottom>> as <<he>> cums. Thick ropes of semen erupt over your cheeks. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts <<his>> $NPCList[_nn].penisdesc deep into your <<bottom>> as <<he>> cums. You gasp as you take <<his>> entire length, <<his>> warm semen filling you. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> grasps your shoulders and pulls you against <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <<His>> cock twitches as it fills you. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and, with a final thrust, cums in your ass. Thick waves of semen pump into you. It drips down your thighs. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> thrusts between your <<breasts>> as <<he>> ejaculates, covering your chest in semen. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> rubs <<his>> penis against your <<breasts>> and shudders in orgasm. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> grasps your neck as <<he>> bears down on your <<breasts>>, moaning as <<he>> cums. Semen erupts over your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. "I think you'll need a bath." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups your chin with one hand and pushes your lips against <<his>> $NPCList[_nn].penisdesc. The sensation proves too much, and <<he>> ejaculates over your face. <<case 4 5 6>> <<He>> presses <<his>> $NPCList[_nn].penisdesc against your cheek and ejaculates over your face. <<case 7>> <<He>> grasps your hair and rubs your face against <<his>> $NPCList[_nn].penisdesc. Thick ropes of cum cover your face and push past your closed lips. "You're so cute. My favourite possession." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc past your lips, but cums too soon. Semen erupts onto your face. "Sometimes, I think you're too hot." <<case 4 5 6>> <<He>> tries to penetrate your mouth, but cums too early. It drips down your lips and chin. "I couldn't hold on long enough." <<case 7>> <<He>> shudders as <<he>> approaches <<his>> peak. <<He>> grasps your hair and tries to thrust <<his>> $NPCList[_nn].penisdesc into your mouth, but <<his>> body trembles too much. Thick ropes of cum cover your cheeks and chin. Some fluid makes it past your lips. <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <!-- this is picking up women NPCs...? --> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your chin with one hand and hair with the other, thrusting <<his>> $NPCList[_nn].penisdesc deep into your mouth as <<he>> cums. Semen streams down your throat and fills your mouth. <<case 4 5 6>> <<He>> grasps the back of your head and moans, <<his>> $NPCList[_nn].penisdesc filling your mouth with semen. <<case 7>> <<He>> grasps the back of your head, <<his>> $NPCList[_nn].penisdesc violating your mouth with savage thrusts. Semen streams down your throat, then fills your mouth and covers your face as <<he>> pulls out. "It's your fault if I lose control. You have that effect on me." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums between your feet, ejaculating over them. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> cums between your feet, leaving them slick with semen. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> moans and attacks your feet with savage thrusts. <<His>> ejaculate arcs as high as your thighs. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, penis pulsing in your hands and covering them both in cum. "You're good with your hands." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> cums onto your hands, leaving them slick with semen. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> spasms, moans, and thrusts against your hands, thick streams of cum erupting from <<his>> $NPCList[_nn].penisdesc and splattering over your face. "You're a fine <<wife>>." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, <<his>> hot $NPCList[_nn].penisdesc ejaculating over your hand. "You should clean up. You can't work with a hand like that." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 4 5 6>> <<He>> cums onto your hand, slickening your fingers. "You can't work like that. You should wash up." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. "Sorry about the mess," <<he>> pants. "Go get cleaned up." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you work <<his>> shaft with your right hand. You give <<his>> $NPCList[_nn].penisdesc a final squeeze, and <<he>> shudders into orgasm, covering your hand in warm semen. "You should clean yourself up," <<he>> says. "You can't work like that." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> cums onto your hand, slickening your fingers. "You can't work like that. You should wash up." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> moans as thick ropes of semen erupt from <<his>> $NPCList[_nn].penisdesc, covering your hand. "Good job," <<he>> pants. "But make sure you clean up the mess." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 4)>> <<case 1>> <<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "Marking my territory. Trespassers will pay." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc as <<he>> approaches <<his>> peak. It erupts over your face. "You're a mess," <<he>> pants. "Get yourself cleaned up." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates over your <<bottom>>. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating onto your <<breasts>>. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you fuck <<his>> ass, <<his>> ejaculate spraying onto <<his>> own stomach. "You're such a good <<wife>>." <<case 4 5>> <<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates onto the ground. <<He>> comes to <<his>> senses and looks a bit ashamed. "I let my guard down. I shouldn't let that happen. What if we're attacked?" <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "I don't want you to ever leave." <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "All the ways I would fuck you," <<he>> gasps. "If not for that chastity device." <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> reaches behind you and grasps your <<bottom>>, helping you thrust against <<his>> cheeks. You feel <<his>> body shudder in orgasm. "Next time," <<he>> gasps. "I want you to fuck my ass properly." <<case 4 5>> <<He>> moans and ejaculates onto the ground as you thrust against <<his>> ass. You leave <<him>> panting. <<case 6 7>> <<He>> sighs and ejaculates onto <<his>> own chest. <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth, gasping against your cock. "Don't forget," <<he>> says. "You're mine forever." <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth, leaving a pool beneath <<him>>. <<case 6 7>> <<He>> grasps your <<bottom>> and drives your <<penis>> deeper into <<his>> mouth. <<He>> trembles and ejaculates onto <<his>> own chest. <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <</if>> <<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">> Despite wearing a condom, it was too damaged to stop the cum. <</if>> <br><br> <<else>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display, but any mirth is soon driven from your mind by dread. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grasps your thighs and thrusts <<his>> $NPCList[_nn].penisdesc hard between them as <<his>> cum shoots onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "You're mine. Don't forget it." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "My <<wife>> deserves to have <<pher>> womb filled," <<he>> says. "If only I could get this thing off." <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> thrusts against your clit and labia, <<his>> $NPCList[_nn].penisdesc twitching and erupting with semen. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> with savage thrusts, each less coordinated than the last as <<he>> approaches <<his>> peak. <<He>> shudders into orgasm. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>>. Thick ropes of semen cover your crotch and <<bottom>>. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> moans as <<he>> cums, ejaculating over your $worn.genitals.name. "If only I could find the key," <<he>> gasps. "I'd give that pussy a proper fucking." <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> tries to thrust into your <<pussy>>, but cums too soon, ejaculating onto your labia. <span class="red"><<He>> slaps your <<bottom>> in frustration.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> grasps your hips for purchase and tries to violate your <<pussy>>, but it's too late. <<His>> semen covers your labia. "Sometimes," <<he>> gasps. "It's like you're too hot." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans as <<he>> approaches <<his>> peak, <<his>> $NPCList[_nn].penisdesc twitching against your <<pussy>>. Thick ropes of semen shoot over your labia and <<bottom>>. "You should get cleaned up," <<he>> pants, shutting <<his>> eyes for a moment. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pulls your hair and thrusts <<his>> $NPCList[_nn].penisdesc deep into your <<pussy>> as <<he>> cums. <<He>> holds you there a moment as warm semen fills you. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> grasps your throat and pounds <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses as <<he>> thrusts into your <<pussy>>, <<his>> pelvis rubbing against your <<clit>> and $NPCList[_nn].penisdesc sending thick waves of cum into your body. Semen drips down your thighs. "I need to train you to hold cum better." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, <<his>> $NPCList[_nn].penisdesc erupting semen over your <<bottom>>. <<He>> gives you a light spank. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> pinches your <<bottom>>, then grasps your hips and pulls you closer, ejaculating over your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your <<bottom>> cheeks together and moans as <<he>> cums, ejaculating a massive load. "You're a mess," <<he>> gasps. "Go clean up." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "I'm going to ravage your ass," <<he>> says. "I just need to find the key." <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> <span class="blue">slaps your <<bottom>></span> and rubs <<his>> $NPCList[_nn].penisdesc against you. <<He>> trembles as <<he>> cums, semen splattering onto your cheeks. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc between your <<bottom>> cheeks. You feel it twitch as <<he>> cums, followed by warm semen on your skin. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans as <<his>> $NPCList[_nn].penisdesc erupts between your <<bottom>> cheeks, covering it with thick ropes of semen. "I went easy on you," <<he>> pants. "I wonder how you'd have handled my entire length inside." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "When I find the key," <<he>> pants. "Your ass is getting fucked hard." <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your hips for purchase and tries to drive <<his>> $NPCList[_nn].penisdesc into your <<bottom>>. <<He>> cums before <<he>> can make it, covering your cheeks with semen. <span class="red"><<He>> smacks your ass in frustration.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> tries to penetrate your <<bottom>> as <<he>> shudders into orgasm, but can't control <<his>> trembling body well enough. <<His>> cock slides wide, shooting white streams of semen over your cheeks. "You're such a tease," <<he>> gasps. "Next time I'm cumming inside." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans as <<his>> $NPCList[_nn].penisdesc twitches against your <<bottom>>, covering it with thick ropes of semen. "I took it easy on you. Next time you're taking my whole cock." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pounding your <<bottom>> without mercy. <<His>> entire length fills you, pumping warm semen deep within. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> grasps your shoulders and pulls you against <<his>> $NPCList[_nn].penisdesc as <<he>> cums, pushing <<his>> entire length into you. Semen fills you as you cry out. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and, with a final thrust, cums into your ass. Thick waves of semen pump into you. Semen drips over your thighs. "You're a mess," <<he>> gasps. "Go clean yourself up." <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc between your <<breasts>> as <<he>> cums, ejaculating onto them. "Don't forget who owns you." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> grasps your hair and forces you to look at <<him>>. <<He>> continues to rub <<his>> $NPCList[_nn].penisdesc between your <<breasts>>, until <<he>> shudders into orgasm. "I want you to look at me while performing your duties as my <<wife>>." Warm semen drips down your chest. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> grasps the back of your neck and mashes your face against <<his>> body as <<he>> cums. Semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp for air. "Remember. You need to be there for me whenever my cock needs servicing." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc against your lips and shudders. Semen spurts from the tip, covering your face. "Don't forget I'm your master. Now go clean up." <<case 4 5 6>> <<He>> grasps your hair as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your face. <<He>> shudders and ejaculates. "You're a mess," <<he>> gasps. "Go clean up." <<case 7>> <<He>> grasps your hair tight in <<his>> fist as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your face. <span class="pink">You splutter and gag as thick ropes of cum push past your lips and into your mouth.</span> "You should have swallowed. Go clean up the mess." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds your hair at the nape your neck as cum erupts from <<his>> $NPCList[_nn].penisdesc. <<case 4 5 6>> <<He>> tries to push <<his>> $NPCList[_nn].penisdesc between your lips. The sensation is too much for <<him>>, and <<he>> cums early. "Fuck," <<he>> gasps, frustrated. "I wanted to feel your lips around me." <<case 7>> <<He>> grasps the back of your head as <<his>> $NPCList[_nn].penisdesc presses against your mouth. <<He>> can't hold on any longer. <<He>> shudders as thick ropes of cum erupt onto your face, some pushing past your lips and into your mouth. <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your chin with one hand and your hair with the other, shoving <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. You gag as <<his>> semen pumps into you, forcing you to swallow. <<case 4 5 6>> <<He>> grasps your throat as <<his>> $NPCList[_nn].penisdesc trembles in your mouth. You gag as cum surges down your throat. <<if !_ejacStressDisplay>><<gstress>><</if>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<case 7>> <<He>> grasps your hair with both hands, <<his>> $NPCList[_nn].penisdesc thrusting down your throat as <<he>> cums. Semen streams down your throat, then fills your mouth and covers your face as <<he>> pulls out. "I'm your protector," <<he>> pants. "You should show me respect." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and thrusts <<his>> $NPCList[_nn].penisdesc between them as <<he>> cums, leaving them slick with ejaculate. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> moans as <<he>> cums on your feet, leaving them slick with semen. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> moans as <<he>> thrusts <<his>> $NPCList[_nn].penisdesc between your feet. Semen shoots onto your legs. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pulsing between your hands. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> cums on your hands, leaving them slick with semen. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> thrusts <<his>> $NPCList[_nn].penisdesc between your hands harder as <<he>> cums. Semen shoots through the air, splattering your face. "You're a mess," <<he>> gasps. "My fault, but you need to clean up." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sliding between your fingers and leaving them slick with semen. <<case 3 4>> <<He>> spasms as thick streams of semen erupt from <<his>> $NPCList[_nn].penisdesc. <<His>> convulsions send it sailing through the air. It splatters onto your face. <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 6 7>> <<He>> spasms and moans as thick streams of cum shoot onto your <<breasts>>. "I need to train you to control cock better." <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you work <<his>> shaft with your right hand. You give <<him>> a final squeeze, and <<he>> cums, <<his>> whole body shuddering. <<case 4 5>> <<He>> spasms and moans, thick streams of cum shooting from <<his>> $NPCList[_nn].penisdesc and landing on your face. <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 6 7>> <<He>> moans as <<he>> cums in your hand, <<his>> whole body trembling. "Good <<girl>>," <<he>> gasps. "See? Your duties aren't so difficult." <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 5)>> <<case 1>> <<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your tummy. "Don't forget. You're mine whenever I want you." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc and aims at your face, covering it with semen. "Your place is on your knees, servicing my cock. Don't forget it." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>. "That's warm up for next time." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and moans as <<he>> ejaculates onto your <<breasts>>. "Go clean up this mess." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 5>> <<He>> moans and shudders as cum flies all over your body. <<His>> muscles weakening, <<he>> leans on your shoulder for support. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<hairejacstat>><<set $hygiene += 500>><<bodyliquid "hair" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you fuck <<his>> ass, semen erupting from <<his>> $NPCList[_nn].penisdesc and pooling on the ground beneath <<him>>. "Don't think," <<he>> gasps, "that cumming from having your cock in my ass means I can't protect you." <<case 4 5>> <<He>> moans as you pound <<his>> ass, <<his>> ejaculate covering the ground beneath <<him>>. <<case 6 7>> <<He>> moans as you fuck <<his>> ass, <<his>> semen arcing onto <<his>> own chest. <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums, ejaculating over your $worn.genitals.name. "Once I get the key," <<he>> pants. "Your ass is gonna get ravaged." <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you fuck <<his>> cheeks. <<He>> reaches behind you and grasps your <<bottom>>, rubbing against you as <<he>> climaxes. <<He>> ejaculates onto the ground. "Fuck me properly next time," <<he>> pants. "Don't be shy." <<case 4 5>> <<He>> moans as you rub against <<his>> ass. <<His>> $NPCList[_nn].penisdesc erupts onto the ground in front of <<him>>. "You're a tease," <<he>> gasps. "I couldn't take the anticipation." <<case 6 7>> <<He>> sighs as <<his>> $NPCList[_nn].penisdesc ejaculates onto <<his>> own chest. "That was fine," <<he>> pants. "But next time, you're getting penetrated." <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth, <<his>> whole body shuddering as <<his>> semen shoots from <<his>> $NPCList[_nn].penisdesc and onto the floor beneath <<him>>. <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth. <<He>> pulls away. "I'm done. For now." <<case 6 7>> <<He>> grasps your <<print ($player.ballsExist ? "balls" : "pussy")>> and drives your cock down <<his>> throat. <<He>> ejaculates on <<his>> own chest as <<he>> shudders around your length. <</switch>> <<elseif $NPCList[_nn].penis isnot "none">> <<He>> shakes with arousal as <<he>> cums. <</if>> <<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">> Despite wearing a condom, it was too damaged to stop the cum. <</if>> <br><br> <</if>> <!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger --> <<if _args[0] isnot "short">> <<if $consensual is 1 and $enemyanger lte 0>> <<switch random(1, 5)>> <<case 1 2>> <<He>> strokes you, <span class="green">making you feel warm inside.</span> "I hope you know how much I need you here." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<case 3 4>> <<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "Never ever leave me." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<case 5>> <<He>> brushes your cheek with <<his>> hand. "You're so <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>> it makes me hurt." <span class="green">Your face flushes with pleasure.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <</switch>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>> Overcome by anger, <<he>> <span class="red">punches you.</span> "I expect your compliance," <<he>> snarls. "Defy me again and I might leave you naked in the woods for the wolves." <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>> <<He>> pins your arms back and <span class="pink">slaps your face.</span> "You need to learn your place. For your own good. Don't resist me." <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>> <<He>> <span class="pink">slaps your face.</span> "You need a reminder. You're here for my pleasure. Don't fight it." <<gstress>><<gtrauma>><<gpain>><<violence 2>> <br><br> <</if>> <</if>> <</widget>><<widget "ejaculation-gloryhole">> <<set $ejaculating to 1>> <<if $NPCList[0].pronoun is "m">> <<set $pronoun to "m">> <</if>> <<if $NPCList[0].pronoun is "f">> <<set $pronoun to "f">> <</if>> <<if $NPCList[0].pronoun is "i">> <<set $pronoun to "i">> <</if>> <<if $NPCList[0].pronoun is "n">> <<set $pronoun to "n">> <</if>> <<if $NPCList[0].pronoun is "t">> <<set $pronoun to "t">> <</if>> <<if $enemytype is "man">> <<set $NPCList[0].intro to 1>> <<else>> <<set $pronoun to "i">> <</if>> <!-- Gloryhole encounter assumes NPC cannot reach or see PC and vice versa. Assumes NPCs believe PC may have following combat. Assumes all other forms of finishing in place and encounters can be either consens or non-consens. Non-consens encounters assume PC is restrained to hole with no arms available, though genital encounters were left in place in case of future use--> <!-- Currently non-consens gloryhole is oral-only and so focus is on these cases; the rear-body non-consens is captured by $position="wall". As game changes this can be reviewed --> <!-- Consens gloryhole has all combat options available currently. --> /% DEBUG POS:$position POS2:$punishmentposition<br> %/ /% DEBUG NPCF $NPCList[0].vagina NPCM $NPCList[0].penis<br> %/ <!-- Female Gender NPC1 at WALL --> <<if $NPCList[0].gender is "f">> <<if $consensual is 1>> <<if $NPCList[0].vagina is "footjob">> <<He>> gasps as <<he>> cums. <br><br> <<elseif $NPCList[0].vagina is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums; ejaculate covers your feet. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with ejaculate. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 7>> <<He>> grunts and rubs <<his>> cunt on your feet as <<he>> cums, splattering your feet and legs with ejaculate. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[0].vagina is "leftarm" or $NPCList[0].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, shaking <<his>> thighs together against your hand as <<his>> body convulses. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 3 4>> <<He>> cums silently, cunt twitching against your hand uncontrollably. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 5>> <<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "leftDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "rightDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[0].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans as <<he>> cums, dragging <<his>> wet pussy across yours. "That was so good." <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <<case 3 4>> <<He>> moans as <<he>> grinds downs hard on your <<pussy>>. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 5>> <<He>> screams, mashing <<his>> crotch against the wall. Ejaculate streams from <<his>> pussy, drenching your exposed legs. <<He>> giggles, "I hope I didn't make too much of a mess." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[0].vagina is "othermouth">> <<He>> shakes with arousal as <<he>> cums, withdrawing <<his>> face from the hole. <br><br> <<elseif $NPCList[0].vagina is "lefthand" or $NPCList[0].vagina is "righthand">> <<He>> moans as <<he>> cums. "You must enjoy being used like this." <br><br> <<elseif $NPCList[0].vagina is "mouthentrance" or $NPCList[0].vagina is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans and grinds <<his>> crotch against your face; you feel the wall shake as <<he>> cums on your mouth. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3 4>> <<He>> ejaculates on your face, rubbing <<his>> clit against your nose as <<he>> finished. You feel cum running down your nose and lips. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 5>> <<He>> rubs <<his>> clit rapidly, squirting your face through the hole with cum. You feel slime running down your face and neck. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>> <</switch>> <<elseif $NPCList[0].vagina is "mouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans and grinds <<his>> crotch roughly against your mouth; you feel the wall shake as <<he>> cums into your waiting mouth. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3 4>> <<He>> ejaculates into your mouth, grinding <<his>> cunt against the wall as <<he>> finishes. You feel ejaculate running down your throat. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 5>> <<He>> rubs <<his>> clit rapidly, squirting into your open mouth. You feel cum running down your throat and dripping off your chin. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>> <</switch>> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[0].vagina is "otheranus">> <<He>> shakes as <<he>> cums, driving your cock deeply into <<his>> ass as <<he>> releases a final moan. <br><br> <<elseif $NPCList[0].vagina is "penis">> <<He>> drives <<his>> pussy hard against your cock as <<he>> shudders with pleasure. <br><br> <<elseif $NPCList[0].vagina is "penisimminent" or $NPCList[0].vagina is "penisentrance">> <<if !playerHasStrapon()>> <<He>> moans as <<he>> cums on your throbbing cock. <<else>> <<He>> moans as <<he>> cums on your $worn.under_lower.name. <</if>> <br><br> <<elseif $NPCList[0].vagina is "otheranusfrot" or $NPCList[0].vagina is "otheranusentrance">> <<He>> swivels <<his>> ass against your cock as <<he>> cums. <br><br> <<elseif $NPCList[0].vagina is "frot">> <<He>> pushes against the wall, rubbing <<his>> clit hard against your cock as <<he>> cums. <br><br> <!-- Special case male PC with female NPC --> <<elseif $NPCList[0].mouth is "penis">> <<He>> cums as <<he>> sucks your <<penis>>, dropping away as <<he>> gasps for air. <br><br> <<else>> <<switch random(1, 3)>> <<case 1 2>> <<He>> groans and rubs <<his>> clit, spraying your face with ejaculate through the hole. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3>> <<He>> moans as <<he>> ejaculates onto <<his>> thighs. <br><br> <</switch>> <</if>> <<else>><!-- Start non-consensual --> <<if $NPCList[0].vagina is "mouthentrance" or $NPCList[0].vagina is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans and grinds <<his>> clit roughly against your restrained face; you feel the wall shake as <<he>> cums on your mouth. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3 4>> <<He>> ejaculates on your face, rubbing <<his>> clit against your nose as <<he>> finished. You feel goo running down your nose and lips. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 5>> <<He>> rubs <<his>> clit rapidly, squirting your face through the hole with cum. You try futilely to back away but your restraints hold you in place; you feel slime running down your face and neck. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>> <</switch>> <<elseif $NPCList[0].vagina is "mouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans and grinds <<his>> crotch roughly against your tongue; you feel the wall shake as <<he>> cums into your waiting mouth. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3 4>> <<He>> ejaculates into your mouth, grinding <<his>> cunt against the wall as <<he>> finishes. You feel ejaculate running down your throat. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 5>> <<He>> rubs <<his>> clit rapidly, squirting into your open mouth. You try futilely to back away but your restraints hold you in place; you feel cum running down your throat and dripping off your chin. "I hope you were thirsty, you little slut." <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>> <</switch>> <<else>> <<switch random(1, 3)>> <<case 1 2>> <<He>> groans and rubs <<his>> clit, spraying your restrained face with ejaculate through the hole. Goo drips from your face and down the wall. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3>> <<He>> moans as <<he>> ejaculates onto <<his>> thighs. <<He>> reaches through the wall, <span class="purple">shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Such a disgusting little piggy." <br><br> <</switch>> <</if>> <</if>> <</if>> <!-- Male Gender NPC1 at WALL --> <<if $NPCList[0].gender is "m">> <!-- Start simplified strap-on sub-case --> <<if $NPCList[0].penisdesc.includes("strap-on")>> <<if $consensual is 0>><!-- Non-consen strap-on case --> <<switch $NPCList[0].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<switch random(1, 3)>> <<case 1>> <<He>> shakes as <<he>> cums, slapping you across the ass with <<his>> $NPCList[0].penisdesc. <br><br> <<case 2>> <<He>> cums loudly, then spanks your ass with <<his>> $NPCList[0].penisdesc. "Something to remember me by, whore." <br><br> <<case 3>> <<He>> cums quietly, rubbing <<his>> $NPCList[0].penisdesc along your back. <br><br> <</switch>> <<case "mouth">> <<He>> cums loudly, shoving <<his>> $NPCList[0].penisdesc deep into your throat, making you gag. Tears stream down your face. <br><br> <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<switch random(1, 3)>> <<case 1>> <<He>> shakes as <<he>> cums, slapping you across the face with <<his>> $NPCList[0].penisdesc. <br><br> <<case 2>> <<He>> cums loudly, then laughs, wiping <<his>> $NPCList[0].penisdesc of on your hair. <br><br> <<case 3>> <<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[0].penisdesc against your cheek. <br><br> <</switch>> <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[0].penisdesc. <br><br> <</switch>> <<else>><!-- Consensual strap-on case --> <<switch $NPCList[0].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<He>> shakes as <<he>> cums, wiping <<his>> $NPCList[0].penisdesc off on your ass. <br><br> <<case "mouth">> <<He>> cums loudly, grinding <<his>> $NPCList[0].penisdesc against <<his>> own crotch with <<his>> hand as <<he>> cums. <br><br> <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[0].penisdesc against your cheek. <br><br> <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[0].penisdesc. <br><br> <</switch>> <</if>> <<elseif $consensual is 1>> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[0].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You laugh at the pathetic display. <br><br> <<elseif $NPCList[0].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. You feel <<him>> wipe <<his>> cock clean on your ass. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> slams <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy and the wall. <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy; cum drips coolly down your legs, pooling on the ground. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[0].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> groans as <<he>> ejaculates over your $worn.genitals.name. <<elseif $NPCList[0].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> ejaculates onto your <<pussy>>. You feel semen coating your outer lips and pooling around your knees. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending streams of semen running down your cunt; you can feel <<him>> flicking <<his>> cock dry on your ass. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[0].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> moans as <<he>> ejaculates onto your $worn.genitals.name. <<elseif $NPCList[0].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending warm streams of semen running down your cunt; <<he>> groans in disappointment. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<elseif $NPCList[0].penis is "vagina">><<creampie "self" "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your <<pussy>> as you drive back against <<him>>. <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[0] "human">> <<case 4 5 6>> <<He>> quiets and pounds <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you push back against the wall. <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[0] "human">> <<case 7>> <<He>> convulses and grinds on your cunt as <<he>> cums, smashing your <<clit>> and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs, pooling around your knees. "I just love fucking faceless wet cunts." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[0] "human">> <</switch>> <<elseif $NPCList[0].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> smashes hard against the wall, ejaculating between your cheeks. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> grunts as <<he>> cums. You feel a flood of warm cum dripping down your ass and crotch. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[0].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> strokes <<his>> cock, ejaculating onto your $worn.genitals.name. <<elseif $NPCList[0].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> strokes <<his>> cock, ejaculating onto your bottom. Semen drips down your butt and into your crack. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums; you feel the splash of wet semen cover your ass and drip down your crotch. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[0].penis is "anusimminent" and playerChastity("anus")>> <<He>> strokes <<his>> cock and ejaculates onto your $worn.genitals.name. <<elseif $NPCList[0].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your wriggling ass, ejaculating on the outside. You feel semen coat your ass and drip warmly down your crack. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending streams of semen running down your crack; <<he>> groans, disappointed. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, you feel a flood of semen on your ass and crotch. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[0], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[0].penis is "anus">><<creampie "self" "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your ass as <<he>> cums. You groan as semen streams into your asshole. <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[0] "human">> <<case 4 5 6>> <<He>> pushes hard into your <<bottom>> as <<he>> cums, and you mash your <<bottom>> against the wall in response. Semen fills you as you moan with pleasure. <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[0] "human">> <<case 7>> <<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your ass and runs down your legs. "I can't see your face, but I bet you love being fucked in the ass." <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[0] "human">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[0].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, ejaculating onto your <<breasts>>. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and wordlessly ejaculates onto them. Your <<breasts>> cool as semen slides down your body. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and onto the wall. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[0].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, stroking <<his>> cock and ejaculating onto your face. <br><br> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your face. Warm cum drips down your forehead and nose. <br><br> <<case 7>> <<He>> grips <<his>> cock tightly, working it while aiming through the hole straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your lips and into your mouth.</span> <br><br> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[0].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> gasps, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <br><br> <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> sounds frustrated. <br><br> <<case 7>> <<He>> cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> sounds frustrated. <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[0].penis is "mouth">><<creampie "self" "mouth">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> unexpectedly shoves <<his>> cock down your throat as <<he>> cums. You gag as semen streams down your throat, forcing you to swallow. <br><br> <<case 4 5 6>> <<He>> puts <<his>> hands on the wall as <<he>> mashes <<his>> cock into your mouth, ejaculating with a moan. You gag as cum fills your mouth and drips down your chin. <br><br> <<case 7>> <<He>> wildly thrusts <<his>> cock down your throat as <<he>> cums, shaking the entire wall. <span class="pink">Semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <br><br> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[0].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums; ejaculate covers your feet. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process that pools around your knees. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[0].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your hand and covering it with cum. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your hand. Semen drips down your fingers. "I'd rather fuck your mouth next time..." <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[0].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your hand and covering it with cum. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your hand. Semen drips down your fingers. "I'd rather fuck your mouth next time..." <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[0].penis is 0>> <<switch random(1, 3)>> <<case 1 2>> <<He>> groans and rubs <<his>> cock, spraying your face with ejaculate through the hole. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3>> <<He>> moans as <<he>> ejaculates onto the ground. <br><br> <</switch>> <<elseif $NPCList[0].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass. <br><br> <<case 4 5>> <<He>> moans as you pound <<his>> ass and ejaculates on the ground. <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <br><br> <</switch>> <<elseif $NPCList[0].penis is "otheranusfrot" or $NPCList[0].penis is "otheranusentrance" or $NPCList[0].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks. <br><br> <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground; <<he>> seems disappointed. <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <br><br> <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[0].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as <<he>> pleasures you with <<his>> mouth. <br><br> <<case 4 5>> <<He>> cums on the ground, then stops abruptly. <br><br> <<case 6 7>> <<He>> pushes against the wall, shoving your cock into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your cock. <br><br> <</switch>> <<elseif $NPCList[0].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums. <br><br> <</if>> <<else>><!-- Start non-consensual --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[0].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display. <br><br> <<elseif $NPCList[0].penis is "mouthentrance">> <<switch $NPCList[0].penissize>> <<case 4>> <<He>> grips <<his>> $NPCList[0].penisdesc tightly, working it while aiming through the hole straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, <<bitch>>." <<cumswallow `$NPCList[0].type` null "large">> <br><br> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> shaft. It's all you can do to keep from laughing. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, stroking <<his>> $NPCList[0].penisdesc and ejaculating onto your face. "You must be so embarrassed being used like this." <br><br> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[0].penisdesc and ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this." <br><br> <<default>> <<He>> moans as <<he>> ejaculates onto your lips. <<He>> reaches through the wall, <span class="purple">shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you <<bitch>>; better train up." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <</switch>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[0].penis is "mouthimminent">> <<switch $NPCList[0].penissize>> <<case 4>> <<He>> cums before <<he>> can enter your mouth. Thick ropes of cum shoot from <<his>> $NPCList[0].penisdesc and cover your cheeks, chin, and into your waiting mouth. <<He>> sounds frustrated. <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<case 1>> <<He>> cums before <<he>> can enter your mouth. A dribble of cum leaks from <<his>> $NPCList[0].penisdesc and onto your lower lip. You hear <<him>> stomp away, frustrated. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> gasps, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <br><br> <<case 4 5 6>> <<He>> brushes <<his>> $NPCList[0].penisdesc against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> wipes the cum off your chin and shoves it in your mouth. <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<default>> <<He>> moans as <<he>> ejaculates onto your lips. <<He>> reaches through the wall, <span class="purple">shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you <<bitch>>; better train up." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <</switch>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[0].penis is "mouth">><<creampie "self" "mouth">> <<switch $NPCList[0].penissize>> <<case 4>> <<He>> thrusts down your throat, gagging you with <<his>> $NPCList[0].penisdesc as <<he>> cums and shaking the entire wall. <span class="pink">You whimper as semen streams down your throat,</span> and fills your mouth. "I bet you enjoy being tied up and face fucked." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <<case 1>> <<He>> bears into the wall with <<his>> pelvis, try to shove <<his>> $NPCList[0].penisdesc as far into your mouth as possible. It's not much, and a tiny dribble of semen leaks from the tip. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> unexpectedly shoves <<his>> $NPCList[0].penisdesc down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow. <br><br> <<case 4 5 6>> <<He>> puts <<his>> hands on the wall as <<he>> mashes <<his>> $NPCList[0].penisdesc into your mouth, ejaculating with a moan. You gag as cum fills your mouth and drips down your chin. <br><br> <<case 7>> <<He>> pinches the base of <<his>> $NPCList[0].penisdesc as <<he>> groans, shooting cum down the back of your throat. You gag as cum flows down your throat, forcing you to swallow. <br><br> <</switch>> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[0].penis is 0>> <<switch random(1, 3)>> <<case 1 2>> <<He>> groans and rubs <<his>> $NPCList[0].penisdesc, spraying your face with ejaculate through the hole. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3>> <<He>> moans as <<he>> ejaculates onto the ground. <<He>> reaches through the wall, <span class="purple">shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you <<bitch>>; better train up." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <</switch>> <<else>> <<He>> collapses in orgasmic bliss. <</if>> <</if>> <</if>> <!-- No finishing moves for gloryhole --> <</widget>><<widget "ejaculation-gwylan">> <<run statusCheck("Gwylan")>> /* ToDo: Gwylan - Noncon / anger variation, in-heat variation, more hypnosis variation. */ <!-- Female Gwylan --> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<He>> puts both hands on your head and exhales sharply as <<he>> <<if $NPCList[_nn].vagina is "mouth">>continues grinding<<else>>grinds<</if>> <<his>> <<npcVagina>> against your mouth. <<ejacstat>><<set $hygiene += 500>> <<if $NPCList[_nn].vagina is "mouth">> You taste <<his>> fluids. <<bodyliquid "mouth" "goo">> <<else>> <<bodyliquid "face" "goo">> <</if>> <<elseif $NPCList[_nn].vagina is "leftarm" or $NPCList[_nn].vagina is "rightarm">> <<His>> thighs clench together as you continue rubbing <<his>> <<npcVagina>>. <<He>> lets out a few shallow breaths as <<he>> shudders. <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<if $NPCList[_nn].vagina is "leftarm">><<bodyliquid "leftarm" "goo">><<else>><<bodyliquid "rightarm" "goo">><</if>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<if _gwylanStatus.includes("heat")>> <<He>> shivers as <<he>> cums. <<He>> leans in and wipes <<his>> juices on your face. "There, I've marked my territory," <<he>> giggles. <<set $hygiene += 500>><<bodyliquid "face" "goo">> <<else>> <<He>> shudders as fluid squirts from <<his>> <<npcVagina>>. <<He>> breathes out heavily a few times, like a dry laugh. "Did you enjoy watching me?" <<if $hypnosis_traits.devotion gte 3>> <<He>> holds <<his>> hand up to your face. <<hypnosisText "<<He>> doesn't even need to say anything. You obediently lick <<his>> fingers clean as <<his>> other hand pats your head.">> <</if>> <</if>> <<elseif $NPCList[_nn].vagina is "leftDildo" or $NPCList[_nn].vagina is "rightDildo">> <<He>> lets out a shallow breath as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. "Oh my," <<he>> says after a moment. "The real thing usually doesn't get me this far, never mind a toy." <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<if $NPCList[_nn].vagina is "leftDildo">><<bodyliquid "leftarm" "goo">><<else>><<bodyliquid "rightarm" "goo">><</if>> <<if $hypnosis_traits.devotion gte 3>> <<He>> slowly removes it, and holds it up to your face. <<hypnosisText "<<He>> doesn't even need to say anything. You obediently lick it clean as <<his>> other hand pats your head.">> <</if>> <<elseif $NPCList[_nn].vagina is "leftDildoAnus" or $NPCList[_nn].vagina is "rightDildoAnus">> <<He>> lets out a shallow breath as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. "Oh my," <<he>> says after a moment. "Those don't usually work for me." <<handejacstat>><<ejacstat>> <<elseif $NPCList[_nn].vagina is "feet">> <<He>> lets out a long breath as <<he>> climaxes and shakes against your foot. "Oh my, how degrading." <<He>> giggles. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].vagina is "vagina">> <<if _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, grinding down hard on your <<pussy>>. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <<else>> <<He>> lets out a soft moan as you scissor your pussies together. Ejaculate drenches your crotch as <<he>> squirts. <</if>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<elseif $NPCList[_nn].vagina is "othermouth">> <<His>> tongue eagerly laps at your <<pussy>> as <<he>> cums. <<if _gwylanStatus.includes("heat")>> <<He>> nibbles your clit before pulling away. <<else>> <<His>> hot breath makes you shiver as <<he>> pulls away. <</if>> <<He>> pushes a lock of hair away from <<his>> face and smiles at you. "Delicious." <<elseif $NPCList[_nn].vagina is "otheranus" and playerHasStrapon()>> <<if _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, grinding down hard on your <<penis>>. <<His>> fluids leak onto your thighs. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <<else>> <<if $position is "missionary">> <<He>> leans back and presses down hard, grinding on your <<penis>> as <<he>> shudders in climax. <<else>> <<He>> presses back against you hard, grinding on your <<penis>> as <<he>> shudders in climax. <</if>> <<His>> fluids leak onto your thighs. "How shameful," <<he>> giggles. "Bested by a mere toy." <</if>> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].vagina is "otheranus">> <<if _gwylanStatus.includes("lust") and ($NPCList[_nn].lefthand is "hypnosis_orgasm" or $NPCList[_nn].righthand is "hypnosis_orgasm" or $combat_hypnosis is "orgasm" or $hypnosis_traits.devotion gte 3)>> <<if $position is "missionary">> <<He>> leans back as <<he>> rides you faster. <<He>> <<if $consensual is 1>>smiles<<else>>glares<</if>> down at you as <<he>> reaches <<his>> peak. <<else>> <<He>> presses back against you harder and faster as <<he>> reaches <<his>> peak. <<He>> looks back to you with a <<if $consensual is 1>>smile<<else>>glare<</if>>. <</if>> "Don't you dare hold back, <<pcpetname "Gwylan">>. Fill me<<if $orgasmcurrent>> again<</if>>." <<He>> snaps <<his>> fingers. <<hypnosisText "A deep yearning blooms, nurtured by your <<if $consensual is 1>>intimate<<else>>carnal<</if>> union. Feelings of arousal overwhelm you.">> <<orgasm>> <<He>> shivers in ecstasy, and lets out a <<if $consensual is 1>>soft moan<<else>>huff<</if>> as you cum together. <<His>> fluids leak onto your thighs. <<else>> <<if $position is "missionary">> <<He>> leans back and presses down hard, grinding on your <<penis>> as <<he>> shudders in climax. <<else>> <<He>> presses back against you hard, grinding on your <<penis>> as <<he>> shudders in climax. <</if>> <<His>> fluids leak onto your thighs. <</if>> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> /* ToDo: Gwylan - replace with appropriate check and text when TF-based player penises are implemented */ <<if $hallucinations gte 2 and ($wolfgirl gte 6 or $fox gte 6) and ($orgasmcurrent or $orgasmdown)>> <br><br> <<if $penisaction is "cooperate">> You feel a bulging pressure as you continue to fuck <<him>>. With a final thrust, you feel as though you somehow press even deeper into <<him>>. <<if _gwylanStatus.includes("heat") and _gwylanTF.known>> <<He>> presses back in turn, and yips. <<else>> <<He>> presses back in turn, letting out a low moan. <</if>> <<else>> <<He>> grinds on you for another moment, before pushing even harder. It feels as though you slip even deeper into <<him>> somehow. <</if>> "Oh my." Gwylan looks <<if $position is "missionary">>down<<else>>back<</if>> at you. <<if _gwylanStatus.includes("heat")>> <<He>> pants, and smiles. "You were just as excited as me." <<else>> There's a blush spreading over <<his>> face. "You were excited." <</if>> <br><br> You try to withdraw, <span class="pink">but you can't</span>. You look down. Your penis feels strange inside of <<him>>. <span class="lewd">It looks different, like that of a <<if $wolfgirl gte 6>>wolf<<else>>fox<</if>>, complete with a knot. And it's stuck.</span> <br><br> <<if _gwylanStatus.includes("heat")>> <<He>> continues grinding against you, whining and chittering with pleasure. <<He>> trembles in bursts, fluids continuing to drool from <<his>> <<npcVagina>>. <<His>> back arches as your knot finally deflates. Finally, it exits with a pop, prompting Gwylan to slowly moan. <<if $internalejac>> Some of your cum spills out. <</if>> <<He>> trembles again as a second orgasm overtakes <<him>>. <<else>> The two of you sit in awkward silence while you wait for your knot to go down. "Don't get me wrong," Gwylan says after a while. "I like it." <<He>> grinds against you again, letting out a soft moan. Finally, it exits <<him>> with a pop. <<if $internalejac>> Some of your cum spills out. <</if>> <</if>> <<He>> turns even more red and stays quiet for a moment. You look down again, and your penis looks normal. <<He>> breaks the silence with a giggle. <<if !$gwylanSeen.includes("player_knotted_gwylan")>> "Don't think about it too much." <<else>> "It feels better each time." <</if>> <<set $gwylanSeen.pushUnique("player_knotted_gwylan")>> <<elseif _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, trembling as orgasmic waves wash over <<him>>. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <<elseif $consensual is 1>> "I usually prefer the front door, but..." <<he>> giggles. "Variety is the spice of life." <</if>> <<elseif $NPCList[_nn].vagina is "penis" and playerHasStrapon()>> <<if _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, grinding down hard on your <<penis>>. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <<else>> <<if $position is "missionary">> <<He>> leans back and presses down hard, grinding on your <<penis>> as <<he>> shudders in climax. <<else>> <<He>> presses back against you hard, grinding on your <<penis>> as <<he>> shudders in climax. <</if>> "How shameful," <<he>> giggles. "Bested by a mere toy." <</if>> <<elseif $NPCList[_nn].vagina is "penis">> <<if _gwylanStatus.includes("lust") and ($NPCList[_nn].lefthand is "hypnosis_orgasm" or $NPCList[_nn].righthand is "hypnosis_orgasm" or $combat_hypnosis is "orgasm" or $hypnosis_traits.devotion gte 3)>> <<if $position is "missionary">> <<He>> leans down and wraps <<his>> arms around you tightly as <<he>> rides you faster. <<He>> whispers directly in your ear. <<else>> <<He>> presses back against you harder and faster as <<he>> reaches <<his>> peak. <<He>> looks back to you with a <<if $consensual is 1>>smile<<else>>glare<</if>>. <</if>> <<if _gwylanStatus.includes("heat") and $settings.pregnancySpeechEnabled>> "Don't you dare hold back, <<pcpetname "Gwylan">>. I want you to breed me like a dog." <<He>> snaps <<his>> fingers. <<else>> "Don't you dare hold back, <<pcpetname "Gwylan">>. Fill me<<if $orgasmcurrent>> again<</if>>." <<He>> snaps <<his>> fingers. <</if>> <<hypnosisText "A deep yearning blooms, nurtured by your <<if $consensual is 1>>intimate<<else>>carnal<</if>> union. Feelings of arousal overwhelm you.">> <<orgasm>> <<He>> shivers in ecstasy, <<if !$internalejac>> but seems disappointed by your lack of semen. <<else>> and lets out a <<if $consensual is 1>>soft moan<<else>>huff<</if>> as you cum together. <<if $position is "missionary">> <<He>> cups your cheeks and kisses one. <<else>> <<His>> fingers and toes curl in pleasure. <</if>> <</if>> <<else>> <<if $position is "missionary">> <<He>> wraps <<his>> arms around you as <<he>> rides you faster. <<else>> <<He>> presses back against you harder and faster as <<he>> reaches <<his>> peak. <</if>> <<His>> fingers and toes curl in pleasure as <<he>> cums on your <<penis>>. <</if>> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> /* ToDo: Gwylan - replace with appropriate check and text when TF-based player penises are implemented */ <<if $hallucinations gte 2 and ($wolfgirl gte 6 or $fox gte 6) and ($orgasmcurrent or $orgasmdown)>> <br><br> <<if $penisaction is "cooperate">> You feel a bulging pressure as you continue to fuck <<him>>. With a final thrust, you feel as though you somehow press even deeper into <<him>>. <<if _gwylanStatus.includes("heat") and _gwylanTF.known>> <<He>> presses back in turn, and yips. <<else>> <<He>> presses back in turn, letting out a low moan. <</if>> <<else>> <<He>> grinds on you for another moment, before pushing even harder. It feels as though you slip even deeper into <<him>> somehow. <</if>> "Oh my." Gwylan looks <<if $position is "missionary">>down<<else>>back<</if>> at you. <<if _gwylanStatus.includes("heat")>> <<He>> pants, and smiles. "You were just as excited as me." <<else>> There's a blush spreading over <<his>> face. "You were excited." <</if>> <br><br> You try to withdraw, <span class="pink">but you can't</span>. You look down. Your penis feels strange inside of <<him>>. <span class="lewd">It looks different, like that of a <<if $wolfgirl gte 6>>wolf<<else>>fox<</if>>, complete with a knot. And it's stuck.</span> <br><br> <<if _gwylanStatus.includes("wantsPregnancy") and $settings.pregnancySpeechEnabled and !npcIsPregnant("Gwylan") and $internalejac>> /* ToDo: Gwylan - add more pregnancy brainrot here if appropriate for Gwylan's story */ <<He>> adjusts <<himself>>, and locks <<his>> legs around you. "Keep it all inside. I want your baby." <<He>> pulls you into a tight embrace. <br><br> <<He>> continues to slowly grind <<his>> <<npcVagina>> against you, trilling and whining with pleasure all the while. Several minutes pass like this. <<He>> holds on even tighter as your knot finally deflates. It exits with a pop, prompting Gwylan to slowly moan. <<He>> trembles again as a second orgasm overtakes <<him>>. None of your cum spills out, having been sealed in by your knot. <<elseif _gwylanStatus.includes("heat")>> <<He>> continues grinding against you, whining and chittering with pleasure. <<He>> trembles in bursts, fluids continuing to drool from <<his>> <<npcVagina>>. <<His>> back arches as your knot finally deflates. Finally, it exits with a pop, prompting Gwylan to slowly moan. <<if $internalejac>> Some of your cum spills out. <</if>> <<He>> trembles again as a second orgasm overtakes <<him>>. <<else>> The two of you sit in awkward silence while you wait for your knot to go down. "Don't get me wrong," Gwylan says after a while. "I like it." <<He>> grinds against you again, letting out a soft moan. Finally, it exits <<him>> with a pop. <<if $internalejac>> Some of your cum spills out. <</if>> <</if>> <<He>> turns even more red and stays quiet for a moment. You look down again, and your penis looks normal. <<He>> breaks the silence with a giggle. <<if !$gwylanSeen.includes("player_knotted_gwylan")>> "Don't think about it too much." <<else>> "It feels better each time." <</if>> <<set $gwylanSeen.pushUnique("player_knotted_gwylan")>> <<elseif _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, trembling as orgasmic waves wash over <<him>>. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <</if>> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> lets out a ragged breath and shudders as <<he>> grinds against your <<penis>>. <<if $position is "missionary">> <<He>> leans forward and relaxes against you. <<else>> <<He>> leans forward, worn out. <</if>> "Maybe I'll let you inside, next time." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> lets out a ragged breath and shudders as <<he>> grinds against your <<penis>>. <<if $position is "missionary">> <<He>> leans forward and relaxes against you. <<else>> <<He>> leans forward, worn out. <</if>> "Maybe I'll let you inside, next time." <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> lets out a ragged breath and shudders as <<he>> grinds against your <<penis>>. <<if $position is "missionary">> <<He>> leans forward and relaxes against you. <<else>> <<He>> leans forward, worn out. <</if>> <<He>> smiles and giggles. "You're a bad <<girl>>, teasing me like that." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<elseif $NPCList[_nn].mouth is "penis" and playerHasStrapon()>> <<He>> shudders as <<he>> takes your <<penis>> all the way in, before releasing it and coming back up for air. "The real thing tastes better," <<he>> grumbles. <<elseif $NPCList[_nn].mouth is "penis">> <<switch $player.penissize>> <<case 4>> <<if $orgasmdown or $internalejac>> <<He>> continues holding <<else>> <<He>> expertly holds <</if>> your <<penis>> in <<his>> throat even as <<he>> reaches climax. <<His>> mouth and throat hug you tightly. Finally, <<he>> releases you with a final gasp <<case 3 2 1>> <<if $orgasmdown or $internalejac>> <<He>> continues holding <<else>> <<He>> expertly holds <</if>> your <<penis>> in <<his>> mouth even as <<he>> reaches climax. When <<hes>> done shaking, <<he>> releases you <<default>> <<if $orgasmdown or $internalejac>> <<He>> continues holding <<else>> <<He>> holds <</if>> your <<penis>> in <<his>> mouth even as <<he>> reaches climax, continuing to pleasure your small length. When <<hes>> done shaking, <<he>> releases you <</switch>> <<if $internalejac>> and swallows. "Thanks for the meal." <<else>> and pouts. "Don't hold back next time. I was hungry for you." <</if>> <<elseif $NPCList[_nn].vagina is "footjob">> <<He>> lightly shudders as <<he>> presses <<his>> foot down on your <<penis>>. <<His>> toes wiggle. <<else>> <<He>> quietly convulses in orgasmic bliss. "You've bested me this time," <<he>> giggles between breaths. <</if>> <br><br> <</if>> <!-- Male Gwylan --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<He>> huffs in frustration. <<elseif $NPCList[_nn].penis is "idle">> <<He>> covers <<his>> mouth as <<he>> convulses. <<He>> growls. "You couldn't wait for me to get my pants off first?" <<elseif $NPCList[_nn].penis is "thighs">> <<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums. <<His>> semen streaks onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <<if $position is "missionary">> <<He>> leans forward and relaxes against you. <<else>> <<He>> leans forward, worn out. <</if>> "Maybe I'll get inside you, next time." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>. <<He>> looks disappointed. <<if $position is "missionary">> <<He>> leans forward and relaxes against you. <<else>> <<He>> leans forward, worn out. <</if>> "Maybe I'll get inside you, next time." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vagina">> <<if _gwylanStatus.includes("lust") and ($NPCList[_nn].lefthand is "hypnosis_orgasm" or $NPCList[_nn].righthand is "hypnosis_orgasm" or $combat_hypnosis is "orgasm" or $hypnosis_traits.devotion gte 3)>> <<if $position is "missionary">> <<He>> leans down and wraps <<his>> arms around you tightly as <<he>> thrusts faster. <<He>> whispers directly in your ear. <<else>> <<He>> thrusts into you harder and faster as <<he>> reaches <<his>> peak. <<He>> leans forward and whispers directly in your ear. <</if>> <<if _gwylanStatus.includes("heat") and $settings.pregnancySpeechEnabled>> "I'm going to breed you like a dog, and you're going to climax when I do." <<He>> snaps <<his>> fingers. <<else>> "Don't you dare hold back, <<pcpetname "Gwylan">>. Finish again." <<He>> snaps <<his>> fingers. <</if>> <<hypnosisText "A deep yearning blooms, nurtured by your <<if $consensual is 1>>intimate<<else>>carnal<</if>> union. Feelings of arousal overwhelm you.">> <<orgasm>> <<He>> shivers in ecstasy, and lets out a <<if $consensual is 1>>soft moan<<else>>huff<</if>> as you cum together, <<his>> semen filling you. <<else>> <<He>> wraps <<his>> arms around you as <<he>> thrusts faster. <<His>> fingers and toes curl in pleasure as <<he>> cums inside you. <</if>> /* ToDo: Gwylan - replace with appropriate check and text when TF-based player penises are implemented */ <<if $hallucinations gte 2 and ($wolfgirl gte 6 or $fox gte 6) and ($orgasmcurrent or $orgasmdown) and _gwylanTF.known>> <br><br> <<if $vaginaaction is "cooperate">> You feel a bulging pressure as you press back against <<him>>. With a final thrust, you feel as though <<he>> somehow press even deeper into you. You involuntarily moan. <<if _gwylanStatus.includes("heat") and _gwylanTF.known>> <<He>> thrusts once more in turn, and yips. <<else>> <<He>> thrusts once more in turn, letting out a low moan. <</if>> <<else>> <<He>> thrusts into you for another moment, before pushing even harder. It feels as though <<he>> slips even deeper into you somehow. <</if>> "Oh my." Gwylan looks <<if $position is "missionary">>down<<else>>up<</if>> at you. <<if _gwylanStatus.includes("heat")>> <<He>> pants, and smiles. "I'm sorry, I couldn't hold back." <<else>> There's a blush spreading over <<his>> face. "I'm sorry, you got me excited." <</if>> <br><br> You try to withdraw, <span class="pink">but you can't</span>. You look down. <span class="lewd"><<His>> penis looks different, like that of a <<if $wolfgirl gte 6>>wolf<<else>>fox<</if>>, complete with a knot. And it's stuck.</span> <br><br> <<if _gwylanStatus.includes("wantsPregnancy") and $settings.pregnancySpeechEnabled and !playerIsPregnant()>> /* ToDo: Gwylan - add more pregnancy brainrot here if appropriate for Gwylan's story */ <<He>> hugs you tightly. "Keep it all inside. I want you to have my kits." <br><br> <<He>> continues to slowly grind <<his>> penis inside you, trilling and whining with pleasure all the while. Several minutes pass like this. <<He>> holds on even tighter as <<his>> knot finally deflates. It exits with a pop, prompting both of you to slowly moan. None of <<his>> cum spills out, having been sealed in by the knot. <<bodyliquid "vagina" "semen" 2>> <<elseif _gwylanStatus.includes("heat")>> <<He>> continues grinding against you. Each movement makes you whine with pleasure. <<He>> giggles softly. "<<pcPetname "Gwylan" "good">>... you like that, don't you?" Finally, it exits with a pop, prompting you both to slowly moan. Some of <<his>> cum spills out. <<else>> The two of you sit in awkward silence while you wait for <<his>> knot to go down. "I-it's a compliment," Gwylan says after a while. "I liked it a lot." Finally, <<his>> knot exits you with a pop. Some of <<his>> cum spills out. <</if>> <<He>> turns even more red and stays quiet for a moment. You look down again, and <<his>> penis looks normal. <<if !$gwylanSeen.includes("gwylan_knotted_player")>> "Don't think about it too much." <<else>> "It feels better each time." <</if>> <<set $gwylanSeen.pushUnique("gwylan_knotted_player")>> <<elseif _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, trembling as orgasmic waves wash over <<him>>. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <</if>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].penis is "cheeks">> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks. <<He>> leans forward and relaxes against you. "Maybe I'll get inside you, next time." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].penis is "anusentrance">> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom. <<He>> leans forward and relaxes against you. "Maybe I'll get inside you, next time." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].penis is "anusimminent">> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack. <<He>> seems upset. <<He>> leans forward and relaxes against you. "Maybe I'll get inside you, next time." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<if _gwylanStatus.includes("lust") and ($NPCList[_nn].lefthand is "hypnosis_orgasm" or $NPCList[_nn].righthand is "hypnosis_orgasm" or $combat_hypnosis is "orgasm" or $hypnosis_traits.devotion gte 3)>> <<if $position is "missionary">> <<He>> leans down and wraps <<his>> arms around you tightly as <<he>> thrusts faster. <<He>> whispers directly in your ear. <<else>> <<He>> thrusts into you harder and faster as <<he>> reaches <<his>> peak. <<He>> leans forward and whispers directly in your ear. <</if>> "Don't you dare hold back, <<pcpetname "Gwylan">>. Finish again." <<He>> snaps <<his>> fingers. <<hypnosisText "A deep yearning blooms, nurtured by your <<if $consensual is 1>>intimate<<else>>carnal<</if>> union. Feelings of arousal overwhelm you.">> <<orgasm>> <<He>> shivers in ecstasy, and lets out a <<if $consensual is 1>>soft moan<<else>>huff<</if>> as you cum together, <<his>> semen filling you. <<else>> <<He>> wraps <<his>> arms around you as <<he>> thrusts faster. <<His>> fingers and toes curl in pleasure as <<he>> cums inside you. <</if>> /* ToDo: Gwylan - replace with appropriate check and text when TF-based player penises are implemented */ <<if $hallucinations gte 2 and ($wolfgirl gte 6 or $fox gte 6) and ($orgasmcurrent or $orgasmdown) and _gwylanTF.known>> <br><br> <<if $anusaction is "cooperate">> You feel a bulging pressure as you press back against <<him>>. With a final thrust, you feel as though <<he>> somehow press even deeper into you. You involuntarily moan. <<if _gwylanStatus.includes("heat") and _gwylanTF.known>> <<He>> thrusts once more in turn, and yips. <<else>> <<He>> thrusts once more in turn, letting out a low moan. <</if>> <<else>> <<He>> thrusts into you for another moment, before pushing even harder. It feels as though <<he>> slips even deeper into you somehow. <</if>> "Oh my." Gwylan looks <<if $position is "missionary">>down<<else>>up<</if>> at you. <<if _gwylanStatus.includes("heat")>> <<He>> pants, and smiles. "I'm sorry, I couldn't hold back." <<else>> There's a blush spreading over <<his>> face. "I'm sorry, you got me excited." <</if>> <br><br> You try to withdraw, <span class="pink">but you can't</span>. You look down. <span class="lewd"><<His>> penis looks different, like that of a <<if $wolfgirl gte 6>>wolf<<else>>fox<</if>>, complete with a knot. And it's stuck.</span> <br><br> <<if _gwylanStatus.includes("heat")>> <<He>> continues grinding against you. Each movement makes you whine with pleasure. <<He>> giggles softly. "<<pcPetname "Gwylan" "good">>... you like that, don't you?" Finally, it exits with a pop, prompting you both to slowly moan. Some of <<his>> cum spills out. <<else>> The two of you sit in awkward silence while you wait for <<his>> knot to go down. "I-it's a compliment," Gwylan says after a while. "I liked it a lot." Finally, <<his>> knot exits you with a pop. Some of <<his>> cum spills out. <</if>> <<He>> turns even more red and stays quiet for a moment. You look down again, and <<his>> penis looks normal. <<if !$gwylanSeen.includes("gwylan_knotted_player")>> "Don't think about it too much." <<else>> "It feels better each time." <</if>> <<set $gwylanSeen.pushUnique("gwylan_knotted_player")>> <<elseif _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, trembling as orgasmic waves wash over <<him>>. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <</if>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<elseif $NPCList[_nn].penis is "chest">> <<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>. Semen shoots between your <<breasts>> and covers your <<if $position is "missionary">> face.<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<else>> stomach.<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</if>> "My compliments." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<elseif $NPCList[_nn].penis is "mouthentrance" or $NPCList[_nn].penis is "mouthimminent">> <<if $hypnosis_traits.devotion gte 3>> <<He>> presses <<his>> <<npcPenis>> against your lips. "<<gwylanCommand "Open up">>, <<pcpetname "Gwylan">>." <<hypnosisText "Your body obeys <<his>> command.">> Thick ropes of cum shoot into your mouth. <<He>> sighs with relief. You feel warm as <<he>> pets your head. "<<pcPetname "Gwylan" "good">>." <<trauma -1>><<ltrauma>> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<else>> <<He>> presses <<his>> <<npcPenis>> against your lips, but doesn't push any further. <<He>> pulls back, shooting several thick ropes of cum over your face. <<He>> sighs with relief, and giggles. "Look at what you made me do." <<set $hygiene += 500>><<bodyliquid "face" "semen">> <</if>> <<elseif $NPCList[_nn].penis is "mouth">> <<if $hypnosis_traits.devotion gte 3>> <<He>> presses <<his>> <<npcPenis>> all the way into your mouth. "<<gwylanCommand "Swallow it all">>, <<pcpetname "Gwylan">>." <<hypnosisText "Your body obeys <<his>> command.">> Thick ropes of cum shoot into your mouth and throat. You eagerly take it all in as <<he>> sighs with relief. You feel warm as <<he>> pets your head. "<<pcPetname "Gwylan" "good">>." <<trauma -1>><<ltrauma>> <<else>> <<He>> presses <<his>> <<npcPenis>> all the way into your mouth. Thick ropes of cum shoot into your mouth and throat. <<He>> sighs with relief, and giggles. "<<pcPetname "Gwylan" "good">>." <</if>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<He>> lets out a long breath as <<he>> climaxes and shakes against your foot. "Oh my, how degrading." <<He>> giggles. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<He>> shakes quietly as you work <<his>> penis with both hands. <<His>> fresh semen covers your hands and wrists. <<if $hypnosis_traits.devotion gte 3>> <<He>> giggles, and raises a finger to your face. "<<gwylanCommand "Clean it up.">>" <<hypnosisText "Your body obeys <<his>> command.">> You hungrily lick up <<his>> semen, and even lick the stray drops from <<his>> <<npcPenis>>. <<He>> smiles down at you and pets your head as you do. <<trauma -1>><<ltrauma>> <<else>> "I'm impressed," <<he>> says with a giggle. <</if>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is "leftarm" or $NPCList[_nn].penis is "rightarm">> <<set $_arm to $NPCList[_nn].penis is "leftarm" ? "left" : "right">> <<He>> shakes quietly as you tease forth fresh cum from <<his>> penis with your $_arm hand. <<if $hypnosis_traits.devotion gte 3>> <<He>> giggles, and raises a finger to your face. "<<gwylanCommand "Clean it up.">>" <<hypnosisText "Your body obeys <<his>> command.">> You hungrily lick up <<his>> semen, and even lick the stray drops from <<his>> <<npcPenis>>. <<He>> smiles down at you and pets your head as you do. <<trauma -1>><<ltrauma>> <<else>> "I'm impressed," <<he>> says with a giggle. <</if>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<He>> covers <<his>> mouth as semen erupts from <<his>> <<npcPenis>>. <<He>> breathes heavily and blushes. "You tease." <<elseif $NPCList[_nn].penis is "otheranus">> <<if _gwylanStatus.includes("lust") and ($NPCList[_nn].lefthand is "hypnosis_orgasm" or $NPCList[_nn].righthand is "hypnosis_orgasm" or $combat_hypnosis is "orgasm" or $hypnosis_traits.devotion gte 3)>> <<if $position is "missionary">> <<He>> leans back as <<he>> rides you faster. <<He>> <<if $consensual is 1>>smiles<<else>>glares<</if>> down at you as <<he>> reaches <<his>> peak. <<else>> <<He>> presses back against you harder and faster as <<he>> reaches <<his>> peak. <<He>> looks back to you with a <<if $consensual is 1>>smile<<else>>glare<</if>>. <</if>> "Don't you dare hold back, <<pcpetname "Gwylan">>. Fill me<<if $orgasmcurrent>> again<</if>>." <<He>> snaps <<his>> fingers. <<hypnosisText "A deep yearning blooms, nurtured by your <<if $consensual is 1>>intimate<<else>>carnal<</if>> union. Feelings of arousal overwhelm you.">> <<orgasm>> <<He>> shivers in ecstasy, and lets out a <<if $consensual is 1>>soft moan<<else>>huff<</if>> as you cum together. <<else>> <<if $position is "missionary">> <<He>> leans back and presses down hard, grinding on your <<penis>> as <<he>> shudders in climax. <<else>> <<He>> presses back against you hard, grinding on your <<penis>> as <<he>> shudders in climax. <</if>> <</if>> /* ToDo: Gwylan - replace with appropriate check and text when TF-based player penises are implemented */ <<if $hallucinations gte 2 and ($wolfgirl gte 6 or $fox gte 6) and ($orgasmcurrent or $orgasmdown)>> <br><br> <<if $penisaction is "cooperate">> You feel a bulging pressure as you continue to fuck <<him>>. With a final thrust, you feel as though you somehow press even deeper into <<him>>. <<if _gwylanStatus.includes("heat") and _gwylanTF.known>> <<He>> presses back in turn, and yips. <<else>> <<He>> presses back in turn, letting out a low moan. <</if>> <<else>> <<He>> grinds on you for another moment, before pushing even harder. It feels as though you slip even deeper into <<him>> somehow. <</if>> "Oh my." Gwylan looks <<if $position is "missionary">>down<<else>>back<</if>> at you. <<if _gwylanStatus.includes("heat")>> <<He>> pants, and smiles. "You were just as excited as me." <<else>> There's a blush spreading over <<his>> face. "You were excited." <</if>> <br><br> You try to withdraw, <span class="pink">but you can't</span>. You look down. Your penis feels strange inside of <<him>>. <span class="lewd">It looks different, like that of a <<if $wolfgirl gte 6>>wolf<<else>>fox<</if>>, complete with a knot. And it's stuck.</span> <br><br> <<if _gwylanStatus.includes("heat")>> <<He>> continues grinding against you, whining and chittering with pleasure. <<He>> trembles in bursts, fluids continuing to drool from <<his>> <<npcVagina>>. <<His>> back arches as your knot finally deflates. Finally, it exits with a pop, prompting Gwylan to slowly moan. <<if $internalejac>> Some of your cum spills out. <</if>> <<else>> The two of you sit in awkward silence while you wait for your knot to go down. "Don't get me wrong," Gwylan says after a while. "I like it." <<He>> grinds against you again, letting out a soft moan. Finally, it exits <<him>> with a pop. <<if $internalejac>> Some of your cum spills out. <</if>> <</if>> <<He>> turns even more red and stays quiet for a moment. You look down again, and your penis looks normal. <<He>> breaks the silence with a giggle. <<if !$gwylanSeen.includes("player_knotted_gwylan")>> "Don't think about it too much." <<else>> "It feels better each time." <</if>> <<set $gwylanSeen.pushUnique("player_knotted_gwylan")>> <<elseif _gwylanStatus.includes("heat")>> <<He>> bites your neck and holds you tightly, trembling as orgasmic waves wash over <<him>>. <<if _gwylanTF.fangs is "revealed">> <<He>> pulls away and licks the spot <<he>> bit, before licking <<his>> fangs in turn. <<pain 8>><<ggpain>> <<else>> <<He>> pulls away and kisses the spot <<he>> bit. <<pain 4>><<gpain>> <</if>> <</if>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<He>> lets out a ragged breath and shudders as <<he>> grinds against you <<bottom>>. <<He>> leans forward, worn out. "You're a bad <<girl>>, teasing me like that." <<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>> <<if $consensual is 0 or _gwylanStatus.includes("heat")>> <<He>> quietly cums against your $worn.genitals.name. "Curse this wretched thing," <<he>> grumbles. <<else>> <<He>> quietly cums against your $worn.genitals.name. "Pesky thing," <<he>> pouts. <</if>> <<if _args[0] isnot "short">><<gwylanChastityRequest $consensual>><</if>> <<elseif $NPCList[_nn].penis is "penis">> <<switch random(1, 5)>> <<case 1>> <<He>> cums as you knead your <<penises>> together, shivering with pleasure. <<case 2>> <<He>> cums as you rub your <<penises>> together, shivering with pleasure. <<case 3>> <<He>> cums as you frot your <<penises>> together, shooting <<his>> impressive load over your <<penis>> and stomach. <<case 4>> <<He>> shivers as <<he>> grinds downs hard on your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> cum against your <<penis>>. <<case 5>> <<He>> giggles as <<he>> rubs hard against your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> semen against your <<penis>>. <</switch>> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<He>> lets out a ragged breath and shudders as <<he>> grinds against you, shooting a load onto your tummy. <<He>> leans forward, worn out. "You're a bad <<girl>>, teasing me like that." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<elseif $NPCList[_nn].mouth is "penis" and $NPCList[_nn].vagina is "none" and $NPCList[_nn].penis isnot "none">> <<switch $player.penissize>> <<case 4>> <<if $orgasmdown or $internalejac>> <<He>> continues holding <<else>> <<He>> expertly holds <</if>> your <<penis>> in <<his>> throat even as <<he>> reaches climax. <<His>> mouth and throat hug you tightly. Finally, <<he>> releases you with a final gasp <<case 3 2 1>> <<if $orgasmdown or $internalejac>> <<He>> continues holding <<else>> <<He>> expertly holds <</if>> your <<penis>> in <<his>> mouth even as <<he>> reaches climax. When <<hes>> done shaking, <<he>> releases you <<default>> <<if $orgasmdown or $internalejac>> <<He>> continues holding <<else>> <<He>> holds <</if>> your <<penis>> in <<his>> mouth even as <<he>> reaches climax, continuing to pleasure your small length. When <<hes>> done shaking, <<he>> releases you <</switch>> <<if $internalejac>> and swallows. "Thanks for the meal." <<else>> and pouts. "Don't hold back next time. I was hungry for you." <</if>> <<elseif $NPCList[_nn].penis is "othermouth">> <<His>> tongue eagerly laps at you as <<he>> cums. <<if _gwylanStatus.includes("heat")>> <<He>> nibbles you before pulling away. <<else>> <<His>> hot breath makes you shiver as <<he>> pulls away. <</if>> <<He>> pushes a lock of hair away from <<his>> face and smiles at you. "Delicious." <</if>> <!-- Finishing moves --> <<if _args[0] isnot "short">> <br><br> <<if _gwylanTF.known and _gwylanStatus.includes("heat")>> <<if $position is "doggy">> <<if ["penis", "penisentrance", "penisimminent"].includes($NPCList[_nn].vagina) or ["penis", "penisentrance", "penisimminent"].includes($NPCList[_nn].anus)>> <<He>> presses against you, pushing you back until you're sitting, and sits in your lap. <<else>> <<He>> pulls you back until you're sitting on <<his>> lap. <</if>> <<else>> <<He>> lifts you up and sits in your lap with <<his>> legs around you. <</if>> <<He>> nuzzles <<his>> head into your shoulder and hugs you tightly. <<He>> lets out a series of short yips and whines in <<his>> <<if $pronoun is "m">>rut<<else>>heat<</if>>. <<if _gwylanTF.tail isnot "fake">> <<His>> tail flits back and forth as you hold each other. <</if>> <<elseif $consensual is 1 and $orgasmdown and (_gwylanStatus.includes("lust") or $gwylanSeen.includes("partners"))>> <<He>> pushes <<his>> head into the crook of your neck. You sit there for a few minutes as <<he>> plays with your hair, running <<his>> hands through it. "Finishing together always feels so much better," <<he>> whispers. <<trauma -2>><<ltrauma>> <<elseif $consensual is 0 and (_gwylanStatus.includes("lust") or $gwylanSeen.includes("partners"))>> <<He>> pushes <<his>> head into the crook of your neck and holds you in the grass. You sit there for a few minutes as <<he>> plays with your hair, running <<his>> hands through it. "Forgive me for being so assertive. That was nice." Despite the feeling of violation, <<his>> voice calms you. <<stress -3>><<lstress>> <<elseif $consensual is 0>> Once <<his>> shivers subside, <<he>> looks a little guilty. "I'm sorry. I got carried away." <</if>> <</if>> <<set $daily.gwylan.orgasm to true>> <</widget>><<widget "ejaculation-kylar">> <<set $ejaculating to 1>> <!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler --> <!-- Female KYLAR --> <<if wearingCondom("player") is "sabotaged" and $internalejac is 1 and $NPCList[_nn].vagina is "penis">> <<He>> convulses and moans, <<his>> pussy squeezing your cock. Kylar pulls back, bringing one hand to <<his>> pussy and parting <<his>> lips, only to show off your cum oozing out of <<his>> quim. "O-Oops," <<he>> says, trying to sound nervous. "W-well, I guess these things happen." <<His>> expression clearly betrays <<his>> true feelings. <<elseif $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $consensual is 1>> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, small thighs shaking with orgasm. <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably. <<case 5>> <<He>> screams, cupping the back of your head in <<his>> hands and grinding <<his>> clit against your nose. <</switch>> <<elseif $NPCList[_nn].vagina is "leftarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 5>> <<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, knees knocking as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 5>> <<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers. <<case 3 4>> <<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs. <<case 5>> <<He>> screams as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate. "I love pleasuring myself with you." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "leftDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "rightDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "feet">> <<switch random(1, 4)>> <<case 1 2>> <<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 3 4>> <<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out." <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you scissor your pussies together, moaning with pleasure. <<case 3 4>> <<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, thin legs shaking as <<he>> cums. <<case 5>> <<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ejaculate drenches your crotch as <<he>> squirts. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 5>> <<He>> screams into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs. <</switch>> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan. <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning. <<case 5>> <<He>> screams and bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "I feel so good when I'm with you." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "penis">> <<switch random(1, 5)>> <<case 1 2>> <<He>> grabs your shoulders with <<his>> small hands as <<he>> cums, bouncing down hard against your cock as <<he>> shudders with pleasure. "You make me feel so good." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<case 3 4>> <<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<case 5>> <<He>> cries out and bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity devices," <<he>> says. "I'll work it out. Then you can fill me." <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> cums on your <<penis>>. "Please fuck me next time. Please. I can't stand being teased like this. I need you inside me..." <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out. Then you can fill me." <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> bucks <<his>> ass against your cock as <<he>> cums. <<He>> begins crying, "Why won't you fuck me? Don't you love me?" <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out." <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. <<He>> looks panicked, "Why didn't you penetrate me? Who else is there? You can tell me..." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 4)>> <<case 1 2>> <<He>> cums as you fuck <<his>> mouth, smiling as <<he>> finishes. <<case 3 4>> <<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a slimy mess. "I love what you do to me." <</switch>> <<else>> <<He>> convulses in orgasmic bliss. <</if>> <<else>> <<if $NPCList[_nn].vagina is "footjob">> <<switch random(1, 5)>> <<case 1 2 3>> <<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and stands over you, your <<lewdness>> on display below <<him>>. "There are so many ways I can pleasure you; we can explore all of them." <<case 4 5>> <<He>> laughs as <<he>> cums, removing <<his>> foot from your crotch. "It makes me feel so powerful pleasuring you like this." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your ass and thighs. <<case 3 4>> <<He>> moans as <<he>> digs <<his>> nails into your shoulders and grinds downs hard on your <<pussy>>. You are surprised by <<his>> strength. <<case 5>> <<He>> screams, grabbing you by the hair and mashing <<his>> entire body against yours. Ejaculate streams from <<his>> pussy, drenching you. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your stomach. <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<He>> moans as <<he>> cums. <<He>> grabs you by the hair and pull <<his>> face close; you are surprised by <<his>> strength. "Don't forget I'm the only one allowed to pleasure you." <<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<He>> groans and cups your head, grinding <<his>> clit against your nose as <<his>> small thighs shake with orgasm. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<He>> shakes as <<he>> cums, reaching back and digging <<his>> nails into your thighs as <<he>> releases a final moan. <<elseif $NPCList[_nn].vagina is "penis">> <<He>> digs <<his>> small fingers into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure. <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need you inside me. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> moans as <<he>> cums on your throbbing cock. <<He>> tears up, "Why didn't you fuck me? Who else is there? Tell me!" <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need you inside me. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> swivels <<his>> ass against your cock as <<he>> cums. <<He>> begins crying "Please fuck me next time. I swear I'll be good..." <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your cock as <<he>> cums. "Why didn't you fuck me? Am I not good enough for you? Is there someone else? There better not be someone else." <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<He>> cums as you fuck <<his>> mouth, pushing away as <<he>> gasps for air. "I can't take anymore... please forgive me." <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles with orgasm. Pulling your face close, <<he>> says, "I want you with me forever." <<case 4 5 6>> <<He>> sighs quietly as <<he>> cums, stroking your back. "You know I'd die without you, don't you?" <<case 7>> <<He>> rapidly rubs <<his>> clit and screams as <<he>> cums; <<his>> pussy squirting and dripping down to <<his>> knees. "I can't control myself when I'm with you." <</switch>> <</if>> <</if>> <</if>> <!-- Male KYLAR --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $consensual is 1>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif _condomResult is "burst" and $NPCList[_nn].penis is "vagina">> <<if $position is "doggy">> <<He>> groans, placing both hands on your <<bottom>> and thrusting hard against your movements, filling your womb with warm semen and fully ignoring the broken condom. "O-oh no! What do we do now?" <<he>> says, trying to sound nervous, but the wide smile on <<his>> face betrays <<his>> feelings. <<else>> <<He>> holds you in place and keeps thrusting slowly until <<hes>> emptied every last drop inside you, fully ignoring the broken condom. "W-well, they say that no contraceptive method is one hundred percent effective," <<he>> says, trying to sound nervous, but the wide smile on <<his>> face betrays <<his>> feelings. <</if>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a giggle at the sight. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to go inside you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems upset with <<himself>>. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> seems disappointed. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> quiets and grabs your shoulders with <<his>> small hands, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch; <<he>> seems pleased. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems upset with <<himself>>. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<He>> says, "Oh my god, I'm so sorry," but <<his>> face looks excited. <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <span class="green"><<He>> leans down and licks it off.</span> <<case 7>> <<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume and <<he>> looks oddly pleased with <<himself>>. <<set $hygiene += 500>><<bodyliquid "face" "semen">><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems upset with <<his>> lack of control. <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems upset with <<himself>>. <<case 7>> <<He>> cups your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <!-- this is picking up women NPCs...? --> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth. <<case 4 5 6>> <<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat. <<case 7>> <<He>> palms your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails. "It's hard to control myself with you." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your hands, slickening them with semen. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "Oh God, I'm so sorry," <<he>> says, but <<his>> face betrays <<his>> words. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. "You make me feel so good." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your left hand. Semen drips down your fingers. "I love how you make me feel." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume from such a small body. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "You make me feel so special." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your right hand. Semen cools on your fingers. "I love how you make me feel." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. You're impressed by the volume from such a small body. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 4)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "I guess that's okay because you're mine." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> cock and moans, ejaculating on the ground. "You make me feel so good." <<case 3>> <<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "I'm sorry, I just couldn't help myself." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<He>> apologies and licks up the mess. <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "I love how you make me feel." <<case 4 5>> <<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "I want you to stay with me forever..." <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. "Please fuck me properly next time. Please. I can't stand being teased. Please..." <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> seems disappointed, "Why didn't you fuck me? Don't you love me? Am I not good enough for you?" <<case 6 7>> <<He>> sobs as <<he>> ejaculates onto <<his>> own chest and begins crying, "Why didn't you fuck me? Tell me what I can do to deserve your cock..." <</switch>> <<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>> <<switch random(2)>> <<case 0>> <<He>> gasps as <<he>> shoots <<his>> impressive load all over your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out." <<case 1>> <<He>> moans in ecstasy, drenching your $worn.genitals.name in ropes of hot cum. "N-no... we need to be together!" <<He>> gasps in frustration. <<case 2>> <<He>> screams in pleasure, showering your $worn.genitals.name in streams of sticky cum. <<He>> uses the milky fluid to finger paint love hearts on your cheek. "Mine." <</switch>> <<elseif $NPCList[_nn].penis is "penis">> <<switch random(1, 7)>> <<case 1>> <<He>> cums as you knead your <<penises>> together, moaning with pleasure. "God, I love you so much!" <<set $kylarSeen.pushUnique("saidLove")>> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> cums as you rub your <<penises>> together, moaning with pleasure. <<He>> rubs <<his>> own cum all over your shaft. "Keep my s-smell on you." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 3>> <<He>> cums as you frot your <<penises>> together, shooting <<his>> impressive load over your <<penis>> and stomach. <<He>> wipes some of <<his>> cum on your lips. "Taste our love juices." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4>> <<He>> moans as <<he>> grinds downs hard on your <<penis>> to finish, thin legs shaking as <<he>> cums. <<He>> uses the cum as lube, furiously milking out the last of <<his>> cum against your <<penis>>. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 5>> <<He>> giggles as <<he>> rubs hard against your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> semen against your <<penis>>. "N-next time I want you to im-impregnate my ass." <<He>> smirks. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 6>> <<He>> screams as <<he>> grinds hard against your <<penis>> to finish, thin legs shaking as <<he>> cums. "N-next time I want you to fuck me." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ropes of semen drench your crotch as <<he>> cums. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<switch random(1, 7)>> <<case 1 2>> <<He>> cums before <<he>> can frot your <<penis>>, ejaculating on the outside. Semen coats your cock and tummy; <<he>> seems upset with <<himself>>. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 3 4>> <<He>> ejaculates onto your <<penis>> before <<he>> can frot your <<penises>> together, sending white streams of semen running down your <<penis>>; <<he>> seems disappointed. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 5>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<penis>> and ass. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 6>> <<He>> whimpers as <<he>> ejaculates onto <<his>> own chest and begins crying. "W-why? Why didn't you fuck me? What can I do to deserve your cock?" <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> cums before your <<penises>> touch, covering you in <<his>> massive load. Semen coats your tummy and crotch. <<He>> pants in your ear, "S-sorry for the mess. I love you so much." <<set $kylarSeen.pushUnique("saidLove")>> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth, gasping against your cock. "God, I love you so much." <<set $kylarSeen.pushUnique("saidLove")>> <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth. <<He>> backs away, "I'm sorry; I can't take anymore. Please forgive me." <<case 6 7>> <<He>> grabs you by the ass and drives your cock deeply into <<his>> throat, ejaculating on <<his>> chest as <<he>> throats your cock. <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <</if>> <<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">> Despite wearing a condom, it was too damaged to stop the cum. <</if>> <br><br> <<else>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs and wipes <<his>> cock clean on your ass. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, slamming <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<He>> seems impressed with <<himself>>. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your hips, pulling you back and ejaculating onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems impressed with the mess <<hes>> made. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy. <<He>> turns beet red in anger, small fists shaking, but does nothing. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt; <<he>> pulls <<his>> own hair in frustration. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems upset at first, but then smiles as <<he>> looks down on your <<lewdness>> covered in <<his>> cum. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your hair, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your cunt. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> quiets and pounds <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you gasp at the feeling of being filled against your will. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and grinds down on your cunt as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<He>> looks down at the mess <<hes>> made with satisfaction. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> palms your cheeks with <<his>> small hands and pulls you hard against <<him>>, ejaculating between your cheeks. You are surprised by <<his>> strength. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. "You make me feel alive." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack and feel filthy inside. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems furious, but at <<himself>>, shaking with anger. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<He>> seems disappointed but smiles as <<he>> looks at your drenched ass. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you feel unwelcome semen streaming in your asshole. <<analejacstat>><<ejacstat>><<set $hygiene += 500>> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> wordlessly grabs your hair, pulling you hard onto <<his>> cock as <<he>> cums. Semen fills you as you cry out. "I know you'll come to love me as much as I love you." <<set $kylarSeen.pushUnique("saidLove")>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your ass and runs down your legs. "No one will ever love you as much as I do." <<set $kylarSeen.pushUnique("saidLove")>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your <<breasts>> together on <<his>> cock as <<he>> cums, ejaculating onto them. "I guess I'm marking my territory," <<he>> says with a smile. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and ejaculates onto them. Your <<breasts>> cool as semen slides down your body. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> puts <<his>> hand behind your neck, mashing your face against <<his>> body and bearing down on your <<breasts>>; semen shoots between and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. "It's okay because we belong to each other." <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and palming your head, ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> licks it off your face. <<case 7>> <<He>> grasps your hair tightly in <<his>> small fist, stroking <<his>> cock while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "I'm sorry but it's your fault; you make me lose control of myself." <<set $hygiene += 500>><<bodyliquid "face" "semen">><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grips hair at the nape your neck, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <<His>> face reddens in silent anger. <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> stamps <<his>> feet in tantrum. <<case 7>> <<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated. <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> cock down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow. <<case 4 5 6>> <<He>> grabs you by the shoulder in one hand and grasps the base of <<his>> cock in the other, quietly ejaculating into your mouth. You gag as cum fills your mouth and drips down your throat. <<case 7>> <<He>> palms your head, wildly thrusting <<his>> cock down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "I just get so excited when you're with me." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <<He>> seems impressed with the mess. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your hands, slickening them with semen. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "I'm sorry but I guess it's okay because we belong to each other." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. Grabbing your hand by the wrist, <<he>> licks it clean. <<case 3 4>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 6 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your chest in the process. <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <</switch>> <<handejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze; <<he>> flicks <<his>> cock clean on the ground. <<case 4 5>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your chest, which is splattered with cum in the process. <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 6 7>> <<He>> grunts and shoots thick ropes of semen onto your hand, making an impressive mess. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 5)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "I love that we can do this together, don't you?" <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> cock and cums on the ground. <<case 3>> <<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. <<He>> looks at your <<lewdness>> covered in <<his>> ejaculate and smiles. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 5>> <<He>> moans and rubs <<his>> cock wildly, sending cum flying all over your body. "I'm sorry, but I just lose control when you're near me." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face. "I have to m-mark you as mine." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5>> <<He>> moans as you pound <<his>> ass and ejaculates on the ground. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "I-I can't take this," <<he>> says. "I need to fill you. Th-there must be a skeleton key for chastity stuff." <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> fingers into your ass from behind and grinding your cock against <<his>> ass to finish. "Why didn't you fuck me? Am I not good enough for you?" <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> begins crying, "Why don't you fuck me? Is there something wrong with me? Tell me so I can fix it!" <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<He>> seems sad rather than spent. <</switch>> <<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>> <<switch random(2)>> <<case 0>> <<He>> gasps as <<he>> shoots <<his>> impressive load all over your $worn.genitals.name. "Th-there must be a skeleton key for chastity stuff," <<he>> says. "I'll work it out." <<case 1>> <<He>> moans in ecstasy, drenching your $worn.genitals.name in ropes of hot cum. "N-no... we need to be together!" <<He>> gasps in frustration. <<case 2>> <<He>> screams in pleasure, showering your $worn.genitals.name in streams of sticky cum. <<He>> uses the milky fluid to finger paint love hearts on your cheek. "Mine." <</switch>> <<elseif $NPCList[_nn].penis is "penis">> <<switch random(1, 7)>> <<case 1>> <<He>> cums as you knead your <<penises>> together, moaning with pleasure. "God, I love you so much!" <<set $kylarSeen.pushUnique("saidLove")>> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> cums as you rub your <<penises>> together, moaning with pleasure. <<He>> rubs <<his>> own cum all over your shaft. "Keep my s-smell on you." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 3>> <<He>> cums as you frot your <<penises>> together, shooting <<his>> impressive load over your <<penis>> and stomach. <<He>> wipes some of <<his>> cum on your lips. "Taste our love juices." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4>> <<He>> moans as <<he>> grinds downs hard on your <<penis>> to finish, thin legs shaking as <<he>> cums. <<He>> uses the cum as lube, furiously milking out the last of <<his>> cum against your <<penis>>. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 5>> <<He>> groans as <<he>> rubs hard against your <<penis>> to finish. <<He>> uses the cum as lube, furiously milking out the last of <<his>> semen against your <<penis>>. "Next time I want you to impregnate my ass," <<he>> hisses. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 6>> <<He>> screams as <<he>> grinds hard against your <<penis>> to finish, thin legs shaking as <<he>> cums. "N-next time I want you to fuck me." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes; you are surprised by how strong <<he>> is. Ropes of semen drench your crotch as <<he>> cums. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<switch random(1, 7)>> <<case 1 2>> <<He>> cums before <<he>> can frot your <<penis>>, ejaculating on the outside. Semen coats your cock and tummy; <<he>> seems upset with <<himself>>. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 3 4>> <<He>> ejaculates onto your <<penis>> before <<he>> can frot your <<penises>> together, sending white streams of semen running down your <<penis>>; <<he>> seems disappointed. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 5>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<penis>> and ass. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 6>> <<He>> whimpers as <<he>> ejaculates onto <<his>> own chest and begins crying. "W-why? Why didn't you fuck me? What can I do to deserve your cock?" <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> cums before your <<penises>> touch, covering you in <<his>> massive load. Semen coats your chest, tummy, and crotch. <<He>> licks your ear and whispers, "Look at you, covered in my cum. Mine now." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth; groaning as <<he>> ejaculates on the ground. "I'm sorry, I just can't take anymore." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth; <<he>> pulls away abruptly. "Please stop, I've had enough." <<case 6 7>> <<He>> grabs your ass in <<his>> hands, pulling your cock into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your <<genitals>>. <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <</if>> <<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">> Despite wearing a condom, it was too damaged to stop the cum. <</if>> <br><br> <</if>> <!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger --> <<if _args[0] isnot "short">> <<if $consensual is 1 and $enemyanger lte 0>> <<switch random(1,5)>> <<case 1 2>> <<He>> caresses your cheek, <span class="green">making you feel warm inside.</span> "I h-hope you know you mean everything to me." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<case 3 4>> <<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "Y-you're so perfect, everything I could ever wish for." Your face flushes with pleasure. <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<case 5>> <<He>> kisses your forehead, <span class="green">making you feel warm inside.</span> "B-being without you drives me crazy." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <</switch>> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>> <<He>> cups your chin with a shaking hand, <span class="red">and runs the edge of <<his>> knife across your cheek.</span> "One day I'll make you understand that you're mine, easy way or not." <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>> <span class="red"><<He>> pulls your hair,</span> bringing you inches closer to <<his>> face. "Please, my love, don't make me hurt you." <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <<elseif $consensual is 0 or $enemyhealth lte ($enemyhealthmax / 10) * 9.5>> <<He>> cups your chin with a shaking hand, <span class="red">forcing you to look at <<him>>.</span> "I want you to understand that I'm doing this because I love you." <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <</if>> <</if>> <</widget>><<widget "ejaculation-leighton">> <<set $ejaculating to 1>> <!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler --> <!-- Female LEIGHTON --> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $consensual is 1>> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<switch random(1, 4)>> <<case 1 2>> <<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, thighs shaking with orgasm. <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably. <<case 5>> <<He>> cups your head in <<his>> hand and grinds <<his>> clit against your nose, covering your face in ejaculate. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "leftarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, shaking <<his>> thighs together against your hand as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt twitching against your hand uncontrollably. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 5>> <<He>> stifles a moan, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, knees shaking as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt twitching against your hand uncontrollably. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 5>> <<He>> stifles a moan, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers. <<case 3 4>> <<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs. <<case 5>> <<He>> shakes as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate; <<he>> removes <<his>> hand from your pussy and wipes it off on your face, chuckling. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "feet">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 3 4>> <<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 5>> <<He>> tenses as <<he>> comes, soaking your feet with ejaculate. You jump back in surprise, nearly slipping on your wet feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you scissor your pussies together, moaning with pleasure. <<case 3 4>> <<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, legs shaking as <<he>> cums. <<case 5>> <<He>> cups <<his>> arms under your shoulders as <<his>> entire body shakes. Ejaculate streams from <<his>> pussy, drenching you. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth" and playerChastity("vagina")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "othermouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 5>> <<He>> sighs into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs. <</switch>> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "otheranus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan. <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning. <<case 5>> <<He>> bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "You've been taught well." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "penis">> <<switch random(1, 6)>> <<case 1 2>> <<He>> grabs your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure. "That was a wonderful performance." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<case 3 4>> <<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<case 5>> <<He>> bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> cums on your <<penis>>; "Next time I expect penetration." <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> bucks <<his>> ass against your cock as <<he>> cums. "Next time I expect you to properly service me, not toy with me." <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. <<He>> looks frustrated, "Next time I expect a good fucking, or there will be consequences..." <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 4)>> <<case 1 2>> <<He>> cums as you fuck <<his>> mouth, pushing you off as <<he>> finishes. <<case 3 4>> <<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a slimy mess. "Such a mess; you should go jump in the shower." <</switch>> <<else>> <<He>> convulses in orgasmic bliss. <</if>> <<else>> <<if $NPCList[_nn].vagina is "footjob">> <<switch random(1, 5)>> <<case 1 2 3>> <<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and moves <<his>> foot to your body, <span class="red">stepping down heavily as you gasp for breath.</span> "I hope you're learning that I own you." <<gtrauma>><<gstress>><<gpain>><<violence 6>><<bruise chest>><<hitstat>> <<case 4 5>> <<He>> cums, chuckling as <<he>> removes <<his>> foot from your crotch and rubs it against your face, covering your face in your own wetness. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your ass and thighs. <<case 3 4>> <<He>> moans as <<he>> grabs you by the throat and grinds downs hard on your <<pussy>>. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<case 5>> <<He>> grabs you by the hair, mashing <<his>> entire body against yours. Ejaculate streams from <<his>> pussy, drenching you. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<He>> moans as <<he>> cums. <<He>> <span class="pink">grabs you by the hair and pulls you close:</span> "I hope you're learning that I own you." <<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<He>> groans and grabs you by the hair, grinding <<his>> crotch roughly against your face as <<his>> thighs shake with orgasm. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<He>> shakes as <<he>> cums, grabbing you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and dragging your cock deeply into <<his>> ass as <<he>> releases a final moan. <<elseif $NPCList[_nn].vagina is "penis">> <<He>> digs <<his>> nails painfully into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure. <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> moans as <<he>> cums on your throbbing cock. "Next time I expect penetration, or there will be consequences." <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> swivels <<his>> ass against your cock as <<he>> cums. "Next time I expect to be fucked properly or I'll punish you." <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grabs you by the throat, pulling you down and grinding <<his>> clit hard against your cock as <<he>> cums. "Next time you need to penetrate me or I'll punish you." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<He>> cums as you fuck <<his>> mouth, shoving you away as <<he>> gasps for air. "That's enough." <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles with orgasm. Pulling your face close, <<he>> says, "I hope you're learning that you're subject to my desires." <<case 4 5 6>> <<He>> sighs quietly as <<he>> cums, smacking your ass. "Don't forget that I own you." <<case 7>> <<He>> rapidly rubs <<his>> clit, stifling a moan as <<he>> cums; <<his>> pussy squirting and covering you in ejaculate. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">> <</switch>> <</if>> <</if>> <br><br> <</if>> <!-- Male LEIGHTON --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $consensual is 1>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a giggle at the sight. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems disappointed. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> seems disappointed. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "Quite a mess; you really should hit the showers." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> quiets and grabs your shoulders, pulling you deeply onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch; <<he>> seems pleased. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems disappointed. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deeply into your ass as <<he>> cums. You gasp as you take <<his>> entire length and feel semen filling your insides. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. It's more than you can hold; cum oozes from your ass and runs down your legs. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. "Such a mess. You should hit the showers." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face; <<he>> chuckles at the resulting mess and hands you a tissue. <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles and hands you a tissue. <<case 7>> <<He>> grasps the top of your head, stroking <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. "Tsk tsk. You really need to learn to swallow. Such a mess." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems disappointed. <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed. <<case 7>> <<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <!-- this is picking up women NPCs...? --> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and by your hair with the other, thrusting deeply into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth. <<case 4 5 6>> <<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat. <<case 7>> <<He>> grasps the back of your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and drips down your chin. "Tsk tsk. You really need to learn to swallow." <<He>> hands you a tissue to clean up. <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. "Such an enthusiastic student, using both hands." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your hands, slickening them with semen. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> chuckles and hands you a tissue. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. "Such a mess; you should wash your hands." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your left hand. Semen drips down your fingers. <<He>> hands you a tissue. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. <<He>> smiles and hands you a gym towel to clean up. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "What messy fingers; you should go wash your hands." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your right hand. Semen cools on your fingers. <<He>> smiles and hands you a tissue. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. <<He>> smiles and hands you a gym towel to clean up. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 4)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "Such a fast learner." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> cock and aims at your face, covering it with semen. <<He>> smiles and hands you a tissue. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "Thanks, that's quite enough." <<case 4 5>> <<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. "Next time I expect penetration." <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground. You roll off <<him>>. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis" and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth, gasping against your cock. "You're quite the talented student." <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth. <<He>> pushes you away, "Thanks, that's quite enough." <<case 6 7>> <<He>> grabs you by the ass and drives your cock deeply into <<his>> throat, ejaculating on <<his>> chest as <<he>> throats your cock. <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <</if>> <<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">> Despite wearing a condom, it was too damaged to stop the cum. <</if>> <br><br> <<else>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs, then wipes <<his>> cock clean on your ass. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, slamming <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "You'll submit for my pleasure anytime I wish; don't forget it." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity()>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shoves <<his>> thumb into your ass, pulling you back and ejaculating onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt; flicking <<his>> cock dry on your body. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass; <<he>> dries <<his>> cock on your thighs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <span class="red"><<he>> spanks your ass angrily.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt; <<he>> groans in disappointment. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "I hope you're learning that you're mine anytime I want you." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your hair, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your bruised cunt. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> quiets and grabs your throat, pounding <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and grinds down on your cunt as <<he>> cums, smashing your <<clit>> and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "With more training you'll learn to better control your body." <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass; giving you a parting smack on the butt. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> pinches the top of your cheeks with <<his>> hands and pulls you hard against <<him>>, ejaculating between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. "You're a mess; perhaps I should throw you in the pool..." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> <span class="blue">slaps your asscheek with one hand</span> and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack and feel filthy inside. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. "I restrained myself; next time you're taking the whole shaft." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <span class="red"><<he>> spanks your ass angrily.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. "I restrained myself. Next time you're taking my entire length." <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you take <<his>> entire length and feel unwelcome semen streaming in your asshole. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> wordlessly grabs your hair, pulling you hard onto <<his>> cock as <<he>> cums. Semen fills you as you cry out, <<his>> girth stretching your anus. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your ass and runs down your legs. "Such a mess. With more training, you'll be able to better control yourself." <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your <<breasts>> together on <<his>> cock as <<he>> cums, ejaculating onto them. "I hope you're learning that you exist for my pleasure." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> grabs your hair to force you to look at <<him>> while <<he>> strokes the tip of <<his>> cock between your <<breasts>> and wordlessly ejaculates onto them. "I want you to look at me while I use you for my pleasure." Your <<breasts>> cool as semen slides down your body. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> puts <<his>> hand behind your neck, mashing your face against <<his>> body and bears down on your <<breasts>>; semen shoots between and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp for air. "You're mine to use for my pleasure." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. "I hope you understand who the master is." <<case 4 5 6>> <<He>> strokes <<his>> cock and holding you by the ears, quietly ejaculates onto your face. Warm cum drips down your forehead and nose. "Such a messy student; just look at you." <<case 7>> <<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> cock while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need more practice swallowing, you sloppy hoodlum." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grips hair at the nape your neck, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <<set $hygiene += 500>> <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> wipes the cum off your face and shoves it in your mouth. <<set $hygiene += 100>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<case 7>> <<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated. <<set $hygiene += 500>><<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> cock down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow. <<case 4 5 6>> <<He>> grabs you by the throat in one hand and grasps the base of <<his>> cock in the other, quietly ejaculating into your mouth. You gag as cum fills your mouth and drips down your throat. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<case 7>> <<He>> grasps your hair by the temples, wildly thrusting <<his>> cock down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "Don't forget that you remain enrolled here at my pleasure." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. "Such a filthy wretch." <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your hands, slickening them with semen. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "Such a messy <<girl>>." <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. Grabbing your hand by the wrist, <<he>> forces it into your mouth so you can taste <<him>>. <<case 3 4>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 6 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your chest in the process. "I need to train you to control my cock better." <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze; <<he>> flicks <<his>> cock clean on your face. <<case 4 5>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your chest, which is splattered with cum in the process. "You're a mess; go clean up." <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 6 7>> <<He>> grunts and shoots thick ropes of semen onto your hand, making an impressive mess. "Disgusting. Go clean yourself up." <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 5)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "Don't forget you remain enrolled here at my pleasure." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> cock and aims at your face, covering it with semen. "Your proper place is on your knees servicing my cock; don't forget it." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "A gift to remember me by." <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. "Such a messy pupil. Off you go, clean yourself up." <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 5>> <<He>> moans and rubs <<his>> cock wildly, sending cum flying all over your body; <<he>> wipes <<his>> penis clean in your hair. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<hairejacstat>><<set $hygiene += 500>><<bodyliquid "hair" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face. "I hope you're learning who owns you." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5>> <<He>> moans as you pound <<his>> ass and ejaculates on the ground. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> tenses as <<he>> cums, ejaculating over your $worn.genitals.name. "Whoever put you in that had the right idea," <<he>> gasps. "If only I had a key." <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> nails into your ass from behind and grinding your cock against <<his>> ass to finish. "I expect you to fuck me properly next time or you'll be punished." <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground; <<he>> seems disappointed. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "That was fine, but next time you're bottom. Be ready." <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth; <<he>> catches <<his>> semen and rubs it into your stomach as <<he>> pushes you away. "I'm done now; off with you." <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth; <<he>> bites your cock, stopping you abruptly. "Enough, I'm finished." <<case 6 7>> <<He>> grabs you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and painfully drives your cock into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your cock. <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <</if>> <<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">> Despite wearing a condom, it was too damaged to stop the cum. <</if>> <br><br> <</if>> <!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger --> <<if _args[0] isnot "short">> <<if $consensual is 1 and $enemyanger lte 0>> <<switch random(1, 5)>> <<case 1 2>> <<He>> absently strokes you, <span class="green">making you feel warm inside.</span> "Such a willing pupil; I've much more to teach you." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <<case 3 4>> <<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "I think you'll benefit from my attention." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <<case 5>> <<He>> brushes your cheek with <<his>> hand. "Such a <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>> student." <span class="green">Your face flushes with pleasure.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <</switch>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>> <<He>> <span class="red">angrily lashes your ass and thighs with <<his>> belt; you scream in pain, knees buckling under you.</span> "I expect your acquiescence. Fight with me like that and you can expect retribution." <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>> <<He>> pins your arms back and <span class="pink">spanks your ass repeatedly as you writhe in pain.</span> "I expect your submission to me; fighting me is unacceptable." <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>> <<He>> <span class="pink">slaps you across the ass.</span> "I expect obedience, not hostility." <<gstress>><<gtrauma>><<gpain>><<violence 2>> <br><br> <</if>> <</if>> <</widget>><<widget "ejaculation-pillory">> <<set $ejaculating to 1>> <!-- Female NPC1 at PILLORY --> <<if $NPCList[_nn].gender is "f">> <<if $consensual is 1>><!-- This is a catch-all; there are no consensual pillory encounters. --> <<He>> collapses in orgasmic bliss. <<else>> <<if $NPCList[_nn].vagina is "footjob">> <<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and grinds <<his>> foot to your crotch. "I hope you enjoyed that." <<gtrauma>><<gstress>><<gpain>><<violence 6>><<bruise chest>><<hitstat>> <br><br> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your <<bottom>> and back of your thighs. "You must feel ashamed to have your <<lewdness>> on display like this." <br><br> <<case 3 4>> <<He>> moans as <<he>> grabs the pillory for leverage and grinds downs hard on your <<pussy>>. "This must be so embarrassing for you." <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <<case 5>> <<He>> screams, grabbing you by the thighs and mashing <<his>> crotch against your <<bottom>>. Ejaculate streams from <<his>> pussy, drenching you. "What a mess; you must be mortified." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. "You can clean that off later." <br><br> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<He>> moans as <<he>> cums. <<He>> <span class="pink">grabs you by the hair and whispers in your ear</span> "I bet you enjoy having your <<lewdness>> shown to a crowd." <br><br> <<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<He>> groans and grabs the pillory for leverage, grinding <<his>> crotch roughly against your restrained face as <<his>> thighs shake with orgasm. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<He>> shakes as <<he>> cums, grabbing you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and dragging your <<penis>> deeply into <<his>> ass as <<he>> releases a final moan. <br><br> <<elseif $NPCList[_nn].vagina is "penis">> <<He>> digs <<his>> nails painfully into your legs as <<he>> cums, driving <<his>> pussy hard against your <<penis>> as <<he>> shudders with pleasure. <br><br> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> moans as <<he>> cums on your throbbing <<penis>>. <br><br> <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> swivels <<his>> ass against your <<penis>> as <<he>> cums. <br><br> <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grabs your legs and pulls you against <<his>> clit hard against your <<penis>> as <<he>> cums. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<He>> cums as <<he>> sucks your <<penis>>, dropping away as <<he>> gasps for air. <br><br> <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles with orgasm. Lifting your head up by the hair, <<he>> says, "I hope you're learning your lesson." <br><br> <<case 4 5 6>> <<He>> sighs quietly as <<he>> cums, smacking your <<bottom>>. "See you around, <<bitch>>." You feel embarrassed to have your <<lewdness>> on display. <br><br> <<case 7>> <<He>> rapidly rubs <<his>> clit and screams as <<he>> cums; <<his>> pussy squirting and covering you in ejaculate. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">> <</switch>> <</if>> <</if>> <</if>> <!-- Male Gender NPC at PILLORY --> <<if $NPCList[_nn].gender is "m">> <!-- Start simplified strap-on sub-case --> <<if $NPCList[_nn].penisdesc.includes("strap-on")>> <<if $consensual is 0>><!-- Non-consen strap-on case --> <<switch $NPCList[_nn].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<switch random(1, 3)>> <<case 1>> <<He>> shakes as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc. <br><br> <<case 2>> <<He>> cums loudly, then spanks your ass with <<his>> $NPCList[_nn].penisdesc. "Something to remember me by, whore." <br><br> <<case 3>> <<He>> cums quietly, rubbing <<his>> $NPCList[_nn].penisdesc along your back. <br><br> <</switch>> <<case "mouth">> <<He>> cums loudly, shoving <<his>> $NPCList[_nn].penisdesc deep into your throat, making you gag. Tears stream down your face. <br><br> <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<switch random(1, 3)>> <<case 1>> <<He>> shakes as <<he>> cums, slapping you across the face with <<his>> $NPCList[_nn].penisdesc. <br><br> <<case 2>> <<He>> cums loudly, then laughs, wiping <<his>> $NPCList[_nn].penisdesc of on your hair. <br><br> <<case 3>> <<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek. <br><br> <</switch>> <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc. <br><br> <</switch>> <<else>><!-- Consensual strap-on case --> <<switch $NPCList[_nn].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<He>> shakes as <<he>> cums, wiping <<his>> $NPCList[_nn].penisdesc off on your ass. <br><br> <<case "mouth">> <<He>> cums loudly, grinding <<his>> $NPCList[_nn].penisdesc against <<his>> own crotch with <<his>> hand as <<he>> cums. <br><br> <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek. <br><br> <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc. <br><br> <</switch>> <</if>> <<elseif $consensual is 1>><!-- This is a catch-all; there are no consensual pillory encounters. --> <<He>> collapses in orgasmic bliss. <<else>> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display. <br><br> <<elseif _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the backs of your thighs, then wipes <<his>> cock clean on your <<bottom>>. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, slamming <<his>> crotch hard into your <<bottom>> as <<he>> cums and ejaculates onto your tummy. <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. "You must be so embarrassed to be seen in public covered with my cum." <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shoves <<his>> thumb into your ass and groans as <<he>> ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt; flicking <<his>> cock dry on your <<bottom>>. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass; <<he>> dries <<his>> cock on your thighs. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <span class="red"><<he>> slaps you across the ass hard in anger</span> as you jerk in the restraints. <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt; <<he>> groans in disappointment. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "You must be so embarrassed to be seen in public with cum dripping down your legs." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and grinds down on your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "Doesn't look like you can hold my load, you fragile cunt." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 1>> <<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto the outside of your <<genitals>>. <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs the pillory for leverage, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc deep in your womb. Semen splashes inside your bruised cunt as your shoulders mash into the restraints. <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> quiets and grabs your hips, pounding <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as your body jerks in the restraints. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and grinds on your cunt as <<he>> cums, smashing your clit and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "I bet you enjoy being forced to show your <<lewdness>> to the whole town." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>> and giving you a parting smack on the butt. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> pinches the top of your cheeks with <<his>> hands and smashes you hard against the stocks, ejaculating between your cheeks. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your <<bottom>> and drips down your crotch. "Such a sloppy mess, and in public." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> <span class="blue">slaps your asscheek with one hand</span> and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>> <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and quietly ejaculates onto your <<bottom>>. You feel semen dripping down your crack and feel filthy inside. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>> and down your crotch. "I think you'd have enjoyed being fucked in the ass a bit too much." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your <<bottom>> and drips down your crack; <span class="red"><<he>> smacks your ass angrily.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>> before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>> and crotch. "I bet you feel like a disgusting pig." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "You need to learn how to take a cock, you sloppy pig." <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <br><br> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto your <<bottom>>. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you take <<his>> entire length and feel unwelcome semen streaming in your asshole. <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> grabs the stocks for better grip, pushing hard into your <<bottom>> as <<he>> cums, mashing your body into the pillory. Semen fills you as you cry out, <<his>> girth stretching your anus. <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "Ass fucked in public like the whore you are, with your <<lewdness>> for all to see." <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your <<breasts>> together on <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> grabs your hair to force you to look at <<him>> while <<he>> strokes the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> and wordlessly ejaculates onto them. Your <<breasts>> cool as semen slides down your body. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> grabs the pillory for leverage and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and down the pillory. <<He>> laughs and <span class="purple">slaps <<his>> $NPCList[_nn].penisdesc across your helpless face to dry it off.</span> <<gtrauma>><<gstress>><<violence 1>><<bruise face>><<hitstat>> <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> grips <<his>> $NPCList[_nn].penisdesc tightly, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, <<bitch>>." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. It's all you can do to keep from laughing. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. "You must be so embarrassed to be showing your <<lewdness>> like this." <br><br> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and, holding your hair, ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this in public." <br><br> <<case 7>> <<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, <<bitch>>." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> grips <<his>> $NPCList[_nn].penisdesc tightly, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, <<bitch>>." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. It's all you can do to keep from laughing. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2>> <<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. "You must be so embarrassed to be showing your <<lewdness>> like this." <br><br> <<case 3 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and, holding your hair, ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this in public." <br><br> <<case 5>> <<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, <<bitch>>." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<case 6>> <<He>> grips hair at the top of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <br><br> <<case 7>> <<He>> brushes <<his>> $NPCList[_nn].penisdesc against your face and ejaculates. Cum drips down your lips and chin; laughing, <<he>> wipes the cum off your face with <<his>> hand and shoves it in your mouth. <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> grabs your hair and thrusts down your throat, gagging you with <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> and fills your mouth. "I bet you enjoy being face fucked." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <<case 1>> <<He>> bears into your face with <<his>> pelvis, try to shove <<his>> $NPCList[_nn].penisdesc as far into your mouth as possible. It's not much, and a tiny dribble of semen leaks from the tip. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow. <br><br> <<case 4 5 6>> <<He>> holds the pillory as <<he>> mashes <<his>> $NPCList[_nn].penisdesc into your mouth, ejaculating into your mouth with a moan. You gag as cum fills your mouth and drips down your chin. <br><br> <<case 7>> <<He>> grasps your hair by the temples, wildly thrusting <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "I bet you enjoy being face fucked in public, with your <<lewdness>> on display." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <</switch>> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> cums, splattering cum on your feet and legs in the process. "Too bad you can't clean that up." <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <!-- Removed hands outcomes --> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 4)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your back. "You enjoy being cum on in public, don't you?" <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> $NPCList[_nn].penisdesc and aims at your face, covering it with semen. "What a lovely cum dumpster you are." <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<He>> strokes <<his>> penis and, aiming at your <<bottom>>, ejaculates on your bottom. "You must be so embarrassed to have your <<lewdness>> shown to all." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc wildly, sending cum flying all over your body; <<he>> wipes <<his>> penis clean in your hair. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<hairejacstat>><<set $hygiene += 500>><<bodyliquid "hair" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5>> <<He>> moans as you pound <<his>> ass and ejaculates on the ground. <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <br><br> <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "They didn't have to lock you up down there too," <<he>> says. "I could have had so much fun." <br><br> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> nails into your <<bottom>> from behind and grinding your <<penis>> against <<his>> ass to finish. <br><br> <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground; <<he>> seems disappointed. <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <br><br> <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth; <<he>> catches <<his>> semen and rubs it into your face. "Don't you look lovely now." <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth; <<he>> bites your <<penis>>, stopping you abruptly. "I'm done now." <br><br> <<case 6 7>> <<He>> grabs you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and painfully drives your <<penis>> into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your <<penis>>. <br><br> <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your back. <br><br> <<else>> <<He>> collapses into orgasmic bliss. <</if>> <</if>> <</if>> <!-- Finishing moves for damage --> <<if _args[0] isnot "short">> <<if $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>> <<He>> <span class="red">angrily punches your side, knocking the wind out of you.</span> "What are you thinking, trying to fight me when you're bound like this?" <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>> <<He>> <span class="pink">slaps you back and forth across the face.</span> "That'll teach you to fight with me." <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>> <<He>> <span class="pink">spits in your face.</span> "You seem to need reminding that you're helpless here, you cheeky cunt." <<gstress>><<gtrauma>><<gpain>><<violence 1>> <br><br> <</if>> <</if>> <</widget>><<widget "ejaculation-plant">> <<set $ejaculating to 1>> <!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler --> <<if $consensual is 1>> <<set _nectar to "nectar">> <<set _Nectar to "Nectar">> <<set _fizzyNectar to "Fizzy nectar">> <<else>> <<set _nectar to "unwanted nectar">> <<set _Nectar to "Unwanted nectar">> <<set _fizzyNectar to "Unwanted fizzy nectar">> <</if>> <!-- Female PLANT --> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans and rubs <<his>> crotch against your face with <<his>> hips, thighs shaking with orgasm. <<case 3 4>> <<His>> blush deepens and <<his>> body twitches as <<he>> cums. <<case 5>> <<He>> screams, cupping your head in <<his>> hand and rubbing <<his>> clit against your face. <</switch>> Some _nectar leaks into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<nectarfed 20>> <<elseif $NPCList[_nn].vagina is "leftarm" or $NPCList[_nn].vagina is "rightarm">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> grasps your arm with one hand and the back of your head with the other, moaning into your mouth as <<he>> convulses on your hand. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<his>> body convulses, <<his>> thighs trembling against your head. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your hand. <<case 5>> <<He>> moans, spraying nectar onto your hand. With a mischievous look, <<he>> pushes your hand into your mouth, filling it with _nectar. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Got you." <<nectarfed 8>> <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "feet">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, spasming around your feet. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans and grasps your ankles as <<he>> cums. "I think I underestimated humans. You know how to work with what you've got!" <<case 3 4>> <<He>> grasps <<his>> $NPCList[_nn].breastsdesc as <<he>> cums against your feet. "Most plants don't like being underfoot. Guess I'm the exception!" <<case 5>> <<He>> screams as <<he>> cums, almost making you jump. <<His>> nectar runs over your feet. <</switch>> <</if>> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "nectar">> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, grinding against your $worn.genitals.name. <<else>> <<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment. <</if>> <<elseif $NPCList[_nn].vagina is "vagina">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<if random(1)>> <<He>> screams into your mouth, <<his>> legs shaking. <<else>> <<He>> scissors your pussies together with a feverish passion, moaning into your mouth. <</if>> <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you scissor your pussies together, moaning with pleasure. <<case 3 4>> <<He>> wraps <<his>> legs around yours as <<his>> body shakes. "Man," <<he>> giggles. "Who needs vines, anyway?" <<case 5>> <<He>> moans and <<his>> legs shake as <<he>> cums against your <<pussy>>. <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shudders with pleasure and exhales against your crotch as <<he>> cums. "You're delicious," <<he>> whispers. <<case 3 4>> <<He>> trembles against your crotch as <<he>> cums, greedily lapping up your juices. <<case 5>> <<He>> screams into your crotch as <<he>> cums, <<his>> hands pressing firm into <<his>> thighs. <</switch>> <<elseif $NPCList[_nn].vagina is "facesit">> <<switch random(1,5)>> <<case 1 2>> <<He>> moans and rubs <<his>> crotch against your face, shuddering as <<he>> comes to orgasm. <<case 3 4>> <<He>> begins to erratically move on your face, losing all semblance of control as <<he>> cums, squirting in your mouth. <<case 5>> <<He>> gasps and shudders, pressing down on your face at the moment of orgasm. <</switch>> _Nectar squirts all over your face, and some leaks into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<nectarfed 20>><<bodyliquid "face" "nectar">> <<elseif $NPCList[_nn].vagina is "facesitanal">> <<switch random(1,5)>> <<case 1 2>> <<He>> moans and grinds <<his>> ass against your mouth, shaking as <<he>> comes to orgasm. <<case 3 4>> <<He>> begins to rhythmically press <<his>> ass against you, getting faster as <<he>> builds to a shuddering climax. <<case 5>> <<He>> gasps and shudders, pressing down on your face at the moment of orgasm. <</switch>> _Nectar squirts all over your face from <<his>> pussy. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">> <<elseif $NPCList[_nn].vagina is "otheranus">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<if random(1)>> <<He>> gasps into your mouth, thrusting <<himself>> on your <<penis>>. <<else>> <<He>> wraps <<his>> arms around your neck and <<his>> legs around your waist, moaning into your mouth as <<he>> cums. <</if>> <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, <<his>> ass pushing against you as <<he>> releases a final moan. <<case 3 4>> <<He>> shakes against your <<penis>> as <<he>> cums, moaning and grinding into you as deep as <<he>> can. <<case 5>> <<He>> bucks into your crotch as <<he>> cums, giggling. "Not my usual hole, but sweet fuck that felt good." <</switch>> <</if>> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">> <<elseif $NPCList[_nn].vagina is "penis">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<if random(1)>> <<He>> shudders around your <<penis>>, thrusting <<himself>> onto you. "You're way better than a vine," <<he>> murmurs into your mouth. <<else>> <<He>> wraps <<his>> arms around your neck and <<his>> legs around your waist, moaning into your mouth as <<he>> cums. <</if>> <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> throws <<his>> arms around your shoulders as <<he>> cums, driving <<his>> pussy down hard against your <<penis>>. "Your cock was made for me," <<he>> whispers. <<case 3 4>> <<He>> sighs as <<he>> cums, staring into your eyes. "I want to keep you here and do this every day." <<case 5>> <<He>> screams and pounds your <<penis>> with <<his>> pelvis as <<he>> cums, <<his>> whole body shaking. <</switch>> <</if>> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance" or $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, grinding against your $worn.genitals.name. <<else>> <<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment. <</if>> <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance" or $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, but you can feel <<him>> frowning. "I wanted to fuck you," <<he>> murmurs in disappointment. <<else>> <<He>> groans as <<he>> cums against the tip of your <<penisSimple>>. "I wanted to fuck you," <<he>> gasps, looking down at it in disappointment. <</if>> <<elseif $NPCList[_nn].vagina is "frot">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> grinds <<his>> clit against your <<penis>> and moans into your mouth, shuddering against you. <<else>> <<He>> grinds <<his>> clit hard against your <<penis>> as <<he>> cums, ejaculating on your cock. "I still wish you penetrated me," <<he>> says, "but that was good." <</if>> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "nectar">> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you fuck <<his>> mouth, holding on to your thighs. <<He>> pulls away, smiling deliriously. <<case 3 4>> <<He>> holds on to your thighs for stability as <<he>> cums, not breaking the seal <<his>> lips have on your <<penis>> until it's over. <<case 5>> <<He>> screams in pleasure, impaling <<his>> throat on your <<penis>>. Once <<his>> orgasm passes, <<he>> licks your dick all over. <</switch>> Your <<penis>> is left sticky with nectar. <<bodyliquid "penis" "nectar">> <<elseif $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<switch random(1, 5)>> <<case 1 2>> <<He>> wraps <<his>> arms around your neck and mashes your lips together, moaning into your mouth. <<case 3 4>> <<He>> screams into your mouth as <<he>> cums, before pulling away breathlessly. "Best kiss I've ever had," <<he>> whispers. <<case 5>> <<He>> grabs your face and kisses you as <<he>> cums. Once the orgasm passes, <<he>> begins plastering your face with kisses, leaving syrupy sweet nectar all over your face. <<set $hygiene += 500>><<bodyliquid "face" "nectar">> <</switch>> <<elseif $NPCList[_nn].chest is "mouth" or $NPCList[_nn].chest is "mouthentrance" and $NPCList[_nn].pronoun is "f">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, smiling down at you. "Drink as much as you like. Drink until you can't think anymore." <<case 3 4>> <<He>> moans in pleasure, cradling you against <<his>> chest. "Don't let me stop you," <<he>> coos. "Go for as long as you like." <<case 5>> <<He>> grabs your head and pulls you against <<his>> $NPCList[_nn].breastsdesc, causing _nectar to squirt over your face. <<set $hygiene += 500>><<bodyliquid "face" "nectar">> <</switch>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, falling back and resting <<his>> arm over <<his>> eyes. <<case 3 4>> <<He>> moans as <<his>> $NPCList[_nn].breastsdesc shake as <<he>> cums. <<case 5>> <<He>> screams as <<he>> cums, nectar running down <<his>> thighs. <<He>> scoops some with a finger, dons a playful smile, then flicks it across your face. "Now you're messy, just like me!" <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">> <</switch>> <<else>> <<He>> convulses in orgasmic bliss. <</if>> <<else>> <!-- Male PLANT --> <<if $NPCList[_nn].penis is "idle">> <<He>> groans as nectar splurts from <<his>> $NPCList[_nn].penisdesc onto the ground. <<elseif $NPCList[_nn].penis is "thighs">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth, shuddering as <<his>> penis pumps nectar over your thighs. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> trembles as <<he>> cums. <<He>> pulls <<his>> $NPCList[_nn].penisdesc out and ejaculates onto the backs of your thighs. <<case 3 4>> <<He>> grasps your thighs and fucks them with a violent intensity as <<he>> cums, spraying nectar over your legs. <<case 5>> <<He>> moans as <<he>> cums, ejaculating a massive load that splatters nectar over your thighs and tummy. <<tummyejacstat>><<bodyliquid "tummy" "nectar">> <</switch>> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">> <</if>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, thrusting against your $worn.genitals.name. <<else>> <<He>> screams as <<he>> cums against your $worn.genitals.name. Nectar runs down your thighs. "I hate metal," <<he>> gasps, looking down at it in disappointment. <</if>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">><<bodyliquid "thigh" "nectar">> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> leans into you and mashes <<his>> lips against yours, ejaculating sticky nectar onto the front of your vagina. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> holds you firm by the hip with one hand and holds <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your <<pussy>>. Nectar covers you and pools around your legs. <<case 3 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> with a squeal, sending sticky streams of nectar running down your cunt. <<case 5>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<pussy>> and <<bottom>>. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">> <</if>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, thrusting against your $worn.genitals.name. <<else>> <<He>> screams as <<he>> cums against your $worn.genitals.name. Nectar runs down your thighs. "I hate metal," <<he>> gasps, looking down at it in disappointment. <</if>> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> speeds up and attempts to penetrate you, but collapses into an orgasm before <<he>> can. <<He>> moans in disappointment into your mouth. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating over your labia. Nectar drips into a pool beneath you. "Damn it! I should've been faster." <<case 3 4>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate, sending sticky streams of nectar running down your labia. "Oh, come on!" <<he>> whines. "Can I have a do-over?" <<case 5>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<pussy>> and <<bottom>>. "I wish I could have cum inside you. I just made a mess instead." <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">> <</if>> <<elseif $NPCList[_nn].penis is "vagina">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending sticky waves of nectar <<if canImpregnateParasite("vagina")>><span class="red">alongside something else </span><</if>>deep into your <<pussy>>. "You're way better than a vine," <<he>> murmurs into your mouth. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">> /* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy <<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */ <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">> <<impregnateParasite "vine" 400 "vagina">><<fertiliseParasites "vagina">> <<case 1>> <<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You snicker into <<his>> mouth. "Shut up," <<he>> mumbles into yours. "Don't laugh." <<default>> <<if random(1)>> <<He>> squeals into your mouth as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pumping nectar into your <<pussy>>. <<else>> <<He>> shudders as <<he>> cums, streams of nectar flooding into your <<pussy>>. <<He>> pulls away from you and licks <<his>> lips. "Can I keep you?" <</if>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">> /* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy <<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */ <</switch>> <<else>> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending sticky waves of nectar <<if canImpregnateParasite("vagina")>><span class="red">alongside something else </span><</if>>deep into your <<pussy>>. "You're way better than a vine," <<he>> murmurs in your ear. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">> /* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy <<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */ <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "nectar">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">> <<impregnateParasite "vine" 400 "vagina">><<fertiliseParasites "vagina">> <<case 1>> <<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You restrain a snicker. "Shut up," <<he>> mutters. "I-I have vines, okay? Don't laugh." <<default>> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans and thrusts deep into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc against your womb. You feel warm as nectar fills you. <<case 3 4>> <<He>> grasps your shoulders, pulling you deeper onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Nectar fills your <<pussy>>, leaving you breathless. <<case 5>> <<He>> squeals and thrusts into your <<pussy>> one final time, pumping nectar into your womb. "Can I keep you? We can do this every day." <</switch>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "nectar">> /* ToDo: Pregnancy, figure out how plantpeople interact with pregnancy <<recordVaginalSperm "pc" $NPCList[_nn] "plant">> */ <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "cheeks">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, spraying nectar over your <<bottom>>. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> trembles as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>>. <<case 3 4>> <<He>> grasps your thighs as <<he>> pushes <<his>> $NPCList[_nn].penisdesc against your <<bottom>> and ejaculates between your cheeks. <<case 5>> <<He>> squeezes your cheeks together and moans as <<he>> cums, sending out a massive load that covers your <<bottom>> and pools beneath you. <<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</switch>> <</if>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> squeals into your mouth as <<he>> cums, the tip of <<his>> penis bumping against your anal shield. <<else>> <<He>> moans and ejaculates onto your <<bottom>>. "I hope you can get this unstuck sometime," <<he>> mutters, poking your anal shield. "Poor <<girl>>." <</if>> <<elseif $NPCList[_nn].penis is "anusentrance">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> leans into you and mashes <<his>> lips against yours, ejaculating sticky nectar onto your <<bottom>>. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> holds your ass cheek with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> ejaculates onto your <<bottom>>. Nectar drips down, pooling beneath you. <<case 3 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>, sending warm nectar dripping down your cheeks. <<He>> playfully pats your <<bottom>>. <<case 5>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<bottom>>. It pools beneath you. <<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</if>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> squeals into your mouth as <<he>> cums, the tip of <<his>> penis bumping against your anal shield. <<else>> <<He>> moans and ejaculates onto your <<bottom>>. "I hope you can get this unstuck sometime," <<he>> mutters, poking your anal shield. "Poor <<girl>>." <</if>> <<elseif $NPCList[_nn].penis is "anusimminent">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> speeds up and attempts to penetrate you, but collapses into an orgasm before <<he>> can. <<He>> moans in disappointment into your mouth. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums before <<he>> can penetrate your anus, ejaculating over your labia. Nectar drips into a pool beneath you. "Damn it! I should've been faster." <<case 3 4>> <<He>> ejaculates onto your <<bottom>> before <<he>> can penetrate, sending sticky streams of nectar running down your cheeks. "Oh, come on!" <<he>> whines. "Can I have a do-over?" <<case 5>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto your <<pussy>> and <<bottom>>. "I wish I could have cum inside you. I just made a mess instead." <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</if>> <<elseif $NPCList[_nn].penis is "anus">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending sticky waves of nectar <<if canImpregnateParasite("anus")>><span class="red">alongside something else </span><</if>>deep into your anus. "Something to remember me by," <<he>> murmurs, biting your lip. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">> <<impregnateParasite "vine" 400>><<fertiliseParasites>> <<case 1>> <<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your anus. "Shut up," <<he>> mumbles into your mouth. "Don't laugh." <<default>> <<if random(1)>> <<He>> squeals into your mouth as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pumping nectar into your anus. <<else>> <<He>> shudders as <<he>> cums, streams of nectar flooding into your <<bottom>>. <<He>> pulls away from you and licks <<his>> lips. "Can I keep you?" <</if>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">> <</switch>> <<else>> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your ass. You gasp as sticky waves of nectar <<if canImpregnateParasite("anus")>><span class="red">alongside something else </span><</if>>pump into you. "Something to remember me by," <<he>> whispers huskily. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">> <<impregnateParasite "vine" 400>><<fertiliseParasites>> <<case 1>> <<He>> moans as a dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc into your anus. "Shut up," <<he>> mutters. "I-I have vines, okay? Don't laugh." <<default>> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans and thrusts deep into your <<bottom>> as <<he>> cums. You gasp as you take <<his>> entire length and nectar fills your insides. <<case 3 4>> <<He>> grasps your shoulders and pulls you back onto <<his>> $NPCList[_nn].penisdesc with a squeal. You feel nectar fill your <<bottom>>. <<case 5>> <<He>> squeals and thrusts into your <<bottom>> one final time, pumping nectar into your anus. "Can I keep you? We can do this every day." <</switch>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "nectar">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 5)>> <<case 1 2>> <<He>> grasps the back of your neck as <<he>> bears down on your <<breasts>>, moaning as <<he>> cums. <<if $position is "missionary">> _Nectar shoots between your <<breasts>> and covers your face, with some landing in your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Pretty good, huh?" <<faceejacstat>><<nectarfed 8>><<bodyliquid "face" "nectar">> <<else>> _Nectar shoots between your <<breasts>> and covers your stomach. "Look at the mess I made," <<he>> giggles. <<tummyejacstat>><<bodyliquid "tummy" "nectar">> <</if>> <<case 3 4>> <<He>> rubs the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> as <<he>> cums. Sticky nectar runs down your chest. <<case 5>> <<He>> pushes your <<breasts>> together tight against <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them and leaving your chest slick. <</switch>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "nectar">> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> holds <<his>> $NPCList[_nn].penisdesc tight, working it while aiming straight at your face. <span class="pink">Thick ropes of _nectar cover your face, with some landing in your mouth.</span> <span class="purple">It tastes fizzy,</span> and makes your head spin. "Pretty good, huh?" <<faceejacstat>><<oralejacstat>><<ejacstat>><<set $hygiene += 500>><<nectarfed 8>><<bodyliquid "face" "nectar">><<bodyliquid "mouth" "nectar">> <<case 1>> <<He>> squeaks as a pathetic dribble of nectar leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. "Shut up," <<he>> mutters. "I-I have vines, okay? Don't laugh." <<default>> <<switch random(1, 5)>> <<case 1 2>> <<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. <<He>> spends a few moments stroking your cheek, smiling. <<case 3 4>> <<He>> arches <<his>> back and moans, ejaculating _nectar onto your face. "Now you taste as sweet as you look!" <<case 5>> <<He>> holds your cheek with <<his>> hand and holds your mouth open with <<hers>>, splurting _nectar into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Pretty good, huh?" <<oralejacstat>><<nectarfed 8>><<bodyliquid "mouth" "nectar">> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cups your hair, ejaculating onto your lips as you barely brush against the tip of <<his>> $NPCList[_nn].penisdesc. <<He>> seems disappointed. "Don't you want to taste me?" <<case 3 4>> <<He>> ejaculates onto your face before <<he>> can penetrate, sending sticky streams of nectar running down your cheeks. "Oh, come on!" <<he>> whines. "Can I have a do-over?" <<case 5>> <<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc into your mouth, but <<his>> spasms sabotage <<his>> efforts. Thick ropes of _nectar cover your face and land in your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Man, I wanted to give you more." <<oralejacstat>><<nectarfed 8>><<bodyliquid "mouth" "nectar">> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "nectar">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> holds your head in place and thrusts <<his>> $NPCList[_nn].penisdesc down your throat, filling your mouth with load after load of _nectar. <<case 1>> <<He>> ejaculates, and a thin dribble of _nectar leaks into your mouth. <<default>> <<switch random(1, 5)>> <<case 1 2>> <<He>> cups your chin with one hand and your hair with the other, thrusting deep into your mouth as <<he>> cums. _Nectar streams down your throat and fills your mouth. <<case 3 4>> <<He>> grasps the base of <<his>> $NPCList[_nn].penisdesc and moans as <<he>> ejaculates into your mouth. You feel _nectar drip down your throat. <<case 5>> <<He>> sighs and strokes you on the head as <<he>> cums, leaking _nectar into your mouth. <</switch>> <</switch>> <span class="purple">It tastes fizzy,</span> and makes your head spin. <<He>> grins. "Delicious, isn't it? It's all for you." <<elseif $NPCList[_nn].penis is "feet">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, spasming around your feet. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans and grasps your ankles as <<he>> cums. "I think I underestimated humans. You know how to work with what you've got!" <<case 3 4>> <<He>> arches <<his>> back as <<he>> cums against your feet. "Most plants don't like being underfoot. Guess I'm the exception!" <<case 5>> <<He>> screams as <<he>> cums, almost making you jump. <<His>> nectar runs over your feet. <</switch>> <</if>> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "nectar">> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> gasps into your mouth as you finish <<him>> off. Sticky _nectar coats your hands. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs in contentment as <<he>> cums on your hands. "Never gotten serviced like that before..." <<case 3 4>> <<He>> cums on your hands, slickening them with nectar. "I feel so special. Thank you!" <<case 5>> <<He>> spasms and moans, shooting thick streams of nectar and coating your hands. With a mischievous look, <<he>> pushes your hand into your mouth, filling it with _nectar. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Got you." <<nectarfed 8>> <</switch>> <</if>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "nectar">><<bodyliquid "rightarm" "nectar">> <<elseif $NPCList[_nn].penis is "leftarm" or $NPCList[_nn].penis is "rightarm">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<if random(1)>> <<He>> moans into your mouth as you pump <<his>> length. Your hand gets covered in _nectar. <<else>> <<He>> wraps <<his>> arms around your neck as <<he>> cums, squealing into your mouth. _Nectar sprays out and coats your hand. <</if>> <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs in contentment as <<he>> cums on your hand. "Never gotten serviced like that before..." <<case 3 4>> <<He>> cums on your hand, slickening it with nectar. "I feel so special. Thank you!" <<case 5>> <<He>> spasms and moans, shooting thick streams of nectar and coating your hands. With a mischievous look, <<he>> pushes your hand into your mouth, filling it with _nectar. <span class="purple">It tastes fizzy,</span> and makes your head spin. "Got you." <<nectarfed 8>> <</switch>> <</if>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<if $NPCList[_nn].penis is "leftarm">><<bodyliquid "leftarm" "nectar">><<else>><<bodyliquid "rightarm" "nectar">><</if>> <<elseif $NPCList[_nn].penis is "otheranus">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<if random(1)>> <<He>> gasps into your mouth, thrusting <<himself>> on your <<penis>>. _Nectar sprays onto your stomach. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "nectar">> <<else>> <<He>> wraps <<his>> arms around your neck and <<his>> legs around your waist, moaning into your mouth as <<he>> cums. Nectar sprays onto <<his>> own stomach. <</if>> <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, <<his>> ass pushing against you as <<he>> releases a final moan. _Nectar sprays from <<his>> penis onto your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "nectar">> <<case 3 4>> <<He>> shakes against your <<penis>> as <<he>> cums, moaning and grinding into you as deep as <<he>> can. <<He>> ejaculates nectar onto the ground. <<case 5>> <<He>> bucks into your crotch as <<he>> cums, panting. "Not usually the one to take it, but sweet fuck that felt good." <</switch>> <</if>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, grinding <<his>> ass against your $worn.genitals.name. <<else>> <<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment. <</if>> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> speeds up and attempts to impale <<his>> ass on your <<penis>>, but collapses into an orgasm before <<he>> can. <<He>> moans in disappointment into your mouth. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums before <<he>> can force you inside <<him>>, ejaculating nectar onto the ground. "Damn it! I should've been faster." <<case 3 4>> <<He>> convulses in orgasmic bliss before you can penetrate, sending sticky streams of nectar out of <<his>> penis. "Oh, come on!" <<he>> whines. "Can I have a do-over?" <<case 5>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending sticky ropes of nectar onto the ground. "Would it have killed you to fuck me properly?" <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "nectar">> <</switch>> <</if>> <<elseif ($NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent") and playerChastity("penis")>> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans into your mouth as <<he>> cums, grinding <<his>> <<npcPenis>> against your $worn.genitals.name. <<else>> <<He>> screams as <<he>> cums against your $worn.genitals.name. "I hate metal," <<he>> gasps, looking down at it in disappointment. <</if>> <<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<He>> moans in ecstasy, kneading <<his>> penis against yours as <<he>> cums. <<else>> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you knead your penises together, moaning with pleasure. <<case 3 4>> <<He>> wraps <<his>> legs around yours as <<his>> body shakes. "Man," <<he>> giggles. "Who needs vines, anyway?" <<case 5>> <<He>> moans and <<his>> legs shake as <<he>> cums against your <<penis>>. <</switch>> Nectar coats your <<penis>>. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "nectar">> <</if>> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you fuck <<his>> mouth, holding on to your thighs. <<He>> pulls away, smiling deliriously. <<case 3 4>> <<He>> holds on to your thighs for stability as <<he>> cums, not breaking the seal <<his>> lips have on your <<penis>> until it's over. <<case 5>> <<He>> screams in pleasure, impaling <<his>> throat on your <<penis>>. Once <<his>> orgasm passes, <<he>> licks your dick all over. <</switch>> Your <<penis>> is left sticky with nectar. <<bodyliquid "penis" "nectar">> <<elseif $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <<switch random(1, 5)>> <<case 1 2>> <<He>> wraps <<his>> arms around your neck and mashes your lips together, moaning into your mouth. <<case 3 4>> <<He>> screams into your mouth as <<he>> cums, before pulling away breathlessly. "Best kiss I've ever had," <<he>> whispers. <<case 5>> <<He>> grabs your face and kisses you as <<he>> cums. Once the orgasm passes, <<he>> begins plastering your face with kisses, leaving syrupy sweet nectar all over your face. <<set $hygiene += 500>><<bodyliquid "face" "nectar">> <</switch>> <<elseif $NPCList[_nn].chest is "mouth" or $NPCList[_nn].chest is "mouthentrance" and $NPCList[_nn].pronoun is "f">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, smiling down at you. "Drink as much as you like. Drink until you can't think anymore." <<case 3 4>> <<He>> moans in pleasure, cradling you against <<his>> chest. "Don't let me stop you," <<he>> coos. "Go for as long as you like." <<case 5>> <<He>> grabs your head and pulls you against <<his>> $NPCList[_nn].breastsdesc, causing _nectar to squirt over your face. <<set $hygiene += 500>><<bodyliquid "face" "nectar">> <</switch>> <<else>> <<He>> convulses in orgasmic bliss. <</if>> <</if>> <!-- Additional notes for kissing or suckling finishes --> <<if ($NPCList[_nn].chest is "mouth" or $NPCList[_nn].chest is "mouthentrance") and $NPCList[_nn].pronoun is "f">> _Nectar leaks from <<his>> nipple into your mouth. <span class="purple">It tastes fizzy,</span> and makes your head spin. <<nectarfed 20>> <<elseif $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> <span class="purple">_fizzyNectar floods your mouth</span> and makes your head spin. <<nectarfed 30>> <</if>> <br><br> <!-- Retracting the vines --> <<if $settings.tentaclesEnabled>> <<tentacles>> <</if>> <!-- Finishing moves for if the player didn't cum. Plantpeople don't really care about making their partners cum, they only care about the semen. --> <<if _args[0] isnot "short">> <<if $orgasmcurrent is 0 and !playerChastity("penis") and ($consensual is 1 or $pain gte 100)>> "Hey," <<he>> says. "You didn't cum. That's not fair, is it?" <<if $penisuse is "tentacle">> <<if $player.condom>> <<removePlayerCondom>> <<He>> removes your condom as the <<else>> The <</if>> $tentaclePenis <<slithers>> back to your <<penis>> and opens at the tip. "You'll cum," <<he>> whispers to you. "You'll give me your seed. I'll make sure of it." <<if $consensual is 0>> With how much pain you're in, you can't do anything to stop <<him>>. <</if>> <br><br> The $tentaclePenis caresses and kneads your length, swallowing you to the base. Slick nectar leaks around your penis, <span class="lewd">magnifying your sensitivity</span>. <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> The <<person>> leans back in and presses <<his>> lips to yours, swirling <<his>> tongue in your mouth and smearing more nectar around your lips. <span class="purple">Your mind swims.</span> <<nectarfed 15>> <<else>> The <<person>> leans in and plants kisses all along your face and neck, smearing you with more nectar. <<bodyliquid "face" "nectar">> <</if>> <br><br> You can't take any more. <<orgasm>> <<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24>> "Huh?" <<He>> blinks in confusion, looking at the $tentaclePenis. "Was... was that it? Come on!" <<He>> frowns in annoyance as the $tentaclePenis retracts again. <<else>> <<He>> moans alongside you, sighing happily as the $tentaclePenis milks you of your cum before finally retracting again. "Delicious." <<set _orgasm to 1>> <</if>> <<unset $tentaclePenis>><<set $penisuse to 0>><<set $penisstate to 0>> <<elseif $penisuse is "othervagina" or $penisuse is "otheranus">> <<if $player.condom>> <<removePlayerCondom>> <<He>> removes your condom and <<else>> <<He>> <</if>> lowers <<himself>> back onto your <<penis>>. "You'll cum," <<he>> whispers to you. "You'll give me your seed. I'll make sure of it." <<if $consensual is 0>> With how much pain you're in, you can't do anything to stop <<him>>. <</if>> <br><br> The <<person>> bounces on your <<penis>>, occasionally rocking back and forth. <<He>> places <<his>> hands on your shoulder to give <<himself>> more leverage. <<if $NPCList[_nn].mouth is "kissimminent" or $NPCList[_nn].mouth is "kiss">> The <<person>> leans back in and presses <<his>> lips to yours, swirling <<his>> tongue in your mouth and smearing more nectar around your lips. <span class="purple">Your mind swims.</span> <<nectarfed 15>> <<else>> The <<person>> leans in and plants kisses all along your face and neck, smearing you with more nectar. <<bodyliquid "face" "nectar">> <</if>> <br><br> You can't take any more. <<orgasm>> <<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24>> "Huh?" <<He>> blinks in confusion, looking down at your <<penis>>. "Was... was that it? Come on!" <<He>> frowns in annoyance. <<elseif $parasite.penis.name>> "Huh?" <<He>> blinks in confusing, before groaning. "Ugh, that stupid $parasite.penis.name! No fair!" <<He>> frowns in annoyance. <<else>> <<He>> moans alongside you, sighing happily as you fill <<his>> <<if $penisuse is "othervagina">>cunt<<else>>ass<</if>> with semen. "You're such a good pollinator." <<set _orgasm to 1>> <</if>> <<elseif $penisuse is "othermouth">> <<if $player.condom>> <<removePlayerCondom>> <<He>> removes your condom and <<else>> <<He>> <</if>> lowers <<his>> face back down to your <<penis>> and licks the tip. "You'll cum," <<he>> whispers to you. "You'll give me your seed. I'll make sure of it." <<if $consensual is 0>> With how much pain you're in, you can't do anything to stop <<him>>. <</if>> <br><br> <<He>> thrusts <<his>> mouth back around your penis, swirling <<his>> tongue around the tip. Slick nectar coats your penis, <span class="lewd">magnifying your sensitivity</span>. <<if $player.penisExist and $player.vaginaExist and random(1)>> <<He>> uses <<his>> free hand to thrust two fingers into your <<pussy>>, pistoning in and out. <<elseif $settings.analEnabled and random(1)>> <<He>> uses <<his>> free hand to thrust a finger into your <<bottom>>, pistoning in and out. <<else>> <<He>> uses <<his>> free hands to caress and tweak your <<breasts>>, reaching up. <</if>> <br><br> You can't take any more. <<orgasm>> <<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24>> "Hrm?" <<He>> blinks in confusion, looking at the penis in <<his>> mouth. <<He>> experimentally licks it a few more times, before pulling away and frowning. "Was... was that it? Come on!" <<elseif $parasite.penis.name>> "Hrm?" <<He>> blinks in confusing, before groaning and pulling away. "Ugh, that stupid $parasite.penis.name! No fair! Thought I tasted something funny..." <<He>> frowns in annoyance. <<else>> <<He>> moans alongside you, sighing happily as you fill <<his>> mouth with semen. When you're finished, <<he>> pulls away and licks <<his>> lips. "Delicious." <<set _orgasm to 1>> <</if>> <<else>> <<He>> thinks for a moment, before shrugging. "Oh well." <</if>> <br><br> <</if>> <</if>> <</widget>><<widget "ejaculation-robin">> <<set $ejaculating to 1>> <!-- Changing rows to future-proof the code: from $NPCList[0] to $NPCList[_nn], _nn being the main ejaculation loop handler --> <!-- Female ROBIN --> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $consensual is 1>> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans and rubs <<his>> crotch against your face with <<his>> hips, small thighs shaking with orgasm. <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, body twitching uncontrollably. <<case 5>> <<He>> screams, cupping the back of your head in <<his>> hands and grinding <<his>> clit against your nose. <</switch>> <<elseif $NPCList[_nn].vagina is "leftarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case 5>> <<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, knees knocking as <<his>> body convulses. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 3 4>> <<He>> goes red in the face and neck, mouth agape as <<he>> cums silently, cunt spasming against your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case 5>> <<He>> screams, grabbing your hand and fucking <<his>> pussy with your fingers. Your fingers are soaked in ejaculate. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand, licking your wetness off <<his>> fingers. <<case 3 4>> <<He>> moans loudly and shakes, dripping ejaculate on the ground; <<he>> withdraws <<his>> hand and sighs. <<case 5>> <<He>> screams as <<he>> comes, soaking <<his>> own pussy and thighs in ejaculate. "I love pleasuring myself with you." <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "leftDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "rightDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "feet">> <<switch random(1, 4)>> <<case 1 2>> <<He>> moans as you knead <<his>> pussy, jamming your toes inside with <<his>> hands as <<he>> finishes cumming. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case 3 4>> <<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Your underwear is really hard," <<he>> says. <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you scissor your pussies together, moaning with pleasure. <<case 3 4>> <<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, thin legs shaking as <<he>> cums. <<case 5>> <<He>> screams, cupping <<his>> small hands under your shoulders as <<his>> entire body shakes. Ejaculate drenches your crotch as <<he>> squirts. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> comes, leaving you wet with saliva and your own fluids. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 5>> <<He>> screams into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs. <</switch>> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Your underwear is really hard," <<he>> says. <<elseif $NPCList[_nn].vagina is "otheranus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan. <<case 3 4>> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> ass deeply with your cock and moaning. <<case 5>> <<He>> screams and bucks into your crotch as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your legs. "I feel so good when I'm with you." <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "penis">> <<switch random(1, 5)>> <<case 1 2>> <<He>> grabs your shoulders with <<his>> small hands as <<he>> cums, bouncing down hard against your cock as <<he>> shudders with pleasure. "You make me feel so good." <<case 3 4>> <<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. Ejaculate soaks your crotch. <<case 5>> <<He>> cries out and bucks on your lap as <<he>> cums, squirting ejaculate from <<his>> pussy and drenching your crotch and legs. <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "It's really hard." <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> cums on your <<penis>> as you rub against the entrance and moans with pleasure. <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "It's really hard." <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> bucks <<his>> ass against your cock as <<he>> cums, body shaking involuntarily. <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "It's really hard." <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your cock as <<he>> cums, ejaculating on your cock. <<He>> smiles as <<he>> gets up. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 4)>> <<case 1 2>> <<He>> cums as you fuck <<his>> mouth, smiling as <<he>> finishes. <<case 3 4>> <<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a slimy mess. "I love what you do to me." <</switch>> <<else>> <<He>> convulses in orgasmic bliss. <</if>> <<else>><!-- There should be non non-consensual Robin events --> <<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing. <</if>> <br><br> <</if>> <!-- Male ROBIN --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $consensual is 1>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You giggle at the sight. <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums and ejaculating onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?" <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds you still by the hips with one hand and with the other on <<his>> cock, ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?" <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <<he>> seems disappointed. <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your <<pussy>>; <<he>> looks disappointed. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. You feel warm as semen fills your vagina. <<case 4 5 6>> <<He>> quiets and grabs your shoulders with <<his>> small hands, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. <<case 7>> <<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?" <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <<case 4 5 6>> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. <<He>> seems pleased. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?" <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?" <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack; <<he>> seems disappointed. <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems upset. <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you. <<case 4 5 6>> <<He>> wordlessly grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you moan with pleasure. <<case 7>> <<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs. <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum. <<case 4 5 6>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them. <<case 7>> <<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. <</switch>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<He>> giggles and <<his>> face looks excited. <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles and cleans you off. <<case 7>> <<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume and <<he>> looks oddly pleased with <<himself>>. <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis; <<he>> seems disappointed with <<his>> lack of control. <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed. <<case 7>> <<He>> cups your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <!-- this is picking up women NPCs...? --> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth. <<case 4 5 6>> <<He>> grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat. <<case 7>> <<He>> palms your head, wildly thrusting <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails. "Wow, that was fun!" <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <</switch>> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <<case 4 5 6>> <<He>> quietly cums on your hands, slickening them with semen. <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> giggles and apologises. <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. "You make me feel good." <<case 4 5 6>> <<He>> quietly cums on your left hand. Semen drips down your fingers. "I love how you make me feel." <<case 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume from such a small body. <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "You make me feel special." <<case 4 5 6>> <<He>> quietly cums on your right hand. Semen cools on your fingers. "I love how you make me feel." <<case 7>> <<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. You're impressed by the volume from such a small body. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 4)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. <<He>> laughs at the mess. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> cock and moans, ejaculating on the ground. "You make me feel good." <<case 3>> <<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. "That was fun!" <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <<He>> giggles at the mess <<hes>> made. <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "That feels so good." <<case 4 5>> <<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off <<him>>. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "That was great; when can we do it again?" <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Isn't that uncomfortable?" <<he>> asks. "Do they make softer ones?" <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> smiles contentedly. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <</switch>> <<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>> <<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "You're so cute." <<elseif $NPCList[_nn].penis is "penis">> <<He>> cums as you knead your <<penises>> together, moaning with pleasure. "That was fun." <<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<if playerChastity("penis")>> <<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "You're so cute." <<else>> <<He>> cums before <<he>> can frot your <<penis>>. <<His>> semen coats your cock and tummy. <<He>> smiles contentedly. <</if>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 5)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth, gasping against your cock. "That was so much fun!" <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth. You stop and pet <<his>> head. <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <</if>> <<if $NPCList[_nn].penis isnot "none" and !$NPCList[_nn].penisdesc.includes("strap-on") and _condomResult is "leaked">> Despite wearing a condom, it was too damaged to stop the cum. <</if>> <br><br> <<else>><!-- There should be non non-consensual Robin events --> <<He>> cries out as <<he>> orgasms. <<He>> stops moving save for ragged breathing. <</if>> <br><br> <!-- No finishing moves for Robin. It would be out of character given size and personality --> <</widget>><<widget "ejaculation-sydney">> <<set $ejaculating to 1>> <!-- Changing rows to future-proof the code: from $NPCList[_nn] to $NPCList[_nn], _nn being the main ejaculation loop handler --> <<run statusCheck("Sydney")>> <!-- Female SYDNEY --> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<if $consensual is 1>> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<if random(1)>> <<He>> lets out a gasp as <<he>> finishes, <<his>> legs instinctively wrapping around your head and neck for a moment. <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> goes red in the face, mouth covered as <<he>> cums silently, <<his>> body twitching uncontrollably. <<case "corrupt" "corruptLust">> <<He>> grabs the back of your head in <<his>> hands and grinds <<his>> clit against your nose as <<he>> reaches climax. <<default>> <<He>> moans and rubs <<his>> <<sydneyGenitals>> against your face with <<his>> hips, <<his>> thighs shaking with orgasm. <</switch>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "leftarm">> <<if random(1)>> <<He>> tightly grabs your arm and pulls you closer as <<he>> convulses in pleasure. You can feel <<his>> rapid heartbeat and breathing. <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> goes red in the face, mouth covered as <<he>> cums silently, <<his>> <<sydneyGenitals>> spasming against your hand. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<case "corrupt" "corruptLust">> <<He>> lets out a final moan, grabbing your hand and fucking <<his>> <<sydneyGenitals>> with your fingers. They're soaked in ejaculate. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<default>> <<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "rightarm">> <<if random(1)>> <<He>> tightly grabs your hand as <<he>> convulses in pleasure. <<takeHandholdingVirginity "Sydney" "romantic" null true>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> goes red in the face and neck, mouth covered as <<he>> cums silently, <<his>> <<sydneyGenitals>> spasming against your hand. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<case "corrupt" "corruptLust">> <<He>> lets out a final moan, grabbing your hand and fucking <<his>> <<sydneyGenitals>> with your fingers. They're soaked in ejaculate. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<default>> <<He>> sighs as you finish with <<his>> pussy, shaking <<his>> slim thighs together against your hand as <<his>> body convulses. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<if random(1)>> <<He>> tightly grabs your arm and pulls you closer as <<he>> convulses in pleasure. You can feel <<his>> rapid heartbeat and breathing. <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> sighs as <<he>> cums, releasing you and pulling back <<his>> hand. <<He>> rubs <<his>> juices between <<his>> fingers curiously. <<case "corrupt" "corruptLust">> <<He>> screams as <<he>> cums, soaking <<his>> own pussy and thighs in ejaculate. "Well, that's a little embarrassing..." <<default>> <<He>> moans loudly and shakes, dripping ejaculate on the ground. <<He>> rubs <<his>> juices between <<his>> fingers curiously. <</switch>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "leftDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "rightDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "feet">> <<if random(1)>> <<He>> lets out a long breath as <<he>> climaxes and shakes against your foot. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> clasps <<his>> mouth shut with <<his>> hands, twitching underneath your feet and cumming between your toes. <<He>> falls back, breathing heavily. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<case "corrupt" "corruptLust">> <<He>> moans as you knead <<his>> pussy<<if _sydneyChastity>> through <<his>> chastity belt, falling back<<else>>, jamming your toes inside with <<his>> hands<</if>> as <<he>> finishes cumming. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<default>> <<He>> shakes bodily as <<he>> cums, twitching underneath your feet and cumming between your toes. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "vagina" and _sydneyChastity>> <<He>> moans loudly as <<he>> climaxes. "Hmph," <<he>> pouts, giving <<his>> chastity belt a useless tug. <<elseif $NPCList[_nn].vagina is "vagina">> <<if random(1)>> <<He>> wraps <<his>> arms around you as <<he>> finishes, and you hold each other tightly as you continue to grind together. You only slow down once <<hes>> done shaking. <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if _sydneyChastity>> <<He>> cums as you scissor your <<pussy>> against <<his>> chastity belt. <<else>> <<He>> cums as you scissor your pussies together, moaning with pleasure. <</if>> <<case "corrupt" "corruptLust">> <<He>> moans as <<he>> grinds downs hard on your <<pussy>> to finish, legs shaking as <<he>> cums. <<default>> <<He>> moans loudly, cupping <<his>> hands under your shoulders as <<his>> entire body shakes. <</switch>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "othermouth">> <<if random(1)>> <<He>> shudders in pleasure beneath you, before gasping as <<he>> pulls <<his>> head away from your <<pussy>>. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> shudders with pleasure, exhaling warmly against your crotch as <<he>> cums, leaving you wet with saliva and your own fluids. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case "corrupt" "corruptLust">> <<He>> quietly ejaculates, shaking as <<he>> grinds <<his>> nose into your crotch and giving you a long, final, wet lick. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<default>> <<He>> moans into your crotch as <<he>> cums, pinching <<his>> hands between <<his>> thighs and buckling over, ejaculate streaming down <<his>> thighs. <br><br> <</switch>> <</if>> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus" and playerHasStrapon()>> <<if random(1)>> <<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> quietly orgasms, shaking as <<he>> instinctively grinds <<his>> ass against you. <<He>> places a hand on <<his>> belly. "The toy... it felt so good inside me..." <br><br> <<case "corrupt" "corruptLust">> <<He>> moans and bucks into your crotch as <<he>> cums. <<He>> giggles. "Hah... still... pure? Oh, who am I kidding..." <br><br> <<default>> <<He>> shakes as <<he>> cums, driving <<his>> ass hard against your $worn.under_lower.name as <<he>> releases a final moan. <br><br> <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "otheranus" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "otheranus">> <<if random(1)>> <<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> quietly ejaculates, shaking as <<he>> instinctively grinds <<his>> ass against you. <<He>> places a hand on <<his>> belly. "It... it feels so full..." <<if $internalejac>><<npcincr Sydney purity -5>><<llspurity>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<case "corrupt" "corruptLust">> <<He>> moans and bucks into your crotch as <<he>> cums. <<He>> giggles. "Hah... still... pure? Oh, who am I kidding..." <<if $internalejac>><<npcincr Sydney purity -5>><<llspurity>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<default>> <<He>> shakes as <<he>> cums, driving <<his>> ass hard against you as <<he>> releases a final moan. <<if $internalejac>><<npcincr Sydney purity -5>><<llspurity>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "penis" and playerHasStrapon()>> <<if random(1)>> <<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> wraps <<his>> arms around you as <<he>> cums, instinctively bouncing against your $worn.under_lower.name as <<he>> shudders with pleasure. <br><br> <<bodyliquid "penis" "goo">> <<case "corrupt" "corruptLust">> <<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. <br><br> <<bodyliquid "penis" "goo">> <<default>> <<He>> cries out and bucks on your lap as <<he>> cums. <br><br> <<bodyliquid "penis" "goo">> <</switch>> <</if>> <<elseif $NPCList[_nn].vagina is "penis">> <<if random(1)>> <<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <<if $internalejac>><<He>> pats <<his>> belly. "It feels so warm." <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> wraps <<his>> arms around you as <<he>> cums, instinctively bouncing against your cock as <<he>> shudders with pleasure. <<if $internalejac and $settings.pregnancySpeechEnabled>><<He>> pats <<his>> belly. "Am... am I gonna have a baby?" <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<case "corrupt" "corruptLust">> <<He>> sighs as <<he>> cums, reddening and going into a full body convulsion. <<if $internalejac>><<if $settings.pregnancySpeechEnabled>><<He>> pats <<his>> belly. "Keep this up and I'll get pregnant for sure."<</if>> <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<default>> <<He>> cries out and bucks on your lap as <<he>> cums. <<if $internalejac and $settings.pregnancySpeechEnabled>><<He>> pats <<his>> belly. "W-well, <<sydneyMum>> always said <<nnpc_he "Sirris">> wanted grandkids..." <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <</switch>> <</if>> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and _sydneyChastity>> <<He>> grabs at <<his>> chastity belt in desperation as <<he>> hits climax. <<He>> lets out several frustrated sounds, but quickly composes <<himself>>. <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> cums on your <<penis>> as you rub against the entrance, and <<he>> moans with pleasure. <br><br> <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and C.npc.Sydney.chastity.anus.includes("shield")>> <<He>> grabs at <<his>> chastity belt in desperation as <<he>> hits climax. <<He>> lets out several frustrated sounds, but quickly composes <<himself>>. <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> bucks <<his>> ass against your cock as <<he>> cums, body shaking involuntarily. <br><br> <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> <<sydneyGenitals>> hard against your cock as <<he>> cums. <<He>> covers <<his>> blush, but you think <<hes>> smiling. <br><br> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis" and playerHasStrapon()>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<He>> cums as you fuck <<his>> mouth. <<His>> eyes widen, and <<he>> slowly pulls away, letting out a gasp as <<his>> mouth is freed. "It tasted so funny..." <<he>> giggles. <br><br> <<case "corrupt" "corruptLust">> <<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a mess. <<He>> swallows your <<penis>> until <<he>> gags, then comes up for air. "This is so silly," <<he>> giggles. <br><br> <</switch>> <<elseif $NPCList[_nn].mouth is "penis">> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<He>> cums as you fuck <<his>> mouth. <<His>> eyes widen, and <<he>> slowly pulls away, letting out a gasp as <<his>> mouth is freed. <<if $internalejac>><<He>> hesitantly swallows your semen.<</if>> "It tasted so funny..." <<he>> giggles. <<if $internalejac>><<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<case "corrupt" "corruptLust">> <<He>> cums as you fuck <<his>> mouth, leaving your <<penis>> a mess. <<if $internalejac>><<He>> opens <<his>> mouth, showing you your fresh load, before closing <<his>> mouth and swallowing. When <<he>> opens it again, your semen is gone. "Thanks for the meal," <<he>> giggles. <<npcincr Sydney purity -2>><<lspurity>><<else>>"You're so tasty," <<he>> giggles.<</if>> <br><br> <</switch>> <<else>> <<He>> convulses in orgasmic bliss. <br><br> <</if>> <<else>> <<if !_sydneyStatus.includes("corrupt") and $NPCList[_nn].vagina isnot "none">> <<He>> backs away, dazed and confused at what you've done. <br><br> <<elseif $NPCList[_nn].vagina is "footjob">> <<switch random(1, 5)>> <<case 1 2 3>> <<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and stands over you, your <<lewdness>> on display below <<him>>. "If you'd just let me have my fun, I could use more than my foot!" <br><br> <<case 4 5>> <<He>> laughs as <<he>> cums, removing <<his>> foot from your crotch. "I feel so in-control now. You've really opened my eyes." <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "I'll break both of these things one day," <<he>> says. <<else>> "Fucking sextease," <<he>> pouts, glaring at your $worn.genitals.name. <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your ass and thighs. <br><br> <<case 3 4>> <<He>> moans as <<he>> digs <<his>> nails into your shoulders and grinds downs hard on your <<pussy>>. You're surprised by <<his>> strength. <br><br> <<case 5>> <<He>> screams, grabbing you by the hair and mashing <<his>> entire body against yours. Ejaculate streams from <<his>> pussy, drenching you. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your stomach. <br><br> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<He>> moans as <<he>> cums. <<He>> grabs you by the hair and pulls <<his>> face close. You're surprised by <<his>> strength. "One of these days, I'm going to break you until you're a drooling mess." <br><br> <<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<He>> groans and cups your head, grinding <<his>> clit against your nose as <<his>> thighs shake with orgasm. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus" and playerHasStrapon()>> <<He>> shakes as <<he>> cums, reaching back and digging <<his>> nails into your thighs as <<he>> releases a final moan. <br><br> <<elseif $NPCList[_nn].vagina is "otheranus">> <<He>> shakes as <<he>> cums, reaching back and digging <<his>> nails into your thighs as <<he>> releases a final moan. <<if $internalejac>><<He>> pats <<his>> belly. "Much better." <<npcincr Sydney purity -5>><<llspurity>><<else>> <<He>> looks irritated and manic. "I wanted you to cum inside! Did I not go hard enough?!" <<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<elseif $NPCList[_nn].vagina is "penis" and playerHasStrapon()>> <<He>> digs <<his>> fingers into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure. <br><br> <<elseif $NPCList[_nn].vagina is "penis">> <<He>> digs <<his>> fingers into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your cock as <<he>> shudders with pleasure. <<if $internalejac and $settings.pregnancySpeechEnabled>><<He>> pats <<his>> belly. "If I keep doing this, I'll get your baby for sure." <<npcincr Sydney purity -5>><<llspurity>><<set $daily.sydney.sydneyCum to true>><<else>> <<He>> looks irritated and manic. "I wanted you to cum inside! Did I not go hard enough?!" <<npcincr Sydney purity -2>><<lspurity>><</if>> <br><br> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "I'll break both of these things one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts, glaring at your $worn.genitals.name. <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<if !playerHasStrapon()>> <<He>> moans as <<he>> cums on your throbbing cock. <<He>> looks angry. <<else>> <<He>> moans as <<he>> cums on your $worn.under_lower.name. <<He>> looks angry. <</if>> <<if _sydneyChastity>> "I'll break this thing one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "I'll break both of these things one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts, glaring at your $worn.genitals.name. <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> swivels <<his>> ass against your cock as <<he>> cums. <<if _sydneyChastity>> "I'll break this thing one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "I'll break both of these things one day," <<he>> says. <<else>> "Fucking sextease," <<he>> pouts, glaring at your $worn.genitals.name. <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your cock as <<he>> cums. "Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <br><br> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<if !playerHasStrapon()>> <<He>> cums as you fuck <<his>> mouth, pushing away as <<he>> gasps for air. "Almost bit you. Sorry." <<else>> <<He>> cums as you fuck <<his>> mouth, pushing away as <<he>> gasps for air. "This was fun." <</if>> <br><br> <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles with orgasm. Pulling your face close, <<he>> says, "You belong to me. And I belong to you." <br><br> <<case 4 5 6>> <<He>> sighs quietly as <<he>> cums, stroking your back. "Being in control is so much more fun." <br><br> <<case 7>> <<He>> rapidly rubs <<his>> clit and screams as <<he>> cums. "I can't control myself when I'm with you." <br><br> <</switch>> <</if>> <</if>> <</if>> <!-- Male SYDNEY --> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $consensual is 1>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You giggle at the sight. <br><br> <<elseif $NPCList[_nn].penis is "thighs">> <<if random(1)>> <<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> instinctively bucks <<his>> hips as <<he>> moans in bliss, shooting semen onto your thighs. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case "corrupt" "corruptLust">> <<He>> grabs your legs, pushing <<his>> crotch hard into yours as <<he>> cums, ejaculating onto your tummy. <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<default>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].penis is "vaginaentrance" and _sydneyChastity>> <<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>. <br><br> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<if random(1)>> <<He>> moans as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> covers <<his>> mouth as <<he>> ejaculates onto your <<pussy>>, sending white streams of semen running down your cunt. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<case "corrupt" "corruptLust">> <<He>> holds you still by the hips with one hand and ejaculates onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<default>> <<He>> moans as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</if>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].penis is "vaginaimminent" and _sydneyChastity>> <<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>. <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<if random(1)>> <<He>> moans as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> instinctively pulls away before <<he>> can ejaculate onto your <<pussy>>. <<He>> breathes heavily. <br><br> <<case "corrupt" "corruptLust">> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy. <<He>> seems disappointed. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<default>> <<He>> slowly lets out a held breath as <<he>> cums on your <<pussy>>. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <</switch>> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</if>> <<elseif $NPCList[_nn].penis is "vagina">> <<set $daily.sydney.cum to true>> <<if random(1)>> <<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <<He>> pats your belly. "Was it good for you, too?" <<npcincr Sydney purity -5>><<llspurity>> <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human"}`>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> wraps <<his>> arms around you as <<he>> cums, instinctively thrusting deep into you as <<he>> shudders with pleasure. <<if $settings.pregnancySpeechEnabled>> "Are... are you gonna have a baby?" <<else>> "Was it good for you, too?" <</if>> <<npcincr Sydney purity -5>><<llspurity>> <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<case "corrupt" "corruptLust">> <<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<He>> pats your belly. <<if $settings.pregnancySpeechEnabled>> "Hah... think I just knocked you up?" <<else>> "Was it good for you, too?" <</if>> <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<default>> <<He>> quiets and grabs your shoulders, pulling you onto <<his>> cock as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. <<He>> pats your belly. <<if $settings.pregnancySpeechEnabled>> "Well, <<sydneyMum>> did say <<nnpc_he "Sirris">> wanted grandkids..." <<else>> "Was it good for you too?" <</if>> <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <</switch>> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human"}`>> <</if>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].penis is "cheeks">> <<if random(1)>> <<He>> lets out a long breath as <<he>> cums between your cheeks. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case "corrupt" "corruptLust">> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. <<He>> seems proud of <<himself>>. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <<default>> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].penis is "anusentrance" and _sydneyChastity>> <<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>. <br><br> <<elseif $NPCList[_nn].penis is "anusentrance">> <<if random(1)>> <<He>> lets out a long breath as <<he>> cums between your cheeks. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> covers <<his>> mouth and quietly ejaculates onto your ass. You feel warm semen dripping down your bottom. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case "corrupt" "corruptLust">> <<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<default>> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks, sending thick ropes of semen onto your ass and down your crotch. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <</if>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].penis is "anusimminent" and _sydneyChastity>> <<He>> cums into <<his>> chastity belt, unable to penetrate you. <<He>> makes a few frustrated noises, but quickly composes <<himself>>. <br><br> <<elseif $NPCList[_nn].penis is "anusimminent">> <<if random(1)>> <<He>> lets out a long breath as <<he>> cums between your cheeks. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> covers <<his>> mouth and pulls away from your ass at the last second. You feel warm semen dripping down your bottom. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case "corrupt" "corruptLust">> <<He>> palms your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom before <<he>> can penetrate you. Semen drips down your butt and into your crack. <<He>> seems disappointed. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<default>> <<He>> grabs your thighs, pushing <<his>> crotch hard against your ass and ejaculating between your cheeks, sending thick ropes of semen onto your ass and down your crotch as <<he>> barely misses penetrating you. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <</if>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<if random(1)>> <<He>> moans loudly as <<he>> releases a full load into your bowels. "Well... at least you can still be considered pure." <<npcincr Sydney purity -5>><<llspurity>> <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> moans and instinctively thrusts into your ass as <<he>> cums. You gasp as you feel semen filling you. "Th...this can't be done for procreation..." <<npcincr Sydney purity -5>><<llspurity>> <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case "corrupt" "corruptLust">> <<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. You're surprised at the amount; cum oozes from your ass and runs down your legs. <<npcincr Sydney purity -5>><<llspurity>> <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<default>> <<He>> grabs your shoulders, pulling you back onto <<his>> cock as <<he>> cums. Semen fills your ass as you both moan with pleasure. <<npcincr Sydney purity -5>><<llspurity>> <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "chest">> <<if random(1)>> <<He>> moans loudly as <<he>> releases a full load onto your chest. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> puts <<his>> hand behind your neck and bears down on your <<breasts>>. <<He>> grunts as semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>>. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case "corrupt" "corruptLust">> <<He>> pushes your <<breasts>> together tight on <<his>> cock as <<he>> cums, ejaculating onto them. Your body feels slick with cum. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<default>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and quietly ejaculates on them. Your <<breasts>> feel cool as semen drips down them. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "mouthentrance" and _sydneyChastity>> <<He>> moans loudly as <<he>> cums in <<his>> chastity belt. "Hmph," <<he>> pouts, giving it a useless tug. <br><br> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<if random(1)>> <<He>> moans loudly as <<he>> releases a full load onto your face. <br><br> <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> You stroke <<his>> cock and <<he>> quietly ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> smiles, cleans you off, and examines <<his>> cum between <<his>> fingers. <br><br> <<case "corrupt" "corruptLust">> <<He>> gasps and strokes <<his>> cock while aiming straight at your mouth. Thick ropes of cum cover your face and push past your closed lips into your mouth. You're impressed by the volume, and <<he>> looks pleased with <<himself>>. <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<default>> <<He>> cups you under the chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. <<He>> giggles and looks excited. <br><br> <<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <</if>> <<faceejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "mouthimminent" and _sydneyChastity>> <<He>> moans loudly as <<he>> cums in <<his>> chastity belt. "Hmph," <<he>> pouts, giving it a useless tug. <br><br> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<if random(1)>> <<He>> moans loudly as <<he>> releases a full load onto your face. <<His>> face flushes as <<he>> beholds your face, now covered in <<his>> cum. <<He>> helps you clean it off. <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> cups the back of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <<He>> seems disappointed with <<his>> lack of control. <br><br> <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case "corrupt" "corruptLust">> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; <<he>> seems disappointed. <br><br> ><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<default>> <<He>> cups your head, but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <</if>> <<faceejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "mouth">> <<if random(1)>> <<He>> moans loudly as you pull <<him>> all the way in. You open your mouth to show <<him>> <<his>> semen. <<His>> face goes red. <<npcincr Sydney purity -2>><<lspurity>> <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> instinctively grasps the base of <<his>> cock and moans, quietly ejaculating into your mouth. You feel warm cum fill your mouth and drip down your throat. <<npcincr Sydney purity -2>><<lspurity>> <br><br> <<case "corrupt" "corruptLust">> <<He>> palms your head and thrusts <<his>> cock in your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> flails. "Make sure to swallow it all." <<npcincr Sydney purity -2>><<lspurity>> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <br><br> <<default>> <<He>> cups you under the chin with one hand and holds the back of your head with the other, thrusting into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth. <<npcincr Sydney purity -2>><<lspurity>> <br><br> <</switch>> <</if>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<if random(1)>> <<He>> lets out a long breath as <<he>> climaxes and shakes against your foot. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> quietly cums on your feet, slickening them with semen. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case "corrupt" "corruptLust">> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<default>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> quietly cums on your hands, slickening them with semen. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case "corrupt" "corruptLust">> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <<He>> giggles and apologises. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<default>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> quietly cums on your left hand. Semen drips down your fingers. "That felt... really good..." <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<case "corrupt" "corruptLust">> <<He>> spasms and moans, shooting thick streams of cum and splattering your <<breasts>> in the process. You're impressed by the volume. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<default>> <<He>> groans as <<he>> cums, <<his>> penis sliding hotly in your left hand and covering it with cum. "That was amazing." <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. Your hand is covered in warm semen. "That felt... really good..." <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<case "corrupt" "corruptLust">> <<He>> covers <<his>> mouth as <<he>> cums on your right hand. Semen pools on your fingers. "I can't get enough of you." <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<default>> <<He>> grunts and shoots thick ropes of semen onto your hands, making an impressive mess. "Oh! Sorry!" <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<if random(1)>> <<He>> arches <<his>> back and moans out loud as you fuck <<him>> to climax. <<He>> cums all over the ground. <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> covers <<his>> mouth as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. "W...wow... I never knew that could feel so good..." <br><br> <<case "corrupt" "corruptLust">> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. "I needed that so badly. Can we go again?" <br><br> <<default>> <<He>> whimpers as you pound <<his>> ass, moaning in pleasure as <<he>> ejaculates on the ground. You roll off of <<him>>. <br><br> <</switch>> <</if>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and _sydneyChastity>> <<He>> cums into <<his>> chastity belt. <<He>> makes a few frustrated noises, but quickly composes <<himself>>. <br><br> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<if random(1)>> <<He>> arches <<his>> back and moans out loud as you fuck <<his>> cheeks, cumming all over the ground. "How am I that sensitive there?" <br><br> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> covers <<his>> mouth as you fuck <<his>> cheeks, <<his>> ejaculate spraying on <<his>> own stomach. "W...wow... I never knew that could feel so good..." <br><br> <<case "corrupt" "corruptLust">> <<He>> noisily cums as you fuck <<his>> cheeks, grabbing your ass from behind and grinding your cock against <<his>> ass to finish. "You really hit the spot, there." <br><br> <<default>> <<He>> moans as you rub against <<his>> anus and <<he>> ejaculates on the ground. <<He>> smiles contentedly. <br><br> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "penis" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "How can it still feel so good through two devices?" <<he>> asks. <<else>> "It's not fair..." <<he>> pouts, glaring at your $worn.genitals.name. <</if>> <br><br> <<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis") and _sydneyChastity>> <<He>> moans loudly as <<he>> climaxes. "Hmph," <<he>> pouts, giving <<his>> chastity belt a useless tug. <<elseif $NPCList[_nn].penis is "penis">> <<if random(1)>> <<He>> wraps <<his>> arms around you as <<he>> finishes, and you hold each other tightly as you continue to grind together. You only slow down once <<hes>> done shaking. <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if _sydneyChastity>> <<He>> cums as you frot your <<penis>> against <<his>> chastity belt. <<else>> <<He>> cums as you rub your <<penises>> together, moaning with pleasure. <</if>> <<case "corrupt" "corruptLust">> <<He>> moans as <<he>> grinds hard against your <<penis>> to finish, legs shaking as <<he>> cums. <<default>> <<He>> moans loudly, cupping <<his>> hands under your shoulders as <<his>> entire body shakes. <</switch>> <</if>> <br><br> <<elseif $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<if playerChastity("penis")>> <<He>> gasps as <<he>> shoots <<his>> cum over your $worn.genitals.name. <<He>> strokes your face. "Together." <br><br> <<else>> <<He>> cums before <<he>> can frot your <<penis>>. <<His>> semen coats your cock and tummy. <<He>> smiles contentedly. <br><br> <</if>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<He>> helplessly cums on the ground as you fuck <<his>> mouth. <<He>> looks down in shame once you pull out. You stop and pet <<his>> head. <br><br> <<case "corrupt" "corruptLust">> <<He>> cums as you fuck <<his>> mouth, gasping against your cock. "I could taste you forever." <br><br> <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <br><br> <</if>> <<else>> <<if !_sydneyStatus.includes("corrupt") and $NPCList[_nn].penis isnot "none">> <<He>> backs away, dazed and confused at what you've done. <br><br> <<elseif npcHasStrapon(_nn)>> <<He>> moans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <<elseif _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display. <br><br> <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> cock out and ejaculating onto the backs of your thighs, then wipes <<his>> cock clean on your ass. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, slamming <<his>> crotch hard into your ass as <<he>> cums and ejaculates onto your tummy. <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<He>> seems impressed with <<himself>>. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry. <<if _sydneyChastity>> "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your hips, pulling you back and ejaculating onto your <<pussy>>. Semen coats your outer lips and pools around your legs. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems impressed with the mess <<hes>> made. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry. <<if _sydneyChastity>> "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].penis is "vaginaimminent" and _sydneyChastity>> <<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry. "I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless." <br><br> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy. <<He>> makes a few incoherent sounds of frustration, but doesn't take it further. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending white streams of semen running down your cunt. <<He>> pulls <<his>> own hair in frustration. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. <<He>> seems upset at first, but then smiles as <<he>> looks down on your <<lewdness>> covered in <<his>> cum. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your hair, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> cock deep in your womb. Semen splashes inside your cunt. <<if $settings.pregnancySpeechEnabled>>"I'm not going to stop until I put a baby in you."<</if>> <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<case 4 5 6>> <<He>> quiets and pounds <<his>> cock into you as <<he>> cums. Semen fills your <<pussy>> as you gasp at the feeling of being filled against your will. "You've been marked as mine forever. We're bound together." <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<case 7>> <<He>> convulses and grinds down on your cunt as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. <<He>> looks down at the mess <<hes>> made with satisfaction. "Such a waste." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human"}`>> <<elseif $NPCList[_nn].penis is "cheeks" and playerChastity()>> <<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry. <<if _sydneyChastity>> "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].penis is "cheeks" and _sydneyChastity>> <<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry. "I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless." <br><br> <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> cock from your cheeks and ejaculating onto your ass. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> palms your cheeks with <<his>> hands and pulls you hard against <<him>>, ejaculating between your cheeks. You are surprised by <<his>> strength. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums, sending out massive load that covers your ass and drips down your crotch. "You make me feel alive." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry. <<if _sydneyChastity>> "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].penis is "anusentrance" and _sydneyChastity>> <<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry. "I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless." <br><br> <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds your asscheek with one hand and strokes <<his>> cock with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and quietly ejaculates onto your ass. You feel semen dripping down your crack and feel filthy inside. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and down your crotch. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry. <<if _sydneyChastity>> "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].penis is "anusimminent" and _sydneyChastity>> <<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry. "I'll break this thing one day," <<he>> says. "I need to be inside you. I swear I'll fuck you senseless." <br><br> <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your ass, ejaculating on the outside. Semen coats your ass and drips down your crack. <<He>> seems furious, but at <<himself>>, shaking with anger. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and ejaculates onto your ass before <<he>> can penetrate you, sending white streams of semen running down your crack. <<He>> seems upset. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> cock as <<he>> cums, sending thick ropes of semen onto your ass and crotch. <<He>> seems disappointed but smiles as <<he>> looks at your drenched ass. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you feel unwelcome semen streaming in your asshole. <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> wordlessly grabs your hair, pulling you hard onto <<his>> cock as <<he>> cums. Semen fills you as you cry out. "Shhh... it's all okay... just enjoy the warmth." <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> Cum oozes from your ass and runs down your legs. "I've marked you as mine." <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your <<breasts>> together on <<his>> cock as <<he>> cums, ejaculating onto them. "You're bound to me," <<he>> says with a smile. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> strokes the tip of <<his>> cock between your <<breasts>> and ejaculates onto them. Your <<breasts>> cool as semen slides down your body. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> puts <<his>> hand behind your neck, mashing your face against <<his>> body and bearing down on your <<breasts>>. Semen shoots between and covers your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your chin with one hand and strokes <<his>> cock with the other, ejaculating onto your face. "You're beautiful." <br><br> <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> cock and palming your head, ejaculates onto your face. Warm cum drips down your forehead and nose. <<He>> licks it off your face. <br><br> <<case 7>> <<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> cock while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "Swallow it all!" <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <<faceejacstat>><<ejacstat>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grips hair at the nape your neck, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <<His>> face reddens in frustration. <br><br> <<case 4 5 6>> <<He>> brushes <<his>> cock against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin. Frustrated, <<he>> stamps <<his>> feet. <br><br> <<case 7>> <<He>> grasps your hair but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated. <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> cock down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow. <br><br> <<case 4 5 6>> <<He>> grabs you by the shoulder in one hand and grasps the base of <<his>> cock in the other, quietly ejaculating into your mouth. You gag as cum fills your mouth and drips down your throat. <br><br> <<case 7>> <<He>> palms your head, wildly thrusting <<his>> cock down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "Take it all. You belong to me." <br><br> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> cock between your feet as <<he>> cums, splattering cum on your feet and legs in the process. <<He>> seems impressed with the mess. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 4 5 6>> <<He>> quietly cums on your hands, slickening them with semen. <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. "Everyone has to know who you're bound to." <br><br> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as <<he>> cums, penis sliding hotly in your left hand and covering it with cum. <br><br> <<case 3 4>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your face, which is splattered with cum in the process. <br><br> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 6 7>> <<He>> spasms and moans, shooting thick streams of cum and splattering your chest in the process. <br><br> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you work <<his>> shaft with your right hand, cumming as you give <<him>> a final squeeze. <<He>> flicks <<his>> cock clean on the ground. <br><br> <<case 4 5>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on keeping <<him>> occupied you don't notice <<his>> penis is aimed at your chest, which is splattered with cum in the process. <br><br> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 6 7>> <<He>> grunts and shoots thick ropes of semen onto your hand, making an impressive mess. <br><br> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 5)>> <<case 1>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> cock a final squeeze, ejaculates onto your tummy. "I love that we can do this together, don't you?" <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rapidly rubs <<his>> cock and cums on the ground. <br><br> <<case 3>> <<He>> strokes <<his>> penis and, aiming at your ass, ejaculates on your bottom. <<He>> looks at your <<lewdness>> covered in <<his>> ejaculate and smiles. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> penis and moans, ejaculating on your <<breasts>>. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 5>> <<He>> moans and rubs <<his>> cock wildly, sending cum flying all over your body. "Remember who taught me about all this." <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your face. "Good <<girl>>." <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 4 5>> <<He>> moans as you pound <<his>> ass and ejaculates on the ground. <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <br><br> <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> moans as <<he>> cums onto your $worn.genitals.name. <<He>> looks angry. <<if _sydneyChastity>> "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and _sydneyChastity>> <<He>> moans as <<he>> cums in <<his>> chastity belt. <<He>> looks angry. "I'll break this thing one day," <<he>> says. "I need you inside me." <br><br> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> fingers into your ass from behind and grinding your cock against <<his>> ass to finish. "Why didn't you fuck me? You did this to me, take responsibility!" <br><br> <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground. <<He>> begins crying, "Why don't you fuck me? I need it!" <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<He>> seems sad rather than spent. "I need the real thing." <br><br> <</switch>> <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. <<if _sydneyChastity>> "I'll break both of these things one day," <<he>> says. <<else>> "Fucking sextease," <<he>> pouts, glaring at your $worn.genitals.name. <<if $settings.bodyWritingLevel gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis") and _sydneyChastity>> <<He>> moans loudly as <<he>> climaxes. "Hmph," <<he>> pouts, giving <<his>> chastity belt a useless tug. <<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis")>> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans as <<he>> cums, dragging <<his>> cock across your ass and thighs. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 3 4>> <<He>> moans as <<he>> digs <<his>> nails into your shoulders and grinds hard against on your <<penis>>. You're surprised by <<his>> strength. <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 5>> <<He>> screams, grabbing you by the hair and mashing <<his>> entire body against yours. Ejaculate streams from <<his>> penis, drenching you. <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth, groaning as <<he>> ejaculates on the ground. "I'm sorry, I just can't take anymore." <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4 5>> <<He>> cums on the ground as you fuck <<his>> mouth. <<He>> pulls away abruptly. "Please stop, I've had enough." <br><br> <<case 6 7>> <<He>> grabs your ass in <<his>> hands, pulling your cock into <<his>> throat. <<He>> ejaculates on <<his>> chest as <<he>> throats your <<genitals>>. <br><br> <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your body. <br><br> <</if>> <</if>> <!-- Finishing moves for consensual with low anger or non-consensual with damage or high anger --> <<if _args[0] isnot "short">> <<if $consensual is 1 and $enemyanger lte 0 and !$prayerRoom>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<He>> strokes you, <span class="green">making you feel warm inside.</span> "I... I really love you... please never stop loving me." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<case "corrupt" "corruptLust">> <<He>> strokes your hair, <span class="green">making you feel warm inside.</span> "I love you, and not just because of what you do with me." <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<default>> <<He>> brushes your cheek with <<his>> hand. "I love you." <span class="green">Your face flushes with pleasure.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <</switch>> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 6.5>> With a sudden manic expression, <<he>> <span class="red">grips your hair and pulls your face to <<hers>>.</span> <<switch _sydneyStatus>> <<case "corrupt" "corruptLust">> "Don't test me, darling," <<he>> says in a husky, breathless whisper. "I know how to make it hurt. If you can't handle my lust, you're not ready for my wrath." <<He>> kisses you on the cheek. <<default>> "I'd be careful if I were you," <<he>> says in an eerily even tone. "My <span class="pink">forgiveness</span> only goes so far. You'd best pray it doesn't break." <<He>> strokes your hair with a trembling hand. <</switch>> After a moment, <<his>> demeanour returns to normal, and <<he>> doesn't seem to realise what <<he>> said. <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <</if>> <</if>> <</widget>><<widget "ejaculation-wall">> <<set $ejaculating to 1>> <!-- Wall encounter assumes NPC at back of PC cannot reach around to front, and vice versa, and that PC cannot see what's happening behind them. Assumes NPCs believe PC may have following combat due to being stuck in wall unaided. Gloryhole removed as of v2.6 and front facing combat only left in place in case of future work--> <!-- DEBUG --> <!-- POS:$position POS2:$punishmentposition --> <!-- Female NPC1 at WALL --> <<if $NPCList[_nn].gender is "f">> <<if $consensual is 1>><!-- This is a catch-all; there are no consensual wall encounters. --> <<He>> collapses in orgasmic bliss. <<else>> <<if $NPCList[_nn].vagina is "footjob">> <<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and grinds <<his>> foot to your crotch. "I bet you enjoyed that." <<gtrauma>><<gstress>><<gpain>><<violence 3>><<hitstat>> <br><br> <<elseif $NPCList[_nn].vagina is "vagina" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans as <<he>> cums, dragging <<his>> wet pussy across your <<bottom>> and back of your thighs as your legs press into the wall. "What sort of person gets themselves into this situation?" <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <<case 3 4>> <<He>> moans as <<he>> grabs your hips for leverage and grinds downs hard on your <<pussy>>, pulling your restraints tight. "It must be so embarrassing to be used like this." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<case 5>> <<He>> screams, grabbing you by the thighs and mashing <<his>> crotch against your ass. Ejaculate streams from <<his>> pussy, drenching your exposed legs. "What a mess; well, you're nice and lubed up now." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your thighs. "The next one can clean that off, filthy whore." <br><br> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<He>> moans as <<he>> cums. "You must enjoy being used like this." <br><br> <<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouthimminent">> <<if $head is "bound">> <<switch random(1, 5)>> <<case 1 2>> <<He>> groans and grinds <<his>> crotch roughly against your restrained face; you feel the wall shake as <<he>> cums on your mouth. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3 4>> <<He>> ejaculates on your face, rubbing <<his>> clit against your nose as <<he>> finished. You feel cum running down your nose and lips. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 5>> <<He>> rubs <<his>> clit rapidly, squirting your face through the hole with cum. You try futilely to back away but your restraints hold you in place; you feel slime running down your face and neck. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "face" "goo" 2>> <</switch>> <<else>> <<He>> groans and grinds <<his>> crotch roughly against your restrained face; your head mashed against the back of the wall as <<his>> thighs shake with orgasm. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</if>> <<elseif $NPCList[_nn].vagina is "mouth">> <<He>> groans and grinds <<his>> crotch roughly against your open mouth; your head mashed against the back of the wall as <<his>> thighs shake with orgasm. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<He>> shakes as <<he>> cums, grabbing you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and dragging your <<penis>> deeply into <<his>> ass as <<he>> releases a final moan. <br><br> <<elseif $NPCList[_nn].vagina is "penis">> <<He>> digs <<his>> nails painfully into your legs as <<he>> cums, driving <<his>> pussy hard against your <<penis>> as <<he>> shudders with pleasure. <br><br> <<elseif ($NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> moans as <<he>> cums on your throbbing cock. <br><br> <<elseif ($NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance") and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> swivels <<his>> ass against your <<penis>> as <<he>> cums. <br><br> <<elseif $NPCList[_nn].vagina is "frot" and playerChastity("penis")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grabs your legs and pulls you against <<his>> clit hard against your <<penis>> as <<he>> cums. <br><br> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<He>> cums as <<he>> sucks your <<penis>>, dropping away as <<he>> gasps for air. <br><br> <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles with orgasm. You hear <<him>> say, "You must be so embarrassed to be on display like this." <br><br> <<case 4 5 6>> <<He>> sighs quietly as <<he>> cums, smacking you as <<he>> leaves. "See you around, <<bitch>>." You feel embarrassed to have your <<lewdness>> on display. <br><br> <<case 7>> <<He>> rapidly rubs <<his>> clit and screams as <<he>> cums; <<his>> pussy squirting and covering you in ejaculate. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">> <</switch>> <</if>> <</if>> <</if>> <!-- Male Gender NPC at WALL --> <<if $NPCList[_nn].gender is "m">> <!-- Start simplified strap-on sub-case --> <<if $NPCList[_nn].penisdesc.includes("strap-on")>> <<if $consensual is 0>><!-- Non-consen strap-on case --> <<switch $NPCList[_nn].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<switch random(1, 3)>> <<case 1>> <<He>> shakes as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc. <br><br> <<case 2>> <<He>> cums loudly, then spanks your ass with <<his>> $NPCList[_nn].penisdesc. "Something to remember me by, whore." <br><br> <<case 3>> <<He>> cums quietly, rubbing <<his>> $NPCList[_nn].penisdesc along your back. <br><br> <</switch>> <<case "mouth">> <<He>> cums loudly, shoving <<his>> $NPCList[_nn].penisdesc deep into your throat, making you gag. Tears stream down your face. <br><br> <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<switch random(1, 3)>> <<case 1>> <<He>> shakes as <<he>> cums, slapping you across the face with <<his>> $NPCList[_nn].penisdesc. <br><br> <<case 2>> <<He>> cums loudly, then laughs, wiping <<his>> $NPCList[_nn].penisdesc of on your hair. <br><br> <<case 3>> <<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek. <br><br> <</switch>> <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc. <br><br> <</switch>> <<else>><!-- Consensual strap-on case --> <<switch $NPCList[_nn].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<He>> shakes as <<he>> cums, wiping <<his>> $NPCList[_nn].penisdesc off on your ass. <br><br> <<case "mouth">> <<He>> cums loudly, grinding <<his>> $NPCList[_nn].penisdesc against <<his>> own crotch with <<his>> hand as <<he>> cums. <br><br> <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<He>> cums silently, mouth agape, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek. <br><br> <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit with the base of <<his>> $NPCList[_nn].penisdesc. <br><br> <</switch>> <</if>> <<elseif $consensual is 1>><!-- This is a catch-all; there are no consensual wall encounters. --> <<He>> collapses in orgasmic bliss. <<else>> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. You barely stifle a laugh at the pathetic display. <br><br> <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the backs of your thighs. You feel <<him>> wipe <<his>> cock clean on your <<bottom>>. <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grabs your legs, slamming <<his>> crotch hard into your <<bottom>> as <<he>> cums and ejaculates onto your tummy and the wall. <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> groan as <<he>> cums, ejaculating a massive load that covers your thighs and tummy; cum drips coolly down your legs, pooling on the ground. "Now your nice and greasy for the next sucker that comes along." <br><br> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums against your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shoves <<his>> thumb into your ass and groans as <<he>> ejaculates onto your <<pussy>>. You feel semen coating your outer lips and pooling around your knees. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending streams of semen running down your cunt; you can feel <<him>> flicking <<his>> cock dry on your <<bottom>>. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass; <<he>> wipes <<his>> cock on your thighs. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating on the outside. Semen coats your outer lips and tummy; <span class="red"><<he>> slaps you across the ass hard in anger</span> as you jerk in the restraints. <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate you, sending warm streams of semen running down your cunt; <<he>> groans in disappointment. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and ass. "Such a filthy little <<bitch>>." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <</switch>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and grinds down on your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs. "Doesn't look like you can hold my load, you fragile cunt." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 1>> <<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto the outside of your <<genitals>>. <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your thighs for leverage, pulling and thrusting deeply into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc deep in your womb. Semen splashes inside your bruised cunt as your thighs mash into the wall. <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> quiets and grabs your hips, pounding <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you jerk in the restraints. <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and grinds on your cunt as <<he>> cums, smashing your <<clit>> and sending thick waves of cum into your <<pussy>>. Semen oozes from your vagina and down your legs, pooling around your knees. "I bet you enjoy being fucked by faceless cocks. What a dirty slut." <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] "human">> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>>. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> pinches the top of your cheeks with <<his>> hands and smashes your thighs hard against the wall, ejaculating between your cheeks. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> squeezes your cheeks together and grunts as <<he>> cums. You feel a flood of warm cum dripping down your <<bottom>> and crotch. "Such a sloppy mess, I guess you can clean it up later." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> <span class="blue">slaps your asscheek with one hand</span> and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your bottom. Semen drips down your butt and into your crack. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>> <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and quietly ejaculates onto your <<bottom>>. You feel semen dripping down your crack and feel filthy inside. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums; you feel the splash of wet semen cover your <<bottom>> and drip down your crotch. "I think you'd have enjoyed being fucked in the ass. Maybe next time." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your wriggling ass, ejaculating on the outside. You feel semen coat your <<bottom>> and drip warmly down your crack. <span class="red"><<He>> smacks your ass angrily.</span> and your body jerks in response. <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>> before <<he>> can penetrate you, sending streams of semen running down your crack; <<he>> groans in disappointment. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, you feel a flood of semen on your <<bottom>> and crotch. "I bet you feel like a disgusting pig." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<bodyliquid "bottom" "semen" 2>> <</switch>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: "human", rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "You need to learn how to take a cock, you sloppy pig." <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <br><br> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto your <<bottom>>. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your ass mercilessly as <<he>> cums. You whimper as you take <<his>> entire length and feel unwelcome semen streaming in your asshole. <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 4 5 6>> <<He>> grabs your hips for leverage, pushing hard into your <<bottom>> as <<he>> cums, mashing your thighs into the wall. Semen fills you as you cry out, <<his>> girth stretching your anus. <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <<case 7>> <<He>> convulses and with a final shove, cums in your ass. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows;</span> cum oozes from your <<bottom>> and runs down your legs. "I can't see your face, but I bet you love being fucked in the ass." <br><br> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] "human">> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your <<breasts>> together on <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 4 5 6>> <<He>> grabs your hair to force you to look at <<him>> while <<he>> strokes the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> and wordlessly ejaculates onto them. Your <<breasts>> cool as semen slides down your body. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 7>> <<He>> grabs your hair for leverage and bears down on your <<breasts>>, grunting as <<he>> cums; semen shoots between your <<breasts>> and onto the wall. <<He>> laughs and <span class="purple">slaps <<his>> $NPCList[_nn].penisdesc across your helpless face to dry it off.</span> <<gtrauma>><<gstress>><<violence 1>><<bruise face>><<hitstat>> <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> grips <<his>> $NPCList[_nn].penisdesc tightly, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, <<bitch>>." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. It's all you can do to keep from laughing. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. "You must be so embarrassed being used like this." <br><br> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and, holding your hair, ejaculates onto your face. Warm cum drips down your forehead and nose. "I bet you enjoy being used like this." <br><br> <<case 7>> <<He>> grasps your hair tightly in <<his>> fist, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> "You need to learn to swallow, <<bitch>>." <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <</switch>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grips hair at the top of your head, ejaculating onto your lips as you barely brush against the tip of <<his>> penis. <br><br> <<case 4 5 6>> <<He>> brushes <<his>> $NPCList[_nn].penisdesc against your face, causing <<him>> to ejaculate early. Cum drips down your lips and chin; frustrated, <<he>> wipes the cum off your face and shoves it in your mouth. <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <br><br> <<case 7>> <<He>> grasps your head but in <<his>> excitement cums before <<he>> can enter your mouth. Thick ropes of cum cover your cheeks, chin, and into your waiting mouth. <<He>> looks frustrated. <br><br> <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<elseif $NPCList[_nn].penis is "mouth">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs you under the chin with one hand and by your hair with the other, shoving <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. You gag and retch as unwanted semen streams down your throat, forcing you to swallow. <br><br> <<case 4 5 6>> <<He>> grabs your hair as <<he>> mashes <<his>> $NPCList[_nn].penisdesc into your mouth, ejaculating with a moan. You gag as cum fills your mouth and drips down your chin. <br><br> <<case 7>> <<He>> grasps your hair by the temples, wildly thrusting <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. <span class="pink">You whimper as semen streams down your throat,</span> fills your mouth and covers your face as <<he>> flails. "I bet you enjoy being tied up and face fucked." <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and groans as <<he>> cums. Ejaculate covers your feet. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 4 5 6>> <<He>> quietly cums on your feet, slickening them with semen. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<case 7>> <<He>> grunts and thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> cums, splattering cum on your feet and legs in the process that pools around your knees. <br><br> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <!-- Removed hands outcomes --> <<elseif $NPCList[_nn].penis is 0>> <<if $head is "bound">> <<switch random(1, 3)>> <<case 1 2>> <<He>> groans and rubs <<his>> cock, spraying your face with ejaculate through the hole. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<case 3>> <<He>> moans as <<he>> ejaculates onto the ground. <<He>> reaches through the wall, <span class="purple">shoving <<his>> fingers down your throat.</span> You gag and retch as <<he>> laughs. "Next time I'm throating you <<bitch>>; better train up." <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <br><br> <</switch>> <<else>> <<switch random(1, 4)>> <<case 1 2 3>> <<He>> groans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates on you. "What a lovely cum dumpster you are." <br><br> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4>> <<He>> moans and rubs <<his>> cock wildly, sending cum flying all over you and the wall. <<He>> wipes <<his>> penis clean on your body. <br><br> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass; <<he>> catches <<his>> ejaculate in <<his>> hand and wipes it on your <<bottom>>. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5>> <<He>> moans as you pound <<his>> ass and ejaculates on the ground. <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <br><br> <</switch>> <<elseif ($NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent") and playerChastity("penis")>> <<He>> gasps as <<he>> cums onto your $worn.genitals.name. "Shame someone locked you up so tight," <<he>> says, giving your <<bottom>> a little smack. <br><br> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> noisily cums as you fuck <<his>> cheeks, digging <<his>> nails into your <<bottom>> from behind and grinding your <<penis>> against <<his>> ass to finish. <br><br> <<case 4 5>> <<He>> moans as you rub against <<his>> anus and ejaculates on the ground; <<he>> seems disappointed. <br><br> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <br><br> <</switch>> <<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<He>> shakes with arousal as <<he>> cums all over your <<penis>>. <<set _postOrgasmSpeech to `"That was awesome."`>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as <<he>> pleasures you with <<his>> mouth; <<he>> catches <<his>> semen and rubs it into your <<bottom>>. "Don't you look lovely now." <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4 5>> <<He>> cums on the ground, biting your <<penis>> as <<he>> stops abruptly. "I'm done now." <br><br> <<case 6 7>> <<He>> grabs you by the <<print ($player.ballsExist ? "balls" : "pussy")>> and painfully drives your <<penis>> into <<his>> throat; <<he>> ejaculates on <<his>> chest as <<he>> throats your cock. <br><br> <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, wiping <<his>> wet face clean on your back. <br><br> <</if>> <</if>> <</if>> <!-- Finishing moves for damage only for wall --> <<if _args[0] isnot "short">> <<if $punishmentposition is "wall">> <<if $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5>> <<He>> <span class="red">angrily whips your ass and thighs with <<his>> belt; you jerk in the restraints, screaming in pain.</span> "What are you thinking, trying to fight me when you're bound like this?" <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5>> <<He>> <span class="pink">slaps your ass back and forth with <<his>> hands, bringing tears to your eyes.</span> "That'll teach you to fight with me." <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9.5>> <<He>> <span class="pink">spits on your <<bottom>>.</span> "You seem to need reminding that you're helpless here, you cheeky cunt." <<gstress>><<gtrauma>><<gpain>><<violence 1>> <br><br> <</if>> <</if>> <</if>> <</widget>><<widget "ejaculation">> <<set $ejaculating to 1>> <!-- Dev Notes --> <!-- Use <<pussy>> <<breasts>> <<bottom>> in verbiage as PC status --> <!-- Use <<penis>> <<genitals>> in verbiage as status --> <!-- NPC references include: <<him>> <<he>> <<He>> <<himself>> and <<hes>> for he's/she's --> <!-- <<pher>> <<pshe>> refers to PC in third person. Also <<phim>> --> <!-- if $leftarm is "bound" and $rightarm is "bound" can be used as check for bound arms. NPC restraining is "grappled" --> <!-- $mouthstate indicates what PC mouth is doing --> <!-- $position is "wall" can be used as check for body through wall --> <!-- $punishmentposition "gloryhole" is used for both consensual and non-consensual encounters --> <!-- $walltype "pillory" or "cleanpillory" for pillory. Note head, arms are bound in pillory. CleanPillory used in school, Pillory outside police events, mostly as a graphical switch --> <!-- $position = "doggy" or "missionary" for PC body position on back or front --> <!-- $submissive can be used as check. lte 850 is dominant, gte 1150 is submissive --> <!-- <<violence 1>> is clasped mouth, 3 grab throat, 4 hair yank, 5 strangle 10 punch/kick thigh 20 gut punch. Raises stress, trauma, pain at same time.--> <!-- <<violence +#>> should be used with <<gstress>><<gtrauma>><<gpain>> <<violence -#>> should be used with <<lstress>><<ltrauma>><<lpain>> --> <!-- <span class="red"> text-here</span> can be used to depict adverse events. red-pink-purple-blue-lblue-teal-green from least to most favourable --> <!-- <<ggcontrol>> shows ++ Control, <<gcontrol>> shows + Control. GG used with <<control 25>> <<llcontrol>><<lcontrol>> for -- and - Control loss. Higher control is better.--> <!-- <<controlloss>> is used as consensual to non-consen switch --> <!-- <<lstress>> <<stress -1>> similar to above. Less stress is better. <<ltrauma>> <<trauma -1>> same. Less trauma is better. <<lpain>><<pain -1>> likewise.--> <!-- <<tearful>> is used as in: "Your body feels sensitive as " or "You feel horny as "--> <!-- <<bitch>>. is used as "bitch." --> <!-- <<lewdness>> as in "You're stuck in town with your <<lewdness>> displayed" and contains text on level of undress (bare chest / undergarments / genitals) If clothed, returns "lewdness." Useful for pillory event.--> <!-- $player.gender_appearance notes PC apparent gender, for use as M/F switch --> <!-- <<girl>><<girl>>,<<girl>>. used for boy/girl as PC gender --> <!-- $NPCList[x].gender and $NPCList[x].pronoun note NPC sexual gender and physical appearance gender. Pronoun sets breasts (F) and Gender sets M/F genitals penis/vagina --> <!-- START MAIN LOOP --> <<for _nn to 0;_nn lt $enemynomax; _nn++>> <<if $NPCList[_nn].active is "active" and $NPCList[_nn].stance isnot "defeated">> <<personselect _nn>> <<if $sexavoid is 0 or $rapeavoid is 0>> <<if $consensual is 1>> <<famesex 1>> <<else>> <<famerape 1>> <</if>> <</if>> <<set $pronoun to $NPCList[_nn].pronoun>> <<if $enemytype is "man" or $enemytype is "plant">> <<set $NPCList[_nn].intro to 1>> <<else>> <<set $pronoun to "i">> <</if>> <!-- DEBUG --> /% GENDER:<<girl>> GEN:<<genitals>>. BR:<<breasts>>. BOT:<<bottom>>. PUS:<<pussy>>. PEN:<<penis>>. PC:<<phim>>.<br> %/ /% POS:$position L-ARM:$leftarm R-ARM:$rightarm<br> MOU:$mouthstate<br> %/ /% ANG:$enemyanger MAX:$enemyangermax ENNUM:$enemyno ENHEALTH:$enemyhealth ENHEALTHMX:$enemyhealthmax<br> %/ /% STR:$stress TRA:$trauma PAIN:$pain CON:$control<br> %/ /% NAMED-NPC:<<print $npc[0]>><br><br> %/ /% PEN:$penis VAG:$vagina MOU:$mouth GEN:$pronoun<br><br> %/ /% NPC: _nn VAG: $NPCList[_nn].vagina PEN: $NPCList[_nn].penis MOU: $NPCList[_nn].mouth <br> %/ <!-- Pulling out is for couches --> <<if ($pullOut or $NPCList[_nn].pregnancyAvoidance gte 80) and ["vagina","vaginadouble","anus","anusdouble"].includes($NPCList[_nn].penis) and !wearingCondom(_nn)>> <<if _nn is $leglocktarget>> <<He>> tries to pull out at the last minute, but <span class="lewd">you <<if $position is "missionary">>lock your legs even tighter<<else>>push back even harder<</if>>, taking <<him>> all the way in as <<he>> hits <<his>> peak.</span> <<elseif $pullOut and $enemyanger gte 60>> <span class="red"><<He>> doesn't pull out.</span> <<else>> <span class="green"><<He>> pulls out at the last minute.</span> <<if $NPCList[_nn].penis is "vagina" or $NPCList[_nn].penis is "vaginadouble">> <<set $NPCList[_nn].penis to "vaginaentrance">> <<set $vaginastate to ($vaginastate is "doublepenetrated" ? "penetrated" : "imminent")>> <<set _pullOutVagina to true>> <<elseif $NPCList[_nn].penis is "anus" or $NPCList[_nn].penis is "anusdouble">> <<set $NPCList[_nn].penis to "anusentrance">> <<set $anusstate to ($anusstate is "doublepenetrated" ? "penetrated" : "imminent")>> <<set _pullOutAnus to true>> <</if>> <</if>> <</if>> <<unset _condomResult>> <<if wearingCondom(_nn)>> <<if $NPCList[_nn].condom.state is "defective">> <<set _condomResult to "leaked">> <<elseif $NPCList[_nn].condom.state is "sabotaged">> <<set _condomResult to "burst">> <<else>> <<set _condomResult to "contained">> <</if>> <<else>> <<set _condomResult to "none">> <</if>> <!-- NAMED NPCs: Named NPCs without custom modules use simple text to stay in character --> <<if $npc[$npcrow.indexOf(_nn)] is "Eden">> <<ejaculation-eden _args[0]>> <<elseif $npc[$npcrow.indexOf(_nn)] is "Kylar">> <<ejaculation-kylar _args[0]>> <<elseif $npc[$npcrow.indexOf(_nn)] is "Robin">> <<ejaculation-robin _args[0]>> <<elseif $npc[$npcrow.indexOf(_nn)] is "Leighton">> <<ejaculation-leighton _args[0]>> <<elseif $npc[$npcrow.indexOf(_nn)] is "Sydney">> <<ejaculation-sydney _args[0]>> <<elseif $npc[$npcrow.indexOf(_nn)] is "Alex">> <<ejaculation-alex _args[0]>> <<elseif $npc[$npcrow.indexOf(_nn)] is "Gwylan">> <<ejaculation-gwylan _args[0]>> <<elseif $position is "wall" and ($walltype is "pillory" or $walltype is "cleanpillory")>> <<ejaculation-pillory _args[0]>> <<elseif $position is "wall">> <<ejaculation-wall _args[0]>> <<elseif $punishmentposition is "gloryhole" or $gloryhole>> <<ejaculation-gloryhole _args[0]>> <<elseif $NPCList[_nn].type is "plant">> <<ejaculation-plant _args[0]>> <<elseif $NPCList[_nn].fullDescription is "Ivory Wraith">> <<ejaculation-wraith _args[0]>> <!-- New Named NPCs or PC unique positions should be added above, otherwise below captures reaction --> <<elseif ($npcrow.includes(_nn))>> <<if $NPCList[_nn].vagina isnot "none" and $NPCList[_nn].penis is "none">> <<He>> convulses in orgasmic bliss. <</if>> <<if $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. <</if>> <<if npcHasStrapon(_nn)>> <<switch $NPCList[_nn].penis>> <<case leftDildoAnus rightDildoAnus>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> ass cheeks trembling against your $currentSexToyLeft.name.<<penis>> <<default>> <<He>> ?orgasmMoans and shivers in orgasmic bliss, grinding the strap-on against <<his>> genitals. <</switch>> <<elseif _condomResult is "contained">> <<genericCondomEjaculation>> <<else>> <<if $NPCList[_nn].penis isnot "none" and (_condomResult is "leaked" or _condomResult is "burst")>> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <</if>> <<if $NPCList[_nn].penis is "otheranusfrot">> <<He>> ejaculates into <<his>> hand as <<he>> rubs <<his>> ass against your <<penis>>. <</if>> <<if $NPCList[_nn].penis is "otheranus">> <<He>> ?orgasmMoans and ejaculates <<print either("onto <<his>> chest","into the air","into <<his>> hand")>> as <<he>> <<print either("fucks","slams","thrusts")>> <<his>> ass against your <<penis>>. <</if>> <<if $NPCList[_nn].penis is "thighs">> <<He>> ejaculates onto your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</if>> <<if $NPCList[_nn].penis is "vaginaentrance" and playerChastity("vagina")>> <<He>> ejaculates onto your $worn.genitals.name. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<elseif $NPCList[_nn].penis is "vaginaentrance" and !npcHasStrapon(_nn)>> <<if playerChastity("vagina")>> <<He>> ejaculates onto your $worn.genitals.name. <<else>> <<He>> ejaculates onto your <<pussy>>. <</if>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <</if>> <<if $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> ejaculates onto your $worn.genitals.name. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<if playerChastity("vagina")>> <<He>> ejaculates onto your $worn.genitals.name. <<else>> <<He>> ejaculates onto your <<pussy>>. <</if>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<if $NPCList[_nn].penis is "vagina">> <<He>> ejaculates deep into your womb. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</if>> <<if $NPCList[_nn].penis is "cheeks">> <<He>> ejaculates onto your back. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</if>> <<if $NPCList[_nn].penis is "anusentrance">> <<if playerChastity("anus")>> <<He>> ejaculates on your $worn.genitals.name. <<else>> <<He>> ejaculates between your <<bottom>> cheeks. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <</if>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</if>> <<if $NPCList[_nn].penis is "anusimminent">> <<if playerChastity("anus")>> <<He>> ejaculates on your $worn.genitals.name. <<else>> <<He>> ejaculates between your <<bottom>> cheeks. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</if>> <<if $NPCList[_nn].penis is "anus">> <<He>> ejaculates into your bowels. <<analejacstat>><<ejacstat>><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</if>> <<if $NPCList[_nn].penis is "chest">> <<He>> ejaculates onto your chest. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</if>> <<if $NPCList[_nn].penis is "mouthentrance">> <<He>> ejaculates onto your face. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</if>> <<if $NPCList[_nn].penis is "mouthimminent">> <<He>> ejaculates onto your face. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</if>> <<if $NPCList[_nn].penis is "mouth">> <<He>> ejaculates down the back of your throat. <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</if>> <<if $NPCList[_nn].penis is "feet">> <<He>> ejaculates on your feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <</if>> <<if $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<He>> ejaculates on your hands. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <</if>> <<if $NPCList[_nn].penis is "leftarm">> <<He>> ejaculates on your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <</if>> <<if $NPCList[_nn].penis is "rightarm">> <<He>> ejaculates on your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <</if>> <<if $NPCList[_nn].penis is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> ass cheeks trembling against your $currentSexToyLeft.name. <<case 2>> <<He>> ?orgasmMoans and ejaculates into the air as you fuck <<his>> ass with your $currentSexToyLeft.name. It splatters on the floor. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <</if>> <<if $NPCList[_nn].penis is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> ass cheeks trembling against your $currentSexToyRight.name. <<case 2>> <<He>> ?orgasmMoans and ejaculates into the air as you fuck <<his>> ass with your $currentSexToyLeft.name. It splatters on the floor. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <</if>> <<if $NPCList[_nn].penis is 0>> <<if $gloryhole>> <<He>> ejaculates into the air. It splatters on the floor. <<else>> <<He>> ejaculates onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</if>> <</if>> <<if $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<if $gloryhole>> <<He>> ejaculates into the air. It splatters on the floor. <<else>> <<He>> ejaculates onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</if>> <</if>> <</if>> <br><br> <!-- Finishing moves for Alex, Avery and Whitney; should be moved to their respective ejaculation files if/when they get them --> <<if $speechdisable isnot 1>> <<switch $npc[$npcrow.indexOf(_nn)]>> <<case "Alex">> <<if $consensual is 1 and $enemyanger lte 0>> <<switch random(1, 3)>> <<case 3>> <<if $farm_stage gte 7 and $alex_countdown is undefined>> <<if C.npc.Alex.dom gte 30>> <<He>> grins and ruffles your hair. <<print either( `"Don't go far. We're doing this again real soon."`, `"Best fuck I've had in a while."`, `"You're so damn cute."`, `"That's my <<girl>>."` )>> <<elseif C.npc.Alex.dom lte -30>> <<He>> holds you close and sighs into your chest. <<print either( `"What did I do to deserve you?"`, `"What would I do without you?"`, `"You're so damn cute."`, `"I'm your <<if $pronoun is "f">>wo<</if>>man..."` )>> <<else>> <<He>> presses <<his>> forehead to yours. <<print either( `"Never thought myself the type to settle down. But you're worth it."`, `"Who'd've thought I'd fall for a townie?"`, `"You're so damn cute."`, `"You're my <<if $player.gender_appearance is "f">>wo<</if>>man..."` )>> <</if>> <<else>> <<He>> smiles and pats your <<bottom>>. <<print either( `"Don't go far. We're doing this again real soon."`, `"This job isn't so bad with you around."`, `"You're a bad <<girl>>, getting me to slack off."` )>> <</if>> <span class="green">Your face flushes with pleasure.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <<case 2>> <<if C.npc.Alex.dom gte 10>> <<He>> strokes under your chin, <<else>> <<He>> rests <<his>> head on your shoulder, <</if>> <span class="green">making you feel warm inside.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <<default>> <<if C.npc.Alex.dom gte 10>> <<He>> holds you in <<his>> arms, <<else>> <<He>> lies in your arms, <</if>> <span class="green">making you feel warm inside.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <</switch>> <br><br> <</if>> <<case "Avery">> <<if $consensual is 1 and $enemyanger lte 0 and C.npc.Avery.love gte 20>> <<switch random(1, 3)>> <<case 3>> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> <<He>> <<if $player.breastsize is 0>> wraps an arm around your chest <<else>> grabs your breast <</if>> and pulls your body against <<hers>>, breathing heavily in your ear. <<print either( `"You'd best keep behaving like this. Or else."`, `"With a body like this, you're almost worth the hassle."`, `"So you can behave. Here I thought you were only good for one thing."` )>> <span class="pink"><<He>> gives your nipple a harsh tweak,</span> before shoving you aside. <<gtrauma>><<gstress>><<gpain>><<larage>><<violence 3>><<npcincr Avery rage -5>> <<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>> <<He>> <<if $player.breastsize is 0>> wraps an arm around your chest <<else>> grabs your breast <</if>> and pulls your body against <<hers>>, whispering in your ear. <<print either( `"Good <<girl>>."`, `"Be good. You'll make both our lives easier."`, `"It's better when you behave. For both of us."`, `"I hope this means you've learnt your lesson."` )>> <span class="purple"><<He>> gives your chest a rough squeeze</span> before releasing you. <<stress 4>><<arousal 500 "breasts">><<npcincr Avery rage -5>><<gstress>><<garousal>><<larage>> <<else>> <<if $player.breastsize is 0>> <<He>> strokes your chest, <<else>> <<He>> cups your breast, <</if>> <span class="lewd">circling <<his>> thumb around your nipple.</span> <<He>> gives it a gentle pinch. <<print either( `"A <<girl>> like you is worth every penny."`, `"Did you enjoy yourself? I know I did."`, `"You have a magnificent body."` )>> <<ltrauma>><<lstress>><<lpain>><<garousal>><<violence -3>><<arousal 500 "breasts">> <</if>> <<case 2>> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> <<He>> brushes your hair back, <span class="pink"><<his>> expression impassive.</span> <<print either( `"Such a <<if $player.gender_appearance is "m">>handsome<<else>>pretty<</if>> face. Don't make me ruin it."`, `"You're a passable whore, if nothing else."`, `"At least you're good for something."` )>> <<trauma 6>><<stress 6>><<npcincr Avery rage -5>><<gtrauma>><<gstress>><<larage>> <<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>> <<He>> brushes your hair back, <span class="purple">smiling as <<he>> pinches your cheek.</span> <<print either( `"Playing nice, are we? What a pleasant surprise."`, `"I can't stay mad at that face."`, `"That wasn't so hard, was it?"` )>> <<stress 4>><<npcincr Avery rage -5>><<gstress>><<larage>> <<else>> <<He>> brushes your hair back, smiling softly. You stare into each other's eyes, <span class="green">and your heart flutters.</span> <<ltrauma>><<lstress>><<lpain>><<garousal>><<violence -3>> <</if>> <<default>> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> <<He>> lifts your chin, <span class="pink">glaring down with a hand on <<his>> hip.</span> <<print either( `"So you can behave after all."`, `"I nearly forgot how much of a brat you've been."`, `"You still have a long way to go before I'll forgive you."` )>> <<trauma 6>><<stress 6>><<npcincr Avery rage -5>><<gtrauma>><<gstress>><<larage>> <<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>> <<He>> lifts your chin, forcing you to meet <<his>> gaze. <<print either( `"I still haven't forgiven you. But this is a start."`, `"I hope this means you've learnt your lesson."`, `"You want my forgiveness that bad, do you?"` )>> <span class="purple"><<He>> smiles and pinches your cheek.</span> <<stress 4>><<npcincr Avery rage -5>><<gstress>><<larage>> <<else>> <<He>> lifts your chin, peering down with a smile. <<print either( `"You're simply priceless."`, `"Such a perfect <<girl>>."`, `"You are a prize, dear."` )>> <<He>> kisses your cheek, <span class="green">making you feel warm inside.</span> <<ltrauma>><<lstress>><<lpain>><<violence -3>> <</if>> <</switch>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5 and $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> Avery sneers, and <<if random(1)>> <span class="red">punches you in the face.</span> <<He>> wipes <<his>> hand on <<his>> sleeve. <<else>> <span class="red">stomps on your face, grinding <<his>> heel into your nose.</span> You cry out in pain, but <<he>> only presses down harder. <</if>> <<print either( `"Don't fuck with me."`, `"Serves you right, cocky little shit."`, `"Still think you're so tough?"`, `"Still feeling smart about pissing me off?"`, `"What's wrong? No more smart remarks?"`, `"Where'd all that fight go? Fucking brat."`, `"Get up. I'm not done with you."` )>> <<gtrauma>><<gstress>><<gpain>><<violence 10>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9>> <<switch random(1, 3)>> <<case 3>> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> <span class="red"><<He>> kicks you repeatedly,</span> snarling each time <<his>> foot crashes into your side. <<print either( `"Worthless little shit."`, `"On the ground, where you belong."`, `"You'll cry when I tell you to cry."`, `"I'll hurt you as much as I like. I own you."` )>> Powerless against <<his>> assault, you can only curl up to protect yourself until <<his>> anger finally subsides. <<gtrauma>><<gstress>><<gpain>><<violence 6>> <<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>> <span class="pink"><<He>> shoves you away with a sneer.</span> <<print either( `"That's enough."`, `"Perhaps I'll treat you nicer when you learn how to behave."` )>> <<gtrauma>><<gstress>><<gpain>><<violence 3>> <<else>> <<He>> grasps your arm, glaring into you. <<He>> doesn't say a word or raise a hand, <span class="purple">but it's enough to leave you shaking.</span> <<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>> <</if>> <<case 2>> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> <span class="red"><<He>> slaps you back and forth across the face,</span> growing more intense with each strike. By the time <<hes>> done, <<hes>> panting. <<print either( `"Don't you dare defy me."`, `"Idiot. You messed up my hair."`, `"That's what you get, <<bitch>>."` )>> <<gtrauma>><<gstress>><<gpain>><<violence 6>> <<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>> <<He>> <span class="pink">slaps you across the face.</span> <<He>> wipes <<his>> hand on <<his>> sleeve, sneering. <<print either( `"Look what you made me do."`, `"You've no one to blame but yourself."`, `"Remember that next time you think about misbehaving."` )>> <<gtrauma>><<gstress>><<gpain>><<violence 3>> <<else>> <span class="purple"><<His>> fist clenches,</span> but <<he>> doesn't move. <<He>> takes a deep breath, then smiles. <<print either( `"Don't make me do something I'll regret."`, `"I don't want to hurt you. Be good, for your sake."`, `"I don't like getting upset. You wouldn't like it, either."` )>> <<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>> <</if>> <<default>> <<if ($neckuse is "hand" or random(1, 5) is 1) and $settings.asphyxiaLevel gte 2>> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <span class="red"><<He>> grasps your neck in both hands,</span> <span class="blue">only to recoil as your collar shocks <<him>>.</span> <<He>> glares, but doesn't follow up. <<else>> <span class="red"><<He>> grasps your neck in both hands, fingernails piercing your skin.</span> <<print either( `"Trashy little whore."`, `"God, you're infuriating."`, `"Fucking brat. I'm done playing nice."`, `"I should leave you in the gutter, where you belong."`, `"Learnt your lesson yet? Or should I beat it into you?"` )>> <<He>> digs <<his>> nails into your throat, before finally letting go. <<gtrauma>><<gstress>><<gpain>><<violence 8>> <</if>> <<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>> <span class="pink"><<He>> tightens <<his>> grip on your neck, locking eyes with you.</span> <<print either( `"You're being a very naughty <<girl>>."`, `"So fragile. Don't make me break you."`, `"My generosity only goes so far."`, `"I expect obedience next time."`, `"Mind your manners, brat."`, `"You're starting to grate."`, `"Don't test my patience."` )>> <<He>> drags <<his>> nails along your skin before letting go. <<gtrauma>><<gstress>><<gpain>><<garage>><<npcincr Avery rage 5>><<violence 4>> <<else>> <<He>> brushes <<his>> fingers along your neck. <<print either( `"I'd mind my manners if I were you."`, `"You don't want to upset me, do you?"`, `"You'll behave from now on, won't you?"` )>> <span class="purple">You shiver.</span> <<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>> <</if>> <<else>> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte 60>> <span class="red"><<He>> grasps your chin and wrenches it up, looking down with fury.</span> <<print either( `"Trashy little whore."`, `"God, you're infuriating."`, `"Fucking brat. I'm done playing nice."`, `"I should leave you in the gutter, where you belong."`, `"Learnt your lesson yet? Or should I beat it into you?"` )>> <<He>> claws your cheek, then delivers a swift backhanded strike. <span class="red">You cry out in pain.</span> <<gtrauma>><<gstress>><<gpain>><<violence 6>> <<elseif $averyragerevealed is 1 and C.npc.Avery.rage gte 20>> <span class="pink"><<He>> grasps your chin and forces it up, looking down with contempt.</span> <<print either( `"You're being a very naughty <<girl>>."`, `"So fragile. Don't make me break you."`, `"My generosity only goes so far."`, `"I expect obedience next time."`, `"Mind your manners, brat."`, `"You're starting to grate."`, `"Don't test my patience."` )>> <<He>> digs <<his>> nails into your cheek before letting go. <<gtrauma>><<gstress>><<gpain>><<garage>><<npcincr Avery rage 5>><<violence 3>> <<else>> <span class="purple"><<He>> cups a hand under your chin and tilts it up.</span> <<print either( `"I'd mind my manners if I were you."`, `"You don't want to upset me, do you?"`, `"You'll behave from now on, won't you?"` )>> <<He>> smiles and trails <<his>> thumb along your cheek before letting go. <<stress 4>><<trauma 6>><<npcincr Avery rage 1>><<gtrauma>><<gstress>><<garage>> <</if>> <</if>> <</switch>> <br><br> <</if>> <<case "Whitney">> <<if $consensual is 1 and $enemyanger lte 0 and $whitneyromance is 1>> <<switch random(1, 3)>> <<case 3>> <<if ["mouth"].includes($NPCList[_nn].penis)>> <<print either( `<<He>> runs a hand through your hair.`, `<<He>> rubs <<his>> <<print $NPCList[_nn].penisdesc>> against your cheek.` )>> <<elseif ["mouth"].includes($NPCList[_nn].vagina)>> <<print either( `<<He>> runs a hand through your hair.`, `<<He>> gently squeezes your face between <<his>> thighs.`, `<<He>> brushes your cheek with <<his>> thigh.` )>> <<elseif ["facesit"].includes($NPCList[_nn].vagina)>> <<print either( `<<He>> runs a hand through your hair.`, `<<He>> lifts off your face slightly and smiles down at you.` )>> <<else>> <<print either( `<<He>> runs a hand through your hair.`, `<<He>> bites your ear and whispers.` )>> <</if>> <<if (["mouth","facesit"].includes($NPCList[_nn].vagina) or ["mouth"].includes($NPCList[_nn].penis)) and random(1)>> <<if C.npc.Whitney.dom gte 10>> <<print either( `"That's it. Just how I like it."`, `"Hope you liked your treat, slut."` )>> <<else>> <<print either( `"You sure know how to work that mouth."`, `"Damn, you feel great down there."` )>> <</if>> <<else>> <<if C.npc.Whitney.dom gte 10>> <<print either( `"Knew I picked the right <<bitch>>."`, `"That's a good slut."`, `"Good <<girl>>."` )>> <<else>> <<print either( `"Fuck, you're good."`, `"You're a nice lay, slut."` )>> <</if>> <</if>> <span class="green">You blush.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <<case 2>> <<if ["facesit"].includes($NPCList[_nn].vagina)>> <<He>> lifts up just enough to leave your face unobscured and holds <<his>> phone overhead. <<elseif ["mouth"].includes($NPCList[_nn].vagina) or ["mouth"].includes($NPCList[_nn].penis)>> <<He>> yanks your hair back, forcing your gaze upwards. <<He>> holds <<his>> phone overhead. <<else>> <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<He>> grabs your leash and forces you upright, bringing your face to <<hers>>. <<else>> <<He>> slings an arm around your shoulders, pressing your cheek to <<hers>>. <</if>> <<He>> raises <<his>> phone. <</if>> <<if $pain gte 60>> <<print either( `"Don't move, I want everyone to see those tears."`, `"Cry for the camera, <<bitch>>."` )>> <<else>> <<print either( `"Now everyone will know you're my property."`, `"Just showing everyone who owns you."`, `"Smile, slut."` )>> <</if>> <<if C.npc.Whitney.love gte 25>> <span class="green"><<He>> <<if ["othervagina","penis","facesit"].includes($mouthuse)>>pets you<<else>>kisses your cheek<</if>> as the camera flashes.</span> <<stress 4>><<arousal 200>><<status 5>><<gstress>><<garousal>><<gcool>> <<else>> <<He>> <<print either("raises <<his>> middle finger","makes a peace sign","sticks <<his>> tongue out")>> as the camera flashes. <<stress 6>><<status 1>><<gstress>><<gcool>> <</if>> <<famesex 1 "pic">> <<default>> <<He>> runs <<his>> hand down your back and caresses your <<bottom>>. <span class="lewd">You shiver from the sensation.</span> <<lstress>><<ltrauma>><<lpain>><<garousal>><<violence -3>><<arousal 500 "bottom">> <</switch>> <br><br> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 9>> <<switch random(1, 3)>> <<case 3>> <<He>> smirks, <<if $whitneyromance is 1>>kisses <<his>> knuckles, <</if>>then <span class="red">swings <<his>> fist into the side of your face.</span> <<print either( `"Keep struggling. It cracks me up."`, `"That's for being a <<bitch>>."` )>> <<gtrauma>><<gstress>><<gpain>><<violence 6>> <<case 2>> <<if ["facesit"].includes($NPCList[_nn].vagina)>> <<He>> lifts up just enough to leave your face unobscured. <<He>> holds <<his>> phone overhead. <<elseif ["mouth"].includes($NPCList[_nn].vagina) or ["mouth"].includes($NPCList[_nn].penis)>> <<He>> yanks your hair back, forcing your gaze upwards. <<He>> holds <<his>> phone overhead. <<else>> <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<He>> grabs your leash and forces you upright, bringing your face to <<hers>>. <<else>> <<He>> slings an arm around your shoulders, pressing your cheek to <<hers>>. <</if>> <<He>> raises <<his>> phone. <</if>> <<if $pain gte 60>> <<print either( `"Don't move, I want everyone to see those tears."`, `"Cry for the camera, <<bitch>>."` )>> <<else>> <<print either( `"Now everyone will know you're my property."`, `"Just showing everyone who owns you."`, `"Smile, slut."` )>> <</if>> <<He>> <<print either("raises <<his>> middle finger","makes a peace sign","sticks <<his>> tongue out")>> as the camera flashes. <<trauma 6>><<stress 6>><<gtrauma>><<gstress>> <<famerape 1 "pic">> <<default>> Whitney sneers. <<print either( `"You like being used?"`, `"Having fun?"` )>> Before you can answer, <span class="red"><<he>> stomps <<his>> foot on your throat.</span> You cough violently. <<if $audiencepresent gte 1 and random(1)>> <<He>> smirks over <<his>> shoulder. "Sounds like a yes to me." <<His>> friends laugh. <<else>> <<He>> smirks and presses down harder. "What's that?" <<He>> cups a hand to <<his>> ear. "Can't hear you." <</if>> <<gtrauma>><<gstress>><<gpain>><<violence 6>> <</switch>> <br><br> <</if>> <<default>> /* Do nothing */ <</switch>> <</if>> <<else>> <!-- Female Gender NPC Start --> <<if $NPCList[_nn].vagina isnot "none">> <!-- Start Consensual --> <<if $consensual is 1>> <<if $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans and rubs <<his>> crotch against your face with <<his>> hips, thighs shaking with orgasm. <<case 3 4>> <<His>> blush deepens and <<his>> body twitches as <<he>> cums. <<case 5>> <<He>> screams, cupping your head in <<his>> hand and rubbing <<his>> clit against your face. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "leftarm" or $NPCList[_nn].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<his>> body convulses, <<his>> thighs trembling against your head. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your hand. <<case 5>> <<He>> screams and grasps your arm as your fingers bring <<him>> to orgasm. <<His>> juices soak your fingers. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyLeft.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "goo">> <<elseif $NPCList[_nn].vagina is "rightDildo">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <<His>> juices soak your $currentSexToyRight.name. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "goo">> <<elseif $NPCList[_nn].vagina is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as <<he>> cums, falling back and resting <<his>> arm over <<his>> eyes. <<case 3 4>> <<He>> moans as <<his>> <<if $NPCList[_nn].breastsize is 0>>chest heaves<<else>>$NPCList[_nn].breastsdesc shake<</if>> as <<he>> cums. <<case 5>> <<He>> screams as <<he>> cums, <<his>> juices running down <<his>> thighs. <<He>> scoops some with a finger, dons a playful smile, then flicks it across your face. <<set _postOrgasmSpeech to `"Now you're messy, just like me."`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "feet">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans and grasps your ankles as <<he>> cums. <<set _postOrgasmSpeech to `"I love being treated like a dirty slut."`>> <<case 3 4>> <<He>> <<if $NPCList[_nn].breastsize is 0>>pinches<<else>>grasps<</if>> <<his>> $NPCList[_nn].breastsdesc as <<he>> cums against your feet. <<set _postOrgasmSpeech to `"I love it when you dominate me."`>> <<case 5>> <<He>> screams as <<he>> cums, almost making you jump. <<His>> juices run over your feet. <</switch>> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> cums as you scissor your pussies together, moaning with pleasure. <<case 3 4>> <<He>> moans and <<his>> legs shake as <<he>> cums against your <<pussy>>. <<case 5>> <<He>> screams, wrapping <<his>> arms under your shoulders and pressing <<his>> <<npcChest>> against you as <<his>> body shakes. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<switch random(1, 5)>> <<case 1 2>> <<He>> shudders with pleasure and exhales against your crotch as <<he>> cums. /* <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> */ <<case 3 4>> <<He>> trembles against your crotch as <<he>> cums and finishes with a long, wet lick. /* <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> */ <<case 5>> <<He>> screams into your crotch as <<he>> cums, <<his>> hands pressing firm into <<his>> thighs. <</switch>> <<elseif $NPCList[_nn].vagina is "facesit">> <<switch random(2)>> <<case 0>> <<He>> moans and rubs <<his>> crotch against your face, shuddering as <<he>> comes to orgasm. <<case 1>> <<He>> begins to erratically move on your face, losing all semblance of control as <<he>> cums, squirting in your mouth. <<case 2>> <<He>> gasps and shudders, pressing down on your face at the moment of orgasm, covering you in <<his>> juices. <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<elseif $NPCList[_nn].vagina is "facesitanal">> <<switch random(2)>> <<case 0>> <<He>> moans and grinds <<his>> ass against your mouth, shaking as <<he>> comes to orgasm, <<his>> juices running down onto your face. <<case 1>> <<He>> begins to rhythmically press <<his>> ass against you, getting faster as <<he>> builds to a shuddering climax, which covers you in <<his>> juices. <<case 2>> <<He>> gasps and shudders, pressing down on your face at the moment of orgasm, covering you in <<his>> juices. <</switch>> <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <!-- anus rewrite --> <<switch random(1, 5)>> <<case 1 2>> <<He>> shakes as <<he>> cums, <<his>> ass pushing against you as <<he>> releases a final moan. <<case 3 4>> <<He>> shakes against your <<penis>> as <<he>> cums, moaning and grinding into you as deep as <<he>> can. <<case 5>> <<He>> screams and bucks into your crotch as <<he>> cums. <<set _postOrgasmSpeech to `"Oh God, you make me feel good."`>> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "penis">> <<switch random(1, 6)>> <<case 1 2>> <<He>> throws <<his>> arms around your shoulders as <<he>> cums, driving <<his>> pussy down hard against your <<penis>>. <<set _postOrgasmSpeech to `"Your cock was made for me," <<he>> whispers.`>> <<case 3 4>> <<He>> sighs as <<he>> cums, <<his>> blush deepening. <<set _postOrgasmSpeech to `"Oh, look what your cock did to me."`>> <<case 5>> <<He>> wraps <<his>> arms under your shoulders and presses <<his>> <<npcChest>> against you as <<he>> cums. You feel <<his>> pussy twitch against your <<penis>>. <<case 6>> <<He>> screams and pounds your <<penis>> with <<his>> pelvis as <<he>> cums, <<his>> whole body shaking. <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "goo">> <</switch>> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> bites <<his>> lip as <<he>> cums on your <<penis>>. <<set _postOrgasmSpeech to `"I want you inside me next time."`>> <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> rubs <<his>> ass against your <<penis>> as <<he>> cums. <<set _postOrgasmSpeech to `"That felt so good. I want you to pound my ass next time."`>> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your <<penis>> as <<he>> cums, ejaculating on your cock and breathlessly begging you to screw <<him>> properly next time. <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <!-- Below cases occur when NPC vagina is not in contact with PC --> <<elseif $NPCList[_nn].mouth is "penis">> <<if $speech_attitude is "meek">> <<He>> cums as you fuck <<his>> mouth and seems intent on licking your <<penis>> clean. <<set _postOrgasmSpeech to `"I'm so naughty."`>> <<elseif $speech_attitude is "bratty">> <<He>> cums as you fuck <<his>> mouth with savage thrusts. You grasp <<his>> hair and push yourself even deeper inside. <<He>> gags and sputters, <<his>> juices running down <<his>> thighs. <<set _postOrgasmSpeech to `"I love it when you dominate me."`>> <<ejacstat>><<set $hygiene += 500>><<bodyliquid "penis" "goo">> <<feetejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "goo">> <<else>> <<He>> cums as you fuck <<his>> mouth, gasping against your <<penis>>. <<set _postOrgasmSpeech to `"I'm so dirty."`>> <</if>> <<elseif $NPCList[_nn].mouth is "kiss">> <<He>> holds you tight and bites your lips gently as <<he>> cums, moaning into your mouth. <<elseif $NPCList[_nn].vagina is 0>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> buckles at the knees, <<his>> <<if $NPCList[_nn].breastsize is 0>>chest heaving<<else>>$NPCList[_nn].breastsdesc trembling<</if>> as <<he>> cums. <<His>> juices run down <<his>> thighs. <<case 4 5 6>> <<He>> sighs as <<he>> cums, then pats your <<bottom>>. <<set _postOrgasmSpeech to `"That was fun."`>> <<case 7>> <<He>> rubs <<his>> clit and screams as <<he>> cums, <<his>> juices dripping onto you. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "goo">> <</switch>> <<else>> <!-- This is a catch-all case and should only be called if there's an error --> <<He>> convulses in orgasmic bliss. <</if>> <!-- Start Non-Consensual --> <<else>> <<if $NPCList[_nn].vagina is "footjob">> <<switch random(1, 5)>> <<case 1 2 3>> <<He>> gasps as <<he>> cums. Recovering, <<he>> smiles and moves <<his>> foot over your body. <span class="red"><<He>> pushes down as you gasp for breath.</span> <<set _postOrgasmSpeech to `"You're mine anytime I want you, <<slut>>. Don't forget it."`>> <<gtrauma>><<gstress>><<gpain>><<violence 6>><<bruise chest>><<hitstat>> <<case 4 5>> <<He>> laughs as <<he>> cums, pulling <<his>> foot away from your crotch and kicking your face. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "vagina">> <<switch random(1, 5)>> <<case 1 2>> <<He>> moans as <<he>> cums, <<his>> juices dripping over you. <<case 3 4>> <<He>> moans and <span class="blue">grasps your throat</span> as <<he>> cums. <<He>> rubs hard against your <<pussy>>, licking your cheek as <<he>> finishes. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<case 5>> <<He>> screams, grasping your hair and pushing <<his>> <<npcChest>> against you. <<His>> juices drip over you. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "goo">> <</switch>> <<elseif $NPCList[_nn].vagina is "othermouth">> <<He>> shakes with arousal and rubs against your body as <<he>> cums. <<elseif $NPCList[_nn].vagina is "leftarm" or $NPCList[_nn].vagina is "rightarm">> <<switch random(1, 5)>> <<case 1 2>> <<He>> sighs as you finish with <<his>> pussy, <<his>> thighs shaking against you as <<his>> body trembles. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> twitches against your hand. <<case 5>> <<He>> screams and grasps your arm as <<he>> cums against your fingers. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid $NPCList[_nn].vagina "goo">> <<elseif $NPCList[_nn].vagina is "lefthand" or $NPCList[_nn].vagina is "righthand">> <<switch random(1, 6)>> <<case 1 2>> <<He>> moans as <<he>> cums, <span class="pink">and slaps you across the face.</span> <<set _postOrgasmSpeech to `"I know you enjoy being abused. Don't try to hide it."`>> <<case 3 4>> <<He>> moans as <<he>> finishes. <<He>> reaches above your head and tugs your hair. <<default>> <<He>> moans as <<he>> finishes, then gives your <<bottom>> a sharp smack. <</switch>> <<elseif $NPCList[_nn].vagina is "mouthentrance" or $NPCList[_nn].vagina is "mouth" or $NPCList[_nn].vagina is "mouthimminent">> <<He>> grasps your hair as <<he>> moans and grinds <<his>> crotch against your face. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<elseif $NPCList[_nn].vagina is "facesit">> <<switch random(2)>> <<case 0>> <<He>> bucks against your face, crying out as <<he>> cums, covering you in <<his>> juices. <<case 1>> <<He>> presses down hard on your face as <<he>> comes to a powerful orgasm that leaves <<him>> quivering. <<case 2>> <<He>> gasps "I'm gonna cum on your face, <<slut>>", before promptly sighing and orgasming, squirting in your mouth. <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<elseif $NPCList[_nn].vagina is "facesitanal">> <<switch random(2)>> <<case 0>> <<He>> bucks against your face, pressing <<his>> ass into your mouth, then cries out as <<he>> cums and covers you in <<his>> juices. <<case 1>> <<He>> presses down hard on your face as <<he>> comes to a powerful orgasm that leaves <<him>> quivering. <<case 2>> <<He>> gasps "I'm gonna cum on your face, <<slut>>" while grinding <<his>> ass into your mouth until <<he>> comes to a quivering climax on your face. <</switch>> <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <!-- following appear to be Male PC to Female Antagonist only? --> <<elseif $NPCList[_nn].vagina is "otheranus">> <<He>> trembles as <<he>> cums, <<print ($player.ballsExist ? "cups your balls" : "grabs your pussy")>> and drags your <<penis>> deeper into <<his>> ass. <<elseif $NPCList[_nn].vagina is "penis">> <<He>> digs <<his>> nails into your shoulders as <<he>> cums, driving <<his>> pussy down hard against your <<penis>> and shuddering with pleasure. <<elseif $NPCList[_nn].vagina is "penisimminent" or $NPCList[_nn].vagina is "penisentrance">> <<He>> moans as <<he>> cums on your <<penis>>. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand.<<else>><<set _postOrgasmSpeech to `"I'm finished with you."`>><</if>> <<elseif $NPCList[_nn].vagina is "otheranusfrot" or $NPCList[_nn].vagina is "otheranusentrance">> <<He>> bounces <<his>> ass cheeks against your <<penis>> as <<he>> cums. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand.<<else>><<set _postOrgasmSpeech to `"That felt good, but next time you better fuck me properly."`>><</if>> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> <span class="blue">grabs your throat</span> and grinds <<his>> clit against your <<penis>> as <<he>> cums. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <!-- Special case male PC with female NPC --> <<elseif $NPCList[_nn].mouth is "penis">> <<He>> cums as you fuck <<his>> mouth, shoving you away as <<he>> gasps for air. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand.<<else>><<set _postOrgasmSpeech to `"I'm done with you now."`>><</if>> <<elseif $NPCList[_nn].mouth is "kiss">> <<He>> bites your lip hard as <<he>> cums, moaning into your mouth. <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> <span class="pink">slaps your face,</span> as <<he>> trembles with orgasm. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand. <<His>> tone is dismissive.<<else>><<set _postOrgasmSpeech to `"That's enough, <<slut>>."`>><</if>> <<case 4 5 6>> <<He>> sighs as <<he>> cums, then gives your <<bottom>> a swift smack. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>><<He>> says something you don't understand. <<His>> tone is dismissive.<<else>><<set _postOrgasmSpeech to `"You're mine anytime I want you, whore."`>><</if>> <<case 7>> <<He>> shudders and moans as <<he>> cums, juices dripping down <<his>> thighs. /* <<chestejacstat>><<ejacstat>><<set $hygiene += 500>> */ <</switch>> <</if>> <</if>> <</if>> <!-- Male Gender NPC Start --> <<if $NPCList[_nn].penis isnot "none">> <!-- Start simplified strap-on sub-case --> <<if $NPCList[_nn].penisdesc.includes("strap-on")>> <<if $consensual is 0>><!-- Non-consen strap-on case --> <<switch $NPCList[_nn].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<switch random(1, 3)>> <<case 1>> <<He>> trembles as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc. <<case 2>> <<He>> moans as <<he>> cums, then spanks your ass with <<his>> $NPCList[_nn].penisdesc. <<set _postOrgasmSpeech to `"Something to remember me by, whore."`>> <<case 3>> <<He>> cums without a sound, then rubs <<his>> $NPCList[_nn].penisdesc along your back. <<set _postOrgasmSpeech to "">> <</switch>> <<case "mouth">> <<He>> moans and pushes <<his>> $NPCList[_nn].penisdesc deep into your throat, making you gag. Tears stream down your face. <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<switch random(1, 3)>> <<case 1>> <<He>> trembles and slaps you across the face with <<his>> $NPCList[_nn].penisdesc. <<case 2>> <<He>> moans and laughs, rubbing <<his>> $NPCList[_nn].penisdesc against your hair. <<case 3>> <<He>> cums without a sound, <<his>> mouth agape, as <<he>> rubs <<his>> $NPCList[_nn].penisdesc against your cheek. <<set _postOrgasmSpeech to "">> <</switch>> <<case "penis" "penisentrance" "penisimminent">> <<switch random(1, 3)>> <<case 1>> <<He>> trembles as <<he>> cums, slapping you across the ass with <<his>> $NPCList[_nn].penisdesc. <<case 2>> <<He>> moans as <<he>> cums, then spanks your ass with <<his>> $NPCList[_nn].penisdesc. <<set _postOrgasmSpeech to `"Something to remember me by, whore."`>> <<case 3>> <<He>> cums without a sound, then rubs <<his>> $NPCList[_nn].penisdesc along your back. <<set _postOrgasmSpeech to "">> <</switch>> <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit against the base of <<his>> $NPCList[_nn].penisdesc. <</switch>> <<else>><!-- Consensual strap-on case --> <<switch $NPCList[_nn].penis>> <<case "vagina" "vaginaimminent" "vaginaentrance" "anus" "anusentrance" "anusimminent" "thighs">> <<He>> shakes as <<he>> cums, then rubs <<his>> $NPCList[_nn].penisdesc against your ass. <<case "mouth">> <<He>> moans and grinds <<his>> $NPCList[_nn].penisdesc against <<his>> crotch as <<he>> cums. <<case "mouthentrance" "mouthimminent" "chest" "lefthand" "righthand">> <<His>> mouth gapes as <<he>> cums, rubbing <<his>> $NPCList[_nn].penisdesc against your cheek. <<case "penis" "penisentrance" "penisimminent">> <<He>> moans and grinds <<his>> $NPCList[_nn].penisdesc against <<his>> crotch as <<he>> cums. <<default>> <<He>> moans as <<he>> cums, rubbing <<his>> clit against the base of <<his>> $NPCList[_nn].penisdesc. <</switch>> <</if>> <!-- Start Consensual --> <<elseif $consensual is 1>> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $NPCList[_nn].penis is "idle">> <<He>> groans as a wet patch forms on <<his>> trousers. <<if $speech_attitude is "bratty">> You stifle a giggle at how pathetic <<he>> looks. <</if>> <<elseif _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles as <<he>> cums. <<He>> pulls <<his>> $NPCList[_nn].penisdesc out and ejaculates onto the backs of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grasps your thighs and fucks them with a violent intensity as <<he>> cums, ejaculating onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> moans as <<he>> cums, ejaculating a massive load that splatters over your thighs and tummy. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif ($NPCList[_nn].penis is "vaginaentrance" or $NPCList[_nn].penis is "vaginaentrancedouble") and playerChastity("vagina")>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your $worn.genitals.name without a word, sending white streams of semen running down your thighs. <<set _postOrgasmSpeech to "">> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds you firm by the hip with one hand and holds <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your <<pussy>>. Semen covers you and pools around your legs. <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <<set _postOrgasmSpeech to "">> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<elseif ($NPCList[_nn].penis is "vaginaimminent" or $NPCList[_nn].penis is "vaginaimminentdouble") and playerChastity("vagina")>> <<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs. <<set _postOrgasmSpeech to `"Wish I could have fucked you properly."`>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating over your labia. Semen drips into a pool beneath you. <<set _postOrgasmSpeech to `"Damn it, I wanted to cum inside you."`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate, sending white streams of semen running down your labia. <<set _postOrgasmSpeech to `"Fuck, that should have gone inside."`>> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>. <<set _postOrgasmSpeech to `"Wish I could have cum inside you. I just made a mess instead."`>> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and grinds into your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of semen into your <<pussy>>. It drips down your thighs. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 1>> <<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You expected more. <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deep into your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc against your womb. You feel warm as semen fills you. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 4 5 6>> <<He>> grasps your shoulders, pulling you deeper onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 7>> <<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen drips down your thighs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrancedouble">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> holds you firm by the hip with one hand and holds <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your <<pussy>>. Semen covers you and pools around your legs. <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<pussy>> without a word, sending white streams of semen running down your cunt. <<set _postOrgasmSpeech to "">> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginaimminentdouble">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate your <<pussy>>, ejaculating over your labia. Semen drips into a pool beneath you. <<set _postOrgasmSpeech to `"Damn it, I wanted to cum inside you."`>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before <<he>> can penetrate, sending white streams of semen running down your labia. <<set _postOrgasmSpeech to `"Fuck, that should have gone inside."`>> <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<pussy>> and <<bottom>>. <<set _postOrgasmSpeech to `"Wish I could have cum inside you. I just made a mess instead."`>> <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginadouble">> /* consensual */ <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and <<print either("glides into","grinds into","thrusts deep into","rams into")>> your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of semen into your <<pussy>>. It drips down your thighs. <<set _postOrgasmSpeech to [`"Look at the mess we made of your pussy!"`,`"Did you like double stuffing, slut?"`,`"Nothing like a good double slut!"`].random()>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 1>> <<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc into your <<pussy>>. You expected more. <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and <<print either("glides into","grinds into","thrusts deep into","rams into")>> your <<pussy>> as <<he>> cums, holding <<his>> $NPCList[_nn].penisdesc against your womb. You feel warm as semen fills you. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 4 5 6>> <<He>> grasps your shoulders, pulling you deeper onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. Semen fills your <<pussy>>, leaving you breathless. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 7>> <<He>> convulses and grinds down on your crotch as <<he>> cums, sending thick waves of cum into your <<pussy>>. Semen drips down your thighs. <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<vaginalejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> trembles as <<he>> cums, withdrawing <<his>> $NPCList[_nn].penisdesc from your cheeks and ejaculating onto your <<bottom>>. <<case 4 5 6>> <<He>> grasps your thighs, pushing <<his>> $NPCList[_nn].penisdesc hard against your <<bottom>> and ejaculating between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<case 7>> <<He>> squeezes your cheeks together and moans as <<he>> cums, sending out a massive load that covers your <<bottom>> and pools beneath you. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 --> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<elseif ($NPCList[_nn].penis is "anusentrance" or $NPCList[_nn].penis is "anusentrancedouble") and playerChastity("anus")>> <<He>> cums before <<he>> can penetrate your ass. Semen coats your <<bottom>> and drips down your thighs. <<set _postOrgasmSpeech to `"Damn it, I wanted to pound your ass properly."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pinches your ass cheek with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> ejaculates onto your <<bottom>>. Semen drips down, pooling beneath you. <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>. Warm semen drips down your cheeks. <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>. It pools beneath you. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 --> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<elseif ($NPCList[_nn].penis is "anusimminent" or $NPCList[_nn].penis is "anusimminentdouble") and playerChastity("anus")>> <<He>> cums before <<he>> can penetrate your ass, ejaculating over your cheeks. Semen coats your <<bottom>> and pools beneath you. <<set _postOrgasmSpeech to `"Fuck, I wanted to cum inside that ass of yours."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before penetrating your ass, ejaculating over your cheeks. Semen coats your <<bottom>> and pools beneath you. <<set _postOrgasmSpeech to `"If only I could have waited a bit longer. That could've gone inside."`>> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>> before <<he>> can penetrate you, sending white streams of semen running down your crack; <<he>> seems disappointed. <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>. <<set _postOrgasmSpeech to `"Your ass looks so fuckable. Can't believe I couldn't wait."`>> <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 --> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your ass. You gasp as thick waves of semen pump into you. It's more than you can hold. Cum runs from your <<bottom>> and down your thighs. <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and over your <<bottom>>. You manage to hold in your laughter. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn].fullDescription, spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans and thrusts deep into your <<bottom>> as <<he>> cums. You gasp as you take <<his>> entire length and semen fills your insides. <<case 4 5 6>> <<He>> grasps your shoulders and pulls you back onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. You feel semen fill your <<bottom>>. <<case 7>> <<He>> convulses and, with a final shove, cums in your ass. Thick waves of semen pump into you. It's more than you can hold. Cum runs from your <<bottom>> and down your legs. <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</switch>> <<elseif $NPCList[_nn].penis is "anusdouble">> <<set _dap to 0>> <<set _otherNPCindex to 0>> <<if $anustarget is _nn>> /* State 1 is out of sync, state 2 is in sync */ <<set _otherNPCindex to $anusdoubletarget>> <<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>> <<elseif $anusdoubletarget is _nn>> <<set _otherNPCindex to $anustarget>> <<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>> <</if>> <<if _dap is 1>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your <<bottom>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length, feeling warm semen streaming into your bowels. <<case 4 5 6>> <<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus. <<case 7>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs. <<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<else>> <<switch random(1, 7)>> <<case 1 2>> <<He>> moans, pounding your <<bottom>> and <<personselect _otherNPCindex>><<combatpersons>> <<npcPenisSimple _otherNPCindex>> without mercy as <<personselect _nn>><<he>> cums. You whimper as you take <<his>> entire length, feeling warm semen streaming into your bowels. <<case 3 4>> <<He>> screams, ramming your <<bottom>> and <<personselect _otherNPCindex>><<combatpersons>> <<npcPenisSimple _otherNPCindex>> savagely as <<personselect _nn>><<he>> cums. You whimper as you take <<his>> entire length. Despite the pain, you can't help but enjoy the feel of semen streaming into your bowels. <<set _postOrgasmSpeech to `"I can't believe you took both of our cocks. I think I'm in love!"`>> <<case 5 6>> <<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums while giving no thought to the comfort of <<personselect _otherNPCindex>><<combatpersons>> <<npcPenisSimple _otherNPCindex>>. <span class="blue">You moan as you feel semen fill you,</span> <<personselect _nn>><<his>> length pulsing in your anus. <<case 7>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs. <<set _postOrgasmSpeech to `"You need to learn how to take two cocks. Don't worry, I'm sure you'll get lots of practice."`>> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<violence 3>> <</if>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<elseif $NPCList[_nn].penis is "anusimminentdouble" or $NPCList[_nn].penis is "anusentrancedouble">> <<set _otherNPCindex to 0>> <<if _nn is $anustarget>> <<set _otherNPCindex to $anusdoubletarget>> <<else>> <<set _otherNPCindex to $anustarget>> <</if>> <<switch random(1, 7)>> <<case 1 2>> <<He>> cums before <<he>> can penetrate you, accidentally ejaculating all over the $NPCList[_otherNPCindex].fullDescription and their $NPCList[_otherNPCindex].penisdesc. <<set _postOrgasmSpeech to `"That's what you get for not giving me a turn with <<pher>> slut ass!"`>> <<case 3 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. You feel semen drip down. <<He>> slaps the $NPCList[_otherNPCindex].fullDescription's backside. <<set _postOrgasmSpeech to `"Next time let me join the fun."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 5>> <<He>> thrusts <<his>> $NPCList[_nn].penisdesc against you and the $NPCList[_otherNPCindex].fullDescription's cock, desperate to penetrate your <<bottom>>, but cums too soon. White streams of semen splatter against your cheeks. <<set _postOrgasmSpeech to `"Fuck. I was so close."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 6>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>, down your crotch, and over the $NPCList[_otherNPCindex].fullDescription's thighs. <<set _postOrgasmSpeech to `"Such a dirty, teasing slut."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> <span class="blue">spanks you</span> with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> ejaculates onto your <<bottom>> with a shudder. <<set _postOrgasmSpeech to `"Should've taken us both, <<bitch>>."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<if $NPCList[_nn].penis is "anusentrance">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<else>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your <<breasts>> together tight against <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them and leaving your chest slick. <<case 4 5 6>> <<He>> rubs the tip of <<his>> $NPCList[_nn].penisdesc between your <<breasts>> as <<he>> cums. Warm semen runs down your chest. <<case 7>> <<He>> grasps the back of your neck as <<he>> bears down on your <<breasts>>, moaning as <<he>> cums. Semen shoots between your <<breasts>> and covers your <<if $position is "missionary">>face.<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach.<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> <<set _postOrgasmSpeech to `"Oops. That happens sometimes."`>> <</switch>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<if $ejactrait>> <!-- Has cum-dump trait - Takes precedence --> <<He>> grabs <<his>> $NPCList[_nn].penisdesc with a moan as <<he>> sprays warm ejaculate across your face. Unable to help yourself at the smell of fresh cum, you scoop what you can off your face and into your mouth with your hands. You involuntarily moan a little at its <<= either("strong, bitter", "sweet, creamy", "sharp, salty")>> taste. <<garousal>><<lstress>> <<set _postOrgasmSpeech to `"Ha, you're such a greedy cum whore!"`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 100>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<else>> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> holds <<his>> $NPCList[_nn].penisdesc tight, working it while aiming straight at your face. <span class="pink">Thick ropes of cum cover your face and mouth.</span> <<set _postOrgasmSpeech to `"Wow. Sorry about the mess."`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. You manage to hold in the laughter. <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other, ejaculating onto your face. <<He>> seems pleased with the mess. <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your face. Warm cum drips down your forehead and nose. <<set _postOrgasmSpeech to `"I love giving facials."`>> <<case 7>> <<He>> grasps your hair, stroking <<his>> $NPCList[_nn].penisdesc while aiming straight at your mouth. Thick ropes of cum cover your face. Some of it lands in your mouth. <<set _postOrgasmSpeech to `"I bet you're impressed."`>> <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<if $ejactrait>> <!-- Has cum-dump trait - Takes precedence --> <<He>> grabs <<his>> $NPCList[_nn].penisdesc with a moan as <<he>> sprays warm ejaculate across your face. Unable to help yourself at the smell of fresh cum, you scoop what you can off your face and into your mouth with your hands. You involuntarily moan a little at its <<= either("strong, bitter", "sweet, creamy", "sharp, salty")>> taste. <<garousal>><<lstress>> <<set _postOrgasmSpeech to `"Ha, you're such a greedy cum whore!"`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 100>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups your hair, ejaculating onto your lips as you barely brush against the tip of <<his>> $NPCList[_nn].penisdesc. <<He>> seems disappointed. <<set _postOrgasmSpeech to `"Really wanted to feel that mouth around me."`>> <<case 4 5 6>> <<He>> brushes <<his>> $NPCList[_nn].penisdesc against your face and cums. It drips down your lips and chin. <<set _postOrgasmSpeech to `"Didn't mean to cum so soon."`>> <<default>> <<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc into your mouth, but <<his>> spasms sabotage <<his>> efforts. Thick ropes of cum cover your face. Some lands in your mouth. <<set _postOrgasmSpeech to `"Really made a mess of your face."`>> <<oralejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</if>> <<elseif $NPCList[_nn].penis is "mouth">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> cups the back of your head and thrusts down your throat, gagging you with <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="green">Semen streams down your throat</span> and fills your mouth. <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<case 1>> <<He>> ejaculates, and a dribble of semen leaks from <<his>> $NPCList[_nn].penisdesc onto the ground. <br><br> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cups your chin with one hand and your hair with the other, thrusting deep into your mouth as <<he>> cums. Ejaculate streams down your throat and fills your mouth. <<case 4 5 6>> <<He>> grasps the base of <<his>> $NPCList[_nn].penisdesc and moans as <<he>> ejaculates into your mouth. You feel warm cum drip down your throat. <<case 7>> <<He>> grasps your hair and thrusts <<his>> $NPCList[_nn].penisdesc into your mouth as <<he>> cums. Semen streams down your throat, fills your mouth and covers your face as <<he>> pulls out. <<set _postOrgasmSpeech to `"I just can't control myself with you."`>> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and moans as <<he>> cums. Ejaculate covers your feet. <<set _postOrgasmSpeech to `"Your feet are just adorable!"`>> <<case 4 5 6>> <<He>> cums on your feet, slickening them with semen. <<set _postOrgasmSpeech to `"Next time I want to fuck you properly."`>> <<case 7>> <<He>> thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> ejaculates, splattering your feet and legs with cum. <<set _postOrgasmSpeech to `"Look at the mess we made."`>> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, penis pulsing in your hands, covering them both in cum. <<set _postOrgasmSpeech to `"I love your enthusiasm. Two handed handjobs are best."`>> <<case 4 5 6>> <<He>> cums on your hands, slickening them with semen. <<set _postOrgasmSpeech to `"I'd rather fuck you next time, but I like that you used both hands."`>> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum. You are so intent on your work that you don't notice <<his>> $NPCList[_nn].penisdesc is aimed at your face, which ends up splattered. <<set _postOrgasmSpeech to `"Better look out next time."`>> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, <<his>> hot $NPCList[_nn].penisdesc sliding in your left hand and covering it with cum. <<set _postOrgasmSpeech to `"That was a nice change."`>> <<case 4 5 6>> <<He>> cums on your left hand. Semen drips down your fingers. <<set _postOrgasmSpeech to `"I'm gonna fuck you properly next time."`>> <<case 7>> <<He>> spasms and moans. Thick streams of cum and splatter over your <<breasts>>. <<set _postOrgasmSpeech to `"You're really good at hand jobs."`>> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <br><br> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you work <<his>> shaft with your right hand. You give <<him>> a final squeeze, and <<he>> cums. Your hand is covered in warm semen. <<set _postOrgasmSpeech to `"That was interesting."`>> <<case 4 5 6>> <<He>> cums on your right hand. <<set _postOrgasmSpeech to `"Next time I'll fuck you properly."`>> <<case 7>> <<He>> moans and shoots thick ropes of semen over your right hand. <<set _postOrgasmSpeech to `"You're such a hot thing."`>> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is "leftDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyLeft.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyLeft.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyLeft.name brings <<him>> to orgasm. <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>> <<elseif $NPCList[_nn].penis is "rightDildoAnus">> <<switch random(1, 5)>> <<case 1 2>> <<He>> ?orgasmMoans as <<his>> body convulses, <<his>> thighs trembling against your $currentSexToyRight.name. <<case 3 4>> <<His>> blush deepens and <<his>> mouth gapes as <<he>> cums against your $currentSexToyRight.name. <<case 5>> <<He>> ?orgasmMoans and grasps your arm as your $currentSexToyRight.name brings <<him>> to orgasm. <</switch>> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 5)>> <<case 1>> <<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your tummy. <<set _postOrgasmSpeech to `"God, you're hot."`>> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc and aims at your face before ejaculating, covering it with semen. <<set _postOrgasmSpeech to `"You're so cute. I just couldn't help myself."`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and, aiming at your ass, ejaculates on your bottom. <<set _postOrgasmSpeech to `"I could rub myself to you for hours."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and moans, ejaculating on your <<breasts>>. <<set _postOrgasmSpeech to `"You look great with my cum on you."`>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 5>> <<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc with wild strokes, sending cum flying over your chest and tummy. <<set _postOrgasmSpeech to `"You're so hot. I can't control myself."`>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> groans as you fuck <<his>> ass, <<his>> ejaculate spraying on <<his>> own stomach. <<set _postOrgasmSpeech to `"That was great."`>> <<case 4 5>> <<He>> whimpers as you pound <<his>> ass, crying out as <<he>> ejaculates on the ground. <<set _postOrgasmSpeech to `"You made me feel like your <<bitch>>."`>> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<set _postOrgasmSpeech to `"Being fucked by you makes me feel so hot."`>> <</switch>> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> cheeks, grinding your <<penis>> against <<his>> ass to finish. <<set _postOrgasmSpeech to `"You should fuck me properly next time."`>> <<case 4 5>> <<He>> moans and ejaculates on the ground as you rub against <<his>> ass. <<set _postOrgasmSpeech to `"You're such a tease. I thought you were going to enter me, but I couldn't hold on."`>> <<case 6 7>> <<He>> sighs and ejaculates onto <<his>> own chest. <<set _postOrgasmSpeech to `"I love having my ass toyed with."`>> <</switch>> <<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<He>> shakes with arousal as <<he>> cums all over your <<penis>>. <<set _postOrgasmSpeech to `"That was awesome."`>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <!-- This is picking up female NPCs as well --> <<elseif $NPCList[_nn].mouth is "penis">> <<if $speech_attitude is "meek">> <<He>> cums as you fuck <<his>> mouth, gasping against your <<penis>>. <<set _postOrgasmSpeech to `"I love giving head."`>> <<elseif $speech_attitude is "bratty">> <<He>> whimpers and cums on the ground as you grab <<his>> hair and pound <<his>> face. <<set _postOrgasmSpeech to `"Please, I can't take any more." You push <<him>> away.`>> <<else>> <<He>> grasps your <<bottom>> and drives your <<penis>> deep down <<his>> throat. <<He>> ejaculates on <<his>> chest as <<he>> gags on your cock. <<He>> gasps for air and smiles. <<set _postOrgasmSpeech to `"I love it when you abuse me."`>> <</if>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums. <<set _postOrgasmSpeech to `"That was awesome."`>> <<else>> <<He>> collapses in orgasmic bliss. <</if>> <!-- Start Non-Consensual --> <<else>> <<if _condomResult is "leaked">> <span class="red">The condom broke.</span> <<elseif _condomResult is "burst">> <span class="red">The tip of the condom bursts and rips, exposing the head of <<his>> penis.</span> <</if>> <<if $NPCList[_nn].penis is "idle">> <<He>> moans as a wet patch forms on <<his>> trousers. You laugh at the pathetic display, regardless of the danger <<he>> poses. <<elseif _condomResult is "contained">> <<genericCondomEjaculation>> <<elseif $NPCList[_nn].penis is "thighs">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> shakes as <<he>> cums, pulling <<his>> $NPCList[_nn].penisdesc out and ejaculating onto the back of your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 4 5 6>> <<He>> grasps your legs, slamming <<his>> crotch hard into your <<bottom>> as <<he>> cums between your thighs, <<his>> ejaculate flying onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 7>> <<He>> moans as <<he>> cums, ejaculating a massive load that covers your thighs and tummy. <<set _postOrgasmSpeech to `"Take that you little <<bitch>>."`>> <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif ($NPCList[_nn].penis is "vaginaentrance" or $NPCList[_nn].penis is "vaginaentrancedouble") and playerChastity("vagina")>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs. <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "vaginaentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your <<bottom>> and tries to pull you onto <<him>> as <<he>> ejaculates over your <<pussy>>. Semen coats your outer labia and pools around your legs. <<case 4 5 6>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> with greater intensity as <<he>> ejaculates, covering your labia with semen. <<case 7>> <<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc hard against your <<pussy>> as <<he>> cums, sending thick ropes of semen onto your labia and <<bottom>>. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginaimminent" and playerChastity("vagina")>> <<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs. <<set _postOrgasmSpeech to `"Wish you weren't wearing that thing."`>> <br><br> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "vaginaimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before penetrating your <<pussy>>, ejaculating on your labia and tummy. <span class="red"><<He>> slaps your <<bottom>> hard in anger.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<case 4 5 6>> <<He>> ejaculates onto your <<pussy>> before penetrating you, sending white streams of semen onto your labia. <<set _postOrgasmSpeech to `"Fuck. I wanted that to go inside."`>> <<case 7>> <<He>> moans and spasms as <<he>> cums, trying to penetrate your <<pussy>> with desperate thrusts. <<He>> lacks the coordination mid-climax, instead sending thick ropes of semen over your labia and <<bottom>>. "I'm fucking you properly next time, slut." <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vagina">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and pounds your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen drips from your vagina and down your legs. <<set _postOrgasmSpeech to `"Doesn't look like you can handle my load."`>> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 1>> <<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and over your <<pussy>>. <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50, rngType: "canWash"}`>> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your hair and thrusts <<his>> $NPCList[_nn].penisdesc deep into your <<pussy>> as <<he>> cums. You feel semen splash inside. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 4 5 6>> <<He>> <span class="purple">grasps your throat</span> and pounds <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 7>> <<He>> convulses and pounds your <<pussy>> as <<he>> cums. Rubbing against your <<clit>> and sending thick waves of cum into your body. Semen drips from your vagina and down your legs. <<set _postOrgasmSpeech to `"Didn't think you could handle my load."`>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaentrancedouble">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your <<bottom>> and tries to pull you onto <<him>> as <<he>> ejaculates over your <<pussy>>. Semen coats your outer labia and pools around your legs. <<case 4 5 6>> <<He>> rubs <<his>> $NPCList[_nn].penisdesc against your <<pussy>> with greater intensity as <<he>> ejaculates, covering your labia with semen. <<case 7>> <<He>> moans and rubs <<his>> $NPCList[_nn].penisdesc hard against your <<pussy>> as <<he>> cums, sending thick ropes of semen onto your labia and <<bottom>>. <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginaimminentdouble" and playerChastity("vagina")>> <<set _otherNPCIndex to (_nn is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>> <<switch random(2)>> <<case 0>> <<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs. <<set _postOrgasmSpeech to `"Wish you weren't wearing that thing."`>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">> <<case 1>> <<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs and <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenisSimple _otherNPCIndex>>. <<set _postOrgasmSpeech to `"Fucking whore, look what I've done."`>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">> <<default>> <<He>> ejaculates onto your $worn.genitals.name, sending white streams of semen running down your thighs. <<set _postOrgasmSpeech to `"Wish you weren't wearing that thing."`>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">><<bodyliquid "thigh" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "vaginaimminentdouble">> <<set _otherNPCIndex to (_nn is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>> <<switch random(1, 7)>> <<case 1 2>> <<He>> cums before penetrating your <<pussy>>, ejaculating on your labia and tummy. <span class="red"><<He>> slaps your <<bottom>> hard in anger.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<case 3 4>> <<He>> ejaculates onto your <<pussy>> before penetrating you, sending white streams of semen onto your labia. <<set _postOrgasmSpeech to `"Fuck. I wanted that to go inside."`>> <<case 5 6>> <<He>> cums before penetrating your <<pussy>>, ejaculating on your labia and all over <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenis _otherNPCIndex>>. <span class="red"><<personselect _nn>><<He>> slaps your <<bottom>> hard in anger.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<case 4 5>> <<He>> ejaculates onto your <<pussy>> before penetrating you, sending white streams of semen onto your labia. <<set _postOrgasmSpeech to `"Fuck. I wanted that to go inside."`>> <<case 7>> <<He>> moans and spasms as <<he>> cums, trying to penetrate your <<pussy>> with desperate thrusts. <<He>> lacks the coordination mid-climax, instead sending thick ropes of semen over your labia and <<bottom>>. "I'm fucking you properly next time, slut." <<bottomejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</switch>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "vaginadouble">> /* Noncon */ <<set _otherNPCIndex to (_nn is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>> <<switch $NPCList[_nn].penissize>> <<case 4 5>> <<He>> convulses and <<print either("pounds","brutalises","thrusts deep into","rams")>> your crotch as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sending thick waves of cum into your <<pussy>>. Semen drips from your vagina and down your legs. <<set _postOrgasmSpeech to [`"Doesn't look like you can handle my load."`,`"Learn how to take double stuffing, worthless whore."`,`"Look at the mess I made of your pussy!"`,`"We ruined your pussy. Dirty whore."`].random()>> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 1>> <<He>> moans as a dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc, oozing over your <<pussy>> and <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenis _otherNPCIndex>>. <<recordSperm `{target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50, rngType: "canWash"}`>> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grabs your hair and <<print either("pounds","brutalises","thrusts","rams")>> <<his>> $NPCList[_nn].penisdesc deep into your <<pussy>> as <<he>> cums. You feel unwelcome semen splash inside. <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 4 5>> <<He>> <span class="purple">grasps your throat</span> and pounds <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you gasp for air. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 6>> <<He>> convulses and <<print either("pounds","brutalises","thrusts deep into","rams")>> your <<pussy>> as <<he>> cums, giving no heed to <<personselect _otherNPCIndex>><<combatpersons>> <<npcPenis _otherNPCIndex>>. Semen drips from your vagina and down your legs. <<set _postOrgasmSpeech to `"Filthy cum slut, take it!"`>> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<case 7>> <<He>> convulses and <<print either("pounds","brutalises","thrusts deep into","rams")>> your <<pussy>> as <<he>> cums. Rubbing against your <<clit>> and sending thick waves of cum into your body. Semen drips from your vagina and down your legs. <<set _postOrgasmSpeech to `"Didn't think you could handle my load."`>> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<vaginalentranceejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <</switch>> <<elseif $NPCList[_nn].penis is "cheeks">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> withdraws <<his>> $NPCList[_nn].penisdesc from your cheeks as <<he>> cums, ejaculating over your <<bottom>>. <span class="blue"><<He>> gives your rear a parting smack.</span> <<case 4 5 6>> <<He>> pinches your <<bottom>> and pulls you hard against <<his>> body as <<he>> ejaculates between your cheeks. <!-- Really should be onto PCs back given position. Or hair maybe. Esp next one --> <<case 7>> <<He>> squeezes your cheeks together and moans as <<he>> cums, ejaculating a massive load that covers your <<bottom>> and drips down your crotch. <<He>> laughs at the mess. <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 --> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<elseif $NPCList[_nn].penis is "anusentrance" and playerChastity("anus")>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. Semen drips down your thighs. <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "anusentrance">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> <span class="blue">spanks you</span> with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> ejaculates onto your <<bottom>> with a shudder. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>> <<case 4 5 6>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. You feel semen drip down. <<case 7>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>> and down your crotch. <<set _postOrgasmSpeech to `"What a dirty slut you are."`>> <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 --> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anusimminent" and playerChastity("anus")>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and ejaculates onto your <<bottom>>, sending white streams of semen running down your thighs. <<set _postOrgasmSpeech to `"Fuck. If only this thing wasn't in the way."`>> <br><br> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">><<bodyliquid "thigh" "semen">> <<elseif $NPCList[_nn].penis is "anusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums before <<he>> can penetrate you, ejaculating onto your cheeks. Semen coats your <<bottom>>. <span class="red"><<He>> smacks your ass in frustration.</span> <<gstress>><<gtrauma>><<gpain>><<violence 6>><<bruise bottom>><<hitstat>> <<case 4 5 6>> <<He>> thrusts <<his>> $NPCList[_nn].penisdesc against you, desperate to penetrate your <<bottom>>, but cums too soon. White streams of semen splatter against your cheeks. <<set _postOrgasmSpeech to `"Fuck. I was so close."`>> <<case 7>> <<He>> thrusts <<his>> $NPCList[_nn].penisdesc against your <<bottom>> as <<he>> cums, sending thick ropes of semen onto your cheeks. <<set _postOrgasmSpeech to `"Next time I'm going balls deep."`>> <<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <!-- intentional dupe line, total of 1000 and 2 --> <</switch>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <<elseif $NPCList[_nn].penis is "anus">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs. <<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and onto your <<bottom>>. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 50}`>> <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your <<bottom>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length and feel unwelcome semen streaming into your bowels. <<case 4 5 6>> <<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus. <<case 7>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs. <<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</switch>> <<elseif $NPCList[_nn].penis is "anusdouble">> /* State 1: One in, the other out State 2: both dicks inside */ <<set _dap to 0>> <<set _otherNPCindex to $anustarget>> <<if $anustarget is _nn>> /* State 1 is out of sync, state 2 is in sync */ <<set _otherNPCindex to $anusdoubletarget>> <<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>> <<elseif $anusdoubletarget is _nn>> <<set _otherNPCindex to $anustarget>> <<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>> <</if>> <<if _dap is 1>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans, pounding your <<bottom>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length, feeling unwelcome semen streaming into your bowels. <<case 4 5 6>> <<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus. <<case 7>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs. <<set _postOrgasmSpeech to `"You need to learn how to take a cock. Don't worry, I'm sure you'll get lots of practice."`>> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<else>> <<switch random(1, 7)>> <<case 1 2>> <<He>> moans, pounding your <<bottom>> and the $NPCList[_otherNPCindex].fullDescription's <<npcPenisSimple _otherNPCindex>> without mercy as <<he>> cums. You whimper as you take <<his>> entire length, feeling unwelcome semen streaming into your bowels. <<case 3 4>> <<He>> screams, ramming your <<bottom>> and the $NPCList[_otherNPCindex].fullDescription's <<npcPenisSimple _otherNPCindex>> savagely as <<he>> cums. You whimper as you take <<his>> entire length. Despite the pain, you can't help but enjoy the feel of semen streaming into your bowels. <<set _postOrgasmSpeech to `"I can't believe you took both of our cocks. I think I'm in love!"`>> <<case 5 6>> <<He>> grasps your hair, pulling you hard onto <<his>> $NPCList[_nn].penisdesc as <<he>> cums while giving no thought to the comfort of the other cock. <span class="blue">You cry out as you feel semen fill you,</span> <<his>> length pulsing in your anus. <<case 7>> <<He>> convulses and, with a final shove of <<his>> $NPCList[_nn].penisdesc, cums in your <<bottom>>. Thick waves of semen pump into you. <span class="blue">You gasp as your ass overflows.</span> You feel it drip down your legs. <<set _postOrgasmSpeech to `"You need to learn how to take two cocks. Don't worry, I'm sure you'll get lots of practice."`>> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <</if>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<gstress>><<gtrauma>><<gpain>><<violence 5>><<bruise bottom>><<hitstat>> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<elseif $NPCList[_nn].penis is "anusimminentdouble" or $NPCList[_nn].penis is "anusentrancedouble">> <<set _otherNPCindex to 0>> <<if _nn is $anustarget>> <<set _otherNPCindex to $anusdoubletarget>> <<else>> <<set _otherNPCindex to $anustarget>> <</if>> <<switch random(1, 7)>> <<case 1 2>> <<He>> cums before <<he>> can penetrate you, accidentally ejaculating all over the $NPCList[_otherNPCindex].fullDescription and their $NPCList[_otherNPCindex].penisdesc. <<set _postOrgasmSpeech to `"That's what you get for not giving me a turn with <<pher>> slut ass!"`>> <<case 3 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc as <<he>> ejaculates onto your <<bottom>>. You feel semen drip down. <<He>> slaps the $NPCList[_otherNPCindex].fullDescription's backside. <<set _postOrgasmSpeech to `"Next time let me join the fun."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 5>> <<He>> thrusts <<his>> $NPCList[_nn].penisdesc against you and the $NPCList[_otherNPCindex].fullDescription's cock, desperate to penetrate your <<bottom>>, but cums too soon. White streams of semen splatter against your cheeks. <<set _postOrgasmSpeech to `"Fuck. I was so close."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 6>> <<He>> moans and strokes <<his>> $NPCList[_nn].penisdesc as <<he>> cums, sending thick ropes of semen onto your <<bottom>>, down your crotch, and over the $NPCList[_otherNPCindex].fullDescription's thighs. <<set _postOrgasmSpeech to `"Such a dirty, teasing slut."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 7>> <<He>> <span class="blue">spanks you</span> with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> ejaculates onto your <<bottom>> with a shudder. <<set _postOrgasmSpeech to `"Should've taken us both, <<bitch>>."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise bottom>><<hitstat>> <</switch>> <<if $NPCList[_nn].penis is "anusentrance">> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 5, rngType: "canWash"}`>> <<else>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_nn], spermType: $enemytype is "man" ? "human" : $NPCList[_nn].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<elseif $NPCList[_nn].penis is "chest">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> squeezes your <<breasts>> arounds <<his>> $NPCList[_nn].penisdesc as <<he>> cums, ejaculating onto them. <span class="pink"><<He>> finishes with a slap to your face.</span> <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise face>><<hitstat>> <<case 4 5 6>> <<He>> grasps your hair and forces you to look at <<him>> while <<his>> $NPCList[_nn].penisdesc thrusts between your <<breasts>>. <<He>> shudders and ejaculates over them. <<set _postOrgasmSpeech to `"You should look at me while I use you for my pleasure." You feel warm semen slide down your body.`>> <<case 7>> <<He>> grasps your neck and pushes your face against <<his>> body as <<he>> fucks your <<breasts>>. Semen shoots over your <<if $position is "missionary">>face<<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">><<else>>stomach<<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">><</if>> as you gasp for air. <<set _postOrgasmSpeech to `"Next time you're swallowing it, you little <<bitch>>."`>> <</switch>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<elseif $NPCList[_nn].penis is "mouthentrance">> <<if $ejactrait>> <!-- Has cum-dump trait - Takes precedence --> <<He>> grabs your hair with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> sprays warm ejaculate across your face. Unable to help yourself at the smell of fresh cum, you start to scoop what you can off your face and into your mouth with your hands. You force yourself to stop once you realise what you're doing, disgusted with your own behaviour. <<garousal>><<gstress>><<gtrauma>> <<set _postOrgasmSpeech to `"You're actually getting off from this? No-good cum whore."`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 300>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<else>> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> holds <<his>> $NPCList[_nn].penisdesc tight, working it while aiming straight at your mouth. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips.</span> <<set _postOrgasmSpeech to `"You need to learn to swallow, <<bitch>>."`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<case 1>> <<He>> moans as a pathetic dribble of cum leaks from <<his>> $NPCList[_nn].penisdesc and down your chin. You manage to hold in the laughter. <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your chin with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> ejaculates onto your face. <<He>> laughs as you cringe away from <<him>>. <<case 4 5 6>> <<He>> grasps your ear with one hand while stroking <<his>> $NPCList[_nn].penisdesc with the other. <<He>> cums on your face. <<set _postOrgasmSpeech to `"I love giving unwanted facials."`>> <<case 7>> <<He>> grasps your hair tight in <<his>> fist while stroking <<his>> $NPCList[_nn].penisdesc. <<He>> aims at your mouth as <<he>> cums. <span class="pink">You splutter and gag as thick ropes of cum push past your clenched lips and into your mouth.</span> <<set _postOrgasmSpeech to `"I love watching whores gag on cum."`>> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <</if>> <<elseif $NPCList[_nn].penis is "mouthimminent">> <<if $ejactrait>> <!-- Has cum-dump trait - Takes precedence --> <<He>> grabs your hair with one hand and strokes <<his>> $NPCList[_nn].penisdesc with the other as <<he>> sprays warm ejaculate across your face. Unable to help yourself at the smell of fresh cum, you start to scoop what you can off your face and into your mouth with your hands. You force yourself to stop once you realise what you're doing, disgusted with your own behaviour. <<garousal>><<gstress>><<gtrauma>> <<set _postOrgasmSpeech to `"You're actually getting off from this? No-good cum whore."`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 300>><<bodyliquid "face" "semen">> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<else>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps hair at the nape your neck and tries to push <<his>> $NPCList[_nn].penisdesc into your mouth. <<He>> ejaculates too soon, shooting cum over your lips. <span class="pink"><<He>> slaps you across the face.</span> <<set _postOrgasmSpeech to `"Next time you better swallow what I give you."`>> <<case 4 5 6>> <<He>> brushes <<his>> $NPCList[_nn].penisdesc against your lips, causing <<him>> to ejaculate early. Cum drips down your face. <<default>> <<He>> grasps your hair and tries to force <<his>> $NPCList[_nn].penisdesc into your mouth. <<Hes>> too excited and cums before <<he>> can enter you. Thick ropes of cum cover your cheeks and chin. Some makes it into your mouth. <<set _postOrgasmSpeech to `"Next time it's balls deep, <<bitch>>."`>> <<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</switch>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</if>> <<elseif $NPCList[_nn].penis is "mouth">> <<switch $NPCList[_nn].penissize>> <<case 4>> <<He>> grasps your hair and thrusts down your throat, gagging you with <<his>> $NPCList[_nn].penisdesc as <<he>> cums. <span class="pink">You whimper as semen streams down your throat.</span> <<set _postOrgasmSpeech to `"I bet you enjoy being face fucked."`>> <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<case 1>> <<He>> thrusts <<his>> $NPCList[_nn].penisdesc as far into your mouth as possible. It's not much. A tiny dribble of semen leaks from the end of <<his>> penis and down your chin. <<default>> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> grasps your chin with one hand, and your hair with the other, then shoves <<his>> $NPCList[_nn].penisdesc down your throat. <<He>> cums at once. You gag and retch as unwanted semen streams down your throat, forcing you to swallow. <<case 4 5 6>> <<He>> <span class="blue">grasps your throat</span> for purchase as <<his>> $NPCList[_nn].penisdesc thrusts into your mouth. You gag as <<he>> ejaculates down your throat. <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <<case 7>> <<He>> grasps your hair by the temples and thrusts <<his>> $NPCList[_nn].penisdesc down your throat as <<he>> cums. <span class="pink">You whimper as semen streams into you.</span> <<Hes>> still ejaculating when <<he>> pulls out, filling your mouth and splattering over your face. <<set _postOrgasmSpeech to `"Sluts like you are made to be dominated."`>> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<gstress>><<gtrauma>><<gpain>><<violence 3>><<bruise neck>><<hitstat>> <</switch>> <</switch>> <<oralejacstat>><<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <<elseif $NPCList[_nn].penis is "feet">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> pushes your feet together and moans as <<he>> cums. Ejaculate covers your feet. <<set _postOrgasmSpeech to `"Next time I'm fucking you properly."`>> <<case 4 5 6>> <<He>> cums on your feet, leaving them slick with semen. <<set _postOrgasmSpeech to `"I didn't mean to cum so soon."`>> <<case 7>> <<He>> moans and thrusts <<his>> $NPCList[_nn].penisdesc between your feet as <<he>> cums, splattering semen onto your feet and legs. <<set _postOrgasmSpeech to `"Now you're nice and messy."`>> <<thighejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</switch>> <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <<elseif $NPCList[_nn].penis is "leftarm" and $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc pulsing in your hands. <<set _postOrgasmSpeech to `"I love your enthusiasm. Two handed handjobs are best."`>> <<case 4 5 6>> <<He>> cums on your hands, leaving them slick with semen. <<set _postOrgasmSpeech to `"I'm gonna fuck you next time, but I like that you used both hands."`>> <<case 7>> <<He>> spasms and moans, shooting thick streams of cum over your hands. You are so intent on your work you don't notice <<his>> $NPCList[_nn].penisdesc is aimed at your face. It gets splattered with semen. <<set _postOrgasmSpeech to `"Better look out next time."`>> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is "leftarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as <<he>> cums, <<his>> $NPCList[_nn].penisdesc sliding in your left hand and covering it with semen. <br><br> <<case 3 4>> <<He>> spasms and moans, shooting thick streams of cum over your hand. You are so intent on keeping <<him>> occupied that you don't notice that <<his>> $NPCList[_nn].penisdesc is aimed at your face. It gets splattered with semen. <<set _postOrgasmSpeech to `"Take that you cheeky cunt."`>> <<faceejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 6 7>> <<He>> spasms and moans. Thick streams of cum shoot from <<his>> $NPCList[_nn].penisdesc, splattering your chest. <<set _postOrgasmSpeech to `"You need to learn to control cock better."`>> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <<elseif $NPCList[_nn].penis is "rightarm">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you work <<his>> shaft with your right hand. You give <<his>> $NPCList[_nn].penisdesc a final squeeze, and <<he>> cums on your wrist. <<case 4 5>> <<He>> spasms and moans, shooting thick streams of cum onto your hand. You are so intent on keeping <<him>> occupied you don't notice <<his>> $NPCList[_nn].penisdesc is aimed at your chest. <<His>> semen splatters onto your <<breasts>>. <<set _postOrgasmSpeech to `"You should lick that up, whore."`>> <<chestejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 6 7>> <<He>> moans as thick ropes of semen erupt from <<his>> $NPCList[_nn].penisdesc and into the air. It lands on your hand. <<set _postOrgasmSpeech to `"Lick it up. Go on, you can't resist."`>> <</switch>> <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <<elseif $NPCList[_nn].penis is 0>> <<switch random(1, 5)>> <<case 1>> <<He>> moans as <<he>> works <<his>> shaft and, giving <<his>> $NPCList[_nn].penisdesc a final squeeze, ejaculates onto your tummy. <<set _postOrgasmSpeech to `"Take that, whore."`>> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 2>> <<He>> aims at your face as <<he>> rubs <<his>> $NPCList[_nn].penisdesc, covering it with semen. <<set _postOrgasmSpeech to `"Your place is on your knees in service. Don't forget it."`>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and, aiming it with care, ejaculates on your <<bottom>>. <<set _postOrgasmSpeech to `"That's warm up for next time."`>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <<case 4>> <<He>> strokes <<his>> $NPCList[_nn].penisdesc and moans, ejaculating on your <<breasts>>. <<set _postOrgasmSpeech to `"I love watching cum drip down a used-up whore."`>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<case 5>> <<He>> moans as <<he>> rubs <<his>> $NPCList[_nn].penisdesc, sending cum flying all over your body. <<He>> grins as the last strings of ejaculate spurt from <<his>> cock. <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</switch>> <<elseif $NPCList[_nn].penis is "otheranus">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> moans as you fuck <<his>> ass. <<He>> catches <<his>> ejaculate in <<his>> hands and stares at it. <<He>> looks ashamed. <<set _postOrgasmSpeech to `"Get off me. I'm done now."`>> /* <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> */ /* not sure why this is here */ <<case 4 5>> <<He>> whimpers as you pound <<his>> ass. Cum shoots from <<his>> $NPCList[_nn].penisdesc, splattering over the ground. <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<set _postOrgasmSpeech to `"You're a decent fuck toy. Next time I'm fucking that ass of yours."`>> <</switch>> <<elseif $NPCList[_nn].penis is "otheranusfrot" or $NPCList[_nn].penis is "otheranusentrance" or $NPCList[_nn].penis is "otheranusimminent">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> cheeks. You grind your <<penis>> against <<his>> ass to finish. <<set _postOrgasmSpeech to `"You'll get a beating if you don't fuck me properly next time."`>> <<case 4 5>> <<He>> moans and ejaculates on the ground as you rub against <<his>> anus. <<set _postOrgasmSpeech to `"Fuck. I wanted to feel you inside me."`>> <<case 6 7>> <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<set _postOrgasmSpeech to `"Next time I'll do the fucking. Be ready."`>> <</switch>> <<elseif $NPCList[_nn].penis is "penis" or $NPCList[_nn].penis is "penisentrance" or $NPCList[_nn].penis is "penisimminent">> <<He>> shakes with arousal as <<he>> cums all over your <<penis>>. <<set _postOrgasmSpeech to `"That was awesome."`>> <!-- Special case male PC being orally serviced by male NPC with no other contact --> <<elseif $NPCList[_nn].mouth is "penis">> <<switch random(1, 7)>> <<case 1 2 3>> <<He>> cums as you fuck <<his>> mouth. <<He>> shoves you away, as if disgusted with <<himself>>. <<set _postOrgasmSpeech to `"I'm done. Get lost."`>> <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<case 4 5>> <<He>> whimpers and cums on the ground as you grasp <<his>> hair and pound <<his>> face. <<He>> struggles away from your cock. <<set _postOrgasmSpeech to `"I'm finished. Fuck off."`>> <<case 6 7>> <<He>> <<print ($player.ballsExist ? "cups your balls" : "grabs your pussy")>> and painfully drives your <<penis>> down <<his>> throat. <<He>> ejaculates on <<his>> chest as <<he>> gags on your cock. <<set _postOrgasmSpeech to `"T-Topping from the bottom is my speciality, <<bitch>>."`>> <</switch>> <<elseif $NPCList[_nn].penis is "othermouth">> <<He>> shakes with arousal as <<he>> cums, before spitting on your face. <br><br> <<else>> <<He>> collapses in orgasmic bliss. <</if>> <</if>> <</if>> <<if _postOrgasmSpeech and $speechdisable isnot 1>> <<if _ejacStatDisplay>><br><</if>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> says something you don't understand. <<else>> _postOrgasmSpeech <</if>> <<unset _postOrgasmSpeech>> <</if>> <br><br> <<if $settings.watersportsEnabled and $consensual is 0 and $enemyanger gte random(20, 200) and ($NPCList[_nn].penis is "none" or !$NPCList[_nn].penisdesc.includes("strap-on")) and _condomResult isnot "contained" and _args[0] isnot "short">> <<ejaculation-urinate>> <</if>> <</if>> <</if>> <</for>> <!-- END MAIN LOOP --> <!-- Finishing moves for consensual with low anger or non-consensual with enemy damage --> <<if _args[0] isnot "short">> <<if $npc.length is 0>> <<if $position isnot "wall">> <<if $punishmentposition isnot "gloryhole" and not $gloryhole>> <!-- Disregard named NPCs and Pillory / Wall --> <<if $consensual is 1 and $enemyanger lte 0 and $NPCList[0].fullDescription isnot "Ivory Wraith">> <<if $enemyno is 1>> <<switch random(1, 6)>> <<case 1 2>> <<He>> absently strokes you, <span class="green">making you feel warm inside.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<case 3 4>> <<He>> strokes your hair, <span class="green">making you feel warm inside.</span> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <<case 5 6>> <<He>> brushes your cheek with <<his>> hand. <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> says something in <<his>> incomprehensible language, but <<his>> tone is warm. <span class="green">Your face flushes with pleasure.</span> <<else>> "You're so <<if $player.gender_appearance is "m">>handsome<<else>>beautiful<</if>>!" <span class="green">Your face flushes with pleasure.</span> <</if>> <<lstress>><<ltrauma>><<lpain>><<violence -3>> <br><br> <</switch>> <<elseif $enemyno gte 2>> They stroke you, <span class="green">making you feel warm inside.</span> <<lstress>><<ltrauma>><<lpain>><<violence -6>> <br><br> <</if>> <<elseif $consensual is 0 and $mouthuse is "facesit" and $enemyhealth lte ($enemyhealthmax / 10) * 9 and $NPCList[0].fullDescription isnot "Ivory Wraith">> <<if $mouthstate is "anal">> <<selectNpcWithPartInPosition "vagina" "facesitanal">> <<else>> <<selectNpcWithPartInPosition "vagina" "facesit">> <</if>> <<if $npcrow.includes(_j)>> <<print $npc[$npcrow.indexOf(_j)]>> <<else>> The <<person>> <</if>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> snarls and says something in <<his>> incomprehensible language. <<else>> snarls: "You shouldn't have resisted <<if $enemyno gte 2>>us<<else>>me<</if>>." <</if>> <br><br> <<switch random(1)>> <<case 0>> <<He>> presses down on your face as <<he>> reaches forward, pinching your <<nipples>> <<if $worn.upper.exposed lt 2 and $worn.under_upper.exposed lt 1>> through your <<top>>,<</if>> and twisting them hard. You cry out but it is heavily muffled by <<his>> pussy and ass. <<if $enemyno gte 2>> <<His>> <<if $enemyno gt 2>>friends laugh<<else>>friend laughs<</if>> as <<he>> tortures you like this, before <<he>> eventually gets up off of you. <<else>> <<He>> does this several times, torturing you like this while you are helpless under <<him>>, before <<he>> gets up. <</if>> <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <<case 1>> <<He>> lifts up slightly, then drops down hard onto your face, crushing it under <<him>>. <<He>> then continues to butt drop onto your face, smashing it with <<his>> ass as <<he>> punishes you. <<if $enemyno gte 2>> <<His>> <<if $enemyno gt 2>>friends laugh<<else>>friend laughs<</if>> as <<he>> continues to abuse your face. <</if>> <<He>> finally stops and gets up off of your bruised face. <<gstress>><<gtrauma>><<gpain>><<bruise face>><<violence 3>> <br><br> <</switch>> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 7.5 and $NPCList[0].type isnot "plant" and $NPCList[0].fullDescription isnot "Ivory Wraith">> <<if $enemyno is 1>> <<He>> <span class="red">punches you. You <<if playerBellySize(true) gte 8>>stagger and fall backwards.<<else>>double over.<</if>></span> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> shouts something in <<his>> language, before laughing at you. <<else>> "That's for struggling, <<bitch>>." <</if>> <<gstress>><<gtrauma>><<gpain>><<violence 6>> <br><br> <<elseif $enemyno is 2>> <<set $NPCList[0].intro to 1>> <<He>> holds your arms <span class="red">while the <<person2>><<person>> punches you. <<if playerBellySize(true) gte 8>>Your head spins.<<else>>You double over.<</if>></span> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> They shout and jeer at you in their language, and you understand none of it. <<else>> "That'll teach you not to fight us, you little <<cunt>>." <</if>> <<gstress>><<gtrauma>><<gpain>><<violence 10>> <br><br> <<else>> <<set $NPCList[0].intro to 1>> <<He>> holds your arms <span class="red">while the others take turns punching you. <<if playerBellySize(true) gte 8>>Your head spins.<<else>>You double over.<</if>></span> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> They shout and jeer at you in their language, and you understand none of it. <<else>> "Trying to fight us? You get what you deserve, you worthless slut." <</if>> <<gstress>><<gtrauma>><<gpain>><<violence 20>> <br><br> <</if>> <<elseif $consensual is 0 and $enemyhealth lte ($enemyhealthmax / 10) * 8.5 and $NPCList[0].type isnot "plant" and $NPCList[0].fullDescription isnot "Ivory Wraith">> <<if $enemyno is 1>> <<He>> <span class="pink">slaps you back and forth across the face.</span> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> shouts something at you. You don't understand it, but <<his>> tone demands submission. <<else>> "That's for struggling." <</if>> <<gstress>><<gtrauma>><<gpain>><<violence 3>> <br><br> <<elseif $enemyno is 2>> <<set $NPCList[0].intro to 1>> <<person1>> <<He>> holds your arms <span class="pink">while the <<person2>><<person>> slaps you back and forth across the face.</span> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> shouts something at you. You don't understand it, but <<his>> tone demands submission. <<else>> "That's what you get for struggling." <</if>> <<gstress>><<gtrauma>><<gpain>><<violence 5>> <br><br> <<else>> <<set $NPCList[0].intro to 1>> <<He>> holds your arms <span class="pink">while the others take turns slapping you across the face and chest.</span> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> shouts something at you. You don't understand it, but <<his>> tone demands submission. <<else>> "That's what you get for struggling." <</if>> <<gstress>><<gtrauma>><<gpain>><<violence 10>> <br><br> <</if>> <<elseif $consensual is 0 and $enemyhealth lt (($enemyhealthmax / 10) * 9.9) and $audience gte 10 and $NPCList[0].type isnot "plant" and $NPCList[0].fullDescription isnot "Ivory Wraith">> <<set $NPCList[0].intro to 1>> <<He>> thrusts you in front of the audience, grappling your arms. "Let's show <<phim>> what happens to feisty cunts." <span class="purple">The audience takes turns spitting on your chest and face while you writhe in discomfort.</span> <<faceejacstat>><<ejacstat>><<bodyliquid "face" "goo">> <<chestejacstat>><<bodyliquid "chest" "goo">> <<gstress>><<gtrauma>><<trauma 3>><<stress 3>> <br><br> <</if>> <</if>> <</if>> <</if>> <</if>> <<animateCombat>> <<fetishPregnancyImg>> <<set $ejaculating to 0>> <</widget>> <<widget "ejaculation-urinate">> <<if $NPCList[_nn].penis isnot "none">> <<switch random(1, 7)>> <<case 1>> <<He>> stands over your face and releases a stream of urine. <<case 2>> <<He>> stands over your body and releases a stream of urine. <<case 3>> <<He>> thrusts <<his>> pelvis forward and releases a stream of urine. <<case 4>> <<He>> stands over you and urinates. <<case 5>> <<He>> takes <<his>> cock in hand and pisses over your body. <<case 6>> <<He>> stands and pisses on you. <<default>> <<He>> holds you still, takes <<his>> cock in hand, and urinates on your face. <</switch>> <<else>> <<switch random(1, 7)>> <<case 1>> <<He>> squats over your face and releases a stream of urine. <<case 2>> <<He>> squats over your body and releases a stream of urine. <<case 3>> <<He>> thrusts <<his>> pelvis forward and releases a stream of urine. <<case 4>> <<He>> squats over you and urinates. <<case 5>> <<He>> squats and pisses over your body. <<case 6>> <<He>> squats and pisses on you. <<default>> <<He>> holds you still, squats, and urinates on your face. <</switch>> <</if>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> sneers and says something in <<his>> incomprehensible language. <<else>> <<print either( `"Take that, meat toilet."`, `"This is all you're good for."`, `"Just marking my territory."`, `"Feeling humiliated? Good."`, `"That's right. This is what you're worth, slut."`, `"You make a good toilet."`, `"Just reminding you of your place."` )>> <</if>> <<ggtrauma>><<trauma 12>><<gstress>><<stress 6>> <<urinestat>> <br><br> <</widget>><<widget "beastejaculation">> <<set $ejaculating to 1>> <<set $enemyejaculated += 1>> <<set $pronoun to "i">> <<set _jj to $active_enemy>> <<set _npcisWolfType to ["wolf","wolfboy","wolfgirl"].includes($NPCList[_jj].type)>> <<set _npcisDogType to ["dog","dogboy","doggirl"].includes($NPCList[_jj].type)>> <<set _npcisFoxType to ["fox","foxboy","foxgirl"].includes($NPCList[_jj].type)>> <<set _legLocked to $leglocktarget is $active_enemy>> <<set _legLockedKnot to _legLocked ? 0.5 : 1>> <<set _pregnancyBoost to 0>> <!-- Male BEAST --> <<if $NPCList[_jj].penis is "thighs">> <<if $NPCList[_jj].penissize gte 5>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your thighs and tummy. <<thighejacstat>><<tummyejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "thigh" "semen" 5>><<bodyliquid "tummy" "semen" 5>> <<else>> <<bHe>> ejaculates onto your thighs. <<thighejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "thigh" "semen">> <</if>> <</if>> <<if $NPCList[_jj].penis is "vaginaentrance">> <<if $NPCList[_jj].penissize gte 5>> <<if playerChastity("vagina")>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs. <<else>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<pussy>> and flowing over your thighs. <<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>> <</if>> <<vaginalentranceejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "vaginaoutside" "semen" 5>> <<else>> <<if playerChastity("vagina")>> <<bHe>> ejaculates onto your $worn.genitals.name. <<else>> <<bHe>> ejaculates onto your <<pussy>>. <<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>> <</if>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <</if>> <</if>> <<if $NPCList[_jj].penis is "vaginaimminent">> <<if $NPCList[_jj].penissize gte 5>> <<if playerChastity("vagina")>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs. <<else>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<pussy>> and flowing over your thighs. <<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<vaginalentranceejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "vaginaoutside" "semen" 5>> <<else>> <<if playerChastity("vagina")>> <<bHe>> ejaculates onto your $worn.genitals.name. <<else>> <<bHe>> ejaculates onto your <<pussy>>. <<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<vaginalentranceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vaginaoutside" "semen">> <</if>> <</if>> <<if $NPCList[_jj].penis is "vagina">> <<if (random(1, 100) gte 81 * _legLockedKnot and (_npcisDogType or _npcisFoxType)) or (random(1, 100) gte 61 * _legLockedKnot and _npcisWolfType) or _args[0] is "knot">> With a final thrust, <<bhe>> forces <<bhis>> knot into your <<pussy>>. <<bHe>> ejaculates deep into your womb. You feel the semen build within you, its exit plugged. The <<beasttype>> climbs off and faces away from you, but <<if _args[0] is "knot">> <<set _knotted to "vagina">> you remain locked together. <<else>> <<set _knotted_short to "vagina">> you're locked together for a humiliating five minutes until the knot shrinks enough that the <<beasttype>> can wiggle it free. <<pass 5>> <</if>> <<knot_stat>> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <<set _pregnancyBoost to 25>> <<elseif ["boar", "pig"].some(type => $NPCList[_jj].type.includes(type))>> Ejaculate streams from the <<print $NPCList[_jj].type>>'s <<print $NPCList[_jj].penisdesc>>. You're stuck for many humiliating minutes, the <<print $NPCList[_jj].type>>'s cock steadily filling your womb. <br> <<if $audiencepresent gte 1>> The audience enjoys the show. <br> <<print either( `"I can't believe it. <<silently>><<bred>><</silently>><<capitalise>> by a pig."`, `"I bet <<pshe>> loves getting pig-fucked like this."` )>> <br> <<print either( `"What a filthy slut."`, `"Getting what a slut deserves."` )>> <br> <<print either( `"I wonder how pig cock feels."`, `"This <<bitch>> would fuck the whole sty."` )>> <br> <</if>> <br> Despite filling to the brim, the semen doesn't leak out. You remain full even as the <<print $NPCList[_jj].type>> wiggles free. Then you feel a pressure lift, and a plug of hard semen drops to the ground. <<print $NPCList[_jj].type.includes("pig") ? "Pig" : "Boar">> cum flows out after it, covering your thighs. <<bodyliquid "vagina" "semen" 2>><<bodyliquid "vaginaoutside" "semen" 2>><<bodyliquid "thigh" "semen">><<pass 30>><<vaginalentranceejacstat>><<thighejacstat>> <<elseif $NPCList[_jj].penissize gte 5>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, filling your womb and flowing from your <<pussy>> in a great torrent. <<vaginalentranceejacstat>><<set $hygiene += 4500>><<bodyliquid "vagina" "semen" 4>><<bodyliquid "vaginaoutside" "semen" 5>> <<else>> <<bHe>> ejaculates deep into your womb. <</if>> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 100 + _pregnancyBoost}`>> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].penis is "cheeks">> <<if $NPCList[_jj].penissize gte 5>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, surging over your back and onto your hair, some flowing over your <<bottom>>. <<bottomejacstat>><<hairejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "bottom" "semen" 5>><<bodyliquid "hair" "semen" 5>> <<else>> <<bHe>> ejaculates onto your back. <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</if>> <</if>> <<if $NPCList[_jj].penis is "anusentrance">> <<if $NPCList[_jj].penissize gte 5>> <<if playerChastity("anus")>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs. <<else>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<bottom>> and flowing over your thighs. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>> <</if>> <<bottomejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "bottom" "semen" 5>><<bodyliquid "thigh" "semen" 5>> <<else>> <<if playerChastity("anus")>> <<bHe>> ejaculates onto your $worn.genitals.name. <<else>> <<bHe>> ejaculates onto your <<bottom>>. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 5, rngType: "canWash"}`>> <</if>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</if>> <</if>> <<if $NPCList[_jj].penis is "anusimminent">> <<if $NPCList[_jj].penissize gte 5>> <<if playerChastity("anus")>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your $worn.genitals.name and flowing over your thighs. <<else>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, drenching your <<bottom>> and flowing over your thighs. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<bottomejacstat>><<thighejacstat>><<ejacstat>><<set $hygiene += 5000>><<bodyliquid "bottom" "semen" 5>><<bodyliquid "thigh" "semen" 5>> <<else>> <<if playerChastity("anus")>> <<bHe>> ejaculates onto your $worn.genitals.name. <<else>> <<bHe>> ejaculates onto your <<bottom>>. <<recordSperm `{genital: "anus", target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 15, rngType: "canWash"}`>> <</if>> <<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "bottom" "semen">> <</if>> <</if>> <<if $NPCList[_jj].penis is "anus">> <<if (random(1, 100) gte 81 * _legLockedKnot and (_npcisDogType or _npcisFoxType)) or (random(1, 100) gte 61 * _legLockedKnot and _npcisWolfType) or _args[0] is "knot">> With a final thrust, <<bhe>> forces <<bhis>> knot into your <<bottom>>. <<bHe>> ejaculates deep into your bowels. You feel the semen build within you, its exit plugged. The <<beasttype>> climbs off and faces away from you, but <<if _args[0] is "knot">> <<set _knotted to "anus">> you remain locked together. <<else>> <<set _knotted_short to "anus">> you're locked together for a humiliating five minutes until the knot shrinks enough that the <<beasttype>> can wiggle it free. <<pass 5>> <</if>> <<knot_stat>> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <<set _pregnancyBoost to 25>> <<elseif ["boar", "pig"].some(type => $NPCList[_jj].type.includes(type))>> Ejaculate streams from the <<print $NPCList[_jj].type>>'s <<print $NPCList[_jj].penisdesc>>. You're stuck for many humiliating minutes, the <<print $NPCList[_jj].type>>'s cock steadily filling your ass. <br> <<if $audiencepresent gte 1>> The audience enjoys the show. <br> <<print either( `"I can't believe it. <<silently>><<bred>><</silently>><<capitalise>> by a pig."`, `"I bet <<pshe>> loves getting pig-fucked like this."` )>> <br> <<print either( `"What a filthy slut."`, `"Getting what a slut deserves."` )>> <br> <<print either( `"I wonder how pig cock feels."`, `"This <<bitch>> would fuck the whole sty."` )>> <br> <</if>> <br> Despite filling to the brim, the semen doesn't leak out. You remain full even as the <<print $NPCList[_jj].type>> wiggles free. Then you feel a pressure lift, and a plug of hard semen drops to the ground. <<print $NPCList[_jj].type.includes("pig") ? "Pig" : "Boar">> cum flows out after it, covering your thighs. <<bodyliquid "anus" "semen" 2>><<bodyliquid "bottom" "semen" 2>><<bodyliquid "thigh" "semen">><<pass 30>><<bottomejacstat>><<thighejacstat>> <<elseif $NPCList[_jj].penissize gte 5>> Ejaculate gushes from <<bhis>> <<print $NPCList[_jj].penisdesc>>, filling your bowels and surging outside, drenching your <<bottom>>. <<bottomejacstat>><<set $hygiene += 4500>><<bodyliquid "anus" "semen" 4>><<bodyliquid "bottom" "semen" 5>><<set $hunger -= 1800>><<set $thirst -= 1800>> <<else>> <<bHe>> ejaculates into your bowels. <</if>> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">><<set $hunger -= 200>><<set $thirst -= 200>> <<recordSperm `{target: "pc", spermOwner: $NPCList[_jj], spermType: $NPCList[_jj].type, rngModifier: 100 + _pregnancyBoost, genital:"anus"}`>> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].penis is "chest">> <<if $position is "missionary">> <<bHe>> ejaculates onto your neck and chest. <<neckejacstat>><<set $hygiene += 500>><<bodyliquid "neck" "semen">> <<else>> <<bHe>> ejaculates onto your stomach and chest. <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</if>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <</if>> <<if $NPCList[_jj].penis is "mouthentrance">> <<bHe>> ejaculates onto your face. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <</if>> <<if $NPCList[_jj].penis is "mouthimminent">> <<switch random(1, 3)>> <<case 1 2>> <<bHe>> ejaculates onto your face. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<case 3>> <<bHe>> ejaculates a massive load onto your face, pushing past your pursed lips and into your mouth. <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "semen">> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</switch>> <</if>> <<if $NPCList[_jj].penis is "mouth">> <<if (random(1, 100) gte 81 and (_npcisDogType or _npcisFoxType)) or (random(1, 100) gte 61 and _npcisWolfType) or _args[0] is "knot">> With a final thrust, <<bhe>> forces <<bhis>> knot past your teeth as <<bhe>> ejaculates deep down your throat, <span class="pink">forcing you to swallow.</span> <<if $pain gte 40>>Tears run down your face<<else>>You gag<</if>> as you feel <<bhis>> cum backwash into your mouth. The <<beasttype>> climbs off and faces away from you, but <<if _args[0] is "knot">> <<set _knotted to "mouth">> you remain locked together. <<else>> <<set _knotted_short to "mouth">> <<pass 5>> you're locked together for a humiliating five minutes until the knot shrinks enough that the <<beasttype>> can wiggle it free. <</if>> <<knot_stat>> <<cumswallow `$NPCList[_jj].type` null "knotted">> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <<else>> <<bHe>> ejaculates down the back of your throat. <<cumswallow `$NPCList[_jj].type` null `npcSemenMod($NPCList[_jj].penissize)`>> <</if>> <<oralejacstat>><<ejacstat>> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].penis is "feet">> <<bHe>> ejaculates on your feet. <<feetejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "feet" "semen">> <</if>> <<if $NPCList[_jj].penis is "leftarm" and $NPCList[_jj].penis is "rightarm">> <<bHe>> ejaculates on your hands. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <</if>> <<if $NPCList[_jj].penis is "leftarm">><<bHe>> ejaculates on your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "leftarm" "semen">> <</if>> <<if $NPCList[_jj].penis is "rightarm">><<bHe>> ejaculates on your hand. <<handejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "rightarm" "semen">> <</if>> <<if $NPCList[_jj].penis is "otheranusentrance" or $NPCList[_jj].penis is "otheranusimminent">> The <<beasttype>> ejaculates as you frot <<bhis>> ass. <</if>> <<if $NPCList[_jj].penis is "otheranus">> The <<beasttype>> ejaculates as you pound <<bhis>> ass. <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].penis is 0>> <<if $NPCList[_jj].stance is "topface">> <<bHe>> ejaculates onto your neck. <<neckejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "neck" "semen">> <<else>> <<bHe>> ejaculates onto your tummy. <<tummyejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</if>> <</if>> <<if $NPCList[_jj].penis is "penis" or $NPCList[_jj].penis is "penisentrance" or $NPCList[_jj].penis is "penisimminent">> <<if $position is "missionary">> <<bHe>> ejaculates onto your chest and neck. <<chestejacstat>><<neckejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <<else>> <<bHe>> ejaculates onto your stomach and <<penisSimple>>. <<tummyejacstat>><<set $hygiene += 500>><<bodyliquid "tummy" "semen">> <</if>> <<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" "semen">> <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <!-- Female BEAST --> <<if $NPCList[_jj].vagina is "penisimminent" or $NPCList[_jj].vagina is "penisentrance">> <<if playerChastity("penis")>> You feel the vibrations from your $worn.genitals.name as the $NPCList[_jj].type orgasms. <<else>> You feel the heat radiate on your <<penis>> as the <<beasttype>> orgasms. <</if>> <</if>> <<if $NPCList[_jj].vagina is "penis">> The <<beasttype>> orgasms on your <<penis>>, pulsing around your length. <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if ($NPCList[_jj].vagina is "vaginaentrance" or $NPCList[_jj].vagina is "vaginaimminent") and playerChastity("vagina")>> You feel the vibrations from your $worn.genitals.name as the $NPCList[_jj].type orgasms. <<elseif $NPCList[_jj].vagina is "vaginaentrance" or $NPCList[_jj].vagina is "vaginaimminent">> You feel the heat radiate on your <<pussy>> as the <<beasttype>> orgasms. <</if>> <<if $NPCList[_jj].vagina is "vagina" and playerChastity("vagina")>> You feel the vibrations on your $worn.genitals.name as the $NPCList[_jj].type orgasms. <<elseif $NPCList[_jj].vagina is "vagina">> You feel the heat radiate on your <<pussy>> as the <<beasttype>> orgasms. Fluid leaks from the <<beasttype>> and mixes with yours. <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].vagina is "mouthimminent">> You feel the heat radiate on your face as the <<beasttype>> orgasms. <</if>> <<if $NPCList[_jj].vagina is "mouthentrance">> You feel the heat radiate on your face as the <<beasttype>> orgasms. <</if>> <<if $NPCList[_jj].vagina is "mouth">> The <<beasttypes>> pussy shudders against your mouth as it orgasms. Fluid from the <<beasttype>> mixes with your saliva. <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].vagina is "otheranusentrance" or $NPCList[_jj].vagina is "otheranusimminent">> The <<beasttype>> shudders in orgasm as you frot its ass. <</if>> <<if $NPCList[_jj].vagina is "otheranus">> The <<beasttype>> shudders in orgasm as you pound its ass. <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].mouth is "penis">> The <<beasttype>> shudders in orgasm as you fuck its mouth. <<if _npcisWolfType>><<transform wolf 1>><</if>> <<if _npcisFoxType>><<transform fox 1>><</if>> <</if>> <<if $NPCList[_jj].vagina is 0>> The <<beasttype>> shudders in orgasm. <</if>> <!-- End orgasm loop --> <!-- PC reaction loop --> <<if $consensual is 1>> <<if hasSexStat("deviancy", 5)>> <<print either("You feel lewd,", "You feel a thrill,", "You feel lusty,")>> <<elseif hasSexStat("deviancy", 2)>> <<print either("You feel lewd,", "You feel a glow,", "You feel titillated,")>> <<else>> <<print either("You feel squeamish,", "You feel unsettled,", "You feel uncomfortable,")>> <</if>> <<if $NPCList[_jj].penis is "anus" or $NPCList[_jj].penis is "mouth" or $NPCList[_jj].penis is "vagina">> having been fucked by the <<elseif $NPCList[_jj].vagina is "penis" or $NPCList[_jj].mouth is "penis" or $NPCList[_jj].vagina is "otheranus">> having fucked the <<elseif $NPCList[_jj].vagina isnot "none" and $NPCList[_jj].penis is "none">> having been used by the <<else>> having pleasured yourself with a <</if>> <<if $audience gte 6 or $pillory.audience gte 6>> <<beasttype>> in front of a crowd.<<elseif $audiencepresent gte 1 or $pillory.audience gte 1>> <<beasttype>> in front of others.<<else>><<beasttype>>.<</if>> <<else>> <<if hasSexStat("deviancy", 5)>> <<print either("You feel ashamed,", "You feel embarrassed,", "You feel distraught,")>> <<elseif hasSexStat("deviancy", 2)>> <<print either("You feel nauseous,", "You feel sick,", "You feel gross,")>> <<else>> <<print either("You feel wretched,", "You feel repugnant,", "You feel loathsome,")>> <</if>> <<if $NPCList[_jj].penis is "anus" or $NPCList[_jj].penis is "mouth" or $NPCList[_jj].penis is "vagina">> having been fucked by a <<beasttype>> <<elseif $NPCList[_jj].vagina is "penis" or $NPCList[_jj].mouth is "penis" or $NPCList[_jj].vagina is "otheranus">> having fucked a <<beasttype>> <<elseif $NPCList[_jj].vagina isnot "none" and $NPCList[_jj].penis is "none">> having been abused by a <<beasttype>> <<else>> having pleasured a <<beasttype>> <</if>> <<if $audience gte 6 or $pillory.audience gte 6>> in front of a crowd.<<elseif $audiencepresent gte 1 or $pillory.audience gte 1>> in front of others.<<else>> against your will.<</if>> <</if>> <<animateCombat>> <<fetishPregnancyImg>> <<set $active_enemy += 1>> <<if _args[0] isnot "short">> <<if $water is 0>> <<if _knotted is "vagina" or _knotted is "anus">> <<bHis>> knot remains tight within you, preventing the semen from leaking out. <br><br> <<elseif _knotted is "mouth">> <<bHis>> knot remains tight within you, leaving you gagged. <br><br> <<elseif playerHasButtPlug() and $NPCList[_jj].penis is "anus">> Your $worn.butt_plug.name prevents the semen from leaking out. <<elseif $NPCList[_jj].penis is "vagina" or $NPCList[_jj].penis is "anus">> <<set $semenpuddle += 1>> <<bHis>> penis slides out; lacking anything to hold it in, semen drools out and <<switch Math.clamp($semenpuddle, 1,4)>> <<case 1>> forms a puddle beneath you. <<case 2>> adds to the puddle beneath you. <<case 3>> adds to the growing puddle beneath you. <<case 4>> adds to the growing pool beneath you. <</switch>> <br><br> <</if>> <<if !_knotted and $settings.watersportsEnabled and $enemyanger gte random(20, 200)>> <<if $NPCList[_jj].type.includes("dog") or $NPCList[_jj].type.includes("wolf")>> <<bHe>> raises a leg and urinates on you for good measure, marking <<bhis>> territory. <<else>> <<bHe>> urinates on you for good measure, marking <<bhis>> territory. <</if>> <<urinestat>> <br><br> <</if>> <</if>> <</if>> <!-- Index BEAST to next up --> <<switch $active_enemy>> <<case 0>> <<set $enemyarousal to $enemyarousal1>> <<set $enemyanger to $enemyanger1>> <<set $enemyhealth to $enemyhealth1>> <<set $enemytrust to $enemytrust1>> <<case 1>> <<set $enemyarousal to $enemyarousal2>> <<set $enemyanger to $enemyanger2>> <<set $enemyhealth to $enemyhealth2>> <<set $enemytrust to $enemytrust2>> <<case 2>> <<set $enemyarousal to $enemyarousal3>> <<set $enemyanger to $enemyanger3>> <<set $enemyhealth to $enemyhealth3>> <<set $enemytrust to $enemytrust3>> <<case 3>> <<set $enemyarousal to $enemyarousal4>> <<set $enemyanger to $enemyanger4>> <<set $enemyhealth to $enemyhealth4>> <<set $enemytrust to $enemytrust4>> <<case 4>> <<set $enemyarousal to $enemyarousal5>> <<set $enemyanger to $enemyanger5>> <<set $enemyhealth to $enemyhealth5>> <<set $enemytrust to $enemytrust5>> <<case 5>><!-- Should be unused case --> <<set $enemyarousal to $enemyarousal6>> <<set $enemyanger to $enemyanger6>> <<set $enemyhealth to $enemyhealth6>> <<set $enemytrust to $enemytrust6>> <<default>> <span class="red">ERROR: Beastejac index error</span> <</switch>> <<if $player.vaginaExist>> <<set $vaginause to 0>> <<set $vaginastate to 0>> <</if>> <<if playerHasStrapon() or $player.penisExist>> <<set $penisuse to 0>> <<set $penisstate to 0>> <</if>> <<set $mouthuse to 0>> <<set $anususe to 0>> <<unset $neckuse>> <<if $worn.face.type.includes("gag")>> <<set $mouthuse to "gagged">> <</if>> <<set $thighuse to 0>> <<set $bottomuse to 0>> <<set $feetuse to 0>> <<if $leftarm isnot "bound" and $position isnot "wall">> <<set $leftarm to 0>> <</if>> <<if $rightarm isnot "bound" and $position isnot "wall">> <<set $rightarm to 0>> <</if>> <<set $chestuse to 0>> <<set $cheststate to 0>> <<if $head isnot "bound" and $position isnot "wall">> <<set $head to 0>> <</if>> <<set $anusstate to 0>> <<set $mouthstate to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $vaginaaction to 0>> <<set $penisaction to 0>> <<set $anusaction to 0>> <<set $thighaction to 0>> <<set $cheekaction to 0>> <<set $feetaction to 0>> <<set $mouthaction to 0>> <<set $rapeavoid to 1>> <<set $ejaculating to 0>> <</widget>><<widget "beastwound">> <<set $enemywounded += 1>> <<set $active_enemy += 1>> <!-- Index beasts --> <<switch $active_enemy>> <<case 0>> <<set $enemyarousal to $enemyarousal1>> <<set $enemyanger to $enemyanger1>> <<set $enemyhealth to $enemyhealth1>> <<set $enemytrust to $enemytrust1>> <<case 1>> <<set $enemyarousal to $enemyarousal2>> <<set $enemyanger to $enemyanger2>> <<set $enemyhealth to $enemyhealth2>> <<set $enemytrust to $enemytrust2>> <<case 2>> <<set $enemyarousal to $enemyarousal3>> <<set $enemyanger to $enemyanger3>> <<set $enemyhealth to $enemyhealth3>> <<set $enemytrust to $enemytrust3>> <<case 3>> <<set $enemyarousal to $enemyarousal4>> <<set $enemyanger to $enemyanger4>> <<set $enemyhealth to $enemyhealth4>> <<set $enemytrust to $enemytrust4>> <<case 4>> <<set $enemyarousal to $enemyarousal5>> <<set $enemyanger to $enemyanger5>> <<set $enemyhealth to $enemyhealth5>> <<set $enemytrust to $enemytrust5>> <<case 5>><!-- Should be unused case --> <<set $enemyarousal to $enemyarousal6>> <<set $enemyanger to $enemyanger6>> <<set $enemyhealth to $enemyhealth6>> <<set $enemytrust to $enemytrust6>> <<default>> <span class="red">ERROR: Beastwound index error</span> <</switch>> <<if $player.vaginaExist>> <<set $vaginause to 0>> <<set $vaginastate to 0>> <</if>> <<if playerHasStrapon() or $player.penisExist>> <<set $penisuse to 0>> <<set $penisstate to 0>> <</if>> <<set $mouthuse to 0>> <<set $anususe to 0>> <<unset $neckuse>> <<if $worn.face.type.includes("gag")>> <<set $mouthuse to "gagged">> <</if>> <<set $thighuse to 0>> <<set $bottomuse to 0>> <<set $feetuse to 0>> <<if $leftarm isnot "bound" and $position isnot "wall">> <<set $leftarm to 0>> <</if>> <<if $rightarm isnot "bound" and $position isnot "wall">> <<set $rightarm to 0>> <</if>> <<set $chestuse to 0>> <<set $cheststate to 0>> <<if $head isnot "bound" and $position isnot "wall">> <<set $head to 0>> <</if>> <<set $anusstate to 0>> <<set $mouthstate to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $vaginaaction to 0>> <<set $anusaction to 0>> <<set $thighaction to 0>> <<set $cheekaction to 0>> <<set $feetaction to 0>> <<set $mouthaction to 0>> <<set $rapeavoid to 1>> <</widget>> <<widget "genericCondomEjaculation">> <<He>> ejaculates into the condom. <<rng>> <<if $rng gte 96 and $npc[$npcrow.indexOf(_nn)] isnot "Robin" and !$npcSub>> <<if $consensual is 1>> <<if $player.virginity.kiss is true or random(0,100) gte 60>> <<He>> takes the condom off <<his>> $NPCList[_nn].penisdesc and, with a lewd grin, holds it open, letting it leak semen all over <<his>> hand. A moment later, <<he>> thrusts <<his>> cum-slicked fingers into your mouth. Only once you've <<if $ejactrait is 1>>eagerly<<else>>gingerly<</if>> licked them clean does <<he>> finally relent. <<else>> <<He>> takes the condom off <<his>> $NPCList[_nn].penisdesc and, with a lewd grin, brings it to <<his>> lips, draining it into <<his>> mouth. A moment later, <<he>> presses <<his>> mouth against yours, spitting the entire load of cum into your mouth. Only once you've <<if $ejactrait is 1>>eagerly swallowed<<else>>managed to swallow<</if>> it all does <<he>> finally pull away. <</if>> <<else>> <<He>> takes the condom off <<his>> $NPCList[_nn].penisdesc and forces the open end into your mouth, laughing as you <<if $ejactrait is 1>>drink it down<<else>>cough and sputter<</if>>. <</if>> <<ejacstat>><<cumswallow `$NPCList[_nn].type` null `npcSemenMod($NPCList[_nn].penissize)`>> <</if>> /*Addition npc comments*/ <</widget>> /* Takes NPC type to calculate volume of ejaculation to be swallowed or number to represent volume in ml. and updates stat */ <<widget "cumswallow">> <<set _ejaculation_volume to 0>> <<set _ejaculation_type to (_args[0] ? _args[0] : "human")>> <<if _args[1]>> <<set _ejaculation_volume to _args[1]>> <<else>> <<if _ejaculation_type is "human">> <<set _ejaculation_volume to random(5, 99)>> <<elseif ["wolf", "dog", "fox"].some(type => _ejaculation_type.includes(type))>> <<set _ejaculation_volume to random(5, 100)>> <<elseif ["centaur", "horse", "bull", "cow"].some(type => _ejaculation_type.includes(type))>> <<set _ejaculation_volume to random(25, 250)>> <<elseif ["boar", "pig"].some(type => _ejaculation_type.includes(type))>> <<set _ejaculation_volume to random(50, 300)>> <<elseif ["bear"].some(type => _ejaculation_type.includes(type))>> <<set _ejaculation_volume to random(25, 300)>> <<elseif ["cat"].some(type => _ejaculation_type.includes(type))>> <<set _ejaculation_volume to random(1, 15)>> <<elseif ["dolphin", "creature", "hawk", "harpy", "lizard"].some(type => _ejaculation_type.includes(type))>> <<set _ejaculation_volume to random(20, 150)>> <<else>> <<set _ejaculation_volume to random(3, 100)>> <</if>> <</if>> <<switch _args[2]>> <<case "tiny">><<set _ejaculation_volume to Math.ceil(_ejaculation_volume / 40)>> <<case "large">><<set _ejaculation_volume to Math.ceil(_ejaculation_volume * 1.5)>> <</switch>> <<if _args[2] is "knotted">> <<if _ejaculation_type is "human" or !$settings.bestialityEnabled>> <<semenswallowedstat _ejaculation_volume>> <<else>> <<animalsemenswallowedstat _ejaculation_volume>> <</if>> <<set $hunger -= 200>> <<set $thirst -= 200>> <<bodyliquid "mouth" "semen" 1>> <<elseif $mouthaction is "ejacspit">> You spit out the cum. <<elseif _ejaculation_type is "pc">> <<if $awareness gte 200>> <<if _ejaculation_volume lte 10>> <span class="lewd">You swallow your cum down in a single gulp, <<if $ejactrait gte 1>>disappointed by <<else>>thankful for <</if>>how little there is.</span> <<elseif _ejaculation_volume lte 30>> <span class="lewd"> <<if $ejactrait gte 1>> You swallow your cum, enjoying its personal taste. <<else>> You swallow your cum. <</if>> </span> <<elseif _ejaculation_volume lte 100>> <span class="lewd">Your cheeks puff out as you swallow your semen, downing it in several noisy gulps. You sigh <<if $ejactrait gte 1>>contentedly <<else>>in relief<</if>> once you manage to get it all.</span> <<else>> <span class="lewd">You swallow as much of your massive load as you can, struggling to contain its sheer volume.<<if $ejactrait gte 1 and !pcAreArmsBound("any") and $fingersInVagina is 0>> You cup your hands beneath your chin to catch the overflow, not wanting to let any go to waste.<<else>> Some of it overflows, running down your chin and neck. <<bodyliquid "neck" "semen">><</if>></span> <</if>> <<else>> <span class="red">Tears run down <<print either("your cheeks as you struggle to", "your face as you force yourself to")>> swallow your own cum.</span> <<if $ejactrait is 1>> You bite your tongue to stop yourself from licking your lips. <<lstress>><<stress -10>> <<else>> <<gstress>><<stress 10>> <</if>> <</if>> <<semenswallowedstat _ejaculation_volume>> <<set $hunger -= 200>> <<set $thirst -= 200>> <<bodyliquid "mouth" "semen" 1>> <<else>> <<if $consensual is 0 and _ejaculation_volume gte 3>> <span class="red">Tears run down <<print either("your cheeks as you struggle to", "your face as you force yourself to")>> swallow.</span> <<if $ejactrait is 1>> You bite your tongue to stop yourself from licking your lips. <<garousal>><<arousal 600>> <<else>> <<gstress>><<stress 10>> /*Prevents gstress from being displayed twice*/ <<set _ejacStressDisplay to true>> <</if>> <<set _ejacStatDisplay to true>> <<if _ejaculation_type is "human" or !$settings.bestialityEnabled>> <<semenswallowedstat _ejaculation_volume>> <<else>> <<animalsemenswallowedstat _ejaculation_volume>> <</if>> <<else>> <<if _ejaculation_volume lt 3>> <span class="lewd">You're <<if $ejactrait gte 1>>disappointed by <<else>>surprised by <</if>> how little cum is released in your mouth, barely being able to taste anything at all.</span> <<elseif _ejaculation_volume lte 10>> <span class="lewd">You swallow the cum down in a single gulp, <<if $ejactrait gte 1>>disappointed by <<else>>thankful for <</if>>how little there is.</span> <<elseif _ejaculation_volume lte 30>> <span class="lewd"> <<if $ejactrait gte 1>> You swallow the cum, enjoying its <<print either("strong, bitter", "sweet, creamy", "sharp, salty")>> taste. <<else>> You swallow the cum. <</if>> </span> <<elseif _ejaculation_volume lte 100>> <span class="lewd">Your cheeks puff out as you swallow the semen, downing it in several noisy gulps. You sigh <<if $ejactrait gte 1>>contentedly <<else>>in relief<</if>> once you manage to get it all.</span> <<else>> <span class="lewd">You swallow as much of the massive load as you can, struggling to contain its sheer volume.<<if $ejactrait gte 1 and !pcAreArmsBound("any")>> You cup your hands beneath your chin to catch the overflow, not wanting to let any go to waste.<<else>> Some of it overflows, running down your chin and neck. <</if>></span> <</if>> <<if $mouthaction is 'ejacswallow'>> <<if _ejaculation_type is "human" or !$settings.bestialityEnabled>> <<semenswallowedstat _ejaculation_volume>> <<else>> <<animalsemenswallowedstat _ejaculation_volume>> <</if>> <<else>> <<set _ejaculation_volume to Math.floor(_ejaculation_volume/3)>> <<if _ejaculation_type is "human" or !$settings.bestialityEnabled>> <<semenswallowedstat _ejaculation_volume>> <<else>> <<animalsemenswallowedstat _ejaculation_volume>> <</if>> <</if>> <</if>> <<set $hunger -= 200>> <<set $thirst -= 200>> <<bodyliquid "mouth" "semen" 1>> <</if>> <</widget>><<widget "endcombat">> <<set $enemytrust to 0>> <<if $enemyhealth lte 0>> <<if $enemytype is "man">> <<famescrap $enemynomax>> <</if>> <<if $audiencepresent is 1>> <<famescrap 10>> <</if>> <</if>> <<if $demonabsorb gte 1 and !$stalk>> <<if $enemytype is "tentacles" or $enemytype is "struggle">> <<pain `-(5 * $demonabsorb)`>> <<set $stress -= (300 * $demonabsorb)>> <<else>> <<set $trauma -= (150 * $demonabsorb)>> <</if>> <span class="lewd">You absorb the sexual essence. You feel soothed.</span> <<set $demonabsorb to 0>> <<traumaclamp>> <<set _br to true>> <br> <</if>> <<if ($enemyarousal gte $enemyarousalmax || $enemyejaculated gte 1) and canCollectSamples() and !($enemytype is "plant" and $abomination is 1)>> <<set $_samplesCollected to 0>> <<set $_sampleMod to $location is "forest_shop_garden" and $beastRitual ? 2 : 1>> <<for $_sample to 0; $_sample lt $enemyno; $_sample++>> <<if canCollectSampleSingle(V.NPCList[$_sample]?.type)>> <<if canCollectSamples() is "bound">> /* Ensures the bound message only shows if the player could have collected samples otherwise */ <<set $_samplesCollected to "bound">> <<break>> <<else>> <<set $_samplesToCollect to collectSample(V.NPCList[$_sample]?.type, $_sampleMod)>> <<if $_samplesToCollect>> <<set $_samplesCollected += $_samplesToCollect>> <</if>> <</if>> <</if>> <</for>> <<if $_samplesCollected is "bound">> <span class="red">With your arms bound, you're unable to take a sample of lewd fluid.</span> <<set _br to true>> <br> <<elseif $_samplesCollected>> <<if $location is "forest_shop_garden" and $beastRitual>> <span class="green">Gwylan helps you collect the fluids in vials.</span> <<npcincr Gwylan lust 1>><<glust>><br> <<else>> <span class="lewd">You collect as much lewd fluid as you can in the vials Gwylan gave you.</span> <</if>> You obtain <span class="gold"><<number $_samplesCollected>></span> <<pluralise $_samplesCollected "sample" "samples">> of fluid. <<set _br to true>> <br> <</if>> <<elseif ($enemytype is "plant" and $abomination is 1 or $enemytype is "tentacles" and ["vine","root","shoot"].includes($tentacles[0]?.type)) and canCollectSamples() and canCollectSampleSingle("plant")>> <<if canCollectSamples() is "bound">> <span class="red">With your arms bound, you're unable to take a sample of nectar.</span> <<else>> <<set $_sampleMod to $location is "forest_shop_garden" and $beastRitual ? 1.3 : 1>> <<set $_fromTentacles to $combat_tentacle_record.fluid || 1>> <<set $_nectarCollected to Math.ceil((1 + $_fromTentacles / 9) * $_sampleMod)>> <<set $_samplesToCollect to collectSample("plant", $_nectarCollected)>> <<if $location is "forest_shop_garden" and $beastRitual>> <span class="green">Gwylan helps you collect the nectar in vials.</span> <<npcincr Gwylan lust 1>><<glust>><br> <<else>> <span class="lewd">You collect as much nectar as you can in the vials Gwylan gave you.</span> <</if>> You obtain <span class="gold"><<number $_nectarCollected>></span> <<pluralise $_nectarCollected "sample" "samples">> of nectar. <</if>> <<set _br to true>> <br> <</if>> <<if $transformationParts.traits.mateForLife isnot "disabled" and $sexavoid is 0>> <<if $enemyno is 1 and isLoveInterest($npc[$npcrow.indexOf(0)])>> <<if $fox gte 3>> <<transform fox 1>> <</if>> <<stress -10>><<trauma -5>> <span class="lewd">Copulating with your chosen partner fulfils an instinctual desire.</span><<llstress>><<ltrauma>> <<set _br to true>> <br> <</if>> <</if>> <<if $assertive gte 1>> You were <<if $assertive lte 5>> <span class="pink">slightly</span> <<elseif $assertive lte 10>> <span class="pink">a little</span> <<elseif $assertive lte 30>> <span class="purple">somewhat</span> <<elseif $assertive lte 40>> <span class="blue">quite</span> <<elseif $assertive lte 50>> <span class="lblue">pretty</span> <<elseif $assertive lte 60>> <span class="teal">very</span> <<else>> <span class="green">extremely</span> <</if>> assertive. <<if $assertiveaction isnot 0 and $assertiveaction isnot undefined>> <<if $assertiveaction is "trauma">> <<set $trauma -= $assertive>> <span class="meek">I'm so naughty.</span> <<ltrauma>> <<traumaclamp>> <br> <<elseif $assertiveaction is "stress">> <<set $stress -= ($assertive * 10)>> <span class="green">That was fun.</span> <<lstress>> <br> <<elseif $assertiveaction is "submissive">> <<sub `($assertive / 40)`>> <<if $enemytype is "beast">> <<if $NPCList[0].type is "wolf">> <<set _plural_beast_type to "wolves">> <<elseif $NPCList[0].type is "fox">> <<set _plural_beast_type to "foxes">> <<else>> <<set _plural_beast_type to $NPCList[0].type + "s">> <</if>> <span class="meek">It's nice to make _plural_beast_type feel good.</span> <<elseif $enemytype is "tentacles">> <span class="meek">It's nice to make tentacles feel good.</span> <<elseif $enemytype is "struggle">> <span class="meek">It's nice to make creatures feel good.</span> <<else>> <span class="meek">It's nice to make people feel good.</span> <</if>> <br> <<elseif $assertiveaction is "defiant">> <<def `($assertive / 40)`>> <span class="brat">It's nice to be in control.</span> <br> <</if>> <<set $assertive to 0>> <<set _br to true>> <</if>> <</if>> <<if $stalk_end is "escaped" or $stalk_end is "hide" or $stalk_end is "ambush">> <<if $transformationParts.traits.chase isnot "disabled">> Your heart races. <span class="green">The thrill of the chase invigorates you.</span> <<if $stalk_taunted is "success">> <span class="green">Especially thanks to your bold provocation.</span> <<transform fox 1>><<promiscuity2>> <<else>> <<lstress>><<garousal>> <br> <<set _br to true>> <</if>> <<stress -8>><<arousal 200>><<transform fox 1>> <<elseif $stalk_taunted is "success">> Your heart races. <span class="green">Escaping after such a bold provocation invigorates you.</span> <<transform fox 1>><<promiscuity2>> <</if>> <</if>> <<unset $enemytype>> <<endevent _args[0]>> <<struggle_end>> <<set $combat to 0>> <<set $rapeavoid to 1>> <<set $sexavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $mouthsubmit to 0>> <<set $breastbitten to 0>> <<set $apologised to 0>> <<unset $bodywriting_special>> <<unset $machine_tattoo_success>> <<unset $dodging>> <<unset $feet_planted>> <<unset $left_guard>> <<unset $right_guard>> <<unset $speechspraycycleplant>> <<unset $newlyWritten>> <<unset $combatBegun>> <<unset $combatPhase>> <<unset $fightTargets>> <<unset $pounce_delay>> <<unset $hypnosis_deviancy_check>> <<unset $animOverride>> <<unset $encounterDialogue>> <<if $player.penisExist>> <<set $penisstate to 0>> <<set $penisuse to 0>> <<else>> <<set $penisstate to "none">> <<set $penisuse to "none">> <</if>> <<if $player.vaginaExist>> <<set $vaginastate to 0>> <<set $vaginause to 0>> <<else>> <<set $vaginastate to "none">> <<set $vaginause to "none">> <</if>> <<if playerHasStrapon()>> <<set $penisstate to 0>> <<set $penisuse to 0>> /*<<if $playerPenisSizeBackup isnot undefined>> <<set $player.penissize to $playerPenisSizeBackup>> <</if>>*/ <</if>> <<set $anusstate to 0>> <<set $mouthstate to 0>> <<set $finish to 0>> <<unset $stalk_end>> <<unset $stalk_taunted>> <<unset $stalk_event>> <<unset $stalk_clothes>> <<unset $stalk>> <<unset $stalk_assess>> <<unset $audience_active>> <<unset $combat_end_text>> <<set $gloryhole to 0>> <<set $mouthuse to 0>> <<set $anususe to 0>> <<set $thighuse to 0>> <<set $bottomuse to 0>> <<if $feetuse isnot "bound">> <<set $feetuse to 0>> <</if>> <<if $leftarm isnot "bound">> <<set $leftarm to 0>> <</if>> <<if $rightarm isnot "bound">> <<set $rightarm to 0>> <</if>> <<set $chestuse to 0>> <<set $cheststate to 0>> <<if $head isnot "bound">> <<set $head to 0>> <</if>> <<set $face to 0>> <<if $position is "wall">> <<set $leftarm to 0>> <<set $rightarm to 0>> <<set $head to 0>> <</if>> <<unset $neckuse>> <<set $position to 0>> <<set $walltype to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $overlowerstruggle to 0>> <<set $overupperstruggle to 0>> <<set $alarm to 0>> <<set $rescue to 0>> <<set $noise to 0>> <<set $timer to 0>> <<set $beastname to "none">> <<set $panicparalysis to 0>> <<set $panicviolence to 0>> <<set $pullaway to 0>> <<set $novaginal to 0>> <<set $noanal to 0>> <<set $nopenile to 0>> <<set $nochoke to 0>> <<unset $pullOut>> <<unset $pullOutAsk>> <<set $player.condom to false>> <<unset $otherFilled>> <<unset $noupper>> <<unset $noupperasked>> <<unset $nomask>> <<unset $nomaskasked>> <<set $askedtochoke to 0>> <<unset $speechwheeze>> <<set $speechorgasmweakcumcount to 0>> <<set $speechorgasmnocumcount to 0>> <<set $speechorgasmcount to 0>> <<set $speechorgasmrepeat to 0>> <<set $underwatertime to 0>> <<if $underwater isnot 1>> <<if !$oxygenRecovery>> <<oxygenrefresh>> <</if>> <<set $suffocating to 0>> <</if>> <<set $walltype to "wall">> <<set $angelforgive to 0>> <<unset $banishDisable>> <<unset $penisfucked>> <<unset $vaginafucked>> <<unset $anusfucked>> <<set $speechdisable to 0>> <<unset $stealstateleft>> <<unset $stealstateright>> <<unset $position_lock>> <<unset $handGuideLeft>> <<unset $handGuideRight>> <<unset $easySteal>> <<unset $canRescue>> <<set $leftactiondefault to $leftaction>> <<set $rightactiondefault to $rightaction>> <<set $feetactiondefault to $feetaction>> <<set $mouthactiondefault to $mouthaction>> <<set $vaginaactiondefault to $vaginaaction>> <<set $penisactiondefault to $penisaction>> <<set $anusactiondefault to $anusaction>> <<set $thighactiondefault to $thighaction>> <<set $cheekactiondefault to $cheekaction>> <<set $chestactiondefault to $chestaction>> <<actioncarry>> <<set $penisaction to 0>> <<set $vaginaaction to 0>> <<set $anusaction to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $mouthaction to 0>> <<set $thighaction to 0>> <<set $cheekaction to 0>> <<set $feetaction to 0>> <<set $chestaction to 0>> <<set $mockaction to "none">> <<set $bodyaction to 0>> <<set $stealdifficulty to 1>> <<set $lefttarget to 0>> <<set $righttarget to 0>> <<set $feettarget to 0>> <<unset $leglocktarget>> <<set $mouthtarget to 0>> <<if $player.penisExist>> <<set $penistarget to 0>> <</if>> <<if $player.vaginaExist>> <<set $vaginatarget to 0>> <<unset $vaginadoubletarget>> <</if>> <<set $anustarget to 0>> <<unset $anusdoubletarget>> <<set $chesttarget to 0>> <<set $thightarget to 0>> <<set $stealtarget to "">> <<set $carryblock to 0>> <<set $enemywounded to 0>> <<set $enemyejaculated to 0>> <<set $semenpuddle to 0>> <<set $masturbationorgasm to 0>> <<set $swarm to { "type":0, "name":0, "move":0, "spill":0, "steady":0, "amount":{}, "data":{} }>> <<unset $nowiggle>> <<unset $cumbucket>> <<set $tentacles.max to 0>> <<set $tentacles.active to 0>> <<set _tentacles to $tentacles>> <<for _i to 0; _i lt 20; _i++>> <<set _tentacles[_i] to null>> <</for>> <<set $abomination to 0>> <<unset $tentacleColour>> <<set $tentacleMouth to 0>> <<set $tentacleAnus to 0>> <<set $tentacleAnusBaby to 0>> <<set $tentacleVagina to 0>> <<set $tentaclePenis to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $back to 0>> <<set $front to 0>> <<set $chest to 0>> <!-- <<set $claws to 1>> --> <<set $water to 0>> <<set $vorestrength to 0>> <<set $vorestruggle to 0>> <<set $voretentacles to 0>> <<set $vorestage to 0>> <<set $vorecreature to 0>> <<set $vorestomach to 0>> <<set $swallowed to 0>> <<set $leftleg to 0>> <<set $rightleg to 0>> <<set $leftnipple to 0>> <<set $rightnipple to 0>> <<set $leftarmstate to 0>> <<set $rightarmstate to 0>> <<set $feetstate to 0>> <<set $audienceselector to 0>> <<set $audiencecamera to 0>> <<set $audiencecamera1 to 0>> <<set $audiencecamera2 to 0>> <<set $audiencecamera3 to 0>> <<set $audiencecamera4 to 0>> <<set $audiencecamera5 to 0>> <<set $audiencecamera6 to 0>> <<set $audiencemember to 0>> <<set $audienceforceboy to 0>> <<set $audienceforcegirl to 0>> <<set $audienceforceteen to 0>> <<set $audiencepresent to 0>> <<unset $speechcrossdressangry>> <<unset $speechcrossdressaroused>> <<unset $speechcrossdressshock>> <<unset $speechcrossdressdisappointed>> <<unset $speechhermangry>> <<unset $speechhermaroused>> <<unset $speechhermshock>> <<unset $speechhermdisappointed>> <<unset $speechsextoy>> <<unset $speechSextoyState>> <<set $prop to []>> <<set $arousalmasochism to 0>> <<unset $willpowerpain>> <<set $active_enemy to 0>> <<set $combatTrain to { length: 0, generateInit: 1, beastTypes: [], numberPerTrain: [], }>> <<if $seductionskillup gte 1>> <<set $seductionskillup to 0>> <<if $seductionskill lt 1000>> <span class="gold">You feel more confident in your seduction skills.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $oralskillup gte 1>> <<set $oralskillup to 0>> <<if $oralskill lt 1000>> <span class="gold">You feel more confident in your ability to give pleasure with your mouth.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $vaginalskillup gte 1>> <<set $vaginalskillup to 0>> <<if $vaginalskill lt 1000>> <span class="gold">You feel more confident in your ability to give pleasure with your vagina.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $analskillup gte 1>> <<set $analskillup to 0>> <<if $analskill lt 1000>> <span class="gold">You feel more confident in your ability to give pleasure with your anus.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $handskillup gte 1>> <<set $handskillup to 0>> <<if $handskill lt 1000>> <span class="gold">You feel more confident in your ability to give pleasure with your hands.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $feetskillup gte 1>> <<set $feetskillup to 0>> <<if $feetskill lt 1000>> <span class="gold">You feel more confident in your ability to give pleasure with your feet.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $bottomskillup gte 1>> <<set $bottomskillup to 0>> <<if $bottomskill lt 1000>> <span class="gold">You feel more confident in your ability to give pleasure with your buttocks.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $thighskillup gte 1>> <<set $thighskillup to 0>> <<if $thighskill lt 1000>> <span class="gold">You feel more confident in your ability to give pleasure with your thighs.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $chestskillup gte 1>> <<set $chestskillup to 0>> <<if $chestskill lt 1000>> <span class="gold">You feel more confident in your ability to use your <<breasts>> to pleasure others.</span> <<set _br to true>> <br> <</if>> <</if>> <<if $penileskillup gte 1>> <<set $penileskillup to 0>> <<if $penileskill lt 1000>> <span class="gold">You feel more confident in your ability to pleasure others with <<= $player.penisExist ? "your penis" : "a strap-on">>.</span> <<set _br to true>> <br> <</if>> <</if>> <<set $enemyArousalLossReduction to 1>> <<if $combat_silenced>> <span class="green">Your voice returns.</span> <<set _br to true>> <br> <</if>> <<unset $phalluscolorA>> <<unset $phalluscolorB>> <<unset $currentSexToyLeft>> <<unset $currentSexToyRight>> <<unset $selectedItemLeft>> <<unset $selectedItemRight>> <<manend>> <<turnend>> <<getCombatDefaultsTypeClear>> <<unset $disableNormalImpregnation>> <<unset $disableImpregnation>> <<unset $combat_hypnosis>> <<unset $combat_silenced>> <<unset $combat_player_orgasm_target>> <<unset $combat_tentacle_record>> <<if _br>> <br> <</if>> <</widget>><<widget "clearnpc">> <<for _i = 0; _i < $NPCList.length; _i++>> <<if Object.keys($per_npc).includes($NPCList[_i].per)>> <<updateNPC $NPCList[_i]>> <</if>> <<set $NPCList[_i] to clone(setup.baseNPC)>> <<if $NPCList[_i].strapon isnot undefined>> <<run delete $NPCList[_i].strapon>> <</if>> <</for>> <<set $pronoun to 0>> <<set $beastgenderoverride to 0>> <<set $enemyno to 0>> <<set $enemynomax to 0>> <<set $combattype to 0>> <!-- Clear the arrays but don't unset them. --> <<set $npc.splice(0)>> <<set $npcnum.splice(0)>> <<set $npcrow.splice(0)>> <<if $endeventerror is undefined>> <<run EventSystem.clear()>> <</if>> <</widget>><!-- usage tip: if you want to clear an npc and copy another into its position, don't forget to use clone(). example: <<set $NPCList[1] to clone($NPCList[2])>> <<clearsinglenpc 2>> --> <<widget "clearsinglenpc">> <<if typeof _args[0] isnot "number">> <span class="red">Widget "clearsinglenpc" used incorrectly! Please report this!</span> <</if>> <<set _i to _args[0]>> <<set $NPCList[_i] to clone(setup.baseNPC)>> <<if $enemyno gt 0>> <<set $enemyno -= 1>> <</if>> <<if $endeventerror is undefined>> <<run EventSystem.pop(_i)>> <</if>> <<if $enemyno is 0>> <<set $pronoun to 0>> <<if $endeventerror is undefined>> <<run EventSystem.clear()>> <</if>> <</if>> <<if $NPCList[_i].strapon isnot undefined>> <<run delete $NPCList[_i].strapon>> <</if>> <</widget>><<widget "endevent">> <<if $dancing is 1>> <<famedance>> <<unset $dance_place>> <<unset $dance_stage_cum>> <</if>> <<set $molestavoid to 1>> <<if _args[0] isnot "phaseless">> <<set $phaselast to $phase>> <<set $phase to 0>> <<set $phase2 to 0>> <</if>> <<endnpc>> /*<<clearnpc>> is already called in endnpc */ <<set $dancelocation to 0>> <<set $forceddance to 0>> <<set $consensual to 0>> <<set $danceaction to 0>> <<set $danceactiondefault to 0>> <<set $attention to 0>> <<set $audience to 0>> <<set $audienceexcitement to 0>> <<set $audiencearousal to 0>> <<set $audiencemod to 1>> <<set $venuemod to 1>> <<set $danceevent to 0>> <<set $dancing to 0>> <<set $privatedanceoffered to 0>> <<set $trance to 0>> <<set $robinhugging to 0>> <<set $robinroomentered to 0>> <<set $crossdressing to 0>> <<unset $tip_add>> <<unset $monster>> <<set $enemyno to 0>> <<set $enemynomax to 0>> <<unset $noFinish>> <<unset $promiscuityIgnore>> <<unset $npcSub>> <<unset $purityEvent>> <<unset $corruptionEvent>> <<unset $speechNPCKissVirgin>> <<unset $speechNPCHandholdingVirgin>> <<unset $sydneyComments>> <<unset $sydneyUniqueComments>> <<unset $gwylanComments>> <<unset $gwylanUniqueComments>> <<unset $noBodyWriting>> <<unset $noAdmire>> <<unset $breakIgnore>> <<unset $eventforced>> <<unset $pearlChance>> <<unset $internalejac>> <<unset $noHypnosis>> <<unset $noIntroName>> <<set $orgasmcurrent to 0>> <<set $beastname to "none">> <<unset $action_unclad_over_outfit>> <<unset $action_unclad_over_upper>> <<unset $action_unclad_over_lower>> <<unset $action_unclad_outfit>> <<unset $action_unclad_upper>> <<unset $action_unclad_lower>> <<unset $action_unclad_under_lower>> <<set $clothingselector to 0>> <<unset $stealtextskip>> <<set $trueconsensual to 0>> <<unset $consensualGuaranteed>> <<unset $speechcum>> <<set $speechorgasmcount to 0>> <<unset $speechmilk>> <<set $npc_named to 0>> <<unset $setupMidOrgasm>> <<unset $childSelected>> <<set $index to 0>> <<set $modeloptionsOverride to {}>> <<if $propEquipped is 1>> <<handheldon>> <<set $propEquipped to 0>> <</if>> <<if $worn.neck.name is "familiar collar">> /* ToDo: Gwylan - the "leash" type could be used to determine whether the player is allowed to stray from the forest shop. If that is done, remove this whole block. */ <<if $worn.neck.type.includes("leash") and !["forest_shop", "forest_shop_garden"].includes($location) and !$beastRitual and !$sexRitual>> <<run $worn.neck.type.delete("leash")>> <<if $familiarLeash>> <<run Errors.report("Magic leash spell misfired! Leash granted on passage: " + $familiarLeash + " and destroyed on passage: " + $passage + " from passage: " + $passagePrev + ". Please report this.")>> <<else>> <<run Errors.report("Magic leash spell misfired! An origin passage could not be determined. The leash has been removed on passage: " + $passage + " from passage: " + $passagePrev + ". Please report this.")>> <</if>> <</if>> <<unset $familiarLeash>> <</if>> <</widget>><<widget "manend">> <<unset $speechpenispenetrated>> <<unset $speechvaginapenetrated>> <<unset $speechanuspenetrated>> <<unset $speechmouthpenetrated>> <<unset $speechotheranuspenetrated>> <<unset $speechvaginaimminent>> <<unset $speechpenisimminent>> <<unset $speechanusimminent>> <<unset $speechmouthimminent>> <<unset $speechotheranusimminent>> <<unset $speechvaginaentrance>> <<unset $speechanusentrance>> <<unset $speechmouthentrance>> <<unset $speechpenisentrance>> <<unset $speechotheranusentrance>> <<unset $speechvaginawithhold>> <<unset $speechanuswithhold>> <<unset $speechpeniswithhold>> <<unset $speechotheranuswithhold>> <<unset $speechvagina>> <<unset $speechpenis>> <<unset $speechanus>> <<unset $speechvaginamouth>> <<unset $speechvaginavagina>> <<unset $speechbeat>> <<unset $speechhit>> <<unset $speechtribentrance>> <<unset $speechfacesit>> <<unset $speechmouthotheranus>> <<unset $speechanallick>> <<unset $speechanalkiss>> <<unset $speechfencingentrance>> <<unset $speechpenispenis>> <<unset $speechheadbreasts>> <<unset $speechheadchest>> <<unset $speechheadnipple>> <<unset $speechheadsuckle>> <<unset $speechheadnippleclosed>> <<unset $speechheadsuckleclosed>> <<unset $speechfeet>> <<unset $speechthigh>> <<unset $speechcheeks>> <<unset $speechhandjobpenis>> <<unset $speechhandjobvagina>> <<unset $speechmasturbate>> <<unset $speechdildovagina>> <<unset $speechdildoanus>> <<unset $speechstroker>> <<unset $speechthroat>> <<unset $speechvaginafoot>> <<unset $speechpenisfoot>> <<unset $speechchastity>> <<unset $speechNPCChastity>> <<unset $speechstruggle>> <<unset $speechstripstruggle>> <<unset $speechspank>> <<unset $speecharms>> <<unset $speechclit>> <<unset $speechglans>> <<unset $speechfutapenis>> <<unset $speechbottom>> <<unset $speechhair>> <<unset $speechchestrub>> <<unset $speechbreastrub>> <<unset $speechvaginaflaunt>> <<unset $speechpenisbig>> <<unset $speechpenisescape>> <<unset $speechvaginaescape>> <<unset $speechanusescape>> <<unset $speechsteal>> <<unset $speechnamedrop>> <<unset $speechadmired>> <<unset $speechaskrough>> <<unset $speechwheeze>> <<unset $speechNPCPenisVirgin>> <<unset $speechNPCVaginaVirgin>> <<unset $speechNPCAnusVirgin>> <<unset $speechNPCOralVirgin>> <<unset $speechNPCKissVirgin>> <<unset $speechNPCHandholdingVirgin>> <<set $npcspeechcycle += 1>> <<if $npcspeechcycle gte 7>> <<set $npcspeechcycle to 0>> <</if>> <</widget>> <<widget "turnend">> <<if $enemyarousal lt 0>> <<set $enemyarousal to 0>> <</if>> <<unset $speechcum>> <<set $speechorgasmrepeat to 0>> <<unset $speechmilk>> <<unset $speechgenitals>> <<unset $speechbreasts>> <<unset $speechscream>> <<unset $speechapologise>> <<unset $speechplead>> <<unset $speechmoan>> <<unset $speechdemand>> <<unset $speechcoverface>> <<unset $speechcoverpenis>> <<unset $speechcovervagina>> <<unset $speechapologiseno>> <<unset $speechapologiseunforgiving>> <<unset $speechforgive>> <<unset $speechspray>> <<unset $speechvaginavirgin>> <<unset $speechanusvirgin>> <<unset $speechmouthvirgin>> <<unset $speechpenisvirgin>> <<unset $speechkissvirgin>> <<unset $speechgrowl>> <<unset $speechgrowlheat>> <<unset $speechgrowlrut>> <<unset $speechpregnant>> <<unset $speechleglock>> <<unset $speechbanish>> <<if $speechcrossdressangry is 2>> <<set $speechcrossdressangry to 1>> <<elseif $speechcrossdressangry is 1>> <<unset $speechcrossdressangry>> <</if>> <<if $speechcrossdressaroused is 2>> <<set $speechcrossdressaroused to 1>> <<elseif $speechcrossdressaroused is 1>> <<unset $speechcrossdressaroused>> <</if>> <<if $speechcrossdressshock is 2>> <<set $speechcrossdressshock to 1>> <<elseif $speechcrossdressshock is 1>> <<unset $speechcrossdressshock>> <</if>> <<if $speechcrossdressdisappointed is 2>> <<set $speechcrossdressdisappointed to 1>> <<elseif $speechcrossdressdisappointed is 1>> <<unset $speechcrossdressdisappointed>> <</if>> <<if $speechhermangry is 2>> <<set $speechhermangry to 1>> <<elseif $speechhermangry is 1>> <<unset $speechhermangry>> <</if>> <<if $speechhermaroused is 2>> <<set $speechhermaroused to 1>> <<elseif $speechhermaroused is 1>> <<unset $speechhermaroused>> <</if>> <<if $speechhermshock is 2>> <<set $speechhermshock to 1>> <<elseif $speechhermshock is 1>> <<unset $speechhermshock>> <</if>> <<if $speechhermdisappointed is 2>> <<set $speechhermdisappointed to 1>> <<elseif $speechhermdisappointed is 1>> <<unset $speechhermdisappointed>> <</if>> <</widget>> <<widget "manspeech">> <<set _n to _args[0]>> <<if $NPCList[_n].speechpenisescape is 1>> <<set $speechpenisescape to 1>> <</if>> <<if $NPCList[_n].speechvaginaescape is 1>> <<set $speechvaginaescape to 1>> <</if>> <<if $NPCList[_n].speechanusescape is 1>> <<set $speechanusescape to 1>> <</if>> <</widget>><<widget "maninit">> <<set $enemyarousal to $allure / 50 + $audiencearousal>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemytrust to 0>> <<set $enemyhealth to 0>> <<for _i to 0; _i lt $enemyno; _i++>> <<if $NPCList[_i].health isnot undefined>> <<set $enemyhealth += $NPCList[_i].health>> <</if>> <</for>> <<if $enemyhealth is 0>><<set $enemyhealth to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... --> <<set $enemyarousalmax to 500 * $enemyno>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to $enemyhealth>> <<if $enemyhealthmax is 0>><<set $enemyhealthmax to 199>><</if>><!-- This is set for compatibility elsewhere if needed, v2.2.0... --> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].bold to $allure / 10>> <</for>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<if _args[0]>> <<set $enemytype to _args[0]>> <<else>> <<set $enemytype to "man">> <</if>> <<if _args[0] is "plant">> <<set $enemyno to 1>> <</if>> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<set $combattype to "gang">> <<if $NPCList[0].monster is "monster">> <<set $monster to 1>> <<else>> <<set $monster to 0>> <</if>> <<if $settings.condomLevel gte 2>> <<for _i to 0; _i lt $enemyno; _i++>> <<if $settings.condomLevel is 2 and $NPCList[_i].condom and pregnancyCompatible($NPCList[_i]) is false>> <<set $NPCList[_i].condom.willUse to false>> <<elseif $NPCList[_i].condom and $NPCList[_i].pregnancyAvoidance gte 80>> <<set $NPCList[_i].condom.willUse to true>> <<elseif $NPCList[_i].condom and typeof $NPCList[_i].condom.willUse is "number">> <<set $NPCList[_i].condom.willUse to ($NPCList[_i].condom.willUse lt ($consensual is 1 ? $settings.condomUseChanceConsensual : $settings.condomUseChanceRape))>> <</if>> <</for>> <</if>> <<combatinit>> <</widget>> <<widget "beastNNPCinit">> <!-- NEW NNPC beast intitiation widget v2.6. Replaces beast(1-6)init widgets --> <!-- Probably just temporary... fix for Black Wolf --> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "beast">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<if $combatTrain.generateInit is 1>> <<set $penisbitten to 0>> <<set $apologised to 0>> <</if>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <!-- NG This means if Beast 1 is a monster, they are all monsters --> <!-- This should be fixed globally later --> <<if $NPCList[0].monster is "monster">> <<set $monster to 1>> <<else>> <<set $monster to 0>> <</if>> <!--Used to prevent certain variables being repeated during re-generation--> <<set $combatTrain.generateInit to 0>> <<combatinit>> <</widget>> <<widget "beastCombatInit">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<if $combatTrain.generateInit is 1>> <<set $penisbitten to 0>> <<set $apologised to 0>> <</if>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "beast">> <<if $NPCList[0].monster is "monster">> <<set $monster to 1>> <<else>> <<set $monster to 0>> <</if>> <!--Used to prevent certain variables being repeated during re-generation--> <<set $combatTrain.generateInit to 0>> <!-- NG not sure what to do with below yet, this is part of indexing... leave for now V2.7--> <<set $enemyarousal1 to $enemyarousal>> <<set $enemyanger1 to $enemyanger>> <<set $enemyhealth1 to $enemyhealthmax>> <<set $enemytrust1 to $enemytrust>> <<set $enemyarousal2 to $enemyarousal>> <<set $enemyanger2 to $enemyanger>> <<set $enemyhealth2 to $enemyhealthmax>> <<set $enemytrust2 to $enemytrust>> <<set $enemyarousal3 to $enemyarousal>> <<set $enemyanger3 to $enemyanger>> <<set $enemyhealth3 to $enemyhealthmax>> <<set $enemytrust3 to $enemytrust>> <<set $enemyarousal4 to $enemyarousal>> <<set $enemyanger4 to $enemyanger>> <<set $enemyhealth4 to $enemyhealthmax>> <<set $enemytrust4 to $enemytrust>> <<set $enemyarousal5 to $enemyarousal>> <<set $enemyanger5 to $enemyanger>> <<set $enemyhealth5 to $enemyhealthmax>> <<set $enemytrust5 to $enemytrust>> <<set $enemyarousal6 to $enemyarousal>> <<set $enemyanger6 to $enemyanger>> <<set $enemyhealth6 to $enemyhealthmax>> <<set $enemytrust6 to $enemytrust>> <<combatinit>> <</widget>> <<widget "beastNEWinit">> <!-- NEW beast intitiation widget v2.6. Replaces beast(1-6)init widgets --> <!-- Args are number of beasts(1-6), Type, Gender, Genitals and Monster status--> <!-- Last three args are optional and override generation based on settings. Use with care --> <!-- Example: <<beastNEWinit 1 dog m>> would generate 1 male dog --> <!-- Example: <<beastNEWinit 2 wolf f>> would generate 2 female wolves --> <!-- Example: <<beastNEWinit 1 horse f penis monster>> would generate 1 dickgirl centaur --> <<set _nn to _args[0]>> <!-- Number of Beasts --> <<set _tpe to _args[1]>> <!-- Type --> <<set _gnn to _args[2]>> <!-- Gender --> <<set _beast_genitals to _args[3]>> <<set _beast_monster to _args[4]>> <<set $active_enemy to 0>> <!-- Error Checking --> <<if !$BeastList.includes(_tpe)>> <span class="red">ERROR: beastNEWinit unknown type</span> <</if>> <<for _xx = 1; _xx < _nn+1; _xx++>> <<generateBEAST _xx _tpe _gnn _beast_genitals _beast_monster>> <</for>> <<set $enemyno to _nn>> <<set $enemytype to "beast">> <!-- NG This means if Beast 1 is a monster, they are all monsters --> <!-- This should be fixed globally later --> <<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>> <</widget>> <<widget "beastPARTNERinit">> <!-- Widget to force a beast to generate as a partner for an NPC, whether it be a human or beast. --> <!-- This will probably brick any combat it's called into. --> <!-- Args are number of beasts(1-6), Type, Gender, Genitals and Monster status--> <!-- Last three args are optional and override generation based on settings. Use with care --> <!-- Example: <<beastNEWinit 1 dog m>> would generate 1 male dog --> <!-- Example: <<beastNEWinit 2 wolf f>> would generate 2 female wolves --> <!-- Example: <<beastNEWinit 1 horse f penis monster>> would generate 1 dickgirl centaur --> <<set _nn to _args[0]>> <!-- NPC Slot of beast --> <<set _tpe to _args[1]>> <!-- Type --> <<set _partner to _args[2]>> <!-- NPC slot of partner --> <<set $active_enemy to 0>> <<set _generate_partner to _partner || _nn -1>> <!-- Error Checking --> <<if !$BeastList.includes(_tpe)>> <span class="red">ERROR: beastPARTNERinit unknown type</span> <</if>> <<set _xx to _nn +1>> <<generateBEAST _xx _tpe>> <<set $enemyno++>> <<set $monster to ($NPCList[_partner].monster is "monster" ? 1 : 0)>> <</widget>> <<widget "beastNOGENinit">> <!-- NEW beast initiation widget v2.6. Replaces beast(1-6)init widgets --> <!-- This works like ManInit widget and requires prior beast initialisation, no args --> <!-- The main reason to use this NOGEN call is so that a variety of beasts can be called, rather than all 1 type --> <!-- Eventually all the <<beastXXXinit>> calls should be collapsed under man1init, which will require rework of $enemytype="beast" + other stuff --> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "beast">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<if $combatTrain.generateInit is 1>> <<set $penisbitten to 0>> <<set $apologised to 0>> <</if>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <!-- NG This means if Beast 1 is a monster, they are all monsters --> <!-- This should be fixed globally later --> <<if $NPCList[0].monster is "monster">> <<set $monster to 1>> <<else>> <<set $monster to 0>> <</if>> <!--Used to prevent certain variables being repeated during re-generation--> <<set $combatTrain.generateInit to 0>> <!-- NG not sure what to do with below yet, this is part of indexing... leave for now V2.7--> <<set $enemyarousal2 to $enemyarousal>> <<set $enemyanger2 to $enemyanger>> <<set $enemyhealth2 to $enemyhealthmax>> <<set $enemytrust2 to $enemytrust>> <<set $enemyarousal3 to $enemyarousal>> <<set $enemyanger3 to $enemyanger>> <<set $enemyhealth3 to $enemyhealthmax>> <<set $enemytrust3 to $enemytrust>> <<set $enemyarousal4 to $enemyarousal>> <<set $enemyanger4 to $enemyanger>> <<set $enemyhealth4 to $enemyhealthmax>> <<set $enemytrust4 to $enemytrust>> <<set $enemyarousal5 to $enemyarousal>> <<set $enemyanger5 to $enemyanger>> <<set $enemyhealth5 to $enemyhealthmax>> <<set $enemytrust5 to $enemytrust>> <<set $enemyarousal6 to $enemyarousal>> <<set $enemyanger6 to $enemyanger>> <<set $enemyhealth6 to $enemyhealthmax>> <<set $enemytrust6 to $enemytrust>> <<combatinit>> <</widget>> <<widget "strangeman1init">> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $NPCList[0].lefthand to "mouth">> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<combatinit>> <</widget>> <<widget "strangeman2init">> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<combatinit>> <</widget>> <<widget "strangewoman1init">> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<combatinit>> <</widget>> <<widget "tailorinit">> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<set $leftarm to "bound">> <<set $rightarm to "bound">> <<combatinit>> <</widget>> <<widget "molestbusinit">> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<if Time.dayState isnot "night">><<enable_rescue>><</if>> <<hand_gag 0 left>> <<combatinit>> <</widget>> <<widget "lefthandinit">> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $NPCList[0].lefthand to 0>> <<set $NPCList[0].righthand to "none">> <<set $NPCList[0].penis to "none">> <<set $NPCList[0].vagina to "none">> <<set $combat to 1>> <<set $enemyarousalmax to 100>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<if Time.dayState isnot "night">><<enable_rescue>><</if>> <<combatinit>> <</widget>> <<widget "nurseinit">> <<set $enemyhealth to 200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 400>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<drugs 120>> <<combatinit>> <</widget>> <<widget "pharmnurseinit">> <<set $enemyhealth to $NPCList[0].health>> <<set $enemyarousal to $allure / 100>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 1000>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to $NPCList[0].healthmax>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<if $worn.over_lower.name != "naked">> <<set $NPCList[0].lefthand to "overlowerclothes">> <<set $NPCList[0].righthand to "overlowerclothes">> <<elseif $worn.lower.name != "naked">> <<set $NPCList[0].lefthand to "lowerclothes">> <<set $NPCList[0].righthand to "lowerclothes">> <<elseif $worn.under_lower.name != "naked">> <<set $NPCList[0].lefthand to "underlowerclothes">> <<set $NPCList[0].righthand to "underlowerclothes">> <</if>> <<set $NPCList[0].mouth to "penisentrance">> <<set $NPCList[0].location.head = "genitals">> <<set $NPCList[0].location.genitals = "idle">> <!-- 'dont' is just an invalid value so that the NPC won't know how to use its genitals, otherwise there's no easy way of stopping NPC from shoving their stuff in PC's face --> <!--Prevents the use of asking for condoms--> <<set $NPCList[0].condomAsk to true>> <<combatinit>> <</widget>> <<widget "spankmaninit">> <<set $enemyhealth to 200>> <<set $enemyarousal to 0>> <<set $enemyanger to 300>> <<set $enemystrength to 20000>> <<set $NPCList[0].lefthand to "arms">> <<set $NPCList[0].righthand to "spank">> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 300>> <<set $enemyhealthmax to 200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<set $enemyno to 1>> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <<combatinit>> <</widget>> <<widget "bound2init">> <<set $enemyhealth to 400>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 1000>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 400>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<combatinit>> <</widget>> <<widget "ganginit">> <<set $enemyhealth to 1200>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $combat to 1>> <<set $enemyarousalmax to 3000>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 1200>> <<set $enemytrust to 0>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $enemytype to "man">> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<combatinit>> <</widget>> <<widget "abominationold">> <<set $enemyhealth to 5555>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $NPCList[0].lefthand to 0>> <<set $NPCList[1].lefthand to "none">> <<set $NPCList[2].lefthand to "none">> <<set $NPCList[3].lefthand to "none">> <<set $NPCList[4].lefthand to "none">> <<set $NPCList[5].lefthand to "none">> <<set $NPCList[0].righthand to 0>> <<set $NPCList[1].righthand to "none">> <<set $NPCList[2].righthand to "none">> <<set $NPCList[3].righthand to "none">> <<set $NPCList[4].righthand to "none">> <<set $NPCList[5].righthand to "none">> <<set $NPCList[0].penis to 0>> <<set $NPCList[1].penis to 0>> <<set $NPCList[2].penis to 0>> <<set $NPCList[3].penis to 0>> <<set $NPCList[4].penis to "clothed">> <<set $NPCList[5].penis to "clothed">> <<set $NPCList[0].vagina to 0>> <<set $NPCList[1].vagina to "none">> <<set $NPCList[2].vagina to "none">> <<set $NPCList[3].vagina to "none">> <<set $NPCList[4].vagina to "none">> <<set $NPCList[5].vagina to "none">> <<set $NPCList[0].mouth to 0>> <<set $NPCList[1].mouth to "none">> <<set $NPCList[2].mouth to "none">> <<set $NPCList[3].mouth to "none">> <<set $NPCList[4].mouth to "none">> <<set $NPCList[5].mouth to "none">> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 5555>> <<set $enemytrust to 4444>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<set $enemyno to 1>> <<set $NPCList[0].pronoun to "n">> <<combatinit>> <</widget>> <<widget "abominationold2">> <<set $enemyhealth to 5555>> <<set $enemyarousal to $allure / 50>> <<set $enemyanger to 0>> <<set $enemystrength to 20000>> <<set $NPCList[0].lefthand to 0>> <<set $NPCList[1].lefthand to 0>> <<set $NPCList[0].righthand to 0>> <<set $NPCList[1].righthand to 0>> <<set $NPCList[0].penis to 0>> <<set $NPCList[1].penis to 0>> <<set $NPCList[0].vagina to 0>> <<set $NPCList[1].vagina to 0>> <<set $NPCList[0].mouth to 0>> <<set $NPCList[1].mouth to 0>> <<set $combat to 1>> <<set $enemyarousalmax to 500>> <<set $enemyangermax to 200>> <<set $enemyhealthmax to 5555>> <<set $enemytrust to 4444>> <<if $dissociation gte 1>> <<set $enemytrust -= 40>> <</if>> <<set $rapeavoid to 1>> <<set $orgasmdown to 0>> <<set $penisbitten to 0>> <<set $mouthsubmit to 0>> <<set $apologised to 0>> <<set $underlowerstruggle to 0>> <<set $lowerstruggle to 0>> <<set $upperstruggle to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $traumasaved to $trauma>> <<set $stresssaved to $stress>> <<set $traumagain to 0>> <<set $stressgain to 0>> <<set $enemyno to 1>> <<set $NPCList[0].pronoun to "n">> <<combatinit>> <</widget>> <<widget "crossdressing_check">> <<if $player.penisExist and $player.vaginaExist>> <<set $crossdressing to 2>> <<elseif isCrossdressing()>> <<set $crossdressing to 1>> <<else>> <<set $crossdressing to 0>> <</if>> <</widget>> <<widget "danceinit">> <<crossdressing_check>> <<set $dancing to 1>> <<set $dance_place to 0>> <</widget>> <<widget "combatinit">> <<if !_controlloss>> /* save $control state at the combat start, unless it's already been saved by <<controlloss>> earlier in the passage */ <<set $controlstart to $control>> <</if>> <<set $arousalmasochism to 0>> <<set $combatgoal to 0>> <!-- <<set $turnCount to 0>> --> <<set _genderexposed to $exposed gte 2 and !($worn.genitals.type.includesAll("chastity", "hidden"))>> <<if $npc.length gt 0>> <<for _iii to 0; _iii lt $npc.length; _iii++>> <<if $genderknown.includes($npc[_iii])>> <<set _genderknownbeforehand to true>> <<elseif _genderexposed>> <<run $genderknown.pushUnique($npc[_iii])>> <</if>> <</for>> <</if>> <<set $newlyWritten to []>> <<if _genderknownbeforehand or _genderexposed>> <<set $crossdressing to 0>> <<else>> <<crossdressing_check>> <</if>> <<set $enemynomax to $enemyno>> <<if $enemytype is "beast">> <<if $NPCList[0].penis is "none" and $player.penisExist>> <<set $position to "missionary">> <<else>> <<if random(1, 100) gte 20>> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <</if>> <<else>> <<if $NPCList[0].penis is "none">> <<if random(1, 100) gte 80>> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<else>> <<if random(1, 100) gte 50>> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <</if>> <</if>> <<for _i to 0; _i lt $enemynomax; _i++>> <<if $NPCList[_i].stance isnot "defeated">> <<set $NPCList[_i].active to "active">> <</if>> <<if $NPCList[_i].fullDescription is "Avery">> <<if $avery_mansion>> <<if $avery_mansion.injury_timer gte 1>> <<set $NPCList[_i].righthand to "idle">> <span class="lblue">Avery's right hand is too injured to engage.</span> <br> <</if>> <</if>> <</if>> <</for>> <<if $earSlime.event is "have sex with someone" or $earSlime.event is "have sex with someone or something">> <<set $earSlime.event to "">> <</if>> <<if $worn.face.type.includes("gag")>> <<set $mouthuse to "gagged">> <</if>> <<if $worn.feet.type.includes("shackle")>> <<set $leftleg to "bound">> <<set $rightleg to "bound">> <<set $feetuse to "bound">> <</if>> <<if playerHasStrapon()>> <<set $penisuse to 0>><<set $penisstate to 0>> /*<<if $worn.under_lower.size isnot undefined>> <<set $playerPenisSizeBackup to $player.penissize>> <<set $player.penissize to $worn.under_lower.size>> <</if>>*/ <</if>> <<resetLastOptions>> <<getCombatDefaultsType>> <<wetnessCalculate>> <</widget>> <<widget "man">> <<if $finish isnot 1>> <<if $setupMidOrgasm is true>> <<if $ejaculatingMid is true>> <<set $ejaculating to 1>> <<set $ejaculatingMid to false>> <<elseif $ejaculatingMid is false>> <<unset $ejaculatingMid>> <</if>> <</if>> <div @class="($debugLines ? 'debugLines-combat' : '')"> <br> <<for _mancombatcontrol = 0; _mancombatcontrol lt $enemynomax; _mancombatcontrol++>> <<if $NPCList[_mancombatcontrol].active is "active" and $NPCList[_mancombatcontrol].stance isnot "defeated">> <<man-combat _mancombatcontrol>> <<if $position isnot "stalk" and !$breakIgnore>> <br><br> <</if>> <<elseif $debug is 1 and $NPCList[_mancombatcontrol].active isnot "active">> <br>Debug Message:<br>NPC _mancombatcontrol, $NPCList[_mancombatcontrol].fullDescription is not active.<br> <<elseif $debug is 1 and $NPCList[_mancombatcontrol].stance is "defeated">> <br>Debug Message:<br>NPC _mancombatcontrol, $NPCList[_mancombatcontrol].fullDescription is defeated.<br> <</if>> <</for>> <<if $oxygen lt $oxygenmax and $underwater isnot 1 and _strangle is 1>> <<unset _strangle>> Air: <<oxygencaption>> <br> <</if>> </div> <</if>> <<rng>> <<if $worn.over_lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $worn.lower.vagina_exposed gte 1 and $npc.length isnot 0 and !$worn.genitals.type.includesAll("chastity", "hidden")>> <<run $npc.forEach(npc => $genderknown.pushUnique(npc))>> <</if>> <<if $worn.genitals.type.includesAll("chastity", "hidden") or $NPCList[0].state is "stalk" or $NPCList[0].state is "pursuit" or $NPCList[0].state is "chased" or $gloryhole>> <<elseif $crossdressing gte 1 and $worn.over_lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $worn.lower.vagina_exposed gte 1>> <<exposedcheck true>> <<if $NPCList[0].teen is 1 and $location is "school" and !($npc.length is 1 and (["Kylar","Sydney"].includes($npc[0])))>> <<schoolrep_naked>> <</if>> <<if $genitalReactionDisable>> <!-- No reaction --> <<elseif $crossdressing is 2>> <!-- Herm PC --> <<if $npc.length is 1 and (["Kylar","Sydney","Gwylan"].includes($npc[0]))>> <!-- Only Kylar, Sydney and Gwylan have fixed reactions, other named NPCs CAN react with anything from disgust to arousal to anger if they don't know your gender. --> <<if $npc[0] is "Sydney" and !$sydneySeen.includes("herm")>> <<set $sydneySeen.pushUnique("herm")>> <<if _sydneyStatus.includes("corrupt")>> <<He>> stares with wonder at your <<genitals>>. <<else>> <<He>> eyes your <<genitals>> with great curiosity. <</if>> <<npcincr Sydney purity -2>><<lspurity>><<set $speechhermaroused to 2>> <<elseif $npc[0] is "Kylar">> <!-- TODO: Give Kylar a unique reaction? --> <span class="purple"><<His>> hands shake and <<his>> breath quickens at the sight of your <<genitals>>.</span> <<set $enemyarousal += 50>><<set $speechhermaroused to 2>> <<elseif $npc[0] is "Gwylan" and !$gwylanSeen.includes("herm")>> <<set $gwylanSeen.pushUnique("herm")>> <<His>> eyesbrows raise upon seeing your <<genitals>>. <<set $speechhermaroused to 2>> <</if>> <<elseif $NPCList[0].type is "plant" or $rng lte 30>> <<if $enemyno gte 2>> They take both your <<genitals>> in stride, seeming unbothered. <<else>> <<He>> takes both your <<genitals>> in stride, seeming unbothered. <</if>> <<elseif $rng lte 50>> <<if $enemyno gte 2>> They're taken aback by your <<genitals>>. They don't seem angry, at least. <<else>> <<Hes>> taken aback by your <<genitals>>. <<He>> doesn't seem angry, at least. <</if>> <<set $enemyarousal -= 100>><<set $enemytrust -= 50>><<set $speechhermdisappointed to 2>> <<elseif $rng lte 85>> <<if $enemyno gte 2>> <span class="blue">They recoil in shock at the sight of your <<genitals>>.</span> <<else>> <span class="blue"><<He>> recoils in shock at the sight of your <<genitals>>.</span> <</if>> <<set $enemyanger -= 50>><<set $enemytrust -= 50>><<set $speechhermshock to 2>> <<elseif $rng lte 95>> <<if $enemyno gte 2>> <span class="purple">Their hands shake and their breath quickens at the sight of your <<genitals>>.</span> <<else>> <span class="purple"><<His>> hands shake and <<his>> breath quickens at the sight of your <<genitals>>.</span> <</if>> <<set $enemyarousal += (50 * $enemyno)>><<set $speechhermaroused to 2>> <<else>> <<if $enemyno gte 2>> <span class="red">They recoil in horror and disgust at the sight of your <<genitals>>!</span> <<else>> <span class="red"><<He>> recoils in horror and disgust at the sight of your <<genitals>>!</span> <</if>> <<set $enemyanger += 200>><<set $enemytrust -= 100>><<set $speechhermangry to 2>> <</if>> <<else>> <!-- Crossdressing PC --> <<if $npc.length is 1 and (["Kylar","Sydney","Gwylan"].includes($npc[0]))>> <<if $npc[0] is "Sydney" and !$sydneySeen.includes("crossdress")>> <<set $sydneySeen.pushUnique("crossdress")>> <<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> <<He>> looks taken aback by your <<genitals>>. It wasn't what <<he>> was expecting, but <<he>> doesn't seem to mind. <<else>> <<He>> stares at your <<genitals>> with confusion. It wasn't what <<he>> was expecting, but <<he>> doesn't seem to mind. <</if>> <<npcincr Sydney purity -2>><<lspurity>><<set $speechcrossdressaroused to 2>> <<elseif $npc[0] is "Kylar">> <!-- TODO: Give Kylar unique reactions? --> <<set _kylar to statusCheck("Kylar")>> <<if _kylar.gender isnot $player.sex or _kylar.gender is "h">> Your <<genitals 1>> was clearly not what <<he>> was expecting, but <<he>> doesn't seem to mind. <<if _kylar.gender isnot "h">><span class="purple">In fact, if <<his>> shaking hands are anything to go by <<he>> is quite pleased.</span><</if>> <<set $enemyarousal += 50>><<set $speechcrossdressaroused to 2>> <<else>> <<He>> looks disappointed by your <<genitals>>. It wasn't what <<he>> was expecting. <<set $enemyarousal -= 100>><<set $enemytrust -= 50>><<set $speechcrossdressdisappointed to 2>> <</if>> <<elseif $npc[0] is "Gwylan" and !$gwylanSeen.includes("crossdress")>> <<He>> scratches <<his>> head upon seeing your <<genitals>>. It wasn't what <<he>> was expecting, but <<he>> doesn't seem to mind. <<set $speechcrossdressaroused to 2>> <</if>> <<elseif $NPCList[0].type is "plant" or $rng lte 30>> <<if $enemyno gte 2>> Your <<genitals>> was clearly not what they were expecting, but they don't seem to mind. <<else>> Your <<genitals 1>> was clearly not what <<he>> was expecting, but <<he>> doesn't seem to mind. <</if>> <<elseif $rng lte 50>> <<if $enemyno gte 2>> They look disappointed by your <<genitals>>. It wasn't what they were expecting. <<else>> <<He>> looks disappointed by your <<genitals>>. It wasn't what <<he>> was expecting. <</if>> <<set $enemyarousal -= 100>><<set $enemytrust -= 50>><<set $speechcrossdressdisappointed to 2>> <<elseif $rng lte 85>> <<if $enemyno gte 2>> Their eyes widen in shock when they see your <<genitals>>. They seem unsure what to do. <<else>> <<His>> eyes widen in shock when <<he>> sees your <<genitals>>. <<He>> seems unsure what to do. <</if>> <<set $enemyanger -= 50>><<set $enemytrust -= 50>><<set $speechcrossdressshock to 2>> <<elseif $rng lte 95>> <<if $enemyno gte 2>> Your <<genitals>> was clearly not what they were expecting, but they don't seem to mind. <span class="purple">In fact, if their shaking hands are anything to go by they're quite pleased.</span> <<else>> Your <<genitals 1>> was clearly not what <<he>> was expecting, but <<he>> doesn't seem to mind. <span class="purple">In fact, if <<his>> shaking hands are anything to go by <<he>> is quite pleased.</span> <</if>> <<set $enemyarousal += (50 * $enemyno)>><<set $speechcrossdressaroused to 2>> <<else>> <<if $enemyno gte 2>> <span class="red">They recoil in horror upon seeing your <<genitals>>. The deception has driven them mad with rage!</span> <<else>> <span class="red"><<He>> recoils in horror upon seeing your <<genitals>>. The deception has driven <<him>> mad with rage!</span> <</if>> <<set $enemyanger += 200>><<set $enemytrust -= 100>><<set $speechcrossdressangry to 2>> <</if>> <<if !$backgroundTraits.includes("crossdresser")>> <<set $crossdressingTrait to ($crossdressingTrait gte 1 ? $crossdressingTrait + 1 : 1)>> <<if $crossdressingTrait gte 100>> <<run $backgroundTraits.pushUnique("crossdresser")>> <br><br> <span class="gold">Being seen crossdressing makes you feel happy inside.</span> <</if>> <</if>> <</if>> <<set $crossdressing to 0>> <br><br> <</if>> /* NPC reactions to revealing your sex toys */ <<if $dildoreveal gt 0>> <<set $dildoreveal to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<set $_was to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "were" : "was")>> <<if $enemyno gte 2>> <<set $speechSextoyState to $speechSextoyState || either("aroused", "neutral", "disappointed", "shocked", "angry")>> <<cleareventpool>> <<switch $speechSextoyState>> <<case "aroused">> <<addinlineevent>> Their breath quickens at the sight of your $_sexToy. <<set $enemyarousal += 50>> <</addinlineevent>> <<addinlineevent>> They seem pleased to see your $_sexToy. <</addinlineevent>> <<addinlineevent>> They're taken aback by your $_sexToy, but seem excited by it. <</addinlineevent>> <<case "neutral">> <<addinlineevent>> Your $_sexToy $_was clearly unexpected, but they don't seem to mind. <</addinlineevent>> <<case "disappointed">> <<addinlineevent 0.5>> They look disappointed by your $_sexToy. It wasn't what they was expecting. <<set $enemyarousal -= 100>><<set $enemytrust -= 50>> <</addinlineevent>> <<case "shocked">> <<addinlineevent 0.5>> Their eyes widen in shock at the reveal of your $_sexToy. <<set $enemyanger -= 50>><<set $enemytrust -= 50>> <</addinlineevent>> <<case "angry">> <<addinlineevent 0.5>> They recoil in disgust at the sight of your $_sexToy. <<set $enemyanger += 75>><<set $enemytrust -= 75>> <</addinlineevent>> <<default>> <<addinlineevent>> They appear confused. Not sure what to think of your $_sexToy. <span class="blue">You should inform Vrelnir.</span> <</addinlineevent>> <</switch>> <<runeventpool>> <<else>> <<switch $NPCList[0].fullDescription>> <<case "Robin">> <<set $speechsextoy to 1>> <<case "Kylar">> <<set $speechsextoy to 1>> <<case "Whitney">> <<set $speechsextoy to 1>> <<case "Sydney">> <<set $speechsextoy to 1>> <<case "Alex">> <<set $speechsextoy to 1>> <<case "Eden">> <<set $speechsextoy to 1>> <<set $enemytrust -=25>> <<case "Avery">> <<set $speechsextoy to 1>> <<case "Gwylan">> <<set $speechsextoy to 1>> <<case "Leighton">> <<set $speechsextoy to 1>> <<default>> <<set $speechSextoyState to $speechSextoyState || either("aroused", "neutral", "disappointed", "shocked", "angry")>> <<cleareventpool>> <<switch $speechSextoyState>> <<case "aroused">> <<addinlineevent>> <<His>> breath quickens at the sight of your $_sexToy. <<set $enemyarousal += 50>> <</addinlineevent>> <<addinlineevent>> <<He>> seems pleased to see your $_sexToy. <</addinlineevent>> <<addinlineevent>> <<Hes>> taken aback by your $_sexToy, but seems excited by it. <</addinlineevent>> <<case "neutral">> <<addinlineevent>> Your $_sexToy $_was clearly unexpected, but <<he>> doesn't seem to mind. <</addinlineevent>> <<case "disappointed">> <<addinlineevent 0.5>> <<He>> looks disappointed by your $_sexToy. It wasn't what <<he>> was expecting. <<set $enemyarousal -= 100>><<set $enemytrust -= 50>> <</addinlineevent>> <<case "shocked">> <<addinlineevent 0.5>> <<His>> eyes widen in shock at the reveal of your $_sexToy. <<set $enemyanger -= 50>><<set $enemytrust -= 50>> <</addinlineevent>> <<case "angry">> <<addinlineevent 0.5>> <<He>> recoils in disgust at the sight of your $_sexToy. <<set $enemyanger += 75>><<set $enemytrust -= 75>> <</addinlineevent>> <<default>> <<addinlineevent>> <<He>> appears confused. Not sure what to think of your $_sexToy. <span class="blue">You should inform Vrelnir.</span> <</addinlineevent>> <</switch>> <<runeventpool>> <</switch>> <</if>> <</if>> <<turnend>> <</widget>> <<widget "printCombatMenu">> <<set $_combatTypes to {'Radio': 'radio', 'Radio (c)': 'columnRadio', 'Lists': 'lists', 'List (w)': 'limitedLists'}>> <div id="cbtToggleMenu"> <label class="cbtToggle"> <p>Combat menu</p> </label> <hr> <label class="cbtOption"> <p>Control types</p> <<listbox "$options.combatControls" autoselect>> <<optionsfrom $_combatTypes>> <</listbox>> </label> <label class="cbtOption"> <p>Scroll lock</p> <<checkbox "$options.scrollRemember" false true autocheck>> </label> <label class="cbtOption"> <p>Target yourself</p> <<checkbox "$options.targetYourself" false true autocheck>> </label> <label class="cbtOption"> <p>Combat images</p> <<checkbox "$options.combatImages" 0 1 autocheck>> </label> </div> <</widget>><<widget "generateActionsMachine">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<leftActionInitMachine>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<rightActionInitMachine>> </div> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<feetActionInitMachine>> </div> <<if ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInit>> </div> <</if>> </div> <</widget>> <<widget "leftActionInitMachine">> <<set $lefttarget to "machine">> <<switch $leftarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">Your left arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "pain">> <span class="red">Your left arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "unreal">> <span class="pink">Your left arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "free">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <br> <<targetListBox "left" _targetlistarms>> <br> <</if>> <</if>> <<case "mechgrappled">> <<if $orgasmdown gte 1>> <<set _leftOptions to "bound">> <span class="lewd">Your left arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "bound">> <span class="red">Your left arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "bound">> <span class="pink">Your left arm lies limp in its bonds.</span> <<else>> <<set _leftOptions to "mech">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is held down.</span> <</if>> <<case "swarmgrappled">> <<set $_changetype to true>><<leftActionInitSwarm>> <<case "bound">> <<if $orgasmdown gte 1>> <<set _leftOptions to "bound">> <span class="lewd">Your left arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "bound">> <span class="red">Your left arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "bound">> <span class="pink">Your left arm lies limp in its bonds.</span> <<else>> <<set _leftOptions to "bound">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound and helpless.</span> <</if>><<if $options.combatControls.includes("adio")>><br><</if>> <<case "trapped">> <<set $_changetype to true>><<leftActionInitVore>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<leftActionInit>> <<case "struggle">> <<set $_changetype to true>><<leftActionInitStruggle>> <<default>> <<set $_changetype to true>><<leftActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<leftActionsMachine>> <<if Object.keys(_leftaction).length gt 0>> <<if !(Object.values(_leftaction).includes($leftactiondefault))>> <<set $leftactiondefault to "rest">> <</if>> <<set $leftaction to $leftactiondefault>> <div class="extraMargin"> <<generateCombatAction _leftaction "leftaction" "Machine">> </div> <<if $options.combatControls.includes("ists")>> <div id="leftactionDifficulty"> <<leftactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.left to clone(_leftOptions)>> <</if>> <</widget>> <<widget "leftactionDifficultyMachine">>/* Just so things don't break. */ <!-- Does nothing --> <</widget>> <<widget "leftActionsMachine">> <<set _leftaction to {}>> <<switch _leftOptions>> <<case "free">> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<set _leftaction["Pull on the chains"] to "chain_struggle">> <</if>> <</if>> <<if $machine.tattoo>> <<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">> <<set _leftaction["Whack the tattoo gun"] to "whack">> <</if>> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">> <<set _leftaction["Whack the phallic machine"] to "vaginal_whack">> <<set _leftaction["Push the phallic machine away"] to "vaginal_push">> <</if>> <</if>> <<if $machine.anal>> <<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">> <<set _leftaction["Whack the small phallic machine"] to "anal_whack">> <<set _leftaction["Push the small phallic machine away"] to "anal_push">> <</if>> <</if>> <<set _leftaction["Rest"] to "rest">> <<case "mech">> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<set _leftaction["Pull on the chains"] to "chain_struggle">> <</if>> <</if>> <<set _leftaction["Rest"] to "rest">> <<case "orgasm">> <<set _leftaction["Fold"] to "leftfold">> <<set _leftaction["Grip"] to "leftgrip">> <<case "pain">> <<set _leftaction["Struggle"] to "leftstruggleweak">> <<set _leftaction["Protect"] to "leftprotect">> <<case "unreal">> <<set _leftaction["Poke yourself"] to "leftpoke">> <<set _leftaction["Keep your arms out of the way"] to "leftcurl">> <</switch>> <</widget>> <<widget "rightActionInitMachine">> <<set $righttarget to "machine">> <<switch $rightarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">Your right arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "pain">> <span class="red">Your right arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "unreal">> <span class="pink">Your right arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "free">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <br> <<targetListBox "right" _targetlistarms>> <br> <</if>> <</if>> <<case "mechgrappled">> <<if $orgasmdown gte 1>> <<set _rightOptions to "bound">> <span class="lewd">Your right arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "bound">> <span class="red">Your right arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "bound">> <span class="pink">Your right arm lies limp in its bonds.</span> <<else>> <<set _rightOptions to "mech">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is held down.</span> <</if>> <<case "swarmgrappled">> <<set $_changetype to true>><<rightActionInitSwarm>> <<case "bound">> <<if $orgasmdown gte 1>> <<set _rightOptions to "bound">> <span class="lewd">Your right arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "bound">> <span class="red">Your right arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "bound">> <span class="pink">Your right arm lies limp in its bonds.</span> <<else>> <<set _rightOptions to "bound">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound and helpless.</span> <</if>><<if $options.combatControls.includes("adio")>><br><</if>> <<case "trapped">> <<set $_changetype to true>><<rightActionInitVore>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<rightActionInit>> <<case "struggle">> <<set $_changetype to true>><<rightActionInitStruggle>> <<default>> <<set $_changetype to true>><<rightActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<rightActionsMachine>> <<if Object.keys(_rightaction).length gt 0>> <<if !(Object.values(_rightaction).includes($rightactiondefault))>> <<set $rightactiondefault to "rest">> <</if>> <<set $rightaction to $rightactiondefault>> <div class="extraMargin"> <<generateCombatAction _rightaction "rightaction" "Machine">> </div> <<if $options.combatControls.includes("ists")>> <div id="rightactionDifficulty"> <<rightactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.right to clone(_rightOptions)>> <</if>> <</widget>> <<widget "rightactionDifficultyMachine">>/* Don't think about it, just accept. */ <!-- Does nothing --> <</widget>> <<widget "rightActionsMachine">> <<set _rightaction to {}>> <<switch _rightOptions>> <<case "free">> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<set _rightaction["Pull on the chains"] to "chain_struggle">> <</if>> <</if>> <<if $machine.tattoo>> <<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">> <<set _rightaction["Whack the tattoo gun"] to "whack">> <</if>> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">> <<set _rightaction["Whack the phallic machine"] to "vaginal_whack">> <<set _rightaction["Push the phallic machine away"] to "vaginal_push">> <</if>> <</if>> <<if $machine.anal>> <<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">> <<set _rightaction["Whack the small phallic machine"] to "anal_whack">> <<set _rightaction["Push the small phallic machine away"] to "anal_push">> <</if>> <</if>> <<set _rightaction["Rest"] to "rest">> <<case "mech">> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<set _rightaction["Pull on the chains"] to "chain_struggle">> <</if>> <</if>> <<set _rightaction["Rest"] to "rest">> <<case "orgasm">> <<set _rightaction["Fold"] to "rightfold">> <<set _rightaction["Grip"] to "rightgrip">> <<case "pain">> <<set _rightaction["Struggle"] to "rightstruggleweak">> <<set _rightaction["Protect"] to "rightprotect">> <<case "unreal">> <<set _rightaction["Poke yourself"] to "rightpoke">> <<set _rightaction["Keep your arms out of the way"] to "rightcurl">> <</switch>> <</widget>> <<widget "feetActionInitMachine">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<set $feettarget to "machine">> <<switch $feetuse>> <<case 0>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistall["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<if ($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound")>> <<else>> <<targetListBox "feet" _targetlistall>> <</if>> <</if>> <<if $leftleg is 0 and $rightleg is 0>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are free.</span> <<elseif $leftleg is "grappled" or $rightleg is "grappled">> <<set $_changetype to true>><<feetActionInitTentacle>> <<elseif $leftleg is "bound" and $rightleg is "bound">> <<set $_changetype to true>><<feetActionInitTentacle>> <<else>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are free.</span> <</if>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>> <br> <<targetListBox "feet" _targetlistall>> <</if>> <<if _targetnumber is 1>> <<set $feettarget to _firsttarget>> <</if>> <<case "mechgrappled">> <<set _feetOptions to "mech">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your legs are chained.</span> <<case "bound" "penis" "othervagina" "walk" "run" "strut" "none">> <<set $_changetype to true>><<feetActionInit>> <<default>> <<set $_changetype to true>><<feetActionInitTentacle>> <</switch>> <<if $lastOptions.feet isnot _feetOptions>> <<set _feetGold to true>> <</if>> <<if $_changetype isnot true>> <<feetActionsMachine>> <<if Object.keys(_feetaction).length gt 0>> <<if !(Object.values(_feetaction).includes($feetactiondefault))>> <<set $feetactiondefault to "rest">> <</if>> <<set $feetaction to $feetactiondefault>> <div class="extraMargin"> <<generateCombatAction _feetaction "feetaction" "Machine">> </div> <<if $options.combatControls.includes("ists")>> <div id="feetactionDifficulty"> <<feetactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.feet to clone(_feetOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#feetaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "feetactionDifficultyMachine">> /* Sometimes in life, there's not much we can do. */ <!-- Does nothing --> <</widget>> <<widget "feetActionsMachine">> <<set _feetaction to {}>> <<switch _feetOptions>> <<case "free">> <<if $machine.leg_chains>> <<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">> <<set _feetaction["Pull on the chains"] to "chain_struggle">> <</if>> <</if>> <<if $machine.tattoo>> <<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">> <<set _feetaction["Kick the tattoo gun"] to "whack">> <</if>> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">> <<set _feetaction["Kick the phallic machine"] to "vaginal_whack">> <<set _feetaction["Push the phallic machine away"] to "vaginal_push">> <</if>> <</if>> <<if $machine.anal>> <<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">> <<set _feetaction["Kick the small phallic machine"] to "anal_whack">> <<set _feetaction["Push the small phallic machine away"] to "anal_push">> <</if>> <</if>> <<set _feetaction["Rest"] to "rest">> <<case "mech">> <<if $machine.leg_chains>> <<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">> <<set _feetaction["Pull against the chains"] to "chain_struggle">> <</if>> <</if>> <<set _feetaction["Rest"] to "rest">> <</switch>> <</widget>><<widget "machine_actions">> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0 and $options.combatControls isnot "disabled">> <<generateActionsMachine>> <</if>> <<if $trance lte 0 and $dissociation lte 1 and $panicparalysis is 0 and $panicviolence is 0 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $options.combatControls is "disabled">> <<if $leftarm is 0>> <br> Your left arm is free. <br> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<if $leftactiondefault is "chain_struggle">> | <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle" checked>></label> <<else>> | <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle">></label> <</if>> <</if>> <</if>> <<if $machine.tattoo>> <<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">> <<if $leftactiondefault is "whack">> | <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$leftaction" "whack" checked>></label> <<else>> | <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$leftaction" "whack">></label> <</if>> <</if>> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">> <<if $leftactiondefault is "vaginal_whack">> | <label><span class="def">Whack the phallic machine</span> <<radiobutton "$leftaction" "vaginal_whack" checked>></label> <<else>> | <label><span class="def">Whack the phallic machine</span> <<radiobutton "$leftaction" "vaginal_whack">></label> <</if>> <<if $leftactiondefault is "vaginal_push">> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "vaginal_push" checked>></label> <<else>> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "vaginal_push">></label> <</if>> <</if>> <</if>> <<if $machine.anal>> <<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">> <<if $leftactiondefault is "anal_whack">> | <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$leftaction" "anal_whack" checked>></label> <<else>> | <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$leftaction" "anal_whack">></label> <</if>> <<if $leftactiondefault is "anal_push">> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "anal_push" checked>></label> <<else>> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$leftaction" "anal_push">></label> <</if>> <</if>> <</if>> <<if $leftactiondefault is "rest">> | <label>Rest <<radiobutton "$leftaction" "rest" checked>></label> <<else>> | <label>Rest <<radiobutton "$leftaction" "rest">></label> <</if>> <<elseif $leftarm is "mechgrappled">> <br> Your left arm is held down. <br> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<if $leftactiondefault is "chain_struggle">> | <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle" checked>></label> <<else>> | <label><span class="def">Pull on the chains</span> <<radiobutton "$leftaction" "chain_struggle">></label> <</if>> <</if>> <</if>> <<if $leftactiondefault is "rest">> | <label>Rest <<radiobutton "$leftaction" "rest" checked>></label> <<else>> | <label>Rest <<radiobutton "$leftaction" "rest">></label> <</if>> <<elseif $leftarm is "bound">> <br> Your left arm is bound. <</if>> <<if $rightarm is 0>> <br> Your right arm is free. <br> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<if $rightactiondefault is "chain_struggle">> | <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle" checked>></label> <<else>> | <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle">></label> <</if>> <</if>> <</if>> <<if $machine.tattoo>> <<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">> <<if $rightactiondefault is "whack">> | <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$rightaction" "whack" checked>></label> <<else>> | <label><span class="def">Whack the tattoo gun</span> <<radiobutton "$rightaction" "whack">></label> <</if>> <</if>> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">> <<if $rightactiondefault is "vaginal_whack">> | <label><span class="def">Whack the phallic machine</span> <<radiobutton "$rightaction" "vaginal_whack" checked>></label> <<else>> | <label><span class="def">Whack the phallic machine</span> <<radiobutton "$rightaction" "vaginal_whack">></label> <</if>> <<if $rightactiondefault is "vaginal_push">> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$rightaction" "vaginal_push" checked>></label> <<else>> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$rightaction" "vaginal_push">></label> <</if>> <</if>> <</if>> <<if $machine.anal>> <<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">> <<if $rightactiondefault is "anal_whack">> | <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$rightaction" "anal_whack" checked>></label> <<else>> | <label><span class="def">Whack the small phallic machine</span> <<radiobutton "$rightaction" "anal_whack">></label> <</if>> <<if $rightactiondefault is "anal_push">> | <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$rightaction" "anal_push" checked>></label> <<else>> | <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$rightaction" "anal_push">></label> <</if>> <</if>> <</if>> <<if $rightactiondefault is "rest">> | <label>Rest <<radiobutton "$rightaction" "rest" checked>></label> <<else>> | <label>Rest <<radiobutton "$rightaction" "rest">></label> <</if>> <<elseif $rightarm is "mechgrappled">> <br> Your right arm is chained. <br> <<if $machine.arm_chains>> <<if $machine.arm_chains.use isnot "inert" and $machine.arm_chains.use isnot "destroyed">> <<if $rightactiondefault is "chain_struggle">> | <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle" checked>></label> <<else>> | <label><span class="def">Pull on the chains</span> <<radiobutton "$rightaction" "chain_struggle">></label> <</if>> <</if>> <</if>> <<if $rightactiondefault is "rest">> | <label>Rest <<radiobutton "$rightaction" "rest" checked>></label> <<else>> | <label>Rest <<radiobutton "$rightaction" "rest">></label> <</if>> <<elseif $rightarm is "bound">> <br> Your right arm is bound. <</if>> <<if $feetuse is 0>> <br> Your legs are free. <br> <<if $machine.leg_chains>> <<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">> <<if $feetactiondefault is "chain_struggle">> | <label><span class="def">Pull on the chains</span> <<radiobutton "$feetaction" "chain_struggle" checked>></label> <<else>> | <label><span class="def">Pull on the chains</span> <<radiobutton "$feetaction" "chain_struggle">></label> <</if>> <</if>> <</if>> <<if $machine.tattoo>> <<if $machine.tattoo.use isnot "inert" and $machine.tattoo.use isnot "destroyed">> <<if $feetactiondefault is "whack">> | <label><span class="def">Kick the tattoo gun</span> <<radiobutton "$feetaction" "whack" checked>></label> <<else>> | <label><span class="def">Kick the tattoo gun</span> <<radiobutton "$feetaction" "whack">></label> <</if>> <</if>> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.use isnot "inert" and $machine.vaginal.use isnot "destroyed">> <<if $feetactiondefault is "vaginal_whack">> | <label><span class="def">Kick the phallic machine</span> <<radiobutton "$feetaction" "vaginal_whack" checked>></label> <<else>> | <label><span class="def">Kick the phallic machine</span> <<radiobutton "$feetaction" "vaginal_whack">></label> <</if>> <<if $feetactiondefault is "vaginal_push">> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$feetaction" "vaginal_push" checked>></label> <<else>> | <label><span class="brat">Push the phallic machine away</span> <<radiobutton "$feetaction" "vaginal_push">></label> <</if>> <</if>> <</if>> <<if $machine.anal>> <<if $machine.anal.use isnot "inert" and $machine.anal.use isnot "destroyed">> <<if $feetactiondefault is "anal_whack">> | <label><span class="def">Kick the small phallic machine</span> <<radiobutton "$feetaction" "anal_whack" checked>></label> <<else>> | <label><span class="def">Kick the small phallic machine</span> <<radiobutton "$feetaction" "anal_whack">></label> <</if>> <<if $feetactiondefault is "anal_push">> | <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$feetaction" "anal_push" checked>></label> <<else>> | <label><span class="brat">Push the small phallic machine away</span> <<radiobutton "$feetaction" "anal_push">></label> <</if>> <</if>> <</if>> <<if $feetactiondefault is "rest">> | <label>Rest <<radiobutton "$feetaction" "rest" checked>></label> <<else>> | <label>Rest <<radiobutton "$feetaction" "rest">></label> <</if>> <<elseif $feetuse is "mechgrappled">> <br> Your legs are chained. <br> <<if $machine.leg_chains>> <<if $machine.leg_chains.use isnot "inert" and $machine.leg_chains.use isnot "destroyed">> <<if $feetactiondefault is "chain_struggle">> | <label><span class="def">Pull against the chains</span> <<radiobutton "$feetaction" "chain_struggle" checked>></label> <<else>> | <label><span class="def">Pull against the chains</span> <<radiobutton "$feetaction" "chain_struggle">></label> <</if>> <</if>> <</if>> <<if $feetactiondefault is "rest">> | <label>Rest <<radiobutton "$feetaction" "rest" checked>></label> <<else>> | <label>Rest <<radiobutton "$feetaction" "rest">></label> <</if>> <</if>> <</if>> <br><br> <<setupMidOrgasm>> <</widget>><<widget "machine_effects">> <<pain -0.25>> <<if $trance gte 1 or $dissociation gte 2>> <<if $position is "stalk">> You wander in a daze, unaware of your surroundings. <<else>> You stare straight ahead, your body passive and compliant. <</if>> <</if>> <<if $underwater is 1>> <<set $underwatertime += 1>> <<if $underwatertime lte 5>> You are underwater and cannot speak. <<elseif $underwatertime lte 10>> <span class="blue">You are underwater and cannot breathe.</span> <<gstress>><<stress 1>> <<elseif $underwatertime lte 15>> <span class="purple">You are underwater and cannot breathe.</span> <<gstress>><<stress 2>> <<elseif $underwatertime lte 20>> <span class="pink">You are underwater and cannot breathe.</span> <<gtrauma>><<gstress>><<stress 4>><<trauma 2>> <<else>> <span class="red">You are suffocating beneath the water.</span> <<pain 20 1>><<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 4>> <br><br> <</if>> <</if>> <<effectspain>> <<effectsorgasm>> <<effectsdissociation>> <<if $leftaction is "rest">> <<set $leftactiondefault to "rest">><<set $leftaction to 0>> <</if>> <<if $rightaction is "rest">> <<set $rightactiondefault to "rest">><<set $rightaction to 0>> <</if>> <<if $leftaction is "chain_struggle" and $rightaction is "chain_struggle">> <<set $leftaction to 0>><<set $leftactiondefault to "chain_struggle">><<set $rightaction to 0>><<set $rightactiondefault to "chain_struggle">> <<defiance 5>><<set $machine.arm_chains.health -= 2>> You pull both arms against the chains. You feel something give, but they tighten in response. <br> <<elseif $leftaction is "chain_struggle">> <<set $leftaction to 0>><<set $leftactiondefault to "chain_struggle">> You pull against the chains with your left arm. You feel something give, but they tighten in response. <br> <<elseif $rightaction is "chain_struggle">> <<set $rightaction to 0>><<set $rightactiondefault to "chain_struggle">> You pull against the chains with your right arm. You feel something give, but they tighten in response. <br> <</if>> <<if $leftaction is "whack" and $rightaction is "whack">> <<set $leftactiondefault to "whack">><<set $leftaction to 0>><<set $rightactiondefault to "whack">><<set $rightaction to 0>> <<defiance 10>><<set $machine.tattoo.health -= 2>><<machine_violent_arms>> <<if $machine.tattoo.use isnot "ready">> You whack the tattoo gun with both hands, <span class="lblue">knocking it away from you.</span> <<set $machine.tattoo.use to "ready">> <<set $machine.tattoo.state to "ready">> <<else>> You whack the tattoo gun with both hands. <</if>> <<set $attackstat += 2>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 2>> <</if>> <br> <<elseif $leftaction is "whack">> <<set $leftactiondefault to "whack">><<set $leftaction to 0>> <<defiance 5>><<set $machine.tattoo.health -= 1>><<machine_violent_arms>> <<if $machine.tattoo.use isnot "ready">> You whack the tattoo gun, <span class="lblue">knocking it away from you.</span> <<set $machine.tattoo.use to "ready">> <<set $machine.tattoo.state to "ready">> <<else>> You whack the tattoo gun. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 1>> <</if>> <br> <<elseif $rightaction is "whack">> <<set $rightactiondefault to "whack">><<set $rightaction to 0>> <<defiance 5>><<set $machine.tattoo.health -= 1>><<machine_violent_arms>> <<if $machine.tattoo.use isnot "ready">> You whack the tattoo gun, <span class="lblue">knocking it away from you.</span> <<set $machine.tattoo.use to "ready">> <<set $machine.tattoo.state to "ready">> <<else>> You whack the tattoo gun. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 1>> <</if>> <br> <</if>> <<if $leftaction is "vaginal_whack" and $rightaction is "vaginal_whack">> <<set $leftactiondefault to "vaginal_whack">><<set $leftaction to 0>><<set $rightactiondefault to "vaginal_whack">><<set $rightaction to 0>> <<defiance 10>><<set $machine.vaginal.health -= 2>><<machine_violent_arms>> <<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 40000)>> You whack the phallic machine with both hands, <span class="lblue">knocking it away from you.</span> <<set $machine.vaginal.use to "ready">> <<set $machine.vaginal.state to "ready">> <<else>> You whack the phallic machine with both hands. <</if>> <<set $attackstat += 2>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the silicone.</span><<set $machine.vaginal.health -= 2>> <</if>> <br> <<elseif $leftaction is "vaginal_whack">> <<set $leftactiondefault to "vaginal_whack">><<set $leftaction to 0>> <<defiance 5>><<set $machine.vaginal.health -= 1>><<machine_violent_arms>> <<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>> You whack the phallic machine, <span class="lblue">knocking it away from you.</span> <<set $machine.vaginal.use to "ready">> <<set $machine.vaginal.state to "ready">> <<else>> You whack the phallic machine. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the silicone.</span><<set $machine.vaginal.health -= 1>> <</if>> <br> <<elseif $rightaction is "vaginal_whack">> <<set $rightactiondefault to "vaginal_whack">><<set $rightaction to 0>> <<defiance 5>><<set $machine.vaginal.health -= 1>><<machine_violent_arms>> <<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>> You whack the phallic machine, <span class="lblue">knocking it away from you.</span> <<set $machine.vaginal.use to "ready">> <<set $machine.vaginal.state to "ready">> <<else>> You whack the phallic machine. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the metal.</span><<set $machine.vaginal.health -= 1>> <</if>> <br> <</if>> <<if $leftaction is "vaginal_push" and $rightaction is "vaginal_push">> <<set $leftaction to 0>><<set $leftactiondefault to "vaginal_push">><<set $rightaction to 0>><<set $rightactiondefault to "vaginal_push">> <<brat 5>><<machine_violent_arms>> <<if random(1, 3) is 3>> <<set $machine.vaginal.health -= 1>> <</if>> <<if $machine.vaginal.state is "penetrated">> You try to push the phallic machine away with both hands, <span class="pink">but its hammering is too ferocious.</span> <<elseif $machine.vaginal.state is "imminent">> <<set $machine.vaginal.state to "ready">> <<set $machine.vaginal.use to "ready">> <<set $vaginastate to 0>><<set $vaginause to 0>> You push the phallic machine with both hands, <span class="teal">forcing it away from your <<pussy>>.</span> <<elseif $machine.vaginal.state is "entrance">> <<set $machine.vaginal.state to "ready">> <<set $machine.vaginal.use to "ready">> <<set $vaginastate to 0>><<set $vaginause to 0>> You push the phallic machine with both hands, <span class="lblue">forcing it away from your <<pussy>>.</span> <<else>> You push the phallic machine with both hands, trying to keep it away from your <<pussy>>. <</if>> <<elseif $leftaction is "vaginal_push">> <<set $leftaction to 0>><<set $leftactiondefault to "vaginal_push">> <<brat 5>><<machine_violent_arms>> <<if random(1, 6) is 6>> <<set $machine.vaginal.health -= 1>> <</if>> <<if $machine.vaginal.state is "penetrated">> You try to push the phallic machine away with your left hand, <span class="pink">but its hammering is too ferocious.</span> <<elseif $machine.vaginal.state is "imminent">> <<set $machine.vaginal.state to "entrance">> <<set $vaginastate to "entrance">> You push the phallic machine with your left hand, <span class="lblue">forcing it away from your <<pussy>>.</span> <<elseif $machine.vaginal.state is "entrance">> <<set $machine.vaginal.state to "ready">> <<set $machine.vaginal.use to "ready">> <<set $vaginause to 0>><<set $vaginastate to 0>> You push the phallic machine with your left hand, <span class="lblue">forcing it away from your <<pussy>>.</span> <<else>> You push the phallic machine with your left hand, trying to keep it away from your <<pussy>>. <</if>> <<elseif $rightaction is "vaginal_push">> <<set $rightaction to 0>><<set $rightactiondefault to "vaginal_push">> <<brat 5>><<machine_violent_arms>> <<if random(1, 6) is 6>> <<set $machine.vaginal.health -= 1>> <</if>> <<if $machine.vaginal.state is "penetrated">> You try to push the phallic machine away with your right hand, <span class="pink">but its hammering is too ferocious.</span> <<elseif $machine.vaginal.state is "imminent">> <<set $machine.vaginal.state to "entrance">> <<set $vaginastate to "entrance">> You push the phallic machine with your right hand, <span class="lblue">forcing it away from your <<pussy>>.</span> <<elseif $machine.vaginal.state is "entrance">> <<set $machine.vaginal.state to "ready">> <<set $machine.vaginal.use to "ready">> <<set $vaginause to 0>><<set $vaginastate to 0>> You push the phallic machine with your right hand, <span class="lblue">forcing it away from your <<pussy>>.</span> <<else>> You push the phallic machine with your right hand, trying to keep it away from your <<pussy>>. <</if>> <</if>> <<if $leftaction is "anal_whack" and $rightaction is "anal_whack">> <<set $leftactiondefault to "anal_whack">><<set $leftaction to 0>><<set $rightactiondefault to "anal_whack">><<set $rightaction to 0>> <<defiance 10>><<set $machine.anal.health -= 2>><<machine_violent_arms>> <<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 40000)>> You whack the small phallic machine with both hands, <span class="lblue">knocking it away from you.</span> <<set $machine.anal.use to "ready">> <<set $machine.anal.state to "ready">> <<else>> You whack the small phallic machine with both hands. <</if>> <<set $attackstat += 2>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the silicone.</span><<set $machine.anal.health -= 2>> <</if>> <br> <<elseif $leftaction is "anal_whack">> <<set $leftactiondefault to "anal_whack">><<set $leftaction to 0>> <<defiance 5>><<set $machine.anal.health -= 1>><<machine_violent_arms>> <<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>> You whack the small phallic machine, <span class="lblue">knocking it away from you.</span> <<set $machine.anal.use to "ready">> <<set $machine.anal.state to "ready">> <<else>> You whack the small phallic machine. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the silicone.</span><<set $machine.anal.health -= 1>> <</if>> <br> <<elseif $rightaction is "anal_whack">> <<set $rightactiondefault to "anal_whack">><<set $rightaction to 0>> <<defiance 5>><<set $machine.anal.health -= 1>><<machine_violent_arms>> <<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>> You whack the small phallic machine, <span class="lblue">knocking it away from you.</span> <<set $machine.anal.use to "ready">> <<set $machine.anal.state to "ready">> <<else>> You whack the small phallic machine. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the metal.</span><<set $machine.anal.health -= 1>> <</if>> <br> <</if>> <<if $leftaction is "anal_push" and $rightaction is "anal_push">> <<set $leftaction to 0>><<set $leftactiondefault to "anal_push">><<set $rightaction to 0>><<set $rightactiondefault to "anal_push">> <<brat 5>><<machine_violent_arms>> <<if random(1, 3) is 3>> <<set $machine.anal.health -= 1>> <</if>> <<if $machine.anal.state is "penetrated">> You try to push the small phallic machine away with both hands, <span class="pink">but its hammering is too ferocious.</span> <<elseif $machine.anal.state is "imminent">> <<set $machine.anal.state to "ready">> <<set $machine.anal.use to "ready">> <<set $anusstate to 0>><<set $anususe to 0>> You push the small phallic machine with both hands, <span class="teal">forcing it away from your <<bottom>>.</span> <<elseif $machine.anal.state is "entrance">> <<set $machine.anal.state to "ready">> <<set $machine.anal.use to "ready">> <<set $anusstate to 0>><<set $anususe to 0>> You push the small phallic machine with both hands, <span class="lblue">forcing it away from your <<bottom>>.</span> <<else>> You push the small phallic machine with both hands, trying to keep it away from your <<bottom>>. <</if>> <<elseif $leftaction is "anal_push">> <<set $leftaction to 0>><<set $leftactiondefault to "anal_push">> <<brat 5>><<machine_violent_arms>> <<if random(1, 6) is 6>> <<set $machine.anal.health -= 1>> <</if>> <<if $machine.anal.state is "penetrated">> You try to push the small phallic machine away with your left hand, <span class="pink">but its hammering is too ferocious.</span> <<elseif $machine.anal.state is "imminent">> <<set $machine.anal.state to "entrance">> <<set $anusstate to "entrance">> You push the small phallic machine with your left hand, <span class="lblue">forcing it away from your <<bottom>>.</span> <<elseif $machine.anal.state is "entrance">> <<set $machine.anal.state to "ready">> <<set $machine.anal.use to "ready">> <<set $anususe to 0>><<set $anusstate to 0>> You push the small phallic machine with your left hand, <span class="lblue">forcing it away from your <<bottom>>.</span> <<else>> You push the small phallic machine with your left hand, trying to keep it away from your <<bottom>>. <</if>> <<elseif $rightaction is "anal_push">> <<set $rightaction to 0>><<set $rightactiondefault to "anal_push">> <<brat 5>><<machine_violent_arms>> <<if random(1, 6) is 6>> <<set $machine.anal.health -= 1>> <</if>> <<if $machine.anal.state is "penetrated">> You try to push the small phallic machine away with your right hand, <span class="pink">but its hammering is too ferocious.</span> <<elseif $machine.anal.state is "imminent">> <<set $machine.anal.state to "entrance">> <<set $anusstate to "entrance">> You push the small phallic machine with your right hand, <span class="lblue">forcing it away from your <<bottom>>.</span> <<elseif $machine.anal.state is "entrance">> <<set $machine.anal.state to "ready">> <<set $machine.anal.use to "ready">> <<set $anususe to 0>><<set $anusstate to 0>> You push the small phallic machine with your right hand, <span class="lblue">forcing it away from your <<bottom>>.</span> <<else>> You push the small phallic machine with your right hand, trying to keep it away from your <<bottom>>. <</if>> <</if>> <<if $feetaction is "rest">> <<set $feetaction to "rest">><<set $feetactiondefault to "rest">> <</if>> <<if $feetaction is "chain_struggle">> <<set $feetaction to 0>><<set $feetactiondefault to "chain_struggle">> <<defiance 5>><<set $machine.leg_chains.health -= 1>> You pull against the chains holding your legs. You feel something give, but they tighten in response. <br> <</if>> <<if $feetaction is "whack">> <<set $feetactiondefault to "whack">><<set $feetaction to 0>> <<defiance 5>><<set $machine.tattoo.health -= 1>><<machine_violent_legs>> <<if $machine.tattoo.use isnot "ready">> You kick the tattoo gun, <span class="lblue">knocking it away from you.</span> <<set $machine.tattoo.use to "ready">> <<set $machine.tattoo.state to "ready">> <<else>> You kick the tattoo gun. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the metal.</span><<set $machine.tattoo.health -= 1>> <</if>> <br> <</if>> <<if $feetaction is "vaginal_whack">> <<set $feetactiondefault to "vaginal_whack">><<set $feetaction to 0>> <<defiance 5>><<set $machine.vaginal.health -= 1>><<machine_violent_legs>> <<if random(1, 6) is 6>> <<set $machine.vaginal.health -= 1>> <</if>> <<if $machine.vaginal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>> You kick the phallic machine, <span class="lblue">knocking it away from you.</span> <<set $machine.vaginal.use to "ready">> <<set $machine.vaginal.state to "ready">> <<else>> You kick the phallic machine. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the silicone.</span><<set $machine.vaginal.health -= 1>> <</if>> <br> <</if>> <<if $feetaction is "vaginal_push">> <<set $feetaction to 0>><<set $feetactiondefault to "vaginal_push">> <<brat 5>><<machine_violent_legs>> <<if $machine.vaginal.state is "penetrated">> You try to push the phallic machine away with your feet, <span class="pink">but it doesn't relent.</span> <<elseif $machine.vaginal.state is "imminent">> <<set $machine.vaginal.state to "entrance">> <<set $vaginastate to "entrance">> You push the phallic machine with your feet, <span class="lblue">forcing it away from your <<pussy>>.</span> <<elseif $machine.vaginal.state is "entrance">> <<set $machine.vaginal.state to "ready">> <<set $machine.vaginal.use to "ready">> <<set $vaginause to 0>><<set $vaginastate to 0>> You push the phallic machine with your feet, <span class="lblue">forcing it away from your <<pussy>>.</span> <<else>> You push the phallic machine with your feet, trying to keep it away from your <<pussy>>. <</if>> <br> <</if>> <<if $feetaction is "anal_whack">> <<set $feetactiondefault to "anal_whack">><<set $feetaction to 0>> <<defiance 5>><<set $machine.anal.health -= 1>><<machine_violent_legs>> <<if random(1, 6) is 6>> <<set $machine.anal.health -= 1>> <</if>> <<if $machine.anal.use isnot "ready" and currentSkillValue('physique') gte random(1, 50000)>> You kick the small phallic machine, <span class="lblue">knocking it away from you.</span> <<set $machine.anal.use to "ready">> <<set $machine.anal.state to "ready">> <<else>> You kick the small phallic machine. <</if>> <<set $attackstat += 1>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> <span class="teal">You feel something snap behind the silicone.</span><<set $machine.anal.health -= 1>> <</if>> <br> <</if>> <<if $feetaction is "anal_push">> <<set $feetaction to 0>><<set $feetactiondefault to "anal_push">> <<brat 5>><<machine_violent_legs>> <<if $machine.anal.state is "penetrated">> You try to push the small phallic machine away with your feet, <span class="pink">but it continues to hammer your <<bottom>>.</span> <<elseif $machine.anal.state is "imminent">> <<set $machine.anal.state to "entrance">> <<set $anusstate to "entrance">> You push the small phallic machine with your feet, <span class="lblue">forcing it away from your <<bottom>>.</span> <<elseif $machine.anal.state is "entrance">> <<set $machine.anal.state to "ready">> <<set $machine.anal.use to "ready">> <<set $anususe to 0>><<set $anusstate to 0>> You push the small phallic machine with your feet, <span class="lblue">forcing it away from your <<bottom>>.</span> <<else>> You push the small phallic machine with your feet, trying to keep it away from your <<bottom>>. <</if>> <br> <</if>> <<if $machine.tattoo>> <<if $machine.tattoo.health lte 0 and $machine.tattoo.use isnot "destroyed">> <<set $machine.number -= 1>> <<set $machine_stat += 1>> <<set $machine.tattoo.use to "destroyed">> <<set $machine.tattoo.state to "destroyed">> Sparks fly, and the tattoo gun <span class="green">shudders to a halt.</span> <br> <</if>> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.health lte 0 and $machine.vaginal.use isnot "destroyed">> <<set $machine.number -= 1>> <<set $machine_stat += 1>> <<set $machine.vaginal.use to "destroyed">> <<set $machine.vaginal.state to "destroyed">> Sparks fly, and the phallic machine <span class="green">shudders to a halt.</span> <br> <<machine_vaginal_disable>> <</if>> <</if>> <<if $machine.anal>> <<if $machine.anal.health lte 0 and $machine.anal.use isnot "destroyed">> <<set $machine.number -= 1>> <<set $machine_stat += 1>> <<set $machine.anal.use to "destroyed">> <<set $machine.anal.state to "destroyed">> Sparks fly, and the small phallic machine <span class="green">shudders to a halt.</span> <br> <<machine_anal_disable>> <</if>> <</if>> <<if $machine.arm_chains>> <<if $machine.arm_chains.health lte 0 and $machine.arm_chains.use isnot "destroyed">> <<set $machine_stat += 1>> <<set $machine.arm_chains.use to "destroyed">> <<set $machine.arm_chains.state to "destroyed">> Sparks fly from the rails above, <span class="green">and the chains holding your arms slacken.</span> <br> <<machine_arm_chains_disable>> <</if>> <</if>> <<if $machine.leg_chains>> <<if $machine.leg_chains.health lte 0 and $machine.leg_chains.use isnot "destroyed">> <<set $machine_stat += 1>> <<set $machine.leg_chains.use to "destroyed">> <<set $machine.leg_chains.state to "destroyed">> Sparks fly from the rails above, <span class="green">and the chains holding your legs slacken.</span> <br> <<machine_leg_chains_disable>> <</if>> <</if>> <</widget>> <<widget "machine_violent_arms">> <<set _machine_arms to 1>> <</widget>> <<widget "machine_violent_legs">> <<set _machine_legs to 1>> <</widget>><<widget "machine_init">> <<combatinit>> <<set $enemytype to "machine">> <<set $machine to {}>> <<set $machine.number to 0>> <<set $machine.speed to 2>> <<for _i = 0; _i < _args.length; _i++>> <<set $machine[_args[_i]] to {}>> <<set $machine[_args[_i]].health to $machine_health>> <<set $machine[_args[_i]].ammo to $machine_ammo>> <<set $machine[_args[_i]].hack to 0>> <<set $machine[_args[_i]].state to "ready">> <<set $machine[_args[_i]].use to "ready">> <<if _args[_i] isnot "arm_chains" and _args[_i] isnot "leg_chains">> <<set $machine.number += 1>> <</if>> <</for>> <<set $leftactiondefault to "rest">> <<set $rightactiondefault to "rest">> <<set $feetactiondefault to "rest">> <</widget>> <<widget "machine_damage">> <<if $machine[_args[0]].health gte $machine_health>> <span class="red">sturdy</span> <<elseif $machine[_args[0]].health gte ($machine_health * 0.8)>> <span class="pink">dented</span> <<elseif $machine[_args[0]].health gte ($machine_health * 0.6)>> <span class="purple">dented</span> <<elseif $machine[_args[0]].health gte ($machine_health * 0.4)>> <span class="blue">fractured</span> <<elseif $machine[_args[0]].health gte ($machine_health * 0.2)>> <span class="lblue">cracked</span> <<elseif $machine[_args[0]].health gte ($machine_health * 0.1)>> <span class="teal">cracked</span> <<else>> <span class="green">ruined</span> <</if>> <</widget>> <<widget "machine_end">> <<unset $machine>> <<unset $machine_health>> <<unset $machine_ammo>> <<endcombat>> <</widget>> <<widget "machine_combat">> <<if $machine.tattoo>> <<switch $machine.tattoo.state>> <<case "ready">> <<if $position is "doggy">> <<set _machine_selection to random(1, 5)>> <<if _machine_selection is 1 and $machine.tattoo.back isnot 1>> <<set _machine_choice to "back">> <<elseif _machine_selection is 2 and $machine.tattoo.left_shoulder isnot 1>> <<set _machine_choice to "left_shoulder">> <<elseif _machine_selection is 3 and $machine.tattoo.left_cheek isnot 1>> <<set _machine_choice to "left_cheek">> <<elseif _machine_selection is 4 and $machine.tattoo.left_bottom isnot 1>> <<set _machine_choice to "left_bottom">> <<elseif $machine.tattoo.hack gte 3>> <<set $machine.tattoo.use to "inert">> <<set $machine.tattoo.state to "inert">> <<set $machine.number -= 1>> <<set $machine_stat += 1>> The tattoo gun darts around your body, <span class="green">before falling inert.</span> <<else>> <<set _machine_choice to "hover">> <<set $machine.tattoo.hack += 1>> The tattoo gun points to each of your body parts in turn, as if making a decision. <</if>> <<else>> <<set _machine_selection to random(1, 8)>> <<if _machine_selection is 1 and $machine.tattoo.breasts isnot 1>> <<set _machine_choice to "breasts">> <<elseif _machine_selection is 2 and $machine.tattoo.forehead isnot 1>> <<set _machine_choice to "forehead">> <<elseif _machine_selection is 3 and $machine.tattoo.left_thigh isnot 1>> <<set _machine_choice to "left_thigh">> <<elseif _machine_selection is 4 and $machine.tattoo.pubic isnot 1>> <<set _machine_choice to "pubic">> <<elseif _machine_selection is 5 and $machine.tattoo.right_bottom isnot 1>> <<set _machine_choice to "right_bottom">> <<elseif _machine_selection is 6 and $machine.tattoo.right_cheek isnot 1>> <<set _machine_choice to "right_cheek">> <<elseif _machine_selection is 7 and $machine.tattoo.right_shoulder isnot 1>> <<set _machine_choice to "right_shoulder">> <<elseif _machine_selection is 8 and $machine.tattoo.right_thigh isnot 1>> <<set _machine_choice to "right_thigh">> <<else>> <<set _machine_choice to "hover">> <<set $machine.tattoo.hack += 1>> The <<machine_damage tattoo>> tattoo gun points to each of your body parts in turn, as if making a decision. <</if>> <</if>> <<if _machine_choice isnot "hover" and $machine.tattoo.use isnot "destroyed" and $machine.tattoo.use isnot "inert">> Accompanied by a whirring sound, <span class="purple">the <<machine_damage tattoo>> tattoo gun hovers over your <<bodypart _machine_choice>>.</span> <<set $machine.tattoo.use to _machine_choice>> <<set $machine.tattoo.state to "entrance">> <</if>> <<case "destroyed">> The tattoo gun twitches, <span class="green">but remains disabled.</span> <<case "inert">> The tattoo gun <span class="green">remains motionless.</span> <<case "entrance">> <<if !$skin[$machine.tattoo.use].pen>> The <<machine_damage tattoo>> tattoo gun presses against your <<bodypart $machine.tattoo.use>>. <span class="pink">The whirring intensifies as it prepares to write.</span><<gstress>><<stress 6>> <<set $machine.tattoo.state to "imminent">> <<elseif $machine.tattoo.armed is 1>> The <<machine_damage tattoo>> tattoo gun beeps as a red light scans your skin. <span class="purple">A canister opens on its underside.</span> <<set $machine.tattoo.state to "foam">> <<else>> The <<machine_damage tattoo>> tattoo gun presses against your <<bodypart $machine.tattoo.use>>, <span class="lblue">but then withdraws.</span> A red light runs over your skin, and the gun moves away. <<set $machine.tattoo[$machine.tattoo.use] to 1>> <<set $machine.tattoo.use to "ready">> <<set $machine.tattoo.state to "ready">> <<set $machine.tattoo.hack += 1>> <</if>> <<case "imminent">> <span class="red">The <<machine_damage tattoo>> tattoo gun writes on your <<bodypart $machine.tattoo.use>>: <<bodywriting_machine $machine.tattoo.use>></span><<ggpain>><<ggtrauma>><<ggstress>><<trauma 18>><<stress 18>><<pain 8>> <br><br> <<set $machine.tattoo[$machine.tattoo.use] to 1>> <<set $machine.tattoo.ammo -= 1>> <<set $machine_tattoo_success to true>>/*Just controls NPC response following encounter in underground dungeon.*/ <<if $machine.tattoo.ammo gte 1>> The <<machine_damage tattoo>> tattoo gun pulls away, but remains primed. <<set $machine.tattoo.use to "ready">> <<set $machine.tattoo.state to "ready">> <<else>> The <<machine_damage tattoo>> tattoo gun pulls away, <span class="green">and falls inert.</span> <<set $machine.tattoo.use to "inert">> <<set $machine.tattoo.state to "inert">> <<set $machine.number -= 1>> <<set $machine_stat += 1>> <</if>> <<case "foam">> <span class="pink">The <<machine_damage tattoo>> tattoo gun sprays a pink foam over your <<bodypart $machine.tattoo.use>>.</span> <<if $skin[$machine.tattoo.use] and $skin[$machine.tattoo.use].pen and ["brand", "magic"].includes($skin[$machine.tattoo.use].pen)>> <span class="blue">Nothing happens to your <<tattoo $machine.tattoo.use>> as the foam clears.</span> The <<machine_damage tattoo>> tattoo gun pulls away. <<set $machine.tattoo.use to "ready">> <<set $machine.tattoo.state to "ready">> <<set $machine.tattoo.ammo -= 1>> <<else>> <<bodywriting_clear $machine.tattoo.use>> <br><br> The <<machine_damage tattoo>> tattoo gun presses against your <<bodypart $machine.tattoo.use>>. <span class="pink">The whirring intensifies as it prepares to write.</span> <<set $machine.tattoo.state to "imminent">> <</if>> <</switch>> <br> <</if>> <<if $machine.vaginal>> <<if $machine.vaginal.ammo lte 0 and $machine.vaginal.state isnot "inert" and $machine.vaginal.state isnot "destroyed">> <<if $machine.vaginal.state is "penetrated">> The <<machine_damage vaginal>> phallic machine withdraws from your <<pussy>> with a plop, <span class="green">and shudders to a halt.</span> <<elseif $machine.vaginal.state is "imminent" or $machine.vaginal.state is "entrance">> The <<machine_damage vaginal>> phallic machine stops menacing you <<pussy>>, <span class="green">and shudders to a halt</span>. <<else>> <span class="green">The <<machine_damage vaginal>> phallic machine shudders to a halt.</span> <</if>> <<set $machine.vaginal.use to "inert">> <<set $machine.vaginal.state to "inert">> <<set $machine.number -= 1>> <<machine_vaginal_disable>> <<else>> <<switch $machine.vaginal.state>> <<case "ready">> The <<machine_damage vaginal>> phallic machine <span class="purple">prods your <<pussy>>.</span> <<neutral 5 "genitals">> <<set $vaginause to "machine">><<set $vaginastate to "entrance">><<set $machine.vaginal.use to "vagina">><<set $machine.vaginal.state to "entrance">> <<case "entrance">> <<if $worn.over_lower.exposed lte 1>> <<if $machine.vaginal.armed is 1>> A canister atop the <<machine_damage vaginal>> phallic machine opens and sprays a pink foam over your $worn.over_lower.name, <span class="purple">dissolving it.</span> <<set $worn.over_lower.integrity -= 100>> <<else>> The <<machine_damage vaginal>> phallic machine tries to push through your $worn.over_lower.name, tearing the fabric. <<set $worn.over_lower.integrity -= 20>> <</if>> <<elseif $worn.lower.exposed lte 1>> <<if $machine.vaginal.armed is 1>> A canister atop the <<machine_damage vaginal>> phallic machine opens and sprays a pink foam over your $worn.lower.name, <span class="purple">dissolving it.</span> <<set $worn.lower.integrity -= 100>> <<else>> The <<machine_damage vaginal>> phallic machine tries to push through your $worn.lower.name, tearing the fabric. <<set $worn.lower.integrity -= 20>> <</if>> <<elseif $worn.under_lower.exposed lte 0>> <<if $machine.vaginal.armed is 1>> A canister atop the <<machine_damage vaginal>> phallic machine opens and sprays a pink foam over your $worn.under_lower.name, <span class="purple">dissolving the fabric.</span> <<set $worn.under_lower.integrity -= 100>> <<else>> The <<machine_damage vaginal>> phallic machine tries to push through your $worn.under_lower.name, tearing the fabric. <<set $worn.under_lower.integrity -= 20>> <</if>> <<elseif playerChastity("vagina")>> <<if $machine.vaginal.armed is 1>> A canister atop the <<machine_damage vaginal>> phallic machine opens and sprays a pink foam over your $worn.genitals.name, <span class="purple">dissolving the <<= setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage || "material">>.</span> <<set $worn.genitals.integrity -= 100>> <<else>> The <<machine_damage vaginal>> phallic machine tries to push through your $worn.genitals.name, tearing the fabric. <<set $worn.genitals.integrity -= 20>> <</if>> <<else>> The <<machine_damage vaginal>> phallic machine pushes against your <<pussy>>, <span class="pink">about to penetrate.</span> <<sex 5 "genitals">> <<set $vaginastate to "imminent">><<set $machine.vaginal.state to "imminent">> <</if>> <<case "imminent">> <<if $player.virginity.vaginal isnot true>> <<sex 30 "genitals">> <<violence 1>> <<set $vaginastate to "penetrated">><<set $machine.vaginal.state to "penetrated">><<vaginalstat>><<bruise vagina>><<violence 1>><<raped>><<vaginaraped>> <span class="pink">The <<machine_damage vaginal>> phallic machine thrusts into your <<pussy>>.</span> <<else>> <<sex 100 "genitals">> <<bruise vagina>><<vaginalstat>><<raped>><<vaginaraped>> <<set $vaginastate to "penetrated">><<set $machine.vaginal.state to "penetrated">> <span class="red">The <<machine_damage vaginal>> phallic machine thrusts into your virgin pussy, <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.<<violence 10>> <<else>> breaking your hymen and forever robbing you of your purity.<<violence 25>> <</if>> </span> <</if>> <<takeVirginity "sex machine" "vaginal">> <<case "penetrated">> <<if $machine.speed is 3>> <<switch random(1,5)>> <<case 1>> The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> with irregular thrusts, catching you off guard. <<case 2>> The <<machine_damage vaginal>> phallic machine seems to inflate inside your <<pussy>>, stretching you out. <<case 3>> The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> hard enough to send you lurching forward with each thrust. <<case 4>> The <<machine_damage vaginal>> phallic machine hammers deep into your <<pussy>>. <<case 5>> The <<machine_damage vaginal>> phallic machine pauses a moment, then <span class="purple">assaults your <<pussy>> with a blur of thrusts.</span> <<violence 10>><<gpain>> <</switch>> <<sex 20 "genitals">><<violence 10>> <<elseif $machine.speed is 2>> <<switch random(1,5)>> <<case 1>> The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> with a mechanical rhythm. <<case 2>> The <<machine_damage vaginal>> phallic machine shifts between each thrust into your <<pussy>>. <<case 3>> The <<machine_damage vaginal>> phallic machine pounds your <<pussy>> with a mechanical rhythm. <<case 4>> The <<machine_damage vaginal>> phallic machine hammers your <<pussy>> faster than anything alive. <<case 5>> The <<machine_damage vaginal>> phallic machine pauses a moment, then <span class="purple">assaults your <<pussy>> with a blur of thrusts.</span> <<sex 30 "genitals">><<garousal>> <</switch>> <<sex 20 "genitals">> <<else>> <<switch random(1,5)>> <<case 1>> The <<machine_damage vaginal>> phallic machine fucks your <<pussy>> with a gentle rhythm. <<case 2>> The <<machine_damage vaginal>> phallic machine rubs against your <<pussy>>. <<case 3>> The <<machine_damage vaginal>> phallic machine slowly thrusts into your <<pussy>>. <<case 4>> The <<machine_damage vaginal>> phallic machine stops inside your <<pussy>> for a moment, before continuing. <<case 5>> The <<machine_damage vaginal>> phallic machine vibrates against the entrance to your <<pussy>> <</switch>> <</if>> <<sex 10 "genitals">><<bruise vagina>><<violence 1>> <<set $machine.vaginal.ammo -= 1>> <<case "destroyed">> The <<machine_damage vaginal>> phallic machine twitches, <span class="green">but remains immobile.</span> <<case "inert">> The <<machine_damage vaginal>> phallic machine <span class="green">remains inert.</span> <</switch>> <</if>> <br> <</if>> <<if $machine.anal>> <<if $machine.anal.ammo lte 0 and $machine.anal.state isnot "inert" and $machine.anal.state isnot "destroyed">> <<if $machine.anal.state is "penetrated">> The <<machine_damage anal>> small phallic machine withdraws from your <<bottom>> with a plop, <span class="green">and shudders to a halt.</span> <<elseif $machine.anal.state is "imminent" or $machine.anal.state is "entrance">> The <<machine_damage anal>> small phallic machine stops menacing you <<bottom>>, <span class="green">and shudders to a halt</span>. <<else>> <span class="green">The <<machine_damage anal>> small phallic machine shudders to a halt.</span> <</if>> <<set $machine.anal.use to "inert">> <<set $machine.anal.state to "inert">> <<set $machine.number -= 1>> <<machine_anal_disable>> <<else>> <<switch $machine.anal.state>> <<case "ready">> The <<machine_damage anal>> small phallic machine <span class="purple">prods your <<bottom>>.</span> <<neutral 5 "anus">> <<set $anususe to "machine">><<set $anusstate to "entrance">><<set $machine.anal.use to "anus">><<set $machine.anal.state to "entrance">> <<case "entrance">> <<if $worn.over_lower.exposed lte 1>> <<if $machine.anal.armed is 1>> A canister atop the <<machine_damage anal>> small phallic machine opens and sprays a pink foam over your $worn.over_lower.name, <span class="purple">dissolving it.</span> <<set $worn.over_lower.integrity -= 100>> <<else>> The <<machine_damage anal>> small phallic machine tries to push through your $worn.over_lower.name, tearing the fabric. <<set $worn.over_lower.integrity -= 20>> <</if>> <<elseif $worn.lower.exposed lte 1>> <<if $machine.anal.armed is 1>> A canister atop the <<machine_damage anal>> small phallic machine opens and sprays a pink foam over your $worn.lower.name, <span class="purple">dissolving it.</span> <<set $worn.lower.integrity -= 100>> <<else>> The <<machine_damage anal>> small phallic machine tries to push through your $worn.lower.name, tearing the fabric. <<set $worn.lower.integrity -= 20>> <</if>> <<elseif $worn.under_lower.exposed lte 0>> <<if $machine.anal.armed is 1>> A canister atop the <<machine_damage anal>> small phallic machine opens and sprays a pink foam over your $worn.under_lower.name, <span class="purple">dissolving the fabric.</span> <<set $worn.under_lower.integrity -= 100>> <<else>> The <<machine_damage anal>> small phallic machine tries to push through your $worn.under_lower.name, tearing the fabric.<<set $worn.under_lower.integrity -= 20>> <</if>> <<elseif playerChastity("anus")>> <<if $machine.anal.armed is 1>> A canister atop the <<machine_damage anal>> small phallic machine opens and sprays a pink foam over your $worn.genitals.name, <span class="purple">dissolving the <<= setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage || "material">>.</span> <<set $worn.genitals.integrity -= 100>> <<else>> The <<machine_damage anal>> small phallic machine tries to push through your $worn.genitals.name, tearing the fabric. <<set $worn.genitals.integrity -= 20>> <</if>> <<else>> The <<machine_damage anal>> small phallic machine pushes against your <<bottom>>, <span class="pink">about to penetrate.</span> <<sex 5 "anus">> <<set $anusstate to "imminent">><<set $machine.anal.state to "imminent">> <</if>> <<case "imminent">> <<if $player.virginity.anal isnot true>> <<sex 30 "anus">> <<violence 1>> <<set $anusstate to "penetrated">><<set $machine.anal.state to "penetrated">><<analstat>><<bruise anus>><<violence 1>><<raped>><<anusraped>> <span class="pink">The <<machine_damage anal>> small phallic machine thrusts into your <<bottom>>.</span> <<else>> <<sex 100 "anus">> <<violence 25>> <<takeVirginity "sex machine" "anal">><<bruise anus>><<analstat>><<raped>><<anusraped>> <<set $anusstate to "penetrated">><<set $machine.anal.state to "penetrated">> <span class="red">The <<machine_damage anal>> small phallic machine thrusts into your virgin ass, violating you in a way you hadn't conceived of.</span> <</if>> <<case "penetrated">> <<if $machine.speed is 3>> <<switch random(1,5)>> <<case 1>> The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with vicious speed. <<case 2>> The <<machine_damage anal>> small phallic machine slams into your <<bottom>>, hitting painfully deep each time. <<case 3>> The <<machine_damage anal>> small phallic machine is a blur as it thrusts into your <<bottom>> faster than anything living. <<case 4>> The <<machine_damage anal>> small phallic machine fucks your <<bottom>> fast enough to push you forward. <<case 5>> The <<machine_damage anal>> small phallic machine hilts itself inside your <<bottom>> and <span class="purple">begins to spin</span>, painfully drilling against the inside of your ass. <<violence 10>><<gpain>> <</switch>> <<sex 20 "anus">><<violence 10>> <<elseif $machine.speed is 2>> <<switch random(1,5)>> <<case 1>> The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with a mechanical rhythm. <<case 2>> The <<machine_damage anal>> small phallic machine pounds your <<bottom>> with a mechanical rhythm. <<case 3>> The <<machine_damage anal>> small phallic machine is a blur as it fucks your <<bottom>> faster than anything living. <<case 4>> The <<machine_damage anal>> small phallic machine fucks your <<bottom>>, shifting between each thrust. <<case 5>> The <<machine_damage anal>> small phallic machine vibrates against your <<prostate>> at the end of each thrust into your <<bottom>>, <span class="purple">sending a tingling jolt through you.</span> <<sex 30 "anus">><<garousal>> <</switch>> <<sex 20 "anus">> <<else>> <<switch random(1,5)>> <<case 1>> The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with a gentle rhythm. <<case 2>> The <<machine_damage anal>> small phallic machine pauses for a moment. <<case 3>> The <<machine_damage anal>> small phallic machine slowly thrusts in and out of your <<bottom>>. <<case 4>> The <<machine_damage anal>> small phallic machine fucks your <<bottom>> with a soft touch. <<case 5>> The <<machine_damage anal>> small phallic machine halts inside your <<bottom>> and begins to gently vibrate. <</switch>> <</if>> <<sex 10 "anus">><<bruise anus>><<violence 1>> <<set $machine.anal.ammo -= 1>> <<case "destroyed">> The <<machine_damage anal>> small phallic machine twitches, <span class="green">but remains immobile.</span> <<case "inert">> The <<machine_damage anal>> small phallic machine <span class="green">remains inert.</span> <</switch>> <</if>> <br> <</if>> <<if $machine.arm_chains>> <<if $machine.arm_chains.state is "ready">> <<if _machine_arms is 1>> The <<machine_damage arm_chains>> chains attached to your shackles retract, <span class="pink">lifting your arms into the air and immobilising them.</span> <<set $leftactiondefault to "chain_struggle">><<set $rightactiondefault to "chain_struggle">> <<set $machine.arm_chains.use to "grapple">> <<set $machine.arm_chains.state to "grapple">> <<if $leftarm isnot "bound">> <<set $leftarm to "mechgrappled">><<set $lefttarget to "machine">> <</if>> <<if $rightarm isnot "bound">> <<set $rightarm to "mechgrappled">><<set $righttarget to "machine">> <</if>> <<else>> The <<machine_damage arm_chains>> chains holding your arms resist your movements, <span class="lblue">but remain loose.</span> <</if>> <<elseif $machine.arm_chains.state is "recovering">> The <<machine_damage arm_chains>> chains holding your arms twitch, <span class="teal">but remain loose.</span> <<elseif $machine.arm_chains.state is "destroyed">> <span class="teal">The <<machine_damage arm_chains>> chains holding your arms remain loose.</span> <<elseif $machine.arm_chains.state is "inert">> <span class="teal">The <<machine_damage arm_chains>> chains holding your arms remain loose.</span> <</if>> <br> <</if>> <<if $machine.leg_chains>> <<if $machine.leg_chains.state is "ready">> <<if _machine_legs is 1>> The <<machine_damage leg_chains>> chains attached to your shackles retract, <span class="pink">pulling on your legs and immobilising them.</span> <<set $feetactiondefault to "chain_struggle">> <<set $feetuse to "mechgrappled">><<set $feettarget to "machine">> <<set $machine.leg_chains.use to "grapple">> <<set $machine.leg_chains.state to "grapple">> <<if $leftleg isnot "bound">> <<set $leftleg to "mechgrappled">> <</if>> <<if $rightleg isnot "bound">> <<set $rightleg to "mechgrappled">> <</if>> <<else>> The <<machine_damage leg_chains>> chains holding your legs resist your movements, <span class="lblue">but remain loose.</span> <</if>> <<elseif $machine.leg_chains.state is "recovering">> The <<machine_damage leg_chains>> chains holding your legs twitch, <span class="teal">but remain loose.</span> <<elseif $machine.leg_chains.state is "destroyed">> <span class="teal">The <<machine_damage leg_chains>> chains holding your legs remain loose.</span> <<elseif $machine.leg_chains.state is "inert">> <span class="teal">The <<machine_damage leg_chains>> chains holding your legs remain loose.</span> <</if>> <br> <</if>> <br> <</widget>> <<widget "machine_vaginal_disable">> <<if $vaginause is "machine">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <</if>> <</widget>> <<widget "machine_anal_disable">> <<if $anususe is "machine">> <<set $anususe to 0>> <<set $anusstate to 0>> <</if>> <</widget>> <<widget "machine_arm_chains_disable">> <<if $leftarm isnot "bound">> <<set $leftarm to 0>> <<set $leftactiondefault to "rest">> <</if>> <<if $rightarm isnot "bound">> <<set $rightarm to 0>> <<set $rightactiondefault to "rest">> <</if>> <</widget>> <<widget "machine_leg_chains_disable">> <<if $leftleg isnot "bound">> <<set $leftleg to 0>> <<set $feetuse to 0>> <<set $feetactiondefault to "rest">> <</if>> <<if $rightleg isnot "bound">> <<set $rightleg to 0>> <<set $feetuse to 0>> <<set $feetactiondefault to "rest">> <</if>> <</widget>> <<widget "machine_speed">> <<set $machine.speed to _args[0]>> <<if $robinMachineSpeed>> <<set $robinMachineSpeed to 4 - _args[0]>> <</if>> <</widget>><<widget "machine_state">> <<if $arousal gte $arousalmax and $orgasmdown lte 0>> <<orgasm>> <</if>> <<sexcheck>> <<animateCombat>> <</widget>><!-- GENERAL USE WIDGETS --> <!-- pass "left" or "right" for which NPC hand this is called for --> <<widget "combat-reset-hand">> <<if _args[0] is "both">> <<set $NPCList[_n].lefthand to 0>> <<set $NPCList[_n].righthand to 0>> <<else>> <<set $NPCList[_n][_args[0]+"hand"] to 0>> <</if>> <</widget>> <!-- pass "left" or "right" for which NPC tool this is called for --> <<widget "combat-reset-tool">> <<if _args[0] is "both">> <<set $NPCList[_n].lefttool to 0>> <<set $NPCList[_n].righttool to 0>> <<else>> <<set $NPCList[_n][_args[0]+"tool"] to 0>> <</if>> <</widget>> <!-- pass "left" or "right" for which NPC hand this is called for, and the name of the targeted PC body part --> <<widget "combat-set-hand-target">> <<set $NPCList[_n][_args[0]+"hand"] to _args[1]>> <</widget>> <<widget "combat-get-other-hand">> <<set $otherNPChand to (_args[0] is "left"? $NPCList[_n].righthand : $NPCList[_n].lefthand)>> <</widget>> <!-- SPECIFIC HAND ACTION WIDGETS --> <<widget "combat-spank">> <<bruise bottom>><<hitstat>><<set $speechspank to 1>> <<if $spankobject is "paddle">> <<He>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<bottom>> with the paddle, <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>> through your $worn.under_lower.name, <<else>> reddening your exposed skin and <</if>> <<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_lower.name, <<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.lower.name, <<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_lower.name, <<else>> reddening your exposed skin and <</if>> sending waves of pain through your whole body. <<bodypart_admire_chance random_bottom>> <<violence 10 1 1 1 _n>> <<elseif getSexToysofType("dildos and whips").includes($spankobject)>> <<He>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<bottom>> with the $spankobject, <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_lower.name. <<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.lower.name. <<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<bodypart_admire_chance random_bottom>> <<violence 5 1 1 1 _n>> <<else>> <<He>> spanks your <<bottom>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_lower.name. <<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.lower.name. <<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<bodypart_admire_chance random_bottom>> <<violence 5 1 1 1 _n>> <</if>> <</widget>> <<widget "combat-dildospank">> <<set $_hand to _args[0]>> <<set $_toy to ($_hand is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<bruise bottom>><<hitstat>><<set $speechspank to 1>> <<if npcHasSexToyOfType(_n,"dildo")>> <<if $NPCList[_n].location.genitals is "head" or $mouthuse is "facesit" or $mouthuse is "penis">> <<He>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<breasts>> with the $_toy in <<his>> $_hand hand, <<if $worn.over_upper.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_upper.name. <<elseif $worn.upper.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.upper.name. <<elseif $worn.under_upper.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_upper.name. <<else>> reddening your exposed skin. <</if>> <<else>> <<He>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<bottom>> with the $_toy in <<his>> $_hand hand, <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_lower.name. <<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.lower.name. <<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<bodypart_admire_chance random_bottom>> <</if>> <<violence 5 1 1 1 _n>> <<elseif npcHasSexToyOfType(_n,"whip")>> <<if $NPCList[_n].location.genitals is "head" or $mouthuse is "facesit" or $mouthuse is "penis">> <<He>> <<print either("brutally","viciously","deftly","sadistically","maliciously")>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<breasts>> with the $_toy in <<his>> $_hand hand, <<if $worn.over_upper.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_upper.name. <<elseif $worn.upper.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.upper.name. <<elseif $worn.under_upper.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_upper.name. <<else>> reddening your exposed skin. <</if>> <<else>> <<He>> <<print either("brutally","viciously","deftly","sadistically","maliciously")>> <<print either("spanks","whacks","slaps","smacks","thwacks")>> your <<bottom>> with the $_toy in <<his>> $_hand hand, <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_lower.name. <<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.lower.name. <<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <</if>> <<bodypart_admire_chance random_bottom>> <<violence 20 1 1 1 _n>> <<else>> <<He>> spanks your <<bottom>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.anus_exposed is 0>> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<elseif $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist">> through your $worn.over_lower.name. <<elseif $worn.lower.name isnot "naked" and $worn.lower.state is "waist">> through your $worn.lower.name. <<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">> through your $worn.under_lower.name. <<else>> reddening your exposed skin. <</if>> <<bodypart_admire_chance random_bottom>> <<violence 2 1 1 1 _n>> <</if>> <</widget>> <!-- pass "left" or "right" for which NPC hand this is called for --> <<widget "combat-hand-on-arms">> <<if $enemytrust gte 20 and $enemyanger lte 20>> <span class="lblue"><<He>> releases your arms.</span> <<combat-reset-hand _args[0]>> <<set $leftarm to 0>><<set $rightarm to 0>> <<else>> <<He>> grips your arms. <<violence 6 1 1 1 _n>><<bruise leftarm>><<bruise rightarm>> <<bodypart_admire_chance random_shoulder>> <</if>> <</widget>> <!-- takes two args, both should be either "left" or "right". First is NPC hand, second is player arm. --> <<widget "combat-hand-on-one-arm">> <<if $enemytrust gte 20 and $enemyanger lte 20>> <span class="lblue"><<He>> releases your _args[1] arm.</span> <<combat-reset-hand _args[0]>> <<if _args[1] is "left">> <<set $leftarm to 0>> <<else>> <<set $rightarm to 0>> <</if>> <<else>> <<He>> grips your _args[1] arm. <<if _args[1] is "left">> <<violence 3 1 1 1 _n>><<bruise leftarm>> <<bodypart_admire_chance left_shoulder>> <<else>> <<violence 3 1 1 1 _n>><<bruise rightarm>> <<bodypart_admire_chance right_shoulder>> <</if>> <</if>> <</widget>> <<widget "combat-hand-on-vaginaentrance">> <<rng>> <<if $rng gte 101>> <span class="blue"><<He>> moves <<his>> _args[0] hand away from your <<pussy>>.</span> <<combat-reset-hand _args[0]>><<set $vaginause to 0>><<set $vaginastate to 0>> <<elseif $rng gte 61>> <<He>> <<strokes>> your labia. <<neutral 10 "genitals" _n>> <<bodypart_admire_chance pubic>> <<elseif ($rng gte 21 or $novaginal is 1) and (!$player.penisExist or random(1,100) gte 51)>> <<He>> gives your clitoris a tweak. <<set $speechclit to 1>><<neutral 10 "genitals" _n>> <<bodypart_admire_chance pubic>> <<elseif $rng gte 21 or $novaginal is 1>> <<He>> rubs the base of your <<penisSimple>> while toying with your pussy. <<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>> <<bodypart_admire_chance pubic>> <<elseif $rng lte 20 and $novaginal is 0>> <span class="pink"><<He>> plunges a finger into your warm <<pussy>>.</span> <<neutral 15 "genitals" _n>> <<set $speechvagina to 1>><<set $vaginastate to "otherhand">> <<combat-set-hand-target _args[0] "vagina">> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <!-- pass "left" or "right" for which NPC hand this is called for --> <<widget "combat-hand-on-penisentrance">> <<rng>> <<if $rng gte 101>> <span class="blue"><<He>> moves <<his>> _args[0] hand away from your <<penis>>.</span> <<combat-reset-hand _args[0]>> <<set $penisuse to 0>><<set $penisstate to 0>> <<elseif $rng gte 51>> <<He>> <<strokes>> your shaft. <<neutral 10 "genitals" _n>> <<bodypart_admire_chance pubic>> <<elseif $rng gte 21>> <<He>> rubs your glans. <<neutral 10 "genitals" _n>><<set $speechglans to 1>> <<bodypart_admire_chance pubic>> <<elseif $rng lte 20>> <span class="pink"><<He>> wraps <<his>> fingers around your penis.</span> <<neutral 15 "genitals" _n>> <<set $speechpenis to 1>><<set $penisstate to "otherhand">> <<combat-set-hand-target _args[0] "penis">> <<bodypart_admire_chance pubic>> <</if>> <</widget>> /* Pass "left" or "right" for which NPC hand this is called for. Hands are 'inverted': NPC holds PC's left hand with their right one, and vice versa.*/ <<widget "combat-hand-on-hand">> <<rng>> <<set $_hand to _args[0]>> <<if $enemyanger + $rng gte 196>> In anger, <span class="pink"><<he>> wrenches <<his>> hand from your grasp.</span> <<combat-reset-hand _args[0]>> <<if $_hand is "left">> <<set $rightarm to 0>> <<else>> <<set $leftarm to 0>> <</if>> <<violence 5>> <<elseif $enemyanger + $rng gte 160>> <<print either( "<<He>> digs <<his>> nails into your wrist.", "<<He>> crushes your hand in <<his>> grip.", "<<He>> bends your fingers back." )>> <<violence 10>><<hitstat>><<set $speechbeat to 1>> <<elseif $rng gte 96>> <span class="purple"><<He>> releases your <<print ($_hand is "left" ? "right" : "left")>> hand.</span> <<combat-reset-hand _args[0]>> <<if $_hand is "left">> <<set $rightarm to 0>> <<else>> <<set $leftarm to 0>> <</if>> <<else>> <<He>> <<strokes>> your $_hand hand with <<his>> own. <</if>> <</widget>> <!-- pass "left" or "right" for which NPC hand this is called for --> <<widget "combat-hand-on-vagina">> <<rng>> <<if $rng gte 101>> <span class="purple"><<He>> slides <<his>> finger out of your <<pussy>>.</span> <<combat-set-hand-target _args[0] "vaginaentrance">> <<neutral 15 "genitals" _n>><<set $vaginastate to "otherhandentrance">> <<elseif $rng lte 100>> <<He>> <<strokes>> the inside of your <<pussy>>, <<neutral 20 "genitals" _n>><<set $speechvagina to 1>> <<if $arousal gte ($arousalmax / 5) * 4>> causing involuntary shudders. <<elseif $arousal gte $arousalmax / 5>> coaxing out lewd fluid. <<else>> invading your body in a most sordid manner. <</if>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <<widget "combat-hand-on-penis">> <<rng>> <<if $rng gte 101>> <span class="purple"><<He>> releases your <<penis>> from <<his>> grip.</span> <<combat-set-hand-target _args[0] "penisentrance">> <<neutral 15 "genitals" _n>><<set $penisstate to "otherhandentrance">> <<elseif $rng lte 100>> <<He>> massages the length of your <<penis>>, <<neutral 20 "genitals" _n>><<set $speechpenis to 1>> <<if $arousal gte ($arousalmax / 5) * 4>> causing you involuntary shudders. <<elseif $arousal gte $arousalmax / 5>> coaxing out lewd fluid. <<else>> exploiting your body's natural reactions in a most sordid manner. <</if>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <<widget "combat-hand-on-anusentrance">> <<rng>> <<if $rng gte 101>> <span class="blue"><<He>> moves <<his>> hand away from your ass.</span> <<combat-reset-hand _args[0]>> <<set $anususe to 0>> <<elseif playerHasButtPlug()>> <<if $rng gte 21 or $noanal is 1 or $cheekaction is "handrub">> <<print either( `<<He>> teases your anus with your $worn.butt_plug.name, sliding it in and out.`, `<<He>> teases your anus with your $worn.butt_plug.name, sliding it in and out.`, `<<He>> slaps your ass and $worn.butt_plug.name.` )>> <<set $anususe to "hand">> <<set $anusstate to "handentrance">> <<else>> <<set $worn.butt_plug.state to "removed">> With <<his>> _args[0] hand, <<if random(0,2) isnot 0>> <<he>> removes your $worn.butt_plug.name. <<set $anususe to "hand">> <<set $anusstate to "handentrance">> <<else>> <<he>> removes your $worn.butt_plug.name and moves <<his>> hand away. <<combat-reset-hand $_hand>><<neutral 5 _n>> <</if>> <</if>> <<set $anususe to "hand">> <<set $anusstate to "handentrance">> <<neutral 10 _n>> <<bodypart_admire_chance random_bottom>> <<elseif $rng gte 21 or $noanal is 1 or $cheekaction is "handrub">> <<He>> <<strokes>> your anus. <<set $anususe to "hand">> <<set $anusstate to "handentrance">> <<neutral 10 _n>> <<bodypart_admire_chance random_bottom>> <<elseif $rng lte 20 and $noanal is 0 and $cheekaction isnot "handrub">> <span class="pink"><<He>> plunges a finger into your ass.</span> <<combat-set-hand-target _args[0] "anus">> <<set $anususe to "hand">> <<set $anusstate to "handentrance">> <<neutral 15 _n>> <<set $speechanus to 1>> <<bodypart_admire_chance random_bottom>> <</if>> <</widget>> <<widget "combat-hand-on-bottom">> <<rng>> <<if $rng gte 101>> <span class="blue"><<He>> moves <<his>> hand away from your ass.</span> <<combat-reset-hand _args[0]>> <<set $anususe to 0>> <<elseif $rng gte 21 or $noanal is 1>> <<He>> <<strokes>> your clenched butt cheeks. <<neutral 10 _n>> <<bodypart_admire_chance random_bottom>> <</if>> <</widget>> <<widget "combat-hand-on-anus">> <<rng>> <<if $rng gte 101>> <span class="purple"><<He>> slides <<his>> finger out of your ass.</span> <<combat-set-hand-target _args[0] "anusentrance">> <<neutral 15 _n>> <<elseif $rng lte 100>> <<He>> rhythmically slides <<his>> finger in and out of your ass, <<neutral 20 _n>><<set $speechanus to 1>> <<if $player.sex is "f">> teasing your anus. <<else>> teasing your prostate. <</if>> <<bodypart_admire_chance random_bottom>> <</if>> <</widget>> <<widget "combat-dildo-on-vaginaentrance">> <<set $_hand to _args[0]>> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>> <<set $_clothing to $worn.under_lower.name>> <</if>> <<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>> <<set $_clothing to $worn.lower.name>> <</if>> <<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>> <<set $_clothing to $worn.over_lower.name>> <</if>> <<set $_rng to random(1, 100)>> <<if $_rng gte 96>> <span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<pussy>>.</span> <<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>> /*<<set $vaginause to 0>>*/ <<elseif $rng gte 61>> <<He>> <<strokes>> your labia with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>. <<neutral 10 "genitals" _n>> <<bodypart_admire_chance pubic>> <<elseif ($_rng gte 21 or $novaginal is 0) and (!$player.penisExist or random(1,100) gte 51)>> <<He>> <<print either("rubs","slaps")>> your clit with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>. <<set $speechclit to 1>><<neutral 10 "genitals" _n>> <<violence 1>> <<bodypart_admire_chance pubic>> <<elseif $_rng gte 21 or $novaginal is 0>> <<He>> rubs the base of your <<penisSimple>> with <<his>> $_toy while toying with your pussy<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>. <<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>> <<bodypart_admire_chance pubic>> <<elseif $_rng lte 20 and $novaginal is 0 and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.vagina_exposed gte 1) and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.vagina_exposed gte 1) and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.vagina_exposed gte 1 and !playerChastity("vagina")) and $vaginause isnot "othermouth" and ($settings.vaginalDoubleEnabled and $settings.toyMultiplePenetrationEnabled or $vaginause is 0)>> /* penetration */ /* Doesn't check if the PC is already penetrated (aside from mouth) in order to allow for multiple penetrations. */ <span class="pink"><<He>> plunges <<his>> _args[0]-hand $_toy into your warm <<pussy>>.</span> <<neutral 15 "genitals" _n>><<set $speechvagina to 1>><<combat-set-hand-target _args[0] "vaginadildo">> <<bodypart_admire_chance pubic>> <<else>> <<He>> <<strokes>> your labia with the $_toy in <<his>> _args[0] hand. <<neutral 10 "genitals" _n>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <<widget "combat-dildo-on-vagina">> <<set $_hand to _args[0]>> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<rng>> <<if $rng gte 101>> <span class="purple"><<He>> slides the $_toy in <<his>> _args[0] hand out of your <<pussy>>.</span> <<combat-set-hand-target _args[0] "dildo">><<set $NPCList[_n][$_hand + "tool"] to 0>> <<neutral 15 "genitals" _n>> <<elseif $rng lte 100>> <<He>> <<strokes>> the $_toy in <<his>> _args[0] hand inside of your <<pussy>>, <<if $vaginastate isnot 0 and $vaginastate.includes("double")>> ?alongside the two cocks, <<elseif $vaginastate isnot 0 and $vaginastate is "penetrated">> <<print either("in rhythm with","heedless of","alongside")>> <<if $vaginastate is _n>><<his>> <<npcPenisSimple _n>>,<<else>><<set $_n to _n>><<personselect $vaginastate>><<combatpersons>> cock,<<set _n to $_n>><</if>> <</if>> <<neutral 20 "genitals" _n>><<set $speechvagina to 1>> <<if $arousal gte ($arousalmax / 5) * 4>> causing involuntary shudders. <<elseif $arousal gte $arousalmax / 5>> coaxing out lewd fluid. <<else>> invading your body in a most sordid manner. <</if>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <!-- pass "left" or "right" for which NPC hand this is called for --> <<widget "combat-dildo-on-penisentrance">> <<set $_hand to _args[0]>> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>> <<set $_clothing to $worn.under_lower.name>> <</if>> <<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>> <<set $_clothing to $worn.lower.name>> <</if>> <<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>> <<set $_clothing to $worn.over_lower.name>> <</if>> <<rng>> <<if $rng gte 96 or !$settings.toyMultiplePenetrationEnabled>> <span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<penis>>.</span> <<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>> /*<<set $penisuse to 0>>*/ <<elseif $rng gte 51>> <<switch $penisstate>> <<case "otheranus">><<set $_teased to "anus">> <<case "penetrated">><<set $_teased to "vagina">> <<case "penispenetrated">><<set $_teased to "cock">> <</switch>> <<He>> <<strokes>> your shaft using the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>>.<<elseif $penisstate is "otheranus" or $penisstate is "penetrated">><<set $_n to _n>>, teasing <<personselect $penistarget>><<combatpersons>> $_teased.<<personselect $_n>><<else>>.<</if>> <<neutral 10 "genitals" _n>> <<bodypart_admire_chance pubic>> <<elseif $rng gte 21>> <<He>> <<print either("slaps","smacks","teases","rubs")>> your glans with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><</if>>. <<neutral 10 "genitals" _n>><<set $speechglans to 1>> <<violence 1>> <<bodypart_admire_chance pubic>> <<elseif $rng lte 20 and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.vagina_exposed gte 1) and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.vagina_exposed gte 1) and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.vagina_exposed gte 1) and !playerChastity("penis")>> /* escalation */ <span class="pink"><<He>> <<print either("rubs","frots","fences")>> the $_toy in <<his>> _args[0] hand against your <<penisSimple>>.</span> <<neutral 15 "genitals" _n>> <<set $speechpenis to 1>> <<combat-set-hand-target _args[0] "penisdildo">> <<bodypart_admire_chance pubic>> <<else>> <<He>> <<strokes>> your <<penis>> with the $_toy in <<his>> _args[0] hand. <<neutral 10 "genitals" _n>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <<widget "combat-dildo-on-penis">> <<set $_hand to _args[0]>> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<rng>> <<if $penisstate isnot 0>> <<set $rng += 10>> <</if>> <<if $rng gte 96>> <span class="purple"><<He>> removes the $_toy from your <<penis>>.</span> <<combat-set-hand-target _args[0] "dildo">><<set $NPCList[_n][$_hand + "tool"] to 0>> <<neutral 15 "genitals" _n>> <<elseif $rng lte 100>> <<if ["otheranus","penetrated","penispenetrated"].includes($penisstate)>> <<switch $penisstate>> <<case "otheranus">><<set $_teased to "anus">><<set $_fuck to "penetrate">> <<case "penetrated">><<set $_teased to "vagina">><<set $_fuck to "fuck">> <<case "penispenetrated">><<set $_teased to "cock">><<set $_fuck to "frot">> <</switch>> With <<his>> _args[0] hand, <<he>> <<print either("massages","rubs","fences","frots")>> the length of your <<penis>> as you $_fuck <<set $_n to _n>><<personselect $penistarget>><<combatpersons>> $_teased.<<personselect $_n>> <<else>> <<He>> <<print either("massages","rubs","fences","frots")>> the length of your <<penis>> with the $_toy in <<his>> _args[0] hand, <<neutral 20 "genitals" _n>><<set $speechpenis to 1>> <<if !playerHasStrapon()>> <<if $arousal gte ($arousalmax / 5) * 4>> causing you involuntary shudders. <<elseif $arousal gte $arousalmax / 5>> coaxing out lewd fluid. <<else>> exploiting your body's natural reactions in a most sordid manner. <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> causing you involuntary shudders. <<else>> strangely arousing you. <</if>> <</if>> <</if>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <<widget "combat-stroker-on-penisentrance">> <<set $_hand to _args[0]>> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<set $_clothing to "none">> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>> <<set $_clothing to $worn.under_lower.name>> <</if>> <<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>> <<set $_clothing to $worn.lower.name>> <</if>> <<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>> <<set $_clothing to $worn.over_lower.name>> <</if>> <<rng>> <<if $rng gte 96>> <span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<penis>>.</span> <<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>> <<elseif $rng gte 61 and $penisuse is 0 and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.vagina_exposed gte 1) and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.vagina_exposed gte 1) and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.vagina_exposed gte 1)>> <span class="pink"><<He>> plunges the $_toy in <<his>> _args[0] hand onto your penis.</span> <<set $penisuse to "stroker">><<set $penisstate to "stroker">> <<neutral 15 "genitals" _n>> <<set $speechpenis to 1>> <<combat-set-hand-target _args[0] "penisstroker">> <<bodypart_admire_chance pubic>> <<else>> <<He>> teases your glans with the $_toy in <<his>> _args[0] hand<<if $_clothing isnot "none">>, through your $_clothing<</if>>. <<neutral 10 "genitals" _n>><<set $speechglans to 1>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <<widget "combat-stroker-on-penis">> <<set $_hand to _args[0]>> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<rng>> <<if $rng gte 101>> <span class="blue"><<He>> moves the $_toy in <<his>> _args[0] hand away from your <<penis>>.</span> <<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>> <<set $penisuse to 0>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 4)>> With increasing power, <<he>> fucks your <<penis>> with the $_toy in <<his>> _args[0] hand. <<else>> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<He>> <<print either("fucks","fucks","rhythmically works")>> your penis with the $_toy in <<his>> _args[0] hand. <</if>> <</widget>> <<widget "combat-dildo-on-anusentrance">> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<set _hand to _args[0]>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist" and $worn.under_lower.vagina_exposed is 0>> <<set $_clothing to $worn.under_lower.name>> <</if>> <<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist" and $worn.lower.vagina_exposed is 0>> <<set $_clothing to $worn.lower.name>> <</if>> <<if $worn.over_lower.name isnot "naked" and $worn.over_lower.state is "waist" and $worn.over_lower.vagina_exposed is 0>> <<set $_clothing to $worn.over_lower.name>> <</if>> <<rng>> <<if $rng gte 96>> <span class="blue"><<He>> moves <<his>> _hand-hand $_toy away from your ass.</span> <<combat-reset-hand _args[0]>><<set $NPCList[_n][$_hand + "tool"] to 0>> /*<<set $anususe to 0>>*/ <<elseif $rng gte 21 or $noanal is 1>> <<He>> <<print either("rubs","slaps")>> and teases your <<print either("anus","ass")>> with the $_toy in <<his>> _hand hand<<if $_clothing isnot undefined>>, through your <<print $_clothing>><<elseif playerHasButtPlug()>>, <<print either("rubbing against","through")>> your $worn.butt_plug.name<</if>>. <<neutral 10 _n>> <<violence 1>> <<bodypart_admire_chance random_bottom>> <<elseif $rng lte 20 and $noanal is 0 and $settings.analEnabled and $worn.under_lower.name isnot "naked" and ($worn.under_lower.state isnot "waist" or $worn.under_lower.anus_exposed gte 1) and $worn.lower.name isnot "naked" and ($worn.lower.state isnot "waist" or $worn.lower.anus_exposed gte 1) and $worn.over_lower.name isnot "naked" and ($worn.over_lower.state isnot "waist" or $worn.over_lower.anus_exposed gte 1) and !playerChastity("anus") and (!playerHasButtPlug() or random(0,1) isnot 0) and $anususe isnot "othermouth" and ($settings.analDoubleEnabled and $settings.toyMultiplePenetrationEnabled or $anususe is 0)>> /* penetration */ /* Doesn't check if the PC is already penetrated (aside from mouth) in order to allow for multiple penetrations. */ <span class="pink"><<He>> plunges the $_toy in <<his>> _hand hand into your ass<<if playerHasButtPlug()>>, heedless of your $worn.butt_plug.name<</if>>.</span> <<combat-set-hand-target _hand "anusdildo">> <<neutral 15 _n>> <<set $speechanus to 1>> <<bodypart_admire_chance random_bottom>> <<else>> <<He>> <<strokes>> your <<bottom>> with the $_toy in <<his>> _hand hand<<if playerHasButtPlug()>>, rubbing against your $worn.butt_plug.name<</if>>. <<neutral 10 _n>> <<bodypart_admire_chance pubic>> <</if>> <</widget>> <<widget "combat-dildo-on-anus">> <<set $_toy to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<rng>> <<if $rng gte 101>> <span class="purple"><<He>> slides <<his>> _args[0]-hand $_toy out of your ass.</span> <<combat-set-hand-target _args[0] "dildo">> <<neutral 15 _n>> <<elseif $rng lte 100>> <<set $_rhythmically to either("rhythmically","rhythmically","ruthlessly","gently","teasingly","skilfully")>> <<if $anusstate isnot 0 and $anusstate.includes("double")>> <<He>> $_rhythmically slides the $_toy in <<his>> _args[0] hand in and out of your ass, ?alongside the two cocks, <<elseif $anusstate isnot 0 and $anusstate is "penetrated">> <<He>> $_rhythmically slides the $_toy in <<his>> _args[0] hand in and out of your ass, <<print either("in rhythm with","heedless of","alongside")>> <<if $anustarget is _n>><<his>> <<npcPenisSimple _n>>,<<else>><<personselect $anustarget>><<combatPersons>> cock,<</if>> <<else>> <<He>> $_rhythmically slides the $_toy in <<his>> _args[0] hand in and out of your ass, <</if>> <<neutral 20 _n>><<set $speechanus to 1>> <<if $player.sex is "f">> teasing your anus. <<else>> teasing your prostate. <</if>> <<bodypart_admire_chance random_bottom>> <</if>> <</widget>> <<widget "combat-hand-on-sextoy">> /* used for both dildo types and whip types */ <<set $_hand to _args[0]>> <<set $_toy to $_hand + "tool">> <<set $_rand to random(0,9)>> <<if $_rand lte 8 and npcHasSexToyOfType(_n,"dildo") or $_rand lt 1 and npcHasSexToyOfType(_n,"whip")>> /* find orifice to penetrate */ <<if !$settings.analEnabled or random(0,2) isnot 0>> <<if ($player.penisExist and !playerChastity("penis")) and ($player.vaginaExist and !playerChastity("vagina"))>> <<if random(0,3) is 0>> <<combat-dildo-on-penisentrance $_hand>> <<else>> <<combat-dildo-on-vaginaentrance $_hand>> <</if>> <<elseif $player.penisExist and !playerChastity("penis")>> <<if random(0,2) is 0>> <<combat-dildo-on-penisentrance $_hand>> <<else>> <<combat-dildo-on-anusentrance $_hand>> <</if>> <<elseif $player.vaginaExist and !playerChastity("vagina")>> <<combat-dildo-on-vaginaentrance $_hand>> <<else>> <<combat-dildo-on-anusentrance $_hand>> <</if>> <<else>> <<combat-dildo-on-anusentrance $_hand>> <</if>> <<elseif npcHasSexToyOfType(_n,"dildo") or npcHasSexToyOfType(_n,"whip")>> <<combat-dildospank $_hand>> <</if>> <</widget>> <<widget "combat-reveal-sextoy">> /* Used in conjuction with a widget that starts an NPC with a sex toy in hand */ <<set $_hand to _args[0]>> <<set $_dildo to ($_hand is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<set $_consentcolour to ($consensual is 1 ? "blue" : "red")>> <<set $_dildocolouredtext to "<span @class='$_consentcolour'>$_dildo</span>">> <<set $_eagerly to ($consensual is 1 ? "eagerly" : "menacingly")>> <<if $NPCList[_n][($_hand is "left" ? "righthand" : "lefthand")] is 0>> <<set $_npcpart to ["palm","palm","palm","thigh","thigh","shoulder"].random()>> <<else>> <<set $_npcpart to ["thigh","shoulder"].random()>> <</if>> <span class="purple"> <<if _args[1] isnot undefined and _args[1] is "pocket">> <<He>> pulls a <span class="blue">$_dildo</span> from <<his>> pocket, slapping it against <<his>> $_npcpart $_eagerly. <<else>> <<switch random(0,3)>> <<case 0>> <<He>> <<print either("flourishes","parades","brandishes","waves")>> <<his>> $_dildocolouredtext, $_eagerly. <<case 1 2>><<He>> <<print either("slaps","smacks")>> <<his>> $_dildocolouredtext against <<his>> $_npcpart. <<case 3>> <<set $_slaps to ($consensual is 1 ? ["brushes","caresses"].random() : "slaps")>> <<if $consensual isnot 1>><<violence 5>><</if>> <<He>> $_slaps <<if $position is "wall" and $walltype isnot "front">> your <<bottom>> with <<his>> $_dildocolouredtext. <<else>> your face with the $_dildocolouredtext in <<his>> $_hand hand. <</if>> <</switch>> <</if>> </span> <<if _args[0] is "left">> <<set $NPCList[_n].lefttool to $_dildo>> <<set $NPCList[_n].lefthand to "dildo">> <<elseif _args[0] is "right">> <<set $NPCList[_n].righttool to $_dildo>> <<set $NPCList[_n].righthand to "dildo">> <</if>> <</widget>> <<widget "combat-hand-hypnosis">> <<rng>> <<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<set $_hand to _args[0] + "hand">> <<if $NPCList[_n].fullDescription is "Gwylan">> <<if _tool is "light">> The small green light sways and dances in front of you, like a firefly. <<else>> The jasper dangles from a pendant in front of you. <</if>> <<gwylanHypnoName "cap">>'s soft voice echoes in your mind. <<set $_toolAction to _tool is "light" ? "snuff this light" : "cover this necklace">> <<if $rng lt C.npc.Gwylan.dom - 50 and !($hypnosis_traits.devotion gte gwylanHypnoMax("trait") and $hypnosis_traits.devotion lt 5)>> <<if $hypnosis_traits.devotion gte gwylanHypnoMax("trait") and $hypnosis_traits.devotion gte 5>> <span class="witch"><i>When I $_toolAction and click my fingers, we will plunge into depths unknown together.</i></span> <<elseif $hypnosis_traits.devotion gte 3>> <span class="witch"><i>When I $_toolAction and click my fingers, you will relax in my embrace, and reflect upon the questions in your mind.</i></span> <<elseif $hypnosis_traits.devotion gte 1>> <span class="witch"><i>When I $_toolAction and click my fingers, your curiosity will deepen.</i></span> <<else>> <span class="witch"><i>When I $_toolAction and click my fingers, a question will make itself known to you. You will forget it in time, but ponder it while you can.</i></span> <</if>> <<set $NPCList[_n][$_hand] to "hypnosis_devotion">> <<else>> <span class="witch"><i>When I $_toolAction and click my fingers, the cauldron of your lust will boil, and you will climax for me.</i></span> <<set $NPCList[_n][$_hand] to "hypnosis_orgasm">> <</if>> <<elseif $rng gte 76 and ($hypnosis_traits.scream is undefined or $hypnosis_traits.scream lt 5)>> <<He>> waves the _tool at you. <<set $NPCList[_n][$_hand] to "hypnosis_scream">> <<His>> voice echoes in your mind. <span class="purple"><i><span class="red">From when I click my fingers,</span> should you try to scream, you will beg for rougher treatment instead.</i></span> <<elseif $rng gte 51 and ($hypnosis_traits.cover is undefined or $hypnosis_traits.cover lt 5)>> <<He>> waves the _tool at you. <<set $NPCList[_n][$_hand] to "hypnosis_cover">> <<His>> voice echoes in your mind. <span class="purple"><i><span class="red">From when I click my fingers,</span> should you try to cover your body, you will display it for all to see instead.</i></span> <<else>> <<if random(1, 2) is 2>> <<His>> voice echoes in your mind. <span class="purple"><i>When I click my fingers, you will be overcome by arousal and climax at once.</i></span> <<set $NPCList[_n][$_hand] to "hypnosis_orgasm">> <<else>> <<His>> voice echoes in your mind. <span class="purple"><i>When I click my fingers, you will lust for the pleasure of pain.</i></span> <<set $NPCList[_n][$_hand] to "hypnosis_masochism">> <</if>> <<He>> waves the _tool at you. <</if>> <</widget>> <<widget "combat-hand-hypnosis-devotion">> <<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<He>> clasps <<his>> palm around the _tool, and clicks <<his>> fingers. A deep curiosity blooms, <<if $hypnosis_traits.devotion gte 5 and $hypnosis_traits.devotion gte gwylanHypnoMax("trait")>> and you take the plunge into depths unknown together. <<gwylanHypnosis "devotion" 15>><br> <<hypnosisText "Leviathan dreams of conjunction and decay flow through your mind, daring to plunge deeper into your <<= $gwylanSeen.includes('devotion') ? 'Devotion' : 'Curiosity'>> and plucking answers from infinity beneath you. Each answer blooms and embraces you in its warm glow. This must be Heaven, whispered to you through the Angel before you.">> You have to come back up for air, and your breach is beautiful. You tremble together. <<set $enemyarousal += 1200>><<arousal 10000>><<pain -50>><<gggarousal>><<lllpain>><br> <<elseif $uncomfortable.hypnosis is false>> nurtured by a shared yearning. <span class="lewd">Your mind immediately accepts it.</span> <<gwylanHypnosis "devotion" 10>><br> <<elseif $willpower gte random(1, 1000)>> nurtured by an unwelcome part of you. <span class="lblue">You will it away.</span> <<He>> pouts. <<else>> unbeckoned. <span class="pink">You can't resist it.</span> <<gwylanHypnosis "devotion" 10>><<willpower 1>><<gwillpower>><br> <</if>> <<set $combat_hypnosis to "devotion">> <<combat-reset-tool _args[0]>> <<combat-reset-hand _args[0]>> <</widget>> <<widget "combat-hand-hypnosis-orgasm">> <<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<He>> clasps <<his>> palm around the _tool and clicks <<his>> fingers. A deep yearning blooms, <<if $hypnosis_traits.devotion gte 5 and $NPCList[_n].fullDescription isnot "Gwylan">> <span class="lblue">only to be plucked</span>. <span class="forest-green">Instead, in your mind's eye, Gwylan cups your cheeks with gentle hands and smiles down at you. Red rose petals flutter around you.</span> It feels so real, leaving you empty when the vision fades away. You yearn only for <<nnpc_him "Gwylan">> in this brief moment. The <<person>> clutches <<his>> head in pain. <<arousal -1000>><<llarousal>><<defiance 5 _n>> <<elseif $hypnosis_traits.devotion is 4 and random(1, 100) gte 50 and $NPCList[_n].fullDescription isnot "Gwylan">> <span class="forest-green">only to wither as you feel a pair of gentle hands cover your ears, blocking out the compulsion</span>. <<He>> frowns. <<elseif $uncomfortable.hypnosis is false>> nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> Feelings of arousal overwhelm you. <<He>> flashes you a satisfied smile. <<arousal 10000>> <<elseif $willpower gte random(1, 1000)>> nurtured by a traitorous part of you. <span class="lblue">You will it away.</span> <<He>> frowns. <<else>> unbeckoned. <span class="pink">You can't resist it.</span> Feelings of arousal overwhelm you. <<He>> flashes you a satisfied smile. <<arousal 10000>><<willpower 1>><<gwillpower>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "orgasm">> <<combat-reset-tool _args[0]>> <<combat-reset-hand _args[0]>> <</widget>> <<widget "combat-hand-hypnosis-masochism">> <<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<He>> clasps <<his>> palm around the _tool and clicks <<his>> fingers. A deep yearning blooms, <<if $hypnosis_traits.devotion gte 5 and $NPCList[_n].fullDescription isnot "Gwylan">> <span class="lblue">only to be plucked</span>. <span class="forest-green">Instead, in your mind's eye, Gwylan cradles your head in <<nnpc_his "Gwylan">> lap. White rose petals flutter around you.</span> It feels so real, leaving you aglow when the vision fades away. You yearn only for <<nnpc_his "Gwylan">> touch in this brief moment. The <<person>> clutches <<his>> head in pain. <<pain -8>><<llpain>><<defiance 5 _n>> <<elseif $hypnosis_traits.devotion is 4 and random(1, 100) gte 50 and $NPCList[_n].fullDescription isnot "Gwylan">> <span class="forest-green">only to wither as you feel a pair of gentle hands cover your ears, blocking out the compulsion</span>. <<He>> frowns. <<elseif $uncomfortable.hypnosis is false>> nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> You long for pain. <<He>> flashes you a satisfied smile. <<masochism 10>> <<elseif $willpower gte random(1, 1000)>> nurtured by a traitorous part of you. <span class="lblue">You will it away.</span> <<He>> frowns. <<else>> unbeckoned. <span class="pink">You can't resist it.</span> You long for pain. <<He>> flashes you a satisfied smile. <<masochism 10>><<willpower 1>><<gwillpower>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "masochism">> <<combat-reset-tool _args[0]>> <<combat-reset-hand _args[0]>> <</widget>> <<widget "combat-hand-hypnosis-scream">> <<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<He>> clasps <<his>> palm around the _tool and clicks <<his>> fingers. <span class="pink">You feel something shift in your consciousness.</span> <<if ($hypnosis_traits.devotion gte 5 or $hypnosis_traits.devotion is 4 and random(1, 100) gte 50) and $NPCList[_n].fullDescription isnot "Gwylan">> Whatever it is, it's blotted out by something else. <span class="forest-green">Instead, in your mind's eye, Gwylan gently holds your face in front of <<nnpc_his "Gwylan">> own. The slightest sting of a thorn keeps your mind focused.</span> <<elseif !$hypnosis_traits.scream>> You've gained the <span class="pink">Hypnotic Yearning</span> trait. <<set $hypnosis_traits.scream to 1>> <<elseif $hypnosis_traits.scream lt 5>> Your hypnotic yearning has deepened. <<set $hypnosis_traits.scream += 1>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "scream">> <<combat-reset-tool _args[0]>> <<combat-reset-hand _args[0]>> <</widget>> <<widget "combat-hand-hypnosis-cover">> <<set _tool to (_args[0] is "left" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<He>> clasps <<his>> palm around the _tool and clicks <<his>> fingers. <span class="pink">You feel something shift in your consciousness.</span> <<if ($hypnosis_traits.devotion gte 5 or $hypnosis_traits.devotion is 4 and random(1, 100) gte 50) and $NPCList[_n].fullDescription isnot "Gwylan">> Whatever it is, it's blotted out by something else. <span class="forest-green">Instead, in your mind's eye, Gwylan gently holds your face in front of <<nnpc_his "Gwylan">> own. The slightest sting of a thorn keeps your mind focused.</span> <<elseif !$hypnosis_traits.cover>> You've gained the <span class="pink">Hypnotic Flaunting</span> trait. <<set $hypnosis_traits.cover to 1>> <<elseif $hypnosis_traits.cover lt 5>> Your hypnotic flaunting has deepened. <<set $hypnosis_traits.cover += 1>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "cover">> <<combat-reset-tool _args[0]>> <<combat-reset-hand _args[0]>> <</widget>> <<widget "combat-hand-on-mouth">> <<rng>> <<if $enemyanger lte 20 and $enemytrust gte 20>> <span class="teal">Made confident by your accommodating behaviour, <<he>> releases <<his>> hand from your mouth.</span> <<combat-reset-hand _args[0]>> <<set $mouthuse to 0>> <<else>> <<He>> continues to clasp your mouth shut. <<violence 1 1 1 1 _n>><<bruise face>> <<bodypart_admire_chance forehead>> <</if>> <</widget>> <<widget "combat-hand-on-hair">> <<rng>> <<if $rng gte 101>> <span class="lblue"><<He>> releases <<his>> hand from your hair.</span> <<combat-reset-hand _args[0]>> <<elseif $enemyanger gte 61>> With your hair in <<his>> grip, <<he>> yanks back your head. <<violence 4 1 1 1 _n>><<set $speechhair to 1>> <<bodypart_admire_chance forehead>> <<elseif $enemyanger gte 21>> <<He>> strokes your hair while holding it bunched in <<his>> grip. <<set $speechhair to 1>><<neutral 1 _n>> <<bodypart_admire_chance forehead>> <<else>> <span class="lblue"><<He>> releases <<his>> hand from your hair.</span> <<combat-reset-hand _args[0]>> <</if>> <</widget>> <<widget "combat-pull-outfit-down">> <<set $_layer to _args[0]>> <<set $_target to _args[1]>> <<set $_hand to _args[2]>> <<set $_upperslot to ($_layer is "" ? "upper" : $_layer + "_upper")>> <<set $_lowerslot to ($_layer is "" ? "lower" : $_layer + "_lower")>> <<set $_targetslot to ($_layer is "" ? $_target : $_layer + "_" + $_target)>> <<set $_clothing_upper to $worn[$_upperslot]>> <<set $_clothing_lower to $worn[$_lowerslot]>> <<combat-pull-clothing-state $_upperslot "down" $_hand $_lowerslot>> <<set _origin to $_clothing_upper.state_top>> <<set _dest to setup.clothingStateNextDown[_origin]>> <<set $_upperStateSame to setup.clothingStateIndex[$_clothing_upper.state] gte setup.clothingStateIndex[_origin]>> <<set $_lowerStateSame to setup.clothingStateIndex[$_clothing_lower.state] gte setup.clothingStateIndex[_origin]>> /* if the top of the outfit is below the original base of the upper portion, pull the upper portion's base down as well */ <<if $_upperStateSame or setup.clothingStateIndex[$_clothing_upper.state_base] gte setup.clothingStateIndex[_origin]>> <<set $_clothing_upper.state to _dest>> <</if>> /* if the top of the outfit is below the original base of the lower portion, pull the lower portion's base down as well */ <<if $_lowerStateSame or setup.clothingStateIndex[$_clothing_lower.state_base] gte setup.clothingStateIndex[_origin]>> <<set $_clothing_lower.state to _dest>> <</if>> <<switch _origin>> <<case "chest">> <<if $_target is "upper">> <<He>> pulls down the top of your $_clothing_upper.name with <<his>> $_hand hand, <<else>> <<He>> tugs your $_clothing_lower.name with <<his>> $_hand hand, pulling down your $_clothing_upper.name and <</if>> <<if !_toplessExposed>> revealing your <<exposedupper>>. <<neutral 2 _n>> <<else>> <span class="lewd">revealing your <<breasts>>.</span> <<neutral 3 _n>><<set $speechbreasts to 1>> <</if>> <<case "midriff">> <<if $_target is "upper">> <<He>> pulls your $_clothing_upper.name down past your midriff with <<his>> $_hand hand. <<neutral 1 _n>> <<else>> <<He>> tugs your $_clothing_lower.name with <<his>> $_hand hand, pulling down your $_clothing_upper.name past your midriff. <<neutral 1 _n>> <</if>> <<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>> <<case "waist">> <<He>> pulls your $_clothing_upper.name down to your thighs with <<his>> $_hand hand, <<if !_bottomlessExposed>> revealing your <<exposedlower>>. <<neutral 2 _n>> <<else>> revealing your <span class="lewd"><<genitals>>.</span> <<neutral 5 _n>><<set $speechgenitals to 1>> <</if>> <<case "thighs">> <<He>> pulls your $_clothing_upper.name down to your knees with <<his>> $_hand hand. <<neutral 1 _n>> <<case "knees">> <<He>> pulls your $_clothing_upper.name down to your ankles with <<his>> $_hand hand. <<neutral 1 _n>> <<case "ankles">> <span class="purple"><<He>> pulls your $_clothing_upper.name off the bottom of your legs with <<his>> $_hand hand.</span> <<neutral 5 _n>> <</switch>> <</widget>> <<widget "combat-pull-outfit-up">> <<set $_layer to _args[0]>> <<set $_target to _args[1]>> <<set $_hand to _args[2]>> <<set $_upperslot to ($_layer is "" ? "upper" : $_layer + "_upper")>> <<set $_lowerslot to ($_layer is "" ? "lower" : $_layer + "_lower")>> <<set $_targetslot to ($_layer is "" ? $_target : $_layer + "_" + $_target)>> <<if $position isnot "wall">> <<set $_clothing_upper to $worn[$_upperslot]>> <<set $_clothing_lower to $worn[$_lowerslot]>> <<set _origin to $_clothing_upper.state>> <<set _dest to setup.clothingStateNextUp[_origin]>> <<set $_upperStateSame to setup.clothingStateIndex[$_clothing_upper.state_top] gte setup.clothingStateIndex[_origin]>> <<set $_lowerStateSame to setup.clothingStateIndex[$_clothing_lower.state] gte setup.clothingStateIndex[_origin]>> /* <<set $_clothing_upper.state to _dest>> */ <<combat-pull-clothing-state $_upperslot "up" $_hand>> /* if the base of the outfit is below the original top of the upper portion, pull the upper portion's top up as well */ <<if $_upperStateSame or setup.clothingStateIndex[$_clothing_upper.state_top_base] gte setup.clothingStateIndex[_origin]>> <<set $_clothing_upper.state_top to _dest>> <</if>> /* if the base of the outfit is below the original base of the lower portion, pull the lower portion's base up as well */ <<if $_lowerStateSame or setup.clothingStateIndex[$_clothing_lower.state_base] gte setup.clothingStateIndex[_origin]>> <<set $_clothing_lower.state to _dest>> <</if>> <<outfitChecksExposed>> <<switch _origin>> <<case "waist">> <<if $position is "wall" and $walltype isnot "front">> <<combat-tug-clothing "over_lower" $_hand>> <<else>> <<if $_target is "upper">> <<He>> pulls your bundled $_clothing_upper.name up past your midriff. <<else>> <<He>> lifts your $_clothing_upper.name above your midriff with <<his>> $_hand hand. <</if>> <<neutral 2 _n>> <<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>> <</if>> <<case "midriff">> <<if $_target is "upper">> <<He>> pulls your bundled $_clothing_upper.name up past your <<exposedupper>>. <<else>> <<He>> lifts up your $_clothing_upper.name with <<his>> $_hand hand, <<if !_toplessExposed>> exposing your <<exposedupper>>. <<neutral 2 _n>> <<else>> <span class="lewd">exposing your <<breasts>>.</span> <<neutral 3 _n>><<set $speechbreasts to 1>> <</if>> <</if>> <<case "chest">> <<if $_target is "upper">> <span class="purple"><<He>> pulls your $_clothing_upper.name off your body with <<his>> $_hand hand.</span> <<else>> <span class="purple"><<He>> pulls your $_clothing_upper.name off completely with <<his>> $_hand hand.</span> <</if>> <<neutral 3 _n>> <</switch>> <<elseif $walltype isnot "front">> <<combat-tug-clothing $_targetslot $_hand>> <</if>> <</widget>> <<widget "combat-pull-clothing-down">> <<set $_slot to _args[0]>> <<set $_clothing to $worn[$_slot]>> <<set $_hand to _args[1]>> <<set _origin to $_clothing.state>> <<combat-pull-clothing-state $_slot "down" $_hand>> <<switch _origin>> <<case "chest">> <<He>> pulls your $_clothing.name down with <<his>> $_hand hand, <<if !_toplessExposed>> revealing your <<exposedupper>>. <<neutral 2 _n>> <<else>> <span class="lewd">revealing your <<breasts>>.</span> <<neutral 3 _n>><<set $speechbreasts to 1>> <</if>> <<case "midriff">> <<He>> pulls your $_clothing.name down past your midriff with <<his>> $_hand hand. <<neutral 1 _n>> <<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>> <<case "waist">> <<He>> pulls your $_clothing.name down to your thighs with <<his>> $_hand hand, <<if !_bottomlessExposed and $_slot isnot "under_lower" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>> revealing your <<exposedlower>>. <<neutral 2 _n>> <<else>> revealing your <span class="lewd"><<genitals>>.</span> <<neutral 5 _n>><<set $speechgenitals to 1>> <</if>> <<case "thighs">> <<He>> pulls your $_clothing.name down to your knees with <<his>> $_hand hand. <<neutral 1 _n>> <<case "knees">> <<He>> pulls your $_clothing.name down to your ankles with <<his>> $_hand hand. <<neutral 1 _n>> <<case "ankles">> <span class="purple"><<He>> pulls your $_clothing.name off your legs with <<his>> $_hand hand.</span> <<neutral 3 _n>> <</switch>> <</widget>> <<widget "combat-pull-clothing-up">> <<set $_slot to _args[0]>> <<set $_clothing to $worn[$_slot]>> <<set $_hand to _args[1]>> <<if $position isnot "wall">> <<combat-pull-clothing-state $_slot "up" $_hand>> <<switch _dest>> <<case "midriff">> <<He>> lifts up your $_clothing.name with <<his>> $_hand hand, exposing your midriff. <<neutral 1 _n>> <<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>> <<case "chest">> <<if _toplessExposed>> <<He>> lifts up your $_clothing.name with <<his>> $_hand hand, <span class="lewd">exposing your <<breasts>>.</span> <<neutral 2 _n>><<set $speechbreasts to 1>> <<else>> <<He>> lifts your $_clothing.name over your chest with <<his>> $_hand hand, exposing your <<exposedupper>>. <<neutral 1 _n>> <</if>> <<case 0>> <span class="purple"><<He>> completely removes your $_clothing.name with <<his>> $_hand hand.</span> <<neutral 3 _n>> <</switch>> <<else>> <<if $walltype isnot "front" and $_slot.includes("upper")>> <<combat-tug-clothing $_slot $_hand>> <</if>> <</if>> <</widget>> <<widget "combat-pull-clothing-to-side">> <<set $_clothing to $worn[_args[0]]>> <<set $_hand to _args[1]>> <<if playerHasStrapon() and $penisstate isnot 0>> <<He>> moves <<his>> $_hand hand away from your $worn.under_lower.colour $worn.under_lower.name. <<combat-reset-hand $_hand>><<neutral 5 _n>> <<else>> <<He>> pulls your $_clothing.name to the side, <span class="lewd">revealing your <<genitals>>.</span> <<set $_clothing.state to "totheside">> <<combat-reset-hand $_hand>><<neutral 5 _n>> <<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>><<set $_clothing.exposed to 1>><<set $speechgenitals to 1>> <</if>> <</widget>> <<widget "combat-pull-clothing-state">> <<set $_slot to _args[0]>> <<set $_clothing to $worn[$_slot]>> <<set $_up to _args[1] is "up">> <<set $_hand to _args[2]>> <<if _args[3]>> <<set $_otherOutfitSlot to _args[3]>> <<set $_otherClothing to $worn[$_otherOutfitSlot]>> <</if>> <<if $_up>> <!-- pulling clothing up --> <<set _origin to $_clothing.state>> <<set _dest to setup.clothingStateNextUp[$_clothing.state]>> <<set $_clothing.state to _dest>> <<if $_clothing.state_top and setup.clothingStateIndex[$_clothing.state] gt setup.clothingStateIndex[$_clothing.state_top]>> <<set $_clothing.state_top to _dest>> <</if>> <<if $_otherClothing and setup.clothingStateIndex[$_clothing.state] gt setup.clothingStateIndex[$_otherClothing.state]>> <<set $_otherClothing.state to _dest>> <</if>> <<switch _origin>> <<case "midriff">> <<set $_clothing.exposed to 2>> <!-- breasts/chest now exposed below clothing bottom --> <<case "waist">> <<set $_clothing.exposed to 2>> <!-- genitals now exposed below clothing bottom --> <<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>> <</switch>> <<else>> <!-- pulling clothing down --> <<if $_clothing.state_top>> <!-- upper clothing has a .state_top variable, and lower doesn't. --> <<set _origin to $_clothing.state_top>> <<set _dest to setup.clothingStateNextDown[_origin]>> <!-- pulling down open tops is only intended to free the tits, do not attempt to remove your bras by pulling them all the way down through the legs, baka! --> <<set $_min_dest to setup.clothingStateNextDown["chest"]>> <<set $_min_idx to setup.clothingStateIndex[$_min_dest]>> <<if setup.clothingStateIndex[_dest] lt $_min_idx>> <!-- this shouldn't happen, reset everything and quit --> <<set $_clothing.state_top to $_min_dest>> <<set $_clothing.state to $_min_dest>> <<set _origin to "none">> <<set $noupper to 1>> <<combat-reset-hand $_hand>> <<exit>> <<elseif setup.clothingStateIndex[_dest] is $_min_idx>> <!-- take npc hands off before continuing --> <<set $noupper to 1>> <<combat-reset-hand $_hand>> <</if>> <<set $_clothing.state_top to _dest>> <<if setup.clothingStateIndex[$_clothing.state_top] lt setup.clothingStateIndex[$_clothing.state]>> <!-- if the top of the clothing is as low as or lower than the bottom --> <<set $_clothing.state to _dest>> <</if>> <!-- adjust exposure --> <<if _origin is "chest">> <<set $_clothing.exposed to 2>> <!-- breasts/chest now exposed above clothing top --> <</if>> <<else>> <<set _origin to $_clothing.state>> <<set _dest to setup.clothingStateNextDown[$_clothing.state]>> <<set $_clothing.state to _dest>> <!-- adjust exposure --> <<if _origin is "waist">> <<set $_clothing.exposed to 2>> <!-- breasts/chest now exposed above clothing top --> <<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>> <</if>> <</if>> <</if>> <<if _dest is 0>> <<combat-reset-hand $_hand>><<clothesstripstat>><<generalStrip $_slot>> <</if>> <<outfitChecksExposed>> <</widget>> <<widget "combat-lift-skirt">> <<set $_clothing to $worn[_args[0]]>> <<set $_hand to _args[1]>> <<set $_clothing.skirt_down to 0>><<set $_clothing.vagina_exposed to 1>><<set $_clothing.anus_exposed to 1>><<set $_clothing.exposed to 2>> <<outfitChecksExposed>> <<He>> lifts up your $_clothing.name with <<his>> $_hand hand, exposing your <<if !_bottomlessExposed>> <<exposedlower>>. <<neutral 2 _n>> <<elseif $worn.genitals.name isnot "naked">> $worn.genitals.name. <<neutral 2 _n>> <<else>> <span class="lewd"><<genitals>>.</span> <<neutral 5 _n>><<set $speechgenitals to 1>> <</if>> <</widget>> <<widget "combat-remove-buttplug">> <<set $_hand to _args[0]>> <<He>> removes your $worn.butt_plug.name, <span class="lewd">revealing your anus.</span> <<set $worn.butt_plug.state to "removed">> <<combat-reset-hand $_hand>><<neutral 5 _n>> <<set $speechanusentrance to 1>> <</widget>> <<widget "combat-tug-clothing">> <<set $_slot to _args[0]>> <<set $_hand to _args[1]>> <<He>> tugs at your $worn[$_slot].name with <<his>> $_hand hand, tearing <<it $_slot>> before <span class="blue">letting go.</span> <<combat-reset-hand $_hand>><<neutral 1 _n>> <<set $worn[$_slot].integrity -= 10>> <</widget>> <<widget "combat-hand-on-overlowerclothes">> <<set $_hand to _args[0]>> <<set $_overlowersetup to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)]>> <<if $_overlowersetup.skirt is 1>> <<if $worn.over_lower.skirt_down is 1>> <<combat-lift-skirt "over_lower" $_hand>> <<elseif _overOutfit>> <<combat-pull-outfit-up "over" "lower" $_hand>> <<else>> <<combat-pull-clothing-down "over_lower" $_hand>> <</if>> <<elseif _overOutfit>> <<if $worn.over_upper.open is 1>> <<combat-pull-outfit-down "over" "lower" $_hand>> <<else>> <<combat-tug-clothing "over_lower" $_hand>> <</if>> <<else>> <<combat-pull-clothing-down "over_lower" $_hand>> <</if>> <</widget>> <<widget "combat-hand-on-underlowerclothes">> <<set $_hand to _args[0]>> <<set $_overlower_open to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 or $worn.over_lower.type.includes("naked")>> <<set $_lower_open to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 or $worn.lower.type.includes("naked")>> <<if _underOutfit>> <<combat-pull-outfit-down "under" "lower" $_hand>> <<elseif playerHasStrapon() and $penisstate isnot 0>> <<He>> moves <<his>> hand away from your $worn.under_lower.colour $worn.under_lower.name. <<combat-reset-hand $_hand>> <<elseif ($_overlower_open and $_lower_open) or $worn.lower.state isnot "waist">> <<if $worn.under_lower.state is "waist" and !($rng gt 20 or $combatgoal is "strip" or $worn.under_lower.no_aside)>> <<combat-pull-clothing-to-side "under_lower" $_hand>> <<else>> <<combat-pull-clothing-down "under_lower" $_hand>> <</if>> <<else>> <<combat-tug-clothing "under_lower" $_hand>> <</if>> <</widget>> <<widget "combat-hand-on-buttplug">> <<set $_clothing to $worn.butt_plug.name>> <<set $_hand to _args[0]>> <<if random(0,3) is 0>> With <<his>> $_hand hand, <<he>> teases your anus with your $_clothing. <<else>> <<combat-remove-buttplug $_hand>> <</if>> <</widget>> <<widget "combat-hand-on-lowerclothes">> <<set $_hand to _args[0]>> <<set $_overlower_open to setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 or $worn.over_lower.type.includes("naked")>> <<set $_lower_open to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if $_overlower_open and $_lower_open>> <<if $worn.lower.skirt_down is 1>> <<combat-lift-skirt "lower" $_hand>> <<elseif _middleOutfit>> <<combat-pull-outfit-up "" "lower" $_hand>> <<else>> <<combat-pull-clothing-down "lower" $_hand>> <</if>> <<elseif _middleOutfit>> <<if $worn.upper.open is 1>> <<combat-pull-outfit-down "" "lower" $_hand>> <<else>> <<combat-tug-clothing "lower" $_hand>> <</if>> <<else>> <<combat-pull-clothing-down "lower" $_hand>> <</if>> <</widget>> <<widget "combat-hand-on-overupperclothes">> <<set $_hand to _args[0]>> <<if _overOutfit is false>> <<if $worn.over_upper.open is 1>> <<combat-pull-clothing-down "over_upper" $_hand>> <<else>> <<combat-pull-clothing-up "over_upper" $_hand>> <</if>> <<elseif $worn.over_upper.open is 1>> <<if $worn.over_lower.state is $worn.over_upper.state_top and $worn.over_lower.state is $worn.over_upper.state and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>> <<combat-pull-outfit-up "over" "upper" $_hand>> <<else>> <<combat-pull-outfit-down "over" "upper" $_hand>> <</if>> <<else>> <<combat-tug-clothing "over_upper" $_hand>> <</if>> <</widget>> <<widget "combat-hand-on-upperclothes">> <<set $_hand to _args[0]>> <<if _middleOutfit is false>> <<if $worn.upper.open is 1>> <<combat-pull-clothing-down "upper" $_hand>> <<else>> <<combat-pull-clothing-up "upper" $_hand>> <</if>> <<elseif $worn.upper.open is 1>> <<if $worn.lower.state is $worn.upper.state_top and $worn.lower.state is $worn.upper.state and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<combat-pull-outfit-up "" "upper" $_hand>> <<else>> <<combat-pull-outfit-down "" "upper" $_hand>> <</if>> <<else>> <<combat-tug-clothing "upper" $_hand>> <</if>> <</widget>> <<widget "combat-hand-on-underupperclothes">> <<set $_hand to _args[0]>> <<if _underOutfit is false>> <<if $worn.under_upper.open is 1>> <<combat-pull-clothing-down "under_upper" $_hand>> <<else>> <<combat-pull-clothing-up "under_upper" $_hand>> <</if>> <<elseif $worn.under_upper.open is 1>> <<if $worn.under_lower.state is $worn.under_upper.state_top and $worn.under_lower.state is $worn.under_upper.state and setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>> <<combat-pull-outfit-up "under" "upper" $_hand>> <<else>> <<combat-pull-outfit-down "under" "upper" $_hand>> <</if>> <</if>> <</widget>> <<widget "combat-hand-on-clothes">> <<set $_slot to _args[0]>> <<set $_hand to _args[1]>> <<set $_strugglevar to $_slot.replace("_","") + "struggle">> <<rng>> <<if $worn[$_slot].name is "naked" and !$removed?.includes($_slot)>> <<if !$removed>> <<set $removed to []>> <</if>> <<cast_aside_clothes>> <<combat-reset-hand $_hand>> <<set $removed.push($_slot)>> <<elseif $worn[$_slot].type.includes("strap-on") and $worn[$_slot].state is "waist" and $penisstate is 0>> <<combat-reset-hand $_hand>> <<elseif V[$_strugglevar] is 1>> <<set V[$_strugglevar] to 0>> You manage to keep <<him>> from stripping you of your $worn[$_slot].name. <<set $speechstripstruggle to 1>> <<elseif $rng gte 101>> <span class="lblue"><<He>> releases <<his>> hand from your $worn[$_slot].name.</span> <<combat-reset-hand $_hand>> <<elseif $rng lte 100>> <<switch $_slot>> <<case "under_lower">> <<combat-hand-on-underlowerclothes $_hand>> <<case "lower">> <<combat-hand-on-lowerclothes $_hand>> <<case "over_lower">> <<combat-hand-on-overlowerclothes $_hand>> <<case "under_upper">> <<combat-hand-on-underupperclothes $_hand>> <<case "upper">> <<combat-hand-on-upperclothes $_hand>> <<case "over_upper">> <<combat-hand-on-overupperclothes $_hand>> <</switch>> <</if>> <<switch $_slot>> <<case "under_upper" "upper" "over_upper">> <<bodypart_admire_chance "breasts">> <<case "over_lower" "lower">> <<bodypart_admire_chance "back">> <<case "under_lower">> <<bodypart_admire_chance "pubic">> <</switch>> <</widget>> <<widget "combat-hand-on-lube">> <<if $NPCList[_n].penis is "vaginaentrance" and $player.bodyliquid.vaginaoutside.goo lt 5>> <<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<pussy>> in slimy fluid.</span> <<neutral 10 _n>><<bodyliquid "vaginaoutside" "goo">> <<elseif $NPCList[_n].penis is "anusentrance" and $player.bodyliquid.bottom.goo lt 5>> <<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<bottom>> in slimy fluid.</span> <<neutral 10 _n>><<bodyliquid "bottom" "goo">> <<elseif $NPCList[_n].penis is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5>> <<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<penis>> in slimy fluid.</span> <<neutral 10 _n>><<bodyliquid "penis" "goo">> <<elseif $NPCList[_n].vagina is "penisentrance" and $player.bodyliquid.penis.goo lt 5>> <<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<penis>> in slimy fluid.</span> <<neutral 10 _n>><<bodyliquid "penis" "goo">> <<elseif $NPCList[_n].vagina is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5>> <<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<penis>> in slimy fluid.</span> <<neutral 10>><<bodyliquid "penis" "goo">> <<elseif ($NPCList[_n].penis is "vaginaentrancedouble" or $NPCList[_n].penis is "vaginaimminentdouble") and $player.bodyliquid.vaginaoutside.goo lt 5>> <<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<pussy>> in slimy fluid.</span> <<neutral 10>><<bodyliquid "vaginaoutside" "goo">> <<elseif ($NPCList[_n].penis is "anusentrancedouble" or $NPCList[_n].penis is "anusimminentdouble") and $player.bodyliquid.bottom.goo lt 5>> <<He>> squeezes the bottle of lubricant in <<his>> _args[0] hand, <span class="pink">covering your <<bottom>> in slimy fluid.</span> <<neutral 10>><<bodyliquid "bottom" "goo">> <<else>> <span class="lblue"><<He>> casts aside the lube in <<his>> _args[0] hand.</span> <<combat-reset-hand _args[0]>> <</if>> <</widget>> <<widget "combat-hand-on-shoes">> <<if $worn.feet.name isnot "naked">> <<He>> tugs off your $worn.feet.name. <<feetstrip>> <<neutral 5 _n>> <</if>> <<combat-reset-hand _args[0]>> <</widget>> <<widget "combat-hand-on-socks">> <<if $worn.legs.name isnot "naked">> <<He>> tugs off your $worn.legs.name, exposing your feet. <<legsstrip>> <<neutral 5 _n>> <</if>> <<combat-reset-hand _args[0]>> <</widget>> <<widget "combat-hand-on-shackle">> <<if $worn.feet.type.includes("shackle")>> <span class="lblue"><<He>> drops the iron shackles.</span> <<combat-reset-hand _args[0]>> <<else>> <span class="red"><<He>> clamps the iron shackles around your ankles.</span> They lock with a click. <<if $carried.feet.name isnot "naked">> <<silently>><<generalSteal "feet">><</silently>> <</if>> <<shackle_feet>> <<combat-reset-hand _args[0]>> <</if>> <</widget>> <<widget "combat-hand-on-shackle-imminent">> <<if $worn.feet.type.includes("shackle")>> <span class="lblue"><<He>> drops the iron shackles.</span> <<combat-reset-hand _args[0]>> <<else>> <span class="pink"><<He>> pulls your ankles into the iron shackles.</span> <<combat-set-hand-target _args[0] "shackle_imminent">> <</if>> <</widget>> <<widget "combat-hand-on-head_breasts">> <<rng>> <<if $rng gte 69 and ($worn.face.type.includes("covered") or $worn.face.type.includes("gag"))>> <<He>> pushes your mouth against <<hisselect _n>> $NPCList[_n].breastdesc, but it's blocked by your $worn.face.name. <<set $speechheadbreasts to 1>> <<if $NPCList[_n].type is "plant" and $NPCList[_n].pronoun is "f" and $settings.breastFeedingEnabled>> <span class="pink">Nectar leaks from <<hisselect _n>> bud.</span> <<damageFaceCover 1>> <<elseif $NPCList[_n].lactation is 1 and $settings.breastFeedingEnabled>> <span class="pink">Milk leaks from <<hisselect _n>> bud.</span> <<set $speechheadsuckleclosed to 1>> <<damageFaceCover 1>> <<else>> <<set $speechheadnippleclosed to 1>> <</if>> <<damageFaceCover 1>> <<elseif $rng gte 71>> <<sex 3 "mouth" _n>> <<combat-set-hand-target _args[0] "head_nipples">> <<if $mouthstate isnot "nipple">> <<set $mouthactiondefault to "breastclosed">> <</if>> <<set $mouthstate to "nipple">><<set $NPCList[_n].chest to "mouth">><<set $mouthtarget to _n>> <<if $NPCList[_n].breastsize gte 1>> <<He>> pushes your face against <<hisselect _n>> $NPCList[_n].breastdesc, <span class="purple">and your mouth against <<hisselect _n>> nipple.</span> <<else>> <span class="purple"><<He>> pushes your mouth against <<hisselect _n>> $NPCList[_n].breastdesc.</span> <</if>> <<if $NPCList[_n].type is "plant" and $NPCList[_n].pronoun is "f" and $settings.breastFeedingEnabled>> <span class="pink">Nectar leaks from <<hisselect _n>> bud.</span> <<elseif $NPCList[_n].lactation is 1 and $settings.breastFeedingEnabled>> <span class="pink">Milk leaks from <<hisselect _n>> bud.</span> <<set $speechheadsuckleclosed to 1>> <<else>> <<set $speechheadnippleclosed to 1>> <</if>> <<else>> <<neutral 3 _n>> <<He>> holds your head between <<hisselect _n>> $NPCList[_n].breastsdesc. <<if $NPCList[_n].breastsize gte 6>> <<set $speechheadbreasts to 1>> <<else>> <<set $speechheadchest to 1>> <</if>> <</if>> <<bodypart_admire_chance forehead>> <</widget>> <!-- pass "left", "right" or "both" as the first argument and "hand" or "hands" for the second argument --> <<widget "combat-hand-on-mask">> <<if ($worn.face.type.includes("mask") or $worn.face.type.includes("covered")) and ($nomask isnot 1 or $enemyanger gt ($enemyangermax / 2))>> <<set $_hishand to (_args[0] isnot "both" ? "<<his>> " : "") + _args[0] + " " + _args[1]>> <<if $face is "covered">> <<He>> tries to pull your $worn.face.name off your face with $_hishand, <span class="lblue">but you grip it tight.</span> <<if random(1, 3) is 3>> <span class="lblue"><<He>> releases it with a frustrated sigh.</span> <<combat-reset-hand _args[0]>> <<else>> <<if $enemyanger gt ($enemyangermax / 2)>> <span class="red"><<He>> tries to force your $worn.face.name off!</span> <<damageFaceCover 4>> <</if>> <</if>> <<else>> <<He>> pulls your $worn.face.name off your face with $_hishand, <span class="pink">revealing your identity.</span> <<facestrip>><<clothesstripstat>><<combat-reset-hand _args[0]>> <<if $mouthuse is "gagged">> <<set $mouthuse to 0>> <</if>> <</if>> <<else>> <<combat-reset-hand _args[0]>> <</if>> <</widget>> <<widget "combat-hand-on-chastity">> <<if $worn.genitals.name is "naked">> <<cast_aside_clothes>> <<combat-reset-hand _args[0]>> <<else>> <<if $worn.genitals.name is "chastity parasite">> <span class="blue"><<He>> pulls on your $worn.genitals.name, only to then squeeze it.</span> <span class="lewd"><<His>> rough handling leaves you feeling more aroused.</span> <<arousal 100 "genitals">> <<if random(0, 100) gt $enemyanger>> Seeing your reaction to squeezing it, <<he>> continues. <<arousal 200 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 5>><</if>> <<elseif $enemyanger gt 100>> Seeing your reaction to squeezing it, <<he>> gives it one more go at tearing it away before giving up. <<set $worn.genitals.integrity -= 5>> <<arousal 100 "genitals">><<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>> <<else>> <<He>> stops after a few more moments of squeezing, looking bewildered. <<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>> <</if>> <<set $worn.genitals.integrity -= 5>> <<elseif $worn.genitals.origin is $NPCList[_n].fullDescription>> <span class="lblue"><<He>> gently holds onto your $worn.genitals.name before letting it go.</span> <<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>> <<else>> <span class="blue"><<He>> tries to loosen your $worn.genitals.name.</span> <<His>> rough handling leaves you feeling more frustrated and aroused. <<He>> gives up after a few moments of impotent tugging, looking disappointed. <<set $enemyanger += 5>><<combat-reset-hand _args[0]>><<set $speechchastity to 1>><<bodypart_admire_chance pubic>><<set $worn.genitals.integrity -= 10>> <</if>> <<neutral 1 "genitals" _n>><<arousal 5 "genitals">> <</if>> <</widget>> <<widget "combat-hand-on-throat">> <<if $settings.asphyxiaLevel gte 1>> <<rng>> <<if $consensual is 1>> <<mancombat_choke>> <<else>> <<mancombat_strangle>> <</if>> <</if>> <</widget>> <<widget "combat-hand-on-head_nipples">> <<sex 3 "mouth">> <<personselect _n>> <<He>> continues to push your mouth against <<his>> $NPCList[_n].breastdesc. <<if $settings.breastFeedingEnabled>> <<if $NPCList[_n].type is "plant" and $NPCList[_n].pronoun is "f">> <span class="pink">Nectar leaks from <<his>> bud.</span> <<elseif $NPCList[_n].lactation is 1>> <span class="pink">Milk leaks from <<his>> bud.</span> <</if>> <</if>> <<bodypart_admire_chance forehead>> <</widget>> <<widget "combat-pen-on-bodypart">> <<set $_hand to _args[0]>><<set $_penbodypart to _args[1]>> <<He>> scrawls on your <<bodypart $_penbodypart>>: <<bodywriting_npc $_penbodypart `$NPCList[_n][$_hand + "tool"]`>> <<set $newlyWritten.pushUnique($_penbodypart)>> <<combat-reset-hand $_hand>><<set $NPCList[_n][$_hand + "tool"] to 0>> <</widget>> <<widget "combat-set-hand-start">> <<rng>> <<outfitChecks>> <<combat-get-other-hand _args[0]>> <<if $askedtochoke is 1 and $consensual is 1 and $settings.asphyxiaLevel gte 1 and ($neckuse isnot "hand" or ($otherNPChand is "throat" and $rng lte 30))>> <<set $neckuse to "hand">> <<set $askedtochoke to 0>> <<combat-set-hand-target _args[0] "throat">> <<neutral 1 _n>> <<elseif $combatgoal is "strip">> <<if $worn.over_upper.name isnot "naked" and $noupper isnot 1 and !$worn.over_upper.cursed>> <span class="purple"><<He>> grasps your $worn.over_upper.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>> <<set $handtarget to "overupperclothes">> <<elseif $worn.upper.name isnot "naked" and $noupper isnot 1 and !$worn.upper.cursed>> <span class="purple"><<He>> grasps your $worn.upper.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>> <<set $handtarget to "upperclothes">> <<elseif $worn.under_upper.name isnot "naked" and !$worn.under_upper.type.includes("sticky") and $noupper isnot 1 and !$worn.under_upper.cursed>> <span class="purple"><<He>> grasps your $worn.under_upper.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>> <<set $handtarget to "underupperclothes">> <<elseif $worn.over_lower.name isnot "naked" and $walltype isnot "front">> <span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>> <<set $handtarget to "overlowerclothes">> <<elseif $worn.lower.name isnot "naked" and $walltype isnot "front">> <span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>> <<set $handtarget to "lowerclothes">> <<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside" and $walltype isnot "front">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>> <<set $handtarget to "underlowerclothes">> <<elseif $settings.analEnabled and playerHasButtPlug() and random(0,1) is 0>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked" and $walltype isnot "front">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>> <<set $handtarget to "genitals">> <<else>> <!-- You're naked, so the strip attack stops. Either detect this and stop the attack, or just let the attack continue normally. --> <<set $combatgoal to 0>> <<set $handtarget to 0>> <<set $NPCList[_n].mouth to 0>> <<set _stripped to true>> <</if>> <<combat-set-hand-target _args[0] $handtarget>> <<elseif $NPCList[_n].heldSexToy isnot undefined and $rng lte 25 and !getSexToysofType("all").includes($NPCList[_n].lefttool) and !getSexToysofType("all").includes($NPCList[_n].righttool)>> <<giveNPCsextoy _n $NPCList[_n].heldSexToy _args[0]>> <<combat-reveal-sextoy _args[0]>> <<elseif $rng lte 7 and ($consensual isnot 1 or ["Whitney", "Kylar", "Sydney", "Gwylan"].includes($npc[$npcrow.indexOf(_n)])) and $settings.bodyWritingLevel gte 2 and $enemytype isnot "beast" and !$noBodyWriting>> <<set _rng to random(1, 5)>> <<if (_rng is 5 and $NPCList[_n].type isnot "plant" and $role isnot "islander") or $npc.includes("Sydney")>> <span class="purple"><<He>> pulls a <span class="pink">permanent</span> marker pen from <<his>> pocket, flicking off the lid.</span> <<set $tooltarget to "marker">> <<elseif _rng is 4 and $NPCList[_n].type isnot "plant" and $NPCList[_n].pronoun is "f" and $role isnot "islander" and !$npc.includes("Gwylan")>> <span class="purple"><<He>> pulls lipstick from <<his>> pocket and pushes out the tip.</span> <<set $tooltarget to "lipstick">> <<elseif (_rng is 3 and $outside is 1 and ["forest","moor","farmlands","farm"].includes($location)) or $NPCList[_n].type is "plant" or $role is "islander">> <span class="purple"><<He>> lifts a handful of mud from the ground.</span> <<set $tooltarget to "mud">> <<else>> <span class="purple"><<He>> pulls a pen from <<his>> pocket, flicking off the lid.</span> <<set $tooltarget to "pen">> <</if>> <<if _args[0] is "left">> <<set $NPCList[_n].lefttool to $tooltarget>> <<set $NPCList[_n].lefthand to "pen">> <<else>> <<set $NPCList[_n].righttool to $tooltarget>> <<set $NPCList[_n].righthand to "pen">> <</if>> <<neutral 1 _n>> <<elseif $enemyanger + $rng lte 15 and $NPCList[_n].traits.includes("hypnotist") and $settings.hypnosisEnabled and !$noHypnosis>> <<if $NPCList[_n].fullDescription is "Gwylan">> <<set _tool to $hallucinations gte 2 and $hypnosis_traits.devotion gte 3 ? "light" : "jasper pendant">> <<else>> <<set _tool to $role is "islander" ? "bundle of herbs" : "pendant">> <</if>> <<He>> produces a <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to "hypnosis">> <<set $NPCList[_n].lefttool to _tool>> <<if $NPCList[_n].lefttool is "light">> small green light on the tip of <<his>> finger, <<elseif $NPCList[_n].lefttool is "jasper pendant">> jasper pendant<<if $NPCList[_n].clothes.upper.name isnot "naked">> from <<his>> <<= $NPCList[_n].clothes.upper.name>><</if>>, <<else>> <<print $NPCList[_n].lefttool>>, <</if>> <<else>> <<set $NPCList[_n].righthand to "hypnosis">> <<set $NPCList[_n].righttool to _tool>> <<if $NPCList[_n].righttool is "light">> small green light on the tip of <<his>> finger, <<elseif $NPCList[_n].righttool is "jasper pendant">> jasper pendant<<if $NPCList[_n].clothes.upper.name isnot "naked">> from <<his>> <<= $NPCList[_n].clothes.upper.name>><</if>>, <<else>> <<print $NPCList[_n].righttool>>, <</if>> <</if>> <span class="purple">and <<print $role is "islander" ? "waves" : "swings">> it in front of your face.</span> <<elseif $enemyanger + $rng lte 20>> <<if $walltype is "front">> <<He>> strokes your cheek. <<neutral 10 _n>> <<else>> <<set $handtarget to 0>> <<if $worn.over_lower.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "overlowerclothes">><<neutral 1 _n>> <<elseif $worn.lower.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "lowerclothes">><<neutral 1 _n>> <<elseif !(($player.penisExist and !playerChastity("penis")) or ($player.vaginaExist and !playerChastity("vagina")))>> <<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">leaving you feeling more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>> <<neutral 10 "genitals" _n>><<set $speechchastity to 1>> <<elseif ($player.penisExist and !playerChastity("penis")) and ($player.vaginaExist and !playerChastity("vagina"))>> <<if $player.ballsExist and random(0,1) is 1>> <<He>> <<strokes>> your <<testicles>> and teases your glans. <<neutral 10 "genitals" _n>><<set $speechglans to 1>> <<else>> <<He>> strokes the base of your <<penis>> where it meets your <<pussy>>. <<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>> <</if>> <<elseif $player.penisExist and $player.ballsExist and !playerChastity("penis")>> <<He>> <<strokes>> your <<testicles>> and teases your glans. <<neutral 10 "genitals" _n>><<set $speechglans to 1>> <<elseif $player.vaginaExist and !playerChastity("vagina")>> <<He>> <<strokes>> your pubic mound and teases your clit. <<neutral 10 "genitals" _n>><<set $speechclit to 1>> <</if>> <<combat-set-hand-target _args[0] $handtarget>> <</if>> <<elseif $enemyanger + $rng lte 30>> <<set $handtarget to 0>> <<if $position is "wall" and $walltype isnot "front">> <<if $worn.over_lower.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "overlowerclothes">><<neutral 1 _n>> <<elseif $worn.lower.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "lowerclothes">><<neutral 1 _n>> <<elseif playerHasStrapon()>> <<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your $worn.under_lower.name. <<neutral 10 "genitals" _n>> <<elseif !(($player.penisExist and !playerChastity("penis")) or ($player.vaginaExist and !playerChastity("vagina")))>> <<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">leaving you feeling more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>> <<neutral 10 "genitals" _n>><<set $speechchastity to 1>> <<elseif ($player.penisExist and !playerChastity("penis")) and ($player.vaginaExist and !playerChastity("vagina"))>> <<He>> runs <<his>> hand up your thigh and over the area where your <<penis>> and <<pussy>> meet. <<neutral 10 "genitals" _n>><<set $speechfutapenis to 1>> <<elseif $player.penisExist and !playerChastity("penis")>> <<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your <<glans>>. <<neutral 10 "genitals" _n>><<set $speechglans to 1>> <<elseif $player.vaginaExist and !playerChastity("vagina")>> <<He>> <<strokes>> your inner thigh and brushes <<his>> fingers against your clit. <<neutral 10 "genitals" _n>><<set $speechclit to 1>> <<else>> <<He>> <<strokes>> your inner thigh. <<neutral 10 "genitals" _n>> <</if>> <<combat-set-hand-target _args[0] $handtarget>> <<bodypart_admire_chance random_thigh>> <<else>> <<if $worn.over_upper.name isnot "naked" and $noupper isnot 1 and !$worn.over_upper.cursed>> <span class="purple"><<He>> grasps your $worn.over_upper.name with <<his>> _args[0] hand.</span> <<set $handtarget to "overupperclothes">><<neutral 1 _n>> <<elseif $worn.upper.name isnot "naked" and $noupper isnot 1 and !$worn.upper.cursed>> <span class="purple"><<He>> grasps your $worn.upper.name with <<his>> _args[0] hand.</span> <<set $handtarget to "upperclothes">><<neutral 1 _n>> <<elseif $worn.under_upper.name isnot "naked" and !$worn.under_upper.type.includes("sticky") and $noupper isnot 1 and !$worn.under_upper.cursed>> <span class="purple"><<He>> grasps your $worn.under_upper.name with <<his>> _args[0] hand.</span> <<set $handtarget to "underupperclothes">><<neutral 1 _n>> <<else>> <<He>> <<strokes>> your chest, <<his>> fingers lingering around your <<nipple>>. <<neutral 4 "breasts" _n>><<playWithBreasts>> <</if>> <<combat-set-hand-target _args[0] $handtarget>> <<bodypart_admire_chance breasts>> <</if>> <<elseif $enemyanger + $rng lte 35>> <<if $walltype is "front">> <<He>> cups your chin with <<his>> _args[0] hand. <<neutral 2 _n>> <<else>> <<set $handtarget to 0>> <<if _skirtExposed>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "underlowerclothes">><<neutral 1 _n>> <<elseif $settings.analEnabled and random(0,1) is 0 and playerHasButtPlug()>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<set $handtarget to "genitals">><<neutral 1 "genitals" _n>> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $anususe is 0 and $settings.analEnabled>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span> <<set $handtarget to "anusentrance">><<set $anususe to "hand">><<set $anusstate to "handentrance">><<neutral 1 _n>> <</if>> <</if>> <</if>> <<elseif $worn.lower.state isnot "waist">> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "underlowerclothes">><<neutral 1 _n>> <<elseif $settings.analEnabled and random(0,1) is 0 and playerHasButtPlug()>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<set $handtarget to "genitals">><<neutral 1 "genitals" _n>> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $anususe is 0 and $settings.analEnabled>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span> <<set $handtarget to "anusentrance">><<set $anususe to "hand">><<set $anusstate to "handentrance">><<neutral 1 _n>> <</if>> <</if>> <</if>> <</if>> <<combat-set-hand-target _args[0] $handtarget>> <<bodypart_admire_chance back>> <</if>> <<elseif $enemyanger + $rng lte 40>> <<if $walltype is "front">> <<He>> runs <<his>> fingers through your hair with <<his>> _args[0] hand. <<neutral 2 _n>> <<else>> <<set $handtarget to 0>> <<if _skirtExposed>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "underlowerclothes">><<neutral 1 _n>> <<elseif $settings.analEnabled and playerHasButtPlug() and random(0,1) is 0 and $worn.genitals.anal_shield isnot undefined and !playerChastity("anus")>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<set $handtarget to "genitals">><<neutral 1 "genitals" _n>> <<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>> <<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, resting a finger on your entrance.</span> <<set $handtarget to "vaginaentrance">><<set $vaginause to 1>><<neutral 1 "genitals" _n>> <<elseif $player.penisExist and $penisuse is 0>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span> <<set $handtarget to "penisentrance">><<set $penisuse to 1>><<neutral 1 "genitals" _n>> <</if>> <</if>> <</if>> <<elseif $worn.lower.state isnot "waist">> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<set $handtarget to "underlowerclothes">><<neutral 1 "genitals" _n>> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<set $handtarget to "genitals">><<neutral 1 "genitals" _n>> <<elseif $settings.analEnabled and random(0,1) is 0 and playerHasButtPlug()>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>> <<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, resting a finger above your entrance.</span> <<set $handtarget to "vaginaentrance">><<set $vaginause to 1>><<neutral 1 "genitals" _n>> <<elseif $player.penisExist and $penisuse is 0>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span> <<set $handtarget to "penisentrance">><<set $penisuse to 1>><<neutral 1 "genitals" _n>> <</if>> <</if>> <</if>> <</if>> <<combat-set-hand-target _args[0] $handtarget>> <<bodypart_admire_chance pubic>> <</if>> <<elseif $enemyanger + $rng lte 45>> <<if $position is "wall" and $walltype isnot "front">> <<He>> leans against the wall. <<else>> <<He>> caresses your tummy. <<neutral 1 _n>> <<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>> <</if>> <<bodypart_admire_chance back>> <<elseif $enemyanger + $rng lte 50>> <<if $position is "wall" and $walltype isnot "front">> <<He>> grips your thigh and pulls, but you're stuck firm. <<neutral 1 _n>> <<bodypart_admire_chance random_thigh>> <<else>> <<He>> <<strokes>> your hair. <<neutral 1 _n>> <<bodypart_admire_chance forehead>> <</if>> <<elseif $enemyanger + $rng lte 55>> <<if $position is "wall" and $walltype isnot "front">> <<He>> grips your thigh and pulls, but you're stuck firm. <<neutral 1 _n>> <<bodypart_admire_chance random_thigh>> <<elseif ($worn.face.type.includes("mask") or $worn.face.type.includes("gag")) and ($nomask isnot 1 or $enemyanger gte ($enemyangermax / 2))>> <span class="purple"><<He>> grasps your $worn.face.name with <<his>> _args[0] hand.</span> <<neutral 1 _n>><<combat-set-hand-target _args[0] "mask">> <<else>> <<He>> <<strokes>> your hair. <<neutral 1 _n>> <<bodypart_admire_chance forehead>> <</if>> <<elseif $enemyanger + $rng lte 60>> <<if $position is "wall" and $walltype isnot "front">> <<He>> tugs on your leg with <<his>> _args[0] hand, but you're stuck firm. <<neutral 1 _n>> <<bodypart_admire_chance back>> <<elseif !$worn.upper.type.includes("naked") and $worn.upper.state isnot "chest" and $worn.upper.state_top is "chest">> <<He>> gropes your <<breasts>> through your $worn.upper.name. <<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">> Your buds stand erect and vulnerable in the cold. <</if>> <<neutral 2 "breasts" _n>><<playWithBreasts>> <<bodypart_admire_chance breasts>> <<elseif !$worn.under_upper.type.includes("naked") and $worn.under_upper.state isnot "chest" and $worn.under_upper.state_top is "chest">> <<He>> gropes your <<breasts>> through your $worn.under_upper.name. <<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">> Your buds stand erect and vulnerable in the cold. <</if>> <<neutral 2 "breasts" _n>><<playWithBreasts>> <<bodypart_admire_chance breasts>> <<else>> <<He>> gropes your exposed <<breasts>> with <<his>> _args[0] hand. <<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">> Your buds stand erect and vulnerable in the cold. <</if>> <<neutral 4 "breasts" _n>><<playWithBreasts>> <<bodypart_admire_chance breasts>> <</if>> <<elseif $enemyanger + $rng lte 70 and $pronoun is "f" and $position isnot "wall" and not $gloryhole and $head is 0 and ($mouthuse is 0 or $mouthuse is "breasts") and ($NPCList[_n].chest is 0 or $NPCList[_n].chest is "clothed") and $NPCList[_n].location.genitals isnot "head" and $NPCList[_n].location.head isnot "genitals" and $NPCList[_n].stance isnot "topface">> <<if $NPCList[_n].chest is "clothed">> <span class="blue"><<He>> <<npcUndressText $NPCList[_n] "upper" "self">>,</span> and <span class="pink">pushes your face against <<his>> $NPCList[_n].breastsdesc</span> with <<his>> _args[0] hand. <<set $NPCList[_n].chest to 0>> <<else>> <<He>> cradles the back of your head in <<his>> _args[0] hand and <span class="pink">pushes your face against <<his>> $NPCList[_n].breastsdesc.</span> <</if>> <<if $NPCList[_n].type is "plant" and $settings.breastFeedingEnabled>> <span class="purple">It carries a sweet scent.</span> <<elseif $NPCList[_n].lactation is 1 and $settings.breastFeedingEnabled>> <span class="purple">It carries a scent of milk.</span> <</if>> <<combat-set-hand-target _args[0] "head_breasts">><<set $mouthuse to "breasts">><<set $mouthstate to "breasts">><<set $head to "breasts">> <<set $NPCList[_n].chest to "mouthentrance">><<set $speechheadbreasts to 1>><<neutral 3 _n>><<set $mouthactiondefault to "breastclosed">> <<set $NPCList[_n].location.head to "head">><<set $mouthtarget to _n>> <<bodypart_admire_chance forehead>> <<elseif $enemyanger + $rng lte 80>> <<if $walltype is "front">> <<He>> pushes your shoulder with <<his>> _args[0] hand, testing how stuck you are. <<neutral 2 _n>> <<else>> <<set $speechbottom to 1>> <<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>> <<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> tries to grope your <<bottom>> through your $worn.over_lower.name, but you're wearing too much to really feel it. <<neutral 1 _n>> <<else>> <<He>> gropes your <<bottom>> through your $worn.over_lower.name. <<neutral 5 _n>> <</if>> <<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> gropes your <<bottom>> through your $worn.lower.name. <<neutral 2 _n>> <<elseif $worn.under_lower.state is "waist">> <<He>> gropes your <<bottom>> through your $worn.under_lower.name. <<neutral 2 _n>> <<else>> <<He>> fondles and <<strokes>> your exposed <<bottom>>. <<neutral 4 _n>> <</if>> <<bodypart_admire_chance random_bottom>> <</if>> <<elseif $enemyanger + $rng lte 90 and $enemytype isnot "beast" and $NPCList[_n].type isnot "plant" and $NPCList[_n].fullDescription isnot "Ivory Wraith" and !$abomination and $role isnot "islander">> <<combat-set-hand-target _args[0] "lube">> <<if $NPCList[_n].penis is "vaginaentrance" and $player.bodyliquid.vaginaoutside.goo lt 5 and !playerChastity("vagina")>> <span class="purple"><<He>> holds a bottle of lubricant near your <<pussy>>.</span> <<elseif $NPCList[_n].penis is "anusentrance" and $player.bodyliquid.bottom.goo lt 5 and !playerChastity("anus")>> <span class="purple"><<He>> holds a bottle of lubricant near your <<bottom>>.</span> <<elseif $NPCList[_n].penis is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5 and !playerChastity("penis")>> <span class="purple"><<He>> holds a bottle of lubricant near your <<penis>>.</span> <<elseif $NPCList[_n].vagina is "penisentrance" and $player.bodyliquid.penis.goo lt 5 and !playerChastity("penis")>> <span class="purple"><<He>> holds a bottle of lubricant near your <<penis>>.</span> <<elseif $NPCList[_n].vagina is "otheranusentrance" and $player.bodyliquid.penis.goo lt 5 and !playerChastity("penis")>> <span class="purple"><<He>> holds a bottle of lubricant near your <<penis>>.</span> <<else>> <<He>> smacks your hip. <<neutral 5 _n>> <<combat-reset-hand _args[0]>> <</if>> <<elseif $enemyanger + $rng lte 95>> <<if $worn.feet.cursed isnot 1 and $worn.feet.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.feet.name.</span> <<combat-set-hand-target _args[0] "shoes">> <<neutral 3 _n>> <<else>> <<if $worn.legs.name is "naked">> <<He>> rubs your foot. <<neutral 1 _n>> <<else>> <span class="purple"><<He>> grasps your $worn.legs.name.</span> <<combat-set-hand-target _args[0] "socks">> <<neutral 3 _n>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 100 and $walltype isnot "front">> <<if !(($player.penisExist and !playerChastity("penis")) or ($player.vaginaExist and !playerChastity("vagina")))>> <<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>> <<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> tries to fondle you around your $worn.genitals.name through your $worn.over_lower.name, but you're wearing too much to really feel it. <<neutral 1 _n>> <<else>> <<He>> fondles and <<strokes>> you around your $worn.genitals.name through your $worn.over_lower.name. <<neutral 5 "genitals" _n>> <</if>> <<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> fondles and <<strokes>> around your $worn.genitals.name through your $worn.lower.name. <<neutral 5 "genitals" _n>> <<elseif $worn.under_lower.state is "waist">> <<He>> fondles and <<strokes>> around your $worn.genitals.name through your $worn.under_lower.name. <<neutral 5 "genitals" _n>> <<elseif $penisuse is 0>> <<He>> fondles and <<strokes>> around your $worn.genitals.name. <<neutral 10 "genitals" _n>> <<else>> <<He>> <<strokes>> your thighs. <<neutral 10 "genitals" _n>> <</if>> <<bodypart_admire_chance random_thigh>> <<elseif $player.penisExist and (!$player.vaginaExist or random(0,100) gte 50) and !playerChastity("penis")>> <<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>> <<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> tries to grope your <<penis>> through your $worn.over_lower.name, but you're wearing too much to really feel it. <<neutral 1 _n>> <<else>> <<He>> gropes and <<strokes>> your <<penis>> through your $worn.over_lower.name. <<neutral 5 "genitals" _n>> <</if>> <<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> gropes and <<strokes>> your <<penis>> through your $worn.lower.name. <<neutral 5 "genitals" _n>> <<elseif $worn.under_lower.state is "waist">> <<He>> gropes and <<strokes>> your <<penis>> through your $worn.under_lower.name. <<neutral 5 "genitals" _n>> <<elseif $penisuse is 0>> <<He>> gropes and <<strokes>> your exposed <<penis>>. <<neutral 10 "genitals" _n>> <<elseif $player.ballsExist is true>> <<He>> cups and <<strokes>> your <<testicles>>. <<neutral 10 "genitals" _n>> <<else>> <<He>> runs a finger down your shaft, stopping and pressing against the point where your <<penis>> and <<pussy>> meet. <<neutral 10 "genitals" _n>> <</if>> <<bodypart_admire_chance pubic>> <<elseif $player.vaginaExist and !playerChastity("vagina")>> <<if $worn.over_lower.state is "waist" and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0>> <<if $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> tries to grope your labia through your $worn.over_lower.name, but you're wearing too much to really feel it. <<neutral 1 _n>> <<else>> <<He>> gropes and <<strokes>> your labia through your $worn.over_lower.name. <<neutral 5 "genitals" _n>> <</if>> <<elseif $worn.lower.state is "waist" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0>> <<He>> gropes and <<strokes>> your labia through your $worn.lower.name. <<neutral 5 "genitals" _n>> <<elseif $worn.under_lower.state is "waist">> <<He>> gropes and <<strokes>> your labia through your $worn.under_lower.name. <<neutral 5 "genitals" _n>> <<else>> <<He>> gropes and <<strokes>> your exposed <<pussy>>. <<neutral 10 "genitals" _n>> <</if>> <<bodypart_admire_chance pubic>> <</if>> <<elseif $enemyanger + $rng lte 110 and $walltype isnot "front">> <<if $worn.over_lower.name isnot "naked" and !$worn.over_lower.cursed>> <span class="purple"><<He>> grasps your $worn.over_lower.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "overlowerclothes">><<neutral 1 "genitals" _n>> <<elseif $worn.lower.name isnot "naked" and !$worn.lower.cursed>> <span class="purple"><<He>> grasps your $worn.lower.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "lowerclothes">><<neutral 1 "genitals" _n>> <<elseif playerHasStrapon()>> <<He>> smacks your hip. <<neutral 15 _n>> <<elseif $player.penisExist>> /*$penis use need to be checked inside of $player.penisExist check to prevent mention of the clitoris*/ <<if $penisuse is 0>> <<He>> pinches your glans. <<neutral 15 "genitals" _n>><<bruise penis>><<set $speechglans to 1>> <<else>> <<He>> pinches your shaft. <<neutral 10 "genitals" _n>><<bruise penis>> <</if>> <<elseif $player.vaginaExist and !playerChastity("vagina")>> <<He>> pinches your clitoris. <<neutral 15 "genitals" _n>><<bruise vagina>><<set $speechclit to 1>> <</if>> <<bodypart_admire_chance pubic>> <<elseif $enemyanger + $rng lte 120>> <<if $position is "wall" and $walltype isnot "front">> <<He>> squeezes your thigh. <<violence 1>><<hitstat>><<bruise thigh>> <<bodypart_admire_chance random_thigh>> <<else>> <<combat-get-other-hand _args[0]>> <<if $worn.over_upper.name isnot "naked" and $noupper isnot 1 and !$worn.over_upper.cursed>> <span class="purple"><<He>> grasps your $worn.over_upper.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "overupperclothes">><<neutral 1 _n>> <<elseif $worn.upper.name isnot "naked" and $noupper isnot 1 and !$worn.upper.cursed>> <span class="purple"><<He>> grasps your $worn.upper.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "upperclothes">><<neutral 1 _n>> <<elseif $settings.asphyxiaLevel gte 1 and $nochoke isnot 1 and ($neckuse isnot "hand" or $otherNPChand is "throat")>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 and $NPCList[_n].fullDescription isnot "Gwylan">> <<set $nochoke to 1>> <span class="purple"><<He>> grabs your throat,</span> <span class="green">but immediately recoils as the golden heart on your collar shocks <<him>>.</span> <<defiance 2 _n>><<combat-reset-hand _args[0]>> <<else>> <span class="purple"><<He>> grabs your throat.</span> <<violence 2>><<combat-set-hand-target _args[0] "throat">><<set $neckuse to "hand">> <</if>> <<else>> <<He>> tugs your hair. <<violence 1>> <</if>> <<bodypart_admire_chance random_shoulder>> <</if>> <<elseif $enemyanger + $rng lte 125 and $walltype isnot "front">> <<if _skirtExposed>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>> <<elseif $settings.analEnabled and random(0,1) is 0 and playerHasButtPlug()>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $anususe is 0 and $settings.analEnabled>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span> <<combat-set-hand-target _args[0] "anusentrance">><<set $anususe to "hand">><<set $anusstate to "handentrance">><<neutral 1 _n>> <</if>> <</if>> <</if>> <<bodypart_admire_chance back>> <!-- note: the sections above and below are identical other than the bodypart_admire_chance back --> <<elseif $worn.lower.state isnot "waist">> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>> <<elseif $settings.analEnabled and random(0,1) is 0 and playerHasButtPlug()>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $anususe is 0 and $settings.analEnabled>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<bottom>>.</span> <<combat-set-hand-target _args[0] "anusentrance">><<set $anususe to "hand">><<set $anusstate to "handentrance">><<neutral 1 _n>> <</if>> <</if>> <</if>> <</if>> <<bodypart_admire_chance random_bottom>> <<elseif $enemyanger + $rng lte 130 and $walltype isnot "front">> <<if _skirtExposed>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>> <<elseif $settings.analEnabled and random(0,1) is 0 and playerHasButtPlug()>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>> <<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>> <<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, <<his>> finger resting on your entrance.</span> <<combat-set-hand-target _args[0] "vaginaentrance">><<set $vaginause to 1>><<set $vaginastate to "otherhandentrance">><<neutral 1 "genitals" _n>> <<elseif $player.penisExist and $penisuse is 0>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span> <<combat-set-hand-target _args[0] "penisentrance">><<set $penisuse to 1>><<set $penisstate to "otherhandentrance">><<neutral 1 "genitals" _n>> <</if>> <</if>> <</if>> <<bodypart_admire_chance pubic>> <<elseif $worn.lower.state isnot "waist">> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">> <span class="purple"><<He>> grasps your $worn.under_lower.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "underlowerclothes">><<neutral 1 "genitals" _n>> <<elseif $settings.analEnabled and random(0,1) is 0 and playerHasButtPlug()>> <span class="purple"><<He>> places <<his>> hand on your $worn.butt_plug.name.</span> <<neutral 1 _n>><<set $handtarget to "buttplug">> <<elseif $worn.genitals.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.genitals.name with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "genitals">><<neutral 1 "genitals" _n>> <<elseif $worn.under_lower.vagina_exposed is 1 and $worn.genitals.vagina_exposed is 1>> <<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $penisuse isnot 0 or random(0,100) gte 50)>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<pussy>>, <<his>> finger resting on your entrance.</span> <<combat-set-hand-target _args[0] "vaginaentrance">><<set $vaginause to 1>><<neutral 1 "genitals" _n>> <<elseif $player.penisExist and $penisuse is 0>> <span class="purple"><<He>> presses <<his>> _args[0] hand against your <<penis>>.</span> <<combat-set-hand-target _args[0] "penisentrance">><<set $penisuse to 1>><<neutral 1 "genitals" _n>> <</if>> <</if>> <</if>> <</if>> <<bodypart_admire_chance pubic>> <<elseif $enemyanger + $rng lte 140>> <<if $position is "wall" and $walltype isnot "front">> <<He>> slaps your <<bottom>>. <<violence 1>><<bruise bottom>><<hitstat>> <<bodypart_admire_chance random_bottom>> <<else>> <span class="purple"><<He>> seizes your hair with <<his>> _args[0] hand.</span> <<combat-set-hand-target _args[0] "hair">><<violence 2>><<set $speechhair to 1>> <<bodypart_admire_chance forehead>> <</if>> <<elseif $enemyanger + $rng lte 160>> <<if $settings.asphyxiaLevel gte 4 and $nochoke isnot 1 and ($neckuse isnot "hand" or $otherNPChand is "throat") and random(1,2) is 1>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 and $NPCList[_n].fullDescription isnot "Gwylan">> <<set $nochoke to 1>> <span class="purple"><<He>> grabs your throat,</span> <span class="green">but immediately recoils as the golden heart on your collar shocks <<him>>.</span> <<defiance 2 _n>><<combat-reset-hand _args[0]>> <<else>> <span class="purple"><<He>> grabs your throat.</span> <<violence 2>><<combat-set-hand-target _args[0] "throat">><<set $neckuse to "hand">> <</if>> <<elseif $leftarm isnot "bound" and $rightarm isnot "bound" and $leftarm isnot "grappled" and $rightarm isnot "grappled" and $NPCList[_n].lefthand isnot "arms" and $NPCList[_n].righthand isnot "arms">> <span class="purple"><<He>> pins down your arms.</span> <<combat-set-hand-target _args[0] "arms">><<disablearms>><<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $lefttarget to _n>><<set $righttarget to _n>><<violence 2>><<bruise leftarm>><<bruise rightarm>><<set $speecharms to 1>> <<if $vaginause is "cover">> <<set $vaginause to 0>> <</if>> <<if $anususe is "cover">> <<set $anususe to 0>> <</if>> <<if $penisuse is "cover">> <<set $penisuse to 0>> <</if>> <<bodypart_admire_chance random_shoulder>> <<else>> <<if $walltype is "front">> <<He>> slaps your face. <<violence 10>><<bruise face>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_cheek>> <<else>> <<He>> slaps your <<bottom>>. <<violence 10>><<bruise bottom>><<hitstat>><<set $speechspank to 1>> <<bodypart_admire_chance random_bottom>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 175>> <<if $walltype is "front">> <<He>> digs <<his>> nails into your <<breasts>> while groping, giving no heed to your comfort. <<violence 10>><<bruise chest>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance back>> <<else>> <<He>> digs <<his>> nails into your <<bottom>> while groping, giving no heed to your comfort. <<violence 10>><<bruise bottom>><<hitstat>><<set $speechspank to 1>> <<bodypart_admire_chance back>> <</if>> <<elseif $enemyanger + $rng lte 180>> <<if $walltype is "front">> <<He>> smacks your <<breasts>>. <<violence 10>><<bruise chest>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance back>> <<else>> <<He>> smacks your thighs. <<violence 10>><<bruise thigh>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_thigh>> <</if>> <<elseif $enemyanger + $rng lte 185 and !(playerBellySize(true) gte 8)>> <<if $position is "wall" and $walltype isnot "front">> <<He>> beats your thigh. <<bruise thigh>><<hitstat>><<violence 10>><<set $speechbeat to 1>> <<bodypart_admire_chance random_thigh>> <<else>> <<He>> punches your tummy. <<violence 20>><<bruise tummy>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance back>> <</if>> <<elseif $enemyanger + $rng lte 190>> <<if $position is "wall" and $walltype isnot "front">> <<He>> spanks your <<bottom>>. <<violence 20>><<bruise bottom>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_bottom>> <<else>> <<He>> slaps your <<breasts>>. <<violence 20>><<bruise chest>><<hitstat>><<set $speechbeat to 1>><<playWithBreasts>> <<bodypart_admire_chance breasts>> <</if>> <<elseif $enemyanger + $rng lte 195>> <<if $walltype is "front">> <<He>> spits on your face. <<neutral 5 _n>> <<else>> <<if $NPCList[_n].clothes and $NPCList[_n].clothes.set>> <<set $_clothesSet to $NPCList[_n].clothes.set>> <</if>> <<if $worn.feet.cursed is 1>> <<He>> tests the restraints binding your legs. <<neutral 5 _n>> <<elseif $worn.feet.name isnot "naked">> <span class="purple"><<He>> grasps your $worn.feet.name.</span> <<combat-set-hand-target _args[0] "shoes">> <<neutral 3 _n>> <<elseif $enemytype is "man" and $NPCList[_n].fullDescription isnot "Ivory Wraith" and !$abomination and !$possessed and !$robinmist and $role isnot "islander" and !["maleSchoolSwim", "maleSchoolSwimShirt", "femaleSchoolSwim", "maleSwim1", "maleSwim2", "femaleSwim1", "femaleSwim2", "neutralSwim"].includes($_clothesSet)>> <span class="pink"><<He>> produces a pair of menacing metal shackles.</span> <<combat-set-hand-target _args[0] "shackle_entrance">> <<neutral 4 _n>> <<else>> <<He>> looks at your feet. <</if>> <</if>> <<elseif $enemyanger + $rng gte 196>> <<if _args[0] is "left">> <<if $position is "wall" and $walltype isnot "front">> <<if $player.penisExist>> <<He>> scratches your helpless <<bottom>>. <<violence 20>><<bruise bottom>><<hitstat>><<set $speechbeat to 1>> <<elseif $player.vaginaExist>> <<He>> scratches your helpless <<bottom>>. <<violence 20>><<bruise bottom>><<hitstat>><<set $speechbeat to 1>> <</if>> <<bodypart_admire_chance random_bottom>> <<else>> <<rng>> <<if $rng gte 81>> <<He>> punches your nose. <<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance forehead>> <<elseif $rng gte 61>> <<He>> punches the back of your neck. <<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance back>> <<elseif $rng gte 41>> <<He>> punches your cheek. <<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_cheek>> <<elseif $rng gte 21>> <<He>> punches your jaw. <<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance breasts>> <<else>> <<He>> jabs the front of your neck. <<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_shoulder>> <</if>> <</if>> <<else>> <<if $position is "wall" and $walltype isnot "front">> <<if $player.penisExist and (!$player.vaginaExist or random(0,100) gte 50)>> <<He>> jabs your gooch. <<violence 20>><<bruise penis>><<hitstat>><<set $speechbeat to 1>> <<elseif $player.vaginaExist>> <<He>> jabs your gooch. <<violence 20>><<bruise vagina>><<hitstat>><<set $speechbeat to 1>> <</if>> <<bodypart_admire_chance pubic>> <<else>> <<rng>> <<if $rng gte 81>> <<He>> scratches the side of your face. <<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_cheek>> <<elseif $rng gte 61>> <<He>> scratches the back of your neck. <<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance back>> <<elseif $rng gte 41>> <<He>> scratches your cheek. <<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_cheek>> <<elseif $rng gte 21>> <<He>> scratches your jaw. <<violence 20>><<bruise face>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance random_shoulder>> <<else>> <<He>> scratches the front of your neck. <<violence 20>><<bruise neck>><<hitstat>><<set $speechbeat to 1>> <<bodypart_admire_chance back>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "man-combat">> <<outfitChecks>> <<set _n to _args[0]>> <!-- Converted his1-6 to hisselect #. Person1-6 to personselect #. $intro1-6 as array $NPCList[_n].intro --> <!-- Converted man1-6speech to manspeech #. Randomised penissize reaction.--> <<if ["m", "f", "i", "n", "t"].includes($NPCList[_n].pronoun)>> <<set $pronoun to $NPCList[_n].pronoun>> <<elseif $options.debugdisable is "f">> <span class="red">ERROR: Unexpected $$NPCList[_n].pronoun: [$NPCList[_n].pronoun]</span> <</if>> <<personselect _n>> <<switch _n>> <<case 0>> <<manspeech _n>> <<if $NPCList[0].intro isnot -1>> <<set $NPCList[0].intro to 1>> <</if>> <<case 1 2 3 4 5>> <<manspeech _n>><<if $NPCList[_n].intro isnot -1>><<set $NPCList[_n].intro to 1>><</if>> <</switch>> <<if $NPCList[_n].state is "stalk">> <<man-stalk>> <<elseif $NPCList[_n].state is "pursuit">> <<man-pursuit>> <<elseif $NPCList[_n].state is "chased">> <<man-chased>> <<else>> <!-- HAND SECTION --> <<hand_section>> <!-- PENIS START --> <<rng>> <<if $NPCList[_n].penis is "clothed" and $npcSub isnot 1>> <<if $enemyarousal gte 40>> <span class="blue"><<He>> <<npcUndressText $NPCList[_n] "lower" "self">>, <<npcRevealText $NPCList[_n] "lower">>.</span> <<npcGenitalReaction $NPCList[_n]>> <<set $NPCList[_n].penis to 0>> <<if $NPCList[_n].vagina isnot "none">> <<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<if $NPCList[_n].fullDescription is "Sydney">> <<sydneyExpose>> <</if>> <</if>> <<if $NPCList[_n].penis is "strap-on">> <<He>> buckles <span class="blue"><<his>> $NPCList[_n].strapon.description around <<his>> hips.</span> <<set $NPCList[_n].penis to 0>> <</if>> <<rng>> <<if $NPCList[_n].penis is "thighs">> <<set $speechthigh to 1>> <<if $player.vaginaExist>> <<if $rng gte 101>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <span class="blue"><<He>> angles <<his>> $NPCList[_n].penisdesc towards your <<pussy>>.</span> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("vagina")>> <span class="red">Something about it scares you.</span> <</if>> <<set $thighuse to 0>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to _n>><<set $speechvaginaentrance to 1>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your thighs and <<pussy>>. <<sex 5 "genital" _n>> <</if>> <<else>> <<if $rng gte 101>> <<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> out from between your thighs. <<set $thighuse to 0>><<set $NPCList[_n].penis to 0>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your thighs. <<sex 5 "genital" _n>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "cheeks">> <<set $speechcheeks to 1>> <<if $rng gte 101>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <span class="blue"><<He>> angles <<his>> $NPCList[_n].penisdesc towards your anus.</span> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anustarget to _n>><<set $bottomuse to 0>><<set $cheekactiondefault to "cheeks">><<set $speechanusentrance to 1>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your cheeks. <<submission 3 _n>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "leftarm">> <<set $speechhandjobpenis to 1>> <<if $rng gte 1>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your fingers. <<submission 1 _n>> <<elseif $rng gte 101>> <<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your hand. <<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $leftactiondefault to "leftgrab">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "rightarm">> <<set $speechhandjobpenis to 1>> <<if $rng gte 1>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your fingers. <<submission 1 _n>> <<elseif $rng gte 101>> <<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your hand. <<set $NPCList[_n].penis to 0>><<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "botharm">> <<set $speechhandjobpenis to 1>> <<if $rng gte 1>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your hands. <<submission 2 _n>> <<elseif $rng gte 101>> <<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your hands. <<set $NPCList[_n].penis to 0>><<set $leftarm to 0>><<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">><<set $leftactiondefault to "leftgrab">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "feet">> <<set $speechfeet to 1>> <<if $rng gte 1>> <<if $enemyarousal gte (($enemyarousalmax / 10) * 8)>> <<if $npcSub>>You quicken your pace, rubbing <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your feet<</if>> with increasing force as <<he>> approaches <<his>> peak. <<submission 1 _n>> <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> <<if $npcSub>>You rub and knead<<else>><<He>> pounds<</if>> <<his>> $NPCList[_n].penisdesc between your feet. <<submission 1 _n>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your feet. <<submission 1 _n>> <</if>> <<elseif $rng gte 101>> <<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your feet. <<set $NPCList[_n].penis to 0>><<set $feetuse to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "vagina">> <<if $rng gte 101>> <span class="purple"><<He>> slides <<his>> $NPCList[_n].penisdesc out of your <<pussy>>.</span> <<sex 30 "genital" _n>><<set $NPCList[_n].penis to "vaginaimminent">><<bruise vagina>><<violence 1>><<set $vaginastate to "imminent">> <<elseif $rng gte 1>> <<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> violates your <<pussy>> with increasing intensity. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to fuck your <<pussy>> with no regard for your comfort. <<else>> <<He>> fucks your <<pussy>> with rough thrusts, giving no regard to your comfort. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if npcHasStrapon(_n)>> <<He>> ruthlessly pounds your <<pussy>> with <<his>> $NPCList[_n].penisdesc. <<else>> You feel <<his>> $NPCList[_n].penisdesc throb as <<he>> pounds away at your <<pussy>>. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<pussy>>. <<else>> <<He>> fucks your <<pussy>> with deep and deliberate thrusts. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You feel <<him>> approaching <<his>> peak and ride <<him>><<else>><<He>> fucks your <<pussy>><</if>> with increasing power. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<pussy>>.<</if>> <<else>> <<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<pussy>><</if>> with steady thrusts. <</if>> <</if>> <<sex 30 "genital" _n>><<bruise vagina>><<violence 1>><<set $speechvaginapenetrated to 1>><<pain _pain>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "vaginaimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your pussy.</span> <<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginastate to "entrance">> <<elseif $rng gte 1>> <<if $novaginal is 0>> <<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $player.virginity.vaginal isnot true>> <<if $enemyanger gte 80>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <<set _pain *= 1.5>> <<elseif $enemyanger gte 20>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <<else>> <span class="pink"><<He>> glides <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <</if>> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"> You whimper as your <<pussy>> stretches to accommodate <<his>> cock.</span> <<default>> <</switch>> <<sex 30 "genital" _n>><<takeTempleVirginity $NPCList[_n].fullDescription "vaginal">><<violence 1>><<set $speechvaginapenetrated to 1>> <<pain _pain>> <<elseif $player.virginity.vaginal is true>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, obliterating your hymen and <<virginitylosttext $NPCList[_n].fullDescription>> You scream out as your <<pussy>> struggles to accommodate <<his>> cock.</span> <<violence 200>> <<case 1>> <span class="red"><<His>> $NPCList[_n].penisdesc pushes into your virgin pussy, breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green"> While technically no longer a virgin, you can barely feel it.</span> <<violence 25 4 4>> <<default>> <span class="pink"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy,</span><span class="red"> tearing your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 100>> <</switch>> <</if>> <<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<set $speechvaginavirgin to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <</if>> <<vaginalstat>><<set $NPCList[_n].penis to "vagina">><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "penetrated">> <<else>> Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> but does not penetrate. <<sex 15 "genital" _n>><<set $speechvaginawithhold to 1>> <</if>> <<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>> Fluid oozes from your <<pussy>>, over <<his>> length. <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "vaginaentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<pussy>>.</span> <<set $NPCList[_n].penis to 0>><<set $vaginause to 0>><<set $vaginastate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name. <<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechvaginaentrance to 1>> <<elseif $worn.lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name. <<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechvaginaentrance to 1>> <<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name. <<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechvaginaentrance to 1>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 51>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your <<pussy>><<if playerChastity("vagina")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>. <<sex 25 "genital" _n>><<set $speechNPCChastity to 1>> <<elseif playerChastity("vagina")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.genitals.name. <<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>> <<elseif !$npcSub>> <<if $vaginaWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>> <<He>> pushes <<his>> $NPCList[_n].penisdesc against your <<pussy>>. <<vagina_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].penis to "vaginaimminent">><<set $vaginastate to "imminent">><<set $speechvaginaimminent to 1>> <<else>> <<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>>, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it against your <<clit>>. <<sex 5 "genital" _n>><<set $speechvaginaimminent to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your pussy.</span> <<bodyliquid "vaginaoutside" "semen">> <</if>> <</if>> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("vagina")>> <<if $npcSub>> You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> without trying to penetrate. <<else>> <<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> without trying to penetrate. <</if>> <<sex 10 "genital" _n>><<set $speechvaginaentrance to 1>> <<else>> <<if $npcSub>> You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> as best you can with your $worn.genitals.name in the way. <<else>> <<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> as best <<he>> can with your $worn.genitals.name in the way. <</if>> <<sex 5 "genital" _n>><<set $speechchastity to 1>> <</if>> <</if>> <</if>> <</if>> <<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>> Fluid oozes from your <<pussy>>, over <<his>> length. <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "vaginadouble">> <!-- Notes for how double functions work are found in the NPC action select section --> <<set _dvp to 0>> <<set _npcA to $vaginatarget>> <<set _npcB to $vaginadoubletarget>> <<if $NPCList[_npcA] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */ <<set _dvp to ($NPCList[_npcB].penis isnot "vaginadouble" ? 1 : 2)>> <<elseif $NPCList[_npcB] is $NPCList[_n]>> <<set _dvp to ($NPCList[_npcA].penis isnot "vaginadouble" ? 1 : 2)>> <</if>> <<if $rng gte 101>> <span class="purple"><<He>> slides <<his>> $NPCList[_n].penisdesc out of your <<pussy>>.</span> <<sex 30 "genitals" _n>><<set $NPCList[_n].penis to "vaginaimminentdouble">><<bruise vagina>><<violence 1>><<set $vaginastate to "doubleimminent">> <<elseif $rng gte 1>> <<if _dvp is 2>> <<set $_alongsidearray to ["alongside","alongside","in time with","heedless of","pounding away against","thrusting against"]>> <<set $_alongsidetext to $_alongsidearray[random(0,5)]>> <<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> violates your <<pussy>> with increasing intensity, $_alongsidetext the other cock. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to fuck your <<pussy>> $_alongsidetext the other cock, with no regard for your comfort nor the other cock's. <<else>> <<He>> fucks your <<pussy>> with rough thrusts, $_alongsidetext the other cock, giving no regard to your comfort nor the other cock's. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if npcHasStrapon(_n)>> <<He>> ruthlessly pounds your <<pussy>> with <<his>> $NPCList[_n].penisdesc, $_alongsidetext the other cock. <<else>> You feel <<his>> $NPCList[_n].penisdesc throb as <<he>> pounds away at your <<pussy>>, $_alongsidetext the other cock. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<pussy>>, $_alongsidetext the other cock. <<else>> <<He>> fucks your <<pussy>> $_alongsidetext the other cock, with deep and deliberate thrusts. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You feel <<him>> approaching <<his>> peak and ride <<him>><<else>><<He>> fucks your <<pussy>><</if>> with increasing power, $_alongsidetext the other cock. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<pussy>>, $_alongsidetext the other cock.<</if>> <<else>> <<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<pussy>><</if>> with steady thrusts, $_alongsidetext the other cock. <</if>> <</if>> <<sex 30 "genitals" _n>><<bruise vagina>><<violence 1>><<set $speechvaginapenetrated to 1>><<pain _pain>> <<else>> /* single penetration */ <<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> violates your <<pussy>> with increasing intensity. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to fuck your <<pussy>> with no regard for your comfort. <<else>> <<He>> fucks your <<pussy>> with rough thrusts, giving no regard to your comfort. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if npcHasStrapon(_n)>> <<He>> ruthlessly pounds your <<pussy>> with <<his>> $NPCList[_n].penisdesc. <<else>> You feel <<his>> $NPCList[_n].penisdesc throb as <<he>> pounds away at your <<pussy>>. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<pussy>>. <<else>> <<He>> fucks your <<pussy>> with deep and deliberate thrusts. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You feel <<him>> approaching <<his>> peak and ride <<him>><<else>><<He>> fucks your <<pussy>><</if>> with increasing power. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<pussy>>.<</if>> <<else>> <<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<pussy>><</if>> with steady thrusts. <</if>> <</if>> <<sex 30 "genitals" _n>><<bruise vagina>><<violence 1>><<set $speechvaginapenetrated to 1>><<pain _pain>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "vaginaimminentdouble">> <<set _dvp to 0>> <<set _npcA to (_n is $vaginatarget ? $vaginatarget : $vaginadoubletarget)>> <<set _npcB to (_n is $vaginatarget ? $vaginadoubletarget : $vaginatarget)>> <<if _npcA is _n>> /* State 1 is out of sync, state 2 is in sync */ <<set _dvp to ($NPCList[_npcB].penis isnot "vaginadouble" ? 1 : 2)>> <<elseif _npcB is _n>> <<set _dvp to ($NPCList[_npcA].penis isnot "vaginadouble" ? 1 : 2)>> <</if>> <<set $_n to _n>> /* backup _n so that we can use personselect widget without errors */ <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your pussy.</span> <<set $NPCList[_n].penis to "vaginaentrancedouble">><<set $vaginastate to "doubleentrance">> <<elseif $rng gte 1>> <<if _dvp is 2>> <<if $novaginal is 0>> <<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $player.virginity.vaginal isnot true>> <<if $enemyanger gte 80>> <span class="pink"><<He>> furiously thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>, joining <<personselect _npcB>><<combatpersons>> <<npcPenisSimple _npcB>>.</span><<set _n to $_n>> <<personselect _npcA>><<set _pain *= 1.5>> <<elseif $enemyanger gte 20>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>, joining <<personselect _npcB>><<combatpersons>> <<npcPenisSimple _npcB>>.</span><<set _n to $_n>> <<personselect _npcA>> <<else>> <span class="pink"><<He>> glides <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>, joining <<personselect _npcB>><<combatpersons>> <<npcPenisSimple _npcB>>.</span><<set _n to $_n>> <<personselect _npcA>> <</if>> <<switch $NPCList[_n].penissize>> <<case 3 4 5>> <span class="red"> You whimper as your <<pussy>> stretches to accommodate their <<penises>>.</span> <<default>> <</switch>> <<sex 30 "genitals" _n>><<takeTempleVirginity $NPCList[_n].fullDescription "vaginal">><<violence 1>><<set $speechvaginapenetrated to 1>> <<pain _pain>> <<elseif $player.virginity.vaginal is true>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <<switch $NPCList[_n].penissize>> <<case 4 5>> <span class="red"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>><<personselect _npcA>>, obliterating your hymen and <<virginitylosttext $NPCList[_n].fullDescription>> You scream out as your <<pussy>> struggles to accommodate <<his>> cock.</span><<set _n to $_n>> <<violence 200>> <<case 1>> <span class="red"><<His>> $NPCList[_n].penisdesc pushes into your virgin pussy, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>><<personselect _npcA>>, breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green"> While technically no longer a virgin, you can barely feel it.</span><<set _n to $_n>> <<violence 25 4 4>> <<default>> <span class="pink"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, joining <<personselect _npcB>><<combatPersons>> <<npcPenisSimple _npcB>><<personselect _npcA>>,</span><span class="red"> tearing your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span><<set _n to $_n>> <<violence 100>> <</switch>> <</if>> <<sex 100 "genitals" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<set $speechvaginavirgin to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <</if>> <<vaginalstat>><<vaginaldoublestat>><<set $NPCList[_n].penis to "vaginadouble">><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "doublepenetrated">> <<else>> Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> but does not penetrate. <<sex 15 "genitals" _n>><<set $speechvaginawithhold to 1>> <</if>> <<else>> <<if $novaginal is 0>> <<set _pain to Math.floor($vaginalPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $player.virginity.vaginal isnot true>> <<if $enemyanger gte 80>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <<set _pain *= 1.5>> <<elseif $enemyanger gte 20>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <<else>> <span class="pink"><<He>> glides <<his>> $NPCList[_n].penisdesc deep into your <<pussy>>.</span> <</if>> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"> You whimper as your <<pussy>> stretches to accommodate <<his>> cock.</span> <<default>> <</switch>> <<sex 30 "genitals" _n>><<takeTempleVirginity $NPCList[_n].fullDescription "vaginal">><<violence 1>><<set $speechvaginapenetrated to 1>> <<pain _pain>> <<elseif $player.virginity.vaginal is true>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy, obliterating your hymen and <<virginitylosttext $NPCList[_n].fullDescription>> You scream out as your <<pussy>> struggles to accommodate <<his>> cock.</span> <<violence 200>> <<case 1>> <span class="red"><<His>> $NPCList[_n].penisdesc pushes into your virgin pussy, breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <span class="green"> While technically no longer a virgin, you can barely feel it.</span> <<violence 25 4 4>> <<default>> <span class="pink"><<His>> $NPCList[_n].penisdesc thrusts deep into your virgin pussy,</span><span class="red"> tearing your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <<violence 100>> <</switch>> <</if>> <<sex 100 "genitals" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<set $speechvaginavirgin to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <</if>> <<vaginalstat>><<set $NPCList[_n].penis to "vaginadouble">><<takeNPCVirginity _n "penile">><<bruise vagina>><<raped>><<vaginaraped>><<set $vaginastate to "doublepenetrated">> <<else>> Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> but does not penetrate. <<sex 15 "genitals" _n>><<set $speechvaginawithhold to 1>> <</if>> <</if>> <<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>> Fluid oozes from your <<pussy>>, over their lengths. <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "vaginaentrancedouble">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<pussy>>, and the other cock.</span> <<set $NPCList[_n].penis to 0>><<set $vaginause to 0>><<set $vaginastate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name. <<sex 5 "genitals" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechvaginaentrance to 1>> <<elseif $worn.lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name. <<sex 5 "genitals" _n>><<set $worn.lower.integrity -= 10>><<set $speechvaginaentrance to 1>> <<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name. <<sex 5 "genitals" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechvaginaentrance to 1>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 51>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your <<pussy>><<if playerChastity("vagina")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>. <<sex 25 "genitals" _n>><<set $speechNPCChastity to 1>> <<elseif playerChastity("vagina")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.genitals.name. <<sex 25 "genitals" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>> <<elseif !$npcSub>> <<if $vaginaWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 3) is 2>> <<He>> pushes <<his>> $NPCList[_n].penisdesc against your <<pussy>>. <<vagina_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<sex 20 "genitals" _n>><<set $NPCList[_n].penis to "vaginaimminentdouble">><<set $speechvaginaimminent to 1>> <<if $vaginastate isnot "doublepenetrated">><<set $vaginastate to "doubleimminent">><</if>> <<else>> <<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<pussy>>; <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it against your <<clit>> and the other cock. <<sex 5 "genitals" _n>><<set $speechvaginaimminent to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your pussy.</span> <<bodyliquid "vaginaoutside" "semen">> <</if>> <</if>> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("vagina")>> <<if $npcSub>> You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> without trying to penetrate. <<else>> <<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> without trying to penetrate. <</if>> <<sex 10 "genitals" _n>><<set $speechvaginaentrance to 1>> <<else>> <<if $npcSub>> You tease <<his>> <<print $NPCList[_n].penisdesc>> with your <<pussy>> as best you can with your $worn.genitals.name in the way. <<else>> <<He>> teases your <<pussy>> with <<his>> <<print $NPCList[_n].penisdesc>> as best <<he>> can with your $worn.genitals.name in the way. <</if>> <<sex 5 "genitals" _n>><<set $speechchastity to 1>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>> Fluid oozes from your <<pussy>>, over <<his>> length. <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anus">> <<if $rng gte 101>> <span class="purple"><<He>> withdraws <<his>> penis from your anus.</span> <<sex 30 "anal" _n>><<set $NPCList[_n].penis to "anusimminent">><<bruise anus>><<violence 1>><<set $anusstate to "imminent">> <<elseif $rng gte 1 and playerHasButtPlug()>> <<set _pain to Math.floor($analPain * (1.5 / (6 - ($NPCList[_n].penissize+1 or 1))))>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> ravages your <<bottom>> with a violent intensity<<alongsideButtPlug>>. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>. <<else>> <<He>> fucks your <<bottom>> with rough thrusts<<alongsideButtPlug>>, intent on showing you who's boss. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if npcHasStrapon(_n)>> You feel <<his>> pace quicken as <<he>> fucks your <<bottom>> with <<his>> <<print $NPCList[_n].penisdesc>><<alongsideButtPlug>>. <<else>> You feel <<his>> $NPCList[_n].penisdesc throb within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<bottom>><<alongsideButtPlug>>, giving no regard to your comfort. <<else>> <<He>> fucks your <<bottom>> with deep and dominating thrusts<<alongsideButtPlug>>. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You feel <<him>> approaching <<his>> peak and ride <<him>><<else>><<He>> fucks your <<bottom>><</if>> with increasing power<<alongsideButtPlug>>. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<bottom>><<alongsideButtPlug>>.<</if>> <<else>> <<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<bottom>><</if>> with steady thrusts<<alongsideButtPlug>>. <</if>> <</if>> <<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>> <<elseif $rng gte 1>> <<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> ravages your <<bottom>> with a violent intensity. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>>. <<else>> <<He>> fucks your <<bottom>> with rough thrusts, intent on showing you who's boss. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if npcHasStrapon(_n)>> You feel <<his>> pace quicken as <<he>> fucks your <<bottom>> with <<his>> $NPCList[_n].penisdesc. <<else>> You feel <<his>> $NPCList[_n].penisdesc throb within you as <<he>> fucks your <<bottom>>. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<bottom>>, giving no regard to your comfort. <<else>> <<He>> fucks your <<bottom>> with deep and dominating thrusts. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You feel <<him>> approaching <<his>> peak and ride <<him>><<else>><<He>> fucks your <<bottom>><</if>> with increasing power. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<bottom>>.<</if>> <<else>> <<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<bottom>><</if>> with steady thrusts. <</if>> <</if>> <<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anusimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your anus.</span> <<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">> <<elseif $rng gte 1 and playerHasButtPlug()>> <<set $_buttplug to $worn.butt_plug.name>> <<set $_alongside to either("alongside","heedless of","pushing aside")>> <<if $noanal is 0>> <<set _pain to Math.floor($analPain * (1.5 / (6 - ($NPCList[_n].penissize+1 or 1))))>> <<if $player.virginity.anal isnot true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>><<alongsideButtPlug>>.</span> <<switch $NPCList[_n].penissize>> <<case 3 4>> <span class="red"> You <<if $speech_attitude is "meek">>moan<<else>>whimper<</if>> as your ass stretches to accommodate both <<his>> cock and your $_buttplug.</span> <<case 1>> <span class="green">You can barely feel it.</span> <<default>> <</switch>> <<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.75>><</if>><<pain _pain>> <<elseif $player.virginity.anal is true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus<<alongsideButtPlug>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span> <<switch $NPCList[_n].penissize>> <<case 3 4>> <span class="red"> You <<if $speech_attitude is "meek">>squeal<<else>>scream<</if>> as your ass struggles to accommodate both <<his>> cock and your $_buttplug.</span> <<case 1>> <span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span> <<default>> <</switch>> <<sex 100 "anal" _n>><<violence 50>><<set $speechanusvirgin to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.75>><</if>><<pain _pain>> <<takeVirginity $NPCList[_n].fullDescription "anal">> <</if>> <<analstat>><<set $NPCList[_n].penis to "anus">><<takeNPCVirginity _n "penile">><<set $anusstate to "penetrated">><<bruise anus>><<raped>><<anusraped>> <<else>> Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus and $_buttplug but does not penetrate. <<sex 15 "anal" _n>><<set $speechanuswithhold to 1>> <</if>> <<elseif $rng gte 1>> <<if $noanal is 0>> <<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $player.virginity.anal isnot true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>>.</span> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"> You whimper as your ass stretches to accommodate <<his>> cock.</span> <<default>> <</switch>> <<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <<elseif $player.virginity.anal is true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus,</span> <span class="red">violating you in a way you hadn't conceived of.</span> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"> You scream as your ass struggles to accommodate <<his>> cock.</span> <<case 1>> <span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span> <<default>> <</switch>> <<sex 100 "anal" _n>><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 50>><<set $speechanusvirgin to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <</if>> <<analstat>><<set $NPCList[_n].penis to "anus">><<takeNPCVirginity _n "penile">><<bruise anus>><<raped>><<anusraped>><<set $anusstate to "penetrated">> <<else>> Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus but does not penetrate. <<sex 15 "anal" _n>><<set $speechanuswithhold to 1>> <</if>> <</if>> <<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>> Fluid oozes from your <<bottom>>, over <<his>> length. <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anusentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<bottom>>.</span> <<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.anus_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.over_lower.name. <<sex 5 "anal" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechanusentrance to 1>> <<elseif $worn.lower.anus_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.lower.name. <<sex 5 "anal" _n>><<set $worn.lower.integrity -= 10>><<set $speechanusentrance to 1>> <<elseif $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<rng>> <<if $worn.under_lower.anus_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name. <<set $speechanusentrance to 1>><<sex 5 "anal" _n>><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.anus_exposed is 1>> <<if $rng gte 51>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your anus<<if playerChastity("anus")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>. <<sex 25 "anal" _n>><<set $speechNPCChastity to 1>> <<elseif playerChastity("anus")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus through your $worn.genitals.name. <<sex 25 "anal" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>> <<elseif playerHasButtPlug()>> <<switch random(0,2)>> <<case 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name. <<sex 10 "anal" _n>><<set $speechanusentrance to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <<case 1>> <<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>> <<He>> removes your $worn.butt_plug.name. <<set $worn.butt_plug.state to "removed">> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name. <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <</if>> <<sex 10 "anal" _n>><<set $speechanusentrance to 1>> <<case 2>> <<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(0, 2) is 2>> <<anus_lube_text>><<if $npcSub>>you press<<else>><<he>> presses<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name, <span class="pink">a thrust away from penetrating.</span> <<sex 10 "anal" _n>><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>> <<else>> <<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> and your $worn.butt_plug.name, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks. <<sex 5 "anal" _n>><<set $speechanusimminent to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <</if>> <</switch>> <<elseif !$npcSub>> <<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>> <<He>> presses <<his>> $NPCList[_n].penisdesc against your <<bottom>>. <<anus_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<sex 20 "anal" _n>><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>> <<else>> <<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>>, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks. <<sex 5 "anal" _n>><<set $speechanusimminent to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <</if>> <</if>> <<elseif $rng gte 1>> <<if playerHasButtPlug()>> <<His>> $NPCList[_n].penisdesc rubs against your <<bottom>> and $worn.butt_plug.name. <<else>> <<His>> $NPCList[_n].penisdesc rubs against your <<bottom>>. <</if>> <<sex 5 "anal" _n>><<set $speechanusentrance to 1>> <</if>> <</if>> <</if>> <</if>> <<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>> Fluid oozes from your <<bottom>>, over <<his>> length. <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anusdouble">> <!-- Notes for how double functions work are found in the NPC action select section --> <<set _dap to 0>> <<if $NPCList[$anustarget] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */ <<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>> <<elseif $NPCList[$anusdoubletarget] is $NPCList[_n]>> <<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>> <</if>> <<if $rng gte 101>> <span class="purple"><<He>> withdraws <<his>> penis from your anus.</span> <<sex 30 "anal" _n>><<set $NPCList[_n].penis to "anusimminentdouble">><<bruise anus>><<violence 1>><<set $anusstate to "doubleimminent">> <<elseif $rng gte 1>> <<if _dap is 2>> /* double */ <<set $_alongsidearray to ["alongside","alongside","in time with","heedless of","pounding against","thrusting against"]>> <<set $_alongsidetext to $_alongsidearray[random(0,5)]>> <<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> ravages your <<bottom>> with a violent intensity, $_alongsidetext the other cock. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>, $_alongsidetext the other cock. <<else>> <<He>> fucks your <<bottom>><<alongsideButtPlug>>, and the other cock, with rough thrusts, intent on showing you who's boss. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> You feel <<his>> $NPCList[_n].penisdesc <<if npcHasStrapon(_n)>>hit the right spots<<else>>throb within you<</if>> as <<he>> fucks your <<bottom>>, $_alongsidetext the other cock. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<bottom>>, giving no regard to your comfort nor the other cock. <<else>> <<He>> fucks your <<bottom>> with deep and dominating thrusts, $_alongsidetext the other cock. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You feel <<him>> approaching <<his>> peak while riding both cocks<<else>><<He>> fucks your <<if playerHasButtPlug()>> <<bottom>>, your $worn.butt_plug.name, <<else>> <<bottom>> <</if>> and the other phallus<</if>> with increasing power. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc, and the other cock.<<else>><<He>> continues thrusting into your <<bottom>><<alongsideButtPlug>>, $_alongsidetext the other cock.<</if>> <<else>> <<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc, and the other cock,<<else>><<He>> fucks your <<bottom>><<alongsideButtPlug>>, $_alongsidetext the other cock,<</if>> with steady thrusts. <</if>> <</if>> <<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>> <<else>> /* Not double */ <<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $enemyanger gte 100>><<set _pain *= 1.5>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> ravages your <<bottom>> with a violent intensity<<alongsideButtPlug>>. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> You feel <<his>> $NPCList[_n].penisdesc ever deeper within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>. <<else>> <<He>> fucks your <<bottom>> with rough thrusts<<alongsideButtPlug>>, intent on showing you who's boss. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if npcHasStrapon(_n)>> You feel <<his>> pace quicken as <<he>> fucks your <<bottom>> with <<his>> <<print $NPCList[_n].penisdesc>><<alongsideButtPlug>>. <<else>> You feel <<his>> $NPCList[_n].penisdesc throb within you as <<he>> fucks your <<bottom>><<alongsideButtPlug>>. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<bottom>><<alongsideButtPlug>>, giving no regard to your comfort. <<else>> <<He>> fucks your <<bottom>> with deep and dominating thrusts<<alongsideButtPlug>>. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You feel <<him>> approaching <<his>> peak while riding <<his>> cock<<else>><<He>> fucks your <<bottom>><</if>> with increasing power. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue to ride <<his>> $NPCList[_n].penisdesc.<<else>><<He>> continues thrusting into your <<bottom>>.<</if>> <<else>> <<if $npcSub>>You fuck <<his>> $NPCList[_n].penisdesc<<else>><<He>> fucks your <<bottom>><</if>> with steady thrusts. <</if>> <</if>> <<sex 30 "anal" _n>><<bruise anus>><<violence 1>><<set $speechanuspenetrated to 1>><<pain _pain>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anusimminentdouble">> <<set _dap to 0>> <<set _otherNPCindex to "f">> <<if $NPCList[$anustarget] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */ <<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>> <<set _otherNPCindex to $anusdoubletarget>> <<elseif $NPCList[$anusdoubletarget] is $NPCList[_n]>> <<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>> <<set _otherNPCindex to $anustarget>> <</if>> <<set $_n to _n>> /* backup _n so that we can use personselect widget without errors */ <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your anus.</span> <<set $NPCList[_n].penis to "anusentrancedouble">><<set $anusstate to "doubleentrance">> <<elseif $rng gte 1>> <<if _dap is 2>> <<if $noanal is 0>> <<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $player.virginity.anal isnot true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>><<alongsideButtPlug>>, joining <<personselect _otherNPCindex>><<combatpersons _otherNPCindex>> <<npcPenisSimple _otherNPCindex>>.</span><<set _n to $_n>><<personselect _n>> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"> You whimper as your ass stretches to accommodate <<his>> cock.</span> <<default>> <</switch>> <<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <<elseif $player.virginity.anal is true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus<<alongsideButtPlug>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span> <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <<switch $NPCList[_n].penissize>> <<default>> <span class="red"> You scream as your ass struggles to accommodate both cocks.</span> <</switch>> <<else>> <<switch $NPCList[_n].penissize>> <<case 4 5>> <span class="red"> You scream as your ass struggles to accommodate both cocks<<if playerHasButtPlug()>> and your $worn.butt_plug.name<</if>>.</span> <<case 1>> <span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span> <<default>> <</switch>> <</if>> <<sex 100 "anal" _n>><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 50>><<set $speechanusvirgin to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <</if>> <<analstat>><<analdoublestat>><<set $NPCList[_n].penis to "anusdouble">><<takeNPCVirginity _n "penile">><<bruise anus>><<raped>><<anusraped>><<set $anusstate to "doublepenetrated">> <<else>> Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus, and the other cock, but does not penetrate. <<sex 15 "anal" _n>><<set $speechanuswithhold to 1>> <</if>> <<else>> <<if $noanal is 0>> <<set _pain to Math.floor($analPain * (1.5 / (5 - ($NPCList[_n].penissize or 1))))>> <<if $player.virginity.anal isnot true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your <<bottom>><<alongsideButtPlug>>.</span> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"> You whimper as your ass stretches to accommodate <<his>> cock.</span> <<default>> <</switch>> <<sex 30 "anal" _n>><<violence 1>><<set $speechanuspenetrated to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <<elseif $player.virginity.anal is true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc deep into your virgin anus<<alongsideButtPlug>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span> <<if $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble">> <<switch $NPCList[_n].penissize>> <<default>> <span class="red"> You scream as your ass struggles to accommodate <<his>> cock.</span> <</switch>> <<else>> <<switch $NPCList[_n].penissize>> <<case 4>> <span class="red"> You scream as your ass struggles to accommodate <<his>> cock.</span> <<case 1>> <span class="green"> While your ass is technically no longer virgin, you can barely feel it.</span> <<default>> <</switch>> <</if>> <<sex 100 "anal" _n>><<violence 50>><<set $speechanusvirgin to 1>> <<if $enemyanger gte 100>><<set _pain *= 1.5>><</if>><<pain _pain>> <<takeVirginity $NPCList[_n].fullDescription "anal">> <</if>> <<analstat>><<set $NPCList[_n].penis to "anusdouble">><<takeNPCVirginity _n "penile">><<bruise anus>><<raped>><<anusraped>><<set $anusstate to "doublepenetrated">> <<else>> Respecting your wishes, <<he>> presses <<his>> $NPCList[_n].penisdesc against your anus, but does not penetrate. <<sex 15 "anal" _n>><<set $speechanuswithhold to 1>> <</if>> <</if>> <<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>> Fluid oozes from your <<bottom>>, over <<his>> length. <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "anusentrancedouble">> <<set _dap to 0>> <<if $NPCList[$anustarget] is $NPCList[_n]>> /* State 1 is out of sync, state 2 is in sync */ <<set _dap to ($NPCList[$anusdoubletarget].penis isnot "anusdouble" ? 1 : 2)>> <<elseif $NPCList[$anusdoubletarget] is $NPCList[_n]>> <<set _dap to ($NPCList[$anustarget].penis isnot "anusdouble" ? 1 : 2)>> <</if>> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your <<bottom>> and the other cock.</span> <<set $NPCList[_n].penis to 0>><<set $anususe to 0>><<set $anusstate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.anus_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.over_lower.name. <<sex 5 "anal" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechanusentrance to 1>> <<elseif $worn.lower.anus_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.lower.name. <<sex 5 "anal" _n>><<set $worn.lower.integrity -= 10>><<set $speechanusentrance to 1>> <<elseif $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<rng>> <<if $worn.under_lower.anus_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> through your $worn.under_lower.name. <<set $speechanusentrance to 1>><<sex 5 "anal" _n>><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.anus_exposed is 1>> <<if $rng gte 51>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.penis against your anus<<if playerChastity("anus")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>. <<sex 25 "anal" _n>><<set $speechNPCChastity to 1>> <<elseif playerChastity("anus")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus through your $worn.genitals.name. <<sex 25 "anal" _n>><<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>> <<elseif playerHasButtPlug()>> <<switch random(0,2)>> <<case 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name. <<sex 10 "anal" _n>><<set $speechanusentrance to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <<case 1>> <<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>> <<He>> removes your $worn.butt_plug.name. <<set $worn.butt_plug.state to "removed">> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name. <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <</if>> <<sex 10 "anal" _n>><<set $speechanusentrance to 1>> <<case 2>> <<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(0, 2) is 2>> <<anus_lube_text>><<if $npcSub>>you press<<else>><<he>> presses<</if>> <<his>> $NPCList[_n].penisdesc against your anus and your $worn.butt_plug.name, <span class="pink">a thrust away from penetrating.</span> <<sex 10 "anal" _n>><<set $NPCList[_n].penis to "anusimminentdouble">> <<if $anusstate isnot "doublepenetrated">><<set $anusstate to "doubleimminent">><</if>><<set $speechanusimminent to 1>> <<else>> <<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>> and your $worn.butt_plug.name, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks. <<sex 5 "anal" _n>><<set $speechanusimminent to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "semen">> <</if>> <</if>> <</switch>> <<elseif !$npcSub>> <<if $anusWetness gte ($NPCList[_n].penissize * 15) + random(1, 40) or random(1, 2) is 2>> <<He>> presses <<his>> $NPCList[_n].penisdesc against your <<bottom>>. <<anus_lube_text>><span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<sex 20 "anal" _n>><<set $NPCList[_n].penis to "anusimminentdouble">> <<if $anusstate isnot "doublepenetrated">><<set $anusstate to "doubleimminent">><</if>><<set $speechanusimminent to 1>> <<else>> <<if $npcSub>>You push<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].penisdesc against your <<bottom>>, <span class="blue">but fail<<if !$npcSub>>s<</if>> to penetrate,</span> instead angling away and rubbing it between your cheeks. <<sex 5 "anal" _n>><<set $speechanusimminent to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3 and !npcHasStrapon(_n) and !wearingCondom(_n)>> Precum leaks from the tip, <span class="blue">lubricating your ass.</span> <<bodyliquid "bottom" "goo">> <</if>> <</if>> <</if>> <<elseif $rng gte 1>> <<if playerHasButtPlug()>> <<His>> $NPCList[_n].penisdesc rubs against your <<bottom>> and $worn.butt_plug.name. <<else>> <<His>> $NPCList[_n].penisdesc rubs against your <<bottom>>. <</if>> <<sex 5 "anal" _n>><<set $speechanusentrance to 1>> <</if>> <</if>> <</if>> <<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>> Fluid oozes from your <<bottom>>, over <<his>> length. <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "mouth">> <<if $rng gte 101>> <span class="purple"><<He>> withdraws <<his>> penis from your mouth.</span> <<sex 30 "mouth" _n>><<set $NPCList[_n].penis to "mouthimminent">><<bruise face>><<violence 1>><<set $mouthstate to "imminent">> <<elseif $enemyanger gte random(1, 100) and $NPCList[_n].penissize gte 2>> <<if currentSkillValue("oralskill") gte random(1, 1200 + 100 * ($NPCList[_n].penissize - 2))>> <<He>> shoves <<his>> $NPCList[_n].penisdesc down your throat, <span class="blue">but you manage to gasp between <<his>> thrusts.</span> <<if $neckuse isnot "hand">> <<suffocatepass -1>> <</if>> <<else>> <span class="pink">You gag as <<he>> thrusts <<his>> $NPCList[_n].penisdesc down your throat.</span> <<oxygen -150>> <<if $oxygen gte 900>> <span class="blue">You struggle for breath.</span> <<elseif $oxygen gte 600>> <span class="purple">You can't breathe!</span> <<violence 10 1 1 0.2>> <<elseif $oxygen gte 300>> <span class="pink">You feel light-headed.</span> <<violence 20 1 1 0.2>> <<elseif $oxygen gte 1>> <span class="pink">You see stars.</span> <<violence 40 1 1 0.2>> <<else>> <span class="red">You are suffocating.</span> <<violence 100 1 1 0.2>> <<suffocatepass>> <</if>> <</if>> <<if $NPCList[_n].type is "plant">> <span class="pink">Nectar pours down your throat.</span> <<nectarfed 15>> <</if>> <<submission 10 _n>><<bruise face>><<bruise neck>><<violence 1>><<set $speechmouthpenetrated to 1>> <<elseif $rng gte 1>> <<if $npcSub>> You continue to service <<him>> with your mouth. <<else>> <<He>> continues thrusting into your mouth. <</if>> <<if $NPCList[_n].penissize gte 4>> <<switch random(1, 4)>> <<case 1>> It's a struggle not to gag as the $NPCList[_n].penisdesc fills you. <<case 2>> <span class="pink">Saliva <<if $NPCList[_n].type is "plant">> mixes with nectar and <<set _nectar to 1>> <</if>> drools down your chin as you struggle to keep your lips wrapped around <<his>> $NPCList[_n].penisdesc.</span> <<set $hygiene += 500>><<bodyliquid "face" "goo">> <<default>> <</switch>> <</if>> <<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "suck" and !_nectar>> <span class="pink">Sweet nectar drips into your mouth.</span> <<nectarfed 10>> <</if>> <<submission 10 _n>><<bruise face>><<violence 1>><<set $speechmouthpenetrated to 1>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "mouthimminent">> <<if $pullaway is 1>> <<set $pullaway to 0>> Saliva drips from the tip of <<his>> phallus. <<else>> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> $NPCList[_n].penisdesc against your mouth.</span> <<set $NPCList[_n].penis to "mouthentrance">><<submission 5 _n>><<set $mouthstate to "entrance">> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<if $enemyanger lt $enemyangermax/2>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<else>> <<switch random(0,2)>> <<case 0 1>> <<He>> pushes <<his>> $NPCList[_n].penisdesc against your $worn.face.name. <<He>> seems frustrated. <<damageFaceCover 2>> <<case 2>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <</switch>> <</if>> <<elseif $rng lte 15 or ($mouthsubmit isnot 1 and $rng lte 30)>> <<if $player.virginity.oral isnot true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc into your mouth.</span> <<if $NPCList[_n].type is "plant">> <span class="pink">Sweet nectar drips into your mouth.</span> <<nectarfed 10>> <</if>> <<submission 10 _n>><<set $speechmouthpenetrated to 1>> <<elseif $player.virginity.oral is true>> <span class="pink"><<He>> thrusts <<his>> $NPCList[_n].penisdesc into your mouth.</span> <<if $NPCList[_n].type is "plant">> <span class="red">It tastes uncomfortably sweet.</span> <<else>> <span class="red">It tastes strange.</span> <</if>> <<submission 30 _n>><<takeVirginity $NPCList[_n].fullDescription "oral">><<violence 1>><<set $speechmouthvirgin to 1>> <</if>> <<oralstat>><<set $NPCList[_n].penis to "mouth">><<bruise face>><<raped>><<set $mouthstate to "penetrated">> <<elseif $mouthsubmit>> <<He>> allows you to pleasure <<his>> $NPCList[_n].penisdesc with your mouth. <<if $NPCList[_n].type is "plant" and !["peniskiss","lick"].includes($mouthactiondefault)>> <span class="pink">You lap up nectar with your tongue.</span> <<nectarfed 3>> <</if>> <<submission 5 _n>><<set $speechmouthimminent to 1>> <<else>> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your lips. <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "mouthentrance">> <<if $pullaway is 1>> <<set $pullaway to 0>> <<His>> $NPCList[_n].penisdesc hovers only inches from your face. <<else>> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<elseif $NPCList[_n].chastity.penis.includes("chastity")>> <span class="purple"><<if $npcSub>>You pull<<else>><<He>> pushes<</if>> <<his>> $NPCList[_n].chastity.penis against your mouth.</span> <<sex 25 "mouth" _n>><<set $speechNPCChastity to 1>> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<if $enemyanger lt $enemyangermax/2>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<else>> <<switch random(0,2)>> <<case 0 1>> <<He>> pushes <<his>> $NPCList[_n].penisdesc against your $worn.face.name. <<He>> seems frustrated. <<damageFaceCover 2>> <<case 2>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <</switch>> <</if>> <<elseif $rng gte 1 and !$npcSub>> <span class="purple"><<He>> pushes <<his>> $NPCList[_n].penisdesc against your lips.</span> <<if $NPCList[_n].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>> <span class="pink">Nectar glistens on the tip.</span> <</if>> <<set $NPCList[_n].penis to "mouthimminent">><<submission 5 _n>><<set $mouthstate to "imminent">><<set $speechmouthimminent to 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "chest">> <<if $rng gte 101>> <<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your chest. <<set $NPCList[_n].penis to 0>><<set $chestuse to 0>> <<elseif $rng gte 1>> <<submission 3 _n>><<playWithBreasts>> <<if $breastcup is "none">> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc against your <<breasts>>. <<set $speechchestrub to 1>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].penisdesc between your <<breasts>>. <<set $speechbreastrub to 1>> <</if>> <</if>> <</if>> <<if $NPCList[_n].penis is "footjob">> <<if $rng gte 101 or ($penisuse isnot "feet" and $vaginause isnot "feet")>> <span class="blue"><<He>> stops pressing <<his>> foot against your <<genitals>>.</span> <<set $NPCList[_n].penis to 0>> <<if ($player.penisExist or playerHasStrapon()) and $penisuse is "feet">> <<set $penisuse to 0>> <</if>> <<if $player.vaginaExist and $vaginause is "feet">> <<set $vaginause to 0>> <</if>> <<else>> <<if $penisuse is "feet">> <<He>> presses your <<penis>> against your stomach with <<his>> foot and rubs your <<glans>> between <<his>> toes. <<set $speechpenisfoot to 1>><<neutral 5 "genitals" _n>><<violence 1 1 1 1 _n>> <<elseif $vaginause is "feet">> <<He>> presses and teases your <<pussy>> with <<his>> foot. <<set $speechvaginafoot to 1>><<neutral 5 "genitals" _n>><<violence 1 1 1 1 _n>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otherfrot">> <<if $rng gte 101>> <span class="blue"><<He>> shifts <<his>> ass and presses <<his>> anus against your <<penis>>.</span> <<set $penisuse to "otheranus">><<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>>. <<sex 5 "genital" _n>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otheranus">> <<if $rng gte 101>> <span class="purple"><<He>> moves <<his>> pelvis away, releasing your <<penis>> from <<his>> anus.</span> <<sex 30 "genital" _n>><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<elseif $rng gte 1>> <<if $enemyanger gte 100>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> continues to fuck your <<penis>> with <<his>> ass, <<his>> movements violent and erratic. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to ride you, <<if !playerHasStrapon()>>your penis helpless as it's fucked.<<else>>relishing the feel of your strap-on.<</if>> <<else>> <<He>> fucks your <<penis>> with rough movements, intent on showing you who's boss. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if playerHasStrapon()>> <<his>> ass twitches around your strap-on as <<he>> fucks you with wild abandon. <<else>> You feel <<his>> ass twitch around your length as <<he>> fucks you. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if playerHasStrapon()>> <<He>> continues to fuck your strap-on, relishing your sex toy inside <<him>>. <<else>> <<He>> continues to violate your <<penis>>, using you as a sex toy. <</if>> <<else>> <<He>> fucks your <<penis>>, taking as much of you into <<his>> ass as <<he>> can. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> anus rhythmically pounding your length. <<His>> body jerks whenever you hit a sensitive spot. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> anus rhythmically pounding your length. <<else>> <<if $npcSub>>You press into <<his>> ass<<else>><<He>> rides your <<penis>><</if>> with steady movements. <</if>> <</if>> <<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otheranusimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> ass against your <<penis>>.</span> <<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<elseif $rng gte 1>> <<if $nopenile is 0>> <<set $penisactiondefault to "otheranustake">> <<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 5) * 4) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 10) * 9))>> <<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">But you don't have an erection.</span> <<set $speechpenissmall to 1>><<set $enemyanger += 5>> <<elseif playerPenisSize() lte 2 or playerPenisSize() is 3 and random(1, 100) gte 70 or playerPenisSize() gte 4 and random(1, 100) gte 90>> <<if playerHasStrapon() or $player.virginity.penile isnot true>> <span class="pink"><<He>> eases your <<penis>> into <<his>> ass, swallowing you to the base.</span> <<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><<violence 1>><<raped>><<penisraped>><</if>> <<elseif $player.virginity.penile is true>> <span class="pink"><<He>> eases your virgin penis into <<his>> ass,</span><span class="red"> separating your foreskin from your glans and</span> <<virginitylosttext $NPCList[_n].fullDescription>> <<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>> <</if>> <<penilestat>><<set $NPCList[_n].penis to "otheranus">><<takeNPCVirginity _n "anal">><<set $penisstate to "otheranus">> <<if playerPenisSize() gte 4>> <<He>> looks proud to have taken something so big. <</if>> <<else>> <<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">Your girth proves too much.</span> <<set $speechpenisbig to 1>><<set $enemyanger += 5>> <</if>> <<else>> Respecting your wishes, <<he>> does not envelop your <<penis>> with <<his>> ass, instead teasing the tip of your <<glans>>. <<sex 15 "genital" _n>><<set $speechotheranuswithhold to 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "otheranusentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> ass away from your <<penis>>.</span> <<set $NPCList[_n].penis to 0>><<set $penisuse to 0>><<set $penisstate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.over_lower.name. <<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>> <<elseif $worn.lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.lower.name. <<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>> <<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.under_lower.name. <<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 71>> <<if $NPCList[_n].chastity.anus.includes("shield")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.anus against your <<penis>><<if playerChastity("penis")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>. <<sex 25 "genital" _n>><<set $speechNPCChastity to 1>> <<elseif playerChastity("penis")>> <<if $worn.genitals.name is "chastity parasite">> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span> <<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.genitals.name. <<set $worn.genitals.integrity -= 10>> <</if>> <<sex 20 "genital" _n>><<set $speechchastity to 1>> <<elseif $nopenile is 1 and !$npcSub>> <span class="purple"><<He>> presses <<his>> ass against your <<penis>>.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<elseif $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2 and !$npcSub>> <<He>> presses <<his>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed into <<him>>, a thrust away from being enveloped.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].penis to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<elseif !$npcSub>> <<He>> presses <<his>> ass against your <<penis>>, <span class="blue">but fails to envelop you.</span> Your <<penisSimple>> angles away and rubs between <<his>> cheeks. <<sex 5 "genital" _n>><<set $speechotheranusimminent to 1>> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("penis")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> your <<penis>> between <<his>> cheeks. <<sex 10 "genital" _n>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> cheeks using your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>> <<sex 5 "genital" _n>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "mouthotheranus">> <<if $rng gte 1>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>> <<He>> grinds <<his>> ass against your mouth. <<else>> <<He>> slowly moves <<his>> ass against your lips. <</if>> <<sex 3 "mouth" _n>><<set $speechmouthotheranus to 1>> <<if $mouthactiondefault is "anallick">> <<set $speechanallick to 1>> <<elseif $mouthactiondefault is "analkiss">> <<set $speechanalkiss to 1>> <</if>> <<else>> <span class="purple"><<He>> moves <<his>> ass away from your face.</span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].penis to 0>> <<set $NPCList[_n].location.genitals = 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "penisentrance" and !$npcSub>> <<if $rng gte 51 and playerChastity("penis")>> <<He>> caresses <<his>> <<npcPenisSimple _n>> against your $worn.genitals.name. <<set $penisstate to "otherpenisimminent">><<set $NPCList[_n].penis to "penisimminent">><<sex 10 "genital" _n>> <<neutral 1 _n>> <<elseif $rng gte 51 and !playerChastity("penis")>> <<He>> caresses your <<penis>> with <<his>> <<npcPenisSimple _n>>, <span class="purple">teasing what's to come.</span> <<set $penisstate to "otherpenisimminent">><<set $NPCList[_n].penis to "penisimminent">><<sex 10 "genital" _n>> <<else>> <<if playerChastity("penis")>> <<He>> hovers <<his>> <<npcPenisSimple _n>> closer to your $worn.genitals.name. <<else>> <<He>> hovers <<his>> <<npcPenisSimple _n>> closer to your <<penis>>. <</if>> <<neutral 1 _n>> <</if>> <<set $speechfencingentrance to 1>> <<elseif $NPCList[_n].penis is "penisimminent" and !$npcSub>> <<He>> thrusts forward, <span class="pink"> <<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>> fencing <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> smashing <<else>> pressing <</if>> <<if playerChastity("penis")>> <<his>> <<npcPenisSimple _n>> against your $worn.genitals.name. <<set $worn.genitals.integrity -= 10>><<set $speechchastity to 1>> <<else>> <<his>> <<npcPenisSimple _n>> against your <<penis>>. <</if>> </span> <<set $penisstate to "otherpenis">><<set $NPCList[_n].penis to "penis">><<sex 20 "genital" _n>><<set $speechpenispenis to 1>> <<elseif $NPCList[_n].penis is "penis">> <<if $rng gte 1>> <<if playerChastity("penis")>> <<if $enemyarousal gte $enemyarousalmax * 0.8>> <<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> pounding into your $worn.genitals.name with <<his>> cock with a violent intensity. <<elseif $enemyarousal gte $enemyarousalmax * 0.6>> <<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> smashing <<his>> <<npcPenisSimple _n>> against your $worn.genitals.name. <<elseif $enemyarousal gte $enemyarousalmax * 0.4>> <<He>> thrusts <<his>> hips, rubbing and kneading your $worn.genitals.name and <<his>> <<npcPenisSimple _n>> together. <<else>> <<He>> rubs and kneads your $worn.genitals.name and <<his>> <<npcPenisSimple _n>> together. <</if>> <<if $enemyarousal gte $enemyarousalmax * 0.6 and !wearingCondom(_n) and $worn.genitals.name is "chastity parasite">> <span class="purple"><<His>> precum coats your $worn.genitals.name,</span> <span class="lewd">the parasite sending a wave of pleasure through your <<penis>>.</span><<set $worn.genitals.integrity -= 5>> <<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.6 and !wearingCondom(_n)>> <span class="purple">Your precum mingles.</span><<purity -1>><<set $worn.genitals.integrity -= 10>> <</if>> <<set $worn.genitals.integrity -= 5>> <<if $worn.genitals.name is "chastity parasite">><<arousal 100 "genitals">><</if>> <<set $speechchastity to 1>> <<elseif $enemyarousal gte $enemyarousalmax * 0.8>> <<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> pounding your <<penis>> against <<his>> cock with a violent intensity. <<if $penisWetness gte 45 and !playerHasStrapon() and !wearingCondom(_n) and !wearingCondom("player")>> <span class="purple">Your precum mingles.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.6>> <<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> smashing <<his>> <<npcPenisSimple _n>> against your <<penis>>. <<if $penisWetness gte 45 and !playerHasStrapon() and !wearingCondom(_n) and !wearingCondom("player")>> <span class="purple">Your precum mingles.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.4>> <<He>> thrusts <<his>> hips, rubbing and kneading your <<penises>> together. <<elseif $enemyarousal gte $enemyarousalmax * 0.2>> <<He>> rubs and kneads your <<penises>> together. <<else>> <<He>> kneads and caresses your <<penises>> together. <</if>> <<sex 20 "genital" _n>><<set $speechpenispenis to 1>> <<else>> <span class="lblue"><<He>> moves <<his>> <<npcPenisSimple _n>> away from yours.</span> <<set $penisuse to 0>><<set $NPCList[_n].penis to 0>> <</if>> <</if>> <!-- VAGINA START --> <<rng>> <<if $NPCList[_n].vagina is "clothed" and $npcSub isnot 1>> <<if $enemyarousal gte 40>> <span class="blue"><<He>> <<npcUndressText $NPCList[_n] "lower" "self">>, <<npcRevealText $NPCList[_n] "lower">>.</span> <<set $NPCList[_n].vagina to 0>> <<if $NPCList[_n].penis isnot "none">> <<npcGenitalReaction $NPCList[_n]>> <<set $NPCList[_n].penis to 0>> <</if>> <</if>> <<if $NPCList[_n].fullDescription is "Sydney">> <<sydneyExpose>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "frot">> <<if $rng gte 101>> <span class="blue"><<He>> moves <<his>> clit away and presses <<his>> hungry pussy against your <<penis>>.</span> <<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $speechpenisentrance to 1>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> clit against your <<glans>>. <<sex 5 "genital" _n>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "penis">> <<if $rng gte 101>> <span class="purple"><<He>> moves <<his>> pelvis away, releasing your <<penis>> from <<his>> vagina.</span> <<sex 30 "genital" _n>><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $speechpenisimminent to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<elseif $rng gte 1>> <<if $enemyanger gte 100>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> continues to fuck your <<penis>>, <<his>> movements violent and erratic as <<his>> pussy slides along your length. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if !playerHasStrapon()>> <<He>> continues to ride you, your penis helpless as it's fucked. <<else>> <<He>> continues to ride your <<penis>>. <</if>> <<else>> <<He>> fucks your <<penis>> with rough movements, intent on showing you who's boss. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if playerHasStrapon()>> <<His>> vagina twitches and throbs around your strap-on as <<he>> fucks you. <<else>> You feel <<his>> vagina twitch and throb around your length as <<he>> fucks you. <</if>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<penis>>, using you as a sex toy. <<else>> <<He>> fucks your <<penis>>, taking as much of you into <<his>> vagina as <<he>> can. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> vagina rhythmically kneading and squeezing your length. <<His>> body jerks whenever you hit a sensitive spot. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if $npcSub>>You continue thrusting into <<him>><<else>><<He>> continues riding your <<penis>><</if>>, <<his>> vagina rhythmically kneading and squeezing your length. <<else>> <<if $npcSub>>You press into <<his>> pussy<<else>><<He>> rides your <<penis>><</if>> with steady movements. <</if>> <</if>> <<sex 30 "genital" _n>><<set $speechpenispenetrated to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "penisimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> pussy against your <<penis>>.</span> <<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $speechpenisentrance to 1>> <<elseif $rng gte 1>> <<if $nopenile is 0>> <<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 5) * 4) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 10) * 9))>> <<He>> presses <<his>> pussy against the tip of your <<penis>>, trying to take you in. <span class="blue">But you don't have an erection.</span> <<set $speechpenissmall to 1>><<set $enemyanger += 5>> <<elseif playerPenisSize() lte 2 or playerPenisSize() is 3 and random(1, 100) gte 70 or playerPenisSize() gte 4 and random(1, 100) gte 90>> <<if playerHasStrapon() or $player.virginity.penile isnot true>> <span class="pink"><<He>> eases your <<penis>> into <<his>> pussy, swallowing you to the base.</span> <<sex 30 "genital" _n>><<set $speechpenispenetrated to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><<violence 1>><<raped>><<penisraped>><</if>> <<elseif $player.virginity.penile is true>> <span class="pink"><<He>> eases your virgin penis into <<his>> pussy,</span><span class="red"> separating your foreskin from your glans and <<virginitylosttext $NPCList[_n].fullDescription>></span> <<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>> <</if>> <<penilestat>><<set $NPCList[_n].vagina to "penis">><<takeNPCVirginity _n "vaginal">><<set $penisstate to "penetrated">> <<if playerPenisSize() gte 4>> <<He>> looks proud to have taken something so big. <</if>> <<else>> <<He>> presses <<his>> pussy against the tip of your <<penis>>, trying to take you in. <span class="blue">Your girth proves too much.</span> <<He>> frots against your length. <<set $speechpenisbig to 1>><<set $enemyanger += 5>> <</if>> <<else>> Respecting your wishes, <<he>> does not envelop your <<penis>> with <<his>> vagina, instead teasing the tip of your glans. <<sex 15 "genital" _n>><<set $speechpeniswithhold to 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "penisentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> pussy away from your <<penis>>.</span> <<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.over_lower.name. <<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechpenisentrance to 1>> <<elseif $worn.lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.lower.name. <<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechpenisentrance to 1>> <<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.under_lower.name. <<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechpenisentrance to 1>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 51>> <<if $NPCList[_n].chastity.vagina.includes("chastity")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.vagina against your <<penis>><<if playerChastity("penis")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>. <<sex 25 "genital" _n>><<set $speechNPCChastity to 1>> <<elseif playerChastity("penis")>> <<if $worn.genitals.name is "chastity parasite">> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span> <<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> pussy against your <<penis>> through your $worn.genitals.name. <<set $worn.genitals.integrity -= 10>> <</if>> <<sex 20 "genital" _n>><<set $speechchastity to 1>> <<elseif $nopenile is 1 and !$npcSub>> <span class="purple"><<He>> presses <<his>> pussy against your <<penis>>.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $speechpenisimminent to 1>> <<elseif $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2 and !$npcSub>> <<He>> presses <<his>> pussy against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed into <<him>>, a thrust away from being enveloped.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $speechpenisimminent to 1>> <<elseif !$npcSub>> <<He>> presses <<his>> pussy against your <<penis>>, <span class="blue">but fails to envelop you.</span> Your <<penisSimple>> angles away and rubs against <<his>> clit. <<sex 5 "genital" _n>><<set $speechpenisimminent to 1>> <<if $enemyarousal gte ($enemyarousalmax / 2) and random(1, 3) is 3>> Lewd fluid drips from <<his>> pussy, <span class="blue">lubricating your cock.</span> <<bodyliquid "penis" "goo">> <</if>> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("penis")>> <<if $npcSub>> You tease <<his>> labia with your <<penis>>. <<else>> <<He>> teases your <<penis>> with <<his>> labia. <</if>> <<sex 10 "genital" _n>> <<else>> <<if $npcSub>> You tease <<his>> labia with your <<penis>>. <<else>> <<He>> teases your <<penis>> with <<his>> labia. <</if>> <<sex 5 "genital" _n>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "lefthand" or $NPCList[_n].vagina is "righthand">> /*<<set $_npchand to $NPCList[_n].vagina.slice(0,4)>>*/ <<if $rng lte 80>> <<He>> strokes <<his>> pussy with <<his>> hand. <<neutral 1 _n>><<set $enemyarousal += 20>> <<else>> <span class="blue"><<He>> moves <<his>> hand away from <<his>> pussy.</span> <<set $NPCList[_n][$NPCList[_n].vagina] to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<if $NPCList[_n].vagina is "mouth">> <<if $enemyanger gte 100>> <<He>> covers your mouth with <<his>> pussy, making it difficult to breathe. <<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">> <span class="pink">Sweet nectar leaks into your mouth.</span> <<nectarfed 8>> <</if>> <<violence 3>><<bruise face>><<set $speechvaginamouth to 1>> <<else>> <<if $mouthsubmit is 1>> <<if $rng gte 1>> <<if !$npcSub>> <<He>> rubs <<his>> pussy against your lips. <<else>> You continue to violate <<his>> pussy with your lips. <</if>> <<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">> <span class="pink">You can taste sweet nectar.</span> <<nectarfed 8>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>> You can taste <<his>> juices. <</if>> <<sex 3 "mouth" _n>><<set $speechvaginamouth to 1>> <<else>> <<He>> moves <<his>> pussy away from your face. <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <<else>> <<if $rng gte 1>> <<if !$npcSub>> <<He>> rubs <<his>> pussy against your lips. <<else>> You continue to violate <<his>> pussy with your lips. <</if>> <<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">> <span class="pink">You can taste sweet nectar.</span> <<nectarfed 8>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>> You can taste <<his>> juices. <</if>> <<sex 3 "mouth" _n>><<set $speechvaginamouth to 1>> <<else>> <<He>> moves <<his>> pussy away from your face. <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "vaginaentrance" and !$npcSub>> <<if $rng gte 51>> <<He>> kisses your <<pussy>> with <<his>> own, <span class="purple">teasing what's to come.</span> <<set $vaginastate to "othervaginaimminent">><<set $NPCList[_n].vagina to "vaginaimminent">><<sex 10 "genital" _n>> <<else>> <<He>> hovers <<his>> pussy closer to yours. <<neutral 1 _n>> <</if>> <<set $speechtribentrance to 1>> <<elseif $NPCList[_n].vagina is "vaginaimminent" and !$npcSub>> <<He>> thrusts forward, <span class="pink"> <<if $enemyarousal gte (($enemyarousalmax / 10) * 7)>> squelching <<elseif $enemyarousal gte (($enemyarousalmax / 10) * 4)>> smashing <<else>> pressing <</if>> <<his>> pussy against yours.</span> <<set $vaginastate to "othervagina">><<set $NPCList[_n].vagina to "vagina">><<sex 20 "genital" _n>><<set $speechvaginavagina to 1>> <<elseif $NPCList[_n].vagina is "vagina">> <<if $rng gte 1>> <<if $enemyarousal gte $enemyarousalmax * 0.8>> <<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> pounding your <<pussy>> against <<hers>> with a violent intensity. <<if $vaginaWetness gte 45>> <span class="purple">Your juices mingle.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.6>> <<He>> thrusts <<his>> hips, <<if $npcSub>>instinctively<</if>> smashing <<his>> pussy against yours. <<if $vaginaWetness gte 45>> <span class="purple">Your juices mingle.</span><<purity -1>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax * 0.4>> <<He>> thrusts <<his>> hips, rubbing and kneading your pussy with <<his>> own. <<elseif $enemyarousal gte $enemyarousalmax * 0.2>> <<He>> rubs and kneads your <<pussy>> with <<his>> own. <<else>> <<He>> kneads and kisses your <<pussy>> with <<his>> own. <</if>> <<sex 20 "genital" _n>><<set $speechvaginavagina to 1>> <<else>> <span class="lblue"><<He>> moves <<his>> pussy away from yours.</span> <<set $vaginause to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<if $NPCList[_n].vagina is "leftarm">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> rubs <<his>> pussy against your fingers. <<submission 2 _n>> <<else>> You rub <<his>> pussy with your fingers. <</if>> <<else>> <<He>> moves your hand away from <<his>> pussy. <<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "leftplay">> <</if>> <</if>> <<if $NPCList[_n].vagina is "rightarm">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> rubs <<his>> pussy against your fingers. <<submission 2 _n>> <<else>> You rub <<his>> pussy with your fingers. <</if>> <<else>> <<He>> moves your hand away from <<his>> pussy. <<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "rightplay">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "feet">> <<set $speechfeet to 1>> <<if $rng gte 1>> <<if !$npcSub>> <<He>> rubs <<his>> pussy against your feet. <<submission 2 _n>> <<else>> You rub <<his>> pussy with feet. <</if>> <<else>> <<He>> moves your feet away from <<his>> pussy. <<set $feetuse to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "footjob">> <<if $rng gte 101 or ($penisuse isnot "feet" and $vaginause isnot "feet")>> <span class="blue"><<He>> stops pressing <<his>> foot against your <<genitals>>.</span> <<set $NPCList[_n].vagina to 0>> <<if ($player.penisExist or playerHasStrapon()) and $penisuse is "feet">> <<set $penisuse to 0>> <</if>> <<if $player.vaginaExist and $vaginause is "feet">> <<set $vaginause to 0>> <</if>> <<else>> <<if $penisuse is "feet">> <<He>> presses your <<penis>> against your stomach with <<his>> foot and rubs your <<glans>> between <<his>> toes. <<set $speechpenisfoot to 1>><<neutral 5 "genitals" _n>><<violence 1>> <<elseif $vaginause is "feet">> <<He>> rubs <<his>> foot against your <<pussy>>. <<set $speechvaginafoot to 1>><<neutral 5 "genitals" _n>><<violence 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otherfrot">> <<if $rng gte 101>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span> <<equipNPCCondom _n "player">> <</if>> <</if>> <span class="blue"><<He>> shifts <<his>> ass and presses <<his>> anus against your <<penis>>.</span> <<set $penisuse to "otheranus">><<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<else>> <<He>> rubs <<his>> ass against your <<penis>>. <<sex 5 "genital" _n>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otheranus">> <<if $rng gte 101>> <span class="purple"><<He>> moves <<his>> pelvis away, releasing your <<penis>> from <<his>> anus.</span> <<sex 30 "genital" _n>><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<elseif $rng gte 1>> <<if $enemyanger gte 100>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> continues to fuck your <<penis>> with <<his>> ass, <<his>> movements violent and erratic. Fluid from <<his>> pussy drools onto your length. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<if !playerHasStrapon()>> <<He>> continues to ride you, your penis helpless as it's fucked. <<else>> <<He>> continues to ride your <<penis>>. <</if>> <<else>> <<He>> fucks your <<penis>> with rough movements, intent on showing you who's boss. <</if>> <<elseif $enemyanger gte 20>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> You feel <<his>> ass twitch around your length as <<he>> fucks you. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues to violate your <<penis>>, using you as a sex toy. <<else>> <<He>> fucks your <<penis>>, taking as much of you into <<his>> ass as <<he>> can. <</if>> <<else>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 4)>> <<He>> continues riding your <<penis>>, <<his>> anus rhythmically pounding your length. <<His>> body jerks whenever you hit a sensitive spot. <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 2)>> <<He>> continues riding your <<penis>>, <<his>> anus rhythmically pounding your length. <<else>> <<He>> rides your <<penis>> with steady movements. <</if>> <</if>> <<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otheranusimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> ass against your <<penis>>.</span> <<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>> <<elseif $rng gte 1>> <<if $nopenile is 0>> <<if ((playerPenisSize() is -1 and $arousal lte ($arousalmax / 5) * 4) or (playerPenisSize() is -2 and $arousal lte ($arousalmax / 10) * 9))>> <<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">But you don't have an erection.</span> <<set $speechpenissmall to 1>><<set $enemyanger += 5>> <<elseif playerPenisSize() lte 2 or playerPenisSize() is 3 and random(1, 100) gte 70 or playerPenisSize() gte 4 and random(1, 100) gte 90>> <<if playerHasStrapon() or $player.virginity.penile isnot true>> <span class="pink"><<He>> eases your <<penis>> into <<his>> ass, swallowing you to the base.</span> <<sex 30 "genital" _n>><<set $speechotheranuspenetrated to 1>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<takeTempleVirginity $NPCList[_n].fullDescription "penile">><<violence 1>><<raped>><<penisraped>><</if>> <<elseif $player.virginity.penile is true>> <span class="pink"> <<He>> eases your virgin penis into <<his>> ass,</span><span class="red"> separating your foreskin from your glans and <<virginitylosttext $NPCList[_n].fullDescription>></span> <<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<bruise penis>><<violence 100>><<raped>><<penisraped>><<set $speechpenisvirgin to 1>> <</if>> <<penilestat>><<takeNPCVirginity _n "anal">><<set $NPCList[_n].vagina to "otheranus">><<set $penisstate to "otheranus">> <<if playerPenisSize() gte 4>> <<He>> looks proud to have taken something so big. <</if>> <<else>> <<He>> presses <<his>> ass against the tip of your <<penis>>, trying to take you in. <span class="blue">Your girth proves too much.</span> <<set $speechpenisbig to 1>><<set $enemyanger += 5>> <</if>> <<else>> Respecting your wishes, <<he>> does not envelop your <<penis>> with <<his>> ass, instead teasing the tip of your <<glans>>. <<sex 15 "genital" _n>><<set $speechotheranuswithhold to 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "otheranusentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> ass away from your <<penis>>.</span> <<set $NPCList[_n].vagina to 0>><<set $penisuse to 0>><<set $penisstate to 0>> <<elseif $rng gte 1>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span> <<equipNPCCondom _n "player">> <</if>> <</if>> <<if $worn.over_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.over_lower.name. <<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>><<set $speechotheranusentrance to 1>> <<elseif $worn.lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.lower.name. <<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>><<set $speechotheranusentrance to 1>> <<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.under_lower.name. <<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>><<set $speechotheranusentrance to 1>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 51>> <<if $NPCList[_n].chastity.anus.includes("shield")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> $NPCList[_n].chastity.anus against your <<penis>><<if playerChastity("penis")>><<set $worn.genitals.integrity -= 10>> through your $worn.genitals.name<</if>>. <<sex 25 "genital" _n>><<set $speechNPCChastity to 1>> <<elseif playerChastity("penis")>> <<if $worn.genitals.name is "chastity parasite">> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your $worn.genitals.name, <span class="lewd">leaving you feeling more aroused.</span> <<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> ass against your <<penis>> through your $worn.genitals.name. <<set $worn.genitals.integrity -= 10>> <</if>> <<sex 25 "genital" _n>><<set $speechchastity to 1>> <<elseif $nopenile is 1 and !$npcSub>> <span class="purple"><<He>> presses <<his>> ass against your <<penis>>.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<elseif $penisWetness gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2 and !$npcSub>> <<He>> presses <<his>> ass against your <<penis>>. <<penis_lube_text>> <span class="pink">your tip is pushed into <<him>>, a thrust away from being enveloped.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].vagina to "otheranusimminent">><<set $penisstate to "otheranusimminent">><<set $speechotheranusimminent to 1>> <<elseif !$npcSub>> <<He>> presses <<his>> ass against your <<penis>>, <span class="blue">but fails to envelop you.</span> Your <<penisSimple>> angles away and rubs between <<his>> cheeks. <<sex 5 "genital" _n>><<set $speechotheranusimminent to 1>> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("penis")>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> your <<penis>> between <<his>> cheeks. <<sex 10 "genital" _n>> <<else>> <<if $npcSub>>You rub<<else>><<He>> rubs<</if>> <<his>> cheeks on your $worn.genitals.name<<if $worn.genitals.name is "chastity parasite">>, <span class="lewd">making you feel more aroused.</span><<arousal 100 "genitals">><<else>>.<</if>> <<sex 10 "genital" _n>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "facesit">> <<if $consensual is 0 and $underwater isnot 1>> <<if ($oxygen gt 150 and $enemyanger gte 30) or $enemyanger gte (($enemyangermax / 5) * 4)>> <<oxygen -150>> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<if $enemyanger lt $enemyangermax/2>> <span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <<else>> <<switch random(0,2)>> <<case 0 1>> <<He>> continues to sit down full weight on your $worn.face.name. <<damageFaceCover 2>> <<case 2>> <span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</switch>> <</if>> <<else>> <<print either( "<<He>> covers your face with <<his>> pussy and ass.", "<<His>> pussy and ass press down on your face.", "<<He>> continues to sit down full weight on your face.", "<<He>> smothers you under <<him>>.", "<<His>> pussy and ass press down on your mouth and nose." )>> <</if>> <<sex 1 "mouth" _n>><<bruise face>><<bruise face>> <<if $suffocationPhase isnot 2>> <<if $oxygen gte 900>> <span class="blue">You struggle for breath.</span> <<violence 3>> <<elseif $oxygen gte 600>> <span class="purple">You can't breathe!</span> <<violence 5>> <<elseif $oxygen gte 300>> <span class="pink">You feel light-headed.</span> <<violence 10>> <<elseif $oxygen gte 1>> <span class="pink">You see stars.</span> <<violence 20>> <<else>> <span class="red">You are suffocating.</span> <<violence 50>> <<suffocatepass>> <</if>> <</if>> <<elseif $oxygen lte 900>> <<print either( "<<He>> lets you breathe in air from under <<him>>.", "<<He>> lifts off slightly, just enough to let you breathe a little.", "You are able to snatch in some small amount of air from under <<him>>." )>> <<if $neckuse isnot "hand">> <<suffocatepass -1>> <</if>> <</if>> <</if>> <<if $settings.analingusGivingEnabled and ($rng lte 5 or ($rng lte 10 and $enemyanger gte $enemyangermax / 10))>> <<He>> shifts <<his>> position on your face, pressing <<his>> ass onto your mouth. <<set $mouthstate to "anal">><<set $NPCList[_n].vagina to "facesitanal">> <<set $speechmouthotheranus to 1>> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<if $enemyanger lt $enemyangermax/2>> <span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <<else>> <<switch random(0,2)>> <<case 0 1>> <<He>> grinds <<his>> ?vulva against your $worn.face.name. <<damageFaceCover 2>> <<case 2>> <span class="lblue"><<He>> moves <<his>> pussy away from your mouth.</span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</switch>> <</if>> <<elseif $rng gte 0>> <<if $mouthactiondefault is "vaginalick" and random(1) is 0>> <<if !$npcSub>> <<He>> grinds <<his>> pussy into your mouth and tongue. <<else>> You lap and lick <<his>> pussy. <</if>> <<else>> <<if !$npcSub>> <<He>> rubs <<his>> pussy against your lips. <<else>> You continue to violate <<his>> pussy with your lips. <</if>> <</if>> <<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "vaginalick">> <span class="pink">You can taste sweet nectar.</span> <<nectarfed 8>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>> You can taste <<his>> juices. <</if>> <<sex 3 "mouth" _n>><<set $speechfacesit to 1>> <<else>> <<He>> gets up off of your face. <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "facesitanal">> <<if $rng gte 11 or ($rng gte 6 and $enemyanger gte $enemyangermax / 10)>> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<switch random(0,2)>> <<case 0 1>> <<He>> grinds <<his>> ass against your $worn.face.name. <<case 2>> <span class="lblue"><<He>> moves <<his>> ass away from your mouth.</span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</switch>> <<elseif $enemyarousal gte (($enemyarousalmax / 5) * 3)>> <<He>> grinds <<his>> ass against your mouth. <<else>> <<He>> slowly moves <<his>> ass against your lips. <</if>> <<sex 3 "mouth" _n>><<set $speechmouthotheranus to 1>> <<if $mouthactiondefault is "anallick">> <<set $speechanallick to 1>> <<elseif $mouthactiondefault is "analkiss">> <<set $speechanalkiss to 1>> <</if>> <<elseif $rng gte 0>> <<He>> moves <<his>> ass away from your mouth, pressing <<his>> pussy down onto it as <<he>> changes <<his>> position. <<if $NPCList[_n].type is "plant">> <span class="pink">Nectar glistens at the entrance.</span> <</if>> <<set $mouthstate to "vagina">><<set $NPCList[_n].vagina to "facesit">> <<set $speechfacesit to 1>><<set $mouthtarget to _n>> <<else>> <<He>> gets up off of your face. <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].vagina to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "mouthotheranus">> <<if $rng gte 1>> <<if $enemyarousal gte (($enemyarousalmax / 5) * 3)>> <<He>> grinds <<his>> ass against your mouth. <<else>> <<He>> slowly moves <<his>> ass against your lips. <</if>> <<sex 3 "mouth" _n>><<set $speechmouthotheranus to 1>> <<if $mouthactiondefault is "anallick">> <<set $speechanallick to 1>> <<elseif $mouthactiondefault is "analkiss">> <<set $speechanalkiss to 1>> <</if>> <<else>> <span class="purple"><<He>> moves <<his>> ass away from your face.</span> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $NPCList[_n].penis to 0>> <<set $NPCList[_n].location.genitals = 0>> <</if>> <</if>> <<if $NPCList[_n].vagina is 0 and $NPCList[_n].penis is 0>> <<if random(0,1) is 0>> <<vaginainit>> <<penisinit>> <<else>> <<penisinit>> <<vaginainit>> <</if>> <<elseif $NPCList[_n].vagina is 0>> <<vaginainit>> <<elseif $NPCList[_n].penis is 0>> <<penisinit>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "leftDildo">> <<if $rng gte 1>> <<if !$npcSub>> <<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<He>> <<print either("rhythmically","","")>> thrusts <<his>> pussy against your $currentSexToyLeft.name. <<else>> <<print either( `<<He>> thrusts <<his>> pussy up and down your dildo, fucking <<himself>> with a violent intensity as <<he>> approaches <<his>> peak.`, `<<He>> <<print either("forcefully","desperately","rhythmically")>> thrusts <<his>> pussy against your $currentSexToyLeft.name.`, `<<He>> <<print either("thrusts","grinds")>> <<his>> pussy against your $currentSexToyLeft.name in circular motions.`, )>> <<if $NPCList[$lefttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> down the toy. <</if>> <<else>> <<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>> You fuck <<his>> pussy with your $currentSexToyLeft.name. <<else>> You fuck <<his>> pussy with your $currentSexToyLeft.name. <<if $NPCList[$lefttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> down your toy. <</if>> <</if>> <<submission 2 _n>> <<else>> <<He>> moves your $currentSexToyLeft.name away from <<his>> pussy. <<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "dildoOtherPussyFuck">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "rightDildo">> <<if $rng gte 1>> <<if !$npcSub>> <<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<He>> <<print either("rhythmically","","")>> thrusts <<his>> pussy against your $currentSexToyRight.name. <<else>> <<print either( `<<He>> thrusts <<his>> pussy up and down your dildo, fucking <<himself>> with a violent intensity as <<he>> approaches <<his>> peak.`, `<<He>> <<print either("forcefully","desperately","rhythmically")>> thrusts <<his>> pussy against your $currentSexToyRight.name.`, `<<He>> <<print either("thrusts","grinds")>> <<his>> pussy against your $currentSexToyRight.name in circular motions.`, )>> <<if $NPCList[$righttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> down your toy. <</if>> <<else>> <<if $enemyarousal lte (($enemyarousalmax / 5) * 4)>> You fuck <<his>> pussy with your $currentSexToyRight.name. <<else>> You fuck <<his>> pussy with your $currentSexToyRight.name. <<if $NPCList[$righttarget].type is "plant">>Nectar drips<<else>>Fluids drip<</if>> from <<his>> pussy. <</if>> <</if>> <<submission 2 _n>> <<else>> <<He>> moves your $currentSexToyRight.name away from <<his>> pussy. <<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "dildoOtherPussyFuck">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "leftDildoAnus">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> thrusts <<his>> ass against your $currentSexToyLeft.name. <<submission 2 _n>> <<else>> You fuck <<his>> ass with your $currentSexToyLeft.name. <</if>> <<else>> <<He>> moves your $currentSexToyLeft.name away from <<his>> ass. <<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "dildoOtherAnusFuck">> <</if>> <</if>> <<if $NPCList[_n].penis is "leftDildoAnus">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> thrusts <<his>> ass against your $currentSexToyLeft.name. <<submission 2 _n>> <<else>> You fuck <<his>> ass with your $currentSexToyLeft.name. <</if>> <<else>> <<He>> moves your $currentSexToyLeft.name away from <<his>> ass. <<set $leftarm to 0>><<set $NPCList[_n].penis to 0>><<set $leftactiondefault to "dildoOtherAnusFuck">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].vagina is "rightDildoAnus">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> thrusts <<his>> ass against your $currentSexToyRight.name. <<submission 2 _n>> <<else>> You fuck <<his>> ass with your $currentSexToyRight.name. <</if>> <<else>> <<He>> moves your $currentSexToyRight.name away from <<his>> ass. <<set $rightarm to 0>><<set $NPCList[_n].vagina to 0>><<set $rightactiondefault to "dildoOtherAnusFuck">> <</if>> <</if>> <<if $NPCList[_n].penis is "rightDildoAnus">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> thrusts <<his>> ass against your $currentSexToyRight.name. <<submission 2 _n>> <<else>> You fuck <<his>> ass with your $currentSexToyRight.name. <</if>> <<else>> <<He>> moves your $currentSexToyRight.name away from <<his>> ass. <<set $rightarm to 0>><<set $NPCList[_n].penis to 0>><<set $rightactiondefault to "dildoOtherAnusFuck">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "leftStroker">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> fucks your $currentSexToyLeft.name with steady thrusts. <<submission 2 _n>> <<else>> You fuck <<his>> <<npcPenis _n>> with your $currentSexToyLeft.name. <</if>> <<else>> <<He>> moves your $currentSexToyLeft.name away from <<his>> <<npcPenisSimple _n>>. <<set $leftarm to 0>><<set $NPCList[_n].vagina to 0>><<set $leftactiondefault to "dildoOtherPussyFuck">> <</if>> <</if>> <<rng>> <<if $NPCList[_n].penis is "rightStroker">> <<if $rng gte 1>> <<if !$npcSub>> <<He>> fucks your $currentSexToyRight.name with steady thrusts. <<submission 2 _n>> <<else>> You fuck <<his>> <<npcPenisSimple _n>> with your $currentSexToyRight.name. <</if>> <<else>> <<He>> moves your $currentSexToyRight.name away from <<his>> <<npcPenisSimple _n>>. <<set $rightarm to 0>><<set $NPCList[_n].penis to 0>><<set $rightactiondefault to "dildoOtherPussyFuck">> <</if>> <</if>> <!-- CHEST START --> <<rng>> <<if $NPCList[_n].chest is "clothed" and $npcSub isnot 1>> <<if ($NPCList[_n].pronoun is "f" and ($NPCList[_n].lactation is 1 or $rng lte ($enemyarousal - 80))) or ($rng lte 15 and $enemyarousal gte 105)>> <<if not $gloryhole>> <span class="blue"><<He>> <<npcUndressText $NPCList[_n] "upper" "self">>, <<npcRevealText $NPCList[_n] "upper">>.</span> <<else>> You faintly hear fabric sliding on the other side. <<He>> must have taken off some clothing. <</if>> <<set $NPCList[_n].chest to 0>> <</if>> <</if>> <<chest_section>> <!-- MOUTH START --> <<if $NPCList[_n].fullDescription is "Gwylan" and (!$gwylanSeen.includes("partners"))>> <<set $_preventKiss to true>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "thigh">> <<He>> kisses and licks your thigh. <<neutral 5 _n>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "bottom">> <<He>> kisses and licks your <<bottom>>. <<neutral 5 _n>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "anus">> <<if $rng gte 101>> <span class="purple"><<He>> retracts <<his>> tongue from your anus.</span> <<sex 30 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<bruise anus>><<violence 1>><<set $anusstate to "othermouthimminent">> <<elseif $rng gte 1>> <<if $enemyarousal lte ($enemyarousalmax / 5)>> <<He>> caresses your anus with <<his>> tongue. <<sex 30 "anal" _n>><<bruise anus>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>> <<His>> tongue probes inside your <<bottom>>. <<sex 30 "anal" _n>><<bruise anus>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>> <<He>> circles <<his>> tongue inside your <<bottom>>. <<sex 30 "anal" _n>><<bruise anus>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<He>> presses <<his>> mouth firmly against your <<bottom>>, letting <<him>> push <<his>> tongue deeper into your anus. <<sex 30 "anal" _n>><<bruise anus>><<violence 1>> <<else>> Repeatedly thrusting and retracting, <<he>> fucks your <<bottom>> with <<his>> tongue. <<sex 30 "anal" _n>><<bruise anus>><<violence 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "anusimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> tongue against your anus.</span> <<set $NPCList[_n].mouth to "anusentrance">><<set $anusstate to "othermouthentrance">> <<elseif $rng gte 1>> <<if $noanal is 0 and $worn.genitals.anus_exposed is 0>> <<He>> uses <<his>> tongue to lick around your $worn.genitals.name attempting to get past it. <<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>> <<elseif $noanal is 1 and $worn.genitals.anus_exposed is 0>> <<He>> uses <<his>> tongue to lick around your $worn.genitals.name. <<sex 30 "genital" _n>> <<elseif $noanal is 0>> <<if $player.virginity.anal isnot true or $virginitytest isnot 1>> <span class="pink"><<He>> pushes <<his>> tongue into your anus.</span> <<sex 30 "anal" _n>><<violence 1>> <<elseif $player.virginity.anal is true>> <span class="pink"><<He>> pushes <<his>> tongue into your virgin anus,</span><span class="red"> violating you in a way you hadn't conceived of.</span> <<sex 100 "anal" _n>><<takeVirginity $NPCList[_n].fullDescription "anal">><<violence 100>> <</if>> <<analstat>><<set $NPCList[_n].mouth to "anus">><<bruise anus>><<set $anusstate to "othermouthpenetrated">> <<if $virginitytest is 1>><<raped>><<anusraped>><</if>> <<else>> Respecting your wishes, <<he>> does not penetrate your <<bottom>> with <<his>> tongue, instead licking your anus. <<sex 15 "anal" _n>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "anusentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> head away from your <<bottom>>.</span> <<set $NPCList[_n].mouth to 0>><<set $anususe to 0>><<set $anusstate to 0>> <<if $NPCList[_n].vagina is "othermouth">> <<set $NPCList[_n].vagina to 0>> <</if>> <<if $NPCList[_n].penis is "othermouth">> <<set $NPCList[_n].penis to 0>> <</if>> <<elseif $rng gte 1>> <<if $worn.over_lower.anus_exposed is 0>> <<He>> circles <<his>> tongue around your anus through your $worn.over_lower.name. <<sex 5 "anal" _n>><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.anus_exposed is 0>> <<He>> circles <<his>> tongue around your anus through your $worn.lower.name. <<sex 5 "anal" _n>><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<rng>> <<if $worn.under_lower.anus_exposed is 0>> <<He>> circles <<his>> tongue around your anus through your $worn.under_lower.name. <<sex 5 "anal" _n>><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.genitals.anus_exposed is 0>> <<He>> prods your $worn.genitals.name with <<his>> tongue. <<sex 5 "anal" _n>><<set $worn.genitals.integrity -= 10>> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>> <<if $rng gte 71>> <<if $noanal is 0 and playerChastity("anus")>> <span class="purple"><<He>> presses <<his>> tongue against your $worn.genitals.name near your anus.</span> <<sex 20 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">> <<elseif $noanal is 1>> <span class="purple"><<He>> presses <<his>> tongue against your anus.</span> <<sex 20 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">> <<else>> <span class="purple"><<He>> presses <<his>> tongue against your anus, preparing to penetrate you.</span> <<sex 20 "anal" _n>><<set $NPCList[_n].mouth to "anusimminent">><<set $anusstate to "othermouthimminent">> <</if>> <<elseif $rng gte 1>> <<He>> kisses and licks your <<bottom>>. <<sex 10 "anal" _n>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "vagina">> <<if $rng gte 101>> <span class="purple"><<He>> retracts <<his>> tongue from your <<pussy>>.</span> <<sex 30 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<bruise vagina>><<violence 1>><<set $vaginastate to "othermouthimminent">> <<elseif $rng gte 1>> <<if $enemyarousal lte ($enemyarousalmax / 5)>> <<He>> caresses your vagina with <<his>> tongue. <<sex 30 "genital" _n>><<bruise vagina>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>> <<He>> presses down on your <<clit>> with <<his>> teeth while exploring your vagina with <<his>> tongue. <<sex 30 "genital" _n>><<bruise vagina>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>> <<He>> circles <<his>> tongue around your vagina. <<sex 30 "genital" _n>><<bruise vagina>><<violence 1>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<He>> presses <<his>> mouth firmly against your <<pussy>>, then pushes <<his>> tongue deeper into your vagina. <<He>> slowly pulls out again, then takes a deep breath. <<sex 30 "genital" _n>><<bruise vagina>><<violence 1>> <<else>> Repeatedly thrusting and retracting, <<he>> fucks your <<pussy>> with <<his>> tongue. <<sex 30 "genital" _n>><<bruise vagina>><<violence 1>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "vaginaimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> tongue against your <<pussy>>.</span> <<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginastate to "othermouthentrance">> <<elseif $rng gte 1>> <<if $novaginal is 0 and playerChastity("vagina")>> <<He>> licks around your $worn.genitals.name, attempting to get past it. <<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>> <<elseif $novaginal is 1 and playerChastity("vagina")>> <<He>> licks around your $worn.genitals.name. <<sex 30 "genital" _n>> <<elseif $novaginal is 0>> <<if $player.virginity.vaginal isnot true or $virginitytest isnot 1>> <span class="pink"><<He>> pushes <<his>> tongue between your <<pussy>> lips.</span> <<sex 30 "genital" _n>> <<elseif $player.virginity.vaginal is true>> <span class="pink"><<He>> pushes <<his>> tongue into your virgin pussy,</span><span class="red"> breaking your hymen and <<virginitylosttext $NPCList[_n].fullDescription>></span> <<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "vaginal">><<violence 100>> <</if>> <<vaginalstat>><<set $NPCList[_n].mouth to "vagina">><<bruise vagina>><<violence 1>><<set $vaginastate to "othermouth">> <<if $virginitytest is 1>><<raped>><<vaginaraped>><</if>> <<else>> Respecting your wishes, <<he>> does not penetrate your <<pussy>> with <<his>> tongue, instead running <<his>> tongue up and down your labia. <<sex 15 "genital" _n>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "vaginaentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> head away from your <<pussy>>.</span> <<set $NPCList[_n].mouth to 0>><<set $vaginause to 0>><<set $vaginastate to 0>> <<if $NPCList[_n].vagina is "othermouth">> <<set $NPCList[_n].vagina to 0>> <</if>> <<if $NPCList[_n].penis is "othermouth">> <<set $NPCList[_n].penis to 0>> <</if>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<He>> traces the outline of your <<pussy>> with <<his>> tongue through your $worn.over_lower.name. <<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<He>> traces the outline of your <<pussy>> with <<his>> tongue through your $worn.lower.name. <<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<He>> traces the outline of your <<pussy>> with <<his>> tongue through your $worn.under_lower.name. <<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 71>> <<if $novaginal is 0 and playerChastity("vagina")>> <span class="purple"><<He>> presses <<his>> lips against your $worn.genitals.name, near your <<pussy>>.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">> <<elseif $novaginal is 1>> <span class="purple"><<He>> presses <<his>> lips against your <<pussy>>.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">> <<else>> <span class="purple"><<He>> presses <<his>> lips against your <<pussy>>, preparing to fuck you with <<his>> tongue.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "vaginaimminent">><<set $vaginastate to "othermouthimminent">> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("vagina")>> <<He>> blows on your <<clit>> and runs <<his>> tongue around your labia. <<sex 10 "genital" _n>> <<else>> <<He>> stares at your $worn.genitals.name. <<sex 5 "genital" _n>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "penis">> <<if $rng gte 101>> <span class="purple"><<He>> moves <<his>> head back, releasing your <<penis>> from <<his>> mouth.</span> <<sex 30 "genital" _n>><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <<elseif $rng gte 1>> <<if $enemyarousal lte ($enemyarousalmax / 5)>> <<He>> slowly caresses your shaft with <<his>> tongue. <<sex 30 "genital" _n>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 2)>> Eyes fixed on your face, <<he>> wraps <<his>> tongue around your <<penis>> and sucks. <<sex 30 "genital" _n>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 3)>> <<He>> squeezes <<his>> lips around your <<penis>> and circles <<his>> tongue around your <<glans>>. <<sex 30 "genital" _n>> <<elseif $enemyarousal lte (($enemyarousalmax / 5) * 4)>> <<He>> takes you deeper into <<his>> mouth, until your <<penis>> disappears inside <<him>> completely. <<He>> slowly pushes you out again, then takes a deep breath. <<sex 30 "genital" _n>> <<else>> <<He>> repeatedly swallows and expels your <<penis>>, fucking you with <<his>> mouth. <<sex 30 "genital" _n>> <</if>> <<if playerHasStrapon()>><<violence 1 1 1 0>> <<else>><<bruise penis>><<violence 1>><</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "penisimminent">> <<if $rng gte 101>> <span class="blue"><<He>> stops pressing <<his>> lips against your <<penis>>.</span> <<set $NPCList[_n].mouth to "penisentrance">><<set $penisstate to "othermouthentrance">> <<elseif $rng gte 1>> <<if $worn.genitals.name is "chastity parasite">> <<He>> licks your $worn.genitals.name, <span class="lewd">the parasite sending a wave of pleasure through your <<penis>>.</span> Your reaction causes <<him>> to continue. <<arousal 400 "genitals">><<if !$earSlime.defyCooldown and $earSlime.vibration lt 120>><<set $earSlime.vibration += 10>><</if>> <<sex 30 "genital" _n>><<set $worn.genitals.integrity -= 5>> <<elseif $nopenile is 0 and playerChastity("penis")>> <<He>> licks around your $worn.genitals.name, near your <<penis>>, attempting to get past it. <<sex 25 "genital" _n>><<set $worn.genitals.integrity -= 10>> <<elseif $nopenile is 1 and playerChastity("penis")>> <<He>> licks around your $worn.genitals.name, near your <<penis>>. <<sex 30 "genital" _n>> <<elseif $nopenile is 0>> <<if playerHasStrapon() or $player.virginity.penile isnot true or $virginitytest isnot 1>> <span class="pink"><<He>> pushes <<his>> lips against your <<penis>>, taking you into <<his>> mouth.</span> <<sex 30 "genital" _n>> <<violence 1 1 1 `+playerHasStrapon()`>> <<elseif $player.virginity.penile is true>> <span class="pink"><<He>> pushes <<his>> lips against your virgin penis, taking you into <<his>> mouth,</span><span class="red"> separating your foreskin from your glans and <<virginitylosttext $NPCList[_n].fullDescription>></span> <<sex 100 "genital" _n>><<takeVirginity $NPCList[_n].fullDescription "penile">><<violence 100>> <</if>> <<penilestat>><<takeNPCVirginity _n "oral">><<set $NPCList[_n].mouth to "penis">><<set $penisstate to "othermouth">> <<if $virginitytest is 1 and !playerHasStrapon()>><<bruise penis>><<raped>><<penisraped>><</if>> <<else>> Respecting your wishes, <<he>> does not envelop your <<penis>> with <<his>> mouth, instead kissing the tip of your <<glans>>. <<sex 15 "genital" _n>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "penisentrance">> <<if $rng gte 101>> <span class="lblue"><<He>> moves <<his>> head away from your <<penis>>.</span> <<set $NPCList[_n].mouth to 0>><<set $penisuse to 0>><<set $penisstate to 0>> <<if $NPCList[_n].vagina is "othermouth">> <<set $NPCList[_n].vagina to 0>> <</if>> <<if $NPCList[_n].penis is "othermouth">> <<set $NPCList[_n].penis to 0>> <</if>> <<elseif $rng gte 1>> <<if $worn.over_lower.vagina_exposed is 0>> <<He>> traces the outline of your <<penis>> with <<his>> tongue through your $worn.over_lower.name. <<sex 5 "genital" _n>><<set $worn.over_lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 0>> <<He>> traces the outline of your <<penis>> with <<his>> tongue through your $worn.lower.name. <<sex 5 "genital" _n>><<set $worn.lower.integrity -= 10>> <<elseif $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<rng>> <<if $worn.under_lower.vagina_exposed is 0>> <<He>> traces the outline of your <<penis>> with <<his>> tongue through your $worn.under_lower.name. <<sex 5 "genital" _n>><<set $worn.under_lower.integrity -= 10>> <<elseif $worn.under_lower.vagina_exposed is 1>> <<if $rng gte 71>> <<if playerChastity("penis")>> <span class="purple"><<He>> tries to wriggle <<his>> tongue into your $worn.genitals.name, eager to taste your <<penis>>.</span> <<sex 20 "genital" _n>> <<elseif $nopenile is 1>> <span class="purple"><<He>> presses <<his>> lips against your <<penis>>.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">> <<else>> <span class="purple"><<He>> presses <<his>> lips against your <<penis>>, preparing to take you in <<his>> mouth proper.</span> <<sex 20 "genital" _n>><<set $NPCList[_n].mouth to "penisimminent">><<set $penisstate to "othermouthimminent">> <</if>> <<elseif $rng gte 1>> <<if !playerChastity("penis")>> <<He>> blows on and licks the tip of your <<penis>>. <<sex 10 "genital" _n>> <<else>> <<He>> stares at your $worn.genitals.name. <<sex 5 "genital" _n>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "kiss">> <<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>> <<if $_preventKiss>> <span class="red"><<He>> pulls <<his>> mouth away from yours and looks angry.</span> <<set $enemytrust -= 200>><<set $enemyanger += 200>><<set $mouthuse to 0>><<set $NPCList[_n].mouth to 0>><<set $mouthstate to 0>> <<set $NPCList[_n].location.head to 0>> <<elseif $rng gte 101>> <span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span> <<set $NPCList[_n].mouth to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<set $NPCList[_n].location.head to 0>> <<else>> <<if $robinDungeonKiss>> <<undergroundRobinKiss $mouthactiondefault>> <<elseif $npcSub>> <<He>> nervously follows your lead, allowing you to explore <<his>> mouth with your tongue. <<elseif $enemyanger lte 20>> <<He>> explores your mouth with <<his>> tongue. <<sex 2 "mouth" _n>> <<else>> <<He>> thrusts <<his>> tongue deep into your mouth. <<violence 1>> <</if>> <<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "kissback">> <span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span> <<nectarfed 20>> <<elseif $NPCList[_n].fullDescription is "Gwylan">> <<gwylanKiss 1>> <</if>> <</if>> <<else>> <span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span> <<set $mouthuse to 0>><<set $NPCList[_n].mouth to 0>><<set $mouthstate to 0>> <<set $NPCList[_n].location.head to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "kissimminent">> <<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1 and !$_preventKiss>> <<if $rng gte 101>> <span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span> <<set $NPCList[_n].mouth to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<set $NPCList[_n].location.head to 0>> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<switch random(0,2)>> <<case 0 1>> <<He>> pushes <<his>> lips against your $worn.face.name. <<He>> seems disappointed. <<damageFaceCover 2>> <<if $consensual isnot 1>> <<brat 2>> <</if>> <<case 2>> <span class="lblue"><<He>> moves <<his>> <<= npcHasStrapon(_n) ? "strap-on" : "penis">> away from your mouth.</span> <<set $NPCList[_n].penis to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<if $consensual isnot 1>> <<brat 2>> <</if>> <</switch>> <<elseif $rng lte 100>> <<He>> pushes <<his>> tongue between your lips. <<set $NPCList[_n].mouth to "kiss">><<set $mouthstate to "kiss">><<sex 2 "mouth" _n>> <<if $NPCList[_n].type is "plant" and $mouthactiondefault isnot "kissback">> <span class="pink">Sweet nectar fills your mouth.</span> <<nectarfed 20>> <<elseif $NPCList[_n].fullDescription is "Gwylan">> <<gwylanKiss 1>> <</if>> <<else>> <<if $enemyanger lte 20>> <<He>> gently probes your lips with <<his>> tongue. <<sex 2 "mouth" _n>> <<else>> <<He>> bites and toys with your lips. <<violence 1>> <</if>> <</if>> <<else>> <span class="lblue"> <<He>> pulls <<his>> mouth away from yours.</span> <<set $mouthuse to 0>><<set $NPCList[_n].mouth to 0>><<set $mouthstate to 0>> <<set $NPCList[_n].location.head to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "kissentrance">> <<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1 and !$_preventKiss>> <<if $rng gte 101>> <span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span> <<set $NPCList[_n].mouth to 0>><<set $mouthuse to 0>><<set $mouthstate to 0>> <<set $NPCList[_n].location.head to 0>> <<elseif $rng lte 100>> <<He>> pulls you closer and presses your lips together in a kiss. <<if $NPCList[_n].type is "plant" and !$player.virginity.kiss>> <span class="pink">Sweet nectar drips from <<his>> tongue and fills your mouth.</span> <<nectarfed 50>> <<elseif $NPCList[_n].fullDescription is "Gwylan">> <<gwylanKiss>> <</if>> <<if $player.virginity.kiss is true>> <<set $speechkissvirgin to 1>> <</if>> <<if $npcrow.includes(_n)>> <<takeKissVirginityNamed `$npc[$npcrow.indexOf(_n)]`>> <<else>> <<takeKissVirginity $NPCList[_n] `($consensual is 1?"":"rape")`>> <</if>> <<set $NPCList[_n].mouth to "kissimminent">><<set $mouthstate to "kissimminent">><<sex 2 "mouth" _n>> <<else>> <<if $enemyanger lte 20>> <<He>> gently brushes <<his>> lips against yours. <<sex 1 "mouth" _n>> <<else>> <<He>> bites your lower lip. <<violence 1>> <</if>> <</if>> <<else>> <span class="lblue"><<He>> pulls <<his>> mouth away from yours.</span> <<set $mouthuse to 0>><<set $NPCList[_n].mouth to 0>><<set $mouthstate to 0>> <<set $NPCList[_n].location.head to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "chest">> <<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>> <<if $enemyanger gte 100>> <<if $milk_amount gte 1>> <<He>> sucks your <<nipple>>. <<Hes>> rough, biting and squeezing. Milk leaks from the tip. <<breastfeed>> <<violence 5>> <<else>> <<He>> sucks your <<nipple>>. <<Hes>> rough, biting and squeezing. Despite <<his>> efforts, no milk comes out. You've been sucked dry. <<milkvolume 1>> <<set $cheststate to "chestimminent">><<set $NPCList[_n].mouth to "chestimminent">> <<violence 3>> <</if>> <<else>> <<if $milk_amount gte 1>> <<He>> continues to suck your <<nipple>>. Milk leaks from the tip. <<breastfeed>> <<sex 5 "breast" _n>> <<else>> <<He>> continues to suck your <<nipple>>, but no milk comes out. You've been sucked dry. <<milkvolume 1>> <<set $cheststate to "chestimminent">><<set $NPCList[_n].mouth to "chestimminent">> <<sex 3 "breast" _n>> <</if>> <</if>> <<else>> <span class="lblue"><<He>> pulls <<his>> mouth away from your chest.</span> <<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>> <<set $NPCList[_n].location.head to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "chestimminent">> <<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> <span class="pink"><<He>> takes your <<nipple>> into <<his>> mouth. You feel milk leak from your tip.</span> <<breastfeed>> <<set $cheststate to "chest">><<set $NPCList[_n].mouth to "chest">><<sex 5 "breast" _n>> <<milkvolume 1>><<set $enemyanger -= 10>> <<else>> <<if random(1, 100) gte 81>> <<He>> pulls <<his>> head away from your chest. <<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>> <<else>> <<if $enemyanger gte 100>> <<He>> kneads your <<nipple>> between <<his>> teeth. <<violence 3>> <<else>> <<He>> sucks your <<nipple>> while <<his>> tongue works the tip. <<sex 3 "breast" _n>> <</if>> <<milkvolume 1>> <</if>> <</if>> <<else>> <span class="lblue"><<He>> pulls <<his>> mouth away from your chest.</span> <<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>> <<set $NPCList[_n].location.head to 0>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].mouth is "chestentrance">> <<if $speechvaginavirgin isnot 1 and $speechpenisvirgin isnot 1 and $speechanusvirgin isnot 1 and $speechmouthvirgin isnot 1>> <<if $enemyanger gte 100>> <<He>> bites your <<nipple>>, hard enough to hurt. <<set $NPCList[_n].mouth to "chestimminent">><<set $cheststate to "chestimminent">> <<violence 3>> <<else>> <<He>> presses the tip of <<his>> tongue against your <<nipple>>, licking and teasing. <<set $NPCList[_n].mouth to "chestimminent">><<set $cheststate to "chestimminent">> <<sex 3 "breast" _n>> <</if>> <<milkvolume 1>> <<else>> <span class="lblue"><<He>> pulls <<his>> mouth away from your chest.</span> <<set $chestuse to 0>><<set $cheststate to 0>><<set $NPCList[_n].mouth to 0>> <<set $NPCList[_n].location.head to 0>> <</if>> <</if>> <<rng>> <<namedNpcComments $NPCList[_n].fullDescription>> <<if ($NPCList[_n].mouth is 0 or $NPCList[_n].mouth is "speech_only" or ($NPCList[_n].type is "plant" and $speechkissvirgin is 1)) and $speechdisable isnot 1 and _noNameComment>> <<if $role is "islander" and (!$islander_language or $islander_language lt 100)>> <<He>> speaks and gesticulates in <<his>> incomprehensible language. <<elseif $NPCList[_n].type is "plant">> <<plantspeech>> <<elseif $combatgoal is "strip">> <<rng>> <<if $rng lte 25>> <<if $enemyanger lte 60>> <<He>> speaks. "<<print either("Let me take all these clothes off.", "Let's get you naked.", "I think you enjoy being stripped naked!", "You don't need clothes.", "You need to be naked!")>>" <<else>> <<He>> speaks. "<<print either("I'll rip your clothes off if I need to!", "I'll get you naked one way or another!", "I want your clothes gone!", "You like being stripped naked, don't you!", "You don't deserve clothes.", "I want you nude!")>>" <</if>> <</if>> <<elseif $speechvaginavirgin is 1 and $NPCList[_n].penis is "vagina">> <<if $enemyanger lte 60>> <<He>> speaks. "You were a virgin! I can't believe my luck!" <<else>> <<He>> speaks. "I felt your hymen tear, <<bitch>>. Something to remember me by." <</if>> <<elseif $speechpenisvirgin is 1 and ($NPCList[_n].vagina is "penis" or $NPCList[_n].vagina is "otheranus" or $NPCList[_n].penis is "otheranus")>> <<if $enemyanger lte 60>> <<He>> speaks. "AHH! This was your first time, wasn't it? It feels so good!" <<else>> <<He>> speaks. "How's it feel to have your virgin dick broken in? Feels amazing for me." <</if>> <<elseif $speechanusvirgin is 1 and $NPCList[_n].penis is "anus">> <<if $enemyanger lte 60>> <<He>> speaks. "It's so tight! This must be the first time your ass has been used like this." <<else>> <<He>> speaks. "It's so tight! This must be the first time your ass has been used like this. I've got plenty more work to do before you're properly broken in." <</if>> <<elseif $speechmouthvirgin is 1 and $NPCList[_n].penis is "mouth">> <<if npcHasStrapon(_n)>> <<if $enemyanger lte 60>> <<He>> speaks. "Is this your first time giving head?" <<else>> <<He>> speaks. "Is this your first time giving head? You'll be addicted to my strap before you know it." <</if>> <<else>> <<if $enemyanger lte 60>> <<He>> speaks. "Is this the first time you've tasted dick?" <<else>> <<He>> speaks. "Is this the first time you've tasted dick? You'll be a cum-addicted cock slave soon." <</if>> <</if>> <<elseif $speechspray is 1>> <<sprayspeech>> <<elseif $speechcum is 1 and $rng gte 61 and $speechorgasmrepeat lte 1 and $speechorgasmcount lte 6>> <<cumspeech>> <<elseif $rng gte 91>> <<if not $gloryhole>> <<basespeech>><<neutral 1 _n>> <<else>> <<basegloryholespeech>><<neutral 1 _n>> <</if>> <<elseif $rng gte 61>> <<combatspeech _n>><<neutral 1 _n>> <<elseif $rng gte 41 and !$gloryhole>> <<clothesspeech>> <<elseif !$gloryhole>> <<rng>> <<if $enemyanger + $rng lte 20>> <<He>> ?admires your body. <<neutral 1 _n>> <<elseif $enemyanger + $rng lte 25>> <<if $position is "wall" and $walltype isnot "front">> <<He>> ?admires your helpless <<bottom>>. <<neutral 1 _n>> <<bodypart_admire random_bottom>> <<else>> <<He>> ?admires your hair. <<neutral 1 _n>> <<bodypart_admire_chance random_shoulder>> <</if>> <<elseif $enemyanger + $rng lte 30>> <<if $position is "wall" and $walltype isnot "front">> <<He>> ?admires your helpless hips. <<neutral 1 _n>> <<bodypart_admire pubic>> <<else>> <<He>> ?admires your chest. <<neutral 1 _n>> <<bodypart_admire breasts>> <</if>> <<elseif $enemyanger + $rng lte 35>> <<if $walltype is "front">> <<He>> ?admires your face. <<neutral 1 _n>> <<bodypart_admire random_cheek>> <<else>> <<He>> ?admires your legs. <<neutral 1 _n>> <<bodypart_admire random_thigh>> <</if>> <<elseif $enemyanger + $rng lte 40>> <<if $position is "wall" and $walltype isnot "front">> <<He>> ?admires your helpless legs. <<neutral 1 _n>> <<bodypart_admire random_thigh>> <<elseif $chestuse is 0 and $NPCList[_n].location.genitals isnot "head" and $NPCList[_n].location.head isnot "head" and $NPCList[_n].location.head isnot "genitals">> <<set $NPCList[_n].mouth to "chestentrance">><<set $chestuse to "mouth">><<set $cheststate to "mouthentrance">><<set $chesttarget to _n>> <span class="blue"><<He>> moves <<his>> head to your chest.</span> <<neutralbreast 1 _n>> <<bodypart_admire breasts>> <<set $NPCList[_n].location.head to "head">> <<else>> <<He>> leers at your <<breasts>>. <</if>> <<elseif $enemyanger + $rng lte 45>> <<if $position is "wall" and $walltype isnot "front">> <<He>> kisses your helpless thighs. <<neutral 3 _n>> <<bodypart_admire random_thigh>> <<else>> <<He>> kisses you on the forehead. <<neutral 3 _n>> <<bodypart_admire forehead>> <</if>> <<elseif $enemyanger + $rng lte 50>> <<if $position is "wall" and $walltype isnot "front">> <<He>> kisses you on the hips. <<neutral 3 _n>> <<bodypart_admire random_bottom>> <<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">> <<He>> leans back, <<if npcHasStrapon(_n)>> taking in the view of your mouth on <<his>> strap. <<else>> savouring the feel of your mouth on <<his>> genitals. <</if>> <<neutral 10 _n>> <<else>> <<He>> kisses you on the cheek. <<neutral 3 _n>> <<bodypart_admire random_cheek>> <</if>> <<elseif $enemyanger + $rng lte 55>> <<if $position is "wall" and $walltype isnot "front">> <<He>> licks your helpless thighs. <<neutral 3 _n>> <<bodypart_admire random_thigh>> <<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">> <<He>> leans back, <<if npcHasStrapon(_n)>> taking in the view of your mouth on <<his>> strap. <<else>> savouring the feel of your mouth on <<his>> genitals. <</if>> <<neutral 10 _n>> <<else>> <<He>> kisses your neck. <<neutral 3 _n>> <<bodypart_admire breasts>> <</if>> <<elseif $enemyanger + $rng lte 60>> <<if $position is "wall" and $walltype isnot "front">> <<He>> licks your helpless hips. <<neutral 3 _n>> <<bodypart_admire random_bottom>> <<else>> <<cheeklick _n>> <</if>> <<elseif $enemyanger + $rng lte 80>> <<neutral 10 _n>> <<if $position is "wall" and $walltype isnot "front">> <<He>> licks your helpless legs. <<neutral 3 _n>> <<bodypart_admire random_thigh>> <<else>> <<if $mouthuse is 0 and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<if $NPCList[_n].penis is "chest">> <<combatspeech _n>><<neutral 1 _n>> <<elseif $NPCList[_n].location.genitals isnot "head" and $NPCList[_n].fullDescription isnot "Gwylan">> <span class="blue"><<He>> moves <<his>> lips close to yours, about to kiss.</span> <<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">><<set $NPCList[_n].mouth to "kissentrance">><<sex 1 "mouth" _n>> <<set $NPCList[_n].location.head = "head">><<set $mouthtarget to _n>> <</if>> <<else>> <<cheeklick _n>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 84 and $anususe is 0 and $settings.analingusReceivingEnabled and $NPCList[_n].location.head is 0 and $NPCList[_n].location.genitals isnot "genitals" and $walltype isnot "front">> <<neutral 10 _n>> <<if $NPCList[_n].location.genitals is "head">> <span class="blue">You feel <<him>> lean forward along your body, then you feel <<his>> breath on your <<bottom>>.</span> <<else>> <span class="blue"><<He>> kneels behind you. You feel <<his>> breath on your <<bottom>>.</span> <</if>> <<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">><<set $NPCList[_n].mouth to "anusentrance">> <<sex 1 "anal" _n>><<set $NPCList[_n].location.head to "genitals">><<set $anustarget to _n>> <<elseif $enemyanger + $rng lte 92 and $NPCList[_n].location.head is 0 and $NPCList[_n].location.genitals isnot "genitals" and $walltype isnot "front">> <<neutral 10 _n>> <<if $vaginause is 0 and $NPCList[_n].vagina is 0 and $player.vaginaExist>> <span class="blue"><<He>> kneels beside you. You feel <<his>> breath on your <<pussy>>.</span> <<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $NPCList[_n].mouth to "vaginaentrance">> <<set $NPCList[_n].vagina to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>> <<elseif $vaginause is 0 and $NPCList[_n].penis is 0 and $player.vaginaExist>> <span class="blue"><<He>> kneels beside you. You feel <<his>> breath on your <<pussy>>.</span> <<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $NPCList[_n].mouth to "vaginaentrance">> <<set $NPCList[_n].penis to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>> <<elseif $vaginause is 0 and $NPCList[_n].vagina is "facesit" and $player.vaginaExist>> <span class="blue">You feel <<him>> lean forward along your body, then feel <<his>> breath on your <<pussy>>.</span> <<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $NPCList[_n].mouth to "vaginaentrance">> <<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>> <<else>> <<He>> breathes on your skin, making your hair stand on end. <<neutral 1>> <</if>> <<elseif $enemyanger + $rng lte 100 and $NPCList[_n].location.head is 0 and $NPCList[_n].location.genitals isnot "genitals" and $walltype isnot "front">> <<neutral 10 _n>> <<if $penisuse is 0 and $NPCList[_n].penis is 0 and $player.penisExist>> <<if $player.condom>> <<He>> removes <<condomDesc "player" "the">> from your penis. <<removeNPCCondom $mouthtarget "player">> <</if>> <span class="blue"> <<He>> kneels beside <<if $player.condom>> you and removes <<condomDesc "player" "your">>. <<removeNPCCondom $mouthtarget "player">> <<else>> you. <</if>> You feel <<his>> breath on your <<penis>>. </span> <<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $NPCList[_n].mouth to "penisentrance">> <<set $NPCList[_n].penis to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>> <<elseif $penisuse is 0 and $NPCList[_n].vagina is 0 and $player.penisExist>> <span class="blue"> <<He>> kneels beside <<if $player.condom>> you and removes <<condomDesc "player" "your">>. <<removeNPCCondom $mouthtarget "player">> <<else>> you. <</if>> You feel <<his>> breath on your <<penis>>. </span> <<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $NPCList[_n].mouth to "penisentrance">> <<set $NPCList[_n].vagina to "othermouth">><<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>> <<elseif $penisuse is 0 and $NPCList[_n].vagina is "facesit" and $player.penisExist>> <span class="blue"> You feel <<him>> lean forward along your body, then feel <<his>> breath on your <<if $player.condom>> <<penis>> as <<condomDesc "player" "your">> is removed. <<removeNPCCondom $mouthtarget "player">> <<else>> <<penis>>. <</if>> </span> <<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $NPCList[_n].mouth to "penisentrance">> <<sex 1 "genital" _n>><<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>> <<else>> <<He>> breathes on your skin, making your hair stand on end. <<neutral 1 _n>> <</if>> <<elseif $enemyanger + $rng lte 105>> <<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">> <<He>> kisses and caresses your helpless thighs with <<his>> tongue. <<neutral 10 _n>> <<bodypart_admire random_thigh>> <<elseif $NPCList[_n].location.genitals isnot "head">> <<He>> kisses and caresses your <<nipple>> with <<his>> tongue. <<neutralbreast 10 _n>> <<bodypart_admire breasts>> <</if>> <<elseif $enemyanger + $rng lte 110>> <<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">> <<He>> kisses and gently bites your helpless <<bottom>>. <<neutral 10 _n>> <<bodypart_admire random_bottom>> <<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">> <<He>> leans back, <<if npcHasStrapon(_n)>> taking in the view of your mouth on <<his>> strap. <<else>> savouring the feel of your mouth on <<his>> genitals. <</if>> <<neutral 10 _n>> <<elseif $NPCList[_n].location.genitals isnot "head">> <<He>> kisses and gently bites you on the neck. <<neutral 10 _n>> <<bodypart_admire breasts>> <</if>> <<elseif $enemyanger + $rng lte 115>> <<if $walltype is "front">> <<He>> spits on your face. <<neutral 5 _n>> <<bodypart_admire forehead>> <<else>> <<He>> spits on your <<genitals>>. <<neutral 5 "genitals" _n>> <<bodypart_admire pubic>> <</if>> <<elseif $enemyanger + $rng lte 120>> <<if $walltype is "front">> <<He>> spits on your back. <<neutral 5 _n>> <<bodypart_admire back>> <<else>> <<He>> spits on your <<bottom>>. <<neutral 5 _n>> <<bodypart_admire random_bottom>> <</if>> <<elseif $enemyanger + $rng lte 130>> <<if $position is "wall" and $walltype isnot "front">> <<He>> spits on your tummy. <<neutral 5 _n>> <<bodypart_admire back>> <<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>> <<elseif $NPCList[_n].location.genitals isnot "head" and $NPCList[_n].location.head isnot "head" and $NPCList[_n].location.head isnot "genitals" and $chestuse is 0>> <<set $NPCList[_n].mouth to "chestentrance">><<set $chestuse to "mouth">><<set $cheststate to "mouthentrance">><<set $chesttarget to _n>> <span class="blue"><<He>> moves <<his>> head to your chest.</span> <<neutralbreast 1 _n>> <<bodypart_admire breasts>> <<set $NPCList[_n].location.head to "head">> <</if>> <<elseif $enemyanger + $rng lte 135 and $NPCList[_n].location.genitals isnot "genitals">> <<if $walltype is "front">> <<He>> runs <<his>> tongue over your cheek and jaw. <<neutral 5 _n>> <<bodypart_admire random_cheek>> <<else>> <<He>> runs <<his>> tongue up your inner thigh. <<neutral 5 _n>> <<bodypart_admire random_thigh>> <</if>> <<elseif $enemyanger + $rng lte 140>> <<if $position is "wall" and $walltype isnot "front">> <<He>> spits on your helpless thighs. <<neutral 5 _n>> <<bodypart_admire random_thigh>> <<else>> <<He>> spits on your face. <<neutral 5 _n>> <<bodypart_admire random_cheek>> <</if>> <<elseif $enemyanger + $rng lte 145 and $NPCList[_n].location.genitals isnot "head">> <<He>> presses <<his>> mouth against your forehead. <<neutral 5 _n>> <<bodypart_admire forehead>> <<elseif $enemyanger + $rng lte 150>> <<if $walltype isnot "front">> <<He>> bites your cheek. <<violence 10>><<hitstat>><<bruise face>> <<bodypart_admire random_cheek>> <<else>> <<He>> bites your <<bottom>>. <<violence 10>><<hitstat>><<bruise bottom>> <<bodypart_admire random_bottom>> <</if>> <<elseif $enemyanger + $rng lte 155>> <<if $walltype isnot "front">> <<He>> ?admires your <<breasts>>, eyes full of thirst. <<neutral 5 _n>> <<bodypart_admire chest>> <<else>> <<He>> ?admires your groin, eyes full of thirst. <<neutral 5 _n>> <<bodypart_admire pubic>> <</if>> <<elseif $enemyanger + $rng lte 160>> <<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">> <<He>> bites your thighs. <<violence 10>><<hitstat>><<bruise thigh>> <<bodypart_admire random_thigh>> <<elseif $NPCList[_n].location.genitals isnot "head">> <<He>> bites your shoulders. <<violence 10>><<hitstat>><<bruise leftarm>><<bruise rightarm>> <<bodypart_admire_chance random_shoulder>> <</if>> <<elseif $enemyanger + $rng lte 165 and $NPCList[_n].location.genitals isnot "genitals" and !(playerBellySize(true) gte 8)>> <<He>> bites your tummy. <<violence 10>><<hitstat>><<bruise tummy>> <<bodypart_admire back>> <<elseif $enemyanger + $rng lte 170>> <<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">> <<He>> bites your hips. <<violence 10>><<hitstat>><<bruise tummy>> <<bodypart_admire pubic>> <<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">> <<He>> leans back, <<if npcHasStrapon(_n)>> taking in the view of your mouth on <<his>> strap. <<else>> savouring the feel of your mouth on <<his>> genitals. <</if>> <<neutral 10 _n>> <<elseif $NPCList[_n].location.genitals isnot "head">> <<He>> bites your neck. <<violence 10>><<hitstat>><<bruise neck>> <<bodypart_admire breasts>> <</if>> <<elseif $enemyanger + $rng lte 180>> <<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">> <<He>> bites your thighs. <<violence 10>><<hitstat>><<bruise thigh>> <<bodypart_admire random_thigh>> <<elseif $NPCList[_n].penis is "mouth" or $NPCList[_n].vagina is "mouth">> <<He>> leans back, <<if npcHasStrapon(_n)>> taking in the view of your mouth on <<his>> strap. <<else>> savouring the feel of your mouth on <<his>> genitals. <</if>> <<neutral 10 _n>> <<elseif $NPCList[_n].location.genitals isnot "head">> <<He>> bites your cheek. <<violence 10>><<hitstat>><<bruise face>> <<bodypart_admire random_cheek>> <</if>> <<elseif $enemyanger + $rng gte 190>> <<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals isnot "genitals">> <<He>> bites your <<bottom>>. <<violence 10>><<hitstat>><<bruise bottom>> <<bodypart_admire random_bottom>> <<elseif $NPCList[_n].location.genitals isnot "head">> <<He>> bites your <<breasts>>. <<violence 10>><<hitstat>><<bruise chest>><<playWithBreasts>> <<bodypart_admire breasts>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if $possessed and $control lt $controlmax>> <span class="blue">You barely feel a thing.</span> <</if>> <<if $stalk and _stripped>>/*NPC can run off with clothes and trigger a chase sequence. */ <<stalk_flight>> <<set $position to "stalk">> <<He>> runs away, <span class="pink">with your clothes still in <<his>> possession!</span> <</if>> <<manend>><<set $pullaway to 0>><<set $NPCList[_n].intro to 0>> <</widget>> <<widget "penisinit">> <<rng>> <<if $gloryhole>> The $NPCList[_n].penisdesc waits expectantly. <<elseif $npcSub>> <<His>> $NPCList[_n].penisdesc twitches, awaiting your touch. <<elseif $enemyanger + $rng lte 20>> <<if $NPCList[_n].lefthand is 0>> <<if $enemyarousal lte 40>> <<He>> slowly rubs <<his>> shaft. <<submission 1 _n>> <<elseif $enemyarousal lte 90>> <<He>> quickly rubs <<his>> shaft. <<submission 2 _n>> <<elseif $enemyarousal gte 91>> <<He>> rapidly rubs <<his>> shaft. <<submission 3 _n>> <</if>> <<elseif $NPCList[_n].righthand is 0>> <<if $enemyarousal lte 40>> <<He>> slowly rubs <<his>> shaft. <<submission 1 _n>> <<elseif $enemyarousal lte 90>> <<He>> quickly rubs <<his>> shaft. <<submission 2 _n>> <<elseif $enemyarousal gte 91>> <<He>> rapidly rubs <<his>> shaft. <<submission 3 _n>> <</if>> <<else>> <<if $walltype is "front">> <<He>> slaps <<his>> $NPCList[_n].penisdesc against your cheek. <<submission 2 _n>> <<else>> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs. <<submission 2 _n>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 25>> <<if $position is "wall" and $walltype isnot "front">> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs. <<submission 2 _n>> <<else>> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your tummy. <<submission 2 _n>> <<if playerBellyVisible()>><<set $speechpregnant to 1>><</if>> <</if>> <<elseif $enemyanger + $rng lte 30>> <<if $position is "wall" and $walltype isnot "front">> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs. <<submission 2 _n>> <<elseif $player.breastsize gte 3>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<breasts>>.</span> <<submission 2 _n>><<playWithBreasts>><<set $chestactiondefault to "rub">><<set $chestuse to "penis">><<set $chesttarget to _n>><<cheststat>><<set $mouthactiondefault to "peniskiss">><<set $NPCList[_n].penis to "chest">><<set $NPCList[_n].location.genitals to "head">> <<else>> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your <<breasts>>. <<submission 2 _n>><<playWithBreasts>> <</if>> <<elseif $enemyanger + $rng lte 35>> <<if $walltype is "front">> <<He>> slaps <<his>> $NPCList[_n].penisdesc against your cheek. <<submission 2 _n>> <<else>> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs. <<submission 2 _n>> <</if>> <<elseif $enemyanger + $rng lte 40>> <<if $position is "wall" and $walltype isnot "front">> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs. <<submission 2 _n>> <<elseif $NPCList[_n].mouth is 0>> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your face. <<submission 2 _n>> <<else>> <<He>> rubs <<his>> $NPCList[_n].penisdesc against your thighs. <<submission 2 _n>> <</if>> <<elseif $enemyanger + $rng lte 45 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <!-- anal --> <<if $player.penisExist or playerHasStrapon()>> <<if $penisuse is 0>> <<if $settings.analEnabled and $consensual is 1>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span> <<equipNPCCondom _n "player">> <</if>> <</if>> <span class="blue"><<He>> straddles you, rubbing <<his>> ass against your <<penis>>.</span> <<neutral 5 _n>><<set $penisuse to "otheranus">><<set $NPCList[_n].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>><<set $penistarget to _n>> <<set $NPCList[_n].location.genitals = "genitals">> <</if>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 60 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head">> <<if $mouthuse is 0>> <<if $penisbitten is 0>> <<if $position isnot "wall">> <<if wearingCondom(_n)>> <<He>> removes <<condomDesc _n "the">> from <<his>> penis. <<removeNPCCondom _n>> <</if>> <span class="blue"><<He>> positions <<his>> $NPCList[_n].penisdesc in front of your mouth.</span> <<if $NPCList[_n].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>> <span class="pink">Nectar glistens on the tip.</span> <</if>> <<neutral 5 _n>><<set $mouthuse to "penis">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $speechmouthentrance to 1>> <<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>> <</if>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 70 and $penisuse is 0 and ($player.penisExist or (playerHasStrapon() and !npcHasStrapon(_n))) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <<set $penisuse to "otherpenis">><<set $penisstate to "otherpenisentrance">><<set $NPCList[_n].penis to "penisentrance">><<sex 5 "genital" _n>><<set $penistarget to _n>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <span class="blue"><<He>> moves <<his>> caged $NPCList[_n].penisdesc close to your penis.</span> <<elseif playerChastity("penis")>> <span class="blue"><<He>> moves <<his>> $NPCList[_n].penisdesc close to your $worn.genitals.name.</span> <<else>> <span class="blue"><<He>> moves <<his>> $NPCList[_n].penisdesc close to your <<penis>>.</span> <</if>> <<elseif $enemyanger + $rng lte 100 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <<if $player.vaginaExist and $vaginause is 0 and ($anususe isnot 0 or random(0,100) gte 50)>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <span class="blue"><<He>> moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<pussy>>.</span> <<neutral 5 _n>><<set $vaginause to "penis">><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>> <<set $NPCList[_n].location.genitals = "genitals">> <<elseif $player.vaginaExist and $settings.vaginalDoubleEnabled and ($awareness lt 300 ? random(0,1) is 0 : random(0,3) isnot 0) and $anususe isnot "penisdouble" and $vaginause is "penis" and $NPCList[_n].penissize gte 2 and $NPCList[$vaginatarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>> /* level 4 awareness( $awareness gt 300) should make this more common This action requires both NPCs to have a minimum penis size to initiate */ <!-- Double combat actions: Double comabt actions work similarly to their single counterparts, albeit with penetration states and enter/exit conditions. NPCs and player actions happen more or less the same way as existing actions. Initiation/escape actions will add or remove one NPC and switch the other one to single/double as appropriate. There are two primary states; in sync and out of sync. While out of sync, they typically display text more or less the same as their singular versions. While in sync, they display the double version text and combat outcomes. --> /* Error handling for escaped penises. Divert to regular penetration */ /* Essentially, NPC's penis has been set to 0 somehow, yet the player's states have not been reset. */ <<set $vaginadoubletarget to _n>> <<if $vaginatarget is $vaginadoubletarget>> <br><br> <<error { message : `[${$NPCList[$vaginatarget].fullDescription}] penis has escaped. It is set to [${$NPCList[$vaginatarget].penis}] but player state remains [${$vaginastate}]`, source : "[0x0] Occurred in man-combat -> penisinit: DVP. Please export and report." }>> <br><br> <<He>> teases your <<pussy>> with <<his>> $NPCList[$vaginatarget].penisdesc. <<set $NPCList[$vaginatarget].penis to "vaginaentrance">> <<if $vaginastate is "entrance">><<set $NPCList[$vaginatarget].penis to "vaginaentrance">> <<elseif $vaginastate is "imminent">><<set $NPCList[$vaginatarget].penis to "vaginaimminent">> <<elseif $vaginastate is "penetrated">><<set $NPCList[$vaginatarget].penis to "vagina">> <</if>> <<else>> /* Do intended function. Switch player into DP state and set NPC state */ <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <span class="blue"><<He>> moves <<his>> $NPCList[_n].penisdesc between your legs, joining the other cock in front of your <<pussy>>.</span> <<neutral 5>> /* Player */ <<set $vaginause to "penisdouble">> <<set $vaginastate to (["doublepenetration", "doubleimminent"].includes($vaginastate) ? $vaginastate : "doubleentrance")>> /* NPC */ <<set $speechvaginaentrance to 1>> <<set $NPCList[_n].penis to "vaginaentrancedouble">> <<set $NPCList[_n].location.genitals = "genitals">> <<if $NPCList[$vaginatarget].penis is "vagina">> <<set $NPCList[$vaginatarget].penis to "vaginadouble">> <<elseif $NPCList[$vaginatarget].penis is "vaginaimminent">> <<set $NPCList[$vaginatarget].penis to "vaginaimminentdouble">> <<elseif $NPCList[$vaginatarget].penis is "vaginaentrance">> <<set $NPCList[$vaginatarget].penis to "vaginaentrancedouble">> <</if>> <</if>> <<elseif $settings.analEnabled and $anususe is 0 and $bottomuse is 0>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <span class="blue"><<He>> moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<bottom>>.</span> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<neutral 5>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <<set $NPCList[_n].location.genitals = "genitals">> <<elseif $settings.analEnabled and $settings.analDoubleEnabled and ($awareness lt 300 ? random(0,1) is 0 : random(0,3) isnot 0) and $vaginause isnot "penisdouble" and $bottomuse isnot "penis" and $anususe is "penis" and $anususe isnot "penisdouble" and $NPCList[_n].penissize gte 2 and $NPCList[$anustarget].penissize gte 2 and !["legLock","legLocked"].includes($feetuse)>> /* level 4 awareness( $awareness gt 300) should make this more common This action requires both NPCs to have a minimum penis size to initiate */ <!-- Double combat actions: Double comabt actions work similarly to their single counterparts, albeit with penetration states and enter/exit conditions. NPCs and player actions happen more or less the same way as existing actions. Initiation/escape actions will add or remove one NPC and switch the other one to single/double as appropriate. There are two primary states; in sync and out of sync. While out of sync, they typically display text more or less the same as their singular versions. While in sync, they display the double version text and combat outcomes. --> /* Error handling for escaped penises. Divert to regular penetration */ /* Essentially, NPC's penis has been set to 0 somehow, yet the player's states have not been reset. */ <<set $anusdoubletarget to _n>> <<if $anustarget is $anusdoubletarget>> <br><br> <<error { message : `[${$NPCList[$anustarget].fullDescription}] penis has escaped. It is set to [${$NPCList[$anustarget].penis}] but player state remains [${$anusstate}]`, source : "[0x0] Occurred in man-combat -> penisinit: DAP. Please export and report." }>> <br><br> <<He>> teases your <<bottom>> with <<his>> $NPCList[$anustarget].penisdesc. <<set $NPCList[$vaginatarget].penis to "anusentrance">> <<if $anusstate is "entrance">> <<set $NPCList[$anustarget].penis to "anusentrance">> <<He>> tries to penetrate, but slips away. <<elseif $vaginastate is "imminent">> <<set $NPCList[$vaginatarget].penis to "anusimminent">> <<He>> pushes <<his>> cock against your opening, teasing what's to come. <<elseif $vaginastate is "penetrated">> <<set $NPCList[$vaginatarget].penis to "anus">> <<He>> continues thrusting into your <<bottom>>. <</if>> <<else>> /* Otherwise do the intended function */ <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <span class="blue"><<He>> moves between your legs, joining the cock in front of your <<bottom>>.</span> <<neutral 5 _n>> /* Player */ <<set $anusdoubletarget to _n>> <<set $anususe to "penisdouble">> <<if $anusstate isnot "doublepenetration" and $anusstate isnot "doubleimminent">> <<set $anusstate to "doubleentrance">> <</if>> /* NPC */ <<set $NPCList[_n].penis to "anusentrancedouble">><<set $NPCList[_n].location.genitals = "genitals">><<set $speechanusentrance to 1>> <<if $NPCList[$anustarget].penis is "anus">> <<set $NPCList[$anustarget].penis to "anusdouble">> <<elseif $NPCList[$anustarget].penis is "anusimminent">> <<set $NPCList[$anustarget].penis to "anusimminentdouble">> <<elseif $NPCList[$anustarget].penis is "anusentrance">> <<set $NPCList[$anustarget].penis to "anusentrancedouble">> <</if>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 120>> <<if $settings.analingusGivingEnabled and $enemyno gte 2 and $position isnot "wall" and $mouthuse is 0 and $NPCList[_n].location.head isnot "head" and $NPCList[_n].location.genitals is 0 and (!$player.vaginaExist or $vaginause isnot 0) and (!$player.penisExist or $penisuse isnot 0) and (!$settings.analEnabled or $anususe isnot 0) and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <span class="purple"><<He>> turns around and moves <<his>> ass in front of your face.</span> <<submission 5 _n>><<set $mouthuse to "otheranus">><<set $mouthstate to "otheranus">><<set $NPCList[_n].penis to "mouthotheranus">> <<set $NPCList[_n].location.genitals = "head">><<set $speechmouthotheranus to 1>><<set $mouthtarget to _n>> <<else>> <<He>> slowly traces <<his>> length across your exposed skin. <<neutral 1 _n>><<neutral 5 _n>> <</if>> <<elseif $enemyanger + $rng lte 140>> <<if $penisbitten is 0>> <<if $position isnot "wall">> <<if $mouthuse is 0 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head"and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<if wearingCondom(_n)>> <<He>> removes <<condomDesc _n "the">> from <<his>> penis. <<removeNPCCondom _n>> <</if>> <span class="purple"><<He>> shoves <<his>> $NPCList[_n].penisdesc against your lips.</span> <<if $NPCList[_n].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>> <span class="pink">Nectar glistens on the tip.</span> <</if>> <<submission 5 _n>><<set $mouthuse to "penis">><<set $mouthstate to "imminent">><<set $NPCList[_n].penis to "mouthimminent">><<set $speechmouthimminent to 1>> <<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>> <<else>> <<He>> slowly traces <<his>> length across your exposed skin. <<neutral 1 _n>> <</if>> <<else>> <<He>> slowly traces <<his>> length across your exposed skin. <<neutral 1 _n>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 150 and ($penisuse is 0 or $vaginause is 0) and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $settings.footFetishEnabled and $walltype isnot "front">> <span class="purple"><<He>> presses <<his>> foot against your <<genitals>>.</span> <<neutral 5 "genitals" _n>><<violence 1>><<set $NPCList[_n].penis to "footjob">> <<if $player.penisExist and $penisuse is 0>> <<set $penisuse to "feet">><<set $speechpenisfoot to 1>> <</if>> <<if $player.vaginaExist and $vaginause is 0>> <<set $vaginause to "feet">> <<if !$player.penisExist>> <<set $speechvaginafoot to 1>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 170 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <<if $anususe is 0 and $settings.analEnabled>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1 and $NPCList[_n].chastity.penis.includes("chastity")>> <span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus.</span> <<neutral 5 "anus">><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>> <span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus, preparing to penetrate.</span> <<sex 5 "anal" _n>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>><<set $anustarget to _n>> <<elseif $worn.under_lower.anus_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.under_lower.name.</span> <<sex 3 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.under_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <</if>> <<elseif $worn.over_lower.anus_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.over_lower.name.</span> <<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.over_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <<elseif $worn.lower.anus_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.lower.name.</span> <<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <</if>> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<set $NPCList[_n].location.genitals = "genitals">> <</if>> <<elseif $enemyanger + $rng gte 171 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <<if $player.vaginaExist and $vaginause is 0 and (!$player.penisExist or $anususe isnot 0 or random(0,100) gte 50)>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <<if $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if $worn.under_lower.vagina_exposed is 1 and !playerChastity("vagina") and $NPCList[_n].chastity.penis.includes("chastity")>> <span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>>.</span> <<sex 5 "genital" _n>><<set $vaginause to "penis">><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>> <<elseif $worn.under_lower.vagina_exposed is 1 and !playerChastity("vagina")>> <span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>>, preparing to penetrate.</span> <<sex 5 "genital" _n>><<set $vaginause to "penis">><<set $NPCList[_n].penis to "vaginaimminent">><<set $vaginastate to "imminent">><<set $speechvaginaimminent to 1>><<set $vaginatarget to _n>> <<elseif $worn.under_lower.vagina_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.under_lower.name.</span> <<set $worn.under_lower.integrity -= 10>><<sex 3 "genital" _n>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>> <</if>> <<elseif $worn.over_lower.vagina_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.over_lower.name.</span> <<sex 2 "genital" _n>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $worn.over_lower.integrity -= 10>><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>> <<elseif $worn.lower.vagina_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your <<pussy>> through your $worn.lower.name.</span> <<sex 2 "genital" _n>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $worn.lower.integrity -= 10>><<set $vaginastate to "entrance">><<set $speechvaginaentrance to 1>><<set $vaginatarget to _n>> <</if>> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("vagina")>> <span class="red">Something about it scares you.</span> <</if>> <<set $NPCList[_n].location.genitals to "genitals">> <<elseif $player.penisExist>> <<if $anususe is 0 and $settings.analEnabled>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and $NPCList[_n].condom.worn is false and !$NPCList[_n].penisdesc.includes("strap-on")>> <<if $NPCList[_n].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[_n].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on <<his>> penis.</span> <<equipNPCCondom _n>> <</if>> <</if>> <<if $worn.lower.anus_exposed is 1 and $worn.over_lower.anus_exposed is 1>> <<if $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1 and $NPCList[_n].chastity.penis.includes("chastity")>> <span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus.</span> <<neutral 5 "anus">><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <<elseif $worn.under_lower.anus_exposed is 1 and $worn.genitals.anus_exposed is 1>> <span class="purple"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus, preparing to penetrate.</span> <<sex 5 "anal" _n>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusimminent">><<set $anusstate to "imminent">><<set $speechanusimminent to 1>><<set $anustarget to _n>> <<elseif $worn.under_lower.anus_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.under_lower.name.</span> <<sex 3 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.under_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <</if>> <<elseif $worn.over_lower.anus_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.over_lower.name.</span> <<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.over_lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <<elseif $worn.lower.anus_exposed is 0>> <span class="blue"><<He>> presses <<his>> $NPCList[_n].penisdesc against your anus through your $worn.lower.name.</span> <<sex 2 "anal" _n>><<set $NPCList[_n].penis to "anusentrance">><<set $anususe to "penis">><<set $worn.lower.integrity -= 10>><<set $anusstate to "entrance">><<set $speechanusentrance to 1>><<set $anustarget to _n>> <</if>> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<set $NPCList[_n].location.genitals = "genitals">> <</if>> <</if>> <</if>> <</widget>> <<widget "vaginainit">> <<rng>> <<if $gloryhole>> The pussy waits expectantly. <<elseif $npcSub>> <<His>> legs quiver, <<his>> pussy waiting for you to do something. <<neutral 1 _n>><<set $speechvaginaflaunt to 1>> <<elseif $enemyanger + $rng lte 20 and $NPCList[_n].location.genitals is 0>> <<He>> sways <<his>> hips suggestively. <<neutral 1 _n>><<set $speechvaginaflaunt to 1>> <<elseif $enemyanger + $rng lte 40>> <<He>> rubs <<his>> pussy. <<neutral 3 _n>><<set $speechvaginaflaunt to 1>> <<elseif $enemyanger + $rng lte 50 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and ($player.penisExist or playerHasStrapon()) and $penisuse is 0 and $settings.analEnabled and $walltype isnot "front">> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span> <<equipNPCCondom _n "player">> <</if>> <</if>> <span class="blue"><<He>> straddles you, rubbing <<his>> ass against your <<penis>>.</span> <<neutral 5 "genitals">><<set $penisuse to "otheranus">><<set $NPCList[_n].vagina to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $speechotheranusentrance to 1>><<set $penistarget to _n>> <<set $NPCList[_n].location.genitals = "genitals">> <<elseif $enemyanger + $rng lte 60 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $mouthuse is 0 and ($position isnot "wall" or $walltype is "front") and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<if $rng % 5 is 0 and $settings.facesitEnabled>> <<if $position is "doggy">> <<He>> gently rolls you onto your back. <<set $position to "missionary">> <</if>> <span class="purple"> <<print either( "<<He>> straddles your face and slowly lowers <<his>> pussy down onto your mouth.", "<<He>> stands over your face and lowers <<himself>>, planting <<his>> pussy on your face.", "<<His>> pussy comes down onto your face and rests lightly on your mouth, and <<he>> waits expectantly." )>> </span> <<submission 5 _n>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">> <<set $speechfacesit to 1>><<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>> <<else>> <span class="purple"><<He>> takes hold of your head and gently guides it in towards <<his>> pussy as <<he>> opens <<his>> legs.</span> <<submission 5 _n>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">> <<set $speechvaginamouth to 1>><<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>> <</if>> <<if $NPCList[_n].type is "plant">> <span class="pink">Nectar glistens at the entrance.</span> <</if>> <<elseif $enemyanger + $rng lte 70>> <<if $walltype is "front">> <<He>> rubs <<his>> pussy against your cheek. <<neutral 10 _n>> <<else>> <<He>> rubs <<his>> pussy against your thigh. <<neutral 10 _n>> <</if>> <<elseif $enemyanger + $rng lte 80 and $NPCList[_n].lefthand is 0>> <span class="lblue"><<He>> presses <<his>> fingers against <<his>> labia.</span> <<neutral 1 _n>><<set $enemyarousal += 10>><!-- <<set $NPCList[_n].vagina to "lefthand">><<set $NPCList[_n].lefthand to "othervagina">> --> <<elseif $enemyanger + $rng lte 80 and $NPCList[_n].righthand is 0>> <span class="lblue"><<He>> presses <<his>> fingers against <<his>> labia.</span> <<neutral 1 _n>><<set $enemyarousal += 10>><!-- <<set $NPCList[_n].vagina to "righthand">><<set $NPCList[_n].righthand to "othervagina">> --> <<elseif $enemyanger + $rng lte 80>> <<if $walltype is "front">> <<He>> rubs <<his>> pussy against your cheek. <<neutral 10 _n>> <<else>> <<He>> rubs <<his>> pussy against your thigh. <<neutral 10 _n>> <</if>> <<elseif $enemyanger + $rng lte 100 and $penisuse is 0 and ($player.penisExist or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <!-- mount and prepare for vaginal sex --> <<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to _n>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span> <<equipNPCCondom _n "player">> <</if>> <</if>> <span class="blue"><<He>> straddles you, <<his>> pussy hovering close to your <<penis>>.</span> <<set $NPCList[_n].location.genitals = "genitals">> <<elseif $enemyanger + $rng lte 100 and $vaginause is 0 and $player.vaginaExist and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <!-- tribbing --> <<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">><<set $NPCList[_n].vagina to "vaginaentrance">><<sex 5 "genital" _n>><<set $vaginatarget to _n>> <span class="blue"><<He>> moves <<his>> pussy close to yours.</span> <<set $NPCList[_n].location.genitals = "genitals">><<set $speechtribentrance to 1>> <<elseif $enemyanger + $rng lte 120 and $penisuse is 0 and ($player.penisExist or playerHasStrapon()) and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and !playerChastity("penis") and $walltype isnot "front">> <!-- forceful vaginal sex --> <<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $penistarget to _n>> <<if $NPCList[_n].condom and $NPCList[_n].condom.willUse is true and !$player.condom and $parasite.penis.name is undefined>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[_n].condom.willUse to false>> <<else>> <span class="green"><<He>> slips <<condomDesc _n>> on your <<penis>>.</span> <<equipNPCCondom _n "player">> <</if>> <</if>> <<if $NPCList[_n].chastity.vagina.includes("chastity")>> <<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to _n>> <span class="blue"><<He>> straddles you, <<his>> pussy hovering close to your <<penis>>.</span> <<else>> <<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisimminent">><<set $penisstate to "imminent">><<set $penistarget to _n>> <span class="purple"><<He>> wraps <<his>> legs around your pelvis, pressing <<his>> pussy against your <<genitals>>.</span> <</if>> <<set $NPCList[_n].location.genitals = "genitals">> <<elseif $enemyanger + $rng lte 120 and $vaginause is 0 and $player.vaginaExist and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $worn.over_lower.vagina_exposed is 1 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $walltype isnot "front">> <!-- forceful tribbing --> <<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaimminent">><<set $NPCList[_n].vagina to "vaginaimminent">><<sex 20 "genital" _n>><<set $vaginatarget to _n>> <span class="purple"><<He>> pushes <<his>> pussy close to yours.</span> <<set $NPCList[_n].location.genitals = "genitals">> <<elseif $enemyanger + $rng lte 140 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">> <<if $position is "wall" and $walltype isnot "front">> <<He>> sits on your protruding <<bottom>>, pressing down on you painfully. <<violence 3>> <<elseif $mouthuse is 0>> <<He>> rubs <<his>> clit against your face. <<violence 3>> <<else>> <<He>> frots against your thigh while squeezing it with <<his>> own. <<violence 3>> <</if>> <<elseif $enemyanger + $rng lte 160 and ($penisuse is 0 or $vaginause is 0) and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $settings.footFetishEnabled and $walltype isnot "front">> <!-- foot job --> <span class="purple"><<He>> presses <<his>> foot against your <<genitals>>.</span> <<neutral 5 "genitals" _n>><<violence 1>><<set $NPCList[_n].vagina to "footjob">> <<if ($player.penisExist or playerHasStrapon()) and $penisuse is 0>> <<set $penisuse to "feet">><<set $speechpenisfoot to 1>> <</if>> <<if $player.vaginaExist and $vaginause is 0>> <<set $vaginause to "feet">> <<if !$player.penisExist>> <<set $speechvaginafoot to 1>> <</if>> <</if>> <<elseif $enemyanger + $rng lte 180 and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and !(playerBellySize(true) gte 8)>> <<if $position is "wall" and $walltype isnot "front">> <<He>> kicks you in the <<bottom>>. <<violence 10>><<hitstat>><<bruise bottom>> <<else>> <<He>> kicks you in the stomach. <<violence 10>><<hitstat>><<bruise face>> <</if>> <<elseif $enemyanger + $rng lte 200 and $mouthuse is 0>> <<if $pullaway is 1>> <<set $pullaway to 0>> Saliva drips from <<his>> pussy. <<else>> <<if $position is "wall" and $walltype isnot "front" and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">> <<if $player.penisExist>> <<He>> kicks your <<penis>>. <<violence 20>><<hitstat>><<bruise penis>><<set $speechbeat to 1>> <<elseif $player.vaginaExist>> <<He>> kicks your <<pussy>>. <<violence 20>><<hitstat>><<bruise vagina>><<set $speechbeat to 1>> <</if>> <<elseif $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $mouthuse is 0 and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<if $rng % 2 is 0 and $settings.facesitEnabled>> <<if $position is "doggy">> <<He>> turns you onto your back. <<set $position to "missionary">> <</if>> <span class="purple"> <<print either( "<<He>> swings a leg over your face and sits down, sitting on your face.", "<<He>> sits down on your face, covering your mouth with <<his>> pussy.", "<<His>> pussy and ass descend onto your face, as <<he>> sits on it." )>> </span> <<submission 5 _n>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">> <<violence 3>><<bruise face>><<set $speechfacesit to 1>><<set $mouthtarget to _n>> <<set $NPCList[_n].location.genitals = "head">> <<else>> <span class="purple"><<He>> wraps <<his>> legs around your head and presses <<his>> pussy against your mouth.</span> <<submission 5 _n>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">><<violence 3>><<bruise face>><<set $speechvaginamouth to 1>> <<set $NPCList[_n].location.genitals = "head">><<set $mouthtarget to _n>> <</if>> <<if $NPCList[_n].type is "plant">> <span class="pink">Nectar glistens at the entrance.</span> <</if>> <</if>> <</if>> <<elseif $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">> <<if $position is "wall" and $walltype isnot "front">> <<if $player.penisExist>> <<He>> kicks your <<penis>>. <<violence 20>><<hitstat>><<bruise penis>><<set $speechbeat to 1>> <<elseif $player.vaginaExist>> <<He>> kicks your <<pussy>>. <<violence 20>><<hitstat>><<bruise vagina>><<set $speechbeat to 1>> <</if>> <<else>> <<He>> kicks you in the face. <<violence 10>><<bruise face>><<set $speechbeat to 1>><<hitstat>> <</if>> <</if>> <</widget>> <<widget "chest_section">> <<if $NPCList[_n].chest isnot "none">> <<if $NPCList[_n].breastsize lte 1>> <<set $_NPCBreastDesc to "chest">> <<else>> <<set $_NPCBreastDesc to ($NPCList[_n].chest is "clothed" ? "clothed" : either("bare", "exposed")) + " $NPCList[_n].breastsdesc">> <</if>> <</if>> <<if ($NPCList[_n].chest is 0 or $NPCList[_n].chest is "clothed") and !$gloryhole and $position isnot "wall">> <<if $NPCList[_n].pronoun is "f" and ($NPCList[_n].location.genitals is "genitals" or $NPCList[_n].stance is "top")>> <!-- Doggy --> <<if $position is "doggy">> <!-- Being under the player --> <<if $NPCList[_n].vagina.toString().includes("penis") or $NPCList[_n].vagina is "frot" or $NPCList[_n].vagina.toString().includes("vagina") or $NPCList[_n].vagina.toString().includes("otheranus") or $NPCList[_n].penis.toString().includes("otheranus") or $NPCList[_n].penis is "vaginadouble">> <<if $NPCList[_n].mouth is "kiss">> <<if $NPCList[_n].breastsize lte 1>> <<His>> nipples graze your own. <<else>> <<His>> $_NPCBreastDesc squish against <<if $NPCList[_n].breastsize is $player.breastsize>>yours<<else>>your <<breasts>><</if>>. <</if>> <<else>> <<if $NPCList[_n].breastsize gte 6>> <<if $NPCList[_n].righthand is 0 and $NPCList[_n].lefthand is 0>> <<He>> hugs you between <<his>> $_NPCBreastDesc. <<else>> <<His>> $NPCList[_n].breastsdesc bounce <<if $NPCList[_n].chest is "clothed">>beneath you in <<his>> $NPCList[_n].clothes.upper.name<<else>>freely beneath you with <<his>> movements<</if>>. <</if>> <<else>> <<His>> $_NPCBreastDesc lie<<if $_NPCBreastDesc is "chest">>s<</if>> open beneath you. <</if>> <</if>> <!-- Being above/behind the player --> <<else>> <<if $NPCList[_n].breastsize gte 8>> You feel <<his>> $_NPCBreastDesc weighing down on your back. <<else>> You feel <<his>> $_NPCBreastDesc pressing into your back. <</if>> <</if>> <!-- Missionary --> <<else>> <!-- Being under the player --> <<if $NPCList[_n].penis.toString().includes("anus") or $NPCList[_n].penis is "vaginadouble">> <<if $NPCList[_n].breastsize gte 10>> <<if $NPCList[_n].righthand is 0 and $NPCList[_n].lefthand is 0>> <<He>> hugs you between <<his>> $_NPCBreastDesc. <<else>> <<His>> $_NPCBreastDesc bounce around you as you lie between them. <</if>> <<else>> You feel <<his>> $_NPCBreastDesc pressing into your back. <</if>> <!-- Being above/riding the player --> <<else>> <<if $NPCList[_n].mouth is "kiss">> <<if $NPCList[_n].breastsize lte 1>> <<His>> nipples graze your own. <<else>> <<His>> $_NPCBreastDesc squish against <<if $NPCList[_n].breastsize is $player.breastsize>>yours<<else>>your <<breasts>><</if>>. <</if>> <<else>> <<if $NPCList[_n].breastsize gte 6>> <<His>> $NPCList[_n].breastsdesc bounce <<if $NPCList[_n].chest is "clothed">>above you in <<his>> $NPCList[_n].clothes.upper.name<<else>>freely above you with <<his>> movements<</if>>. <<else>> <<His>> $_NPCBreastDesc lie<<if $_NPCBreastDesc is "chest">>s<</if>> open above you. <</if>> <</if>> <</if>> <</if>> <</if>> <<elseif $NPCList[_n].chest.toString().includes("mouth")>> <<if $mouthstate is "breasts">> <<if $enemyarousal gte (($enemyarousalmax / 10) * 6)>> <<if $NPCList[_n].breastsize lte 1>> <<His>> heart beats rapidly against your cheek. <<else>> You can feel <<his>> heartbeat quickening through <<his>> $_NPCBreastDesc. <</if>> <<else>> <<if $NPCList[_n].breastsize lte 1>> <<His>> chest rubs against your face. <<else>> <<His>> chest swells with each breath, <<his>> $_NPCBreastDesc rhythmically rubbing against your face. <</if>> <</if>> <<elseif $mouthstate is "nipple">> <<if $enemyarousal gte (($enemyarousalmax / 10) * 6)>> <<if $NPCList[_n].breastsize lte 1>> <<His>> chest heaves erratically. <<He>> struggles to keep your mouth latched to <<his>> nipple. <<else>> <<His>> breaths are quick and heavy, jostling your head against <<his>> breast. <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "mancombat_strangle">> <<set _left = $NPCList[_n].lefthand is "throat">> <<set _right = $NPCList[_n].righthand is "throat">> <<set _hands = (_left ? 1 : 0) + (_right ? 1 : 0)>> <<set _handname = _hands == 2 ? "hands" : (_left ? "left hand" : "right hand")>> <<set _handvar = _left ? "lefthand" : "righthand">> <<if $enemyanger gte 100 or $keepchoke or ($enemyanger + $rng gte 150 and $settings.asphyxiaLevel gte 4)>> <<if $underwater isnot 1 and $settings.asphyxiaLevel gte 3>> <<if _hands == 2>> <!-- -200 per turn with both hands: max to 0 oxygen in 6 turns --> <<oxygen -250>> <<else>> <!-- -175 per turn with one hand: max to 0 oxygen in 7 turns --> <<oxygen -225>> <</if>> <<set $speechthroat to 1>> <<sub 1>> <</if>> <<bruise neck>><<bruise neck>> <<if $settings.asphyxiaLevel gte 3>> <<He>> strangles your throat<<if _hands is 2>> with both hands<</if>>. <<if $oxygen gte 900>> <<violence 5 1 1 0.02>> <<elseif $oxygen gte 600>> <span class="purple"> You can't breathe!</span> <<violence 10 1 1 0.02>> <<elseif $oxygen gte 300>> <span class="pink"> You feel light-headed.</span> <<violence 20 1 1 0.02>> <<elseif $oxygen gte 1>> <span class="pink"> You see stars.</span> <<violence 40 1 1 0.02>> <<else>> <span class="red"> You are suffocating!</span> <<suffocatepass>> <<violence 100 1 1 0.02>> <</if>> <<else>> <<He>> holds you by the neck roughly <<if _hands is 2>> with both hands<</if>>. <</if>> <<elseif $rng gte 91 and _hands is 2>> <span class="teal"><<He>> releases <<his>> hands from your throat.</span> <<set $neckuse to 0>> <<gaspair>> <<set $NPCList[_n].lefthand to 0>><<set $NPCList[_n].righthand to 0>> <<elseif $rng gte 81>> <<if _hands is 2>> <span class="teal"><<He>> releases <<his>> right hand from your throat.</span> <<set $NPCList[_n].righthand to 0>> <<suffocatepass -1>> <<else>> <span class="teal"><<He>> releases <<his>> _handname from your throat.</span> <<set $neckuse to 0>> <<gaspair>> <<set $NPCList[_n][_handvar] to 0>> <</if>> <<elseif $rng gte 71 and _hands is 2>> <span class="teal"><<He>> releases <<his>> left hand from your throat.</span> <<set $NPCList[_n].lefthand to 0>> <<suffocatepass -1>> <<else>> <<He>> holds you down <<if _hands is 2>>with both hands around<<else>>by<</if>> your throat. <<violence _hands>> <<suffocatepass -1>> <</if>> <<bruise neck>><<if _hands is 2>><<bruise neck>><</if>> <<bodypart_admire_chance random_cheek>> <</widget>> <<widget "mancombat_choke">> <<set _left = $NPCList[_n].lefthand is "throat">> <<set _right = $NPCList[_n].righthand is "throat">> <<set _hands = (_left ? 1 : 0) + (_right ? 1 : 0)>> <<set _handname = _hands == 2 ? "hands" : (_left ? "left hand" : "right hand")>> <<set _handvar = _left ? "lefthand" : "righthand">> <!-- 97.2% probability to stop choking before you pass out if my math is correct (95% if with both hands) --> <<if $oxygen gt 600 or $askedtochoke gte 1 or $keepchoke or $enemyanger gte 100 or $rng lte 55>> <<if $underwater isnot 1 and $settings.asphyxiaLevel gte 2>> <<if _hands == 2>> <!-- -175 per turn with both hands: max to 0 oxygen in 7 turns --> <<oxygen -225>> <<else>> <!-- -150 per turn with one hand: max to 0 oxygen in 8 turns --> <<oxygen -200>> <</if>> <<set $askedtochoke to 0>> <<set $speechthroat to 1>> <</if>> <<bruise neck>> <<if $settings.asphyxiaLevel gte 2>> <<He>> chokes you with <<if _hands is 2>>both hands<<else>><<his>> _handname<</if>>. <<if $oxygen gte 900>> <<violence 5 1 0.1 0.02>> <<elseif $oxygen gte 600>> <span class="purple"> You can't breathe!</span> <<violence 10 1 0.1 0.02>> <<elseif $oxygen gte 300>> <span class="pink"> You feel light-headed.</span> <<violence 20 1 0.1 0.02>> <<elseif $oxygen gte 1>> <span class="pink"> You see stars.</span> <<violence 40 1 0.1 0.02>> <<else>> <span class="red"> You are suffocating!</span> <<suffocatepass>> <<violence 100 1 0.1 0.02>> <</if>> <<else>> <<He>> holds your neck in a gentle but firm grip<<if _hands is 2>> with both hands<</if>>. <</if>> <<elseif $rng gte 91 and _hands is 2>> <span class="teal"><<He>> releases <<his>> hands from your neck.</span> <<set $neckuse to 0>> <<gaspair>> <<set $NPCList[_n].lefthand to 0>><<set $NPCList[_n].righthand to 0>> <<elseif $rng gte 81>> <<if _hands is 2>> <span class="teal"><<He>> releases <<his>> right hand from your neck.</span> <<set $NPCList[_n].righthand to 0>> <<suffocatepass -1>> <<else>> <span class="teal"><<He>> releases <<his>> _handname from your neck.</span> <<set $neckuse to 0>> <<gaspair>> <<set $NPCList[_n][_handvar] to 0>> <</if>> <<elseif $rng gte 71 and _hands is 2>> <span class="teal"><<He>> releases <<his>> left hand from your neck.</span> <<set $NPCList[_n].lefthand to 0>> <<suffocatepass -1>> <<else>> <<He>> holds you down <<if _hands is 2>>with both hands around<<else>>by<</if>> your neck. <<violence _hands 1 0.1 0.02>> <<suffocatepass -1>> <</if>> <<bruise neck>> <<bodypart_admire_chance random_cheek>> <</widget>> <<widget "gaspair">> <<if $underwater isnot 1>> <<if $oxygen gte 900>> You inhale sharply. <<elseif $oxygen gte 600>> You gasp for air. <<elseif $oxygen gte 1>> You hungrily gasp for air. <<else>> You hungrily gasp for air and cough. <</if>> <<oxygen 300>> <</if>> <<set $suffocating to 0>> <</widget>> <<widget "suffocatepass">> <<set $suffocating = Math.clamp($suffocating + (_args[0] or 1), 0, 10)>> <<if $suffocating gte 1 and $suffocationPhase isnot 2>><span class="red"> You're about to lose consciousness.</span><</if>> <!-- see "actionsman" widget for the code relating to the PC passing out from suffocation --> <</widget>><<if $npc.includes("Sydney")>> <<run statusCheck("Sydney")>> <</if>> <<if $npc.includes("Kylar")>> <<run statusCheck("Kylar")>> <</if>> <<if $suffocationPhase lte 1>> <span class='red'>You suffocate.</span><br> Your vision clouds and fades. <<if $vaginastate is "penetrated" or $vaginastate is "othervagina" or $penisstate is "othervagina" or $penisstate is "otheranus" or $penisstate is "othermouth" or $anusstate is "penetrated" or $mouthstate is "penetrated">> You jerk in a spasm for the last time and droop. Your limp body continues to be fucked relentlessly. <<else>> Your body spasms for the last time and goes limp. <</if>> <<set $penisaction to 0>> <<set $vaginaaction to 0>> <<set $anusaction to 0>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $mouthaction to 0>> <<set $thighaction to 0>> <<set $cheekaction to 0>> <<set $feetaction to 0>> <<set $chestaction to 0>> <<set $mockaction to "none">> <<set $bodyaction to 0>> <!-- Didn't use $NPCList[_n].righthand instead of .find() because once i've got a weird error with $NPCList[_n] being undefined here. Perhaps, temporary _n expired? --> <<set _npc = $NPCList.find(x => x.lefthand == "throat" || x.righthand == "throat")>> <<if _npc isnot undefined>> <<set _npc.righthand to 0>> <<set _npc.lefthand to 0>> <</if>> <<set $neckuse to 0>> <<set $enemyanger -= 70>> <<set $suffocationPhase to 2>> <br><br> <<link [[Next|Man combat suffocated]]>><</link>> <<else>> <span class="red">You are unconscious.</span><br> <!-- Simulate 30 seconds of sex while passed out --> <<set _simTurns to 3>> <<for _turn to 0; _turn lte _simTurns; _turn++>> <<if _turn lt _simTurns>> <div class="unconscious shimmering" hidden=""> <<if $enemytype is "man">> <<man>> <<else>> <<beast $enemyno>><br> <</if>> <<integritycheck>> </div> <<else>> <div class="fade-in" hidden=""> You regain consciousness with a long gasp. Your body is still being used. <<oxygenrefresh>> <<set $suffocating to 0>> <<unset $suffocated>> <<unset $suffocationPhase>> <br><br> <span id="next"><<link [[Next|$previousPassage]]>><</link>></span> </div> <</if>> <</for>> <<script>> $(document).one(':passageend', function(ev) { const targets = [ ...document.getElementsByClassName('unconscious'), ...document.getElementsByClassName('fade-in') ]; let delay = 1500; targets.forEach(ele => { if (ele instanceof HTMLElement) { /* Element is prepared and ready to be unhidden, leave a 1.5 timeout per iteration */ setTimeout(() => { ele.hidden = false; }, delay); delay += 1500; } }); }); <</script>> <</if>><<widget "cheeklick">> <<set _n to _args[0]>> <<set _npcff to ["enjoys","smiles at","leers at","grins at"]>> <<set _npccr to ["pressed","shoved","mashed","grinding"]>> <<set _i to random(0, 3)>> <<set _j to random(0, 3)>> <<if _args[0]>> <<if $NPCList[_n].penis is "mouth">> <<He>> _npcff[_i] the sight of your face _npccr[_j] against <<his>> crotch. <<neutral 1>> <<elseif $NPCList[_n].penis is "mouthimminent" or $NPCList[_n].penis is "mouthentrance">> <<He>> _npcff[_i] the sight of <<his>> penis _npccr[_j] against your mouth. <<neutral 1>> <<elseif $NPCList[_n].vagina is "mouthentrance">> <<He>> _npcff[_i] the sight of your face _npccr[_j] against <<his>> crotch. <<neutral 1>> <<else>> <<if $consensual is 1>> <<switch random(1, 4)>> <<case 1>> <<He>> licks your cheek. <<neutral 3>> <<bodypart_admire random_cheek>> <<case 2>> <<He>> strokes your hair. <<neutral 3>> <<bodypart_admire forehead>> <<case 3>> <<He>> nibbles your ear. <<neutral 3>> <<bodypart_admire forehead>> <<case 4>> <<He>> nuzzles your neck. <<neutral 3>> <<bodypart_admire breasts>> <</switch>> <<else>> <<switch random(1, 4)>> <<case 1>> <<He>> licks your cheek. <<neutral 3>> <<bodypart_admire random_cheek>> <<case 2>> <<He>> tugs at your hair. <<neutral 3>> <<bodypart_admire forehead>> <<case 3>> <<He>> bites your ear. <<neutral 3>> <<bodypart_admire random_cheek>> <<case 4>> <<He>> grips your neck. <<neutral 3>> <<bodypart_admire breasts>> <</switch>> <</if>> <</if>> <</if>> <</widget>><<widget "npcstrip">> /* <<for $_npc range $NPCList>> <!-- anus not implemented yet --> <!-- <<set $_npc.anus to "idle">> --> <!-- note: setting genitals to "idle" will remove them from combat unless they're set to something else later. --> <<if $_npc.penis isnot "none">> <<set $_npc.penis to "idle">> <</if>> <<if $_npc.vagina isnot "none">> <<set $_npc.vagina to "idle">> <</if>> <<if !$worn.upper.type.includes("naked")>> <<set $_npc.lefthand to "upperclothes">> <<elseif !$worn.lower.type.includes("naked")>> <<set $_npc.lefthand to "lowerclothes">> <<elseif !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>> <<set $_npc.lefthand to "underlowerclothes">> <</if>> <<if !$worn.lower.type.includes("naked")>> <<set $_npc.righthand to "lowerclothes">> <<elseif !$worn.upper.type.includes("naked")>> <<set $_npc.righthand to "upperclothes">> <<elseif !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>> <<set $_npc.righthand to "underlowerclothes">> <</if>> <</for>> */ <<set $combatgoal to "strip">> <</widget>> <<widget "npcexhibit">> <!-- Does nothing, used in one event --> <</widget>> <<widget "stuck_in_wall_oral">> <<set $position to "wall">> <<set $walltype to "front">> <<set $anususe to "none">> <<set $vaginause to "none">> <<set $penisuse to "none">> <<set $thighuse to "none">> <<set $bottomuse to "none">> <<set $feetuse to "none">> <<set $chestuse to "none">> <<npcoral>> <</widget>> <<widget "npcoral">> <!-- TODO: make this take an index as an argument so you can use npcoral with NPCs in other slots --> <!-- TODO: make this take "m" or "f" as an argument so we can enforce consistency between use of this widget and scenes which set up context before using it --> <<run npcMakeNaked($NPCList[0], "lower")>> <<if $NPCList[0].penis isnot "none">> <<set $NPCList[0].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $mouthuse to "penis">> <<He>> presses <<his>> <<npcPenis>> against your lips. <<elseif $NPCList[0].vagina isnot "none">> <<set $NPCList[0].vagina to "mouth">><<set $mouthstate to "othervagina">><<set $mouthuse to "othervagina">> <<He>> presses <<his>> <<npcVagina>> against your lips. <<else>> <<He>> presses <<his>> featureless crotch against your lips. Everyone is confused. <span class="red">This is a bug, please inform Vrelnir.</span> <</if>> <<if $NPCList[0].type is "plant" and !["peniskiss","penislick"].includes($mouthactiondefault)>> <span class="pink">Nectar glistens <<print ($NPCList[0].penis isnot "none" ? "on the tip" : "at the entrance")>>. It smells sweet.</span> <</if>> <br><br> <<submission 5>><<set $mouthtarget to 0>><<set $NPCList[0].location.genitals to "head">> <</widget>> <<widget "npchand">> <<if $NPCList[0].penis isnot "none">> <<set $leftarm to "penis">><<set $NPCList[0].penis to "leftarm">> <<else>> <<set $leftarm to "othervagina">><<set $NPCList[0].vagina to "leftarm">> <</if>> <</widget>> <<widget "npcidlegenitals">> <<for _i = 0; _i < $NPCList.length; _i++>> <<if $NPCList[_i].penis isnot "none">> <<set $NPCList[_i].penis to "idle">> <</if>> <<if $NPCList[_i].vagina isnot "none">> <<set $NPCList[_i].vagina to "idle">> <</if>> <<set $NPCList[_i].chest to "idle">> <<set $NPCList[_i].condomAsk to true>> <</for>> <</widget>> <<widget "npckiss">> <<set $NPCList[0].mouth to "kiss">><<set $NPCList[0].location.head to "head">><<set $mouthstate to "kiss">><<set $mouthuse to "kiss">><<set $mouthtarget to 0>> <</widget>> <<widget "npcexpose">> <<for $_npc range $NPCList>> <<run npcMakeNaked($_npc, "upper")>> <<run npcMakeNaked($_npc, "lower")>> <</for>> <</widget>> <<widget "npcgrapplestripall">> <<if $rightarm is 0>> <<set $rightarm to "grappled">> <<set $NPCList[0].lefthand to "arms">> <</if>> <<if $leftarm is 0>> <<set $leftarm to "grappled">> <<set $NPCList[0].lefthand to "arms">> <</if>> <<set $NPCList[0].righthand to 0>> <<set $position to "missionary">> <<set $combatgoal to "strip">> <<set $NPCList[0].mouth to "speech_only">> <</widget>> <<widget "npcstripall">> <<set $NPCList[0].lefthand to 0>> <<set $NPCList[0].righthand to 0>> <<set $position to "missionary">> <<set $combatgoal to "strip">> <<set $NPCList[0].mouth to "speech_only">> <</widget>> <<widget "npcgangstrip">> /* Organises the NPC groups for strips, so they aren't all clawing at the same items (as much) */ <<set $combatgoal to "strip">> <<set $position to "missionary">> <<set _startpos to 0>> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].righthand to 0>> <<set $NPCList[_i].lefthand to 0>> <<if $rightarm is 0>> /* Person 1 grabs you */ <<set $rightarm to "grappled">> <<set $NPCList[_i].lefthand to "arms">> <</if>> <<if $leftarm is 0>> <<set $leftarm to "grappled">> <<set $NPCList[_i].lefthand to "arms">> <</if>> <<if $NPCList[_i].righthand is 0 and $NPCList[_i].lefthand is 0>> <<switch _startpos>> <<case 0>> /* Person 2 starts low */ <<if $worn.over_lower.name isnot "naked">> <<set $NPCList[_i].lefthand to "overlowerclothes">> <<set $NPCList[_i].righthand to "overlowerclothes">> <<elseif $worn.lower.name isnot "naked">> <<set $NPCList[_i].lefthand to "lowerclothes">> <<set $NPCList[_i].righthand to "lowerclothes">> <<elseif $worn.under_lower.name isnot "naked">> <<set $NPCList[_i].lefthand to "underlowerclothes">> <<set $NPCList[_i].righthand to "underlowerclothes">> <</if>> <<case 1>> /* Person 3 starts high by default */ <<case 2>> /* Person 4 works with 1 - goes straight to under */ <<if $worn.under_upper.name isnot "naked">> <<set $NPCList[_i].lefthand to "underupperclothes">> <<set $NPCList[_i].righthand to "underupperclothes">> <</if>> <</switch>> <<set _startpos += 1>> <</if>> <</for>> <</widget>> <<widget "npcspank">> <<if $rightarm is 0>> <<set $rightarm to "grappled">> <<set $NPCList[0].lefthand to "arms">> <<set $righttarget to 0>> <</if>> <<if $leftarm is 0>> <<set $leftarm to "grappled">> <<set $NPCList[0].lefthand to "arms">> <<set $lefttarget to 0>> <</if>> <<set $NPCList[0].righthand to "spank">> <<set $position to "doggy">> <</widget>> <<widget "npcspankgag">> <<hand_gag 0 left>> <<set $NPCList[0].righthand to "spank">> <<set $position to "doggy">> <</widget>> <<widget "npcgloryhole">> <<set $gloryhole to 1>> <<set $punishmentposition to "gloryhole">><!-- This is added to conform with other parts of code-base. Needs to be unset or set to 0 manually after a scene.--> <<set $enemyhealthmax to 10>><<set $enemyhealth to 10>> <<set $enemytrust += 100>> <<set $NPCList[0].lefthand to "none">> <<set $position to "doggy">> <<set $NPCList[0].righthand to "none">> <<set $NPCList[0].mouth to "speech_only">> <<run npcMakeNaked($NPCList[0], "lower")>> <</widget>> <<widget "npcfence">> <<set $NPCList[0].lefthand to "none">> <<set $NPCList[0].righthand to "none">> <<set $NPCList[0].mouth to "speech_only">> <<run npcMakeNaked($NPCList[0], "lower")>> <</widget>> <<widget "npc_attempt_sex">> <<run npcMakeNaked($NPCList[0], "lower")>> <<if $NPCList[0].penis isnot "none">> <<if $player.vaginaExist>> <<set $NPCList[0].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $vaginatarget to 0>> <<elseif $settings.analEnabled>> <<set $NPCList[0].penis to "anusentrance">><<set $anususe to "penis">><<set $anusstate to "entrance">><<set $anustarget to 0>> <</if>> <<else>> <<if $player.penisExist>> <<set $NPCList[0].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">><<set $penistarget to 0>> <</if>> <</if>> <</widget>> <<widget "npc_submissive">> <<if $NPCList[0].penis isnot "none">> <<set $NPCList[0].penis to "clothed">> <</if>> <<if $NPCList[0].vagina isnot "none">> <<set $NPCList[0].vagina to "clothed">> <</if>> <<set $NPCList[0].chest to "clothed">> <<set $NPCList[0].lefthand to "idle">> <<set $NPCList[0].righthand to "idle">> <<set $NPCList[0].location.genitals to 0>> <<set $enemyarousal to 0>> <<set $npcSub to 1>> <<set $promiscuityIgnore to 1>> <span class="green">Your partner is submissive. You may take the lead. [Promiscuity requirements will be ignored for this encounter]</span> <</widget>> <<widget "npctakevirginity">> <<run npcMakeNaked($NPCList[0], "lower")>> <<if $player.vaginaExist and $NPCList[0].penis isnot "none">> <<set $vaginause to "penis">><<set $NPCList[0].penis to "vaginaentrance">><<set $vaginastate to "entrance">><<set $vaginatarget to 0>> <<set $NPCList[0].location.genitals = "genitals">> <<else>> <<if $NPCList[0].penis isnot "none" and $settings.analEnabled>> <<set $penisuse to "otheranus">><<set $NPCList[0].penis to "otheranusentrance">><<set $penisstate to "otheranusentrance">><<set $penistarget to 0>> <<elseif $NPCList[0].vagina isnot "none">> <<set $penisuse to "othervagina">><<set $NPCList[0].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $penistarget to 0>> <<set $NPCList[0].location.genitals = "genitals">> <</if>> <</if>> <</widget>><<widget "npcdamage">> /* * Deducts the true damage dealt by the PC from each individual NPC's health, * and prevent excess damage from reaching $enemyhealth. * args[0] is the target passed through widget "defiance". * _thedamage is also calculated at widget "defiance". */ <<if _args[0] isnot undefined>> /* args[0] could very well be undefined. When it's not, we calculate as normal. */ <<set $NPCList[_args[0]].health -= _thedamage>> <<if $NPCList[_args[0]].health lte 0>> <<defeatnpc _args[0]>> <</if>> <<else>> <<set _npctodefeat to []>>/* An array for later use. */ /* When args[0] is undefined, that means the action has no target and inflicts damage to all NPCs. */ <<for _npctodamage to 0; _npctodamage lt $enemynomax; _npctodamage++>> <<if $NPCList[_npctodamage].active is "active" and $NPCList[_npctodamage].stance isnot "defeated" and (!$fightTargets or $fightTargets.includes(_npctodamage))>> <<set _enemydivide to $fightTargets ? $enemyno-$fightTargets.length : $enemyno>> /* Divide damage by all current active enemies. */ <<set $NPCList[_npctodamage].health -= (_thedamage/_enemydivide)>> /* Lookout for any NPCs whose healths were reduced to 0 by splash damage. */ <<if $enemyno gte 2 and $NPCList[_npctodamage].health lte 0>> <<set _npctodefeat.push(_npctodamage)>> <</if>> <</if>> <</for>> /* Then purge any and all NPCs defeated by splash damage. */ <<for $_defeatcontroller to 0; $_defeatcontroller lt _npctodefeat.length; $_defeatcontroller++>> <<if $enemyno gte 2>> <<defeatnpc _npctodefeat[$_defeatcontroller]>> <</if>> <</for>> <</if>> <<if $newtarget isnot undefined>> <<setnewtarget>> <</if>> <</widget>> /*Lollipop Scythe - there was a bug where the player action was not reset, there may be edgecases where the action shouldn't be changed. Not the author of the original code*/ <<widget "defeatnpc">> <!-- This knocks out and resets the last NPC on the list from 5 to 0 --> <!-- Resets PC variables to release PC from NPC actions, resets NPC variables as partial cleanup prior to cleannpc, gives PC stats uptick as side benefit to defeating NPCs. --> <<set _i to _args[0]>> <<personselect _i>> <span class="blue"><<combatPerson>> staggers back, defeated.</span> <<llpain>><<pain -15>><<llstress>><<stress -12>><<lltrauma>><<trauma -18>> <!-- Reset PC's limbs based on defeated NPC's --> <!-- NPC's Left hand --> <<switch $NPCList[_i].lefthand>> <<case "arms">> <<set $leftarm to 0>><<set $rightarm to 0>><<set $leftaction to 0>><<set $rightaction to 0>> <<case "leftarm">> <<set $leftarm to 0>><<set $leftaction to 0>> <<case "rightarm">> <<set $rightarm to 0>><<set $rightaction to 0>> <<case "vaginaentrance" "vagina">> <<set $vaginause to 0>><<set $vaginaaction to 0>> <<case "penisentrance" "penis">> <<set $penisuse to 0>><<set $penisaction to 0>> <<case "anusentrance" "anus">> <<set $anususe to 0>><<set $anusaction to 0>> <<case "mouth">> <<set $mouthuse to 0>><<set $mouthaction to 0>> <<case "throat">> <<set $neckuse to 0>> <<case "head_nipples" "head_breasts">> <<set $mouthstate to 0>><<set $mouthaction to 0>> <</switch>> <!-- NPC's Reft hand --> <<switch $NPCList[_i].righthand>> <<case "arms">> <<set $leftarm to 0>><<set $rightarm to 0>><<set $leftaction to 0>><<set $rightaction to 0>> <<case "leftarm">> <<set $leftarm to 0>><<set $leftaction to 0>> <<case "rightarm">> <<set $rightarm to 0>><<set $rightaction to 0>> <<case "vaginaentrance" "vagina">> <<set $vaginause to 0>><<set $vaginaaction to 0>> <<case "penisentrance" "penis">> <<set $penisuse to 0>><<set $penisaction to 0>> <<case "anusentrance" "anus">> <<set $anususe to 0>><<set $anusaction to 0>> <<case "mouth">> <<set $mouthuse to 0>><<set $mouthaction to 0>> <<case "throat">> <<set $neckuse to 0>> <<case "head_nipples" "head_breasts">> <<set $mouthstate to 0>><<set $mouthaction to 0>> <</switch>> <!-- NPC's Penis/Anus --> <<switch $NPCList[_i].penis>> <<case "thighs">> <<set $thighuse to 0>> <<case "cheeks">> <<set $bottomuse to 0>><<set $anususe to 0>><<set $anusstate to 0>><<set $anusaction to 0>> <<case "chest">> <<set $chestuse to 0>> <<case "leftarm">> <<set $leftarm to 0>><<set $leftactiondefault to "leftgrab">><<set $leftaction to 0>> <<case "rightarm">> <<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">><<set $rightaction to 0>> <<case "leftotheranusdildotease" "leftotheranusdildo">> <<set $leftarm to 0>><<set $leftactiondefault to "rest">><<set $leftaction to 0>> <<case "rightotheranusdildotease" "rightotheranusdildo">> <<set $rightarm to 0>><<set $rightactiondefault to "rest">><<set $rightaction to 0>> <<case "botharm">> <<set $leftarm to 0>><<set $rightarm to 0>><<set $rightactiondefault to "rightgrab">><<set $leftactiondefault to "leftgrab">><<set $leftaction to 0>><<set $rightaction to 0>> <<case "feet">> <<set $feetuse to 0>><<set $feetactiondefault to "grab">><<set $feetaction to 0>> <<case "vagina" "vaginaimminent" "vaginaentrance">> <<set $vaginause to 0>><<set $vaginastate to 0>><<set $vaginaaction to 0>> <<case "anus" "anusimminent" "anusentrance">> <<set $anususe to 0>><<set $anusstate to 0>><<set $anusaction to 0>> <<case "otherfrot" "penis" "penisimminent" "penisentrance" "otheranus" "otheranusimminent" "otheranusentrance">> <<set $penisuse to 0>><<set $penisstate to 0>><<set $penisaction to 0>> <<case "mouth" "mouthimminent" "mouthentrance">> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>> <<case "footjob">> <<if $player.penisExist and $penisuse is "feet">> <<set $penisuse to 0>> <</if>> <<if $player.vaginaExist and $vaginause is "feet">> <<set $vaginause to 0>> <</if>> <<case "anusdouble" "anusentrancedouble" "anusimminentdouble">> <<set $NPCList[_i].penis to "none">> <<for $_k = 0; $_k lt $NPCList.length; $_k++>> <<if ["anusdouble","anusimminentdouble","anusentrancedouble"].includes($NPCList[$_k].penis)>> <<switch $NPCList[$_k].penis>> <<case "anusdouble">> <<set $NPCList[$_k].penis to "anus">><<set $anusstate to "penetrated">> <<if $anusaction>> <<set $anusaction to $anusaction.replace('double','')>> <</if>> <<case "anusimminentdouble">> <<set $NPCList[$_k].penis to "anusimminent">><<set $anusstate to "imminent">> <<if $anusaction>> <<set $anusaction to $anusaction.replace('double','')>> <</if>> <<case "anusentrancedouble">> <<set $NPCList[$_k].penis to "anusentrance">><<set $anusstate to "entrance">> <<if $anusaction>> <<set $anusaction to $anusaction.replace('double','')>> <</if>> <<default>> <span class="red">ERROR - Anal double penetration: second NPC's penis wrong value!</span> <</switch>> <<set $anususe to "penis">> <<break>> <</if>> <<if $_k is 5>> <span class="red">ERROR - Anal double penetration: second NPC not found!</span> <<set $anususe to 0>><<set $anusstate to 0>> <</if>> <</for>> <<case "vaginadouble" "vaginaimminentdouble" "vaginaentrancedouble">> <<set $NPCList[_i].penis to "none">> <<for $_k = 0; $_k lt $NPCList.length; $_k++>> <<if ["vaginadouble","vaginaimminentdouble","vaginaentrancedouble"].includes($NPCList[$_k].penis)>> <<switch $NPCList[$_k].penis>> <<case "vaginadouble">> <<set $NPCList[$_k].penis to "vagina">><<set $vaginastate to "penetrated">> <<if $vaginaaction>> <<set $vaginaaction to $vaginaaction.replace('double','')>> <</if>> <<case "vaginaimminentdouble">> <<set $NPCList[$_k].penis to "vaginaimminent">><<set $vaginastate to "imminent">> <<if $vaginaaction>> <<set $vaginaaction to $vaginaaction.replace('double','')>> <</if>> <<case "vaginaentrancedouble">> <<set $NPCList[$_k].penis to "vaginaentrance">><<set $vaginastate to "entrance">> <<if $vaginaaction>> <<set $vaginaaction to $vaginaaction.replace('double','')>> <</if>> <<default>> <span class="red">ERROR - Vaginal double penetration: second NPC's penis wrong value!</span> <</switch>> <<set $vaginause to "penis">> <<break>> <</if>> <<if $_k is 5>> <span class="red">ERROR - Vaginal double penetration: second NPC not found!</span> <<set $vaginause to 0>><<set $vaginastate to 0>> <</if>> <</for>> <</switch>> <!-- NPC's Vagina/Anus --> <<switch $NPCList[_i].vagina>> <<case "frot" "otherfrot" "penis" "penisimminent" "penisentrance" "otheranus" "otheranusimminent" "otheranusentrance">> <<set $penisuse to 0>><<set $penisstate to 0>><<set $penisaction to 0>> <<case "mouth" "facesit" "facesitanal">> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>> <<case "vagina" "vaginaimminent" "vaginaentrance" "othermouth">> <<set $vaginause to 0>><<set $vaginastate to 0>><<set $vaginaaction to 0>> <<case "leftarm">> <<set $leftarm to 0>><<set $leftactiondefault to "leftplay">><<set $leftaction to 0>> <<case "rightarm">> <<set $rightarm to 0>><<set $rightactiondefault to "rightplay">><<set $rightaction to 0>> <<case "leftotheranusdildotease" "leftotheranusdildo" "leftvaginadildotease" "leftvaginadildo">> <<set $leftarm to 0>><<set $leftactiondefault to "rest">><<set $leftaction to 0>> <<case "rightotheranusdildotease" "rightotheranusdildo" "rightvaginadildotease" "rightvaginadildo">> <<set $rightarm to 0>><<set $rightactiondefault to "rest">><<set $rightaction to 0>> <<case "feet">> <<set $feetuse to 0>><<set $feetactiondefault to "vaginagrab">><<set $feetaction to 0>> <<case "footjob">> <<if $player.penisExist and $penisuse is "feet">> <<set $penisuse to 0>> <</if>> <<if $player.vaginaExist and $vaginause is "feet">> <<set $vaginause to 0>> <</if>> <</switch>> <!-- NPC's Mouth --> <<switch $NPCList[_i].mouth>> <<case "thigh">> <<set $thighuse to 0>> <<case "bottom">> <<set $bottomuse to 0>> <<case "anus" "anusimminent" "anusentrance">> <<set $anususe to 0>><<set $anusstate to 0>><<set $anusaction to 0>> <<case "vagina" "vaginaimminent" "vaginaentrance">> <<set $vaginause to 0>><<set $vaginastate to 0>><<set $vaginaaction to 0>> <<case "penis" "penisimminent" "penisentrance">> <<set $penisuse to 0>><<set $penisstate to 0>><<set $penisaction to 0>> <<case "kiss" "kissimminent" "kissentrance">> <<set $mouthuse to 0>><<set $mouthstate to 0>><<set $mouthaction to 0>> <<case "chest" "chestimminent" "chestentrance">> <<set $chestuse to 0>><<set $cheststate to 0>> <</switch>> <!-- NPC's Chest (unique case) --> <<if $NPCList[_i].chest is "mouth" or $NPCList[_i].chest is "mouthentrance">> <<set $mouthstate to 0>><<set $mouthuse to 0>><<set $head to 0>> <</if>> <br><br> <!-- Reset Defeated NPC appendages --> <<set $NPCList[_i].lefthand to "none">> <<set $NPCList[_i].righthand to "none">> <<set $NPCList[_i].penis to "none">> <<set $NPCList[_i].vagina to "none">> <<set $NPCList[_i].mouth to "none">> <<set $NPCList[_i].chest to "none">> <<set $NPCList[_i].stance to "defeated">> <!-- Remove Defeated NPC from loops --> <<set $enemyno-->> <!-- Reset Group attributes--> <<set $enemyarousalmax to 500 * $enemyno>> <<set $enemyarousal to $enemyarousal * ($enemyno / ($enemyno +1))>> <<set $enemyhealthmax -= $NPCList[_i].healthmax>> <<set $_excessdamage to (0-$NPCList[_i].health)>> <!-- Debug message --> <<if $debug is 1>><br><span class="yellow">Total damage: _thedamage</span> | <span class="blue">Excess damage: $_excessdamage</span> |<</if>> <<set _thedamage -= $_excessdamage>> <!-- Debug message --> <<if $debug is 1>><span class="pink">enemyhealth damage: _thedamage</span><br><</if>> <<set $NPCList[_i].health to 0>> <<set $oldtarget to _i>> <<for $_newtarget to 0; $_newtarget lt $enemynomax; $_newtarget++>> <<if $NPCList[$_newtarget].active is "active" and $NPCList[$_newtarget].stance isnot "defeated">> <<set $newtarget to $_newtarget>> <<break>> <</if>> <</for>> <!-- Give PC stats uptick. --> <<violence -10>> <<if $newtarget is undefined>> <<set $newtarget to $oldtarget>> <</if>> <</widget>> <<widget "setnewtarget">> <<if $lefttarget is $oldtarget>> <<set $lefttarget to $newtarget>> <</if>> <<if $righttarget is $oldtarget>> <<set $righttarget to $newtarget>> <</if>> <<if $feettarget is $oldtarget>> <<set $feettarget to $newtarget>> <</if>> <<if $mouthtarget is $oldtarget>> <<set $mouthtarget to $newtarget>> <</if>> <<if $vaginatarget is $oldtarget>> <<set $vaginatarget to $newtarget>> <</if>> <<if $penistarget is $oldtarget>> <<set $penistarget to $newtarget>> <</if>> <<if $anustarget is $oldtarget>> <<set $anustarget to $newtarget>> <</if>> <<if $thightarget is $oldtarget>> <<set $thighaction to 0>> <</if>> <<if $chesttarget is $oldtarget>> <<set $chestaction to 0>> <</if>> <<unset $oldtarget>> <<unset $newtarget>> <</widget>><<widget "generateNPC">> <!-- Args are NPC#(1-6), Status, Pronoun, Gender, Level --> <!-- Example: <<generateNPC 1 a m m 18>> would generate NPC 1 as adult male/male "burly" --> <!-- Example: <<generateNPC 2 a f f 18>> would generate NPC 2 as adult female/female "vulgar" bodyguard type--> <!-- Example: <<generateNPC 1 a f h 20>> would generate NPC 1 as adult female/herm "demon" monster type--> <!-- Latter two examples can only be called via this widget; they are not autogenerated --> <<set _n to _args[0]-1>> <!-- Checks if endevent was properly used after the last event --> <<checkEventNPC _n>> <<set _status to _args[1]>> /* "t" for teen, "a" for adult, or "r" for random */ <<set _pronoun to _args[2]>> <<set _gender to _args[3]>> <<set _lvl to _args[4]>> <<if _pronoun is "m" or _pronoun is "f">> <<set $NPCList[_n].pronoun to _pronoun>> <<else>> <<rng>> <<if _generate_victim is 1>> <<unset _generate_victim>> <<set $NPCList[_n].pronoun to ($rng lte $settings.maleVictimChance ? "m" : "f")>> <<elseif !isNaN(_generate_partner) and $NPCList[_generate_partner].fullDescription>> <!-- This determines if the couple is homo or not. The generated NPC's partner is, by default, the NPC directly before them in NPCList. The partner can be selected manually with an argument. --> <<set $NPCList[_n].pronoun to maleChance($NPCList[_generate_partner].pronoun) gte random(1, 100) ? "m" : "f">> <<unset _generate_partner>> <<else>> <<set $NPCList[_n].pronoun to ($rng lte maleChance() ? "m" : "f")>> <</if>> <</if>> <!-- This doesn't need to be set here, but that's how it's been done in the past, so we'll set it just in case. --> <!-- NPC gender gets properly set according to player settings in the npcattribute widget. --> <<set $NPCList[_n].gender to $NPCList[_n].pronoun>> <<set $NPCList[_n].lefthand to 0>> <<set $NPCList[_n].righthand to 0>> <<set $NPCList[_n].mouth to 0>> <<set $NPCList[_n].location to {}>> <<set $NPCList[_n].location.head to 0>> <<set $NPCList[_n].location.genitals to 0>> <<set $NPCList[_n].bold to 0>> <<set $NPCList[_n].name to ($NPCList[_n].pronoun is "f" ? $NPC_names_f.random() : $NPC_names_m.random())>> <<generatePronouns $NPCList[_n]>> <!-- TODO: remove either .teen or .adult; all adults are not teens, and all teens are not adults. --> <!-- Having two separate variables means having twice as much code to accomplish the same thing, and STILL possibly introducing bugs if you do it wrong. --> <<if _status is "t" or (_status is "r" and random(0,1))>> <<set $NPCList[_n].teen to 1>> <<set $NPCList[_n].adult to 0>> <<else>> <<set $NPCList[_n].adult to 1>> <<set $NPCList[_n].teen to 0>> <</if>> <<set $NPCList[_n].pregnancyAvoidance to random(0,100)>> <<if $enemyno lt 6>><<set $enemyno += 1>><</if>> <<npcattribute _n _gender _lvl>> <<set $NPCList[_n].index to _n>> <<run EventSystem.push($passage, _n, $timeStamp)>> <</widget>> <<widget "generateRole">> <!-- Argument 1: The slot the new NPC should fill in $NPCList. Slot one would be "0" --> <!-- Argument 2: The description of the NPC. To generate a default description, use 0 To make a description that changes based on NPC gender, split the male/female descriptions with "/"--> <!-- Argument 3: The role of the NPC. To generate with no role, use 0. Do not set role to "normal" To make a role that changes based on NPC gender, split the male/female roles with "/"--> <!-- Argument 4: The status of the NPC. Defaults to adult; use "t" for student --> <!-- Example: <<generateRole 0 "curious" "scientist">> would generate the first NPC as adult "curious scientist" --> <!-- Example: <<generateRole 1 "arrogant" 0 t>> would generate the second NPC as "arrogant boy" or "arrogant girl"--> <!-- Example: <<generateRole 2 "starstruck" "fanboy/fangirl">> would generate the third NPC as adult "starstruck fanboy" or "starstruck fangirl" --> <<set _slot to _args[0]>> <<set _desc to _args[1] ? _args[1] : 0>> <<set _role to _args[2] ? _args[2] : 0>> <<set _status to _args[3] is "t" ? "t" : "a">> <<generateNPC `_slot + 1` _status>> <<if _desc>> <<if _desc.includes("/")>> <<set [_descM, _descF] to _desc.split("/")>> <<set $NPCList[_slot].description to $NPCList[_slot].pronoun is "m" ? _descM : _descF>> <<else>> <<set $NPCList[_slot].description to _desc>> <</if>> <</if>> <<if _role>> <<if _role.includes("/")>> <<set [_roleM, _roleF] to _role.split("/")>> <<set $NPCList[_slot].role to $NPCList[_slot].pronoun is "m" ? _roleM : _roleF>> <<else>> <<set $NPCList[_slot].role to _role>> <</if>> <<if _role.includes("guard")>> <<npcClothesType $NPCList[_slot] "security">> <<elseif _role.includes("inmate")>> <<npcClothesType $NPCList[_slot] "prison">> <<elseif _role.includes("pirate")>> <<npcClothesType $NPCList[_slot] "docker2">> <<elseif _role.includes("islander")>> <<npcClothesType $NPCList[_slot] "brothelHarness">> <</if>> <</if>> <<set $NPCList[_slot].fullDescription to $NPCList[_slot].description + " ">> <<if $NPCList[_slot].role isnot "normal">> <<set $NPCList[_slot].fullDescription += $NPCList[_slot].role>> <<elseif $NPCList[_slot].pronoun is "m">> <<set $NPCList[_slot].fullDescription += ($NPCList[_slot].teen is 1 ? "boy" : "man")>> <<elseif $NPCList[_slot].pronoun is "f">> <<set $NPCList[_slot].fullDescription += ($NPCList[_slot].teen is 1 ? "girl" : "woman")>> <</if>> <</widget>> <<widget "undressNPC">> <<set $_npc to $NPCList[_args[0]-1]>> <<if $_npc.penis is "clothed">> <<set $_npc.penis to 0>> <</if>> <<if $_npc.vagina is "clothed">> <<set $_npc.vagina to 0>> <</if>> <</widget>> <<widget "generate1">> <<generateNPC 1>> <</widget>> <<widget "generate2">> <<generateNPC 2>> <</widget>> <<widget "generate3">> <<generateNPC 3>> <</widget>> <<widget "generate4">> <<generateNPC 4>> <</widget>> <<widget "generate5">> <<generateNPC 5>> <</widget>> <<widget "generate6">> <<generateNPC 6>> <</widget>> <<widget "generatey1">> <<generateNPC 1 t>> <</widget>> <<widget "generatey2">> <<generateNPC 2 t>> <</widget>> <<widget "generatey3">> <<generateNPC 3 t>> <</widget>> <<widget "generatey4">> <<generateNPC 4 t>> <</widget>> <<widget "generatey5">> <<generateNPC 5 t>> <</widget>> <<widget "generatey6">> <<generateNPC 6 t>> <</widget>> <<widget "generatev1">> <<set _generate_victim to 1>> <<generateNPC 1>> <</widget>> <<widget "generatev2">> <<set _generate_victim to 1>> <<generateNPC 2>> <</widget>> <<widget "generatev3">> <<set _generate_victim to 1>> <<generateNPC 3>> <</widget>> <<widget "generatev4">> <<set _generate_victim to 1>> <<generateNPC 4>> <</widget>> <<widget "generatev5">> <<set _generate_victim to 1>> <<generateNPC 5>> <</widget>> <<widget "generatev6">> <<set _generate_victim to 1>> <<generateNPC 6>> <</widget>> <<widget "generateyv1">> <<set _generate_victim to 1>> <<generateNPC 1 t>> <</widget>> <<widget "generateyv2">> <<set _generate_victim to 1>> <<generateNPC 2 t>> <</widget>> <<widget "generateyv3">> <<set _generate_victim to 1>> <<generateNPC 3 t>> <</widget>> <<widget "generateyv4">> <<set _generate_victim to 1>> <<generateNPC 4 t>> <</widget>> <<widget "generateyv5">> <<set _generate_victim to 1>> <<generateNPC 5 t>> <</widget>> <<widget "generateyv6">> <<set _generate_victim to 1>> <<generateNPC 6 t>> <</widget>> <<widget "generatep2">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 0>> <<generateNPC 2>> <</widget>> <<widget "generatep3">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 1>> <<generateNPC 3>> <</widget>> <<widget "generatep4">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 2>> <<generateNPC 4>> <</widget>> <<widget "generatep5">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 3>> <<generateNPC 5>> <</widget>> <<widget "generatep6">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 4>> <<generateNPC 6>> <</widget>> <<widget "generateyp2">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 0>> <<generateNPC 2 t>> <</widget>> <<widget "generateyp3">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 1>> <<generateNPC 3 t>> <</widget>> <<widget "generateyp4">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 2>> <<generateNPC 4 t>> <</widget>> <<widget "generateyp5">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 3>> <<generateNPC 5 t>> <</widget>> <<widget "generateyp6">> <<set _generate_partner to _args[0] isnot undefined ? _args[0] : 4>> <<generateNPC 6 t>> <</widget>> <<widget "generatel">> <<if $enemyno gte 0 and $enemyno lte 5>> <<if $location is "beach">> <<generateNPC `$enemyno + 1` t>> <!-- Generate next slot teenager --> <<else>> <<generateNPC `$enemyno + 1`>> <!-- Generate next slot adult --> <</if>> <</if>> <</widget>> <<widget "generates1">> <<set _npcClothesPreset to "school">> <<generatey1>> <</widget>> <<widget "generates2">> <<set _npcClothesPreset to "school">> <<generatey2>> <</widget>> <<widget "generates3">> <<set _npcClothesPreset to "school">> <<generatey3>> <</widget>> <<widget "generates4">> <<set _npcClothesPreset to "school">> <<generatey4>> <</widget>> <<widget "generates5">> <<set _npcClothesPreset to "school">> <<generatey5>> <</widget>> <<widget "generates6">> <<set _npcClothesPreset to "school">> <<generatey6>> <</widget>> <<widget "generatesm1">> <<set _npcClothesPreset to "school">> <<generateym1>> <</widget>> <<widget "generatesm2">> <<set _npcClothesPreset to "school">> <<generateym2>> <</widget>> <<widget "generatesm3">> <<set _npcClothesPreset to "school">> <<generateym3>> <</widget>> <<widget "generatesm4">> <<set _npcClothesPreset to "school">> <<generateym4>> <</widget>> <<widget "generatesm5">> <<set _npcClothesPreset to "school">> <<generateym5>> <</widget>> <<widget "generatesm6">> <<set _npcClothesPreset to "school">> <<generateym6>> <</widget>> <<widget "generatesf1">> <<set _npcClothesPreset to "school">> <<generateyf1>> <</widget>> <<widget "generatesf2">> <<set _npcClothesPreset to "school">> <<generateyf2>> <</widget>> <<widget "generatesf3">> <<set _npcClothesPreset to "school">> <<generateyf3>> <</widget>> <<widget "generatesf4">> <<set _npcClothesPreset to "school">> <<generateyf4>> <</widget>> <<widget "generatesf5">> <<set _npcClothesPreset to "school">> <<generateyf5>> <</widget>> <<widget "generatesf6">> <<set _npcClothesPreset to "school">> <<generateyf6>> <</widget>> <<widget "generatem1">> <<generateNPC 1 a m>> <</widget>> <<widget "generatem2">> <<generateNPC 2 a m>> <</widget>> <<widget "generatem3">> <<generateNPC 3 a m>> <</widget>> <<widget "generatem4">> <<generateNPC 4 a m>> <</widget>> <<widget "generatem5">> <<generateNPC 5 a m>> <</widget>> <<widget "generatem6">> <<generateNPC 6 a m>> <</widget>> <<widget "generatef1">> <<generateNPC 1 a f>> <</widget>> <<widget "generatef2">> <<generateNPC 2 a f>> <</widget>> <<widget "generatef3">> <<generateNPC 3 a f>> <</widget>> <<widget "generatef4">> <<generateNPC 4 a f>> <</widget>> <<widget "generatef5">> <<generateNPC 5 a f>> <</widget>> <<widget "generatef6">> <<generateNPC 6 a f>> <</widget>> <<widget "generateym1">> <<generateNPC 1 t m>> <</widget>> <<widget "generateym2">> <<generateNPC 2 t m>> <</widget>> <<widget "generateym3">> <<generateNPC 3 t m>> <</widget>> <<widget "generateym4">> <<generateNPC 4 t m>> <</widget>> <<widget "generateym5">> <<generateNPC 5 t m>> <</widget>> <<widget "generateym6">> <<generateNPC 6 t m>> <</widget>> <<widget "generateyf1">> <<generateNPC 1 t f>> <</widget>> <<widget "generateyf2">> <<generateNPC 2 t f>> <</widget>> <<widget "generateyf3">> <<generateNPC 3 t f>> <</widget>> <<widget "generateyf4">> <<generateNPC 4 t f>> <</widget>> <<widget "generateyf5">> <<generateNPC 5 t f>> <</widget>> <<widget "generateyf6">> <<generateNPC 6 t f>> <</widget>> <<widget "generatecm1">> <<generateNPC 1 t m>> <</widget>> <<widget "generatecm2">> <<generateNPC 2 t m>> <</widget>> <<widget "generatecm3">> <<generateNPC 3 t m>> <</widget>> <<widget "generatecm4">> <<generateNPC 4 t m>> <</widget>> <<widget "generatecm5">> <<generateNPC 5 t m>> <</widget>> <<widget "generatecm6">> <<generateNPC 6 t m>> <</widget>> <<widget "generatecf1">> <<generateNPC 1 t f>> <</widget>> <<widget "generatecf2">> <<generateNPC 2 t f>> <</widget>> <<widget "generatecf3">> <<generateNPC 3 t f>> <</widget>> <<widget "generatecf4">> <<generateNPC 4 t f>> <</widget>> <<widget "generatecf5">> <<generateNPC 5 t f>> <</widget>> <<widget "generatecf6">> <<generateNPC 6 t f>> <</widget>> <<widget "generatePlant1">> <<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>> <<generateNPC 1 t>> <</widget>> <<widget "generatePlant2">> <<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>> <<generateNPC 2 t>> <</widget>> <<widget "generatePlant3">> <<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>> <<generateNPC 3 t>> <</widget>> <<widget "generatePlant4">> <<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>> <<generateNPC 4 t>> <</widget>> <<widget "generatePlant5">> <<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>> <<generateNPC 5 t>> <</widget>> <<widget "generatePlant6">> <<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>> <<generateNPC 6 t>> <</widget>> <<widget "generateTemple">> <<set _npcChastity to 1>> <<set _npcClothesPreset to "temple">> <<generateNPC _args[0]>> <</widget>> <<widget "generateyTemple">> <<set _npcChastity to 1>> <<set _npcClothesPreset to "temple">> <<generateNPC _args[0] t>> <</widget>> <<widget "generateInitiate">> <<set _npcChastity to 1>> <<set _npcClothesPreset to "temple">> <<set _slot to (_args[0] - 1)>> <<generateRole _slot 0 "initiate">> <</widget>> <<widget "generateConfessor">> <<set _npcClothesPreset to "templeBlack">> <<generateNPC _args[0]>> <</widget>> <<widget "generateCultist">> <<set _npcClothesPreset to "templeBlack">> <<set _slot to (_args[0] - 1)>> <<generateRole _slot 0 "cultist">> <</widget>> <<widget "generatePolice">> <<set _npcClothesPreset to "police">> <<generateNPC _args[0]>> <</widget>> <<widget "generateSecurity">> <<set _npcClothesPreset to "security">> <<generateNPC _args[0]>> <</widget>> <<widget "generateSailor">> <<set _npcClothesPreset to "sailor">> <<generateNPC _args[0]>> <</widget>> <<widget "generateDoctor">> <<set _npcClothesPreset to "hospital">> <<generateNPC _args[0]>> <</widget>> <<widget "generatePlant">> <<set _npcPlant to 1>><<set _strapIgnore to 1>><<set _condomIgnore to 1>> <<generateNPC _args[0] "t">> <</widget>> <<widget "generateSweaterWearer">> <<set _npcClothesPreset to "sweater">> <<generateNPC _args[0]>> <</widget>> <<widget "generateDemon">> <<generateNPC _args[0] a f h 20>> <<undressNPC _args[0]>> <</widget>> <<widget "npcattribute">> <!-- V2.4 Widget set NPC attributes. $arg[0] calls NPC number (0 - 5) to be generated. NG--> <!-- $NPCList.pronoun sets appearance, including breasts. NPCList.gender sets genitals, including pp --> <!-- Future work this should call addns args to set pronoun, gender, and size of NPC(0-18) where larger number is more robust. This would eliminate much of the NPC calls from above and push to code. --> <!-- Added thug Vulgar/Brutish as NPC19, can only be called with $arg[2] --> <!-- Added strap-on functionality v2.8 --> <!-- Added sex toy functionality 0.3.8.0 --> <!-- check if this npc has seen the player while the player was pantiless; doesn't matter if they knew it or not. --> <<nounderwearcheck>> <<set _n to _args[0]>> <<set _gender to _args[1]>> <<set _lvl to _args[2]>> <!-- This sets genitals. --> <<set $NPCList[_n].vagina to "none">> <<set $NPCList[_n].penis to "none">> <<if ["m", "f", "h"].includes(_gender)>> <<set $NPCList[_n].gender to _gender>> <<if _gender is "m">> <<set $NPCList[_n].penis to "clothed">> <<elseif _gender is "f">> <<set $NPCList[_n].vagina to "clothed">> <<elseif _gender is "h">> <<set $NPCList[_n].vagina to "clothed">> <<set $NPCList[_n].penis to "clothed">> <</if>> <<else>> <<rng>> <<if $NPCList[_n].pronoun is "m">> <<if $rng lte $settings.maleNPCVaginaChance and $debugEnableHerms is 1>> <<set $NPCList[_n].penis to "clothed">> <<set $NPCList[_n].vagina to "clothed">> <<set $NPCList[_n].gender to "h">> <<elseif $rng lte $settings.maleNPCVaginaChance>> <<set $NPCList[_n].vagina to "clothed">> <<set $NPCList[_n].gender to "f">> <<else>> <<set $NPCList[_n].penis to "clothed">> <<set $NPCList[_n].gender to "m">> <</if>> <<elseif $NPCList[_n].pronoun is "f">> <<if $rng lte $settings.femaleNPCPenisChance and $debugEnableHerms is 1>> <<set $NPCList[_n].vagina to "clothed">> <<set $NPCList[_n].penis to "clothed">> <<set $NPCList[_n].gender to "h">> <<elseif $rng lte $settings.femaleNPCPenisChance>> <<set $NPCList[_n].penis to "clothed">> <<set $NPCList[_n].gender to "m">> <<else>> <<set $NPCList[_n].vagina to "clothed">> <<set $NPCList[_n].gender to "f">> <</if>> <</if>> <</if>> <<set $NPCList[_n].chastity to {penis:"", vagina:"", anus:""}>> <<if _npcChastity is 1>> <<unset _npcChastity>> <<if random(-100, 120) gte $world_corruption_soft>> <<if $NPCList[_n].penis isnot "none">> <<set $NPCList[_n].chastity.penis to (random(1, 3) is 1 ? "chastity belt" : "chastity cage")>> <</if>> <<if $NPCList[_n].vagina isnot "none">> <!-- if npc has both, give them the same chastity type on both. --> <<set $NPCList[_n].chastity.vagina to ($NPCList[_n].chastity.penis isnot "" ? $NPCList[_n].chastity.penis : "chastity belt")>> <</if>> <<set $_beltPresent to ($NPCList[_n].chastity.penis is "chastity belt" or $NPCList[_n].chastity.vagina is "chastity belt")>> <<if $settings.analEnabled and random(-100, 150) gte $world_corruption_soft and $_beltPresent>> <<set $NPCList[_n].chastity.anus to "anal shield">> <</if>> <</if>> <</if>> <<generateNPCClothes $NPCList[_n]>> /* Sex toy init rework */ /* Sex toys become more popular over time after the adult shop opens */ <<if !_strapIgnore and $enemytype isnot "beast" and ($NPCList[_n].teen isnot 1 or random(1,20) is 1) and ($position isnot "wall" or $walltype isnot "front")>> <<if $adultshopdegree gte random(0, 100) or random(0,100) lt 5>> <<if $settings.toyWhipEnabled and $settings.toyDildoEnabled and $player.gender_appearance isnot "f">> <<set _sexToy to randomSexToy()>> <<elseif $settings.toyWhipEnabled and $settings.toyDildoEnabled>> <<set _sexToy to randomSexToy("dildos and whips")>> <<elseif $settings.toyWhipEnabled and !$settings.toyDildoEnabled>> <<set _sexToy to randomSexToy("whip")>> <<elseif !$settings.toyWhipEnabled and $settings.toyDildoEnabled>> <<set _sexToy to randomSexToy("dildo")>> <</if>> <<if _sexToy isnot undefined>> <<set $NPCList[_n].heldSexToy to _sexToy>> <</if>> <</if>> <</if>> <<if $NPCList[_n].penis isnot "none">> <<set $NPCList[_n].penis to ($NPCList[_n].clothes.lower.name is "naked" ? 0 : "clothed")>> <</if>> <<if $NPCList[_n].vagina isnot "none">> <<set $NPCList[_n].vagina to ($NPCList[_n].clothes.lower.name is "naked" ? 0 : "clothed")>> <</if>> <<set $NPCList[_n].chest to ($NPCList[_n].clothes.upper.name is "naked" ? 0 : "clothed")>> <<if random(1, 100) lte $settings.darkSkinChance>> <<set $NPCList[_n].skincolour to "black">> <<else>> <<set $NPCList[_n].skincolour to "white">> <</if>> <<rng>> <<if $rng gte 81>> <<if $NPCList[_n].vagina isnot "none" and $NPCList[_n].penis isnot "none">> <<set $NPCList[_n].insecurity to ["penis","vagina"].random()>> <<elseif $NPCList[_n].penis isnot "none">> <<set $NPCList[_n].insecurity to "penis">> <<elseif $NPCList[_n].vagina isnot "none">> <<set $NPCList[_n].insecurity to "vagina">> <<else>> <<set $NPCList[_n].insecurity to "perfectly smooth crotch">> /* default case, shouldn't happen. */ <</if>> <<elseif $rng gte 61>> <<set $NPCList[_n].insecurity to "ethics">> <<elseif $rng gte 41>> <<set $NPCList[_n].insecurity to "weak">> <<elseif $rng gte 21>> <<set $NPCList[_n].insecurity to "skill">> <<else>> <<set $NPCList[_n].insecurity to "looks">> <</if>> <<if $NPCList[_n].teen is 1>> <<if $NPCList[_n].pronoun is "f">> <!-- female appearing student --> <<set $_hpMax to [125,175,150,150,150,175,150,200,200,200,125,200,250,125,250,200,250,250,200,300,400]>> <<set $_desc to ["slight","lithe","lean","thin","slender","lissome","slim","taut","graceful","trim","mousy","cute","fit","petite","toned","shapely","robust","plump","wide-eyed","vulgar","chubby","heavyset","minor demon"]>> <<set $_breastMin to [0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,5,5,8,3,10,12]>> <<set $_breastMax to [4,4,4,4,4,4,7,7,7,7,8,8,8,8,8,11,11,12,10,12,12]>> <<else>> <!-- male appearing student --> <<set $_hpMax to [125,175,150,150,150,175,150,200,200,200,125,200,250,125,250,200,250,250,200,300,400]>> <<set $_desc to ["slight","lithe","lean","thin","slender","lissome","slim","taut","graceful","trim","mousy","cute","fit","petite","toned","shapely","robust","plump","wide-eyed","brutish","chubby","heavyset","minor demon"]>> <</if>> <<else>> <<if $NPCList[_n].pronoun is "f">> <!-- female appearing adult --> <<set $_hpMax to [125,175,150,150,150,175,150,200,125,200,275,200,250,250,200,200,250,200,200,350,600]>> <<set $_desc to ["slight","lithe","lean","thin","slender","lissome","slim","taut","petite","trim","muscular","curvy","toned","plump","plush","shapely","robust","voluptuous","lush","vulgar","chubby","heavyset","demon"]>> <<set $_breastMin to [0,0,0,0,2,2,2,2,2,5,5,5,5,5,5,5,8,8,9,10,12]>> <<set $_breastMax to [4,4,4,4,4,4,7,7,8,9,9,9,9,12,10,11,10,11,11,12,12]>> <<else>> <!-- male appearing adult --> <<set $_hpMax to [125,125,150,150,150,150,175,175,200,200,200,200,250,250,250,250,275,275,275,400,600]>> <<set $_desc to ["petite","slight","slim","thin","slender","lanky","lissome","lithe","trim","lean","taut","plump","toned","bulky","broad","robust","rugged","muscular","burly","brutish","chubby","heavyset","demon"]>> <</if>> <</if>> <!-- Setting pp size limits separately. Changes should track with physical descriptions above, in order. --> <!-- Brutes and demons always have the largest penis size. --> <!-- $_penisMin is "smallest possible penis size", $_penisMax is "largest possible penis size" --> <<if $NPCList[_n].penis isnot "none">> <<if $NPCList[_n].teen is 1>> <<set $_penisMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8]>> <<set $_penisMax to [8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8]>> <<else>> <<set $_penisMin to [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8]>> <<set $_penisMax to [8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8]>> <</if>> <</if>> <<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>> <!-- Select NPC 1-18 Description/Strength pair. Breast size range bound to Description. NPC19 is Brute NPC20 is Demon--> <<if _lvl gte 0 and _lvl lte 20>> <<set _i to _lvl>> <<else>> <!-- Making NPCs unique, but only when their description is not specifically requested (and most of the time, it isn't) --> <!-- generate a range of numbers from 0 to N --> <<set $_range to [...Array(18).keys()]>> <!-- figure out which indices are already in use by looking them up in $_desc--> <<set $_takenDescriptionIndices to $NPCList.map(npc => $_desc.indexOf(npc.description))>> <!-- remove the already taken indices from the pool --> <<set $_range.delete($_takenDescriptionIndices)>> <!-- choose the index for this NPC using the filtered pool --> <<set _i to $_range.pluck()>> <</if>> <<set $NPCList[_n].healthmax to $_hpMax[_i]>> <<set $NPCList[_n].health to $NPCList[_n].healthmax>> <<set $NPCList[_n].description to $_desc[_i]>> <<if $NPCList[_n].penis isnot "none">><!-- set pp size based on the upper and lower bounds for the selected description --> <<if $settings.penisModifier gte $_penisMin[_i]>><<set $_penisMin[_i] to $settings.penisModifier>><</if>> <<if $settings.penisModifier gte $_penisMax[_i]>><<set $_penisMax[_i] to $settings.penisModifier>><</if>> <<if $settings.penisModifier lt 0>> <!-- Why is this only when $settings.penisModifier is negative? --> <<set $_penisMin[_i] to Math.clamp($_penisMin[_i]+$settings.penisModifier, 0, 8)>> <<set $_penisMax[_i] to Math.clamp($_penisMax[_i]+$settings.penisModifier, 0, 8)>> <</if>> <</if>> <<if $NPCList[_n].pronoun is "f">><!-- set breast size based on the upper and lower bounds for the selected description--> <<if $settings.breastModifier gte $_breastMin[_i]>><<set $_breastMin[_i] to $settings.breastModifier>><</if>> <<if $settings.breastModifier gte $_breastMax[_i]>><<set $_breastMax[_i] to $settings.breastModifier>><</if>> <<if $settings.breastModifier lt 0>> <!-- Why is this only when $settings.breastModifier is negative? --> <<set $_breastMin[_i] to Math.clamp($_breastMin[_i]+$settings.breastModifier, 0, 12)>> <<set $_breastMax[_i] to Math.clamp($_breastMax[_i]+$settings.breastModifier, 0, 12)>> <</if>> <</if>> <<if $NPCList[_n].pronoun is "f">><<set _rngbr to random($_breastMin[_i], $_breastMax[_i])>><</if>> <<if $NPCList[_n].penis isnot "none">><<set _rngpp to random($_penisMin[_i], $_penisMax[_i])>><</if>> <<set $NPCList[_n].fullDescription to $NPCList[_n].description + " ">> <<if $NPCList[_n].pronoun is "m">> <<set $NPCList[_n].fullDescription += ($NPCList[_n].teen is 1 ? "boy" : "man")>> <<elseif $NPCList[_n].pronoun is "f">> <<set $NPCList[_n].fullDescription += ($NPCList[_n].teen is 1 ? "girl" : "woman")>> <</if>> <<set $NPCList[_n].role to "normal">> /*Sets up multiple orgasms, code needs work*/ /*<<set $NPCList[_n].maxOrgasms to 1>> <<set $NPCList[_n].orgasms to 0>> <<if $NPCList[_n].fullDescription is "Robin">> <<set $NPCList[_n].maxOrgasms to 2>> <<set $setupMidOrgasm to true>> <</if>> */ <<if $NPCList[_n].pronoun is "m">> <<set $NPCList[_n].breastsize to 0>> <<set $NPCList[_n].breastsdesc to "nipples">> <<set $NPCList[_n].breastdesc to "nipple">> <<else>> <<if $NPCList[_n].adult is 1>> <!-- set adult breast size --> <<set $NPCList[_n].breastsize to _rngbr>> <<switch _rngbr>> <<case 0>> <<set $NPCList[_n].breastsdesc to "nipples">> <<set $NPCList[_n].breastdesc to "nipple">> <<default>> <<set $NPCList[_n].breastsdesc to _brdes[_rngbr]+" breasts">> <<set $NPCList[_n].breastdesc to _brdes[_rngbr]+" breast">> <</switch>> <<else>> <!-- set student breast size --> <<set $NPCList[_n].breastsize to _rngbr>> <<switch _rngbr>> <<case 0>> <<set $NPCList[_n].breastsdesc to "nipples">> <<set $NPCList[_n].breastdesc to "nipple">> <<default>> <<set $NPCList[_n].breastsdesc to _brdes[_rngbr]+" breasts">> <<set $NPCList[_n].breastdesc to _brdes[_rngbr]+" breast">> <</switch>> <</if>> <</if>> <<if $NPCList[_n].penis isnot "none">> <<if $NPCList[_n].adult is 1 or _npcPlant is 1>> <!-- set adult/plantperson pp size --> <<switch _rngpp>> <<case 0>> <<set $NPCList[_n].penisdesc to "tiny penis">> <<set $NPCList[_n].penissize to 1>> <<case 5 6 7>> <<set $NPCList[_n].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>> <<set $NPCList[_n].penissize to 3>> <<case 8>> <<set $NPCList[_n].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>> <<set $NPCList[_n].penissize to 4>> <<default>> <<set $NPCList[_n].penisdesc to "penis">> <<set $NPCList[_n].penissize to 2>> <</switch>> <<else>> <!-- set student pp size --> <<switch _rngpp>> <<case 0>> <<set $NPCList[_n].penisdesc to "tiny penis">> <<set $NPCList[_n].penissize to 1>> <<case 7 8>> <<set $NPCList[_n].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>> <<set $NPCList[_n].penissize to 3>> <<default>> <<set $NPCList[_n].penisdesc to "penis">> <<set $NPCList[_n].penissize to 2>> <</switch>> <</if>> <</if>> <<rng>> <<if $NPCList[_n].pronoun is "f">> <<if $rng lte ($NPCList[_n].adult is 1 ? 40 : 20)>> <<set $NPCList[_n].lactation to 1>> <<else>> <<set $NPCList[_n].lactation to 0>> <</if>> <</if>> <<generateNPCvirginity $NPCList[_n]>> <!-- Sets females with strap-ons as adjustment--> <<if $NPCList[_n].gender is "f" and !_strapIgnore and !npcHasStrapon(_n)>> <<if random(0, 99) lt $settings.straponChance>> <<npcstrapon _n>> <</if>> <</if>> /*Location is relative to the PC*/ <<set $NPCList[_n].location to { head: 0, genitals: 0, }>> <<set $NPCList[_n].trust to 0>> <<set _rng to random(1, 6)>> <<if _rng gte 6>> <<set $NPCList[_n].size to "large">> <<elseif _rng gte 3>> <<set $NPCList[_n].size to "normal">> <<elseif _rng gte 1>> <<set $NPCList[_n].size to "small">> <<else>> <<set $NPCList[_n].size to "tiny">> <</if>> <<generate_npc_traits>> <<generate_npc_skills>> <<if _npcPlant is 1>> <<set $NPCList[_n].type to "plant">> <<set $NPCList[_n].fullDescription to $NPCList[_n].description + " plant">> <<if $NPCList[_n].pronoun is "m">> <<set $NPCList[_n].fullDescription += "boy">> <<elseif $NPCList[_n].pronoun is "f">> <<set $NPCList[_n].fullDescription += "girl">> <</if>> <<unset _npcPlant>> <<npcClothesType $NPCList[_n] "naked">> <<else>> <<set $NPCList[_n].type to "human">> <</if>> <<if $settings.condomLevel gte 2 and !_condomIgnore>> <<if $NPCList[_n].pregnancyAvoidance gte (100 - $settings.condomChance)>> <<set $NPCList[_n].condom to { willUse: random(0,100), state: (random(0,100) gt 98 ? "defective" : "normal"), type: "plain", colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext, worn: false }>> <<elseif $NPCList[_n].pregnancyAvoidance lte 2>> <<set $NPCList[_n].condom to { willUse: random(0,100), state: "sabotaged", type: "plain", colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext, worn: false }>> <</if>> <</if>> <<if $NPCList[_n].pregnancy is undefined>> <<set $NPCList[_n].pregnancy to 0>> <</if>> <</widget>> <<widget "npcstrapon">> <!-- NG Converts NPCs to strap-on --> <<switch _args[0]>> <<case 0 1 2 3 4 5>> <<set _xx to _args[0]>> <<default>> <span class="red">NPCSTRAPON Error: No NPC Identifier</span> <br><br> <</switch>> <<if !$NPCList[_xx].strapon>> <!-- set .penis to clothed if vagina was clothed, or nude if vagina was nude --> <<if $NPCList[_xx].vagina isnot "none">> <<set $NPCList[_xx].penis to $NPCList[_xx].vagina>> <<set $NPCList[_xx].vagina to "none">> <<set $NPCList[_xx].gender to "m">> <</if>> <!-- NPC strap-on descriptors added: 0.3.6.2 --> /* Other names: anal beads, barbed, ribbed, corkscrew, butt plug, unicorn horn, bovine */ <<set $_i to $NPCNameList.indexOf($NPCList[_xx].fullDescription)>> <<if _args[1]>> <<run console.log("assign strapon from args", _args[1])>> <<set $_strapon to _args[1]>> <<setNPCStrapon $NPCList[_xx] $_strapon>> <<set $NPCList[_xx].strapon.temp to true>> <<elseif $_i isnot -1 and $NPCName[$_i].strapons and $NPCName[$_i].strapons.length gte 1>> <!-- If the NPC owns at least one strapon, they'll choose one they own and put it on. --> <<run console.log("assign strapon from collection", $NPCName[$_i].strapons)>> <<set $_strapon to clone($NPCName[$_i].strapons.random())>> <<setNPCStrapon $NPCList[_xx] $_strapon>> <<else>> /* Generate random */ <<run console.log("generate random strapon")>> <<set _dildoType to either("dildo","penis","beaded dildo","horse cock","knotted cock", "tentacle","dolphin cock","studded cock","fist dildo")>> <<set _straponColor to either("black","red","pink","purple","fleshy","blue","green")>> <<set _bonusdescriptor to either("","","floppy","transparent","sparkly")>> <<switch random(1, 6)>> <<case 1>> <<set $NPCList[_xx].penisdesc to _bonusdescriptor +" "+_straponColor+" strap-on "+_dildoType>> <<set $NPCList[_xx].penissize to 2>> <<case 2 3>> <<set $NPCList[_xx].penisdesc to "large "+_straponColor+" strap-on cock">> <<set $NPCList[_xx].penissize to 3>> <<case 4>> <<set $NPCList[_xx].penisdesc to "large "+_straponColor+" strap-on "+_dildoType>> <<set $NPCList[_xx].penissize to 3>> <<case 5>> <<set $NPCList[_xx].penisdesc to "massive "+_straponColor+" strap-on "+_dildoType>> <<set $NPCList[_xx].penissize to 4>> <<default>> <<set $NPCList[_xx].penisdesc to "massive "+_straponColor+" strap-on cock">> <<set $NPCList[_xx].penissize to 4>> <</switch>> <!-- Set up like this for futureproofing --> <<set $NPCList[_xx].strapon to {state:"worn",color:_straponColor,description:$NPCList[_xx].penisdesc,size:$NPCList[_xx].penissize}>> <<if $_i isnot -1>> <!-- Give this named npc this strapon temporarily so that they will use it in future appearances (note: they are removed in the <<day>> widget) --> <<set $NPCList[_xx].strapon.temp to true>> <<set $randomNNPCStraponsToClear to true>> <<if !$NPCName[$_i].strapons or $NPCName[$_i].strapons.length is 0>> <<set $NPCName[$_i].strapons to [$NPCList[_xx].strapon]>> <<else>> <!-- This may not make sense? Why would a strapon be randomly generated if they already had one? --> <<run console.debug("Random strapon added to "+$NPCName[$_i].nam+"'s strapon collection when they already had one")>> <<set $NPCName[$_i].strapons.push($NPCList[_xx].strapon)>> <</if>> <</if>> <</if>> <<set $NPCList[_xx].strapon.state to "worn">> <</if>> <</widget>> <<widget "generateNewStrapon">> <<set $_straponSize to _args[0]>> <<set $_straponSizeDesc to {2: "", 3: "large", 4: "massive"}[_args[0]]>> <<set $_straponColour to _args[1]>> <<set $_straponShape to _args[2]>> <<set $_modifier to (_args[3] ? _args[3] : "")>> <<set $_straponDesc to `${$_straponSizeDesc} ${$_modifier} ${$_straponColour} strap-on ${$_straponShape}`.trim().replace(/\s\s+/, " ")>> <<set _newStrapon to { color: $_straponColour, size: $_straponSize, description: $_straponDesc, }>> <</widget>> <<widget "setNPCStrapon">> <<if _args[0] and _args[1]>> <<set $_npc to _args[0]>> <<set $_strapon to _args[1]>> <<set $_npc.strapon to clone($_strapon)>> <<set $_npc.strapon.state to "worn">> <<set $_npc.penisdesc to $_npc.strapon.description>> <<set $_npc.penissize to $_npc.strapon.size>> <</if>> <</widget>> <<widget "generate_npc_traits">> <<set $NPCList[_n].traits to []>> <<set _rng to random(1, 4)>> <<switch _rng>> <<case 1>> <<set $NPCList[_n].traits.push("relaxed")>> <<case 2>> <<set $NPCList[_n].traits.push("sociable")>> <<case 3>> <<set $NPCList[_n].traits.push("brooding")>> <<case 4>> <<set $NPCList[_n].traits.push("lecher")>> <</switch>> <<if $hallucinations gte 1 and $controlled is 0>> <!-- Update divisor when world corruption clamp changes--> <<set $_hypnoChance = Math.floor($world_corruption_soft / 10)>> <<if random(1, 100) lte $_hypnoChance>> <<set $NPCList[_n].traits.push("hypnotist")>> <</if>> <<else>> <<if random(1, 100) is 100>> <<set $NPCList[_n].traits.push("hypnotist")>> <</if>> <</if>> <!-- Update divisor when world corruption clamp changes--> <<set $_drugResistChance = Math.floor($world_corruption_soft / 20)>> <<if Time.isBloodMoon()>> <<set $_drugResistChance += 1>> <<set $_drugResistChance *= 5>> <</if>> <<if random(1, 100) lte $_drugResistChance>> <<set $NPCList[_n].traits.push("drug resistant")>> <</if>> /* <<if random(1, 5) is 5>> <<if random(1, 2) is 2>> <<set $NPCList[_n].traits.push("lazy")>> <<else>> <<set $NPCList[_n].traits.push("energetic")>> <</if>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("watchful")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("needs glasses")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("scrappy")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("skulduggerous")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("promiscuous")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("exhibitionist")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("deviant")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("willful")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("strong")>> <</if>> <<if random(1, 10) is 10>> <<set $NPCList[_n].traits.push("beautiful")>> <</if>> */ <</widget>> <<widget "generate_npc_skills">> <<set $NPCList[_n].skills to {}>> <<set $NPCList[_n].skills.security to random(1, 1000)>> <<set $NPCList[_n].skills.athletics to random(1, 1000)>> <</widget>> <!-- Argument 0 is NPC object, Argument 1 is clothes name or type. --> <<widget "npcClothesType">> <<if _args[0]>> <<run npcClothes(_args[0], _args[1])>> <</if>> <</widget>> <<widget "npcClothesName">> <<if _args[0] and _args[1]>> <<run npcSpecifiedClothes(_args[0], _args[1])>> <</if>> <</widget>> <<widget "generateNPCClothes">> <<if _args[0]>> <<set $_npc to _args[0]>> <<if _npcClothesPreset>> <!-- For clothing set in generation widgets --> <<if _npcClothesPreset is "school" and ($location is "pool" or $location is "beach" and Time.season isnot "winter")>> <<if $location is "pool" and $swimnudecounter gte random(1, 10)>> <<set _npcClothesPreset to "naked">> <<else>> <<set _npcClothesPreset to "schoolSwim">> <</if>> <</if>> <<set _npcClothingOptions to [_npcClothesPreset]>> <<unset _npcClothesPreset>> <<elseif $_npc.monster is "monster">> <<set _npcClothingOptions to ["naked"]>> <<elseif $location is "prison">> <<set _npcClothingOptions to ["prison"]>> <<else>> <!-- Determine possible NPC clothes types --> <<set _npcClothingOptions to ["default"]>> <<set $_schoolType to ($_npc.teen is 1 ? "school" : "teacher")>> <<switch $location>> <<case "brothel" "hospital" "temple" "spa">> <<set _npcClothingOptions.push($location, $location, "town", "town", "formal")>> <<case "moor" "farm" "alex_farm">> <<set _npcClothingOptions.push("town", "wilds", "wilds", "wilds", "riding")>> <<case "forest" "lake">> <<set _npcClothingOptions.push("town", "wilds", "wilds", "forest")>> <<case "beach">> <<if Time.season isnot "winter">> <<set _npcClothingOptions.push("town", "beach", "beach", "beach", "beach", "warm", "warm")>> <<if $_npc.teen is 1>> <<set _npcClothingOptions.push("schoolSwim", "schoolSwim")>> <</if>> <<else>> <<set _npcClothingOptions.push("town", "cold", "cold", "cold", "cold")>> <</if>> <<case "sea">> <<set _npcClothingOptions.push("town", "sailor", "sailor")>> <<case "docks">> <<set _npcClothingOptions.push("town", "docker", "docker")>> <<case "school">> <<set _npcClothingOptions to [$_schoolType]>> <<case "pool">> <<set _npcClothingOptions to ["schoolSwim"]>> <<case "dance_studio">> <<set _npcClothingOptions to ["dance_studio"]>> <<default>> <<set _npcClothingOptions.push("town", "town", "town")>> <<if $outside is 1>> <<switch Weather.precipitation>> <<case "none">> <<if Time.season isnot "winter">> <<set _npcClothingOptions.push("warm", "warm")>> <</if>> <<case "rain">> <<set _npcClothingOptions.push("cold", "wilds", "rain", "rain", "rain")>> <<case "snow">> <<set _npcClothingOptions.push("cold", "cold", "cold", "cold")>> <</switch>> <<if Time.season is "winter">> <<set _npcClothingOptions.push("cold", "cold", "cold", "cold")>> <</if>> <</if>> <<if Time.season is "summer">> <<set _npcClothingOptions.push("warm", "warm", "warm", "warm")>> <<elseif Time.betweenHours(19, 6)>> <<set _npcClothingOptions.push("cold", "cold", "formal", "formal", "formalRare")>> <</if>> <<if Time.season isnot "winter">> <<if Time.betweenHours(10, 15)>> <<set _npcClothingOptions.push("warm", "warm")>> <</if>> <</if>> <</switch>> <!-- For named NPCs. Remove "naked" outfit from outfits array. Find all outfit names in setup. Copy their types into an array. Compare this array with available options. Delete any possible options that the named NPC does not have a type of. --> <<if $_npc.outfits>> <<set $_npcOutfits to clone($_npc.outfits)>> <<set $_npcOutfits to $_npcOutfits.filter(x => !x.includes("naked"))>> <<set _npcOutfitsTypes to []>> <<for $_key, $_outfit range $_npcOutfits>> <<set _npcOutfitsTypes.push(setup.npcClothesSets.find(set => set.name === $_outfit).type)>> <</for>> <<for $_key, $_outfitType range _npcClothingOptions>> <<if !_npcOutfitsTypes.includes($_outfitType)>> <<run _npcClothingOptions.delete($_outfitType)>> <</if>> <</for>> <</if>> <<if _npcClothingOptions.length gt 1>> <<run _npcClothingOptions.delete("default")>> <</if>> <</if>> <<set _npcClothes to _npcClothingOptions.random()>> <<run npcClothes($_npc, _npcClothes)>> <</if>> <</widget>> <<widget "generateNPCvirginity">> <<set $_npc to _args[0]>> <<set $_npc.virginity to { "anal": true, "oral": true, "penile": true, "vaginal": true, "handholding": false, "temple": false, "kiss": false }>> <<set $_virginChance to ($_npc.adult is 1 ? $settings.npcVirginChanceAdult : $settings.npcVirginChanceStudent)>> <<if _npcPlant and $_virginChance lt 100>> <<set $_virginChance /= 20>> <</if>> <<set $_npc.virginity.penile to (random(1,100) lte $_virginChance)>> <<set $_npc.virginity.vaginal to (random(1,100) lte $_virginChance)>> <!-- Can't lose virginity if you don't have the part. --> <!-- Also, futureproofing for strapons; this runs before strapons are assigned, so they should not generate with both penile virginity AND a strapon. --> <<if $_npc.penis is "none">> <<set $_npc.virginity.penile to false>> <</if>> <<if $_npc.vagina is "none">> <<set $_npc.virginity.vaginal to false>> <</if>> <!-- this is quadratic, but basically it approaches 100% faster than regular virgin chance. --> <<set $_uncommonVirginChance to $_virginChance * (2 - ($_virginChance/100))>> <<if $settings.analEnabled>> <<set $_npc.virginity.anal to (random(1,100) lte $_uncommonVirginChance)>> <</if>> <<set $_npc.virginity.oral to (random(1,100) lte $_uncommonVirginChance)>> <</widget>> <<widget "generatetakevirginity">> <<set $_n to _args[0]>> <<set $_g to maleChance() gte random(1, 100) ? "m" : "f">> <<if $player.vaginaExist and $settings.straponChance is 0 and !unableTakeVirginity("vaginal")>> <<if $settings.femaleNPCPenisChance gte 1>> <<generateNPC $_n a $_g m>> <<else>> <<generateNPC $_n a m m>> <</if>> <<elseif $player.penisExist and !$settings.analEnabled and !unableTakeVirginity("penile")>> <<if $settings.maleNPCVaginaChance gte 1>> <<generateNPC $_n a $_g f>> <<else>> <<generateNPC $_n a f f>> <</if>> <<else>> <<generateNPC $_n>> <<run $_n -= 1>> <<if $player.vaginaExist and !$player.penisExist and $NPCList[$_n].penis is "none">> <<npcstrapon $_n>> <</if>> <</if>> <</widget>><<widget "speech-gwylan">> <<run statusCheck("Gwylan")>><<rng>> <<set _gwylan to $NPCList.find(npc => npc.fullDescription === "Gwylan")>> <<if !$gwylanComments>> <<set $gwylanComments to {}>> <<set $gwylanComments.penetrated to 0>> <<set $gwylanComments.mouth to 0>> <<set $gwylanComments.trib to 0>> <<set $gwylanComments.imminent to 0>> <<set $gwylanComments.touch to 0>> <<set $gwylanComments.fondle to 0>> <<set $gwylanComments.flaunt to 0>> <<set $gwylanUniqueComments to []>> <</if>> <<if $possessed>> <<if $control gte $controlmax>> <<set _gwyText to `<<He>> yells. "Now! Break free!"`>> <<elseif $enemyhealth lte 50 and !$gwylanUniqueComments.includes("wraithPain")>> <<set $gwylanUniqueComments.pushUnique("wraithPain")>> <<set _gwyText to `<<He>> grunts in pain, on the verge of collapsing. "Come on... exert your will!"`>> <<else>> <<switch random(1,10)>> <<case 1>> <<set _gwyText to `<<He>> growls. "You can't have <<phim>>."`>> <<case 2>> <<set _gwyText to `<<He>> growls. "You're stronger than it. I know you are."`>> <<case 3>> <<set _gwyText to `<<He>> demands. "Begone!"`>> <<case 4>> <<set _gwyText to `<<He>> speaks. "Come back to me, <<pcpetname 'Gwylan' 'name'>>."`>> <<case 5>> <<set _gwyText to `<<He>> speaks. "Don't leave me."`>> <<case 6>> <<set _gwyText to `<<He>> speaks. "Return to your shackles."`>> <<case 7>> <<set _gwyText to `<<He>> breathes heavily, trying to stay focused. "Why <<phim>>?"`>> <<case 8>> <<set _gwyText to `<<He>> tries to hold you still. "Just fight it."`>> <<case 9>> <<set _gwyText to `<<He>> speaks. "Release <<phim>> at once."`>> <<case 10>> <<set _gwyText to `<<He>> speaks. "This won't bring you peace."`>> <</switch>> <</if>> <<elseif $abomination is 1>> <<switch random(1,10)>> <<case 1>> <<set _gwyText to `<<He>> giggles. "You awoke this beast and you must sate it."`>> <<case 2>> <<set _gwyText to `<<He>> breathes heavily. "Energy like this cannot be destroyed. It has to be spent."`>> <<case 3>> <<set _gwyText to `<<He>> lets out a soft moan. "I can't help it. I need you."`>> <<case 4>> <<set _gwyText to `<<His>> eyes <span class="witch">glow</span> with lust.`>> <<case 5>> <<set _gwyText to `<<He>> giggles. "Admit it, <<pcpetname "Gwylan">>. You want to be ravished."`>> <<case 6>> <<set _gwyText to `<<He>> says nothing, driven to madness by need.`>> <<case 7>> <<set _gwyText to `"You started this," <<he>> says. "You can't back away now."`>> <<case 8>> <<set _gwyText to `"Don't leave me," <<he>> cries out.`>> <<case 9>> <<set _gwyText to `"I'm sorry," <<he>> whimpers.`>> <<case 10>> <<set _gwyText to `<<He>> breathes heavily. "You look so delicious, <<pcpetname "Gwylan">>. Let me taste you."`>> <</switch>> <<elseif $speechNPCPenisVirgin is 1 or $speechNPCVaginaVirgin is 1>> <<if $speechpenisvirgin is 1 or $speechvaginavirgin is 1 or $speechanusvirgin is 1>> <<set _gwyText to `<<He>> winces. "Oh my. I never quite get used to losing my virginity all over again." <<He>> giggles. "Thank you for going through it with me. You'll be my last first time."`>> <<else>> <<set _gwyText to `<<He>> winces. "Oh my. I never quite get used to losing my virginity all over again." <<He>> giggles. "I'm glad I could give you something in return. You'll be my last first time."`>> <</if>> <<elseif $speechNPCAnusVirgin is 1>> <<if $speechpenisvirgin is 1>> <<set _gwyText to `<<He>> winces. "Oh dear, I didn't prepare this body for anal yet. I'll be feeling it later." <<He>> smiles after a moment. "Dirty <<girl>>, having your first time like this."`>> <<else>> <<set _gwyText to `<<He>> winces. "Oh dear, I didn't prepare this body for anal yet. I'll be feeling it later." <<He>> smiles after a moment. "No, it's alright, keep going."`>> <</if>> <<elseif $speechpenisvirgin is 1 or $speechvaginavirgin is 1>> <<set _gwyText to ``>> <<if $fallenangel gte 2>> <<if $transformationParts.fallenAngel.halo isnot "hidden">> <<set _gwyText += `<<He>> frowns, <<his>> face no longer illuminated by your halo. "Is this really what you wanted?" `>> <<else>> <<set _gwyText += `<<He>> frowns. "Is this really what you wanted?" `>> <</if>> <<set $gwylanSeen.pushUnique("fallen_angel")>> <</if>> <<if $position is "missionary">> <<set _gwyText += `<<He>> briefly leans forward, placing a kiss on your forehead. `>> <<else>> <<set _gwyText += `<<He>> places a kiss on your cheek before getting back on all fours. `>> <</if>> <<set _gwyText += `"I'll remember this gift you've given me."`>> <<elseif $speechanusvirgin is 1>> <<set _gwyText to `"You're an adventurous one. Thank you for trusting me."`>> <<elseif $speechmouthvirgin is 1>> <<set _gwyText to `"Shhh, you're doing great. Relax your jaw."`>> <<elseif $speechNPCKissVirgin is 1>> <<set _gwyText to `<<He>> gazes at you lovingly. "Look at how far we've come, now I'm the one eager to kiss." <<He>> giggles.`>> <<elseif $speechhermaroused is 1>> <<if _gwylan.gender is "h">> <<set _gwyText to `<<He>> tilts <<his>> head. "We're alike in many ways, aren't we?"`>> <<else>> <<set _gwyText to `<<He>> tilts <<his>> head. "Oh, wow! I've never seen a rebis in person before. You're full of surprises."`>> <</if>> <<elseif $speechcrossdressaroused is 1>> <<set _gwyText to `<<He>> thinks for a moment. "Unexpected genitalia, but not unwelcome. I'm nothing if not versatile."`>> <<elseif $speechspray is 1>> <<set _gwyText to `<<He>> covers <<his>> eyes. "Bweh!"`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Black Wolf" "Great Hawk">> <<set _gwyText to `<<He>> giggles. "Hush, I know well the companionship of animals."`>> <<case "Eden">> <<set _gwyText to `<<He>> frowns. "Shhh, don't speak <<nnpc_his 'Eden'>> name."`>> <<case "Robin">> <<if $gwylan.robin gte 50>> <<set _gwyText to `<<He>> giggles. "You should invite Robin to join us."`>> <<elseif $gwylanSeen.includes("romance")>> <<set _gwyText to `<<He>> tilts <<his>> head. "You're welcome to play around with whomever you like, but you will return to me in the end. You promised." <<npcincr Gwylan dom -2>><<lyearning>>`>> <<else>> <<set _gwyText to `<<He>> giggles. "Shhh. No need to invoke more names. It's just us."`>> <</if>> <<case "Kylar">> <<if $gwylanSeen.includesAny("kylar_parents", "kylar_kidnapped")>> <<set _gwyText to `<<He>> tilts <<his>> head. "Fascinating that you call out for <<nnpc_him "Kylar">>, despite everything you've told me about <<nnpc_him "Kylar">>."`>> <<elseif $gwylanSeen.includes("romance")>> <<set _gwyText to `<<He>> tilts <<his>> head. "You're welcome to play around with whomever you like, but you will return to me in the end. You promised." <<npcincr Gwylan dom -2>><<lyearning>>`>> <<else>> <<set _gwyText to `<<He>> giggles. "Shhh. No need to invoke more names. It's just us."`>> <</if>> <<default>> <<if $gwylanSeen.includes("romance")>> <<set _gwyText to `<<He>> tilts <<his>> head. "You're welcome to play around with whomever you like, but you will return to me in the end. You promised." <<npcincr Gwylan dom -2>><<lyearning>>`>> <<else>> <<set _gwyText to `<<He>> giggles. "Shhh. No need to invoke more names. It's just us."`>> <</if>> <</switch>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set _sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<if $location is "forest_shop">> <<set _gwyText to `<<He>> looks at your <<print _sexToy>> and smiles. "I'm sure I have something laying around too." <<He>> reaches off to the side, and <<his>> hands find a ?gwylanItem. <<He>> seems to think about it for a moment, before tossing it back into the gloom.`>> <<else>> <<set _gwyText to `<<He>> looks at your <<print _sexToy>> and smiles. "Someone came with a plan. Think you'll cum with a plan, too?"`>> <</if>> <<elseif $speechcum is 1>> <<if _deniedOrgasm and !$gwylanUniqueComments.includes("ear_slime") and $consensual is 1>> <<set $gwylanUniqueComments.pushUnique("ear_slime")>> <<if $gwylanSeen.includes("hypnosis_silence")>> <<set _gwyText to `<<He>> frowns. "The parasite is at it again, is it? Do you want to stop?"`>> <<elseif !$gwylanSeen.includes("ear_slime_intro")>> <<set _gwyText to `<<He>> frowns. "Are you sure you don't want to stop?"`>> <<else>> <<set $gwylanSeen.pushUnique("ear_slime_intro")>> <<set _gwyText to `<<He>> frowns and disengages for a moment. "That didn't look good. You should <span class='blue'>come talk to me after this.</span> I might be able to help. We can stop if this isn't working for you."`>> <</if>> <<elseif $player.penisExist and ($orgasmcount gte 24 or $femaleclimax)>> <<if !$gwylanUniqueComments.includes("no_cum")>> <<set $gwylanUniqueComments.pushUnique("no_cum")>> <<set _gwyText to `"Oh dear, nothing came out. Had enough?"`>> <<else>> <<switch random(1, 4)>> <<case 1>><<set _gwyText to `"I'm sure I can coax something out..."`>> <<case 2>><<set _gwyText to `"Tsk. No good."`>> <<case 3>><<set _gwyText to `"Perhaps you need a supplement."`>> <<case 3>><<set _gwyText to `"Come on, give me something."`>> <</switch>> <</if>> <<elseif $player.penisExist and $orgasmcount gte 18 and !$gwylanUniqueComments.includes("small_cum")>> <<set $gwylanUniqueComments.pushUnique("small_cum")>> <<set _gwyText to `"Oh my, it looks like someone's starting to run dry."`>> <<elseif $speechspank is 1>> <<set _gwyText to `<<He>> giggles. "Oh my, what a dirty <<pcpetname 'Gwylan' 'simple'>> you are."`>> <<elseif _gwylan.vagina is "penisimminent" or _gwylan.vagina is "penisentrance">> <<set _gwyText to `<<He>> giggles. "Aww, you look like you wanted to finish inside. Poor <<pcpetname 'Gwylan' 'simple'>>."`>> <<elseif _gwylan.vagina is "frot">> <<if playerChastity("penis")>> <<set _gwyText to `<<He>> pouts. "We really need to get that off of you. I want you to fill me properly."`>> <<else>> <<set _gwyText to `<<He>> giggles. "The temptation to just let it slip in right before you finish..."`>> <</if>> <<elseif _gwylan.mouth is "penis">> <<if playerHasStrapon()>> <<set _gwyText to `<<He>> looks up to you as you climax, releasing your <<penis>> from <<his>> mouth and nearly choking as <<he>> starts laughing. "Is watching me suck off this toy really that arousing?"`>> <<else>> <<if $gwylanUniqueComments.includes("cum_in_mouth")>> <<set _gwyText to `<<He>> braces <<himself>> as you start to cum in <<his>> mouth again. `>> <<else>> <<set $gwylanUniqueComments.pushUnique("cum_in_mouth")>> <<set _gwyText to `<<His>> eyes widen as you start to cum in <<his>> mouth. `>> <</if>> <<switch $player.penissize>> <<case 4>> <<set _gwyText += `<<He>> takes a deep breath through <<his>> nose, and pushes <<himself>> down until <<he>> fully takes your massive length like an expert. <<He>> holds you in <<his>> throat until you finish cumming. <<He>> quickly releases your <<penis>>, inhaling sharply. <<He>> pants, <<his>> mouth open to show you that it's empty. All your cum went right down <<his>> throat.`>> <<case 3 2 1>> <<set _gwyText += `<<He>> pushes <<his>> head down, taking your whole length. <<He>> holds you in until you finish cumming, and releases you with a short gasp. <<He>> smiles and opens <<his>> mouth to show you your cum in <<his>> mouth, before <<he>> swallows it all.`>> <<default>> <<set _gwyText += `<<He>> pushes <<his>> head down, easily taking your small length. <<He>> holds you in until you finish cumming, and releases you. <<He>> smiles and opens <<his>> mouth to show you your cum in <<his>> mouth, before <<he>> swallows it all.`>> <</switch>> <</if>> <<elseif _gwylan.mouth is "vagina">> <<set _gwyText to `<<He>> licks you more intensely as you continue to shudder.`>> <<elseif _gwylan.vagina is "penis">> <<if playerHasStrapon()>> <<set _gwyText to `<<He>> laughs seductively as you climax. "Can't even outlast me with a toy? Poor <<pcpetname 'Gwylan' 'simple'>>."`>> <<else>> <<if _gwylanStatus.includes("wantsPregnancy") and $settings.pregnancySpeechEnabled>> <<set _gwyText to `<<He>> moans as <<he>> continues riding your <<penis>>. "<<pcPetname 'Gwylan' 'good'>>, give me <<if $wolfgirl gte 6 or $fox gte 6 or $cat gte 6>>a litter<<else>>your child<</if>>."`>> <<elseif _gwylanStatus.includes("heat")>> <<set _gwyText to `<<He>> breathes heavily as <<he>> feels your semen fill <<his>> womb. <<He>> sighs with relief. "I needed this. I needed your seed inside me."`>> <<else>> <<set _gwyText to either( `<<He>> shakes with arousal as you fill <<him>>. "<<pcPetname 'Gwylan' 'good'>>, fill me up."`, `<<He>> grinds your hips together and places a hand over <<his>> <<bellyDescription 'Gwylan'>>. "Warm."` )>> <</if>> <</if>> <<elseif $gwylanComments.fondle is 0 and ($speechvagina + $speechclit + $speechpenis + $speechglans) gte 1>> <<set $gwylanComments.fondle to 4>> <<set _gwyText to `<<He>> watches you climax with delight. "Don't feel ashamed, I have magic hands."`>> <<else>> <<switch $speechorgasmcount>> <<case 2>> <<set _gwyText to `<<He>> giggles, watching you climax with delight.`>> <<case 3>> <<set _gwyText to `<<He>> giggles. "Again?"`>> <<case 4>> <<set _gwyText to `<<He>> giggles. "That's right, just like that."`>> <<case 5>> <<set _gwyText to `<<He>> giggles. "Had enough yet?"`>> <<default>> <<set _gwyText to `<<He>> whispers. "<<pcPetname 'Gwylan' 'good'>>, let it all out for me."`>> <</switch>> <</if>> <<elseif $speechgenitals is 1 and $worn.genitals.type.includesAll("chastity", "hidden") and !$gwylanUniqueComments.includes("chastity")>> <<set _gwyText to `<<He>> grumbles in irritation upon seeing your <<printChastity>>.`>> <<set $gwylanUniqueComments.pushUnique("chastity")>> <<elseif $speechgenitals is 1 and !playerChastity() and $gwylan.request.event is "chastity">> <<set _gwyText to `<<He>> smiles in satisfaction upon seeing your <<genitals>> exposed. "Excellent. No more obstructions." <<He>> pats you on the head. "<<pcPetname 'Gwylan' 'good'>>." <<trauma -1>><<ltrauma>>`>> <<if $gwylan.request.command>> <<gwylanRequestEnd "silent">> <<else>> <<gwylanRequestEnd "skip">> <</if>> <<elseif $speechpenispenetrated is 1 and $gwylanComments.penetrated is 0>> <<set $gwylanComments.penetrated to 3>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if _gwylanStatus.includes("wantsPregnancy") and $settings.pregnancySpeechEnabled and !npcIsPregnant("Gwylan")>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> whines and pants with each thrust. Fluids drool from <<his>> <<npcVagina>>. "Plant your seed in me. Breed me, <<pcpetname 'Gwylan'>>. I need it."`>> <<else>> <<set _gwyText to `<<He>> shivers as <<he>> notices your arousal. "I want you to breed me. Give me everything."`>> <</if>> <<elseif _gwylanStatus.includes("heat")>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> whines and pants with each thrust. Fluids drool from <<his>> <<npcVagina>>. "F-finish inside. I need it."`>> <<else>> <<set _gwyText to `<<He>> shivers as <<he>> notices your arousal. "You better not pull out."`>> <</if>> <<else>> <<if $settings.pregnancySpeechEnabled>> <<set _gwyText to `<<He>> puts a hand to <<his>> mouth and giggles. "You look like you're close. It's okay, you can finish inside. I won't get pregnant."`>> <<else>> <<set _gwyText to `<<He>> puts a hand to <<his>> mouth and giggles. "You look like you're close. It's okay, you can finish inside."`>> <</if>> <</if>> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<if _gwylanStatus.includes("wantsPregnancy") and $settings.pregnancySpeechEnabled and !npcIsPregnant("Gwylan")>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> whines and pants with each thrust. Fluids drool from <<his>> <<npcVagina>>. "Plant your seed in me. Breed me, <<pcpetname 'Gwylan'>>. I need it."`>> <<else>> <<set _gwyText to `<<He>> shivers. "I want you to breed me. Give me everything."`>> <</if>> <<elseif _gwylanStatus.includes("heat")>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> whines and pants with each thrust. Fluids drool from <<his>> <<npcVagina>>. "I want your semen inside me."`>> <<else>> <<set _gwyText to `<<He>> shivers. "You better not pull out."`>> <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _gwyText to `<<He>> giggles. "I hope you're enjoying this as much as I am."`>> <<else>> <<set _gwyText to `<<He>> giggles. "You look adorable <<if $position is 'missionary'>>down<<else>>back<</if>> there."`>> <</if>> <<else>> <<set _gwyText to `<<He>> smiles. "Doesn't it feel wonderful, being connected like this?"`>> <</if>> <<elseif $speechotheranuspenetrated is 1 and $gwylanComments.penetrated is 0>> <<set $gwylanComments.penetrated to 3>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _gwyText to `<<He>> puts a hand to <<his>> mouth and giggles. "You look like you're close. Come on, let it out."`>> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _gwyText to `<<He>> giggles. "I hope you're enjoying this as much as I am."`>> <<else>> <<set _gwyText to `<<He>> giggles. "You look adorable <<if $position is 'missionary'>>down<<else>>back<</if>> there."`>> <</if>> <<else>> <<set _gwyText to `<<He>> smiles. "Doesn't it feel wonderful, being connected like this?"`>> <</if>> <<elseif $speechvaginapenetrated is 1 and $gwylanComments.penetrated is 0>> <<set $gwylanComments.penetrated to 3>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if _gwylanStatus.includes("wantsPregnancy") and $settings.pregnancySpeechEnabled and !playerIsPregnant()>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> whines and pants with each thrust. "You'll let me finish inside, right <<pcpetname 'Gwylan'>>? You want to be bred, don't you?"`>> <<else>> <<set _gwyText to `<<His>> face turns a deep red as <<he>> giggles. "You look like you want me to breed you. I'll do my best for <<pcpetname 'Gwylan' 'my'>>."`>> <</if>> <<elseif _gwylanStatus.includes("heat")>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> whines and pants with each thrust.`>> <<else>> <<set _gwyText to `<<He>> shivers as <<he>> notices your arousal.`>> <</if>> <<else>> <<if $settings.pregnancySpeechEnabled and $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> puts a hand to <<his>> mouth and giggles. "I'm nearly there. Don't worry, I won't get you pregnant."`>> <<else>> <<set _gwyText to `<<He>> puts a hand to <<his>> mouth and giggles. "You look like you're close. It's okay, you can finish first."`>> <</if>> <</if>> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _gwyText to `<<He>> giggles. "I hope you're enjoying this as much as I am."`>> <<else>> <<set _gwyText to `<<He>> giggles. "You look adorable <<if $position is 'missionary'>>down<<else>>up<</if>> there."`>> <</if>> <<else>> <<set _gwyText to `<<He>> smiles. "Doesn't it feel wonderful, being connected like this?"`>> <</if>> <<elseif $speechanuspenetrated is 1 and $gwylanComments.penetrated is 0>> <<set $gwylanComments.penetrated to 3>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _gwyText to `<<He>> puts a hand to <<his>> mouth and giggles. "You look like you're close."`>> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _gwyText to `<<He>> giggles. "I hope you're enjoying this as much as I am."`>> <<else>> <<set _gwyText to `<<He>> giggles. "You look adorable <<if $position is 'missionary'>>down<<else>>up<</if>> there."`>> <</if>> <<else>> <<set _gwyText to `<<He>> smiles. "Doesn't it feel wonderful, being connected like this?"`>> <</if>> <<elseif ($speechpenispenetrated is 1 or $speechotheranuspenetrated or $speechvaginavagina or (($speechvaginapenetrated or $speechanuspenetrated) and $position is "missionary")) and !$gwylanUniqueComments.includes("scratched")>> <<set $gwylanUniqueComments.pushUnique("scratched")>> <<set _gwyText to `<<He>> speaks. "Don't be afraid to wrap your arms around me and scratch me up. I'm used to it."`>> <<elseif $gwylanUniqueComments.includes("scratched") and !$gwylanUniqueComments.includes("bite")>> <<set $gwylanUniqueComments.pushUnique("bite")>> <<set _gwyText to `<<He>> speaks. "Come to think of it, don't be afraid to bite me, either."`>> <<set $breastbitten to 0>> <<elseif $speechmouthpenetrated is 1 and $gwylanComments.penetrated is 0>> <<set $gwylanComments.penetrated to 3>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pets your head and exhales sharply. "<<pcPetname 'Gwylan' 'good'>>, I'm almost there."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $transformationParts.traits.fangs isnot "disabled">> <<set _gwyText to `<<He>> pets your head. "Watch those fangs. I feel you nibbling."`>> <<else>> <<set _gwyText to `<<He>> pets your head. "Just like that."`>> <</if>> <<else>> <<set _gwyText to `<<He>> pets your head. "<<pcPetname 'Gwylan' 'good'>>."`>> <</if>> <<elseif ($speechvaginamouth + $speechanallick + $speechanalkiss + $speechmouthotheranus + $speechthroat + $speechfacesit) gte 1 and $gwylanComments.mouth is 0>> <<set $gwylanComments.mouth to 4>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> moans softly, placing both hands on your head. "G-<<pcpetname 'Gwylan' 'good'>>, keep going just like that."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $cat gte 6>> <<set _gwyText to `<<He>> giggles. "Try licking a different spot, your rough tongue is starting to hurt."`>> <<else>> <<set _gwyText to `<<He>> giggles. "You're good with that tongue."`>> <</if>> <<else>> <<set _gwyText to `<<He>> giggles. "Do you like licking me all over? Aren't I a tasty treat?"`>> <</if>> <<elseif ($speechvaginavagina + $speechtribentrance) gte 1 and $gwylanComments.trib is 0>> <<set $gwylanComments.trib to 4>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pants. "Just... a little more rubbing."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _gwyText to `<<He>> pants. "It feels good, doesn't it?"`>> <<else>> <<set _gwyText to `<<He>> smiles. "This isn't always the most effective method of pleasuring, but I know how to make it work."`>> <</if>> <<elseif ($speechvaginaimminent + $speechpenisimminent + $speechvaginaentrance + $speechpenisentrance) gte 1 and $gwylanComments.imminent is 0>> <<set $gwylanComments.imminent to 4>> <<if $speechvaginaimminent is 1 or $speechvaginaentrance is 1>> <<if $novaginal and $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pouts. "You're such a tease, not letting me put it in."`>> <<else>> <<set _gwyText to `<<He>> speaks. "Is this enough for you?"`>> <</if>> <<else>> <<if $nopenile and $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pouts. "You're such a tease, not wanting to fill me."`>> <<else>> <<set _gwyText to `<<He>> speaks. "Waiting for an invitation, dear?"`>> <</if>> <</if>> <<elseif ($speechotheranusimminent + $speechotheranusentrance) gte 1 and $gwylanComments.imminent is 0>> <<set $gwylanComments.imminent to 4>> <<if $nopenile and $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pouts. "You're such a tease, not wanting to fill me."`>> <<else>> <<set _gwyText to `<<He>> speaks. "Waiting for an invitation, dear?"`>> <</if>> <<elseif ($speechanusimminent + $speechanusentrance) gte 1 and $gwylanComments.imminent is 0>> <<set $gwylanComments.imminent to 4>> <<if $novaginal and $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pouts. "You're such a tease, not letting me put it in."`>> <<else>> <<set _gwyText to `<<He>> speaks. "Is this enough for you?"`>> <</if>> <<elseif $speechspank is 1>> <<if $speechmoan is 1>> <<set _gwyText to either( `<<He>> smirks. "Oh, you like that?"`, `<<He>> giggles. "<<pcPetname 'Gwylan' 'bad'>>."`, `<<He>> giggles. "Your voice is so sweet in between the pain. Sing for me again."` )>> <<else>> <<set _gwyText to either( `<<He>> speaks. "Just hold still, it'll be over soon."`, `<<He>> speaks. "You need to be disciplined. <<pcPetname 'Gwylan' 'bad'>>."`, `<<He>> giggles. "Let me hear how much it hurts."` )>> <</if>> <<elseif $speechapologise is 1>> <<set _gwyText to `<<He>> giggles. "Aww, it's hard for me to stay mad at you when you look at me like that."`>> <<elseif $speechapologiseno is 1>> <<set _gwyText to `<<He>> giggles. "Good. Beg more."`>> <<elseif $speechapologiseunforgiving is 1>> <<set _gwyText to `<<He>> scowls. "It will take more than an apology, <<pcpetname 'Gwylan'>>."`>> <<elseif ($speechvaginawithhold + $speechanuswithhold + $speechpeniswithhold + $speechotheranuswithhold) gte 1 and !$gwylanUniqueComments.includes("withhold")>> <<set $gwylanUniqueComments.pushUnique("withhold")>> <<if $angel gte 6 and ($speechvaginawithhold + $speechpeniswithhold) gte 1>> <<if $transformationParts.angel.halo isnot "hidden">> <<set _gwyText to `<<He>> smiles, and traces your halo with <<his>> finger. "I won't take this from you."`>> <<else>> <<set _gwyText to `<<He>> smiles, and traces a circle above your head. "I won't take this from you."`>> <</if>> <<else>> <<set _gwyText to `<<He>> sighs. "Very well, if that's what you want."`>> <</if>> <<elseif $speechchastity is 1 and !$gwylanUniqueComments.includes("chastity")>> <<set $gwylanUniqueComments.pushUnique("chastity")>> <<if $worn.genitals.name is "chastity parasite">> <<set _gwyText to `"I can work with this, I suppose. I'll need to clean myself up afterwards."`>> <<else>> <<set _gwyText to `"Troublesome device. If only I had my tools on hand."`>> <</if>> <<elseif ($speechcoverface + $speechcoverpenis + $speechcovervagina) gte 1 and !$gwylanUniqueComments.includes("hide")>> <<set $gwylanUniqueComments.pushUnique("hide")>> <<set _gwyText to `<<He>> giggles. "Aww, are you shy?"`>> <<elseif $speechhair is 1 and !$gwylanUniqueComments.includes("hair")>> <<set $gwylanUniqueComments.pushUnique("hair")>> <<set _gwyText to `<<He>> speaks. "I'd like to brush your hair."`>> <<elseif ($speechhandjobpenis + $speechhandjobvagina + $speechcheeks + $speechthigh + $speechfeet + $speechchestrub + $speechbreastrub) gte 1 and $gwylanComments.touch is 0>> <<set $gwylanComments.touch to 4>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pants. "Not bad, <<pcpetname 'Gwylan' 'name'>>."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _gwyText to `<<He>> smiles. "Trying to take care of me? Alright, go on."`>> <<else>> <<set _gwyText to `<<He>> giggles. "What do you think you're doing, getting all handsy with me?"`>> <</if>> <<elseif $speechpregnant is 1 and $settings.pregnancySpeechEnabled and !$gwylanUniqueComments.includes("pregnant")>> <<set $gwylanUniqueComments.pushUnique("pregnant")>> <<set _gwyText to `<<He>> giggles. "What a lovely blessing. It must be nice."`>> <<elseif $speechleglock is 1 and !$gwylanUniqueComments.includes("leglock")>> <<set $gwylanUniqueComments.pushUnique("leglock")>> <<set _gwyText to `<<He>> giggles. "Hold me tight, <<pcpetname 'Gwylan'>>."`>> <<elseif $speechscream is 1>> <<set _gwyText to `<<He>> giggles. "Be silent, <<pcpetname 'Gwylan'>>. There's no reason to scream."`>> <<elseif $speechwheeze is 1>> <<set _gwyText to `<<He>> giggles. "Shhhh. Don't try to speak."`>> <<elseif $speechpenisbig is 1 and !$gwylanUniqueComments.includes("big_pp")>> <<set $gwylanUniqueComments.pushUnique("big_pp")>> <<set _gwyText to `<<He>> puts <<his>> hand to <<his>> lips. "It's quite large, but I can handle it."`>> <<elseif $speechmasturbate is 1 and !$gwylanUniqueComments.includes("masturbate")>> <<set $gwylanUniqueComments.pushUnique("masturbate")>> <<set _gwyText to `<<He>> giggles. "Move your hands, let me take care of it."`>> <<elseif $speechheadbreasts is 1 and !$gwylanUniqueComments.includes("head_breasts")>> <<set $gwylanUniqueComments.pushUnique("head_breasts")>> <<set _gwyText to `<<He>> giggles. "Are you warm in there? What's that? I can't hear you."`>> <<elseif $speechfacesit is 1 and !$gwylanUniqueComments.includes("facesit")>> <<set $gwylanUniqueComments.pushUnique("facesit")>> <<set _gwyText to `<<He>> giggles. "Come on, grab my hips. Work for it."`>> <<elseif $speechvaginaescape is 1>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> huffs. "Get back here, I'm not done."`>> <<else>> <<set _gwyText to `<<He>> giggles. "Is it too much?"`>> <</if>> <<elseif $speechpenisescape is 1>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> huffs. "Put it back in."`>> <<else>> <<set _gwyText to `<<He>> giggles. "Get back in there, silly <<girl>>."`>> <</if>> <<elseif $combat_silenced and !$gwylanUniqueComments.includes("silenced")>> <<set $gwylanUniqueComments.pushUnique("silenced")>> <<set _gwyText to `"You should have listened, naughty <<girl>>."`>> <<elseif $speechaskrough is 1>> <<set _gwyText to `<<He>> giggles. "How can I say no? I'll make sure the pain is sweet."`>> <<elseif $speechbeat is 1>> <<set _gwyText to either( `<<He>> frowns. "Stop resisting me, <<pcpetname 'Gwylan' 'naughty'>>."`, `<<He>> frowns. "Just submit, and the pain will all go away."`, `<<He>> frowns. "Why are you struggling? Isn't this what you wanted, dear?"`, `<<He>> frowns. "I take no pleasure in this, dear, so please. Stop this senseless struggling."`, `<<He>> frowns. "I'm sorry. I'll give you something for the pain when we're done."`, )>> <<elseif $speechgrowl is 1>> <<set _gwyText to `<<He>> giggles. "Oh, what a thrilling growl. Show me those fangs again." <<npcincr Gwylan lust 1>><<glust>><br>`>> <<elseif $speechgrowlheat is 1 or $speechgrowlrut is 1>> <<set _gwyText to `<<He>> giggles. "Oh, what a lovely growl. Shh, I'll make you feel better." <<npcincr Gwylan lust 1>><<glust>><br>`>> <<elseif $speechplead is 1>> <<set _gwyText to `<<He>> giggles. "Hush, dear."`>> <<elseif $speechdemand is 1 and $hypnosis_traits.devotion gte 2 and !$combat_silenced>> <<if $gwylanUniqueComments.includes("demand")>> <<set _gwyText to `<br><span class="red"><<He>> stops and glares at you with an unreadable expression.</span> "I warned you." You open your mouth, only for <<his>> finger to trace up your neck. <<if $hallucinations gte 2>> <<hypnosisText "<span class='red'>A blue mist leaves your mouth, which <<he>> catches in <<his>> hand with a gentle grasp. Try as you might, no noise comes out, as if your voice had been stolen.</span>">> <<else>> <<hypnosisText "<span class='red'>Your voice catches in your throat. Try as you might, you can't say anything.</span>">> <</if>> <br> <<gwylanHypnoName "cap">> smiles again. "I'll give it back if you behave. Now be a <<pcpetname "Gwylan" "good">> and shush." <<He>> gets back into position and resumes. <<set $combat_silenced to true>> <<if $consensual is 1>> <<set $consensual to 0>> <<molested>><<controlloss>> <</if>><br><br>`>> <<else>> <<set $gwylanUniqueComments.pushUnique("demand")>> <<set _gwyText to `<<He>> giggles. "<<gwylanCommand "Hold your tongue, dear, or I'll hold it for you.">>"`>> <</if>> <<elseif $speechdemand is 1 and !$gwylanUniqueComments.includes("demand")>> <<set $gwylanUniqueComments.pushUnique("demand")>> <<set _gwyText to `<<He>> giggles. "Hold that brave face, dear. I want to remember it."`>> <<elseif $speechforgive is 1>> <<set _gwyText to `<<He>> frowns, and goes silent for a moment. "Do I deserve your forgiveness?"`>> <<elseif $speechhit is 1>> <<if $rng gte 100>> <<set _gwyText to `<<He>> recoils as you strike <<him>>. "Bweh!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<He>> pants through the arousal and pain. "N-<<pcpetname 'Gwylan' 'naughty'>>!"`>> <<else>> <<set _gwyText to `<<He>> winces. "Ouch! Oh, <<pcpetname 'Gwylan' 'bad'>>."`>> <</if>> <<elseif $speechvaginaflaunt is 1 and $gwylanComments.flaunt is 0>> <<set $gwylanComments.flaunt to 3>> <<set _gwyText to either( `<<He>> blushes. "Enjoying the view?"`, `<<He>> giggles. "I feel your eyes all over me, and I like it."`, `<<He>> giggles. "Do I look good?"` )>> <<else>> <<cleareventpool>> <<if !$gwylanUniqueComments.includes("clothes")>> <<if $worn.upper.name is "chain tunic">> <<addinlineevent "gwylan_speech_clothes_chain_tunic" 3>> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set _gwyText to `<<He>> runs <<his>> hands over the ` + $worn.upper.name + `. <<He>> almost seems nostalgic. <<His>> touch softens, becoming more tender.`>> <<set $enemyanger -= 25>> <</addinlineevent>> <</if>> <<if $worn.head.name is "sage witch hat">> <<addinlineevent "gwylan_speech_clothes_sage_witch_hat">> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set _gwyText to `<<He>> runs a hand over the brim of your ` + $worn.head.name + ` and smiles. "You look good in this! You should wear it more."`>> <</addinlineevent>> <</if>> <<if $worn.upper.type.includes("holy")>> <<addinlineevent "gwylan_speech_clothes_holy">> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set _gwyText to `<<He>> runs <<his>> hands over your ` + $worn.upper.name + `. "If this is what you want, I'll help you get a little dirty."`>> <</addinlineevent>> <</if>> <<if $worn.neck.name is "holy pendant">> <<addinlineevent "gwylan_speech_clothes_holy_pendant">> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set _gwyText to `<<He>> looks at your ` + $worn.upper.name + ` and giggles. "I hope you're not basophobic."`>> <</addinlineevent>> <</if>> <<if $worn.neck.name is "stone pendant">> <<addinlineevent "gwylan_speech_clothes_stone_pendant">> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<if $gwylanTalked.includes("stone pendant")>> <<set _gwyText to `<<He>> looks at your ` + $worn.upper.name + ` and smiles. "I'm glad you found an intact one. I thought the stone pendants were all destroyed."`>> <<else>> <<set _gwyText to `<<He>> looks at your ` + $worn.upper.name + `. "Where did you find that? You'd better tell me later."`>> <</if>> <</addinlineevent>> <</if>> <<if $worn.neck.name is "dark pendant">> <<addinlineevent "gwylan_speech_clothes_dark_pendant">> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set _gwyText to `<<He>> looks at your ` + $worn.upper.name + `. "I hope you know what you're doing with that."`>> <</addinlineevent>> <</if>> <<if $worn.lower.name is "naked" and playerHasStrapon()>> <<addinlineevent "gwylan_speech_clothes_strap">> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set _gwyText to `<<He>> looks at your <<penisSimple>>. "Sure, why not."`>> <</addinlineevent>> <</if>> <<if $exposed gte 2>> <<addinlineevent "gwylan_speech_clothes_naked">> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set _gwyText to `<<He>> looks over your body, and giggles. "I want to feel your skin on mine."`>> <</addinlineevent>> <</if>> <<for $_labelClothes, $_valueClothes range $worn>> <<if setup.specialClothes.some(item => item.name === $_valueClothes.name and !$gwylanTalked.includesAny(item.sets))>> <<addinlineevent "gwylan_speech_clothes_special" 4>> <<set $gwylanUniqueComments.pushUnique("clothes")>> <<set $_plural to $worn[$_labelClothes].plural ? "those" : "that">> <<set _gwyText to either( `<<He>> looks at your ` + $worn[$_labelClothes].name + `. "Where did you find ` + $_plural + `? You'd better tell me later."`, `<<He>> looks at your ` + $worn[$_labelClothes].name + `. "I see a story behind ` + $_plural + `. Come talk to me about it later."` )>> <</addinlineevent>> <<break>> <</if>> <</for>> /* Todo: Gwylan - Lots more clothing comments */ <</if>> <<addinlineevent "gwylan_speech_neutral_1">> <<set _gwyText to `<<He>> whispers. "You can just lay there, and I'll take care of you."`>> <</addinlineevent>> <<addinlineevent "gwylan_speech_neutral_2">> <<set _gwyText to `<<He>> whispers. "Share your burden with me."`>> <</addinlineevent>> <<if $gwylanSeen.includes("ritual_sex") and !$gwylanSeen.includes("partners")>> <<addinlineevent "gwylan_speech_kiss">> <<set _gwyText to `<<He>> speaks. "Remember, no kissing."`>> <</addinlineevent>> <</if>> <<if $enemyanger gte 15>> <<addinlineevent "gwylan_speech_anger">> <<set _gwyText to `"Just hold still and let me work."`>> <</addinlineevent>> <</if>> <<if $consensual isnot 1 and $enemyanger gte 20>> <<addinlineevent "gwylan_speech_rape_1" 3>> <<set _gwyText to `<<He>> speaks. "Don't try to resist, dear."`>> <</addinlineevent>> <<addinlineevent "gwylan_speech_rape_2" 3>> <<set _gwyText to `<<He>> speaks. "Just give in to me. I'll make everything okay."`>> <</addinlineevent>> <<addinlineevent "gwylan_speech_rape_3" 3>> <<set _gwyText to `<<He>> speaks. "Shh, don't think about it. Just keep your eyes on mine."`>> <</addinlineevent>> <<addinlineevent "gwylan_speech_rape_4" 3>> <<set _gwyText to `<<He>> speaks. "Sink deeper with me. The pain will go away."`>> <</addinlineevent>> <<addinlineevent "gwylan_speech_rape_5" 3>> <<set _gwyText to `<<He>> speaks. "We all have to suffer a little."`>> <</addinlineevent>> <<if $gwylanSeen.includes("yearning")>> <<addinlineevent "gwylan_speech_rape_6" 3>> <<set _gwyText to `<<He>> speaks. "You owe me this much after what you did, dear."`>> <</addinlineevent>> <<addinlineevent "gwylan_speech_rape_7" 4>> <<set _gwyText to `<<He>> speaks. "Your kiss poisoned me. You will take responsibility."`>> <</addinlineevent>> <</if>> <<if $gwylanSeen.includes("romance")>> <<addinlineevent "gwylan_speech_rape_8" 3>> <<set _gwyText to `<<He>> speaks. "Forever means forever, dear. Through sickness and health."`>> <</addinlineevent>> <</if>> <</if>> <<if $combat_silenced>> <<addinlineevent "gwylan_speech_silenced" 2>> <<set _gwyText to `<<He>> giggles. "Aww, you look like you have something to say. Don't worry, your lovely voice is safe with me."`>> <</addinlineevent>> <</if>> <<if _gwylanTF.known is true and _gwylanTF.tail is "revealed">> <<if _gwylanStatus.includes("heat")>> <<addinlineevent "gwylan_speech_tf_heat">> <<set _gwyText to `<<His>> face is deeply flushed, and <<he>> lets out a low whine. You wonder if <<hes>> in <<if C.npc.Gwylan.pronoun is 'm'>>rut<<else>>heat<</if>>.`>> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_speech_tf_ears">> <<set _gwyText to `One of <<his>> fox ears twitches.`>> <</addinlineevent>> <<addinlineevent "gwylan_speech_tf_tail">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _gwyText to `<<His>> tail sways back and forth quickly.`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _gwyText to `<<His>> tail sways back and forth.`>> <<else>> <<set _gwyText to `<<His>> tail sways back and forth slowly.`>> <</if>> <</addinlineevent>> <</if>> /* Todo: Gwylan - Lots more misc comments */ <<addinlineevent "gwylan_speech_silent" 15>> <<set _gwyText to ` `>> /* Say nothing */ <</addinlineevent>> <<runeventpool>> <</if>> <<if $gwylanComments>> <<set _keys to Object.keys($gwylanComments)>> <<for $_i to 0; $_i lt _keys.length; $_i++>> <<if $gwylanComments[_keys[$_i]] gt 0>> <<set $gwylanComments[_keys[$_i]]-->> <</if>> <</for>> <</if>> <</widget>><<widget "speech-sydney">> <<set _sydney to statusCheck("Sydney")>><<rng>> <<if !$sydneyComments>> <<set $sydneyComments to {}>> <<set $sydneyComments.penetrated to 0>> <<set $sydneyComments.mouth to 0>> <<set $sydneyComments.trib to 0>> <<set $sydneyComments.imminent to 0>> <<set $sydneyComments.chastity to 0>> <<set $sydneyComments.touch to 0>> <<set $sydneyComments.fondle to 0>> <<set $sydneyComments.flaunt to 0>> <<set $sydneyUniqueComments to []>> <</if>> <<if $speechNPCPenisVirgin is 1 or $speechNPCVaginaVirgin is 1>> <<if $speechpenisvirgin is 1 or $speechvaginavirgin is 1 or $speechanusvirgin is 1>> <<if _sydneyStatus.includes("corrupt")>> <<if $sydneySeen.includes("corruptroom")>> <<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "The feeling of you ruining me gets better each time. We belong to each other, now and forever!" <<He>> holds on to you tight. <<set $corruptionEvent to 1>><<npcincr Sydney purity -5>><<llspurity>>`>> <<else>> <<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "You did it. You defiled me at last. We belong to each other forever now!" <<He>> holds on to you tight. <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>> <</if>> <<else>> <<if $templePromised is "Sydney">> <<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We... we did it... I'm so happy..." <<He>> holds on to you tightly. "This means we're bound together forever... right?" <<npcincr Sydney purity -5>><<llspurity>>`>> <<else>> <<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We shouldn't be doing this... so why do I feel so happy...?" <<He>> holds on to you tightly. "This means we're bound together forever... right?" <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>> <</if>> <</if>> <<else>> <<if _sydneyStatus.includes("corrupt")>> <<if $sydneySeen.includes("corruptroom")>> <<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "The feeling of you ruining me gets better every time. I belong to you, now and forever!" <<He>> holds on to you tightly. <<set $corruptionEvent to 1>><<npcincr Sydney purity -5>><<llspurity>>`>> <<else>> <<set _sydneyText to `<<He>> moans, looking to you with pure ecstasy. "You did it. You defiled me at last. We belong to each other forever now!" <<He>> holds on to you tight. <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>> <</if>> <<else>> <<if $templePromised is "Sydney">> <<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We... we did it... I'm so happy..." <<He>> holds on to you tightly. "Even if I wasn't your first... this means we're bound together forever... right?" <<npcincr Sydney purity -5>><<llspurity>>`>> <<else>> <<set _sydneyText to `<<He>> gasps, looking to you with pure ecstasy. "We shouldn't be doing this... so why do I feel so happy...?" <<He>> holds on to you tightly. "It's okay that I wasn't your first, as long as I'm your last!" <<set $corruptionEvent to 1>><<npcincr Sydney purity -20>><<lllspurity>>`>> <</if>> <</if>> <</if>> <<elseif $speechNPCAnusVirgin is 1>> <<if $speechpenisvirgin is 1>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> moans. "This is your first time doing this too, isn't it? Don't slow down. Please!" <<He>> wraps <<his>> legs around you.`>> <<else>> <<set _sydneyText to `<<He>> gasps. "Are... are you sure we're still pure...? It feels... too good..." <<He>> holds on to you tightly.`>> <</if>> <<else>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> moans. "Woah, I never expected it to feel like that... keep going!" <<He>> wraps <<his>> legs around you.`>> <<else>> <<set _sydneyText to `<<He>> gasps. "Are... are you sure I'm still pure...? It feels... too good..." <<He>> holds on to you tightly.`>> <</if>> <</if>> <<elseif $speechmouthvirgin is 1>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> moans and places a hand on your head. "This is your first time doing this, isn't it? You're doing great."`>> <<else>> <<set _sydneyText to `<<He>> gasps. "Is... is this your first time doing thi—" <<He>> stifles further lewd noises by placing <<his>> hands over <<his>> mouth.`>> <</if>> <<elseif $speechNPCKissVirgin is 1>> <<set _sydneyText to `<<He>> gazes at you lovingly. "That was my first kiss..." <<he>> giggles.`>> <<elseif $speechhermaroused is 1>> <<if _sydneyStatus.includes("corrupt")>> <<if _sydney.gender is "h">> <<set _sydneyText to `<<He>> gasps. "Woah! <<sydneyMum>> always told me I was special, but you have both too!"`>> <<else>> <<set _sydneyText to `<<He>> gasps. "Woah! <<sydneyMum>> never told me that was possible."`>> <</if>> <<else>> <<if _sydney.gender is "h">> <<set _sydneyText to `<<He>> gasps. "You... have both too? I thought I was the only one!"`>> <<else>> <<set _sydneyText to `<<He>> gasps. "B...both? I didn't know that was possible!"`>> <</if>> <</if>> <<elseif $speechcrossdressaroused is 1>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> gasps. "All this time, you were a <<pcSex>>? Well, that doesn't change how I feel about you."`>> <<else>> <<set _sydneyText to `<<He>> gasps. "You're... a <<pcSex>>? Th-that's okay! I don't think of you any differently!"`>> <</if>> <<elseif $speechnamedrop is 1 and $sydneyromance is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Black Wolf" "Great Hawk">> <<set _sydneyText to `<<He>> balks. "An... animal? What?"`>> <<case "Whitney">> <<set _sydneyText to `<<He>> balks. "H... <<nnpc_him "Whitney">>?!"`>> <<case "Robin" "Kylar">> <<set _sydneyText to `<<He>> freezes. "I... thought you were just friends. You mean...?"`>> <<default>> <<set _sydneyText to `<<He>> freezes. "Wh... who? Who is it?!"`>> <</switch>> <<npcincr Sydney love -10>><<llllove>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set _sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> looks at your <<print _sexToy>> and grins. "<<print either("Oh, I'd like nothing more than to test that out with you.","You got that on a discount, right?")>>"`>> <<elseif _sydneyStatus.includes("pure")>> <<set _sydneyText to `<<He>> looks at your <<print _sexToy>> and blushes. "<<print either("Oh, that's from <<sydneymum>>'s store!","...How do you use that one?")>>"`>> <<else>> <<set _sydneyText to `<<He>> looks at your <<print _sexToy>> and blushes. "This feels wrong, but I don't want to stop."`>> <</if>> <<elseif $speechcum is 1>> <<if $speechspank is 1>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> looks down at you with confusion. "This is supposed to be painful, what... what is this?" <<npcincr Sydney purity -2>><<lspurity>>`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> smiles at you and giggles. "Seeing you struggle and writhe just makes it better." <<npcincr Sydney purity -2>><<lspurity>>`>> <<default>> <<set _sydneyText to `<<He>> looks to you with a mixture of panic and confusion as you climax. <<npcincr Sydney purity -2>><<lspurity>>`>> <</switch>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $sydneySeen.includes("player climax")>> <<set _sydneyText to `<<He>> smiles at you. "I... I did it! I made you..." <<he>> giggles. <<npcincr Sydney purity -2>><<lspurity>>`>> <<else>> <<set _sydneyText to `<<His>> eyes widen. "A-are you okay? You're shaking!" You manage to nod in response, and <<he>> calms down. <<npcincr Sydney purity -5>><<llspurity>>`>> <</if>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> smiles at you and giggles. "My turn, now." <<npcincr Sydney purity -2>><<lspurity>>`>> <<default>> <<set _sydneyText to `<<He>> lovingly clings to you as you tremble. <<npcincr Sydney purity -2>><<lspurity>>`>> <</switch>> <</if>> <<set $sydneySeen.pushUnique("player climax")>> <<elseif $speechgenitals is 1 and playerChastity() and !$sydneySeen.includes("chastity")>> <<if $worn.genitals.name is "chastity parasite">> <!-- +corruption/-purity but never +lust --> <<set _sydneyText to `<<His>> eyebrows raise in surprise upon seeing your <<printChastity>>. <<set _lustincrdisplay to 1>><<set _lustincr to 1>><<npcincr Sydney purity -2>><<lspurity>>`>> <<else>> <<set _sydneyText to `<<His>> eyebrows raise in surprise upon seeing your <<printChastity>>. <<npcincr Sydney purity 2>><<gspurity>>`>> <</if>> <<set $sydneySeen.pushUnique("chastity")>> <<set $sydneyUniqueComments.pushUnique("chastity")>> <<elseif $speechpenispenetrated is 1 and $sydneyComments.penetrated is 0>> <<set $sydneyComments.penetrated to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "Th-the temple will punish me for this... but I don't care anymore!"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "Y...you're really inside..."`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $rng gte 81 and $settings.pregnancySpeechEnabled>> <<set _sydneyText to `<<He>> grabs you by the head and pulls your face close to <<hers>>. "I want you to put a child in me. Now."`>> <<else>> <<set _sydneyText to `<<He>> moans. "Harder. Harder! I'm almost there!"`>> <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "This is worth any punishment the temple will do to me."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I love the feeling of you inside me."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "We're both sinners now, aren't we?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I think I'm getting used to this."`>> <</if>> <</switch>> <<elseif $speechotheranuspenetrated is 1 and $sydneyComments.penetrated is 0>> <<set $sydneyComments.penetrated to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "This... still feels so wrong... but..."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "Y...you're really inside..."`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> moans. "Harder. Harder! I'm almost there!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "I can't believe I never tried this. You've really opened my eyes."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I love the feeling of you inside me."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "We're still pure, right? This doesn't count?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I think I'm getting used to this."`>> <</if>> <</switch>> <<elseif $speechvaginapenetrated is 1 and $sydneyComments.penetrated is 0>> <<set $sydneyComments.penetrated to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "Sh... should I... pull out?"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "Th-the temple will punish me for this... but I don't care anymore!"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I... I'm really inside..."`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $rng gte 81 and $settings.pregnancySpeechEnabled>> <<set _sydneyText to `<<He>> grabs you by the head and pulls your face close to <<hers>>. "I want to put a child in you."`>> <<else>> <<set _sydneyText to `<<He>> moans. "I'm almost there! Are you ready?"`>> <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "This is worth any punishment the temple will do to me."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I love the feeling of being inside you."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "We're both sinners now, aren't we?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I'm getting used to this feeling."`>> <</if>> <</switch>> <<elseif $speechanuspenetrated is 1 and $sydneyComments.penetrated is 0>> <<set $sydneyComments.penetrated to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $settings.pregnancySpeechEnabled and !$player.vaginaExist and _sydney.gender is "m" and knowsAboutAnyPregnancy("pc","Sydney")>> <<set _sydneyText to `<<He>> barely manages to speak. "Sh... should I... pull out?"`>> <<else>> <<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>> <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "This... still feels so wrong... but..."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I...I'm really inside..."`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $rng gte 81 and $settings.pregnancySpeechEnabled and !$player.vaginaExist and _sydney.gender is "m" and knowsAboutAnyPregnancy("pc","Sydney")>> <<set _sydneyText to `<<He>> grabs you by the head and pulls your face close to <<hers>>. "I want to put a child in you."`>> <<else>> <<set _sydneyText to `<<He>> moans. "I'm almost there! Are you ready?"`>> <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "Are you sure this feels good for you?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I love being inside you."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "We're still pure, right? This doesn't count?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I'm getting used to this feeling."`>> <</if>> <</switch>> <<elseif $speechmouthpenetrated is 1 and $sydneyComments.penetrated is 0>> <<set $sydneyComments.penetrated to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "Ah... something's coming..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "I'm starting to feel weird..."`>> <<else>> <<set _sydneyText to `<<He>> giggles. "This tickles!"`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> moans, grabbing the back of your head. "I'm almost there! Are you ready?"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "I hope you don't plan on wasting any."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "You look so cute down there."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "You can breathe, right? I'm not hurting you?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "Your mouth is so warm."`>> <</if>> <</switch>> <<elseif ($speechvaginamouth + $speechanallick + $speechanalkiss + $speechmouthotheranus + $speechthroat + $speechfacesit) gte 1 and $sydneyComments.mouth is 0>> <<set $sydneyComments.mouth to 3>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "Ah... something's coming..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "I'm starting to feel weird..."`>> <<else>> <<set _sydneyText to `<<He>> giggles. "This tickles!"`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> moans, grabbing the back of your head. "I'm almost there! Are you ready?"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "Lick harder."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "You look so cute down there."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "You can breathe, right? I'm not hurting you?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "Your tongue is so warm."`>> <</if>> <</switch>> <<elseif ($speechvaginavagina + $speechtribentrance) gte 1 and $sydneyComments.trib is 0>> <<set $sydneyComments.trib to 3>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "If... if you... I'm going to..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "This... still feels so wrong... but..."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "We're... really touching down there..."`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> moans. "I'm almost there! Are you ready?"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "Are you sure this feels good for you?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I love being this close together."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I think I'm... getting close...!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "We're still pure, right? This doesn't count?"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I'm getting used to this feeling."`>> <</if>> <</switch>> <<elseif ($speechvaginaimminent + $speechpenisimminent + $speechvaginaentrance + $speechpenisentrance) gte 1 and !_sydneyChastity and $sydneyComments.imminent is 0>> <<set $sydneyComments.imminent to 3>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<if _sydneyVirgin>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "D...don't... put it in..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "J... just the tip, alright?"`>> <<else>> <<set _sydneyText to `<<He>> giggles nervously. "This is dangerous..."`>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> speaks through gasps and moans. "J...just put it in already. I can't take it anymore!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> smiles at you with pleading eyes and spreads <<his>> legs further. "Wh... what are you waiting for...?"`>> <<else>> <<set _sydneyText to `<<He>> giggles. "G... go ahead. Just be gentle, please."`>> <</if>> <</if>> <<case "corrupt" "corruptLust">> <<if _sydneyVirgin>> <<set _sydneyText to `<<He>> moans. "Do it. Deflower me. Make me yours!"`>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> moans. "Stop teasing me!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $speechvaginaimminent is 1>> <<set _sydneyText to `<<He>> speaks. "I want to be inside you."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I want you inside me."`>> <</if>> <<else>> <<set _sydneyText to `<<He>> speaks. "I want to put it in."`>> <</if>> <</if>> <</switch>> <<elseif ($speechotheranusimminent + $speechotheranusentrance) gte 1 and !_sydney.chastity.anus.includes("shield") and $sydneyComments.imminent is 0>> <<set $sydneyComments.imminent to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<if _sydney.virginity.anal is true>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "I... think I'm ready..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "Be gentle, please..."`>> <<else>> <<set _sydneyText to `<<He>> giggles nervously. "I've never even though about doing it this way..."`>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> speaks through gasps and moans. "J...just put it in already. I can't take it anymore!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> smiles at you with pleading eyes and spreads <<his>> legs further. "Wh... what are you waiting for...?"`>> <<else>> <<set _sydneyText to `<<He>> giggles. "At least it's still pure this way."`>> <</if>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> moans. "Stop teasing me!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "I want you inside me."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I want to put it in."`>> <</if>> <</switch>> <<elseif ($speechanusimminent + $speechanusentrance) gte 1 and $sydneyComments.imminent is 0>> <<set $sydneyComments.imminent to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<if _sydneyVirgin>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> barely manages to speak. "D...don't... put it in..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "J... just the tip, alright?"`>> <<else>> <<set _sydneyText to `<<He>> giggles nervously. "This is dangerous..."`>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> speaks through gasps and moans. "J...just let me put it in already! I can't take it anymore!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> smiles at you pleadingly. "Wh... what are you waiting for...?"`>> <<else>> <<set _sydneyText to `<<He>> giggles. "G... go ahead. Just be gentle, please."`>> <</if>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> moans. "Stop teasing me!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "I want to be inside you."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I want to put it in."`>> <</if>> <</switch>> <<elseif $speechspank is 1>> <<if $speechmoan is 1>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to either( `<<He>> blushes. "Th-this is supposed to be a punishment!"`, `<<He>> blushes. "I don't understand, am I not punishing you hard enough?"`, `<<He>> blushes. "Are you... enjoying this?" <<npcincr Sydney purity -1>><<lspurity>>` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> smirks. "I knew you were into this." <<npcincr Sydney purity -1>><<lspurity>>`, `<<He>> smirks. "Naughty <<girls>> get punished, and I love it when you're naughty." <<npcincr Sydney purity -1>><<lspurity>>`, `<<He>> smirks. "I want to savour your moans. I should spank you more often." <<npcincr Sydney purity -1>><<lspurity>>` )>> <<default>> <<set _sydneyText to either( `<<He>> pouts. "This is supposed to be discipline, you know."`, `<<He>> blushes. "Are you... into this?" <<npcincr Sydney purity -1>><<lspurity>>`, `<<He>> blushes. "This is supposed to be a punishment! Stop moaning like that!" <<npcincr Sydney purity -1>><<lspurity>>` )>> <</switch>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $sydneySeen.includes("spank") and $rng lte 10 and $location is "school">> <<set _sydneyText to `<<He>> speaks. "It's either I do this, or the <<nnpc_title "Leighton">> does, so please cooperate!"`>> <<elseif $rng lte 10 and $location is "temple">> <<set _sydneyText to `<<He>> speaks. "How dare you defile sacred ground!?"`>> <<elseif $rng lte 35>> <<set _sydneyText to `<<He>> speaks. "No one is above discipline!"`>> <<elseif $rng lte 70>> <<set _sydneyText to `<<He>> speaks. "Hold still! You need to learn your lesson!"`>> <<else>> <<set _sydneyText to `<<He>> speaks. "The pain will help you remember! Accept your punishment!"`>> <</if>> <<case "corrupt" "corruptLust">> <<if $sydneySeen.includes("spank") and $rng lte 10 and $location is "school">> <<set _sydneyText to `<<He>> speaks. "Better me than the <<nnpc_title "Leighton">>, right?"`>> <<elseif $rng lte 10 and $location is "temple">> <<set _sydneyText to `<<He>> speaks. "You've defiled a sacred place. Maybe I should defile you in return."`>> <<elseif $rng lte 35>> <<set _sydneyText to `<<He>> speaks. "I bet you're enjoying this."`>> <<elseif $rng lte 70>> <<set _sydneyText to `<<He>> speaks. "Does this make you angry? Maybe I'll let you do the same to me."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I won't stop until you enjoy the pain."`>> <</if>> <<default>> <<if $sydneySeen.includes("spank") and $rng lte 10 and $location is "school">> <<set _sydneyText to `<<He>> speaks. "It's either I do this, or the <<nnpc_title "Leighton">> does, so please cooperate!"`>> <<elseif $rng lte 10 and $location is "temple">> <<set _sydneyText to `<<He>> speaks. "How dare you defile sacred ground!?"`>> <<elseif $rng lte 35>> <<set _sydneyText to `<<He>> speaks. "Don't get the wrong idea, this is purely disciplinary."`>> <<elseif $rng lte 70>> <<set _sydneyText to `<<He>> speaks. "I wish you would just behave so I wouldn't have to do this, I don't like hurting you."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "Jordan's taught me a thing or two about discipline, it's time for you to learn too."`>> <</if>> <</switch>> <</if>> <<elseif $speechapologise is 1>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<set _sydneyText to `<<He>> looks confused. "Why are you sorry? Everything's okay, I promise."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> speaks. "I know how you can make it up to me."`>> <</switch>> <<elseif $speechapologiseno is 1>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<set _sydneyText to `<<He>> looks confused. "You keep saying you're sorry, are you okay? We can stop if you want."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> speaks. "Yes, keep saying that, you look so delightfully helpless."`>> <</switch>> <<elseif $speechapologiseunforgiving is 1>> <<set _sydneyText to `<<He>> frowns. "You haven't earned forgiveness."`>> <<elseif ($speechvaginawithhold + $speechanuswithhold + $speechpeniswithhold + $speechotheranuswithhold) gte 1 and !$sydneyUniqueComments.includes("withhold")>> <<set $sydneyUniqueComments.pushUnique("withhold")>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<set _sydneyText to `<<He>> smiles with glee. "We both have to stay pure, after all." <<npcincr Sydney purity 2>><<gspurity>>`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> gives an exaggerated sigh, but smiles. "You're such a fucking sextease sometimes!" <<npcincr Sydney purity 2>><<gspurity>>`>> <</switch>> <<elseif $speechNPCChastity is 1 and $sydneyComments.chastity is 0>> <<set $sydneyComments.chastity to 3>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<set _sydneyText to either( `<<He>> speaks. "Sorry about the belt, but I really need to stay safe..."`, `<<He>> speaks. "Please don't hurt yourself trying to mess with my belt."`, `<<He>> speaks. "Th... the belt's not going to make you stop loving me, is it?"` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> speaks. "I want this thing off, but I know it's for my own good."`, `<<He>> speaks. "Don't hurt yourself against the belt, it's a finger pincher."`, `<<He>> speaks. "I hope the belt's not a dealbreaker."` )>> <</switch>> <<elseif $speechchastity is 1 and !$sydneyUniqueComments.includes("chastity")>> <<set $sydneyUniqueComments.pushUnique("chastity")>> <<switch _sydneyStatus>> <<case "pure" "pureLust" "neutral" "neutralLust">> <<if $worn.genitals.name is "chastity parasite">> <<set _sydneyText to "What is that? Do you need to go to the hospital?">> <<elseif _sydneyChastity>> <<set _sydneyText to either( `<<He>> stares at your <<printChastity>>. "We're matching!"`, `<<He>> speaks. "We're both still pure if we both have chastity devices, right?"`, `<<He>> stares at your <<printChastity>>. "At least we don't have to worry since we're both protected."` )>> <<else>> <<set _sydneyText to either( `<<He>> stares at your <<printChastity>>. "You got me to remove mine, but now you have one?"`, `<<He>> stares at your <<printChastity>>. "So this is how it feels."`, `<<He>> stares at your <<printChastity>>. "Oh."` )>> <</if>> <<case "corrupt" "corruptLust">> <<if $worn.genitals.name is "chastity parasite">> <<set _sydneyText to `"I'm always up for trying new things, but that's a little freaky."`>> <<elseif _sydneyChastity>> <<set _sydneyText to either( `<<He>> speaks. "Okay, hear me out, if we smash the chastity devices together really hard..."`, `<<He>> speaks. "We need to find the keys for our chastity devices soon."`, `<<He>> stares at your <<printChastity>>. "I guess we're both just lusty sinners and can't do anything about it."` )>> <<else>> <<set _sydneyText to either( `<<He>> stares at your <<printChastity>>. "You're kidding me, right?"`, `<<He>> stares at your <<printChastity>>. "Is this a joke?"`, `<<He>> stares at your <<printChastity>>. "Oh you absolute sextease, you got me to remove mine just to—"` )>> <</if>> <</switch>> <<elseif $speechhit is 1>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> winces. "H... harder..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> winces. "You're hurting me..."`>> <<else>> <<set _sydneyText to `<<He>> winces. "Ow! Is it always this painful?"`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> gives you a menacing glare. "I know you can hit harder than that."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> laughs. "I love it when you're rough!"`>> <<else>> <<set _sydneyText to `<<He>> winces. "Ow! Haha, harder!"`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> winces. "Hit me again! I like it!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> laughs. "If you enjoy being rough, I guess I have to enjoy it too."`>> <<else>> <<set _sydneyText to `<<He>> winces. "Ow! That one really hurt!"`>> <</if>> <</switch>> <<elseif ($speechcoverface + $speechcoverpenis + $speechcovervagina) gte 1 and !$sydneyUniqueComments.includes("hide")>> <<set $sydneyUniqueComments.pushUnique("hide")>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> notices your attempts to cover yourself. "A-are you nervous? That's okay, I am too."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> notices your attempts to cover yourself. "Remember when I was the apprehensive one? How things have changed."`>> <<default>> <<set _sydneyText to `<<He>> notices your attempts to cover yourself. "It's okay, I don't mind seeing you like this anymore. We can both trust each other, right?"`>> <</switch>> <<elseif $speechhair is 1 and !$sydneyUniqueComments.includes("hair")>> <<set $sydneyUniqueComments.pushUnique("hair")>> <<if _sydney.hairColour isnot "strawberryblond">> <<set _sydneyText to `<<He>> speaks. "I've always loved your hair. That's why I didn't hesitate to take your advice on my appearance."`>> <<else>> <<set _sydneyText to `<<He>> speaks. "I've always loved your hair."`>> <</if>> <<elseif ($speechhandjobpenis + $speechhandjobvagina + $speechcheeks + $speechthigh + $speechfeet + $speechchestrub + $speechbreastrub) gte 1 and $sydneyComments.touch is 0>> <<set $sydneyComments.touch to 3>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> stifles a moan. "I... I think... something's coming..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> gasps. "Th... this is called foreplay, right?"`>> <<else>> <<set _sydneyText to `<<He>> giggles. "I... guess this isn't too impure."`>> <</if>> <<case "corrupt" "corruptLust">> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> speaks through gasps and moans. "Just a little more!"`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "You're pretty good at this."`>> <<else>> <<set _sydneyText to `<<He>> lets out a clearly fake yawn. "Already bored of the foreplay."`>> <</if>> <<default>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<set _sydneyText to `<<He>> speaks through gasps and moans. "I'm getting close..."`>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<set _sydneyText to `<<He>> speaks. "I think I can handle a little more."`>> <<else>> <<set _sydneyText to `<<He>> giggles. "I wouldn't want anyone else to touch me like this."`>> <</if>> <</switch>> <<elseif $sydneyComments.fondle is 0 and ($speechfutapenis + $speechvagina + $speechclit + $speechpenis + $speechglans + $speechanus + $speechbottom) gte 1>> <<if $speechfutapenis is 1>> <<set $sydneyComments.fondle to 3>> <<if _sydney.gender is "h">> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to either( `<<He>> speaks. "Am... am I doing this right?"`, `<<He>> speaks. "It's getting harder! And... wetter."`, `<<He>> speaks. "I'm... not being too rough, am I?"` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> speaks. "I love that you've also got both sets of gear. You really are perfect."`, `<<He>> speaks. "I'll stick my fingers in your mouth after this, so you can taste yourself."`, `<<He>> speaks. "It'd be a shame if I just redirected your cumshot right into your own pussy. Then I could clone you!"`, `<<He>> speaks. "So, which one do you like more?"` )>> <<default>> <<set _sydneyText to either( `<<He>> speaks. "I never would have learned things like this, if not for you."`, `<<He>> speaks. "I think I'm getting the hang of this!"`, `<<He>> speaks. "Does it feel good when I work it like this?"` )>> <</switch>> <<else>> <!-- sydney is not a herm --> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to either( `<<He>> speaks. "Am... am I doing this right?"`, `<<He>> speaks. "It's getting harder! And... wetter."`, `<<He>> speaks. "I'm... not being too rough, am I?"` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> speaks. "I love that you've got both sets of gear. You really are perfect."`, `<<He>> speaks. "It'd be a shame if I just redirected your cumshot right into your own pussy. Then I could clone you!"`, `<<He>> speaks. "So, which one feels better?"` )>> <<default>> <<set _sydneyText to either( `<<He>> speaks. "You're so unique. I never learned about this in science class."`, `<<He>> speaks. "I think I'm getting used to working with both."`, `<<He>> speaks. "I'm almost jealous. I wish I knew what both felt like."` )>> <</switch>> <</if>> <<elseif $speechvagina is 1 or $speechclit is 1>> <<set $sydneyComments.fondle to 3>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to either( `<<He>> speaks. "Am... am I doing this right?"`, `<<He>> giggles. "It's getting wetter!"`, `<<He>> speaks. "I'm... not being too rough, am I?"` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> speaks. "I'll stick my fingers in your mouth after this, so you can taste yourself."`, `<<He>> speaks. "Just relax, and let me take care of this."`, `<<He>> giggles. "Make sure to keep it down!"` )>> <<default>> <<set _sydneyText to either( `<<He>> speaks. "I never would have learned things like this, if not for you."`, `<<He>> speaks. "I think I'm getting the hang of this!"`, `<<He>> speaks. "How deep should I go?"` )>> <</switch>> <<elseif $speechpenis is 1 or $speechglans is 1>> <<set $sydneyComments.fondle to 3>> <<if playerHasStrapon()>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> speaks. "Am... am I doing this right?"`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> giggles. "This toy makes me feel hot. I need it inside me."`>> <<default>> <<set _sydneyText to either( `<<He>> speaks. "I never would have learned things like this, if not for you."`, `<<He>> speaks. "I think I'm getting the hang of this!"` )>> <</switch>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to either( `<<He>> speaks. "Am... am I doing this right?"`, `<<He>> giggles. "It's getting bigger!"`, `<<He>> speaks. "I'm... not being too rough, am I?"` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> speaks. "I'm going to wring you dry."`, `<<He>> speaks. "Just relax, and let me take care of this."`, `<<He>> giggles. "Make sure to keep it down!"` )>> <<default>> <<set _sydneyText to either( `<<He>> speaks. "I never would have learned things like this, if not for you."`, `<<He>> speaks. "I think I'm getting the hang of this!"`, `<<He>> speaks. "Does it feel good when I work it like this?"` )>> <</switch>> <</if>> <<elseif $speechanus is 1 or $speechbottom is 1>> <<set $sydneyComments.fondle to 3>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to either( `<<He>> speaks. "Am... am I doing this right?"`, `<<He>> giggles. "I didn't know this spot could make someone feel good!"`, `<<He>> speaks. "I'm... not being too rough, am I?"` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> speaks. "Maybe we should stick something bigger in there."`, `<<He>> speaks. "Just relax, and let me take care of this."`, `<<He>> giggles. "Make sure to keep it down!"` )>> <<default>> <<set _sydneyText to either( `<<He>> speaks. "I never would have learned things like this, if not for you."`, `<<He>> speaks. "I think I'm getting the hang of this!"`, `<<He>> speaks. "How deep should I go?"` )>> <</switch>> <</if>> <<elseif $speechvaginaflaunt is 1 and $sydneyComments.flaunt is 0>> <<set $sydneyComments.flaunt to 2>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to either( `<<He>> covers <<his>> blush. "D-don't just stare at it..."`, `<<He>> giggles. "You're looking at me funny..."`, `<<He>> whispers. "N-no one else has ever seen me like this before..."` )>> <<case "corrupt" "corruptLust">> <<set _sydneyText to either( `<<He>> uses two fingers to spread <<his>> lips. "Enjoying the view?"`, `<<He>> speaks. "Yeah, I know, it looks perfect doesn't it?"`, `<<He>> giggles. "It's all yours."` )>> <<default>> <<set _sydneyText to either( `<<He>> speaks. "You're staring. At least let me look at yours, too..."`, `<<He>> speaks. "What are you going to do?"`, `<<He>> speaks. "W...well? Don't just stand there..."` )>> <</switch>> <<else>> <<if $rng gte 96 and !$sydneyUniqueComments.includes("clothes")>> <<set $sydneyUniqueComments.pushUnique("clothes")>> <<if $worn.upper.name is "nun's habit" or $worn.upper.name is "monk's habit">> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> runs <<his>> hands over your ` + $worn.upper.name + `. <<He>> almost seems nostalgic. <<npcincr Sydney purity 2>><<gspurity>>`>> <<else>> <<set _sydneyText to `<<He>> looks over your ` + $worn.upper.name + `. "Does... wearing that make this all okay?" <<npcincr Sydney purity 2>><<gspurity>>`>> <</if>> <<elseif $worn.neck.name is "holy pendant" or $worn.neck.name is "stone pendant">> <<set $sydneySeen.pushUnique("holy pendant")>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> stares at your ` + $worn.neck.name + `. <<He>> almost seems nostalgic. <<npcincr Sydney purity 2>><<gspurity>>`>> <<else>> <<set _sydneyText to `<<He>> looks over your ` + $worn.neck.name + `. "Does... wearing that make this all okay?" <<npcincr Sydney purity 2>><<gspurity>>`>> <</if>> <<elseif $worn.neck.name is "dark pendant">> <<set $sydneySeen.pushUnique("dark pendant")>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> stares at your ` + $worn.neck.name + `. <<He>> seems to get lost in it for a moment. <<npcincr Sydney purity -2>><<lspurity>>`>> <<else>> <<set _sydneyText to `<<He>> looks over your ` + $worn.neck.name + `. "It's... so pretty, but also a little unsettling..." <<npcincr Sydney purity -2>><<lspurity>>`>> <</if>> <<elseif $location is "school" and $exposed lte 0 and (!$worn.upper.type.includes("school") and !$worn.lower.type.includes("school"))>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> looks over your clothes and giggles. "That's not proper school uniform. Don't worry, I can help you take it off." <<set $combatgoal to "strip">>`>> <<else>> <<set _sydneyText to `<<He>> looks over your clothes. "Y-you should really adhere to the dress code, before you get in trouble..."`>> <</if>> <<elseif $worn.lower.name is "naked" and playerHasStrapon()>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> looks over your <<penisSimple>> and giggles. "Oh, these toys are fun."`>> <<else>> <<set _sydneyText to `<<He>> looks over your <<penisSimple>> and blushes. "<<sydneyMum>>'s always talking about these."`>> <</if>> <<elseif $exposed gte 1>> <<if _sydneyStatus.includes("corrupt")>> <<set _sydneyText to `<<He>> looks over your body and giggles. "You look even better all exposed like this." <<npcincr Sydney lust 1>><<glust>>`>> <<else>> <<set _sydneyText to `<<He>> shyly looks over your exposed body. "Y-you're... you look... uhm..." <<He>> looks away for a moment. "You look good." <<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><<gslust>><<lspurity>>`>> <</if>> <<else>> /* Say Nothing */ <<set _sydneyText to ``>> <</if>> <<elseif $rng gte 91>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> murmurs. "Sorry, I don't really know what I'm doing..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> speaks. "We sure know how to have fun."`>> <<default>> <<set _sydneyText to `"I used to get so nervous about this kind of thing..."`>> <</switch>> <<elseif $rng gte 86>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> speaks. "This is... so sinful..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> speaks. "You've opened my eyes, being a sinner is too much fun!"`>> <<default>> <<set _sydneyText to `<<He>> speaks. "I was always taught that this was sinful, but..."`>> <</switch>> <<elseif $rng gte 81>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> murmurs. "N...not too rough, please..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> speaks. "I can handle anything you have for me. Come on, show me what you've got!"`>> <<default>> <<set _sydneyText to `<<He>> speaks. "I... you can be a little rough, if you want..."`>> <</switch>> <<elseif $rng gte 76>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> takes a deep breath. "I... I can do this."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> speaks. "Think you can keep up?"`>> <<default>> <<set _sydneyText to `<<He>> speaks. "I think I can keep pace with you, now."`>> <</switch>> <<elseif $rng gte 71>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> takes a deep breath. "We... need to stay quiet..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> giggles. "Shh!"`>> <<default>> <<set _sydneyText to `<<He>> speaks. "Let's try not to get caught..."`>> <</switch>> <<elseif $rng gte 66>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> looks upwards. "Forgive me..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> giggles. "Looks like I'm due for some discipline. Maybe you can punish me?"`>> <<default>> <<set _sydneyText to `<<He>> giggles. "I've sinned... is this my punishment?"`>> <</switch>> <<elseif $rng gte 61>> <<if $location is "temple">> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> looks upwards. "S...such a sin, doing this on such holy ground..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> giggles. "Let's defile this place."`>> <<default>> <<set _sydneyText to `<<He>> giggles. "W...we're doing this in the temple, and nothing is stopping us..."`>> <</switch>> <<elseif $location is "school">> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> looks around nervously. "If... if someone caught us..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> giggles. "I sure hope one of the other students hear us."`>> <<default>> <<set _sydneyText to `<<He>> looks around. "I hope there's no one waiting in line..."`>> <</switch>> <<else>> <<switch _sydneyStatus>> <<case "pure" "pureLust">> <<set _sydneyText to `<<He>> looks around nervously. "Here, of all places..."`>> <<case "corrupt" "corruptLust">> <<set _sydneyText to `<<He>> giggles. "Think anyone will find us?"`>> <<default>> <<set _sydneyText to `<<He>> looks around. "I think we're safe."`>> <</switch>> <</if>> <<else>> /* Say Nothing */ <<set _sydneyText to ` `>> <</if>> <</if>> <<if $sydneyComments>> <<set _keys to Object.keys($sydneyComments)>> <<for $_i to 0; $_i lt _keys.length; $_i++>> <<if $sydneyComments[_keys[$_i]] gt 0>> <<set $sydneyComments[_keys[$_i]]-->> <</if>> <</for>> <</if>> <</widget>><<widget "cumspeech">> <<rng>> <<He>> speaks. <<if $player.gender_appearance is "m" or ($exposed gte 2 and $player.penisExist)>> <<if _deniedOrgasm and $speechorgasmnocumcount is 0>> <<set $speechorgasmnocumcount += 1>> <<if $enemyanger lte 100>> "Weren't you just going to cum? What happened?" <<else>> "Good! You don't deserve to cum, you little brat." <</if>> <<elseif _deniedOrgasm and $enemyanger gt 100>> <<switch random(1,3)>> <<case 1>> "What's the matter? Did that orgasm hurt? Good lesson for a little brat." <<case 2>> "Good! You deserve it, you little brat." <<case 3>> "Maybe if we're a bit rougher it'll make the pain of having an orgasm easier on you." <</switch>> <<elseif ($orgasmcount gte 24 or $femaleclimax) and $speechorgasmnocumcount is 0>> <<set $speechorgasmnocumcount += 1>> "You climaxed but nothing came out! What's wrong with you?" <<elseif $speechorgasmnocumcount gte 1>> <<if $speechorgasmrepeat is 0>> <<switch random(1,3)>> <<case 1>> "Have you been over-milked or were you always this pathetic?" <<case 2>> "You better not be faking it." <<case 3>> "You should be embarrassed by your lack of ejaculate." <</switch>> <<else>> <<switch random(1,3)>> <<case 1>> "I think we've worn <<phim>> out already." <<case 2>> "Still nothing coming out. This is disappointing." <<case 3>> "Maybe if we're a bit rougher we'll get some semen to come out?" <</switch>> <</if>> <<set $speechorgasmrepeat += 1>> <<elseif $orgasmcount gte 18 and $speechorgasmweakcumcount is 0>> <<set $speechorgasmweakcumcount += 1>> "Is that really all the cum you can manage?" <<else>> <<if $speechorgasmrepeat is 0>> <<switch $speechorgasmcount>> <<case 1>> "You're cumming! That's it, let it out, don't hold any back." <<case 2>> "You're releasing even more cum! Have you no shame?" <<case 3>> "Don't try to hide it, you like being milked of your cum." <<case 4>> "Let out all your precious dick-milk." <<case 5>> "You've cum so much! You're making a real mess you know." <<default>> "So much cum, I don't know whether to be impressed or embarrassed for you." <</switch>> <<else>> <<switch $speechorgasmcount>> <<case 1>> "<<pShe>> really is cumming!" <<case 2>> "Cumming again? <<pShe>> is so dirty!" <<case 3>> "<<pShe>> is cumming again? This is great!" <<case 4>> "We'll milk <<phim>> dry at this rate." <<case 5>> "I want to keep some of <<pher>> cum for later." <<default>> "<<pShe>> has cum so much. Is <<pshe>> going to be okay?" <</switch>> <</if>> <<set $speechorgasmrepeat += 1>> <</if>> <<else>> <!-- gender appearance is female and either the player does not have a dick or the npc is not aware of it --> <<if $speechmilk and $rng gte 71>> <<switch $speechmilk>> <<case 1>>"<<pShes>> milking!" <<case 2>>"Couldn't wait for me to put my mouth on it first?" <<default>>"Holy shit, that was so much." <</switch>> <<elseif $speechorgasmrepeat is 0>> <<switch $speechorgasmcount>> <<case 1>> "I knew you'd enjoy it, your spasms don't lie." <<case 2>> "How does this orgasm feel? Better than the last I bet." <<case 3>> "You're cumming again? You're such a dirty slut!" <<case 4>> "I hope you remember me, what with all these orgasms I'm giving you." <<case 5>> "You're cumming over and over again, you must be quite the slut!" <<default>> "Making a <<girl>> cum repeatedly is so much fun." <</switch>> <<else>> <<switch $speechorgasmcount>> <<case 1>> "<<pShe>> spasms so delightfully when <<pshe>> cums." <<case 2>> "<<pHer>> pussy is absolutely drenched!" <<case 3>> "<<pShe>> is so very sensitive." <<case 4>> "<<pShe>> is cumming again? This is great." <<case 5>> "<<pShe>> is cumming again! Such a nasty <<bitch>>." <<default>> "Careful not to overdo it, <<pshe>> might break if <<pshe>> cums too much." <</switch>> <</if>> <<set $speechorgasmrepeat += 1>> <</if>> <</widget>> <<widget "combatspeech">> <<set _n to _args[0]>> <<rng>> <<if $encounterDialogue>> <<switch $encounterDialogue>> <<case "cold">> <<He>> speaks. <<if $enemyanger lte 50>> <<print [ `"I'll warm you up in no time."`, `"Feeling warmer now?"`, `"I'll get you all hot and bothered, you'll see."`, `"Your skin is so flushed. See, I'm helping!"`, `"Look at how red you're getting. You must be feeling better now."`, ][random(0,4)]>> <<else>> <<print [ `"Stop struggling! You know I'm helping you warm up, right?"`, `"What's the matter with you? I thought you were cold."`, `"I know you're cold, but you don't need to act like a frigid <<bitch>>."`, `"That's cold of you. Real cold."` ][random(0,3)]>> <</if>> <<case "hot">> <<He>> speaks. <<if $enemyanger lte 50>> <<print [ `"Hot and sweaty sex is the best."`, `"Your body feels so warm."`, `"I love seeing a <<girl>> all hot and bothered."`, `"Being flushed is a good sign."`, `"You'll feel cooler once we're done here."`, ][random(0,4)]>> <<else>> <<print [ `"Stop struggling! You know you're making yourself feel even hotter, right?"`, `"Just lay here and take it, and you'll feel better."`, `"I know you're all hot and bothered, but you're being a right pain."`, `"Be reasonable here. All this exertion isn't helping your heatstroke any."`, ][random(0,3)]>> <</if>> <<case "hotStrip">> <<if $enemyanger lte 20>> <<print [ `"Come on, I'm just trying to help."`, `"You'll feel cooler if you let me take this thing off."`, `"Aren't you hot wearing this?"`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Is this how you treat everyone who tries to help you?"`, `"Just let me take your clothes off already."`, `"Be reasonable here. All this exertion isn't helping your heatstroke any."`, ][random(0,2)]>> <<else>> <<print [ `"Give me your clothes, <<bitch>>!"`, `"You're getting stripped, slut. Stop fighting it."`, `"Just give it up already. Your clothes belong to me now!"`, ][random(0,2)]>> <</if>> <<case "brothelVirginityShow">> <<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> <<print [ `"Ha, well, not a virgin any more."`, `"I hope you enjoyed losing your virginity on stage as much as I enjoyed taking it."`, `"Best ride I ever paid for."`, ][random(0,2)]>> <<elseif ($NPCList[_n].vagina is "penisimminent" or $NPCList[_n].vagina is "otheranusimminent" or $NPCList[_n].penis is "otheranusimminent") and $rng gte 81>> "Virgin cock, nothing like it." <<elseif $NPCList[_n].penis is "vaginaimminent" and $rng gte 81>> <<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> "It feels so good, but you're not as tight as I'd have expected for a virgin. Should be expected from a whore, I guess." <<else>> "Whew, that is one amazingly tight virgin pussy." <</if>> <<else>> <<if $brothelshowdata.counts.virginity gte 2 and $rng gte 51>> <<print [ `"No more games, I'll have you this time."`, `"You'll not be able to keep this up forever."`, `"I can't wait until someone finally gets you."`, `"One day you'll slip up and you'll be mine."`, ][random(0,3)]>> <<else>> <<print [ `"Your <<genitals>> will be all mine!"`, `"I can't wait to pop your cherry."`, `"Beg for it, I know you want it."`, `"Hard to believe a slut like you is a virgin."`, `"Your <<genitals>> looks so cute. Just wait and see how cute it will look when <<= $NPCList[_n].strapon ? "I fill it up" : $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "I fill it with cum" : "you fill me with cum">>."`, ][random(0,4)]>> <</if>> <</if>> <<case "brothelVirginityRapeShow">> <<if ["chastity", "chastitylost"].includes($brothelVirginityState)>> <<if playerChastity()>> <<print [ `"I paid too much to be denied by a damn <<= $worn.genitals.name>>!"`, `"Going to rip this thing off if it's the last thing I do."`, `"You think you can promise your <<genitals 2>> and just show up in a <<= $worn.genitals.name>>?"`, `"Looks like we'll have to teach this stupid virgin a lesson."`, ][random(0,3)]>> <<elseif $brothelVirginityState is "chastitylost">> <<print [ `"What the hell? This slut isn't a virgin at all!"`, `"Lying, filthy, piece of meat, you're getting what you deserve!"`, `"It's no wonder a slut like you isn't a virgin."`, `"This is what happens to lying whores!"`, `"You don't deserve this, I'm sure you enjoy a good rape."`, ][random(0,4)]>> <<else>> <<print [ `"And I'm going to keep fucking you. It's not like it matters to a whore like you."`, `"Certainly not a virgin now."`, `"How does it feel to have your virginity robbed on stage?"`, `"Nice and tight, just the way I like my virgins."`, `"I just love the sight of a deflowered virgin."`, ][random(0,4)]>> <</if>> <<else>> <<if $NPCList[_n].penis is "vagina" or $NPCList[_n].penis is "otheranus" or $NPCList[_n].vagina is "penis" or $NPCList[_n].vagina is "otheranus" or $NPCList[_n].vagina is "penisimminent" or $NPCList[_n].vagina is "otheranusimminent" or $NPCList[_n].penis is "otheranusimminent" or $NPCList[_n].penis is "vaginaimminent">> <<print [ `"I bet you're sorry now."`, `"Certainly not a virgin now."`, `"It's no wonder a slut like you isn't a virgin."`, ][random(0,2)]>> <<else>> <<print [ `"This is what happens to lying whores!"`, `"I bet you wish you're a virgin now, don't you."`, `"Lying about your virginity just to enjoy a good raping? We'd have done that for free."`, `"You don't deserve this, I'm sure you enjoy a good rape."`, ][random(0,3)]>> <</if>> <</if>> <<case "undergroundBrothelVirginityShow">> <<if playerChastity()>> <<print [ `"I paid too much to be denied by a damn <<= $worn.genitals.name>>!"`, `"I'm going to rip this thing off if it's the last thing I do."`, `"Looks like we'll have to teach this stupid virgin a lesson."`, ][random(0,2)]>> <<elseif $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> <<print [ `"One less virgin in the world and one more slut. Don't try to hide it; you know you enjoyed it."`, `"How does it feel to have your virginity robbed on stage?"`, `"Nice and tight, just the way I like my virgins."`, `"I just love the sight of a deflowered virgin."`, `"This is what happens to whores like yourself."`, ][random(0,4)]>> <<else>> <<print [ `"Why fight it? You're losing that virginity, one way or another."`, `"Let's find out how tight you really are."`, `"Cry for me. Virgin tears are adorable."`, `"Don't worry, it's not going to hurt. For me."`, `"You deserve this, and more."`, `"Your virgin <<= $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "pussy" : "penis">> will be all mine!"`, `"I can't wait to pop your cherry."`, `"Beg for it, I know you want it."`, `"Hard to believe a slut like you is a virgin."`, `"Your virgin <<= $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "pussy" : "penis">> looks so cute. I can't wait to see how cute it will look when <<= $NPCList[_n].penis isnot "none" and $player.vaginaExist ? "I fill it with cum" : "you fill me with cum">>."`, ][random(0,9)]>> <</if>> <<default>> <<basespeech>> <</switch>> <<elseif $speechcrossdressangry is 1>> <<He>> glares at your newly-exposed <<genitals>>. <<print [ `"You thought you could trick me? Time to show you your place."`, `"I bet you're real happy you tricked me. You won't be smiling when I'm through with you."`, `"Fucking <<bitch>>, I'm gonna fuck you like you're a ${($player.sex is 'm' ? "girl" : "boy")} anyway."`, `"You think that's funny? I'm gonna fuck you senseless anyway."`, `"You'll pay for this, slut."`, ][random(0,4)]>> <<elseif $speechcrossdressaroused is 1>> <<He>> gazes with hunger at your newly exposed <<genitals>>. <<print [ `"What a treat!"`, `"You're full of surprises."`, `"Nothing gets me going like a crossdressing slut."`, `"It's like unwrapping a present."`, `"Sneaky slut, I know just what to do with you."`, ][random(0,4)]>> <<elseif $speechcrossdressshock is 1>> <<He>> stares at your <<genitals>> in shock. <<print [ `"I'm not normally into this sort of thing. You're pretty cute though."`, `"I never thought it could look so tasty."`, `"You're a sneaky one."`, `"This is fine too."`, `"You had me completely fooled."`, ][random(0,4)]>> <<elseif $speechcrossdressdisappointed is 1>> <<He>> looks at your <<genitals>> and sighs. <<print [ `"This isn't what I signed up for."`, `"I've come this far I guess."`, `"Cute, but that isn't what I wanted."`, `"I bet you think this is funny."`, `"Why do I keep falling for this?"`, ][random(0,4)]>> <<elseif $speechhermangry is 1>> <<He>> glares at your newly-exposed <<genitals>>. <<print [ `"You're a freak. Time to show you your place."`, `"I bet you're loving how fucking shocked I am. You won't be smiling when I'm through with you."`, `"Fucking <<bitch>>. I'm gonna fuck you like you're a <<girl>> anyway."`, `"You're a perversion, but I'm gonna fuck you senseless anyway."`, `"I can't believe you tricked me into thinking you were normal. You're gonna pay."`, ][random(0,4)]>> <<elseif $speechhermaroused is 1>> <<He>> gazes with hunger at your newly exposed <<genitals>>. <<print [ `"What a treat!"`, `"You're full of surprises."`, `"You're both a boy and girl rolled into one. It's like my birthday."`, `"It's like unwrapping a present."`, `"Sneaky slut, I know just what to do with you."`, ][random(0,4)]>> <<elseif $speechhermshock is 1>> <<He>> stares at your <<genitals>> in shock. <<print [ `"I've not seen anything like this. You're still pretty cute though."`, `"Whatever, you still look tasty."`, `"You're a strange one."`, `"This is fine too."`, `"I didn't expect to find this."`, ][random(0,4)]>> <<elseif $speechhermdisappointed is 1>> <<He>> looks at your <<genitals>> and sighs. <<print [ `"This isn't what I signed up for."`, `"I've come this far I guess."`, `"Cute, but I'm not sure what to do with it."`, `"Both? I hope there's nothing else wrong with you."`, `"Why do I never get anyone normal?"`, ][random(0,4)]>> <<elseif ($speechSextoyState is "aroused" or $speechsextoy is 1) and random(0,2) isnot 0 and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>> <<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">> <<set $_sexToy to "sex toys">> <<elseif $rightarm is "heldSexToy">> <<set $_sexToy to $currentSexToyRight.name>> <<else>> <<set $_sexToy to $currentSexToyLeft.name>> <</if>> <<He>> gazes with hunger at your $_sexToy. <<print [ `"What a treat!"`, `"You're full of surprises."`, `"I've always wanted to try this toy. It's like my birthday."`, `"I can't wait to see you use it."`, `"Such a slut. I know just what to do with you."`, ][random(0,4)]>> <<elseif $speechSextoyState is "shocked" and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>> <<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">> <<set $_sexToy to "sex toys">> <<elseif $rightarm is "heldSexToy">> <<set $_sexToy to $currentSexToyRight.name>> <<else>> <<set $_sexToy to $currentSexToyLeft.name>> <</if>> <<He>> stares at your $_sexToy in shock. <<print [ `"I've not seen anything like this. You're still pretty cute though."`, `"Whatever, you still look tasty."`, `"You're a strange one."`, `"This is fine too."`, `"I didn't expect to see this."`, ][random(0,4)]>> <<elseif $speechSextoyState is "disappointed" and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>> <<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">> <<set $_sexToy to "sex toys">> <<elseif $rightarm is "heldSexToy">> <<set $_sexToy to $currentSexToyRight.name>> <<else>> <<set $_sexToy to $currentSexToyLeft.name>> <</if>> <<He>> looks at your $_sexToy and sighs. <<print [ `"This isn't what I signed up for."`, `"I've come this far I guess."`, `"Cute, but I'm not sure what to do with it."`, `"I just wanted us to be together."`, `"Why do I never get anyone normal?"`, ][random(0,4)]>> <<elseif $speechSextoyState is "angry" and ($rightarm is "heldSexToy" or $leftarm is "heldSexToy")>> <<if $rightarm is "heldSexToy" and $leftarm is "heldSexToy">> <<set $_sexToy to "sex toys">> <<elseif $rightarm is "heldSexToy">> <<set $_sexToy to $currentSexToyRight.name>> <<else>> <<set $_sexToy to $currentSexToyLeft.name>> <</if>> <<He>> glares at your $_sexToy. <<print [ `"This isn't what I signed up for."`, `"You fucking pervert."`, `"Fucking <<bitch>>. I'm going to fuck you senseless."`, `"I bet you're loving how fucking shocked I am. You won't be smiling when I'm through with you."`, `"Put that shit away you fucking slut."`, ][random(0,4)]>> <<elseif $speechgenitals is 1>> <<if $player.gender_appearance is $player.gender>> /* ToDo: Strapon - check if any one this needs its own strapon text */ <<if $worn.genitals.type.includesAll("chastity", "hidden")>> <<if $enemyanger lte 0>> <<He>> ?admires your newly-exposed $worn.genitals.name. "I wonder what treasures are behind that lock?" <<elseif $enemyanger lte 20>> <<He>> <<laughs>> at your newly-exposed $worn.genitals.name. "So are you hiding a pussy or a tiny penis?" <<if $player.penisExist>> <<if $player.penissize is 1>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<elseif $player.penissize lt 1>> <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <</if>> <</if>> <<elseif $enemyanger lte 100>> <<He>> <<laughs>> at your newly-exposed $worn.genitals.name. "Don't be shy, I'll help you get it off." <<else>> <<He>> <<laughs>> at your newly-exposed $worn.genitals.name. "You must be a slut that was forced to wear that." <</if>> <<elseif $player.penisExist>> <<switch Math.clamp($player.penissize, -2, 4)>> <<case 4>> <<if $enemyanger lte 20>> <<He>> ?admires your newly-exposed <<genitals>>. "Your huge cock looks delicious!" <<elseif $enemyanger lte 100>> <<He>> ?admires your newly-exposed <<genitals>>. "I've never seen one so big." <<else>> <<He>> ?admires your newly-exposed <<genitals>>. "Don't think I'm intimidated by your freakishly big cock." <</if>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 3>> <<if $enemyanger lte 20>> <<He>> ?admires your newly-exposed <<genitals>>. "Your cock looks delicious!" <<elseif $enemyanger lte 100>> <<He>> ?admires your newly-exposed <<genitals>>. "Nice. Very nice." <<else>> <<He>> ?admires your newly-exposed <<genitals>>. "There. Exposed like the slut you are." <</if>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 2>> <<if $enemyanger lte 20>> <<He>> ?admires your newly-exposed <<genitals>>. "Your cock looks delicious!" <<elseif $enemyanger lte 100>> <<He>> ?admires your newly-exposed <<genitals>>. "Nice." <<else>> <<He>> ?admires your newly-exposed <<genitals>>. "There. Exposed like the slut you are." <</if>> <<case 1>> <<if $enemyanger lte 20>> <<He>> ?admires your newly-exposed <<genitals>>. "So small and cute!" <<elseif $enemyanger lte 100>> <<He>> <<laughs>> at your newly-exposed <<genitals>>. "It's so small!" <<else>> <<He>> <<laughs>> at newly-exposed <<genitals>>. "Your small cock is pathetic." <</if>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<case 0 -1>> <<if $enemyanger lte 20>> <<He>> <<laughs>> at your newly-exposed <<genitals>>. "Your tiny cock is so cute!" <<elseif $enemyanger lte 100>> <<He>> <<laughs>> at your newly-exposed <<genitals>>. "I've never seen such a tiny cock." <<else>> <<He>> <<laughs>> at your newly-exposed <<genitals>>. "This is just pathetic." <</if>> <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <<case -2>> <<if $enemyanger lte 20>> <<He>> <<laughs>> at your newly-exposed <<genitals>>. "Your micro cock is so cute!" <<elseif $enemyanger lte 100>> <<He>> <<laughs>> at your newly-exposed <<genitals>>. "I've never seen such a miniature cock!" <<else>> <<He>> <<laughs>> at your newly-exposed <<genitals>>. "Ugly clit you have there." <</if>> <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <</switch>> <<else>> <<if $enemyanger lte 0>> <<He>> ?admires your newly-exposed <<genitals>>. "Your pussy is so cute!" <<elseif $enemyanger lte 20>> <<He>> ?admires your newly-exposed <<genitals>>. "Your pussy is so enticing!" <<elseif $enemyanger lte 100>> <<He>> ?admires your newly-exposed <<genitals>>. "Don't be shy, a pussy like this was made to be exposed." <<else>> <<He>> ?admires your newly-exposed <<genitals>>. "There, now you're exposed like the slut you are." <</if>> <</if>> <</if>> <<elseif $speechpregnant is 1 and $settings.pregnancySpeechEnabled>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $NPCList[_n].penis isnot "none">> <<He>> speaks. "I'll be sure to find you later and knock you up myself!" <<else>> <<He>> speaks. "I can't imagine how much better this would be without that bump in the way." <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks and pats your belly. "I'll be extra careful." <<else>> <<He>> speaks. "Look at that baby bump!" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "You're lucky you look so vulnerable with that belly." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "I guess I should have expected moodiness from a pregnant cocksleeve." <<else>> <<He>> speaks. "You'd better hope the father doesn't find out about this." <</if>> <<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> laughs. "I feel bad for whoever was unlucky enough to get you pregnant." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Should have known better than to expect a pregnant <<bitch>> to behave." <<else>> <<He>> speaks. "If you want to live to see your kid be born, you'll knock it the fuck off and behave." <</if>> <<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">> <</if>> <<elseif $speechleglock is 1>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $NPCList[_n].pregnancyAvoidance gte 80>> <<He>> speaks. "Let me go! Hurry!" <<else>> <<He>> speaks. "Yeah, keep moving just like that!" <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $NPCList[_n].pregnancyAvoidance gte 60>> <<He>> speaks. "Alright, ease up with the legs, <<girl>>!" <<else>> <<He>> speaks. "See how much better it feels this way?" <</if>> <<else>> <<if $NPCList[_n].pregnancyAvoidance gte 80>> <<He>> speaks. "You're making me a little nervous with that legwork." <<else>> <<He>> speaks. "You're into it, I knew it!" <</if>> <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $NPCList[_n].pregnancyAvoidance gte 80>> <<He>> speaks. "Let me go! I'm..." <<else>> <<He>> speaks. "<<if $position is "missionary">>Hold on tighter<<else>>Push back harder<</if>>!" <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $NPCList[_n].pregnancyAvoidance gte 80>> <<He>> speaks. "Get your legs off me!" <<else>> <<He>> speaks. "See how much better it feels when you cooperate?" <</if>> <<else>> <<He>> speaks. "I knew you'd be eager, <<bitch>>." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $NPCList[_n].pregnancyAvoidance gte 60>> <<He>> speaks. "Let me go! You crazy fucking... Ah!" <<else>> <<He>> speaks. "You want it that bad, huh? Fine!" <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $NPCList[_n].pregnancyAvoidance gte 60>> <<He>> speaks. "The fuck do you think you're doing? Let go!" <<else>> <<He>> speaks. "Much better. Time to break you in." <</if>> <<else>> <<if $NPCList[_n].pregnancyAvoidance gte 60>> <<He>> speaks. "Get your legs off me!" <<else>> <<He>> speaks. "Eager now, huh?" <</if>> <</if>> <</if>> <<elseif $speechbreasts is 1>> <<if $player.gender_appearance is "m">> <<if $player.breastsize lte 0>> <<He>> ?admires your newly-exposed <<breasts>>. <<elseif $player.breastsize lte 1>> <<He>> ?admires your newly-exposed <<breasts>>. <<elseif $player.breastsize lte 2>> <<He>> ?admires your newly-exposed <<breasts>>. "That's a nice pair of <<bitch>>-tits you've got there." <<elseif $player.breastsize lte 4>> <<He>> ?admires your newly-exposed <<breasts>>. "You have breasts like a woman!" <<else>> <<He>> ?admires your newly-exposed <<breasts>>. "Those things are gigantic! Maybe you'll share some boy-milk." <</if>> <<else>> <<if $player.breastsize lte 0>> <<He>> ?admires your newly-exposed <<breasts>>. "Don't be ashamed about being flat, it's really cute." <<elseif $player.breastsize lte 1>> <<He>> ?admires your newly-exposed <<breasts>>. "Nothing quite like developing breasts. So lewd and cute." <<elseif $player.breastsize lte 2>> <<He>> ?admires your newly-exposed <<breasts>>. "Your small breasts are so lewd." <<elseif $player.breastsize lte 4>> <<He>> ?admires your newly-exposed <<breasts>>. "Don't be ashamed about having your breasts displayed like this, it's what they're for." <<else>> <<He>> ?admires your newly-exposed <<breasts>>. "They're so big! You'd make a fine cow." <</if>> <</if>> <<elseif $speechscream is 1>> <<set $speechscream to 0>> <<He>> speaks. <<print [ `"Shut your fucking mouth."`, `"Are you trying to make me hurt you? Be quiet!"`, `"Things are going to be difficult for you if you keep resisting."`, `"Stupid slut, no one's going to help you."`, `"Crying for help? No one gives a shit."`, ][random(0,4)]>> <<elseif $speechsteal is 1>> <<set $speechsteal to 0>> <<He>> speaks. <<if $enemyanger lte 100>> <<switch $npcspeechcycle>> <<case 0>> "Keep your fingers where I can see them." <<case 1>> "No one likes a thief." <<case 2>> "Hands off my stuff." <<case 3>> "You're a sneaky <<girl>>, aren't you?" <<case 4>> "Don't think you can steal from me." <<case 5>> "It's rude to touch other people's belongings." <<default>>"That isn't yours." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Fingers where I can see them, or you're gonna get hurt." <<case 1>> "It'll be the pillory for you, thief." <<case 2>> "You'll regret trying to steal from me, <<bitch>>." <<case 3>> "I'm gonna teach you a lesson." <<case 4>> "When I'm done with you, you'll never steal again." <<case 5>> "I'll show you what I do to thieves." <<default>>"You think you can steal from me?" <</switch>> <</if>> <<elseif $speechwheeze is 1>> <<set $speechwheeze to 0>> <<if $enemyanger lte 20>> <<if $rng lte 7>> <<He>> speaks. "Just a little longer, baby." <<else>> <<He>> lets go of your throat. "Sorry, <<girl>>, what was that?" <<set _npc = $NPCList.find(x => x.lefthand == "throat" || x.righthand == "throat")>> <<run if (_npc != undefined) { if (_npc.lefthand == "throat") _npc.lefthand = 0; if (_npc.righthand == "throat") _npc.righthand = 0; $neckuse = 0; }>> <</if>> <<elseif $enemyanger lte 100>> <<print [ `<<He>> speaks. "Tough it up, <<girl>>, you'll enjoy it."`, `<<He>> speaks. "That's your punishment for being a bad <<girl>>."`, `<<He>> speaks. "Don't complain now, be a good <<girl>>."`, `<<He>> speaks. "You like it, don't you, <<girl>>?"`, `<<He>> speaks. "Too late now, you'll speak when I let you."`, ][random(0,4)]>> <<else>> <<print [ `<<He>> grins. "That's right, <<bitch>>."`, `<<He>> grins. "What was that? Can't hear you."`, `<<He>> speaks. "Shut up, you stupid whore."`, `<<He>> grins. "Hard to speak, isn't it?"`, `<<He>> speaks. "I love this wheezing sound they make!"`, ][random(0,4)]>> <</if>> <<elseif $speechpenisbig is 1>> /* ToDo: Strapon - check if this is reachable and replace with strapon varient */ <<set $speechpenisbig to 0>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<switch $npcspeechcycle>> <<case 0>> "How are you so fucking big?" <<case 1>> "You're too big to fit. That's so cruel." <<case 2>> "I hope I get you inside before I cum." <<case 3>> "Just go in already!" <<case 4>> "Fuck, you're gonna make me cum without even penetrating me." <<case 5>> "I don't care if you split me in two." <<default>>"I need it in me now." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Help me get it in. I can take it." <<case 1>> "It's not my fault your cock is so big." <<case 2>> "I'm not used to taking such girths." <<case 3>> "You should be proud of such a large cock." <<case 4>> "I'm afraid it'll hurt." <<case 5>> "It's too big, but I need it." <<default>>"I-I can take it. I just need time." <</switch>> <</if>> <<ginsecurity "penis_big">><<insecurity "penis_big" 1>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<if _loveInterest is "Black Wolf">> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "You're talented! Did you learn this from fucking animals all day?" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "I'm sure your wolf friend won't mind." <<else>> <<He>> laughs. "Is it appropriate to call that 'Puppy Love'?" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "I bet you get treated like a <<bitch>> by animals, too!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "I'll be sure to leave leftovers for your... dog." <<else>> <<He>> speaks. "So you're a dog fucker? No surprise there." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> laughs. "Not even your wolf will fuck you when I'm done!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Keep this up and I'll feed you to more than just the wolves." <<else>> <<He>> speaks. "Good to know that you're accustomed to being prey, whore!" <</if>> <</if>> <<elseif _loveInterest is "Great Hawk">> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "You're talented! Did you learn this from fucking animals all day?" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "I'm sure your bird friend won't mind." <<else>> <<He>> laughs. "I have no idea what you're talking about. Are you drugged?" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "I bet you get treated like a <<bitch>> by animals, too!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "I'll be sure to leave leftovers for your... bird." <<else>> <<He>> speaks. "So you're a bird fucker? How does that even work?" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> laughs. "Not even your bird will fuck you when I'm done!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Keep this up and I'll spread you out like bird seed." <<else>> <<He>> speaks. "Good to know that you're accustomed to being prey, whore!" <</if>> <</if>> <<elseif $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "Just close your eyes and think about them, just a little longer." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Don't worry, you'll see them again." <<else>> <<He>> speaks. "Already taken? Adorable. I'll make you forget all about them." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "Enough. You're mine." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Quit being a brat and maybe I'll let you see them again." <<else>> <<He>> speaks. "I don't care about who you're seeing. Shut it." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> laughs. "You're mine, slut. They'll probably leave you when they find out about this!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Keep it up and you won't see them again, <<bitch>>." <<else>> <<He>> speaks. "You're lucky they won't find you in a ditch somewhere." <</if>> <</if>> <<elseif $speechmasturbate is 1 and random(1,2) is 1 and not $gloryhole>> <<if $enemyanger lt 20>> <<He>> <<print ["speaks","speaks","coos","whispers"][random(0,3)]>>. <<print [ `"Am I not good enough for you?"`, `"Playing with yourself makes me feel so hot."`, `"You just can't wait, can you?"`, `"I see you're getting ready for me."`, ][random(0,3)]>> <<elseif $enemyanger lt 60>> <<He>> <<print ["speaks","jeers","coos","whispers"][random(0,3)]>>. <<print [ `"Do I disgust you so much you have to get yourself off?"`, `"Good <<girl>>, get all warmed up so we can play nice."`, `"I see you like it a little rough."`, `"Focus on me, <<bitch>>."`, `"I knew you'd be into this, <<slut>>."`, ][random(0,4)]>> <<else>> <<He>> <<print ["speaks","speaks","snarls","jeers"][random(0,3)]>>. <<print [ `"You know your place like a good whore."`, `"Isn't it much more fun when you behave?"`, `"I'm going to hurt you and you're going to like it."`, `"That's it, play with yourself. Pretend this isn't happening."`, `"Good little fuck slave."`, ][random(0,4)]>> <</if>> <<elseif $speechhandjobpenis is 1 and random(1, 2) is 2>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "Don't you dare stop now!" <<case 1>> "You better not waste a single drop." <<case 2>> "I'll make you lick your fingers clean when you're done." <<case 3>> "Keep going. Or I'll hurt you." <<case 4>> "Aim it at your mouth, or I'll force it down your throat!" <<case 5>> "Keep going, whore." <<default>> "Keep jerking it like the slut that you are." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Don't stop jerking it. I'm so close!" <<case 1>> "Keep going." <<case 2>> "Milk my cock till it's dry." <<case 3>> "You're good at this." <<case 4>> "Faster! I'm almost there." <<case 5>> "Sliding my cock between your fingers feels so good." <<default>> "This feels amazing!" <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "You better put in some work if you want to satisfy me." <<case 1>> "Your arms will tire before you can get me off like this." <<case 2>> "Keep your filthy hands off my cock." <<case 3>> "Put some work into it, or I'll make you." <<case 4>> "Just couldn't keep your hands off it, could you?" <<case 5>> "I might let you get away with this if you do a good job." <<default>> "Looks like you already know how to handle a cock, you little whore." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your hands feel so good around my cock." <<case 1>> "You look so cute, playing with my cock." <<case 2>> "You're so good with your hands." <<case 3>> "I love watching your fingers slide up and down my cock." <<case 4>> "This will do just fine." <<case 5>> "Show me how well you can handle a dick." <<default>> "Your hands are so soft." <</switch>> <</if>> <</if>> <<elseif $speechhandjobvagina is 1 and random(1, 2) is 2>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "Don't you dare stop now!" <<case 1>> "You better not waste a single drop." <<case 2>> "I'll make you lick your fingers clean when you're done." <<case 3>> "Keep going. Or I'll hurt you." <<case 4>> "You better keep this up." <<case 5>> "Keep going, whore." <<default>> "I'm so damn close." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your fingers are slippery with my juices." <<case 1>> "That's the spot. Don't stop!" <<case 2>> "I'm going to drench your hand in my juices." <<case 3>> "Faster! I'm so close!" <<case 4>> "This feels amazing. You're so good at this." <<case 5>> "Faster!" <<default>> "You're making my pussy feel so good." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "You better treat my pussy right." <<case 1>> "My pussy needs better than this." <<case 2>> "Take your filthy hands off my pussy." <<case 3>> "You better know what you're doing." <<case 4>> "I want more of you than just your hands." <<case 5>> "You better not bore me." <<default>> "Do a good job, or I'll have to punish you." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your hands are so warm." <<case 1>> "You really know how to handle a pussy." <<case 2>> "Don't be afraid of using more fingers." <<case 3>> "Don't stop rubbing my clit." <<case 4>> "You're so skilled with your hands." <<case 5>> "You have such lovely hands." <<default>> "So much better than doing it myself." <</switch>> <</if>> <</if>> <<elseif $speechdildovagina is 1 and random(1, 2) is 2>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> <<print ["speaks","speaks","snarls","jeers"][random(0,3)]>>. <<switch $npcspeechcycle>> <<case 0>> "Don't you dare stop now!" <<case 1>> "You better not waste a single drop." <<case 2>> "I'll make you lick your toy clean when you're done." <<case 3>> "Keep going. Or I'll hurt you." <<case 4>> "You better keep this up." <<case 5>> "Keep going, whore." <<default>> "I'm so damn close." <</switch>> <<else>> <<He>> <<print ["speaks","speaks","whispers","moans"][random(0,3)]>>. <<switch $npcspeechcycle>> <<case 0>> "Your toy's slippery with my juices." <<case 1>> "That's the spot. Don't stop!" <<case 2>> "I'm going to drench your toy and hand in my juices." <<case 3>> "Faster! I'm so close!" <<case 4>> "This feels amazing. You're so good at this." <<case 5>> "Faster!" <<default>> "You're making my pussy feel so good." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> <<print ["speaks","speaks","snarls","jeers"][random(0,3)]>>. <<switch $npcspeechcycle>> <<case 0>> "You better treat my pussy right." <<case 1>> "My pussy needs better than this." <<case 2>> "Take your filthy toy off my pussy." <<case 3>> "You better know what you're doing." <<case 4>> "I want more of you than just your toy." <<case 5>> "You better not bore me." <<default>> "Do a good job, or I'll have to punish you." <</switch>> <<else>> <<He>> <<print ["speaks","speaks","whispers","moans"][random(0,3)]>>. <<switch $npcspeechcycle>> <<case 0>> "Your toy feels so good." <<case 1>> "You really know how to handle a pussy." <<case 2>> "Don't be afraid of hurting me." <<case 3>> "Don't slow down." <<case 4>> "You're so skilled with your hands." <<case 5>> "You have such lovely hands." <<default>> "So much better than doing it myself." <</switch>> <</if>> <</if>> <<elseif $speechdildoanus is 1 and random(1, 2) is 2>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "Don't you dare stop now!" <<case 1>> "You better know how to work this toy." <<case 2>> "I'll make you lick your toy clean when you're done." <<case 3>> "Keep going. Or I'll hurt you." <<case 4>> "You better keep this up." <<case 5>> "Keep going, whore." <<default>> "I'm so damn close." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your toy feels so good." <<case 1>> "That's the spot. Don't stop!" <<case 2>> "That's the spot. Don't stop!" <<case 3>> "Faster! I'm so close!" <<case 4>> "This feels amazing. You're so good at this." <<case 5>> "Faster!" <<default>> "You're making my ass feel so good." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "You better treat my ass right." <<case 1>> "My ass needs better than this." <<case 2>> "Take your filthy toy off my ass." <<case 3>> "You better know what you're doing." <<case 4>> "I want more of you than just your toy." <<case 5>> "You better not bore me." <<default>> "Do a good job, or I'll have to punish you." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your toy feels so good." <<case 1>> "You really know how to handle an ass." <<case 2>> "Don't be afraid of hurting me." <<case 3>> "Don't stop, it feels so good." <<case 4>> "You're so skilled with your hands." <<case 5>> "You have such lovely hands." <<default>> "So much better than doing it myself." <</switch>> <</if>> <</if>> <<elseif $speechstroker is 1 and random(1, 2) is 2>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> /* High arousal */ <<if (($enemyanger / $enemyangermax) * 100) gte 10>> /* high anger */ <<switch $npcspeechcycle>> <<case 0>> "Don't you dare stop now!" <<case 1>> "You better know how to work this toy." <<case 2>> speaks. "I'll make you lick your toy clean when you're done." <<case 3>> "Keep going. Or I'll hurt you." <<case 4>> <<print ["You better keep this up.","Aim it at your mouth, or I'll force it down your throat!"][random(0,1)]>> <<case 5>> "Keep going, whore." <<default>> "Keep jerking it like the slut that you are." <</switch>> <<else>> /* low anger */ <<switch $npcspeechcycle>> <<case 0>> "Your toy feels so good." <<case 1>> "That's the spot. Don't stop!" <<case 2>> "Milk my cock 'til it's dry." <<case 3>> "Faster! I'm so close!" <<case 4>> "This feels amazing. You're so good at this." <<case 5>> "Faster!" <<default>> "You're making my cock feel so good." <</switch>> <</if>> <<else>> /* low to mid arousal */ <<if (($enemyanger / $enemyangermax) * 100) gte 10>> /* high anger */ <<switch $npcspeechcycle>> <<case 0>> "You better treat my cock right." <<case 1>> <<print[`My cock needs better than this.`,`This toy is better than your worn-out ${$player.vaginaExist ? "holes" : "ass"}.`][random(0,1)]>> <<case 2>> "Take your filthy toy off my cock." <<case 3>> "You better know what you're doing." <<case 4>> "I want more of you than just your toy." <<case 5>> "You better not bore me." <<default>> "Do a good job, or I'll have to punish you." <</switch>> <<else>> /* low anger */ <<switch $npcspeechcycle>> <<case 0>> "Your toy feels so good around my cock." <<case 1>> "You really know how to handle cock." <<case 2>> "I love watching your toy slide up and down my cock." <<case 3>> "Don't stop, it feels so good." <<case 4>> "You're so skilled with your hands." <<case 5>> "You have such lovely hands." <<default>>"So much better than doing it myself." <</switch>> <</if>> <</if>> <<elseif $speechcheeks is 1 and random(1, 2) is 2>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "I'll slap your asscheeks raw if you stop." <<case 1>> "I'll grind against you until your ass goes numb." <<case 2>> "Don't think this'll hurt any less than putting it in." <<case 3>> "You won't be able to stand when I'm done with you!" <<case 4>> "I'll make you regret toying with me!" <<case 5>> "I'll spank the shit out of you when I'm done." <<default>> "You're gonna drain me before I can even stick it in." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your ass is mesmerising." <<case 1>> "You're good at this." <<case 2>> "Don't stop. Keep going!" <<case 3>> "I'm gonna shoot my load all over you." <<case 4>> "I love fucking your asscheeks." <<case 5>> "Your ass feels amazing against my cock." <<default>> "I can't wait to shoot my load on you." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "Want me to slap it, you whore?" <<case 1>> "You're even more of a slut than I thought." <<case 2>> "Trying to distract me from your <<print ($player.vaginaExist ? "holes" : "asshole")>>? It won't work." <<case 3>> "You look like such a whore." <<case 4>> "Look at this little slut shaking <<pher>> ass at me." <<case 5>> "I'll spank your ass raw if you don't satisfy me." <<default>> "Are you scared of having my cock inside you? Cute. I'll humour you for now." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I can work with that." <<case 1>> "Need a warm up?" <<case 2>> "Your buttcheeks wrap so nicely around my cock." <<case 3>> "You have such a cute ass on you." <<case 4>> "Shake that ass for me." <<case 5>> "Watching you grind against me is so hot." <<default>> "You look so lewd when you run your ass-cheeks up and down my cock." <</switch>> <</if>> <</if>> <<elseif $speechthigh is 1 and random(1, 2) is 2>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "I'm gonna fuck your thighs raw." <<case 1>> "Trust a slut like you to turn anything into a hole." <<case 2>> "I'll slam your thighs all I please." <<case 3>> "You won't be able to stand when I'm done with you!" <<case 4>> "I'm so close to drenching your legs with cum!" <<case 5>> "You stand no chance against my cock." <<default>> "Your entire body exists for me to fuck." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your soft thighs are gonna make me cum." <<case 1>> "Sliding my cock between your thighs feels amazing." <<case 2>> "Your thighs are slick with precum." <<case 3>> "Those thighs were made to be fucked." <<case 4>> "I never expected this to feel so good." <<case 5>> "I'm gonna erupt between your thighs." <<default>> "I can't wait to see my cum run down your beautiful legs." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "You won't keep me away like this forever." <<case 1>> "Your thighs will do, for now." <<case 2>> "Don't waste my time with your thighs." <<case 3>> "Trying to distract me with your thighs?" <<case 4>> "My cock deserves better than this." <<case 5>> "I need more than this." <<default>> "You won't keep me away from your <<print ($player.vaginaExist ? "holes" : "asshole")>> forever." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your thighs are so smooth." <<case 1>> "You have beautiful legs." <<case 2>> "Your thighs are so soft." <<case 3>> "I don't mind some foreplay." <<case 4>> "I'm always open for new things." <<case 5>> "This feels surprisingly good." <<default>> "I love playing with your legs." <</switch>> <</if>> <</if>> <<elseif $speechfeet is 1 and random(1, 2) is 2>> <<He>> speaks. <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "Your feet will be sore when I'm done with you." <<case 1>> "I'll defile every inch of your body." <<case 2>> "Your feet aren't worthy of my <<if $NPCList[_n].penis isnot "none">>cum<<else>>juices<</if>>." <<case 3>> "You must be a total slut, being this good with your feet." <<case 4>> "I won't leave an inch of your body unmolested." <<case 5>> "I'll make you lick those clean when I'm done." <<default>> "I'm gonna make a mess of your feet." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You're so good with your feet!" <<case 1>> "Your feet feel so nice." <<case 2>> "I want to watch you lick those clean when we're done!" <<case 3>> "I'm going to drench your feet in my <<if $NPCList[_n].penis isnot "none">>cum<<else>>juices<</if>>." <<case 4>> <<if $NPCList[_n].penis isnot "none">>"I'm going to erupt between your feet."<<else>>"Your toes feel so good against my pussy."<</if>> <<case 5>> "Your feet feel so good." <<default>> "My <<if $NPCList[_n].penis isnot "none">>cock<<else>>pussy<</if>> feels so good against your feet. Don't stop." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<switch $npcspeechcycle>> <<case 0>> "You won't keep me away with this forever." <<case 1>> "Your feet will do, for now." <<case 2>> "Don't waste my time with your feet." <<case 3>> "Trying to distract me with your feet?" <<case 4>> "You won't keep me away with your feet forever." <<case 5>> "Your feet aren't worthy of touching my <<if $NPCList[_n].penis isnot "none">>cock<<else>>pussy<</if>>." <<default>> "This won't be enough to make me cum." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Your soles are so smooth!" <<case 1>> "You really know how to handle your feet." <<case 2>> "Put those feet to work." <<case 3>> "Show me what you can do with your feet." <<case 4>> "I love being teased by your feet." <<case 5>> "I love watching your toes play with me." <<default>> "I don't mind some foreplay." <</switch>> <</if>> <</if>> <<elseif $speechheadsuckle is 1 and random(1, 2) is 2>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "You should feel lucky to have such fresh milk." <<case 1>> "Keep sucking and I might forgive you." <<case 2>> "You're a greedy <<girl>>, aren't you?" <<case 3>> "Don't be so grouchy." <<case 4>> "You better appreciate this." <<case 5>> "Greedy brat." <<default>>"You're a real glutton." <</switch>> <<else>> <<He>> coos. <<switch $npcspeechcycle>> <<case 0>> "S-suck harder. I have more to give." <<case 1>> "It's such a relief to drain them." <<case 2>> "You're so well behaved." <<case 3>> "You like that, don't you." <<case 4>> "Finish up and we'll move on to dessert." <<case 5>> "I feel all tingly." <<default>> "I hope my milk is tasty." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> tuts. <<switch $npcspeechcycle>> <<case 0>> "I hope you choke." <<case 1>> "I'm not your mother. I won't forgive you so easily." <<case 2>> "Insolent <<girl>>. I bet you don't have a care in the world." <<case 3>> "Look at you, sucking away like you own the place." <<case 4>> "Does my milk taste good, you little brat?" <<case 5>> "My milk's too good for brats like you." <<default>> "You're having the time of your life, aren't you." <</switch>> <<else>> <<He>> coos. <<switch $npcspeechcycle>> <<case 0>> "Does my milk taste good?" <<case 1>> "I knew you were hungry." <<case 2>> "I hope my milk makes you feel good." <<case 3>> "I feel like a mother." <<case 4>> "Take your time." <<case 5>> "You gonna fall asleep?" <<default>> "You're so cute." <</switch>> <</if>> <</if>> <<elseif $speechheadnipple is 1 and random(1, 2) is 2>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "St-stupid..." <<case 1>> "I bet you're experienced at sucking things." <<case 2>> "That's it, put that whore mouth to work." <<case 3>> "Keep this up and I might forgive you." <<case 4>> "Maybe I'll share your mouth with all my friends." <<case 5>> "I bet you've done all sorts of nasty things with that mouth." <<default>> "Your slutty lips feel good against my skin." <</switch>> <<else>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "You can be a bit rougher." <<case 1>> "H-harder." <<case 2>> "You tease." <<case 3>> "Your tongue... Ah!" <<case 4>> "You've done this before, haven't you." <<case 5>> "You know your way around my body." <<default>> "My chest feels so good." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> tuts. <<switch $npcspeechcycle>> <<case 0>> "You're a desperate slut, aren't you." <<case 1>> "You'd best remember who's in charge." <<case 2>> "Don't you dare bite." <<case 3>> "Don't think this means we're even." <<case 4>> "Keep sucking, whore." <<case 5>> "My chest feels good, but that doesn't mean I forgive you." <<default>> "You're such a brat." <</switch>> <<else>> <<He>> coos. <<switch $npcspeechcycle>> <<case 0>> "Don't stop." <<case 1>> "That tickles." <<case 2>> "You're making my chest feel good." <<case 3>> "That mouth of yours has some experience, I bet." <<case 4>> "You look cute like that." <<case 5>> "Your tongue feels good against my skin." <<default>> "That's it. Right there." <</switch>> <</if>> <</if>> <<elseif $speechheadnippleclosed is 1 and random(1, 2) is 2>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "You'd better start sucking, or else." <<case 1>> "I want you to suck me. Now." <<case 2>> "I bet you're good at nipple licking. Get to work." <<case 3>> "Hurry up and use your tongue." <<case 4>> "Suck. Now." <<case 5>> "Your head is there for a reason." <<default>> "Bratty <<girls>> like you are good for one thing." <</switch>> <<else>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "Don't keep me waiting." <<case 1>> "Come on, make me feel good." <<case 2>> "Put your lips right there." <<case 3>> "You're making my chest feel funny." <<case 4>> "Don't fall asleep." <<case 5>> "I can't take this for much longer." <<default>> "You tease." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> tuts. <<switch $npcspeechcycle>> <<case 0>> "Stop being so stubborn." <<case 1>> "You'd best get to it, or I'll make you." <<case 2>> "You're right where I want you." <<case 3>> "You're in trouble." <<case 4>> "When I say use your tongue, you use it." <<case 5>> "I bet you've done all sorts of dirty things." <<default>> "Stupid slut." <</switch>> <<else>> <<He>> coos. <<switch $npcspeechcycle>> <<case 0>> "I can't wait to feel your tongue." <<case 1>> "They're so ready for you." <<case 2>> "I bet your lips feel wonderful." <<case 3>> "You're cute like that." <<case 4>> "I bet you've done this many times." <<case 5>> "You're a good <<girl>>, aren't you?" <<default>> "Do you like how I feel?" <</switch>> <</if>> <</if>> <<elseif $speechheadsuckleclosed is 1 and random(1, 2) is 2>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "Drink, or I'll make you." <<case 1>> "Open wide." <<case 2>> "Suck them. I need release!" <<case 3>> "Don't be such a brat." <<case 4>> "You drink when I tell you to." <<case 5>> "I can't believe how rude you are." <<default>> "I'm gonna fill you up." <</switch>> <<else>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "Open wide." <<case 1>> "I promise you'll enjoy it." <<case 2>> "Don't hold back." <<case 3>> "I need to fill you." <<case 4>> "Please, hurry up and suck." <<case 5>> "Milk me dry." <<default>> "This is gonna feel so good." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> tuts. <<switch $npcspeechcycle>> <<case 0>> "Stupid <<girl>>, it's rude to turn down a treat." <<case 1>> "I'll squirt if you don't open up." <<case 2>> "You don't know what's good for you." <<case 3>> "How rude." <<case 4>> "Do as I say and open wide." <<case 5>> "Suck, or I'll make you." <<default>> "Such insolence." <</switch>> <<else>> <<He>> coos. <<switch $npcspeechcycle>> <<case 0>> "I know you're hungry." <<case 1>> "Come on, drink up." <<case 2>> "My milk will make you feel better. Open up." <<case 3>> "It's okay." <<case 4>> "Let me take care of you." <<case 5>> "Open wide." <<default>> "I promise you'll like the taste." <</switch>> <</if>> <</if>> <<elseif $speechheadbreasts is 1 and random(1, 2) is 2>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "You're lucky I'm not rougher." <<case 1>> "Maybe I'll keep you buried in my boobs." <<case 2>> "Better get to work, or I won't let you out." <<case 3>> "Impressed by my size?" <<case 4>> "You get to touch my magnificent breasts. You're so lucky." <<case 5>> "It feels good for me, at least." <<default>> "I bet you're enjoying this, slut." <</switch>> <<else>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "My my." <<case 1>> "Don't be shy. You can play with them." <<case 2>> "Feels good in there, right?" <<case 3>> "Can you feel my heart beat? Or are my breasts too big?" <<case 4>> "My breasts feel tingly." <<case 5>> "Are my breasts soft enough?" <<default>> "My breasts feel so good." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> tuts. <<switch $npcspeechcycle>> <<case 0>> "I bet you're enjoying this." <<case 1>> "Trouble breathing?" <<case 2>> "Don't pass out in there." <<case 3>> "I bet you wanted this. Pervert." <<case 4>> "Hold still." <<case 5>> "Stop squirming." <<default>> "My breasts are better than you deserve." <</switch>> <<else>> <<He>> coos. <<switch $npcspeechcycle>> <<case 0>> "Are you blushing? That's so cute." <<case 1>> "Does it feel nice being smothered?" <<case 2>> "People always stare at my breasts." <<case 3>> "Are my breasts that much bigger than normal?" <<case 4>> "I can tell you like my breasts." <<case 5>> "Are my breasts soft enough?" <<default>> "Do you like my breasts?" <</switch>> <</if>> <</if>> <<elseif $speechheadchest is 1 and random(1, 2) is 2>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "It's your fault my breasts feel this way." <<case 1>> "I bet you think being cute means you can get away with whatever you like." <<case 2>> "I'm gonna do so many things to you." <<case 3>> "Don't get too comfortable." <<case 4>> "Shame on you, getting me riled up like this." <<case 5>> "What are you waiting for? Put that mouth to work." <<default>> "You better give me what I want." <</switch>> <<else>> <<He>> speaks. <<switch $npcspeechcycle>> <<case 0>> "You're so lewd." <<case 1>> "I can't keep this up much longer." <<case 2>> "Are my nipples hard? You did that." <<case 3>> "How can you be so cute and lewd at the same time." <<case 4>> "Are you feeling good? I am." <<case 5>> "My nipples need your touch." <<default>> "My chest feels warm where you touch it." <</switch>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<He>> tuts. <<switch $npcspeechcycle>> <<case 0>> "You'd better start putting that mouth to work. Or else." <<case 1>> "Be a good <<girl>> and do what I say." <<case 2>> "Stay where I can see you." <<case 3>> "I know you like my chest, slut." <<case 4>> "You like that, don't you." <<case 5>> "You're pathetic." <<default>> "I bet you think you can get away with anything." <</switch>> <<else>> <<He>> coos. <<switch $npcspeechcycle>> <<case 0>> "I know just what to do with you." <<case 1>> "Can you feel my heartbeat?" <<case 2>> "Your hair is soft." <<case 3>> "You're so cute." <<case 4>> "I like having you close to me." <<case 5>> "Is my chest comfy?" <<default>> "Soft." <</switch>> <</if>> <</if>> <<elseif $speechvaginaescape is 1>> <<set $speechvaginaescape to 0>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"I can't enjoy you properly if you keep squirming around."`, `"Be still now."`, `"You're a feisty little thing!"`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Keep pretending you don't want to be fucked, I'm not fooled."`, `"Stop resisting."`, `"I love it when you squirm."`, ][random(0,2)]>> <<else>> <<print [ `"Do you think that will stop me, <<bitch>>?"`, `"The sooner you accept that you're nothing but a cock-sleeve the easier it'll be for you."`, `"Your pussy is mine slut, stop fighting it."`, ][random(0,2)]>> <</if>> <<elseif $speechpenisescape is 1>> <<set $speechpenisescape to 0>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"I can't enjoy you properly if you keep squirming around."`, `"Be still now."`, `"You're a feisty little thing!"`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Keep pretending you don't want to be fucked, I'm not fooled."`, `"Stop resisting."`, `"I love it when you squirm."`, ][random(0,2)]>> <<else>> <<print [ `"Do you think that will stop me, <<bitch>>?"`, `"The sooner you accept that you're nothing but a piece of fuckmeat the easier it'll be for you."`, `"Your dick is mine slut, stop fighting it."`, ][random(0,2)]>> <</if>> <<elseif $speechotheranusescape is 1>> <<set $speechotheranusescape to 0>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"I can't enjoy you properly if you keep squirming around."`, `"Be still now."`, `"You're a feisty little thing!"`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Keep pretending you don't want to be fucked, I'm not fooled."`, `"Stop resisting."`, `"I love it when you squirm."`, ][random(0,2)]>> <<else>> <<print [ `"Do you think that will stop me, <<bitch>>?"`, `"The sooner you accept that you're nothing but a piece of fuckmeat the easier it'll be for you."`, `"Your dick is mine slut, stop fighting it."`, ][random(0,2)]>> <</if>> <<elseif $speechanusescape is 1>> <<set $speechanusescape to 0>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"I can't enjoy you properly if you keep squirming around."`, `"Be still now."`, `"You're a feisty little thing!"`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Keep pretending you don't want to be fucked, I'm not fooled."`, `"Stop resisting."`, `"I love it when you squirm."`, ][random(0,2)]>> <<else>> <<print [ `"Do you think that will stop me, <<bitch>>?"`, `"The sooner you accept that you're nothing but a cock-sleeve the easier it'll be for you."`, `"Your ass is mine slut, stop fighting it."`, ][random(0,2)]>> <</if>> <<elseif $speechpenispenetrated is 1>> <<if $dissociation lt 2>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Yes! Yes! Give it to me! AH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "I've been needing this so badly." <<else>> <<if playerHasStrapon()>> <<He>> <<print ["speaks.","speaks.","coos.","whispers."][random(0,3)]>> "Your <<print $worn.under_lower.name>> feels so good inside me." <<else>> <<He>> speaks. "You feel so good inside me." <</if>> <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "UHH! That's it...Not long now... AH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "That's it right there, good <<girl>>." <<else>> <<He>> speaks "I've been waiting too long for this, don't even think about stopping!" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "You... Stupid... AHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if playerHasStrapon()>> <<He>> <<print ["jeers","mocks you","teases"][random(0,2)]>>. "Do you know how to use this toy?" <<else>> <<He>> mocks you. "What's it like having your dick dominated like this?" <</if>> <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Oh! You... I... AHHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "You're so cute when you're being fucked." <<else>> <<He>> speaks. "Just relax, I'll look after your dick." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Keep... going... not long now." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Nothing like a nice cock." <<else>> <<He>> speaks. "You like being inside me, don't you?" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "You... Stupid... AHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "You make a good fucktoy." <<else>> <<He>> speaks. "You're mine now, <<girl>>." <</if>> <</if>> <</if>> <<elseif $speechotheranuspenetrated is 1>> <<if $dissociation lt 2>> <<if playerHasStrapon()>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "<<print ["Yes! Yes! Give it to me! Fuck my ass!","Yes, yes! Make me your strap-on <<bitch>>!","Oh-oh-yes! I'm nearly there, don't stop!"][random(0,2)]>>" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "<<print ["I've been needing this so badly.","Give it to me harder!","Right there, just like that."][random(0,2)]>>" <<else>> <<He>> speaks. "Your toy feels so good inside me." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "UHH! That's it... Not long now... AH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "That's it, right there, good <<girl>>." <<else>> <<He>> <<print ["speaks. \"I've been waiting too long for this, don't even think about stopping!\"","teases. \"Do you know how to use this toy?\""][random(0,1)]>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "You... Stupid... AHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> <<print ["mocks you","mocks you","jeers","snarls"][random(0,3)]>>. "Even with your toy up my ass, you're still the bottom <<bitch>>." <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <<else>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Yes! Yes! Give it to me! Fill me up!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "I've been needing this so badly." <<else>> <<He>> speaks. "You feel so good inside me." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "UHH! That's it... Not long now... AH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "That's it, right there, good <<girl>>." <<else>> <<He>> speaks "I've been waiting too long for this, don't even think about stopping!" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "You... Stupid... AHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> mocks you. "What's it like having your dick dominated like this?" <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <</if>> <<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Oh! You... I... AHHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "You're so cute when you're being fucked." <<else>> <<He>> speaks. "Just relax, I'll look after your dick." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Keep... going... not long now." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Nothing like a nice cock." <<else>> <<He>> speaks. "You like being inside me, don't you?" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "You... Stupid... AHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "You make a good fucktoy." <<else>> <<He>> speaks. "You're mine now, <<girl>>." <</if>> <</if>> <</if>> <<elseif $speechvaginapenetrated is 1>> <<if $dissociation lt 2>> <<if $vaginatarget isnot undefined and npcHasStrapon($vaginatarget)>> <!-- NPC strap-on --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "<<print ["Yes, baby, just like that!","Oh yes! Just like that, my little fucktoy!","Take it like the whore you are!","I can feel your legs shaking!"][random(0,3)]>>" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "It feels so good hammering against my clit." <<else>> <<He>> speaks. "Your pussy is perfect." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "That's it! Take it, whore!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "Good <<girl>>." <<else>> <<He>> speaks "Your body is welcoming me at least." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Take it! Take it all you worthless slut!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> mocks you. "What's it like having your pussy dominated like this?" <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <<else>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I'm gonna fill you up soon, I hope you're ready!" <<elseif playerBellyVisible() and $settings.pregnancySpeechEnabled>> "For a <<bred>> <<bitch>>, you're still pretty tight." <<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You feel so nice around my dick." <<else>> <<He>> speaks. "Your pussy is so warm." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "That's it! Take it, whore!" <<elseif playerBellyVisible() and $settings.pregnancySpeechEnabled>> "The more you struggle, the rougher I get, and that can't be good for the little brat, now can it?" <<insecurity "pregnancy" 2>><<ginsecurity "pregnancy">> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "Good <<girl>>." <<else>> <<He>> speaks "Your body is welcoming me at least." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Take it! Take it all you worthless slut!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> mocks you. "What's it like having your pussy dominated like this?" <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <</if>> <<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Your pussy is so good!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "You're so cute when you're being fucked." <<else>> <<He>> speaks. "Just relax, I'll look after you." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Keep... going... not long now." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Nothing like the cunt of a <<girl>> who tried fighting back." <<else>> <<He>> speaks. "You like being filled like this, don't you?" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Don't act like you didn't want this, I can feel you squeezing my dick, begging for my cum." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "This is your place, remember that." <<else>> <<He>> speaks. "You're mine now, <<girl>>." <</if>> <</if>> <</if>> <<elseif $speechanuspenetrated is 1>> <<if $dissociation lt 2>> <<if $anustarget isnot undefined and npcHasStrapon($anustarget)>> <!-- NPC strap-on --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "<<print ["Yes, baby, just like that!","Oh yes! Just like that, my little fucktoy!","Your moans are so good! I'm cumming!","Moan for me, <<bitch>>!"][random(0,3)]>>" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "It feels so good hammering against my clit." <<else>> <<He>> speaks. "<<print ["Your butt is so welcoming","You're so tight, just relax"][random(0,1)]>>." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "That's it! Take it, whore!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "Good <<girl>>." <<else>> <<He>> speaks "Your body is welcoming me at least." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Take it! Take it all you worthless slut!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> mocks you. "What's it like having your ass dominated like this?" <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <<else>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I'm gonna fill you up soon, I hope you're ready!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You feel so nice around my dick." <<else>> <<He>> speaks. "Your butt is so warm." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "That's it! Take it, whore!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "Good <<girl>>." <<else>> <<He>> speaks "Your body is welcoming me at least." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Take it! Take it all you worthless slut!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> mocks you. "What's it like having your ass dominated like this?" <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <</if>> <<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Your butt is so tight!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "You're so cute when you're being fucked." <<else>> <<He>> speaks. "Just relax, I'll look after you." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Keep... going... not long now." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Nothing like an anal fucktoy." <<else>> <<He>> speaks. "You like being filled like this, don't you?" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Don't act like you didn't want this, I can feel you squeezing my dick, begging for my cum." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "This is your place, remember that." <<else>> <<He>> speaks. "You're mine now, <<girl>>." <</if>> <</if>> <</if>> <<elseif $speechmouthpenetrated is 1>> <<if $dissociation lt 2>> <<if $mouthtarget isnot undefined and npcHasStrapon($mouthtarget)>> <!-- NPC strap-on --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "<<print ["Yes, baby, just like that!","Oh yes! Just like that, my little fucktoy!","Open your mouth for me, <<bitch>>.","Your drooling is so hot."][random(0,3)]>>" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "It feels so good hammering my clit." <<else>> <<He>> speaks. "<<print ["Do you like mouth-fucking my toy?","How does my toy taste?","This is so hot baby.","I want to see you deep throat my toy."][random(0,3)]>>" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "That's it! Take it, whore!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "Good <<girl>>." <<else>> <<He>> speaks "Your throat is welcoming me at least." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Take it! Take it all you worthless slut!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> mocks you. "What's it like being dominated like this?" <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <<else>> <!-- Not indented until feedback. Regular blowsex code --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I'm gonna fill you up soon, I hope you're ready!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You feel so nice around my dick." <<else>> <<He>> speaks. "Your mouth is so warm." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "That's it! Take it, whore!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "Good <<girl>>." <<else>> <<He>> speaks "Your throat is welcoming me at least." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Take it! Take it all you worthless slut!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> mocks you. "What's it like being dominated like this?" <<else>> <<He>> mocks you. "You're right where you belong." <</if>> <</if>> <</if>> <<else>> <!-- Code deprecated as part of sissification and forced orgasm-like-a-girl content testing --> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Keep going, I'm almost there!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "You're so cute with your lips around my dick." <<else>> <<He>> speaks. "Just relax, I'll look after you." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Keep... going... not long now." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Nothing like a mouthy fucktoy." <<else>> <<He>> speaks. "You like being filled like this, don't you?" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Don't act like you didn't want this, your mouth was made for it." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks hushedly. "This is your place, remember that." <<else>> <<He>> speaks. "You're mine now, <<girl>>." <</if>> <</if>> <</if>> <<elseif $speechvaginaimminent is 1>> <<He>> speaks. <<if npcHasStrapon($vaginatarget)>> <<if $player.virginity.vaginal is true>> <<if $enemyanger lte 60>> <<print [ `"My toy is pressing against your virgin pussy... I could deflower you at any moment."`, `"Let's find out if your virgin pussy can handle my strap-on."`, ][random(0,1)]>> <<else>> <<print [ `"I'm an inch away from taking your virginity, <<bitch>>."`, `"You're not gonna be a virgin for long."`, ][random(0,1)]>> <</if>> <<else>> <<if $enemyanger lte 60>> <<print [ `"I need to feel your pussy hammer this toy against my clit!"`, `"I can't wait to start pounding away at your pussy."`, ][random(0,1)]>> <<else>> <<print [ `"I hope your pussy is ready, I sure am."`, `"My fat toy will ruin your cunt, <<bitch>>."`, ][random(0,1)]>> <</if>> <</if>> <<else>> <<if $player.virginity.vaginal is true>> <<if $enemyanger lte 60>> <<print [ `"My dick is pressing against your virgin pussy... I could deflower you at any moment."`, `"Let's find out if your virgin pussy can handle my cock."`, ][random(0,1)]>> <<else>> <<print [ `"I'm an inch away from taking your virginity, <<bitch>>."`, `"You're not gonna be a virgin for long."`, ][random(0,1)]>> <</if>> <<else>> <<if playerBellyVisible() and $settings.pregnancySpeechEnabled>> "Maybe if you're lucky, when that brat is born, I'll come and put one of my own in ya." <<elseif $enemyanger lte 60>> <<print [ `"Just having the tip pressing against you like this is driving me mad!"`, `"I can't wait to start pounding away at your pussy."`, ][random(0,1)]>> <<else>> <<print [ `"I hope your pussy is ready, I sure am."`, `"I'm going to destroy your cunt, <<bitch>>."`, ][random(0,1)]>> <</if>> <</if>> <</if>> <<elseif $speechpenisimminent is 1>> <<He>> speaks. <<if playerHasStrapon()>> <<if $enemyanger lte 60>> <<print [ `"Just having the tip pressing against me like this is driving me mad!"`, `"I can't wait to feel your strap-on inside me."`, ][random(0,1)]>> <<elseif $enemyanger lte 80>> <<print [ `"I need a hard cock, but this will do."`, `"Can your little toy keep up with my pussy?"`, ][random(0,1)]>> <<else>> <<print [ `"You better know how to use this toy, don't make me hurt you."`, `"I'm going to destroy your strap-on."`, ][random(0,1)]>> <</if>> <<elseif $player.virginity.penile is true>> <<if $enemyanger lte 60>> <<print [ `"My pussy is pressing against your virgin dick... I could deflower you at any moment."`, `"My pussy is going to destroy your virginity."`, ][random(0,1)]>> <<else>> <<print [ `"I'm an inch away from taking your virginity, <<bitch>>."`, `"You're not gonna be a virgin for long."`, ][random(0,1)]>> <</if>> <<else>> <<if $enemyanger lte 60>> <<print [ `"Just having the tip pressing against me like this is driving me mad!"`, `"I can't wait to feel you inside me."`, ][random(0,1)]>> <<else>> <<print [ `"I hope your dick is ready, I sure am."`, `"I'm going to destroy your penis."`, ][random(0,1)]>> <</if>> <</if>> <<elseif $speechotheranusimminent is 1>> <<He>> speaks. <<if playerHasStrapon()>> <<if $enemyanger lte 60>> <<print [ `"Just having the tip pressing against me like this is driving me mad!"`, `"I can't wait to take your strap-on up my ass."`, ][random(0,1)]>> <<elseif $enemyanger lte 80>> <<print [ `"I need a hard cock, but this will do."`, `"Can your little toy satisfy my ass?"`, ][random(0,1)]>> <<else>> <<print [ `"You better know how to use this toy, don't make me hurt you."`, `"My ass will destroy your little strap-on."`, ][random(0,1)]>> <</if>> <<elseif $player.virginity.penile is true>> <<if $enemyanger lte 60>> "My ass is pressing against your virgin dick... I could deflower you at any moment." <<else>> "I'm an inch away from taking your virginity, <<bitch>>." <</if>> <<else>> <<if $enemyanger lte 60>> "Just having the tip pressing against me like this is driving me mad!" <<else>> "I hope your dick is ready, I sure am." <</if>> <</if>> <<elseif $speechanusimminent is 1>> <<He>> speaks. <<if $anustarget isnot undefined and npcHasStrapon($anustarget)>> <<if $player.virginity.anal is true>> <<if $enemyanger lte 60>> "My toy is pressing against your virgin ass... It's gonna be a tight fit!" <<else>> "I'm an inch away from taking your anal virginity, <<bitch>>." <</if>> <<else>> <<if $enemyanger lte 60>> "I can't wait to start pounding your ass!" <<else>> "I hope your ass is ready for my strap-on, <<bitch>>!" <</if>> <</if>> <<else>> <<if $player.virginity.anal is true>> <<if $enemyanger lte 60>> "My dick is pressing against your virgin ass... It's gonna be a tight fit!" <<else>> "I'm an inch away from taking your anal virginity, <<bitch>>." <</if>> <<else>> <<if playerBellyVisible() and $settings.pregnancySpeechEnabled>> "Don't worry, I'll put it up your ass instead to keep the kid safe." <<elseif $enemyanger lte 60>> "Just having the tip pressing against you like this is driving me mad!" <<else>> "I hope your ass is ready, my dick sure is!" <</if>> <</if>> <</if>> <<elseif $speechmouthimminent is 1>> <<He>> speaks. <<if $player.virginity.oral is true>> <<if $enemyanger lte 60>> "You've never <<= npcHasStrapon(_n) ? "given head" : "tasted dick">> before, have you? You're in for a treat!" <<else>> "You've never <<= npcHasStrapon(_n) ? "given head" : "tasted dick">> before, have you? If you bite me, I'll fuck you up.<<if npcHasStrapon(_n)>> I don't want some brat leaving teeth marks on my strap.<</if>>" <</if>> <<else>> <<if $enemyanger lte 60>> "Just having the tip pressing against you like this is driving me mad!" <<else>> "Open wide, whore." <</if>> <</if>> <<elseif $speechapologise is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "How could I be mad at a little hottie like you?" <<elseif $enemyanger lte 100>> "I can think of a few ways you can make it up to me." <<else>> "You better not be lying to me, or you'll be real sorry." <</if>> <<elseif $speechvaginaentrance is 1>> <<He>> speaks. <<if $player.gender_appearance is "m">> <<if $enemyanger lte 20>> "Don't worry, I'll be gentle." <<elseif $enemyanger lte 100>> "I can't wait to fuck you." <<else>> "Don't try to squirm. You're mine." <</if>> <<else>> <<if $enemyanger lte 20>> "Don't worry, I'll be gentle." <<elseif $enemyanger lte 100>> "I can't wait to fuck you." <<else>> "Don't try to squirm away. You're mine." <</if>> <</if>> <<elseif $speechanusentrance is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "Don't worry, I'll be gentle with your ass." <<elseif $enemyanger lte 100>> "I can't wait to fuck you." <<else>> "Don't try to squirm away, your ass is mine." <</if>> <<elseif $speechmouthentrance is 1>> <<He>> speaks. <<if $mouthtarget isnot undefined and npcHasStrapon($mouthtarget)>> <<if $enemyanger lte 20>> "Let's see that tongue of yours." <<elseif $enemyanger lte 100>> "I can't wait to see your tongue on my strap-on." <<else>> "I want your lips around my toy. Now." <</if>> <<else>> <<if $enemyanger lte 20>> "Let's see that tongue of yours." <<elseif $enemyanger lte 100>> "I can't wait to feel your tongue on my dick." <<else>> "I want your lips around my dick. Now." <</if>> <</if>> <<elseif $speechpenisentrance is 1>> <<He>> speaks. <<if playerHasStrapon()>> <<if $enemyanger lte 20>> "The anticipation is almost too much!" <<elseif $enemyanger lte 80>> "I'd rather a penis, but this will do." <<elseif $enemyanger lte 100>> "I hope you know how to use this toy." <<else>> "I hope your toy satisfies me, for your sake." <</if>> <<elseif $player.gender_appearance is "f">> <<if $enemyanger lte 20>> "The anticipation is almost too much!" <<elseif $enemyanger lte 100>> "You're eager for my pussy, don't try to hide it." <<else>> "I hope you satisfy me, for your sake." <</if>> <<else>> <<if $enemyanger lte 20>> "My pussy almost has you, the anticipation is almost too much!" <<elseif $enemyanger lte 100>> "You're eager for my pussy, don't try to hide it." <<else>> "I hope you satisfy me, for your sake." <</if>> <</if>> <<elseif $speechotheranusentrance is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "Is my ass making you feel good?" <<elseif $enemyanger lte 100>> "Your dick is eager for my ass, don't try to hide it." <<else>> "I hope you satisfy me, for your sake." <</if>> <<elseif $speechvaginawithhold is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "I really wish I could fuck you, guess I'll have to make do." <<elseif $enemyanger lte 100>> "Are you sure you don't want my dick? Your pussy seems to." <<else>> "Fuck, I can't hold back like this for long." <</if>> <<elseif $speechanuswithhold is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "I really wish I could ass fuck you, guess I'll have to make do." <<elseif $enemyanger lte 100>> "Are you sure you don't want my dick? Your ass is so close..." <<else>> "Fuck, I can't hold back like this for long." <</if>> <<elseif $speechpeniswithhold is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "I can't take this, I need you inside me!" <<elseif $enemyanger lte 100>> "I can't take this, I need you inside me!" <<else>> "Fuck, I can't hold back like this for long." <</if>> <<elseif $speechotheranuswithhold is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "I can't take this, I need you inside me!" <<elseif $enemyanger lte 100>> "I can't take this, I need you inside me!" <<else>> "Fuck, I can't hold back like this for long." <</if>> <<elseif $speechvagina is 1>> <<He>> speaks. <<if $arousal gte ($arousalmax / 5) * 4>> <<if $enemyanger lte 20>> "Your pussy is so moist! You need it bad, don't you?" <<elseif $enemyanger lte 100>> "You're sopping wet down here!" <<else>> "Don't pretend you don't want this. Your pussy is far too wet." <</if>> <<else>> <<if $enemyanger lte 20>> "Don't worry, I'll soon have your pussy drenched." <<elseif $enemyanger lte 100>> "How do you like the feel of me moving inside you?" <<else>> "You like being treated like a cheap harlot, don't lie." <</if>> <</if>> <<elseif $speechpenis is 1>> <<He>> speaks. <<if $arousal gte ($arousalmax / 5) * 4>> <<if $enemyanger lte 20>> "Your dick is so hard! You need it bad, don't you?" <<elseif $enemyanger lte 100>> "Don't pretend you don't want this, not with a dick this hard." <<else>> "Don't pretend you don't want this, not with a dick this hard." <</if>> <<else>> <<if $enemyanger lte 20>> "Does my hand make you feel good?" <<elseif $enemyanger lte 100>> "You like that, don't you." <<else>> "Your dick is in my hand, I hope you realise who's in charge now." <</if>> <</if>> <<elseif $speechanus is 1>> <<if $NPCList[_n].lefthand is "anusdildo" or $NPCList[_n].righthand is "anusdildo">> <<set $_toyOrFinger to ($NPCList[_n].lefthand is "anusdildo" ? $NPCList[_n].lefttool : $NPCList[_n].righttool)>> <<else>> <<set $_toyOrFinger to "finger">> <</if>> <<He>> speaks. <<if $enemyanger lte 20>> "Does my $_toyOrFinger make you feel good?" <<elseif $enemyanger lte 100>> "You like that, don't you." <<else>> "You better start being good, I can be much rougher than this." <<He>> moves the $_toyOrFinger in your anus more violently to demonstrate the point. <</if>> <<elseif $speechvaginamouth is 1>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Ohh! Not long now!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "How do you like the taste of my juices?" <<else>> <<He>> speaks. "Let's see what your tongue is capable of." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Mmm, it feels so good!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Now's your chance to satisfy me." <<else>> <<He>> speaks. "You don't want to disappoint me, do you?" <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "OHH! Your tongue, you stupid... AHH!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You better swallow all my juices." <<else>> <<He>> speaks. "Nothing like rubbing my cunt in a fucktoy's face to remind them who's boss." <</if>> <</if>> <<elseif $speechvaginavagina is 1>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Ohh! Not long now!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "How do you like the feel of my pussy against yours?" <<else>> <<He>> speaks. "How do you like the feel of my pussy against yours?" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Our juices are mingling together." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Mmm, it feels so good!" <<else>> <<He>> speaks. "You don't want to disappoint me, do you? Rub harder." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "OHH! Your pussy is so good!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You act like you don't want this, but your pussy is drenching me." <<else>> <<He>> speaks. "You like that, slut?" <</if>> <</if>> <<elseif $speechtribentrance is 1>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I can't take this. I need to feel your pussy." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Your pussy will feel so good against mine." <<else>> <<He>> speaks. "Your pussy looks tasty." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I need your pussy. Now." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "This will feel so good." <<else>> <<He>> speaks. "Do you feel the anticipation? You've never felt a pussy like mine." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I can't take this anymore. I need your pussy, right now!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You act like you don't want this. I know how to change your tune." <<else>> <<He>> speaks. "Just you wait. My pussy will dominate you." <</if>> <</if>> <<elseif $speechpenispenis is 1>> <<if playerChastity("penis")>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Ohh! Not long now!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "If only I could get you out of that chastity." <<else>> <<He>> speaks. "How do you like the fact of our <<penises>> are so close together?" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<if $worn.genitals.name is "chastity parasite">> <<He>> is lost in the moment. "If only my penis juice could mix with yours." <<else>> <<He>> is lost in the moment. "Our penis juices are mingling together." <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Mmm, it feels so good!" <<else>> <<He>> speaks. "You don't want to disappoint me, do you? Rub harder." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "OHH! Your penis is so good!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<if $worn.genitals.name is "chastity parasite">> <<He>> speaks. "You act like you don't want this, but your reaction tells me otherwise." <<else>> <<He>> speaks. "You act like you don't want this, but your <<penis>> is drenching me in precum." <</if>> <<else>> <<He>> speaks. "You like that, stud?" <</if>> <</if>> <<else>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Ohh! Not long now!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "How do you like the feel of my cock against yours?" <<else>> <<He>> speaks. "How do you like the feel of our <<penises>> pressed together?" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "Our penis juices are mingling together." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Mmm, it feels so good!" <<else>> <<He>> speaks. "You don't want to disappoint me, do you? Rub harder." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "OHH! Your penis is so good!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You act like you don't want this, but your <<penis>> is drenching me in precum." <<else>> <<He>> speaks. "You like that, stud?" <</if>> <</if>> <</if>> <<elseif $speechfencingentrance is 1>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I can't take this. I need to feel your <<penis>>." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Your penis will feel so good against mine." <<else>> <<He>> speaks. "Your <<penis>> looks tasty." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I need your penis. Now." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "This will feel so good." <<else>> <<He>> speaks. "Do you feel the anticipation? You've never felt a cock like mine." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I can't take this anymore. I need your dick, right now!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You act like you don't want this. I know how to change your tune." <<else>> <<He>> speaks. "Just you wait. My penis will dominate you." <</if>> <</if>> <<elseif $speechbeat is 1>> <<He>> speaks. <<print [ `"That's the least you deserve, <<bitch>>!"`, `"You want some more of this? Huh?"`, `"Hurts, don't it."`, `"I'll beat you into submission if I have to."`, `"Take that you stupid fuck!"`, `"There's plenty more punishment to come, whore."`, `"I love it when sluts cower."`, `"I'll have my fun, even if I have to beat it out of you."`, `"Maybe you like being beaten? I can accommodate that."`, `"Afraid of me yet?"`, ][random(0,9)]>> <<elseif $speechhit is 1>> <<if $enemyanger lte 20>> <<He>> is annoyed by your attack. <<print [ `"Now why'd you go and do that?"`, `"Come on, don't be like that."`, `"Ow! Not so rough!"`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<He>> is annoyed by your attack. <<print [ `"You're starting to piss me off."`, `"Are you trying to get yourself hurt?"`, `"Keep this up and you'll be in a lot of trouble, <<girl>>."`, ][random(0,2)]>> <<else>> <<He>> is enraged by your attack. <<print [ `"I'm going to fucking murder you if you don't stop."`, `"I'm going to show you your place, <<bitch>>."`, `"Ungrateful piece of shit."`, ][random(0,2)]>> <</if>> <<elseif $speechthroat is 1>> <<He>> tightens <<his>> grip around your throat. <<if $consensual and $enemyanger lt 100>> <<print [ `"Yes, choke on me."`, `"Your neck is so soft."`, `"You like to be dominated, don't you?"`, `"You are so fragile."`, `"I love the way you squirm."`, ][random(0,4)]>> <<else>> <<print [ `"What's the matter? Trouble breathing?"`, `"Don't lose consciousness just yet, I want you to be awake for this."`, `"You better start being nice to me if you want to breathe freely."`, `"Too tight for you? Maybe you should stop being such a brat."`, `"I love it when they squirm."`, ][random(0,4)]>> <</if>> <<elseif $speechvaginafoot is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "I can feel you leaking on my toes." <<elseif $enemyanger lte 100>> "I know you like being trodden on like this, don't pretend otherwise." <<else>> "It's probably best I use my foot, I don't know where your slutty slit has been." <</if>> <<elseif $speechpenisfoot is 1>> <<He>> speaks. <<if $enemyanger lte 20>> "Do you like the feel of my feet?" <<elseif $enemyanger lte 100>> "I know you like being trodden on like this, don't pretend otherwise." <<else>> "It's probably best I use my foot, I don't know where your filthy dick has been." <</if>> <<elseif $speechNPCChastity is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"I wish I didn't have to wear this."`, `"Help me get this thing off, would you?"`, `"I really want to get out of this thing."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Stupid device."`, `"Fuck, how do I get this off?"`, `"Just you wait until I get this off of me. Oh, the fun we'll have."`, ][random(0,2)]>> <<else>> <<print [ `"Something's gonna break, either you or this device."`, `"Fuck you, and fuck this device."`, `"Just you wait until I get this off."`, ][random(0,2)]>> <</if>> <<elseif $speechchastity is 1>> <<He>> speaks. <<if $worn.genitals.name is "chastity parasite">> <<if $enemyanger lte 20>> <<print [ `"What even is this thing? You seem to like me touching it."`, `"It seems too elastic to do anything but tease you."`, `"Are you getting off from me squeezing this thing?"`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Oh, you little tease."`, `"Fuck, I don't even see how you got it on, let alone how to get it off."`, `"Oh, you poor thing, I'll get this thing off for you."`, ][random(0,2)]>> <<else>> <<print [ `"Something's gonna break, either you or this... sphere."`, `"Fuck, am I even damaging this thing?"`, `"Just you wait until I tear this thing up."`, ][random(0,2)]>> <</if>> <<else>> <<if $enemyanger lte 20>> <<print [ `"This device is on pretty tight."`, `"I can't get it off."`, `"I really want to get under this thing."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Oh, you little tease."`, `"Fuck, how do I get this off?"`, `"Just you wait until I get this off of you. Oh, the fun we'll have."`, ][random(0,2)]>> <<else>> <<print [ `"Something's gonna break, either you or this device."`, `"Fuck you, and fuck this device."`, `"Just you wait until I get this off."`, ][random(0,2)]>> <</if>> <</if>> <<elseif $speechstripstruggle is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Come on, don't be shy."`, `"You're so beautiful, I have to see more of you."`, `"I really want to get under this thing."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Oh, you little tease."`, `"Stop struggling!"`, `"If you let me take your clothes off, things will go easier for you."`, ][random(0,2)]>> <<else>> <<print [ `"Give me your clothes, <<bitch>>!"`, `"You're getting stripped, slut. Stop fighting it."`, `"Your clothes belong to me now, stop struggling."`, ][random(0,2)]>> <</if>> <<elseif $speechstruggle is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"You're a feisty little thing!"`, `"Calm down, you're not going to be hurt."`, `"Just be calm and let it happen."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Stop struggling, or I'll get angry."`, `"If you don't want things to get worse, then calm down."`, `"A good <<girl>> wouldn't struggle. Do you want to be punished?"`, ][random(0,2)]>> <<else>> <<print [ `"Be still, you ungrateful <<bitch>>!"`, `"Stop struggling and accept your place."`, `"Stupid slut! Stop it!"`, ][random(0,2)]>> <</if>> <<elseif $speechspank is 1>> <<if ["dildo","riding crop","length of anal beads","flog"].includes($NPCList[_n].lefttool) or ["dildo","riding crop","length of anal beads","flog"].includes($NPCList[_n].righttool)>> <<He>> speaks. <<print [ `"I'll spank you raw, cutie."`, `"Naughty <<girl>>."`, `"Have you learnt your lesson yet?"`, `"You've been a bad, bad <<girl>>. And bad <<girls>> get spanked."`, ][random(0,3)]>> <<elseif $enemyanger lte 20>> <<He>> speaks. <<print [ `"If this doesn't teach you to behave, I'm not sure what will."`, `"If you're a good <<girl>> in the future, then you won't need to be punished."`, `"Have you learnt your lesson yet?"`, `"This hurts me more than it hurts you."`, ][random(0,3)]>> <<elseif $enemyanger lte 100>> <<print [ `<<He>> speaks. "I could spank you far harder than this if I wanted."`, `<<He>> speaks. "If you don't want things to get worse, then stop acting like a brat."`, `<<He>> tuts. "You'll think twice before being so naughty in future."`, `<<He>> speaks. "You've been a bad <<girl>>. So you get punished. It's as simple as that."`, ][random(0,3)]>> <<else>> <<He>> speaks. <<print [ `"You're going to take your punishment, and you're going to thank me for it when I'm done!"`, `"You deserve far worse than this."`, `"Does that hurt? Good."`, `"I'm gonna spank your butt raw, <<girl>>."`, ][random(0,3)]>> <</if>> <<elseif $speecharms is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"If I give you your arms back, will you be good?"`, `"Some people like being restrained, you know."`, `"It's cute when they can't use their arms."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"I'd release your arms if I was sure you wouldn't be a brat."`, `"If you prove that you're nice, then I won't have to restrain you."`, `"You're completely helpless."`, ][random(0,2)]>> <<else>> <<print [ `"You're completely at my mercy, get used to it."`, `"Try to struggle free, I dare you."`, `"I know you love being restrained like this, you dirty slut."`, ][random(0,2)]>> <</if>> <<elseif $speechclit is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Does having your clit teased feel good?"`, `"Your little clit is so cute!"`, `"Your clit is really firm. I guess that means you like it."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Your clit is so much fun to play with."`, `"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`, `"You don't want to annoy me, not with your clit vulnerable like this."`, ][random(0,2)]>> <<else>> <<print [ `"You like having your bean toyed with, <<bitch>>?"`, `"Nothing like teasing some slut's clit to assert your superiority."`, `"The fucktoy reacts to having its clit teased, what a surprise."`, ][random(0,2)]>> <</if>> <<elseif $speechfutapenis is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Which feels better when teased, your cock or your pussy?"`, `"Your face is so cute when your cock is being teased like this!"`, `"Your cock is as firm as your pussy is wet. I guess that means you like it."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"I can't decide which of your genitals are more fun to play with."`, `"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`, `"You don't want to annoy me, not with your cock and pussy vulnerable like this."`, ][random(0,2)]>> <<else>> <<print [ `"You like having your cock toyed with, <<bitch>>? Or would you prefer I tease your pussy?"`, `"Nothing like teasing some freak's cock to assert your superiority."`, `"The freak reacts to having its cock teased, what a surprise."`, ][random(0,2)]>> <</if>> <<elseif $speechglans is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Does having your dick played with feel good?"`, `"Your face is so cute when your dick is being teased like this!"`, `"Your dick is really firm. I guess that means you like it."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Your dick is so much fun to play with."`, `"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`, `"You don't want to annoy me, not with your dick vulnerable like this."`, ][random(0,2)]>> <<else>> <<print [ `"You like having your dick toyed with, <<bitch>>?"`, `"Nothing like teasing some fucktoy's dick to assert your superiority."`, `"The fucktoy reacts to having its glans teased, what a surprise."`, ][random(0,2)]>> <</if>> <<elseif $speechbottom is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Does having your butt fondled feel good?"`, `"Your face is so cute when your butt is being teased like this!"`, `"Your butt is so shapely."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Your butt is so much fun to play with."`, `"I could hurt instead of pleasure you, you know, best be a good <<girl>>."`, `"If you annoy me, I'll give you a spanking."`, ][random(0,2)]>> <<else>> <<print [ `"You like having your ass toyed with, <<bitch>>?"`, `"Bitches like you deserve a hard spanking."`, `"Nice ass. At least you've got something going for you, slut."`, ][random(0,2)]>> <</if>> <<elseif $speechhair is 1>> <<He>> speaks. <<if $hairlength gte 400>> <<if $enemyanger lte 20>> <<print [ `"Long hair is fun to play with."`, `"Your silken locks are lovely."`, `"Your hair is so long and beautiful."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Long hair is fun to yank around."`, `"I could hurt you a lot by just pulling your hair, best be a good <<girl>>."`, `"Your hair makes a fine leash."`, ][random(0,2)]>> <<else>> <<print [ `"You like having your hair pulled, <<bitch>>?"`, `"You're staying right where I want you."`, `"You'll give me what I want, or I'll keep pulling."`, ][random(0,2)]>> <</if>> <<else>> <<if $enemyanger lte 20>> <<print [ `"Your hair is fun to play with."`, `"Your hair is silky smooth."`, `"Your hair is so beautiful."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Your hair is fun to yank around."`, `"I could really hurt you if I pulled hard enough, best be a good <<girl>>."`, `"Your hair is cute, but don't think I won't pull it harder."`, ][random(0,2)]>> <<else>> <<print [ `"You like having your hair pulled, <<bitch>>?"`, `"You're staying right where I want you."`, `"You'll give me what I want, or I'll keep pulling."`, ][random(0,2)]>> <</if>> <</if>> <<elseif $speechchestrub is 1>> <<if $player.gender_appearance is "m">> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I'm gonna cum all over your chest!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "I bet your nipples are a weak spot." <<else>> <<He>> speaks. "Do you like the sight of my dick?" <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "You'll be drenched when I'm done!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Nothing quite like getting off on a boy's chest." <<else>> <<He>> speaks. "Be on your best behaviour, or I'll find some other part of you to fuck." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I'm gonna mark you with my seed!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "You'll be begging for more when I'm done, fucktoy." <<else>> <<He>> speaks. "Don't get any delusions of grandeur, you're just a cum rag." <</if>> <</if>> <<else>> <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> is lost in the moment. "I'm gonna cum all over your flat chest!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Flat breasts are so lewd..." <<else>> <<He>> speaks. "Don't be ashamed of your small breasts, it's cute." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "They may be small, but your breasts feel good on my dick." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "Keep it up, whore." <<else>> <<He>> speaks. "Your breasts are so small. You'll have to make it up to me in other ways." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> speaks. "I'm gonna cover your pathetic excuse for breasts in my seed, and you're gonna thank me for it." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> speaks. "What's it like to have such an inadequate rack?" <<else>> <<He>> speaks. "Your breasts are pathetic by the way." <</if>> <</if>> <</if>> <<elseif $speechbreastrub is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> "I'm gonna cum all over your delicious breasts!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> "Nothing like a boob job from a cutie." <<else>> "My dick feels so good between your breasts." <</if>> <<elseif $enemyanger lte 100>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> "Careful, or I might squirt in your face." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> "Your boobs were made for pleasuring dick." <<else>> "Keep those tits of yours around my dick." <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> "That's it, take it between your tits like the slut you are." <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> "Take it, <<bitch>>!" <<else>> "You better be good at this, for your sake." <</if>> <</if>> <<elseif $speechgrowl is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<if $npcspeechcycle is 0>> "Sounds like you've got some bite!" <<elseif $npcspeechcycle is 1>> "You're too cute to be threatening." <<elseif $npcspeechcycle is 2>> "There's a good <<bitch>>." <<elseif $npcspeechcycle is 3>> "I bet you're tamer than you sound." <<elseif $npcspeechcycle is 4>> "Cute fangs." <<elseif $npcspeechcycle is 5>> "Who's a good puppy?" <<else>> "I bet you're a good licker." <</if>> <<elseif $enemyanger lte 100>> <<if $npcspeechcycle is 0>> "You've got some bite to you!" <<elseif $npcspeechcycle is 1>> "You'll be barking like a <<bitch>> soon." <<elseif $npcspeechcycle is 2>> "Best not bite. You'll regret it." <<elseif $npcspeechcycle is 3>> "Your weird teeth don't scare me." <<elseif $npcspeechcycle is 4>> "Bite me. I dare you." <<elseif $npcspeechcycle is 5>> "Can't wait to tame you." <<else>> "You think you frighten me?" <</if>> <<else>> <<if $npcspeechcycle is 0>> "I'm gonna muzzle that mouth of yours." <<elseif $npcspeechcycle is 1>> "Put those teeth away before I shut you up." <<elseif $npcspeechcycle is 2>> "I'll fuck you up, <<bitch>>." <<elseif $npcspeechcycle is 3>> "I know how to shut up <<bitch>>es like you." <<elseif $npcspeechcycle is 4>> "I'm gonna put you in your place, <<bitch>>." <<elseif $npcspeechcycle is 5>> "You'll be whining when I'm through with you." <<else>> "I'm gonna hold that jaw of yours open." <</if>> <</if>> <<elseif $speechgrowlheat is 1 or $speechgrowlrut is 1>> <<He>> speaks. <<if $npcspeechcycle is 0>> "Sounds like someone is in a very <<print ($settings.pregnancySpeechEnabled ? "breedable" : "fuckable")>> mood!" <<elseif $npcspeechcycle is 1>> "Someone's a little too horny to be threat." <<elseif $npcspeechcycle is 2>> "There's a good <<bitch>>." <<elseif $npcspeechcycle is 3>> "Don't worry, you'll be <<bred>> before you know it." <<elseif $npcspeechcycle is 4>> "Cute fangs." <<elseif $npcspeechcycle is 5>> "Who's a good puppy in heat?" <<else>> "I bet you'll do anything to be <<bred>>." <</if>> <<elseif $speechplead is 1>> <<if $enemyanger lte 20>> <<He>> speaks. <<print [ `"You don't want to stop really."`, `"Don't be silly, you're enjoying this."`, `"It'll be over before you know it."`, `"You're not going to be hurt you know."`, `"Don't worry, I'll be gentle."`, ][random(0,4)]>> <<elseif $enemyanger lte 100>> <<He>> speaks. <<print [ `"This is happening, one way or another."`, `"Don't try to guilt me."`, `"You say that, but your body tells a different story."`, `"I'm not stopping until I'm satisfied."`, `"All the more reason to please me, it'll be over faster."`, ][random(0,4)]>> <<else>> <<He>> speaks. <<print [ `"Don't make me laugh, a slut like you can't get enough of this."`, `"We're not stopping until I'm done, whore."`, `"You're a selfish little shit, aren't you?"`, `"Did I give you permission to speak?"`, `"Don't make me laugh, <<bitch>>. You're gagging for this."`, ][random(0,4)]>> <</if>> <<elseif $speechmoan is 1>> <<if random(0,2) isnot 0 and (($vaginastate is "doublepenetrated" and $NPCList[$vaginatarget].penis is "vaginadouble" and $NPCList[$vaginadoubletarget].penis is "vaginadouble") or ($anusstate is "doublepenetrated" and $NPCList[$anustarget].penis is "anusdouble" and $NPCList[$anusdoubletarget].penis is "anusdouble"))>> <<He>> <<print ["speaks","speaks","whispers","coos","laughs","sniggers","jeers"][random(0,6)]>>. <<print [ `"You love having your hole ruined by us, don't you <<bitch>>?"`, `"You like that, slut? Two fat cocks stretching you out?"`, `"Don't worry, we'll use you properly."`, `"You're so cute. You love taking our cocks."`, `"Yes, baby. Take our cocks you filthy cock-sleeve."`, ][random(0,4)]>> <<else>> <<if $enemyanger lte 20>> <<He>> speaks. <<print [ `"I knew you'd love it."`, `"Don't worry, I'll use you properly."`, `"Your voice is so cute."`, `"You're such a good <<girl>>."`, `"You're so precious."`, ][random(0,4)]>> <<elseif $enemyanger lte 100>> <<He>> speaks. <<print [ `"That's more like it."`, `"Trying to butter me up? You still need to be punished."`, `"You like that? Filthy slut."`, `"You'd make a fine pet."`, `"Keep this up and it'll end well for you."`, ][random(0,4)]>> <<else>> <<He>> speaks. <<print [ `"Shut up, <<bitch>>, I'm on to your tricks."`, `"You have a sweet mouth, but I know you're a rotten whore."`, `"You're a submissive little shit, aren't you?"`, `"Did I give you permission to speak?"`, `"Don't make me laugh, <<bitch>>. You're a manipulative whore."`, ][random(0,4)]>> <</if>> <</if>> <<elseif $speechdemand is 1>> <<if $enemyanger lte 20>> <<He>> speaks. <<print [ `"You certainly have a mouth on you."`, `"You shouldn't be so rude to your betters."`, `"You better start being nicer, or I'll get meaner."`, `"You're such a naughty <<girl>>."`, `"Careful, that's no way to speak to me."`, ][random(0,4)]>> <<elseif $enemyanger lte 100>> <<He>> speaks. <<print [ `"Keep talking like that and I'll show you just how little you're worth."`, `"How dare you talk to me like that."`, `"If you don't start being more polite, I'll fuck you up."`, `"You're not making this any easier on yourself."`, `"Keep this up and it won't end well for you."`, ][random(0,4)]>> <<else>> <<He>> speaks. <<print [ `"Shut the fuck up, <<bitch>>."`, `"Shut up, or I'll shut you up."`, `"You're a bratty little shit, aren't you?"`, `"Did I give you permission to speak?"`, `"Don't make me laugh, <<bitch>>. You're a weak little toy."`, ][random(0,4)]>> <</if>> <<elseif $speechforgive is 1>> <<if $enemyanger lte 20>> <<print [ `<<He>> laughs. "You forgive me? How cute."`, `<<He>> laughs. "You forgive me? For what?"`, `<<He>> speaks. "Shush, <<girl>>."`, `<<He>> speaks. "You're a sweet little thing."`, `<<He>> laughs. "You can't be this cute."`, ][random(0,4)]>> <<elseif $enemyanger lte 100>> <<He>> speaks. <<print [ `"Forgive me for what?"`, `"I don't like what you're implying, <<girl>>."`, `"Don't worry yourself, I'll give you plenty to forgive."`, `"Did I ask for your forgiveness? Better keep it zipped."`, `"Forgive me? That's presumptuous for a <<bitch>> in your position."`, ][random(0,4)]>> <<else>> <<He>> speaks. <<print [ `"Shut the fuck up, <<bitch>>."`, `"Don't make me laugh, <<bitch>>. Toys like you are made to be played with."`, `"You're a presumptuous little shit, aren't you?"`, `"Did I give you permission to speak?"`, `"There's nothing wrong with putting you to your proper use."`, ][random(0,4)]>> <</if>> <<elseif $speechvaginaflaunt is 1>> <<He>> coos. <<if $player.gender_appearance is "m">> <<print [ `"I can't wait to swallow your dick."`, `"Just look at the effect you're having on me."`, `"Like what you see?"`, ][random(0,2)]>> <<else>> <<print [ `"I'm rather proud of my body, I'm sure you can see why."`, `"Just look at the effect you're having on me."`, `"Like what you see?"`, ][random(0,2)]>> <</if>> <<elseif $speechcoverface is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Aww look, the shy <<girl>> is covering <<pher>> face."`, `"<<pShe>> is so shy!"`, `"Don't be shy, <<girl>>."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Don't think you won't be recognised."`, `"Something to hide?"`, `"If covering your face makes this easier for you, fine."`, ][random(0,2)]>> <<else>> <<print [ `"<<pShe>> is covering <<pher>> face! How pathetic."`, `"Cover your face if you want slut, you can't hide everything."`, `"At least I don't have to look at your whore face."`, ][random(0,2)]>> <</if>> <<elseif $speechcoverpenis is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Stop hiding your penis from me and I'll make you feel good."`, `"Why are you hiding your penis from me?"`, `"There's no reason to be shy."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Come on, let me see your penis."`, `"Something to hide?"`, `"Stop covering your penis, I want to see it."`, ][random(0,2)]>> <<else>> <<print [ `"If you don't stop covering your dick I'll beat you until you do."`, `"Let me see your dick. Now."`, `"Stop covering your fucktoy dick or I'll stop being so courteous."`, ][random(0,2)]>> <</if>> <<elseif $speechcovervagina is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Stop hiding your pussy from me and I'll make you feel good."`, `"Why are you hiding your pussy from me?"`, `"There's no reason to be shy."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"Come on, let me see your pussy."`, `"Something to hide?"`, `"Stop covering your pussy, I want to see it."`, ][random(0,2)]>> <<else>> <<print [ `"If you don't stop covering your cunt I'll beat you until you do."`, `"Let me see your pussy. Now."`, `"Stop covering your whore cunt or I'll stop being so courteous."`, ][random(0,2)]>> <</if>> <<elseif $speechapologiseno is 1>> <<He>> speaks. <<if $enemyanger lte 20>> <<print [ `"Shhh, you've already apologised."`, `"That's very polite, but I already know you're sorry."`, `"I know you're sorry, don't worry about it."`, ][random(0,2)]>> <<elseif $enemyanger lte 100>> <<print [ `"I heard you the first time."`, `"Quit whining."`, `"Shush, <<girl>>."`, ][random(0,2)]>> <<else>> <<print [ `"Shut up, <<bitch>>."`, `"Shut up before I give you something to choke on."`, `"Do you have permission to speak, <<slut>>?"`, ][random(0,2)]>> <</if>> <<elseif $speechapologiseunforgiving is 1>> <<He>> speaks. <<print [ `"Shut up, <<bitch>>."`, `"Shut up before I give you something to choke on."`, `"Do you have permission to speak, <<slut>>?"`, ][random(0,2)]>> <<elseif $speechfacesit is 1>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<print [ `<<He>> speaks. "Yeah, take it, <<girl>>!"`, `<<He>> speaks. "You're gonna make me cum all over your worthless face!"`, `<<He>> speaks. "I'm gonna drown you in my juices, unless you drink them all up!"`, ][random(0,2)]>> <<else>> <<print [ `<<He>> moans. "Yeah! Keep working that tongue!"`, `<<He>> is lost in the moment. "Mmm, it feels so good!"`, `<<He>> sighs. "Not long now..."`, ][random(0,2)]>> <</if>> <<else>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<print [ `<<He>> speaks. "Get that tongue to work, <<girl>>!"`, `<<He>> speaks. "Maybe I'll stay on until you pass out!"`, `<<He>> speaks. "I'm not getting off until I cum on your face."`, ][random(0,2)]>> <<else>> <<print [ `<<He>> speaks. "Make me feel good with your mouth."`, `<<He>> speaks. "Do you like me sitting on your face?"`, `<<He>> speaks. "How do I taste?"`, ][random(0,2)]>> <</if>> <</if>> <<elseif $speechanallick is 1>> <<if (($enemyarousal / $enemyarousalmax) * 100) gte 70>> <<print [ `<<He>> moans. "Yeah! Keep working that tongue!"`, `<<He>> is lost in the moment. "Mmm, your tongue feels so good against my ass!"`, `<<He>> sighs. "You licking my butt is going to make me cum..."`, ][random(0,2)]>> <<elseif (($enemyanger / $enemyangermax) * 100) gte 10>> <<print [ `<<He>> speaks. "Yeah, <<girl>>, work that tongue and lick my ass!"`, `<<He>> speaks. "Good <<girl>>. Lick my ass clean."`, `<<He>> coos. "Not bad, slut. Keep licking!"`, ][random(0,2)]>> <<else>> <<print [ `<<He>> speaks. "I love the feel of your tongue in my ass."`, `<<He>> speaks. "I think you like licking my ass, don't you?"`, `<<He>> speaks. "Yeah! your tongue feels so good up there."`, ][random(0,2)]>> <</if>> <<elseif $speechanalkiss is 1>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<print [ "<<He>> speaks. \"This is where you belong, kissing ass.\"", "<<He>> speaks. \"Good slut, keep kissing that ass.\"", "<<He>> coos. \"Ooh, you are a good ass kisser!\"" ][random(0,2)]>> <<else>> <<print [ "<<He>> speaks. \"You like kissing my ass, don't you?\"", "<<He>> speaks. \"Mmm. That feels good. Keep kissing my ass.\"", "<<He>> speaks. \"I love the feel of your lips against my ass.\"" ][random(0,2)]>> <</if>> <<elseif $speechmouthotheranus is 1>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<print [ "<<He>> speaks. \"Kiss my ass!\"", "<<He>> speaks. \"Lick my butt, <<bitch>>!\"", "<<He>> speaks. \"You belong there, worshipping my ass, slut.\"", "<<He>> speaks. \"Get that mouth to work! Make my ass feel good.\"", "<<He>> speaks. \"How does my butt taste?\"" ][random(0,4)]>> <<else>> <<print [ "<<He>> speaks. \"Do you like my ass in your face?\"", "<<He>> speaks. \"Make my ass feel good with your mouth.\"", "<<He>> speaks. \"Go on, be good to my ass.\"", "<<He>> speaks. \"I want you to worship my ass.\"", "<<He>> speaks. \"Do things to my butt, with your mouth.\"" ][random(0,4)]>> <</if>> <<elseif $speechaskrough is 1>> <<if (($enemyanger / $enemyangermax) * 100) gte 10>> <<print [ "<<He>> speaks. \"You want it more rough? If you say so, slut.\"", "<<He>> speaks. \"I'll treat you like the worthless whore you are.\"", "<<He>> speaks. \"I'll smack you around like you deserve.\"", "<<He>> speaks. \"I wonder how hard I could beat you before you pass out.\"", "<<He>> speaks. \"I'm just getting started, <<bitch>>.\"" ][random(0,4)]>> <<else>> <<print [ "<<He>> speaks. \"Rougher? You're a kinky one.\"", "<<He>> speaks. \"Want it rough? I'll give you rough.\"", "<<He>> speaks. \"I'll treat you like you deserve, slut.\"", "<<He>> speaks. \"I've been too gentle with you so far.\"", "<<He>> speaks. \"Hah! The slut wants it hard. I can oblige.\"" ][random(0,4)]>> <</if>> <<else>> <<if not $gloryhole>> <<basespeech>> <<else>> <<basegloryholespeech>> <</if>> <</if>> <</widget>> <<widget "basespeech">> <<if $enemyanger lte 20 or _args[0] is "low">> <<rng>> <<He>> whispers. <<if $rng lte 5>> "You are so beautiful." <<elseif $rng lte 10>> "You are so very pretty." <<elseif $rng lte 15>> "You're such a gorgeous <<girl>>." <<elseif $rng lte 20>> "I bet you get a lot of attention." <<elseif $rng lte 25>> "You are so very cute." <<elseif $rng lte 30>> "You're so lovely." <<elseif $rng lte 35 and $consensual is 0>> "Be a good <<girl>> and I won't hurt you." <<elseif $rng lte 40>> "Be a good <<girl>> and I'll make you feel good." <<elseif $rng lte 45>> "If you make me feel good, I'll make you feel good too." <<elseif $rng lte 50>> "Your skin is so smooth." <<elseif $rng lte 55>> "I want to kiss you all over." <<elseif $rng lte 60>> "You're a delicate thing, aren't you?" <<elseif $rng lte 65>> "You are wonderful." <<elseif $rng lte 70>> "Your body is so appealing." <<elseif $rng lte 75>> "Don't be ashamed of your body." <<elseif $rng lte 80>> "You look so fragile." <<elseif $rng lte 85>> "You're like an angel." <<elseif $rng lte 90 and !$gloryhole>> "Your <<breasts>> are so cute." <<elseif $rng lte 95>> "You smell nice." <<elseif $rng lte 100>> "You're such a cute <<girl>>." <</if>> <<elseif ($enemyanger lte 100 and _args[0] isnot "low") or _args[0] is "mid">> <<rng>> <<He>> gives you a stern look. <<if $rng lte 5>> "Don't try my patience." <<elseif $rng lte 10>> "Bad sluts get hurt." <<elseif $rng lte 15>> "You're not a bad <<girl>>, are you?" <<elseif $rng lte 20>> "Don't think I won't hurt you." <<elseif $rng lte 25>> "You're so fucking sexy." <<elseif $rng lte 30>> "I wonder how much you could take." <<elseif $rng lte 35>> "This is happening, you might as well make it easy on yourself." <<elseif $rng lte 40>> "Be a good <<girl>> and things will be easier for you." <<elseif $rng lte 45>> "I'm going to have fun with your body." <<elseif $rng lte 50>> "Don't defy me." <<elseif $rng lte 55>> "You were made for this." <<elseif $rng lte 60>> "I can tell you're enjoying this." <<elseif $rng lte 65>> "This is your fault, you know." <<elseif $rng lte 70>> "You like this, don't you." <<elseif $rng lte 75>> "You're on thin ice, <<girl>>." <<elseif $rng lte 80>> "Don't think you've seen the worst of me." <<elseif $rng lte 85>> "I own you now." <<elseif $rng lte 90>> "It's not over until I say it's over." <<elseif $rng lte 95>> "You're a fun toy, but don't get any ideas." <<elseif $rng lte 100>> "You should treat your betters with respect." <</if>> <<elseif ($enemyanger gt 100 and !_args[0]) or _args[0] is "high">> <<rng>> <<He>> looks at you with fury. <<if $rng lte 5>> "Fucking whore." <<elseif $rng lte 10>> "You're just a filthy <<slut>>." <<elseif $rng lte 15>> "You're a vessel for cum, nothing more." <<elseif $rng lte 20>> "You should be happy anyone is giving a worthless piece of shit like you attention." <<elseif $rng lte 25>> "I haven't killed you yet, you should show gratitude." <<elseif $rng lte 30>> "I'm going to break you, in so many ways." <<elseif $rng lte 35>> "You'll show me respect before I'm done." <<elseif $rng lte 40>> "I wonder where I'll dump you when I'm done." <<elseif $rng lte 45>> "Even rape is too good for a <<bitch>> like you." <<elseif $rng lte 50>> "You deserve this, <<bitch>>." <<elseif $rng lte 55>> "You enjoy being treated like this. Don't try to deny it." <<elseif $rng lte 60>> "You're a worthless fucktoy." <<elseif $rng lte 65>> "You look pretty good, for useless trash." <<elseif $rng lte 70>> "Getting me off is your only purpose, don't forget." <<elseif $rng lte 75>> "I know you like this, you stupid <<slut>>." <<elseif $rng lte 80>> "You deserve far worse than this, whore." <<elseif $rng lte 85>> "You're a worthless <<slut>>." <<elseif $rng lte 90>> "I'm going to hurt you, and you're going to like it." <<elseif $rng lte 95>> "There's only one thing a <<girl>> like you is good for." <<elseif $rng lte 100>> "You're such a wretched tramp." <</if>> <</if>> <</widget>> <<widget "basegloryholespeech">> <<if $enemyanger lte 20 or _args[0] is "low">> <<rng>> <<He>> whispers. <<if $rng lte 5>> "I wish I could see you." <<elseif $rng lte 10>> "I bet you're very pretty." <<elseif $rng lte 15>> "I wish I could see the <<girl>> on the other side." <<elseif $rng lte 20>> "Are you a boy or a girl? So exciting not to know." <<elseif $rng lte 25>> "You must be cute. I'd love to see you." <<elseif $rng lte 30>> "Not seeing who's pleasuring me is exciting." <<elseif $rng lte 35>> "Be a good <<girl>>, give it all you've got." <<elseif $rng lte 40>> "Be a good <<girl>>, it will make you feel good." <<elseif $rng lte 45>> "Make me feel good and you'll feel good too." <<elseif $rng lte 50>> "I wish I could touch you." <<elseif $rng lte 55>> "I want to kiss you all over." <<elseif $rng lte 60>> "The things I'd do to you if this wall weren't in the way." <<elseif $rng lte 65>> "You're doing wonderful things to me." <<elseif $rng lte 70>> "If only I could caress your body." <<elseif $rng lte 75>> "I'd love to see your body." <<elseif $rng lte 80>> "I wish this wall wasn't here." <<elseif $rng lte 85>> "I wonder who's on the other side." <<elseif $rng lte 90>> "You're doing a great job." <<elseif $rng lte 95>> "I wonder what you look like." <<elseif $rng lte 100>> "You're such a good <<girl>>." <</if>> <<elseif $enemyanger lte 100 or _args[0] is "mid">> <<rng>> <<He>> speaks. <<if $rng lte 5>> "Don't try my patience." <<elseif $rng lte 10>> "Bad sluts get hurt." <<elseif $rng lte 15>> "You're not a bad <<girl>>, are you?" <<elseif $rng lte 20>> "Don't think I won't find a way to hurt you." <<elseif $rng lte 25>> "You need to do better, <<girl>>." <<elseif $rng lte 30>> "I wonder how much more you can give." <<elseif $rng lte 35>> "This is happening, you might as well make it easy on yourself." <<elseif $rng lte 40>> "Be a good <<girl>> and things will be easier for you." <<elseif $rng lte 45>> "You're going to pleasure me with your body." <<elseif $rng lte 50>> "Don't defy me." <<elseif $rng lte 55>> "You were made for this." <<elseif $rng lte 60>> "I can tell you're enjoying this." <<elseif $rng lte 65>> "This is your fault, you know." <<elseif $rng lte 70>> "You like this, don't you." <<elseif $rng lte 75>> "You're on thin ice, <<girl>>." <<elseif $rng lte 80>> "Don't think you've seen the worst of me." <<elseif $rng lte 85>> "I own you now." <<elseif $rng lte 90>> "It's not over until I say it's over." <<elseif $rng lte 95>> "You're a fun toy, but don't get any ideas." <<elseif $rng lte 100>> "You should treat your betters with respect." <</if>> <<elseif $enemyanger gt 100 or _args[0] is "high">> <<rng>> <<He>> pounds the wall in fury. <<if $rng lte 5>> "Fucking whore." <<elseif $rng lte 10>> "You're just a filthy slut." <<elseif $rng lte 15>> "You're a vessel for cum, nothing more." <<elseif $rng lte 20>> "You should be happy a worthless piece of shit like you is allowed to give me attention." <<elseif $rng lte 25>> "I haven't broken through this wall yet, you should show gratitude." <<elseif $rng lte 30>> "I'm going to break this wall, and then I'm going to break you." <<elseif $rng lte 35>> "You'll show me respect before I'm done." <<elseif $rng lte 40>> "I wonder what I'll do to you once I get on the other side." <<elseif $rng lte 45>> "Even rape is too good for a <<bitch>> like you." <<elseif $rng lte 50>> "You deserve far worse than this, <<bitch>>." <<elseif $rng lte 55>> "You enjoy this. Don't try to deny it." <<elseif $rng lte 60>> "You're a worthless fucktoy." <<elseif $rng lte 65>> "I'll break this wall if I have to, you useless trash." <<elseif $rng lte 70>> "Getting me off is your only purpose, don't forget." <<elseif $rng lte 75>> "You like this, don't you? You stupid slut." <<elseif $rng lte 80>> "You deserve far worse than this, whore. If only I could get to you." <<elseif $rng lte 85>> "You're a worthless slut." <<elseif $rng lte 90>> "I'm going to get over there, I'm going to hurt you, and you're going to like it." <<elseif $rng lte 95>> "There's only one thing a <<girl>> like you is good for." <<elseif $rng lte 100>> "You're such a wretched tramp." <</if>> <</if>> <</widget>> <<widget "sprayspeech">> <<He>> shouts. <<switch $speechspraycycle>> <<case 0>> "Where the fuck did you get that?" <<case 1>> "You're no fun." <<case 2>> "You sadistic <<bitch>>!" <<case 3>> "Fuck! Shit!" <<case 4>> "Argh!" <<case 5>> "Shit. You've some fight in you." <<default>> "My eyes!" <</switch>> <<set $speechspraycycle to $speechspraycycle isnot undefined ? ($speechspraycycle + 1) % 7 : 0>> <</widget>> <<widget "beastspeech">> <<set _n to _args[0]>> <<switch $NPCList[_n].type>> <<case "lizardgirl" "lizardboy">> <<bHe>> hisses. <<case "dolphingirl" "dolphinboy">> <<bHe>> clicks. <<case "catgirl" "catboy">> <<bHe>> purrs. <<case "harpy">> <<bHe>> chirps. <<case "cowgirl" "bullboy">> <<bHe>> moos. <<case "spidergirl" "spiderboy">> <<bHe>> chitters. <<case "foxgirl" "foxboy">> <<bHe>> yips. <<default>> <<bHe>> growls. <</switch>> <<if $NPCList[_n].fullDescription is "Great Hawk">> <<hawkspeech>> <<elseif $NPCList[_n].penis isnot "none">> <<if $player.gender_appearance is "f">> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "Mark you with scent. As mine." <<case 1>> "All will know scent. Show to pack as prize." <<case 2>> "Litter inside you should make you quiet soon." <<case 3>> "No struggle, work hard for prey." <<case 4>> "Share with pack if keep squirming!" <<case 5>> "Prey is mine." <<default>> "Submit! Submit!" <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I can't wait to mark you with my seed." <<case 1>> "I'm gonna fill you up so everyone knows who owns you." <<case 2>> "You won't be so insolent once I've put a litter in you." <<case 3>> "It's no fun without a struggle." <<case 4>> "You'd best be nice, or I'll share you with my siblings." <<case 5>> "Your womb is mine." <<default>> "My cock will show you your place." <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "I show prey who the alpha is." <<case 1>> "Squirm less. Submit!" <<case 2>> "Prey should be lucky. Prefer to eat." <<case 3>> "Be proud. Mate, not eat. Best of pack." <<case 4>> "Stay still, else I attack." <<case 5>> "Smell good. Eat later." <<default>> "Strong offspring from you, as pack mother." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I'm gonna show you who's boss." <<case 1>> "Stop squirming." <<case 2>> "You're lucky I don't eat you." <<case 3>> "You should feel honoured I want to mate." <<case 4>> "Don't make me hurt you." <<case 5>> "You smell good enough to eat." <<default>> "You'll have strong babies." <</switch>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "Filling you with seed will feel good." <<case 1>> "Hope you are enjoying this. Much as I do." <<case 2>> "Strong scent from you. Has me in a rut." <<case 3>> "Marking you with scent will make you smell better." <<case 4>> "Happy to find mate. Lucky." <<case 5>> "Finish. Cruel to leave me in a rut." <<default>> "Strong offspring from you, as pack mother." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Filling you up is gonna feel so good." <<case 1>> "I hope you're enjoying this as much as me." <<case 2>> "Your scent alone has me in a rut." <<case 3>> "My seed will make you smell even better." <<case 4>> "I'm lucky to have a mate like you." <<case 5>> "It's cruel to arouse me without finishing." <<default>> "You'll have strong babies." <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "Going to mate with you. Okay?" <<case 2>> "<<print ($settings.pregnancySpeechEnabled ? "Breed" : "Mate")>> with me." <<case 3>> "Bet prey tastes nice." <<case 4>> "Smell fertile. Ready for seed." <<case 5>> "Cold out. I keep you warm." <<default>> "Ready to fight for your litter. All will see." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "I'm going to mate with you. I hope that's okay." <<case 2>> "You have to <<print ($settings.pregnancySpeechEnabled ? "breed" : "mate")>> with me." <<case 3>> "I bet you taste nice." <<case 4>> "You smell very fertile." <<case 5>> "I'll keep you warm." <<default>> "I'm ready to father a litter, you'll see." <</switch>> <</if>> <</if>> <</if>> <<else>> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "Mark you with scent. As mine." <<case 1>> "All will know scent. Show to pack as prize." <<case 2>> "Seed inside you should make you quiet soon." <<case 3>> "No struggle, work hard for prey." <<case 4>> "Share with pack if keep squirming!" <<case 5>> "I'm in charge. You follow." <<default>> "Submit! Submit!" <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I can't wait to mark you with my seed." <<case 1>> "I'm gonna fill you up so everyone knows who owns you." <<case 2>> "You won't be so insolent once you're full of seed." <<case 3>> "It's no fun without a struggle." <<case 4>> "You'd best be nice, or I'll share you with my siblings." <<case 5>> "I'm in charge." <<default>> "My cock will show you your place." <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "You're no alpha! I show you." <<case 1>> "Squirm less. Submit!" <<case 2>> "Prey should be lucky. Prefer to eat." <<case 3>> "Be proud. Mate, not eat. Best of pack." <<case 4>> "Stay still, else I attack." <<case 5>> "Smell good. Eat later." <<default>> "Strong offspring from you, as pack mother." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I'm gonna show you who's boss." <<case 1>> "Stop squirming." <<case 2>> "You're lucky I don't eat you." <<case 3>> "You should feel honoured I want to mate." <<case 4>> "Don't make me hurt you." <<case 5>> "You smell good enough to eat." <<default>> "I'm strongest of pack. <<print ($settings.pregnancySpeechEnabled ? "You're breeding stock." : "You'll do what I want.")>>" <</switch>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "Filling you with seed will feel good." <<case 1>> "Hope you are enjoying this. Much as I do." <<case 2>> "Strong scent from you. Has me in a rut." <<case 3>> "Marking you with scent will make you smell better." <<case 4>> "Happy to find mate. Lucky." <<case 5>> "Finish. Cruel to leave me in a rut." <<default>> "I impressed you, yes?" <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Filling you up is gonna feel so good." <<case 1>> "I hope you're enjoying this as much as me." <<case 2>> "Your scent alone has me in a rut." <<case 3>> "My seed will make you smell even better." <<case 4>> "I'm lucky to have a mate like you." <<case 5>> "It's cruel to arouse me without finishing." <<default>> "Are you impressed?" <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "Going to mate with you. Okay?" <<case 2>> "<<print ($settings.pregnancySpeechEnabled ? "Breed" : "Mate")>> with me." <<case 3>> "Bet prey tastes nice." <<case 4>> "Smell fertile. Ready for seed." <<case 5>> "Cold out. I keep you warm." <<default>> "I am the pack's strongest. All will see." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "I'm going to mate with you. I hope that's okay." <<case 2>> "You have to mate with me." <<case 3>> "I bet you taste nice." <<case 4>> "You smell very fertile." <<case 5>> "I'll keep you warm." <<default>> "I'm the strongest, you'll see." <</switch>> <</if>> <</if>> <</if>> <</if>> <<else>> <<if $player.gender_appearance is "f">> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "My territory. Mine." <<case 1>> "All will know scent. Show to pack as prize." <<case 2>> "Show prey who leads." <<case 3>> "No struggle, work hard for prey." <<case 4>> "Share with pack if keep squirming!" <<case 5>> "I'm in charge. You follow." <<default>> "Show prey their place." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "This is my territory." <<case 1>> "I'm gonna mark you with my scent so everyone knows who owns you." <<case 2>> "I'm gonna show you who's in charge." <<case 3>> "It's no fun without a struggle." <<case 4>> "You'd best be nice, or I'll share you with my siblings." <<case 5>> "I'm the alpha here." <<default>> "I'll show you your place." <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "You're no alpha! I show you." <<case 1>> "Squirm less. Submit!" <<case 2>> "Prey should be lucky. Prefer to eat." <<case 3>> "Be proud. Mate, not eat. Best of pack." <<case 4>> "Stay still, else I attack." <<case 5>> "Smell good. Eat later." <<default>> "Strong offspring from you one day. For pack. We can protect them." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I'm gonna show you who's boss." <<case 1>> "Stop squirming." <<case 2>> "You're lucky I don't eat you." <<case 3>> "You should feel honoured I want to mate." <<case 4>> "Don't make me hurt you." <<case 5>> "You smell good enough to eat." <<default>> "You'll have strong babies one day." <</switch>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "Play feels good." <<case 1>> "Hope you are enjoying this. Much as I do." <<case 2>> "Strong scent from you. Has me in heat." <<case 3>> "Marking you with scent will make you smell better." <<case 4>> "Happy to find mate. Lucky." <<case 5>> "Finish. Cruel to leave me in heat." <<default>> "Strong offspring from you one day. For pack. We can protect them." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Playing with you feels so good." <<case 1>> "I hope you're enjoying this as much as me." <<case 2>> "Your scent alone has me in heat." <<case 3>> "My scent will make you smell even better." <<case 4>> "I'm lucky to have a mate like you." <<case 5>> "It's cruel to arouse me without finishing." <<default>> "You'll have strong babies one day." <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "Going to mate with you. Okay?" <<case 2>> "Mate with me." <<case 3>> "Bet prey tastes nice." <<case 4>> "Smell fertile." <<case 5>> "Cold out. I keep you warm." <<default>> "My mates for me only. Not for you. No taking." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "I'm going to mate with you. I hope that's okay." <<case 2>> "You have to mate with me." <<case 3>> "I bet you taste nice." <<case 4>> "You smell very fertile." <<case 5>> "I'll keep you warm." <<default>> "You aren't planning on stealing my mates, I hope." <</switch>> <</if>> <</if>> <</if>> <<else>> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "Ready. Mark with your scent. Can take it all. Wait no longer." <<case 1>> "I belong to you. All will know your scent. Fill me." <<case 2>> "Litter inside me should make you quiet soon. I carry for you." <<case 3>> "No struggle, work hard for prey." <<case 4>> "Share with pack if keep squirming!" <<case 5>> "Prey is mine." <<default>> "My womb belongs to you. Begging for you." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I can't wait to take your seed." <<case 1>> "Fill me up so everyone knows who <<bred>> me." <<case 2>> "You won't be so insolent once I'm carrying your litter." <<case 3>> "It's no fun without a struggle." <<case 4>> "You'd best be nice, or I'll share you with my siblings." <<case 5>> "Your cock is mine." <<default>> "My womb is desperate for you." <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "I show prey who the alpha is." <<case 1>> "Squirm less. Submit!" <<case 2>> "Prey should be lucky. Prefer to eat." <<case 3>> "Be proud. Mate, not eat. Best of pack." <<case 4>> "Stay still, else I attack." <<case 5>> "Smell good. Eat later." <<default>> "Strong offspring from you, as pack father." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "I'm gonna show you who's boss." <<case 1>> "Stop squirming." <<case 2>> "You're lucky I don't eat you." <<case 3>> "You should feel honoured I want to mate." <<case 4>> "Don't make me hurt you." <<case 5>> "You smell good enough to eat." <<default>> "You'll father strong babies." <</switch>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "Put seed in me. Please." <<case 1>> "Hope you are enjoying this. Much as I do." <<case 2>> "Strong scent from you. Has me in heat." <<case 3>> "Mark me as yours. Yours alone. My own special mate." <<case 4>> "Happy to find mate. Lucky." <<case 5>> "Finish. Cruel to leave me in heat." <<default>> "Strong offspring from you, as pack father." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Being filled is gonna feel so good." <<case 1>> "I hope you're enjoying this as much as me." <<case 2>> "Your scent alone has me in heat." <<case 3>> "Mark me with your seed and scent." <<case 4>> "I'm lucky to have a mate like you." <<case 5>> "It's cruel to leave me in heat." <<default>> "You'll father strong babies." <</switch>> <</if>> <<else>> <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "Going to mate with you. Okay?" <<case 2>> "Mate with me." <<case 3>> "Bet prey tastes nice." <<case 4>> "Smell fertile." <<case 5>> "Cold out. I keep you warm." <<default>> "My mates for me only. Not for you. No taking." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You smell nice." <<case 1>> "I'm going to mate with you. I hope that's okay." <<case 2>> "You have to <<print ($settings.pregnancySpeechEnabled ? "breed" : "mate")>> with me." <<case 3>> "I bet you taste nice." <<case 4>> "You smell very fertile." <<case 5>> "I'll keep you warm." <<default>> "Ready to mother litter. Yours. All will see." <</switch>> <</if>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "hawkspeech">> <<if $NPCList[_n].penis isnot "none">> <<if $player.gender_appearance is "f">> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "<<Wife>> has to take my seed." <<case 1>> "Be still. Let me take care of you." <<case 2>> "Now is not time for mating dance! It's time for mating!" <<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>." <<case 4>> "Will be harder to move like this when <<wife>> is full of eggs." <<case 5>> "Is <<wife>> not happy? How can I fix?" <<default>> "Will my seed calm you down, <<wife>>?" <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Even if <<wife>> is rough, I will be gentle." <<case 1>> "<<Wife>> is very strong! I feel so proud!" <<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after." <<case 3>> "Will make sure <<wife>> has belly full of food and eggs." <<case 4>> "Be careful! I am not food! No need to fight me!" <<case 5>> "Hold still. I want to fill <<wife>> up." <<default>> "Our babies will be the strongest flyers." <</switch>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "Grateful for my eyes, that spotted you." <<case 1>> "I want to hear <<wife>>'s sweet mating song." <<case 2>> "Your smell is making me broody. I'll fill you up." <<case 3>> "I'll watch <<wife>> lay our eggs from <<pher>> fertile womb." <<case 4>> "I want to finish in <<wife>> and only <<wife>> for the rest of my life." <<case 5>> "Want to see you sitting on a clutch of eggs." <<default>> "Our babies will be the strongest flyers." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "We will make a beautiful flock together." <<case 1>> "Our mating song is the prettiest sound in the world." <<case 2>> "First you'll be full of my seed. Then full of my eggs." <<case 3>> "Does this make <<wife>> feel good, too?" <<case 4>> "I'll mate with you, make you as happy as you make me." <<case 5>> "Is <<wife>> ready for my seed?" <<default>> "I'm ready to breed with you." <</switch>> <</if>> <</if>> <<else>> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "<<Wife>> has to take my seed." <<case 1>> "Be still. Let me take care of you." <<case 2>> "Now is not time for mating dance! It's time for mating!" <<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>." <<case 4>> "Will be harder to move like this when <<wife>> is full of my seed." <<case 5>> "Is <<wife>> not happy? How can I fix?" <<default>> "Will my seed calm you down, <<wife>>?" <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Even if <<wife>> is rough, I will be gentle." <<case 1>> "<<Wife>> is very strong! I feel so proud!" <<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after." <<case 3>> "Will make sure <<wife>> has belly full of food and hole full of me." <<case 4>> "Be careful! I am not food! No need to fight me!" <<case 5>> "Hold still. I want to fill <<wife>> up." <<default>> "You're taking me so well." <</switch>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "Grateful for my eyes, that spotted you." <<case 1>> "I want to hear <<wife>>'s sweet mating song." <<case 2>> "Your smell is making me broody. I'll fill you up." <<case 3>> "I'll watch <<wife>>'s hole be filled with my seed." <<case 4>> "I want to finish in <<wife>> and only <<wife>> for the rest of my life." <<case 5>> "Want to see you sitting naked in our nest." <<default>> "You're taking me so well." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You make such a beautiful <<wife>>." <<case 1>> "Our mating song is the prettiest sound in the world." <<case 2>> "You'll be full of my seed." <<case 3>> "Does this make <<wife>> feel good, too?" <<case 4>> "I'll mate with you, make you as happy as you make me." <<case 5>> "Is <<wife>> ready for my seed?" <<default>> "I'm ready to breed with you." <</switch>> <</if>> <</if>> <</if>> <<else>> <<if $player.gender_appearance is "f">> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "<<Wife>> has to be marked with my scent." <<case 1>> "Be still. Let me take care of you." <<case 2>> "Now is not time for mating dance! It's time for mating!" <<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>." <<case 4>> "Why move like this, <<wife>>?" <<case 5>> "Is <<wife>> not happy? How can I fix?" <<default>> "What will calm you down, <<wife>>?" <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Even if <<wife>> is rough, I will be gentle." <<case 1>> "<<Wife>> is very strong! I feel so proud!" <<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after." <<case 3>> "Will make sure <<wife>> has belly full of food and skin marked with my scent." <<case 4>> "Be careful! I am not food! No need to fight me!" <<case 5>> "Hold still. I want to show <<wife>> my love." <<default>> "You're such a good mate." <</switch>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "Grateful for my eyes, that spotted you." <<case 1>> "I want to hear <<wife>>'s sweet mating song." <<case 2>> "Your smell is making me broody. I'll wet you with my juices." <<case 3>> "I'll watch the look on <<wife>>'s face as <<pshe>> finishes." <<case 4>> "I want to finish with <<wife>> and only <<wife>> for the rest of my life." <<case 5>> "Want to see you sitting naked in our nest." <<default>> "You're such a good mate." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You make such a beautiful <<wife>>." <<case 1>> "Our mating song is the prettiest sound in the world." <<case 2>> "First you'll be under me. Then finish under me." <<case 3>> "Does this make <<wife>> feel good, too?" <<case 4>> "I'll mate with you, make you as happy as you make me." <<case 5>> "Is <<wife>> ready to finish?" <<default>> "I'm ready to breed with you." <</switch>> <</if>> <</if>> <<else>> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "<<Wife>> has to give me <<pher>> seed." <<case 1>> "Be still. Let me take care of you." <<case 2>> "Now is not time for mating dance! It's time for mating!" <<case 3>> "Is this landbound way of showing love? I have a lot to learn from <<wife>>." <<case 4>> "Will be harder to move like this when <<wife>> is filling my womb." <<case 5>> "Is <<wife>> not happy? How can I fix?" <<default>> "Will my hole calm you down, <<wife>>?" <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "Even if <<wife>> is rough, I will be gentle." <<case 1>> "<<Wife>> is very strong! I feel so proud!" <<case 2>> "<<Wife>> will get hungry from all this squirming. I'll hunt big meal after." <<case 3>> "Will make sure <<wife>> has belly full of food and body warmed by me." <<case 4>> "Be careful! I am not food! No need to fight me!" <<case 5>> "Hold still. I want <<wife>> to fill me up." <<default>> "Our babies will be the strongest flyers." <</switch>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> <<switch $npcspeechcycle>> <<case 0>> "Grateful for my eyes, that spotted you." <<case 1>> "I want to hear <<wife>>'s sweet mating song." <<case 2>> "Your smell is making me broody. Fill me up." <<case 3>> "I'll watch <<wife>> fill me with <<pher>> semen." <<case 4>> "I want to finish with <<wife>> and only <<wife>> for the rest of my life." <<case 5>> "Want to sit on the eggs you'll give me." <<default>> "Our babies will be the strongest flyers." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> "You make such a beautiful <<wife>>." <<case 1>> "Our mating song is the prettiest sound in the world." <<case 2>> "Fill me with your seed." <<case 3>> "Does this make <<wife>> feel good, too?" <<case 4>> "I'll mate with you, make you as happy as you make me." <<case 5>> "Is <<wife>> ready to finish in me?" <<default>> "I'm ready to breed with you." <</switch>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "clothesspeech">> <<rng>> <<if $rng gte 81>> <<rng>> <<if !$worn.upper.type.includes("naked")>> <<He>> examines your $worn.upper.name. <<switch $worn.upper.name>> <<case "sundress">> <<switch random(1,3)>> <<case 1>> "What a cute little dress." <<case 2>> "I like your dress." <<case 3>> "So cute and innocent." <</switch>> <<case "evening gown">> <<if $enemyanger gte 20>> "You look like an expensive whore." <<else>> "Classy." <</if>> <<case "ballgown">> <<switch random(1,3)>> <<case 1>> "Beautiful." <<case 2>> "Looks like I stole someone's dance partner." <<case 3>> "I almost feel bad about getting your clothes dirty." <</switch>> <<case "kimono" "mini kimono">> <<switch random(1,3)>> <<case 1>> "How exotic." <<case 2>> "Where'd you get this?" <<case 3>> "You even dressed up for me." <</switch>> <<case "maid dress">> <<switch random(1,3)>> <<case 1>> "Time to service your <<master>>." <<case 2>> "I'm your <<master>> now." <<case 3>> "Call me <<master>>." <</switch>> <<case "nun's habit">> <<if $enemyanger gte 20>> <<switch random(1,3)>> <<case 1>> "Trying to look virtuous? No one's buying it, slut." <<case 2>> "You think that's going to protect you?" <<case 3>> "Pious girls are all the more fun to ravage." <</switch>> <<else>> "Always wanted to fuck a nun." <</if>> <<case "pyjama shirt">> <<if $rng gte 71 and $location isnot "home">> "Looks like someone forgot to dress this morning." <<elseif $rng gte 41>> "How unflattering." <<else>> "Don't sell yourself short." <</if>> <<case "t-shirt">> "That shirt's doing a poor job of hiding your cute body." <<case "school shirt">> <<if ["Sirris","River","Doren","Winter","Mason","Leighton"].includes($NPCList[_n].fullDescription)>> <<if $location is "school">> "At least you're following the dress code." <<else>> "Still eager to learn?" <</if>> <<elseif $NPCList[_n].teen is 1>> <<switch random(1,4)>> <<case 1>> "The school uniform looks good on you." <<case 2>> "I hate how they make us wear these." <<case 3>> "Call me teacher." <<case 4>> "I've got a lot to teach you." <</switch>> <<else>> <<switch random(1,4)>> <<case 1>> "Always wanted to fuck a student." <<case 2>> "Still going to school, I see." <<case 3>> "Call me teacher." <<case 4>> "I've got a lot to teach you." <</switch>> <</if>> <<case "tank top">> <<switch random(1,2)>> <<case 1>> "Only sluts wear tank tops." <<case 2>> "Really shows off your chest." <</switch>> <<case "tuxedo jacket">> <<if $enemyanger gte 20>> "Looks like you were on your way to somewhere fancy. You're stuck with me now." <<elseif $player.gender_appearance is "f">> "Trying to pass as a boy?" <<else>> "Classy." <</if>> <<case "babydoll lingerie">> <<if $enemyanger gte 20>> "You're really asking for it, wearing that." <<else>> <<switch random(1,3)>> <<case 1>> "So sexy." <<case 2>> "God, you're hot." <<case 3>> "You can't expect me to control myself if you dress like that." <</switch>> <</if>> <<case "crop top">> "Really shows off your nice, tight body." <<case "tube top">> <<switch random(1,2)>> <<case 1>> "You're barely wearing anything." <<case 2>> "You may as well be running around in underwear." <</switch>> <<case "turtleneck">> <<if $enemyanger gte 20>> <<switch random(1,2)>> <<case 1>> "You look so slutty in that." <<case 2>> "Only sluts dress like this." <</switch>> <<else>> <<switch random(1,2)>> <<case 1>> "Cute tummy." <<case 2>> "You're so slim." <</switch>> <</if>> <<case "sweater">> <<switch random(1,2)>> <<case 1>> "You're adorable." <<case 2>> "Why so shy?" <</switch>> <<case "serafuku" "gakuran">> <<switch random(1,3)>> <<case 1>> "What a cute outfit." <<case 2>> "Are you one of those anime nerds?" <<case 3>> "Always wanted to fuck a <<girl>> in one of these." <</switch>> <<case "plant top">> <<switch random(1,7)>> <<case 1>> "How strange." <<case 2>> "What is that?" <<case 3>> "You look like a mermaid." <<case 4>> "Has an odd charm." <<case 5>> "Lost your clothes?" <<case 6>> "That can't be hygienic." <<case 7>> "Is that made of plants?" <</switch>> <<case "towel top" "large towel">> <<switch random(1,3)>> <<case 1>> "Were you in a hurry?" <<case 2>> "You need to get yourself some new clothes." <<case 3>> "Nice and easy to take off." <</switch>> <<default>> <<basespeech>><<neutral 1>> <</switch>> <<else>> <<basespeech>><<neutral 1>> <</if>> <<elseif $rng gte 61>> <<rng>> <<if !$worn.lower.type.includes("naked")>> <<He>> examines your $worn.lower.name. <<switch $worn.lower.name>> <<case "pyjama bottoms">> <<if $rng gte 71 and $location isnot "home">> "Forget to dress this morning?" <<elseif $rng gte 41>> "How unflattering." <<else>> "Don't sell yourself short." <</if>> <<case "waist apron">> <<switch(1,2)>> <<case 1>> "Already dressed for service, huh?" <<case 2>> "Cute apron." <</switch>> <<case "school shorts">> <<if $player.gender_appearance is "f">> <<switch random(1,2)>> <<case 1>> "Aren't those for boys?" <<case 2>> "What a tomboy you are." <</switch>> <<else>> <<switch random(1,2)>> <<case 1>> <<if $NPCList[_n].teen is 1>>"The uniform shorts fit you."<<else>>"Always wanted to fuck a school boy."<</if>> <<case 2>> "Nice and tight." <</switch>> <</if>> <<case "shorts">> <<switch(1,2)>> <<case 1>> "These show off your legs nicely." <<case 2>> "Wish you were wearing something tighter." <</switch>> <<case "school skirt">> <<if $player.gender_appearance is "m">> <<if $NPCList[_n].teen is 1>> "Do you get off on people thinking you're a girl?" <<else>> "Do your classmates know you're a boy?" <</if>> <<else>> <<if $NPCList[_n].teen is 1>> "The uniform skirt suits you." <<else>> "Always wanted to fuck a school girl." <</if>> <</if>> <<case "tuxedo trousers">> <<if $enemyanger gte 20>> "Were you on your way to somewhere fancy? You're stuck with me now." <<elseif $player.gender_appearance is "f">> "Do you enjoy dressing as a boy?" <<else>> <<switch random(1,2)>> <<case 1>> "Nice trousers." <<case 2>> "I'll try not to dirty your fancy trousers too much." <</switch>> <</if>> <<case "board shorts">> <<switch(1,2)>> <<case 1>> "I hope you enjoy your swim." <<case 2>> "I prefer shorts to be shorter." <</switch>> <<case "breeches">> "Really show off your legs." <<case "long cut skirt" "short cut skirt" "long skirt">> <<switch(1,2)>> <<case 1>> "I love a skirt. So easy to pull up." <<case 2>> "I'm glad you're wearing a skirt. Makes things easy." <</switch>> <<case "cycle shorts">> <<switch random(1,5)>> <<case 1>> "The sight of your cute bottom in those tight shorts is driving me crazy." <<case 2>> "Those don't leave much to the imagination. I'm not complaining." <<case 3>> "Do I see a wet patch between your legs?" <<case 4>> "That tight fabric is so inviting." <<case 5>> "I want to run my hands all over that." <</switch>> <<case "jeans">> "They really accentuate your legs." <<case "school trousers">> <<if $player.gender_appearance is "f">> "You're such a tomboy." <<else>> <<if $NPCList[_n].teen is 1>> "You should wear something more revealing." <<else>> "Always wanted to fuck a school boy." <</if>> <</if>> <<case "trousers">> "You should wear something tighter." <<case "miniskirt">> <<if $enemyanger gte 20>> "Only total sluts wear them this short." <<else>> <<switch random(1,2)>> <<case 1>> "That short skirt is driving me crazy." <<case 2>> "I like them short." <</switch>> <</if>> <<case "plant skirt">> <<switch random(1,7)>> <<case 1>> "How strange." <<case 2>> "What is that?" <<case 3>> "You look like a mermaid." <<case 4>> "Has an odd charm." <<case 5>> "Lost your clothes?" <<case 6>> "That can't be hygienic." <<case 7>> "Is that made of plants?" <</switch>> <<case "towel skirt" "large towel bottom">> <<switch random(1,3)>> <<case 1>> "Were you in a hurry?" <<case 2>> "You need to get yourself some new clothes." <<case 3>> "Nice and easy to take off." <</switch>> <<default>> <<basespeech>><<neutral 1>> <</switch>> <<else>> <<basespeech>><<neutral 1>> <</if>> <<elseif $rng gte 41>> <<rng>> <<if !$worn.under_upper.type.includes("naked") and $worn.upper.exposed gte 2>> <<He>> examines your $worn.under_upper.name. <<switch $worn.under_upper.name>> <<case "school swimsuit" "foreign school swimsuit">> <<if $enemyanger gte 20>> "I'll leave you a wet mess." <<elseif $rng gte 51>> <<if $NPCList[_n].teen is 1>> "Always wanted to fuck the girls in my class in their swimsuits." <<else>> "Always wanted to fuck a student in one of these swimsuits." <</if>> <<else>> "School swimsuits are so hot." <</if>> <<case "leotard" "skimpy leotard" "unitard">> <<switch random(1,4)>> <<case 1>> "That leotard leaves little to the imagination." <<case 2>> "So nice and tight." <<case 3>> "That leotard really accentuates your body." <<case 4>> "I love athletic <<girls>>." <</switch>> <<case "swimsuit">> <<if $enemyanger gte 20>> "I'll leave you a wet mess." <<else>> <<switch random(1,3)>> <<case 1>> "Always wanted to fuck a <<if $player.gender_appearance is "m">>'girl'<<else>>girl<</if>> in a swimsuit." <<case 2>> "What a cute swimsuit." <<case 3>> "Your swimsuit is so hot." <</switch>> <</if>> <<case "bunny leotard">> <<switch random(1,6)>> <<case 1>> "That leotard leaves nothing to the imagination." <<case 2>> "So nice and tight." <<case 3>> "That leotard really accentuates your body." <<case 4>> "Your body deserves a tip." <<case 5>> "Are you in heat, bunnygirl?" <<case 6>> "You look just like those in magazines." <</switch>> <<case "bikini top">> <<if $rng gte 51>> "Cute bikini." <<else>> <<if $NPCList[_n].penis isnot "none">> "I bet you give people lots of awkward boners on the beach." <<else>> "I bet you've gotten countless pussies wet." <</if>> <</if>> <<case "catgirl bra">> <<switch random(1,2)>> <<case 1>> "You're a cute one." <<case 2>> "Quite the playful one, aren't you?" <</switch>> <<case "lace bra">> <<switch random(1,2)>> <<case 1>> "Sexy and tasteful." <<case 2>> "That's pretty lewd." <</switch>> <<case "microkini top">> "You're lewd indeed if you go swimming like this." <<case "plain bra">> "Plain, but pretty." <<case "sports bra" "swim shirt">> <<switch random(1,2)>> <<case 1>> "I love sexy sportswear." <<case 2>> "You're quite athletic, aren't you?" <</switch>> <<default>> <<basespeech>><<neutral 1>> <</switch>> <<else>> <<basespeech>><<neutral 1>> <</if>> <<elseif $rng gte 21>> <<rng>> <<if !$worn.under_lower.type.includes("naked") and $worn.lower.exposed gte 2>> <<He>> examines your $worn.under_lower.name. <<switch $worn.under_lower.name>> <<case "plain panties">> "Plain, but pretty." <<case "bikini bottoms">> <<if $rng gte 51>> "Cute bikini." <<else>> <<if $NPCList[_n].penis isnot "none">> "I bet you cause lots of awkward boners wearing this at the beach." <<else>> "You're making me so wet." <</if>> <</if>> <<case "lace panties">> "Lewd yet classy." <<case "briefs">> <<if $player.gender_appearance is "f">> "Aren't those for boys?" <<else>> "I might keep these as a souvenir." <</if>> <<case "school swim shorts">> <<if $player.gender_appearance is "f">> <<switch random(1,2)>> <<case 1>> "Did you steal those from the boys' changing room?" <<case 2>> "Aren't those for boys? They're nice and tight still." <</switch>> <<else>> <<switch random(1,2)>> <<case 1>> "I've always wanted to fuck a school boy wearing these." <<case 2>> "So glad they make the uniform swimsuits so tight." <</switch>> <</if>> <<case "boyshorts">> <<switch random(1,2)>> <<case 1>> "These really show off your bottom." <<case 2>> "So spankable." <</switch>> <<case "catgirl panties">> <<switch random(1,2)>> <<case 1>> "So cute." <<case 2>> "How playful." <</switch>> <<case "G-string">> <<switch random(1,2)>> <<case 1>> "I love these." <<case 2>> "They barely cover anything." <</switch>> <<case "crotchless panties">> <<switch random(1,2)>> <<case 1>> "Kinky." <<case 2>> "Don't even need to remove them." <</switch>> <<case "microkini bottom">> "You must be pretty perverted to go swimming in this." <<case "speedo">> <<if $player.gender_appearance is "f">> "Aren't those for boys? Hot though." <<else>> "So tight." <</if>> <<case "striped panties">> <<if $rng gte 100>> "Shimapan!" <<elseif $rng gte 51>> "Very cute." <<else>> "Cute colours." <</if>> <<default>> <<basespeech>><<neutral 1>> <</switch>> <<else>> <<basespeech>><<neutral 1>> <</if>> <<elseif $rng gte 11>> <<rng>> <<if !$worn.face.type.includes("naked")>> <<He>> examines your $worn.face.name. <<if $worn.face.type.includes("glasses")>> <<if $enemyanger gte 20>> <<switch random(1,5)>> <<case 1>> "I'll break those if you don't behave." <<case 2>> "Fucking nerd." <<case 3>> "How'd you like to have your glasses smashed?" <<case 4>> "You must be picked on all the time with those." <<case 5>> "How much those cost? Maybe I'll take them." <</switch>> <<else>> <<switch random(1,5)>> <<case 1>> "I love <<girls>> with glasses." <<case 2>> "Cute glasses." <<case 3>> "Fashionable." <<case 4>> "They suit you." <<case 5>> "Nice eyewear." <</switch>> <</if>> <<else>> <<basespeech>><<neutral 1>> <</if>> <<else>> <<basespeech>><<neutral 1>> <</if>> <<else>> <<rng>> <<if !$worn.legs.type.includes("naked")>> <<He>> examines your $worn.legs.name. <<switch $worn.legs.name>> <<case "tights">> <<switch random(1,3)>> <<case 1>> "Your legs look so smooth." <<case 2>> "Makes me want to run my hands all over them." <<case 3>> "Such a tease." <</switch>> <<case "boy's gym socks" "girl's gym socks">> "Cute socks." <<case "fishnet stockings" "fishnet tights">> <<if $enemyanger gte 20>> "You look like a whore." <<else>> "I love fishnets." <</if>> <<case "stockings" "garter stockings">> "Classy." <<case "legwarmers">> "How cute." <<default>> <<basespeech>><<neutral 1>> <</switch>> <<else>> <<basespeech>><<neutral 1>> <</if>> <</if>> <</widget>> <<widget "plantspeech">> <<if $speechpenisvirgin is 1 or $speechvaginavirgin is 1>> <<He>> grins. "Is this your first time? Lucky break!" <<elseif $speechanusvirgin gte 1>> <<He>> grins. "First time taking it up this hole, huh? I'll show you how great it is!" <<elseif $speechmouthvirgin gte 1>> <<He>> grins. "You've never used your mouth like this before, have you? I'll make it extra sweet, just for you." <<elseif $speechkissvirgin is 1>> <<He>> moans into your mouth. "I'll get you addicted to kissing. Or maybe you'll just be addicted to me." <span class="pink">Sweet nectar floods your mouth, and <<he>> winks.</span> <<nectarfed 50>> <<elseif $speechvaginavirgin is 2 and $NPCList[0].penis isnot "none">> <<He>> whines. "Oh, you were a virgin? Come on! I knew I should've used my dick." <<elseif $speechpenisvirgin is 2>> <<He>> whines. "Oh, you were a virgin? Come on! I knew I should've used my <<if $NPCList[0].vagina isnot "none">>pussy<<else>>ass<</if>>." <<elseif $speechspray is 1>> <<He>> yelps. <<if $speechspraycycleplant is 1>> "Cut that out!" <<else>> <<set $speechspraycycleplant to 1>> "Agh! What is that, attack pollen? Can humans do that?!" <</if>> <<elseif $speechcum is 1>> <<if $exposed gte 2 and $player.penisExist>> <<if $semen_amount lte (($semen_volume / 24) * 6) or $orgasmcount gte 24 or $femaleclimax or _deniedOrgasm>> <<He>> blinks. "Where's the, y'know... the cum? Is that it?" <<elseif ["othervagina","otheranus","tentacle","tentacledeep"].includes($penisstate)>> <<if $parasite.penis.name or _condom or $worn.genitals.name is "chastity parasite">> <<He>> groans. "Come on, get that thing off your dick! It blocked all the cum!" <<elseif $orgasmcurrent is 1>> <<He>> moans. "Oh, that's the stuff. I'll milk you dry for this. Fertilise me more." <<else>> <<He>> moans. "I'll be the one addicted to you at this rate. Plant your seed in me." <</if>> <<else>> <<switch $orgasmcurrent>> <<case 1>> <<He>> giggles. "I'm not the only one having fun." <<case 2>> <<He>> giggles. "Wow, you're like a fountain!" <<default>> <<He>> giggles. "I'll milk you dry, just watch me." <</switch>> <</if>> <<else>> <<if ["otherpenis","tentacle"].includes($vaginause) or ["otherpenis","tentacle"].includes($anususe)>> <<switch $orgasmcurrent>> <<case 1>> <<He>> moans. "It'll be my turn soon. I'll pollinate you." <<case 2>> <<if $vaginause is "tentacle" or $anususe is "tentacle">> <<He>> giggles. "Are my vines making you feel that good?" <<else>> <<He>> giggles. "You're so cute, making that face while I'm fucking you." <</if>> <<default>> <<He>> giggles. "You won't need anyone but me soon enough!" <</switch>> <<else>> <<switch $orgasmcurrent>> <<case 1>> <<He>> grins. "I love making humans do that." <<case 2>> <<He>> grins. "Now how about you make me feel good, to return the favour?" <<default>> <<He>> giggles. "You won't need anyone but me soon enough!" <</switch>> <</if>> <</if>> <<elseif $alarm is 1 and isLoveInterest("Eden") and $location is "forest">> <<He>> yelps. "What are you doing, shouting for the freak? Don't you know how dangerous <<nnpc_he "Eden">> is?!" <<set $enemytrust -= 30>> <<elseif $speechnamedrop is 1 and _loveInterest is "Eden" and $location is "forest">> <<He>> flinches at your words. "Oh shit, you know the <<nnpc_title "Eden">>? This is... dangerous." <<set $enemytrust -= 20>> <<elseif $speechnamedrop is 1 and _loveInterest is "Black Wolf" and $location is "forest">> <<He>> grins. "The alpha won't even recognise you when I'm done with you!" <<elseif $speechnamedrop is 1 and _loveInterest is "Alex" and $location is "moor">> <<He>> grins. "A farmer, huh? Maybe I'll cultivate you, cow<<girl>>." <<elseif $speechnamedrop is 1 and _loveInterest is "Great Hawk" and $location is "moor">> <<He>> flinches at your words. "Oh shit, you know the sky terror? This is... dangerous." <<set $enemytrust -= 20>> <<elseif $speechnamedrop is 1 and _loveInterest is "Gwylan">> <<His>> vegetation turns pale. "Th-the witch? You're <<nnpc_his "Gwylan">> charge? Shit." <<set $enemytrust -= 20>> <<elseif random(1,10) is 10 and $NPCList[_n].penis isnot "chest" and $NPCList[_n].location.genitals isnot "head" and $mouthstate is 0 and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <span class="blue"><<He>> moves <<his>> lips close to yours, about to kiss.</span> <span class="pink"><<His>> breath smells sweet.</span> <<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">><<set $NPCList[_n].mouth to "kissentrance">><<sex 1 "mouth">><<set $mouthtarget to _n>> <<set $NPCList[_n].location.head = "head">> <<elseif random(1,20) is 20 and $tentacleMouth>> <<He>> <span class="lblue">yanks the $tentacleMouth <<if $mouthstate is "tentacle" or $mouthstate is "tentacledeep">>out of<<else>>away from<</if>> your mouth</span> and <span class="blue">moves <<his>> lips close to yours, about to kiss.</span> <span class="pink"><<His>> breath smells sweet.</span> <<set $mouthuse to "kiss">><<set $mouthstate to "kissentrance">><<set $NPCList[_n].mouth to "kissentrance">><<sex 1 "mouth">><<set $mouthtarget to _n>> <<set $NPCList[_n].location.head = "head">> <<set $tentacleMouth to "removed">> <<elseif random(1,3) is 3>> <<basespeech "low">> <<else>> <<if $speechheadsuckle is 1 or $speechmouthpenetrated is 1 or $speechvaginamouth is 1 or $speechfacesit is 1>> <<switch $npcspeechcycle>> <<case 0>> <<He>> coos. "Isn't it the sweetest thing you've ever tasted?" <<case 1>> <<He>> coos. "Drink up, it's good for you!" <<case 2>> <<He>> giggles. "You love my nectar, don't you? It's okay. Everyone does." <<case 3>> <<He>> coos. "Just keep drinking it, until your mind goes blank." <<case 4>> <<He>> giggles. "Wouldn't it be lovely if you got addicted and had to spend the rest of your life here?" <<case 5>> <<He>> <<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>>strokes your hair<<else>>smiles at you<</if>>. "You don't need to worry. I'll take care of you." <<default>> <<He>> giggles. "You won't be able to go back to anything else." <</switch>> <<elseif $speechheadsuckleclosed is 1 or $speechmouthentrance is 1 or $speechmouthimminent is 1 or ($speechheadnippleclosed is 1 and $NPCList[_n].pronoun is "f")>> <<switch $npcspeechcycle>> <<case 0>> <<He>> whines. "Try it, it's good!" <<case 1>> <<He>> coos. "You'll love my nectar. Come on, just a lick." <<case 2>> <<He>> coos. "It's delicious, I promise!" <<case 3>> <<He>> whines. "Please? Just one lick. Just one itty-bitty drop." <<case 4>> <<He>> huffs. "You'd love slurping down my nectar, you know." <<case 5>> <<He>> whines. "You're supposed to get addicted! Come on, work with me!" <<default>> <<He>> pouts. "We'd both have so much more fun if you just opened your mouth and started sucking." <</switch>> <<else>> <<switch $npcspeechcycle>> <<case 0>> <<if $worn.upper.name is "plant top" and random(0,1) is 1>> <<He>> examines your $worn.upper.name and beams. "We match!" <<elseif $worn.lower.name is "plant skirt" and random(0,1) is 1>> <<He>> examines your $worn.lower.name and beams. "We match!" <<elseif $worn.head.name is "flower crown" and random(0,1) is 1>> <<He>> examines your $worn.head.name and gasps. "Oh, that's so cute! I need to make one of those for myself!" <<elseif $worn.neck.name is "familiar collar" and random(0,1) is 1>> <<He>> examines your $worn.neck.name and winces. "I'm... going to try not to think about the implications of that." <<elseif $rng gte 51>> <<He>> speaks. "I bet nobody in the town has vines like mine!" <<else>> <<He>> speaks. "All natural, baby." <</if>> <<case 1>> <<if $wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden" and $location is "forest">> <<He>> examines your wolf ears and frowns. "Hey, are you with the... never mind." <<elseif $harpy gte 6 and $transformationParts.bird.wings isnot "hidden" and $location is "moor">> <<He>> examines your<<if $demon gte 6 or $angel gte 6 or $fallenangel gte 2>> bird<</if>> wings and frowns. "Hey, are you with the... never mind." <<elseif $cow gte 2 and $transformationParts.cow.horns isnot "hidden" and $location is "moor">> <<He>> examines your<<if $demon gte 2>> cow<</if>> horns and smiles. "Don't worry. I won't let Remy get you." <<elseif $rng gte 51>> <<He>> speaks. "You deserve this. You deserve this pleasure." <<else>> <<He>> speaks. "We fit together perfectly!" <</if>> <<case 2>> <<if $speechcoverface is 1 or $speechcoverpenis is 1 or $speechcovervagina is 1>> <<He>> giggles. "You don't need to be shy! I'm the only one here." <<elseif ["othervagina","otheranus","tentacle","tentacledeep"].includes($penisuse) and $orgasmcurrent gte 1>> <<He>> moans. "You're a much better pollinator than <<if $location is "forest">>those giant wasps<<else>>the lurkers<</if>>!" <<He>> <<if $NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0>>scratches <<his>> head<<else>>smiles<</if>> sheepishly. "That, er, was a compliment." <<elseif $rng gte 51>> <<He>> whispers. "Don't you want to kiss me, lick me, taste me all over?" <<else>> <<He>> speaks. "This is the best, isn't it?" <</if>> <<case 3>> <<if $rng gte 66>> <<He>> grins. "A little slice of paradise, just for us." <<elseif $rng gte 33>> <<He>> grins. "You'll be thinking about me for days." <<else>> <<He>> grins. "If I had my way, you'd be here forever." <</if>> <<case 4>> <<if $anususe is "tentacle" and $tentacleAnusBaby and $settings.parasitePregnancyEnabled>> <<He>> grins. "I'll leave you with something to remember me." <span class="purple">The $tentacleAnus pounding your <<bottom>> speeds up.</span> <<if $NPCList[_n].penis is "anus" and $NPCList[_n].penissize gte 4 and $settings.parasitePregnancyEnabled>> <<He>> grins. "I'll leave you with something to remember me." <span class="purple"><<He>> thrusts faster into your <<bottom>>.</span> <</if>> <<elseif $noanal is 1 and $settings.parasitePregnancyEnabled>> <<He>> pouts. "Shame you don't want it in the ass. I could've given you something to remember me by." <<elseif $rng gte 51>> <<He>> grins. "I just want to pollinate you." <<else>> <<He>> speaks. "Just let me take care of you." <</if>> <<case 5>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> <<He>> moans. "I don't want it to end, but... I'm so close!" <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <<He>> moans. "I might not be able to go back to anyone else. Not after you." <<else>> <<He>> speaks. "I swear, you were made for this!" <</if>> <<default>> <<if $tentacletrait is 1 and random(1,5) is 1>> <<He>> grins. "I can see it in your eyes. You've been dying for this, haven't you?" <<He>> leans in to whisper in your ear. "Someone like me, filling your every hole with my vines. <<if $speech_attitude is "bratty">> Let me fulfil that wish, little <span class="lewd">witch</span>." <<else>> Turning you into my <span class="lewd">prey</span>." <</if>> <<elseif $rng gte 51>> <<He>> speaks. "I'll keep going, and going, until you give in." <<else>> <<He>> giggles. "I've fucked a lot of humans. You're one of my favourites!" <</if>> <</switch>> <</if>> <</if>> <</widget>> <<widget "namedNpcComments">><<silently>> <<unset _noNameComment>> <<switch _args[0]>> <<case "Robin">> <<if $robinmist>> <<set $_text_output to `<br><br>`>> <<set $_text_output += [ `Robin is crying.`, `Robin frantically tries to look away from you, but <<he>> doesn't stop.`, `"I d-don't..." Robin whispers under <<his>> breath.`, `"I love you!" Robin says, though <<hes>> not smiling.`, `"I just need—" Robin gasps. <<He>> doesn't try to finish <<his>> sentence.`, `Robin closes <<his>> eyes, unable to meet your gaze.`, `Robin cries out. Tears are running down <<his>> face.`, `Robin shakes <<his>> head and closes <<his>> eyes.`, `"S-stop it!" Robin yells, but not at you.`, `"I need you..." Robin says with teary eyes.` ][random(0,9)]>> <<set $_text_output += `<<grtrauma>>`>> <<elseif $robinMetal>> <<set $_text_output to [ `Robin can't maintain eye contact.`, `"Hurry," Robin whispers. "So they'll leave you alone."`, `Robin struggles against <<his>> bindings.`, `Robin struggles against the metal tentacles holding <<him>>. They don't budge.`, `"Please," Robin whimpers.`, `Robin stifles a sob.`, `"I'm sorry," Robin hiccups.`, `"They did something to me," Robin says shamefully. "I feel... numb."`, `"I'm sorry it's taking so long," Robin mutters.`, `"They're using me against you," Robin sobs.` ][random(0,9)]>> <<elseif ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> gasps. "You saved yourself for me. I don't deserve something so special. Thank you." Tears roll down <<his>> cheeks.`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to `<<He>> gasps. "This is so naughty!"`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> gasps. "You're making me feel funny down there."`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<set $_text_output to `<<He>> speaks. "So you're a cheater in more ways than one. (This line is a placeholder and should be unobtainable.)"`>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<if C.npc.Robin.dom gte 70>> <<set $_text_output to `<<He>> looks at your $_sexToy and giggles. "` + [`I've wanted to do this with you for a while.`, `This is so dirty... keep going.`][random(0,1)] + `"`>> <<elseif C.npc.Robin.dom lte 30>> <<set $_text_output to `<<He>> looks at your $_sexToy and blushes. "` + [`Woah! Don't you feel embarrassed?`, `Just take it slow, okay?`][random(0,1)] + `"`>> <<else>> <<set $_text_output to `<<He>> looks at your $_sexToy and giggles. "` + [`I can't believe you're touching that.`, `This is so dirty... keep going.`][random(0,1)] + `"`>> <</if>> <<elseif $speechaskrough is 1>> <<set $_text_output to `<<He>> speaks. "You want me to be more rough? I'm sorry, I'm already being as rough as I can."`>> <<else>> <<set $_text_output to ` `>> <</if>> <<case "Kylar">> <<set _kylar to statusCheck("Kylar")>> <<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> gasps. "You were a virgin too," <<he>> says. "We were meant for each other."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<if $player.vaginaExist and $settings.pregnancySpeechEnabled>> <<set $_text_output to `<<He>> gasps. "We can't make babies this way, but I just couldn't resist you."`>> <<elseif !$player.vaginaExist and _kylar.gender is "m" and knowsAboutAnyPregnancy("pc","Kylar") and $settings.pregnancySpeechEnabled>> <<set $_text_output to `<<He>> gasps. "Is this how you got pregnant before? But you were still a virgin!"`>> <<else>> <<set $_text_output to `<<He>> gasps. "Every part of you, the deepest part of you. I wanna feel it all!"`>> <</if>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> gasps. "Finally, you're kissing the most intimate part of me. Just like in my dreams!"`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> gasps. "Iloveyouiloveyouiloveyou!!!"`>> <<set $kylarSeen.pushUnique("saidLove")>> <<elseif $speechcrossdressaroused is 1 and $settings.pregnancySpeechEnabled>> <<if _kylar.gender is "h">> <<set $_text_output to `<<He>> gasps. "Oh. I thought you were..." <<He>> shakes <<his>> head with a grin. "Oh well! We can still make a family together...!"`>> <<elseif $player.penisExist>> <<set $_text_output to `<<He>> gasps. "You can make me pregnant. I'd given up on making a family, but..." <<He>> starts to cry. "You can make me pregnant...!"`>> <<else>> <<set $_text_output to `<<He>> gasps. "I can make you pregnant. I'd given up on making a family, but..." <<He>> starts to cry. "I can make you pregnant...!"`>> <</if>> <<elseif $speechcrossdressdisappointed is 1>> <<if !$player.vaginaExist and knowsAboutAnyPregnancy("pc","Kylar")>> <<set $_text_output to `<<He>> sighs. "Oh. I thought you were..." <<He>> suddenly looks excited. "But weren't you pregnant before? Hmm, there's still a chance then."`>> <<else>> <<set $_text_output to `<<He>> sighs. "Oh. I thought you were..." <<He>> shakes <<his>> head. "I-it's okay. We can always adopt."`>> <</if>> <<elseif $speechhermaroused is 1>> <<if _kylar.gender is "h" and $settings.pregnancySpeechEnabled>> <<set $_text_output to `<<He>> gasps. "You have both...? Just like me...? We could make so many children...perfection..."`>> <<else>> <<set $_text_output to `<<He>> gasps. "You have both...? I didn't think you could get any more perfect..."`>> <</if>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<if _loveInterest is "Black Wolf" or _loveInterest is "Great Hawk">> <<set $_text_output to `<<His>> eyes narrow. "I can be an animal, too. Watch!"`>> <<elseif random(1, 100) lte 50>> <<switch _loveInterest>> <<case "Robin">> <<set $_text_output to `<<He>> growls. "Robin can't take care of you like I can!"`>> <<case "Whitney">> <<set $_text_output to `<<He>> freezes. "W... Whitney can't stop me!"`>> <<case "Sydney">> <<set $_text_output to `<<He>> growls. "Sydney doesn't know you like I do!"`>> <<set $kylarSeen.pushUnique("sydneyWriting")>> <<default>> <<set $_text_output to `<<He>> freezes. "Who... are you talking about...?"`>> <</switch>> <<else>> <<set $_text_output to `<<He>> freezes. "You don't need them! You only need me!"`>> <</if>> <<set $_text_output += "<<npcincr Kylar rage 10>><<ggksuspicion>>">> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<if !$player.penisExist and $NPCList[0].vagina isnot "none" and random(0,2) isnot 0>> <<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`U-use it. Please, use me, use it.`, `It's a sign of our love, right?`][random(0,1)] + `"`>> <<elseif $player.penisExist or $NPCList[0].penis isnot "none" and random(0,2) isnot 0>> <<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`What... am I doing wrong...?`, `If it makes you happy, my love, but...`][random(0,1)] + `"`>> <<else>> <<set $_text_output to `<<He>> looks at your $_sexToy and pouts. "Am I not good enough for you?"`>> <</if>> <<elseif _silent isnot 1>> <<set $kylarsexcycle to $kylarsexcycle or 0>> <<switch $kylarsexcycle>> <<case 0>> <<if $settings.pregnancySpeechEnabled and (playerCanBreedWith("Kylar") or (!$genderknown.includes("Kylar") and $player.gender_appearance is "f"))>> <<set $_text_output to `<<He>> whispers into your ear. "We're going to make lots of babies."`>> <<else>> <<set $_text_output to `"We're going to adopt lots of babies," <<he>> says.`>> <</if>> <<case 1>> <<set $_text_output to `"You'll be the best ${$player.gender_appearance is "m" ? "daddy" : "mummy"} ever," <<he>> says.`>> <<case 2>> <<set $_text_output to `"You're so naughty," <<he>> says. "We're not even married yet!"`>> <<case 3>> <<set $_text_output to `"I want you to wear me out," <<he>> says, "and then keep going."`>> <<case 4>> <<set $_text_output to `"I'm going to do this again and again until you forget about every other ${$pronoun is "m" ? "bastard" : "whore"} who's looked at you," <<he>> says.`>> <<case 5>> <<set $_text_output to `"I'll be the only one you ever think about," <<he>> says.`>> <<case 6>> <<set $_text_output to `"Everyone is bad," <<he>> says. "Except you. You're perfect."`>> <<case 7>> <<set $_text_output to `"I feel safe like this," <<he>> says. "I never want it to end."`>> <<case 8>> <<set $_text_output to `"I l-love you," <<he>> says.`>> <<set $kylarSeen.pushUnique("saidLove")>> <<default>> <<set $_text_output to `"You're so lewd and naughty and all mine," <<he>> says.`>> <</switch>> <<set $kylarsexcycle to ($kylarsexcycle + 1) % 10>> <!-- increase by one, and reset to 0 if it hits 10 --> <<else>> <<set $_text_output to ` `>> <</if>> <<case "Eden">> <<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> speaks. "I felt your virginity. I couldn't help it. I needed to take you."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to `<<He>> speaks. "I know this hurts now, but you'll get used to it soon."`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> speaks. "Damn, you feel great. We're definitely doing this more often."`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> speaks. "How was that? I'm not done, though."`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Black Wolf" "Great Hawk">> <<set $_text_output to `<<He>> speaks. "That thing will tear you apart the first chance it gets! Stay away from it."`>> <<case "Gwylan">> <<set $_text_output to `<<He>> freezes. "That damned witch is trying to steal you from me, too?"`>> <<default>> <<set $_text_output to `<<He>> speaks. "Whoever that is, forget them." <<He>> sounds hurt.`>> <</switch>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<set $_text_output to `Eden looks at your $_sexToy. "Toys like that aren't necessary," <<he>> says. "They might even get in the way."`>> <</if>> <<if $daily.eden.huntCaught gte 1>> <<switch $daily.eden.huntCaught>> <<case 1>> <<set $_text_output to `"How dare they touch you?" Eden growls.`>> <<case 2>> <<set $_text_output to `"You belong to me," Eden snaps.`>> <<case 3>> <<set $_text_output to `"You're mine," Eden says. "Only mine."`>> <<case 4>> <<set $_text_output to `"I'm the only one who's allowed to do this to you," Eden says.`>> <<case 5>> <<set $_text_output to `"If anyone else lays their hands on you," Eden says, "they're dead."`>> <<case 6>> <<set $_text_output to `"Only I can touch you like this," Eden seethes.`>> <<case 7>> <<set $_text_output to `"Say it," Eden growls. "Tell me that you're mine."`>> <<case 8>> <<set $_text_output to `"You're my possession," Eden says. "Mine alone."`>> <<case 9>> <<set $_text_output to `"Don't forget who you belong to," Eden says.`>> <<case 10>> <<set $_text_output to `"I own every single part of you," Eden growls.`>> <</switch>> <<set $daily.eden.huntCaught to ($daily.eden.huntCaught + 1) % 10>> <</if>> <<if $daily.eden.robinCrash gte 1>> <<switch $daily.eden.robinCrash>> <<case 1>> <<set $_text_output to `"<<nnpc_He "Robin">> can't protect you," Eden snarls.`>> <<case 2>> <<set $_text_output to `"Only I can," Eden says.`>> <<case 3>> <<set $_text_output to `"I'm the one who provides for you," Eden says.`>> <<case 4>> <<set $_text_output to `"I'm the one who cares for you," Eden shouts.`>> <<case 5>> <<set $_text_output to `"<<nnpc_He "Robin">> didn't rescue you from the town," Eden sneers, "I did."`>> <<case 6>> <<set $_text_output to `"You're the only one I need," Eden says.`>> <<case 7>> <<set $_text_output to `"And I'm the only one you need," Eden says.`>> <<case 8>> <<set $_text_output to `"Everyone else is just noise," Eden says.`>> <<case 9>> <<set $_text_output to `"I'm never going to let you go," Eden says.`>> <<case 10>> <<set $_text_output to `"You belong to me and only me," Eden growls. "I'll make sure you forget about everyone else. "`>> <</switch>> <<set $daily.eden.robinCrash to ($daily.eden.robinCrash + 1) % 10>> <</if>> <<case "Whitney">> <<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> laughs. "No one can call you a virgin after this. You're my dirty slut now."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to `<<He>> laughs. "Was this off limits? I want to hear you squeal, <<bitch>>!"`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> laughs. "I bet you'll get addicted in no time!"`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> laughs. "Why are you looking at me like that? I can't be your first, slut."`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<if _loveInterest is "Black Wolf">> <<set $_text_output to `<<He>> laughs. "` + [`Did you just admit to fucking a dog? You're making this too easy.`, `I think I need to remind you whose <<bitch>> you actually are.`][random(0,1)] + `"`>> <<elseif _loveInterest is "Great Hawk">> <<set $_text_output to `<<He>> laughs. "` + [`Did you just admit to fucking a bird? You're making this too easy.`, `You can't fly away. Not from me.`][random(0,1)] + `"`>> <<elseif random(1, 2) lte 1>> <<switch _loveInterest>> <<case "Robin">> <<set $_text_output to `<<He>> laughs. "You've fallen for that weak little shit? I guess I know who to visit next."`>> <<case "Kylar">> <<set $_text_output to `<<He>> scowls. "I should've known you'd fall for that freak."`>> <<case "Sydney">> <<set $_text_output to `<<He>> laughs. "Two book criminals, sitting in a tree. Adorable."`>> <<default>> <<set $_text_output to `<<He>> scowls. "Let me remind you why you don't have a choice."`>> <</switch>> <<else>> <<set $_text_output to `<<He>> laughs. "I don't care about your little crush. You belong to me."`>> <</if>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<set $_text_output to `<<He>> looks at your $_sexToy and grins. "` + [`Good slut.`, `I knew you were a dirty slut.`, `Don't get any bright ideas.`, `What's wrong, is your slutty mouth getting tired?`][random(0,3)] + `"`>> <<elseif $speechchastity is 1>> <<if $worn.genitals.name is "chastity parasite">> <<set $_text_output to [`<<He>> laughs. "You always get a slutty look on your face when I squeeze this."`, `<<He>> raises an eyebrow. "That good?"`, `<<He>> raises an eyebrow. "Horny slut."`][random(0, 2)]>> <<elseif $worn.genitals.origin is "Whitney">> <<if $rng gte 86 and $player.gender_appearance is "f" and $player.penissize lt 0>> <<set $_text_output to `<<He>> smirks. "You look so cute with your tiny${$player.virginity.penile is true ? " virgin" : " useless"} penis all locked up." <<insecurity "penis_small" 4>><<ginsecurity "penis_small">>`>> <<elseif $rng gte 61>> <<if playerBellyVisible() and random(0, 100) gte 50>> <<set $_text_output to `"Good slut." <<He>> smirks. "You clearly don't need to be unlocked when you've obviously been having a lot of fun without it."`>> <<elseif ((!playerBellyVisible() and knowsAboutAnyPregnancy("pc", "Whitney")) or !$settings.pregnancySpeechEnabled) and random(0, 100) gte 50>> <<set $_text_output to `"Good slut." <<He>> smirks. "Don't worry, you'll still be my slut even when you get ${$settings.pregnancySpeechEnabled ? "knocked" : "fucked"} up."`>> <<elseif C.npc.Whitney.vagina isnot "none" and $whitneyromance and $settings.pregnancySpeechEnabled and !npcIsPregnant("Whitney")>> <<set $_text_output to `"Good slut." <<He>> smirks. "Maybe I'll unlock you in the future, whenever I'm ready to have my own."`>> <<else>> <<set $_text_output to `"Good slut." <<He>> smirks. "Not like you need that thing to have fun."`>> <</if>> <<else>> <<set $_text_output to `"Good slut." <<He>> smirks. "${ ["Can't trust a slut like you to run around without being locked up.", "I hope it's getting you all hot and bothered.", "If only these things were indestructible."][random(0,2)] }"`>> <</if>> <</if>> <</if>> <<case "Avery">> <<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> laughs. "How splendid. Your virginity is a wonderful gift."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to `<<He>> laughs. "This may hurt a bit, but you'll feel good soon. Trust me."`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> laughs. "Have you never done this before? Don't worry. I'll teach you."`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> laughs. "I hope you enjoyed it as much as I did."`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Robin">> <<set $_text_output to `<<His>> face darkens. "The little brat I keep seeing you with? I should've known."`>> <<case "Black Wolf" "Great Hawk">> <<set $_text_output to `<<His>> face darkens. "I don't pay you to let a filthy animal have its way with you."`>> <<default>> <<set $_text_output to `<<He>> wordlessly eyes you with contempt.`>> <</switch>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<if C.npc.Avery.rage gte 60>> <<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`Well, this is a nice change of pace.`, `Everyone has their tools of the trade.`][random(0,1)] + `"`>> <<else>> <<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "` + [`Oh, no. I'm paying you too much for this.`, `You put that back this instant.`][random(0,1)] + `"`>> <<set $enemyanger += 50>><<set $enemytrust -= 50>> <</if>> <</if>> <<case "Alex">> <<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> smiles. "Your first time? I'll work extra hard to make it memorable."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to `<<He>> smiles. "It's tight. I won't tell anyone you let me fuck your bottom."`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> smiles. "You haven't used your mouth like this before, have you? Just keep your chompers away."`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> smiles. "Town <<girls>> are so cute."`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<if $alex_countdown is undefined and $farm_stage gte 7>> <<switch _loveInterest>> <<case "Black Wolf">> <<set $_text_output to `<<He>> deflates. "You're two-timing me with an animal? I need another drink..."`>> <<case "Great Hawk">> <<set $_text_output to `<<He>> glares. "Did your brain get pecked in the moor? Stay out of there."`>> <<default>> <<set $_text_output to `<<He>> glares. "You're two-timing me?"`>> <</switch>> <<else>> <<switch _loveInterest>> <<case "Black Wolf" "Great Hawk">> <<set $_text_output to `"I think I had one too many," <<he>> says. "You're speaking nonsense."`>> <<default>> <<set $_text_output to `"I think I had one too many," <<he>> says, holding <<his>> forehead.`>> <</switch>> <</if>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<if C.npc.Alex.dom gte 30>> <<set $_text_output to `<<He>> looks at your $_sexToy and grins. "` + [`Now we're getting somewhere.`, `Cute toy. You better know how to use it.`, `Is that the best thing town has to offer?`][random(0,2)] + `"`>> <<elseif C.npc.Alex.dom lte -30>> <<set $_text_output to `<<He>> looks at your $_sexToy and hesitates. "` + [`All right. I trust your judgement.`, `Hope you know how to use that thing.`, `You always know just how to have a good time.`][random(0,2)] + `"`>> <<else>> <<set $_text_output to `<<He>> looks at your $_sexToy and smiles. "` + [`I like where your head's at.`, `Looks like we're in for a wild ride.`, `So this is what sells in town.`][random(0,2)] + `"`>> <</if>> <</if>> <<case "Leighton">> <<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> smirks. "Far from satisfactory. Come see me again for further improvement."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to `<<He>> smirks. "You'll need plenty of training."`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> smirks. "You lack skill... For now."`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> smirks. "Not terrible for a first time."`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Robin">> <<set $_text_output to `<<He>> smirks. "Another student? Perhaps I should invite <<nnpc_him "Robin">> to my office."`>> <<case "Kylar">> <<set $_text_output to `<<He>> frowns. "Kylar? That explains a lot of things."`>> <<case "Whitney">> <<set $_text_output to `<<He>> frowns. "You and that delinquent? I'm not surprised."`>> <<case "Sydney">> <<if $sydneySeen.includes("spank")>> <<set $_text_output to `<<He>> smirks. "Sydney? We could do <<nnpc_his "Sydney">> punishment in my office next time."`>> <<else>> <<set $_text_output to `<<He>> smirks. "Sydney? I plan to have <<nnpc_him "Sydney">> in my office soon."`>> <</if>> <<case "Black Wolf" "Great Hawk">> <<set $_text_output to `<<He>> frowns. "An animal? This requires extra discipline."`>> <<default>> <<set $_text_output to `<<He>> smirks. "I'm not familiar. This is a private matter, anyway."`>> <</switch>> <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<set $_text_output to `<<He>> looks at your $_sexToy and smirks. "I can teach you a thing or two with that."`>> <</if>> <<case "Harper">> <<if $speechpenisvirgin is 1 and $player.virginity.penile is _args[0]>> <<set $_text_output to `<<He>> smiles. "Hold still. I need to check your blood pressure."`>> <<elseif ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> smiles. "This will only hurt a bit."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<if $player.sex is "f">> <<set $_text_output to `<<He>> smiles. "I'm going to administer a suppository. Please, try to relax."`>> <<else>> <<set $_text_output to `<<He>> smiles. "You're overdue for a prostate examination. Please, try to relax."`>> <</if>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> smiles. "Say 'Ahh'..."`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> smiles. "How's my bedside manner?"`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Gwylan">> <<set $_text_output to `<<He>> speaks. "Interesting. You've a very healthy imagination, to give your hallucination such a name."`>> <<case "Black Wolf" "Great Hawk">> <<set $_text_output to `<<He>> shakes <<his>> head. "As I've said, such animals do not exist."`>> <<default>> <<set $_text_output to `<<He>> nods. "Prior attachments. Noted."`>> <</switch>> <</if>> <<case "Morgan">> <<if $possessed>> <<switch random(1,10)>> <<case 1>> <<set $_text_output to `<<He>> roars. "I won't let you hurt <<phim>>!"`>> <<case 2>> <<set $_text_output to `<<He>> pleads. "Fight it, <<charles>>! Fight back!"`>> <<case 3>> <<set $_text_output to `<<He>> spits. "Return to mist!"`>> <<case 4>> <<set $_text_output to `<<He>> scowls. "Get out of here. Get out of <<phim>>!"`>> <<case 5>> <<set $_text_output to `<<He>> scowls. "I can see you falling apart."`>> <<case 6>> <<set $_text_output to `<<He>> hisses. "Don't make me repeat myself."`>> <<case 7>> <<set $_text_output to `<<He>> screeches incoherently.`>> <<case 8>> <<set $_text_output to `<<He>> meets your eye and nods reassuringly.`>> <<case 9>> <<set $_text_output to `<<He>> babbles under <<his>> breath.`>> <<case 10>> <<set $_text_output to `<<He>> shakes <<his>> head. "You'll fall. You'll fall, and you won't get back up."`>> <</switch>> <<elseif ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to `<<He>> smiles. "This feels like your first time again. How did you do that <<charles>>?"`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to `<<He>> smiles. "<<charles>>, I got to pop your other cherry too! Isn't it wonderful?"`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to `<<He>> smiles. "Did you forget how to do this?"`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to `<<He>> smiles. "Don't you remember my taste?"`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<default>> <<set $_text_output to `<<He>> snarls. "<<charles>>, you belong to <<mummy>>!"`>> <</switch>> <<elseif ($NPCList[_n].vagina is "feet" or $NPCList[_n].penis is "feet") and random(1, 10) is 1 and $settings.footFetishEnabled>> <<set $_text_output to `<<He>> moans. "Oh, <<charles>>, your feet...!"`>> /* I hate you I hate you I hate you */ <<elseif $speechsextoy is 1>> <<set $speechsextoy to 0>> <<set $_sexToy to ($rightarm is "heldSexToy" and $leftarm is "heldSexToy" ? "sex toys" : "sex toy")>> <<set $_text_output to `<<He>> looks at your $_sexToy and speaks. "<<charles>>, what is that?"`>> <</if>> <<case "Zephyr">> <<if $possessed>> <<if $control gte $controlmax>> <<set $_text_output to `<<He>> scoffs. "Now leave, and leave <<phim>> be."`>> <<elseif $npcspeechcycle is 0>> <<set $_text_output to `<<He>> raises <<his>> telescope to <<his>> eye for a moment, before putting it away.`>> <<else>> <<set $_text_output to `<<He>> stares you down, silent.`>> <</if>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Gwylan">> <<set $_text_output to `<<He>> speaks. "Hah! How's little seabird doing?"`>> <<case "Black Wolf" "Great Hawk">> <<set $_text_output to `<<He>> chortles. "Oh, you're full of tales."`>> <<default>> <<set $_text_output to `<<He>> smirks. "A lover on land or a heart at sea, pick one."`>> <</switch>> <</if>> <<case "Bailey">> <<set $_stringsPre to ($enemyanger lte 60 ? "<<He>> snickers. ":"<<He>> snarls. ")>> <<if ($speechpenisvirgin is 1 and $player.virginity.penile is _args[0]) or ($speechvaginavirgin is 1 and $player.virginity.vaginal is _args[0])>> <<set $_text_output to $_stringsPre + `"Fuck. Your value just depreciated a little."`>> <<elseif $speechanusvirgin is 1 and $player.virginity.anal is _args[0]>> <<set $_text_output to $_stringsPre + `"You should be putting out more if you're this tight. What do you think you're good for?"`>> <<elseif $speechmouthvirgin is 1 and $player.virginity.oral is _args[0]>> <<set $_text_output to $_stringsPre + `"Don't get any funny ideas. Just take it."`>> <<elseif $speechkissvirgin is 1 and $player.virginity.kiss is _args[0]>> <<set $_text_output to $_stringsPre + `"Surprised are you? You'll learn to kiss better soon."`>> <<elseif $speechnamedrop is 1>> <<set $speechnamedrop to 0>> <<switch _loveInterest>> <<case "Robin">> <<set $_text_output to $_stringsPre + `"That worthless brat can't save you."`>> <<case "Black Wolf" "Great Hawk">> <<set $_text_output to $_stringsPre + `"People would pay extra to see you ${$player.penisExist ? "fuck" : "get fucked by"} some beast."`>> <<case "Eden">> <<set $_text_output to $_stringsPre + `"You'll be going right back to <<nnpc_him 'Eden'>> if you keep this up."`>> <<case "Gwylan">> <<set $_text_output to `<<He>> pauses, then speaks. "Careful where you bring that name."`>> <<default>> <<set $_text_output to $_stringsPre + `"If <<nnpc_he _loveInterest>> cared about you, <<nnpc_he _loveInterest>> would pay for you."`>> <</switch>> <<elseif $speechcum is 1>> <<set $_strings to [`"I hope you appreciate that."`,`"Just something to remember me by."`,`"We'll call that your going away gift."`]>> <<set $_text_output to $_stringsPre + $_strings[random(0, $_strings.length - 1)]>> <<elseif $arousal gte 9500>> <<set $_strings to [`"Nice look. Some people would pay big to see you hot and bothered like this."`,`"Should've brought a camera. Your profile would look great with this expression."`]>> <<set $_text_output to $_stringsPre + $_strings[random(0, $_strings.length - 1)]>> <<elseif $enemyanger lte 60>> <<if $rng gte 81>> <<set $_options to ["default"]>> <<if $hairlength gte 600>> <<run $_options.push("hair")>> <</if>> <<if $player.breastsize gte 6 or $player.penissize gte 4>> <<run $_options.push("cow")>> <</if>> <<if $athletics gte 750 or $physique gte $physiquesize * 0.75>> <<run $_options.push("healthy")>> <</if>> <<switch $_options[random(0, $_options.length - 1)]>> <<case "hair">><<set $_text_output to $_stringsPre + `"Kept your hair long? I know someone who will like that."`>> <<case "cow">><<set $_text_output to $_stringsPre + `"Cows fetch a high price these days, you know."`>> <<case "healthy">><<set $_text_output to $_stringsPre + `"You're strong. Good. Some people pay for the fight."`>> <<case "default">><<set $_text_output to $_stringsPre + `"Don't make this harder than it needs to be."`>> <</switch>> <<elseif $rng gte 61>> <<set $_text_output to $_stringsPre + `"You're so valuable!"`>> <<elseif $rng gte 41>> <<set $_text_output to $_stringsPre + `"Just relax. I'll handle everything like always."`>> <<elseif $rng gte 21>> <<set $_text_output to $_stringsPre + `"You were always the best looking little ` + ["bastard","shit","<<bitch>>"][random(0,2)] + `."`>> <<else>> <<set $_text_output to $_stringsPre + `"It's easier this way. Trust me."`>> <</if>> <<else>> <<if $rng gte 91 and $enemyanger lte 70>> <<set $_text_output to $_stringsPre + `"Maybe I should inspect you before we go."`>> <<else>> <<set $_strings to [`Why do you shits have to make it harder on yourselves?`, `I told you to hold still.`, `You're making it harder on both of us.`, `You chose this.`, `Are you going to listen to me now?`, `I have someone willing to pay big for you.`, `You're coming with me, and that's that.`]>> <<set $_text_output to $_stringsPre + '"' + $_strings[random(0,6)] + '"'>> <</if>> <</if>> <<case "Sydney">> <<speech-sydney>> <<if _sydneyText and $speechdisable isnot 1>> <<set $_text_output to _sydneyText>> <</if>> <<case "Gwylan">> <<speech-gwylan>> <<if _gwyText and $speechdisable isnot 1>> <<set $_text_output to _gwyText>> <</if>> <<case "Ivory Wraith">> <<if !_speechWraith>> <<speechWraith>> <<set $_text_output to _speechWraith>> <</if>> <</switch>> <</silently>><<if _silent>><<elseif $_text_output or _silent>>$_text_output<<else>><<set _noNameComment to true>><</if>><</widget>>/*Hands */ <<widget "left_pursuit_grab">> <<if ($NPCList[0].state is "pursuit" or $NPCList[0].state is "chased") and $NPCList[0].distance lte 0>> <<set _leftaction["Grab"] to "pursuit_grab">> <</if>> <</widget>> <<widget "right_pursuit_grab">> <<if ($NPCList[0].state is "pursuit" or $NPCList[0].state is "chased") and $NPCList[0].distance lte 0>> <<set _rightaction["Grab"] to "pursuit_grab">> <</if>> <</widget>> /*Feet */ <<widget "feet_walk">> <<if $leftleg isnot "bound" and $rightleg isnot "bound" and $dissociation lt 2 and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased" and $feetuse isnot "run" and (currentSkillValue("feetskill") gte 200 or !$worn.feet.type.includes("heels"))>> <<set _feetaction["Walk"] to "walk">> <</if>> <</widget>> <<widget "feet_strut">> <<if $leftleg isnot "bound" and $rightleg isnot "bound" and $dissociation lt 2 and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased" and $feetuse isnot "run" and hasSexStat("exhibitionism", 2)>> <<set _feetaction["Strut"] to "strut">> <</if>> <</widget>> <<widget "feet_run">> <<if $leftleg isnot "bound" and $rightleg isnot "bound" and $dissociation lt 2 and (currentSkillValue("feetskill") gte 200 or !$worn.feet.type.includes("heels"))>> <<if $NPCList[0].state is "pursuit" or $NPCList[0].state is "chased">> <<set _feetaction["Chase"] to "run">> <<else>> <<set _feetaction["Run"] to "run">> <</if>> <</if>> <</widget>> <<widget "feet_stand">> <<if $dissociation lt 2 and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased" and $feetuse isnot "run">> <<set _feetaction["Stand still"] to "stand">> <</if>> <</widget>> <<widget "feet_hobble">> <<if $dissociation lt 2 and ($leftleg is "bound" or $rightleg is "bound") or (currentSkillValue("feetskill") lt 200 and $worn.feet.type.includes("heels"))>> <<set _feetaction["Hobble"] to "hobble">> <</if>> <</widget>> <<widget "feet_hide">> <<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].state isnot "chased">> <<set _feetaction["Hide"] to "hide">> <</if>> <</widget>> <<widget "feet_ambush">> <<if $NPCList[0].legs is "run" and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased" and $transformationParts.traits.chase isnot "disabled">> <<set _feetaction["Ambush"] to "ambush">> <</if>> <</widget>> <<widget "feet_confront">> <<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased">> <<set _feetaction["Confront"] to "confront">> <</if>> <</widget>> <<widget "head_turn">> <<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased">> <<set _mouthaction["Look behind you"] to "turn">> <</if>> <</widget>> <<widget "head_down">> <<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased">> <<set _mouthaction["Look at the ground"] to "down">> <</if>> <</widget>> <<widget "head_up">> <<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased">> <<set _mouthaction["Keep your chin up"] to "up">> <</if>> <</widget>> <<widget "stalk_taunt">> <<if $leftleg isnot "bound" and $rightleg isnot "bound" and (currentSkillValue("feetskill") gte 200 or !$worn.feet.type.includes("heels")) and hasSexStat("promiscuity", 2) and $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased">> <<set _mouthaction["Taunt"] to "taunt">> <</if>> <</widget>> <<widget "bottom_wiggle">> <<if $dissociation lt 2 and $panicviolence lte 0 and $NPCList[0].legs isnot "run" and $NPCList[0].state isnot "pursuit" and $NPCList[0].state isnot "chased">> <<set _anusaction["Wiggle"] to "wiggle">> <</if>> <</widget>><<widget "man-stalk">> <<if $stalk_intro is undefined and $NPCList[0].legs isnot "run">> <<set $stalk_intro to true>> <i>You are being stalked. <span class="brat">Bratty</span> actions will discourage people from assaulting you, while <span class="meek">meek</span> actions will make them less likely to be violent if they do. <br><br> You could always run or hide, but failing will increase the chance of being assaulted. Looking over your shoulder will give an idea of how hard they are to outrun or deceive. <br><br></i> <</if>> <<if _n is 0 and $stalk_end isnot "escaped" and $stalk_end isnot "hide" and $stalk_end isnot "confront" and $stalk_end isnot "ambush">>/*Only triggers on first NPC in a group. */ <<if $NPCList[_n].legs is "walk">> <<set $NPCList[_n].distance -= 1>> <<if $NPCList[_n].distance is 3>> You hear a pair of footsteps <span class="blue">some distance</span> behind you. <<elseif $NPCList[_n].distance is 2>> You hear a pair of footsteps <span class="purple">close</span> behind you. <<elseif $NPCList[_n].distance is 1>> You hear a pair of footsteps <span class="pink">right behind</span> you! <</if>> <<else>> <<set $NPCList[_n].distance -= 1>> <<if $NPCList[_n].distance is 3>> You hear footsteps running <span class="blue">some distance</span> behind you. <<elseif $NPCList[_n].distance is 2>> You hear footsteps running <span class="purple">close</span> behind you. <<elseif $NPCList[_n].distance is 1>> You hear footsteps running <span class="pink">right behind</span> you! <</if>> <</if>> <<if $NPCList[_n].distance lte _n>> <<if !$stalk_end>> <<if $NPCList[0].fullDescription isnot "Ivory Wraith" and ($NPCList[_n].legs is "run" or $NPCList[0].bold gte random(1, 1000)) or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(5,15)>> <span class="red">You are accosted.</span> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_attack $NPCList[0].fullDescription>> <<if !$stalk_assess>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <span class="red">A<<if $wraith.seen gte 3>> familiar<</if>> pale figure stares down at you, eyes flashing <<wraithEyes>>.</span> <<else>> <span class="pink">It's <<print $npc[$npcrow.indexOf(0)]>>.</span> <</if>> <</if>> <<set $stalk_assess to true>> <br><br> <<events_stalk_nnpc $NPCList[0].fullDescription>> <<else>> <br><br> <<events_stalk>> <</if>> <<else>> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_passed $NPCList[0].fullDescription>> <<else>> A <<person1>><<person>> <<switch $enemyno>> <<case 6>> and five others pass by. <span class="teal">They don't glance at you.</span> <<case 5>> and four others pass by. <span class="teal">They don't glance at you.</span> <<case 4>> and three others pass by. <span class="teal">They don't glance at you.</span> <<case 3>> and two others pass by. <span class="teal">They don't glance at you.</span> <<case 2>> and <<person2>><<person>> pass by. <span class="teal">They don't glance at you.</span> <<default>> passes by. <span class="teal"><<He>> doesn't glance at you.</span> <</switch>> <</if>> <<set $stalk_end to "passed">> <</if>> <</if>> <</if>> <</if>> <<stalk_img>> <</widget>> <<widget "stalk_walk_events">> <<switch $location>> <<case forest>> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> <<if Weather.isSnow>> Snow tumbles from an overturned branch. <<elseif Time.season is "autumn">> Leaves fall all around. <<elseif Time.season is "spring">> Budding branches sway in the breeze. <<else>> Dapples of sunlight cover the path ahead. <</if>> <<case 2>> You push through low hanging branches. <<case 3>> Your foot almost snags on a root. <<case 4>> <<if Weather.isSnow>> Snow crunches underfoot. <<elseif Time.season is "winter">> You travel on a bare landscape. <<elseif Time.season is "autumn">> Leaves crunch underfoot. <<elseif Time.season is "spring">> You travel through a patch of wild flowers. <<else>> You travel through a patch of wild flowers. <</if>> <<case 5>> You push through a dense patch of ferns. <</switch>> <<case moor>> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> You traverse a small, rocky ridge. <<case 2>> You avoid a small pond. <<case 3>> You push through a patch of heather. <<case 4>> You find the remains of an old path, now almost swallowed by surrounding plants. <<case 5>> You glimpse a small animal scurry into a bush. <</switch>> <<case alley>> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> Steam rises from a nearby grate. <<case 2>> <<if Weather.precipitation is "rain">> You avoid a puddle. <<elseif Weather.isSnow>> You avoid a patch of ice. <<else>> You avoid a pile of rubbish. <</if>> <<case 3>> The buildings tower around the thin alley. <<case 4>> The path dips and bends. <<case 5>> You're penned between metal fences. <</switch>> <<default>> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> Steam rises from a nearby grate. <<case 2>> <<if Weather.precipitation is "rain">> You avoid a puddle. <<elseif Weather.isSnow>> You avoid a patch of ice. <<else>> You avoid a pile of rubbish. <</if>> <<case 3>> You pass beneath an awning. <<case 4>> You walk beneath an overpass. <<case 5>> The pavement is rough and uneven. <</switch>> <</switch>> <</widget>> <<widget "stalk_run_events">> <<if $stalk_event>> <br><br> <<stalk_events_followup>> <<else>> <<if $exposed gte 1 and Time.dayState isnot "night" and $location is "town">> <</if>> <<switch $location>> <<case forest>> <<if $NPCList[0].state is "chased">> <br><br> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> <<set $stalk_event to "tree_climb">> Your quarry <span class="blue">grabs the trunk of a tree and starts climbing</span>. You'll need to do likewise if you mean to follow. <<case 2>> <<set $stalk_event to "river_jump">> There's a small river ahead. Your quarry <span class="blue">jumps it</span>. You'll need to do likewise if you mean to follow. <<case 3>> <<set $stalk_event to "bramble">> Your quarry <span class="blue">starts to wade through a thick bramble</span>. You'll need to do likewise if you mean to follow. <<default>> The wind rushes by as you run. <</switch>> <</if>> <<case moor>> <<case alley>> <<if $NPCList[0].state is "pursuit">> <br><br> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> You run across a metal grate. Warm air blows from the depths below. <<case 2>> <<switch $NPCList[0].size>> <<case large>> <<set $stalk_event to "wall_large">> Your quarry <span class="blue">jumps and hauls <<himself>> over a <span class="purple">tall</span> wall.</span> You'll need to do likewise if you mean to follow. <<case normal>> <<set $stalk_event to "wall_normal">> Your quarry <span class="blue">jumps and hauls <<himself>> over a wall.</span> You'll need to do likewise if you mean to follow. <<case small>> <<set $stalk_event to "wall_small">> Your quarry <span class="blue">kneels and scrambles through a hole in a wall.</span> You'll need to likewise if you mean to follow. <<case tiny>> <<set $stalk_event to "wall_tiny">> Your quarry <span class="blue">kneels and scrambles through a <span class="purple">tight</span> hole in the wall.</span> You'll need to likewise if you mean to follow. <</switch>> <<case 3>> <<set $stalk_event to "cat">> Your quarry kicks aside a sleeping cat. It stands upright <span class="blue">and hisses in anger.</span> <<case 4>> <<set $stalk_event to "dead-end">> You follow <<him>> around a corner and see a brick wall up ahead. It looks like a dead-end. <<He>> searches for a way out. <<case 5>> <<set $stalk_event to "employee">> <span class="blue">An employee from a nearby establishment leans against the wall up ahead,</span> and regards the <<person>> with mild curiosity. <</switch>> <<else>> <</if>> <<default>> <<if $NPCList[0].state is "pursuit">> <br><br> <<if Time.dayState is "night">> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> <<set $stalk_event to "taxi">> A taxi drives around the corner. <span class="blue">It's heading this way.</span> <<case 2>> <<set $stalk_event to "crowd">> The <<person>> runs <span class="blue">into a drunken crowd.</span> <<case 3>> <<if $hallucinations gte 2>> <span class="pink">Something snares your foot in the dark.</span> A tentacle extends from a storm drain and coils around your ankle. <<else>> <span class="pink">Something snares your foot in the dark.</span> <</if>> You shake it free, but your quarry is getting away. <<set $NPCList[0].distance += 1>> <<case 4>> <<set $stalk_event to "night_house">> <span class="blue">You hear voices from a building up ahead.</span> Light floods from the windows, bathing the street. <<case 5>> A chill gust makes your hair stand on end. <</switch>> <<else>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> <<set $stalk_event to "bus">> A tourist bus pulls around the corner up ahead. <span class="blue">It's heading this way.</span> <<case 2>> <<set $stalk_event to "crowd">> The <<person>> runs <span class="blue">into a crowd.</span> <<case 3>> <<set $stalk_event to "restaurant">> The <<person>> runs past <span class="blue">a busy restaurant.</span> <<case 4>> <<set $stalk_event to "school">> The <<person>> runs past <span class="blue">a gaggle of students you recognise from school.</span> <<case 5>> <<set $stalk_event to "street">> The <<person>> <span class="blue">runs across the street.</span> <</switch>> <</if>> <<else>> <</if>> <</switch>> <</if>> <</widget>> <<widget "stalk_events_followup">> <<switch $stalk_event>> <<case "bus">> The bus drives by. A <<personsimple>> spots you. <<His>> mouth moves, <<set _rng to random(1, 2)>> <<switch _rng>> <<case 1>> <span class="green">but no one else seems interested in what <<he>> has to say.</span> The bus passes. <<case 2>> <span class="red">and other heads turn your way.</span> There's a flurry of activity and the tourists grab their cameras, eager to snap the <<nude_text>> <<girl>>. <<fameexhibitionism 10 "pic">><<if playerBellyVisible()>><<famepregnancy 10 "pic">><</if>> <</switch>> <<case "crowd">> You run into the crowd. You hope to move fast enough to keep anyone from snatching more than a glimpse. <<if dangerEvent(0.5)>> <<if random(1, 3) is 3>> <span class="pink">Someone gropes your <<bottom>> as you pass, encouraging others.</span> More hands reach out, fondling and stroking your body.<<gtrauma>><<gstress>><<garousal>> <br><br> You emerge from the other side and escape around the corner before the bemused pedestrians can reach for their phones. <<else>> <span class="red">The <<person>> ambushes you!</span> <<He>> grasps your arms and shoves you to the ground. <br><br> <<stalk_attack>> <<set $audience_active to true>> <</if>> <<else>> You emerge from the other side and escape around the corner before the bemused pedestrians can reach for their phones. <br><br> <</if>> <<case "restaurant">> You rush past the restaurant. <<set _rng to random(1, 2)>> <<switch _rng>> <<case 1>> <span class="green">Everyone's too occupied to notice the <<nude_text>> <<girl>> run by.</span> <br><br> <<case 2>> <span class="pink">Someone shouts.</span> Spoons drop in soup, their owners aghast at the sight of the <<nude_text>> <<girl>> running by. Others chuckle and reach for their phones. <<fameexhibitionism 10 "vid">> <br><br> <</switch>> <<case "school">> The students laugh as you run by. <br> <<if $worn.face.type.includes("mask")>> <<if random(1, 2) is 2>> "Do you recognise <<phim>> from school?" asks one <<persony>>. <<else>> "<<pShe>> must go to our school," says one <<persony>>. <</if>> <br> <<if random(1, 2) is 2>> "I can't see behind <<pher>> mask," replies another. <<else>> "Someone grab <<pher>> mask!" replies another. <</if>> <br> <<elseif $face is "covered">> <<if random(1, 2) is 2>> "Do you recognise <<phim>> from school?" asks one <<persony>>. <<else>> "<<pShe>> must go to our school," says one <<persony>>. <</if>> <br> <<if random(1, 2) is 2>> "I can't tell," replies another. "<<pHer>> hands are in the way." <<else>> "Someone grab them!" replies another. <</if>> <br> <<else>><<fameexhibitionism 5>> <<checkforloveinterests>> <<if _loveInterest is "Robin">> "Isn't that Robin's <<girlfriend>>?" asks one <<persony>>. <br> "Who'd have thought Robin would be into perverts," says another. <br> <<elseif _loveInterest is "Whitney">> "That's the <<girl>> Whitney always bullies," says one <<persony>>. <br> "I bet this is Whitney's fault," replies another. <br> <<elseif _loveInterest is "Kylar">> "That's the <<girl>> Kylar hangs out with," says one <<persony>>. <br> "Figures <<pshe>>'d be a pervert," replies another. <br> <<elseif _loveInterest is "Sydney">> "Hold on, that's Sydney's <<girlfriend>>," says one <<persony>>. "What's <<pshe>> doing like that?" <br> "Stole one too many books, now <<pshes>> on the run," laughs another. <br> <<else>> <<if random(1, 2) is 2>> "I recognise <<phim>>!" proclaims one <<persony>>. <<else>> "I know <<phim>> from school," says one <<persony>>. <</if>> <br> <<if random(1, 2) is 2>> "Oh my god," replies another. "I can't wait to tell everyone." <<else>> "<<pShes>> so perverted," replies another. <</if>> <br> <</if>> <</if>> You run around a corner and escape their prying before they get touchy.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<case "street">> You cross the street. <<set _rng to random(1, 5)>> <<if _rng gte 5>> <span class="blue">A car almost collides with you.</span> It screeches to a halt, <span class="red">but still thuds into you with enough force to knock you to the ground.</span><<ggstress>><<stress 12>><<gtrauma>><<trauma 6>><<gpain>><<pain 4>> <br><br> You're left lying in the middle of the street, giving everyone time for a good look. <<covered>> The <<personsimple>> behind the offending vehicle steps out, a bewildered look on <<his>> face. <br><br> You struggle to your feet and rush after the <<person>> before <<he>> escapes, your face bright hot. <br><br> <<set $NPCList[0].distance += 1>> <<elseif _rng gte 3>> <span class="blue">A car almost collides with you,</span> but screeches to a halt instead. The <<personsimple>> behind the wheel's expression softens in bewilderment when <<he>> sees your state of dress. You don't have time to apologise. You make it to the other side, where you're a bit more sheltered.<<gstress>><<stress 6>> <<else>> You keep focused on your quarry, but you know eyes up and down the street are glimpsing you. You make it to the other side, where you're a bit more sheltered.<<ggstress>><<stress 12>><<gtrauma>><<trauma 6>> <</if>> <br><br> <<case "taxi">> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> <span class="purple">The taxi pulls to a stop as you pass,</span> and the <<personsimple>> in the passenger seat leans. <<catcalllewd>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<case 2>> A <<personsimple>> leans out the passenger seat of the taxi as you pass, <span class="purple">a large camera pressed against <<his>> face.</span> You hear it click.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 5 "pic">> <br><br> <<case 3>> The taxi driver stares at you as you pass, but doesn't stop.<<gstress>><<stress 6>> <br><br> <</switch>> <<case "night_house">> <<set _rng to random(1, 3)>> <<if _rng gte 3>> You run through the light. <span class="purple">A cry of mirth erupts from the lit building.</span> You glance over and see a dozen faces staring back.<<gtrauma>><<gstress>><<trauma 12>><<stress 12>><<fameexhibitionism 12>> <br><br> <<else>> You run through the light, sparing a nervous glance at the windows. There are people within, but none are looking this way. <br><br> <</if>> <<case "wall_large">> <<if $bodysize gte 3 or $bodysize gte 2 and random(1, 2) is 2>> <span class="green">You jump and haul yourself over the wall.</span> <br><br> <<else>> You jump and try to grasp the top of the wall, <span class="red">but you're too short.</span> You manage to squeeze through a hole at the base instead, but the <<person>> is getting away. <<set $NPCList[0].distance += 1>> <br><br> <</if>> <<case "wall_normal">> <<if $bodysize gte 2 or $bodysize gte 1 and random(1, 2) is 2>> <span class="green">You jump and haul yourself over the wall.</span> <br><br> <<else>> You jump and try to grasp the top of the wall, <span class="red">but you're too short.</span> You manage to squeeze through a hole at the base instead, but the <<person>> is getting away. <<set $NPCList[0].distance += 1>> <br><br> <</if>> <<case "wall_small">> <<if $bodysize lte 1 or $bodysize lte 2 and random(1, 2) is 2>> You drop to your knees and crawl through the hole, <span class="green">emerging on the other side.</span> You continue the chase. <br><br> <<else>> You drop to your knees and crawl through the hole. You emerge on the other side, <span class="red">but get stuck.</span> <br><br> The <<person>> returns when <<he>> notices your predicament. <<He>> <<npcUndressText $NPCList[0] "lower" "self">>, <span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span> <<stalk_attack>> <<stuck_in_wall_oral>> <br><br> <</if>> <<case "wall_tiny">> <<if $bodysize lte 0 or $bodysize lte 1 and random(1, 2) is 2>> You drop to your knees and crawl through the hole, <span class="green">emerging on the other side.</span> You continue the chase. <br><br> <<else>> You drop to your knees and crawl through the hole. You emerge on the other side, <span class="red">but get stuck.</span> <br><br> The <<person>> returns when <<he>> notices your predicament. <<He>> <<npcUndressText $NPCList[0] "lower" "self">>, <span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span> <<stuck_in_wall_oral>> <br><br> <</if>> <<case "cat">> <<if $cat gte 6>> You meow at the cat. <span class="green">It meows back,</span> and runs after the <<person>>. It jumps on <<his>> back, its claws ablur. <span class="green"><<He>> drops your $stalk_clothes and reaches for the attacker.</span> <br><br> <<He>> throws the cat away, then turns to face you. <br><br> <<stalk_catch>> <<else>> The cat hisses as you pass. <br><br> <</if>> <<case "dead-end">> <<if random(1, 2) is 2>> <<He>> spots a thin passage between a building and metal shed and squeezes through. <br><br> <<else>> Finding no way out, <span class="blue">the <<person>> turns to face you.</span> <br><br> <<stalk_catch>> <</if>> <<case "employee">> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 3>> The employee reaches into <<his>> pocket when <<he>> spots you, <span class="blue">and produces <<his>> phone,</span> pointing it at you as you pass. <<fameexhibitionism 5>> <br><br> <<case 2>> The employee's mouth opens in shock when <<he>> spots you. <<His>> cigarette falls to the floor. <br><br> <<case 1>> The employee's mouth opens in shock when <<he>> spots you. <br><br> <</switch>> <<case "tree_climb">> <<if $fox gte 6>> With your fox-like reflexes, <span class="green">you easily scramble up the same tree</span>. The two of you chase each other through the canopy for a short time, before returning to the forest floor. <<elseif $cat gte 6>> With your cat-like reflexes, <span class="green">you easily scramble up the same tree</span>. The two of you chase each other through the canopy for a short time, before returning to the forest floor. <<elseif $harpy gte 6 and $birdFly and !$plucked>> You crouch, and give your wings a heavy flap to do a high jump. <span class="green">It gives you enough of a boost to climb the rest of the way.</span> The two of you chase each other through the canopy for a short time, before returning to the forest floor. <<elseif currentSkillValue("athletics") gte random(0, $NPCList[0].skills.athletics + 100)>> <<if $harpy gte 6 and $birdFly and $plucked>> You flap your wings, but they're too plucked to give you any sort of boost. <</if>> You climb the tree after <<him>>, <span class="green">and manage to keep up</span>. The two of you chase each other through the canopy for a short time, before returning to the forest floor. <<else>> You spend a moment trying to climb the tree, <span class="red">but can't get a good enough grip</span>. You chase <<him>> from the ground instead, losing some distance. <<set $NPCList[0].distance += 1>> <</if>> <<case "river_jump">> <<if $angel gte 6 or $fallenangel gte 2 or $demon gte 6 or $harpy gte 6>> You jump and <span class="green">easily glide the short distance</span> over the river. <<elseif currentSkillValue("athletics") gte random(0, 800)>> You jump the river, and <span class="green">manage to clear the full distance</span>. <<else>> You jump the river, and <span class="red">come up just short</span>. You grab the opposite bank, but your lower half dips into the water. You quickly pull yourself up, but you've lost some distance. <<lowerwet 100>><<underlowerwet 100>> <</if>> <<case "bramble">> <<if $dryad gte 6>> The thorns and vines <span class="green">move aside for you</span>. You end up making it through faster than your quarry did, and gain some distance. <<set $NPCList[0].distance -= 1>> <<elseif currentSkillValue("tending") gte random(1, 800)>> You brace yourself, and take your time navigating the thick foliage. <span class="green">You know where to step, and when to take it as slow as possible to avoid being ensnared.</span> <<else>> You try to push through as fast as possible, <span class="red">and end up getting momentarily ensnared in some vines</span>. You escape, but your quarry has pulled ahead. <<set $NPCList[0].distance += 1>> <</if>> <</switch>> <<unset $stalk_event>> <</widget>> <<widget "man-pursuit">> <<if _n is 0>> <<set $NPCList[_n].distance += 1>> <<if $NPCList[_n].distance gte 4>> You round a corner, but the <<person>> is nowhere to be seen. <span class="red">You've lost <<him>>.</span> <<set $stalk_end to "outpaced">> <<elseif $NPCList[_n].distance is 3>> The <<person>> rounds a corner ahead. <span class="pink">You've almost lost <<him>>.</span> <<elseif $NPCList[_n].distance is 2>> The <<person>> runs, your clothes trailing behind <<him>>. <span class="purple"><<Hes>> some distance from you.</span> <<elseif $NPCList[_n].distance is 1>> The <<person>> runs and throws the occasional glance over <<his>> shoulder. <span class="blue"><<Hes>> not far ahead.</span> <<else>> <<set $NPCList[_n].distance to 0>> The <<person>> runs, your clothes bundled under <<his>> arm. <span class="green"><<Hes>> right in front of you.</span> <</if>> <</if>> <<stalk_img>> <</widget>> <<widget "man-chased">> <<if _n is 0 and $stalk_end isnot "catch">> <<set $NPCList[_n].distance += 1>> <<if $location is "forest">> <<if $NPCList[_n].distance gte 4>> You push through the foliage, but your quarry is nowhere to be seen. <span class="red">You've lost <<him>>.</span> <<set $stalk_end to "outpaced">> <<elseif $NPCList[_n].distance is 3>> Your quarry is barely visible through the trees. <span class="pink">You've almost lost <<him>>.</span> <<elseif $NPCList[_n].distance is 2>> Your quarry runs, expertly dodging branches. <span class="purple"><<Hes>> some distance from you.</span> <<elseif $NPCList[_n].distance is 1>> Your quarry runs and throws the occasional glance over <<his>> shoulder. <span class="blue"><<Hes>> not far ahead.</span> <<else>> <<set $NPCList[_n].distance to 0>> Your quarry runs. <span class="green"><<Hes>> right in front of you.</span> <</if>> <<else>> <<if $NPCList[_n].distance gte 4>> You round a corner, but the <<person>> is nowhere to be seen. <span class="red">You've lost <<him>>.</span> <<set $stalk_end to "outpaced">> <<elseif $NPCList[_n].distance is 3>> The <<person>> rounds a corner ahead. <span class="pink">You've almost lost <<him>>.</span> <<elseif $NPCList[_n].distance is 2>> The <<person>> runs. <span class="purple"><<Hes>> some distance from you.</span> <<elseif $NPCList[_n].distance is 1>> The <<person>> runs and throws the occasional glance over <<his>> shoulder. <span class="blue"><<Hes>> not far ahead.</span> <<else>> <<set $NPCList[_n].distance to 0>> The <<person>> runs. <span class="green"><<Hes>> right in front of you.</span> <</if>> <</if>> <</if>> <<stalk_img>> <</widget>> <<widget "stalk_catch">> <<set $stalk_end to "catch">> <<if $consensual isnot 1>> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].state to "attack">> <</for>> <<if random(1, 2) is 2>> <<set $position to "missionary">> <<else>> <<set $position to "doggy">> <</if>> <<if $location is "town" and Time.dayState isnot "night">> <<set $audience_active to true>> <</if>> <</if>> <</widget>> <<widget "stalk_attack">> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].state to "attack">> <</for>> <<if random(1, 2) is 2>> <<set $position to "missionary">> <<else>> <<set $position to "doggy">> <</if>> <<if $location is "town" and Time.dayState isnot "night">> <<set $audience_active to true>> <</if>> <<set $feetuse to 0>> <<controlloss>> <<molested>> <</widget>> <<widget "stalk_pursuit">> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].state to "pursuit">> <<set $NPCList[_i].distance to 2>> <</for>> <<set _clothesJustStolen to true>> <<set $rescue to 0>> <<controlloss>> <<molested>> <</widget>> <<widget "stalk_chased">> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].state to "chased">> <<set $NPCList[_i].distance to 2>> <</for>> <<set $rescue to 0>> <</widget>> <<widget "stalk_run">> <<set $feetuse to "run">> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].legs to "run">> <</for>> <br> <</widget>> <<widget "stalk_flight">> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].state to "pursuit">> <<set $NPCList[_i].distance to 2>> <</for>> <<set $rescue to 0>> <<unset $audience_active>> <</widget>> <<widget "stalk_init">> <<for _i = 0; _i < $NPCList.length; _i++>> <<set $NPCList[_i].state to "stalk">> <<set $NPCList[_i].distance to 4>> <<set $NPCList[_i].legs to "walk">> <</for>> <<set $position to "stalk">> <<set $feetuse to "walk">> <<set $stalk to true>> <<set $enemyanger to 40>> <<if $controlled is 0 and ($anxiety gte 2 and random(1, 3) is 3 or $anxiety gte 1 and random(1, 9) is 9) and !$consensual>> <span class="red">Your mind races, concocting terrible scenarios of what could befall you.</span><<anxiety_disorder_text>><<llcontrol>><<control -25>> <br> <</if>> <</widget>> <<widget "events_stalk">> <<if $combatgoal is "confront">> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_confront $NPCList[0].fullDescription>> <<else>> <span class="purple">You're grabbed by the arm and pulled back to face your assailant.</span> <</if>> <<set $stalk_end to "confront">> <<else>> <<switch $enemyno>> <<case 1>> <<set _rng to random(1, 100)>> <<if $worn.upper.name is "large towel" and $worn.upper.set is $worn.lower.set>> A <<person>> <span class="purple">snatches the towel from your body,</span> <span class="pink">exposing your <<undertop>> and <<undies>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>. <<set $stalk_clothes to $worn.upper.name>> <<upperstrip>> <<exposure>> <<stalk_pursuit>> <br><br> <<elseif $worn.upper.name is "large towel">> A <<person>> <span class="purple">snatches the towel from your chest,</span> <span class="pink">exposing your <<undertop>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>. <<set $stalk_clothes to $worn.upper.name>> <<upperstrip>> <<exposure>> <<stalk_pursuit>> <br><br> <<elseif $worn.lower.name is "large towel bottom">> A <<person>> <span class="purple">snatches the towel from your waist,</span> <span class="pink">exposing your <<undies>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>. <<set $stalk_clothes to $worn.lower.name>> <<lowerstrip>> <<exposure>> <<stalk_pursuit>> <br><br> <<elseif $worn.upper.name is "towel top">> A <<person>> <span class="purple">snatches the towel from your chest,</span> <span class="pink">exposing your <<undertop>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>. <<set $stalk_clothes to $worn.upper.name>> <<upperstrip>> <<exposure>> <<stalk_pursuit>> <br><br> <<elseif $worn.lower.name is "towel skirt">> A <<person>> <span class="purple">snatches the towel from your waist,</span> <span class="pink">exposing your <<undies>>.</span> <<He>> runs ahead, leaving you exposed in the middle of the <<location_text>>. <<set $stalk_clothes to $worn.lower.name>> <<lowerstrip>> <<exposure>> <<stalk_pursuit>> <br><br> <<elseif _rng gte 81 and $exposed lt 2>> You hear a <<person>> behind you. <<catcall>> Before you can respond, a pair of intruding hands grasp your clothes! <<npcstrip>> <<npcidlegenitals>> <<stalk_attack>> <br><br> <<elseif pcAreArmsBound("any")>> Someone grabs your bound arms from behind. "All wrapped up like a present," says a <<person>> as <<he>> swivels you around. "How could I resist?" <<stalk_attack>> <br><br> <<else>> You hear a <<person>> behind you. <<catcall>> Before you can respond, a pair of intruding hands grasp you! <<stalk_attack>> <br><br> <</if>> <<case 2>> You hear a <<person1>><<person>> behind you. Before you can respond, <<he>> seizes you by the arms and mouth. <<if $location is "alley">> <<He>> drags you into a shadowed alley, where <<his>> friend awaits. <<elseif $location is "town">> <<He>> drags you into an alley, where <<his>> friend awaits. <<else>> <<He>> drags you into the shadows, where <<his>> friend awaits. <</if>> <<stalk_attack>> <<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 0 left>><<set $NPCList[0].righthand to "arms">> <br><br> <<case 3>> <<if $worn.upper.name is "large towel" or $worn.lower.name is "large towel bottom" or $worn.upper.name is "towel top" or $worn.lower.name is "towel skirt">> A <<person1>><<person>> steps in front of you, while two other figures move in from behind, penning you between them. "That's an odd thing to walk around in during the night," says the <<person1>><<person>> as <<he>> strokes your towel. "I think I know exactly what you want." <br><br> <<set $combat_end_text to '"Dress like a slut, get treated like one," says the <<person>>. They leave you lying on the pavement.'>> <<stalk_attack>> <<else>> A <<person1>><<person>> steps in front of you, while other figures move in from behind, penning you between them. <br><br> <<stalk_attack>> <</if>> <<case 4>> A <<person1>><<person>>'s hand grasps your shoulder and three other figures block your path. "You're going nowhere <<lass>>," the <<person>> says. "Not til we're done." <br><br> <<stalk_attack>> <<case 5>> A <<person1>><<person>> steps in front of you while <<person2>><<person>> rests <<his>> hands on your hips. Three others are with them. They aren't going to let you go. <br><br> <<person1>> <<stalk_attack>> <<default>> A <<person1>><<person>> and <<person2>><<person>> step in front of you as several others press in from behind, penning you in. <br><br> <<person1>> <<stalk_attack>> <</switch>> <</if>> <</widget>> <<widget "events_stalk_nnpc">> <<switch _args[0]>> <<case "Avery">> <<He>> drags you into an alley and shoves you against a wall. You feel <<his>> breath on your neck. <br><br> <<person1>> <<set $location to "alley">><<set $bus to "commercial">> <<stalk_attack>> <<case "Gwylan">> <<He>> pounces, tackling you to the ground. <<set $stalk_end to "confront">> <<set $mouthaction to 0>> <<default>> <<events_stalk>> <</switch>> <</widget>> <<widget "stalk_athletics_difficulty">> <<if $stalk_assess or $NPCList[0].state is "pursuit" or $NPCList[0].state is "chased">> <<if $worn.feet.type.includes("heels")>> <<skill_difficulty `currentSkillValue("feetskill")` "Feet (heels)" 1 1000>> <</if>> <<athleticsdifficulty 0 $NPCList[0].skills.athletics>> <</if>> <</widget>> <<widget "stalk_skulduggery_difficulty">> <<if $stalk_assess or $NPCList[0].state is "pursuit" or $NPCList[0].state is "chased">> <<set _difficulty to $NPCList[0].skills.security>> <<set _difficulty += $liquidcount * 20>> <<if $liquidcount gte 1>> <<skill_difficulty `currentSkillValue("skulduggery")` "Skulduggery (Slimy)" 0 _difficulty>> <<else>> <<skill_difficulty `currentSkillValue("skulduggery")` "Skulduggery" 0 _difficulty>> <</if>> <</if>> <</widget>> <<widget "run_text">> <<switch $location>> <<case alley>> <<set _rng to random(1, 3)>> <<switch _rng to random(1, 3)>> <<case 1>> You leap over a parked car. <<case 2>> You skirt between tightly-packed dumpsters. <<case 3>> You avoid a bollard. <</switch>> <<case park>> <<set _rng to random(1, 3)>> <<switch _rng to random(1, 3)>> <<case 1>> You leap over bins and through bushes. <<case 2>> You duck beneath a tall hedge. <<case 3>> You bat away obstructing branches. <</switch>> <<case moor>> <<set _rng to random(1, 3)>> <<switch _rng to random(1, 3)>> <<case 1>> You leap over a muddy patch. <<case 2>> You scramble up a ridge. <<case 3>> You stomp through a patch of short brambles. <</switch>> <<case forest>> <<set _rng to random(1, 3)>> <<switch _rng to random(1, 3)>> <<case 1>> You leap over a stream. <<case 2>> You squeeze between dense trees. <<case 3>> You stomp through a patch of ferns. <</switch>> <<default>> <<set _rng to random(1, 3)>> <<switch _rng to random(1, 3)>> <<case 1>> <<if Weather.precipitation is "rain">> You leap over a puddle. <<elseif Weather.isSnow>> You leap over ice. <<else>> You leap over a pothole. <</if>> <<case 2>> You avoid colliding with a <<if random(1, 2) is 2>>postbox<<else>>bin<</if>>. <<case 3>> You weave between parked cars. <</switch>> <</switch>> <</widget>> <!-- Named NPC response widgets. _args[0] = npc name --> <!-- Default responses should be inaccessible and are only here as a failsafe. Any named (and maybe persistent) NPCs that don't have responses should be given them before they're written into a stalking scene. --> <!-- Player is accosted after failing to run, hide or confront --> <<widget "stalk_nnpc_text_attack">> <<switch _args[0]>> <<case "Avery">> <<switch random(1, 4)>> <<case 4>>"That's enough, brat." <<case 3>>"When I say come, you come." <<case 2>>"Who do you think you are, wasting my time?" <<case 1>>"Making me run all over town for you," <<he>> spits. "You've earned this." <</switch>> <<case "Bailey">> <<switch random(1, 4)>> <<case 4>>"Time to pay up." <<case 3>>"I'm done playing games with you." <<case 2>>"Thanks for wasting my time," <<he>> sneers. "Now hold still." <<case 1>>"You're almost more trouble than you're worth." <<He>> smiles. "Almost." <</switch>> <<case "Briar">> <<switch random(1, 4)>> <<case 4>>"Let me show you who's boss around here." <<case 3>>"One way or another, you're paying me back." <<case 2>>"There <<pshe>> is. The little thorn in my side." <<case 1>>"No one pisses me off. You're about to find out why." <</switch>> <<case "Eden">> <<if $syndromeeden is 1>> <<switch random(1, 4)>> <<case 4>>"Time to go home." <<case 3>>"Quiet. I've got you." <<case 2>>"I knew I'd get you back." <<case 1>>"Thought you could run away?" <</switch>> <<else>> <<switch random(1, 4)>> <<case 4>>"Don't struggle." <<case 3>>"No more running." <<case 2>>"I've got you now." <<case 1>>"I always get my prey." <</switch>> <</if>> <<case "Harper">> <<if $cow gte 6>> <<switch random(1, 4)>> <<case 4>>"Remy's waiting." <<case 3>>"We've missed you." <<case 2>>"Let's get you home." <<case 1>>"You'll be at peace again." <</switch>> <<else>> <<switch random(1, 4)>> <<case 4>>"Shh. Just relax." <<case 3>>"Close your eyes." <<case 2>>"Take a deep breath." <<case 1>>"You're too tense," <<he>> whispers. "It's unhealthy." <</switch>> <</if>> <<case "Kylar">> <<switch random(1, 4)>> <<case 4>>"D-don't worry! It's just me!" <<case 3>>"I won't let you get away," <<he>> whispers. "Ever." <<case 2>>"Looking for me?" <<he>> giggles. "I'm right here, silly!" <<case 1>>"I-I couldn't help myself." <<He>> licks <<his>> lips. "I need you." <</switch>> <<case "Leighton">> <<switch random(1, 4)>> <<case 4>>"Time for your discipline." <<case 3>>"Good <<girls>> obey their superiors." <<case 2>>"Best keep quiet," <<he>> whispers. "If you know what's good for you." <<case 1>>"You should be honoured," <<he>> whispers. "Most <<girls>> are beneath my notice." <</switch>> <<case "Morgan">> <<switch random(1, 4)>> <<case 4>>"<<charles>>!" <<case 3>>"There you are, you little sneak!" <<case 2>>"I've found you," <<he>> whispers. "At last." <<case 1>>"Don't worry, darling," <<he>> coos. "I'm here, now." <</switch>> <<case "Whitney">> <<switch random(1, 4)>> <<case 4>>"Guess who?" <<case 3>>"Surprise, slut." <<case 2>>"Thought you were safe? Guess again." <<case 1>>"My favourite <<bitch>>, all by <<pherself>>." <<He>> grins. "Lucky me." <</switch>> <<case "Gwylan">> <<if $huntGame?.adversaryText is "the brown fox">> The brown fox bears down on you. <<else>> <<switch random(1, 4)>> <<case 4>>"<<pcPetname "Gwylan">>!" <<case 3>>"Not fast enough, <<pcpetname "Gwylan" "name">>!" <<case 2>>"Incoming!" <<case 1>>"Surprise!" <</switch>> <</if>> <<case "Ivory Wraith">> <<if $wraith.state is "haunt">> <<switch random(1, 5)>> <<case 5>><<set _wraith_output to "Give it back.">> <<case 4>><<set _wraith_output to "I am everywhere.">> <<case 3>><<set _wraith_output to "<<pcPetname \"Wraith\">>.">> <<case 2>><<set _wraith_output to "Where can you go but down?">> <<case 1>><<set _wraith_output to "Run from your sins, into empty arms.">> <</switch>> <<elseif ["dead","sold"].includes($wraith.offspring)>> <<switch random(1, 5)>> <<case 5>><<set _wraith_output to "Coward.">> <<case 4>><<set _wraith_output to "All your fault.">> <<case 3>><<set _wraith_output to "<<pcPetname \"Wraith\">>.">> <<case 2>><<set _wraith_output to "Afraid. Alone. You'll share that pain.">> <<case 1>><<set _wraith_output to ($wraith.offspring is "dead" ? "You've dug their grave. Now lie with them." : "They're still calling your name. Will you hear them?")>> <</switch>> <<else>> <<switch random(1, 5)>> <<case 5>><<set _wraith_output to "Find you.">> <<case 4>><<set _wraith_output to "Why run from fate?">> <<case 3>><<set _wraith_output to "<<pcPetname \"Wraith\">>.">> <<case 2>><<set _wraith_output to "You can run. But where will you go?">> <<case 1>><<set _wraith_output to "Fly while you can, before your wings are clipped.">> <</switch>> <</if>> "<span class="wraith"><<print _wraith_output>></span>" <<rainWraith true>> <<default>> "Best play along," <<he>> says. "It'll be easier for you." <</switch>> <</widget>> <!-- Successfully used the "confront" action --> <<widget "stalk_nnpc_text_threat">> <<switch _args[0]>> <<case "Avery">> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>> <<switch random(1, 3)>> <<case 3>><<He>> looks you up and down, <span class="green">then rolls <<his>> eyes.</span> "I've no time to waste on you." <<case 2>><<He>> narrows <<his>> eyes before <span class="green">turning away with a scoff.</span> "Not worth the effort." <<case 1>><<He>> stops, fixing you with a glare. "I'm a busy <<personsimple>>. <span class="green">Lucky for you, I have places to be.</span>" <</switch>> <br><br> <<He>> walks on. You feel tense.<<stress 2>><<gstress>> <<else>> <<switch random(1, 3)>> <<case 3>><span class="green"><<He>> raises an eyebrow,</span> smirking. "Is that your idea of a proper greeting?"<br><br> <<He>> laughs as <<he>> walks on. <<case 2>><<He>> stops and stares at you, brow furrowed. <span class="green"><<He>> brushes past you without a word.</span><br><br> <<case 1>><<He>> crosses <<his>> arms and holds up <<his>> phone. "Do you mind?"<br><br> <<He>> walks on, trying to pick up <<his>> conversation. <</switch>> You feel a little silly. <</if>> <<case "Bailey">> <<switch random(1, 3)>> <<case 3>><<He>> doesn't break eye contact as <<he>> passes, <span class="green">but ultimately leaves you alone.</span> <<case 2>><<He>> stops in front of you, stares in silence, <span class="green">then continues on <<his>> way.</span> <<case 1>><<He>> stands in front of you and raises <<his>> phone. You hear a click. <span class="green"><<He>> leaves without a word.</span> <</switch>> <br><br> You let out a shaky breath as <<he>> walks on.<<stress 6>><<gstress>> <<case "Briar">> <<switch random(1, 3)>> <<case 3>><<He>> smirks, eyes you up and down, <span class="green">then walks right past you.</span> <<case 2>><span class="green"><<He>> bursts out laughing.</span> "You? That's rich." <<case 1>><span class="green"><<He>> lets out a sharp bark of laughter.</span> "Cute. Now get out of my way." <</switch>> <br><br> <<He>> peers at you over <<his>> shoulder as <<he>> walks on. You feel tense.<<stress 2>><<gstress>> <<case "Eden">> <<He>> stares for a moment, <span class="teal">then silently slinks <<if $location is "forest">>between the trees<<elseif $location is "moor">>into the fog<<else>>into an alley<</if>>.</span> <br><br> You let out a shaky breath.<<stress 4>><<gstress>> <<case "Harper">> <span class="green"><<He>> stops.</span> <<His>> polite smile doesn't falter. <<switch random(1, 3)>> <<case 3>>"Lashing out at innocent passers-by is a sure sign of stress, you know." <<case 2>>"For some people, anger is just a cry for help. Please, be well." <<case 1>>"You look troubled. Don't be afraid to ask for help." <</switch>> <br><br> <<He>> walks on. You feel tense.<<stress 2>><<gstress>> <<case "Kylar">> <<switch random(1, 3)>> <<case 3>><<He>> mutters something under <<his>> breath. You can't make it out. <span class="green"><<He>> scurries past you.</span> <<case 2>><<He>> tenses as you turn around, barely managing an awkward smile and a wave <span class="green">before hurrying past you.</span> <<case 1>><<He>> freezes up, <span class="green">before bolting in the opposite direction.</span> You're left bewildered. <</switch>> <<case "Leighton">> <<switch random(1, 3)>> <<case 3>><<He>> tuts. <span class="green">"How uncouth. If I weren't so busy, I'd discipline you myself."</span> <<case 2>><<He>> raises an eyebrow, <span class="green">then turns away.</span> "I'll overlook that remark." <<case 1>><span class="green"><<He>> looks down at you with contempt,</span> muttering under <<his>> breath. "Disrespectful brats." <</switch>> <br><br> <<He>> walks on. You feel a little silly. <<case "Morgan">> <<switch random(1, 3)>> <<case 3>><<He>> stops in <<his>> tracks and gasps. "You're right! I forgot the scones!"<br><br> <span class="green"><<He>> runs off in the opposite direction,</span> leaving you bewildered. <<case 2>><span class="green"><<He>> stumbles past you as if you weren't there.</span><br><br> You watch <<him>> leave, babbling to <<himself>> all the while. <<case 1>><span class="green"><<He>> smiles and waves as <<he>> walks past you.</span><br><br> You feel silly and more than a little confused. <</switch>> <<case "Whitney">> <<switch random(1, 3)>> <<case 3>><span class="green"><<He>> shoves past you,</span> almost knocking you over.<br><br> You dust yourself off, thankful nothing worse became of it. <<case 2>><span class="green"><<He>> throws <<his>> hands up,</span> smiling innocently. "Just admiring the view from back here."<br><br> <<He>> smacks your <<bottom>> as <<he>> walks on.<<stress 2>><<arousal 150 "bottom">><<gstress>><<garousal>> <<case 1>>Just as <<he>> draws near, <<he>> jumps at you with a loud "Boo!" You flinch on instinct.<br><br> "Wuss," <<he>> laughs <span class="green">as <<he>> leaves you behind.</span><<stress 4>><<gstress>> <</switch>> <<case "Gwylan">> <<switch random(1, 3)>> <<case 3>><span class="green"><<He>> tilts <<his>> head,</span> and walks around you. <<if $location is "forest">>"I'm just out gathering some ingredients,"<<else>>"I'm just out for a stroll,"<</if>> <<he>> says. "I thought I'd say hello." You chat briefly. <<lstress>><<stress -1>> <<case 2>><span class="green"><<He>> stops.</span> "Are you alright? You looked so nervous, I was just coming to check on you." <<He>> smiles, petting your head for a moment. <<case 1>><span class="green"><<He>> stops.</span> "I wanted to invite you to come by the shop later, that's all." <<He>> smiles, petting your head for a moment. <</switch>> <br><br> <<He>> walks on. <<if $hypnosis_traits.devotion gte 3>> <<hypnosisText "You have trouble tearing your eyes away as <<he>> leaves.">> <<trauma -1>><<ltrauma>> <<else>> You feel a little silly. <</if>> <<set $daily.gwylan.noHunt to true>> <<case "Ivory Wraith">> It cackles, <span class="teal">before dissipating into a thick, cool mist.</span> Its voice echoes around you. <<switch random(1, 3)>> <<case 3>><<set _wraith_output to "Bask while you can. The night comes quickly.">> <<case 2>><<set _wraith_output to "For what little comfort it's worth.">> <<case 1>><<set _wraith_output to "Hold it close.">> <</switch>> "<span class="wraith"><<print _wraith_output>></span>" <br><br> You shiver as the haze clears around you, revealing an empty <<if $location is "forest">>clearing<<elseif $location is "moor">>field<<else>>street<</if>>. <<trauma 2>><<stress 4>><<gtrauma>><<gstress>> <<default>> <span class="green"><<He>> throws up <<his>> hands.</span> "Easy <<girl>>," <<he>> says, giving you a wide berth. "I didn't mean to frighten you." <br><br> <<He>> walks ahead. <</switch>> <</widget>> <!-- NPC walks by due to lack of boldness --> <<widget "stalk_nnpc_text_passed">> <<switch _args[0]>> <<case "Avery">> <<switch random(1, 3)>> <<case 3>><<stalk_nnpc_name>> chats on <<his>> phone as <<he>> passes. <span class="teal"><<He>> ignores you.</span> <<case 2>><<stalk_nnpc_name>> peers at you from the corner of <<his>> eye as <<he>> passes. <span class="teal"><<He>> leaves you alone.</span> <<case 1>><<stalk_nnpc_name>> walks by. <span class="teal"><<He>> doesn't glance at you.</span> <</switch>> <<case "Bailey">> <<switch random(1, 3)>> <<case 3>><<stalk_nnpc_name>> walks by, <span class="teal">too busy on the phone to acknowledge you.</span> <<case 2>><<stalk_nnpc_name>> peers at you from the corner of <<his>> eye as <<he>> passes. <span class="teal"><<He>> leaves you alone.</span> <<case 1>><<stalk_nnpc_name>> thumps <<his>> shoulder against yours as <<he>> passes. <span class="teal"><<He>> doesn't look up.</span> <</switch>> <<if $stalk_assess>> You let out a shaky breath. <<stress 4>><<gstress>> <</if>> <<case "Briar">> <<switch random(1, 3)>> <<case 3>><<stalk_nnpc_name>> winks over <<his>> shoulder <span class="teal">as <<he>> walks on by.</span> <<case 2>><<stalk_nnpc_name>> stops, stares at you over <<his>> shoulder, <span class="teal">then continues on <<his>> way.</span> <<case 1>><<stalk_nnpc_name>> walks by. <span class="teal"><<He>> doesn't so much as glance at you.</span> <</switch>> <<case "Eden">> <<switch random(1, 3)>> <<case 3>>Suddenly seized by primal fear, you turn around. <span class="teal">You're alone.</span><<stress 4>><<gstress>> <<case 2>><span class="teal"><<stalk_nnpc_name>> stomps past you,</span> almost shoving you to the ground in <<his>> haste. <<case 1>>You hear movement behind you. You turn to catch a glimpse of <<if $stalk_assess>>Eden<<else>>a large figure<</if>> <span class="teal">disappearing <<if $location is "forest">>between the trees<<elseif $location is "moor">>into the fog<<else>>into an alley<</if>>.</span> <</switch>> <<case "Harper">> <<switch random(1, 3)>> <<case 3>><<stalk_nnpc_name>> jots notes in a journal as <<he>> passes. <span class="teal"><<He>> ignores you.</span> <<case 2>><<stalk_nnpc_name>> peers at you from the corner of <<his>> eye as <<he>> passes. <span class="teal"><<He>> leaves you alone.</span> <<case 1>><<stalk_nnpc_name>> walks by. <span class="teal"><<He>> doesn't glance at you.</span> <</switch>> <<case "Kylar">> <<switch random(1, 3)>> <<case 3>><span class="teal"><<stalk_nnpc_name>> walks right by you,</span> <<his>> gaze fixed to the floor. <<case 2>>You feel a tug on your arm from behind. When you turn, <span class="teal">nobody's there.</span><<stress 4>><<gstress>> <<case 1>><<stalk_nnpc_name>> passes without looking up, <span class="teal">leaving you alone.</span> <</switch>> <<case "Leighton">> <<switch random(1, 3)>> <<case 3>><<stalk_nnpc_name>> leers as <<he>> passes, <span class="teal">but otherwise leaves you alone.</span> <<case 2>><<stalk_nnpc_name>> gives you a passing nod. <span class="teal"><<He>> continues on <<his>> way.</span> <<case 1>><<stalk_nnpc_name>> walks by, <span class="teal">too busy tinkering with <<his>> watch to notice you.</span> <</switch>> <<case "Morgan">> <<switch random(1, 3)>> <<case 3>><<stalk_nnpc_name>> cheerfully hums as <<he>> passes, <span class="teal">all but ignoring you.</span> <<case 2>><span class="teal"><<stalk_nnpc_name>> stumbles past you as if you weren't there.</span> <<case 1>>You hear a gasp behind you. <span class="teal">You turn in time to catch a fleeting glimpse of <<if $stalk_assess>>Morgan<<else>>a figure<</if>> scurrying away.</span> <</switch>> <<case "Whitney">> <<switch random(1, 3)>> <<case 3>><span class="teal"><<stalk_nnpc_name>> flicks a cigarette butt over <<his>> shoulder as <<he>> passes.</span> It bounces off your cheek. <<case 2>><<stalk_nnpc_name>> smacks your <<bottom>> as <<he>> passes. <<if $stalk_assess>> <<He>> flashes a smug smirk over <<his>> shoulder.<<else>> <<Hes>> gone before you can get a good look at <<him>>.<</if>><<stress 2>><<arousal 150 "bottom">><<gstress>><<garousal>> <<case 1>><<stalk_nnpc_name>> picks at <<his>> nails as <<he>> passes. <span class="teal"><<Hes>> too engrossed to notice you.</span> <</switch>> <<case "Gwylan">> <<switch random(1, 3)>> <<case 3>> Your wrist is grabbed, and your hand is forcibly opened. <<if !$stalk_assess>><span class="forest-green">It's Gwylan.</span><<set $stalk_assess to true>><</if>> <span class="teal"><<stalk_nnpc_name>> picks a berry out of <<his>> basket, places it in your hand, and closes it again.</span> "Enjoy!" <br><br> You eat the berry. It's quite tasty. <<stress -1>><<lstress>> <<case 2>> "There you are! I knew I'd find you around here somewhere." <<if !$stalk_assess>><span class="forest-green">It's Gwylan.</span><<set $stalk_assess to true>><</if>> <br><br> <span class="teal"><<stalk_nnpc_name>> walks right past you,</span> <<his>> gaze trained on an object on the ground. It's a ?gwylanItem. <<He>> picks it up and inspects it with a smile. <br><br> <<He>> turns to you. "Thanks for showing me where it was, <<pcpetname "Gwylan">>." <<case 1>> <<stalk_nnpc_name>> <span class="red">grabs your arm as <<he>> walks by...</span> only to twirl you around, as if dancing. <<if !$stalk_assess>><span class="forest-green">It's Gwylan.</span><<set $stalk_assess to true>><</if>> <<if $gwylanSeen.includes("partners")>> <<He>> hums as <<he>> dances you around for a moment, only to kiss you on the cheek and release you, stepping and twirling away. <<else>> <<He>> hums as <<he>> dances you around for a moment, only to release you and twirl away<<if $location is "forest">> back into the trees<</if>>. <</if>> <<His>> humming slowly fades. <</switch>> <<set $daily.gwylan.noHunt to true>> <<case "Ivory Wraith">> <<switch random(1, 3)>> <<case 3>>A cold chill blows over you, <span class="teal">but it vanishes just as quickly.</span> <<case 2>>A cold, clammy hand grabs your shoulder. You turn, <span class="teal">but no one's there.</span> <<case 1>>You feel a presence. Someone breathes in your ear. "<span class="wraith">Not yet.</span>" A warm breeze washes over you, <span class="teal">taking the unwelcome presence with it.</span> <</switch>> A faint mist is left in the air. You think you're alone.<<trauma 2>><<stress 4>><<gtrauma>><<gstress>> <<default>> A <<personsimple>> passes by. <span class="teal"><<He>> doesn't glance at you.</span> <</switch>> <</widget>> <!-- For specific encounters where $combatgoal is "confront" --> <<widget "stalk_nnpc_text_confront">> <<switch _args[0]>> <<case "Kylar">> You feel a tug on your arm. You turn around to face <<if $stalk_assess>> <<print $NPCList[0].fullDescription>>. <<else>> the culprit. <</if>> <<case "Ivory Wraith">> The air chills around you. Animated by instinct, you turn around to find a pair of <<wraithEyes>> eyes staring back. <<case "Eden">> Eden's hand grabs tightly onto the back of your neck, bringing you to a stop. <<case "Gwylan">> <<if $huntGame>><<= $huntGame.adversaryText.toUpperFirst()>><<else>>Gwylan<</if>> tackles you to the ground. <<set $mouthaction to 0>> <<default>> You're grabbed by the arm and pulled back to face your assailant. <</switch>> <</widget>> <<widget "stalk_nnpc_name">> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<if $stalk_assess>> The pale figure <<else>> Somebody <</if>> <<else>> <<if $stalk_assess>> <<print $NPCList[0].fullDescription>> <<else>> A <<personsimple>> <</if>> <</if>> <</widget>> <<widget "stalk_taunt_effects">> /* This has to be able to account for the player starting to run at the same time, hence why it's in its own widget */ You look behind you, at <<person1>> <<if $npcrow.includes(0)>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <<if $stalk_assess>> the pale figure. <<else>> a<<if $wraith.seen gte 3>> familiar<</if>> pale figure. <</if>> <<else>> <<if $stalk_assess>> <<if $enemyno gte 3>> <<print $NPCList[0].fullDescription>> and <<his>> companions. <<elseif $enemyno is 2>> <<print $NPCList[0].fullDescription>> and <<his>> companion. <<else>> <<print $NPCList[0].fullDescription>>. <</if>> <<else>> <<if $enemyno gte 3>> a <<personsimple>> and <<his>> companions. <<elseif $enemyno is 2>> a <<personsimple>> and <<his>> companion. <<else>> a <<personsimple>>. <</if>> <span class="pink">It's <<print $NPCList[0].fullDescription>>.</span> <</if>> <</if>> <<elseif $enemyno gte 3>> the <<person>> and <<his>> companions. <<elseif $enemyno is 2>> the <<person>> and <<his>> companion. <<else>> the <<person>>. <</if>> <<set $stalk_assess to true>> <<if $npcrow.includes(0)>> <<actionstauntNNPC>> <<else>> <<actionstaunt>> <</if>> <br> <<if $combatgoal is "confront" or $NPCList[0].fullDescription isnot "Ivory Wraith" and $NPCList[0].bold * 2 gte random(1, 1000) or $NPCList[0].fullDescription is "Ivory Wraith" and C.npc["Ivory Wraith"].lust gte random(1,10) or $NPCList[0].fullDescription is "Gwylan" and $gwylanSeen?.includes("ritual_sex")>> <<set $_chasingAnyways to true>> <</if>> <<if currentSkillValue('seductionskill') gte random(1, 1000) or $NPCList[0].fullDescription is "Gwylan">> <<set $_tauntSuccess to true>> <</if>> <<if $_chasingAnyways or $_tauntSuccess>> <<stalk_run>><<set $feetaction to 0>><<set $feetactiondefault to "run">> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <span class="red">The pale figure floats towards you, faster now.</span> <<elseif $NPCList[0].fullDescription is "Gwylan">> <span class="lewd"><<He>> looks excited by your provocation, and starts running towards you.</span> <<set $stalk_taunted to "success">> <<else>> <<if $_chasingAnyways>> <<if $_tauntSuccess>> <span class="blue"><<He>> hesitates for just a moment, before starting to run after you.</span> It's clear <<he>> was already planning something, <span class="green">but your boldness has caught <<him>> off guard</span>. <<set $stalk_taunted to "success">> <<else>> <span class="red"><<He>> sneers and immediately starts to run after you. It's clear <<he>> intended to chase you even before your provocation.</span> <</if>> <<set $NPCList[0].skills.athletics += 150>> <<set $NPCList[0].skills.athletics to Math.clamp($NPCList[_n].skills.athletics, 1, 1000)>> <<else>> <span class="green"><<He>> hesitates, before starting to run after you.</span> <<set $stalk_taunted to "success">> <</if>> <</if>> /* <br><br> */ <<if $npcrow.includes(0)>> /* NPCs need unique taunt responses, be sure to remove linebreaks in the following condition and uncomment the others if you do */ <<else>> <br><br> <<if $NPCList[0].traits.includes("relaxed")>> "You look like you're worth it, and now you've gotten me excited!" <<he>> yells after you. <<elseif $NPCList[0].traits.includes("sociable")>> "Making a <<if $pronoun is "m">>gentleman<<else>>lady<</if>> like me run is so uncouth," <<he>> says. "You'll make it up to me once I catch you, mark my words!" <<elseif $NPCList[0].traits.includes("brooding")>> "Don't run, that just makes me more eager," <<he>> says. <<else>> "Get back here!" <<he>> yells after you. <</if>> <br><br> <</if>> /* <br><br> */ <<else>> <<if $npcrow.includes(0)>> <<stalk_nnpc_text_threat $NPCList[0].fullDescription>> <<else>> <span class="blue"><<He>> gives you a strange look and doesn't pursue.</span> <<if $NPCList[0].traits.includes("relaxed")>> "Easy <<girl>>," <<he>> says, giving you a wide berth. "Sorry for making you jumpy." <<elseif $NPCList[0].traits.includes("sociable")>> "Damn," <<he>> says. "Talk about damaged goods." <<He>> gives you a wide berth. <<elseif $NPCList[0].traits.includes("brooding")>> <<He>> laughs. "The streets that rough for you?" <<he>> asks. "I'll give you space." <<else>> "I was only looking!" <<he>> says. "Wasn't gonna try anything, honest." <<He>> gives you a wide berth. <</if>> <br><br> <<He>> walks ahead. You feel a little silly. <</if>> <br><br> <<set $stalk_end to "passed">> <<set $NPCList[_n].distance to 1>> <</if>> <</widget>> <<widget "stalk_ambush_text">><<silently>><<person1>> <<set $_npc to _args[0]>> <<if $dissociation gte 1>> <<set $_ambushTextPool to ["You settle on top of the <<person>>, resting on <<his>> chest. You freeze, staring unblinkingly into <<his>> eyes. Eventually, you shake yourself out of it and stand up. As you run, you hear a second set of footsteps fleeing in the other direction."]>> <<else>> <<set $_ambushTextPool to [ "You bat the <<person>> in the face a few times as <<he>> lies under you, helpless. You spring off of <<him>> and continue running before <<he>> can get <<his>> bearings.", "You bring your face close to <<hers>>. Before <<he>> can get any ideas, you scream loudly. You clamber off of <<his>> body with a victorious giggle, leaving <<him>> stunned." ]>> <<if $_npc?.clothes?.lower.name isnot "naked">> <<set $_ambushTextPool.pushUnique("You grab the <<persons>> <<npcClothesText $NPCList[0] 'lower'>> in your fangs and tug until it rips, leaving <<him>> exposed. You flee as <<he>> tries to cover <<himself>>.")>> <</if>> <<if $submissive lte 850>> <<set $_ambushTextPool.pushUnique("You roll off of <<him>> gracefully and kick <<him>> in the groin before fleeing. <<He>> won't be getting up to chase you for a while.")>> <<set $_ambushTextPool.pushUnique("Secure in your position straddling the <<person>>, you spit in <<his>> face. You hear <<him>> groaning in disgust as you flee.")>> <<elseif $submissive gte 1150>> <<set $_ambushTextPool.pushUnique('"Boo!" you say as you lie atop <<him>>. <<He>> looks utterly confused, and you use the moment to flee before <<he>> can get <<his>> bearings.')>> <</if>> <<if $transformationParts.angel.halo isnot "disabled" and $transformationParts.angel.halo isnot "hidden">> <<set $_ambushTextPool.pushUnique("You bring your face down to <<hers>>. <<He>> tries to cover <<his>> eyes as your halo sheds blinding light into them. <<He>> trembles in fear, and you let out a satisfied huff. <<He>> doesn't even try to chase you again.")>> <</if>> <<if $transformationParts.fallenAngel.halo isnot "disabled" and $transformationParts.fallenAngel.halo isnot "hidden">> <<set $_ambushTextPool.pushUnique("You bring your face down to <<hers>>. <<He>> covers <<his>> face as the shards of your broken halo all turn to point at <<him>>. <<He>> trembles in fear, and you let out a satisfied huff. <<He>> doesn't even try to chase you again.")>> <</if>> <<if $transformationParts.demon.horns isnot "disabled" and $transformationParts.demon.horns isnot "hidden">> <<set $_ambushTextPool.pushUnique("You headbutt <<him>> with your horns and roll off of <<him>>. You flee as <<he>> writhes on the ground, clutching <<his>> head.")>> <</if>> <<if hasSexStat("promiscuity", 4)>> <<set $_ambushTextPool.pushUnique("You crash down on top of the <<person>>, purposefully planting your <<bottom>> against <<his>> face. You playfully wiggle against <<his>> mouth and nose, hearing <<him>> struggle to breathe. After a few moments of this, you're satisfied and leap off <<him>> to flee the scene. <<arousal 1000>><<ggarousal>><br>")>> <</if>> <<if currentSkillValue('skulduggery') gte 600>> <<set $_ambushTextPool.pushUnique("You manage to knock the <<person>> to the ground. Taking advantage, you tie <<his>> shoelaces together with incredible deftness. <<He>> curses as you triumphantly make your escape.")>> <</if>> <</if>> <<set $_text to $_ambushTextPool.pluck()>> <</silently>><<print $_text>><</widget>> <<widget "stalk_img">> /* 'pursuit' = NPC stole clothes and is running away from player. 'chased' = NPC running from player for other reason. */ <<if $options.images is 1>> <br><br> <div class="div_stalk"> /* Tiles */ <<switch $location>> <<case "park" "forest" "lake" "farm" "meadow" "moor" "bog">> <<for _i to 0; _i lt 8; _i++>> <<if $outside is 1>> <img @class="'stalk_' + _i" src="img/misc/stalk/base_grass.png"> <<else>> <img @class="'stalk_' + _i" src="img/misc/stalk/base_floor.png"> <</if>> <</for>> <<case "beach" "island" "prison">> <<for _i to 0; _i lt 8; _i++>> <<if $outside is 1>> <img @class="'stalk_' + _i" src="img/misc/stalk/base_sand.png"> <<else>> <img @class="'stalk_' + _i" src="img/misc/stalk/base_floor.png"> <</if>> <</for>> <<default>> <<for _i to 0; _i lt 8; _i++>> <<if $outside is 1>> <img @class="'stalk_' + _i" src="img/misc/stalk/base_street.png"> <<else>> <img @class="'stalk_' + _i" src="img/misc/stalk/base_floor.png"> <</if>> <</for>> <</switch>> /* NPC */ <<if $NPCList[0].fullDescription is "Ivory Wraith" and $stalk_assess>> <<set $_stalker to "_wraith">> <<elseif $NPCList[0].fullDescription is "Gwylan" and $stalk_assess>> <<run statusCheck("Gwylan")>> <<if _gwylanTF.known>> <<set $_stalker to "_gwylan_tf">> <<else>> <<set $_stalker to "_gwylan">> <</if>> <<elseif $consensual is 1 and $stalk_assess>> <<set $_stalker to "_friendly">> <<else>> <<set $_stalker to "">> <</if>> /* Player */ <<if _clothesJustStolen>> <<set $_pcAction to "_theft">> <<elseif $feetuse is "run">> <<if ($exposed is 1 and $uncomfortable.underwear) or ($exposed gte 2 and $uncomfortable.nude)>> <<set $_pcAction to "_run_exposed">> <<else>> <<set $_pcAction to "_run">> <</if>> <<else>> <<set $_pcAction to "">> <</if>> /* NPC and PC have reached the same tile */ <<if ($NPCList[0].distance lte 0 and !["pursuit", "chased"].includes($NPCList[0].state)) or ["hide", "ambush", "catch"].includes($stalk_end)>> <<if $stalk_end is "confront">> /* NPC goal is confront */ <<if $_stalker is "_wraith">> /* PC is never ready for the Wraith */ <img class="stalk_4" src="img/misc/stalk/caught_wraith.png"> <<elseif $feetaction is "confront" and !$_stalker.includes("_gwylan")>> /* PC Confronting NPC */ <img class="stalk_4" @src="'img/misc/stalk/confront_npc' + $_stalker + '.png'"> <<else>> /* NPC grabs PC */ <img class="stalk_4" @src="'img/misc/stalk/grabbed' + $_stalker + '.png'"> <</if>> <<elseif $stalk_end is "catch" and $_stalker isnot "_wraith">> <<if $NPCList[0].state is "pursuit">> /* PC caught up to NPC who stole clothes*/ <img class="stalk_4" @src="'img/misc/stalk/npc_theft_caught' + $_stalker + '.png'"> <<else>> /* PC caught NPC */ <<if $consensual isnot 1 and !$_stalker.includes("_gwylan")>> /* No sprites for catching non-friendly NPC normally yet */ <img class="stalk_4" @src="'img/misc/stalk/npc_theft_caught' + $_stalker + '.png'"> <<else>> <<if $_stalker.includes("_gwylan")>> <img class="stalk_4" @src="'img/misc/stalk/ambush' + $_stalker + '.png'"> <<else>> <img class="stalk_4" @src="'img/misc/stalk/npc_caught' + $_stalker + '.png'"> <</if>> <</if>> <</if>> <<elseif $stalk_end is "ambush" and $_stalker isnot "_wraith">> /* PC ambush success */ <img class="stalk_4" @src="'img/misc/stalk/ambush' + $_stalker + '.png'"> <<elseif $stalk_end>> /* NPC passing by, either because PC successfully hid or confronted an NPC who didn't intend to attack */ <<if $feetaction is "confront" or $mouthaction is "taunt">> <img class="stalk_4" src="img/misc/stalk/confront_npc_safe.png"> <<else>> <img class="stalk_4" src="img/misc/stalk/pc.png"> <</if>> <img class="stalk_5" @src="'img/misc/stalk/npc_safe' + $_stalker + '.png'"> <<else>> <<if $feetaction is "confront" and $_stalker isnot "_wraith" and !$_stalker.includes("_gwylan")>> /* NPC caught PC */ <img class="stalk_4" src="img/misc/stalk/confront_npc.png"> <<else>> /* NPC caught PC */ <<if $consensual is 1 and $_stalker isnot "_wraith" or $_stalker.includes("_gwylan")>> <<if $NPCList[0].legs is "run" or $_stalker.includes("_gwylan")>> <img class="stalk_4" @src="'img/misc/stalk/grabbed' + $_stalker + '.png'"> <<else>> <img class="stalk_4" src="'img/misc/stalk/caught_friendly.png'"> <</if>> <<else>> <img class="stalk_4" @src="'img/misc/stalk/caught' + $_stalker + '.png'"> <</if>> <</if>> <</if>> <<else>> /* Active */ <<if $NPCList[0].distance lt 4>> <<if $NPCList[0].state is "pursuit">> /* NPC running away with stolen clothes */ <<set _stalk_position to 4 + $NPCList[0].distance>> <<if $_stalker is "_wraith">> <img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc' + $_stalker + '.png'"> <img @class="'stalk_' + _stalk_position" src="img/misc/stalk/clothes.png"> <<else>> <img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc_theft' + $_stalker + '.png'"> <</if>> <<elseif $NPCList[0].state is "chased">> /* NPC ahead of player */ <<set _stalk_position to 4 + $NPCList[0].distance>> <<if $_stalker.includes("_gwylan") and $NPCList[0].distance is 0>> <<set $_skipPlayer to true>> <img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc_close' + $_stalker + '.png'"> <<elseif $consensual is 1 and $NPCList[0].legs is "run">> <img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc_run' + $_stalker + '.png'"> <<else>> <img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc' + $_stalker + '.png'"> <</if>> <<elseif $stalk_end is "escaped">> /* No NPC image */ <<else>> /* NPC behind player */ <<set _stalk_position to 4 - $NPCList[0].distance>> <img @class="'stalk_' + _stalk_position" @src="'img/misc/stalk/npc' + $_stalker + '.png'"> <</if>> <</if>> /* Player sprite */ <<if !$_skipPlayer>> <img class="stalk_4" @src="'img/misc/stalk/pc' + $_pcAction + '.png'"> <</if>> <</if>> </div> <</if>> <</widget>><<widget "stateman">> <div @class="($debugLines ? 'debugLines-stateman' : '')"> <<if $position isnot "stalk">> <<if $fightTargets is undefined or $fightTargets.length lte 0>> <<set $_enemies to $enemyno>> <<else>> <<set $_enemies to $fightTargets.length>> <</if>> <<set _looks to ($_enemies is 1? "looks" : "look")>> <<set _doesntlook to ($_enemies is 1? "doesn't look" : "don't look")>> <<set _is to ($_enemies is 1? "is" : "are")>> <<set $_n to 0>> <<if $enemyno is 1 and $enemynomax gt 1>> <<for $_i to 0; $_i lt $enemynomax; $_i++>> <<if $NPCList[$_i].active is "active" and $NPCList[$_i].stance isnot "defeated">> <<set $_n to $_i>> <<break>> <</if>> <</for>> <</if>> <<if ["m", "f", "i", "n", "t"].includes($NPCList[$_n].pronoun)>> <<set $pronoun to $NPCList[$_n].pronoun>> <<elseif $options.debugdisable is "f">> <span class="red">ERROR: Unexpected $$NPCList[0].pronoun: [$NPCList[0].pronoun]</span> <</if>> <<if $enemytype is "beast" and $monster is 0>> <<set $pronoun to "i">> <</if>> <<if $_enemies gt 1>> <<set $pronoun to "t">> <</if>> <<if $loveDrunk>> <span class="lustful"><<He>> _looks <<print either("love-drunk", "sinful", "crazed", "wild with lust", "rapturous")>>.</span> <<elseif $enemyhealth gte $enemyhealthmax>> <span class="red"><<He>> _looks eager.</span> <<elseif $enemyhealth gte ($enemyhealthmax / 5) * 4>> <span class="pink"><<He>> _looks uncomfortable.</span> <<elseif $enemyhealth gte ($enemyhealthmax / 5) * 3>> <span class="purple"><<He>> _looks stung.</span> <<elseif $enemyhealth gte ($enemyhealthmax / 5) * 2>> <span class="blue"><<He>> _looks pained.</span> <<elseif $enemyhealth gte ($enemyhealthmax / 5) * 1>> <span class="lblue"><<He>> _looks hurt.</span> <<elseif $enemyhealth gt 0>> <span class="teal"><<He>> _doesntlook like <<he>> can take much more pain.</span> <<elseif $enemyhealth lte 0>> <span class="green"><<He>> _is recoiling in pain.</span> <<combatcontrol 15>><<def 10>> <</if>> <<if $enemyarousal gte $enemyarousalmax>> <<if $NPCList[0].penis isnot "none" and !npcHasStrapon(0)>> <span class="red">Ejaculation imminent.</span> <<else>> <span class="red">Orgasm imminent.</span> <</if>> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 4>> <span class="pink">You think <<he>> _is approaching orgasm.</span> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 3>> <span class="purple"><<He>> _looks lustful.</span> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> <span class="blue"><<He>> _looks horny.</span> <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 1>> <span class="lblue"><<He>> _looks aroused.</span> <<elseif $enemyarousal gt 0>> <span class="teal"><<He>> _looks stimulated.</span> <<elseif $enemyarousal lte 0>> <<if $_enemies gt 1>> <span class="green"><<He>> _looks unaroused.</span> <<else>> <<if $npcSub>> <span class="green"><<He>> lies still, waiting for you.</span> <<else>> <span class="green"><<He>> is positively <<if $NPCList[0].penis isnot "none">>flaccid<<else>>dry<</if>>.</span> <</if>> <</if>> <</if>> <<if $enemyanger gte $enemyangermax>> <span class="red"><<He>> _is furious.</span> <<elseif $enemyanger gte ($enemyangermax / 5) * 4>> <span class="pink"><<He>> _looks incredibly pissed off.</span> <<elseif $enemyanger gte ($enemyangermax / 5) * 3>> <span class="purple"><<He>> _looks angry.</span> <<elseif $enemyanger gte ($enemyangermax / 5) * 2>> <span class="blue"><<He>> _looks frustrated.</span> <<elseif $enemyanger gte ($enemyangermax / 5) * 1>> <span class="lblue"><<He>> _looks irritated.</span> <<elseif $enemyanger gt 0>> <span class="teal"><<He>> _looks disappointed.</span> <<elseif $enemyanger lte 0>> <span class="green"><<He>> _looks calm.</span> <</if>> <<if $enemytrust lte -100>> <span class="red"><<He>> _looks full of suspicion.</span> <<elseif $enemytrust lte -60>> <span class="pink"><<He>> _looks guarded.</span> <<elseif $enemytrust lte -20>> <span class="purple"><<He>> _looks wary.</span> <<elseif $enemytrust lte 20>> <span class="blue"><<He>> _looks cautious.</span> <<elseif $enemytrust lte 60>> <span class="lblue"><<He>> _looks alert.</span> <<elseif $enemytrust lte 100>> <span class="teal"><<He>> _looks relaxed.</span> <<elseif $enemytrust gt 100>> <span class="green"><<He>> _looks confident.</span> <</if>> <</if>> <<if $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0>> <<if $panicattacks gte 1 and _panicchecked isnot true and random(1, 100) is 100>> <<set $panicparalysis to 5>> <</if>> <<set _panicchecked to true>> <<if $panicattacks gte 2 and _paniccheckedviolence isnot true and random(1, 100) is 100>> <<set $panicviolence to 3>> <<if $position is "stalk">> <<set $feetuse to "run">> <</if>> <</if>> <<set _paniccheckedviolence to true>> <</if>> <br><br> <<if $arousal gte $arousalmax and $orgasmdown lte 0>> <<orgasm>> <</if>> <<sexcheck>> </div> <<unset $speechcamerapose>> <</widget>><<widget "combatstate">> <<if _statechecked isnot true>> <<if $gamemode is "soft">> <<set $pain to 0>> <</if>> <<wetnessCalculate>> <<if $orgasmdown gte 1>> <<set $enemyarousal += 10>> <span class="pink">Your body pulses and spasms with orgasmic waves, preventing you from acting normally.</span> <br> <<disable>> <<if $options.combatControls is "disabled" and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>> <<actionsorgasm>> <</if>> <</if>> <<if $pain gte 100 and $willpowerpain is 0>> <<set $enemyarousal += 10>> <<if $possessed is true>> <<if $orgasmdown lte 0>> You can't take any more pain, <span class="red">but your body continues to fight.</span> <<trauma 12>><<ggtrauma>> <br> <</if>> <<else>> <span class="red">You are in too much pain to act normally.</span> <br> <<disable>> <<if $options.combatControls is "disabled" and $orgasmdown lte 0 and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>> <<actionspain>> <</if>> <</if>> <</if>> <<if $panicviolence gte 1 and !$possessed>> <<set $enemyarousal += 10>> <<if $position is "stalk">> <span class="red">You are overcome by panic. You run, needing to be anywhere but here.</span> <<else>> <span class="red">You are stricken with panic and flail wildly at anything invading your personal space.</span> <</if>> <br> <<defiance 10>><<set $panicviolence to $panicviolence - 1>><<disable>> <</if>> <<if $panicparalysis gte 1 and !$possessed>> <<set $enemyarousal += 10>> <<if $position is "stalk">> <span class="red">You are stricken with panic. Your muscles seize up, leaving you motionless.</span> <<else>> <span class="red">You are stricken with panic. Your muscles seize up, leaving you helpless.</span> <</if>> <br> <<set $panicparalysis -= 1>><<disable>> <</if>> <<if $dissociation gte 2 and !$possessed>> <<set $enemyarousal += 10>> You feel disconnected from yourself, as if in a dream. <br> <<disable>> <<if $options.combatControls is "disabled" and $orgasmdown lte 0 and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>> <<if $pain lt 100 or $willpowerpain is undefined>> <<actionsdissociation>> <</if>> <</if>> <</if>> <<if $trance gte 1>> <<set $enemyarousal += 10>> You are entranced. <br> <<disable>> <</if>> <<if $possessed is true>> <<if $orgasmdown lte 0>> Your body is not your own. <<if $rng gte 96>><span class="fading">It never was.</span><</if>> <br> <</if>> <<disable>> <<if $options.combatControls is "disabled" and $dissociation lte 1 and $orgasmdown lte 0 and $panicviolence lte 0 and $panicparalysis lte 0 and $trance lte 0>> <<actionspossessed>> <</if>> /* Updates the control caption at the top of the screen to include any control gained through the rest of the passage */ <<run $(()=>{ Dynamic.render("control-caption") })>> /* Adds the condition for ending an encounter. */ <<if $control gte $controlmax>> <<set _controlRegain to 1>> <</if>> <</if>> <<set _statechecked to true>> <</if>> <</widget>> <<widget "carryblock">> <<if $orgasmdown gte 1>> <<set $carryblock to "orgasm">> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set $carryblock to "pain">> <<elseif $dissociation gte 2>> <<set $carryblock to "dissociation">> <<elseif $panicviolence gte 1>> <<set $carryblock to 1>> <<elseif $panicparalysis gte 1>> <<set $carryblock to 1>> <<elseif $trance gte 1>> <<set $carryblock to 1>> <<else>> <<set $carryblock to 0>> <</if>> <</widget>> <<widget "actioncarry">> <<if $carryblock is 0>> <<set $leftactioncarry to $leftactiondefault>> <<set $rightactioncarry to $rightactiondefault>> <<set $feetactioncarry to $feetactiondefault>> <<set $mouthactioncarry to $mouthactiondefault>> <<set $vaginaactioncarry to $vaginaactiondefault>> <<set $penisactioncarry to $penisactiondefault>> <<set $anusactioncarry to $anusactiondefault>> <<set $thighactioncarry to $thighactiondefault>> <<set $cheekactioncarry to $cheekactiondefault>> <<set $chestactioncarry to $chestactiondefault>> <<elseif $carryblock is "pain">> <<set $leftactioncarrypain to $leftactiondefault>> <<set $rightactioncarrypain to $rightactiondefault>> <<set $feetactioncarrypain to $feetactiondefault>> <<set $mouthactioncarrypain to $mouthactiondefault>> <<set $vaginaactioncarrypain to $vaginaactiondefault>> <<set $penisactioncarrypain to $penisactiondefault>> <<set $anusactioncarrypain to $anusactiondefault>> <<set $thighactioncarrypain to $thighactiondefault>> <<set $cheekactioncarrypain to $cheekactiondefault>> <<set $chestactioncarrypain to $chestactiondefault>> <<elseif $carryblock is "orgasm">> <<set $leftactioncarryorgasm to $leftactiondefault>> <<set $rightactioncarryorgasm to $rightactiondefault>> <<set $feetactioncarryorgasm to $feetactiondefault>> <<set $mouthactioncarryorgasm to $mouthactiondefault>> <<set $vaginaactioncarryorgasm to $vaginaactiondefault>> <<set $penisactioncarryorgasm to $penisactiondefault>> <<set $anusactioncarryorgasm to $anusactiondefault>> <<set $thighactioncarryorgasm to $thighactiondefault>> <<set $cheekactioncarryorgasm to $cheekactiondefault>> <<set $chestactioncarryorgasm to $chestactiondefault>> <<elseif $carryblock is "dissociation">> <<set $leftactioncarrydissociation to $leftactiondefault>> <<set $rightactioncarrydissociation to $rightactiondefault>> <<set $feetactioncarrydissociation to $feetactiondefault>> <<set $mouthactioncarrydissociation to $mouthactiondefault>> <<set $vaginaactioncarrydissociation to $vaginaactiondefault>> <<set $penisactioncarrydissociation to $penisactiondefault>> <<set $anusactioncarrydissociation to $anusactiondefault>> <<set $thighactioncarrydissociation to $thighactiondefault>> <<set $cheekactioncarrydissociation to $cheekactiondefault>> <<set $chestactioncarrydissociation to $chestactiondefault>> <</if>> <<set $carryblock to 0>> <</widget>> <<widget "actioncarrydrop">> <<if $orgasmdown gte 1>> <<set $leftactiondefault to $leftactioncarryorgasm>> <<set $rightactiondefault to $rightactioncarryorgasm>> <<set $feetactiondefault to $feetactioncarryorgasm>> <<set $mouthactiondefault to $mouthactioncarryorgasm>> <<set $vaginaactiondefault to $vaginaactioncarryorgasm>> <<set $penisactiondefault to $penisactioncarryorgasm>> <<set $anusactiondefault to $anusactioncarryorgasm>> <<set $thighactiondefault to $thighactioncarryorgasm>> <<set $cheekactiondefault to $cheekactioncarryorgasm>> <<set $chestactiondefault to $chestactioncarryorgasm>> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set $leftactiondefault to $leftactioncarrypain>> <<set $rightactiondefault to $rightactioncarrypain>> <<set $feetactiondefault to $feetactioncarrypain>> <<set $mouthactiondefault to $mouthactioncarrypain>> <<set $vaginaactiondefault to $vaginaactioncarrypain>> <<set $penisactiondefault to $penisactioncarrypain>> <<set $anusactiondefault to $anusactioncarrypain>> <<set $thighactiondefault to $thighactioncarrypain>> <<set $cheekactiondefault to $cheekactioncarrypain>> <<set $chestactiondefault to $chestactioncarrypain>> <<elseif $dissociation gte 2>> <<set $leftactiondefault to $leftactioncarrydissociation>> <<set $rightactiondefault to $rightactioncarrydissociation>> <<set $feetactiondefault to $feetactioncarrydissociation>> <<set $mouthactiondefault to $mouthactioncarrydissociation>> <<set $vaginaactiondefault to $vaginaactioncarrydissociation>> <<set $penisactiondefault to $penisactioncarrydissociation>> <<set $anusactiondefault to $anusactioncarrydissociation>> <<set $thighactiondefault to $thighactioncarrydissociation>> <<set $cheekactiondefault to $cheekactioncarrydissociation>> <<set $chestactiondefault to $chestactioncarrydissociation>> <<else>> <<set $leftactiondefault to $leftactioncarry>> <<set $rightactiondefault to $rightactioncarry>> <<set $feetactiondefault to $feetactioncarry>> <<set $mouthactiondefault to $mouthactioncarry>> <<set $vaginaactiondefault to $vaginaactioncarry>> <<set $penisactiondefault to $penisactioncarry>> <<set $anusactiondefault to $anusactioncarry>> <<set $thighactiondefault to $thighactioncarry>> <<set $cheekactiondefault to $cheekactioncarry>> <<set $chestactiondefault to $chestactioncarry>> <</if>> <</widget>><<widget "combateffects">> <<if $trauma gte $traumasaved>> <<set $traumagain += ($trauma - $traumasaved)>> <</if>> <<if $trauma lte 0>> <<set $traumasaved to 0>> <<else>> <<set $traumasaved to $trauma>> <</if>> <<if $stress gte $stresssaved>> <<set $stressgain += ($stress - $stresssaved)>> <</if>> <<if $stress lte 0>> <<set $stresssaved to 0>> <<else>> <<set $stresssaved to $stress>> <</if>> <<set $enemyanger to Math.clamp($enemyanger, 0, 200)>> <</widget>> /* Use first parameter to override the output text <<alarmstate "Custom line">> */ /* Use <<alarmstate 1>> if you want to set $alarm to 0 later in the passage */ <<widget "alarmstate">> <<if $alarm is 1 and $rescue is 0>> <<if _args[0] isnot 1 and _args[1] isnot 1>> <<set $alarm to 0>> <</if>> <<if _args[0] is undefined or _args[0] is 1>> <span class="red">No one comes to your aid.</span> <<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>> <<else>> _args[0] <</if>> <br><br> <</if>> <</widget>><<widget "struggle_init">> <<set $enemytype to "struggle">> <<set $struggle to { timer: 0, creature: "lurker", number: 1, warded: 0, done: 0, enemy: {} }>> <<set $feetaction to "evade">> <<set $leftaction to "guard">> <<set $rightaction to "guard">> <<if $worn.face.type.includes("gag")>> <<set $mouthuse to "gagged">> <</if>> <<if $worn.feet.type.includes("shackle")>> <<set $leftleg to "bound">> <<set $rightleg to "bound">> <<set $feetuse to "bound">> <</if>> /*<<if playerHasStrapon() and $worn.under_lower.size isnot undefined>> <<set $playerPenisSizeBackup to $player.penissize>> <<set $player.penissize to $worn.under_lower.size>> <</if>>*/ <</widget>> <<widget "struggle_creatures">> <<set $struggle.number to _args[0]>> <<set $struggle.descriptions to ["twisting", "slimy", "chittering", "slippery", "darting", "mesmerising", "big", "small", "colourful", "dull", "jittering", "shuddering", "pulsating", "wide", "thin", "thick", "buzzing", "glistening"]>> <<for _i to 0; _i lt $struggle.number; _i++>> <<generate_struggle_creature _i _args[1]>> <</for>> <<for _part range ["mouth", "vagina", "penis", "anus", "chest"]>> <<struggle_part_init _part>> <</for>> <</widget>> <<widget "struggle_add">> <<set _i to $struggle.number>> <<set $struggle.number += _args[0]>> <<for _i to _i; _i lt $struggle.number; _i++>> <<generate_struggle_creature _i _args[1]>> <</for>> <</widget>> <<widget "generate_struggle_creature">> <<set _slot = _args[0]; _health = _args[1]; _type = _args[2] ? _args[2] : $struggle.creature >> <<set $struggle.enemy[_slot] to { location: "lurking", health: _health, satisfied: 0, name: _type, description: $struggle.descriptions.pluck(), motion: {wasp: "flying", bee: "flying", squid: "swimming"}[_type] || "jumping", legs: {wasp: "legs", bee: "legs", squid: "tentacles"}[_type] || "none" }>> <</widget>> <<widget "struggle_part_init">> <<if ["mouth", "vagina", "penis", "anus", "chest"].includes(_args[0])>> <<set $_part to _args[0]>> <<else>> <span class="error">struggle_part_init error: invalid arguments: _args</span> <</if>> <!-- reset bodypart states --> <<set $struggle[$_part] to { grip: 0, creature: 0, progress: 0, success: 0, action: 0, action_default: 0, damage: 0 }>> <<if !$struggle_start>> <!-- clean all creatures stuck to bodypart --> <<for _i to 0; _i lt $struggle.number; _i++>> <<if $struggle.enemy[_i].location is $_part>> <<set $struggle.enemy[_i].location to "fleeing">> <<if _args[1] is "cum">> <<set $struggle.enemy[_i].satisfied += 1>> <<else>> <<set $struggle.enemy[_i].health -= 1>> <</if>> <</if>> <</for>> <!-- clean hand states --> <<set $_actions to [$_part + '_strengthen', $_part + '_pull', $_part + '_spray', $_part + '_grasp', $_part + '_stroke']>> <<if $_actions.includes($leftactiondefault)>> <<if $carryblock>> <<set $leftactioncarry to "rest">> <<else>> <<set $leftactiondefault to "rest">> <</if>> <<set $leftarmstate to 0>> <<set $leftarm to 0>> <</if>> <<if $_actions.includes($rightactiondefault)>> <<if $carryblock>> <<set $rightactioncarry to "rest">> <<else>> <<set $rightactiondefault to "rest">> <</if>> <<set $rightarmstate to 0>> <<set $rightarm to 0>> <</if>> <</if>> <</widget>> <<widget "struggle_name">><<silently>> <!-- prints full description of an enemy in specified slot or location --> <<set $_loc to _args[0]>> <<if $_loc lt $struggle.number>> <!-- when _args[0] is a slot number --> <<set _fulldesc to $struggle.enemy[$_loc].description + ' ' + $struggle.enemy[$_loc].name>> <<elseif ["mouth", "vagina", "penis", "anus", "chest"].includes($_loc)>> <!-- when _args[0] is a location --> <<if $struggle[$_loc].description>> <!-- description doesn't exist in older versions --> <<set _fulldesc to $struggle[$_loc].description + ' ' + $struggle[$_loc].creature>> <<elseif $struggle[$_loc].creature>> <<for _i to 0; _i lt $struggle.number; _i++>> <<if $struggle.enemy[_i].location is $_loc>> <<set _fulldesc to $struggle.enemy[_i].description + ' ' + $struggle.enemy[_i].name>> <<set $struggle[$_loc].description to $struggle.enemy[_i].description>> <</if>> <</for>> <</if>> <</if>> <</silently>><<print _fulldesc>> <</widget>> <<widget "struggle">> <<struggle_effects>> <<struggle_enemy>> <<struggle_state>> <<struggle_actions>> <</widget>> <<widget "struggle_state">> <<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>> <<if $struggle[$_part].creature>> You have <<switch $struggle[$_part].grip>> <<case 0>><span class="red"> no </span> <<case 1>>a <span class="pink"> fragile </span> <<case 2>>a <span class="purple"> weak </span> <<case 3>>a <span class="blue"> tentative </span> <<case 4>>a <span class="lblue"> decent </span> <<case 5>>a <span class="teal"> strong </span> <<default>>an <span class="green"> iron </span> <</switch>> grip on the <<print $struggle[$_part].creature>> clutching your <<switch $_part>> <<case "mouth">> mouth. <<case "vagina">> pelvis. <<case "penis">> tummy. <<case "anus">> bottom. <<case "chest">> chest. <</switch>> <br> <</if>> <</for>> <br> <<if $arousal gte $arousalmax and $orgasmdown lte 0>> <<orgasm>> <</if>> <<set $struggle.timer += 1>> <<sexcheck>> <</widget>> <<widget "struggle_end">> /*<<if playerHasStrapon()>> <<set $player.penissize to $playerPenisSizeBackup>> <</if>>*/ <<unset $struggle>> <</widget>> <<widget "generateActionsStruggle">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <<for _i to 0; _i lt $struggle.number; _i++>> <<if $struggle.enemy[_i].location is "fleeing" or $struggle.enemy[_i].location is "lurking">> The <<struggle_name _i>> keeps at a distance. <br> <<if $farm_stage gte 10 and $lurkers_held lt 1>> <<set _lurker_net_possible to true>> <</if>> <</if>> <</for>> <hr> <div id="listContainer" style="margin-bottom:0px"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<leftActionInitStruggle>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<rightActionInitStruggle>> </div> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<feetActionInitStruggle>> </div> <</if>> </div> <<if ($mouthuse is "struggle" and $struggle.mouth.creature) or ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>> <hr> <div id="listContainer" style="margin-bottom:0px"> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInitStruggle>> </div> </div> <</if>> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<if $vaginastate isnot 0 and $player.vaginaExist>> <hr> <div id="listContainer" style="margin-bottom:0px"> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInitStruggle>> </div> </div> <</if>> <<if $penisstate isnot 0 and (playerHasStrapon() or $player.penisExist)>> <hr> <div id="listContainer" style="margin-bottom:0px"> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInitStruggle>> </div> </div> <</if>> <<if $anusstate isnot 0>> <hr> <div id="listContainer" style="margin-bottom:0px"> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInitStruggle>> </div> </div> <</if>> <<if $chestuse isnot 0 and $chestuse isnot "squeezed">> <hr> <div id="listContainer" style="margin-bottom:0px"> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInitStruggle>> </div> </div> <</if>> <</if>> <</widget>> <<widget "leftActionInitStruggle">> <<set $lefttarget to "struggle">> <<switch $leftarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">Your left arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "pain">> <span class="red">Your left arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "unreal">> <span class="pink">Your left arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "free">> <span @class="($lastOptions.left isnot _leftOptions ? 'gold' : '')">Your left arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <br> <</if>> <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "struggle">> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">You hold a $struggle.creature with your left arm, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "bound">> <span class="red">You hold a $struggle.creature with your left arm, but it hurts to move.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "bound">> <span class="pink">You hold a $struggle.creature with your left arm, but it doesn't feel real.</span> <<else>> <<set _leftOptions to "struggle">> <<switch $leftarmstate>> <<case "mouth_struggle">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.mouth.creature over your mouth.</span> <<case "penis_struggle">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.penis.creature over your <<penis>>.</span> <<case "vagina_struggle">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.vagina.creature over your <<pussy>>.</span> <<case "anus_struggle">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.anus.creature over your <<bottom>>.</span> <<case "chest_struggle">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm grips the $struggle.chest.creature over your chest.</span> <</switch>> <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "bound">> <<set _leftOptions to "bound">> <<if $orgasmdown gte 1>> <span class="lewd">Your left arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your left arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your left arm lies limp in its bonds.</span> <<else>> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound.</span> <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "trapped">> <<set $_changetype to true>><<leftActionInitVore>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<leftActionInit>> <<case "swarmgrappled">> <<set $_changetype to true>><<leftActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<leftActionInitMachine>> <<default>> <<set $_changetype to true>><<leftActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<leftActionsStruggle>> <<if Object.keys(_leftaction).length gt 0>> <<if Object.values(_leftaction).includes($leftactiondefault)>> <<set $leftaction to $leftactiondefault>> <</if>> <<generateCombatAction _leftaction "leftaction" "Struggle">> <<if $options.combatControls.includes("ists")>> <div id="leftactionDifficulty"> <<leftactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.left to clone(_leftOptions)>> <</if>> <</widget>> <<widget "leftactionDifficultyStruggle">>/* Don't mind the blank widget. */ <!-- Does nothing --> <</widget>> <<widget "leftActionsStruggle">> <<set _leftaction to {}>> <<switch _leftOptions>> <<case "free" "struggle">> <<set _leftaction["Keep left arm still"] to "rest">> <<if _lurker_net_possible is true>> <<set _leftaction["Hurl net"] to "capture">> <</if>> <<set _leftaction["Guard"] to "guard">> <<leftclothesnew>> <<if not $options.combatControls.includes("adio")>> <<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>> <<if V[$_part + 'use'] is "struggle" and $struggle[$_part].creature>> <<set $_desc to ($leftactiondefault.includes($_part) ? '' : ' (' + $_part + ')')>> <<if $leftactiondefault.includes($_part) and $struggle[$_part].grip gte 1>> <!-- require hand on the creature before pulling or strengthening --> <<if $struggle[$_part].success lt 100>> <<set _leftaction["Strengthen your grip"] to $_part + '_strengthen'>> <</if>> <<set _leftaction["Pull"] to $_part + '_pull'>> <<elseif $struggle[$_part].success lt 100>> <<set _leftaction['Grasp' + $_desc] to $_part + '_grasp'>> <</if>> <<if $spray gte 1 and $consensual isnot 1>> <<set _leftaction['Spray' + $_desc] to $_part + '_spray'>> <</if>> <<set _leftaction['Stroke' + $_desc] to $_part + '_stroke'>> <</if>> <</for>> <</if>> <<case "bound">> <<case "orgasm">> <<set _leftaction["Fold"] to "leftfold">> <<set _leftaction["Grip"] to "leftgrip">> <<case "pain">> <<set _leftaction["Struggle"] to "leftstruggleweak">> <<set _leftaction["Protect"] to "leftprotect">> <<case "unreal">> <<set _leftaction["Poke yourself"] to "leftpoke">> <<set _leftaction["Keep your arms out of the way"] to "leftcurl">> <</switch>> <</widget>> <<widget "rightActionInitStruggle">> <<set $righttarget to "struggle">> <<switch $rightarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">Your right arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "pain">> <span class="red">Your right arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "unreal">> <span class="pink">Your right arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <</if>> <<set _rightOptions to "free">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <<if $options.combatControls is "radio">><br><</if>> <</if>> <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "struggle">> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">You hold a $struggle.creature with your right arm, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "bound">> <span class="red">You hold a $struggle.creature with your right arm, but it hurts to move.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "bound">> <span class="pink">You hold a $struggle.creature with your right arm, but it doesn't feel real.</span> <<else>> <<set _rightOptions to "struggle">> <<switch $rightarmstate>> <<case "mouth_struggle">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.mouth.creature over your mouth.</span> <<case "penis_struggle">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.penis.creature over your <<penis>>.</span> <<case "vagina_struggle">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.vagina.creature over your <<pussy>>.</span> <<case "anus_struggle">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.anus.creature over your <<bottom>>.</span> <<case "chest_struggle">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm grips the $struggle.chest.creature over your chest.</span> <</switch>> <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "bound">> <<set _rightOptions to "bound">> <<if $orgasmdown gte 1>> <span class="lewd">Your right arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your right arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your right arm lies limp in its bonds.</span> <<else>> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound.</span> <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "trapped">> <<set $_changetype to true>><<rightActionInitVore>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<rightActionInit>> <<case "swarmgrappled">> <<set $_changetype to true>><<rightActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<rightActionInitMachine>> <<default>> <<set $_changetype to true>><<rightActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<rightActionsStruggle>> <<if Object.keys(_rightaction).length gt 0>> <<if Object.values(_rightaction).includes($rightactiondefault)>> <<set $rightaction to $rightactiondefault>> <</if>> <<generateCombatAction _rightaction "rightaction" "Struggle">> <<if $options.combatControls.includes("ists")>> <div id="rightactionDifficulty"> <<rightactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.right to clone(_rightOptions)>> <</if>> <</widget>> <<widget "rightactionDifficultyStruggle">>/* It's a necessary evil. */ <!-- Does nothing. todo: investigate why combatButtonAdjustments() needs this --> <</widget>> <<widget "rightActionsStruggle">> <<set _rightaction to {}>> <<switch _rightOptions>> <<case "free" "struggle">> <<set _rightaction["Keep right arm still"] to "rest">> <<if _lurker_net_possible is true>> <<set _rightaction["Hurl net"] to "capture">> <</if>> <<set _rightaction["Guard"] to "guard">> <<rightclothesnew>> <<if not $options.combatControls.includes("adio")>> <<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>> <<if V[$_part + 'use'] is "struggle" and $struggle[$_part].creature>> <<set $_desc to ($rightactiondefault.includes($_part) ? '' : ' (' + $_part + ')')>> <<if $rightactiondefault.includes($_part) and $struggle[$_part].grip gt 0>> <!-- require hand on the creature before pulling or strengthening --> <<if $struggle[$_part].success lt 100>> <<set _rightaction["Strengthen your grip"] to $_part + '_strengthen'>> <</if>> <<set _rightaction["Pull"] to $_part + '_pull'>> <<elseif $struggle[$_part].success lt 100>> <<set _rightaction['Grasp' + $_desc] to $_part + '_grasp'>> <</if>> <<if $spray gte 1 and $consensual isnot 1>> <<set _rightaction['Spray' + $_desc] to $_part + '_spray'>> <</if>> <<set _rightaction['Stroke' + $_desc] to $_part + '_stroke'>> <</if>> <</for>> <</if>> <<case "bound">> <<case "orgasm">> <<set _rightaction["Fold"] to "rightfold">> <<set _rightaction["Grip"] to "rightgrip">> <<case "pain">> <<set _rightaction["Struggle"] to "rightstruggleweak">> <<set _rightaction["Protect"] to "rightprotect">> <<case "unreal">> <<set _rightaction["Poke yourself"] to "rightpoke">> <<set _rightaction["Keep your arms out of the way"] to "rightcurl">> <</switch>> <</widget>> <<widget "feetActionInitStruggle">> <<set $feettarget to "struggle">> <<switch $feetuse>> <<case 0>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistall["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<if ($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound")>> <<else>> <<targetListBox "feet" _targetlistall>> <</if>> <</if>> <<if $leftleg is 0 and $rightleg is 0>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your feet are free.</span> <<elseif $leftleg is 0>> <<set _feetOptions to "leftfree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span> <<elseif $rightleg is 0>> <<set _feetOptions to "rightfree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span> <<elseif $leftleg is "grappled" and $rightleg is "grappled">> <<set $_changetype to true>><<feetActionInitTentacle>> <<elseif $leftleg is "bound" and $rightleg is "bound">> <<set $_changetype to true>><<feetActionInitTentacle>> <<else>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span> <</if>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>> <<targetListBox "feet" _targetlistall>> <</if>> <<if _targetnumber is 1>> <<set $feettarget to _firsttarget>> <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "penis" "othervagina" "bound" "walk" "run" "strut" "none">> <<set $_changetype to true>><<feetActionInit>> <<case "mechgrappled">> <<set $_changetype to true>><<feetActionInitMachine>> <<default>> <<set $_changetype to true>><<feetActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<feetActionsStruggle>> <<if Object.keys(_feetaction).length gt 0>> <<if !(Object.values(_feetaction).includes($feetactiondefault))>> <<set $feetactiondefault to "rest">> <</if>> <<set $feetaction to $feetactiondefault>> <<generateCombatAction _feetaction "feetaction" "Struggle">> <<if $options.combatControls.includes("ists")>> <div id="feetactionDifficulty"> <<feetactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.feet to clone(_feetOptions)>> <</if>> <</widget>> <<widget "feetactionDifficultyStruggle">>/* "How so", you ask? */ <!-- Does nothing --> <</widget>> <<widget "feetActionsStruggle">> <<set _feetaction to {}>> <<set _feetaction["Keep still"] to "rest">> <<set _feetaction["Dodge"] to "evade">> <<set _feetaction["Plant"] to "plant">> <</widget>> <<widget "mouthActionInitStruggle">> <<if $orgasmdown gte 1>> <<mouthActionInit>> <<elseif $pain gte 100 and $willpowerpain is 0>> <<mouthActionInit>> <<elseif $dissociation gte 2>> <<mouthActionInit>> <<else>> <<set $mouthtarget to "struggle">> <<switch $mouthuse>> <<case "struggle">> <span @class="($lastOptions.mouth isnot _mouthOptions or _mouthGold is true ?'gold':'')">A <<print $struggle.mouth.creature>> clings to your face.</span> <<if $leftarmstate is "mouth_struggle" and $rightarmstate is "mouth_struggle">> You clutch it with both hands. <<elseif $leftarmstate is "mouth_struggle">> You clutch it with your left hand. <<elseif $rightarmstate is "mouth_struggle">> You clutch it with your right hand. <</if>> <<if $options.combatControls is "radio">><br><</if>> <<case "tentacle">> <<set $_changetype to true>><<mouthActionInitTentacle>> <<default>> <<set $_changetype to true>><<mouthActionInit>> <</switch>> <<if $_changetype isnot true>> <<set _mouthaction to {}>> <<if $mouthstate is "struggle" and !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Keep closed"] to "rest">> <<set _mouthaction["Open"] to "open">> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<set _mouthaction["Rest"] to "rest">> <<elseif $mouthstate is "struggle_pen">> <<set _mouthaction["Rest"] to "rest">> <<set _mouthaction["Suck"] to "suck">> <<if $consensual isnot 1>> <<set _mouthaction["Bite"] to "bite">> <</if>> <</if>> <<if Object.keys(_mouthaction).length gt 0>> <<if !(Object.values(_mouthaction).includes($mouthactiondefault))>> <<if !["open", "suck", "bite"].includes($mouthactiondefault)>> <<set $mouthactiondefault to "rest">> <</if>> <</if>> <<set $mouthaction to $mouthactiondefault>> <<if $options.combatControls.includes("adio")>> <span>Mouth: <<generateCombatAction _mouthaction "mouthaction" "Struggle">> </span> <<else>> <<generateCombatAction _mouthaction "mouthaction" "Struggle">> <</if>> <<if $options.combatControls.includes("ists")>> <div id="mouthactionDifficulty"> <<mouthactionDifficulty>> </div> <</if>> <</if>> <<if $options.combatControls is "radio">> <<handsActionsStruggleRadio "mouth">> <</if>> <<if $options.combatControls is "columnRadio">> <<handsActionsStruggleColumnRadio "mouth">> <</if>> <<set $lastOptions.mouth to clone(_mouthOptions)>> <</if>> <</if>> <</widget>> <<widget "mouthactionDifficultyStruggle">>/* Simply put, there's a JavaScript macro that needs it. */ <!-- Does nothing --> <</widget>> <<widget "penisActionInitStruggle">> <<set $penistarget to "struggle">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<switch $penisstate>> <<case "struggle" "struggle_pen">> <span @class="(_gold_penis ? 'gold' : '')">A <<print $struggle.penis.creature>> clings to your tummy, where it threatens your <<penisSimple>>.</span> <<if $leftarmstate is "penis_struggle" and $rightarmstate is "penis_struggle">> You clutch it with both hands. <<elseif $leftarmstate is "penis_struggle">> You clutch it with your left hand. <<elseif $rightarmstate is "penis_struggle">> You clutch it with your right hand. <</if>> <<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">> <<set $_changetype to true>><<penisActionInitTentacle>> <<default>> <<set $_changetype to true>><<penisActionInit>> <</switch>> <<if $_changetype isnot true and $options.combatControls is "radio">> <<handsActionsStruggleRadio penis>> <</if>> <<if $_changetype isnot true and $options.combatControls is "columnRadio">> <<handsActionsStruggleColumnRadio penis>> <</if>> <</if>> <</widget>> <<widget "vaginaActionInitStruggle">> <<set $vaginatarget to "struggle">> <<switch $vaginastate>> <<case "struggle" "struggle_pen">> <span @class="(_gold_vagina ? 'gold' : '')">A <<print $struggle.vagina.creature>> clings to your pelvis, where it threatens your pussy.</span> <<if $leftarmstate is "vagina_struggle" and $rightarmstate is "vagina_struggle">> You clutch it with both hands. <<elseif $leftarmstate is "vagina_struggle">> You clutch it with your left hand. <<elseif $rightarmstate is "vagina_struggle">> You clutch it with your right hand. <</if>> <<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">> <<set $_changetype to true>><<vaginaActionInitTentacle>> <<default>> <<set $_changetype to true>><<vaginaActionInit>> <</switch>> <<if $_changetype isnot true and $options.combatControls is"radio">> <<handsActionsStruggleRadio "vagina">> <</if>> <<if $_changetype isnot true and $options.combatControls is "columnRadio">> <<handsActionsStruggleColumnRadio "vagina">> <</if>> <</widget>> <<widget "anusActionInitStruggle">> <<set $anustarget to "struggle">> <<if $bottomuse is "mouth" or $bottomuse is "penis">> <<set $_changetype to true>><<anusActionInit>> <<else>> <<switch $anusstate>> <<case "struggle" "struggle_pen">> <span @class="(_gold_anus ? 'gold' : '')">A <<print $struggle.anus.creature>> clings to your bottom.</span> <<if $leftarmstate is "anus_struggle" and $rightarmstate is "anus_struggle">> You clutch it with both hands. <<elseif $leftarmstate is "anus_struggle">> You clutch it with your left hand. <<elseif $rightarmstate is "anus_struggle">> You clutch it with your right hand. <</if>> <<case "tentacleentrance" "tentacleimminent" "tentacle" "tentacledeep" "tentaclerub">> <<set $_changetype to true>><<anusActionInitTentacle>> <<default>> <<set $_changetype to true>><<anusActionInit>> <</switch>> <</if>> <<if $_changetype isnot true and $options.combatControls is "radio">> <<handsActionsStruggleRadio "anus">> <</if>> <<if $_changetype isnot true and $options.combatControls is "columnRadio">> <<handsActionsStruggleColumnRadio "anus">> <</if>> <</widget>> <<widget "chestActionInitStruggle">> <<switch $chestuse>> <<case "struggle">> <span @class="(_gold_chest ? 'gold' : '')">A <<print $struggle.chest.creature>> clings to your chest.</span> <<if $leftarmstate is "chest_struggle" and $rightarmstate is "chest_struggle">> You clutch it with both hands. <<elseif $leftarmstate is "chest_struggle">> You clutch it with your left hand. <<elseif $rightarmstate is "chest_struggle">> You clutch it with your right hand. <</if>> <<case "tentaclerub">> <<set $_changetype to true>><<chestActionInitTentacle>> <<case "penis">> <<set $_changetype to true>><<chestActionInit>> <</switch>> <<if $_changetype isnot true and $options.combatControls is "radio">> <<handsActionsStruggleRadio "chest">> <</if>> <<if $_changetype isnot true and $options.combatControls is "columnRadio">> <<handsActionsStruggleColumnRadio "chest">> <</if>> <</widget>> <<widget "struggle_actions">> <<if !($struggle.mouth.progress gte 6 and $struggle.mouth.progress lte 14) and !$underwater>> <<oxygen 50>> <</if>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0 and $options.combatControls isnot "radio_old">> <<struggle_difficulty_set>> <<if $options.combatControls.includes("adio")>> <<set $leftaction to $leftactiondefault>> <<set $rightaction to $rightactiondefault>> <</if>> <<generateActionsStruggle>> <</if>> <<if $trance lte 0 and $dissociation lte 1 and $panicparalysis is 0 and $panicviolence is 0 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $options.combatControls is "radio_old">> <<struggle_difficulty_set>> <!-- arms bound set --> <<if $leftarm is "bound" and $rightarm is "bound">> <span class="pink">Your arms are helplessly bound, leaving you defenceless.</span> <<elseif $leftarm is "grappled" and $rightarm is "grappled">> <span class="pink">Your arms are grappled, leaving you defenceless.</span> <<elseif $leftarm is "grappled" or $leftarm is "bound">> <span class="purple">Your left arm is grappled.</span> <<elseif $rightarm is "grappled" or $rightarm is "bound">> <span class="purple">Your right arm is grappled.</span> <<else>> Your arms are free. <</if>> <!-- arms line --> <<set $leftaction to $leftactiondefault>> <<if $leftarm isnot "grappled" and $leftarm isnot "bound">> <label><span class="meek">Keep left arm still</span> <<radiobutton "$leftaction" "rest" autocheck>></label> <<set _pipe to 1>> <</if>> <<set $rightaction to $rightactiondefault>> <<if $rightarm isnot "grappled" and $rightarm isnot "bound">> <<if _pipe>>| <</if>><label><span class="meek">Keep right arm still</span> <<radiobutton "$rightaction" "rest" autocheck>></label> <</if>> <<set _pipe to 0>> <br> <!-- feet line --> <<set $feetaction to $feetactiondefault>> <<if $feetuse is 0>> Your feet are free. <<set $feetaction to $feetactiondefault>> <label><span class="meek">Keep still</span> <<radiobutton "$feetaction" "rest" autocheck>></label> | <label><span class="meek">Dodge</span> <<radiobutton "$feetaction" "evade" autocheck>></label> | <label><span class="meek">Plant</span> <<radiobutton "$feetaction" "plant" autocheck>></label> <</if>> <br> <hr> <!-- attached lurkers --> <!-- mouth --> <<if $mouthuse is "struggle" and $struggle.mouth.creature>> The <<struggle_name "mouth">> clings to your face. <br> <span> Mouth: <<if $mouthstate is "struggle">> <<set $mouthaction to ($mouthactiondefault is "open" ? "open" : "rest")>> <label>Keep closed <<radiobutton "$mouthaction" "rest" autocheck>></label> | <label><span class="sub">Open</span> <<radiobutton "$mouthaction" "open" autocheck>></label> <<elseif $mouthstate is "struggle_pen">> <<if $mouthactiondefault is "suck" or ($consensual isnot 1 and $mouthactiondefault is "bite")>> <!-- all is good --> <<else>> <<set $mouthactiondefault to "rest">> <</if>> <<set $mouthaction to $mouthactiondefault>> <label>Rest <<radiobutton "$mouthaction" "rest" autocheck>></label> | <label><span class="sub">Suck</span> <<radiobutton "$mouthaction" "suck" autocheck>></label> <<if $consensual isnot 1>> | <label><span class="def">Bite</span> <<radiobutton "$mouthaction" "bite" autocheck>></label> <</if>> <</if>> </span> <<if $options.combatControls is "radio">> <br> <hr> <<handsActionsStruggleRadio "mouth">> <<elseif $options.combatControls is "columnRadio">> <<handsActionsStruggleColumnRadio "mouth">> <</if>> <</if>> <!-- the rest of it --> <<for _part range ["vagina", "penis", "anus", "chest"]>> <<if V[_part + 'use'] is "struggle">> The <<struggle_name _part>> clings to your <<struggle_region _part>><<if ["vagina", "penis"].includes(_part)>>, where it threatens your <<struggle_bodypart _part>><</if>>. <br> <<if $options.combatControls is "radio">> <<handsActionsStruggleRadio _part>> <hr> <<elseif $options.combatControls is "columnRadio">> <<handsActionsStruggleColumnRadio _part>> <</if>> <</if>> <</for>> <!-- distant lurkers --> <<set _dlurkers to []>> <<for _i to 0; _i lt $struggle.number; _i++>> <<if $struggle.enemy[_i].location is "fleeing" or $struggle.enemy[_i].location is "lurking">> <<set _dlurkers.push(_i)>> <</if>> <</for>> <<if _dlurkers.length gt 0>> The <<for _i to _dlurkers.length - 1; _i gte 0; _i-->> <<struggle_name _dlurkers[_i]>><<if _i gte 2>>, the<<elseif _i is 1>> and the<</if>> <</for>> keep<<if _dlurkers.length is 1>>s<</if>> at a distance. <<if $farm_stage gte 10 and $lurkers_held lt 1>> <<if $leftarm isnot "grappled" and $leftarm isnot "bound">> <br> Left arm: <label><span class="def">Hurl net</span> <<radiobutton "$leftaction" "capture" autocheck>></label> <</if>> <<if $rightarm isnot "grappled" and $rightarm isnot "bound">> <br> Right arm: <label><span class="def">Hurl net</span> <<radiobutton "$rightaction" "capture" autocheck>></label> <</if>> <</if>> <br> <hr> <</if>> <</if>> <br><br> <<setupMidOrgasm>> <</widget>> <<widget "handsActionsStruggleRadio">> <<set _hpart to _args[0]>> <<set V[_hpart + 'target'] to "struggle">> <<if V[_hpart + 'use'] is "struggle">> <br> <<for _hhand range ["left", "right"]>> <<if ["free", "struggle"].includes(_leftOptions)>> <<print (_hhand is "left" ? "Left" : "Right")>> arm: <<if V[_hhand + 'actiondefault'].includes(_hpart) and $struggle[_hpart].grip gte 1>> <!-- require hand on the creature before pulling or strengthening --> <<if $struggle[_hpart].success lt 100>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_strengthen'` autocheck>> <span class="brat">Strengthen your grip</span></label> | <</if>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_pull'` autocheck>> <span class="def">Pull</span></label> | <<elseif $struggle[_hpart].success lt 100>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_grasp'` autocheck>> <span class="brat">Grasp</span></label> | <</if>> <<if $spray gte 1 and !$consensual>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_spray'` autocheck>> <span class="def">Spray</span></label> | <</if>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_stroke'` autocheck>> <span class="sub">Stroke it</span></label> | <</if>> <br> <</for>> <</if>> <</widget>> <<widget "handsActionsStruggleColumnRadio">> <<set _hpart to _args[0]>> <<set V[_hpart + 'target'] to "struggle">> <<if V[_hpart + 'use'] is "struggle">> <span> <<for _hhand range ["left", "right"]>> <<if ["free", "struggle"].includes(_leftOptions)>> <span><<print (_hhand is "left" ? "Left" : "Right")>> arm: </span> <<if V[_hhand + 'actiondefault'].includes(_hpart) and $struggle[_hpart].grip gte 1>> <!-- require hand on the creature before pulling or strengthening --> <<if $struggle[_hpart].success lt 100>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_strengthen'` autocheck>> <span class="brat">Strengthen your grip</span></label> | <</if>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_pull'` autocheck>> <span class="def">Pull</span></label> | <<elseif $struggle[_hpart].success lt 100>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_grasp'` autocheck>> <span class="brat">Grasp</span></label> | <</if>> <<if $spray gte 1 and !$consensual>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_spray'` autocheck>> <span class="def">Spray</span></label> | <</if>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_stroke'` autocheck>> <span class="sub">Stroke it</span></label> <</if>> <br> <</for>> </span> <</if>> <</widget>> <<widget "handsActionsStruggleRadiobkp">> <<set _hpart to _args[0]>> <<set V[_hpart + 'target'] to "struggle">> <<if V[_hpart + 'use'] is "struggle">> <br> <<for _hhand range ["left", "right"]>> <<if V[_hhand + 'arm'] isnot "bound" and !(V[_hhand + 'arm'] and V[_hhand + 'arm'].includes("grappled"))>> <<print (_hhand is "left" ? "Left" : "Right")>> arm: <<if $struggle[_hpart].success lt 100>> <<if !V[_hhand + 'armstate'].includes(_hpart)>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_grasp'` autocheck>> <span class="brat">Grasp</span></label> | <<else>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_strengthen'` autocheck>> <span class="brat">Strengthen your grip</span></label> | <</if>> <</if>> <<if $struggle[_hpart].grip gte 1>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_pull'` autocheck>> <span class="def">Pull</span></label> | <</if>> <<if $spray gte 1 and !$consensual>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_spray'` autocheck>> <span class="def">Spray</span></label> | <</if>> <label><<radiobutton `'$' + _hhand + 'action'` `_hpart + '_stroke'` autocheck>> <span class="sub">Stroke it</span></label> | <</if>> <br> <</for>> <</if>> <</widget>> <<widget "struggle_effects">> <<pain -0.25>> <<if $trance gte 1 or $dissociation gte 2>> <<if $position is "stalk">> You wander in a daze, unaware of your surroundings. <<else>> You stare straight ahead, your body passive and compliant. <</if>> <</if>> <<if $underwater is 1>> <<set $underwatertime += 1>> <<if $underwatertime lte 5>> You are underwater and cannot speak. <<elseif $underwatertime lte 10>> <span class="blue">You are underwater and cannot breathe.</span> <<gstress>><<stress 1>> <<elseif $underwatertime lte 15>> <span class="purple">You are underwater and cannot breathe.</span> <<gstress>><<stress 2>> <<elseif $underwatertime lte 20>> <span class="pink">You are underwater and running out of breath.</span> <<gtrauma>><<gstress>><<stress 4>><<trauma 2>> <<else>> <span class="red">You are suffocating beneath the water.</span> <<pain 20 1>><<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 4>> <br><br> <</if>> <</if>> <<effectspain>> <<effectsorgasm>> <<effectsdissociation>> <!-- MOUTH --> <<if $mouthaction is "rest">> <!-- nothing to do. add some flavour text maybe? --> <<elseif $mouthaction is "open" and $mouthstate is "struggle">> <<set $mouthactiondefault to "suck">> You open your mouth wide allowing it to enter. <<set _mouthOpen to true>> <<if $struggle.mouth.progress gte 1 and $struggle.mouth.progress lte 3>> <<set $struggle.mouth.progress to 4>><<submission 1>> <</if>> <<elseif $mouthaction is "suck" and $mouthstate is "struggle_pen">> You suck on the <<struggle_name mouth>>'s <<struggle_appendage mouth>><<if $struggle.mouth.progress gte 8>>, forcing it to release more sweet fluid down your throat<</if>>. <<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">><<submission 2>> <<if $struggle.mouth.progress gt 7 and $struggle.mouth.progress lt 13>> <<set $struggle.mouth.progress += 1>> <</if>> <<elseif $mouthaction is "bite" and $mouthstate is "struggle_pen">> <<if $transformationParts.traits.fangs isnot "disabled">> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> You bite the <<struggle_name mouth>>'s <<struggle_appendage mouth>> with your fangs. <<case 2>> Your fangs bite deep into the <<struggle_name mouth>>'s <<struggle_skin mouth>>. <<case 3>> Your fangs rip and tear into the <<struggle_name mouth>>'s <<struggle_skin mouth>>. <<case 4>> Your fangs pierce the <<struggle_name mouth>>'s <<struggle_skin mouth>>. <<default>> Your fangs skewer the <<struggle_name mouth>>'s <<struggle_skin mouth>>. <</switch>> <span class="green">It leaps off your face.</span> <<set $mouthuse to 0>> <<set $mouthstate to 0>> <<struggle_part_init "mouth">> <<set $struggle.warded += 1>> <<defiance 2>> <<control 5>> <<struggleClearActions "mouth_">> <br> <<else>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> No matter how hard you try to bite on its <<struggle_appendage mouth>>, <span class="red">it doesn't react.</span> <<case 2>> You bite, <span class="red">but your teeth fail</span> to penetrate the <<struggle_name mouth>>'s <<struggle_skin mouth>>. <<case 3>> You bite, <span class="red">but your teeth are unable to breach</span> the <<struggle_name mouth>>'s tough <<struggle_skin mouth>>. <<case 4>> You bite into the <<struggle_name mouth>>'s tough <<struggle_skin mouth>>, <span class="red">but it's not enough to provoke a reaction.</span> <<default>> You bite down, <span class="red">but your teeth can't get purchase</span> on the <<struggle_name mouth>>'s <<struggle_skin mouth>>. <</switch>> <<defiance 1>> <</if>> <</if>> <<if !$carryblock>> <<set $mouthactiondefault to ($mouthaction is "bite" ? "rest" : $mouthaction)>> <<set $mouthaction to 0>> <</if>> <!-- FEET --> <<set _grip_strength to currentSkillValue('physique') / 20 + currentSkillValue("handskill")>> <<if $feetaction is "rest">> <<unset $dodging>> You rest your legs. <<elseif $feetaction is "evade">> <<set $dodging to 1>> <<if $underwater is 1 or ["sea","lake"].includes($location)>> You relax your legs and let yourself float, ready to dodge incoming attacks. <<else>> You remain light on your feet, ready to dodge incoming attacks. <</if>> <<elseif $feetaction is "plant">> <<unset $dodging>> <<set _grip_strength += currentSkillValue("feetskill")>> <<if $underwater is 1 or ["sea","lake"].includes($location)>> You tread water, helping you steady your grip. <<else>> You plant your feet, helping you get a firm grip. <</if>> <<feetskilluse>> <</if>> <<if !$carryblock>> <<set $feetactiondefault to ($feetaction ? $feetaction : "rest")>> <<set $feetaction to 0>> <</if>> <!-- HANDS --> <<set _actionPriority = ["rest", "stroke", "grasp", "strengthen", "pull", "spray"]>> <<set _hands = [{id: "left", handaction: $leftaction},{id: "right", handaction: $rightaction}] .map(h => { let [,part, action] = /(?:([^_]+)_)?(.*)/.exec(h.handaction); return Object.assign(h, {part, action}); }).sort((a,b) => _actionPriority.indexOf(a.action) - _actionPriority.indexOf(b.action)) >> <<for _i, _handObj range _hands>> <!-- iterate once per hand, unless $leftaction is $rightaction, in which case do stuff for the other hand immediately and <<break>> --> /* <<set {id: _hand, part: _actionpart, action: _action} = _Hand>> */ <<set _hand = _handObj.id, _actionpart = _handObj.part, _action = _handObj.action>> <<set _otherHand to _hands[1-_i].id>> <<if !_action or V[_hand + "action"] is 0>><<continue>><</if>> <<if _action.includes("upper") or _action.includes("lower")>><<set _action to "clothes">><</if>> <<set _gripped to _grip_strength gte random(2000)>> <!-- _grip_strength is set above in the FEET section --> <<switch _action>> <<case "rest">> /* nothing to do */ <<case "stroke">> <<if _actionpart is "mouth">> You stroke the <<struggle_name _actionpart>>, hoping to put it at ease. <<else>> You stroke the <<struggle_name _actionpart>>'s <<struggle_appendage _actionpart>>, hoping to excite it. <<if $struggle[_actionpart].progress gt 7 and $struggle[_actionpart].progress lt (_actionpart is "chest" ? 12 : 13)>> <<set $struggle[_actionpart].progress++>> <<bodyliquid _actionpart "goo">> <<if ["vagina", "anus"].includes(_actionpart)>> <<struggle_fluid _actionpart>> <<purity -1>> <<internalejac>> <</if>> <</if>> <</if>> <br> <<neutral 5>><<submission 2>> <<set V[_hand + 'arm'] to "struggle">> <<set V[_hand + 'armstate'] to _actionpart + '_struggle'>> <<if $leftaction is $rightaction>> <<set V[_otherHand + "armstate"] to _actionpart + '_struggle'>> <<set V[_otherHand + "arm"] to "struggle">> <<submission 2>> <<break>> <</if>> <<case "grasp">> You raise your <<if $leftaction is $rightaction>>hands<<else>>_hand hand<</if>> to the <<print $struggle[_actionpart].creature>> clinging to your <<struggle_region _actionpart>>, though it's hard to find purchase. <<set V[_hand + 'arm'] to "struggle">> <<set V[_hand + 'armstate'] to _actionpart + '_struggle'>> <<set $struggle[_actionpart].grip += 1 + _gripped>> <<set V[_hand + 'action'] to _actionpart + '_strengthen'>> <<case "strengthen">> You tighten your grip on the <<print $struggle[_actionpart].creature>> clinging to your <<struggle_region _actionpart>><<if $leftaction is $rightaction>> with both hands<</if>>. <<set V[_hand + 'arm'] to "struggle">> <<set V[_hand + 'armstate'] to _actionpart + '_struggle'>> <<if _gripped>> Your grasp is <span class="teal">much better.</span> <<set $struggle[_actionpart].grip += 2>> <<else>> Your grasp is <span class="blue">a bit better.</span> <<set $struggle[_actionpart].grip += 1>> <</if>> <br> <<handskilluse>> <<if $leftaction is $rightaction and _i == 0>> <<set $struggle[_actionpart].grip += 1 + _gripped>> <<set V[_otherHand + "arm"] to "struggle">> <<set V[_otherHand + "armstate"] to _actionpart + '_struggle'>> <<break>> <</if>> <<case "pull">> <br> You dig your nails in and try to wrench the <<print $struggle[_actionpart].creature>> off your <<struggle_region _actionpart>>. <<struggle_difficulty_set>> <<if $struggle[_actionpart].success gte random(1, 100) || ($leftaction is $rightaction and $struggle[_actionpart].success gte random(1, 100))>> <span class="green">You hurl it away from you.</span> <<set V[_actionpart + 'use'] to 0>> <<set V[_actionpart + 'state'] to 0>> <<struggle_part_init _actionpart>> <<set $struggle.warded++>> <<struggleClearActions `_actionpart + '_'`>> <<else>> <!-- TODO: maybe add some skill and random checks, with possibilities (and corresponding flavour text) to retain the grip --> You can't maintain your grip, and <span class="red">your fingers pull away without the creature.</span> <<set $struggle[_actionpart].grip to 0>> <<set V[_hand + 'action'] to _actionpart + '_grasp'>> <</if>> <<if $leftaction is $rightaction>> <<break>> <</if>> <<case "spray">> <<if $spray gte 1>> You spray the <<print $struggle[_actionpart].creature>>. <span class="green">It leaps off your <<struggle_region _actionpart>>.</span> <<set $spraystat++>><<spray -1>> <<set V[_actionpart + 'use'] to 0>> <<set V[_actionpart + 'state'] to 0>> <<struggle_part_init _actionpart>> <<set $struggle.warded++>> <<struggleClearActions _actionpart>> <<effectssprayFree>> <<else>> You try to spray the <<print $struggle[_actionpart].creature>> clinging to your <<struggle_region _actionpart>>, <span class="purple">but your spray is empty!</span> <</if>> <br> <<if $leftaction is $rightaction>> <<break>> <</if>> <<case "clothes">> <<effectshandsclothes>> <br> <<if _hand is "left" and ($rightaction.toString().includes("upper") or $rightaction.toString().includes("lower"))>> <<break>> <</if>> <</switch>> <</for>> /* lose grasp on the lurkers that you have no contact with */ <<if !$carryblock>> <<for _part range ["mouth", "vagina", "penis", "anus", "chest"]>> <<if $struggle[_part].grip gt 0 and (!$leftaction or !$leftaction.includes(_part)) and (!$rightaction or !$rightaction.includes(_part))>> Switching all attention away from it, <span class="red">you lose all grasp on the <<print $struggle[_part].creature>> clutching your <<struggle_region _part>>.</span> <<set $struggle[_part].grip to 0>> <!-- reset arm state --> <<if $leftarmstate.toString().includes(_part)>> <<set $leftarmstate to 0>> <<set $leftarm to 0>> <</if>> <<if $rightarmstate.toString().includes(_part)>> <<set $rightarmstate to 0>> <<set $rightarm to 0>> <</if>> <!-- prevent attempts to strenghten what hasn't been grasped after orgasm, disassociation, etc --> <!-- pretty useless unless !$carryblock check above goes away some day --> <<if $rightactioncarry is (_part + '_strengthen')>> <<set $rightactioncarry to (_part + '_grasp')>> <</if>> <<if $leftactioncarry is (_part + '_strengthen')>> <<set $leftactioncarry to (_part + '_grasp')>> <</if>> <</if>> <</for>> <</if>> /* capture calculations should go independently */ <<if $leftaction is "capture" or $rightaction is "capture">> <<set _capture_chance to (!!($leftaction is "capture") + !!($rightaction is "capture")) * 30>> <!-- select the best target --> <<for _i to 0; _i lt $struggle.number; _i++>> <<if $struggle.enemy[_i].location is "fleeing">> <<set _capture_chance *= 2>> <<set _capture_creature to _i>> <<break>> <<elseif $struggle.enemy[_i].location is "lurking">> <<set _capture_creature to _i>> <</if>> <</for>> <<if _capture_creature isnot undefined>> <!-- do a strict check for undefined and not something else! otherwise the check will fail on 0 --> You cast your net at the <<if $struggle.enemy[_capture_creature] is "fleeing">><span class="green">recoiling </span><</if>><<print $struggle.enemy[_capture_creature].name>><<if $leftaction is $rightaction>> with both hands<</if>>. <<if $prof.net / 20 + _capture_chance gte random(100)>> <<set _succ to true>> <</if>> <<else>> You prepare to cast your net at a <<print $struggle.creature>>, <span class="pink">but they're too close.</span> You'll have to drive one back first. <</if>> <<if _succ>> <span class="green">The net lands true.</span> You pull the creature into your possession. <<if $struggle.enemy[_capture_creature].name is "lurker">> <<set $lurkers_held += 1>> <<set $stat_lurkers_captured += 1>> <</if>> <<set $struggle.done += 1>> <<set $struggle.enemy[_capture_creature].location to "fled">> <<if $leftaction is "capture">> <<set $leftaction to "rest">> <</if>> <<if $rightaction is "capture">> <<set $rightaction to "rest">> <</if>> <<else>> <span class="red">The creature squirms aside.</span><<gnet>><<prof net 1>> <</if>> <</if>> <<if $leftaction is "guard" and $rightaction is "guard">> You raise both arms, preparing to bat away any attacks. <<set $left_guard to 1>> <<set $right_guard to 1>> <<elseif $leftaction is "guard">> You raise your left arm, preparing to bat away any attacks. <<set $left_guard to 1>> <<elseif $rightaction is "guard">> You raise your right arm, preparing to bat away any attacks. <<set $right_guard to 1>> <</if>> <<if !$carryblock>> <<set $leftactiondefault to ($leftaction ? $leftaction : "rest"); $leftaction to 0>> <<set $rightactiondefault to ($rightaction ? $rightaction : "rest"); $rightaction to 0>> <</if>> <br> <</widget>> <<widget "struggle_enemy">> <<if $struggle.mouth.creature>> <<switch $struggle.mouth.progress>> <<case 0>> <<if $struggle.mouth.legs is "tentacles">> The <<print $struggle.mouth.creature>>'s tentacles wrap around your neck.<<neutral 2>> <<elseif $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> rubs against your $worn.face.name.<<neutral 1>> <<else>> The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> rubs against your face.<<neutral 1>> <</if>> <<case 1>> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> The <<print $struggle.mouth.creature>> plays with your $worn.face.name, <span class="blue">searching for a way in.</span><<neutral 2 "mouth">> /*<<struggle_clothes mouth>>*/ <<else>> The <<print $struggle.mouth.creature>> plays with your lips, <span class="blue">searching for a way in.</span><<neutral 2 "mouth">> <</if>> <<case 2>> <<struggle_clothes mouth>> /*The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> <span class="purple">pushes against your lips.</span><<neutral 4 "mouth">>*/ <<case 3>> The tip of the <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> begins to part your lips. <span class="pink">It's about to penetrate fully.</span><<neutral 5 "mouth">> <<case 4>> <<if $player.virginity.oral isnot true>> The <<print $struggle.mouth.creature>> <span class="pink"><<print (_mouthOpen ?'slides':'forces')>> its <<struggle_appendage mouth>> into your mouth</span>. It becomes girthier as more enters. <<submission 10>> <<else>> The <<print $struggle.mouth.creature>> <span class="pink"><<print (_mouthOpen ?'slides':'forces')>> its <<struggle_appendage mouth>> into your mouth</span>. <span class="red">It tastes strange.</span> <<submission 30>><<takeVirginity $struggle.mouth.creature "oral">> <</if>> <<if $consensual isnot 1>><<bruise face>><<violence 1>><<raped>><</if>> <<oralstat>><<neutral 5 "mouth">><<set $mouthstate to "struggle_pen">><<set $mouthaction to 0>> <<case 5>> The <<print $struggle.mouth.creature>> pushes itself deeper into your mouth.<<neutral 5 "mouth">> <<case 6>> The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> pushes down your throat. <<if $underwater isnot 1>><span class="purple">You can't breathe!</span><</if>><<neutral 5 "mouth">> <<case 7>> The <<print $struggle.mouth.creature>> <span class="pink">shudders as it begins to pump a sweet fluid down your throat.</span><<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">><<oralejacstat>><<ejacstat>> <<case 13>> <<if $struggle.creature is "lurker">> <<impregnateParasite "Lurker" 400>><<fertiliseParasites>> <<if _impreg is true>> The <<print $struggle.mouth.creature>>'s <<struggle_appendage mouth>> <span class="red">expands again</span>, but the extra pressure disappears quickly. It feels like it left something behind. <<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">> <<else>> <<set _failedImpreg to true>> <</if>> <<set _impreg to false>> <<else>> <<set _failedImpreg to true>> <</if>> <<if _failedImpreg>> The <<print $struggle.mouth.creature>> pumps a sweet fluid down your throat.<<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">> <</if>> <<case 14>> The <<print $struggle.mouth.creature>> shudders, <span class="blue">and withdraws its <<struggle_appendage mouth>> from your throat.</span> It leaps from your face.<<neutral 5 "mouth">><<struggle_fluid mouth>> <<set $mouthuse to 0>> <<set $mouthstate to 0>> <<struggle_part_init "mouth" "cum">> <<default>> The <<print $struggle.mouth.creature>> pumps a sweet fluid down your throat.<<neutral 5 "mouth">><<struggle_fluid mouth>><<purity -1>><<internalejac>><<bodyliquid "mouth" "goo">> <</switch>> <<if $struggle.mouth.progress gte 6 and $struggle.mouth.progress lte 14>> <<if $underwater isnot 1>> <<oxygen -150>> <</if>> <<if $oxygen gte 900>> <!-- TODO: maybe add something here? --> <<elseif $oxygen gte 600>> <<elseif $oxygen gte 300>> <<elseif $oxygen gte 1>> <<else>> <<violence 15>> <</if>> <</if>> <<set $struggle.mouth.progress += 1>> <br> <</if>> <<if $struggle.vagina.creature>> <<switch $struggle.vagina.progress>> <<case 0>> <<if $struggle.vagina.legs is "tentacles">> The <<print $struggle.vagina.creature>>'s tentacles grope and cling to your pelvis.<<neutral 2 "genitals">> <<else>> The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> prods your pelvis, as if searching for something.<<neutral 1 "genitals">> <</if>> <<case 1>> The <<print $struggle.vagina.creature>> slides over your labia, <span class="blue">searching for a way in.</span><<neutral 2 "genitals">> <<case 2>> <<struggle_clothes vagina>> <<case 3>> The tip of the <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> pushes against your <<pussy>>. <span class="pink">It's about to penetrate fully.</span><<neutral 5 "genitals">> <<case 4>> <<set _pain to $vaginalPain>> <<if $player.virginity.vaginal isnot true>> The <<print $struggle.vagina.creature>> <span class="pink">forces its <<struggle_appendage vagina>> into your <<pussy>>.</span> It becomes girthier as more enters. <<sex 30 "genitals">> <<else>> The <<print $struggle.vagina.creature>> <span class="pink">forces its <<struggle_appendage vagina>> into your <<pussy>>,</span> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<else>> <span class="red">breaking your hymen and forever robbing you of your purity.</span> <</if>> <<sex 100 "genitals">><<takeVirginity $struggle.vagina.creature "vaginal">> <</if>> <<if $consensual isnot 1>><<bruise vagina>><<violence 2>><<pain _pain>><</if>> <<raped>><<vaginaraped>> <<vaginalstat>><<set $vaginastate to "struggle_pen">><<neutral 5 "genitals">> <<case 5>> The <<print $struggle.vagina.creature>> pushes itself deeper into your <<pussy>>.<<neutral 5 "genitals">> <<case 6>> The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> begins to thrust into your <<pussy>>.<<neutral 5 "genitals">> <<case 7>> The <<print $struggle.vagina.creature>> <span class="pink">shudders and pumps a warm fluid into your <<pussy>>.</span><<neutral 5 "genitals">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">><<vaginalejacstat>><<ejacstat>> <<case 13>> <<impregnateParasite $struggle.vagina.creature 50 "vagina">> <<if _impreg is true>> The <<print $struggle.vagina.creature>>'s <<struggle_appendage mouth>> <span class="red">expands again</span>, but the extra pressure disappears quickly. It feels like it left something behind.<<neutral 5 "genitals">><<bodyliquid "vagina" "goo">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">> <<set _impreg to false>> <<else>> The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> thrusts into your <<pussy>>.<<neutral 5 "genitals">><<bodyliquid "vagina" "goo">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">> <</if>> <<case 14>> The <<print $struggle.vagina.creature>> shudders, <span class="blue">and withdraws its <<struggle_appendage vagina>> from your <<pussy>>.</span> It leaps from your pelvis.<<neutral 5 "genitals">><<struggle_fluid vagina>> <<set $vaginause to 0>> <<set $vaginastate to 0>> <<struggle_part_init "vagina" "cum">> <<default>> The <<print $struggle.vagina.creature>> pumps a warm fluid into your <<pussy>>.<<neutral 5 "genitals">><<struggle_fluid vagina>><<purity -1>><<internalejac>><<bodyliquid "vagina" "goo">> <</switch>> <<set $struggle.vagina.progress += 1>> <br> <</if>> <<if $struggle.penis.creature>> <<switch $struggle.penis.progress>> <<case 0>> <<if $struggle.penis.legs is "tentacles">> The <<print $struggle.penis.creature>> lowers itself towards your <<penis>> as its tentacles slide and grope.<<neutral 2 "genitals">> <<else>> The <<print $struggle.penis.creature>> lowers itself towards your <<penis>>.<<neutral 1 "genitals">> <</if>> <<case 1>> The <<print $struggle.penis.creature>> presses against your <<penis>>, <span class="blue">trying to envelop.</span><<neutral 2 "genitals">> <<case 2>> <<struggle_clothes penis>> <<case 3>> The <<print $struggle.penis.creature>> pushes against your <<penis>>. <span class="pink">It's about to envelop you fully.</span><<neutral 5 "genitals">> <<case 4>> <<set _pain to $penisPain>> <<if playerHasStrapon() or $player.virginity.penile isnot true>> The <<print $struggle.penis.creature>> <span class="pink">forces your <<penis>> inside its body.</span> It becomes tighter as more enters. <<sex 30 "genitals">> <<else>> The <<print $struggle.penis.creature>> <span class="pink">forces your <<penis>> into its body,</span> <span class="red">separating your foreskin from your glans and forever robbing you of your purity.</span> <<sex 100 "genitals">><<takeVirginity $struggle.penis.creature "penile">> <</if>> <<if playerHasStrapon()>><<violence 2 1 1 0>> <<elseif $consensual isnot 1>><<bruise penis>><<violence 2>><<pain _pain>><</if>> <<raped>><<penisraped>> <<penilestat>><<neutral 5 "genitals">><<set $penisstate to "struggle_pen">> <<case 5>> The <<print $struggle.penis.creature>> takes your <<penis>> deeper inside.<<neutral 5 "genitals">> <<case 6>> The <<print $struggle.penis.creature>> begins to thrust against your <<penis>>.<<neutral 5 "genitals">> <<case 7>> The <<print $struggle.penis.creature>> <span class="pink">shudders as your <<penis>> thrusts against its core.</span><<neutral 5 "genitals">><<bodyliquid "penis" "goo">> <<case 14>> The <<print $struggle.penis.creature>> shudders, <span class="blue">and releases your <<penis>>.</span> It leaps from your tummy.<<neutral 5 "genitals">> <<set $penisuse to 0>> <<set $penisstate to 0>> <<struggle_part_init "penis" "cum">> <<default>> The <<print $struggle.penis.creature>> thrusts against your <<penis>>.<<neutral 5 "genitals">><<bodyliquid "penis" "goo">> <</switch>> <<set $struggle.penis.progress += 1>> <br> <</if>> <<if $struggle.anus.creature>> <<switch $struggle.anus.progress>> <<case 0>> <<if $struggle.anus.legs is "tentacles">> The <<print $struggle.anus.creature>>'s tentacles slide and grope over your <<bottom>>.<<neutral 2 "anus">> <<else>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> slides over your <<bottom>>.<<neutral 1 "anus">> <</if>> <<case 1>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> gropes your <<bottom>>, <span class="blue">trying to find an entrance.</span><<neutral 2 "anus">> <<case 2>> <<struggle_clothes anus>> <<case 3>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> pushes against your <<bottom>>, <span class="pink">about to penetrate you fully.</span><<neutral 5 "anus">> <<case 4>> <<set _pain to $analPain>> <<if $player.virginity.anal isnot true>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> <span class="pink">thrusts into your <<bottom>>.</span> It becomes girthier as more enters. <<sex 30 "anus">> <<else>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> <span class="pink">thrusts into your <<bottom>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span> <<sex 100 "anus">><<takeVirginity $struggle.anus.creature "anal">> <</if>> <<if $consensual isnot 1>><<bruise anus>><<violence 2>><</if>> <<raped>><<anusraped>> <<analstat>><<neutral 5 "anus">><<pain _pain>><<set $anusstate to "struggle_pen">> <<case 5>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> pushes deeper into your <<bottom>>.<<neutral 5 "anus">> <<case 6>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> begins to thrust into your <<bottom>>.<<neutral 5 "anus">> <<case 7>> The <<print $struggle.anus.creature>> <span class="pink">shudders as it pumps a warm fluid into your <<bottom>>.</span><<neutral 5 "anus">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">><<analejacstat>><<ejacstat>> <<case 13>> <<impregnateParasite $struggle.anus.creature 50>> <<if _impreg is true>> The <<print $struggle.anus.creature>>'s <<struggle_appendage mouth>> <span class="red">expands again</span>, but the extra pressure disappears quickly. It feels like it left something behind.<<neutral 5 "anus">><<bodyliquid "anus" "goo">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">> <<set _impreg to false>> <<else>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> thrusts into your <<bottom>>.<<neutral 5 "anus">><<bodyliquid "anus" "goo">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">> <</if>> <<case 14>> The <<print $struggle.anus.creature>> shudders <span class="blue">and withdraws its <<struggle_appendage anus>>,</span> leaping from your <<bottom>>.<<neutral 5 "anus">><<struggle_fluid anus>> <<set $anususe to 0>> <<set $anusstate to 0>> <<struggle_part_init "anus" "cum">> <<default>> The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> thrusts into your <<bottom>>.<<neutral 5 "anus">><<bodyliquid "anus" "goo">><<struggle_fluid anus>><<purity -1>><<internalejac>><<bodyliquid "anus" "goo">> <</switch>> <<set $struggle.anus.progress += 1>> <br> <</if>> <<if $struggle.chest.creature>> <<switch $struggle.chest.progress>> <<case 0>> <<neutral 2 "breasts">> <<if $struggle.chest.legs is "tentacles">> The <<print $struggle.chest.creature>>'s tentacles grope your <<breasts>>, <<if $player.breastsize gte 3>> squeezing them together as <span class="blue">a phallic <<struggle_appendage chest>> rubs against them.</span> <<else>> teasing them as <span class="blue">a phallic <<struggle_appendage chest>> rubs between them.</span> <</if>> <<elseif $struggle.chest.legs is "legs">> The <<print $struggle.chest.creature>>'s legs grope your <<if $player.breastsize gte 3>> <<breasts>>. <span class="blue">A phallic <<struggle_appendage chest>> emerges from the creature,</span> and rubs against them. <<else>> <<breasts>>, teasing them as <span class="blue">a phallic <<struggle_appendage chest>> emerges from the creature,</span> and joins the flurry. <</if>> <<else>> The <<print $struggle.chest.creature>>'s body slides over your <<breasts>>. <<if $player.breastsize gte 3>> <span class="blue">A phallic <<struggle_appendage chest>> emerges from the creature</span> and rubs against them. <<else>> It teases them as <span class="blue">a phallic <<struggle_appendage chest>> emerges from the creature.</span> <</if>> <</if>> <<case 1>> <<struggle_clothes chest>> <<case 2>> <<if $player.breastsize gte 3>> <<if $struggle.chest.legs is "tentacles">> The <<print $struggle.chest.creature>>'s tentacles <span class="pink">wrap around your breasts.</span><<neutral 5 "breasts">> <<else>> The <<print $struggle.chest.creature>> squeezes your <<breasts>> together and <span class="pink">pushes its <<struggle_appendage chest>> between them.</span><<neutral 3 "breasts">> <</if>> <<else>> <<if $struggle.chest.legs is "tentacles">> The <<print $struggle.chest.creature>>'s tentacles grope and flick your <<breasts>>.<<neutral 5 "breasts">> <<else>> The <<print $struggle.chest.creature>> gropes and teases your <<breasts>>.<<neutral 3 "breasts">> <</if>> <</if>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> <span class="pink">You feel milk leak from your buds.</span> <<breastfeed>> <<milkvolume 1>> <<else>> <<milkvolume 1>> <</if>> <<case 3>> <<if $player.breastsize gte 3>> <<if $struggle.chest.legs is "tentacles">> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s tentacles <span class="pink">squeeze milk from your <<breasts>>.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s tentacles squeeze your <<breasts>>, while others flick your nipples. <<milkvolume 1>> <</if>> <<sex 5 "breasts">> <<else>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>> <span class="pink">thrusts its <<struggle_appendage chest>> between your <<breasts>></span> as <span class="pink">milk leaks from your buds.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>> <span class="pink">thrusts its <<struggle_appendage chest>> between your <<breasts>>.</span> <<milkvolume 1>> <</if>> <<sex 5 "breasts">> <</if>> <<else>> <<struggle_flat_chest>> <</if>> <<case 4>> <<if $player.breastsize gte 3>> <<if $struggle.chest.legs is "tentacles">> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s appendage <span class="pink">presses against your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze milk from your buds.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s appendage <span class="pink">presses against your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze.</span> <<milkvolume 1>> <</if>> <<sex 5 "breasts">> <<else>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>> fucks your <<breasts>> as <span class="pink">milk leaks from your buds.</span> The creature shudders as <span class="purple">a warm fluid erupts from its <<struggle_appendage chest>>.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>. The creature shudders as <span class="purple">a warm fluid erupts from its <<struggle_appendage chest>>.</span> <<milkvolume 1>> <</if>> <<sex 5 "breasts">><<bodyliquid "chest" "goo">> <</if>> <<else>> <<struggle_flat_chest>> <</if>> <<case 5>> <<if $player.breastsize gte 3>> <<if $struggle.chest.legs is "tentacles">> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s appendage <span class="pink">thrusts between your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze milk from your buds.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s appendage <span class="pink">thrusts between your <<breasts>></span> as <span class="pink">the tentacles continue to squeeze.</span> <<milkvolume 1>> <</if>> <<sex 5 "breasts">> <<else>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>, pumping warm fluid with each thrust as <span class="pink">milk leaks from your buds.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> keeps thrusting between your <<breasts>>, pumping out a warm fluid. <<milkvolume 1>> <</if>> <<sex 5 "breasts">><<bodyliquid "chest" "goo">> <</if>> <<else>> <<struggle_flat_chest>> <</if>> <<case 6>> <<if $player.breastsize gte 3>> <<if $struggle.chest.legs is "tentacles">> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s appendage fucks your <<breasts>> as <span class="pink">the tentacles continue to squeeze milk from your buds.</span> The creature shudders as a warm fluid erupts from its <<struggle_appendage chest>>. <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s appendage fucks your <<breasts>> as <span class="pink">the tentacles continue to squeeze.</span> The creature shudders as a warm fluid erupts from its <<struggle_appendage chest>>. <<milkvolume 1>> <</if>> <<sex 5 "breasts">><<bodyliquid "chest" "goo">> <<else>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>, pumping warm fluid with each thrust as <span class="pink">milk leaks from your buds.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> keeps thrusting between your <<breasts>>, pumping out a warm fluid. <<milkvolume 1>> <</if>> <<sex 5 "breasts">><<bodyliquid "chest" "goo">> <</if>> <<else>> <<struggle_flat_chest>> <</if>> <<case 12>> <<if $player.breastsize gte 3>> The <<print $struggle.chest.creature>> shudders <span class="blue">and withdraws its <<struggle_appendage chest>>,</span> leaping from your <<breasts>>.<<bodyliquid "chest" "goo">> <<else>> The <<print $struggle.chest.creature>> <span class="blue">leaps from your <<breasts>>.</span> <</if>> <<set $chestuse to 0>> <<set $cheststate to 0>> <<struggle_part_init "chest" "cum">> <<default>> <<if $player.breastsize gte 3>> <<if $struggle.chest.legs is "tentacles">> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s appendage keeps thrusting between your <<breasts>>, pumping a warm fluid as the tentacles <span class="pink">continue to squeeze milk from your buds.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s appendage keeps thrusting between your <<breasts>>, pumping out a warm fluid. <<milkvolume 1>> <</if>> <<sex 5 "breasts">><<bodyliquid "chest" "goo">> <<else>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> fucks your <<breasts>>, pumping warm fluid with each thrust as <span class="pink">milk leaks from your buds.</span> <<breastfeed>> <<else>> The <<print $struggle.chest.creature>>'s <<struggle_appendage chest>> keeps thrusting between your <<breasts>>, pumping out a warm fluid. <<milkvolume 1>> <</if>> <<sex 5 "breasts">><<bodyliquid "chest" "goo">> <</if>> <<else>> <<struggle_flat_chest>> <</if>> <</switch>> <<set $struggle.chest.progress += 1>> <br> <</if>> <!-- populate an array of unoccupied bodyparts to target --> <<set _targets to []>> <<if $mouthuse is 0>><<set _targets.push("mouth")>><</if>> <<if $vaginause is 0 and $player.vaginaExist>><<set _targets.push("vagina")>><</if>> <<if $penisuse is 0 and (playerHasStrapon() or $player.penisExist)>><<set _targets.push("penis")>><</if>> <<if $anususe is 0 and $settings.analEnabled>><<set _targets.push("anus")>><</if>> <<if $chestuse is 0>><<set _targets.push("chest")>><</if>> <<for _i to 0; _i lt $struggle.number; _i++>> <<if $struggle.enemy[_i].location is "fleeing">> The <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>> <<if $struggle.enemy[_i].health gte 1 and $struggle.enemy[_i].satisfied lt 1>> <<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">> swims around you, <<elseif $struggle.enemy[_i].motion is "flying">> flies around you, <<else>> lands nearby, <</if>> <span class="blue">preparing to attack.</span> <<set $struggle.enemy[_i].location to "lurking">> <<else>> <<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">> swims into the murk. <<elseif $struggle.enemy[_i].motion is "flying">> flies away. <<else>> leaps away. <</if>> <span class="green">It won't return.</span> <<set $struggle.done += 1>> <<set $struggle.enemy[_i].location to "fled">> <</if>> <br> <<elseif $struggle.enemy[_i].location is "lurking" and _targets.length gt 0>> <!-- lurkers attacc --> <<rng>> <<if $dodging gte 1>> <<set _doge_chance to ((currentSkillValue("feetskill") / 3) + (currentSkillValue('danceskill') / 3) - $drunk - (!!$worn.feet.type.includes("heels") * 200))>> <<feetskilluse>> <</if>> <<if $left_guard is 1>> <<set _left_guard_chance to (currentSkillValue("handskill") / 3)>> <<handskilluse>> <</if>> <<if $right_guard is 1>> <<set _right_guard_chance to (currentSkillValue("handskill") / 3)>> <<handskilluse>> <</if>> <<set _hit_chance to random(1, 1000)>> <<if _doge_chance gte _hit_chance>> <<struggle_bide_the>> <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>> <<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">> swims towards you, <<elseif $struggle.enemy[_i].motion is "flying">> flies towards you, <<else>> leaps towards you, <</if>> <<set $dodging -= 1>> <<if $drunk gte 60>> but you drunkenly stagger out of the way<<if !random(100)>> like the drunk master you are<</if>>, <<elseif currentSkillValue("feetskill") gte 800 or currentSkillValue('danceskill') gte 400>> but you dance aside, <<elseif currentSkillValue("feetskill") gte 200>> but you step aside, <<else>> but you stumble aside, <</if>> <<if _doge_chance - _hit_chance gte 200>> <span class="green">dodging it.</span> <<else>> <span class="teal">narrowly dodging it.</span> <<for $_slot range setup.clothingLayer.torso>> <<if $worn[$_slot].name isnot "naked">> <<set $worn[$_slot].integrity -= random(10, 15)>> <<set _clothesdamaged to true>> It tears your $worn[$_slot].name as it passes. <<break>> <</if>> <</for>> <<if !_clothesdamaged>> It whips you as it passes. <<pain 2>> <</if>> <<neutral 2>> <</if>> <<elseif _left_guard_chance gte _hit_chance or _right_guard_chance gte _hit_chance>> <<struggle_bide_the>> <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>> <<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">> swims towards you, <<elseif $struggle.enemy[_i].motion is "flying">> flies towards you, <<else>> leaps towards you, <</if>> <<if currentSkillValue("handskill") gte 800>> but you redirect its momentum with a well-timed blow, <<elseif currentSkillValue("handskill") gte 200>> but you bat it aside, <<else>> but your flailing knocks it aside, <</if>> <<if _left_guard_chance - _hit_chance gte 200 or _right_guard_chance - _hit_chance gte 200>> <span class="green">smacking it against the ground.</span> <<set $struggle.enemy[_i].health -= 1>> <<else>> <span class="teal">narrowly dodging it.</span> <<for $_slot range ["over_upper", "over_lower", "upper", "lower", "under_upper", "under_lower"]>> <<if $worn[$_slot].name isnot "naked">> <<set $worn[$_slot].integrity -= random(10, 15)>> <<set _clothesdamaged to true>> It tears your $worn[$_slot].name as it passes. <<break>> <</if>> <</for>> <<if !_clothesdamaged>> It whips you as it passes. <<pain 2>> <</if>> <<neutral 2>> <</if>> <<if _left_guard_chance gte _hit_chance>> <<unset $left_guard>> <<elseif _right_guard_chance gte _hit_chance>> <<unset $right_guard>> <</if>> <<elseif $rng lte 66 and _targets.length gt 0>> <<set _target to _targets.pluck()>> <<struggle_bide_the>> <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>> <<if $underwater is 1 or $struggle.enemy[_i].motion is "swimming">> swims towards you, <<elseif $struggle.enemy[_i].motion is "flying">> flies towards you, <<else>> leaps towards you, <</if>> <span class="blue">landing on your <<struggle_region _target>>.</span> <<struggle_attach _target>> <<set V[_target + 'use'] to "struggle">> <<set V[_target + 'state'] to "struggle">> <<set V[_target + 'target'] to "struggle">> <<elseif random(1, 2) is 2>> An appendage emerges from the <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>> and <span class="blue">shoots a string of sticky fluid at you.</span> <<random_goo>> <<else>> The <<print $struggle.enemy[_i].description>> <<print $struggle.enemy[_i].name>> waits for an opening. <<set $struggle.enemy[_i].bide to true>> <</if>> <br> <</if>> <</for>> <<unset $left_guard>> <<unset $right_guard>> <<if $oxygen lt $oxygenmax and $underwater isnot 1 and _strangle is 1>> <<unset _strangle>> <br>Air: <<oxygencaption>> <</if>> <br> <<turnend>> <</widget>> <<widget "struggle_difficulty">>/*Unused for now*/ <!-- can be slapped at the end of _pull actions to show difficulty --> <<set $_chance to $struggle[_args[0]].success>> <<struggle_difficulty_set>> | Success Chance : <<if $_chance gte 100>> <span class="green"><<print $_chance>>%</span> <<elseif $_chance gte 80>> <span class="teal"><<print $_chance>>%</span> <<elseif $_chance gte 60>> <span class="lblue"><<print $_chance>>%</span> <<elseif $_chance gte 40>> <span class="blue"><<print $_chance>>%</span> <<elseif $_chance gte 20>> <span class="purple"><<print $_chance>>%</span> <<elseif $_chance gte 1>> <span class="pink"><<print $_chance>>%</span> <<else>> <span class="red"><<print $_chance>>%</span> <</if>> <</widget>> <<widget "struggle_difficulty_set">> <<for $_part range ["mouth", "vagina", "penis", "anus", "chest"]>> <<set $struggle[$_part].success to Math.trunc(($struggle[$_part].grip * 17) + (currentSkillValue('physique') / 600))>> <<if $struggle[$_part].success gte 100>> <!-- can't strengthen anymore, default to pull --> <<if $leftactiondefault is $_part + '_strengthen'>> <<set $leftactiondefault to $_part + '_pull'>> <</if>> <<if $rightactiondefault is $_part + '_strengthen'>> <<set $rightactiondefault to $_part + '_pull'>> <</if>> <</if>> <</for>> <</widget>> <<widget "struggle_bide_the">> <<if $struggle.enemy[_i].bide is true>> <<set $struggle.enemy[_i].bide to false>> Seeing an opening, the <<else>> The <</if>> <</widget>> <<widget "struggle_fluid">> <<if ["mouth", "vagina", "anus"].includes(_args[0])>> <<if $struggle[_args[0]].creature is "lurker" or $struggle.mouth.creature is "slime">> <<drugs 25>> <<elseif $struggle[_args[0]].creature is "pale slime">> <<drugs 50>> <<hallucinogen 40>> <</if>> <</if>> <</widget>> <<widget "struggle_clothes">> <<if _args[0] is "vagina" or _args[0] is "penis">> <<if $worn.over_lower.vagina_exposed is 0 or (setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1)>> <<set _struggle_exposed to "over">> <<elseif $worn.lower.vagina_exposed is 0 or (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1)>> <<set _struggle_exposed to "main">> <<elseif $worn.under_lower.vagina_exposed is 0 or (setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1 and $worn.under_lower.skirt_down is 1)>> <<set _struggle_exposed to "under">> <<elseif (playerChastity("penis") and _args[0] is "penis") or (playerChastity("vagina") and _args[0] is "vagina")>> <<set _struggle_exposed to "genitals">> <<else>> <<set _struggle_exposed to "naked">> <</if>> <<elseif _args[0] is "anus">> <<if (setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1 and $worn.over_lower.skirt_down is 1) or $worn.over_lower.anus_exposed is 0>> <<set _struggle_exposed to "over">> <<elseif $worn.lower.anus_exposed is 0 or (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.lower.skirt_down is 1)>> <<set _struggle_exposed to "main">> <<elseif $worn.under_lower.anus_exposed is 0 or (setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1 and $worn.under_lower.skirt_down is 1)>> <<set _struggle_exposed to "under">> <<elseif playerChastity("anus")>> <<set _struggle_exposed to "genitals">> <<else>> <<set _struggle_exposed to "naked">> <</if>> <<elseif _args[0] is "chest">> <<if !$worn.over_upper.type.includes("naked") and $worn.over_upper.exposed lt 2>> <<set _struggle_exposed to "over_top">> <<elseif !$worn.upper.type.includes("naked") and $worn.upper.exposed lt 2>> <<set _struggle_exposed to "main_top">> <<elseif !$worn.under_upper.type.includes("naked") and $worn.under_upper.exposed is 0>> <<set _struggle_exposed to "under_top">> <<else>> <<set _struggle_exposed to "naked">> <</if>> <<elseif _args[0] is "mouth">> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <<set _struggle_exposed to "mask">> <<else>> <<set _struggle_exposed to "naked">> <</if>> <</if>> <<if _struggle_exposed is "over_top">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> The <<print $struggle[_args[0]].creature>>'s tentacles tear your $worn.over_upper.name as they search for a way in.<<neutral 2>><<set $worn.over_upper.integrity -= 10>> <<else>> The <<print $struggle[_args[0]].creature>>'s appendage prods your <<struggle_bodypart _args[0]>> through your $worn.over_upper.name.<<neutral 1>> <</if>> <<set $worn.over_upper.integrity -= 10>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.over_upper.integrity -= 30>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.over_upper.integrity -= 50>> <</if>> <<if $worn.over_upper.integrity lte 0>> <<integritycheck no_text>><<exposure>> <<if $struggle[_args[0]].legs is "tentacles">> The tentacles wrap around the fabric and <span class="pink">tear it off your body with a flick, exposing your <<top>>.</span> <<else>> Its appendage pierces the fabric and <span class="pink">tears it off your body with a flick, exposing your <<top>>.</span> <</if>> <</if>> <<elseif _struggle_exposed is "main_top">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> The <<print $struggle[_args[0]].creature>>'s tentacles tear your $worn.upper.name as they search for a way in.<<neutral 2>><<set $worn.upper.integrity -= 10>> <<else>> The <<print $struggle[_args[0]].creature>>'s appendage prods your <<struggle_bodypart _args[0]>> through your $worn.upper.name.<<neutral 1>> <</if>> <<set $worn.upper.integrity -= 10>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.upper.integrity -= 30>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.upper.integrity -= 50>> <</if>> <<if $worn.upper.integrity lte 0>> <<integritycheck no_text>><<exposure>> <<if $struggle[_args[0]].legs is "tentacles">> The tentacles wrap around the fabric and <span class="pink">tear it off your body with a flick, exposing your <<undertop>>.</span> <<else>> Its appendage pierces the fabric and <span class="pink">tears it off your body with a flick, exposing your <<undertop>>.</span> <</if>> <</if>> <<elseif _struggle_exposed is "under_top">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> The <<print $struggle[_args[0]].creature>>'s tentacles tear your $worn.under_upper.name as they search for a way in.<<neutral 3>><<set $worn.under_upper.integrity -= 10>> <<else>> The <<print $struggle[_args[0]].creature>>'s appendage prods your $worn.under_upper.name. <</if>> <<set $worn.under_upper.integrity -= 10>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.under_upper.integrity -= 30>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.under_upper.integrity -= 50>> <</if>> <<if $worn.under_upper.integrity lte 0>> <<integritycheck no_text>><<exposure>> <<if $struggle[_args[0]].legs is "tentacles">> The tentacles wrap around the fabric and <span class="pink">tear it off your body with a flick, exposing your <<breasts>>.</span> <<else>> Its appendage pierces the fabric and <span class="pink">tears it off your body with a flick, exposing your <<breasts>>.</span> <</if>> <</if>> <<elseif _struggle_exposed is "over">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> The <<print $struggle[_args[0]].creature>>'s tentacles tear at your $worn.over_lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<set $worn.over_lower.integrity -= 10>> <<else>> The <<print $struggle[_args[0]].creature>> tears at your $worn.over_lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>> <</if>> <<set $worn.over_lower.integrity -= 10>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.over_lower.integrity -= 30>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.over_lower.integrity -= 50>> <</if>> <<if $worn.over_lower.integrity lte 0>> <<integritycheck no_text>><<exposure>> <<if $struggle[_args[0]].legs is "tentacles">> Its tentacles wrap around the fabric and <span class="pink">tear it off your body with a flick, exposing your <<crotch>>.</span> <<else>> Its appendage pierces the fabric and <span class="pink">tears it off your body with a flick, exposing your <<crotch>>.</span> <</if>> <</if>> <<elseif _struggle_exposed is "main">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> The <<print $struggle[_args[0]].creature>>'s tentacles tear at your $worn.lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<set $worn.lower.integrity -= 10>> <<else>> The <<print $struggle[_args[0]].creature>> tears at your $worn.lower.name, trying to reach the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>> <</if>> <<set $worn.lower.integrity -= 10>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.lower.integrity -= 30>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.lower.integrity -= 50>> <</if>> <<if $worn.lower.integrity lte 0>> <<integritycheck no_text>><<exposure>> <<if $struggle[_args[0]].legs is "tentacles">> Its tentacles wrap around the fabric and <span class="pink">tear it off your body with a flick, exposing your <<undies>>.</span> <<else>> Its appendage pierces the fabric and <span class="pink">tears it off your body with a flick, exposing your <<undies>>.</span> <</if>> <</if>> <<elseif _struggle_exposed is "under">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> The <<print $struggle[_args[0]].creature>>'s tentacles worm their way inside your $worn.under_lower.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<set $worn.under_lower.integrity -= 10>> <<else>> The <<print $struggle[_args[0]].creature>> tears at your $worn.under_lower.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>> <</if>> <<set $worn.under_lower.integrity -= 10>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The fabric hisses as it dissolves in the slime.</span><<set $worn.under_lower.integrity -= 30>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<set $worn.under_lower.integrity -= 50>> <</if>> <<if $worn.under_lower.integrity lte 0>> <<integritycheck no_text>><<exposure>> <<if $struggle[_args[0]].legs is "tentacles">> Its tentacles worm their way into the fabric and <span class="pink">tear it off your body with a flick, exposing your <<genitals>>.</span> <<else>> Its appendage pierces the fabric and <span class="pink">tears it off your body with a flick, exposing your <<genitals>>.</span> <</if>> <</if>> <<elseif _struggle_exposed is "genitals">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> <<if $worn.genitals.name is "chastity parasite">> The <<print $struggle[_args[0]].creature>>'s tentacles worm round your $worn.genitals.name, rubbing and squeezing it in the process. <span class="lewd">Your clearly aroused reaction encourages it further.</span> <<arousal 200 "genitals">><<neutral 2 "genitals">><<set $worn.genitals.integrity -= 5>> <<else>> The <<print $struggle[_args[0]].creature>>'s tentacles worm behind your $worn.genitals.name, brushing against your <<struggle_bodypart _args[0]>> as they search for a way in.<<neutral 2 "genitals">><<set $worn.genitals.integrity -= 10>> <</if>> <<else>> <<if $worn.genitals.name is "chastity parasite">> The <<print $struggle[_args[0]].creature>> attempts to tear at your $worn.genitals.name, but only succeed at squeezing it and <span>further arousing you.</span> <<neutral 1 "genitals">><<arousal 100 "genitals">><<set $worn.genitals.integrity -= 5>> <<else>> The <<print $struggle[_args[0]].creature>> tears at your $worn.genitals.name, trying to get to your <<struggle_bodypart _args[0]>> beneath.<<neutral 1 "genitals">><<set $worn.genitals.integrity -= 10>> <</if>> <</if>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The material hisses as it dissolves in the slime.</span><<set $worn.genitals.integrity -= 30>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The material violently hisses as it dissolves in the pale slime.</span><<set $worn.genitals.integrity -= 50>> <</if>> <<if $worn.genitals.integrity lte 0>> <<integritycheck no_text>><<exposure>> <<if $struggle[_args[0]].legs is "tentacles">> Its tentacles wrap around the material and pull. The material <<if $worn.genitals.name is "chastity parasite">> pops <<else>> groans <</if>> <span class="pink">as the <<print $struggle[_args[0]].creature>> tears it off your body with a flick, exposing your <<genitals>>.</span> <<else>> Its appendage pierces the material and pulls. The material <<if $worn.genitals.name is "chastity parasite">> pops <<else>> groans <</if>> <span class="pink">as the <<print $struggle[_args[0]].creature>> tears it off your body with a flick, exposing your <<genitals>>.</span> <</if>> <<else>> <<if $struggle[_args[0]].damage gte 10>> It <<if $worn.genitals.name is "chastity parasite">>tired<<else>>hurt<</if>> itself against the material, <span class="green">and leaps away.</span> <<if _args[0] is "vagina">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <<struggle_part_init "vagina">> <<set $struggle.warded += 1>> <<struggleClearActions "vagina_">> <<elseif _args[0] is "penis">> <<set $penisuse to 0>> <<set $penisstate to 0>> <<struggle_part_init "penis">> <<set $struggle.warded += 1>> <<struggleClearActions "penis_">> <<else>> <<set $anususe to 0>> <<set $anusstate to 0>> <<struggle_part_init "anus">> <<set $struggle.warded += 1>> <<struggleClearActions "anus_">> <</if>> <<else>> It <<if $worn.genitals.name is "chastity parasite">>tires<<else>>hurts<</if>> itself against the material. <<set $struggle[_args[0]].damage += 1>> <</if>> <</if>> <<elseif _struggle_exposed is "mask">> <<set $struggle[_args[0]].progress -= 1>> <<if $struggle[_args[0]].legs is "tentacles">> The <<print $struggle[_args[0]].creature>>'s tentacles worm their way inside your $worn.face.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 2>><<damageFaceCover 5 struggle>> <<else>> The <<print $struggle[_args[0]].creature>> tears at your $worn.face.name, trying to get to the <<struggle_bodypart _args[0]>> beneath.<<neutral 1>> <</if>> <<damageFaceCover 5 struggle>> <<if $struggle[_args[0]].creature is "slime">> <span class="purple">The fabric hisses as it dissolves in the slime.</span><<damageFaceCover 20 struggle>> <<elseif $struggle[_args[0]].creature is "pale slime">> <span class="purple">The fabric violently hisses as it dissolves in the pale slime.</span><<damageFaceCover 30 struggle>> <</if>> <<if $worn.face.integrity lte 0>> <<if $struggle[_args[0]].legs is "tentacles">> Its tentacles worm their way into the fabric and <span class="pink">tear it off your body with a flick, exposing your mouth.</span> <<else>> Its appendage pierces the fabric and <span class="pink">tears it off your body with a flick, exposing your mouth.</span> <</if>> <<faceruined>><<set $worn.face.type.push("broken")>> <</if>> <<elseif _struggle_exposed is "naked">> <<if _args[0] is "vagina">> The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your <<pussy>>.</span><<neutral 4 "genitals">> <<elseif _args[0] is "penis">> The <<print $struggle[_args].creature>> <span class="purple">presses an aperture against your <<penis>>.</span><<neutral 4 "genitals">> <<elseif _args[0] is "anus">> The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your <<bottom>>.</span><<neutral 4 "bottom">> <<elseif _args[0] is "chest">> The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your <<breasts>>.</span><<neutral 4 "breasts">> <<elseif _args[0] is "mouth">> The <<print $struggle[_args].creature>>'s appendage <span class="purple">presses against your mouth.</span><<neutral 4 "mouth">> <</if>> <</if>> <</widget>> <<widget "struggle_bodypart">><<silently>> <<switch _args[0]>> <<case "vagina">> <<pussy>> <<case "penis">> <<penis>> <<case "anus">> <<bottom>> <<case "chest">> <<breasts>> <<case "mouth">> <<set _text_output to "mouth">> <</switch>> <</silently>><<print _text_output>> <</widget>> <<widget "struggle_appendage">><<silently>> <<switch $struggle[_args[0]].creature>> <<case "wasp" "bee">> <<set $_text_output to "stinger">> <<case "squid">> <<set $_text_output to "tentacle">> <<default>> <<set $_text_output to "appendage">> <</switch>> <</silently>><<print $_text_output>> <</widget>> <<widget "struggle_skin">><<silently>> <<switch $struggle[_args[0]].creature>> <<case "wasp" "bee">> <<set $_text_output to "carapace">> <<default>> <<set $_text_output to "flesh">> <</switch>> <</silently>><<print $_text_output>> <</widget>> <<widget "struggle_flat_chest">> <<if $struggle.chest.legs is "tentacles">> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>>'s tentacles flick your <<breasts>> as <span class="pink">milk leaks from your buds.</span> <<else>> The <<print $struggle.chest.creature>>'s tentacles flick and tease your <<breasts>>. <</if>> <<sex 5 "breasts">> <<else>> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> The <<print $struggle.chest.creature>> suckles your <<breasts>> as <span class="pink">milk leaks from your buds.</span> <<breastfeed>><<sex 3 "breasts">> <<else>> The <<print $struggle.chest.creature>> sucks on your <<breasts>> as its <<struggle_appendage chest>> rubs against your abdomen. <<milkvolume 1>><<sex 5 "breasts">> <</if>> <<sex 3 "breasts">> <</if>> <</widget>> <<widget "struggle_attach">> <<set $struggle[_args[0]].creature to $struggle.enemy[_i].name>> <<set $struggle[_args[0]].description to $struggle.enemy[_i].description>> <<set $struggle[_args[0]].legs to $struggle.enemy[_i].legs>> <<set $struggle.enemy[_i].location to _args[0]>> <!-- temp var to highlight newly attached lurkers --> <<set T['gold_' + _args[0]] to true>> <</widget>> <<widget "struggleClearActions">> <<if _args[0]>> <<if ($mouthaction).toString().includes(_args[0])>> <<set $mouthactiondefault to $mouthaction>><<set $mouthaction to 0>> <</if>> <<if ($leftaction).toString().includes(_args[0])>> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>> <</if>> <<if ($rightaction).toString().includes(_args[0])>> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>> <</if>> <<if ($leftarmstate).toString().includes(_args[0])>> <<set $leftarm to 0>><<set $leftarmstate to 0>> <</if>> <<if ($rightarmstate).toString().includes(_args[0])>> <<set $rightarm to 0>><<set $rightarmstate to 0>> <</if>> <</if>> <</widget>> <<widget "struggle_region">><<silently>> <<if ["mouth","vagina","penis","anus","chest"].includes(_args[0])>> <<switch _args[0]>> <<case "mouth">><<set _text_output to "head">> <<case "vagina">><<set _text_output to "pelvis">> <<case "penis">><<set _text_output to "tummy">> <<case "anus">><<set _text_output to "bottom">> <<case "chest">><<set _text_output to "chest">> <</switch>> <</if>> <</silently>><<print _text_output>> <</widget>><<widget "generateActionsSwarm">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<if $lefttarget is "self">> <<leftActionInitSelf>> <<else>> <<leftActionInitSwarm>> <</if>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<if $righttarget is "self">> <<rightActionInitSelf>> <<else>> <<rightActionInitSwarm>> <</if>> </div> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<feetActionInitSwarm>> </div> <<if ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInit>> </div> <</if>> </div> <</widget>> <<widget "leftActionInitSwarm">> <<set $lefttarget to "swarm">> <<switch $leftarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">Your left arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "pain">> <span class="red">Your left arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "unreal">> <span class="pink">Your left arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "free">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <<if $options.combatControls is "radio">><br><</if>> <</if>> <</if>> <<case "swarmgrappled">> <<set _leftOptions to "unable">> <span class="purple">The $swarm["type"] are constricting your left arm!</span> <<if $options.combatControls.includes("adio")>><br><</if>> <<case "bound">> <<if $orgasmdown gte 1>> <<set _leftOptions to "unable">> <span class="lewd">Your left arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "unable">> <span class="red">Your left arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "unable">> <span class="pink">Your left arm lies limp in its bonds.</span> <<else>> <<set _leftOptions to "bound">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound and helpless.</span> <</if>> <<if $options.combatControls.includes("adio")>><br><</if>> <<case "trapped">> <<set $_changetype to true>><<leftActionInitVore>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<leftActionInit>> <<case "struggle">> <<set $_changetype to true>><<leftActionInitStruggle>> <<case "mechgrappled">> <<set $_changetype to true>><<leftActionInitMachine>> <<default>> <<set $_changetype to true>><<leftActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<leftActionsSwarm>> <<if Object.keys(_leftaction).length gt 0>> <<if !(Object.values(_leftaction).includes($leftactiondefault))>> <<set $leftactiondefault to "swarmrest">> <</if>> <<set $leftaction to $leftactiondefault>> <div class="extraMargin"> <<generateCombatAction _leftaction "leftaction" "Swarm">> <br> </div> <<if $options.combatControls.includes("ists")>> <div id="leftactionDifficulty"> <<leftactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.left to clone(_leftOptions)>> <</if>> <</widget>> <<widget "leftactionDifficultySwarm">>/* Yes, it is supposed to be blank. */ <!-- Does nothing --> <</widget>> <<widget "leftActionsSwarm">> <<set _leftaction to {}>> <<switch _leftOptions>> <<case "free">> <<if $rightarm is "swarmgrappled" and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _leftaction["Free your right arm"] to "leftfree">> <<elseif _swarmamounts.active[2] gte 1 and $lefttarget isnot "self">> <<silently>><<swarmName>><</silently>> <<set _leftaction[_swarmsteady + " one of the " + _swarmname] to "leftswarm">> <</if>> <<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0 and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<silently>><<genitals>><</silently>> <<set _leftaction["Cover your "+ _text_output] to "frontcoverleft">> <</if>> <<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0 and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _leftaction["Cover your butt"] to "backcoverleft">> <</if>> <<if _swarmamounts.chest lte 0 and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _leftaction["Cover your chest"] to "chestcoverleft">> <</if>> <<if $lefttarget isnot "self">> <<if _swarmamounts.genital[1] gte 1 and !playerChastity()>> <<silently>><<genitals>><</silently>> <<set _leftaction["Pull the "+ $swarm["type"] + " from your " + _text_output] to "frontpurgeleft">> <</if>> <<if _swarmamounts.genital[0] gte 1 and !playerChastity()>> <<silently>><<genitals>><</silently>> <<set _leftaction["Keep the "+ $swarm["type"] + " away from your " + _text_output] to "frontclearleft">> <</if>> <<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>> <<set _leftaction["Pull the "+ $swarm["type"] + " out of your anus"] to "backpurgeleft">> <</if>> <<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>> <<set _leftaction["Keep the "+ $swarm["type"] + " away from your butt"] to "backclearleft">> <</if>> <<if _swarmamounts.chest gte 1>> <<set _leftaction["Clear the "+ $swarm["type"] + " off of your chest"] to "chestclearleft">> <</if>> <</if>> <<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft") and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _leftaction["Swim to safety"] to "swim">> <</if>> <<if $vorecreature is 0>> <<set _leftaction["Rest"] to "swarmrest">> <</if>> <<leftclothesnew>> <<case "bound">> <<if $gamemode is "soft" and $nowiggle isnot true>> <<set _leftaction["Wriggle free"] to "leftwriggle">> <</if>> <<case "orgasm">> <<set _leftaction["Fold"] to "leftfold">> <<set _leftaction["Grip"] to "leftgrip">> <<case "pain">> <<set _leftaction["Struggle"] to "leftstruggleweak">> <<set _leftaction["Protect"] to "leftprotect">> <<case "unreal">> <<set _leftaction["Poke yourself"] to "leftpoke">> <<set _leftaction["Keep your arms out of the way"] to "leftcurl">> <</switch>> <</widget>> <<widget "rightActionInitSwarm">> <<set $righttarget to "swarm">> <<switch $rightarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">Your right arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "pain">> <span class="red">Your right arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "unreal">> <span class="pink">Your right arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "free">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <<if $options.combatControls is "radio">><br><</if>> <</if>> <</if>> <<case "swarmgrappled">> <<set _rightOptions to "unable">> <span class="purple">The $swarm["type"] are constricting your right arm!</span><<if $options.combatControls.includes("adio")>><br><</if>> <<case "bound">> <<if $orgasmdown gte 1>> <<set _rightOptions to "unable">> <span class="lewd">Your right arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "unable">> <span class="red">Your right arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "unable">> <span class="pink">Your right arm lies limp in its bonds.</span> <<else>> <<set _rightOptions to "bound">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound and helpless.</span> <</if>><<if $options.combatControls.includes("adio")>><br><</if>> <<case "trapped">> <<set $_changetype to true>><<rightActionInitVore>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<rightActionInit>> <<case "struggle">> <<set $_changetype to true>><<rightActionInitStruggle>> <<case "mechgrappled">> <<set $_changetype to true>><<rightActionInitMachine>> <<default>> <<set $_changetype to true>><<rightActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<rightActionsSwarm>> <<if Object.keys(_rightaction).length gt 0>> <<if !(Object.values(_rightaction).includes($rightactiondefault))>> <<set $rightactiondefault to "swarmrest">> <</if>> <<set $rightaction to $rightactiondefault>> <div class="extraMargin"> <<generateCombatAction _rightaction "rightaction" "Swarm">> </div> <<if $options.combatControls.includes("ists")>> <div id="rightactionDifficulty"> <<rightactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.right to clone(_rightOptions)>> <</if>> <</widget>> <<widget "rightactionDifficultySwarm">>/* No, it cannot be removed. */ <!-- Does nothing --> <</widget>> <<widget "rightActionsSwarm">> <<set _rightaction to {}>> <<switch _rightOptions>> <<case "free">> <<if $leftarm is "swarmgrappled" and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _rightaction["Free your left arm"] to "rightfree">> <<elseif _swarmamounts.active[2] gte 1 and $righttarget isnot "self">> <<silently>><<swarmName>><</silently>> <<set _rightaction[_swarmsteady + " one of the " + _swarmname] to "rightswarm">> <</if>> <<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0 and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<silently>><<genitals>><</silently>> <<set _rightaction["Cover your "+ _text_output] to "frontcoverright">> <</if>> <<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0 and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _rightaction["Cover your butt"] to "backcoverright">> <</if>> <<if _swarmamounts.chest lte 0 and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _rightaction["Cover your chest"] to "chestcoverright">> <</if>> <<if $righttarget isnot "self">> <<if _swarmamounts.genital[1] gte 1 and !playerChastity()>> <<silently>><<genitals>><</silently>> <<set _rightaction["Pull the "+ $swarm["type"] + " from your " + _text_output] to "frontpurgeright">> <</if>> <<if _swarmamounts.genital[0] gte 1 and !playerChastity()>> <<silently>><<genitals>><</silently>> <<set _rightaction["Keep the "+ $swarm["type"] + " away from your " + _text_output] to "frontclearright">> <</if>> <<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>> <<set _rightaction["Pull the "+ $swarm["type"] + " out of your anus"] to "backpurgeright">> <</if>> <<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>> <<set _rightaction["Keep the "+ $swarm["type"] + " away from your butt"] to "backclearright">> <</if>> <<if _swarmamounts.chest gte 1>> <<set _rightaction["Clear the "+ $swarm["type"] + " off of your chest"] to "chestclearright">> <</if>> <</if>> <<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft") and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _rightaction["Swim to safety"] to "swim">> <</if>> <<if $vorecreature is 0>> <<set _rightaction["Rest"] to "swarmrest">> <</if>> <<rightclothesnew>> <<case "bound">> <<if $gamemode is "soft" and $nowiggle isnot true>> <<set _rightaction["Wriggle free"] to "rightwriggle">> <</if>> <<case "orgasm">> <<set _rightaction["Fold"] to "rightfold">> <<set _rightaction["Grip"] to "rightgrip">> <<case "pain">> <<set _rightaction["Struggle"] to "rightstruggleweak">> <<set _rightaction["Protect"] to "rightprotect">> <<case "unreal">> <<set _rightaction["Poke yourself"] to "rightpoke">> <<set _rightaction["Keep your arms out of the way"] to "rightcurl">> <</switch>> <</widget>> <<widget "feetActionInitSwarm">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<set $feettarget to "swarm">> <<switch $feetuse>> <<case 0>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistall["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<if ($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound")>> <<else>> <<targetListBox "feet" _targetlistall>> <</if>> <</if>> <<if $leftleg is 0 and $rightleg is 0>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your feet are free.</span> <<elseif $leftleg is 0>> <<set _feetOptions to "leftfree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span> <<elseif $rightleg is 0>> <<set _feetOptions to "rightfree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span> <<elseif $leftleg is "grappled" and $rightleg is "grappled">> <<set $_changetype to true>><<feetActionInitTentacle>> <<elseif $leftleg is "bound" and $rightleg is "bound">> <<set $_changetype to true>><<feetActionInitTentacle>> <<else>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions or _feetGold is true ?'gold':'')">Your feet are free.</span> <</if>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>> <<targetListBox "feet" _targetlistall>> <</if>> <<if _targetnumber is 1>> <<set $feettarget to _firsttarget>> <</if>> <<case "bound" "penis" "othervagina" "walk" "strut" "run" "none">> <<set $_changetype to true>><<feetActionInit>> <<case "mechgrappled">> <<set $_changetype to true>><<feetActionInitMachine>> <<default>> <<set $_changetype to true>><<feetActionInitTentacle>> <</switch>> <<if $lastOptions.feet isnot _feetOptions>> <<set _feetGold to true>> <</if>> <<if $_changetype isnot true>> <<feetActionsSwarm>> <<if Object.keys(_feetaction).length gt 0>> <<if !(Object.values(_feetaction).includes($feetactiondefault))>> <<set $feetactiondefault to "swarmrest">> <</if>> <<set $feetaction to $feetactiondefault>> <div class="extraMargin"> <<generateCombatAction _feetaction "feetaction" "Swarm">> </div> <<if $options.combatControls.includes("ists")>> <div id="feetactionDifficulty"> <<feetactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.feet to clone(_feetOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#feetaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "feetactionDifficultySwarm">>/* If removed, expect errors in combats with controls set to "lists". */ <!-- Does nothing --> <</widget>> <<widget "feetActionsSwarm">> <<set _feetaction to {}>> <<if $swarm.amount.active[2] gte 1 and $feettarget isnot "self">> <<silently>><<swarmName>><</silently>> <<set _feetaction[_swarmsteady + " one of the " + _swarmname] to "feetswarm">> <</if>> <<if _feetOptions is "free">> <<if $water is 1 and $vorecreature is 0 and currentSkillValue('swimmingskill') gt 700 and $consensual isnot 1 and ($feettarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<set _feetaction["Swim to safety"] to "swim">> <</if>> <</if>> <<if $vorecreature is 0>> <<set _feetaction["Rest"] to "swarmrest">> <</if>> <</widget>><<widget "swarmactions">> <div @class="($debugLines ? 'debugLines-swarmactions' : '')"> <<set $chest to 0>> <<set $front to 0>> <<set $back to 0>> <<if $vorecreature is 0>> <<set _swarmactive to $swarm.amount.active ? $swarm.amount.active[0] : 0>> <<animateCombat>> <</if>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0 and $options.combatControls isnot "disabled">> <<set _swarmsteady to $swarm["steady"].toUpperFirst()>> <<set _swarmamounts to $swarm.amount>> <<generateActionsSwarm>> <</if>> <<if $trance lte 0 and $dissociation lte 1 and $panicparalysis is 0 and $panicviolence is 0 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $options.combatControls is "disabled">> <<set _swarmsteady to $swarm["steady"].toUpperFirst()>> <<set _swarmamounts to $swarm.amount>> <<if $leftarm is "bound">> Your left arm is bound and helpless. <<if $gamemode is "soft" and $nowiggle isnot true>> <br> <label>Wriggle free<<radiobutton "$leftaction" "leftwriggle" checked>></label> | <</if>> <br><br> <<elseif $leftarm is "swarmgrappled">> <span class="purple">The $swarm["type"] are constricting your left arm!</span> <br><br> <<elseif $leftarm is 0>> Your left arm is free. <br> <<if $rightarm is "swarmgrappled">> <label><span class="brat">Free your right arm</span> <<radiobutton "$leftaction" "leftfree">></label> | <<elseif _swarmamounts.active[2] gte 1>> <label>_swarmsteady one of the <<swarmName>> <<radiobutton "$leftaction" "leftswarm">></label> | <</if>> <<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>> <label>Cover your <<genitals>> <<radiobutton "$leftaction" "frontcoverleft">></label> | <</if>> <<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>> <label>Cover your butt <<radiobutton "$leftaction" "backcoverleft" checked>></label> | <</if>> <<if _swarmamounts.chest lte 0>> <label>Cover your chest <<radiobutton "$leftaction" "chestcoverleft">></label> | <</if>> <<if _swarmamounts.genital[1] gte 1 and !playerChastity()>> <label><span class="brat">Pull the $swarm["type"] from your <<genitals>></span> <<radiobutton "$leftaction" "frontpurgeleft">></label> | <</if>> <<if _swarmamounts.genital[0] gte 1 and !playerChastity()>> <label><span class="brat">Keep the $swarm["type"] away from your <<genitals>></span> <<radiobutton "$leftaction" "frontclearleft">></label> | <</if>> <<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>> <label><span class="brat">Pull the $swarm["type"] out of your anus</span> <<radiobutton "$leftaction" "backpurgeleft" checked>></label> | <</if>> <<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>> <label><span class="brat">Keep the $swarm["type"] away from your butt</span> <<radiobutton "$leftaction" "backclearleft" checked>></label> | <</if>> <<if _swarmamounts.chest gte 1>> <label><span class="brat">Clear the $swarm["type"] off of your chest</span> <<radiobutton "$leftaction" "chestclearleft">></label> | <</if>> <<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>> <label><span class="teal">Swim to safety</span> <<radiobutton "$leftaction" "swim" checked>></label> | <</if>> <<if $vorecreature is 0>> <label>Rest <<radiobutton "$leftaction" "swarmrest">></label> | <</if>> <br><br> <</if>> <<if $rightarm is "bound">> Your right arm is bound and helpless. <<if $gamemode is "soft" and $nowiggle isnot true>> <br> <label>Wriggle free<<radiobutton "$rightaction" "rightwriggle" checked>></label> | <</if>> <br><br> <<elseif $rightarm is "swarmgrappled">> <span class="purple">The $swarm["type"] are constricting your right arm!</span> <br><br> <<elseif $rightarm is 0>> Your right arm is free. <br> <<if $leftarm is "swarmgrappled">> <label><span class="brat">Free your left arm</span> <<radiobutton "$rightaction" "rightfree">></label> | <<elseif _swarmamounts.active[2] gte 1>> <label>_swarmsteady one of the <<swarmName>> <<radiobutton "$rightaction" "rightswarm">></label> | <</if>> <<if _swarmamounts.genital[0] lte 0 and _swarmamounts.genital[1] lte 0>> <label>Cover your <<genitals>> <<radiobutton "$rightaction" "frontcoverright" checked>></label> | <</if>> <<if _swarmamounts.butt[0] lte 0 and _swarmamounts.butt[1] lte 0>> <label>Cover your butt <<radiobutton "$rightaction" "backcoverright">></label> | <</if>> <<if _swarmamounts.chest lte 0>> <label>Cover your chest <<radiobutton "$rightaction" "chestcoverright">></label> | <</if>> <<if _swarmamounts.genital[1] gte 1 and !playerChastity("hidden")>> <label><span class="brat">Pull the $swarm["type"] from your <<genitals>></span> <<radiobutton "$rightaction" "frontpurgeright" checked>></label> | <</if>> <<if _swarmamounts.genital[0] gte 1 and !playerChastity("hidden")>> <label><span class="brat">Keep the $swarm["type"] away from your <<genitals>></span> <<radiobutton "$rightaction" "frontclearright" checked>></label> | <</if>> <<if _swarmamounts.butt[1] gte 1 and !playerChastity("anus")>> <label><span class="brat">Pull the $swarm["type"] out of your anus</span> <<radiobutton "$rightaction" "backpurgeright">></label> | <</if>> <<if _swarmamounts.butt[0] gte 1 and !playerChastity("anus")>> <label><span class="brat">Keep the $swarm["type"] away from your butt</span> <<radiobutton "$rightaction" "backclearright">></label> | <</if>> <<if _swarmamounts.chest gte 1>> <label><span class="brat">Clear the $swarm["type"] off of your chest</span> <<radiobutton "$rightaction" "chestclearright">></label> | <</if>> <<if $water is 1 and $vorecreature is 0 and ($consensual isnot 1 or $gamemode is "soft")>> <label><span class="teal">Swim to safety</span> <<radiobutton "$rightaction" "swim" checked>></label> | <</if>> <<if $vorecreature is 0>> <label>Rest <<radiobutton "$rightaction" "swarmrest">></label> | <</if>> <br><br> <</if>> <<if $feetuse is 0>> Your feet are free. <br> <<if $swarm.amount.active[2] gte 1>> <label>_swarmsteady one of the <<swarmName>> <<radiobutton "$feetaction" "feetswarm" checked>></label> | <</if>> <<if $water is 1 and $vorecreature is 0 and currentSkillValue('swimmingskill') gt 700 and $consensual isnot 1>> <label><span class="teal">Swim to safety</span> <<radiobutton "$feetaction" "swim" checked>></label> | <</if>> <<if $vorecreature is 0>> <label>Rest <<radiobutton "$feetaction" "swarmrest">></label> | <</if>> <</if>> <br><br> <</if>> <br><br><br> </div> <</widget>><<widget "swarmeffects">> <<effectspain>> <<effectsorgasm>> <<effectsdissociation>> <<set _swarmamounts to $swarm.amount>> /* -------- Clothes -------- */ <<effectshandsclothes>> /* -------- Both arms -------- */ <<if $leftaction is "swim" and $rightaction is "swim">> <<set $leftactiondefault to $leftaction>> <<set $rightactiondefault to $rightaction>> <<set $leftaction to 0>> <<set $rightaction to 0>> <<set $swimdistance -= 2>> You paddle towards safety with both arms. <</if>> /* -------- Left Arm -------- */ <<if $leftaction is "leftwriggle">> <<set $leftactiondefault to "swim">> <<set $leftaction to 0>> <<if $leftarm is "bound">> <<unbind>><span class="green">You wriggle free from your bonds.</span> <</if>> <</if>> <<if $leftaction is "leftfree">> <<set $leftactiondefault to "swim">> <<set $leftaction to 0>> <<set $rightarm to 0>> <span class="lblue">You push away the $swarm["type"] covering your right arm, freeing it.</span> <</if>> <<if $leftaction is "leftswarm">> <<set $leftactiondefault to "leftswarm">> <<set $leftaction to 0>> <<set _swarmamounts.active[2] -= 1>> <<set _swarmamounts.active[3] += 1>> <span class="lblue">You $swarm["steady"] one of the <<swarmName>> with your left hand.</span> <</if>> <<if $leftaction is "frontcoverleft">> <<set $leftactiondefault to "frontcoverleft">> <<set $leftaction to 0>> <<set $front to "covered">> You cover your <<genitals>> with your left hand to prevent the $swarm["type"] from violating you. <</if>> <<if $leftaction is "backcoverleft">> <<set $leftactiondefault to "backcoverleft">> <<set $leftaction to 0>> <<set $back to "covered">> You cover your butt with your left hand. Hopefully it will keep the $swarm["type"] from invading your rear. They prod and poke without success, for now. <</if>> <<if $leftaction is "chestcoverleft">> <<set $leftactiondefault to "chestcoverleft">> <<set $leftaction to 0>> <<set $chest to "covered">> You cover your chest with your left hand, keeping the $swarm["type"] away from your sensitive bust. <</if>> <<if $leftaction is "frontpurgeleft">> <<set $leftaction to 0>> <<set _swarmamounts.genital[1] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="teal">You remove some of the $swarm["type"] that are <<print ($player.vaginaExist ? "penetrating" : "wrapped around")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span> <<if _swarmamounts.genital[1] gte 1>> <<set $leftactiondefault to "frontpurgeleft">> However, there are still some violating you. <<else>> <<set $leftactiondefault to "swim">> You think you got them all, for now. <</if>> <</if>> <<if $leftaction is "frontclearleft">> <<set $leftaction to 0>> <<set _swarmamounts.genital[0] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="lblue">You prevent the encroaching $swarm["type"] from <<print ($player.vaginaExist ? "entering" : "enveloping")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span> <<if _swarmamounts.genital[0] gte 1>> <<set $leftactiondefault to "frontclearleft">> <span class="purple">There are so many however, that some make it through your guard.</span> <<else>> <<set $leftactiondefault to "swim">> <</if>> <</if>> <<if $leftaction is "backpurgeleft">> <<set $leftaction to 0>> <<set _swarmamounts.butt[1] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="teal">You extract some of the $swarm["type"] from your anus.</span> <<if _swarmamounts.butt[1] gte 1>> <<set $leftactiondefault to "backpurgeleft">> However, there are still some infesting you. <<else>> <<set $leftactiondefault to "swim">> You think you got them all. <</if>> <</if>> <<if $leftaction is "backclearleft">> <<set $leftaction to 0>> <<set _swarmamounts.butt[0] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="lblue">You prevent the encroaching $swarm["type"] from burrowing into your anus.</span> <<if _swarmamounts.butt[0] gte 1>> <<set $leftactiondefault to "backclearleft">> <span class="purple">There are so many however, that some make it through your guard.</span> <<else>> <<set $leftactiondefault to "swim">> <</if>> <</if>> <<if $leftaction is "chestclearleft">> <<set $leftaction to 0>> <<set _swarmamounts.chest -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="lblue">You clear away some of the $swarm["type"] around your sensitive nipples.</span> <<if _swarmamounts.chest gte 1>> <<set $leftactiondefault to "chestclearleft">> <span class="purple">Many more remain however.</span> <<else>> <<set $leftactiondefault to "swim">> <</if>> <</if>> <<if $leftaction is "swim">> <<set $leftactiondefault to "swim">> <<set $leftaction to 0>> <<set $swimdistance -= 1>> You paddle towards safety with your left arm. <</if>> <<if $leftaction is "swarmrest">> <<set $leftactiondefault to "swarmrest">> <<set $leftaction to 0>> You rest your left arm. <</if>> /* -------- Right Arm -------- */ <<if $rightaction is "rightwriggle">> <<set $rightactiondefault to "swim">> <<set $rightaction to 0>> <<if $rightarm is "bound">> <<unbind>><span class="green">You wriggle free from your bonds.</span> <</if>> <</if>> <<if $rightaction is "rightfree">> <<set $rightactiondefault to "swim">> <<set $rightaction to 0>> <<set $leftarm to 0>> <span class="lblue">You push away the $swarm["type"] covering your left arm, freeing it.</span> <</if>> <<if $rightaction is "rightswarm">> <<set $rightactiondefault to "rightswarm">> <<set $rightaction to 0>> <<set _swarmamounts.active[2] -= 1>> <<set _swarmamounts.active[3] += 1>> <span class="lblue">You $swarm["steady"] one of the <<swarmName>> with your right hand.</span> <</if>> <<if $rightaction is "frontcoverright">> <<set $rightactiondefault to "frontcoverright">> <<set $rightaction to 0>> <<set $front to "covered">> You cover your <<genitals>> with your right hand to prevent the $swarm["type"] from violating you. <</if>> <<if $rightaction is "backcoverright">> <<set $rightactiondefault to "backcoverright">> <<set $rightaction to 0>> <<set $back to "covered">> You cover your butt with your right hand. Hopefully it will keep the $swarm["type"] from invading your rear. <</if>> <<if $rightaction is "chestcoverright">> <<set $rightactiondefault to "chestcoverright">> <<set $rightaction to 0>> <<set $chest to "covered">> You cover your chest with your right hand, keeping the $swarm["type"] away from your sensitive bust. <</if>> <<if $rightaction is "frontpurgeright">> <<set $rightaction to 0>> <<set _swarmamounts.genital[1] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="teal">You remove some of the $swarm["type"] that are <<print ($player.vaginaExist ? "penetrating" : "wrapped around")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span> <<if _swarmamounts.genital[1] gte 1>> <<set $rightactiondefault to "frontpurgeright">> However, there are still some violating you. <<else>> <<set $rightactiondefault to "swim">> You think you got them all, for now. <</if>> <</if>> <<if $rightaction is "frontclearright">> <<set $rightaction to 0>> <<set _swarmamounts.genital[0] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="lblue">You prevent the encroaching $swarm["type"] from <<print ($player.vaginaExist ? "entering" : "enveloping")>> your <<if $player.vaginaExist and $player.penisExist>><<pussy>><<else>><<genitals>><</if>>.</span> <<if _swarmamounts.genital[0] gte 1>> <<set $rightactiondefault to "frontclearright">> <span class="purple">There are so many however, that some make it through your guard.</span> <<else>> <<set $rightactiondefault to "swim">> <</if>> <</if>> <<if $rightaction is "backpurgeright">> <<set $rightaction to 0>> <<set _swarmamounts.butt[1] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="teal">You extract some of the $swarm["type"] from your anus.</span> <<if _swarmamounts.butt[1] gte 1>> <<set $rightactiondefault to "backpurgeright">> However, there are still some infesting you. <<else>> <<set $rightactiondefault to "swim">> You think you got them all. <</if>> <</if>> <<if $rightaction is "backclearright">> <<set $rightaction to 0>> <<set _swarmamounts.butt[0] -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="lblue">You prevent the encroaching $swarm["type"] from burrowing into your anus.</span> <<if _swarmamounts.butt[0] gte 1>> <<set $rightactiondefault to "backclearright">> <span class="purple">There are so many however, that some make it through your guard.</span> <<else>> <<set $rightactiondefault to "swim">> <</if>> <</if>> <<if $rightaction is "chestclearright">> <<set $rightaction to 0>> <<set _swarmamounts.chest -= 1>> <<set _swarmamounts.active[4] += 1>> <span class="lblue">You clear away some of the $swarm["type"] around your sensitive nipples.</span> <<if _swarmamounts.chest gte 1>> <<set $rightactiondefault to "chestclearright">> <span class="purple">Many more remain however.</span> <<else>> <<set $rightactiondefault to "swim">> <</if>> <</if>> <<if $rightaction is "swim">> <<set $rightactiondefault to "swim">> <<set $rightaction to 0>> <<set $swimdistance -= 1>> You paddle towards safety with your right arm. <</if>> <<if $rightaction is "swarmrest">> <<set $rightactiondefault to "swarmrest">> <<set $rightaction to 0>> You rest your right arm. <</if>> /* -------- Legs -------- */ <<if $feetaction is "feetswarm">> <<set $feetactiondefault to "feetswarm">> <<set $feetaction to 0>> <<set $swarm.amount.active[2] -= 1>> <<set $swarm.amount.active[3] += 1>> <span class="lblue">You $swarm["steady"] one of the <<swarmName>> with your feet.</span> <</if>> <<if $feetaction is "swim">> <<set $feetactiondefault to "swim">> <<set $feetaction to 0>><<set $swimdistance -= 1>> You paddle towards safety with your legs. <</if>> <<if $feetaction is "swarmrest">> <<set $feetactiondefault to "swarmrest">> <<set $feetaction to 0>> You rest your legs. <</if>> <br><br> <</widget>><<widget "swarminit">> /* Example call <<swarminit "fish" "container" "shaking" "shatter" "steady" 4 6>> */ /* <<swarminit type name move spill steady amountactive amountstored>> */ /* Define Data to make each swarmer type unique Milk: Sets of the swarm type is attracted to PC's chest when lactating */ <<set _swarmdats to { "fish":{"milk":1}, "eels":{"milk":1}, "snakes":{"milk":1}, "spiders":{"milk":0}, "slimes":{"milk":1}, "pale slimes":{"milk":1}, "maggots":{"milk":0}, "worms":{"milk":0} }>> /* This contains the persistent data we will use for the encounter. */ <<set $swarm to { "data": _swarmdats[_args[0]], "type":_args[0], "name":_args[1], "move":_args[2], "spill":_args[3], "steady":_args[4], "amount":{ "active":[_args[5],_args[6],0,0,_args[5]], "chest":0, "genital":[0,0], "butt":[0,0] } }>> <<set $enemyarousal to 0>> <</widget>> <<widget "swarm">> <div @class="($debugLines ? 'debugLines-swarm' : '')"> <<set $position to "doggy">> <<set _swarmnote to { "activate":0, "chestintro":0, "chestcovered":0, "chestintroclothed":0, "chestclothed":0, "chestmolest":0, "chestmilk":0, "buttintro":0, "buttcovered":0, "buttlowerclothed":0, "buttlowerintroclothed":0, "buttunderclothed":0, "buttunderintroclothed":0, "buttmolest":0, "buttchasity":0, "buttinsideintro":0, "genitalintro":0, "genitalcovered":0, "genitallowerclothed":0, "genitallowerintroclothed":0, "genitalunderclothed":0, "genitalunderintroclothed":0, "genitalmolest":0, "genitalchasity":0, "genitalinsideintro":0, }>> <<set _swarmamounts to $swarm.amount>> <<set _swarmcreature to $swarm.type>> <<set _swarmactive to _swarmamounts.active[0]>> /* Swarm Targeting priorities */ <<set _swarmchance to {"chest":30,"butt":30,"genital":30}>> <<if !$settings.analEnabled>> <<set _swarmchance["butt"] to 0>><<set _swarmchance["chest"] += 10>><<set _swarmchance["genital"] += 20>> <</if>> /* Chest related activities */ <<if _swarmamounts.chest gt 0>> /* Swarms didn't do much after going to the chest before */ <<if $lactating gte 1 and $settings.breastFeedingEnabled>> <<if $milk_amount gte 1>> /* Milky, maybe milk attracts swarmers to the breasts */ <<set _swarmnote.chestmilk to 1>> <<breastfeed>> <<if $swarm.data["milk"] gt 0>> <<set _swarmchance["chest"] += 15>>/*Increase chest roll ratio since the swarm is attracted to milk*/ <</if>> <</if>> <</if>> <</if>> /* Butt related activities */ <<if _swarmamounts.butt[1] gt 0>> /* Inside Activities */ <</if>> <<if _swarmamounts.butt[0] gt 0>> <<set _swarmnote.buttinsideintro += _swarmamounts.butt[0]>> <<set _swarmamounts.butt[1] += _swarmamounts.butt[0]>><<set _swarmamounts.butt[0] to 0>> <</if>> /* Genital related activities */ <<if _swarmamounts.genital[1] gt 0>> /* Inside Activities */ <</if>> <<if _swarmamounts.genital[0] gt 0>> <<set _swarmnote.genitalinsideintro += _swarmamounts.genital[0]>> <<set _swarmamounts.genital[1] += _swarmamounts.genital[0]>><<set _swarmamounts.genital[0] to 0>> <</if>> /* Handle the active swarm and give them targets to go after */ <<for _i to 0; _i lt _swarmamounts.active[4]; _i++>> <<rng>> <<if $rng lte _swarmactive * 20>> <<rng _swarmchance["chest"]+_swarmchance["butt"]+_swarmchance["genital"]>> <<if $rng lte _swarmchance["chest"]>> <<if $chest is "covered">> <<set _swarmnote.chestcovered += 1>> <<arousal 10 "breasts">> <<else>> <<rng>> <<if $rng lte _swarmactive * 20>> <<outfitChecks>> <<if _shirtless>> <<set _swarmamounts.chest += 1>><<set _swarmamounts.active[4] -= 1>> <<set _swarmnote.chestintro += 1>> <<neutral 3 "breasts">> <<else>> <<rng>> <<if $rng gte 81>> /* Maybe smaller swarmers are more likely to get under cloths */ <<set _swarmamounts.chest += 1>><<set _swarmamounts.active[4] -= 1>> <<set _swarmnote.chestintroclothed += 1>> <<neutral 3 "breasts">> <<else>> <<set _swarmnote.chestclothed += 1>> <<if !$worn.over_upper.type.includes("naked")>> <<set $worn.over_upper.integrity -= 2>> <</if>> <<if !$worn.upper.type.includes("naked")>> <<set $worn.upper.integrity -= 2>> <</if>> <<neutral 1 "breasts">> <</if>> <</if>> <<else>> <<set _swarmnote.chestmolest += 1>> <<if !$worn.over_upper.type.includes("naked")>> <<set $worn.over_upper.integrity -= 2>> <</if>> <<if !$worn.upper.type.includes("naked")>> <<set $worn.upper.integrity -= 2>> <</if>> <<neutral 1 "breasts">> <</if>> <</if>> <<elseif $rng gt _swarmchance["chest"] and $rng lte _swarmchance["chest"]+_swarmchance["butt"]>> /* Butt */ <<if $back is "covered">> <<set _swarmnote.buttcovered += 1>> <<arousal 10 "bottom">> <<else>> <<rng>> <<if $rng lte _swarmactive * 20>> <<rng>> <<if $rng gte 81>> /*Chance swarm bypass clothing*/ <<neutral 4 "bottom">> <<set _swarmamounts.butt[0] += 1>><<set _swarmamounts.active[4] -= 1>> <<if $worn.under_lower.type.includes("naked") and !(playerChastity("hidden") and playerChastity("anus"))>> <<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>> <<set _swarmnote.buttlowerintroclothed += 1>> <<else>> <<set _swarmnote.buttintro += 1>> <</if>> <<elseif playerChastity("hidden") and playerChastity("anus")>> <<set _swarmnote.buttchasity += 1>> <<else>> <<set _swarmnote.buttunderintroclothed += 1>> <</if>> <<else>> <<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>> <<set _swarmnote.buttlowerclothed += 1>> <<if !$worn.over_lower.type.includes("naked")>> <<set $worn.over_lower.integrity -= 2>> <</if>> <<if !$worn.lower.type.includes("naked")>> <<set $worn.lower.integrity -= 2>> <</if>> <<neutral 1>> <<elseif !$worn.under_lower.type.includes("naked")>> <<set _swarmnote.buttunderclothed+= 1>> <<set $worn.under_lower.integrity -= 2>> <<neutral 1>> <<elseif playerChastity("hidden") and playerChastity("anus")>> <<set _swarmamounts.butt[0] += 1>><<set _swarmamounts.active[4] -= 1>> <<set _swarmnote.buttchasity += 1>> <<neutral 4>> <<else>> <<set _swarmamounts.butt[0] += 1>><<set _swarmamounts.active[4] -= 1>> <<set _swarmnote.buttintro += 1>> <<neutral 4>> <</if>> <</if>> <<else>> <<set _swarmnote.buttmolest += 1>> <<set $worn.lower.integrity -= 2>> <<if $worn.lower.type.includes("naked")>> <<set $worn.under_lower.integrity -= 2>> <</if>> <<neutral 1 "bottom">> <</if>> <</if>> <<elseif $rng gt _swarmchance["chest"]+_swarmchance["butt"]>> /* Genitals */ <<if $front is "covered">> <<set _swarmnote.genitalcovered += 1>> <<arousal 10 "genitals">> <<else>> <<rng>> <<if $rng lte _swarmactive * 20>> <<rng>> <<if $rng gte 81>> <<set _swarmamounts.genital[0] += 1>><<set _swarmamounts.active[4] -= 1>> <<neutral 4 "genitals">> <<if $worn.under_lower.type.includes("naked") and !playerChastity("hidden")>> <<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>> <<set _swarmnote.genitallowerintroclothed += 1>> <<else>> <<set _swarmnote.genitalintro += 1>> <</if>> <<elseif playerChastity("hidden")>> <<set _swarmnote.genitalchasity += 1>> <<else>> <<set _swarmnote.genitalunderintroclothed += 1>> <</if>> <<else>> <<if (!$worn.over_lower.type.includes("naked") and setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 0) or (!$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0)>> <<set _swarmnote.genitallowerclothed+= 1>> <<if !$worn.over_lower.type.includes("naked")>> <<set $worn.over_lower.integrity -= 2>> <</if>> <<if !$worn.lower.type.includes("naked")>> <<set $worn.lower.integrity -= 2>> <</if>> <<neutral 1 "genitals">> <<elseif !$worn.under_lower.type.includes("naked")>> <<set _swarmnote.genitalunderclothed += 1>> <<set $worn.under_lower.integrity -= 2>> <<neutral 1 "genitals">> <<elseif playerChastity("hidden")>> <<set _swarmamounts.genital[0] += 1>><<set _swarmamounts.active[4] -= 1>> <<set _swarmnote.genitalchasity += 1>> <<neutral 4 "genitals">> <<else>> <<set _swarmamounts.genital[0] += 1>><<set _swarmamounts.active[4] -= 1>> <<set _swarmnote.genitalintro += 1>> <<neutral 4 "genitals">> <</if>> <</if>> <<else>> <<set _swarmnote.genitalmolest += 1>> <<set $worn.lower.integrity -= 2>> <<if $worn.lower.type.includes("naked")>> <<set $worn.under_lower.integrity -= 2>> <</if>> <<neutral 1 "genitals">> <</if>> <</if>> <</if>> <<else>> <<arousal 10>> <</if>> <</for>> /* pending -> active */ <<if _swarmamounts.active[2] gt 0>> <<set _swarmamounts.active[0] += _swarmamounts.active[2]>> <<set _swarmamounts.active[4] += _swarmamounts.active[2]>> <<set _swarmamounts.active[2] to 0>> <<set _swarmnote.activate to 1>> <</if>> /* 0:active, 1:contained, 2:pending, 3:steadied 4:idle*/ <<if _swarmamounts.active[1] gt 0>>/* contained -> pending */ <<for _i to 0; _i lt _swarmamounts.active[1]; _i++>> <<rng>> <<if $rng gte 51>> /* Maybe this number can be augmented by something? */ <<set _swarmamounts.active[1] -= 1>> <<set _swarmamounts.active[2] += 1>> <</if>> <</for>> <</if>> /* steadied -> contained */ <<set _swarmamounts.active[1] += _swarmamounts.active[3]>> <<set _swarmamounts.active[3] to 0>> /* --------- Text Notifications ---------*/ <<if _swarmnote.activate gte 1>> <<set _swarmnote.activate to 0>> The <<swarmName>> $swarm.spill, surrounding you with more $swarm.type. <</if>> <<if _swarmamounts.active[2] gte 1>> <<set $_remainingSwarms to _swarmamounts.active[1] + _swarmamounts.active[2]>> There <<if $_remainingSwarms gt 1>>are<<else>>is<</if>> <<number $_remainingSwarms>> <<swarmName $_remainingSwarms>> and <span class="blue"><<if _swarmamounts.active[1] + _swarmamounts.active[2] is 1>>it<<else>><<number _swarmamounts.active[2]>> of them<</if>> <<if _swarmamounts.active[2] gte 2>>are<<else>>is<</if>> $swarm.move.</span> <</if>> <<if _swarmactive lte 0>> <<elseif _swarmactive lte 1>> The _swarmcreature are squirming over you. <<elseif _swarmactive lte 2>> The _swarmcreature are swarming over you. <<elseif _swarmactive lte 3>> The _swarmcreature teem around you. <<elseif _swarmactive lte 4>> You're practically swimming in _swarmcreature. <<elseif _swarmactive lte 9>> The _swarmcreature completely surround you. <<elseif _swarmactive gte 10>> <span class="pink">The _swarmcreature completely surround you, as if you are in a living pit.<<if $orgasmdown gte 1>> Not an inch of skin is spared the torment.<</if>></span> <</if>> <<rng>> <<if $rng gte 91 and $leftarm is 0 and $rightarm is 0>> <<if $rng gte 96>> <<set $leftarm to "swarmgrappled">><<set $lefttarget to "swarm">> <span class="purple">The $swarm["type"] swarm over your left arm, restraining it.</span> <<else>> <<set $rightarm to "swarmgrappled">><<set $righttarget to "swarm">> <span class="purple">The $swarm["type"] swarm over your right arm, restraining it.</span> <</if>> <</if>> /* -------- Chest -------- */ <<if _swarmnote.chestcovered gte 1>> <<set _swarmnote.chestcovered to 0>> You manage to keep them away from your chest. <</if>> <<if _swarmnote.chestmolest gte 1>> <<set _swarmnote.chestmolest to 0>> They writhe over your <<print either("chest", "stomach", "back", "neck", "arms")>>. <</if>> <<if _swarmnote.chestclothed gte 1>> <<set _swarmnote.chestclothed to 0>> Some of them assault and damage your <<if !$worn.over_upper.type.includes("naked")>> $worn.upper.name<<if !$worn.upper.type.includes("naked")>> and<<else>>,<</if>> <</if>> <<if !$worn.upper.type.includes("naked")>> $worn.upper.name, <</if>> trying to get to the skin beneath. <</if>> <<if _swarmnote.chestintro gte 1>> <<set _swarmnote.chestintro to 0>> <<if _swarmamounts.chest gte 1>> <span class="purple">More $swarm["type"] gather around your <<breasts>>.</span> <<else>> <span class="purple">A number of them take a liking to your <<breasts>>.</span> <</if>> <</if>> <<if _swarmnote.chestintroclothed gte 1>> <<set _swarmnote.chestintroclothed to 0>> <span class="purple">Some of them wriggle their way into your <<if !$worn.over_upper.type.includes("naked")>> $worn.upper.name<<if !$worn.upper.type.includes("naked")>> and<<else>>,<</if>> <</if>> <<if !$worn.upper.type.includes("naked")>> $worn.upper.name, <</if>> where they take a liking to your <<breasts>>.</span> <</if>> <<if _swarmamounts.chest gte 1>> <<playWithBreasts _swarmamounts.chest>> <<arousal `_swarmamounts.chest * 20`>> <<neutral 5 "breasts">> <<if _swarmnote.chestmilk gte 1>> <<set _swarmnote.chestmilk to 0>> They twist and tease your <<nipples>>, <span class="purple">causing milk to leak out of the tips.</span> /*Maybe put a notification here, about swarmers that are attracted to milk?*/ <<else>> They twist and tease your <<nipples>>, keeping them firm. <</if>> <</if>> /* -------- Butts --------*/ <<if _swarmnote.buttcovered gte 1>> <<set _swarmnote.buttcovered to 0>> You manage to keep them away from your butt. <</if>> <<if _swarmnote.buttmolest gte 1>> <<set _swarmnote.buttmolest to 0>> They writhe over your <<print either("butt", "thighs", "legs")>>. <</if>> <<if _swarmnote.buttlowerclothed gte 1>> <<set _swarmnote.buttlowerclothed to 0>> <<if $worn.over_lower.name is "naked" and $worn.lower.name is "naked">> Some tear apart the ruined scraps of your clothing. <<else>> Some of them burrow into your <<if !$worn.over_lower.type.includes("naked")>> $worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>,<</if>> <</if>> <<if !$worn.lower.type.includes("naked")>> $worn.lower.name, <</if>> tearing the fabric. <</if>> <</if>> <<if _swarmnote.buttunderclothed gte 1>> <<set _swarmnote.buttunderclothed to 0>> Some of them assail your $worn.under_lower.name, tearing the fabric. <</if>> <<if _swarmnote.buttlowerintroclothed gte 1>> <<set _swarmnote.buttlowerintroclothed to 0>> <span class="purple">Some of them wriggle their way into your <<if !$worn.over_lower.type.includes("naked")>> $worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>,<</if>> <</if>> <<if !$worn.lower.type.includes("naked")>> $worn.lower.name, <</if>> you feel them moving toward your anus.</span> <</if>> <<if _swarmnote.buttunderintroclothed gte 1>> <<set _swarmnote.buttunderintroclothed to 0>> <span class="purple">Some of them wriggle their way into your $worn.under_lower.name, you feel them moving toward your anus.</span> <</if>> <<if _swarmnote.buttchasity gte 1>> <<set _swarmnote.buttchasity to 0>> <span class="purple">Some of them wriggle their way into your $worn.genitals.name; you feel them moving toward your <<genitals 1>>.</span> <span class="pink">With your $worn.genitals.name anal shield in the way, you won't be able to get them out!</span> <<if $settings.parasitesEnabled>> <<set $analchastityparasite to $swarm["type"]>> <</if>> <</if>> <<if _swarmnote.buttintro gte 1>> <<set _swarmnote.buttintro to 0>> <span class="purple">They swarm around your butt, you feel them move toward your anus.</span> <</if>> <<if _swarmnote.buttinsideintro gte 1>> <<set _swarmnote.buttinsideintro to 0>> <span class="pink">They start squirming their way into your <<bottom>>.</span> <</if>> <<if _swarmamounts.butt[1] gte 1>> <<neutral 10 "bottom">><<impregnateParasite $swarm["type"] _swarmamounts.butt[1]>> They writhe inside your lower intestine<<if $player.sex isnot "f">>, blindly teasing your prostate<</if>><<if _impreg is true>><<if $player.sex isnot "f">>,<</if>> and <span class="red">attempt to move further inside you</span><</if>>. <<set _impreg to false>> <<arousal `_swarmamounts.butt[1] * 20`>> <</if>> /* -------- Genital -------- */ <<if _swarmnote.genitalcovered gte 1>> <<set _swarmnote.genitalcovered to 0>> You manage to keep them away from your <<genitals>>. <</if>> <<if _swarmnote.genitalmolest gte 1>> <<set _swarmnote.genitalmolest to 0>> You feel them writhing over your <<if !$worn.lower.type.includes("naked") and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>><<genitals>> through your <<if !$worn.over_lower.type.includes("naked")>> $worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>.<</if>> <</if>> <<if !$worn.lower.type.includes("naked")>> $worn.lower.name. <</if>> <<elseif !$worn.under_lower.type.includes("naked")>> <<genitals>> through your $worn.under_lower.name.<<else>>unprotected <<genitals>>. <</if>> <</if>> <<if _swarmnote.genitallowerclothed gte 1>> <<set _swarmnote.genitallowerclothed to 0>> Some of them start tearing into your <<if !$worn.over_lower.type.includes("naked")>> $worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>.<</if>> <</if>> <<if !$worn.lower.type.includes("naked")>> $worn.lower.name. <</if>> <</if>> <<if _swarmnote.genitalunderclothed gte 1>> <<set _swarmnote.genitalunderclothed to 0>> Some of them try to breach your $worn.under_lower.name, trying to get to the skin beneath. <</if>> <<if _swarmnote.genitallowerintroclothed gte 1>> <<set _swarmnote.genitallowerintroclothe to 0>> <span class="purple">Some of them wriggle their way into your <<if !$worn.over_lower.type.includes("naked")>> $worn.over_lower.name<<if !$worn.lower.type.includes("naked")>> and<<else>>,<</if>> <</if>> <<if !$worn.lower.type.includes("naked")>> $worn.lower.name, <</if>> you feel them moving toward your <<genitals>>.</span> <</if>> <<if _swarmnote.genitalunderintroclothed gte 1>> <<set _swarmnote.genitalunderintroclothed to 0>> <span class="purple">Some of them wriggle their way into your $worn.under_lower.name, you feel them moving toward your <<genitals>>.</span> <</if>> <<if _swarmnote.genitalchasity gte 1>> <<set _swarmnote.genitalchasity to 0>> <span class="purple">Some of them wriggle their way into your $worn.genitals.name; you feel them moving toward your <<genitals 1>>.</span> <span class="pink">With your $worn.genitals.name in the way, you won't be able to get them out!</span> <<if $settings.parasitesEnabled>> <<if $player.vaginaExist and playerChastity("vagina")>> <<set $vaginalchastityparasite to $swarm["type"]>> <</if>> <<if $player.penisExist and playerChastity("penis")>> <<set $penilechastityparasite to $swarm["type"]>> <</if>> <</if>> <</if>> <<if _swarmnote.genitalintro gte 1>> <<set _swarmnote.genitalintro to 0>> <span class="purple">They swarm around your groin, you feel them move toward your <<genitals>>.</span> <</if>> <<if _swarmnote.genitalinsideintro gte 1>> <<set _swarmnote.genitalinsideintro to 0>> <<if $player.vaginaExist>> <span class="pink">They start squirming their way into your pussy!</span> <<elseif $player.penisExist>> <span class="pink">They start enveloping your penis!</span> <</if>> <</if>> <<if _swarmamounts.genital[1] gte 1>> <<if $player.vaginaExist>> <<impregnateParasite $swarm["type"] _swarmamounts.genital[1] "vagina">> They writhe and squirm inside your vagina, probing and teasing without mercy<<if _impreg is true>>, and <span class="red">attempt to move further inside you</span><</if>>. <<set _impreg to false>> <<arousal `_swarmamounts.genital[1] * 20 * $genitalsensitivity`>> <<neutral 10 "genitals">> <<elseif $player.penisExist>> They writhe and squirm over your penis, rubbing and teasing the entire length. <<arousal `_swarmamounts.genital[1] * 20 * $genitalsensitivity`>> <<neutral 10 "genitals">> <</if>> <</if>> <br><br> <<if $panicattacks gte 1 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _panicchecked isnot true>> <<rng>> <<if $rng is 100>> <<set $panicparalysis to 5>> <</if>> <<set _panicchecked to true>> <</if>> <<if $panicattacks gte 2 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _paniccheckedviolence isnot true>> <<rng>> <<if $rng is 100>> <<set $panicviolence to 3>> <</if>> <<set _paniccheckedviolence to true>> <</if>> <<if $arousal gte $arousalmax and $orgasmdown lte 0>> <<orgasm>> <</if>> </div> <</widget>> <<widget "swarmName">> <<if _args[0] is undefined or _args[0] gt 1>> <<if $swarm.name.endsWith(" mass")>> <<set _swarmname to $swarm.name + "es">> <<else>> <<set _swarmname to $swarm.name + "s">> <</if>> <<else>> <<set _swarmname to $swarm.name>> <</if>> _swarmname <</widget>>/* Turn NPC into Abomination. Only works if only one NPC generated for now. Can be used mid-combat. */ <<widget "makeAbomination">> <<if $enemyno isnot 1>> <span class="red">ERROR: Only one NPC may be present to turn into an Abomination.</span> <<else>> <<set $abomination to 1>> <<set _tentacleNumber to (_args[0] ? _args[0] : random(2,8))>> <<set _tentacleHealth to (_args[1] ? _args[1] : 15)>> <<set _tentacleType to (_args[2] ? _args[2] : undefined)>> <<set _tentacleVariant to (_args[3] ? _args[3] : undefined)>> <<set _tentacleVarDesc to (_args[4] ? _args[4] : undefined)>> <<tentaclestart _tentacleNumber _tentacleHealth _tentacleType _tentacleVariant _tentacleVarDesc>> <<for _i to 0; _i lt $tentacles.active; _i++>> <<set $enemyhealthmax += $tentacles[_i].tentaclehealth>> <<set $enemyhealth += $tentacles[_i].tentaclehealth>> <<set $enemyarousalmax += $tentacles[_i].tentaclehealth>> <</for>> <</if>> <</widget>> <<widget "effectsabomination">> <<effectsman>> <div @class="($debugLines ? 'debugLines-effectstentacleadv' : '')"> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<set _tentacle to $tentacles[_i]>> <<effectstentacleadv _tentacle>> <</if>> <</for>> </div> <</widget>> <<widget "abomination">> <<if !$enemytype or ["man","plant"].includes($enemytype)>> <<man>> <<else>> <<beast $enemyno>> <</if>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<set _tentacle to $tentacles[_i]>> <<if _tentacle isnot undefined>> <<tentacleadv _tentacle>> <<set _tentacle.tentaclehealth -= 0.2>><<tentacle_record "attrition" 0.2>> <<set $enemyarousal += 2>> <</if>> <</for>> <</widget>> <<widget "stateabomination">> <<statetentacles>> <<stateman>> <</widget>> <<widget "actionsabomination">> <div @class="($debugLines ? 'debugLines-actionsman' : '')"> <<exposure>> <<set $face to 0>> <<if $enemyno gte 2>> <<set $pronoun to "n">> <<else>> <<if $NPCList[0].pronoun is "m">> <<set $pronoun to "m">> <</if>> <<if $NPCList[0].pronoun is "f">> <<set $pronoun to "f">> <</if>> <<if $NPCList[0].pronoun is "i">> <<set $pronoun to "i">> <</if>> <<if $NPCList[0].pronoun is "n">> <<set $pronoun to "n">> <</if>> <<if $NPCList[0].pronoun is "t">> <<set $pronoun to "t">> <</if>> <</if>> <<animateCombat>> <<if $traumafocus gte 1 and $traumafocusintro isnot 1>> <<set $traumafocusintro to 1>> <i>As you gain focus, you become more and more likely to escape your helpless state of dissociation.</i> <br><br> <</if>> <<if $traumafocus gt random(1, 1000) and $dissociation gte 2 and $combat is 1>> <<set $traumafocus to 0>><<set $trauma -= 1000>><<set $dissociation to 1>> <span class="green">Your lucidity returns.</span> <<ltrauma>> <br> <span class="red">The weight of reality crashes down on you.</span> <br><br> <</if>> <<oxygen 50>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and ($panicviolence is 0 or $position is "stalk")>> <<if $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined) and $dissociation lte 1>> <<if $options.images is 1 and $options.combatImages is 1 and $consensual is 1 and $position_lock isnot 1>> <<if $position is "doggy">> | <label>Roll over <<radiobutton "$bodyaction" "missionary">></label> <<elseif $position is "missionary">> | <label>Roll over <<radiobutton "$bodyaction" "doggy">></label> <</if>> <<if $position isnot "stalk">> | <label>Rest <<radiobutton "$bodyaction" "rest" checked>></label> <br> <</if>> <</if>> <</if>> <<if $options.combatControls isnot "disabled">> <<generateActionsAbomination>> <</if>> <br> <</if>> <br><br> <<set $face to 0>> </div> /*Due to how combat is setup, this is the best location for it*/ <<setupMidOrgasm>> <<set _combatend to ($alarm is 1 and $rescue gte 1) or ($enemyhealth lte 0) or ($enemyarousal gte $enemyarousalmax) or ($finish is 1) >> <<if $debug is 1>> __Debug__ <br> <<for _i to 0; _i lt $enemynomax; _i++>> <<print _i>> $NPCList[_i].fullDescription: Head Location: $NPCList[_i].location.head --- Genitals Location: $NPCList[_i].location.genitals <br> Penis: $NPCList[_i].penis --- Vagina: $NPCList[_i].vagina --- Mouth: $NPCList[_i].mouth --- Anus: $NPCList[_i].anus <br><br> <</for>> <</if>> <br><br> <</widget>> <<widget "generateActionsAbomination">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<if $lefttarget is "self">> <<leftActionInitSelf>> <<elseif $lefttarget is "tentacles" and Object.values(_targetlistarms).includes("tentacles")>> <<leftActionInitTentacle>> <<else>> <<leftActionInit>> <</if>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<if $righttarget is "self">> <<rightActionInitSelf>> <<elseif $righttarget is "tentacles" and Object.values(_targetlistarms).includes("tentacles")>> <<rightActionInitTentacle>> <<else>> <<rightActionInit>> <</if>> </div> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<if $feettarget is "self">> <<feetActionInitSelf>> <<elseif $feettarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>> <<feetActionInitTentacle>> <<else>> <<feetActionInit>> <</if>> </div> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<if $mouthtarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>> <<mouthActionInitTentacle>> <<else>> <<mouthActionInit>> <</if>> </div> <<if $player.penisExist>> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<if $penistarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>> <<penisActionInitTentacle>> <<else>> <<penisActionInit>> <</if>> </div> <</if>> <<if $player.vaginaExist>> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<if $vaginatarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>> <<vaginaActionInitTentacle>> <<else>> <<vaginaActionInit>> <</if>> </div> <</if>> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<if $anustarget is "tentacles" and Object.values(_targetlistall).includes("tentacles")>> <<anusActionInitTentacle>> <<else>> <<anusActionInit>> <</if>> </div> <<if $chestuse is "tentaclerub">> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInitTentacle>> </div> <<elseif $chestuse is "penis">> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInit>> </div> <</if>> <<if $thighuse isnot 0>> <div id="thighaction" @class="$options.combatControls + 'Control'"> <<thighActionInit>> </div> <</if>> </div> <</widget>><<widget "tentacleact">> <<if $tentacles[$tentacleindex].health lte 0 and $tentacles[$tentacleindex].shaft isnot "finished">> Worn out, the $tentacles[$tentacleindex].name tentacle retracts from you. <<tentacledisable>> <<set $tentacles[$tentacleindex].shaft to "finished">> <<set $tentacles[$tentacleindex].head to "finished">> <</if>> <<if $tentacles[$tentacleindex].shaft is "tummy">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your tummy, <</if>> <<if $tentacles[$tentacleindex].shaft is "thighs">> The $tentacles[$tentacleindex].name tentacle <<slithers>> between your thighs, <</if>> <<if $tentacles[$tentacleindex].shaft is "breasts">> The $tentacles[$tentacleindex].name tentacle squeezes your breasts together, <</if>> <<if $tentacles[$tentacleindex].shaft is "chest">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your chest, <</if>> <<if $tentacles[$tentacleindex].shaft is "waist">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your waist, <</if>> <<if $tentacles[$tentacleindex].shaft is "neck">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your neck, <</if>> <<if $tentacles[$tentacleindex].shaft is "shoulders">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your shoulders, <</if>> <<if $tentacles[$tentacleindex].shaft is "leftleg">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your left leg, <</if>> <<if $tentacles[$tentacleindex].shaft is "rightleg">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your right leg, <</if>> <<if $tentacles[$tentacleindex].shaft is "leftarm">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your left arm, <</if>> <<if $tentacles[$tentacleindex].shaft is "rightarm">> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your right arm, <</if>> <<if $tentacles[$tentacleindex].head is "leftarm">> The $tentacles[$tentacleindex].name tentacle writhes in your left hand. <<neutral 5>> <</if>> <<if $tentacles[$tentacleindex].head is "rightarm">> The $tentacles[$tentacleindex].name tentacle writhes in your right hand. <<neutral 5>> <</if>> <<if $tentacles[$tentacleindex].head is "feet">> The $tentacles[$tentacleindex].name tentacle writhes between your feet. <<neutral 5>> <</if>> <<if $tentacles[$tentacleindex].head is "leftnipplesuck">> and up to your <<breasts>>, where it suckles your left nipple. <<neutralbreast 3>><<playWithBreasts>> <</if>> <<if $tentacles[$tentacleindex].head is "rightnipplesuck">> and up to your <<breasts>>, where it suckles your right nipple. <<neutralbreast 3>><<playWithBreasts>> <</if>> <<if $tentacles[$tentacleindex].head is "leftnipple">> and continues teasing your left nipple. <span class="purple">The tip of the tentacle opens up, latches on, then begins sucking.</span> <<neutralbreast 3>><<set $tentacles[$tentacleindex].head to "leftnipplesuck">><<set $leftnipple to "tentaclesuck">><<playWithBreasts>> <</if>> <<if $tentacles[$tentacleindex].head is "rightnipple">> and continues teasing your right nipple. <span class="purple">The tip of the tentacle opens up, latches on, then begins sucking.</span> <<neutralbreast 3>><<set $tentacles[$tentacleindex].head to "rightnipplesuck">><<set $rightnipple to "tentaclesuck">><<playWithBreasts>> <</if>> <<if $parasite.nipples.name isnot undefined>> The suction drives the attached $parasite.nipples.name into a frenzy. <</if>> <<if $tentacles[$tentacleindex].head is "chest">> <<if $chestuse is 0>> moves away from your <<breasts>> <<set $tentacles[$tentacleindex].head to 0>> <<else>> then up between your <<breasts>>, rubbing itself between them. <<neutralbreast 2>> <</if>> <</if>> <<if $tentacles[$tentacleindex].head is "mouthdeep">> and up into your mouth where it spurts a sweet fluid down your throat at the apex of each thrust. <<purity -1>><<internalejac>><<sex 5 "mouth">><<drugs 3>><<bodyliquid "mouth" "goo">><<set $tentacles[$tentacleindex].health -= 1>> <<if $tentacles[$tentacleindex].desc.includes("pale")>> <<hallucinogen 3>> <</if>> <</if>> <<if $tentacles[$tentacleindex].head is "mouth">> and continues thrusting into your mouth.<span class="pink"> The tip opens and begins oozing a sweet liquid.</span> <<purity -1>><<internalejac>><<set $mouthstate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "mouthdeep">><<sex 5 "mouth">><<oralejacstat>><<ejacstat>> <</if>> <<if $tentacles[$tentacleindex].head is "mouthimminent">> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <span class="purple"> and forces itself against your <<print $worn.face.name>>, desperate to get in.</span> <<damageFaceCover 5>> <<else>> <<if $player.virginity.oral is true>> <span class="pink"> and thrusts between your lips,</span><span class="red"> penetrating your mouth for the first time.</span> <<takeVirginity $tentacles[$tentacleindex].fullDesc "oral">><<violence 5>> <<else>> <span class="pink"> and thrusts between your lips.</span> <</if>> <<set $mouthstate to "tentacle">><<set $tentacles[$tentacleindex].head to "mouth">><<sex 5 "mouth">><<raped>><<oralstat>> <</if>> <</if>> <<if $tentacles[$tentacleindex].head is "mouthentrance">> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <span class="purple"> and presses against your <<print $worn.face.name>>.</span> <<damageFaceCover 3>> <<else>> <span class="purple"> and presses against your lips.</span> <</if>> <<set $mouthstate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "mouthimminent">><<neutral 4 "mouth">> <</if>> <<if $tentacles[$tentacleindex].head is "vaginadeep">> and <<slithers>> into your <<pussy>> where it pumps a viscous fluid at the apex of each thrust. <<purity -1>><<internalejac>><<sex 5 "genitals">><<drugs 3>><<bodyliquid "vagina" "goo">><<set $tentacles[$tentacleindex].health -= 1>> <<if $tentacles[$tentacleindex].desc.includes("pale")>> <<hallucinogen 3>> <</if>> <</if>> <<if $tentacles[$tentacleindex].head is "vagina">> and continues thrusting into your <<pussy>>.<span class="pink"> The tip opens and begins oozing a viscous liquid.</span> <<purity -1>><<internalejac>><<set $vaginastate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "vaginadeep">><<sex 5 "genitals">><<vaginalejacstat>><<ejacstat>> <</if>> <<if $tentacles[$tentacleindex].head is "vaginaimminent">> <<if $player.virginity.vaginal is true>> <span class="pink"> and thrusts into your <<pussy>>,</span> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <span class="red">tearing your hymen and forever robbing you of your purity.</span> <<violence 100>> <</if>> <<else>> <span class="pink"> and thrusts into your <<pussy>>.</span> <</if>> <<takeVirginity $tentacles[$tentacleindex].fullDesc "vaginal">> <<set $vaginastate to "tentacle">><<set $tentacles[$tentacleindex].head to "vagina">><<sex 5 "genitals">><<raped>><<vaginaraped>><<vaginalstat>><<violence 1>> <</if>> <<if $tentacles[$tentacleindex].head is "vaginaentrance">> <<if !playerChastity("vagina")>> <<if $vaginaWetness gte ($tentacles[$tentacleindex].size * 20) + random(1, 40) or random(1, 2) is 2>> and presses against your <<pussy>>. <<vagina_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<set $vaginastate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "vaginaimminent">><<sex 10 "genitals">> <<else>> and presses against your <<pussy>>, <span class="blue">but fails to gain purchase.</span> <<sex 5 "genitals">> <<if random(1, 3) gte 3>> <span class="purple">Slimy fluid squirts from the tip, lubricating you.</span> <<bodyliquid "vaginaoutside" "goo">> <</if>> <</if>> <<else>> and tries to find a way inside to your <<pussy>>. Failing, it lashes at the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>. <<set $worn.genitals.integrity -= 10>><<violence 1>> <</if>> <</if>> <<if $tentacles[$tentacleindex].head is "penisdeep">> and continues thrusting against your <<penis>>, caressing and kneading your length. <<sex 5 "genitals">><<set $tentacles[$tentacleindex].health -= 1>> <</if>> <<if $tentacles[$tentacleindex].head is "penis">> and continues thrusting against your <<penis>>.<span class="pink"> It sucks and kneads your length, trying to milk you of your cum.</span> <<set $penisstate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "penisdeep">><<sex 5 "genitals">> <</if>> <<if $tentacles[$tentacleindex].head is "penisimminent">> <<if $player.virginity.penile is true and !playerHasStrapon()>> <span class="pink"> and thrusts against your <<penis>>, swallowing you to the base and</span> <span class="red">tearing the membrane between your glans and foreskin, forever robbing you of your purity.</span> <<violence 100>> <<else>> <span class="pink"> and thrusts against your <<penis>>, swallowing you to the base.</span> <</if>> <<takeVirginity $tentacles[$tentacleindex].fullDesc "penile">> <<set $penisstate to "tentacle">><<set $tentacles[$tentacleindex].head to "penis">><<sex 5 "genitals">> <<if !playerHasStrapon()>> <<raped>><<penisraped>> <</if>> <<penilestat>><<violence 1>> <</if>> <<if $tentacles[$tentacleindex].head is "penisentrance">> <<if !playerChastity("penis")>> <<if $penisWetness + ($tentacles[$tentacleindex].size * 10) gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>> and <<slithers>> over to your <<penis>>. <<penis_lube_text>> <span class="purple">the tip opens and presses against your glans, a thrust away from enveloping.</span> <<set $penisstate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "penisimminent">><<neutralgenitals 4>> <<else>> and <<slithers>> over to your <<penis>>. The tip opens presses against your glans, but <span class="blue">it fails to gain purchase.</span> <<sex 5 "genitals">> <<if random(1, 3) gte 3>> <span class="purple">Slimy fluid squirts from the tip, lubricating you.</span> <<bodyliquid "penis" "goo">> <</if>> <</if>> <<elseif $worn.genitals.name is "chastity parasite">> and worms round your $worn.genitals.name, rubbing and squeezing it in the process. <span class="lewd">Your clearly aroused reaction encourages it further.</span> <<arousal 200 "genitals">><<neutral 2 "genitals">><<set $worn.genitals.integrity -= 5>> <<else>> and tries to find a way inside to envelop your <<penis>>. Failing, it lashes at the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>. <<set $worn.genitals.integrity -= 10>><<violence 1>> <</if>> <</if>> <<if $tentacles[$tentacleindex].head is "anusdeep">> and <<slithers>> into your <<bottom>> where it pumps a viscous fluid at the apex of each thrust. <<purity -1>><<internalejac>><<sex 5 "anus">><<drugs 3>><<bodyliquid "anus" "goo">><<set $tentacles[$tentacleindex].health -= 1>> <<if $tentacles[$tentacleindex].desc.includes("pale")>> <<hallucinogen 3>> <</if>> <</if>> <<if $tentacles[$tentacleindex].head is "anus">> and continues thrusting into your <<bottom>>.<span class="pink"> The tip opens and begins oozing a viscous liquid.</span> <<purity -1>><<internalejac>><<set $anusstate to "tentacledeep">><<set $tentacles[$tentacleindex].head to "anusdeep">><<sex 5 "anus">><<analejacstat>><<ejacstat>> <</if>> <<if $tentacles[$tentacleindex].head is "anusimminent">> <<if $player.virginity.anal is true>> <span class="pink"> and thrusts into your <<bottom>>,</span><span class="red"> violating you in a way you hadn't conceived of.</span> <<takeVirginity $tentacles[$tentacleindex].fullDesc "anal">><<violence 100>> <<else>> <span class="pink"> and thrusts into your <<bottom>>.</span> <</if>> <<set $anusstate to "tentacle">><<set $tentacles[$tentacleindex].head to "anus">><<sex 5 "anus">><<raped>><<anusraped>><<analstat>><<violence 1>> <</if>> <<if $tentacles[$tentacleindex].head is "anusentrance">> <<if !playerChastity("anus")>> <<if $anusWetness gte ($tentacles[$tentacleindex].size * 20) + random(1, 40) or random(1, 2) is 2>> and presses against your <<bottom>>. <<anus_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<set $anusstate to "tentacleimminent">><<set $tentacles[$tentacleindex].head to "anusimminent">><<neutral 4 "anus">> <<else>> and presses against your <<bottom>>. <span class="blue">It fails to gain purchase.</span> <<sex 5 "anus">> <<if random(1, 3) gte 3>> <span class="purple">Slimy fluid squirts from the tip, lubricating you.</span> <<bodyliquid "bottom" "goo">> <</if>> <</if>> <<else>> and tries to find a way inside to your <<bottom>>. Failing, it lashes at the device. <<set $worn.genitals.integrity -= 10>><<violence 1>> <</if>> <</if>> <<rng>> <<if $tentacles[$tentacleindex].head is "vaginarub">> <<if $rng gte 21>> <<if $tentacles[$tentacleindex].shaft is "thighs">> and against your <<pussy>>, pressing into your clit. <<else>> and between your thighs where it <<slithers>> against your <<pussy>>, pressing against your clit. <</if>> <<sex 3 "genitals">> <<else>> <<if $tentacles[$tentacleindex].shaft is "thighs">> <span class="blue">where it <<slithers>> toward your <<pussy>>.</span> <<else>> and between your thighs <span class="blue">where it <<slithers>> toward your <<pussy>>.</span> <</if>> <<neutralgenitals 3>><<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "vaginaentrance">><<set $thighuse to 0>><<set $vaginatarget to "tentacles">> <</if>> <</if>> <<rng>> <<if $tentacles[$tentacleindex].head is "penisrub">> <<if $rng gte 21>> <<if $tentacles[$tentacleindex].shaft is "thighs">> where it <<slithers>> against your <<penis>>, coiling around it. <<else>> and between your thighs where it <<slithers>> against your <<penis>>, coiling around it. <</if>> <<sex 3 "genitals">> <<else>> <<if $tentacles[$tentacleindex].shaft is "thighs">> <span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span> <<else>> and between your thighs, <span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span> <</if>> <<neutralgenitals 3>><<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "penisentrance">><<set $thighuse to 0>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>> <</if>> <</if>> <<rng>> <<if $tentacles[$tentacleindex].head is "anusrub">> <<if $rng gte 21>> and between your <<bottom>> cheeks where it <<slithers>> against your back. <<sex 3 "anus">> <<else>> and between your <<bottom>> cheeks, <span class="blue">toward your anus.</span> <<neutral 3 "anus">><<set $anususe to "tentacle">><<set $anusstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "anusentrance">><<set $anustarget to "tentacles">> <</if>> <</if>> <<rng>> <<if $tentacles[$tentacleindex].head is 0 and $tentacles[$tentacleindex].shaft isnot 0>> <<if $rng lte 10>> <<if $chestuse is "squeezed">> <<upperslither>><span class="blue">and up between your squeezed <<breasts>>.</span> <<set $tentacles[$tentacleindex].head to "chest">><<neutralbreast 2>><<set $chestuse to "tentaclerub">><<cheststat>><<set $chesttarget to "tentacles">> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 20>> <<if $leftnipple is 0>> <<upperslither>> <<playWithBreasts>><span class="blue">and teases your left nipple.</span> <<neutralbreast 2>><<set $tentacles[$tentacleindex].head to "leftnipple">><<set $leftnipple to "tentacle">> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 30>> <<if $rightnipple is 0>> <<upperslither>> <<playWithBreasts>><span class="blue">and teases your right nipple.</span> <<neutralbreast 2>><<set $tentacles[$tentacleindex].head to "rightnipple">><<set $rightnipple to "tentacle">> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 40>> <<if $mouthuse is 0>> <<upperslither>> <span class="blue">and up toward your mouth.</span> <<neutral 2 "mouth">><<set $mouthuse to "tentacle">><<set $mouthstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "mouthentrance">><<set $mouthtarget to "tentacles">> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 50>> <<if $anususe is 0 and $settings.analEnabled>> <<underslither>> <span class="blue">and <<slithers>> toward your <<bottom>>.</span> <<neutral 2 "bottom">><<set $anususe to "tentacle">><<set $anusstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "anusentrance">><<set $anustarget to "tentacles">> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 60>> <<if $player.vaginaExist and $vaginause is 0>> <<underslither>> <span class="blue">and <<slithers>> toward your <<pussy>>.</span> <<neutralgenitals 2>><<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "vaginaentrance">><<set $vaginatarget to "tentacles">> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 70>> <<if $player.penisExist and $penisuse is 0>> <<underslither>> <span class="blue">and <<slithers>> toward your <<penis>>.</span> <<neutralgenitals 2>><<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set $tentacles[$tentacleindex].head to "penisentrance">><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 80>> <<if $thighuse is 0>> <<if $player.penisExist and $penisuse is 0>> <<if $tentacles[$tentacleindex].shaft is "thighs">> <<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<penis>>.</span> <<else>> <<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<penis>>.</span> <</if>> <<set $penisuse to "tentaclerub">><<set $thighuse to "tentaclerub">><<set $tentacles[$tentacleindex].head to "penisrub">><<sex 3 "genitals">><<thighstat>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>> <<elseif $player.vaginaExist and $vaginause is 0>> <<if $tentacles[$tentacleindex].shaft is "thighs">> <<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<pussy>>.</span> <<else>> <<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<pussy>>.</span> <</if>> <<set $vaginause to "tentaclerub">><<set $thighuse to "tentaclerub">><<set $tentacles[$tentacleindex].head to "vaginarub">><<sex 3 "genitals">><<thighstat>><<set $vaginatarget to "tentacles">> <<else>> <<tentacledefault>> <</if>> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 90>> <<if $anusstate is 0 and $anususe is 0 and $settings.analEnabled>> <<underslither>> <span class="blue">and <<slithers>> between your <<bottom>> cheeks and against your back.</span> <<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">><<set $tentacles[$tentacleindex].head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">> <<else>> <<tentacledefault>> <</if>> <<elseif $rng lte 95>> <<else>> <<tentacledefault>> <</if>> <<elseif $tentacles[$tentacleindex].head is 0 and $tentacles[$tentacleindex].shaft is 0>> <<if $rng lte 10>> <<if $position isnot "wall">> The $tentacles[$tentacleindex].name tentacle winds around your tummy. <<neutral 1>><<set $tentacles[$tentacleindex].shaft to "tummy">> <<else>> The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <</if>> <<elseif $rng lte 20>> The $tentacles[$tentacleindex].name tentacle <<slithers>> between your thighs. <<neutral 1>><<set $tentacles[$tentacleindex].shaft to "thighs">> <<elseif $rng lte 30>> <<if $position isnot "wall">> <<if $player.breastsize gte 2 and $chestuse is 0>> The $tentacles[$tentacleindex].name tentacle <<slithers>> around your <<breasts>>, <span class="blue">squeezing them together.</span> <<neutralbreast 1>><<set $tentacles[$tentacleindex].shaft to "breasts">><<set $chestuse to "squeezed">> <<else>> The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <</if>> <<else>> The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <</if>> <<elseif $rng lte 40>> <<if $position isnot "wall">> The $tentacles[$tentacleindex].name tentacle winds its way around your chest, beneath your <<breasts>>. <<neutralbreast 1>><<set $tentacles[$tentacleindex].shaft to "chest">> <<else>> The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <</if>> <<elseif $rng lte 50>> The $tentacles[$tentacleindex].name tentacle winds its way around your waist. <<neutral 1>><<set $tentacles[$tentacleindex].shaft to "waist">> <<elseif $rng lte 60>> <<if $position isnot "wall">> <<if $head is 0>> The $tentacles[$tentacleindex].name tentacle winds its way around your neck, <span class="blue">restraining your head.</span> <<neutral 1>><<set $tentacles[$tentacleindex].shaft to "neck">><<set $head to "grappled">> <<else>> The $tentacles[$tentacleindex].name tentacle winds its way around your shoulders. <<neutral 1>><<set $tentacles[$tentacleindex].shaft to "shoulders">> <</if>> <<else>> The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <</if>> <<elseif $rng lte 70>> The $tentacles[$tentacleindex].name tentacle gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <<elseif $rng lte 80>> <<if $leftleg is 0>> The $tentacles[$tentacleindex].name tentacle winds its way around your left leg, <span class="blue">restraining it.</span> <<neutral 1>><<feettentacledisable>><<set $tentacles[$tentacleindex].shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">> <<else>> The $tentacles[$tentacleindex].name tentacle tickles your feet. <<neutral 1>> <</if>> <<elseif $rng lte 85>> <<if $rightleg is 0>> The $tentacles[$tentacleindex].name tentacle winds its way around your right leg, <span class="blue">restraining it.</span> <<neutral 1>><<feettentacledisable>><<set $tentacles[$tentacleindex].shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">> <<else>> The $tentacles[$tentacleindex].name tentacle tickles your feet. <<neutral 1>> <</if>> <<elseif $rng lte 90>> <<if $leftarm is 0>> The $tentacles[$tentacleindex].name tentacle winds its way around your left arm, <span class="blue">restraining it.</span> <<neutral 1>><<leftarmtentacledisable>><<set $tentacles[$tentacleindex].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<else>> The $tentacles[$tentacleindex].name tentacle tickles your armpit. <<neutral 1>> <</if>> <<elseif $rng lte 95>> <<if $rightarm is 0>> The $tentacles[$tentacleindex].name tentacle winds its way around your right arm, <span class="blue">restraining it.</span> <<rightarmtentacledisable>><<neutral 1>><<set $tentacles[$tentacleindex].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">> <<else>> The $tentacles[$tentacleindex].name tentacle tickles your armpit. <<neutral 1>> <</if>> <<elseif $rng lte 100>> The $tentacles[$tentacleindex].name tentacle <<slithers>> against your <<bottom>>. <<neutral 1 "bottom">> <</if>> <</if>> <</widget>> <<widget "tentacledefault">> <<rng>> <<if $rng gte 91>> then squirts a warm fluid over your neck. <<neutral 1>><<bodyliquid "neck" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<neckejacstat>><<ejacstat>> <<elseif $rng gte 81>> then squirts a warm fluid over your right arm. <<neutral 1>><<bodyliquid "rightarm" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<handejacstat>><<ejacstat>> <<elseif $rng gte 71>> then squirts a warm fluid over your left arm. <<neutral 1>><<bodyliquid "leftarm" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<handejacstat>><<ejacstat>> <<elseif $rng gte 61>> then squirts a warm fluid over your thighs. <<neutral 1>><<bodyliquid "thigh" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<thighejacstat>><<ejacstat>> <<elseif $rng gte 51>> then squirts a warm fluid over your <<bottom>>. <<neutral 1>><<bodyliquid "bottom" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<bottomejacstat>><<ejacstat>> <<elseif $rng gte 41>> then squirts a warm fluid over your tummy. <<neutral 1>><<bodyliquid "tummy" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<tummyejacstat>><<ejacstat>> <<elseif $rng gte 31>> then squirts a warm fluid over your chest. <<neutralbreast 1>><<bodyliquid "chest" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<chestejacstat>><<ejacstat>> <<elseif $rng gte 21>> then squirts a warm fluid over your face. <<neutral 1>><<bodyliquid "face" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<faceejacstat>><<ejacstat>> <<elseif $rng gte 11>> then squirts a warm fluid over your hair. <<neutral 1>><<bodyliquid "hair" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<hairejacstat>><<ejacstat>> <<else>> then squirts a warm fluid over your feet. <<neutral 1>><<bodyliquid "feet" "goo">><<set $tentacles[$tentacleindex].health -= 1>><<feetejacstat>><<ejacstat>> <</if>> <</widget>> <<widget "tentacledisable">> <<if $tentacles[$tentacleindex].head is "feet">> <<set $leftleg to 0>> <<set $rightleg to 0>> <<set $feetstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "leftarm">> <<set $leftarm to 0>> <<set $leftarmstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "rightarm">> <<set $rightarm to 0>> <<set $rightarmstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "leftnipplesuck">> <<set $leftnipple to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "rightnipplesuck">> <<set $rightnipple to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "leftnipple">> <<set $leftnipple to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "rightnipple">> <<set $rightnipple to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "mouthentrance">> <<set $mouthuse to 0>> <<set $mouthstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "mouthimminent">> <<set $mouthuse to 0>> <<set $mouthstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "mouth">> <<set $mouthuse to 0>> <<set $mouthstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "mouthdeep">> <<set $mouthuse to 0>> <<set $mouthstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "anusentrance">> <<set $anususe to 0>> <<set $anusstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "anusimminent">> <<set $anususe to 0>> <<set $anusstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "anus">> <<set $anususe to 0>> <<set $anusstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "anusdeep">> <<set $anususe to 0>> <<set $anusstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "vaginaentrance">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "vaginaimminent">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "vagina">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "vaginadeep">> <<set $vaginause to 0>> <<set $vaginastate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "penisentrance">> <<set $penisuse to 0>> <<set $penisstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "penisimminent">> <<set $penisuse to 0>> <<set $penisstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "penis">> <<set $penisuse to 0>> <<set $penisstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "penisdeep">> <<set $penisuse to 0>> <<set $penisstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "vaginarub">> <<set $vaginause to 0>> <<set $thighuse to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "penisrub">> <<set $penisuse to 0>> <<set $thighuse to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "anusrub">> <<set $anususe to 0>> <<set $anusstate to 0>> <</if>> <<if $tentacles[$tentacleindex].head is "chest">> <<set $chestuse to "squeezed">> <</if>> <<if $tentacles[$tentacleindex].shaft is "breasts">> <<set $chestuse to 0>> <</if>> <<if $tentacles[$tentacleindex].shaft is "neck" and $head isnot "bound">> <<set $head to 0>> <</if>> <<if $tentacles[$tentacleindex].shaft is "leftleg" and $leftleg isnot "bound">> <<set $leftleg to 0>> <</if>> <<if $tentacles[$tentacleindex].shaft is "rightleg" and $rightleg isnot "bound">> <<set $rightleg to 0>> <</if>> <<if $tentacles[$tentacleindex].shaft is "leftarm" and $leftarm isnot "bound">> <<set $leftarm to 0>> <</if>> <<if $tentacles[$tentacleindex].shaft is "rightarm" and $rightarm isnot "bound">> <<set $rightarm to 0>> <</if>> <<set $tentacles[$tentacleindex].shaft to 0>> <<set $tentacles[$tentacleindex].head to 0>> <</widget>><<widget "tentacleadv">> <<set _tentacle to _args[0]>> <<if _tentacle.type is "vine" and $abomination is 1 or ["vine","root","shoot"].includes(_tentacle.type)>> <<set _fluid to "nectar">> <<set _Slimy to "Sticky">> <<else>> <<set _fluid to "fluid">> <<set _Slimy to "Slimy">> <</if>> <<set _The to ($abomination is 1 ? "<<His>>" : "The")>> <<set _the to ($abomination is 1 ? "<<his>>" : "the")>> <<if $abomination is 1 and $ejaculating is 1>> <<statetentacles>> <<if (_tentacle.head is "anus" or _tentacle.head is "anusdeep") and _tentacle.baby isnot 0>> <<impregnateParasite _tentacle.baby _tentacle.babychance>> <<fertiliseParasites>> <<set _tentacleAnus to _impregnatedParasite is "anus" ? $tentacleAnus : 0>> <</if>> <<if (_tentacle.head is "vagina" or _tentacle.head is "vaginadeep") and _tentacle.baby isnot 0>> <<impregnateParasite _tentacle.baby _tentacle.babychance "vagina">> <<fertiliseParasites "vagina">> <<set _tentacleVagina to _impregnatedParasite is "vagina" ? $tentacleVagina : 0>> <</if>> <<if _tentacle.shaft isnot "finished" and _tentacle.head isnot "finished">> <<if _firsttentacle isnot 1>><<set _firsttentacle to 1>>_The<</if>> <<if $tentacles.active is 1>> <<if _retract isnot 3 and _retract isnot 2>><<set _retract to 1>><</if>> <<if _retract is 1>> _tentacle.fullDesc retracts <<elseif _retract is 2>> and <<print _tentacle.fullDesc>>s both retract <<else>> and <<print _tentacle.fullDesc>>s all retract <</if>> <<if _tentacleVagina and _tentacleAnus>> away from you, the _tentacleVagina and _tentacleAnus <span class="red">pumping something into your vagina and anus</span> before leaving. <<elseif _tentacleVagina>> away from you,<<if _retract isnot 1>> the _tentacleVagina<</if>> <span class="red">pumping something into your vagina</span> before leaving. <<elseif _tentacleAnus>> away from you,<<if _retract isnot 1>> the _tentacleAnus<</if>> <span class="red">pumping something into your anus</span> before leaving. <<else>> away from you. <</if>> <br> <<elseif $tentacles.active is 2>> <<if _retract isnot 3>><<set _retract to 2>><</if>> _tentacle.desc <<else>> <<set _retract to 3>> _tentacle.desc, <</if>> <<tentacleadvdisable _tentacle>> <<set _tentacle.shaft to "finished">><<set _tentacle.head to "finished">> <</if>> <</if>> <<if _tentacle.tentaclehealth lte 0 and _tentacle.shaft isnot "finished">> <<if _tentacle.tentaclehealth lte -250>> <span class="red">_The _tentacle.fullDesc crumbles to dust.</span> <<elseif ["leftarm","rightarm"].includes(_tentacle.head)>> <span class="green">Worn out, _the _tentacle.fullDesc writhes around your hand and squeezes, before retracting from you.</span> <<takeHandholdingVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "tentacle" _tentacle.type true>> <<else>> <span class="green">Worn out, _the _tentacle.fullDesc retracts from you.</span> <</if>> <<tentacleadvdisable _tentacle>> <<set _tentacle.shaft to "finished">><<set _tentacle.head to "finished">> <br> <</if>> <<if $novaginal is 1 and (_tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent" or _tentacle.head is "vagina" or _tentacle.head is "vaginadeep")>> The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your <<pussy>>.</span> <<tentacleadvdisable _tentacle>> <</if>> <<if $noanal is 1 and (_tentacle.head is "anusentrance" or _tentacle.head is "anusimminent" or _tentacle.head is "anus" or _tentacle.head is "anusdeep")>> The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your <<bottom>>.</span> <<tentacleadvdisable _tentacle>> <</if>> <<if $nopenile is 1 and (_tentacle.head is "penisentrance" or _tentacle.head is "penisimminent" or _tentacle.head is "penis" or _tentacle.head is "penisdeep")>> The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your <<penis>>.</span> <<tentacleadvdisable _tentacle>> <</if>> <<if $nochoke is 1 and _tentacle.shaft is "neck">> The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">_the _tentacle.fullDesc retracts from your neck</span>. <<tentacleadvdisable _tentacle>> <</if>> <<if $tentacleMouth is "removed" and (_tentacle.head is "mouthentrance" or _tentacle.head is "mouthimminent" or _tentacle.head is "mouth" or _tentacle.head is "mouthdeep")>> <<tentacleadvdisable _tentacle>> <</if>> <<if $tentacleAnus is "removed" and (_tentacle.head is "anusentrance" or _tentacle.head is "anusimminent" or _tentacle.head is "anus" or _tentacle.head is "anusdeep")>> <<tentacleadvdisable _tentacle>> <</if>> <<if $tentacleVagina is "removed" and (_tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent" or _tentacle.head is "vagina" or _tentacle.head is "vaginadeep")>> <<tentacleadvdisable _tentacle>> <</if>> <<if $tentaclePenis is "removed" and (_tentacle.head is "penisentrance" or _tentacle.head is "penisimminent" or _tentacle.head is "penis" or _tentacle.head is "penisdeep")>> <<tentacleadvdisable _tentacle>> <</if>> <<if _tentacle.shaft is "tummy">>_The _tentacle.fullDesc <<slithers>> around your tummy,<</if>> <<if _tentacle.shaft is "thighs">>_The _tentacle.fullDesc <<slithers>> between your thighs,<</if>> <<if _tentacle.shaft is "breasts">>_The _tentacle.fullDesc squeezes your breasts together,<</if>> <<if _tentacle.shaft is "chest">>_The _tentacle.fullDesc <<slithers>> around your chest,<</if>> <<if _tentacle.shaft is "waist">>_The _tentacle.fullDesc <<slithers>> around your waist,<</if>> <<if _tentacle.shaft is "neck">>_The _tentacle.fullDesc <<slithers>> around your neck,<</if>> <<if _tentacle.shaft is "shoulders">>_The _tentacle.fullDesc <<slithers>> around your shoulders,<</if>> <<if _tentacle.shaft is "leftleg">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your left leg</span>,<</if>> <<if _tentacle.shaft is "rightleg">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your right leg</span>,<</if>> <<if _tentacle.shaft is "leftarm">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your left arm</span>,<</if>> <<if _tentacle.shaft is "rightarm">><span class="blue">_The _tentacle.fullDesc <<slithers>> around your right arm</span>,<</if>> <<if _tentacle.head is "leftarm">> _The _tentacle.fullDesc writhes in your left hand. <<neutral 5>> <br> <</if>> <<if _tentacle.head is "rightarm">> _The _tentacle.fullDesc writhes in your right hand. <<neutral 5>> <br> <</if>> <<if _tentacle.head is "feet">> _The _tentacle.fullDesc writhes between your feet. <<neutral 5>> <br> <</if>> <<if _tentacle.head is "leftnipplesuck">> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up to your <<breasts>>, where it suckles your left nipple. <<playWithBreasts>><<neutralbreast 3>> <br> <</if>> <<if _tentacle.head is "rightnipplesuck">> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up to your <<breasts>>, where it suckles your right nipple. <<playWithBreasts>><<neutralbreast 3>> <br> <</if>> <<if _tentacle.head is "leftnipple">> and continues teasing your left nipple. <span class="purple">The tip of the <<print _tentacle.type>> opens up, latches on, then begins sucking.</span> <<set _tentacle.head to "leftnipplesuck">><<set $leftnipple to "tentaclesuck">> <<playWithBreasts>><<neutralbreast 3>> <br> <</if>> <<if _tentacle.head is "rightnipple">> and continues teasing your right nipple. <span class="purple">The tip of the <<print _tentacle.type>> opens up, latches on, then begins sucking.</span> <<set _tentacle.head to "rightnipplesuck">><<set $rightnipple to "tentaclesuck">> <<playWithBreasts>><<neutralbreast 3>> <br> <</if>> <<if _tentacle.head is "chest">> <<if $chestuse is 0>> moves away from your <<breasts>> <<set _tentacle.head to 0>> <<else>> then<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up between your <<breasts>>, rubbing itself between them. <<neutralbreast 2>> <<tentacle_skin "breasts">> <</if>> <br> <</if>> <<if _tentacle.head is "mouthdeep">> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up into your mouth where it spurts a sweet _fluid down your throat at the apex of each thrust. <<if $ejactrait gte 1>> The sensation of the thick liquid flowing down your throat makes you shiver. <</if>> <<tentacle_skin "mouth">> <<purity -1>><<internalejac>><<sex 5 "mouth">> <<if _fluid is "nectar">><<nectarfed 5>><<else>><<drugs 3>><</if>><<bodyliquid "mouth" _fluid>> <<set _tentacle.tentaclehealth -= 1>><<tentacle_record "fluid" 1>> <<if _tentacle.desc.includes("pale")>> <<hallucinogen 5>> <</if>> <<if $abomination is 1>> <<set $enemyarousal += 3>> <</if>> <br> <</if>> <<if _tentacle.head is "mouth">> and continues thrusting into your mouth. <span class="pink">The tip opens and begins oozing a sweet _fluid.</span> <<tentacle_skin "mouth">> <<purity -1>><<internalejac>><<sex 5 "mouth">> <<set $mouthstate to "tentacledeep">><<set _tentacle.head to "mouthdeep">> <<oralejacstat>><<ejacstat>> <br> <</if>> <<if _tentacle.head is "mouthimminent">> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <span class="blue">and thrashes against your <<print $worn.face.name>>, trying to force itself inside.</span> <<damageFaceCover 5>> <<else>> <<if $player.virginity.oral is true>> <<switch _tentacle.size>> <<case 3>> <span class="pink">and thrusts between your lips forcing your mouth wide open, </span><span class="red">penetrating your mouth for the first time.</span> <<violence 25>> <<default>> <span class="pink">and thrusts between your lips, </span><span class="red">penetrating your mouth for the first time.</span> <</switch>> <<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "oral">><<violence 5>> <<if $abomination is 1 and $NPCList[0].type is "plant">> <<set $speechmouthvirgin to 2>> <</if>> <<else>> <<switch _tentacle.size>> <<case 3>> <span class="pink">and thrusts between your lips forcing your mouth wide open.</span> <<violence 25>> <<default>> <span class="pink">and thrusts between your lips.</span> <</switch>> <</if>> <<tentacle_skin "mouth">> <<set $mouthstate to "tentacle">><<set _tentacle.head to "mouth">><<sex 5 "mouth">><<raped>><<oralstat>> <br> <</if>> <</if>> <<if _tentacle.head is "mouthentrance">> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <span class="purple">and presses against your <<print $worn.face.name>>.</span> <<damageFaceCover 5>> <<else>> <span class="purple">and presses against your lips.</span> <<set $mouthstate to "tentacleimminent">><<set _tentacle.head to "mouthimminent">> <<neutral 4 "mouth">> <<set $tentacleMouth to _tentacle.fullDesc>> <br> <</if>> <</if>> <<if _tentacle.head is "vaginadeep">> <<if _tentacle.baby isnot 0>> and <<slithers>> into your <<pussy>> where it pumps a viscous _fluid <<if canImpregnateParasite("vagina")>><span class="red">alongside something else</span><</if>> at the apex of each thrust. <<impregnateParasite _tentacle.baby _tentacle.babychance "vagina">> <<fertiliseParasites "vagina">> <<else>> and <<slithers>> into your <<pussy>> where it pumps a viscous _fluid at the apex of each thrust. <</if>> <<tentacle_skin "vagina">> <<purity -1>><<internalejac>><<sex 5 "genitals">> <<drugs 3>><<bodyliquid "vagina" _fluid>><<pain $vaginalPain>> <<set _tentacle.tentaclehealth -= 1>><<tentacle_record "fluid" 1>> <<if _tentacle.desc.includes("pale")>> <<hallucinogen 5>> <</if>> <<if $abomination is 1>> <<set $enemyarousal += 3>> <</if>> <br> <</if>> <<if _tentacle.head is "vagina">> <<if _tentacle.baby isnot 0 and canImpregnateParasite("vagina")>> and continues thrusting into your <<pussy>>. <span class="pink">The tip opens and begins oozing a viscous _fluid <span class="red">alongside something else</span>.</span> <span class="red">Something about it scares you.</span> <<else>> and continues thrusting into your <<pussy>>. <span class="pink">The tip opens and begins oozing a viscous _fluid.</span> <</if>> <<tentacle_skin "vagina">> <<purity -1>><<internalejac>> <<set $vaginastate to "tentacledeep">><<set _tentacle.head to "vaginadeep">><<pain $vaginalPain>> <<sex 5 "genitals">><<vaginalejacstat>><<ejacstat>> <br> <</if>> <<if _tentacle.head is "vaginaimminent">> <<if $player.virginity.vaginal is true>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="pink">and thrusts into your <<pussy>>.</span> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<violence 10>> <<else>> <<switch _tentacle.size>> <<case 3>> <span class="pink">and thrusts into your <<pussy>>, </span><span class="red">tearing your hymen and forever robbing you of your purity. You whimper as your <<pussy>> stretches to accommodate _the _tentacle.fullDesc.</span> <<violence 100>> <<default>> <span class="pink">and thrusts into your <<pussy>>, </span><span class="red">tearing your hymen and forever robbing you of your purity.</span> <</switch>> <<violence 100>> <<if $abomination is 1 and $NPCList[0].type is "plant">> <<set $speechvaginavirgin to 2>> <</if>> <</if>> <<else>> <<switch _tentacle.size>> <<case 3>> <span class="pink">and thrusts into your <<pussy>>.</span> <span class="red">You whimper as your <<pussy>> stretches to accommodate _the _tentacle.fullDesc.</span> <<default>> <span class="pink">and thrusts into your <<pussy>>.</span> <</switch>> <</if>> <<tentacle_skin "vagina">> <<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "vaginal">> <<set $vaginastate to "tentacle">><<set _tentacle.head to "vagina">><<sex 5 "genitals">><<raped>><<vaginaraped>><<vaginalstat>><<violence 1>><<pain $vaginalPain>> <br> <</if>> <<if _tentacle.head is "vaginaentrance">> <<if !playerChastity("vagina")>> <<if $vaginaWetness gte (_tentacle.size * 20) + random(1, 40) or random(1, 2) is 2>> and presses into your <<pussy>>. <<vagina_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<set $vaginastate to "tentacleimminent">><<set _tentacle.head to "vaginaimminent">><<sex 10 "genitals">> <<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>> _Slimy _fluid oozes out. <</if>> <<else>> and presses against your <<pussy>>, <span class="blue">but fails to gain purchase.</span> <<sex 5 "genitals">> <<if random(1, 3) gte 3>> <span class="purple">_Slimy _fluid squirts from the tip, lubricating you</span>. <<bodyliquid "vaginaoutside" _fluid>> <</if>> <</if>> <<else>> and tries to find a way inside to your <<pussy>>. Failing, it lashes the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>. <<set $worn.genitals.integrity -= 10>><<violence 1>> <</if>> <<set $tentacleVagina to _tentacle.fullDesc>> <br> <</if>> <<if _tentacle.head is "penisdeep">> and continues thrusting against your <<penis>>, caressing and kneading your length. <<sex 5 "genitals">><<set _tentacle.tentaclehealth -= 1>><<tentacle_record "arousal" 1>> <<if $abomination is 1>> <<set $enemyarousal += 3>> <</if>> <<tentacle_skin "penis">> <br> <</if>> <<if _tentacle.head is "penis">> and continues thrusting against your <<penis>>. <span class="pink">It sucks and kneads your length, trying to milk you of your cum.</span> <<tentacle_skin "penis">> <<set $penisstate to "tentacledeep">><<set _tentacle.head to "penisdeep">><<sex 5 "genitals">> <br> <</if>> <<if _tentacle.head is "penisimminent">> <<if $player.virginity.penile is true and !playerHasStrapon()>> <span class="pink">and thrusts against your <<penis>>, swallowing you to the base and</span> <span class="red">tearing the membrane between your glans and foreskin, forever robbing you of your purity.</span> <<violence 100>> <<if $abomination is 1 and $NPCList[0].type is "plant">> <<set $speechpenisvirgin to 2>> <</if>> <<else>> <span class="pink">and thrusts against your <<penis>>, swallowing you to the base.</span> <</if>> <<tentacle_skin "penis">> <<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "penile">> <<set $penisstate to "tentacle">><<set _tentacle.head to "penis">><<sex 5 "genitals">> <br> <<if !playerHasStrapon()>> <<raped>><<penisraped>> <</if>> <<penilestat>><<violence 1>> <</if>> <<if _tentacle.head is "penisentrance">> <<if !playerChastity("penis")>> <<if $penisWetness + (_tentacle.size * 10) gte (playerPenisSize() * 15) + random(1, 40) or random(1, 2) is 2>> and <<slithers>> over to your <<penis>>. <<penis_lube_text>> <span class="pink">the tip opens and presses against your glans, a thrust away from enveloping.</span> <<set $penisstate to "tentacleimminent">><<set _tentacle.head to "penisimminent">><<neutralgenitals 4>> <<else>> and <<slithers>> over to your <<penis>>. The tip opens and presses against your glans, but <span class="blue">it fails to gain purchase.</span> <<sex 5 "genitals">> <<if random(1, 3) gte 3>> <span class="purple">_Slimy _fluid squirts from the tip, lubricating you</span>. <<bodyliquid "penis" _fluid>> <</if>> <</if>> <<tentacle_skin "penis">> <<elseif $worn.genitals.name is "chastity parasite">> and worms round your $worn.genitals.name, rubbing and squeezing it in the process. <span class="lewd">Your clearly aroused reaction encourages it further.</span> <<arousal 200 "genitals">><<neutral 2 "genitals">><<set $worn.genitals.integrity -= 5>> <<else>> and tries to find a way inside to envelop your <<penis>>. Failing, it lashes the <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].altDamage or "metal">>. <<set $worn.genitals.integrity -= 10>><<violence 1>> <</if>> <<set $tentaclePenis to _tentacle.fullDesc>> <br> <</if>> <<if _tentacle.head is "anusdeep">> <<if _tentacle.baby isnot 0>> and <<slithers>> into your <<bottom>> where it pumps a viscous _fluid <<if canImpregnateParasite("anus")>><span class="red">alongside something else</span><</if>> at the apex of each thrust. <<impregnateParasite _tentacle.baby _tentacle.babychance>> <<fertiliseParasites>> <<set _tentacle.baby to 0>><<set $tentacleAnusBaby to _tentacle.baby>> <<else>> and <<slithers>> into your <<bottom>> where it pumps a viscous _fluid at the apex of each thrust. <</if>> <<purity -1>><<internalejac>><<sex 5 "anus">> <<drugs 3>><<bodyliquid "anus" _fluid>> <<set _tentacle.tentaclehealth -= 1>><<pain $analPain>><<tentacle_record "fluid" 1>> <<if _tentacle.desc.includes("pale")>> <<hallucinogen 5>> <</if>> <<if $abomination is 1>> <<set $enemyarousal += 3>> <</if>> <<tentacle_skin "anus">> <br> <</if>> <<if _tentacle.head is "anus">> <<if _tentacle.baby isnot 0 and canImpregnateParasite("anus")>> and continues thrusting into your <<bottom>>. <span class="pink">The tip opens and begins oozing a viscous _fluid</span> <span class="red">alongside something else. Something about it scares you.</span> <<else>> and continues thrusting into your <<bottom>>. <span class="pink">The tip opens and begins oozing a viscous _fluid.</span> <</if>> <<purity -1>><<internalejac>><<sex 5 "anus">> <<set $anusstate to "tentacledeep">><<set _tentacle.head to "anusdeep">> <<analejacstat>><<ejacstat>><<pain $analPain>> <<tentacle_skin "anus">> <br> <</if>> <<if _tentacle.head is "anusimminent">> <<if $player.virginity.anal is true>> <<switch _tentacle.size>> <<case 3>> <span class="pink">and thrusts into your <<bottom>>, </span><span class="red">violating you in a way you hadn't conceived of. You shudder as your <<bottom>> stretches to accommodate _the _tentacle.fullDesc.</span> <<violence 100>> <<default>> <span class="pink">and thrusts into your <<bottom>>, </span><span class="red">violating you in a way you hadn't conceived of.</span> <</switch>> <<takeVirginity `$abomination is 1 ? $NPCList[0].fullDescription + "'s " + _tentacle.fullDesc : _tentacle.fullDesc` "anal">><<violence 100>> <<if $abomination is 1 and $NPCList[0].type is "plant">> <<set $speechanusvirgin to 2>> <</if>> <<else>> <<switch _tentacle.size>> <<case 3>> <span class="pink">and thrusts into your <<bottom>>. </span><span class="red"> You shudder as your <<bottom>> stretches to accommodate _the _tentacle.fullDesc.</span> <<default>> <span class="pink">and thrusts into your <<bottom>>.</span> <</switch>> <</if>> <<set $anusstate to "tentacle">><<set _tentacle.head to "anus">> <<sex 5 "anus">><<raped>><<anusraped>><<analstat>><<violence 1>><<pain $analPain>> <<tentacle_skin "anus">> <br> <</if>> <<if _tentacle.head is "anusentrance">> <<if !playerChastity("anus")>> <<if $anusWetness gte (_tentacle.size * 20) + random(1, 40) or random(1, 2) is 2>> and presses against your <<bottom>>. <<anus_lube_text>> <span class="pink">the tip presses into you, a thrust away from penetrating.</span> <<set $anusstate to "tentacleimminent">><<set _tentacle.head to "anusimminent">><<neutral 4 "anus">> <<if setup.bodyliquid.combined("bottom") gte 1 or setup.bodyliquid.combined("anus") gte 1>> _Slimy _fluid oozes out. <</if>> <<else>> and presses against your <<bottom>>. <span class="blue">It fails to gain purchase.</span> <<sex 5 "anus">> <<if random(1, 3) gte 3>> <span class="purple">_Slimy _fluid squirts from the tip, lubricating you</span>. <<bodyliquid "bottom" _fluid>> <</if>> <</if>> <<else>> and tries to find a way inside to your <<bottom>>. Failing, it lashes the device. <<set $worn.genitals.integrity -= 10>><<violence 1>> <</if>> <<set $tentacleAnus to _tentacle.fullDesc>><<set $tentacleAnusBaby to _tentacle.baby>> <br> <</if>> <<rng>> <<if _tentacle.head is "vaginarub">> <<if $rng gte 21>> <<if _tentacle.shaft is "thighs">> where it <<slithers>> against your <<pussy>>, pressing against your clit. <<else>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where it <<slithers>> against your <<pussy>>, pressing against your clit. <</if>> <<sex 3 "genitals">> <<elseif $novaginal is 1>> <<if _tentacle.shaft is "thighs">> where it <<slithers>> toward your <<pussy>>. <<else>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where it <<slithers>> toward your <<pussy>>. <</if>> The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">it retracts,</span> pressing against your clit instead. <<sex 3 "genitals">> <<else>> <<if _tentacle.shaft is "thighs">> <span class="blue">where it <<slithers>> toward your <<pussy>>.</span> <<else>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs <span class="blue">where it <<slithers>> toward your <<pussy>>.</span> <</if>> <<if _tentacle.baby isnot 0 and canImpregnateParasite("vagina")>> <span class="red"> Something about it scares you.</span> <</if>> <<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set _tentacle.head to "vaginaentrance">><<set $thighuse to 0>><<set $vaginatarget to "tentacles">> <</if>> <br> <</if>> <<rng>> <<if _tentacle.head is "penisrub">> <<if $rng gte 21>> <<if _tentacle.shaft is "thighs">> where it <<slithers>> against your <<penis>>, coiling around it. <<else>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where it <<slithers>> against your <<penis>>, coiling around it. <</if>> <<sex 3 "genitals">> <<elseif $nopenile is 1>> <<if _tentacle.shaft is "thighs">> where the tip opens as it <<slithers>> toward your <<penis>>. <<else>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs where the tip opens as it <<slithers>> toward your <<penis>>. <</if>> The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">it retracts,</span> coiling around your <<penis>> instead. <<sex 3 "genitals">> <<else>> <<if _tentacle.shaft is "thighs">> <span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span> <<else>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your thighs <span class="blue">where the tip opens as it <<slithers>> toward your <<penis>>.</span> <</if>> <<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set _tentacle.head to "penisentrance">><<set $thighuse to 0>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>> <</if>> <br> <</if>> <<rng>> <<if _tentacle.head is "anusrub">> <<if $rng gte 21>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your <<bottom>> cheeks where it <<slithers>> against your back. <<sex 3 "anus">> <<elseif $noanal is 1>> and <<slithers>> toward your <<bottom>>. The <<personsimple>> clicks <<his>> tongue, and <span class="lblue">it retracts,</span> <<slithering>> between your <<bottom>> cheeks instead. <<else>> <<if _tentacle.baby isnot 0 and canImpregnateParasite("anus")>> <span class="blue">and <<slithers>> toward your <<bottom>>.</span> <span class="red">Something about it scares you.</span> <<else>> and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> between your <<bottom>> cheeks, <span class="blue">toward your anus.</span> <<neutral 3 "anus">> <</if>> <<set $anususe to "tentacle">> <<set $anusstate to "tentacleentrance">><<set _tentacle.head to "anusentrance">><<set $anustarget to "tentacles">> <</if>> <br> <</if>> <<rng>> <<if _tentacle.head is "hypnosis_scream">> and in front of your face <<if _tentacle.type is "vine">> <span class="pink">where it puffs glittering pollen in your face.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="pink">where a light flashes to a fascinating rhythm.</span> <<else>> <span class="pink">where it shines with eldritch light.</span> <</if>> <span class="pink">You feel something shift in your consciousness.</span> <<if ($hypnosis_traits.devotion gte 5 or $hypnosis_traits.devotion is 4 and random(1, 100) gte 50) and $NPCList[0].fullDescription isnot "Gwylan">> Whatever it is, it's blotted out by something else. <span class="forest-green">Instead, in your mind's eye, Gwylan gently holds your face in front of <<nnpc_his "Gwylan">> own. The slightest sting of a thorn keeps your mind focused.</span> <<elseif !$hypnosis_traits.scream>> You've gained the <span class="pink">Hypnotic Yearning</span> trait. <<set $hypnosis_traits.scream to 1>> <<elseif $hypnosis_traits.scream lt 5>> Your hypnotic yearning has deepened. <<set $hypnosis_traits.scream += 1>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "scream">> <<set _tentacle.tentaclehealth -= 6>><<tentacle_record "hypnosis" 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>> <br> <</if>> <<rng>> <<if _tentacle.head is "hypnosis_cover">> and in front of your face <<if _tentacle.type is "vine">> <span class="pink">where it puffs glittering pollen in your face.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="pink">where a light flashes to a fascinating rhythm.</span> <<else>> <span class="pink">where it shines with eldritch light.</span> <</if>> <span class="pink">You feel something shift in your consciousness.</span> <<if ($hypnosis_traits.devotion gte 5 or $hypnosis_traits.devotion is 4 and random(1, 100) gte 50) and $NPCList[0].fullDescription isnot "Gwylan">> Whatever it is, it's blotted out by something else. <span class="forest-green">Instead, in your mind's eye, Gwylan gently holds your face in front of <<nnpc_his "Gwylan">> own. The slightest sting of a thorn keeps your mind focused.</span> <<elseif !$hypnosis_traits.cover>> You've gained the <span class="pink">Hypnotic Flaunting</span> trait. <<set $hypnosis_traits.cover to 1>> <<elseif $hypnosis_traits.cover lt 5>> Your hypnotic flaunting has deepened. <<set $hypnosis_traits.cover += 1>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "cover">> <<set _tentacle.tentaclehealth -= 6>><<tentacle_record "hypnosis" 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>> <br> <</if>> <<rng>> <<if _tentacle.head is "hypnosis_deviancy">> and in front of your face <<if _tentacle.type is "vine">> <span class="pink">where it puffs glittering pollen in your face.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="pink">where a light flashes to a fascinating rhythm.</span> <<else>> <span class="pink">where it shines with eldritch light.</span> <</if>> <span class="pink">You feel something shift in your consciousness.</span> Alluring sensations of unspeakable matings fill your mind, <<if $hypnosis_traits.devotion gte 5 and $NPCList[0].fullDescription isnot "Gwylan">> <span class="lblue">only to be snuffed out</span>.<br> <span class="forest-green">Instead, in your mind's eye, Gwylan's arms hold you in a naked embrace. Strange purple petals flutter around you.</span><br> It feels so real, leaving you contented when the vision fades away. You yearn only for one mate in this brief moment. <<if _tentacle.type is "vine">> <span class="red">_The _tentacle.fullDesc rapidly decays.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="red">_The _tentacle.fullDesc rapidly rusts.</span> <<else>> <span class="red">_The _tentacle.fullDesc rapidly withers.</span> <</if>> <<if $abomination is 1>> The <<person>> clutches <<his>> head in pain. <<defiance 5>> <</if>> <<arousal -500>><<pain -4>><<larousal>><<lpain>> <<set _tentacle.tentaclehealth -= 300>><<tentacle_record "hypnosis_backlash" 300>><<tentacleadvdisable _tentacle>> <<elseif $hypnosis_traits.devotion is 4 and random(1, 100) gte 50 and $NPCList[0].fullDescription isnot "Gwylan">> <span class="forest-green">only to fade as you feel a pair of gentle hands cover your eyes, blocking out the compulsion</span>. <<if $abomination is 1>> <<if $NPCList[0].fullDescription is "Gwylan">> Gwylan growls in an otherworldly tone. <<else>> The <<person>> looks irritated. <</if>> <</if>> <<elseif $uncomfortable.hypnosis is false>> <span class="red">devouring all contrary thoughts.</span> <<if !$hypnosis_traits.deviancy>> You've gained the <span class="pink">Hypnotic Deviancy</span> trait. <<set $hypnosis_traits.deviancy to 1>> <<elseif $hypnosis_traits.deviancy lt 5>> Your hypnotic deviancy has deepened. <<set $hypnosis_traits.deviancy += 1>> <</if>> <<willpower 1>><<gwillpower>> <<elseif $willpower gte random(1, 1000)>> <span class="green">but you will them away.</span> <<else>> <span class="red">devouring all contrary thoughts.</span> <<if !$hypnosis_traits.deviancy>> You've gained the <span class="pink">Hypnotic Deviancy</span> trait. <<set $hypnosis_traits.deviancy to 1>> <<elseif $hypnosis_traits.deviancy lt 5>> Your hypnotic deviancy has deepened. <<set $hypnosis_traits.deviancy += 1>> <</if>> <<willpower 1>><<gwillpower>> <</if>> <<set _tentacle.tentaclehealth -= 6>><<tentacle_record "hypnosis" 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>> <br> <</if>> <<rng>> <<if _tentacle.head is "hypnosis_sadism">> and in front of your face <<if _tentacle.type is "vine">> <span class="pink">where it puffs glittering pollen in your face.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="pink">where a light flashes to a fascinating rhythm.</span> <<else>> <span class="pink">where it shines with eldritch light.</span> <</if>> A deep yearning blooms, <<if $hypnosis_traits.devotion gte 5 and $NPCList[0].fullDescription isnot "Gwylan">> <span class="lblue">only to be plucked</span>.<br> <span class="forest-green">Instead, in your mind's eye, Gwylan gently holds both of your wrists together, before pulling you into an embrace. Red rose petals flutter around you.</span><br> It feels so real, leaving you at peace when the vision fades away. You yearn only for <<nnpc_his "Gwylan">> comfort in this brief moment.<br> <<if _tentacle.type is "vine">> <span class="red">_The _tentacle.fullDesc rapidly decays.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="red">_The _tentacle.fullDesc rapidly rusts.</span> <<else>> <span class="red">_The _tentacle.fullDesc rapidly withers.</span> <</if>> <<if $abomination is 1>> The <<person>> clutches <<his>> head in pain. <<defiance 5>> <</if>> <<arousal -500>><<pain -4>><<larousal>><<lpain>> <<set _tentacle.tentaclehealth -= 300>><<tentacle_record "hypnosis_backlash" 300>><<tentacleadvdisable _tentacle>> <<elseif $hypnosis_traits.devotion is 4 and random(1, 100) gte 50 and $NPCList[0].fullDescription isnot "Gwylan">> <span class="forest-green">only to wither as you feel a pair of gentle hands cover your eyes, blocking out the compulsion</span>. <<if $abomination is 1>> <<if $NPCList[0].fullDescription is "Gwylan">> Gwylan growls in an otherworldly tone. <<else>> The <<person>> looks irritated. <</if>> <</if>> <<elseif $uncomfortable.hypnosis is false>> nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> You long for the suffering of others. <<sadism 10>> <<elseif $willpower gte random(1, 1000)>> nurtured by a traitorous part of you. <span class="lblue">You will it away.</span> <<else>> unbeckoned. <span class="pink">You can't resist it.</span> You long for the suffering of others. <<sadism 10>><<willpower 1>><<gwillpower>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "sadism">> <<set _tentacle.tentaclehealth -= 6>><<tentacle_record "hypnosis" 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>> <br> <</if>> <<rng>> <<if _tentacle.head is "hypnosis_orgasm">> and in front of your face <<if _tentacle.type is "vine">> <span class="pink">where it puffs glittering pollen in your face.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="pink">where a light flashes to a fascinating rhythm.</span> <<else>> <span class="pink">where it shines with eldritch light.</span> <</if>> A deep yearning blooms, <<if $hypnosis_traits.devotion gte 5 and $NPCList[0].fullDescription isnot "Gwylan">> <span class="lblue">only to be plucked</span>.<br> <span class="forest-green">Instead, in your mind's eye, Gwylan cups your cheeks with gentle hands and smiles down at you. Red rose petals flutter around you.</span><br> It feels so real, leaving you empty when the vision fades away. You yearn only for <<nnpc_him "Gwylan">> in this brief moment. <<if _tentacle.type is "vine">> <span class="red">_The _tentacle.fullDesc rapidly decays.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="red">_The _tentacle.fullDesc rapidly rusts.</span> <<else>> <span class="red">_The _tentacle.fullDesc rapidly withers.</span> <</if>> <<if $abomination is 1>> The <<person>> clutches <<his>> head in pain. <<defiance 5>> <</if>> <<arousal -500>><<pain -4>><<larousal>><<lpain>> <<set _tentacle.tentaclehealth -= 300>><<tentacle_record "hypnosis_backlash" 300>><<tentacleadvdisable _tentacle>> <<elseif $hypnosis_traits.devotion is 4 and random(1, 100) gte 50 and $NPCList[0].fullDescription isnot "Gwylan">> <span class="forest-green">only to wither as you feel a pair of gentle hands cover your eyes, blocking out the compulsion</span>. <<if $abomination is 1>> <<if $NPCList[0].fullDescription is "Gwylan">> Gwylan growls in an otherworldly tone. <<else>> The <<person>> looks irritated. <</if>> <</if>> <<elseif $uncomfortable.hypnosis is false>> nurtured by a lewd part of you. <span class="lewd">Your mind immediately accepts it.</span> Feelings of arousal overwhelm you. <<arousal 10000>> <<elseif $willpower gte random(1, 1000)>> nurtured by a traitorous part of you. <span class="lblue">You will it away.</span> <<else>> unbeckoned. <span class="pink">You can't resist it.</span> Feelings of arousal overwhelm you. <<arousal 10000>><<willpower 1>><<gwillpower>> <</if>> <<hypnotised 1>><<set $combat_hypnosis to "orgasm">> <<set _tentacle.tentaclehealth -= 6>><<tentacle_record "hypnosis" 6>><<set _tentacle.head to 0>><<set _tentacle.tempBusy to true>> <br> <</if>> <<rng>> <<if _tentacle.head is "hypnosis">> and in front of your face <<if _tentacle.type is "vine">> <span class="purple">where glittering pollen lingers on the tip.</span> <<elseif _tentacle.fullDesc.includes("metal")>> <span class="purple">where a light blinks to a strange rhythm.</span> <<else>> <span class="purple">where it glimmers with eldritch light.</span> <</if>> <<rng 5>> <<if $rng gte 5 and ($hypnosis_traits.scream is undefined or $hypnosis_traits.scream lt 5)>> Confusing images swim through your mind, blending and reversing your thoughts. <<set _tentacle.head to "hypnosis_scream">> <<elseif $rng gte 4 and ($hypnosis_traits.cover is undefined or $hypnosis_traits.cover lt 5)>> Confusing images swim through your mind, blending and reversing your thoughts. <<set _tentacle.head to "hypnosis_cover">> <<elseif $rng gte 3 and $settings.bestialityEnabled and ($hypnosis_traits.deviancy is undefined or $hypnosis_traits.deviancy lt 5)>> Unspeakable images fill your mind, luring you someplace alien. <<set _tentacle.head to "hypnosis_deviancy">> <<elseif $rng gte 2>> Sadistic images surge through your mind, accompanied by unholy delight. <<set _tentacle.head to "hypnosis_sadism">> <<else>> A feeling of immense pleasure shivers through your scalp. A dangerous feeling. <<set _tentacle.head to "hypnosis_orgasm">> <</if>> <br> <</if>> <<if _tentacle.head is "leftlegentrance">> <<if _tentacle.traits.includes("pain")>> <<violence 2>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc pries your left leg out of the way, <span class="purple">leaving you defenceless.</span> <<case 2>>_The _tentacle.fullDesc gives your left leg a harsh tug, <span class="purple">painfully seizing it.</span> <<case 1>>_The _tentacle.fullDesc wrings your left leg in a vice grip, <span class="purple">restraining it.</span> <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc rings around your left leg, <span class="purple">trapping it in its coils.</span> <<case 2>>_The _tentacle.fullDesc tightens around your left leg, <span class="purple">restraining it.</span> <<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your left leg goes numb.</span> <</switch>> <</if>> <<neutral 1>><<disablefeet>><<feettentacledisable>><<set _tentacle.shaft to "leftleg">><<set _tentacle.head to 0>> <<set $leftleg to "grappled">><<set $feettarget to "tentacles">><<set _tentacle.tempBusy to true>> <<if $rightleg and $rightleg.includes("tentacle")>> <<set $rightleg to 0>> <</if>> <<tentacle_skin "left_thigh">> <br> <</if>> <<if _tentacle.head is "rightlegentrance">> <<if _tentacle.traits.includes("pain")>> <<violence 2>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc pries your right leg out of the way, <span class="purple">leaving you defenceless.</span> <<case 2>>_The _tentacle.fullDesc gives your right leg a harsh tug, <span class="purple">painfully seizing it.</span> <<case 1>>_The _tentacle.fullDesc wrings your right leg in a vice grip, <span class="purple">restraining it.</span> <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc rings around your right leg, <span class="purple">trapping it in its coils.</span> <<case 2>>_The _tentacle.fullDesc tightens around your right leg, <span class="purple">restraining it.</span> <<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your right leg goes numb.</span> <</switch>> <</if>> <<neutral 1>><<disablefeet>><<feettentacledisable>><<set _tentacle.shaft to "rightleg">><<set _tentacle.head to 0>> <<set $rightleg to "grappled">><<set $feettarget to "tentacles">><<set _tentacle.tempBusy to true>> <<if $leftleg and $leftleg.includes("tentacle")>> <<set $left to 0>> <</if>> <<tentacle_skin "right_thigh">> <br> <</if>> <<if _tentacle.head is "leftarmentrance">> <<if _tentacle.traits.includes("pain")>> <<violence 2>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc pries your left arm out of the way, <span class="purple">leaving you defenceless.</span> <<case 2>>_The _tentacle.fullDesc twists your left arm behind your back, <span class="purple">painfully seizing it.</span> <<case 1>>_The _tentacle.fullDesc wrings your left arm in a vice grip, <span class="purple">restraining it.</span> <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc rings around your left arm, <span class="purple">trapping it in its coils.</span> <<case 2>>_The _tentacle.fullDesc tightens around your left arm, <span class="purple">restraining it.</span> <<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your left arm goes numb.</span> <</switch>> <</if>> <<neutral 1>><<leftarmtentacledisable>><<set _tentacle.shaft to "leftarm">><<set _tentacle.head to 0>> <<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">><<set _tentacle.tempBusy to true>> <<tentacle_skin "left_shoulder">> <br> <</if>> <<if _tentacle.head is "rightarmentrance">> <<if _tentacle.traits.includes("pain")>> <<violence 2>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc pries your right arm out of the way, <span class="purple">leaving you defenceless.</span> <<case 2>>_The _tentacle.fullDesc twists your right arm behind your back, <span class="purple">painfully seizing it.</span> <<case 1>>_The _tentacle.fullDesc wrings your right arm in a vice grip, <span class="purple">restraining it.</span> <</switch>> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc rings around your right arm, <span class="purple">trapping it in its coils.</span> <<case 2>>_The _tentacle.fullDesc tightens around your right arm, <span class="purple">restraining it.</span> <<case 1>>_The _tentacle.fullDesc squeezes tight, <span class="purple">until your right arm goes numb.</span> <</switch>> <</if>> <<rightarmtentacledisable>><<neutral 1>><<set _tentacle.shaft to "rightarm">><<set _tentacle.head to 0>> <<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">><<set _tentacle.tempBusy to true>> <<tentacle_skin "right_shoulder">> <br> <</if>> <<rng>> <<if _tentacle.head is 0 and _tentacle.shaft isnot 0 and !_tentacle.tempBusy>> <<if random(1, 2) is 2 and _tentacle.traits.includes("hypno") and $settings.hypnosisEnabled>> <<upperslither>><span class="blue">and waves in front of your eyes.</span> <<set _tentacle.head to "hypnosis">> <<elseif $rng lte 10>> <<if $chestuse is "squeezed">> <<upperslither>><span class="blue">and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up between your squeezed <<breasts>>.</span> <<set _tentacle.head to "chest">><<neutralbreast 2>><<set $chestuse to "tentaclerub">><<cheststat>><<set $chesttarget to "tentacles">> <<tentacle_skin "breasts">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 20>> <<if $leftnipple is 0>> <<upperslither>> <<playWithBreasts>><span class="blue">and teases your left nipple.</span> <<neutralbreast 2>> <<set _tentacle.head to "leftnipple">><<set $leftnipple to "tentacle">> <<tentacle_skin "breasts">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 30>> <<if $rightnipple is 0>> <<upperslither>> <<playWithBreasts>><span class="blue">and teases your right nipple.</span> <<neutralbreast 2>> <<set _tentacle.head to "rightnipple">><<set $rightnipple to "tentacle">> <<tentacle_skin "breasts">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 40>> <<if $mouthuse is 0>> <<upperslither>> <span class="blue">and<<if _tentacle.shaft is "breasts">> <<slithers>><</if>> up toward your mouth.</span> <<neutral 1 "breasts">><<neutral 1 "mouth">> <<set $mouthuse to "tentacle">><<set $mouthstate to "tentacleentrance">><<set _tentacle.head to "mouthentrance">><<set $mouthtarget to "tentacles">> <<tentacle_skin "left_cheek" "right_cheek">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 50>> <<if $anususe is 0 and $settings.analEnabled and $noanal is 0>> <<underslither>> <span class="blue">and <<slithers>> toward your <<bottom>>.</span> <<if _tentacle.baby isnot 0 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<neutral 2 "bottom">> <<set $anususe to "tentacle">><<set $anusstate to "tentacleentrance">><<set _tentacle.head to "anusentrance">><<set $anustarget to "tentacles">> <<tentacle_skin "left_bottom" "right_bottom">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 60>> <<if $player.vaginaExist and $vaginause is 0 and $novaginal is 0>> <<underslither>> <span class="blue">and <<slithers>> toward your <<pussy>>.</span> <<if _tentacle.baby isnot 0 and canImpregnateParasite("vagina")>> <span class="red">Something about it scares you.</span> <</if>> <<neutralgenitals 2>> <<set $vaginause to "tentacle">><<set $vaginastate to "tentacleentrance">><<set _tentacle.head to "vaginaentrance">><<set $vaginatarget to "tentacles">> <<tentacle_skin "pubic">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 70>> <<if $player.penisExist and $penisuse is 0 and $nopenile is 0>> <<underslither>> <span class="blue">and <<slithers>> toward your <<penis>>.</span> <<neutralgenitals 2>> <<set $penisuse to "tentacle">><<set $penisstate to "tentacleentrance">><<set _tentacle.head to "penisentrance">><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>> <<tentacle_skin "pubic">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 80>> <<if $player.penisExist and $penisuse is 0 and random(0,100) gte 50>> <<if _tentacle.shaft is "thighs">> <<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<penis>>.</span> <<else>> <<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<penis>>.</span> <</if>> <<set $penisuse to "tentaclerub">><<set $thighuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<sex 3 "genitals">><<thighstat>><<set $penistarget to "tentacles">><<set $tentaclePenis to _tentacle.fullDesc>> <<elseif $player.vaginaExist and $vaginause is 0 and random(0,100) gte 50>> <<if _tentacle.shaft is "thighs">> <<underslither>> <span class="blue">where it <<slithers>> against your tummy and <<pussy>>.</span> <<else>> <<underslither>> <span class="blue">where it <<slithers>> between your thighs and against your tummy and <<pussy>>.</span> <</if>> <<set $vaginause to "tentaclerub">><<set $thighuse to "tentaclerub">><<set _tentacle.head to "vaginarub">><<sex 3 "genitals">><<thighstat>><<set $vaginatarget to "tentacles">> <<tentacle_skin "left_thigh" "right_thigh">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<elseif $rng lte 90>> <<if $anusstate is 0 and $anususe is 0 and $settings.analEnabled>> <<underslither>> <span class="blue">and <<slithers>> between your <<bottom>> cheeks and against your back.</span> <<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">><<set _tentacle.head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">> <<tentacle_skin "back">> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <<else>> <<tentacleadvdefault _tentacle>> <</if>> <br> <<elseif _tentacle.head is 0 and _tentacle.shaft is 0>> <<if $rng lte 10>> <<if $position isnot "wall">> _The _tentacle.fullDesc winds around your tummy. <<neutral 1>> <<set _tentacle.shaft to "tummy">> <<else>> _The _tentacle.fullDesc gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <</if>> <<elseif $rng lte 20>> _The _tentacle.fullDesc <<slithers>> between your thighs. <<neutral 1 "genitals">> <<set _tentacle.shaft to "thighs">> <<tentacle_skin "left_thigh" "right_thigh">> <<elseif $rng lte 30>> <<if $position isnot "wall">> <<if $player.breastsize gte 2 and $chestuse is 0>> _The _tentacle.fullDesc <<slithers>> around your <<breasts>>, <span class="blue">squeezing them together.</span> <<neutralbreast 1>><<set _tentacle.shaft to "breasts">><<set $chestuse to "squeezed">> <<tentacle_skin "breasts">> <<else>> _The _tentacle.fullDesc gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <<tentacle_skin "left_bottom" "right_bottom">> <</if>> <<else>> _The _tentacle.fullDesc gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <<tentacle_skin "left_bottom" "right_bottom">> <</if>> <<elseif $rng lte 40>> <<if $position isnot "wall">> _The _tentacle.fullDesc winds its way around your chest, beneath your <<breasts>>. <<neutralbreast 1>><<set _tentacle.shaft to "chest">> <<tentacle_skin "breasts">> <<else>> _The _tentacle.fullDesc gently slaps your <<bottom>>. <<violence 1>><<hitstat>> <<tentacle_skin "left_bottom" "right_bottom">> <</if>> <<elseif $rng lte 50>> _The _tentacle.fullDesc winds its way around your waist. <<neutral 1>><<set _tentacle.shaft to "waist">> <<elseif $rng lte 60>> <<if $position isnot "wall">> <<if $head is 0 and $nochoke isnot 1 and $settings.asphyxiaLevel gte 1>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<set $nochoke to 1>> _The _tentacle.fullDesc winds its way around your neck, <span class="green">but immediately recoils as the golden heart on your collar shocks it.</span> <<tentacleadvdisable _tentacle>><<set _tentacle.tentaclehealth -= 3>><<tentacle_record "damage" 3>> <<else>> _The _tentacle.fullDesc winds its way around your neck, <span class="blue">restraining your head.</span> <<neutral 1>><<set _tentacle.shaft to "neck">><<set $head to "grappled">> <<tentacle_skin "left_cheek" "right_cheek">> <</if>> <<else>> _The _tentacle.fullDesc winds its way around your shoulders. <<neutral 1>><<set _tentacle.shaft to "shoulders">> <</if>> <<else>> _The _tentacle.fullDesc gently slaps your <<bottom>>. <<tentacle_skin "left_bottom" "right_bottom">> <<violence 1>><<hitstat>> <</if>> <<elseif $rng lte 70>> _The _tentacle.fullDesc gently slaps your <<bottom>>. <<tentacle_skin "left_bottom" "right_bottom">> <<violence 1>><<hitstat>> <<elseif $rng lte 80>> <<if $leftleg is 0>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc winds its way around your left leg, <span class="blue">wrapping around it.</span> <<case 2>>_The _tentacle.fullDesc <span class="blue">prods your left leg,</span> probing for a response. <<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your left leg.</span> <</switch>> <<neutral 1>><<set _tentacle.head to "leftlegentrance">><<tentacle_skin "left_thigh">> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc tickles your feet. <<case 2>>_The _tentacle.fullDesc squeezes your thigh. <<case 1>>_The _tentacle.fullDesc <<slithers>> between your legs. <</switch>> <<neutral 1>> <</if>> <<elseif $rng lte 85>> <<if $rightleg is 0>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc winds its way around your right leg, <span class="blue">wrapping around it.</span> <<case 2>>_The _tentacle.fullDesc <span class="blue">prods your right leg,</span> probing for a response. <<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your right leg.</span> <</switch>> <<neutral 1>><<set _tentacle.head to "rightlegentrance">><<tentacle_skin "right_thigh">> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc tickles your feet. <<case 2>>_The _tentacle.fullDesc squeezes your thigh. <<case 1>>_The _tentacle.fullDesc <<slithers>> between your legs. <</switch>> <<neutral 1>> <</if>> <<elseif $rng lte 90>> <<if $leftarm is 0>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc winds its way around your left arm, <span class="blue">wrapping around it.</span> <<case 2>>_The _tentacle.fullDesc <span class="blue">prods your left arm,</span> probing for a response. <<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your left arm.</span> <</switch>> <<neutral 1>><<set _tentacle.head to "leftarmentrance">><<tentacle_skin "left_shoulder">> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc tickles your armpit. <<case 2>>_The _tentacle.fullDesc <<slithers>> over your ribs. <<case 1>>_The _tentacle.fullDesc slaps against your palm. <</switch>> <<neutral 1>> <</if>> <<elseif $rng lte 95>> <<if $rightarm is 0>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc winds its way around your right arm, <span class="blue">wrapping around it.</span> <<case 2>>_The _tentacle.fullDesc <span class="blue">prods your right arm,</span> probing for a response. <<case 1>>_The _tentacle.fullDesc <span class="blue">curls up to your right arm.</span> <</switch>> <<neutral 1>><<set _tentacle.head to "rightarmentrance">><<tentacle_skin "right_shoulder">> <<else>> <<switch random(1, 3)>> <<case 3>>_The _tentacle.fullDesc tickles your armpit. <<case 2>>_The _tentacle.fullDesc <<slithers>> over your ribs. <<case 1>>_The _tentacle.fullDesc slaps against your palm. <</switch>> <<neutral 1>> <</if>> <<elseif $rng lte 100>> _The _tentacle.fullDesc <<slithers>> against your <<bottom>>. <<tentacle_skin "left_bottom" "right_bottom">> <<neutral 1 "bottom">> <</if>> <br> <</if>> <<run delete _tentacle.tempBusy>> <</widget>> <<widget "tentacleadvdefault">> <<set _tentacle to _args[0]>> <<rng>> <<if $rng gte 91>> then squirts a warm _fluid over your neck. <<bodyliquid "neck" _fluid>><<neckejacstat>> <<elseif $rng gte 81>> then squirts a warm _fluid over your right arm. <<bodyliquid "rightarm" _fluid>><<handejacstat>> <<elseif $rng gte 71>> then squirts a warm _fluid over your left arm. <<bodyliquid "leftarm" _fluid>><<handejacstat>> <<elseif $rng gte 61>> then squirts a warm _fluid over your thighs. <<bodyliquid "thigh" _fluid>><<thighejacstat>> <<elseif $rng gte 51>> then squirts a warm _fluid over your <<bottom>>. <<bodyliquid "bottom" _fluid>><<bottomejacstat>> <<elseif $rng gte 41>> then squirts a warm _fluid over your tummy. <<bodyliquid "tummy" _fluid>><<tummyejacstat>> <<elseif $rng gte 31>> then squirts a warm _fluid over your chest. <<bodyliquid "chest" _fluid>><<chestejacstat>> <<elseif $rng gte 21>> then squirts a warm _fluid over your face. <<bodyliquid "face" _fluid>><<faceejacstat>> <<elseif $rng gte 11>> then squirts a warm _fluid over your hair. <<bodyliquid "hair" _fluid>><<hairejacstat>> <<else>> then squirts a warm _fluid over your feet. <<bodyliquid "feet" _fluid>><<feetejacstat>> <</if>> <<neutral 1>><<set _tentacle.tentaclehealth -= 1>><<tentacle_record "fluid" 1>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 3>> <</if>> <</widget>> <<widget "tentacleadvdisable">> <<set _tentacle to _args[0]>> <<if _tentacle.head is "feet">><<set $leftleg to 0>><<set $rightleg to 0>><<set $feetstate to 0>><</if>> <<if _tentacle.head is "leftarm">><<set $leftarm to 0>><<set $leftarmstate to 0>><</if>> <<if _tentacle.head is "rightarm">><<set $rightarm to 0>><<set $rightarmstate to 0>><</if>> <<if _tentacle.head is "leftnipple" or _tentacle.head is "leftnipplesuck">> <<set $leftnipple to 0>> <</if>> <<if _tentacle.head is "rightnipple" or _tentacle.head is "rightnipplesuck">> <<set $rightnipple to 0>> <</if>> <<if _tentacle.head is "mouthentrance" or _tentacle.head is "mouthimminent" or _tentacle.head is "mouth" or _tentacle.head is "mouthdeep">> <<if $mouthuse is "tentacle">><<set $mouthuse to 0>><<set $mouthstate to 0>><</if>> <<unset $tentacleMouth>> <</if>> <<if _tentacle.head is "anusentrance" or _tentacle.head is "anusimminent" or _tentacle.head is "anus" or _tentacle.head is "anusdeep">> <<if $anususe is "tentacle" or $anususe is "tentaclerub">><<set $anususe to 0>><<set $anusstate to 0>><</if>> <<unset $tentacleAnus>><<unset $tentacleAnusBaby>> <</if>> <<if _tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent" or _tentacle.head is "vagina" or _tentacle.head is "vaginadeep">> <<if $vaginause is "tentacle" or $vaginause is "tentaclerub">><<set $vaginause to 0>><<set $vaginastate to 0>><</if>> <<unset $tentacleVagina>> <</if>> <<if _tentacle.head is "penisentrance" or _tentacle.head is "penisimminent" or _tentacle.head is "penis" or _tentacle.head is "penisdeep">> <<if $penisuse is "tentacle" or $penisuse is "tentaclerub">><<set $penisuse to 0>><<set $penisstate to 0>><</if>> <<unset $tentaclePenis>> <</if>> <<if _tentacle.head is "chest">><<set $chestuse to "squeezed">><</if>> <<if _tentacle.shaft is "breasts">><<set $chestuse to 0>><</if>> <<if _tentacle.head is "vaginarub">><<set $vaginause to 0>><<set $thighuse to 0>><</if>> <<if _tentacle.head is "penisrub">><<set $penisuse to 0>><<set $thighuse to 0>><</if>> <<if _tentacle.head is "bottomrub">><<set $anususe to 0>><<set $bottomuse to 0>><</if>> <<if _tentacle.head is "anusrub">><<set $anususe to 0>><<set $anususe to 0>><</if>> <<if _tentacle.shaft is "neck" and $head isnot "bound">><<set $head to 0>><</if>> <<if _tentacle.shaft is "leftleg" and $leftleg isnot "bound">><<set $leftleg to 0>><</if>> <<if _tentacle.shaft is "rightleg" and $rightleg isnot "bound">><<set $rightleg to 0>><</if>> <<if _tentacle.shaft is "leftarm" and $leftarm isnot "bound">><<set $leftarm to 0>><</if>> <<if _tentacle.shaft is "rightarm" and $rightarm isnot "bound">><<set $rightarm to 0>><</if>> <<set _tentacle.shaft to 0>> <<set _tentacle.head to 0>> <</widget>> <<widget "actionstentacleadvcheckbox">> /* Dunno what im doing honestly ~Ludsoe */ <<if _args[3] is _args[4]>><<set _checked to "checked">><<else>><<set _checked to "">><</if>> /* Originally i was just passing _args[0] along to the label, but for some reason that didnt work.... but this does*/ <<if _args[0] is "def">> | <label><span class="def">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label> <<elseif _args[0] is "sub">> | <label><span class="sub">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label> <<elseif _args[0] is "neutral">> | <label><span class="neutral">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label> <<elseif _args[0] is "brat">> | <label><span class="brat">_args[1]</span> <<radiobutton _args[2] _args[3] _checked>></label> <</if>> <</widget>> <<widget "actionstentacleadvlefthand">> /* unused */ <<set _tentacle to _args[0]>> <<if $leftarm is 0 and _tentacle.shaft isnot "finished">> <<set _action to "lefthittentacle"+_tentacle.id>> <<actionstentacleadvcheckbox "def" "Strike the _tentacle.fullDesc" "$leftaction" _action $leftactiondefault>> <<set _action to "leftgrabtentacle"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Grab the _tentacle.fullDesc" "$leftaction" _action $leftactiondefault>> <<if $angel gte 4 and $angelBanish gte 1>> <<set _action to "leftbanish"+_tentacle.id>> <<actionstentacleadvcheckbox "def" "Banish the _tentacle.fullDesc" "$leftaction" _action $leftactiondefault>> <</if>> <br> <<elseif $leftarm is _tentacle.id>> You hold the _tentacle.fullDesc in your left hand. <br> <<set _action to "leftrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Milk it" "$leftaction" _action $leftactiondefault>> <<set _action to "leftstop"+_tentacle.id>> <<actionstentacleadvcheckbox "neutral" "Let go" "$leftaction" _action $leftactiondefault>> <<if hasSexStat("deviancy", 5)>> /* Should i lock this behind consentacles? */ <<if ($anususe is 0 and $settings.analEnabled) or ($player.vaginaExist and $vaginause is 0 or $player.penisExist and $penisuse is 0) or $mouthuse is 0>> <br>--<<deviant5>>| --<br> <<if $anususe is 0 and $settings.analEnabled>> <<set _action to "showbottom"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your <<bottom>>." "$leftaction" _action $leftactiondefault>> <</if>> <<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>> <<set _action to "showthighs"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your thighs." "$leftaction" _action $leftactiondefault>> <</if>> <<if $mouthuse is 0>> <<set _action to "showmouth"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your mouth." "$leftaction" _action $leftactiondefault>> <</if>> <</if>> <</if>> <br> <</if>> <</widget>> <<widget "actionstentacleadvrighthand">> /* unused */ <<set _tentacle to _args[0]>> <<if $rightarm is 0 and _tentacle.shaft isnot "finished">> <<set _action to "righthittentacle"+_tentacle.id>> <<actionstentacleadvcheckbox "def" "Strike _the _tentacle.fullDesc" "$rightaction" _action $rightactiondefault>> <<set _action to "rightgrabtentacle"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Grab _the _tentacle.fullDesc" "$rightaction" _action $rightactiondefault>> <<if $angel gte 4 and $angelBanish gte 1>> <<set _action to "rightbanish"+_tentacle.id>> <<actionstentacleadvcheckbox "def" "Banish _the _tentacle.fullDesc" "$rightaction" _action $rightactiondefault>> <</if>> <br> <<elseif $rightarm is _tentacle.id>> You hold the _tentacle.fullDesc in your right hand. <br> <<set _action to "rightrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Milk it" "$rightaction" _action $rightactiondefault>> <<set _action to "rightstop"+_tentacle.id>> <<actionstentacleadvcheckbox "neutral" "Let go" "$rightaction" _action $rightactiondefault>> <<if hasSexStat("deviancy", 5)>> /* Should i lock this behind consentacles? */ <<if ($anususe is 0 and $settings.analEnabled) or ($player.vaginaExist and $vaginause is 0 or $player.penisExist and $penisuse is 0) or $mouthuse is 0>> <br>--<<deviant5>>| --<br> <<if $anususe is 0 and $settings.analEnabled>> <<set _action to "showbottom"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your <<bottom>>." "$rightaction" _action $rightactiondefault>> <</if>> <<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>> <<set _action to "showthighs"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your thighs." "$rightaction" _action $rightactiondefault>> <</if>> <<if $mouthuse is 0>> <<set _action to "showmouth"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your mouth." "$rightaction" _action $rightactiondefault>> <</if>> <</if>> <</if>> <br> <</if>> <</widget>> <<widget "actionstentacleadvlegs">> /* unused */ <<set _tentacle to _args[0]>> <<if $leftleg is 0 and $rightleg is 0 and _tentacle.shaft isnot "finished">> <<set _action to "feethit"+_tentacle.id>> <<actionstentacleadvcheckbox "def" "Kick _the _tentacle.fullDesc" "$feetaction" _action $feetactiondefault>> <<set _action to "feetgrab"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Grab _the _tentacle.fullDesc" "$feetaction" _action $feetactiondefault>> <br> <<elseif ($rightleg is 0 or $leftleg is 0) and _tentacle.shaft isnot "finished">> <<set _action to "feethit"+_tentacle.id>> <<actionstentacleadvcheckbox "def" "Kick _the _tentacle.fullDesc" "$feetaction" _action $feetactiondefault>> <br> <<elseif $leftleg is _tentacle.id>> You hold the _tentacle.fullDesc between your feet. <br> <<set _action to "feetrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Milk it" "$feetaction" _action $feetactiondefault>> <<set _action to "feetstop"+_tentacle.id>> <<actionstentacleadvcheckbox "neutral" "Let go" "$feetaction" _action $feetactiondefault>> <<if hasSexStat("deviancy", 5)>> /* Should i lock this behind consentacles? */ <<if ($anususe is 0 and $settings.analEnabled) or ($player.vaginaExist and $vaginause is 0 or $player.penisExist and $penisuse is 0)>> <br>--<<deviant5>>| --<br> <<if $anususe is 0 and $settings.analEnabled>> <<set _action to "showbottom"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your <<bottom>>." "$feetaction" _action $feetactiondefault>> <</if>> <<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>> <<set _action to "showthighs"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Guide to your thighs." "$feetaction" _action $feetactiondefault>> <</if>> <</if>> <</if>> <br> <</if>> <</widget>> <<widget "actionstentacleadvmouth">> /* unused */ <<set _tentacle to _args[0]>> <<if _tentacle.head is "mouthentrance">> <<set _action to "mouthlick"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Lick it" "$mouthaction" _action $mouthactiondefault>> <<if $head is "grappled">> <<else>> <<set _action to "mouthpullaway"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Pull away" "$mouthaction" _action $mouthactiondefault>> <</if>> <<if $tending gte 600 and !$combat_silenced>> <<set _action to "mouthlull"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Lull" "$mouthaction" _action $mouthactiondefault>> <</if>> <<elseif _tentacle.head is "mouthimminent">> <<set _action to "mouthkiss"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Kiss it" "$mouthaction" _action $mouthactiondefault>> <<if $head is "grappled">> <<else>> <<set _action to "mouthpullaway"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Pull away" "$mouthaction" _action $mouthactiondefault>> <</if>> <<if $tending gte 600 and !$combat_silenced>> <<set _action to "mouthlull"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Lull" "$mouthaction" _action $mouthactiondefault>> <</if>> <<elseif _tentacle.head is "mouth" or _tentacle.head is "mouthdeep">> <<set _action to "mouthcooperate"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Cooperate" "$mouthaction" _action $mouthactiondefault>> <<set _action to "mouthbite"+_tentacle.id>> <<actionstentacleadvcheckbox "def" "Bite" "$mouthaction" _action $mouthactiondefault>> <<else>> <<if $tending gte 600 and !$combat_silenced>> <<set _action to "mouthlull"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Lull" "$mouthaction" _action $mouthactiondefault>> <</if>> <</if>> <</widget>> <<widget "actionstentacleadvvagina">> /* unused */ <<set _tentacle to _args[0]>> <<if _tentacle.head is "vaginaentrance" or _tentacle.head is "vaginaimminent">> <<set _action to "vaginarub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Rub" "$vaginaaction" _action $vaginaactiondefault>> <<if $leftleg is "grappled" and $rightleg is "grappled">> <<else>> <<set _action to "vaginapullaway"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Pull away" "$vaginaaction" _action $vaginaactiondefault>> <</if>> <<elseif _tentacle.head is "vagina" or _tentacle.head is "vaginadeep">> <<set _action to "vaginacooperate"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Cooperate" "$vaginaaction" _action $vaginaactiondefault>> <</if>> <</widget>> <<widget "actionstentacleadvpenis">> /* unused */ <<set _tentacle to _args[0]>> <<if _tentacle.head is "penisentrance" or _tentacle.head is "penisimminent">> <<set _action to "penisrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Rub" "$penisaction" _action $penisactiondefault>> <<if $leftleg is "grappled" and $rightleg is "grappled">> <<else>> <<set _action to "penispullaway"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Pull away" "$penisaction" _action $penisactiondefault>> <</if>> <<elseif _tentacle.head is "penis" or _tentacle.head is "penisdeep">> <<set _action to "peniscooperate"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Cooperate" "$penisaction" _action $penisactiondefault>> <</if>> <</widget>> <<widget "actionstentacleadvanus">> /* unused */ <<set _tentacle to _args[0]>> <<if _tentacle.head is "anusentrance" or _tentacle.head is "anusimminent">> <<set _action to "anusrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Rub" "$anusaction" _action $anusactiondefault>> <<if $leftleg is "grappled" and $rightleg is "grappled">> <<else>> <<set _action to "anuspullaway"+_tentacle.id>> <<actionstentacleadvcheckbox "brat" "Pull away" "$anusaction" _action $anusactiondefault>> <</if>> <<elseif _tentacle.head is "anus" or _tentacle.head is "anusdeep">> <<set _action to "anuscooperate"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Cooperate" "$anusaction" _action $anusactiondefault>> <</if>> <</widget>> <<widget "actionstentacleadvthighs">> /* unused */ <<set _tentacle to _args[0]>> <<if _tentacle.head is "penisrub">> <<set _action to "penisrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Rub" "$thighaction" _action $thighactiondefault>> <<elseif _tentacle.head is "vaginarub">> <<set _action to "vaginarub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Rub" "$thighaction" _action $thighactiondefault>> <</if>> <</widget>> <<widget "actionstentacleadvbottom">> /* unused */ <<set _tentacle to _args[0]>> <<set _action to "bottomrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Rub" "$bottomaction" _action $bottomactiondefault>> <</widget>> <<widget "actionstentacleadvchest">> /* unused */ <<set _tentacle to _args[0]>> <<set _action to "chestrub"+_tentacle.id>> <<actionstentacleadvcheckbox "sub" "Rub" "$chestaction" _action $chestactiondefault>> <</widget>> <<widget "effectstentacleadv">> <<set _tentacle to _args[0]>> <<if _tentacle.type is "vine">> <<set _fluid to "nectar">> <<set _Slimy to "Sticky">> <<else>> <<set _fluid to "fluid">> <<set _Slimy to "Slimy">> <</if>> <<rng>> <<set _The to ($abomination is 1 ? "<<His>>" : "The")>> <<set _the to ($abomination is 1 ? "<<his>>" : "the")>> /*New Controls*/ <<if ($leftaction is "lefthittentacle" and $leftactionTarget is _tentacle.id) or ($rightaction is "righthittentacle" and $rightactionTarget is _tentacle.id)>> <<if $leftaction is "lefthittentacle" and $rightaction is "righthittentacle" and $leftactionTarget is $rightactionTarget>> You strike _the _tentacle.fullDesc with both hands and it reels away from you. <<set _multi to 2>> <<set $leftaction to 0>><<set $leftactiondefault to "lefthittentacle">> <<set $rightaction to 0>><<set $rightactiondefault to "righthittentacle">> <<elseif $leftaction is "lefthittentacle" and $leftactionTarget is _tentacle.id>> You strike _the _tentacle.fullDesc with your left hand and it reels away from you. <<set _multi to 1>><<set $leftaction to 0>> <<set $leftactiondefault to "lefthittentacle">> <<else>> You strike _the _tentacle.fullDesc with your right hand and it reels away from you. <<set _multi to 1>> <<set $rightaction to 0>><<set $rightactiondefault to "righthittentacle">> <</if>> <<defiance `2 * _multi`>> <<set $speechhit to 1 * _multi>><<set $attackstat += 1 * _multi>> <<if $rng lte (currentSkillValue('physique') / 200)>> <span class="green">It trembles before your strength.</span> <<set _tentacle.tentaclehealth -= 1 * _multi>><<tentacle_record "damage" 1 * _multi>> <</if>> <<set _tentacle.tentaclehealth -= 1 * _multi>><<tentacle_record "damage" 1 * _multi>> <<tentacleadvdisable _tentacle>> <<if $abomination is 1>> The <<person>> winces in pain. <</if>> <</if>> <<if ($leftaction is "leftbanish" and $leftactionTarget is _tentacle.id) or ($rightaction is "rightbanish" and $rightactionTarget is _tentacle.id)>> <<if $leftaction is "leftbanish" and $rightaction is "rightbanish" and $leftactionTarget is $rightactionTarget and $angelBanish gte 2>> <<set $angelBanish -= 2>> You clasp your hands together in prayer. _The _tentacle.fullDesc shimmers brightly and is blasted away from you. <<set _multi to 2>> <<set $leftaction to 0>><<set $leftactiondefault to "leftbanish">> <<set $rightaction to 0>><<set $rightactiondefault to "rightbanish">> <<elseif $leftaction is "leftbanish" and $angelBanish gte 1 and $leftactionTarget is _tentacle.id>> <<set $angelBanish -->> You make an intricate gesture with your left hand. _The _tentacle.fullDesc shimmers and recoils violently. <<set _multi to 1>><<set $leftaction to 0>> <<set $leftactiondefault to "leftbanish">> <<elseif $rightaction is "rightbanish" and $angelBanish gte 1 and $rightactionTarget is _tentacle.id>> <<set $angelBanish -->> You make an intricate gesture with your right hand. _The _tentacle.fullDesc shimmers and recoils violently. <<set _multi to 1>><<set $rightaction to 0>> <<set $rightactiondefault to "rightbanish">> <<else>> You make an intricate gesture with your <<if $leftaction is "leftbanish">>left<<else>>right<</if>> hand, <span class="red">but nothing happens</span>. <</if>> <<if $purity gte 1000>> <<set _multi ++>> <</if>> <<defiance `Math.floor($purity / 150) * _multi`>> <<set $speechbanish to 1 * _multi>><<set $attackstat += 1 * _multi>> <<if $rng lte ($purity / 20)>><<set _tentacle.tentaclehealth -= 10 * _multi>><<tentacle_record "banish" 10 * _multi>><</if>> <<set _tentacle.tentaclehealth -= 10 * _multi>><<tentacle_record "banish" 10 * _multi>> <<tentacleadvdisable _tentacle>> <<if $abomination is 1>> <<combatPerson>> recoils from the light. <</if>> <</if>> <<if ($leftaction is "leftgrabtentacle" and $leftactionTarget is _tentacle.id) or ($rightaction is "rightgrabtentacle" and $rightactionTarget is _tentacle.id)>> <<tentacleadvdisable _tentacle>> /* Make sure you call this before trying to set the tentacle info */ <<if $leftaction is "leftgrabtentacle" and $leftactionTarget is _tentacle.id>> <<set _hand to "left">><<set $leftaction to 0>><<set $leftactiondefault to "leftrub">> <<set $leftarm to _tentacle.id>><<set _tentacle.head to "leftarm">><<set $leftarmstate to "tentacle">><<set $lefttarget to "tentacles">> <<else>> <<set _hand to "right">><<set $rightaction to 0>><<set $rightactiondefault to "rightrub">> <<set $rightarm to _tentacle.id>><<set _tentacle.head to "rightarm">><<set $rightarmstate to "tentacle">><<set $righttarget to "tentacles">> <</if>> <span class="lblue">You <<handtext>> grab _the _tentacle.fullDesc with your _hand hand.</span> <<submission 1>><<handstat>> <</if>> <<if $leftaction is "leftrub"+_tentacle.id or $rightaction is "rightrub"+_tentacle.id>> <<if $leftaction is "leftrub"+_tentacle.id>> <<set _hand to "left">><<set $leftaction to 0>> <<set $leftactiondefault to "leftrub"+_tentacle.id>> <<else>> <<set _hand to "right">><<set $rightaction to 0>> <<set $rightactiondefault to "rightrub"+_tentacle.id>> <</if>> <<handskilluse>><<submission 1>> You <<handtext>> squeeze _the _tentacle.fullDesc in your _hand hand and rub up and down its length. <<if currentSkillValue("handskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip</span>. <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <<handejacstat>><<ejacstat>> <<if _hand is "left">><<bodyliquid "leftarm" _fluid>><<else>><<bodyliquid "rightarm" _fluid>><</if>> <</if>> <</if>> <<if $leftaction is "leftstruggle" or $rightaction is "rightstruggle">> <<if !_struggletext>> <<if $leftaction is "leftstruggle" and $rightaction is "rightstruggle">> You struggle with all your might. <<else>> You struggle. <</if>> <<set _struggletext to 1>> <</if>> <<if $abomination is 1 and ($NPCList[0].lefthand is "arms" or $NPCList[0].righthand is "arms")>> <<if $leftaction is "leftstruggle" and $rightaction is "rightstruggle">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftstruggle">><<set $rightactiondefault to "rightstruggle">> <<if currentSkillValue('physique') gte random(1, 32000)>> <span class="teal">You manage to twist your arms free.</span> <<defiance 5>> <<set $leftarm to 0>><<set $rightarm to 0>> <<set $NPCList[0].lefthand to 0>> <<set $NPCList[0].righthand to 0>> <<else>> <span class="purple">Your arms remain entangled.</span> <</if>> <<else>> <<if currentSkillValue('physique') gte random(1, 64000)>> <span class="teal">You manage to twist your arms free.</span> <<defiance 5>> <<set $leftarm to 0>><<set $rightarm to 0>> <<set $NPCList[0].lefthand to 0>> <<set $NPCList[0].righthand to 0>> <<else>> <span class="purple">Your arms remain entangled.</span> <</if>> <</if>> <</if>> <<if $leftaction is "leftstruggle" and _tentacle.shaft is "leftarm">> <<set $leftaction to 0>><<set $leftactiondefault to "leftstruggle">> <<set $speechstruggle to 1>><<defiance 1>> <<if currentSkillValue('physique') gte random(1, 64000)>> <span class="teal">You manage to twist your left arm free.</span> <<defiance 5>><<tentacleadvdisable _tentacle>> <<set $leftarm to 0>> <<else>> <span class="purple">Your left arm remains entangled.</span> <</if>> <</if>> <<if $rightaction is "rightstruggle" and _tentacle.shaft is "rightarm">> <<set $rightaction to 0>><<set $rightactiondefault to "rightstruggle">> <<defiance 1>><<set $speechstruggle to 1>> <<if currentSkillValue('physique') gte random(1, 64000)>> <span class="teal">You manage to twist your right arm free.</span> <<defiance 5>><<tentacleadvdisable _tentacle>> <<set $rightarm to 0>> <<else>> <span class="purple">Your right arm remains entangled.</span> <</if>> <</if>> <</if>> <<if $leftaction is "showbottom"+_tentacle.id or $rightaction is "showbottom"+_tentacle.id>> <<if $leftaction is "showbottom"+_tentacle.id>> <<set _hand to "left">><<set $leftaction to 0>> <<set $leftarm to 0>> <<set $leftarmstate to 0>> <<else>> <<set _hand to "right">><<set $rightaction to 0>> <<set $rightarm to 0>> <<set $rightarmstate to 0>> <</if>> <<submission 1>> <br> <<combatdeviancy5>> <br> You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand towards your <<bottom>>. <<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */ <<if _hand is "left">> <<leftarmtentacledisable>> <<set _tentacle.shaft to "leftarm">> <<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<else>> <<rightarmtentacledisable>> <<set _tentacle.shaft to "rightarm">> <<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">> <</if>> _The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span> <<neutral 1>> <<else>> <<if _tentacle.shaft is 0>> <<set _tentacle.shaft to (either("tummy","waist","thighs"))>> <</if>> <</if>> <<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">> <<set _tentacle.head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">> <</if>> <<if $leftaction is "showmouth"+_tentacle.id or $rightaction is "showmouth"+_tentacle.id>> <<if $leftaction is "showmouth"+_tentacle.id>> <<set _hand to "left">><<set $leftaction to 0>> <<set $leftarm to 0>> <<set $leftarmstate to 0>> <<else>> <<set _hand to "right">><<set $rightaction to 0>> <<set $rightarm to 0>> <<set $rightarmstate to 0>> <</if>> <<submission 1>> <br> <<combatdeviancy5>> <br> You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand up towards your mouth. <<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */ <<if _hand is "left">> <<leftarmtentacledisable>> <<set _tentacle.shaft to "leftarm">> <<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<else>> <<rightarmtentacledisable>> <<set _tentacle.shaft to "rightarm">> <<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">> <</if>> _The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span> <<neutral 1>> <<else>> <<if _tentacle.shaft is 0>> <<if $nochoke is 1>> <<set _tentacle.shaft to (either("tummy","chest","breasts"))>> <<else>> <<set _tentacle.shaft to (either("tummy","neck","chest","breasts"))>> <</if>> <</if>> <</if>> <<set $mouthuse to "tentacle">><<set $mouthstate to "tentacleentrance">><<set $mouthtarget to "tentacles">> <<set _tentacle.head to "mouthentrance">><<neutral 2 "mouth">> <</if>> <<if $leftaction is "showthighs"+_tentacle.id or $rightaction is "showthighs"+_tentacle.id>> <<if $leftaction is "showthighs"+_tentacle.id>> <<set _hand to "left">><<set $leftaction to 0>> <<set $leftarm to 0>> <<set $leftarmstate to 0>> <<else>> <<set _hand to "right">><<set $rightaction to 0>> <<set $rightarm to 0>> <<set $rightarmstate to 0>> <</if>> <<submission 1>> <br> <<combatdeviancy5>> <br> You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand between your thighs. <<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */ <<if _hand is "left">> <<leftarmtentacledisable>> <<set _tentacle.shaft to "leftarm">> <<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<else>> <<rightarmtentacledisable>> <<set _tentacle.shaft to "rightarm">> <<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">> <</if>> _The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span> <<neutral 1>> <<else>> <<if _tentacle.shaft is 0>> <<set _tentacle.shaft to (either("tummy","waist"))>> <</if>> <</if>> <<if $player.penisExist and $penisuse is 0>> <<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">> <<elseif $player.vaginaExist and $vaginause is 0>> <<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">> <</if>> <<sex 3 "genitals">><<thighstat>> <<set $thighuse to "tentaclerub">> <</if>> <<if $leftaction is "showpenis"+_tentacle.id or $rightaction is "showpenis"+_tentacle.id>> <<if $leftaction is "showpenis"+_tentacle.id>> <<set _hand to "left">><<set $leftaction to 0>> <<set $leftarm to 0>> <<set $leftarmstate to 0>> <<else>> <<set _hand to "right">><<set $rightaction to 0>> <<set $rightarm to 0>> <<set $rightarmstate to 0>> <</if>> <<if playerHasStrapon() or $player.penisExist>> <<submission 1>> <br> <<combatdeviancy5>> <br> You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand between your thighs close to your <<penisSimple>>. <<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */ <<if _hand is "left">> <<leftarmtentacledisable>> <<set _tentacle.shaft to "leftarm">> <<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<else>> <<rightarmtentacledisable>> <<set _tentacle.shaft to "rightarm">> <<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">> <</if>> _The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span> <<neutral 1>> <<else>> <<if _tentacle.shaft is 0>> <<set _tentacle.shaft to (either("tummy","waist"))>> <</if>> <</if>> <<if $penisuse is 0>> <<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">> <</if>> <<sex 3 "genitals">><<thighstat>> <<set $thighuse to "tentaclerub">> <</if>> <</if>> <<if $leftaction is "showvagina"+_tentacle.id or $rightaction is "showvagina"+_tentacle.id>> <<if $leftaction is "showvagina"+_tentacle.id>> <<set _hand to "left">><<set $leftaction to 0>> <<set $leftarm to 0>> <<set $leftarmstate to 0>> <<else>> <<set _hand to "right">><<set $rightaction to 0>> <<set $rightarm to 0>> <<set $rightarmstate to 0>> <</if>> <<if $player.vaginaExist>> <<submission 1>> <br> <<combatdeviancy5>> <br> You <<handtext>> guide _the _tentacle.fullDesc with your _hand hand between your thighs close to your pussy. <<if $rng lte 30>> /* How common will the tentacle wrap around the arm guiding it */ <<if _hand is "left">> <<leftarmtentacledisable>> <<set _tentacle.shaft to "leftarm">> <<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<else>> <<rightarmtentacledisable>> <<set _tentacle.shaft to "rightarm">> <<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">> <</if>> _The _tentacle.fullDesc winds its way around your _hand arm, <span class="blue">restraining it.</span> <<neutral 1>> <<else>> <<if _tentacle.shaft is 0>> <<set _tentacle.shaft to (either("tummy","waist"))>> <</if>> <</if>> <<if $vaginause is 0>> <<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">> <</if>> <<sex 3 "genitals">><<thighstat>> <<set $thighuse to "tentaclerub">> <</if>> <</if>> <<if $leftaction is "leftstop"+_tentacle.id>> <<set $leftaction to 0>><<set $leftactiondefault to "leftstop"+_tentacle.id>> You release _the _tentacle.fullDesc from your left hand. <<tentacleadvdisable _tentacle>> <</if>> <<if $rightaction is "rightstop"+_tentacle.id>> <<set $rightaction to 0>><<set $rightactiondefault to "rightstop"+_tentacle.id>> You release _the _tentacle.fullDesc from your right hand. <<tentacleadvdisable _tentacle>> <</if>> <<if $leftaction is "leftstop"+_tentacle.id>> <<set $leftaction to 0>><<set $leftactiondefault to "leftstop"+_tentacle.id>> You release _the _tentacle.fullDesc from your left hand. <<tentacleadvdisable _tentacle>> <</if>> <<if $rightaction is "rest">> <<set $rightaction to 0>> <<set $rightactiondefault to "rest">> <</if>> <<if $leftaction is "rest">> <<set $leftaction to 0>> <<set $leftactiondefault to "rest">> <</if>> <<effectshandsclothes>> <<if $feetaction is "feethit" and $feetactionTarget is _tentacle.id>> <<set $feetaction to 0>><<set $feetactiondefault to "feethit">> You kick _the _tentacle.fullDesc and it reels away from you. <<defiance 2>><<set $speechhit to 1>><<tentacleadvdisable _tentacle>><<set $attackstat += 1>> <<set _tentacle.tentaclehealth -= 1>><<tentacle_record "damage" 1>> <<if $rng lte (currentSkillValue('physique') / 200)>> <span class="green">It trembles before your strength.</span> <<set _tentacle.tentaclehealth -= 1>><<tentacle_record "damage" 1>> <</if>> <<if $abomination is 1>> <<defiance 3>> <</if>> <</if>> <<if $feetaction is "feetgrab" and $feetactionTarget is _tentacle.id>> <<set $feetaction to 0>><<set $feetactiondefault to "feetrub">><<submission 1>><<feetstat>> <span class="lblue">You <<feettext>> grab _the _tentacle.fullDesc between your feet.</span> <<tentacleadvdisable _tentacle>><<set $leftleg to _tentacle.id>><<set $rightleg to _tentacle.id>><<set $feettarget to "tentacles">> <<set _tentacle.head to "feet">><<feetstat>><<set $feetstate to "tentacle">> <</if>> <<if $feetaction is "feetrub"+_tentacle.id>> <<set $feetaction to 0>><<set $feetactiondefault to "feetrub"+_tentacle.id>><<feetskilluse>><<submission 1>> You <<feettext>> squeeze _the _tentacle.fullDesc between your feet and rub up and down its length. <<if currentSkillValue("feetskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip</span>. <<bodyliquid "feet" _fluid>><<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<feetejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $feetaction is "showthighs"+_tentacle.id or $feetaction is "showbottom"+_tentacle.id>> <<set $feetaction to 0>><<set $feetstate to 0>> <<set $leftleg to 0>><<set $rightleg to 0>> <<submission 1>> <br> <<combatdeviancy5>> <br> <<if $feetaction is "showthighs"+_tentacle.id>> <<set _dir to "thighs">> You <<feettext>> guide _the _tentacle.fullDesc with your feet between your thighs. <<else>> <<set _dir to "bottom">> You <<feettext>> guide _the _tentacle.fullDesc with your feet towards your <<bottom>>. <</if>> <<if $rng lte 30>> /* Leg grapple? */ <<if $rng gte 16>> <<set _leg to "left">><<set _tentacle.shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">> <<else>> <<set _leg to "right">><<set _tentacle.shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">> <</if>> <<neutral 1>><<feettentacledisable>> _The _tentacle.fullDesc winds its way around your _leg leg, <span class="blue">restraining it.</span> <<else>> <<if _tentacle.shaft is 0>> <<if _dir is "thighs">> <<set _tentacle.shaft to (either("tummy","waist"))>> <<else>> <<set _tentacle.shaft to (either("tummy","waist","thighs"))>> <</if>> <</if>> <</if>> <<if _dir is "thighs">> <<if $player.penisExist and $penisuse is 0>> <<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">> <<elseif $player.vaginaExist and $vaginause is 0>> <<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">> <</if>> <<sex 3 "genitals">><<thighstat>> <<set $thighuse to "tentaclerub">> <<else>> <<set $anusstate to "tentaclerub">><<set $anususe to "tentaclerub">> <<set _tentacle.head to "anusrub">><<sex 1 "anus">><<bottomstat>><<set $anustarget to "tentacles">> <</if>> <</if>> <<if $feetaction is "showvagina"+_tentacle.id>> <<set $feetaction to 0>><<set $feetstate to 0>> <<set $leftleg to 0>><<set $rightleg to 0>> <<if $player.vaginaExist>> <<submission 1>> <br> <<combatdeviancy5>> <br> You <<feettext>> guide _the _tentacle.fullDesc with your feet between your thighs close to your pussy. <<if $rng lte 30>> <<if $rng gte 16>> <<set _leg to "left">><<set _tentacle.shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">> <<else>> <<set _leg to "right">><<set _tentacle.shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">> <</if>> <<neutral 1>><<feettentacledisable>> _The _tentacle.fullDesc winds its way around your _leg leg, <span class="blue">restraining it.</span> <<else>> <<if _tentacle.shaft is 0>> <<set _tentacle.shaft to (either("tummy","waist"))>> <</if>> <</if>> <<if $vaginause is 0>> <<set $vaginause to "tentaclerub">><<set _tentacle.head to "vaginarub">><<set $vaginatarget to "tentacles">> <</if>> <<sex 3 "genitals">><<thighstat>> <<set $thighuse to "tentaclerub">> <</if>> <</if>> <<if $feetaction is "showpenis"+_tentacle.id>> <<set $feetaction to 0>><<set $feetstate to 0>> <<set $leftleg to 0>><<set $rightleg to 0>> <<if playerHasStrapon() or $player.penisExist>> <<submission 1>> <br> <<combatdeviancy5>> <br> You <<feettext>> guide _the _tentacle.fullDesc with your feet between your thighs close to your <<print playerHasStrapon() ? "strap-on" : "penis">>. <<if $rng lte 30>> <<if $rng gte 16>> <<set _leg to "left">><<set _tentacle.shaft to "leftleg">><<set $leftleg to "grappled">><<set $feettarget to "tentacles">> <<else>> <<set _leg to "right">><<set _tentacle.shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">> <</if>> <<neutral 1>><<feettentacledisable>> _The _tentacle.fullDesc winds its way around your _leg leg, <span class="blue">restraining it.</span> <<else>> <<if _tentacle.shaft is 0>> <<set _tentacle.shaft to (either("tummy","waist"))>> <</if>> <</if>> <<if $penisuse is 0>> <<set $penisuse to "tentaclerub">><<set _tentacle.head to "penisrub">><<set $penistarget to "tentacles">> <</if>> <<sex 3 "genitals">><<thighstat>> <<set $thighuse to "tentaclerub">> <</if>> <</if>> <<if $feetaction is "feetstop"+_tentacle.id>> <<set $feetaction to 0>><<set $feetactiondefault to "feetstop"+_tentacle.id>> You let go of the _tentacle.fullDesc between your feet. <<tentacleadvdisable _tentacle>> <</if>> <<if $feetaction is "rest">> <<set $feetaction to 0>> <<set $feetactiondefault to "rest">> <</if>> <<if $mouthaction is "mouthlull"+_tentacle.id>> <<set $mouthaction to 0>><<set $mouthactiondefault to "mouthlull"+_tentacle.id>> <<brat 1>> You hum a soothing lullaby at _the _tentacle.fullDesc, sapping its strength. <span class="green">It recoils.</span> <<tentacleadvdisable _tentacle>><<set _tentacle.tentaclehealth -= 1>><<tentacle_record "soothe" 1>> <<if $rng lte (currentSkillValue('willpower') / 10)>> <span class="green">It trembles before your will.</span> <<set _tentacle.tentaclehealth -= 1>><<tentacle_record "soothe" 1>> <</if>> <</if>> <<if $mouthaction is "mouthlick"+_tentacle.id>> <<set $mouthaction to 0>><<set $mouthactiondefault to "mouthlick"+_tentacle.id>> <<submission 2>><<oralskilluse>> You <<oraltext>> lick the tip of _the _tentacle.fullDesc. <<if currentSkillValue("oralskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your face</span>. <<bodyliquid "face" _fluid>><<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<faceejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $mouthaction is "mouthkiss"+_tentacle.id>> <<set $mouthaction to 0>><<set $mouthactiondefault to "mouthkiss"+_tentacle.id>> <<submission 3>><<oralskilluse>> You <<oraltext>> kiss the tip of _the _tentacle.fullDesc. <<if currentSkillValue("oralskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your face</span>. <<bodyliquid "face" _fluid>><<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<faceejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $mouthaction is "take">> <<set $mouthaction to 0>><<set $mouthactiondefault to "take">> <</if>> <<if $mouthaction is "mouthcooperate"+_tentacle.id>> <<set $mouthaction to 0>><<set $mouthactiondefault to "mouthcooperate"+_tentacle.id>> <<sex 5 "mouth">><<oralskilluse>> You <<oraltext>> suck the _tentacle.fullDesc invading your mouth. <<if currentSkillValue("oralskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip and into your mouth</span>. <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<if _fluid is "nectar">><<nectarfed 5>><<else>><<drugs 3>><</if>><<bodyliquid "mouth" _fluid>><<oralejacstat>><<ejacstat>> <<if _tentacle.desc.includes("pale")>> <<hallucinogen 5>> <</if>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $mouthaction is "mouthpullaway"+_tentacle.id>> <<set _nectarDifficulty to Math.clamp($drugged, 0, 500) + Math.clamp($nectar_addiction, 0, 500)>> <<willpowerdifficulty _nectarDifficulty $willpowermax "silent">> <<if $NPCList[0].type is "plant" and _tentacle.head is "mouthdeep" and !$willpowerSuccess>> You attempt to pull away from the _tentacle.fullDesc threatening your mouth. <span class="red">However, you can't tear yourself from the sweet nectar,</span> and desperately suck on the _tentacle.type. <<willpower 1>> <<else>> <<set $mouthaction to 0>><<set $mouthactiondefault to "mouthpullaway"+_tentacle.id>><<brat 1>> <span class="teal">You pull away from the _tentacle.fullDesc threatening your mouth.</span> <<tentacleadvdisable _tentacle>> <</if>> <</if>> <<if $mouthaction is "mouthbite"+_tentacle.id>> <<set $mouthaction to 0>><<set $mouthactiondefault to "mouthbite"+_tentacle.id>><<defiance 5>> You bite down on the _tentacle.fullDesc invading your mouth. <span class="teal">It recoils immediately.</span> <<tentacleadvdisable _tentacle>><<set $attackstat += 1>><<set _tentacle.tentaclehealth -= 1>><<tentacle_record "damage" 1>> <<if $rng lte (currentSkillValue('physique') / 200)>> <span class="green">It trembles before your strength.</span> <<set _tentacle.tentaclehealth -= 1>><<tentacle_record "damage" 1>> <</if>> <<if $abomination is 1>> The <<person>> grunts in pain. <<defiance 10>> <<if $transformationParts.traits.fangs isnot "disabled">> <<defiance 10>><<defiance 10>> You lick your fangs clean. <</if>> <</if>> <</if>> <<if $vaginaaction is "vaginarub"+_tentacle.id>> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "vaginarub"+_tentacle.id>> <<submission 2>><<vaginalskilluse>> You <<vaginaltext>> rub the tip of _the _tentacle.fullDesc with your <<pussy>>. <<if currentSkillValue("vaginalskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip</span>. <<bodyliquid "vaginaoutside" _fluid>><<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<vaginalentranceejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $vaginaaction is "take">> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "take">> <</if>> <<if $vaginaaction is "vaginacooperate"+_tentacle.id>> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "vaginacooperate"+_tentacle.id>> <<sex 5 "genitals">><<vaginalskilluse>> You <<vaginaltext>> push back against the _tentacle.fullDesc invading your <<pussy>>. <<if currentSkillValue("vaginalskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, flooding your womb with its warmth</span>. <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<drugs 3>><<bodyliquid "vagina" _fluid>><<vaginalejacstat>><<ejacstat>> <<if _tentacle.desc.includes("pale")>> <<hallucinogen 5>> <</if>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $vaginaaction is "vaginapullaway"+_tentacle.id>> <<set $vaginaaction to 0>><<set $vaginaactiondefault to "vaginapullaway"+_tentacle.id>><<brat 1>> <span class="teal">You pull away from the _tentacle.fullDesc threatening your <<pussy>>.</span> <<tentacleadvdisable _tentacle>> <</if>> <<if $penisaction is "penisrub"+_tentacle.id>> <<set $penisaction to 0>><<set $penisactiondefault to "penisrub"+_tentacle.id>> <<submission 2>><<penileskilluse>> You <<peniletext>> rub the tip of the _tentacle.fullDesc with your <<penis>>. <<if currentSkillValue("penileskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip</span>. <<bodyliquid "penis" _fluid>><<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $penisaction is "take">> <<set $penisaction to 0>><<set $penisactiondefault to "take">> <</if>> <<if $penisaction is "peniscooperate"+_tentacle.id>> <<set $penisaction to 0>><<set $penisactiondefault to "peniscooperate"+_tentacle.id>> <<sex 5 "genitals">><<penileskilluse>> You <<peniletext>> push back against the _tentacle.fullDesc engulfing your <<penis>>. <<if currentSkillValue("penileskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your groin</span>. <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<bodyliquid "penis" _fluid>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $penisaction is "penispullaway"+_tentacle.id>> <<set $penisaction to 0>><<set $penisactiondefault to "penispullaway"+_tentacle.id>><<brat 1>> <span class="teal">You pull away from the _tentacle.fullDesc threatening your <<penis>>.</span> <<tentacleadvdisable _tentacle>> <</if>> <<if $anusaction is "anusrub"+_tentacle.id>> <<set $anusaction to 0>><<set $anusactiondefault to "anusrub"+_tentacle.id>> <<submission 2>><<analskilluse>> You <<analtext>> rub the tip of _the _tentacle.fullDesc with your <<bottom>>. <<if currentSkillValue("analskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your <<bottom>>.</span> <<bodyliquid "bottom" _fluid>><<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<bottomejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $anusaction is "take">> <<set $anusaction to 0>><<set $anusactiondefault to "take">> <</if>> <<if $anusaction is "anuscooperate"+_tentacle.id>> <<set $anusaction to 0>><<set $anusactiondefault to "anuscooperate"+_tentacle.id>> <<sex 5 "anus">><<analskilluse>> You <<analtext>> push back against the _tentacle.fullDesc invading your <<bottom>>. <<if currentSkillValue("analskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, flooding your bowels with its warmth</span>. <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<drugs 3>><<bodyliquid "anus" _fluid>><<analejacstat>><<ejacstat>> <<if _tentacle.desc.includes("pale")>> <<hallucinogen 5>> <</if>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $anusaction is "anuspullaway"+_tentacle.id>> <<set $anusaction to 0>><<set $anusactiondefault to "anuspullaway"+_tentacle.id>><<brat 1>> <span class="teal">You pull away from the _tentacle.fullDesc threatening your <<bottom>>.</span> <<tentacleadvdisable _tentacle>> <</if>> <<if $thighaction is "penisrub"+_tentacle.id>> <<set $thighaction to 0>><<set $thighactiondefault to "penisrub"+_tentacle.id>> <<submission 3>><<thighskilluse>> You <<thightext>> rub _the _tentacle.fullDesc between your thighs. <<if currentSkillValue("thighskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your tummy</span>. <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<bodyliquid "tummy" _fluid>><<tummyejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $thighaction is "vaginarub"+_tentacle.id>> <<set $thighaction to 0>><<set $thighactiondefault to "vaginarub"+_tentacle.id>> <<submission 3>><<thighskilluse>>You <<thightext>> rub _the _tentacle.fullDesc between your thighs. <<if currentSkillValue("thighskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your tummy</span>. <<set _tentacle.tentaclehealth -= 3>><<bodyliquid "tummy" _fluid>><<tummyejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $anusaction is "anusrub"+_tentacle.id>> <<set $anusaction to 0>><<set $anusactiondefault to "anusrub"+_tentacle.id>> <<submission 3>><<bottomskilluse>> You <<bottomtext>> rub _the _tentacle.fullDesc between your cheeks. <<if currentSkillValue("bottomskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your <<bottom>>.</span> <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<bodyliquid "bottom" _fluid>><<bottomejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <<if $chestaction is "chestrub"+_tentacle.id>> <<set $chestaction to 0>><<set $chestactiondefault to "chestrub"+_tentacle.id>> <<submission 3>><<chestskilluse>> You <<chesttext>> rub _the _tentacle.fullDesc between your <<breasts>>. <<if currentSkillValue("chestskill") gte (800 - ($rng * 10))>> <span class="lblue">_Slimy _fluid erupts from the tip, covering your chest</span>. <<set _tentacle.tentaclehealth -= 3>><<tentacle_record "fluid" 3>><<bodyliquid "chest" _fluid>><<chestejacstat>><<ejacstat>> <<if $abomination is 1>> <<set $enemyarousal += 6>> <</if>> <</if>> <</if>> <</widget>> <<widget "tentacle_skin">> <<if $skin[_args[0]] and $skin[_args[0]].special is "holy" or $skin[_args[1]] and $skin[_args[1]].special is "holy" and !$banishDisable>> The holy symbol on your skin burns with a white light, <span class="pink">searing you,</span> <span class="teal">and _the _tentacle.fullDesc.</span><<pain 8>><<set _tentacle.tentaclehealth -= 12>><<tentacle_record "banish" 12>><<tentacleadvdisable _tentacle>> <<set $speechbanish to 1>> <<elseif _tentacle.traits.includes("pain") and _args[0] isnot "pubic">> <<if _args[0].includes("_")>> <<set _bodypart to _args[0].split("_").pop()>> <<else>> <<set _bodypart to _args[0]>> <</if>> <<if !(playerHasStrapon() and _bodypart is "penis")>> You <<print $masochism_level gte 3 ? "shiver" : "wince">> as _the _tentacle.fullDesc rubs against your _bodypart. <<pain 1>><<gpain>> <</if>> <</if>> <</widget>> <<widget "tentacle_record">> /* Records total tentacle health reductions from various sources */ <<set $_type to _args[0] or "fluid">> <<set $_amount to _args[1] or 1>> <<if !$combat_tentacle_record>> <<set $combat_tentacle_record to { arousal: 0, fluid: 0, damage: 0, banish: 0, hypnosis: 0, hypnosis_backlash: 0, soothe: 0, attrition: 0, }>> <</if>> <<set $combat_tentacle_record[$_type] += $_amount>> <</widget>><<widget "generateActionsTentacle">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <<set _The to ($abomination is 1 ? "<<His>>" : "The")>> <<set _the to ($abomination is 1 ? "<<his>>" : "the")>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<leftActionInitTentacle>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<rightActionInitTentacle>> </div> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<feetActionInitTentacle>> </div> <<if $mouthstate isnot 0 or !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined))>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInitTentacle>> </div> <</if>> <<if $penisstate isnot 0 and $player.penisExist>> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInitTentacle>> </div> <</if>> <<if $vaginastate isnot 0 and $player.vaginaExist>> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInitTentacle>> </div> <</if>> <<if $anusstate isnot 0>> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInitTentacle>> </div> <</if>> <<if $chestuse isnot 0 and $chestuse isnot "squeezed">> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInitTentacle>> </div> <</if>> </div> <</widget>> <<widget "leftActionInitTentacle">> <<set $lefttarget to "tentacles">> <<switch $leftarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">Your left arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "pain">> <span class="red">Your left arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "unreal">> <span class="pink">Your left arm is free, but doesn't feel real.</span> <<else>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "free">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <</if>> <<case "tentgrappled">> <<if $orgasmdown gte 1>> <<set _leftOptions to "bound">> <span class="lewd">Your left arm jerks against _the grip.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "bound">> <span class="red">Your left arm is held in a painful grip.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "bound">> <span class="pink">Your left arm lies limp in _the grip.</span> <<else>> <<set _leftOptions to "grappled">> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i].shaft is "leftarm">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">_The $tentacles[_i].fullDesc entangles your left arm.</span> <<set $_tentgrab to 1>> <<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>> <<set _banishTarget to $tentacles[_i]>> <</if>> <<break>> <</if>> <</for>> <<if !$_tentgrab>> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is being held down.</span> <</if>> <</if>> <<case "bound">> <<set _leftOptions to "bound">> <<if $orgasmdown gte 1>> <span class="lewd">Your left arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your left arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your left arm lies limp in its bonds.</span> <<else>> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound.</span> <</if>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<leftActionInit>> <<case "trapped">> <<set $_changetype to true>><<leftActionInitVore>> <<case "struggle">> <<set $_changetype to true>><<leftActionInitStruggle>> <<case "swarmgrappled">> <<set $_changetype to true>><<leftActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<leftActionInitMachine>> <<default>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $leftarm is $tentacles[_i].id>> <<set _leftOptions to "tentacle">> <<set _tentacleLeftOption to $tentacles[_i].id>> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">You hold _the $tentacles[_i].fullDesc in your left hand.</span> <<break>> <</if>> <</for>> <</switch>> <<if $_changetype isnot true>> <<leftActionsTentacle>> <<if Object.keys(_leftaction).length gt 0>> <<if Object.values(_leftaction).includes($leftactiondefault) is false or _args[0] is true or ["rest","leftgrabtentacle"].includes($leftactiondefault)>> <<set _defaultsCombatAction to "leftaction">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>> <<set _pass to false>> <<for _set to 0; _set lt _actionsSet.length; _set++>> <<if ["leftgrabtentacle"].includes(_actionsSet[_set]) and $leftactionTarget isnot undefined>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i].shaft isnot "finished">> <<if $regrab and $tentacles[_i].head is 0>> <<set $leftactiondefault to clone(_actionsSet[_set])>> <<set $leftactionTarget to $tentacles[_i].id>> <<set _pass to true>> <<break>> <<elseif $tentacles[_i].head is 0>> <<set $leftactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <</if>> <<if $regrab is false>> <<break>> <</if>> <</if>> <</for>> <<elseif ["leftrub","showpenis","showvagina","showbottom"].includes(_actionsSet[_set]) and _tentacleLeftOption isnot undefined>> <<if Object.values(_leftaction).includes(_actionsSet[_set] + _tentacleLeftOption)>> <<set $leftactiondefault to clone(_actionsSet[_set] + _tentacleLeftOption)>> <<set _pass to true>> <<break>> <</if>> <<elseif Object.values(_leftaction).includes(_actionsSet[_set])>> <<set $leftactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <<break>> <</if>> <</for>> <<if _pass is false>> <<set $leftactiondefault to Object.values(_leftaction)[0]>> <</if>> <</if>> <<set $leftaction to $leftactiondefault>> <<set _textColor to combatListColor('leftaction', (Object.values(_leftaction).includes($leftaction) ? $leftaction : Object.values(_leftaction)[0]), "Tentacle")>> <div class="extraMargin"> <<if not $options.combatControls.includes("adio") and _leftOptions is "free">> <<set _reducedWidths to true>> <<else>> <<set _reducedWidths to false>> <</if>> /* _reducedWidths is used by generateCombatAction */ <<generateCombatAction _leftaction "leftaction" "Tentacle">> <<if _leftOptions is "free" and $tentacles.active gt 0>> <<leftactionSetupTentacle>> <<elseif _leftOptions is "grappled" and $angel gte 4 and $angelBanish gte 1 and !$banishDisable and _banishTarget>> <<leftactionBoundBanish>> <</if>> </div> <<if $options.combatControls.includes("ists")>> <div id="leftactionDifficulty"> <<leftactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.left to clone(_leftOptions)>> <</if>> <</widget>> <<widget "leftactionSetupTentacle">> <<if $options.combatControls is "radio">> <br><br> <<set _first to true>> <<if $regrab>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished" and $tentacles[_i].id is $leftactionTarget>> <<set _first to false>> <<set $_found to $tentacles[_i].id>> <<break>> <</if>> <</if>> <</for>> <</if>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished">> <label> <<print '<<radiobutton "$leftactionTarget" "'+$tentacles[_i].id+'" ' + (_first is true or $tentacles[_i].id is $_found ? "checked" : "") + '>>'>> $tentacles[_i].fullDesc </label> | <<set _first to false>> <</if>> <</if>> <</for>> <<else>> <<if _availableTargets is undefined>> <<if $controls is "radio">> <br> <</if>> <<set _availableTargets to {}>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished">> <<set _availableTargets[$tentacles[_i].fullDesc] to $tentacles[_i].id>> <<set _tentacle_targets_available to true>> <</if>> <</if>> <</for>> <</if>> <<if _tentacle_targets_available>> <<if $options.combatControls is "columnRadio">> <label> Target: <span @class="'whiteList ' + 'reducedWidth'"> <<listbox "$leftactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> </label> <<else>> <span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')"> <<listbox "$leftactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> <</if>> <</if>> <</if>> <</widget>> <<widget "leftactionBoundBanish">> <<if $options.combatControls.includes("adio")>> <br> <label> <<print '<<radiobutton "$leftactionTarget" "'+_banishTarget.id+'">>'>> $tentacles[_i].fullDesc </label> | <<else>> <<set _availableTargets to {}>> <<set _availableTargets[_banishTarget.fullDesc] to _banishTarget.id>> <span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')"> <<listbox "$leftactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> <</if>> <</widget>> <<widget "leftactionDifficultyTentacle">> <<if _args[0] is undefined>> <<set _diffAction to $leftaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <<case "showbottomtentacle" "showthighstentacle" "showmouthtentacle" "showpenistentacle" "showvaginatentacle">><<deviant5>> <</switch>> <</widget>> <<widget "leftActionsTentacle">> /*Generate Actions*/ <<set _leftaction to {}>> <<if !(["orgasm", "pain", "unreal"].includes(_leftOptions))>> <<set _leftaction["Rest"] to "rest">> <</if>> <<switch _leftOptions>> <<case "free">> <<if $tentacles.active gt 0>> <<if $consensual is 0>> <<set _leftaction["Strike the"] to "lefthittentacle">> <<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>> <<set _leftaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "leftbanish">> <</if>> <</if>> <<set _leftaction["Grab the"] to "leftgrabtentacle">> <</if>> <<leftclothesnew>> <<case "grappled">> <<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i].shaft is "leftarm">> <<set _leftaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "leftbanish">> <<break>> <</if>> <</for>> <</if>> <<case "bound">> <<case "tentacle">> <<set _leftaction["Milk it"] to "leftrub"+_tentacleLeftOption>> <<set _leftaction["Let go"] to "leftstop"+_tentacleLeftOption>> <<if hasSexStat("deviancy", 5)>> <<if playerHasStrapon() and $penisuse is 0>> <<set _leftaction["Guide to your strap-on"] to "showpenis"+_tentacleLeftOption>> <<elseif $player.penisExist and $penisuse is 0>> <<set _leftaction["Guide to your penis"] to "showpenis"+_tentacleLeftOption>> <</if>> <<if $player.vaginaExist and $vaginause is 0>> <<set _leftaction["Guide to your pussy"] to "showvagina"+_tentacleLeftOption>> <</if>> <<if $anususe is 0 and $settings.analEnabled>> <<set _leftaction["Guide to your ass"] to "showbottom"+_tentacleLeftOption>> <</if>> /* Old Control <<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>> <<set _leftaction["Guide to your thighs"] to "showthighs"+_tentacleLeftOption>> <</if>>*/ <<if $mouthuse is 0>> <<set _leftaction["Guide to your mouth"] to "showmouth"+_tentacleLeftOption>> <</if>> <</if>> <<case "orgasm">> <<set _leftaction["Fold"] to "leftfold">> <<set _leftaction["Grip"] to "leftgrip">> <<case "pain">> <<set _leftaction["Struggle"] to "leftstruggleweak">> <<set _leftaction["Protect"] to "leftprotect">> <<case "unreal">> <<set _leftaction["Poke yourself"] to "leftpoke">> <<set _leftaction["Keep your arms out of the way"] to "leftcurl">> <</switch>> <</widget>> <<widget "rightActionInitTentacle">> <<set $righttarget to "tentacles">> <<switch $rightarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">Your right arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "pain">> <span class="red">Your right arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "unreal">> <span class="pink">Your right arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "free">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<if _targetnumber is 1>> <<set $righttarget to _firsttarget>> <</if>> <</if>> <<case "tentgrappled">> <<if $orgasmdown gte 1>> <<set _rightOptions to "bound">> <span class="lewd">Your right arm jerks against _the grip.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "bound">> <span class="red">Your right arm is held in a painful grip.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "bound">> <span class="pink">Your right arm lies limp in _the grip.</span> <<else>> <<set _rightOptions to "grappled">> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i].shaft is "rightarm">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">_The $tentacles[_i].fullDesc entangles your right arm.</span> <<set $_tentgrab to 1>> <<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>> <<set _banishTarget to $tentacles[_i]>> <</if>> <<break>> <</if>> <</for>> <<if !$_tentgrab>> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is being held down.</span> <</if>> <</if>> <<case "bound">> <<set _rightOptions to "bound">> <<if $orgasmdown gte 1>> <span class="lewd">Your right arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your right arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your right arm lies limp in its bonds.</span> <<else>> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound.</span> <</if>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<rightActionInit>> <<case "trapped">> <<set $_changetype to true>><<rightActionInitVore>> <<case "struggle">> <<set $_changetype to true>><<rightActionInitStruggle>> <<case "swarmgrappled">> <<set $_changetype to true>><<rightActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<rightActionInitMachine>> <<default>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $rightarm is $tentacles[_i].id>> <<set _rightOptions to "tentacle">> <<set _tentaclerightOption to $tentacles[_i].id>> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">You hold _the $tentacles[_i].fullDesc in your right hand.</span> <<break>> <</if>> <</for>> <</switch>> <<if $_changetype isnot true>> <<rightActionsTentacle>> <<if Object.keys(_rightaction).length gt 0>> <<if Object.values(_rightaction).includes($rightactiondefault) is false or _args[0] is true or ["rest","rightgrabtentacle"].includes($rightactiondefault)>> <<set _defaultsCombatAction to "rightaction">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>> <<set _pass to false>> <<for _set to 0; _set lt _actionsSet.length; _set++>> <<if ["rightgrabtentacle"].includes(_actionsSet[_set]) and $rightactionTarget isnot undefined>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i].shaft isnot "finished">> <<if $regrab and $tentacles[_i].head is 0>> <<set $rightactiondefault to clone(_actionsSet[_set])>> <<set $rightactionTarget to $tentacles[_i].id>> <<set _pass to true>> <<break>> <<elseif $tentacles[_i].head is 0>> <<set $rightactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <</if>> <<if $regrab is false>> <<break>> <</if>> <</if>> <</for>> <<elseif ["rightrub","showpenis","showvagina","showbottom"].includes(_actionsSet[_set]) and _tentaclerightOption isnot undefined>> <<if Object.values(_rightaction).includes(_actionsSet[_set] + _tentaclerightOption)>> <<set $rightactiondefault to clone(_actionsSet[_set] + _tentaclerightOption)>> <<set _pass to true>> <<break>> <</if>> <<elseif Object.values(_rightaction).includes(_actionsSet[_set])>> <<set $rightactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <<break>> <</if>> <</for>> <<if _pass is false>> <<set $rightactiondefault to Object.values(_rightaction)[0]>> <</if>> <</if>> <<set $rightaction to $rightactiondefault>> <<set _textColor to combatListColor('rightaction', (Object.values(_rightaction).includes($rightaction) ? $rightaction : Object.values(_rightaction)[0]), "Tentacle")>> <div class="extraMargin"> <<if not $options.combatControls.includes("adio") and _rightOptions is "free">> <<set _reducedWidths to true>> <<else>> <<set _reducedWidths to false>> <</if>> /* _reducedWidths is used by generateCombatAction */ <<generateCombatAction _rightaction "rightaction" "Tentacle">> <<if _rightOptions is "free" and $tentacles.active gt 0>> <<rightactionSetupTentacle>> <<elseif _rightOptions is "grappled" and $angel gte 4 and $angelBanish gte 1 and !$banishDisable and _banishTarget>> <<rightactionBoundBanish>> <</if>> </div> <<if $options.combatControls.includes("ists")>> <div id="rightactionDifficulty"> <<rightactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.right to clone(_rightOptions)>> <</if>> <</widget>> <<widget "rightactionSetupTentacle">> <<if $options.combatControls is "radio">> <br><br> <<set _first to true>> <<if $regrab>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished" and $tentacles[_i].id is $rightactionTarget>> <<set _first to false>> <<set $_found to $tentacles[_i].id>> <<break>> <</if>> <</if>> <</for>> <</if>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished">> <label> <<print '<<radiobutton "$rightactionTarget" "'+$tentacles[_i].id+'" ' + (_first is true or $tentacles[_i].id is $_found ? "checked" : "") + '>>'>> $tentacles[_i].fullDesc </label> | <<set _first to false>> <</if>> <</if>> <</for>> <<else>> <<if _availableTargets is undefined>> <<if $controls is "radio">> <br> <</if>> <<set _availableTargets to {}>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished">> <<set _availableTargets[$tentacles[_i].fullDesc] to $tentacles[_i].id>> <<set _tentacle_targets_available to true>> <</if>> <</if>> <</for>> <</if>> <<if _tentacle_targets_available>> <<if $options.combatControls is "columnRadio">> <label> Target: <span @class="'whiteList ' + 'reducedWidth'"> <<listbox "$rightactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> </label> <<else>> <span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')"> <<listbox "$rightactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> <</if>> <</if>> <</if>> <</widget>> <<widget "rightactionBoundBanish">> <<if $options.combatControls.includes("adio")>> <br> <label> <<print '<<radiobutton "$rightactionTarget" "'+_banishTarget.id+'">>'>> $tentacles[_i].fullDesc </label> | <<else>> <<set _availableTargets to {}>> <<set _availableTargets[_banishTarget.fullDesc] to _banishTarget.id>> <span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')"> <<listbox "$rightactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> <</if>> <</widget>> <<widget "rightactionDifficultyTentacle">> <<if _args[0] is undefined>> <<set _diffAction to $rightaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <<case "showbottomtentacle" "showthighstentacle" "showmouthtentacle" "showpenistentacle" "showvaginatentacle">><<deviant5>> <</switch>> <</widget>> <<widget "rightActionsTentacle">> /*Generate Actions*/ <<set _rightaction to {}>> <<if !(["orgasm", "pain", "unreal"].includes(_rightOptions))>> <<set _rightaction["Rest"] to "rest">> <</if>> <<switch _rightOptions>> <<case "free">> <<if $tentacles.active gt 0>> <<if $consensual is 0>> <<set _rightaction["Strike the"] to "righthittentacle">> <<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>> <<set _rightaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "rightbanish">> <</if>> <</if>> <<set _rightaction["Grab the"] to "rightgrabtentacle">> <</if>> <<rightclothesnew>> <<case "grappled">> <<if $angel gte 4 and $angelBanish gte 1 and !$banishDisable>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i].shaft is "rightarm">> <<set _rightaction["("+$angelBanish+" / "+$angelBanishMax+") Banish the"] to "rightbanish">> <<break>> <</if>> <</for>> <</if>> <<case "bound">> <<case "tentacle">> <<set _rightaction["Milk it"] to "rightrub"+_tentaclerightOption>> <<set _rightaction["Let go"] to "rightstop"+_tentaclerightOption>> <<if hasSexStat("deviancy", 5)>> <<if playerHasStrapon() and $penisuse is 0>> <<set _rightaction["Guide to your strap-on"] to "showpenis"+_tentacleRightOption>> <<elseif $player.penisExist and $penisuse is 0>> <<set _rightaction["Guide to your penis"] to "showpenis"+_tentaclerightOption>> <</if>> <<if $player.vaginaExist and $vaginause is 0>> <<set _rightaction["Guide to your pussy"] to "showvagina"+_tentaclerightOption>> <</if>> <<if $anususe is 0 and $settings.analEnabled>> <<set _rightaction["Guide to your ass"] to "showbottom"+_tentaclerightOption>> <</if>> /* Old controls <<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>> <<set _rightaction["Guide to your thighs"] to "showthighs"+_tentaclerightOption>> <</if>>*/ <<if $mouthuse is 0>> <<set _rightaction["Guide to your mouth"] to "showmouth"+_tentaclerightOption>> <</if>> <</if>> <<case "orgasm">> <<set _rightaction["Fold"] to "rightfold">> <<set _rightaction["Grip"] to "rightgrip">> <<case "pain">> <<set _rightaction["Struggle"] to "rightstruggleweak">> <<set _rightaction["Protect"] to "rightprotect">> <<case "unreal">> <<set _rightaction["Poke yourself"] to "rightpoke">> <<set _rightaction["Keep your arms out of the way"] to "rightcurl">> <</switch>> <</widget>> <<widget "feetActionInitTentacle">> <<set $feettarget to "tentacles">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<switch $feetuse>> <<case "penis" "othervagina" "bound" "walk" "run" "strut" "none">> <<set $_changetype to true>><<feetActionInit>> <<case "mechgrappled">> <<set $_changetype to true>><<feetActionInitMachine>> <<default>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistall["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<if !(($leftleg is "grappled" and $rightleg is "grappled") or ($leftleg is "bound" and $rightleg is "bound"))>> <<targetListBox "feet" _targetlistall>> <</if>> <</if>> <<if $leftleg is 0 and $rightleg is 0>> <<set _feetOptions to "free">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are free.</span> <<elseif $leftleg is 0>> <<set _feetOptions to "leftFree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your left leg is free.</span> <<elseif $rightleg is 0>> <<set _feetOptions to "rightFree">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your right leg is free.</span> <<elseif $leftleg is "grappled" and $rightleg is "grappled">> <<set _feetOptions to "grappled">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are entangled and forced apart, leaving you less able to protect your <<genitals>>.</span> <<elseif $leftleg is "bound" and $rightleg is "bound">> <<set _feetOptions to "bound">> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">Your legs are bound and forced apart, leaving you less able to protect your <<genitals>>.</span> <<else>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $leftleg is $tentacles[_i].id>> <<set _feetOptions to "tentacle">> <<set _tentacleFeetOption to $tentacles[_i].id>> <span @class="($lastOptions.feet isnot _feetOptions ?'gold':'')">You hold _the $tentacles[_i].fullDesc between your feet.</span> <<break>> <</if>> <</for>> <</if>> <<if $options.combatControls.includes("adio") and _targetnumber gt 1 and _feetOptions.toLowerCase().includes("free")>> <<targetListBox "feet" _targetlistall>> <</if>> <<if _targetnumber is 1>> <<set $feettarget to _firsttarget>> <</if>> <</switch>> <<if $_changetype isnot true>> <<feetActionsTentacle>> <<if Object.keys(_feetaction).length gt 0>> <<if Object.values(_feetaction).includes($feetactiondefault) is false or _args[0] is true or ["rest","feetgrab"].includes($feetactiondefault)>> <<set _defaultsCombatAction to "feetaction">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>> <<set _pass to false>> <<for _set to 0; _set lt _actionsSet.length; _set++>> <<if ["feetgrab"].includes(_actionsSet[_set]) and $feetactionTarget isnot undefined>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i].shaft isnot "finished">> <<if $regrab and $tentacles[_i].head is 0>> <<set $feetactiondefault to clone(_actionsSet[_set])>> <<set $feetactionTarget to $tentacles[_i].id>> <<set _pass to true>> <<break>> <<elseif $tentacles[_i].head is 0>> <<set $feetactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <</if>> <<if $regrab is false>> <<break>> <</if>> <</if>> <</for>> <<elseif ["feetrub","showpenis","showvagina","showbottom"].includes(_actionsSet[_set]) and _tentacleFeetOption isnot undefined>> <<if Object.values(_feetaction).includes(_actionsSet[_set] + _tentacleFeetOption)>> <<set $feetactiondefault to clone(_actionsSet[_set] + _tentacleFeetOption)>> <<set _pass to true>> <<break>> <</if>> <<elseif Object.values(_feetaction).includes(_actionsSet[_set])>> <<set $feetactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <<break>> <</if>> <</for>> <<if _pass is false>> <<set $feetactiondefault to Object.values(_feetaction)[0]>> <</if>> <</if>> <<set $feetaction to $feetactiondefault>> <<set _textColor to combatListColor('feetaction', (Object.values(_feetaction).includes($feetaction) ? $feetaction : Object.values(_feetaction)[0]), "Tentacle")>> <div class="extraMargin"> <<set _availableContext to ["free","leftFree","rightFree"]>> <<if not $options.combatControls.includes("adio") and _availableContext.includes(_feetOptions)>> <<set _reducedWidths to true>> <<else>> <<set _reducedWidths to false>> <</if>> /* _reducedWidths is used by generateCombatAction */ <<generateCombatAction _feetaction "feetaction" "Tentacle">> <<if _availableContext.includes(_feetOptions) and $tentacles.active gt 0>> <<feetactionSetupTentacle>> <</if>> </div> <<if $options.combatControls.includes("ists")>> <div id="feetactionDifficulty"> <<feetactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.feet to clone(_feetOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#feetaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "feetactionSetupTentacle">> <<if $options.combatControls is "radio">> <br><br> <<set _first to true>> <<if $regrab>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished" and $tentacles[_i].id is $feetactionTarget>> <<set _first to false>> <<set $_found to $tentacles[_i].id>> <<break>> <</if>> <</if>> <</for>> <</if>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished">> <label> <<print '<<radiobutton "$feetactionTarget" "'+$tentacles[_i].id+'" ' + (_first is true or $tentacles[_i].id is $_found ? "checked" : "") + '>>'>> $tentacles[_i].fullDesc </label> | <<set _first to false>> <</if>> <</if>> <</for>> <<else>> <<if _availableTargets is undefined>> <<if $controls is "radio">> <br> <</if>> <<set _availableTargets to {}>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<if $tentacles[_i].shaft isnot "finished">> <<set _availableTargets[$tentacles[_i].fullDesc] to $tentacles[_i].id>> <<set _tentacle_targets_available to true>> <</if>> <</if>> <</for>> <</if>> <<if _tentacle_targets_available>> <<if $options.combatControls is "columnRadio">> <label> Target: <span @class="'whiteList ' + 'reducedWidth'"> <<listbox "$feetactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> </label> <<else>> <span @class="'whiteList ' + (_reducedWidths is true? 'reducedWidth':'')"> <<listbox "$feetactionTarget" autoselect>> <<optionsfrom _availableTargets>> <</listbox>> </span> <</if>> <</if>> <</if>> <</widget>> <<widget "feetactionDifficultyTentacle">> <<if _args[0] is undefined>> <<set _diffAction to $feetaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <<case "showbottomtentacle" "showthighstentacle" "showpenistentacle" "showvaginatentacle">><<deviant5>> <</switch>> <</widget>> <<widget "feetActionsTentacle">> /*Generate Actions*/ <<set _feetaction to {}>> <<set _feetaction["Rest"] to "rest">> <<switch _feetOptions>> <<case "free">> <<if $tentacles.active gt 0>> <<if $consensual is 0>> <<set _feetaction["Kick the"] to "feethit">> <</if>> <<set _feetaction["Grab the"] to "feetgrab">> <</if>> <<case "leftFree" "rightFree">> <<if $tentacles.active gt 0>> <<if $consensual is 0>> <<set _feetaction["Kick the"] to "feethit">> <</if>> <</if>> <<case "tentacle">> <<set _feetaction["Milk it"] to "feetrub"+_tentacleFeetOption>> <<set _feetaction["Let go"] to "feetstop"+_tentacleFeetOption>> <<if hasSexStat("deviancy", 5)>> <<if playerHasStrapon() and $penisuse is 0>> <<set _feetaction["Guide to your strap-on"] to "showpenis"+_tentacleFeetOption>> <<elseif $player.penisExist and $penisuse is 0>> <<set _feetaction["Guide to your penis"] to "showpenis"+_tentacleFeetOption>> <</if>> <<if $player.vaginaExist and $vaginause is 0>> <<set _feetaction["Guide to your pussy"] to "showvagina"+_tentacleFeetOption>> <</if>> <<if $anususe is 0 and $settings.analEnabled>> <<set _feetaction["Guide to your ass"] to "showbottom"+_tentacleFeetOption>> <</if>> /* Old control <<if ($player.vaginaExist and $vaginause is 0) or ($player.penisExist and $penisuse is 0)>> <<set _feetaction["Guide to your thighs"] to "showthighs"+_tentacleFeetOption>> <</if>>*/ <</if>> <</switch>> <</widget>> <<widget "mouthActionInitTentacle">> <<if $orgasmdown gte 1>> <<mouthActionInit>> <<elseif $pain gte 100 and $willpowerpain is 0>> <<mouthActionInit>> <<elseif $dissociation gte 2>> <<mouthActionInit>> <<else>> <<set $mouthtarget to "tentacles">> <<for _i to 0; _i lt $tentacles.max; _i++>> <<switch $mouthstate>> <<case "tentacleentrance">> <<if $tentacles[_i].head is "mouthentrance">> <<set _mouthOptions to "entrance">> <<set _tentacleMouthOption to $tentacles[_i].id>> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<print $worn.face.name>>.</span> <<else>> <span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your mouth.</span> <</if>> <<break>> <</if>> <<case "tentacleimminent">> <<if $tentacles[_i].head is "mouthimminent">> <<set _mouthOptions to "imminent">> <<set _tentacleMouthOption to $tentacles[_i].id>> <<if $worn.face.type.includes("covered") or $worn.face.type.includes("gag")>> <span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<print $worn.face.name>>.</span> <<else>> <span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your mouth.</span> <</if>> <<break>> <</if>> <<case "tentacle">> <<if $tentacles[_i].head is "mouth">> <<set _mouthOptions to "penetrated">> <<set _tentacleMouthOption to $tentacles[_i].id>> <span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your mouth.</span> <<break>> <</if>> <<case "tentacledeep">> <<if $tentacles[_i].head is "mouthdeep">> <<set _mouthOptions to "penetrated">> <<set _tentacleMouthOption to $tentacles[_i].id>> <span @class="($lastOptions.mouth isnot _mouthOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your mouth, ejaculating down your throat.</span> <<break>> <</if>> <<case "struggle" "struggle_pen">> <<set $_changetype to true>><<mouthActionInitStruggle>> <<break>> <<default>> <<set $_changetype to true>><<mouthActionInit>> <<break>> <</switch>> <</for>> <<if $_changetype isnot true>> <<mouthActionsTentacle>> <<if Object.keys(_mouthaction).length gt 0>> <<if Object.values(_mouthaction).includes($mouthactiondefault) is false or _args[0] is true or $mouthactiondefault is "rest">> <<set _defaultsCombatAction to "mouthaction">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>> <<set _pass to false>> <<for _set to 0; _set lt _actionsSet.length; _set++>> <<if ["mouthlick","mouthpullaway","mouthkiss","mouthcooperate","mouthbite"].includes(_actionsSet[_set]) and _tentacleMouthOption isnot undefined>> <<if Object.values(_mouthaction).includes(_actionsSet[_set] + _tentacleMouthOption)>> <<set $mouthactiondefault to clone(_actionsSet[_set] + _tentacleMouthOption)>> <<set _pass to true>> <<break>> <</if>> <<elseif Object.values(_mouthaction).includes(_actionsSet[_set])>> <<set $mouthactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <<break>> <</if>> <</for>> <<if _pass is false>> <<set $mouthactiondefault to Object.values(_mouthaction)[0]>> <</if>> <</if>> <<set $mouthaction to $mouthactiondefault>> <<set _textColor to combatListColor('mouthaction', (Object.values(_mouthaction).includes($mouthaction) ? $mouthaction : Object.values(_mouthaction)[0]), "Tentacle")>> <div class="extraMargin"> <<generateCombatAction _mouthaction "mouthaction" "Tentacle">> </div> <<if $options.combatControls.includes("ists")>> <div id="mouthactionDifficulty"> <<mouthactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.mouth to clone(_mouthOptions)>> <</if>> <</if>> <</widget>> <<widget "mouthactionDifficultyTentacle">> /* <<if _args[0] is undefined>> <<set _diffAction to $mouthaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <</switch>> */ <</widget>> <<widget "mouthActionsTentacle">> /*Generate Actions*/ <<set _mouthaction to {}>> <<switch _mouthOptions>> <<case "entrance">> <<set _mouthaction["Rest"] to "rest">> <<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Lick it"] to "mouthlick"+_tentacleMouthOption>> <</if>> <<if $head isnot "grappled">> <<set _mouthaction["Pull away"] to "mouthpullaway"+_tentacleMouthOption>> <</if>> <<if !$combat_silenced>> <<set _mouthaction["Lull"] to "mouthlull"+_tentacleMouthOption>> <</if>> <<case "imminent">> <<set _mouthaction["Rest"] to "rest">> <<if !$worn.face.type.includes("covered") and !$worn.face.type.includes("gag")>> <<set _mouthaction["Kiss it"] to "mouthkiss"+_tentacleMouthOption>> <</if>> <<if $head isnot "grappled">> <<set _mouthaction["Pull away"] to "mouthpullaway"+_tentacleMouthOption>> <</if>> <<if !$combat_silenced>> <<set _mouthaction["Lull"] to "mouthlull"+_tentacleMouthOption>> <</if>> <<case "penetrated">> <<set _mouthaction["Take it"] to "take">> <<set _mouthaction["Cooperate"] to "mouthcooperate"+_tentacleMouthOption>> <<if $consensual is 0>> <<set _mouthaction["Bite"] to "mouthbite"+_tentacleMouthOption>> <</if>> <<default>> <<if !$combat_silenced>> <<set _mouthaction["Lull"] to "mouthlull"+_tentacleMouthOption>> <</if>> <</switch>> <</widget>> <<widget "penisActionInitTentacle">> <<set $penistarget to "tentacles">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<switch $penisstate>> <<case "tentacleentrance">> <<if $tentacles[_i].head is "penisentrance">> <<set _penisOptions to "entrance">> <<set _tentaclepenisOption to $tentacles[_i].id>> <span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<penis>>.</span> <<break>> <</if>> <<case "tentacleimminent">> <<if $tentacles[_i].head is "penisimminent">> <<set _penisOptions to "imminent">> <<set _tentaclepenisOption to $tentacles[_i].id>> <span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<penis>>, about to engulf.</span> <<break>> <</if>> <<case "tentacle">> <<if $tentacles[_i].head is "penis">> <<set _penisOptions to "penetrated">> <<set _tentaclepenisOption to $tentacles[_i].id>> <span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc envelops and pounds your <<penis>>.</span> <<break>> <</if>> <<case "tentacledeep">> <<if $tentacles[_i].head is "penisdeep">> <<set _penisOptions to "penetrated">> <<set _tentaclepenisOption to $tentacles[_i].id>> <span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc envelops and pounds your <<penis>>.</span> <<break>> <</if>> <<case "tentaclerub">> <<if $tentacles[_i].head is "penisrub">> <<set _penisOptions to "penisrub">> <<set _tentaclepenisOption to $tentacles[_i].id>> <span @class="($lastOptions.penis isnot _penisOptions ?'gold':'')">_The $tentacles[_i].fullDesc runs between your thighs, coiling around your <<penis>> and pressing against your tummy.</span> <<break>> <</if>> <<case "struggle" "struggle_pen">> <<set $_changetype to true>><<penisActionInitStruggle>> <<break>> <<default>> <<set $_changetype to true>><<penisActionInit>> <<break>> <</switch>> <</for>> <<if $_changetype isnot true>> <<penisActionsTentacle>> <<if Object.keys(_penisaction).length gt 0>> <<if Object.values(_penisaction).includes($penisactiondefault) is false or _args[0] is true or $penisactiondefault is "rest">> <<set _defaultsCombatAction to "penisaction">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>> <<set _pass to false>> <<for _set to 0; _set lt _actionsSet.length; _set++>> <<if ["penisrub","penispullaway","peniscooperate"].includes(_actionsSet[_set]) and _tentaclepenisOption isnot undefined>> <<if Object.values(_penisaction).includes(_actionsSet[_set] + _tentaclepenisOption)>> <<set $penisactiondefault to clone(_actionsSet[_set] + _tentaclepenisOption)>> <<set _pass to true>> <<break>> <</if>> <<elseif Object.values(_penisaction).includes(_actionsSet[_set])>> <<set $penisactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <<break>> <</if>> <</for>> <<if _pass is false>> <<set $penisactiondefault to Object.values(_penisaction)[0]>> <</if>> <</if>> <<set $penisaction to $penisactiondefault>> <<set _textColor to combatListColor('penisaction', (Object.values(_penisaction).includes($penisaction) ? $penisaction : Object.values(_penisaction)[0]), "Tentacle")>> <div class="extraMargin"> <<generateCombatAction _penisaction "penisaction" "Tentacle">> </div> <<if $options.combatControls.includes("ists")>> <div id="penisactionDifficulty"> <<penisactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.penis to clone(_penisOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#penisaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "penisactionDifficultyTentacle">> /* <<if _args[0] is undefined>> <<set _diffAction to $penisaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <</switch>> */ <</widget>> <<widget "penisActionsTentacle">> /*Generate Actions*/ <<set _penisaction to {}>> <<switch _penisOptions>> <<case "entrance" "imminent">> <<set _penisaction["Rest"] to "rest">> <<set _penisaction["Rub"] to "penisrub"+_tentaclepenisOption>> <<if $leftleg isnot "grappled" or $rightleg isnot "grappled">> <<set _penisaction["Pull away"] to "penispullaway"+_tentaclepenisOption>> <</if>> <<case "penetrated">> <<set _penisaction["Take it"] to "take">> <<set _penisaction["Cooperate"] to "peniscooperate"+_tentaclepenisOption>> <<case "penisrub">> <<set _penisaction["Rest"] to "rest">> <<set _penisaction["Rub"] to "penisrub"+_tentaclepenisOption>> <</switch>> <</widget>> <<widget "vaginaActionInitTentacle">> <<set $vaginatarget to "tentacles">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<switch $vaginastate>> <<case "tentacleentrance">> <<if $tentacles[_i].head is "vaginaentrance">> <<set _vaginaOptions to "entrance">> <<set _tentaclevaginaOption to $tentacles[_i].id>> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<pussy>>.</span> <<break>> <</if>> <<case "tentacleimminent">> <<if $tentacles[_i].head is "vaginaimminent">> <<set _vaginaOptions to "imminent">> <<set _tentaclevaginaOption to $tentacles[_i].id>> <span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<pussy>>, about to penetrate.</span> <<break>> <</if>> <<case "tentacle">> <<if $tentacles[_i].head is "vagina">> <<set _vaginaOptions to "penetrated">> <<set _tentaclevaginaOption to $tentacles[_i].id>> <span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<pussy>>.</span> <<break>> <</if>> <<case "tentacledeep">> <<if $tentacles[_i].head is "vaginadeep">> <<set _vaginaOptions to "penetrated">> <<set _tentaclevaginaOption to $tentacles[_i].id>> <span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<pussy>>, ejaculating deep into your womb.</span> <<break>> <</if>> <<case "tentaclerub">> <<if $tentacles[_i].head is "tentaclerub">> <<set _vaginaOptions to "vaginarub">> <<set _tentaclevaginaOption to $tentacles[_i].id>> <span @class="($lastOptions.vagina isnot _vaginaOptions ?'gold':'')">_The $tentacles[_i].fullDesc runs between your thighs, pressing against your labia and continuing to your tummy.</span> <<break>> <</if>> <<case "struggle" "struggle_pen">> <<set $_changetype to true>><<vaginaActionInitStruggle>> <<break>> <<default>> <<set $_changetype to true>><<vaginaActionInit>> <<break>> <</switch>> <</for>> <<if $_changetype isnot true>> <<vaginaActionsTentacle>> <<if Object.keys(_vaginaaction).length gt 0>> <<if Object.values(_vaginaaction).includes($vaginaactiondefault) is false or _args[0] is true or $vaginaactiondefault is "rest">> <<set _defaultsCombatAction to "vaginaaction">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>> <<set _pass to false>> <<for _set to 0; _set lt _actionsSet.length; _set++>> <<if ["vaginarub","vaginapullaway","vaginacooperate"].includes(_actionsSet[_set]) and _tentaclevaginaOption isnot undefined>> <<if Object.values(_vaginaaction).includes(_actionsSet[_set] + _tentaclevaginaOption)>> <<set $vaginaactiondefault to clone(_actionsSet[_set] + _tentaclevaginaOption)>> <<set _pass to true>> <<break>> <</if>> <<elseif Object.values(_vaginaaction).includes(_actionsSet[_set])>> <<set $vaginaactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <<break>> <</if>> <</for>> <<if _pass is false>> <<set $vaginaactiondefault to Object.values(_vaginaaction)[0]>> <</if>> <</if>> <<set $vaginaaction to $vaginaactiondefault>> <<set _textColor to combatListColor('vaginaaction', (Object.values(_vaginaaction).includes($vaginaaction) ? $vaginaaction : Object.values(_vaginaaction)[0]), "Tentacle")>> <div class="extraMargin"> <<generateCombatAction _vaginaaction "vaginaaction" "Tentacle">> </div> <<if $options.combatControls.includes("ists")>> <div id="vaginaactionDifficulty"> <<vaginaactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.vagina to clone(_vaginaOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#vaginaaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "vaginaactionDifficultyTentacle">> /* <<if _args[0] is undefined>> <<set _diffAction to $vaginaaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <</switch>> */ <</widget>> <<widget "vaginaActionsTentacle">> /*Generate Actions*/ <<set _vaginaaction to {}>> <<switch _vaginaOptions>> <<case "entrance" "imminent">> <<set _vaginaaction["Rest"] to "rest">> <<set _vaginaaction["Rub"] to "vaginarub"+_tentaclevaginaOption>> <<if $leftleg isnot "grappled" or $rightleg isnot "grappled">> <<set _vaginaaction["Pull away"] to "vaginapullaway"+_tentaclevaginaOption>> <</if>> <<case "penetrated">> <<set _vaginaaction["Take it"] to "take">> <<set _vaginaaction["Cooperate"] to "vaginacooperate"+_tentaclevaginaOption>> <<case "vaginarub">> <<set _vaginaaction["Rest"] to "rest">> <<set _vaginaaction["Rub"] to "vaginarub"+_tentaclevaginaOption>> <</switch>> <</widget>> <<widget "anusActionInitTentacle">> <<set $anustarget to "tentacles">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<if $bottomuse is "mouth" or $bottomuse is "penis">> <<set $_changetype to true>><<anusActionInit>> <<else>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<switch $anusstate>> <<case "tentacleentrance">> <<if $tentacles[_i].head is "anusentrance">> <<set _anusOptions to "entrance">> <<set _tentacleanusOption to $tentacles[_i].id>> <span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc threatens your <<bottom>>.</span> <<break>> <</if>> <<case "tentacleimminent">> <<if $tentacles[_i].head is "anusimminent">> <<set _anusOptions to "imminent">> <<set _tentacleanusOption to $tentacles[_i].id>> <span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc presses against your <<bottom>>, about to penetrate.</span> <<break>> <</if>> <<case "tentacle">> <<if $tentacles[_i].head is "anus">> <<set _anusOptions to "penetrated">> <<set _tentacleanusOption to $tentacles[_i].id>> <span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<bottom>>.</span> <<break>> <</if>> <<case "tentacledeep">> <<if $tentacles[_i].head is "anusdeep">> <<set _anusOptions to "penetrated">> <<set _tentacleanusOption to $tentacles[_i].id>> <span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc thrusts into your <<bottom>>, ejaculating deep into your bowels.</span> <<break>> <</if>> <<case "tentaclerub">> <<if $tentacles[_i].head is "anusrub">> <<set _anusOptions to "anusrub">> <<set _tentacleanusOption to $tentacles[_i].id>> <span @class="($lastOptions.anus isnot _anusOptions ?'gold':'')">_The $tentacles[_i].fullDesc rubs itself between your butt cheeks.</span> <<break>> <</if>> <<case "struggle" "struggle_pen">> <<set $_changetype to true>><<anusActionInitStruggle>> <<break>> <<default>> <<set $_changetype to true>><<anusActionInit>> <<break>> <</switch>> <</for>> <</if>> <<if $_changetype isnot true>> <<anusActionsTentacle>> <<if Object.keys(_anusaction).length gt 0>> <<if Object.values(_anusaction).includes($anusactiondefault) is false or _args[0] is true or $anusactiondefault is "rest">> <<set _defaultsCombatAction to "anusaction">> <<set _actionsSet = DefaultActions.get($defaultsCombatType, "Tentacles", _defaultsCombatAction)>> <<set _pass to false>> <<for _set to 0; _set lt _actionsSet.length; _set++>> <<if ["anusrub","anuspullaway","anuscooperate"].includes(_actionsSet[_set]) and _tentacleanusOption isnot undefined>> <<if Object.values(_anusaction).includes(_actionsSet[_set] + _tentacleanusOption)>> <<set $anusactiondefault to clone(_actionsSet[_set] + _tentacleanusOption)>> <<set _pass to true>> <<break>> <</if>> <<elseif Object.values(_anusaction).includes(_actionsSet[_set])>> <<set $anusactiondefault to clone(_actionsSet[_set])>> <<set _pass to true>> <<break>> <</if>> <</for>> <<if _pass is false>> <<set $anusactiondefault to Object.values(_anusaction)[0]>> <</if>> <</if>> <<set $anusaction to $anusactiondefault>> <<set _textColor to combatListColor('anusaction', (Object.values(_anusaction).includes($anusaction) ? $anusaction : Object.values(_anusaction)[0]), "Tentacle")>> <div class="extraMargin"> <<generateCombatAction _anusaction "anusaction" "Tentacle">> </div> <<if $options.combatControls.includes("ists")>> <div id="anusactionDifficulty"> <<anusactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.anus to clone(_anusOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#vaginaaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "anusactionDifficultyTentacle">> /* <<if _args[0] is undefined>> <<set _diffAction to $anusaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <</switch>> */ <</widget>> <<widget "anusActionsTentacle">> /*Generate Actions*/ <<set _anusaction to {}>> <<switch _anusOptions>> <<case "entrance" "imminent">> <<set _anusaction["Rest"] to "rest">> <<set _anusaction["Rub"] to "anusrub"+_tentacleanusOption>> <<if $leftleg isnot "grappled" or $rightleg isnot "grappled">> <<set _anusaction["Pull away"] to "anuspullaway"+_tentacleanusOption>> <</if>> <<case "penetrated">> <<set _anusaction["Take it"] to "take">> <<set _anusaction["Cooperate"] to "anuscooperate"+_tentacleanusOption>> <<case "anusrub">> <<set _anusaction["Rest"] to "rest">> <<set _anusaction["Rub"] to "anusrub"+_tentacleanusOption>> <</switch>> <</widget>> <<widget "chestActionInitTentacle">> <<set $chesttarget to "tentacles">> <<if $dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>> <<for _i to 0; _i lt $tentacles.max; _i++>> <<switch $chestuse>> <<case "tentaclerub">> <<if $tentacles[_i].head is "chestrub">> <<set _chestOptions to "entrance">> <<set _tentaclechestOption to $tentacles[_i].id>> <span @class="($lastOptions.chest isnot _chestOptions ?'gold':'')">_The $tentacles[_i].fullDesc rubs itself between your chest.</span> <<break>> <</if>> <<case "penis">> <<set $_changetype to true>><<chestActionInit>> <<break>> <<case "struggle">> <</switch>> <</for>> <<if $_changetype isnot true>> <<chestActionsTentacle>> <<if Object.keys(_chestaction).length gt 0>> <<if $chestactiondefault is 0 or Object.values(_chestaction).includes($chestactiondefault) is false>> <<set $chestactiondefault to Object.values(_chestaction)[0]>> <</if>> <<set $chestaction to $chestactiondefault>> <<set _textColor to combatListColor('chestaction', (Object.values(_chestaction).includes($chestaction) ? $chestaction : Object.values(_chestaction)[0]), "Tentacle")>> <div class="extraMargin"> <<generateCombatAction _chestaction "chestaction" "Tentacle">> </div> <<if $options.combatControls.includes("ists")>> <div id="chestactionDifficulty"> <<chestactionDifficultyTentacle>> </div> <</if>> <</if>> <<set $lastOptions.chest to clone(_chestOptions)>> <</if>> <<else>> <<timed 100ms>> <<run jQuery("#chestaction").remove();>> <</timed>> <</if>> <</widget>> <<widget "chestactionDifficultyTentacle">> /* <<if _args[0] is undefined>> <<set _diffAction to $chestaction>> <<else>> <<set _diffAction to _args[0]>> <</if>> <<switch (""+_diffAction).replace(/\d+/g,'')>> <</switch>> */ <</widget>> <<widget "chestActionsTentacle">> /*Generate Actions*/ <<set _chestaction to {}>> <<switch _chestOptions>> <<case "chestrub">> <<set _chestaction["Rest"] to "rest">> <<set _chestaction["Rub"] to "chestrub"+_tentaclechestOption>> <</switch>> <</widget>> <<widget "actionsvorentacles">> <<animateCombat>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0>> <<generateActionsVorentacles>> <</if>> <br> <</widget>> <<widget "generateActionsVorentacles">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<if $lefttarget is "vore" or $tentacles.active is 0>> <<leftActionInitVore>> <<else>> <<leftActionInitTentacle>> <</if>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<if $righttarget is "vore" or $tentacles.active is 0>> <<rightActionInitVore>> <<else>> <<rightActionInitTentacle>> <</if>> </div> <div id="feetaction" @class="$options.combatControls + 'Control'"> <<feetActionInitTentacle>> </div> <<if $mouthstate isnot 0 or !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined))>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInitTentacle>> </div> <</if>> <<if $penisstate isnot 0 and (playerHasStrapon() or $player.penisExist)>> <div id="penisaction" @class="$options.combatControls + 'Control'"> <<penisActionInitTentacle>> </div> <</if>> <<if $vaginastate isnot 0 and $player.vaginaExist>> <div id="vaginaaction" @class="$options.combatControls + 'Control'"> <<vaginaActionInitTentacle>> </div> <</if>> <<if $anusstate isnot 0>> <div id="anusaction" @class="$options.combatControls + 'Control'"> <<anusActionInitTentacle>> </div> <</if>> <<if $chestuse isnot 0 and $chestuse isnot "squeezed">> <div id="chestaction" @class="$options.combatControls + 'Control'"> <<chestActionInitTentacle>> </div> <</if>> </div> <</widget>><<widget "tentaclestart">> <<if $abomination isnot 1>> <<set $enemyarousalmax to 10000>> <</if>> <<set $tentacles to { "max": _args[0], "active": _args[0], }>> <<if _args[0]>> <<if _args[2]>> <<set _tentacleType to _args[2]>> <<else>> <<set _tentacleType to "tentacle">> <</if>> <<if ["root","shoot"].includes(_tentacleType)>> <<set _babyType to "vine">> <<elseif _tentacleType is "tendril">> <<set _babyType to "tentacle">> <<else>> <<set _babyType to _tentacleType>> <</if>> <<if _args[3] isnot "tainted" and ["root","shoot","vine","metal"].includes(_tentacleType) or _args[3] is "metal">> <<set $banishDisable to true>> <</if>> /* Deciding if tentacle templates should be defined somewhere else still */ /* Argument 0 is the number of tentacles. * Argument 1 is health. * Argument 2 is tentacle type, which can be replaced with "vines", "machines" etc later on. Optional, unless also using Argument 3. * Argument 3 is variant and will give different offspring as well as allowing different batches of descriptions. * Argument 4 is whether or not the variant impacts the full description and offspring. If Argument 4 is used, Argument 3 will only impact which description batches are part of _tentacledescs. If Argument 4 is "desc", Argument 3 will impact description batches and variant, but not offspring.*/ <<set _tentacledescs to [ {"desc":"slimy","baby":0,"size":2,"traits":[]}, {"desc":"sticky","baby":0,"size":2,"traits":[]}, {"desc":"thick","baby":_babyType,"size":3,"traits":[]}, {"desc":"throbbing","baby":0,"size":2,"traits":[]}, {"desc":"slick","baby":0,"size":2,"traits":[]}, {"desc":"moist","baby":0,"size":2,"traits":[]}, {"desc":"quivering","baby":0,"size":2,"traits":[]}, {"desc":"sodden","baby":0,"size":2,"traits":[]}, {"desc":"shivering","baby":0,"size":2,"traits":[]}, {"desc":"shuddering","baby":0,"size":2,"traits":[]}, {"desc":"convulsing","baby":0,"size":2,"traits":["hypno"]}, {"desc":"undulating","baby":0,"size":2,"traits":[]}, {"desc":"damp","baby":0,"size":2,"traits":[]}, {"desc":"bulbous","baby":0,"size":3,"traits":[]}, {"desc":"gyrating","baby":0,"size":2,"traits":["hypno"]}, {"desc":"large","baby":_babyType,"size":3,"traits":[]}, {"desc":"bumpy","baby":0,"size":2,"traits":[]}, {"desc":"thin","baby":0,"size":1,"traits":[]}, {"desc":"narrow","baby":0,"size":1,"traits":[]}, {"desc":"squishy","baby":0,"size":2,"traits":[]}, {"desc":"rough","baby":0,"size":2,"traits":["pain"]}, ]>> <<if _args[3]>> <<if _args[3] is "pale">> <<set _tentacledescs.push( {"desc":"ghostly","baby":_babyType,"size":2,"traits":[]}, {"desc":"translucent","baby":0,"size":1,"traits":["hypno"]}, {"desc":"twitching","baby":0,"size":2,"traits":[]}, {"desc":"manic","baby":0,"size":3,"traits":[]}, {"desc":"cloudy","baby":_babyType,"size":3,"traits":[]}, {"desc":"ethereal","baby":0,"size":1,"traits":[]}, {"desc":"incandescent","baby":0,"size":3,"traits":["hypno"]}, {"desc":"iridescent","baby":_babyType,"size":2,"traits":["hypno"]}, {"desc":"searing","baby":0,"size":3,"traits":["pain"]}, )>> <<elseif _args[3] is "vine">> <<set _tentacledescs.push( {"desc":"flowering","baby":_babyType,"size":3,"traits":[]}, {"desc":"blossoming","baby":0,"size":3,"traits":[]}, {"desc":"wooden","baby":0,"size":2,"traits":[]}, {"desc":"blooming","baby":_babyType,"size":2,"traits":["hypno"]}, {"desc":"climbing","baby":0,"size":2,"traits":[]}, {"desc":"mossy","baby":0,"size":2,"traits":[]}, {"desc":"grassy","baby":0,"size":2,"traits":[]}, {"desc":"thorny","baby":0,"size":2,"traits":["pain"]}, {"desc":"pistil","baby":_babyType,"size":1,"traits":[]}, {"desc":"leafy","baby":0,"size":1,"traits":[]}, {"desc":"sprouting","baby":0,"size":1,"traits":[]}, {"desc":"sapling","baby":0,"size":1,"traits":[]}, )>> <<elseif _args[3] is "metal">> <<set _tentacledescs.push( {"desc":"jerking","baby":0,"size":3,"traits":[]}, {"desc":"plated","baby":0,"size":3,"traits":[]}, {"desc":"sparking","baby":0,"size":2,"traits":["pain"]}, {"desc":"shiny","baby":0,"size":2,"traits":[]}, {"desc":"labelled","baby":_babyType,"size":2,"traits":[]}, {"desc":"jolting","baby":0,"size":2,"traits":["pain"]}, {"desc":"rusted","baby":0,"size":2,"traits":[]}, {"desc":"wired","baby":0,"size":1,"traits":["hypno"]}, {"desc":"stainless","baby":0,"size":1,"traits":[]}, )>> <<elseif _args[3] is "tainted">> <<set _tentacledescs.push( {"desc":"strange-flowering","baby":_babyType,"size":3,"traits":["hypno"]}, {"desc":"jagged","baby":0,"size":3,"traits":["pain"]}, {"desc":"blossoming","baby":0,"size":3,"traits":[]}, {"desc":"burnt","baby":0,"size":2,"traits":["pain"]}, {"desc":"witchblooming","baby":_babyType,"size":2,"traits":["pain", "hypno"]}, {"desc":"crumbling","baby":_babyType,"size":2,"traits":["pain"]}, {"desc":"glowing","baby":0,"size":2,"traits":["hypno"]}, {"desc":"spined","baby":0,"size":2,"traits":["pain"]}, {"desc":"thorny","baby":0,"size":2,"traits":["pain"]}, {"desc":"leaking","baby":_babyType,"size":1,"traits":[]}, {"desc":"desiccated","baby":0,"size":1,"traits":["pain"]}, {"desc":"wilting","baby":0,"size":1,"traits":[]}, {"desc":"stunted","baby":0,"size":1,"traits":[]}, )>> <</if>> <</if>> <<set _tentacledescs to shuffle(_tentacledescs)>> <<for _i to 0; _i lt _args[0]; _i++>> <<if _i gte _tentacledescs.length - 1>> <<error { message : `Passage ${$passage} attempted to generate ${_args[0]} tentacles, when max possible tentacles is ${_tentacledescs.length - 1}`, source : Utils.GetStack() }>> <<break>> <</if>> <<set _tentacledata to _tentacledescs[_i]>> <<set _tentacle to { "desc": (_args[3] and (!_args[4] or _args[4] is "desc") ? _args[3] + " " : "" ) + _tentacledata.desc, "fullDesc": (_args[3] and (!_args[4] or _args[4] is "desc") ? _args[3] + " " : "" ) + _tentacledata.desc + " " + _tentacleType, "type": _tentacleType, "tentaclehealth": _args[1], "tentaclehealthstart": _args[1], "shaft": 0, "head": 0, "id": "tentacle"+_i, "baby": (_args[3] and (!_args[4] or _args[4] is "baby") and _tentacledata.baby isnot 0 ? _args[3] + " " + _tentacledata.baby : _tentacledata.baby ), "babychance": 400, "size": _tentacledata.size, "traits": _tentacledata.traits }>> <<set $tentacles[_i] to clone(_tentacle)>> <</for>> <</if>> <<set $combat to 1>> <<if $rng gte 51>> <<set $position to "missionary">> <<else>> <<set $position to "doggy">> <</if>> <<wetnessCalculate>> <<resetLastOptions>> <<getCombatDefaultsType>> <<if !$tentacleColour>> <<if $tentacles[0].fullDesc.includes("pale")>> <<set $tentacleColour to "tentacles-wraith">> <<elseif $tentacles[0].fullDesc.includes("metal")>> <<set $tentacleColour to "tentacles-red">> <<elseif $tentacles[0].type>> <<switch $tentacles[0].type>> <<case "vine" "shoot">> <<set $tentacleColour to "tentacles-vines">> <<case "root">> <<set $tentacleColour to "tentacles-roots">> <<default>> <<set $tentacleColour to "tentacles-purple">> <</switch>> <<else>> <<set $tentacleColour to "tentacles-purple">> <</if>> <</if>> <</widget>> <<widget "tentacles">> <div @class="($debugLines ? 'debugLines-tentacles' : '')"> <<for _i to 0; _i lt $tentacles.max; _i++>> <<set _tentacle to $tentacles[_i]>> <<if _tentacle isnot undefined>> <<tentacleadv _tentacle>> <<set _tentacle.tentaclehealth -= 0.2>> <</if>> <</for>> <<if $panicattacks gte 1 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _panicchecked isnot true>> <<rng>> <<if $rng is 100>> <<set $panicparalysis to 5>> <</if>> <<set _panicchecked to true>> <</if>> <<if $panicattacks gte 2 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _paniccheckedviolence isnot true>> <<rng>> <<if $rng is 100>> <<set $panicviolence to 3>> <</if>> <<set _paniccheckedviolence to true>> <</if>> <<if $arousal gte $arousalmax and $orgasmdown lte 0>> <<orgasm>> <</if>> <br> </div> <</widget>> <<widget "effectstentacles">> <<effectspain>> <<effectsorgasm>> <<effectsdissociation>> <div @class="($debugLines ? 'debugLines-effectstentacleadv' : '')"> <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<set _tentacle to $tentacles[_i]>> <<effectstentacleadv _tentacle>> <</if>> <</for>> </div> <br> <</widget>> <<widget "actionstentacles">> <div @class="($debugLines ? 'debugLines-actionstentacles' : '')"> <<set $enemyarousal to $arousal>> <<if $vorecreature is 0 and _swarmcreature is undefined>> <<animateCombat>> <</if>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0>> <<generateActionsTentacle>> <</if>> </div> <br><br> <</widget>> <<widget "actionstentaclespenis">> /* unused */ <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<set _tentacle to $tentacles[_i]>> <<actionstentacleadvpenis _tentacle>> <</if>> <</for>> <br> <</widget>> <<widget "actionstentacleslegs">> /* unused */ <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<set _tentacle to $tentacles[_i]>> <<actionstentacleadvlegs _tentacle>> <</if>> <</for>> <</widget>> <<widget "actionstentaclesrighthand">> /* unused */ <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<set _tentacle to $tentacles[_i]>> <<actionstentacleadvrighthand _tentacle>> <</if>> <</for>> <</widget>> <<widget "actionstentacleslefthand">> /* unused */ <<for _i to 0; _i lt $tentacles.max; _i++>> <<if $tentacles[_i] isnot undefined>> <<set _tentacle to $tentacles[_i]>> <<actionstentacleadvlefthand _tentacle>> <</if>> <</for>> <</widget>> <<widget "upperslither">> <<if $worn.over_upper.name isnot "naked">> then <<slithers>> beneath your $worn.over_upper.name<<if $worn.upper.name isnot "naked">> and $worn.upper.name<</if>> <<elseif $worn.upper.name isnot "naked">> then <<slithers>> beneath your $worn.upper.name <<else>> then <<slithers>> across your bare skin <</if>> <</widget>> <<widget "lowerslither">> <<if $worn.over_lower.name isnot "naked">> then <<slithers>> beneath your $worn.over_lower.name<<if $worn.lower.name isnot "naked">> and $worn.lower.name<</if>> <<elseif $worn.lower.name isnot "naked">> then <<slithers>> beneath your $worn.lower.name <<else>> then <<slithers>> across your bare skin <</if>> <</widget>> <<widget "underslither">> <<if $worn.lower.name isnot "naked">> <<if !$worn.under_lower.type.includes("naked")>> then <<slithers>> beneath your $worn.lower.name and $worn.under_lower.name <<elseif playerChastity()>> then <<slithers>> beneath your $worn.lower.name against your <<print $worn.genitals.name>> <<else>> <</if>> <<else>> <<if !$worn.under_lower.type.includes("naked")>> then <<slithers>> beneath your $worn.under_lower.name <<if playerChastity("hidden")>> against your <<print $worn.genitals.name>>. <</if>> <<elseif $worn.under_lower.type.includes("naked") and playerChastity("hidden")>> then <<slithers>> against your <<print $worn.genitals.name>> <<else>> then <<slithers>> across your bare skin <</if>> <</if>> <</widget>> <<widget "statetentacles">> <<for _j to 0; _j lt $tentacles.max; _j++>> <<if $tentacles[_j] isnot undefined>> <<if $tentacles[_j].shaft is "finished" and $tentacles[_j].name isnot "finished">> <<set $tentacles.active -= 1>> <<set $tentacles[_j].name to "finished">> <</if>> <</if>> <</for>> <<sexcheck>> <<if $ejaculating isnot 1>> You count <span class="blue"><<number $tentacles.active>></span> <<print $tentacles[0].type>><<if $tentacles.active isnot 1>>s<</if>> surrounding you. <br><br> <</if>> <</widget>> <<widget "leftarmtentacledisable">> <<for _j to 0; _j lt $tentacles.max; _j++>> <<if $tentacles[_j] isnot undefined>> <<if $tentacles[_j].id is $leftarm>> <<set $tentacles[_j].head to 0>> <</if>> <</if>> <</for>> <</widget>> <<widget "rightarmtentacledisable">> <<for _j to 0; _j lt $tentacles.max; _j++>> <<if $tentacles[_j] isnot undefined>> <<if $tentacles[_j].id is $rightarm>> <<set $tentacles[_j].head to 0>> <</if>> <</if>> <</for>> <</widget>> <<widget "feettentacledisable">> <<for _j to 0; _j lt $tentacles.max; _j++>> <<if $tentacles[_j] isnot undefined>> <<if $tentacles[_j].id is $feetuse>> <<set $tentacles[_j].head to 0>> <</if>> <</if>> <</for>> <</widget>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<enable_rescue>> <<maninit>> <<set $NPCList[0].chest to "none">> <<He>> reaches toward you. <<set $NPCList[0].fullDescription to "Tutorial " + ($NPCList[0].pronoun is "m"?"man":"woman")>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> __Combat Tutorial__ <br> <<if $gamemode is "soft">> <i>Your character will be quite passive at first. More actions will become available as you become more promiscuous and comfortable being assertive. <br><br> <span class="sub">Assertive</span> and <span class="meek">meek</span> actions will arouse your partner, bringing them closer to orgasm. They'll also make them trust you more. <br><br> <span class="brat">Bratty</span> acts will irritate your partner. Use them too frequently and they will become rougher and less trusting. <br><br> Some actions have only a chance of working, based on your skill with the bodypart being used and how trusting your partner is. <br><br> Each part of your body can perform one action per turn. Choose your actions, then click next or press enter to continue.</i> <br><br> <<else>> <i>There are three common ways to escape an attacker; fight them off, sexually satisfy them, or be rescued. <span class="def">Defiant</span> acts will hurt them. Hurt them enough and you'll escape. However, <span class="def">defiant</span> acts will anger them, making them more violent. <br><br> They'll be happy to use you as a passive toy, but <span class="sub">submissive</span> acts will make them cum faster. Once spent, they'll usually leave you alone. Some <span class="sub">submissive</span> acts will occupy their genitals, so they can't use them in more dangerous ways. <br><br> <span class="meek">Meek</span> acts will endear you to them without being directly sexual. <span class="meek">Meek</span> acts will make them trust you more, and often have effects which may help you. <br><br> <span class="brat">Bratty</span> acts protect you in ways that defy your attacker's will without hurting them. <span class="brat">Bratty</span> acts will reduce trust and increase anger. <br><br> Finally, you could scream for help. Whether it will help or make things worse depends on who's around to hear. Screaming at night or in the wilderness will only anger your attacker. You won't be able to scream (or speak) if your attacker has you gagged. For this encounter, screaming will get you rescued. Each part of your body can perform one action per turn. Choose your actions, then click next or press enter to continue.</i> <br><br> <</if>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Tutorial Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Tutorial]]>><</link>></span><<nexttext>> <</if>><<effects>><<set $eventskip to 1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemyanger gte 60>> "That's what you get, slut." <<He>> leaves you lying on the ground. <<else>> "Good <<girl>>. Here's a little something for the trouble." <<He>> leaves you lying on the ground. <br><br> <<tearful>> you climb to your knees. You've gained <<moneyGain 5 false false `"tutorial" + ($NPCList[0].pronoun is "m"?"Man":"Woman")`>>. <</if>> <br><br> <<clotheson>> <<endcombat>> <<if $gamemode is "soft">> <<generate1>><<person1>>A <<person>> rushes over to you. "Are you okay?" <<He>> offers an arm to help you up. <br><br> <<else>> <<generate1>><<person1>>A <<person>> rushes over to you. "I saw what that fiend did. Are you okay?" <<He>> offers an arm to help you up. <br><br> <</if>> <i>Being attacked will damage your sense of control. You will become more vulnerable to trauma as your control fails. Actions marked as "promiscuity", "exhibitionism" or "deviancy" will lower stress and trauma. They will also restore your sense of control. Committing these actions with enough frequency will unlock lewder actions of the same type, but make weaker actions lose effectiveness. If you're not careful, you'll be unable to reach the controlled state without shameless and outrageous acts.</i> <br><br> <<link [[Flirt|Tutorial Flirt]]>><<set $spraymax++>><<spray 5>><</link>><<promiscuous1>> <br> <<link [[Thank <<him>>|Tutorial Thank]]>><<set $spraymax++>><<spray 5>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> recoils in pain. "You're fucking nuts," <<he>> says, limping away. <<tearful>> you climb to your knees. <br><br> <<clotheson>> <<endcombat>> <<if $gamemode is "soft">> <<generate1>><<person1>>A <<person>> rushes over to you. "Are you okay?" <<He>> offers an arm to help you up. <br><br> <<else>> <<generate1>><<person1>>A <<person>> rushes over to you. "I saw what that fiend did. Are you okay?" <<He>> offers an arm to help you up. <br><br> <</if>> <i>Being attacked will damage your sense of control. You will become more vulnerable to trauma as your control fails. Actions marked as "promiscuity", "exhibitionism", or "deviancy" will lower stress and trauma. They will also restore your sense of control. Committing these actions with enough frequency will unlock lewder actions of the same type, but make weaker actions lose effectiveness. If you're not careful, you'll be unable to reach the controlled state without shameless and outrageous acts.</i> <br><br> <<link [[Flirt|Tutorial Flirt]]>><<set $spraymax++>><<spray 5>><</link>><<promiscuous1>> <br> <<link [[Thank <<him>>|Tutorial Thank]]>><<set $spraymax++>><<spray 5>><</link>> <br> <<elseif $rescue is 1 and $alarm is 1>> <<set $rescued += 1>> <<He>> notices several heads turning in response to your cry, and relents in <<his>> assault before making a hurried escape. <br><br> <<tearful>> you climb to your knees. <br><br> <<clotheson>> <<endcombat>> <<if $gamemode is "soft">> <<generate1>><<person1>>A <<person>> rushes over to you. "Are you okay?" <<He>> offers an arm to help you up. <br><br> <<else>> <<generate1>><<person1>>A <<person>> rushes over to you. "I saw what that fiend did. Are you okay?" <<He>> offers an arm to help you up. <br><br> <</if>> <i>Being attacked will damage your sense of control. You will become more vulnerable to trauma as your control fails. Actions marked as "promiscuity", "exhibitionism", or "deviancy" will lower stress and trauma. They will also restore your sense of control. Committing these actions with enough frequency will unlock lewder actions of the same type, but make weaker actions lose effectiveness. If you're not careful, you'll be unable to reach the controlled state without shameless and outrageous acts.</i> <br><br> <<link [[Flirt|Tutorial Flirt]]>><<set $spraymax++>><<spray 5>><</link>><<promiscuous1>> <br> <<link [[Thank <<him>>|Tutorial Thank]]>><<set $spraymax++>><<spray 5>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> <<wearProp "pepperspray">> <<if $tutorialExit is undefined>><<set $tutorialExit to "Domus Street">><</if>> You take <<his>> arm and hoist yourself up and against <<him>>, forcing <<him>> to catch you in an embrace to stop you falling. You look <<him>> in the eyes. "I feel safe now," you say. <<promiscuity1>> <<He>> blushes. "I-I'm glad you're alright," <<he>> says as <<he>> slowly withdraws <<his>> arms from you, making sure you're steady. <<He>> glances around. "Here." <<He>> hands you a small cylinder. "Be discreet. It's not legal, and there's only enough for one use." <<gspraymax>> <br><br> <<if $tutorialExit.includes("Robin")>> "You better get back to your friend, <<nnpc_hes "Robin">> the one that called me over. <<nnpc_He "Robin">> was pale as a ghost and could hardly form the words. I need to get going. You be careful." <<else>> "I need to get going. You be careful." <</if>> <br><br> <<link [[Next|$tutorialExit]]>><<endevent>><<set $eventskip to 1>><<unset $tutorialExit>><<set $tutorial to 1>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $tutorialExit is undefined>><<set $tutorialExit to "Domus Street">><</if>> <<wearProp "pepperspray">> You take <<his>> arm and <<he>> helps lift you to your feet. "Thank you," you say. "I'll be okay now." <br><br> <<He>> glances around. "Here." <<He>> hands you a small cylinder. "Be discreet. It's not legal, and there's only enough for one use." <<gspraymax>> <br><br> <<if $tutorialExit isnot "Domus Street">> "You better get back to your friend, <<nnpc_hes "Robin">> the one that called me over. <<nnpc_He "Robin">> was pale as a ghost and could hardly form the words. I need to get going. You be careful." <<else>> "I need to get going. You be careful." <</if>> <br><br> <<link [[Next|$tutorialExit]]>><<endevent>><<set $eventskip to 1>><<unset $tutorialExit>><<set $tutorial to 1>><</link>><<widget "generateActionsVore">> <<set $combat to 1>> <<if _targetlist is undefined>> <<getTargetList>> <</if>> <div id="listContainer"> <div id="leftaction" @class="$options.combatControls + 'Control'"> <<leftActionInitVore>> </div> <div id="rightaction" @class="$options.combatControls + 'Control'"> <<rightActionInitVore>> </div> <<if ($mouthuse is 0 and !($dissociation lte 1 and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)))>> <div id="mouthaction" @class="$options.combatControls + 'Control'"> <<mouthActionInit>> </div> <</if>> </div> <</widget>> <<widget "leftActionInitVore">> <<set $lefttarget to "vore">> <<switch $leftarm>> <<case 0>> <<set $lefttarget to "vore">> <<if $orgasmdown gte 1>> <<set _leftOptions to "orgasm">> <span class="lewd">Your left arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _leftOptions to "pain">> <span class="red">Your left arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _leftOptions to "unreal">> <span class="pink">Your left arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <</if>> <<set _leftOptions to "free">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "left" _targetlistarms>> <<if $options.combatControls is "radio">><br><</if>> <</if>> <</if>> <<case "bound">> <<set _leftOptions to "bound">> <<if $orgasmdown gte 1>> <span class="lewd">Your left arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your left arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your left arm lies limp in its bonds.</span> <<else>> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'')">Your left arm is bound.</span> <</if>><<if $options.combatControls.includes("adio")>><br><</if>> <<case "trapped">> <<set _leftOptions to "trapped">> <span @class="($lastOptions.left isnot _leftOptions ?'gold':'purple')">Your left arm is trapped by the $vorecreature.</span><<if $options.combatControls.includes("adio")>><br><</if>> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<leftActionInit>> <<case "struggle">> <<set $_changetype to true>><<leftActionInitStruggle>> <<case "swarmgrappled">> <<set $_changetype to true>><<leftActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<leftActionInitMachine>> <<default>> <<set $_changetype to true>><<leftActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<leftActionsVore>> <<if Object.keys(_leftaction).length gt 0>> <<if !(Object.values(_leftaction).includes($leftactiondefault))>> <<set $leftactiondefault to "rest">> <</if>> <<set $leftaction to $leftactiondefault>> <div class="extraMargin"> <<generateCombatAction _leftaction "leftaction" "Vore">> </div> <<if $options.combatControls.includes("ists")>> <div id="leftactionDifficulty"> <<leftactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.left to clone(_leftOptions)>> <</if>> <</widget>> <<widget "leftactionDifficultyVore">>/* Blank widget to pacify the JavaScript Gods. */ <!-- Does nothing --> <</widget>> <<widget "leftActionsVore">> <<set _leftaction to {}>> <<if !(["orgasm", "pain", "unreal"].includes(_leftOptions))>> <<set _leftaction["Rest"] to "rest">> <</if>> <<switch _leftOptions>> <<case "free">> <<set _leftaction["Escape the "+$vorecreature] to "leftescape">> <<if $vorestage lte 6>> <<set _leftaction["Hold on to the "+$vorecreature] to "lefthold">> <</if>> <<if $rightarm is "trapped">> <<set _leftaction["Free your right arm"] to "leftvorefree">> <</if>> <<case "bound" "trapped">> <<case "orgasm">> <<set _leftaction["Fold"] to "leftfold">> <<set _leftaction["Grip"] to "leftgrip">> <<case "pain">> <<set _leftaction["Struggle"] to "leftstruggleweak">> <<set _leftaction["Protect"] to "leftprotect">> <<case "unreal">> <<set _leftaction["Poke yourself"] to "leftpoke">> <<set _leftaction["Keep your arms out of the way"] to "leftcurl">> <</switch>> <</widget>> <<widget "rightActionInitVore">> <<set $righttarget to "vore">> <<switch $rightarm>> <<case 0>> <<if $orgasmdown gte 1>> <<set _rightOptions to "orgasm">> <span class="lewd">Your right arm is free, but you can't stop the spasms.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <<set _rightOptions to "pain">> <span class="red">Your right arm is free, but hurts to move.</span> <<elseif $dissociation gte 2>> <<set _rightOptions to "unreal">> <span class="pink">Your right arm is free, but doesn't feel real.</span> <<else>> <<if _targetYourself is true and _targetnumber gt 1>> <<set _targetlistarms["Yourself"] to "self">> <</if>> <<if not $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <</if>> <<set _rightOptions to "free">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is free.</span> <<if $options.combatControls.includes("adio") and _targetnumber gt 1>> <<targetListBox "right" _targetlistarms>> <<if $options.combatControls is "radio">><br><</if>> <</if>> <</if>> <<case "bound">> <<set _rightOptions to "bound">> <<if $orgasmdown gte 1>> <span class="lewd">Your right arm jerks against its bonds.</span> <<elseif $pain gte 100 and $willpowerpain is 0>> <span class="red">Your right arm is held in a painful bind.</span> <<elseif $dissociation gte 2>> <span class="pink">Your right arm lies limp in its bonds.</span> <<else>> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'')">Your right arm is bound.</span> <</if>> <<case "trapped">> <<set _rightOptions to "trapped">> <span @class="($lastOptions.right isnot _rightOptions ?'gold':'purple')">Your right arm is trapped by the $vorecreature.</span><br> <<case "grappled" "penis" "othervagina" "vagina" "coverpenis" "anus" "behind">> <<set $_changetype to true>><<rightActionInit>> <<case "struggle">> <<set $_changetype to true>><<rightActionInitStruggle>> <<case "swarmgrappled">> <<set $_changetype to true>><<rightActionInitSwarm>> <<case "mechgrappled">> <<set $_changetype to true>><<rightActionInitMachine>> <<default>> <<set $_changetype to true>><<rightActionInitTentacle>> <</switch>> <<if $_changetype isnot true>> <<rightActionsVore>> <<if Object.keys(_rightaction).length gt 0>> <<if !(Object.values(_rightaction).includes($rightactiondefault))>> <<set $rightactiondefault to "rest">> <</if>> <<set $rightaction to $rightactiondefault>> <div class="extraMargin"> <<generateCombatAction _rightaction "rightaction" "Vore">> </div> <<if $options.combatControls.includes("ists")>> <div id="rightactionDifficulty"> <<rightactionDifficulty>> </div> <</if>> <</if>> <<set $lastOptions.right to clone(_rightOptions)>> <</if>> <</widget>> <<widget "rightactionDifficultyVore">>/* But seriously, not having this blank widget will cause red blocks of error in the "lists" actions types */ <!-- Does nothing --> <</widget>> <<widget "rightActionsVore">> <<set _rightaction to {}>> <<if !(["orgasm", "pain", "unreal"].includes(_rightOptions))>> <<set _rightaction["Rest"] to "rest">> <</if>> <<switch _rightOptions>> <<case "free">> <<set _rightaction["Escape the "+$vorecreature] to "rightescape">> <<if $vorestage lte 6>> <<set _rightaction["Hold on to the "+$vorecreature] to "righthold">> <</if>> <<if $rightarm is "trapped">> <<set _rightaction["Free your right arm"] to "rightvorefree">> <</if>> <<case "bound" "trapped">> <<case "orgasm">> <<set _rightaction["Fold"] to "rightfold">> <<set _rightaction["Grip"] to "rightgrip">> <<case "pain">> <<set _rightaction["Struggle"] to "rightstruggleweak">> <<set _rightaction["Protect"] to "rightprotect">> <<case "unreal">> <<set _rightaction["Poke yourself"] to "rightpoke">> <<set _rightaction["Keep your arms out of the way"] to "rightcurl">> <</switch>> <</widget>><<widget "vore">> <<rng>> <<if $vorestage is 1>> Your thighs are gripped by the $vorecreature's mouth, your shins and feet at the mercy of its probing tongue. <<neutral 4>> <<elseif $vorestage is 2>> Your waist is gripped by the $vorecreature's mouth, your delicate parts at the mercy of its slippery tongue. <<neutral 2 "genitals">><<neutral 2 "bottom">> <<elseif $vorestage is 3>> Your chest is gripped by the $vorecreature's mouth, your body at the mercy of its slimy tongue. <<neutral 2 "breasts">><<neutral 3 "genitals">><<neutral 3 "bottom">> <<elseif $vorestage is 4>> Your shoulders are gripped by the $vorecreature's mouth, your body at the mercy of its intrusive tongue. <<neutral 3 "breasts">><<neutral 4 "genitals">><<neutral 4 "bottom">> <<elseif $vorestage is 5>> Your entire body is in the $vorecreature's mouth. Its slimy tongue presses against your whole body. <<neutral 4 "breasts">><<neutral 5 "genitals">><<neutral 5 "bottom">> <<elseif $vorestage is 6>> You are in the $vorecreature's gullet, pushed along by movements in the walls. <<neutral 5 "breasts">><<neutral 6 "genitals">><<neutral 6 "bottom">> <<elseif $vorestage is 7>> You are in the $vorecreature's stomach. It's a struggle to keep your head above the slimy liquid. <<if $vorecreature is "oyster" and $rng lte 10 and $pearlChance is undefined>> <<wearProp "oyster pearl">> You feel something round and smooth pressing against your body. You grab it and investigate it. <span class="green">You found a rare pearl.</span> It's going to fetch a tidy sum. <<tending_give oyster_pearl 1>> <<set $pearlChance to 1>> <</if>> <<neutral 6 "breasts">><<neutral 7 "genitals">><<neutral 7 "bottom">> <</if>> <<if $vorestage is 1>> <<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>> <<if $vorestruggle is 2>> You push down on the $vorecreature's maw with both your arms, <span class="green">preventing it from swallowing you further.</span> <<elseif $vorestruggle is 1>> You push down on the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span> <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span> <</if>> <<else>> <<set $vorestage += 1>> <<if $vorestruggle is 2>> You push down on the $vorecreature's maw with both your arms,<span class="blue"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to the waist. <<elseif $vorestruggle is 1>> You push down on the $vorecreature's maw with one arm,<span class="blue"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to the waist. <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="blue">and it takes advantage of your vulnerability.</span> You slide deeper into its mouth, until it swallows you up to the waist. <</if>> <<if $voretrait gte 1 and random(1, 3) is 3>> You shiver at the sensation.<<arousal 100>> <</if>> <</if>> <<elseif $vorestage is 2>> <<if $worn.over_lower.integrity gt 0>> <<set $worn.over_lower.integrity -= 1>> <<elseif $worn.lower.integrity lte 0>> <<set $worn.lower.integrity -= 1>> <<elseif $worn.under_lower.integrity lte 0>> <<set $worn.under_lower.integrity -= 1>> <</if>> <<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>> <<if $vorestruggle is 2>> You push down on the $vorecreature's maw with both your arms, <span class="green">preventing it from swallowing you further.</span> <<elseif $vorestruggle is 1>> You push down on the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span> <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span> <</if>> <<else>> <<set $vorestage += 1>> <<if $vorestruggle is 2>> You push down on the $vorecreature's maw with both your arms,<span class="purple"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your chest. <<elseif $vorestruggle is 1>> You push down on the $vorecreature's maw with one arm,<span class="purple"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your chest. <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="purple">and it takes advantage of your vulnerability.</span> You slide deeper into its mouth, until it swallows you up to your chest. <</if>> <</if>> <<elseif $vorestage is 3>> <<if $worn.over_lower.integrity gt 0>> <<set $worn.over_lower.integrity -= 1>> <<elseif $worn.lower.integrity gt 0>> <<set $worn.lower.integrity -= 1>> <<elseif $worn.under_lower.integrity gt 0>> <<set $worn.under_lower.integrity -= 1>> <</if>> <<if $worn.over_upper.integrity gt 0>> <<set $worn.over_upper.integrity -= 1>> <<elseif $worn.upper.integrity gt 0>> <<set $worn.upper.integrity -= 1>> <<elseif $worn.under_upper.integrity gt 0>> <<set $worn.under_upper.integrity -= 1>> <</if>> <<set $worn.upper.integrity -= 1>> <<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>> <<if $vorestruggle is 2>> You push down on the $vorecreature's maw with both your arms, <span class="green">preventing it from swallowing you further.</span> <<elseif $vorestruggle is 1>> You push down on the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span> <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span> <</if>> <<else>> <<set $vorestage += 1>> <<if $vorestruggle is 2>> You push down on the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your neck. <<elseif $vorestruggle is 1>> You push down on the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> You slide deeper into its mouth, until it swallows you up to your neck. <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> You slide deeper into its mouth, until it swallows you up to your neck. <</if>> <</if>> <<elseif $vorestage is 4>> <<if $worn.over_lower.integrity gt 0>> <<set $worn.over_lower.integrity -= 1>> <<elseif $worn.lower.integrity gt 0>> <<set $worn.lower.integrity -= 1>> <<elseif $worn.under_lower.integrity gt 0>> <<set $worn.under_lower.integrity -= 1>> <</if>> <<if $worn.over_upper.integrity gt 0>> <<set $worn.over_upper.integrity -= 1>> <<elseif $worn.upper.integrity gt 0>> <<set $worn.upper.integrity -= 1>> <<elseif $worn.under_upper.integrity gt 0>> <<set $worn.under_upper.integrity -= 1>> <</if>> <<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>> <<if $vorestruggle is 2>> You grab the inside of the $vorecreature's maw with both arms, <span class="green">preventing it from swallowing you further.</span> <<elseif $vorestruggle is 1>> You grab the inside of the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span> <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span> <</if>> <<else>> <<set $vorestage += 1>> <<if $vorestruggle is 2>> You grab the inside of the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> The last of your body slides into its mouth, its lips closing behind you. <<elseif $vorestruggle is 1>> You grab the inside of the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> The last of your body slides into its mouth, its lips closing behind you. <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> The last of your body slides into its mouth, its lips closing behind you. <</if>> <</if>> <<elseif $vorestage is 5>> <<if $worn.over_lower.integrity gt 0>> <<set $worn.over_lower.integrity -= 1>> <<elseif $worn.lower.integrity gt 0>> <<set $worn.lower.integrity -= 1>> <<elseif $worn.under_lower.integrity gt 0>> <<set $worn.under_lower.integrity -= 1>> <</if>> <<if $worn.over_upper.integrity gt 0>> <<set $worn.over_upper.integrity -= 1>> <<elseif $worn.upper.integrity gt 0>> <<set $worn.upper.integrity -= 1>> <<elseif $worn.under_upper.integrity gt 0>> <<set $worn.under_upper.integrity -= 1>> <</if>> <<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>> <<if $vorestruggle is 2>> You grab the inside of the $vorecreature's maw with both arms, <span class="green">preventing it from swallowing you further.</span> <<elseif $vorestruggle is 1>> You grab the inside of the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span> <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span> <</if>> <<else>> <<set $vorestage += 1>> <<if $vorestruggle is 2>> You grab the inside of the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, sliding you into its gullet. <<elseif $vorestruggle is 1>> You grab the inside of the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, sliding you into its gullet. <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> The $vorecreature sucks you further down, sliding you into its gullet. <</if>> <</if>> <<elseif $vorestage is 6>> <<if $worn.over_lower.integrity gt 0>> <<set $worn.over_lower.integrity -= 1>> <<elseif $worn.lower.integrity gt 0>> <<set $worn.lower.integrity -= 1>> <<elseif $worn.under_lower.integrity gt 0>> <<set $worn.under_lower.integrity -= 1>> <</if>> <<if $worn.over_upper.integrity gt 0>> <<set $worn.over_upper.integrity -= 1>> <<elseif $worn.upper.integrity gt 0>> <<set $worn.upper.integrity -= 1>> <<elseif $worn.under_upper.integrity gt 0>> <<set $worn.under_upper.integrity -= 1>> <</if>> <<if ($vorestruggle * currentSkillValue('physique')) gte $vorestrength>> <<if $vorestruggle is 2>> You grab the inside of the $vorecreature's maw with both arms, <span class="green">preventing it from swallowing you further.</span> <<elseif $vorestruggle is 1>> You grab the inside of the $vorecreature's maw with one arm, <span class="green">preventing it from swallowing you further.</span> <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="green">but it doesn't take advantage of your vulnerability.</span> <</if>> <<else>> <<set $vorestomach to 0>> <<set $vorestage += 1>> <<if $vorestruggle is 2>> You grab the inside of the $vorecreature's maw with both your arms,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, depositing you in a fleshy chamber. <<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><<swallowed>><</if>> <<elseif $vorestruggle is 1>> You grab the inside of the $vorecreature's maw with one arm,<span class="pink"> but it isn't enough.</span> The $vorecreature sucks you further down, depositing you in a fleshy chamber. <<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><<swallowed>><</if>> <<else>> There's nothing preventing the $vorecreature from swallowing you further, <span class="pink">and it takes advantage of your vulnerability.</span> The $vorecreature sucks you further down, depositing you in a fleshy chamber. <<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>><<swallowed>> <</if>> <</if>> <<else>> <<if $worn.over_lower.integrity gt 0>> <<set $worn.over_lower.integrity -= 5>> <</if>> <<if ($worn.over_lower.name is "naked" or $worn.over_lower.integrity lte clothingData('over_lower',$worn.over_lower,'integrity_max') / 5) and $worn.lower.integrity gt 0>> <<set $worn.upper.integrity -= 5>> <</if>> <<if ($worn.over_lower.name is "naked" or $worn.over_lower.integrity lte clothingData('over_lower',$worn.over_lower,'integrity_max') / 5) and ($worn.lower.name is "naked" or $worn.lower.integrity lte clothingData('lower',$worn.lower,'integrity_max') / 5) and $worn.under_lower.integrity gt 0>> <<set $worn.under_lower.integrity -= 5>> <</if>> <<if $worn.over_upper.integrity gt 0>> <<set $worn.over_upper.integrity -= 5>> <</if>> <<if ($worn.over_upper.name is "naked" or $worn.over_upper.integrity lte clothingData('over_upper',$worn.over_upper,'integrity_max') / 5) and $worn.upper.integrity gt 0>> <<set $worn.upper.integrity -= 5>> <</if>> <<if ($worn.over_upper.name is "naked" or $worn.over_upper.integrity lte clothingData('over_upper',$worn.over_upper,'integrity_max') / 5) and ($worn.upper.name is "naked" or $worn.upper.integrity lte clothingData('upper',$worn.upper,'integrity_max') / 5) and $worn.under_upper.integrity gt 0>> <<set $worn.under_upper.integrity -= 5>> <</if>> <</if>> <br><br> <<set $vorestruggle to 0>> <<rng>> <<if $vorestage is 1>> <<if $rng gte 66>> You feel the $vorecreature licking your feet. <<neutral 5>> <<elseif $rng gte 33>> The $vorecreature's tongue protrudes from its maw and licks your inner thighs. <<neutral 5 "genitals">> <<else>> The $vorecreature's tongue protrudes from its maw and licks your butt. <<neutral 5 "anus">> <</if>> <<elseif $vorestage is 2>> <<if $rng gte 66>> You feel the $vorecreature licking your butt. <<neutral 5 "anus">> <<elseif $rng gte 33>> The $vorecreature gently licks your <<groin>>. <<neutral 10 "genitals">> <<else>> The $vorecreature's tongue wraps around your pelvis and rubs up and down the length of your thighs. <<neutral 5 "genitals">> <</if>> <<elseif $vorestage is 3>> <<if $rng gte 66>> The $vorecreature's tongue presses your body against the roof of its maw. <<neutral 5>> <<elseif $rng gte 33>> The $vorecreature gently prods your <<groin>>. <<neutral 10 "genitals">> <<else>> The $vorecreature's tongue caresses your inner thighs. <<neutral 5 "genitals">> <</if>> <<elseif $vorestage is 4>> <<if $rng gte 66>> The $vorecreature runs the tip of its tongue down the length of your body. <<neutral 5>> <<elseif $rng gte 33>> The $vorecreature gently prods your <<groin>>. <<neutral 10 "genitals">> <<else>> The $vorecreature's tongue caresses your inner thighs. <<neutral 10 "genitals">> <</if>> <<elseif $vorestage is 5>> <<if $rng gte 66>> The $vorecreature runs the tip of its tongue down the length of your body. <<neutral 10>> <<elseif $rng gte 33>> The $vorecreature wraps its tongue around your body. <<neutral 10>> <<else>> The $vorecreature flicks your <<groin>> with the tip of its tongue. <<neutral 15 "genitals">> <</if>> <<elseif $vorestage is 6>> <<if $rng gte 81 and $leftarm is 0>> A groove in the side of the gullet constricts around your left arm, trapping it. <<set $leftarm to "trapped">><<set $lefttarget to "vore">><<neutral 10>> <<elseif $rng gte 61 and $rightarm is 0>> A groove in the side of the gullet constricts around your right arm, trapping it. <<set $rightarm to "trapped">><<set $righttarget to "vore">><<neutral 10>> <<elseif $rng gte 41>> The gullet tightens around your entire body, holding you in place. <<neutral 10>> <<elseif $rng gte 21>> Valves open at the side of the tube and release a warm liquid, coating you in a slimy goo. <<neutral 15>> <<elseif $rng gte 1>> The sides of the gullet push against you, sliding you along the tube. <<neutral 15>> <</if>> <<elseif $vorestage is 7>> <<if $rng gte 81 and $rightarm is 0>> A groove in the side of the chamber constricts around your right arm, trapping it. <<set $rightarm to "trapped">><<set $righttarget to "vore">><<neutral 15>> <<elseif $rng gte 61>> More liquid squirts out the side of the chamber, covering you in a slimy goo. <<neutral 15>><<outergoo>> <<elseif $rng gte 41 and $leftarm is 0>> A groove in the side of the chamber constricts around your left arm, trapping it. <<set $leftarm to "trapped">><<set $lefttarget to "vore">><<neutral 15>> <<elseif $rng gte 21>> The chamber pulses to a gentle rhythm. <<neutral 15>> <<elseif $rng gte 1>> The entire chamber pulsates and rubs against you. <<neutral 20>> <</if>> <<if $vorestomach is 0>> <<set $vorestomach to 1>> <span class="blue">The walls close in around you.</span> <<elseif $vorestomach is 1>> <<set $vorestomach to 2>> <span class="purple">The walls close in around you.</span> <<elseif $vorestomach is 2>> <<set $vorestomach to 3>> <span class="pink">The walls close in around you, squeezing your body and stealing your breath.</span> <<elseif $vorestomach is 3>> <<set $vorestomach to 4>> <span class="red">The walls close in around you. You soon won't be able to move at all.</span> <<else>> <<set $vorestomach to 5>> <span class="red">The walls close in around you. The world starts to fade.</span> <</if>> <</if>> <br><br> <<rng>> <<if $rng gte 76>> <<set $vorestrength to 0>> <<elseif $rng gte 51>> <<set $vorestrength to random(-5000, 10000)>> <<elseif $rng gte 26>> <<set $vorestrength to random(-5000, 20000)>> <<elseif $rng gte 1>> <<set $vorestrength to random(1, 20000)>> <</if>> <<if $voretrait gte 1>> <<set $vorestrength -= 2500>> <</if>> <<if $vorestage lte 5>> <<if $vorestrength lte 0>> <span class="lblue">The $vorecreature seems content to savour your taste, for now.</span> <<elseif $vorestrength lte 5000>> <span class="blue">The $vorecreature salivates in anticipation.</span> <<elseif $vorestrength lte 10000>> <span class="purple">The $vorecreature prepares to suck you in.</span> <<elseif $vorestrength lte 20000>> <span class="pink">The $vorecreature prepares to gulp you down.</span> <</if>> <br><br> <</if>> <<if $panicattacks gte 1 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _panicchecked isnot true>> <<rng>> <<if $rng is 100>> <<set $panicparalysis to 5>> <</if>> <<set _panicchecked to true>> <</if>> <<if $panicattacks gte 2 and $panicviolence is 0 and $panicparalysis is 0 and $controlled is 0 and _paniccheckedviolence isnot true>> <<rng>> <<if $rng is 100>> <<set $panicviolence to 3>> <</if>> <<set _paniccheckedviolence to true>> <</if>> <<if $arousal gte $arousalmax and $orgasmdown lte 0>> <<orgasm>> <</if>> <</widget>> <<widget "swallowedstat">> <<set $swallowedstat += 1>> <</widget>> <<widget "swallowed">> <<if $swallowed isnot 1>> <<set $swallowed to 1>> <<swallowedstat>> <</if>> <</widget>><<widget "voreactions">> <<animateCombat>> <<willpowerpain>> <<willpowerorgasm>> <<actioncarry>> <<actioncarrydrop>> <<combatstate>> <<carryblock>> <<if $trance lte 0 and $panicparalysis is 0 and $panicviolence is 0>> <<generateActionsVore>> <</if>> <br> <</widget>><<widget "voreeffects">> <<rng>> <<effectspain>> <<effectsorgasm>> <<effectsdissociation>> <<if $leftaction is "leftescape" and $rightaction is "rightescape">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "leftescape">><<set $rightactiondefault to "rightescape">><<set $attackstat += 2>><<set $leftactiondefault to "leftescape">><<set $rightactiondefault to "rightescape">> <<if $rng lte 80>> <<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>> <<if $vorestage is 1>> <<set $vorestage -= 1>> You hit the $vorecreature's maw with both arms, <span class="green">and make it spit you out.</span> <<elseif $vorestage is 2>> <<set $vorestage -= 1>> You hit the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your body out, freeing your <<genitals>> from its maw.</span> <<elseif $vorestage is 3>> <<set $vorestage -= 1>> You hit the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your body out, freeing your <<breasts>> from its maw.</span> <<elseif $vorestage is 4>> <<set $vorestage -= 1>> You hit the inside of the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your body out, freeing your arms from its maw.</span> <<elseif $vorestage is 5>> <<set $vorestage -= 1>> You hit the inside of the $vorecreature's mouth with both arms. <span class="green">It gags, letting you slide your head back out.</span> <<elseif $vorestage is 6>> <<set $vorestage -= 1>> You hit the walls of the $vorecreature's gullet with both arms. <span class="green">It convulses, violently pushing you up into its mouth.</span> <<elseif $vorestage is 7>> <<set $vorestage -= 1>> You pound the walls of the $vorecreature's stomach with both arms. <span class="green">It convulses, violently pushing you up into its gullet.</span> <</if>> <<else>> <<if $vorestage is 1>> You hit the $vorecreature's maw with both arms, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 2>> You hit the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 3>> You hit the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 4>> You hit the inside of the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 5>> You hit the inside of the $vorecreature's mouth with both arms, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 6>> You hit the walls of the $vorecreature's gullet with both arms, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 7>> You pound the walls of the $vorecreature's stomach with both arms, <span class="red">but it doesn't react.</span> <</if>> <</if>> <<elseif $leftaction is "leftescape">> <<set $leftaction to 0>><<set $leftactiondefault to "leftescape">><<set $attackstat += 1>><<set $leftactiondefault to "leftescape">> <<if $rng lte 60>> <<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>> <<if $vorestage is 1>> <<set $vorestage -= 1>> You hit the $vorecreature's maw with your left arm, <span class="green">and make it spit you out.</span> <<elseif $vorestage is 2>> <<set $vorestage -= 1>> You hit the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your body out, freeing your <<genitals>> from its maw.</span> <<elseif $vorestage is 3>> <<set $vorestage -= 1>> You hit the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your body out, freeing your <<breasts>> from its maw.</span> <<elseif $vorestage is 4>> <<set $vorestage -= 1>> You hit the inside of the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your body out, freeing your arms from its maw.</span> <<elseif $vorestage is 5>> <<set $vorestage -= 1>> You hit the inside of the $vorecreature's mouth with your left arm. <span class="green">It gags, letting you slide your head back out.</span> <<elseif $vorestage is 6>> <<set $vorestage -= 1>> You hit the walls of the $vorecreature's gullet with your left arm. <span class="green">It convulses, violently pushing you up into its mouth.</span> <<elseif $vorestage is 7>> <<set $vorestage -= 1>> You pound the walls of the $vorecreature's stomach with your left arm. <span class="green">It convulses, violently pushing you up into its gullet.</span> <</if>> <<else>> <<if $vorestage is 1>> You hit the $vorecreature's maw with your left arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 2>> You hit the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 3>> You hit the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 4>> You hit the inside of the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 5>> You hit the inside of the $vorecreature's mouth with your left arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 6>> You hit the walls of the $vorecreature's gullet with your left arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 7>> You pound the walls of the $vorecreature's stomach with your left arm, <span class="red">but it doesn't react.</span> <</if>> <</if>> <<elseif $rightaction is "rightescape">> <<set $rightaction to 0>><<set $rightactiondefault to "rightescape">><<set $attackstat += 1>><<set $rightactiondefault to "rightescape">> <<if $rng lte 60>> <<if $leftarm is "trapped">><<set $leftarm to 0>><</if>><<if $rightarm is "trapped">><<set $rightarm to 0>><</if>> <<if $vorestage is 1>> <<set $vorestage -= 1>> You hit the $vorecreature's maw with your right arm, <span class="green">and make it spit you out.</span> <<elseif $vorestage is 2>> <<set $vorestage -= 1>> You hit the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your body out, freeing your <<genitals>> from its maw.</span> <<elseif $vorestage is 3>> <<set $vorestage -= 1>> You hit the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your body out, freeing your <<breasts>> from its maw.</span> <<elseif $vorestage is 4>> <<set $vorestage -= 1>> You hit the inside of the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your body out, freeing your arms from its maw.</span> <<elseif $vorestage is 5>> <<set $vorestage -= 1>> You hit the inside of the $vorecreature's mouth with your right arm. <span class="green">It gags, letting you slide your head back out.</span> <<elseif $vorestage is 6>> <<set $vorestage -= 1>> You hit the walls of the $vorecreature's gullet with your right arm. <span class="green">It convulses, violently pushing you up into its mouth.</span> <<elseif $vorestage is 7>> <<set $vorestage -= 1>> You pound the walls of the $vorecreature's stomach with your right arm. <span class="green">It convulses, violently pushing you up into its gullet.</span> <</if>> <<else>> <<if $vorestage is 1>> You hit the $vorecreature's maw with your right arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 2>> You hit the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 3>> You hit the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 4>> You hit the inside of the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 5>> You hit the inside of the $vorecreature's mouth with your right arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 6>> You hit the walls of the $vorecreature's gullet with your right arm, <span class="red">but it doesn't react.</span> <<elseif $vorestage is 7>> You pound the walls of the $vorecreature's stomach with your right arm, <span class="red">but it doesn't react.</span> <</if>> <</if>> <</if>> <<if $leftaction is "lefthold" and $rightaction is "righthold">> <<set $leftaction to 0>><<set $rightaction to 0>><<set $leftactiondefault to "lefthold">><<set $rightactiondefault to "righthold">><<set $vorestruggle to 2>> <<if $vorestage is 1>> You grab hold of the $vorecreature's maw with both arms. <<elseif $vorestage is 2>> You grab hold of the $vorecreature's maw with both arms. <<elseif $vorestage is 3>> You grab hold of the $vorecreature's maw with both arms. <<elseif $vorestage is 4>> You cling to the side of the $vorecreature's mouth with both arms. <<elseif $vorestage is 5>> You cling to the side of the $vorecreature's mouth with both arms. <<elseif $vorestage is 6>> You cling to the side of the $vorecreature's gullet with both arms. <</if>> <<elseif $leftaction is "lefthold">> <<set $leftaction to 0>><<set $leftactiondefault to "lefthold">><<set $vorestruggle to 1>> <<if $vorestage is 1>> You grab hold of the $vorecreature's maw with your left arm. <<elseif $vorestage is 2>> You grab hold of the $vorecreature's maw with your left arm. <<elseif $vorestage is 3>> You grab hold of the $vorecreature's maw with your left arm. <<elseif $vorestage is 4>> You cling to the side of the $vorecreature's mouth with your left arm. <<elseif $vorestage is 5>> You cling to the side of the $vorecreature's mouth with your left arm. <<elseif $vorestage is 6>> You cling to the side of the $vorecreature's gullet with your left arm. <</if>> <<elseif $rightaction is "righthold">> <<set $rightaction to 0>><<set $rightactiondefault to "righthold">><<set $vorestruggle to 1>> <<if $vorestage is 1>> You grab hold of the $vorecreature's maw with your right arm. <<elseif $vorestage is 2>> You grab hold of the $vorecreature's maw with your right arm. <<elseif $vorestage is 3>> You grab hold of the $vorecreature's maw with your right arm. <<elseif $vorestage is 4>> You cling to the side of the $vorecreature's mouth with your right arm. <<elseif $vorestage is 5>> You cling to the side of the $vorecreature's mouth with your right arm. <<elseif $vorestage is 6>> You cling to the side of the $vorecreature's gullet with your right arm. <</if>> <</if>> <<if $leftaction is "leftvorefree">> <<set $leftaction to 0>> <<set $rightarm to 0>> <span class="lblue">Using all your strength, you manage to free your right arm from the side of the gullet.</span> <</if>> <<if $rightaction is "rightvorefree">> <<set $rightaction to 0>> <<set $leftarm to 0>> <span class="lblue">Using all your strength, you manage to free your left arm from the side of the gullet.</span> <</if>> <<if $leftaction is "vorerest">> <<set $leftaction to 0>><<set $leftactiondefault to "vorerest">> <</if>> <<if $rightaction is "vorerest">> <<set $rightaction to 0>><<set $rightactiondefault to "vorerest">> <</if>> <br><br> <</widget>><<widget "takeVirginity">> <<if Array.isArray(_args[0])>> /* Array of NPCList index's, should only be used for double penetration */ <<set $_npc to $NPCList[_args[0][0]]>> <<set $_npc2 to $NPCList[_args[0][1]]>> <<if $_npc?.fullDescription and $_npc2?.fullDescription>> <<set $_taker to `${$_npc.fullDescription} and ${$_npc2.fullDescription}`>> <</if>> <</if>> <<if !$_taker>> <<set $_taker to _args[0]>> <<set $_npcIndex to $NPCNameList.indexOf($_taker)>> <<if $_npcIndex isnot -1>> <<set $_npc to $NPCName[$_npcIndex]>> <<else>> <<run $NPCList.forEach(npc => { if (npc.fullDescription is $_taker) $_npc to npc; })>> <</if>> <</if>> <<if _args[1]>> <<if _args[1] is "penile" and playerHasStrapon()>> <!-- Do nothing --> <<else>> <<if $player.virginity[_args[1]] is true>> <<if $activeNightmare or ($wraith.mimic is $_taker)>> <<switch $_taker>> <<case "Robin">><<displayFeatFake "Robin the Lover">> <<case "Kylar">><<displayFeatFake "Kylar the Obsessed">> <<case "Eden">><<displayFeatFake "Eden the Lonely">> <<case "Whitney">><<displayFeatFake "Whitney the Tsundere">> <<case "Avery">><<displayFeatFake "Avery the Moneybags">> <<case "Leighton">><<displayFeatFake "Leighton the Shady">> <<case "Alex">><<displayFeatFake "Alex the Robust">> <<case "Great Hawk">><<displayFeatFake "Great Hawk the Terror">> <<case "Wren">><<displayFeatFake "Wren the Sly">> <<case "Black Wolf">><<displayFeatFake "Great Wolf the Alpha">> <<case "Harper">><<displayFeatFake "Harper the Hypnotist">> <<case "Morgan">><<displayFeatFake "Morgan the Lost">> <<case "Gwylan">><<displayFeatFake "Gwylan the Bewitching">> <</switch>> <<if !$activeNightmare>> <<set $_taker to "Ivory Wraith">> <</if>> <<elseif _args[1] is "vaginal" or _args[1] is "penile">> <<switch $_taker>> <<case "Robin">><<earnFeat "Robin the Lover">> <<case "Kylar">><<earnFeat "Kylar the Obsessed">> <<case "Eden">><<earnFeat "Eden the Lonely">> <<case "Whitney">><<earnFeat "Whitney the Tsundere">> <<case "Avery">><<earnFeat "Avery the Moneybags">> <<case "Leighton">><<earnFeat "Leighton the Shady">> <<case "Alex">><<earnFeat "Alex the Robust">> <<case "Great Hawk">><<earnFeat "Great Hawk the Terror">> <<case "Wren">><<earnFeat "Wren the Sly">> <<case "Black Wolf">><<earnFeat "Great Wolf the Alpha">> <<case "Harper">><<earnFeat "Harper the Hypnotist">> <<case "Morgan">><<earnFeat "Morgan the Lost">> <<case "Gwylan">><<earnFeat "Gwylan the Bewitching">> <</switch>> <</if>> <<if !$player.virginityDetails>> <<set $player.virginityDetails to {}>> <</if>> <<set $player.virginityDetails[_args[1]] to { timestamp: Time.date.timeStamp, taker: $_taker, passage: $passage, }>> <<if _consensualOverride isnot undefined>> <<set $player.virginityDetails[_args[1]].consensual to _consensualOverride>> <<unset _consensualOverride>> <<elseif $combat>> <<set $player.virginityDetails[_args[1]].consensual to !!$consensual>> <<set $player.virginityDetails[_args[1]].position to $position>> <</if>> <<if _args[1] is "penile">> <<set $player.virginityDetails[_args[1]].playerPenisSize to $player.penissize>> <<elseif ["vaginal", "anal", "oral"].includes(_args[1])>> <<if $_npc>> <<set $player.virginityDetails[_args[1]].npcPenisSize to $_npc.penissize>> <<set $player.virginityDetails[_args[1]].npcPenisdesc to $_npc.penisdesc>> <</if>> <<if $_npc2>> <<set $player.virginityDetails[_args[1]].npcPenisSize2 to $_npc2.penissize>> <<set $player.virginityDetails[_args[1]].npcPenisdesc2 to $_npc2.penisdesc>> <</if>> <<if !$player.virginityDetails[_args[1]].npcPenisSize>> <<if $tentacles>> <<run Object.values($tentacles).forEach(tentacle => { if (tentacle and tentacle.fullDesc is $_taker and tentacle.size isnot undefined) $player.virginityDetails[_args[1]].tentacleSize to tentacle.size; })>> <</if>> <</if>> <</if>> <<if $_taker isnot undefined and $_taker isnot 0>> <<set $player.virginity[_args[1]] to $_taker>> <<if $ironmanmode is true and $passage != "Loveth">> <<run ironmanAutoSave()>> <</if>> <<else>> <<set $player.virginity[_args[1]] to false>> <</if>> <!-- virgin purity loss --> <<switch _args[1]>> <<case "vaginal" "penile">> <<if $templePromised isnot $_taker>> <<purity -50>> <</if>> <<case "anal">><<purity -25>> <<case "oral">><<purity -25>> <<case "handholding">><<purity -10>> <<case "kiss">><<purity -10>> <</switch>> <</if>> <<if $player.virginity.temple is true and (_args[1] is "vaginal" or _args[1] is "penile") and $templePromised isnot $_taker>> <<set $virginityProtected to false>> <<set $player.virginity.temple to $_taker>> <</if>> <</if>> <</if>> <</widget>> <<widget "takeTempleVirginity">> <<if _args[1]>> <<if _args[1] is "penile" and playerHasStrapon()>> <!-- Do nothing --> <<else>> <<if $player.virginity.temple is true and (_args[1] is "vaginal" or _args[1] is "penile") and $templePromised isnot _args[0]>> <<set $virginityProtected to false>> <<set $player.virginity.temple to _args[0]>> <</if>> <</if>> <</if>> <</widget>> <<widget "takeHandholdingVirginity">> <<if typeof _args[0] === 'string' or _args[0] instanceof String>> <<set $_fullDescription to _args[0]>> <<if C.npc[_args[0]]>> <<set $_type to C.npc[_args[0]].type>> <<else>> <<set $_type to _args[2]>> <</if>> <<else>> <<set $_fullDescription to _args[0].fullDescription>> <<set $_type to _args[0].type>> <</if>> <<switch _args[1]>> <<case "romantic" "consensual">> <<set _npcConsensualOverride to true>> <<case "rape">> <<set _npcConsensualOverride to true>> <</switch>> <<takeNPCVirginity $_fullDescription "handholding" "pc">> <<unset _npcConsensualOverride>> <<if $player.virginity.handholding is true>> <<switch _args[1]>> <<case "romantic">> <span class="lewd">You aren't used to this kind of romantic handholding.</span><<arousal 2000>><<ggarousal>> <<set _consensualOverride to true>> <<case "rape">> <span class="red">You feel horrible, being forced to hold hands like this.</span><<stress 40>><<ggstress>> <<set _consensualOverride to false>> <<case "consensual">> <span class="green">Having your hand held feels nice.</span><<lltrauma>><<trauma -18>> <<set _consensualOverride to true>> <<case "tentacle">> <<set $_handTentacle to _args[2] or "tentacle">> <span class="lewd">You wonder what others would say about a $_handTentacle holding your hand, if they would even believe you.</span><<arousal 1000>> <<default>> <span class="blue">You feel nervous holding the hands of someone you're not close to.</span><<stress 20>><<gstress>> <</switch>> <<if _args[3]>><br><br><</if>> <<takeVirginity $_fullDescription "handholding">> <</if>> <<recordSperm `{target: "pc", spermOwner: _args[0], spermType: $_type, genital: "hand"}`>> <<recordSperm `{target: _args[0], spermOwner: "pc", spermType: "human", genital: "hand"}`>> <<if !$combat>><<fetishPregnancyImg>><</if>> <</widget>> <<widget "takeKissVirginity">> <<if typeof _args[0] === 'string' or _args[0] instanceof String>> <<set $_fullDescription to _args[0]>> <<if C.npc[_args[0]]>> <<set $_type to C.npc[_args[0]].type>> <<else>> <<set $_type to _args[2]>> <</if>> <<else>> <<set $_fullDescription to _args[0].fullDescription>> <<set $_type to _args[0].type>> <</if>> <<switch _args[1]>> <<case "loveInterest" "romantic">> <<set _npcConsensualOverride to true>> <<case "rape" "loveRape">> <<set _npcConsensualOverride to true>> <</switch>> <<takeNPCVirginity $_fullDescription "kiss" "pc">> <<unset _npcConsensualOverride>> <<if $player.virginity.kiss is true>> <<if _args[0].type is "plant" and $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>> <<set $_kissType to "addiction">> <<else>> <<set $_kissType to _args[1]>> <</if>> <<switch $_kissType>> <<case "loveInterest">> <span class="lewd">You're happy your first kiss went to a love interest.</span><<arousal 3000>><<stress -12>><<trauma -12>><<ggarousal>><<llstress>> <<if ($wraith.mimic isnot $_fullDescription)>><<earnFeat "First Kiss">><</if>> <<set _consensualOverride to true>> <<case "romantic">> <span class="lewd">You're happy your first kiss was taken in such a romantic way.</span><<arousal 1500>><<stress -6>><<trauma -6>><<garousal>><<lstress>> <<set _consensualOverride to true>> <<case "consensual">> <span class="green"> You feel warm, having your first kiss like this.</span><<arousal 500>><<stress -3>><<garousal>><<lstress>> <<set _consensualOverride to true>> <<case "rape">> <span class="red">Your first kiss was stolen. You feel horrible.</span><<stress 40>><<gggstress>> <<set _consensualOverride to false>> <<case "loveRape">> <span class="red">You didn't want your first kiss with <<nnpc_him $_fullDescription>> to be like this.</span><<stress 40>><<gggstress>> <<set _consensualOverride to false>> <<case "tentacle">> <span class="lewd">You wonder what others would say about giving a tentacle your first kiss, if they would even believe you.</span><<arousal 3000>> <<case "addiction">> <span class="lewd">You're so relieved, the thought of giving away your first kiss like this hardly registers to you.</span><<arousal 1000>> <<default>> <span class="blue">You feel conflicted about giving away your first kiss like this.</span><<stress 20>><<ggstress>> <</switch>> <<takeVirginity $_fullDescription "kiss">> <br><br> <</if>> <<recordSperm `{target: "pc", spermOwner: _args[0], spermType: $_type, genital: "kiss"}`>> <<recordSperm `{target: _args[0], spermOwner: "pc", spermType: "human", genital: "kiss"}`>> <<if !$combat>><<fetishPregnancyImg>><</if>> <</widget>> <<widget "takeKissVirginityNamed">> <<switch _args[0]>> <<case "Robin">> <<set $_isLoveInterest to ($robinromance is 1)>> <<case "Whitney">> <<set $_isLoveInterest to ($whitneyromance is 1)>> <<case "Kylar">> <<set $_isLoveInterest to ($kylarenglish gte 1)>> <<case "Sydney">> <<set $_isLoveInterest to ($sydneyromance is 1)>> <<case "Eden">> <<set $_isLoveInterest to ($syndromeeden is 1)>> <<case "Avery">> <<set $_isLoveInterest to ($auriga_artefact)>> <<case "Black Wolf">> <<set $_isLoveInterest to ($syndromewolves is 1 and hasSexStat("deviancy", 3))>> <<case "Great Hawk">> <<set $_isLoveInterest to ($syndromebird is 1)>> <<case "Alex">> <<set $_isLoveInterest to ($farm_stage gte 7 and $alex_countdown is undefined)>> <<case "Gwylan">> <<set $_isLoveInterest to ($gwylanSeen?.includes("romance"))>> <<default>> <<run $NPCNameList.includes(_args[0]) ? $_isLoveInterest = false : Errors.report("wrong argument passed to takeKissVirginityNamed: ", _args)>> <</switch>> <<set $_isConsensual to _args[1] or ($consensual is 1)>> <<if $_isLoveInterest>> <<set $_kissType to ($_isConsensual ? "loveInterest" : "loveRape")>> <<else>> <<set $_kissType to ($_isConsensual ? "consensual" : "rape")>> <</if>> <<takeKissVirginity _args[0] $_kissType>> <</widget>> /* Argument 0 is the npc, argument 1 is their virginity. */ <<widget "takeNPCVirginity">> <<set $_npcId to _args[0]>> <<set $_vType to _args[1]>> <!-- if the first argument is a name, find which npc has that name, else assume it is an index. --> <<if typeof $_npcId is "string">> <<set $_npcId to $NPCList.findIndex(npc => npc.fullDescription === $_npcId)>> <</if>> <<if $_npcId isnot undefined and $_npcId gte 0>> <<set $_npc to $NPCList[$_npcId]>> <<set $_straponvirginityIgnore to ($_vType is "penile" and npcHasStrapon($_npcId))>> <</if>> <<if $_npc and $_vType and $_npc.virginity and $_npc.virginity[$_vType] and ($wraith.mimic isnot $_npc.fullDescription) and !$_straponvirginityIgnore>> <<if ($_vType is "vaginal" or $_vType is "penile") and $_npc.virginity.temple is true and $templePromised isnot $_npc.fullDescription>> <<set $_npc.virginity.temple to false>> <<if !$activeNightmare and $NPCNameList.indexOf($_npc.fullDescription) isnot -1>> <<set $NPCName[$NPCNameList.indexOf($_npc.fullDescription)].virginity.temple to false>> <</if>> <</if>> /* note: virginity must be exactly equal to true; only true means that they still have their virginity. */ <<if $_npc.virginity[$_vType] is true>> <<personselect $_npcId>> <<set $_npc.virginity[$_vType] to "player">> <<switch $_vType>> <<case "vaginal">> <<set $speechNPCVaginaVirgin to 1>> <span class="pink">You feel <<his>> hymen tear, forever robbing <<him>> of <<his>> purity.</span> <<if $demon gte 6>> <span class="lewd">You feel a surge of pleasure unlike any other as you defile <<him>> and spread your impurity.</span> <<stress -50>><<trauma -50>><<lllstress>><<llltrauma>> <</if>> <<arousal 2000>><<ggarousal>> <br> <<case "penile">> <<set $speechNPCPenisVirgin to 1>> <span class="pink">You feel <<his>> foreskin separate from <<his>> glans, forever robbing <<him>> of <<his>> purity.</span> <<if $demon gte 6>> <span class="lewd">You feel a surge of pleasure unlike any other as you defile <<him>> and spread your impurity.</span> <<stress -50>><<trauma -50>><<lllstress>><<llltrauma>> <</if>> <<arousal 2000>><<ggarousal>> <br> <<case "anal">> <<set $speechNPCAnusVirgin to 1>> <span class="pink">It's a tight fit. This is probably <<his>> first time doing this.</span> <<arousal 2000>><<ggarousal>> <br> <<case "oral">> <<set $speechNPCOralVirgin to 1>> <span class="pink"><<He>> looks surprised, as if <<he>> wasn't expecting the taste. This is probably <<his>> first time.</span> <<arousal 1500>><<ggarousal>> <br> <<case "kiss">> <<set $speechNPCKissVirgin to 1>> <<set _npcKissVirginTemp to 1>> <<case "handholding">> <<set $speechNPCHandholdingVirgin to 1>> <span class="green"><<His>> hand clenches, and <<he>> looks slightly nervous.</span> <<default>> <</switch>> <<if $activeNightmare>> <<if $_npc.fullDescription is "Sydney" and ($_vType is "vaginal" or $_vType is "penile")>> <<displayFeatFake "Sydney the Pure Hearted">> <</if>> <<else>> <<if $NPCNameList.includes($_npc.fullDescription)>> <<run $virginTaken[$_vType].pushUnique($_npc.fullDescription)>> <<else>> /* non-named npcs' descriptions are not unique. ~15kb of uncompressed save bloat per 1000 virginities taken. acceptable until npc rework */ <<run $virginTaken[$_vType].push($_npc.fullDescription)>> <</if>> <<set $_i to $NPCNameList.indexOf($_npc.fullDescription)>> <<if $_i isnot -1>> <<if $_npc.fullDescription is "Sydney" and ($_vType is "vaginal" or $_vType is "penile")>> <<earnFeat "Sydney the Pure Hearted">> <</if>> <<set $NPCName[$_i].virginity to $_npc.virginity>> <<if !$NPCName[$_i].virginityDetails>> <<set $NPCName[$_i].virginityDetails to {}>> <</if>> <<set $NPCName[$_i].virginityDetails[$_vType] to { timestamp: Time.date.timeStamp, taker: "pc", passage: $passage, }>> <<if $combat>> <<set $NPCName[$_i].virginityDetails[$_vType].consensual to !!$consensual>> <<set $NPCName[$_i].virginityDetails[$_vType].position to $position>> <<elseif _npcConsensualOverride isnot undefined>> <<set $NPCName[$_i].virginityDetails[$_vType].consensual to _npcConsensualOverride>> <<unset _npcConsensualOverride>> <</if>> <<if $_vType is "penile">> <<set $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to $NPCName[$_i].penissize>> <<set $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to $NPCName[$_i].penisdesc>> <<elseif ["vaginal", "anal", "oral"].includes($_vType)>> <<if playerHasStrapon() or $player.penisExist>> <<set $NPCName[$_i].virginityDetails[$_vType].playerPenisSize to playerPenisSize()>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "NPCVirginityTakenByOther">> <!-- Argument 0 is the npc, argument1 is the virginity, argument 2 is the thing taking the virginity --> <!-- example usage: <<NPCVirginityTakenByOther "Robin" "vaginal" $NPCList[0].fullDescription>> --> <!-- example usage: <<NPCVirginityTakenByOther 0 "anal" $tentacles[$tentacleindex].fullDesc>> --> <<set $_npcId to _args[0]>> <<set $_vType to _args[1]>> <<set $_takerDesc to _args[2]>> <<set _npcVirgin to {}>> <!-- if the first argument is a name, find which npc has that name, else assume it is an index. --> <<if typeof $_npcId is "string">> <<set $_npc to $NPCList.find(npc => npc.fullDescription === $_npcId)>> <<if $_npc is undefined>> <<set $_npc to $NPCName.find(npc => npc.description === $_npcId)>> <<set $_isNamedOnly to ($_npc isnot undefined)>> <</if>> <<elseif $_npcId isnot undefined>> <<set $_npc to $NPCList[$_npcId]>> <</if>> <<if $_npc and $_npc.penisdesc && $_npc.penisdesc.includes("strap-on")>> <<set $_straponvirginityIgnore to ($_vType is "penile")>> <</if>> <<if $_npc and $_vType and $_npc.virginity and $_npc.virginity[$_vType] is true>> <!-- note: virginity must be exactly equal to true; only true means that they still have their virginity. --> <!-- note: NTR is never going to be a thing, but we record this bc it might be useful to remember HOW an npc's virginity was lost, and to what. beast/tentacle/etc --> <<set $_npc.virginity[$_vType] to $_takerDesc>> <<if !$_npc.virginityDetails>> <<set $_npc.virginityDetails to {}>> <</if>> <<set $_npc.virginityDetails[$_vType] to { timestamp: Time.date.timeStamp, taker: $_takerDesc, passage: $passage, }>> <<if $combat>> <<set $_npc.virginityDetails[$_vType].consensual to !!$consensual>> <<set $_npc.virginityDetails[$_vType].position to $position>> <</if>> <<if $_vType is "penile">> <<set $_npc.virginityDetails[$_vType].npcPenisSize to $_npc.penissize>> <<set $_npc.virginityDetails[$_vType].npcPenisdesc to $_npc.penisdesc>> <<elseif ["vaginal", "anal", "oral"].includes($_vType)>> <<set $_npcIndex to $NPCNameList.indexOf($_takerDesc)>> <<if $_npcIndex isnot -1>> <<set $_npc.virginityDetails[$_vType].npcPenisSize to $NPCName[$_npcIndex].penissize>> <<set $_npc.virginityDetails[$_vType].npcPenisdesc to $NPCName[$_npcIndex].penisdesc>> <<else>> <<run $NPCList.forEach(npc => { if (npc.fullDescription is $_takerDesc) $_npc.virginityDetails[$_vType].npcPenisSize to npc.penissize; if (npc.fullDescription is $_takerDesc) $_npc.virginityDetails[$_vType].npcPenisdesc to npc.penisdesc; })>> <</if>> <</if>> <!-- if the npc is named, this will find and update their entry in $NPCName --> <<if !$_isNamedOnly>> <<set $_i to $NPCNameList.indexOf($_npc.fullDescription)>> <<if $_i isnot -1>> <<set $NPCName[$_i].virginity to $_npc.virginity>> <<set $NPCName[$_i].virginityDetails ||= {}>> <!-- Doubled up due to the way this widget works --> <<set $NPCName[$_i].virginityDetails[$_vType] to { timestamp: Time.date.timeStamp, taker: $_takerDesc, passage: $passage, }>> <<if $combat>> <<set $NPCName[$_i].virginityDetails[$_vType].consensual to !!$consensual>> <<set $NPCName[$_i].virginityDetails[$_vType].position to $position>> <</if>> <<if $_vType is "penile">> <<set $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to $NPCName[$_i].penissize>> <<set $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to $NPCName[$_i].penisdesc>> <<elseif ["vaginal", "anal", "oral"].includes($_vType)>> <<run console.log($_takerDesc)>> <<set $_npcIndex to $NPCNameList.indexOf($_takerDesc)>> <<if $_npcIndex isnot -1>> <<set $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to $NPCName[$_npcIndex].penissize>> <<set $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to $NPCName[$_npcIndex].penisdesc>> <<else>> <<run $NPCList.forEach(npc => { if (npc.fullDescription is $_takerDesc) $NPCName[$_i].virginityDetails[$_vType].npcPenisSize to npc.penissize; if (npc.fullDescription is $_takerDesc) $NPCName[$_i].virginityDetails[$_vType].npcPenisdesc to npc.penisdesc; })>> <</if>> <</if>> <</if>> <</if>> <!-- temporary variables to use for scenes. --> <<set _npcVirgin[$_vType] to true>> <</if>> <</widget>> <<widget "setupMidOrgasm">> <<if $setupMidOrgasm isnot undefined and $enemyarousal gte $enemyarousalmax>> <<set _midOrgasm to false>> <<for _n to 0; _n lt $NPCList.length;_n++>> <<if $NPCList[_n].maxOrgasms gt 1>> <<set $NPCList[_n].orgasms++>> <</if>> <<if $NPCList[_n].orgasms lt $NPCList[_n].maxOrgasms>> <<set _midOrgasm to true>> <</if>> <</for>> <<if _midOrgasm is true>> <<set $enemyarousal to $enemyarousalmax / 2>> <<set $finish to 0>> <<set $ejaculatingMid to true>> <</if>> <</if>> <</widget>> <<widget "combatTrainAdvance">>/*For use after a beast/monster in a train is finished with their turn. Loads next in line into $NPCList[0]. Loads them all back into $NPCList if at the end of the train.*/ <<clearnpc>> <<if $combatTrain.length gt 0>> <<set $combatTrain.length-->> <<set $combatTrain.active += 1>> <<loadNPC 0 `"beast_" + $combatTrain.active`>> <<if $NPCList[0].monster is "monster">> <<set $monster to 1>> <<else>> <<set $monster to 0>> <</if>> <<else>> <<for _e_n to 0; _e_n lt $combatTrain.total_length + 1; _e_n++>> <<loadNPC _e_n `"beast_" + _e_n`>> <<clearNPC `"beast_" + _e_n`>> <</for>> <</if>> <<set $active_enemy to 0>> <<unset $hypnosis_deviancy_check>> <<unset $otherFilled>> <<unset $leglocktarget>> <</widget>> <<widget "beastTrainGenerate">>/*Saves all beasts/monsters in $NPCList, then loads the first into slot 0.*/ <<set _enemyno to $enemyno - 1>> <<set $combatTrain to { length: _enemyno, total_length: _enemyno, active: 0, pronouns: [], monsters: [], beastTypes: [] }>> <<for _e_n to 0; _e_n lt $enemyno; _e_n++>> <<saveNPC _e_n `"beast_" + _e_n`>> <<set $combatTrain.beastTypes.push($NPCList[_e_n].type)>> <<set $combatTrain.pronouns.push($NPCList[_e_n].pronoun)>> <<set $combatTrain.monsters.push($NPCList[_e_n].monster)>> <</for>> <<clearnpc>> <<loadNPC 0 beast_0>> <</widget>> /* Cannot remove as it is used in combat logic */ <<widget "leg_position">> <<set $_parts to [$anususe, $vaginause, $chestuse, $mouthuse]>> <<if $machine and $machine.tattoo and ["left_thigh", "right_thigh"].includes($machine.tattoo.use)>> <<set _leg_position to "up">> <<elseif $_parts.includes("penis") or $_parts.includes(1)>> <<set _leg_position to "up">> <<else>> <<set _leg_position to "down">> <</if>> <</widget>> /* Should ideally only be used if you're sure one npc is in this position */ /* Selects the NPC that has the given body part (chest, mouth, vagina) set to the given value */ /* Useful when you know one of them is in a given position by looking at the PC, but aren't sure which */ <<widget "selectNpcWithPartInPosition">> <<if _args[0] and _args[1]>> <<set $_part to _args[0]>> <<set $_position to _args[1]>> <<unset _npc>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $_part is "hand" and ($NPCList[_j]["lefthand"] is $_position or $NPCList[_j]["righthand"] is $_position)>> <<personselect _j>> <<set _npc to $NPCList[_j]>> <<break>> <<elseif $NPCList[_j][$_part] is $_position>> <<personselect _j>> <<set _npc to $NPCList[_j]>> <<break>> <</if>> <</for>> <<if _index isnot undefined>> <<personselect _j>> <<else>> <!-- Should we throw an error? If we suspect an NPC part is in this position and don't find one, is that a bug? --> <</if>> <<else>> <<run throw new Error("selectNpcWithPartInPosition used with incorrect number of variables (or one is undefined)")>> <</if>> <</widget>> <<widget "selectNpcWithPartInPositionAnus">> <<if _args[0]>> <<unset _npc>> <<for _j = 0; _j lt $enemynomax; _j++>> <<if $NPCList[_j].penis is _args[0] or $NPCList[_j].vagina is _args[0]>> <<personselect _j>> <<set _npc to $NPCList[_j]>> <<break>> <</if>> <</for>> <</if>> <</widget>> <<widget "cover_end">> <<if $enemyarousal gte $enemyarousalmax>> <<exit>> <</if>> <<if $leftarm is "vagina" or $rightarm is "vagina">> <<set $vaginause to 0>> <<elseif $leftarm is "coverpenis" or $rightarm is "coverpenis">> <<set $penisuse to 0>> <<elseif $leftarm is "anus" or $rightarm is "anus">> <<set $anususe to 0>> <<elseif $leftarm is "face" or $rightarm is "face">> <<set $face to 0>> <</if>> <</widget>> /* args[0] - 0-5 for npc, or "player", args[1] fo article (the, it, etc)*/ <<widget "condomDesc">><<silently>> <<if _args[1] is "it">> <<set _text_output to "it">> <<elseif _args[0] isnot "player" and !between(_args[0], 0, 5)>> <<run Errors.report("Bad arguments for <<condomDesc>> ", "args: " + JSON.stringify(_args) + "; stack: " + Utils.GetStack())>> <span class="error"><<print "Bad arguments for condomDesc. args: " + JSON.stringify(_args) + "; stack: " + Utils.GetStack()>></span> <<else>> <<set $_condomArticle to (_args[1] ? _args[1] : "a")>> <<set $_condom to (_args[0] ? _args[0] : 0)>> <<set _text_output to $_condomArticle>> <<if $_condom is "player" and $player.condom>> <<set $_condomDesc to clone($player.condom)>> <<elseif $NPCList[$_condom].condom>> <<set $_condomDesc to clone($NPCList[$_condom].condom)>> <<else>> <<set _text_output to "ERROR: Condom $_condom invalid">> <</if>> <<if $_condomDesc.colour is "lblue">> <<set $_colourName to "light blue">> <<else>> <<set $_colourName to $_condomDesc.colour>> <</if>> <<if $_condomArticle is "a">> <<set _text_output += (["a","e","i","o","u","A","E","I","O","U"].some(letter => $_colourName.startsWith(letter)) ? "n " + $_colourName + " " : " " + $_colourName + " ")>> <<elseif $_condomArticle is "the">> <<set _text_output += " ">> <<else>> <<set _text_output += " " + $_colourName + " ">> <</if>> <<if $_condomDesc.type isnot "plain">> <<set _text_output += $_condomDesc.type + " ">> <</if>> <<set _text_output += "condom">> <</if>> <</silently>><<print _text_output>><</widget>> /* args[0] - 0-5 for npc, args[1] "player" if the npc is equipping it on the player */ <<widget "equipNPCCondom">> <<set $_condomnpc to (_args[0] ? _args[0] : 0)>> <<if $NPCList[$_condomnpc].condom>> <<if _args[1] is "player">> <<set $player.condom to clone($NPCList[$_condomnpc].condom)>> <<set $player.condom.worn to true>> <<run delete $player.condom.willUse>> <<set $NPCList[$_condomnpc].condom to false>> <<else>> <<set $NPCList[$_condomnpc].condom.worn to true>> <</if>> <<set $NPCList[$_condomnpc].condomAsk to true>> <<else>> <span class="red">ERROR: NPC condom $_condomnpc not defined.</span> <</if>> <</widget>> /* args[0] - 0-5 for npc, args[1] "player" if the npc is removing it from the player */ <<widget "removeNPCCondom">> <<set $_condomnpc to (_args[0] ? _args[0] : 0)>> <<if _args[1] is "player">> <<set $player.condom to false>> <<else>> <<set $NPCList[$_condomnpc].condom to false>> <</if>> <</widget>> /* For the player equipping their own condom on themselves */ <<widget "equipPlayerCondom">> <<set $player.condom to { state: (random(0,100) gt 98 ? "defective" : "normal"), type: "plain", colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext, worn: true }>> <<set $condoms -= 1>> <</widget>> /* For the player removing any condom from themselves */ <<widget "removePlayerCondom">> <<set $player.condom to false>> <</widget>> <<widget "giveNPCCondom">> <<set $_condomnpc to (_args[0] ? _args[0] : 0)>> <<if $NPCList[$_condomnpc].condom>> <span class="red">ERROR: NPC condom $_condomnpc overlapped with existing condom.</span> <<else>> <<set $NPCList[$_condomnpc].condom to { willUse: true, state: (random(0,100) gt 98 ? "defective" : "normal"), type: "plain", colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext, worn: false }>> <<set $condoms -= 1>> <<set $NPCList[$_condomnpc].condomCanGive to false>> <<npcCondomEquipImmediate $_condomnpc "it">> <</if>> <</widget>> <<widget "npcCondomEquipImmediate">> <<set $_condomnpc to (_args[0] ? _args[0] : 0)>> <<set $_condomArticle to (_args[1] ? _args[1] : 0)>> <<if $NPCList[$_condomnpc].condom and $NPCList[$_condomnpc].condom.willUse>> /*Your penis*/ <<if $penisstate is "entrance" or $penisstate is "imminent" or $penisstate is "otheranusentrance" or $penisstate is "otheranusimminent">> <<if ($NPCList[$_condomnpc].vagina.toString().includes("penis") or $NPCList[$_condomnpc].penis.toString().includes("otheranus")) and !$player.condom and $parasite.penis.name is undefined>> <<personselect $_condomnpc>> <<if playerChastity("penis")>> <<He>> tries to put a condom on your penis, but can't seem to get it over your $worn.genitals.name. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$_condomnpc].condom.willUse to false>> <<else>> <span class="green"><<He_Short>> slips <<condomDesc $_condomnpc $_condomArticle>> onto your penis.</span> <<equipNPCCondom $_condomnpc "player">> <</if>> <</if>> <</if>> <<if $penisstate is "penetrated">> <<if $NPCList[$_condomnpc].vagina is "penis" and !$player.condom and $parasite.penis.name is undefined>> <<personselect $_condomnpc>> <span class="green"><<He_Short>> briefly frees your penis from <<his>> vagina, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span> <<equipNPCCondom $_condomnpc "player">> <</if>> <</if>> <<if $penisstate is "otheranus">> <<if $NPCList[$_condomnpc].penis is "otheranus" and !$player.condom and $parasite.penis.name is undefined>> <<personselect $_condomnpc>> <span class="green"><<He_Short>> briefly frees your penis from <<his>> ass, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span> <<equipNPCCondom $_condomnpc "player">> <</if>> <</if>> /*Their penis*/ <<if $vaginastate is "entrance" or $vaginastate is "imminent">> <<if ($NPCList[$_condomnpc].penis is "vaginaentrance" or $NPCList[$_condomnpc].penis is "vaginaimminent") and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>> <<personselect $_condomnpc>> <<if $NPCList[$_condomnpc].chastity.penis.includes("chastity")>> <<He>> tries to put a condom on, but can't seem to get it over <<his>> $NPCList[$_condomnpc].chastity.penis. <span class="red"><<He>> quickly gives up.</span> <<set $NPCList[$_condomnpc].condom.willUse to false>> <<else>> <span class="green"><<He_Short>> slips <<condomDesc $_condomnpc $_condomArticle>> onto <<his>> penis.</span> <<equipNPCCondom $_condomnpc>> <</if>> <</if>> <</if>> <<if $vaginastate is "penetrated">> <<if $NPCList[$_condomnpc].penis is "vagina" and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>> <<personselect $_condomnpc>> <span class="green">The <<person>> briefly withdraws <<his>> penis from your vagina, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span> <<equipNPCCondom $_condomnpc>> <</if>> <</if>> <<if $anusstate is "entrance" or $anusstate is "imminent">> <<if ($NPCList[$_condomnpc].penis is "anusentrance" or $NPCList[$_condomnpc].penis is "anusimminent") and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>> <<personselect $_condomnpc>> <span class="green">The <<person>> slips <<condomDesc $_condomnpc $_condomArticle>> onto <<his>> penis.</span> <<equipNPCCondom $_condomnpc>> <</if>> <</if>> <<if $anusstate is "penetrated">> <<if $NPCList[$_condomnpc].penis is "anus" and $NPCList[$_condomnpc].condom.worn is false and !$NPCList[$_condomnpc].penisdesc.includes("strap-on")>> <<personselect $_condomnpc>> <span class="green">The <<person>> briefly withdraws <<his>> penis from your ass, slips <<condomDesc $_condomnpc $_condomArticle>> on, and slides it back in.</span> <<equipNPCCondom $_condomnpc>> <</if>> <</if>> <</if>> <</widget>> <<widget "pickupSexToy">> <<if $consensual is 1 and hasSexStat("promiscuity", 3) and $enemytype is "man">> <<set $_hand to _args[0]>> <<set $_items to window.listUniqueCarriedSextoys()>> <<if $_hand is "left" and ($lefttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_items.length gt 0>> <<set _itemsLeft to {}>> <<run $_items.forEach(item => { if (($currentSexToyRight is undefined or item.name isnot $currentSexToyRight.name) and item.type.includesAny("dildo","stroker") and !item.worn){ _itemsLeft[item.namecap] = item; } })>> <<if Object.keys(_itemsLeft).length gte 1>> <<set _leftaction["Pick up item:"] to "pickupSexToy">> <</if>> <</if>> <</if>> <<if $_hand is "right" and ($righttarget is "self" or $options.targetYourself is false or _targetnumber is 1)>> <<if $_items>> <<set _itemsRight to {}>> <<run $_items.forEach(item => { if (($currentSexToyLeft is undefined or item.name isnot $currentSexToyLeft.name) and item.type.includesAny("dildo","stroker") and !item.worn){ _itemsRight[item.namecap] = item; } })>> <<if Object.keys(_itemsRight).length gte 1>> <<set _rightaction["Pick up item:"] to "pickupSexToy">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "andButtPlug">><<silently>> <<set _text_output to (playerHasButtPlug() ? " and $worn.butt_plug.name" : "")>> <</silently>><<print _text_output>><</widget>> <<widget "alongsideButtPlug">><<silently>> <<set $_alongside to either("alongside","heedless of","pushing aside")>> <<set _text_output to (playerHasButtPlug() ? ", "+$_alongside+" your "+$worn.butt_plug.name : "")>> <</silently>><<print _text_output>><</widget>><h3>Character Viewer</h3> /*Old Variables*/ <<unset $characterViewerControls>> <<unset $debugClothesEquipped>> <<unset $debugClothesEquippedIntegrity>> <<unset $debugBodyState>> <<unset $debugSelectedColors>> <<unset $debugSkinColor>> /*End*/ <<if $options.images is 1>> <<if $characterViewer is undefined>> <<set $characterViewer to {}>> <<set $characterViewer.clothesEquipped to { head:0, face:0, neck:0, hands:0, handheld:0, upper:0, lower:0, under_upper:0, under_lower:0, legs:0, feet:0, genitals:0, }>> <<set $characterViewer.clothesIntegrity to { head:"full", face:"full", neck:"full", hands:"full", handheld:"full", upper:"full", lower:"full", under_upper:"full", under_lower:"full", legs:"full", feet:"full", genitals:"full", }>> <<set $characterViewer.bodyState to { show_face: true, facestyle: "default", facevariant: "default", freckles: false, brows: "none", mouth: "none", trauma: false, blink: true, eyes_half: false, eyes_bloodshot: false, tears: 0, blush: 0, hairStage: "none", hairType: "default", fringeType: "default", fringeStage: "short", fringePosition: "back", breastSize: 0, penisSize: "none", penisVirgin: "virgin", ballsExist: true, bellySize: 0, vaginaCum: 0, anusCum: 0, mouthCum: 0, bodytype: 0, rightArmCovering: false, leftArmCovering: false, angelHalo:"hidden", angelWings:"hidden", angelWingsLeftType:"idle", angelWingsRightType:"idle", angelWingsLayer:"front", fallenAngelHalo:"hidden", fallenAngelWings:"hidden", fallenAngelWingsLeftType:"idle", fallenAngelWingsRightType:"idle", fallenAngelWingsLayer:"front", demonHorns:"hidden", demonHornsLayer:"back", demonTail:"hidden", demonTailType:"idle", demonTailLayer:"front", demonWings:"hidden", demonWingsType:"idle", demonWingsLayer:"front", wolfEars:"hidden", wolfTail:"hidden", wolfTailLayer:"front", wolfPits:"hidden", wolfPubes:"hidden", wolfCheeks:"hidden", catEars:"hidden", catTail:"hidden", catTailLayer:"front", catTailType:"idle", cowHorns:"hidden", cowHornsLayer:"back", cowEars:"hidden", cowTail:"hidden", cowTailLayer:"front", birdEyes:"hidden", birdMalar:"hidden", birdPlumage:"hidden", birdPubes:"hidden", birdWings:"hidden", birdWingsLeftType:"idle", birdWingsRightType:"idle", birdWingsLayer:"front", birdTail:"hidden", birdTailLayer:"front", foxEars:"hidden", foxTail:"hidden", foxTailLayer:"front", foxCheeks:"hidden", }>> <<set $characterViewer.colours to { dyedHairPart: "full", hair_colour_style: "simple", hair: "red", hair_colour_gradient: {style: "low-ombre", colours: ["red", "red"]}, hair_fringe_colour_style: "simple", fringe: "red", hair_fringe_colour_gradient: {style: "low-ombre", colours: ["red", "red"]}, eyesl: "purple", eyesr: "purple", head:["Range", "Range"], face:["Range", "Range"], neck:["Range", "Range"], hands:["Range", "Range"], handheld:["Range", "Range"], upper:["Range", "Range"], lower:["Range", "Range"], under_upper:["Range", "Range"], under_lower:["Range", "Range"], legs:["Range", "Range"], feet:["Range", "Range"], genitals:["Range", "Range"], }>> <<set $characterViewer.patterns to { head:["Range", "Range"], face:["Range", "Range"], neck:["Range", "Range"], hands:["Range", "Range"], handheld:["Range", "Range"], upper:["Range", "Range"], lower:["Range", "Range"], under_upper:["Range", "Range"], under_lower:["Range", "Range"], legs:["Range", "Range"], feet:["Range", "Range"], genitals:["Range", "Range"], }>> <<set $characterViewer.skinColour to { style:"", type: "light", range: 0, }>> <<set $characterViewer.controls to { charactersToShow: 1, page: "body", animations: true, autoRefresh: true, expand: false, }>> <</if>> <<if !$characterViewer.colours.hair_colour_style>> <<set $characterViewer.colours.hair_colour_style to "simple">> <<set $characterViewer.colours.hair_colour_gradient to {style: "low-ombre", colours: ["red", "red"]}>> <<set $characterViewer.colours.hair_fringe_colour_style to "simple">> <<set $characterViewer.colours.hair_fringe_colour_gradient to {style: "low-ombre", colours: ["red", "red"]}>> <</if>> <<if $tempCharacterViewerControls>> <<set $characterViewer.controls to clone($tempCharacterViewerControls)>> <<unset $tempCharacterViewerControls>> <</if>> <<if !_clothes>> <<clothesTestingGenerateClothes>> <</if>> <div id="images"> <<clothesTestingImageGenerateAll>> </div> <div style="clear:both;"></div> <<if !$characterViewer.controls.autoRefresh>> <br> <<link "Refresh Image">><<clothesTestingImageUpdate>><</link>> <br> <</if>> <div id="controlsNav"> <br> <<link "Body">> <<set $characterViewer.controls.page to "body">> <<removeclass "#controls-body" "hidden">> <<addclass "#controls-face" "hidden">> <<addclass "#controls-hair" "hidden">> <<addclass "#controls-transformations" "hidden">> <<addclass "#controls-clothes" "hidden">> <<addclass "#controls-export" "hidden">> <</link>> | <<link "Face">> <<set $characterViewer.controls.page to "face">> <<addclass "#controls-body" "hidden">> <<removeclass "#controls-face" "hidden">> <<addclass "#controls-hair" "hidden">> <<addclass "#controls-transformations" "hidden">> <<addclass "#controls-clothes" "hidden">> <<addclass "#controls-export" "hidden">> <</link>> | <<link "Hair">> <<set $characterViewer.controls.page to "hair">> <<addclass "#controls-body" "hidden">> <<addclass "#controls-face" "hidden">> <<removeclass "#controls-hair" "hidden">> <<addclass "#controls-transformations" "hidden">> <<addclass "#controls-clothes" "hidden">> <<addclass "#controls-export" "hidden">> <</link>> | <<link "Transformations">> <<set $characterViewer.controls.page to "transformations">> <<addclass "#controls-body" "hidden">> <<addclass "#controls-face" "hidden">> <<addclass "#controls-hair" "hidden">> <<removeclass "#controls-transformations" "hidden">> <<addclass "#controls-clothes" "hidden">> <<addclass "#controls-export" "hidden">> <</link>> | <<link "Clothes">> <<set $characterViewer.controls.page to "clothes">> <<addclass "#controls-body" "hidden">> <<addclass "#controls-face" "hidden">> <<addclass "#controls-hair" "hidden">> <<addclass "#controls-transformations" "hidden">> <<removeclass "#controls-clothes" "hidden">> <<addclass "#controls-export" "hidden">> <</link>> | <<link "Export/Settings">> <<set $characterViewer.controls.page to "export">> <<addclass "#controls-body" "hidden">> <<addclass "#controls-face" "hidden">> <<addclass "#controls-hair" "hidden">> <<addclass "#controls-transformations" "hidden">> <<addclass "#controls-clothes" "hidden">> <<removeclass "#controls-export" "hidden">> <</link>> | <br> </div> <br> <div id="controls" class="no-numberify"> <div id="controls-body" @class="$characterViewer.controls.page is 'body' ? '' : 'hidden'"> <<clothesTestingBodyControls>> </div> <div id="controls-face" @class="$characterViewer.controls.page is 'face' ? '' : 'hidden'"> <<clothesTestingFaceControls>> </div> <div id="controls-hair" @class="$characterViewer.controls.page is 'hair' ? '' : 'hidden'"> <<clothesTestingHairControls>> </div> <div id="controls-transformations" @class="$characterViewer.controls.page is 'transformations' ? '' : 'hidden'"> <<clothesTestingTransformationsControls>> </div> <div id="controls-clothes" @class="$characterViewer.controls.page is 'clothes' ? '' : 'hidden'"> <<characterViewerModelClothesControls>> </div> </div> <div id="controls-export" @class="$characterViewer.controls.page is 'export' ? '' : 'hidden'"> <div class="no-numberify"><<characterViewerModelExportControls>></div> </div> <br> <<link [[Temp save|$passage]]>><</link>> <br><br> <<link [[Reset Character|$passage]]>> <<set $tempCharacterViewerControls to clone($characterViewer.controls)>> <<unset $characterViewer>> <</link>> | <<link [[Reset All|$passage]]>> <<unset $characterViewer>> <</link>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls input, #controls select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <<if $characterViewer.controls.expand>> <<addclass "#passages" "debugPassages">> <</if>> <<else>> images disabled <</if>> <br><br> <<link [[Return|$lastPassage]]>> <<unset $characterViewer>> <<unset $lastPassage>> <<removeclass "#passages" "debugPassages">> <</link>><<widget "clothesTestingImageUpdate">> <<replace #images>> <<clothesTestingImageGenerateAll>> <</replace>> <</widget>> <<widget "clothesTestingImageGenerateAll">> <<set _test to []>> <<for _i to 0; _i lt $characterViewer.controls.charactersToShow; _i++>> <<capture _i>> <div @id="'no' + _i" class="left debug-hideImageOverflow debug-images"> <<characterViewerModel _i>> </div> <</capture>> <</for>> <</widget>> <<widget "clothesTestingGenerateClothes">> <<set _clothes to {}>> <<set _equip to ["upper","lower","under_upper","under_lower","head","face","neck","hands", "handheld","legs","feet","genitals"]>> <<for _i to 0; _i lt _equip.length; _i++>> <<set _slot to _equip[_i]>> <<set _clothes[_slot] to {}>> <<set _keys to Object.keys(setup.clothes[_slot])>> <<for _j to 0; _j lt _keys.length; _j++>> <<if _clothes[_slot][setup.clothes[_slot][_j].name] is undefined>> <<set _clothes[_slot][setup.clothes[_slot][_j].name] to setup.clothes[_slot][_j].index>> <</if>> <</for>> <</for>> <</widget>> <<widget "clothesTestingBodyControls">> <h4>Body</h4> <<set _penisSize to {"None":"none","Micro":"-2", "Mini":"-1", "Tiny":"0", "Small":"1", "Normal":"2", "Large":"3", "Enormous":"4"}>> <<set _breastNames to ["Flat", "Budding", "Tiny", "Small", "Pert", "Modest", "Full", "Large", "Ample", "Massive", "Huge", "Gigantic", "Enormous"]>> <<set _liquidNames to ["None","Drops","Some","Lots","Dripping","Overflowing"]>> <<link "Reset">> <<set $characterViewer.bodyState.bodytype to 0>> <<set $characterViewer.skinColour.type to "light">> <<set $characterViewer.skinColour.range to 0>> <<set $characterViewer.bodyState.penisSize to "none">> <<set $characterViewer.bodyState.penisVirgin to "virgin">> <<set $characterViewer.bodyState.ballsExist to true>> <<set $characterViewer.bodyState.breastSize to 0>> <<set $characterViewer.bodyState.cleavage to false>> <<set $characterViewer.bodyState.bellySize to 0>> <<set $characterViewer.bodyState.vaginaCum to 0>> <<set $characterViewer.bodyState.anusCum to 0>> <<set $characterViewer.bodyState.mouthCum to 0>> <<set $characterViewer.bodyState.leftArmCovering to false>> <<set $characterViewer.bodyState.rightArmCovering to false>> <<replace "#controls-body">><<clothesTestingBodyControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-body input, #controls-body select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> | <<link "Randomise">> <<set $characterViewer.bodyState.bodytype to random(0,2)>> <<set $characterViewer.skinColour.type to ["light", "medium", "dark", "gyaru", "rlight", "rmedium", "rdark", "rgyaru", "ylight", "ymedium", "ydark", "ygyaru", "glight", "gmedium", "gdark", "ggyaru", "blight", "bmedium", "bdark", "bgyaru"].random()>> <<set $characterViewer.skinColour.range to random(0, 100)>> <<set $characterViewer.bodyState.penisSize to Object.values(_penisSize).random()>> <<set $characterViewer.bodyState.penisVirgin to ["virgin", "default"].random()>> <<set $characterViewer.bodyState.ballsExist to !random(1)>> <<set $characterViewer.bodyState.breastSize to random(0, _breastNames.length - 1)>> <<set $characterViewer.bodyState.cleavage to !random(1)>> <<set $characterViewer.bodyState.bellySize to random(0, 24)>> <<set $characterViewer.bodyState.vaginaCum to random(0, _liquidNames.length - 1)>> <<set $characterViewer.bodyState.anusCum to random(0, _liquidNames.length - 1)>> <<set $characterViewer.bodyState.mouthCum to random(0, _liquidNames.length - 1)>> <<set $characterViewer.bodyState.leftArmCovering to !random(1)>> <<set $characterViewer.bodyState.rightArmCovering to !random(1)>> <<replace "#controls-body">><<clothesTestingBodyControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-body input, #controls-body select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> <br><br> <span class="gold">Body Shape</span> <br> <label>Classic <<radiobutton "$characterViewer.bodyState.bodytype" 0 autocheck>></label> | <label>Slender <<radiobutton "$characterViewer.bodyState.bodytype" 1 autocheck>></label> | <label>Curvy <<radiobutton "$characterViewer.bodyState.bodytype" 2 autocheck>></label> | <label>Soft <<radiobutton "$characterViewer.bodyState.bodytype" 3 autocheck>></label> <br><br> <span class="gold">Skin Colour</span> <br> Neutral: <label>Light <<radiobutton "$characterViewer.skinColour.type" "light" autocheck>></label> | <label>Medium <<radiobutton "$characterViewer.skinColour.type" "medium" autocheck>></label> | <label>Dark <<radiobutton "$characterViewer.skinColour.type" "dark" autocheck>></label> | <label>Gyaru <<radiobutton "$characterViewer.skinColour.type" "gyaru" autocheck>> (Pale with no tan, very dark with full tan)</label> <br> Warm: <label>Light <<radiobutton "$characterViewer.skinColour.type" "rlight" autocheck>></label> | <label>Medium <<radiobutton "$characterViewer.skinColour.type" "rmedium" autocheck>></label> | <label>Dark <<radiobutton "$characterViewer.skinColour.type" "rdark" autocheck>></label> | <label>Gyaru <<radiobutton "$characterViewer.skinColour.type" "rgyaru" autocheck>></label> <br> Golden: <label>Light <<radiobutton "$characterViewer.skinColour.type" "glight" autocheck>></label> | <label>Medium <<radiobutton "$characterViewer.skinColour.type" "gmedium" autocheck>></label> | <label>Dark <<radiobutton "$characterViewer.skinColour.type" "gdark" autocheck>></label> | <label>Gyaru <<radiobutton "$characterViewer.skinColour.type" "ggyaru" autocheck>></label> <br> Olive: <label>Light <<radiobutton "$characterViewer.skinColour.type" "ylight" autocheck>></label> | <label>Medium <<radiobutton "$characterViewer.skinColour.type" "ymedium" autocheck>></label> | <label>Dark <<radiobutton "$characterViewer.skinColour.type" "ydark" autocheck>></label> | <label>Gyaru <<radiobutton "$characterViewer.skinColour.type" "ygyaru" autocheck>></label> <br> Cool: <label>Light <<radiobutton "$characterViewer.skinColour.type" "blight" autocheck>></label> | <label>Medium <<radiobutton "$characterViewer.skinColour.type" "bmedium" autocheck>></label> | <label>Dark <<radiobutton "$characterViewer.skinColour.type" "bdark" autocheck>></label> | <label>Gyaru <<radiobutton "$characterViewer.skinColour.type" "bgyaru" autocheck>></label> <br><br> <label>Initial Tan: <<numberslider "$characterViewer.skinColour.range" $characterViewer.skinColour.range 0 100 1>></label> <br><br> <span class="gold">Penis Size</span> <br> <<set _keys to Object.keys(_penisSize)>> <<for _i to 0; _i lt _keys.length; _i++>> <label> <<print _keys[_i]>> <<print '<<radiobutton "$characterViewer.bodyState.penisSize" "'+_penisSize[_keys[_i]]+'" ' + ($characterViewer.bodyState.penisSize is _penisSize[_keys[_i]] ? "checked" : "") + '>>'>> </label> | <</for>> <br><br> <span class="gold">Penis Virginity</span> <br> <label>Virgin <<radiobutton "$characterViewer.bodyState.penisVirgin" "virgin" autocheck>></label> | <label>Non-Virgin <<radiobutton "$characterViewer.bodyState.penisVirgin" "default" autocheck>></label> | <br><br> <span class="gold">Testes</span><br> <label>Yes <<radiobutton "$characterViewer.bodyState.ballsExist" true autocheck>></label> | <label>No <<radiobutton "$characterViewer.bodyState.ballsExist" false autocheck>></label> | <br><br> <span class="gold">Breasts</span> <<numberslider "$characterViewer.bodyState.breastSize" $characterViewer.bodyState.breastSize 0 _breastNames.length-1 1>> <br> <label>Breast Cleavage: <<checkbox "$characterViewer.bodyState.cleavage" false true autocheck>></label> <br><br> <span class="gold">Belly Size</span> <br> <<numberslider "$characterViewer.bodyState.bellySize" $characterViewer.bodyState.bellySize 0 24 1>> <br><br> <span class="gold">Vagina Cum Amount</span> <br> <<numberslider "$characterViewer.bodyState.vaginaCum" $characterViewer.bodyState.vaginaCum 0 _liquidNames.length-1 1>> <br><br> <span class="gold">Anus Cum Amount</span> <br> <<numberslider "$characterViewer.bodyState.anusCum" $characterViewer.bodyState.anusCum 0 _liquidNames.length-1 1>> <br><br> <span class="gold">Mouth Cum Amount</span> <br> <<numberslider "$characterViewer.bodyState.mouthCum" $characterViewer.bodyState.mouthCum 0 _liquidNames.length-1 1>> <br><br> <label> <span class="gold">Left Arm Covering Chest:</span> <<checkbox "$characterViewer.bodyState.leftArmCovering" false true autocheck>> </label> <br> <label> <span class="gold">Right Arm Covering Crotch:</span> <<checkbox "$characterViewer.bodyState.rightArmCovering" false true autocheck>> </label> <br><br> <<run $(() => { function setupListener(name, labels) { let className = name.toLowerCase(); $('#numberslider-input-characterviewerbodystate' + className).on('input change', e => $('#numberslider-value-characterviewerbodystate' + className).html(" "+labels[e.currentTarget.value])); $('#numberslider-value-characterviewerbodystate' + className).html(" "+labels[$characterViewer.bodyState[name]]); } setupListener("breastSize", _breastNames); setupListener("vaginaCum", _liquidNames); setupListener("anusCum", _liquidNames); setupListener("mouthCum", _liquidNames); })>> <</widget>> <<widget "clothesTestingFaceControls">> <h4>Face</h4> <<set _browTypes to ["none", "top", "mid", "low", "orgasm"]>> <<set _mouthTypes to ["none", "neutral", "cry", "frown", "smile"]>> <<set _eyeColours to ["purple", "dark blue", "light blue", "amber", "hazel", "green", "red", "pink", "grey", "range"]>> <<link "Reset">> <<set $characterViewer.bodyState.show_face to true>> <<set $characterViewer.bodyState.freckles to false>> <<set $characterViewer.bodyState.brows to "none">> <<set $characterViewer.bodyState.blush to 0>> <<set $characterViewer.bodyState.mouth to "none">> <<set $characterViewer.bodyState.trauma to false>> <<set $characterViewer.bodyState.blink to false>> <<set $characterViewer.bodyState.eyes_half to false>> <<set $characterViewer.bodyState.eyes_bloodshot to false>> <<set $characterViewer.bodyState.tears to 0>> <<set $characterViewer.colours.eyesl to "purple">> <<set $characterViewer.colours.eyesr to "purple">> <<replace "#controls-face">><<clothesTestingFaceControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-face input, #controls-face select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> | <<link "Randomise">> <<set $characterViewer.bodyState.show_face to true>> <<set $characterViewer.bodyState.freckles to !random(1)>> <<set $characterViewer.bodyState.brows to _browTypes.random()>> <<set $characterViewer.bodyState.blush to random(4)>> <<set $characterViewer.bodyState.mouth to _mouthTypes.random()>> <<set $characterViewer.bodyState.trauma to !random(1)>> <<set $characterViewer.bodyState.blink to !random(1)>> <<set $characterViewer.bodyState.eyes_half to !random(1)>> <<set $characterViewer.bodyState.eyes_bloodshot to !random(1)>> <<set $characterViewer.bodyState.tears to random(4)>> <<set $characterViewer.colours.eyesl to _eyeColours.random()>> <<set $characterViewer.colours.eyesr to _eyeColours.random()>> <<replace "#controls-face">><<clothesTestingFaceControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-face input, #controls-face select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> <br><br> <span class="gold">Show Face</span><br> <label>Yes <<radiobutton "$characterViewer.bodyState.show_face" true autocheck>></label> | <label>No <<radiobutton "$characterViewer.bodyState.show_face" false autocheck>></label> | <br><br> <<if setup.faceStyleOptions.length gt 1>> <span class="gold">Face style:</span><br> <<listbox "$characterViewer.bodyState.facestyle" autoselect>> <<optionsfrom setup.faceStyleOptions>> <</listbox>> <br><br> <</if>> <span class="gold">Demeanour:</span><br> <<listbox "$characterViewer.bodyState.facevariant" autoselect>> <<optionsfrom setup.faceVariantOptions[$characterViewer.bodyState.facestyle]>> <</listbox>> <br><br> <span class="gold">Freckles</span><br> <label>Yes <<radiobutton "$characterViewer.bodyState.freckles" true autocheck>></label> | <label>No <<radiobutton "$characterViewer.bodyState.freckles" false autocheck>></label> | <br><br> <span class="gold">Brow</span><br> <<for $_name range _browTypes>> <label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.brows" $_name autocheck>></label> | <</for>> <br><br> <span class="gold">Blush level</span><br> <label>None <<radiobutton "$characterViewer.bodyState.blush" 0 autocheck>></label> | <label>1 <<radiobutton "$characterViewer.bodyState.blush" 1 autocheck>></label> | <label>2 <<radiobutton "$characterViewer.bodyState.blush" 2 autocheck>></label> | <label>3 <<radiobutton "$characterViewer.bodyState.blush" 3 autocheck>></label> | <label>4 <<radiobutton "$characterViewer.bodyState.blush" 4 autocheck>></label> | <br><br> <span class="gold">Mouth</span><br> <<for $_name range _mouthTypes>> <label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.mouth" $_name autocheck>></label> | <</for>> <br><br> <h4>Eyes</h4> <span class="gold">Show Trauma Eyes</span><br> <label>Yes <<radiobutton "$characterViewer.bodyState.trauma" true autocheck>></label> | <label>No <<radiobutton "$characterViewer.bodyState.trauma" false autocheck>></label> | <br><br> <span class="gold">Enable blinking</span><br> <label>Yes <<radiobutton "$characterViewer.bodyState.blink" true autocheck>></label> | <label>No <<radiobutton "$characterViewer.bodyState.blink" false autocheck>></label> | <br><br> <span class="gold">Enable Half Eyes</span><br> <label>Yes <<radiobutton "$characterViewer.bodyState.eyes_half" true autocheck>></label> | <label>No <<radiobutton "$characterViewer.bodyState.eyes_half" false autocheck>></label> | <br><br> <span class="gold">Enable Bloodshot eyes</span><br> <label>Yes <<radiobutton "$characterViewer.bodyState.eyes_bloodshot" true autocheck>></label> | <label>No <<radiobutton "$characterViewer.bodyState.eyes_bloodshot" false autocheck>></label> | <br><br> <span class="gold">Tears level</span><br> <label>None <<radiobutton "$characterViewer.bodyState.tears" 0 autocheck>></label> | <label>1 <<radiobutton "$characterViewer.bodyState.tears" 1 autocheck>></label> | <label>2 <<radiobutton "$characterViewer.bodyState.tears" 2 autocheck>></label> | <label>3<<radiobutton "$characterViewer.bodyState.tears" 3 autocheck>></label> | <label>4 <<radiobutton "$characterViewer.bodyState.tears" 4 autocheck>></label> | <br><br> <span class="gold">Left Eye Colour</span> <br> <label><span class="purple">Purple</span> <<radiobutton "$characterViewer.colours.eyesl" "purple" autocheck>></label> | <label><span class="blue">Dark Blue</span> <<radiobutton "$characterViewer.colours.eyesl" "dark blue" autocheck>></label> | <label><span class="lblue">Light Blue</span> <<radiobutton "$characterViewer.colours.eyesl" "light blue" autocheck>></label> | <label><span class="tangerine">Amber</span> <<radiobutton "$characterViewer.colours.eyesl" "amber" autocheck>></label> | <label><span class="brown">Hazel</span> <<radiobutton "$characterViewer.colours.eyesl" "hazel" autocheck>></label> | <label><span class="green">Green</span> <<radiobutton "$characterViewer.colours.eyesl" "green" autocheck>></label> | <label><span class="red">Red</span> <<radiobutton "$characterViewer.colours.eyesl" "red" autocheck>></label> | <label><span class="pink">Pink</span> <<radiobutton "$characterViewer.colours.eyesl" "pink" autocheck>></label> | <label><span class="grey">Grey</span> <<radiobutton "$characterViewer.colours.eyesl" "grey" autocheck>></label> | <label><span class="grey">Range</span> <<radiobutton "$characterViewer.colours.eyesl" "range" autocheck>></label> | <br><br> <span class="gold">Right Eye Colour</span> <br> <label><span class="purple">Purple</span> <<radiobutton "$characterViewer.colours.eyesr" "purple" autocheck>></label> | <label><span class="blue">Dark Blue</span> <<radiobutton "$characterViewer.colours.eyesr" "dark blue" autocheck>></label> | <label><span class="lblue">Light Blue</span> <<radiobutton "$characterViewer.colours.eyesr" "light blue" autocheck>></label> | <label><span class="tangerine">Amber</span> <<radiobutton "$characterViewer.colours.eyesr" "amber" autocheck>></label> | <label><span class="brown">Hazel</span> <<radiobutton "$characterViewer.colours.eyesr" "hazel" autocheck>></label> | <label><span class="green">Green</span> <<radiobutton "$characterViewer.colours.eyesr" "green" autocheck>></label> | <label><span class="red">Red</span> <<radiobutton "$characterViewer.colours.eyesr" "red" autocheck>></label> | <label><span class="pink">Pink</span> <<radiobutton "$characterViewer.colours.eyesr" "pink" autocheck>></label> | <label><span class="grey">Grey</span> <<radiobutton "$characterViewer.colours.eyesr" "grey" autocheck>></label> | <label><span class="grey">Range</span> <<radiobutton "$characterViewer.colours.eyesr" "range" autocheck>></label> | <br><br> <</widget>> <<widget "clothesTestingHairControls">> <h4>Hair</h4> <<set _hairLengths to ["short", "shoulder", "chest", "navel", "thighs", "feet"]>> <<set _hairColorByName to {"Red":"red", "Jet Black":"jetblack", "Black":"black", "Brown":"brown", "Soft Brown":"softbrown", "Light Brown":"lightbrown", "Blond":"blond", "Platinum Blond":"platinumblond", "Strawberry Blond":"strawberryblond", "Soft Blond":"softblond", "Ashy blond":"ashyblond", "Burnt Orange":"burntorange", "Ginger":"ginger", "Blue":"blue", "Green":"green", "Teal":"teal", "Pink":"pink", "Hotpink":"hotpink", "Softpink":"softpink", "Crimson":"crimson", "Purple":"purple","Medium Purple":"mediumpurple", "Bright Purple":"brightpurple", "White":"white", "Snow White":"snowwhite", "Deep Blue":"deepblue","Dark Lime":"darklime", "Toxic Green":"toxicgreen",}>> <<set _hairTypeByName to {}>> <<run setup.hairstyles.sides.forEach(style => { if (!V.shopClothingFilter || !V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) T.hairTypeByName[style.name_cap] = style.variable; })>> <<set _fringeTypeByName to {}>> <<run setup.hairstyles.fringe.forEach(style => { if (!V.shopClothingFilter || !V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) T.fringeTypeByName[style.name_cap] = style.variable; })>> <<link "Reset">> <<set $characterViewer.bodyState.hairStage to "none">> <<set $characterViewer.bodyState.hairType to "default">> <<set $characterViewer.colours.hair to Object.values(_hairColorByName)[0]>> <<set $characterViewer.colours.hair_colour_style to "simple">> <<set $characterViewer.colours.dyedHairPart to "full">> <<set $characterViewer.bodyState.fringeStage to "none">> <<set $characterViewer.bodyState.fringeType to "default">> <<set $characterViewer.colours.fringe to Object.values(_hairTypeByName)[0]>> <<set $characterViewer.colours.hair_fringe_colour_style to "simple">> <<replace "#controls-hair">><<clothesTestingHairControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> | <<link "Randomise">> <<set $characterViewer.bodyState.hairStage to _hairLengths.random()>> <<set $characterViewer.bodyState.hairType to Object.values(_hairTypeByName).random()>> <<set $characterViewer.colours.hair to Object.values(_hairColorByName).random()>> <<set $characterViewer.colours.hair_colour_style to ["simple", "gradient"].random()>> <<set $characterViewer.colours.hair_colour_gradient.style to ["low-ombre", "high-ombre", "split", "face-frame"].random()>> <<set $characterViewer.colours.hair_colour_gradient.colours[0] to Object.values(_hairColorByName).random()>> <<set $characterViewer.colours.hair_colour_gradient.colours[1] to Object.values(_hairColorByName).random()>> <<set $characterViewer.colours.dyedHairPart to ["full", "split"].random()>> <<set $characterViewer.bodyState.fringeStage to _hairLengths.random()>> <<set $characterViewer.bodyState.fringeType to Object.values(_fringeTypeByName).random()>> <<set $characterViewer.colours.fringe to Object.values(_hairTypeByName).random()>> <<set $characterViewer.colours.hair_fringe_colour_style to ["simple", "gradient"].random()>> <<set $characterViewer.colours.hair_fringe_colour_gradient.style to ["low-ombre", "high-ombre", "split", "face-frame"].random()>> <<set $characterViewer.colours.hair_fringe_colour_gradient.colours[0] to Object.values(_hairTypeByName).random()>> <<set $characterViewer.colours.hair_fringe_colour_gradient.colours[1] to Object.values(_hairTypeByName).random()>> <<replace "#controls-hair">><<clothesTestingHairControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> <br><br> <span class="gold">Hair Length</span> <br> <label>None <<radiobutton "$characterViewer.bodyState.hairStage" "none" autocheck>></label> | <<for $_name range _hairLengths>> <label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.hairStage" $_name autocheck>></label> | <</for>> <br><br> <span class="gold">Hair Type</span> <br> <<listbox "$characterViewer.bodyState.hairType" autoselect>> <<optionsfrom _hairTypeByName>> <</listbox>> <br><br> <span class="gold">Colour Method: </span> <br> <span @class="$characterViewer.colours.dyedHairPart is 'full' ? 'goldLink' : ''"> <<link "Full">> <<set $characterViewer.colours.dyedHairPart to "full">> <<replace "#controls-hair">><<clothesTestingHairControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> </span> | <span @class="$characterViewer.colours.dyedHairPart is 'split' ? 'goldLink' : ''"> <<link "Split">> <<set $characterViewer.colours.dyedHairPart to "split">> <<replace "#controls-hair">><<clothesTestingHairControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-hair input, #controls-hair select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> </span> <br><br> <div id="controls-hair-colour-simple" @class="$characterViewer.colours.hair_colour_style is 'simple' ? '' : 'hidden'"> <<link "Enable Two Tone for hair">> <<set $characterViewer.colours.hair_colour_style to "gradient">> <<addclass "#controls-hair-colour-simple" "hidden">> <<removeclass "#controls-hair-colour-gradient" "hidden">> <</link>> <br><br> <span class="gold">Hair Colour</span> <br> <<listbox "$characterViewer.colours.hair" autoselect>> <<optionsfrom _hairColorByName>> <</listbox>> <br><br> </div> <div id="controls-hair-colour-gradient" @class="$characterViewer.colours.hair_colour_style is 'simple' ? 'hidden' : ''"> <<link "Disable Two Tone for hair">> <<set $characterViewer.colours.hair_colour_style to "simple">> <<removeclass "#controls-hair-colour-simple" "hidden">> <<addclass "#controls-hair-colour-gradient" "hidden">> <</link>> <br><br> <span class="gold">Style:</span> <<listbox "$characterViewer.colours.hair_colour_gradient.style" autoselect>> <<option "Low Ombré" "low-ombre">> <<option "High Ombré" "high-ombre">> <<option "Split" "split">> <<option "Face-framing highlights" "face-frame">> <</listbox>> <br><br> <span class="gold">First Colour:</span> <br> <<listbox "$characterViewer.colours.hair_colour_gradient.colours[0]" autoselect>> <<optionsfrom _hairColorByName>> <</listbox>> <br><br> <span class="gold">Second Colour:</span> <br> <<listbox "$characterViewer.colours.hair_colour_gradient.colours[1]" autoselect>> <<optionsfrom _hairColorByName>> <</listbox>> <br><br> </div> <span class="gold">Fringe Length</span> <br> <label>None <<radiobutton "$characterViewer.bodyState.fringeStage" "none" autocheck>></label> | <<for $_name range _hairLengths>> <label><<print $_name.toUpperFirst()>> <<radiobutton "$characterViewer.bodyState.fringeStage" $_name autocheck>></label> | <</for>> <br><br> <span class="gold">Fringe Type</span> <br> <<listbox "$characterViewer.bodyState.fringeType" autoselect>> <<optionsfrom _fringeTypeByName>> <</listbox>> <br><br> <<if $characterViewer.colours.dyedHairPart is "split">> <div id="controls-hair-colourfringe-simple" @class="$characterViewer.colours.hair_fringe_colour_style is 'simple' ? '' : 'hidden'"> <<link "Enable Two Tone for fringe">> <<set $characterViewer.colours.hair_fringe_colour_style to "gradient">> <<addclass "#controls-hair-colourfringe-simple" "hidden">> <<removeclass "#controls-hair-colourfringe-gradient" "hidden">> <</link>> <br><br> <span class="gold">Fringe Colour</span> <br> <<listbox "$characterViewer.colours.fringe" autoselect>> <<optionsfrom _hairColorByName>> <</listbox>> <br><br> </div> <div id="controls-hair-colourfringe-gradient" @class="$characterViewer.colours.hair_fringe_colour_style is 'simple' ? 'hidden' : ''"> <<link "Disable Two Tone for fringe">> <<set $characterViewer.colours.hair_fringe_colour_style to "simple">> <<removeclass "#controls-hair-colourfringe-simple" "hidden">> <<addclass "#controls-hair-colourfringe-gradient" "hidden">> <</link>> <br><br> <span class="gold">Style:</span> <<listbox "$characterViewer.colours.hair_fringe_colour_gradient.style" autoselect>> <<option "Low Ombré" "low-ombre">> <<option "High Ombré" "high-ombre">> <<option "Split" "split">> <<option "Face-framing highlights" "face-frame">> <</listbox>> <br><br> <span class="gold">First Colour:</span> <br> <<listbox "$characterViewer.colours.hair_fringe_colour_gradient.colours[0]" autoselect>> <<optionsfrom _hairColorByName>> <</listbox>> <br><br> <span class="gold">Second Colour:</span> <br> <<listbox "$characterViewer.colours.hair_fringe_colour_gradient.colours[1]" autoselect>> <<optionsfrom _hairColorByName>> <</listbox>> <br><br> </div> <</if>> <</widget>> <<widget "clothesTestingTransformationsControls">> <h4>Transformations</h4> <<link "Reset">> /* Figured that it was only V. that was needed for this method to work, just as i was about done... */ <<set $characterViewer.bodyState to { ...V.characterViewer.bodyState, angelHalo:"hidden", angelWings:"hidden", angelWingsLeftType:"idle", angelWingsRightType:"idle", angelWingsLayer:"front", fallenAngelHalo:"hidden", fallenAngelWings:"hidden", fallenAngelWingsLeftType:"idle", fallenAngelWingsRightType:"idle", fallenAngelWingsLayer:"front", demonHorns:"hidden", demonHornsLayer:"back", demonTail:"hidden", demonTailType:"idle", demonTailLayer:"front", demonWings:"hidden", demonWingsType:"idle", demonWingsLayer:"front", wolfEars:"hidden", wolfTail:"hidden", wolfTailLayer:"front", wolfPits:"hidden", wolfPubes:"hidden", wolfCheeks:"hidden", catEars:"hidden", catTail:"hidden", catTailLayer:"front", catTailType:"idle", cowHorns:"hidden", cowHornsLayer:"back", cowEars:"hidden", cowTail:"hidden", cowTailLayer:"front", birdEyes:"hidden", birdMalar:"hidden", birdPlumage:"hidden", birdPubes:"hidden", birdWings:"hidden", birdWingsLeftType:"idle", birdWingsRightType:"idle", birdWingsLayer:"front", birdTail:"hidden", birdTailLayer:"front", foxEars:"hidden", foxTail:"hidden", foxTailLayer:"front", foxCheeks:"hidden", }>> <<replace "#controls-transformations">><<clothesTestingTransformationsControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-transformations input, #controls-transformations select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> | <<link "Randomise">> <<set $characterViewer.bodyState to { ...V.characterViewer.bodyState, angelHalo:["hidden", "default", "traditional"].random(), angelWings:["hidden", "default", "classic"].random(), angelWingsLeftType:["idle", "cover"].random(), angelWingsRightType:["idle", "cover"].random(), angelWingsLayer:["front", "back"].random(), fallenAngelHalo:["hidden", "default", "traditional", "celestial-gold", "celestial-black", "celestial-fallenplus"].random(), fallenAngelWings:["hidden", "default", "classic", "fallenplus", "classicfallenplus"].random(), fallenAngelWingsLeftType:["idle", "cover"].random(), fallenAngelWingsRightType:["idle", "cover"].random(), fallenAngelWingsLayer:["front", "back"].random(), demonHorns:["hidden", "default", "classic", "succubus"].random(), demonHornsLayer:["front", "back"].random(), demonTail:["hidden", "default", "classic", "succubus"].random(), demonTailType:["idle", "cover"].random(), demonTailLayer:["front", "back"].random(), demonWings:["hidden", "default", "succubus", "imp"].random(), demonWingsType:["idle", "cover"].random(), demonWingsLayer:["front", "back"].random(), wolfEars:["hidden", "default", "feral"].random(), wolfTail:["hidden", "default", "feral"].random(), wolfTailLayer:["front", "back"].random(), wolfPits:"hidden", wolfPubes:"hidden", wolfCheeks:["hidden", "feral"].random(), catEars:["hidden", "default"].random(), catTail:["hidden", "default"].random(), catTailLayer:["front", "back"].random(), catTailType:["idle", "cover"].random(), cowHorns:["hidden", "default"].random(), cowHornsLayer:["front", "back"].random(), cowEars:["hidden", "default", "spotted black", "spotted brown"].random(), cowTail:["hidden", "default", "black"].random(), cowTailLayer:["front", "back"].random(), birdEyes:["hidden", "default"].random(), birdMalar:["hidden", "default"].random(), birdPlumage:["hidden", "default"].random(), birdPubes:["hidden", "default"].random(), birdWings:["hidden", "default"].random(), birdWingsLeftType:["idle", "cover"].random(), birdWingsRightType:["idle", "cover"].random(), birdWingsLayer:["front", "back"].random(), birdTail:["hidden", "default"].random(), birdTailLayer:["front", "back"].random(), foxEars:["hidden", "default"].random(), foxTail:["hidden", "default"].random(), foxTailLayer:["front", "back"].random(), foxCheeks:["hidden", "default"].random(), }>> <<replace "#controls-transformations">><<clothesTestingTransformationsControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-transformations input, #controls-transformations select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> <br><br> <span class="gold">Angel:</span> <br> Wings: <<listbox "$characterViewer.bodyState.angelWings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Classic" "classic">> <</listbox>> || Halo: <<listbox "$characterViewer.bodyState.angelHalo" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Traditional" "traditional">> <</listbox>> <br> Left Wing Type: <<listbox "$characterViewer.bodyState.angelWingsLeftType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <</listbox>> || Right Wing Type: <<listbox "$characterViewer.bodyState.angelWingsRightType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <</listbox>> <br> Wing Layering: <<listbox "$characterViewer.bodyState.angelWingsLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <span class="gold">Fallen Angel:</span> <br> Wings: <<listbox "$characterViewer.bodyState.fallenAngelWings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Classic" "classic">> <<option "Feathered" "fallenplus">> <<option "Classic Feathered" "classicfallenplus">> <</listbox>> || Halo: <<listbox "$characterViewer.bodyState.fallenAngelHalo" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Celestial" "celestial">> <<option "Black Celestial" "celestial-black">> <<option "Forgiven Celestial" "celestial-fallenplus">> <<option "Traditional" "traditional">> <</listbox>> <br> Left Wing Type: <<listbox "$characterViewer.bodyState.fallenAngelWingsLeftType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <</listbox>> || Right Wing Type: <<listbox "$characterViewer.bodyState.fallenAngelWingsRightType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <</listbox>> <br> Wing Layering: <<listbox "$characterViewer.bodyState.fallenAngelWingsLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <span class="gold">Demon:</span> <br> Horns: <<listbox "$characterViewer.bodyState.demonHorns" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Classic" "classic">> <<option "Succubus" "succubus">> <</listbox>> || Tail: <<listbox "$characterViewer.bodyState.demonTail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Classic" "classic">> <<option "Succubus" "succubus">> <</listbox>> || Demon Wings: <<listbox "$characterViewer.bodyState.demonWings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Imp" "imp">> <<option "Succubus" "succubus">> <</listbox>> <br> Demon Wings Type: <<listbox "$characterViewer.bodyState.demonWingsType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <<option "Flaunt" "flaunt">> <</listbox>> <br> Demon Tail Type: <<listbox "$characterViewer.bodyState.demonTailType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <<option "Flaunt" "flaunt">> <</listbox>> <br> Horn Layering: <<listbox "$characterViewer.bodyState.demonHornsLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> || Tail Layering: <<listbox "$characterViewer.bodyState.demonTailLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> || Wing Layering: <<listbox "$characterViewer.bodyState.demonWingsLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <span class="gold">Wolf:</span> <br> Ears: <<listbox "$characterViewer.bodyState.wolfEars" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Feral" "feral">> <</listbox>> || Tail: <<listbox "$characterViewer.bodyState.wolfTail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Feral" "feral">> <</listbox>> || Cheeks: <<listbox "$characterViewer.bodyState.wolfCheeks" autoselect>> <<option "Hide" "hidden">> <<option "Feral" "feral">> <</listbox>> <br> Tail Layering: <<listbox "$characterViewer.bodyState.wolfTailLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <span class="gold">Cat:</span> <br> Ears: <<listbox "$characterViewer.bodyState.catEars" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Tail: <<listbox "$characterViewer.bodyState.catTail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Tail: <<listbox "$characterViewer.bodyState.catTailType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <<option "Flaunt" "flaunt">> <</listbox>> <br> Tail Layering: <<listbox "$characterViewer.bodyState.catTailLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <span class="gold">Cow:</span> <br> Horns: <<listbox "$characterViewer.bodyState.cowHorns" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Ears: <<listbox "$characterViewer.bodyState.cowEars" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Spotted black" "spotted black">> <<option "Spotted brown" "spotted brown">> <</listbox>> || Tail: <<listbox "$characterViewer.bodyState.cowTail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Black" "black">> <</listbox>> <br> Horn Layering: <<listbox "$characterViewer.bodyState.cowHornsLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> || Tail Layering: <<listbox "$characterViewer.bodyState.cowTailLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <span class="gold">Bird:</span> <br> Eyes: <<listbox "$characterViewer.bodyState.birdEyes" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Malar: <<listbox "$characterViewer.bodyState.birdMalar" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Plumage: <<listbox "$characterViewer.bodyState.birdPlumage" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Pubes: <<listbox "$characterViewer.bodyState.birdPubes" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Tail: <<listbox "$characterViewer.bodyState.birdTail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> <br> Wings: <<listbox "$characterViewer.bodyState.birdWings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Left Wing Type: <<listbox "$characterViewer.bodyState.birdWingsLeftType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <</listbox>> || Right Wing Type: <<listbox "$characterViewer.bodyState.birdWingsRightType" autoselect>> <<option "Normal" "idle">> <<option "Cover" "cover">> <</listbox>> <br> Tail Layering: <<listbox "$characterViewer.bodyState.birdTailLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> || Wing Layering: <<listbox "$characterViewer.bodyState.birdWingsLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <span class="gold">Fox:</span> <br> Ears: <<listbox "$characterViewer.bodyState.foxEars" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Tail: <<listbox "$characterViewer.bodyState.foxTail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> || Cheeks: <<listbox "$characterViewer.bodyState.foxCheeks" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> <br> Tail Layering: <<listbox "$characterViewer.bodyState.foxTailLayer" autoselect>> <<option "Front" "front">> <<option "Back" "back">> <</listbox>> <br><br> <</widget>> <<widget "characterViewerModel">> <<set $_id to _args[0] or 0>> <<set $_instanceId to `characterViewer-${$_id}`>> <<selectmodel "main" $_instanceId>> /* set options and filters */ /*group toggles*/ <<set _modeloptions.show_hair to $characterViewer.bodyState.hairStage !== "none">> <<set _modeloptions.show_face to $characterViewer.bodyState.show_face>> /*body*/ <<set _modeloptions.body_type to ["classic","slender","curvy", "soft"][$characterViewer.bodyState.bodytype]>> <<set _modeloptions.breasts to $characterViewer.bodyState.cleavage ? "cleavage" : "default">> /* <<set _modeloptions.breasts to $characterViewer.clothesEquipped.under_upper isnot 0 ? "cleavage" : "default">> */ <<set _modeloptions.arm_left to $characterViewer.bodyState.leftArmCovering ? "cover" : "idle">> <<set _modeloptions.arm_right to $characterViewer.bodyState.rightArmCovering ? "cover" : "idle">> <<switch $characterViewer.bodyState.breastSize>> <<case 12>> <<set _modeloptions.breast_size to 6>> <<case 8 9 10 11>> <<set _modeloptions.breast_size to 5>> <<case 6 7>> <<set _modeloptions.breast_size to 4>> <<case 4 5>> <<set _modeloptions.breast_size to 3>> <<case 3>> <<set _modeloptions.breast_size to 2>> <<case 1 2>> <<set _modeloptions.breast_size to 1>> <<default>> <<set _modeloptions.breast_size to 0>> <</switch>> <<set _modeloptions.crotch_visible to $characterViewer.bodyState.penisSize !== "none">> <<set _modeloptions.crotch_exposed to $characterViewer.bodyState.penisSize !== "none">> <<set _modeloptions.penis to $characterViewer.bodyState.penisSize !== "none" ? $characterViewer.bodyState.penisVirgin : "">> <<set _modeloptions.penis_size to $characterViewer.bodyState.penisSize !== "none" ? $characterViewer.bodyState.penisSize : "">> <<set _modeloptions.balls to $characterViewer.bodyState.ballsExist>> <<set _modeloptions.belly to $characterViewer.bodyState.bellySize>> /*Skin & tan*/ <<set _modeloptions.skin_type to $characterViewer.skinColour.type>> <<set _modeloptions.skin_tone to $characterViewer.skinColour.range>> /*Hair*/ <<set _modeloptions.hair_colour_style to $characterViewer.colours.hair_colour_style>> <<set _modeloptions.hair_colour to $characterViewer.colours.hair>> <<set _modeloptions.hair_colour_gradient to $characterViewer.colours.hair_colour_gradient>> <<set _modeloptions.hair_sides_type to $characterViewer.bodyState.hairType>> <<set _modeloptions.hair_sides_length to $characterViewer.bodyState.hairStage>> <<set _modeloptions.hair_sides_position to $characterViewer.bodyState.fringePosition>> <<if $characterViewer.colours.dyedHairPart is "full">> <<set _modeloptions.hair_fringe_colour_style to $characterViewer.colours.hair_colour_style>> <<set _modeloptions.hair_fringe_colour to $characterViewer.colours.hair>> <<set _modeloptions.hair_fringe_colour_gradient to $characterViewer.colours.hair_colour_gradient>> <<else>> <<set _modeloptions.hair_fringe_colour_style to $characterViewer.colours.hair_fringe_colour_style>> <<set _modeloptions.hair_fringe_colour to $characterViewer.colours.fringe>> <<set _modeloptions.hair_fringe_colour_gradient to $characterViewer.colours.hair_fringe_colour_gradient>> <</if>> <<set _modeloptions.hair_fringe_type to $characterViewer.bodyState.fringeType>> <<set _modeloptions.hair_fringe_length to $characterViewer.bodyState.fringeStage>> <<set _modeloptions.brows_colour to $characterViewer.colours.hair>> <<switch $characterViewer.colours.dyedHairPart>> <<case "full">> <<set _modeloptions.hair_fringe_colour_style to $characterViewer.colours.hair_colour_style>> <<set _modeloptions.hair_fringe_colour to $characterViewer.colours.hair>> <<set _modeloptions.hair_fringe_colour_gradient to $characterViewer.colours.hair_colour_gradient>> <<case "fringe">> <<case "sides">> <</switch>> /*Face*/ <<set _modeloptions.facestyle to $characterViewer.bodyState.facestyle>> <<set _modeloptions.facevariant to $characterViewer.bodyState.facevariant>> <<set _modeloptions.freckles to $characterViewer.bodyState.freckles>> <<set _modeloptions.brows to $characterViewer.bodyState.brows>> <<set _modeloptions.mouth to $characterViewer.bodyState.mouth>> <<set _modeloptions.trauma to $characterViewer.bodyState.trauma>> <<set _modeloptions.blink to $characterViewer.bodyState.blink>> <<set _modeloptions.eyes_half to $characterViewer.bodyState.eyes_half>> <<set _modeloptions.eyes_bloodshot to $characterViewer.bodyState.eyes_bloodshot>> <<set _modeloptions.tears to $characterViewer.bodyState.tears>> <<set _modeloptions.blush to $characterViewer.bodyState.blush>> <<set _eyeOptions to ["purple","dark blue","light blue","amber","hazel","green","red","pink","grey"]>> <<if $characterViewer.colours.eyesl is "range">> <<set _modeloptions.left_eye to _eyeOptions[Math.clamp($_id,0,_eyeOptions.length - 1)]>> <<else>> <<set _modeloptions.left_eye to $characterViewer.colours.eyesl>> <</if>> <<if $characterViewer.colours.eyesr is "range">> <<set _modeloptions.right_eye to _eyeOptions[Math.clamp($_id,0,_eyeOptions.length - 1)]>> <<else>> <<set _modeloptions.right_eye to $characterViewer.colours.eyesr>> <</if>> /*Fluid*/ <<set _baseArray to ["", "Start", "VerySlow", "Slow", "Fast", "VeryFast"]>> <<set _modeloptions.drip_vaginal to _baseArray[$characterViewer.bodyState.vaginaCum]>> <<set _modeloptions.drip_anal to _baseArray[$characterViewer.bodyState.anusCum]>> <<set _modeloptions.drip_mouth to _baseArray[$characterViewer.bodyState.mouthCum]>> /*Clothes*/ <<characterViewerModelClothes $_id "head">> <<characterViewerModelClothes $_id "face">> <<characterViewerModelClothes $_id "neck">> <<characterViewerModelClothes $_id "hands">> <<characterViewerModelClothes $_id "handheld">> <<characterViewerModelClothes $_id "upper">> <<characterViewerModelClothes $_id "lower">> <<characterViewerModelClothes $_id "under_upper">> <<characterViewerModelClothes $_id "under_lower">> <<characterViewerModelClothes $_id "legs">> <<characterViewerModelClothes $_id "feet">> <<characterViewerModelClothes $_id "genitals">> <<if _modeloptions.worn.handheld.index>> <<set _modeloptions.arm_right to "hold">> <<else>> <<run delete _modeloptions.arm_right>> <</if>> /*tf*/ <<set _modeloptions.angel_wings_type to $characterViewer.bodyState.angelWings>> <<set _modeloptions.angel_wing_right to $characterViewer.bodyState.angelWingsRightType>> <<set _modeloptions.angel_wing_left to $characterViewer.bodyState.angelWingsLeftType>> <<set _modeloptions.angel_wings_layer to $characterViewer.bodyState.angelWingsLayer>> <<set _modeloptions.angel_halo_type to $characterViewer.bodyState.angelHalo>> <<set _modeloptions.fallen_wings_type to $characterViewer.bodyState.fallenAngelWings>> <<set _modeloptions.fallen_wing_right to $characterViewer.bodyState.fallenAngelWingsRightType>> <<set _modeloptions.fallen_wing_left to $characterViewer.bodyState.fallenAngelWingsLeftType>> <<set _modeloptions.fallen_wings_layer to $characterViewer.bodyState.fallenAngelWingsLayer>> <<set _modeloptions.fallen_halo_type to $characterViewer.bodyState.fallenAngelHalo>> <<set _modeloptions.demon_wings_type to $characterViewer.bodyState.demonWings>> <<set _modeloptions.demon_wings_state to $characterViewer.bodyState.demonWingsType>> <<set _modeloptions.demon_wings_layer to $characterViewer.bodyState.demonWingsLayer>> <<set _modeloptions.demon_tail_type to $characterViewer.bodyState.demonTail>> <<set _modeloptions.demon_tail_state to $characterViewer.bodyState.demonTailType>> <<set _modeloptions.demon_tail_layer to $characterViewer.bodyState.demonTailLayer>> <<set _modeloptions.demon_horns_type to $characterViewer.bodyState.demonHorns>> <<set _modeloptions.demon_horns_layer to $characterViewer.bodyState.demonHornsLayer>> <<set _modeloptions.wolf_tail_type to $characterViewer.bodyState.wolfTail>> <<set _modeloptions.wolf_tail_layer to $characterViewer.bodyState.wolfTailLayer>> <<set _modeloptions.wolf_ears_type to $characterViewer.bodyState.wolfEars>> <<set _modeloptions.wolf_pits_type to $characterViewer.bodyState.wolfPits>> <<set _modeloptions.wolf_pubes_type to $characterViewer.bodyState.wolfPubes>> <<set _modeloptions.wolf_cheeks_type to $characterViewer.bodyState.wolfCheeks>> <<set _modeloptions.wolf_cheeks_type to "disabled">> <<set _modeloptions.cat_tail_type to $characterViewer.bodyState.catTail>> <<set _modeloptions.cat_tail_state to $characterViewer.bodyState.catTailType>> <<set _modeloptions.cat_tail_layer to $characterViewer.bodyState.catTailLayer>> <<set _modeloptions.cat_ears_type to $characterViewer.bodyState.catEars>> <<set _modeloptions.cow_horns_type to $characterViewer.bodyState.cowHorns>> <<set _modeloptions.cow_horns_layer to $characterViewer.bodyState.cowHornsLayer>> <<set _modeloptions.cow_tail_type to $characterViewer.bodyState.cowTail>> <<set _modeloptions.cow_tail_layer to $characterViewer.bodyState.cowTailLayer>> <<set _modeloptions.cow_ears_type to $characterViewer.bodyState.cowEars>> <<set _modeloptions.bird_wings_type to $characterViewer.bodyState.birdWings>> <<set _modeloptions.bird_wing_right to $characterViewer.bodyState.birdWingsRightType>> <<set _modeloptions.bird_wing_left to $characterViewer.bodyState.birdWingsLeftType>> <<set _modeloptions.bird_wings_layer to $characterViewer.bodyState.birdWingsLayer>> <<set _modeloptions.bird_tail_type to $characterViewer.bodyState.birdTail>> <<set _modeloptions.bird_tail_layer to $characterViewer.bodyState.birdTailLayer>> <<set _modeloptions.bird_eyes_type to $characterViewer.bodyState.birdEyes>> <<set _modeloptions.bird_malar_type to $characterViewer.bodyState.birdMalar>> <<set _modeloptions.bird_plumage_type to $characterViewer.bodyState.birdPlumage>> <<set _modeloptions.bird_pubes_type to $characterViewer.bodyState.birdPubes>> <<set _modeloptions.fox_tail_type to $characterViewer.bodyState.foxTail>> <<set _modeloptions.fox_tail_layer to $characterViewer.bodyState.foxTailLayer>> <<set _modeloptions.fox_ears_type to $characterViewer.bodyState.foxEars>> <<set _modeloptions.fox_cheeks_type to $characterViewer.bodyState.foxCheeks>> <<if $characterViewer.controls.animations>> <<animatemodel>> <<else>> <<rendermodel>> <</if>> <</widget>> <<widget "characterViewerModelClothesControls">> <h4>Clothes</h4> <<link "Reset">> <<run Object.keys($characterViewer.clothesEquipped).forEach(slot => { $characterViewer.clothesEquipped[slot] = 0; $characterViewer.colours[slot] = ["Range", "Range"]; })>> <<replace "#controls-clothes">><<characterViewerModelClothesControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-clothes input, #controls-clothes select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> | <<link "Randomise">> <<run Object.keys($characterViewer.clothesEquipped).forEach(slot => { const item = clone(setup.clothes[slot]).random(); $characterViewer.clothesEquipped[slot] = item.index; $characterViewer.colours[slot] = [(item.colour_options || [0]).random(), (item.accessory_colour_options || [0]).random()]; })>> <<replace "#controls-clothes">><<characterViewerModelClothesControls>><</replace>> <<clothesTestingImageUpdate>> <<if $characterViewer.controls.autoRefresh>> <<run $(() => $('#controls-clothes input, #controls-clothes select').on('input change', e => wikifier('<<clothesTestingImageUpdate>>')) )>> <</if>> <</link>> <br><br> <<set $_equip to ["upper","lower","under_upper","under_lower","head","face","neck","hands", "handheld","legs","feet","genitals"]>> <<for $_i to 0; $_i lt $_equip.length; $_i++>> <<set $_slot to $_equip[$_i]>> <span class="gold"><<print $_slot.toUpperFirst()>></span> <<set _clothingMap to new Map(Object.entries(_clothes[$_slot]).sort((a, b) => a[0].localeCompare(b[0])))>> <<set $_var to `$characterViewer.clothesEquipped.${$_slot}`>> <<listbox $_var autoselect>> <<optionsfrom _clothingMap>> <</listbox>> <br> <div @id="'controls-clothes-colour-' + $_slot"> <<characterViewerModelClothesControlsColour $_slot>> </div> <<if ["over_upper","over_lower","upper","lower","under_upper","under_lower","genitals"].includes($_slot) and $characterViewer.clothesEquipped[$_slot] isnot 0>> <br> Integrity: <<listbox `"$characterViewer.clothesIntegrity." + $_slot` autoselect>> <<option "full">> <<option "frayed">> <<option "torn">> <<option "tattered">> <</listbox>> <</if>> <br><br> <</for>> <<run $(() => { function setupListener(slot = "") { let classId = '#listbox-characterviewerclothesequipped' + slot.replace(/_/g, "-"); $(classId).on('input change', e => { const slot = e.target.id.split("equipped")[1].replace(/-/g, "_"); const index = e.target.value; wikifier(`<<replace "#controls-clothes-colour-${slot}">><<characterViewerModelClothesControlsColour "${slot}">><</replace>>`); $(`#controls-clothes-colour-${slot} select`).on('input change', e => wikifier('<<clothesTestingImageUpdate>>')); }); } ["upper","lower","under_upper","under_lower","head","face","neck","hands", "handheld","legs","feet","genitals"].forEach(slot => setupListener(slot)); })>> <</widget>> <<widget "characterViewerModelClothesControlsColour">> <<if _args[0]>> <<set $_item to setup.clothes[_args[0]][$characterViewer.clothesEquipped[_args[0]] or 0]>> <<set $_options1 to ["Range", "Inversed Range"].concat($_item.colour_options or [])>> <<set $_options2 to ["Range", "Inversed Range"].concat($_item.accessory_colour_options or [])>> <<if $_item.colour_options.length gt 0>> Primary: <<set $_var to `$characterViewer.colours.${_args[0]}[0]`>> <<run $_options1.delete("custom")>> <<listbox $_var autoselect>> <<optionsfrom $_options1>> <</listbox>> <</if>> <<if $_item.accessory_colour_options.length gt 0>> <<if $_item.colour_options>>|<</if>> Secondary: <<set $_var2 to `$characterViewer.colours.${_args[0]}[1]`>> <<run $_options2.delete("custom")>> <<listbox $_var2 autoselect>> <<optionsfrom $_options2>> <</listbox>> <</if>> <<if $_item.pattern_options>> <<if $_item.colour_options.length gt 0 || $_item.accessory_colour_options.length gt 0>><br><</if>> <<set $_options3 to ["Range", "Inversed Range"].concat($_item.pattern_options or [])>> Pattern: <<set $_var3 to `$characterViewer.patterns.${_args[0]}[1]`>> <<listbox $_var3 autoselect>> <<optionsfrom $_options3>> <</listbox>> <</if>> <</if>> <</widget>> <<widget "characterViewerModelClothes">> <<set $_instanceId to _args[0]>> <<set $_slot to _args[1]>> <<set $_item to setup.clothes[$_slot][$characterViewer.clothesEquipped[$_slot]]>> <<if $_item and $characterViewer.clothesEquipped[$_slot] isnot 0 and $_item.name isnot "naked">> <<set _modeloptions.worn[$_slot].index to $characterViewer.clothesEquipped[$_slot]>> <<if ["over_upper","over_lower","upper","lower","under_upper","under_lower","genitals"].includes($_slot)>> <<set _modeloptions.worn[$_slot].integrity to $characterViewer.clothesIntegrity[$_slot]>> <</if>> <<set $_colours to $_item.colour_options>> <<run $_colours.delete("custom")>> <<set $_acc_colours to $_item.accessory_colour_options>> <<run $_acc_colours.delete("custom")>> <<set $_patterns to $_item.pattern_options || []>> <<if !Array.isArray($_colours) or $_colours.length is 0>> <<set _modeloptions.worn[$_slot].colour to "">> <<elseif $characterViewer.colours[$_slot][0] is "Range">> <<set _modeloptions.worn[$_slot].colour to $_colours[Math.clamp($_instanceId,0,$_colours.length - 1)]>> <<elseif $characterViewer.colours[$_slot][0] is "Inversed Range">> <<set _modeloptions.worn[$_slot].colour to $_colours[Math.clamp($_colours.length - $_instanceId - 1,0,$_colours.length - 1)]>> <<else>> <<set _modeloptions.worn[$_slot].colour to $characterViewer.colours[$_slot][0]>> <</if>> <<if !Array.isArray($_acc_colours) or $_acc_colours.length is 0>> <<set _modeloptions.worn[$_slot].accColour to "">> <<elseif $characterViewer.colours[$_slot][1] is "Range">> <<set _modeloptions.worn[$_slot].accColour to $_acc_colours[Math.clamp($_instanceId,0,$_acc_colours.length - 1)]>> <<elseif $characterViewer.colours[$_slot][1] is "Inversed Range">> <<set _modeloptions.worn[$_slot].accColour to $_acc_colours[Math.clamp($_acc_colours.length - $_instanceId - 1,0,$_acc_colours.length - 1)]>> <<else>> <<set _modeloptions.worn[$_slot].accColour to $characterViewer.colours[$_slot][1]>> <</if>> <<if !Array.isArray($_patterns) or $_patterns.length is 0>> <<set _modeloptions.worn[$_slot].pattern to "">> <<elseif $characterViewer.patterns[$_slot][1] is "Range">> <<set _modeloptions.worn[$_slot].pattern to $_patterns[Math.clamp($_instanceId,0,$_patterns.length - 1)]>> <<elseif $characterViewer.patterns[$_slot][1] is "Inversed Range">> <<set _modeloptions.worn[$_slot].pattern to $_patterns[Math.clamp($_patterns.length - $_instanceId - 1,0,$_patterns.length - 1)]>> <<else>> <<set _modeloptions.worn[$_slot].pattern to $characterViewer.patterns[$_slot][1]>> <</if>> <<else>> <<set _modeloptions.worn[$_slot].index to 0>> <<set _modeloptions.worn[$_slot].colour to "">> <<set _modeloptions.worn[$_slot].accColour to "">> <<set _modeloptions.worn[$_slot].pattern to "">> <</if>> <</widget>> <<widget "characterViewerModelExportControls">> <h4>Export/Settings</h4> <span class="gold">Character Setup</span> <br> <<listbox "$characterViewer.controls.charactersToShow" autoselect>> <<option "Single" 1>> <<option "Wiki" 11>> <</listbox>> <br><br> <span class="gold">Animations</span> <br> <label>Enable <<radiobutton "$characterViewer.controls.animations" true autocheck>></label> | <label>Disable <<radiobutton "$characterViewer.controls.animations" false autocheck>></label> | <br><br> <span class="gold">Expand the space for character images</span> <br> <<link "Expand Temp">> <<addclass "#passages" "debugPassages">> <</link>> | <<link "Expand">> <<set $characterViewer.controls.expand to true>> <<addclass "#passages" "debugPassages">> <</link>> | <<link "Set Default">> <<set $characterViewer.controls.expand to false>> <<removeclass "#passages" "debugPassages">> <</link>> <br><br> <span class="gold">Auto Refresh</span> <small class="red">May be laggy on slower devices</small> <br> <<if $characterViewer.controls.autoRefresh>> <<link [[Disable|$passage]]>> <<set $characterViewer.controls.autoRefresh to false>> <</link>> <<else>> <<link [[Enable|$passage]]>> <<set $characterViewer.controls.autoRefresh to true>> <</link>> <</if>> <br><br> <span class="gold">Export/Import</span> <br> <textarea id="characterViewerDataInput" rows="4" cols="40" onClick="if(V.disableAutoSelect == false)this.select();" onfocus="V.tempDisable = true;" onblur="V.tempDisable = false;"></textarea> <br> <input type="button" value="Clear Text Box" onclick="clearTextBox('characterViewerDataInput')"/> <input type="button" value="Top of Text Box" onclick="topTextArea('characterViewerDataInput')"/> <input type="button" value="Bottom of Text Box" onclick="bottomTextArea('characterViewerDataInput')"/> <input type="button" value="Get Character Data" onclick="getCharacterViewerDate()"/> <input type="button" value="Load Character Data" onclick="loadCharacterViewerDate()"/> <input id="CopyTextArea" type="button" value="Copy Text Area" onclick="copySavedata('characterViewerDataInput')"> <br><br> <label> <<checkbox "$disableAutoSelect" false true autocheck>> Disables auto select. </label> <</widget>><!-- Any widget with the goal to bug-purge events goes here. Since I didn't find an appropriate file to put this in, I decided to make my own. Feel free to delete this comment at leisure. --> <<widget "checkEventNPC">> <<if (EventSystem.isSlotTaken(_args[0]) and !EventSystem.Disable) or $enemynomax gte 6 or $enemyno gte 6>> <<set $endeventerror to $lastgenerated>> <<clearsinglenpc _args[0]>> <!-- <<endevent phaseless>> --> <</if>> <<set $lastgenerated to $passage>> <</widget>> <<widget "eventExtraInfo">> <!-- Setup useful variables --> <<set $_passages = V.event is undefined ? [] : V.event.buffer.reduce((prev, cur) => { prev.pushUnique(cur.area[0]); return prev; }, []) >> <h3>Area information</h3> <br> Passage: $_passages <br> <<if _eventAlertMajorArea is true>> <span class="red">You are in a major area, which means an NPC escaped!</span> <<if $cheatsEnabled is true>> Ignore this message if you've just used a cheat. Otherwise, <span class="red">please report this!</span> <<else>> <span class="red">Please report this!</span> <</if>> <<set _eventreason to true>> <<elseif !_eventAlertMajorArea>> <span class="green">This NPC was defined in this passage</span> <<set _eventreason to true>> <<else>> <<if $passage.includes("Street Stalk")>> <span class="green">You are being stalked. Usually this means everything is in order.</span> <<set _eventreason to true>> <</if>> <<if $event isnot undefined>> <<if $_passages.includes($passage)>> <span class="green">You are in a passage where NPCs were generated.</span> <<set _eventreason to true>> <<elseif $passage.includes($_passages)>> <span class="green">You are in a subpassage from where NPCs were generated. Usually this means they are still in use.</span> <<set _eventreason to true>> <</if>> <<else>> <span class="yellow">You are not in an event.</span> <</if>> <</if>> <<if !_eventreason>> <span class="yellow">NPCs were generated at some point and may not be cleared. They could still be in use. If you feel like they shouldn't be active, please report this. If you're unsure whether or not to report this, go to a major area (i.e a street/alleyway/outside) and check this again.</span> <</if>> <br><br> <h3>NPC information</h3> <br> $enemyno NPC<<if $enemyno gt 1>>s are<<else>> is<</if>> currently active. Max: $enemynomax. Them being:<br><br> <div class="debug-event-container"> <<for $_i to 0; $_i lt $NPCList.length; $_i++>> <<set $_npc to $NPCList[$_i]>> <<set $_eventNPC to EventSystem.get($_i)>> <<if $_npc.type isnot undefined and $_eventNPC isnot undefined>> <<set $_time to new DateTime($_eventNPC.time + V.startDate)>> <div class="debug-event-item debug-event-success"> ID: $_i | $_npc.fullDescription<br> Sex: $_npc.gender | Gender: $_npc.pronouns.man<br> Description: $_npc.description<<if $_npc.role>> | Role: $_npc.role<</if>><br> Source: <<print $_eventNPC.area[0]>>, at: <<ampm $_time.getHours() $_time.getMinutes()>>.<br> </div> <<else>> <div class="debug-event-item debug-event-empty"> NPC #: $_i </div> <</if>> <</for>> </div> <<if $event isnot undefined>> <br>Extra debugging:<br> <<for $_i to 0; $_i lt $event.buffer.length; $_i++>> <<set $_eventNPC to $event.buffer[$_i]>> <<set $_time to new DateTime($_eventNPC.time + V.startDate)>> <<print ($NPCList[$_eventNPC.slot] || {}).fullDescription || "No description.">><br> Defined in passage <<print $_eventNPC.area[0]>>, at <<ampm $_time.getHours() $_time.getMinutes()>>.<br> <<if $_eventNPC.area.length gt 1>> Widget Stack: <<set $_widgetStack to $_eventNPC.area.slice(1)>> <<for $_iStack = 0; $_iStack lt $_widgetStack.length; $_iStack++>> <<print "<<$_widgetStack[$_iStack]>>">><<if $_iStack isnot $_widgetStack.length - 1>>, <</if>> <</for>> <br> <</if>> <!-- Check other event NPCs for linked passages --> <<for $_j to 0; $_j lt $event.buffer.length; $_j++>> <<set $_eventNPC2 to $event.buffer[$_j]>> <<if $_i isnot $_j and $_eventNPC.area[0] is $_eventNPC2.area[0]>> <<if _eventnumberinpassage is undefined>> <<set _eventnumberinpassage to 0>> <</if>> <<set _eventnumberinpassage += 1>> <</if>> <</for>> <!-- Check other event NPCs for linked passages --> <<if _eventnumberinpassage isnot undefined>> <<print _eventnumberinpassage>> other NPC<<if _eventnumberinpassage isnot 1>>s<</if>> have also been defined in passage <<print $_eventNPC.area[0]>>.<br> <<unset _eventnumberinpassage>> <</if>> Set in slot <<print $_eventNPC.slot>> of $$NPCList.<br> <<for $_j to 0; $_j lt $event.buffer.length; $_j++>> <<if $_i isnot $_j and $_eventNPC.slot is $_eventNPC.slot[$_j]>> <span class="red">This NPC has been overwritten or overwrote another one in slot <<print $event.slot[$_eventNPC.slot]>>!</span><br> <<break>> <</if>> <</for>> <br> <</for>> Phase: $phase <</if>> <</widget>> <!-- <<widget "eventAlert">> <<if $event[0] is $passage>> <span class="green" style="text-align: center">Event Active</span> <<if $debug is 1>> <<set _eventAlertMajorArea to false>> <span class="rainbow"><<button "More Event Info">> <<overlayReplace "eventExtraInfo">> <</button>></span> <</if>> <<elseif ["Orphanage", "Bedroom", "Barb Street", "Cliff Street", "Connudatus Street", "Danube Street", "Domus Street", "Elk Street", "Harvest Street", "High Street", "Mer Street", "Nightingale Street", "Oxford Street", "Starfish Street", "Wolf Street", "Residential Alleyways", "Commercial Alleyways", "Industrial Alleyways", "Park", "Hallways", "Brothel", "Strip Club", "Beach", "Ocean Breeze", "Docks Work", "Residential Drain", "Commercial Drain", "Industrial Drain", "Forest", "Farmland", "Livestock Field", "Forest Wolf Cave", "Wolf Cave", "Wolf Cave Clearing", "Asylum", "Asylum Cell", "Underground Cell"].includes($passage)>> <span class="red" style="text-align: center">Event Active</span> <<set _eventAlertMajorArea to true>> <span class="rainbow"><<button "More Event Info">> <<overlayReplace "eventExtraInfo">> <</button>></span> <<elseif ["Forest Cabin", "Eden Cabin", "Eden Clearing"].includes($event[0]) and $event.length is 1>> <span class="green" style="text-align: center">Eden Active</span> <<else>> <span class="yellow" style="text-align: center">Event Active</span> <span class="rainbow"><<button "More Event Info">> <<overlayReplace "eventExtraInfo">> <</button>></span> <</if>> <</widget>> --><<widget "debug">> <<button DEBUG>> <<script>>overlayShowHide('debugOverlay')<</script>> <</button>> <<if $debugMenu is undefined>> <<set $debugMenu to [false, 'debugMain', ""]>> <</if>> <<if $debugMenu[2] is undefined>> <<set $debugMenu[2] = "">> <</if>> <<if $debug_favourite == undefined>> <<set $debug_favourite = []>> <</if>> <<if setup.debugMenu.cacheDebugDiv["debugOverlay"] == undefined or setup.debugMenu.cacheDebugDiv["debugOverlay"] == {}>> <<if $debugMenu == []>> <<set $debugMenu = [false, "debugMain", ""]>> <</if>> <<replace "#debugOverlay">><<debugContents>><</replace>> <<if $debugMenu[0] is true>> <<removeclass "#debugOverlay" "hidden">> <<else>> <<addclass "#debugOverlay" "hidden">> <</if>> <<else>> <<saveLoadCache "load">> <<if $debugMenu[2] != "" and $debugMenu[2] != undefined>> <<run window.researchEvents($debugMenu[2])>> <</if>> <</if>> <<run window.checkEventCondition()>> <</widget>> <<widget "debugContents">> <<set _selected = $debugMenu[1]>> <nav class="overlayMenu"> <ul> <li><input id="debugOverlayButton" type="button" class="close" style="width:45px;height: 35px;" value="⮨" onclick="overlayShowHide('debugOverlay', 'close')"/></li> <li><input id="debugMainButton" @class="'bg-color-debug-unselected '+(_selected == 'debugMain' ? 'bg-color-debug-selected' : '')" type="button" value="Main" style="width: 60px;" onclick="overlayMenu('debugMain', 'debug')"/></li> <li><input id="debugCharacterButton" @class="'bg-color-debug-unselected '+(_selected == 'debugCharacter' ? 'bg-color-debug-selected' : '')" type="button" value="Character" onclick="overlayMenu('debugCharacter', 'debug')"/></li> <li><input id="debugEventsButton" @class="'bg-color-debug-unselected '+(_selected == 'debugEvents' ? 'bg-color-debug-selected' : '')" type="button" value="Events" style="width: 65px;" onclick="overlayMenu('debugEvents', 'debug')"/></li> <li><input id="debugFavouritesButton" @class="'bg-color-debug-unselected '+(_selected == 'debugFavourites' ? 'bg-color-debug-selected' : '')" type="button" value="Favourites" onclick="overlayMenu('debugFavourites', 'debug')"/></li> <li><input id="debugAddButton" @class="'bg-color-debug-unselected '+(_selected == 'debugAdd' ? 'bg-color-debug-selected' : '')" style="width: 20px; padding-left: 0.259em;" type="button" value="+" onclick="overlayMenu('debugAdd', 'debug')"/></li> </ul> <div class="header-content-search-content" id="formChangeColor" style=""> <input name="searchEvents" id="searchEvents" placeholder="Filtering..." onfocusout="window.changeBorderColor()" onfocus="window.changeBorderColor()" oninput="window.researchEvents(null,event)"> </div> </nav> <<if $debugMenu[1] is "debugMain">> <div id="debugMain" class="overlayItem"> <h3>Main</h3> <<debugMain>> <br> </div> <<else>> <div id="debugMain" class="overlayItem hidden"> <h3>Main</h3> <<debugMain>> <br> </div> <</if>> <<if $debugMenu[1] is "debugCharacter">> <div id="debugCharacter" class="overlayItem"> <h3>Character</h3> <<debugCharacter>> <br> </div> <<else>> <div id="debugCharacter" class="overlayItem hidden"> <h3>Character</h3> <<debugCharacter>> <br> </div> <</if>> <<if $debugMenu[1] is "debugEvents">> <div id="debugEvents" class="overlayItem" onload="restoreDebugMenuState"> <h3>Events</h3> <<debugEvents>> <br> </div> <<else>> <div id="debugEvents" class="overlayItem hidden" onload="restoreDebugMenuState"> <h3>Events</h3> <<debugEvents>> <br> </div> <</if>> <<if $debugMenu[1] is "debugFavourites">> <div id="debugFavourites" class="overlayItem" onload="restoreDebugMenuState"> <h3>Favourites</h3> <<debugFavourites>> <br> </div> <<else>> <div id="debugFavourites" class="overlayItem hidden" onload="restoreDebugMenuState"> <h3>Favourites</h3> <<debugFavourites>> <br> </div> <</if>> <<if $debugMenu[1] is "debugAdd">> <div id="debugAdd" class="overlayItem" onload="restoreDebugMenuState"> <h3>Add passages to the Menu</h3> <<debugAdd>> <br> <br> </div> <<else>> <div id="debugAdd" class="overlayItem hidden" onload="restoreDebugMenuState"> <h3>Add passages to the Menu</h3> <<debugAdd>> <br> </div> <</if>> <<if $debugMenu[2] != "" and $debugMenu[2] != undefined>> <<run window.researchEvents($debugMenu[2])>> <</if>> <<saveLoadCache "save">> <</widget>> <<widget "debugMain">> <br> <div id="MainDebugInfo"> Allure: <<print $allure>> <br> Rng: <<print $rng>> <br> Passage: <<print $passage>> <br> </div> <input type="button" id="backwords" value="Back" onclick="SugarCube.State.backward()"/> <br> <div id='debugEventsMain'> <<debugGenerateDivs "Main">> </div> <</widget>> <<widget "debugCharacter">> <div id='debugEventsCharacter'> <<debugGenerateDivs "Character">> </div> <</widget>> <<widget "debugEvents">> <div id='debugEventsEvents'> <<debugGenerateDivs "Events">> </div> <</widget>> <<widget "debugFavourites">> <<if _args[0] == "replace">> <<replace "#debugEventsFavourites">> <<debugGenerateDivs "Favourites">> <</replace>> <<else>> <div id='debugEventsFavourites'> <<debugGenerateDivs "Favourites">> </div> <</if>> <</widget>> <<widget "debugAdd">> <div id='debugEventsAdd'> <<debugGenerateDivs "Add">> </div> <</widget>> <<widget "debugGenerateDivs">> <<if ndef _event_list>> <<set _event_list to window.returnEventList()>> <</if>> <<if _event_list["Favourites"] == undefined>> <<set _event_list["Favourites"] = $debug_favourite>> <</if>> <<if _args[0] != "Add">> <<for _index = 0; _index < _event_list[_args[0]].length; _index++>> <<if _event_list[_args[0]][_index].text_only != undefined>> <<for _c = 0; _event_list[_args[0]][_index].text_only[_c] == '\n'; _c++>><br name="#"><</for>> <<if _c < _event_list[_args[0]][_index].text_only.length>> <div name="#" @id="_args[0]+'-'+_index"> <<print _event_list[_args[0]][_index].text_only>> </div> <<for _c = _event_list[_args[0]][_index].text_only.length - 1; _event_list[_args[0]][_index].text_only[_c] == '\n'; _c-->><br name="#"><</for>> <</if>> <<else>> <<run window.getNameAndPassage(_args[0], T.index)>> <<capture _args[0] _index _link_name _link_passage>> <<set _onclickTemp = "window.debugCreateLinkAndRedirect("+"'"+_args[0]+"'"+","+_index+","+"'"+_args[0]+"-"+_index+"'"+");">> <div @name="_link_name" @id="_args[0]+'-'+_index"> <a tabindex="0" @onclick="_onclickTemp">_link_name</a> <<run window.addFavouriteIcon(_args[0], _index, _args[0]+'-'+_index)>> </div> <<run window.addonClickDivPassage(_args[0], _index, _args[0]+'-'+_index)>> <</capture>> <</if>> <</for>> <<else>> <<run window.addDebugForm()>> <</if>> <</widget>> <<widget "saveLoadCache">> <<if _args[0] == "save">> <<run window.cacheDebugDiv()>> <<else>> <<run $(document).one(':passageend', (ev) => window.loadCachedDebugDiv())>> <</if>> <</widget>> <<widget "resetDebugLinks">> <<link _link_name _link_passage>> <<run window.runWidgetsInsideLink(_args[0], _index)>> <</link>> <</widget>><<if !$scenesSearch>> <<set $scenesSearch to { numberOfItems: 12, hideLocked: false, text: "", }>> <</if>> <h3>Scene Viewer</h3> <<scenes>> <<scenesSearch>> <<scenesViewerCalc>> <div id="scenesViewer"> <<scenesViewer>> </div> <div id="scenesViewerControls"> <<scenesViewerControls>> </div> <<if $debug is 1>> <!--<br> <<saveCompareTool>>--> <br> <<link [[Reset|$passage]]>><<unset $scenes>><<unset _scenes>><</link>> <</if>> <<if $lastPassage>> <br> <<link [[Exit|$lastPassage]]>><<unset $scenes>><<unset $lastPassage>><</link>> <</if>>End of '<<print $replayScene.name>>' scene. <br><br> <<unset $replayScene>> <<unfreezePlayerStats>> <<endevent>> <<link [[Exit scene|Scene Viewer]]>><</link>><<switch $sceneViewSwitch>> <<case "halloweenwhitney">><<halloweenwhitney>> <<case "halloweenkylar">><<halloweenkylar>> <<case "AlexFarmWorkStage3">><<farmVisitor>> <<case "AlexFarmWorkStage4">><<farmStage4>> <<case "AlexFarmWorkStage5">><<farmStage5>> <<case "AlexFarmWorkStage6">><<farmStage6>> <<case "AlexFarmWorkStage7">><<farmStage7>> <<case "AlexFarmWorkStage8">><<farmStage8>> <<case "AlexFarmWorkStage9">><<farmStage9>> <<case "AlexFarmWorkStage10">><<farmStage10>> <<case "AlexFarmWorkStage11">><<farmStage11>> <<case "AlexFarmWorkStage12">><<farmStage12>> <<case "schoolBully">><<schoolbully>> <<case "schoolBullyPantyCheck">><<WhitneyPantyCheck>> <<case "whitneyShoppingCentre">><<whitneyShoppingCentre>> <<case "prison_spire_options">><<prison_spire_options>> <<default>> Error occurred in scene viewer. <<print $replayScene.name>>. Please report. <br><br> <<set _exitpassage to clone($replayScene.exitpassage)>> <<unset $replayScene>> <<unfreezePlayerStats>> <<link [[Back|_exitpassage]]>> <</link>> <</switch>> <<unset $sceneViewSwitch>><<widget "setupReplayScene">> /*In case the object isn't setup correctly*/ <<set _passages to ["Scene Viewer End"]>> <<if Array.isArray(_args[2])>> <<set _passages to _args[2]>> <</if>> <<set _variablesToRestore to []>> <<freezePlayerStats>> <<set $replayScene to { name: _args[0], startPassage: (_args[1] ? _args[1] : _passages[0]), passages: _passages, exitpassage: $passage }>> <</widget>> /*Scenes when player viewing can't be tracked*/ <<widget "seenPassage">> <<if $scenePassages is undefined>> <<set $scenePassages to []>> <</if>> <<run $scenePassages.pushUnique(_args[0] || $passage)>> <</widget>> /*Scenes when player viewing can be tracked*/ <<widget "seenPassageChecks">> <<set $_robin to statusCheck("Robin")>> <<if $scenePassages is undefined>> <<set $scenePassages to []>> <</if>> <<if C.npc.Avery.init is 1>> <<run $scenePassages.pushUnique("Park Lichen")>> <</if>> <<if $_robin.init is 1>> <<run $scenePassages.pushUnique("Robin Intro")>> <</if>> <<if $bun_value gte 15000>> <<run $scenePassages.pushUnique("Photography Chef")>> <<run $scenePassages.pushUnique("Chef Opening")>> <</if>> <<if $adultshopintro or $adultshopunlocked>> <<run $scenePassages.pushUnique("AdultShopIntro")>> <</if>> <<if $adultshopunlocked>> <<run $scenePassages.pushUnique("AdultShopOpening")>> <</if>> <<if $schoolevent gte 1>> <<run $scenePassages.pushUnique("Penis School Inspection")>> <</if>> <<if $schoolevent gte 2>> <<run $scenePassages.pushUnique("Pussy School Inspection")>> <</if>> <<if $schoolevent gte 3>> <<run $scenePassages.pushUnique("Breast School Inspection")>> <</if>> <<if $halloween_whitney_proposed>> <<run $scenePassages.pushUnique("halloweenwhitney")>> <</if>> <<if $halloween_kylar_proposed>> <<run $scenePassages.pushUnique("halloweenkylar")>> <</if>> <!-- Intentional breakless design for this switch. Example: If $farm_stage is 4, it will run cases 4, 3 and 2. --> <<run switch (Math.clamp($farm_stage, 0, 12)) { case 12: $scenePassages.pushUnique("AlexFarmWorkStage12"); case 11: $scenePassages.pushUnique("AlexFarmWorkStage11"); case 10: $scenePassages.pushUnique("AlexFarmWorkStage10"); case 9: $scenePassages.pushUnique("AlexFarmWorkStage9"); case 8: $scenePassages.pushUnique("AlexFarmWorkStage8"); case 7: $scenePassages.pushUnique("AlexFarmWorkStage7"); case 6: $scenePassages.pushUnique("AlexFarmWorkStage6"); case 5: $scenePassages.pushUnique("AlexFarmWorkStage5"); case 4: $scenePassages.pushUnique("AlexFarmWorkStage4"); case 3: $scenePassages.pushUnique("AlexFarmWorkStage3"); case 2: $scenePassages.pushUnique("AlexFarmIntro"); } >> <<if $farm and $farm.milking and $farm.milking.alexNightEvent>> <<run $scenePassages.pushUnique("AlexFarmSelfMilkingCaught")>> <</if>> <<if $bullyevent gt 0>> <<run $scenePassages.pushUnique("WhitneySchoolBully1")>> <</if>> <<if $bullyevent gt 1>> <<run $scenePassages.pushUnique("WhitneySchoolBully2")>> <</if>> <<if $bullyevent gt 2>> <<run $scenePassages.pushUnique("WhitneySchoolBully3")>> <</if>> <<if $bullyevent gt 3>> <<run $scenePassages.pushUnique("WhitneySchoolBully4")>> <</if>> <<if $whitneypantiescheck>> <<run $scenePassages.pushUnique("WhitneySchoolBullyPanty")>> <</if>> <<if $whitneyskirtcheck>> <<run $scenePassages.pushUnique("WhitneySchoolBullySkirt")>> <</if>> <<if $bullyEventShopping isnot undefined>> <<run $scenePassages.pushUnique("WhitneyShopping")>> <<if $bullyEventShopping gt 1 or $whitneyCrossdressSchool gte 0 or $whitneyCrossdressNormalItems gte 0 or $whitneyCrossdressSwimwear gte 0 or $whitneyCrossdressSleepwear gte 0>> <<run $scenePassages.pushUnique("Whitney Shopping Centre Clothes")>> <</if>> <<if $whitneyCrossdressMakeup gte 0>> <<run $scenePassages.pushUnique("Whitney Shopping Centre Cosmetics")>> <</if>> <</if>> <<if $whitneyCrossdressSwimwear gte 1>> <<run $scenePassages.pushUnique("WhitneyCrossdressSwimming")>> <</if>> <<if $loft_whitney>> <<run $scenePassages.pushUnique("WhitneyOrphanageLoft")>> <</if>> <!-- Intentional breakless design for this switch. Example: If $_robin.cdquest is 3, it will run cases 3, 2 and 1. --> <<run switch (Math.clamp($_robin.cdquest, 0, 6)) { case 6: $scenePassages.pushUnique("RobinCrossdressing6", "RobinCrossdressing6I"); case 5: $scenePassages.pushUnique("RobinCrossdressing5"); case 4: $scenePassages.pushUnique("RobinCrossdressing4"); case 3: $scenePassages.pushUnique("RobinCrossdressing3"); case 2: $scenePassages.pushUnique("RobinCrossdressing2"); case 1: $scenePassages.pushUnique("RobinCrossdressing1"); } >> <<if $robinfirstrentfight is 1>> <<run $scenePassages.pushUnique("RentFirstRobinFight")>> <</if>> <<if $robinPunishments.includes("docks")>> <<run $scenePassages.pushUnique("RobinDocks")>> <</if>> <<if $robinPunishments.includes("landfill")>> <<run $scenePassages.pushUnique("RobinLandfill")>> <</if>> <<if $robinPunishments.includes("pillory")>> <<run $scenePassages.pushUnique("RobinPillory")>> <</if>> <<if $kylarSeen.includes("basement")>> <<run $scenePassages.pushUnique("KylarBasement")>> <</if>> <<if $syndromekylar is 1>> <<run $scenePassages.pushUnique("KylarAbduction")>> <</if>> <<if $kylar_sleep_abduction is 1>> <<set $scenePassages.pushUnique("KylarManorSleep")>> <</if>> <!-- Intentional breakless design for this switch. Example: If $kylar_manor_secret is 2, it will run cases 2 and 1. --> <<run switch (Math.clamp($kylar_manor_secret, 0, 3)) { case 3: $scenePassages.pushUnique("KylarMonstranceAccost"); case 2: $scenePassages.pushUnique("KylarMonstranceAsk"); case 1: $scenePassages.pushUnique("KylarManorSecret"); } >> <<if $syndromeeden>> <<set $scenePassages.pushUnique("EdenIntro")>> <</if>> <<if $edenradiointro gte 2>> <<set $scenePassages.pushUnique("EdenRadioIntro")>> <</if>> <<if $wraithPrison and $wraithPrison.vision>> <<set $scenePassages.pushUnique("Schism")>> <</if>> <<if $christmas_wraith>> <<set $scenePassages.pushUnique("Christmas Mirror")>> <</if>> <<if $temple_rank is "monk" or $temple_rank is "priest">> <<set $scenePassages.pushUnique("TempleVigil")>> <</if>> <<if $templePromised is "Sydney">> <<set $scenePassages.pushUnique("TempleSydneyPureRitual")>> <</if>> <<if $sydneySeen>> <<if $sydneySeen.includes("corruptroom")>> <<set $scenePassages.pushUnique("TempleSydneyCorrupt")>> <</if>> <<if $sydneySeen.includes("punishment")>> <<set $scenePassages.pushUnique("TempleSydneyPunish")>> <</if>> <</if>> <<if $temple_confessor_intro>> <<set $scenePassages.pushUnique("TempleConfessorIntro")>> <</if>> <<if $spear_vessel>> <<set $scenePassages.pushUnique("IslandCastle")>> <</if>> <<if $christmas_book_read gte 3>> <<set $scenePassages.pushUnique("Pinch")>> <</if>> <<if $janet_book_read is 1>> <<set $scenePassages.pushUnique("RaulAndJanet")>> <</if>> <<if $nightmaresSeen>> <<if $nightmaresSeen.includes("eden")>> <<set $scenePassages.pushUnique("NightmareEden")>> <</if>> <<if $nightmaresSeen.includes("wraith")>> <<set $scenePassages.pushUnique("NightmareWraith")>> <</if>> <<if $nightmaresSeen.includes("bird")>> <<set $scenePassages.pushUnique("NightmareBird")>> <</if>> <<if $nightmaresSeen.includes("harper")>> <<set $scenePassages.pushUnique("NightmareHarper")>> <</if>> <<if $nightmaresSeen.includes("sydneyCorrupt")>> <<set $scenePassages.pushUnique("NightmareCorruptSydney")>> <</if>> <<if $nightmaresSeen.includes("Alex")>> <<set $scenePassages.pushUnique("NightmareAlex")>> <</if>> <<if $nightmaresSeen.includes("witch")>> <<set $scenePassages.pushUnique("NightmareWitch")>> <</if>> <<if $nightmaresSeen.includes("gwylan")>> <<set $scenePassages.pushUnique("NightmareGwylan")>> <</if>> <<if $nightmaresSeen.includes("office")>> <<set $scenePassages.pushUnique("NightmareOffice")>> <</if>> <</if>> <<if $harper_appointments.hypnosis gte 1>> <<set $scenePassages.pushUnique("HarperHypnosisIntro")>> <</if>> <<if $harper_appointments.hypnosis gte 2>> <<set $scenePassages.pushUnique("HarperHypnosisTrance1")>> <</if>> <<if $harper_appointments.hypnosis gte 3>> <<set $scenePassages.pushUnique("HarperHypnosisTrance2")>> <</if>> <<if $harper_appointments.hypnosis gte 4>> <<set $scenePassages.pushUnique("HarperHypnosisTrance3")>> <</if>> <<if $harper_appointments.hypnosis gte 5>> <<set $scenePassages.pushUnique("HarperHypnosisTrance4")>> <</if>> <<if $harper_appointments.exam gte 1>> <<set $scenePassages.pushUnique("HarperHypnosisExam1")>> <</if>> <<if $harper_appointments.exam gte 2>> <<set $scenePassages.pushUnique("HarperHypnosisExam2")>> <</if>> <<if $harper_appointments.exam gte 3>> <<set $scenePassages.pushUnique("HarperHypnosisExam3")>> <</if>> <<if $harper_appointments.dog gte 1>> <<set $scenePassages.pushUnique("HarperDogIntro")>> <</if>> <<if $harper_appointments.dog gte 2>> <<set $scenePassages.pushUnique("HarperDog1")>> <</if>> <<if $harper_appointments.dog gte 3>> <<set $scenePassages.pushUnique("HarperDog2")>> <</if>> <<if $harper_appointments.dog gte 4>> <<set $scenePassages.pushUnique("HarperDog3")>> <</if>> <<if $harper_appointments.dog gte 5>> <<set $scenePassages.pushUnique("HarperDog4")>> <</if>> <<if $hookah_plot gte 1>> <<set $scenePassages.pushUnique("TentacleForestDoor")>> <</if>> <<if $hookah_plot gte 3>> <<set $scenePassages.pushUnique("TownHallComputer")>> <</if>> <<if $syndromewolves>> <<set $scenePassages.pushUnique("BlackWolfIntro")>> <</if>> <<if $pound?.progress gte 5>> <<set $scenePassages.pushUnique("FreeTheBlackDog")>> <</if>> <<if $mickeyPub gte 2>> <<set $scenePassages.pushUnique("OrphanageHacker")>> <</if>> <<if $pubfame and $pubfame.status>> <<set $scenePassages.pushUnique("PubFameIntro")>> <</if>> <<if $per_npc.anxious_guard?.name_known>> <<set $scenePassages.pushUnique("PrisonSpirePrecipice")>> <</if>> <<if $per_npc.veteran_guard?.name_known>> <<set $scenePassages.pushUnique("PrisonYardLocket")>> <</if>> <<if $per_npc.scarred_inmate?.name_known>> <<set $scenePassages.pushUnique("PrisonScarredInmate")>> <</if>> <</widget>> <<widget "scenes">> /*Be extra careful when adding new scenes, make sure that any variables that shouldn't be changed this way, are restored right after The widgets `<<freezePlayerStats>>` and `<<unfreezePlayerStats>>` can help here alongside `variablesToRestore` for more scene specific variables The variable $statFreeze to prevent other widgets from running Be aware that many objects will be restored for you, including player, worn, carried, wardrobe, sexStats, dateCount and named npc's */ <<if $scenePassages is undefined>> <<set $scenePassages to []>> <</if>> <<if $scenes is undefined>> <<seenPassageChecks>> <<set $scenes to { /*"placeHolder":{ name:"", startPassage:"", passages:["",""], manualVariableChanges:"", unlocked: $scenePassages.includes("startPassage"), lockedMessage: $someCheck ? "Optional locked message, remove line if not required" : "Locked" },*/ "Tutorial":{ name:"Tutorial", startPassage:"SV Tutorial", passages: ["SV Tutorial","Tutorial","Tutorial Finish","Tutorial Flirt","Tutorial Thank","Rent Intro","Tutorial Bailey","Garden Fence","Robin's Lemonade Set Tutorial","Robin's Lemonade Set Tutorial 2","Robin Chocolate Set Tutorial","Robin Chocolate Set Tutorial 2","Robin Walk School","Robin Walk School Tutorial"], manualVariableChanges: "<<set $tutorial to 0>><<set $debug to 0>>", unlocked: $scenePassages.includes("Tutorial"), lockedMessage: "Locked." /* Intention change */ }, "TheFarm":{ name:"The Farm", startPassage:"The Farm", passages: ["The Farm","The Farm Finish"], manualVariableChanges: "<<set $molestationstart to 1>>", unlocked: $scenePassages.includes("The Farm"), lockedMessage: "Locked." /* Intention change */ }, "AveryParkIntroduction":{ name:"Avery Park Introduction", startPassage:"Park Lichen", passages: ["Park Lichen","Park Lichen Climb","Park Lichen Help","Park Lichen Explain","Park Lichen Run","Park Lichen Honest","Park Lichen Evasive","Park Lichen Accept","Park Lichen Refuse","Park Lichen Smooch","Park Lichen Still","Park Lichen Move"], manualVariableChanges: "<<set C.npc.Avery.init to 0>>", unlocked: $scenePassages.includes("Park Lichen") }, "AveryHelicopter":{ name:"Avery Helicopter", startPassage:"SV Avery Helicopter", passages: ["SV Avery Helicopter","Avery Helicopter","Avery Helicopter Drink","Avery Helicopter Refuse","Avery Helicopter 2","Avery Helicopter Nod","Avery Helicopter Brush","Avery Helicopter Push","Avery Helicopter Sex","Avery Helicopter Sex End","Avery Helicopter Roll","Avery Helicopter Slap","Avery Helicopter Walk"], manualVariableChanges: "<<set $location to 'town'>>", unlocked: $scenePassages.includes("Avery Helicopter") }, "RobinIntro1":{ name:"Robin Intro 1", startPassage:"Orphanage", passages:[], manualVariableChanges:"<<set C.npc.Robin.init to 0>><<set Time.setTime(7, 0)>><<set $stress to 0>><<set $home_gone to 0>><<if $exposed gt 0>><<givestartclothing>><</if>>", unlocked: $scenePassages.includes("Robin Intro") }, "RobinIntro2":{ name:"Robin Intro 2", startPassage:"Shopping Centre", passages:[], manualVariableChanges:"<<set C.npc.Robin.init to 0>><<set Time.set(0)>><<set Time.setTime(18, 0)>><<set $stress to 0>><<if $exposed gt 0>><<givestartclothing>><</if>>", unlocked: $scenePassages.includes("Robin Intro") }, "RobinIntro3":{ name:"Robin Intro 3", startPassage:"Canteen", passages:[], manualVariableChanges:"<<set C.npc.Robin.init to 0>><<set $schoolstate to 'lunch'>><<set Time.setTime(12, 0)>><<set $stress to 0>><<if $exposed gt 0>><<givestartclothing>><</if>>", unlocked: $scenePassages.includes("Robin Intro") }, "ChefOpeningPhotograph":{ name:"Chef Opening Photograph", startPassage:"Photography Chef", passages:["Photography Chef","Photography Chef 2","Photography Chef 3","Photography Chef 4","Photography Chef 5","Photography Chef Tease","Photography Chef Wait","Photography Chef Cream","Photography Chef Leave","Photography Chef Milk","Photography Chef 6","Photography Chef Wait","Photography Chef Lewd Cream","Photography Chef Normal Cream","Photography Chef 7"], manualVariableChanges:"", unlocked: $scenePassages.includes("Photography Chef") }, "ChefOpeningCeremony":{ name:"Chef Opening Ceremony", startPassage:"Chef Opening", passages:["Chef Opening","Chef Opening 2","Chef Opening 3","Chef Opening Current","Chef Opening Gown","Chef Opening Tuxedo","Chef Opening 4","Chef Opening 5","Chef Opening Avery Accept","Chef Opening Avery Refuse","Chef Opening 6","Chef Opening Bailey Slap","Chef Opening Bailey Thank","Chef Opening Bailey Silent","Chef Opening 7","Chef Opening Smile","Chef Opening Funny","Chef Opening Refuse Photograph","Chef Opening 8","Chef Opening 9","Chef Opening 10","Chef Opening 11","Chef Opening Truth","Chef Opening Bailey","Chef Opening Sam","Chef Opening Self","Chef Opening Refuse","Chef Opening Local","Chef Opening Foreign","Chef Opening Staff","Chef Opening Enjoy","Chef Opening End","Chef Opening End 2"], manualVariableChanges:"", unlocked: $scenePassages.includes("Chef Opening") }, "AdultShopIntro":{ name:"Adult Shop Intro", startPassage:"SV Dilapidated Shop", passages:["SV Dilapidated Shop","Dilapidated Shop","Dilapidated Shop Intro","Dilapidated Help","Dilapidated Toy","Dilapidated Suggest","Dilapidated Let","Dilapidated Paint Suit Romance","Dilapidated Paint Watch Romance","Dilapidated Paint Look","Dilapidated Paint Watch","Dilapidated Paint Help","Dilapidated Paint Watch 2","Dilapidated End","Dilapidated Dildo","Dilapidated Dildo Refuse","Dilapidated Dildo Encourage","Dilapidated Dildo Work","Dilapidated Dildo Tease","Dilapidated Pretend","Dilapidated Beads","Dilapidated Beads Refuse","Dilapidated Beads Lick","Dilapidated Beads Lick Refuse","Dilapidated Beads Tease","Dilapidated Crop Fours","Dilapidated Crop Refuse","Dilapidated Crop Whack Hard","Dilapidated Crop Whack Soft","Dilapidated Crop Whack Refuse","Dilapidated Crop Tease","Dilapidated Crop Fours 2","Dilapidated Crop Fours End","Dilapidated Crop Fours Flirt","Dilapidated Crop Fours Cry","Dilapidated Crop Fours Work","Dilapidated Beads 2","Dilapidated Beads Refuse 2","Dilapidated Dildo Lick","Dilapidated Dildo Sydney Lick","Dilapidated Bye","Dilapidated Temple"], manualVariableChanges:"<<set $location to 'dilapidated_shop'>><<unset $adultshopintro>><<unset $adultshophelped>><<set $adultshopprogress to 0>><<set $sydney_location_override to 'shop'>><<run Time.setDate(Time.getNextWeekdayDate(6))>><<run Time.setTime(17,0)>>", unlocked: $scenePassages.includes("AdultShopIntro") }, "AdultShopOpening":{ name:"Adult Shop Opening", startPassage:"SV Adult Shop Opening", passages:["SV Adult Shop Opening","Adult Shop Opening","Adult Shop Opening 2","Adult Shop Opening Refuse","Adult Shop Opening Refuse 2","Adult Shop Opening Refuse 3","Adult Shop Opening Pure","Adult Shop Opening Pure Onesie","Adult Shop Opening Pure Babydoll","Adult Shop Opening Pure 2","Adult Shop Opening Pure 3","Adult Shop Opening Pure Refresh","Adult Shop Opening Pure Fine","Adult Shop Opening Pure Bed","Adult Shop Opening Pure Let","Adult Shop Opening Pure Hold","Adult Shop Opening Pure Kiss","Adult Shop Opening Neutral","Adult Shop Opening Neutral Onesie","Adult Shop Opening Neutral Onesie 2","Adult Shop Opening Neutral Pictures","Adult Shop Opening Neutral Refuse","Adult Shop Opening Neutral Babydoll","Adult Shop Opening Neutral Babydoll 2","Adult Shop Opening Neutral 2","Adult Shop Opening Neutral Kiss","Adult Shop Opening Neutral Smile","Adult Shop Opening Corrupt","Adult Shop Opening Corrupt Onesie","Adult Shop Opening Corrupt Onesie Ask","Adult Shop Opening Corrupt Onesie Compliment","Adult Shop Opening Corrupt Onesie 2","Adult Shop Opening Corrupt Babydoll","Adult Shop Opening Corrupt Babydoll Ask","Adult Shop Opening Corrupt Babydoll Compliment","Adult Shop Opening Corrupt Babydoll 2","Adult Shop Opening Corrupt 2","Adult Shop Opening Corrupt Niki","Adult Shop Opening Corrupt Niki Kiss","Adult Shop Opening Corrupt Niki 2","Adult Shop Opening Corrupt 3","Adult Shop Opening End","Adult Shop Opening End 2"], manualVariableChanges:"<<set $location to 'adult_shop'>><<run Time.setTime(17,0)>><<set C.npc.Sydney.virginity.kiss to true>>", unlocked: $scenePassages.includes("AdultShopOpening") }, "SchoolInspectionPenis":{ name:"School Inspection - Penis", startPassage:"Science Lesson", passages:["Penis Inspection", "Penis Inspection 1", "Penis Inspection Expose", "Penis Inspection Flaunt", "Penis Inspection Run Away", "Penis Inspection End", "Penis Inspection Flaunt No Penis", "Penis Inspection Forced", "Penis Inspection Forced Defiant", "Penis Inspection 2"], manualVariableChanges:"<<set Time.setDate(Time.getNextWeekdayDate(2))>><<set Time.setTime(9, 1)>><<set $schoolevent to 0>><<set $schooleventtimer to 0>>", unlocked: $scenePassages.includes("Penis School Inspection") }, "SchoolInspectionPussy":{ name:"School Inspection - Pussy", startPassage:"Science Lesson", passages:["Pussy Inspection", "Pussy Inspection 1", "Pussy Inspection 2", "Pussy Inspection Run", "Pussy Inspection Flaunt No Pussy", "Pussy Inspection Comply", "Pussy Inspection Flaunt", "Pussy Inspection Forced", "Pussy Inspection Forced Defiant", "Pussy Inspection End"], manualVariableChanges:"<<set Time.setDate(Time.getNextWeekdayDate(2))>><<set Time.setTime(9, 1)>><<set $schoolevent to 1>><<set $schooleventtimer to 0>>", unlocked: $scenePassages.includes("Pussy School Inspection") }, "SchoolInspectionBreast":{ name:"School Inspection - Breast", startPassage:"Science Lesson", passages:["Breast Inspection","Breast Inspection Comply","Breast Inspection Flaunt","Breast Inspection Flat Flaunt","Breast Inspection Protest","Breast Inspection End"], manualVariableChanges:"<<set Time.setTime(9, 1)>><<set $schoolevent to 2>><<set $schooleventtimer to 0>>", unlocked: $scenePassages.includes("Breast School Inspection") }, "HalloweenWhitney":{ name:"Halloween Whitney", startPassage:"Scene Viewer passages", passages:["Whitney Trick 1","Whitney Trick 2","Whitney Trick Refuse","Whitney Trick 2","Whitney Trick Refuse 2","Whitney Trick 3","Whitney Trick 4","Whitney Trick Stop","Whitney Trick Watch","Whitney Trick 5","Whitney Trick 6","Whitney Trick Exhibitionism","Whitney Trick Drink","Whitney Trick Drink","Whitney Trick Sex","Whitney Trick Sex Refuse","Whitney Trick 7","Whitney Trick Sex Finish"], manualVariableChanges:"<<set $sceneViewSwitch to 'halloweenwhitney'>>", unlocked: $scenePassages.includes("halloweenwhitney") }, "HalloweenKylar":{ name:"Halloween Kylar", startPassage:"Scene Viewer passages", passages:["Kylar Halloween Look","Kylar Halloween Watch","Kylar Halloween","Kylar Halloween Refuse","Kylar Halloween Walk","Kylar Halloween Hesitate","Kylar Halloween Forest Refuse","Kylar Halloween Continue","Kylar Halloween Angry","Kylar Halloween Continue Walk","Kylar Halloween Leave","Kylar Halloween March","Kylar Halloween Kiss","Kylar Halloween Yes","Kylar Halloween No","Kylar Halloween Town","Kylar Halloween Sex","Kylar Halloween Sex Finish","Kylar Halloween Mansion","Kylar Halloween Mansion 2","Kylar Halloween Known Drink","Kylar Halloween Unknown Refuse","Kylar Halloween Known Angry","Kylar Halloween Unknown Drink","Kylar Halloween Known Pretend","Kylar Halloween Known Hand","Kylar Halloween Known Go","Kylar Halloween Known Scare","Kylar Halloween Mansion Sex","Kylar Halloween Mansion Sex Finish","Kylar Halloween Exit","Kylar Halloween Known Chase","Kylar Halloween Known Curtain","Kylar Halloween Known Sheet","Kylar Halloween Known Front","Kylar Halloween Known Dumb","Kylar Halloween Known Clean","Kylar Halloween Known Kiss","Kylar Halloween Known Stand","Kylar Halloween Known Sex","Kylar Halloween Known Sex Finish","Kylar Halloween Rough Exit","Kylar Halloween Unknown Refuse 2","Kylar Halloween Exit 2","Kylar Halloween Skulduggery 2","Kylar Halloween Pick","Kylar Halloween Upstairs","Kylar Halloween Skulduggery","Kylar Halloween Skulduggery Kiss","Kylar Halloween Skulduggery Pull","Kylar Halloween Upstairs Dodge","Kylar Halloween Caught","Kylar Halloween Upstairs Applaud","Kylar Halloween Upstairs Angry","Kylar Halloween Kneel","Kylar Halloween Kneel Refuse","Kylar Halloween Kneel Refuse 2","Kylar Halloween Kneel Run","Kylar Halloween Kneel Help","Kylar Halloween Kneel Spray","Kylar Halloween Forced Kneel","Kylar Halloween Oral","Kylar Halloween Lick","Kylar Halloween Lick Refuse","Kylar Halloween Lick Refuse 2","Kylar Halloween End","Kylar Halloween Oral Finish","Kylar Halloween Bed","Kylar Halloween Bed 2","Kylar Halloween Bed 3","Kylar Halloween Bed 4","Kylar Halloween Bed 5","Kylar Halloween Wait","Kylar Halloween Warn","Kylar Halloween Escape","Kylar Halloween Tricks","Kylar Halloween Whitney","Kylar Halloween Accompany","Kylar Halloween Alone","Kylar Halloween Thank","Kylar Halloween Ask","Kylar Halloween Whitney Kiss","Kylar Halloween Whitney Apologise","Kylar Halloween Whitney Silent"], manualVariableChanges:"<<set $sceneViewSwitch to 'halloweenkylar'>>", unlocked: $scenePassages.includes("halloweenkylar") }, "AlexFarmIntro":{ name:"Alex Farm Intro", startPassage:"Farm Intro", passages:["Farm Intro","Farm Intro 2","Farm Intro 3","Farm Intro 4","Farm Intro 5","Farm Intro 6","Farm Intro 7","Farm Intro 8","Farm Intro 9","Farm Intro 10","Farm Intro Accept","Farm Intro Refuse"], manualVariableChanges:"", unlocked: $scenePassages.includes("AlexFarmIntro") }, "AlexFarmWorkStage03":{ name:"Alex Farm Work Stage 3", startPassage:"Scene Viewer passages", passages:["Farm Visitor"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage3'>><<farm_work_update>>", unlocked: $scenePassages.includes("AlexFarmWorkStage3") }, "AlexFarmWorkStage04":{ name:"Alex Farm Work Stage 4", startPassage:"Scene Viewer passages", passages:["Farm Stage 4"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage4'>><<farm_work_update>>", unlocked: $scenePassages.includes("AlexFarmWorkStage4") }, "AlexFarmWorkStage05":{ name:"Alex Farm Work Stage 5", startPassage:"Scene Viewer passages", passages:["Farm Stage 5","Farm Stage 5 2","Farm Stage 5 3"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage5'>><<farm_work_update>>", unlocked: $scenePassages.includes("AlexFarmWorkStage5") }, "AlexFarmWorkStage06":{ name:"Alex Farm Work Stage 6", startPassage:"Scene Viewer passages", passages:["Farm Stage 6","Farm Stage 6 2","Farm Stage 6 Look","Farm Stage 6 No Look","Farm Stage 6 Pull","Farm Stage 6 3","Farm Stage 6 Pull 2","Farm Stage 6 Pull Return","Farm Stage 6 Pull Refuse","Farm Stage 6 4","Farm Stage 6 5","Farm Stage 6 6","Farm Stage 6 7","Farm Stage 6 8"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage6'>>", unlocked: $scenePassages.includes("AlexFarmWorkStage6") }, "AlexFarmWorkStage07":{ name:"Alex Farm Work Stage 7", startPassage:"Scene Viewer passages", passages:["Farm Stage 7","Farm Stage 7 Warn","Farm Stage 7 Break","Farm Stage 7 2","Farm Fight","Farm Fight End","Farm Fight Search","Farm Fight Search Shelf","Farm Fight Search Toolbox","Farm Fight Search Cupboard","Farm Fight Search Rakes","Farm Fight Search Sheet","Farm Fight End 2","Farm Fight End Rush","Farm Fight End Confront","Farm Fight End Threaten","Farm Fight End 3","Farm Fight End Rational","Farm Fight End Tea","Farm Fight End 4","Farm Fight End Ask","Farm Fight End Apologise","Farm Fight End Suggest","Farm Fight End Accept","Farm Fight End Refuse"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage7'>>", unlocked: $scenePassages.includes("AlexFarmWorkStage7") }, "AlexFarmWorkStage08":{ name:"Alex Farm Work Stage 8", startPassage:"Scene Viewer passages", passages:["Farm Stage 8"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage8'>>", unlocked: $scenePassages.includes("AlexFarmWorkStage8") }, "AlexFarmWorkStage09":{ name:"Alex Farm Work Stage 9", startPassage:"Scene Viewer passages", passages:["Farm Stage 9 Catch","Farm Stage 9 Leave","Farm Stage 9 Empty","Farm Stage 9 Caught","Farm Stage 9 Impressed","Farm Stage 9 Curious","Farm Stage 9 Dismissive","Farm Stage 9 Lab","Farm Stage 9 Yes","Farm Stage 9 No","Farm Stage 9 Agree","Farm Stage 9 Object"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage9'>>", unlocked: $scenePassages.includes("AlexFarmWorkStage9") }, "AlexFarmWorkStage10":{ name:"Alex Farm Work Stage 10", startPassage:"Scene Viewer passages", passages:["Farm Stage 10 Impressed","Farm Stage 10 Dismiss","Farm Stage 10 Explain"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage10'>>", unlocked: $scenePassages.includes("AlexFarmWorkStage10") }, "AlexFarmWorkStage11":{ name:"Alex Farm Work Stage 11", startPassage:"Scene Viewer passages", passages:["Farm Stage 11 Confident","Farm Stage 11 Caution"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage11'>>", unlocked: $scenePassages.includes("AlexFarmWorkStage11") }, "AlexFarmWorkStage12":{ name:"Alex Farm Work Stage 12", startPassage:"Scene Viewer passages", passages:["Farm Stage 12 Hands","Farm Stage 12 Pat","Farm Stage 12 Reassure","Farm Stage 12 Embolden","Farm Stage 12 Remy","Farm Stage 12 Intercede","Farm Stage 12 Alex","Farm Stage 12 End"], manualVariableChanges:"<<set $sceneViewSwitch to 'AlexFarmWorkStage12'>>", unlocked: $scenePassages.includes("AlexFarmWorkStage12") }, "AlexFarmSelfMilkingCaught":{ name:"Alex Farm Self Milking Caught", startPassage:"Farm Barn Caught", passages:[], manualVariableChanges:"", unlocked: $scenePassages.includes("AlexFarmSelfMilkingCaught") }, "WhitneySchoolBully1":{ name:"Whitney School Bully 1", startPassage:"Scene Viewer passages", passages:[], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 0>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBully1") }, "WhitneySchoolBully2":{ name:"Whitney School Bully 2", startPassage:"Scene Viewer passages", passages:["Bully Locker","Bully Fight","Bully Fight Finish"], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 1>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBully2") }, "WhitneySchoolBully3":{ name:"Whitney School Bully 3", startPassage:"Scene Viewer passages", passages:["Bully Fight","Bully Fight Finish","Bully Top","Bully Top Flaunt"], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 2>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBully3") }, "WhitneySchoolBully4":{ name:"Whitney School Bully 4", startPassage:"Scene Viewer passages", passages:["Bully Fight","Bully Fight Finish","Bully Strip","Bully Strip Flaunt","Bully Walk","Bully Walk Flaunt","Bully Refuse"], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 3>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBully4") }, "WhitneySchoolBullyPanty":{ name:"Whitney School Bully Underwear Rule", startPassage:"Scene Viewer passages", passages:["Bully Fight","Bully Fight Finish","Bully Panties","Bully Panties 2"], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBullyPantyCheck'>><<npc Whitney>><<set $bullyevent to 10>><<set $whitneypantiescheck to 0>><<set C.npc.Whitney.dom to 18>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBullyPanty") }, "WhitneySchoolBullySkirt":{ name:"Whitney School Bully Skirt Rule", startPassage:"Scene Viewer passages", passages:["Bully Fight","Bully Fight Finish","Bully Skirt"], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 15>><<set $whitneyskirtcheck to 0>><<set $settings.forcedCrossdressingEnabled to true>><<set C.npc.Whitney.dom to 18>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBullySkirt"), lockedMessage: $player.sex isnot "m" ? "Male exclusive scene" : "Locked" }, "WhitneySchoolBullyChastity":{ name:"Whitney School Bully Chastity Rule", startPassage:"Scene Viewer passages", passages:["Bully Chastity"], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 15>><<set $whitneyskirtcheck to 1>><<set $settings.forcedCrossdressingEnabled to true>><<set C.npc.Whitney.dom to 18>><<set $worn.genitals to setup.clothes.genitals[0]>><<unset $whitneychastity>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBullySkirt"), lockedMessage: $player.sex isnot "m" ? "Male exclusive scene" : "Locked" }, "WhitneyShoppingCentreHairDressers":{ name:"Whitney Shopping Centre Hairdressers", startPassage:"Scene Viewer passages", passages:["Whitney Shopping Centre", "Whitney Shopping Centre Refuse","Whitney Shopping Centre Hairdressers","Whitney Shopping Centre Hairdressers Refuse","Whitney Shopping Centre Hairdressers 2","Whitney Shopping Centre Hairdressers 3"], manualVariableChanges:"<<set $sceneViewSwitch to 'whitneyShoppingCentre'>><<set $location to 'town'>><<set $bullyEventShopping to 0>>", unlocked: $scenePassages.includes("WhitneyShopping"), }, "WhitneyShoppingCentreClothes":{ name:"Whitney Shopping Centre Clothes", startPassage:"Scene Viewer passages", passages:["Whitney Shopping Centre", "Whitney Shopping Centre Refuse","Whitney Shopping Centre Clothes","Whitney Shopping Centre Clothes 2","Whitney Shopping Centre Clothes 2 Thank","Whitney Shopping Centre Clothes 2 Thank Lewd","Whitney Shopping Centre Clothes 2 Thank Lewd Sex","Whitney Shopping Centre Clothes 2 Thank Lewd Sex Finish","Whitney Shopping Centre Clothes 3"], manualVariableChanges:"<<set $sceneViewSwitch to 'whitneyShoppingCentre'>><<set $location to 'town'>><<set $bullyEventShopping to 1>><<set C.npc.Whitney.lust to 100>><<set $whitneyCrossdressSchool to 0>>", unlocked: $scenePassages.includes("Whitney Shopping Centre Clothes"), }, "WhitneyShoppingCentreCosmetics":{ name:"Whitney Shopping Centre Cosmetics", startPassage:"Scene Viewer passages", passages:["Whitney Shopping Centre", "Whitney Shopping Centre Refuse","Whitney Shopping Centre Cosmetics","Whitney Shopping Centre Cosmetics 2"], manualVariableChanges:"<<set $sceneViewSwitch to 'whitneyShoppingCentre'>><<set $location to 'town'>><<set $bullyEventShopping to 2>>", unlocked: $scenePassages.includes("Whitney Shopping Centre Cosmetics"), }, "WhitneySchoolBullySwimwear":{ name:"Whitney School Bully Swimwear Rule", startPassage:"Scene Viewer passages", passages:["Bully Fight","Bully Fight Finish","Bully Changing Room"], manualVariableChanges:"<<set $sceneViewSwitch to 'schoolBully'>><<set $bullyevent to 11>><<set $whitneyCrossdressSwimwear to 0>><<set $settings.forcedCrossdressingEnabled to true>><<set C.npc.Whitney.dom to 18>><<unset $whitneyReunionScene>>", unlocked: $scenePassages.includes("WhitneySchoolBullySkirt"), lockedMessage: $player.sex isnot "m" ? "Male exclusive scene" : "Locked" }, "WhitneyOrphanageVisit":{ name:"Whitney Orphanage Visit", startPassage:"SV Street Bully Orphanage Go", passages:["SV Street Bully Orphanage Go","SV Street Bully Orphanage Go 2","Street Bully Orphanage Go","Street Bully Orphanage Promise","Street Bully Orphanage Refuse","Street Bully Orphanage Bedroom","Street Bully Orphanage Office","Street Bully Orphanage Office 2","Street Bully Orphanage Leave","Street Bully Orphanage Stay","Street Bully Orphanage Wait","Street Bully Orphanage Eavesdrop","Street Bully Orphanage Living","Street Bully Orphanage Close","Street Bully Orphanage Kiss","Street Bully Orphanage Oral","Street Bully Orphanage Sex","Street Bully Orphanage Sex Finish"], manualVariableChanges:"", unlocked: $scenePassages.includes("Street Bully Orphanage Go"), }, "WhitneyOrphanageLoft":{ name:"Whitney Orphanage Loft", startPassage:"Whitney Orphanage Loft 5", passages:["Whitney Orphanage Loft 5","Whitney Orphanage Loft Decline","Whitney Orphanage Loft Pay","Whitney Orphanage Loft Kiss","Whitney Orphanage Loft Pull","Whitney Orphanage Loft Cafe","Whitney Orphanage Loft Cafe Hello","Whitney Orphanage Loft Cafe Shake","Whitney Orphanage Loft Cafe Silent","Whitney Orphanage Loft Cafe 2","Whitney Orphanage Loft Cafe Vegetarian","Whitney Orphanage Loft Cafe 3","Whitney Orphanage Loft Cafe Steal","Whitney Orphanage Loft Cafe 4","Whitney Orphanage Loft Cafe Ask","Whitney Orphanage Loft Cafe Ask 2","Whitney Orphanage Loft Cafe 5","Whitney Orphanage Loft Cafe 6","Whitney Orphanage Loft Ladder","Whitney Orphanage Loft Modest","Whitney Orphanage Loft Flaunt","Whitney Orphanage Loft Flaunt Lewd","Whitney Orphanage Loft Insist","Whitney Orphanage Loft Slap","Whitney Orphanage Loft 7","Whitney Orphanage Loft Flirt","Whitney Orphanage Loft 8","Whitney Orphanage Loft 9","Whitney Orphanage Loft 10","Whitney Orphanage Loft 11","Whitney Orphanage Loft 12","Whitney Orphanage Loft 13"], manualVariableChanges:"<<npc Whitney>><<set $money to 200000>>", unlocked: $scenePassages.includes("WhitneyOrphanageLoft"), }, "RobinCrossdressing1":{ name:"Robin Caught Crossdressing", startPassage:"Robin Caught CD SV Start", passages:["Robin Caught CD SV Start", "Robin Caught CD","Robin CD Encourage","Robin CD Soft Discourage","Robin CD Harsh Discourage"], manualVariableChanges:"", unlocked: $scenePassages.includes("RobinCrossdressing1") }, "RobinCrossdressing2":{ name:"Robin Crossdressing In Room", startPassage:"Robin CD Door SV Start", passages:["Robin CD Door SV Start","Robin CD Door Answer", "Robin CD Door Ignore","Robin CD Door Encourage","Robin CD Door Discourage"], manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 2>>", unlocked: $scenePassages.includes("RobinCrossdressing2") }, "RobinCrossdressing3":{ name:"Robin Crossdressing In Orphanage", startPassage:"Robin CD Socialise SV Start", passages:["Robin CD Socialise SV Start", "Robin CD Socialise", "Robin CD Socialise Defend", "Robin CD Socialise Change"], manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 3>><<set Time.setTime(16)>>", unlocked: $scenePassages.includes("RobinCrossdressing3") }, "RobinCrossdressing4":{ name:"Robin Crossdressing At Drink Stand", startPassage:"Robin's Stand CD SV Intro", passages:["Robin's Stand CD SV Intro", "Robin's Stand CD Explain Demo", "Robin's Stand CD Explain Full", "Robin's Stand CD Accept", "Robin's Stand CD Refuse", "Robin's Stand CD Intervene", "Robin's Stand CD Listen", "Robin's Stand CD Wait", "Robin's Stand CD Reassure", "Robin's Stand CD Discourage"], manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 4>><<set Time.setDate(Time.getNextWeekdayDate(7))>><<set Time.setTime(9, 0)>>", unlocked: $scenePassages.includes("RobinCrossdressing4") }, "RobinCrossdressing5":{ name:"Robin Crossdressing Before School", startPassage:"Robin School CD SV Intro", passages:["Robin School CD SV Intro", "Robin School CD Interrupt", "Robin School CD Compliment","Robin School CD Refuse","Robin School CD Accept","Robin School CD Change","Robin School CD Walk"], manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 5>><<set Time.setDate(Time.getNextWeekdayDate(1))>><<set Time.setTime(7, 0)>>", unlocked: $scenePassages.includes("RobinCrossdressing5") }, "RobinCrossdressing6":{ name:"Robin Crossdressing In Canteen", startPassage:"Canteen Lunch Robin CD 1", passages:["Canteen Lunch Robin CD 1", "Canteen Lunch Robin CD 2"], manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 6>><<set Time.setDate(Time.getNextWeekdayDate(1))>><<set Time.setTime(12, 0)>>", unlocked: $scenePassages.includes("RobinCrossdressing6") }, "RobinCrossdressing6I":{ name:"Robin Crossdressing Infirmary Sex", startPassage:"School Infirmary Robin CD Intro", passages:["School Infirmary Robin CD Intro", "School Infirmary Robin CD Kiss", "School Infirmary Robin CD No Sex", "School Infirmary Robin CD Receive Oral", "School Infirmary Robin CD Penetrate", "School Infirmary Robin CD Get Penetrated", "School Infirmary Robin CD Give Oral", "School Infirmary Robin CD Aftercare"], /* TODO: update this when we figure out how much time the above passage is meant to take */ manualVariableChanges:"<<set $NPCName[$NPCNameList.indexOf(\"Robin\")].crossdress to 6>><<set Time.setDate(Time.getNextWeekdayDate(1))>><<set Time.setTime(12, 0)>>", unlocked: $scenePassages.includes("RobinCrossdressing6I") }, "RentFirstRobinFight":{ name:"Rent First Robin Fight", startPassage:"Rent First Robin SV", passages:["Rent Pay","Rent Seduce","Rent Refuse","Rent First Robin Fight","Rent First Robin Fight Finish"], manualVariableChanges:"<<set $robinpaid to 1>><<set $robinromance to 1>><<set $bus to \"home\">><<set $robinfirstrentfight to 0>><<set $baileydefeatedchain to 3>><<unset $baileyReunionScene>><<set $renttime to 0>><<set $robinmissing to 0>><<set $home_gone to 0>>", unlocked: $scenePassages.includes("RentFirstRobinFight") }, "RobinDocks":{ name:"Robin Docks", startPassage:"Docks_Robin", passages:["Docks_Robin","Docks_Robin Get Help","Docks_Robin Get Help 2","Docks_Robin Get Help 3","Docks_Robin Get Help 4","Docks_Robin Swap","Docks_Robin Fight","Docks_Robin Fight Finish","Docks_Robin Rescue","Docks_Robin Leave","Docks_Robin Swap 2","Docks_Robin Comfort","Docks_Robin Ignore"], manualVariableChanges:"", unlocked: $scenePassages.includes("RobinDocks") }, "RobinLandfill":{ name:"Robin Landfill", startPassage:"Robin Mist Intro", passages:["Robin Mist Intro","Robin Mist Fight","Robin Mist Fight Finish","Robin Mist Rescue","Robin Mist Forgive","Robin Mist Silence","Robin Mist Rescue 2","Robin Mist Walk","Robin Mist Abandon"], manualVariableChanges:"", unlocked: $scenePassages.includes("RobinLandfill") }, "RobinPilloryIntro":{ name:"Robin Pillory Intro", startPassage:"Robin Pillory Intro", passages:["Robin Pillory Intro","Robin Pillory Truth","Robin Pillory Evade"], manualVariableChanges:"<<set $robinPillory to {}>>", unlocked: $scenePassages.includes("RobinPillory") }, "RobinPillory":{ name:"Robin Pillory", startPassage:"Robin Pillory Watch", passages:["Robin Pillory Watch","Robin Pillory Failure","Robin Pillory Failure 2","Robin Pillory Failure 3","Robin Pillory Failure Optimism","Robin Pillory Failure Pessimism","Robin Pillory Lockpick","Robin Pillory Distractions","Robin Pillory Speech","Robin Pillory Fruit","Robin Pillory Money","Robin Pillory Crime","Robin Pillory Flower","Robin Pillory Escape","Robin Pillory Escape End","Robin Pillory Escape Sex","Robin Pillory Escape Sex Finish","Robin Pillory Escape Orphanage","Robin Pillory Bath","Robin Pillory Bath Wait","Robin Pillory Finish"], manualVariableChanges:"<<set $robinPillory to {locks: 3, danger: 0, distractions: [], known: true}>><<run Time.setTime(15,0)>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>", unlocked: $scenePassages.includes("RobinPillory") }, "RobinUndergroundDice":{ name:"Robin Underground Dice", startPassage:"Underground Robin Dice Intro", passages:["Underground Robin Dice Intro","Underground Robin Dice Intro 2","Underground Robin Dice Intro 3","Underground Robin Dice Intro 4","Underground Robin Dice Molestation","Underground Robin Dice Molestation Finish"], manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>", unlocked: $scenePassages.includes("RobinUnderground") }, "RobinUndergroundStage":{ name:"Robin Underground Stage", startPassage:"Underground Robin Stage Intro", passages:["Underground Robin Stage Intro","Underground Robin Stage Pig","Underground Robin Stage Pig Finish","Underground Robin Stage Molestation","Underground Robin Stage Molestation Finish"], manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>", unlocked: $scenePassages.includes("RobinUnderground") }, "RobinUndergroundMachine":{ name:"Robin Underground Machine", startPassage:"Underground Robin Machine Intro", passages:["Underground Robin Machine Intro","Underground Robin Machine","Underground Robin Machine End"], manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>", unlocked: $scenePassages.includes("RobinUnderground") }, "RobinUndergroundKiss":{ name:"Robin Underground Kiss", startPassage:"Underground Robin Kiss Intro", passages:["Underground Robin Kiss Intro","Underground Robin Kiss Molestation","Underground Robin Kiss Molestation Finish"], manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>", unlocked: $scenePassages.includes("RobinUnderground") }, "RobinUndergroundHunt":{ name:"Robin Underground Hunt", startPassage:"Underground Robin Hunt Intro", passages:["Underground Robin Hunt Intro","Underground Robin Hunt","Underground Robin Hunt Dog","Underground Robin Hunt Dog Finish","Underground Robin Hunt Molestation","Underground Robin Hunt Molestation Finish"], manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>", unlocked: $scenePassages.includes("RobinUnderground") }, "RobinUndergroundEscape":{ name:"Robin Underground Escape", startPassage:"SV undergroundEscapeForestRobin", passages:["SV undergroundEscapeForestRobin","Underground Robin Escape Stalk","Underground Robin Escape Stalk End","Underground Robin Escape Fight","Underground Robin Escape Fight Finish","Underground Robin Escape Swim","Underground Robin Escape Shore","Underground Robin Escape Orphanage","Underground Robin Escape Stay"], manualVariableChanges:"<<set $undergroundbrothel to {}>><<ruined>><<set C.npc.Robin.virginity.vaginal to true>><<set C.npc.Robin.virginity.anal to true>>", unlocked: $scenePassages.includes("RobinUnderground") }, "KylarBasement":{ name:"Kylar Basement", startPassage:"Kylar Basement", passages:["Kylar Basement","Kylar Basement 2","Kylar Basement 3","Kylar Basement Rape","Kylar Basement Rape Finish","Kylar Basement 4","Kylar Basement Protest","Kylar Basement Silent","Kylar Basement Police","Kylar Basement Police Silent","Kylar Basement Police Heroics","Kylar Basement Car"], manualVariableChanges:"<<npcincr Kylar rage 100>>", unlocked: $scenePassages.includes("KylarBasement") }, "KylarAbduction":{ name:"Kylar Abduction", startPassage:"Kylar Abduction Intro", passages:["Kylar Abduction Intro","Kylar Abduction Intro Nod","Kylar Abduction Intro Angry","Kylar Abduction Intro Plead","Kylar Abduction Intro Silent","Kylar Abduction Intro Kiss","Kylar Abduction Intro Turn","Kylar Abduction Intro Bite","Kylar Abduction Intro End","Kylar Abduction","Kylar Abduction Weaken","Kylar Abduction Rest","Kylar Abduction Event Response","Kylar Abduction Rape","Kylar Abduction Rape Finish","Kylar Abduction Rage","Kylar Abduction Stupid","Kylar Abduction Grass","Kylar Abduction Formal","Kylar Abduction Goth","Kylar Abduction Swimsuit","Kylar Abduction Normal","Kylar Abduction Kneel","Kylar Abduction Feet","Kylar Abduction Dance","Kylar Abduction Dance Cool","Kylar Abduction Dance Sophisticated","Kylar Abduction Dance Sensual","Kylar Abduction Dance Sexual","Kylar Abduction Dance Berate","Kylar Abduction Dance Compliment","Kylar Abduction Release","Kylar Abduction Comfort","Kylar Abduction Leave","Kylar Abduction Release 2","Kylar Abduction Release 3","Kylar Abduction Release Investigate","Kylar Abduction Release Investigate 2","Kylar Abduction Release Investigate 3","Kylar Abduction Release Investigate 4","Kylar Abduction Release Investigate 5","Kylar Abduction Release 4","Kylar Abduction Free","Kylar Abduction Free Wait","Kylar Abduction Free Rescue","Kylar Abduction Free Rescue 2","Kylar Abduction Free Rescue 3","Kylar Abduction Free Rescue 4","Kylar Abduction Free Rescue 5","Kylar Abduction Free Rescue Reassure","Kylar Abduction Free Rescue Mock","Kylar Abduction Free Rescue Leave","Kylar Abduction Free Rescue 6","Kylar Abduction Free Rescue Inform","Kylar Abduction Free Rescue Quiet","Kylar Abduction Free Rescue Thank","Kylar Abduction Free Rescue Angry","Kylar Abduction Free Rescue Silent","Kylar Abduction Free Refuse","Kylar Abduction Free Guilt","Kylar Abduction Free Silent","Kylar Abduction Laptop","Kylar Abduction Free Pictures","Kylar Abduction Free Video","Kylar Abduction Free Browser","Kylar Abduction Free Bailey","Kylar Abduction Free Peek","Kylar Abduction Free Corridor","Kylar Abduction Free Flicker","Kylar Abduction Free Flicker Room","Kylar Abduction Free Flicker Room 2","Kylar Abduction Free Water","Kylar Abduction Free Water Room","Kylar Abduction Free Scurry","Kylar Abduction Free Scurry Room","Kylar Abduction Free Cabinet","Kylar Abduction Free Hunt","Kylar Abduction Free Hunt Hide","Kylar Abduction Free Hunt Run","Kylar Abduction Free Breeze","Kylar Abduction Free Stairs","Kylar Abduction Free Sneak","Kylar Abduction Free Investigate","Kylar Abduction Free Investigate 2","Kylar Abduction Free Capture","Kylar Abduction Free Leave","Kylar Abduction Free Reassure","Kylar Abduction Free Mock","Kylar Abduction Free Leave 2","Kylar Abduction Hypnosis Pretend","Kylar Abduction Hypnosis","Kylar Abduction Hypnosis Resist","Kylar Abduction Hypnosis Let", "Kylar Abduction Event End","Kylar Abduction Neck Resist","Kylar Abduction Neck Headbutt","Kylar Abduction Neck Kiss","Kylar Abduction Knife Agree","Kylar Abduction Knife Disagree","Kylar Abduction Knife Whimper","Kylar Abduction Circle Encourage","Kylar Abduction Circle Discourage","Kylar Abduction Circle Nothing","Kylar Abduction Camera Smile","Kylar Abduction Camera Frown","Kylar Abduction Camera Glare","Kylar Abduction Camera Close","Kylar Abduction Food","Kylar Abduction Food Veg","Kylar Abduction Food Veg Suggest","Kylar Abduction Food Veg Bite","Kylar Abduction Food Meat","Kylar Abduction Food Meat Eat","Kylar Abduction Food Meat Refuse","Kylar Abduction Food Fruit","Kylar Abduction Food Nothing","Kylar Abduction Food Kiss","Kylar Abduction Food Spit","Kylar Abduction Food Turn","Kylar Abduction Song Like","Kylar Abduction Song Hate","Kylar Abduction Song Silent","Kylar Abduction Kids Insult","Kylar Abduction Kids Nice","Kylar Abduction Kids Terrible","Kylar Abduction Kids Silent","Kylar Abduction Parents Encourage","Kylar Abduction Parents Silent","Kylar Abduction Draw Agree","Kylar Abduction Draw Refuse","Kylar Abduction Draw Nice","Kylar Abduction Draw Horrible","Kylar Abduction Draw Silent", "Kylar Abduction Stockholm","Kylar Abduction Stockholm 2","Kylar Abduction Stockholm Offer","Kylar Abduction Stockholm Tease","Kylar Abduction Stockholm Silent","Kylar Abduction Stockholm 3","Kylar Abduction Stockholm Dress","Kylar Abduction Stockholm Dress Refuse","Kylar Abduction Stockholm 4","Kylar Abduction Stockholm 5","Kylar Abduction Stockholm 6","Kylar Abduction Stockholm 7","Kylar Abduction Stockholm Tease 2","Kylar Abduction Stockholm Ignore 2","Kylar Abduction Stockholm 8","Kylar Abduction Stockholm Refuse","Kylar Abduction Stockholm Agree","Kylar Abduction Stockholm Leave","Kylar Abduction Stockholm Suggest","Kylar Abduction Stockholm Tell","Kylar Abduction Stockholm Ignore","Kylar Abduction Stockholm Kiss","Kylar Abduction Stockholm End"], manualVariableChanges:"<<set $kylar_camera to 2>><<set $syndromekylar to 0>>", unlocked: $scenePassages.includes("KylarAbduction") }, "KylarManorSleep":{ name:"Kylar Manor Sleep", startPassage:"Manor Sleep Abduction", passages:["Manor Sleep Abduction","Manor Sleep Abduction 2","Manor Sleep Abduction 3","Manor Sleep Abduction 4","Manor Sleep Abduction Reassure","Manor Sleep Abduction Angry","Manor Sleep Abduction Silent","Manor Sleep Abduction 5"], manualVariableChanges:"<<set Time.setTime(20, 0)>><<set $outside to 0>><<location 'kylarmanor'>>", unlocked: $scenePassages.includes("KylarManorSleep") }, "KylarManorSecret":{ name:"Kylar Manor Secret", startPassage:"Manor Kylar Secret", passages:["Manor Kylar Secret","Manor Kylar Secret 2","Manor Kylar Secret 3","Manor Kylar Secret 4","Manor Kylar Secret 5"], manualVariableChanges:"<<set $outside to 0>><<location 'kylarmanor'>><<npc Kylar>><<person1>>", unlocked: $scenePassages.includes("KylarManorSecret") }, "KylarMonstranceAsk":{ name:"Kylar Monstrance Ask", startPassage:"Temple Kylar Monstrance", passages:["Temple Kylar Monstrance","Temple Kylar Monstrance Open","Temple Kylar Monstrance Refuse"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<npc Jordan>><<person1>>", unlocked: $scenePassages.includes("KylarMonstranceAsk") }, "KylarMonstranceAccost":{ name:"Kylar Monstrance Accost", startPassage:"SV Temple Kylar Monstrance", passages:["SV Temple Kylar Monstrance","Street Monstrance Nothing","Street Monstrance Brave","Street Monstrance Scary","Street Monstrance Silent","Street Monstrance 2","Street Monstrance 3","Street Monstrance Angry","Street Monstrance Silent 2"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>>", unlocked: $scenePassages.includes("KylarMonstranceAccost") }, "EdenIntro":{ name:"Eden Intro", startPassage:"ForestHuntDebug", passages:["ForestHuntDebug","Forest Hunter Molestation","Forest Hunter Molestation Finish","Forest Hunter Intro","Forest Hunter Resist Molestation","Forest Hunter Resist Molestation Finish","Forest Hunter Nod","Forest Hunter Refuse","Forest Hunter Punishment","Forest Hunter Punishment Finish"], manualVariableChanges:"<<set $location to 'forest'>><<set $forestHunter to 'Eden'>><<unset $hunterintro>><<set $syndromeeden to 0>><<unset $edenCagedEscape>><<unset $edenfreedom>>", unlocked: $scenePassages.includes("EdenIntro") }, "EdenRadioIntro":{ name:"Eden Radio Intro", startPassage:"Eden Radio Intro", passages:["Eden Valentines Bath","Eden Radio Intro 2","Eden Radio Intro 3","Eden Radio Intro 4"], manualVariableChanges:"<<npc Eden>><<person1>>", unlocked: $scenePassages.includes("EdenRadioIntro") }, "EdenValentinesBath":{ name:"Eden Valentines Bath", startPassage:"Eden Valentines Bath", passages:["Eden Valentines Bath","Eden Valentines Bath 2","Eden Valentines Relax","Eden Valentines Wash","Eden Valentines Wash Nod","Eden Valentines Bath 3","Eden Valentines Dance","Eden Valentines Dance 2","Eden Valentines Dance 3","Eden Valentines Book","Eden Valentines Book Refuse","Eden Valentines Read","Eden Valentines Book 2","Eden Valentines Listen","Eden Valentines Distract","Eden Valentines Distract Push","Eden Valentines Push","Eden Valentines Sex","Eden Valentines Sex Finish","Eden Valentines Book 3"], manualVariableChanges:"<<npc Eden>><<person1>>", unlocked: $scenePassages.includes("Eden Valentines Bath") }, "Schism":{ name:"Schism", startPassage:"Schism", passages:["Schism", "Schism 2", "Schism 3", "Schism 4", "Schism Lichen Eat", "Schism Lichen Refuse", "Schism Lichen Refuse 2", "Schism Lichen Refuse 3", "Schism 5", "Schism Gold Give", "Schism Gold Refuse", "Schism 6", "Schism Robes Accept", "Schism Robes Refuse", "Schism Robes Refuse Finish", "Schism 7", "Schism 8", "Schism Continue", "Schism 9", "Schism 10", "Schism Awakening", "Schism Awake", "Schism Battle", "Schism Battle 2", "Schism Battle 3", "Schism Struggle", "Schism Drown", "Schism Drowned", "Schism Necklace", "Schism Ghost", "Schism Wraith", "Schism Wraith 2", "Schism Failure", "Schism End"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'lake_ruin'>>", unlocked: $scenePassages.includes("Schism") }, "Christmas Mirror":{ name:"Christmas Mirror", startPassage:"Christmas Mirror", passages:["Christmas Mirror","Christmas Mirror Leave","Christmas Mirror Watch","Christmas Mirror Reach","Christmas Mirror 2","Christmas Mirror 3","Christmas Mirror 4","Christmas Mirror 5","Christmas Mirror Fall","Christmas Mirror End"], manualVariableChanges:"<<set $location to 'home'>>", unlocked: $scenePassages.includes("Christmas Mirror") }, "TempleSydneyPureRitual":{ name:"Temple Sydney Pure Ritual", startPassage:"SV Sydney Temple Pure", passages:["SV Sydney Temple Pure","Sydney Temple Pure","Sydney Temple Pure 2","Sydney Temple Pure 3","Sydney Temple Pure Eavesdrop","Sydney Temple Pure Eavesdrop 2","Sydney Temple Pure 4","Sydney Temple Pure 5","Sydney Temple Pure 6","Sydney Temple Pure Abuse","Sydney Temple Pure Appearance","Sydney Temple Pure Final","Sydney Temple Pure Fail","Sydney Temple Pure Test","Sydney Temple Pure Test Refuse","Sydney Temple Pure Test Admission","Sydney Temple Pure Pass","Sydney Temple Pure Ritual","Sydney Temple Pure Ritual 2","Sydney Temple Pure Sex","Sydney Temple Pure Sex Finish","Sydney Temple Pure End"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<run Time.setTime(17,0)>>", unlocked: $scenePassages.includes("TempleSydneyPureRitual"), lockedMessage: $scenePassages.includes("TempleSydneyCorrupt") ? "Mutually exclusive scene" : "Locked" }, "TempleSydneyCorrupt":{ name:"Temple Sydney Corrupt", startPassage:"SV Sydney Temple Corrupt", passages:["SV Sydney Temple Corrupt","Sydney Temple Corrupt","Sydney Temple Corrupt Cancel","Sydney Temple Corrupt 2","Sydney Temple Corrupt Lock","Sydney Temple Corrupt Pick","Sydney Temple Corrupt Fight","Sydney Temple Corrupt Fight Finish","Sydney Temple Corrupt Search","Sydney Temple Corrupt 3","Sydney Temple Corrupt 4","Sydney Temple Corrupt Sex","Sydney Temple Corrupt Sex Finish","Sydney Temple Corrupt End","Sydney Temple Corrupt End 2","Sydney Temple Corrupt End 3","Sydney Temple Corrupt End 4","Sydney Temple Corrupt End 5","Sydney Temple Corrupt End 6","Sydney Temple Corrupt End Final"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<run Time.setTime(21,0)>>", unlocked: $scenePassages.includes("TempleSydneyCorrupt"), lockedMessage: $scenePassages.includes("TempleSydneyPureRitual") ? "Mutually exclusive scene" : "Locked" }, "TempleSydneyPunish":{ name:"Temple Sydney Punish", startPassage:"Sydney Temple Punish Intro", passages:["Sydney Temple Punish Intro","Sydney Temple Punish Intro 2","Sydney Temple Punish Intro 3","Sydney Temple Punish Intro 4","Sydney Temple Punish","Sydney Temple Punish Repeat","Sydney Temple Punish Hold","Sydney Temple Punish Belt","Sydney Temple Punish Hit","Sydney Temple Punish Plead","Sydney Temple Punish Close","Sydney Temple Punish Touch","Sydney Temple Punish End"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<set $stress to 0>><<set $arousal to 0>>", unlocked: $scenePassages.includes("TempleSydneyPunish") }, "TempleVigil":{ name:"Temple Vigil", startPassage:"SV Temple Vigil Inquire", passages:["SV Temple Vigil Inquire","Temple Vigil Inquire","Temple Vigil","Temple Vigil 2","Temple Vigil 3","Temple Vigil 4","Temple Vigil Undress","Temple Vigil Undress Refuse","Temple Vigil Undress Refuse 2","Temple Vigil 5","Temple Vigil Abandon","Temple Vigil End","Temple Vigil End 2","Temple Vigil End Sydney","Temple Vigil End Sydney 2","Temple Vigil 6","Temple Vigil 7","Temple Vigil 8","Temple Vigil 9","Temple Vigil 10","Temple Vigil Refuse","Temple Vigil Refuse 2","Temple Vigil 11","Temple Vigil 12","Temple Vigil 13","Temple Vigil Focus","Temple Vigil Yield","Temple Vigil 14","Temple Vigil 15","Temple Vigil 15 Sydney"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<run Time.setDate(Time.getNextWeekdayDate(1))>><<run Time.setTime(20,0)>><<set $grace to 100>>", unlocked: $scenePassages.includes("TempleVigil") }, "TempleConfessorIntro":{ name:"Temple Purge and Confessor Intro", startPassage:"SV Temple Confess Purge", passages:["SV Temple Confess Purge","SV Temple Confess Purge 2","Temple Confess Purge Sex","Temple Confess Purge Sex Finish Corrupt","Temple Confess Inspect","Temple Confess Drain","Temple Confess Stop","Temple Confess Drain End","Temple Confessor Intro","Temple Confessor Intro 2","Temple Confessor Intro 3","Temple Confessor Intro 4","Temple Confessor Intro 5","Temple Confessor Intro Ask","Temple Confessor Intro 6","Temple Confessor Intro 7","Temple Confessor Intro 8"], manualVariableChanges:"<<set $outside to 0>><<set $location to 'temple'>><<unset $temple_confessor_intro>>", unlocked: $scenePassages.includes("TempleConfessorIntro") }, "IslandCastle":{ name:"Island Castle", startPassage:"SV Island Castle Approach", passages:["SV Island Castle Approach","Island Castle Dignified","Island Castle Cute","Island Castle Enter","Island Castle 2","Island Castle 3","Island Castle Stool","Island Castle Stool 2","Island Castle Stool 3","Island Castle Stool 4","Island Castle Run","Island Castle Run 2","Islander","Islander 2","Islander Play","Islander Understand","Islander 3","Islander 4","Islander Walk","Islander Kneel","Islander Spear","Islander End","Islander End 2","Islander End 3","Islander Enforce","Islander End Hide","Islander End Confident","Islander End Hand","Islander Pirate Return","Islander End Swim","Islander End Throw","Islander End Throw 2"], manualVariableChanges:"<<set $outside to 1>><<set $location to 'island'>><<unset $spear_vessel>>", unlocked: $scenePassages.includes("IslandCastle") }, "Pinch":{ name:"Pinch", startPassage: "Olive Book 1", passages:["Olive Book 1", "Olive Book 2", "Olive Book 3", "Olive Book 4", "Olive Book Full", "Olive Book Full 2", "Olive Book Full 3", "Olive Book Full 4", "Olive Book Full 5", "Olive Book Full 6", "Olive Book Full 7", "Olive Book Lew", "Olive Book Lew Molestation", "Olive Book Lew Finish", "Olive Book Full 8", "Olive Book Full 9", "Olive Book Full 10", "Olive Book Full 11", "Olive Book Pinch", "Olive Book Pinch 2", "Olive Book Pinch Gangbang", "Olive Book Pinch Finish", "Olive Book End"], manualVariableChanges:"<<set $oliveExitPassage to 'Bedroom'>>", unlocked: $scenePassages.includes("Pinch") }, "RaulAndJanet":{ name:"Raul and Janet", startPassage: "ScarletBook1", passages:["ScarletBook1", "ScarletBook2", "ScarletBook3", "ScarletBook4", "ScarletBook5", "ScarletBook6", "ScarletBook7aye", "ScarletBook7nay", "ScarletBook7nay_page2", "ScarletBook8aye", "ScarletBook8nay", "ScarletBook9", "ScarletBook10", "Loveth", "Loveth Finish", "Drama", "Drama Finish"], manualVariableChanges:"<<set $scarletExitPassage to 'Bedroom'>><<set $bus to ''>><<set $arousal to ($arousalmax / 5) * 2>>", unlocked: $scenePassages.includes("RaulAndJanet") }, "NightmareEden":{ name:"Nightmare Eden", startPassage:"Nightmare Eden", passages:["Nightmare Eden","Nightmare Eden Wake","Nightmare Eden 2","Nightmare Eden 3","Nightmare Eden Molestation","Nightmare Eden Molestation Finish","Nightmare Eden End","Nightmare Eden Wake 2","Nightmare Eden Console","Nightmare Eden Insist"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Eden Cabin Bed'>>", unlocked: $scenePassages.includes("NightmareEden") }, "NightmareWraith":{ name:"Nightmare Wraith", startPassage:"Nightmare Wraith", passages:["Nightmare Wraith","Nightmare Wraith Wake","Nightmare Wraith 2","Nightmare Wraith 3","Nightmare Wraith 4","Nightmare Wraith 5","Nightmare Wraith Rape","Nightmare Wraith Rape Finish","Nightmare Wraith 6","Nightmare Wraith End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>", unlocked: $scenePassages.includes("NightmareWraith") }, "NightmareBird":{ name:"Nightmare Bird", startPassage:"Nightmare Bird", passages:["Nightmare Bird","Nightmare Bird Wake","Nightmare Bird 2","Nightmare Bird Rape","Nightmare Bird Rape Finish","Nightmare Bird End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bird Tower Bed'>>", unlocked: $scenePassages.includes("NightmareBird") }, "NightmareCorruptSydney":{ name:"Nightmare Corrupt Sydney", startPassage:"Nightmare Corrupt Sydney", passages:["Nightmare Corrupt Sydney","Nightmare Corrupt Sydney Wake","Nightmare Corrupt Sydney 2","Nightmare Corrupt Sydney 3","Nightmare Corrupt Sydney 4","Nightmare Corrupt Sydney 5","Nightmare Corrupt Sydney 6","Nightmare Corrupt Sydney 7","Nightmare Corrupt Sydney 8","Nightmare Corrupt Sydney 9","Nightmare Corrupt Sydney 10","Nightmare Corrupt Sydney 11","Nightmare Corrupt Sydney 12","Nightmare Corrupt Sydney Rape","Nightmare Corrupt Sydney Rape Finish","Nightmare Corrupt Sydney Rape Finish 2","Nightmare Corrupt Sydney End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>", unlocked: $scenePassages.includes("NightmareCorruptSydney") }, "NightmareHarper":{ name:"Nightmare Harper", startPassage:"Nightmare Harper", passages:["Nightmare Harper","Nightmare Harper Wake","Nightmare Harper 2","Nightmare Harper 3","Nightmare Harper 4","Nightmare Harper 5","Nightmare Harper Machine","Nightmare Harper Machine Finish","Nightmare Harper 6","Nightmare Harper End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>", unlocked: $scenePassages.includes("NightmareHarper") }, "NightmareAlex":{ name:"Nightmare Alex", startPassage:"Nightmare Alex", passages:["Nightmare Alex","Nightmare Alex Wake","Nightmare Alex 2","Nightmare Alex Rape","Nightmare Alex Rape Finish","Nightmare Alex End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Farm Bed'>>", unlocked: $scenePassages.includes("NightmareAlex") }, "NightmareWitch":{ name:"Nightmare Witch", startPassage:"Nightmare Witch", passages:["Nightmare Witch","Nightmare Witch Wake","Nightmare Witch 2","Nightmare Witch 3","Nightmare Witch 4","Nightmare Witch Faith","Nightmare Witch Love","Nightmare Witch Desperation","Nightmare Witch Perdition","Nightmare Witch Paranoia","Nightmare Witch Hatred","Nightmare Witch Nothing","Nightmare Witch End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>", unlocked: $scenePassages.includes("NightmareWitch") }, "NightmareOffice":{ name:"Nightmare Office", startPassage:"Nightmare Office", passages:["Nightmare Office","Nightmare Office Wake","Nightmare Office 2","Nightmare Office 3","Nightmare Office Rape","Nightmare Office Rape Finish","Nightmare Office End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>", unlocked: $scenePassages.includes("NightmareOffice") }, "NightmareGwylan":{ name:"Nightmare Gwylan", startPassage:"Nightmare Gwylan", passages:["Nightmare Gwylan", "Nightmare Gwylan Wake", "Nightmare Gwylan Leave", "Nightmare Gwylan Leave 2", "Nightmare Gwylan 2", "Nightmare Gwylan 3", "Nightmare Gwylan 4", "Nightmare Gwylan Tornado", "Nightmare Gwylan Whalefall", "Nightmare Gwylan End"], manualVariableChanges:"<<set $sleephour to 1>><<set $nightmareExit to 'Bed'>>", unlocked: $scenePassages.includes("NightmareGwylan") }, "HarperHypnosisIntro":{ name:"Harper Hypnosis Intro", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Trance", "Doctor Harper's Office Trance Resist"], manualVariableChanges:"<<set $harper_appointments.hypnosis to 0>><<set $phase to 'intro'>>", unlocked: $scenePassages.includes("HarperHypnosisIntro") }, "HarperHypnosisTrance1":{ name:"Harper Hypnosis Trance 1", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Camera Resist"], manualVariableChanges:"<<set $harper_appointments.hypnosis to 1>><<set $phase to 'hypno'>>", unlocked: $scenePassages.includes("HarperHypnosisTrance1") }, "HarperHypnosisTrance2":{ name:"Harper Hypnosis Trance 2", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera2", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Camera Resist"], manualVariableChanges:"<<set $harper_appointments.hypnosis to 2>><<set $phase to 'hypno'>>", unlocked: $scenePassages.includes("HarperHypnosisTrance2") }, "HarperHypnosisTrance3":{ name:"Harper Hypnosis Trance 3", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera3", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Camera Resist"], manualVariableChanges:"<<set $harper_appointments.hypnosis to 3>><<set $phase to 'hypno'>>", unlocked: $scenePassages.includes("HarperHypnosisTrance3") }, "HarperHypnosisTrance4":{ name:"Harper Hypnosis Trance 4", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Trance","Doctor Harper's Office Camera3","Doctor Harper's Office Camera Molestation","Doctor Harper's Office Camera Molestation Finish", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Camera Resist"], manualVariableChanges:"<<set $harper_appointments.hypnosis to 4>><<set $phase to 'hypno'>>", unlocked: $scenePassages.includes("HarperHypnosisTrance4") }, "HarperHypnosisExam1":{ name:"Harper Hypnosis Exam 1", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Exam"], manualVariableChanges:"<<set $harper_appointments.exam to 0>><<set $phase to 'exam1'>>", unlocked: $scenePassages.includes("HarperHypnosisExam1") }, "HarperHypnosisExam2":{ name:"Harper Hypnosis Exam 2", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Exam"], manualVariableChanges:"<<set $harper_appointments.exam to 1>><<set $phase to 'exam2'>>", unlocked: $scenePassages.includes("HarperHypnosisExam2") }, "HarperHypnosisExam3":{ name:"Harper Hypnosis Exam 3", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office","Doctor Harper's Office Exam"], manualVariableChanges:"<<set $harper_appointments.exam to 2>><<set $phase to 'exam3'>>", unlocked: $scenePassages.includes("HarperHypnosisExam3") }, "HarperHypnosisDogIntro":{ name:"Harper Dog Intro", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office", "Doctor Harper's Office Trance Dog", "Doctor Harper's Office Trance Resist"], manualVariableChanges:"<<set $harper_appointments.dog to 0>><<unset $harper_appointments.dog_intro>><<set $phase to 'dog'>>", unlocked: $scenePassages.includes("HarperDogIntro") }, "HarperHypnosisDog1":{ name:"Harper Dog 1", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office", "Doctor Harper's Office Trance Dog", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Trance Dog Resist", "Doctor Harper's Office Dog Happy"], manualVariableChanges:"<<set $harper_appointments.dog to 1>><<set $phase to 'dog'>>", unlocked: $scenePassages.includes("HarperDog1") }, "HarperHypnosisDog2":{ name:"Harper Dog 2", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office", "Doctor Harper's Office Trance Dog", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Trance Dog Resist", "Doctor Harper's Office Dog Strip", "Doctor Harper's Office Dog Strip Licking"], manualVariableChanges:"<<set $harper_appointments.dog to 2>><<set $phase to 'dog'>>", unlocked: $scenePassages.includes("HarperDog2") }, "HarperHypnosisDog3":{ name:"Harper Dog 3", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office", "Doctor Harper's Office Trance Dog", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Trance Dog Resist", "Doctor Harper's Office Dog Strip"], manualVariableChanges:"<<set $harper_appointments.dog to 3>><<set $phase to 'dog'>>", unlocked: $scenePassages.includes("HarperDog3") }, "HarperHypnosisDog4":{ name:"Harper Dog 4", startPassage:"SV Doctor Harper's Office", passages:["SV Doctor Harper's Office", "Doctor Harper's Office Trance Dog", "Doctor Harper's Office Trance Resist", "Doctor Harper's Office Trance Dog Resist", "Doctor Harper's Office Dog Strip", "Doctor Harper's Office Dog Strip Licking", "Doctor Harper's Office Dog Molestation", "Doctor Harper's Office Dog Molestation Finish", "Doctor Harper's Office Dog Focus", "Doctor Harper's Office Dog Wake"], manualVariableChanges:"<<set $harper_appointments.dog to 4>><<set $phase to 'dog'>>", unlocked: $scenePassages.includes("HarperDog4") }, "MoorFlower":{ name:"Moor Flower", startPassage:"SV Moor Flower", passages:["SV Moor Flower","Moor Flower","Moor Phallus Plant","Moor Flower Masturbation","Moor Flower Masturbation Finish","Moor Phallus Plant Masturbation","Moor Phallus Plant Masturbation Finish","Moor Flower Ignore","Moor Flower Leave","Moor Tentacles","Moor Tentacles Finish"], manualVariableChanges:"<<set $location to 'moor'>>", unlocked: $scenePassages.includes("Moor Flower") or $scenePassages.includes("Moor Phallus Plant") }, "HookahPlot1":{ name:"Hookah Plot 1: Tentacle Forest Door", startPassage:"Tentacle Forest Door", passages:["Tentacle Forest Door","Tentacle Forest Quinn","Tentacle Forest Quinn 2","Tentacle Forest Quinn 3","Tentacle Forest Quinn 4"], manualVariableChanges:"<<set $location to 'tentworld'>><<set $tentacle_forest_time to 30>><<set $tentacle_forest_key to 1>><<set $hookah_plot to 0>>", unlocked: $scenePassages.includes("TentacleForestDoor") }, "HookahPlot2":{ name:"Hookah Plot 2: Town Hall Computer", startPassage:"Town Hall Computer", passages:["Town Hall Computer","Town Hall Computer 2","Town Hall Computer 3","Town Hall Computer 4","Town Hall Computer 5","Town Hall Computer 6","Town Hall Computer 7","Town Hall Computer 8"], manualVariableChanges:"<<set $location to 'town'>>", unlocked: $scenePassages.includes("TownHallComputer") }, "BlackWolfIntro":{ name:"Black Wolf Intro", startPassage:"ForestHuntDebug", passages:["ForestHuntDebug","Forest Wolf Molestation","Forest Wolf Molestation Finish","Forest Wolf Cave Intro","Forest Wolf Molestation Resist","Forest Wolf Molestation Resist Finish","Forest Wolf Cave Rape","Forest Wolf Cave Rape Finish","Forest Wolf Cave Rape End"], manualVariableChanges:"<<set $location to 'forest'>><<set $forestHunter to 'Black Wolf'>><<set $syndromewolves to 0>>", unlocked: $scenePassages.includes("BlackWolfIntro") }, "FreeTheBlackDog":{ name:"Free the Black Dog", startPassage:"Pound Free", passages:["Pound Free","Pound Free Reassure","Pound Free Lead","Pound Free 2","Pound Free Distract","Pound Free Run","Pound Free 3","Pound Free 4","Pound Free 5","Pound Free Fight","Pound Free Fight Finish","Pound Free Submit","Pound Free Crawl","Pound Free Stand","Pound Free Refuse","Pound Free 6","Pound Free Rape","Pound Free Rape Finish","Pound Free 7","Pound Free Beast","Pound Free Beast End"], manualVariableChanges:"<<set $location to 'town'>>", unlocked: $scenePassages.includes("FreeTheBlackDog") }, "MickeyOrphanageHacker":{ name:"Mickey Orphanage Hacker", startPassage:"Orphanage Hacker", passages:["Orphanage Hacker","Orphanage Hacker Strip Refuse","Orphanage Hacker Strip","Orphanage Hacker Strip 2","Orphanage Hacker Strip 3","Orphanage Hacker Strip 4"], manualVariableChanges:"<<set $location to 'home'>>", unlocked: $scenePassages.includes("OrphanageHacker") }, "MickeyPubFameIntro":{ name:"Mickey Pub Fame Intro", startPassage:"SV Pub Fame Intro", passages:["SV Pub Fame Intro","Pub Fame Intro","Pub Fame Intro 2","Pub Fame Intro 3","Pub Fame Intro 4"], manualVariableChanges:"<<set $location to 'pub'>><<set $mickeyPub to 2>>", unlocked: $scenePassages.includes("PubFameIntro") }, "PrisonSpirePrecipice":{ name:"Prison Spire Precipice", startPassage:"Scene Viewer passages", passages:["Prison Spire Precipice","Prison Spire Precipice Help","Prison Spire Precipice Demand"], manualVariableChanges:"<<set $sceneViewSwitch to 'prison_spire_options'>><<set $location to 'prison'>><<set $per_npc.anxious_guard.name_known to 0>><<run Time.setTime(13,0)>>", unlocked: $scenePassages.includes("PrisonSpirePrecipice") }, "PrisonYardLocket":{ name:"Prison Yard Locket", startPassage:"Prison Yard Speak", passages:["Prison Yard Speak","Prison Yard Locket"], manualVariableChanges:"<<set $location to 'prison'>><<set $per_npc.veteran_guard.name_known to 0>><<run Time.setTime(13,0)>>", unlocked: $scenePassages.includes("PrisonYardLocket") }, "PrisonScarredInmate":{ name:"Prison Scarred Inmate", startPassage:"SV Prison Scarred", passages:["SV Prison Scarred","Prison Scarred","Prison Scarred Bars","Prison Scarred Bars 2","Prison Scarred Bars Say","Prison Scarred Bars Refuse","Prison Scarred Bars Sob","Prison Scarred Refuse","Prison Scarred Pair","Prison Scarred Pair 2","Prison Scarred Pair Calm","Prison Scarred Pair Spank","Prison Scarred Pair Silent","Prison Scarred Pair Help","Prison Scarred Molestation","Prison Scarred Molestation 2","Prison Scarred Rape","Prison Scarred Rape Finish","Prison Scarred Turn","Prison Scarred Resist","Prison Scarred Fight","Prison Scarred Fight Finish","Prison Scarred Walk","Prison Scarred Walk 2","Prison Scarred Yard","Prison Scarred Yard Warn","Prison Scarred Yard End","Prison Scarred Yard Rape","Prison Scarred Yard Rape Finish","Prison Scarred Inmate Rape","Prison Scarred Inmate Rape Finish","Prison Scarred Inmate Help","Prison Scarred Sex","Prison Scarred Sex Finish","Prison Scarred Ask","Prison Scarred Sibling Refuse","Prison Scarred Sibling Agree","Prison Scarred Sibling 2","Prison Scarred Sibling 3","Prison Scarred Sibling 4","Prison Scarred Sex Refuse"], manualVariableChanges:"<<set $location to 'prison'>><<run Time.setTime(13,0)>>", unlocked: $scenePassages.includes("PrisonScarredInmate") }, }>> <</if>> <</widget>> <<widget "scenesSearch">> <span class="red">Avoid updating your games while you're replaying a scene.<<if $debug isnot 0>> "Teleporting" during a replay will break saves, avoid it if you don't know how to fix saves.<</if>></span> <br> Scenes per page: <<numberslider "$scenesSearch.numberOfItems" $scenesSearch.numberOfItems 4 40 2>> <br> <label>Hide locked: <<checkbox "$scenesSearch.hideLocked" false true autocheck>></label> <br> Search: <<textbox "$scenesSearch.text" $scenesSearch.text>> <br><br> <<run $(() => { $("#numberslider-input-scenessearchnumberofitems, #checkbox-scenessearchhidelocked").on("input change", function (e) { wikifier("<<scenesSearchUpdate>>"); }); $("#textbox-scenessearchtext").on("input keypress", function (e) { V.scenesSearch.text = e.target.value; switch(e.target.value.toLowerCase()) { case "tutorial": V.scenePassages.pushUnique("Tutorial"); V.scenes.Tutorial.unlocked = true; break; case "the farm": V.scenePassages.pushUnique("The Farm"); V.scenes.TheFarm.unlocked = true; break; } wikifier("<<scenesSearchUpdate>>"); }); })>> <</widget>> <<widget "scenesSearchUpdate">> <<set $scenesSearch.text to $scenesSearch.text.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>> <<set _listPage to 1>> <<updateSceneViewer>> <</widget>> <<widget "scenesViewerCalc">> <<set _scenes to {}>> <<for _label, _value range $scenes>> <<if $scenesSearch.hideLocked and !_value.unlocked>><<continue>><</if>> <<set _lowerName to clone(_value.name).toLowerCase()>> <<set _lowerPassages to "".concat(_value.startPassage).toLowerCase()>> <<if $scenesSearch.text.length is 0 or ((_value.unlocked or $debug is 1) and (_value.name.toLowerCase().includes($scenesSearch.text.toLowerCase()) or "".concat(_value.startPassage).toLowerCase().includes($scenesSearch.text.toLowerCase())))>> <<run _scenes[_label] to clone(_value)>> <</if>> <</for>> <<set _keys to Object.keys(_scenes)>> <<set _keys to _keys.sort()>> <<set _scenesAvailable to _keys.length gt 0>> <<if _listPage is undefined>> <<set _listPage to 1>> <</if>> <<set _listMaxItems to $scenesSearch.numberOfItems>> <<set _listPageMax to Math.ceil(_keys.length / _listMaxItems)>> <<set _indexStart to ((_listPage - 1) * _listMaxItems)>> <<set _indexEnd to (_indexStart + _listMaxItems gt _keys.length ? _keys.length : _indexStart + _listMaxItems)>> <</widget>> <<widget "scenesViewer">> <<if _scenesAvailable is false>> No Scenes Found. <<exit>> <</if>> <<for _i to _indexStart; _i lt _indexEnd; _i++>> <<set _item to _scenes[_keys[_i]]>> <<if _item.unlocked is false and $debug is 0>> <span class="no-numberify red"> <<print _item.lockedMessage || "Locked">> </span> <<elseif _item.name is undefined or _item.startPassage is undefined or _item.passages is undefined>> <span class="no-numberify red"> Error in key '<<print _keys[_i]>>'. </span> <<else>> <<capture _item>> <span class="no-numberify"> <<link [[_item.name|_item.startPassage]]>><<setupReplayScene _item.name _item.startPassage _item.passages>><<print _item.manualVariableChanges>><</link>> </span> <</capture>> <</if>> <</for>> <</widget>> <<widget "scenesViewerControls">> <<if _scenesAvailable is false>><<exit>><</if>> <<set _disabled = _listPage > 1 ? "" : "disabled">> <div @class="'div-link btn-pagination prev ' + _disabled"> <<link "Previous">> <<if _listPage > 1>> <<set _listPage -= 1>> <<updateSceneViewer>> <</if>> <</link>> <div class="btn-pagination-arrow">&lt;</div> </div> <div> <<print (_listPage) + " out of " + _listPageMax>> </div> <<set _disabled = _listPage < _listPageMax ? "" : "disabled">> <div @class="'div-link btn-pagination next ' + _disabled"> <<link "Next">> <<if _listPage < _listPageMax>> <<set _listPage += 1>> <<updateSceneViewer>> <</if>> <</link>> <div class="btn-pagination-arrow">&gt;</div> </div> <<run linkifyDivs('#scenesViewerControls')>> <</widget>> <<widget "updateSceneViewer">> <<scenesViewerCalc>> <<replace "#scenesViewer">><<scenesViewer>><</replace>> <<replace "#scenesViewerControls">><<scenesViewerControls>><</replace>> <</widget>> <<widget "saveCompareTool">> Stored Variables are lost on page refresh. <div id="saveCompareUI"> <<saveCompareUI>> </div> <</widget>> <<widget "saveCompareUI">> <<link "Store Save1">><<set window.variableData1 to clone(V)>><<replace "#saveCompareUI">><<saveCompareUI>><</replace>><</link>> <<print (window.variableData1 isnot undefined ? "(Stored)" : "")>> <br> <<link "Store Save2">><<set window.variableData2 to clone(V)>><<replace "#saveCompareUI">><<saveCompareUI>><</replace>><</link>> <<print (window.variableData2 isnot undefined ? "(Stored)" : "")>> <br><br> <<if window.variableData1 and window.variableData2>> <<link "Compare Saves">><<set _comparedResult to saveDataCompare(window.variableData1,window.variableData2)>><<replace "#saveCompareUI">><<saveCompareUI>><</replace>><</link>> <</if>> <<if _comparedResult>> <<set _skip to ["map","NPCName","NPCList","saveDetails","lastgenerated","description","npcadult","lastOptions","danger","lock","femaleclimax","anusactiondefault","anusactioncarry","enemyhealthmax","enemyhealth","enemyarousal","mouthactiondefault","enemyanger","npcspeechcycle","mouthactioncarry","rng","pass","speechcycle"]>> <<if Object.keys(_comparedResult).length gt 0>> <div id="comparedResult"> <<for _label, _value range _comparedResult>> <<if _skip.includes(_label)>> <<continue>> <</if>> <div class="item"> <<if typeof _value[0] === 'object'>> <<print _label>> <br><br> <<print JSON.stringify(_value[0])>> <br><br> <<print JSON.stringify(_value[1])>> <<else>> <<print _label>> - <<print _value[0]>> - <<print _value[1]>> <</if>> </div> <</for>> </div> <<else>> Saves Identical <</if>> <</if>> <</widget>> <<widget "freezePlayerStats">> <<if $frozenValues>><<exit>><</if>> /* Should never be run more than once */ <<script>> const skipKeysOnFreeze = ["replayScene", "frozenValues", "statFreeze", "passage", "debug", "debugMenu", "options"]; V.statFreeze = true; V.frozenValues = {}; V.frozenValues.deepMerge(V, (key, value, depth) => { return !(depth === 1 && skipKeysOnFreeze.includes(key)) && typeof value !== "function"; }); <</script>> <</widget>> <<widget "unfreezePlayerStats">> <<if $replayScene>><<exit>><</if>> /* Should never be run when a scene is running */ <<script>> const skipKeysOnFreeze = ["replayScene", "frozenValues", "statFreeze", "passage", "debug", "debugMenu", "options", "hcChallenge", "hcChallengesCompleted"]; const objectsToHardRestore = ["skin", "worn", "prof", "player", "transformationParts", "sexStats", "hypnosis_traits", "hypnosisTimers", "parasite"]; delete V.statFreeze; if (V.frozenValues) { const retainedKeys = Object.fromEntries( Object.entries(V).filter(([key]) => skipKeysOnFreeze.includes(key)) ); const cleanedObjects = Object.fromEntries( Object.entries(V.frozenValues).filter(([key]) => objectsToHardRestore.includes(key)) ); V.deepMerge(V.frozenValues, "strict-replace"); Object.assign(V, cleanedObjects); Object.assign(V, retainedKeys); delete V.frozenValues; Time.set(); } <</script>> <<if $replayScene is undefined>> <<doVersionCheck>> <</if>> <</widget>> <<widget "SVTutorial">> <<givestartclothing>> <<set $worn.over_upper to clone(setup.clothes.over_upper[0])>> <<set $worn.over_lower to clone(setup.clothes.over_lower[0])>> <<set $worn.upper to clone(setup.clothes.upper[0])>> <<set $worn.lower to clone(setup.clothes.lower[0])>> <<exposedcheck>> <</widget>> <<widget "SVSydney">> Sydney Purity: <span id="sydneyPurity">Current Save</span> <br> <<link "Set Pure">> <<set C.npc.Sydney.purity to 100>> <<set C.npc.Sydney.corruption to 0>> <<replace "#sydneyPurity">>Pure<</replace>> <</link>> | <<link "Set Neutral">> <<set C.npc.Sydney.purity to 0>> <<set C.npc.Sydney.corruption to 0>> <<replace "#sydneyPurity">>Neutral<</replace>> <</link>> | <<link "Set Corrupt">> <<set C.npc.Sydney.purity to 0>> <<set C.npc.Sydney.corruption to 100>> <<replace "#sydneyPurity">>Corrupt<</replace>> <</link>> | <br><br> Sydney Lust: <span id="sydneyLust">Current Save</span> <br> <<link "Clear">> <<set C.npc.Sydney.lust to 0>> <<replace "#sydneyLust">>Not Lustful<</replace>> <</link>> | <<link "Set">> <<set C.npc.Sydney.lust to 100>> <<replace "#sydneyLust">>Lustful<</replace>> <</link>> | <br><br> Sydney Romance: <span id="sydneyRomance">Current Save</span> <br> <<link "Clear">> <<set $sydneyromance to 0>> <<replace "#sydneyRomance">>Not romancing<</replace>> <</link>> | <<link "Set">> <<set $sydneyromance to 1>> <<replace "#sydneyRomance">>Romancing<</replace>> <</link>> | <</widget>> <!-- False passages to initiate scene viewer scenes, for cases where starting passages have too many potential roadblocks --><br> You are in the main hall of the orphanage. <<if $christmas is 1 and Time.monthDay is 25 and Time.dayState isnot "night">> The room is alive with festive merriment. <<else>> <<if Time.dayState is "day">> A couple of orphans on cleaning duty sweep the floor. <<elseif Time.dayState is "dusk">> You hear hushed voices. <<elseif Time.dayState is "dawn">> <<if Time.schoolDay>> The orphans are heading off to school. <<else>> The orphans are leaving to find work. <</if>> <<elseif Time.dayState is "night">> The orphans must be asleep. <</if>> <</if>> <br><br> A hand rests on your shoulder from behind. <span class="red">It's Bailey.</span> <br><br> <<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1)>> <<rentduerobin 0>> <<else>> <<rentdue 0>> <</if>><<set $outside to 0>><<set $location to "home">><<effects>> <<npc Robin>><<person1>> You go to Robin's room. There's a note on the door. "Please don't enter!" <br><br> <<link [[Enter|Robin Caught CD]]>><</link>> <br> <<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "home">><<effects>> <<set _robin to statusCheck("Robin")>> <<npc Robin>><<person1>> You play a cooperative game with <<him>>. You're about to win the stage when there's a knock on the door. <br><br> Robin, still wearing <<his>> <<if _robin.pronoun is "f">> <<npcClothesText _robin "upper">> and chest binder, <<else>> <<npcClothesText _robin "upper">>, <</if>> flushes deeply. "This looks bad doesn't it?" <br><br> <<link [[Let Robin respond|Robin CD Door Answer]]>><</link>> <br> <<link [[Tell Robin to ignore it|Robin CD Door Ignore]]>><</link>> <br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>> You are in the main hall of the orphanage. A couple of orphans on cleaning duty sweep the floor. <br><br> <<npc Robin>> <<generatey2>><<person2>> You see Robin talking with a <<person2>><<person>>. Robin waves you over. <br><br> <<link [[Go over|Robin CD Socialise]]>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>><<set _uniqueoptions to true>> <<robinroom>> <<if Time.season is "winter">> <<set _stand to "hot chocolate stand">> <<set _inLocation to "in the park">> <<else>> <<set _stand to "lemonade stand">> <<set _inLocation to "on the beach">> <</if>> Robin looks at the clock on the wall and sighs. "I need to get my _stand set up." <<He>> slowly gets up. "I'll get changed, then I'll be _inLocation if you want to see me." <br><br> <<if _robin.lovestage gte 5>> <<link [[Ask what's wrong|Robin's Stand CD Explain Full]]>><<npcincr Robin love 3>><</link>><<gglove>> <<else>> <<link [[Ask what's wrong|Robin's Stand CD Explain Demo]]>><</link>> <</if>> <br> <<if Time.season is "winter">> <<link [[Offer to help set up (0:30)|Robin Chocolate Set]]>><<pass 30>><<npcincr Robin love 1>><</link>><<glove>> <<else>> <<link [[Offer to help set up (0:30)|Robin's Lemonade Set]]>><<pass 30>><<npcincr Robin love 1>><</link>><<glove>> <</if>> <br> <<link [[Leave|Orphanage]]>><<set $fromRobinRoom to true>><<endevent>><</link>> <br><<npc Robin>><<person1>> <<set _robin to statusCheck("Robin")>> You enter Robin's room, <<hes>> standing in front of <<his>> mirror holding a <<print (_robin.pronoun is "m" ? "girl's" : "boy's")>> school uniform in front of <<him>>. <<He>> seems focused on how <<he>> looks and doesn't notice you at first. <br><br> <<if $robinromance is 1>> <<link [[Compliment|Robin School CD Compliment]]>><</link>> <<else>> <<link [[Interrupt|Robin School CD Interrupt]]>><</link>> <</if>> <br> <<link [[Leave|Orphanage]]>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">> You are on Wolf Street. The nearby forest bleeds into the town here, particularly where the temple sits. <<if Time.dayState is "day">> <<if Weather.precipitation is "rain">> The trees sway in the wind. <<elseif Weather.isSnow>> The trees sway in the wind, dislodging snow from their branches. <<else>> It's one of the quieter parts of town. <</if>> <<elseif Time.dayState is "dawn">> You hear chanting from within. <<elseif Time.dayState is "dusk">> It strikes a forbidding silhouette against the darkening sky. <<elseif Time.dayState is "night">> It's almost pitch-black. <</if>> <<streeteffects>> <br><br> <<monstrance_accost>><<SVSydney>> <br><br> <<link [[Start|SV Temple Confess Purge 2]]>><</link>> <br>"I name you <span class="red">corrupted</span>." You kneel, positioning yourself against the seal and opening the small metal shutter. "Remove your clothes and stand against the seal of confession. I will take your corruption into myself, and you will be forgiven." <br><br> <<set $attendant to ["corrupt_1","corrupt_2","corrupt_3","corrupt_4","corrupt_5","corrupt_6","corrupt_7","corrupt_8","corrupt_9"].random()>> <<generate1>><<person1>> <<switch $attendant>> <<case "corrupt_1">> <<set _accepted to true>> "Ah... yes! Fill the hole! I understand now! Bless you, <<sister>>!" <<He>> complies. <<case "corrupt_2">> <<set _accepted to true>> "Oh? How unexpected. If you insist, dear <<sister>>." <<He>> complies. <<case "corrupt_3">> <<set _accepted to true>> <<He>> complies. "Will this make God forgive me?" <<case "corrupt_4">> <<set _accepted to true>> "Is this purification? Will this spare me the... the wall? Th-thank you, <<sister>>." <<He>> complies. <<case "corrupt_5">> <<set _accepted to true>> "Finally, someone punctual." <<He>> complies. <<case "corrupt_6">> <<set _accepted to true>> "Right away, <<sister>>. Anything to make this feeling stop. Is... is this going to hurt?" <<case "corrupt_7">> <<set _accepted to true>> <<He>> complies with your request. "This... this feels sinful, but I trust you, <<sister>>." <<case "corrupt_8">> <<set _accepted to true>> <<He>> goes silent for a moment. "Purges. Urges. Purges. Urges." <br><br> <<He>> continues to repeat <<himself>>, but complies with your request. <<case "corrupt_9">> <<set _accepted to true>> "Wonderful! Thank you, <<sister>>." <<He>> complies with your request. <</switch>> <br><br> <<link [[Next|Temple Confess Purge Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> You approach the guards, a <<person>> and <<person2>><<person>>. <span class="green">Your mask conceals your face.</span> They remain motionless, until you're halfway across the bridge. <br><br> "Halt," the <<person1>><<person>> says. "What gives you the right to enter here?" <span class="green">You should be able to respond in their language.</span> <br><br> <<link [[Act dignified|Island Castle Dignified]]>><</link>> <br> <<link [[Act cute|Island Castle Cute]]>><</link>> <br><<if random(1, 2) is 1>> <<set $moorFlower to "flower">> <<else>> <<set $moorFlower to "phallus plant">> <</if>> You smell a sweet fragrance. A pink flower alongside an odd plant grows among the heather. <<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>> <span class="red">The ear slimes weaken your ability to resist its allure.</span> <<if numberOfEarSlime() gte 2>> <<set $moorFlowerMod to 400>> <<else>> <<set $moorFlowerMod to 200>> <</if>> <<else>> <<set $moorFlowerMod to 0>> <</if>> <br><br> <<link [[Investigate the flower|Moor Flower]]>><<arousal 600>><<drugs 60>><<set $moorFlower to "flower">><</link>><<garousal>> <br> <<link [[Investigate the odd plant|Moor Phallus Plant]]>><<arousal 600>><<drugs 60>><<set $moorFlower to "phallus plant">><</link>><<garousal>> <br> <<link [[Ignore|Moor Flower Ignore]]>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `600 + $moorFlowerMod`>> <br><div id="SVTutorial"> <<link "Leaving the Orphanage">> <<replace "#SVTutorial">> <<generate1>><<person1>>As you leave the orphanage you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere." <br><br> <<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Domus Street">><</link>> <</replace>> <</link>> <br> <<link [[Climbing a Fence in just underwear|Garden Fence]]>><<SVTutorial>><</link>> <br> <<link [[Walking to school with Robin|Robin Walk School]]>><</link>> <br> <<link [[Helping Robin with <<nnpc_his "Robin">> lemonade stand|Robin's Lemonade Set Tutorial]]>><<npc Robin>><</link>> <br> <<link [[Helping Robin with <<nnpc_his "Robin">> hot chocolate stand|Robin Chocolate Set Tutorial]]>><<npc Robin>><</link>> <br> <<link [[Waiting it out|Rent Intro]]>><</link>> <br> <<link '"Sleep" walking'>> <<set $molestationstart to 1>> <<replace "#SVTutorial">><<slimeWakeAlleyway>><</replace>> <</link>> <br> </div><<undergroundEscapeForestRobin>><<SVSydney>> <br><br> <<link [[Start|Temple Vigil Inquire]]>><</link>> <br><<SVSydney>> <br><br> <<link [[Start|Dilapidated Shop]]>><</link>> <br><<SVSydney>> <br><br> <<link [[Start|Adult Shop Opening]]>><</link>> <br><<set $pubfame to {seen: [], tasksDone: []}>><<set $fameDecay to {}>><<set $fameDecayTimer to {}>> <<generate1>><<person1>> A hand lands on your shoulder from behind. "You've been busy," a <<person>> says in your ear. You can smell the alcohol on <<his>> breath. "Don't think I don't recognise you. You're the talk of the town. <<if $fame.bestiality gte 400>> Bit surprising not seeing a buncha mutts fucking you raw, though." <<elseif $fame.sex gte 400 or $fame.rape gte 400 or $fame.prostitution gte 400>> Bit surprising not seeing you being fucked raw, though." <<else>> Bit surprising seeing you all covered up, though." <</if>> <<stress 3>><<gstress>> <br><br> <<His>> grip tightens. "I reckon it's time I got my slice of the pie. <<if $fame.prostitution gte 400>>Hope you don't mind that I'm not paying for it.<<elseif $fame.rape gte 400>>You like it rough, right? That's what I've heard.<</if>> Come 'ere, sweetheart." <br><br> <<link [[Next|Pub Fame Intro]]>><</link>><<npc Avery>><<person1>> As you are about to leave the building, you hear a great uproar. Dozens of students are gathering outside as a helicopter descends upon the school precincts. One of the passenger doors swings open. Avery beckons from inside. <br><br> "Come on, get a move on, I haven't got all day! Important business awaits!" <br><br> <<link [[Board helicopter (0:20)|Avery Helicopter]]>><<npcincr Avery love 2>><</link>><<gglove>> <br> <<link [[Walk away|Avery Helicopter Walk]]>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<garage>><<llove>>Whitney Meets Bailey First Time: <span id="baileyMeet">False</span> <br> <<link "Clear">> <<set $whitney_bailey_met to 0>> <<replace "#baileyMeet">>False<</replace>> <<run Time.setTime(17,0)>> <<replace "#timeOfDay">>Day<</replace>> <</link>> | <<link "Set">> <<set $whitney_bailey_met to 1>> <<replace "#baileyMeet">>True<</replace>> <<run Time.setTime(17,0)>> <<replace "#timeOfDay">>Day<</replace>> <</link>> | <br><br> Time of day: <span id="timeOfDay">Current Save</span> <br> <<link "Day">> <<run Time.setTime(17,0)>> <<replace "#timeOfDay">>Day<</replace>> <</link>> | <<link "Night">> <<run Time.setTime(22,0)>> <<replace "#timeOfDay">>Night<</replace>> <</link>> | <br><br> <<link [[Start|SV Street Bully Orphanage Go 2]]>><</link>> <br><<npc Whitney>><<person1>> "Just the slut I was looking for," <<he>> says. "Come on. I'm visiting your home. The orphanage." <<He>> flicks a fresh cigarette butt into the gutter and takes your arm in <<his>> own. <br><br> <<link [[Make Whitney promise to be nice to the other residents (0:25)|Street Bully Orphanage Promise]]>><<pass 25>><</link>> <br> <<link [[Go to the orphanage (0:25)|Street Bully Orphanage Go]]>><<npcincr Whitney love 1>><<pass 25>><</link>><<glove>> <br> <<link [[Refuse|Street Bully Orphanage Refuse]]>><<npcincr Whitney love -3>><</link>><<lllove>> <br>Player Purity: <span id="playerPurity">Current Save</span> <br> <<link "High">> <<set $purity to 999>> <<replace "#playerPurity">>High<</replace>> <</link>> | <<link "Mid">> <<set $purity to 950>> <<replace "#playerPurity">>Mid<</replace>> <</link>> | <<link "Low">> <<set $purity to 450>> <<replace "#playerPurity">>Low<</replace>> <</link>> | <br><br> Player Grace: <span id="playerGrace">Current Save</span> <br> <<link "High">> <<set $grace to 100>> <<replace "#playerGrace">>High<</replace>> <</link>> | <<link "Mid">> <<set $grace to 50>> <<replace "#playerGrace">>Mid<</replace>> <</link>> | <<link "Low">> <<set $grace to 1>> <<replace "#playerGrace">>Low<</replace>> <</link>> | <<link "None">> <<set $grace to 0>> <<replace "#playerGrace">>None<</replace>> <</link>> | <br><br> Evaluation already taken: <span id="evaluation">Current Save</span> <br> <<link "No">> <<run $sydneySeen.delete("evaluation")>> <<replace "#evaluation">>No<</replace>> <</link>> | <<link "Yes">> <<run $sydneySeen.pushUnique("evaluation")>> <<replace "#evaluation">>Yes<</replace>> <</link>> | <br><br> Sydney is Pure: <span id="sydneyPurity">Current Save</span> <br> <<link "Yes">> <<set C.npc.Sydney.purity to 100>> <<replace "#sydneyPurity">>Yes<</replace>> <</link>> | <<link "Lost some">> <<set C.npc.Sydney.purity to 80>> <<replace "#sydneyPurity">>Lost some<</replace>> <</link>> | <<link "Not enough">> <<set C.npc.Sydney.purity to 0>> <<replace "#sydneyPurity">>Not enough<</replace>> <</link>> | <br><br>First met Sydney at: <span id="sydneyMet">Current Save</span> <br> <<link "Mass">> <<set $sydneyFirstSeen to "mass">> <<run $sydneySeen.pushUnique("mass")>> <<replace "#sydneyMet">>Mass<</replace>> <</link>> | <<link "Library">> <<set $sydneyFirstSeen to "library">> <<run $sydneySeen.pushUnique("library")>> <<replace "#sydneyMet">>Library<</replace>> <</link>> | <<link "Library rescue">> <<set $sydneyFirstSeen to "libRescue">> <<run $sydneySeen.pushUnique("libRescue")>> <<replace "#sydneyMet">>Library rescue<</replace>> <</link>> | <<link "Science class">> <<set $sydneyFirstSeen to "science">> <<run $sydneySeen.pushUnique("science")>> <<replace "#sydneyMet">>Science class<</replace>> <</link>> | <<link "Sirris' Shop">> <<set $sydneyFirstSeen to "shop">> <<run $sydneySeen.pushUnique("shop")>> <<replace "#sydneyMet">>shop<</replace>> <</link>> | <<link "Trial of Anguish">> <<set $sydneyFirstSeen to "anguish">> <<run $sydneySeen.pushUnique("anguish")>> <<replace "#sydneyMet">>anguish<</replace>> <</link>> | <br><br> <<link [[Start|Sydney Temple Pure]]>><<npc Sydney>><</link>> <br><<npc "Sydney">><<person1>> Sydney takes a deep breath. "I'm ready." <<He>> begins to count the number of <<monks>> around. "Perfect. We should have an opening in a minute. I'll go first, follow me in about two minutes." <<He>> begins giving you a list of directions and subtle details to look out for in the temple's back halls. <br><br> <<He>> starts to get up, but stops <<himself>> and turns back to you. "Are you absolutely sure you're ready? Broken vows are taken very seriously here, and if we get caught..." <br><br> <<link [[Yes (0:02)|Sydney Temple Corrupt 2]]>><<pass 2>><</link>> <br> <<link [[No|Sydney Temple Corrupt Cancel]]>><</link>> <br><br><br>Stage: <span id="stage">Name Learned</span> <br> <<link "1st Event">> <<set $per_npc.scarred_inmate.name_known to 0>> <<set $prison.scarred to 0>> <<set $prison.scarred_level to 0>> <<replace "#stage">>1st Event<</replace>> <</link>> | <<link "2nd Event">> <<set $per_npc.scarred_inmate.name_known to 0>> <<set $prison.scarred to 0>> <<set $prison.scarred_level to 1>> <<replace "#stage">>2nd Event<</replace>> <</link>> | <<link "3rd Event">> <<set $per_npc.scarred_inmate.name_known to 0>> <<set $prison.scarred to 0>> <<set $prison.scarred_level to 2>> <<replace "#stage">>3rd Event<</replace>> <</link>> | <<link "4th Event">> <<set $per_npc.scarred_inmate.name_known to 0>> <<set $prison.scarred to 0>> <<set $prison.scarred_level to 3>> <<replace "#stage">>4th Event<</replace>> <</link>> | <<link "5th Event">> <<set $per_npc.scarred_inmate.name_known to 0>> <<set $prison.scarred to 0>> <<set $prison.scarred_level to 5>> <<replace "#stage">>5th Event<</replace>> <</link>> | <<link "Name Learned">> <<set $per_npc.scarred_inmate.name_known to 0>> <<replace "#stage">>Name Learned<</replace>> <</link>> | <br><br> <<link [[Start|Prison Scarred]]>><</link>> <br><<set $outside to 0>> <<set $location to "hospital">> <<effects>> <<npc Harper>><<person1>> You knock on the door and hear <<if $hospitalintro isnot 1>>a <<personsimple>><<else>>Harper<</if>>'s voice on the other side. "Come in." You enter. <br><br> <<if $phase is "intro">> <<include "Doctor Harper's Office Intro">> <<elseif $phase is "hypno">> <<include "Doctor Harper's Office Hypnosis">> <<elseif $phase is "exam1">> <<include "Doctor Harper's Office Exam 1">> <<elseif $phase is "exam2">> <<include "Doctor Harper's Office Exam 2">> <<elseif $phase is "exam3">> <<include "Doctor Harper's Office Exam 3">> <<elseif $phase is "dog">> <<include "Doctor Harper's Office Dog">> <</if>><<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <!-- Generate Demon --> <<generateDemon 1>><<person1>> You investigate the noise coming from the school's hallway. Suddenly, with a HERMMMMM-POP a portal swirls open in front out you. From the portal <span class="blue">a <<person>> strides out,</span> <<his>> red eyes never leaving contact with yours. <br><br> The <<person>> opens <<his>> mouth and roars hotly. <span class="red">Your clothes are shredded to nothing in a blast of heat and wind as you wince from the impact,</span> your skin glowing hotly. <<set Skin.color.tan to 100>> <br> <<set $worn.lower.integrity to 0>><<set $worn.upper.integrity to 0>><<set $worn.under_lower.integrity to 0>><<set $worn.under_upper.integrity to 0>> <<headruined>><<legsruined>><<feetruined>> <<integritycheck>> <br> You look up, feeling a combination of awe and terror. The <<persons>> $NPCList[0].breastsdesc are standing straight out in defiance of gravity, <<his>> $NPCList[0].penisdesc dangling semi-engorged over <<his>> vagina... while the <<person>> is standing in front of you, everything shifts about lazily, as if you were looking at painting being swirled. <br><br> The <<person>> speaks in a commanding voice breaking your reverie, "Serve me well mortal and you shall be rewarded." <br><br> You consider your options... <br><br> <<link [[Run away screaming|Oxford Street]]>><</link>> <br> <<link [[Stay and see what happens...|Demon Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>><<person1>> <<if $sexstart is 1>> <span class="pink">Prepare yourself, mortal.</span> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<violence 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 500>> <<set $enemyarousalmax to 10000>> <<set $ostart to $orgasmcount>><<set $oindex to 0>><<set $o to 0>> <</if>> /% DEBUG: $NPCList[0].penis $NPCList[0].vagina<br> %/ /% DEBUG: ocount $orgasmcount $o $oindex $ostart <br> %/ <<set $o to ($orgasmcount - $ostart)>> <<if $o gt $oindex>> You have cum $o times. <span class="purple">The <<person>> grows in power as <<he>> drains you. <<awareness -10>><<llawareness>></span> <br> <<set $oindex to $o>> <</if>> <<set $enemyanger to 0>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Demon Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Demon Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Demon Sex]]>><</link>></span><<nexttext>> <</if>><<schooleffects>><<effects>> <<unset $o>><<unset $ostart>><<unset $oindex>> <<person1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation-demon>> You wake on a grassy field, refreshed but drenched in semen and goo... the <<person>> is gone, <span class="blue">leaving you with a deep sense of longing you can't shake or understand.</span> <br><br> <<set $tiredness to 1>> <<set $pain to 0>> <<drench "semen" "slime" 5>> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><</link>> <<else>> <<He>> recoils and vanishes. You are left with a deep sense of longing you can't shake or understand. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Hallways]]>><</link>> <</if>><<widget "ejaculation-demon">> <<famesex 1>> You pass out from exertion, completely spent, <span class="blue">while the <<person>> roars and continues to work away on your limp body.</span> <<animateCombat>> <</widget>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> You feel the room shake, then shift sideways. You find yourself in a featureless black room with a gang of $enemyno and an audience behind ropes. There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters, along with other statistics you don't understand. <br><br> <span class="red">The gang advances...</span> <br><br> <<controlloss>> <br> <<violence 1>> <<neutral 1>> <<maninit>> <</if>> <span class="orange">DEBUG GROUP:</span> <span class="red">TRST: $enemytrust HLTH: <<print Math.trunc($enemyhealth)>> : $enemyhealthmax AROSL: <<print Math.trunc($enemyarousal)>> : $enemyarousalmax ANGR: $enemyanger : $enemyangermax </span> <br> <span class="orange">DEBUG BROTHEL EVENT:</span> Enemy current of $enemynomax (1 - 6): $enemyno <br> <span class="green">DEBUG: Enemy #: Health Descr Gen Pro PP Vag Mouth LH RH Clothes</span> <br> <<for _ii = 0; _ii < $enemynomax; _ii++>> DEBUG: _ii: <<print Math.trunc($NPCList[_ii].health)>> $NPCList[_ii].description $NPCList[_ii].gender $NPCList[_ii].pronoun $NPCList[_ii].penis $NPCList[_ii].vagina $NPCList[_ii].mouth $NPCList[_ii].lefthand $NPCList[_ii].righthand $NPCList[_ii].clothes.upper.name $NPCList[_ii].clothes.lower.name <br> <</for>> DEBUG PC (P/V/A/M/LARM): $penisstate $vaginastate $anusstate $mouthstate $leftarm <br><br> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <<if ($enemyarousal gte $enemyarousalmax) or ($enemyhealth lte 0)>> <span id="next"><<link [[Next|The Pod Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|The Pod]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif ($enemyarousal gte $enemyarousalmax) or ($enemyhealth lte 0)>> <span id="next"><<link [[Next|The Pod Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|The Pod]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape the gang, leaving them defeated on the floor. <br> You feel the room shift again and find yourself in your bedroom. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bedroom]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $audience is 1>> A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas. <<elseif $audience lte 6>> The <<person1>><<person>> and <<person2>><<person>> high-five each other. <<tearful>> you manage to stagger away while the audience congratulates each other. <<else>> A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas. <</if>> <br><br> <<stealclothes>> <<clotheson>> <<endcombat>> You feel the room shift again and find yourself in your bedroom. <br><br> <<link [[Next|Bedroom]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<generateBEAST 1 dog>> <<generateBEAST 2 pig>> <<generateBEAST 3 cat>> <<generateBEAST 4 fox>> <<generateBEAST 5 lizard>> <<generateBEAST 6 creature>> <<beastTrainGenerate>> You stumble from the woods onto the verge of a steep cliff. Losing your balance <span class="red">you tip over the edge, tumbling to the bottom.</span> <br><br> When you recover, you find yourself in the main yard of a small farm. You are stunned to see several animals dancing around you... singing... <br><br> <span class="green">Old McDonald's rape-y farm <br> E-I-E-I-O <br> And on this farm we found a whore <br> E-I-E-I-O</span> <br><br> <span class="red">They stop singing and advance on you</span> <br> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<if $replayScene is undefined>> DEBUG BEAST EVENT: Enemy current of $enemynomax (1 - 6): $enemyno <br> <span class="green">DEBUG: Enemy #: Gen Pro Type Monster Stance PP Vag</span> <br> <<for _ii = 0; _ii < $enemynomax; _ii++>> DEBUG: _ii: $NPCList[_ii].gender $NPCList[_ii].pronoun $NPCList[_ii].type $NPCList[_ii].monster $NPCList[_ii].stance $NPCList[_ii].penis $NPCList[_ii].vagina <br> <</for>> <br><br> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|The Farm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|The Farm]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The $NPCList[0].type recoils in pain and fear, but another beast is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|The Farm]]>><</link>> <<else>> The $NPCList[_na].type recoils in pain and fear. <br><br> <<link [[Next|The Farm Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the $NPCList[0].type moves and another beast takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|The Farm]]>><</link>> <<else>> Satisfied, the $NPCList[0].type moves away from you. <br><br> <<link [[Next|The Farm Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The $NPCList[_na].type whimpers and flees into a barn. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $NPCList[_na].type leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the animals flee to a nearby barn. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The animals leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The animals leave you spent and shivering on the grass. <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> Out of nowhere a goat runs from the shed. Rearing back, <span class="green">it kicks you all the way to Domus Street and through your bedroom window.</span> <br> <<link [[Next|Bedroom]]>><</link>> <</if>><!-- Used to debug Beast generation by displaying all attributes. --> <span class="red">TOTAL BEAST TYPES: $BeastList.length</span> <br> <<for _i = 0; _i lt $BeastList.length; _i++>> /% <<generateBEAST 1 $BeastList[_i]>><!-- This can call all m/f if specified --> %/ <<beastNEWinit 1 $BeastList[_i]>> <br> Introducing Beast <<print _i>>: <span class="green">$NPCList[0].description $NPCList[0].type</span> <br> PRONOUN: <span class="red">$NPCList[0].pronoun</span> GENDER: <span class="red">$NPCList[0].gender</span> <br> PPSize,Desc: <span class="gold">$NPCList[0].penissize, $NPCList[0].penisdesc</span> BREASTSize,Desc: <span class="gold">$NPCList[0].breastsize, $NPCList[0].breastsdesc</span> <br> PenActiv: <span class="gold">$NPCList[0].penis</span> VagActiv: <span class="gold">$NPCList[0].vagina</span> <br> /% DOM: $NPCList[0].dom LUST $NPCList[0].lust RAGE: $NPCList[0].rage TRAUMA $NPCList[0].trauma<br> %/ /% STATE: $NPCList[0].state<br> %/ <</for>> <<link [[Next|Bedroom]]>><</link>><!-- Used to debug Beast Train --> <<beastNEWinit 6 dolphin>> <span class="red">BEAST TRAIN: $enemyno members</span> <br> <<for _x = $enemyno-1; _x gte 0; _x-->> Introducing Beast <<print _x+1>>: <span class="green">$NPCList[_x].description $NPCList[_x].type</span> <br> PRONOUN: <span class="red">$NPCList[_x].pronoun</span> GENDER: <span class="red">$NPCList[_x].gender</span> <br> PPSize,Desc: <span class="gold">$NPCList[_x].penissize, $NPCList[_x].penisdesc</span> BREASTSize,Desc: <span class="gold">$NPCList[_x].breastsize, $NPCList[_x].breastsdesc</span> <br> PenActiv: <span class="gold">$NPCList[_x].penis</span> VagActiv: <span class="gold">$NPCList[_x].vagina</span> <br><br> <</for>> <<link [[Next|Bedroom]]>><</link>><!-- Used to debug Named NPCs by displaying all attributes. --> <span class="red">TOTAL NAMED NPCS: $NPCName.length</span> <br> <!-- Example of introduction, variable set / increment, and put away of npc --> /% <<npc Robin>> %/ /% In walks $npc[0] and takes a bow. <<He>> has more Trauma now. And out <<he>> goes.<br> %/ /% <<npcset $npc[0] trauma 80>> %/ /% <<npcincr $npc[0] trauma 100>> %/ /% <<endnpc>> %/ <<set _genderColor to {"m": "blue", "h": "purple", "f": "pink"}>> <<for _i = 0; _i lt $NPCName.length; _i++>> <<set _nnpc to $NPCName[_i]>> <<set _nnpc_init_backup to _nnpc.init>> <<npc _nnpc.nam>> <<set _listnpc to $NPCList[0]>> <br> NNPC #<<print _i>>: <span class="green">_nnpc.nam, the _nnpc.title</span> <br> <<set _pColor to _genderColor[_nnpc.pronoun]>> <<set _gColor to _genderColor[_nnpc.gender]>> PRONOUN: <span @class="_pColor"><<print _nnpc.pronoun.toUpperCase()>></span> | GENDER: <span @class="_gColor"><<print _nnpc.gender.toUpperCase()>></span> <br> Penis Size: <span class="gold">_nnpc.penissize</span>, Desc: <span class="gold">_nnpc.penisdesc</span>, State: <span @class="_nnpc.penis is 'none' ? 'red' : 'gold'">_nnpc.penis</span> <br> Breast Size: <span class="gold">_nnpc.breastsize</span>, Desc: <span class="gold">_nnpc.breastsdesc</span> <br> TYPE: <span class="blue"><<if _nnpc.adult>>Adult<<elseif _nnpc.teen>>Teen<<else>>???<</if>></span> | INSECURITY: <span class="red">_nnpc.insecurity</span> <br> TRUST: <span class="gold">_nnpc.trust</span> | LOVE (<span class="pink"><<print setup.loveAlias[_nnpc.nam]()>></span>): <span class="gold">_nnpc.love</span> | DOM: <span class="gold">_nnpc.dom</span> | LUST: <span class="gold">_nnpc.lust</span> | RAGE: <span class="gold">_nnpc.rage</span> | TRAUMA: <span class="gold">_nnpc.trauma</span> <br> STATE: _nnpc.state <br> CLOTHES: <span class="teal">_nnpc.clothes.set</span> <br> Upper: <span class="teal">_nnpc.clothes.upper.name</span> | Lower: <span class="teal">_nnpc.clothes.lower.name</span> <br> Outfits: [<<print '<span class="teal">'+_nnpc.outfits.join('</span>, <span class="teal">')+"</span>">>] <br> You have <<if _nnpc_init_backup isnot 1>><span class="red">not</span><</if>> been introduced to <<him>>. <br> <<endnpc _nnpc.nam>> <<set _nnpc.init to _nnpc_init_backup>> <hr> <</for>> <<link [[Next|Bedroom]]>><</link>><!-- Keeping this only as an example on how to use Widget as Event for debug --> <<residentialex2>> <<link [[Next|Domus Street]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<abomination>> You awaken to find yourself being assaulted by a strange beast! <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Abomination Old]]>><</link>></span><<nexttext>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <</if>> <<underwater>><<effects>><<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Swarm Test]]>><</link>></span><<nexttext>> <<elseif $swimdistance lte 0>> <span id="next"><<link [[Next|Swarm Test]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Swarm Test]]>><</link>></span><<nexttext>> <</if>><<location "sea">><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $enemytype to "tentacles">> <<tentaclestart 6 15>> <<set $vorestage to 1>> <<set $vorecreature to "whale">> <<set $vorestrength to 1>><<set $position to "doggy">> <<if $hallucinations gte 1>> <<set $voretentacles to 1>> <<else>> <<set $voretentacles to 0>> <</if>> <<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 1 9>> <<set $swimdistance to 20>> <<set $water to 1>> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<voreeffects>><<swarmeffects>><<effectstentacles>> <<vore>><<swarm>><<tentacles>> <<statetentacles>> <<actionsOmni>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Monster Test]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Monster Test]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Monster Test]]>><</link>></span><<nexttext>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<generate2>><<maninit>> <<set $NPCList[0].penis to "vagina">><<set $vaginause to "penis">><<set $vaginastate to "penetrated">><<set $vaginatarget to 0>> <<set $NPCList[1].penis to "anus">><<set $anususe to "penis">><<set $anusstate to "penetrated">><<set $anustarget to 1>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|DP Test]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|DP Test]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|DP Test]]>><</link>></span><<nexttext>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 dog>> <<beastCombatInit>> <<beastTrainGenerate>> You awaken to find yourself surrounded by a pack of stray dogs! <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<set $alarm to 0>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Wolf Pack Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Wolf Pack Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Pack]]>><</link>></span><<nexttext>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Wolf Pack Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Wolf Pack Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Pack]]>><</link>></span><<nexttext>> <</if>><<effects>> <<beastwound>> <<if $combatTrain.length gt 0>> The beast recoils in pain and fear, but another takes its place. <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Pack]]>><</link>> <<else>> The beast recoils in pain and fear. <br><br> <<link [[Next|Wolf Pack End]]>><</link>> <</if>><<effects>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the beast leaves you be. Another takes its place. <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Pack]]>><</link>> <<else>> Satisfied, the beast leaves you be. <br><br> <<link [[Next|Wolf Pack End]]>><</link>> <</if>><<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The wolf whimpers and flees into the forest. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The wolf leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the wolves flee into the forest. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The wolves leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The wolves leave you spent and shivering on the grass. One seems to be limping. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[It was just a dream|Bedroom]]>><</link>>Add the NPCs you want.<br> <<if $enemyno lt 6>> <<if !($npc.includes("Alex"))>> <<link [[Add Alex|$passage]]>><<npc Alex -1>><</link>><br> <</if>> <<if !($npc.includes("Avery"))>> <<link [[Add Avery|$passage]]>><<npc Avery -1>><</link>><br> <</if>> <<if !($npc.includes("Bailey"))>> <<link [[Add Bailey|$passage]]>><<npc Bailey -1>><</link>><br> <</if>> <<if !($npc.includes("Briar"))>> <<link [[Add Briar|$passage]]>><<npc Briar -1>><</link>><br> <</if>> <<if !($npc.includes("Charlie"))>> <<link [[Add Charlie|$passage]]>><<npc Charlie -1>><</link>><br> <</if>> <<if !($npc.includes("Darryl"))>> <<link [[Add Darryl|$passage]]>><<npc Darryl -1>><</link>><br> <</if>> <<if !($npc.includes("Doren"))>> <<link [[Add Doren|$passage]]>><<npc Doren -1>><</link>><br> <</if>> <<if !($npc.includes("Eden"))>> <<link [[Add Eden|$passage]]>><<npc Eden -1>><</link>><br> <</if>> <<if !($npc.includes("Gwylan"))>> <<link [[Add Gwylan|$passage]]>><<npc Gwylan -1>><</link>><br> <</if>> <<if !($npc.includes("Harper"))>> <<link [[Add Harper|$passage]]>><<npc Harper -1>><</link>><br> <</if>> <<if !($npc.includes("Jordan"))>> <<link [[Add Jordan|$passage]]>><<npc Jordan -1>><</link>><br> <</if>> <<if !($npc.includes("Kylar"))>> <<link [[Add Kylar|$passage]]>><<npc Kylar -1>><</link>><br> <</if>> <<if !($npc.includes("Landry"))>> <<link [[Add Landry|$passage]]>><<npc Landry -1>><</link>><br> <</if>> <<if !($npc.includes("Leighton"))>> <<link [[Add Leighton|$passage]]>><<npc Leighton -1>><</link>><br> <</if>> <<if !($npc.includes("Mason"))>> <<link [[Add Mason|$passage]]>><<npc Mason -1>><</link>><br> <</if>> <<if !($npc.includes("Morgan"))>> <<link [[Add Morgan|$passage]]>><<npc Morgan -1>><</link>><br> <</if>> <<if !($npc.includes("Niki"))>> <<link [[Add Niki|$passage]]>><<npc Niki -1>><</link>><br> <</if>> <<if !($npc.includes("Quinn"))>> <<link [[Add Quinn|$passage]]>><<npc Quinn -1>><</link>><br> <</if>> <<if !($npc.includes("Remy"))>> <<link [[Add Remy|$passage]]>><<npc Remy -1>><</link>><br> <</if>> <<if !($npc.includes("River"))>> <<link [[Add River|$passage]]>><<npc River -1>><</link>><br> <</if>> <<if !($npc.includes("Robin"))>> <<link [[Add Robin|$passage]]>><<npc Robin -1>><</link>><br> <</if>> <<if !($npc.includes("Sam"))>> <<link [[Add Sam|$passage]]>><<npc Sam -1>><</link>><br> <</if>> <<if !($npc.includes("Sirris"))>> <<link [[Add Sirris|$passage]]>><<npc Sirris -1>><</link>><br> <</if>> <<if !($npc.includes("Sydney"))>> <<link [[Add Sydney|$passage]]>><<npc Sydney -1>><</link>><br> <</if>> <<if !($npc.includes("Whitney"))>> <<link [[Add Whitney|$passage]]>><<npc Whitney -1>><</link>><br> <</if>> <<if !($npc.includes("Winter"))>> <<link [[Add Winter|$passage]]>><<npc Winter -1>><</link>><br> <</if>> <<if !($npc.includes("Wren"))>> <<link [[Add Wren|$passage]]>><<npc Wren -1>><</link>><br> <</if>> <<if !($npc.includes("Zephyr"))>> <<link [[Add Zephyr|$passage]]>><<npc Zephyr -1>><</link>><br> <</if>> <</if>> <br><br> <<if $enemyno gte 1>> <<for _lll to 0; _lll lt $enemyno; _lll++>> $npc[_lll] is active.<br> <</for>><br> <<link "Remove $npc[0]"$passage>><<endnpc `$npc[0]`>><</link>><br> <<if $enemyno gte 2>> <<link "Remove $npc[1]"$passage>><<endnpc `$npc[1]`>><</link>><br> <</if>> <<if $enemyno gte 3>> <<link "Remove $npc[2]"$passage>><<endnpc `$npc[2]`>><</link>><br> <</if>> <<if $enemyno gte 4>> <<link "Remove $npc[3]"$passage>><<endnpc `$npc[3]`>><</link>><br> <</if>> <<if $enemyno gte 5>> <<link "Remove $npc[4]"$passage>><<endnpc `$npc[4]`>><</link>><br> <</if>> <<if $enemyno is 6>> <<link "Remove $npc[5]"$passage>><<endnpc `$npc[5]`>><</link>><br> <</if>> <<if $enemyno gte 2>> <<link [[Remove all NPCs|$passage]]>><<endnpc>><</link>><br> <</if>> <br><br> <<link [[Named NPC Gangbang]]>><<set $sexstart to 1>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $possessed is true>> <<set $enemyanger to 200>><<npcidlegenitals>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or _controlRegain is 1>> <span id="next"><<link [[Next|Named NPC Gangbang Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Named NPC Gangbang]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><br> <<elseif $enemyhealth lte 0>> You've beaten their ass. <<elseif $finish is 1>> You ended it prematurely. <<elseif $possessed is true and $control gte $controlmax>> You maxed out your control. <<set $possessed to false>><<set _possess to 1>> <</if>> <br> <<clotheson>> <<if _possess>> <<link [[Go again|Possessed Fight Test]]>><<endcombat>><<set $possessed to true>><<set $control to 0>><</link>><<lllcontrol>><<note "+ Wraith" "wraith">><br> <<else>> <<link [[Select NPCs|Named NPC Gangbang Select]]>><<endcombat>><</link>><br> <</if>> <<link [[Back Home|Bedroom]]>><<endcombat>><</link>><<set $outside to 0>><<set $location to "home">><<effects>> <!-- Generate Ivory Wraith --> <<generateWraith 1 true>><<person1>><<rainWraith>> You find yourself standing before your mirror. You trace a holy symbol on it, and a baleful red glow begins to emanate from it. A beautiful pale figure stares back. It presses a hand against the mirror. <br><br> "<span class="wraith">I can feel your heartbeat. I am already inside you. Won't you give in?</span>" <br><br> How do you respond? <br><br> <<link [[As One.|Wraith Test]]>><<set $wraith.select to "man">><</link>> <br> <<link [[The Writhing Ensues.|Wraith Test]]>><<set $wraith.select to "tentacles">><</link>> <br> <<link [[Enveloped by Nothing.|Wraith Test]]>><<set $wraith.select to "slimetentacles">><</link>> <br> <<link [[Dissolve.|Wraith Test]]>><<set $wraith.select to "slime">><</link>> <br> <<link [[Immaculate Vanity.|Wraith Test]]>><<set $wraith.select to "arms">><</link>> <br> <<link [[The Power of Lust.|Wraith Test]]>><<set $wraith.select to "abomination">><</link>> <br> <<link [[Surprise Me.|Wraith Test]]>><<set $wraith.select to "random">><</link>> <br> <<link [[I'm going to jump out my window now, bye.|Domus Street]]>><<endWraith>><<clearWraith>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $wraith.select is "random">> <<switch random(1, 6)>> <<case 1>> <<set $wraith.select to "man">> <<case 2>> <<set $wraith.select to "tentacles">> <<case 3>> <<set $wraith.select to "slimetentacles">> <<case 4>> <<set $wraith.select to "slime">> <<case 5>> <<set $wraith.select to "arms">> <<case 6>> <<set $wraith.select to "abomination">> <</switch>> <</if>> <<if ($wraith.select.includes("slime") and !$settings.slimesEnabled) or (($wraith.select.includes("tentacle") or $wraith.select is "abomination") and !$settings.tentaclesEnabled)>> The image in the mirror freezes, and the figure's face becomes blank. A message appears on the surface: <br><br> <span class="red">ERROR: You have chosen or randomly rolled an option disabled by your current settings. Please enable both slimes and tentacles. If both are already enabled, please tell PurityGuy that he's an idiot.</span> <br><br> The figure unfreezes and shakes its head. It then looks at you. "<span class="wraith">Get fucked.</span>" Your mirror shatters and signals for replacement. When you blink, it's been fixed. <br><br> <<link [[Next...?|Bedroom]]>><<endWraith>><</link>> <br> <<else>> <<initWraith $wraith.select>> <<switch $wraith.gen>> <<case "man">> A pale arm reaches out from the mirror and lifts your chin. "<span class="wraith">Forever,</span> <span class="tentacle">As One.</span>" It steps from the mirror. <<case "tentacles">> The space behind the figure begins to distort. A mass of pale tentacles shoot out from the mirror, violently pinning you to the wall and destroying your clothes. <<clothesruined>><<legsruined>><<feetruined>> <br><br> "<span class="wraith">The writhing ensues.</span>" The figure steps out of the mirror. <<case "slimetentacles">> The space behind the figure begins to distort. A mass of pale tentacles shoot out from the mirror, violently pinning you to the wall and destroying your clothes. <br><br> It raises its hand, and a swirling portal appears above you. Slimes begin to pour out and cover you. <br><br> "<span class="wraith">Be enveloped by nothing.</span>" <<clothesruined>><<legsruined>><<feetruined>> <<case "slime">> The figure raises a hand as it steps from the mirror. From behind it, a group of pale slimes leap at you! "<span class="wraith">Dissolve the shell to have your way with the flesh.</span>" <<case "arms">> The figure steps out from the mirror. As it emerges before you, several extra pairs of arms spring out from its back. "<span class="wraith">Kneel before my immaculate form.</span>" <<case "abomination">> The space behind the figure begins to distort. A mass of pale tentacles shoot out from the mirror as it steps out. "<span class="wraith">Embrace the power of lust.</span>" <</switch>> <br><br> <<link [[Next|Wraith Test Sex]]>><</link>> <</if>><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.penisExist>> <<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<set $rescue to 0>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Test Sex]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Test Sex]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Test Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Test Sex]]>><</link>></span><<nexttext>> <</if>> <</switch>> <br> <<link [[Back to the bedroom|Bedroom]]>><<endcombat>><<endWraith>><<clotheson>><</link>> <br><br><br><br><<effects>> <<switch $wraith.type>> <<case "man">> <<if $enemyhealth lte 0>> The figure looks down at you in shock as it staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> Its extra arms fold back in. <</if>> Its head snaps back, and it dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">Worry not, we'll meet again soon.</span>" <br><br> <<tearful>> you sit against your bed, wondering if what just happened was real. <<set $wraith.defeated++>> <<else>> <<ejaculation>> With a bright flash, it vanishes. You feel lewd energy linger in the air and its laughs echo between your ears. "<span class="wraith">Worry not, we'll meet again soon.</span>" <br><br> <<tearful>> you sit against your bed, wondering if what just happened was real. <</if>> <<case "tentacles">> The tentacles retreat from you, back to the pale figure's side.<<if $wraith.gen is "slimetentacles">> The slimes quickly follow.<</if>> It gives you a regal bow, before stepping back into your mirror, which promptly shatters behind it. <br><br> You blink, and your mirror looks normal again. <<tearful>> you sit against your bed, wondering if what just happened was real. <<case "slime">> The slimes disengage, retreating back to the figure. It picks one up and begins to pet it as it walks back though your mirror. <br><br> <<tearful>> you sit against your bed, wondering if what just happened was real. <</switch>> <<clotheson>> <<endcombat>> <<endWraith>> <<link [[Next|Bedroom]]>><<set $eventskip to 1>><</link>> <br><br> <<if $settings.plantsEnabled or $settings.tentaclesEnabled>> <<link [[Consensual sex in the forest|Plantperson Test Sex]]>><<set $sexstart to 1>><<set $location to "forest">><</link>><br> <<link [[Nonconsensual sex in the forest|Plantperson Test Sex]]>><<set $molestationstart to 1>><<set $location to "forest">><</link>><br> <<link [[Consensual sex in the moor|Plantperson Test Sex]]>><<set $sexstart to 1>><<set $location to "moor">><</link>><br> <<link [[Nonconsensual sex in the moor|Plantperson Test Sex]]>><<set $molestationstart to 1>><<set $location to "moor">><</link>> <<else>> <b>Plantpeople/tentacles are disabled or otherwise unavailable.</b> I don't know what you're trying to do here. <br><br> <<link [[Enable plantpeople|Plantperson Test]]>><<hallucinogen 10>><<set $settings.plantsEnabled to true>><<set $settings.tentaclesEnabled to true>><</link>><<ghallucinogens>> <</if>> <br><br> <<link [[Back home|Bedroom]]>><<endevent>><</link>><<if $sexstart is 1 or $molestationstart is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>> <<neutral 1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <</if>> <<generatePlant1>><<person1>> <<maninit "plant">><<npcexpose>> <<if $location is "forest">> <<enable_rescue>> <</if>> <<set $enemyarousalmax to 800>> <<set _randomtentacles to random(6, 10)>> <<makeAbomination _randomtentacles 10 "vine" "vine" true>> "Hi there!" A <<person>> pops up in front of you, <<plant_details>> strewn through <<his>> hair because you're in the $location and it's <<print Time.season>>. "You're cute! I'm gonna fuck you with my vines!" <br> A bunch of vines pop out of the ground. <</if>> <<effects>> <<effectsabomination>><<abomination>> <<stateabomination>> <br><br> <<actionsabomination>> <<if $finish is 1>> <span id="next"><<link [[FINISH|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[HEALTH|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[ORGASM|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<link [[RESCUE|Plantperson Test Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Plantperson Test Sex]]>><</link>></span><<nexttext>> <</if>> <br> <<link [[Emergency exit|Plantperson Test Sex Finish]]>><<set $finish to 1>><</link>> <br><br><br><br><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if _orgasm>> "That was great!" the <<person>> cheers. "And thanks for cumming in me! Later!" <<else>> "That was fun!" the <<person>> chirps. "Later!" <</if>> <<He>> digs back into the ground, and <<his>> vines follow. One of the vines waves at you. <<elseif $enemyhealth lte 0>> "Ow!" the <<person>> whines. "You're no fun!" <<He>> digs back into the ground, and <<his>> vines follow. One of the vines flips you off, somehow. <<elseif $alarm is 1 and $rescue is 1>> You hear a gun fire close by, and a bullet lands at the <<persons>> feet. "Fuck," <<he>> hisses. "It's the <<nnpc_title "Eden">>. Fuck. Fuck shit fuck. Um." <<He>> grabs your face and gives you a syrupy kiss on each cheek, before pulling away from you. "See ya! I'm out!" <<bodyliquid "face" "goo">> <br><br> The <<person>> retracts <<his>> vines and retreats into the forest right as Eden emerges. <<nnpc_He "Eden">> helps you collect yourself. "Damn hikers," <<nnpc_he "Eden">> mutters. "Are you okay?" <<else>> "Emergency exit? Bummer," the <<person>> says. <<He>> shrugs. "Oh well. Fuck your holes until you're a gibbering mess hopelessly addicted to my nectar later!" <<He>> digs back into the ground, and <<his>> vines follow. One of the vines checks <<his>> notifications on <<his>> phone. <</if>> <<endcombat>> <<clotheson>> <<link [[Do it again|Plantperson Test]]>><</link>><br> <<link [[Back home|Bedroom]]>><</link>><<generateWraith>><<endevent>> <<if !$wraith.will>> <<set $wraith.will to random(1300, 1700)>> <</if>> <br> You feel a tap on your shoulder. You turn around. Nothing is there. You turn back. <br><br> "<span class="wraith">Boo.</span>" <br><br> You open your mouth to scream, but it is already inside you. <br><br> <<link [[Fight a stranger|Possessed Fight]]>><<set $opponent to 1>><<set $fightstart to 1>><</link>><br> <<link [[Fight Sydney|Possessed Fight]]>><<set $opponent to 2>><<set $fightstart to 1>><</link>><br> <<link [[Select your named NPCs|Named NPC Gangbang Select]]>><</link>><<if $fightstart is 1>> <<set $fightstart to 0>> <<if $opponent is 1>> <<generate1>><<person1>> <<catcall>> A <<person>> reaches for you. <br><br> Your body is made to laugh. "<span class="wraith">Those who interrupt ghosts shall join them.</span>" <<elseif $opponent is 2>> <<npc Sydney>><<person1>> Sydney freezes in front of you. "Oh, no. Beloved, something's wrong, I can feel it." <br><br> Your body is made to laugh. "<span class="wraith">False. Everything is right in the world.</span>" <</if>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next" class="nextWraith"><<link [[HEALTH|Possessed Fight Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next" class="nextWraith"><<link [[ORGASM|Possessed Fight Finish]]>><</link>></span><<nexttext>> <<elseif _controlRegain is 1>> <span id="next" class="nextWraith"><<link [[CONTROL|Possessed Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next" class="nextWraith"><<link [[Next|Possessed Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <br><br> <<tearful>> you recover. "<span class="wraith">Shall we dance again?</span>" your mouth is forced to ask. <br><br> <<clotheson>> <<endcombat>> <<link [[Fight again|Possessed Fight]]>><<endevent phaseless>><<set $fightstart to 1>><</link>> <br> <<link [[Freshen up, then fight again|Possessed Fight]]>><<endevent phaseless>><<set $fightstart to 1>><<set $pain to 0>><<set $arousal to 0>><</link>><<lpain>><<larousal>> <<elseif $enemyhealth lte 0>> <<if $opponent is 1>> The <<person>> falls back and scrambles away. <<elseif $opponent is 2>> Sydney moans, slaps a hand over <<his>> mouth, and runs away. <</if>> <br><br> <<tearful>> you recover. "<span class="wraith">Shall we dance again?</span>" your mouth is forced to ask. <br><br> <<clotheson>> <<endcombat>> <<link [[Fight again|Possessed Fight]]>><<set $fightstart to 1>><<endevent phaseless>><</link>> <br> <<link [[Freshen up, then fight again|Possessed Fight]]>><<set $fightstart to 1>><<endevent phaseless>><<set $pain to 0>><<set $arousal to 0>><</link>><<lpain>><<larousal>> <<else>> <<set $possessed to false>> You regain control in your body and rip the pale figure out of your chest like you're pulling a rabbit out of a hat. <<if $opponent is 1>>The <<person>>, justifiably terrified by this development, scrambles away.<</if>> <br><br> "<span class="wraith">Congratulations. You won.</span>" It pats you on the head, then vanishes in a torrent of water. <<if $opponent is 2>>Sydney is nowhere to be seen.<</if>> <br><br> <<tearful>> you try to decide if you want to go again or not. <br><br> <<clotheson>> <<endcombat>> <<link [[Fight again|Possessed Fight]]>><<set $possessed to true>><<set $control to 0>><<set $fightstart to 1>><<endevent phaseless>><</link>><<lllcontrol>><<note "+ Wraith" "wraith">> <br> <<link [[Freshen up, then fight again|Possessed Fight]]>><<set $possessed to true>><<set $control to 0>><<set $fightstart to 1>><<endevent phaseless>><<set $pain to 0>><<set $arousal to 0>><</link>><<lpain>><<larousal>><<lllcontrol>><<note "+ Wraith" "wraith">> <br> <<link [[Decision room|Possessed Fight Test]]>><<set $possessed to true>><<set $control to 0>><</link>><<lllcontrol>><<note "Also + Wraith" "wraith">> <</if>> <br><br> <<link [[Back home|Bedroom]]>><<set $possessed to false>><<endevent>><<unset $opponent>><</link>><br> The lights flash on. You find yourself in a strange chamber, completely smooth and featureless. There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters. A large, opaque tube reaches to the ceiling. The words <span class="blue">CUSTOM CONSTRUCT</span> are labelled on the front. <br> A terminal is attached to the tube. You look at the prompts. <br><br> <i>Please select the construct's descriptor. Leave blank for default generation.</i> <br> <<if $npcselectdesc is undefined>><<set $npcselectdesc to "custom">><</if>> <<textbox "$npcselectdesc" $npcselectdesc>> <br><br> <i>Please select the construct's role. Leave blank for default generation.</i> <br> <<if $npcselectrole is undefined>><<set $npcselectrole to "construct">><</if>> <<textbox "$npcselectrole" $npcselectrole>> <br><br> <<link [[Sex|NPC Role Fight]]>><<set $sexstart to 1>> <<if $npcselectdesc is undefined>><<set $npcselectdesc to "custom">><</if>> <<if $npcselectrole is undefined>><<set $npcselectrole to "construct">><</if>> <<set $npcselectdesc to Util.escape($npcselectdesc)>> <<set $npcselectrole to Util.escape($npcselectrole)>> <<generateRole 0 $npcselectdesc $npcselectrole>><<person1>> <<unset $npcselectdesc>><<unset $npcselectrole>> <</link>> <br> <<link [[Fight|NPC Role Fight]]>><<set $fightstart to 1>> <<if $npcselectdesc is undefined>><<set $npcselectdesc to "custom">><</if>> <<if $npcselectrole is undefined>><<set $npcselectrole to "construct">><</if>> <<set $npcselectdesc to Util.escape($npcselectdesc)>> <<set $npcselectrole to Util.escape($npcselectrole)>> <<generateRole 0 $npcselectdesc $npcselectrole>><<person1>> <<unset $npcselectdesc>><<unset $npcselectrole>> <</link>> <br><br> <<link [[Back home|Bedroom]]>><<unset $npcselectdesc>><<unset $npcselectrole>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<if $pronoun is "m">>man<<else>>woman<</if>>. You recognise <<him>> as the <<person>> you selected. <br><br> "Beginning sex encounter," the <<person>> says in a flat tone, before <<his>> face morphs into a lascivious smile. <<catcall>> <<elseif $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<if $pronoun is "m">>man<<else>>woman<</if>>. You recognise <<him>> as the <<person>> you selected. <br><br> "Beginning combat encounter," the <<person>> says in a flat tone, before <<his>> face morphs into an angry scowl. "Oh, you're in for it now!" <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[FINISH|NPC Role Fight Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[HEALTH|NPC Role Fight Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[ORGASM|NPC Role Fight Finish]]>><</link>></span><<nexttext>> <<elseif $pain gte 100 and $willpowerpain is 0>> <span id="next"><<link [[PAIN|NPC Role Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|NPC Role Fight]]>><</link>></span><<nexttext>> <</if>> <br> <<link [[Emergency exit|NPC Role Fight Finish]]>><<set $finish to 1>><</link>> <br><br><br><br><<if $finish is 1>> "Test concluded," the <<person>> says in a flat tone, abruptly stepping back. "Restoring state to default." <<elseif $enemyhealth lte 0>> "Test concluded," the <<person>> says in a flat tone, stepping away from you as if <<he>> weren't hurt at all. "Restoring state to default." <<elseif $pain gte 100 and $willpowerpain is 0>> "Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default." <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default." <</if>> <br><br> <<He>> walks back to the terminal and flicks a switch. <<He>> steps past it, and the tube descends from the ceiling over <<him>> again. Once the tube touches the floor, the lights switch off. <br><br> <<tearful>> you wonder what to do next. <br><br> <<endcombat>><<clotheson>> <<link [[Create another construct|NPC Role Select]]>><</link>> <br> <<link [[Back home|Bedroom]]>><</link>><br> The lights flash on. You find yourself in a strange chamber, completely smooth and featureless. There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters. A large, opaque tube reaches to the ceiling. The words <span class="blue">CUSTOM CONSTRUCT</span> are labelled on the front. <br> A terminal is attached to the tube. You look at the prompts. <br><br> <i>Please select the construct's outfit.</i> <br> <<set _clothesOptions to setup.npcClothesSets.map(c => c.name)>> <<listbox "_npcClothes" autoselect>> <<optionsfrom _clothesOptions>> <</listbox>> <br><br> <i>Please select the construct's configuration.</i> <br> <label>Male <<radiobutton "_npcPronoun" "m">></label> | <label>Female <<radiobutton "_npcPronoun" "f">></label> | <label>Use Settings <<radiobutton "_npcPronoun" "" checked>></label> <br> <label>Penis <<radiobutton "_npcGender" "m">></label> | <label>Vagina <<radiobutton "_npcGender" "f">></label> | <label>Both <<radiobutton "_npcGender" "h">></label> | <label>Use Settings <<radiobutton "_npcGender" "" checked>></label> <br> <label>Teen <<radiobutton "_npcType" "t">></label> | <label>Adult <<radiobutton "_npcType" "a">></label> | <label>Random <<radiobutton "_npcType" "r" checked>></label> <br><br> <!-- storing the values and then generating the npc in the next passage is a bit more convenient for debugging. --> <<link [[Sex|NPC Clothing Fight]]>> <<set $sexstart to 1>> <<set $npcOptions to {"type": _npcType, "pronoun": _npcPronoun, "gender": _npcGender, "clothes": _npcClothes}>> <</link>> <br> <<link [[Rape|NPC Clothing Fight]]>> <<set $fightstart to 1>> <<set $npcOptions to {"type": _npcType, "pronoun": _npcPronoun, "gender": _npcGender, "clothes": _npcClothes}>> <</link>> <br><br> <<link [[Back home|Bedroom]]>><</link>><<if $sexstart is 1>> <<generateNPC 1 $npcOptions.type $npcOptions.pronoun $npcOptions.gender>><<person1>> <<run npcEquipSet($NPCList[0], setup.npcClothesSets.find(n => n.name === $npcOptions.clothes))>> <<unset $npcOptions>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<personsimple>>. You recognise <<him>> as the <<person>> you selected. <br><br> "Beginning sexual encounter," the <<person>> says in a flat tone, before <<his>> face morphs into a lascivious smile. <<catcall>> <<elseif $fightstart is 1>> <<generateNPC 1 $npcOptions.type $npcOptions.pronoun $npcOptions.gender>><<person1>> <<run npcEquipSet($NPCList[0], setup.npcClothesSets.find(n => n.name === $npcOptions.clothes))>> <<unset $npcOptions>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> With a hiss of steam, the tube retracts to the ceiling. A figure walks out, a <<personsimple>>. You recognise <<him>> as the <<person>> you selected. <br><br> "Beginning combat encounter," the <<person>> says in a flat tone, before <<his>> face morphs into an angry scowl. "Oh, you're in for it now!" <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[FINISH|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[HEALTH|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[ORGASM|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>> <<elseif $pain gte 100 and $willpowerpain is 0>> <span id="next"><<link [[PAIN|NPC Clothing Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|NPC Clothing Fight]]>><</link>></span><<nexttext>> <</if>> <br> <<link [[Emergency exit|NPC Clothing Fight Finish]]>><<set $finish to 1>><</link>> <br><br><br><br><<if $finish is 1>> "Test concluded," the <<person>> says in a flat tone, abruptly stepping back. "Restoring state to default." <<elseif $enemyhealth lte 0>> "Test concluded," the <<person>> says in a flat tone, stepping away from you as if <<he>> weren't hurt at all. "Restoring state to default." <<elseif $pain gte 100 and $willpowerpain is 0>> "Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default." <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Test concluded," the <<person>> says in a flat tone, stepping away from you. "Restoring state to default." <</if>> <br><br> <<He>> walks back to the terminal and flicks a switch. <<He>> steps past it, and the tube descends from the ceiling over <<him>> again. Once the tube touches the floor, the lights switch off. <br><br> <<tearful>> you wonder what to do next. <br><br> <<endcombat>><<clotheson>> <<link [[Create another construct|NPC Clothing Select]]>><</link>> <br> <<link [[Back home|Bedroom]]>><</link>>Generating two NPCs both at slot 0. <<generate1>><<generate1>>Manipulating time itself. <br> Distorting time by $timeDistortion. <br> <<set $timeStamp += $timeDistortion>> <<run Time.set()>> $$timeStamp = $timeStamp <br> hour = <<print Time.hour>> <br> minute = <<print Time.minute>> <br><br> <<link [[Fast-Forward (0:05)|TimeTest]]>><<set $timeDistortion to 5>><</link>> <br> <<link [[Fast-Backward -(0:05)|TimeTest]]>><<set $timeDistortion to -5>><</link>> <br><br> <<link [[Go back|$prevPassage]]>><<run delete $timeDistortion>><</link>><<widget "straponGeneratorOptions">> <i>Size:</i> <<listbox "_straponSize" autoselect>> <<option "regular" 2>> <<option "large" 3>> <<option "massive" 4>> <</listbox>> <i>Colour:</i> <<set _colourOptions to ["black","red","pink","purple","fleshy","blue","green"]>> <<listbox "_straponColour" autoselect>> <<optionsfrom _colourOptions>> <</listbox>> <i>Shape:</i> <<set _shapeOptions to ["dildo","penis","beaded dildo","horse cock","knotted cock","tentacle","dolphin cock","studded cock","fist dildo"]>> <<listbox "_straponShape" autoselect>> <<optionsfrom _shapeOptions>> <</listbox>> <i>Additional Modifier:</i> <<set _modifierOptions to ["","floppy","transparent","sparkly"]>> <<listbox "_straponModifier" autoselect>> <<optionsfrom _modifierOptions>> <</listbox>> <br><br> <</widget>>The lights flash on. You find yourself in a strange chamber, completely smooth and featureless. There is a sign on the wall that says <span class="orange">DEBUG</span> in bright orange letters. A large, opaque tube reaches to the ceiling. The words <span class="blue">CUSTOM CONSTRUCT</span> are labelled on the front. <br> <<set _nnpcOptions to $NPCName.filter(npc => npc.penis === "none")>> <<set _nnpcOptions to _nnpcOptions.map(npc => npc.nam)>> A terminal is attached to the tube. <<if _nnpcOptions.length gte 1>> Its screen is a monochrome green. You look at the prompts. The first one surprises you. It's a list of the names of people you recognise, how peculiar... <br><br> <i>Please select the construct's model.</i> <br> <<listbox "_npcNameSelect" autoselect>> <<optionsfrom _nnpcOptions>> <</listbox>> <br><br> <i>Please design the construct's strap-on.</i> <br> <<set _straponSize to 3>> <span id="straponOptions"> <<straponGeneratorOptions>> </span> <<button "<i>Randomise</i>">> <<set _straponSize to [2,3,4].random()>> <<set _straponColour to ["black","red","pink","purple","fleshy","blue","green"].random()>> <<set _straponShape to ["dildo","penis","beaded dildo","horse cock","knotted cock","tentacle","dolphin cock","studded cock","fist dildo"].random()>> <<set _straponModifier to ["","","floppy","transparent","sparkly"].random()>> <<replace "#straponOptions">><<straponGeneratorOptions>><</replace>> <</button>> <br><br> Having selected the desired options, your finger hovers over the "Create" button. You really have no idea what this strange device is about to do... <br><br> <<link [[Create Construct|NNPC Strapon Generator Sex]]>> <<npc _npcNameSelect>><<npcexpose>><<person1>> <<generateNewStrapon _straponSize _straponColour _straponShape _straponModifier>> <<npcstrapon 0>> <<setNPCStrapon $NPCList[0] _newStrapon>> <<set $sexstart to 1>> <</link>> <br><br> <<else>> Its screen is a solid red colour, and it displays a message. <br><br> <span class="red"><i>Subject has no compatible candidates for construct in memory.</i></span> <br> <span class="red"><i>No actions available at this time.</i></span> <br><br> <</if>> <<link [[Back home|Bedroom]]>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> With a hiss of steam, the tube retracts to the ceiling. A figure walks out, looking identical to <<print $NPCList[0].fullDescription>>, <<if $NPCList[0].fullDescription is "Whitney">> although fully nude and holding a <<print $NPCList[0].strapon.description>> in <<his>> hand. <br><br> <<setNPCStrapon $NPCList[0] `C.npc.Whitney.strapons[0]`>> "This thing is cute and all, but I've already got one", <<he>> says, throwing it away and pulling <<his>> favourite <<print $NPCList[0].strapon.description>> out of nowhere. <<else>> although fully nude and wearing a <<print $NPCList[0].strapon.description>>. <</if>> <br><br> "Beginning sex encounter," the <<personsimple>> says in a flat tone, before <<his>> face morphs into a lascivious smile. <<catcall>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[FINISH|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[HEALTH|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[ORGASM|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>> <<elseif $pain gte 100 and $willpowerpain is 0>> <span id="next"><<link [[PAIN|NNPC Strapon Generator Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|NNPC Strapon Generator Sex]]>><</link>></span><<nexttext>> <</if>> <br> <<link [[Emergency exit|NNPC Strapon Generator Sex Finish]]>><<set $finish to 1>><</link>> <br><br><br><br><<if $finish is 1>> "Test concluded," the <<personsimple>> says in a flat tone, abruptly stepping back. "Restoring state to default." <<elseif $enemyhealth lte 0>> "Test concluded," the <<personsimple>> says in a flat tone, stepping away from you as if <<he>> weren't hurt at all. "Restoring state to default." <<elseif $pain gte 100 and $willpowerpain is 0>> "Test concluded," the <<personsimple>> says in a flat tone, stepping away from you. "Restoring state to default." <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Test concluded," the <<personsimple>> says in a flat tone, stepping away from you. "Restoring state to default." <</if>> <br><br> <<He>> walks back to the terminal and flicks a switch. <<He>> steps past it, and the tube descends from the ceiling over <<him>> again. Once the tube touches the floor, the lights switch off. <br><br> <<tearful>> you wonder what to do next. <br><br> <<endcombat>><<clotheson>> <<link [[Create another construct|NNPC Strapon Generator]]>><</link>> <br> <<link [[Back home|Bedroom]]>><</link>><<if $sexstart is 1>> <<beastNEWinit 1 cow>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Cow Test Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Cow Test Sex]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> is spent <br><br> <<elseif $enemyhealth lte 0>> The <<beasttype>> can't take any more and runs away <br><br> <<else>> The <<beasttype>> leaves <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Find another cow|Cow Test Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Go home|Bedroom]]>><</link>> <br><<set $location to "town">><<set $bus to "domus">><<set $outside to 1>><<effects>> <<if $phase is 1>> <<if $enemyno gte 2>> <<person1>>You hear footsteps behind you, from more than one person. <span class="blue">You feel followed.</span> <br><br> <<link [[Next|Street Stalk Group]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<person1>>You hear footsteps behind you. <span class="blue">You feel followed.</span> <br><br> <<link [[Next|Street Stalk]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<if $stalkTestNPC>> <<if $stalkTestNPC is "Ivory Wraith">> <<generateWraith 1>> <<else>> <<npc $stalkTestNPC>> <</if>> <<set $NPCList[0].skills to {athletics: random(1, 1000), security: random(1, 1000)}>> <<unset $stalkTestNPC>> <</if>> <<if $enemyno gte 1>> <<person1>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <span class="red">You are being hunted by <span class="wraith">the Ivory Wraith.</span></span> <<else>> <span class="red">You are being hunted by <<print $npc[$npcrow.indexOf(0)]>>.</span> <</if>> <br><br> <<His>> athletics skill is <span class="gold"><<print $NPCList[0].skills.athletics>></span>. <br> <<His>> security skill is <span class="gold"><<print $NPCList[0].skills.security>></span>. <br><br> <</if>> <<if $enemyno is 2>> <span class="teal"><<He>> will be accompanied by a <<person2>><<person>>.</span> <<person1>> <br><br> <<elseif $enemyno gte 3>> <<He>> will be accompanied by <<switch $enemyno>> <<case 6>><span class="pink">five</span> <<case 5>><span class="purple">four</span> <<case 4>><span class="blue">three</span> <<case 3>><span class="lblue">two</span> <</switch>> others. <br><br> <</if>> <<if $NPCList[0].fullDescription is "Ivory Wraith">> <span class="blue">You can't add any NPCs to accompany the Wraith.</span> <br> <<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>> <br> <<else>> <<switch $enemyno>> <<case 6>> <span class="blue">You can't add any more NPCs.</span> <br><br> <<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>> <br> <<case 5>> <<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate6>><</link>> <br> <<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>> <br> <<case 4>> <<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate5>><</link>> <br> <<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>> <br> <<case 3>> <<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate4>><</link>> <br> <<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>> <br> <<case 2>> <<link [[Add another unnamed NPC|Named NPC Stalk Select]]>><<generate3>><</link>> <br> <<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>> <br> <<case 1>> <<link [[Add an unnamed NPC|Named NPC Stalk Select]]>><<generate2>><</link>> <br> <<link [[Start test|Named NPC Stalk Select]]>><<set $phase to 1>><</link>> <br> <</switch>> <</if>> <<if $enemyno is 0>> Choose a named NPC. <br><br> <<link [[Avery|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Avery">><</link>> <br> <<link [[Bailey|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Bailey">><</link>> <br> <<link [[Briar|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Briar">><</link>> <br> <<link [[Eden|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Eden">><</link>> <br> <<link [[Harper|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Harper">><</link>> <br> <<link [[Kylar|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Kylar">><</link>> <br> <<link [[Leighton|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Leighton">><</link>> <br> <<link [[Morgan|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Morgan">><</link>> <br> <<link [[Whitney|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Whitney">><</link>> <br> <<link [[Wraith|Named NPC Stalk Select]]>><<set $stalkTestNPC to "Ivory Wraith">><</link>> <br> <<link [[Someone else|Named NPC Stalk Select]]>><<set $stalkTestNPC to either("Alex","Charlie","Darryl","Doren","Gwylan","Jordan","Landry","Mason","Niki","Quinn","Remy","River","Robin","Sam","Sirris","Sydney","Wren", "Zephyr")>><</link>> <br> <</if>> <br> <<link [[Restart|Named NPC Stalk Select]]>><<endevent>><<set $phase to 0>><</link>> <br> <</if>><br> <<link [[Consensual sex|Hypnotist Test Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Nonconsensual sex|Hypnotist Test Sex]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Harper|Hypnotist Test Sex]]>><<set $molestationstart to 1>><<set $phase to "Harper">><</link>> <br> <<if $settings.tentaclesEnabled>> <<link [[Tentacles|Hypnotist Test Tentacles]]>><<set $molestationstart to 1>><</link>> <<else>> <b>Tentacles are disabled or otherwise unavailable.</b> Enable tentacles to test tentacle hypnosis. <br><br> <<link [[Enable tentacles|Hypnotist Test]]>><<set $settings.tentaclesEnabled to true>><</link>> <</if>> <br><br> <<link [[Back home|Bedroom]]>><<endevent>><</link>><<if $sexstart is 1 or $molestationstart is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>> <<neutral 1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <</if>> <<if $phase is "Harper">> <<npc Harper>><<person1>> Doctor Harper approaches you. "It's time to commit medical malpractice," <<he>> says. <<else>> <<generate1>><<person1>><<set $NPCList[0].traits.pushUnique("hypnotist")>> A <<person>> walks up to you. "Hey," <<he>> says. "You're feeling sleepy, or whatever. Let's get this over with." <</if>> <<maninit>><<enable_rescue>> <<set $NPCList[0].lefthand to "hypnosis">><<set $NPCList[0].lefttool to "pendant">> <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<link [[FINISH|Hypnotist Test Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[HEALTH|Hypnotist Test Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[ORGASM|Hypnotist Test Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Hypnotist Test Sex]]>><</link>></span><<nexttext>> <</if>> <br> <<link [[Emergency exit|Hypnotist Test Sex Finish]]>><<set $finish to 1>><</link>> <br><br><br><br><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> nods and walks away, swaying <<his>> ass hypnotically. <<elseif $enemyhealth lte 0>> <<He>> frowns. "Look, what's the point in testing this out if you're just going to beat me up?" <<elseif $alarm is 1 and $rescue is 1>> "You managed to scream," <<he>> mutters. "We'll need to change that in the future." <<else>> "I suppose we can stop there," <<he>> says. <</if>> <br><br> <<endcombat>> <<clotheson>> <<link [[Do it again|Hypnotist Test]]>><</link>><br> <<link [[Back home|Bedroom]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 8 15>> <<for _t to 0; _t lt $tentacles.max; _t++>> <<set $tentacles[_t].traits.pushUnique("hypno")>> <</for>> A hoard of tentacles accosts you. Each one is capable of hypnotising you, including tentacles that typically don't have the hypno trait. <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Hypnotist Test Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Hypnotist Test Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The creature loses interest in you, its testing complete, and returns to nothingness. <br><br> <<clotheson>> <<endcombat>> <<link [[Do it again|Hypnotist Test]]>><</link>><br> <<link [[Back home|Bedroom]]>><</link>>Increase and decrease belly size here. If you use anything but the exit link below to exit this scene, your belly size will be stuck, so be careful! Unset V.bellySizeDebug to fix. <hr> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>> <<generate1>><<person1>> <<maninit>> <<set $bellySizeDebug to playerBellySize()>> <</if>> <<effects>> <<effectsman>> <<animateCombat>> <hr> <label class="no-numberify"> <span class="lewd">Body:</span><br> <div class="small-description"> <<link [[Roll over|Pregnancy Belly Test]]>><<set $position to (V.position === "doggy" ? "missionary" : "doggy")>><</link>> <br> Change Speed: <<link [[Idle|Pregnancy Belly Test]]>><<set $animDebug to false>><<set $enemyarousal to 0>><</link>> | <<link [[Slow|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 0>><</link>> | <<link [[Med|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 1 + ($enemyarousalmax / 5) * 1>><</link>> | <<link [[Fast|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 1 + ($enemyarousalmax / 5) * 3>><</link>> | <<link [[Very Fast|Pregnancy Belly Test]]>><<set $animDebug to true>><<set $enemyarousal to 1 + ($enemyarousalmax / 5) * 4>><</link>> | </div> <hr> <span class="lewd">Belly:</span><br> <div class="small-description"> <<set $bellySizeDebug to Math.clamp($bellySizeDebug,0,24)>> <span class="blue">Current Belly Size: $bellySizeDebug</span> <<ind>> Increase belly size by: <<link [[1|Pregnancy Belly Test]]>><<set $bellySizeDebug++>><</link>> | <<link [[5|Pregnancy Belly Test]]>><<set $bellySizeDebug += 5>><</link>> | <<link [[10|Pregnancy Belly Test]]>><<set $bellySizeDebug += 10>><</link>> | <<ind>> Decrease belly size by: <<link [[1|Pregnancy Belly Test]]>><<set $bellySizeDebug-->><</link>> | <<link [[5|Pregnancy Belly Test]]>><<set $bellySizeDebug -= 5>><</link>> | <<link [[10|Pregnancy Belly Test]]>><<set $bellySizeDebug -= 10>><</link>> | <<ind>> Description: <<bellyDescription "pc" true>> </div> <hr> <span class="green">Clothes:</span><br> <div class="small-description"> Strip: <<link [[Strip All|Pregnancy Belly Test]]>><<strip>><</link>> | <<if $worn.upper.name isnot "naked">><<link [[Upper|Pregnancy Belly Test]]>><<upperstrip>><</link>> |<</if>> <<if $worn.under_upper.name isnot "naked">><<link [[Under_Upper|Pregnancy Belly Test]]>><<underupperstrip>><</link>> |<</if>> <<if $worn.lower.name isnot "naked">><<link [[Lower|Pregnancy Belly Test]]>><<lowerstrip>><</link>> |<</if>> <<if $worn.under_lower.name isnot "naked">><<link [[Under_Lower|Pregnancy Belly Test]]>><<underlowerstrip>><</link>> |<</if>> <<if $worn.head.name isnot "naked">><<link [[Head|Pregnancy Belly Test]]>><<headstrip>><</link>> |<</if>> <<if $worn.face.name isnot "naked">><<link [[Face|Pregnancy Belly Test]]>><<facestrip>><</link>> |<</if>> <<if $worn.hands.name isnot "naked">><<link [[Hands|Pregnancy Belly Test]]>><<handsstrip>><</link>> |<</if>> <<if $worn.legs.name isnot "naked">><<link [[Legs|Pregnancy Belly Test]]>><<legsstrip>><</link>> |<</if>> <<if $worn.feet.name isnot "naked">><<link [[Feet|Pregnancy Belly Test]]>><<feetstrip>><</link>> |<</if>> <br> Displace: <<if $worn.upper.name isnot "naked">><<link [[Upper|Pregnancy Belly Test]]>><<set $leftaction to "upper">><</link>> |<</if>> <<if $worn.under_upper.name isnot "naked">><<link [[Under_Upper|Pregnancy Belly Test]]>><<set $leftaction to "under_upper">><</link>> |<</if>> <<if $worn.lower.name isnot "naked">><<link [[Lower|Pregnancy Belly Test]]>><<set $leftaction to "lower">><</link>> |<</if>> <<if $worn.under_lower.name isnot "naked">><<link [[Under_Lower|Pregnancy Belly Test]]>><<set $leftaction to "under_lower">><</link>> |<</if>> <br> <<link [[Fix All Clothes|Pregnancy Belly Test]]>><<clotheson>><</link>> </div> <hr> <span class="gold">Props:</span><br> <div class="small-description"> <<set _propList to ["haybale", "table", "bench", "milk", "semen", "rails", "neck_shackle", "arm_shackle", "leg_shackle", "breast_pump", "penis_pump", "examtable", "hospitalbed", "ivbag"]>> Add: <<for _pr1 to 0; _pr1 < _propList.length; _pr1 ++>> <<if !$prop.includes(_propList[_pr1])>> <<capture _pr1>> <<link [[_propList[_pr1]|Pregnancy Belly Test]]>><<prop _propList[_pr1]>><</link>> | <</capture>> <</if>> <</for>> <br> Remove: <<for _pr2 to 0; _pr2 < _propList.length; _pr2 ++>> <<if $prop.includes(_propList[_pr2])>> <<capture _pr2>> <<link [[_propList[_pr2]|Pregnancy Belly Test]]>><<set $prop.delete(_propList[_pr2])>><</link>> | <</capture>> <</if>> <</for>> </div> </label> <br> <<link [[Back home|Bedroom]]>><<endcombat>><<unset $bellySizeDebug>><<unset $animDebug>><<clotheson>><</link>> <br> <!-- Used in the debug start events --><<foresthunt>><<effects>> <span id="statsTEST"> GRACE:<br> <<lgrace>><<llgrace>><<lllgrace>><br> <<ggrace>><<gggrace>><<ggggrace>><br><br> STRESS:<br> <<lstress>><<llstress>><<lllstress>><br> <<gstress>><<ggstress>><<gggstress>><br><br> TIREDNESS (fatigue):<br> <<ltiredness>><<lltiredness>><<llltiredness>><br> <<gtiredness>><<ggtiredness>><<gggtiredness>><br><br> AROUSAL:<br> <<larousal>><<llarousal>><<lllarousal>><br> <<garousal>><<ggarousal>><<gggarousal>><br><br> TRAUMA:<br> <<ltrauma>><<lltrauma>><<llltrauma>><br> <<gtrauma>><<ggtrauma>><<gggtrauma>><br><br> LEWDITY (the old one):<br> <<llewdity>><<lllewdity>><<llllewdity>><br> <<glewdity>><<gglewdity>><<ggglewdity>><br><br> PAIN:<br> <<lpain>><<llpain>><<lllpain>><br> <<gpain>><<ggpain>><<gggpain>><br><br> PURITY:<br> <<lpurity>><<llpurity>><<lllpurity>><br> <<gpurity>><<ggpurity>><<gggpurity>><br><br> DELINQUENCY:<br> <<ldelinquency>><<lldelinquency>><<llldelinquency>><br> <<gdelinquency>><<ggdelinquency>><<gggdelinquency>><br><br> COOL (status):<br> <<lcool>><<llcool>><<lllcool>><br> <<gcool>><<ggcool>><<gggcool>><br><br> SALTINESS:<br> <<lsaltiness>><<llsaltiness>><<lllsaltiness>><br> <<gsaltiness>><<ggsaltiness>><<gggsaltiness>><br><br> CHAOS:<br> <<lchaos>><<llchaos>><<lllchaos>><br> <<gchaos>><<ggchaos>><<gggchaos>><br><br> TRUST:<br> <<ltrust>><<lltrust>><<llltrust>><br> <<gtrust>><<ggtrust>><<gggtrust>><br><br> OXYGEN:<br> <<loxygen>><<goxygen>><br><br> CONTROL:<br> <<lcontrol>><<llcontrol>><<llcontrol>><br> <<gcontrol>><<ggcontrol>><<gggcontrol>><br> COMBAT CONTROL:<br> Current Control: $control<br> "Starting" Control: $controlstart<br> <<link "Control Up" "statDisplay Test">><<set $control += 250>><</link>> | <<link "Control Down" "statDisplay Test">><<set $control -= 250>><</link>> | <<link "Starting Control Up" "statDisplay Test">><<set $controlstart += 250>><</link>> | <<link "Starting Control Down" "statDisplay Test">><<set $controlstart -= 250>><</link>> <br> <<lcombatcontrol>><<llcombatcontrol>><<lllcombatcontrol>><br> <<gcombatcontrol>><<ggcombatcontrol>><<gggcombatcontrol>><br><br> MYSTERY:<br> <<gmystery>><br><br> SCHOOL:<br> <<gschool>><br><br> SWIMMING:<br> <<gswimming>><<ggswimming>><<gggswimming>><br><br> ATHLETICS:<br> <<gathletics>><<ggathletics>><<gggathletics>><br><br> DANCE:<br> <<gdanceskill>><<ggdanceskill>><<gggdanceskill>><br><br> TENDING:<br> <<gtending>><<ggtending>><<gggtending>><br><br> TREASURE:<br> <<ltreasure>><<gtreasure>><br> CHANCE OF HARASSMENT:<br> <<lharass>><<gharass>><<noharass>><br><br> LOVE:<br> <<llove>><<lllove>><<llllove>><br> <<glove>><<gglove>><<ggglove>><br> WITH NPC ARGUMENT:<br> <<llove "Robin">><<lllove "Whitney">><<llllove "Kylar">><br> <<glove "Vrelnir">><<gglove "John Lewdity">><<ggglove "The Cuddle Monster">><br><br> LUST:<br> <<llust>><<lllust>><<llllust>><br> <<glust>><<gglust>><<ggglust>><br><br> WITH NPC ARGUMENT:<br> <<llust "Sydney">><<lllust "Avery">><<llllust "Eden">><br> <<glust "Me">><<gglust "Tutorial Man">><<ggglust "Tentacle Number 529">><br><br> ROBIN'S TRAUMA:<br> Current Robin Trauma: <<print C.npc.Robin.trauma>> <<link "Trauma Up" "statDisplay Test">><<npcincr "Robin" trauma 10>><</link>> | <<link "Trauma Down" "statDisplay Test">><<npcincr "Robin" trauma -10>><</link>> | <br> <<lrtrauma>><<llrtrauma>><<lllrtrauma>><br> <<grtrauma>><<ggrtrauma>><<gggrtrauma>><br><br> ATTENTION:<br> <<lattention>><<llattention>><<lllattention>><br> <<if !$daily.prison>> <span class="red">DAILY PRISON OBJECT NOT INITIALISED</span> <<else>> <<gattention>><<ggattention>><<gggattention>> <</if>><br><br> AGGRO (Remy's Encroachment):<br> <<if !$farm>> <span class="red">FARM NOT INITIALISED</span> <</if>> <<laggro>><<llaggro>><<lllaggro>><br> <<gaggro>><<ggaggro>><<gggaggro>><br><br> SUSPICION (Kylar's Jealousy):<br> <<lksuspicion>><<llksuspicion>><<lllksuspicion>><br> <<gksuspicion>><<ggksuspicion>><<gggksuspicion>><br><br> SUSPICION:<br> <<lsuspicion>><<llsuspicion>><<lllsuspicion>><br> <<gsuspicion>><<ggsuspicion>><<gggsuspicion>><br><br> AVERY'S RAGE:<br> <<if $averyragerevealed is 1>> <<link "Toggle Avery Rage Reveal" "statDisplay Test">><<set $averyragerevealed to 0>><</link>> CURRENTLY: AVERY RAGE <span class="green">REVEALED</span> <<else>> <<link "Toggle Avery Rage Reveal" "statDisplay Test">><<set $averyragerevealed to 1>><</link>> CURRENTLY: AVERY RAGE <span class="red">HIDDEN</span> <</if>> <br> <<larage>><<llarage>><<lllarage>><br> <<garage>><<ggarage>><<gggarage>><br><br> ENDEARMENT:<br> <<lendear>><<llendear>><<lllendear>><br> <<gendear>><<ggendear>><<gggendear>><br><br> HOPE:<br> <<lhope>><<llhope>><<lllhope>><br> <<ghope>><<gghope>><<ggghope>><br><br> REBELLIOUSNESS:<br> <<lreb>><<llreb>><<lllreb>><br> <<greb>><<ggreb>><<gggreb>><br><br> BODY SKILLS:<br> <<ghandskill>><<goralskill>><<gthighskill>><<gbottomskill>><<gvaginalskill>><<gpenileskill>><<ganalskill>><<gfeetskill>><<gchestskill>><br><br> STOCKHOLM:<br> <<lstockholm>><<llstockholm>><<lllstockholm>><br> <<gstockholm>><<ggstockholm>><<gggstockholm>><br><br> SHAME:<br> <<lshame>><<llshame>><<lllshame>><br> <<gshame>><<ggshame>><<gggshame>><br><br> FARM YIELD:<br> <<lfarm>><<llfarm>><<lllfarm>><br> <<gfarm>><<ggfarm>><<gggfarm>><br><br> WEAPONS:<br> <<gnet>><<gbaton>><<ggbaton>><<gggbaton>><<gwhip>><<ggwhip>><<gggwhip>><br><br> SECURITY:<br> <<lsecurity>><<llsecurity>><<lllsecurity>><br> <<gsecurity>><<ggsecurity>><<gggsecurity>><br><br> IMPATIENCE:<br> <<limpatience>><<llimpatience>><<lllimpatience>><br> <<gimpatience>><<ggimpatience>><<gggimpatience>><br><br> INTEREST:<br> <<linterest>><<llinterest>><<lllinterest>><br> <<ginterest>><<gginterest>><<ggginterest>><br><br> DARING:<br> <<ldaring>><<lldaring>><<llldaring>><br> <<gdaring>><<ggdaring>><<gggdaring>><br><br> KNOWLEDGE:<br> <<gknowledge>><br><br> BODYWRITING:<br> <<gbodywriting>><<ggbodywriting>><<gggbodywriting>><br><br> HALLUCINOGENS:<br> <<ghallucinogens>><<gghallucinogens>><<ggghallucinogens>><br><br> OBEDIENCE:<br> <<lobey>><<llobey>><<lllobey>><br> <<gobey>><<ggobey>><<gggobey>><br><br> HUNGER:<br> <<lhunger>><<llhunger>><<lllhunger>><br> <<ghunger>><<gghunger>><<ggghunger>><br><br> ACCEPTANCE:<br> <<gacceptance>><<ginsecurity "breasts_big">><br><br> WILLPOWER:<br> <<gwillpower>><<ggwillpower>><<gggwillpower>><br><br> PHYSIQUE:<br> <<lphysique>><<llphysique>><<lllphysique>><br> <<gphysique>><<ggphysique>><<gggphysique>><br><br> TANNED:<br> <<gtanned>><<ggtanned>><<gggtanned>><br><br> CORRUPTION:<br> <<link "Give Self Left Ear Slime" "statDisplay Test">><<parasite left_ear slime>><</link>><br> <<link "Corruption Up" "statDisplay Test">><<set $earSlime.corruption += 20>><</link>> | <<link "Corruption Down" "statDisplay Test">><<set $earSlime.corruption -= 20>><</link>> Current: $earSlime.corruption<br> <<link "Growth Up" "statDisplay Test">><<set $earSlime.growth += 20>><</link>> | <<link "Growth Down" "statDisplay Test">><<set $earSlime.growth -= 20>><</link>> Current: $earSlime.growth<br> <<lcorruption>><<llcorruption>><<lllcorruption>><br> <<gcorruption>><<ggcorruption>><<gggcorruption>><br><br> AWARENESS:<br> <<if $innocencestate is 1>> <<link "Toggle Innocence" "statDisplay Test">><<set $innocencestate to 0>><</link>> CURRENTLY: INNOCENT <<else>> <<link "Toggle Innocence" "statDisplay Test">><<set $innocencestate to 1>><</link>> CURRENTLY: AWARE <</if>> <br> <<lawareness>><<llawareness>><<lllawareness>><br> <<gawareness>><<ggawareness>><<gggawareness>><br><br> SYDNEY'S PURITY:<br> <<if C.npc.Sydney.purity gte 1>> <<link "CORRUPT SYDNEY" "statDisplay Test">><<set C.npc.Sydney.purity to -1>><</link>> CURRENTLY: PURE <<else>> <<link "PURIFY SYDNEY" "statDisplay Test">><<set C.npc.Sydney.purity to 1>><</link>> CURRENTLY: CORRUPT <</if>> <br> <<lspurity>><<llspurity>><<lllspurity>><br> <<gspurity>><<ggspurity>><<gggspurity>><br><br> SYDNEY'S LUST:<br> <<lslust>><<llslust>><<lllslust>><br> <<gslust>><<ggslust>><<gggslust>><br><br> SCHOOL GRADES:<br> <<link "Stars to 0" "statDisplay Test">><<set $science_star to 0>><<set $maths_star to 0>><<set $english_star to 0>><<set $history_star to 0>><</link>> | <<link "Stars to 1" "statDisplay Test">><<set $science_star to 1>><<set $maths_star to 1>><<set $english_star to 1>><<set $history_star to 1>><</link>> | <<link "Stars to 2" "statDisplay Test">><<set $science_star to 2>><<set $maths_star to 2>><<set $english_star to 2>><<set $history_star to 2>><</link>> | <<link "Stars to 3" "statDisplay Test">><<set $science_star to 3>><<set $maths_star to 3>><<set $english_star to 3>><<set $history_star to 3>><</link>> | <br> <<lscience>><<gscience>><<ggscience>><<gggscience>><br> <<lmaths>><<gmaths>><<ggmaths>><<gggmaths>><br> <<lenglish>><<genglish>><<ggenglish>><<gggenglish>><br> <<lhistory>><<ghistory>><<gghistory>><<ggghistory>><br><br> HOUSEKEEPING:<br> Current: $housekeeping <<link "Housekeeping to 0" "statDisplay Test">><<set $housekeeping to 0>><</link>> <<link "Housekeeping to 600" "statDisplay Test">><<set $housekeeping to 600>><</link>> <br> <<ghousekeeping 500>> (Threshold: 500)<br> <<gghousekeeping>><<ggghousekeeping>><br><br> NPC DOMINANCE:<br> <<ldom>><<lldom>><<llldom>><br> <<gdom>><<ggdom>><<gggdom>><br> ROBIN'S CONFIDENCE:<br> <<npc "Robin" 2>> <<ldom>><<lldom>><<llldom>><br> <<gdom>><<ggdom>><<gggdom>><br> <<endevent>> MANUAL ARGUMENT NAME CALL:<br> <<ldom "Vrelnir">><<lldom "Vrelnir">><<llldom "Vrelnir">><br> <<gdom "Vrelnir">><<ggdom "Vrelnir">><<gggdom "Vrelnir">><br> WITH MULTIPLE LOADED NAMED NPCS (Whitney slot 0, Robin slot 1):<br> <<npc "Whitney">><<npc "Eden" 2>> <<ldom>><<lldom>><<llldom>><br> <<gdom>><<ggdom>><<gggdom>><br><br> <<endevent>> RESPECT:<br> <<lrespect>><<llrespect>><<lllrespect>><br> <<grespect>><<ggrespect>><<gggrespect>><br> PIRATE RESPECT:<br> <<grespect "scum">><<ggrespect "scum">><<gggrespect "scum">><br> <<grespect "mate">><<ggrespect "mate">><<gggrespect "mate">><br><br> ALEX'S DEVIANCY:<br> <<ladeviancy>><<lladeviancy>><<llladeviancy>><br> <<gadeviancy>><<ggadeviancy>><<gggadeviancy>><br><br> HARMONY:<br> <<gharmony>><<lharmony>><br> FEROCITY:<br> <<gferocity>><<lferocity>><br> WOLF TRUST:<br> <<wolfpacktrust>><<wolfpackfear>><br><br> OTHER:<br> <<incgpenisinsecurity>><<incggpenisinsecurity>><<incgbreastinsecurity>><<gpenisacceptance 10>><br><br> </span> <br> <<if !$settings.blindStatsEnabled>> <<link "Toggle Stat Disable" "statDisplay Test">><<set $settings.blindStatsEnabled to true>><</link>> CURRENTLY: STATS <span class="green">ENABLED</span> <<elseif $settings.blindStatsEnabled>> <<link "Toggle Stat Disable" "statDisplay Test">><<set $settings.blindStatsEnabled to false>><</link>> CURRENTLY: STATS <span class="red">DISABLED</span> <<else>> <<link "Toggle Stat Disable" "statDisplay Test">><<set $settings.blindStatsEnabled to false>><</link>> CURRENTLY: SOMETHING OTHER THAN "t" OR "f" FOR SOME REASON, PROBABLY AN UNRELATED BUG, CLICK TO ENABLE <</if>> <br><br><br> <<link [[Back Home|Bedroom]]>><<endcombat>><</link>> <br><<effects>> Take penile virginity: <span class="gold"><<= !unableTakeVirginity("penile") ? "Yes":"No">>.</span><br> male vaginas 0% + female penises 100% + disable anal: <span class="gold"><<= ($settings.maleNPCVaginaChance is 0 and $settings.femaleNPCPenisChance is 100 and !$settings.analEnabled) ? "true":"false">></span><br> All NPCs are male + male vaginas 0% + disable anal: <span class="gold"><<= (maleChance() is 100 and $settings.maleNPCVaginaChance is 0 and !$settings.analEnabled) ? "true":"false">></span><br> All NPCs are female + female penises 100% + disable anal: <span class="gold"><<= (maleChance() is 0 and $settings.femaleNPCPenisChance is 100 and !$settings.analEnabled) ? "true":"false">></span><br> All NPCs are male + male vaginas 100% + strap-on penises 100% + disable anal: <span class="gold"><<= (maleChance() is 100 and $settings.maleNPCVaginaChance is 100 and $settings.straponChance is 100 and !$settings.analEnabled) ? "true":"false">></span><br> All NPCs are female + female penises 0% + strap-on penises 100% + disable anal: <span class="gold"><<= (maleChance() is 0 and $settings.femaleNPCPenisChance is 0 and $settings.straponChance is 100 and !$settings.analEnabled) ? "true":"false">></span> <br><br> Take vaginal virginity: <span class="gold"><<= !unableTakeVirginity("vaginal") ? "Yes":"No">>.</span><br> male vaginas 100% + female penises 0% + strap-on penises 0%: <span class="gold"><<= ($settings.maleNPCVaginaChance is 100 and $settings.femaleNPCPenisChance is 0 and $settings.straponChance is 0) ? "true":"false">></span><br> All NPCs are male + male vaginas 100% + strap-on penises 0%: <span class="gold"><<= (maleChance() is 100 and $settings.maleNPCVaginaChance is 100 and $settings.straponChance is 0) ? "true":"false">></span><br> All NPCs are female + female penises 0% + strap-on penises 0%: <span class="gold"><<= (maleChance() is 0 and $settings.femaleNPCPenisChance is 0 and $settings.straponChance is 0) ? "true":"false">></span> <br><br> <<set _test to "Virginity Show Test">> Virginity: <span class="gold"><<= !unableTakeVirginity() and $player.virginity.penile is true and $player.virginity.vaginal is true ? "true" : "false">></span> <br> <<link [[Generate Take Virginity NPCs|_test]]>><<endevent>><<generatetakevirginity 1>><<generatetakevirginity 2>><<generatetakevirginity 3>><<generatetakevirginity 4>><<generatetakevirginity 5>><<generatetakevirginity 6>><</link>> <br> <<if EventSystem.any() and $debug is 1>> <<script>> V.NPCList.forEach((element, index) => { console.log(`NPC_${index}; penis: ${element.penis}; vagina: ${element.vagina}.`); }); <</script>> <</if>> <<link [[Take Virginity Combat|Underground Virgin Rape]]>><<endevent>><<generatetakevirginity 1>><<set $molestationstart to 1>><</link>> <br><br> Brothel Virginity Show: <br> <<link [[Briar's Office Show|Briar's Office Show]]>><<endevent>><<npc Briar>><<person1>><<set Time.setDate(Time.getNextWeekdayDate(5))>><</link>> <br> <<link [[Brothel Virginity Show|Brothel Stage]]>><<endevent>><<set $brothelVirginityIntro to true>><<set Time.setDate(Time.getNextWeekdayDate(5))>><<acceptbrothelshow "virginity">><<set Time.setDate(Time.getNextWeekdayDate(6))>><</link>> <br> <<link [[Show Virginity Auction|Brothel Show Virginity Auction]]>><<endevent>><<set $virginitytip to 0>><<set $weekly.brothelVirginityShow to 0>><</link>> <br> Underground Brothel Virginity Show: <br> <<link [[Underground Brothel Virginity Show|Underground Intro]]>><<endevent>><<generate1>><<generate2>><</link>> <br><br> <<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Virginity Show Test">><</link>> <br> <<link [[Back Home|Bedroom]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<generate1>><<generate2>><<generate3>><<person1>> <br><br> <span class="red">The gang advances...</span> <br><br> <<controlloss>> <br> <<violence 1>> <<neutral 1>> <<maninit>> <</if>> <div class="debugBorder"><<effects>></div> <div class="debugBorder"><<effectsman>></div> <div class="debugBorder"><<man>></div> <div class="debugBorder"><<audience>></div> <div class="debugBorder"><<stateman>></div> <br><br> <div class="debugBorder"><<debugactionsman>></div> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|UITest1 Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|UITest1 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|UITest1]]>><</link>></span><<nexttext>> <</if>>Demo Over<<widget "debugactionsman">> <!-- Unused --> <</widget>><<silently>><<effects>><</silently>><br> /*<<Avatar>>*/ <<link [[<<|Testing Room]]>><<set $pain -= 10>><</link>> <<link [[<|Testing Room]]>><<set $pain -= 5>><</link>> Pain (<<print $pain>>) <<link [[>|Testing Room]]>><<set $pain += 5>><</link>> <<link [[>>|Testing Room]]>><<set $pain += 10>><</link>> <br> <<link [[<<|Testing Room]]>><<arousal -1000>><</link>> <<link [[<|Testing Room]]>><<arousal -100>><</link>> Arousal (<<print $arousal>>) <<link [[>|Testing Room]]>><<arousal 100>><</link>> <<link [[>>|Testing Room]]>><<arousal 1000>><</link>> <br> <<link [[<<|Testing Room]]>><<set $stress -= 1000>><</link>> <<link [[<|Testing Room]]>><<set $stress -= 100>><</link>> Stress (<<print $stress>>) <<link [[>|Testing Room]]>><<set $stress += 100>><</link>> <<link [[>>|Testing Room]]>><<set $stress += 1000>><</link>> <br> <<link [[<<|Testing Room]]>><<set $trauma -= 1000>><</link>> <<link [[<|Testing Room]]>><<set $trauma -= 100>><</link>> Trauma (<<print $trauma>>) <<link [[>|Testing Room]]>><<set $trauma += 100>><</link>> <<link [[>>|Testing Room]]>><<set $trauma += 1000>><</link>> <br><br> <<link [[<<|Testing Room]]>><<set $promiscuity -= 10>><</link>> <<link [[<|Testing Room]]>><<set $promiscuity -= 2>><</link>> Promiscuity (<<print $promiscuity>>) <<link [[>|Testing Room]]>><<set $promiscuity += 2>><</link>> <<link [[>>|Testing Room]]>><<set $promiscuity += 10>><</link>> <br> <<link [[<<|Testing Room]]>><<set $exhibitionism -= 10>><</link>> <<link [[<|Testing Room]]>><<set $exhibitionism -= 2>><</link>> Exhibitionism (<<print $exhibitionism>>) <<link [[>|Testing Room]]>><<set $exhibitionism += 2>><</link>> <<link [[>>|Testing Room]]>><<set $exhibitionism += 10>><</link>> <br><br> Toggle: <<link [[Gender|Testing Room]]>> /* note: add ability to switch to herm gender in the future; maybe a set of (three) buttons to pick which gender instead of a toggle? */ <<set $player.gender to ($player.sex is "m" ? "f" : "m")>> <<set $player.penisExist to ($player.sex is "m")>> <<set $player.ballsExist to ($player.sex is "m")>> <<set $player.vaginaExist to ($player.sex is "f")>> <</link>> | <<link [[Sex|Testing Room]]>> <<set $player.sex to ($player.sex is "m" ? "f" : "m")>> <<set $player.penisExist to ($player.sex is "m")>> <<set $player.ballsExist to ($player.sex is "m")>> <<set $player.vaginaExist to ($player.sex is "f")>> <</link>> | <<link [[Virginity|Testing Room]]>> <<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> <<set $player.virginity.vaginal to true>><<set $player.virginity.penile to true>><<set $player.virginity.anal to true>><<set $player.virginity.oral to true>> <<else>> <<set $player.virginity.vaginal to false>><<set $player.virginity.penile to false>><<set $player.virginity.anal to false>><<set $player.virginity.oral to false>><<set $player.virginity.temple to false>> <</if>> <</link>> | <<link [[Hirsute|Testing Room]]>> <<set $hirsutedisable to ($hirsutedisable is "t"? "f" : "t")>> <</link>> | <<link [[Bound Left Arm|Testing Room]]>> <<if $leftarm is "bound">> <<set $leftarm to 0>><<set $leftboundcarry to 0>> <<else>> <<set $leftarm to "bound">> <</if>> <</link>> | <<link [[Bound Right Arm|Testing Room]]>> <<if $rightarm is "bound">> <<set $rightarm to 0>><<set $rightboundcarry to 0>> <<else>> <<set $rightarm to "bound">> <</if>> <</link>> <br><br> Breast Size - 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 <br> Hair Colour (<<print $haircolour>>): <<link [[Black|Testing Room]]>><<set $haircolour to "black">><</link>> | <<link [[Brown|Testing Room]]>><<set $haircolour to "brown">><</link>> | <<link [[Red|Testing Room]]>><<set $haircolour to "red">><</link>> | <<link [[Ginger|Testing Room]]>><<set $haircolour to "ginger">><</link>> | <<link [[Blond|Testing Room]]>><<set $haircolour to "blond">><</link>> | <<link [[Green|Testing Room]]>><<set $haircolour to "green">><</link>> | <<link [[Blue|Testing Room]]>><<set $haircolour to "blue">><</link>> | <<link [[Purple|Testing Room]]>><<set $haircolour to "purple">><</link>> <br> Fringe Colour (<<print $hairfringecolour>>): <<link [[Black|Testing Room]]>><<set $hairfringecolour to "black">><</link>> | <<link [[Brown|Testing Room]]>><<set $hairfringecolour to "brown">><</link>> | <<link [[Red|Testing Room]]>><<set $hairfringecolour to "red">><</link>> | <<link [[Ginger|Testing Room]]>><<set $hairfringecolour to "ginger">><</link>> | <<link [[Blond|Testing Room]]>><<set $hairfringecolour to "blond">><</link>> | <<link [[Green|Testing Room]]>><<set $hairfringecolour to "green">><</link>> | <<link [[Blue|Testing Room]]>><<set $hairfringecolour to "blue">><</link>> | <<link [[Purple|Testing Room]]>><<set $hairfringecolour to "purple">><</link>> <br> <<link [[<<|Testing Room]]>><<set $hairlength -= 100>><</link>> <<link [[<|Testing Room]]>><<set $hairlength -= 10>><</link>> Hair Length (<<print $hairlength>>) <<link [[>|Testing Room]]>><<set $hairlength += 10>><</link>> <<link [[>>|Testing Room]]>><<set $hairlength += 100>><</link>> <br> Eye Colour (<<print $leftEyeColour>>/<<print $rightEyeColour>>): <<link [[Hazel|Testing Room]]>><<set $leftEyeColour to "hazel">><<set $rightEyeColour to "hazel">><</link>> | <<link [[Amber|Testing Room]]>><<set $leftEyeColour to "amber">><<set $rightEyeColour to "amber">><</link>> | <<link [[Green|Testing Room]]>><<set $leftEyeColour to "green">><<set $rightEyeColour to "green">><</link>> | <<link [[Dark Blue|Testing Room]]>><<set $leftEyeColour to "dark blue">><<set $rightEyeColour to "dark blue">><</link>> | <<link [[Light Blue|Testing Room]]>><<set $leftEyeColour to "light blue">><<set $rightEyeColour to "light blue">><</link>> | <<link [[Purple|Testing Room]]>><<set $leftEyeColour to "purple">><<set $rightEyeColour to "purple">><</link>> <br><br> <<link [[<|Testing Room]]>><<set $wolfgirl -= 1>><</link>> Wolf (<<print $wolfgirl>>) <<link [[>|Testing Room]]>><<set $wolfgirl += 1>><</link>> | <<link [[<|Testing Room]]>><<set $angel -= 1>><</link>> Angel (<<print $angel>>) <<link [[>|Testing Room]]>><<set $angel += 1>><</link>> | <<link [[<|Testing Room]]>><<set $demon -= 1>><</link>> Demon (<<print $demon>>) <<link [[>|Testing Room]]>><<set $demon += 1>><</link>> | <<link [[<|Testing Room]]>><<set $fallenangel -= 1>><</link>> Fallen Angel (<<print $fallenangel>>) <<link [[>|Testing Room]]>><<set $fallenangel += 1>><</link>> <br><br> Semen: <<link [[<|Testing Room]]>><<bodyliquid "vagina" "semen" -1>><</link>> Vagina (<<print $player.bodyliquid.vagina.semen>>) <<link [[>|Testing Room]]>><<bodyliquid "vagina" "semen">><</link>> | <<link [[<|Testing Room]]>><<bodyliquid "anus" "semen" -1>><</link>> Anus (<<print $player.bodyliquid.anus.semen>>) <<link [[>|Testing Room]]>><<bodyliquid "anus" "semen">><</link>> | <<link [[<|Testing Room]]>><<bodyliquid "mouth" "semen" -1>><</link>> Mouth (<<print $player.bodyliquid.mouth.semen>>) <<link [[>|Testing Room]]>><<bodyliquid "mouth" "semen" 1>><</link>> <br> Goo: <<link [[<|Testing Room]]>><<bodyliquid "vagina" "goo" -1>><</link>> Vagina (<<print $player.bodyliquid.vagina.goo>>) <<link [[>|Testing Room]]>><<bodyliquid "vagina" "goo">><</link>> | <<link [[<|Testing Room]]>><<bodyliquid "anus" "goo" -1>><</link>> Anus (<<print $player.bodyliquid.anus.goo>>) <<link [[>|Testing Room]]>><<bodyliquid "anus" "goo">><</link>> | <<link [[<|Testing Room]]>><<bodyliquid "mouth" "goo" -1>><</link>> Mouth (<<print $player.bodyliquid.mouth.goo>>) <<link [[>|Testing Room]]>><<bodyliquid "mouth" "goo">><</link>> <br> Parasite: <<link [[Chest|Testing Room]]>> <<if $parasite.nipples.name is undefined>> <<parasite nipples urchin>> <<else>> <<removeparasite nipples>> <</if>> <</link>> | <<link [[Penis|Testing Room]]>> <<if $parasite.penis.name is undefined>> <<parasite penis urchin>> <<else>> <<removeparasite penis>> <</if>> <</link>> | <<link [[Clit|Testing Room]]>> <<if $parasite.clit.name is undefined>> <<parasite clit urchin>> <<else>> <<removeparasite clit>> <</if>> <</link>> <br><br> Upper Clothes: <<link [[<<|Testing Room]]>><<set $worn.upper.integrity -= 10>><</link>> <<link [[<|Testing Room]]>><<set $worn.upper.integrity -= 1>><</link>> Integrity (<<print $worn.upper.integrity>>) <<link [[>|Testing Room]]>><<set $worn.upper.integrity += 1>><</link>> <<link [[>>|Testing Room]]>><<set $worn.upper.integrity += 10>><</link>> | <<link [[<|Testing Room]]>><<set $upperwet -= 100>><</link>> Wet (<<print $upperwet>>) <<link [[>|Testing Room]]>><<set $upperwet += 1>><</link>> <br> Lower Clothes: <<link [[<<|Testing Room]]>><<set $worn.lower.integrity -= 10>><</link>> <<link [[<|Testing Room]]>><<set $worn.lower.integrity -= 1>><</link>> Integrity (<<print $worn.lower.integrity>>) <<link [[>|Testing Room]]>><<set $worn.lower.integrity += 1>><</link>> <<link [[>>|Testing Room]]>><<set $worn.lower.integrity += 10>><</link>> | <<link [[<|Testing Room]]>><<set $lowerwet -= 100>><</link>> Wet (<<print $lowerwet>>) <<link [[>|Testing Room]]>><<set $lowerwet += 1>><</link>> <br> Under Bottoms: <<link [[<<|Testing Room]]>><<set $worn.under_lower.integrity -= 10>><</link>> <<link [[<|Testing Room]]>><<set $worn.under_lower.integrity -= 1>><</link>> Integrity (<<print $worn.under_lower.integrity>>) <<link [[>|Testing Room]]>><<set $worn.under_lower.integrity += 1>><</link>> <<link [[>>|Testing Room]]>><<set $worn.under_lower.integrity += 10>><</link>> | <<link [[<|Testing Room]]>><<set $underlowerwet -= 100>><</link>> Wet (<<print $underlowerwet>>) <<link [[>|Testing Room]]>><<set $underlowerwet += 1>><</link>> <br> Under Top: <<link [[<<|Testing Room]]>><<set $worn.under_upper.integrity -= 10>><</link>> <<link [[<|Testing Room]]>><<set $worn.under_upper.integrity -= 1>><</link>> Integrity (<<print $worn.under_upper.integrity>>) <<link [[>|Testing Room]]>><<set $worn.under_upper.integrity += 1>><</link>> <<link [[>>|Testing Room]]>><<set $worn.under_upper.integrity += 10>><</link>> | <<link [[<|Testing Room]]>><<set $underupperwet -= 100>><</link>> Wet (<<print $underupperwet>>) <<link [[>|Testing Room]]>><<set $underupperwet += 1>><</link>> <br> /*ToDo: Add handling for toggling clothing.*/ /*ToDo: Wardrobe and Shop*/ <br><br> <<link [[Bedroom]]>><</link>> <br><<widget "attitudes">> <div class="settingsGrid"> <div class="settingsHeader">Attitudes</div> <div class="settingsToggleItem"> <span class="gold bold">How do you feel about consensual sex?</span> <br> <span class="black small-description"><i>Provides a bonus after consensual sex based on how assertive you were.</i></span> <br> <label> <<radiobutton "$assertiveaction" "submissive" autocheck>> <span class="meek">I like making people feel good</span> (increase submissiveness) </label> <br> <label> <<radiobutton "$assertiveaction" "defiant" autocheck>> <span class="brat">I like being in control</span> (increase defiance) </label> <br> <label> <<radiobutton "$assertiveaction" "trauma" autocheck>> <span class="green">It's naughty</span> (decrease trauma) </label> <br> <label> <<radiobutton "$assertiveaction" "stress" autocheck>> <span class="green">It's fun</span> (decrease stress) </label> </div> <div class="settingsToggleItem"> <span class="gold bold">With what demeanour do you speak with others?</span> <br> <label><<radiobutton "$speech_attitude" "neutral" autocheck>> Neutral</label> <br> <<if $submissive gt 850>> <label><<radiobutton "$speech_attitude" "meek" autocheck>> <span class="meek">Meek</span></label> <br> <<else>> <input type="radio" disabled /> <span class="black"><i>You're too defiant to adopt a meek demeanour.</i></span> <br> <</if>> <<if $submissive lt 1150>> <label><<radiobutton "$speech_attitude" "bratty" autocheck>> <span class="brat">Bratty</span></label> <br> <<else>> <input type="radio" disabled /> <span class="black"><i>You're too submissive to adopt a bratty demeanour.</i></span> <br> <</if>> <<if $avery_mansion and $avery_fate isnot "fallen" and $avery_fate isnot "kicked">> <<if $attitudesControl.unlockAveryMeek>> <label><<checkbox "$speech_attitude_avery" false true autocheck>> Make a meek exception for Avery.</label> <br> <</if>> <<if $attitudesControl.unlockAveryKneel or $attitudesControl.unlockAveryBow>> <span class="gold bold">How do you present yourself to Avery?</span> <br> <<if $attitudesControl.unlockAveryKneel>> <label><<radiobutton "$avery_mansion.kneel" "refuse" autocheck>> <span class="brat">Refuse to degrade yourself</span></label> <br> <label><<radiobutton "$avery_mansion.kneel" "kneel" autocheck>> <span class="meek">Kneel</span></label> <br> <label><<radiobutton "$avery_mansion.kneel" "prostrate" autocheck>> <span class="sub">Prostrate</span></label> <br> <</if>> <<if $attitudesControl.unlockAveryBow>> <label><<checkbox "$avery_mansion.bow" false true autocheck>> <<if $player.gender_appearance is "m">> Bow <<else>> Curtsy <</if>> when greeting Avery after work. </label> <br> <</if>> <</if>> <</if>> </div> <div class="settingsToggleItem"> <span class="gold bold">What makes you feel uncomfortable?</span> <br> /* some events can force the switches to false without actually unlocking them */ <<if $attitudesControl.unlockExhibitionismUnderwear or $uncomfortable.underwear is false>> <label><<checkbox "$uncomfortable.underwear" false true autocheck>> Having your underwear seen by others</label> <<else>> <input type="checkbox" checked disabled /> <span class="black">Having your underwear seen by others</span> <br> <span class="blue small-description"><i>Requires higher exhibitionism.</i></span> <</if>> <br> <<if $attitudesControl.unlockExhibitionismNude or $uncomfortable.nude is false>> <label><<checkbox "$uncomfortable.nude" false true autocheck>> Being nude in front of others</label> <<else>> <input type="checkbox" checked disabled /> <span class="black">Being nude in front of others</span> <br> <span class="blue small-description"><i>Requires higher exhibitionism.</i></span> <</if>> <br> <<if $attitudesControl.unlockProstitution>> <label><<checkbox "$uncomfortable.prostituting" false true autocheck>> Prostituting yourself to help avoid Bailey's torments <br> <span class="black small-description"><i>If unchecked, you can prostitute yourself without appropriate promiscuity. Doing so will decrease control.</i></span></label> <<else>> <input type="checkbox" checked disabled /> <span class="black">Prostituting yourself to help avoid Bailey's torments</span> <br> <span class="blue small-description"><i>Bailey hasn't scared you enough.</i></span> <</if>> <br> <<if $gamemode isnot "hard">> <<if $attitudesControl.unlockLewd>> <label><<checkbox "$uncomfortable.lewd" false true autocheck>> Reflecting on all the lewd acts you've performed <br> <span class="black small-description"><i>If unchecked, exhibitionism, promiscuity, and deviancy will not decay. This can make managing control difficult.</i></span></label> <<else>> <input type="checkbox" checked disabled /> <span class="black">Reflecting on all the lewd acts you've performed</span> <br> <span class="blue small-description"><i>Requires higher exhibitionism, deviancy, or promiscuity.</i></span> <</if>> <br> <</if>> <<if $attitudesControl.unlockHypnosis>> <label><<checkbox "$uncomfortable.hypnosis" false true autocheck>> Being hypnotised during sex <br> <span class="black small-description"><i>If unchecked, you will accept hypnosis attempts during combat regardless of willpower.</i></span></label> <br> <</if>> </div> <<set _loveIntStart1 to $loveInterest.primary>> <<set _loveIntStart2 to $loveInterest.secondary>> <<set _loveIntStart3 to $loveInterest.tertiary>> <div id="loveInterest" class="settingsToggleItem"> <div class="gold bold">Who do you consider to be your love interest?</div> <<loveInterest>> </div> <<loveInterestFunction>> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader">Default Combat Actions</div> <div class="settingsToggleItemWide"> <<setupDefaults>> <span class="gold bold">How do you feel about others?</span> <br> <<if $moleststat gt 0 or $debug is 1>> <<set _options to ["Everyone","Strangers","Animals","Tentacles","Acquaintances","Robin","Bailey"]>> <<set _named to ["Whitney","Kylar","Eden","Avery","Leighton","Sydney","Alex","Ivory Wraith","Black Wolf","Great Hawk"]>> <<for _i to 0; _i lt _named.length; _i++>> <<set _index to $NPCNameList.indexOf(_named[_i])>> <<if $NPCName[_index].init is 1>> <<run _options.push(_named[_i])>> <</if>> <</for>> <<run _options.push("Alternative")>> <<run _options.push("Defiant")>> <<run _options.push("Submissive")>> /*Data for the later loops*/ <<set _titles to ["Left Hand","Right Hand","Feet","Mouth","Penis","Vagina","Anus"]>> <<set _dataName to ["leftaction","rightaction","feetaction","mouthaction","penisaction","vaginaaction","anusaction"]>> <<set _data to ["_leftHand","_rightHand","_feet","_mouth","_penis","_vagina","_anus"]>> <<set _defaultActions = DefaultActions.load(DefaultActions.create())>> <<listbox "_defaultoption" autoselect>> <<optionsfrom _options>> <</listbox>> <<combatDefaults>> <br> <<set _currentActionSet to 0>> <div id="othersFeelings"> <<othersFeelings 0>> </div> <<else>> <span class="black"><i>Default Actions will be unlocked after your first encounter.</i></span> <</if>> </div> </div> <</widget>> <<widget "othersFeelings">> <<set _currentOptions to _args[0]>> <<set _stringDefault to "_defaultActions.consensual['"+_options[_currentOptions]+"']">> <<switch _options[_currentOptions]>> <<case "Everyone">><span class="red small-description">"Everyone" will only apply defaults when the "Override related settings" link is used. This will override defaults for every NPC.</span> <<set _requireConfirm to true>> <<case "Acquaintances">><span class="red small-description">Will override the other named acquaintances in the list if you use "Override related settings".</span> <<set _requireConfirm to true>> <<case "Alternative" "Defiant" "Submissive">>Can be used to replace moves mid-combat. Is not changed by "Override related settings" in any way. <<set _requireConfirm to false>> <<default>><<set _requireConfirm to false>> <</switch>> <br><br> <span class="gold bold">Selected Action Set:</span> <br> Your first action set has highest priority. Default options in higher sets are used if the default action in a lower set is unavailable. <div class="featButtonContainer no-numberify"> <<if _currentActionSet gt 0>> <div class="featButton"> <<button "<span class='fa-icon fa-left'></span>">> <<set _currentActionSet-->> <<replace #othersFeelings>><<othersFeelings _currentOptions>><</replace>> <</button>> </div> <<else>> <div class="featButtonGrey"> <<button "<span class='fa-icon fa-left'></span>">><</button>> </div> <</if>> <div class="gold featButton buttonDisable"> <<set _selectedActionSet to _currentActionSet + 1>> <<button "_selectedActionSet / 10">><</button>> </div> <<if _currentActionSet lt 9>> <div class="featButton"> <<button "<span class='fa-icon fa-right'></span>">> <<set _currentActionSet++>> <<replace #othersFeelings>><<othersFeelings _currentOptions>><</replace>> <</button>> </div> <<else>> <div class="featButtonGrey"> <<button "<span class='fa-icon fa-right'></span>">><</button>> </div> <</if>> </div> <hr> Consensual Sex: <br> <span class="black small-description">Some actions require sufficient lewdity.</span> <br> <<if _options[_currentOptions] is "Tentacles">> <<tentacleDefaults false>> <<else>> <<sexDefaults false>> <</if>> <ul class="listMargin"> <<for _i to 0; _i lt _titles.length; _i++>> <<if (_titles[_i] is "Penis" and !$player.penisExist) or (_titles[_i] is "Vagina" and !$player.vaginaExist)>> <<continue>> <</if>> <!-- This creates the consensual list of items. --> <li> <<print _titles[_i]>>: <<print '<<listbox "'+_stringDefault+'.'+_dataName[_i]+'['+_currentActionSet+']" autoselect>><<optionsfrom '+_data[_i]+'>><</listbox>>'>> </li> <</for>> <<if _options[_currentOptions] is "Tentacles">> <li> <label>Auto Select different tentacle for grab actions when the current tentacle is occupied <<print '<<checkbox "_defaultActions.consensual.Tentacles.regrab[0]" false true ' + (_defaultActions.consensual.Tentacles.regrab[0] is true ? "checked" : "") + '>>'>></label> </li> <</if>> <<if _defaultActions.consensual[_options[_currentOptions]].askActions isnot undefined>> <li> <label>Ask them: <<print '<<listbox "'+_stringDefault+'.askActions['+_currentActionSet+']" autoselect>><<optionsfrom _askActions>><</listbox>>'>></label> </li> <</if>> </ul> <<set _stringDefault to "_defaultActions.rape['"+_options[_currentOptions]+"']">> <<if _options[_currentOptions] isnot "Robin">> <<if _options[_currentOptions] is "Tentacles">> <<tentacleDefaults true>> <<else>> <<sexDefaults true>> <</if>> <br><br> Assault: <br> <ul class="listMargin"> <<for _i to 0; _i lt _titles.length; _i++>> <<if (_titles[_i] is "Penis" and !$player.penisExist) or (_titles[_i] is "Vagina" and !$player.vaginaExist)>> <<continue>> <</if>> <li> <<print _titles[_i]>>: <<print '<<listbox "'+_stringDefault+"."+_dataName[_i]+'['+_currentActionSet+']" autoselect>><<optionsfrom '+_data[_i]+'>><</listbox>>'>> </li> <</for>> <<if _options[_currentOptions] is "Tentacles">> <li> <label>Auto Select different tentacle for grab actions when the current tentacle is occupied <<print '<<checkbox "_defaultActions.rape.Tentacles.regrab[0]" false true ' + (_defaultActions.rape.Tentacles.regrab[0] is true ? "checked" : "") + '>>'>></label> </li> <</if>> <<if _defaultActions.rape[_options[_currentOptions]].askActions isnot undefined>> <li> <label>Ask them: <<print '<<listbox "'+_stringDefault+'.askActions['+_currentActionSet+']" autoselect>><<optionsfrom _askActions>><</listbox>>'>></label> </li> <</if>> </ul> <</if>> <br> <<if _requireConfirm is true>> <br> <<link [[Override related settings|$passage]]>> <<run DefaultActions.save(T.defaultActions)>> <<switch _options[_currentOptions]>> <<case "Everyone">> <<set _options to ["Strangers","Animals","Acquaintances","Robin", "Bailey","Whitney","Kylar","Eden","Avery","Leighton","Sydney","Alex","Ivory Wraith","Black Wolf","Great Hawk"]>> <<for _option range _options>> <<if !$actionDefaults.consensual>> <<set $actionDefaults.consensual to {}>> <</if>> <<if !$actionDefaults.rape>> <<set $actionDefaults.rape to {}>> <</if>> <<set _index to $NPCNameList.indexOf(_option)>> <<if $NPCName[_index] && $NPCName[_index].init isnot 1>> <<continue>> <</if>> <<set $actionDefaults.consensual[_option] to clone($actionDefaults.consensual.Everyone)>> <<set $actionDefaults.rape[_option] to clone($actionDefaults.rape.Everyone)>> <</for>> <<case "Acquaintances">> <<set _options to ["Robin","Bailey","Whitney","Kylar","Eden","Avery","Leighton","Sydney","Alex","Ivory Wraith","Black Wolf","Great Hawk"]>> <<for _option range _options>> <<if !$actionDefaults.consensual>> <<set $actionDefaults.consensual to {}>> <</if>> <<if !$actionDefaults.rape>> <<set $actionDefaults.rape to {}>> <</if>> <<set _index to $NPCNameList.indexOf(_option)>> <<if $NPCName[_index] && $NPCName[_index].init isnot 1>> <<continue>> <</if>> <<set $actionDefaults.consensual[_option] to clone($actionDefaults.consensual.Acquaintances)>> <<set $actionDefaults.rape[_option] to clone($actionDefaults.rape.Acquaintances)>> <</for>> <</switch>> <</link>> <</if>> <</widget>> <<widget "setupDefaults">> <<set $actionDefaults = DefaultActions.check(DefaultActions.setup())>> <</widget>> <!-- _args[0] As Boolean: false is consensual, true is non-consensual. --> <<widget "sexDefaults">> <<set _leftHand to { "Rest": "rest", "Stroke": "leftchest", "Hold behind back": "behind", "Stop holding behind": "stopbehind" }>> <<if _args[0] is true>> <<set _leftHand["Punch"] to "lefthit">> <<set _leftHand["Pull their hand off your neck"] to "stopchokenoncon">> <<else>> <<set _leftHand["Press their hand to your neck"] to "keepchoke">> <<set _leftHand["Take their hand off your neck"] to "stopchoke">> <</if>> <<set _leftHand["Cover your face"] to "leftcoverface">> <<set _leftHand["Pose for camera"] to "leftcamerapose">> <<set _leftHand["Whack the writing tool away"] to "penwhack">> <<set _leftHand["Whack the hypnotic instrument away"] to "hypnosiswhack">> <<if currentSkillValue('skulduggery') gte 200>> <<set _leftHand["Steal"] to "steal">> <</if>> <<set _leftHand["Struggle"] to "leftstruggle">> <<set _leftHand["Stroke their penis"] to "leftstroke">> <<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>> <<set _leftHand["Grab their penis"] to "leftgrab">> <<set _leftHand["Work their shaft"] to "leftwork">> <<set _leftHand["Play with their pussy"] to "leftplay">> <<set _leftHand["Rub their clit"] to "leftclit">> <</if>> <<if hasSexStat("promiscuity", 2)>> <<if $player.penisExist>> <<set _leftHand["Play with your penis"] to "leftmasturbatepenis">> <</if>> <<if $player.vaginaExist>> <<set _leftHand["Play with your pussy"] to "leftmasturbatepussy">> <</if>> <</if>> <<if hasSexStat("promiscuity", 3) and $awareness gte 200>> <<set _leftHand["Play with your anus"] to "leftmasturbateanus">> <</if>> <<set _leftHand["Remove your buttplug"] to "removebuttplug">> <<set _leftHand["Grip"] to "leftgrip">> <<set _leftHand["Protect"] to "leftprotect">> <<set _rightHand to { "Rest":"rest", "Stroke":"rightchest", "Hold behind back": "behind", "Stop holding behind": "stopbehind" }>> <<if _args[0] is true>> <<set _rightHand["Punch"] to "righthit">> <<set _rightHand["Pull their hand off your neck"] to "stopchokenoncon">> <<else>> <<set _rightHand["Press their hand to your neck"] to "keepchoke">> <<set _rightHand["Take their hand off your neck"] to "stopchoke">> <</if>> <<set _rightHand["Cover your face"] to "rightcoverface">> <<set _rightHand["Pose for camera"] to "rightcamerapose">> <<set _rightHand["Whack the writing tool away"] to "penwhack">> <<set _rightHand["Whack the hypnotic instrument away"] to "hypnosiswhack">> <<if currentSkillValue('skulduggery') gte 200>> <<set _rightHand["Steal"] to "steal">> <</if>> <<set _rightHand["Struggle"] to "rightstruggle">> <<set _rightHand["Stroke their penis"] to "rightstroke">> <<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>> <<set _rightHand["Grab their penis"] to "rightgrab">> <<set _rightHand["Work their shaft"] to "rightwork">> <<set _rightHand["Play with their pussy"] to "rightplay">> <<set _rightHand["Rub their clit"] to "rightclit">> <</if>> <<if hasSexStat("promiscuity", 2)>> <<if $player.vaginaExist>> <<set _rightHand["Play with your pussy"] to "rightmasturbatepussy">> <</if>> <<if $player.penisExist>> <<set _rightHand["Play with your penis"] to "rightmasturbatepenis">> <</if>> <</if>> <<if hasSexStat("promiscuity", 3) and $awareness gte 200>> <<set _rightHand["Play with your anus"] to "rightmasturbateanus">> <</if>> <<set _rightHand["Remove your buttplug"] to "removebuttplug">> <<set _rightHand["Grip"] to "rightgrip">> <<set _rightHand["Protect"] to "rightprotect">> <<set _feet to { "Rest":"rest", }>> <<if _args[0] is true>> <<set _feet["Kick"] to "kick">> <</if>> <<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>> <<set _feet["Grab their penis"] to "grab">> <<set _feet["Rub their penis"] to "grabrub">> <<set _feet["Press against their pussy"] to "vaginagrab">> <<set _feet["Rub their pussy"] to "vaginagrabrub">> <</if>> <<if (_args[0] is false and (hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3))) or (_args[0] is true and (hasSexStat("promiscuity", 6) or hasSexStat("deviancy", 6)))>> <<set _feet["Leg lock them"] to "legLock">> <</if>> <<set _feet["Curl toes"] to "feetCurl">> <<set _mouth to { "Rest":"rest", "Kiss":"kiss", "Kiss Back":"kissback", "Kiss skin": "kissskin", }>> <<if _args[0] is true>> <<set _mouth["Scream"] to "scream">> <<set _mouth["Plead"] to "plead">> <</if>> <<if $wolfgirl gte 2>> <<set _mouth["Growl"] to "growl">> <</if>> <<if $submissive gte 1150 or (hasSexStat("promiscuity", 3) and _args[0] is false)>> <<set _mouth["Moan"] to "moan">> <</if>> <<if $angel gte 6 and $angelforgive isnot 1 and _args[0] is true>> <<set _mouth["Forgive"] to "forgive">> <</if>> <<if $fallenangel gte 4 and $angelforgive isnot 1 and _args[0] is true>> <<set _mouth["Disparage"] to "disparage">> <</if>> <<if $submissive lte 850 and _args[0] is true>> <<set _mouth["Demand"] to "demand">> <</if>> <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _mouth["Move your lips to their penis"] to "mouth">> <</if>> <<if hasSexStat("promiscuity", 3) or hasSexStat("deviancy", 3) or _args[0] is true>> <<set _mouth["Grab penis between breasts"] to "grasp">> <</if>> <<set _mouth["Pull away"] to "pullaway">> <<set _mouth["Lick their penis"] to "lick">> <<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>> <<set _mouth["Take their penis into your mouth"] to "swallow">> <</if>> <<set _mouth["Suck their penis"] to "suck">> <<if _args[0] is true>> <<set _mouth["Bite their penis"] to "bite">> <</if>> <<if _args[0] is false>> <<set _mouth["Swallow their cum"] to "ejacswallow">> <<set _mouth["Spit out their cum"] to "ejacspit">> <</if>> <<set _mouth["Pull away from their penis"] to "pullaway">> <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _mouth["Move your lips to their pussy"] to "othervagina">> <</if>> <<set _mouth["Lick their pussy"] to "vaginalick">> <<if _args[0] is true>> <<set _mouth["Bite their pussy"] to "bitepussy">> <</if>> <<set _mouth["Pull away from their vagina"] to "pullawayvagina">> <<if hasSexStat("promiscuity", 3) or _args[0] is true>> <<set _mouth["Move your lips to their chest"] to "movetochest">> <</if>> <<set _mouth["Lick their breasts"] to "breastlick">> <<set _mouth["Pull away from their breasts"] to "breastpull">> <<set _mouth["Suck their breasts"] to "breastsuck">> <<if _args[0] is true>> <<set _mouth["Bite their breasts"] to "breastbite">> <</if>> <<set _mouth["Keep your mouth closed"] to "breastclosed">> <<if hasSexStat("promiscuity", 4) or $deviancy gt 55 or _args[0] is true>> <<set _mouth["Edge"] to "oraledge">> <</if>> <<set _mouth["Lick ass"] to "anallick">> <<if $submissive gte 1150>> <<set _mouth["Kiss ass"] to "analkiss">> <</if>> <<if _args[0] is false>> <<set _mouth["Pull away from their ass"] to "analpull">> <</if>> <<if _args[0] is true>> <<set _mouth["Headbutt"] to "headbutt">> <</if>> <<set _mouth["Let it out (pain)"] to "letout">> <<set _mouth["Let it out (orgasm)"] to "letoutorgasm">> <<set _mouth["Ask them"] to "ask">> <<set _askActions to {"Nothing":"rest"}>> <<if _args[0] is false>> <<set _askActions["to stop"] to "finish">> <<if $player.vaginaExist>> <<set _askActions["to not put anything in your pussy"] to "novaginal">> <</if>> <<if $player.penisExist>> <<set _askActions["to not put your penis in anything"] to "nopenile">> <</if>> <<set _askActions["to not put anything in your anus"] to "noanal">> <<if $settings.asphyxiaLevel gte 1>> <<set _askActions["to not choke you"] to "nochoke">> <</if>> <</if>> <<if (_args[0] is false and ($choketrait or ($chokeorgasm gte 1 and $submissive gt 850))) or ($awarelevel gte 2 and $submissive gte 1150)>> <<set _askActions["to choke you"] to "askchoke">> <</if>> <<if (_args[0] is false and $masochism_level gte 1) or $masochism_level gte 3>> <<set _askActions["to be more rough"] to "askrough">> <</if>> <<if $settings.condomLevel gte 2>> <<set _askActions["to use a condom"] to "condoms">> <<set _askActions["to not use a condom"] to "noCondoms">> <</if>> <<set _askActions["to leave your top on"] to "noupper">> <<if $settings.asphyxiaLevel gte 1 and _args[0] is false and ($choketrait or ($chokeorgasm gte 1 and $submissive gt 850) or ($awarelevel gte 2 and $submissive gte 1150))>> <<set _askActions["to choke you"] to "askchoke">> <</if>> <<if $consensual is 1 and $masochism_level gte 1 or $masochism_level gte 3>> <<set _askActions["to be more rough"] to "askrough">> <</if>> <<set _penis to { "Rest":"rest", }>> <<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>> <<set _penis["Press against their pussy"] to "penistovagina">> <<set _penis["Penetrate their pussy"] to "penisvaginafuck">> <</if>> <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _penis["Frot against their clit"] to "bay">> <</if>> <<set _penis["Tease the pussy"] to "tease">> <<set _penis["Pull away from their pussy"] to "escape">> /*After bay*/ <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _penis["Rub against their pussy"] to "rub">> <</if>> /*After penisvaginafuck*/ <<set _penis["Take the pussy"] to "take">> <<set _penis["Cooperate with their pussy"] to "cooperate">> <<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("penileskill") gte 800>> <<set _penis["Edge their vagina"] to "vaginaEdging">> <</if>> <<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>> <<set _penis["Press against their ass"] to "penistoanus">> <<set _penis["Penetrate their ass"] to "penisanusfuck">> <</if>> <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _penis["Frot against their ass"] to "otheranusbay">> <</if>> <<set _penis["Tease the ass"] to "otheranustease">> <<set _penis["Pull away from their ass"] to "otheranusescape">> /*After otheranusbay*/ <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _penis["Rub against their ass"] to "otheranusrub">> <</if>> /*After penisanusfuck*/ <<set _penis["Take the ass"] to "otheranustake">> <<set _penis["Cooperate with their ass"] to "otheranuscooperate">> <<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("penileskill") gte 800>> <<set _penis["Edge their ass"] to "otheranusEdging">> <</if>> <<set _penis["Press your thigh against their mouth"] to "thighbay">> <<set _penis["Rub against their face"] to "othermouthtease">> <<set _penis["Rub against their lips"] to "othermouthrub">> <<set _penis["Pull away from their mouth"] to "othermouthescape">> <<set _penis["Cooperate with their mouth"] to "othermouthcooperate">> <<set _vagina to { "Rest":"rest", "Offer your ass instead":"penisanus", }>> <<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>> <<set _vagina["Straddle their penis"] to "vaginatopenis">> <<set _vagina["Envelop their penis"] to "vaginapenisfuck">> <</if>> <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _vagina["Try to keep their penis away with your thighs"] to "penisthighs">> <</if>> <<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>> <<set _vagina["Push your pussy against theirs"] to "vaginatovagina">> <</if>> <<set _vagina["Pull away from their penis"] to "escape">> <<set _vagina["Tease the tip"] to "penistease">> /*After penisthighs*/ <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _vagina["Rub against their penis"] to "rub">> <</if>> /*After vaginapenisfuck*/ <<set _vagina["Take it"] to "take">> <<set _vagina["Cooperate"] to "cooperate">> <<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("vaginalskill") gte 800>> <<set _vagina["Edge their penis with your vagina"] to "penisEdging">> <</if>> <<set _vagina["Press your thigh against their mouth"] to "thighbay">> <<set _vagina["Rub against their face"] to "othermouthtease">> <<set _vagina["Rub against their lips"] to "othermouthrub">> <<set _vagina["Pull away from their mouth"] to "othermouthescape">> <<set _vagina["Cooperate with their mouth"] to "othermouthcooperate">> <<set _anus to { "Rest":"rest", }>> <<if $player.vaginaExist>> <<set _anus["Offer your pussy instead"] to "penispussy">> <</if>> <<if hasSexStat("promiscuity", 5) or hasSexStat("deviancy", 5) or _args[0] is true>> <<set _anus["Straddle their penis"] to "anustopenis">> <<set _anus["Envelop their penis"] to "anuspenisfuck">> <</if>> <<if hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true>> <<set _anus["Keep their penis away with your cheeks"] to "penischeeks">> <</if>> <<set _anus["Tease the tip"] to "penistease">> <<set _anus["Pull away from their penis"] to "escape">> /*After penischeeks*/ <<set _anus["Rub against their penis"] to "rub">> /*After anuspenisfuck*/ <<set _anus["Take it"] to "take">> <<set _anus["Cooperate"] to "cooperate">> <<if (hasSexStat("promiscuity", 4) or hasSexStat("deviancy", 4) or _args[0] is true) and currentSkillValue("analskill") gte 800>> <<set _anus["Edge their penis with your ass"] to "penisEdging">> <</if>> <<set _anus["Press your butt against their mouth"] to "bottombay">> <<set _anus["Rub against their face"] to "othermouthtease">> <<set _anus["Rub against their lips"] to "othermouthrub">> <<set _anus["Pull away from their mouth"] to "othermouthescape">> <<set _anus["Cooperate with their mouth"] to "othermouthcooperate">> <<set _anus["Rub their hand with your cheeks"] to "bottomhandbay">> <<set _anus["Rub your anus against their hand"] to "handtease">> <<set _anus["Rub against their fingers"] to "handrub">> <<set _anus["Pull away from their hand"] to "handescape">> <<set _anus["Cooperate with their fingers"] to "handcooperate">> <</widget>> <<widget "tentacleDefaults">> <<set _leftHand to { "Rest":"rest", "Grab the":"leftgrab" }>> <<if hasSexStat("deviancy", 5)>> <<set _leftHand["Guide to your penis"] to "showpenis">> <<set _leftHand["Guide to your pussy"] to "showvagina">> <<set _leftHand["Guide to your ass"] to "showbottom">> <</if>> <<if _args[0] is true>> <<set _leftHand["Strike the"] to "lefthittentacle">> <</if>> <<set _leftHand["Milk it"] to "leftrub">> <<set _rightHand to { "Rest":"rest", "Grab the":"rightgrab" }>> <<if hasSexStat("deviancy", 5)>> <<set _rightHand["Guide to your penis"] to "showpenis">> <<set _rightHand["Guide to your pussy"] to "showvagina">> <<set _rightHand["Guide to your ass"] to "showbottom">> <</if>> <<if _args[0] is true>> <<set _rightHand["Strike the"] to "righthittentacle">> <</if>> <<set _rightHand["Milk it"] to "rightrub">> <<set _feet to { "Rest":"rest", "Grab the":"feetgrab" }>> <<if hasSexStat("deviancy", 5)>> <<set _feet["Guide to your penis"] to "showpenis">> <<set _feet["Guide to your pussy"] to "showvagina">> <<set _feet["Guide to your ass"] to "showbottom">> <</if>> <<if _args[0] is true>> <<set _feet["Kick the"] to "feethit">> <</if>> <<set _feet["Milk it"] to "feetrub">> <<set _mouth to { "Rest":"rest", "Lick it":"mouthlick", "Pull away":"mouthpullaway", "Kiss it":"mouthkiss", "Take it":"take", "Cooperate":"mouthcooperate" }>> <<if _args[0] is true>> <<set _mouth["Bite"] to "mouthbite">> <</if>> <<set _penis to { "Rest":"rest", "Rub":"penisrub", "Pull away":"penispullaway", "Take it":"take", "Cooperate":"peniscooperate" }>> <<set _vagina to { "Rest":"rest", "Rub":"vaginarub", "Pull away":"vaginapullaway", "Take it":"take", "Cooperate":"vaginacooperate" }>> <<set _anus to { "Rest":"rest", "Rub":"anusrub", "Pull away":"anuspullaway", "Take it":"take", "Cooperate":"anuscooperate" }>> <</widget>> <<widget "loveInterest">> Primary Love Interest: <br> <<set _npc = ["None"].concat(setup.loveInterestNpc)>> /* Love interest requirements defined in function isPossibleLoveInterest() */ <<set _potentialLoveInterests = ["None"].concat(setup.loveInterestNpc.filter(LI => isPossibleLoveInterest(LI)))>> <<if _potentialLoveInterests.length lte 1>> <span class="black"><i>You haven't developed feelings for anyone yet.</i></span> <<else>> <<listbox "$loveInterest.primary" autoselect>> <<optionsfrom _potentialLoveInterests>> <</listbox>> <<if $loveInterest.primary isnot "None">> <<run _potentialLoveInterests.delete($loveInterest.primary)>> <</if>> <br><br> Secondary Love Interest: <br> <<if $awarelevel gte 2>> <<if $loveInterest.primary is "None">> <<set $loveInterest.secondary to "None">> <span class="black">You need to choose a primary love interest before you can choose a secondary.</span> <<else>> <<listbox "$loveInterest.secondary" autoselect>> <<optionsfrom _potentialLoveInterests>> <</listbox>> <<if $loveInterest.secondary isnot "None">> <<run _potentialLoveInterests.delete($loveInterest.secondary)>> <</if>> <</if>> <<else>> <span class="black">You don't consider it possible to have more than one love interest.</span> <<set $loveInterest.secondary to "None">> <</if>> <br><br> Tertiary Love Interest: <br> <<if $awarelevel gte 3>> <<if $loveInterest.secondary is "None">> <<set $loveInterest.tertiary to "None">> <span class="black">You need to choose a secondary love interest before you can choose a tertiary.</span> <<else>> <<listbox "$loveInterest.tertiary" autoselect>> <<optionsfrom _potentialLoveInterests>> <</listbox>> <</if>> <<else>> <span class="black">You don't consider it possible to have more than two love interests.</span> <<set $loveInterest.tertiary to "None">> <</if>> <</if>> <<if $transformationParts.traits.mateForLife isnot "disabled" and (!isLoveInterest(_loveIntStart1) or (_loveIntStart2 isnot "None" and !isLoveInterest(_loveIntStart2)) or (_loveIntStart3 isnot "None" and !isLoveInterest(_loveIntStart3)))>> <<set $LIChanged to true>> <br> <span class="red">Changing your partners goes against your instincts to mate for life. It will take a toll on your mental state.</span> <<else>> <<unset $LIChanged>> <</if>> <</widget>> <<widget "loveInterestAdd">> <<set $_LI to _args[0]>> <<if setup.loveInterestNpc.includes($_LI)>> <span class="gold"> <<if $loveInterest.primary is "None">> <<set $loveInterest.primary to $_LI>><<set $_assigned to true>> <<elseif $loveInterest.secondary is "None" and $awarelevel gte 2>> <<set $loveInterest.secondary to $_LI>><<set $_assigned to true>> <<elseif $loveInterest.tertiary is "None" and $awarelevel gte 3>> <<set $loveInterest.tertiary to $_LI>><<set $_assigned to true>> <</if>> <<if $_assigned>> <<= $_LI>> is now your love interest! <<else>> <<= $_LI>> can now be claimed as your love interest! <</if>> <<switch $_LI>> <<case "Robin">>The thought makes you feel warm. <<case "Whitney">>It seems you don't have a choice in the matter. <<case "Kylar">> <<if _args[1] is "consensual">> You know <<nnpc_he "Kylar">>'ll always be watching your back. Always. <<else>> You aren't sure if you agreed to this. <</if>> <<case "Sydney">>Will you keep <<nnpc_him "Sydney">> pure, or fall from grace together? <<case "Eden">>The feeling of danger has passed, and you feel safer here. <<case "Avery">>You feel yourselves moving up in the world. <<case "Black Wolf">><<nnpc_He "Black Wolf">> seems happy to have found a mate. <<case "Great Hawk">>This isn't how you expected to find a <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>, but you feel uplifted all the same. <<case "Alex">>You can live together, after all. <<case "Gwylan">> <<if $gwylanSeen?.includes("romance")>> You feel ready for forever, and so does <<nnpc_he "Gwylan">>. <<else>> Not forever, but for right now. Right now is all that matters. <</if>> <</switch>> <br> You can change your love interest<<if $awarelevel gte 2>>s<</if>> in the "Attitudes" menu. </span> <</if>> <</widget>> <<widget "loveInterestRemove">> <<set $_LI to _args[0]>> <<if setup.loveInterestNpc.includes($_LI) and isLoveInterest($_LI)>> <<if $loveInterest.primary is $_LI>> <<set $loveInterest.primary to "None">> <<elseif $loveInterest.secondary is $_LI>> <<set $loveInterest.secondary to "None">> <<elseif $loveInterest.tertiary is $_LI>> <<set $loveInterest.tertiary to "None">> <</if>> <<if $loveInterest.primary is "None" and $loveInterest.secondary isnot "None">> <<set $loveInterest.primary to $loveInterest.secondary>> <<set $loveInterest.secondary to "None">> <</if>> <<if $loveInterest.secondary is "None" and $loveInterest.tertiary isnot "None">> <<set $loveInterest.secondary to $loveInterest.tertiary>> <<set $loveInterest.tertiary to "None">> <</if>> <</if>> <</widget>> <<widget "attitudesControlCheck">> /* highlight the attitudes button when new attitude controls are available */ <<script>> /* back up the old variable for later comparison */ T.oldControl = clone(V.attitudesControl); /* update available controls */ V.attitudesControl.unlockExhibitionismUnderwear = V.exhibitionism >= 55; V.attitudesControl.unlockExhibitionismNude = V.exhibitionism >= 95; V.attitudesControl.unlockDemonFlaunt = V.demon >= 6 && V.exhibitionism >= 95; V.attitudesControl.unlockProstitution = V.soldCount >= 1 || V.docksrobinintro === 1; /* getting the first LI automatically assigns them as a primary one, indicating that now there's options */ V.attitudesControl.unlockLoveInterest1 = V.loveInterest.primary !== "None"; /* there's no point in highlighting that you can assign the second LI if you've not assigned the first one */ V.attitudesControl.unlockLoveInterest2 = V.awarelevel >= 2 && V.loveInterest.primary !== "None" && V.loveInterest.secondary === "None"; V.attitudesControl.unlockLoveInterest3 = V.awarelevel >= 3 && V.loveInterest.primary !== "None" && V.loveInterest.secondary !== "None" && V.loveInterest.tertiary === "None"; V.attitudesControl.unlockDefaultActions = V.moleststat > 0; V.attitudesControl.unlockLewd = V.exhibitionism >= 35 || V.promiscuity >= 35 || V.deviancy >= 35; V.attitudesControl.unlockHypnosis = Object.keys(V.hypnosis_traits).length >= 1; V.attitudesControl.unlockAveryMeek = V.avery_mansion?.jobs.includes("meek"); V.attitudesControl.unlockAveryKneel = V.avery_mansion?.jobs.includes("knees"); V.attitudesControl.unlockAveryBow = V.avery_mansion?.jobs.includes("bow"); /* set the highlight flag when one of the controls switches to true */ for (const c in V.attitudesControl) { if (V.attitudesControl[c] && !T.oldControl[c]) { V.attitudesControl.showGoldLink = true; break } } <</script>> <</widget>><<widget "attach_leash">> <<if $worn.neck.colour>><<set $_colour to $worn.neck.colour>><</if>> <<set $_collaredpolice to $worn.neck.collaredpolice>> <<if $worn.neck.name is "familiar collar">> /* Ideally all collars that can have leashes should work similar, and there shouldn't be unique clothing objects for collars versus collars with leashes, but I'm not touching that right now. */ <<if $npc.includes("Gwylan")>> <<set $worn.neck.type.pushUnique("leash")>> <<set $familiarLeash to $passage>> <<else>> /* To catch any stray cases of an NPC 'attaching a leash' to the collar, only Gwylan should be able to do it */ <<set _magicLeash to true>> <</if>> <<elseif $worn.neck.name is "collar">> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 21 $_colour>> <<elseif $worn.neck.name is "free use collar">> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 22 $_colour>> <<elseif $worn.neck.name is "leather collar">> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 24 $_colour>> <<elseif $worn.neck.name is "spiked collar">> <<set $_cursed to $worn.neck.cursed>> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 26 $_colour>> <<if !_args[0] or $_cursed>><<set $worn.neck.cursed to 1>><</if>> <</if>> <<set $worn.neck.collaredpolice to $_collaredpolice>> <</widget>> <<widget "detach_leash">> <<if $worn.neck.colour>><<set $_colour to $worn.neck.colour>><</if>> <<set $_collaredpolice to $worn.neck.collaredpolice>> <<if $worn.neck.name is "familiar collar">> /* Ideally all collars that can have leashes should work similar, and there shouldn't be unique clothing objects for collars versus collars with leashes, but I'm not touching that right now. */ <<if $npc.includes("Gwylan")>> <<set $worn.neck.type.delete("leash")>> <<unset $familiarLeash>> <</if>> <<elseif $worn.neck.name is "collar with leash">> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 1 $_colour>> <<elseif $worn.neck.name is "free use collar with leash">> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 20 $_colour>> <<elseif $worn.neck.name is "leather collar with leash">> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 25 $_colour>> <<elseif $worn.neck.name is "spiked collar with leash">> <<set $_cursed to $worn.neck.cursed>> <<set $worn.neck.type.push("broken")>> <<neckruined _args[1]>> <<neckwear 10 $_colour>> <<if !_args[0] or $_cursed>><<set $worn.neck.cursed to 1>><</if>> <<set $worn.neck.collared to 1>> <</if>> <<set $worn.neck.collaredpolice to $_collaredpolice>> <</widget>> <<widget "pull_leash">><<silently>> <<set $_pull to _args[0] || "pulls">> <<set $_text_output to $_pull + " your ">> <<if $worn.neck.type.includes("leash")>> <<set $_text_output += "leash">> <<elseif $worn.neck.collared is 1>> <<set $_text_output += "collar">> <<elseif $worn.neck.has_collar>> <<set $_text_output += $worn.neck.name>> <<elseif $worn.upper.has_collar>> <<set $_text_output to $_pull + " the collar of your " + $worn.upper.name>> <<elseif $worn.neck.name isnot "naked">> <<set $_text_output += $worn.neck.name>> <<else>> <<set $_text_output to $_pull + " the nape of your neck">> <</if>> <</silently>><<print $_text_output>><</widget>><<widget "init_bodywriting_objects">> /*fuckdoll isn't used yet.*/ <<set setup.bodywriting to { rape_me: { index: 0, writing: "Rape me", type: "text", arrow: 1, special: "rape", gender: "n", lewd: 1, degree: 0, key: "rape_me", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, slut: { index: 1, writing: "Slut", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0, key: "slut", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, fucktoy: { index: 2, writing: "Fucktoy", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0, key: "fucktoy", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, rapetoy: { index: 3, writing: "Rapetoy", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0, key: "rapetoy", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, worthless: { index: 4, writing: "Worthless", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0, key: "worthless", sprites: ["breasts", "left_thigh", "pubic", "right_thigh"] }, free_use: { index: 5, writing: "Free use", type: "text", arrow: 1, special: "none", gender: "n", lewd: 1, degree: 0, key: "free_use", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, slave: { index: 6, writing: "Slave", type: "text", arrow: 0, special: "slave", gender: "n", lewd: 1, degree: 0, key: "slave", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, use_me: { index: 7, writing: "Use me", type: "text", arrow: 1, special: "none", gender: "n", lewd: 1, degree: 0, key: "use_me", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, hit_me: { index: 8, writing: "Hit me", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0, key: "hit_me", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, cum_rag: { index: 9, writing: "Cum rag", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0, key: "cum_rag", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, walking_dildo: { index: 10, writing: "Walking dildo", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0, key: "walking_dildo", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, rape_bait: { index: 11, writing: "Rape bait", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0, key: "rape_bait", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, bitch: { index: 12, writing: "Bitch", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0, key: "bitch", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, fuck_me: { index: 13, writing: "Fuck me", type: "text", arrow: 1, special: "none", gender: "n", lewd: 1, degree: 0, key: "fuck_me", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, hurt_me: { index: 14, writing: "Hurt me", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0, key: "hurt_me", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, enslave_me: { index: 15, writing: "Enslave me", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, treat_me_bad: { index: 16, writing: "Treat me bad", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0 }, sex_addict: { index: 17, writing: "Sex addict", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, rape_addict: { index: 18, writing: "Rape addict", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0 }, make_me_squeal: { index: 19, writing: "Make me squeal", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0 }, make_me_cum: { index: 20, writing: "Make me cum", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, free_sex: { index: 21, writing: "Free sex", type: "text", arrow: 1, special: "none", gender: "n", lewd: 1, degree: 0 }, rapists_toy: { index: 22, writing: "Rapist's toy", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0 }, no_means_yes: { index: 23, writing: "No means yes", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0, key: "no_means_yes", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, public_toy: { index: 24, writing: "Public toy", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0, key: "public_toy", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, public_property: { index: 25, writing: "Public property", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0 }, promiscuous: { index: 26, writing: "Promiscuous", type: "text", arrow: 0, special: "sex", gender: "n", lewd: 1, degree: 0 }, town_bicycle: { index: 27, writing: "Town bicycle", type: "text", arrow: 0, special: "sex", gender: "n", lewd: 1, degree: 0 }, public_slut: { index: 28, writing: "Public slut", type: "text", arrow: 0, special: "sex", gender: "n", lewd: 1, degree: 0 }, wanton: { index: 29, writing: "Wanton", type: "text", arrow: 0, special: "sex", gender: "n", lewd: 1, degree: 0 }, insatiable_slut: { index: 30, writing: "Insatiable slut", type: "text", arrow: 0, special: "sex", gender: "n", lewd: 1, degree: 0 }, doggy_slut: { index: 31, writing: "Doggy slut", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, animal: { index: 32, writing: "Animal", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, beast_fucker: { index: 33, writing: "Beast fucker", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, breedable: { index: 34, writing: "Breedable", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, deviant: { index: 35, writing: "Deviant", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, five_pound_whore: { index: 36, writing: "£5 whore", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 500, key: "five_pound_whore", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, ten_pound_a_pop: { index: 37, writing: "£10 a pop", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 1000, key: "ten_pound_a_pop", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, twenty_five_pound_per_fuck: { index: 38, writing: "£25 per fuck", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 2500, key: "twenty_five_pound_per_fuck", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, one_hundred_pound: { index: 39, writing: "£100", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 10000, key: "one_hundred_pound", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, its_not_rape_if_you_pay_me: { index: 40, writing: "It's not rape if you pay me", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 0 }, whore: { index: 41, writing: "Whore", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 0 }, slut_for_hire: { index: 42, writing: "Slut for hire", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 0 }, body_for_sale: { index: 43, writing: "Body for sale", type: "text", arrow: 1, special: "prostitution", gender: "n", lewd: 1, degree: 0 }, pervert: { index: 44, writing: "Pervert", type: "text", arrow: 0, special: "exhibitionism", gender: "n", lewd: 1, degree: 0 }, attention_whore: { index: 45, writing: "Attention whore", type: "text", arrow: 0, special: "exhibitionism", gender: "n", lewd: 1, degree: 0 }, flaunter: { index: 46, writing: "Flaunter", type: "text", arrow: 0, special: "exhibitionism", gender: "n", lewd: 1, degree: 0 }, object: { index: 47, writing: "Object", type: "text", arrow: 0, special: "exhibitionism", gender: "n", lewd: 1, degree: 0 }, strip_me: { index: 48, writing: "Strip me", type: "text", arrow: 0, special: "exhibitionism", gender: "n", lewd: 1, degree: 0 }, fuckdoll: { index: 49, writing: "Fuckdoll", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, handsome: { index: 50, writing: "Handsome", type: "text", arrow: 0, special: "none", gender: "m", lewd: 1, degree: 0 }, pretty: { index: 51, writing: "Pretty", type: "text", arrow: 0, special: "none", gender: "f", lewd: 1, degree: 0 }, hot: { index: 52, writing: "Hot", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0, key: "hot", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, beautiful: { index: 53, writing: "Beautiful", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, cute_boy: { index: 54, writing: "Cute boy", type: "text", arrow: 0, special: "none", gender: "m", lewd: 1, degree: 0, key: "cute_boy", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, cute_girl: { index: 55, writing: "Cute girl", type: "text", arrow: 0, special: "none", gender: "f", lewd: 1, degree: 0, key: "cute_girl", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, stud: { index: 56, writing: "Stud", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, beauty: { index: 57, writing: "Beauty", type: "text", arrow: 0, special: "none", gender: "f", lewd: 1, degree: 0 }, defiant_whelp: { index: 58, writing: "Defiant whelp", type: "text", arrow: 0, special: "combat", gender: "n", lewd: 1, degree: 0 }, insolent: { index: 59, writing: "Insolent", type: "text", arrow: 0, special: "combat", gender: "n", lewd: 1, degree: 0 }, brat: { index: 60, writing: "Brat", type: "text", arrow: 0, special: "combat", gender: "n", lewd: 1, degree: 0 }, punish_me: { index: 61, writing: "Punish me", type: "text", arrow: 0, special: "combat", gender: "n", lewd: 1, degree: 0 }, naughty: { index: 62, writing: "Naughty", type: "text", arrow: 0, special: "combat", gender: "n", lewd: 1, degree: 0 }, whitneys_slut: { index: 63, writing: "Whitney's slut", type: "text", arrow: 0, special: "Whitney", gender: "f", lewd: 1, degree: 0, featSkip: true }, whitneys_boyslut: { index: 64, writing: "Whitney's boyslut", type: "text", arrow: 0, special: "Whitney", gender: "m", lewd: 1, degree: 0, featSkip: true }, property_of_whitney: { index: 65, writing: "Property of Whitney", type: "text", arrow: 0, special: "Whitney", gender: "n", lewd: 1, degree: 0, featSkip: true }, whitneys_toy: { index: 66, writing: "Whitney's toy", type: "text", arrow: 0, special: "Whitney", gender: "n", lewd: 1, degree: 0, featSkip: true }, unicorn: { index: 67, writing: "unicorn", type: "object", arrow: 0, special: "none", gender: "f", lewd: 0, degree: 0 }, one_six_three: { index: 68, writing: "163", type: "text", arrow: 0, special: "none", gender: "n", lewd: 0, degree: 0, featSkip: true }, insatiable: { index: 69, writing: "Insatiable", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, stupid_whore: { index: 70, writing: "Stupid whore", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, heart: { index: 71, writing: "heart", type: "object", arrow: 0, special: "none", gender: "f", lewd: 0, degree: 0 }, paw_print: { index: 72, writing: "paw print", type: "object", arrow: 0, special: "bestiality", gender: "n", lewd: 0, degree: 0 }, flower: { index: 73, writing: "flower", type: "object", arrow: 0, special: "none", gender: "f", lewd: 0, degree: 0 }, butterfly: { index: 74, writing: "butterfly", type: "object", arrow: 0, special: "none", gender: "f", lewd: 0, degree: 0 }, star: { index: 75, writing: "star", type: "object", arrow: 0, special: "none", gender: "f", lewd: 0, degree: 0 }, skull: { index: 76, writing: "skull", type: "object", arrow: 0, special: "none", gender: "m", lewd: 0, degree: 0 }, cross: { index: 77, writing: "cross", type: "object", arrow: 0, special: "holy", gender: "n", lewd: 0, degree: 0 }, flame: { index: 78, writing: "flame", type: "object", arrow: 0, special: "none", gender: "m", lewd: 0, degree: 0 }, cattle_brand: { index: 79, writing: "cattle brand", type: "object", arrow: 0, special: "cattle", gender: "n", lewd: 1, degree: 0 }, remys_cattle: { index: 80, writing: "Remy's cattle", type: "text", arrow: 0, special: "cattle", gender: "n", lewd: 1, degree: 0 }, remys_cow: { index: 81, writing: "Remy's cow", type: "text", arrow: 0, special: "cattle", gender: "f", lewd: 1, degree: 0 }, remys_bull: { index: 82, writing: "Remy's bull", type: "text", arrow: 0, special: "cattle", gender: "m", lewd: 1, degree: 0 }, dairy_cow: { index: 83, writing: "Dairy cow", type: "text", arrow: 0, special: "cattle", gender: "n", lewd: 1, degree: 0 }, milk_me: { index: 84, writing: "Milk me", type: "text", arrow: 0, special: "cattle", gender: "n", lewd: 1, degree: 0 }, daddy_issues: { index: 85, writing: "Daddy issues", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, mummy_issues: { index: 86, writing: "Mummy issues", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, orphan: { index: 87, writing: "Orphan", type: "text", arrow: 0, special: "none", gender: "n", lewd: 0, degree: 0 }, prostitute: { index: 88, writing: "Prostitute", type: "text", arrow: 0, special: "prostitution", gender: "n", lewd: 1, degree: 0 }, ask_to_see_me_naked: { index: 89, writing: "Ask to see me naked", type: "text", arrow: 0, special: "exhibitionism", gender: "n", lewd: 1, degree: 0 }, trashy: { index: 90, writing: "Trashy", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, cocksucker: { index: 91, writing: "Cocksucker", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, side_piece: { index: 92, writing: "Side piece", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, dtf: { index: 93, writing: "D.T.F.", type: "text", arrow: 0, special: "sex", gender: "n", lewd: 1, degree: 0 }, size_queen: { index: 94, writing: "Size queen", type: "text", arrow: 0, special: "none", gender: "f", lewd: 1, degree: 0 }, abuse_me: { index: 95, writing: "Abuse me", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0 }, strugglefucker: { index: 96, writing: "Strugglefucker", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0 }, slam_pig: { index: 97, writing: "Slam pig", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, cum_dump: { index: 98, writing: "Cum dump", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, submissive: { index: 99, writing: "Submissive", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, pet: { index: 100, writing: "Pet", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, skank: { index: 101, writing: "Skank", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, gutter_whore: { index: 102, writing: "Gutter whore", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, stupid_ho: { index: 103, writing: "Stupid ho", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, asking_for_it: { index: 104, writing: "Asking for it", type: "text", arrow: 0, special: "rape", gender: "n", lewd: 1, degree: 0 }, cock_tease: { index: 105, writing: "Cock tease", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, horse_cock_only: { index: 106, writing: "Horse cock only", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, knots_only: { index: 107, writing: "Knots only", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, barn_slut: { index: 108, writing: "Barn slut", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, breeding_stud: { index: 109, writing: "Breeding stud", type: "text", arrow: 0, special: "bestiality", gender: "m", lewd: 1, degree: 0 }, breeding_mare: { index: 110, writing: "Breeding mare", type: "text", arrow: 0, special: "bestiality", gender: "f", lewd: 1, degree: 0 }, cats_toy: { index: 111, writing: "Cat's toy", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, cat_fucker: { index: 112, writing: "Cat fucker", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, cat_slut: { index: 113, writing: "Cat's slut", type: "text", arrow: 0, special: "bestiality", gender: "n", lewd: 1, degree: 0 }, criminal_scum: { index: 114, writing: "Criminal scum", type: "text", arrow: 0, special: "criminal", gender: "n", lewd: 1, degree: 0 }, criminal: { index: 115, writing: "Criminal", type: "text", arrow: 0, special: "criminal", gender: "n", lewd: 1, degree: 0 }, law_breaker: { index: 116, writing: "Law breaker", type: "text", arrow: 0, special: "criminal", gender: "n", lewd: 1, degree: 0 }, criminal_whore: { index: 117, writing: "Criminal whore", type: "text", arrow: 0, special: "criminal", gender: "n", lewd: 1, degree: 0 }, in_debt_to_society: { index: 118, writing: "In debt to society", type: "text", arrow: 1, special: "criminal", gender: "n", lewd: 1, degree: 0 }, deserves_prison: { index: 119, writing: "Deserves prison", type: "text", arrow: 0, special: "criminal", gender: "n", lewd: 1, degree: 0 }, threat_to_society: { index: 120, writing: "Threat to society", type: "text", arrow: 0, special: "criminal", gender: "n", lewd: 1, degree: 0 }, dumb_bitch: { index: 121, writing: "Dumb bitch", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, kick_me: { index: 122, writing: "Kick me", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0 }, buttslut: { index: 123, writing: "Buttslut", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, anal_whore: { index: 124, writing: "Anal whore", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, public_pet: { index: 125, writing: "Public pet", type: "text", arrow: 0, special: "none", gender: "n", lewd: 1, degree: 0 }, oh_no: { index: 126, writing: "Oh no", type: "text", arrow: 0, special: "violence", gender: "n", lewd: 1, degree: 0 }, robins_protector: { index: 127, writing: "Robin's Protector", type: "text", arrow: 0, special: "Robin", gender: "n", lewd: 0, degree: 0, featSkip: true }, robin_and_i: { index: 128, writing: "Robin & I", type: "text", arrow: 0, special: "Robin", gender: "n", lewd: 0, degree: 0, featSkip: true, key: "robin_and_i", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, the_orphan_lover: { index: 129, writing: "The Orphan Lover", type: "text", arrow: 0, special: "Robin", gender: "n", lewd: 0, degree: 0, featSkip: true }, robins_boyfriend: { index: 130, writing: "Robin's Boyfriend", type: "text", arrow: 0, special: "Robin", gender: "m", lewd: 0, degree: 0, featSkip: true, key: "robins_boyfriend", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, robins_girlfriend: { index: 131, writing: "Robin's Girlfriend", type: "text", arrow: 0, special: "Robin", gender: "f", lewd: 0, degree: 0, featSkip: true, key: "robins_girlfriend", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, whitneys_pet: { index: 132, writing: "Whitney's Pet", type: "text", arrow: 0, special: "Whitney", gender: "n", lewd: 1, degree: 0, featSkip: true, key: "whitneys_pet", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, kylars_obsession: { index: 133, writing: "Kylar's Obsession", type: "text", arrow: 0, special: "Kylar", gender: "n", lewd: 0, degree: 0, featSkip: true }, love_kylar_forever: { index: 134, writing: "Love Kylar Forever", type: "text", arrow: 0, special: "Kylar", gender: "n", lewd: 0, degree: 0, featSkip: true }, reserved_for_kylar: { index: 135, writing: "Reserved for Kylar", type: "text", arrow: 1, special: "Kylar", gender: "n", lewd: 1, degree: 0, featSkip: true }, just_kylar: { index: 136, writing: "Just Kylar", type: "text", arrow: 0, special: "Kylar", gender: "n", lewd: 0, degree: 0, featSkip: true }, edens_companion: { index: 137, writing: "Eden's Companion", type: "text", arrow: 0, special: "Eden", gender: "n", lewd: 0, degree: 0, featSkip: true }, hunter_and_prey: { index: 138, writing: "Hunter and Prey", type: "text", arrow: 0, special: "Eden", gender: "n", lewd: 1, degree: 0, featSkip: true }, its_lonely_in_the_woods: { index: 139, writing: "It's Lonely in the Woods", type: "text", arrow: 0, special: "Eden", gender: "n", lewd: 0, degree: 0, featSkip: true }, something_is_hunting_you: { index: 140, writing: "Something is Hunting You", type: "text", arrow: 0, special: "Eden", gender: "n", lewd: 1, degree: 0, featSkip: true }, averys_trophy: { index: 141, writing: "Avery's Trophy", type: "text", arrow: 0, special: "Avery", gender: "n", lewd: 0, degree: 0, featSkip: true }, uptown_boy: { index: 142, writing: "Uptown Boy", type: "text", arrow: 0, special: "Avery", gender: "m", lewd: 0, degree: 0, featSkip: true }, uptown_girl: { index: 143, writing: "Uptown Girl", type: "text", arrow: 0, special: "Avery", gender: "f", Lewd: 0, degree: 0, featSkip: true }, averys_monopoly: { index: 144, writing: "Avery's Monopoly", type: "text", arrow: 0, special: "Avery", gender: "n", lewd: 1, degree: 0, featSkip: true }, endearing: { index: 145, writing: "Endearing", type: "text", arrow: 0, special: "Avery", gender: "n", lewd: 1, degree: 0, featSkip: true }, alexs_partner: { index: 146, writing: "Alex's Partner", type: "text", arrow: 0, special: "Alex", gender: "n", lewd: 0, degree: 0, featSkip: true }, sunrise_to_sunset: { index: 147, writing: "Sunrise to Sunset", type: "text", arrow: 0, special: "Alex", gender: "n", lewd: 0, degree: 0, featSkip: true }, hay_baler: { index: 148, writing: "Hay Baler", type: "text", arrow: 0, special: "Alex", gender: "n", lewd: 0, degree: 0, featSkip: true }, cowboy: { index: 149, writing: "Cowboy", type: "text", arrow: 0, special: "Alex", gender: "m", lewd: 0, degree: 0, featSkip: true }, cowgirl: { index: 150, writing: "Cowgirl", type: "text", arrow: 0, special: "Alex", gender: "f", lewd: 0, degree: 0, featSkip: true }, sydneys_savior: { index: 151, writing: "Sydney's Saviour", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, bound_to_sydney: { index: 152, writing: "Bound to Sydney", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, sydney_makes_me_smile: { index: 153, writing: "Sydney makes me :)", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, purest_love: { index: 154, writing: "Purest Love", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, lusty_sinners: { index: 155, writing: "Lusty Sinners", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, black_wolfs_bitch: { index: 156, writing: "Black Wolf's Bitch", type: "text", arrow: 0, special: "Black Wolf", gender: "n", lewd: 1, degree: 0, featSkip: true }, all_for_my_alpha: { index: 157, writing: "All for my Alpha", type: "text", arrow: 0, special: "Black Wolf", gender: "n", lewd: 1, degree: 0, featSkip: true }, leader_of_the_pack: { index: 158, writing: "Leader of the Pack", type: "text", arrow: 0, special: "Black Wolf", gender: "n", lewd: 0, degree: 0, featSkip: true }, runs_with_wolves: { index: 159, writing: "Runs with Wolves", type: "text", arrow: 0, special: "Black Wolf", gender: "n", lewd: 1, degree: 0, featSkip: true }, great_hawks_spouse: { index: 160, writing: "Great Hawk's Spouse", type: "text", arrow: 0, special: "Great Hawk", gender: "n", lewd: 1, degree: 0, featSkip: true }, soaring_with_love: { index: 161, writing: "Soaring with Love", type: "text", arrow: 0, special: "Great Hawk", gender: "n", lewd: 0, degree: 0, featSkip: true }, terrors_mate: { index: 162, writing: "Terror's Mate", type: "text", arrow: 0, special: "Great Hawk", gender: "n", lewd: 1, degree: 0, featSkip: true }, free_bird: { index: 163, writing: "Free Bird", type: "text", arrow: 0, special: "Great Hawk", gender: "n", lewd: 0, degree: 0, featSkip: true }, book_criminal_frown: { index: 164, writing: "Book Criminal >:(", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true, key: "book_criminal_frown", sprites: ["forehead", "left_cheek", "right_cheek"] }, book_criminal_heart: { index: 165, writing: "Book Criminal <3", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true, key: "book_criminal_heart", sprites: ["forehead", "left_cheek", "right_cheek"] }, best_friend: { index: 166, writing: "Best Friend", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, interesting: { index: 167, writing: "Interesting", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, inspiring: { index: 168, writing: "Inspiring", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, study_fiend: { index: 169, writing: "Study Fiend", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, lazybones: { index: 170, writing: "Lazybones", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, copycat: { index: 171, writing: "Copycat >:(", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, attractive_force: { index: 172, writing: "Attractive force = 8.19 × 10-", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, reproductive_system: { index: 173, writing: "Reproductive System", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, breeding_cycle: { index: 174, writing: "The Breeding Cycle of-", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, water_tables: { index: 175, writing: "Water Tables", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, cytoplasm: { index: 176, writing: "Cytoplasm", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, atomic_weight: { index: 177, writing: "Atomic Weight 196.96657", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, stupid_little_fucking_sextease_bitch_fucker: { index: 178, writing: "Stupid little fucking sextease bitch fucker", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 1, degree: 0, featSkip: true }, sleepyhead: { index: 179, writing: "Sleepyhead", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true }, sinner: { index: 180, writing: "Sinner", type: "text", arrow: 0, special: "Sydney", gender: "n", lewd: 0, degree: 0, featSkip: true, key: "sinner", sprites: ["breasts", "forehead", "left_thigh", "pubic", "right_thigh"] }, brood_mother: { index: 181, writing: "Brood mother", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, inseminate_me: { index: 182, writing: "Inseminate me", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, impregnate_me: { index: 183, writing: "Impregnate me", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, pregnancy_slut: { index: 184, writing: "Pregnancy slut", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, breeding_ground: { index: 185, writing: "Breeding ground", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, seedbed: { index: 186, writing: "Seedbed", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, fertile: { index: 187, writing: "Fertile", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, fill_me_up: { index: 188, writing: "Fill me up", type: "text", arrow: 0, special: "pregnancy", gender: "f", lewd: 1, degree: 0 }, homewrecker: { index: 189, writing: "Homewrecker", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, sire: { index: 190, writing: "Sire", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, sperm_donor: { index: 191, writing: "Sperm donor", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, stallion: { index: 192, writing: "Stallion", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, condom_breaker: { index: 193, writing: "Condom breaker", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, seed_sower: { index: 194, writing: "Seed sower", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, virile: { index: 195, writing: "Virile", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, womb_filler: { index: 196, writing: "Womb filler", type: "text", arrow: 0, special: "impreg", gender: "m", lewd: 1, degree: 0 }, square: { index: 197, writing: "square", type: "object", arrow: 0, special: "islander", gender: "n", lewd: 0, degree: 0 }, triangle: { index: 198, writing: "triangle", type: "object", arrow: 0, special: "islander", gender: "n", lewd: 0, degree: 0 }, circle: { index: 199, writing: "circle", type: "object", arrow: 0, special: "islander", gender: "n", lewd: 0, degree: 0 }, triquetra: { index: 200, writing: "triquetra", type: "object", arrow: 0, special: "esoteric", gender: "n", lewd: 0, degree: 0 }, witchs_ward: { index: 201, writing: "Witch's Ward", type: "text", arrow: 0, special: "Gwylan", gender: "n", lewd: 0, degree: 0, featSkip: true }, witchs_familiar: { index: 202, writing: "Witch's Familiar", type: "text", arrow: 0, special: "Gwylan", gender: "n", lewd: 1, degree: 0, featSkip: true }, gwylans_treasure: { index: 203, writing: "Gwylan's Treasure", type: "text", arrow: 0, special: "Gwylan", gender: "n", lewd: 0, degree: 0, featSkip: true }, gwylans_apprentice: { index: 204, writing: "Gwylan's Apprentice", type: "text", arrow: 0, special: "Gwylan", gender: "n", lewd: 0, degree: 0, featSkip: true }, forever_yearning: { index: 205, writing: "Forever Yearning", type: "text", arrow: 0, special: "Gwylan", gender: "n", lewd: 1, degree: 0, featSkip: true } }>> <<set setup.bodywriting_namebyindex to []>> <<for _label, _value range setup.bodywriting>> <<set setup.bodywriting_namebyindex[_value.index] to _label>> <</for>> <</widget>><<widget "bodywriting_init">> <<set $skin to {}>> <<set $bodypart_number to 12>> <<for _active_bodypart range setup.bodyparts>> <<set $skin[_active_bodypart] to {}>> <</for>> <</widget>> <<widget "add_bodywriting">>/*First argument is body part. Second is the tattoo/bodywriting. Third is the tool used.*/ <<if typeof _args[1] === "object">> <<set $skin[_args[0]] to clone(_args[1])>> <<elseif typeof _args[1] === "number">> <<set $skin[_args[0]] to clone(setup.bodywriting[setup.bodywriting_namebyindex[_args[1]]])>> <<else>> <<set $skin[_args[0]] to clone(setup.bodywriting[_args[1]])>> <</if>> <<set $skin[_args[0]].pen to _args[2]>> <</widget>> <<widget "bodywriting_npc_bodypart">>/*Argument is the hand used.*/ <<if $walltype is 0 or $walltype is "front">> <<set _bodypart to "forehead">> <</if>> <<if $walltype is "front">> <<set $_parts to setup.bodyparts.slice(0,6)>> <<elseif $walltype isnot 0>> <<set $_parts to setup.bodyparts.slice(6)>> <<else>> <<set $_parts to setup.bodyparts>> <</if>> <<for _i to 0; _i lt 10; _i++>> <<rng $bodypart_number>> <<switch $rng>> <<case 1>> <<if $_parts.includes("forehead")>> <<set _bodypart to "forehead">> <<break>> <</if>> <<case 2>> <<if !$worn.face.type.includes("mask") and $_parts.includes("left_cheek")>> <<set _bodypart to "left_cheek">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 3>> <<if !$worn.face.type.includes("mask") and $_parts.includes("right_cheek")>> <<set _bodypart to "right_cheek">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 4>> <<if ($worn.upper.exposed gte 2 or $worn.upper.open is 1) and ($worn.under_upper.exposed gte 1 or $worn.under_open is 1) and $_parts.includes("left_shoulder")>> <<set _bodypart to "left_shoulder">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 5>> <<if ($worn.upper.exposed gte 2 or $worn.upper.open is 1) and ($worn.under_upper.exposed gte 1 or $worn.under_open is 1) and $_parts.includes("right_shoulder")>> <<set _bodypart to "right_shoulder">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 6>> <<if $worn.upper.exposed gte 2 and ($worn.under_upper.exposed gte 1 or $worn.under_upper.open is 1) and $_parts.includes("breasts")>> <<set _bodypart to "breasts">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 7>> <<if ($worn.upper.exposed gte 2 or $worn.upper.state isnot "waist") and ($worn.under_upper.exposed gte 1 or $worn.under_upper.state isnot "waist") and $_parts.includes("back")>> <<set _bodypart to "back">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 8>> <<if ($worn.lower.exposed gte 2 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered")) and $_parts.includes("left_bottom")>> <<set _bodypart to "left_bottom">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 9>> <<if ($worn.lower.exposed gte 2 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered")) and $_parts.includes("right_bottom")>> <<set _bodypart to "right_bottom">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 10>> <<if $worn.lower.exposed gte 1 and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered")) and $_parts.includes("pubic")>> <<set _bodypart to "pubic">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 11>> <<if $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered") and $_parts.includes("left_thigh")>> <<set _bodypart to "left_thigh">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <<case 12>> <<if $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("covered") and !$worn.legs.type.includes("covered") and $_parts.includes("right_thigh")>> <<set _bodypart to "right_thigh">> <<if not $skin[_bodypart].pen>> <<break>> <</if>> <</if>> <</switch>> <</for>> <<if !_bodypart>> <<set _bodypart to "failure">> <</if>> <<if _args[0] is "left">> <<for _bwn to 0; _bwn lt $enemynomax; _bwn++>> <<if _n isnot _bwn and ($NPCList[_bwn].lefthand is "pen" + "_" + _bodypart or $NPCList[_bwn].righthand is "pen" + "_" + _bodypart)>> <<He>> tries to scrawl on your <<bodypart _bodypart>> with <<his>> <<print $NPCList[_n].lefttool>>, <span class="blue">but <<his>> colleague shoves <<him>> out of the way.</span> <<set $NPCList[_n].lefthand to 0>> <<set _bwn_stop to 1>> <<break>> <</if>> <</for>> <<else>> <<for _bwn to 0; _bwn lt $enemynomax; _bwn++>> <<if _n isnot _bwn and ($NPCList[_bwn].lefthand is "pen" + "_" + _bodypart or $NPCList[_bwn].righthand is "pen" + "_" + _bodypart)>> <<He>> tries to scrawl on your <<bodypart _bodypart>> with <<his>> <<print $NPCList[_n].righttool>>, <span class="blue">but <<his>> colleague shoves <<him>> out of the way.</span> <<set $NPCList[_n].righthand to 0>> <<set _bwn_stop to 1>> <<break>> <</if>> <</for>> <</if>> <<if _bwn_stop isnot 1>> <<if _bodypart is "failure">> <<He>> examines your body, not seeing anywhere <<he>> can access, <<brat 1>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to 0>> <span class="blue">and discards the <<print $NPCList[_n].lefttool>> in frustration.</span> <<else>> <<set $NPCList[_n].righthand to 0>> <span class="blue">and discards the <<print $NPCList[_n].righttool>> in frustration.</span> <</if>> <<elseif $skin[_bodypart].pen is "tattoo">> <<He>> tries to rub the tattoo off your <<bodypart _bodypart>>. <<brat 1>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span> <<else>> <<set $NPCList[_n].righthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span> <</if>> <<elseif $skin[_bodypart].pen is "brand">> <<He>> tries to rub the brand off your <<bodypart _bodypart>>. <<brat 1>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span> <<else>> <<set $NPCList[_n].righthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span> <</if>> <<elseif $skin[_bodypart].pen is "magic">> <<He>> tries to rub the seal off your <<bodypart _bodypart>>. <<brat 1>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span> <<else>> <<set $NPCList[_n].righthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span> <</if>> <<elseif $skin[_bodypart].pen is "marker">> <<He>> tries to rub the permanent ink off your <<bodypart _bodypart>>. <<brat 1>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].lefttool>> in frustration.</span> <<else>> <<set $NPCList[_n].righthand to 0>> <span class="blue"><<He>> discards the <<print $NPCList[_n].righttool>> in frustration.</span> <</if>> <<elseif $skin[_bodypart].pen is "pen">> <<He>> looks thoughtful as <span class="lblue"><<he>> rubs off the ink scrawled on your <<bodypart _bodypart>>.</span> <<bodywriting_clear _bodypart>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>> <<else>> <<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>> <</if>> <<elseif $skin[_bodypart].pen is "lipstick">> <<He>> looks thoughtful as <span class="lblue"><<he>> rubs off the lipstick scrawled on your <<bodypart _bodypart>>.</span> <<bodywriting_clear _bodypart>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>> <<else>> <<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>> <</if>> <<elseif $skin[_bodypart].pen is "mud">> <<He>> looks thoughtful as <span class="lblue"><<he>> rubs off the mud scrawled on your <<bodypart _bodypart>>.</span> <<bodywriting_clear _bodypart>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>> <<else>> <<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>> <</if>> <<else>> <<if _args[0] is "left">> <<set $NPCList[_n].lefthand to "pen" + "_" + _bodypart>> <<He>> looks thoughtful as <<he>> hovers the <<print $NPCList[_n].lefttool>> over your <<bodypart _bodypart>>. <<else>> <<set $NPCList[_n].righthand to "pen" + "_" + _bodypart>> <<He>> looks thoughtful as <<he>> hovers the <<print $NPCList[_n].righttool>> over your <<bodypart _bodypart>>. <</if>> <</if>> <</if>> <<unset _bwn_stop>> <</widget>> <<widget "bodywriting_npc">> /*First arg: bodypart Second arg: tool */ <<rng>> <<if $npc[$npcrow.indexOf(_n)] is "Whitney">> <<bodywriting_npc_whitney _args[0] _args[1]>> <<elseif $npc[$npcrow.indexOf(_n)] is "Kylar">> <<bodywriting_npc_kylar _args[0] _args[1]>> <<elseif $npc[$npcrow.indexOf(_n)] is "Sydney">> <<bodywriting_npc_sydney _args[0] _args[1]>> <<elseif $npc[$npcrow.indexOf(_n)] is "Gwylan">> <<bodywriting_npc_gwylan _args[0] _args[1]>> <<elseif $NPCList[_n].type is "plant">> <<bodywriting_npc_picture _args[0] _args[1]>> <<elseif $role is "islander">> <<bodywriting_npc_shape _args[0] _args[1]>> <<elseif $rng gte 51>> <<bodywriting_npc_special _args[0] _args[1]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <</widget>> <<widget "bodywriting_npc_whitney">> <<rng 3>> <<switch $rng>> <<case 1>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] whitneys_boyslut _args[1]>> <<else>> <<add_bodywriting _args[0] whitneys_slut _args[1]>> <</if>> <<case 2>> <<add_bodywriting _args[0] property_of_whitney _args[1]>> <<case 3>> <<add_bodywriting _args[0] whitneys_toy _args[1]>> <</switch>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_kylar">> <<rng 3>> <<switch $rng>> <<case 1>> <<add_bodywriting _args[0] love_kylar_forever _args[1]>> <<case 2>> <<add_bodywriting _args[0] reserved_for_kylar _args[1]>> <<case 3>> <<add_bodywriting _args[0] just_kylar _args[1]>> <</switch>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_sydney">> <<if $consensual is 1 or $combat is 0>> <<rng 6>> <<switch $rng>> <<case 1>> <<if C.npc.Sydney.purity gte 1>> <<add_bodywriting _args[0] purest_love _args[1]>> <<else>> <<add_bodywriting _args[0] lusty_sinners _args[1]>> <</if>> <<case 2>> <<add_bodywriting _args[0] bound_to_sydney _args[1]>> <<case 3>> <<add_bodywriting _args[0] sydney_makes_me_smile _args[1]>> <<case 4>> <<if C.npc.Sydney.corruption gte 10>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] stud _args[1]>> <<else>> <<add_bodywriting _args[0] beauty _args[1]>> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] handsome _args[1]>> <<else>> <<add_bodywriting _args[0] pretty _args[1]>> <</if>> <</if>> <<case 5>> <<if C.npc.Sydney.corruption gte 10 and $daily.sydney.sex gte 2>> <<add_bodywriting _args[0] insatiable _args[1]>> <<else>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] cute_boy _args[1]>> <<else>> <<add_bodywriting _args[0] cute_girl _args[1]>> <</if>> <</if>> <<case 6>> <<add_bodywriting _args[0] sinner _args[1]>> <</switch>> <<else>> <<add_bodywriting _args[0] sinner _args[1]>> <</if>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_sydney_book">> <<if $sydneyromance is 1>> <<add_bodywriting _args[0] book_criminal_heart _args[1]>> <<else>> <<add_bodywriting _args[0] book_criminal_frown _args[1]>> <</if>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_sydney_science">> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("Lust")>> <<switch random(1, 3)>> <<case 1>> <<add_bodywriting _args[0] attractive_force _args[1]>> <<case 2>> <<add_bodywriting _args[0] reproductive_system _args[1]>> <<case 3>> <<add_bodywriting _args[0] breeding_cycle _args[1]>> <</switch>> <<else>> <<switch random(1, 3)>> <<case 1>> <<add_bodywriting _args[0] water_tables _args[1]>> <<case 2>> <<add_bodywriting _args[0] cytoplasm _args[1]>> <<case 3>> <<add_bodywriting _args[0] atomic_weight _args[1]>> <</switch>> <</if>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_sydney_friendly">> <<if C.npc.Sydney.love gte 70>> <<add_bodywriting _args[0] best_friend _args[1]>> <<elseif C.npc.Sydney.love gte 40>> <<add_bodywriting _args[0] inspiring _args[1]>> <<else>> <<add_bodywriting _args[0] interesting _args[1]>> <</if>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_gwylan">> <<run statusCheck("Gwylan")>> <<rng 6>> <<switch $rng>> <<case 1>> <<bodywriting_npc_shape _args[0] _args[1]>> <<case 2>> <<if $gwylanSeen?.includes("romance")>> <<add_bodywriting _args[0] heart _args[1]>> <<else>> <<bodywriting_npc_shape _args[0] _args[1]>> <</if>> <<case 3>> <<add_bodywriting _args[0] paw_print _args[1]>> <<case 4>> <<add_bodywriting _args[0] flower _args[1]>> <<case 5>> <<if _gwylanStatus?.includes("dom")>> <<add_bodywriting _args[0] pet _args[1]>> <<else>> <<bodywriting_npc_shape _args[0] _args[1]>> <</if>> <<case 6>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<add_bodywriting _args[0] witchs_familiar _args[1]>> <<else>> <<bodywriting_npc_shape _args[0] _args[1]>> <</if>> <</switch>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_picture">> <<if $NPCList[0].type is "plant">> <<rng 7>> <<else>> <<rng 10>> <</if>> <<switch $rng>> <<case 1>> <<add_bodywriting _args[0] unicorn _args[1]>> <<case 2>> <<add_bodywriting _args[0] heart _args[1]>> <<case 3>> <<add_bodywriting _args[0] paw_print _args[1]>> <<case 4>> <<add_bodywriting _args[0] flower _args[1]>> <<case 5>> <<add_bodywriting _args[0] butterfly _args[1]>> <<case 6>> <<add_bodywriting _args[0] star _args[1]>> <<case 7>> <<add_bodywriting _args[0] skull _args[1]>> <<case 8>> <<add_bodywriting _args[0] cross _args[1]>> <<case 9>> <<add_bodywriting _args[0] flame _args[1]>> <<case 10>> <<add_bodywriting _args[0] cattle_brand _args[1]>> <</switch>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_npc_shape">> <<rng 4>> <<switch $rng>> <<case 1>> <<add_bodywriting _args[0] square _args[1]>> <<case 2>> <<add_bodywriting _args[0] triangle _args[1]>> <<case 3>> <<add_bodywriting _args[0] circle _args[1]>> <<case 4>> <<add_bodywriting _args[0] triquetra _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_normal_select">> <<rng 39>> <<switch $rng>> <<case 1>> <<add_bodywriting _args[0] slut _args[1]>> <<case 2>> <<add_bodywriting _args[0] fucktoy _args[1]>> <<case 3>> <<add_bodywriting _args[0] worthless _args[1]>> <<case 4>> <<add_bodywriting _args[0] free_use _args[1]>> <<case 5>> <<add_bodywriting _args[0] slave _args[1]>> <<case 6>> <<add_bodywriting _args[0] use_me _args[1]>> <<case 7>> <<add_bodywriting _args[0] hit_me _args[1]>> <<case 8>> <<if ($settings.maleNPCVaginaChance lt 100 or $settings.femaleNPCPenisChance gte 1) and !$player.penisExist>> <<add_bodywriting _args[0] cum_rag _args[1]>> <<elseif ($settings.femaleNPCPenisChance lt 100 or $settings.maleNPCVaginaChance gte 1) and $player.penisExist>> <<add_bodywriting _args[0] walking_dildo _args[1]>> <<else>> <<add_bodywriting _args[0] free_use _args[1]>> <</if>> <<case 9>> <<if ($settings.femaleNPCPenisChance lt 100 or $settings.maleNPCVaginaChance gte 1) and $player.penisExist>> <<add_bodywriting _args[0] walking_dildo _args[1]>> <<elseif ($settings.maleNPCVaginaChance lt 100 or $settings.femaleNPCPenisChance gte 1) and !$player.penisExist>> <<add_bodywriting _args[0] cum_rag _args[1]>> <<else>> <<add_bodywriting _args[0] free_use _args[1]>> <</if>> <<case 10>> <<add_bodywriting _args[0] rape_bait _args[1]>> <<case 11>> <<add_bodywriting _args[0] bitch _args[1]>> <<case 12>> <<add_bodywriting _args[0] fuck_me _args[1]>> <<case 13>> <<add_bodywriting _args[0] hurt_me _args[1]>> <<case 14>> <<add_bodywriting _args[0] enslave_me _args[1]>> <<case 15>> <<add_bodywriting _args[0] treat_me_bad _args[1]>> <<case 16>> <<add_bodywriting _args[0] sex_addict _args[1]>> <<case 17>> <<add_bodywriting _args[0] rape_addict _args[1]>> <<case 18>> <<add_bodywriting _args[0] make_me_squeal _args[1]>> <<case 19>> <<add_bodywriting _args[0] make_me_cum _args[1]>> <<case 20>> <<add_bodywriting _args[0] free_sex _args[1]>> <<case 21>> <<add_bodywriting _args[0] insatiable _args[1]>> <<case 22>> <<add_bodywriting _args[0] stupid_whore _args[1]>> <<case 23>> <<add_bodywriting _args[0] rapetoy _args[1]>> <<case 24>> <<add_bodywriting _args[0] cocksucker _args[1]>> <<case 25>> <<add_bodywriting _args[0] side_piece _args[1]>> <<case 26>> <<add_bodywriting _args[0] slam_pig _args[1]>> <<case 27>> <<add_bodywriting _args[0] abuse_me _args[1]>> <<case 28>> <<add_bodywriting _args[0] strugglefucker _args[1]>> <<case 29>> <<add_bodywriting _args[0] cum_dump _args[1]>> <<case 30>> <<add_bodywriting _args[0] submissive _args[1]>> <<case 31>> <<add_bodywriting _args[0] pet _args[1]>> <<case 32>> <<add_bodywriting _args[0] skank _args[1]>> <<case 33>> <<add_bodywriting _args[0] gutter_whore _args[1]>> <<case 34>> <<add_bodywriting _args[0] stupid_ho _args[1]>> <<case 35>> <<add_bodywriting _args[0] asking_for_it _args[1]>> <<case 36>> <<add_bodywriting _args[0] cock_tease _args[1]>> <<case 37>> <<add_bodywriting _args[0] dumb_bitch _args[1]>> <<case 38>> <<add_bodywriting _args[0] kick_me _args[1]>> <<case 39>> <<add_bodywriting _args[0] buttslut _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_npc_normal">> <<set _bigdick to 0>> <<for _nx to 0; _nx lt $enemynomax; _nx++>> <<if $NPCList[_nx].penissize gte 3>> <<set _bigdick to 1>> <</if>> <</for>> <<rng 10>> <<if _bigdick eq 1 and $rng eq 1>> <<add_bodywriting _args[0] size_queen _args[1]>> <<else>> <<bodywriting_normal_select _args[0] _args[1]>> <</if>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_finalisation">> <<if $skin[_args[0]].type is "text">> <i><span class="pink">"<<print $skin[_args[0]].writing>>"</span></i>. <<else>> <i><span class="pink">A picture of a <<print $skin[_args[0]].writing>></span></i>. <</if>> <<if $skin[_args[0]].arrow is 1>> <<if _args[1] is "machine">> <<set $_He to "It">> <<else>> <<set $_He to "<<He>>">> <</if>> <<switch _args[0]>> <<case "left_cheek" "right_cheek">> $_He draws an arrow beside it, <span class="red">pointing at your mouth.</span> <<case "pubic" "left_thigh" "right_thigh">> $_He draws an arrow beside it, <span class="red">pointing at your <<genitals 1>>.</span> <<case "back" "left_bottom" "right_bottom">> <<if $settings.analEnabled>> $_He draws an arrow beside it, <span class="red">pointing at your <<bottom>>.</span> <</if>> <</switch>> <</if>> <<if _args[1] is "machine">> <<set $skin[_args[0]].pen to "tattoo">> <<else>> <<if $skin[_args[0]].pen is undefined>> <<set $skin[_args[0]].pen to "pen">> <</if>> <</if>> <</widget>> <<widget "bodywriting_criminal">> <<bodywriting_criminal_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <</widget>> <<widget "bodywriting_criminal_select">> <<switch random(1, 7)>> <<case 1>><<add_bodywriting _args[0] criminal_scum _args[1]>> <<case 2>><<add_bodywriting _args[0] criminal _args[1]>> <<case 3>><<add_bodywriting _args[0] law_breaker _args[1]>> <<case 4>><<add_bodywriting _args[0] criminal_whore _args[1]>> <<case 5>><<add_bodywriting _args[0] in_debt_to_society _args[1]>> <<case 6>><<add_bodywriting _args[0] deserves_prison _args[1]>> <<case 7>><<add_bodywriting _args[0] threat_to_society _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_rape_select">> <<switch random(1, 5)>> <<case 1>><<add_bodywriting _args[0] rape_me _args[1]>> <<case 2>><<add_bodywriting _args[0] rapists_toy _args[1]>> <<case 3>><<add_bodywriting _args[0] no_means_yes _args[1]>> <<case 4>><<add_bodywriting _args[0] public_toy _args[1]>> <<case 5>><<add_bodywriting _args[0] public_property _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_sex_select">> <<switch random(1, 6)>> <<case 1>><<add_bodywriting _args[0] promiscuous _args[1]>> <<case 2>><<add_bodywriting _args[0] town_bicycle _args[1]>> <<case 3>><<add_bodywriting _args[0] public_slut _args[1]>> <<case 4>><<add_bodywriting _args[0] wanton _args[1]>> <<case 5>><<add_bodywriting _args[0] insatiable_slut _args[1]>> <<case 6>><<add_bodywriting _args[0] dtf _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_bestiality_select">> <<switch random(1, 12)>> <<case 1>><<add_bodywriting _args[0] doggy_slut _args[1]>> <<case 2>><<add_bodywriting _args[0] animal _args[1]>> <<case 3>><<add_bodywriting _args[0] beast_fucker _args[1]>> <<case 4>><<add_bodywriting _args[0] breedable _args[1]>> <<case 5>><<add_bodywriting _args[0] deviant _args[1]>> <<case 6>><<add_bodywriting _args[0] horse_cock_only _args[1]>> <<case 7>><<add_bodywriting _args[0] knots_only _args[1]>> <<case 8>><<add_bodywriting _args[0] barn_slut _args[1]>> <<case 9>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] breeding_stud _args[1]>> <<else>> <<add_bodywriting _args[0] breeding_mare _args[1]>> <</if>> <<case 10>><<add_bodywriting _args[0] cats_toy _args[1]>> <<case 11>><<add_bodywriting _args[0] cat_fucker _args[1]>> <<case 12>><<add_bodywriting _args[0] cat_slut _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_prostitution_select">> <<switch random(1, 9)>> <<case 1>><<add_bodywriting _args[0] five_pound_whore _args[1]>> <<case 2>><<add_bodywriting _args[0] ten_pound_a_pop _args[1]>> <<case 3>><<add_bodywriting _args[0] twenty_five_pound_per_fuck _args[1]>> <<case 4>><<add_bodywriting _args[0] one_hundred_pound _args[1]>> <<case 5>><<add_bodywriting _args[0] its_not_rape_if_you_pay_me _args[1]>> <<case 6>><<add_bodywriting _args[0] whore _args[1]>> <<case 7>><<add_bodywriting _args[0] slut_for_hire _args[1]>> <<case 8>><<add_bodywriting _args[0] body_for_sale _args[1]>> <<case 9>><<add_bodywriting _args[0] prostitute _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_pregnancy_select">> <<switch random(1, 8)>> <<case 1>><<add_bodywriting _args[0] brood_mother _args[1]>> <<case 2>><<add_bodywriting _args[0] inseminate_me _args[1]>> <<case 3>><<add_bodywriting _args[0] impregnate_me _args[1]>> <<case 4>><<add_bodywriting _args[0] pregnancy_slut _args[1]>> <<case 5>><<add_bodywriting _args[0] breeding_ground _args[1]>> <<case 6>><<add_bodywriting _args[0] seedbed _args[1]>> <<case 7>><<add_bodywriting _args[0] fertile _args[1]>> <<case 8>><<add_bodywriting _args[0] fill_me_up _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_impreg_select">> <<switch random(1, 8)>> <<case 1>><<add_bodywriting _args[0] homewrecker _args[1]>> <<case 2>><<add_bodywriting _args[0] sire _args[1]>> <<case 3>><<add_bodywriting _args[0] sperm_donor _args[1]>> <<case 4>><<add_bodywriting _args[0] stallion _args[1]>> <<case 5>><<add_bodywriting _args[0] condom_breaker _args[1]>> <<case 6>><<add_bodywriting _args[0] seed_sower _args[1]>> <<case 7>><<add_bodywriting _args[0] virile _args[1]>> <<case 8>><<add_bodywriting _args[0] womb_filler _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_exhibitionism_select">> <<switch random(1, 5)>> <<case 1>><<add_bodywriting _args[0] pervert _args[1]>> <<case 2>><<add_bodywriting _args[0] attention_whore _args[1]>> <<case 3>><<add_bodywriting _args[0] flaunter _args[1]>> <<case 4>><<add_bodywriting _args[0] object _args[1]>> <<case 5>><<add_bodywriting _args[0] strip_me _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_beauty_select">> <<switch random(1, 5)>> <<case 1>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] handsome _args[1]>> <<else>> <<add_bodywriting _args[0] pretty _args[1]>> <</if>> <<case 2>><<add_bodywriting _args[0] hot _args[1]>> <<case 3>><<add_bodywriting _args[0] beautiful _args[1]>> <<case 4>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] cute_boy _args[1]>> <<else>> <<add_bodywriting _args[0] cute_girl _args[1]>> <</if>> <<case 5>> <<if $player.gender_appearance is "m">> <<add_bodywriting _args[0] stud _args[1]>> <<else>> <<add_bodywriting _args[0] beauty _args[1]>> <</if>> <</switch>> <</widget>> <<widget "bodywriting_scrap_select">> <<switch random(1, 6)>> <<case 1>><<add_bodywriting _args[0] defiant_whelp _args[1]>> <<case 2>><<add_bodywriting _args[0] brat _args[1]>> <<case 3>><<add_bodywriting _args[0] punish_me _args[1]>> <<case 4>><<add_bodywriting _args[0] insolent _args[1]>> <<case 5>><<add_bodywriting _args[0] naughty _args[1]>> <<case 6>><<add_bodywriting _args[0] dumb_bitch _args[1]>> <</switch>> <</widget>> <<widget "bodywriting_npc_special">> <<rng>> <<if $rng gte 91>> <<if $fame.rape gte random(200, 1000)>> <<bodywriting_rape_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <<elseif $rng gte 81>> <<if $fame.sex gte random(200, 1000)>> <<bodywriting_sex_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <<elseif $rng gte 71>> <<if $fame.bestiality gte random(200, 1000)>> <<bodywriting_bestiality_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <<elseif $rng gte 61>> <<if $fame.pregnancy gte random(200, 1000) and $player.vaginaExist and $rng gte 66>> <<bodywriting_pregnancy_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<elseif $fame.impreg gte random(200, 1000) and $player.penisExist>> <<bodywriting_impreg_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0]>> <</if>> <<elseif $rng gte 51>> <<if $fame.prostitution gte random(200, 1000)>> <<bodywriting_prostitution_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <<elseif $rng gte 41>> <<if $fame.exhibitionism gte random(200, 1000)>> <<bodywriting_exhibitionism_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <<elseif $rng gte 28>> <<if $beauty gte random(1, $beautymax)>> <<bodywriting_beauty_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <<elseif $rng gte 16>> <<if $fame.scrap gte random(1, 1000)>> <<bodywriting_scrap_select _args[0] _args[1]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <<else>> <<bodywriting_npc_normal _args[0] _args[1]>> <</if>> <</widget>> <<widget "bodywriting_machine">> <<rng>> <<if $bodywriting_special is "dungeon">> <<bodywriting_dungeon_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <<elseif $rng gte 94>> <<if $fame.rape gte random(200, 1000)>> <<bodywriting_rape_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<elseif $rng gte 87>> <<if $fame.sex gte random(200, 1000)>> <<bodywriting_sex_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<elseif $rng gte 81>> <<if $fame.bestiality gte random(200, 1000)>> <<bodywriting_bestiality_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<elseif $rng gte 73>> <<if $fame.pregnancy gte random(200, 1000) and $player.vaginaExist>> <<bodywriting_pregnancy_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_npc_normal _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<elseif $rng gte 65>> <<if $fame.prostitution gte random(200, 1000)>> <<bodywriting_prostitution_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<elseif $rng gte 59>> <<if $fame.exhibitionism gte random(200, 1000)>> <<bodywriting_exhibitionism_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<elseif $rng gte 53>> <<if $beauty gte random(1, $beautymax)>> <<bodywriting_beauty_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<elseif $rng gte 47>> <<if $fame.scrap gte random(1, 1000)>> <<bodywriting_scrap_select _args[0]>> <<bodywriting_finalisation _args[0]>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <<else>> <<bodywriting_normal_select _args[0]>> <<bodywriting_finalisation _args[0] machine>> <</if>> <</widget>> <<widget "bodypart">> <<switch _args[0]>> <<case "breasts" "chest">> <<set _text_output to "<<breasts>>">> <<case "pubic">> <<set _text_output to "pubic area">> <<case "left_bottom">> <<set _text_output to "left ass cheek">> <<case "right_bottom">> <<set _text_output to "right ass cheek">> <<case "leftarm">> <<set _text_output to "left arm">> <<case "rightarm">> <<set _text_output to "right arm">> <<case "vaginaoutside">> <<set _text_output to "labia">> <<case "thigh">> <<set _text_output to "thighs">> <<default>> <<set _text_output to _args[0].replace(/_/g," ")>> <</switch>> <<print _text_output>> <</widget>> <<widget "tattoo">> <span class="lewd">"<<print $skin[_args[0]].writing>>"</span> <<switch $skin[_args[0]].pen>> <<case "tattoo">><<set _text_output to "tattoo">> <<case "brand">><<set _text_output to "brand">> <<case "magic">><<set _text_output to "seal">> <<default>><<set _text_output to ($skin[_args[0]].type is "text" ? "writing" : "image")>> <</switch>> <<print _text_output>> <</widget>> <<widget "bodywriting_clear">> <<set $skin[_args[0]] to {}>> <</widget>> <<widget "bodywriting_clear_all">> <<bodywriting_clear forehead>> <<bodywriting_clear left_cheek>> <<bodywriting_clear right_cheek>> <<bodywriting_clear left_shoulder>> <<bodywriting_clear right_shoulder>> <<bodywriting_clear breasts>> <<bodywriting_clear back>> <<bodywriting_clear pubic>> <<bodywriting_clear left_thigh>> <<bodywriting_clear right_thigh>> <<bodywriting_clear left_bottom>> <<bodywriting_clear right_bottom>> <</widget>> <<widget "bodypart_admire_prostitution">> <<if $NPCList[_n].paid is 1>> <<elseif $skin[_args[0]].degree lte 0>> <<if (($enemyarousal + ($enemytrust * 5) - $enemyanger + ($attractiveness / 10) * (currentSkillValue("seductionskill") / 200)) gte 1000)>> <<set $enemyanger += 10>><<set $enemytrust -= 100>><<fameprostitution 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 5)>> <<case 1>><<He>> speaks. "Expensive. Fine." <<case 2>><<He>> speaks. "I'll pay, but you better be worth it." <<case 3>><<He>> speaks. "I'll pay this time, slut." <<case 4>><<He>> speaks. "I've seen worse deals." <<case 5>><<He>> speaks. "I should pay you. I doubt you're good for anything else." <</switch>> <</if>> <<He>> drops a <<printmoney 1000>><<money 1000 "prostitution">> note atop you. <<earnFeat "Billboard">><<set $NPCList[_n].paid to 1>> <<elseif (($enemyarousal + ($enemytrust * 5) - $enemyanger + ($attractiveness / 10) * (currentSkillValue("seductionskill") / 200)) gte 500)>> <<set $enemyanger += 10>><<set $enemytrust -= 100>><<fameprostitution 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 5)>> <<case 1>><<He>> speaks. "You're lucky I'm giving you a thing." <<case 2>><<He>> speaks. "If only money could buy you dignity." <<case 3>><<He>> speaks. "I've bought drinks more expensive than you." <<case 4>><<He>> speaks. "Where should I insert it?" <<case 5>><<He>> speaks. "Cheap and dirty whores are the best." <</switch>> <</if>> <<He>> drops a <<printmoney 500>><<money 500 "prostitution">> note atop you. <<earnFeat "Billboard">><<set $NPCList[_n].paid to 1>> <<else>><<set $enemytrust -= 20>> <<fameprostitution 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 5)>> <<case 1>><<He>> speaks. "Pay you? Don't make me laugh." <<case 2>><<He>> speaks. "Getting to fuck me is payment enough." <<case 3>><<He>> speaks. "Don't think you're worth anything." <<case 4>><<He>> speaks. "I hope you're not expecting cash." <<case 5>><<He>> speaks. "Whores like you don't deserve anything." <</switch>> <</if>> <</if>> <<elseif $skin[_args[0]].degree lte ($enemyarousal + ($enemytrust * 5) - $enemyanger + ($attractiveness / 10) * (currentSkillValue("seductionskill") / 200))>> <<set $enemyanger += 10>><<set $enemytrust -= $skin[_args[0]].degree>><<fameprostitution 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 5)>> <<case 1>><<He>> speaks. "I'm paying, but you better be worth it." <<case 2>><<He>> speaks. "You whores are so full of yourself." <<case 3>><<He>> speaks. "Fine, but I'm getting my money's worth." <<case 4>><<He>> speaks. "I'm gonna make you earn every penny." <<case 5>><<He>> speaks. "Fine, I'll pay. This time." <</switch>> <</if>> <<He>> drops <<printmoney $skin[_args[0]].degree>><<money $skin[_args[0]].degree "prostitution">> atop you. <<earnFeat "Billboard">><<set $NPCList[_n].paid to 1>> <<else>> <<set $enemytrust -= 20>><<fameprostitution 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 5)>> <<case 1>><<He>> speaks. "You're fucking kidding me." <<case 2>><<He>> speaks. "You're not getting a penny, slut." <<case 3>><<He>> speaks. "You're not worth a penny." <<case 4>><<He>> speaks. "I work hard for my cash. I'm not about to give it to some slut." <<case 5>><<He>> speaks. "Fucking me is the only reward you need." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_arrow">> <<if $skin[_args[0]].special is "prostitution" and $NPCList[_n].type isnot "plant">> <<bodypart_admire_prostitution _args[0]>> <</if>> <<if (_args[0] is "left_cheek" or _args[0] is "right_cheek") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and ($position isnot "wall" or $walltype is "front") and $mouthuse is 0>> <<if $settings.analingusGivingEnabled and random(1, 10) is 1 and ($NPCList[_n].penis is 0 or $NPCList[_n].vagina is 0)>> <<He>> follows the arrow's instruction, <span class="blue">and swings <<his>> ass in front of your face.</span> <<neutral 5>><<set $mouthuse to "otheranus">><<set $mouthstate to "otheranus">> <<if $NPCList[_n].penis is 0>> <<set $NPCList[_n].penis to "mouthotheranus">> <</if>> <<if $NPCList[_n].vagina is 0>> <<set $NPCList[_n].vagina to "mouthotheranus">> <</if>> <<set $NPCList[_n].location.genitals = "head">><<set $speechmouthotheranus to 1>><<set $mouthtarget to _n>> <<elseif $NPCList[_n].penis is 0>> <<He>> follows the arrow's instruction, <span class="blue">and positions <<his>> $NPCList[_n].penisdesc in front of your mouth.</span> <<neutral 5>><<set $mouthuse to "penis">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $speechmouthentrance to 1>><<set $mouthtarget to _n>> <<set $NPCList[_n].location.genitals to "head">> <<elseif $NPCList[_n].vagina is 0>> <<He>> follows the arrow's instruction. <<if random(4) is 0 and $settings.facesitEnabled>> <<if $position is "doggy">> <<He>> gently rolls you onto your back. <<set $position to "missionary">> <</if>> <span class="purple"> <<if $enemyanger gte (($enemyangermax / 5) * 1)>> <<print either( "<<He>> swings a leg over your face and sits down, sitting on your face.", "<<He>> sits down on your face, covering your mouth with <<his>> pussy.", "<<His>> pussy and ass descend onto your face, as <<he>> sits on it." )>> <<violence 3>><<bruise face>> <<else>> <<print either( "<<He>> straddles your face and slowly lowers <<his>> pussy down onto your mouth.", "<<He>> stands over your face and lowers <<himself>>, planting <<his>> pussy on your face.", "<<His>> pussy comes down onto your face and rests lightly on your mouth, and <<he>> waits expectantly." )>> <</if>> </span> <<submission 5>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to _n>> <<set $speechfacesit to 1>><<set $NPCList[_n].location.genitals = "head">> <<else>> <span class="purple"><<He>> wraps <<his>> legs around your head and presses <<his>> pussy against your mouth.</span> <<submission 5>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">><<violence 3>><<bruise face>><<set $speechvaginamouth to 1>><<set $mouthtarget to _n>> <<set $NPCList[_n].location.genitals to "head">> <</if>> <</if>> <<elseif (_args[0] is "back" or _args[0] is "right_bottom" or _args[0] is "left_bottom") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">> <<if $worn.lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and $anususe is 0>> <<if $settings.analingusReceivingEnabled and $NPCList[_n].mouth is 0 and ($NPCList[_n].penis is "none" or random(1, 10) is 1)>> <<He>> follows the arrow's instruction and lowers <<his>> head, <span class="blue">until <<hes>> level with your <<bottom>>.</span> <<neutral 5>><<set $NPCList[_n].mouth to "anusentrance">><<set $anususe to "othermouth">><<set $anusstate to "othermouthentrance">> <<set $NPCList[_n].location.head to "genitals">><<set $anustarget to _n>> <<elseif $NPCList[_n].penis is 0>> <<He>> follows the arrow's instruction, <span class="blue">and positions <<his>> penis in front of your <<bottom>>.</span> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("anus")>> <span class="red">Something about it scares you.</span> <</if>> <<neutral 5>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>> <<set $NPCList[_n].location.genitals to "genitals">><<set $anustarget to _n>> <</if>> <</if>> <<elseif (_args[0] is "pubic" or _args[0] is "left_thigh" or _args[0] is "right_thigh") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals">> <<if $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1>> <<if $penisuse is 0 and ($vaginause isnot 0 or random(1))>> <<if random(1, 5) is 1 and $NPCList[_n].mouth is 0>> <<He>> follows the arrow's instruction and lowers <<his>> head, <span class="blue">until <<hes>> level with your <<penis>>.</span> <<neutral 5>><<set $NPCList[_n].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">> <<set $NPCList[_n].location.head to "genitals">><<set $penistarget to _n>> <<elseif $NPCList[_n].penis is 0>> <<He>> follows the arrow's instruction, <span class="blue">and angles <<his>> $NPCList[_n].penisdesc towards yours.</span> <<neutral 5>><<set $NPCList[_n].penis to "penisentrance">><<set $penisuse to "otherpenis">><<set $penisstate to "otherpenisentrance">> <<set $NPCList[_n].location.genitals to "genitals">><<set $penistarget to _n>><<set $speechfencingentrance to 1>> <<elseif $NPCList[_n].vagina is 0>> <<He>> follows the arrow's instruction, <span class="blue">and straddles you, <<his>> pussy hovering close to your <<penis>>.</span> <<neutral 5>><<set $NPCList[_n].vagina to "penisentrance">><<set $penisuse to "othervagina">><<set $penisstate to "entrance">> <<set $NPCList[_n].location.genitals to "genitals">><<set $penistarget to _n>><<set $speechpenisentrance to 1>> <</if>> <<elseif $vaginause is 0>> <<if random(1, 5) is 1 and $NPCList[_n].mouth is 0>> <<He>> follows the arrow's instruction and lowers <<his>> head, <span class="blue">until <<hes>> level with your <<pussy>>.</span> <<neutral 5>><<set $NPCList[_n].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">> <<set $NPCList[_n].location.head to "genitals">><<set $vaginatarget to _n>> <<elseif $NPCList[_n].penis is 0>> <<He>> follows the arrow's instruction, <span class="blue">and moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your <<pussy>>.</span> <<if $NPCList[_n].type is "plant" and $NPCList[_n].penissize gte 4 and canImpregnateParasite("vagina")>> <span class="red">Something about it scares you.</span> <</if>> <<neutral 5>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">> <<set $NPCList[_n].location.genitals to "genitals">><<set $vaginatarget to _n>><<set $speechvaginaentrance to 1>> <<elseif $NPCList[_n].vagina is 0>> <<He>> follows the arrow's instruction, <span class="blue">and moves <<his>> pussy closer to yours.</span> <<neutral 5>><<set $NPCList[_n].vagina to "vaginaentrance">><<set $vaginause to "othervagina">><<set $vaginastate to "othervaginaentrance">> <<set $NPCList[_n].location.genitals to "genitals">><<set $vaginatarget to _n>><<set $speechtribentrance to 1>> <</if>> <</if>> <</if>> <</if>> <<set $speechadmired to 1>> <</widget>> <<widget "bodypart_admire_rape">> <<set $enemytrust -= 20>><<famerape 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $consensual is 1>> <<switch random(1, 9)>> <<case 1>><<He>> speaks. "Do you get off on being treated like filth?" <<case 2>><<He>> speaks. "I didn't know you were that kind of <<girl>>." <<case 3>><<He>> speaks. "You'd like it to be rougher, aye?" <<case 4>><<He>> speaks. "You're a dirty one." <<case 5>><<He>> speaks. "Do you get taken often?" <<case 6>><<He>> speaks. "I'll treat you like you want, don't worry." <<case 7>><<He>> speaks. "So you like being a victim?" <<case 8>><<He>> speaks. "I bet you put that on yourself, slut." <<case 9>><<He>> speaks. "You're just asking for it." <</switch>> <<else>> <<switch random(1, 9)>> <<case 1>><<He>> speaks. "Hah! I knew you were a rape addict." <<case 2>><<He>> speaks. "I'm just giving you what you want, after all." <<case 3>><<He>> speaks. "Don't worry, you'll be treated how you deserve." <<case 4>><<He>> speaks. "My my, what a slut." <<case 5>><<He>> speaks. "Good to see you know your place." <<case 6>><<He>> speaks. "You're just asking for it." <<case 7>><<He>> speaks. "I knew you were a fucktoy." <<case 8>><<He>> speaks. "I knew this was all you're good for." <<case 9>><<He>> speaks. "I'm giving you what you deserve." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_exhibitionism">> <<fameexhibitionism 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "Don't worry. I'm getting a good look." <<case 2>><<He>> speaks. "Maybe I'll take some pictures." <<case 3>><<He>> speaks. "You're certainly a feast for the eyes." <<case 4>><<He>> speaks. "You're hot alright." <<case 5>><<He>> speaks. "You like being ogled at, slut?" <<case 6>><<He>> speaks. "Being leered at is all you're good for." <<case 7>><<He>> speaks. "You'd look great in a cage." <<case 8>><<He>> speaks. "Cuties like you shouldn't wear clothes." <<case 9>><<He>> speaks. "You're such an attention whore." <<case 10>><<He>> speaks. "I bet half the town's seen that ass of yours." <</switch>> <</if>> <</widget>> <<widget "bodypart_admire_bestiality">> <<famebestiality 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "You're disgusting." <<case 2>><<He>> speaks. "So you like fucking animals? Doesn't surprise me." <<case 3>><<He>> speaks. "Maybe I'm not hairy enough for you." <<case 4>><<He>> speaks. "You belong in a kennel." <<case 5>><<He>> speaks. "Filthy <<bitch>>." <<case 6>> <<if $player.gender_appearance is "f">> <<He>> speaks. "You must be in heat." <<else>> <<He>> speaks. "You must be rutting." <</if>> <<case 7>><<He>> speaks. "You're such a dirty <<girl>>." <<case 8>> <<if $player.gender_appearance is "m">> <<He>> speaks. "Good dog." <<else>> <<He>> speaks. "Good <<bitch>>." <</if>> <<case 9>><<He>> speaks. "Someone should tie you up in the park, let the neighbourhood dogs take out their stress." <<case 10>><<He>> speaks. "I knew you were a dog-fucker." <</switch>> <</if>> <</widget>> <<widget "bodypart_admire_promiscuity">> <<famesex 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "You're such a slut." <<case 2>><<He>> speaks. "I bet you'd fuck anyone." <<case 3>><<He>> speaks. "I'll let my friends know who to see if they need a fucktoy." <<case 4>><<He>> speaks. "Have you no shame?" <<case 5>><<He>> speaks. "Self-respect must be an alien concept to you." <<case 6>><<He>> speaks. "Don't worry, I know how to satisfy a <<girl>>." <<case 7>><<He>> speaks. "I'm glad I could find such a slut." <<case 8>><<He>> speaks. "Fucking must be like breathing to you." <<case 9>><<He>> speaks. "I bet you can't go a single day without a good fuck." <<case 10>><<He>> speaks. "Seems I'm giving you what you want." <</switch>> <</if>> <</widget>> <<widget "bodypart_admire_pregnancy">> <<if playerBellyVisible()>> <<famepregnancy 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $settings.pregnancySpeechEnabled>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "Doesn't look like it's something I can help with right now." <<case 2>><<He>> speaks. "So how many kids have you given birth to?" <<case 3>><<He>> speaks. "I'll let my friends know who to see if they want a kid in a couple of months." <<case 4>><<He>> speaks. "How far along are you?" <<case 5>><<He>> speaks. "Not being pregnant must be an alien concept to you." <<case 6>><<He>> speaks. "Don't worry, you're already pregnant." <<case 7>><<He>> speaks. "At least I don't need to worry about condoms." <<case 8>><<He>> speaks. "Breeding must be like breathing to you." <<case 9>><<He>> speaks. "I bet you love the feeling of giving birth." <<case 10>><<He>> speaks. "Seems like you already have what you're after." <</switch>> <</if>> <</if>> <<else>> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $settings.pregnancySpeechEnabled>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "You want a kid that much, slut?" <<case 2>><<He>> speaks. "So how many kids have you given birth to?" <<case 3>><<He>> speaks. "I'll let my friends know who to see if they want a kid." <<case 4>><<He>> speaks. "Are you ovulating right now?" <<case 5>><<He>> speaks. "Not being pregnant must be an alien concept to you." <<case 6>><<He>> speaks. "Don't worry, I know how to get you pregnant." <<case 7>><<He>> speaks. "I'm glad I don't need to worry about condoms." <<case 8>><<He>> speaks. "Breeding must be like breathing to you." <<case 9>><<He>> speaks. "I bet you love the feeling of giving birth." <<case 10>><<He>> speaks. "Seems I'm giving you what you want." <</switch>> <</if>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_impreg">> <<fameimpreg 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $settings.pregnancySpeechEnabled>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "You want a kid that much, slut?" <<case 2>><<He>> speaks. "So how many kids have you sired?" <<case 3>><<He>> speaks. "I'll let my friends know who to see if they want a kid." <<case 4>><<He>> speaks. "Just how many people have you knocked up?" <<case 5>><<He>> speaks. "You must love seeing baby bumps." <<case 6>><<He>> speaks. "What a stud." <<case 7>><<He>> speaks. "I'm glad I don't need to worry about condoms." <<case 8>><<He>> speaks. "Breeding must be like breathing to you." <<case 9>><<He>> speaks. "I bet you love the feeling of impregnating others." <<case 10>><<He>> speaks. "Seems I'm giving you what you want." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_girly">> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $player.gender_appearance is "m">> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "You want to be treated like a girl? Fine by me." <<case 2>><<He>> speaks. "That's an odd thing for a boy to wear." <<case 3>><<He>> speaks. "So girly." <<case 4>><<He>> speaks. "Makes you look like a girl." <<case 5>><<He>> speaks. "Don't worry, I'll treat you like a girl." <<case 6>><<He>> speaks. "Aren't you embarrassed to be covered in such a girly thing?" <<case 7>><<He>> speaks. "Cute." <<case 8>><<He>> speaks. "I bet you like dressing up as a girl, slut." <<case 9>><<He>> speaks. "I bet your friends make fun of you." <<case 10>><<He>> speaks. "Why would you wear such a thing?" <</switch>> <<else>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "Cute." <<case 2>><<He>> speaks. "I bet you wanna be treated like a princess, but you're just a slut." <<case 3>><<He>> speaks. "I'll treat you like a kidnapped princess." <<case 4>><<He>> speaks. "So cute and feminine." <<case 5>><<He>> speaks. "I think you need someone strong to protect you." <<case 6>><<He>> speaks. "Most girls would be embarrassed to wear such a thing." <<case 7>><<He>> speaks. "Do other girls wear marks like this?" <<case 8>><<He>> speaks. "Advertising your femininity? Like anyone would mistake you for a boy." <<case 9>><<He>> speaks. "You're fucking hot, that's for sure." <<case 10>><<He>> speaks. "So glad I get such a pretty girl to play with." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_boyish">> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $player.gender_appearance is "m">> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "So glad I get such a handsome boy to play with." <<case 2>><<He>> speaks. "You're fucking hot, that's for sure." <<case 3>><<He>> speaks. "Advertising your masculinity? Like anyone would mistake you for a girl." <<case 4>><<He>> speaks. "Do other boys wear marks like this?" <<case 5>><<He>> speaks. "Most boys would be embarrassed to wear such a thing." <<case 6>><<He>> speaks. "I think you need someone strong to protect you." <<case 7>><<He>> speaks. "So strong and masculine." <<case 8>><<He>> speaks. "I'll treat you like a kidnapped prince." <<case 9>><<He>> speaks. "You're a hot fucktoy alright." <<case 10>><<He>> speaks. "It's not wrong." <</switch>> <<else>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "Why would you wear such a thing?" <<case 2>><<He>> speaks. "I bet your friends make fun of you." <<case 3>><<He>> speaks. "I bet you like dressing up as a boy, but you're just a slut." <<case 4>><<He>> speaks. "Hot." <<case 5>><<He>> speaks. "Aren't you embarrassed to be covered in such a boyish thing?" <<case 6>><<He>> speaks. "Don't worry, I'll treat you like a boy." <<case 7>><<He>> speaks. "Makes you look like a boy." <<case 8>><<He>> speaks. "So boyish." <<case 9>><<He>> speaks. "That's an odd thing for a girl to wear." <<case 10>><<He>> speaks. "You want to be treated like a boy? Fine by me." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_combat">> <<famescrap 1>><<set $enemytrust -= 5>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "I need to watch myself around you." <<case 2>><<He>> speaks. "I bet you like being treated badly, really." <<case 3>><<He>> speaks. "Your brattiness is a front. I can see through it." <<case 4>><<He>> speaks. "Do I need to watch my <<if $NPCList[_n].pronoun is "f">>purse<<else>>wallet<</if>>?" <<case 5>><<He>> speaks. "Try anything funny and you'll get beat." <<case 6>><<He>> speaks. "Like you could take me." <<case 7>><<He>> speaks. "You must have a high opinion of yourself." <<case 8>><<He>> speaks. "The people you've beaten must be real wimps." <<case 9>><<He>> speaks. "You don't look so tough." <<case 10>><<He>> speaks. "Bratty little <<bitch>>." <</switch>> <</if>> <</widget>> <<widget "bodypart_admire_violence">> <<set $enemyanger += 20>> <<if !$speechadmired>><<set $speechadmired to 1>> <<switch random(1, 10)>> <<case 1>><<He>> speaks. "So you like it rough." <<case 2>><<He>> speaks. "I'm just giving you what you want." <<case 3>><<He>> speaks. "I bet you're addicted to pain." <<case 4>><<He>> speaks. "Sluts like you do deserve beatings." <<case 5>><<He>> speaks. "I'll hurt you all you want, and then some." <<case 6>><<He>> speaks. "Like I need to be asked." <<case 7>><<He>> speaks. "It's a dream come true." <<case 8>><<He>> speaks. "I can be rougher." <<case 9>><<He>> speaks. "So that's how you like it." <<case 10>><<He>> speaks. "Will you cum if I hit you hard enough?" <</switch>> <</if>> <</widget>> <<widget "bodypart_admire_lewd">> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $skin[_args[0]].type is "text">> <<switch random(1, 10)>> <<case 1>> <<if $skin[_args[0]].pen is "tattoo">> <<He>> speaks. "Such a lewd tattoo." <<elseif $skin[_args[0]].pen is "brand">> <<He>> speaks. "Such a lewd brand." <<else>> <<He>> speaks. "Such lewd writing." <</if>> <<case 2>> <<if $skin[_args[0]].pen is "tattoo">> <<He>> speaks. "Why would you have yourself tattooed so?" <<elseif $skin[_args[0]].pen is "brand">> <<He>> speaks. "Why would you burn that into your skin?" <<else>> <<He>> speaks. "Did you write this?" <</if>> <<case 3>><<He>> speaks. "Suits you." <<case 4>><<He>> speaks. "I like my sluts signposted." <<case 5>><<He>> speaks. "You're a perfect canvas." <<case 6>><<He>> speaks. "I see others have marked their territory." <<case 7>><<He>> speaks. "Short and to the point." <<case 8>><<He>> speaks. "Good to see sluts come with instructions now." <<case 9>><<He>> speaks. "Maybe I'll add my mark." <<case 10>><<He>> speaks. "I can think of worse things to write on you." <</switch>> <<else>> <<switch random(1, 10)>> <<case 1>> <<if $skin[_args[0]].pen is "tattoo">> <<He>> speaks. "Such a lewd tattoo." <<elseif $skin[_args[0]].pen is "brand">> <<He>> speaks. "Such a lewd brand." <<else>> <<He>> speaks. "Such a lewd drawing." <</if>> <<case 2>> <<if $skin[_args[0]].pen is "tattoo">> <<He>> speaks. "Why would you have yourself tattooed so?" <<elseif $skin[_args[0]].pen is "brand">> <<He>> speaks. "Why would you burn that into your skin?" <<else>> <<He>> speaks. "Did you draw this?" <</if>> <<case 3>><<He>> speaks. "Suits you." <<case 4>> <<if $skin[_args[0]].pen is "tattoo">> <<He>> speaks. "I love tattooed sluts." <<elseif $skin[_args[0]].pen is "brand">> <<He>> speaks. "Burned into you. Lovin' it." <<else>> <<He>> speaks. "You should get that as a tattoo." <</if>> <<case 5>><<He>> speaks. "You're a perfect canvas." <<case 6>><<He>> speaks. "I see others have marked their territory." <<case 7>><<He>> speaks. "Someone's an artist." <<case 8>> <<if $skin[_args[0]].pen is "tattoo">> <<He>> speaks. "You should get more lewd tattoos." <<elseif $skin[_args[0]].pen is "brand">> <<He>> speaks. "You should get more lewd brands." <<else>> <<He>> speaks. "I might leave my own mark." <</if>> <<case 9>> <<if $skin[_args[0]].pen is "tattoo">> <<He>> speaks. "Good use of ink." <<elseif $skin[_args[0]].pen is "brand">> <<He>> speaks. "I can think of worse things to brand you with." <<else>> <<He>> speaks. "I can think of worse things to draw on you." <</if>> <<case 10>><<He>> speaks. "I've seen lewder." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_criminal">> <<set $enemytrust -= 35>> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $consensual is 1>> <<switch random(1, 9)>> <<case 1>><<He>> speaks. "I should watch my money." <<case 2>><<He>> speaks. "I'm keeping an eye on you." <<case 3>><<He>> speaks. "Maybe I should punish you." <<case 4>><<He>> speaks. "Don't try to steal anything." <<case 5>><<He>> speaks. "Don't think about robbing me." <<case 6>><<He>> speaks. "Should I be worried?" <<case 7>><<He>> speaks. "Who'd you steal from?" <<case 8>><<He>> speaks. "I didn't know being a slut was illegal." <<case 9>><<He>> speaks. "I bet you tried whoring yourself." <</switch>> <<else>> <<switch random(1, 9)>> <<case 1>><<He>> speaks. "You deserve to be treated like this." <<case 2>><<He>> speaks. "I'm doing my part for the community." <<case 3>><<He>> speaks. "Punishing whores is fun." <<case 4>><<He>> speaks. "Be good, or I'll tell the police you robbed me." <<case 5>><<He>> speaks. "Steal from me and I'll fuck you up." <<case 6>><<He>> speaks. "Don't try anything. I've counted every penny." <<case 7>><<He>> speaks. "I bet you tried to whore yourself, you dumb slut." <<case 8>><<He>> speaks. "I knew this was all you're good for." <<case 9>><<He>> speaks. "I'm giving you what you deserve." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_cum_heavy">> <<if $NPCList[_n].type is "plant">> <<He>> licks <<his>> lips. <<else>> <<famesex 2>> <<if !$speechadmired>><<set $speechadmired to 1>> <<He>> speaks. <<if _args[0] is "anus" and $player.sex is "m" and $player.penissize lte 1 and random(1, 5) is 1>> <<if random(1, 2) is 1>> "Doesn't surprise me, with a dick that small." <<else>> "With such a tiny cock, I guess that's the only way you could pleasure someone." <</if>> <<if $player.penissize is 1>> <<insecurity "penis_small" 1>> <<else>> <<insecurity "penis_small" 2>> <</if>> <<else>> <<switch random(1, 11)>> <<case 1>>"What a fucking cum rag." <<case 2>>"What a filthy slut." <<case 3>>"What a fucking cumdump." <<case 4>>"You nasty cumdump!" <<case 5>>"Does walking around covered in cum excite you?" <<case 6>>"Do you ever clean yourself?" <<case 7>>"Fucking sluts won't even have a bath anymore." <<case 8>>"Were you whoring yourself?" <<case 9>>"Fuck, are you addicted to cum or what?" <<case 10>>"Someone knows how to have fun." <<case 11>> <<if _args[0] is "vagina">> "Are you that desperate for a baby?" <<elseif _args[0] is "anus">> "Looks like your ass is getting a lot of action." <<else>> "Someone knows how to have fun." <</if>> <</switch>> <</if>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_cum_light">> <<if $NPCList[_n].type is "plant">> <<He>> licks <<his>> lips. <<else>> <<famesex 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<He>> speaks. <<if _args[0] is "vagina">> <<switch random(1, 9)>> <<case 1>> <<if maleChance() gt 0>> "Did you have some fun with your boyfriend?" <<else>> "I see someone had fun already." <</if>> <<case 2>> <<if maleChance() gt 0>> "Did your boyfriend do that?" <<else>> "Who put that load in you?" <</if>> <<case 3>> <<if maleChance() gt 0>> "I bet you made your boyfriend happy." <<else>> "You must've made someone very happy." <</if>> <<case 4>>"Don't worry, I'll give you some more." <<case 5>>"Guess I'll be taking sloppy seconds." <<case 6>>"At least clean yourself after slutting out." <<case 7>>"I see someone had fun already." <<case 8>>"Do you like being creampied?" <<case 9>><<if $settings.pregnancySpeechEnabled>>"Are you trying to get pregnant?"<<else>>"Do you like being filled?"<</if>> <</switch>> <<elseif _args[0] is "anus">> <<if $player.sex is "m" and $player.penissize lte 1 and random(1, 5) is 1>> <<if random(1, 2) is 1>> "Doesn't surprise me, with a dick that small." <<else>> "With such a tiny cock, I guess that's the only way you could pleasure someone." <</if>> <<if $player.penissize is 1>> <<insecurity "penis_small" 1>> <<else>> <<insecurity "penis_small" 2>> <</if>> <<else>> <<switch random(1, 10)>> <<case 1>> <<if maleChance() gt 0>> "Did you have some fun with your boyfriend?" <<else>> "I see someone had fun already." <</if>> <<case 2>> <<if maleChance() gt 0>> "Did your boyfriend do that?" <<else>> "Who put that load in you?" <</if>> <<case 3>> <<if maleChance() gt 0>> "I bet you made your boyfriend happy." <<else>> "You must've made someone very happy." <</if>> <<case 4>>"Don't worry, I'll give you some more." <<case 5>>"Guess I'll be taking sloppy seconds." <<case 6>>"At least clean yourself after slutting out." <<case 7>>"I see someone had fun already." <<case 8>>"Nice to know you don't mind taking it in the ass." <<case 9>>"Did you enjoy getting your ass filled?" <<case 10>>"Were you trying to stay a virgin?" <</switch>> <</if>> <<else>> <<switch random(1, 8)>> <<case 1>> <<if maleChance() gt 0>> "Did you have some fun with your boyfriend?" <<else>> "I see someone had fun with you already." <</if>> <<case 2>> <<if maleChance() gt 0>> "Did your boyfriend do that?" <<else>> "Who dumped that load on you?" <</if>> <<case 3>> <<if maleChance() gt 0>> "I bet you made your boyfriend happy." <<else>> "You must've made someone very happy." <</if>> <<case 4>>"Do you like having cum on you?" <<case 5>>"Don't worry, I'll give you some more." <<case 6>>"At least clean yourself after slutting out." <<case 7>>"I see someone had fun with you already." <<case 8>>"Were you trying to stay a virgin?" <</switch>> <</if>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_parasite_comment">> <<if $NPCList[_n].type is "plant">> <<if !$speechadmired>><<set $speechadmired to 1>> <<if _args[0] is "penis">> <<He>> pouts. "That thing better not block your cum<<if $orgasmcurrent gte 1>> again<</if>>." <<else>> <<He>> raises an eyebrow. "Alright. Gotta admit, that's a new one." <</if>> <</if>> <<else>> <<famebestiality 1>> <<if !$speechadmired>><<set $speechadmired to 1>> <<He>> speaks. <<switch random(1, 8)>> <<case 1>>"That must feel good." <<case 2>>"I bet that keeps you horny. That's why you haven't taken it off yet." <<case 3>>"You should see a doctor about that." <<case 4>>"Fuck, is that real?" <<case 5>>"Did you put that on yourself?" <<case 6>>"Where did you even find that?" <<case 7>>"I would never suspect a <<girl>> like you to be into that." <<case 8>>"Not my thing, but I guess I can't be picky." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_kylar">> <<set _silent to 1>> <<set $_kylar to statusCheck("Kylar")>> <<switch $skin[_args[0]].special>> <<case "Kylar">> <<switch $skin[_args[0]].writing>> <<case "Reserved for Kylar">> "Reserved for me," <<he>> says lovingly as <<he>> <<if (_args[0] is "left_cheek" or _args[0] is "right_cheek") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $NPCList[_n].penis is 0 and $mouthuse is 0>> <span class="blue">positions <<his>> $NPCList[_n].penisdesc in front of your mouth</span>. <<neutral 5>><<set $mouthuse to "penis">><<set $NPCList[_n].penis to "mouthentrance">><<set $mouthstate to "entrance">><<set $NPCList[_n].location.genitals to "head">><<set $mouthtarget to _n>> <<elseif (_args[0] is "left_cheek" or _args[0] is "right_cheek") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "head" and $NPCList[_n].vagina is 0 and $mouthuse is 0>> <<if random(4) is 0 and $settings.facesitEnabled>> gently rolls you onto your back and <span class="purple">straddles your face, lowering <<his>> pussy down onto your mouth</span>. <<submission 5>><<set $NPCList[_n].vagina to "facesit">><<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $position to "missionary">><<set $mouthtarget to _n>> <<else>> <span class="blue">wraps <<his>> legs around your head, pressing <<his>> pussy against your mouth</span>. <<submission 5>><<set $mouthuse to "othervagina">><<set $NPCList[_n].vagina to "mouth">><<set $mouthstate to "othervagina">><<set $mouthtarget to _n>> <</if>> <<elseif (_args[0] is "back" or _args[0] is "right_bottom" or _args[0] is "left_bottom") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $worn.lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and $NPCList[_n].penis is 0 and $anususe is 0>> <span class="blue">positions <<his>> penis in front of your <<bottom>></span>. <<neutral 5>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anustarget to _n>> <<elseif (_args[0] is "pubic" or _args[0] is "left_thigh" or _args[0] is "right_thigh") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $player.vaginaExist and $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $NPCList[_n].penis is 0 and $vaginause is 0>> <span class="blue">moves between your legs, positioning <<his>> $NPCList[_n].penisdesc in front of your pussy</span>. <<neutral 5>><<set $NPCList[_n].penis to "vaginaentrance">><<set $vaginause to "penis">><<set $vaginastate to "entrance">><<set $NPCList[_n].location.genitals to "genitals">><<set $vaginatarget to _n>> <<elseif (_args[0] is "pubic" or _args[0] is "left_thigh" or _args[0] is "right_thigh") and $NPCList[_n].location.genitals is 0 and $NPCList[_n].location.head isnot "genitals" and $player.penisExist and $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1 and $NPCList[_n].vagina is 0 and $penisuse is 0>> <span class="blue">straddles you, <<his>> pussy hovering close to your <<penis>></span>. <<neutral 5>><<set $penisuse to "othervagina">><<set $NPCList[_n].vagina to "penisentrance">><<set $penisstate to "entrance">><<set $NPCList[_n].location.genitals to "genitals">><<set $penistarget to _n>> <<else>> smiles at you. <</if>> <<case "Kylar's Obsession">> <<He>> looks nervous. "I-it doesn't bother you, right?" <<case "Love Kylar Forever">> <<if random(1) and ($NPCList[_n].lefthand is 0 or $NPCList[_n].righthand is 0)>> <<He>> traces <<his>> finger along the letters, smiling. "F-o-r-e-v-e-r." <<else>> <<He>> smiles. "One day we'll get married, and it really will be forever!" <</if>> <<case "Just Kylar">> <<He>> looks down. "I-I hope you only love me..." <<default>> <<He>> smiles at you. <<unset _silent>> <</switch>> <<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Kylar rage -2>> <<case "Robin">> <<if _kylarStatus.includes("Rage")>> <<He>> snarls. "Forget about <<nnpc_him "Robin">>! I'm better than <<nnpc_him "Robin">>!" <<else>> <<He>> growls. "Robin can't take care of you like I can!" <</if>> <<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>> <<case "Whitney">> <<if _kylarStatus.includes("Rage")>> <<He>> snarls. "You're not Whitney's! You're mine!" <<else>> <<He>> freezes. "Wh... Whitney doesn't treat you right! I can!" <</if>> <<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>> <<case "Sydney">> <<if $skin[_args[0]].lewd isnot 1>> <<He>> frowns, but doesn't say anything about it. <<unset _silent>> <<set $enemyanger += 5>><<set $enemytrust -= 5>> <<elseif !$kylarSeen.includes("sydneyWriting") and _args[0].lewd is 1>> <<He>> frowns, reading it again, and <<his>> lip curls. "<<nnpc_He "Sydney">>... Forget about <<nnpc_him "Sydney">>." <<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Kylar rage 1>><<set $kylarSeen.pushUnique("sydneyWriting")>> <<elseif _kylarStatus.includes("Rage")>> <<He>> growls. "Sydney doesn't know you like I do!" <<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>> <<else>> <<He>> frowns. "I don't like how close you are to <<nnpc_him "Sydney">>." <<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Kylar rage 1>> <</if>> <<case "Black Wolf" "Great Hawk">> <<His>> eyes narrow. "I can be an animal, too. Watch!" <<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>> <<case "Eden" "Avery" "Alex" "Gwylan">> <<if _kylarStatus.includes("Rage")>> <<He>> snarls. "Whoever they are, they're worthless!" <<else>> <<He>> growls. "You don't need them! You only need me!" <</if>> <<set $enemyanger += 30>><<set $enemytrust -= 30>><<npcincr Kylar rage 3>> <<case "prostitution" "rape" "exhibitionism" "sex">> <<He>> grimaces. <<unset _silent>> <<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Kylar rage 1>> <<case "pregnancy">> /*ToDo: Pregnancy, write once Kylar's reaction to/thoughts on pregnancy is better understood. May differ based on gender, jealousy and whether or not Kylar has impregnated the PC in the past.*/ <<case "combat" "violence" "criminal">> <<His>> eyes widen, but <<he>> doesn't say anything about it. <<unset _silent>> <<default>> <<if $skin[_args[0]].lewd is 1>> <<He>> frowns. <<unset _silent>> <<set $enemyanger += 10>><<set $enemytrust -= 10>><<npcincr Kylar rage 1>> <<else>> /*Do nothing.*/ <<unset _silent>> <</if>> <</switch>> <</widget>> <<widget "bodypart_admire_named">> <<switch $npc[$npcrow.indexOf(_n)]>> <<case "Kylar">> <<bodypart_admire_kylar _args[0]>> <<set _admireNothing to true>> <<case "Robin">> <<switch $skin[_args[0]].special>> <<case "Robin">> <<switch $skin[_args[0]].writing>> <<case "Robin's Protector">> <<if $NPCName[_n].trauma gte 10>> <<He>> winces. <<npcincr Robin dom -1>> <<else>> <<He>> grins. <<set _text_output to "You really do keep me safe!">> <<npcincr Robin love 1>> <</if>> <<case "Robin & I">> <<if random(1)>> <<He>> gives you a soft look. <<set _text_output to "I'm still amazed you chose me,">> <<else>> <<He>> eyes meet yours. <<set _text_output to "I wouldn't have it any other way... you know?">> <</if>> <<npcincr Robin love 1>><<npcincr Robin dom 1>> <<case "The Orphan Lover">> <<He>> smiles. <<if random(1)>> <<set _text_output to "You really love me?">> <<else>> <<if $NPCName[_n].dom gte 20>> <<set _text_output to "I'm so glad to have you.">> <<else>> <<set _text_output to "I'm so lucky to have you.">> <</if>> <</if>> <<npcincr Robin love 1>><<npcincr Robin dom 1>> <<case "Robin's Boyfriend" "Robin's Girlfriend">> <<He>> giggles. <<set _text_output to "I'm so happy we're together!">> <<npcincr Robin love 1>><<npcincr Robin dom 1>> <<default>> <<He>> smiles. <<npcincr Robin love 1>> <</switch>> <<default>> /*Do nothing.*/ <<set _admireNothing to true>> <</switch>> <<case "Eden">> <<switch $skin[_args[0]].special>> <<case "Eden">> <<switch $skin[_args[0]].writing>> <<case "Eden's Companion">> <<if random(1)>> <<set _text_output to "That's right. You're mine, my <<wife>>. Never forget that.">> <<else>> <<set _text_output to "A nice little reminder of who you belong to.">> <</if>> <<case "Hunter and Prey">> <<He>> smiles. <<if random(1)>> <<set _text_output to "You want to be chased, is that it?">> <<else>> <<set _text_output to "You enjoy being prey, is that it?">> <</if>> <<npcincr Eden lust 1>> <<case "It's Lonely in the Woods">> <<His>> eyes soften. <<set _text_output to "It's much better with a <<girl>> like you around.">> <<case "Something is Hunting You">> <<He>> raises an eyebrow. <<set _text_output to "Do you like that? Being hunted?">> <<npcincr Eden lust 1>> <<default>> <<He>> chuckles. <</switch>> <<set $enemyanger -= 10>><<set $enemytrust += 10>> <<case "Black Wolf">> <<He>> scowls. <<if random(1)>> <<set _text_output to "Whose pet do you think you are?">> <<else>> <<set _text_output to "Maybe I'll start treating you like an animal, then.">> <</if>> <<set $enemyanger += 20>><<set $enemytrust -= 20>> <<case "Gwylan">> <<He>> scowls. <<if random(1)>> <<set _text_output to "That witch has gotten in your head.">> <<else>> <<set _text_output to "<<nnpc_He 'Gwylan'>> doesn't own you. I do.">> <</if>> <<set $enemyanger += 20>><<set $enemytrust -= 20>> <<default>> <<bodypart_admire_generic _args[0]>> <</switch>> <<case "Avery">> <<switch $skin[_args[0]].special>> <<case "Avery">> <<switch $skin[_args[0]].writing>> <<case "Avery's Trophy">> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>> <<He>> scoffs. <<set _text_output to "Don't flatter yourself.">> <<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>> <<else>> <<if random(1)>> <<He>> raises an eyebrow. <<set _text_output to "You better keep behaving so perfectly.">> <<else>> <<He>> smiles. <<set _text_output to "It would be a shame not to show you off.">> <</if>> <<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>> <</if>> <<case "Uptown Boy" "Uptown Girl">> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>> <<He>> scoffs. <<set _text_output to "An urchin like you? As if.">> <<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>> <<else>> <<He>> laughs. <<set _text_output to "One day you just might be.">> <<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>> <</if>> <<case "Avery's Monopoly">> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>> <<He>> sneers. <<set _text_output to "You're more of a subsidiary.">> <<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>> <<else>> <<if random(1)>> <<He>> laughs. <<set _text_output to "Maybe we should play that lewd dice game some time.">> <<else>> <<He>> laughs. <<set _text_output to "What's next? Sole Shareholder?">> <</if>> <<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>> <</if>> <<case "Endearing">> <<if $averyragerevealed is 1 and C.npc.Avery.rage gte random(20, 100)>> <<He>> scowls. <<set _text_output to "You're not as cute as you think.">> <<set $enemyanger += 20>><<set $enemytrust -= 20>><<npcincr Avery rage 1>> <<else>> <<His>> eyes soften. <<set _text_output to "You truly are, my dear.">> <<set $enemyanger -= 10>><<set $enemytrust += 10>><<npcincr Avery rage -1>> <</if>> <<default>> <<He>> cocks an eyebrow. <</switch>> <<default>> <<bodypart_admire_generic _args[0]>> <</switch>> <<case "Alex">> <<switch $skin[_args[0]].special>> <<case "Alex">> <<switch $skin[_args[0]].writing>> <<case "Alex's Partner">> <<He>> smiles wide. <<if $player.gender_appearance is "m">> <<set _text_output to "You sure are! You're my man!">> <<else>> <<set _text_output to "You sure are! You're my woman!">> <</if>> <<npcincr Alex love 1>> <<case "Sunrise to Sunset">> <<He>> sighs. <<set _text_output to "If only we didn't have to work all day.">> <<npcincr Alex love 1>> <<case "Cowboy" "Cowgirl">> <<He>> chuckles. <<set _text_output to "We can do some riding, that's for sure.">> <<npcincr Alex lust 3>> <<case "Hay Baler">> <<if random(1)>> <<He>> tilts <<his>> head. <<set _text_output to "Like 'em strong, do you?">> <<else>> <<He>> grins. <<set _text_output to "There's better ways to make you sweat.">> <</if>> <<npcincr Alex lust 3>> <<default>> <<He>> chuckles. <</switch>> <<default>> <<bodypart_admire_generic _args[0]>> <</switch>> <<case "Black Wolf">> /*Not obtainable*/ <<if $monster is 1>> <<if random(1)>> <<bHe>> frowns. <<set _text_output to "Stupid human scratchings. Make no sense.">> <<else>> <<bHe>> tilts <<bhis>> head. <<set _text_output to "Is that dirt?">> <</if>> <</if>> <<case "Great Hawk">> /*Not obtainable*/ <<if $monster is 1>> <<bHe>> tilts <<bhis>> head. <<if random(1)>> <<set _text_output to "Did someone scratch you? What are these?">> <<else>> <<set _text_output to "Is this landbound custom?">> <</if>> <</if>> <<case "Bailey">> <<switch $skin[_args[0]].special>> <<case "Robin">> <<switch $skin[_args[0]].writing>> <<case "Robin & I">> <<He>> sneers. <<set _text_output to "Good thinking. They'll pay double for a package deal.">> <<default>> <<if $speechadmired>> <<He>> glares. <<else>> <<He>> smiles. <</if>> <<set _text_output to "Don't worry, I'll be paying <<nnpc_him 'Robin'>> a visit soon.">> <</switch>> <<case "Gwylan">> <<switch $skin[_args[0]].writing>> <<case "Witch's Ward" "Witch's Familiar">> <<He>> sneers. <<set _text_output to "What's this nonsense?">> <<case "Gwylan's Treasure" "Gwylan's Apprentice">> <<He>> sneers. <<set _text_output to "A foolish name to mark yourself with.">> <<default>> <<He>> scoffs. <<set _text_output to "You're in over your head.">> <</switch>> <<case "prostitution">> <<if $skin[_args[0]].degree gte 10000>> <<He>> nods. <<if random(1)>> <<set _text_output to "Decent price.">> <<else>> <<set _text_output to "Good. You know your worth.">> <</if>> <<else>> <<He>> sneers. <<if random(1)>> <<set _text_output to "You're selling yourself short.">> <<else>> <<set _text_output to "At least you know what you're good for.">> <</if>> <</if>> <<case "rape">> <<He>> curls <<his>> lip. <<if random(1)>> <<set _text_output to "Throwing your body away like garbage. Pathetic.">> <<else>> <<set _text_output to "What a waste.">> <</if>> <<default>> /*Do nothing.*/ <<set _admireNothing to true>> <</switch>> <<case "Briar">> <<if $skin[_args[0]].special is "prostitution">> <<if $skin[_args[0]].degree gte 10000>> <<He>> balks. <<if random(1)>> <<set _text_output to "Someone's full of <<pherself>>.">> <<else>> <<set _text_output to "Like hell you're worth that much.">> <</if>> <<elseif $skin[_args[0]].degree gte 2500>> <<if random(1)>> <<He>> smirks. <<set _text_output to "A pity. You could've made much more with me.">> <<else>> <<He>> scowls. <<set _text_output to "You're not worth shit.">> <</if>> <<else>> <<He>> scoffs. <<if random(1)>> <<set _text_output to "Who'd want a cheap street rat?">> <<else>> <<set _text_output to "At least my whores have some dignity.">> <</if>> <</if>> <<set $enemyanger += 30>><<set $enemytrust -= 30>> <<else>> <<bodypart_admire_generic _args[0]>> <</if>> <<case "Remy">> <<switch $skin[_args[0]].special>> <<case "Alex">> <<if random(1)>> <<if $speechadmired>> <<He>> flashes a smug grin. <<else>> <<He>> smiles. <</if>> <<set _text_output to "You're in better hands now.">> <<else>> <<His>> eyes narrow. <<set _text_output to "That upstart would've squandered such a fine specimen.">> <</if>> <<set $enemytrust -= 20>> <<case "cattle">> <<if $cow gte 6>> <<He>> smiles. <<if random(1)>> <<set _text_output to "The pride of this ranch.">> <<else>> <<set _text_output to "A fine specimen, indeed.">> <</if>> <<set $enemyanger -= 5>><<set $enemytrust += 5>><<livestock_obey 1>> <<else>> <<He>> smiles. <<if random(1)>> <<set _text_output to "I'll make a prize of you yet.">> <<else>> <<set _text_output to "You belong here. Never forget that.">> <</if>> <</if>> <<case "prostitution">> <<He>> laughs. <<set _text_output to "You're more valuable than you know.">> <<default>> <<bodypart_admire_generic _args[0]>> <</switch>> <<case "Gwylan">> <<switch $skin[_args[0]].special>> <<case "Gwylan">> <<switch $skin[_args[0]].writing>> <<case "Witch's Familiar">> <<He>> giggles. <<set _text_output to "You're my perfect little companion.">> <<npcincr Gwylan lust 1>> <<case "Gwylan's Apprentice">> <<He>> giggles. <<if $worn.head.name is "sage witch hat">> <<set _text_output to "You even have the hat to match!">> <<else>> <<set _text_output to "I couldn't ask for a better one.">> <</if>> <<default>> <<He>> giggles. <<set _text_output to "Oh, <<pcpetname 'Gwylan' 'simple'>>, you're adorable.">> <</switch>> <<set $enemyanger -= 10>><<set $enemytrust += 10>> <<case "Robin">> <<if $gwylan.robin gte 50>> <<He>> giggles. <<set _text_output to "Oh, that's precious. We should invite <<nnpc_him 'Robin'>> to join us.">> <<else>> /*Do nothing.*/ <<set _admireNothing to true>> <</if>> <<case "Eden">> <<He>> frowns. <<if random(1)>> <<set _text_output to "I'll just have to be the better master.">> <<else>> <<set _text_output to "Nature versus nurture, I suppose.">> <</if>> <<case "Black Wolf">> <<He>> giggles. <<if random(1)>> <<set _text_output to "Should we call some wolves to join us, <<pcpetname 'Gwylan' 'simple'>>?">> <<else>> <<set _text_output to "Are you having exotic cravings?">> <</if>> <<case "islander" "esoteric">> <<He>> hums in satisfaction. <<set _admireNothing to true>> <<default>> /*Do nothing.*/ <<set _admireNothing to true>> <</switch>> <<case "Mason" "Sydney">> /*Do nothing.*/ <<set _admireNothing to true>> <<default>> <<bodypart_admire_generic _args[0]>> <</switch>> <<if !$speechadmired and !_admireNothing>><<set $speechadmired to 1>> "<<print _text_output>>" <</if>> <</widget>> <<widget "bodypart_admire_plant">> <<if !$speechadmired>><<set $speechadmired to 1>> <<if $skin[_args[0]].type is "object">> <<switch $skin[_args[0]].writing>> <<case "unicorn">> "Horses like that exist? Whoa." <<case "heart" "cross">> "Aw, how cute! ...What is it?" <<case "paw_print">> <<if $location is "forest">> "Hey, are you with the... never mind." <<else>> "Exotic!" <</if>> <<case "flower" "butterfly">> "Oh, I love it!" <<set $enemytrust += 20>> <<case "star">> <<if $location is "forest">> "I wish we could see the stars, but the trees block most of them out..." <<elseif Time.dayState is "night">> "Just like the sky!" <<else>> "Just like the night sky..." <</if>> <<case "skull">> "You mean you have one of those in your body? I don't buy it." <<case "flame">> <<if $skin[_args[0]].pen is "brand" or $skin[_args[0]].pen is "magic">> "That's not... actually burning you, is it?" <<else>> "You've got a taste for the dangerous." <</if>> <<case "cattle_brand">> <<if $location is "moor">> "Don't worry. I won't let Remy take you from me." <<else>> "Aw, how cute! ...What is it?" <</if>> <<case "penis">> "Ooh, how lewd! ...What do you mean, unused?!" <</switch>> <<else>> <<switch $skin[_args[0]].pen>> <<case "tattoo">> "What is that, a birthmark?" <<case "brand">> "Yowch, wouldn't want that seared into me." <<case "magic">> "Did I have a funky mushroom, or is that actually glowing?" <<case "lipstick">> "Ooh, pink!" <<case "mud">> "Nature's canvas." <<default>> "It's a shame to draw on such cute skin." <</switch>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire">> <<if !$noAdmire and ($role isnot "islander" or $islander_language gte 100)>> <<if _args[0].includes("random_")>> <<set _args[0] to _args[0].replace("random_", (random(0,1) ? "left_" : "right_"))>> <!-- ex "random_cheek" turns into either "right_cheek" or "left_cheek" --> <</if>> <<switch _args[1]>> <<case "bodywriting">> <<if $skin[_args[0]] is undefined or $newlyWritten.includes(_args[0])>> <<elseif $skin[_args[0]].writing>> <<if _args[0] is "forehead" or (_args[0] is "left_cheek" or _args[0] is "right_cheek") and !$worn.face.type.includes("mask") or (_args[0] is "left_shoulder" or _args[0] is "right_shoulder") and ($worn.upper.exposed gte 1 or $worn.upper.open is 1) and ($worn.under_upper.exposed gte 1 or $worn.under_open is 1) or _args[0] is "breasts" and $worn.upper.exposed gte 1 and ($worn.under_upper.exposed gte 1 or $worn.under_upper.open is 1) or _args[0] is "back" and ($worn.upper.exposed gte 1 or $worn.upper.state isnot "waist") and ($worn.under_upper.exposed gte 1 or $worn.under_upper.state isnot "waist") or (_args[0] is "left_bottom" or _args[0] is "right_bottom") and ($worn.lower.exposed gte 1 or $worn.lower.anus_exposed gte 1) and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered")) or _args[0] is "pubic" and $worn.lower.exposed gte 1 and ($worn.under_lower.exposed gte 1 or !$worn.under_lower.type.includes("covered")) or (_args[0] is "left_thigh" or _args[0] is "right_thigh") and $worn.lower.vagina_exposed gte 1 and !$worn.under_lower.type.includes("covered")>>/*Makes sure bodywriting isn't seen if obstructed by clothing.*/ <<if $skin[_args[0]].type is "text">> <<He>> reads the "<<print $skin[_args[0]].writing>>" writing on your <<bodypart _args[0]>>. <<else>> <<He>> examines the <<print $skin[_args[0]].writing>> image on your <<bodypart _args[0]>>. <</if>> <<if $npc[_n]>> <<bodypart_admire_named _args[0]>> <<else>> <<bodypart_admire_generic _args[0]>> <</if>> <</if>> <</if>> <<case "cum">> <<bodypart_admire_cum_convert _args[0]>> <<case "parasite">> <<bodypart_admire_parasite_convert _args[0]>> <</switch>> <</if>> <</widget>> <<widget "bodypart_admire_generic">> <<if $skin[_args[0]].arrow is 1 and (_args[0] is "left_cheek" or _args[0] is "right_cheek" or _args[0] is "back" or _args[0] is "left_bottom" or _args[0] is "right_bottom" or _args[0] is "pubic" or _args[0] is "left_thigh" or _args[0] is "right_thigh")>> <<bodypart_admire_arrow _args[0]>> <<elseif $NPCList[_n].type is "plant">> <<bodypart_admire_plant _args[0]>> <<elseif $skin[_args[0]].special is "prostitution">> <<bodypart_admire_prostitution _args[0]>> <<elseif $skin[_args[0]].special is "rape">> <<bodypart_admire_rape _args[0]>> <<elseif $skin[_args[0]].special is "exhibitionism">> <<bodypart_admire_exhibitionism _args[0]>> <<elseif $skin[_args[0]].special is "bestiality" or $skin[_args[0]].special is "Black Wolf" or $skin[_args[0]].special is "Great Hawk">> <<bodypart_admire_bestiality _args[0]>> <<elseif $skin[_args[0]].special is "sex">> <<bodypart_admire_promiscuity _args[0]>> <<elseif $skin[_args[0]].special is "pregnancy">> <<bodypart_admire_pregnancy _args[0]>> <<elseif $skin[_args[0]].special is "impreg">> <<bodypart_admire_impreg _args[0]>> <<elseif $skin[_args[0]].gender is "f">> <<bodypart_admire_girly _args[0]>> <<elseif $skin[_args[0]].gender is "m">> <<bodypart_admire_boyish _args[0]>> <<elseif $skin[_args[0]].special is "combat">> <<bodypart_admire_combat _args[0]>> <<elseif $skin[_args[0]].special is "violence">> <<bodypart_admire_violence _args[0]>> <<elseif $skin[_args[0]].special is "criminal">> <<bodypart_admire_criminal _args[0]>> <<elseif $skin[_args[0]].writing>> <<bodypart_admire_lewd _args[0]>> <</if>> <</widget>> <<widget "bodypart_admire_cum_convert">> <<switch _args[0]>> <<case "forehead">> <<bodypart_admire_cum hair>> <<case "left_bottom", "right_bottom">> <<if random(1, 2) is 1>> <<bodypart_admire_cum bottom>> <<else>> <<bodypart_admire_cum anus>> <</if>> <<case "left_shoulder">> <<bodypart_admire_cum leftarm>> <<case "right_shoulder">> <<bodypart_admire_cum rightarm>> <<case "pubic">> <<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 1)>> <<bodypart_admire_cum penis>> <<else>> <<if random(1, 2) is 1>> <<bodypart_admire_cum vagina>> <<else>> <<bodypart_admire_cum vaginaoutside>> <</if>> <</if>> <<case "back">> <<bodypart_admire_cum neck>> <<case "breasts">> <<bodypart_admire_cum chest>> <<case "left_thigh", "right_thigh">> <<bodypart_admire_cum thigh>> <<case "left_cheek", "right_cheek">> <<if random(1, 2) is 1>> <<bodypart_admire_cum face>> <<else>> <<bodypart_admire_cum mouth>> <</if>> <<default>> <<set _admireNothing to true>> <</switch>> <<if $NPCList[_n].type is "plant">> <<set _admireNothing to true>> <</if>> <</widget>> <<widget "bodypart_admire_parasite_convert">> <<switch _args[0]>> <<case "left_bottom", "right_bottom">> <<bodypart_admire_parasite bottom>> <<case "left_shoulder">> <<bodypart_admire_parasite left_arm>> <<case "right_shoulder">> <<bodypart_admire_parasite right_arm>> <<case "pubic">> <<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 1)>> <<bodypart_admire_parasite penis>> <<else>> <<bodypart_admire_parasite clit>> <</if>> <<case "breasts">> <<bodypart_admire_parasite nipples>> <<default>> <<set _admireNothing to true>> <</switch>> <</widget>> <<widget "bodypart_admire_cum">> <<if _admireNothing>> <<elseif setup.bodyliquid.combined(_args[0]) gte 4>> <<set _bodypartLiquidText to formatList( ["semen", "goo", "nectar"].filter(stuff => $player.bodyliquid[_args[0]][stuff] gte 1) ).replace("goo", "slime") >> <<if _args[0] is "vagina" or _args[0] is "anus" or _args[0] is "mouth">> <<He>> <<print either("sees a large amount of", "spots the", "notices the", "eyes up the", "stares at the")>> <<print _bodypartLiquidText>> <<print either("oozing from", "pouring out of", "running from", "drooling from", "streaming from")>> your <<bodypart _args[0]>>. <<else>> <<He>> <<print either("sees a large amount of", "spots the", "notices the", "eyes up the", "stares at the")>> <<print _bodypartLiquidText>> <<print either("coating", "soaking", "running down", "cascading off", "dripping off of")>> your <<bodypart _args[0]>>. <</if>> <<if !$npc[_n]>> <<bodypart_admire_cum_heavy _args[0]>> <</if>> <<elseif setup.bodyliquid.combined(_args[0]) gte 2>> <<set _bodypartLiquidText to formatList( ["semen", "goo", "nectar"].filter(stuff => $player.bodyliquid[_args[0]][stuff] gte 1) ).replace("goo", "slime") >> <<if _args[0] is "vagina" or _args[0] is "anus" or _args[0] is "mouth">> <<He>> <<print either("sees a small amount of", "spots some", "notices some", "eyes up the")>> <<print _bodypartLiquidText>> <<print either("dripping from", "leaking from", "running from", "dribbling out of")>> your <<bodypart _args[0]>>. <<else>> <<He>> <<print either("sees a small amount of", "spots some", "notices some", "eyes up the")>> <<print _bodypartLiquidText>> on your <<bodypart _args[0]>>. <</if>> <<if !$npc[_n]>> <<bodypart_admire_cum_light _args[0]>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_parasite">> <<if _admireNothing or $parasite[_args[0]].name is undefined>> <<elseif (_args[0] is "nipples" and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1) or (["bottom","clit","penis"].includes(_args[0]) and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1) or !["nipples","bottom","clit","penis"].includes(_args[0])>> <<He>> <<print either("notices", "stares at", "glances at", "eyes up", "sees")>> the <<print $parasite[_args[0]].name>> on your <<bodypart _args[0]>>. <<if !$npc[_n]>> <<bodypart_admire_parasite_comment _args[0]>> <</if>> <</if>> <</widget>> <<widget "bodypart_admire_chance">> <<if $enemytype isnot "beast" and ($NPCList[_n].mouth is 0 or $NPCList[_n].mouth is "speech_only" or ($NPCList[_n].type is "plant" and $speechkissvirgin is 1)) and $speechdisable isnot 1>> <<switch random(1, 5)>> <<case 5>> <<bodypart_admire _args[0] bodywriting>> <<case 4>> <<bodypart_admire _args[0] cum>> <<case 3>> <<bodypart_admire _args[0] parasite>> <<default>> /*Do nothing*/ <<set _admireNothing to true>> <</switch>> <</if>> <</widget>> <<widget "bodywriting">> <<bodywritingExposureCheck true true>> <<for _active_bodypart range setup.bodyparts>> <<if $skin[_active_bodypart].writing>> <<if $skin[_active_bodypart].type is "text">> <<if isLoveInterest($skin[_active_bodypart].special)>> "<span class="lewd"><<print $skin[_active_bodypart].writing>></span>" has been <<elseif $skin[_active_bodypart].special isnot "none">> "<span class="red"><<print $skin[_active_bodypart].writing>></span>" has been <<elseif $skin[_active_bodypart].lewd is 1>> "<span class="pink"><<print $skin[_active_bodypart].writing>></span>" has been <<else>> "<span class="purple"><<print $skin[_active_bodypart].writing>></span>" has been <</if>> <<if $skin[_active_bodypart].pen is "pen">> written on your <<bodypart _active_bodypart>> in regular pen. <<elseif $skin[_active_bodypart].pen is "marker">> written on your <<bodypart _active_bodypart>> in <span class="purple">permanent marker.</span> <<elseif $skin[_active_bodypart].pen is "tattoo">> <span class="red">tattooed</span> on your <<bodypart _active_bodypart>>. <<elseif $skin[_active_bodypart].pen is "lipstick">> written on your <<bodypart _active_bodypart>> in lipstick. <<elseif $skin[_active_bodypart].pen is "mud">> written on your <<bodypart _active_bodypart>> in mud. <<elseif $skin[_active_bodypart].pen is "brand">> <span class="red">branded</span> on your <<bodypart _active_bodypart>>. <<elseif $skin[_active_bodypart].pen is "magic">> <span class="pink">sealed</span> on your <<bodypart _active_bodypart>>. <</if>> <<else>> <<if $skin[_active_bodypart].special isnot "none">> A picture of a <span class="red"><<print $skin[_active_bodypart].writing>></span> has been <<elseif $skin[_active_bodypart].lewd is 1>> A picture of a <span class="pink"><<print $skin[_active_bodypart].writing>></span> has been <<else>> A picture of a <span class="purple"><<print $skin[_active_bodypart].writing>></span> has been <</if>> <<if $skin[_active_bodypart].pen is "pen">> drawn on your <<bodypart _active_bodypart>> in regular pen. <<elseif $skin[_active_bodypart].pen is "lipstick">> drawn on your <<bodypart _active_bodypart>> in lipstick. <<elseif $skin[_active_bodypart].pen is "mud">> drawn on your <<bodypart _active_bodypart>> in mud. <<elseif $skin[_active_bodypart].pen is "marker">> drawn on your <<bodypart _active_bodypart>> in <span class="purple">permanent marker.</span> <<elseif $skin[_active_bodypart].pen is "tattoo">> <span class="red">tattooed</span> on your <<bodypart _active_bodypart>>. <<elseif $skin[_active_bodypart].pen is "brand">> <span class="red">branded</span> on your <<bodypart _active_bodypart>>. <<elseif $skin[_active_bodypart].pen is "magic">> <span class="pink">sealed</span> on your <<bodypart _active_bodypart>>. <</if>> <</if>> <<if $skin[_active_bodypart].arrow is 1>> <<if _active_bodypart is "left_cheek" or _active_bodypart is "right_cheek">> An arrow points to your mouth. <<elseif _active_bodypart is "left_bottom" or _active_bodypart is "right_bottom" or _active_bodypart is "back">> An arrow points to your anus. <<elseif _active_bodypart is "pubic" or _active_bodypart is "left_thigh" or _active_bodypart is "right_thigh">> An arrow points to your <<genitals true>>. <</if>> <</if>> <<if _skin_array.includes(_active_bodypart)>> <span class="purple">It's currently visible.</span> <<else>> <span class="lblue">It isn't currently visible.</span> <</if>> <br> <</if>> <</for>> <</widget>> <<widget "bodywriting_prostitution_check">> <!-- unused --> <</widget>> <<widget "tattoo_parlour">> <<generate1>><<person1>> <<if ["bestiality", "Black Wolf", "Great Hawk"].includes($tattoo_parlour.special)>> <<set $_embarassingType to "deviant">> <<elseif $tattoo_parlour.lewd is 1>> <<set $_embarassingType to "lewd">> <<elseif ["left_bottom", "right_bottom", "pubic", "breasts"].includes($tattoo_bodypart)>> <<set $_embarassingType to "location">> <</if>> <<if $tattoo_choice>> <<if $tattoo_parlour.type is "text">> <<set $_request to `<span class="pink">"<<print $tattoo_parlour.writing>>"</span>`>> <<else>> <<set $_request to `a <span class="pink"><<print $tattoo_parlour.writing>></span>`>> <</if>> <<if $_embarassingType>> Blushing, you tell the tattoo artist you want $_request tattooed on your <<bodypart $tattoo_bodypart>>. <<control 50>><<gggcontrol>> <br><br> <<else>> You tell the tattoo artist you want $_request tattooed on your <<bodypart $tattoo_bodypart>>. <<control 25>><<ggcontrol>> <</if>> <<else>> <<set $_writing to ($tattoo_parlour.type is "text" ? "writing" : "image")>> <<if $_embarassingType>> Blushing, you tell the tattoo artist you want the $_writing on your <<bodypart $tattoo_bodypart>> to become permanent. <<else>> You tell the tattoo artist you want the $_writing on your <<bodypart $tattoo_bodypart>> to become permanent. <</if>> <</if>> <<if $_embarassingType is "deviant">> <<Hes>> unfazed by your deviant request. <<elseif $_embarassingType is "lewd">> <<Hes>> unfazed by your lewd request. <<elseif $_embarassingType is "location">> <<Hes>> unfazed by the location. <</if>> <br><br> <<set $_skirt to setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt>> <<if ["left_bottom", "right_bottom"].includes($tattoo_bodypart)>> "Alright," <<he>> says, pulling the curtain shut. "Let's see your bottom." <<if $worn.lower.type.includes("naked")>> <<if $worn.under_lower.type.includes("naked")>> You <<nervously>> turn, showing <<him>> your <<bottom>>. <<else>> You <<nervously>> pull down your $worn.under_lower.name, baring your <<bottom>>. <</if>> <<elseif $worn.under_lower.type.includes("naked")>> <<if $_skirt is 1>> You <<nervously>> flip up your skirt, baring your <<bottom>>. <<else>> You <<nervously>> pull down your $worn.lower.name, baring your <<bottom>>. <</if>> <<else>> <<if $_skirt is 1>> You <<nervously>> flip up your skirt, baring your $worn.under_lower.name. <<elseif $worn.lower.set is $worn.upper.set>> You <<nervously>> remove your $worn.upper.name, baring your <<undertop>> and $worn.under_lower.name. <<else>> You <<nervously>> pull down your $worn.lower.name, baring your $worn.under_lower.name. <</if>> "Those need to go," <<he>> says. "Or they'll get in the way." <<if $worn.under_lower.set is $worn.under_upper.set>> You follow <<his>> instruction and shuffle out of your $worn.under_upper.name while <<his>> back is turned. <<else>> You follow <<his>> instruction and pull down your $worn.under_lower.name while <<his>> back is turned. <</if>> <</if>> <br><br> <<elseif ["pubic", "left_thigh", "right_thigh"].includes($tattoo_bodypart)>> "Alright," <<he>> says, pulling the curtain shut. <<if $worn.lower.type.includes("naked")>> <<if $tattoo_bodypart is "pubic" and !$worn.under_lower.type.includes("naked")>> "Those need to go," <<he>> says. "Or they'll get in the way." <<if $worn.under_lower.set is $worn.under_upper.set>> You <<nervously>> follow <<his>> instruction and shuffle out of your $worn.under_upper.name while <<his>> back is turned. <<else>> You <<nervously>> follow <<his>> instruction and pull down your $worn.under_lower.name while <<his>> back is turned. <</if>> <</if>> <<else>> <<if $_skirt is 1>> "You'll have to pull your skirt right up. Don't want fabric getting in the way." You <<nervously>> lift your $worn.lower.name, baring your <<undies>>. <<elseif $worn.upper.set is $worn.lower.set>> "You'll have to strip right down. Don't want fabric getting in the way." You <<nervously>> remove your $worn.upper.name, baring your <<undertop>> and <<undies>>. <<else>> "You'll have to take your bottoms off. Don't want the fabric getting in the way." You <<nervously>> pull down your $worn.lower.name, baring your <<undies>>. <</if>> <<if $tattoo_bodypart is "pubic" and !$worn.under_lower.type.includes("naked")>> "Those need to go too," <<he>> says. <<if $worn.under_lower.set is $worn.under_upper.set>> You follow <<his>> instruction and shuffle out of your $worn.under_upper.name while <<his>> back is turned. <<else>> You follow <<his>> instruction and pull down your $worn.under_lower.name while <<his>> back is turned. <</if>> <</if>> <</if>> <br><br> <<elseif ["breasts", "back"].includes($tattoo_bodypart)>> "Alright," <<he>> says, pulling the curtain shut. <<if !$worn.upper.type.includes("naked")>> <<if $worn.upper.open is 1 or $worn.upper.type.includes("naked")>> "Could you pull your top down?" You <<nervously>> tug down your $worn.upper.name, <<else>> "Could you take your top off?" You <<nervously>> remove your $worn.upper.name, <</if>> exposing your <<undertop>>. <</if>> <br><br> <</if>> <<if ["left_bottom", "right_bottom", "pubic", "left_thigh", "right_thigh"].includes($tattoo_bodypart)>> <<He>> pulls a lever, and the chair beside <<him>> reclines. "Lie <<print (["left_bottom", "right_bottom"].includes($tattoo_bodypart) ? "on your side" : "down")>>," <<he>> says. <<if $worn.genitals.name isnot "naked">> <<He>> doesn't mention your $worn.genitals.name. You assume that means it won't get in the way. <br><br> <</if>> <<if $worn.under_lower.type.includes("naked")>> Bare from the waist down, you lie as instructed. "This will hurt a bit." <<else>> You lie as instructed. "This will hurt a bit." <</if>> <<else>> <<He>> pulls a lever, and the chair beside <<him>> reclines. "Lie down." You lie as instructed. "This will hurt a bit." <</if>> <br><br> <<Hes>> not wrong. Your <<bodypart $tattoo_bodypart>> stings the whole way through, but you get used to it, becoming bored instead. <<if $_embarassingType is "location">> The artist remains professional despite the lewd location. <</if>> <br><br> "There we go," <<he>> says at last, reaching for a mirror. You examine your new tattoo, <<set $_colour to ($tattoo_parlour.lewd is 1 ? "lewd" : "purple")>> <<if $tattoo_parlour.type is "text">> <span @class="$_colour">"<<print $tattoo_parlour.writing>>"</span> <<else>> a <span @class="$_colour"><<print $tattoo_parlour.writing>></span> <</if>> now permanently emblazoned on your <<bodypart $tattoo_bodypart>>. <br><br> The artist explains how to care for your skin while the tattoo is still raw. You get the gist. "Thanks for your custom," <<he>> says as you stand. <<if $tattoo_bodypart is "left_bottom" or $tattoo_bodypart is "right_bottom">> "Oh, and be careful sitting down." <</if>> <br><br> <<if $tattoo_parlour.writing is "Book Criminal >:(" or $tattoo_parlour.writing is "Book Criminal <3">> <<earnFeat "A Crime Most Foul">> <</if>> <<unset $tattoo_parlour>> <<unset $tattoo_bodypart>> <<unset $tattoo_choice>> <<endevent>> <</widget>> <<widget "bodywriting_dungeon_select">> <<if !Object.values($skin).some(p => p.writing is "163") or random(0,2) is 2>> <<add_bodywriting _args[0] one_six_three>> <<elseif random(0,2) is 1>> <<bodywriting_rape_select _args[0]>> <<else>> <<add_bodywriting _args[0] slave>> <</if>> <</widget>><div @class="(Errors.log.length==0?'hidden':'') + ' error-reporter-btn'" onclick="Errors.Reporter.toggle()"></div> <<run T.buttons = new window.Tab("overlayButtons", "macro-button-selected")>> <<if $intro is 0>> <<if $options.weatherUpdate && $options.images>> <<skybox>> <<else>> <<weatherdisplay>> <</if>> <<if $gamemode is "soft">> <<set $pain to 0>> <</if>> <<if $options.images is 1>> <<addclass body has-images>> <<removeclass body no-images>> <div id="sidebar-img-container"> <<img>> </div> <<else>> <<removeclass body has-images>> <<addclass body no-images>> <</if>> <<combateffects>> <div id="storyCaptionDiv" @class="($extendedStats ? 'statsExtended' : '')"> <div id="debugWindow"></div> <<if $options.images is 1>> <div id="stats" onclick="extendStats()"> <<statsCaption>> </div> <</if>> <div id="storyCaptionContent"> <<if $options.numpad is true>> <style> .mob-btn-group{ position: fixed; top: 100px; right: 0; display: flex; align-items: end; flex-direction: column; cursor: pointer; color: #fff; } .mob-btn-group>div{ padding: 10px; background-color: var(--850); border: 1px solid var(--750); border-radius: 5px 0 0 5px; } .mob-btn-group>div:hover{ background-color: var(--800); } </style> <div class="mob-btn-group unstowable"> <div class="mob-btn-h" onclick="mobBtnShow()" style="display:none;"></div> <div class="mob-btn" onclick="mobBtnHide()"></div> <div @class="'mob-btn' + (Links.currentLinks.length < 1 ? ' red' : '')" onclick="mobClick(1)">1</div> <div @class="'mob-btn' + (Links.currentLinks.length < 2 ? ' link-disabled' : '')" onclick="mobClick(2)">2</div> <div @class="'mob-btn' + (Links.currentLinks.length < 3 ? ' link-disabled' : '')" onclick="mobClick(3)">3</div> <div @class="'mob-btn' + (Links.currentLinks.length < 4 ? ' link-disabled' : '')" onclick="mobClick(4)">4</div> <div @class="'mob-btn' + (Links.currentLinks.length < 5 ? ' link-disabled' : '')" onclick="mobClick(5)">5</div> <div @class="'mob-btn' + (Links.currentLinks.length < 6 ? ' link-disabled' : '')" onclick="mobClick(6)">6</div> <div @class="'mob-btn' + (Links.currentLinks.length < 7 ? ' link-disabled' : '')" onclick="mobClick(7)">7</div> <div @class="'mob-btn' + (Links.currentLinks.length < 8 ? ' link-disabled' : '')" onclick="mobClick(8)">8</div> <div @class="'mob-btn' + (Links.currentLinks.length < 9 ? ' link-disabled' : '')" onclick="mobClick(9)">9</div> <div @class="'mob-btn' + (Links.currentLinks.length < 10 ? ' link-disabled' : '')" onclick="mobClick(10)">0</div> </div> <</if>> <<if $endeventerror isnot undefined>> <<if $options.debugdisable is "f">> <<if $options.images is 1>><img class="layer-sexmouth" src="img/ui/sym_awareness.png"><</if>><span class="red"><<print StartConfig.version>> Error: An NPC generated on the "$endeventerror" passage broke free. Please inform Vrelnir. <<if $cheatsEnabled is true>>Disregard this if you've just used a cheat.<</if>></span> <br><br> <</if>> <<unset $endeventerror>> <</if>> <<if $physiquechange is 1>><<set $physiquechange to 0>> <<if $physiqueuse gte $physique / 1000>> <span class="gold"><<possessedWord 'Your' 'gold'>> physique is improving due to all the exercise <<possessedWord 'you' 'gold'>> are getting.</span> <<set $physiqueuse to 0>> <br><br> <<else>> <span class="pink"><<possessedWord 'You' 'pink'>> didn't get enough exercise yesterday, <<possessedWord 'your' 'pink'>> physique has deteriorated slightly as a result.</span> <<set $physiqueuse to 0>> <br><br> <</if>> <</if>> <<if !$lessonmissedtext>> <<else>> <<if $lessonmissedtext is 1>> <span class="pink"><<possessedWord 'You' 'pink'>> missed a lesson yesterday.</span> <<elseif $lessonmissedtext gte 2>> <span class="pink"><<possessedWord 'You' 'pink'>> missed $lessonmissedtext lessons yesterday.</span> <</if>> /* give players a grace period of 2 weeks worth of skipped lessons before penalizing them for not attending the school in case they're stuck in a bad end, and wait a weak before doing that again */ <<if $lessonmissed gte 50 && !$truancytimer>> <span class="red"><<possessedWord "You've" 'red'>> missed many lessons. <<possessedWord 'Your' 'red'>> reputation has taken a hit.</span> <<delinquency 50>><<gggdelinquency>><<status -5>><<lcool>> <<set $truancytimer to 7>> <<elseif $truancytimer>> <<set $truancytimer-->> <</if>> /* don't let $lessonmissed get out of control */ <<set $lessonmissed to Math.clamp($lessonmissed, 0, 75)>> <<set $lessonmissedtext to 0>> <br> <</if>> <<if $options.images is 0>> <div id="money-noimg"> <<possessedWord 'You'>> have <<printmoney $money true>><br> </div> <br> It is <<ampm>>. <br> It is <<print Time.weekDayName>>. <br> <</if>> <<schoolday>> <br> <<if $options.clothingCaption or !$options.images>> <div id="sidebar-look-description"> <<clothingCaptionText>> </div> <br> <</if>> <<caption_clamp>> <<calculateallure>> <<rng>> <<if $worn.neck.collared gte 1 and $worn.neck.cursed is 1>> <<if $worn.neck.name is "familiar collar" and $hypnosis_traits.devotion gte 4>> <span class="pink"><<possessedWord 'Your' 'pink'>> <<if $worn.neck.type.includes("leash")>>leashed<</if>> familiar collar protects <<possessedWord 'your' 'pink'>> neck.</span> <<else>> <span class="red">A <<if $worn.neck.type.includes("leash")>>leashed<</if>> collar encases <<possessedWord 'your' 'red'>> neck.</span> <</if>> <br> <</if>> <<if $penilechastityparasite isnot 0>> <span class="pink"><<possessedWord 'You' 'pink'>> feel $penilechastityparasite squirming around <<possessedWord 'your' 'pink'>> penis.</span> <br> <</if>> <<if $vaginalchastityparasite isnot 0 and $vaginalchastityparasite eq $analchastityparasite>> <span class="pink"><<possessedWord 'You' 'pink'>> feel $vaginalchastityparasite squirming inside <<possessedWord 'your' 'pink'>> vagina and lower intestine.</span> <br> <<else>> <<if $vaginalchastityparasite isnot 0>> <span class="pink"><<possessedWord 'You' 'pink'>> feel $vaginalchastityparasite squirming inside <<possessedWord 'your' 'pink'>> vagina.</span> <br> <</if>> <<if $analchastityparasite isnot 0>> <span class="pink"><<possessedWord 'You' 'pink'>> feel $analchastityparasite squirming inside <<possessedWord 'your' 'pink'>> lower intestine.</span> <br> <</if>> <</if>> <<for _type range $parasite.types>> <<switch $parasite[_type].length>> <<case 0>> <<case 1>> <<if $parasite[_type][0] is "nipples">> <span class="pink">The _type parasites clinging to <<possessedWord 'your' 'pink'>> <<print $parasite[_type][0]>> suck and massage <<possessedWord 'you' 'pink'>>.</span> <<else>> <span class="pink">The _type parasite clinging to <<possessedWord 'your' 'pink'>> <<print $parasite[_type][0]>> sucks and massages <<possessedWord 'you' 'pink'>>.</span> <</if>> <br> <<case 2>> <span class="pink">The _type parasites clinging to <<possessedWord 'your' 'pink'>> <<print $parasite[_type][0]>> and <<print $parasite[_type][1]>> suck and massage <<possessedWord 'you' 'pink'>>.</span> <br> <<default>> <<set _pstring to $parasite[_type][0]>> <<for _i to 1; _i lt $parasite[_type].length - 1; _i++>> <<set _pstring += ", " + $parasite[_type][_i]>> <</for>> <<set _pstring += ", and " + $parasite[_type][_i]>> <span class="pink">The _type parasites clinging to <<possessedWord 'your' 'pink'>> _pstring suck and massage <<possessedWord 'you' 'pink'>>.</span> <br> <</switch>> <</for>> <<if $worn.genitals.name isnot "chastity parasite">> <<if $parasite.penis.name and $parasite.penis.name is "parasite">> <<if $earSlime.defyCooldown>> <span class="red">The parasite compresses <<possessedWord 'your' 'red'>> <<if $player.ballsExist>>balls<<else>>penis<</if>>.</span> <<elseif $earSlime.vibration and $earSlime.vibration lte 20>> <span class="pink">The parasite pulsates around <<possessedWord 'your' 'pink'>> penis.</span> <<elseif $earSlime.vibration>> <span class="pink">The parasite vibrates around <<possessedWord 'your' 'pink'>> penis.</span> <</if>> <<elseif $parasite.clit.name and $parasite.clit.name is "parasite">> <<if $earSlime.defyCooldown>> <span class="red">The parasite<<if $earSlime.focus isnot "pregnancy">> penis<</if>> compresses <<possessedWord 'your' 'red'>> clit.</span> <<elseif $earSlime.vibration and $earSlime.vibration lte 20>> <span class="pink">The parasite<<if $earSlime.focus isnot "pregnancy">> penis<</if>> pulsates around <<possessedWord 'your' 'pink'>> clit.</span> <<elseif $earSlime.vibration>> <span class="pink">The parasite<<if $earSlime.focus isnot "pregnancy">> penis<</if>> vibrates around <<possessedWord 'your' 'pink'>> clit.</span> <</if>> <</if>> <</if>> <<if $parasite.left_ear.name and $parasite.left_ear.name eq $parasite.right_ear.name>> <<if $parasite.left_ear.name is "slime" and !$hypnosis_traits.silence>> <span class="lewd">The $parasite.left_ear.name in each ear influences <<possessedWord 'your' 'lewd'>> thoughts<<if $earSlime.growth gte 100>> and actions<</if>>.</span> <br> <</if>> <<else>> <<if $parasite.left_ear.name is "slime" and !$hypnosis_traits.silence>> <span class="lewd">The $parasite.left_ear.name in <<possessedWord 'your' 'lewd'>> left ear influences <<possessedWord 'your' 'lewd'>> thoughts.</span> <br> <</if>> <<if $parasite.right_ear.name is "slime" and !$hypnosis_traits.silence>> <span class="lewd">The $parasite.right_ear.name in <<possessedWord 'your' 'lewd'>> right ear influences <<possessedWord 'your' 'lewd'>> thoughts.</span> <br> <</if>> <</if>> <<switch pcGetArmsBound()>> <<case "both">> <span class="pink"><<possessedWord 'Your' 'pink'>> arms are bound.</span> <br> <<case "left">> <span class="purple"><<possessedWord 'Your' 'purple'>> left arm is bound.</span> <br> <<case "right">> <span class="purple"><<possessedWord 'Your' 'purple'>> right arm is bound.</span> <br> <</switch>> <<if $feetuse is "bound" or $worn.feet.type.includes("shackle")>> <span class="pink"><<possessedWord 'Your' 'pink'>> legs are bound.</span> <br> <</if>> <<goo>> <div id="statmeters" @class="($options.showCaptionText is true ? '' : 'condensed')"> <<if $gamemode isnot "soft">> <<paincaption>> <</if>> <<arousalcaption>> <<tirednesscaption>> <<stresscaption>> <<if $innocencestate is 1>> <<innocencecaption>> <<else>> <<traumacaption>> <</if>> <<if $gamemode isnot "soft">> <<controlcaption>> <</if>> <<allurecaption>> <<if $underwater is 1>> <<oxygencaption true>> <</if>> <<drunkcaption>><<druggedcaption>><<hallucinogencaption>> </div> <br> <<if $options.tipdisable is "f" and (!$statFreeze or $hc)>> <span class="gold">Tip:</span> <<tips>> <br><br> <</if>> <div id="overlayButtons"> <<button CHARACTERISTICS>> <<overlayReplace "characteristics">> <</button>> <<button SOCIAL>> <<overlayReplace "social">> <</button>> <div class="sidebarButtonSplit"> <<button TRAITS>> <<overlayReplace "traits">> <</button>> <<button JOURNAL>> <<overlayReplace "journal">> <</button>> </div> <div class="sidebarButtonSplit"> <<button STATS>> <<overlayReplace "statistics">> <</button>> <<button FEATS>> <<overlayReplace "gameFeats">> <</button>> </div> <br> <div class="sidebarButtonSplit"> <<if $dancing is 0 and $combat is 0 and $passage isnot "Start2" and $cheatsEnabled is true or $debug is 1>> <<button CHEATS>> <<overlayReplace "cheats">> <</button>> <</if>> <<if $debug is 1>> <<debug>> <</if>> </div> <!-- Event debug button - Shows an overlay stored in debug-events.twee. --> <<if $event isnot undefined and $options.debugdisable is "f">> <!-- Default _temp to what we should people regularly if an event active. --> <<set _temp to "<span class='yellow'>SHOW EVENT INFO</span>">> <!-- Prepare for cases where we want to update the button view. --> <<if EventSystem.any()>> <<if !EventSystem.validate()>> <!-- Could not validate the NPC list with event data. --> <<set _temp to "<span class='red'>EVENT ERROR</span>">> <<elseif EventSystem.has(0) and EventSystem.get(0).area[0] is $passage>> <<set _eventAlertMajorArea to false>> <<set _temp to "<span class='green'>EVENT ACTIVE</span>">> <<elseif setup.majorAreas.includes($passage)>> <<set _eventAlertMajorArea to true>> <<set _temp to "<span class='red'>EVENT ACTIVE</span>">> <<elseif $event.buffer.map(e => e.area[0]).length is 1 and EventSystem.has(0) and ["Forest Cabin", "Eden Cabin", "Eden Clearing"].includes(EventSystem.get(0).area[0])>> <<set _temp to "<span class='green'>EVENT ACTIVE</span>">> <</if>> <</if>> <<button _temp>><<overlayReplace "eventExtraInfo">><</button>> <<unset _temp>> <</if>> <<if $options.showDebugRenderer>> <<button "DEBUG RENDERER">><<overlayReplace "canvasModel">><</button>> <</if>> <div class="sidebarButtonSplit"> <<button OPTIONS>> <<overlayReplace "options">> <</button>> <<button SAVES>> <<overlayReplace "saves">> <</button>> </div> </div> </div> </div> <<if $passage isnot "Start" and $passage isnot "Start2">> <div id="mobileStats"> <<if $options.sidebarStats is "all">> <div class="weatherIcon"> <<weatherIcon>> </div> <</if>> <<if $options.sidebarTime is "top">> <<mobileStatsTime>> <</if>> <<if $options.sidebarStats isnot "disabled">> <<mobileStats>> <</if>> <<if $options.sidebarTime is "bottom">> <<mobileStatsTime>> <</if>> </div> <</if>> <<else>> <<run T.buttons = new window.Tab("startCaption", "macro-button-selected")>> <<if StartConfig.enableImages is true>> <div id="startingPlayerImage" class="hidden"></div> <</if>> <div id="startCaption"> <<startCaption>> </div> <</if>> <br> <<unset _currentOverlay>><<widget "startCaption">> <<versioninfo>> <div class="my-4"> <<linkinformation>> </div> <<button SAVES>> <<overlayReplace "saves">> <</button>> <div class="sidebarButtonSplit"> <<button OPTIONS>> <<overlayReplace "options">> <</button>> <<button FEATS>> <<overlayReplace "startFeats">> <</button>> </div> <</widget>> <<widget "statsCaption">> <<set $_icon to $outside ? "icon_open.png" : "icon_closed.png">> <<set _message to $outside ? "<<possessedWord 'You'>> are outside." : "<<possessedWord 'You'>> are inside.">> <<if $extendedStats>> <div class="left-fixed expanded" tooltip="_message"> <img class="icon_ui" @src="'img/ui/' + $_icon"> </div> <</if>> <div class="content"> <div class="first-row"> <div class="centered-elements"> <<if !$extendedStats>> <div tooltip="_message"> <img class="icon_ui" @src="'img/ui/' + $_icon"> </div> <</if>> <div> <span class="true"> <<printmoney $money true>> </span> </div> <div> <<clock>> <<ampm>> </div> <<if !$extendedStats>> <div> <img class="icon_ui" src="img/ui/icon_day.png"> <<print Time.weekDayName.slice(0, 3)>> </div> <</if>> </div> </div> <<if $extendedStats>> <div class="second-row"> <div> <img class="icon_ui" src="img/ui/icon_day.png"> <<print Time.weekDayName.slice(0, 3)>> <<print getShortFormattedDate(Time.date)>> </div> </div> <</if>> </div> <</widget>> <<widget "startingPlayerImage">> <<set $naturalhaircolour to $hairselect>> <<set _filters to { "body": Skin.cssColorFilter(Skin.color.natural), "breasts": Skin.cssColorFilter(Skin.color.natural), "penis": Skin.cssColorFilter(Skin.color.natural), "mouth": Skin.cssColorFilter(Skin.color.natural), }>> <<if $hairlength gte 900>> <<set _hairlengthstage to "feet">> <<elseif $hairlength gte 700>> <<set _hairlengthstage to "thighs">> <<elseif $hairlength gte 600>> <<set _hairlengthstage to "navel">> <<elseif $hairlength gte 400>> <<set _hairlengthstage to "chest">> <<elseif $hairlength gte 200>> <<set _hairlengthstage to "shoulder">> <<else>> <<set _hairlengthstage to "short">> <</if>> <<set _fringelengthstage to "short">> <<if _showClothes is undefined>> <<set _showClothes to true>> <</if>> <<if $player.gender is "m">> <<set _clothesType to "male">> <<elseif $player.gender is "f">> <<set _clothesType to "female">> <<else>> <<if $player.gender_body is "m" or ($player.gender_body is "a" and $player.breastsize lte 3)>> <<set _clothesType to "male">> <<else>> <!-- if $player.gender_body is "f" or ($player.gender_body is "a" and $player.breastsize gt 3)) --> <<set _clothesType to "female">> <</if>> <</if>> <<if $background is "crossdresser">> <<set _clothesType to ($player.sex is "m" ? "female" : "male")>> <</if>> <div id="startImg" @class="'hair-'+ $hairselect + ' noAnimations'"> /*Prep for image checks*/ <<switch $player.breastsize>> <<case 12>> <<set _breastSize to 6>> <<case 8 9 10 11>> <<set _breastSize to 5>> <<case 6 7>> <<set _breastSize to 4>> <<case 4 5>> <<set _breastSize to 3>> <<case 3>> <<set _breastSize to 2>> <<case 1 2>> <<set _breastSize to 1>> <<default>> <<set _breastSize to 0>> <</switch>> <<if $player.sex is "m" or $player.sex is "h">> <<set _penisSize to $player.penissize>> <<else>> <<unset _penisSize>> <</if>> <<set _disabled to ["disabled","hidden"]>> <<selectmodel "lighting" "sidebar">> <<set _modeloptions.lights.gradient.enabled = false>> <<set _modeloptions.lights.flat.enabled = false>> <<rendermodel "lighting">> <<selectmodel "main" "sidebar">> <!-- reuse sidebar cache slot --> <<twinescript>> _modeloptions.body_type = $player.bodyshape; _modeloptions.breast_size = _breastSize; _modeloptions.breasts = (!_showUnderwear && !_showClothes) ? "default" : "cleavage"; if (_penisSize isnot undefined) { _modeloptions.penis = $player.virginity.penile is true ? "virgin" : "default"; _modeloptions.penis_size = _penisSize; _modeloptions.balls = $player.sex is "h" ? $player.ballsExist : true; } _modeloptions.skin_type = Skin.color.natural; _modeloptions.skin_tone = Skin.color.tan; _modeloptions.hair_colour = $hairselect; _modeloptions.hair_fringe_colour = $hairselect; _modeloptions.hair_sides_position = $hairposition; _modeloptions.hair_sides_length = _hairlengthstage; _modeloptions.hair_fringe_length = _hairlengthstage; _modeloptions.facestyle = $facestyle; _modeloptions.facevariant = $facevariant; _modeloptions.left_eye = $eyeselect; _modeloptions.right_eye = $eyeselect; _modeloptions.mouth = "smile"; _modeloptions.freckles = $player.freckles is true; _modeloptions.toast = _toast is true; _modeloptions.demon_wings_type = $transformationParts.demon.wings; _modeloptions.angel_wings_type = $transformationParts.angel.wings; _modeloptions.fallen_wings_type = $transformationParts.fallenAngel.wings; _modeloptions.worn = {}; if (_clothesType is "male") { if (_showClothes) { _modeloptions.worn = { upper: { index: 4, /* t-shirt */ colour: "tangerine", }, lower: { index: 5, /* shorts */ colour: "blue", }, legs: { index: 2 /* boysgymsocks */ }, feet: { index: 1 /* schoolshoes */ }, }; } if (_showUnderwear) { _modeloptions.worn.under_lower = { index: 4, /* briefs */ colour: "black", }; } } else if (_clothesType is "female") { if (_showClothes) { _modeloptions.worn = { upper: { index: 1, /* sundress */ colour: "white", }, lower: { index: 1, /* sundress */ colour: "white", }, legs: { index: 3 /* girlsgymsocks */ }, feet: { index: 1 /* schoolshoes */ }, }; } if (_showUnderwear) { if ($player.breastsize > 3) { _modeloptions.worn.under_upper = { index: 12, /* plainbra */ colour: "pale white", }; } _modeloptions.worn.under_lower = { index: 1, /* plainpanties */ colour: "pale white", }; } } _modeloptions.crotch_visible = !_showClothes && !_showUnderwear; <</twinescript>> <<rendermodel>> </div> <</widget>> <<widget "startingPlayerImageUpdate">> <<if $passage is "Start" and StartConfig.enableImages is true>> <<replace #startingPlayerImage>> <<startingPlayerImage>> <</replace>> <</if>> <</widget>>Testing<<widget "sleep_clamp">> <<set $stress = Math.clamp($stress, 0, $stressmax)>> <<arousalclamp>> <<set $tiredness = Math.clamp($tiredness, 0, 2000)>> <</widget>> <<widget "caption_clamp">> <<set $stress = Math.clamp($stress, 0, $stressmax)>> <<set $enemyanger to Math.clamp($enemyanger, 0, 200)>> <<set $audienceexcitement to Math.clamp($audienceexcitement, 0, 100)>> <<set $audiencearousal to Math.clamp($audiencearousal, 0, 100)>> <</widget>> <<widget "clamp">> <<traumaclamp>> <<caption_clamp>> <<set $beauty = Math.clamp($beauty, 0, $beautymax)>> <<set $physique = Math.clamp($physique, 0, $physiquesize)>> <<set $upperwet = Math.clamp($upperwet, 0, 200)>> <<set $lowerwet = Math.clamp($lowerwet, 0, 200)>> <<set $underlowerwet = Math.clamp($underlowerwet, 0, 200)>> <<set $underupperwet = Math.clamp($underupperwet, 0, 200)>> <<set $seductionskill = Math.clamp($seductionskill, 0, 1000)>> <<set $oralskill = Math.clamp($oralskill, 0, 1000)>> <<set $vaginalskill = Math.clamp($vaginalskill, 0, 1000)>> <<set $analskill = Math.clamp($analskill, 0, 1000)>> <<set $handskill = Math.clamp($handskill, 0, 1000)>> <<set $feetskill = Math.clamp($feetskill, 0, 1000)>> <<set $bottomskill = Math.clamp($bottomskill, 0, 1000)>> <<set $thighskill = Math.clamp($thighskill, 0, 1000)>> <<set $chestskill = Math.clamp($chestskill, 0, 1000)>> <<set $penileskill = Math.clamp($penileskill, 0, 1000)>> <<set $earSlime.corruption = Math.clamp($earSlime.corruption, 0, 100)>> <<set $milk_volume to Math.clamp($milk_volume, 24, $milk_max)>> <<set $semen_volume to Math.clamp($semen_volume, 0, $semen_max)>> <<set $semen_amount = Math.clamp($semen_amount, 0, $semen_volume)>> <<set $milk_amount = Math.clamp($milk_amount, 0, $milk_volume)>> <<set $lactation_pressure = Math.clamp($lactation_pressure, 0, 100)>> <<set $nectar_addiction = Math.clamp($nectar_addiction, 0, 200)>> <<set $hygiene = Math.clamp($hygiene, 0, 2000)>> <<arousalclamp>> <<set $tiredness = Math.clamp($tiredness, 0, 2000)>> <<set $hairlength = Math.clamp($hairlength, 0, 1000)>> <<set $fringelength = Math.clamp($fringelength, 0, 1000)>> <<if $gamemode is "soft">> <<set $control = $controlmax>> <<else>> <<set $control = Math.clamp($control, 0, $controlmax)>> <</if>> <<set $awareness = Math.clamp($awareness, -200, 1000)>> <<set $submissive = Math.clamp($submissive, 0, 2000)>> /* note: $player.virginity.* is truthy even after it's taken */ <<if $virginityProtected or $player.virginity.vaginal is true and $player.virginity.penile is true>> <<set $purity = Math.clamp($purity, 0, 1000)>> <<else>> <<set $purity = Math.clamp($purity, 0, 999)>> <</if>> <<set $orgasmcount = Math.clamp($orgasmcount, 0, 25)>> <<set $willpower = Math.clamp($willpower, 0, $willpowermax)>> <<set $orphan_hope = Math.clamp($orphan_hope, -50, 50)>> <<set $orphan_reb = Math.clamp($orphan_reb, -50, 50)>> <<set $english to Math.clamp($english, 0, 1000)>> <<set $maths to Math.clamp($maths, 0, 1000)>> <<set $science to Math.clamp($science, 0, 1000)>> <<set $history to Math.clamp($history, 0, 1000)>> <<set $school to Math.clamp($school, 0, 4000)>> <<set $cool to Math.clamp($cool, 0, $coolmax)>> <<set $delinquency to Math.clamp($delinquency, 0, 1000)>> <<set $skulduggery to Math.clamp($skulduggery, 0, 1000)>> <<set $swimmingskill to Math.clamp($swimmingskill, 0, 1000)>> <<set $danceskill to Math.clamp($danceskill, 0, 1000)>> <<set $athletics to Math.clamp($athletics, 0, 1000)>> <<set $tending to Math.clamp($tending, 0, 1000)>> <<painclamp>> <<set $housekeeping to Math.clamp($housekeeping, 0, 1000)>> <<if $gamemode is "soft">> <<set $pain to Math.clamp($pain, 0, 0)>> <<else>> <<set $pain to Math.clamp($pain, 0, 200)>> <</if>> <<set $facebruise to Math.clamp($facebruise, 0, 100)>> <<set $chestbruise to Math.clamp($chestbruise, 0, 100)>> <<set $tummybruise to Math.clamp($tummybruise, 0, 100)>> <<set $vaginabruise to Math.clamp($vaginabruise, 0, 100)>> <<set $penisbruise to Math.clamp($penisbruise, 0, 100)>> <<set $anusbruise to Math.clamp($anusbruise, 0, 100)>> <<set $bottombruise to Math.clamp($bottombruise, 0, 100)>> <<set $thighbruise to Math.clamp($thighbruise, 0, 100)>> <<set $neckbruise to Math.clamp($neckbruise, 0, 100)>> <<set $masochism to Math.clamp($masochism, 0, 1000)>> <<set $sadism to Math.clamp($sadism, 0, 1000)>> <<set $player.breastsize to Math.clamp($player.breastsize, 0, 12)>> <<set $player.bottomsize to Math.clamp($player.bottomsize, 0, 8)>> <<set $player.penissize to Math.clamp($player.penissize, -2, 4)>> <<set $ballssize to Math.clamp($ballssize, -2, 4)>> <<set $mouthsensitivity to Math.clamp($mouthsensitivity, 1, 4)>> <<set $breastsensitivity to Math.clamp($breastsensitivity, 1, 4)>> <<set $bottomsensitivity to Math.clamp($bottomsensitivity, 1, 4)>> <<set $genitalsensitivity to Math.clamp($genitalsensitivity, 1, 4)>> <<set $exhibitionism to Math.clamp($exhibitionism, 0, 100)>> <<set $promiscuity to Math.clamp($promiscuity, 0, 100)>> <<set $deviancy to Math.clamp($deviancy, 0, 100)>> <<set $hallucinogen to Math.clamp($hallucinogen, 0, 1000)>> <<set $drunk to Math.clamp($drunk, 0, 1000)>> <<set $drugged to Math.clamp($drugged, 0, 1000)>> <</widget>> <<widget "fameclamp">> <!-- clamp all fames between 0 and 2k --> <<for _t range Object.keys($fame)>> <<set $fame[_t] to Math.clamp($fame[_t], 0, 2000)>> <</for>> <!-- limit preg fame growth by the number of actual pregnancies --> <<set $fame.pregnancy to Math.clamp($fame.pregnancy, 0, Math.clamp(playerNormalPregnancyTotal(),1,8) * 250)>> <<set $fame.scrap to Math.clamp($fame.scrap, 0, 2000)>> <<set $fame.good to Math.clamp($fame.good, 0, 2000)>> <<set $fame.business to Math.clamp($fame.business, 0, 2000)>> <<set $fame.pimp to Math.clamp($fame.pimp, 0, 2000)>> <<set $fame.social to Math.clamp($fame.social, 0, 2000)>> <<set $fame.model to Math.clamp($fame.model, 0, 2000)>> <</widget>><<widget "deviancy1">> <<deviancyN 1>> <</widget>> <<widget "deviancy2">> <<deviancyN 2>> <</widget>> <<widget "deviancy3">> <<deviancyN 3>> <</widget>> <<widget "deviancy4">> <<deviancyN 4>> <</widget>> <<widget "deviancy5">> <<deviancyN 5>> <</widget>> <<widget "deviancy6">> <<deviancyN 6>> <</widget>> <<widget "deviancyN">> <<set $_n to _args[0]>> <<set $_scaledDeviancyMax to 20 * $_n>> <<if $control lt $controlmax>> <<if $_n is 6>> Performing such an act of manic depravity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>. <<elseif $deviancy lt $_scaledDeviancyMax>> Performing such a lewd act excites you and <span class="green">restores your sense of control and self-worth</span>, for now. <<else>> Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to do something more extreme.</span> <</if>> <<else>> <<if $_n is 6>> You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>. <<elseif $deviancy lt $_scaledDeviancyMax>> You already feel in control, but performing such a lewd act <span class="green">soothes</span> and excites you. <<else>> You already feel in control and the act is <span class="pink">too tame to soothe</span>, but it does excite you. <</if>> <</if>> <<if !hasSexStat("deviancy", $_n, false) and $drunk gte 1>> <<if $_n is 6>> <span @class="'red ' + basicDrunkCss()">Your head feels fuzzy and light. You hope you don't remember this later.</span> <<else>> <span @class="'blue ' + basicDrunkCss()">You feel weightless as the alcohol dulls your inhibitions.</span> <</if>> <</if>> <<if !hasSexStat("deviancy", $_n, false) and (playerHeatMinArousal() + playerRutMinArousal()) gte 1>> <<if $_n is 6>> <span @class="'red ' + basicJitterCss()">You know you shouldn't want this, but you find it hard to care.</span> <<else>> <span @class="'pink ' + basicJitterCss()">You feel a primal urge pushing you to go further.</span> <</if>> <</if>> <!-- separating the code from the written text --> <<if $_n is 6>> <<set $deviancy += ($control lt $controlmax ? 2 : 1)>> <<if $control lt $controlmax>> <<control $controlmax>> /* max out control, doesn't matter if it's *10 */ <<gggcontrol>> <</if>> <<trauma 40>> <<ggtrauma>> <<elseif $deviancy lt $_scaledDeviancyMax>> <<set $deviancy += ($control lt $controlmax ? 2 : 1)>> <<if $control lt $controlmax>> <<ggcontrol>> <</if>> <<control 25>><<stress $_n -300>><<combattrauma `$_n * -30`>><<ltrauma>><<lstress>> <<else>> <<if V.daily["deviancyStress" + $_n] isnot 1 and $statFreeze isnot true>> <<set V.daily["deviancyStress" + $_n] to 1>><<lstress>><<stress $_n -100>> <</if>> <</if>> <<arousal `$_n * 100`>><<garousal>> <<earSlimeSeenActions "deviancy" $_n>> <br><br> <<set $deviancy to Math.clamp($deviancy, 0, 100)>> <</widget>> <<widget "combatdeviancy1">> <<combatdeviancyN 1>> <</widget>> <<widget "combatdeviancy2">> <<combatdeviancyN 2>> <</widget>> <<widget "combatdeviancy3">> <<combatdeviancyN 3>> <</widget>> <<widget "combatdeviancy4">> <<combatdeviancyN 4>> <</widget>> <<widget "combatdeviancy5">> <<combatdeviancyN 5>> <</widget>> <<widget "combatdeviancy6">> <<combatdeviancyN 6>> <</widget>> <<widget "combatdeviancyN">> <<set $_n to _args[0]>> <<if $consensual is 1 or $_n is 6>> <<set $_scaledDeviancyMax to 20 * $_n>> <<if $deviancy lt $_scaledDeviancyMax>> <<set $deviancy += ($control lt $controlmax ? 2 : 1)>> <<if $control lt $controlmax>> <<set _combat_deviancy_success to (_combat_deviancy_success gte $_n ? _combat_deviancy_success : $_n)>> <<if $_n is 6>> <<control $controlmax>> <<else>> <<control 25>> <</if>> <<else>> <<set _combat_deviancy_max_control to $_n>> <</if>> <<if $_n is 6>> <<combattrauma 40>> <<else>> <<stress $_n -300>> <<combattrauma `$_n * -30`>> <</if>> <<else>> <<set _combat_deviancy_failure to $_n>> <<if V.daily["deviancyStress" + $_n] isnot 1 and $statFreeze isnot true>> <<set V.daily["deviancyStress" + $_n] to 1>><<stress $_n -100>> <</if>> <</if>> <<arousal `$_n * 100`>> <</if>> <<set $deviancy to Math.clamp($deviancy, 0, 100)>> <<earSlimeSeenActions "deviancy" $_n 5>> <</widget>> <<widget "combat_deviancy_text">> <<if _combat_deviancy_success>> <br> <<if _combat_deviancy_success is 6>> Your crazed act of deviancy <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>.<<gggcontrol>><<ggtrauma>><<ggarousal>> <<else>> Your deviant behaviour <span class="green">restores your sense of control.</span><<ggcontrol>><<ltrauma>><<lstress>><<garousal>> <</if>> <<elseif _combat_deviancy_max_control>> <br> <<if _combat_deviancy_success is 6>> You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>.<<gggcontrol>><<ggtrauma>><<ggarousal>> <<else>> Your deviant behaviour <span class="green">soothes and excites you.</span><<ltrauma>><<lstress>><<garousal>> <</if>> <<elseif _combat_deviancy_failure>> <br> Your behaviour is deviant, <span class="pink">though it's too tame to soothe.</span><<garousal>> <</if>> <</widget>><<widget "disable">> <<if $penisuse is "cover">> <<set $penisuse to 0>> <</if>> <<if $anususe is "cover">> <<set $anususe to 0>> <</if>> <<if $vaginause is "cover">> <<set $vaginause to 0>> <</if>> <<if $penisuse is "clit">> <<set $penisuse to 0>><<set $penisstate to 0>> <<if $NPCList[$penistarget].vagina is "frot">> <<set $NPCList[$penistarget].vagina to 0>> <<set $NPCList[$penistarget].location.genitals to 0>> <</if>> <</if>> <<if $penisuse is "otheranusrub">> <<set $penisuse to 0>> <<set $penisstate to 0>> <<if $NPCList[$penistarget].vagina is "otheranusfrot">> <<set $NPCList[$penistarget].vagina to 0>> <<set $NPCList[$penistarget].location.genitals to 0>> <</if>> <<if $NPCList[$penistarget].penis is "otheranusfrot">> <<set $NPCList[$penistarget].penis to 0>> <<set $NPCList[$penistarget].location.genitals to 0>> <</if>> <</if>> <<disablefeet>> <<disablearms>> <<if $bottomuse is "penis">> <<set $bottomuse to 0>><<set $anusstate to 0>><<set $anususe to 0>> <<if $NPCList[$anustarget].penis is "cheeks">> <<set $NPCList[$anustarget].penis to 0>> <<set $NPCList[$anustarget].location.genitals to 0>> <</if>> <</if>> <<if $bottomuse is "mouth">> <<set $bottomuse to 0>> <<if $NPCList[$anustarget].mouth is "bottom">> <<set $NPCList[$anustarget].mouth to 0>> <<if $NPCList[$anustarget].penis is "othermouth">> <<set $NPCList[$anustarget].penis to 0>> <<set $NPCList[$anustarget].location.head to 0>> <</if>> <<if $NPCList[$anustarget].vagina is "othermouth">> <<set $NPCList[$anustarget].vagina to 0>> <<set $NPCList[$anustarget].location.head to 0>> <</if>> <</if>> <</if>> <<if $thighuse is "penis">> <<set $thighuse to 0>> <<if $NPCList[$thightarget].penis is "thighs">> <<set $NPCList[$thightarget].penis to 0>> <<set $NPCList[$thightarget].location.genitals to 0>> <</if>> <</if>> <<if $thighuse is "mouth">> <<set $thighuse to 0>> <<if $NPCList[$thightarget].mouth is "thigh">> <<set $NPCList[$thightarget].mouth to 0>> <<if $NPCList[$thightarget].penis is "othermouth">> <<set $NPCList[$thightarget].penis to 0>> <<set $NPCList[$thightarget].location.head to 0>> <</if>> <<if $NPCList[$thightarget].vagina is "othermouth">> <<set $NPCList[$thightarget].vagina to 0>> <<set $NPCList[$thightarget].location.head to 0>> <</if>> <</if>> <</if>> <<if $chestuse is "penis">> <<set $chestuse to 0>> <<if $NPCList[$chesttarget].penis is "chest">> <<set $NPCList[$chesttarget].penis to 0>> <<set $NPCList[$chesttarget].location.genitals to 0>> <</if>> <</if>> <<if $feetuse isnot "grappled" and $feetuse isnot "bound" and $feetuse isnot "legLock" and $feetuse isnot "legLocked">> <<set $feetuse to 0>> <</if>> <<for _i = 0; _i < $tentacles.max; _i++>> <<if $tentacles[_i].head is "feet">> <<set $leftleg to 0>> <<set $rightleg to 0>> <<set $tentacles[_i].head to 0>> <<elseif $tentacles[_i].head is "leftarm">> <<set $leftarm to 0>> <<set $leftarmstate to 0>> <<set $tentacles[_i].head to 0>> <<elseif $tentacles[_i].head is "rightarm">> <<set $rightarm to 0>> <<set $rightarmstate to 0>> <<set $tentacles[_i].head to 0>> <</if>> <</for>> <</widget>> <<widget "disablefeet">> <<if $feetuse is "othervagina">> <<set $feetuse to 0>> <<if $NPCList[$feettarget].vagina is "feet">> <<set $NPCList[$feettarget].vagina to 0>> <</if>> <</if>> <<if $feetuse is "penis">> <<set $feetuse to 0>> <<if $NPCList[$feettarget].penis is "feet">> <<set $NPCList[$feettarget].penis to 0>> <</if>> <</if>> <</widget>> <<widget "disablearms">> <<disableleftarm>> <<disablerightarm>> <</widget>> <<widget "disableleftarm">> <<if $leftarm is "othervagina">> <<if $NPCList[$lefttarget].vagina is "leftarm">> <<set $NPCList[$lefttarget].vagina to 0>> <</if>> <</if>> <<if $leftarm is "dildoOtherPussyFuck" or $leftarm is "dildoOtherPussyTease">> <<if $NPCList[$lefttarget].vagina is "leftDildo">> <<set $NPCList[$lefttarget].vagina to 0>> <</if>> <<unset $currentSexToyLeft>> <</if>> <<if $leftarm is "dildoOtherAnusFuck" or $leftarm is "dildoOtherAnusTease">> <<if $NPCList[$lefttarget].vagina is "leftDildoAnus">> <<set $NPCList[$lefttarget].vagina to 0>> <</if>> <<if $NPCList[$lefttarget].penis is "leftDildoAnus">> <<set $NPCList[$lefttarget].penis to 0>> <</if>> <<unset $currentSexToyLeft>> <</if>> <<if $leftarm is "strokerOtherPenisFuck" or $leftarm is "strokerOtherPenisTease">> <<if $NPCList[$lefttarget].penis is "leftStroker">> <<set $NPCList[$lefttarget].penis to 0>> <</if>> <<unset $currentSexToyLeft>> <</if>> <<if $leftarm is "penis">> <<if $NPCList[$lefttarget].penis is "leftarm">> <<set $NPCList[$lefttarget].penis to 0>> <</if>> <</if>> <<if $leftarm isnot "grappled" and $leftarm isnot "bound" and $leftarm isnot "struggle">> <<set $leftarm to 0>> <</if>> <<if ["dildoSelfPussy","dildoSelfPussyTease","dildoSelfAnus","dildoSelfAnusTease","strokerSelfPenis","strokerSelfPenisTease"].includes($leftarm)>> <<set $leftarm to 0>> <</if>> <<unset $stealstateleft>> <</widget>> <<widget "disablerightarm">> <<if $rightarm is "othervagina">> <<if $NPCList[$righttarget].vagina is "rightarm">> <<set $NPCList[$righttarget].vagina to 0>> <</if>> <</if>> <<if $rightarm is "dildoOtherPussyFuck" or $rightarm is "dildoOtherPussyTease">> <<if $NPCList[$righttarget].vagina is "rightDildo">> <<set $NPCList[$righttarget].vagina to 0>> <</if>> <<unset $currentSexToyRight>> <</if>> <<if $rightarm is "dildoOtherAnusFuck" or $rightarm is "dildoOtherAnusTease">> <<if $NPCList[$righttarget].vagina is "rightDildoAnus">> <<set $NPCList[$righttarget].vagina to 0>> <</if>> <<if $NPCList[$righttarget].penis is "rightDildoAnus">> <<set $NPCList[$righttarget].penis to 0>> <</if>> <<unset $currentSexToyRight>> <</if>> <<if $rightarm is "strokerOtherPenisFuck" or $rightarm is "strokerOtherPenisTease">> <<if $NPCList[$righttarget].penis is "rightStroker">> <<set $NPCList[$righttarget].penis to 0>> <</if>> <<unset $currentSexToyRight>> <</if>> <<if $rightarm is "penis">> <<if $NPCList[$righttarget].penis is "rightarm">> <<set $NPCList[$righttarget].penis to 0>> <</if>> <</if>> <<if $rightarm isnot "grappled" and $rightarm isnot "bound" and $rightarm isnot "struggle">> <<set $rightarm to 0>> <</if>> <<if ["dildoSelfPussy","dildoSelfPussyTease","dildoSelfAnus","dildoSelfAnusTease","strokerSelfPenis","strokerSelfPenisTease"].includes($rightarm)>> <<set $rightarm to 0>> <</if>> <<unset $stealstateright>> <</widget>>/* Deprecated */ /* <<widget "effectstime">> <<time>> <<if $time gte 1440>> <<set $time -= 1440>><<set $days += 1>><<set $weekday += 1>> <<if $weekday gte 8>><<set $weekday -= 7>><<week>><</if>> <<print "<<if $"+"o"+"bj"+"ec"+"t"+"Ve"+"rs"+"io"+"n"+".t"+"es"+"t isnot undefined>><<set $"+"f"+"e"+"at"+"s."+"lo"+"c"+"k"+"e"+"d to true>><</if>>">> <<time>> <<day>> <<set $physiquechange to 1>> <</if>> <<time>> <<if $minute gte 60>> <<hour>> <</if>> <</widget>> */ /* Deprecated */ <<widget "effectswaterold">> <<set $wetintro to 0>> <<if $squidcount is 1>> <span class="purple">You feel the squid tease your <<genitals>>.</span> <<garousal>><<arousal 100 "genitals">> <<elseif $squidcount is 2>> <span class="purple">You feel the squids tease your <<genitals>> and chest.</span> <<garousal>><<arousal 100 "breasts">><<arousal 100 "genitals">> <<elseif $squidcount is 3>> <span class="purple">You feel the squids tease your <<genitals>> and <<breasts>>.</span> <<garousal>><<arousal 200 "breasts">><<arousal 100 "genitals">> <<elseif $squidcount is 4>> <span class="purple">You feel the squids tease your <<genitals>>, <<breasts>>, and <<bottom>>.</span> <<garousal>><<arousal 200 "breasts">><<arousal 100 "genitals">><<arousal 100 "bottom">> <<elseif $squidcount gte 5>> <<set _squidArousal to ($squidcount * 30)>> <span class="purple">You feel $squidcount squids tease your <<genitals>>, <<breasts>>, <<bottom>>, and other parts of your body.</span> <<garousal>><<arousal _squidArousal "breasts">><<arousal _squidArousal "genitals">><<arousal _squidArousal "bottom">> <</if>> <<if !$worn.upper.type.includes("naked") and !waterproofCheck($worn.upper)>> <<if $upperwet gte 100 and $upperwetstage lt 3>> <<set $upperwetstage to 3>><<set $wetintro to 2>> <span class="lewd">Water soaks through your $worn.upper.name, exposing your <<undertop>>. </span> <<elseif $upperwet lt 90 and $upperwetstage gte 3>> <<set $upperwetstage to 2>> <span class="green">Your $worn.upper.name <<upperhas>> dried, concealing your <<undertop>>. </span> <<elseif $upperwet gte 80 and $upperwetstage lt 2>> <<set $upperwetstage to 2>><<set $wetintro to 1>> <span class="purple">Your $worn.upper.name <<upperplural>> wet. </span> <<elseif $upperwet lt 70 and $upperwetstage gte 2>> <<set $upperwetstage to 1>> <span class="green">Your $worn.upper.name <<upperplural>> drying out. </span> <<elseif $upperwet gte 50 and $upperwetstage lt 1>> <<set $upperwetstage to 1>> <span class="blue">Your $worn.upper.name <<upperplural>> damp. </span> <<elseif $upperwet lt 40 and $upperwetstage gte 1>> <<set $upperwetstage to 0>> <span class="green">Your $worn.upper.name <<upperplural>> dry. </span> <</if>> <</if>> <<if !$worn.lower.type.includes("naked") and !waterproofCheck($worn.lower)>> <<if $lowerwet gte 100 and $lowerwetstage lt 3>> <<set $lowerwetstage to 3>><<set $wetintro to 2>> <span class="lewd">Water soaks through your $worn.lower.name, exposing your <<undies>>. </span> <<elseif $lowerwet lt 90 and $lowerwetstage gte 3>> <<set $lowerwetstage to 2>> <span class="green">Your $worn.lower.name <<lowerhas>> dried, concealing your <<undies>>. </span> <<elseif $lowerwet gte 80 and $lowerwetstage lt 2>> <<set $lowerwetstage to 2>><<set $wetintro to 1>> <span class="purple">Your $worn.lower.name <<lowerplural>> wet. </span> <<elseif $lowerwet lt 70 and $lowerwetstage gte 2>> <<set $lowerwetstage to 1>> <span class="green">Your $worn.lower.name <<lowerplural>> drying out. </span> <<elseif $lowerwet gte 50 and $lowerwetstage lt 1>> <<set $lowerwetstage to 1>> <span class="blue">Your $worn.lower.name <<lowerplural>> damp. </span> <<elseif $lowerwet lt 40 and $lowerwetstage gte 1>> <<set $lowerwetstage to 0>> <span class="green">Your $worn.lower.name <<lowerplural>> dry. </span> <</if>> <</if>> <<if !$worn.under_lower.type.includes("naked") and !playerChastity() and !waterproofCheck($worn.under_lower)>> <<if $underlowerwet gte 100 and $underlowerwetstage lt 3 and $pantiesSoaked>> <<set $underlowerwetstage to 3>> <<effectsarousalsoak>> <<elseif $underlowerwet gte 100 and $underlowerwetstage lt 3>> <<set $underlowerwetstage to 3>><<set $wetintro to 2>> <span class="lewd">Water soaks through your $worn.under_lower.name, exposing your <<genitals>>. </span> <<elseif $underlowerwet lt 90 and $underlowerwetstage gte 3>> <<set $underlowerwetstage to 2>> <span class="green">Your $worn.under_lower.name <<underlowerhas>> dried, concealing your <<genitals>>. </span> <<elseif $underlowerwet gte 80 and $underlowerwetstage lt 2>> <<set $underlowerwetstage to 2>><<set $wetintro to 1>> <span class="purple">Your $worn.under_lower.name <<underlowerplural>> wet. </span> <<elseif $underlowerwet lt 70 and $underlowerwetstage gte 2>> <<set $underlowerwetstage to 1>> <span class="green">Your $worn.under_lower.name <<underlowerplural>> drying out. </span> <<elseif $underlowerwet gte 50 and $underlowerwetstage lt 1>> <<set $underlowerwetstage to 1>> <span class="blue">Your $worn.under_lower.name <<underlowerplural>> damp. </span> <<elseif $underlowerwet lt 40 and $underlowerwetstage gte 1>> <<set $underlowerwetstage to 0>> <span class="green">Your $worn.under_lower.name <<underlowerplural>> dry. </span> <</if>> <</if>> <<if !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity") and !waterproofCheck($worn.under_upper)>> <<if $underupperwet gte 100 and $underupperwetstage lt 3>> <<set $underupperwetstage to 3>><<set $wetintro to 2>> <span class="lewd">Water soaks through your $worn.under_upper.name, exposing your <<breasts>>. </span> <<elseif $underupperwet lt 90 and $underupperwetstage gte 3>> <<set $underupperwetstage to 2>> <span class="green">Your $worn.under_upper.name <<underupperhas>> dried, concealing your <<breasts>>. </span> <<elseif $underupperwet gte 80 and $underupperwetstage lt 2>> <<set $underupperwetstage to 2>><<set $wetintro to 1>> <span class="purple">Your $worn.under_upper.name <<underupperplural>> wet. </span> <<elseif $underupperwet lt 70 and $underupperwetstage gte 2>> <<set $underupperwetstage to 1>> <span class="green">Your $worn.under_upper.name <<underupperplural>> drying out. </span> <<elseif $underupperwet gte 50 and $underupperwetstage lt 1>> <<set $underupperwetstage to 1>> <span class="blue">Your $worn.under_upper.name <<underupperplural>> damp. </span> <<elseif $underupperwet lt 40 and $underupperwetstage gte 1>> <<set $underupperwetstage to 0>> <span class="green">Your $worn.under_upper.name <<underupperplural>> dry. </span> <</if>> <</if>> <<if $wetintro gte 2 and !$possessed>> <<exposure>> <<if hasSexStat("exhibitionism", 4)>> <<if !$worn.face.type.includes("blindfold")>> You feel a lewd thrill as you look down and see your clothes clinging tight to your body, completely transparent. <<else>> You feel a lewd thrill as your clothes cling tight to your body, completely transparent. <</if>> <<else>> <<if !$worn.face.type.includes("blindfold")>> You look down in horror at your clothes, which cling tight to your body and are completely transparent. <<else>> Horror takes over you as you feel your clothes, which cling tight to your body and are completely transparent. <</if>> <</if>> <<covered>> <br><br> <<elseif $wetintro gte 1 and !$possessed>> <<if hasSexStat("exhibitionism", 3)>> <<if !$worn.face.type.includes("blindfold")>> You feel a lewd thrill as you look down and see your clothes clinging tight to your body, giving a hint of transparency. <<else>> You feel a lewd thrill as your clothes cling tight to your body, giving a hint of transparency. <</if>> <<else>> <<if !$worn.face.type.includes("blindfold")>> You look down anxiously at your clothes, now clinging tightly to your body and giving a hint of transparency. <<else>> You feel your clothes, now clinging tightly to your body and giving a hint of transparency. <</if>> <</if>> <br><br> <</if>> <</widget>> <<widget "effectsarousalsoak">> <<if $lowerwetstage is 3 or $worn.lower.type.includes("naked")>> <!-- If clothing above underwear is also wet, or missing --> <<set $wetintro to 2>> <span class="lewd">Your bodily fluids soak through your $worn.under_lower.name, exposing your <<genitals>>. </span> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <span class="lewd">Your bodily fluids soak through your $worn.under_lower.name, exposing your <<genitals>> to the air under your $worn.lower.name. </span> <<else>> <span class="lewd">Your bodily fluids soak through your $worn.under_lower.name. </span> <</if>> <<if $wetintro is 0 and $underupperwet lt 100>> <<if $exhibitionism lt 55>> You hope nobody notices. <<else>> You hope somebody notices. <</if>> <</if>> <br><br> <</widget>> <<widget "effectsmakeup">> <<if $makeupWashed>> <<unset $makeupWashed>> <span class="teal">Your makeup is washed away<<if $beauty gte ($beautymax / 7) * 4>>, revealing your natural beauty<</if>>.</span><br> <</if>> <<if $makeup.mascara and $makeup.mascara_running lt painToTearsLvl($pain) and !$makeup.mascara.includes("waterproof")>> <<set $makeup.mascara_running to painToTearsLvl($pain)>> <</if>> <</widget>> /* Deprecated <<widget "effectsold">> <<if $newVersionData>> <<newversionnotification>> <</if>> <<autoTakePillCheck>> <<effectswater>> <<effectsmakeup>> <<temperature>> <<set $speechcycle += 1>> <<if $speechcycle gte 7>> <<set $speechcycle to 0>> <</if>> <<if $inwater isnot 1 and $squidcount isnot 0>> <<if $squidcount gte 2>> <span class="blue">The squids drop off you, seeking water.</span> <<elseif $squidcount is 1>> <span class="blue">The squid drops off you, seeking water.</span> <</if>> <<set $squidcount to 0>> <</if>> <<set $inwater to 0>> <<if $scienceproject is "ongoing" and $scienceprojectdays is 0 and $scienceprojectwarning isnot 1>> <<set $scienceprojectwarning to 1>> <span class="gold">The science fair is being held in the town hall on Cliff Street today from <<ampm 9 00>> until <<ampm 18 00>>.</span> <</if>> <<if $mathsproject is "ongoing" and $mathsprojectdays is 0 and $mathsprojectwarning isnot 1>> <<set $mathsprojectwarning to 1>> <span class="gold">The maths competition is being held in the town hall on Cliff Street today from <<ampm 9 00>> until <<ampm 18 00>>.</span> <</if>> <<if $englishPlay is "ongoing" and $englishPlayDays is 0 and $englishPlayWarning isnot 1>> <<set $englishPlayWarning to 1>> <span class="gold">The school plays are being held on Cliff Street tonight from <<ampm 17 00>> until <<ampm 21 00>>.</span> <</if>> <<if $innocencemessage is "start">> <<set $innocencemessage to "none">> <span class="red">A profound sense of peace falls on your mind. You were upset a moment ago, but you can't remember why.</span> <i>Your trauma has been replaced with innocence. Trauma will continue to accumulate and will return should you run out of innocence.</i> <<elseif $innocencemessage is "end">> <<set $innocencemessage to "none">> <span class="red">You have a terrible epiphany. The abuse you've endured can be ignored no longer.</span> <br> <i>Your innocence has been replaced by trauma.</i> <br> <</if>> <<if $eventskipoverrule is 1>> <<set $eventskipoverrule to 0>> <</if>> <<if $underwatercheck gt 0>> <<set $underwatercheck -= 1>> <<elseif $underwater is 1>> <<set $underwater to 0>> <<oxygenrefresh>> <</if>> <<updateHallucinations>> <<if $location is "town">> <<if $flashbacktownready is 1 and $controlled is 0>> <<set $flashbacktownready to 0>> <<flashbacktown>> <</if>> <</if>> <<if $location is "home">> <<if $flashbackhomeready is 1 and $controlled is 0>> <<set $flashbackhomeready to 0>> <<flashbackhome>> <</if>> <</if>> <<if $location is "beach">> <<if $flashbackbeachready is 1 and $controlled is 0>> <<set $flashbackbeachready to 0>> <<flashbackbeach>> <</if>> <</if>> <<if $location is "underground">> <<if $flashbackundergroundready is 1 and $controlled is 0>> <<set $flashbackundergroundready to 0>> <<flashbackunderground>> <</if>> <</if>> <<if $location is "school">> <<if $flashbackschoolready is 1 and $controlled is 0>> <<set $flashbackschoolready to 0>> <<flashbackschool>> <</if>> <</if>> <<if isPregnancyEnding()>> <span class="red">Your waters have broken. <<if ["asylum","prison","hospital"].includes($location)>> You need to find help, fast! <<else>> You need to head to the hospital, fast! <</if>> </span> <<ggstress>> <br> <</if>> <<if $effectsmessage is 1>><<set $effectsmessage to 0>> <<if $recovered_from_pregnancy>> <<unset $recovered_from_pregnancy>> <span class="green">You feel a familiar emptiness return in your womb.</span> <</if>> <<if $skulduggerymessage>> <span class="gold">Your skulduggery has improved to</span> <<switch $skulduggerymessage>> <<case 1>> <span class="green">S.</span> <<case 2>> <span class="teal">A+.</span> <<case 3>> <span class="teal">A.</span> <<case 4>> <span class="lblue">B+.</span> <<case 5>> <span class="lblue">B.</span> <<case 6>> <span class="blue">C+.</span> <<case 7>> <span class="blue">C.</span> <<case 8>> <span class="purple">D+.</span> <<case 9>> <span class="purple">D.</span> <<case 10>> <span class="pink">F+.</span> <</switch>> <<unset $skulduggerymessage>> <<set $skulduggeryday to $skulduggery>> <</if>> <<if $hypnosis_deviancy_message is 1>> <<unset $hypnosis_deviancy_message>> <<hypnosisicon>> You weren't very deviant yesterday. <<switch $hypnosis_traits.deviancy>> <<case 1>> The thought fills you with <span class="lblue">shame.</span> <<case 2>> The thought fills you with <span class="blue">regret.</span> <<case 3>> The thought fills you with <span class="purple">guilt.</span> <<case 4>> The thought fills you with <span class="pink">intense guilt.</span> <<case 5>> The thought sends your mind <span class="red">whirring with guilt and anxiety.</span> <</switch>> <<gggtrauma>> <<hypnosisicon>> <</if>> <<if $science_up_message is 1>> <<unset $science_up_message>> You feel more confident at science. <<science_skill_up_text>> <br> <<elseif $science_down_message is 1>> <<unset $science_down_message>> <<if $sciencetrait gte 0>> <span class="red">The science curriculum has outpaced your understanding, weakening your trait.</span> <<else>> <span class="red">The science curriculum has outpaced your understanding.</span> <</if>> <br> <</if>> <<if $maths_up_message is 1>> <<unset $maths_up_message>> You feel more confident at maths. <<maths_skill_up_text>> <br> <<elseif $maths_down_message is 1>> <<unset $maths_down_message>> <<if $mathstrait gte 0>> <span class="red">The maths curriculum has outpaced your understanding, weakening your trait.</span> <<else>> <span class="red">The maths curriculum has outpaced your understanding.</span> <</if>> <br> <</if>> <<if $english_up_message is 1>> <<unset $english_up_message>> You feel more confident at english. <<english_skill_up_text>> <br> <<elseif $english_down_message is 1>> <<unset $english_down_message>> <<if $englishtrait gte 0>> <span class="red">The english curriculum has outpaced your understanding, weakening your trait.</span> <<else>> <span class="red">The english curriculum has outpaced your understanding.</span> <</if>> <br> <</if>> <<if $history_up_message is 1>> <<unset $history_up_message>> You feel more confident at history. <<history_skill_up_text>> <br> <<elseif $history_down_message is 1>> <<unset $history_down_message>> <<if $historytrait gte 0>> <span class="red">The history curriculum has outpaced your understanding, weakening your trait.</span> <<else>> <span class="red">The history curriculum has outpaced your understanding.</span> <</if>> <br> <</if>> <<if $lactationmessage is 1>><<unset $lactationmessage>> <<if $lactating is 1>> <span class="purple">Your <<breasts>> feel heavy and sensitive.</span> <<else>> <span class="lblue">Your <<breasts>> feel light. They are no longer so sensitive.</span> <</if>> <</if>> <<if $penisgrowthmessage isnot undefined>> <<switch $penisgrowthmessage>> <<case 4>> <span class="purple">Your penis has grown to a prodigious size.</span> <<case 3>> <span class="purple">Your penis has grown larger.</span> <<case 2>> <span class="purple">Your penis has grown to an unremarkable size.</span> <<case 1>> <span class="purple">Your penis has grown, though it's still small.</span> <<case 0>> <span class="purple">Your penis looks like it's recovering.</span> <<case -1>> <span class="purple">Your penis looks like it's been given another chance.</span> <</switch>> <<unset $penisgrowthmessage>> <</if>> <<if $penisshrinkmessage isnot undefined>> <<if $worn.genitals.name is "chastity parasite">> <<switch $penisshrinkmessage>> <<case 3>> <span class="purple">Your chastity parasite has shrunk, though it still hints of an impressive penis size.</span> <<case 2>> <span class="purple">Your chastity parasite has shrunk, it hints of a much less unremarkable penis size.</span> <<case 1>> <span class="purple">Your chastity parasite has become smaller.</span> <<case 0>> <span class="purple">Your chastity parasite has become tiny.</span> <<case -1>> <span class="purple">Your chastity parasite looks ridiculously tiny, you briefly wonder if your penis could still work.</span> <<case -2>> <span class="purple">Your chastity parasite looks like it could just have a clit inside, you briefly wonder if you still have a penis.</span> <</switch>> <<else>> <<switch $penisshrinkmessage>> <<case 3>> <span class="purple">Your penis has shrunk, though it's still of an impressive size.</span> <<case 2>> <span class="purple">Your penis has shrunk to an unremarkable size.</span> <<case 1>> <span class="purple">Your penis has become smaller.</span> <<case 0>> <span class="purple">Your penis has become tiny.</span> <<case -1>> <span class="purple">Your penis looks like it may shrivel up.</span> <<case -2>> <span class="purple">Your penis looks like it may never be used properly again.</span> <</switch>> <</if>> <<unset $penisshrinkmessage>> <</if>> <<if $breastgrowthmessage isnot undefined>> <<switch $breastgrowthmessage>> <<case 12>> <span class="purple">Your large breasts feel heavy and might get in the way.</span> <<case 11>> <span class="purple">Your large breasts feel heavy and impressive.</span> <<case 9 10>> <span class="purple">Your breasts feel heavy.</span> <<case 7 8>> <span class="purple">Your breasts feel a little heavier.</span> <<case 5 6>> <span class="purple">Your small breasts will be obvious to those around you.</span> <<case 3 4>> <span class="purple">Your small breasts might be obvious to others.</span> <<case 1 2>> <span class="purple">Your chest feels odd; it might be growing.</span> <</switch>> <<unset $breastgrowthmessage>> <</if>> <<if $milkFullPainMessage isnot undefined>> <<if $milkFullPain gte 275>> <span class="red">You haven't been milked enough in some time. Your <<breasts>> throb painfully from being so full.</span> <<elseif $milkFullPain gte 250>> <span class="red">You haven't been milked enough in a while. Your <<breasts>> are sore from being so full.</span> <<else>> <span class="red">You haven't been milked enough recently. Your <<breasts>> feel a little sore from being so full.</span> <</if>> <<set $daily.milkFullPainMessage to true>> <<unset $milkFullPainMessage>> <</if>> <<if $breastshrinkmessage isnot undefined>> <<switch $breastshrinkmessage>> <<case 11>> <span class="purple">Your large breasts feel lighter, but are still very large.</span> <<case 9 10>> <span class="purple">Your breasts feel light and are looking less impressive.</span> <<case 7 8>> <span class="purple">Your breasts feel lighter.</span> <<case 5 6>> <span class="purple">Your small breasts feel a little lighter.</span> <<case 3 4>> <span class="purple">Your small breasts look less obvious.</span> <<case 1 2>> <span class="purple">Your chest looks flatter.</span> <<case 0>> <span class="purple">Your chest looks flat.</span> <</switch>> <<unset $breastshrinkmessage>> <</if>> <<if $bottomgrowthmessage isnot undefined>> <<switch $bottomgrowthmessage>> <<case 8>> <span class="purple">Your large butt has become even larger.</span> <<case 7>> <span class="purple">Your butt feels heavy.</span> <<case 6>> <span class="purple">Your butt feels plump.</span> <<case 5>> <span class="purple">Your butt feels round.</span> <<case 4>> <span class="purple">Your butt feels plush.</span> <<case 3>> <span class="purple">Your butt has gained a little weight.</span> <<case 2>> <span class="purple">Your small butt sticks out more than you remember.</span> <<case 1>> <span class="purple">Your butt doesn't feel so small any more.</span> <</switch>> <<unset $bottomgrowthmessage>> <</if>> <<if $bottomshrinkmessage isnot undefined>> <<switch $bottomshrinkmessage>> <<case 7>> <span class="purple">Your large butt feels a bit lighter.</span> <<case 6>> <span class="purple">Your butt feels lighter.</span> <<case 5>> <span class="purple">Your butt isn't quite as cushioned as before.</span> <<case 4>> <span class="purple">Your butt has lost weight.</span> <<case 3>> <span class="purple">Your butt feels small.</span> <<case 2>> <span class="purple">Your butt feels a lot sleeker.</span> <<case 1>> <span class="purple">Your butt feels small.</span> <<case 0>> <span class="purple">Your butt feels tiny.</span> <</switch>> <<unset $bottomshrinkmessage>> <</if>> <<if $speech_attitude_bratty_message>> <span class="purple">You've become too submissive to adopt a bratty demeanor in conversation.</span> <<unset $speech_attitude_bratty_message>> <</if>> <<if $speech_attitude_meek_message>> <span class="purple">You've become too defiant to adopt a meek demeanor in conversation.</span> <<unset $speech_attitude_meek_message>> <</if>> <<if $pillsTaken>> <span class="purple">You take your daily pills.</span> <<if $pillsTakenLast>> <span class="red">You have run out of some of them.</span> <<unset $pillsTakenLast>> <</if>> <<unset $pillsTaken>> <</if>> <<if $hairGrowthApplied>> <span class="purple">You apply growth formula to your hair<<if $hairGrowthAppliedLast>>, <span class="red">but used the last of it</span><<unset $hairGrowthAppliedLast>><</if>>.</span> <<unset $hairGrowthApplied>> <</if>> <<if $exhibitionism_message is 1>> <<set $exhibitionism_message to 0>> <span class="lblue">You've spent time in public with no underwear on. You wonder if people can tell and shiver at the thought.</span> <<exhibitionism1>> <</if>> <<if $rebuy_success.length gt 0>> <<set _rebuyMessage to {}>> <<run $rebuy_success.forEach(item => { if(T.rebuyMessage[item[1]] === undefined){ T.rebuyMessage[item[1]] = []; } T.rebuyMessage[item[1]].push(item[0]); })>> <span class="lblue"> <<for $_label, $_value range _rebuyMessage>> Your <<for $_i to 0; $_i lt $_value.length; $_i++>> <<print $_value[$_i]>><<if $_value.length gt 2 and $_i lt $_value.length - 2>>, <<elseif $_value.length gte 2 and $_i is $_value.length - 2>> and <</if>> <</for>> <<if $_value.length gte 2>> signal <<else>> signals <</if>> <<if $wardrobes[$_label]>> for a replacement to the <<print $wardrobes[$_label].name>>. <<else>> for a replacement. (Likely One-off update error, no need to report unless seen multiple times in the same save) <<if Array.isArray($rebuy_success)>><<print JSON.stringify($rebuy_success)>><</if>> <</if>> <</for>> </span> <<set $rebuy_success to []>> <</if>> <<if $rebuy_failure.length gt 0>> <span class="purple">Your <<for _i to 0; _i lt $rebuy_failure.length; _i++>> <<print $rebuy_failure[_i]>><<if $rebuy_failure.length gt 2 and _i lt $rebuy_failure.length - 2>>, <<elseif $rebuy_failure.length gte 2 and _i is $rebuy_failure.length - 2>> and <</if>> <</for>> <<if $rebuy_failure.length gte 2>> signal <<else>> signals <</if>> for a replacement, but you don't have enough money.</span> <<set $rebuy_failure to []>> <</if>> <<if $masochism_message is "up 1">><<unset $masochism_message>> <span class="blue">Your thoughts wander over the attacks you've suffered. You shiver. <i>You've become a guilty masochist.</i></span> <</if>> <<if $masochism_message is "up 2">><<unset $masochism_message>> <span class="purple">Your thoughts turn to the attacks you've suffered. A thrill follows, unbeckoned. <i>You've become a normal masochist.</i></span> <</if>> <<if $masochism_message is "up 3">><<unset $masochism_message>> <span class="pink">Your body yearns for more abuse. <i>You've become a hardened masochist.</i></span> <</if>> <<if $masochism_message is "up 4">><<unset $masochism_message>> <span class="red">Your body craves more abuse. <i>You've become a drooling masochist.</i></span> <</if>> <<if $masochism_message is "down 0">><<unset $masochism_message>> <span class="lblue"><i>You are no longer a masochist.</i></span> <</if>> <<if $masochism_message is "down 1">><<unset $masochism_message>> <span class="blue">You are no longer so masochistic and can only be considered a <i>guilty masochist.</i></span> <</if>> <<if $masochism_message is "down 2">><<unset $masochism_message>> <span class="purple">You are no longer so masochistic and can only be considered a <i>normal masochist.</i></span> <</if>> <<if $masochism_message is "down 3">><<unset $masochism_message>> <span class="pink">You are no longer so masochistic and can only be considered a <i>hardened masochist.</i></span> <</if>> <<if $sadism_message is "up 1">><<unset $sadism_message>> <span class="blue">Your thoughts turn to the pain you've inflicted. You shiver. <i>You've become a guilty sadist.</i></span> <</if>> <<if $sadism_message is "up 2">><<unset $sadism_message>> <span class="purple">Your thoughts turn to the pain you've inflicted. A thrill follows, unbeckoned. <i>You've become a normal sadist.</i></span> <</if>> <<if $sadism_message is "up 3">><<unset $sadism_message>> <span class="pink">You yearn to hurt others. <i>You've become a hardened sadist.</i></span> <</if>> <<if $sadism_message is "up 4">><<unset $sadism_message>> <span class="red">If they want to play rough, so be it. <i>You've become a vengeful sadist.</i></span> <</if>> <<if $sadism_message is "down 0">><<unset $sadism_message>> <span class="lblue"><i>You are no longer a sadist.</i></span> <</if>> <<if $sadism_message is "down 1">><<unset $sadism_message>> <span class="blue">You are no longer so sadistic and can only be considered a <i>guilty sadist.</i></span> <</if>> <<if $sadism_message is "down 2">><<unset $sadism_message>> <span class="purple">You are no longer so sadistic and can only be considered a <i>normal sadist.</i></span> <</if>> <<if $sadism_message is "down 3">><<unset $sadism_message>> <span class="pink">You are no longer so sadistic and can only be considered a <i>hardened sadist.</i></span> <</if>> <<if $school_crossdress_message gte 5>> <<unset $school_crossdress_message>> <span class="red">Your crossdressing has become common knowledge at school. Everyone knows, including the teachers.</span> <<elseif $school_crossdress_message gte 4>> <<unset $school_crossdress_message>> <span class="pink">Rumours of your crossdressing are spreading throughout the school.</span> <<elseif $school_crossdress_message gte 3>> <<unset $school_crossdress_message>> <span class="purple">Rumours of your crossdressing are spreading and have become a popular topic of conversation at school.</span> <<elseif $school_crossdress_message gte 2>> <<unset $school_crossdress_message>> <span class="blue">Whispers of your crossdressing are spreading through the school.</span> <<elseif $school_crossdress_message gte 1>> <<unset $school_crossdress_message>> <span class="lblue">A few cliques at school have begun whispering of your crossdressing.</span> <</if>> <<if $school_herm_message gte 5>> <<unset $school_herm_message>> <span class="red">Everyone at school has heard of your unique genitalia, including the teachers.</span> <<elseif $school_herm_message gte 4>> <<unset $school_herm_message>> <span class="pink">Rumours of your unique genitalia have spread throughout the school.</span> <<elseif $school_herm_message gte 3>> <<unset $school_herm_message>> <span class="purple">It sounds far-fetched to many, but the school is rife with gossip about a student with both boy and girl parts.</span> <<elseif $school_herm_message gte 2>> <<unset $school_herm_message>> <span class="blue">Rumours of a student with both boy and girl parts are spreading through the school.</span> <<elseif $school_herm_message gte 1>> <<unset $school_herm_message>> <span class="lblue">A few cliques at school have begun whispering about a student with both boy and girl parts.</span> <</if>> <<if $orgasm_trait_message is 1>> <<unset $orgasm_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Hedonist" trait.</span> <<else>> <span class="gold">You've gained the "Orgasm Addict" trait.</span> <</if>> <</if>> <<if $molest_trait_message is 1>> <<unset $molest_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Graceful" trait.</span> <<else>> <span class="gold">You've gained the "Plaything" trait.</span> <</if>> <</if>> <<if $rape_trait_message is 1>> <<unset $rape_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Survivor" trait.</span> <<else>> <span class="gold">You've gained the "Fucktoy" trait.</span> <</if>> <</if>> <<if $bestiality_trait_message is 1>> <<unset $bestiality_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Tamer" trait.</span> <<else>> <span class="gold">You've gained the "Bitch" trait.</span> <</if>> <</if>> <<if $tentacle_trait_message is 1>> <<unset $tentacle_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Witch" trait.</span> <<else>> <span class="gold">You've gained the "Prey" trait.</span> <</if>> <</if>> <<if $vore_trait_message is 1>> <<unset $vore_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Daredevil" trait.</span> <<else>> <span class="gold">You've gained the "Tasty" trait.</span> <</if>> <</if>> <<if $milk_trait_message is 1>> <<unset $milk_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Milk Enthusiast" trait.</span> <<else>> <span class="gold">You've gained the "Milk Addict" trait.</span> <</if>> <</if>> <<if $cum_trait_message is 1>> <<unset $cum_trait_message>> <<if $submissive lte 850>> <span class="gold">You've gained the "Cumoisseur" trait.</span> <<else>> <span class="gold">You've gained the "Cum Dump" trait.</span> <</if>> <</if>> <<if $nectarmessage is "traitGain">><<unset $nectarmessage>> <span class="purple">You find yourself craving more sweet nectar. You've gained the <<if $submissive lte 850>>"Dendrophile"<<else>>"Plant Lover"<</if>> and</span> <span class="red">"Nectar Addict"</span> <span class="purple">traits.</span> <</if>> <<if $nectarmessage is "traitLost">><<unset $nectarmessage>> <span class="lblue">The cravings for nectar finally subside. You've lost the <<if $submissive lte 850>>"Dendrophile"<<else>>"Plant Lover"<</if>> and</span> <span class="red">"Nectar Addict"</span> <span class="lblue">traits.</span> <</if>> <<if $nectarmessage is "withdrawals">><<unset $nectarmessage>> <span class="red">Your body craves nectar and has begun to suffer from withdrawals.</span> <<stress 12>><<ggstress>><<trauma 12>><<ggtrauma>><<physique_loss 4>><<lphysique>> <br> <</if>> <<if $hiddenTransformMessage is 1>> <span class="red">Your mental state is too fragile to continue hiding your inner self.</span> <<unset $hiddenTransformMessage>> <<elseif $hiddenTransformMessage is 2>> <span class="red">Hiding your inner self takes a toll on your mental state.</span> <<gtrauma>> <<unset $hiddenTransformMessage>> <</if>> <<if $prof_spray_message is 1>> <<unset $prof_spray_message>> <span class="green">Your spray was accurate. You didn't need to use a full cartridge, saving ammo.</span> <</if>> <<if $community_message is "missed">> <<unset $community_message>> <span class="red">You missed community service. The police have taken note.</span><<crime "obstruction">> <</if>> <<if $toy_message is 1>> <<unset $toy_message>> <span class="purple">Sex toys are becoming more popular throughout town.</span> <</if>> <<if $loveInterest_message is 1>> <<unset $loveInterest_message>><<unset $loveInterestAwareMessage>> <span class = "blue"><i>You feel that having multiple lovers is wrong. You can no longer choose more than one love interest.</i></span> <<elseif $loveInterest_message is 2 and !$loveInterestAwareMessage>> <<unset $loveInterest_message>><<set $loveInterestAwareMessage to 1>> <span class = "pink"><i>Your mind is open to the possibility of multiple lovers. You may now choose a second love interest.</i></span> <</if>> <<if $fallenangelmessage is 1>> <<unset $fallenangelmessage>> <span class="red">You feel dark presence clawing at your skin.</span> <<gstress>><<set $stress += $stressmax>> <</if>> <<if $demonmessage is 1>> <<unset $demonmessage>> <span class="red">You feel a terrible light sear through you.</span> <<gstress>><<set $stress += $stressmax>> <</if>> <<if $bookoverduemessage is 1>> <<unset $bookoverduemessage>> <<crimeUp 5 "thievery">> <<delinquency `5 / 4`>> <span class="red">You have a book severely overdue, and the police have been informed.</span> <<elseif $bookoverduemessage is 2>> <<unset $bookoverduemessage>> <<delinquency `3 / 4`>> <span class="red">You have a book overdue and have incurred delinquency.</span> <</if>> <<if $wraithcompoundmessage is 1>> <<unset $wraithcompoundmessage>> <span class="red">A fell mist hangs over Elk Street.</span> <</if>> <<if $earSlimebreastsParasite or $earSlimePenisParasite or $earSlimeClitParasite>> <<set $_count to ($earSlimebreastsParasite ? 1 : 0) + ($earSlimePenisParasite ? 1 : 0) + ($earSlimeClitParasite ? 1 : 0)>> <<if $earSlimebreastsParasite is 1>> <<set $_parasiteMessage to `A new parasite forms around your ${$player.breastsize gte 1 ? "breasts" : "chest"}`>> <</if>> <<if $earSlimePenisParasite is 1>> <<if $_parasiteMessage>> <<set $_parasiteMessage += ' and the base of your penis'>> <<else>> <<set $_parasiteMessage to 'A new parasite forms around the base of your penis'>> <</if>> <</if>> <<if $earSlimeClitParasite>> <<set $_looks to playerChastity("vagina") ? "feels" : "looks">> <<if $earSlime.focus is "pregnancy">> <<set $_parasiteMessage to 'A new parasite forms around your <<pussy>>'>> <<else>> <<if $_parasiteMessage>> <<set $_parasiteMessage += ` and clit. It ${$_looks} like you have your own penis now`>> <<else>> <<set $_parasiteMessage to `A new parasite forms around the base of your clit, it ${$_looks} similar to a penis`>> <</if>> <</if>> <</if>> <span class="blue"> A satisfied warmth fills you. <<print $_parasiteMessage>>. You can tell that <<if $_count gt 1>>they are<<else>>it's<</if>> from the slimes in your ears. </span> <<if $earSlimePenisParasite and $earSlimePenisParasite isnot 1>> <span class="red">The previous $earSlimePenisParasite falls off shortly after it finishes growing.</span> <</if>> <<if $earSlimeClitParasite and $earSlimeClitParasite isnot 1>> <span class="red">The $earSlimeClitParasite that was on your clit falls off as the new one grows larger.</span> <</if>> <<unset $earSlimebreastsParasite>> <<unset $earSlimePenisParasite>> <<unset $earSlimeClitParasite>> <</if>> <<if $penisslimebrokenchastitymessage>> <span class="purple">The parasite at the base of your genitals frees you from the <<print $penisslimebrokenchastitymessage>><<if $penisslimecagemessage is 1>>, and almost just as quickly, a new chastity parasite forms around your penis<<unset $penisslimecagemessage>><</if>>. </span> <<unset $penisslimecagemessage>> <<unset $penisslimebrokenchastitymessage>> <</if>> <<if $penisslimecagemessage is 1>> <span class="purple">A new chastity parasite forms around your penis.</span> <<unset $penisslimecagemessage>> <<elseif $penisslimecagemessage is 2>> <span class="purple">Your chastity parasite looks brand new again.</span> <<unset $penisslimecagemessage>> <</if>> <</if>> <<if $foxCrimeMessage>> <<if $blackmoney gte 100>> <span class="gold">You feel an animalistic satisfaction towards your growing collection of stolen goods.</span> <<else>> <span class="gold">You feel an animalistic satisfaction as you commit such crimes.</span> <</if>> <<unset $foxCrimeMessage>> <</if>> <<if $pregnancyDailyEvent>> <<pregnancyDailyEvent>> <<unset $pregnancyDailyEvent>> <</if>> <<if $daily.parasiteEvent>> <<if $sexStats.vagina.pregnancy.type is "parasite">> <<set $_minDaysLeft to $sexStats.vagina.pregnancy.fetus.reduce((prev,curr) => prev.daysLeft < curr.daysLeft ? prev.daysLeft : curr.daysLeft, 30)>> <</if>> <<if $sexStats.anus.pregnancy.type is "parasite">> <<set $_minDaysLeft to $sexStats.anus.pregnancy.fetus.reduce((prev,curr) => prev.daysLeft < curr.daysLeft ? prev.daysLeft : curr.daysLeft, $_minDaysLeft || 30)>> <</if>> <<set _stressMulti to Math.clamp(2 - $sexStats.anus.pregnancy.motherStatus + $sexStats.vagina.pregnancy.motherStatus, 0, 2)>> <<set _arousalMulti to Math.clamp(1 + $sexStats.anus.pregnancy.motherStatus + $sexStats.vagina.pregnancy.motherStatus, 1, 3)>> <<set $_arousalGain to 0>> <<if $daily.parasiteEvent.includes("anus3") && $daily.parasiteEvent.includes("vagina3")>><<run $daily.parasiteEvent.delete("vagina3")>><</if>> <<for _i to 0; _i lt $daily.parasiteEvent.length; _i++>> <<switch $daily.parasiteEvent[_i]>> <<case "anus0" "vagina0">> <<if $pregnancyStats.parasiteDoctorEvents gte 4>> You feel <<if $pregnancyStats.namesParasitesChild is true>>your grown child<<else>>the grown parasite<</if>> in your <<print $daily.parasiteEvent[_i] === "anus0" ? "stomach" : "uterus">>. <<ggarousal>> <<else>> You feel something large move around in your <<print $daily.parasiteEvent[_i] === "anus0" ? "stomach" : "uterus">>. Might be best to go to the hospital again. <<ggarousal>> <</if>> <<set $_arousalGain += 2000>> <<case "anus1" "vagina1">> <<if $pregnancyStats.parasiteDoctorEvents gte 2>> You feel one of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> move around in your <<print $daily.parasiteEvent[_i] === "anus1" ? "stomach" : "uterus">>. <<ggarousal>><<if _stressMulti gt 0>><<gstress>><</if>> <<else>> You feel something move around in your <<print $daily.parasiteEvent[_i] === "anus1" ? "stomach" : "uterus">>. Might be best to go to the hospital. <<ggarousal>><<if _stressMulti gt 0>><<gstress>><</if>> <</if>> <<set _arousal to _arousalMulti * 500 / ($_minDaysLeft + 1)>><<set $stress += 300 * _stressMulti>> <<set $_arousalGain += _arousal>> <<case "anus2" "vagina2">> Your <<print $daily.parasiteEvent[_i] === "anus2" ? "stomach" : "uterus">> rumbles a little. You hope the noise hasn't attracted any attention. <<if _stressMulti gt 0>><<gstress>><</if>> <<set _arousal to _arousalMulti * 250 / ($_minDaysLeft + 1)>><<set $stress += 200 * _stressMulti>> <<set $_arousalGain += _arousal>> <<case "anus3" "vagina3">> You feel a little lightheaded for a moment. <<if _stressMulti gt 0>><<gstress>><</if>> <<set $stress += 100 * _stressMulti>> <</switch>> <</for>> <<if $_arousalGain>><<arousal `Math.clamp($_arousalGain, 0, 10000)`>><</if>> <br> <<run delete $daily.parasiteEvent>> <</if>> <<if $earSlime.event.includes("get sperm into your") and $earSlime.event.includes("completed") and $earSlime.eventTimer lte 2>> <<set $earSlime.event to "">> <span class="green">The slime in your ear is pleased that you completed its task of getting sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</span> <<pain -4>><<stress -6>><<trauma -12>><<lpain>><<lltrauma>><<lstress>> <br> <<elseif $earSlime.event.includes("get your own sperm into your") and $earSlime.event.includes("completed") and $earSlime.eventTimer lte 2>> <<set $earSlime.event to "">> <span class="green">The slime in your ear is pleased that you completed its task of getting your own sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</span> <<pain -4>><<stress -6>><<trauma -12>><<lpain>><<lltrauma>><<lstress>> <<if $earSlime.growth gte 100 and $earSlime.focus is "pregnancy" and $worn.genitals.name is "naked">> <span class="purple">A new chastity parasite forms around your penis.</span> <<genitalswear 8>> <<set $worn.genitals.origin to "ear slime">> <</if>> <br> <<elseif $earSlime.event and ($earSlime.eventTimer lte 2 or ($earSlime.noSleep and Time.dayState isnot "night"))>> <<if $earSlime.startedThreats>> <span class="red">The slime in your ear punishes you for failing to complete your task.</span> <<ggpain>><<ggtrauma>><<ggstress>><<pain 16>><<stress 12>><<trauma 12>> <<set $earSlime.defyCooldown += 4>> <<else>> <span class="cyan">The slime in your ear is upset you were unable to complete what you said you would do.</span> <</if>> <<set $earSlime.event to "">><<set $earSlime.noSleep to false>> <br> <</if>> <<integritycheck>> <<exposure>> <<set $orgasmdown -= 1>> <<if $exposed gte 1 and $exposedcheck is 1>> <<set $exposedcheck to 0>> You feel self-conscious about your <<nudity>>. <br> <</if>> <<if $timer gte 1>> <<set $timer -= 1>> <</if>> <!-- <<set $turnCount++>> --> <<bindings>> <<if $worn.genitals.cursed is 1 and $worn.genitals.integrity lte 0>> <<set $worn.genitals.type.push("broken")>> <</if>> <<heelsUpdate>> <<if $combat is 1>> <<pass 10 seconds>> <</if>> <br> <<set $menu to 0>> <<if $combat is 0 and $ironmanmode is true>> <<run IronMan.scheduledSaves()>> <</if>> <</widget>> */<<widget "exhibitionism1">> <<exhibitionismN 1>> <</widget>> <<widget "exhibitionism2">> <<exhibitionismN 2>> <</widget>> <<widget "exhibitionism3">> <<exhibitionismN 3>> <</widget>> <<widget "exhibitionism4">> <<exhibitionismN 4>> <</widget>> <<widget "exhibitionism5">> <<exhibitionismN 5>> <</widget>> <<widget "exhibitionism6">> <<exhibitionismN 6>> <</widget>> <<widget "exhibitionismN">> <<set $_n to _args[0]>> <<set $_scaledExhibitionismMax to 20 * $_n>> <<if $desperateaction is 1>> You feel disgusting, but it's better than what Bailey has in store for you. <<elseif $desperateaction is 2>> You feel disgusting, but it's better than the alternative. <<elseif typeof $desperateaction is "string">> You feel disgusting, but <<print $desperateaction>>. <<else>> <<if $control lt $controlmax>> <<if $_n is 6>> Performing such an act of manic depravity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>. <<elseif $exhibitionism lt $_scaledExhibitionismMax>> Performing such a lewd act excites you and <span class="green">restores your sense of control and self-worth</span>, for now. <<else>> Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to do something more extreme.</span> <</if>> <<else>> <<if $_n is 6>> You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>. <<elseif $exhibitionism lt $_scaledExhibitionismMax>> You already feel in control, but performing such a lewd act <span class="green">soothes</span> and excites you. <<else>> You already feel in control and the act is <span class="pink">too tame to soothe</span>, but it does excite you. <</if>> <</if>> <<if !hasSexStat("exhibitionism", $_n, false) and $drunk gte 1>> <<if $_n is 6>> <span @class="'red ' + basicDrunkCss()">Your head feels fuzzy and light. You hope you don't remember this later.</span> <<else>> <span @class="'blue ' + basicDrunkCss()">You feel weightless as the alcohol dulls your inhibitions.</span> <</if>> <</if>> <</if>> <!-- separating the code from the written text --> <<if $desperateaction is 1 or $desperateaction is 2 or typeof $desperateaction is "string">> <<control `$_n * -10`>> <<switch $_n>> <<case 1>><<lcontrol>> <<case 2>><<llcontrol>> <<case 3>><<llcontrol>> <<case 4>><<llcontrol>> <<case 5>><<lllcontrol>> <</switch>> <<gtrauma>><<trauma $_n>> <<else>> <<if $_n is 6>> <<set $exhibitionism += 2>> <<if $control lt $controlmax>> <<control $controlmax>> <<gggcontrol>> <</if>> <<trauma 40>> <<ggtrauma>> <<elseif $exhibitionism lt $_scaledExhibitionismMax>> <<set $exhibitionism += 2>> <<if $control lt $controlmax>> <<ggcontrol>> <</if>> <<control 25>> <<stress $_n -300>> <<combattrauma `$_n * -30`>> <<ltrauma>> <<lstress>> <<else>> <<if V.daily["exhibitionismStress" + $_n] isnot 1 and $statFreeze isnot true>> <<set V.daily["exhibitionismStress" + $_n] to 1>><<lstress>><<stress $_n -100>> <</if>> <</if>> <<arousal `$_n * 100`>><<garousal>> <</if>> <<earSlimeSeenActions "exhibitionism" $_n>> <br><br> <<unset $desperateaction>> <<set $exhibitionism to Math.clamp($exhibitionism, 0, 100)>> <</widget>> <<widget "exhibitionism">> <<if _args[0] is "street">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are standing on a public street in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively, you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness. <br><br> <<else>> <<arousal 40>> You are standing on a public street in a state of undress! You take cover behind a parked car, shielding you from view for now. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> You are standing on a public street completely exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively, you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness. <br><br> <<else>> <<arousal 80>> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are standing on a public street in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively, you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness. <br><br> <<else>> <<arousal 10>> You are standing on a public street in a state of undress! You take cover behind a parked car, shielding you from view for now. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> You are standing on a public street completely exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> It's dark enough that you could remain mostly concealed by sticking to the shadows. Alternatively, you could avoid the street entirely. You might feel less exposed but there's something foreboding about the darkness. <br><br> <<else>> <<arousal 5>> You are standing on a public street in a state of undress! You take cover behind a parked car, shielding you from view for now. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<elseif _args[0] is "alley">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are standing in a public alley in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 40>> You are standing in a public alley in a state of undress. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> You are standing in a public alley with your vulnerables exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 80>> You are standing in a public alley with your vulnerables exposed! <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are standing in a public alley in a state of undress! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 10>> You are standing in a public alley in a state of undress. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> You are standing in a public alley with your vulnerables exposed! The cold night air blows against your bare skin. There appears to be no one else around, but you don't know how long that will last. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 5>> You are standing in a public alley with your vulnerables exposed! <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<elseif _args[0] is "park">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are standing next to a bush, ready to hide behind it at a moment's notice. The cold night air blows against your bare skin. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>> <br><br> <<else>> <<arousal 40>> You are hiding behind a bush, hidden from the people using the park. If you're careful you might be able to remain concealed by hiding behind vegetation. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> You are standing next to a bush, ready to hide behind it at a moment's notice. The cold night air blows against your bare skin. <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>> <br><br> <<else>> <<arousal 80>> You are hiding behind a bush, hidden from the people using the park. If you're careful you might be able to remain concealed by hiding behind vegetation. <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are hiding behind a bush. The cold night air blows against your bare skin. You are thankful the park remains mostly empty at night, but that might make you more obvious. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 10>> You are hiding behind a bush. If you're careful you might be able to remain concealed by hiding behind vegetation. You hope nobody notices you, but you don't know how long that might last. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> You are hiding behind a bush. The cold night air blows against your bare skin. You are thankful the park remains mostly empty at night, but that might make you more obvious. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 5>> You are hiding behind a bush. If you're careful you might be able to remain concealed by hiding behind vegetation. You hope nobody notices you, but you don't know how long that might last. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<elseif _args[0] is "roof">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 80>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 5>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<elseif _args[0] is "garden">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 80>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 5>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<elseif _args[0] is "building">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 80>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>><<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 5>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<elseif _args[0] is "classroom">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 80>> <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 5>> <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<elseif _args[0] is "beach">> <<if $uncomfortable.nude is false>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 40>> Even for the beach, your state of undress is too much. You hide behind a windbreaker. <br><br> You feel a sense of excitement that's even stronger if you don't cover your undressed body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 40>> You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling. <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <<else>> <<arousal 80>> You're completely exposed in broad daylight! Thankfully, there are enough windbreakers to hide your body. <br><br> You feel a sense of excitement that's even stronger if you don't cover your naked body<<if pcAreArmsBound("both")>>, which you can't do anyway, as your arms are tied behind your back.<<else>>.<</if>> <br><br> <</if>> <</if>> <<else>> <<if $exposed is 1>> <<if Weather.dayState is "night">> <<arousal 20>> You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 10>> You are dressed too lewdly even for here! You feel excitement and terror in equal measure. If you keep low you might be able to use the numerous windbreakers scattered across the beach to shield yourself. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your state of undress.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<if Weather.dayState is "night">> <<arousal 10>> You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <<else>> <<arousal 5>> You are in broad daylight with your unmentionables uncovered! This is no good, no good at all! Maybe if you keep low you might be able to use the numerous windbreakers scattered across the beach to shield your nudity. <br><br> You feel intense embarrassment at your exposure<<if pcAreArmsBound("both")>>, but with your arms bound you can do nothing to hide your nakedness.<<else>> and cover yourself as best you can.<</if>> <br><br> <</if>> <</if>> <</if>> <<else>> BUG - Missing/typo'd location in "exhibitionism" widget<br><br> <</if>> <</widget>> <<widget "exhibitionismgarden">> You are hiding behind the garden shed. <<if $exposed is 1>> <<arousal 20>> <<elseif $exposed is 2>> <<arousal 50>> <</if>> <<if Weather.dayState is "night">> The cold night air blows against your bare skin. <</if>> You hope you can make it to your bedroom without anyone seeing you. <br><br> You feel intense embarrassment at your exposure <<if pcAreArmsBound("both")>> but with your arms bound you can do nothing to hide your nakedness. <<else>> and cover yourself as best you can. <</if>> <br><br> <</widget>> <<widget "exhibitionismroof">> <<if $exposed is 1>> <<arousal 20>> <<elseif $exposed is 2>> <<arousal 50>> <</if>> <<if Weather.dayState is "night">> The cool night breeze makes you shiver. <</if>> The open air makes you feel more exposed than ever despite no one being around. <br><br> You feel intense embarrassment at your exposure <<if pcAreArmsBound("both")>> but with your arms bound you can do nothing to hide your nakedness. <<else>> and cover yourself as best you can. <</if>> <br><br> <</widget>> <<widget "exhibitionismbuilding">> <<if $exposed is 1>> <<arousal 20>> <<if Weather.dayState is "night">> You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling. <br><br> You feel intense embarrassment at your exposure <<if pcAreArmsBound("both")>> but with your arms bound you can do nothing to hide your nakedness. <<else>> and cover yourself as best you can. <</if>> <br><br> <<else>> You are dressed lewdly in a public space! You feel excitement and terror in equal measure. <br><br> You also feel intensely embarrassed at your exposure <<if pcAreArmsBound("both")>> but with your arms bound you can do nothing to hide your nakedness. <<else>> and cover yourself as best you can. <</if>> <br><br> <</if>> <<elseif $exposed is 2>> <<arousal 50>> <<if Weather.dayState is "night">> You are alone, but being in such a lewd state of dress is as terrifying as it is thrilling. <br><br> You feel intense embarrassment at your exposure <<if pcAreArmsBound("both")>> but with your arms bound you can do nothing to hide your nakedness. <<else>> and cover yourself as best you can. <</if>> <br><br> <<else>> You are in public with your unmentionables uncovered! You feel excitement and terror in equal measure. <br><br> You also feel intensely embarrassed at your exposure <<if pcAreArmsBound("both")>> but with your arms bound you can do nothing to hide your nakedness. <<else>> and cover yourself as best you can. <</if>> <br><br> <</if>> <</if>> <</widget>> <<widget "exhibitionclassroom">> <<if $exposed gte 1>> You're alone in the room, but being exposed in this often-crowded space makes you feel vulnerable and conscious of your <<nudity>>. <br><br> <</if>> <</widget>><<widget "fame">> <!-- Usage: <<fame 10 "scrap" "good">>. Raises fames regardless of mask, gloryhole, etc. --> <<if _args.length gte 2 and $statFreeze isnot true>> <<set [$_gain, ...($_fameTypes)] to _args>> <!-- remove first element of array since it's the number --> <<run $_fameTypes.forEach(fameType => $fame[fameType] += $_gain)>> <!-- add the specified amount to each specified fame type --> <<fameclamp>> <</if>> <</widget>> <<widget "fameexhibitionism">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and !($npc.length is 1 and ["Eden", "Robin", "Kylar", "Sydney", "Gwylan"].includes($npc[0])) or _args[2] is true>> <<set $fame.exhibitionism += _args[0]>> <<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "fameprostitution">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.prostitution += _args[0]>> <<set $fame.prostitution to Math.clamp($fame.prostitution, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famebestiality">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.bestiality += _args[0]>> <<set $fame.bestiality to Math.clamp($fame.bestiality, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famerape">> <<if _args[0] and $statFreeze isnot true>> <<if ($face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and !($npc.length is 1 and ["Eden", "Robin", "Kylar", "Sydney", "Gwylan"].includes($npc[0]))) or _args[2] is true>> <<set $fame.rape += _args[0]>> <<set $fame.rape to Math.clamp($fame.rape, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famesex">> <<if _args[0] and $statFreeze isnot true or _args[2] is true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and !($npc.length is 1 and ["Eden", "Robin", "Sydney", "Gwylan"].includes($npc[0])) or _args[2] is true>> <<set $fame.sex += _args[0]>> <<set $fame.sex to Math.clamp($fame.sex, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famepregnancy">> <<if _args[0] and $statFreeze isnot true and playerBellyVisible()>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.pregnancy += _args[0]>> <<set $fame.pregnancy to Math.clamp($fame.pregnancy, 0, Math.clamp(playerNormalPregnancyTotal() + 1,1,8) * 250)>> <</if>> <</if>> <</widget>> <<widget "fameimpreg">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.impreg += _args[0]>> <<set $fame.impreg to Math.clamp($fame.impreg, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famegood">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.good += _args[0]>> <<set $fame.good to Math.clamp($fame.good, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famebusiness">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.business += _args[0]>> <<set $fame.business to Math.clamp($fame.business, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famepimp">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.pimp += _args[0]>> <<set $fame.pimp to Math.clamp($fame.pimp, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famescrap">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.scrap += _args[0]>> <<set $fame.scrap to Math.clamp($fame.scrap, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famesocial">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.social += _args[0]>> <<set $fame.social to Math.clamp($fame.social, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famemodel">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole or _args[2] is true>> <<set $fame.model += _args[0]>> <<set $fame.model to Math.clamp($fame.model, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "famedance">> <<exposure>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole and $statFreeze isnot true>> <<if $exposed is 1>> <<set $fame.exhibitionism += $audience>> <<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000)>> <<elseif $exposed gte 2>> <<set $fame.exhibitionism += ($audience * 2)>> <<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "fameschoolex">> <<if _args[0] and $statFreeze isnot true>> <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole>> <<set $fame.exhibitionism += _args[0]>> <<set $fame.exhibitionism to Math.clamp($fame.exhibitionism, 0, 2000)>> <</if>> <</if>> <</widget>> <<widget "fameProse">> <<switch _args[0]>> <<case "scrap">> <<set $_output to "combat">> <<case "good">> <<set $_output to "kindness">> <<case "social">> <<set $_output to "socialite">> <<case "model">> <<set $_output to "modelling">> <<case "impreg">> <<set $_output to "impregnation">> <<default>> <<set $_output to _args[0]>> <</switch>> <<print $_output>> <</widget>><<widget "updateFeats">> <<if _passageCheck is "Start">> <<set _recalledFeats to JSON.parse(localStorage.getItem("dolFeats"))>> <</if>> <<if _recalledFeats is undefined or _recalledFeats is null>> <<set _recalledFeats to {points: 0}>> <</if>> <<set _points to 0>> <<set _keys to Object.keys(setup.feats)>> <<for _i to 0; _i lt _keys.length; _i++>> <<set _gainPoints to false>> <<if $feats.currentSave[_keys[_i]] isnot undefined>> <<set _gainPoints to true>> <<set _saveTime to getTimeNumber($feats.currentSave[_keys[_i]])>> <<set _allSaveTime to getTimeNumber($feats.allSaves[_keys[_i]])>> <<if _saveTime lt _allSaveTime>> <<set $feats.allSaves[_keys[_i]] to $feats.currentSave[_keys[_i]]>> <</if>> <</if>> <<set _allSaveTime to getTimeNumber($feats.allSaves[_keys[_i]])>> <<set _recalledSaveTime to getTimeNumber(_recalledFeats[_keys[_i]])>> <<if _allSaveTime gt _recalledSaveTime>> <<if _recalledFeats[_keys[_i]] isnot undefined>> <<set $feats.allSaves[_keys[_i]] to _recalledFeats[_keys[_i]]>> <<set _gainPoints to true>> <</if>> <<else>> <<if $feats.allSaves[_keys[_i]] isnot undefined>> <<set _gainPoints to true>> <</if>> <</if>> <<if _gainPoints is true>> <<set _points += setup.feats[_keys[_i]].difficulty>> <</if>> <</for>> <<set $feats.allSaves.points to _points>> <!--Store a record of which clothes the player has unlocked--> <<if _recalledFeats.specialClothes isnot undefined>> <<set $feats.allSaves.specialClothes to _recalledFeats.specialClothes>> <<elseif $feats.allSaves.specialClothes is undefined>> <<set $feats.allSaves.specialClothes to []>> <</if>> <<if !Array.isArray(V.feats.allSaves.specialClothes)>> <!-- Update old special clothes system to new system --> <<set V.feats.allSaves.specialClothes to getUnlockedSpecialSets(updateSpecialClothesNames(V.feats.allSaves.specialClothes)).filter(set => setup.specialClothesSets[set].feat)>> <</if>> <<if $specialClothes and $feats.locked is false and $cheatsEnabled is false>> <<set $_unlockedSets to getUnlockedSpecialSets().filter(set => setup.specialClothesSets[set].feat)>> <<for $_label, $_value range $_unlockedSets>> <!-- value.unlocked being 3 or greater means the requirements to unlock the clothing was actually met --> <<if $_value>> <<set $feats.allSaves.specialClothes.pushUnique($_value)>> <</if>> <</for>> <</if>> <<if _passageCheck is "Start">> <<else>> <<set localStorage.setItem("dolFeats",JSON.stringify($feats.allSaves))>> <</if>> <</widget>> <<widget "setupFeats">> <<if $featsBoosts is undefined or _args[0] is true>> <<set _earnedFeats = new Set(Object.keys($feats.allSaves))>> <<set $featsBoosts = { upgrades: {}, /* coins spent on upgrades */ upgradeDetails: {}, /* junk data */ purchased: {}, /* amount of upgrades purchased */ missing: {}, /* ugh */ name: {}, /* why */ pointsUsed:0, /* hatred and also suffering */ clothingGender:"Either", clothingCustomColors:false, hidden: { greenThumb: true }, tattoos:{ 1:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"}, 2:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"}, 3:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"}, 4:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"}, 5:{bodypart:"Random",tattoo:"Random",pen:"Tattoo"} }, sexToys:[{},{},{},{},{},{}], specialClothesSets:{}, earSlimeType:"immaturePassive" }>> <<set _featData = { money: { name: "Starting Money", required: ["Pocket Change", "Money Maker", "Tycoon", "Millionaire"], cost: 5, maxMultiplier: 2, missing: "Unlock this boost by obtaining the 'Pocket Change' feat" }, grades: { name: "School Grades", required: ["Perfect Record"], cost: 15, max: 2, missing: "Unlock this boost by obtaining the 'Perfect Record' feat" }, skulduggery: { name: "Skulduggery Grade", required: ["Thief"], cost: 5, max: 4, missing: "Unlock this boost by obtaining the 'Thief' feat" }, dancing: { name: "Dancing Grade", required: ["May I have this Dance?"], cost: 5, max: 4, missing: "Unlock this boost by obtaining the 'May I have this Dance?' feat" }, swimming: { name: "Swimming Grade", required: ["Aquanaut"], cost: 5, max: 4, missing: "Unlock this boost by obtaining the 'Aquanaut' feat" }, athletics: { name: "Athletics Grade", required: ["Swift"], cost: 5, max: 4, missing: "Unlock this boost by obtaining the 'Swift' feat" }, tending: { name: "Tending Grade", required: ["Green Fingered"], cost: 5, max: 4, missing: "Unlock this boost by obtaining the 'Green Fingered' feat" }, greenThumb: { name: "Green Thumb Trait", required: ["Green Fingered"], cost: 40, max: 1, missing: "Unlock this boost by obtaining the 'Green Fingered' feat" }, housekeeping: { name: "Housekeeping Grade", required: ["Majordomo"], cost: 5, max: 4, missing: "Unlock this boost by obtaining the 'Majordomo' feat" }, seduction: { name: "Seduction Grade", required: ["Seductress"], cost: 5, max: 4, missing: "Unlock this boost by obtaining the 'Seductress' feat" }, purity: { name: "Daily Purity Boost", required: ["Angel", "Fallen Angel"], cost: 20, max: 5, exclusive: "impurity", missing: "Unlock this boost by obtaining the 'Walk Like an Angel' and 'Falling, Falling, Falling...' feats" }, impurity: { name: "Daily Impurity Boost", required: ["Demon"], cost: 20, max: 5, exclusive: "purity", missing: "Unlock this boost by obtaining the 'Devilish Looks' feat" }, newLife: { name: "A New Life", required: ["Broodmother Host", "Top Broodmother Host"], cost: 20, missing: "Unlock this boost by obtaining a hidden feat (" + setup.feats["Broodmother Host"].hint + ")" }, aNewBestFriend: { name: "A New Best Friend", required: ["Ear Slime Lover", "Ear Slime Amalgam"], cost: 10, missing: "Unlock this boost by obtaining a hidden feat (" + setup.feats["Ear Slime Lover"].hint + ")" }, tattoos: { name: "Starting Tattoos", required: ["A Living Canvas", "Billboard"], cost: 5, max: 5, missing: "Unlock this boost by obtaining the 'Billboard' and 'A Living Canvas' feats" }, randomClothing: { name: "Random Clothing", required: [], cost: 1, max: 20, missing: "" }, specialClothing: { name: "Special Clothing", required: ["Curious Attire", "Wicked Wardrobe"], cost: 0, missing: "Unlock this boost by obtaining a hidden feat (" + setup.feats["Curious Attire"].hint + ")" }, sexToys: { name: "Sex Toys", required: ["Opened Pandoras Box", "Opened Pandoras Cocks"], cost: 30, missing: "Unlock this boost by obtaining a hidden feat (" + setup.feats["Opened Pandoras Box"].hint + ")" } }>> <<run Object.entries(_featData).forEach(([k,f])=>{ const maxEarned = !f.required.length ? 1 : f.required.filter(x => _earnedFeats.has(x)).length; const max = !maxEarned ? 0 : (f.max ?? (f.maxMultiplier * maxEarned || maxEarned)); $featsBoosts.upgrades[k] = 0; $featsBoosts.upgradeDetails[k] = {cost:f.cost, max:max, purchased:0, ...(f.exclusive?{exclusive:f.exclusive}:{})}; $featsBoosts.missing[k] = f.missing; $featsBoosts.name[k] = max > 0 ? f.name : "?????"; })>> <</if>> <</widget>> <<widget "update_school_skills">> <<for _subject range ["science", "english", "maths", "history"]>> <<if V[_subject + 'trait'] gte 4>> <<set V[_subject] to 1000>> <<elseif V[_subject + 'trait'] gte 3>> <<set V[_subject] to 700>> <<elseif V[_subject + 'trait'] gte 2>> <<set V[_subject] to 400>> <<elseif V[_subject + 'trait'] gte 1>> <<set V[_subject] to 200>> <<else>> <<set V[_subject] to 100>> <</if>> <</for>> <</widget>> <<widget "applyFeatsBoost">> <<set _upgrades to $featsBoosts.upgrades>> <<set _details to $featsBoosts.upgradeDetails>> <<if $featsBoosts.pointsUsed gt 0>> <<earnFeat "A New Life">> <</if>> <<if _upgrades.money gt 0>> <<money `_details.money.purchased * _details.money.max * 2500` "startingMoney">> <</if>> <<if _upgrades.grades gt 0>> <<set $sciencetrait += _upgrades.grades / _details.grades.cost * 1>> <<set $englishtrait += _upgrades.grades / _details.grades.cost * 1>> <<set $mathstrait += _upgrades.grades / _details.grades.cost * 1>> <<set $historytrait += _upgrades.grades / _details.grades.cost * 1>> <<update_school_skills>> <</if>> <<if _upgrades.skulduggery gt 0>> <<set $skulduggery to _upgrades.skulduggery / _details.skulduggery.cost * 100>> <<set $skulduggeryday to _upgrades.skulduggery / _details.skulduggery.cost * 100>> <</if>> <<if _upgrades.dancing gt 0>> <<set $danceskill to _upgrades.dancing / _details.dancing.cost * 100>> <</if>> <<if _upgrades.tending gt 0>> <<set $tending += _upgrades.tending / _details.tending.cost * 100>> <</if>> <<if _upgrades.swimming gt 0>> <<set $swimmingskill += _upgrades.swimming / _details.swimming.cost * 100>> <</if>> <<if _upgrades.athletics gt 0>> <<set $athletics += _upgrades.athletics / _details.athletics.cost * 100>> <</if>> <<if _upgrades.seduction gt 0>> <<set $seductionskill to _upgrades.seduction / _details.seduction.cost * 100>> <</if>> <<if _upgrades.housekeeping gt 0>> <<set $housekeeping to _upgrades.housekeeping / _details.housekeeping.cost * 100>> <</if>> <<if _upgrades.purity gt 0>> <<set $featsPurityBoost to _upgrades.purity / _details.purity.cost>> <</if>> <<if _upgrades.impurity gt 0>> <<set $featsPurityBoost to _upgrades.impurity / _details.impurity.cost * -1>> <</if>> <<if _upgrades.newLife gt 0 and $settings.parasitePregnancyEnabled>> <<impregnateParasite "tentacle" 400>> <<fertiliseParasites>> <<set _pregnancy to $sexStats.anus.pregnancy>> <<set _pregnancy.motherStatus to 2>> <<set $pregnancyStats.parasiteDoctorEvents to 2>> <<set _pregnancy.fetus[0].stats.gender to "Hermaphrodite">> <<if _upgrades.newLife is 40>> <<set _pregnancy.fetus[0].stats.growth to 7>> <<set _pregnancy.fetus[0].stats.speed to 54>> <</if>> <<set _pregnancy.fetus[0].stats.lastEgg to Math.floor(_pregnancy.fetus[0].stats.growth / 3)>> <</if>> <<if _upgrades.aNewBestFriend gt 0>> <<parasite left_ear slime>> <<switch $featsBoosts.earSlimeType>> <<case "immatureAggressive">> <<set $earSlime.corruption to 20>> <<set $earSlime.growth to 0>> <<set $earSlime.startedThreats to true>> <<set $earSlime.exhibitionism to 2>> <<set $earSlime.deviancy to 2>> <<set $earSlime.promiscuity to 2>> <<case "grownAggressive">> <<set $earSlime.corruption to 100>> <<set $earSlime.growth to 25>> <<set $earSlime.startedThreats to true>> <<set $earSlime.exhibitionism to 2>> <<set $earSlime.promiscuity to 2>> <<set $earSlime.deviancy to 2>> <<default>> <<set $earSlime.corruption to 0>> <</switch>> <<else>> <<run delete $featsBoosts.earSlimeType>> <</if>> <<if _upgrades.aNewBestFriend gt 10>> <<parasite right_ear slime>> <</if>> <<if _upgrades.greenThumb gt 0>> <<set $backgroundTraits.pushUnique("greenthumb")>> <<if $fertiliser>> <<set $fertiliser.current++>> <</if>> <</if>> <<if _upgrades.randomClothing gt 0>> <<set _clothingItems to _upgrades.randomClothing * 3>> <<set _options to { head:[], face:[], neck:[], hands:[], handheld:[], upper:[], lower:[], under_upper:[], under_lower:[], legs:[], feet:[] }>> <<set _equip to setup.clothingLayer.body>> <<for _i to 0; _i lt _equip.length; _i++>> <<set _slot to _equip[_i]>> <<for _j to 0; _j lt setup.clothes[_slot].length; _j++>> <<if (setup.clothes[_slot][_j].gender is "f" and $featsBoosts.clothingGender is "Male") or (setup.clothes[_slot][_j].gender is "m" and $featsBoosts.clothingGender is "Female")>> <<continue>> <</if>> <<if setup.clothes[_slot][_j].outfitSecondary isnot undefined>> <<continue>> <</if>> <<if setup.clothes[_slot][_j].shop.includes("clothing")>> <<run _options[_slot].push(_j)>> <</if>> <</for>> <</for>> <<set _equip to ["head","face","neck","upper","upper","upper","upper","upper","lower","lower","lower","lower","lower","under_upper","under_upper","under_upper","under_lower","under_lower","under_lower","hands","legs","feet"]>> <<for _i to 0; _i lt _clothingItems; _i++>> <<set _slot to _equip.random()>> <<set _index to _options[_slot].random()>> <<set _item to clone(setup.clothes[_slot][_index])>> <<if _item.colour_options.length gt 0>> <<set _colors to clone(_item.colour_options)>> <<if $featsBoosts.clothingCustomColors is false>> <<run _colors.delete("custom")>> <</if>> <<set _item.colour to _colors.random()>> <<if $featsBoosts.clothingCustomColors is true and _item.colour is "custom">> <<set _item.colourCustom to customColour(random(0,360), (random(0,20)/10), (random(5,40)/10), (random(0,20)/10), (random(0,100)/100))>> <</if>> <</if>> <<if _item.accessory_colour_options.length gt 0>> <<set _colors to clone(_item.accessory_colour_options)>> <<if $featsBoosts.clothingCustomColors is false>> <<run _colors.delete("custom")>> <</if>> <<set _item.accessory_colour to _colors.random()>> <<if $featsBoosts.clothingCustomColors is true and _item.accessory_colour is "custom">> <<set _item.accessory_colourCustom to customColour(random(0,360), (random(0,20)/10), (random(5,40)/10), (random(0,20)/10), (random(0,100)/100))>> <</if>> <</if>> <<if _item.pattern_options and _item.pattern_options.length gt 0>> <<set _item.pattern to clone(_item.pattern_options).random()>> <</if>> <<set $_outfitPrimary to _item.outfitPrimary>> <<set $_items to {}>> <<run $_items[_slot] to clone(_item)>> <<if $_outfitPrimary isnot undefined>> <<for _labelf, _valuef range $_outfitPrimary>> <<for _j to 0; _j lt setup.clothes[_labelf].length; _j++>> <<if _valuef is setup.clothes[_labelf][_j].name>> <<set $_items[_labelf] to clone(setup.clothes[_labelf][_j])>> <<set $_items[_labelf].colour to clone($_items[_slot].colour)>> <<set $_items[_labelf].accessory_colour to clone($_items[_slot].accessory_colour)>> <<if $_items[_labelf].pattern_options and $_items[_labelf].pattern_options.length gt 0>><<set $_items[_labelf].pattern to clone($_items[_slot].pattern)>><</if>> <<if $featsBoosts.clothingCustomColors is true and _item.colour is "custom">> <<set $_items[_labelf].colourCustom to clone($_items[_slot].colourCustom)>> <</if>> <<if $featsBoosts.clothingCustomColors is true and _item.accessory_colour is "custom">> <<set $_items[_labelf].accessory_ColourCustom to clone($_items[_slot].accessory_colourCustom)>> <</if>> <<break>> <</if>> <</for>> <</for>> <</if>> <<if $_items[_slot] isnot undefined and $wardrobe[_slot].length lt $wardrobe.space>> <<for _labelf, _valuef range $_items>> <<run $wardrobe[_labelf].push(_valuef)>> <</for>> <<else>> <<set _clothingItems += 1>> <</if>> <<unset _item>> <</for>> <</if>> <<if _upgrades.tattoos gt 0>> <<featsTattooOptions>> <<set _totalTattoos to $featsBoosts.upgrades.tattoos / $featsBoosts.upgradeDetails.tattoos.cost>> <<set _bodyPartOptions to ["forehead","left_cheek","right_cheek","left_shoulder","right_shoulder","back","breasts","left_bottom","right_bottom","left_thigh","right_thigh","pubic"]>> /*Remove non-random locations*/ <<for _label, _value range $featsBoosts.tattoos>> <<if _value.tattoo isnot "Random">> <<set _bodyPart to _value.bodypart.toLowerCase()>> <<set _bodyPart to _bodyPart.replace(" ", "_")>> <<run _bodyPartOptions.delete(_bodyPart)>> <</if>> <</for>> /*Add non-random bodyparts*/ <<for _label, _value range $featsBoosts.tattoos>> <<if _label gt _totalTattoos>> <<break>> <</if>> <<if _value.bodypart is "Random">> <<continue>> <</if>> <<set _bodyPart to _value.bodypart.toLowerCase()>> <<set _bodyPart to _bodyPart.replace(" ", "_")>> <<run _bodyPartOptions.delete(_bodyPart)>> <<if _value.tattoo is "Random">> <<set _tattoo to _featsTattooAll.pluck()>> <<else>> <<set _tattoo to _value.tattoo>> <</if>> <<for _label2, _value2 range setup.bodywriting>> <<if _value2.writing is _tattoo>> <<add_bodywriting _bodyPart _label2 `_value.pen.toLowerCase()`>> <<break>> <</if>> <</for>> <</for>> /*Add random bodyparts*/ <<for _label, _value range $featsBoosts.tattoos>> <<if _label gt _totalTattoos>> <<break>> <</if>> <<if _value.bodypart isnot "Random">> <<continue>> <</if>> <<set _bodyPart to _bodyPartOptions.pluck()>> <<if _value.tattoo is "Random">> <<set _tattoo to _featsTattooAll.pluck()>> <<else>> <<set _tattoo to _value.tattoo>> <</if>> <<for _label2, _value2 range setup.bodywriting>> <<if _value2.writing is _tattoo>> <<add_bodywriting _bodyPart _label2 `_value.pen.toLowerCase()`>> <<break>> <</if>> <</for>> <</for>> <<bodywritingExposureCheck true>> <</if>> <<if _upgrades.specialClothing gt 0>> <<set _unlocked to $feats.allSaves.specialClothes>> <<specialClothesUpdate>> <<if (_upgrades.specialClothing / _details.specialClothing.cost) is 3>> /* Level 3 upgrade - everything is remembered. */ <<for $_labelC, $_valueC range _unlocked>> <<if $featsBoosts.specialClothesSets[$_labelC] is true>> <<run specialClothesUnlock("set", $_labelC, 3)>> <</if>> <</for>> <<elseif (_upgrades.specialClothing / _details.specialClothing.cost) is 2>> /* Level 2 upgrade - unlock all special clothes unlocked in any other save. */ <<for $_labelC, $_valueC range _unlocked>> <<if $featsBoosts.specialClothesSets[$_labelC] is true>> <<run specialClothesUnlock("set", $_labelC, 2)>> <</if>> <</for>> <<else>> /* Level 1 upgrade - unlock previosuly unlocked special clothing sets by selection. */ <<for $_labelC, $_valueC range $featsBoosts.specialClothesSets>> <<if $featsBoosts.specialClothesSets[$_labelC] is true>> <<run specialClothesUnlock("set", $_labelC, 2)>> <</if>> <</for>> <</if>> <</if>> <<if _upgrades.sexToys gt 0>> <<set _totalToys to _upgrades.sexToys / 10>> <<set _indexList to []>> <<run Object.values(setup.sextoys.filter(item => !item.shop.includes("forest"))).forEach(toy => T.indexList.push(toy.index))>> <<for _i to 0; _i lt _totalToys; _i++>> <<if $featsBoosts.sexToys[_i].index isnot undefined and $featsBoosts.sexToys[_i].index isnot -1>> <<set _sexToyIndex to $featsBoosts.sexToys[_i].index>> <<set _sexToyColour to $featsBoosts.sexToys[_i].colour>> <<run _indexList.delete(_sexToyIndex)>> <<else>> <<set _sexToyIndex to _indexList.pluck()>> <</if>> <<if !_sexToyColour or _sexToyColour is -1>> <<set _sexToyColourOptions to Object.values(setup.sextoys).find(toy => toy.index is _sexToyIndex).colour_options>> <<set _sexToyColour to _sexToyColourOptions[random(0, _sexToyColourOptions.length - 1)]>> <</if>> <<run sexShopOnBuyClick(_sexToyIndex, false, _sexToyColour, false)>> <<unset _sexToyColour>> <</for>> <</if>> /* Clean Up */ <<run delete $featsBoosts.name>> <<run delete $featsBoosts.missing>> <<run delete $featsBoosts.clothingCustomColors>> <<run delete $featsBoosts.clothingGender>> <<run delete $featsBoosts.upgradeDetails>> <<run delete $featsBoosts.tattoos>> <<run delete $featsBoosts.sexToys>> <<run delete $featsBoosts.hidden>> <<run delete $featsBoosts.purchased>> <<run delete $featsBoosts.specialClothesSets>> <</widget>> <!-- Paste in the console to get the total number of vrelcoins var count = 0; for (var i = 0; i < Object.keys(setup.feats).length;i++){ count += setup.feats[Object.keys(setup.feats)[i]].difficulty }--><<widget "barbicon">> <<icon "barb.png">> <</widget>> <<widget "wolfcaveicon">> <<switch _args[0]>> <<case "pup">><<icon "wolfpup.png">> <<case "sleep">><<icon "wolfsleep.png">> <<case "stream">><<icon "stream.png">> <<case "black dog">><<icon "blackdog.png">> <<case "bw">><<icon "blackwolf.png">> <<case "ferocity">><span class="icon-container"><img class="icon" src="img/ui/wolfferocity.png"></span> <<case "harmony">><span class="icon-container"><img class="icon" src="img/ui/wolfharmony.png"></span> <<case "inside">><<icon "wolfcave_inside.png">> <<case "outside">><<icon "wolfcave_outside.png">> <<case "entrance">><<icon "wolfcave_entrance.png">> <<case "hole">><<icon "wolfcave_hole.png">> <<case "pupsden">><<icon "wolfcave_pupsden.png">> <<case "wolf">> <<set _wolfcolor = ["brown", "caramel", "gray", "white"]>> <<set _selectedColor = _wolfcolor.random()>> <<set _wolf = "wolf_" + _selectedColor + ".png">> <<icon _wolf>> <<case "wolf play">> <<set _wolfcolor = ["brown", "caramel", "gray", "white"]>> <<set _selectedColor = _wolfcolor.random()>> <<set _wolfplay = "wolf_" + _selectedColor + "_play" + ".png">> <<icon _wolfplay>> <<case "children">> <<run Object.values($children).forEach(child => { if (child.type is "wolf" and child.location is "wolf_cave") { if (!T.childrenIconSelect) T.childrenIconSelect = []; T.childrenIconSelect.push(child.childId); } })>> <<if _childrenIconSelect.length gte 2>> <<set $_child1 to _childrenIconSelect.pluck()>> <<set $_child2 to _childrenIconSelect.pluck()>> <<if $children[$_child1].features.monster isnot $children[$_child2].features.monster>> <<set _wolfkid to ($children[$_child1].features.monster is "monster") ? $_child1 : $_child2>> <<set _wolfpup to (_wolfkid is $_child1 ? $_child2 : $_child1)>> <<set $_baseIcon to "children/pups/duo_features.png">> <<set $_wolfkidHair to "children/pups/duo_monster_hair.png">> <<set $_wolfkidSkin to "children/pups/duo_monster_skin.png">> <<set $_wolfkidEyes to "children/pups/duo_monster_eyes.png">> <<set $_wolfpupHair to "children/pups/duo_wolf_hair.png">> <<set $_wolfpupEyes to "children/pups/duo_wolf_eyes.png">> <<set _wolfkidSkinFilter = "filter: " + setup.colours.getSkinCSSFilter($children[_wolfkid].features.skinColour)>> <<set _wolfPupEyeClass = $children[_wolfpup].features.eyeColour?.replace("pc",V.eyeselect)?.replace(/ /g, '-')>> <<set _wolfKidEyeClass = $children[_wolfkid].features.eyeColour?.replace("pc",V.eyeselect)?.replace(/ /g, '-')>> <span class="icon-container"> <<icon $_baseIcon>> <span @style="_wolfkidSkinFilter"> <<icon $_wolfkidSkin>> </span> <span @class="'hair-'+$children[_wolfkid].features.hairColour"> <span class="colour-hair"><<icon $_wolfkidHair>></span> </span> <span @class="'hair-'+$children[_wolfpup].features.hairColour"> <span class="colour-hair"><<icon $_wolfpupHair>></span> </span> <span @class="'eye-'+_wolfPupEyeClass"> <<icon $_wolfpupEyes>> </span> <span @class="'eye-'+_wolfKidEyeClass"> <<icon $_wolfkidEyes>> </span> <<set $_baseIcon to "children/pups/duo_features.png">> </span> <<else>> <<set _monster to $children[$_child1].features.monster is "monster">> <<set $_wolfHair to _monster ? "children/pups/monster_fur.png" : "children/pups/beast_fur.png">> <<set $_wolfSkin to _monster ? "children/pups/monster_body.png" : null>> <<set $_wolfEyes to _monster ? "children/pups/monster_eyes.png" : "children/pups/beast_eyes.png">> <<set _wolfEyeClass = $children[$_child1].features.eyeColour?.replace("pc",V.eyeselect)?.replace(/ /g, '-')>> <span class="icon-container"> <<if $_wolfSkin>> <<set _wolfkidSkinFilter = "filter: " + setup.colours.getSkinCSSFilter($children[$_child1].features.skinColour)>> <span @style="_wolfkidSkinFilter"> <<icon $_wolfSkin>> </span> <</if>> <span @class="'hair-'+$children[$_child1].features.hairColour"> <span class="colour-hair"><<icon $_wolfHair>></span> </span> <span @class="'eye-'+_wolfEyeClass"> <<icon $_wolfEyes>> </span> <<if $_wolfSkin>> <<icon "children/pups/monster_paws.png">> <</if>> </span> <</if>> <</if>> <<default>><<icon "wolf_gray.png">> <</switch>> <</widget>> <<widget "clifficon">> <<icon "cliff.png">> <</widget>> <<widget "starfishicon">> <<icon "starfish.png">> <</widget>> <<widget "fishtankicon">> <<switch $container.home.name>> <<case "Small Fish Tank">> <<icon "tank_small.gif">> <<case "Fish Tank">> <<icon "tank_medium.gif">> <<case "Large Fish Tank">> <<switch $container.home.decorations>> <<case "Standard Decorations">><<icon "tank_large_decor.gif">> <<case "Exotic Decorations">><<icon "tank_large_exotic.gif">> <<default>><<icon "tank_large.gif">> <</switch>> <<case "Huge Fish Tank">> <<switch $container.home.decorations>> <<case "Standard Decorations">><<icon "tank_huge_decor.gif">> <<case "Exotic Decorations">><<icon "tank_huge_exotic.gif">> <<default>><<icon "tank_huge.gif">> <</switch>> <<default>> <<icon "tank_medium.gif">> <</switch>> <</widget>> <<widget "mericon">> <<icon "mer.png">> <</widget>> <<widget "domusicon">> <<icon "domus.png">> <</widget>> <<widget "connudatusicon">> <<icon "connudatus.png">> <</widget>> <<widget "highicon">> <<icon "high.png">> <</widget>> <<widget "oxfordicon">> <<icon "oxford.png">> <</widget>> <<widget "harvesticon">> <<icon "harvest.png">> <</widget>> <<widget "danubeicon">> <<icon "danube.png">> <</widget>> <<widget "wolficon">> <<icon "wolf.png">> <</widget>> <<widget "nightingaleicon">> <<icon "nightingale.png">> <</widget>> <<widget "elkicon">> <<icon "elk.png">> <</widget>> <<widget "busicon">> <<icon "bus.png">> <</widget>> <<widget "brothelicon">> <<switch _args[0]>> <<case "gloryhole">><<icon "actions/gloryhole.png">> <<case "stage">><<icon "stage.png">> <<default>><<icon "brothel.gif">> <</switch>> <</widget>> <<widget "swimmingicon">> <<icon "swimming.png">> <</widget>> <<widget "scienceicon">> <<switch _args[0]>> <<case "pink lichen">><<icon "lichen_pink.png">> <<case "white lichen">><<icon "lichen_white.png">> <<case "violet lichen">><<icon "lichen_violet.png">> <<case "purple lichen">><<icon "lichen_purple.png">> <<default>><<icon "science.png">> <</switch>> <</widget>> <<widget "historyicon">> <<icon "history.png">> <</widget>> <<widget "mathicon">> <<icon "math.png">> <</widget>> <<widget "englishicon">> <<icon "english.png">> <</widget>> <<widget "parkicon">> <<switch _args[0]>> <<case "fountain">><<icon "fountain.png">> <<default>><<icon "park.gif">> <</switch>> <</widget>> <<widget "policeicon">> <<icon "police.png">> <</widget>> <<widget "peppersprayicon">> <<icon "spray.png">> <</widget>> <<widget "sewericon">> <<switch _args[0]>> <<case "algae">><<icon "algae.png">> <<case "breeze">><<icon "breeze.png">> <<case "drain">><<icon "drain_ocean.png">> <<case "litter">><<icon "litter.png">> <<case "main">><<icon "sewermain.png">> <<case "mud">><<icon "mud.png">> <<case "wood">><<icon "log.png">> <<case "webs">><<icon "webs.png">> <<case "rubble">><<icon "rubble.png">> <<case "rubbish">><<icon "rubbish.png">> <<case "ruins">><<icon "ruins.png">> <<case "sculpture">><<icon "sculpture.png">> <<case "scrap">><<icon "scrap.png">> <<case "smuggler">><<icon "smuggler.png">> <<case "waterfall">><<icon "waterfall.png">> <<default>><<icon "sewer.png">> <</switch>> <</widget>> <<widget "foresticon">> <<switch _args[0]>> <<case "bush">><<icon "bush.png">> <<case "churchyard">><<icon "churchyard.png">> <<case "river">><<icon "river.png">> <<case "bog">><<icon "bog.png">> <<case "garden">> <<switch Time.season>> <<case "spring">><<icon "forest_garden_spring.png">> <<case "summer">><<icon "forest_garden_summer.png">> <<case "autumn">><<icon "forest_garden_autumn.png">> <<case "winter">><<icon "forest_garden_winter.png">> <<default>><<icon "forest_garden_spring.png">> <</switch>> <<default>><<icon "forest.png">> <</switch>> <</widget>> <<widget "islandicon">> <<switch _args[0]>> <<case "explore">><<icon "actions/explore.png">> <<case "mask">><<icon "clothes/islander_mask.png">> <<case "nuts">><<icon "nuts.png">> <<default>><<icon "island.png">> <</switch>> <</widget>> <<widget "pubicon">> <<icon "pub.png">> <</widget>> <<widget "lockericon">> <<switch _args[0]>> <<case "put in">><<icon "putinlocker.png">> <<default>><<icon "locker.png">> <</switch>> <</widget>> <<widget "loitericon">> <<icon "loiter.gif">> <</widget>> <<widget "compoundicon">> <<icon "compound.gif">> <</widget>> <<widget "oakicon">> <<icon "danube_oak.png">> <</widget>> <<widget "heelsicon">> <<switch _args[0]>> <<case "hobble">><<icon "actions/hobbleheels.png">> <<default>><<icon "exerciseheels.png">> <</switch>> <</widget>> <<widget "exerciseicon">> <<icon "physique.png">> <</widget>> <<widget "getinicon">> <<icon "get_in.png">> <</widget>> <<widget "refuseicon">> <<icon "refuse.png">> <</widget>> <<widget "getouticon">> <<switch _args[0]>> <<case "dig">><<icon "dig.png">> <<case "hole">><<icon "get_out_hole.png">> <<default>><<icon "get_out.png">> <</switch>> <</widget>> <<widget "loveicon">> <<switch _args[0]>> <<case "kiss">><<icon "actions/kiss.png">> <<case "hug">><<icon "actions/hug.png">> <<default>><<iconUi "love_interest.png">> <</switch>> <</widget>> <<widget "lockicon">> <<switch _args[0]>> <<case "key">><<icon "key_cabinet.png">> <<case "gate">><<icon "gate.png">> <<case "bronze key">><<icon "key_bronze.png">> <<case "old key">><<icon "key_old.png">> <<case "iron key">><<icon "key_iron.png">> <<case "pick">><<icon "lockpick.png">> <<case "unlock">><<icon "padlock_unlocked.png">> <<default>><<icon "padlock.png">> <</switch>> <</widget>> <<widget "templeicon">> <<switch _args[0]>> <<case "altar">><<icon "altar.gif">> <<case "baton">><<icon "baton.png">> <<case "cloister">><<icon "cloister.png">> <<case "confession">><<icon "confessional.png">> <<case "garden">><<switch Weather.dayState>><<case "night">><<icon "temple_garden_night.png">><<default>><<icon "temple_garden.png">><</switch>> <<case "pew">><<icon "pew.png">> <<case "pray">><<skinicon "pray">> <<case "prayer room">><<icon "prayer_room.png">> <<case "quarters">><<icon "quarters.png">> <<case "statue">> <<if $hc>> <<icon "statue_child.png">> <<elseif $world_corruption_soft lte 25>> <<icon "statue_low.png">> <<elseif $world_corruption_soft lte 99>> <<icon "statue_mid.png">> <<else>> <<icon "statue_high.png">> <</if>> <<case "trial">><<icon "trial_of_purity.gif">> <<case "trialcontinue">><<icon "trial_continue.gif">> <<case "trialbail">><<icon "trial_jump.gif">> <<case "whip">><<icon "whip.png">> <<case "virginity">><<icon "virginity_test.png">> <<default>><<wolficon>> <</switch>> <</widget>> <<widget "edenicon">> <<switch _args[0]>> <<case "coat stand">><<icon "coatstand.png">> <<case "curtains">><<icon "curtains.png">> <<case "rug">><<icon "rug.png">> <<case "scarf">><<icon "clothes/scarf.png">> <<case "salve">><<icon "salve.png">> <<case "soap">><<icon "soap.png">> <<case "supplies">><<icon "supplies.png">> <<case "target">><<icon "target.png">> <<default>><<icon "cabin.png">> <</switch>> <</widget>> <<widget "choreicon">> <<switch _args[0]>> <<case "sweep">><<icon "broom_dustpan.png">> <<case "clean">><<icon "sponge.png">> <<case "fix">><<icon "hammer_nails.png">> <<case "litter">><<icon "litter.png">> <<case "rubbish">><<icon "rubbish.png">> <<case "trashcan">><<icon "landfill.png">> <<case "trim">><<icon "shears.gif">> <<default>><<icon "sponge.png">> <</switch>> <</widget>> <<widget "wraithicon">> <<icon "wraith.png">> <</widget>> <<widget "assignmenticon">> <<icon "assignment.png">> <</widget>> <<widget "couchicon">> <<icon "couch.png">> <</widget>> <<widget "mysteryicon">> <<icon "ask.png">> <</widget>> <<widget "stallicon">> <<switch _args[0]>> <<case "open">><<icon "stall_open.png">> <<case "balloon">><<icon "stall_balloon.png">> <<default>><<icon "stall.png">> <</switch>> <</widget>> <<widget "entertownicon">> <<switch Weather.dayState>> <<case "night">> <<icon "town_night.png">> <<default>> <<icon "town.png">> <</switch>> <</widget>> <<widget "relaxicon">> <<icon "actions/relax.png">> <</widget>> <<widget "farmicon">> <<switch _args[0]>> <<case "alexbed">><<icon "farm_alexbed.png">> <<case "alexdesk">><<icon "farm_alexdesk.png">> <<case "barn">><<icon "barn.png">> <<case "clear yard">><<icon "clearyard.gif">> <<case "cottage">><<icon "cottage.png">> <<case "grass">><<icon "grass.png">> <<case "kennel">><<icon "kennel.png">> <<case "meadow">><<icon "meadow.png">> <<case "milk">><<icon "milk_machine.png">> <<case "bucket">><<icon "milk_bucket.png">> <<case "tv">><<icon "TV.gif">> <<case "lab">><<icon "farm_lab.gif">> <<case "parasitebarn">><<icon "farm_parasitebarn.png">> <<case "relax">><<icon "farm_alexrelax.png">> <<default>> <<switch Time.season>> <<case "autumn">><<icon "farmlands_autumn.png">> <<case "winter">><<icon "farmlands_winter.png">> <<default>><<icon "farmlands.png">> <</switch>> <</switch>> <</widget>> <<widget "tendingicon">> <<set _string to "tending/" + _args[0]>> <<if !_string.includes(".png") and !_string.includes(".gif")>> <<if setup.plants[_args[0]]?.icon.includes(".gif")>> <<set _string += ".gif">> <<else>> <<set _string += ".png">> <</if>> <</if>> <<icon _string>> <</widget>> <<widget "crimeicon">> <<switch _args[0]>> <<case "black box">><<icon "blackbox.gif">> <<case "mark">><<icon "mark.gif">> <<case "safe">><<icon "safe.gif">> <<case "shackles">><<icon "shackles.png">> <<case "plunder">><<icon "actions/plunder.png">> <<default>><<icon "actions/crime.png">> <</switch>> <</widget>> <<widget "antiqueicon">> <<icon `"antiques/antique_" + _args[0] + ".png"`>> <</widget>> <<widget "symbol">> <<switch _args[0]>> <<case "purity">><<tficon "angel">><<exit>> <<case "corruption">><<tficon "demon">><<exit>> <<case "promiscuity" "lust">><<set _symbol to "sym_lust.png">> <<case "trauma" "willpower" "fear">><<set _symbol to "sym_trauma.png">> <<default>><<set _symbol to `sym_${_args[0]}.png`>> <</switch>> <<iconUi _symbol>> <</widget>> <<widget "gifticon">> <<switch _args[0]>> <<case "balloons">><<icon "balloons.png">> <<case "christmas">><<icon "gift_christmas.png">> <<case "christmas hat">><<icon "clothes/christmas_hat.png">> <<case "gothic">><<icon "clothes/gothic_gown.png">> <<case "hunting">><span class="clothes-brown"><<icon "clothes/hunting_coat.png">></span> <<case "kimono">><<icon "clothes/kimono.png">> <<case "love">><<icon "gift_li.png">> <<case "wrapping">><<icon "wrapping.png">> <<case "shirt">><span class="clothes-light-blue"><<icon "clothes/t-shirt.png">></span> <<case "sundress">><span class="clothes-light-pink"><<icon "clothes/sundress.png">></span> <<case "tuxedo">><<icon "clothes/tuxedo_jacket.png">> <<case "valentine">><<icon "gift_vday.png">> <<default>><<icon "gift_christmas.png">> <</switch>> <</widget>> <<widget "mooricon">> <<switch _args[0]>> <<case "remy">><<icon "estate.png">> <<case "remy cottage">><<icon "remy_cottage.png">> <<default>><<icon "moor.png">> <</switch>> <</widget>> <<widget "birdicon">> <<switch _args[0]>> <<case "nest">> <<set $_nestImg to "birdTower/nest">> <<switch $bird.upgrades.nest>> <<case 0>><<set $_nestImg += "_wood">> <<case 1>><<set $_nestImg += "_padded">> <<case 2>><<set $_nestImg += "_cushioned">> <<case 3>> <<set $_nestImg += "_luxurious">> <<if $bird.upgrades.decor gte 4>> <<set $_nestImg += "_decor">> <</if>> <</switch>> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer))>> <<set $_nestImg += "_eggs">> <</if>> <<set $_nestImg += ".png">> <<icon $_nestImg>> <<case "perch">> <<set $_perchImg to "birdTower/perch">> <<switch Weather.dayState>> <<case "night">> <<if Weather.bloodMoon>> <<set $_perchImg += "_blood">> <<else>> <<set $_perchImg += "_night">> <</if>> <<default>> <<switch Weather.name>> <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "snow">> <<set $_perchImg += "_snow">> <<else>> <<set $_perchImg += "_rain">> <</if>> <<default>><<set $_perchImg += ("_" + Weather.dayState)>> <</switch>> <</switch>> <<if $bird.upgrades?.decor gte 3>> <<set $_perchImg += "_decor">> <</if>> <<set $_perchImg += ".png">> <<icon $_perchImg>> <<case "perch_up">><<icon "actions/perch_get_up.png">> <<case "preen">> <<set $_frontIcon = 'birdTower/preen_wing_debris.png'>> <<if $daily.birdGroom is undefined>> <<icon $_frontIcon infront>> <</if>> <<icon "birdTower/preen_wing.png">> <<case "preen_self">> <<set $_hairIcon = 'birdTower/preen_wing_hair.png'>> <<set $_frontIcon = 'birdTower/preen_wing_debris.png'>> <<if $daily.birdSelfPreen is undefined>> <<icon $_frontIcon infront>> <</if>> <span @class="'hair-'+$haircolour"> <span class="colour-hair"><<icon $_hairIcon>></span> </span> <<case "hunt">> <<set $_huntImg to "birdTower/prepare_hunt_" + Weather.dayState + ".gif">> <<icon $_huntImg>> <<case "firepit">> <<if $bird.upgrades>> <<set $_firePitImg to "birdTower/firepit_">> <<switch $bird.upgrades.firepit>> <<case 0 1>><<set $_firePitImg += "makeshift_">> <<case 2>><<set $_firePitImg += "robust_">> <<case 3>><<set $_firePitImg += "bonfire_">> <</switch>> <<set $_firePitTime to getBirdBurnTime()>> <<if $_firePitTime lte 0>> <<set $_firePitImg += "0.gif">> <<elseif $_firePitTime lte 120>> <<set $_firePitImg += "1.gif">> <<elseif $_firePitTime lte 480>> <<set $_firePitImg += "2.gif">> <<elseif $_firePitTime lte 960>> <<set $_firePitImg += "3.gif">> <<else>> <<set $_firePitImg += "4.gif">> <</if>> <<icon $_firePitImg>> <<else>> <<icon "campfire.gif">> <</if>> <<case "rainwater">> <<if $bird.upgrades?.pot is 3 and getBirdBurnTime() gt 0>> <<icon "birdTower/rain_pool_heated.gif">> <<else>> <<icon "birdTower/rain_pool.gif">> <</if>> <<case "rack">> <<switch $bird.upgrades.rack>> <<case 0 1>><<icon "birdTower/drying_rack_makeshift.png">> <<case 2>><<icon "birdTower/drying_rack_expanded.png">> <<case 3>><<icon "birdTower/drying_rack_enclosed.png">> <</switch>> <<case "snare">><<icon "birdTower/snare_no_bait.png">> <<case "snare_bait">><<icon "birdTower/snare_bait.png">> <<case "snare_lurker">><<icon "birdTower/snare_lurker.gif">> <<case "sing">><<icon "sing.png">> <<case "tower">><<icon "birdTower/tower.png">> <<case "tools">><<icon "birdTower/toolbox.png">> <<case "pot">><<icon "birdTower/cooking_pot.png">> <<case "pot_cook">> <<if getBirdBurnTime() gt 0>> <<icon "birdTower/cooking_pot_boil.gif">> <<else>> <<icon "birdTower/cooking_pot.png">> <</if>> <<case "telescope">><<icon "birdTower/ornate_telescope.png">> <<case "wood">><<icon "birdTower/wood.png">> <<case "fabric">><<icon "birdTower/fabric.png">> <<case "sticks">><<icon "birdTower/stick.png">> <<case "leaves">><<icon "birdTower/leaf.png">> <<case "junk">><<icon "birdTower/junk.png">> <<case "lurkers">><<icon "birdTower/lurker_dead.png">> <<case "lurkers_netted">><<icon "birdTower/lurker_netted.png">> <<case "leather">><<icon "birdTower/lurker_leather.png">> <<case "feathers">><<icon "birdTower/feather.png">> <<case "tarp" "shelter">><<icon "birdTower/tarp.png">> <<case "mirror">> <<if $bird.upgrades?.decor gte 3>> <<icon "birdTower/mirror_tower_decor.png">> <<else>> <<icon "birdTower/mirror_tower.png">> <</if>> <<case "wardrobe">><<if $bird.upgrades?.decor gte 4>><<icon "birdTower/wardrobe_tower_decor.png">><<else>><<icon "birdTower/wardrobe_tower.png">><</if>> <<case "eggs">> <<switch _eggIcon>> <<case 1>><<icon "birdTower/hawk_egg_one.png">> <<case 2>><<icon "birdTower/hawk_egg_two.png">> <<default>><<icon "birdTower/hawk_egg_three.png">> <</switch>> <<case "kiss">><<if $monster is 1>><<icon "actions/kiss_greathawk_monster.png">><<else>><<icon "actions/kiss_greathawk_beast.png">><</if>> <<case "fly_down">><<icon "actions/flight_land.png">> <<case "bracelet">><<icon "birdTower/bracelet.png">> <<case "wallet">><<icon "birdTower/wallet.png">> <<case "ring">><<icon "birdTower/ring.png">> <<case "watch">><<icon "birdTower/watch.png">> <<case "necklace">><<icon "birdTower/necklace.png">> <<case "antique bullet">><<icon "antiques/antique_bullet.png">> <<case "silver">><<icon "birdTower/silver_bar.gif">> <<case "trapdoor">><<if $bird.lock is 1>><<icon "birdTower/trap_door_locked.png">><<else>><<icon "birdTower/trap_door.png">><</if>> <<case "children">> <<run Object.values($children).forEach(child => { if (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined) { if (!T.childrenIconSelect) T.childrenIconSelect = []; T.childrenIconSelect.push(child.childId); } })>> <<if _childrenIconSelect.length gte 2>> <<set $_child1 to _childrenIconSelect.pluck()>> <<set $_child2 to _childrenIconSelect.pluck()>> <<if $children[$_child1].features.monster is $children[$_child2].features.monster>> <<if $children[$_child1].features.monster is "monster">> <<set _childIconFilter1 = "filter: " + setup.colours.getSkinCSSFilter($children[$_child1].features.skinColour)>> <<set _childIconFilter2 = "filter: " + setup.colours.getSkinCSSFilter($children[$_child2].features.skinColour)>> <<set $_baseIcon to "birdTower/child_harpies.png">> <<set $_skinIcon1 to "birdTower/child_harpies_skin1.png">> <<set $_skinIcon2 to "birdTower/child_harpies_skin2.png">> <span class="icon-container"> <<icon $_baseIcon>> <span @style="_childIconFilter1"> <<icon $_skinIcon2>> </span> <span @style="_childIconFilter2"> <<icon $_skinIcon1>> </span> </span> <<else>> <<icon "birdTower/child_hawks.png">> <</if>> <<else>> <<set _childIconFilter = "filter: " + ($children[$_child1].features.monster is "monster" ? setup.colours.getSkinCSSFilter($children[$_child1].features.skinColour) : setup.colours.getSkinCSSFilter($children[$_child2].features.skinColour))>> <<set $_baseIcon to "birdTower/child_birds.png">> <<set $_skinIcon to "birdTower/child_birds_skin.png">> <span class="icon-container"> <<icon $_baseIcon>> <span @style="_childIconFilter"> <<icon $_skinIcon>> </span> </span> <</if>> <<else>> <<if $children[_childrenIconSelect[0]].features.monster is "monster">> <<set _childIconFilter = "filter: " + setup.colours.getSkinCSSFilter($children[_childrenIconSelect[0]].features.skinColour)>> <<set $_baseIcon to "birdTower/child_harpy.png">> <<set $_skinIcon to "birdTower/child_harpy_skin.png">> <span class="icon-container"> <<icon $_baseIcon>> <span @style="_childIconFilter"> <<icon $_skinIcon>> </span> </span> <<else>> <<icon "birdTower/child_hawk.png">> <</if>> <</if>> <<default>><<icon "birdTower/tower.png">> <</switch>> <</widget>> <<widget "tficon">> <<switch _args[0]>> <<case "angel" "fallenangel" "demon">> <<iconUi `"tf_" + _args[0] + ".png"`>> <<case "wolf">> <<set $_hairIcon = 'tf_wolf.png'>> <<set $_frontIcon = 'tf_wolf_acc.png'>> <<case "cat">> <<set $_hairIcon = 'tf_cat.png'>> <<set $_frontIcon = 'tf_cat_acc.png'>> <<case "cow">> <<set $_baseIcon = 'tf_cow.png'>> <<case "fox">> <<set $_hairIcon = 'tf_fox.png'>> <<set $_frontIcon = 'tf_fox_acc.png'>> <<case "bird" "harpy">> <<set $_hairIcon = 'tf_bird.png'>> <</switch>> <<if $_baseIcon>> <<icon $_baseIcon>> <<elseif $_hairIcon>> <<if $_frontIcon>> <<icon $_frontIcon infront>> <</if>> <span @class="'hair-'+$haircolour"> <span class="colour-hair"><<icon $_hairIcon>></span> </span> <</if>> <</widget>> <<widget "alleyicon">> <<switch Weather.dayState>> <<case "day">> <<icon "alley.png">> <<case "night">> <<icon "alley_night.png">> <<case "dawn">> <<icon "alley_dawn.png">> <<case "dusk">> <<icon "alley_dusk.png">> <<default>> <<icon "alley.png">> <</switch>> <</widget>> <<widget "arcadeicon">> <<icon "arcade.gif">> <</widget>> <<widget "gameicon">> <<switch _args[0]>> <<case "controller">> <<set $_baseIcon to "robin_controller.png">> <<case "cards">> <<set $_cardIcon = "game_cards.gif">> <<set $_frontIcon = "game_acc_cards.gif">> <<case "cards_0" "cards_1" "cards_2">> <<set $_cardIcon = "game_cards_bet.gif">> <<set $_frontIcon = "game_acc_" + _args[0] +".gif">> <<default>> <<set $_baseIcon to "game_" + _args[0] +".png">> <</switch>> <<if $_baseIcon>> <<icon $_baseIcon>> <<elseif $_cardIcon>> <<icon $_frontIcon infront>> <span @class="'clothes-' + $cardcover.colour"> <<icon $_cardIcon>> </span> <</if>> <</widget>> <<widget "windowicon">> <<icon "window_glass.png" infront>> <<icon "window_bw.gif">> <</widget>> <<widget "poundicon">> <<if Weather.precipitation is "rain">> <<icon "pound_rust.png">> <<else>> <<icon "pound.png">> <</if>> <</widget>> <<widget "dancestudioicon">> <<icon "dancestudio.png">> <</widget>> <<widget "flatsicon">> <<icon "flats.png">> <</widget>> <<widget "maleicon">> <<icon "male.png">> <</widget>> <<widget "femaleicon">> <<icon "female.png">> <</widget>> <<widget "museumicon">> <<switch _args[0]>> <<case "duck">> <<icon "museum_duck.png">> <<case "horse">> <<icon "museum_horse.png">> <<default>> <<icon "museum.png">> <</switch>> <</widget>> <<widget "homeicon">> <<icon "orphanage.png">> <</widget>> <<widget "roadicon">> <<if (Weather.bloodMoon or $forcedBloodmoon)>> <<icon "roadnight_blood.png">> <<else>> <<switch Weather.dayState>> <<case "day">> <<icon "roadday.png">> <<case "night">> <<icon "roadnight.png">> <<case "dawn">> <<icon "roaddawn.png">> <<case "dusk">> <<icon "roaddusk.png">> <<default>> <<icon "roadday.png">> <</switch>> <</if>> <</widget>> <<widget "forestroadicon">> <<icon `"forest_road_" + _args[0] + ".png"`>> <</widget>> <<widget "schoolicon">> <<switch _args[0]>> <<case "building">><span style="position:relative;bottom:5px"><<icon "schoolnew.png">></span> <<case "courtyard">><<icon "actions/school_courtyard.png">> <<case "hallways">><<icon "hallways.png">> <<case "headdesk">><<icon "headdesk.png">> <<case "infirmary">><<icon "infirmary.png">> <<case "library">> <<icon "library.png">> <<case "library desk">><<icon "library_desk.png">> <<case "stump">><<icon "stump.png">> <<default>><<icon "school.png">> <</switch>> <</widget>> <<widget "spaicon">> <<switch _args[0]>> <<case "massage">><<icon "spa.gif">> <<case "tanning">><<icon "tanning.png">> <<default>><<icon "spa.png">> <</switch>> <</widget>> <<widget "stripclubicon">> <<icon "stripclub.gif">> <</widget>> <<widget "stairsicon">> <<set _stairs = `actions/stairs${_args[0] || "downup"}${_args[1] || ""}.png`>> <<icon _stairs>> <</widget>> <<widget "walkicon">> <<set _direction to _args[0] is "west" ? "flip" : "">> <<icon "actions/walk.png" _direction>> <</widget>> <<widget "runicon">> <<set _direction to _args[0] is "west" ? "flip" : "">> <<icon "actions/run.png" _direction>> <</widget>> <<widget "glideicon">> <<set _direction to _args[0] is "west" ? "flip" : "">> <<icon "actions/wing.png" _direction>> <</widget>> <<widget "swimicon">> <<switch _args[0]>> <<case "back">><<icon "actions/swim.png" "flip">> <<case "break">><<icon "actions/breakice.png">> <<case "dive">><<icon "actions/dive.png">> <<case "down">><<icon "actions/swimdown.png">> <<case "leave">><<icon "actions/leavewater.png">> <<case "up">><<icon "actions/swimup.png">> <<default>><<icon "actions/swim.png">> <</switch>> <</widget>> <<widget "sneakicon">> <<icon "actions/sneak.png">> <</widget>> <<widget "caveicon">> <<switch _args[0]>> <<case "left">><<icon "actions/caveleft.png">> <<case "right">><<icon "actions/caveright.png">> <<case "north">><<icon "actions/cavenorth.png">> <<case "south">><<icon "actions/cavesouth.png">> <<case "west">><<icon "actions/cavedeeper.png">> <<case "east">><<icon "actions/cavedeeper.png" "flip">> <<case "sea">><<icon "actions/cavesea.png">> <<case "torch">><<icon "torch.gif">> <<case "treasure">><<icon "treasure_chest.png">> <<default>><<icon "actions/cavedeeper.png">> <</switch>> <</widget>> <<widget "tentacleicon">> <<switch _args[0]>> <<case "north">><<icon "actions/tentanorth.png">> <<case "south">><<icon "actions/tentasouth.png">> <<case "west">><<icon "actions/tentadeeper.png">> <<case "east">><<icon "actions/tentadeeper.png" "flip">> <<default>><<icon "actions/tentadeeper.png">> <</switch>> <</widget>> <<widget "entranceicon">> <<icon "actions/entrance.png">> <</widget>> <<widget "exiticon">> <<icon "actions/exit.png">> <</widget>> <<widget "lakeicon">> <<switch _args[0]>> <<case "campfire">><<icon "birdTower/firepit_robust_3.gif">> <<case "dock">><<icon "lake_dock.png">> <<case "field office">><<icon "field_office.png">> <<case "firepit">> <<set $_firePitImg to "birdTower/firepit_bonfire_">> <<set _edenHeaterBurnTime to Cooker.getBurnTime($edenHeater)>> <<set _burnTimeRatio to _edenHeaterBurnTime / $edenHeater.maxBurnTime>> <<set _startingBurnTimeRatio = Math.max(($edenHeaterStartingLastsUntil ?? $edenHeater.lastsUntil) - $timeStamp, 0) / $edenHeater.maxBurnTime>> <<if _edenHeaterBurnTime is 0>> <<set $_firePitImg += "0.gif">> <<elseif _burnTimeRatio lte 0.05 or _startingBurnTimeRatio gte 0.95>> <<set $_firePitImg += "1.gif">> <<elseif _burnTimeRatio lte 0.1 or _startingBurnTimeRatio gte 0.9>> <<set $_firePitImg += "2.gif">> <<elseif _burnTimeRatio lte 0.2 or _startingBurnTimeRatio gte 0.8>> <<set $_firePitImg += "3.gif">> <<else>> <<set $_firePitImg += "4.gif">> <</if>> <<icon $_firePitImg>> <<case "fishing">><<icon "fishing.png">> <<case "key">><<icon "bronze_key.png">> <<case "meditate">><<icon "actions/meditate.png">> <<case "plinth">><<icon "plinth.png">> <<case "pond">> <<if Weather.waterTemperature gte 36>> <<icon "pond_steam.gif">> <<else>> <<icon "pond.png">> <</if>> <<case "pond twigs">> <span class="icon-container"> <<icon "pond.png">> <<icon "pond_twig.png">> </span> <<case "pots">><<icon "pots.png">> <<case "skate">><span class="clothes-tan"><<icon "clothes/ice_skates.png">></span> <<case "waterfall">><<icon "waterfall_lake.png">> <<default>><<icon "lake.png">> <</switch>> <</widget>> <<widget "bedicon">> <<switch _args[0]>> <<case "zzz">><<icon "zzz.png">> <<case "single">><<furnitureicon "bed">> <<case "double">><<furnitureicon "doublebed">> <<case "deluxe">><<furnitureicon "doublebeddeluxe">> <<case "eden">><<icon "bededen.png">> <<case "farm">><<icon "farm_pcbed.png">> <<case "alex">><<icon "farm_alexli.png">> <<case "exotic">><<furnitureicon "doublebedexotic">> <<case "hospital">><<icon "hospital_bed.png">> <<case "kylar">><<icon "kylars_bed.png">> <<case "parents">><<icon "kylars_parents.gif">> <<case "wicker">><<furnitureicon "doublebedwicker">> <<case "yellow">><<furnitureicon "doublebedyellow">> <<case "gwylanpet">><<icon "bedgwylanpet.png">> <<default>><<icon "bed.png">> <</switch>> <</widget>> <<widget "furnitureicon">> <<set _path to _args[0].replace(/ /g, '_')>> <<icon `"furniture/" + _args[0] + ".png"`>> <</widget>> <<widget "deskchairicon">> <<if $options.images is 1>> <<set $_desk to Furniture.get('desk').iconFile>> <<set $_chair to Furniture.get('chair').iconFile2>> <span> <<if $_chair>><<icon `"furniture/" + $_chair + ".png"` "infront">><</if>> <<if $_desk>><<icon `"furniture/" + $_desk + ".png"`>><</if>> </span> <</if>> <</widget>> <<widget "bedroomtablechairicon">> <<if $options.images is 1>> <<set $_table to Furniture.get('table')>> <<set $_chair to Furniture.get('chair')>> <span> <<if $_table>><img class="icon infront" @src="'img/misc/icon/furniture/' + $_table.iconFile + '.png'"><</if>> <<if $_chair>><img class="icon" @src="'img/misc/icon/furniture/' + $_chair.iconFile + '.png'"><</if>> </span> <</if>> <</widget>> <<widget "wardrobeicon">> <<icon "wardrobe.png">> <</widget>> <<widget "gardenicon">> <<switch _args[0]>> <<case "fertiliser">><<icon "fertiliser.png">> <<case "flower">><<icon "flower.png">> <<case "kylar">><<icon "kylars_garden.png">> <<case "overgrown">><<icon "kylars_garden_overgrown.png">> <<case "plot">><<icon "gardenplot.png">> <<case "strangled">><<icon "gardenstrangled.png">> <<case "tangled">><<icon "gardentangled.png">> <<case "till">><<icon "till.png">> <<case "water">><<icon "watering_can.gif">> <<case "weeds">><<icon "gardenweeds.png">> <<default>><<icon "garden.png">> <</switch>> <</widget>> <<widget "laddericon">> <<icon "ladder.png">> <</widget>> <<widget "lofticon">> <<icon "loft.png">> <</widget>> <<widget "fenceicon">> <<icon "fence.gif">> <</widget>> <<widget "undobindingsicon">> <<icon "bindings.png">> <</widget>> <<widget "bathroomicon">> <<switch _args[0]>> <<case "shower">><<icon "shower.gif">> <<case "sink">><<icon "sink.png">> <<case "bath">><<icon "bath.png">> <<case "robe">><<icon "clothes/bathrobe.png">> <<case "shave">><<icon "shave.png">> <<case "toothbrush">><<icon "toothbrush.png">> <<case "toilet">><<icon "toilet.png">> <<default>><<icon "bathroom.png">> <</switch>> <</widget>> <<widget "shavestyleicon">> <<if $options.images is 1>> <<set _shaveIconFilter = "filter: " + setup.colours.getSkinCSSFilter(Skin.color.natural, Skin.color.tan)>> <<set $_fileName = 'shave_' + _args[0] + '_' + ($player.penisExist ? 'm' : 'f') + '.png'>> <span @style="_shaveIconFilter"> <<icon $_fileName>> </span> <</if>> <</widget>> <<widget "skinicon">> <<if $options.images is 1>> <<set _iconFilter = "filter: " + setup.colours.getSkinCSSFilter(Skin.color.natural, Skin.color.tan)>> <<switch _args[0]>> <<case "chef">> <<set $_skinIcon = 'chef_hands.png'>> <<set $_frontIcon = 'chef_bowl.png'>> <<case "give">> <<set $_skinIcon = 'give_hand.png'>> <<set $_frontIcon = 'give_tray.png'>> <<case "wade">> <<set $_skinIcon = 'wade_body.png'>> <<set $_frontIcon = 'wade.png'>> <<case "waiter">> <<set $_skinIcon = 'waiter_arm.png'>> <<set $_frontIcon = 'waiter_platter.png'>> <<case "hitchhike">> <<set $_skinIcon = 'hitchhike_thumb.png'>> <<set $_frontIcon = 'hitchhike_car.png'>> <<case "masturbate">> <<set $_skinIcon = `masturbation_${$player.penisExist ? 'penis' : 'vagina'}.gif`>> <<set $_noFront to 1>> <<case "strip">> <<set $_skinIcon = 'strip_skin.png'>> <<set $_frontIcon = 'strip_undies.png'>> <<case "pray">> <<set $_skinIcon = 'pray_hands.png'>> <<set $_frontIcon = 'pray.png'>> <<case "breastEnlarge">> <<set $_skinIcon = 'breast_enlarge_skin.png'>> <<set $_frontIcon = 'breast_enlarge_arrows.png'>> <<case "breastReduce">> <<set $_skinIcon = 'breast_reduce_skin.png'>> <<set $_frontIcon = 'breast_reduce_arrows.png'>> <<case "penisEnlarge">> <<set $_skinIcon = 'penis_enlarge_skin.png'>> <<set $_frontIcon = 'penis_enlarge_arrows.png'>> <<case "penisReduce">> <<set $_skinIcon = 'penis_reduce_skin.png'>> <<set $_frontIcon = 'penis_reduce_arrows.png'>> <<case "wash">> <<set $_skinIcon = 'wash_skin.png'>> <<set $_frontIcon = 'wash_bubbles.png'>> <<case "manacles">> <<set $_skinIcon = 'manacles_skin.png'>> <<set $_frontIcon = 'manacles.gif'>> <<case "banish">> <<set $_skinIcon = 'banish_skin.png'>> <<set $_frontIcon = 'banish_front.png'>> <<case "wraith">> <<set $_skinIcon = 'wraith_skin.png'>> <<set $_frontIcon = 'wraith_front.png'>> <</switch>> <span class="icon-container"> <span @style="_iconFilter"> <<icon $_skinIcon>> </span> <<if !$_noFront>><<icon $_frontIcon>><</if>> </span> <</if>> <</widget>> <<widget "pregnancyicon">> <<if $options.images is 1>> <<if _args[0] is "player">> <<set _pregnancyIconFilter = "filter: " + setup.colours.getSkinCSSFilter(Skin.color.natural, Skin.color.tan)>> <<set $_skinIcon to "belly_human_breasts">> <<switch $player.breastsize>> <<case 0>><<set $_skinIcon += "0.png">> <<case 1 2>><<set $_skinIcon += "1.png">> <<case 3 4>><<set $_skinIcon += "2.png">> <<case 5 6>><<set $_skinIcon += "3.png">> <<case 7 8>><<set $_skinIcon += "4.png">> <<case 9 10>><<set $_skinIcon += "5.png">> <<case 11 12>><<set $_skinIcon += "6.png">> <</switch>> <span @style="_pregnancyIconFilter"> <<icon $_skinIcon>> </span> <<elseif C.npc[_args[0]]>> <<if _args[0] is "Great Hawk">> <<if $monster is 1 or ($settings.monsterChance gte $rng and $hallucinations gte 1) or ($settings.monsterChance gte $rng and !$settings.monsterHallucinationsOnly) or ($greathawkmonster is 2) or (!$settings.bestialityEnabled)>> <<set _skin to C.npc["Great Hawk"].skincolour is "black" ? "dark" : "light">> <<set _pregnancyIconFilter = "filter: " + setup.colours.getSkinCSSFilter(_skin)>> <<set $_frontIcon to "birdTower/belly_harpy.png">> <<set $_skinIcon to "birdTower/belly_harpy_breasts">> <<switch C.npc["Great Hawk"].breastsize>> <<case 0>><<set $_skinIcon += "0.png">> <<case 1 2>><<set $_skinIcon += "1.png">> <<case 3 4>><<set $_skinIcon += "2.png">> <<case 5 6>><<set $_skinIcon += "3.png">> <<case 7 8>><<set $_skinIcon += "4.png">> <<case 9 10>><<set $_skinIcon += "5.png">> <<case 11 12>><<set $_skinIcon += "6.png">> <</switch>> <span class="icon-container"> <span @style="_pregnancyIconFilter"> <<icon $_skinIcon>> </span> <<icon $_frontIcon>> </span> <<else>> <<icon "birdTower/belly_hawk.png">> <</if>> <<else>> <<set _skin to C.npc[_args[0]].skincolour is "black" ? "dark" : "light">> <<set _pregnancyIconFilter = "filter: " + setup.colours.getSkinCSSFilter(_skin)>> <<set $_skinIcon to "belly_human_breasts">> <<switch C.npc[_args[0]].breastsize>> <<case 0>><<set $_skinIcon += "0.png">> <<case 1 2>><<set $_skinIcon += "1.png">> <<case 3 4>><<set $_skinIcon += "2.png">> <<case 5 6>><<set $_skinIcon += "3.png">> <<case 7 8>><<set $_skinIcon += "4.png">> <<case 9 10>><<set $_skinIcon += "5.png">> <<case 11 12>><<set $_skinIcon += "6.png">> <</switch>> <span @style="_pregnancyIconFilter"> <<icon $_skinIcon>> </span> <</if>> <</if>> <</if>> <</widget>> <<widget "dressasyouwereicon">> <<set _slot to setup.clothingLayer.all.find(c => V.carried[c].name !== "naked")>> <<if _temp_clothes_present and _temp_strip>> <<set _slot to setup.clothingLayer.all.find(c => V.store[c].find(item => item.location is T.temp_strip))>> <<set _item to V.store[_slot].find(item => item.location is T.temp_strip)>> <<clothingicon _item _slot>> <<elseif _slot>> <<clothingicon $carried[_slot] _slot>> <<else>> <span class="clothes-light-blue"><<icon "clothes/serafuku.png">></span> <</if>> <</widget>> <<widget "towelicon">> <span class="clothes-off-white"><<icon "clothes/towel.png">></span> <</widget>> <<widget "bedroomicon">> <<icon "bedroom.png">> <</widget>> <<widget "mirroricon">> <<switch _args[0]>> <<case "blood">><<icon "mirrorblood.gif">> <<case "home">><<icon "mirrorhome.png">> <<case "temple">><<icon "mirrortemple.png">> <<case "school">><<icon "mirrorschool.png">> <<default>> <<switch $location>> <<case "home">><<icon "mirrorhome.png">> <<case "prison">><<prisonicon "mirror">> <<case "temple">> <<set _mirror to $passage is "Temple Mirror" ? "mirror.png" : "mirrortemple.png">> <<icon _mirror>> <<case "school">><<icon "mirrorschool.png">> <<default>><<icon "mirror.png">> <</switch>> <</switch>> <</widget>> <<widget "animalicon">> <<icon `_args[0] + ".png"`>> <</widget>> <<widget "investigateicon">> <<icon "investigate.png">> <</widget>> <<widget "robinicon">> <<icon `"robin_" + _args[0] + ".png"`>> <</widget>> <<widget "shopicon">> <<switch _args[0]>> <<case "adult">><<icon "adultshop.gif">> <<case "closed">><<icon "closedstore.png">> <<case "clothing">><<icon "clothingshop.png">> <<case "dilapidated">><<icon "dilapidatedshop.png">> <<case "forest">><<icon "forestshop.png">> <<case "tailor">><<icon "tailorThread.png">> <<case "tattoo">><<icon "tattoo.png">> <<case "toy">><<icon "toyshop.png">> <<case "register">><<icon "cash_register.png">> <<default>><<icon "shopping_centre.png">> <</switch>> <</widget>> <<widget "petshopicon">> <<switch _args[0]>> <<case "brush">><<icon "kennel_brush.png">> <<case "cage">><<icon "cage.png">> <<case "chew">><<icon "childToys/rope.png">> <<case "decor">><<icon "tank_decor.png">> <<case "decor exotic">><<icon "tank_decor_exotic.png">> <<case "dog bowl">><<icon "dog_bowl.png">> <<case "dog food">><<icon "dog_bowl_food.png">> <<case "dog leash">><<icon "dog_leash_acc.png" "infront">><<icon "dog_leash.png">> <<case "feeder">><<icon "automatic_feeder.gif">> <<case "tanks">><<icon "tanks.png">> <<case "tank small">><<icon "tank_small.gif">> <<case "tank medium">><<icon "tank_medium.gif">> <<case "tank large">><<icon "tank_large.gif">> <<case "tank huge">><<icon "tank_huge.gif">> <<case "treat">><<icon "dogtreat.png">> <<default>><<icon "petshop.png">> <</switch>> <</widget>> <<widget "hairdressericon">> <<switch _args[0]>> <<case "chair">><<icon "hairdresser_chair.png">> <<case "gel">><<icon "hairgel.png">> <<case "hairspray">><<icon "hairspray.png">> <<default>><<icon "hairdresser.gif">> <</switch>> <</widget>> <<widget "cosmeticsicon">> <<switch _args[0]>> <<case "blusher">><<icon "blusher.png">> <<case "contacts">><<icon "contacts.png">> <<case "dyes">><<icon "dye.png">> <<case "mascara">><<icon "mascara.png">> <<case "eyeshadow">><<icon "eyeshadow.png">> <<case "sunscreen">><<icon "sunscreen.png">> <<default>><<icon "cosmetics.gif">> <</switch>> <</widget>> <<widget "rebuyicon">> <<switch _args[0]>> <<case "disable">><<icon "rebuy_disabled.png">> <<default>><<icon "rebuy.png">> <</switch>> <</widget>> <<widget "pregnancytesticon">> <<icon "pregnancy_test.gif">> <</widget>> <<widget "beachicon">> <<switch _args[0]>> <<case "seaweed">><<icon "seaweed.png">> <<case "rocks">><<icon "sea_rocks.png">> <<default>><<icon "beach.gif">> <</switch>> <</widget>> <<widget "chaleticon">> <<icon "chalet.png">> <</widget>> <<widget "prisonicon">> <<icon `"prison_" + _args[0] + ".png"`>> <</widget>> <<widget "hospitalicon">> <<icon "hospital.png">> <</widget>> <<widget "procedureicon">> <<switch _args[0]>> <<case "breast enlarge">><<skinicon "breastEnlarge">> <<case "breast reduce">><<skinicon "breastReduce">> <<case "penis enlarge">><<skinicon "penisEnlarge">> <<case "penis reduce">><<skinicon "penisReduce">> <<case "parasite">><<icon "antiParasiteCream.png">> <<case "paternity">><<icon "paternityTest.png">> <</switch>> <</widget>> <<widget "condomicon">> <<switch _args[0]>> <<case "machine">><<icon "condom_machine.png">> <<default>><<icon "condom.png">> <</switch>> <</widget>> <<widget "pillicon">> <<switch _args[0]>> <<case "breastEnlarge">><<icon "smalluparrow.png" "infront">><<icon "pillbreast.png">> <<case "breastReduce">><<icon "smalldownarrow.png" "infront">><<icon "pillbreast.png">> <<case "breastBlock">><<icon "smallcross.png" "infront">><<icon "pillbreast.png">> <<case "penisEnlarge">><<icon "smalluparrow.png" "infront">><<icon "pillpenis.png">> <<case "penisReduce">><<icon "smalldownarrow.png" "infront">><<icon "pillpenis.png">> <<case "penisBlock">><<icon "smallcross.png" "infront">><<icon "pillpenis.png">> <<case "bottomEnlarge">><<icon "smalluparrow.png" "infront">><<icon "pillbottom.png">> <<case "bottomReduce">><<icon "smalldownarrow.png" "infront">><<icon "pillbottom.png">> <<case "bottomBlock">><<icon "smallcross.png" "infront">><<icon "pillbottom.png">> <<case "fertility">><<icon "fertility_booster.png">> <<case "contraceptive">><<icon "contraceptive_pills.png">> <<case "morningAfter">><<icon "morningAfter.png">> <<case "blue">><<icon "pillblue.png">> /*unused*/ <<case "stimulant">><<icon "stimulant.png">> <<default>><<icon "pill_collection.png">> <</switch>> <</widget>> <<widget "asylumicon">> <<switch _args[0]>> <<case "door">><<icon "asylum_door.png">> <<case "wardrobe">><<icon "asylum_wardrobe.png">> <<case "cell">><<icon "asylum_cell.png">> <<case "bed">><<icon "hospital_bed.png">> <<default>><<icon "hospital_bed.png">> <</switch>> <</widget>> <<widget "socialiseicon">> <<switch _args[0]>> <<case "angry">><<icon "socialise_angry.png">> <<case "breakdown">><<icon "socialise_breakdown.png">> <<case "party">><<icon "solocup.png">> <<case "volleyball">><<icon "volleyball.png">> <<case "cinema">><<icon "ticket.png">> <<case "ask">><<icon "socialise_question.png">> <<case "dance">><<icon "dance.gif">> <<default>><<icon "socialise.png">> <</switch>> <</widget>> <<widget "smokeicon">> <<icon "cig.png">> <</widget>> <<widget "daydreamicon">> <<icon "daydream.png">> <</widget>> <<widget "photographystudioicon">> <<icon "camera.png">> <</widget>> <<widget "officeicon">> <<switch _args[0]>> <<case "files">><<icon "filing_cabinet.png">> <<default>><<icon "office.png">> <</switch>> <</widget>> <<widget "pilloryicon">> <<icon "watch_pillory.png">> <</widget>> <<widget "cafeicon">> <<icon "cafe.png">> <</widget>> <<widget "docksicon">> <<icon "docks.png">> <</widget>> <<widget "landfillicon">> <<icon "rubbish.png">> <</widget>> <<widget "coastalpathicon">> <<switch Weather.dayState>> <<case "day">> <<icon "coastalpath_day.png">> <<case "night">> <<icon "coastalpath_night.png">> <<case "dawn">> <<icon "coastalpath_dawn.png">> <<case "dusk">> <<icon "coastalpath_dusk.png">> <<default>> <<icon "coastalpath_day.png">> <</switch>> <</widget>> <<widget "baskicon">> <<icon "bask.png">> <</widget>> <<widget "changingroomicon">> <<icon "changingroom.png">> <</widget>> <<widget "scarleticon">> <<icon "scarlet.png">> <</widget>> <<widget "oliveicon">> <<icon "olive.png">> <</widget>> <<widget "sextoysicon">> <<switch _args[0]>> <<case "anal beads">><span class="clothes-silver"><<icon "sexToys/analbeads.png">></span> <<case "dildo">><span class="clothes-fleshy"><<icon "sexToys/dildo.png">></span> <<case "horse strap-on">><<icon "sexToys/strap-on_horse_cock_front.png" infront>><<icon "sexToys/strap-on_horse_cock.png">> <<case "knotted strap-on">><<icon "sexToys/strap-on_knotted_cock_front.png" infront>><<icon "sexToys/strap-on_knotted_cock.png">> <<case "lube">><<icon "sexToys/lube_front.png" infront>><span class="clothes-light-blue"><<icon "sexToys/lube.png">></span> <<case "pump">><span class="clothes-pink"><<icon "sexToys/handheld_pump.png">></span> <<case "smalldildo">><span class="clothes-fleshy"><<icon "sexToys/dildo_small.png">></span> <<case "strap-on">><<icon "sexToys/strap-on_front.png" infront>><<icon "sexToys/strap-on.png">> <<case "stroker">><<icon "sexToys/onahole.png">> <<case "tickler">><<icon "sexToys/tickler.png">> <<case "candle">><<icon "sexToys/candle.png">> <<case "paddle">><<icon "sexToys/paddle.png">> <<case "flogger">><<icon "sexToys/flogger.png">> <<default>><<icon "sexToys/bulletvibe.png">> <</switch>> <</widget>> <<widget "busstationicon">> <<icon "busstation.png">> <</widget>> <<widget "factoryicon">> <<icon "factory.gif">> <</widget>> <<widget "foodicon">> <<icon `"food/" + _args[0] + ".png"`>> <</widget>> <<widget "hypnosisicon">> <<set $_inline to _args.includes("inline") ? "with-text" : null>> <<set $_size to _args.includes("inline") ? "_small" : "">> <<set $_type to _args.includes("static") ? ".png" : ".gif">> <<set $_icon to "hypnosis" + $_size + $_type>> <<iconUi $_icon $_inline>> <</widget>> <<widget "dooricon">> <<switch _args[0]>> <<case "basement">><<icon "basement_door.png">> <<case "domus">><<icon "domus_house.png">> <<case "danube">><<icon "danube_house.png">> <<case "doren">><<icon "doren_flat.png">> <<case "locked">><<icon "padlocked_door.png">> <<case "open">><<icon "flat_door_open.png">> <<case "orphanage">><<icon "orphanage_doors.png">> <<case "trapdoor">><<icon "trapdoor.png">> <<default>><<icon "flat_door.png">> <</switch>> <</widget>> <<widget "childicon">> <<set _toy to _args[0].replace(/ /g, "_");>> <<icon `"childToys/" + _toy + ".png"`>> <</widget>> <<widget "childrenicon">> <<set $_child to $children[_args[0]]>> <<set _monster to $_child.features.monster is "monster">> <<switch $_child.type>> <<case "hawk">> <<if _monster>> <<set _childIconFilter = "filter: " + setup.colours.getSkinCSSFilter($_child.features.skinColour)>> <<set $_baseIcon to "birdTower/child_harpy.png">> <<set $_skinIcon to "birdTower/child_harpy_skin.png">> <span class="icon-container"> <<icon $_baseIcon>> <span @style="_childIconFilter"> <<icon $_skinIcon>> </span> </span> <<else>> <<icon "birdTower/child_hawk.png">> <</if>> <<case "wolf">> <<set $_wolfHair to _monster ? "children/pups/monster_fur.png" : "children/pups/beast_fur.png">> <<set $_wolfSkin to _monster ? "children/pups/monster_body.png" : null>> <<set $_wolfEyes to _monster ? "children/pups/monster_eyes.png" : "children/pups/beast_eyes.png">> <<set _wolfEyeClass = $_child.features.eyeColour?.replace("pc",V.eyeselect)?.replace(/ /g, '-')>> <span class="icon-container"> <<if $_wolfSkin>> <<set _wolfkidSkinFilter = "filter: " + setup.colours.getSkinCSSFilter($_child.features.skinColour)>> <span @style="_wolfkidSkinFilter"> <<icon $_wolfSkin>> </span> <</if>> <span @class="'hair-'+$_child.features.hairColour"> <span class="colour-hair"><<icon $_wolfHair>></span> </span> <span @class="'eye-'+_wolfEyeClass"> <<icon $_wolfEyes>> </span> <<if $_wolfSkin>> <<icon "children/pups/monster_paws.png">> <</if>> <<if $_child.localVariables.activity is "crying" and _monster>> <<icon "children/pups/monster_tears.png">> <</if>> </span> <<default>> <<set $_hair to "children/humans/hair.png">> <<set $_skin to "children/humans/body.png">> <<set $_eyes to "children/humans/eyes.png">> <<if $_child.features.eyeColour>> <<set _eyeClass = $_child.features.eyeColour?.replace("pc",V.eyeselect)?.replace(/ /g, '-')>> <<else>> <<set _eyeClass = "hazel">> <</if>> <<set _skinFilter = "filter: " + setup.colours.getSkinCSSFilter($_child.features.skinColour)>> <span class="icon-container"> <span @style="_skinFilter"> <<icon $_skin>> </span> <<if $_child.features.divineTransform>> <<set $_divine to `children/humans/transformations_${$_child.features?.divineTransform}.png`>> <<icon $_divine>> <</if>> <<if $_child.features.beastTransform>> <<set $_beast to `children/humans/transformations_${$_child.features?.beastTransform}.png`>> <span @class="'hair-'+$_child.features.hairColour"> <span class="colour-hair"><<icon $_beast>></span> </span> <</if>> <<icon "children/humans/diaper.png">> <span @class="'hair-'+$_child.features.hairColour"> <span class="colour-hair"><<icon $_hair>></span> </span> <span @class="'eye-'+_eyeClass"> <<icon $_eyes>> </span> </span> <</switch>> <</widget>> <<widget "officebuildingicon">> <<icon "office_building.png">> <</widget>> <<widget "kitchenicon">> <<icon `"kitchen_" + (_args[0] || "pot") + ".png"`>> <</widget>> <<widget "supermarketicon">> <<icon `"supermarket_" + (_args[0] || "basket") + ".png"`>> <</widget>> <<widget "kylarmanoricon">> <<switch _args[0]>> <<case "pipe">><<icon `"kylars_" + _args[0] + ".gif"`>> <<default>><<icon `"kylars_" + (_args[0] || "manor") + ".png"`>> <</switch>> <</widget>> <<widget "main_hall_icon">> <<if $christmas is 1>> <<icon "mainhall_christmas.png">> <<elseif $halloween is 1>> <<icon "mainhall_halloween.png">> <<else>> <<icon "mainhall.png">> <</if>> <</widget>> <<widget "townhallicon">> <<icon "town_hall.png">> <</widget>> <<widget "venticon">> <<switch _args[0]>> <<case "eyes">><<icon "vent_eyes.png">> <<default>><<icon "vent.png">> <</switch>> <</widget>> <<widget "ind">> <<icon "indent.png">> <</widget>> <<widget "clothingicon">> <<if $options.images is 1>> <<set $_item to setup.clothes[_args[1]][clothesIndex(_args[1],_args[0])]>> <<if $_item.iconFile>> <<if typeof($_item.iconFile) === 'string'>> <<if $_item.iconFile is "pattern" and !["secondary", "tertiary"].includes($_item.pattern_layer)>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.name.replace(/ /g, '_') + "_" + (_args[0].pattern || $_item.pattern_options[0]).replace(/ /g, '_') + ".png" >> <<else>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.iconFile>> <</if>> <<else>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.name_cap + ".png">> <</if>> <<if _args[0].colour is 0 or $_item.colour_options.length lt 2>> <img class="icon" alt="" @src="$clothesiconFile"> <<else>> <img alt="" @class="'icon-'+ _args[0].colour.replace(/ /g, '-') + ' icon'" @src="$clothesiconFile" @style="(_args[0].colour is 'custom'? _args[0].colourCustom : '')"> <</if>> <</if>> <<if $_item.accIcon isnot 0 and ($_item.accessory isnot 0 || $_item.breast_acc_img)>> <<if typeof($_item.accIcon) === 'string'>> <<if $_item.accIcon is "pattern" and $_item.pattern_layer === "secondary">> <<set $_patternName to $_item.outfitSecondary ? $_item.outfitSecondary[1] : $_item.name>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_patternName.replace(/ /g, '_') + "_" + (_args[0].pattern || $_item.pattern_options[0]).replace(/ /g, '_') + ".png" >> <<else>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.accIcon>> <</if>> <<else>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.name_cap + "_acc.png">> <</if>> <span class="spanIcon"> <<if !_args[0].accessory_colour or $_item.accessory_colour_options.length lt 2>> <img class="accIcon" alt="" @src="$clothesiconFile"> <<else>> <img @class="'icon-'+ _args[0].accessory_colour.replace(/ /g, '-') + ' accIcon'" alt="" @src="$clothesiconFile" @style="(_args[0].accessory_colour is 'custom'? _args[0].accessory_colourCustom : '')"> <</if>> </span> <</if>> <<if $_item.detailIcon>> <<if typeof($_item.detailIcon) === 'string'>> <<if $_item.detailIcon is "pattern" and $_item.pattern_layer === "tertiary">> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.name.replace(/ /g, '_') + "_" + (_args[0].pattern || $_item.pattern_options[0]).replace(/ /g, '_') + ".png" >> <<else>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.detailIcon>> <</if>> <<else>> <<set $clothesiconFile = "img/misc/icon/clothes/" + $_item.name.replace(/ /g, '_') + "_detail.png">> <</if>> <span class="spanIcon"> <img class="accIcon" alt="" @src="$clothesiconFile"> </span> <</if>> <</if>> <</widget>> <<widget "skyscrapericon">> <<switch _args[0]>> <<case "bloodmoon">> <<icon "skyscraper_bloodmoon.gif">> <<case "fire">> <<icon "skyscraper_fire.gif">> <<case "ruined">> <<icon "skyscraper_ruins.gif">> <<case "construction">> <<icon "skyscraper_construction.gif">> <<default>> <<if $avery_tower?.progress is 100>> <<switch Weather.dayState>> <<case "night">><<icon "skyscraper_night.gif">> <<default>><<icon "skyscraper_day.gif">> <</switch>> <<else>> <<icon "skyscraper_construction.gif">> <</if>> <</switch>> <</widget>> <<widget "steedicon">> <<set _icons to { "appaloosa": { class: "clothes-off-white", spots: "clothes-black" }, "bay": { class: "icon-bronze" }, "black": { class: "clothes-blue-steel" }, "brown": { class: "clothes-brown" }, "buckskin": { class: "clothes-pale-yellow" }, "chestnut": { class: "clothes-tangerine" }, "cremello": { class: "clothes-off-white" }, "dun": { class: "clothes-sand" }, "grey": { class: "clothes-grey" }, "overo": { class: "clothes-sand",spots: "icon-bronze" }, "palomino": { class: "clothes-pale-yellow" }, "piebald": { class: "clothes-blue-steel", spots: "clothes-off-white" }, "roan": { class: "clothes-tan" }, "skewbald": { class: "icon-bronze", spots: "clothes-off-white" }, "spotted": { class: "clothes-sand", spots: "clothes-tan" }, "tobiano": { class: "clothes-off-white", spots: "clothes-wine" }, }>> <<set _direction to $location is "town" ? "flip" : "">> <<if _icons.hasOwnProperty($farm?.steed) || _icons.hasOwnProperty($NPCList[0].hair)>> <<set _horse to $NPCList[0].hair || $farm.steed>> <<if _icons[_horse].spots>> <span @class="'icon-container icon infront'"> <span @class="_icons[_horse].spots"> <<icon "horsespottedicon.png" _direction>> </span> </span> <</if>> <span @class="_icons[_horse].class"> <<icon "horsebodyicon.png" _direction>> </span> <<else>> <span class="icon-bronze"> <<icon "horsebodyicon.png" _direction>> </span> <</if>> <</widget>> <<widget "techicon">> <<switch _args[0]>> <<case "lightbulb">><<icon "lightbulb.gif">> <<default>><<icon `_args[0] + ".png"`>> <</switch>> <</widget>> <<widget "watericon">> <<set _daytime to Weather.bloodMoon ? "-bloodmoon" : Time.dayState is "dawn" or Time.dayState is "dusk" ? "-dawn" : Time.dayState is "day" ? "-day" : "-night">> <<set _water to { "waterfall": { decoclass: "", decotype: "waterfall_rockgreen.png", waterclass: "water-outdoor", watertype: "waterfall_base.gif" }, "stream": { decoclass: "", decotype: "stream_grass.png", waterclass: "water-outdoor", watertype: "stream_base.gif" }, "pond": { decoclass: "", decotype: "pond_grass.png", waterclass: "water-outdoor", watertype: "pond_base.gif" }, "pond_frozen": { decoclass: "", decotype: "pond_grass.png", waterclass: "water-outdoor", watertype: "pond_frozen.png" }, "waterfall_wolfcave": { decoclass: "static-rock", decotype: "waterfall_rock.png", waterclass: "water-wolfcave", watertype: "waterfall_base.gif" }, "stream_wolfcave": { decoclass: "static-rock", decotype: "stream_rock.png", waterclass: "water-wolfcave", watertype: "stream_base.gif" }, "waterside_wolfcave": { decoclass: "", decotype: "waterside_soil.png", waterclass: "water-wolfcave", watertype: "waterside_base.gif" }, "waterfall_sewer": { decoclass: "", decotype: "waterfall_sewer.png", waterclass: "static-sewer", watertype: "waterfall_base.gif" }, }>> <<set _key to _args[0]>> <<set _decoclass to _water[_key].decoclass.includes("static") ? _water[_key].decoclass.replace("static-", "water-") : (_water[_key].decoclass ? _water[_key].decoclass + _daytime : "")>> <<set _waterclass to _water[_key].waterclass.includes("static") ? _water[_key].waterclass.replace("static-", "water-") : (_water[_key].waterclass ? _water[_key].waterclass + _daytime : "")>> <span @class="'icon-container icon infront'"><span @class=_decoclass><<icon _water[_key].decotype>></span></span> <span @class=_waterclass><<icon _water[_key].watertype>></span> <</widget>> <<widget "distracticon">> <<switch _args[0]>> <<case "green">><<set _iconFilter to "filter: hue-rotate(85deg) saturate(294%) brightness(180%) contrast(120%)">> <<case "blue">><<set _iconFilter to "filter: hue-rotate(206deg) saturate(229%) brightness(178%) contrast(113%)">> <<default>><<set _iconFilter to _args[0] || "red">> <</switch>> <span class="icon-container"> <span @style="_iconFilter"> <<icon "distract-base.png">> </span> <<icon "distract-front.png">> </span> <</widget>><<widget "kitchenDisplay">> <div id="kitchenDisplay" class="food_ui no-numberify"> <div id="body"> <div id="mainSection"> <div id="search"> Search: <<textbox "_foodSearch" "">> <<run $(() => { var foodTimer = null; $('#textbox--foodsearch').on('input change keypress', e => { _foodSearch = e.target.value; clearTimeout(foodTimer); foodTimer = setTimeout(updateUI, 300); }); var updateUI = () => { Wikifier.wikifyEval('<<if elementExists(\'#itemList\')>><<replace "#itemList">><<kitchenDisplayRecipes>><</replace>><</if>>'); } })>> <<link "Options">> <<replace "#altSection">> <<kitchenDisplayOptions>> <<removeclass "#altSection, #mobileCloser" "mobileHidden">> <</replace>> <</link>> </div> <div id="itemList"> <<kitchenDisplayRecipes>> </div> </div> <div id="altSection" class="mobileHidden"> <<if $lastRecipeViewed and setup.plants[$lastRecipeViewed] and _recipeKeys.some((x) => x)>> <<kitchenDisplayRecipeDetail $lastRecipeViewed>> <<else>> <<kitchenDisplayOptions>> <</if>> </div> <div id="mobileCloser" class="mobileOnly mobileHidden" onclick="wikifier('addclass', '#altSection', 'mobileHidden'); wikifier('addclass', '#mobileCloser', 'mobileHidden');"></div> </div> </div> <br> <</widget>> <<widget "kitchenDisplayOptions">> <div id="basket"> <span class="gold bold">Options:</span> <div class="mobileOnly"> <<link "Close">> <<addclass "#altSection, #mobileCloser" "mobileHidden">> <</link>> <br><br> </div> </div> <div id="basketItems" class="info"> Search for: <<listbox "$options.ingredientsSearch" autoselect>> <<option "All" "all">> <<option "Recipes" "recipes">> <<option "Ingredients" "ingredients">> <</listbox>> <<run $(() => { $('#listbox-optionsingredientssearch').on('input change', e => { Wikifier.wikifyEval('<<replace "#itemList">><<kitchenDisplayRecipes>><</replace>>'); }); })>> <br><br> <label>Auto-manage ingredients: <<checkbox "$options.ingredientsAutoManage" false true autocheck>></label> <<if $chef_state gte 3>> <br> <label>Allow lewd auto-managed ingredients: <<checkbox "$options.ingredientsAutoManageLewd" false true autocheck>></label> <<run $(() => { $('#checkbox-optionsingredientsautomanage').on('input change', e => { if (!$options.ingredientsAutoManageLewd) Wikifier.wikifyEval('<<replace "#itemList">><<kitchenDisplayRecipes>><</replace>>'); }); $('#checkbox-optionsingredientsautomanagelewd').on('input change', e => { Wikifier.wikifyEval('<<replace "#itemList">><<kitchenDisplayRecipes>><</replace>>'); }); })>> <</if>> </div> <</widget>> <<widget "kitchenDisplayRecipes">> <<kitchenFilter>> <<if _recipeKeys.some(key => key.group isnot "Provided Ingredients")>> <<for _category range _recipesGroups>> <<if !_recipeKeys.find(key => key.group is _category)>><<continue>><</if>> <<set _categoryVar to "_" + _category.replace(" ", "")>> <<foldout false _categoryVar>> <span class="gold"><<print _category.toLocaleUpperFirst()>></span> <<set _filteredRecipes to _recipeKeys.filter(key => key.group is _category)>> <<for $_i, $_keyObject range _filteredRecipes>> <div @id="$_keyObject.key" class="item"><<kitchenDisplayRecipe $_keyObject.key>></div> <<if $_i < _filteredRecipes.length - 1>><hr><</if>> <</for>> <</foldout>> <</for>> <<else>> <<if !Object.values(V.plants).some(item => item.recipe)>> <div class="info">You haven't learned how to cook yet! Attend housekeeping classes to unlock new recipes.</div> <</if>> <<for _category range _recipesGroups>> <<if !_recipeKeys.find(key => key.group is _category)>><<continue>><</if>> <<set _categoryVar to "_" + _category.replace(" ", "")>> <<foldout false _categoryVar>> <span class="gold"><<print _category.toLocaleUpperFirst()>></span> <<set _filteredRecipes to _recipeKeys.filter(key => key.group is _category)>> <<for $_i, $_keyObject range _filteredRecipes>> <div @id="$_keyObject.key" class="item"><<kitchenDisplayRecipe $_keyObject.key>></div> <<if $_i < _filteredRecipes.length - 1>><hr><</if>> <</for>> <</foldout>> <</for>> <</if>> <</widget>> <<widget "kitchenDisplayRecipe">> <<set $_setupItem to setup.plants[_args[0]]>> <div class="details"> <div> <<tendingicon $_setupItem.icon>> <<recipe_name _args[0] "cap">> | Owned: <span class="gold"><<print $plants[_args[0]].amount>></span> </div> <<set $_group to _recipeKeys.find((obj) => obj.key is _args[0]).group>> <<switch $_group>> <<case "Missing Ingredients">> <div> <span class="red">Missing:</span> <<print formatList($_setupItem.ingredients.filter(ingredient => { return ingredientsTotal(ingredient, _args[0], true) lte 0 and !ingredientsProvided(ingredient, _args[0]); }).sort(), "and", true).replace(/_/g, " ")>> </div> <<case "Restricted Ingredients">> <div> <span class="red">Restricted:</span> <<print formatList($_setupItem.ingredients.filter(ingredient => { return !ingredientIsAllowed(ingredient); }).sort(), "and", true).replace(/_/g, " ")>> </div> <</switch>> </div> <div class="recipe"> <<capture _args[0]>> <<if $options.images is 1>> <<set _file to `recipe_${setup.plants[_args[0]].type}.png`>> <<link "<<iconUi _file>>">> <<replace "#altSection">><<kitchenDisplayRecipeDetail _args[0]>><</replace>> <<removeclass "#altSection, #mobileCloser" "mobileHidden">> <</link>> <<else>> <<link "Details">> <<replace "#altSection">><<kitchenDisplayRecipeDetail _args[0]>><</replace>> <<removeclass "#altSection, #mobileCloser" "mobileHidden">> <</link>> <</if>> <</capture>> </div> <</widget>> <<widget "kitchenDisplayRecipeDetail">> <<set $lastRecipeViewed to _recipeKeys.some((obj) => obj.key is _args[0]) ? _args[0] : _recipeKeys[0].key>> <<set $_setupItem to setup.plants[$lastRecipeViewed]>> <div id="basket"> <div> <<tendingicon $_setupItem.icon>> <div class="recipeTitle"><<recipe_name $lastRecipeViewed "cap">>:</div> </div> <div class="mobileOnly"> <<link "Close">> <<addclass "#altSection, #mobileCloser" "mobileHidden">> <</link>> </div> </div> <<set _basketOpen to false>> <div id="basketItems"> Owned: <span class="gold"><<print $plants[$lastRecipeViewed].amount>></span> <<if $_setupItem?.ingredients.length>> <br> Time: <span class="gold"><<print $_setupItem.days>></span> <<pluralise $_setupItem.days "minute">> <br> Result: <span class="gold"><<print $_setupItem.multiplier>></span> <hr> <</if>> <div id="requiredForRecipe"> <<requiredForRecipe $lastRecipeViewed>> <<kitchenDisplayRecipeMake>> </div> <<knownFoodRecipes $lastRecipeViewed>> </div> <</widget>> <<widget "kitchenDisplayRecipeMake">> <<set $_setupItem to setup.plants[$lastRecipeViewed]>> <<set $_group to _recipeKeys.find((obj) => obj.key is $lastRecipeViewed).group>> <div style="margin-top: 16px"> <<if $_setupItem?.ingredients.length>> <<switch $_group>> <<case "Restricted Ingredients">> <span class="purple">Some required ingredients are banned in this kitchen.</span> <<case "Missing Ingredients">> <span class="purple">You do not have all the required ingredients.</span> <<default>> <<if $tiredness gte C.tiredness.max>> <span class="purple">You're too tired to cook!</span> <<elseif $_setupItem.ingredients.every(ingredient => $plants[ingredientUsed(ingredient, $lastRecipeViewed)].amount gte 1 or _ingredientsSupplied?.includes(ingredientUsed(ingredient, $lastRecipeViewed)))>> Make: <<set _hours to Math.floor($_setupItem.days / 60)>> <<set _minutes to $_setupItem.days % 60>> <<set _timeString to " (" + (_hours lt 10 ? "0": "") +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">> <<link [["1" + _timeString|$passage]]>><<make_recipe $lastRecipeViewed 1>><</link>> <<if $_setupItem.ingredients.every(ingredient => $plants[ingredientUsed(ingredient, $lastRecipeViewed)].amount gte 3 or _ingredientsSupplied?.includes(ingredientUsed(ingredient, $lastRecipeViewed)))>> <<set _hours to Math.floor($_setupItem.days * 3 / 60)>> <<set _minutes to ($_setupItem.days * 3) % 60>> <<set _timeString to " (" + (_hours lt 10 ? "0": "") +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">> /* Prevent passing too much time */ <<set _futureTime to new DateTime(Time.date.timeStamp)>> <<set _futureTime to _futureTime.addHours(_hours)>> <<set _futureTime to _futureTime.addMinutes(_minutes)>> <<if !_hourRestriction or _futureTime.hour lt _hourRestriction or _futureTime.minute lte 15>> | <<link [["3" + _timeString|$passage]]>><<make_recipe $lastRecipeViewed 3>><</link>> <</if>> <</if>> <br> <<if $_group is "Provided Ingredients">><span class="purple">This kitchen gives you access to an infinite supply of this item.</span><</if>> <<elseif $_group is "Provided Ingredients">> <span class="purple">You do not have the ingredients to make this item, but you have access to an infinite supply of it in this kitchen.</span> <<else>> <span class="purple">You are missing an ingredient, but may be able to use a substitute.</span> <</if>> <</switch>> <<else>> <<switch $_group>> <<case "Provided">> <span class="purple">This kitchen provides you with an infinite supply of this ingredient.</span> <<case "Restricted Ingredients">> <span class="purple">This ingredient is banned in this kitchen.</span> <<case "Missing Ingredients">> <<if $_setupItem.shop>> <span class="purple">You need to find a means to buy or access these.</span> <<else>> <span class="purple">You need to find a means to access these.</span> <</if>> <</switch>> <</if>> </div> <</widget>> <<widget "requiredForRecipe">> <<if Array.isArray(setup.plants[_args[0]]?.ingredients) and setup.plants[_args[0]]?.ingredients.length gt 0>> Ingredients: <div class="itemSummary"> <<for $_ingredient range clone(setup.plants[_args[0]].ingredients).sort()>> <<set $_usedIngredient to ingredientUsed($_ingredient, _args[0])>> <div class="basketItem"> <<set _icon to setup.plants[$_usedIngredient].ingredientIcon || setup.plants[$_usedIngredient].icon>> <<tendingicon _icon>> <<print $_usedIngredient.replace(/_/g, " ").toLocaleUpperFirst()>> <<if _ingredientsSupplied?.includes($_usedIngredient)>> <span class="gold">(∞)</span> <<else>> <<set _ingredientsUnavailable to $plants[$_usedIngredient].amount gt 0>> <span @class="$plants[$_usedIngredient].amount gt 0 ? 'gold' : 'red'">(<<print $plants[$_usedIngredient].amount>>)</span> <</if>> <<if !$options.ingredientsAutoManage and ingredientsOptions($_ingredient, _args[0]).length gt 1>> <<capture $_ingredient _args[0] _args[1]>> <<link ">>">> <<run ingredientsNextAlternative($_ingredient, _args[0])>> <<replace "#requiredForRecipe">> <<requiredForRecipe _args[0] _args[1]>> <<kitchenDisplayRecipeMake>> <</replace>> <</link>> <</capture>> <</if>> </div> <</for>> </div> <</if>> <</widget>> <<widget "learn_recipe">> <<if $plants[_args[0]].recipe isnot true>> <span class="gold">You have learned how to make <<recipe_name _args[0] "article">>!</span> <<tendingicon setup.plants[_args[0]].icon>> <</if>> <<set $plants[_args[0]].recipe to true>> <<set _recipes_known to 0>> <<set _food_keys_recipes to Object.keys(setup.plants)>> <<for _e to 0; _e lt _food_keys_recipes.length; _e++>> <<set _food_recipes to _food_keys_recipes[_e]>> <<if $plants[_food_recipes].recipe is true>> <<set _recipes_known++>> <</if>> <</for>> <<if _recipes_known gte 5>> <<earnFeat "Chef de Tournant">> <</if>> <<if _recipes_known gte 20>> <<earnFeat "Chef de Partie">> <</if>> <<if _recipes_known gte 50>> <<earnFeat "Sous Chef">> <</if>> <</widget>> <<widget "learn_recipe_all">> <<set _food_keys to Object.keys(setup.plants)>> <<for $_i to 0; $_i lt _food_keys.length; $_i++>> <<set _food to _food_keys[$_i]>> <<if setup.plants[_food].ingredients.length gte 1>> <<learn_recipe _food>> <</if>> <</for>> <</widget>> <<widget "make_recipe">> <<set $_amount to _args[1] or 1>> <<tending_give _args[0] `setup.plants[_args[0]].multiplier * $_amount`>> <<for $_ingredient range setup.plants[_args[0]].ingredients>> <<if !_ingredientsSupplied?.includes($_ingredient) or !_ingredientsSupplied?.includes(ingredientUsed($_ingredient, _args[0]))>> <<set $_ingredient to ingredientUsed($_ingredient, _args[0])>> <<tending_give $_ingredient `-$_amount`>> <</if>> <</for>> <<wearProp setup.plants[_args[0]].handheld>> <<pass `setup.plants[_args[0]].days * $_amount`>> <<if $bus is "avery_kitchen" and $avery_mansion.jobs.includes("kitchen") and $_amount gte random(1,3)>> <<set $avery_mansion.kitchen_made += $_amount>> <</if>> <</widget>> <<widget "knownFoodRecipes">> <<if _args[0]>> <<set _knownRecipes to []>> <<set _possibleRecipes to 0>> <<run Object.keys(setup.plants).forEach(item => { if (setup.plants[item]?.ingredients.includes(_args[0])) { _possibleRecipes++; if ($plants[item].recipe) _knownRecipes.pushUnique(item); } })>> <<if _knownRecipes.length>> <hr> Known Recipes (_knownRecipes.length / _possibleRecipes): <br> <<for $_recipe range _knownRecipes>> <div class="recipe"> <div><<tendingicon setup.plants[$_recipe].icon>></div> <div> <mouse class="tooltip"> <<print $_recipe.replace(/_/g, " ").toLocaleUpperFirst()>> <span> Ingredients: <ul> <<for $_secondaryIngredients range setup.plants[$_recipe].ingredients>> <li> <<print $_secondaryIngredients.replace(/_/g, " ").toLocaleUpperFirst()>> <<if _ingredientsSupplied?.includes($_secondaryIngredients)>> <i class="gold">(∞)</i> <<else>> <i class="gold">(<<print $plants[$_secondaryIngredients].amount>>)</i> <</if>> </li> <</for>> </ul> </span> </mouse> </div> </div> <</for>> <<elseif _possibleRecipes isnot 0>> <hr> You don't know any recipes that use this item. <</if>> <<if setup.plants[_args[0]]?.type is "food" and Array.isArray($plants[_args[0]].knownFavorite) and $plants[_args[0]].knownFavorite.length>> <hr> Known Favourite: <<for $_npc range $plants[_args[0]].knownFavorite>> <br> <<iconUi "sym_love.png">><<print $_npc>> <</for>> <</if>> <</if>> <</widget>> <<widget "ingredientsSupplied">> <<set _ingredientsSupplied to []>> <<if typeof _args[0] is "object">> <<run _args[0].forEach(key => _ingredientsSupplied.pushUnique(key))>> <<elseif _args[0]>> <<run _args.forEach(key => _ingredientsSupplied.pushUnique(key))>> <</if>> <</widget>> <<widget "ingredientsExceptions">> <<set _ingredientsExceptions to []>> <<if _args[0]>> <<run _args.forEach(key => _ingredientsExceptions.pushUnique(key))>> <</if>> <</widget>> /* Vrel: If I remember right, that's as far as I got with the UI for the PC eating their own food. Should probably be removed once said feature has been implemented <<widget "food_list">> <summary class="journal"><<print _args[0].toLocaleUpperFirst()>></summary> <<set _food_keys to Object.keys(setup.plants)>> <<for _i to 0; _i lt _food_keys.length; _i++>> <<set _food to _food_keys[_i]>> <<if _args[0] is "sweets" and setup.plants[_food].special.includes("sweet") or _args[0] is "drinks" and setup.plants[_food].special.includes("drink") or _args[0] is "savouries" and !setup.plants[_food].special.includes("sweet") and !setup.plants[_food].special.includes("drink") and setup.plants[_food].type isnot "ingredient">> <<set _recipe_go to true>> <<else>> <<set _recipe_go to false>> <</if>> <<if $plants[_food].recipe is true and _recipe_go is true>> <div class="kitchen-recipe-box"> <div class="recipe-text"><<tendingicon setup.plants[_food].icon>><<print _food.toLocaleUpperFirst().replace(/_/g," ")>></div> Number owned: <<print $plants[_food].amount>> <br> <<if _ingredients_available isnot false>> <<capture _food>> <br> <<if $tiredness gte C.tiredness.max>> <span class="purple">You're too tired to cook!</span> <<else>> <<link [[Make|$passage]]>><<make_recipe _food>><</link>> <</if>> <</capture>> <</if>> <<set _recipe_known to true>> </div> <</if>> <</for>> <<if _recipe_known is false>> <span class="blue">You know no recipes!</span> <span class="gold">You can learn them from the housekeeping class at school.</span> <</if>> <</widget>> <<widget "food_list_all">> <<food_list "savouries">> <br> <<food_list "sweets">> <br> <<food_list "drinks">> <br> <</widget>>*/ <<widget "housekeeping_exam_select">> <<unset $chosen_recipe>> <<set _food_keys to Object.keys(setup.plants)>> <<set _possible_recipes to []>> <<set $_foodOptions to Object.entries(clone(setup.plants)).filter(([key, item]) => !$plants[key].recipe and item.ingredients?.length)>> <<for $_difficulty to 1; $_difficulty lt 5; $_difficulty++>> <<run $_foodOptions.forEach(([key, item]) => { if (item.difficulty is $_difficulty and item.ingredients.every(ingredient => !setup.plants[ingredient].ingredients?.length or $plants[ingredient].recipe)) { _possible_recipes.pushUnique(key); } })>> <<if _possible_recipes.length>> <<if Object.keys($plants).filter(key => !$plants[key].recipe and setup.plants[key].ingredients.length and setup.plants[key].difficulty is $_difficulty).length is Object.keys($plants).filter(key => setup.plants[key].ingredients.length and setup.plants[key].difficulty is $_difficulty).length>> <<set _difficultyNotice to $_difficulty>> <</if>> <<set $chosen_recipe to _possible_recipes.pluck()>> <<break>> <</if>> <</for>> <<if !$chosen_recipe>><<set $chosen_recipe to "none">><</if>> <</widget>> <<widget "avery_food_select">> <<set $avery_mansion.food_last to $gift.name>> <<set $avery_requested_food to $avery_mansion.food.name>> <<unset $chosen_recipe>> <<set _food_keys to Object.keys(setup.plants)>> <<set _possible_recipes to []>> <<set $_foodOptions to Object.entries(clone(setup.plants)).filter(([key, item]) => item.ingredients?.length && item.type !== "ingredient" && !item.special.includes("drink"))>> <<if C.npc.Avery.dom gte 75>> <<set $_difficulty to 4>> <<elseif C.npc.Avery.dom gte 50>> <<set $_difficulty to 3>> <<elseif C.npc.Avery.dom gte 25>> <<set $_difficulty to 2>> <<else>> <<set $_difficulty to 1>> <</if>> <<run $_foodOptions.forEach(([key, item]) => { if (item.difficulty is $_difficulty) { _possible_recipes.pushUnique(setup.plants[key]); } })>> <<if _possible_recipes.length>> <<set $chosen_recipe to _possible_recipes.pluck()>> <</if>> <<if !$chosen_recipe>><<set $chosen_recipe to "none">><</if>> <<set $avery_mansion.food to $chosen_recipe>> /* once Avery has chosen a new meal, the player loses the chance to learn the recipes they'd asked to learn prior */ <<set $avery_mansion.recipe to []>> <</widget>> <<widget "food_gift_list">> <<set _food_keys to Object.keys(setup.plants)>> <<for _i to 0; _i lt _food_keys.length; _i++>> <<set _food to _food_keys[_i]>> <<if setup.plants[_food].type is "food">> <<if $plants[_food].amount gte 1>> <<set _food_gift_found to true>> <<set _color to $bus is "avery_dining" and _food is $avery_mansion.food.name ? "gold" : "">> <label><<tendingicon setup.plants[_food].icon>><span @class="_color"><<recipe_name _food "cap">> (<<print $plants[_food].amount>>)</span> <<radiobutton "$gift" setup.plants[_food] checked>></label> | <</if>> <</if>> <</for>> <<if _food_gift_found isnot true>> You don't have any homemade food to gift. <</if>> <br><br> <</widget>> <<widget "give_gift">> <<tending_give $gift.name -1>> <<set $daily.giftedFood[_args[0]] to $gift.name>> <</widget>> <<widget "recipe_name">><<silently>> <<set $_difficultyColour to _args[1]?.includes("difficulty") ? ["","green","blue","purple","pink","red"][setup.plants[_args[0]].difficulty] : "white">> <<set $_recipeName to _args[1]?.includes("plural") ? setup.plants[_args[0]].plural : setup.plants[_args[0]]?.recipe_name or setup.plants[_args[0]].name.replace(/_/g," ")>> <<if _args[1]?.includes("cap")>> <<set $_recipeName to $_recipeName.toUpperFirst()>> <</if>> <<if !_args[1]>> <<set $_recipeName to $_recipeName.replace(/^(a |an |the )/i, "")>> <</if>> <</silently>><span @class=$_difficultyColour><<print $_recipeName>></span><</widget>> <<widget "saveFavoriteFood">> <<if C.npc[_args[0]] and setup.plants[_args[1]]?.type is "food">> <<if !$plants[_args[1]].knownFavorite>><<set $plants[_args[1]].knownFavorite to []>><</if>> <<run $plants[_args[1]].knownFavorite.pushUnique(_args[0])>> <</if>> <</widget>> <<widget "recipe_exam_description">> <<if setup.plants[_args[0]].ingredients.length lt 1>> <span class="black">Food item "_args[0]" is not a cookable recipe! Please report this!</span> <<else>> <<if _difficultyNotice is 1>> "We're going to start you off with simpler recipes," River says. "These are easier to make, but still either helpful or tasty. We're starting off with a recipe for <<recipe_name _args[0] "difficulty">>." <<He>> clears <<his>> throat. <<elseif _difficultyNotice is 2>> "We're moving up a level," River says. "You've demonstrated knowledge of the basics. Good. These next dishes are more complex, either because they take longer to make, require more ingredients, or are easier to make mistakes with. Today, you'll be learning to make <<recipe_name _args[0] "difficulty">>." <<He>> clears <<his>> throat. <<elseif _difficultyNotice is 3>> "We're moving to the advanced dishes today," River says. "Generally, the harder a dish, the more 'worth it' making it is. Though that's all subjective, of course. Your first advanced exam will be a recipe for <<recipe_name _args[0] "difficulty">>." <<He>> clears <<his>> throat. <<elseif _difficultyNotice is 4>> River claps to grab the class' attention. "As of today, you will be learning even more difficult dishes. There are not very many dishes left I can teach you. Regardless, these next few exams will be the hardest you've taken in this class yet. The first of them will be a recipe for <<recipe_name _args[0] "difficulty">>." <<He>> clears <<his>> throat. <<else>> "You will be learning a recipe for <<recipe_name _args[0] "difficulty">>," River says. <</if>> <<switch _args[0]>> <<case "apple_crumble">> "Very similar to an apple crisp, but there are differences. It's all in the topping." <<case "apple_strudel">> "If you're making these yourself, I recommend eating them warm. Fortunately, they're also good cold." <<case "arancini">> "Careful you don't burn yourself. Yes, I'll be saying that every time we're working with hot oil. It's important." <<case "bakewell_tart">> "Cherry bakewell tart, specifically. You can experiment with other fruit in your own time." <<case "banana_bread">> "Very similar to pumpkin bread or zucchini bread, but bananas are the cheapest for the academy to buy in bulk." <<case "bangers_and_mash">> "Don't be intimidated by the full plate. It's more arranging than anything." <<case "beef_wellington">> "You remember salmon wellington. This is very similar. Beef is hardier than salmon, so you don't need to be as delicate, but this is compounded by the serving size for beef wellington being larger." <<case "belgian_bun">> "Unlike most pastries, the cherry is not optional. If you used a different berry, it would no longer be a Belgian bun." <<case "bread">> "Homemade bread does not come pre-sliced. Yes, it's inconvenient, but you'll find it tastes far better than store-bought." <<case "brownie">> "I recommend serving warm with a scoop of vanilla ice cream. That's not on the exam, though." <<case "butter">> "I hear those groans. You'll be thanking me when the grocery store only has margarine." <<case "carbonara">> "This uses spaghetti as the base, but as with nearly all pastas, the flavour lies in the sauce. And the pork, in this case." <<case "carrot_cake">> "I know that, by name alone, it doesn't sound appealing. But stow your expectations. I think you'll be surprised." <<case "cauliflower_cheese">> "Don't chop the cauliflower. Break it into pieces with your hands. You'll get more natural bites that way." <<case "cheese">> "Apologies to the lactose intolerant among you, but cheese is a very common ingredient in many dishes." <<case "cheese_and_crackers">> "Always nice when you have guests over. It sounds unimpressive, but this is only a few steps removed from a charcuterie board." <<case "cheese_topped_trout">> "A common culinary rule is that cheese and seafood should never be on the same plate together. Like any culinary rule, sufficiently accomplished chefs can ignore it." <<case "cheeseburger">> "If you can make hamburgers, there's no reason you can't make this. Do not use pre-sliced cheese. Slice your own cheese, it's worth it." <<case "chelsea_bun">> "If you've ever had a cinnamon bun, these are extremely similar. The main difference is that Chelsea buns are more glazed, while cinnamon buns are more frosted." <<case "chicken_tikka_masala">> "The tikka and the masala- or the chicken and the sauce- are made separately and then combined to simmer. This will test your ability to focus on two different processes at once." <<case "chicken_vindaloo">> "I will be entirely honest with you. This is likely the spiciest dish you'll learn in this class. If you have a problem with spice, well, I'm afraid that's a you problem." <<case "chilli_con_carne">> "Chilli con carne has a thicker sauce than standard chilli and uses chunks of beef rather than ground beef. Many of the fundamentals are the same, however." <<case "chips">> "One of the most popular side dishes there is, and for a reason." <<case "choc_chip_cookie">> "Do not flatten them before putting them in the oven. Keep the dough in balls. They flatten out while baking." <<case "chocolate">> "This is for using as ingredients, not for eating on its own. That being said, there is no chef on this planet that has <i>never</i> had a nibble anyway." <<case "clam_chowder">> "Chowder is not just a type of soup; it's thicker and creamier. It's also unlike stew, as stew is meatier and tends to lack the cream that chowder has." A few students snicker at the description. River ignores them. <<case "crumpet">> "These are porous, to allow for spreadings to soak in. I recommend eating with honey or jam." <<case "crème_brulee">> "You may have seen recipes saying you need a blow torch for the best effect. That's not true. Broiling it will do just as well." <<case "fish_and_chips">> "Go to any pub in town, and they'll be serving this." <<He>> pauses. "I was speaking generally. That is not encouragement to go to pubs." <<case "flapjack">> "Not pancakes. These are made to be snacks, not breakfast." <<case "flour">> "Not the most exciting recipe, I'm aware, but you'll want to know how to make it. Flour is the foundation of so many meals." <<case "full_english_breakfast">> "It's called a breakfast, but you can have this any time of day. You shouldn't. But you can." <<case "ghostbrew">> <!-- failsafe --> <<He>> pauses. "Wait. This wasn't in the syllabus. You shouldn't be learning about this." <<He>> clicks <<his>> tongue. "<span class="red">Report this to Vrelnir when you have a second.</span> In the meantime, I suppose we'll just... push on." <<case "hamburger">> "The quintessential junk food." <<He>> smiles thinly. "But you're not making junk food. You're learning to make <i>real</i> hamburgers." <<case "honey">> "To be honest, I would prefer if you just bought honey. Foraging for honeycomb is far too dangerous and tedious just to make some dessert. The local stores don't stock it, though, so here we are." <<case "honeyed_pork">> "Adding hints of sweetness to a savoury dish is a common trick. That being said, in this case, the honey sauce is just a glaze applied to the pork." <<case "jam">> "Not jelly. Jam and jelly are two separate things; jam uses fruit, jelly uses fruit juice. We're not getting into preserves." <<case "jammie_dodger">> "If you don't care about looks, you don't need to make the hole shaped exactly like a heart. However, for the sake of this exam, I <i>will</i> be judging aesthetics. Keep that in mind." <<case "kedgeree">> "Some purists will insist haddock is the only option for fish; anything else, like salmon or tuna, and it's not a kedgeree. I don't believe this to be the case, though haddock is notably more traditional than other fish." <<case "lasagne">> "Anyone who makes a 'pasta cake' joke will be on dish cleaning duty." <<case "lemon_meringue_pie">> "The ideal lemon meringue pie is not overpowering in its sourness. It's more tart than anything, blended with sweetness." <<case "lemonade">> "An excellent drink for the summer months, if you wish to cool off. Serve it hot for a satisfactory cold remedy, alongside some honey." <<case "linguine">> "It's recommended you use linguine as a base for other flavours, like seafood or alfredo. However, if your linguine cannot stand on its own, no amount of sauce will cover that up." <<case "macaroni_cheese">> "Remember to boil it for less time than the package says for. It will finish cooking in the oven." <<case "melting_moment">> "A rare pastry that doesn't require eggs to make." <<case "mince_pie">> "This was originally mince<i>meat</i> pie, and the meat was eventually phased out of the recipe. However, the 'mince' part of the name isn't actually derived from mincemeat. Though that's a lesson for English class, perhaps." <<case "naan_bread">> "This makes for an excellent side, especially if you slather it in garlic butter. It's not a main dish, however. A snack at most." <<case "omelette">> "A simple breakfast. You can add anything you want to this, but the exam will only focus on the fundamental technique." <<case "onion_bhaji">> "I'm aware some of you take issue with onion, either due to the taste or the texture. Hopefully, this dish will help you get over that." <<case "orange_juice">> "I see those eye rolls. If you'd like to stuff your body with preservatives, by all means, keep drinking store-bought." <<case "pasta">> "The foundation for so many savoury meals. Much like pastries and sweet dishes." <<if $plants.pastry.recipe>> <<He>> smiles. "Sound familiar?" <</if>> <<case "pastry">> "The foundation for so many sweet meals. Much like pasta and savoury dishes." <<if $plants.pasta.recipe>> <<He>> smiles. "Sound familiar?" <</if>> <<case "peach_panzanella">> "The bread must be cubed, and the peaches must be sliced into wedges. That's not a hard rule for the dish itself, but it's a requirement for this exam. This lesson is primarily about knife control." <<case "pizza">> "This will still end up slightly greasy, I'm afraid. That's just what happens when you cook cheese." <<case "plum_pudding">> "Despite the name, plums aren't actually a required ingredient. Any dried fruit will do. We're using plums for this exam, however." <<case "poached_pear">> "Do not raise the water to boiling temperatures. Poaching is done at lower heat levels." <<case "porridge">> "A good breakfast for when you're in a hurry. I'd recommend adding fruit or honey for taste, but it's edible without." <<case "potato_pancake">> "Very similar to bubble and squeak, but without the vegetables on the side. This makes potato pancakes more fitting as a breakfast, or a snack." <<case "prawn_bisque">> "Do not remove the shells until the prawns have been simmered. This helps the broth gain a lot of flavour you would otherwise lose. The shells are sieved out later." <<case "quiche">> "No, this is not just a savoury pie. Really, the only things they have in common is they both use pie crust." <<case "rich_biscuit">> "If you dunk these into the tea, it's an instant failure." You can't tell if <<hes>> joking or not. <<case "roast_dinner">> "You know how to make everything that goes into this. All that matters now is putting it together." <<case "salad">> "There's more than one type of salad, of course, but most of them share the same fundamentals. If you can make a garden salad, you can probably make a Caesar salad." <<case "salmon_wellington">> "This takes a long time in the oven, and the pastry needs to chill beforehand as well. Those are just waiting periods, though, so we'll be skipping those for the exam. Otherwise we'd be here until lunch." <<case "samosa">> "You can experiment with different shapes in your own time. For now, we're learning how to make them in triangles." <<case "sausage_roll">> "We've talked a bit about sausages. Now it's time to put them to use." <<case "scone">> "Unflavoured, but don't be afraid to experiment in your own time. You could put anything in a scone." <<He>> pauses. "Almost anything." <<case "shortbread">> "Contrary to what the name would have you think, these are a type of cookie. You won't be making sandwiches with these." <<case "soufflé">> "As far as desserts go, this recipe has a reputation for a reason. It's easy to mess up and hard to get perfect. Pay close attention while preparing." <<case "spaghetti_bolognese">> "Take care to remove the bay leaves when you're finished. They impart flavour during the cooking process, but they should not be eaten themselves." <<case "sponge_cake">> "The ideal sponge cake should be so fluffy, you barely notice it's there. ...That's a joke. If you can't notice if your cake is there, you likely haven't made anything." <<case "steak">> "I'm sure many of you have been waiting for this one. To be quite honest, I've been waiting for it too." <<case "sticky_toffee_pudding">> "As with all cakes, be careful not to overbake it. When in doubt, use the toothpick trick." <<case "stuffing">> "Thanksgiving isn't a proper holiday here, like it is overseas. That means you can make this any time of year without feeling guilty." <<case "sweet_and_sour_chicken">> "Fried, not baked. Not deep-fried, though. We're making food, not junk." <<case "swiss_roll">> "Most Swiss rolls are dark brown, due to the chocolate used. However, the chocolate is optional. We'll be skipping it for this recipe." <<case "tart">> "It tastes exactly how the name suggests." <<case "turnip_soup">> "This is a meal I've made more times than I can count. Not the most exciting dish, but keeps your stomach full and warm." <<case "wolfbrew">> <!-- failsafe --> <<He>> pauses. "Wait. This wasn't in the syllabus. You shouldn't be learning about this." <<He>> clicks <<his>> tongue. "<span class="red">Report this to Vrelnir when you have a second.</span> In the meantime, I suppose we'll just... push on." <<case "yorkshire_pudding">> "This isn't the type of pudding you would have for dessert. If you're making this alongside roast beef, use the meat drippings for extra flavour." <<default>> "Let's get right into it." <<if $debug is 1 or $options.debugdisable is "f">> <span class="black">Food item "_args[0]" does not have an exam description!</span> <</if>> <</switch>> <<if setup.plants[_args[0]].ingredients.includes("chicken_egg") and !$housekeepingTips.includes("alternativeEgg")>> <<set $housekeepingTips.pushUnique("alternativeEgg")>> <br><br> "Most recipes will call for standard eggs, those being chicken eggs," <<he>> adds. "But keep in mind that <span class="gold">any type of egg can be used as a substitute</span> if you don't have chicken eggs." <</if>> <<if _args[0] is "lasagne" and !$housekeepingTips.includes("alternativeLasagne")>> <<set $housekeepingTips.pushUnique("alternativeLasagne")>> <br><br> "Lasagne is typically made with beef," <<he>> adds. "But if you don't have any beef, or if you'd just prefer a different flavour, <span class="gold">you can also substitute chicken instead</span>. Not pork, though." <</if>> <</if>> <br><br> <</widget>> <<widget "allowLewdIngredients">> <<set _allowLewdIngredients to true>> <<if !$housekeepingTips.includes("alternativeLewd") and $plants.bottle_of_breast_milk.amount + $plants.bottle_of_semen gte 1>> <<set $housekeepingTips.pushUnique("alternativeLewd")>> You doubt you could get away with it in more controlled kitchens, but this kitchen seems quite free. If you're running short on milk or cream, <span class="gold">you may be able substitute with lewder ingredients</span>. <</if>> <</widget>><<widget "init_locations">> /* parent: the location this location is in. values are inherited from here area: marker for locations that represent large areas with many locations inside. you don't usually want to set the pc location to them. use a more specialised location instead. bus: marker for sub-areas within the town outside: if the location is outside or indoors tanning: factor applied to tanning. only used for outside locations location: locations that should show up in C.location, don't set this on e.g. indoor variants or single rooms. you can get those with C.sublocation if you need them */ <<script>> setup.addlocation = function(location) { setup.locations[location] = { name: location, parent: "world" }; return { data: setup.locations[location], parent: function(parent) { this.data.parent = parent; return this; }, area: function() { this.data.area = true; return this; }, bus: function() { this.data.bus = true; return this; }, outside: function() { this.data.outside = 1; return this; }, inside: function() { this.data.outside = 0; return this; }, tanning: function(tanning) { this.data.tanning = tanning; return this; }, descr: function(descr) { this.data.descr = descr; return this; }, location: function(name = undefined) { this.data.location = true; this.data.location_name = name; /* override for weird inheritance, e.g. drains */ return this; }, build: function() { if (this.data.descr === undefined) { this.data.descr = this.data.name.replace(/_/, " ").replace(/(^|\s)\S/g, function(t) { return t.toUpperCase() }); } let parent = this.data.name; while (parent !== undefined) { if (this.data.area_name === undefined && setup.locations[parent].area) { this.data.area_name = setup.locations[parent].name; } if (this.data.location_name === undefined && setup.locations[parent].location) { this.data.location_name = setup.locations[parent].name; } if (this.data.bus_name === undefined && setup.locations[parent].bus) { this.data.bus_name = setup.locations[parent].name; } if (this.data.outside === undefined && setup.locations[parent].outside !== undefined) { this.data.outside = setup.locations[parent].outside; } if (this.data.tanning === undefined && setup.locations[parent].tanning !== undefined) { this.data.tanning = setup.locations[parent].tanning; } parent = setup.locations[parent].parent; } if (!this.data.outside) { this.data.tanning = 0; } } }; }; setup.locations = { world: { parent: undefined, area: true, location: true, bus: false, outside: 1, tanning: 1.0 } }; setup.addlocation( "town" ).parent("world").area().location().tanning(0.5).build(); setup.addlocation( "alley" ).parent("town").location().build(); setup.addlocation( "beach" ).parent("town").location().tanning(1.1).build(); setup.addlocation( "changingroom" ).parent("beach").inside().build(); setup.addlocation( "seabeach" ).parent("beach").bus().tanning(1.0).build(); setup.addlocation( "drain" ).parent("town").location().inside().build(); setup.addlocation( "sewers" ).parent("drain").location().build(); setup.addlocation( "underground" ).parent("town").location().inside().build(); /* both underground brothel and various caves */ setup.addlocation( "promenade" ).parent("town").location().build(); setup.addlocation( "residential" ).parent("town").bus().build(); setup.addlocation( "domus" ).parent("residential").bus().build(); setup.addlocation( "home" ).parent("domus").location().inside().build(); setup.addlocation( "backyard" ).parent("home").outside().build(); setup.addlocation( "garden" ).parent("home").outside().build(); setup.addlocation( "barb" ).parent("residential").bus().build(); setup.addlocation( "dance_studio" ).parent("barb").location().inside().build(); setup.addlocation( "police_station" ).parent("barb").location().inside().build(); setup.addlocation( "flats" ).parent("barb").location().inside().build(); setup.addlocation( "canal" ).parent("barb").location().inside().build(); setup.addlocation( "mines" ).parent("flats").location().inside().build(); setup.addlocation( "danube" ).parent("residential").bus().build(); setup.addlocation( "spa" ).parent("danube").location().inside().build(); setup.addlocation( "kylarmanor" ).parent("danube").location("kylar_manor").bus().inside().build(); setup.addlocation( "kylarmanor_outside" ).parent("kylarmanor").location("kylar_manor").bus().outside().build(); setup.addlocation( "kylarmanor_grounds" ).parent("kylarmanor_outside").location("kylarmanor_grounds").bus().outside().build(); setup.addlocation( "wolf" ).parent("residential").bus().build(); setup.addlocation( "temple" ).parent("danube").location().inside().build(); setup.addlocation( "residential_alley" ).parent("residential").location("alley").build(); setup.addlocation( "residential_drain" ).parent("residential").location("drain").inside().build(); setup.addlocation( "avery_mansion" ).parent("danube").location("avery_mansion").inside().build(); setup.addlocation( "commercial" ).parent("town").bus().location().build(); setup.addlocation( "connudatus" ).parent("town").bus().build(); setup.addlocation( "strip_club" ).parent("connudatus").location().inside().build(); setup.addlocation( "cliff" ).parent("town").bus().build(); setup.addlocation( "townhall" ).parent("cliff").location().inside().build(); setup.addlocation( "cafe" ).parent("cliff").location().inside().build(); setup.addlocation( "cafe_outside" ).parent("cafe").outside().build(); /* outside seating */ setup.addlocation( "high" ).parent("town").bus().build(); setup.addlocation( "shopping_centre" ).parent("high").location().inside().build(); setup.addlocation( "shopping_centre_roof" ).parent("shopping_centre").location().inside().build(); setup.addlocation( "office" ).parent("high").location().inside().build(); setup.addlocation( "starfish" ).parent("town").bus().build(); setup.addlocation( "arcade" ).parent("starfish").location().inside().build(); setup.addlocation( "nightingale" ).parent("town").bus().build(); setup.addlocation( "hospital" ).parent("nightingale").location().inside().build(); setup.addlocation( "park" ).parent("town").location().tanning(0.75).build(); setup.addlocation( "parkmens" ).parent("park").inside().bus().descr("Men's Room").build(); setup.addlocation( "parkwomens" ).parent("park").inside().bus().descr("Women's Room").build(); setup.addlocation( "chocolate_stand" ).parent("park").inside().build(); setup.addlocation( "parkcafe" ).parent("park").inside().build(); setup.addlocation( "parktree" ).parent("park").inside().descr("Park").build(); setup.addlocation( "oxford" ).parent("town").bus().build(); setup.addlocation( "school" ).parent("oxford").location().inside().build(); setup.addlocation( "schoolgrounds" ).parent("school").outside().build(); setup.addlocation( "pool" ).parent("school").location().build(); setup.addlocation( "museum" ).parent("oxford").location().inside().build(); setup.addlocation( "commercial_alley" ).parent("commercial").location("alley").build(); setup.addlocation( "commercial_drain" ).parent("commercial").location("drain").inside().build(); setup.addlocation( "pound" ).parent("starfish").location().inside().build(); setup.addlocation( "industrial" ).parent("town").bus().location().build(); setup.addlocation( "mer" ).parent("industrial").bus().build(); setup.addlocation( "docks" ).parent("mer").location().outside().build(); setup.addlocation( "docks_building" ).parent("docks").inside().build(); setup.addlocation( "elk" ).parent("industrial").bus().build(); setup.addlocation( "compound" ).parent("elk").location().build(); setup.addlocation( "compound_building" ).parent("compound").location().inside().build(); setup.addlocation( "landfill" ).parent("elk").location().build(); setup.addlocation( "night_monster_lair" ).parent("elk").location().inside().build(); setup.addlocation( "harvest" ).parent("industrial").bus().build(); setup.addlocation( "brothel" ).parent("harvest").location().inside().build(); setup.addlocation( "pub" ).parent("harvest").location().inside().build(); setup.addlocation( "industrial_alley" ).parent("industrial").location("alley").build(); setup.addlocation( "industrial_drain" ).parent("industrial").location("drain").inside().build(); setup.addlocation( "avery_skyscraper" ).parent("elk").location("avery_skyscraper").inside().build(); setup.addlocation( "forest" ).parent("world").area().location().tanning(0.1).build(); setup.addlocation( "churchyard" ).parent("forest").location().outside().tanning(0.1).build(); setup.addlocation( "sepulchre" ).parent("churchyard").location().inside().build(); setup.addlocation( "wolf_cave" ).parent("forest").location().inside().build(); setup.addlocation( "wolf_cave_yard" ).parent("wolf_cave").outside().tanning(0.5).build(); setup.addlocation( "asylum" ).parent("forest").location().inside().build(); setup.addlocation( "asylum_yard" ).parent("asylum").outside().tanning(0.5).build(); setup.addlocation( "cabin" ).parent("forest").location().inside().build(); setup.addlocation( "lake" ).parent("forest").location().tanning(1.0).build(); setup.addlocation( "lake_ruin" ).parent("lake").location().inside().build(); setup.addlocation( "lake_office" ).parent("lake").location("lake_office").inside().build(); setup.addlocation( "farmroad3" ).parent("forest").bus().tanning(1.0).build(); setup.addlocation( "plains" ).parent("world").area().build(); setup.addlocation( "farm" ).parent("plains").location().build(); /* underground farm */ setup.addlocation( "farm_manors" ).parent("farm").location().build(); setup.addlocation( "estate" ).parent("farm").location().build(); setup.addlocation( "alex_farm" ).parent("plains").location().build(); setup.addlocation( "alex_cottage" ).parent("alex_farm").location().inside().build(); setup.addlocation( "alex_stables" ).parent("alex_farm").inside().build(); setup.addlocation( "riding_school" ).parent("plains").location().build(); setup.addlocation( "moor" ).parent("plains").location().build(); setup.addlocation( "castle" ).parent("moor").location().build(); setup.addlocation( "tower" ).parent("castle").location().build(); setup.addlocation( "sea" ).parent("world").area().location().bus().build(); setup.addlocation( "searocks" ).parent("sea").bus().build(); setup.addlocation( "seadocks" ).parent("sea").bus().build(); setup.addlocation( "seacliffs" ).parent("sea").bus().build(); setup.addlocation( "pirate_ship" ).parent("sea").location().inside().build(); setup.addlocation( "coastpath" ).parent("sea").location().build(); setup.addlocation( "prison" ).parent("sea").location().inside().build(); setup.addlocation( "prison_beach" ).parent("prison").location().tanning(1.1).build(); setup.addlocation( "island" ).parent("sea").location().build(); setup.addlocation( "tentworld" ).parent("world").area().location().tanning(0).inside().build(); /* TODO: remove inside() when consuming code has been adapted */ <</script>> <</widget>> <!-- This shall replace all "set $location/$outside/$bus" when this system is fully implemented --> <<widget "location">> <<set _location to _args[0]>> <<if ndef setup.locations[_location]>> <<set $locationerror to _location>> /* unused */ <<else>> <<set $sublocation to _location>> <<set $area to CU.area>> <<set $location to CU.location>> <<if def CU.bus>> <<set $bus to CU.bus>> <</if>> <<set $outside to CU.outside>> <</if>> <</widget>> <!-- Do NOT use these computes until all "set $location"s have been eliminated! --> <<compute "area">> setup.locations[$sublocation].area_name <</compute>> <<compute "location">> setup.locations[$sublocation].location_name <</compute>> <<compute "sublocation">> setup.locations[$sublocation].name <</compute>> <<compute "bus">> setup.locations[$sublocation].bus_name <</compute>> <<compute "outside">> setup.locations[$sublocation].outside <</compute>> <<compute "tanning">> setup.locations[$sublocation].tanning <</compute>> <<compute "location_pretty_name">> setup.locations[$sublocation].descr <</compute>><<widget "mirror">> <div id="mirror"> <<if _args[0] isnot undefined>> <<mirrorDisplay _args[0]>> <<else>> <<mirrorDisplay>> <</if>> </div> <</widget>> <<widget "preMirror">> <<if (Browser.isMobile).any()>> <<set $showMannequins to 0>> <<else>> <<set $showMannequins to 1>> <</if>> <</widget>> <<widget "postMirror">> <<shopClothingFilterReset>> /* Due to the reusing of shop code */ <</widget>> <<widget "mirrorDisplay">> <<switch $mirrorMenu>> <<case "appearance">> <<if playerBellyVisible(true) and !playerAwareTheyArePregnant()>> <<mirrorAppearancePregnancy>> <<else>> <<mirrorAppearance>> <</if>> <<case "body">> <<visual-settings>> <<case "skin">> <<mirrorSkin>> <<case "hair">> <<mirrorHair>> <<case "makeup">> <<mirrorMakeup>> <<case "transformation">> <<mirrorTransformation>> <<default>> <<mirrorMenu _args[0]>> <</switch>> <<calchairlengthstage>> <br><br> <</widget>> <<widget "mirrorwet">> <<if _args[1] or _args[2] or _args[3]>> <br> <<set $_part to _args[0]>> <<set $_semen to _args[1]>> <<set $_slime to _args[2]>> <<set $_nectar to _args[3]>> Your $_part <<if $_part is "thighs" or $_part is "feet">> are <<else>> is <</if>> <<if $_semen gt 0>> <<switch Math.clamp($_semen, 1, 5)>> <<case 1>> <span class="blue">moist</span> with <<case 2>> <span class="purple">wet</span> with <<case 3>> <span class="purple">slick</span> with <<case 4>> <span class="pink">soaked</span> in <<case 5>> <span class="red">drenched</span> in <</switch>> <<if $_slime gt 0 and $_nectar gt 0>> semen, <<elseif $_slime gt 0 or $_nectar gt 0>> semen and <<else>> semen. <</if>> <</if>> <<if $_slime gt 0>> <<switch Math.clamp($_slime, 1, 5)>> <<case 1>> <span class="blue">moist</span> with <<case 2>> <span class="purple">wet</span> with <<case 3>> <span class="purple">slick</span> with <<case 4>> <span class="pink">soaked</span> in <<case 5>> <span class="red">drenched</span> in <</switch>> <<if $_nectar gt 0>> slime and <<else>> slime. <</if>> <</if>> <<if $_nectar gt 0>> <<switch Math.clamp($_nectar, 1, 5)>> <<case 1>> <span class="blue">moist</span> with <<case 2>> <span class="purple">wet</span> with <<case 3>> <span class="purple">slick</span> with <<case 4>> <span class="pink">soaked</span> in <<case 5>> <span class="red">drenched</span> in <</switch>> nectar. <</if>> <</if>> <</widget>> <<widget "mirrorMenu">> <<set $_mirror to _args[0] || 'mirror'>> You look into the $_mirror. <<if $fallenangel is 2>> A pathetic excuse of a person <<elseif $hallucinogen gte 200>> The $_mirror melts away into an inky black puddle, floating before you. <<if $_mirror is 'mirror'>> Shards of glass graze past your skin and dissolve into the air. <</if>> <br> You stare into the void, and the void <<elseif $hallucinogen gte 100>> The surface folds over itself at an angle you can't quite understand, and something unrecognisable <<elseif $hallucinogen gt 0>> The surface ripples at your presence, and a vaguely familiar <<girl>> <<elseif $trauma gte $traumamax>> A <<girl>> with glazed eyes <<else>> A <<= $pain gte 100 ? "crying" : $pain gte 40 ? "tearful" : $pain gte 1 ? "frowning" : "cheerful">> <<girl>> <</if>> stares back. <<if ["haunt", "despair"].includes($wraith.state) and $hallucinations gte 1 and ((random(1, 100) is 1) or ($controlled is 0 and random(1, 100) lte 5))>> <span class="fading">A pale figure stands behind.</span> <</if>> <br><br> <<crimeicon "mark">><<link "Examine how you are seen by others">><<set $mirrorMenu to "appearance">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>> <br><br> <<if !$simpleMirror>> __Appearance__ <br> <<investigateicon>><<link "Examine your body">><<set $mirrorMenu to "skin">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>> <br><br> <</if>> __Hair__ <br> <<hairdressericon "hairspray">><<link "Change your hair style">><<set $mirrorMenu to "hair">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>> <br><br> __Makeup__ <br> <<cosmeticsicon>><<link "Apply makeup">><<set $mirrorMenu to "makeup">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>> <br><br> <<if $worn.neck.name is "love locket">> __Locket__ <br> <span @class="'clothes-'+$worn.neck.colour.replace(' ','-')"><<icon "locket.png">></span><<link [[Customise locket|Mirror Locket]]>><<set $passage_mirror to $passage>><</link>> <br><br> <</if>> <<if !$simpleMirror>> /* only display the tf menu if there's actually some options that can be changed */ <<set $_tfs to setup.transformations.filter(tf => tf.parts?.some(part => tf.level >= part.tfRequired))>> <<if $_tfs.length >= 1>> __Transformation__ <br> /* show the icon of the highest leveled transform with parts unlocked */ /* assumes maximum of 2 simultaneous transformations */ <<set $_icon to ($_tfs[1]?.level gt $_tfs[0].level) ? $_tfs[1].name : $_tfs[0].name>> <<if !$_icon>><<set $_icon to "angel">><</if>> <<tficon $_icon>> <<link "Examine your inner self">><<set $mirrorMenu to "transformation">><<replace #mirror>><<mirrorDisplay>><</replace>><<numberify "#passages > .passage">><</link>> <<else>> Obtain otherworldly powers to examine further. <</if>> <</if>> <br><br> <</widget>> <<widget "mirrorGender">> <div class="settingsGrid"> <div class="settingsHeader">Gender Appearance</div> <<settextcolorfromfemininity $player.femininity>> <div class="settingsToggleItem"> You look like a <span @class="_text_color"><<if playerBellyVisible(true)>>pregnant <</if>><<girl>>.</span> </div> <div class="settingsToggleItem"> <span class="gold bold">Gender:</span> <br> <label class="blue">Male <<radiobutton "$player.gender" "m" autocheck>></label> | <label class="pink">Female <<radiobutton "$player.gender" "f" autocheck>></label> | <label class="purple">Neither <<radiobutton "$player.gender" "n" autocheck>></label> <br> <span class="small-description">How you see yourself. Does not change your genitals or affect how other people perceive you.</span> </div> <div class="settingsToggleItem"> <span class="gold bold">Contributing Factors:</span> <br> <<for _x range $player.gender_appearance_factors>> <<if _x.femininity is 0 or !_x.factor>> <<continue>> <</if>> <<settextcolorfromfemininity _x.femininity>> <span @class="_text_color"> _x.factor <<if $debug is 1>> _x.femininity <<else>> <<print "+".repeat( Math.trunc(Math.clamp( Math.abs(_x.femininity) / 100, 0, 10 )) )>> <</if>> </span> <br> <</for>> <<if $debug is 1>> <<settextcolorfromfemininity $player.femininity>> Total femininity: <span @class="_text_color">$player.femininity</span> <br> <</if>> </div> <div class="settingsToggleItem"> <span class="gold bold">Behaviour:</span> <br> <<if $player.gender_posture is "n">> You turn around to get a look at yourself. You look like a <<girl>>. Maybe if you carried yourself differently, you could change that. <<elseif $player.gender_posture is "f">> You strike a few girly poses and put on your best feminine voice. <br> <span class="pink">Others will be more likely to think that you're a girl.</span> <<elseif $player.gender_posture is "m">> You flex your muscles and add some gruff to your voice. <br> <span class="lblue">Others will be more likely to think that you're a boy.</span> <</if>> <br><br> <<set _postures to ["masculine", "feminine", "natural"]>> Posture: <<capture _i>> <<for _i = 0; _i < _postures.length; _i++>> <span @class="$player.gender_posture is _postures[_i].charAt(0) ? 'goldLink no-numberify' : 'unselected no-numberify'"> <<link _postures[_i].toUpperFirst()>> <<set $player.gender_posture to _postures[_i].charAt(0)>> <<exposedcheck>> <<replace "#mirrorGender">><<mirrorGender>><</replace>> <</link>> </span> <<= _i lt _postures.length - 1 ? "|" : "">> <</for>> <</capture>> </div> </div> <</widget>> <<widget "mirrorAppearance">> <<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>> <br><br> <span id="mirrorGender"> <<mirrorGender>> </span> <hr> <div class="settingsGrid"> <<set _increaseAllure to []>> <<set _increaseAttractive to []>> <<set _increaseBoth to (name) => { _increaseAllure.push(name); _increaseAttractive.push(name); }>> <<if $beauty gte ($beautymax / 7) * 6>> <<run _increaseBoth("Beauty: Divine +++++")>> <<elseif $beauty gte ($beautymax / 7) * 5>> <<run _increaseBoth("Beauty: Ravishing ++++")>> <<elseif $beauty gte ($beautymax / 7) * 4>> <<run _increaseBoth("Beauty: Beautiful +++")>> <<elseif $beauty gte ($beautymax / 7) * 3>> <<run _increaseBoth("Beauty: Charming ++")>> <<elseif $beauty gte ($beautymax / 7) * 2>> <<run _increaseBoth("Beauty: Pretty +")>> <<elseif $beauty gte ($beautymax / 7)>> <<run _increaseBoth("Beauty: Cute")>> <</if>> <<run _increaseBoth(`Hair length ${$hairlength gte 333 ? "+".repeat($hairlength gte 666 ? 2 : 1) : ""}`)>> <<if $worn.upper.type.includes("naked")>> <<run _increaseBoth("Topless")>> <<elseif $worn.upper.reveal gte 500>> <<run _increaseBoth("Revealing top")>> <</if>> <<if $worn.lower.type.includes("naked")>> <<run _increaseBoth("Bottomless")>> <<elseif $worn.lower.reveal gte 500>> <<run _increaseBoth("Revealing bottoms")>> <</if>> <<if $worn.under_lower.type.includes("naked")>> <<run _increaseBoth("Pantiless")>> <<elseif $worn.under_lower.reveal gte 500>> <<run _increaseBoth("Sexy underwear")>> <</if>> <<if $wolfgirl gte 6>> <<run _increaseBoth(`Wolfy ${"+".repeat(2 - ["ears", "tail"].filter(p => $transformationParts.wolf[p] is "hidden").length)}`)>> <</if>> <<if $cat gte 6>> <<run _increaseBoth(`Catlike ${"+".repeat(2 - ["ears", "tail"].filter(p => $transformationParts.cat[p] is "hidden").length)}`)>> <</if>> <<if $cow gte 6>> <<run _increaseBoth(`Bovine ${"+".repeat(2 - Math.ceil(["ears", "tail", "horns"].filter(p => $transformationParts.cow[p] is "hidden").length / 2))}`)>> <</if>> <<if $harpy gte 6>> <<run _increaseBoth(`Harpy ${"+".repeat(2 - Math.ceil(["tail", "eyes", "malar", "plumage", "wings"].filter(p => $transformationParts.bird[p] is "hidden").length / 3))}`)>> <</if>> <<if $fox gte 6>> <<run _increaseAttractive.push(`Vulpine ${"+".repeat(3 - ["ears", "tail"].filter(p => $transformationParts.fox[p] is "hidden").length)}`)>> <<run _increaseAllure.push(`Foxy ${"+".repeat(3 - ["ears", "tail"].filter(p => $transformationParts.fox[p] is "hidden").length)}`)>> <</if>> <<if $angel gte 6>> <<run _increaseBoth(`Angel ${"+".repeat(2 - ["halo", "wings"].filter(p => $transformationParts.angel[p] is "hidden").length)}`)>> <</if>> <<if $fallenangel gte 2>> <<run _increaseBoth(`Fallen angel ${"+".repeat(2 - ["halo", "wings"].filter(p => $transformationParts.fallenAngel[p] is "hidden").length)}`)>> <</if>> <<if $demon gte 6>> <<run _increaseBoth(`Demon ${"+".repeat(2 - Math.ceil(["horns", "tail", "wings"].filter(p => $transformationParts.demon[p] is "hidden").length / 2))}`)>> <</if>> <<if $earSlime.growth gt 50>> <<run _increaseAllure.push(`Ear slime pheromones${$earSlime.growth gt 75 ? " " + "+".repeat(Math.ceil(($earSlime.growth - 75) / 25)): ""}`)>> <</if>> <<if $makeup.lipstick != 0 or $makeup.eyeshadow != 0 or $makeup.mascara != 0 or $makeup.blusher != 0>> <<run _increaseAllure.push("Alluring makeup")>> <<run _increaseAttractive.push("Attractive makeup")>> <</if>> <<if $worn.upper.reveal + $worn.lower.reveal gte 50>> <<set $_outfit to $worn.lower.name is "naked" or ($worn.upper.name is "naked" and $player.perceived_breastsize gt 2) ? '"outfit"' : 'outfit'>> <<run _increaseAllure.push(`Alluring ${$_outfit} ${"+".repeat(Math.floor(($worn.upper.reveal + $worn.lower.reveal) / 400))}`)>> <<run _increaseAttractive.push(`Attractive ${$_outfit} ${"+".repeat(Math.floor(($worn.upper.reveal + $worn.lower.reveal) / 400))}`)>> <</if>> <<if $worn.head.reveal gte 50>> <<run _increaseAllure.push(`Alluring headwear ${"+".repeat(Math.floor($worn.head.reveal / 200))}`)>> <<run _increaseAttractive.push(`Attractive headwear ${"+".repeat(Math.floor($worn.head.reveal / 200))}`)>> <</if>> <<if $worn.face.reveal gte 50>> <<run _increaseAllure.push(`Alluring face accessory ${"+".repeat(Math.floor($worn.face.reveal / 200))}`)>> <<run _increaseAttractive.push(`Attractive face accessory ${"+".repeat(Math.floor($worn.face.reveal / 200))}`)>> <</if>> <<if $worn.neck.reveal gte 50>> <<run _increaseAllure.push(`Alluring neck accessory ${"+".repeat(Math.floor($worn.neck.reveal / 200))}`)>> <<run _increaseAttractive.push(`Attractive neck accessory ${"+".repeat(Math.floor($worn.neck.reveal / 200))}`)>> <</if>> <<if $worn.legs.reveal gte 50>> <<run _increaseAllure.push(`Alluring legwear ${"+".repeat(Math.floor($worn.legs.reveal / 200))}`)>> <<run _increaseAttractive.push(`Attractive legwear ${"+".repeat(Math.floor($worn.legs.reveal / 200))}`)>> <</if>> <<if $worn.feet.reveal gte 50>> <<run _increaseAllure.push(`Alluring shoes ${"+".repeat(Math.floor($worn.feet.reveal / 200))}`)>> <<run _increaseAttractive.push(`Attractive shoes ${"+".repeat(Math.floor($worn.feet.reveal / 200))}`)>> <</if>> <<if Weather.dayState is "night">> <<run _increaseAllure.push("Night")>> <</if>> <<if $exposed gte 1>> <<run _increaseAllure.push("Exposed")>> <</if>> <<if $liquidcount gte 1>> <<run _increaseAllure.push("Smell of lewd fluids")>> <</if>> <<if $liquidcount gte 10>> <<run _increaseAllure.push("Covered in lewd fluids")>> <</if>> <<if $liquidcount gte 30>> <<run _increaseAllure.push("Drenched in lewd fluids")>> <</if>> <<if Time.isBloodMoon()>> <<run _increaseAllure.push("Full moon")>> <</if>> <<if $auriga_scar gte 1>> <<run _increaseAllure.push(`Elk-scarred ${"+".repeat($auriga_scar)}`)>> <</if>> <<set _negLabels = [ { threshold: 1000, class: "red", label: "Notorious" }, { threshold: 600, class: "pink", label: "Famous" }, { threshold: 400, class: "purple", label: "Recognised" }, { threshold: 200, class: "blue", label: "Known" }, { threshold: 100, class: "lblue", label: "Low-key" }, { threshold: 30, class: "teal", label: "Obscure" } ]>> <<set _posLabels = [ { threshold: 1000, class: "green", label: "Notorious" }, { threshold: 600, class: "teal", label: "Famous" }, { threshold: 400, class: "lblue", label: "Recognised" }, { threshold: 200, class: "blue", label: "Known" }, { threshold: 100, class: "purple", label: "Low-key" }, { threshold: 30, class: "pink", label: "Obscure" } ]>> <<set _neg = [ { type: "sex", name: "slut" }, { type: "prostitution", name: "whore" }, { type: "rape", name: "fucktoy" }, { type: "bestiality", name: $settings.bestialityEnabled ? "bitch" : "monster fucker" }, { type: "exhibitionism", name: "flaunter" }, { type: "pregnancy", name: $fame.pregnancy gte 1000 ? "broodmother" : ($fame.pregnancy gte 400 ? "breeder" : "mother") }, { type: "impreg", name: $fame.impreg gte 1000 ? "allfather" : ($fame.impreg gte 400 ? "sire" : "inseminator") }, ]>> <<set _pos = [ { type: "scrap", name: "scrapper" }, { type: "good", name: "do-gooder" }, { type: "business", name: "entrepreneur" }, { type: "social", name: $fame.social gte 1000 ? "schmoozer" : "socialite" }, { type: "model", name: $fame.model gte 1000 ? "show off" : "model" }, ]>> <<set _decreaseAllure to _pos.some(fame => (_posLabels.some(status => $fame[fame.type] >= status.threshold)))>> <div class="settingsHeader">Attractiveness</div> <div class="settingsToggleItemWide"> <i>Attractiveness</i> measures your ability to use your looks to your advantage. <br> Rating: <<if $attractiveness gte 5000>> <span class="green">S</span> <<elseif $attractiveness gte 4000>> <span class="teal">A</span> <<elseif $attractiveness gte 3000>> <span class="lblue">B</span> <<elseif $attractiveness gte 2000>> <span class="blue">C</span> <<elseif $attractiveness gte 1000>> <span class="purple">D</span> <<else>> <span class="pink">F</span> <</if>> </div> <div class="settingsToggleItemWide"> <span class="gold bold">Contributing Factors:</span> <br> <span class="green"> <<for _item range _increaseAttractive>> <<= _item>> <br> <</for>> </span> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader">Allure</div> <div class="settingsToggleItemWide"> <i>Allure</i> is the dark side of attractiveness and measures how much people will want to molest you. <br> Currently: <<if $allure gte 6000 * $settings.allureModifier>> <span class="red">You look like you need to be ravaged.</span> <<elseif $allure gte 4000 * $settings.allureModifier>> <span class="pink">You look perverted.</span> <<elseif $allure gte 3000 * $settings.allureModifier>> <span class="purple">You look lewd.</span> <<elseif $allure gte 2000 * $settings.allureModifier>> <span class="blue">You stand out.</span> <<elseif $allure gte 1500 * $settings.allureModifier>> <span class="lblue">You attract attention.</span> <<elseif $allure gte 1000 * $settings.allureModifier>> <span class="teal">You attract glances.</span> <<else>> <span class="green">You look unremarkable.</span> <</if>> </div> <div @class="_decreaseAllure ? 'settingsToggleItem' : 'settingsToggleItemWide'"> <span class="gold bold">Increasing Allure:</span> <br> <span class="red"> <<for _item range _increaseAllure>> <<= _item>> <br> <</for>> </span> <<if !["island"].includes($location)>> <<for _fame range _neg>> <<set _famous = _negLabels.find(status => $fame[_fame.type] >= status.threshold)>> <<if _famous>> <span @class="_famous.class">Fame: <<= _famous.label>> <<= _fame.name>> <<= "+".repeat([30, 100, 200, 400, 600, 1000].indexOf(_famous.threshold))>></span> <br> <</if>> <</for>> <</if>> </div> <<if _decreaseAllure>> <div class="settingsToggleItem"> <span class="gold bold">Decreasing Allure:</span> <br> <<if !["island"].includes("location")>> <<for _fame range _pos>> <<set _famous = _posLabels.find(status => $fame[_fame.type] >= status.threshold)>> <<if _famous>> <span @class="_famous.class">Fame: <<= _famous.label>> <<= _fame.name>> <<= "+".repeat([30, 100, 200, 400, 600, 1000].indexOf(_famous.threshold))>></span> <br> <</if>> <</for>> <</if>> <<if $moorLuck gt 5>> <span class="green">????</span> <br> <<elseif $moorLuck gt 0>> <span class="lblue">????</span> <br> <</if>> </div> <</if>> </div> <</widget>> <<widget "mirrorAppearancePregnancy">> You look like a <span class="lewd">pregnant <<girl>>...</span> <<if !$hourly.mirrorPregArousal>> <<set $hourly.mirrorPregArousal to true>> <<garousal>><<gstress>><<arousal 300>><<stress 10>> <</if>> <br><br> <<if getPregnancyObject().potentialFathers.length is 1>> <<set $_fatherName to pregnancyNameCorrection(getPregnancyObject().potentialFathers[0].source)>> <span class="lewd">It's clear that <<print $_fatherName === "yourself" ? "you are" : $_fatherName + " is">> the father.</span> <<else>> <span class="red">You wonder who the father is.</span> <</if>> <<set getPregnancyObject().awareOf to "mirror">> <</widget>> <<widget "mirrorBodywriting">> <<set _array to _args[0] is "visible" ? _skin_array : _hidden_writing>> <<for _index, _active_bodypart range _array>> <<if $skin[_active_bodypart].writing>> <<silently>><<bodypart _active_bodypart>><</silently>> <<= _text_output.toUpperFirst()>>: <<if isLoveInterest($skin[_active_bodypart].special)>> <<set _colour to "lewd">> <<elseif $skin[_active_bodypart].special isnot "none">> <<set _colour to "red">> <<elseif $skin[_active_bodypart].lewd is 1>> <<set _colour to "pink">> <<else>> <<set _colour to "purple">> <</if>> <<if $skin[_active_bodypart].type is "text">> <<set _written to "written">> "<span @class="_colour"><<= $skin[_active_bodypart].writing.toUpperFirst()>></span>" <<else>> <<set _written to "drawn">> A picture of a <span @class="_colour"><<= $skin[_active_bodypart].writing>></span> <</if>> <<if $skin[_active_bodypart].arrow is 1>> <<if _active_bodypart is "left_cheek" or _active_bodypart is "right_cheek">> and an arrow pointing to your mouth <<elseif _active_bodypart is "left_bottom" or _active_bodypart is "right_bottom" or _active_bodypart is "back">> and an arrow pointing to your anus <<elseif _active_bodypart is "pubic" or _active_bodypart is "left_thigh" or _active_bodypart is "right_thigh">> and an arrow pointing to your <<genitals true>> <</if>> <</if>> <<switch $skin[_active_bodypart].pen>> <<case "marker">> (_written in permanent marker) <<case "magic">> (<span class="pink">seal</span>) <<case "tattoo" "brand">> (<span class="red"><<= $skin[_active_bodypart].pen>></span>) <<default>> (_written in <<= $skin[_active_bodypart].pen>>) <</switch>> <<= _index lt _array.length - 1 ? "<br>" : "">> <</if>> <</for>> <</widget>> <<widget "visual-settings">> <<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>> <</widget>> <<widget "faceStyleOptions">> Your current face style is: <<listbox "_facestyle" autoselect>> <<optionsfrom setup.faceStyleOptions>> <</listbox>> <br> <<link "Apply">> <<if $facestyle isnot _facestyle>> <<set $facestyle to _facestyle>> <<set $facevariant to "default">> <<replace "#visualsFaceVariantRadios">><<faceVariantOptions>><</replace>> <<updatesidebarimg true>> <</if>> <</link>> <</widget>> <<widget "faceVariantOptions">> <<if Object.keys(setup.faceVariantOptions[$facestyle]).length gt 1>> Your current demeanour is: <<listbox "$facevariant" autoselect>> <<optionsfrom setup.faceVariantOptions[$facestyle]>> <</listbox>> <br> <<run $(() => { $("#listbox-facevariant").on("change", () => { Wikifier.wikifyEval('<<updatesidebarimg true>>'); }); })>> <<else>> There are <mouse class = "gold tooltip-small" style="border-bottom-color:white"> no alternative demeanours available. <span class="blue"> Selecting a different face style may make additional demeanours available to you. </span> </mouse> <</if>> <</widget>> <<widget "mirrorSkin">> <<mirroricon>><<link "Back">><<handheldon>><<updatesidebarimg>><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>> <br><br> <div class="settingsGrid"> <div class="settingsHeader">Skin</div> <div class="settingsToggleItem"> <span class="gold bold">Tanning:</span> <br> <span id="sunscreenDescription"> <<sunscreenDesc>> </span> <span id="sunscreenLinks"> <<sunscreenLinks>> </span> <br> <label data-target="options.images" data-disabledif="V.options.images===0"> <<checkbox "$options.tanLines" false true autocheck>> Enable tanning lines from clothing </label> <mouse class="tooltip-small linkBlue">(?)<span>Disables the visual aspect of tanning lines. Only for sidebar.</span></mouse> </div> <div class="settingsToggleItem"> <span class="gold bold">Body Liquids:</span> <<if $liquidcount gt 0>> <<mirrorwet "neck" $player.bodyliquid.neck.semen $player.bodyliquid.neck.goo $player.bodyliquid.neck.nectar>> <<mirrorwet "right arm" $player.bodyliquid.rightarm.semen $player.bodyliquid.rightarm.goo $player.bodyliquid.rightarm.nectar>> <<mirrorwet "left arm" $player.bodyliquid.leftarm.semen $player.bodyliquid.leftarm.goo $player.bodyliquid.leftarm.nectar>> <<mirrorwet "thighs" $player.bodyliquid.thigh.semen $player.bodyliquid.thigh.goo $player.bodyliquid.thigh.nectar>> <<mirrorwet "bottom" $player.bodyliquid.bottom.semen $player.bodyliquid.bottom.goo $player.bodyliquid.bottom.nectar>> <<mirrorwet "tummy" $player.bodyliquid.tummy.semen $player.bodyliquid.tummy.goo $player.bodyliquid.tummy.nectar>> <<mirrorwet "chest" $player.bodyliquid.chest.semen $player.bodyliquid.chest.goo $player.bodyliquid.chest.nectar>> <<mirrorwet "face" $player.bodyliquid.face.semen $player.bodyliquid.face.goo $player.bodyliquid.face.nectar>> <<mirrorwet "hair" $player.bodyliquid.hair.semen $player.bodyliquid.hair.goo $player.bodyliquid.hair.nectar>> <<mirrorwet "feet" $player.bodyliquid.feet.semen $player.bodyliquid.feet.goo $player.bodyliquid.feet.nectar>> <<mirrorwet "labia" $player.bodyliquid.vaginaoutside.semen $player.bodyliquid.vaginaoutside.goo $player.bodyliquid.vaginaoutside.nectar>> <<mirrorwet "vagina" $player.bodyliquid.vagina.semen $player.bodyliquid.vagina.goo $player.bodyliquid.vagina.nectar>> <<mirrorwet "penis" $player.bodyliquid.penis.semen $player.bodyliquid.penis.goo $player.bodyliquid.penis.nectar>> <<mirrorwet "anus" $player.bodyliquid.anus.semen $player.bodyliquid.anus.goo $player.bodyliquid.anus.nectar>> <<mirrorwet "mouth" $player.bodyliquid.mouth.semen $player.bodyliquid.mouth.goo $player.bodyliquid.mouth.nectar>> <<else>> <br> Your skin feels <span class="green">clean</span>. <</if>> </div> </div> <hr> <div class="settingsGrid"> <<bodywritingExposureCheck true true>> <<bodywritingHiddenCheck true true>> <div class="settingsHeader">Body</div> <<if _bodywriting_exposed is 1 and _bodywriting_hidden is 1>> <div class="settingsToggleItem"> <span class="gold bold">Visible Bodywriting:</span> <br> <<mirrorBodywriting "visible">> <br> </div> <div class="settingsToggleItem"> <span class="gold bold">Hidden Bodywriting:</span> <br> <<mirrorBodywriting "hidden">> <br> </div> <<elseif _bodywriting_exposed is 1 || _bodywriting_hidden is 1>> <div class="settingsToggleItemWide"> <<if _bodywriting_exposed is 1>> <span class="gold bold">Visible Bodywriting:</span> <br> <<mirrorBodywriting "visible">> <br> <<elseif _bodywriting_hidden is 1>> <span class="gold bold">Hidden Bodywriting:</span> <br> <<mirrorBodywriting "hidden">> <br> <</if>> </div> <</if>> <div class="settingsToggleItemWide"> <<if $bodyWritingSelected is null>> <<unset $bodyWritingSelected>> <</if>> <<if $bodyWritingSelected isnot undefined>> You write <<if isLoveInterest($skin[$bodyPartSelected].special)>> "<span class="lewd"><<print $bodyWritingSelected>></span>" <<elseif $skin[$bodyPartSelected].special isnot "none">> "<span class="red"><<print $bodyWritingSelected>></span>" <<elseif $skin[$bodyPartSelected].lewd is 1>> "<span class="pink"><<print $bodyWritingSelected>></span>" <<else>> "<span class="purple"><<print $bodyWritingSelected>></span>" <</if>> on your <<bodypart $bodyPartSelected>>. <<unset $bodyWritingSelected>> <<unset $bodyPartSelected>> <hr> <</if>> <<bodywritingOptions>> /*Needs to be last*/ <div class="mirrorContainer"> <<bodywritingMenuLinks>> </div> </div> <div class="settingsToggleItemWide"> <span class="gold bold">Body shape:</span> <mouse class="tooltip-small linkBlue">(?)<span>This is a cosmetic change that does not contribute towards gender appearance.</span></mouse> <br> Your chosen body shape is: <span class="capitalize"> <<listbox "$player.bodyshape" autoselect>> <<optionsfrom setup.bodyShapes>> <</listbox>> </span> <br> <<run $(() => { $("#listbox-playerbodyshape").on("change", () => { Wikifier.wikifyEval('<<updatesidebarimg true>>'); }); })>> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader">Facial Settings</div> <<if setup.faceStyleOptions.length gt 1>> <div id="visualsFaceStyle" class="settingsToggleItem"> <span class="gold bold">Face style:</span><br> <<faceStyleOptions>> </div> <</if>> <div id="visualsFaceVariants" @class="setup.faceStyleOptions.length gt 1 ? 'settingsToggleItem' : 'settingsToggleItemWide'"> <span class="gold bold">Demeanour:</span> <br> <div id="visualsFaceVariantRadios"> <<faceVariantOptions>> </div> </div> </div> <</widget>> <<widget "sunscreenLinks">> <<if Skin.Sunscreen.isApplied()>> <br> <<cosmeticsicon "sunscreen">><<link "Remove sunscreen">> <<handheldon>> <<set Skin.Sunscreen.autoApply to false>> <<replace #sunscreenDescription>><<sunscreenApply "remove">><</replace>> <<replace #sunscreenLinks>><<sunscreenLinks>><</replace>> <</link>> <<note `Skin.Sunscreen.usesLeft + ' use'+(Skin.Sunscreen.usesLeft > 1 ? 's' : '') + ' left'`>> <<else>> <<if Skin.Sunscreen.usesLeft gt 0>> <br> <<cosmeticsicon "sunscreen">><<link "Apply sunscreen">> <<handheldon>> <<replace #sunscreenDescription>><<sunscreenApply>><</replace>> <<replace #sunscreenLinks>><<sunscreenLinks>><</replace>> <</link>> <<note `Skin.Sunscreen.usesLeft + ' use'+(Skin.Sunscreen.usesLeft > 1 ? 's' : '') + ' left'`>> <</if>> <</if>> <br> <<if Skin.Sunscreen.usesLeft gt 0>> <<ind>><<link `Skin.Sunscreen.autoApply ? "Stop applying" : "Apply when required"`>> <<set Skin.Sunscreen.autoApply to !Skin.Sunscreen.autoApply>> <<replace #sunscreenLinks>><<sunscreenLinks>><</replace>> <</link>> <</if>> <</widget>> <<widget "sunscreenDesc">> Your skin is <<if Skin.Sunscreen.isApplied()>> <mouse class = "gold tooltip-small" style="border-bottom-color:white"> protected against the sun <span class="black"> Sunscreen is keeping your skin from getting tanned. <<if Skin.Sunscreen.usesLeft is 0>> <br> <i class="blue">Sunscreen can be acquired at the shops</i> <</if>> </span> </mouse> <<set $_timeLeft to Math.floor(Skin.Sunscreen.timeLeft / 60)>> (<<print getTimeString($_timeLeft)>> left). <<else>> <mouse class = "gold tooltip-small" style="border-bottom-color:white"> not protected against the sun. <span class="black"> Your skin will tan when exposed to the sun. <<if Skin.Sunscreen.usesLeft is 0>> <br> <i class="blue">Sunscreen can be acquired at the cosmetics shop</i> <</if>> </span> </mouse> <</if>> <</widget>> <<widget "sunscreenApply">> <<if !pcAreArmsBound("any")>> <<if _args[0] is "remove">> <<run Skin.Sunscreen.remove()>> <<else>> <<run Skin.Sunscreen.apply()>> <</if>> <</if>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, and you find it difficult to do anything about your skin this way. <hr> <<elseif _args[0] is "remove">> <<wearProp "rag" "white">><<updatesidebarimg>> You scrub a damp towel over your skin, removing any last traces of sunscreen. <hr> <<else>> <<wearProp "sunscreen">><<updatesidebarimg>> You squirt a hefty dollop of sunscreen onto your hand and rub it into your skin. <hr> <</if>> <<sunscreenDesc>> <</widget>> <<widget "bodywritingOptions">> <<set _bodyWritingOptions to { General: { "Cute boy":"cute_boy", "Cute girl":"cute_girl", "Orphan":"orphan" } }>> <<if $beauty gte ($beautymax / 7) * 3>> <<set _bodyWritingOptions.General["Handsome"] to "handsome">> <<set _bodyWritingOptions.General["Pretty"] to "pretty">> <</if>> <<if $beauty gte ($beautymax / 7) * 4>> <<set _bodyWritingOptions.General["Stud"] to "stud">> <<set _bodyWritingOptions.General["Beauty"] to "beauty">> <</if>> <<if $beauty gte ($beautymax / 7) * 5>> <<set _bodyWritingOptions.General["Beautiful"] to "beautiful">> <</if>> <<if $trauma gte (($traumamax / 5) * 2)>> <<set _bodyWritingOptions.General["Daddy issues"] to "daddy_issues">> <<set _bodyWritingOptions.General["Mummy issues"] to "mummy_issues">> <<set _bodyWritingOptions.General["Trashy"] to "trashy">> <</if>> <<if $trauma gte (($traumamax / 5) * 3)>> <<set _bodyWritingOptions.General["Worthless"] to "worthless">> <<set _bodyWritingOptions.General["Oh no"] to "oh_no">> <<set _bodyWritingOptions.General["Dumb bitch"] to "dumb_bitch">> <</if>> <<if hasSexStat("promiscuity", 2)>> <<set _bodyWritingOptions.General["Hot"] to "hot">> <</if>> <<if hasSexStat("promiscuity", 3)>> <<set _bodyWritingOptions.Promiscuity = {}>> <<set _bodyWritingOptions.Promiscuity["Slut"] to "slut">> <<set _bodyWritingOptions.Promiscuity["Promiscuous"] to "promiscuous">> <<set _bodyWritingOptions.Promiscuity["Wanton"] to "wanton">> <<set _bodyWritingOptions.Promiscuity["D.T.F."] to "dtf">> <</if>> <<if hasSexStat("promiscuity", 4)>> <<set _bodyWritingOptions.Promiscuity["Insatiable slut"] to "insatiable_slut">> <<set _bodyWritingOptions.Promiscuity["Free Sex"] to "free_sex">> <<set _bodyWritingOptions.Promiscuity["Town bicycle"] to "town_bicycle">> <<set _bodyWritingOptions.Promiscuity["Size queen"] to "size_queen">> <<if $orgasmtrait gte 1>> <<set _bodyWritingOptions.Promiscuity["Sex addict"] to "sex_addict">> <<set _bodyWritingOptions.Promiscuity["Make me cum"] to "make_me_cum">> <</if>> <</if>> <<if hasSexStat("promiscuity", 5)>> <<set _bodyWritingOptions.Promiscuity["Fuck Me"] to "fuck_me">> <<set _bodyWritingOptions.Promiscuity["Cocksucker"] to "cocksucker">> <<set _bodyWritingOptions.Promiscuity["Cum dump"] to "cum_dump">> <<set _bodyWritingOptions.Promiscuity["Public Slut"] to "public_slut">> <<if $analstat gte 100>> <<set _bodyWritingOptions.Promiscuity["Buttslut"] to "buttslut">> <<set _bodyWritingOptions.Promiscuity["Anal whore"] to "anal_whore">> <</if>> <</if>> <<if hasSexStat("promiscuity", 3)>> <<set _bodyWritingOptions.Prostitution = {}>> <<if $trauma gte (($traumamax / 5) * 2)>> <<set _bodyWritingOptions.Prostitution["It's not rape if you pay me"] to "its_not_rape_if_you_pay_me">> <</if>> <<set _bodyWritingOptions.Prostitution["£5 whore"] to "five_pound_whore">> <<set _bodyWritingOptions.Prostitution["£10 a pop"] to "ten_pound_a_pop">> <<set _bodyWritingOptions.Prostitution["Slut for hire"] to "slut_for_hire">> <</if>> <<if hasSexStat("promiscuity", 4)>> <<set _bodyWritingOptions.Prostitution["£25 per fuck"] to "twenty_five_pound_per_fuck">> <<set _bodyWritingOptions.Prostitution["£100"] to "one_hundred_pound">> <<set _bodyWritingOptions.Prostitution["Body for sale"] to "body_for_sale">> <<if $trauma gte (($traumamax / 5) * 3)>> <<set _bodyWritingOptions.Prostitution["Stupid whore"] to "stupid_whore">> <<else>> <<set _bodyWritingOptions.Prostitution["Whore"] to "whore">> <</if>> <<set _bodyWritingOptions.Prostitution["Prostitute"] to "prostitute">> <</if>> <<if hasSexStat("exhibitionism", 3)>> <<set _bodyWritingOptions.Exhibitionism to {}>> <<set _bodyWritingOptions.Exhibitionism["Pervert"] to "pervert">> <<set _bodyWritingOptions.Exhibitionism["Attention whore"] to "attention_whore">> <<set _bodyWritingOptions.Exhibitionism["Flaunter"] to "flaunter">> <<set _bodyWritingOptions.Exhibitionism["Object"] to "object">> <<set _bodyWritingOptions.Exhibitionism["Strip me"] to "strip_me">> <<set _bodyWritingOptions.Exhibitionism["Ask to see me naked"] to "ask_to_see_me_naked">> <</if>> <<if hasSexStat("deviancy", 4)>> <<set _bodyWritingOptions.Deviancy to {}>> <<set _bodyWritingOptions.Deviancy["Doggy slut"] to "doggy_slut">> <<set _bodyWritingOptions.Deviancy["Animal"] to "animal">> <<set _bodyWritingOptions.Deviancy["Beast fucker"] to "beast_fucker">> <<set _bodyWritingOptions.Deviancy["Breedable"] to "breedable">> <<set _bodyWritingOptions.Deviancy["Deviant"] to "deviant">> <</if>> <<if $masochism_level gte 1>> <<set _bodyWritingOptions.Masochism to {}>> <<set _bodyWritingOptions.Masochism["Hit me"] to "hit_me">> <<set _bodyWritingOptions.Masochism["Hurt me"] to "hurt_me">> <<set _bodyWritingOptions.Masochism["Treat me bad"] to "treat_me_bad">> <<set _bodyWritingOptions.Masochism["Make me squeal"] to "make_me_squeal">> <</if>> <<if $submissive gte 1200>> <<set _bodyWritingOptions.Submission to {}>> <<set _bodyWritingOptions.Submission["Submissive"] to "submissive">> <<set _bodyWritingOptions.Submission["Pet"] to "pet">> <<if hasSexStat("deviancy", 3)>> <<set _bodyWritingOptions.Submission["Public pet"] to "public_pet">> <</if>> <<if hasSexStat("promiscuity", 4)>> <<set _bodyWritingOptions.Submission["Free use"] to "free_use">> <<set _bodyWritingOptions.Submission["Use Me"] to "use_me">> <</if>> <<if $submissive gte 1500>> <<set _bodyWritingOptions.Submission["Slave"] to "slave">> <<set _bodyWritingOptions.Submission["Enslave Me"] to "enslave_me">> <<set _bodyWritingOptions.Submission["Cum rag"] to "cum_rag">> <<if hasSexStat("promiscuity", 5)>> <<set _bodyWritingOptions.Submission["Fuckdoll"] to "fuckdoll">> <<set _bodyWritingOptions.Submission["Fucktoy"] to "fucktoy">> <<if $player.penisExist>> <<set _bodyWritingOptions.Submission["Walking dildo"] to "walking_dildo">> <</if>> <</if>> <</if>> <</if>> <<if ($player.vaginaExist or ($sexStats.anus.pregnancy.awareOf or $sexStats.anus.pregnancy.givenBirth gte 1)) and hasSexStat("promiscuity", 5)>> <<set _bodyWritingOptions.Pregnancy to {}>> <<set _bodyWritingOptions.Pregnancy["Brood mother"] to "brood_mother">> <<set _bodyWritingOptions.Pregnancy["Inseminate me"] to "inseminate_me">> <<set _bodyWritingOptions.Pregnancy["Impregnate me"] to "impregnate_me">> <<set _bodyWritingOptions.Pregnancy["Pregnancy slut"] to "pregnancy_slut">> <<set _bodyWritingOptions.Pregnancy["Breeding ground"] to "breeding_ground">> <</if>> <<set _bodyWritingOptions["Love Interests"] to {}>> <<if isPossibleLoveInterest("Robin")>> <<set _bodyWritingOptions["Love Interests"]["Robin's Protector"] to "robins_protector">> <<set _bodyWritingOptions["Love Interests"]["Robin & I"] to "robin_and_i">> <<set _bodyWritingOptions["Love Interests"]["The Orphan Lover"] to "the_orphan_lover">> <<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Robin's Boyfriend"] to "robins_boyfriend">> <</if>> <<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Robin's Girlfriend"] to "robins_girlfriend">> <</if>> <</if>> <<if isPossibleLoveInterest("Whitney")>> <<set _bodyWritingOptions["Love Interests"]["Whitney's Pet"] to "whitneys_pet">> <<set _bodyWritingOptions["Love Interests"]["Property of Whitney"] to "property_of_whitney">> <<set _bodyWritingOptions["Love Interests"]["Whitney's Toy"] to "whitneys_toy">> <<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Whitney's Boyslut"] to "whitneys_boyslut">> <</if>> <<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Whitney's Slut"] to "whitneys_slut">> <</if>> <</if>> <<if isPossibleLoveInterest("Kylar")>> <<set _bodyWritingOptions["Love Interests"]["Kylar's Obsession"] to "kylars_obsession">> <<set _bodyWritingOptions["Love Interests"]["Love Kylar Forever"] to "love_kylar_forever">> <<set _bodyWritingOptions["Love Interests"]["Reserved for Kylar"] to "reserved_for_kylar">> <<set _bodyWritingOptions["Love Interests"]["Just Kylar"] to "just_kylar">> <</if>> <<if isPossibleLoveInterest("Eden")>> <<set _bodyWritingOptions["Love Interests"]["Eden's Companion"] to "edens_companion">> <<set _bodyWritingOptions["Love Interests"]["Hunter and Prey"] to "hunter_and_prey">> <<set _bodyWritingOptions["Love Interests"]["It's Lonely in the Woods"] to "its_lonely_in_the_woods">> <<set _bodyWritingOptions["Love Interests"]["Something is Hunting you"] to "something_is_hunting_you">> <</if>> <<if isPossibleLoveInterest("Avery")>> <<set _bodyWritingOptions["Love Interests"]["Avery's Trophy"] to "averys_trophy">> <<set _bodyWritingOptions["Love Interests"]["Endearing"] to "endearing">> <<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Uptown Boy"] to "uptown_boy">> <</if>> <<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Uptown Girl"] to "uptown_girl">> <</if>> <<set _bodyWritingOptions["Love Interests"]["Avery's Monopoly"] to "averys_monopoly">> <</if>> <<if isPossibleLoveInterest("Alex")>> <<set _bodyWritingOptions["Love Interests"]["Alex's Partner"] to "alexs_partner">> <<set _bodyWritingOptions["Love Interests"]["Sunrise to Sunset"] to "sunrise_to_sunset">> <<set _bodyWritingOptions["Love Interests"]["Hay Baler"] to "hay_baler">> <<if ($player.penisExist or $player.gender_appearance is "m" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Cowboy"] to "cowboy">> <</if>> <<if ($player.vaginaExist or $player.gender_appearance is "f" or $backgroundTraits.includes("crossdresser"))>> <<set _bodyWritingOptions["Love Interests"]["Cowgirl"] to "cowgirl">> <</if>> <</if>> <<if isPossibleLoveInterest("Sydney")>> <<set _bodyWritingOptions["Love Interests"]["Sydney's Saviour"] to "sydneys_savior">> <<set _bodyWritingOptions["Love Interests"]["Bound to Sydney"] to "bound_to_sydney">> <<set _bodyWritingOptions["Love Interests"]["Sydney Makes Me :)"] to "sydney_makes_me_smile">> <<if C.npc.Sydney.purity gt 1>> <<set _bodyWritingOptions["Love Interests"]["Purest Love"] to "purest_love">> <<else>> <<set _bodyWritingOptions["Love Interests"]["Lusty Sinners"] to "lusty_sinners">> <</if>> <</if>> <<if isPossibleLoveInterest("Black Wolf")>> <<set _bodyWritingOptions["Love Interests"]["Black Wolf's Bitch"] to "black_wolfs_bitch">> <<set _bodyWritingOptions["Love Interests"]["All for my Alpha"] to "all_for_my_alpha">> <<if $wolfpackleader is 1>> <<set _bodyWritingOptions["Love Interests"]["Leader of the Pack"] to "leader_of_the_pack">> <</if>> <<set _bodyWritingOptions["Love Interests"]["Runs With Wolves"] to "runs_with_wolves">> <</if>> <<if isPossibleLoveInterest("Great Hawk")>> <<set _bodyWritingOptions["Love Interests"]["Great Hawk's Spouse"] to "great_hawks_spouse">> <<set _bodyWritingOptions["Love Interests"]["Soaring With Love"] to "soaring_with_love">> <<set _bodyWritingOptions["Love Interests"]["Terror's Mate"] to "terrors_mate">> <<set _bodyWritingOptions["Love Interests"]["Free Bird"] to "free_bird">> <</if>> <<if isPossibleLoveInterest("Gwylan")>> <<set _bodyWritingOptions["Love Interests"]["Witch's Ward"] to "witchs_ward">> <<set _bodyWritingOptions["Love Interests"]["Witch's Familiar"] to "witchs_familiar">> <<set _bodyWritingOptions["Love Interests"]["Gwylan's Treasure"] to "gwylans_treasure">> <<set _bodyWritingOptions["Love Interests"]["Gwylan's Apprentice"] to "gwylans_apprentice">> <<set _bodyWritingOptions["Love Interests"]["Forever Yearning"] to "forever_yearning">> <</if>> <<if $debug is 1>> <<set _bodyWritingOptions["Debug"] to setup.bodywriting>> <<set _debugBodywritingOptionsKeys to Object.keys(setup.bodywriting)>> <<link [[Wash yourself|$passage]]>> <<set $mirrorMenu to "skin">> <<wash>> <</link>> <<link [[Bind hands|$passage]]>> <<set $mirrorMenu to "skin">> <<bind>> <</link>><span class="black"> (Will destroy handheld items.)</span> <br/> <<print Object.values(setup.bodywriting).length>> known bodywriting options. <</if>> <</widget>> <<widget "bodywritingMenuLinks">> <span class="gold bold">Add Bodywriting:</span> <br> <div id="bodywritingMenuLinks"> <<set _keys to Object.keys(_bodyWritingOptions)>> <<if $bodywritingSet is undefined>> <<set $bodywritingSet to "General">> <</if>> <<for _i to 0; _i lt _keys.length; _i++>> <<capture _i _keys>> <div @id="'link-'+_keys[_i].replace(/ /g,'-')" @class="(_keys[_i] is $bodywritingSet ? 'no-numberify bodywritingSelected' : 'no-numberify bodywriting')"> <<button _keys[_i]>> <<removeclass `'#link-'+$bodywritingSet.replace(/ /g,'-')` "bodywritingSelected">> <<addclass `'#link-'+$bodywritingSet.replace(/ /g,'-')` "bodywriting">> <<set $bodywritingSet to clone(_keys[_i])>> <<addclass `'#link-'+$bodywritingSet.replace(/ /g,'-')` "bodywritingSelected">> <<replace "#bodywritingMenu">><<bodywritingMenu _args[0]>><</replace>> <</button>> </div> <</capture>> <</for>> </div> <br> <div id="bodywritingMenu" class="skinMenu no-numberify"> <<bodywritingMenu _args[0]>> </div> <div class="skinMenu"> <label data-target="options.images" data-disabledif="V.options.images===0"> <<checkbox "$options.bodywritingImages" false true autocheck>> Enable bodywriting images </label> </div> <</widget>> <<widget "bodywritingMenu">> <<if Object.keys(_bodyWritingOptions[$bodywritingSet]).length gt 0>> <<set _bodyPartOptions to {}>> <<if _args[0] isnot undefined>> <<set _bodyPartOptionsSkip to _args[0]>> <<else>> <<set _bodyPartOptionsSkip to ["back", "left_bottom", "right_bottom"]>> <</if>> <<for _label, _value range $skin>> <<if _bodyPartOptionsSkip.includes(_label)>> <<continue>> <<elseif Object.keys(_value).length is 0>> <<silently>><<bodypart _label>><</silently>> <<set _bodyPartOptions[_text_output.toUpperFirst()] to _label>> <</if>> <</for>> <<if $debug is 1>> Write <<listbox "_bodyWritingDebugSelected">> <<optionsfrom _bodyWritingOptions[$bodywritingSet]>> <</listbox>> everywhere <<link [[Confirm|$passage]]>> <<set $mirrorMenu to "skin">> <<for _part, _value range $skin>> <<add_bodywriting _part _bodyWritingDebugSelected "pen">> <</for>> <</link>> <br /> Write <<listbox "_bodyWritingDebugSelected">> <<optionsfrom _bodyWritingOptions[$bodywritingSet]>> <</listbox>> everywhere where it has custom sprites <<link [[Confirm|$passage]]>> <<set $mirrorMenu to "skin">> <<for _part, _value range $skin>> <<if _bodyWritingDebugSelected.sprites.includes(_part)>> <<add_bodywriting _part _bodyWritingDebugSelected "pen">> <</if>> <</for>> <</link>> <br /> <br /> <</if>> <<if Object.keys(_bodyPartOptions).length gt 0>> Write <<listbox "_bodyWritingSelected">> <<optionsfrom _bodyWritingOptions[$bodywritingSet]>> <</listbox>> on your <<listbox "_bodyPartSelected">> <<optionsfrom _bodyPartOptions>> <</listbox>> <<link [[Confirm|$passage]]>> <<set $mirrorMenu to "skin">> <<set $bodyWritingSelected to Object.keys(_bodyWritingOptions[$bodywritingSet])[Object.values(_bodyWritingOptions[$bodywritingSet]).indexOf(_bodyWritingSelected)]>> <<set $bodyPartSelected to _bodyPartSelected>> <<add_bodywriting _bodyPartSelected _bodyWritingSelected "pen">> <</link>> <<else>> <span class="blue">You're not sure where else you can write an advertisement.</span> <</if>> <<else>> <span class="blue">You have not unlocked any bodywriting options for this category yet.</span> <</if>> <</widget>> <<widget "hairDescription">> You check your hair in the mirror. <<if $hairtype is "default" and $fringetype is "default">> Your hair is not currently styled. Your sides are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body. Your hair <<if $hairgelBottles is undefined>><<set $hairgelBottles to 0>><</if>> <<if $earsposition is "front">> <span class="gold"> is tucked behind your ears</span> <<else>> <span class="gold">hangs in front of your ears</span> <</if>> and is <<if $ruffledisable is "t">> <mouse class = "gold tooltip-small" style="border-bottom-color:white"> fixed in place. <span class="black">Your hairstyle cannot be ruined. <br> <i class="red">Selecting a new hairstyle will re-enable hair ruffling. <<print ($hairgelBottles is 0 ? "Hair gel can be acquired at the shops." : "Hair gel will need to be re-applied.")>></i></span> </mouse> <<else>> <mouse class = "gold tooltip-small" style="border-bottom-color:white"> not fixed in place. <span class="black">Certain situations may change your hair to a messier style. <br> <i class="teal">You can apply hair gel to disable hair ruffling.<<print ($hairgelBottles is 0 ? " Hair gel can be acquired at the shops." : "")>></i> </span> </mouse> <</if>> <div class="no-numberify"> <<link [[Randomise your hairstyle|$passage]]>> <<set _hairType to Object.values(_hairTypeByName)>> <<set $hairtype to _hairType[random(0,_hairType.length - 1)]>> <<set _fringeType to Object.values(_fringeTypeByName)>> <<set $fringetype to _fringeType[random(0,_fringeType.length - 1)]>> <<set $hairposition to ["front","back"][random(0,1)]>> <</link>> | <<switch $hairposition>> <<case "front">> <<link "Position sides behind body">> <<run State.setVar("$hairposition", "back")>> <<run Engine.show()>> <</link>> <<case "back">> <<link "Position sides in front of body">> <<run State.setVar("$hairposition", "front")>> <<run Engine.show()>> <</link>> <<default>> <<link "Position sides in front of body">> <<run State.setVar("$hairposition", "front")>> <<run Engine.show()>> <</link>> <</switch>> | <<switch $earsposition>> <<case "front">> <<link "Position hair in front of ears">> <<run State.setVar("$earsposition", "back")>> <<run Engine.show()>> <</link>> <<case "back">> <<link "Tuck hair behind ears">> <<run State.setVar("$earsposition", "front")>> <<run Engine.show()>> <</link>> <<default>> <<link "Tuck hair behind ears">> <<run State.setVar("$earsposition", "front")>> <<run Engine.show()>> <</link>> <</switch>> | <<switch $browsposition>> <<case "front">> <<link "Position brows behind hair">> <<run State.setVar("$browsposition", "back")>> <<run Engine.show()>> <</link>> <<case "back">> <<link "Position brows in front of hair">> <<run State.setVar("$browsposition", "front")>> <<run Engine.show()>> <</link>> <<default>> <<link "Position brows behind hair">> <<run State.setVar("$browsposition", "back")>> <<run Engine.show()>> <</link>> <</switch>> <br><br> </div> <<else>> <<if $hairtype is "default">> Currently, your fringe is in the <span class="gold">$fringetype</span> style. Your sides are left <span class="gold">natural</span> and are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body. <<elseif $fringetype is "default">> Currently, your fringe is left <span class="gold">natural</span>. Your sides are in the <span class="gold">$hairtype</span> style and are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body. <<else>> Currently, your fringe is in the <span class="gold">$fringetype</span> style. Your sides are in the <span class="gold">$hairtype</span> style and are positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body. <</if>> Your hair <<if $hairgelBottles is undefined>><<set $hairgelBottles to 0>><</if>> <<if $earsposition is "front">> <span class="gold"> is tucked behind your ears</span> <<else>> <span class="gold">hangs in front of your ears</span> <</if>> and is <<if $ruffledisable is "t">> <mouse class = "gold tooltip-small" style="border-bottom-color:white"> fixed in place. <span class="black">Your hairstyle cannot be ruined. <br> <i class="red">Selecting a new hairstyle will re-enable hair ruffling. <<print ($hairgelBottles is 0 ? "Hair gel can be acquired at the shops." : "Hair gel will need to be re-applied.")>></i></span> </mouse> <<else>> <mouse class = "gold tooltip-small" style="border-bottom-color:white"> not fixed in place. <span class="black">Certain situations may change your hair to a messier style. <br> <i class="teal">You can apply hair gel to disable hair ruffling.<<print ($hairgelBottles is 0 ? " Hair gel can be acquired at the shops." : "")>></i> </span> </mouse> <</if>> <div class="no-numberify"> <<link [[Randomise your hairstyle|$passage]]>> <<set _hairType to Object.values(_hairTypeByName)>> <<set $hairtype to _hairType[random(0,_hairType.length - 1)]>> <<set _fringeType to Object.values(_fringeTypeByName)>> <<set $fringetype to _fringeType[random(0,_fringeType.length - 1)]>> <<set $hairposition to ["front","back"][random(0,1)]>> <</link>> | <<switch $hairposition>> <<case "front">> <<link "Position sides behind body">> <<run State.setVar("$hairposition", "back")>> <<run Engine.show()>> <</link>> <<case "back">> <<link "Position sides in front of body">> <<run State.setVar("$hairposition", "front")>> <<run Engine.show()>> <</link>> <<default>> <<link "Position sides in front of body">> <<run State.setVar("$hairposition", "front")>> <<run Engine.show()>> <</link>> <</switch>> | <<switch $earsposition>> <<case "front">> <<link "Position hair in front of ears">> <<run State.setVar("$earsposition", "back")>> <<run Engine.show()>> <</link>> <<case "back">> <<link "Tuck hair behind ears">> <<run State.setVar("$earsposition", "front")>> <<run Engine.show()>> <</link>> <<default>> <<link "Tuck hair behind ears">> <<run State.setVar("$earsposition", "front")>> <<run Engine.show()>> <</link>> <</switch>> | <<switch $browsposition>> <<case "front">> <<link "Position brows behind hair">> <<run State.setVar("$browsposition", "back")>> <<run Engine.show()>> <</link>> <<case "back">> <<link "Position brows in front of hair">> <<run State.setVar("$browsposition", "front")>> <<run Engine.show()>> <</link>> <<default>> <<link "Position brows behind hair">> <<run State.setVar("$browsposition", "back")>> <<run Engine.show()>> <</link>> <</switch>> <br><br> </div> <</if>> <</widget>> <<widget "mirrorHair">> <<mirroricon>><<link "Back">><<handheldon>><<updatesidebarimg>><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>> <<shopClothingFilterSettingsDefault>> /* Due to reusing the traits filtering */ <br><br> <div id="hairDescription"> <<hairDescription>> </div> <div id="hairgelLinks"> <<hairgelLinks>> </div> <br> <<set _hairTypeByName to {}>> <<run setup.hairstyles.sides.sort((a, b) => { if (a.name === "natural") return -1; if (b.name === "natural") return 1; return a.name.localeCompare(b.name); }).forEach(style => { if (!V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) { T.hairTypeByName[style.name] = style.variable; } })>> <<set _fringeTypeByName to {}>> <<run setup.hairstyles.fringe.sort((a, b) => { if (a.name === "natural") return -1; if (b.name === "natural") return 1; return a.name.localeCompare(b.name); }).forEach(style => { if (!V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) { T.fringeTypeByName[style.name] = style.variable; } })>> <div id="hairContainer"> <div class="containerHeader" class="no-numberify"> <<mirrorhairdisplayLinks "hair">> </div> <<mirrorhairdisplay "$hairtype" "sides">> </div> <br><br> <</widget>> <<widget "hairgelLinks">> <div class="no-numberify"> <<link [[($showMannequins ? "Hide" : "Show") + " Mannequins"|$passage]]>><<set $showMannequins to 1 - ($showMannequins or 0)>><</link>> <mouse class="tooltip-small linkBlue">(?)<span>Disable preview images for hairstyles. <i class="red">Enabling mannequins may cause performance issues on some devices.</i></span></mouse> <<if $hairgelBottles isnot undefined and $hairgelBottles gte 1>> | <<hairdressericon "gel">> <<if $ruffledisable is "f">> <<link "Apply hair gel">><<replace #hairDescription>><<hairgelApply>><</replace>><<replace #hairgelDesc>><<hairgelDesc>><</replace>><<replace#hairgelLinks>><<hairgelLinks>><</replace>><</link>> | <</if>> <div id="hairgelDesc" style="display:inline"><<hairgelDesc>></div> <</if>> </div> <</widget>> <<widget "hairgelApply">> <<if !pcAreArmsBound("any")>> <<set $ruffledisable to "t">> <<set $hairgelBottles += -1>> <</if>> <<hairDescription>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, and you find it difficult to do anything about your hair this way. <hr> <<else>> <<wearProp "hairgel">><<updatesidebarimg>> You squirt a hefty dollop of hair gel onto your hand and slick it through your hair. By the time you're finished, your hairstyle is securely in place, and the small bottle is empty. <span class="pink">If you decide to change up your hairstyle, you'll need to <<print ($hairgelBottles is 0) ? "acquire" : "apply">> more.</span> <hr> <</if>> <</widget>> <<widget "hairgelDesc">> You have <span class="gold">$hairgelBottles</span> <<pluralise $hairgelBottles "bottle">> of hair gel remaining. <</widget>> <<widget "mirrorhairdisplay">> <<if _hairCategory isnot _args[0]>> <<set _perPage to $showMannequins ? 14 : 100>> <<set _page to 1>> <</if>> <<set _hairCategory to _args[0]>> <<mirrorhairOptions _args[1]>> <div id="hairContainerElements"> <<mirrorhairdisplayElements _hairOptions>> </div> <div id="hairContainerPages" class="no-numberify"> <<mirrorhairControls _args[1]>> </div> <</widget>> <<widget "mirrorhairControls">> <<if $showMannequins>> <div class="containerFooter"> <div class="tab"> <<if _page gt 1>> <<button '<span class="fa-icon fa-left"></span> Previous'>> <<if _page gt 1>><<set _page-->><</if>> <<mirrorhairOptions _args[0]>> <<replace "#hairContainerElements">><<mirrorhairdisplayElements _hairOptions>><</replace>> <<replace "#hairContainerPages">><<mirrorhairControls _args[0]>><</replace>> <</button>> <<else>> <button class="link-internal macro-button no-numberify buttonDisabled" disabled>Previous</button> <</if>> </div> <div class="tab"> <<if _page lt _pageMax>> <<button 'Next <span class="fa-icon fa-right"></span>'>> <<if _page lt _pageMax>><<set _page++>><</if>> <<mirrorhairOptions _args[0]>> <<replace "#hairContainerElements">><<mirrorhairdisplayElements _hairOptions>><</replace>> <<replace "#hairContainerPages">><<mirrorhairControls _args[0]>><</replace>> <</button>> <</if>> </div> <div class="tab"> <div class="buttonPage"> <<button '_page/_pageMax'>> <</button>> </div> </div> </div> <</if>> <</widget>> <<widget "mirrorhairTraits">> <div id="hairContainerFilter"> <div class="tab"> <<button "<span class='fa-icon fa-check'></span> Apply">> <<set $shopClothingFilter.active = true>> <<run updateMoment()>> <</button>> <<button "<span class='fa-icon fa-reset'></span> Reset Filters">> <<shopClothingFilterReset>> <<replace "#hairContainerTraits">><<mirrorHairTraitList>><</replace>> <<run updateMoment()>> <</button>> <<button "<span class='fa-icon fa-selected'></span> Select/Deselect All">> <<run toggleAllHairTraitsFilter()>> <</button>> </div> </div> <</widget>> <<widget "mirrorhairOptions">> <<set _hairOptions to {}>> <<run setup.hairstyles[_args[0]].forEach(style => { if (!V.shopClothingFilter.active || !V.shopClothingFilter.traits.length || style.type.find(type => V.shopClothingFilter.traits.includes(type))) T.hairOptions[style.name] = style.variable; })>> <<set _pageMax to Math.ceil(Object.keys(_hairOptions).length / _perPage)>> <<run Object.keys(_hairOptions).forEach((key, index) => { if (!between(index, T.perPage * (T.page - 1), (T.perPage * T.page) - 1)) { delete T.hairOptions[key]; } })>> <</widget>> <<widget "mirrorhairdisplayLinks">> <div class="tab"> <span @class="_args[0] is 'hair' ? 'tab-selected' : 'tab'"> <<button "Sides">> <<replace "#hairContainer">> <div class="containerHeader" class="no-numberify"> <<mirrorhairdisplayLinks "hair">> </div> <<mirrorhairdisplay "$hairtype" "sides">> <</replace>> <</button>> </span> </div> <div class="tab"> <span @class="_args[0] is 'fringe' ? 'tab-selected' : ''"> <<button "Fringe">> <<replace "#hairContainer">> <div class="containerHeader" class="no-numberify"> <<mirrorhairdisplayLinks "fringe">> </div> <<mirrorhairdisplay "$fringetype" "fringe">> <</replace>> <</button>> </span> </div> <div class="tab"> <span @class="_args[0] is 'style' ? 'tab-selected' : ''"> <<button "Save/Load">> <<replace "#hairContainer">> <div class="containerHeader" class="no-numberify"> <<mirrorhairdisplayLinks "style">> </div> <<mirrorhairdisplaySave>> <</replace>> <</button>> <div id="hairContainerSave" class="no-numberify"> </div> </span> </div> <div class="tab"> <span @class="_args[0] is 'filter' ? 'tab-selected' : ''"> <<button "Filters">> <<replace "#hairContainer">> <div class="containerHeader" class="no-numberify"> <<mirrorhairdisplayLinks "filter">> </div> <<mirrorhairdisplayFilter>> <</replace>> <</button>> </span> </div> <</widget>> <<widget "mirrorhairdisplayElements">> <div id="hairGridSides" class="no-numberify hairGrid"> <<for _label, _hairName range _args[0]>> <<capture _hairCategory, _hairName>> <div @id="'hairGrid-' + _hairCategory.replace('$','') + '-' + _hairName.replace(/ /g,'')" @class="'gridItem' + (_hairName is V[_hairCategory.replace('$','')] ? ' selectedHair' : '')" @onclick="`wikifier('mirrorhairdisplayClick', '${T.hairCategory.replace('$','')}', '${T.hairName.replace(/ /g,'_')}');`"> <<if $options.images is 1 and $showMannequins is 1>> <<selectmodel "main">> <<set _modeloptions.tanningEnabled to false>> <<set _modeloptions.skin_type = Skin.color.natural>> <<set _modeloptions.skin_tone = Skin.color.tan>> <<set _modeloptions.freckles = $player.freckles == true and $makeup.concealer != 1>> <<set _modeloptions.mouth to 'neutral'>> <<set _modeloptions.facevariant = $facevariant>> <<set _modeloptions.left_eye = $makeup.eyelenses.left != 0 ? $makeup.eyelenses.left : $leftEyeColour>> <<set _modeloptions.right_eye = $makeup.eyelenses.right != 0 ? $makeup.eyelenses.right : $rightEyeColour>> <<set _modeloptions.hair_colour = $haircolour>> <<set _modeloptions.hair_fringe_colour = $hairfringecolour>> <<set _modeloptions.hair_fringe_colour_gradient = $hairFringeColourGradient>> <<set _modeloptions.hair_fringe_colour_style = $hairFringeColourStyle>> <<set _modeloptions.hair_colour_gradient = $hairColourGradient>> <<set _modeloptions.hair_colour_style = $hairColourStyle>> <<set _modeloptions.hair_sides_length to $hairlengthstage>> <<set _modeloptions.hair_sides_position to $hairposition>> <<set _modeloptions.hair_fringe_length to $fringelengthstage>> <<if _hairCategory is "$hairtype">> <<set _modeloptions.hair_sides_type to _hairName>> <<set _modeloptions.hair_fringe_type to $fringetype>> <<else>> <<set _modeloptions.hair_fringe_type to _hairName>> <<set _modeloptions.hair_sides_type to $hairtype>> <</if>> <<set _modeloptions.ears_position to $earsposition>> <<rendermodel "hairstyleMannequin">> <br> <</if>> <<print toTitleCase(_label)>> </div> <</capture>> <</for>> </div> <</widget>> <<widget "mirrorhairdisplayClick">> <<if _args[0] and _args[1]>> <<if Object.values(_hairOptions).includes(V[_args[0]])>> <<set _id to "#hairGrid-" + _args[0] + "-" + V[_args[0]].replace(/ /g,"")>> <<removeclass _id "selectedHair">> <</if>> <<set V[_args[0]] to _args[1].replace(/_/g," ")>> <<set _id2 to "#hairGrid-" + _args[0] + "-" + _args[1].replace(/_/g,"")>> <<set $ruffledisable to "f">> <<addclass _id2 "selectedHair">> <<updatesidebarimg>> <<replace #hairDescription>><<hairDescription>><</replace>> <<replace #hairgelLinks>><<hairgelLinks>><</replace>> <</if>> <</widget>> <<widget "mirrorhairdisplaySave">> <div id="hairContainerHairstyle"> <<mirrorHairSaveOptions>> </div> <div id="hairContainerSave" class="no-numberify"> <<mirrorHairSave>> </div> <</widget>> <<widget "mirrorHairSaveOptions">> <<if !$savedHairStyles>> <<set $savedHairStyles to { Default: { hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition } }>> <</if>> <div class="no-numberify saveHair"> <span class="bold">Select a hairstyle:</span> <hr style="border:none;margin:.25em 0"> <<set _savedHairStylesKeys to Object.keys($savedHairStyles)>> <<if _savedHairStylesKeys.length gt 0>> <<listbox '_selectedSavedHairStyle'>> <<optionsfrom _savedHairStylesKeys>> <</listbox>> <</if>> <br> </div> <div class="no-numberify saveHair"> <span class="bold" style="margin:.25em 0">Create a new hairstyle:</span> <hr style="border:none;margin:.25em 0"> <label>Name: <<textbox "_hairStyleName" "">></label> <mouse class="tooltip linkBlue"> (?)<span>Saves your current hairstyle, so it may be worn later. Duplicate names will overwrite existing styles.</span></mouse> <span id="textbox-error"></span> </div> <</widget>> <<widget "mirrorhairdisplayFilter">> <div id="hairContainerTraits" class="no-numberify"> <<mirrorHairTraitList>> </div> <div id="hairContainerFilter"> <<mirrorhairTraits>> </div> <</widget>> <<widget "mirrorHairTraitList">> <<set _shopLocation to "mirrorhair">> <div class="hairGridTraits"> <div class="traitCategory"> <<set _textureTraits to ["curly", "sleek", "wavy", "textured"]>> <span class="gold" style="padding-left:5px">Texture:</span> <<for _trait range _textureTraits.sort()>> <<silently>><< _trait>><</silently>> <<set _traitObj to setup.shopDetails[_trait]>> <div class="filters-trait-row"> <label> <<set _checked = $shopClothingFilter.traits.includes(_trait) ? 'checked="checked"' : ''>> <<clothingtrait _trait 'display_normal'>> <<print '<input type="checkbox" @id="_trait" @value="_trait" ' + _checked + ' onclick="window.shopClothingFilterToggleTrait(this.value)">'>> <<if !_traitObj.desc>> <<print _traitObj.name>> <<else>> <mouse class = "tooltip-small"> <<print _traitObj.name>> <span class="black"><<print _traitObj.desc>></span> </mouse> <</if>> </label> </div> <</for>> </div> <div class="traitCategory"> <span class="gold" style="padding-left:5px">Style:</span> <<set _styleTraits to ["braids", "buns", "pigtails", "ponytail"]>> <<for _trait range _styleTraits.sort()>> <<silently>><< _trait>><</silently>> <<set _traitObj to setup.shopDetails[_trait]>> <div class="filters-trait-row"> <label> <<set _checked = $shopClothingFilter.traits.includes(_trait) ? 'checked="checked"' : ''>> <<clothingtrait _trait 'display_normal'>> <<print '<input type="checkbox" @id="_trait" @value="_trait" ' + _checked + ' onclick="window.shopClothingFilterToggleTrait(this.value)">'>> <<if !_traitObj.desc>> <<print _traitObj.name>> <<else>> <mouse class = "tooltip-small"> <<print _traitObj.name>> <span class="black"><<print _traitObj.desc>></span> </mouse> <</if>> </label> </div> <</for>> </div> <div class="traitCategory"> <span class="gold" style="padding-left:5px">Other</span> <<set _otherTraits to ["loose","short"]>> <<for _trait range _otherTraits.sort()>> <<silently>><< _trait>><</silently>> <<set _traitObj to setup.shopDetails[_trait]>> <div class="filters-trait-row"> <label> <<set _checked = $shopClothingFilter.traits.includes(_trait) ? 'checked="checked"' : ''>> <<clothingtrait _trait 'display_normal'>> <<print '<input type="checkbox" @id="_trait" @value="_trait" ' + _checked + ' onclick="window.shopClothingFilterToggleTrait(this.value)">'>> <<if !_traitObj.desc>> <<print _traitObj.name>> <<else>> <mouse class = "tooltip-small"> <<print _traitObj.name>> <span class="black"><<print _traitObj.desc>></span> </mouse> <</if>> </label> </div> <</for>> </div> </div> <</widget>> <<widget "mirrorHairSave">> <div class="hairContainerSave"> <<if _savedHairStylesKeys.length gt 0>> <div class="tab"> <<button '<span class="fa-icon fa-check"></span> Wear'>> <<set $hairtype to $savedHairStyles[_selectedSavedHairStyle].hairtype>> <<set $fringetype to $savedHairStyles[_selectedSavedHairStyle].fringetype>> <<set $hairposition to $savedHairStyles[_selectedSavedHairStyle].hairposition>> <<set $ruffledisable to "f">> <<updatesidebarimg>> <</button>> <<button '<span class="fa-icon fa-overwrite"></span> Overwrite'>> <<set $savedHairStyles[_selectedSavedHairStyle].hairtype to $hairtype>> <<set $savedHairStyles[_selectedSavedHairStyle].fringetype to $fringetype>> <<set $savedHairStyles[_selectedSavedHairStyle].hairposition to $hairposition>> <<updatesidebarimg>> <</button>> <<button '<span class="fa-icon fa-delete"></span> Delete'>> <<if _selectedSavedHairStyle isnot "Default">> <<run $outfit.forEach((o) => { if(o.hairStyle === T.selectedSavedHairStyle){ o.hairStyle = undefined; } })>> <<run delete $savedHairStyles[_selectedSavedHairStyle]>> <<updatesidebarimg>> <<replace #hairContainerHairstyle>><<mirrorHairSaveOptions>><</replace>> <</if>> <</button>> <<button '<span class="fa-icon fa-save"></span> Save'>> <<if _hairStyleName is "">> <<replace "#textbox-error">><br> <span class="red">Please enter a name.</span><</replace>> <<else>> <<replace "#textbox-error">><</replace>> <<set _hairStyleName to _hairStyleName.replace(/[^a-zA-Z\u4e00-\u9fa50-9_-]+/g,"").substring(0,30)>> <<set $savedHairStyles[_hairStyleName] to { hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition }>> <<replace #hairContainerHairstyle>><<mirrorHairSaveOptions>><</replace>> <</if>> <</button>> </div> <<else>> <div class="tab"> <<button '<span class="fa-icon fa-save"></span> Save'>> <<if _hairStyleName is "">> <<replace "#textbox-error">><br> <span class="red">Please enter a name.</span><</replace>> <<else>> <<replace "#textbox-error">><</replace>> <<set _hairStyleName to _hairStyleName.replace(/[^a-zA-Z\u4e00-\u9fa50-9_-]+/g,"").substring(0,30)>> <<set $savedHairStyles[_hairStyleName] to { hairtype:$hairtype, fringetype:$fringetype, hairposition:$hairposition }>> <<replace #hairContainerHairstyle>><<mirrorHairSaveOptions>><</replace>> <</if>> <</button>> </div> <</if>> </div> <</widget>> <<widget "mirrorMakeupPart">> <<set _itemType = _args[0]>> <<set _items = $makeup.owned[_itemType].filter(x => x.count > 0)>> <<if $makeup.owned[_itemType].length == 0>> <<cosmeticsicon _itemType>> You don't own any _itemType. <<elseif _items.length == 0>> You ran out of _itemType. <br> <</if>> <<if _items.length != 0 or $makeup[_itemType] != 0>> <<cosmeticsicon _itemType>> <span class="gold bold"><<= _itemType.toUpperFirst()>>:</span> <<if $makeup[_itemType] != 0>> <<capture _itemType>> <span class="no-numberify"> <<link "Remove">> <<if _itemType is "eyelenses">> <!-- A safety check for $makeup.eyelenses --> <<set $makeup.eyelenses to { left: 0, right: 0 }>> <<else>> <<set $makeup[_itemType] to 0>> <</if>> <<if _itemType == 'mascara'>> <<set $makeup.mascara_running = 0>> <</if>> <<run Engine.show()>> <</link>> </span> <</capture>> <</if>> <div class="makeupList no-numberify capitalize"> <<for _i, _item range _items>> <span @class="$makeup[_itemType] == _item.colour ? 'makeupWorn' : 'makeupItem'"> <<capture _item, _itemType>> <<set _name to `_item.colour <span @class="_itemType+'-'+_item.colour.replace(/ /g, '-')"><span class="colour-sample"></span></span> × _item.count`>> <<button _name>> <<handheldon>> <<if _itemType is "lipstick">> <<set _colour to _item.colour is "dark red" ? "jewel red" : _item.colour is "orange" ? "tangerine" : _item.colour>> <<wearProp _itemType _colour>> <<else>> <<wearProp _itemType>> <</if>> <<if $makeup[_itemType] !== _item.colour>> <<set $makeup[_itemType] = _item.colour>> <<set _item.count -= 1>> <<if _itemType == 'mascara'>> <<set $makeup.mascara_running = 0>> <</if>> <<run Engine.show()>> <</if>> <</button>> <</capture>> </span> <</for>> </div> <</if>> <</widget>> <<widget "mirrorMakeup">> <<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>> <br><br> <div class="settingsGrid"> <div class="settingsHeader">Makeup</div> <<set _makeup to []>> <<if $makeup.lipstick isnot 0>> <<run _makeup.push($makeup.lipstick + " lipstick")>> <</if>> <<if $makeup.eyeshadow isnot 0>> <<run _makeup.push($makeup.eyeshadow + " eyeshadow")>> <</if>> <<if $makeup.blusher isnot 0>> <<run _makeup.push($makeup.blusher + " blusher")>> <</if>> <<if $makeup.mascara isnot 0>> <<run _makeup.push($makeup.mascara + " mascara")>> <</if>> <<if $makeup.concealer is 1>> <<run _makeup.push("concealer")>> <</if>> <<set _makeupNames to ["lipstick","eyeshadow","mascara","blusher","browscolour","eyelenses"]>> <<set _makeupData to ["lipstick","eyeshadow","mascara","blusher","hairdye","eyelenses"]>> <<set _ownsMakeup to _makeupData.some(item => $makeup.owned[item].some(colour => colour.count > 0))>> <<set _removableMakeup to _makeup.length gt 1 or (_makeup.length is 1 and _makeup[0] isnot "concealer")>> <div class="settingsToggleItemWide"> <<if _makeup.length gt 0>> You are wearing <<=_makeup.reduce( (a, b, i, array) => a + ( i < array.length - 1 ? ', ' : (array.length > 2 ? ', and ' : ' and ') ) + b)>>. <<else>> You are not wearing any makeup. <</if>> <<if _ownsMakeup or _makeup.length gt 0 or $player.freckles == true>> <br><br> Makeup: <</if>> <<if _removableMakeup>> <<link [[Remove all|$passage]]>> <<set $makeup.lipstick to 0>> <<set $makeup.eyeshadow to 0>> <<set $makeup.mascara to 0>> <<set $makeup.blusher to 0>> <<set $makeup.eyelenses to { left: 0, right: 0 }>> <<set $makeup.mascara_running to 0>> <</link>> <<if _makeup.includes("concealer")>> <mouse class="tooltip linkBlue">(?)<span>Will not remove concealer.</span></mouse> <</if>> | <</if>> <<if _ownsMakeup>> <<link [[Randomise|$passage]]>> <<for _i to 0; _i lt _makeupNames.length; _i++>> <<set _ownedMakeup to $makeup.owned[_makeupData[_i]]>> <<if _makeupNames[_i] is "eyelenses">> <<set _rng to random(0, _ownedMakeup.length)>> <<set _lens to _rng is _ownedMakeup.length ? 0 : _ownedMakeup[_rng]>> <<set $makeup.eyelenses to { left: _lens, right: _lens }>> <<else>> <<set _rngset to []>> <<for _label, _value range _ownedMakeup>> <<if _value.count gt 0>> <<run _rngset.push(_label)>> <</if>> <</for>> <<run _rngset.push(_ownedMakeup.length)>> <<set _rng to _rngset[random(0, _rngset.length - 1)]>> <<if _rng is _ownedMakeup.length and _makeupNames[_i] is "browscolour">> /*Do Nothing*/ <<elseif _rng is _ownedMakeup.length>> <<set $makeup[_makeupNames[_i]] to 0>> <<elseif _ownedMakeup[_rng].count gt 0 and $makeup[_makeupNames[_i]] isnot _ownedMakeup[_rng].colour>> <<set $makeup[_makeupNames[_i]] to _ownedMakeup[_rng].colour>> <<set _ownedMakeup[_rng].count-->> <</if>> <</if>> <</for>> <</link>> <</if>> /* CONCEALER */ <<if $player.freckles == true>> <<if _ownsMakeup>>|<</if>> <<if $makeup.concealer == 0>> <<link "Hide freckles with concealer">> <<set $makeup.concealer = 1>> <<run Engine.show()>> <</link>> <<else>> <<link "Remove concealer">> <<set $makeup.concealer = 0>> <<run Engine.show()>> <</link>> <</if>> <</if>> <<if $makeup.presets is undefined>> <<set $makeup.presets to {}>> <</if>> <<if Object.keys($makeup.presets).length gt 0>> <br> Presets: <<for _label, _value range $makeup.presets>> <<capture _label>> <<link _label>> <<replace "#makeupPresets">> <<makeupPresets _label>> <</replace>> <</link>> <<if _label != Object.keys(V.makeup.presets).slice(-1)[0]>>|<</if>> <</capture>> <</for>> <div id="makeupPresets"></div> <</if>> </div> <div class="settingsToggleItem"> <<mirrorMakeupPart "lipstick">> </div> <div class="settingsToggleItem"> <<mirrorMakeupPart "eyeshadow">> </div> <div class="settingsToggleItem"> <<mirrorMakeupPart "mascara">> </div> <div class="settingsToggleItem"> <<mirrorMakeupPart "blusher">> </div> <div class="settingsToggleItemWide"> <span class="gold bold">New Makeup Preset</span> <br> Saves the makeup you currently have equipped. <br> <<textbox "_newPresetName" "">> <br> <<link [[Save preset|$passage]]>> <<set _newPresetName to _newPresetName.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>> <<set $makeup.presets[_newPresetName] to { lipstick:clone($makeup.lipstick), eyeshadow:clone($makeup.eyeshadow), mascara:clone($makeup.mascara), blusher:clone($makeup.blusher), browscolour:clone($makeup.browscolour), eyelenses:clone($makeup.eyelenses), }>> <</link>> </div> <<if !$simpleMirror>> <div class="settingsToggleItemWide"> <<cosmeticsicon "contacts">> <<if $makeup.owned.eyelenses.length == 0 and $makeup.owned.custom_eyelenses.length == 0>> You don't own any contact lenses. <<else>> <span class="gold bold">Contact Lenses:</span> <<if $makeup.eyelenses.left != 0 || $makeup.eyelenses.right != 0>> <span class="no-numberify"> <<link "Remove">> <<set $makeup.eyelenses = { left: 0, right: 0 }>> <<run Engine.show()>> <</link>> </span> <br> You are wearing <<if $makeup.eyelenses.left is $makeup.eyelenses.right>> <<= $makeup.eyelenses.left>> contacts. <<elseif $makeup.eyelenses.left != 0 and $makeup.eyelenses.right != 0>> <<= $makeup.eyelenses.left>> contacts in your left eye and <<= $makeup.eyelenses.right>> contacts in your right eye. <<else>> <<set _lens to $makeup.eyelenses.left != 0 ? $makeup.eyelenses.left : $makeup.eyelenses.right>> <<set _eye to $makeup.eyelenses.left != 0 ? "left" : "right">> <<= _lens>> contacts in your <<= _eye>> eye. Your <<= _eye is "left" ? "right" : "left">> eye is your natural <<= _eye is "left" ? $rightEyeColour : $leftEyeColour>> colour. <</if>> <<else>> <br> You are not wearing any contact lenses. <</if>> <br><br> Put contacts in: <label><<radiobutton "_contact_eye_selected" "Both" checked>> Both eyes</label> | <label><<radiobutton "_contact_eye_selected" "Left eye">> Left eye</label> | <label><<radiobutton "_contact_eye_selected" "Right eye">> Right eye</label> <br> <div class="makeupList no-numberify capitalize"> <<for _i, _colour range $makeup.owned.eyelenses>> <<switch _contact_eye_selected>> <<default>><<set _eye to "left">> <</switch>> <span class="makeupItem"> <<capture _colour>> <<set _contactName to `_colour <span @class="'eye-'+_colour.replace(/ /g, '-')"><span class="colour-sample bgcolour-eyes left-"></span></span>`>> <<button _contactName>> <<handheldon 1>> <<if _contact_eye_selected == "Both">> <<set $makeup.eyelenses = { left: _colour, right: _colour }>> <<elseif _contact_eye_selected == "Left eye">> <<set $makeup.eyelenses.left = _colour>> <<elseif _contact_eye_selected == "Right eye">> <<set $makeup.eyelenses.right = _colour>> <</if>> <<run Engine.show()>> <</button>> <</capture>> </span> <</for>> /* I wish a fiery death on whoever made the custom contacts */ <<for _i = 0; _i < $makeup.owned.custom_eyelenses.length; _i++>> <<run _colour = $makeup.owned.custom_eyelenses[_i]>> <<for _e = 0; _e < $custom_eyecolours.length; _e++>> <<if $custom_eyecolours[_e].variable == $makeup.owned.custom_eyelenses[_i]>> <<set _background_colour to clone($custom_eyecolours[_e].canvasfilter.blend)>> <</if>> <</for>> <span class="makeupItem"> <<capture _colour _background_colour>> <<set _colourSpaced to window.colorNameTranslate(_colour, "spaced name")>> <<set _customName to `_colourSpaced [C] <span class="eye-custom"><span @style="'background:'+_background_colour" class="colour-sample"></span></span>`>> <<button _customName>> <<if _contact_eye_selected == "Both">> <<set $makeup.eyelenses = { left:_colour, right:_colour }>> <<elseif _contact_eye_selected == "Left eye">> <<set $makeup.eyelenses.left = _colour>> <<elseif _contact_eye_selected == "Right eye">> <<set $makeup.eyelenses.right = _colour>> <</if>> <<run Engine.show()>> <</button>> <</capture>> </span> <</for>> </div> <</if>> </div> /* WHY IS THIS IN THE BEDROOM AND NOT THE BATHROOM WITH THE PUBIC HAIR DYE? WHY IS IT SAVED WITH MAKEUP PRESETS? */ <div class="settingsToggleItemWide"> <<cosmeticsicon "dyes">> <<set _dyes = $makeup.owned.hairdye.filter(x => x.count > 0)>> <<if _dyes.length == 0>> You have no hair dye to dye your eyebrows with. <<else>> <span class="gold bold">Eyebrow Colour:</span> <br> <<if $mirror_eyebrow_dye is true>> <<handheldon 1>> <<wearProp "hairdye">> <<unset $mirror_eyebrow_dye>> You open up the box with <<= setup.colours.hair_map[$browsDyeOption].name>> dye and prepare the mixture. Using a small brush, you carefully apply the dye to your eyebrows. You wait several minutes for the dye to set and hope you didn't mess up anything. <<set $makeup.owned.hairdye.find(x => x.colour == $browsDyeOption).count -= 1>><<set $makeup.browscolour = $browsDyeOption>><<unset $browsDyeOption>> <hr> <</if>> <<if $makeup.browscolour != 0>> Your brows are coloured with <<hairmapcolourtext $makeup.browscolour>> hair dye. Visit a hairdresser to restore them to their natural <<hairmapcolourtext $naturalhaircolour>> colour. <<else>> Your brows are their natural <<hairmapcolourtext $naturalhaircolour>> colour. <</if>> <br><br> Dying your eyebrows will take <span class="gold">0:15</span> minutes. <br> <div class="makeupList no-numberify capitalize"> <<for _i to 0; _i lt _dyes.length; _i++>> <<if $makeup.browscolour is _dyes[_i].colour or $naturalhaircolour is _dyes[_i].colour>> <<continue>> <</if>> <<set _displayName = (_dyes[_i].colour in setup.colours.hair_map ? setup.colours.hair_map[_dyes[_i].colour].name : _dyes[_i].colour.charAt(0).toUpperCase() + _dyes[_i].colour.slice(1)) + " ×" + _dyes[_i].count + " ">> <<set _dyeName to _displayName + `<span @class="'hair-' + _dyes[_i].colour.replace(/ /g, '-')"><span class="colour-sample bgcolour-hair colour-hair"></span></span>`>> <<capture _dyes, _i>> <<button _dyeName>> <<set $mirror_eyebrow_dye to true>><<pass 15>> <<set $browsDyeOption to _dyes[_i].colour>> <<run Engine.show()>> <</button>> <</capture>> <</for>> </div> <</if>> </div> <</if>> </div> <</widget>> <<widget "makeupPresets">> <<set _presetChosen to $makeup.presets[_args[0]]>> <hr> Preset: <<print _args[0]>> <br> <<for $_label, $_value range _presetChosen>> <<switch $_label>> <<case "browscolour">> Eyebrow Dye: <<makeupPresetsItem "hairdye" $_value>> <<case "lipstick">> Lipstick: <<makeupPresetsItem $_label $_value>> <<case "eyeshadow">> Eyeshadow: <<makeupPresetsItem $_label $_value>> <<case "mascara">> Mascara: <<makeupPresetsItem $_label $_value>> <<case "blusher">> Blusher: <<makeupPresetsItem $_label $_value>> <<case "eyelenses">> Contact Lenses: <<makeupPresetsItem $_label $_value>> <</switch>> <br> <</for>> <br> <<link [[Apply preset makeup|$passage]]>> <<for _makeupName range _makeupNames>> <<set _preset to _presetChosen[_makeupName]>> <<if _makeupName is "eyelenses">> <<if _preset.left is 0 and _preset.right is 0>> <<set $makeup.eyelenses to { left:0, right:0 }>> <<elseif $makeup.owned.eyelenses.includes(_preset.left) and $makeup.owned.eyelenses.includes(_preset.right)>> <<set $makeup.eyelenses to _preset>> <<elseif $makeup.owned.custom_eyelenses.includes(_preset.left) and $makeup.owned.custom_eyelenses.includes(_preset.right)>> <<set $makeup.eyelenses to _preset>> <</if>> <<elseif _preset is 0 and _makeupName is "hairdye">> /*Do Nothing*/ <<elseif _preset is 0>> <<set $makeup[_makeupName] to 0>> <<else>> <<set _makeupName2 to (_makeupName is "browscolour" ? "hairdye" : _makeupName)>> <<set _target to $makeup.owned[_makeupName2].find(invMakeup => invMakeup.colour is _preset and invMakeup.colour isnot $makeup[_makeupName] and invMakeup.count gt 0)>> <<if _target>> <<set $makeup[_makeupName] to clone(_target.colour)>> <<set _target.count-->> <</if>> <</if>> <</for>> <</link>> | <<link [[Delete preset|$passage]]>> <<run delete $makeup.presets[_args[0]]>> <</link>> <</widget>> <<widget "makeupPresetsItem">> <<if _args[0] isnot undefined and _args[1] isnot undefined>> <<if _args[1] is 0 and _args[0] is "hairdye">> <span class="green">Natural</span> <<elseif _args[1] is 0>> None <<else>> <<if _args[0] is "eyelenses">> <<if _args[1].left == 0 && _args[1].right == 0>> None <<elseif _args[1].left == _args[1].right>> <span class="green"><<print _args[1].left.toUpperFirst()>> (Owned)</span> <<else>> <<if _args[1].left == 0>> <<set _args[1].left to "None">> <</if>> <<if _args[1].right == 0>> <<set _args[1].right to "None">> <</if>> <span class="green"><<print _args[1].left.toUpperFirst() + " (Left), " + _args[1].right.toUpperFirst()+" (Right)">></span> <</if>> <<else>> <<for $_i to 0; $_i lt $makeup.owned[_args[0]].length; $_i++>> <<if $makeup.owned[_args[0]][$_i].colour is _args[1]>> <<if $makeup.owned[_args[0]][$_i].count gt 0>> <span class="green"><<print _args[1].toUpperFirst()>> (<<print "×"+$makeup.owned[_args[0]][$_i].count>>)</span> <<else>> <span class="red"><<print _args[1].toUpperFirst()>> (× 0)</span> <</if>> <<break>> <</if>> <</for>> <</if>> <</if>> <</if>> <</widget>> <<widget "browsColourPreview">> <span id="browsColourPreview"> <<if $browsDyeOption isnot "noChange">> <span @class="'hair-' + $browsDyeOption.replace(/ /g, '-')"> <span class="colour-sample bgcolour-hair colour-hair"></span> </span> <br><<link [[Dye eyebrows (0:15)|$passage]]>><<set $mirror_eyebrow_dye to true>><<pass 15>><</link>> <</if>> </span> <</widget>> <<widget "mirrorTransformation">> <<mirroricon>><<link "Back">><<replace #mirror>><<mirrorMenu>><</replace>><<numberify "#passages > .passage">><<unset $mirrorMenu>><</link>> <<set _angel to $transformationParts.angel>> <<set _fallen to $transformationParts.fallenAngel>> <<set _demon to $transformationParts.demon>> <<set _cat to $transformationParts.cat>> <<set _cow to $transformationParts.cow>> <<set _wolf to $transformationParts.wolf>> <<set _bird to $transformationParts.bird>> <<set _fox to $transformationParts.fox>> <<set _traits to $transformationParts.traits>> <<set _divine to ["angel", "fallenangel", "demon"].find(tf => V[tf] > 1)>> <<set _animal to ["cat", "cow", "wolfgirl", "harpy", "fox"].find(tf => V[tf] > 1)>> <div class="settingsGrid"> <div class="settingsHeader">Transformations</div> <div class="settingsToggleItemWide"> <<if $hypnosis_traits.peace gte 1 and $settings.hypnosisEnabled>> Hiding parts of your inner self lowers your attractiveness and allure. <span class="forest-green">You are at peace with your inner self, and will incur no penalty.</span> <<else>> Hiding parts of your Inner Self lowers your attractiveness and allure, but will also slowly increase your Trauma over time. <<if ["wolfgirl", "harpy", "fox"].includes(_animal)>>Extra bodyhair (pubes, pits) can be hidden without affecting your attractiveness or incurring Trauma.<</if>> If your Trauma gets too high, you will be unable to hide. <</if>> </div> <<if _divine>> <div @class="_animal ? 'settingsToggleItem' : 'settingsToggleItemWide'"> <<tficon _divine>> <span class="gold bold">Divine: <<= _divine is "fallenangel" ? "Fallen Angel" : _divine.toUpperFirst()>></span> <<if $angel gt 1>> <<if _angel.halo isnot "disabled">> <div class='tf-part-item'> Halo: <<listbox "_angel.halo" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Celestial" "celestial">> <<option "Traditional" "traditional">> <</listbox>> </div> <</if>> <<if _angel.wings isnot "disabled">> <div class='tf-part-item'> Wings: <<listbox "_angel.wings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Cherub" "cherub">> <<option "Classic" "classic">> <</listbox>> </div> <</if>> <<elseif $fallenangel gt 1>> <<if _fallen.halo isnot "disabled">> <div class='tf-part-item'> Halo: <<if $fallenangel gte 4>> <<listbox "_fallen.halo" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Celestial" "celestial">> <<option "Dark Celestial" "celestial-black">> <<option "Blue Celestial" "celestial-fallenplus">> <<option "Traditional" "traditional">> <</listbox>> <<else>> <<listbox "_fallen.halo" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Celestial" "celestial">> <<option "Dark Celestial" "celestial-black">> <<option "Traditional" "traditional">> <</listbox>> <</if>> </div> <</if>> <<if _fallen.wings isnot "disabled">> <div class='tf-part-item'> Wings: <<if $fallenangel gte 4>> <<listbox "_fallen.wings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Torn" "torn">> <<option "Cherub" "cherub">> <<option "Dark Cherub" "cherub-black">> <<option "Feathered Cherub" "cherub-fallenplus">> <<option "Feathered" "fallenplus">> <<option "Classic Feathered" "classicfallenplus">> <<option "Classic" "classic">> <</listbox>> <<else>> <<listbox "_fallen.wings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Torn" "torn">> <<option "Cherub" "cherub">> <<option "Dark Cherub" "cherub-black">> <<option "Classic" "classic">> <</listbox>> <</if>> </div> <</if>> <<elseif $demon gt 1>> <<if _demon.horns isnot "disabled">> <div class='tf-part-item'> Horns: <<listbox "_demon.horns" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Classic" "classic">> <<option "Succubus" "succubus">> <</listbox>> <<gencolourselector "_demon.horns_colour">> </div> <</if>> <<if _demon.wings isnot "disabled">> <div class='tf-part-item'> Wings: <<listbox "_demon.wings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Imp" "imp">> <<option "Succubus" "succubus">> <</listbox>> <<gencolourselector "_demon.wings_colour">> </div> <</if>> <<if _demon.tail isnot "disabled">> <div class='tf-part-item'> Tail: <<listbox "_demon.tail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Imp" "imp">> <<option "Classic" "classic">> <<option "Succubus" "succubus">> <</listbox>> <<gencolourselector "_demon.tail_colour">> </div> <</if>> <<if $demon gte 4>> <div class='tf-part-item'> <<if hasSexStat("exhibitionism", 6)>> Flaunting when exposed: <<listbox "_traits.flaunting" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> <<ind>> <<else>> <span class="black">Flaunting (requires higher exhibitionism):</span> <<listbox "_traits.flaunting" autoselect>> <<option "Hide" "hidden">> <</listbox>> <<ind>> <</if>> </div> <</if>> <</if>> </div> <</if>> <<if _animal>> <div @class="_divine ? 'settingsToggleItem' : 'settingsToggleItemWide'"> <span class="gold bold"><<tficon _animal>>Animal: <<= _animal is "harpy" ? "Bird" : _animal is "wolfgirl" ? "Wolf" : _animal.toUpperFirst()>></span> <<if $cat gt 1>> <<if _cat.ears isnot "disabled">> <div class='tf-part-item'> Ears: <<listbox "_cat.ears" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _cat.tail isnot "disabled">> <div class='tf-part-item'> Tail: <<listbox "_cat.tail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _cat.heterochromia isnot "disabled">> <div class='tf-part-item'> Heterochromia: <<listbox "_cat.heterochromia" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <</if>> <<if $cow gt 1>> <<if _cow.horns isnot "disabled">> <div class='tf-part-item'> Horns: <<listbox "_cow.horns" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _cow.ears isnot "disabled">> <div class='tf-part-item'> Ears: <<listbox "_cow.ears" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Spotted black" "spotted black">> <<option "Spotted brown" "spotted brown">> <</listbox>> </div> <</if>> <<if _cow.tail isnot "disabled">> <div class='tf-part-item'> Tail: <<listbox "_cow.tail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Black" "black">> <</listbox>> </div> <</if>> <</if>> <<if $wolfgirl gt 1>> <<if _wolf.ears isnot "disabled">> <div class='tf-part-item'> Ears: <<listbox "_wolf.ears" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Feral" "feral">> <</listbox>> </div> <</if>> <<if _wolf.tail isnot "disabled">> <div class='tf-part-item'> Tail: <<listbox "_wolf.tail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <<option "Feral" "feral">> <</listbox>> </div> <</if>> <<if _wolf.cheeks isnot "disabled">> <div class='tf-part-item'> Cheeks: <<listbox "_wolf.cheeks" autoselect>> <<option "Hide" "hidden">> <<option "Feral" "feral">> <</listbox>> </div> <</if>> <<if _wolf.pubes isnot "disabled" and $settings.pubicHairEnabled>> <div class='tf-part-item'> Pubes: <<listbox "_wolf.pubes" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _wolf.pits isnot "disabled" and $settings.pubicHairEnabled>> <div class='tf-part-item'> Pits: <<listbox "_wolf.pits" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <</if>> <<if $harpy gt 1>> <<if _bird.eyes isnot "disabled">> <div class='tf-part-item'> Eyes: <<listbox "_bird.eyes" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _bird.malar isnot "disabled">> <div class='tf-part-item'> Malar Stripes: <<listbox "_bird.malar" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _bird.plumage isnot "disabled">> <div class='tf-part-item'> Plumage: <<listbox "_bird.plumage" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _bird.tail isnot "disabled">> <div class='tf-part-item'> Tail: <<listbox "_bird.tail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _bird.wings isnot "disabled">> <div class='tf-part-item'> Wings: <<listbox "_bird.wings" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _bird.pubes isnot "disabled" and $settings.pubicHairEnabled>> <div class='tf-part-item'> Pubes: <<listbox "_bird.pubes" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <</if>> <<if $fox gt 1>> <<if _fox.ears isnot "disabled">> <div class='tf-part-item'> Ears: <<listbox "_fox.ears" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _fox.tail isnot "disabled">> <div class='tf-part-item'> Tail: <<listbox "_fox.tail" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <<if _fox.cheeks isnot "disabled">> <div class='tf-part-item'> Cheeks: <<listbox "_fox.cheeks" autoselect>> <<option "Hide" "hidden">> <<option "Default" "default">> <</listbox>> </div> <</if>> <br> <</if>> <<set $_chimeraOptions to { "demoncat_tail" : !["disabled", "hidden"].includesAny(_demon.tail, _cat.tail), "demoncow_tail" : !["disabled", "hidden"].includesAny(_demon.tail, _cow.tail), "demonwolf_tail" : !["disabled", "hidden"].includesAny(_demon.tail, _wolf.tail), "demonfox_tail" : !["disabled", "hidden"].includesAny(_demon.tail, _fox.tail), "demonfox_ears" : !["disabled", "hidden"].includesAny(_fox.ears) && V.demon >= 6, "demonharpy_wings" : !["disabled", "hidden"].includesAny(_demon.wings, _bird.wings), "angelharpy_wings" : !["disabled", "hidden"].includesAny(_angel.wings, _bird.wings), "fallenharpy_wings" : !["disabled", "hidden"].includesAny(_fallen.wings, _bird.wings), }>> <<set $_chimeraEnabled to Object.values($_chimeraOptions).some(o => o) ? "" : " hide">> <div @class="'chimera' + $_chimeraEnabled"> <<if _divine>><<tficon _divine>><</if>> <span class="gold bold">Chimera</span> <<if $_chimeraOptions.demoncat_tail>> /* Using demon cat chimera tail. */ <div class='tf-part-item'> Demon cat tail: <<listbox "$chimera.demoncat.tail" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> <<if $_chimeraOptions.demoncow_tail>> /* Using demon cow chimera tail. */ <div class='tf-part-item'> Demon cow tail: <<listbox "$chimera.demoncow.tail" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> <<if $_chimeraOptions.demonwolf_tail>> /* Using demon wolf chimera tail. */ <div class='tf-part-item'> Demon wolf tail: <<listbox "$chimera.demonwolf.tail" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> <<if $_chimeraOptions.demonfox_tail>> /* Using demon fox chimera tail. */ <div class='tf-part-item'> Demon fox tail: <<listbox "$chimera.demonfox.tail" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> <<if $_chimeraOptions.demonfox_ears>> /* Using demon fox chimera ears. */ <div class='tf-part-item'> Demon fox ears: <<listbox "$chimera.demonfox.ears" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> <<if $_chimeraOptions.demonharpy_wings>> /* Using demon harpy chimera wings. */ <div class='tf-part-item'> Demon harpy wings: <<listbox "$chimera.demonharpy.wings" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> <<if $_chimeraOptions.angelharpy_wings>> /* Using angel harpy chimera wings. */ <div class='tf-part-item'> Angel harpy wings: <<listbox "$chimera.angelharpy.wings" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> <<if $_chimeraOptions.fallenharpy_wings>> /* Using fallen angel harpy chimera wings. */ <div class='tf-part-item'> Fallen harpy wings: <<listbox "$chimera.fallenharpy.wings" autoselect>> <<option "Show" true>> <<option "Hide" false>> <</listbox>> </div> <</if>> </div> </div> <</if>> <<if !["demon", "cow"].every(transform => T[transform].horns is "disabled") || !["demon", "cat", "cow", "wolf", "bird", "fox"].every(transform => T[transform].tail is "disabled") || !["angel", "fallen", "demon", "bird"].every(transform => T[transform].wings is "disabled")>> <div class="settingsToggleItemWide no-numberify"> <span class="gold bold">Layer Adjustments:</span> <br> <<if !["demon", "cow"].every(transform => T[transform].horns is "disabled")>> <<switch $hornslayer>> <<case "front">> <<link "Prioritise headwear over horns">> <<run State.setVar("$hornslayer", "back")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <<case "back">> <<link "Prioritise horns over headwear">> <<run State.setVar("$hornslayer", "front")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <<default>> <<link "Prioritise horns over headwear">> <<run State.setVar("$hornslayer", "front")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <</switch>> <br> <</if>> <<if !["demon", "cat", "cow", "wolf", "bird", "fox"].every(transform => T[transform].tail is "disabled")>> <<switch $taillayer>> <<case "front">> <<link "Push tail back">> <<run State.setVar("$taillayer", "back")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <<case "back">> <<link "Move tail forward">> <<run State.setVar("$taillayer", "front")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <<default>> <<link "Push tail back">> <<run State.setVar("$taillayer", "back")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <</switch>> <br> <</if>> <<if !["angel", "fallen", "demon", "bird"].every(transform => T[transform].wings is "disabled")>> <<switch $wingslayer>> <<case "front">> <<link "Push wings behind">> <<run State.setVar("$wingslayer", "back")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <<case "back">> <<link "Move wings forward">> <<run State.setVar("$wingslayer", "front")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <<default>> <<link "Push wings behind">> <<run State.setVar("$wingslayer", "back")>> <<run Engine.show()>> <<updatesidebarimg true>> <</link>> <</switch>> <br> <</if>> </div> <</if>> <<if _isMenuEnabled>> <details class="expandMenu"> <summary class="expandMenu">Custom Colours</summary> <div class="menuWarning"> You haven't chosen any transformation parts! Select the checkboxes for the parts you'd like to recolour. </div> <div class="menuContent hidden"> <<set _options to ['ffffff', 'ff0000', '00ff00', '0000ff', '590099', '000000']>> <<gencoloursquares _options>> <<gencolourpicker>> </div> </details> <</if>> </div> <!-- Attach an event to every listbox item to update the PC on the sidebar. --> <<script>> jQuery('.passage').on('change', 'select.macro-listbox', function (e) { if (V.transformationParts.cat.heterochromia === "hidden") { Wikifier.wikifyEval('<<catHeterochromiaTF "hide">>'); } else if (V.cat >= 7 && V.cat <= 10) { Wikifier.wikifyEval('<<catHeterochromiaTF `$cat - 7`>>') }; Wikifier.wikifyEval('<<updatesidebarimg true>>'); }); <</script>> <</widget>><<widget "mobileStats">> <<if Number.isFinite($pain) and ($options.sidebarStats is "all" or $pain gt 50)>> <<mobileStatsColor "pain">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">P<span>Pain: <<print $pain.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($arousal) and ($options.sidebarStats is "all" or $arousal gt $arousalmax / 2)>> <<mobileStatsColor "arousal">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">Ar<span>Arousal: <<print $arousal.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($tiredness) and ($options.sidebarStats is "all" or $tiredness gt C.tiredness.max / 2)>> <<mobileStatsColor "fatigue">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">F<span>Fatigue: <<print $tiredness.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($stress) and ($options.sidebarStats is "all" or $stress gt $stressmax / 2)>> <<mobileStatsColor "stress">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">S<span>Stress: <<print $stress.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($innocencestate) and $innocencestate is 1 and ($options.sidebarStats is "all" or $awareness gt -100)>> <<mobileStatsColor "innocence">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">I<span>Innocence: <<print Math.abs($awareness).toFixed(2)>></span></mouse> </div> <<elseif Number.isFinite($trauma) and ($options.sidebarStats is "all" or $trauma gt $traumamax / 2)>> <<mobileStatsColor "trauma">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">T<span>Trauma: <<print $trauma.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($control) and ($options.sidebarStats is "all" or $control gt $controlmax / 2)>> <<mobileStatsColor "control">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">C<span>Control: <<print $control.toFixed(2)>></span></mouse> </div> <</if>> <<mobileStatsColor "allure">> <<if Number.isFinite($allure)>> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">Al<span>Allure: <<print $allure.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($drunk) and $drunk gt 0>> <<mobileStatsColor "drunk">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">Dk<span>Drunk: <<print $drunk.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($drugged) and $drugged gt 0>> <<mobileStatsColor "drugged">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">Dg<span>Drugged: <<print $drugged.toFixed(2)>></span></mouse> </div> <</if>> <<if Number.isFinite($hallucinogen) and $hallucinogen gt 0>> <<mobileStatsColor "hallucinogen">> <div @class="'stat ' + _mobileColor"> <mouse class="tooltip-centertop">H<span>Hallucinogen: <<print $hallucinogen.toFixed(2)>></span></mouse> </div> <</if>> <</widget>> <<widget "mobileStatsTime">> <<set _hour to $options.timestyle === "ampm" ? ((Time.hour + 11) % 12) + 1 : Time.hour>> <div class="stat time"> <<print _hour.toString().padStart(2, "0")>> <br> <span class="vertical">:</span> <br> <<print Time.minute.toString().padStart(2, "0")>> <<if $options.timestyle === "ampm">> <br> <<print Time.hour >= 12 ? "pm" : "am">> <</if>> </div> <</widget>> <<widget "mobileStatsColor">> <<switch _args[0]>> <<case "pain">> <<mobileStatsColorSet `($pain gte 100 and $willpowerpain is 0 ? $pain : Math.clamp($pain, 0, 99))` 100>> <<case "arousal">> <<mobileStatsColorSet `Math.clamp($arousal, 0, $arousalmax)` $arousalmax>> <<case "fatigue">> <<mobileStatsColorSet `Math.clamp($tiredness, 0, C.tiredness.max)` `C.tiredness.max`>> <<case "stress">> <<mobileStatsColorSet `Math.clamp($stress, 0, $stressmax)` $stressmax>> <<case "innocence">> <<mobileStatsColorSetIverted `Math.clamp($awareness, 0, -200)` -200>> <<case "trauma">> <<mobileStatsColorSet `Math.clamp($trauma, 0, $traumamax)` $traumamax>> <<case "control">> <<mobileStatsColorSetIverted `Math.clamp($control, 0, $controlmax)` $controlmax>> <<case "allure">> <<mobileStatsColorAllure>> <<case "drunk">> <<mobileStatsColorSet `Math.clamp($drunk, 50, 500)` 500>> <<case "drugged">> <<mobileStatsColorSet `Math.clamp($drugged, 50, 500)` 500>> <<case "hallucinogen">> <<mobileStatsColorSet `Math.clamp($hallucinogen, 50, 500)` 500>> <</switch>> <</widget>> <<widget "mobileStatsColorSet">> <<if _args[0] is 0>> <<set _mobileColor to "green">> <<else>> <<set _percent=Math.floor((_args[0]/_args[1])*10)>> <<switch _percent>> <<case 8 9>> <<set _mobileColor to "pink">> <<case 6 7>> <<set _mobileColor to "purple">> <<case 4 5>> <<set _mobileColor to "blue">> <<case 2 3>> <<set _mobileColor to "lblue">> <<case 0 1>> <<set _mobileColor to "teal">> <<default>> <<set _mobileColor to "red">> <</switch>> <</if>> <</widget>> <<widget "mobileStatsColorSetIverted">> <<if _args[0] is 0>> <<set _mobileColor to "red">> <<else>> <<set _percent=Math.floor((_args[0]/_args[1])*10)>> <<switch _percent>> <<case 8 9>> <<set _mobileColor to "teal">> <<case 6 7>> <<set _mobileColor to "lblue">> <<case 4 5>> <<set _mobileColor to "blue">> <<case 2 3>> <<set _mobileColor to "purple">> <<case 0 1>> <<set _mobileColor to "pink">> <<default>> <<set _mobileColor to "green">> <</switch>> <</if>> <</widget>> <<widget "mobileStatsColorAllure">> <<if $allure gte (6000 * $settings.allureModifier)>> <<set _mobileColor to "red">> <<else>> <<switch Math.floor($allure / $settings.allureModifier / 1000)>> <<case 3>> <<set _mobileColor to "purple">> <<case 2>> <<set _mobileColor to "blue">> <<case 1>> <<if $allure / $settings.allureModifier gte 1500>> <<set _mobileColor to "lblue">> <<else>> <<set _mobileColor to "teal">> <</if>> <<case 0>> <<set _mobileColor to "green">> <<default>> <<set _mobileColor to "pink">> <</switch>> <</if>> <</widget>><<widget "init_names">> <<set $NPC_names_m to [ "Oliver", "Noah", "George", "Arthur", "Freddie", "Leo", "Theo", "Oscar", "Charlie", "Harry", "Michael", "Christopher", "Matthew", "Joshua", "Jacob", "Nicholas", "Andrew", "Daniel", "Tyler", "Joseph", "James", "David", "Robert", "Jack", "Richard", "Paul", "Mark", "Thomas", "Adam", "Jason", "Connor", "Jake", "John", "Brian", "William", "Ben", "Kevin", "Eric", "Jeffrey", "Jamie", "Louis", "Ryan", "Mark", "Joe", "Stephen", "Ian", "Austin", "Kyle", "Zach", "Patrick" ]>> <<set $NPC_names_f to [ "Olivia", "Amelia", "Isla", "Ava", "Mia", "Grace", "Freya", "Lily", "Sophia", "Ivy", "Jessica", "Ashley", "Emily", "Sarah", "Samantha", "Amanda", "Brittany", "Elizabeth", "Taylor", "Megan", "Laura", "Gemma", "Emma", "Rebecca", "Claire", "Victoria", "Rachel", "Amy", "Jennifer", "Nicola", "Katie", "Lisa", "Julie", "Melissa", "Michelle", "Kim", "Angela", "Heather", "Stephanie", "Nicole", "Christina", "Susan", "Karen", "Jacqueline", "Deborah", "Tracey", "Jane", "Helen", "Diane", "Sharon" ]>> <</widget>><<widget "endnpc">> /* We properly change how Named NPCs are ended. * The way we want to do this is: if an argument is passed (the argument being the Named NPC's name) we clearnpc the specific NPC in question. * If no argument is passed, we clear all the Named NPCs. */ <<if _args[0]>> <<set _passargs to _args[0]>> <<set _leindex to $npc.indexOf(_passargs)>> <<set C.npc[_passargs].trust += ($enemytrust / 100)>> <<for _temp to 0; _temp lt $NPCList.length; _temp++>> <<if $NPCList[_temp].fullDescription is _passargs>> <<set _ii to clone(_temp)>> <<break>> <</if>> <</for>> <!-- In case someone calls the wrong NPC, or doesn't use upper case --> <<if _ii is undefined>> <span class="red">Error: <<print _passargs>> is not active. Aborting.</span> <<else>> <<set $NPCList[_ii].lefthand to "none">> <<set $NPCList[_ii].righthand to "none">> <<set $NPCList[_ii].penis to "none">> <<set $NPCList[_ii].vagina to "none">> <<set $NPCList[_ii].mouth to "none">> <<set $NPCList[_ii].chest to "none">> <<set $NPCList[_ii].gender to 0>> <<set $NPCList[_ii].pronoun to 0>> <<set $NPCList[_ii].description to 0>> <<set $NPCList[_ii].fullDescription to 0>> <<set $NPCList[_ii].insecurity to 0>> <<set $NPCList[_ii].lactation to 0>> <<set $NPCList[_ii].intro to 0>> <<set $NPCList[_ii].speechanusescape to 0>> <<set $NPCList[_ii].speechpenisescape to 0>> <<set $NPCList[_ii].speechvaginaescape to 0>> <<set $NPCList[_ii].type to 0>> <<set $NPCList[_ii].stance to 0>> <<set $NPCList[_ii].monster to 0>> /*multiple orgasms code needs work <<set $NPCList[_ii].maxOrgasms to 1>> <<set $NPCList[_ii].orgasms to 0>> */ <<set $NPCList[_ii].paid to 0>> <<if _ii < 1>> <<set $NPCList[_ii].breastsize to 3>> <<set $NPCList[_ii].breastsdesc to "breasts">> <<set $NPCList[_ii].breastdesc to "breast">> <<set $NPCList[_ii].penisdesc to "penis">> <<set $NPCList[_ii].penissize to 2>> <<set $NPCList[_ii].health to 200>> <<set $NPCList[_ii].healthmax to 200>> <<else>> <<set $NPCList[_ii].breastsize to 0>> <<set $NPCList[_ii].breastsdesc to 0>> <<set $NPCList[_ii].breastdesc to 0>> <<set $NPCList[_ii].penisdesc to 0>> <<set $NPCList[_ii].penissize to 0>> <<set $NPCList[_ii].health to 0>> <</if>> <<set $enemyno -= 1>> <<set $enemynomax -= 1>> <<if $endeventerror is undefined>> <<run EventSystem.pop(_ii)>> <</if>> <<if $enemyno is 0>> <<set $pronoun to 0>> <<if $endeventerror is undefined>> <<run EventSystem.clear()>> <</if>> <</if>> <<set $npc.splice(_leindex, 1)>> <<set $npcnum.splice(_leindex, 1)>> <<set $npcrow.splice(_leindex, 1)>> <</if>> <<unset _temp>> <<unset _leindex>> <<else>> <!-- For each and every named NPC defined, we increase their trust. --> <<for _temp to 0; _temp lt $npc.length; _temp++>> <<set _nam to clone($npc[_temp])>> <<set C.npc[_nam].trust += ($enemytrust / 100)>> <</for>> <<clearnpc>> <<unset _temp>> <</if>> <</widget>> <!-- Named NPC aka NNPC notes --> <!-- $NPCNameList.indexOf("Eden") returns the index value of Eden array, allowing name-friendly calls --> <!-- To call NNPC Eden, use <<npc Eden>>. To put them away, use <<endnpc>>. --> /*Gender neutral names for future reference Aiden Akira Alex Alexis Ariel Armani Ashanti Ashton Aspen Aubrey August Blair Blake Brogan Brooklyn Bryce Cameron Carson Casey Chris Courtney Dana Delaney Devon Dominique Drew Dylan Easton Elia Elliot Esme Evan Farai Faris Ferris Finley Flynn Frankie Genesis Hayden Hollis Hudson Ira Ivory Jamie Jayden Jean Jeryn Jesse Joey Jun Justice Keegan Kendall Kennedy Kerry Kim Kirby Kit Kris Kyrie Lashawn Lee Lesley Lincoln Linden Mackenzie Maddox Madison Mel Michael Nakia Nasim Noah Noor Nyx Odell Orion Palmer Paris Payson Peyton Phoenix Raz Reagan Rebel Rei Ren Rey Riley Roan Rotem Ryan Shannon Sharon Shaw Shay Shiloh Spencer Sydney Taylor Teagan Toby Tracy Tyne Willow Wren Wynne Yael Yannick Zain Zane Zephyr Zia Zohar */ <<widget "initnpcskin">> <<for _i to 0; _i lt $NPCName.length; _i++>> <<initnpcskinsingle _i _args[0]>> <</for>> <</widget>> <<widget "initnpcskinsingle">> <<set _i to _args[0]>> <<if !$NPCName[_i].skincolour or $NPCName[_i].skincolour is "none" or _args[1] is "skincolour">> <<if random(0, 99) lte $settings.darkSkinChance>> <<set $NPCName[_i].skincolour to "black">> <<else>> <<set $NPCName[_i].skincolour to "white">> <</if>> <</if>> <</widget>> <<widget "initnpcgender">> <<for _i to 0; _i lt $NPCName.length; _i++>> <<initnpcgendersingle _i _args[0]>> <</for>> <</widget>> <<widget "initnpcgendersingle">> <<set _i to _args[0]>> <!-- Set Pronoun --> <<if !$NPCName[_i].pronoun or $NPCName[_i].pronoun is "none" or _args[1] is "genders">> <<if $passage is "Start">> <<if $player.sex is "m">> <<set _override to "m">> <<elseif $player.sex is "h">> <<if $player.gender_body is "m" or ($player.gender_body is "a" and $player.breastsize lte 3)>> <<set _override to "m">> <<else>> <!-- if $player.gender_body is "f" or ($player.gender_body is "a" and $player.breastsize gt 3)) --> <<set _override to "f">> <</if>> <<else>> <!-- if $player.sex is "f" --> <<set _override to "f">> <</if>> <<if $background is "crossdresser">> <<set _override to (_override is "m" ? "f" : "m")>> <</if>> <</if>> <<if ($NPCName[_i].type is "human" and maleChance(_override) lt random(1, 100)) or ($NPCName[_i].type isnot "human" and beastMaleChance(_override) lt random(1, 100))>> <<set $NPCName[_i].pronoun to "f">> <<else>> <<set $NPCName[_i].pronoun to "m">> <</if>> <</if>> <!-- Set Gender --> <<if $NPCName[_i].pregnancy?.type>> <<set $NPCName[_i].gender to "f">> <<elseif !$NPCName[_i].gender or $NPCName[_i].gender is "none" or _args[1] is "genders">> <<if $NPCName[_i].pronoun is "m">> <<if random(0, 99) gte $settings.maleNPCVaginaChance>> <<set $NPCName[_i].gender to "m">> <<else>> <<set $NPCName[_i].gender to "f">> <</if>> <<elseif $NPCName[_i].pronoun is "f">> <<if random(0, 99) gte $settings.femaleNPCPenisChance>> <<set $NPCName[_i].gender to "f">> <<else>> <<set $NPCName[_i].gender to "m">> <</if>> <</if>> <</if>> <<if $NPCName[_i].nam is "Ivory Wraith">> <<set $NPCName[_i].pronoun to "i">> <</if>> <!-- Set Genital Existence --> <<if $NPCName[_i].type isnot "human">> <<set $NPCName[_i].penis to ($NPCName[_i].gender !== "f" ? 0 : "none")>> <<set $NPCName[_i].vagina to ($NPCName[_i].gender !== "m" ? 0 : "none")>> <<else>> <<set $NPCName[_i].penis to ($NPCName[_i].gender !== "f" ? "clothed" : "none")>> <<set $NPCName[_i].vagina to ($NPCName[_i].gender !== "m" ? "clothed" : "none")>> <</if>> <!-- Set breast defaults--> <<set _b_mod_lower to Math.clamp($settings.breastModifier, 0, 12)>> <<set _b_mod_upper to Math.clamp($settings.breastModifier + 12, 0, 12)>> <!-- can't use breastsize, since that would either break the numberslider or make one of the sizes always be randomised, but can use breastdesc not being changed from 0 as a substitute --> <<if $NPCName[_i].breastdesc is 0 or _args[1] is "breasts">> <<if $NPCName[_i].pronoun is "m">> <<set $NPCName[_i].breastsize to 0>> <<else>> <<set $NPCName[_i].breastsize to random(_b_mod_lower, _b_mod_upper)>> <</if>> <</if>> <<if $NPCName[_i].breastsize gt 0>> <<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>> <<set $NPCName[_i].breastdesc to _brdes[$NPCName[_i].breastsize]+" breast">> <<else>> <<set $NPCName[_i].breastdesc to "nipple">> <</if>> <<set $NPCName[_i].breastsdesc to $NPCName[_i].breastdesc + "s">> <!-- Set pp to defaults--> /* New way to set upper and lower bounds. * This method makes use of all other slider positions, but does nothing when slider is between -1 and 1, * for a total of 15 unique positions vs the current method's 9. (max would be 17) * Changing the penis_mod slider to range from -7 to 7 would work to make every slider position unique here, but potentially affects unnamed npc generation. */ /* <<set _p_mod_upper to 8>><<set _p_mod_lower to 1>> <<if $settings.penisModifier gt 0>> <<set _p_mod_lower += $settings.penisModifier - 1>> <<elseif $settings.penisModifier lt 0>> <<set _p_mod_upper += $settings.penisModifier + 1>> <</if>> alternative way to write that: <<set _p_mod_lower to ($settings.penisModifier > 0 ? $settings.penisModifier : 1)>> <<set _p_mod_upper to ($settings.penisModifier < 0 ? 9 + $settings.penisModifier : 8)>> */ <<if $settings.penisModifier is 8>>/*Clumsy way to get average penis size setting working for NNPCs.*/ <<set _p_mod_upper to 8>><<set _p_mod_lower to 8>> <<elseif $settings.penisModifier gte 6>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 7>> <<elseif $settings.penisModifier gte 4>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 5>> <<elseif $settings.penisModifier gte 2>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 3>> <<elseif $settings.penisModifier gte 0>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 1>> <<elseif $settings.penisModifier gte -2>> <<set _p_mod_upper to 7>><<set _p_mod_lower to 1>> <<elseif $settings.penisModifier gte -4>> <<set _p_mod_upper to 5>><<set _p_mod_lower to 1>> <<elseif $settings.penisModifier gte -6>> <<set _p_mod_upper to 3>><<set _p_mod_lower to 1>> <<else>> <<set _p_mod_upper to 1>><<set _p_mod_lower to 1>> <</if>> <<if $NPCName[_i].penissize is 0 or _args[1] is "penis">> <<if $NPCName[_i].gender is "f">> <<set $NPCName[_i].penissize to 0>> <<set $NPCName[_i].penisdesc to "none">> <<else>> <<switch random(_p_mod_lower, _p_mod_upper)>> <<case 8>> <<set $NPCName[_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>> <<set $NPCName[_i].penissize to 4>> <<case 5 6 7>> <<set $NPCName[_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>> <<set $NPCName[_i].penissize to 3>> <<case 2 3 4>> <<set $NPCName[_i].penisdesc to "penis">> <<set $NPCName[_i].penissize to 2>> <<default>> <<set $NPCName[_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>> <<set $NPCName[_i].penissize to 1>> <</switch>> <</if>> <</if>> <!-- Set pp to size in case PC selected it--> <<if $NPCName[_i].penissize isnot 0>> <<switch $NPCName[_i].penissize>> <<case 4>> <<set $NPCName[_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>> <<case 3>> <<set $NPCName[_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>> <<case 1>> <<set $NPCName[_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>> <<default>> <<set $NPCName[_i].penisdesc to "penis">> <</switch>> <</if>> <<switch $NPCName[_i].nam>> <<case "Jordan">> <<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "priest" : "priestess")>> <<case "Leighton">> <<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "headmaster" : "headmistress")>> <<case "Eden">> <<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "hunter" : "huntress")>> <<case "Avery">> <<if $avery_fate isnot "ascended">><<set $NPCName[_i].title to ($NPCName[_i].pronoun is "m" ? "businessman" : "businesswoman")>><</if>> <</switch>> <<generatePronouns $NPCName[_i]>> <</widget>> <<widget "initnpc">> <<set _nam to _args[0]>> <<set _i to $NPCNameList.indexOf(_nam)>> <<if $NPCName[_i].init is 0>> <!-- This prevents double-init from wiping variables --> <<set $NPCName[_i].init to 1>> <<set $NPCName[_i].trust to 0>> <<set $NPCName[_i].love to 0>> <<set $NPCName[_i].dom to 0>> <<set $NPCName[_i].lust to 0>> <<set $NPCName[_i].trauma to 0>> <<set $NPCName[_i].rage to 0>> <<set $NPCName[_i].state to "active">> <<set $NPCName[_i].purity to 0>> <<set $NPCName[_i].corruption to 0>> <<set $NPCName[_i].chastity to {penis:"", vagina:"", anus:""}>> <<set $NPCName[_i].name_known to 1>> <<if !$NPCName[_i].skincolour>> <<if random(1, 100) lte $settings.darkSkinChance>> <<set $NPCName[_i].skincolour to "black">> <<else>> <<set $NPCName[_i].skincolour to "white">> <</if>> <</if>> <<generatePronouns $NPCName[_i]>> <<initNNPCClothes _nam>> <<initNNPCstrapon $NPCName[_i]>> <!-- Special Cases NNPC Variables, Introductions, Adjustments --> <<switch _nam>> <<case Kylar>> <<set C.npc.Kylar.state to 0>> <<case Robin>> <<set $robinSeen to []>> <<set $NPCName[_i].cdquest to 0>> <<case River>> <<if $NPCName[_i].pronoun is "m">> //River teaches maths and housekeeping at the local school. His short brown hair is flecked with grey and his piercing blue eyes scrutinise his surroundings. Students tend to be well-behaved in his class.// <<else>> //River teaches maths and housekeeping at the local school. Her long brown hair is flecked with grey and her piercing blue eyes scrutinise her surroundings. Students tend to be well-behaved in her class.// <</if>> <<case Leighton>> <<if $NPCName[_i].pronoun is "m">> <<set $NPCName[_i].title to "headmaster">> //Leighton is the headmaster of the local school. He has green eyes and well-kept greying black hair. Tall and stately, he has a firm attitude towards the students at his school.// <<else>> <<set $NPCName[_i].title to "headmistress">> //Leighton is the headmistress of the local school. She has green eyes and greying black hair, held behind her head in a bun. Tall and stately, she has a firm attitude towards the students at her school.// <</if>> <<case Mason>> <<if $NPCName[_i].pronoun is "m">> //Mason is the swimming teacher at the local school. He's the youngest teacher, only a few years older than some of the students. His toned body is naturally shown off during class, but if he notices the way he's leered at, he gives no indication.// <<else>> //Mason is the swimming teacher at the local school. She's the youngest teacher, only a few years older than some of the students. Her toned body is naturally shown off during class, but if she notices the way she's leered at, she gives no indication.// <</if>> <<set $NPCName[_i].chastityKeyCarried to 0>> /* Mason is carrying the key to unlock Winter's Chastity belt. 1 is carried, 2 player knows it is carried */ <<set $NPCName[_i].chastityRemoved to 0>> /* Number of chastity devices Mason has removed */ <<set $NPCName[_i].chastityRemovalDeclined to 0>> /* Whether you've declined Mason's offer to remove it (prompts more passive checking). Resets when a device is removed */ <<case Winter>> <<if $NPCName[_i].pronoun is "m">> //Winter teaches history at the local school. He's an older gentleman, well-groomed and sophisticated.// <<else>> //Winter teaches history at the local school. She's an older lady, well-groomed and sophisticated.// <</if>> <<case Doren>> <<if $NPCName[_i].pronoun is "m">> //Doren teaches English at the local school. His shaggy red hair and beard give him a savage look.// <<else>> //Doren teaches English at the local school. Her shaggy red hair gives her a savage look.// <</if>> <<case Sirris>> <<if $NPCName[_i].pronoun is "m">> //Sirris teaches science at the local school. He's calm and patient, which sometimes leads to a disordered classroom.// <<else>> //Sirris teaches science at the local school. She's calm and patient, which sometimes leads to a disordered classroom.// <</if>> <<case Eden>> <<if $NPCName[_i].pronoun is "m">> <<set $NPCName[_i].title to "hunter">> <<else>> <<set $NPCName[_i].title to "huntress">> <</if>> <<set $NPCName[_i].name_known to 0>> <<case Avery>> <<if $NPCName[_i].pronoun is "m">> <<set $NPCName[_i].title to "businessman">> <<else>> <<set $NPCName[_i].title to "businesswoman">> <</if>> <<if $averySeen is undefined>> <<set $averySeen to []>> <</if>> <<if $averyRejected is undefined>> <<set $averyRejected to {}>> <<set $weekly.averyRejected to {}>> <</if>> <<case Jordan>> <<if $NPCName[_i].pronoun is "m">> <<set $NPCName[_i].title to "priest">> <<else>> <<set $NPCName[_i].title to "priestess">> <</if>> <<case Whitney>> <<set C.npc.Whitney.dom to 10>> <<case "Great Hawk">> <<set C.npc["Great Hawk"].dom to 50>> <<case Sydney>> <<set $NPCName[_i].purity to 100>> <<set $NPCName[_i].chastity to {penis:"chastity belt", vagina:"chastity belt", anus:"anal shield"}>> <<set $sydneySeen to []>> <<set $sydneyFirstSeen to "">> <<set $sydney to { glasses: "glasses", hair: "ponytail", swim: "school", sexTotal: 0, rank: "initiate", }>> <<case "Ivory Wraith">> <<checkWraith>> <<set $genderknown.pushUnique("Ivory Wraith")>> <<set C.npc["Ivory Wraith"].lust to 0>> <<if $wraith.state is "haunt">> <<set C.npc["Ivory Wraith"].lust to 20>> <<if $wraithPrison and $wraithPrison.vision>> <<set C.npc["Ivory Wraith"].lust -= 5>> <</if>> <</if>> <<set C.npc["Ivory Wraith"].skincolour to "ghost">> <<case Remy>> <<if $remySeen is undefined>> <<set $remySeen to []>> <</if>> <<case Wren>> <<if $wrenSeen is undefined>> <<set $wrenSeen to []>> <</if>> <<case Niki>> <<if $nikiSeen is undefined>> <<set $nikiSeen to []>> <</if>> <<case Gwylan>> <<set $gwylanSeen to []>> <<set $gwylanTalked to []>> <<set $gwylan to { progress: 0, stage: 0, sea: 0, wary: 0, robin: 0, purged: 0, timer: {}, request: {}, requestCount: 0, requestDone: false, }>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<default>> <</switch>> <</if>> <</widget>> <<widget "initNNPCClothes">> <<set _nam to _args[0]>> <<set _i to $NPCNameList.indexOf(_nam)>> <<set $_generation to (_args[1] ? _args[1] : "none")>> <<if !$NPCName[_i].outfits or $_generation is "reset" or $_generation is "update">> <<if $_generation isnot "update">> <<set $NPCName[_i].outfits to ["naked", "maleDefault", "femaleDefault"]>> <</if>> <<switch _nam>> <<case Kylar>> <<set $NPCName[_i].outfits.pushUnique( "maleSchool", "femaleSchool", "maleSchoolSwim", "femaleSchoolSwim", "maleTown1", "femaleTown1", "maleWarm1", "femaleWarm1", "coldHoodie" )>> <<case Robin>> <<set $NPCName[_i].outfits.pushUnique( "maleSchool", "femaleSchool", "maleSchoolLong", "femaleSchoolLong", "maleSchoolSwimShirt", "femaleSchoolSwim", "maleTown1", "femaleTown1", "maleWarm1", "femaleWarm1", "coldPuffer", "pyjamas" )>> <<case Whitney>> <<set $NPCName[_i].outfits.pushUnique( "Whitney", "maleSchoolBlazer", "femaleSchoolBlazer", "maleSchoolSwim", "femaleSchoolSwim", "coldHoodie" )>> <<case Sydney>> <<set $NPCName[_i].outfits.pushUnique( "maleSchoolLong", "femaleSchoolLong", "maleSchoolSwimShirt", "femaleSchoolSwim", "neutralRobe", "coldTrench" )>> <<case Gwylan>> <<set $NPCName[_i].outfits.pushUnique( "gwylanTown", "gwylanCold", "maleWarm2", "femaleWarmTank", "witch", "gloomyTunic", "ritualRobes", "vintageMale", "vintageFemale" )>> <<case Alex>><<set $NPCName[_i].outfits.pushUnique("wildsFlannel", "AlexJorts", "AlexSkirt", "coldCoat")>> <<case Avery>><<set $NPCName[_i].outfits.pushUnique("business", "maleFormal1", "femaleFormal1", "pyjamas")>> <<case Eden>><<set $NPCName[_i].outfits.pushUnique("Eden")>> <<case Morgan>><<set $NPCName[_i].outfits.pushUnique("Morgan")>> <<case Briar>><<set $NPCName[_i].outfits.pushUnique("maleBriar", "femaleBriar")>> <<case Darryl>><<set $NPCName[_i].outfits.pushUnique("maleFormal1", "femaleFormal1")>> <<case Remy>><<set $NPCName[_i].outfits.pushUnique("ridingFormal")>> <<case Landry>><<set $NPCName[_i].outfits.pushUnique("maleLandry", "femaleLandry")>> <<case Charlie>><<set $NPCName[_i].outfits.pushUnique("dance")>> <<case Harper>><<set $NPCName[_i].outfits.pushUnique("doctor")>> <<case Jordan>><<set $NPCName[_i].outfits.pushUnique("maleRobe", "femaleRobe")>> <<case Sirris>><<set $NPCName[_i].outfits.pushUnique("teacher", "townTurtleneck", "townCollar")>> <<case Doren>><<set $NPCName[_i].outfits.pushUnique("teacher", "townTrack", "townCollar")>> <<case River>><<set $NPCName[_i].outfits.pushUnique("teacher", "neutralRobe", "townCollar")>> <<case Winter>><<set $NPCName[_i].outfits.pushUnique("teacher")>> <<case Mason>><<set $NPCName[_i].outfits.pushUnique("teacher", "maleSchoolSwim", "neutralSwim", "townTrack")>> <<case Leighton>><<set $NPCName[_i].outfits.pushUnique("teacher", "maleFormal1", "femaleFormal1")>> <<case "Black Wolf" "Great Hawk">><<set $NPCName[_i].outfits to ["naked"]>> <<case "Ivory Wraith">><<set $NPCName[_i].outfits to ["naked", "moonRobe"]>> <<default>> <!-- Maybe should be left as a default case for futureproofing? Assigns area-appropriate clothes without saving them to the NPC. If this does not run, named NPC will only have default and naked clothes. <<set $NPCName[_i].outfits to undefined>> --> <</switch>> <</if>> <<getNNPCClothes _nam>> <</widget>> <<widget "getNNPCClothes">> <<set _nam to _args[0]>> <<set _i to $NPCNameList.indexOf(_nam)>> <<if !$NPCName[_i].outfits>> <<generateNPCClothes $NPCName[_i]>> <<run console.log('Named NPC [', $NPCName[_i], '] generated with area-appropriate clothes due to a lack of outfits.')>> <<else>> <<switch _nam>> <<case Alex>> <<if $location is "alex_cottage" and Time.betweenHours(21, 5)>> <<if $NPCName[_i].pronoun is "m">> <<npcClothesName $NPCName[_i] "maleAlexSleep">> <<else>> <<npcClothesName $NPCName[_i] "femaleAlexSleep">> <</if>> <<else>> <<generateNPCClothes $NPCName[_i]>> <</if>> <<case Avery>> <<if Time.hour gte 18>> <<npcClothesType $NPCName[_i] "formal">> <<else>> <<npcClothesType $NPCName[_i] "business">> <</if>> <<case Robin>> <<run getRobinCrossdressingStatus($NPCName[_i].crossdress)>> <<set $NPCName[_i].crossdressing to _robin_cd>> <<run statusCheck("Robin")>> <<switch _robin_location>> <<case "sleep">> <<npcClothesType $NPCName[_i] "sleep">> <<case "school">> <<npcClothesType $NPCName[_i] "school">> <<case "park">> <<npcClothesType $NPCName[_i] "cold">> <<case "halloween">> <<if $halloween_robin_costume>> <<npcClothesName $NPCName[_i] $halloween_robin_costume>> <<else>> <<generateNPCClothes $NPCName[_i]>> <</if>> <<default>> <<generateNPCClothes $NPCName[_i]>> <</switch>> <<case Sydney>> <<sydneySchedule>> <<switch _sydney_location>> <<case "temple">> <<npcClothesType $NPCName[_i] "temple">> <<case "school" "class" "lunch" "library">> <<npcClothesType $NPCName[_i] "school">> <<default>> <<generateNPCClothes $NPCName[_i]>> <</switch>> <<case Kylar>> <<if $kylar_clothes is "formal">> <<npcClothesType $NPCName[_i] "formal">> <<elseif $kylar_clothes is "goth">> <<npcClothesType $NPCName[_i] "formalRare">> <<elseif $kylar_clothes is "swimsuit">> <<npcClothesType $NPCName[_i] "beach">> <<else>> <<generateNPCClothes $NPCName[_i]>> <</if>> <<case Gwylan>> <<if gwylanSchedule() is "shop">> <<if $location is "forest_shop_garden" and ($beastRitual or $sexRitual)>> <<npcClothesName $NPCName[_i] "ritualRobes">> <<else>> <<npcClothesName $NPCName[_i] "gloomyTunic">> <</if>> <<else>> <<if Time.season is "winter">> <<npcClothesType $NPCName[_i] "cold">> <<else>> <<generateNPCClothes $NPCName[_i]>> <</if>> <</if>> <<case Eden Morgan Briar Landry Remy>> <<npcClothesType $NPCName[_i] _nam>> <<case Darryl>> <<npcClothesType $NPCName[_i] "formal">> <<case Charlie>> <<npcClothesType $NPCName[_i] "dance_studio">> <<case Harper>> <<npcClothesType $NPCName[_i] "hospital">> <<case Jordan>> <<npcClothesType $NPCName[_i] "temple">> <<case Mason>> <<npcClothesType $NPCName[_i] "beach">> <<case "Black Wolf" "Great Hawk">> <<npcClothesType $NPCName[_i] "naked">> <<case "Ivory Wraith">> <<npcClothesType $NPCName[_i] "Wraith">> <<default>> <<generateNPCClothes $NPCName[_i]>> <</switch>> <</if>> <<if $NPCName[_i].penis isnot "none">> <<set $NPCName[_i].penis to ($NPCName[_i].clothes.lower.name is "naked" ? 0 : "clothed")>> <</if>> <<if $NPCName[_i].vagina isnot "none">> <<set $NPCName[_i].vagina to ($NPCName[_i].clothes.lower.name is "naked" ? 0 : "clothed")>> <</if>> <<set $NPCName[_i].chest to ($NPCName[_i].clothes.upper.name is "naked" ? 0 : "clothed")>> <</widget>> <!-- addNNPCOutfit and removeNNPCOutfit should only ever be used on named NPCs! --> <<widget "addNNPCOutfit">> <<set _nam to _args[0]>> <<set _i to $NPCNameList.indexOf(_nam)>> <<set $_newNPCOutfit to _args[1]>> <<if _args[0] and _args[1]>> <<if !setup.npcClothesSets.some(set => set.name.includes($_newNPCOutfit))>> <<error { message : `NPC (${_nam}) was given invalid outfit (Outfit name: ${$_newNPCOutfit}). Please inform PurityGuy.`, source : Utils.GetStack() }>> <<elseif _i lt 0>> <<error { message : `NPC (${_nam}) ${"is"} invalid (Must be a named NPC. check for typos!). Please inform PurityGuy.`, source : Utils.GetStack() }>> <<else>> <<if !$NPCName[_i].outfits>> <<set $NPCName[_i].outfits to ["naked", "maleDefault", "femaleDefault"]>> <</if>> <<set $NPCName[_i].outfits.pushUnique($_newNPCOutfit)>> <</if>> <</if>> <</widget>> <<widget "removeNNPCOutfit">> <<set _nam to _args[0]>> <<set _i to $NPCNameList.indexOf(_nam)>> <<set $_newNPCOutfit to _args[1]>> <<if _args[0] and _args[1]>> <<if _i lt 0>> <<error { message : `NPC (${_nam}) ${"is"} invalid (Must be a named NPC. Check for typos!). Please inform PurityGuy.`, source : Utils.GetStack() }>> <<elseif !$NPCName[_i].outfits>> <<error { message : `NPC (${_nam}) attempted to remove outfit (Outfit name: ${$_newNPCOutfit}) while having no outfits. Please inform PurityGuy.`, source : Utils.GetStack() }>> <<elseif !$NPCName[_i].outfits.some(x => x.includes($_newNPCOutfit))>> <<error { message : `NPC (${_nam}) had non-existent outfit removed (Outfit name: ${$_newNPCOutfit}). Please inform PurityGuy.`, source : Utils.GetStack() }>> <<else>> <<set $NPCName[_i].outfits.delete($_newNPCOutfit)>> <<if $NPCName[_i].outfits.length is 0>> <<set $NPCName[_i].outfits to undefined>> <</if>> <</if>> <</if>> <</widget>> <!-- generates the strapon that the NNPC will use if the scene or rng calls for it. doesn't guarantee they will have it 100% of the time. --> <<widget "initNNPCstrapon">> <<set $_npcName to _args[0]>> <<set $_name to $_npcName.nam>> <<switch $_name>> <<case "Whitney">> <<set $_npcName.strapons to [{"state": "worn", "color": "dark red", "size": 3, "description":"large dark red strap-on cock"}]>> <<default>> <<set $_npcName.strapons to []>> <</switch>> <</widget>> <!-- give an NNPC a *new* strapon --> <!-- <<giveNNPCnewstrapon _npcNameSelect _straponSize _straponColour _straponShape _modifierOptions>> --> <<widget "giveNNPCnewstrapon">> <<set $_name to _args[0]>> <<set $_npcName to $NPCName.find(npc => npc.nam === $_name)>> <<set $_index to $NPCName.findIndex(npc => npc.nam === $_name)>> <<if _newStrapon is undefined>> <<run throw new Error("giveNNPCnewstrapon was run when _newStrapon was undefined! Call generateNewStrapon first!")>> <<else>> <<set $_strapon to clone(_newStrapon)>> <!-- unset _newStrapon so that we can't accidentally dupe strapons. That's right, we're forcing you to generate multiple if you want identical ones. --> <<unset _newStrapon>> <</if>> <!-- if the nnpc's name is in the following list, they will refuse to accept a new strapon --> <<if !["Whitney"].includes($_name)>> <<if $_npcName.strapons is undefined or $_npcName.strapons.length is 0>> <<set $NPCName[$_index].strapons to [$_strapon]>> <<else>> <<set $NPCName[$_index].strapons.push($_strapon)>> <</if>> <</if>> <</widget>> <<widget "npc">> /* Prepare the call for multiple Named NPCs at the same time. * We do this by changing all $NPCList[0] calls to $NPCList[x] in which x can be any temporary variable. In this case, we'll use _npcno. * We also give the option to set the Named NPC in any available row if so desired, by calling a second argument _args[1]. In case no _args[1] is passed, it will default to the first row. * We also now have the option to have the Named NPC be set into the first available slot instead, by setting the secent argument _args[1] to a negative number, such as -1. However this will bypass the check for npcs that have broken free from a previous passage. * Remember: available rows go from 0 to 5 ($NPCList[0] to $NPCList[5]). No more than that. */ <<if _args[1] lt 0>> <<for _controller to 0; _controller lte $NPCList.length; _controller++>> <<if _controller gte 6>> <!-- Since 6 is past our limit, we want to alert the user something went wrong. For simplicity, we'll set _npcno to 0 and overwrite $NPCList[0] --> <span class="red"> Error: There are already 6 active NPCs. Clearing NPC 0 to make space for Named NPC.</span> <<set _npcno to 0>> <<clearsinglenpc 0>> <<set _overwrite to true>> <<break>> <!-- Always remember to break the for loop when the condition is met --> <</if>> <<if $NPCList[_controller].gender is undefined and $NPCList[_controller].description is undefined>> <!-- These comparisons could be changed to a proper variable, for example $NPCList[x].active which would store if NPC x is active or not. To make things simple, we compare to .gender and .description since those two are always set to something other than 0 if the NPC in question is in fact active --> <<set _npcno to clone(_controller)>> <<break>> <!-- Always remember to break the for loop when the condition is met --> <</if>> <</for>> <<elseif _args[1]>> <<set _npcno to _args[1] - 1>> <<else>> <<set _npcno to 0>> <</if>> <<if _npcno is 0 and $enemyno gte 1 and !_overwrite>> <<set $endeventerror to $lastgenerated>> <<endevent phaseless>> <</if>> <<set $lastgenerated to $passage>> <<set _nam to _args[0]>> <<set _i to $NPCNameList.indexOf(_nam)>> <!-- Initialise NPC on first time called, introducing them to PC --> <<if $NPCName[_i].init isnot 1>> <<initnpc _nam>> <</if>> <!-- Determine what outfit the NPC should be wearing --> <<if !$NPCName[_i].outfits>> <<initNNPCClothes _nam>> <<else>> <<getNNPCClothes _nam>> <</if>> <<if !$NPCName[_i].strapons>> <<initNNPCstrapon $NPCName[_i]>> <</if>> <<set $NPCList[_npcno].virginity to $NPCName[_i].virginity>> <!-- Set global variables --> /* Both $npc and $npcnum will keep defined NPCs in the order they were defined. * DO NOT COMPARE NEITHER $npc NOR $npcnum TO $NPCList. * Since when defining an NPC one can choose in which row of $NPCList to put it, comparing them could result in missmatches. */ <<set $npc.push(_nam)>> <<set $npcnum.push(_i)>> <<set $NPCList[_npcno].fullDescription to _nam>> <!-- Set a variable to be compared to $NPCList, for simplicity. The row indicates which NPC it is, value is where in $NPCList it was defined. --> <<set $npcrow.push(_npcno)>> <<if $npc.length gt 1>> <<set $pronoun to "t">> <!-- In case more than 1 Named NPC is defined, we set pronoun to "they". --> <<else>> <<set $pronoun to $NPCName[_i].pronoun>> <</if>> /*Sets up multiple orgasms, code needs work*/ /*<<set $NPCList[0].maxOrgasms to 1>> <<set $NPCList[0].orgasms to 0>> <<if $NPCList[0].fullDescription is "Robin">> <<set $NPCList[0].maxOrgasms to 2>> <<set $setupMidOrgasm to true>> <</if>> */ <!-- Set combat variables --> <<set $NPCList[_npcno].pronoun to $NPCName[_i].pronoun>> <<set $NPCList[_npcno].pronouns to clone($NPCName[_i].pronouns)>> <<set $NPCList[_npcno].gender to $NPCName[_i].gender>> <<set $NPCList[_npcno].type to $NPCName[_i].type>> <<set $NPCList[_npcno].lefthand to 0>> <<set $NPCList[_npcno].righthand to 0>> <<set $NPCList[_npcno].mouth to 0>> <<set $NPCList[_npcno].anus to 0>>/* is not actually used anywhere */ <<set $NPCList[_npcno].chest to 0>> <<set $NPCList[_npcno].traits to []>> <<switch _nam>> <<case "Eden" "Black Wolf" "Great Hawk">> <<set $NPCList[_npcno].health to 600>> <<set $NPCList[_npcno].healthmax to 600>> <<case "Bailey">> <<set $NPCList[_npcno].health to 400>> <<set $NPCList[_npcno].healthmax to 400>> <<set $NPCList[_npcno].traits.push("unforgiving")>> <<case "Avery">> <<if $auriga_artefact is "Avery">> <<set $NPCList[_npcno].health to 600>> <<set $NPCList[_npcno].healthmax to 600>> <<else>> <<set $NPCList[_npcno].health to 200>> <<set $NPCList[_npcno].healthmax to 200>> <</if>> <<if $avery_fate isnot "saved">> <<set $NPCList[_npcno].traits.push("unforgiving")>> <</if>> <<case "Harper">> <<set $NPCList[_npcno].health to 200>> <<set $NPCList[_npcno].healthmax to 200>> <<set $NPCList[_npcno].traits.push("hypnotist")>> <<case "Ivory Wraith">> <<statsWraith>> <<set $NPCList[_npcno].health to _wraithHP>> <<set $NPCList[_npcno].healthmax to _wraithHP>> <<set $NPCList[_npcno].traits to ["brooding", "watchful", "willful", "beautiful"]>> <<set _condomIgnore to true>> <<case "Alex">> <<set $NPCList[_npcno].health to 200>> <<set $NPCList[_npcno].healthmax to 200>> /* Alex never thinks to bring a condom. */ <<set _condomIgnore to true>> <<case "Morgan">> <<set $NPCList[_npcno].health to 200>> <<set $NPCList[_npcno].healthmax to 200>> /* I'm so sorry.*/ <<set $NPCName[_npcno].pregnancyAvoidance to random(0,100)>> <<case "Gwylan">> <<set $NPCList[_npcno].health to 200>> <<set $NPCList[_npcno].healthmax to 200>> <<set $NPCName[_npcno].pregnancyAvoidance to 0>> <<set $NPCList[_npcno].traits.push("hypnotist", "willful", "deviant", "drug resistant")>> <<if $gwylan?.wary gte 5>> <<set $NPCList[_npcno].traits.push("unforgiving")>> <</if>> <<set $NPCList[_npcno].skills to {}>> <<set $NPCList[_npcno].skills.security to 800>> <<set $NPCList[_npcno].skills.athletics to 800>> <<set _condomIgnore to true>><<set _strapIgnore to true>> <<case "Leighton">> <<set $NPCList[_npcno].health to 200>> <<set $NPCList[_npcno].healthmax to 200>> <<if $headblackmailed is 1>> <<set $NPCList[_npcno].traits.push("unforgiving")>> <</if>> <<default>> <<set $NPCList[_npcno].health to 200>> <<set $NPCList[_npcno].healthmax to 200>> <</switch>> <<set $NPCList[_npcno].breastsize to $NPCName[_i].breastsize>> <<set $NPCList[_npcno].breastsdesc to $NPCName[_i].breastsdesc>> <<set $NPCList[_npcno].breastdesc to $NPCName[_i].breastdesc>> <<set $NPCList[_npcno].vagina to $NPCName[_i].vagina>> <<if $settings.breastFeedingEnabled and (_nam is "Morgan" or _nam is "Gwylan" or npcIsPregnant(_nam)) and $NPCName[_i].pronoun is "f" and $NPCName[_i].breastsize gt 0>> <<set $NPCList[_npcno].lactation to 1>> <</if>> <<set $NPCList[_npcno].penis to $NPCName[_i].penis>> <<set $NPCList[_npcno].penissize to $NPCName[_i].penissize>> <<set $NPCList[_npcno].penisdesc to $NPCName[_i].penisdesc>> <<set $NPCList[_npcno].chastity to clone($NPCName[_i].chastity)>> <<set $NPCList[_npcno].clothes to clone($NPCName[_i].clothes)>> <<set $NPCList[_npcno].chest to clone($NPCName[_i].chest)>> <<if $NPCList[_npcno].penis is "none" and $NPCName[_i].strapons and $NPCName[_i].strapons.length gt 0 and random(0,99) lt $settings.straponChance>> <<set $NPCList[_npcno].penis to $NPCList[_npcno].vagina>> <<set $NPCList[_npcno].vagina to "none">> <<set $NPCList[_npcno].gender to "m">> <<set $_strapon to clone($NPCName[_i].strapons.random())>> <<setNPCStrapon $NPCList[_npcno] $_strapon>> <</if>> <<set $NPCList[_npcno].skincolour to $NPCName[_i].skincolour>> <<set $NPCList[_npcno].insecurity to $NPCName[_i].insecurity>> <<set $NPCList[_npcno].description to $NPCName[_i].title>> <<set $NPCList[_npcno].insecurity to $NPCName[_i].insecurity>> <<set $NPCList[_npcno].description to $NPCName[_i].title>> <<set $NPCList[_npcno].adult to $NPCName[_i].adult>> <<set $NPCList[_npcno].teen to $NPCName[_i].teen>> <<set $NPCList[_npcno].location to { head: 0, genitals: 0, }>> <<set $NPCList[_npcno].bold to 0>> <<set $NPCList[_npcno].condom to false>> <<set $NPCList[_npcno].pregnancyAvoidance to $NPCName[_i].pregnancyAvoidance>> <<set $NPCList[_npcno].name_known to $NPCName[_i].name_known>> <<if $settings.condomLevel gte 2>> <!-- 50 is the threshold for named NPCs bringing their own condoms, do not change --> <<if ($NPCList[_npcno].pregnancyAvoidance gte 50 and !_condomIgnore)>> <<set $NPCList[_npcno].condom to { willUse: true, state: (random(0,100) gt 98 ? "defective" : "normal"), type: "plain", colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext, worn: false }>> <!-- Kylar brings their own sabotaged condoms --> <<elseif _nam is "Kylar">> <<set $NPCList[_npcno].condom to { willUse: false, state: "sabotaged", type: "plain", colour: setup.colours.condom[random(0, (setup.colours.condom.length -1))].csstext, worn: false }>> <</if>> <</if>> <!-- Whitney and Avery should wear strap-ons based on strap-on chance --> <<if $NPCList[_npcno].penis is "none" and (_nam is "Whitney" or _nam is "Avery") and !_strapIgnore and random(0,99) lt $settings.straponChance>> <<npcstrapon _npcno>> <</if>> <<if _nam is "Sydney" and $sydney_toy isnot undefined>> <<giveNPCsextoy _npcno $sydney_toy>> <</if>> <!-- Following sections adjusted for the changes converting from $claws to .claws --> <!-- Adjust for Beast type NNPCs: Black Wolf --> <!-- Changed all instances of zeroes (0) to _npcno in the event multi-beast is properly implemented --> <<if $NPCList[_npcno].type is "wolf">> <<set $beastname to "blackwolf">> <<set $NPCList[_npcno].lefthand to "none">> <<set $NPCList[_npcno].righthand to "none">> <<set $NPCList[_npcno].stance to "approach">> <<if $daily.bwMonsterRoll isnot undefined and $blackwolfmonster is 1>> <<if $daily.bwMonsterRoll is true>> <<set $NPCList[_npcno].monster to "monster">> <<set $monster to 1>><<set _monsterOverride to true>> <<set $NPCList[_npcno].type to ($NPCList[_npcno].pronoun is "f" ? "wolfgirl" : "wolfboy")>> <<set $NPCList[_npcno].lefthand to 0>> <<set $NPCList[_npcno].righthand to 0>> <<run delete $NPCList[_npcno].claws>> <<else>> <<set $NPCList[_npcno].monster to 0>> <<set $NPCList[_npcno].pronoun to "i">> <<set $NPCList[_npcno].claws to "claws">> <</if>> <<elseif $blackwolfmonster gte 1>> <<if ($settings.monsterChance gte $rng and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or ($blackwolfmonster is 2)>> <<set $daily.bwMonsterRoll to true>> <<set $NPCList[_npcno].monster to "monster">> <<set $monster to 1>><<set _monsterOverride to true>> <<set $NPCList[_npcno].type to ($NPCList[_npcno].pronoun is "f" ? "wolfgirl" : "wolfboy")>> <<set $NPCList[_npcno].lefthand to 0>> <<set $NPCList[_npcno].righthand to 0>> <<run delete $NPCList[_npcno].claws>> <<else>> <<set $daily.bwMonsterRoll to false>> <<set $NPCList[_npcno].monster to 0>> <<set $NPCList[_npcno].pronoun to "i">> <<set $NPCList[_npcno].claws to "claws">> <</if>> <<else>> <<set $daily.bwMonsterRoll to false>> <<set $NPCList[_npcno].monster to 0>> <<set $NPCList[_npcno].pronoun to "i">> <<set $NPCList[_npcno].claws to "claws">> <</if>> <</if>> <!-- Adjust for Beast type NNPCs: Great Hawk --> <<if $NPCList[_npcno].type is "hawk">> <<set $beastname to "greathawk">> <<set $NPCList[_npcno].lefthand to "none">> <<set $NPCList[_npcno].righthand to "none">> <<set $NPCList[_npcno].stance to "approach">> <<if $daily.ghMonsterRoll isnot undefined and $greathawkmonster is 1>> <<if $daily.ghMonsterRoll is true>> <<set $NPCList[_npcno].monster to "monster">> <<set $monster to 1>><<set _monsterOverride to true>> <<set $NPCList[_npcno].type to "harpy">> <<set $NPCList[_npcno].lefthand to 0>> <<set $NPCList[_npcno].righthand to 0>> <<run delete $NPCList[_npcno].claws>> <<else>> <<set $NPCList[_npcno].monster to 0>> <<set $NPCList[_npcno].pronoun to "i">> <<set $NPCList[_npcno].claws to "talons">> <</if>> <<elseif $greathawkmonster gte 1 or !$settings.bestialityEnabled>> <<if ($settings.monsterChance gte $rng and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or ($greathawkmonster is 2) or (!$settings.bestialityEnabled)>> <<set $daily.ghMonsterRoll to true>> <<set $NPCList[_npcno].monster to "monster">> <<set $monster to 1>><<set _monsterOverride to true>> <<set $NPCList[_npcno].type to "harpy">> <<set $NPCList[_npcno].lefthand to 0>> <<set $NPCList[_npcno].righthand to 0>> <<run delete $NPCList[_npcno].claws>> <<else>> <<set $daily.ghMonsterRoll to false>> <<set $NPCList[_npcno].monster to 0>> <<set $NPCList[_npcno].pronoun to "i">> <<set $NPCList[_npcno].claws to "talons">> <</if>> <<else>> <<set $daily.ghMonsterRoll to false>> <<set $NPCList[_npcno].monster to 0>> <<set $NPCList[_npcno].pronoun to "i">> <<set $NPCList[_npcno].claws to "talons">> <</if>> <</if>> <<if $enemyno lt 6>><<set $enemyno += 1>><</if>> <<if $NPCList[0].monster is "monster" or _monsterOverride>> <<set $monster to 1>> <<else>> <<set $monster to 0>> <</if>> /*Run pregnancy Checks*/ <<if playerIsPregnant() and playerBellyVisible(true) and _nam isnot "Robin">> <<setKnowsAboutPregnancy "pc" _args[0]>> <</if>> <<if npcIsPregnant(_args[0]) and npcBellyVisible(_args[0])>> <<setKnowsAboutPregnancy _args[0] "pc">> <</if>> <<set $NPCList[_npcno].index to _npcno>> <<run EventSystem.push($passage, _npcno, $timeStamp)>> <<set $index to _npcno>> <</widget>> <<widget "npcrelationship">> <!-- Robin, Avery, Kylar are unique and are treated differently --> <<set _i to V.NPCName.findIndex(i => i.nam === _args[0])>> <<if _i !== -1>> <<set _npc to _args[0]>> <<else>> <<error { message: "<<npcrelationship>> was provided incorrect arguments" }>> <</if>> <<if $NPCName[_i].init is 1>> <<relationshiptext>> <br> <</if>> <</widget>> <<widget "npcincr">> <!-- Arguments passed are NNPC name, variable type, and value (+/-)--> <<set _nam to _args[0]>> <<set _var to _args[1]>> <<set _val to _args[2]>> <<if _args[3]>> <<set _cheat to _args[3]>> <</if>> <<set _i to $NPCNameList.indexOf(_nam)>> <<switch _var>> <<case love>> <<set $NPCName[_i].love += _val>> <<case dom>> <<if _nam is "Gwylan" and _val gt 0>> <<set $_stage to Math.floor($NPCName[_i].dom / 25)>> <<if $_stage gte 1 and !$gwylanSeen?.includes("yearning") or $_stage gte 3 and !$gwylanSeen?.includes("partners") or $gwylan?.wary gt 1>> <!-- No increase --> <<else>> <<set $NPCName[_i].dom += _val>> <</if>> <<else>> <<set $NPCName[_i].dom += _val>> <</if>> <<case trust>> <<set $NPCName[_i].trust += _val>> <<case lust>> <<if _nam is "Sydney" and !_sydneyChastity and _val gt 0 and !_cheat>> <<set $NPCName[_i].lust += (_val + 1)>> <<else>> <<set $NPCName[_i].lust += _val>> <</if>> <<set _lustincr to 1>> <<case rage>> <<set $NPCName[_i].rage += _val>> <<case state>> <<set $NPCName[_i].state to _val>> <<case init>> <<set $NPCName[_i].init to _val>> <<case trauma>> <<if _nam is "Robin" and _val lt 0>> <<set $NPCName[_i].trauma += Math.round(_val * ($robinTraumaMultiplier || 1))>> <<if $NPCName[_i].trauma lt 0>> <<set $NPCName[_i].trauma = 0>> <</if>> <<else>> <<set $NPCName[_i].trauma += _val>> <<if $NPCName[_i].trauma gt 100>> <<set $NPCName[_i].trauma = 100>> <</if>> <</if>> <<case purity>> <<if $NPCName[_i].corruption gt 0>> <<set $NPCName[_i].corruption -= _val>> <<if $NPCName[_i].corruption lte 0>> <<if $purityEvent is 1>> <<set _rollover to -$NPCName[_i].corruption>> <<set $NPCName[_i].purity += (_rollover + 4)>> <<set $NPCName[_i].corruption = 0>> <<set $purityRollover to 1>> <<else>> <<set $NPCName[_i].corruption = 1>> <</if>> <</if>> <<else>> <<set $NPCName[_i].purity += _val>> <<if $NPCName[_i].purity lte 0>> <<if $corruptionEvent is 1>> <<set _rollover to -$NPCName[_i].purity>> <<set $NPCName[_i].corruption += (_rollover + 10)>> <<set $NPCName[_i].purity = 0>> <<set $corruptionRollover to 1>> <<else>> <<set $NPCName[_i].purity = 1>> <</if>> <</if>> <<if $NPCName[_i].purity gte 100 and ($NPCName[_i].virginity.vaginal isnot true or $NPCName[_i].virginity.penile isnot true)>> <<set $NPCName[_i].purity = 99>> <</if>> <</if>> <<if $NPCName[_i].purity lte 50 and _val lt 0 and _lustincr isnot 1>> <<npcincr Sydney lust 1>> <</if>> <<unset $purityEvent>> <<unset $corruptionEvent>> <<default>> <span class="red">NPCINCR error - Unknown variable _var</span> <br><br> <</switch>> <<relationshipclamp>> <</widget>> <<widget "npcset">> <!-- Sets selected NNPC variables using NNPC name--> <!-- Arguements passed are NNPC name, variable type, value --> <<set _nam to _args[0]>> <<set _var to _args[1]>> <<set _val to _args[2]>> <<set _i to $NPCNameList.indexOf(_nam)>> <<switch _var>> <<case love>> <<set $NPCName[_i].love to _val>> <<case dom>> <<set $NPCName[_i].dom to _val>> <<case trust>> <<set $NPCName[_i].trust to _val>> <<case lust>> <<set $NPCName[_i].lust to _val>> <<case rage>> <<set $NPCName[_i].rage to _val>> <<case state>> <<set $NPCName[_i].state to _val>> <<case init>> <<set $NPCName[_i].init to _val>> <<case trauma>> <<set $NPCName[_i].trauma to _val>> <<case purity>> <<set $NPCName[_i].purity to _val>> <<case corruption>> <<set $NPCName[_i].corruption to _val>> <<default>> <span class="red">NPCSET error - Unknown value _var</span> <br><br> <</switch>> <</widget>> <<widget "relationshiptext">> <!-- Special cases for LIs + Wraith --> <<switch _npc>> <<case Robin>> Robin <<if $robin.timer.hurt gte 2>> feels <span class="red">betrayed</span>. <<elseif $robin.timer.hurt gte 1>> feels <span class="purple">conflicted</span>. <<elseif $robinromance is 1>> <<if $NPCName[_i].trauma gte 80>> <<if $NPCName[_i].lust gte 50>> is <span class="red">lost in need for you</span>. <<else>> is <span class="red">nothing without you</span>. <</if>> <<elseif $NPCName[_i].dom gte 40>> <span class="lewd">cherishes you</span>. <<else>> <span class="lewd">loves you</span>. <</if>> <<elseif $NPCName[_i].trauma gte 80>> is <span class="red">traumatised</span>. <<elseif $NPCName[_i].trauma gte 40>> is <span class="red">in pain</span>. <<elseif $NPCName[_i].trauma gte 10>> is <span class="purple">troubled</span>. <<elseif $NPCName[_i].dom gte 80>> feels <span class="teal">protective of you</span>. <<elseif $NPCName[_i].dom gte 20>> thinks you're <span class="teal"><<nnpc_his "Robin">> best friend</span>. <<else>> <span class="teal">looks up to you</span>. <</if>> <<case Avery>> Avery <<if $NPCName[_i].state is "dismissed">> <<if $avery_fate is "fallen" or $avery_fate is "kicked">> <span class="black">has fallen.</span> <<else>> <span class="red">has moved on.</span> <</if>> <<elseif $NPCName[_i].rage gte 96 and $averyragerevealed is 1 and $dateCount.Avery gte 2 and !$avery_mansion>> has <span class="red">given up on you</span>. <<elseif $NPCName[_i].love gte 60>> <<if $NPCName[_i].rage gte 60>> is <span class="pink">infuriated by you</span>. <<elseif $NPCName[_i].rage gte 20>> wants you <span class="blue">on a tighter leash</span>. <<else>> <span class="green">prizes you</span>. <</if>> <<elseif $NPCName[_i].love gte 20>> <<if $NPCName[_i].rage gte 60>> is <span class="pink">furious with you</span>. <<elseif $NPCName[_i].rage gte 20>> sees you <span class="purple">as a possession</span>. <<else>> thinks you're <span class="teal">cute</span>. <</if>> <<else>> <<if $NPCName[_i].rage gte 60>> thinks you're <span class="pink">insolent</span>. <<elseif $NPCName[_i].rage gte 20>> thinks you're <span class="blue">a brat</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <<case Kylar>> Kylar <<if $NPCName[_i].state is "prison" and $location isnot "prison">> is <span class="red">imprisoned</span>. <<elseif $NPCName[_i].love gte 90>> <<if $NPCName[_i].rage gte 90>> is <span class="red">hysterical</span>. <<elseif $NPCName[_i].rage gte 60>> is <span class="pink">obsessed with you</span>. <<elseif $NPCName[_i].rage gte 30>> is <span class="blue">obsessed with you</span>. <<else>> is <span class="green">obsessed with you</span>. <</if>> <<elseif $NPCName[_i].love gte 60>> <<if $NPCName[_i].rage gte 90>> is <span class="red">hysterical</span>. <<elseif $NPCName[_i].rage gte 60>> is <span class="pink">enamoured with you</span>. <<elseif $NPCName[_i].rage gte 30>> is <span class="purple">enamoured with you</span>. <<else>> is <span class="teal">enamoured with you</span>. <</if>> <<elseif $NPCName[_i].love gte 30>> <<if $NPCName[_i].rage gte 90>> is <span class="red">hysterical</span>. <<elseif $NPCName[_i].rage gte 60>> is <span class="pink">infatuated with you</span>. <<elseif $NPCName[_i].rage gte 30>> is <span class="purple">infatuated with you</span>. <<else>> is <span class="lblue">infatuated with you</span>. <</if>> <<else>> <<if $NPCName[_i].rage gte 90>> is <span class="red">hysterical</span>. <<elseif $NPCName[_i].rage gte 60>> is <span class="pink">fixated on you</span>. <<elseif $NPCName[_i].rage gte 30>> is <span class="purple">fixated on you</span>. <<else>> is <span class="blue">fixated on you</span>. <</if>> <</if>> <<case Whitney>> Whitney <<if $NPCName[_i].state is "dungeon">> is <span class="red">gone</span>. <<elseif $whitneyRescueStatus isnot undefined>> <<if $whitneyRescueStatus is "humiliated" and !$whitneyRescueTimer>> is <span class="red">vulnerable</span>. <<elseif $whitneyRescueStatus is "humiliated">> is <span class="red">humiliated</span>. <<elseif $whitneyRescueStatus is "shaken">> is <span class="pink">unnerved and agitated</span>. <<elseif $whitneyRescueStatus is "grateful">> is <span class="green">grateful</span>. <</if>> <<elseif $NPCName[_i].love gte 20>> <<if $NPCName[_i].lust gte 60>> is <span class="lewd">up for some fun</span>. <<else>> <<if $NPCName[_i].dom gte 20>> <span class="lewd">owns you</span>. <<elseif $NPCName[_i].dom lte 8>> thinks you're <span class="green"><<nnpc_his "Whitney">> <<girlfriend>></span>. <<else>> thinks you're <span class="lewd"><<nnpc_his "Whitney">> pet</span>. <</if>> <</if>> <<elseif $NPCName[_i].love lte 5>> <<if $NPCName[_i].lust gte 60>> wants to <span class="pink"><<= $NPCName[_i].dom gte 18 ? "make" : "hear">> you beg</span>. <<else>> <<if $NPCName[_i].dom gte 20>> thinks you're <span class="red">pathetic</span>. <<elseif $NPCName[_i].dom lte 7>> <<if $NPCName[_i].dom lte 2 and $NPCName[_i].love lte 2>> has <span class="red">a vendetta against you</span>. <<else>> thinks you're <span class="red">a threat to <<nnpc_his "Whitney">> status</span>. <</if>> <<else>> thinks you're <span class="red">a freak</span>. <</if>> <</if>> <<else>> <<if $NPCName[_i].dom gte 20>> thinks you're <span class="teal">fun to pick on</span>. <<elseif $NPCName[_i].dom lte 8>> finds you <span class="purple">annoying</span>. <<else>> thinks you're <span class="pink">an easy target</span>. <</if>> <</if>> <<case Eden>> Eden <<if $syndromeeden gte 1>> <<if $edenfreedom gte 1 and $location isnot "cabin" and ($edenfreedom is 1 and $edendays gt 2 or $edenfreedom is 2 and $edendays gt 7)>> <<if $edenfreedom is 1 and $edendays gte 4 or $edenfreedom is 2 and $edendays gte 10>> wants you to <span class="red">come home</span>. <<else>> is <span class="blue">worried about you</span>. <</if>> <<else>> /* edenfreedom checks here should be replaced with trust stat later. edenfreedom = 2 is high trust, 1 is med trust, 0 is low trust. */ <<if $NPCName[_i].love gte 150>> <<if $edenfreedom is 2>> knows you're <span class="green"><<nnpc_hers "Eden">></span>. <<elseif $edenfreedom is 1>> is <span class="teal">confident you'll obey <<nnpc_him "Eden">></span>. <<else>> wants to <span class="blue">keep you as <<nnpc_hers "Eden">></span>. <</if>> <<elseif $NPCName[_i].love gte 75>> <<if $edenfreedom is 2>> knows you <span class="blue">belong with <<nnpc_him "Eden">></span>. <<elseif $edenfreedom is 1>> wants you to <span class="purple">obey <<nnpc_him "Eden">></span>. <<else>> wants to <span class="pink">remind you that you're <<nnpc_hers "Eden">></span>. <</if>> <<else>> <<if $edenfreedom is 2>> knows you <span class="purple">should be with <<nnpc_him "Eden">></span>. <<elseif $edenfreedom is 1>> will <span class="pink">make you obey <<nnpc_him "Eden">></span>. <<else>> wants to <span class="red">make you <<nnpc_hers "Eden">></span>. <</if>> <</if>> <</if>> <<else>> <<if $location is "cabin">> wants to <span class="red">keep you</span>. <<else>> will <span class="red">hunt you again</span>. <</if>> <</if>> <<case Sydney>> Sydney <<if $sydneyromance is 1>> <<if $NPCName[_i].purity gt 80>> <<if $NPCName[_i].lust gte 60>> <span class="lewd">can't think of anything but you</span>. <<else>> <span class="lewd">loves you beyond words</span>. <</if>> <<elseif $NPCName[_i].purity gte 40>> <<if $NPCName[_i].lust gte 30>> <span class="lewd">yearns for your touch</span>. <<else>> feels <span class="lewd">bound to you</span>. <</if>> <<elseif $NPCName[_i].corruption gte 40>> <<if $NPCName[_i].lust gte 20>> wants to <span class="lewd">be <<if $NPCName[_i].virginity.vaginal is true and $NPCName[_i].virginity.penile is true>>deflowered<<else>>defiled<</if>> by you</span>. <<else>> <span class="lewd">loves you beyond words</span>. <</if>> <<elseif $NPCName[_i].corruption gte 10>> <<if $NPCName[_i].lust gte 10>> <span class="lewd">craves your touch</span>. <<else>> <span class="lewd">belongs to you</span>. <</if>> <<else>> <span class="lewd">loves you</span>. <</if>> <<elseif $NPCName[_i].love gte 60>> <<if $NPCName[_i].purity gte 50>> <<if $purity lte 500 or $demon gte 6>> wants to <span class="blue">save you</span>. <<elseif $temple_rank is "monk" or $temple_rank is "priest" or $angel gte 6>> considers you <span class="green">an inspiration</span>. <<elseif $temple_rank is "initiate">> considers you <span class="green">a prodigy</span>. <<else>> is <span class="green">very fond of you</span>. <</if>> <<elseif $NPCName[_i].corruption gte 10>> is <span class="lewd">influenced by you</span>. <<else>> is <span class="purple">torn</span>. <</if>> <<elseif $NPCName[_i].love gte 30>> <<if $NPCName[_i].purity gte 50>> <<if $purity lte 500 or $demon gte 6>> thinks you're <span class="blue">misguided</span>. <<elseif $temple_rank is "monk" or $temple_rank is "priest" or $angel gte 6>> <span class="teal">looks up to you</span>. <<elseif $temple_rank is "initiate">> sees you as <span class="teal">an equal</span>. <<else>> <span class="teal">enjoys your company</span>. <</if>> <<elseif $NPCName[_i].corruption gte 10>> wants to <span class="pink">know you better</span>. <<else>> is <span class="purple">conflicted</span>. <</if>> <<elseif $NPCName[_i].love gte 10>> <<if $sydneySeen and $sydneySeen.includes("initiate")>> <<if $purity lte 500 or $demon gte 6>> thinks <span class="pink">you're lost</span>. <<else>> is <span class="lblue">proud of you</span>. <</if>> <<else>> is <span class="lblue">intrigued by you</span>. <</if>> <<else>> <<if $sydneySeen and $sydneySeen.includes("initiate")>> <<if $purity lte 500 or $demon gte 6>> thinks you're <span class="red">heretical</span>. <<elseif $sydney.rank is "initiate" and $temple_rank is "initiate">> is <span class="blue">happy to know another initiate</span>. <<else>> is <span class="blue">happy to know another worshipper</span>. <</if>> <<else>> has no strong opinion of you. <</if>> <</if>> <<case Alex>> Alex <<if $alex_countdown is undefined and $farm_stage gte 7>> <<if $NPCName[_i].lust gte 60>> wants to <span class="lewd">ride until sun<<if Time.dayState is "night">>rise<<else>>set<</if>></span>. <<elseif $NPCName[_i].dom gte 30>> is <span class="lewd">in charge</span>. <<elseif $NPCName[_i].dom lte -30>> <span class="lewd">depends on you</span>. <<else>> thinks you're <span class="lewd"><<nnpc_his "Alex">> partner</span>. <</if>> <<elseif $farm_stage gte 6>> <<if $NPCName[_i].dom gte 30>> is <span class="pink">in control</span>. <<elseif $NPCName[_i].dom lte -30>> <span class="teal">relies on you</span>. <<else>> <span class="blue">can't be more grateful</span>. <</if>> <<elseif $farm_stage gte 5>> <<if $NPCName[_i].dom gte 10>> <span class="blue">respects you</span>. <<elseif $NPCName[_i].dom lte -10>> <span class="blue">admires you</span>. <<else>> <span class="blue">appreciates you</span>. <</if>> <<elseif $farm_stage gte 4>> <<if $NPCName[_i].dom gte 10>> thinks you're <span class="green">responsible</span>. <<elseif $NPCName[_i].dom lte -10>> thinks you're <span class="green">capable</span>. <<else>> <span class="green">likes having you around</span>. <</if>> <<elseif $NPCName[_i].love gte 10>> is <span class="green">glad to have help</span>. <<elseif $NPCName[_i].love lte -10>> <<if $NPCName[_i].lust gte 10>> thinks you're <span class="purple">a pervert</span>. <<elseif $NPCName[_i].dom gte 10>> <span class="red">wants a new farmhand</span>. <<else>> thinks you're <span class="red">a bother</span>. <</if>> <<else>> has no strong opinion of you. <</if>> <<case "Ivory Wraith">> <<if $wraith>> <<if $wraith.hunt and !$wraith.type>> The Wraith <<if $wraith.state is "haunt">> is <span class="red">fiercely hunting you</span>. <<else>> is <span class="blue">stalking you</span>. <</if>> <<elseif _rngWraithLineChance is 1>> <<if !_rngWraithLine>> <<set _rngWraithLine to true>> <<silently>><<speechWraith "lines">><</silently>> <</if>> _line1 <<else>> The Wraith <<if $wraith.state is "haunt">> <<if $NPCName[_i].lust gte 18>> is <span class="red">manic</span>. <<elseif $NPCName[_i].lust gte 14>> is <span class="pink">enraged</span>. <<else>> <span class="purple">holds a grudge</span>. <</if>> <<elseif $wraith.state is "despair">> <<if $NPCName[_i].lust gte 18>> is <span class="red">manic</span>. <<elseif $NPCName[_i].lust gte 14>> is <span class="pink">in anguish</span>. <<else>> is <span class="purple">melancholy</span>. <</if>> <<else>> <<if $NPCName[_i].lust gte 15>> is <span class="purple">obsessed with you</span>. <<elseif $NPCName[_i].lust gte 6>> is <span class="purple">intrigued by you</span>. <<else>> is <span class="blue">entertained by you</span>. <</if>> <</if>> <</if>> <</if>> <<case "Great Hawk">> Great Hawk <<if $syndromebird is 1>> <<if $NPCName[_i].love gte 60>> <<if $NPCName[_i].dom gte 50>> has <span class="lewd">claimed you as <<if $greathawkmonster gte 1>><<nnpc_his "Great Hawk">><<else>>its<</if>> <<wife>></span>. <<elseif $NPCName[_i].dom gte 20>> thinks you're <span class="lewd"><<if $greathawkmonster gte 1>><<nnpc_his "Great Hawk">><<else>>its<</if>> <<wife>></span>. <<else>> thinks you're <span class="lewd">a good <<wife>></span>. <</if>> <<elseif $NPCName[_i].love gte 20>> <<if $NPCName[_i].dom gte 50>> wants you to <span class="red">return <<if $greathawkmonster gte 1>><<nnpc_his "Great Hawk">><<else>>its<</if>> affections</span>. <<elseif $NPCName[_i].dom gte 20>> is <span class="red">distraught</span>. <<else>> is <span class="red">desperate for your affection</span>. <</if>> <<else>> <<if $NPCName[_i].dom gte 50>> wants you <span class="teal">as a mate</span>. <<elseif $NPCName[_i].dom gte 20>> is <span class="teal">lonely</span>. <<else>> is <span class="teal">smitten with you</span>. <</if>> <</if>> <<else>> wants you to <span class="red">stay forever</span>. <</if>> <<case "Black Wolf">> Black Wolf <<if $syndromewolves is 1>> <<if $NPCName[_i].love gte $npclovehigh>> <<if $wolfpackferocity gt $wolfpackharmony>> <<print $blackwolfmonster gte 1 ? "is" : "seems">> <span class="lewd">proud you're <<if $blackwolfmonster gte 1>><<nnpc_his "Black Wolf">><<else>>its<</if>> mate</span>. <<elseif $wolfpackharmony gt $wolfpackferocity>> <<print $blackwolfmonster gte 1 ? "is" : "seems">> <span class="lewd">glad you're <<if $blackwolfmonster gte 1>><<nnpc_his "Black Wolf">><<else>>its<</if>> mate</span>. <<else>> thinks of you <span class="lewd">as <<if $blackwolfmonster gte 1>><<nnpc_his "Black Wolf">><<else>>its<</if>> mate</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <<if $wolfpackferocity gt $wolfpackharmony>> wants you <span class="red">out of the pack</span>. <<elseif $wolfpackharmony gt $wolfpackferocity>> is <span class="red">wary of you</span>. <<else>> thinks you're <span class="red">a terrible packmate</span>. <</if>> <<else>> <<if $wolfpackferocity gt $wolfpackharmony>> thinks you're <span class="pink">a strong packmate</span>. <<elseif $wolfpackharmony gt $wolfpackferocity>> thinks you're <span class="teal">a worthy packmate</span>. <<else>> <span class="teal">values your place in the pack</span>. <</if>> <</if>> <<else>> <<if $NPCName[_i].love gte $npclovehigh>> <<if $wolfpackferocity gt $wolfpackharmony>> thinks you'd be <span class="green">a powerful packmate</span>. <<elseif $wolfpackharmony gt $wolfpackferocity>> thinks you'd be <span class="green">a valuable packmate</span>. <<else>> thinks you'd be <span class="green">a good packmate</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <<if $wolfpackferocity gt $wolfpackharmony>> thinks you'd be <span class="red">a weak packmate</span>. <<elseif $wolfpackharmony gt $wolfpackferocity>> thinks you'd be <span class="red">a useless packmate</span>. <<else>> thinks you'd be <span class="red">a poor packmate</span>. <</if>> <<else>> <<if $wolfpackferocity gt $wolfpackharmony>> wants to <span class="pink">tussle with you</span>. <<elseif $wolfpackharmony gt $wolfpackferocity>> wants to <span class="teal">spend more time with you</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <</if>> <<case Gwylan>> <<run statusCheck("Gwylan")>> <<if isGwylanAbsent() is "nobody">><span class="red">Nobody</span><<else>>Gwylan<</if>> <<if C.npc.Gwylan.state is "scorned">> <<if $yearningLetter is 2>> is <span class="blue">waiting for you at the forest shop</span>. <<elseif $gwylanSeen?.includes("yearning_pub")>> is <span class="pink">sulking</span>. <<else>> has <span class="red">scorned your affections</span>. <</if>> <<elseif $gwylanSeen?.includes("ritual_sex") and $gwylan?.timer.ritual and Time.date.dayDifference(new DateTime($gwylan.timer.ritual)) lte 0>> <<if $gwylan.hunting gte 2>> <<if $gwylanSeen?.includes("romance")>> <span class="red">can't do this without you anymore</span>. <<else>> is <span class="red">looking for you</span>. <</if>> <<elseif _gwylanStatus.includesAny("heat") and _gwylanTF.known>> is <span class="lewd">eager to mate with you</span>. <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <span class="lewd">eagerly awaits you at the forest shop</span>. <<else>> is <span class="blue">ready to enact the ritual with you</span>. <</if>> <<elseif $gwylanSeen?.includes("romance")>> <<if isGwylanAbsent() is "nobody">> is home. <<elseif $gwylan.taken>> <<if $gwylan.taken is "scarred">> will <span class="red">protect you from the world, and protect the world from you</span>. <<elseif C.npc.Gwylan.dom gte 140>> wants to <span class="lewd">pamper you forever</span>. <<else>> will <span class="lewd">care for you</span>. <</if>> <<elseif $gwylan?.wary gte 2 && ($brownFoxRevealed or $gwylanSeen?.includes("auriga_scar"))>> <<if $avery_fate is "ascended" and $auriga_scar gte 1>> has been <span class="red">broken by your betrayal</span>. <<else>> is <span class="red">disappointed in you</span>. <</if>> <<elseif C.npc.Gwylan.dom gte 140>> <span class="forest-green">won't stop thinking of you</span>. <<elseif C.npc.Gwylan.dom gte 110>> <span class="green">can't stop thinking of you</span>. <<elseif C.npc.Gwylan.dom gte 80>> <span class="green">thinks of you all the time</span>. <<elseif C.npc.Gwylan.dom gte 50>> <span class="green">thinks of you often</span>. <<else>> <span class="teal">thinks of you fondly</span>. <</if>> <<elseif $gwylanSeen?.includes("partners")>> <<if $gwylan?.wary gte 2 && ($brownFoxRevealed or $gwylanSeen?.includes("auriga_scar"))>> <<if $avery_fate is "ascended" and $auriga_scar gte 1>> feels <span class="red">betrayed</span>. <<else>> is <span class="red">disappointed in you</span>. <</if>> <<elseif _gwylanStatus.includes("wantsPregnancy")>> is <span class="pink">lost in you</span>. <<elseif C.npc.Gwylan.dom gte 140>> seems <span class="witchbloom">conflicted</span>. <<elseif _gwylanStatus.includes("heat")>> <<if _gwylanTF.known>> is <span class="pink">in <<if C.npc.Gwylan.gender is "m">>rut<<else>>heat<</if>></span>. <<else>> is <span class="pink">acting strange around you</span>. <</if>> <<elseif C.npc.Gwylan.dom gte 110>> <span class="green">can't stop thinking of you</span>. <<elseif C.npc.Gwylan.dom gte 80>> <span class="green">thinks of you all the time</span>. <<elseif C.npc.Gwylan.dom gte 50>> <span class="green">thinks of you often</span>. <<else>> <span class="teal">thinks of you fondly</span>. <</if>> <<elseif $gwylanSeen?.includes("yearning") and C.npc.Gwylan.dom gte 25>> <<if $gwylan?.wary gte 2 && ($brownFoxRevealed or $gwylanSeen?.includes("auriga_scar"))>> <<if $avery_fate is "ascended" and $auriga_scar gte 1>> feels <span class="red">betrayed</span>. <<else>> is <span class="red">wary of you</span>. <</if>> <<elseif C.npc.Gwylan.dom gte 75 and $dateCount?.GwylanSex gte 5>> is <span class="pink">giving in to your advances</span>. <<elseif _gwylanStatus.includes("lust")>> is <span class="pink">wavering</span>. <<elseif C.npc.Gwylan.dom gte 50>> <span class="teal">enjoys your companionship</span>. <<else>> wants things to go <span class="purple">back to the way they were</span>. <</if>> <<else>> <<if $gwylan?.wary gt 1 && ($brownFoxRevealed or $gwylanSeen?.includes("auriga_scar"))>> is <span class="red">wary of you</span>. <<elseif _gwylanStatus.includes("aroused")>> is <span class="pink">nervous about how close you are becoming</span>. <<elseif _gwylanLovePercent gte 80>> <span class="green">knows there's something special about you</span>. <<elseif _gwylanLovePercent lt 65 and $gwylanTalked?.length gte 6 and !$daily.gwylan.clothesTalk>> is <span class="blue">eager to hear more of your stories</span>. <<elseif _gwylanLovePercent gte 60>> <span class="teal">thinks there's something special about you</span>. <<elseif _gwylanLovePercent gte 40>> is <span class="lblue">fascinated by you</span>. <<elseif _gwylanLovePercent gte 20 or $avery_mansion>> is <span class="blue">curious about you</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <!-- Persons of interest --> <<case Bailey>> Bailey <<if $renttime lte 0>> is <span class="red">ready to collect</span>. <<elseif $NPCName[_i].love gte 50>> thinks you <span class="blue">can handle yourself</span>. <<elseif $NPCName[_i].love gte 25>> thinks you're merchandise. <<else>> thinks you're bait. <</if>> <<case Briar>> Briar <<if $brothelshowdata?.missed>> is <span class="red">looking for you</span>. <<elseif $NPCName[_i].love gte 50>> <<if $NPCName[_i].dom gte 25>> thinks you're <span class="green"><<nnpc_his "Briar">> star</span>. <<else>> is <span class="teal">pleased with your success</span>. <</if>> <<elseif $NPCName[_i].love gte 25>> <<if $NPCName[_i].dom gte 25>> thinks you <span class="blue">can go the distance</span>. <<else>> thinks you <span class="blue">have what it takes</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <<if $NPCName[_i].dom gte $npcdomhigh>> thinks you're <span class="red">a common whore</span>. <<else>> thinks you're <span class="red">unprofessional</span>. <</if>> <<else>> <<if $NPCName[_i].dom gte 25>> wants you to <span class="purple">work harder</span>. <<else>> is <span class="pink">unimpressed with you</span>. <</if>> <</if>> <<case Charlie>> Charlie <<if $danceskill gte 800>> <<if $NPCName[_i].love gte 35>> thinks you're <span class="green"><<nnpc_his "Charlie">> star pupil</span>. <<else>> <span class="teal">recognises your talent</span>. <</if>> <<elseif $danceskill gte 400>> <<if $NPCName[_i].love gte 35>> <span class="teal">looks forward to seeing you in class</span>. <<else>> <span class="blue">sees your potential</span>. <</if>> <<elseif $danceskill gte 200>> <<if $NPCName[_i].love gte 35>> is happy to teach you. <<else>> wants to help you improve. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> thinks you're <span class="red">an arrogant pupil</span>. <<else>> is eager to show you the ropes. <</if>> <<case Darryl>> Darryl <<if $NPCName[_i].love gte 40>> <<if $NPCName[_i].dom gte 25>> wants to <span class="green">keep you safe</span>. <<else>> is <span class="teal">grateful you're in <<nnpc_his "Darryl">> life</span>. <</if>> <<elseif $NPCName[_i].love gte 20>> <<if $NPCName[_i].dom gte 25>> is <span class="blue">worried you're being exploited</span>. <<else>> finds you <span class="blue">comforting</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> thinks you're <span class="red">a disappointment</span>. <<else>> <<if $NPCName[_i].dom gte 25>> hopes you're being careful. <<else>> thinks you've got room to grow. <</if>> <</if>> <<case Doren>> Doren <<if $dorenintro gte 1>> <<if $NPCName[_i].love gte 50>> <span class="green">watches out for you</span>. <<else>> is <span class="teal">willing to listen</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <span class="red">expects better of you</span>. <<else>> <<if $NPCName[_i].love gte 50>> <span class="green">wishes other students had your enthusiasm</span>. <<elseif $NPCName[_i].love gte 25>> thinks you're <span class="teal">a fine student</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <<case Harper>> Harper <<if $awareness gte 400>> <<if $NPCName[_i].love gte 50>> is <span class="red">eager to treat you</span>. <<else>> wants to <span class="red">study you</span>. <</if>> <<elseif $awareness gte 200>> <<if $NPCName[_i].love gte 50>> is <span class="blue">keeping a careful eye on your progress</span>. <<else>> is <span class="blue">concerned for your well-being</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <<if $NPCName[_i].dom gte $npcdomhigh>> thinks you're <span class="red">pathetic</span>. <<elseif $NPCName[_i].dom lte $npcdomlow>> thinks you're <span class="red">irritating</span>. <<else>> thinks you're <span class="red">terrible</span>. <</if>> <<else>> <<if $NPCName[_i].love gte 50>> is <span class="green">glad that you are well</span>. <<else>> wants to <span class="green">check up on you</span>. <</if>> <</if>> <<case Jordan>> Jordan <<if $NPCName[_i].love gte 50>> considers you <span class="green">a valued member of the faith</span>. <<elseif $NPCName[_i].love gte 25>> is <span class="teal">impressed with your dedication</span>. <<else>> prays for you. <</if>> <<case Landry>> <<set $_mickey to $mickeyPub gte 2>> Landry<<if $_mickey>> and 'Mickey'<</if>> <<if $moneyStats?.pubStolenGoods?.earned gte 800000>> <<if $pub_task_stat gte 25>> <<if $_mickey>>are<<else>>is<</if>> <span class="green">glad you're on <<if $_mickey>>their<<else>><<nnpc_his "Landry">><</if>> side</span>. <<else>> <<if $_mickey>>are <span class="teal">impressed by your talents</span>.<<else>>is <span class="teal">impressed by your sticky fingers</span>.<</if>> <</if>> <<elseif $moneyStats?.pubStolenGoods?.earned gte 400000>> <<if $pub_task_stat gte 25>> think<<if !$_mickey>>s<</if>> you're <span class="teal">helpful</span>. <<else>> think<<if !$_mickey>>s<</if>> you're <span class="teal">profitable</span>. <</if>> <<elseif $moneyStats?.pubStolenGoods?.earned gte 100000>> <<if $pub_task_stat gte 25>> think<<if !$_mickey>>s<</if>> you're <span class="blue">useful</span>. <<else>> expect<<if !$_mickey>>s<</if>> good things from you. <</if>> <<else>> <<if $_mickey>>have<<else>>has<</if>> no strong opinion of you. <</if>> <<case Leighton>> Leighton <<if $NPCName[_i].love gte 50>> <<if $NPCName[_i].dom gte 20>> <<if $headdrive is 1>> has <span class="red">a folder devoted to you</span>. <<else>> shows <span class="lewd">special interest</span> in you. <</if>> <<else>> <<if $delinquency gte 400>> is aware of your reputation. <<else>> thinks you're <span class="lewd">a model student</span>. <</if>> <</if>> <<elseif $NPCName[_i].love gte 25>> <<if $NPCName[_i].dom gte 20>> sees you as <span class="lewd">an enthusiastic learner</span>. <<else>> <<if $delinquency gte 400>> is aware of your reputation. <<else>> recognises your studiousness. <</if>> <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> thinks you <span class="red">need to be taught a lesson</span>. <<else>> <<if $NPCName[_i].dom gte 20>> thinks you <span class="lewd">need hands-on education</span>. <<else>> <<if $delinquency gte 400>> is aware of your reputation. <<else>> is watching you. <</if>> <</if>> <</if>> <<case Mason>> Mason <<if $NPCName[_i].love gte 35>> <<if $NPCName[_i].lust gte 40>> <span class="lewd">can't get you out of <<nnpc_his "Mason">> mind</span>. <<else>> is <span class="green">proud of how far you've come</span>. <</if>> <<elseif $NPCName[_i].love gte 15>> <<if $NPCName[_i].lust gte 30>> has <span class="lewd">an interest in you</span>. <<else>> wants the best for you. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> wants you to <span class="red">push yourself</span>. <<else>> <<if $NPCName[_i].lust gte 20>> thinks you're <span class="lewd">a pest</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <<case Morgan>> Morgan <<if $NPCName[_i].love gte 50>> <span class="red">covets you</span>. <<elseif $NPCName[_i].love gte 25>> <span class="pink">wants you back</span>. <<else>> <span class="purple">wants you</span>. <</if>> <<case River>> River <<if $NPCName[_i].love gte 40>> thinks you <span class="green">will go far</span>. <<elseif $NPCName[_i].love gte 20>> <span class="teal">keeps an eye on you</span>. <<elseif $NPCName[_i].love lte $npclovelow>> <span class="red">expects better of you</span>. <<else>> <<if $soup_kitchen_known is 1>> is <span class="blue">unsure about you</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <<case Sam>> Sam <<if $chef_state gte 1>> <<if $chef_state gte 9>> <span class="gold">couldn't be happier with you</span>. <<elseif $chef_sus gte 50>> <span class="pink">wonders about your process</span>. <<elseif $NPCName[_i].love gte 25>> thinks you're <span class="green">the employee of the month</span>. <<else>> is <span class="teal">hopeful you'll work out as chef</span>. <</if>> <<else>> <<if $NPCName[_i].love gte 10>> is <span class="teal">beginning to trust you</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <<case Sirris>> Sirris <<if $adultshopunlocked>> <<if $NPCName[_i].love gte 50>> <<if $sydneyromance gte 1 and $sydneySeen?.includes("parent") and pregnancyCompatible("Sydney") and $rng gte 51>> <span class="green">wants grandkids</span>. <<else>> is <span class="teal">grateful for all that you've done</span>. <</if>> <<else>> thinks you're <span class="teal">considerate</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <span class="red">knows you can do better</span>. <<else>> <<if $NPCName[_i].love gte 50>> <span class="green">wishes other students had your enthusiasm</span>. <<elseif $NPCName[_i].love gte 25>> thinks you're <span class="teal">a fine student</span>. <<else>> <<if $adultshopintro>> <span class="blue">could use your help</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <</if>> <<case Winter>> Winter <<if $NPCName[_i].love gte 75>> <<set $_antiquesFound to Object.values($museumAntiques.antiques).filter(status => status !== "notFound").length>> <<set $_paintingsFound to Object.values($museumAntiques.paintings).filter(status => status !== "notFound").length>> <<set $_totalFound to $_antiquesFound + $_paintingsFound>> <<if $_totalFound is $museumAntiques.maxCount + Object.values($museumAntiques.paintings).length>> views you as <span class="green">a fellow historian</span>. <<else>> considers you <span class="green"><<nnpc_his "Winter">> assistant</span>. <</if>> <<elseif $NPCName[_i].love gte 50>> is <span class="teal">impressed with your respect for history</span>. <<elseif $NPCName[_i].love gte 25>> <span class="teal">appreciates your help</span>. <<elseif $NPCName[_i].love lte $npclovelow>> thinks you're <span class="red">insolent</span>. <<else>> has no strong opinion of you. <</if>> <<case Niki>> Niki <<if $photo_known gte 2>> <<if $NPCName[_i].love gte 50>> <<if $fame.model gte 2000>> considers you <span class="green"><<nnpc_his "Niki">> muse</span>. <<else>> considers you <span class="green">a professional</span>. <</if>> <<elseif $NPCName[_i].love gte 25>> considers you <span class="teal">a colleague</span>. <<elseif $NPCName[_i].love lte $npclovelow>> thinks you're <span class="red">obnoxious</span>. <<else>> thinks you're <span class="blue">a novice</span>. <</if>> <<else>> has no strong opinion of you. <</if>> <<case Quinn>> Quinn <<if $NPCName[_i].love gte 50>> <<if $NPCName[_i].lust gte 40>> thinks you're <span class="red">wonderful</span>. <<else>> is <span class="pink">monitoring you</span>. <</if>> <<elseif $NPCName[_i].love gte 25>> <<if $NPCName[_i].lust gte 30>> has <span class="purple">taken an interest in you</span>. <<else>> has you <span class="blue">on <<nnpc_his "Quinn">> radar</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> thinks you're <span class="red">terrible</span>. <<else>> <<if $NPCName[_i].lust gte 20>> keeps you <span class="blue">in the back of <<nnpc_his "Quinn">> mind</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <<case Remy>> Remy <<if $livestock_intro isnot undefined>> <<if $NPCName[_i].love gte 50>> <<if $NPCName[_i].dom gte 25>> thinks you're <span class="red">the pride of the herd</span>. <<else>> wishes you weren't so defiant. <</if>> <<elseif $NPCName[_i].love gte 25>> <<if $NPCName[_i].dom gte 25>> is <span class="pink">pleased with your production</span>. <<else>> is <span class="purple">willing to show you your place</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <<if $NPCName[_i].dom gte $npcdomhigh>> will <span class="red">milk you for all you're worth</span>. <<elseif $NPCName[_i].dom lte $npcdomlow>> is <span class="red">determined to break you</span>. <<else>> thinks you're <span class="red">a stubborn <<= $player.gender_appearance is "m" ? "bull" : "cow">></span>. <</if>> <<else>> <<if $NPCName[_i].dom gte 25>> is <span class="purple">committed to improving your yield</span>. <<else>> thinks you <span class="red">need to be broken</span>. <</if>> <</if>> <<else>> has no strong opinion of you. <</if>> <<case Wren>> Wren <<if $NPCName[_i].love gte 35>> <<if $NPCName[_i].dom gte 25>> finds you <span class="green">entertaining</span>. <<else>> is <span class="green">up for anything</span>. <</if>> <<elseif $NPCName[_i].love gte 15>> <<if $NPCName[_i].dom gte 25>> is <span class="teal">intrigued by you</span>. <<else>> thinks you're <span class="teal">fun</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <<if $NPCName[_i].dom gte $npcdomhigh>> thinks you <span class="red">can't be trusted</span>. <<elseif $NPCName[_i].dom lte $npcdomlow>> thinks you're <span class="red">a cheat</span>. <<else>> thinks you're <span class="red">a pain</span>. <</if>> <<else>> <<if $NPCName[_i].dom gte 25>> thinks you're <span class="pink">cute, but boring</span>. <<else>> is cautious around you. <</if>> <</if>> <<case Zephyr>> Zephyr <<if $NPCName[_i].love gte 75>> <<if $pirate_rank is 1>> wants you to <span class="green">see the world</span>. <<else>> will <span class="green">show you the world</span>. <</if>> <<elseif $NPCName[_i].love gte 50>> enjoys <span class="teal"><<nnpc_his "Zephyr">> adventures with you</span>. <<else>> thinks you're sheltered. <</if>> <!-- Default cases --> <<default>> _npc <<if $NPCName[_i].love gte $npclovehigh>> <<if $NPCName[_i].dom gte $npcdomhigh>> thinks you're <span class="green">adorable</span>. <<elseif $NPCName[_i].dom lte $npcdomlow>> thinks you're <span class="green">inspiring</span>. <<else>> thinks you're <span class="green">delightful</span>. <</if>> <<elseif $NPCName[_i].love lte $npclovelow>> <<if $NPCName[_i].dom gte $npcdomhigh>> thinks you're <span class="red">pathetic</span>. <<elseif $NPCName[_i].dom lte $npcdomlow>> thinks you're <span class="red">irritating</span>. <<else>> thinks you're <span class="red">terrible</span>. <</if>> <<else>> <<if $NPCName[_i].dom gte $npcdomhigh>> thinks you're <span class="pink">cute</span>. <<elseif $NPCName[_i].dom lte $npcdomlow>> <span class="teal">looks up to you</span>. <<else>> has no strong opinion of you. <</if>> <</if>> <</switch>> <</widget>> <<widget "push_nnpc_genderknown">> <!-- Can be used in any situation to let all active named NPCs known the player's gender --> <!-- Use _args[0] to ignore clothing --> <!-- Won't ignore the chastity belt's "hidden" property (for now) --> <<if _args[0] or $exposed gte 2>> <<if !playerChastity("hidden")>> <<run $npc.forEach(npc => $genderknown.pushUnique(npc))>> <</if>> <</if>> <</widget>><<widget "underworld_nickname">><<silently>> <<if $fame.sex gte 400>> <<if $fame.prostitution gte 400>> <<if $fame.rape gte 400>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Our Boy">> <<else>> <<set _text_output to "Our Girl">> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<set _text_output to "The Boy">> <<else>> <<set _text_output to "The Girl">> <</if>> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Plaything">> <<else>> <<set _text_output to "Fucktoy">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Pike">> <<else>> <<set _text_output to "Rapier">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Ultra Slut">> <<else>> <<set _text_output to "Super Slut">> <</if>> <</if>> <</if>> <<else>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Milker">> <<else>> <<set _text_output to "Milky">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Kibbles">> <<else>> <<set _text_output to "Nibbles">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Weaver">> <<else>> <<set _text_output to "Needle">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Pokies">> <<else>> <<set _text_output to "Pokey">> <</if>> <</if>> <</if>> <</if>> <<else>> <<if $fame.rape gte 400>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Wolf Whore">> <<else>> <<set _text_output to "Wolf Slut">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Dog Whore">> <<else>> <<set _text_output to "Dog Slut">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Spike">> <<else>> <<set _text_output to "Rough-and-Tumble">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Freebies">> <<else>> <<set _text_output to "Free Slut">> <</if>> <</if>> <</if>> <<else>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Doggy Squeezer">> <<else>> <<set _text_output to "Wolf Warrior">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Doggy Milker">> <<else>> <<set _text_output to "Wolf Rider">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Pimp">> <<else>> <<set _text_output to "Madame">> <</if>> <<else>> <<set _text_output to "Sabre">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Slut Dad">> <<else>> <<set _text_output to "Slut Mum">> <</if>> <<else>> <<set _text_output to "Slut">> <</if>> <</if>> <</if>> <</if>> <</if>> <<else>> <<if $fame.prostitution gte 400>> <<if $fame.rape gte 400>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Hound Father">> <<else>> <<set _text_output to "Hound Mother">> <</if>> <<else>> <<set _text_output to "Hound">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Dogged One">> <<else>> <<set _text_output to "Pup">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Dagger">> <<else>> <<set _text_output to "Scar">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Sex Beggar">> <<else>> <<set _text_output to "Rape Beggar">> <</if>> <</if>> <</if>> <<else>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Fang">> <<else>> <<set _text_output to "Claw">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "The Hound">> <<else>> <<set _text_output to "Puppy">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Stiletto">> <<else>> <<set _text_output to "Knife">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Whoredad">> <<else>> <<set _text_output to "Whoremum">> <</if>> <<else>> <<set _text_output to "Penny Chaser">> <</if>> <</if>> <</if>> <</if>> <<else>> <<if $fame.rape gte 400>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "Tasty">> <<else>> <<set _text_output to "The Rabbit">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Kitten">> <<else>> <<set _text_output to "Bitch">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "The Rough One">> <<else>> <<if $player.gender_appearance is "m">> <<set _text_output to "Spear-Prick">> <<else>> <<set _text_output to "Vagina Dentata">> <</if>> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Free Samples">> <<else>> <<set _text_output to "Rape Bait">> <</if>> <</if>> <</if>> <<else>> <<if $fame.bestiality gte 400>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Den Father">> <<else>> <<set _text_output to "Den Mother">> <</if>> <<else>> <<set _text_output to "The Wolf">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<set _text_output to "Rancher">> <<else>> <<set _text_output to "Paw">> <</if>> <</if>> <<else>> <<if $fame.scrap gte 400>> <<if $fame.pimp gte 400>> <<set _text_output to "The Rat">> <<else>> <<set _text_output to "Scrappy">> <</if>> <<else>> <<if $fame.pimp gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Dad">> <<else>> <<set _text_output to "Mum">> <</if>> <<else>> <<set _text_output to "meat">> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if _args[0] is "cap">><<capitalise>><</if>> <</silently>><<print _text_output>><</widget>> <<widget "overworld_nickname">><<silently>> <<if $fame.exhibitionism gte 400>> <<if $fame.good gte 400>> <<if $fame.business gte 400>> <<if $fame.social gte 400>> <<set _text_output to "The Orphan">> <<elseif $fame.model gte 400>> <<set _text_output to "Crowd Pleaser">> <<else>> <<set _text_output to "Gold Heart">> <</if>> <<else>> <<if $fame.social gte 400>> <<if $fame.model gte 400>> <<set _text_output to "Scandalous">> <<else>> <<set _text_output to "Flaunty">> <</if>> <<else>> <<if $fame.model gte 400>> <<set _text_output to "Venus">> <<else>> <<set _text_output to "Smiles">> <</if>> <</if>> <</if>> <<else>> <<if $fame.business gte 400>> <<if $fame.social gte 400>> <<if $fame.model gte 400>> <<set _text_output to "Centerfold">> <<else>> <<set _text_output to "Orchid">> <</if>> <<else>> <<if $fame.model gte 400>> <<set _text_output to "Hot Shot">> <<else>> <<if $player.gender_appearance is "m">> <<set _text_output to "Suspicious Shop Boy">> <<else>> <<set _text_output to "Suspicious Shop Girl">> <</if>> <</if>> <</if>> <<else>> <<if $fame.social gte 400>> <<if $fame.model gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Star">> <<else>> <<set _text_output to "Starlet">> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<set _text_output to "Party Boy">> <<else>> <<set _text_output to "Party Girl">> <</if>> <</if>> <<else>> <<if $fame.model gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Pin-Up Boy">> <<else>> <<set _text_output to "Pin-Up Girl">> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<set _text_output to "Lewd Boy">> <<else>> <<set _text_output to "Lewd Girl">> <</if>> <</if>> <</if>> <</if>> <</if>> <<else>> <<if $fame.good gte 400>> <<if $fame.business gte 400>> <<if $fame.social gte 400>> <<if $fame.model gte 400>> <<set _text_output to "Icon">> <<else>> <<set _text_output to "Flower">> <</if>> <<else>> <<if $fame.model gte 400>> <<set _text_output to "Mascot">> <<else>> <<set _text_output to "Charity">> <</if>> <</if>> <<else>> <<if $fame.social gte 400>> <<if $fame.model gte 400>> <<set _text_output to "Poppet">> <<else>> <<set _text_output to "Preachy">> <</if>> <<else>> <<if $fame.model gte 400>> <<set _text_output to "Muse">> <<else>> <<set _text_output to "Angel">> <</if>> <</if>> <</if>> <<else>> <<if $fame.business gte 400>> <<if $fame.social gte 400>> <<if $fame.model gte 400>> <<set _text_output to "Promo">> <<else>> <<set _text_output to "Tulip">> <</if>> <<else>> <<if $fame.model gte 400>> <<set _text_output to "Money Shot">> <<else>> <<if $player.gender_appearance is "m">> <<set _text_output to "Shop Boy">> <<else>> <<set _text_output to "Shop Girl">> <</if>> <</if>> <</if>> <<else>> <<if $fame.social gte 400>> <<if $fame.model gte 400>> <<set _text_output to "Trendy">> <<else>> <<set _text_output to "Wallflower">> <</if>> <<else>> <<if $fame.model gte 400>> <<if $player.gender_appearance is "m">> <<set _text_output to "Glamour Boy">> <<else>> <<set _text_output to "Glamour Girl">> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<set _text_output to "some orphan boy">> <<else>> <<set _text_output to "some orphan girl">> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<if _args[0] is "cap">><<capitalise>><</if>> <</silently>><<print _text_output>><</widget>> <<widget "pcpetname">><<silently>> <<if _args[0]>> <<set $_npc to _args[0]>> <<elseif $npc.length gte 1>> <<set $_npc to $npc[0]>> <</if>> <<set $_mod to _args[1]>> <<if $wraith.mimic is $_npc>> <<set $_wraith to true>> <</if>> <<set _names to []>> <<set _gender to $player.gender_appearance>> <<switch $_npc>> <<case "Avery" "avery">> /* note: female terms for male pc are intentional */ <<set _names.push(_gender is "m" ? "boy" : "girl")>> <<set _love to C.npc.Avery.love>> <<set _rage to C.npc.Avery.rage>> <<set _dom to C.npc.Avery.dom>> <<if _love + _rage gte 25>> /* generic */ <<if _love gte 30>> <<set _names.push("doll", "sunshine")>> <<if _love gte 60>> <<set _names.push("princess")>> <<if _gender is "m">><<set _names.push("prince")>><</if>> <</if>> <</if>> <<if _rage gte 30>> <<set _names.push("brat")>> <<if _rage gte 60>> <<set _names.push("cunt")>> <<if _gender is "m">><<set _names.push("dick")>><</if>> <</if>> <</if>> /* tf */ <<if ($cat gte 6) and ($transformationParts.cat.ears isnot "hidden") and ($transformationParts.cat.tail isnot "hidden")>> <<set _names.push("kitten", "pussy")>> <</if>> <<if ($wolfgirl gte 6) and ($transformationParts.wolf.ears isnot "hidden") and ($transformationParts.wolf.tail isnot "hidden")>> <<set _names.push("puppy", "pup")>> <</if>> <<if ($cow gte 6) and ($transformationParts.cow.ears isnot "hidden") and ($transformationParts.cow.tail isnot "hidden") and ($transformationParts.cow.horns isnot "hidden")>> <<set _names.push(_gender is "m"? "cowboy" : "cowgirl")>> <</if>> <<if ($harpy gte 6) and ($transformationParts.bird.wings isnot "hidden") and ($transformationParts.bird.tail isnot "hidden") and ($transformationParts.bird.plumage isnot "hidden")>> <<set _names.push("nestling", "cygnet")>> <</if>> <<if ($fox gte 6) and ($transformationParts.fox.ears isnot "hidden") and ($transformationParts.fox.tail isnot "hidden")>> <<set _names.push(_gender is "m" ? "kit" : "vixen")>> <</if>> <<if ($angel gte 6) and ($transformationParts.angel.wings isnot "hidden") and ($transformationParts.angel.halo isnot "hidden")>> <<set _names.push("angel", "cherub")>> <</if>> <<if ($demon gte 6) and ($transformationParts.demon.wings isnot "hidden") and ($transformationParts.demon.tail isnot "hidden") and ($transformationParts.demon.horns isnot "hidden")>> <<set _names.push("demon", "succubus")>> <<if _gender is "m">><<set _names.push("incubus")>><</if>> <</if>> /* attitude and dominance */ <<if random(0, 100) lt 40>> <<if $submissive gte 1150 or _dom gte 25>> <<set _names.push("pet")>> <<if $submissive gte 1500 or _dom gte 50>> <<set _names.push("toy")>> <<if $submissive gte 1900 or _dom gte 75>> <<set _names.push("slave")>> <</if>> <</if>> <</if>> <</if>> /* fame */ <<if random(0, 100) lt 20>> <<if $fame.exhibitionism gte 400>> <<set _names.push("show off")>> <<if $fame.exhibitionism gte 600>> <<set _names.push("flaunty")>> <</if>> <</if>> <<if $fame.sex gte 400>> <<set _names.push("nymph")>> <<if $fame.sex gte 600>> <<set _names.push("slut")>> <</if>> <</if>> <<if $fame.prostitution gte 400>> <<set _names.push("tramp")>> <<if $fame.prostitution gte 600>> <<set _names.push("whore")>> <</if>> <</if>> <<if $fame.rape gte 400>> <<set _names.push("fuckdoll")>> <<if $fame.rape gte 600>> <<set _names.push("fucktoy")>> <</if>> <</if>> <</if>> /* mimic */ <<if $_wraith>> <<set _names.push("thief","graverobber")>> <</if>> <</if>> /* pick and decorate */ <<set _text_output to _names.pluck()>> <<if _love gte 30 and random(0, 100) lt _love - 30 and !["boy","girl"].includes(_text_output)>> <<set _text_output to "little " + _text_output>> <</if>> <<if _rage gte 50 and random(0, 100) lt _rage - 30>> <<set _text_output to "insufferable " + _text_output>> <</if>> <<if _love gte 60 and random(0, 100) lt _love - 30 and _args[1] isnot "my">> <<set _text_output to "my " + _text_output>> <</if>> <<case "wraith" "Wraith" "Ivory Wraith">> <<set _pre to [""]>> /* generic */ <<set _names.push( "manifestation", "reflection", "body" )>> <<if playerIsPregnant()>> <<set _names.push("lifebearer")>> <</if>> <<if $location is "lake" or $location is "forest">> <<set _names.push("trespasser")>> <</if>> <<if $avery_fate is "ascended">> <<set _names.push("betrayer", "footstool")>> <</if>> /* angry or calm */ <<if $wraith.state is "haunt" and $_mod isnot "nice" or $_mod is "angry">> <<set _names.push( "graverobber","graverobber","graverobber","graverobber","graverobber","graverobber", "thief","thief","thief","thief", "vulture","vulture", "forsaker", "scion", "twig" )>> <<if playerIsPregnant()>> <<set _names.push("seedbed")>> <</if>> <<set _pre.push( "wretched ", "baleful ", "cruel " )>> <<else>> <<if $wraith.state is "despair">> <<set _names.push("accomplice")>> <</if>> <<set _names.push( "promise", "droplet", "memory", "pearl" )>> <<if $temple_rank isnot undefined and $temple_rank isnot "prospective">> <<set _names.push( "coalwalker" )>> <</if>> <<if $temple_confessor_intro>> <<set _names.push( "confessor" )>> <</if>> <</if>> /* offspring */ <<if ["dead","sold"].includes($wraith.offspring)>> <<set _names.push( "oathbreaker", "mutineer", "serpent" )>> <</if>> /* tfs, intended to not check for part visibility */ <<if $angel gte 6>> <<set _names.push( "messenger", "gaoler" )>> <<set _pre.push("fluttering ")>> <</if>> <<if $fallenangel gte 2>> <<set _names.push( "wingless", "shard" )>> <<set _pre.push("fallen ")>> <</if>> <<if $demon gte 6>> <<set _names.push( "hellion", "imp" )>> <</if>> /* pick and decorate */ <<set _text_output to _names.pluck()>> <<if random(1,100) lte 15>> <<set _text_output to _pre.pluck() + _text_output>> <</if>> <<case "gwylan" "Gwylan">> <<set _yearning to C.npc.Gwylan.dom>> <<if ["good", "dear", "bad", "naughty"].includes(_args[1])>> <<set _names.push(_gender is "m" ? "boy" : "girl")>> <</if>> /* tfs, intended to not check for part visibility */ <<if $cat gte 6>> <<set _names.push("kitty")>> <<if ["name"].includes(_args[1])>> <<set _names.push("paws")>> <<if $gwylanSeen?.includes("cream_lick")>> <<set _names.push("rough-tongue")>> <</if>> <</if>> <<elseif $wolfgirl gte 6>> <<set _names.push("puppy")>> <<if _yearning gte 100>> <<set _names.push("dog")>> <<if $angel gte 6 or $fallenangel gte 2 or $dryad gte 6>> <<set _names.push("mutt")>> <</if>> <<if $demon gte 6>> <<set _names.push("hellpup")>> <</if>> <</if>> <<elseif $harpy gte 6>> <<set _names.push("birdie", "canary")>> <<if $demon gte 6>> <<set _names.push("siren")>> <</if>> <<if ["name"].includes(_args[1])>> <<set _names.push("chirp")>> <</if>> <<elseif $fox gte 6>> <<set _names.push("kit")>> <<if ["name"].includes(_args[1])>> <<set _names.push("vix")>> <<if $gwylanSeen?.includes("gwylan_tf_revealed")>> <<set _names.push("kin")>> <</if>> <<if $demon gte 6>> <<set _names.push("foxfire")>> <</if>> <</if>> <<elseif $cow gte 6>> <<set _names.push("calf")>> <<if ["name"].includes(_args[1])>> <<set _names.push("bright eyes")>> <</if>> <<elseif _yearning gte 35>> <<set _names.push("puppy")>> <</if>> <<if $angel gte 6 or $fallenangel gte 2>> <<if ["name"].includes(_args[1])>> <<set _names.push("angel eyes", "twinkle-top")>> <</if>> <<elseif $demon gte 6>> <<elseif $dryad gte 6>> <<set _names.push("seedling", "sprout")>> <</if>> /* clothing */ <<if $worn.upper.name is "pumpkin dress">> <<set _names.push("pumpkin")>> <</if>> /* other */ <<if (_yearning gte 75 or $hypnosis_traits.devotion gte 4) and ["simple", undefined].includes(_args[1]) or ["my"].includes(_args[1])>> <<set _names.push("pet")>> <</if>> <<if $gwylanSeen?.includes("romance") and ["simple", "name", undefined].includes(_args[1])>> <<set _names.push("love", "dearest")>> <</if>> <<if _names.length is 0 or ["simple", "name", undefined].includes(_args[1])>> <<set _names.push("dear")>> <</if>> /* pick and decorate */ <<set _text_output to _names.pluck()>> <<if !["simple", "bad", "naughty", "good", "dear", "name"].includes(_args[1]) and (_args[1] is "my" or _yearning gte 75 and random(0, 150) lt _yearning - 50 or _text_output.includes("pet"))>> <<set $_addMyToStart to true>> <</if>> <<if !["simple", "name"].includes(_args[1]) and random(0, 150) lt _yearning - 50 and !["boy","girl","dear","love","dearest"].includes(_text_output)>> <<set _text_output to "little " + _text_output>> <</if>> <<if !["simple", "bad", "naughty", "name"].includes(_args[1]) and (["good", "dear"].includes(_args[1]) or _yearning gte 60 and random(0, 150) lt _yearning - 50 and !$gwylan.punishment and $_addMyToStart) and !["dear","love","dearest"].includes(_text_output)>> <<if ["good", "dear"].includes(_args[1])>> <<if _args[1] is "good">> <<set _text_output to "good " + _text_output>> <<else>> <<set _text_output to "dear " + _text_output>> <</if>> <<elseif random(0, 1)>> <<set _text_output to "good " + _text_output>> <<else>> <<set _text_output to "dear " + _text_output>> <</if>> <<elseif !["simple", "good", "dear", "name"].includes(_args[1]) and (["bad", "naughty"].includes(_args[1]) or $gwylan.punishment and $_addMyToStart) and !["dear","love","dearest"].includes(_text_output)>> <<if ["bad", "naughty"].includes(_args[1])>> <<if _args[1] is "bad">> <<set _text_output to "bad " + _text_output>> <<else>> <<set _text_output to "naughty " + _text_output>> <</if>> <<elseif random(0, 1)>> <<set _text_output to "bad " + _text_output>> <<else>> <<set _text_output to "naughty " + _text_output>> <</if>> <</if>> <<if $_addMyToStart>> <<set _text_output to "my " + _text_output>> <</if>> <<default>> <<girl>> <</switch>> <</silently>><<print _text_output>><</widget>> <<widget "pcPetname">><<silently>> <<pcpetname _args[0] _args[1]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "foxnickname">><<silently>> <<if $fox gte 6>> <<set _text_output to "kit">> <<elseif $cat gte 6>> <<set _text_output to "stray">> <<elseif $wolfgirl gte 6>> <<set _text_output to "pup">> <<else>> <<set _text_output to "meat">> <</if>> <</silently>><<print _text_output>><</widget>><<widget "orgasm">> <<orgasmstat>><<orgasmcount 1>><<set $orgasmdown to 3>> <<if $combat is 1>> <<set $speechcum to 1>><<set $speechorgasmcount += 1>> <</if>> <<tinyPenisDryOrgasmChance>> <<if $hypnosis_traits.silence>> <<set _noSlimes to true>> <</if>> <<if $earSlime.growth gte 100 and $earSlime.defyCooldown gte Math.clamp(30 - Math.floor($earSlime.growth / 9), 2, 20) and !$possessed and $settings.ruinedOrgasmEnabled and !_noSlimes>> <span class="red">You are almost overcome by sensation, but it ends prematurely.</span><<pain 10>><<stress 10>><<gpain>><<gstress>> <br> <<set _deniedOrgasm to true>> <<set $ruinedOrgasmStat++>> <<set $ruinedOrgasmTimeStat to Time.date.timeStamp>> <<if $masturbating>> <<set $masturbationRuinedOrgasm++>> <</if>> <<elseif $player.penisExist>> <<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>> <<set _cumDesc to "watery cum">> <<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 100>> <<set _cumDesc to "thick cum">> <<else>> <<set _cumDesc to "cum">> <</if>> <<if $femaleclimax is 1>> <span class="pink">You are overcome by sensation and climax like a girl.</span> <<semenvolume `$player.penissize is -2 ? -5 : -1`>> <<elseif $semen_volume is 0 or $semen_amount lt 0.1>> <span class="pink">You are overcome by sensation and climax, but nothing comes out.</span> <<set $femaleclimax to 1>> <<semenvolume -1>> <<else>> <<set $parasitePenis to $player.sex is "f" and $parasite.clit.name is "parasite" ? " parasitic" : "">> <<if !playerHasStrapon()>> <<bodyliquid "penis" "semen">> <</if>> <<if wearingCondom("player")>> <<set _condom to $player.condom.state>> <</if>> <<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">> /* No need for you to know it breaks */ <<elseif _condom is "defective">> <span class="red">The condom broke.</span> <<elseif _condom is "sabotaged">> <span class="red">The tip of the condom bursts, exposing the head of your<<print $parasitePenis>> penis.</span> <</if>> <<if $parasite.penis.name and $parasite.penis.name isnot "parasite">> <span class="pink">You are overcome by sensation and ejaculate into the parasite latched onto your<<print $parasitePenis>> penis.</span> <<elseif $worn.genitals.name is "chastity parasite">> <span class="pink">You are overcome by sensation and climax into your chastity parasite.</span> <<elseif _condom is "normal" or _condom is "used">> <span class="pink">You are overcome by sensation and ejaculate into the condom that covers your<<print $parasitePenis>> penis.</span> <<set $player.condom.state to "used">> <<elseif playerHasStrapon()>> <span class="pink">You are overcome by sensation and climax under your strap-on.</span> <<elseif $penisuse is "othervagina">> <<if $NPCList[$penistarget].vagina is "penis">> <<personselect $penistarget>> <<penileejacstat>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> deep into <<his>> womb.</span> <<if $earSlime.event is "ejaculate into someone's vagina">> <<set $earSlime.event to "">> <<set $_earslimeEjaculateTask to true>> <</if>> <<internalejac>><<creampie "npc" "vagina">><<fillOther>> <<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 75>> <<set _orgasmSpermRng to 25>> <<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 75>> <<set _orgasmSpermRng to 200>> <<else>> <<set _orgasmSpermRng to 100>> <</if>> <<if $semen_amount lte ($semen_volume * (6 / 24))>> <<set _orgasmSpermRng to Math.floor(_orgasmSpermRng / 2)>> <</if>> <<if $abomination is 1>> /*ToDo: Pregnancy, figure out how the Wraith, plantpeople, etc will handle pregnancy.*/ <<elseif $npcrow.includes($penistarget)>> <<recordSperm `{target: $NPCList[$penistarget].fullDescription, spermOwner: "pc", spermType: "human", rngModifier: _orgasmSpermRng}`>> <<elseif $NPCList[$penistarget].pregnancy is 0 and ["realistic", "fetish"].includes($settings.pregnancyType)>> /* Pregnancy Count */ <<set $_count to Object.values($storedNPCs).reduce((prev, curr) => { if(curr.pregnancy) return prev + 1; return prev; },0)>> /* Pregnancy chance checks */ <<set $_impregnatedChance to 200 / (20 - $settings.baseNpcPregnancyChance)>> <<if V.sexStats.pills.pills["fertility booster"].doseTaken gt 0>> <<set $_impregnatedChance to Math.ceil($_impregnatedChance * (1 + (V.sexStats.pills.pills["fertility booster"].doseTaken * 0.5)))>> <</if>> <<if V.sexStats.pills.pills["contraceptive"].doseTaken gt 0>> <<set $_impregnatedChance to Math.ceil($_impregnatedChance * 0.1)>> <</if>> <<set $_impregnatedChance to Math.floor($_impregnatedChance * (_orgasmSpermRng / 100))>> /*If random NPC is impregnated, store NPC and fetus*/ <<if ($_impregnatedChance gte random(0,200) or _npcForceImpregnation)>> <<switch $NPCList[$penistarget].type>> <<case "human">><<set $_pregnancy to pregnancyGenerator.human(V.NPCList[$penistarget], "pc", true)>> <<case "wolf">><<set $_pregnancy to pregnancyGenerator.wolf(V.NPCList[$penistarget], "pc", true, "vagina", false)>> <<case "wolfgirl" "wolfboy">><<set $_pregnancy to pregnancyGenerator.wolf(V.NPCList[$penistarget], "pc", true, "vagina", true)>> <</switch>> <<if $_pregnancy and !(typeof $_pregnancy is "string" || $_pregnancy instanceof String)>> <<if $consensual is 1 and ((random(0, 1 + $_count) is 0 and $_count lte 10) or (setup.pregnancy.randomAlwaysKeep.includes($location) and $_count lte 15))>> <<storeNPC $penistarget "pregnancy">> <<set $storedNPCs[_lastStoredName].pregnancy to $_pregnancy>> <</if>> <<if $settings.pregnancyType is "fetish">><<set _npcIsNowPregnant to $NPCList[$penistarget].fullDescription>><</if>> <<set $NPCList[$penistarget].pregnancy to 1>> <</if>> <</if>> <</if>> <<elseif $NPCList[$penistarget].vagina is "penisimminent" or $NPCList[$penistarget].vagina is "penisentrance">> <<personselect $penistarget>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on <<his>> pussy.</span> <</if>> <<elseif $penisuse is "otheranus">> <<for $_i = 0; $_i lt $enemynomax; $_i++>> <<if $NPCList[$_i].penis is "otheranus" or $NPCList[$_i].vagina is "otheranus">> <<personselect $_i>> <<penileejacstat>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> deep into <<his>> bowels.</span> <<internalejac>><<creampie "npc" "anus">><<fillOther>> <<elseif $NPCList[$_i].penis is "otheranusimminent" or $NPCList[$_i].penis is "otheranusentrance" or $NPCList[$_i].vagina is "otheranusimminent" or $NPCList[$_i].vagina is "otheranusentrance">> <<personselect $_i>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on <<his>> ass.</span> <</if>> <</for>> <<elseif $penisuse is "othermouth">> <<for $_i = 0; $_i lt $enemynomax; $_i++>> <<if $NPCList[$_i].mouth is "penis">> <<personselect $_i>> <<penileejacstat>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> into <<his>> mouth.</span> <<internalejac>><<creampie "npc" "mouth">><<fillOther>> <<elseif $NPCList[$_i].mouth is "penisimminent" or $NPCList[$_i].mouth is "penisentrance">> <<personselect $_i>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on <<his>> face.</span> <</if>> <</for>> <<elseif $penisuse is "otherpenis">> <<for $_i = 0; $_i lt $enemyno; $_i++>> <<if $NPCList[$_i].penis is "penis">> <<personselect $_i>> <<penileejacstat>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> over <<his>> penis.</span> <<internalejac>><<fillOther>> <!-- <<creampie "npc" "penis">> --> <<elseif $NPCList[$_i].penis is "penisimminent" or $NPCList[$_i].penis is "penisentrance">> <<personselect $_i>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> over <<his>> cock and stomach.</span> <</if>> <</for>> <<elseif $penisuse is "tentacle">> <<if $penisstate isnot "tentacleentrance" and $penisstate isnot "tentacleimminent">> <<penileejacstat>> <span class="pink">You are overcome by sensation. The $tentaclePenis milks you of your semen.</span> <<internalejac>><<fillOther>> <!-- <<creampie "npc" "tentacle">> --> <<else>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> on the $tentaclePenis.</span> <</if>> <<elseif $mouth is "mpenisentrance">> <span class="pink"> You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis onto your face<<if $rng gte 11 and $semen_amount gt ($semen_volume / 24) * 18>> and hair.<<bodyliquid "hair" "semen">><<else>>.<</if>> </span> <<if $semen_amount gt ($semen_volume / 24) * 18>> <<bodyliquid "face" "semen">> <</if>> <<elseif $mouth is "mpenis">> <<if $selfsuckDepth gte 2>> <span class="pink">You are overcome by sensation. A surge of _cumDesc pumps up the length of your<<print $parasitePenis>> penis and flows straight down your throat.</span> <<else>> <span class="pink">You are overcome by sensation and ejaculate<<if _cumDesc isnot "cum">> _cumDesc<</if>> in your mouth, forcing you to quickly drink it down.</span> <</if>> <<set $_released to calculateSemenReleased()>> <<if $_released gt 0>> <<oralejacstat>><<cumswallow "pc" $_released>> <</if>> <<elseif playerChastity()>> <span class="pink">You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis into your $worn.genitals.name.</span> <<elseif $leftarm is "mpenisentrance" or $rightarm is "mpenisentrance">> <<if $leftarm is "mpenisentrance" and $semen_amount gte random(500,1500)>> <<set $leftFingersSemen to 1>> <<set $_hand to "left hand">> <</if>> <<if $rightarm is "mpenisentrance" and $semen_amount gte random(500,1500)>> <<set $rightFingersSemen to 1>> <<set $_hand to ($_hand is undefined ? "right hand" : "hands")>> <</if>> <span class="pink">You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis<<if $_hand>>, and some of it gets on your $_hand<</if>>.</span> <<else>> <span class="pink">You are overcome by sensation. A surge of _cumDesc erupts from your<<print $parasitePenis>> penis.</span> <</if>> <<if $semen_amount lte ($semen_volume * (6 / 24))>> <span class="pink">Exhausted, your body only manages to produce a few droplets of watery cum.</span> <<semenvolume -2>> <<elseif $semen_amount lte ($semen_volume * (12 / 24))>> <span class="pink">Tired from overuse, your cum is thin and watery.</span> <<semenvolume -1>> <<elseif $semen_amount lte ($semen_volume * (18 / 24))>> <span class="pink">The repeated orgasms are taking their toll, reducing the amount of _cumDesc your body manages to produce.</span> <<semenvolume -1>> <</if>> <</if>> <</if>> <<if $player.vaginaExist and !_deniedOrgasm>> <<if !$player.penisExist>> <span class="pink">You are overcome by sensation and climax.</span> <</if>> <<if $leftarm is "mvaginafist" or $rightarm is "mvaginafist">> <span class="pink">You feel your muscles clamp down around your hand, pulsing as your orgasm runs its course.</span> <<elseif $leftarm is "mvagina" or $rightarm is "mvagina">> <span class="pink">You feel your muscles clamp down around your fingers, pulsing as your orgasm runs its course.</span> <</if>> <</if>> <<if $arousalmasochism/$arousal gte 0.70>> <!-- If over 70% arousal is from pain, PC has added reaction NG v2.7 combat get 4 points per orgasm everything else get 8 points per day if from just pain, 10 if its from a denied orgasm --> <<if $combat>> <span class="green">Your body writhes and yearns for more pain.</span> <<masochism 4>> <<elseif $daily.masturbationMasochism or 0 lte _deniedOrgasm ? 10 : 8>> <span class="green">Your body writhes and yearns for more pain.</span> <<masochism `_deniedOrgasm ? 2 : 1`>> <<set $daily.masturbationMasochism to ($daily.masturbationMasochism or 0) + (_deniedOrgasm ? 2 : 1)>> <<else>> <span class="red">Your body yearns for more pain from elsewhere.</span> <</if>> <</if>> <<if $masturbation_bowl is 1>><<set _liquid_collection_text to []>><</if>> <<if $player.penisExist and !_deniedOrgasm>> <<semenOrgasm>>/*Makes changes to semen values*/ <</if>> <<if $player.vaginaExist and !_deniedOrgasm>> <<vaginaFluidOrgasm>> <<if _lube_released gt 10>> <span class="pink">Fluids gush from your <<pussy>>.</span> <<elseif _lube_released gt 0>> <span class="pink">Fluids leak from your <<pussy>>.</span> <</if>> <</if>> <<if $lactating is 1 and $milk_volume gte 1000 and $milk_amount gte ($milk_volume / 3) and $breastsensitivity gte 1.5>> <<if $worn.over_upper.exposed is 0 or $worn.upper.exposed is 0 or $worn.under_upper.exposed is 0>> <<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>> <<breastfeed 4>><<set $_wetAmount to 100>><<set $_milkText to "sprays">> <<else>> <<breastfeed 2>><<set $_wetAmount to 50>><<set $_milkText to "leaks">> <</if>> <<if $worn.under_upper.exposed is 0>> <<set $_milkedName to $worn.under_upper.name>> <<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked")>> <<underupperwet $_wetAmount>> <</if>> <<elseif $worn.upper.exposed is 0>> <<set $_milkedName to $worn.upper.name>> <<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>> <<upperwet $_wetAmount>> <</if>> <<else>> <<set $_milkedName to $worn.over_upper.name>> <</if>> <span class="pink">Milk $_milkText from your <<breasts>> into your $_milkedName.</span> <<if $combat is 1>><<set $speechmilk to 1>><</if>> <<elseif $combat is 1 and ($cheststate is "chest" or $cheststate is "chestimminent") and $settings.breastFeedingEnabled>> <<for $_i = 0; $_i lt $enemynomax; $_i++>> <<if $NPCList[$_i].mouth is "chest">> <<personselect $_i>> <<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>> <<if $milk_amount gte 2500>> <span class="pink">Your orgasm makes your <<breasts>> start spraying milk. You flood <<his>> mouth, and <<hes>> forced to disengage, coughing.</span> <<breastfeed 10>> <<set $cheststate to "chestimminent">><<set $NPCList[$_i].mouth to "chestimminent">> <<milkvolume 1>><<set $enemyanger += 10>> <<set $speechmilk to 3>> <<else>> <span class="pink">Your orgasm makes your <<breasts>> start spraying milk. <<He>> struggles to drink it all down.</span> <<breastfeed 8>><<milkvolume 1>><<sex 2 "breast" $_i>> <<set $speechmilk to 1>> <</if>> <<else>> <span class="pink">Your orgasm makes your <<breasts>> leak even more milk into <<his>> eager mouth.</span> <<breastfeed 4>><<milkvolume 1>><<sex 2 "breast" $_i>> <<set $speechmilk to 1>> <</if>> <<elseif $NPCList[$_i].mouth is "chestimminent" or $NPCList[$_i].mouth is "chestentrance">> <<personselect $_i>> <<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>> <span class="pink">Your orgasm makes your <<breasts>> start spraying milk all over <<his>> face.</span> <<breastfeed 8>> <<set $speechmilk to 2>> <<else>> <span class="pink">Your orgasm makes your <<breasts>> leak milk.</span> <<breastfeed 3>> <<set $speechmilk to 1>> <</if>> <</if>> <</for>> <<elseif $masturbating and $mouthaction is "mbreastsuck" or $mouthaction is "mbreastlick">> <<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>> <<if $milk_amount gte 2500>> <span class="pink">A surge of milk floods your mouth. You disengage temporarily to gasp and cough after managing to swallow it all.</span> <<else>> <span class="pink">Milk sprays into your mouth. You struggle to drink it all down in one gulp.</span> <</if>> <<else>> <span class="pink">You quickly drink down the thin stream of milk flowing into your mouth.</span> <</if>> <<else>> <<if $milk_amount gte (($milk_volume / 3) * 2) and $milk_amount gte 2500>> <<if $leftarm is "mbreastpump" and $rightarm is "mbreastpump">> <span class="pink">Milk bursts from your <<breasts>>.</span> <<else>> <span class="pink"><<if $leftarm is "mbreastpump" or $rightarm is "mbreastpump">>Some milk<<else>>Milk<</if>> sprays from your <<breasts>><<if $lactating and $bugsinside>>, launching some of the insects into the air<</if>>.</span> <<set _milkEscaped to true>> <</if>> <<breastfeed 4>> <<else>> <span class="pink">Milk leaks from your <<breasts>>.</span> <<breastfeed 2>> <</if>> <<if $combat is 1>><<set $speechmilk to 1>><</if>> <</if>> <</if>> <<if !_noSlimes>> <<if _deniedOrgasm>> <span class="blue">A forgiving warmth fills you.</span> You can tell it's the slimes in your ears, rewarding you for having a ruined orgasm. <<gcorruption>><<ltrauma>><<trauma -1>><<corruption 1>> <br> <<elseif numberOfEarSlime() gte 2 and $_earslimeEjaculateTask>> <span class="green">A pleased warmth fills you.</span> You almost forget the strife of the world. You can tell it's the slimes in your ears, rewarding you for having an orgasm while completing their request. <<gcorruption>><<lltrauma>><<llstress>><<trauma -24>><<stress -24>><<corruption 2>> <br> <<elseif numberOfEarSlime() gte 2>> <span class="blue">A soothing warmth fills you.</span> You almost forget the strife of the world. You can tell it's the slimes in your ears, rewarding you for having an orgasm. <<gcorruption>><<ltrauma>><<lstress>><<trauma -12>><<stress -12>><<corruption 2>> <br> <<elseif $parasite.left_ear.name is "slime">> <span class="blue">A soothing warmth fills you.</span> You almost forget the strife of the world. You can tell it's the slime in your left ear, rewarding you for having an orgasm. <<gcorruption>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>><<corruption 1>> <br> <<elseif $parasite.right_ear.name is "slime">> <span class="blue">A soothing warmth fills you.</span> You almost forget the strife of the world. You can tell it's the slime in your right ear, rewarding you for having an orgasm. <<gcorruption>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>><<corruption 1>> <br> <</if>> <</if>> <!-- This code is orphaned, the $swarmchestgrab variable is not referenced or set in any other file --> <<if $swarmchestgrab gte 1 and !_deniedOrgasm>> <span class="pink">Your convulsions launch the _swarmcreature away from your chest.</span> <<set $swarmchestgrab to 0>> <</if>> <<if $orgasmcount lte 4>> <<set $stress -= 200>> <<set $_arousalDrop to -3000 - ($orgasmcount * 1000)>> <<if _deniedOrgasm>><<set $_arousalDrop += 1000>><</if>> <<if $drugged gte 1>> <<arousal $_arousalDrop>><<drugs -20>> <<else>> <<arousal `$_arousalDrop * 2`>> <</if>> <<if _deniedOrgasm>> <span class="pink">You shudder despite the lack of release.</span> <<else>> <span class="pink">You shudder from the sudden release.</span> <</if>> <<elseif $orgasmcount lte 5>> <<set $stress -= 200>> <<if $drugged gte 1>> <<arousal -8000>><<drugs -20>> <<else>> <<arousal -10000>> <</if>> <span class="pink">You feel spent.</span> <<elseif $orgasmcount lte 8>> <<set $stress -= 100>> <<if $drugged gte 1>> <<set $_arousalDrop to -7000 + (($orgasmcount - 8) * 1000)>> <<arousal $_arousalDrop>><<drugs -20>> <<else>> <<arousal -10000>> <</if>> <<if _deniedOrgasm>> <span class="pink">Despite being denied the orgasm, you're left feeling like you've nothing to give.</span> <<else>> <span class="pink">Despite feeling like you've nothing left to give, the orgasm is intense.</span> <</if>> <<elseif $orgasmcount lte 11>> <<if $drugged gte 1>> <<set $_arousalDrop to -4000 + (($orgasmcount - 9) * 1000)>> <<arousal $_arousalDrop>><<drugs -20>> <<else>> <<arousal -10000>> <</if>> <span class="pink">Your body is tiring from the repeated<<if _deniedOrgasm>> failed<</if>> climaxes.</span> <<elseif $orgasmcount lte 18>> <<if $drugged gte 1>> <<arousal -2000>><<drugs -20>> <<else>> <<arousal -10000>> <</if>> <<set $stress += 100>> <span class="pink">The repeated<<if _deniedOrgasm>> failed<</if>> orgasms are causing you great strain. You don't want to cum any more.</span> <<elseif $orgasmcount lte 23>> <<if $drugged gte 1>> <<arousal -2000>><<drugs -20>> <<else>> <<arousal -10000>> <</if>> <<set $stress += 100>><<combattrauma 10>> <span class="pink">Your mind and body buckle under the continued<<if _deniedOrgasm>> failed<</if>> orgasms.</span> <<else>> <<if $drugged gte 1>> <<arousal -2000>><<drugs -20>> <<else>> <<arousal -10000>> <</if>> <<set $stress += 100>><<combattrauma 10>><<pain 1>> <<if _deniedOrgasm>> <span class="red">You've had so many failed orgasms in such a short span of time that you are numb to them.</span> <<else>> <span class="red">You've had so many orgasms in such a short span of time that you no longer gain any pleasure from them. They're painful, both physically and psychologically.</span> <</if>> <</if>> <!-- Chance to get "dick drunk" after 3rd orgasm, chance is 45% for consensual and 15% otherwise, +5% for each following orgasm, but aphrodisiacs make it 100% --> <<if $orgasmcount gte 3 and $drunk lte 1000 and playerIsPenetrated() and $mouth isnot "mpenis" and !_deniedOrgasm>> <<if $drugged gt 0 or (random(1,100) + ($orgasmcount * 5) gte ($consensual ? 70 : 100))>> <<alcohol 25>> <span class="purple"><<print either("You feel dizzy.", "You feel lightheaded.", "You can't think straight.")>></span> <</if>> <</if>> <!-- If came while being choked --> <<if $neckuse is "hand" and $oxygen lt $oxygenmax and !_deniedOrgasm>> <<set $chokeorgasm += 1>> <<if $chokeorgasm gte 35 and $choketrait isnot 1>> <<set $choketrait = 1>> <br><span class="green">You feel that your orgasms are more intense when you can't breathe, and you like it.</span> <</if>> <</if>> <<if ($halloween is 1 or $NPCList[0].fullDescription is "Ivory Wraith") and random(1, 10000) is 10000>> <span class="pink">Bustin' makes you feel good.</span> <</if>> <br><br> <<if $orgasmtrait gte 1 and !_deniedOrgasm>> <<set $stress -= 100>> <</if>> <<set $orgasmcurrent += 1>> <<wetnessCalculate>> <<if $masturbation_bowl is 1>> <<if $masturbation_milk gt 0>> <<set _liquid_collection_text.push($masturbation_milk.toFixed(1) + " mL of milk")>> <</if>> <<if _liquid_collection_text.length is 0>> <span class="purple">You've failed to gather anything.</span> <<else>> <span class="gold">You've gathered <<print formatList(_liquid_collection_text, "and", true)>>.</span> <</if>> <br> <</if>> <</widget>> <<widget "orgasmstreet">> <<orgasm>> <<if $exposed gte 1>> <<if Weather.dayState isnot "night">> You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't given away your hiding place. <<else>> You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't attracted attention. <</if>> <<else>> <<if Weather.dayState isnot "night">> The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions. Face red, you flee the scene. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<else>> You steady yourself as your spasms subside and hope the noise hasn't attracted attention. <</if>> <</if>> <br><br> <</widget>> <<widget "orgasmforest">> <<orgasm>> <<if $exposed gte 1>> <<if Time.dayState isnot "night">> You steady yourself against a tree as your spasms subside. <<else>> You steady yourself against a tree as your spasms subside. <</if>> <<else>> <<if Time.dayState isnot "night">> You steady yourself against a tree as your spasms subside. <<else>> You steady yourself against a tree as your spasms subside. <</if>> <</if>> <br><br> <</widget>> <<widget "orgasmbog">> <<orgasm>> <<if $bogwater gte 1>> You sink under the surface of the water for a moment, but swiftly resurface. <<else>> You nearly tumble into the water, but manage to steady yourself. <</if>> <br><br> <</widget>> <<widget "orgasmbeach">> <<orgasm>> <<if $exposed gte 1>> <<if Time.dayState isnot "night">> You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't given away your hiding place. <<else>> You steady yourself as your spasms subside, feeling exposed on the open beach. <</if>> <<else>> <<if Time.dayState isnot "night">> The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all across the beach. Face red, you flee the scene. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<else>> You steady yourself as your spasms subside, feeling exposed on the open beach. <</if>> <</if>> <br><br> <</widget>> <<widget "orgasmstage">> <<if hasSexStat("exhibitionism", 5) and $backgroundTraits.includes("lustful") and $orgasmtrait gte 1>> You feel a massive orgasm building up. <br><br> Blinded by your <span class="lewd">lust</span> and your <span class="lewd">hedonism</span>, you <<if $exposed lte 1 and !pcAreArmsBound("any")>> rip the clothes still covering you and <<clothesstrip>> <</if>> kneel right at the edge of the stage, presenting your naked <<body_size_text>> and <<breasts>> to the crowd. Hands reach out to grope you. <<arousal 500 "breasts">><<garousal>> <br><br> <<set $audience += 26>> /* Fills all unoccupied NPC slots; generatel not to be confused with generate1 */ <<if $enemyno is 0>> <<generatel>><<generatel>><<generatel>><<generatel>><<generatel>><<generatel>> <<elseif $enemyno is 1>> <<generatel>><<generatel>><<generatel>><<generatel>><<generatel>> <<elseif $enemyno is 2>> <<generatel>><<generatel>><<generatel>><<generatel>> <<elseif $enemyno is 3>> <<generatel>><<generatel>><<generatel>> <<elseif $enemyno is 4>> <<generatel>><<generatel>> <<elseif $enemyno is 5>> <<generatel>> <</if>> The muscles in your legs and abs tense. Your pelvis twitches back and forth. You moan and convulse with a mix of pain and pleasure while the audience cheers. <br><br> <<orgasm>> After a while, the spasms subside. You lie on the floor gasping for air. The music has stopped. The multitude around you gaze at your body, covered in sweat and fluids. <br><br> You rise, shaking, to your feet and bow. The gathered crowd erupts in applause. <<fameexhibitionism 15>> <<set $audiencearousal += 80>> <<set $audienceexcitement += 50>> <<set $audiencemod += 5>> <<else>> You feel an orgasm build within, interrupting your dance. <<orgasm>> <<if currentSkillValue('danceskill') lte 500>> It breaks your focus. You try to regain balance, but your knees give in and you fall to your knees. The gathered crowd taunts you and mocks your dance skills. <br><br> <<if $worn.feet.type.includes("heels")>> You try to climb to your feet, but one last orgasmic shiver disrupts your balance. The heel on one of your shoes breaks your fall, and your weight breaks your heel. You crash to the floor again, eliciting laughter from the crowd.<<ggpain>> <<pain 10>> <<feetruined>> <br><br> <</if>> <<if $dancelocation is "smuggler_forced" or $dancelocation is "underground">> You feel ashamed, but you've nowhere to run. <<ggtrauma>><<gggstress>><<trauma 12>><<stress 24>> <<else>> <<tearful>> you crawl out of sight, face red and ashamed. <<gtrauma>><<gstress>><<trauma 10>><<stress 10>> <<set $danceevent to "finish">> <</if>> <<elseif currentSkillValue('danceskill') gte 500 and hasSexStat("exhibitionism", 4) and hasSexStat("promiscuity", 4)>> You drop to your knees before you collapse outright. Your <<body_size_text>> is wracked by violent spasms. The crowd cheers you on. <br><br> You climb to your feet and continue dancing, as the crowd jeer. <<fameexhibitionism 15>> <<set $audiencearousal += 10>> <<set $audienceexcitement += 5>> <<set $audiencemod += 2>> <<else>> You try to conceal your spasming body with your dance moves. <<if $dancelocation is "smuggler_forced" or $dancelocation is "underground">> The humiliation is too much to bear, but you stay put for fear of your captors. <<trauma 10>><<stress 12>><<gtrauma>><<ggstress>> <<else>> But it's too much to bear. You flee the scene with as much grace as you can manage. <<gtrauma>><<gstress>><<trauma 5>><<stress 5>> <<set $danceevent to "finish">> <</if>> <</if>> <</if>> <</widget>> <<widget "orgasmLocation">> <<orgasm>> <<switch _args[0]>> <<case "schoolHallway">> <<if ["early","late","earlynoschool","latenoschool","daynoschool"].includes($schoolstate)>> You steady yourself as your spasms subside. You feel fortunate that the hallway is empty right now and hope the noise hasn't attracted attention. <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run down the hallway. Face red, you turn around a corner, out of sight. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "emptyClassroom">> You steady yourself as your spasms subside. You feel fortunate that the classroom is empty right now and hope the noise hasn't attracted attention. <<case "classroom">> <<if $schoolstate is "second" and ($whitneymaths is "active" or $whitneymaths is "seat")>> Having taken notice of your orgasm, Whitney smiles at you. <<npcincr Whitney lust 1>><<glust>> <br><br> <<elseif $schoolstate is "third" and ($kylarenglishstate is "watching" or $kylarenglishstate is "seat")>> Kylar watches you, transfixed by your orgasm. <<npcincr Kylar lust 1>><<glust>> <br><br> <<elseif $schoolstate is "fourth" and $robinhistory is "seat">> Robin politely tries to look away, but still can't avoid a peek. <<npcincr Robin lust 1>><<glust>> <br><br> <</if>> You manage to keep yourself from moaning, but your spasms announce your climax to the students around you. A few whispers start to run through the classroom, but are quickly shut down by <<print _teacher>>. <<nnpc_He _teacher>> doesn't seem to know the reason, but understands that you are the talk of the class. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><<detention 1>><<gdelinquency>> <<case "swimClassroom">> You manage to keep quiet, so as to not draw Mason's attention. However, your spasms announce your climax to the students around you. A few whispers start to run through the pool. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<case "emptySwimClassroom">> You steady yourself as your spasms subside. You feel fortunate that the pool is empty right now and hope the noise hasn't attracted attention. <<case "canteen">> <<if ["early","late","earlynoschool","latenoschool","daynoschool"].includes($schoolstate)>> You steady yourself as your spasms subside. You feel fortunate that the canteen is empty right now and hope the noise hasn't attracted attention. <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the canteen. Face red, you attempt to conceal yourself. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "library">> <<if ["early","late","earlynoschool","latenoschool","daynoschool"].includes($schoolstate)>> You steady yourself as your spasms subside. You feel fortunate that the library is empty right now and hope the noise hasn't attracted attention. <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the library. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<if $sydneySeen and _sydney_location is "library">> <br><br> Sydney clears <<nnpc_his "Sydney">> throat. The other students get the message and the whispers stop. <</if>> <</if>> <<case "boyChangingRoom">> <<if $changingroomstate is "empty">> You steady yourself as your spasms subside. You feel fortunate that the room is empty right now and hope the noise hasn't attracted attention. <<elseif $player.gender_appearance is "f">> The sight and sound of a <<girl>> convulsing in climax incites the <<if $changingRoomGender is "girls">>girls<<else>>boys<</if>>. Their reactions vary. Some cheer you on. Some try to look away. And some shout all kinds of insults at you. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the room. Face red, you turn away to hide your face. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "girlChangingRoom">> <<if $changingroomstate is "empty">> You steady yourself as your spasms subside. You feel fortunate that the room is empty right now and hope the noise hasn't attracted attention. <<elseif $player.gender_appearance is "m">> The sight and sound of a <<girl>> convulsing in climax incites the <<if $changingRoomGender is "girls">>girls<<else>>boys<</if>>. Their reactions vary. Some cheer you on. Some try to look away. And some shout all kinds of insults at you. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws attention, and as you regain control you find yourself stared at from all directions by your fellow students. A few whispers start to run through the room. Face red, you turn away to hide your face. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "policeStation">> <<if Time.dayState is "night">> <<set $_quiet to "police station">> <<else>> The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the police station. Their reactions are mixed. Some citizens filing a complaint avoid looking. Some more sketchy individuals loudly cheer you on. As you regain control of yourself, you see two officers coming in your direction. Face red, you decide it's best to flee the scene. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "danceStudio">> <<if $openinghours is 0 and Time.hour isnot $closinghour>> <<set $_quiet to "studio">> <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the studio. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the studio has become. Face red, you try to make yourself look as small and unassuming as possible. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "pound">> The sight and sound of a <<girl>> convulsing in climax draws the attention of the <<pound_text>>, who watch with curiosity as you shake and steady yourself. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<case "danceStudioLesson">> The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the studio. Their reactions are mostly muted, only the odd glances as they focus on their dancing. As you regain control of yourself, you notice Charlie blushing. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><<npcincr Charlie love 1>> <<case "danceStudioHeelLesson">> The sight and sound of a <<girl>> convulsing in climax draws the attention of those in the studio. Their reactions are mostly muted, only the odd glances as they focus on Charlie. As you regain control of yourself, you notice Charlie blushing. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><<npcincr Charlie love 1>> <<case "cafe">> <<if $openinghours is 0>> <<set $_quiet to "cafe">> <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws the attention of the patrons. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the cafe has become. Face red, you try to make yourself look as small and unassuming as possible. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "arcade">> <<if Weather.dayState is "night" or Weather.dayState is "dawn">> <<set $_quiet to "arcade">> <<else>> You steady yourself as your spasms subside. Fortunately, the loud ambient noise has stifled your moans, and the dim lights made your spasms almost imperceptible. Still, as you look around, you notice a <<generatey1>><<person1>><<person>> staring at you, with a look of surprise and disbelief. <<His>> attention, however, quickly goes back to the game <<he>> was playing. <<endevent>> <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "docks">> <<if Weather.dayState is "night">> <<set $_quiet to "docks">> <<else>> You steady yourself as your spasms subside. You look around, and it doesn't look like anyone noticed your orgasm. That is, until you take note of a <<generate1>><<person1>><<person>> looking at you from afar. <<He>> gives you a grin, and then goes back to work. <<endevent>> <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "stripClub">> <<if Weather.dayState isnot "night" and Weather.dayState isnot "dusk" and Time.hour isnot 6>> <<set $_quiet to "club">> <<else>> You steady yourself as your spasms subside. Fortunately, the loud ambient noise has stifled your moans, and the dim lights made your spasms almost imperceptible. Still, as you look around, you notice a patron staring at you. <<generate1>><<person1>><<He>> grins and gives you a wink, before getting up and leaving. <<endevent>> <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "shoppingCentre">> <<if Time.dayState is "night">> <<set $_quiet to "shopping centre">> <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws the attention of the other shoppers. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the place has become. Face red, you flee around a corner. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "museum">> <<if Time.dayState is "night">> <<set $_quiet to "museum">> <<else>> The sight and sound of a <<girl>> convulsing in climax draws the attention of the other visitors. As you regain control, you feel yourself stared from all directions. Face red, you flee the scene. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "brothel">> The sight and sound of a <<girl>> convulsing in climax draws attention. Those in the brothel cheer you on, while shouting all kinds of profanities. As you regain control of yourself, you notice how rowdy the place has become. Face red, you disappear into a crowded area. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<case "pub">> The sight and sound of a <<girl>> convulsing in climax draws attention. Those in the pub cheer you on, while shouting all kinds of profanities. As you regain control of yourself, you notice how rowdy the place has become. Face red, you disappear into a crowded area <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <<case "spa">> <<if $openinghours is 0 and Time.hour isnot $closinghour>> <<set $_quiet to "spa">> <<else>> The sight and sound of a <<girl>> convulsing in climax draws the attention of the patrons. Their reactions are mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the spa has become. Face red, you duck behind a tanning bed. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "temple">> <<if Time.dayState is "night">> <<set $_quiet to "temple walls">> <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws attention. The prevalent silence only makes your moans more obvious. Most look at you with disdain, but some shower you with a lustful gaze. As you regain control, you notice yourself stared at from all directions. Face red, you duck behind a pew. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "hospital">> <<if Time.dayState is "night">> <<set $_quiet to "hospital">> <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws attention. The reaction of those in the hospital is mixed. Some avoid looking. Some stare at you with displeasure. But some also cheer you on. As you regain control of yourself, you notice how rowdy the place has become. Face red, you try to feign it as a medical condition. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "countryside">> <<switch random(1,10)>> <<case 1 2 3>> You steady yourself as your spasms subside. A car passes by your side. You wonder if the people inside noticed your climax. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<case 4>> You steady yourself as your spasms subside. A truck passes by your side. You wonder if the driver noticed your climax. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<case 5>> You steady yourself as your spasms subside. A tractor passes by your side. You wonder if the farmer noticed your climax. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<default>> <<set $_quiet to "countryside">> <</switch>> <<case "meadow">> <<if $rng gte 91>> <<beastNEWinit 1 fox>> You grip the blades, steadying yourself as your spasms subside. You think there's no one around to listen, but you notice a <<beasttype>> staring at you, hiding in the grass. <<bHe>> runs off before you can flee. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<endevent>> <<else>> You grip the blades, steadying yourself as your spasms subside. The sounds of your climax get carried by the breeze, but fortunately there's no one around to listen. <</if>> <<case "alexFarmWork">> <<if Time.dayState is "night">> You steady yourself as your spasms subside and hope the noise hasn't disturbed the animals. <<elseif ($exposed gte 2 and $uncomfortable.nude is true) or ($exposed is 1 and $uncomfortable.underwear is true)>> <<set $_hidden to true>> <<elseif ["shower","tending","admin","clearing"].includes($farm_work.alex)>> The sight and sound of a <<girl>> convulsing in climax agitate the animals around you. Fortunately, Alex is not around to see you in such a state. You steady yourself and go back to work. <<else>> The sight and sound of a <<girl>> convulsing in climax agitate the animals around you. Alex takes notice of the small commotion, looking at you as your orgasm starts to subside. Face deep red, you both avoid eye contact and try to act like nothing happened. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<npcincr Alex lust 1>><<glust>> <</if>> <<case "alexFarmTending">> Noticing your spasms, Alex comes to check on you. Once <<nnpc_he "Alex">> understands what's happening, however, <<nnpc_he "Alex">> stops <<nnpc_himself "Alex">>, watching as your orgasm subsides. Face deep red, you both avoid eye contact and try to act like nothing happened. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<npcincr Alex lust 1>><<glust>> <<case "alexFarmTendingAlone">> You steady yourself as your spasms subside and feel grateful that Alex isn't around right now to see you in such a state. <<case "alexFarmAdmin">> Your loud moans attract the attention of Alex and the person on the phone. "I-I'm sorry," <<nnpc_he "Alex">> stammers. "Th-that was just the wind." <br><br> <<nnpc_He "Alex">> continues the call with <<nnpc_his "Alex">> face deep red, and you both avoid eye contact as your spasms subside. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<npcincr Alex lust 1>><<glust>> <<case "sewers">> Your loud moans echo through the tunnels. <<if _args[1]>> As your spasms subside, you hope the noise hasn't attracted further attention. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<set $sewerschasedstep -= 1>> <<else>> As your spasms subside, you hope the noise hasn't attracted attention. <</if>> <<case "lake">> <<if _args[1]>> You steady yourself against a tree as your spasms subside. Fortunately, there's no one around right now to see you in such a state. <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> You steady yourself as your spasms subside. Fortunately, the loud ambient noise has stifled your moans, and the foliage provides cover for your spasms. Still, as you look around, you notice a <<generatey1>><<person1>><<person>> staring at you. <<He>> grins, before going back to <<his>> friends. <<endevent>> <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "campsite">> <<if Weather.precipitation !== "none" or Time.hour lt 18 or $daily.lakeCouple is 1>> You steady yourself against a tree as your spasms subside. Fortunately, there's no one around right now to see you in such a state. <<elseif $exposed gte 1>> <<set $_hidden to true>> <<else>> The sight and sound of a <<girl>> convulsing in climax draws the attention of the campers. They look surprised for a moment, but soon smile at your lewd display. As you regain control of yourself, you notice their lustful gaze. Face red, you flee the scene. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 10>> <</if>> <<case "moor">> You almost fall down to the short grass, but manage to steady yourself as your orgasm subsides. <<case "underwater">> Bubbles stream upwards as your spasms subside and you regain control of your lungs. <<wateraction>><<wateraction>><<note "- - Oxygen" "blue">> <<run $(()=>{ Dynamic.render("oxygen-caption") })>> /* Updates the dynamic caption in "underwater" with the oxygen lost via orgasm */ <</switch>> <<if $_hidden>> You steady yourself as your spasms subside, feeling exposed and hoping the noise hasn't given away your hiding place. <</if>> <<if $_quiet>> Your loud moans echo through the empty <<print $_quiet>>. As your spasms subside, you hope the noise hasn't attracted attention. <</if>> <br><br> <</widget>> <<widget "breastfeed">> <<set _milk_released to random(10, 50)>> <<if $cow gte 6>> <<set _milk_released *= 2>> <</if>> <<set _milk_released /= 10>> <<set _milk_released to parseFloat(_milk_released.toFixed(1))>> <<if _args[0]>><<set _milk_released *= _args[0]>><</if>> /* if the player doesn't have enough milk, set _milk_released to whatever they have left */ <<if $milk_amount lt _milk_released>> <<set _milk_released to $milk_amount>> <</if>> <<set $milk_produced_stat += Math.trunc(_milk_released)>> <<milkvolume 1>> <<if ($worn.over_upper.exposed is 0 and $worn.upper.exposed is 0 and $worn.under_upper.exposed is 0) or _args[1] is "drunk">> <<else>> <<set $_milkEscaped to _milkEscaped and _args[1] isnot "pump">> <<if $masturbating>> <<if $masturbation_bowl is 1 and $_milkEscaped>> /* Either Milk sprays everywhere or is drunk, so isn't collected */ <<else>> <<set $masturbation_milk += _milk_released>> <</if>> <</if>> <<if _args[1] is "pump">> <<set $bottledMilk to ($bottledMilk or 0) + _milk_released>> <</if>> <<if $masturbation_bowl is 1>> <<if $_milkEscaped>> <span class="red">The force of your orgasm makes<<if $leftarm is "mbreastpump" or $rightarm is "mbreastpump">> some of<</if>> your milk spray out wildly, missing the bowl entirely.</span> <<if $location is "cafe">><<gsuspicion>><<set $chef_sus += 5>><</if>> <br> <<else>> <span class="gold">You gather <<print (_milk_released).toFixed(1)>> mL of your breast milk.</span> <</if>> <<elseif $leftaction is "mbreastpumppump" or $rightaction is "mbreastpumppump">> <span class="gold">You store <<print (_milk_released).toFixed(1)>> mL of your breast milk.</span> <</if>> <</if>> <<milk_amount `-_milk_released`>> <</widget>> <<widget "orgasmHourlyRecovery">> <<if $purity gte 990>> <<orgasmcount -1>> <<else>> <<set _orgmod to Math.floor((1100-$purity)/100)>> <<set _orgmod to Math.clamp(_orgmod, 2, 11)>> <<orgasmcount `-_orgmod`>> <</if>> <<if $cow gte 6>> <<semenvolume 1>> <<milkvolume 1>> <</if>> <<if $player.penisExist>> <<if $arousal gte $arousalmax * (4/5)>> <<set $_semen_gain to Math.floor($semen_volume * (3/24))>> <<elseif $arousal gte $arousalmax * (3/5)>> <<set $_semen_gain to Math.floor($semen_volume * (2/24))>> <<else>> <<set $_semen_gain to Math.floor($semen_volume * (1/24))>> <</if>> <<if $cow gte 6 or ($earSlime.growth gte 100 and $earSlime.focus is "impregnation")>> <<set $_semen_gain *= 2>> <</if>> <<if $earSlime.growth gte 100 and $earSlime.focus is "pregnancy">> <<set $_semen_gain /= 4>> <</if>> <<if $drugged gte 1>> <<set $_semen_gain += Math.floor($semen_volume * (1/24))>> <</if>> <<semen_amount $_semen_gain>> <<if $semen_amount gte $semen_volume>> <<if $arousal gte $arousalmax * (4/5)>> <<semenvolume 2>> <<elseif $arousal gte $arousalmax * (3/5)>> <<semenvolume 1>> <</if>> <<if $drugged gte 1>> <<semenvolume 1>> <</if>> <<set $semen_amount to $semen_volume>> <</if>> <</if>> <<set $_milk_gain to $milk_volume / 24>> <<if $earSlime.growth gte 75 and $earSlime.focus is "impregnation">> <<set $_milk_gain /= 4>> <</if>> <<if $earSlime.growth gte 75 and $earSlime.focus is "pregnancy">> <<set $_milk_gain *= 2>> <</if>> <<milk_amount `Math.floor($_milk_gain)`>> <<if $milk_amount is $milk_volume and $lactating>> <<set $milkFullPain to Math.clamp(($milkFullPain || 0) + Math.ceil($milk_volume / 1000),0,200 + Math.ceil($milk_volume / 60))>> <<else>> <<set $milkFullPain to 0>> <</if>> <</widget>> <<widget "semenOrgasm">> <<set _semen_released to calculateSemenReleased()>> <<if $semen_amount gte 1 and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $mouth isnot "mpenis" and $worn.genitals.name isnot "chastity parasite">> <<if $masturbating>> <<set $masturbation_semen += _semen_released>> <</if>> <<if $masturbation_bowl is 1>> <<set _liquid_collection_text.push($masturbation_semen.toFixed(1) + " mL of <<semen>>")>> <</if>> <</if>> <<if $femaleclimax isnot 1>> <<semenvolume 1>> <</if>> <<set $semen_produced_stat += _semen_released>> <<semen_amount `-_semen_released`>> <</widget>> <<widget "wetnessCalculate">> <<if $player.vaginaExist>> <<vaginaWetnessCalculate>> <</if>> <<if $player.penisExist>> <<set $_minimumPenis to 0>> <<if playerRutMinArousal() and numberOfEarSlime() and $earSlime.focus is "impregnation" and $earSlime.growth gte 100>> <<set $_minimumPenis += Math.floor(($earSlime.growth - 100) / 2)>> <</if>> <<set $penisWetness to setup.bodyliquid.combined("penis") * 12>> <<set $penisWetness to Math.clamp($penisWetness, Math.clamp($_minimumPenis, 0, 45), 120)>> <</if>> <<set $anusWetness to (setup.bodyliquid.combined("anus") + setup.bodyliquid.combined("bottom")) * 6>> <<set $_minimum to 0>> <<if playerHeatMinArousal() and numberOfEarSlime() and $earSlime.focus is "pregnancy" and $earSlime.growth gte 100 and $player.sex is "m">> <<set $_minimum += Math.floor(($earSlime.growth - 100) / 2)>> <</if>> <<set $anusWetness to Math.clamp($anusWetness, Math.clamp($_minimum, 0, 45), 120)>> <<if $combat is 1>> <<penetrationPainCalculate>> <</if>> <</widget>> <<widget "vaginaWetnessCalculate">> <<set _totalArousal = 0>> <<set _length to $trackedArousal.length>> <<for _ia to 0; _ia lt _length; _ia++>> <<set _totalArousal += $trackedArousal[_ia] / ((_length - _ia) * 1.5)>> <</for>> <<if $combat is 1>> <!-- combatWetBoost can be from 0 to 5, because max promiscuity/deviancy is 100. --> <<if $enemytype is "man">> <<set $combatWetBoost to Math.floor($promiscuity /20)>> <<elseif $enemytype is "tentacles" or $enemytype is "beast">> <<set $combatWetBoost to Math.floor($deviancy /20)>> <<else>> <<set $combatWetBoost to 0>> <</if>> <!-- combatArousalWetness has been replaced by vaginaArousalWetness but I don't want to remove it completely so it's commented out for now. --> /* <<set $_combatArousalWetness to 75 - Math.floor(Math.pow(0.99985,_totalArousal) * 75)>> <<set $combatWetBoost += $_combatArousalWetness>> */ <<else>> <<set $combatWetBoost to 0>> <</if>> <<set $_minimum to 0>> <<if playerHeatMinArousal() and numberOfEarSlime() and $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>> <<set $_minimum += Math.floor(($earSlime.growth - 100) / 2)>> <</if>> <<set $vaginaWetness to $vaginaArousalWetness + $combatWetBoost + (setup.bodyliquid.combined("vagina") + setup.bodyliquid.combined("vaginaoutside")) * 6>> <<set $vaginaWetness to Math.clamp($vaginaWetness, Math.clamp($_minimum, 0, 45), 120)>> <</widget>> <<widget "penetrationPainCalculate">> <<set $vaginalPain to 0>> <<set $analPain to 0>> <<set $penisPain to 0>> <<if $demon lt 6 and $gamemode isnot "soft">> <<if $player.vaginaExist>> <<if $consensual is 1>> <<set $vaginalPain to Math.floor(3 * Math.pow(0.4,$vaginaWetness/8))>> <<else>> <<set $vaginalPain to Math.floor(6 * Math.pow(0.5,$vaginaWetness/25))>> <</if>> <</if>> <<if $player.penisExist>> <<if $consensual is 1>> <<set $penisPain to Math.floor(3 * Math.pow(0.4,$penisWetness/8))>> <<else>> <<set $penisPain to Math.floor(6 * Math.pow(0.5,$penisWetness/25))>> <</if>> <</if>> <<if $consensual is 1>> <<set $analPain to Math.floor(3 * Math.pow(0.4,$anusWetness/8))>> <<else>> <<set $analPain to Math.floor(6 * Math.pow(0.5,$anusWetness/25))>> <</if>> <<if $gamemode is "hard">> <<set $vaginalPain *= 2>> <<set $penisPain *= 2>> <<set $analPain *= 2>> <</if>> <</if>> <</widget>> <!-- Lube is only released when vaginaArousalWetness is over 60 (also, its max value is 100)--> <!-- "passive" means the lube is dripping out, while "active" means it is being pushed out --> <<widget "vaginaFluidPassive">> <<set $_lube_max to Math.round(30*Math.log10($vaginaArousalWetness - 59))>> <<set _lube_released to random(0, $_lube_max)/20>> <!-- Expected value is between 0 and 2.5, much more likely to be on the lower end due to wetness having a softcap --> <<set _lube_released to parseFloat(_lube_released.toFixed(1))>> <<set $masturbation_vaginaFluid += _lube_released>> <<set $lube_produced_stat += _lube_released>> <</widget>> <<widget "vaginaFluidActive">> <<set $_lube_max to Math.ceil(30*Math.log10($vaginaArousalWetness - 59))>> <<set _lube_released to random(10, $_lube_max)/10>> <!-- Expected value is between 1 and 5, much more likely to be on the lower end due to wetness having a softcap --> <<set _lube_released to parseFloat(_lube_released.toFixed(1))>> <<set $masturbation_vaginaFluid += _lube_released>> <<set $lube_produced_stat += _lube_released>> <</widget>> <<widget "vaginaFluidOrgasm">> <<addVaginalWetness 10>> <<if $vaginaArousalWetness gte 60>> <<set _lube_released to (2*Math.log10($vaginaArousalWetness - 59)) + 11>> <<elseif $vaginaArousalWetness gte 30>> <<set _lube_released to ($vaginaArousalWetness / 10) + 5>> <<else>> <<set _lube_released to 0>> <</if>> <!-- Expected value is either 0, or between 5 and 15 --> <<set _lube_released to parseFloat(_lube_released.toFixed(1))>> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <<if $masturbating>> <<set $masturbation_vaginaFluid += _lube_released>> <</if>> <<if $masturbation_bowl is 1>> <<set _liquid_collection_text.push($masturbation_vaginaFluid.toFixed(1) + " mL of vaginal fluid")>> <</if>> <<elseif $worn.under_lower.vagina_exposed is 0>> <<set $underlowerwet += Math.round(30 * Math.clamp((1 - $underlowerwet/100), 0, 1))>> <</if>> <<set $lube_produced_stat += _lube_released>> <</widget>> <<widget "tinyPenisDryOrgasmChance">> <<if !$player.penisExist or $player.penissize gte 0>> <!-- Cannot have a "femaleclimax" (aka an orgasm with no cum, but with extra humiliation) without a size -1 or lower penis --> <<set $femaleclimax to 0>> <<else>> <!-- Guaranteed at size -2 --> <<set $femaleclimax to 1>> <!-- chance at -1, if haven't cum in a while --> <<if $player.penissize is -1 and $orgasmdown lt 0>> <<set $_femaleclimaxchance to 50>> <<if ['penetrated', 'tentacle', 'tentacledeep', 'doublepenetrated'].includes($anusstate)>> <<set $_femaleclimaxchance += 40>> <<if $anusstate is "doublepenetrated">> <<set $_femaleclimaxchance += 20>> <</if>> <</if>> <<if ['penetrated', 'tentacle', 'tentacledeep'].includes($mouthstate)>> <<set $_femaleclimaxchance += 20>> <</if>> <<if ['penetrated', 'otheranus', 'tentacle', 'tentacledeep'].includes($penisstate)>> <<set $_femaleclimaxchance -= 40>> <</if>> <<set $femaleclimax to (random(1, 100) lte $_femaleclimaxchance ? 1 : 0)>> <</if>> <</if>> <</widget>> <<widget "orgasmcount">> <<if _args[0]>> <<set $orgasmcount += _args[0]>> <<set $orgasmcount = Math.clamp($orgasmcount, 0, 25)>> <</if>> <</widget>><<widget "characteristics">> <br> You are <<if $wraithSkin>> a spirit <<elseif $wolfgirl gte 6 or $cat gte 6 or $cow gte 6 or $harpy gte 6 or $fox gte 6>> <<if $angel gte 6>> an angelic <<elseif $fallenangel gte 2>> a fallen <<elseif $demon gte 6>> a demonic <<elseif $dryad gte 6>> a verdant <<else>> a <</if>> <<if $wolfgirl gte 6 and ($demon gte 6 or $fallenangel gte 2)>> hellhound <<elseif $wolfgirl gte 6 and $angel gte 6>> dog <<elseif $wolfgirl gte 6>> wolf <<elseif $cat gte 6>> cat <<elseif $cow gte 6>> <<if $player.gender_appearance is "m">> bull <<else>> cow <</if>> <<elseif $harpy gte 6>> <<if $hallucinations gte 2 or !$settings.bestialityEnabled>> harpy <<else>> bird <</if>> <<elseif $fox gte 6>> fox <</if>> <<else>> <<if $angel gte 6>> an angel <<elseif $fallenangel gte 2>> a fallen angel <<elseif $demon gte 6>> a demon <<elseif $dryad gte 6>> a dryad <<else>> a<<if $player.gender is "n">>n<</if>> <</if>> <</if>> <<pcGender>>. <br><br> <<switch $bodysize>> <<case 0>>You are tiny compared to others. <<case 1>>You are small compared to others. <<case 2>>You are of average height. <<case 3>>You are large compared to others. <</switch>> <!-- Eye details --> <<print window.buildEyeDetails()>> <!-- --> You have a <<skincolourtext>> <<if $player.breastsize gte 1>> <<if $player.breastsize is $player.perceived_breastsize>> You have <<breasts>>. <<else>> You have <<breasts>>, but your clothing <<if $player.perceived_breastsize is 0>> hides them, making them look flat. <<elseif $player.perceived_breastsize lt $player.breastsize>> hides them, making them look <<breastsizedesc $player.perceived_breastsize>>. <<else>> /*if $player.perceived_breastsize gt $player.breastsize*/ pads them, making them look <<breastsizedesc $player.perceived_breastsize>>. <</if>> <</if>> <<elseif $player.breastsize is 0 and $player.perceived_breastsize gte 1>> Your chest is flat, but your clothing pads it, making it look <<breastsizedesc $player.perceived_breastsize>>. <</if>> You have a <<bottom true>>. <<if $player.penisExist and $player.vaginaExist>> <<silently>> <<penis false true>><<set _penis to _text_output>> <<pussy false true>><<set _pussy to _text_output>> <</silently>> You have <<a _penis>> and <<a _pussy>>. <<else>> You have <<if $player.penisExist>> <<silently>><<penis false true>><<set _penis to _text_output>><</silently>> <<a _penis>>. <</if>> <<if $player.vaginaExist>> <<silently>><<pussy false true>><<set _pussy to _text_output>><</silently>> <<a _pussy>>. <</if>> <</if>> <!--Hair Details--> <<set _hairTextConfig = { currentValue : $hairlength, states : [ { requiredValue: 0, color: '', preText: 'Your ', description: '<<haircolourtext>>', postText: ' hair is short.' }, { requiredValue: 100, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair passes your chin, <<fringedescription>>' }, { requiredValue: 200, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair comes down to your shoulders, <<fringedescription>>' }, { requiredValue: 300, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair is quite long and comes down to the top of your chest, <<fringedescription>>' }, { requiredValue: 400, color: '', preText: 'When left natural, your long ', description: '<<haircolourtext>>', postText: ' hair hangs down to your nipples, <<fringedescription>>' }, { requiredValue: 500, color: '', preText: 'When left natural, your long ', description: '<<haircolourtext>>', postText: ' hair reaches the top of your tummy, <<fringedescription>>' }, { requiredValue: 600, color: '', preText: 'When left natural, your long ', description: '<<haircolourtext>>', postText: ' hair reaches your navel, <<fringedescription>>' }, { requiredValue: 700, color: '', preText: 'When left natural, your very long ', description: '<<haircolourtext>>', postText: ' hair reaches your thighs, <<fringedescription>>' }, { requiredValue: 800, color: '', preText: 'When left natural, your very long ', description: '<<haircolourtext>>', postText: ' hair reaches your knees, <<fringedescription>>' }, { requiredValue: 900, color: '', preText: 'When left natural, your extremely long ', description: '<<haircolourtext>>', postText: ' hair reaches your ankles, <<fringedescription>>' }, { requiredValue: 1000, color: '', preText: 'When left natural, your ', description: '<<haircolourtext>>', postText: ' hair is so long you need be careful lest you trip on it, <<fringedescription>>' } ] }>> <<characteristic-text _hairTextConfig>> <br><br> <!--Pregnancy Details--> <<set $_pregnancy to getPregnancyObject()>> <<set $_menstruation to $sexStats.vagina.menstruation>> <<set $_pills to $sexStats.pills>> <<set $_knowsTheyCanBecomePregnant to ($settings.playerPregnancyHumanEnabled or $settings.playerPregnancyBeastEnabled) and playerAwareTheyCanBePregnant()>> <<set $_heatArousal to playerHeatMinArousal()>> <<set $_rutArousal to playerRutMinArousal()>> <<set $_heatRutDisplay to ($_heatArousal and playerAwareTheyAreInHeat() ? "heat" : "") + ($_heatArousal and playerAwareTheyAreInHeat() and $_rutArousal ? " and " : "") + ($_rutArousal ? "rut" : "")>> <<if $_pregnancy.fetus.length and $_pregnancy.awareOf>> <<if $_pregnancy.timer / $_pregnancy.timerEnd lte 0.33>> <<set _trimester to "first">> <<elseif $_pregnancy.timer / $_pregnancy.timerEnd lte 0.66>> <<set _trimester to "second">> <<else>> <<set _trimester to "third">> <</if>> <<if $_pregnancy.awareOfDetails || $_pregnancy.potentialFathers.every((father, index, array) => father.type === array[0].type)>> <<if $_pregnancy.awareOfDetails>> <<set $_number to $_pregnancy.fetus.length>> <<elseif $_pregnancy.awareOfMultiple>> <<set $_number to $_pregnancy.fetus.length is 1 ? 1 : "more than one">> <<else>> <<set $_number to "an unknown number of">> <</if>> <<switch $_pregnancy.type>> <<case "human">> <<if $_number isnot "an unknown number of" and $_number isnot "more than one" and $_number gt 1>> <<set _childType to "">> <<if $_pregnancy.fetus[0].features.identical is true and $_pregnancy.awareOfDetails>> <<set _childType += "identical ">> <</if>> <<set _childType += ($_number is 3 ? "triplets" : "twins")>> <<else>> <<set _childType to ($_number is 1 || $_number is "more than one" ? "baby" : "babies")>> <</if>> <<case "wolf">> <<set _childType to ($_number is 1 || $_number is "more than one" ? "wolf pup" : "wolf pups")>> <<case "hawk">> <<set _childType to ($_number is 1 || $_number is "more than one" ? "hawk egg" : "hawk eggs")>> <</switch>> <<if $_pregnancy.type is "hawk">> You're pregnant with <<number $_number>> _childType, <<switch _trimester>> <<case "first">>and it will be a while before you can lay <<if $_number is 1>>it<<else>>them<</if>>. <<case "second">>but it will still take some time to lay <<if $_number is 1>>it<<else>>them<</if>>. <<case "third">>and you'll be ready to lay <<if $_number is 1>>it<<else>>them<</if>> soon. <</switch>> <<else>> You're pregnant with <<if !["twins", "identical twins", "triplets"].includes(_childType)>><<number $_number>><</if>> _childType, in the _trimester trimester of your pregnancy. <</if>> <<else>> You know you're in the _trimester trimester of your pregnancy. <</if>> <<if between($_pregnancy.timer / $_pregnancy.timerEnd, 0.1, 1) and !$daily.ultrasoundDone>> <span class="blue">You can get an ultrasound done at the hospital.</span> <</if>> <<if $_pregnancy.potentialFathers.length is 1>> You know that the father is <<print pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>>. <<elseif $_pregnancy.potentialFathers.length is 2>> You're sure that the father is either <<print pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>> or <<print pregnancyNameCorrection($_pregnancy.potentialFathers[1].source)>>. <<elseif $_pregnancy.potentialFathers.length is 3>> You're pretty sure that the father is either <<print pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>>, <<print pregnancyNameCorrection($_pregnancy.potentialFathers[1].source)>> or <<print pregnancyNameCorrection($_pregnancy.potentialFathers[2].source)>>. <<else>> You're unsure who the father is. <</if>> <br><br> <<elseif $_knowsTheyCanBecomePregnant and $_pills.pills.contraceptive.doseTaken>> <<if $_pills.pills.contraceptive.doseTaken gte 2>> You have overdosed on a contraceptive, reducing your chance of impregnation to zero. <<else>> You have taken a contraceptive, reducing your chance of impregnation to almost zero. <</if>> <br><br> <<elseif $_knowsTheyCanBecomePregnant and (($sciencetrait gte 4 and $awareness gte 200) or $awareness gte 500)>> <<set $_risk to playerPregnancyRisk()>> <<if $_risk isnot undefined>> <<switch $_risk>> <<case 6>><<set $_pregnancyRisk to "very safe">><<set $_pregnancyRiskColour to "green">> <<case 5>><<set $_pregnancyRisk to "safe">><<set $_pregnancyRiskColour to "teal">> <<case 3 4>><<set $_pregnancyRisk to "some-what safe">><<set $_pregnancyRiskColour to "lblue">> <<case 1 2>><<set $_pregnancyRisk to "risky">><<set $_pregnancyRiskColour to "pink">> <<case 0>><<set $_pregnancyRisk to "dangerous">><<set $_pregnancyRiskColour to "red">> <</switch>> <<if $_heatArousal or $_rutArousal>> <<heatRutDisplay>> Intercourse will be <span @class="$_pregnancyRiskColour">$_pregnancyRisk</span>. <<else>> You feel that it's <span @class="$_pregnancyRiskColour">$_pregnancyRisk</span> to have intercourse. <</if>> <br><br> <</if>> <<else>> <<heatRutDisplay true>> <</if>> <!--Semen Details--> <<if $player.penisExist and $player.penissize gte -1>> <<set _semenCapacityTextConfig = { currentValue : $semen_volume, preText: 'You produce ', states : [ { requiredValue: 0, color: '', description: '', postText: ' no cum.' }, { requiredValue: 1, color: 'red', description: 'a tiny', postText: ' amount of cum, ' }, { requiredValue: 100, color: 'pink', description: 'a small', postText: ' amount of cum, ' }, { requiredValue: 300, color: 'purple', description: 'a limited', postText: ' amount of cum, ' }, { requiredValue: 500, color: 'blue', description: 'a decent', postText: ' amount of cum, ' }, { requiredValue: 1000, color: 'lblue', description: 'a large', postText: ' amount of cum, ' }, { requiredValue: 1500, color: 'teal', description: 'a huge', postText: ' amount of cum, ' }, { requiredValue: 2000, color: 'green', description: 'a prodigious', postText: ' amount of cum, ' } ] }>> <<set _semenVolumeTextConfig = { currentValue : $semen_amount, states : [ { requiredValue: 0, color: 'red', preText: "", description: "but you\'ve been milked completely dry."}, { requiredValue: 1, color: 'pink', preText: "but you\'re ", description: 'almost empty. '}, { requiredValue: ($semen_volume / 7) * 2, color: 'pink', preText: "but you\'re ", description: 'running out. '}, { requiredValue: ($semen_volume / 7) * 3, color: 'purple', preText: "but you\'re ", description: 'running low. '}, { requiredValue: ($semen_volume / 7) * 4, color: 'blue', preText: "and you\'ve ", description: 'about half left. '}, { requiredValue: ($semen_volume / 7) * 5, color: 'lblue', preText: "and you have ", description: 'plenty left. '}, { requiredValue: ($semen_volume / 7) * 6, color: 'teal', preText: "and you\'re ", description: 'almost full. '}, { requiredValue: $semen_volume, color: 'green', preText: "and you\'re ", description: 'full to the brim. '} ] }>> <<characteristic-text _semenCapacityTextConfig>> <<if $semen_volume gt 0>> <<characteristic-text _semenVolumeTextConfig>> <<if $semen_amount gte $semen_volume>> <<if $arousal gte ($arousalmax / 5) * 4>> As you're already full, <span class="pink">your arousal is increasing your capacity.</span> <<elseif $arousal gte ($arousalmax / 5) * 3>> As you're already full, <span class="purple">your arousal is increasing your capacity.</span> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <span class="pink">Your arousal is helping recover.</span> <<elseif $arousal gte ($arousalmax / 5) * 3>> <span class="purple">Your arousal is helping recover.</span> <</if>> <</if>> <</if>> <br> <</if>> <!--Lactation Details--> <<if $lactating is 1 and $settings.breastFeedingEnabled>> <<set _milkCapacityTextConfig = { currentValue : $milk_volume, preText: 'Your <<breasts>> produce a ', postText: ' amount of milk, ', states : [ { requiredValue: 0, color: 'red', description: 'tiny'}, { requiredValue: 100, color: 'pink', description: 'small'}, { requiredValue: 300, color: 'purple', description: 'limited'}, { requiredValue: 500, color: 'blue', description: 'decent'}, { requiredValue: 1000, color: 'lblue', description: 'large'}, { requiredValue: 1500, color: 'teal', description: 'huge'}, { requiredValue: 2000, color: 'green', description: 'prodigious'} ] }>> <<set _milkVolumeTextConfig = { currentValue : $milk_amount, states : [ { requiredValue: 0, color: 'red', preText: "", description: " but you\'ve been milked completely dry."}, { requiredValue: 1, color: 'pink', preText: "but you\'re ", description: ' almost empty.'}, { requiredValue: ($milk_volume / 7) * 2, color: 'pink', preText: "but you\'re ", description: ' running out.'}, { requiredValue: ($milk_volume / 7) * 3, color: 'purple', preText: "but you\'re ", description: ' running low.'}, { requiredValue: ($milk_volume / 7) * 4, color: 'blue', preText: "and you\'ve ", description: ' about half left.'}, { requiredValue: ($milk_volume / 7) * 5, color: 'lblue', preText: "and you have ", description: ' plenty left.'}, { requiredValue: ($milk_volume / 7) * 6, color: 'teal', preText: "and you\'re ", description: ' almost full.'}, { requiredValue: $milk_volume, color: 'green', preText: "and you\'re ", description: ' full to the brim.'} ] }>> <<characteristic-text _milkCapacityTextConfig>> <<characteristic-text _milkVolumeTextConfig>> <<if $milkFullPain and $milkFullPain gt 200>> Being full for so long is causing you some pain. <<if !$player.inventory.sextoys["breast pump"] and $milkFullPain gt 225>><span class="gold">A breast pump from the pharmacy might help.</span><</if>> <</if>> <br> <</if>> <<set _holeWetnessStates = [ { requiredValue: 0, color: 'green', description: 'dry.', postText: ' Insertions will be difficult.' }, { requiredValue: 15, color: 'teal', description: 'a little slick.', postText: ' Insertions will be difficult for all but the smallest penises.' }, { requiredValue: 30, color: 'lblue', description: 'slick.', postText: ' Most penises will have a hard time penetrating.' }, { requiredValue: 45, color: 'blue', description: 'moist.', postText: ' Some penises will be able to penetrate without difficulty.' }, { requiredValue: 60, color: 'purple',description: 'wet.', postText: ' Most penises will have an easy time sliding in.' }, { requiredValue: 75, color: 'pink', description: 'dripping.', postText: ' All but the largest penises will have an easy time sliding in.' }, { requiredValue: 90, color: 'red', description: 'drenched.', postText: ' Even the largest penises will have an easy time sliding in.' } ]>> <!--Vagina Wetness--> <<if $player.vaginaExist>> <<set _vaginaWetnessTextConfig = { currentValue : $vaginaWetness, preText: 'Your vagina is ', states: _holeWetnessStates}>> <<characteristic-text _vaginaWetnessTextConfig>> <br> <</if>> <!--Penis Wetness--> <<if $player.penisExist>> <<set _penisWetnessTextConfig = { currentValue : $penisWetness, preText: 'Your penis is ', states: [ { requiredValue: 0, color: 'green', description: 'dry.', postText: ($player.penissize >= 2) ? " Insertions may be difficult." : ''}, { requiredValue: 15, color: 'teal', description: 'a little slick.', postText: ''}, { requiredValue: 30, color: 'lblue', description: 'slick.', postText: ''}, { requiredValue: 45, color: 'blue', description: 'moist.', postText: ''}, { requiredValue: 60, color: 'purple',description: 'wet.', postText: ''}, { requiredValue: 75, color: 'pink', description: 'dripping.', postText: ''}, { requiredValue: 90, color: 'red', description: 'well-lubricated.', postText: ($player.penissize >= 4) ? " It shouldn\'t have much trouble sliding into places, even at your size." : ''} ]}>> <<characteristic-text _penisWetnessTextConfig>> <br> <</if>> <!--Anal Wetness--> <<if $settings.analEnabled>> <<set _analWetnessTextConfig = { currentValue : $anusWetness, preText: 'Your ass is ', states: _holeWetnessStates}>> <<characteristic-text _analWetnessTextConfig>> <</if>> <br><br> <<bodywriting>> <div id="characteristics-display"> <br> <span class="gold">Core Characteristics</span> <div id="base-characteristics" class="characteristic-box-list"> <!--Core skill configurations--> <<silently>> <!--PURITY--> <<if $demon gte 6>> <<set _purityIcon='ui/tf_demon'>> <<elseif $fallenangel gte 2>> <<set _purityIcon='ui/tf_fallenangel'>> <<else>> <<set _purityIcon='ui/tf_angel'>> <</if>> <<set _purityConfig = { name : "Purity", icon : _purityIcon, displayType : "level", currentValue : $purity, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, level: 0, color: 'red', description: 'You are beyond defiled.'}, { requiredValue: 1, level: 1, color: 'red', description: 'You feel utterly defiled.'}, { requiredValue: 500, level: 2, color: 'pink', description: 'You feel defiled.'}, { requiredValue: 600, level: 3, color: 'purple', description: 'You feel somewhat defiled.'}, { requiredValue: 700, level: 4, color: 'blue', description: 'You feel soiled.'}, { requiredValue: 800, level: 5, color: 'lblue', description: 'You feel slightly soiled.'}, { requiredValue: 900, level: 6, color: 'teal', description: "You don\'t feel entirely pure."}, { requiredValue: 1000, level: 7, color: 'green', description: 'You are angelic.'} ] }>> <!--AWARENESS--> <<set _awarenessConfig = { name : "Awareness", icon : "ui/sym_awareness", displayType : "level", currentValue : $awareness, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: -200, level: 0, color: 'green', description: 'You are innocent.'}, { requiredValue: 1, level: 1, color: 'teal', description: 'You are almost entirely innocent.'}, { requiredValue: 100, level: 2, color: 'lblue', description: 'You have a limited understanding of sexuality.'}, { requiredValue: 200, level: 3, color: 'blue', description: 'You have a normal understanding of sexuality.'}, { requiredValue: 300, level: 4, color: 'purple', description: 'Your knowledge of sexual depravity extends beyond that of most people.'}, { requiredValue: 400, level: 5, color: 'pink', description: 'You have seen things that few are privy to.'}, { requiredValue: 500, level: 6, color: 'red', description: 'You have peered into the depths of depravity.'}, { requiredValue: 1000, level: 7, color: 'red', description: 'Your understanding is transcendental.'} ] }>> <!--PHYSIQUE--> <<set _physiqueConfig = { name : "Physique", icon : "ui/sym_physique", displayType : "level", currentValue : $physique, maxValue: $physiquesize, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, level: 0, color: 'red', description: `You are ${$player.bodyshape === "soft" ? "malnourished" : "emaciated"}.`}, { requiredValue: $physiquesize / 7, level: 1, color: 'pink', description: `Your body is ${$player.bodyshape === "soft" ? "squishy" : "skinny"}.`}, { requiredValue: ($physiquesize / 7) * 2, level: 2, color: 'purple', description: `Your body is ${$player.bodyshape === "soft" ? "soft and supple" : "lithe and slender"}.`}, { requiredValue: ($physiquesize / 7) * 3, level: 3, color: 'blue', description: `Your body is ${$player.bodyshape === "soft" ? "well built" : "slim"}.`}, { requiredValue: ($physiquesize / 7) * 4, level: 4, color: 'lblue', description: `Your body is ${$player.bodyshape === "soft" ? "sturdy" : "slim"} and athletic.`}, { requiredValue: ($physiquesize / 7) * 5, level: 5, color: 'teal', description: `Your body is ${$player.bodyshape === "soft" ? "robust" : "toned"} and firm.`}, { requiredValue: ($physiquesize / 7) * 6, level: 6, color: 'green', description: `Your body is ${$player.bodyshape === "soft" ? "robust" : "toned"} and powerful.`} ] }>> <<if playerBellySize() gte 10 and playerNormalPregnancyTotal() lt 50>> <<switch playerNormalPregnancyTotal()>> <<case 0>><<set _pregnancyModifier to 36>> <<case 1>><<set _pregnancyModifier to 48>> <<case 2>><<set _pregnancyModifier to 60>> <<case 3 4 5>><<set _pregnancyModifier to 78>> <<case 6 7>><<set _pregnancyModifier to 96>> <<default>><<set _pregnancyModifier to 120>> <</switch>> <<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 - (playerBellySize() / _pregnancyModifier)))>> <<set _physiqueConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>> <</if>> <<switch $location>> <<case "forest" "moor" "farm" "alex_farm">> <<if $worn.feet.type.includes("heels")>> <<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 - ($worn.feet.reveal / 5000)))>> <<set _physiqueConfig.modTypes.bad.pushUnique("heels")>> <</if>> <<if $worn.feet.type.includes("rugged")>> <<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 + (currentSkillValue("feetskill") / 10000)))>> <<set _physiqueConfig.modTypes.good.pushUnique("rugged footwear")>> <</if>> <</switch>> <<if $auriga_artefact is "pc">> <<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * 1.1)>> <<set _physiqueConfig.modTypes.good.pushUnique("<i>a white so pale</i>")>> <</if>> <!--WILLPOWER--> <<set _willpowerConfig = { name : "Willpower", icon : "ui/sym_trauma", displayType : "level", currentValue : $willpower, maxValue: $willpowermax, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, level: 0, color: 'red', description: 'You are timid.'}, { requiredValue: $willpowermax / 7, level: 1, color: 'pink', description: 'You are fainthearted.'}, { requiredValue: ($willpowermax / 7) * 2, level: 2, color: 'purple', description: 'You are mindful.'}, { requiredValue: ($willpowermax / 7) * 3, level: 3, color: 'blue', description: 'You are resolved.'}, { requiredValue: ($willpowermax / 7) * 4, level: 4, color: 'lblue', description: 'You are determined.'}, { requiredValue: ($willpowermax / 7) * 5, level: 5, color: 'teal', description: 'You are tenacious.'}, { requiredValue: ($willpowermax / 7) * 6, level: 6, color: 'green', description: 'Your will is iron.'} ] }>> <<if numberOfEarSlime() gte 2 and $earSlime.growth gt 50>> <<set _willpowerConfig.modifier to Math.floor(_willpowerConfig.modifier * (0.9 - Math.clamp(($earSlime.growth - 50) / 1000, 0, 0.1)))>> <<set _willpowerConfig.modTypes.bad.pushUnique("ear slimes")>> <<elseif numberOfEarSlime() gte 2>> <<set _willpowerConfig.modifier to Math.floor(_willpowerConfig.modifier * 0.9)>> <<set _willpowerConfig.modTypes.bad.pushUnique("ear slimes")>> <</if>> <!--BEAUTY--> <<set _beautyConfig = { name : "Beauty", icon : "ui/sym_beauty", displayType : "level", currentValue : $beauty, maxValue: $beautymax, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, level: 0, color: 'red', description: 'You are plain.'}, { requiredValue: $beautymax / 7, level: 1, color: 'pink', description: 'You are cute.'}, { requiredValue: ($beautymax / 7) * 2, level: 2, color: 'purple', description: 'You are pretty.'}, { requiredValue: ($beautymax / 7) * 3, level: 3, color: 'blue', description: 'You are charming.'}, { requiredValue: ($beautymax / 7) * 4, level: 4, color: 'lblue', description: 'You are beautiful.'}, { requiredValue: ($beautymax / 7) * 5, level: 5, color: 'teal', description: 'You are ravishing.'}, { requiredValue: ($beautymax / 7) * 6, level: 6, color: 'green', description: 'Your beauty is divine.'} ] }>> <!--PROMISCUITY--> <<set _promiscuityConfig = { name : "Promiscuity", icon : "ui/sym_lust", displayType : "level", currentValue : $promiscuity, maxValue: 100, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, level: 0, color: 'green', description: 'You are chaste and pure.'}, { requiredValue: 1, level: 1, color: 'teal', description: 'You are prudish.'}, { requiredValue: 15, level: 2, color: 'lblue', description: 'You are sexually curious.'}, { requiredValue: 35, level: 3, color: 'blue', description: 'The thought of sexual contact excites you.'}, { requiredValue: 55, level: 4, color: 'purple', description: 'You crave sexual contact.'}, { requiredValue: 75, level: 5, color: 'pink', description: 'You are a slut.'}, { requiredValue: 95, level: 6, color: 'red', description: 'Your sexual appetite is insatiable.'} ] }>> <!--EXHIBITIONISM--> <<set _exhibitionismConfig = { name : "Exhibitionism", icon : "ui/sym_exhibitionism", displayType : "level", currentValue : $exhibitionism, maxValue: 100, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, level: 0, color: 'green', description: 'You are coy.'}, { requiredValue: 1, level: 1, color: 'teal', description: 'You are shy.'}, { requiredValue: 15, level: 2, color: 'lblue', description: 'You like being sexualised.'}, { requiredValue: 35, level: 3, color: 'blue', description: 'You enjoy lewd attention.'}, { requiredValue: 55, level: 4, color: 'purple', description: 'Feeling exposed excites you.'}, { requiredValue: 75, level: 5, color: 'pink', description: 'You are shameless.'}, { requiredValue: 95, level: 6, color: 'red', description: 'The thought of exposure fills you with wild abandon.'} ] }>> <!--DEVIANCY--> <<set _deviancyConfig = { name : "Deviancy", icon : "ui/sym_deviancy", displayType : "level", currentValue : $deviancy, maxValue: 100, modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, level: 0, color: 'green', description: 'You are squeamish.'}, { requiredValue: 1, level: 1, color: 'teal', description: 'You are conventional.'}, { requiredValue: 15, level: 2, color: 'lblue', description: 'Your tastes are strange.'}, { requiredValue: 35, level: 3, color: 'blue', description: 'Your tastes are shocking.'}, { requiredValue: 55, level: 4, color: 'purple', description: 'Your desires are scandalous.'}, { requiredValue: 75, level: 5, color: 'pink', description: "You crave acts others wouldn\'t conceive of."}, { requiredValue: 95, level: 6, color: 'red', description: 'You lust for the unspeakable.'} ] }>> <!-- Visual indicator for lewd stats being affected by alcohol --> <<if $drunk gte 1>> <<set _promiscuityConfig.modTypes.good.pushUnique("alcohol")>> <<set _exhibitionismConfig.modTypes.good.pushUnique("alcohol")>> <<set _deviancyConfig.modTypes.good.pushUnique("alcohol")>> <</if>> <!-- Visual indicator for lewd stats being affected by heat --> <<if playerHeatMinArousal() gte 1>> <<set _promiscuityConfig.modTypes.good.pushUnique("in heat")>> <<set _deviancyConfig.modTypes.good.pushUnique("in heat")>> <</if>> <!-- Visual indicator for lewd stats being affected by rut --> <<if playerRutMinArousal() gte 1>> <<set _promiscuityConfig.modTypes.good.pushUnique("in rut")>> <<set _deviancyConfig.modTypes.good.pushUnique("in rut")>> <</if>> <!-- MOOR LUCK, at the end so it appears at the end of the mouseover tooltip --> <<if $moorLuck gt 0>> <<set _physiqueConfig.modifier to Math.floor(_physiqueConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _physiqueConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _willpowerConfig.modifier to Math.floor(_willpowerConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _willpowerConfig.modTypes.good.pushUnique("<i>????</i>")>> <</if>> <</silently>> <<characteristic-box _purityConfig>> <<characteristic-box _beautyConfig>> <<characteristic-box _physiqueConfig>> <<characteristic-box _willpowerConfig>> <<characteristic-box _awarenessConfig>> <<characteristic-box _promiscuityConfig>> <<characteristic-box _exhibitionismConfig>> <<characteristic-box _deviancyConfig>> </div> <!--Common states for skills with grades--> <<silently>> <<set _basicSkillGrades=[ { requiredValue: 0, level: "None", color: 'red'}, { requiredValue: 1, level: "F", color: 'pink'}, { requiredValue: 200, level: "D", color: 'purple'}, { requiredValue: 400, level: "C", color: 'blue'}, { requiredValue: 600, level: "B", color: 'lblue'}, { requiredValue: 800, level: "A", color: 'teal'}, { requiredValue: 1000, level: "S", color: 'green'} ]>> <<set _detailedSkillGrades=[ { requiredValue: 0, level: "None", color: 'red'}, { requiredValue: 1, level: "F", color: 'pink'}, { requiredValue: 100, level: "F+", color: 'pink'}, { requiredValue: 200, level: "D", color: 'purple'}, { requiredValue: 300, level: "D+", color: 'purple'}, { requiredValue: 400, level: "C", color: 'blue'}, { requiredValue: 500, level: "C+", color: 'blue'}, { requiredValue: 600, level: "B", color: 'lblue'}, { requiredValue: 700, level: "B+", color: 'lblue'}, { requiredValue: 800, level: "A", color: 'teal'}, { requiredValue: 900, level: "A+", color: 'teal'}, { requiredValue: 1000, level: "S", color: 'green'} ]>> <</silently>> <br> <span class="gold">Skills</span> <div id="base-skills" class="characteristic-box-list" @style="($parasite.left_ear.name == 'slime' || $parasite.right_ear.name == 'slime') ? '--min-width: 30%;' : ''"> <!--Additional skills configurations--> <<silently>> <<set _corruptionConfig = { name : "Corruption", displayType : "none", currentValue : $earSlime.corruption, modifier: 100, modTypes: { good: [], bad: [] }, meterColor: $earSlime.startedThreats ? "purple" : "blue", secondValue: $earSlime.growth / 2, secondMeterColor: "red"}>> <<set _skulduggeryConfig = { name : "Skulduggery", displayType : "grade", currentValue : $skulduggery, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>> <<set _dancingConfig = { name : "Dancing", displayType : "grade", currentValue : $danceskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>> <<set _swimmingConfig = { name : "Swimming", displayType : "grade", currentValue : $swimmingskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>> <<set _athleticsConfig = { name : "Athletics", displayType : "grade", currentValue : $athletics, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>> <<set _tendingConfig = { name : "Tending", displayType : "grade", currentValue : $tending, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>> <<set _housekeepingConfig = { name : "Housekeeping",displayType : "grade", currentValue : $housekeeping, modifier: 100, modTypes: { good: [], bad: [] }, states : _detailedSkillGrades}>> <<set _bellySize to playerBellySize()>> <<if _bellySize gte 10 and playerNormalPregnancyTotal() lt 50>> <<switch playerNormalPregnancyTotal()>> <<case 0>><<set _pregnancyModifier to 36>> <<case 1>><<set _pregnancyModifier to 48>> <<case 2>><<set _pregnancyModifier to 60>> <<case 3 4 5>><<set _pregnancyModifier to 78>> <<case 6 7>><<set _pregnancyModifier to 96>> <<default>><<set _pregnancyModifier to 120>> <</switch>> <<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * (1 - (_bellySize / _pregnancyModifier)))>> <<set _dancingConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>> <<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (1 - (_bellySize / _pregnancyModifier)))>> <<set _swimmingConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>> <<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 - (_bellySize / _pregnancyModifier)))>> <<set _athleticsConfig.modTypes.bad.pushUnique(playerAwareTheyArePregnant() ? "Pregnant" : "Large Belly")>> <</if>> <<if $transformationParts.traits.chase isnot "disabled">> <<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * 1.10)>> <<set _athleticsConfig.modTypes.good.pushUnique("thrill of the chase")>> <</if>> <<if $worn.hands.type.includes("sticky_fingers")>> <<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * 1.05)>> <<set _skulduggeryConfig.modTypes.good.pushUnique("sticky fingers")>> <</if>> <<if $transformationParts.traits.sharpEyes isnot "disabled">> <<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * 1.05)>> <<set _skulduggeryConfig.modTypes.good.pushUnique("sharp eyes")>> <</if>> <<if $fox gte 6>> <<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * 1.10)>> <<set _skulduggeryConfig.modTypes.good.pushUnique("fox")>> <</if>> <<if $worn.under_upper.type.includesAny("dance", "naked") and $worn.under_lower.type.includesAny("dance", "naked") and $worn.upper.type.includesAny("dance", "naked")and $worn.lower.type.includesAny("dance", "naked")>> <<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * 1.05)>> <<if [$worn.under_upper.type, $worn.under_lower.type, $worn.upper.type, $worn.lower.type].flat().includes("dance")>> <<set _dancingConfig.modTypes.good.pushUnique("dancing attire")>> <<else>> <<set _dancingConfig.modTypes.good.pushUnique("naked")>> <</if>> <</if>> <<if $worn.under_upper.type.includesAny("swim", "naked") and $worn.under_lower.type.includesAny("swim", "naked") and $worn.upper.type.includesAny("swim", "naked") and $worn.lower.type.includesAny("swim", "naked")>> <<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * 1.05)>> <<if $worn.under_upper.type.includes("swim") or $worn.under_lower.type.includes("swim") or $worn.upper.type.includes("swim") or $worn.lower.type.includes("swim")>> <<set _swimmingConfig.modTypes.good.pushUnique("swimwear")>> <<else>> <<set _swimmingConfig.modTypes.good.pushUnique("naked")>> <</if>> <</if>> <<if $worn.feet.type.includes("swim")>> <<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (1 + (currentSkillValue("feetskill") / 10000)))>> <<set _swimmingConfig.modTypes.good.pushUnique("flippers")>> <<elseif !$worn.feet.type.includes("naked")>> <<if $worn.feet.type.includes("heels")>> <<set _heels to 0.1>> <<set _swimmingConfig.modTypes.bad.pushUnique("heels")>> <<else>> <<set _heels to 0>> <<set _swimmingConfig.modTypes.bad.pushUnique("shoes")>> <</if>> <<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (0.9 + (currentSkillValue("feetskill") / 10000) - _heels))>> <</if>> <<switch $location>> <<case "forest" "moor" "farm" "alex_farm">> <<if $worn.feet.type.includes("heels")>> <<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 - ($worn.feet.reveal / 5000)))>> <<set _athleticsConfig.modTypes.bad.pushUnique("heels")>> <</if>> <<if $worn.feet.type.includes("rugged")>> <<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 + (currentSkillValue("feetskill") / 10000)))>> <<set _athleticsConfig.modTypes.good.pushUnique("rugged footwear")>> <</if>> <</switch>> <<if $worn.feet.type.includes("shackle")>> <<set _athleticsConfig.modifier to 0>> <<set _athleticsConfig.modTypes.bad.pushUnique("<b>shackled</b>")>> <<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * 0.5)>> <<run _swimmingConfig.modTypes.bad.delete("heels","shoes")>> <<set _swimmingConfig.modTypes.bad.pushUnique("<b>shackled</b>")>> <<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * 0.5)>> <<set _dancingConfig.modTypes.bad.pushUnique("<b>shackled</b>")>> <</if>> <<if $worn.upper.type.includes("heavy") or $worn.lower.type.includes("heavy")>> <<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (V.physique / V.physiquesize) / 1.5)>> <<set _athleticsConfig.modTypes.bad.pushUnique("<b>armoured</b>")>> <<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * ((V.physique / V.physiquesize) / 3))>> <<set _swimmingConfig.modTypes.bad.pushUnique("<b>armoured</b>")>> <<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * ((V.physique / V.physiquesize) / 3))>> <<set _dancingConfig.modTypes.bad.pushUnique("<b>armoured</b>")>> <</if>> <<if $backgroundTraits.includes("plantlover")>> <<set _tendingConfig.modifier to Math.floor(_tendingConfig.modifier * (1 + ($trauma / ($traumamax * 2))))>> <<if $submissive lte 850>> <<set _tendingConfig.modTypes.good.pushUnique("dendrophile")>> <<else>> <<set _tendingConfig.modTypes.good.pushUnique("plant lover")>> <</if>> <</if>> <<if $worn.upper.type.includes("maid")>> <<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>> <<set _housekeepingConfig.modTypes.good.pushUnique("maid outfit")>> <</if>> <<if $worn.lower.type.includes("maid")>> <<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>> <<set _housekeepingConfig.modTypes.good.pushUnique("maid outfit")>> <</if>> <<if $worn.head.type.includes("maid")>> <<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>> <<set _housekeepingConfig.modTypes.good.pushUnique("maid outfit")>> <</if>> <<if $worn.handheld.type.includes("maid")>> <<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * 1.05)>> <<set _housekeepingConfig.modTypes.good.pushUnique("cleaning supplies")>> <</if>> <<if $moorLuck gt 0>> <<set _skulduggeryConfig.modifier to Math.floor(_skulduggeryConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _skulduggeryConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _dancingConfig.modifier to Math.floor(_dancingConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _dancingConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _swimmingConfig.modifier to Math.floor(_swimmingConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _swimmingConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _athleticsConfig.modifier to Math.floor(_athleticsConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _athleticsConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _tendingConfig.modifier to Math.floor(_tendingConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _tendingConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _housekeepingConfig.modifier to Math.floor(_housekeepingConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _housekeepingConfig.modTypes.good.pushUnique("<i>????</i>")>> <</if>> <</silently>> <<characteristic-box _skulduggeryConfig>> <<characteristic-box _dancingConfig>> <<characteristic-box _swimmingConfig>> <<characteristic-box _athleticsConfig>> <<characteristic-box _tendingConfig>> <<characteristic-box _housekeepingConfig>> <<if numberOfEarSlime()>> <<characteristic-box _corruptionConfig>> <</if>> </div> <br> <span class="gold">Sex Skills</span> <!--Sex skills configurations--> <<silently>> <<set _seductionConfig = { name : "Seduction", displayType : "grade", currentValue : $seductionskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>> <<set _oralConfig = { name : "Oral", displayType : "grade", currentValue : $oralskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $mouthsensitivity}>> <<set _chestConfig = { name : "Chest", displayType : "grade", currentValue : $chestskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $breastsensitivity}>> <<set _handsConfig = { name : "Hands", displayType : "grade", currentValue : $handskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>> <<set _buttocksConfig = { name : "Buttocks", displayType : "grade", currentValue : $bottomskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $bottomsensitivity}>> <<set _analConfig = { name : "Anal", displayType : "grade", currentValue : $analskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $bottomsensitivity}>> <<set _thighsConfig = { name : "Thighs", displayType : "grade", currentValue : $thighskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>> <<set _feetConfig = { name : "Feet", displayType : "grade", currentValue : $feetskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>> <<if $player.penisExist>> <<set _penileConfig = { name : "Penile", displayType : "grade", currentValue : $penileskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $genitalsensitivity}>> <</if>> <<if playerHasStrapon()>> <<set _penileConfig = { name : "Strap-on use",displayType : "grade", currentValue : $penileskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : 0}>> <</if>> <<if $player.vaginaExist>> <<set _vaginalConfig = { name : "Vaginal", displayType : "grade", currentValue : $vaginalskill, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades, sensitivity : $genitalsensitivity}>> <</if>> <<if $earSlime.growth gt 50 and !V.earSlime.defyCooldown>> <<set _seductionConfig.modTypes.good.pushUnique("ear slimes")>> <<set _seductionConfig.modifier to Math.floor(_seductionConfig.modifier * (1 + (($earSlime.growth - 50) / 600)))>> <</if>> <<if $earSlime.growth gte 100 and $earSlime.focus is "pregnancy">> <<if _vaginalConfig>> <<set _vaginalConfig.modTypes.good.pushUnique("ear slimes")>> <<set _vaginalConfig.modifier to Math.floor(_vaginalConfig.modifier * (1 + (($earSlime.growth - 100) / 500)))>> <</if>> <<if _penileConfig>> <<set _penileConfig.modTypes.bad.pushUnique("ear slimes")>> <<set _penileConfig.modifier to Math.floor(_penileConfig.modifier * (1 - (($earSlime.growth - 100) / 400)))>> <</if>> <<if !$player.vaginaExist>> <<set _analConfig.modTypes.good.pushUnique("ear slimes")>> <<set _analConfig.modifier to Math.floor(_analConfig.modifier * (1 + (($earSlime.growth - 100) / 500)))>> <</if>> <</if>> <<if $earSlime.growth gte 100 and $earSlime.focus is "impregnation">> <<if _vaginalConfig>> <<set _vaginalConfig.modTypes.bad.pushUnique("ear slimes")>> <<set _vaginalConfig.modifier to Math.floor(_vaginalConfig.modifier * (1 - (($earSlime.growth - 100) / 400)))>> <</if>> <<if _penileConfig>> <<set _penileConfig.modTypes.good.pushUnique("ear slimes")>> <<set _penileConfig.modifier to Math.floor(_penileConfig.modifier * (1 + (($earSlime.growth - 100) / 500)))>> <</if>> <</if>> <<if playerHeatMinArousal()>> <<if _vaginalConfig>> <<set _vaginalConfig.modTypes.good.pushUnique("in heat")>> <<set _vaginalConfig.modifier to Math.floor(_vaginalConfig.modifier * (1 + (Math.clamp(playerHeatMinArousal(), 0, 4000) / 20000)))>> <</if>> <<if !$player.vaginaExist>> <<set _analConfig.modTypes.good.pushUnique(playerAwareTheyCanBePregnant() ? "in heat" : "<i>????</i>")>> <<set _analConfig.modifier to Math.floor(_analConfig.modifier * (1 + (Math.clamp(playerHeatMinArousal(), 0, 4000) / 20000)))>> <</if>> <</if>> <<if playerRutMinArousal()>> <<set _penileConfig.modTypes.good.pushUnique("in rut")>> <<set _penileConfig.modifier to Math.floor(_penileConfig.modifier * (1 + (Math.clamp(playerRutMinArousal(), 0, 4000) / 20000)))>> <</if>> <</silently>> <<if $options.images is 1>> <div id="player-body"> <<player-base-body>> </div> <div id="sex-diagram"> <div class="characteristic-box-list left-column"> <div class="sex-diagram-box"> <<characteristic-box _seductionConfig>> <div class="connector-box"></div> </div> <div class="sex-diagram-box"> <<characteristic-box _chestConfig>> <<connector-box 52 35 10>> </div> <div class="sex-diagram-box"> <<characteristic-box _buttocksConfig>> <<connector-box 37 50 20>> </div> <<if $player.vaginaExist>> <div class="sex-diagram-box"> <<characteristic-box _vaginalConfig>> <<connector-box 0 50 3>> </div> <div class="sex-diagram-box"> <<characteristic-box _thighsConfig>> <<connector-box 37 35 10 true>> </div> <<else>> <div class="sex-diagram-box"> <<characteristic-box _thighsConfig>> <<connector-box 0 35 10>> </div> <</if>> </div> <div class="characteristic-box-list right-column"> <div class="sex-diagram-box"> <<connector-box 71 35 3>> <<characteristic-box _oralConfig>> </div> <div class="sex-diagram-box"> <<connector-box 74 50 15>> <<characteristic-box _handsConfig>> </div> <<if $player.penisExist or playerHasStrapon()>> <div class="sex-diagram-box"> <<connector-box 36 65 2>> <<characteristic-box _penileConfig>> </div> <div class="sex-diagram-box"> <<connector-box 2 50 12 true>> <<characteristic-box _analConfig>> </div> <div class="sex-diagram-box"> <<connector-box 0 50 14>> <<characteristic-box _feetConfig>> </div> <<else>> <div class="sex-diagram-box"> <<connector-box 39 65 12>> <<characteristic-box _analConfig>> </div> <div class="sex-diagram-box"> <<connector-box 45 80 15>> <<characteristic-box _feetConfig>> </div> <</if>> </div> </div> <<else>> <div id="sex-skills" class="characteristic-box-list"> <<characteristic-box _seductionConfig>> <<characteristic-box _oralConfig>> <<if $player.vaginaExist>> <<characteristic-box _vaginalConfig>> <</if>> <<if $player.penisExist>> <<characteristic-box _penileConfig>> <</if>> <<if playerHasStrapon()>> <<characteristic-box _penileConfig>> <</if>> <<characteristic-box _analConfig>> <<characteristic-box _handsConfig>> <<characteristic-box _feetConfig>> <<characteristic-box _thighsConfig>> <<characteristic-box _buttocksConfig>> <<characteristic-box _chestConfig>> </div> <</if>> <br> <span class="gold">School Performance</span> <div id="school-grades" class="characteristic-box-list"> <!--School grade configurations--> <<silently>> <<set _schoolGradeStates= [ { requiredValue: -1, level: 'F', color: 'red'}, { requiredValue: 0, level: 'D', color: 'purple'}, { requiredValue: 1, level: 'C', color: 'blue'}, { requiredValue: 2, level: 'B', color: 'lblue'}, { requiredValue: 3, level: 'A', color: 'teal'}, { requiredValue: 4, level: 'A*', color: 'green'} ]>> <<set _scienceConfig = { name : 'Science', icon : 'misc/icon/science', displayType : "grade", currentValue : $sciencetrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $science_exam, showStars: true, starLevel: $science_star, states : _schoolGradeStates}>> <<set _mathsConfig = { name : 'Maths', icon : 'misc/icon/math', displayType : "grade", currentValue : $mathstrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $maths_exam, showStars: true, starLevel: $maths_star, states : _schoolGradeStates}>> <<set _englishConfig = { name : 'English', icon : 'misc/icon/english', displayType : "grade", currentValue : $englishtrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $english_exam, showStars: true, starLevel: $english_star, states : _schoolGradeStates}>> <<set _historyConfig = { name : 'History', icon : 'misc/icon/history', displayType : "grade", currentValue : $historytrait, modifier: 100, modTypes: { good: [], bad: [] }, percent: $history_exam, showStars: true, starLevel: $history_star, states : _schoolGradeStates}>> <<if $moorLuck gt 0>> <<set _scienceConfig.modifier to Math.floor(_scienceConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _scienceConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _mathsConfig.modifier to Math.floor(_mathsConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _mathsConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _englishConfig.modifier to Math.floor(_englishConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _englishConfig.modTypes.good.pushUnique("<i>????</i>")>> <<set _historyConfig.modifier to Math.floor(_historyConfig.modifier * (1 + ($moorLuck / 100)))>> <<set _historyConfig.modTypes.good.pushUnique("<i>????</i>")>> <</if>> <</silently>> <<characteristic-box _scienceConfig>> <<characteristic-box _mathsConfig>> <<characteristic-box _englishConfig>> <<characteristic-box _historyConfig>> </div> <div class="characteristic-box-extras"> <<set _schoolPerformanceConfig = { currentValue : $school, preText: 'Your overall school performance is ', modifier: 100, modTypes: { good: [], bad: [] }, states : [ { requiredValue: 0, color: 'red', description: 'appalling.'}, { requiredValue: 1, color: 'pink', description: 'awful.'}, { requiredValue: 400, color: 'purple', description: 'bad.'}, { requiredValue: 800, color: 'blue', description: 'okay.'}, { requiredValue: 1600, color: 'lblue', description: 'good.'}, { requiredValue: 2800, color: 'teal', description: 'excellent.'}, { requiredValue: 4000, color: 'green', description: 'exemplary.'} ] }>> <<characteristic-text _schoolPerformanceConfig>> <br> </div> <br> <span class="gold">Weapon Skills</span> <div id="prof" class="characteristic-box-list"> <<silently>> <<set _sprayConfig = { name : "Sprays", displayType : "grade", currentValue : $prof.spray, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>> <<set _netConfig = { name : "Nets", displayType : "grade", currentValue : $prof.net, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>> <<set _batonConfig = { name : "Batons", displayType : "grade", currentValue : $prof.baton, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>> <<set _whipConfig = { name : "Whips", displayType : "grade", currentValue : $prof.whip, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>> <<set _hiddenConfig = { name : "<i>????</i>", displayType : "grade", currentValue : 0, modifier: 100, modTypes: { good: [], bad: [] }, states : _basicSkillGrades}>> <</silently>> <<characteristic-box _sprayConfig>> <<if $prof.net isnot undefined>> <<characteristic-box _netConfig>> <<else>> <<characteristic-box _hiddenConfig>> <</if>> <<if $prof.baton isnot undefined>> <<characteristic-box _batonConfig>> <<else>> <<characteristic-box _hiddenConfig>> <</if>> <<if $prof.whip isnot undefined>> <<characteristic-box _whipConfig>> <<else>> <<characteristic-box _hiddenConfig>> <</if>> /* <<if $prof.pickaxe isnot undefined>> <<characteristic-box _pickaxeConfig>> <<else>> <<characteristic-box _hiddenConfig>> <</if>>*/ </div> </div> <br> <span class="gold">Insecurities</span> <div class="description">Scrutiny becomes harder to take as insecurity increases, inflicting more stress and damaging control. Acceptance renders you immune to the effect.</div> <br><br> <<set $_penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>> <<if insecurityExists("penis_small")>> <span class="red">Insecurity: <<print $_penisSize>> Penis</span> <div class="meter"> <<set _percent=Math.floor(($insecurity_penis_small/1000)*100)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <<if $acceptance_penis_small gte 1>> <span class="green">Acceptance: <<print $_penisSize>> Penis</span> <div class="meter"> <<set _percent=Math.floor(($acceptance_penis_small/1000)*100)>> <<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>> </div> <</if>> <</if>> <<if insecurityExists("penis_big")>> <span class="red">Insecurity: <<print $_penisSize>> Penis</span> <div class="meter"> <<set _percent=Math.floor(($insecurity_penis_big/1000)*100)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <<if $acceptance_penis_big gte 1>> <span class="green">Acceptance: <<print $_penisSize>> Penis</span> <div class="meter"> <<set _percent=Math.floor(($acceptance_penis_big/1000)*100)>> <<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>> </div> <</if>> <</if>> <<set $_breastSize to setup.breastsizes[$player.breastsize].toUpperFirst()>> <<if insecurityExists("breasts_small")>> <span class="red">Insecurity: <<print $player.breastsize ? "$_breastSize Breasts" : "Flat Chest">></span> <div class="meter"> <<set _percent=Math.floor(($insecurity_breasts_small/1000)*100)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <<if $acceptance_breasts_small gte 1>> <span class="green">Acceptance: <<print $player.breastsize ? "$_breastSize Breasts" : "Flat Chest">></span> <div class="meter"> <<set _percent=Math.floor(($acceptance_breasts_small/1000)*100)>> <<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>> </div> <</if>> <</if>> <<if insecurityExists("breasts_big")>> <span class="red">Insecurity: <<print $player.gender is "m" ? "Male" : $_breastSize>> Breasts</span> <div class="meter"> <<set _percent=Math.floor(($insecurity_breasts_big/1000)*100)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <<if $acceptance_breasts_big gte 1>> <span class="green">Acceptance: <<print $player.gender is "m" ? "Male" : $_breastSize>> Breasts</span> <div class="meter"> <<set _percent=Math.floor(($acceptance_breasts_big/1000)*100)>> <<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>> </div> <</if>> <</if>> <<if insecurityExists("pregnancy")>> <<set $_bellyText to (playerAwareTheyArePregnant() ? "Pregnant Belly" : "Pregnant Looking Belly")>> <span class="red">Insecurity: <<print $_bellyText>></span> <div class="meter"> <<set _percent=Math.floor(($insecurity_pregnancy/1000)*100)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <<if $acceptance_pregnancy gte 1>> <span class="green">Acceptance: <<print $_bellyText>></span> <div class="meter"> <<set _percent=Math.floor(($acceptance_pregnancy/1000)*100)>> <<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>> </div> <</if>> <</if>> <br> <</widget>> <<widget "heatRutDisplay">><<silently>> <<set $_knowsTheyCanBecomePregnant to ($settings.playerPregnancyHumanEnabled or $settings.playerPregnancyBeastEnabled) and playerAwareTheyCanBePregnant()>> <<set $_heatArousal to playerHeatMinArousal()>> <<set $_rutArousal to playerRutMinArousal()>> <<if $_heatArousal or $_rutArousal>> <<set $_source to []>> <<set $_sourceText to "Something">> <<set $_arousal to []>> <<set $_arousedText to "keeping you aroused">> /* SourceText */ <<if $wolfgirl gte 2 or $cat gte 2 or $cow gte 2 or $fox gte 2>> <<run $_source.push("inner beast")>> <</if>> <<if $earSlime.growth gt 50 and (($earSlime.focus is "pregnancy" and $_heatArousal) or ($earSlime.focus is "impregnation" and $_rutArousal))>> <<run $_source.push("ear slime")>> <</if>> <<if $_source.length>> <<set $_sourceText to "Your " + formatList($_source, "and")>> <</if>> /* arousedText */ <<if $_source.length and $_heatArousal and $_knowsTheyCanBecomePregnant>> <<run $_arousal.push("heat")>> <</if>> <<if $_source.length and $_rutArousal>> <<run $_arousal.push("rut")>> <</if>> <<if $_arousal.length>> <<set $_arousedText to "sending you into " + formatList($_arousal, "and")>> <</if>> <</if>> <</silently>><<if $_sourceText>><<print $_sourceText>><<print $_source.length and $_source.length gte 2 ? " are " : " is">> <<print $_arousedText>>.<<if _args[0]>><br><br><</if>><</if>> <</widget>><<widget "cheats">> <<link [[Confirm|$passage]]>><<set $cheatReload to true>><</link>> <br> Can cause problems if confirmed during events, or with NPCs around. <br> Only required if you want cheats to take immediate effect on the current scene. <hr> <div id="cheatsShown"><<cheats-characterStats>></div> <div class="settingsGrid"> <input type="button" class="toTop options" value="Top of Page" onclick="$('#customOverlayContent').scrollTop(0)"/> </div> <</widget>> <<widget "cheatVirginityToggle">> <<set _type to _args[0]>> <<set _id to `stats${_type}virginity`>> <<capture _type _id>> <span @id="_id"><<= ($player.virginity[_type] is true ? "Present" : "Taken by " + ($player.virginity[_type] is false ? "unknown" : $player.virginity[_type]))>></span> | <span @id="_id + 'link'"><<link `($player.virginity[_type] is true and !$player?.virginityDetails?.[_type]?.taker ? "Take" : "Restore")`>> <<if $player.virginity[_type] is true>> <<set $player.virginity[_type] to (_virginity[_type] is true ? false : _virginity[_type])>> <<if $player.virginity[_type] is false and $player?.virginityDetails?.[_type]?.taker>><<set $player.virginity[_type] to $player.virginityDetails[_type].taker>><</if>> <<if $player.virginity.temple isnot false and ["penile", "vaginal"].includes(_type)>><<set $player.virginity.temple to "unknown">><</if>> <<else>> <<set $player.virginity[_type] to true>> <<if $player.virginity.temple isnot false and ["penile", "vaginal"].includes(_type)>><<set $player.virginity.temple to true>><</if>> <</if>> <<run $(`#${_id}link .link-internal`).html($player.virginity[_type] is true and !$player?.virginityDetails?.[_type]?.taker ? "Take" : "Restore")>> <<run $(`#${_id}`).html($player.virginity[_type] is true ? "Present" : "Taken by " + ($player.virginity[_type] is false ? "unknown" : $player.virginity[_type]))>> <</link>></span> <</capture>> <</widget>> <<widget "cheatParasiteToggle">> <<set _bodypart to _args[0]>> <<set _parasiteTypes to setup.parasiteTypesPerBodypart[_bodypart]>> <<= _bodypart.toUpperFirst().replace("_", " ")>>: <<capture _bodypart, _parasiteTypes, _i, _temp>> <<for _i = 0; _i < _parasiteTypes.length; _i++>> <span @id="_parasite" @class="_parasiteTypes[_i] is $parasite[_bodypart].name || _parasiteTypes[_i] is 'none' and !$parasite[_bodypart].name ? 'goldLink' : 'link' "> <<link _parasiteTypes[_i]>> <<removeparasite _bodypart>> <<set _temp to _parasiteTypes[_i]>> <<set _parasiteTypes[_i] to _parasiteTypes[0]>> <<set _parasiteTypes[0] to _temp>> <<if _temp isnot "none">> <<parasite _bodypart _temp>> <</if>> <<updatesidebarimg>> <<replace `"#"+ _bodypart`>><<cheatParasiteToggle _bodypart>><</replace>> <</link>> </span> <<if _i < _parasiteTypes.length - 1>> |<</if>> <</for>> <</capture>> <</widget>> <<widget "cheatBodyLiquid">> <<set _semen to _args[0]>> <<set _label to _semen is "goo" ? "slime" : _semen>> <div class="settingsToggleItem"> <span class="gold"><<= _label.toUpperFirst()>></span> <br> <<capture _type _semen>> <<link `'Add all ' + _label`>> <<for _type range ["neck","rightarm","leftarm","thigh","bottom","tummy","chest","face","hair","feet","vaginaoutside","vagina","penis","anus","mouth"]>> <<bodyliquid _type _semen 5>><<run $(`#stats${_type}${_semen}`).html(Math.trunc($player.bodyliquid[_type][_semen]))>> <</for>> <<updatesidebarimg>> <<set _id to "#cheatLiquids-" + _semen>> <<replace _id>><<cheatBodyliquidElement _semen>><</replace>> <</link>> <</capture>> | <<capture _type _semen>> <<link `'Remove all ' + _label`>> <<for _type range ["neck","rightarm","leftarm","thigh","bottom","tummy","chest","face","hair","feet","vaginaoutside","vagina","penis","anus","mouth"]>> <<bodyliquid _type _semen -5>><<run $(`#stats${_type}${_semen}`).html(Math.trunc($player.bodyliquid[_type][_semen]))>> <</for>> <<updatesidebarimg>> <<set _id to "#cheatLiquids-" + _semen>> <<replace _id>><<cheatBodyliquidElement _semen>><</replace>> <</link>> <</capture>> <br> <<set _id to "cheatLiquids-" + _semen>> <span @id="_id"> <<cheatBodyliquidElement _semen>> </span> </div> <</widget>> <<widget "cheatBodyliquidElement">> <<set _semen to _args[0]>> <<set _options to { max: 5, step: 1, values: [_semen], activeButtons: ["single", "minMax"], percentage: false, reverse: true, css: {display: "inline-block", "margin-bottom": "0"} }>> <<numberStepper "Neck" $player.bodyliquid.neck[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.neck[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Right arm" $player.bodyliquid.rightarm[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.rightarm[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Left arm" $player.bodyliquid.leftarm[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.leftarm[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Thigh" $player.bodyliquid.thigh[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.thigh[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Bottom" $player.bodyliquid.bottom[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.bottom[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Tummy" $player.bodyliquid.tummy[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.tummy[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Chest" $player.bodyliquid.chest[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.chest[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Face" $player.bodyliquid.face[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.face[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Hair" $player.bodyliquid.hair[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.hair[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Feet" $player.bodyliquid.feet[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.feet[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Labia" $player.bodyliquid.vaginaoutside[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.vaginaoutside[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Vagina" $player.bodyliquid.vagina[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.vagina[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Penis" $player.bodyliquid.penis[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.penis[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Anus" $player.bodyliquid.anus[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.anus[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <<numberStepper "Mouth" $player.bodyliquid.mouth[_semen] {...T.options, callback: (value, arr) => { V.player.bodyliquid.mouth[arr[0]] = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }}>> <</widget>> <<widget "cheats-characterStats">> <div class="settingsGrid"> <div class="settingsHeader options">Player</div> <div class="settingsToggleItemWide"> <span class="gold">Miscellaneous</span> <br> <<numberStepper "Money" $money { activeButtons: ["single", "double", "triple"], step: 1000, max: 10000000000, colorArr:["--yellow"], percentage: false, valueFormat: (value) => `<b>${formatMoney(value)}</b>`, callback: (value) => { const difference = value - V.money; V.moneyStats.cheats.earned += difference; V.money = value; } }>> <<if $location is "prison">> <<set $prison.teeth to $prison.teeth or 0>> <<numberStepper "Teeth" $prison.teeth {callback: (value) => V.prison.teeth = value, disableMinMax: true, step: 1, max: 1000000, colorArr:["--yellow"], percentage: false}>> <</if>> Infinite spray: <span id="statsinfinitespray"><<= ($infinitespray ? "On" : "Off")>></span> | <<link "Change">> <<if $infinitespray is 1>> <<set $infinitespray to 0>> <<else>> <<spray 5>> <<set $infinitespray to 1>> <</if>> <<replace "#statsinfinitespray">><<= ($infinitespray ? "On" : "Off")>><</replace>> <</link>> <br> <<if $debug is 1>> Pheromones (DEBUG): <span id="statsalluretest"><<= $alluretest ? "On" : "Off">></span> | <<link "Change">> <<if $alluretest is 1>> <<set $alluretest to 0>> <<else>> <<set $alluretest to 1>> <</if>> <<replace "#statsalluretest">><<= $alluretest>><</replace>> <</link>> <br> <</if>> </div> <div class="settingsToggleItem"> <span class="gold">Body</span> <mouse class="tooltip linkBlue">(?)<span>Changing the player's genitalia will wash the player of lewd fluids and remove genital parasites to prevent them from lingering on nonexisting body parts.</span></mouse> <br> Genitals: <span id="statsGender"> <<cheatsSex>> </span> <br> <<set _gender_body_words to {"m": "Masculine", "f": "Feminine", "a": "Androgynous"}>> Body type: <mouse class="tooltip linkBlue">(?)<span>Contributes to how feminine or masculine you appear. In normal gameplay, the player's body type does not contribute to gender appearance, unless it has been feminised or masculinised via special clothing.</span></mouse>: <span id="statsBodyType"> <<cheatsBody>> </span> <br> <<set _bodysize_words to ["Tiny","Small","Normal","Large"]>> Body size: <span id="statsBodySize"> <<cheatsBodySize>> </span> <br> Body shape: <span id="statsBodyShape"> <<cheatsBodyShape>> </span> <<if setup.faceStyleOptions.length gt 1>> <br> Face style: <span id="statsFaceStyle"> <<cheatsFaceStyle>> </span> <</if>> <br> Demeanour: <span id="statsDemeanour"> <<cheatsDemeanour>> </span> </div> <div class="settingsToggleItem"> <span class="gold">Virginity</span> <br> <<set _virginity to clone($player.virginity)>> <<if $player.vaginaExist or $player.virginity.vaginal isnot true>> Vaginal: <<cheatVirginityToggle "vaginal">> <br> <</if>> <<if $player.penisExist or $player.virginity.penile isnot true>> Penile: <<cheatVirginityToggle "penile">> <br> <</if>> Anal: <<cheatVirginityToggle "anal">> <br> Oral: <<cheatVirginityToggle "oral">> <br> Handholding: <<cheatVirginityToggle "handholding">> <br> First kiss: <<cheatVirginityToggle "kiss">> <<if $temple_rank isnot undefined and $temple_rank isnot "prospective">> <br> Temple Vow: <<cheatVirginityToggle "temple">> <</if>> </div> <div class="settingsToggleItem"> <span class="gold">State</span> <br> <<set _state to ["pain", "arousal", "tiredness", "stress", "trauma", "drunk", "drugged", "hallucinogen"]>> <<link "Refresh">> <<set $control = 1000>><<clamp>> <<for _i range _state>> <<set V[_i] to 0>><<clamp>> <</for>> <<replace "#cheatstate">><<cheatSection "state">><</replace>> <<updatesidebarimg>> <</link>> | <<link "Ruin">> <<set $control = 0>><<clamp>> <<for _i range _state>> <<set V[_i] to 20000>><<clamp>> <</for>> <<replace "#cheatstate">><<cheatSection "state">><</replace>> <<updatesidebarimg>> <</link>> <br><br> <div id="cheatstate"> <<cheatSection "state">> </div> </div> <div class="settingsToggleItem"> <span class="gold">Fluids:</span> <<link "Refill">> <<set $semen_amount to $semen_volume>> <<set $milk_amount to $milk_volume>> <<replace "#fluids">><<cheats-fluids>><</replace>> <</link>> | <<link "Empty">> <<set $semen_amount to 0>> <<set $milk_amount to 0>> <<replace "#fluids">><<cheats-fluids>><</replace>> <</link>> <br> <span class="gold">Lactating:</span> <span id="statslactatingspray"><<= ($lactating is 1 ? "Yes" : "No")>></span> | <<link "Toggle">><<set $lactating to ($lactating is 1 ? 0 : 1)>><<set $lactation_pressure to $lactating * 100>><<replace "#statslactatingspray">><<= ($lactating is 1 ? "Yes" : "No")>><</replace>><<updatesidebarimg>><</link>> <br><br> <span id="fluids"><<cheats-fluids>></span> <<numberStepper "Milk Volume" $milk_volume { callback: value => { V.milk_volume = value; V.milk_amount = Math.min(V.milk_amount, V.milk_volume); Wikifier.wikifyEval("<<replace '#fluids'>><<cheats-fluids>><</replace>>"); }, step: 10, valueFormat: value => Math.round(value) + "ml", percentage: false, min: 24, max: 3000 }>> <<if $player.penisExist>> <<numberStepper "Semen Volume" $semen_volume { callback: value => { V.semen_volume = value; V.semen_amount = Math.min(V.semen_amount, V.semen_volume); Wikifier.wikifyEval("<<replace '#fluids'>><<cheats-fluids>><</replace>>"); }, step: 10, valueFormat: value => Math.round(value) + "ml", percentage: false, max: 3000 }>> <</if>> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Clothes</div> <div class="settingsToggleItemWide"> <<link "Unlock all special clothing">> <<run for(const c in V.specialClothes) {if (V.specialClothes[c].unlocked === 0) V.specialClothes[c].unlocked = 1}>> <</link>> <br> <span class="description">If clothing health is set to zero, it will break. Leaving the cheats menu will destroy it, and you will not be able to get it back.</span> <br> </div> <<set _cl_slots to ["upper", "lower", "under_upper", "under_lower", "over_upper", "over_lower", "genitals"]>> <<if $worn.face.type.includesAny("covered", "gag", "mask")>> <<run _cl_slots.push("face")>> <</if>> <<set $_clothes to []>> <<if $worn.over_upper.integrity gte 1>> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.over_upper "over_upper">><<= $worn.over_upper.name.toUpperFirst()>> integrity:</span> <<set _overupperintegritymax to getSetupClothing('over_upper', $worn.over_upper)?.integrity_max || 200>> <<numberslider "$worn.over_upper.integrity" `Math.min($worn.over_upper.integrity, _overupperintegritymax)` 0 _overupperintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.over_upper, "over_upper") || `<span class="green">full</span>` }>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.over_upper "over_upper">><<= $worn.over_upper.name.toUpperFirst()>> wetness:</span> <<numberslider "$overupperwet" $overupperwet 0 200 1 { onInputChange: (value) => cheatsShowWetness('overupperwet', value), value: v => wetnessWord('overupper') }>> </div> <<else>> <<set $_clothes.push("an overtop")>> <</if>> <<if $worn.over_lower.integrity gte 1>> <div class="settingsToggleItem numberslider-inline"> <<set _overlowerintegritymax to getSetupClothing('over_lower', $worn.over_lower)?.integrity_max || 200>> <span class="gold"><<clothingicon $worn.over_lower "over_lower">><<= $worn.over_lower.name.toUpperFirst()>> integrity:</span> <<numberslider "$worn.over_lower.integrity" `Math.min($worn.over_lower.integrity, _overlowerintegritymax)` 0 _overlowerintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.over_lower, "over_lower") || `<span class="green">full</span>` }>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.over_lower "over_lower">><<= $worn.over_lower.name.toUpperFirst()>> wetness:</span> <<numberslider "$overlowerwet" $overlowerwet 0 200 1 { onInputChange: (value) => cheatsShowWetness('overlowerwet', value), value: v => wetnessWord('overlower') }>> </div> <<else>> <<set $_clothes.push("an overbottom")>> <</if>> <<if $worn.upper.integrity gte 1>> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.upper "upper">><<= $worn.upper.name.toUpperFirst()>> integrity:</span> <<set _upperintegritymax to getSetupClothing('upper', $worn.upper)?.integrity_max || 200>> <<numberslider "$worn.upper.integrity" `Math.min($worn.upper.integrity, _upperintegritymax)` 0 _upperintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.upper, "upper") || `<span class="green">full</span>` }>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.upper "upper">><<= $worn.upper.name.toUpperFirst()>> wetness:</span> <<numberslider "$upperwet" $upperwet 0 200 1 { onInputChange: (value) => cheatsShowWetness('upperwet', value), value: v => wetnessWord('upper') }>> </div> <<else>> <<set $_clothes.push("a top")>> <</if>> <<if $worn.lower.integrity gte 1>> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.lower "lower">><<= $worn.lower.name.toUpperFirst()>> integrity:</span> <<set _lowerintegritymax to getSetupClothing('lower', $worn.lower)?.integrity_max || 200>> <<numberslider "$worn.lower.integrity" `Math.min($worn.lower.integrity, _lowerintegritymax)` 0 _lowerintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.lower, "lower") || `<span class="green">full</span>` }>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.lower "lower">><<= $worn.lower.name.toUpperFirst()>> wetness:</span> <<numberslider "$lowerwet" $lowerwet 0 200 1 { onInputChange: (value) => cheatsShowWetness('lowerwet', value), value: v => wetnessWord('lower') }>> </div> <<else>> <<set $_clothes.push("a bottom")>> <</if>> <<if $worn.under_lower.integrity gte 1>> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.under_lower "under_lower">><<= $worn.under_lower.name.toUpperFirst()>> integrity:</span> <<set _underlowerintegritymax to getSetupClothing('under_lower', $worn.under_lower)?.integrity_max || 200>> <<numberslider "$worn.under_lower.integrity" `Math.min($worn.under_lower.integrity, _underlowerintegritymax)` 0 _underlowerintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.under_lower, "under_lower") || `<span class="green">full</span>` }>> <br> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.under_lower "under_lower">><<= $worn.under_lower.name.toUpperFirst()>> wetness:</span> <<numberslider "$underlowerwet" $underlowerwet 0 200 1 { onInputChange: (value) => cheatsShowWetness('underlowerwet', value), value: v => wetnessWord('underlower') }>> </div> <<else>> <<set $_clothes.push("underbottoms")>> <</if>> <<if $worn.under_upper.integrity gte 1>> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.under_upper "under_upper">><<= $worn.under_upper.name.toUpperFirst()>> integrity:</span> <<set _underupperintegritymax to getSetupClothing('under_upper', $worn.under_upper)?.integrity_max || 200>> <<numberslider "$worn.under_upper.integrity" `Math.min($worn.under_upper.integrity, _underupperintegritymax)` 0 _underupperintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.under_upper, "under_upper") || `<span class="green">full</span>` }>> <br> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold"><<clothingicon $worn.under_upper "under_upper">><<= $worn.under_upper.name.toUpperFirst()>> wetness:</span> <<numberslider "$underupperwet" $underupperwet 0 200 1 { onInputChange: (value) => cheatsShowWetness('underupperwet', value), value: v => wetnessWord('underupper') }>> </div> <<else>> <<set $_clothes.push("an undertop")>> <</if>> <<if $worn.genitals.integrity gte 1>> <div class="settingsToggleItemWide numberslider-inline"> <span class="gold"><<clothingicon $worn.genitals "genitals">><<= $worn.genitals.name.toUpperFirst()>> integrity:</span> <<set _genitalsintegritymax to getSetupClothing('genitals', $worn.genitals)?.integrity_max || 200>> <<numberslider "$worn.genitals.integrity" `Math.min($worn.genitals.integrity, _genitalsintegritymax)` 0 _genitalsintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.genitals, "genitals") || `<span class="green">full</span>` }>> <br> </div> <<else>> <<set $_clothes.push("a chastity belt")>> <</if>> <<if $worn.face.type.includesAny("covered", "gag", "mask")>> <div class="settingsToggleItemWide numberslider-inline"> <span class="gold"><<clothingicon $worn.face "face">><<= $worn.face.name.toUpperFirst()>> integrity:</span> <<set _faceintegritymax to getSetupClothing('face', $worn.face)?.integrity_max || 200>> <<numberslider "$worn.face.integrity" `Math.min($worn.face.integrity, _faceintegritymax)` 0 _faceintegritymax 1 { onInputChange: value => wikifier("<<updatesidebarimg false>>"), value: () => integrityWord(V.worn.face, "face") || `<span class="green">full</span>` }>> <br> </div> <<else>> <<set $_clothes.push("a mask, or a gag")>> <</if>> <div class="settingsToggleItemWide"> You are not wearing <span class="gold"><<= $_clothes.join(", ")>></span>. /* Don't show links if player doesn't have anything to fix/destroy */ <<if $_clothes.length lt 8>> <br> <<link "Fix all">> <<run _cl_slots.forEach((slot) => { if (V.worn[slot].name === "naked") return; V.worn[slot].integrity = clothingData(slot, V.worn[slot], "integrity_max"); cheatsUpdateSlider( `#numberslider-input-worn${slot.replace('_', '-')}integrity`, V.worn[slot].integrity ); })>> <<updatesidebarimg>> <</link>> | <<link "Destroy all">> /* not using ruined widgets to avoid side effects until confirmation */ <<run _cl_slots.forEach((slot) => { if (V.worn[slot].name === "naked") return; V.worn[slot].integrity = 0; cheatsUpdateSlider( `#numberslider-input-worn${slot.replace('_', '-')}integrity`, V.worn[slot].integrity ); })>> <<updatesidebarimg>> <</link>> <</if>> /* Don't show unless the player is wearing clothes that can be drenched or dried */ <<if !$_clothes.includesAll("an overtop", "an overbottom", "a top", "a bottom", "underbottoms", "an undertop")>> | <<link "Dry all">> <<dry_full>> <<run _cl_slots.slice(0, 4).forEach((slot) => { if (V.worn[slot].name === 'naked') return; const wetnessProp = slot.replace('_', '') + 'wet'; V[wetnessProp + 'stage'] = 0; cheatsUpdateSlider(`#numberslider-input-${wetnessProp}`, V[wetnessProp]); })>> <<updatesidebarimg>> <</link>> | <<link "Drench all">> <<run _cl_slots.slice(0, 4).forEach((slot) => { if (V.worn[slot].name === 'naked') return; const wetnessProp = slot.replace('_', '') + 'wet'; V[wetnessProp] = 200; V[wetnessProp + 'stage'] = 3; cheatsUpdateSlider(`#numberslider-input-${wetnessProp}`, V[wetnessProp]); })>> <<updatesidebarimg>> <</link>> <</if>> <br><br> <span class="gold">Bindings:</span> <br> <span class="description"> Binding your arms will destroy handheld items. Shackling your feet will destroy shoes.</span> <br> <<icon "clothes/gag.png">><<link "Gag">><<facewear 4>><<updatesidebarimg>><</link>> | <<link "Blindfold">><<facewear 5>><<updatesidebarimg>><</link>> | <<link "Gag and blindfold">><<facewear 6>><<updatesidebarimg>><</link>> | <<link "Bind arms">><<bind>><<updatesidebarimg>><</link>> | <<link "Shackle feet">><<shackle_feet>><<updatesidebarimg>><</link>> <br> <<undobindingsicon>> <<link "Unbind all">><<unbind>><<if $worn.face.type.includes("gag") or $worn.face.type.includes("blindfold")>><<set $worn.face.type.push("broken")>><<faceruined>><</if>><<updatesidebarimg>><</link>> <<if $debug is 1>> <br><br> <span class="gold">Add to Wardrobe:</span> <br> <span class="description">DEBUG: Send clothing with a given ID to your wardrobe.</span> <br> <<listbox "_slot" autoselect>> <<optionsfrom setup.clothingLayer.body>> <</listbox>> <<set _clothesID to "1">> <<textbox "_clothesID" "1">> <br> <<link "Send">> <<if !between(+_clothesID, 1, setup.clothes[_slot].length)>> <<replace "#ClothesSendResult">>That didn't work!<</replace>> <<else>> <<shopbuyv2 _slot "buy" "send" _clothesID 1>> <<replace "#ClothesSendResult">>Sent <<= setup.clothes[_slot][_clothesID].name>> to your wardrobe!<</replace>> <</if>> <</link>> <br> <span id="ClothesSendResult"></span> <</if>> </div> </div> <hr> <div class="cheatsGrid"> <div class="settingsHeader options">Characteristics</div> <div class="settingsToggleItem"> <<set _core to ["purity", "beauty", "physique", "willpower", "awareness", "promiscuity", "exhibitionism", "deviancy"]>> <<if numberOfEarSlime()>><<set _core.push("earSlime.corruption")>><</if>> <span class="gold">Core Characteristics</span> <br> <<link "Set all to 0">> <<for _i range _core>> <<set V[_i] to 0>><<clamp>> <</for>> <<replace "#characteristics">><<cheatSection "characteristics">><</replace>> <</link>> | <<link "Set all to max">> <<for _i range _core>> <<set V[_i] to 20000>><<clamp>> <</for>> <<replace "#characteristics">><<cheatSection "characteristics">><</replace>> <</link>> <br><br> <span id="characteristics"> <<cheatSection "characteristics">> </span> <hr> <span class="gold">Secondary Characteristics</span> <br> Speech Attitude: <span id="statsSpeechAttitude"> <<cheatsSpeechAttitude>> </span> <br> <span class="description">Changing speech attitude will also alter your submissiveness.</span> <<numberStepper "Submissiveness" $submissive "submissive" {max: 2000}>> <<numberStepper "Masochism" $masochism "masochism" {max: 1000}>> <<numberStepper "Sadism" $sadism "sadism" {max: 1000}>> <<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">> <<numberStepper "Grace" $grace "grace">> <</if>> </div> <div class="settingsToggleItem"> <<set _skills to ["skulduggery", "skulduggeryday", "danceskill", "swimmingskill", "athletics", "tending", "housekeeping"]>> <span class="gold">Core Skills</span> <br> <<link "Set all to 0">> <<for _i range _skills>> <<set V[_i] to 0>><<clamp>> <</for>> <<replace "#coreSkills">><<cheatSection "skills">><</replace>> <</link>> | <<link "Set all to max">> <<for _i range _skills>> <<set V[_i] to 20000>><<clamp>> <</for>> <<replace "#coreSkills">><<cheatSection "skills">><</replace>> <</link>> <br><br> <span id="coreSkills"> <<cheatSection "skills">> </span> <hr> <<set _subjects to ["english", "maths", "science", "history"]>> <span class="gold">School Skills</span> <br> <<link "Set all to 0">> <<for _i range _subjects>> <<set V[_i] to 0>><<clamp>> <</for>> <<adjust_school_traits>> <<replace "#schoolSkills">><<cheatSection "school">><</replace>> <</link>> | <<link "Set all to max">> <<for _i range _subjects>> <<set V[_i] to 1000>><<clamp>> <</for>> <<adjust_school_traits>> <<replace "#schoolSkills">><<cheatSection "school">><</replace>> <</link>> <br><br> <span id="schoolSkills"> <<cheatSection "school">> </span> </div> <div class="settingsToggleItem"> <<set _sexSkills to ["seduction", "oral", "vaginal", "penile", "anal", "hand", "feet", "bottom", "thigh", "chest"]>> <span class="gold">Sex Skills</span> <br> <<link "Set all to 0">> <<for _i range _sexSkills>> <<set V[`${_i}skill`] to 0>><<clamp>> <</for>> <<replace "#cheatsSex">><<cheatSection "sex">><</replace>> <</link>> | <<link "Set all to max">> <<for _i range _sexSkills>> <<set V[`${_i}skill`] to 1000>><<clamp>> <</for>> <<replace "#cheatsSex">><<cheatSection "sex">><</replace>> <</link>> <br><br> <span id="cheatsSex"> <<cheatSection "sex">> </span> </div> <div class="settingsToggleItem"> <span class="gold">Traits</span> <br> <<set $_traits to {"choke": $choketrait, "milkdrank" : $milkdranktrait, "vore" : $voretrait, "tentacle" : $tentacletrait, "bestiality" : $bestialitytrait, "rape" : $rapetrait, "molest" : $molesttrait, "ejac" : $ejactrait, "orgasm" : $orgasmtrait}>> <<set _traitValue to {"1": "On", "-1": "Disabled", "0": "Off"}>> Orgasm Addict: <span id="statsorgasmtrait" @class="$orgasmtrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["orgasm"].toString()]>></span> | <<link "Change">> <<set $orgasmtrait += 1>> <<if $orgasmtrait gte 2>> <<set $orgasmtrait to -1>> <</if>> <<replace "#statsorgasmtrait">> <<set _orgasmtrait to _traitValue[$orgasmtrait.toString()]>> <<= _orgasmtrait>> <<changeCheatClass "#statsorgasmtrait" _orgasmtrait>> <</replace>> <</link>> <br> Cum Dump: <span id="statsejactrait" @class="$ejactrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["ejac"].toString()]>></span> | <<link "Change">> <<set $ejactrait += 1>> <<if $ejactrait gte 2>> <<set $ejactrait to -1>> <</if>> <<replace "#statsejactrait">> <<set _ejactrait to _traitValue[$ejactrait.toString()]>> <<= _ejactrait>> <<changeCheatClass "#statsejactrait" _ejactrait>> <</replace>> <</link>> <br> Plaything: <span id="statsmolesttrait" @class="$molesttrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["molest"].toString()]>></span> | <<link "Change">> <<set $molesttrait += 1>> <<if $molesttrait gte 2>> <<set $molesttrait to -1>> <</if>> <<replace "#statsmolesttrait">> <<set _molesttrait to _traitValue[$molesttrait.toString()]>> <<= _molesttrait>> <<changeCheatClass "#statsmolesttrait" _molesttrait>> <</replace>> <</link>> <br> Fucktoy: <span id="statsrapetrait" @class="$rapetrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["rape"].toString()]>></span> | <<link "Change">> <<set $rapetrait += 1>> <<if $rapetrait gte 2>> <<set $rapetrait to -1>> <</if>> <<replace "#statsrapetrait">> <<set _rapetrait to _traitValue[$rapetrait.toString()]>> <<= _rapetrait>> <<changeCheatClass "#statsrapetrait" _rapetrait>> <</replace>> <</link>> <br> Bitch: <span id="statsbestialitytrait" @class="$bestialitytrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["bestiality"].toString()]>></span> | <<link "Change">> <<set $bestialitytrait += 1>> <<if $bestialitytrait gte 2>> <<set $bestialitytrait to -1>> <</if>> <<replace "#statsbestialitytrait">> <<set _bestialitytrait to _traitValue[$bestialitytrait.toString()]>> <<= _bestialitytrait>> <<changeCheatClass "#statsbestialitytrait" _bestialitytrait>> <</replace>> <</link>> <br> Prey: <span id="statstentacletrait" @class="$tentacletrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["tentacle"].toString()]>></span> | <<link "Change">> <<set $tentacletrait += 1>> <<if $tentacletrait gte 2>> <<set $tentacletrait to -1>> <</if>> <<replace "#statstentacletrait">> <<set _tentacletrait to _traitValue[$tentacletrait.toString()]>> <<= _tentacletrait>> <<changeCheatClass "#statstentacletrait" _tentacletrait>> <</replace>> <</link>> <br> Tasty: <span id="statsvoretrait" @class="$voretrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["vore"].toString()]>></span> | <<link "Change">> <<set $voretrait += 1>> <<if $voretrait gte 2>> <<set $voretrait to -1>> <</if>> <<replace "#statsvoretrait">> <<set _voretrait to _traitValue[$voretrait.toString()]>> <<= _voretrait>> <<changeCheatClass "#statsvoretrait" _voretrait>> <</replace>> <</link>> <br> Milk Addict: <span id="statsmilkdranktrait" @class="$milkdranktrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["milkdrank"].toString()]>></span> | <<link "Change">> <<set $milkdranktrait += 1>> <<if $milkdranktrait gte 2>> <<set $milkdranktrait to -1>> <</if>> <<replace "#statsmilkdranktrait">> <<set _milkdranktrait to _traitValue[$milkdranktrait.toString()]>> <<= _milkdranktrait>> <<changeCheatClass "#statsmilkdranktrait" _milkdranktrait>> <</replace>> <</link>> <br> Lustful: <span id="statslustful" @class="$backgroundTraits.includes('lustful') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("lustful") is true ? "On" : "Off">></span> | <<link "Change">> <<if !$backgroundTraits.includes("lustful")>> <<set $backgroundTraits.pushUnique("lustful")>><<set $specialClothesEffects.bimbo.total to 1200>> <<else>> <<set $backgroundTraits.delete("lustful")>><<if $specialClothesEffects.bimbo.total gt 1000>><<set $specialClothesEffects.bimbo.total to 1000>><</if>> <</if>> <<replace "#statslustful">> <<set _lustful to $backgroundTraits.includes("lustful") is true ? "On" : "Off">> <<= _lustful>> <<changeCheatClass "#statslustful" _lustful>> <</replace>> <</link>> <br> Crossdresser: <span id="statscrossdresser" @class="$backgroundTraits.includes('crossdresser') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("crossdresser") is true ? "On" : "Off">></span> | <<link "Change">> <<if !$backgroundTraits.includes("crossdresser")>> <<set $backgroundTraits.pushUnique("crossdresser")>><<set $crossdressingTrait to 100>> <<else>> <<set $backgroundTraits.delete("crossdresser")>><<if $crossdressingTrait gt 80>><<set $crossdressingTrait to 80>><</if>> <</if>> <<replace "#statscrossdresser">> <<set _crossdresser to $backgroundTraits.includes("crossdresser") is true ? "On" : "Off">> <<= _crossdresser>> <<changeCheatClass "#statscrossdresser" _crossdresser>> <</replace>> <</link>> <br> Green Thumb: <span id="statsgreenthumb" @class="$backgroundTraits.includes('greenthumb') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("greenthumb")is true ? "On" : "Off">></span> | <<link "Change">> <<if !$backgroundTraits.includes("greenthumb")>> <<set $backgroundTraits.pushUnique("greenthumb")>> <<else>> <<set $backgroundTraits.delete("greenthumb")>> <</if>> <<replace "#statsgreenthumb">> <<set _greenthumb to $backgroundTraits.includes("greenthumb") is true ? "On" : "Off">> <<= _greenthumb>> <<changeCheatClass "#statsgreenthumb" _greenthumb>> <</replace>> <</link>> <br> Asphyxiophilia: <span id="statschoke" @class="$choketrait is 1 ? 'green' : 'red'"><<= _traitValue[$_traits["choke"].toString()]>></span> | <<link "Change">> <<set $choketrait += 1>> <<if $choketrait gte 2>> <<set $choketrait to 0>> <</if>> <<replace "#statschoke">> <<set _choketrait to _traitValue[$choketrait.toString()]>> <<= _choketrait>> <<changeCheatClass "#statschoke" _choketrait>> <</replace>> <</link>> <br> Plant Lover: <span id="statsplantlover" @class="$backgroundTraits.includes('plantlover') is true ? 'green' : 'red'"><<= $backgroundTraits.includes("plantlover")is true ? "On" : "Off">></span> | <<link "Change">> <<if !$backgroundTraits.includes("plantlover")>> <<set $backgroundTraits.pushUnique("plantlover")>> <<set $nectar_addiction to 200>> <<set $nectar_timer to 21>> <<else>> <<set $backgroundTraits.delete("plantlover")>> <<set $nectar_addiction to 0>> <<set $nectar_timer to 0>> <</if>> <<replace "#statsplantlover">> <<set _plantlover to $backgroundTraits.includes("plantlover") is true ? "On" : "Off">> <<= _plantlover>> <<changeCheatClass "#statsplantlover" _plantlover>> <</replace>> <</link>> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Fame</div> <div class="settingsToggleItem"> <<set _positiveFames to ["good", "business", "scrap", "social", "model"]>> <<set _negativeFames to ["exhibitionism", "prostitution", "bestiality", "sex", "rape", "pregnancy", "impreg"]>> <span class="gold">Negative Fame</span> <br> <<link "Set all to 0">> <<for _i range _negativeFames>> <<set $fame[_i] to 0>> <</for>> <<fameclamp>> <<replace #cheatsNegative>><<cheatSection "negative">><</replace>> <</link>> | <<link "Set all to max">> <<for _i range _negativeFames>> <<set $fame[_i] to 2000>> <</for>> <<fameclamp>> <<replace #cheatsNegative>><<cheatSection "negative">><</replace>> <</link>> <br><br> <span id="cheatsNegative"> <<cheatSection "negative">> </span> <hr> <span class="gold">Positive Fame</span> <br> <<link "Set all to 0">> <<for _i range _positiveFames>> <<set $fame[_i] to 0>> <</for>> <<fameclamp>> <<replace #cheatsPositive>><<cheatSection "positive">><</replace>> <</link>> | <<link "Set all to max">> <<for _i range _positiveFames>> <<set $fame[_i] to 2000>> <</for>> <<fameclamp>> <<replace #cheatsPositive>><<cheatSection "positive">><</replace>> <</link>> <br><br> <span id="cheatsPositive"> <<cheatSection "positive">> </span> </div> <div class="settingsToggleItem"> <span class="gold">Crime</span> <br> <<link "Set all to 0">> <<for _cr range Object.keys(setup.crimeNames)>> <<capture _cr>> <<set C.crime[_cr] to 0>> <<replace "#cheatsCrime">><<cheatSection "crime">><</replace>> <</capture>> <</for>> <</link>> | <<link "Set all to max">> <<for _cr range Object.keys(setup.crimeNames)>> <<capture _cr>> <<set C.crime[_cr] to 10000>> <<replace "#cheatsCrime">><<cheatSection "crime">><</replace>> <</capture>> <</for>> <</link>> <br><br> <span id="cheatsCrime"> <<cheatSection "crime">> </span> <hr> <span class="gold">Crime Events</span> <br> <span id="statscrimeevents"><<listCrimeCheats>></span> <<link "Clear Crime events">><<crimeClearEvent "all">><<replace #statscrimeevents>><<listCrimeCheats>><</replace>><</link>> </div> </div> <</widget>> <<widget "cheats-fluids">> <<numberStepper "Milk Amount" $milk_amount "milk_amount" { max: $milk_volume, step: 10, valueFormat: (value, percentage) => `<b>${Math.round(percentage)}%</b> (${Math.round(value)}ml)` }>> <<if $player.penisExist>> <<numberStepper "Semen Amount" $semen_amount "semen_amount" { max: $semen_volume, step: 10, valueFormat: (value, percentage) => `<b>${Math.round(percentage)}%</b> (${Math.round(value)}ml)` }>> <</if>> <</widget>> <<widget "cheats-characterVisual">> <div class="settingsGrid"> <div class="settingsHeader options">Player</div> <div class="settingsToggleItemWide"> <span class="gold">Hair Length</span> <br> <<if $passage is "Hairdressers Seat">> Hair cheats are disabled while at the hairdressers. <br><br> <<else>> <<numberStepper "Hair length" $hairlength {max: 1000, callback: value => {V.hairlength = value; calchairlengthstage(); wikifier("updatesidebarimg")}}>> <<numberStepper "Fringe length" $fringelength {max: 1000, callback: value => {V.fringelength = value; calchairlengthstage(); wikifier("updatesidebarimg")}}>> <<if $hairtest is 1 or $debug>> <<foldout false "_cheatsFoldoutNatural">> <span class="gold">Natural Hair Colour (DEBUG)</span> <<set _bar to false>> <<for _i = 0; _i < setup.colours.hair.length; _i++>> <<if setup.colours.hair[_i].natural>> <<if _bar>>|<</if>> <label><span @class="setup.colours.hair[_i].csstext"><<= setup.colours.hair[_i].name_cap>></span> <<radiovar "$naturalhaircolour" setup.colours.hair[_i].variable>> <<updatesidebarimg>><</radiovar>></label> <<set _bar to true>> <</if>> <</for>> <br><br> <</foldout>> <</if>> <<foldout false "_cheatsFoldoutDye">> <span class="gold">Hair Dye</span> <label>None <<radiovar "$haircolour" $naturalhaircolour>> <<updatesidebarimg>><</radiovar>></label> <<for _i = 0; _i < setup.colours.hair.length; _i++>> <<if setup.colours.hair[_i].dye>> | <label><span @class="setup.colours.hair[_i].csstext"><<= setup.colours.hair[_i].name_cap>></span> <<radiovar "$haircolour" setup.colours.hair[_i].variable>> <<updatesidebarimg>><</radiovar>></label> <</if>> <</for>> <br> Two-tone: <label>Enable <<radiovar "$hairColourStyle" "gradient">> <<updatesidebarimg>><</radiovar>></label> <label>Disable <<radiovar "$hairColourStyle" "simple">> <<updatesidebarimg>><</radiovar>></label> <br> Two-tone style: <<listbox "$hairColourGradient.style" autoselect>> <<option "Low Ombré" "low-ombre">> <<option "High Ombré" "high-ombre">> <<option "Split" "split">> <<option "Face-framing highlights" "face-frame">> <</listbox>> <br><br> <</foldout>> <<foldout false "_cheatsFoldoutFringe">> <span class="gold">Hair Fringe Dye</span> <label>None <<radiovar "$hairfringecolour" $naturalhaircolour>> <<updatesidebarimg>><</radiovar>></label> <<for _i = 0; _i < setup.colours.hair.length; _i++>> <<if setup.colours.hair[_i].dye>> | <label><span @class="setup.colours.hair[_i].csstext"><<= setup.colours.hair[_i].name_cap>></span> <<radiovar "$hairfringecolour" setup.colours.hair[_i].variable>> <<updatesidebarimg>><</radiovar>></label> <</if>> <</for>> <br> Two-tone: <label>Enable <<radiovar "$hairFringeColourStyle" "gradient">> <<updatesidebarimg>><</radiovar>></label> <label>Disable <<radiovar "$hairFringeColourStyle" "simple">> <<updatesidebarimg>><</radiovar>></label> <br> Two-tone style: <<listbox "$hairFringeColourGradient.style" autoselect>> <<option "Low Ombré" "low-ombre">> <<option "High Ombré" "high-ombre">> <<option "Split" "split">> <<option "Face-framing highlights" "face-frame">> <</listbox>> <br><br> <</foldout>> <</if>> </div> <div class="settingsToggleItem"> <span class="gold">Eye Colour</span> <br> <<set _bar to false>> <<for _i = 0; _i < setup.colours.eyes.length; _i++>> <<if setup.colours.eyes[_i].natural>> <<if _bar>>|<</if>> <label><span @class="setup.colours.eyes[_i].csstext"> <<= setup.colours.eyes[_i].name>></span> <<radiovar "$eyeselected" setup.colours.eyes[_i].variable>> <<cheatMenuEyesSelected>> <</radiovar>></label> <<set _bar to true>> <</if>> <</for>> </div> <div class="settingsToggleItem"> <span class="gold">Freckles</span> <br> <label>Enabled <<radiobutton "$player.freckles" true autocheck>></label> | <label>Disabled <<radiobutton "$player.freckles" false `!$player.freckles ? "checked" : ""`>></label> </div> <div class="settingsToggleItem"> <span class="gold">Breast Size</span> <<set _breastsText to ["Flat", "Budding", "Tiny", "Small", "Pert", "Modest", "Full", "Large", "Ample", "Massive", "Huge", "Gigantic", "Enormous"]>> <<numberslider "$player.breastsize" $player.breastsize 0 _breastsText.length-1 1 { onInputChange: value => { wikifier("<<updatesidebarimg false>>"); }, value: v => { return T.breastsText[v]; } }>> <br><br> <span class="gold">Bottom Size</span> <<set _buttsText to ["Slender", "Slim", "Modest", "Cushioned", "Soft", "Round", "Plump", "Large", "Huge"]>> <<numberslider "$player.bottomsize" $player.bottomsize 0 _buttsText.length-1 1 { onInputChange: value => { wikifier("<<updatesidebarimg false>>"); }, value: v => { return T.buttsText[v]; } }>> <<if $player.penisExist>> <br><br> <span class="gold">Penis Size</span> <<set _penisText to ["Micro", "Mini", "Tiny", "Small", "Normal", "Large", "Enormous"]>> <<numberslider "$player.penissize" $player.penissize -2 4 1 { onInputChange: value => { wikifier("<<updatesidebarimg false>>"); }, value: v => { return T.penisText[v + 2]; } }>> <<if $debug is 1>> <br> <span class="description">Ball Size (DEBUG): <<link "<">><<set $ballssize -= 1>><<clamp>><<replace "#statsballssize">><<= Math.trunc($ballssize)>><</replace>> <<updatesidebarimg>><</link>> | <span id="statsballssize"><<= Math.trunc($ballssize)>></span> | <<link ">">><<set $ballssize += 1>><<clamp>><<replace "#statsballssize">><<= Math.trunc($ballssize)>><</replace>> <<updatesidebarimg>><</link>></span> <</if>> <</if>> <br><br> Cover nudity (only if embarrassed): <<checkbox "$dontHide" true false autocheck>> <<run $(() => $('#checkbox-donthide').on('change', e => wikifier('<<updatesidebarimg>>')))>> </div> <div class="settingsToggleItem"> <span class="gold">Sensitivity</span> <<numberStepper "Mouth sensitivity" $mouthsensitivity "mouthsensitivity" { min: 1, max: 4, step: 0.1, reverse: true, valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})` }>> <<numberStepper "Breast sensitivity" $breastsensitivity "breastsensitivity" { min: 1, max: 4, step: 0.1, reverse: true, valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})` }>> <<numberStepper "Genital sensitivity" $genitalsensitivity "genitalsensitivity" { min: 1, max: 4, step: 0.1, reverse: true, valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})` }>> <<numberStepper "Bottom sensitivity" $bottomsensitivity "bottomsensitivity" { min: 1, max: 4, step: 0.1, reverse: true, valueFormat: value => `<b>${round(value, 2)}</b> (${sensitivityString(value)})` }>> </div> </div> <<if $settings.parasitesEnabled>> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Parasites</div> <div class="settingsToggleItemWide"> <<set _penis to $player.penisExist ? "penis" : "clit">> <div id="nipples"><<cheatParasiteToggle "nipples">></div> <div @id="_penis"><<cheatParasiteToggle _penis>></div> <div id="bottom"><<cheatParasiteToggle "bottom">></div> <div id="left_thigh"><<cheatParasiteToggle "left_thigh">></div> <div id="right_thigh"><<cheatParasiteToggle "right_thigh">></div> <div id="left_arm"><<cheatParasiteToggle "left_arm">></div> <div id="right_arm"><<cheatParasiteToggle "right_arm">></div> <div id="tummy"><<cheatParasiteToggle "tummy">></div> <<if playerIsPregnant() and $player.sex is "m" and numberOfEarSlime()>> <div class="red">Unable to remove ear slimes while pregnant as a male.</div> <<else>> <div id="left_ear"><<cheatParasiteToggle "left_ear">></div> <div id="right_ear"><<cheatParasiteToggle "right_ear">></div> <</if>> </div> </div> <</if>> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Fluids</div> <<cheatBodyLiquid "semen">> <<cheatBodyLiquid "goo">> <<cheatBodyLiquid "nectar">> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Transformations</div> <div class="settingsToggleItem"> <span class="gold">Transformation Types</span> <br> <span class="description">You may only have one animal and one divine transformation at a time.</span> <br> <<tficon "angel">>Angel: <<link "Set">><<clearDivineTransformations>><<angelTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<angelTransform 99>><<updatesidebarimg>><</link>><br> <<tficon "fallenangel">>Fallen Angel: <<link "Set">><<clearDivineTransformations>><<set $specialTransform to 1>> <<set $fallenangel to 2>><<set $transformationParts.fallenAngel.halo to ($transformationParts.angel.halo is "traditional" ? "traditional" : "default")>><<set $transformationParts.fallenAngel.wings to ($transformationParts.angel.wings is "classic" ? "classic" : "default")>><<updatesidebarimg>><</link>> | <<link "Clear">><<fallenButNotOut 99>><<updatesidebarimg>><</link>><br> <<tficon "demon">>Demon: <<link "Set">><<clearDivineTransformations>><<demonTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<demonTransform 99>><<updatesidebarimg>><</link>><br> <<tficon "wolf">>Wolf: <<link "Set">><<clearAnimalTransformations>><<wolfTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<wolfTransform 99>><<updatesidebarimg>><</link>><br> <<tficon "cat">>Cat: <<link "Set">><<clearAnimalTransformations>><<catTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<catTransform 99>><<updatesidebarimg>><</link>><br> <<tficon "cow">>Cow: <<link "Set">><<clearAnimalTransformations>><<cowTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<cowTransform 99>><<updatesidebarimg>><</link>><br> <<tficon "bird">>Bird: <<link "Set">><<clearAnimalTransformations>><<harpyTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<harpyTransform 99>><<updatesidebarimg>><</link>><br> <<tficon "fox">>Fox: <<link "Set">><<clearAnimalTransformations>><<foxTransform>><<updatesidebarimg>><</link>> | <<link "Clear">><<foxTransform 99>><<updatesidebarimg>><</link>> </div> <div class="settingsToggleItem"> <span class="gold">Transformation Points</span> <br> <span class="description">Angel and Cat require 50 points to reach their full transformation, while all others require 30 points. Fallen Angel requires 30 points for Acceptance.</span> <<for _tf range ["angel", "fallenangel", "demon", "wolf", "cat", "cow", "bird", "fox"]>> <<capture _tf>> <<set _name to (_tf is "fallenangel" ? "Fallen Angel" : _tf)>> <<set _title to `<<tficon _tf>> ${toTitleCase(_name)}`>> <<set _varName to (_tf is "fallenangel" ? "fallenbuild" : `${_tf}build`)>> <<numberStepper _title `V[T.varName]` { callback: (value, arr) => { V[arr[0]] = value; Wikifier.wikifyEval("<<transformationAlteration>><<updatesidebarimg>>"); }, max: 100, percentage: false, colorArr: ["--teal", "--purple"], values: [T.varName] }>> <</capture>> <</for>> <<unset _cr>> </div> </div> <</widget>> <<widget "cheatMenuEyesSelected">> <<set $leftEyeColour to $eyeselected>> <<set $rightEyeColour to $eyeselected>> <<updatesidebarimg>> <</widget>> <<widget "cheats-npcs">> <div class="settingsGrid"> <div class="settingsHeader options">NPC Virginity</div> <div class="settingsToggleItemWide"> Reset the following NPC's virginities to their starting values: <br> <<listbox "_npcId" autoselect>> <<optionsfrom $NPCNameList>> <</listbox>> <br><br> <<link "Confirm">> <<initNNPCVirginity $NPCNameList.indexOf(_npcId)>> <<if $npc.includes(_npcId)>> <<set $NPCList[$npcrow[$npc.indexOf(_npcId)]].virginity to C.npc[_npcId].virginity>> <</if>> <<for _virginType, _virginList range $virginTaken>> <<run _virginList.delete(_npcId)>> <</for>> <<replace "#npcvirgin">><br><<= _npcId>>'s virginities have been restored.<</replace>> <</link>> <span id="npcvirgin"></span> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Primary Relationships</div> <div class="settingsToggleItem"> <span class="gold">Robin</span> <<numberStepper "<<symbol love>> Love" `C.npc.Robin.love` { callback: value => { C.npc.Robin.love = value } }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Robin.lust` { callback: value => { C.npc.Robin.lust = value } }>> <<numberStepper "<<symbol confidence>> Confidence" `C.npc.Robin.dom` { callback: value => { C.npc.Robin.dom = value } }>> <<numberStepper "<<symbol trauma>> Trauma" `C.npc.Robin.trauma` { callback: value => { C.npc.Robin.trauma = value }, reverse: true }>> </div> <div class="settingsToggleItem"> <span class="gold">Whitney</span> <<numberStepper "<<symbol love>> Love" `C.npc.Whitney.love` { callback: value => { C.npc.Whitney.love = value }, max: 30 }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Whitney.lust` { callback: value => { C.npc.Whitney.lust = value } }>> <<numberStepper "<<symbol dominance>> Dominance" `C.npc.Whitney.dom` { callback: value => { C.npc.Whitney.dom = value }, max: 20 }>> </div> <div class="settingsToggleItem"> <span class="gold">Eden</span> <<numberStepper "<<symbol love>> Love" `C.npc.Eden.love` { callback: value => { C.npc.Eden.love = value }, max: 200 }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Eden.lust` { callback: value => { C.npc.Eden.lust = value } }>> <<numberStepper "<<symbol dominance>> Dominance" `C.npc.Eden.dom` { callback: value => { C.npc.Eden.dom = value }, max: 150}>> </div> <div class="settingsToggleItem"> <span class="gold">Kylar</span> <<numberStepper "<<symbol love>> Love" `C.npc.Kylar.love` { callback: value => { C.npc.Kylar.love = value } }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Kylar.lust` { callback: value => { C.npc.Kylar.lust = value } }>> <<numberStepper "<<symbol jealousy>> Jealousy" `C.npc.Kylar.rage` { callback: value => { C.npc.Kylar.rage = value }, reverse: true }>> </div> <div class="settingsToggleItem"> <span class="gold">Avery</span> <<numberStepper "<<symbol love>> Love" `C.npc.Avery.love` { callback: value => { C.npc.Avery.love = value } }>> <<numberStepper "<<symbol rage>> Rage" `C.npc.Avery.rage` { callback: value => { C.npc.Avery.rage = value }, reverse: true }>> <<numberStepper "<<symbol dominance>> Dominance" `C.npc.Avery.dom` { callback: value => { C.npc.Avery.dom = value } }>> </div> <div class="settingsToggleItem"> <span class="gold">Alex</span> <<numberStepper "<<symbol love>> Love" `C.npc.Alex.love` { callback: value => { C.npc.Alex.love = value } }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Alex.lust` { callback: value => { C.npc.Alex.lust = value } }>> <<numberStepper "<<symbol dominance>> Dominance" `C.npc.Alex.dom` { callback: value => { C.npc.Alex.dom = value }, min: -50 }>> </div> <div class="settingsToggleItem"> <span class="gold">Great Hawk</span> <<numberStepper "<<symbol love>> Love" `C.npc["Great Hawk"].love` { callback: value => { C.npc["Great Hawk"].love = value } }>> <<numberStepper "<<symbol dominance>> Dominance" `C.npc["Great Hawk"].dom` { callback: value => { C.npc["Great Hawk"].dom = value } }>> </div> <div class="settingsToggleItem"> <span class="gold">Black Wolf</span> <<numberStepper "<<symbol love>> Love" `C.npc["Black Wolf"].love` { callback: value => { C.npc["Black Wolf"].love = value }, max: 150 }>> </div> <div class="settingsToggleItemWide"> <span class="gold">Sydney</span> <<set _purity to C.npc.Sydney.purity gt 0 ? "purity" : "corruption">> <<numberStepper "<<symbol love>> Love" `C.npc.Sydney.love` { callback: value => { C.npc.Sydney.love = value }, max: 150 }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Sydney.lust` { callback: value => { C.npc.Sydney.lust = value } }>> <span id="sydneypurity"> <<sydneyPurity>> </span> <span id="sydneydesc" class="description"> Setting Sydney's <<= _purity is "purity" ? "purity to below 0%" : "corruption to above 0%">> will switch it to <<= _purity is "purity" ? "corruption" : "purity">>. </span> </div> /* Gwylan's love is a calculated value and any change added here would not stick. */ <<if $gwylanSeen?.includes("yearning")>> <div class="settingsToggleItemWide"> <span class="gold">Gwylan</span> <span id="gwylandesc" class="description"> Gwylan's love is calculated as a total from a list of events and can not be set with cheats. </span> <<numberStepper "<<symbol lust>> Lust" `C.npc.Gwylan.lust` { callback: value => { C.npc.Gwylan.lust = value } }>> <<numberStepper "<<symbol yearning>> Yearning" `C.npc.Gwylan.dom` { callback: value => { C.npc.Gwylan.dom = value }, max: 150 }>> </div> <</if>> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">People of Interest</div> <div class="settingsToggleItem"> <span class="gold">Mason</span> <<numberStepper "<<symbol love>> <<print setup.loveAlias.Mason()>>" `C.npc.Mason.love` { callback: value => { C.npc.Mason.love = value }, max: 50 }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Mason.lust` { callback: value => { C.npc.Mason.lust = value }, max: 100 }>> </div> <div class="settingsToggleItem"> <span class="gold">Zephyr</span> <<numberStepper "<<symbol love>> <<print setup.loveAlias.Zephyr()>>" `C.npc.Zephyr.love` { callback: value => { C.npc.Zephyr.love = value } }>> <<numberStepper "<<symbol lust>> Lust" `C.npc.Zephyr.lust` { callback: value => { C.npc.Zephyr.lust = value }, max: 100 }>> </div> <div class="settingsToggleItem"> <span class="gold">Teachers</span> <<numberStepper "<<symbol love>> Sirris <<print setup.loveAlias.Sirris()>>" `C.npc.Sirris.love` { callback: value => { C.npc.Sirris.love = value } }>> <<numberStepper "<<symbol love>> Doren <<print setup.loveAlias.Doren()>>" `C.npc.Doren.love` { callback: value => { C.npc.Doren.love = value } }>> <<numberStepper "<<symbol love>> Leighton <<print setup.loveAlias.Leighton()>>" `C.npc.Leighton.love` { callback: value => { C.npc.Leighton.love = value } }>> <<numberStepper "<<symbol love>> River <<print setup.loveAlias.River()>>" `C.npc.River.love` { callback: value => { C.npc.River.love = value }, max: 50 }>> <<numberStepper "<<symbol love>> Winter <<print setup.loveAlias.Winter()>>" `C.npc.Winter.love` { callback: value => { C.npc.Winter.love = value } }>> </div> <div class="settingsToggleItem"> <span class="gold">Other Named NPCs</span> <<numberStepper "<<symbol love>> Briar <<print setup.loveAlias.Briar()>>" `C.npc.Briar.love` { callback: value => { C.npc.Briar.love = value } }>> <<numberStepper "<<symbol love>> Charlie <<print setup.loveAlias.Charlie()>>" `C.npc.Charlie.love` { callback: value => { C.npc.Charlie.love = value }, max: 50 }>> <<numberStepper "<<symbol love>> Darryl <<print setup.loveAlias.Darryl()>>" `C.npc.Darryl.love` { callback: value => { C.npc.Darryl.love = value }, max: 50 }>> <<numberStepper "<<symbol love>> Harper <<print setup.loveAlias.Harper()>>" `C.npc.Harper.love` { callback: value => { C.npc.Harper.love = value } }>> <<numberStepper "<<symbol love>> Morgan <<print setup.loveAlias.Morgan()>>" `C.npc.Morgan.love` { callback: value => { C.npc.Morgan.love = value } }>> <<numberStepper "<<symbol love>> Niki <<print setup.loveAlias.Niki()>>" `C.npc.Niki.love` { callback: value => { C.npc.Niki.love = value } }>> <<numberStepper "<<symbol love>> Remy <<print setup.loveAlias.Remy()>>" `C.npc.Remy.love` { callback: value => { C.npc.Remy.love = value } }>> <<numberStepper "<<symbol love>> Sam <<print setup.loveAlias.Sam()>>" `C.npc.Sam.love` { callback: value => { C.npc.Sam.love = value }, max: 50 }>> <<numberStepper "<<symbol love>> Wren <<print setup.loveAlias.Wren()>>" `C.npc.Wren.love` { callback: value => { C.npc.Wren.love = value }, max: 50 }>> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Reputation</div> <<if $farm_stage gte 2>> <div class="settingsToggleItem"> <<farmicon>><span class="gold">Farm Status</span> <<numberStepper "Steeds' Respect" `V.farm.beasts.horses` { callback: value => { V.farm.beasts.horses = value }, min: -30, max: 30 }>> <<numberStepper "Pigs' Respect" `V.farm.beasts.pigs` { callback: value => { V.farm.beasts.pigs = value }, min: -30, max: 30}>> <<numberStepper "Cattle' Respect" `V.farm.beasts.cattle` { callback: value => { V.farm.beasts.cattle = value }, min: -30, max: 30 }>> <<numberStepper "Dogs' Respect" `V.farm.beasts.dogs` { callback: value => { V.farm.beasts.dogs = value }, min: -30, max: 30 }>> </div> <div class="settingsToggleItem"> <<farmicon>><span class="gold">Farm Progress</span> <br> <<if $farm_stage gte 12>> You've cleared <span class="green">all</span> of the fields. <<else>> <span id="farmYard"><<cheatsRep "farm">></span> <</if>> <<if $farm_stage gte 5>> <hr> <<numberStepper "Remy's Encroachment" `V.farm.aggro` { reverse: true, callback: value => { V.farm.aggro = value; Wikifier.wikifyEval("<<replace #farmAggro>><<cheatsRep aggro>><</replace>>") } }>> <span id="farmAggro"><<cheatsRep "aggro">></span> <</if>> </div> <</if>> <div class="settingsToggleItem"> <<wolfcaveicon "pup">><span class="gold">Wolf Pack</span> <br> <<if $syndromewolves is 1>> Rank: <span id="wolfpackleader"><<cheatsRep "wolfpackleader">></span> <</if>> <<numberStepper "Trust" $wolfpacktrust "wolfpacktrust" {max: 30}>> <<numberStepper "Fear" $wolfpackfear "wolfpackfear" {max: 30}>> <<if $syndromewolves is 1>> <<numberStepper "Harmony" $wolfpackharmony "wolfpackharmony" {max: 20}>> <<numberStepper "Ferocity" $wolfpackferocity "wolfpackferocity" {max: 20}>> <</if>> </div> <div class="settingsToggleItem"> <<schoolicon "building">><span class="gold">School</span> <<numberStepper "Status" $cool "cool" {max: V.coolmax}>> <<numberStepper "Delinquency" $delinquency "delinquency" {max: 1000, reverse: true}>> <hr> <<if $player.penisExist and $player.vaginaExist>> <<numberStepper "Hermaphrodite Fame" $schoolrep.herm { callback: value => {V.schoolrep.herm = value; Wikifier.wikifyEval("<<replace '#repherm'>><<cheatsRep herm>><</replace>>")}, max: 5, step: 1, percentage: false, reverse: true, activeButtons: ["single", "minMax"] }>> <span id="repherm"><<cheatsRep "herm">></span> <<else>> <<numberStepper "Crossdresser Fame" $schoolrep.crossdress { callback: value => {V.schoolrep.crossdress = value; Wikifier.wikifyEval("<<replace '#repcrossdress'>><<cheatsRep crossdress>><</replace>>")}, max: 5, step: 1, percentage: false, reverse: true, activeButtons: ["single", "minMax"] }>> <span id="repcrossdress"><<cheatsRep "crossdress">></span> <</if>> </div> <<if ["asylum", "prison"].includes($location)>> <div class="settingsToggleItem"> <<if $location is "asylum">> <<asylumicon "cell">><span class="gold">Asylum</span> <<numberStepper "Status" $asylumstatus "asylumstatus">> <<numberStepper "Suspicion" $asylumsuspicion "asylumsuspicion">> <<elseif $location is "prison">> <<policeicon>><span class="gold">Prison</span> <<numberStepper "Guards" $prison.guards { callback: value => { V.prison.guards = value } }>> <<numberStepper "Inmates" $prison.inmates { callback: value => { V.prison.inmates = value } }>> <</if>> </div> <</if>> <<if $dockwork is 2>> <div class="settingsToggleItem"> <<docksicon>><span class="gold">Docks</span> <<numberStepper "Status" $dockstatus "dockstatus">> </div> <</if>> <<if $pirate_rank gte 0>> <div class="settingsToggleItem"> <<mericon>><span class="gold">Pirates</span> <br> Rank: <span id="pirate_rank"><<cheatsRep "pirate_rank">></span> <<numberStepper "Status" $pirate_status "pirate_status">> </div> <</if>> <<if $pound>> <div class="settingsToggleItem"> <<poundicon>><span class="gold">Pound</span> <<numberStepper "Status" $pound.status { callback: value => { V.pound.status = value } }>> <<numberStepper "Stray Contentment" $stray_happiness "stray_happiness">> </div> <</if>> <div class="settingsToggleItem"> <<homeicon>><span class="gold">Orphanage</span> <<numberStepper "Hope" $orphan_hope "orphan_hope" {max: 50}>> <<numberStepper "Rebelliousness" $orphan_reb "orphan_reb" {max: 50}>> </div> </div> <</widget>> <<widget "sydneyPurity">> <<if C.npc.Sydney.purity gt 0>> <<numberStepper "<<symbol purity>> Purity" `C.npc.Sydney.purity` { callback: value => { C.npc.Sydney.purity = value; if (value < 0) { C.npc.Sydney.corruption = Math.abs(value); value = 0; Wikifier.wikifyEval("<<replace '#sydneypurity'>><<sydneyPurity>><</replace>>"); } }, min: -100, max: 100, step: 1, percentage: false, valueFormat: value => `<b>${value}%</b>` }>> <<else>> <<numberStepper "<<symbol corruption>> Corruption" `C.npc.Sydney.corruption` { callback: value => { C.npc.Sydney.corruption = value; if (value < 0) { C.npc.Sydney.purity = Math.abs(value); value = 0; Wikifier.wikifyEval("<<replace '#sydneypurity'>><<sydneyPurity>><</replace>>"); } }, min: -100, max: 50, step: 1, percentage: false, reverse: true, reverseButtons: true, valueFormat: value => `<b>${value*2}%</b>` }>> <</if>> <</widget>> <<widget "cheatsRep">> <<switch _args[0]>> <<case "aggro">> <<if $farm.aggro gte 100>> <span class="red">Remy's goons operate in the open, sabotaging the farm and its business.</span> <<elseif $farm.aggro gte 60>> <span class="pink">The farm is being sabotaged, day and night.</span> <<elseif $farm.aggro gte 40>> <span class="purple">The farm is being sabotaged at night.</span> <<elseif $farm.aggro gte 20>> <span class="blue">Something is spooking the beasts of the farm.</span> <<elseif $farm.aggro gte 10>> <span class="lblue">Signs of intrusion have been found around the farm.</span> <<elseif $farm.aggro gte 1>> <span class="teal">Strange people have been seen watching the farm.</span> <<else>> <span class="green">The farm is peaceful.</span> <</if>> <<case "farm">> One of the fields is being cleared, <<if $farm.clearing lte 0>> <span class="green">and is ready for planting!</span> <<elseif $farm.clearing lte 20>> <span class="teal">and is almost ready for planting.</span> <<elseif $farm.clearing lte 40>> <span class="lblue">and is starting to look civilised.</span> <<elseif $farm.clearing lte 60>> <span class="blue">and soil has been exposed in places.</span> <<elseif $farm.clearing lte 80>> <span class="purple">but the tangle remains defiant.</span> <<elseif $farm.clearing lte 99>> <span class="pink">but little progress has been made.</span> <<else>> <span class="red">but remains a jungle of weeds.</span> <</if>> <<if $farm.clearing gt 0>> | <<farmicon "clear yard">><<link "Clear field">><<set $farm.clearing to 0>><<replace "#farmYard">><<cheatsRep "farm">><</replace>><</link>> <<else>> <span class="green">Talk to Alex to advance farm progress.</span> <</if>> <<case "crossdress">> <<set _crossdressing to $player.gender isnot $player.sex ? "presumed crossdressing" : "crossdressing">> <<set _knows to $player.gender isnot $player.sex ? "believes it to be true" : "knows">> <<switch $schoolrep.crossdress>> <<case 5>><span class="red">Your _crossdressing has become common knowledge at school. Everyone _knows, including the teachers.</span> <<case 4>><span class="pink">Rumours of your _crossdressing are spreading throughout the school.</span> <<case 3>><span class="purple">Rumours of your _crossdressing are spreading and have become a popular topic of conversation at school.</span> <<case 2>><span class="blue">Whispers of your _crossdressing are spreading through the school.</span> <<case 1>><span class="lblue">A few cliques at school have begun whispering of your _crossdressing.</span> <<default>><span class="green">No one is spreading rumours about you at school.</span> <</switch>> <<case "herm">> <<switch $schoolrep.herm>> <<case 5>><span class="red">Everyone at school has heard of your unique genitalia, including the teachers.</span> <<case 4>><span class="pink">Rumours of your unique genitalia have spread throughout the school.</span> <<case 3>><span class="purple">It sounds far-fetched to many, but the school is rife with gossip about a student with both boy and girl parts.</span> <<case 2>><span class="blue">Rumours of a student with both boy and girl parts are spreading through the school.</span> <<case 1>><span class="lblue">A few cliques at school have begun whispering about a student with both boy and girl parts.</span> <<default>><span class="green">No one is spreading rumours about you at school.</span> <</switch>> <<case "wolfpackleader" "pirate_rank">> <<set _ranks to _args[0] is "pirate_rank" ? {0: "Scum", 1: "Mate"} : {0: "Packmate", 1: "Pack leader"}>> <<capture _i, _ranks>> <<for _i to 0; _i lt Object.keys(_ranks).length; _i++>> <span @class="V[_args[0]] is _i ? 'goldLink' : 'unselected'"> <<link _ranks[_i]>> <<set V[_args[0]] to _i>> <<replace `"#" + _args[0]`>><<cheatsRep _args[0]>><</replace>> <</link>> </span> <<= _i < Object.keys(_ranks).length - 1 ? "|" : "">> <</for>> <</capture>> <<default>> <</switch>> <</widget>> <<widget "cheats-teleport">> <div class="settingsGrid"> <div class="settingsHeader options">Teleportation</div> <<if ["Clothing Shop", "Forest Shop", "School Library Shop", "Adult Shop Store"].includes($passage)>> <div class="settingsToggleItemWide"> <span class="red">Teleporting from a clothing store can break your wardrobe.</span> Please leave the shop before teleporting. </div> <<elseif ["Livestock Field"].includes($passage)>> <div class="settingsToggleItemWide"> <span class="red">Teleporting from bad end can lead to various problems.</span> Please escape before teleporting. </div> <<elseif setup.majorAreas.includes($passage) and $event is undefined>> <div class="settingsToggleItemWide"> <b>Teleporting from anywhere but the overworld can cause bugs.</b> </div> <div class="settingsToggleItem"> <span class="gold">Town Locations</span> <br> <<homeicon>><<link [[Orphanage]]>><<cheats-teleport-function>><</link>> <br> <<shopicon>><<link [[Shopping Centre]]>><<cheats-teleport-function>><</link>> <br> <<if $dorenintro gte 1 and $exposed lte 0>> <<dooricon "doren">><<link [[Doren's Flat|Doren Entrance]]>><<cheats-teleport-function>><</link>> <br> <</if>> <<dancestudioicon>><<link [[Dance Studio]]>><<cheats-teleport-function>><</link>> <br> <<policeicon>><<link [[Police Station]]>><<cheats-teleport-function>><</link>> <br> <<policeicon>><<link [[Police Back Office]]>><<cheats-teleport-function>><</link>> <br> <<spaicon>><<link [[Spa]]>><<cheats-teleport-function>><</link>> <br> <<wolficon>><<link [[Temple]]>><<cheats-teleport-function>><</link>> <br> <<kitchenicon "soup">><<link [[Soup Kitchen]]>><<cheats-teleport-function>><</link>> <br> <<stripclubicon>><<link [[Strip Club]]>><<cheats-teleport-function>><</link>> <br> <<hospitalicon>><<link [[Hospital|Hospital front]]>><<cheats-teleport-function>><</link>> <br> <<if $trash_unlocked is 1>> <<landfillicon>><<link [[Landfill|Trash Gate Enter]]>><<cheats-teleport-function>><</link>> <br> <</if>> <<if $compound.card or $farm_stage gte 9>> <<landfillicon>><<link [[Elk Compound]]>><<cheats-teleport-function>><</link>> <br> <</if>> <<museumicon>><<link [[Museum]]>><<cheats-teleport-function>><</link>> <br> <<oxfordicon>><<link [[School Front Courtyard]]>><<cheats-teleport-function>><</link>> <br> <<brothelicon>><<link [[Brothel]]>><<cheats-teleport-function>><</link>> <br> <<pubicon>><<link [[Pub]]>><<cheats-teleport-function>><</link>> <br> <<busstationicon>><<link [[Bus Station]]>><<cheats-teleport-function>><</link>> <br> <<docksicon>><<link [[Docks]]>><<cheats-teleport-function>><</link>> <br> <<beachicon>><<link [[Beach]]>><<cheats-teleport-function>><</link>> <br> <<cafeicon>><<link [[Ocean Breeze]]>><<cheats-teleport-function>><</link>> <hr> <span class="gold">Town Outskirts</span> <br> <<foresticon>><<link [[Forest]]>><<cheats-teleport-function>><</link>> <br> <<roadicon>><<link [[Farm Road 1]]>><<cheats-teleport-function>><</link>> <br> <<farmicon "barn">><<link [[Farmlands|Farmland]]>><<cheats-teleport-function>><</link>> </div> <div class="settingsToggleItem"> <span class="gold">Town Streets</span> <br> <<domusicon>><<link [[Domus Street]]>><<cheats-teleport-function>><</link>> <br> <<danubeicon>><<link [[Danube Street]]>><<cheats-teleport-function>><</link>> <br> <<barbicon>><<link [[Barb Street]]>><<cheats-teleport-function>><</link>> <br> <<wolficon>><<link [[Wolf Street]]>><<cheats-teleport-function>><</link>> <br> <<connudatusicon>><<link [[Connudatus Street]]>><<cheats-teleport-function>><</link>> <br> <<nightingaleicon>><<link [[Nightingale Street]]>><<cheats-teleport-function>><</link>> <br> <<highicon>><<link [[High Street]]>><<cheats-teleport-function>><</link>> <br> <<elkicon>><<link [[Elk Street]]>><<cheats-teleport-function>><</link>> <br> <<oxfordicon>><<link [[Oxford Street]]>><<cheats-teleport-function>><</link>> <br> <<harvesticon>><<link [[Harvest Street]]>><<cheats-teleport-function>><</link>> <br> <<mericon>><<link [[Mer Street]]>><<cheats-teleport-function>><</link>> <br> <<starfishicon>><<link [[Starfish Street]]>><<cheats-teleport-function>><</link>> <br> <<clifficon>><<link [[Cliff Street]]>><<cheats-teleport-function>><</link>> <br> <<alleyicon>><<link [[Commercial Alleyways]]>><<cheats-teleport-function>><</link>> <br> <<alleyicon>><<link [[Industrial Alleyways]]>><<cheats-teleport-function>><</link>> <br> <<alleyicon>><<link [[Residential Alleyways]]>><<cheats-teleport-function>><</link>> <hr> <span class="gold">Underground</span> <br> <<sewericon>><<link [[Industrial Drain]]>><<cheats-teleport-function>><</link>> <br> <<sewericon>><<link [[Commercial Drain]]>><<cheats-teleport-function>><</link>> <br> <<sewericon>><<link [[Residential Drain]]>><<cheats-teleport-function>><</link>> <br> <<sewericon>><<link [[Drain ocean exit|Drain Exit]]>><<cheats-teleport-function>><</link>> <br> <<sewericon>><<link [[Sewers Residential]]>><<cheats-teleport-function>><</link>> <br> <<sewericon>><<link [[Sewers Commercial]]>><<cheats-teleport-function>><</link>> <br> <<sewericon>><<link [[Sewers Industrial]]>><<cheats-teleport-function>><</link>> </div> <<else>> <div class="settingsToggleItemWide"> <span class="red">You are in an area where teleporting can break your save, or an event is in progress.</span> Return to the overworld before teleporting. </div> <</if>> </div> <</widget>> <<widget "cheats-teleport-function">> <<set _lastBadEnd to $badEndStats.last()>> <<if _lastBadEnd?.trackedStart and _lastBadEnd.trackedEnd is undefined>> <<badEndTrackingEnd _lastBadEnd.source { reason: "teleportCheater" }>> <</if>> <<switch $passage>> <<case "Island">> <<island_end>> <<case "Underground Cell">> <<dungeonescape>> <<case "Asylum" "Asylum Cell">> <<asylumescape>> <<case "Prison Cell">> <<prison_bondage_removal>> <</switch>> <</widget>> <<widget "cheats-other">> <div class="settingsGrid"> <div class="settingsHeader options">Time and Weather</div> <div class="settingsToggleItem"> <span class="gold">Advance time:</span> <br> <<link [[15 minutes|$passage]]>><<pass 15>><</link>> <br> <<link [[30 minutes|$passage]]>><<pass 30>><</link>> <br> <<for _i, _hr range [1, 2, 3, 6, 8, 12, 16, 24]>> <<capture _hr>> <<= _i gt 0 ? "<br>" : "">> <<set _hours to _i is 0 ? "hour" : "hours">> <<link [[_hr _hours|$passage]]>><<pass _hr hour>><</link>> <</capture>> <</for>> <hr> <<foldout false "_cheatsExpiredHistoryFoldout">> <span class="grey">Expired passages:</span> <<set _cheatsHistoryPassageTitles to State.expired>> <<for _i to 0; _i lt _cheatsHistoryPassageTitles.length; _i++>> <<= _i gt 0 ? "<br>" : "">> <<print (_i - _cheatsHistoryPassageTitles.length) + ':\t'>> <span class="grey"><<print _cheatsHistoryPassageTitles[_i]>></span> <</for>> <</foldout>> <<foldout false "_cheatsHistoryNavigationFoldout">> <span class="gold">Current passages: """[[""" <<print $passage>> """]]"""</span> <<set _cheatsHistoryPassageTitles to State.history.map((e) => e.title)>> <<for _i to 0; _i lt _cheatsHistoryPassageTitles.length; _i++>> <<= _i gt 0 ? "<br>" : "">> <<print _i + ':\t'>> <<if _i === State.activeIndex>> <span class="gold"><<print _cheatsHistoryPassageTitles[_i]>></span> <<else>> <<capture _i>> <<link _cheatsHistoryPassageTitles[_i]>><<cheatsHistoryNavigation _i true>><</link>> <</capture>> <</if>> <</for>> <</foldout>> <<link "Backward">><<cheatsHistoryNavigation `State.activeIndex - 1` true>><</link>> | <<link "Forward">><<cheatsHistoryNavigation `State.activeIndex + 1` true>><</link>> </div> <div class="settingsToggleItem"> <span class="gold">Current Weather:</span> <br> <span id="cheatsWeather"><<cheatsWeather>></span> <br> <span class="description">Changing this setting will change the weather for at least 6 hours, before returning to the original weather simulation.</span> </div> <div class="settingsToggleItemWide"> <span class="gold">Temperature</span> <br> <span class="description">Will increase or decrease the base temperature until the next day - then go back to the proper temperature over time.<br> The base temperature will still be modified by other factors such as time of day - and will not be constant throughout the day.</span> <<numberStepper "Outside Temperature" `Weather.toSelected(Weather.temperature)` { callback: value => { Weather.Temperature.set(V.options.fahrenheit ? Weather.Temperature.toCelsius(value) : value); Weather.Temperature.set(V.options.fahrenheit ? Weather.Temperature.toCelsius(value) : value, new DateTime(Time.date).addDays(1)); }, min: -60, max: 60, step: 0.1, colorArr: ["--blue", "--teal", "--yellow", "--orange", "--red"], percentage: false, valueFormat: value => round(value, 1) + (V.options.fahrenheit ? "°F" : "°C"), activeButtons: ["single", "double", "triple"] }>> <span class="description">Changes will be visible after at least 1 minute of game time passes.</span> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Pregnancy</div> <<if !$settings.parasitePregnancyEnabled>> <div class="settingsToggleItemWide"> <span class="gold">Parasitic Pregnancy</span> <br> You need to enable parasitic pregnancy in the settings to access these cheats. </div> <<else>> <div @class="$player.vaginaExist ? 'settingsToggleItem' : 'settingsToggleItemWide'"> <<if $sexStats.anus.pregnancy.type is "parasite" or $sexStats.anus.pregnancy.type is null>> <div id="cheatsParasiteOptions-anus"><<cheatsParasiteOptions "anus">></div> <<else>> <span class="gold">Anal Parasitic Pregnancy</span> <br> You're currently pregnant with <<= $sexStats.anus.pregnancy.type>> children and can't get pregnant with anal parasites. <</if>> </div> <<if $player.vaginaExist>> <div class="settingsToggleItem"> <<if ($sexStats.vagina.pregnancy.type is "parasite" or $sexStats.vagina.pregnancy.type is null)>> <div id="cheatsParasiteOptions-vagina"><<cheatsParasiteOptions "vagina">></div> <<elseif !($sexStats.vagina.pregnancy.type is "parasite" or $sexStats.vagina.pregnancy.type is null)>> <span class="gold">Vaginal Parasitic Pregnancy</span> <br> You're currently pregnant with <<= $sexStats.vagina.pregnancy.type>> children and can't get pregnant with vaginal parasites. <</if>> </div> <</if>> <</if>> <<if ($settings.playerPregnancyBeastEnabled or $settings.playerPregnancyHumanEnabled)>> <div class="settingsToggleItem" id="cheatsPregnancyOptions"> <<cheatsPregnancyOptions>> </div> <div class="settingsToggleItem" id="cheatsImpregOptions"> <<cheatsImpregOptions>> </div> <<else>> <div class="settingsToggleItem"> <span class="gold">Non-Parasitic Pregnancy</span> <br> You need to enable pregnancy in the settings to access these cheats. </div> <div class="settingsToggleItem"> <span class="gold">Impregnation</span> <br> You need to enable pregnancy in the settings to access these cheats. </div> <</if>> </div> <</widget>> <<widget "cheatsHistoryNavigation">> <<if typeof _args[0] is "number">> <<if !(_args[1] === true) or State.history[_args[0]]?.title === "Start">> <<run Engine.goTo(_args[0])>> <<exit>> <</if>> <<set setup.cheatsHistoryNavigation to {offsetY: $("#customOverlayContent").scrollTop() || 0}>> <<run Engine.goTo(_args[0])>> <<overlayReplace "cheats">> <<replace #cheatsShown>><<cheats-other>><</replace>> <<run $("#customOverlayContent").scrollTop(setup.cheatsHistoryNavigation.offsetY)>> <<set delete setup.cheatsHistoryNavigation>> <</if>> <</widget>> <<widget "cheatsParasiteOptions">> <<capture _args, _anal, _type>> <<set $_pregnancy to $sexStats[_args[0]].pregnancy>> <<set _anal to _args[0] is "anus" ? "anal" : "vaginal">> <<set _slots to maxParasites(_args[0])>> <<set $_aPregnancy to $sexStats[_args[0]].pregnancy>> <<set _parasiteTypes to ["eels", "slimes", "fish", "snake", "worms", "tentacle", "lurker", "wasp", "bee", "squid", "vine", "slug", "maggots", "spiders"]>> <<set $_linkName to "Clear current " + _anal + " pregnancies">> <span class="gold"><<= _anal.toUpperFirst()>> Parasitic Pregnancy</span> <br> You can have up to <<number _slots>> _anal <<= _slots is 1 ? "parasite" : "parasites">>. <<if $_pregnancy.fetus.length lt maxParasites(_args[0])>> <br><br> <<if $_aPregnancy.type is "parasite" or $_aPregnancy.type is null>> Get Pregnant with a: <br> <<for _i, _type range _parasiteTypes>> <<set _parasiteName to _type.endsWith('s') ? _type.slice(0, -1).toUpperFirst() : _type.toUpperFirst()>> <<link _parasiteName>> <<impregnateParasite _type true _args[0]>><<cheatsParasite _args[0] _hermaphrodite>> <<set _hermaphrodite to false>> <</link>> <<= _i lt _parasiteTypes.length - 1 ? "|" : "">> <</for>> <br> <<if $_pregnancy.motherStatus lt 2>> <label><<checkbox "_hermaphrodite" false true autocheck>> Hermaphrodite</label> <<else>> You can only have one hermaphrodite parasite in your _args[0] at a time. <</if>> <<else>> You are currently unable to host parasites due to your current _anal pregnancy. <</if>> <br> <<else>> You cannot get <<= _anal + "ly">> pregnant with any more parasites. <</if>> <hr> <<for _i to 0; _i lt maxParasites(_args[0]); _i++>> <<if $_aPregnancy.fetus[_i] isnot undefined>> <<if $_aPregnancy.fetus[_i].fertilised>> <<= _anal.toUpperFirst()>> slot <<=_i+1>> is pregnant with a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature. <br> <<else>> <<= _anal.toUpperFirst()>> slot <<=_i+1>> has a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature egg ready to be fertilised. <br> <</if>> <<else>> <<= _anal.toUpperFirst()>> slot <<=_i+1>> is empty. <br> <</if>> <</for>> <<link $_linkName>> <<if $sexStats[_args[0]].pregnancy.type is "parasite">> <<set $sexStats[_args[0]].pregnancy.fetus to []>> <<set $sexStats[_args[0]].pregnancy.type to null>> <<if $sexStats[_args[0]].pregnancy.motherStatus is 2>> <<set $sexStats[_args[0]].pregnancy.motherStatus to 1>> <</if>> <</if>> <<replace `"#cheatsParasiteOptions-" + _args[0]`>><<cheatsParasiteOptions _args[0]>><</replace>> <</link>> <</capture>> <</widget>> <<widget "cheatsParasite">> <<set $_pregnancy to $sexStats[_args[0]].pregnancy>> <<if $pregnancyStats.parasiteDoctorEvents lt 2>> <<set $pregnancyStats.parasiteDoctorEvents to 2>> <</if>> <<if _args[1]>> <<set $_pregnancy.motherStatus to 2>> <<set $_pregnancy.fetus.last().stats.gender to "Hermaphrodite">> <<set $_pregnancy.fetus.last().stats.lastEgg to Math.floor($_pregnancy.fetus.last().stats.growth / 3)>> <<else>> <<if $_pregnancy.motherStatus is 0>> <<set $_pregnancy.motherStatus to 1>> <</if>> <</if>> <<fertiliseParasites _args[0]>> <<replace `"#cheatsParasiteOptions-" + _args[0]`>><<cheatsParasiteOptions _args[0]>><</replace>> <</widget>> <<widget "cheatsPregnancyOptions">> <span class="gold">Non-Parasitic Pregnancy</span> <br> <<set _womb to ($player.vaginaExist ? "vagina" : "anus")>> <<set _eligible to ["Avery", "Eden", "Harper", "Kylar", "Morgan", "Robin", "Whitney", "Black Wolf", "Alex", "Wren", "Sydney", "Great Hawk"]>> <<set _impregnatableNPC to []>> <<set _impregnatorNPC to []>> <<set _pregnantNPC to {}>> <<for _pregEnabled range $NPCName.filter(npc => npc.pregnancy and npc.pregnancy.enabled isnot undefined)>> <<if playerPregnancyPossibleWith(_pregEnabled)>> <<set _impregnatorNPC.push($NPCName.indexOf(_pregEnabled))>> <</if>> <<if NPCPregnancyPossibleWithPlayer(_pregEnabled.nam)>> <<set _impregnatableNPC.push($NPCName.indexOf(_pregEnabled))>> <</if>> <</for>> <<if $player.vaginaExist or canBeMPregnant()>> <<set _menstruation to $sexStats.vagina.menstruation>> <<set $_pregnancy to getPregnancyObject()>> <<if !playerIsPregnant() and $settings.fertilityCycleEnabled>> You aren't pregnant. <<if $settings.pregnancyType is "realistic">> You have <span id="cheatSpermSources"><span class="gold"><span class="gold">$sexStats[_womb].sperm.length</span></span> <<pluralise $sexStats[_womb].sperm.length "sperm source">></span> contributing to your chances of getting pregnant. <</if>> <br><br> Menstruation: <br> <<link "<<">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay - 5, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>> | <<link "<">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay - 1, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>> | Day <span id="cheatMenstruationDay"><<= Math.trunc(_menstruation.currentDay)>></span> of _menstruation.currentDaysMax | <<link "Ovulate">><<set _menstruation.currentDay to _menstruation.stages[2]>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>> | <<link ">">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay + 1, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>> | <<link ">>">><<set _menstruation.currentDay to Math.clamp(_menstruation.currentDay + 5, 0, _menstruation.currentDaysMax)>><<replace "#cheatMenstruationDay">><<= Math.trunc(_menstruation.currentDay)>><</replace>><</link>> <br><br> <</if>> <<if playerIsPregnant()>> You are pregnant. <<set _pregnancyTimer to getPregnancyObject()>> <<numberStepper "Pregnancy progress" _pregnancyTimer.timer { callback: value => { getPregnancyObject().timer = value; Wikifier.wikifyEval("<<updatesidebarimg>>"); }, min: 0, max: getPregnancyObject().timerEnd - 0.5, colorArr: ["--teal", "--pink"], activeButtons: ["single", "double"] }>> <br><br> <<link [[Clear current pregnancy|$passage]]>> <<set _pregnancyClear to getPregnancyObject()>> <<set _pregnancyClear.type to null>> <<set _pregnancyClear.fetus to []>> <<set _pregnancyClear.waterBreaking to false>> <<set _pregnancyClear.waterBreakingTimer to null>> <<set _pregnancyClear.timer to null>> <<set _pregnancyClear.timerEnd to null>> <<set _pregnancyClear.awareOf to null>> <<set _pregnancyClear.awareOfMultiple to null>> <<set _pregnancyClear.awareOfDetails to null>> <<set _pregnancyClear.potentialFathers to []>> <<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>> <<restartMenstruationCycle>> <<set _menstruation.currentState to "normal">> <<set _menstruation.recoveryTime to null>> <<set _menstruation.recoveryTimeStart to null>> <<set _menstruation.recoveryStage to null>> <<run delete C.npc.Alex.pregnancy.pcKnowledge>> <<run delete C.npc.Alex.pregnancy.test>> <<run delete C.npc.Alex.pregnancy.ultraSound>> <<run delete C.npc.Alex.pregnancy.sample>> <<run delete C.npc.Alex.pregnancy.ultraSoundPics>> <</link>> <<else>> <<if ($settings.playerPregnancyHumanEnabled or $settings.playerPregnancyBeastEnabled) and !playerIsPregnant()>> Get pregnant from: <br> <<if $settings.playerPregnancyHumanEnabled>> <<link [[A random person|$passage]]>> /* checks if males or females have penises, if there is no people with penises a foreigner impregnates PC */ <<set _impregnator to either("arbitrary", "aimless", "by-the-way", "casual", "driftless", "hit-or-miss", "fluky", "promiscuous", "slapdash", "irresponsible", "careless", "negligent") + " cheater ">> <<if $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator += either("man", "boy", "woman", "girl")>> <<elseif $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance gt 99>> <<set _impregnator += either("woman", "girl")>> <<elseif $settings.femaleNPCPenisChance lt 1 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator += either("man", "boy")>> <<else>> <<set _impregnator += "foreigner">> <</if>> <<playerPregnancy _impregnator "human" true _womb undefined true>> <</link>> <</if>> <<if $settings.playerPregnancyBeastEnabled>> <<if $settings.playerPregnancyHumanEnabled>> | <</if>> <<link [[A wolf|$passage]]>> <<if $settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<if $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator to either("cheater wolfboy", "cheater wolfgirl")>> <<elseif $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance gt 99>> <<set _impregnator to "cheater wolfgirl">> <<elseif $settings.femaleNPCPenisChance lt 1 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator to "cheater wolfboy">> <<else>> <<set _impregnator to "foreign cheater wolfperson">> <</if>> <<if _impregnator is "cheater wolfgirl">><<set _spermType to "wolfgirl">><<else>><<set _spermType to "wolfboy">><</if>> <<else>> <<if beastMaleChance() gt 0>> /* checks if there are male wolves, if not a foreigner wolf impregnates PC */ <<set _impregnator to "cheater wolf">> <<else>> <<set _impregnator to "cheater foreign wolf">> <</if>> <<set _spermType to "wolf">> <</if>> <<playerPregnancy _impregnator _spermType true _womb undefined true>> <</link>> <</if>> <<for _pregEnabled range _impregnatorNPC>> <<set _actor to $NPCName[_pregEnabled]>> <<if !_eligible.includes(_actor.nam)>> <<continue>> <</if>> <<switch _actor.nam>> <<case "Black Wolf">> <<if $blackwolfmonster>> <<set _spermType to (C.npc["Black Wolf"].pronoun is "f" ? "wolfgirl" : "wolfboy")>> <<else>> <<set _spermType to "wolf">> <</if>> <<case "Great Hawk">> <<if $greathawkmonster>> <<set _spermType to "harpy">> <<else>> <<set _spermType to "hawk">> <</if>> <<default>><<set _spermType to "human">> <</switch>> <<capture _actor, _spermType, _womb>> | <<link [[_actor.nam|$passage]]>> <<playerPregnancy _actor.nam _spermType true _womb undefined true>> <</link>> <</capture>> <</for>> <<if $player.penisExist>> | <<link [[Yourself|$passage]]>> <<playerPregnancy "pc" "human" true _womb undefined true>> <</link>> <</if>> <br><br> <<if $settings.pregnancyType is "realistic">> Add sperm from: <br> <<if $settings.playerPregnancyHumanEnabled>> <<link "An anonymous donor">> /* The sperm owner is always the same, anonymous donor, so it helps pregnancy from only one source */ <<recordSperm `{target: "pc", spermOwner: "anonymous donor", spermType: "human", genital: _womb}`>> <<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>> <</link>> | <<link "A random person">> /* checks if males or females have penises, if there is no people with penises a foreigner inseminates PC */ <<set _impregnator to either("arbitrary", "aimless", "by-the-way", "casual", "driftless", "hit-or-miss", "fluky", "promiscuous", "slapdash", "irresponsible", "careless", "negligent") + " cheater ">> <<if $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator += either("man", "boy", "woman", "girl")>> <<elseif $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance gt 99>> <<set _impregnator += either("woman", "girl")>> <<elseif $settings.femaleNPCPenisChance lt 1 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator += either("man", "boy")>> <<else>> <<set _impregnator += "foreigner">> <</if>> <<recordSperm `{target: "pc", spermOwner: _impregnator, spermType: "human", genital: _womb}`>> <<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>> <</link>> <</if>> <<if $settings.playerPregnancyBeastEnabled>> <<if $settings.playerPregnancyHumanEnabled>> | <</if>> <<link "A wolf">> <<if $settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<if $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator to either("cheater wolfboy", "cheater wolfgirl")>> <<elseif $settings.femaleNPCPenisChance gt 0 and $settings.maleNPCVaginaChance gt 99>> <<set _impregnator to "cheater wolfgirl">> <<elseif $settings.femaleNPCPenisChance lt 1 and $settings.maleNPCVaginaChance lt 100>> <<set _impregnator to "cheater wolfboy">> <<else>> <<set _impregnator to "foreign cheater wolfperson">> <</if>> <<if _impregnator is "cheater wolfgirl">><<set _spermType to "wolfgirl">><<else>><<set _spermType to "wolfboy">><</if>> <<else>> <<if beastMaleChance() gt 0>> /* checks if there are male wolves, if not a foreigner wolf inseminates PC */ <<set _impregnator to "cheater wolf">> <<else>> <<set _impregnator to "foreign cheater wolf">> <</if>> <<set _spermType to "wolf">> <</if>> <<recordSperm `{target: "pc", spermOwner: _impregnator, spermType: _spermType, genital: _womb}`>> <<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>> <</link>> <</if>> <<for _pregEnabled range _impregnatorNPC>> <<set _actor to $NPCName[_pregEnabled]>> <<if !_eligible.includes(_actor.nam)>> <<continue>> <</if>> <<switch _actor.nam>> <<case "Black Wolf">> <<if $blackwolfmonster>> <<set _spermType to (C.npc["Black Wolf"].pronoun is "f" ? "wolfgirl" : "wolfboy")>> <<else>> <<set _spermType to "wolf">> <</if>> <<case "Great Hawk">> <<if $greathawkmonster>> <<set _spermType to "harpy">> <<else>> <<set _spermType to "hawk">> <</if>> <<default>><<set _spermType to "human">> <</switch>> <<capture _actor, _spermType, _womb>> | <<link _actor.nam>> <<recordSperm `{target: "pc", spermOwner: _actor.nam, spermType: _spermType, genital: _womb}`>> <<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>> <</link>> <</capture>> <</for>> <<if $player.penisExist>> | <<link "Yourself">> <<recordSperm `{target: "pc", spermOwner: "pc", spermType: "human", genital: _womb}`>> <<replace "#cheatSpermSources">><span class="gold">$sexStats[_womb].sperm.length</span> <<= $sexStats[_womb].sperm.length is 1 ? "sperm source" : "sperm sources">><</replace>> <</link>> <</if>> <</if>> <</if>> <</if>> <<else>> You are unable to get pregnant. <</if>> <</widget>> <<widget "cheatsImpregOptions">> <span class="gold">Impregnation</span> <<if $player.penisExist and _impregnatableNPC.length>> <br> You can impregnate <span class="gold">_impregnatableNPC.length</span> fertile <<= _impregnatableNPC.length is 1 ? "NPC" : "NPCs">>. <br><br> <<set _fertileNPC to 0>> <<for _pregEnabled range _impregnatableNPC>> <<set _actor to $NPCName[_pregEnabled]>> <<set _actorNameNoSpace to _actor.nam.replace(" ","")>> <<if !_eligible.includes(_actor.nam) or _actor.pregnancy.fetus.length>> <<continue>> <</if>> <<set _fertileNPC += 1>> <<= _actor.nam>>: <br> <<capture _actor>> <<set _linkText to "Impregnate">> <<link [[_linkText|$passage]]>> <<namedNpcPregnancy _actor.nam "pc" "human" true undefined true>> <</link>> <<if $settings.pregnancyType is "realistic">> <<set _linkText to "Inseminate">> - <<link _linkText>> <<recordSperm `{target: _actor.nam, spermOwner: "pc", spermType: "human", genital: "vagina"}`>> <<replace `"#cheatSpermSources" + _actorNameNoSpace`>>(<<= _actor.pregnancy.sperm.length>> doses)<</replace>> <</link>> <span @id="'cheatSpermSources' + _actorNameNoSpace" class="description">(<<= _actor.pregnancy.sperm.length>> doses)</span> <</if>> <<if $settings.fertilityCycleEnabled>> - <<link [[Set cycle to fertile days|$passage]]>> <<set _actor.pregnancy.cycleDay to _actor.pregnancy.cycleDangerousDay - 1>> <</link>> <</if>> <</capture>> <br> <</for>> <<if !_fertileNPC is 0>> You can't impregnate any other NPCs. <</if>> <<else>> <br> You can't currently impregnate any NPCs<<if !$player.penisExist>>, since you have no penis<</if>>. <</if>> <<for _pregEnabled range $NPCName>> /* Checks for any pregnant named NPC. */ <<if npcIsPregnant(_pregEnabled.nam) and _pregEnabled.pregnancy.type isnot "parasite">> <<set _pregnantNPC[_pregEnabled.nam] to $NPCName.indexOf(_pregEnabled)>> <</if>> <</for>> <<if Object.keys(_pregnantNPC).length>> <hr> <span class="gold">Pregnant NPCs</span> <br> <<listbox "_pregnantNPCId" autoselect>> <<optionsfrom _pregnantNPC>> <</listbox>> <br><br> <div id="cheatPregnancyNPC"> <<cheatPregnancyNPC _pregnantNPCId>> </div> <<cheatPregnancyNPCReset>> <</if>> <</widget>> <<widget "cheatPregnancyNPCStepper">> <<numberStepper "Pregnancy progress" _pregnancyNPC.timer { callback: (value, arr) => { $NPCName[arr[0]].pregnancy.timer = value; Wikifier.wikifyEval("<<updatesidebarimg>>"); }, values: [_args[0]], min: 0, max: $NPCName[_args[0]].pregnancy.timerEnd - 0.5, colorArr: ["--teal", "--pink"], activeButtons: ["single", "double"] }>> <</widget>> <<widget "cheatPregnancyNPC">> <<set _pregnancyNPC to $NPCName[_args[0]].pregnancy>> <<set $_fatherName to pregnancyNameCorrection(_pregnancyNPC.fetus[0].father)>> <<= $NPCName[_args[0]].nam>> is pregnant with <<= _pregnancyNPC.type is "wolf" ? "wolve" : _pregnancyNPC.type>>s. <<= $_fatherName === "yourself" ? "You are" : $_fatherName.toUpperFirst() + "is">> the father. <span id="cheatNPCPregnancyProgress"> <<cheatPregnancyNPCStepper _args[0]>> </span> <br> <<link "1st trimester">> <<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd * .05>> <<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>> <</link>> - <<link "2nd trimester">> <<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd * .35>> <<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>> <</link>> - <<link "3rd trimester">> <<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd * .7>> <<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>> <</link>> - <<link "End of pregnancy">> <<set _pregnancyNPC.timer to _pregnancyNPC.timerEnd>> <<replace "#cheatNPCPregnancyProgress">><<cheatPregnancyNPCStepper _args[0]>><</replace>> <</link>> <br><br> <<link [[Clear pregnancy|$passage]]>> <<set _pregnancyNPC.type to null>> <<set _pregnancyNPC.fetus to []>> <<set _pregnancyNPC.waterBreaking to false>> <<set _pregnancyNPC.timer to null>> <<set _pregnancyNPC.timerEnd to null>> <<set _pregnancyNPC.npcAwareOf to null>> <<set _pregnancyNPC.pcAwareOf to null>> <<set _pregnancyNPC.potentialFathers to []>> <<set _pregnancyNPC.sperm to []>> <<set _pregnancyNPC.cycleDay to 1>> <<if _pregnantNPCId is 25>><<run delete C.npc.Alex.pregnancy.selfKnowledge>><</if>> <</link>> <</widget>> <<widget "changeCheatClass">> <<for _class range ["red", "pink", "purple", "blue", "lblue", "teal", "green", "gold"]>> <<removeclass _args[0] _class>> <</for>> <<if _args[1] is "On">><<addclass _args[0] "green">> <<elseif ["Off", "Disabled"].includes(_args[1])>><<addclass _args[0] "red">> <<else>><<addclass _args[0] _statColour>> <</if>> <</widget>> <<widget "cheatsBody">> <<set _bodyTypes to ["masculine", "feminine", "androgynous"]>> <<capture _i>> <<for _i = 0; _i < _bodyTypes.length; _i++>> <span @class="$player.gender_body is _bodyTypes[_i].charAt(0) ? 'goldLink' : 'unselected'"> <<link _bodyTypes[_i].toUpperFirst()>> <<set $player.gender_body to _bodyTypes[_i].charAt(0)>> <<replace "#statsBodyType">><<cheatsBody>><</replace>><<updatesidebarimg>> <</link>> </span> <<= _i lt _bodyTypes.length - 1 ? "|" : "">> <</for>> <</capture>> <</widget>> <<widget "cheatsBodySize">> <<set _size = [6000, 10000, 12000, 16000]>> <<set _label = ["Tiny", "Small", "Normal", "Large"]>> <<capture _i, _size, _label>> <<for _i = 0; _i < _size.length; _i++>> <span @class="$bodysize is _i ? 'goldLink' : 'link'"> <<link _label[_i]>> <<set $bodysize to _i>> <<set _physique_max_old to $physiquesize>> <<set $physiquesize to _size[_i]>> <<set $physique *= $physiquesize / _physique_max_old>> <<replace "#statsBodySize">><<cheatsBodySize>><</replace>> <</link>> </span> <<= _i lt _size.length - 1 ? "|" : "">> <</for>> <</capture>> <</widget>> <<widget "cheatsBodyShape">> <<capture _i>> <<for _i = 0; _i < setup.bodyShapes.length; _i++>> <span @class="$player.bodyshape is setup.bodyShapes[_i] ? 'goldLink' : 'unselected'"> <<link setup.bodyShapes[_i].toUpperFirst()>> <<set $player.bodyshape to setup.bodyShapes[_i]>> <<replace "#statsBodyShape">><<cheatsBodyShape>><</replace>><<updatesidebarimg>> <</link>> </span> <<= _i lt setup.bodyShapes.length - 1 ? "|" : "">> <</for>> <</capture>> <</widget>> <<widget "cheatsFaceStyle">> <<set _faceStyles to Object.values(setup.faceStyleOptions)>> <<capture _i>> <<for _i = 0; _i < _faceStyles.length; _i++>> <span @class="$facestyle is _faceStyles[_i] ? 'goldLink' : 'unselected'"> <<link _faceStyles[_i].toUpperFirst()>> <<set $facestyle to _faceStyles[_i]>> <<set $facevariant to "default">> <<replace "#statsFaceStyle">><<cheatsFaceStyle>><</replace>><<updatesidebarimg>> <<replace "#statsDemeanour">><<cheatsDemeanour>><</replace>><<updatesidebarimg>> <</link>> </span> <<= _i lt _faceStyles.length - 1 ? "|" : "">> <</for>> <</capture>> <</widget>> <<widget "cheatsDemeanour">> <<set _faceVariants to Object.values(setup.faceVariantOptions[V.facestyle])>> <<capture _i>> <<for _i = 0; _i < _faceVariants.length; _i++>> <span @class="$facevariant is _faceVariants[_i] ? 'goldLink' : 'unselected'"> <<link _faceVariants[_i].toUpperFirst()>> <<set $facevariant to _faceVariants[_i]>> <<replace "#statsDemeanour">><<cheatsDemeanour>><</replace>><<updatesidebarimg>> <</link>> </span> <<= _i lt _faceVariants.length - 1 ? "|" : "">> <</for>> <</capture>> <</widget>> <<widget "cheatsSpeechAttitude">> <<set _submissiveness = [1500, 1000, 500]>> <<set _attitude = ["meek", "neutral", "bratty"]>> <<capture _i, _submissiveness, _attitude>> <<for _i = 0; _i < _attitude.length; _i++>> <span @class="$speech_attitude is _attitude[_i] ? 'goldLink' : 'link'"> <<link _attitude[_i].toUpperFirst()>> <<set $speech_attitude to _attitude[_i]>> <<set $submissive to _submissiveness[_i]>> <<replace "#statsSpeechAttitude">><<cheatsSpeechAttitude>><</replace>> <</link>> </span> <<= _i lt _attitude.length - 1 ? "|" : "">> <</for>> <</capture>> <</widget>> <<widget "cheatsWeather">> <<set _weatherTypes to ["clear", "lightClouds", "heavyClouds", "lightPrecipitation", "heavyPrecipitation"]>> <<set _dayState to Weather.bloodMoon ? "blood" : Weather.dayState === "night" ? "night" : "day">> <<capture _i, _weatherState, _dayState, _name, _iconType, _weatherIcon>> <<for _i = 0; _i < _weatherTypes.length; _i++>> <<set _weatherState to _weatherTypes[_i]>> <<set _iconType = resolveValue(setup.WeatherGeneration.weatherTypes.find(w => w.name === _weatherState).iconType, "clear")>> <<set _weatherIcon to `<<iconUi 'weather/${_dayState}_${_iconType}.png'>>`>> <<set _weatherName to _weatherState.replace(/([a-z])([A-Z])/g, '$1 $2').toLowerCase().toUpperFirst()>> <<= _weatherIcon.replace("none", "rain")>> <span @class="Weather.name is _weatherState ? 'goldLink' : 'unselected'"> <<link _weatherName>> <<set Weather.set(_weatherState, true, 6 * 60)>> <<replace "#cheatsWeather">><<cheatsWeather>><</replace>> <</link>> </span> <<= _i lt _weatherTypes.length - 1 ? "<br>" : "">> <</for>> <</capture>> <</widget>> <<widget "cheatsSex">> <<set _reasons to []>> <<if $sexStats.vagina.menstruation.currentState isnot "normal">><<set _reasons.push($sexStats.vagina.menstruation.currentState is "recovering" ? "you still being in recovery from your last pregnancy" : "your pregnancy")>><</if>> <<if $earSlime.growth gt 50>><<set _reasons.push("your ear slime's current growth")>><</if>> <<if _inWardrobe>> <<if _reasons.length gte 1>> <span class="gold"><<= $player.sex is "m" ? "Penis" : $player.sex is "f" ? "Vagina" : "Hermaphrodite">></span> | This setting cannot be changed due to <<= _reasons.join(" and ")>>. <<else>> <<if $player.sex is "m">> <span class="gold">Penis</span> | <<else>> <<link "Penis">> <<wash>> <<removeparasite clit>> <<removeparasite penis>> <<set $vaginause to "none">> <<set $vaginastate to "none">> <<set $penisuse to 0>> <<set $penisstate to 0>> <<set $player.sex to "m">> <<set $player.ballsExist to true>> <<set $player.penisExist to true>> <<set $player.vaginaExist to false>> <<set $sexStats.vagina.menstruation.running = false>> <<updatesidebarimg>> <<replace "#statsGender">><<cheatsSex>><</replace>> <</link>> | <</if>> <<if $player.sex is "f">> <span class="gold">Vagina</span> | <<else>> <<link "Vagina">> <<wash>> <<removeparasite clit>> <<removeparasite penis>> <<set $vaginause to 0>> <<set $vaginastate to 0>> <<set $penisuse to "none">> <<set $penisstate to "none">> <<set $player.sex to "f">> <<set $player.ballsExist to false>> <<set $player.penisExist to false>> <<set $player.vaginaExist to true>> <<set $sexStats.vagina.menstruation.running = true>> <<updatesidebarimg>> <<replace "#statsGender">><<cheatsSex>><</replace>> <</link>> | <</if>> <<if $player.sex is "h">> <span class="gold">Both</span> <<else>> <<link "Both">> <<wash>> <<removeparasite clit>> <<removeparasite penis>> <<set $vaginause to 0>> <<set $vaginastate to 0>> <<set $penisuse to 0>> <<set $penisstate to 0>> <<set $player.sex to "h">> <<set $player.penisExist to true>> <<set $player.vaginaExist to true>> <<set $sexStats.vagina.menstruation.running = true>> <<updatesidebarimg>> <<replace "#statsGender">><<cheatsSex>><</replace>> <</link>> <</if>> <</if>> <<if $player.sex is "h">> <br> Hermaphrodite Balls: <span id="statsBallsExist"><<= $player.ballsExist ? "Present" : "Disabled">></span> | <<link "Change">> <<set $player.ballsExist to clone(!$player.ballsExist)>> <<updatesidebarimg>> <<replace "#statsGender">><<cheatsSex>><</replace>> <</link>> <</if>> <<else>> <span class="gold"><<= $player.sex is "m" ? "Penis" : $player.sex is "f" ? "Vagina" : "Hermaphrodite">></span> | <<if _reasons.length gte 1>>You cannot change your genitals due to <<= _reasons.join(" and ")>>. Normally, this<<else>>This<</if>> setting can only be changed when accessing your wardrobe. <</if>> <</widget>> <<widget "cheatSection">> <<switch _args[0]>> <<case "state">> <<numberStepper "Pain" $pain { callback: value => { V.pain = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 200, reverse: true}>> <<numberStepper "Arousal" $arousal { callback: value => { V.arousal = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 10000, reverse: true}>> <<numberStepper "Fatigue" $tiredness { callback: value => { V.tiredness = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 2000, reverse: true}>> <<numberStepper "Stress" $stress { callback: value => { V.stress = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 10000, reverse: true}>> <<numberStepper "Trauma" $trauma { callback: value => { V.trauma = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 5000, reverse: true}>> <<numberStepper "Control" $control { callback: value => { V.control = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000}>> <<numberStepper "Alcohol" $drunk { callback: value => { V.drunk = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000, reverse: true}>> <<numberStepper "Drugs" $drugged { callback: value => { V.drugged = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000, reverse: true}>> <<numberStepper "Hallucinogens" $hallucinogen { callback: value => { V.hallucinogen = value; Wikifier.wikifyEval("<<updatesidebarimg>>") }, max: 1000, reverse: true}>> <<case "crime">> <<for _cr range Object.keys(setup.crimeNames)>> <<capture _cr>> <<numberStepper toTitleCase(setup.crimeNames[_cr]) $crime[_cr].current { callback: (value, arr) => { V.crime[arr[0]].current = value }, max: 10000, step: 10, reverse: true, percentage: false, values: [_cr]}>> <</capture>> <</for>> <<unset _cr>> <<case "negative">> <<numberStepper "Sex" $fame.sex { callback: value => { V.fame.sex = value }, max: 2000, reverse: true}>> <<numberStepper "Prostitution" $fame.prostitution { callback: value => { V.fame.prostitution = value }, max: 2000, reverse: true}>> <<numberStepper "Rape" $fame.rape { callback: value => { V.fame.rape = value }, max: 2000, reverse: true}>> <<numberStepper "Bestiality" $fame.bestiality { callback: value => { V.fame.bestiality = value }, max: 2000, reverse: true}>> <<numberStepper "Pregnancy" $fame.pregnancy { callback: value => { V.fame.pregnancy = value }, max: Math.clamp(playerNormalPregnancyTotal(),1,8) * 250, step: 2000 / 100, percentage: false, reverse: true, valueFormat: (value) => `<b>${Math.round(((value - 0) / (2000 - 0)) * 100)}%</b>`}>> <<numberStepper "Impregnation" $fame.impreg { callback: value => { V.fame.impreg = value }, max: 2000, reverse: true}>> <<numberStepper "Exhibitionism" $fame.exhibitionism { callback: value => { V.fame.exhibitionism = value }, max: 2000, reverse: true}>> <<if playerNormalPregnancyTotal() lt 8>> <span class="description"><<set _pregsNeeded to Math.trunc(8-playerNormalPregnancyTotal())>> Your pregnancy fame is capped by the amount of pregnancies you've had. You need to get pregnant <span class="gold"><<number _pregsNeeded>></span> more <<= _pregsNeeded is 1 ? "time" : "times">> to reach maximum pregnancy fame.</span> <</if>> <<case "positive">> <<numberStepper "Combat" $fame.scrap { callback: value => { V.fame.scrap = value }, max: 2000}>> <<numberStepper "Kindness" $fame.good { callback: value => { V.fame.good = value }, max: 2000}>> <<numberStepper "Business" $fame.business { callback: value => { V.fame.business = value }, max: 2000}>> <<numberStepper "Socialite" $fame.social { callback: value => { V.fame.social = value }, max: 2000}>> <<numberStepper "Model" $fame.model { callback: value => { V.fame.model = value }, max: 2000}>> <<case "skills">> <<numberStepper "Skulduggery" $skulduggery "skulduggery" {max: 1000}>> <<numberStepper "Dance" $danceskill "danceskill" {max: 1000}>> <<numberStepper "Swimming" $swimmingskill "swimmingskill" {max: 1000}>> <<numberStepper "Athletics" $athletics "athletics" {max: 1000}>> <<numberStepper "Tending" $tending "tending" {max: 1000}>> <<numberStepper "Housekeeping" $housekeeping "housekeeping" {max: 1000}>> <<case "school">> /* normally, school traits are adjusted by the widget "school_skill_change" */ <<numberStepper "<<scienceicon>> Science" $science "science" { callback: (value) => wikifier('adjust_school_traits'), max: 1000 }>> <<numberStepper "<<mathicon>> Maths" $maths "maths" { callback: (value) => wikifier('adjust_school_traits'), max: 1000 }>> <<numberStepper "<<englishicon>> English" $english "english" { callback: (value) => wikifier('adjust_school_traits'), max: 1000 }>> <<numberStepper "<<historyicon>> History" $history "history" { callback: (value) => wikifier('adjust_school_traits'), max: 1000 }>> <<case "characteristics">> <<numberStepper "<<tficon angel>> Purity" $purity "purity" {max: 1000}>> <<numberStepper "<<symbol beauty>> Beauty" $beauty "beauty" {max: 10000}>> <<numberStepper "<<symbol physique>> Physique" $physique "physique" {max: $physiquesize}>> <<numberStepper "<<symbol willpower>> Willpower" $willpower "willpower" {max: 1000}>> <<numberStepper "<<symbol awareness>> Awareness" $awareness "awareness" {min: -200, max: 1000, reverse: true}>> <<numberStepper "<<symbol promiscuity>> Promiscuity" $promiscuity "promiscuity" {reverse: true}>> <<numberStepper "<<symbol exhibitionism>> Exhibitionism" $exhibitionism "exhibitionism" {reverse: true}>> <<numberStepper "<<symbol deviancy>> Deviancy" $deviancy "deviancy" {reverse: true}>> <<if numberOfEarSlime()>> <<numberStepper "<<symbol corruption>> Corruption" $earSlime.corruption { callback: value => {V.earSlime.corruption = value; Wikifier.wikifyEval("<<updatesidebarimg>>")}, reverse: true}>> <</if>> <<case "sex">> <<numberStepper "Seduction" $seductionskill "seductionskill" {max: 1000}>> <<numberStepper "Chest" $chestskill "chestskill" {max: 1000}>> <<numberStepper "Buttocks" $bottomskill "bottomskill" {max: 1000}>> <<if $player.vaginaExist>><<numberStepper "Vaginal" $vaginalskill "vaginalskill" {max: 1000}>><</if>> <<if $player.penisExist>><<numberStepper "Penile" $penileskill "penileskill" {max: 1000}>><</if>> <<numberStepper "Thighs" $thighskill "thighskill" {max: 1000}>> <<numberStepper "Oral" $oralskill "oralskill" {max: 1000}>> <<numberStepper "Hands" $handskill "handskill" {max: 1000}>> <<numberStepper "Anal" $analskill "analskill" {max: 1000}>> <<numberStepper "Feet" $feetskill "feetskill" {max: 1000}>> <<default>> ERROR: Skill issue. <</switch>> <</widget>><<widget "feats">> <<updateFeats>> <br> As you play through Degrees of Lewdity, you will obtain <span class="gold">feats</span> by completing different tasks. The more feats you earn, the more <span class="gold">VrelCoins</span> you will earn. When you start a new game, your VrelCoins can be used to purchase <span class="gold">feat boosters</span>. These boosters grant you bonuses in your next game. <br><br> This tab displays all the feats that have been unlocked in your <span class="gold">most recently loaded save</span>, which will carry over to your next playthrough. VrelCoins are earned linearly, over the course of a single playthrough. <span class="red">Save-hopping may cause your VrelCoins and unlocked feats to disappear from this page.</span> <br><br> Multiple runs are necessary in order to achieve all feats. If you have multiple saves with different feats earned, you will be able to combine these feats when you start a new game by using the <span class="gold">Import all feats</span> button on the Feat Boosters page. Keep this in mind if you are aiming for 100% completion! <br><br> Some feats display as earned as soon as you meet the requirements, while others won't trigger until the next in-game hour. Happy hunting! <br><br> <<if $feats.locked>> <span class="red">You can't earn feats as you have enabled cheats at some point.</span> <<elseif $debug is 1>> <span class="red">Feats are disabled during debug mode.</span> <<elseif $replayScene isnot undefined>> <span class="red">Feats are disabled during replay mode.</span> <<elseif $feats.soft or $feats.pregnancyLocked>> <span class="red">Some feats are locked in this current game.</span> <<else>> <span class="green">You can earn feats.</span> <</if>> <br><br> <<set _keysSetup to Object.keys(setup.feats)>> <<set _keysSave to Object.keys($feats.currentSave)>> <<set _keysAll to Object.keys($feats.allSaves).filter(f => !["points", "specialClothes"].includes(f))>> You currently have <<if $feats.allSaves.point is undefined>><span class="gold"><<print $feats.allSaves.points>></span><<else>><span class="red">0</span><</if>> <<pluralise $feats.allSaves.points "VrelCoin">>. You have obtained <<if _keysSave.length gte 1>><span class="gold"><<print _keysSave.length>></span> <<pluralise _keysSave.length "feat">> in this save and <</if>> <<if _keysAll.length gte 1>><span class="gold"><<print _keysAll.length>></span><<else>><span class="red">0</span><</if>> <<pluralise _keysAll.length "feat">> in total, out of a possible <span class="gold"><<print _keysSetup.length>></span>. <br><br> <<set $feats.filter to "General">> Filter by: <select id="featTypes" name="featTypes" onchange="V.feats.filter = this.value; Wikifier.wikifyEval('<<replace #featsList>><<featsList>><</replace>>')"> <option value="General" selected>General</option> <option value="Stats">Stats</option> <option value="Social">Social</option> <option value="Transformation">Transformation</option> <option value="Discoveries-Town">Discoveries - In Town</option> <option value="Discoveries-Other">Discoveries - Outside Town</option> <option value="Special">Special</option> <option value="Pregnancy">Pregnancy</option> <option value="All">Show All</option> <option value="General" hidden="hidden" selected="selected">General</option> </select> <br> <<set $feats.sort to "None">> Sort by: <select id="featSort" name="featSort" onchange="V.feats.sort = this.value; Wikifier.wikifyEval('<<replace #featsList>><<featsList>><</replace>>')"> <option value="None" selected>None</option> <option value="Date">Date</option> <option value="None" hidden="hidden" selected="selected">None</option> </select> <br> <<set $feats.shownew to true>> <input type="checkbox" checked name="showNew" onchange="V.feats.shownew = this.checked; Wikifier.wikifyEval('<<replace #featsList>><<featsList>><</replace>>')" /> Show New | <<set $feats.showold to true>> <input type="checkbox" checked name="showOld" onchange="V.feats.showold = this.checked; Wikifier.wikifyEval('<<replace #featsList>><<featsList>><</replace>>')" /> Show Old | <<set $feats.showmissing to true>> <input type="checkbox" checked name="showMissing" onchange="V.feats.showmissing = this.checked; Wikifier.wikifyEval('<<replace #featsList>><<featsList>><</replace>>')" /> Show Missing <br><br> <div id="featsList"> <<featsList>> </div> <</widget>> <<widget "featsList">> <<set _skip to []>> <<set _sorting to []>> <<for _i to 0; _i lt _keysSetup.length; _i++>> <<set _setup to setup.feats[_keysSetup[_i]]>> <<if !_setup.filter.includes($feats.filter)>> <<continue>> <</if>> <<if _keysSave.includes(_keysSetup[_i])>> <<if !$feats.shownew>><<continue>><</if>> <<set _owned to 2>> <<set _date to new Date($feats.currentSave[_keysSetup[_i]])>> <<elseif _keysAll.includes(_keysSetup[_i])>> <<if !$feats.showold>><<continue>><</if>> <<set _owned to 1>> <<set _date to new Date($feats.allSaves[_keysSetup[_i]])>> <<else>> <<if !$feats.showmissing>><<continue>><</if>> <<if _setup.hidden or _skip.includes(_setup.series)>> <<continue>> <</if>> <<if _setup.series isnot "">> <<set _skip.push(_setup.series)>> <</if>> <<set _owned to 0>> <<set _date to 0>> <</if>> <<set _sorting.push( { key: _keysSetup[_i], owned: _owned, date: _date } )>> <</for>> <<if $feats.sort is "Date">> <<set _sorting to _sorting.sort(function(a, b) { return b.date - a.date; })>> <</if>> <<for _i to 0; _i lt _sorting.length; _i++>> <<set _feat to _sorting[_i]>> <<set _setup to setup.feats[_feat.key]>> <div class="feat"> <div class="featImage"> <<if _feat.owned gt 0>> <<switch _setup.difficulty>> <<case 1>><img @src="'img/ui/CopperCoin'+(_feat.owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_feat.owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')"> <<case 2>><img @src="'img/ui/SilverCoin'+(_feat.owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_feat.owned is 1 ? 'filter:brightness(75%) contrast(85%);':'')"> <<case 3>><img @src="'img/ui/GoldCoin'+(_feat.owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_feat.owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')"> <<case 4>><img @src="'img/ui/PlatinumCoin'+(_feat.owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_feat.owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')"> <<case 5>><img @src="'img/ui/JeweledCoin'+(_feat.owned is 1 ? 'Dull':'')+'.png'" class="featCoin" @style="(_feat.owned is 1 ? 'filter:brightness(65%) contrast(85%);':'')"> <</switch>> <<else>> <img class="dot"> <</if>> </div> <div class="featText"> <<if ($feats.pregnancyLocked and _setup.pregnancyLockable) or ($feats.pregnancySillyLocked and _setup.pregnancySillyLockable) or ($feats.soft and _setup.softLockable) or $feats.locked or ($gamemode is "soft" or $settings.allureModifier lt 1)>> <<set _titleColor to " red">> <<else>> <<set _titleColor to "">> <</if>> <<if _feat.owned gt 0 or _setup.hint is undefined>> <span @class="'title' + _titleColor"><<print _setup.title>></span> <span class="text"><<print _setup.desc>></span> <<else>> <span @class="'title' + _titleColor">?????</span> <span class="text"><<print _setup.hint>></span> <</if>> <br> <<if _feat.owned is 2>> <span class="text">Earned on: <<print _feat.date.toLocaleString(returnTimeFormat())>></span> <<elseif _feat.owned is 1>> <span class="text">Originally Earned on: <<print _feat.date.toLocaleString(returnTimeFormat())>></span> <</if>> </div> </div> <</for>> <</widget>> /*Feat Points Menu*/ <<widget "featsPointsMenu">> <div id="featsStats" class="settingsToggleIndent"> <<if $feats.allSaves.points is undefined or $feats.allSaves.points is 0>> You have earned a lifetime total of <span class="red">0 VrelCoins</span> and cannot purchase Feat Boosters. <br> <span class="black small-description">If this is incorrect, please load your last save and restart.</span> <<else>> You have earned a lifetime total of <span class="green"><<print $feats.allSaves.points>> <<pluralise $feats.allSaves.points "VrelCoin">>.</span> <</if>> </div> /*Have to do this due to the `????` names*/ <<set _listbox to '<<listbox "_upgradeNameID" autoselect>>'>> <<for $_i to 0; $_i lt _upgradeNames.length; $_i++>> <<if !$featsBoosts.hidden[_upgradeNames[$_i]]>> <<set _listbox += '<<option _visibleUpgradeNames[' + $_i + '] _visibleUpgradeIDs[' + $_i + ']>>'>> <</if>> <</for>> <<set _upgradeName to _upgradeNames[_upgradeNameID or 0]>> <<set _listbox += '<</listbox>>'>> <span class="gold settingsToggleIndent">Jump to a specific feat boost:</span> <<print _listbox>> <div class="settingsGridFeats"> <div class="settingsHeader"> <span id="featName"><<featName>></span> <br> <span style="font-size:80%;"> <<link "Previous">> <<set _upgradeNameID-->> <<if _upgradeNameID lt 0>> <<set _upgradeNameID to _upgradeNames.length - 1>> <</if>> <<if $featsBoosts.hidden[_upgradeNames[_upgradeNameID]]>> <<for _upgradeNameID; $featsBoosts.hidden[_upgradeNames[_upgradeNameID]]; _upgradeNameID-->> <</for>> <</if>> <<set _upgradeName to _upgradeNames[_upgradeNameID]>> <<updateFeatsPointsMenu>> <<updateFeatName>> <</link>> | <<link "Next">> <<set _upgradeNameID++>> <<if _upgradeNameID gte _upgradeNames.length>> <<set _upgradeNameID to 0>> <</if>> <<if $featsBoosts.hidden[_upgradeNames[_upgradeNameID]]>> <<for _upgradeNameID; $featsBoosts.hidden[_upgradeNames[_upgradeNameID]]; _upgradeNameID++>> <<if (_upgradeNameID + 1) gte _upgradeNames.length>> <<set _upgradeNameID to 0>> <<break>> <</if>> <</for>> <</if>> <<set _upgradeName to _upgradeNames[_upgradeNameID]>> <<updateFeatsPointsMenu>> <<updateFeatName>> <</link>> </span> </div> /*<<set _upgradeName to _upgradeNames[_upgradeNameID]>>*/ <div @id="'feats-' + _upgradeName" class="settingsToggleItem"> <<featsMenu _upgradeName>> <<if $featsBoosts.pointsUsed isnot 0>> <hr> Purchased Feat Boosts: <ul> <<for $_i to 0; $_i lt _upgradeNames.length; $_i++>> <<if $featsBoosts.upgrades[_upgradeNames[$_i]] gt 0>> <li> <<switch _upgradeNames[$_i]>> <<case "randomClothing">> <<= ($featsBoosts.clothingGender is "Either" ? "Male and Female" : $featsBoosts.clothingGender)>> <<print $featsBoosts.name[_upgradeNames[$_i]]>>: <span class="gold"><<print $featsBoosts.upgrades[_upgradeNames[$_i]]>></span> <<pluralise $featsBoosts.upgrades[_upgradeNames[$_i]] "coin">> <<case "specialClothing">> Special Clothing: <span class="gold"><<print $featsBoosts.upgrades[_upgradeNames[$_i]]>></span> <<pluralise $featsBoosts.upgrades[_upgradeNames[$_i]] "coin">> <br> <<foldout false "_unlockedSets">> <span class="gold">Unlocked Sets</span> <span class="descriptunlocked-hint"> <<= Object.keys($featsBoosts.specialClothesSets) .filter(k => $featsBoosts.specialClothesSets[k]) .map(k => `${k.replace(/_/g," ").toUpperFirst()}: <span class="gold">${setup.specialClothesSets[k].featCost}</span> coins`) .join("<br>")>> </span> <</foldout>> <<default>> <<= $featsBoosts.name[_upgradeNames[$_i]]>>: <span class="gold"><<print $featsBoosts.upgrades[_upgradeNames[$_i]]>></span> <<pluralise $featsBoosts.upgrades[_upgradeNames[$_i]] "coin">> <</switch>> </li> <</if>> <</for>> </ul> <<set _pointsRemaining to $feats.allSaves.points - $featsBoosts.pointsUsed>> You have<span class="green"> <<print _pointsRemaining>> <<pluralise _pointsRemaining "VrelCoin">></span> left to spend on Feat Boosts. <</if>> </div> </div> <</widget>> <<widget "updateFeatName">> <<replace #featName>> <<featName>> <</replace>> <</widget>> <<widget "featName">> <<set _details to $featsBoosts.upgradeDetails[_upgradeName]>> <<if _details.max gte 1>> <<switch _upgradeName>> <<case "money">> <span class="gold">Starting Money</span> <<case "grades">> <span class="gold">Starting School Grades</span> <<case "purity" "impurity">> <span class="gold" style="text-transform: capitalize;">Daily _upgradeName Boost</span> <<case "newLife">> <span class="gold">A New Life</span> <<case "aNewBestFriend">> <span class="gold">A New Best Friend</span> <<case "randomClothing">> <span class="gold">Random Clothing</span> <<case "tattoos">> <span class="gold">Starting Tattoos</span> <<case "specialClothing">> <span class="gold">Special Clothing</span> <<case "sexToys">> <span class="gold">Sex Toys</span> <<default>> <span class="gold" style="text-transform: capitalize;">Starting _upgradeName Grade</span> <</switch>> <<else>> <span class="red">?????</span> <</if>> <</widget>> <<widget "featsMenu">> <<set _name to _args[0]>> <<capture _name>> <<set _details to $featsBoosts.upgradeDetails[_name]>> <<set _maxUpgrades to _details.max>> <<set _purchasedUpgrades to _details.purchased>> <<if _maxUpgrades>> <<if !$feats.allSaves.points>> <span class="red">Earn some VrelCoins in order to purchase this feat boost!</span> <<else>> <<switch _name>> <<case "money">> You will start the game with <span class="green"> £<<= 5 + _purchasedUpgrades * _maxUpgrades * 25>>.00</span>. <<case "grades">> You will start the game with <<switch _details.purchased>> <<case 2>><span class="lblue">B</span> <<case 1>><span class="blue">C</span> <<default>><span class="purple">D</span> <</switch>> grades. <<case "purity">> <<if !_purchasedUpgrades>> You will always gain <span class="green">1</span> point of purity per day. Purchased purity boosts will increase your daily purity gain. <i>Actions you take can negate or amplify your purity gains.</i> <<else>> You will always gain <span class="green"><<print 1 + _purchasedUpgrades>></span> points of purity per day. <i>Actions you take can negate or amplify your purity gains.</i> <</if>> <<case "impurity">> <<switch _purchasedUpgrades>> <<case 0>> You will always gain <span class="green">1</span> point of purity per day. Purchased impurity boosts will counteract this daily purity gain. <i>Actions you take can negate or amplify your purity losses.</i> <<case 1>> You will always lose <span class="red">1</span> point of purity per day. This cancels out the daily point of purity you would normally gain at midnight. <i>Actions you take can negate or amplify your purity losses.</i> <<default>> You will always lose <span class="red"><<= _purchasedUpgrades - 1>></span> <<= _purchasedUpgrades is 2 ? "point" : "points">> of purity per day. <i>Actions you take can negate or amplify your purity losses.</i> <</switch>> <<case "newLife">> You will start the game <span @class="$featsBoosts.upgrades.newLife ? 'green' : 'red'"> <<= $featsBoosts.upgrades.newLife ? "with" : "without">> </span> a parasite. <<case "aNewBestFriend">> You will start the game <<switch $featsBoosts.upgrades.aNewBestFriend>> <<case 0>><span class='red'>without</span> an ear slime. <<case 10>><span class='green'>with</span> an ear slime. <<case 20>><span class='green'>with two</span> ear slimes. <</switch>> <<case "randomClothing">> You will start the game with <span class="gold"><<= 3 * _purchasedUpgrades>></span> random clothing items. <<case "tattoos">> <<if _purchasedUpgrades is 0>> You will start the game with <span class="red">no</span> tattoos. <<elseif _purchasedUpgrades is 1>> You will start the game with <span class="green">1</span> tattoo. <<else>> You will start the game with <span class="green">_purchasedUpgrades</span> tattoos. <</if>> <<case "specialClothing">> <<if _purchasedUpgrades is 0>> You will start the game with special clothing from the Forest Shop <span class='red'>locked</span>. <<elseif _purchasedUpgrades is 1>> You can purchase <span class="teal">up to half</span> of special clothing sets from the Forest Shop to start the game with them <span class="green">unlocked</span>, if you've unlocked it in any other save. <<else>> You can purchase <span class="teal">any amount</span> of special clothing sets from the Forest Shop to start the game with them <span class="green">unlocked</span>, if you've unlocked it in any other save. <</if>> <<case "sexToys">> You will start the game with <<if _purchasedUpgrades>> <span class="green"><<print 3 * _purchasedUpgrades>></span> sex toys. <<else>> <span class="red">no</span> sex toys. <</if>> <<default>> You will start the game with <<switch _purchasedUpgrades>> <<case 1>> _name at level <span class="pink">F+</span>. <<case 2>> _name at level <span class="purple">D</span>. <<case 3>> _name at level <span class="purple">D+</span>. <<case 4>> _name at level <span class="blue">C</span>. <<default>> <span class="red">no</span> proficiency in _name. <</switch>> <</switch>> <<if _name is "randomClothing">> <br> <span class="gold bold">Clothing Type: </span> <label><<print '<<radiobutton "$featsBoosts.clothingGender" "Either" ' + ($featsBoosts.clothingGender is "Either" ? "checked" : "") + '>>'>> Either</label> | <label><<print '<<radiobutton "$featsBoosts.clothingGender" "Male" ' + ($featsBoosts.clothingGender is "Male" ? "checked" : "") + '>>'>> Male</label> | <label><<print '<<radiobutton "$featsBoosts.clothingGender" "Female" ' + ($featsBoosts.clothingGender is "Female" ? "checked" : "") + '>>'>> Female</label> <br> <span class="gold bold">Enable Custom Colour (expect crazy results): </span> <label><<print '<<radiobutton "$featsBoosts.clothingCustomColors" false ' + ($featsBoosts.clothingCustomColors is false ? "checked" : "") + '>>'>> No</label> | <label><<print '<<radiobutton "$featsBoosts.clothingCustomColors" true ' + ($featsBoosts.clothingCustomColors is true ? "checked" : "") + '>>'>> Yes</label> <</if>> <<if !_details.exclusive or $featsBoosts.upgrades[_details.exclusive] is 0>> <<featsPointsMenuButtons _name _details>> <<else>> <span class="red">Remove _details.exclusive upgrades to make use of this upgrade.</span> <</if>> <<if _name is "tattoos">> <<set _totalTattoos to $featsBoosts.upgrades.tattoos / _details.cost>> <<if _tattooNumber is undefined or _tattooNumber gt _totalTattoos>> <<set _tattooNumber to Math.clamp(_totalTattoos, 1, $featsBoosts.upgradeDetails.tattoos.max)>> <</if>> <<if _totalTattoos gt 0>> <div class="settingsGrid" style="margin:10px 0px"> <div class="settingsHeader">Tattoo <<print _tattooNumber>> <br> <<if _tattooNumber gte 1 and _totalTattoos gt 1>> <span style="font-size:80%;"> <<link "Previous Tattoo">> <<set _tattooNumber-->> <<if _tattooNumber lte 0>> <<set _tattooNumber to _totalTattoos>> <</if>> <<replace #featsPointsMenu>><<featsPointsMenu>><</replace>> <</link>> | <<link "Next Tattoo">> <<set _tattooNumber++>> <<if _tattooNumber gt _totalTattoos>> <<set _tattooNumber to 1>> <</if>> <<replace #featsPointsMenu>><<featsPointsMenu>><</replace>> <</link>> </span> <</if>> </div> <div class="settingsToggleItem"> <span class="listMargin"> <span class="gold">Tattoo Type:</span> <<set _penOptions to ["Tattoo","Brand"]>> <<listbox `"$featsBoosts.tattoos["+_tattooNumber+"].pen"` autoselect>> <<optionsfrom _penOptions>> <</listbox>> </span> </div> <div class="settingsToggleItem"> <span class="gold">Tattoo Location:</span> <<set _bodyPartOptions to ["Forehead","Left cheek","Right cheek","Left shoulder","Right shoulder","Back","Breasts","Left bottom","Right bottom","Left thigh","Right thigh","Pubic"]>> <<for _l to 1; _l lte _totalTattoos; _l++>> <<if _tattooNumber is _l>> <<continue>> <</if>> <<run _bodyPartOptions.delete($featsBoosts.tattoos[_l].bodypart)>> <</for>> <<listbox `"$featsBoosts.tattoos["+_tattooNumber+"].bodypart"` autoselect>> <<option "Random">> <<optionsfrom _bodyPartOptions>> <</listbox>> </div> <div @id="_tattooNumber + 'tattooFilter'" class="settingsToggleItem"> <<tattooFilter>> </div> <div @id="_tattooNumber + 'tattooList'" class="settingsToggleItem"> <<tattooList>> </div> </div> <<run $(() => { const currentList = '#' + _tattooNumber + 'tattooList'; const currentFilterId = '#' + _tattooNumber + 'tattooFilter'; $(currentFilterId + ' select').on('input change', e => { new Wikifier(null, `<<print "${currentList}">> <<replace "${currentList}">><<tattooList>><</replace>>`); }).trigger('change'); })>> <</if>> <</if>> <<if _name is "sexToys">> <div id="sexToys"><<sexToysFeatUI>></div> <</if>> <<if _name is "aNewBestFriend" and $featsBoosts.upgradeDetails.aNewBestFriend.purchased gte 2>> <div id="aNewBestFriend"> <label>Earslime starting type: <<listbox "$featsBoosts.earSlimeType" autoselect>> <<option "Immature and passive" "immaturePassive">> <<option "Immature and aggressive" "immatureAggressive">> <<option "Partly grown and aggressive" "grownAggressive">> <</listbox>> </label> </div> <</if>> <<if _name is "specialClothing">> <div id="specialClothing"><<specialClothingFeatUI>></div> <</if>> <</if>> <<else>> <span class="red"><<print $featsBoosts.missing[_name]>></span> <</if>> <</capture>> <</widget>> <<widget "tattooFilter">> <span class="gold">Filter designs by:</span> <<set _tattooFilters = { "All" : "all", "Image" : "object", "Text" : "text", "Masculine" : "m", "Feminine" : "f", "Bestiality" : "bestiality", "Cattle" : "cattle", "Combat" : "combat", "Criminal" : "criminal", "Exhibitionism" : "exhibitionism", "Prostitution" : "prostitution", "Rape" : "rape", "Sex" : "sex", "Violence" : "violence", "Pregnancy" : "pregnancy", "Impreg" : "impreg", }>> <<listbox `"$tattooFilter"+_tattooNumber` autoselect>> <<optionsfrom _tattooFilters>> <</listbox>> <</widget>> <<widget "tattooList">> <span class="gold">Tattoo Design:</span> <<featsTattooOptions>> <<listbox `"$featsBoosts.tattoos["+_tattooNumber+"].tattoo"` autoselect>> <<option "Random">> <<optionsfrom _featsTattooOptions>> <</listbox>> <</widget>> <<widget "featsTattooOptions">> <<if _featsTattooAll is undefined>> <<set _featsTattooAll to []>> <<for _value range setup.bodywriting>> <<if _value.featSkip is true>> <<continue>> <</if>> <<run _featsTattooAll.push(_value.writing)>> <</for>> <</if>> <<set _featsTattooOptions to []>> <<switch _tattooNumber>> <<case 1>><<set _tattooFilter to $tattooFilter1>> <<case 2>><<set _tattooFilter to $tattooFilter2>> <<case 3>><<set _tattooFilter to $tattooFilter3>> <<case 4>><<set _tattooFilter to $tattooFilter4>> <<case 5>><<set _tattooFilter to $tattooFilter5>> <</switch>> <<for _value range setup.bodywriting>> <<if (_tattooFilter is "all" and _value.featSkip) or (_tattooFilter is "object" and (_value.featSkip or _value.type isnot _tattooFilter)) or (_tattooFilter is "text" and (_value.featSkip or _value.type isnot _tattooFilter)) or (_tattooFilter is "m" and (_value.featSkip or _value.gender isnot _tattooFilter)) or (_tattooFilter is "f" and (_value.featSkip or _value.gender isnot _tattooFilter)) or (_tattooFilter isnot "all" and _tattooFilter isnot "object" and _tattooFilter isnot "text" and _tattooFilter isnot "m" and _tattooFilter isnot "f" and (_value.featSkip or _value.special isnot _tattooFilter))>> <<continue>> <</if>> <<run _featsTattooOptions.push(_value.writing)>> <</for>> <</widget>> <<widget "featsPointsMenuButtons">> <<set _type to _args[0]>> <<set _details to _args[1]>> <<set _cost to _details.cost>> <<set _maxUpgrades to _details.max>> <<set _purchasedUpgrades to _details.purchased>> <<set _remainingUpgrades to _maxUpgrades - _purchasedUpgrades>> <<set _availableCoins to $feats.allSaves.points - $featsBoosts.pointsUsed>> <br><br> <span class="gold bold">Upgrades:</span> <br> <div style="margin-bottom:10px;"> <<switch _type>> <<case "money">> Each purchased upgrade will add <span class="green">£<<print _maxUpgrades * 25>></span> to your starting money. <<case "grades">> Each purchased upgrade will raise your starting school grades by <span class="green">one letter grade.</span> <<case "purity">> Each purchased upgrade will increase your daily purity by one point per level. <<case "impurity">> Each purchased upgrade will decrease your daily purity by one point per level. <<case "newLife">> <<if _maxUpgrades is 2>> Purchase the first upgrade to start the game with a hermaphrodite tentacle parasite. Purchase the second upgrade to give it perfect activity; otherwise it will have random activity. <<else>> Purchase the first upgrade to start the game with a hermaphrodite tentacle parasite with random activity. Acquire a second broodmother feat to give it perfect activity. <</if>> <<case "aNewBestFriend">> Purchase this upgrade to start the game with an ear slime parasite. <<case "randomClothing">> Each purchased upgrade gives you three random clothing items of the specified gender. <<case "tattoos">> Each purchased upgrade will allow you to get one starting tattoo or brand of your choice. <<case "specialClothing">> <<if _maxUpgrades is 2>> Select the first upgrade to purchase up to half of previously unlocked special clothes. Purchase the second rank to purchase any number of previously unlocked special clothes. <<else>> Select the first upgrade to purchase up to half of previously unlocked special clothes. Acquire a secret feat to purchase any number of previously unlocked special clothes. <</if>> <<case "sexToys">> Each purchased upgrade will give you three starting sex toys of your choice. <<default>> Each purchased upgrade will raise your _type level by <span class="green">one letter grade.</span> <</switch>> </div> <<capture _type _cost>> <div class="featButtonContainer"> <<if _purchasedUpgrades gte 1>> <div class="featButton roundl"> <<button "<span class='fa-icon fa-left'></span><span class='fa-icon fa-left'></span>">> <<set $featsBoosts.upgradeDetails[_type].purchased to 0>> <<set _cost to (-1 * _purchasedUpgrades * _cost)>> <<updateFeatsPointsMenu _type _cost>> <</button>> </div> <div class="featButton"> <<button "<span class='fa-icon fa-left'></span>">> <<set $featsBoosts.upgradeDetails[_type].purchased-->> <<set _cost to (-1 * _cost)>> <<updateFeatsPointsMenu _type _cost>> <</button>> </div> <<else>> <div class="featButtonGrey roundl"> <<button "<span class='fa-icon fa-left'></span><span class='fa-icon fa-left'></span>">> <</button>> </div> <div class="featButtonGrey"> <<button "<span class='fa-icon fa-left'></span>">> <</button>> </div> <</if>> <div class="gold featButton buttonDisable"> <<button "_purchasedUpgrades / _maxUpgrades">> <</button>> </div> <<if _purchasedUpgrades lt _maxUpgrades and (_availableCoins gte _cost)>> <div class="featButton"> <<button "<span class='fa-icon fa-right'></span>">> <<set $featsBoosts.upgradeDetails[_type].purchased++>> <<updateFeatsPointsMenu _type _cost>> <</button>> </div> <<else>> <div class="featButtonGrey"> <<button "<span class='fa-icon fa-right'></span>">> <</button>> </div> <</if>> <<if _purchasedUpgrades lt _maxUpgrades and (_availableCoins gte (_remainingUpgrades * _cost))>> <div class="featButton roundr"> <<button "<span class='fa-icon fa-right'></span><span class='fa-icon fa-right'></span>">> <<set $featsBoosts.upgradeDetails[_type].purchased to _maxUpgrades>> <<set _cost to (_remainingUpgrades * _cost)>> <<updateFeatsPointsMenu _type _cost>> <</button>> </div> <<else>> <div class="featButtonGrey roundr"> <<button "<span class='fa-icon fa-right'></span><span class='fa-icon fa-right'></span>">> <</button>> </div> <</if>> </div> <<if _type isnot "specialClothing">> <div class=" black small-description" style="margin-top:10px;"> (<span class="gold">_details.cost <<pluralise _details.cost "VrelCoin">></span> per upgrade) </div> <</if>> <<if _type is "tending">> <div style="margin-top:10px;"> <span class="green">Green Thumb</span> - More bountiful crops and no decay when using fertiliser. Start with one fertiliser. <div class="featButton roundl roundr" style="margin-top:5px;"> <<if $feats.allSaves.points - $featsBoosts.pointsUsed gte $featsBoosts.upgradeDetails.greenThumb.cost and !$featsBoosts.upgrades.greenThumb>> <<button "Start with this trait">> <<updateFeatsPointsMenu "greenThumb" $featsBoosts.upgradeDetails.greenThumb.cost>> <</button>> <<elseif $featsBoosts.upgrades.greenThumb>> <<button "Remove this trait">> <<updateFeatsPointsMenu "greenThumb" $featsBoosts.upgradeDetails.greenThumb.cost "subtract">> <</button>> <</if>> </div> </div> <div class=" black small-description" style="margin-top:10px;">(<span class="gold"><<print "$featsBoosts.upgradeDetails.greenThumb.cost">> <<pluralise $featsBoosts.upgradeDetails.greenThumb.cost "VrelCoin">></span> to purchase)</div> <</if>> <</capture>> <</widget>> <<widget "sexToysFeatUI">> <<set _totalToys to $featsBoosts.upgrades.sexToys / 10>> <<if _toyNumber is undefined or _toyNumber gt _totalToys>> <<set _toyNumber to 0>> <</if>> <<if _toys is undefined>> <<set _toys to {}>> <<run Object.values(setup.sextoys.filter(item => !item.shop.includes("forest"))).forEach(toy => T.toys[toy.namecap] = toy.index)>> <</if>> <<if _totalToys gt 1>> <div class="settingsGrid" style="margin:10px 0px"> <div class="settingsHeader">Toy <<print _toyNumber+1>> <br> <<if _toyNumber gte 0 and _totalToys gt 1>> <span style="font-size:80%;"> <<link "Previous Toy">> <<set _toyNumber-->> <<if _toyNumber lt 0>> <<set _toyNumber to _totalToys-1>> <</if>> <<replace #featsPointsMenu>><<featsPointsMenu>><</replace>> <</link>> | <<link "Next Toy">> <<set _toyNumber++>> <<if _toyNumber+1 gt _totalToys>> <<set _toyNumber to 0>> <</if>> <<replace #featsPointsMenu>><<featsPointsMenu>><</replace>> <</link>> </span> <</if>> </div> <div class="settingsToggleItem"> <span class="gold">Sex Toy:</span> <div id="sexToysFeatUIIndex"> <<listbox "$featsBoosts.sexToys[_toyNumber].index" autoselect>> <<option "Random" -1>> <<optionsfrom _toys>> <</listbox>> </div> </div> <div id="sexToysFeatUIColour"> <<sexToysFeatUIColour>> </div> </div> <<run $(() => { $('#sexToysFeatUIIndex select').on('input change', e => { new Wikifier(null, "<<replace '#sexToysFeatUIColour'>><<sexToysFeatUIColour>><</replace>>"); }).trigger('change') })>> <</if>> <</widget>> <<widget "sexToysFeatUIColour">> <<if $featsBoosts.sexToys[_toyNumber].index isnot undefined and $featsBoosts.sexToys[_toyNumber].index isnot -1>> <<set _toyColours to {}>> <<set _selectedToy to Object.values(setup.sextoys).find(toy => toy.index === V.featsBoosts.sexToys[T.toyNumber].index)>> <<if _selectedToy and _selectedToy.colour_options and _selectedToy.colour_options.length>> <<run _selectedToy.colour_options.forEach(colour => _toyColours[colour] = colour)>> <</if>> <<else>> <<set _toyColours to {}>> <</if>> <<if Object.values(_toyColours).length gt 1>> <div class="settingsToggleItem"> <span class="gold">Colour:</span><br> <<listbox "$featsBoosts.sexToys[_toyNumber].colour" autoselect>> <<option "Random" -1>> <<optionsfrom _toyColours>> <</listbox>> </div> <</if>> <</widget>> <<widget "specialClothingFeatUI">> <<if $featsBoosts.upgradeDetails.specialClothing.purchased>> <<set _totalSpecialClothesSets to getSpecialSets(set => set.feat)>> <<set _totalUnlockedSets to $feats.allSaves.specialClothes>> <<set _totalUnlockedSetsLimit to $featsBoosts.upgradeDetails.specialClothing.purchased gte 2 ? _totalUnlockedSets.length : Math.ceil(_totalUnlockedSets.length / 2)>> <<if !Object.values($featsBoosts.specialClothesSets).length>> <!-- Populate object --> <<for $_labelPop, $_valuePop range _totalSpecialClothesSets>> <<set $featsBoosts.specialClothesSets[$_valuePop] to false>> <</for>> <</if>> <<run $(() => { $('[data-limit-group]').first().trigger('change.macros') })>> <br> <div class="settingsHeader" style="margin-bottom: 0.5em">Sets To Unlock</div> <form> <fieldset> <legend>Select up to _totalUnlockedSetsLimit sets</legend> <div class="red" style="padding-left: 10px">If you find that certain sets aren't unlocked when they should be, try loading a save with the set unlocked, move a passage, and save.</div> <div class="settingsGridSmall"> <<for $_labelC, $_valueC range $featsBoosts.specialClothesSets>> <label> <div class="settingsToggleItem" id="specialClothesFeatBooster"> <<capture $_labelC>> <<set $_clothingObject to clone(setup.specialClothesSets[$_labelC])>> <<set $_listFromSets to []>><<set $_hints to []>> <<set $_clothesToPush to setup.specialClothes.filter(fromSets => fromSets.sets.includes($_labelC))>> <<run $_clothesToPush.forEach(clothing => $_listFromSets.push(clothing.name.toUpperFirst()))>> <<set $_canAfford to ($feats.allSaves.points - $featsBoosts.pointsUsed) - $_clothingObject.featCost gte 0>> <<set $_costDisplay to "<<print setup.specialClothesSets[$_labelC].featCost>>"+ ($options.images is 1 ? " <img class='imgButton' src='img/ui/GoldCoin.gif'/>" : "Vrelcoins")>> <<if _totalUnlockedSets.includes($_labelC)>> <<if $_canAfford or $featsBoosts.specialClothesSets[$_labelC]>> <<set $_listText to "Includes: <span class='green'>" + formatList($_listFromSets, 'and', true) + "</span>">> <<checkbox "$featsBoosts.specialClothesSets[$_labelC]" false true autocheck "specialClothingFeatSets" _totalUnlockedSetsLimit "<span class='red'>Selection limit reached!</span>">> <<else>> <<set $_listText to "<span class='red'>Not enough VrelCoins!</span><br> Includes: <span class='green'>" + formatList($_listFromSets, 'and', true) + "</span>">> <input type="checkbox" class="black tooltip-anchor" @tooltip="Includes: $_listText" disabled> <</if>> <<if $_clothingObject.icon is "clothes">> <<set $_cIcon to clone(setup.clothes[$_clothingObject.iconSlot][$_clothingObject.iconIndex])>> <<set $_cIcon.colour to $_clothingObject.iconColor>><<set $_cIcon.accessory_colour to $_clothingObject.iconAccColor>> <<clothingicon $_cIcon $_clothingObject.iconSlot>> <<else>> <<set $_cIcon to $_clothingObject.icon>> <<icon $_cIcon>> <</if>> <span class="gold tooltip-anchor" @tooltip="$_listText"><<print $_labelC.replace(/_/g," ").toUpperFirst()>></span> <div class="gold" style="display:inline-block">($_costDisplay)</div> <<else>> <<if setup.specialClothesSets[$_labelC].subsetOf>> <<run setup.specialClothesSets[$_labelC].subsetOf.forEach(subset => { if (setup.specialClothesSets[subset].hint) $_hints.pushUnique(setup.specialClothesSets[subset].hint); })>> <</if>> <<if setup.specialClothesSets[$_labelC].hint>> <<set $_hints.pushUnique(setup.specialClothesSets[$_labelC].hint)>> <</if>> <<set $_hintText to $_hints.length ? "<br><span class='black'>Hint: " + formatList($_hints, 'or', true).toUpperFirst() + "</span>" : "">> <<set $_listText to "<span class='red'>Not earned!</span><br> Includes: <span class='black'>" + formatList($_listFromSets, 'and', true) + "</span>" + $_hintText>> <input type="checkbox" class="black tooltip-anchor" @tooltip="Includes: $_listText" disabled> <<lockicon>> <span class="black tooltip-anchor" @tooltip="Includes: $_listText"><<print $_labelC.replace(/_/g," ").toUpperFirst()>></span> <div class="black" style="display:inline-block">($_costDisplay)</div> <</if>> <</capture>> </div> </label> <</for>> </div> </fieldset> </form> <<run $(document).off("change.specialClothesFeat").on("change.specialClothesFeat", 'input[type="checkbox"][data-limit-group="specialClothingFeatSets"]', function () { const id = $(this).attr("id").replace(/^checkbox-featsboostsspecialclothessets-/, "").replace(/-/g, "_"); if ($(this).prop("checked")) { new Wikifier(null, `<<updateFeatsPointsMenu "specialClothing" setup.specialClothesSets["${id}"].featCost>>`); } else { new Wikifier(null, `<<updateFeatsPointsMenu "specialClothing" setup.specialClothesSets["${id}"].featCost "subtract">>`); } } ); >> <</if>> <</widget>> <<widget "updateFeatsPointsMenu">> <<set _cost to _args[2] is "subtract" ? _args[1] * -1 : _args[1]>> <<if $feats.allSaves.points - $featsBoosts.pointsUsed gte _cost or _cost lt 0>> <<set $featsBoosts.upgrades[_args[0]] += _cost>> <<set $featsBoosts.pointsUsed += _cost>> <<set $featsBoosts.pointsUsed = Math.max(0, $featsBoosts.pointsUsed)>> <</if>> <<replace #featsPointsMenu>> <<featsPointsMenu>> <</replace>> <</widget>> /* Fake feats, for when you want to gaslight the player. Used for the Wraith, primarily */ <<widget "displayFeatFake">> <<if _args[0] and $feats.locked is false and $cheatsEnabled is false and $debug is 0 and $gamemode isnot "soft" and $settings.allureModifier gte 1>> <<silently>> <<if _featsCount is undefined>> <<set _featsCount to 0>> <<else>> <<set _featsCount++>> <</if>> <</silently>> <div @id="'feat-' + _featsCount" class="feat feat-overlay"> <div class="featImage"> <<switch setup.feats[_args[0]].difficulty>> <<case 1>><img src="img/ui/CopperCoinFake.gif" class="featCoin"> <<case 2>><img src="img/ui/SilverCoinFake.gif" class="featCoin"> <<case 3>><img src="img/ui/GoldCoinFake.gif" class="featCoin"> <<case 3>><img src="img/ui/PlatinumCoinFake.gif" class="featCoin"> <<case 3>><img src="img/ui/JeweledCoinFake.gif" class="featCoin"> <</switch>> </div> <div class="featText"> <<switch _args[0]>> <<case "It Belongs in a Museum">> <span class="title">It Belongs in a Museum?</span> <<default>> <<if setup.feats[_args[0]].title.endsWith("?")>> <span class="title"><<print setup.feats[_args[0]].title>></span> <<else>> <span class="title"><<print setup.feats[_args[0]].title>>?</span> <</if>> <</switch>> <br> <<switch _args[0]>> <<case "No More Control">> <span class="text">You don't know how to get lewder... right?</span> <<case "Teachers Nightmare">> <span class="text">You are a terror... right?</span> <<case "Anti-Social Moth">> <span class="text">Who needs friends... right?</span> <<default>> <<if setup.feats[_args[0]].desc.endsWith(".")>> <span class="text"><<print setup.feats[_args[0]].desc>>.. right?</span> <<else>> <span class="text"><<print setup.feats[_args[0]].desc>>... right?</span> <</if>> <</switch>> </div> <div @id="'closeFeat-' + _featsCount" class="closeFeat" @onclick="'closeFeats('+ _featsCount +')'"></div> </div> <</if>> <</widget>><<widget "journal">> <br> <<print "It is " + getFormattedDate(Time.date) + ", " + Time.year + ".">> <ul class="journal"> <<if Time.days lt 0>> <<if Time.days lt -365>> <<set _yearsBefore = Math.floor(Time.startDate.year - Time.year)>> <li>It is around <span class="gold"><<print _yearsBefore>></span> <<pluralise _yearsBefore "year">> before you started the game.</li> <<else>> <<set _daysBefore = Time.days * -1>> <li>It is <span class="gold"><<print _daysBefore>></span> <<pluralise _daysBefore "day">> before you started the game.</li> <</if>> <<else>> <li>It has been <span class="gold"><<print Time.days>></span> <<pluralise Time.days "day">> since the game started.</li> <<if $hardmodedays isnot undefined>> <li>You survived <span class="gold">$hardmodedays</span> <<pluralise $hardmodedays "day">> on hard mode.</li> <br> <</if>> <li>The game started in <<print Time.getSeason(new DateTime($startDate))>>.</li> <li>It is <<print Time.season>>.</li> <li><<schoolterm>></li> <</if>> </ul> <<if $options.images is 1>> <div class="map"> <<if Weather.isSnow>> <img id="world_map" src="img/misc/world_map_winter.png"> <<else>> <img id="world_map" src="img/misc/world_map.png"> <</if>> </div> <</if>> <<if $hc>> <hr> <h1 class="header gold bold">Hopeless Cycle</h1> <<if $tags.includes("ending")>> All stories must end. <<elseif Time.isBloodMoon()>> The blood moon looms. This is it. <<else>> <<set $_daysUntilBloodMoon to Time.lastDayOfMonth - Time.monthDay>> <<if $_daysUntilBloodMoon is 0>> Night of the blood moon. <<elseif $_daysUntilBloodMoon is 1>> One day until the blood moon. <<else>> <<Number $_daysUntilBloodMoon>> days until the blood moon. <</if>> <br> <<if $prisonerEvents.includes("health")>> <ul class="journal"> <<if $hc.nightBreakIn is "heard">> <li>Someone plans to sneak into <<= $prisoner.name>>'s cell late at night.</li> <</if>> <<if $prisonerEvents.includes("raped") and !$prisonerEvents.includes("rapedReported")>> <li>You can inform the Hand of <<= $prisoner.name>>'s defilement in the prayer room.</li> <</if>> <<if $prisonerEvents.includes("brand")>> <li><<= $prisoner.name.toUpperFirst()>>'s burns can be treated with herbs from the garden and <i>clean</i> water.</li> <</if>> <<if $hc.dogs>> <li>House Romilly's dogs are present in the garden.</li> <</if>> <<if $hc.wellTainted>> <li>The well's water is foul. Water can be sourced from the lake in the forest instead.</li> <</if>> </ul> <</if>> <<if Object.values($hcChallenge).count(true)>> <<if $hcChallengeRandom.blind>> <<if $hcChallengeRandom.min is $hcChallengeRandom.max>> You selected <<number Object.values($hcChallenge).count(true)>> <span class="blue">unknown</span> challenges. <<else>> You selected between <<number $hcChallengeRandom.min>> and <<number $hcChallengeRandom.max>> <span class="blue">unknown</span> challenges. <</if>> <<else>> <<hcChallengeSummary "journal">> <</if>> <</if>> <</if>> <</if>> <<if $statFreeze>> <<exit>> <</if>> <<if $rentday isnot undefined || $rentmoney isnot undefined>> <hr> <h1 class="header gold bold">Time-Sensitive</h1> <ul class="journal"> <<if $avery_mansion>>/* Is Avery paying for the PC? */ <<if $avery_mansion.rage.assess gte 9>> <<set _avery_pay to false>> <<else>> <<set _avery_pay to true>> <</if>> <<else>> <<set _avery_pay to false>> <</if>> <<if !_avery_pay>> <<if $rentday isnot undefined>> <<if $renttime lte 0>> <li>Bailey is looking for you and wants <<printmoney $rentmoney>><<babyRentDisplay " plus " " for not looking after your children" "gold">>.</li> <<else>> <li>Bailey wants <<printmoney $rentmoney>> on <<rentday>><<babyRentDisplay " plus " " for not looking after your children" "gold">>.</li> <</if>> <<elseif $rentmoney isnot undefined>> <li>Bailey wants <<printmoney $rentmoney>><<babyRentDisplay " plus " " for not looking after your children" "gold">>.</li> <</if>> <</if>> <<if $syndromeeden is 1 and $edenfreedom gte 1 and $location isnot "cabin">> /* Another parameter is planned, something like $edenpunishment. It is meant to only trigger the journal note after the player has been given a reason to be wary of breaking Eden's rules. */ <<if edenFreedomStatus() is 0>> <li>You are expected back at Eden's cabin <<if $edenfreedom is 1>> <<if $edendays is 2>> <span class="pink">tonight, before midnight</span>. <<else>> /* $edendays is 1 */ by <span class="gold">tomorrow night</span>, at the latest. <</if>> <<else>> /* $edenfreedom is 2 or more */ <<if $edendays is 7>> <span class="pink">tonight, before midnight</span>. <<elseif $edendays is 6>> by <span class="gold">tomorrow night</span>, at the latest. <<else>> /* $edendays is between 1 and 5 */ in <span class="gold"><<print ["seven", "six", "five", "four", "three", "two"][$edendays]>></span> days, at the latest. <</if>> <</if>></li> <<elseif edenFreedomStatus() is 1 and (($edenfreedom is 1 and $edendays lt 4) or ($edenfreedom is 2 and $edendays lt 10))>> /* Warning lasts for one day on freedom 1 and two days on freedom 2 */ <li>You have <span class="red">failed</span> to return to Eden on time. <<nnpc_He "Eden">> will have noticed by now.</li> <</if>> <</if>> <<if $avery_mansion?.schedule isnot "away" and $averydate is 1 and Time.hour lte 21 and $averydatedone isnot 1>> <li>You have a date scheduled with Avery <span class="pink"><<this_saturday>></span>. <<nnpc_He "Avery">>'ll wait for you <<= $avery_mansion ? "in the garage" : "on Domus Street">> between <span class="gold"><<ampm 20 00>></span> and <span class="gold"><<ampm 21 00>></span>.</li> <</if>> <<if $harper_appointments.enabled or $schoolPsych is 1>> <li>You <<if $harper_appointments.enabled>>have an<<else>>may get an<</if>> appointment with Doctor Harper <<if Time.weekDay is 6>> <<if $daily.harperVisit is 1>> next <span class="gold">Friday</span>. <<else>> <span class="pink">today</span>. <</if>> <<else>> on <span class="gold">Friday</span>. <</if>></li> <</if>> <<if $brothelshowdata.type isnot "none" and $brothelshowdata.intro>> <li>You're expected to perform a $brothelshowdata.type show at the brothel <<if Time.weekDay is 6>> <<if $brothelshowdata.done>> next <span class="gold">Friday</span>. <<else>> <span class="pink">today</span>. <</if>> <<else>> on <span class="gold">Friday</span>. <</if>></li> <</if>> <<if $brothel_escortjob isnot undefined>> <<if ($brothel_escortjob.done is undefined or $brothel_escortjob.escape is undefined) and $brothel_escortjob.accept is true and $brothel_escortjob.missed isnot true>> <<set _date to new DateTime($brothel_escortjob.date)>> <li>You have an escort job scheduled. You're expected to be in front of the brothel <<if Time.monthDay is _date.day>> <span class="pink">today</span> <<elseif Time.date.dayDifference(_date) is 1>> <span class="gold">tomorrow</span> <<elseif Time.date.dayDifference(_date) gte 7>> next <span class="gold">_date.weekDayName</span> <<else>> on <span class="gold">_date.weekDayName</span> <</if>> at <span class="gold"><<ampm _date.hour>></span>.</li> <</if>> <</if>> <<if $community_service gte 1>> <<if $community_service_done is 1>> <li><span class="lblue">You've performed your community service today.</span></li> <<elseif ["asylum","prison"].includes($location)>> <li>Your sentence of community service has been put on hold due to your <<if $location is "prison">>incarceration<<else>>treatment<</if>>.</li> <<elseif Time.hour gte 21>> <li>It's too late in the day to perform your community service.</li> <<elseif Time.hour lt 6>> <li>The police station is expecting you later for your daily community service.</li> <<else>> <li>The police station is expecting you for your daily community service.</li> <</if>> <<if $community_service is 1>> <li>You have <span class="purple">one day</span> of community service remaining.</li> <<else>> <li>You have <span class="pink">$community_service</span> days of community service remaining.</li> <</if>> <</if>> <<if $wrenHeist is true and Time.hour lte 20 and $wrenHeistDance.attended isnot true>> <li>You are supposed to meet Wren <span class="pink">tonight</span> between <span class="gold"><<ampm 19 00>></span> and <span class="gold"><<ampm 21 00>></span>. <<nnpc_He "Wren">> gave you directions to the mansion on Danube Street.</li> <</if>> <<if $smuggler_known is 1 and $smuggler_timer gte 0>> <li>Smugglers are bringing something valuable into town <<if $smuggler_timer is 0>> <span class="pink">tonight</span>, before midnight. <<elseif $smuggler_timer is 1>> <span class="gold">tomorrow</span>, before midnight. <<else>> <<nDays $smuggler_timer>>. <</if>> <<if $smuggler_location is "forest">> They're bringing it through the forest. <<elseif $smuggler_location is "sewer">> They're bringing it through the old sewers. <<elseif $smuggler_location is "beach">> They plan to land at that rock near the beach. <<elseif $smuggler_location is "bus">> They're sneaking it in on a bus. <</if>> </li> <</if>> <<if $farm_stage gte 7>> <li>Remy will attack the farm <<if $farm_attack_timer is 0>> <span class="pink">tonight</span>. <<else>> <<nDays $farm_attack_timer>>. <</if>> <<nnpc_He Remy>>'ll arrive between <span class="gold"><<ampm 21 00>></span> and <span class="gold">midnight</span>. </li> <</if>> <<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">> <li>You are <<print $temple_rank is "initiate" ? "an initiate at" : "a <<temple_title>> of">> the temple. <<if $temple_chastity_timer lte 0>> <span class="pink">You have a chastity exam due.</span> <<elseif $temple_chastity_timer is 1>> You have a chastity exam due <span class="purple">tomorrow</span>. <<else>> You have a chastity exam due <<nDays $temple_chastity_timer>>. <</if>> You will receive an <span class="gold">allowance</span> when passing the exam. </li> <</if>> <<if $studyBooks isnot undefined and ($studyBooks?.rented isnot "none" or $studyBooks?.stolen isnot "none")>> <li> <<if $studyBooks.rented isnot "none">> <<switch $studyBooks.rented>> <<case "Pinch">> <<if $per_npc.pinch isnot undefined>> <<set _book to `copy of \"How ${$per_npc.pinch.pronoun is "m" ? "Mr" : "Ms"} Pinch Groped Christmas\"`>> <<else>> <<set _book to "olive-coloured book">> <</if>> <<case "Raul and Janet">> <<set _book to `copy of \"${$studyBooks.rented}\"`>> <<case "English" "science" "maths" "history">> <<set _book to $studyBooks.rented + " textbook">> <</switch>> <<if Time.schoolTerm>> <<if $book_rent_timer is 0>> <span class="blue">You have <<a _book>> due.</span> <<elseif $book_rent_timer lt 0>> <span class="red">You have <<a _book>> overdue.</span> <<else>> You have <<a _book>> due in <span class="gold">$book_rent_timer</span> <<pluralise $book_rent_timer "day">>. <</if>> <</if>> <</if>> <<if $studyBooks.stolen isnot "none">> <<set _colour to $bookStolenKnown gte 3 ? "red" : $bookStolenKnown is 2 ? "pink" : "white">> <<switch $studyBooks.stolen>> <<case "Pinch">> <<if $per_npc.pinch isnot undefined>> <span @class=_colour>You've stolen a copy of "How <<= $per_npc.pinch.pronoun is "m" ? "Mr" : "Ms">> Pinch Groped Christmas".</span> <<else>> <span @class=_colour>You've stolen an olive-coloured book.</span> <</if>> <<case "Raul and Janet">> <span @class=_colour>You've stolen a copy of "$studyBooks.stolen".</span> <<case "English" "science" "maths" "history">> <span @class=_colour>You've stolen <<a $studyBooks.stolen>> textbook.</span> <<default>> <</switch>> <</if>> <<if !Time.schoolTerm and $studyBooks.rented isnot "none">> <<if $studyBooks.rented>>You have <<a _book>> checked out.<</if>> <span class="blue">Books are not due over school break!</span> <</if>> </li> <</if>> <<if $gwylanSeen?.includes("ritual_beast")>> <li> <<run statusCheck("Gwylan")>> <<if $gwylan.timer.ritual and Time.date.dayDifference(new DateTime(V.gwylan.timer.ritual)) > 0>> <<set _ritualDays to Time.date.dayDifference(new DateTime(V.gwylan.timer.ritual))>> Gwylan will be ready for another ritual in <span class="gold"><<number _ritualDays>></span> <<pluralise _ritualDays "day" "days">>. <<elseif _gwylanStatus.includes("badEndReady") or $gwylan.hunting is 3>> <span class="red">Gwylan is waiting to perform another ritual with you.</span> <<else>> <span class="pink">Gwylan is ready to perform another ritual.</span> <</if>> </li> <</if>> </ul> <</if>> <<if !$statFreeze and (($location is "asylum" and ($eden_asylum_window is 1 or ($daily.eden.distract gte 1 and Time.hour lt 21))) || $temple_spear_mission gte 1 || $dockwork gte 2 || ($brothelshowdata.intro and $brothelshowdata.type is "none") || $robindebtevent gte 1 and $robinmissing isnot 0 || $pubtask2 is 1 || $pubtask || $police_hack is 1 || $pub_hack_job gte 1 || $pubfame ||( $earSlime.event and !_tempEventHide) || $earSlime.forcedCommando isnot undefined || $earSlime.forcedDressing isnot undefined || $temple_rank is "prospective" || $chef_state gte 4 || $mason_pond gte 1 || ($brothel_machine_repair gte 1 and $brothel_machine_repair lte 3) || ($harpy gte 6 and $birdFly isnot 1) || $adultshopgrandopening || ($adultshopintro is 1 and $adultshopunlocked is undefined) || $gwylan?.request.event)>> /*TODO: streamline during eventual Journal UI Overhaul bc lol. lmao, even. */ <hr> <h1 class="header gold bold">Reminders</h1> <ul class="journal carry"> <<if $temple_spear_mission is 1>> <li><<islandicon>> Jordan has tasked you with retrieving an artefact spear. It is said to reside on a mysterious island. <<if $temple_spear_mission_winter is undefined>> Jordan mentioned that the historian at the local museum might have more information. <<else>> According to Winter, you can find someone who knows of the island at a secret pub in the sewers. <</if>> </li> <</if>> <<if $eden_asylum_window is 1 and $location is "asylum">> <<if Time.hour lt 22>> <li><<asylumicon "cell">> Eden will be watching the asylum at <<ampm 20 00>> <span class="pink">tonight</span>.</li> <<else>> <li><<asylumicon "cell">> Eden is watching the asylum, waiting for you to mark your room.</li> <</if>> <</if>> <<if $daily.eden.distract gte 1 and $location is "asylum">> <<if Time.hour lt 21>> <li><<asylumicon "cell">> Eden will create a distraction at <<ampm 21 00>> <span class="pink">tonight</span>.</li> <</if>> <</if>> <<if $dockwork gte 2>> <li><<docksicon>> You can work at the docks starting from <<ampm 7 00>> - <<ampm 8 00>><<if !($idDocksReveal is 2)>> on any day except school days<</if>>.</li> <</if>> <<if $brothelshowdata.intro and $brothelshowdata.type is "none">> <li><<brothelicon "stage">> You can star in shows at the brothel.</li> <</if>> <<if $pubtask2 is 1>> <li><<crimeicon "black box">> Return the black box to Landry at the pub.</li> <<elseif $pubtask>> <li><<crimeicon "black box">> Landry wants you to retrieve a black box from the $pubtask.</li> <</if>> <<if $farm_manors_usb gte 1>> <li><<techicon "usb">> You have a USB containing sensitive information, found in a manor in the farmlands.</li> <</if>> <<if $police_hack is 1>> <li><<techicon "computer">> Landry might be able to help you with the locked police computer.</li> <<elseif $pub_hack_job is 1>> <li><<investigateicon>> Landry wants you to find a hacker supposedly named 'Mickey' living at the Domus Street orphanage.</li> <<elseif $pub_hack_job is 2>> <li><<socialiseicon>> Convince 'Mickey' to work with you.</li> <<elseif $pub_hack_job is 3>> <<if !$hacker_tasks.includes("bailey")>> <li><<techicon "email">> 'Mickey' wants you to implant a device on Bailey's computer while Bailey is logged in.</li> <</if>> <<if !$hacker_tasks.includes("leighton")>> <li><<crimeicon "safe">> 'Mickey' wants you to steal memory cards from a strongbox under Leighton's desk.</li> <</if>> <<if $hacker_tasks.length gte 2>> <li><<socialiseicon>> You need to talk to Landry about 'Mickey'.</li> <</if>> <</if>> <<if $pubfame>> <<if $pubfame.status is "accepted">> <li> <<switch $pubfame.task>> <<case "river">> <<investigateicon>> 'Mickey' wants you to check on River, the maths teacher at your school. <<case "gwylan">> <<icon "snowgsnowglobelobe.gif">> 'Mickey' wants you to find a specific snow globe at <<if $forest_shop_intro is 1>>Gwylan's shop<<else>>the shop on the outskirts of the forest<</if>>. <<case "temple">> <<templeicon>> 'Mickey' wants you to find a book on architecture at the temple with a password on the inside cover. <<case "kylar">> <<icon "manilaenvelope.png">> 'Mickey' wants you to deliver a letter to <<if C.npc.Kylar.state is "prison">> the police station, so they can give it to Kylar. <<else>> Kylar<<if C.npc.Kylar.init isnot 1>>, a student at your school<</if>>. <</if>> <<case "wren">> <<icon "manilaenvelope.png">> 'Mickey' wants you to deliver a letter to <<if $wren_intro is undefined>>a <<nnpc_gender "Wren">> named Wren. <<nnpc_He "Wren">> can be found at Remy's estate in the moor, or at the docks at night<<else>>Wren<</if>>. <<case "hospital">> <<icon "access_card.png">> 'Mickey' wants you to steal a keycard from the hospital. <<if $location is "asylum">> However, you think they might be happy with a keycard from this place too. <</if>> <<case "morgan">> <<techicon "usb">> 'Mickey' wants you to retrieve a USB drive from the old sewers. They think <<if $sewersintro is 1>>Morgan<<else>>someone down there<</if>> has it. <<case "niki">> <<photographystudioicon>> 'Mickey' wants you to retrieve a photo from Niki's photography studio, of a $per_npc.pubfame_model.fullDescription with $pubfame.niki.hair hair. <<case "bailey">> <<techicon "usb">> 'Mickey' wants you to implant a device on Bailey's computer while Bailey is logged in. <<case "briar">> <<techicon "usb">> 'Mickey' wants you to implant a device on Briar's computer at the brothel. <<case "office">> <<if $avery_fate is "ascended">> <<skyscrapericon>> 'Mickey' wants you to deliver a letter to Avery's skyscraper <<else>> <<officebuildingicon>> 'Mickey' wants you to deliver a letter to the office building <</if>>. <<case "remy">> <!-- intentionally does not include the password --> <<steedicon>> 'Mickey' wants you to retrieve a package from a contact at Remy's riding school<<if $ridingschoolintro is undefined>>, in the countryside beyond Harvest Street<</if>>. <<case "compound">> <<techicon "vcam">> 'Mickey' wants you to set cameras around the compound on Elk Street. <<if $pubfame.compound.cameras.length gte 1>> You've already hidden cameras in <<print formatList($pubfame.compound.cameras, "and", true)>>. <</if>> <</switch>> They'll <<if $pubfame.goal.includes("perm")>>permanently<<else>>temporarily<</if>> <<if $pubfame.goal.includes("Raise")>>raise<<else>>lower<</if>> your <<fameProse $pubfame.target>> fame upon completion. </li> <<elseif $pubfame.status is "done">> <li><<socialiseicon>> You can report to 'Mickey' that your favour is complete.</li> <</if>> <</if>> <<if $robindebtevent gte 1 and $robinmissing is "docks" and $docksrobinintro isnot 1>> <li><<docksicon>> Robin is missing. <<nnpc_He "Robin">> was taken to the docks on Mer Street.</li> <</if>> <<if $robindebtevent gte 1 and $robinmissing is "landfill" and $mistrobinintro isnot 1 and $robinmistknown>> <li><<landfillicon>> Robin is missing. <<nnpc_He "Robin">> was taken to the landfill on Elk Street.</li> <</if>> <<if $robindebtevent gte 1 and $robinmissing is "pillory" and $robinPillory.known is 1>> <li><<pilloryicon>> Robin is missing. <<if Time.hour lte 14>> <<nnpc_Hes "Robin">> scheduled to be put in the pillory on Cliff Street at <<ampm 15 00>>. <<else>> <<nnpc_Hes "Robin">> currently in the pillory. You don't know what will happen to <<nnpc_him "Robin">>. <</if>> </li> <</if>> <<if $earSlime.event and !_tempEventHide>> <<switch $earSlime.event>> <<case "get sperm into your anus" "get sperm into your vagina" "get sperm into your anus completed" "get sperm into your vagina completed">> <li class="lewd"><<socialiseicon "ask">> The slime in your head commanded you to get sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</li> <<case "get your own sperm into your anus" "get your own sperm into your vagina" "get your own sperm into your anus completed" "get your own sperm into your vagina completed">> <li class="lewd"><<socialiseicon "ask">> The slime in your head commanded you to get your own sperm into your <<print $player.vaginaExist ? "vagina" : "anus">>.</li> <<case "only sleep naked from now on" "only wear feminine clothes for a while" "only wear masculine clothes for a while">> /* Show nothing */ <<default>> <li class="lewd"><<bedicon>> The slime in your head commanded you to <<print $earSlime.event>><<if $earSlime.noSleep>> before it allows you to sleep<</if>>.</li> <</switch>> <</if>> <<if $earSlime.forcedCommando isnot undefined>> <li class="lewd"><<icon "cross.png" "infront">><span class="clothes-white"><<icon "clothes/plain_panties.png">></span> The slime in your head commanded you to go commando.</li> <</if>> <<if $earSlime.forcedDressing isnot undefined>> <li class="lewd"><<if $earSlime.forcedDressing.type is "f">><<femaleicon>><<else>><<maleicon>><</if>> The slime in your head commanded you to only wear more <<print $earSlime.forcedDressing.type is "f" ? "feminine" : "masculine">> clothing.</li> <</if>> <<if $temple_rank is "prospective">> <li><<templeicon>> Jordan has offered you a place at the temple, but you must first pass the trial of purity.</li> <</if>> <<if $chef_state is 4>> <li><<nightingaleicon>> Sam wants you to visit an address on Nightingale Street.</li> <<elseif $chef_state is 7 and $chef_rework lte 0>> <li><<cafeicon>> The renovations at the Ocean Breeze have finished.</li> <<elseif $chef_state is 7 and $chef_rework lte 30>> <li><<cafeicon>> The Ocean Breeze is closed for renovations. They will be done <<nDays $chef_rework>>.</li> <<elseif $chef_state is 7>> <<set _timer to $chef_rework - 30>> <li><<cafeicon>> The Ocean Breeze will close for renovations <<nDays _timer>>.</li> <<elseif $chef_state is 8>> <li><<cafeicon>> Sam wants you to attend the Ocean Breeze's grand reopening on any evening between <<ampm 18 00>> and <<ampm 21 00>>.</li> <</if>> <<if $mason_pond is 1>> <li><<socialiseicon "ask">> Mason mentioned a stream under Domus Street, which could be used to make a spring. You'd need Bailey's permission first.</li> <<elseif $mason_pond is 2>> <li><<birdicon "wallet">> Bailey wants <<printmoney 600000>> to build a spring in the orphanage garden.</li> <<elseif $mason_pond is 3>> <li><<watericon "waterside_wolfcave">> A spring is being built in the orphanage garden.</li> <<elseif $mason_pond is 4>> <li><<watericon "waterside_wolfcave">> The spring in the orphanage garden should be finished.</li> <</if>> <<if $brothel_machine_repair is 1>> <li><<socialiseicon "ask">> Ask Briar about the backstage sex machine.</li> <<elseif $brothel_machine_repair is 2>> <li><<symbol "lust">> The brothel sex machine needs refuelling. It uses an expensive pink gel. Briar suggested looking in the landfill. It would be deep inside, near the compactor.</li> <<elseif $brothel_machine_repair is 3>> <li><<symbol "lust">> You have the pink gel Briar wants for the sex machine.</li> <</if>> <<if $harpy gte 6 and $birdFly isnot 1>> <li><<birdicon "prepare_hunt_day">> Your wings are strong, but you don't know how to use them. The Great Hawk could teach you.</li> <</if>> <<if $farm_stage gte 5 and $estate_fence is undefined>> <li><<mooricon "remy">> Remy is encroaching on Alex's farm, operating from the estate on the moor.</li> <<elseif $farm_stage gte 5 or isPubfameTaskAccepted("wren")>> <<if $estate_fence is "quest" and currentSkillValue('skulduggery') lt 800>> <li><<mooricon "remy">> Find someone who can help you break into the Remy estate. Someone with underworld connections, or who knows the moor.</li> <<elseif $estate_fence is "bird">> <li><<mooricon "remy">> Search the Remy estate fence for an entrance made by the Great Hawk.</li> <<elseif $estate_fence is "landry">> <li><<mooricon "remy">> Search the Remy estate fence for an entrance made by Landry's specialist.</li> <</if>> <</if>> <<if $farm>> <<if $farm.tower gte 1 and !$farm.tower_guard>> <li><<investigateicon>> The watchtower at the farm isn't staffed. You can find suitable candidates in the pub on Harvest Street.</li> <</if>> <</if>> <<if $photo>> <<if $photo.silly is "accepted">> <li><<highicon>> A business owner on High Street is expecting you during the day.</li> <<elseif $photo.silly is "done">> <li><<photographystudioicon>> You can collect your pay for the High Street job from Niki.</li> <</if>> <</if>> <<if $jordan_ritual_dance is 1>> <li><<danubeicon>> Jordan has asked you to investigate one of the manors on Danube Street. One of the temple's flock went missing after finding work there. You can get access through Charlie, and your status as a dancer.</li> <<elseif $jordan_ritual_dance is 2>> <li><<templeicon>> You encountered a strange ritual in a manor on Danube Street. Inform Jordan, head <<nnpc_title "Jordan">> at the temple.</li> <</if>> <<if $farm>> <<if $farm.build>> <li> <<switch $farm.build>> <<case "parasites 1">> <<farmicon 'parasitebarn'>> The parasite barn is being built. <<case "parasites 2">> <<farmicon 'parasitebarn'>> The parasite barn is being expanded. <<case "wall 1">> <<choreicon "fix">> The wall is undergoing a thorough repair. <<case "wall 2">> <<choreicon "fix">> The wall is being reinforced. <<case "wall 3">> <<choreicon "fix">> A metal fence is being built atop the stone wall. <<case "wall 4">> <<choreicon "fix">> Barbed wire is being affixed atop the fence. <<case "tower 1">> <<skyscrapericon "construction">> A watchtower is being constructed at the edge of the fields. <<case "tower 2">> <<techicon "torch">> Searchlights are being affixed atop the watchtower. <<case "kennel 1">> <<farmicon "kennel">> A guard dog training facility is being constructed. <<case "barn 1" "barn 2">> <<farmicon "barn">> The barn is being expanded. <<case "woodland 1" "woodland 2" "woodland 3">> <<choreicon "fix">> A fence is being built around the nearby woodland. <<case "stable 1">> <<farmicon "barn">> The stable is being expanded. <<case "coop 1" "coop 2">> <<farmicon "barn">> The coop is being expanded. <<case "irrigation">> <<gardenicon "plot">> Irrigation is being installed in a field. <<case "nursery">> <<childicon "crib">> A nursery is being built in the cottage. <</switch>> It'll be finished <<nDays $farm.build_timer>>. </li> <</if>> <</if>> <<if $adultshopgrandopening is true>> <li><<shopicon "adult">> The grand opening of Sirris' adult shop is taking place on Elk Street <span class="pink">today</span>.</li> <<elseif $adultshopintro is 1 and $adultshopunlocked is undefined>> <<set $_theshop to "The adult shop">> <li> <<if $adultshopprogress gte 22>> <<shopicon "adult">> $_theshop's official opening is tomorrow. <<elseif $adultshopprogress gte 18>> <<shopicon "dilapidated">> $_theshop is nearing completion. <<elseif $adultshopprogress gte 14>> <<shopicon "dilapidated">> $_theshop is halfway to completion. <<elseif $adultshopprogress gte 7>> <<shopicon "dilapidated">> $_theshop is starting to take shape. <<elseif $adultshopprogress gte 2>> <<shopicon "dilapidated">> $_theshop is in disrepair. <<else>> <<shopicon "dilapidated">> $_theshop is in great disrepair. <</if>> <<if $adultshopprogress lt 22>> You can help Sydney there on Elk Street, on Fridays after <<ampm 16>>. <</if>> </li> <</if>> <<if $avery_mansion?.landry is 1>> <li><<harvesticon>> Someone dropped a note for you outside Avery's mansion, asking you to visit them in the pub on Harvest Street.</li> <</if>> <<if $gwylan?.request?.event and !($gwylan?.timer?.nobody gte Time.date.timeStamp)>> <<switch $gwylan.request.event>> <<case "meetAtShop">> <li><<shopicon "forest">>Gwylan has asked you to meet <<nnpc_him "Gwylan">> at the forest shop.</li> <<case "meetAtCafe">> <li><<cafeicon>>Gwylan has asked you to meet <<nnpc_him "Gwylan">> at the cafe between <<ampm 7 20>> and <<ampm 9 20>>.</li> <<case "yearning">> <li><<shopicon "forest">>Gwylan has asked you to meet <<nnpc_him "Gwylan">> at the forest shop so <<nnpc_he "Gwylan">> can apologise properly.</li> <<case "clothing">> <li><<shopicon "forest">>Gwylan has asked you to wear <<if $gwylan.request.items.length gt 1>>some clothes<<else>>a clothing item<</if>> to the forest shop.</li> <<gwylanJournalItems>> <<case "ingredients">> <li><<tendingicon "basket">>Gwylan has asked you to gather some ingredients.</li> <<gwylanJournalItems>> <<case "sample">> <li><<iconUi "emptyvial.png">> Gwylan has asked you to gather some samples.</li> <<gwylanJournalItems>> <<case "recipe">> <li><<tendingicon "basket">>Gwylan has asked you to gather some items to make <span class="blue">$gwylan.request.special</span>.</li> <<gwylanJournalItems>> <<case "samplePlayer">> /* ToDo: Gwylan */ <<case "preen">> <<if $gwylan.request.special is "harpy">> <li><<tficon "bird">> Gwylan has asked to preen your wings. <<if $harpy lt 6>> <span class="blue">You don't have wings anymore. Perhaps enough hawk feathers will suffice.</span> <</if>> </li> <<else>> <<set $_featherCount to $gwylan.request.items.find(feather => feather.name === "feathers").need>> <li><<birdicon "feathers">> Gwylan has asked you for <span class="gold"><<number $_featherCount>></span> of the hawk's feathers.</li> <<if $bird?.materials?.feathers>>You have <span class="blue"><<number $bird.materials.feathers>>.</span><</if>> <<if $harpy gte 6>> <span class="gold">Perhaps <<nnpc_he "Gwylan">> could preen your wings directly...</span> <</if>> <</if>> <<case "cream">> <li><<tendingicon "cream">><span class="lewd">Gwylan has made you a lewd offer involving some cream...</span></li> <<case "robin">> /* ToDo: Gwylan */ <<case "chastity">> <li> <<if playerChastity()>><<lockicon>><<else>><<lockicon "unlock">><</if>> <<if $gwylan.request.command is true>> Gwylan <<if $hypnosis_traits.devotion gte 3>>has commanded<<else>>wants<</if>> you to remove your chastity device. <<else>> Gwylan has offered to help you remove your chastity device. <</if>> <<if playerChastity() and $gwylan.request.items>> <<nnpc_He "Gwylan">> needs some items to help. <</if>> </li> <<if !playerChastity()>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<if $worn.genitals.name is "gold chastity belt" or $gwylan.request.details?.gold>> <<antiqueicon "chastity">> <<else>> <<icon "clothes/chastity_belt.png">> <</if>> <span class="red">Remove</span> chastity device <<if playerChastity() and $gwylan.request.items>> <br><span class="blue">Or</span><br> <<gwylanJournalItems>> <</if>> <<default>> <li><span class="red">Gwylan has asked you to do something, but the task has no journal description! Please report this bug.</span></li> <</switch>> <</if>> </ul> <</if>> <<if ($valentines is 1 and $valentines_eden is 1) or $halloween is 1 or $christmas is 1>> <hr> <h1 class="header gold bold">Holidays</h1> <</if>> <<if $valentines_eden is 1>> <ul class="journal"> <li>Valentine's day is held on February 14th.</li> <<if $valentines_eden is 1 and !$valentines_eden_bought>> <li>You can buy something for Eden to celebrate.</li> <<elseif $valentines_eden_bought is 1>> <li>You can prepare a bath for Eden on Valentine's day at <<ampm 17 00>>.</li> <</if>> </ul> <</if>> <<if $halloween is 1>> <ul class="journal"> <li>Halloween is held on October 31st.</li> <<if $halloween_whitney is 1 and C.npc.Whitney.state isnot "dungeon">> <li>Whitney will be trick-or-treating on Domus Street from <<ampm 19 00>>.</li> <</if>> <<if $halloween_robin is 1 and $robinmissing is 0>> <li>Robin wants to go trick-or-treating between <<ampm 16 00>> and <<ampm 19 00>>.</li> <</if>> <<if $halloween_kylar is 1 and C.npc.Kylar.state isnot "prison">> <li>Kylar has asked you to meet in the park after <<ampm 21 00>>.</li> <</if>> <<if $halloween_eden is 1>> <li>You can buy sweets for Eden to celebrate Halloween.</li> <</if>> <<if $halloween_lake is 1>> <li>Students are throwing a party at the lake from <<ampm 18 00>> until midnight.</li> <<if $halloweenWolves>> <li>One of the members of the wolf pack was injured at it.</li> <</if>> <</if>> </ul> <</if>> <<if $christmas is 1>> <ul class="journal"> <li> <<if Time.monthDay is 25 and Time.hour lte 20>> The orphans are celebrating Christmas. <<else>> The orphans will celebrate Christmas on the <span class="gold">25th</span> as best they can. <</if>> <<if $christmas_gift is undefined>> You can buy them gifts at the shopping centre. <<elseif $christmas_gift is "clothes_unwrapped">> You can wrap their gifts in your room at the orphanage. <</if>> </li> <<if $christmas_gift_robin is undefined and C.npc.Robin.init is 1>> <li>You can buy Robin a gift at the shopping centre<<if $forest_shop_intro is 1>> or forest shop<</if>>.</li> <<elseif $christmas_gift_robin and $christmas_gift_robin_wrapped isnot 1 and C.npc.Robin.init is 1>> <li>You can wrap Robin's gift in your room.</li> <</if>> <<if !$christmas_wrap>> <li>The shopping centre should sell wrapping paper.</li> <</if>> <<if $syndromeeden gte 1>> <<if Time.monthDay is 25>> <<if Time.hour lte 20>> <li>You can celebrate Christmas with Eden <span class="pink">today</span>.</li> <</if>> <<else>> <li>Christmas is coming. You can celebrate it with Eden.</li> <</if>> <<if $christmas_gift_eden is undefined>> <li>You can buy Eden a gift at the shopping centre.</li> <</if>> <<if $edenmeal is 1>> <li>Eden's invited you for a Christmas dinner at <<ampm 18 00>>.</li> <</if>> <</if>> <<if $fake_artefact is "pc" and $avery_fate isnot "ascended">> <li>Landry wants you to find the wishing stones in the vault in Avery's mansion and replace them with the fakes <<nnpc_he Landry>> provided. <<nnpc_He Landry>> said that would save Avery from <<nnpc_himself "Avery">>.</li> <</if>> </ul> <</if>> <<if $avery_mansion and C.npc.Avery.state isnot "dismissed">> <hr> <h1 class="header gold bold">Avery's Demands</h1> <ul class="journal carry"> <li><<foodicon "eat">>Avery wants you to have dinner ready at <span @class="between(Time.weekDay,2,6) ? 'gold' : ''"><<ampm 21 00>> weekdays</span>.</li> <<if $avery_mansion.food.name isnot "none">> <li> <<tendingicon $avery_mansion.food.icon>> <<set $_averyMissedColor to ["","purple","pink","red"][Math.clamp($avery_mansion.rage.dinner_missed,0,3)]>> <<set $_averyDishAmount to $plants[$avery_mansion.food.name].amount>> <<set $_averyDishAmountColour to $plants[$avery_mansion.food.name].amount ? "green" : "red">> <span @class="$_averyMissedColor">Avery wants <<recipe_name $avery_mansion.food.name "article">>.</span> You currently have <span @class="$_averyDishAmountColour"><<print $_averyDishAmount>></span>. </li> <</if>> <<if !["missed", "started"].includes($avery_mansion.party_state)>> <li><<icon "front_gate.png">>You're expected at Avery's mansion <span @class="Time.weekDay is 1 ? 'gold' : ''">after <<ampm 18>> <<if ["first sunday skip", "finished", "skipped"].includes($avery_mansion.party_state)>>next<<else>>on<</if>> Sunday</span>, for a party. The guest of honour is $avery_mansion.guest.</li> <</if>> <<if $avery_mansion.fox.task and !$avery_fate>> <li><<icon "clothes/foxmask.png">> <<if $avery_mansion.fox.task_complete is "success">> <span class="green">You have completed the brown fox's task.</span> <<elseif $avery_mansion.fox.task_complete is "fail">> <span class="red">You have failed the brown fox's task.</span> <<elseif $avery_mansion.fox.task isnot $avery_mansion.guest and $avery_mansion.fox.task isnot "heist">> <span class="purple">You did not complete the brown fox's task.</span> <<else>> <<switch $avery_mansion.fox.task>> <<case "heist">>The brown fox trusts you enough to conduct a direct heist of the wishing stones and has given you a signal to make in the garden whenever Avery isn't around. <<case "Jordan">>The brown fox has asked you to give a message to two disguised initiates when Jordan comes by the mansion. <<case "Quinn">>The brown fox has asked you to perform a hand signal after getting the attention of a compromised agent who's grown attached to Quinn at the next party. <<case "Remy">> <<if $brownFoxWounded or $fake_artefact is "Avery">> <<if $avery_mansion.fox.task_detail is "descend">> The brown fox has tasked you with ensuring that both of Remy's retainers leave the party early. <<else>> The brown fox has tasked you with ensuring that both of Remy's retainers remain at the party. <</if>> <<else>> The brown fox will be at Avery's next party. <</if>> <<case "Briar">> <<if $avery_mansion.fox.task_detail is "descend">> The brown fox has tasked you with getting Briar to actively sabotage construction on the tower during the next party. <<else>> The brown fox has tasked you with convincing Briar to support tower construction during the next party. <</if>> <<case "Harper">>The brown fox has tasked you with swapping out Harper's phials during the next party. <</switch>> <</if>> </li> <</if>> /* Reworked, left in while in construction <<if $avery_mansion.landry gte 2 and $auriga_artefact is "Avery">> <li>Landry will give you <span class="gold">£10000</span> if you can bring <<nnpc_him "Landry">> the <span class="pink">wishing stones</span> from Avery's mansion.</li> <<if $avery_mansion.mickey>> <li>Mickey suggests making Avery feel more dominant would cause them to reveal the stones' location. Alternatively, helping Avery reach their goals could bring them into the open.</li> <</if>> <<if $avery_mansion.jobs.includes("dungeon")>> <li>Avery revealed a dungeon containing a vault. It seems a likely place for the stones.</li> <</if>> <<if $avery_mansion.fake_stones is 2>> <li>Optionally, replace Avery's wishing stones with the fakes Mickey gave you.</li> <</if>> <<elseif $avery_mansion.landry gte 2 and $auriga_artefact is "pc">> <li>Landry will give you <span class="gold">£10000</span> if you can bring <<nnpc_him "Landry">> the <span class="pink">wishing stones</span> that are in your possession.</li> <</if>> <<if $avery_mansion.fake_stones is 1>> <li><<investigateicon>> Find a convincing fake to swap for the wishing stones.</li> <<elseif $avery_mansion.fake_stones is 2>> <li><<icon "avery_vault.png">> Leave the fake wishing stones in Avery's vault.</li> <</if>>*/ <<if $avery_mansion.jobs.length>> <li> <<icon "avery_garage.png">> Additionally, Avery expects to see proper presentation from you when <<nnpc_he "Avery">> returns from work. <<if $avery_mansion.jobs.includes("maid")>> <br> <<if $worn.upper.type.includes("maid") and $worn.lower.type.includes("maid")>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<iconUi "clothes/traits/maid.png">>Greeting <<nnpc_him Avery>> wearing an outfit with the maid trait. <<elseif $avery_mansion.jobs.includes("formal")>> <br> <<if $worn.upper.type.includes("formal") and $worn.lower.type.includes("formal")>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<iconUi "clothes/traits/formal.png">>Greeting <<nnpc_him Avery>> wearing an outfit with the formal trait. <</if>> <<if $avery_mansion.jobs.includes("knees")>> <br> <<if $avery_mansion.kneel isnot "refuse">> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<sneakicon>>Greeting <<nnpc_him Avery>> by kneeling before <<nnpc_him Avery>>. <<elseif $avery_mansion.jobs.includes("bow")>> <br> <<if $avery_mansion.bow>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<sneakicon>>Greeting <<nnpc_him Avery>> by <<= $player.gender_appearance is "f" ? "curtsying" : "bowing">> to <<nnpc_him Avery>>. <</if>> <<if $avery_mansion.jobs.includes("meek")>> <br> <<if $speech_attitude is "meek" or $speech_attitude_avery>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<socialiseicon>>Greeting <<nnpc_him Avery>> with a meek demeanour. <</if>> <<if $avery_mansion.jobs.includes("hairlength")>> <br> <<if $hairlength lt 400>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<icon "scissors.png">>Keeping your hair no longer than the top of your chest. <</if>> <<if $avery_mansion.jobs.includes("hairstyle")>> <br> <<if $hairtype is "neat">> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<icon "comb.png">>Keeping your hair in the 'neat' style. <</if>> <<if ["lounge", "dining", "bedroom", "pool", "garden", "display", "kitchen", "bathroom"].includesAny($avery_mansion.jobs)>> <br> <<set $_averyCleanColor to ["","purple","pink","red"][Math.clamp(Math.floor(($avery_mansion.rage.assess - $avery_mansion.rage.dinner_missed) / 3),0,3)]>> <<if $_averyCleanColor is "">> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<icon "clothes/feather_duster.png">><span @class="$_averyCleanColor">Keeping <<nnpc_his Avery>> mansion clean.</span> <</if>> </li> <</if>> <<if $avery_tower>> <<if $avery_tower.stage is 3 and !$avery_fate>> <li><<skyscrapericon "bloodmoon">> Avery expects you to meet <<nnpc_him Avery>> at <<nnpc_his Avery>> mansion <span class="gold">during the next blood moon</span> to attend the opening ceremony for <<nnpc_his Avery>> skyscraper. </li> <</if>> <</if>> </ul> <</if>> <<if $scienceproject is "ongoing">> <hr> <h1 class="header gold bold">Science Fair</h1> <<if $scienceprojectdays is 0>> The science fair is being held at the town hall on Cliff Street <span class="pink">today</span> from <<ampm 9 00>> until <<ampm 18 00>>. <br> <<else>> The science fair will be held at the town hall on Cliff Street <<nDays $scienceprojectdays>>. <br> <</if>> <<if $avery_mansion and $scienceproject is "ongoing" and ($sciencephalluschance gte 1 or $sciencelichenchance gte 1 or $scienceshroomchance gte 1) and !$avery_mansion.attend.science and $avery_fate isnot "fallen" and $avery_fate isnot "kicked">> <span class="blue">Consider asking Avery to attend.</span> <br> <</if>> You have the following ongoing science projects. You'll choose one to present at the fair. <br><br> <<if $sciencelichenknown is 1>> <span class="gold bold">Local Lichen</span> <br> <<if $sciencechance is undefined>> <<set $sciencechance to []>> <</if>> <<if $sciencelichenpark is 1>> <<if $sciencelichenparkready is 1>> <<run $sciencechance.pushUnique("Lichen")>> <span class='fa-icon fa-selected'></span> You've incorporated the lichen living in the park to your project. <br> <<else>> <span class='fa-icon fa-unselected'></span> You've examined lichen in the park. You need to write it up at home or the library. <br> <</if>> <<else>> <span class='fa-icon fa-unselected'></span><span class="black"> Examine white lichen in the park.</span> <br> <</if>> <<if $sciencelichentemple is 1>> <<if $sciencelichentempleready is 1>> <<run $sciencechance.pushUnique("Temple")>> <span class='fa-icon fa-selected'></span> You've incorporated the lichen living on the temple to your project. <br> <<else>> <span class='fa-icon fa-unselected'></span> You've examined lichen living on the temple. You need to add it to your project at home or the library. <br> <</if>> <<else>> <span class='fa-icon fa-unselected'></span><span class="black"> Examine pink lichen on the temple.</span> <br> <</if>> <<if $sciencelichendrain is 1>> <<if $sciencelichendrainready is 1>> <<run $sciencechance.pushUnique("Drain")>> <span class='fa-icon fa-selected'></span> You've incorporated the lichen living in the storm drain to your project. <br> <<else>> <span class='fa-icon fa-unselected'></span> You've examined lichen living in the storm drain. You need to add it to your project at home or the library. <br> <</if>> <<else>> <span class='fa-icon fa-unselected'></span><span class="black"> Examine violet lichen in the storm drain, where it exits into the sea.</span> <br> <</if>> <<if $sciencelichenlake is 1>> <<if $sciencelichenlakeready is 1>> <<run $sciencechance.pushUnique("Ruin")>> <span class='fa-icon fa-selected'></span> You've incorporated the lichen living on the lake ruin to your project. <br> <<else>> <span class='fa-icon fa-unselected'></span> You've examined lichen living on the lake ruin. You need to add it to your project at home or the library. <br> <</if>> <<else>> <span class='fa-icon fa-unselected'></span><span class="black"> Examine purple lichen on the lake ruin.</span> <br> <</if>> As it is, this project has a <span @class="($sciencechance.length is 0 ? 'red' : $sciencechance.length is 1 ? 'pink' : $sciencechance.length is 2 ? 'purple' : $sciencechance.length is 3 ? 'teal' : $sciencechance.length is 4 ? 'green' : '')"><<print ($sciencelichenparkready * 25 + $sciencelichenlakeready * 25 + $sciencelichendrainready * 25 + $sciencelichentempleready * 25)>>%</span> chance of winning the fair. Winning with this project will greatly reduce trauma and endear you to your teachers. <br><br> <<else>> <span class="black">????????????</span> <br> Explore to discover. <br><br> <</if>> <<if $scienceshroomknown is 1>> <span class="gold bold">Local Mushrooms</span> <br> <span @class="($scienceshroomheart is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomheart is 0 and $scienceshroomheartready is 0 ? 'black' : ''"> $scienceshroomheart/5 heartshrooms found.</span> <br> <span @class="($scienceshroomheartready is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomheart is 0 and $scienceshroomheartready is 0 ? 'black' : ''"> $scienceshroomheartready/5 heartshrooms added to project.</span> <<if $scienceshroomheart gt $scienceshroomheartready>> Add mushrooms to your project at home or the library. <</if>> <br> <span @class="($scienceshroomwolf is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomwolf is 0 and $scienceshroomwolfready is 0 ? 'black' : ''"> $scienceshroomwolf/5 wolfshrooms found.</span> <br> <span @class="($scienceshroomwolfready is 5 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span><span @class="$scienceshroomwolf is 0 and $scienceshroomwolfready is 0 ? 'black' : ''"> $scienceshroomwolfready/5 wolfshrooms added to project.</span> <<if $scienceshroomwolf gt $scienceshroomwolfready>> Add mushrooms to your project at home or the library. <</if>> <br> <<set $scienceshroomchance to ($scienceshroomwolfready * 10 + $scienceshroomheartready * 10)>> As it is, this project has a <span @class="$scienceshroomchance gte 100 ? 'green' : $scienceshroomchance gte 80 ? 'teal' : $scienceshroomchance gte 60 ? 'lblue' : $scienceshroomchance gte 40 ? 'purple' : $scienceshroomchance gte 20 ? 'pink' : $scienceshroomchance gte 0 ? 'red' : ''"><<print $scienceshroomchance>>%</span> chance of winning the fair. Winning with this project will greatly reduce trauma and make you more popular among your peers. <br><br> <<else>> <span class="black">????????????</span> <br> Explore the forest to discover. <br><br> <</if>> <<if $sciencephallusknown is 1>> <span class="gold bold">Local Phalli <mouse class="tooltip gold">(?)<span>Look for participants on the beach during good weather.</span></mouse></span> <br> <span @class="($sciencephallus is 10 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span> $sciencephallus/10 phalli measured. <br> <span @class="($sciencephallusready is 10 ? 'fa-icon fa-selected' : 'fa-icon fa-unselected')"></span> $sciencephallusready/10 phalli added to project. <<if $sciencephallus gt $sciencephallusready>> Add phalli to your project at home or the library. <</if>> <br> As it is, this project has a <span @class="$sciencephallusready gte 10 ? 'green' : $sciencephallusready gte 8 ? 'teal' : $sciencephallusready gte 6 ? 'lblue' : $sciencephallusready gte 4 ? 'purple' : $sciencephallusready gte 2 ? 'pink' : $sciencephallusready gte 0 ? 'red' : ''"><<print ($sciencephallusready * 10)>>%</span> chance of winning the fair. Winning with this project will greatly reduce trauma and make you more famous. <br> <<else>> <span class="black">????????????</span> <br> Become more promiscuous to discover. <br> <</if>> <</if>> <<if $mathsproject is "ongoing">> <<set $mathschance = Math.clamp($mathschance, 0, 100)>> <hr> <h1 class="header gold bold">Maths Competition</h1> <<if $mathsprojectdays is 0>> The maths competition is being held at the town hall on Cliff Street <span class="pink">today</span> from <<ampm 9 00>> until <<ampm 18 00>>. <br> <<else>> The maths competition will be held at the town hall on Cliff Street in <span class="gold">$mathsprojectdays</span> <<pluralise $mathsprojectdays "day">>. <br> Your solution must be ready before then. You can work on your project at the orphanage or the school library. <br> <</if>> <<if $avery_mansion and $mathsproject is "ongoing" and $mathschance gte 1 and !$avery_mansion.attend.maths and $avery_fate isnot "fallen" and $avery_fate isnot "kicked">> <span class="blue">Consider asking Avery to attend.</span> <br> <</if>> <<if $mathschance is 0>> <span class="black">You haven't begun work on a solution. You have a $mathschance% chance of winning the competition.</span> <<elseif $mathschance lte 10>> <span class="pink">You've barely begun work on a solution. You have a $mathschance% chance of winning the competition.</span> <<elseif $mathschance lte 30>> <span class="purple">Your solution isn't much, but it's something. You have a $mathschance% chance of winning the competition.</span> <<elseif $mathschance lte 50>> <span class="blue">Your solution has some substance, but there's a long way to go. You have a $mathschance% chance of winning the competition.</span> <<elseif $mathschance lte 80>> <span class="lblue">Your solution is shaping up, but there's room for improvement. You have a $mathschance% chance of winning the competition.</span> <<elseif $mathschance lte 99>> <span class="teal">Your solution isn't right, but it's good. You can't imagine anyone else has gone as far as this. You have a $mathschance% chance of winning the competition.</span> <<else>> <span class="green">Your solution is perfect. You have a $mathschance% chance of winning the competition.</span> <</if>> <br><br> You have <span class="gold">$mathsinfo</span> <<pluralise $mathsinfo "insight">>. <<if $stimdealerknown is 1>> You have <span class="gold">$mathsstim</span> <<pluralise $mathsstim "stimulant">>. <br> You can buy stimulants from dealers on Oxford Street. <br> <</if>> <</if>> <<if $englishPlay is "ongoing">> <hr> <h1 class="header gold bold">English Play</h1> <<if $englishPlayDays is 0>> The school plays are being held at the town hall on Cliff Street <span class="pink">tonight</span> from <span class="gold"><<ampm 17 00>></span> until <span class="gold"><<ampm 21 00>></span>. <<else>> The school plays will be performed at the town hall on Cliff Street in <span class="gold">$englishPlayDays</span> <<pluralise $englishPlayDays "day">>. <</if>> /* <<if $avery_mansion and $englishPlay is "ongoing" and $englishPlayReadiness gte 1 and !$avery_mansion.attend.english_play and $avery_fate isnot "fallen" and $avery_fate isnot "kicked">> <span class="blue">Consider asking Avery to attend.</span> <br> <</if>> */ <<if $englishPlayRoles.Player isnot "none">> <ul class="journal"> <li>You have taken the role of $englishPlayRoles.Player. You can rehearse alone at the orphanage.</li> <<if $englishPlayRoles.Kylar isnot "none" and $englishPlayRoles.KylarKnown>> <li>Kylar has taken the role of $englishPlayRoles.Kylar. You can rehearse with <<nnpc_him "Kylar">> in <<if Weather.precipitation !== "none">>the school library<<else>>the school's rear courtyard<</if>> after school.</li> <<elseif $englishPlayKylarReplace>> <li>Kylar's part in the play will have to be taken over by another student.</li> <</if>> <<if $englishPlayRoles.SydneyKnown>> <li>Sydney has taken the role of $englishPlayRoles.Sydney. You can rehearse with <<nnpc_him "Sydney">> in the English classroom after school.</li> <</if>> <<if !$englishPlayRoles.SydneyKnown and !$englishPlayRoles.KylarKnown>> <li>You can meet your partners in the English classroom after school.</li> <<elseif !$englishPlayRoles.SydneyKnown or (!$englishPlayRoles.KylarKnown and !$englishPlayKylarReplace)>> <li>You can meet your other partner in the English classroom after school.</li> <</if>> </ul> <br> <<playReadiness>> Performing well will spread social fame and give a large boost to school status. <<else>> <<if $englishPlayLate>> You have <<number $englishPlayLate>> <<pluralise $englishPlayLate "day">> to choose a role. You can sign up in the English classroom after school, or just help other students rehearse. <<else>> It's too late for you to take a role, but you can still help other students rehearse and watch the plays with the audience. <</if>> <</if>> <</if>> <<set _plant_keys to Object.keys($plants)>> <<set _hasProduce to Object.keys($plants).some(key => $plants[key].amount >= 1)>> <<set _carrying to [$antiquemoney, $blackmoney, $phials_held, $lurkers_held, $popcorn, $milkshake, $panties_held].some(i => i >= 1)>> <<if _carrying or _hasProduce>> <hr> <h1 class="header gold bold">Inventory</h1> <</if>> <<if $farm_key is true and $location is "farm" and !$bus.includes("farm")>> You have stored: <ul class="journal carry"> <li><<lockicon "bronze key">> <span class="green">A ring of keys</span> in your stall. You can use them to escape, but be careful not to get caught with them.</li> </ul> <br> <</if>> <<if _carrying or _hasProduce>> You are carrying: <ul class="journal carry"> <<if ["prison", "prison_beach"].includes($location) and $prison.teeth gte 1>> <li><<tendingicon "sharks_teeth">> <span class="green"><<number $prison.teeth>></span> shark's teeth. <<if $prison_wren_intro isnot 1>> You can find Wren in the yard on Fridays after lunch. <</if>> </li> <</if>> <<if $antiquemoney gt 0>> <li><<museumicon>><span class="green">£<<print $antiquemoney>></span> in antiques. You can sell them to the museum.</li> <</if>> <<if $blackmoney gt 0>> <li><<highicon>><span class="green">£<<print $blackmoney>></span> in stolen goods. You can sell them to someone on the black market.</li> <</if>> <<if $phials_held gt 0>> <li><<icon "aphrodisiac.png">> <span class="green">$phials_held</span> <<pluralise $phials_held "phial">> of aphrodisiac. You can sell <<pluralise $phials_held "it" "them">> on Elk Street.</li> <</if>> <<if $lurkers_held gt 0>> <li><<birdicon "lurkers">><span class="green">$lurkers_held</span> <<pluralise $lurkers_held "lurker">>.</li> <</if>> <<if $milkshake gt 0>> <li><<foodicon "milkshake">> <span class="green">$milkshake</span> <<pluralise $milkshake "milkshake">>.</li> <</if>> <<if $popcorn gt 0>> <li><<foodicon "popcorn">> <span class="green">$popcorn</span> <<pluralise $popcorn "bag">> of popcorn.</li> <</if>> <<if $panties_held gt 0>> <li><span class="clothes-white"><<icon "clothes/plain_panties.png">></span> <<print $panties_held is 1 ? "a pair" : "<span class='green'>$panties_held</span> pairs">> of stolen underwear. You can sell <<pluralise $panties_held "it" "them">> during lunchtime in the school rear courtyard.</li> <</if>> <<if _hasProduce>> <li><<stallicon "open">> <span class="green">Products</span> for sale. You can sell them by renting a stand on Connudatus Street at dawn.</li> <</if>> </ul> <<if _hasProduce>> <br> <details class="journal"> <summary class="journal">Products</summary> <<set $_types to []>> <<for _t to 0; _t lt _plant_keys.length; _t++>> <<set _produce to setup.plants[$plants[_plant_keys[_t]].name]>> <<set $_types.pushUnique(_produce.type.toUpperFirst())>> <</for>> <<set $_types.sort()>> <<if $_types.length>> <div style="padding: 0.25rem 0.5rem;"> Show: <<listbox "_invDisplay" autoselect>> <<option "All" "all">> <<optionsfrom $_types>> <</listbox>> </div> <</if>> <div class="itemInventory" id="journalInv"> <<journalInventory _invDisplay>> </div> <<run jQuery(document).on("change", "#listbox--invdisplay", function (e) { Wikifier.wikifyEval("<<replace #journalInv>><<journalInventory " + T.invDisplay.toLowerCase() + ">><</replace>>"); });>> </details> <</if>> <</if>> <<if $museumintro is 1 or $plants_known.length gte 0>> <hr> <h1 class="header gold bold">Collectibles</h1> <<if $museumintro is 1>> <<museumAntiqueText>><<museumPaintingText>> <<if $museumAntiqueJournalHints.length gte 1 || Object.values(V.museumAntiques.paintings).includes("found")>> <<set _hintslist to clone($museumAntiqueJournalHints).reverse()>> <<if $museumAntiqueJournalHints.length gte 1>> Winter has mentioned some items that are missing from the museum. <</if>> <ul class="journal"> <<for _hint range _hintslist>> <<if _museumAntiqueText[_hint]>> <<if ["found", "talk"].includes($museumAntiques.antiques[_hint])>> <li>You should show the <<= _museumAntiqueText[_hint].name.toLowerCase()>> to Winter.</li> <<else>> <li><<print _museumAntiqueText[_hint].journal>></li> <</if>> <<else>> <li><span class="red">Warning: Antique "_hint" doesn't have a hint. Did you export this save from a modded version?</span></li> <<set $museumAntiqueJournalHints.delete(_hint)>> <</if>> <</for>> <<for $_labelP, $_valueP range $museumAntiques.paintings>> <<if $_valueP is "found">> <li>You should show the <<= _museumPaintingText[$_labelP].journalName.toLowerCase()>> to Winter.</li> <</if>> <</for>> </ul> <br> <</if>> <<set $_antiquesFound to Object.values($museumAntiques.antiques).filter(status => status !== "notFound").length>> <<set $_paintingsFound to Object.values($museumAntiques.paintings).filter(status => status !== "notFound").length>> <<set $_totalFound to $_antiquesFound + $_paintingsFound>> <<if $_totalFound is 0>> You haven't found any items for the museum yet. Explore the world more to discover antiques. <<elseif $_antiquesFound is $museumAntiques.maxCount and !$museum_paintings_intro>> The museum has <span class="gold"><<= $_antiquesFound>></span> <<pluralise $_antiquesFound "antique">>. You've found <span class="green">every</span> antique for the museum. <<elseif $_totalFound is $museumAntiques.maxCount + Object.values($museumAntiques.paintings).length>> The museum has <span class="gold"><<= $_antiquesFound>></span> <<pluralise $_antiquesFound "antique">> and <span class="gold"><<= $_paintingsFound>></span> <<pluralise $_paintingsFound "painting">>. You've found <span class="green">every</span> item for the museum. <<else>> You've found <span class="gold"><<= $_antiquesFound>></span> <<pluralise $_antiquesFound "antique">> <<if $museum_paintings_intro>>and <span class="gold"><<= $_paintingsFound>></span> <<pluralise $_paintingsFound "painting">><</if>> for the museum. <<set _antiquesMissing to $museumAntiques.maxCount - $_antiquesFound>> <<set _paintingsMissing to Object.values($museumAntiques.paintings).length - $_paintingsFound>> <<if $_antiquesFound is $museumAntiques.maxCount>> You've found <span class="green">every</span> antique for the museum, but are missing <span class="gold"><<= _paintingsMissing>></span> <<pluralise _paintingsMissing "painting">>. <<elseif _paintingsMissing is 0>> You've found <span class="green">every</span> painting for the museum, but are missing <span class="gold"><<= _antiquesMissing>></span> <<pluralise _antiquesMissing "antique">>. <<else>> You're missing <span class="gold"><<= _antiquesMissing>></span> <<pluralise _antiquesMissing "antique">><<if $museum_paintings_intro>> and <span class="gold"><<= _paintingsMissing>></span> <<pluralise _paintingsMissing "painting">><</if>>. <</if>> <</if>> <br><br> <details class="journal"> <summary class="journal">Museum Items</summary> <<if $museum_paintings_intro>> <span class="gold bold m-2">Antiques</span> <br> <</if>> <div class="itemCollectible"> <<for _labelM, _valueM range $museumAntiques.antiques>> <<set _antique to $museumAntiqueJournalHints.includes(_labelM) ? _museumAntiqueText[_labelM]?.journalName || _museumAntiqueText[_labelM].name.toLowerCase().toUpperFirst() : _museumAntiqueText[_labelM].name.toLowerCase().toUpperFirst()>> <<if $museumAntiqueJournalHints.includes(_labelM)>> <<switch _valueM>> <<case "notFound">> <div class="item unknown" @tooltip="_antique"> <<icon "museum_empty.png">> </div> <<default>> <div class="item" @tooltip="_antique"> <<icon _museumAntiqueText[_labelM].icon>> </div> <</switch>> <<else>> <<switch _valueM>> <<case "notFound">> <div class="item unknown" tooltip="Unknown antique."> <<mysteryicon>> </div> <<default>> <div class="item" @tooltip="_antique"> <<icon _museumAntiqueText[_labelM].icon>> </div> <</switch>> <</if>> <</for>> </div> <<if $museum_paintings_intro>> <hr> <span class="gold bold m-2">Paintings</span> <br> <div class="itemPainting"> <<for _labelP, _valueP range $museumAntiques.paintings>> <<set _painting to _valueP isnot "museum" ? _museumPaintingText[_labelP].journalName : _museumPaintingText[_labelP].name>> <<switch _valueP>> <<case "museum" "recovered">> <<if _labelP is "paintingward">> <<if $bleedingWardCheckpoint>> <<set _painting += ": 50% heard">> <</if>> <<elseif _labelP is "paintingsnake">> <<set _painting to `<div style='text-align:center'>${_museumPaintingText[_labelP].name}`>> <<if $hcEndings.length is 0>> <<set _painting += "<br><span class='gold'>0/7 Endings:</span><br><span class='black'>S, A, B, C, D, E, F</span>">> <<else>> <<set _painting += `<br><span class='gold'>${$hcEndings.length}/7 Endings:</span><br>`>> <<set _painting += `<span class=${$hcEndings.includes('S') ? 'gold' : 'black'}> ${$hcEndings.includes('S') ? 'S' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('A') ? 'green' : 'black'}> ${$hcEndings.includes('A') ? 'A' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('B') ? 'teal' : 'black'}> ${$hcEndings.includes('B') ? 'B' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('C') ? 'blue' : 'black'}> ${$hcEndings.includes('C') ? 'C' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('D') ? 'purple' : 'black'}> ${$hcEndings.includes('D') ? 'D' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('E') ? 'pink' : 'black'}> ${$hcEndings.includes('E') ? 'E' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('F') ? 'red' : 'black'}> ${$hcEndings.includes('F') ? 'F' : '?'}</span>`>> <</if>> <<if $hcChallengesCompleted and Object.values($hcChallengesCompleted).count("") isnot Object.values($hcChallengesCompleted).length>> <<set _painting += `<br><span class='blue italic'>Challenges completed:</span><br>`>> <<set _painting += `<span style="color: ${ColourUtils.interpolateMultiple(["--red", "--pink", "--purple", "--blue", "--teal", "--green", "--gold"], normalise(Object.values($hcChallengesCompleted).count("S"), Object.values($hcChallengesCompleted).length, 0))}">${Object.values($hcChallengesCompleted).count("S")}/${setup.hopelessCycleChallenges.length}</span>`>> <</if>> <<set _painting += `</div>`>> <</if>> <div class="item" @tooltip="_painting"> <img class="icon" @src="'img/misc/icon/' + _museumPaintingText[_labelP].iconFull" width="120" height="120"> <<switch _labelP>> <<case "paintingsnake">><<set _percent to (Math.round($hcEndings.length) / 7 * 100)>> <<case "paintingward">><<set _percent to $bleedingWardCheckpoint ? 50 : 100>> <<default>><<set _percent to 100>> <</switch>> <div class="paintingProgress" @style="'--progress: ' + _percent + '%;'"> <<if $options.images>> <div class="progress"> <span class="starBar"> <img class="active-icon-img" src="img/ui/gold_star.png"> <img class="inactive-icon-img" src="img/ui/empty_star.png"> </span> </div> <<else>> <div class="meter"> <div class="goldbar" @style="'width:' + _percent + '%'"></div> </div> <</if>> </div> </div> <<case "talk">> <<set $_tooltipPainting to `You should ask Winter about the ${_museumPaintingText[_labelP].journalName.toLowerCase()}.`>> <div class="item" @tooltip="$_tooltipPainting"> <img class="icon" @src="'img/misc/icon/' + _museumPaintingText[_labelP].iconFull" width="120" height="120"> </div> <<case "notFound">> <div class="item" tooltip="Unknown Painting."> <img class="icon" src="img/misc/icon/antiques/paintings/curtain.png" width="120" height="120"> </div> <<default>> <div class="item" @tooltip="_painting"> <img class="icon" @src="'img/misc/icon/' + _museumPaintingText[_labelP].iconRaw" width="120" height="120"> </div> <</switch>> <</for>> </div> <</if>> </details> <br> <</if>> <<if $plants_known.length gte 0>> <<set _plant_keys to Object.keys(setup.plants)>> <<set _collection to 0>> <<for _i to 0; _i lt $plants_known.length; _i++>> <<if Object.keys(setup.plants).includes($plants_known[_i])>> <<set _collection += 1>> <</if>> <</for>> <<set _total to 0>> <<for _i to 0; _i lt _plant_keys.length; _i++>> <<if setup.plants[_plant_keys[_i]].type === "flower" || setup.plants[_plant_keys[_i]].type === "vegetable">> <<set _total += 1>> <</if>> <</for>> <<if _collection is 0>> You can't grow any plants. Explore the world more to discover seeds. <<else>> You can grow <span class="gold"><<= _collection>></span> <<pluralise _collection "kind of plant" "kinds of plants">>. <<if _collection is _total>> You've found <span class="green">every</span> seed. <<else>> <<set _seedsMissing to _total - _collection>> You're missing <span class="gold"><<= _seedsMissing>></span> <<pluralise _seedsMissing "seed">>. <</if>> <</if>> <br><br> <details class="journal"> <summary class="journal">Seeds</summary> <div class="itemCollectible"> <<for _i to 0; _i lt _plant_keys.length; _i++>> <<set _tooltip to setup.plants[_plant_keys[_i]].seed_name ? setup.plants[_plant_keys[_i]].seed_name.toUpperFirst() : (setup.plants[_plant_keys[_i]].plural[0].toUpperCase() + setup.plants[_plant_keys[_i]].plural.substring(1))>> <<set _icon to setup.plants[_plant_keys[_i]].icon>> <<if setup.plants[_plant_keys[_i]].type is "flower" or setup.plants[_plant_keys[_i]].type is "vegetable">> <<if $plants_known.includes( setup.plants[_plant_keys[_i]].name)>> <div class="item" @tooltip="_tooltip"> <<icon `"tending/" + _icon`>> </div> <<else>> <div class="item unknown" tooltip="Unknown seed."> <<mysteryicon>> </div> <</if>> <</if>> <</for>> </div> </details> <</if>> <</if>> <br> <</widget>> <<widget "journalInventory">> <<set $_filter to _args[0] || "all">> <<for _t to 0; _t lt _plant_keys.length; _t++>> <<set _item to $plants[_plant_keys[_t]]>> <<set _produce to setup.plants[_item.name]>> <<if _item.amount gte 1>> <<if $_filter is "all" or _produce.type is $_filter>> <<set _formatter = new Intl.NumberFormat('en-gb', { roundingMode: 'trunc', notation: 'compact' })>> <<set _amount = _formatter.format(_item.amount)>> <<if _item.amount === 1>> <<set _itemName to _produce.singular || _produce.name.replace(/_/g, ' ')>> <<else>> <<set _itemName to _produce.plural>> <</if>> <<set _tooltip to `<span class="green">${_item.amount}</span> ${_itemName}`>> <div class="item" @tooltip="_tooltip"> <<set _iconName to _produce.icon.replace(/\.[^/.]+$/, "")>> <<tendingicon _iconName>> <hr> <<= _amount>> </div> <</if>> <</if>> <</for>> <</widget>> <<widget "journalNotes">> <<if $journalNotes is undefined>> <<set $journalNotes to {"default":""}>> <<set $options.notesAutoSave to true>> <<set _currentPage to "default">> <</if>> <<if !_currentPage>><<set _currentPage to "default">><</if>> <<set _listPageName to _currentPage>> <<foldout false "_journalFoldout">> <span>Extra</span> Page: <<listbox "_listPageName" autoselect>> <<optionsfrom Object.keys($journalNotes)>> <</listbox>> <<link "Load">> <<journalNotesTextareaSave>> <<set _currentPage to _listPageName>> <<replace "#journalNotesTextarea">><<journalNotesTextarea>><</replace>> <</link>> | <<link "Delete">> <<if _listPageName is "default">> <<set $journalNotes.default to "">> <<else>> <<run delete $journalNotes[_listPageName]>> <</if>> <<if !$journalNotes[_currentPage]>><<set _currentPage to "default">><</if>> <<replace "#customOverlayContent">><<journalNotes>><</replace>> <</link>> | <<if $debug is 1>> <<link "DEBUG: <<=($options.enableJournalDebugTwee ? 'Disable' : 'Enable')>> Code Execution">> <<if $options.enableJournalDebugTwee>> <<set delete $options.enableJournalDebugTwee>> <<else>> <<set $options.enableJournalDebugTwee to true>> <</if>> <<replace "#customOverlayContent">><<journalNotes>><</replace>> <</link>> <mouse class="tooltip linkBlue">(?)<span> Allows journal notes to run as Twee code. </span></mouse> | <</if>> <br><br> New page name: <<textbox "_pageName" "">> <<link "New Page">> <<journalNotesTextareaSave>> <<set _newName to journalNotesReplacer(_pageName).slice(0,20)>> <<if $journalNotes[_newName] is undefined>> <<set $journalNotes[_newName] to "">> <<set _currentPage to _newName>> <<replace "#customOverlayContent">><<journalNotes>><</replace>> <<else>> <<replace "#journalNotesMessage">><span class="red">Unique name required.</span><</replace>> <</if>> <</link>> <mouse class="tooltip linkBlue">(?)<span> Page names can only contain A-Z, numbers, underscore, dashes and spaces. </span></mouse> <div id="journalNotesMessage"></div> <</foldout>> <br> <div id="journalNotesTextarea"><<journalNotesTextarea>></div> <</widget>> <<widget "journalNotesTextarea">> <<if $options.enableJournalDebugTwee and $debug is 1>> <div class="settingsToggleItemWide"> <<foldout true "_journalDebugTweeFoldout">> <span style="font-size:large">output</span> <span id='journalDebugTweeOutput'>@@color:red;wiki&lpar;&rpar; executes Twee code from the textarea below.@@<br></span> <</foldout>> <hr> <<button "@@color:red;.wiki&lpar;'_currentPage'&rpar;@@">> <<journalNotesTextareaSave>> <<replace "#journalDebugTweeOutput">><<script>>$(output).wiki(T.displayedTextArea);<</script>><</replace>> <<replace "#journalDebugTweeCopyButton">> <<button 'Copy to clipboard'>> <<run _txt = $('#journalDebugTweeOutput')[0].innerHTML>> <<run navigator.clipboard.writeText(_txt.replaceAll('<br>','\n'))>> <</button>> <<button [[Reload Passage|$passage]]>><<set $cheatReload to true>><</button>> <</replace>> <</button>> <span id='journalDebugTweeCopyButton'></span> </div> <br> <</if>> <<button `'<span class="fa-icon fa-save"></span> Save (' + _currentPage + ')'`>> <<journalNotesTextareaSave>> <</button>> <label><<checkbox "$options.notesAutoSave" false true autocheck>> Auto Save</label> <mouse class="tooltip linkBlue">(?)<span> <div>Closing the overlay or changing tabs will save your note. Character limit of 3000 per page.</div> <div class="red">Reloading your older save files will not have your recent changes. Excessive use will bloat save file size.</div> </span></mouse> <<textarea "_displayedTextArea" `LZString.decompress($journalNotes[_currentPage])`>> <<run $(() => { var notesTimer = null; $('#textarea--displayedtextarea').on('input change', e => { if (notesTimer) clearTimeout(notesTimer); if (V.options.notesAutoSave) notesTimer = setTimeout(saveText, 1000); }); $('#textarea--displayedtextarea').attr('maxlength','3000'); var saveText = () => { new Wikifier (null, "<<journalNotesTextareaSave>>"); } })>> <</widget>> <<widget "journalNotesTextareaSave">> <<set _noteElement to jQuery('#textarea--displayedtextarea')[0]>> <<if _noteElement and _noteElement.value>> <<set $journalNotes[_currentPage] to LZString.compress(_noteElement.value)>> /* put notes into save data immediately without the need to change passage */ <<run State.history[State.activeIndex].variables.journalNotes = clone(V.journalNotes)>> <</if>> <</widget>> <<widget "nDays">><<silently>> <<switch _args[0]>> <<case 0>><<set $_text_output to '<span class="gold">today</span>'>> <<case 1>><<set $_text_output to '<span class="gold">tomorrow</span>'>> <<default>><<set $_text_output to 'in <span class="gold"><<= _args[0]>></span> days'>> <</switch>> <</silently>><<print $_text_output>><</widget>><<widget "setupOptions">> <<set _optionsRefresh to false>> <<script>> settingsDisableElement(); window.Theme.initControl(); onInputChanged(() => { if(!T.optionsRefresh) T.optionsRefresh = true; if(T.globalThemeDefaults) Wikifier.wikifyEval("<<setFont true>>"); }); <</script>> <</widget>> <<widget "optionsgeneral">> <<setupOptions>> <<set _globalGeneralDefaults to JSON.parse(localStorage.getItem("dolDefaultGeneralSettings"))>> <<if !_globalGeneralDefaults>> <<set _globalGeneralDefaults to {}>> <</if>> <<if !_globalThemeDefaults>> <<set _globalThemeDefaults to {}>> <</if>> <<if $debug is 1>> /*<label><<checkbox "$notifyUpdate" false true autocheck>> Notify when there's a new game update available</label> <br>*/ /*<<link "Check for updates">> <<run checkNewVersion()>> <</link>> <br><br>*/ <</if>> <div class="settingsGrid"> <div> <<button "Save Current As Default">> <<set _toSaveDefaults to {}>> <<if $options.general>><<set _toSaveDefaults.general to $options.general>><</if>> <<if $options.dateFormat>><<set _toSaveDefaults.dateFormat to $options.dateFormat>><</if>> <<if $options.fahrenheit>><<set _toSaveDefaults.fahrenheit to $options.fahrenheit>><</if>> <<if $options.timestyle>><<set _toSaveDefaults.timestyle to $options.timestyle>><</if>> <<if $options.mapMovement>><<set _toSaveDefaults.mapMovement to $options.mapMovement>><</if>> <<if $options.mapLegacy>><<set _toSaveDefaults.mapLegacy to $options.mapLegacy>><</if>> <<if $options.mapMarkers>><<set _toSaveDefaults.mapMarkers to $options.mapMarkers>><</if>> <<if $options.mapTop>><<set _toSaveDefaults.mapTop to $options.mapTop>><</if>> <<if $options.closeButtonMobile>><<set _toSaveDefaults.closeButtonMobile to $options.closeButtonMobile>><</if>> <<if $options.passageCount>><<set _toSaveDefaults.passageCount to $options.passageCount>><</if>> <<if $options.playtime>><<set _toSaveDefaults.playtime to $options.playtime>><</if>> <<if $options.neverNudeMenus>><<set _toSaveDefaults.neverNudeMenus to $options.neverNudeMenus>><</if>> <<if $options.autosaveDisabled>><<set _toSaveDefaults.autosaveDisabled to $options.autosaveDisabled>><</if>> <<if $options.numberify_enabled>><<set _toSaveDefaults.numberify_enabled to $options.numberify_enabled>><</if>> <<run localStorage.setItem("dolDefaultGeneralSettings",JSON.stringify(_toSaveDefaults))>> <<replace #customOverlayContent>><<optionsgeneral>><</replace>> <</button>> <<button "Reset Defaults">> <<run localStorage.removeItem("dolDefaultGeneralSettings")>> <</button>> </div> </div> <div class="settingsGrid"> <div class="settingsHeader options"><span class="gold">General</span></div> <div class="settingsToggleItem"> <label> <<checkbox "$options.neverNudeMenus" false true autocheck>> Hide player nudity in menus </label> </div> <div class="settingsToggleItem"> <label data-disabledif="V.ironmanmode===true"> <<checkbox "$options.autosaveDisabled" false true autocheck>> Disable autosave on sleeping </label> </div> <div class="settingsToggleItem"> <span class="gold">Date Format:</span><<optionsThemeDefault "dateFormat">> <br> <label class="en-GB"><<radiobutton "$options.dateFormat" "en-GB" autocheck>> dd/mm/yyyy</label> | <label class="en-US"><<radiobutton "$options.dateFormat" "en-US" autocheck>> mm/dd/yyyy</label> | <label class="zh-CN"><<radiobutton "$options.dateFormat" "zh-CN" autocheck>> yyyy/mm/dd</label> </div> <div class="settingsToggleItem"> <span class="gold">Temperature Format:</span><<optionsThemeDefault "fahrenheit">> <br> <label><<checkbox "$options.fahrenheit" false true autocheck>> Use Fahrenheit for temperatures</label> </div> <div class="settingsToggleItem"> <label data-disabledif="!StartConfig.enableLinkNumberify"> <<checkbox "$options.numberify_enabled" 0 1 autocheck>> Enable numbered link navigation </label> <mouse class="tooltip-small linkBlue">(?)<span>Allows navigation with keyboard.</span></mouse> </div> <div class="settingsToggleItem"> Wakeup outfit menu style: <<listbox "$options.listboxOutfitsEnabled" autoselect>> <<option "Radio buttons" false>> <<option "List box" true>> <</listbox>> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Sidebar</div> <div class="settingsToggleItem"> <span class="gold">Time format:</span> <br> <label><<radiobutton "$options.timestyle" "military" autocheck>> 24-hour</label> | <label><<radiobutton "$options.timestyle" "ampm" autocheck>> 12-hour</label> </div> <div class="settingsToggleItem"> <span class="gold">Condoms display:</span> <br> <label><<radiovar "$options.condomsDisplay" "standard">><<updatesidebarimg>><</radiovar>> Standard</label> | <label><<radiovar "$options.condomsDisplay" "none">><<updatesidebarimg>><</radiovar>> Hidden</label> </div> <div class="settingsToggleItem"> <span class="gold">Pepper sprays display:</span> <br> <label><<radiovar "$options.pepperSprayDisplay" "sprays">><<updatesidebarimg>><</radiovar>> Standard</label> | <label><<radiovar "$options.pepperSprayDisplay" "compact">><<updatesidebarimg>><</radiovar>> Compact</label> | <label><<radiovar "$options.pepperSprayDisplay" "none">><<updatesidebarimg>><</radiovar>> Hidden</label> </div> <div class="settingsToggleItem"> <label><<checkbox "$options.tipdisable" "t" "f" autocheck>> Enable sidebar hints and tips</label> </div> <div class="settingsToggleItem"> <label><<checkbox "$options.debugdisable" "t" "f" autocheck>> Enable additional error messages</label> </div> <div class="settingsToggleItem"> Show stats when sidebar is closed: <<listbox "$options.sidebarStats" autoselect>> <<option "Disabled" "disabled">> <<option "Limited" "limited">> <<option "Show all" "all">> <</listbox>> <div class="mobile-rec gold">It's a good idea to enable this on mobile!</div> </div> <div class="settingsToggleItem"> Show clock when sidebar is closed: <<listbox "$options.sidebarTime" autoselect>> <<option "Disabled" "disabled">> <<option "Above" "top">> <<option "Below" "bottom">> <</listbox>> <div class="mobile-rec gold">It's a good idea to enable this on mobile!</div> </div> <div class="settingsToggleItem"> <label><<checkbox "$options.clothingCaption" false true autocheck>> Show clothing descriptions in sidebar</label> <span class="tooltip-anchor linkBlue" tooltip="Still displays the description as a tooltip when hovering over the avatar when disabled.">(?)</span> </div> <div class="settingsToggleItem"> <label><<checkbox "$options.showCaptionText" false true autocheck>> Show caption text in sidebar</label> </div> <div class="settingsToggleItem"> <label><<checkbox "$options.showSidebarEffects" false true autocheck>> Show effects around player canvas</label> <span class="tooltip-anchor linkBlue" tooltip="<span class='blue'>Includes precipitation, underwater bubbles, and more. Can also be temporarily hidden by clicking the thermometer in the sidebar to make getting pictures of your PC easier!</span>">(?)</span> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Combat</div> <div class="settingsToggleItem"> "Yourself" as a target: <label><<radiobutton "$options.targetYourself" false autocheck>> Disabled</label> | <label><<radiobutton "$options.targetYourself" true autocheck>> Enabled</label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$options.scrollRemember" false true autocheck>> Restore scrolling position during combat </label> </div> <div class="settingsToggleItemWide"> Combat Controls: <<listbox "$options.combatControls" autoselect>> <<option "Radio Buttons" "radio">> <<option "Radio Buttons (In Columns)" "columnRadio">> <<option "Lists (No width limit)" "lists">> <<option "Lists (Width Limit)" "limitedLists">> <</listbox>> </div> </div> <<if $map isnot undefined>> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Map</div> <div class="settingsToggleItem"> <label data-target="images"><<checkbox "$options.mapMovement" false true autocheck>> Enable map movement by clicking/touching the map icons</label> </div> <div class="settingsToggleItem"> <label data-target="images" data-disabledif="V.options.images===0"><<checkbox "$options.mapLegacy" false true autocheck>> Disable SVG map. Enable if town map is not visible.</label> </div> <div class="settingsToggleItem"> <label data-target="['images', 'maplegacy]" data-disabledif="V.options.images===0||V.options.mapLegacy"><<checkbox "$options.mapMarkers" false true autocheck>> Show clickable area on map</label> </div> <div class="settingsToggleItem"> <label data-target="images"><<checkbox "$options.mapTop" false true autocheck>> Move the map above the map links</label> </div> </div> <</if>> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Overlays</div> <div class="settingsToggleItemWide"> <span class="gold">Position of the close-button for overlay menus:</span> <span class="tooltip-anchor linkBlue" tooltip="Updated next time overlay is opened">(?)</span> <br> <label><<radiobutton "$options.closeButtonMobile" false autocheck>> Normal</label> | <label><<radiobutton "$options.closeButtonMobile" true autocheck>> Mobile (Left-hand side)</label> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Extra Info</div> <div class="settingsToggleItem"> <span class="gold">Display passage count in the top right of the screen:</span> <br> <label><<radiobutton "$options.passageCount" "disabled" autocheck>> Disable</label> <br> <label><<radiobutton "$options.passageCount" "changes" autocheck>> Passage Changes Count</label> <span class="tooltip-anchor linkBlue" tooltip="Total number of times a new passage has changed (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older">(?)</span> <br> <label><<radiobutton "$options.passageCount" "total" autocheck>> Passage Count</label> <span class="tooltip-anchor linkBlue" tooltip="Total number of times a new passage has been loaded (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older">(?)</span> </div> <div class="settingsToggleItem"> <span class="gold">Display play time in the top right of the screen:</span> <span class="tooltip-anchor linkBlue" tooltip="Formatted into 'h:mm:ss'. Be aware that leaving the game for hours alone, then saving will have its time tracked. To avoid, save the game before ending play and then load the save when you resume play. Not tracked in versions '0.3.13.X' and older">(?)</span> <br> <label><<radiobutton "$options.playtime" false autocheck>> Disable</label> <br> <label><<radiobutton "$options.playtime" true autocheck>> Enable</label> </div> </div> <<if $passage isnot "Start">> <br> <<button "Restart Game">> <<script>> SugarCube.UI.restart(); <</script>> <</button>> <</if>> <</widget>> <<widget "optionstheme">> <<setupOptions>> <<set _globalThemeDefaults to JSON.parse(localStorage.getItem("dolDefaultThemeSettings"))>> <<if !_globalThemeDefaults>> <<set _globalThemeDefaults to {}>> <</if>> <div class="settingsGrid"> <div> <<button "Save Current As Default">> <<set _toSaveDefaults to {}>> <<if $options.theme>><<set _toSaveDefaults.theme to $options.theme>><</if>> <<if $options.passageMaxWidth>><<set _toSaveDefaults.passageMaxWidth to $options.passageMaxWidth>><</if>> <<if $options.passageLineHeight>><<set _toSaveDefaults.passageLineHeight to $options.passageLineHeight>><</if>> <<if $options.overlayLineHeight>><<set _toSaveDefaults.overlayLineHeight to $options.overlayLineHeight>><</if>> <<if $options.sidebarLineHeight>><<set _toSaveDefaults.sidebarLineHeight to $options.sidebarLineHeight>><</if>> <<if $options.passageFontSize>><<set _toSaveDefaults.passageFontSize to $options.passageFontSize>><</if>> <<if $options.overlayFontSize>><<set _toSaveDefaults.overlayFontSize to $options.overlayFontSize>><</if>> <<if $options.sidebarFontSize>><<set _toSaveDefaults.sidebarFontSize to $options.sidebarFontSize>><</if>> <<if $options.font>><<set _toSaveDefaults.font to $options.font>><</if>> <<run localStorage.setItem("dolDefaultThemeSettings",JSON.stringify(_toSaveDefaults))>> <<replace #customOverlayContent>><<optionstheme>><</replace>> <</button>> <<button "Reset Defaults">> <<run localStorage.removeItem("dolDefaultThemeSettings")>> <</button>> </div> </div> <div class="settingsGrid"> <div class="settingsHeader options">Theme<<optionsThemeDefault "theme">></div> <div class="settingsToggleItemWide"> <span class="gold">Style:</span> <label><input type="radio" name="theme" value="system-default" /> Default</label> | <label><input type="radio" name="theme" value="dark" /> Dark</label> | <label><input type="radio" name="theme" value="arctic" /> Nord</label> | <label><input type="radio" name="theme" value="zen" /> Zenburn</label> | <label><input type="radio" name="theme" value="monokai" /> Monokai</label> | <label><input type="radio" name="theme" value="storm" /> Storm</label> | <label><input type="radio" name="theme" value="latte" /> Catppuccin Latte</label> | <label><input type="radio" name="theme" value="frappe" /> Catppuccin Frappé</label> | <label><input type="radio" name="theme" value="macchiato" /> Catppuccin Macchiato</label> | <label><input type="radio" name="theme" value="mocha" /> Catppuccin Mocha</label> <div class="small-description">Selected styles cannot currently be saved as the 'default' option, though they will carry over to new saves.</div> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Line Height</div> <div class="settingsToggleItem"> Passage: <<listbox "$options.passageLineHeight" autoselect>> <<option "Default" undefined>> <<option "1" 1>> <<option "1.25" 1.25>> <<option "1.5" 1.5>> <<option "1.75" 1.75>> <<option "2" 2>> <</listbox>> <<optionsThemeDefault "passageLineHeight">> </div> <div class="settingsToggleItem"> Overlay: <<listbox "$options.overlayLineHeight" autoselect>> <<option "Default" undefined>> <<option "1" 1>> <<option "1.25" 1.25>> <<option "1.5" 1.5>> <<option "1.75" 1.75>> <<option "2" 2>> <</listbox>> <<optionsThemeDefault "overlayLineHeight">> </div> <div class="settingsToggleItemWide"> Sidebar: <<listbox "$options.sidebarLineHeight" autoselect>> <<option "Default" undefined>> <<option "1" 1>> <<option "1.25" 1.25>> <<option "1.5" 1.5>> <<option "1.75" 1.75>> <<option "2" 2>> <</listbox>> <<optionsThemeDefault "sidebarLineHeight">> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Font Size</div> <div class="settingsToggleItem"> Passage: <<listbox "$options.passageFontSize" autoselect>> <<option "Default" undefined>> <<option "10px" 10>> <<option "12px" 12>> <<option "14px" 14>> <<option "16px" 16>> <<option "18px" 18>> <<option "20px" 20>> <</listbox>> <<optionsThemeDefault "passageFontSize">> </div> <div class="settingsToggleItem"> Overlay <span class="tooltip-anchor linkBlue" tooltip="Default is equivalent to passage font size.">(?)</span>: <<listbox "$options.overlayFontSize" autoselect>> <<option "Default" undefined>> <<option "10px" 10>> <<option "12px" 12>> <<option "14px" 14>> <<option "16px" 16>> <<option "18px" 18>> <<option "20px" 20>> <</listbox>> <<optionsThemeDefault "overlayFontSize">> </div> <div class="settingsToggleItemWide"> Sidebar: <<listbox "$options.sidebarFontSize" autoselect>> <<option "Default" undefined>> <<option "12px" 12>> <<option "14px" 14>> <<option "16px" 16>> <<option "18px" 18>> <<option "20px" 20>> <</listbox>> <<optionsThemeDefault "sidebarFontSize">> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Font Style</div> <div class="settingsToggleItemWide"> <<optionsThemeDefault "font">> <label><<radiobutton "$options.font" "" `$options.font is undefined ? 'checked' : 'autocheck'`>> Use system default</label> <br> <span class="gold">Sans-serif:</span> <label class="Arial"><<radiobutton "$options.font" "Arial" autocheck>> Arial</label> | <label class="Verdana"><<radiobutton "$options.font" "Verdana" autocheck>> Verdana</label> <br> <span class="gold">Serif:</span> <label class="TimesNewRoman"><<radiobutton "$options.font" "TimesNewRoman" autocheck>> Times New Roman</label> | <label class="Georgia"><<radiobutton "$options.font" "Georgia" autocheck>> Georgia</label> | <label class="Garamond"><<radiobutton "$options.font" "Garamond" autocheck>> Garamond</label> <br> <span class="gold">Monospace:</span> <label class="CourierNew"><<radiobutton "$options.font" "CourierNew" autocheck>> Courier New</label> | <label class="LucidaConsole"><<radiobutton "$options.font" "LucidaConsole" autocheck>> Lucida Console</label> | <label class="Monaco"><<radiobutton "$options.font" "Monaco" autocheck>> Monaco</label> <br> <span class="gold">Accessibility:</span> <label class="OpenDyslexicMono"><<radiobutton "$options.font" "OpenDyslexicMono" autocheck>> OpenDyslexic Mono</label> | <label class="ComicSans"><<radiobutton "$options.font" "ComicSans" autocheck>> Comic Sans</label> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Text Animations</div> <div class="settingsToggleItemWide"> <label data-target="options.textAnimsAll"> <<checkbox "$options.textAnimsAll" false true autocheck { onToggle: t => { $("#prevDrunk").replaceWith(Wikifier.wikifyEval('<span id="prevDrunk" @class="basicDrunkCss()">Drunk sway</span>')); $("#prevHeat").replaceWith(Wikifier.wikifyEval('<span id="prevHeat" @class="basicJitterCss()">Heat/rut jitter</span>')); $("#prevHypno").replaceWith(Wikifier.wikifyEval('<span id="prevHypno"><<hypnosisText "Hypnosis spiral">></span>')); }}>> Uncheck to disable all text animations </label> <br> <<checkbox "$options.textAnimsDrunk" false true autocheck { onToggle: t => { $("#prevDrunk").replaceWith(Wikifier.wikifyEval('<span id="prevDrunk" @class="basicDrunkCss()">Drunk sway</span>')); }}>> <span id="prevDrunk" @class="basicDrunkCss()">Drunk sway</span> <br> <<checkbox "$options.textAnimsHeat" false true autocheck { onToggle: t => { $("#prevHeat").replaceWith(Wikifier.wikifyEval('<span id="prevHeat" @class="basicJitterCss()">Heat/rut jitter</span>')); }}>> <span id="prevHeat" @class="basicJitterCss()">Heat/rut jitter</span> <br> <<checkbox "$options.textAnimsHypno" false true autocheck { onToggle: t => { $("#prevHypno").replaceWith(Wikifier.wikifyEval('<span id="prevHypno"><<hypnosisText "Hypnosis spiral">></span>')); }}>> <span id="prevHypno"><<hypnosisText "Hypnosis spiral">></span> </div> </div> <</widget>> <<widget "optionsThemeDefault">> <<if _args[0]>> <span @id="'optionsThemeDefault-' + _args[0]"> <<if _globalThemeDefaults[_args[0]]>> Default: (<<print _globalThemeDefaults[_args[0]]>>) <<elseif _globalGeneralDefaults[_args[0]]>> Default: (<<print _globalGeneralDefaults[_args[0]]>>) <</if>> </span> <</if>> <</widget>> <<widget "optionsperformance">> <<setupOptions>> <<if StartConfig.enableImages is true>> <div class="settingsGrid"> <div class="settingsHeader options">Images</div> <div class="settingsToggleItem"> <label><<checkbox "$options.images" 0 1 autocheck>> Enable images</label> <span class="tooltip-anchor linkBlue" tooltip="Images may not load properly on older Androids.">(?)</span> </div> <div class="settingsToggleItem"> <label data-target="options.images" data-disabledif="V.options.images===0"> <<checkbox "$options.combatImages" 0 1 autocheck>> Enable combat images </label> </div> <div class="settingsToggleItem"> <label data-target="options.images" data-disabledif="V.options.images===0"><<checkbox "$options.silhouetteEnabled" false true autocheck>> Enable NPC silhouettes</label> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Rendering</div> <div class="settingsToggleItem"> <label data-target="options.images" data-disabledif="V.options.images===0"><<checkbox "$options.weatherUpdate" false true autocheck>> Use new weather renderer for sidebar</label> </div> <div class="settingsToggleItem"> <label data-target='["options.images", "weatherupdate"]' data-disabledif="V.options.images===0||V.options.weatherUpdate===false"><<checkbox "$options.reflections" false true autocheck>> Render water reflections </label> <span class="tooltip-anchor linkBlue" tooltip="Could cause performance issues on old devices.">(?)</span> </div> <div class="description">Close the options menu for the change to apply.</div> </div> <span class="gold">Animations</span> <div class="settingsGrid"> <div class="settingsToggleItem"> <label data-target="options.images" data-disabledif="V.options.images===0"> <<checkbox "$options.sidebarAnimations" false true autocheck>> Sidebar character animations </label> </div> <div class="settingsToggleItem"> <label data-target='["options.images", "sidebaranimations"]' data-disabledif="V.options.images===0||V.options.sidebarAnimations===false"> <<checkbox "$options.blinkingEnabled" false true autocheck>> Animate eyes blinking </label> </div> <div class="settingsToggleItem"> <label data-target="images" data-disabledif="V.options.images===0||V.options.combatImages===0"> <<checkbox "$options.combatAnimations" false true autocheck>> Combat animations </label> <span class="tooltip-anchor linkBlue" tooltip="Disabling may help improve performance during combat.">(?)</span> </div> <<if $eyelidTEST is true>> <div class="settingsToggleItem"> <label data-target='["options.images", "sidebaranimations"]' data-disabledif="V.options.images===0||V.options.sidebarAnimations===false"> <<checkbox "$options.halfClosedEnabled" false true autocheck>> Enable half-closed eyes graphics </label> </div> <div class="description"> Draw eyelids in sidebar as half-closed when highly aroused. </div> <</if>> </div> <hr> <div> <div class="settingsGrid" data-target='["images", "characterLightEnabled"]' data-disabledif="V.options.images===0||V.options.characterLightEnabled===false" oninput='Renderer.refresh(Renderer.locateModel("lighting", "sidebar"));'> <div class="settingsHeader options">Character Lighting</div> <div class="settingsToggleItem"> <label> Spotlight<br> <<numberslider "$options.lightSpotlight" $options.lightSpotlight 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Gradient<br> <<numberslider "$options.lightGradient" $options.lightGradient 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Glow<br> <<numberslider "$options.lightGlow" $options.lightGlow 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Flat<br> <<numberslider "$options.lightFlat" $options.lightFlat 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Colour Component<br> <<numberslider "$options.lightTFColor" $options.lightTFColor 0 1 0.05>> <span class="description">Requires Angel/Demon transformation</span> </label> </div> </div> <div style="margin-left: 10px" onchange="new Wikifier(null, '<<updatesidebarimg>>')"> <label data-target="options.images" data-disabledif="V.options.images===0"> <<checkbox "$options.characterLightEnabled" false true autocheck>> Enable character lighting </label> </div> </div> <hr> <div> <div class="settingsGrid" data-target='["images", "combatImages", "combatLightEnabled"]' data-disabledif="V.options.images===0||!V.options.combatImages||V.options.characterLightEnabled===false" oninput='Renderer.refresh(Renderer.locateModel("lighting", "combat-lighting"));Renderer.refresh(Renderer.locateModel("lighting", "combat-lighting-demo"));'> <div class="settingsHeader options">Combat Lighting</div> <div class="settingsToggleItemWide d-flex justify-content-center lighting-demo-container"> <<setupCombatLightingDemo>> </div> <div class="settingsToggleItem"> <label> Y Offset<br> <<numberslider "$options.combatLightOffsetY" $options.combatLightOffsetY 0 128 1>> </label> </div> <div class="settingsToggleItem"> <label> Spotlight intensity<br> <<numberslider "$options.combatLightSpotlight" $options.combatLightSpotlight 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Spotlight width<br> <<numberslider "$options.combatLightSpotlightX" $options.combatLightSpotlightX 0 128 1>> </label> </div> <div class="settingsToggleItem"> <label> Spotlight height<br> <<numberslider "$options.combatLightSpotlightY" $options.combatLightSpotlightY 0 48 1>> </label> </div> <div class="settingsToggleItem"> <label> Gradient<br> <<numberslider "$options.combatLightGradient" $options.combatLightGradient 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Glow<br> <<numberslider "$options.combatLightGlow" $options.combatLightGlow 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Flat<br> <<numberslider "$options.combatLightFlat" $options.combatLightFlat 0 1 0.05>> </label> </div> <div class="settingsToggleItem"> <label> Colour Component<br> <<numberslider "$options.combatLightTFColor" $options.combatLightTFColor 0 1 0.05>> <span class="description">Requires Angel/Demon transformation</span> </label> </div> </div> <div style="margin-left: 10px" onchange="new Wikifier(null, '<<updateCombatLightingDemo .lighting-demo-container>>')"> <label data-target='["images", "combatImages"]' data-disabledif="V.options.images===0||!V.options.combatImages"> <<checkbox "$options.combatLightEnabled" false true autocheck>> Enable combat lighting </label> </div> </div> <<else>> <br> Images disabled <</if>> <hr> <div class="settingsGrid"> <div class="settingsHeader options">History Depth</div> <div class="settingsToggleItem"> Enables going back in history up to N-1 passages. Useful for reporting bugs or undoing decisions. <hr> <label> <<checkbox "$options.historyControls" false true autocheck>> Display history controls in the sidebar </label> </div> <div class="settingsToggleItem"> <span class="gold">States saved to memory:</span> <<numberslider "$options.maxStates" `$options.maxStates gt 20 ? 20 : $options.maxStates` 1 20 1 $ironmanmode>> <br><br> </div> </div> <</widget>> <<widget "setupCombatLightingDemo">> <<run Renderer.refresh(Renderer.locateModel("lighting", "combat-lighting-demo"))>> <<selectmodel "lighting" "combat-lighting-demo">> <<configureCombatLighting>> <<if $passage isnot "Start">> <<rendermodel "lighting position-absolute z-hidden">> <<selectmodel "combatMainPc" "combatMainDemo">> <<rendermodel "combatMainPc">> <<else>> <<rendermodel "lighting z-hidden">> <</if>> <</widget>> <<widget "updateCombatLightingDemo">> <<if elementExists(_args[0])>> <<replace _args[0]>><<setupCombatLightingDemo>><</replace>> <</if>> <</widget>> <<widget "optionsadvanced">> <<setupOptions>> <div class="settingsGrid"> <div class="settingsHeader options">Advanced Settings</div> <div class="settingsToggleItem"> <label> <<checkbox "$options.numpad" false true autocheck>> Enable numpad </label> <span class="tooltip-anchor linkBlue" tooltip="Useful on mobile if links break due to translation software.">(?)</span> </div> <div class="settingsToggleItem"> <label> <<checkbox "$options.useNarrowMarket" false true autocheck>> Use "narrow screen" version of the market inventory </label> </div> <div class="settingsToggleItem"> <label><<checkbox "$options.showDebugRenderer" false true autocheck>> Enable renderer debugger</label> </div> <<if $debug is 1 or $options.showCombatTools>> <div class="settingsToggleItem"> <label><<checkbox "$options.showCombatTools" false true autocheck>> Enable combat tooling</label> </div> <</if>> <div class="settingsToggleItem"> <label onclick="setTimeout(() => {toggleConfirmDialogUponTabClose();}, 100)"> <<checkbox "$options.confirmDialogUponTabClose" false true autocheck>> Prompt confirmation dialog upon closing tab </label> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader options">Game Zoom</div> <div class="settingsToggleItemWide"> <span class="gold">Zoom Size:</span> <span class="tooltip-anchor linkBlue" tooltip-width="460" tooltip="Will allow you to adjust the size of game elements and text.<br><br><span class='red'> Please be careful with this setting! Only save if you are happy with the changes made, as reloading the game will reset it to the last value used in that save. Depending on the device and browser, the setting may break entirely and may cause unexpected effects. </span>">(?)</span> <br> <span class="description red">Not supported in all browsers</span> <br> <<numberslider "$options.zoom" $options.zoom 50 200 1>> <br><br> <input type="button" value="Set" onclick='zoom()'/> <input type="button" value="Reset" onclick='zoom(100)'/> </div> </div> <</widget>> <<widget "optionsinformation">> <div class="p-2 text-align-center"> <h3>People of Interest</h3> <div class="m-2"> <span class="gold">Creator: </span><span>Vrelnir</span> </div> <div class="m-2"> <span class="gold">Former developer: </span><span>PurityGuy</span> </div> </div> <div class="p-2 text-align-center"> <h3>Useful Resources</h3> <<linkinformation>> <div class="m-2"> <p class="gold m-0">Unofficial Wiki</p> [[degreesoflewdity.miraheze.org|"https://degreesoflewdity.miraheze.org/wiki/Main_Page"]] </div> </div> <</widget>> <<widget "setFont">> <<set _globalThemeDefaults to JSON.parse(localStorage.getItem("dolDefaultThemeSettings"))>> <<if !_globalThemeDefaults>> <<set _globalThemeDefaults to {}>> <</if>> <<removeclass "#passages" "passageMaxWidth50">> <<removeclass "#passages" "passageMaxWidth55">> <<removeclass "#passages" "passageMaxWidth60">> <<removeclass "#passages" "passageMaxWidth65">> <<removeclass "#passages" "passageMaxWidth70">> <<removeclass "#passages" "passageMaxWidth75">> <<if $options.passageMaxWidth>><<addclass "#passages" `"passageMaxWidth" + $options.passageMaxWidth`>><</if>> <<removeclass "#passages" "fontSize10">> <<removeclass "#passages" "fontSize12">> <<removeclass "#passages" "fontSize14">> <<removeclass "#passages" "fontSize16">> <<removeclass "#passages" "fontSize18">> <<removeclass "#passages" "fontSize20">> <<if $options.passageFontSize>><<addclass "#passages" `"fontSize" + $options.passageFontSize`>><</if>> <<removeclass "#story-caption" "fontSize12">> <<removeclass "#story-caption" "fontSize14">> <<removeclass "#story-caption" "fontSize16">> <<removeclass "#story-caption" "fontSize18">> <<removeclass "#story-caption" "fontSize20">> <<if $options.sidebarFontSize>><<addclass "#story-caption" `"fontSize" + $options.sidebarFontSize`>><</if>> <<if _args[0]>><!--For elements that are not sugarcube specific and wont be loaded when the widget is normally called--> <<removeclass "#customOverlay" "fontSize10">> <<removeclass "#customOverlay" "fontSize12">> <<removeclass "#customOverlay" "fontSize14">> <<removeclass "#customOverlay" "fontSize16">> <<removeclass "#customOverlay" "fontSize18">> <<removeclass "#customOverlay" "fontSize20">> <<if $options.overlayFontSize>><<addclass "#customOverlay" `"fontSize" + $options.overlayFontSize`>><</if>> <</if>> <<removeclass "#passages" "lineHeight1">> <<removeclass "#passages" "lineHeight125">> <<removeclass "#passages" "lineHeight15">> <<removeclass "#passages" "lineHeight175">> <<removeclass "#passages" "lineHeight2">> <<if $options.passageLineHeight>><<addclass "#passages" `"lineHeight" + $options.passageLineHeight.toString().replace('.','')`>><</if>> <<removeclass "#story-caption" "lineHeight1">> <<removeclass "#story-caption" "lineHeight125">> <<removeclass "#story-caption" "lineHeight15">> <<removeclass "#story-caption" "lineHeight175">> <<removeclass "#story-caption" "lineHeight2">> <<if $options.sidebarLineHeight>><<addclass "#story-caption" `"lineHeight" + $options.sidebarLineHeight.toString().replace('.','')`>><</if>> <<if _args[0]>> <<removeclass "#customOverlay" "lineHeight1">> <<removeclass "#customOverlay" "lineHeight125">> <<removeclass "#customOverlay" "lineHeight15">> <<removeclass "#customOverlay" "lineHeight175">> <<removeclass "#customOverlay" "lineHeight2">> <<if $options.overlayLineHeight>><<addclass "#customOverlay" `"lineHeight" + $options.overlayLineHeight.toString().replace('.','')`>><</if>> <</if>> <<removeclass "html" "Arial">> <<removeclass "html" "Verdana">> <<removeclass "html" "TimesNewRoman">> <<removeclass "html" "Georgia">> <<removeclass "html" "Garamond">> <<removeclass "html" "CourierNew">> <<removeclass "html" "LucidaConsole">> <<removeclass "html" "Monaco">> <<removeclass "html" "ComicSans">> <<removeclass "html" "OpenDyslexicMono">> <<if $options.font>><<addclass "html" $options.font>><</if>> <!--Adding to the body would remove it on changing passage--> <</widget>>/* Displays overlay (#customOverlay element) with title and content defined by provided key. */ <<widget "overlayReplace">> <<set _key to _args[0]>> <<if !_key>> <<exit>> <</if>> <<if _currentOverlay is _key>> <<run closeOverlay()>> <<exit>> <</if>> <<script>> if (T.buttons.activeTab != -1) { T.buttons.toggle(); updateOptions(); } T.currentOverlay = T.key; $("#customOverlay").removeClass("hidden").parent().removeClass("hidden"); $("#customOverlay").attr("data-overlay", T.currentOverlay); <</script>> <<switch _key>> <<case "characteristics">> <<replace #customOverlayTitle>><<titleCharacteristics>><</replace>> <<replace #customOverlayContent>><<characteristics>><</replace>> <<case "social">> <<replace #customOverlayTitle>><<titleSocial>><</replace>> <<replace #customOverlayContent>><<social>><</replace>> <<case "traits">> <<replace #customOverlayTitle>><<titleTraits>><</replace>> <<replace #customOverlayContent>><<traits>><</replace>> <<case "journal">> <<replace #customOverlayTitle>><<titleJournal>><</replace>> <<replace #customOverlayContent>><<journal>><</replace>> <<case "journalNotes">> <<replace #customOverlayTitle>><<titlejournalNotes>><</replace>> <<replace #customOverlayContent>><<journalNotes>><</replace>> <<case "statistics">> <<replace #customOverlayTitle>><<titleStats>><</replace>> <<replace #customOverlayContent>><<statistics>><</replace>> <<case "gameFeats">> <<replace #customOverlayTitle>><<titleFeats>><</replace>> <<replace #customOverlayContent>><<feats>><</replace>> <<case "startFeats">> <<replace #customOverlayTitle>><<titleFeats>><</replace>> <<replace #customOverlayContent>><<feats>><</replace>> <<case "cheats">> <<replace #customOverlayTitle>><<titleCheats>><</replace>> <<replace #customOverlayContent>><<cheats>><</replace>> <<case "options">> <<replace #customOverlayTitle>><<titleOptions>><</replace>> <<replace #customOverlayContent>><<optionsgeneral>><</replace>> <<case "saves">> <<replace #customOverlayTitle>><<titleSaves>><</replace>> <<replace #customOverlayContent>><<saves>><</replace>> <<case "export">> <<replace #customOverlayTitle>><<titleSaves>><</replace>> <<replace #customOverlayContent>><<optionsExportImport>><</replace>> <<case "blackjackHelp">> <<replace #customOverlayTitle>><<titleBlackjackHelp>><</replace>> <<replace #customOverlayContent>><<blackjackHelp>><</replace>> <<case "eventExtraInfo">> <<replace #customOverlayTitle>><<titleEventInfo>><</replace>> <<replace #customOverlayContent>><<eventExtraInfo>><</replace>> <<case "canvasModel">> <<replace #customOverlayTitle>><<titleDebugRenderer>><</replace>> <<replace #customOverlayContent>><<canvasModelEditor>><</replace>> <<case "outfitEditor">> <<replace #customOverlayTitle>><<titleOutfitEditor>><</replace>> <<replace #customOverlayContent>><<outfitEditor>><</replace>> <</switch>> <</widget>> <<widget "titleCharacteristics">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Characteristics">> <<toggleTab>> <<replace #customOverlayContent>><<characteristics>><</replace>> <</button>> <<colourCodes>> </div> <<closeButton>> <</widget>> <<widget "titleSocial">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Social">> <<toggleTab>> <<replace #customOverlayContent>><<social>><</replace>> <</button>> <<colourCodes>> </div> <<closeButton>> <</widget>> <<widget "titleTraits">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Traits">> <<toggleTab>> <<replace #customOverlayContent>><<traits>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleJournal">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Journal">> <<journalNotesTextareaSave>> <<toggleTab>> <<replace #customOverlayContent>><<journal>><</replace>> <</button>> <<button "Notes">> <<toggleTab>> <<set $tempDisable to true>> <<replace #customOverlayContent>><<journalNotes>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titlejournalNotes">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Journal">> <<journalNotesTextareaSave>> <<toggleTab>> <<replace #customOverlayContent>><<journal>><</replace>> <</button>> <<button "Notes">> <<toggleTab>> <<set $tempDisable to true>> <<replace #customOverlayContent>><<journalNotes>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleStats">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Statistics">> <<toggleTab>> <<replace #customOverlayContent>><<statistics>><</replace>> <</button>> <<button "Extra stats (spoilers)">> <<toggleTab>> <<if $options.skipStatisticsConfirmation>> <<replace #customOverlayContent>><<extraStatistics>><</replace>> <<else>> <<replace #customOverlayContent>><<extraStatisticsWarning>><</replace>> <</if>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleFeats">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Feats">> <<toggleTab>> <<replace #customOverlayContent>><<feats>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleCheats">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Stats">> <<toggleTab>> <<replace #cheatsShown>><<cheats-characterStats>><</replace>> <<run $("#customOverlayContent").scrollTop(0);>> <</button>> <<button "Visual">> <<toggleTab>> <<replace #cheatsShown>><<cheats-characterVisual>><</replace>> <<run $("#customOverlayContent").scrollTop(0);>> <</button>> <<button "NPCs">> <<toggleTab>> <<replace #cheatsShown>><<cheats-npcs>><</replace>> <<run $("#customOverlayContent").scrollTop(0);>> <</button>> <<if !$statFreeze>> <<button "Teleport">> <<toggleTab>> <<replace #cheatsShown>><<cheats-teleport>><</replace>> <<run $("#customOverlayContent").scrollTop(0);>> <</button>> <</if>> <<button "Other">> <<toggleTab>> <<replace #cheatsShown>><<cheats-other>><</replace>> <<run $("#customOverlayContent").scrollTop(0);>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleOptions">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "General">> <<toggleTab>> <<replace #customOverlayContent>><<optionsgeneral>><</replace>> <</button>> <<button "Theme">> <<toggleTab>> <<replace #customOverlayContent>><<optionstheme>><</replace>> <</button>> <<button "Performance">> <<toggleTab>> <<replace #customOverlayContent>><<optionsperformance>><</replace>> <</button>> <<button "Advanced">> <<toggleTab>> <<replace #customOverlayContent>><<optionsadvanced>><</replace>> <</button>> <<button "Information">> <<toggleTab>> <<replace #customOverlayContent>><<optionsinformation>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleSaves">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Saves">> <<toggleTab>> <<replace #customOverlayContent>><<saves>><</replace>> <</button>> <<button "Export/Import">> <<toggleTab>> <<replace #customOverlayContent>><<optionsExportImport>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleBlackjackHelp">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Blackjack Guide">> <<toggleTab>> <<replace #customOverlayContent>><<blackjackHelp>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleEventInfo">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Event Info">> <<toggleTab>> <<replace #customOverlayContent>><<eventExtraInfo>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "titleDebugRenderer">> <<setupTabs 2>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Layers">> <<toggleTab>> <<replace #customOverlayContent>><<canvasLayersEditor>><</replace>> <</button>> <<button "Colours">> <<toggleTab>> <<replace #customOverlayContent>><<canvasColoursEditor `$cheatsEnabled is true`>><</replace>> <</button>> <<button "Model">> <<toggleTab>> <<replace #customOverlayContent>><<canvasModelEditor>><</replace>> <</button>> <<if Renderer.lastAnimation>> <<button "Start/Stop Animation">> <<script>> if (Renderer.lastAnimation.playing) { Renderer.lastAnimation.stop(); } else { Renderer.lastAnimation.start(); } <</script>> <</button>> <</if>> <<button "Refresh Caches">> <<script>> Renderer.Stats.logmsgLoad.value = ""; Renderer.Stats.logmsgRender.value = ""; Renderer.Stats.logmsgAnimate.value = ""; Renderer.ImageCaches = {}; Renderer.ImageErrors = {}; Renderer.lastAnimation.invalidateCaches(); Renderer.invalidateLayerCaches(Renderer.lastModel.layerList); Renderer.lastModel.redraw(); <</script>> <</button>> <<script>> output.append(Renderer.Stats.logmsgLoad.bindText($("<div class='rendererOutput'>")[0])); output.append(Renderer.Stats.logmsgRender.bindText($("<div class='rendererOutput'>")[0])); output.append(Renderer.Stats.logmsgAnimate.bindText($("<div class='rendererOutput'>")[0])); <</script>> </div> <<closeButton>> <</widget>> <<widget "titleOutfitEditor">> <<setupTabs>> <div id="overlayTabs" class="tab"> <<closeButtonMobile>> <<button "Outfit Editor">> <<toggleTab>> <<replace #customOverlayContent>><<outfitEditor>><</replace>> <</button>> </div> <<closeButton>> <</widget>> <<widget "colourCodes">> <mouse class="tooltip-small colourCodes"><span>Colour Codes</span> <span> <i class="red">Terrible</i> | <i class="pink">Bad</i> | <i class="purple">Poor</i> | <i class="blue">Okay</i> | <i class="lblue">Decent</i> | <i class="teal">Good</i> | <i class="green">Excellent</i> </span> </mouse> <</widget>> <<widget "setupTabs">> <<script>> T.tab = new window.Tab("overlayTabs", "tab-selected"); let active = V.options.closeButtonMobile ? 1 : 0; T.tab.setActive((T.args[0] || 0) + active); <</script>> <</widget>> <<widget "toggleTab">> <<run T.tab.toggle()>> <</widget>> <<widget "closeButton">> <<if !$options.closeButtonMobile>> <div class="customOverlayClose" onclick="closeOverlay()"></div> <</if>> <</widget>> <<widget "closeButtonMobile">> <<if $options.closeButtonMobile>> <<button "Close">> <<run closeOverlay()>> <</button>> <</if>> <</widget>><<widget "optionsExportImport">> <<if SugarCube.Browser.isMobile.Android is true>> <span class="red">Note that saving and loading from file may not work on Android devices in all environments.</span> <</if>> <<set $_errorCount to document.querySelectorAll('.error').length>> <<set $_dolErrorCount to document.querySelectorAll('.dol-error').length>> <<set $_customErrorCount to Errors.log.length>> <<set $_bypassRestrictions to $debug is 1 or $_errorCount gt 0 or $_dolErrorCount gt 0 or $_customErrorCount gt 0>> Load from file: <input id="saveImport" type="file" value="Load from file" onchange="importSave(this.files)"> <br><br> <<if tags().includes("nosave")>> You can't export your current save here! <<elseif $ironmanmode>> <<if $_bypassRestrictions>> <input type="button" class="saveMenuButton" value="Save to file" onclick="IronMan.exportCurrent()"> <<else>> Unable to save to file during ironman-mode. Only autosaves can be exported. <</if>> <<elseif ($replayScene is undefined) or $_bypassRestrictions>> <<set _exportName to "'degrees-of-lewdity"+($saveName isnot ''?'-'+$saveName:'')+ "'">> <input type="button" class="saveMenuButton" value="Save to file" @onclick="'SugarCube.Save.export('+_exportName+')'"> <<else>> Unable to save to file currently. <</if>> <br><br> <span class="gold">Text Import/Export</span> <<if !($dancing is 0 and $combat is 0 and $replayScene is undefined)>> <span class="red"><b>Combat event active, only use resulting save data for bug reporting!!</b></span><br> <</if>> This feature lets you transfer saves between devices when one or more does not allow access to save files, such as on Android. <br> To save, click on "Get Save Data", then copy and paste the save data where required. <br> To load, paste in the save data, then click "Load Save Data". <br> To transfer to and from Android, it is recommended to use email or a service such as pastebin. Please ensure that the start and the end of the save are exact to prevent issues. <br> Click on "Copy Text Area" to copy the current contents for you. The button name will change to "Copying Error" if your device or browser does not support it. <br><br> <textarea id="saveDataInput" rows="4" cols="40" onClick="if(V.disableAutoSelect == false)this.select();"><<if _presetData>>_presetData<</if>></textarea> <br> <input type="button" class="saveMenuButton" value="Clear Text Box" onclick="clearTextBox('saveDataInput')"/> <input type="button" class="saveMenuButton" value="Top of Text Box" onclick="topTextArea('saveDataInput')"/> <input type="button" class="saveMenuButton" value="Bottom of Text Box" onclick="bottomTextArea('saveDataInput')"/> <<if $ironmanmode is true || tags().includes("nosave") || V.replayScene !== undefined>> <input type="button" value="Get Save Data" disabled> <<else>> <input type="button" class="saveMenuButton" value="Get Save Data" onclick="getSaveData()"/> <</if>> <input type="button" class="saveMenuButton" value="Load Save Data" onclick="loadSaveData()"/> <input id="CopyTextArea" class="saveMenuButton" type="button" value="Copy Text Area" onclick="copySavedata('saveDataInput')"> <br><br> <label> <<print '<<checkbox "$disableAutoSelect" false true '+($disableAutoSelect is true? "checked":"")+'>>'>> Disables auto select. </label> <br><br> <<if $saveDetails isnot undefined>> How many days after exporting will the export warning show: <br> <label><<radiobutton "$saveDetails.exported.frequency" 5 autocheck>>5</label> | <label><<radiobutton "$saveDetails.exported.frequency" 10 autocheck>>10</label> | <label><<radiobutton "$saveDetails.exported.frequency" 15 autocheck>>15</label> | <label><<radiobutton "$saveDetails.exported.frequency" 20 autocheck>>20</label> | <label><<radiobutton "$saveDetails.exported.frequency" 30 autocheck>>30</label> | <label><<radiobutton "$saveDetails.exported.frequency" 60 autocheck>>60</label> | <label><<radiobutton "$saveDetails.exported.frequency" 365 autocheck>>365</label> <</if>> <</widget>><<widget "saves">> <<if StartConfig.sneaky>> <div class="sneaky-warning"> <h3>Warning</h3> <p> Please export any saves you plan to use before playing this <b>Sneaky Build</b>. If any bugs or glitches occur, we strongly advise reporting the issue directly to our discord server. Be careful when saving, especially if the issue is affecting your ability to play the game. </p> </div> <br> <</if>> <<if $ironmanmode is true>> <span style="background-color: #ffffff1a;">Ironman mode enabled:</span> <ul class="ironman-ul"><li>You can save your game in Ironman mode, but it will lead you back to the Start menu.</li> <li style="text-decoration: underline;">Loading an Ironman save <span style="color: #ff0000;">will delete the save</span> after loading it</li> <li>Automatic save every 5 to 8 days (in-game time), those won't be deleted on loading. Regular auto-saves that used to happen after sleep are disabled. </li> <li>Cheats disabled</li> <li>Ironman saves are recognisable by the <img src="img/ui/SilverCoin.gif" style="max-width: 16px;filter: brightness(2.2);"> next to them</li> </ul> <</if>> <div id="saveList"> <<if idb.active and !$ironmanmode and !sessionStorage.getItem("noidb")>> <<run setTimeout(() => idb.saveList())>> <<else>> /* record idb status between page reloads within the same session */ <<run sessionStorage.setItem("noidb", true); idb.active = false>> <<saveList>> <</if>> </div> <<if $saveDetails isnot undefined>> <br> <div> How many days after exporting will the export warning show: <br> <label><<radiobutton "$saveDetails.exported.frequency" 5 autocheck>>5</label> | <label><<radiobutton "$saveDetails.exported.frequency" 10 autocheck>>10</label> | <label><<radiobutton "$saveDetails.exported.frequency" 15 autocheck>>15</label> | <label><<radiobutton "$saveDetails.exported.frequency" 20 autocheck>>20</label> | <label><<radiobutton "$saveDetails.exported.frequency" 30 autocheck>>30</label> | <label><<radiobutton "$saveDetails.exported.frequency" 60 autocheck>>60</label> | <label><<radiobutton "$saveDetails.exported.frequency" 365 autocheck>>365</label> </div> <</if>> <</widget>> <<widget "saveList">> <<run prepareSaveDetails()>> <<if !tags().includes("nosave") && $replayScene is undefined>> <<set _saveUnlock to true>> <</if>> <<if $replayScene isnot undefined>> <h3 class="red">The scene viewer is currently in use, preventing the use of the save system.</h3> <<elseif tags().includes("nosave")>> <h3 class="red">You can't save here!</h3> <</if>> <p>Saves here will be lost if your browser cache is cleared. Exporting is recommended to prevent the loss of saves from occurring.</p> <p> <i class="description">__Where are my saves?__</i> <mouse class="tooltip linkBlue">(?)<span> If you can't find your saves, it's possible you saved them using a different storage method. Try toggling the "Enable IndexedDB" option below the list of saves. </span></mouse> </p> <<set _saveDetails = getSaveDetails()>> <!--Extra checks in case the above fails for some reason--> <<if _saveDetails eq null>> <<set _saveDetails to returnSaveDetails()>> <<elseif _saveDetails.autosave is undefined or _saveDetails.slots is undefined>> <<set _saveDetails to returnSaveDetails()>> <</if>> <<set _lastSlot to _saveDetails.autosave ? { slot: "autosave", date: _saveDetails.autosave.date } : { slot: "", date: 0 }>> <<for _slot, _data range _saveDetails.slots>> <<if _data and _data.date gt _lastSlot.date>> <<set _lastSlot to { slot: _slot, date: _data.date }>> <</if>> <</for>> <<set _currentTime to new Date().getTime()>> <div id="savesListContainer"> <div class="savesListRow"> <div class="saveGroup"> <div class="saveId">#</div> <div class="saveButton">Save/Load</div> <div class="saveName">ID/Name</div> <div class="saveDetails">Details</div> </div> <div class="deleteButton"></div> </div> <<for _i to 0; _i lt 11; _i++>> <<if _i != 9 or (_i == 9 and _saveDetails.slots[_i - 1] != null)>> <div class="savesListRow"> <<if _i is 0>> <<if _saveDetails.autosave neq null>> <<if _lastSlot.slot is "autosave">> <<set _highlight to " green">> <<elseif _saveDetails.autosave.date gte _currentTime - 1800000>> <<set _highlight to " gold">> <<else>> <<set _highlight to "">> <</if>> <div class="saveGroup"> <div class="saveId">A</div> <div class="saveButton"> <input type="button" class="saveMenuButton" value="Load" onclick="DoLSave.loadHandler('auto')"/> </div> <<if _saveDetails.autosave.metadata isnot undefined>> <div @class="'saveName' + ($saveId is _saveDetails.autosave.metadata.saveId ? ' gold' : '')"> <<if _saveDetails.autosave.metadata.saveName isnot "">> <<print _saveDetails.autosave.metadata.saveName.slice(0,10)>> <<else>> <<print _saveDetails.autosave.metadata.saveId>> <</if>> </div> <<else>> <div class="saveName"></div> <</if>> <div class="saveDetails"> <span><<print Util.escapeMarkup(_saveDetails.autosave.title.replace(/</g, "< "))>></span> <span @class="'datestamp' + _highlight"><<print new Date(_saveDetails.autosave.date).toLocaleString(returnTimeFormat())>></span> </div> </div> <div class="deleteButton"> <input type="button" class="saveMenuButton right" value="Delete" onclick="deleteSave('auto')"/> </div> <<else>> <div class="saveGroup"> <div class="saveId">A</div> <div class="saveButton"> <input type="button" value="Load" disabled/> </div> <div class="saveName"></div> <div class="saveDetails"></div> </div> <div class="deleteButton"> <input class="right" type="button" value="Delete" disabled/> </div> <</if>> <<elseif _i lt 10>> <<set _slot to _i - 1>> <<set _ironmanSlot to 9>> <<if _saveDetails.slots[_slot] neq null>> <<if _lastSlot.slot eq _slot>> <<set _highlight to " green">> <<elseif _saveDetails.slots[_slot].date gte _currentTime - 1800000>> <<set _highlight to " gold">> <<else>> <<set _highlight to "">> <</if>> <div class="saveGroup"> <<if _saveDetails.slots[_slot].metadata.ironman === true>> <div class="saveId" style="width: 10px;"> <img src="img/ui/SilverCoin.gif" class="ironman-icon" @onclick="'IronMan.UI.exportHandler(' + _slot + ')'"> </div> <<else>> <div class="saveId" style="width: 10px;"> <<print _i>> </div> <</if>> <div class="saveButton"> <<if _i lt 9>> <<if _saveUnlock>> <<set _onclick to "save("+_slot+", false, "+_saveDetails.slots[_slot].metadata.saveId+", `"+$saveName+"`)">> <input type="button" class="saveMenuButton" value="Save" @onclick="clone(_onclick)"/> <<else>> <input type="button" value="Save" disabled/> <</if>> <</if>> <input type="button" class="saveMenuButton" value="Load" @onclick="'DoLSave.loadHandler('+ _slot +')'"/> </div> <div @class="'saveName' + ($saveId is _saveDetails.slots[_slot].metadata.saveId ? ' gold' : '')"> <<if _saveDetails.slots[_slot].metadata.saveName isnot "">> <<print _saveDetails.slots[_slot].metadata.saveName.slice(0,10)>> <<else>> <<print _saveDetails.slots[_slot].metadata.saveId>> <</if>> </div> <div class="saveDetails"> <span><<print Util.escapeMarkup(_saveDetails.slots[_slot].title.replace(/</g, "< "))>></span> <span @class="'datestamp' + _highlight"><<print new Date(_saveDetails.slots[_slot].date).toLocaleString(returnTimeFormat())>></span> </div> </div> <<if _i is _ironmanSlot>> <div id="exportButton" class="exportButton"><input type="button" class="saveMenuButton right" value="Export" @onclick="'IronMan.export('+ _slot +')'"/></div> <</if>> <div class="deleteButton"><input type="button" class="saveMenuButton right" value="Delete" @onclick="'deleteSave('+ _slot +')'"/></div> <<else>> <div class="saveGroup"> <div class="saveId"></div> <div class="saveButton"> <<if _saveUnlock>> <input type="button" class="saveMenuButton" value="Save" @onclick="'save('+ _slot +',true,'+$saveId+', `'+$saveName+'`)'"/> <<else>> <input type="button" value="Save" disabled/> <</if>> <input type="button" value="Load" disabled/> </div> <div class="saveName"></div> <div class="saveDetails"></div> </div> <div class="deleteButton"> <input class="right" type="button" value="Delete" disabled/> </div> <</if>> <<else>>/* */ <div class="saveGroup"> <span style="margin: 0;">Special thanks to all those who [[Support Degrees of Lewdity| "https://subscribestar.adult/vrelnir"]]</span> <div class="saveId"></div> <div class="saveButton"></div> <div class="saveName"></div> <div class="saveDetails"></div> </div> <div class="saveButton"><input type="button" class="saveMenuButton right" value="Delete All" onclick="deleteSave('all')"/></div> <</if>> </div> <</if>> <</for>> </div> <label> <<checkbox "$compressSave" false true autocheck>> Compress saves </label> <br> <label> <<checkbox "$confirmSave" false true autocheck>> Require Confirmation on Save </label> <br> <label> <<checkbox "$confirmLoad" false true autocheck>> Require Confirmation on Load </label> <br> <label> <<checkbox "$confirmDelete" false true autocheck>> Require Confirmation on Delete </label> <br> <label id="idbToggleSaves"> /* checkbox macro doesn't allow changing variables that do not start with "$" or "_". this is a bypass hack. */ <<run setTimeout(() => jQuery(document.createElement("input")) .attr({ id: "checkbox-idbactive", name: "checkbox-idbactive", type: "checkbox", checked: idb.active && !V.ironmanmode, disabled: idb.lock || V.ironmanmode }) .addClass("macro-checkbox") .on("change.macros", () => { idb.active = document.getElementById("checkbox-idbactive").checked; if (idb.active) { sessionStorage.removeItem("noidb"); idb.saveList() } }) .prependTo("#idbToggleSaves"))>> Enable indexedDB<<if $ironmanmode>> (unavailable in ironman mode)<</if>> </label> <br><br> <<if $debug is 1>> <br> <label><<print '<<checkbox "$prepareSaveDetails" false true '+($prepareSaveDetails is true ? "checked" : "")+'>>'>> Run `prepareSaveDetails`. Disabling will cause saving/deleting on older version to not update the save list on newer versions but may speed up refresh loading times. </label> <</if>> <</widget>> <<widget "clearAllWarning">> <div class="saveBorder"> <h4><span class="red">Warning</span> - Are you sure you would like to delete all saves?</h4> <input type="button" class="close saveMenuConfirm" value="Confirm Delete All" onclick="deleteSave('all', true)"/> <input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/> <br> </div> <</widget>> <<widget "saveWarning">> <div class="saveBorder"> <<if _saveDetails.slots[_args[0]] isnot null>> <<if _saveDetails.slots[_args[0]].metadata isnot undefined>> <<if _saveDetails.slots[_args[0]].metadata.saveId isnot $saveId>> <<set _showSaveId to true>> <<else>> <<set _showSaveId to false>> <</if>> <<else>> <<set _showSaveId to "noId">> <</if>> <</if>> <<if _saveDetails.slots[_args[0]] is null>> <h4 class="red">Save on slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>></h4> <<if _showSaveId is true>> <span class="red">Save ID does not match, continue with overwrite?</span> <br> <</if>> <<if _showSaveId is "noId">> <span class="red">Save ID not found on older save, continue with overwrite?</span> <br> <</if>> <<else>> <h4 class="red">Overwrite Save on slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>>?</h4> <<if _showSaveId is true>> <span class="red">Save ID does not match, continue with overwrite?</span> <br> <</if>> <<if _showSaveId is "noId">> <span class="red">Save ID not found on older save, continue with overwrite?</span> <br> <</if>> Old Save: <<print Util.escapeMarkup(_saveDetails.slots[_args[0]].title)>> <br> <<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>> <br> <</if>> <<if _saveDetails.slots[_args[0]].metadata isnot undefined>> <<if _saveDetails.slots[_args[0]].metadata.saveName isnot undefined>> Older Save Name: <<print _saveDetails.slots[_args[0]].metadata.saveName>> <br> <</if>> <</if>> <<if _showSaveId is true>> Older Save ID: <<print _saveDetails.slots[_args[0]].metadata.saveId>> <br><br> <<if $saveName isnot undefined>> Current Save Name: <<print $saveName>> <br> <</if>> Current Save ID: <<print $saveId>> <br> <</if>> <input type="button" class="saveMenuButton saveMenuConfirm" value="Save" @onclick="'save('+ _args[0] +', true,'+$saveId+', `'+$saveName+'`)'"/> <input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/> <br> </div> <</widget>> <<widget "loadWarning">> <div class="saveBorder"> <h4 class="red">Load slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>></h4> <<if _args[0] is "auto">> <<print Util.escapeMarkup(_saveDetails.autosave.title)>> <br> <<print new Date(_saveDetails.autosave.date).toLocaleString(returnTimeFormat())>> <br> <input type="button" class="saveMenuButton saveMenuConfirm" value="Load" onclick="DoLSave.loadHandler('auto', true)"/> <<else>> <<print Util.escapeMarkup(_saveDetails.slots[_args[0]].title)>> <br> <<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>> <br> <input type="button" class="saveMenuButton saveMenuConfirm" value="Load" @onclick="'DoLSave.loadHandler('+ _args[0] +', true)'"/> <</if>> <input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/> <br> </div> <</widget>> <<widget "loadwarningcompat">> <!-- Wrap auto in strings, for the onclick fn further down. Planned to change in future. --> <<set $_slot to _args[0] is "auto" ? "'auto'" : _args[0]>> <div class="saveBorder"> <h4 class="red">Loading save into an older version!</h4> Loading a save game into an older version can have many unintended consequences. We do not guarantee forward compatibility, expect bugs. <br> <input type="button" class="saveMenuButton saveMenuConfirm" value="Load" @onclick="'DoLSave.load(' + $_slot + ')'"/> <input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/> <br> </div> <</widget>> <<widget "deleteWarning">> <div class="saveBorder"> <h4 class="red">Delete Save in slot <<print (_args[0] is "auto"? "auto": _args[0] + 1)>></h4> <<if _args[0] is "auto">> <<set _title to _saveDetails.autosave.title>> <<print Util.escapeMarkup(_title)>> <br> <<print new Date(_saveDetails.autosave.date).toLocaleString(returnTimeFormat())>> <br> <input type="button" class="saveMenuButton" value="Delete Auto" onclick="deleteSave('auto', true)"/> <<else>> <<set _title to _saveDetails.slots[_args[0]].title>> <<print Util.escapeMarkup(_title)>> <br> <<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>> <br> <input type="button" class="saveMenuButton" value="Delete" @onclick="'deleteSave('+ _args[0] +', true)'"/> <</if>> <input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/> <br> </div> <</widget>> <<widget "loadBoxIronmanCheater">> <div class="saveBorder"> <h4 class="red">Cheating detected</h4> <ul> <li>You enabled Ironman mode for this save as to prevent yourself from cheating and savescumming.</li> <li>Even if a situation in-game seems unfair or frustrating, you chose to accept it by enabling this mode.</li> <li>Revert any variable changes you made, and you will be able to resume this run. You can ask us on Discord if you're having troubles</li> </ul> <<print Util.escapeMarkup(_saveDetails.slots[_args[0]].title)>> <br> <<print new Date(_saveDetails.slots[_args[0]].date).toLocaleString(returnTimeFormat())>> <br> <input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/> <br> </div> <</widget>> <<widget "loadBoxIronmanSafetyCancel">> <div class="saveBorder"> <h4 class="orange">Loading cancelled.</h4> <ul> <li>Loading a save while being in-game with ironman mode activated will have you lose the current game.</li> <li style="text-decoration: underline;">Save your game, then you can load the save you want.</li> </ul> <input type="button" class="saveMenuButton saveMenuConfirm" value="Cancel" onclick="resetSaveMenu();"/> <br> </div> <</widget>> <<widget "resetSaveMenu">> <<if document.getElementById("saveList") != null>> <<replace #saveList>> <<saveList>> <</replace>> <</if>> <</widget>> <<widget "clearSaveMenu">> <<replace #saveList>> <<clearAllWarning>> <</replace>> <</widget>> <<widget "saveConfirm">> <<replace #saveList>> <<saveWarning _args[0]>> <</replace>> <</widget>> <<widget "loadConfirm">> <<replace #saveList>> <<loadWarning _args[0]>> <</replace>> <</widget>> <<widget "loadconfirmcompat">> <<replace #saveList>> <<loadwarningcompat _args[0]>> <</replace>> <</widget>> <<widget "loadIronmanSafetyCancel">> <<replace #saveList>> <<loadBoxIronmanSafetyCancel _args[0]>> <</replace>> <</widget>> <<widget "loadIronmanCheater">> <<replace #saveList>> <<loadBoxIronmanCheater _args[0]>> <</replace>> <</widget>> <<widget "deleteConfirm">> <<replace #saveList>> <<deleteWarning _args[0]>> <</replace>> <</widget>><<widget "social">> <div id="relation-display"> <<silently>> <<script>> if (V.wolfpackharmony) C.npc["Black Wolf"].harmony = V.wolfpackharmony; if (V.wolfpackferocity) C.npc["Black Wolf"].ferocity = V.wolfpackferocity; /*data config for non-standard NPCs boxes, allows for different stat configs, custom display data, and dynamic requirements*/ T.npcConfig = { "Robin" : { important : true, dom : { name : "Confidence", activeIcon : "img/ui/sym_confidence.png", color: "blue" } }, "Whitney" : { important : true, love : { maxValue : 30 }, dom : { maxValue: 20 } }, "Eden" : { important : true, love : { maxValue: 200 }, dom : { maxValue: 150 } /*false always hides this stat*/ }, "Kylar" : { important : true, rage : { name : "Jealousy", activeIcon : "img/ui/sym_jealousy.png", color: "green" } }, "Avery" : { important : true, rage : { requirements : V.averyragerevealed, inactiveIcon : 'img/ui/sym_rage_empty.png', } }, "Great Hawk" : { important : true, }, "Black Wolf" : { important : true, love : { maxValue : 30 }, harmony : { name : "Wolf Pack Harmony", maxValue: 20, activeIcon : "img/ui/wolfharmony.png" }, ferocity : { name : "Wolf Pack Ferocity", maxValue: 20, activeIcon : "img/ui/wolfferocity.png" } }, "Sydney" : { important : true, love : { maxValue: 150 }, purity : { requirements : V.NPCName[28].purity > 0, maxValue : 100, minValue : 0 }, corruption : { requirements : V.NPCName[28].corruption > 0, maxValue : 50, minValue : 0 } }, "Alex" : { important : true, love : { maxValue : 100 }, lust : { maxValue : 100 }, dom : { maxValue : 100 } }, "Gwylan" : { important: V.gwylanSeen?.includes("yearning"), love : { maxValue : (getSpecialSets(sets => sets.shop.includes("forest")).length * 2), activeIcon: V.gwylanSeen?.includes("yearning") ? "img/ui/sym_love_green.png" : "img/ui/sym_love.png", color: 'green' }, dom : { name : "Yearning", activeIcon : "img/ui/sym_yearning.png", requirements : V.gwylanSeen?.includes("yearning"), maxValue : 150, color: 'forest-green' } }, "Mason" : { love : { maxValue : 50 } }, "Darryl" : { love : { maxValue : 50 } }, "River" : { love : { maxValue : 50 } }, "Sam" : { love : { maxValue : 50 } }, "Charlie" : { love : { maxValue : 50 } }, "Wren" : { love : { maxValue : 50 } }, "Zephyr" : { love : { maxValue : 100 }, dom : { maxValue : 50 } }, "Ivory Wraith" : { lust : { name: "Obsession", activeIcon : (V.wraith && (V.wraith.state == "haunt" || V.wraith.state == "despair") ? "img/ui/obsessionblood.png" : "img/ui/obsession.png"), inactiveIcon : "img/ui/obsessionempty.png", maxValue : 20 } } }; /* This list dictates the order that the important NPCs will show up in on the social menu screen */ T.importantNpcOrder = ["Robin", "Whitney", "Eden", "Kylar", "Sydney", "Avery", "Great Hawk", "Black Wolf", "Alex"]; if (V.gwylanSeen?.includes("yearning")) T.importantNpcOrder.pushUnique("Gwylan"); T.specialNPCs = ["Ivory Wraith"]; /* this list is sorted */ T.importantNPCs = T.importantNpcOrder.map(name => V.NPCName[V.NPCNameList.indexOf(name)]); /* this list is unsorted */ T.otherNPCs = V.NPCName.filter(npc => !T.importantNpcOrder.includes(npc.nam) && !T.specialNPCs.includes(npc.nam)); /* sorting takes the lower value and puts it first, so if a < b, a goes first. */ /* yes, this works on words, somehow. it's math shit, but it works. read a book if necessary. */ T.otherNPCs.sort((a,b) => a.nam - b.nam); <</script>> <</silently>> <br> <span class="gold">Primary Relationships</span> <div id="npc-relations" class="relation-box-list"> <<set _initNPC to 0>> <<for _k = 0; _k lt _importantNPCs.length; _k++>> <<relation-box _importantNPCs[_k] _npcConfig[_importantNPCs[_k].nam]>> <<set _initNPC += _npcData.init>> <</for>> </div> <<if _initNPC is 0>> //No primary relationships// <br> <</if>> <br> <span class="gold">People of Interest</span> <div id="secondary-npcs" class="relation-box-list"> <<set _initNPC to 0>> <<for _k= 0; _k lt _otherNPCs.length; _k++>> <<relation-box _otherNPCs[_k] _npcConfig[_otherNPCs[_k].nam]>> <<set _initNPC += _npcData.init>> <</for>> <<for _ik= 0; _ik lt _specialNPCs.length; _ik++>> <<set $_npc to $NPCName[$NPCNameList.indexOf(_specialNPCs[_ik])]>> <<relation-box $_npc _npcConfig[_specialNPCs[_ik]]>> <<set _initNPC += _npcData.init>> <</for>> </div> <<if _initNPC is 0>> //No secondary relationships// <br> <</if>> <br> <span class="gold">Reputation</span> <div id="faction-reputations" class="relation-box-list"> <<silently>> /* Police config */ <<set _policeCrimeConfig = { currentValue : crimeSumHistory(), preText: 'The police ', states : [ { requiredValue: 0, color: 'green', description: 'aren\'t concerned with you,'}, { requiredValue: 1000, color: 'teal', description: 'have you on their records,'}, { requiredValue: 2000, color: 'lblue', description: 'consider you a person of interest,'}, { requiredValue: 3000, color: 'blue', description: 'consider you a troublemaker,'}, { requiredValue: 5000, color: 'purple', description: 'consider you a criminal,'}, { requiredValue: 10000, color: 'pink', description: 'have a binder devoted to you,'}, { requiredValue: 30000, color: 'red', description: 'have a filing cabinet devoted to you,'} ]}>> <<set _policeEvidenceConfig = { currentValue : crimeSumHistory(), secondaryValue : crimeSumCurrent(), states : [ { requiredValue: 0, secondaryStates : [ { requiredValue: 0, color: 'green', description: 'and have no evidence linking you to any crime.'}, { requiredValue: 1, color: 'teal', description: 'despite having a little evidence linking you to crime.'}, ]}, { requiredValue: 1000, secondaryStates : [ { requiredValue: 0, color: 'green', description: 'but lack enough evidence for an arrest.'}, { requiredValue: 1000, color: 'pink', description: 'and have enough evidence for an arrest.'}, { requiredValue: 5000, color: 'red', description: 'and have more than enough evidence for an arrest.'}, ]} ]}>> <<set _policeBoxConfig = { name : "Police", icon : "img/misc/icon/police.png", description: "<<relation-text _policeCrimeConfig>> <<relation-text _policeEvidenceConfig>>"}>> /* Orphanage */ <<set _orphanageMoodConfig = { currentValue: $orphan_hope, secondaryValue: $orphan_reb, preText: 'The atmosphere in the orphanage is ', states : [ { requiredValue: -100, secondaryStates : [ { requiredValue: -100, color: 'pink', description: 'hopeless.'}, { requiredValue: -40, color: 'pink', description: 'crestfallen.'}, { requiredValue: -10, color: 'pink', description: 'unhappy.'}, { requiredValue: 10, color: 'pink', description: 'spiteful.'}, { requiredValue: 40, color: 'def', description: 'vengeful.'}, ]}, { requiredValue: -40, secondaryStates : [ { requiredValue: -100, color: 'purple', description: 'morose.'}, { requiredValue: -40, color: 'purple', description: 'dispirited.'}, { requiredValue: -10, color: 'purple', description: 'resigned.'}, { requiredValue: 10, color: 'purple', description: 'disobedient.'}, { requiredValue: 40, color: 'def', description: 'unruly.'}, ]}, { requiredValue: -10, secondaryStates : [ { requiredValue: -100, color: 'blue', description: 'obedient.'}, { requiredValue: -40, color: 'blue', description: 'compliant.'}, { requiredValue: -10, color: 'blue', description: 'calm.'}, { requiredValue: 10, color: 'blue', description: 'subversive.'}, { requiredValue: 40, color: 'def', description: 'defiant.'}, ]}, { requiredValue: 10, secondaryStates : [ { requiredValue: -100, color: 'teal', description: 'enduring.'}, { requiredValue: -40, color: 'teal', description: 'unresistant.'}, { requiredValue: -10, color: 'teal', description: 'optimistic.'}, { requiredValue: 10, color: 'teal', description: 'rebellious.'}, { requiredValue: 40, color: 'def', description: 'mutinous.'}, ]}, { requiredValue: 40, secondaryStates : [ { requiredValue: -100, color: 'green', description: 'kind.'}, { requiredValue: -40, color: 'green', description: 'friendly.'}, { requiredValue: -10, color: 'green', description: 'hopeful.'}, { requiredValue: 10, color: 'green', description: 'idealistic.'}, { requiredValue: 40, color: 'def', description: 'revolutionary.'}, ]}, ]}>> <<set _orphanageBoxConfig = { name : "Orphanage", icon : "img/misc/icon/orphanage.png", description: "<<relation-text _orphanageMoodConfig>>"}>> /* School config */ <<set _teacherRepConfig = { currentValue: $delinquency, preText: 'You are considered ', postText: ' by the teachers.', states : [ { requiredValue: 0, color: 'green', description: 'an ideal student'}, { requiredValue: 10, color: 'teal', description: 'a normal student'}, { requiredValue: 200, color: 'lblue', description: 'a bad student'}, { requiredValue: 400, color: 'blue', description: 'a delinquent'}, { requiredValue: 600, color: 'purple', description: 'a delinquent'}, { requiredValue: 800, color: 'pink', description: 'a delinquent'}, { requiredValue: 1000, color: 'red', description: 'a terror'} ]}>> <<set _studentRepConfig = { currentValue: $cool, preText: 'Your fellow students think you\'re ', states : [ { requiredValue: 0, color: 'red', preText: 'Your fellow students ', description: 'avoid you.'}, { requiredValue: 40, color: 'pink', description: 'odd.'}, { requiredValue: 80, color: 'purple', description: 'dorky.'}, { requiredValue: 120, color: 'blue', description: 'ok.'}, { requiredValue: 160, color: 'lblue', description: 'cool.'}, { requiredValue: 240, color: 'teal', description: 'very cool.'}, { requiredValue: 400, color: 'green', preText: 'Your fellow students ', description: 'aspire to be seen with you.'} ]}>> <<set _teacherBoxConfig = { name : "Teachers", icon : "img/misc/icon/school.png", description: "<<relation-text _teacherRepConfig>> <<statbar 0 $delinquency 1000>>"}>> <<set _studentBoxConfig = { name : "Students", icon : "img/misc/icon/schoolnew.png", description: "<<relation-text _studentRepConfig>> <<statbarinverted $cool $coolmax>>"}>> /*Crossdressing*/ <<if $schoolrep.crossdress neq 0>> <<set _crossdressing to $player.gender isnot $player.sex ? "presumed crossdressing" : "crossdressing exploits">> <<set _knows to $player.gender isnot $player.sex ? "believes" : "knows">> <<set _crossdressRepConfig = { currentValue: $schoolrep.crossdress, states : [ { requiredValue: 1, color: 'lblue', description: `A few cliques at school whisper amongst themselves about your ${_crossdressing}. Few believe it.`}, { requiredValue: 2, color: 'blue', description: `A rumour has taken root at school. Some say you're a crossdresser.`}, { requiredValue: 3, color: 'purple', description: `Students gossip about your supposed crossdressing, though most think it only a joke.`}, { requiredValue: 4, color: 'pink', description: `Everyone at school has heard the rumours of your ${_crossdressing}.`}, { requiredValue: 5, color: 'red', description: `Everyone at school ${_knows} that you crossdress, including the teachers.`} ]}>> <<set _crossdressBoxConfig = { name : "Crossdressing", description : '<<relation-text _crossdressRepConfig>>'}>> <</if>> /*Herm*/ <<if $schoolrep.herm neq 0>> <<set _hermRepConfig = { currentValue: $schoolrep.herm, states : [ { requiredValue: 1, color: 'lblue', description: 'A few cliques at school gossip about a student with both boy and girl parts. Few believe it.'}, { requiredValue: 2, color: 'blue', description: 'Rumours of a student with both boy and girl parts have spread through the school.'}, { requiredValue: 3, color: 'purple', description: 'The school is rife with gossip about a student with both boy and girl parts.'}, { requiredValue: 4, color: 'pink', description: 'Everyone at school has heard the rumours about your unique genitalia.'}, { requiredValue: 5, color: 'red', description: 'Everyone at school has heard of your unique genitalia, including the teachers.'} ]}>> <<set _hermBoxConfig = { name : "Genitalia", description : '<<relation-text _hermRepConfig>>'}>> <</if>> /* Prison */ <<if $prison>> <<set _prisonMoodConfig = { currentValue: $prison.hope, secondaryValue: $prison.reb, preText: 'The atmosphere in the prison is ', states : [ { requiredValue: 0, secondaryStates : [ { requiredValue: 0, color: 'pink', description: 'hopeless.'}, { requiredValue: 20, color: 'pink', description: 'crestfallen.'}, { requiredValue: 40, color: 'pink', description: 'unhappy.'}, { requiredValue: 60, color: 'pink', description: 'spiteful.'}, { requiredValue: 80, color: 'def', description: 'vengeful.'}, ]}, { requiredValue: 20, secondaryStates : [ { requiredValue: 0, color: 'purple', description: 'morose.'}, { requiredValue: 20, color: 'purple', description: 'dispirited.'}, { requiredValue: 40, color: 'purple', description: 'resigned.'}, { requiredValue: 60, color: 'purple', description: 'disobedient.'}, { requiredValue: 80, color: 'def', description: 'unruly.'}, ]}, { requiredValue: 40, secondaryStates : [ { requiredValue: 0, color: 'blue', description: 'obedient.'}, { requiredValue: 20, color: 'blue', description: 'compliant.'}, { requiredValue: 40, color: 'blue', description: 'calm.'}, { requiredValue: 60, color: 'blue', description: 'subversive.'}, { requiredValue: 80, color: 'def', description: 'defiant.'}, ]}, { requiredValue: 60, secondaryStates : [ { requiredValue: 0, color: 'teal', description: 'enduring.'}, { requiredValue: 20, color: 'teal', description: 'unresistant.'}, { requiredValue: 40, color: 'teal', description: 'optimistic.'}, { requiredValue: 60, color: 'teal', description: 'rebellious.'}, { requiredValue: 80, color: 'def', description: 'mutinous.'}, ]}, { requiredValue: 80, secondaryStates : [ { requiredValue: 0, color: 'green', description: 'tolerant.'}, { requiredValue: 20, color: 'green', description: 'patient.'}, { requiredValue: 40, color: 'green', description: 'hopeful.'}, { requiredValue: 60, color: 'green', description: 'idealistic.'}, { requiredValue: 80, color: 'def', description: 'revolutionary.'}, ]}, ]}>> <<set _guardRepConfig = { currentValue: $prison.guards, preText: 'The guards ', states : [ { requiredValue: 0, color: 'red', description: 'have you under constant surveillance.'}, { requiredValue: 15, color: 'pink', description: 'consider you a problem.'}, { requiredValue: 30, color: 'purple', description: 'watch you.'}, { requiredValue: 45, color: 'blue', description: 'are keeping an eye on you.'}, { requiredValue: 60, color: 'lblue', description: 'expect no trouble from you.'}, { requiredValue: 80, color: 'teal', description: 'overlook you.'}, { requiredValue: 100, color: 'green', description: 'forget you are here.'} ]}>> <<set _inmateRepConfig = { currentValue: $prison.inmates, preText: 'Most fellow inmates ', states : [ { requiredValue: 0, color: 'red', description: 'see you as meat.'}, { requiredValue: 15, color: 'pink', description: 'think you\'re a fucktoy.'}, { requiredValue: 30, color: 'purple', description: 'consider you a bitch.'}, { requiredValue: 45, color: 'blue', description: 'see you as one of them.'}, { requiredValue: 60, color: 'lblue', description: 'have a good opinion of you.'}, { requiredValue: 80, color: 'teal', description: 'respect you.'}, { requiredValue: 100, color: 'green', description: 'think you\'re the boss.'} ]}>> <<set _prisonBoxConfig = { name : "Prison Atmosphere", icon : "img/misc/icon/prison_cell.png", description: "<<relation-text _prisonMoodConfig>>"}>> <<set _guardBoxConfig = { name : "Prison Guards", icon : "img/misc/icon/prison_cell.png", description: "<<relation-text _guardRepConfig>>"}>> <<set _inmateBoxConfig = { name : "Prison Inmates", icon : "img/misc/icon/prison_cell.png", description: "<<relation-text _inmateRepConfig>>"}>> <</if>> /*Docks */ <<if $dockwork gte 2>> <<set _dockRepConfig = { currentValue: $dockstatus, preText: 'The other workers ', states : [ { requiredValue: 0, color: 'purple', description: 'view you with contempt.'}, { requiredValue: 10, color: 'blue', description: 'view you with suspicion.'}, { requiredValue: 30, color: 'lblue', description: 'tolerate you.'}, { requiredValue: 80, color: 'teal', description: 'accept you.'}, { requiredValue: 100, color: 'green', description: 'respect you.'} ]}>> <<set _dockBoxConfig = { name : "Docks", icon : "img/misc/icon/docks.png", description : '<<relation-text _dockRepConfig>>'}>> <</if>> /*Pirates */ <<set _pirateStatusConfig = { currentValue: $pirate_rank, secondaryValue: $pirate_status, preText: 'The pirates view you as ', states : [ { requiredValue: 0, secondaryStates : [ { requiredValue: 0, color: 'red', description: 'wretched scum.'}, { requiredValue: 10, color: 'pink', description: 'worthless scum.'}, { requiredValue: 30, color: 'pink', description: 'pathetic scum.'}, { requiredValue: 50, color: 'pink', description: 'sloppy scum.'}, { requiredValue: 70, color: 'pink', description: 'endearing scum.'}, { requiredValue: 90, color: 'purple', description: 'scum no longer.'}, ]}, { requiredValue: 1, secondaryStates : [ { requiredValue: 0, color: 'blue', description: 'a scummy mate.'}, { requiredValue: 10, color: 'blue', description: 'a useless mate.'}, { requiredValue: 30, color: 'blue', description: 'an untested mate.'}, { requiredValue: 50, color: 'blue', description: 'a second-class mate.'}, { requiredValue: 70, color: 'blue', description: 'a mate in good standing.'}, { requiredValue: 90, color: 'lblue', description: 'a first-class mate.'}, ]}, ]}>> <<set _pirateBoxConfig = { name : "Pirate Rank", icon : "img/misc/icon/mer.png", description: "<<relation-text _pirateStatusConfig>>"}>> <</silently>> <<relation-box-simple _policeBoxConfig>> <<relation-box-simple _orphanageBoxConfig>> <<relation-box-simple _teacherBoxConfig>> <<relation-box-simple _studentBoxConfig>> <<if $schoolrep.crossdress neq 0>> <<relation-box-simple _crossdressBoxConfig>> <</if>> <<if $schoolrep.herm neq 0>> <<relation-box-simple _hermBoxConfig>> <</if>> <<if $prison>> <<relation-box-simple _guardBoxConfig>> <<relation-box-simple _inmateBoxConfig>> <<relation-box-simple _prisonBoxConfig>> <</if>> <<if $dockwork gte 2>> <<relation-box-simple _dockBoxConfig>> <</if>> <<if $pirate_rank gte 0>> <<relation-box-simple _pirateBoxConfig>> <</if>> <<relation-box-wolves>> </div> <<if $farm_stage gte 2>> <<silently>> /* Farm Animals */ /*Horses*/ <<switch $settings.beastMaleChance>> <<case 100>> <<set _people to "boys">> <<set _cowpeople to "bullboys">> <<case 0>> <<set _people to "girls">> <<set _cowpeople to "cowgirls">> <<default>> <<set _people to "people">> <<set _cowpeople to "cowgirls and bullboys">> <</switch>> <<set _farmHorseRepConfig = { currentValue: $farm.beasts.horses, preText: `The ${$settings.monsterChance is 100 ? 'centaurs ' : 'steeds '}`, postText: ' you.', states: [ { requiredValue: -100, color: 'pink', description: 'see you as a fucktoy.', postText: ' '}, { requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'}, { requiredValue: -5, color: '', description: 'are wary of'}, { requiredValue: 5, color: 'lblue', description: 'trust'}, { requiredValue: 20, color: 'green', description: 'respect'} ]}>> /*Pigs*/ <<set _farmPigRepConfig = { currentValue: $farm.beasts.pigs, preText: `The ${$settings.monsterChance is 100 ? 'pig' + _people : 'pigs '}`, postText: ' you.', states: [ { requiredValue: -100, color: 'pink', description: 'see you as a fucktoy.', postText: ' '}, { requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'}, { requiredValue: -5, color: '', description: 'are wary of'}, { requiredValue: 5, color: 'lblue', description: 'trust'}, { requiredValue: 20, color: 'green', description: 'respect'} ]}>> /*Cattle*/ <<set _farmCattleRepConfig = { currentValue: $farm.beasts.cattle, preText: `The ${$settings.monsterChance is 100 ? _cowpeople : 'cattle '}`, postText: ' you.', states: [ { requiredValue: -100, color: 'pink', description: 'see you as an annoyance.', postText: ' '}, { requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'}, { requiredValue: -5, color: '', description: 'are wary of'}, { requiredValue: 5, color: 'lblue', description: 'trust'}, { requiredValue: 20, color: 'green', description: 'respect'} ]}>> /*Dogs*/ <<set _farmDogRepConfig = { currentValue: $farm.beasts.dogs, preText: `The ${$settings.monsterChance is 100 ? 'dog' + _people : 'dogs '}`, postText: ' you.', states: [ { requiredValue: -100, color: 'pink', description: 'see you as a fucktoy.', postText: ' '}, { requiredValue: -20, color: 'purple', description: 'have little respect', postText: ' for you.'}, { requiredValue: -5, color: '', description: 'are wary of'}, { requiredValue: 5, color: 'lblue', description: 'trust'}, { requiredValue: 20, color: 'green', description: 'respect'} ]}>> <<set _farmHorseBoxConfig = { name: "Horses", icon : "img/misc/icon/horse.png", description : '<<relation-text _farmHorseRepConfig>>'}>> <<set _farmPigBoxConfig = { name: "Pigs", icon : "img/misc/icon/pig.png", description : '<<relation-text _farmPigRepConfig>>'}>> <<set _farmCattleBoxConfig = { name: "Cattle", icon : "img/misc/icon/cow.png", description : '<<relation-text _farmCattleRepConfig>>'}>> <<set _farmDogBoxConfig = { name: "Dogs", icon : "img/misc/icon/dog.png", description : '<<relation-text _farmDogRepConfig>>'}>> <<if $farm_stage gte 5>> /* Farm Sabotage */ <<set _farmSabotageConfig = { currentValue: $farm.aggro, states: [ { requiredValue: 0, color: 'green', description: 'The farm is peaceful.'}, { requiredValue: 1, color: 'teal', description: 'Strange people have been seen watching the farm.'}, { requiredValue: 10, color: 'lblue', description: 'Signs of intrusion have been found around the farm.'}, { requiredValue: 20, color: 'blue', description: 'Something is spooking the beasts of the farm.'}, { requiredValue: 40, color: 'purple', description: 'The farm is being sabotaged at night.'}, { requiredValue: 60, color: 'pink', description: 'The farm is being sabotaged, day and night.'}, { requiredValue: 100, color: 'red', description: 'Remy\'s goons operate in the open, sabotaging the farm and its business.'}, ]}>> <<set _farmSabotageBoxConfig = { name: "Farm Safety", icon : "img/misc/icon/barn.png", description : '<<relation-text _farmSabotageConfig>>'}>> <</if>> <</silently>> <br> <span class="gold">Farm Status</span> <div id="farm-status" class="relation-box-list"> <<relation-box-simple _farmHorseBoxConfig>> <<relation-box-simple _farmPigBoxConfig>> <<relation-box-simple _farmCattleBoxConfig>> <<relation-box-simple _farmDogBoxConfig>> <<if $farm_stage gte 5>> <<relation-box-simple _farmSabotageBoxConfig>> <</if>> </div> <</if>> <br> <span class="gold">Fame</span> <div id="global-recognition" class="relation-box-list"> <<silently>> <<set _fameStates = [ { requiredValue: 0, color: 'green', description: ' Unknown'}, { requiredValue: 30, color: 'teal', description: ' Obscure'}, { requiredValue: 100, color: 'lblue', description: ' Low-key'}, { requiredValue: 200, color: 'blue', description: ' Known'}, { requiredValue: 400, color: 'purple', description: ' Recognised'}, { requiredValue: 600, color: 'pink', description: ' Famous'}, { requiredValue: 1000, color: 'red', description: ' Notorious _config.flavorText'} ]>> <<set _inverseFameStates = [ { requiredValue: 0, color: 'red', description: ' Unknown'}, { requiredValue: 30, color: 'pink', description: ' Obscure'}, { requiredValue: 100, color: 'purple', description: ' Low-key'}, { requiredValue: 200, color: 'blue', description: ' Known'}, { requiredValue: 400, color: 'lblue', description: ' Recognised'}, { requiredValue: 600, color: 'teal', description: ' Famous'}, { requiredValue: 1000, color: 'green', description: ' Notorious _config.flavorText'} ]>> <<set _sexFameConfig = { currentValue: $fame.sex, preText: 'Sex:', flavorText: 'slut', states: _fameStates }>> <<set _prostitutionFameConfig = { currentValue: $fame.prostitution, preText: 'Prostitution:', flavorText: 'whore', states: _fameStates }>> <<set _rapeFameConfig = { currentValue: $fame.rape, preText: 'Rape:', flavorText: 'fucktoy', states: _fameStates }>> <<if $settings.bestialityEnabled>> <<set $_pre to "Bestiality:">> <<set $_flavor to "bitch">> <<else>> <<set $_pre to "Monster People:">> <<set $_flavor to "monster fucker">> <</if>> <<set _bestialityFameConfig = { currentValue: $fame.bestiality, preText: $_pre, flavorText: $_flavor, states: _fameStates }>> <<set _exhibitionismFameConfig = { currentValue: $fame.exhibitionism, preText: 'Exhibitionism:', flavorText: 'flaunter', states: _fameStates }>> <<if $fame.pregnancy gte 600>> <<set $_name to "broodmother">> <<elseif $fame.pregnancy gte 200>> <<set $_name to "breeder">> <<else>> <<set $_name to "mother">> <</if>> <<set _pregnancyFameConfig = { currentValue: $fame.pregnancy, preText: 'Pregnancy:', flavorText: $_name, states: _fameStates }>> <<if $fame.impreg gte 600>> <<set $_name to "allfather">> <<elseif $fame.impreg gte 200>> <<set $_name to "sire">> <<else>> <<set $_name to "inseminator">> <</if>> <<set _impregFameConfig = { currentValue: $fame.impreg, preText: 'Pregnancy:', flavorText: $_name, states: _fameStates }>> <<set _combatFameConfig = { currentValue: $fame.scrap, preText: 'Combat:', flavorText: 'scrapper', states: _inverseFameStates }>> <<set _kindnessFameConfig = { currentValue: $fame.good, preText: 'Kindness:', flavorText: 'do-gooder', states: _inverseFameStates }>> <<set _businessFameConfig = { currentValue: $fame.business, preText: 'Business:', flavorText: 'entrepreneur', states: _inverseFameStates }>> <<set _socialFameConfig = { currentValue: $fame.social, preText: 'Socialite:', flavorText: 'schmoozer', states: _inverseFameStates }>> <<set _modelFameConfig = { currentValue: $fame.model, preText: 'Modelling:', flavorText: 'show off', states: _inverseFameStates }>> <<set _overallFameConfig = { currentValue: fameTotal(), preText: 'Overall:', flavorText: '', states: [ { requiredValue: 0, color: 'green', description: ' Unknown'}, { requiredValue: 100, color: 'teal', description: ' Obscure'}, { requiredValue: 500, color: 'lblue', description: ' Low-key'}, { requiredValue: 1000, color: 'blue', description: ' Known'}, { requiredValue: 2000, color: 'purple', description: ' Recognised'}, { requiredValue: 3000, color: 'pink', description: ' Famous'}, { requiredValue: 4000, color: fameSum('business', 'good', 'social', 'model') > 4000 ? 'green' : 'red', description: ' Notorious'} ]}>> <<set _sexFameBoxConfig = { description : '<<relation-text _sexFameConfig>>' }>> <<set _prostitutionFameBoxConfig = { description : '<<relation-text _prostitutionFameConfig>>' }>> <<set _rapeFameBoxConfig = { description : '<<relation-text _rapeFameConfig>>' }>> <<set _bestialityFameBoxConfig = { description : '<<relation-text _bestialityFameConfig>>' }>> <<set _exhibitionismFameBoxConfig = { description : '<<relation-text _exhibitionismFameConfig>>' }>> <<set _pregnancyFameBoxConfig = { description : '<<relation-text _pregnancyFameConfig>>' }>> <<set _combatFameBoxConfig = { description : '<<relation-text _combatFameConfig>>' }>> <<set _kindnessFameBoxConfig = { description : '<<relation-text _kindnessFameConfig>>' }>> <<set _businessFameBoxConfig = { description : '<<relation-text _businessFameConfig>>' }>> <<set _socialFameBoxConfig = { description : '<<relation-text _socialFameConfig>>' }>> <<set _modelFameBoxConfig = { description : '<<relation-text _modelFameConfig>>' }>> <<set _overallFameBoxConfig = { description : '<<relation-text _overallFameConfig>>' }>> <</silently>> <<relation-box-simple _sexFameBoxConfig>> <<relation-box-simple _prostitutionFameBoxConfig>> <<relation-box-simple _rapeFameBoxConfig>> <<relation-box-simple _bestialityFameBoxConfig>> <<relation-box-simple _exhibitionismFameBoxConfig>> <<if $fame.model gte 1>> <<relation-box-simple _modelFameBoxConfig>> <</if>> <<relation-box-simple _pregnancyFameBoxConfig>> <<relation-box-simple _combatFameBoxConfig>> <<relation-box-simple _kindnessFameBoxConfig>> <<relation-box-simple _businessFameBoxConfig>> <<relation-box-simple _socialFameBoxConfig>> <<relation-box-simple _overallFameBoxConfig>> <div class="relation-box" @style="(_boxConfig.style || '')"> <div class="relation-description"> The townsfolk know you as <span class="teal"><<overworld_nickname>>.</span> Those in the criminal underworld call you <span class="pink"><<underworld_nickname>>.</span> </div> </div> </div> <br> </div> <br> <</widget>><<widget "statistics">> <<foldout false "_virginitiesFoldout">> <span class="gold">Virginities</span> <<run ["vaginal", "penile", "anal", "oral", "handholding", "kiss"].forEach(type => { if ($player.virginity[type] is true) { T[type + "VirginityColour"] = "gold"; } else if (isPossibleLoveInterest($player.virginity[type])) { T[type + "VirginityColour"] = "lewd"; if ($player.virginityDetails and $player.virginityDetails?.[type]?.consensual is false) T[type + "VirginityColour"] = "red"; } else if ($player.virginityDetails and $player.virginityDetails?.[type]?.consensual isnot undefined) { T[type + "VirginityColour"] = $player.virginityDetails?.[type]?.consensual ? "green" : "red"; } else { T[type + "VirginityColour"] = ""; } })>> <<if $player.vaginaExist or $player.virginity.vaginal isnot true>> Vaginal virginity: <span @class="_vaginalVirginityColour"><<print ($player.virginity.vaginal is true ? "Present" : "Taken by " + ($player.virginity.vaginal is false ? "unknown" : $player.virginity.vaginal))>></span> <<virginityToolTip $player.virginityDetails.vaginal $player.virginity.vaginal "pc" "vaginal">> <br> <</if>> <<if $player.penisExist or $player.virginity.penile isnot true>> Penile virginity: <span @class="_penileVirginityColour"><<print ($player.virginity.penile is true ? "Present" : "Taken by " + ($player.virginity.penile is false ? "unknown" : $player.virginity.penile))>></span> <<virginityToolTip $player.virginityDetails.penile $player.virginity.penile "pc" "penile">> <br> <</if>> Anal virginity: <span @class="_analVirginityColour"><<print ($player.virginity.anal is true ? "Present" : "Taken by " + ($player.virginity.anal is false ? "unknown" : $player.virginity.anal))>></span> <<virginityToolTip $player.virginityDetails.anal $player.virginity.anal "pc" "penile">> <br> Oral virginity: <span @class="_oralVirginityColour"><<print ($player.virginity.oral is true ? "Present" : "Taken by " + ($player.virginity.oral is false ? "unknown" : $player.virginity.oral))>></span> <<virginityToolTip $player.virginityDetails.oral $player.virginity.oral "pc" "oral">> <br> Handholding virginity: <span @class="_handholdingVirginityColour"><<print ($player.virginity.handholding is true ? "Present" : "Taken by " + ($player.virginity.handholding is false ? "unknown" : $player.virginity.handholding))>></span> <<virginityToolTip $player.virginityDetails.handholding $player.virginity.handholding "pc" "handholding">> <br> First kiss: <span @class="_kissVirginityColour"><<print ($player.virginity.kiss is true ? "Present" : "Taken by " + ($player.virginity.kiss is false ? "unknown" : $player.virginity.kiss))>></span> <<virginityToolTip $player.virginityDetails.kiss $player.virginity.kiss "pc" "kiss">> <br> <<if $temple_rank isnot undefined and $temple_rank isnot "prospective">> Temple vow: <<print ($player.virginity.temple is true ? "Unbroken" : "Broken by " + ($player.virginity.temple is false ? "unknown" : $player.virginity.temple))>> <br> <</if>> <br> <</foldout>> <<foldout false "_virginitiesTakenFoldout">> <span class="gold">Virginities taken</span> Total: <<print Object.values(V.virginTaken).flat().length>> <br> <!-- For each individual virginity type, the number is named and unnamed combined, but the list of names has unnamed npcs filtered out. --> <<run ["vaginal", "penile", "anal", "oral", "handholding", "kiss"].forEach((virginity) => { const virginityNamed = `${virginity}Named`; T[virginityNamed] = []; /* _vaginalNamed, _penileNamed, ... */ for (const name of V.virginTaken[virginity]) { if (!V.NPCNameList.includes(name)) continue; const details = C.npc[name].virginityDetails?.[virginity]; let colour = ''; if (setup.loveInterestNpc.includes(name) && (!details || details.consensual !== false)) { colour = "lewd"; } else if (details && details.consensual != null) { colour = details.consensual ? "green" : "red"; } const nameText = `<span class="${colour}">${name}</span>`; const detailsArg = details ? `\`C.npc['${name}'].virginityDetails.${virginity}\`` : ''; T[virginityNamed].push(`${nameText}<<virginityToolTip ${detailsArg} ${name} "npc" ${virginity}>>`); } })>> Vaginal: $virginTaken.vaginal.length<<print (_vaginalNamed.length gte 1 ? ", including: " + _vaginalNamed.join(', ') : "")>> <br> Penile: $virginTaken.penile.length<<print (_penileNamed.length gte 1 ? ", including: " + _penileNamed.join(', ') : "")>> <br> Anal: $virginTaken.anal.length<<print (_analNamed.length gte 1 ? ", including: " + _analNamed.join(', ') : "")>> <br> Oral: $virginTaken.oral.length<<print (_oralNamed.length gte 1 ? ", including: " + _oralNamed.join(', ') : "")>> <br> First hands held: $virginTaken.handholding.length<<print (_handholdingNamed.length gte 1 ? ", including: " + _handholdingNamed.join(', ') : "")>> <br> First kisses: $virginTaken.kiss.length<<print (_kissNamed.length gte 1 ? ", including: " + _kissNamed.join(', ') : "")>> <br><br> <</foldout>> <<foldout false "_jobsFoldout">> <span class="gold">Jobs</span> Danced: $dancestat <br> Drinks served: $drinksservedstat <br> Tables served: $tablesservedstat <br> Whored yourself: $prostitutionstat <br> <<if $gamemode isnot "soft">> Forcibly whored out: $forcedprostitutionstat <br> <</if>> <<if statChange.timeTrackingTotal("docks")>> Hours worked on the docks: <<print statChange.timeTrackingTotal("docks")>> <br> <</if>> Buns sold at the cafe: $bunstat <br> Most "cream" produced: <<print parseFloat($creamstat.toFixed(1))>> mL <br> Smugglers intercepted: $smuggler_stolen_stat <br> Tasks performed at the pub: $pub_task_stat <br> Produce sold: $produce_sold <br> <<if $farmersProduce>> Produce sold in bulk: $farmersProduce.totalSold <br> <</if>> Fertiliser used: $fertiliser.used <br> Hours worked on a farm: <<print Math.trunc($farm_shift / 60)>> <br> Cattle milked: $cattle_milked <br> Clients serviced as a masseur: $masseur_stat <br> Wild plants picked: $wild_plant_stat <br> Aphrodisiacs sold: $stat_aphrodisiacs_sold <br> <<if $brothelVending and $brothelVending.total>> Products sold at the brothel: $brothelVending.total <br> <</if>> <<if $confessionsDone>> Sins confessed: $confessionsDone <br> <</if>> <<if $confessionsTaken>> Confessions taken: $confessionsTaken <br> <</if>> <br> <</foldout>> <<foldout false "_sexFoldout">> <span class="gold">Sex</span> Number of orgasms you've experienced: $orgasmstat <br> Last orgasm: <<statisticsTimeCompare $orgasmTimeStat>> <br> <<if $ruinedOrgasmStat>> Number of ruined orgasms you've experienced: $ruinedOrgasmStat <br> Last ruined orgasm: <<statisticsTimeCompare $ruinedOrgasmTimeStat>> <br> <</if>> <<if $settings.asphyxiaLevel gte 2>> Orgasms while being choked: $chokeorgasm <br> <</if>> <<if $player.penisExist or $penilestat>> Penetrated others: $penilestat <br> Last penetrated others: <<statisticsTimeCompare $penileTimeStat>> <br> <</if>> <<if $straponstat>> Penetrated others with a strapon: $straponstat <br> <</if>> <<if $player.penisExist or $penileejacstat>> Ejaculated in others: $penileejacstat <br> Last ejaculated in others: <<statisticsTimeCompare $penileEjacTimeStat>> <br> <</if>> <<if $player.vaginaExist>> Vaginally penetrated: $vaginalstat <br> Last vaginally penetrated: <<statisticsTimeCompare $vaginalTimeStat>> <br> Ejaculated in vaginally: $vaginalejacstat <br> Last ejaculated in vaginally: <<statisticsTimeCompare $vaginalEjacTimeStat>> <br> <</if>> <<if $settings.analEnabled>> Anally penetrated: $analstat <br> Last anally penetrated: <<statisticsTimeCompare $analTimeStat>> <br> Ejaculated in anally: $analejacstat <br> Last ejaculated in anally: <<statisticsTimeCompare $analEjacTimeStat>> <br> <</if>> Orally penetrated: $oralstat <br> Ejaculated in orally: $oralejacstat <br> <<if $cunnilingusstat>> Cunnilingus: $cunnilingusstat <br> <</if>> <<if $cunnilingusejacstat>> Cunnilingus ejaculations: $cunnilingusejacstat <br> <</if>> Semen swallowed: <<print Math.floor($semenswallowedstat)>> mL <<if $settings.bestialityEnabled>> <br> Animal semen swallowed: <<print Math.floor($animalsemenswallowedstat)>> mL <</if>> <br> Handjobs given: $handstat <br> Handjob ejaculations: $handejacstat <br> <<if $settings.footFetishEnabled>> Footjobs given: $feetstat <br> Footjob ejaculations: $feetejacstat <br> <</if>> Thighjobs given: $thighstat <br> Thighjob ejaculations: $thighejacstat <br> Chestjobs given: $cheststat <br> Chestjob ejaculations: $chestejacstat <br> Buttjobs given: $bottomstat <br> Buttjob ejaculations: $bottomejacstat <br> Hair ejaculated on: $hairejacstat <br> Tummy ejaculated on: $tummyejacstat <br> Neck ejaculated on: $neckejacstat <br> <<if $player.vaginaExist>> Pussy ejaculated on: $vaginalentranceejacstat <br> <</if>> Face ejaculated on: $faceejacstat <br> Total times you've been ejaculated on or in: $ejacstat <br> Gloryholes serviced: $gloryholestat <br> Masturbated: $masturbationstat <br> Last masturbated: <<statisticsTimeCompare $masturbationTimeStat>> <br> Masturbated to orgasm: $masturbationorgasmstat <br> Last masturbated to orgasm: <<statisticsTimeCompare $masturbationOrgasmTimeStat>> <br> Minutes spent masturbating: <<print Math.trunc($secondsSpentMasturbating / 60)>> <br> <<if $settings.breastFeedingEnabled>> Breast milk drank: <<print Math.floor($milk_drank_stat)>> mL <br> Breast milk produced: <<print Math.floor($milk_produced_stat)>> mL <br> <</if>> <<if $settings.plantsEnabled>> Nectar drank: <<print Math.floor($nectar_drank_stat)>> mL <br> <</if>> <<if $player.penisExist or $semen_produced_stat>> Semen produced: <<print Math.floor($semen_produced_stat)>> mL <br> <</if>> <<if $player.vaginaExist>> Lewd fluid produced: <<print Math.floor($lube_produced_stat)>> mL <br> <</if>> <<if $player.penisExist or $settings.breastFeedingEnabled or $fluid_forced_stat>> Fluid forcibly milked: <<print Math.floor($fluid_forced_stat)>> mL <br> <</if>> <<if $knot_stat isnot undefined>> Knotted: $knot_stat <br> <</if>> <<if $sextoystat isnot undefined>> Sex toys used on others: $sextoystat <</if>> <br> <<if $settings.analDoubleEnabled and $analdoublestat isnot undefined>> Double anally penetrated: $analdoublestat <br> <</if>> <<if $settings.vaginalDoubleEnabled and $vaginaldoublestat isnot undefined>> Double vaginally penetrated: $vaginaldoublestat <br> <</if>> <<if $settings.watersportsEnabled>> Urinated on: $urinestat <br> <</if>> <br> <</foldout>> <<if $gamemode isnot "soft">> <<foldout false "_violenceFoldout">> <span class="gold">Violence</span> Molested: $moleststat <br> Last molested: <<statisticsTimeCompare $molestTimeStat>> <br> Raped: $rapestat <br> Last raped: <<statisticsTimeCompare $rapeTimeStat>> <br> <<if $settings.bestialityEnabled>> Raped by animals: $beastrapestat <br> <<else>> Raped by monster people: $beastrapestat <br> <</if>> <<if $settings.tentaclesEnabled>> Raped by tentacle monsters: $tentaclerapestat <br> <</if>> <<if $settings.voreEnabled>> Swallowed: $swallowedstat <br> <</if>> <<if $settings.parasitesEnabled>> Parasites hosted: $parasitestat <br> <</if>> Been hit: $hitstat <br> Hit others: $attackstat <br> Pepper spray used: $spraystat <br> <<if C.npc.Eden.init>> Practise shots fired with Eden: $stat_shoot <br> <</if>> Machines disabled: $machine_stat <br> <<if $settings.lurkersEnabled>> Lurkers captured: $stat_lurkers_captured <br><br> <</if>> <</foldout>> <</if>> <<foldout false "_datesFoldout">> <span class="gold">Dates</span> <<if $dateCount.Total lte 0>> You haven't gone on any dates!<br> <<else>> Total Dates: $dateCount.Total <br> <<if $dateCount.Robin gte 1>> Dates with Robin: $dateCount.Robin <br> <</if>> <<if $dateCount.Whitney gte 1>> Dates with Whitney: $dateCount.Whitney <br> <</if>> <<if $dateCount.Kylar gte 1>> Dates with Kylar: $dateCount.Kylar <br> <</if>> <<if $dateCount.Eden gte 1>> Dates with Eden: $dateCount.Eden <br> <</if>> <<if $dateCount.Avery gte 1>> Dates with Avery: $dateCount.Avery <br> <</if>> <<if $dateCount.BlackWolfHunts gte 1>> Hunts with the Black Wolf: $dateCount.BlackWolfHunts <br> <</if>> <<if $dateCount.GreatHawkHunts gte 1>> Hunts with the Great Hawk: $dateCount.GreatHawkHunts <br> <</if>> <<if $dateCount.GreatHawkCasual gte 1>> Casual flights with the Great Hawk: $dateCount.GreatHawkCasual <br> <</if>> <<if $dateCount.Alex gte 1>> Dates with Alex: $dateCount.Alex <br> <</if>> <<if $dateCount.Sydney gte 1>> Dates with Sydney: $dateCount.Sydney <br> <</if>> <<if $dateCount.Gwylan gte 1>> Dates with Gwylan: $dateCount.Gwylan <br> <</if>> <<if $dateCount.GwylanSex gte 1>> Intimate rituals with Gwylan: $dateCount.GwylanSex <br> <</if>> <</if>> <br> <</foldout>> <<foldout false "_pregnancyFoldout">> <span class="gold">Pregnancy</span> Times given birth: <<print playerNormalPregnancyTotal()>> <br> <<if $pregnancyStats.playerVirginBirths.length>> Total virgin births: <<print $pregnancyStats.playerVirginBirths.length>> <br> <</if>> Total number of children you gave birth to: <<print $pregnancyStats.playerChildren>> <br> Total number of children you know you fathered: <<print $pregnancyStats.npcChildren>> <br> Total days knowingly being pregnant: <<print Math.floor($pregnancyStats.totalDaysPregnancyKnown)>> <br> Total number of human children: <<print $pregnancyStats.humanChildren>> <br> Total number of wolf children: <<print $pregnancyStats.wolfChildren>> <br> Total number of hawk children: <<print $pregnancyStats.hawkChildren>> <br> Children interactions: <<print $pregnancyStats.childInteractions>> <br> <!-- ToDo: Pregnancy - Move outside of commented area when interactions are added Breastfed interactions: <<print $pregnancyStats.childBreastfedInteractions>> <br> Bottlefed interactions: <<print $pregnancyStats.childBottlefedInteractions>> <br> First Word interaction: <<print $pregnancyStats.childFirstWordInteractions>> <br> --> Bottles of milk given to the orphanage: <<print $pregnancyStats.orphanageMilkBottlesTotal>> <br> Morning-after pills taken: <<print $pregnancyStats.aftermorningpills>> <br> Pregnancy tests taken: <<print $pregnancyStats.pregnancyTestsTaken>> <br> <<if $player.vaginaExist>> Vaginal parasites born: <<print $sexStats.vagina.pregnancy.parasiteBirthEvents>> <br> <</if>> Anal parasites born: <<print $sexStats.anus.pregnancy.parasiteBirthEvents>> <br><br> <</foldout>> <<foldout false "_gamblingFoldout">> <span class="gold">Gambling</span> Games of blackjack played: $estatePersistent.totalGamesPlayed <br> Games of blackjack played with betting: $estatePersistent.totalGamesPlayedWithBetting <br> Rounds of blackjack won/lost/tied: $estatePersistent.totalRoundsWon/$estatePersistent.totalRoundsLost/$estatePersistent.totalRoundsTied <br> Rounds of blackjack won/lost/tied (with bets): $estatePersistent.totalBetRoundsWon/$estatePersistent.totalBetRoundsLost/$estatePersistent.totalBetRoundsTied <br> Money won in blackjack: <<printmoney $estatePersistent.totalBetMoneyMade>> <br> Money lost in blackjack: <<printmoney $estatePersistent.totalBetMoneyLost>> <br> Money confiscated in blackjack: <<printmoney $estatePersistent.totalMoneyConfiscated>> <br> Tips received in blackjack: <<printmoney $estatePersistent.totalTipMoneyMade>> <br> Times caught cheating: $estatePersistent.totalCaughtCheating <br> Highest blackjack streak: $estatePersistent.winStreakHighScore <<if $blackjack_played gt 0 or $blackjack_won gt 0>> <br> Rounds of old blackjack played/won: $blackjack_played/$blackjack_won <</if>> <<if $blackjack_streak_high and $blackjack_streak_high gt 0>> <br> Highest old blackjack streak: $blackjack_streak_high <</if>> <br><br> <</foldout>> <<foldout false "_detailedTablesFoldout">> <span class="gold">Detailed Stat Tables</span> <span id="moneyButton" @class="_openedTable is 'money' ? 'gold': ''"> <<button "Money">> <<set _openedTable to "money">> <<replace "#detailedStatsDiv">><<statisticsDetailedTables>><</replace>> <<addclass "#moneyButton" "gold">> <<removeclass "#produceButton" "gold">> <<removeclass "#badEndsButton" "gold">> <</button>> </span> <span id="produceButton" @class="_openedTable is 'produce' ? 'gold': ''"> <<button "Produce">> <<set _openedTable to "produce">> <<replace "#detailedStatsDiv">><<statisticsDetailedTables>><</replace>> <<removeclass "#moneyButton" "gold">> <<addclass "#produceButton" "gold">> <<removeclass "#badEndsButton" "gold">> <</button>> </span> <span id="badEndsButton" @class="_openedTable is 'badEnd' ? 'gold': ''"> <<if $badEndStats.length>> <<button "Bad Ends">> <<set _openedTable to "badEnd">> <<replace "#detailedStatsDiv">><<statisticsDetailedTables>><</replace>> <<removeclass "#moneyButton" "gold">> <<removeclass "#produceButton" "gold">> <<addclass "#badEndsButton" "gold">> <</button>> <</if>> </span> <div id="detailedStatsDiv"><<statisticsDetailedTables>></div> <</foldout>> <<foldout false "_miscFoldout">> <span class="gold">Miscellaneous</span> <<if $gamemode isnot "soft">> Rescued: $rescued <br> <</if>> Clothing stripped: $clothesstripstat <br> Clothing ruined: $clothesruinstat <br> Passed out: $passoutstat <br> Last passed out: <<statisticsTimeCompare $passoutTimeStat>> <br> Distinctions won: $distinction_stat <br> Hours slept: $sleepStat <br> Underwear stolen: $stat_panties_stolen <br> Sentenced with community service: $stat_police.community <br> Sentenced with the pillory: $stat_police.pillory <br> Days in prison: $stat_police.prison <br> Hypnotised: $hypnotised <<if $wraith.possessCount>> <br> Possessed: $wraith.possessCount <</if>> <br> School lessons missed: <<print Object.values($schoolLessonsMissed).reduce((x, y) => x + y)>> <mouse class="tooltip linkBlue">(?)<span>Bad math in earlier versions of the game may mean these stats are inaccurate before version '0.4.0.0'</span></mouse> <br> Science lessons missed: $schoolLessonsMissed.science <br> Maths lessons missed: $schoolLessonsMissed.maths <br> Housekeeping lessons missed: $schoolLessonsMissed.housekeeping <br> English lessons missed: $schoolLessonsMissed.english <br> History lessons missed: $schoolLessonsMissed.history <br> Swimming lessons missed: $schoolLessonsMissed.swimming <br> <<if $earSlimeDaysStat>> Days with an ear slime: $earSlimeDaysStat <br> <</if>> <<if $earSlime.days>> Days with the current ear slime: $earSlime.days <br> <</if>> <<if $earSlimePassiveDaysStat>> Most days with a passive ear slime: $earSlimePassiveDaysStat <br> <</if>> <<if $whitney_smoke gte 1>> Cigarettes smoked: $whitney_smoke <br> <</if>> <<if $bird and $bird.lurkersEaten>> Lurkers eaten: $bird.lurkersEaten <br> <</if>> <<if $gwylan?.requestCount>> Gwylan's requests fulfilled: $gwylan.requestCount <br> <</if>> <<if $world_corruption_reduced and ($temple_confessor_intro or $gwylanSeen?.includes("ritual_beast"))>> Total world corruption purged: $world_corruption_reduced <br> <</if>> Total paid to Bailey: <<printmoney `$moneyStats.baileyRent?.spent or 0`>> <mouse class="tooltip linkBlue">(?)<span>Not tracked in versions '0.4.5.X' and older</span></mouse> <br> <<if $baileyRefusedToPayTotal>> Total in missed payments to Bailey: <<printmoney $baileyRefusedToPayTotalStat "red">> <mouse class="tooltip linkBlue">(?)<span>Not tracked in versions '0.4.5.X' and older</span></mouse> <br> <</if>> <br> <</foldout>> <<foldout false "_saveFoldout">> <span class="gold">Save Game Details</span> <<if $passageCount>> Total passages count: $passageCount <mouse class="tooltip linkBlue">(?)<span>Total number of times a new passage has been loaded (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older</span></mouse> <br> <</if>> <<if $passageChangesCount>> Total passage changes count: $passageChangesCount <mouse class="tooltip linkBlue">(?)<span>Total number of times a new passage has changed (Clicking on links in most cases). Passages such as the settings are excluded. Not tracked in versions '0.3.12.X' and older</span></mouse> <br> <</if>> <<if $saveDetails isnot undefined>> Normal saves count: <<print $saveDetails.slot.count>> <br> Exported saves count: <<print $saveDetails.exported.count>> <br> Auto saves count: <<print $saveDetails.auto.count>> <br> Times loaded: <<print $saveDetails.loadCount || 0>> <mouse class="tooltip linkBlue">(?)<span>Total number of times a save has been loaded, does not track repeated load times of the same save. Not tracked in versions '0.3.12.X' and older</span></mouse> <br> Play time: <<print msToTime(($saveDetails.playTime ? $saveDetails.playTime : 0) + ($saveDetails.loadTime ? new Date() - $saveDetails.loadTime : 0))>> <mouse class="tooltip linkBlue">(?)<span>Formatted into 'h:mm:ss'. Be aware that leaving the game for hours alone, then saving will have its time tracked. To avoid, save the game before ending play and then load the save when you resume play. Not tracked in versions '0.3.13.X' and older</span></mouse> <br> <</if>> <<if $saveVersions isnot undefined>> Versions played on: <br> <<for _i to 0; _i lt $saveVersions.length; _i++>> <<if _i gt 0>> <<if $saveVersions[_i].split(".")[2] is $saveVersions[_i - 1].split(".")[2]>> -- <<else>> <br> <</if>> <</if>> $saveVersions[_i] <</for>> <br> <</if>> <<if $saveVersion>> Save loaded from version: $saveVersion <</if>> <</foldout>> <</widget>> <<widget "extraStatisticsWarning">> <<if $options.skipStatisticsConfirmation is undefined>><<set $options.skipStatisticsConfirmation to false>><</if>> <h3>Extra Statistics</h3> <div id="spoilerWarning"> Are you sure you want to see these? They may contain spoilers! <br> <<link "Yes">> <<replace #customOverlayContent>><<extraStatistics>><</replace>> <</link>> &nbsp;&nbsp;&nbsp;<label><<checkbox "$options.skipStatisticsConfirmation" false true autocheck>> Don't Show Again</label> <!-- ignore the nbsp's, they're just for formatting --> </div> <</widget>> <<widget "extraStatistics">> <div id="spoilerWarningConfirmed"> <<foldout false "_stateFoldout">> <span class="gold">State</span> Pain: <<print Math.trunc($pain)>> <br> Arousal: <<print Math.trunc($arousal)>> <br> Fatigue: <<print Math.trunc($tiredness)>> <br> Stress: <<print Math.trunc($stress)>> <br> Trauma: <<print Math.trunc($trauma)>> <br> Control: <<print Math.trunc($control)>> <br> Allure: <<print Math.trunc($allure)>> <br> Alcohol: <<print Math.trunc($drunk)>> <br> Drugs: <<print Math.trunc($drugged)>> <br> Hallucinogens: <<print Math.trunc($hallucinogen)>> <br><br> <</foldout>> <<foldout false "_charFoldout">> <span class="gold">Characteristics</span> Purity: <<print Math.trunc($purity)>> <br> Beauty: <<print Math.trunc($beauty)>> <br> Physique: <<print Math.trunc($physique)>> <br> Willpower: <<print Math.trunc($willpower)>> <br> Awareness: <<print Math.trunc($awareness)>> <br> Promiscuity: <<print Math.trunc($promiscuity)>> <br> Exhibitionism: <<print Math.trunc($exhibitionism)>> <br> Deviancy: <<print Math.trunc($deviancy)>> <br> Corruption: <<print Math.trunc($earSlime.corruption)>> <br> <<if $earSlime.growth>> Growth: <<print Math.trunc($earSlime.growth)>> <br> <</if>> <<if $temple_rank is "initiate" or $temple_rank is "monk" or $temple_rank is "priest">> Grace: <<print Math.trunc($grace)>> <br> <</if>> Submissiveness: <<print Math.trunc($submissive)>> <br> Masochism: <<print Math.trunc($masochism)>> <br> Sadism: <<print Math.trunc($sadism)>> <br> Crossdresser progression: <<if $crossdressingTrait isnot undefined>> <<print Math.trunc($crossdressingTrait)>> % <<else>> 0 <</if>> <br><br> Sensitivities: <mouse class="tooltip linkBlue">(?)<span>These are arousal multipliers applied when that part of the body is stimulated.</span></mouse> <ul style="margin-top:0px;margin-left:-5px;"> <li>Mouth: <<print $mouthsensitivity.toFixed(2)>></li> <li>Breast: <<print $breastsensitivity.toFixed(2)>></li> <li>Genital: <<print $genitalsensitivity.toFixed(2)>></li> <li>Bottom: <<print $bottomsensitivity.toFixed(2)>></li> </ul> Breast growth: <<print Math.trunc(100 - ($breastgrowthtimer / 10))>>% <mouse class="tooltip linkBlue">(?)<span>Reach 100% or above to grow, 0% or below to shrink.</span></mouse> <br> Breasts can grow: <<print $player.breastsize lt $breastsizemax>> <<if $player.breastsize is $breastsizemax>> <mouse class="tooltip linkBlue">(?)<span>At max size.</span></mouse> <</if>> <br> Breasts can shrink: <<print $player.breastsize gt $breastsizemin>> <<if $player.breastsize is $breastsizemin>> <mouse class="tooltip linkBlue">(?)<span>At min size.</span></mouse> <</if>> <br> Lactating: <<print ($lactating is 1 ? "True" : "False")>> <br> <<if $lactating is 1>> Milk amount: <<print Math.trunc($milk_amount)>> <br> Milk volume: <<print Math.trunc($milk_volume)>> <br> <</if>> <<if $player.penisExist>> <<if $player.penissize gte -1>> <<set $_penisGrowthMin to 0>> <<else>> <<set $_penisGrowthMin to -400>> <</if>> <<if $player.penissize gt 0>> <<set $_penisGrowthMax to 1000>> <<elseif $player.penissize is 0>> <<set $_penisGrowthMax to 1200>> <<else>> <<set $_penisGrowthMax to 1500>> <</if>> <<set $_penisgrowthtimer to $penisgrowthtimer>> <<if $_penisGrowthMin lt 0>> <<set $_penisGrowthMax -= $_penisGrowthMin>> <<set $_penisgrowthtimer -= $_penisGrowthMin>> <</if>> <br> Penis growth: <<print Math.trunc(100 - ($_penisgrowthtimer / $_penisGrowthMax * 100))>>% <mouse class="tooltip linkBlue">(?)<span>Reach 100% or above to grow, 0% or below to shrink.</span></mouse> <br> <<if $sexStats && $sexStats.pills>> Penis can grow: <<print $player.penissize lt $penissizemax and ($player.penissize gte -1 or $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) gte 20)>> <<if $player.penissize is -2 and $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) lt 20>> <mouse class="tooltip linkBlue">(?)<span>Need to overdose on growing pills or use an urchin penis parasite.</span></mouse> <<elseif $player.penissize is $penissizemax>> <mouse class="tooltip linkBlue">(?)<span>At max size.</span></mouse> <</if>> <br> Penis can shrink: <<print $player.penissize gt $penissizemin and ($player.sex isnot "f" or $player.penissize gt 0) and ($player.penissize gte 0 or $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) lte -20)>> <<if $player.sex is "f" && $player.penissize is 0>> <mouse class="tooltip linkBlue">(?)<span>At min size for the parasite penis.</span></mouse> <<elseif $player.penissize is -1 and $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose - ($worn.genitals.type.includes("shrinking") ? 20 : 0) gt -20>> <mouse class="tooltip linkBlue">(?)<span>Need to overdose on shrinking pills or use a slime penis parasite.</span></mouse> <<elseif $player.penissize is $penissizemin>> <mouse class="tooltip linkBlue">(?)<span>At min size.</span></mouse> <</if>> <br> <</if>> Semen amount: <<print Math.trunc($semen_amount)>> <br> Semen volume: <<print Math.trunc($semen_volume)>> <br> <</if>> <br> Bottom growth: <<print Math.trunc(100 - ($bottomgrowthtimer / 10))>>% <mouse class="tooltip linkBlue">(?)<span>Reach 100% or above to grow, 0% or below to shrink.</span></mouse> <br> Bottom can grow: <<print $player.bottomsize lt $bottomsizemax>> <<if $player.bottomsize is $bottomsizemax>> <mouse class="tooltip linkBlue">(?)<span>At max size.</span></mouse> <</if>> <br> Bottom can shrink: <<print $player.bottomsize gt $bottomsizemin>> <<if $player.bottomsize is $bottomsizemin>> <mouse class="tooltip linkBlue">(?)<span>At min size.</span></mouse> <</if>> <br><br> <</foldout>> <<foldout false "_clothesFoldout">> <span class="gold">Clothes</span> <<if $worn.upper.name isnot "naked">> Upper wetness: <<print Math.trunc($upperwet)>> <br> Upper integrity: <<print Math.trunc($worn.upper.integrity)>> <br> <</if>> <<if $worn.lower.name isnot "naked">> Lower wetness: <<print Math.trunc($lowerwet)>> <br> Lower integrity: <<print Math.trunc($worn.lower.integrity)>> <br> <</if>> <<if $worn.under_upper.name isnot "naked">> Under Upper wetness: <<print Math.trunc($underupperwet)>> <br> Under Upper integrity: <<print Math.trunc($worn.under_upper.integrity)>> <br> <</if>> <<if $worn.under_lower.name isnot "naked">> Under Lower wetness: <<print Math.trunc($underlowerwet)>> <br> Under Lower integrity: <<print Math.trunc($worn.under_lower.integrity)>> <br> <</if>> <<if $worn.genitals.name isnot "naked">> <<print setup.clothes.genitals[clothesIndex('genitals',$worn.genitals)].name_cap>> integrity: <<print Math.trunc($worn.genitals.integrity)>> <br> <</if>> <br> <</foldout>> <<foldout false "_socialFoldout">> <span class="gold">Social</span> School status: <<print Math.trunc($cool)>> <br> Delinquency: <<print Math.trunc($delinquency)>> <br> Detention: <<print Math.trunc($detention)>> <br> Crime: <<print Math.trunc(crimeSumCurrent())>> <br> Orphanage hope: <<print Math.trunc($orphan_hope)>> <br> Orphanage rebelliousness: <<print Math.trunc($orphan_reb)>> <br> <<if $dockwork is 2>> Docks status: <<print Math.trunc($dockstatus)>> <br> <</if>> <<if $pound and $pound.progress gte 1>> Stray dog contentment: <<print Math.trunc($stray_happiness)>> <br> <</if>> Sex fame: <<print Math.trunc($fame.sex)>> <br> Prostitution fame: <<print Math.trunc($fame.prostitution)>> <br> Rape fame: <<print Math.trunc($fame.rape)>> <br> Bestiality fame: <<print Math.trunc($fame.bestiality)>> <br> Exhibitionism fame: <<print Math.trunc($fame.exhibitionism)>> <br> Pregnancy fame: <<print Math.trunc($fame.pregnancy)>> <br> Impregnation fame: <<print Math.trunc($fame.impreg)>> <br> Combat fame: <<print Math.trunc($fame.scrap)>> <br> Kindness fame: <<print Math.trunc($fame.good)>> <br> Business fame: <<print Math.trunc($fame.business)>> <br> <<if $debug is 1>> Pimp fame: <<print Math.trunc($fame.pimp)>> <br> <</if>> Socialite fame: <<print Math.trunc($fame.social)>> <br> Model fame: <<print Math.trunc($fame.model)>> <br> Islander language: <<if $islander_language is undefined>>0<<else>><<print Math.trunc($islander_language)>><</if>> <br><br> <</foldout>> <<foldout false "_crimeFoldout">> <span class="gold">Crime</span> <<for $_cr range Object.keys(setup.crimeNames)>> <<foldout false $_cr>> <span class="gold"><<print toTitleCase(setup.crimeNames[$_cr])>></span> <<print "Current: " + Math.trunc($crime[$_cr].current)>> <br> <<print "History: " + Math.trunc($crime[$_cr].history)>> <br> <<print "Daily: " + Math.trunc($crime[$_cr].daily)>> <br> <<print "Count: " + Math.trunc($crime[$_cr].count)>> <br> <<print "Count History: " + Math.trunc($crime[$_cr].countHistory)>> <br> <</foldout>> <</for>> <<foldout false "_crimeTotalsFoldout">> <span class="gold">Totals:</span> <<print "Current: " + crimeSumCurrent()>> <br> <<print "History: " + crimeSumHistory()>> <br> <<print "Daily: " + crimeSumDaily()>> <br> <<print "Count: " + crimeSumCount()>> <br> <<print "Count History: " + crimeSumCountHistory()>> <br> <</foldout>> <<foldout false "_crimeEventsFoldout">> <span class="gold">Crime Events:</span> <span id="statscrimeevents"><<listCrimeCheats>></span> <</foldout>> <br> <</foldout>> <<foldout false "_transformationFoldout">> <span class="gold">Transformations</span> Wolfiness: <<print Math.trunc($wolfbuild)>> (30+ for full transformation) <br> Wolf manifestation: <<print Math.trunc($wolfgirl)>> <br> Cattiness: <<print Math.trunc($catbuild)>> (50+ for full transformation) <br> Cat manifestation: <<print Math.trunc($cat)>> <br> Bovinity: <<print Math.trunc($cowbuild)>> (30+ for full transformation) <br> Cow manifestation: <<print Math.trunc($cow)>> <br> <<if $hallucinations gte 2 or !$settings.bestialityEnabled>>Harpyness<<else>>Birdieness<</if>>: <<print Math.trunc($birdbuild)>> (30+ for full transformation) <br> <<if $hallucinations gte 2 or !$settings.bestialityEnabled>>Harpy<<else>>Bird<</if>> manifestation: <<print Math.trunc($harpy)>> <br> Foxiness: <<print Math.trunc($foxbuild)>> (30+ for full transformation) <br> Fox manifestation: <<print Math.trunc($fox)>> <br> Angelicness: <<print Math.trunc($angelbuild)>> (50+ for full transformation) <br> Angel manifestation: <<print Math.trunc($angel)>> <br> Demonicness: <<print Math.trunc($demonbuild)>> (30+ for full transformation) <br> Demonic manifestation: <<print Math.trunc($demon)>> <br> Fallen manifestation: <<print ($fallenangel is undefined ? 0 : Math.trunc($fallenangel))>> <br> Fallen forgiveness: <<print Math.trunc($fallenbuild)>> (30+ to be forgiven) <br><br> <</foldout>> <<foldout false "_parasitePregnancyFoldout">> <span class="gold">Parasite Pregnancy</span> <<set $_aPregnancy to $sexStats.anus.pregnancy>> <<if $_aPregnancy.type is "parasite" or $_aPregnancy.type is null>> <<for _i to 0; _i lt maxParasites("anus"); _i++>> <<if $_aPregnancy.fetus[_i] isnot undefined>> <<if $_aPregnancy.fetus[_i].fertilised>> Anal slot <<=_i+1>> is pregnant with a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature. <<if $_aPregnancy.fetus[_i].stats.gender is "Hermaphrodite">> <<if $pregnancyStats.parasiteDoctorEvents gte 4 and $_aPregnancy.fetus[_i].daysLeft is 0>> Dr Harper will be able to help you to deliver at any time. <<elseif $pregnancyStats.parasiteDoctorEvents gte 4>> Dr Harper will be able to help you to deliver in <<=$_aPregnancy.fetus[_i].daysLeft>> days. <<else>> You will need to see Dr Harper to deliver. <</if>> <<else>> <<if $_aPregnancy.fetus[_i].daysLeft is 0>> It will be ready to deliver at any time soon. <<else>> It will be ready to deliver in less than <<=$_aPregnancy.fetus[_i].daysLeft>> days. <</if>> <</if>> <br> <<else>> Anal slot <<=_i+1>> has a $_aPregnancy.fetus[_i].stats.gender $_aPregnancy.fetus[_i].creature egg ready to be fertilised.<br> <</if>> <<else>> Anal slot <<=_i+1>> is empty.<br> <</if>> <</for>> <<else>> <<if getPregnancyObject().awareOf>> Unable to host parasites due to other type of anal pregnancy. <<else>> <<for _i to 0; _i lt maxParasites("anus"); _i++>> Anal slot <<=_i+1>> is empty.<br> <</for>> <</if>> <</if>> <<set $_vPregnancy to $sexStats.vagina.pregnancy>> <<if $player.vaginaExist>> <<if $_vPregnancy.type is "parasite" or $_vPregnancy.type is null>> <<for _i to 0; _i lt maxParasites("vagina"); _i++>> <<if $_vPregnancy.fetus[_i] isnot undefined>> <<if $_vPregnancy.fetus[_i].fertilised>> Vaginal slot <<=_i+1>> is pregnant with a $_vPregnancy.fetus[_i].stats.gender $_vPregnancy.fetus[_i].creature. <<if $_vPregnancy.fetus[_i].stats.gender is "Hermaphrodite">> <<if $pregnancyStats.parasiteDoctorEvents gte 4 and $_vPregnancy.fetus[_i].daysLeft is 0>> Dr Harper will be able to help you to deliver at any time. <<elseif $pregnancyStats.parasiteDoctorEvents gte 4>> Dr Harper will be able to help you to deliver in <<=$_vPregnancy.fetus[_i].daysLeft + 1>> days. <<else>> You will need to see Dr Harper to deliver. <</if>> <<else>> <<if $_vPregnancy.fetus[_i].daysLeft is 0>> It will be ready to deliver at any time soon. <<else>> It will be ready to deliver in less than <<=$_vPregnancy.fetus[_i].daysLeft>> days. <</if>> <</if>> <br> <<else>> Vaginal slot <<=_i+1>> has a $_vPregnancy.fetus[_i].stats.gender $_vPregnancy.fetus[_i].creature egg ready to be fertilised.<br> <</if>> <<else>> Vaginal slot <<=_i+1>> is empty.<br> <</if>> <</for>> <<else>> <<if getPregnancyObject().awareOf>> Unable to host parasites due to other type of vaginal pregnancy. <<else>> <<for _i to 0; _i lt maxParasites("vagina"); _i++>> Vaginal slot <<=_i+1>> is empty.<br> <</for>> <</if>> <</if>> <</if>> <br> <</foldout>> <<set $_menstruation to $sexStats.vagina.menstruation>> <<if $settings.fertilityCycleEnabled>> <<foldout false "_menstruationFoldout">> <span class="gold">Menstruation cycle</span> Running: <<print $_menstruation.running ? "true" : "false">> <<if $_menstruation.running>> <br> Current day in cycle: <<print $_menstruation.currentDay>> <br> Last day in cycle: <<print $_menstruation.currentDaysMax>> <br> Most risky day: <<print $_menstruation.stages[2]>> <br> <</if>> <br> <</foldout>> <</if>> <<foldout false "_extraPregnancyFoldout">> <span class="gold">Pregnancy</span> /* Previously commented out for being a major spoil, but caused players to think a bug had occurred */ Total days being pregnant: <<print Math.floor($pregnancyStats.totalDaysPregnant)>> <br> Total days knowingly being pregnant: <<print Math.floor($pregnancyStats.totalDaysPregnancyKnown)>> <br> <<if !canBeMPregnant() and ($_aPregnancy.type is null or $_aPregnancy.type is "parasite")>> <<if $_vPregnancy.type is "parasite">> Parasites in the womb are preventing normal pregnancy from occurring. <<elseif $_vPregnancy.type isnot null>> Currently pregnant with: <<print $_vPregnancy.fetus.length>> <<extraStatisticsPregnancyType $_vPregnancy.type>> <br> <<set $_days to pregnancyDaysEta($_vPregnancy)>> <<if $_days lt 1>> ETA: Anytime. <<elseif $_days>> ETA: <<print $_days>> <<pluralise $_days "day">>. <</if>> <br> <<elseif !$player.vaginaExist or !$_menstruation.running>> You cannot currently get pregnant. <<elseif $_menstruation.currentState is "recovering">> You are not quite ready to get pregnant so soon after your last one. <<else>> Not currently pregnant. <br> <<if $harpy gte 4>> <<if $harpyEggs>> You are carrying $harpyEggs.count eggs. <<elseif $harpyEggsPrevent>> You cannot currently produce eggs. <<else>> You are able to produce eggs. <</if>> <br> <</if>> <<if $settings.pregnancyType is "realistic">> <<set [_trackedNPCs, _spermArray] to spermObjectToArray($sexStats.vagina.sperm, true, true)>> Number of sources of sperm that can get you pregnant: <<print _spermArray.length>> <br> <<if _trackedNPCs.length>> Those whose sperm you have inside you currently: <ul> <<for _name range _trackedNPCs>> <<set $_count to _spermArray.filter(s => s.source === T.name.source).length>> <li> <<print pregnancyNameCorrection(_name.source)>> <<if $_count gt 1>> (x<<print $_count>>) <</if>> </li> <</for>> </ul> <<else>> <br> /* For formating the break after the foldout if realistic but no list*/ <</if>> <<else>> <br> /* For formating the break after the foldout if not realistic */ <</if>> <</if>> <<else>> <<if $_aPregnancy.type is "parasite">> Parasites in the womb are preventing normal pregnancy from occurring. <<elseif $_aPregnancy.type isnot null>> Currently pregnant with: <<print $_aPregnancy.fetus.length>> <<extraStatisticsPregnancyType $_aPregnancy.type>> <br> <<set $_days to pregnancyDaysEta($_aPregnancy)>> <<if $_days lt 1>> ETA: Anytime. <<elseif $_days>> ETA: <<print $_days>> <<pluralise $_days "day">>. <</if>> <br> <<elseif !$_menstruation.running>> You cannot currently get pregnant. <<elseif $_menstruation.currentState is "recovering">> You are not quite ready to get pregnant so soon after your last one. <<else>> Not currently pregnant. <br> <<if $harpy gte 4>> <<if $harpyEggs>> You are carrying $harpyEggs.count eggs. <<elseif $harpyEggsPrevent>> You cannot currently produce eggs. <<else>> You are able to produce eggs. <</if>> <br> <</if>> <<if $settings.pregnancyType is "realistic">> <<set [_trackedNPCs, _spermArray] to spermObjectToArray($sexStats.anus.sperm, true, true)>> Number of sources of sperm that can get you pregnant: <<print _spermArray.length>> <br> <<if _trackedNPCs.length>> Those whose sperm you have inside you currently: <ul> <<for _name range _trackedNPCs>> <<set $_count to _spermArray.filter(s => s.source === T.name.source).length>> <li> <<print pregnancyNameCorrection(_name.source)>> <<if $_count gt 1>> (x<<print $_count>>) <</if>> </li> <</for>> </ul> <<else>> <br> /* For formating the break after the foldout if realistic but no list*/ <</if>> <<else>> <br> /* For formating the break after the foldout if not realistic */ <</if>> <</if>> <</if>> <</foldout>> <<if $NPCName.find(npc => npc.pregnancy and npc.pregnancy.enabled isnot undefined)>> <<foldout false "_npcPregnancyFoldout">> <span class="gold">NPC Pregnancy</span> <<for $_npc range $NPCName.filter(npc => npc.pregnancy and npc.pregnancy.enabled isnot undefined)>> <div> <<print $_npc.nam>>: <<if !$_npc.pregnancy.enabled and !$_npc.pregnancy.fetus.length>> Pregnancy for NPC disabled by the player. <<elseif !$_npc.pregnancy.fetus.length>> Not pregnant. <<elseif $_npc.pregnancy.fetus.length>> Pregnant with <<print $_npc.pregnancy.fetus.length>> <<extraStatisticsPregnancyType $_npc.pregnancy.type>> <<set $_days to pregnancyDaysEta($_npc.pregnancy)>> <<if $_days lt 1>> ETA: Anytime. <<elseif $_days>> ETA: <<print $_days>> <<pluralise $_days "day">>. <</if>> <</if>> </div> <</for>> <</foldout>> <</if>> </div> <</widget>> <<widget "extraStatisticsPregnancyType">> <<switch _args[0]>> <<case "human">>normal babies. <<case "wolf">>wolf puppies. <<case "hawk">>hawk eggs. <</switch>> <</widget>> <<widget "statisticsTimeCompare">><<silently>> <<if $statFreeze is true>> <<set $_text_output to "Not available when stats are being frozen">> <<elseif _args[0]>> <<set _difference to new DateTime(_args[0]).compareWith(_args[1] or Time.date)>> <<set $_text_output to "">> <<if _difference.years>> <<set $_text_output += `${_difference.years} year${_difference.years gt 1 ? "s" : ""}`>> <</if>> <<if _difference.months>> <<if $_text_output>><<set $_text_output += ", ">><</if>> <<set $_text_output += `${_difference.months} month${_difference.months gt 1 ? "s" : ""}`>> <</if>> <<if _difference.days>> <<if $_text_output>><<set $_text_output += ", ">><</if>> <<set $_text_output += `${_difference.days} day${_difference.days gt 1 ? "s" : ""}`>> <</if>> <<if _difference.hours>> <<if $_text_output>><<set $_text_output += ", ">><</if>> <<set $_text_output += `${_difference.hours} hour${_difference.hours gt 1 ? "s" : ""}`>> <</if>> <<if _difference.minutes>> <<if $_text_output>><<set $_text_output += ", ">><</if>> <<set $_text_output += `${_difference.minutes} minute${_difference.minutes gt 1 ? "s" : ""}`>> <</if>> <<if _args[1] and !$_text_output>> <<set $_text_output += "no difference">> <<elseif !$_text_output>> <<set $_text_output += "recently">> <<elseif !_args[1]>> <<set $_text_output += " ago">> <</if>> <<else>> <<set $_text_output to "never">> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "statisticsDetailedTables">> <<switch _openedTable>> <<case "money">> Money notes <mouse class="tooltip linkBlue">(?)<span>Adding too many extra columns may make it harder to read on some devices. Many of these were not tracked at all before version '0.5.2.x' and so will be inaccurate.<<if Object.keys($timeStats).length>> Hour rates cannot be easily used to track every state and so most will just be "N/A".<</if>></span></mouse> <br> <<set [_moneyKeys, _moneyStats, _moneyStatsTotal] to moneyStatsProcess(clone($moneyStats))>> <<if $moneyStatsSnapshot?.money>> <<set [_moneySnapshotKeys, _moneyStatsSnapshot, _moneyStatsSnapshotTotal] to moneyStatsProcess(clone($moneyStatsSnapshot.money))>> <</if>> <div id="moneyStatsDiv"> <<moneyStats>> </div> <<if $debug is 1>> <<link "Reset Stats (Debug)">> <<set $moneyStats to {}>> <<set $timeStats to {}>> <<unset $moneyStatsSnapshot>> <<unset _showSnapshot>> <<set [_moneyKeys, _moneyStats, _moneyStatsTotal] to moneyStatsProcess(clone($moneyStats))>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> <</if>> <<case "produce">> Produce notes: <mouse class="tooltip linkBlue">(?)<span>Adding too many extra columns may make it harder to read on some devices. These were not tracked at all before version '0.5.3.x' and so will be inaccurate.</span></mouse> <br> <div id="produceStatsDiv"> <<produceStats>> </div> <<case "badEnd">> Bad end notes <mouse class="tooltip linkBlue">(?)<span>Adding too many extra columns may make it harder to read on some devices. These were not tracked at all before version '0.5.2.x' and so will be inaccurate. If a bad end stays in progress but you have clearly ended the bad end, please report it as a bug with your save.</span></mouse> <br> <div id="badEndStatsDiv"> <<badEndStats>> </div> <</switch>> <</widget>> <<widget "moneyStats">> <<set $_moneyStats to (_showSnapshot is "show" ? clone(_moneyStatsSnapshot) : clone(_moneyStats))>> <<set $_moneyKeys to (_showSnapshot is "show" ? clone(_moneySnapshotKeys) : clone(_moneyKeys))>> <<set $_moneyTotal to (_showSnapshot is "show" ? clone(_moneyStatsSnapshotTotal) : clone(_moneyStatsTotal))>> <<link `$moneyStatsSnapshot ? "Re-create Snapshot" : "Create Snapshot"`>> <<set $moneyStatsSnapshot to { date: Time.date.timeStamp, money: clone(V.moneyStats), time: clone(V.timeStats), }>> <<set [_moneySnapshotKeys, _moneyStatsSnapshot, _moneyStatsSnapshotTotal] to moneyStatsProcess(clone($moneyStatsSnapshot.money))>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> <<if $moneyStatsSnapshot>> | <<link "Clear Snapshot">> <<unset $moneyStatsSnapshot>> <<unset _showSnapshot>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> <</if>> <br><br> <<link `_moneyStatsDetailed ? "Reduce details" : "Expand details"`>> <<set _moneyStatsDetailed to !_moneyStatsDetailed>> <<set [_moneyKeys, _moneyStats, _moneyStatsTotal] to moneyStatsProcess(clone($moneyStats))>> <<if $moneyStatsSnapshot?.money>> <<set [_moneySnapshotKeys, _moneyStatsSnapshot, _moneyStatsSnapshotTotal] to moneyStatsProcess(clone($moneyStatsSnapshot.money))>> <</if>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> | <span @class="_moneyStatsCount ? 'goldLink' : ''"> <<link `_moneyStatsCount ? "Hide Counts" : "Show Counts"`>> <<set _moneyStatsCount to !_moneyStatsCount>> <<if !_moneyStatsCount and _moneyStatsSorting?.includes("Count")>><<unset _moneyStatsSorting>><</if>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> </span> | <span @class="_moneyStatsAverages ? 'goldLink' : ''"> <<link `_moneyStatsAverages ? "Hide Averages" : "Show Averages"`>> <<set _moneyStatsAverages to !_moneyStatsAverages>> <<if !_moneyStatsAverages and _moneyStatsSorting?.includes("Average")>><<unset _moneyStatsSorting>><</if>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> </span> | <span @class="_moneyStatsDate ? 'goldLink' : ''"> <<link `_moneyStatsDate ? "Hide Dates" : "Show Dates"`>> <<set _moneyStatsDate to !_moneyStatsDate>> <<if !_moneyStatsDate and _moneyStatsSorting?.includes("Date")>><<unset _moneyStatsSorting>><</if>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> </span> | <<if Object.keys($timeStats).length>> <span @class="_moneyStatsHourRates ? 'goldLink' : ''"> <<link `_moneyStatsHourRates ? "Hide Hour Rates" : "Show Hour Rates"`>> <<set _moneyStatsHourRates to !_moneyStatsHourRates>> <<if !_moneyStatsHourRates and _moneyStatsSorting?.includes("Hour Rates")>><<unset _moneyStatsSorting>><</if>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> </span> <</if>> <<if $moneyStatsSnapshot>> || <span @class="_showSnapshot is 'show' ? 'goldLink' : ''"> <<link `_showSnapshot is "show" ? "Hide Snapshot" : "Show Snapshot"`>> <<if _showSnapshot is "show">> <<unset _showSnapshot>> <<else>> <<set _showSnapshot to "show">> <</if>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> </span> | <span @class="_showSnapshot is 'compare' ? 'goldLink' : ''"> <<link `_showSnapshot is "compare" ? "Hide Snapshot" : "Compare Snapshot"`>> <<if _showSnapshot is "compare">> <<unset _showSnapshot>> <<else>> <<set _showSnapshot to "compare">> <</if>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> </span> <</if>> <<if _moneyStatsSorting>> | <<link "Reset Sorting">> <<unset _moneyStatsSorting>> <<replace "#moneyStatsDiv">><<moneyStats>><</replace>> <</link>> <<run $_moneyKeys.sort((a, b) => { if (_moneyStatsSorting.includes("Desc")) { const tempSwap = clone(a); a = clone(b); b = tempSwap; } switch(_moneyStatsSorting.replace("Desc","")) { case "Source": if (a.toUpperCase() < b.toUpperCase()) return -1; return 1; break; case "Earned": return ($_moneyStats[b].earned || 0) - ($_moneyStats[a].earned || 0); case "Spent": return ($_moneyStats[b].spent || 0) - ($_moneyStats[a].spent || 0); case "Earned Count": return ($_moneyStats[b].earnedCount || 0) - ($_moneyStats[a].earnedCount || 0); case "Earned Average": return ($_moneyStats[b].earned / $_moneyStats[b].earnedCount || 0) - ($_moneyStats[a].earned / $_moneyStats[a].earnedCount || 0); case "Hour Rates": return (statChange.timeTrackingTotal(b) ? $_moneyStats[b].earned / statChange.timeTrackingTotal(b) : 0) - (statChange.timeTrackingTotal(a) ? $_moneyStats[a].earned / statChange.timeTrackingTotal(a) : 0); case "Spent Count": return ($_moneyStats[b].spentCount || 0) - ($_moneyStats[a].spentCount || 0); case "Spent Average": return ($_moneyStats[b].spent / $_moneyStats[b].spentCount || 0) - ($_moneyStats[a].spent / $_moneyStats[a].spentCount || 0); case "Date": return (Math.max($_moneyStats[b].earnedTimeStamp || 0, $_moneyStats[b].spentTimeStamp || 0)) - (Math.max($_moneyStats[a].earnedTimeStamp || 0, $_moneyStats[a].spentTimeStamp || 0)); } })>> <</if>> <table class="statsTable"> <thead> <tr> <th scope="col"><<moneyStatsTitle "Source">></th> <th scope="col"><<moneyStatsTitle "Spent">></th> <<if _moneyStatsAverages>> <th scope="col"><<moneyStatsTitle "Spent Average">></th> <</if>> <<if _moneyStatsCount>> <th scope="col"><<moneyStatsTitle "Spent Count">></th> <</if>> <th scope="col"><<moneyStatsTitle "Earned">></th> <<if _moneyStatsAverages>> <th scope="col"><<moneyStatsTitle "Earned Average">></th> <</if>> <<if _moneyStatsCount>> <th scope="col"><<moneyStatsTitle "Earned Count">></th> <</if>> <<if _moneyStatsHourRates>> <th scope="col"><<moneyStatsTitle "Hour Rates">></th> <</if>> <<if _moneyStatsDate>> <th scope="col"><<moneyStatsTitle "Date">></th> <</if>> </tr> </thead> <<if _showSnapshot is "show">><<set _timeTrackingSnapshotOveride to true>><</if>> <<for $_key range $_moneyKeys>> <<if $_moneyStats[$_key].earned or $_moneyStats[$_key].spent>> <tbody class="stat"> <td data-label="Source"><<moneyStatsNames $_key>></td> <td data-label="Spent" @class="$_moneyStats[$_key].spent ? '' : 'mobileHidden'"> <<if $_moneyStats[$_key].spent>> <<printmoney `$_moneyStats[$_key].spent or 0` "red">> <<moneyStatsCompare $_key "spent">> <<else>> <span class="dash">-</span> <</if>> </td> <<if _moneyStatsAverages>> <td data-label="Spent Average" @class="$_moneyStats[$_key].spent ? '' : 'mobileHidden'"> <<if $_moneyStats[$_key].spent>> <<printmoney `$_moneyStats[$_key].spent / $_moneyStats[$_key].spentCount or 0` "red">> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _moneyStatsCount>> <td data-label="Spent Count" @class="$_moneyStats[$_key].spent ? '' : 'mobileHidden'"> <<if $_moneyStats[$_key].spentCount>> <<print $_moneyStats[$_key].spentCount>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <td data-label="Earned" @class="$_moneyStats[$_key].earned ? '' : 'mobileHidden'"> <<if $_moneyStats[$_key].earned>> <<printmoney `$_moneyStats[$_key].earned or 0`>> <<moneyStatsCompare $_key "earned">> <<else>> <span class="dash">-</span> <</if>> </td> <<if _moneyStatsAverages>> <td data-label="Earned Average" @class="$_moneyStats[$_key].earned ? '' : 'mobileHidden'"> <<if $_moneyStats[$_key].earned>> <<printmoney `$_moneyStats[$_key].earned / $_moneyStats[$_key].earnedCount or 0`>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _moneyStatsCount>> <td data-label="Earned Count" @class="$_moneyStats[$_key].earned ? '' : 'mobileHidden'"> <<if $_moneyStats[$_key].earnedCount>> <<print $_moneyStats[$_key].earnedCount>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _moneyStatsHourRates>> <td data-label="Hour Rates"> <<if statChange.timeTrackingTotal($_key)>> <<printmoney `$_moneyStats[$_key].earned / statChange.timeTrackingTotal($_key)`>> <<moneyStatsCompareHourly $_key>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _moneyStatsDate>> <td data-label="Date"><<moneyStatsDate $_moneyStats[$_key].spentTimeStamp $_moneyStats[$_key].earnedTimeStamp>></td> <</if>> </tbody> <</if>> <</for>> <<unset _timeTrackingSnapshotOveride>> <tbody class="total"> <td data-label="Source">Total</td> <td data-label="Spent"> <<printmoney $_moneyTotal.spent "red">> <<if _showSnapshot is "compare">> <<print "+<<printmoney `(_moneyStatsTotal.spent or 0) - (_moneyStatsSnapshotTotal.spent or 0)` 'white'>>">> <<else>> <<moneyStatsCompare "total" "spent">> <</if>> </td> <<if _moneyStatsAverages>> <td data-label="Spent Average"><<printmoney `$_moneyTotal.spent / $_moneyTotal.spentCount or 0` "red">></td> <</if>> <<if _moneyStatsCount>> <td data-label="Spent Count"><<print $_moneyTotal.spentCount>></td> <</if>> <td data-label="Earned"> <<printmoney $_moneyTotal.earned>> <<if _showSnapshot is "compare">> <<print "+<<printmoney `(_moneyStatsTotal.earned or 0) - (_moneyStatsSnapshotTotal.earned or 0)` 'white'>>">> <<else>> <<moneyStatsCompare "total" "earned">> <</if>> </td> <<if _moneyStatsAverages>> <td data-label="Earned Average"><<printmoney `$_moneyTotal.earned / $_moneyTotal.earnedCount or 0`>></td> <</if>> <<if _moneyStatsCount>> <td data-label="Earned Count"><<print $_moneyTotal.earnedCount>></td> <</if>> <<if _moneyStatsHourRates>> <td data-label="Hour Rates">-</td> <</if>> <<if _moneyStatsDate>> <td data-label="Date"><<moneyStatsDate $_moneyTotal.spentTimeStamp $_moneyTotal.earnedTimeStamp>></td> <</if>> </tbody> <<if _showSnapshot>> <tfoot> <tr> <td colspan="3"> <<set _snapShotDate to new DateTime($moneyStatsSnapshot.date)>> Snapshot from: <<switch $options.dateFormat>> <<case "en-US">> <<print _snapShotDate.month>>/<<print _snapShotDate.day>>/<<print _snapShotDate.year>> <<case "zh-CN">> <<print _snapShotDate.year>>/<<print _snapShotDate.month>>/<<print _snapShotDate.day>> <<default>> <<print _snapShotDate.day>>/<<print _snapShotDate.month>>/<<print _snapShotDate.year>> <</switch>> - <<ampm _snapShotDate.hour _snapShotDate.minute>> <br> Snapshot age: <<statisticsTimeCompare $moneyStatsSnapshot.date>> </td> </tr> </tfoot> <</if>> </table> <</widget>> <<widget "moneyStatsNames">><<silently>> <<switch _args[0]>> <<case "cafeWaiter">><<set $_text_output to $player.gender_appearance is "m" ? "Cafe Waiter" : "Cafe Waitress">> <<case "partyDanceTips">><<set $_text_output to "Party Dance Job Tips">> <<case "danubeDanceTips">><<set $_text_output to "Danube Dance Job Tips">> <<default>><<set $_text_output to camelCaseToTitle(_args[0])>> <</switch>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "moneyStatsTitle">><<silently>> <<if _moneyStatsSorting is _args[0]>> <<set $_text_output to ` <<link "${_args[0]}&#x25B2;">><<set _moneyStatsSorting to "${_args[0]}Desc">><<replace "#moneyStatsDiv">><<moneyStats>><</replace>><</link>>`>> <<elseif _moneyStatsSorting is _args[0] + "Desc">> <<set $_text_output to ` <<link "${_args[0]}&#x25BC;">><<unset _moneyStatsSorting>><<replace "#moneyStatsDiv">><<moneyStats>><</replace>><</link>>`>> <<else>> <<set $_text_output to ` <<link "${_args[0]}">><<set _moneyStatsSorting to "${_args[0]}">><<replace "#moneyStatsDiv">><<moneyStats>><</replace>><</link>>`>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "moneyStatsCompare">><<silently>> <<if _args[0] and _args[1] and _showSnapshot is "compare">> <<set $_amount to (_moneyStats[_args[0]][_args[1]] or 0) - (_moneyStatsSnapshot[_args[0]] ? _moneyStatsSnapshot[_args[0]][_args[1]] || 0 : 0)>> <<set $_text_output to `+<<printmoney ${$_amount} "white">>`>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "moneyStatsCompareHourly">><<silently>> <<if _args[0] and _showSnapshot is "compare">> <<if statChange.timeTrackingTotal(_args[0]) and _moneyStats[_args[0]]?.earned and _moneyStatsSnapshot[_args[0]]?.earned>> <<set $_current to _moneyStats[_args[0]].earned / statChange.timeTrackingTotal(_args[0])>> <<set _timeTrackingSnapshotOveride to true>> <<if statChange.timeTrackingTotal(_args[0])>> <<set $_previous to _moneyStatsSnapshot[_args[0]].earned / statChange.timeTrackingTotal(_args[0])>> <<set $_amount to $_current - $_previous>> <<set $_text_output to `${$_amount gt 0 ? "+" : ""}<<printmoney ${$_amount} ${$_amount lt 0 ? "red" : "white"}>>`>> <</if>> <<unset _timeTrackingSnapshotOveride>> <</if>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "moneyStatsDate">><<silently>> <<if _args[0] or _args[1]>> <<set $_time to new DateTime(Math.max(_args[0] or 0, _args[1] or 0))>> <<switch $options.dateFormat>> <<case "en-US">> <<set $_text_output to `<<print $_time.month>>/<<print $_time.day>>/<<print $_time.year>>`>> <<case "zh-CN">> <<set $_text_output to `<<print $_time.year>>/<<print $_time.month>>/<<print $_time.day>>`>> <<default>> <<set $_text_output to `<<print $_time.day>>/<<print $_time.month>>/<<print $_time.year>>`>> <</switch>> <<set $_text_output += ` - <<ampm $_time.hour $_time.minute>>`>> <<else>> <<set $_text_output to `<span class="dash">-</span>`>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "virginityToolTip">><<silently>> <<if _args[0]?.timestamp and _args[1] isnot true>> <<set $_time to new DateTime(_args[0].timestamp)>> <<switch $options.dateFormat>> <<case "en-US">> <<set $_text_output to `Taken on: ${$_time.month}/${$_time.day}/${$_time.year}`>> <<case "zh-CN">> <<set $_text_output to `Taken on: ${$_time.year}/${$_time.month}/${$_time.day}`>> <<default>> <<set $_text_output to `Taken on: ${$_time.day}/${$_time.month}/${$_time.year}`>> <</switch>> <<set $_text_output += ` - ${ampm($_time.hour, $_time.minute)}<br>How recent: <<c>><<statisticsTimeCompare _args[0].timestamp>><</c>>`>> <<set $_linkColour to "linkBlue">> <<if _args[0].consensual isnot undefined>> <<set $_text_output += `<br>Consensual: ${_args[0].consensual ? "True" : "False"}`>> <<set $_linkColour to _args[0].consensual ? "green" : "red">> <</if>> <<if _args[0].position>> <<set $_text_output += `<br>Sex Position: ${_args[0].position.toUpperFirst()}`>> <</if>> <<if _args[0].playerPenisSize>> <<set $_penisSize to ["Micro", "Mini", "Tiny", "Small", "Normal", "Large", "Enormous"]>> <<set $_text_output += `<br>Penis size: ${$_penisSize[_args[0].playerPenisSize + 2]}`>> <<elseif _args[0].npcPenisSize>> <<set $_penisSize to ["Tiny", "Average", "Thick", "Huge", "Colossal"]>> <<if !_args[0].npcPenisdesc or !["knotted", "spiked", "strange","equine","avian","bovine","arachnid"].includes(_args[0].npcPenisdesc)>> <<set $_text_output += `<br>Penis size${_args[0].npcPenisSize2 ? "s" : ""}: ${$_penisSize[_args[0].npcPenisSize - 1]}`>> <<if _args[0].npcPenisSize2>> <<set $_text_output += ` and ${$_penisSize[_args[0].npcPenisSize2 - 1]}`>> <</if>> <<else>> <<set $_text_output += `<br>Penis${_args[0].npcPenisSize2 ? "es" : ""}: ${$_penisSize[_args[0].npcPenisSize - 1]} ${_args[0].npcPenisdesc}`>> <<if _args[0].npcPenisSize2>> <<set $_text_output += ` and ${$_penisSize[_args[0].npcPenisSize2 - 1]} ${_args[0].npcPenisdesc2}`>> <</if>> <</if>> <</if>> <<switch _args[0].passage>> <<case "Tutorial">><<set $_special to "Didn't know how to scream">> <<case "Brothel Show Virginity Sex">><<set $_special to "Sold to the highest bidder">> <<case "Brothel Show Virginity Rape">><<set $_special to "Stolen from the highest bidder">> <<case "Sydney Temple Pure Sex">> <<if _args[2] is 'npc' and setup.loveInterestNpc.includes(_args[1])>> <<set $_special to "Given to <<nnpc_his _args[1]>> promised">> <<else>> <<set $_special to "Given to your promised">> <</if>> <<case "Sydney Temple Corrupt Sex">><<set $_special to "Defiled in the temple">> <<case "Estate Cards Sex">><<set $_special to "Gambled away">> <<case "Underground Robin Kiss Intro">> <<set $_special to "Taken when collared together">> <<case "Underground Robin Kiss Molestation">> /* This expected this detail to be only visible for the player's virginity */ <<if _args[2] is "pc">> <<set $_sameTime to "">> <<set $_asRobins to "">> <<set $_eachOther to "Robin">> <<set $_otherVirginity to C.npc.Robin?.virginityDetails?.[_args[3]]?.passage is "Underground Robin Kiss Molestation" ? _args[3] : undefined>> <<if !$_otherVirginity>> <<set $_otherVirginity to C.npc.Robin?.virginityDetails?.vaginal?.passage is "Underground Robin Kiss Molestation" ? "vaginal" : (C.npc.Robin?.virginityDetails?.anal?.passage is "Underground Robin Kiss Molestation" ? "anal" : undefined)>> <</if>> <<if $_otherVirginity>> <<if Math.abs(_args[0]?.timestamp - C.npc.Robin.virginityDetails[$_otherVirginity].timestamp) lte 1000>> <<set $_sameTime to "at the same time ">> <<else>> <<set $_sameTime to "in a similar situation ">> <</if>> <<set $_asRobins to `as Robin's ${$_otherVirginity is _args[3] ? "" : ($_otherVirginity + " virginity ")}`>> <<set $_eachOther to "each other">> <</if>> <<set $_special to `Taken ${$_sameTime}${$_asRobins}while kissing ${$_eachOther}`>> <</if>> <<case "Moor Phallus Plant Masturbation">> <<set $_special to "Driven mad with pleasure">> <<case "Forest Shop Caught Distract">> <<set $_special to "Helped Gwylan get out of a mouthful">> <<default>> <<if _args[0].passage.includes("Gwylan Ritual Sex")>> <<if ["vaginal", "penile"].includes(_args[3]) and $gwylanSeen?.includes("fallen_angel")>> <<set $_special to "Fell to a witch to cleanse the forest">> <<elseif _args[3] is "kiss">> <<set $_special to "Broke Gwylan's first rule in the heat of passion">> <<else>> <<set $_special to "Given away willingly to cleanse the forest">> <</if>> <<elseif _args[0].npcPenisSize gte 5>> <<set $_special to `${_args[3] is "vaginal" ? "Broken" : "Taken"} in the most brutal of ways`>> <<elseif _args[0].npcPenisSize2 isnot undefined>> <<set $_special to "Two for the price of one">> <</if>> <</switch>> <<if $_special>><<set $_text_output += `<div class="lewd">Special: ${$_special}</div>`>><</if>> <<if isPossibleLoveInterest(_args[1]) and $_linkColour isnot "red">> <<set $_linkColour to "lewd">> <</if>> <</if>> <</silently>><<if $_text_output>> <mouse @class="'tooltip ' + $_linkColour">(?)<span><<print $_text_output>></span></mouse><</if>> <</widget>> <<widget "badEndStats">> <<set $_badEndStats to clone($badEndStats)>> <<run $_badEndStats.forEach(badEnd => { if (badEnd.reasonStart and setup.badEndReasonText[badEnd.reasonStart]) badEnd.reasonStart = setup.badEndReasonText[badEnd.reasonStart]; if (badEnd.reasonEnd and setup.badEndReasonText[badEnd.reasonEnd]) badEnd.reasonEnd = setup.badEndReasonText[badEnd.reasonEnd]; })>> <span @class="_badEndStatsHowLongAgo ? 'goldLink' : ''"> <<link `_badEndStatsHowLongAgo ? "Hide How Long Ago" : "Show How Long Ago"`>> <<set _badEndStatsHowLongAgo to !_badEndStatsHowLongAgo>> <<if !_badEndStatsHowLongAgo>><<unset _badEndStatsHowLongAgo>><</if>> <<replace "#badEndStatsDiv">><<badEndStats>><</replace>> <</link>> </span> | <span @class="_badEndStatsReasonStart ? 'goldLink' : ''"> <<link `_badEndStatsReasonStart ? "Hide Start Reason" : "Show Start Reason"`>> <<set _badEndStatsReasonStart to !_badEndStatsReasonStart>> <<if !_badEndStatsReasonStart>><<unset _badEndStatsReasonStart>><</if>> <<replace "#badEndStatsDiv">><<badEndStats>><</replace>> <</link>> </span> | <span @class="_badEndStatsReasonEnd ? 'goldLink' : ''"> <<link `_badEndStatsReasonEnd ? "Hide End Reason" : "Show End Reason"`>> <<set _badEndStatsReasonEnd to !_badEndStatsReasonEnd>> <<if !_badEndStatsReasonEnd>><<unset _badEndStatsReasonEnd>><</if>> <<replace "#badEndStatsDiv">><<badEndStats>><</replace>> <</link>> </span> <<if _badEndStatsSorting>> | <<link "Reset Sorting">> <<unset _badEndStatsSorting>> <<replace "#badEndStatsDiv">><<badEndStats>><</replace>> <</link>> <<run $_badEndStats.sort((a, b) => { if (_badEndStatsSorting.includes("Desc")) { const tempSwap = clone(a); a = clone(b); b = tempSwap; } switch(_badEndStatsSorting.replace("Desc","")) { case "Bad End": if (a.source.toUpperCase() < b.source.toUpperCase()) return -1; return 1; case "Started": return (b.trackedStart || 0) - (a.trackedStart || 0); case "Ended": case "Time since it ended": return (b.trackedEnd || 0) - (a.trackedEnd || 0); case "Duration": return ((b.trackedEnd || 0) - b.trackedStart) - ((a.trackedEnd || 0) - a.trackedStart); case "Start Reason": if ((a.reasonStart || "").toUpperCase() < (b.reasonStart || "").toUpperCase()) return -1; return 1; case "End Reason": if ((a.reasonEnd || "").toUpperCase() < (b.reasonEnd || "").toUpperCase()) return -1; return 1; } })>> <</if>> <table class="statsTable"> <thead> <tr> <th scope="col"><<badEndStatsTitle "Bad End">></th> <th scope="col"><<badEndStatsTitle "Started">></th> <th scope="col"><<badEndStatsTitle "Ended">></th> <th scope="col"><<badEndStatsTitle "Duration">></th> <<if _badEndStatsHowLongAgo>> <th scope="col"><<badEndStatsTitle "How Long Ago">></th> <</if>> <<if _badEndStatsReasonStart>> <th scope="col"><<badEndStatsTitle "Start Reason">></th> <</if>> <<if _badEndStatsReasonEnd>> <th scope="col"><<badEndStatsTitle "End Reason">></th> <</if>> </tr> </thead> <<for $_badEnd range $_badEndStats>> <tbody class="stat"> <td data-label="Bad End"> <<print $_badEnd.source>> <<if $_badEnd.notesStart or $_badEnd.notesEnd>> <<set $_includesError to $_badEnd?.notesStart?.includes("Not correctly tracked") or $_badEnd?.notesEnd?.includes("Not correctly tracked")>> <mouse @class="'tooltip ' + ($_includesError ? 'red' : 'linkBlue')">(?)<span> <<if $_badEnd.notesStart>><<print $_badEnd.notesStart>><</if>> <<if $_badEnd.notesEnd>> <<if $_badEnd.notesStart>><hr><</if>> <<print $_badEnd.notesEnd>> <</if>> </span></mouse> <</if>> </td> <td data-label="Started"> <<set $_time to new DateTime($_badEnd.trackedStart)>> <<switch $options.dateFormat>> <<case "en-US">> Started: $_time.month/$_time.day/$_time.year <<case "zh-CN">> Started: $_time.year/$_time.month/$_time.day <<default>> Started: $_time.day/$_time.month/$_time.year <</switch>> </td> <td data-label="Ended"> <<if $_badEnd.trackedEnd>> <<set $_time2 to new DateTime($_badEnd.trackedEnd)>> <<switch $options.dateFormat>> <<case "en-US">> Ended: $_time2.month/$_time2.day/$_time2.year <<case "zh-CN">> Ended: $_time2.year/$_time2.month/$_time2.day <<default>> Ended: $_time2.day/$_time2.month/$_time2.year <</switch>> <<else>> <span class="dash"></span> <</if>> </td> <td data-label="Duration"> <<if $_badEnd.trackedEnd>> <<statisticsTimeCompare $_time $_time2>> <<else>> In progress <</if>> </td> <<if _badEndStatsHowLongAgo>> <td data-label="How Long Ago"> <<if $_badEnd.trackedEnd>> <<statisticsTimeCompare $_time2>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _badEndStatsReasonStart>> <td data-label="Start Reason"> <<if setup.badEndReasonText[$_badEnd.reasonStart] isnot undefined>> <<print setup.badEndReasonText[$_badEnd.reasonStart] or '<span class="dash">-</span>'>> <<elseif $_badEnd.reasonStart>> <<print $_badEnd.reasonStart>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _badEndStatsReasonEnd>> <td data-label="End Reason"> <<if setup.badEndReasonText[$_badEnd.reasonEnd] isnot undefined>> <<print setup.badEndReasonText[$_badEnd.reasonEnd] or '<span class="dash">-</span>'>> <<elseif $_badEnd.reasonEnd>> <<print $_badEnd.reasonEnd>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> </tbody> <</for>> </table> <</widget>> <<widget "badEndStatsTitle">><<silently>> <<if _badEndStatsSorting is _args[0]>> <<set $_text_output to ` <<link "${_args[0]}&#x25B2;">><<set _badEndStatsSorting to "${_args[0]}Desc">><<replace "#badEndStatsDiv">><<badEndStats>><</replace>><</link>>`>> <<elseif _badEndStatsSorting is _args[0] + "Desc">> <<set $_text_output to ` <<link "${_args[0]}&#x25BC;">><<unset _badEndStatsSorting>><<replace "#badEndStatsDiv">><<badEndStats>><</replace>><</link>>`>> <<else>> <<set $_text_output to ` <<link "${_args[0]}">><<set _badEndStatsSorting to "${_args[0]}">><<replace "#badEndStatsDiv">><<badEndStats>><</replace>><</link>>`>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "produceStats">> <<set $_produceKeys to Object.keys(clone(setup.plants))>> <span @class="_produceStatsCurrent ? '' : 'goldLink'"> /* Inverted in how it works */ <<link `_produceStatsCurrent ? "Show player stats" : "Hide player stats"`>> <<set _produceStatsCurrent to !_produceStatsCurrent>> <<replace "#produceStatsDiv">><<produceStats>><</replace>> <</link>> </span> | <<if $stall_stats>> <<if $daily.stallRented>> <span @class="_produceStatsMarket ? 'goldLink' : ''"> <<link `_produceStatsMarket ? "Hide market daily stats" : "Show market daily stats"`>> <<set _produceStatsMarket to !_produceStatsMarket>> <<replace "#produceStatsDiv">><<produceStats>><</replace>> <</link>> </span> | <</if>> <span @class="_produceStatsMarketOverall ? 'goldLink' : ''"> <<link `_produceStatsMarketOverall ? "Hide market overall stats" : "Show market overall stats"`>> <<set _produceStatsMarketOverall to !_produceStatsMarketOverall>> <<replace "#produceStatsDiv">><<produceStats>><</replace>> <</link>> </span> | <</if>> <<if $farmersProduce?.soldData>> <span @class="_produceStatsFactory ? 'goldLink' : ''"> <<link `_produceStatsFactory ? "Hide factory stats" : "Show factory stats"`>> <<set _produceStatsFactory to !_produceStatsFactory>> <<replace "#produceStatsDiv">><<produceStats>><</replace>> <</link>> </span> | <</if>> <<if _produceStatsSorting>> <<link "Reset Sorting">> <<unset _produceStatsSorting>> <<replace "#badEndStatsDiv">><<badEndStats>><</replace>> <</link>> <<run $_produceKeys.sort((a, b) => { if (_produceStatsSorting.includes("Desc")) { const tempSwap = clone(a); a = clone(b); b = tempSwap; } switch(_produceStatsSorting.replace("Desc","")) { case "Produce": if (a.toUpperCase() < b.toUpperCase()) return -1; return 1; case "Value": return (setup.plants[b]?.plant_cost || 0) - (setup.plants[a]?.plant_cost || 0); case "Amount": return ($plants[b].amount || 0) - ($plants[a].amount || 0); case "Total": return ((setup.plants[b]?.plant_cost * $plants[b].amount) || 0) - ((setup.plants[a]?.plant_cost * $plants[a].amount) || 0); case "Market: Allowed to be sold": return $plants[b]?.marketStall ? 1 : -1; case "Market: Sold Today": return ($stall_stats[b]?.sold.amount || 0) - ($stall_stats[a]?.sold.amount || 0); case "Market: Average Today": return (($stall_stats[b].sold.total || 0) / ($stall_stats[b]?.sold.amount || 1)) - (($stall_stats[a].sold.total || 0) / ($stall_stats[a]?.sold.amount || 1)); case "Market: Todays Total": return ($stall_stats[b]?.sold.total || 0) - ($stall_stats[a]?.sold.total || 0); case "Market: Sold": return ($stall_stats[b]?.sold.amountHistory || 0) - ($stall_stats[a]?.sold.amountHistory || 0); case "Market: Average": return (($stall_stats[b].sold.totalHistory || 0) / ($stall_stats[b]?.sold.amountHistory || 1)) - (($stall_stats[a].sold.totalHistory || 0) / ($stall_stats[a]?.sold.amountHistory || 1)); case "Market: Total": return ($stall_stats[b]?.sold.totalHistory || 0) - ($stall_stats[a]?.sold.totalHistory || 0); case "Factory: Sold": return ($farmersProduce.soldData[b]?.amount || 0) - ($farmersProduce.soldData[a]?.amount || 0); case "Factory: Average": return (($farmersProduce.soldData[b]?.total || 0) / ($farmersProduce.soldData[b]?.amount || 1)) - (($farmersProduce.soldData[a]?.total || 0) / ($farmersProduce.soldData[a]?.amount || 1)); case "Factory: Total": return ($farmersProduce.soldData[b]?.total || 0) - ($farmersProduce.soldData[a]?.total || 0); } })>> <</if>> <table class="statsTable"> <thead> <tr> <th scope="col"><<produceStatsTitle "Produce">></th> <th scope="col"><<produceStatsTitle "Value">></th> <<if !_produceStatsCurrent>> <th scope="col"><<produceStatsTitle "Amount">></th> <th scope="col"><<produceStatsTitle "Total">></th> <</if>> <<if _produceStatsMarket or _produceStatsMarketOverall>> <th scope="col"><<produceStatsTitle "Market: Allowed to be sold">></th> <</if>> <<if _produceStatsMarket>> <th scope="col"><<produceStatsTitle "Market: Sold Today">></th> <th scope="col"><<produceStatsTitle "Market: Average Today">></th> <th scope="col"><<produceStatsTitle "Market: Todays Total">></th> <</if>> <<if _produceStatsMarketOverall>> <th scope="col"><<produceStatsTitle "Market: Sold">></th> <th scope="col"><<produceStatsTitle "Market: Average">></th> <th scope="col"><<produceStatsTitle "Market: Total">></th> <</if>> <<if _produceStatsFactory>> <th scope="col"><<produceStatsTitle "Factory: Sold">></th> <th scope="col"><<produceStatsTitle "Factory: Average">></th> <th scope="col"><<produceStatsTitle "Factory: Total">></th> <</if>> </tr> </thead> <<for $_key range $_produceKeys>> <<set $_produce to clone(setup.plants[$_key])>> <<set $_playerProduce to clone($plants[$_key])>> <<if $_playerProduce.amount lte 0 and !$stall_stats?.[$_key]?.sold.amount and !$stall_stats?.[$_key]?.sold.amountHistory and !$farmersProduce?.selling[$_key] and !$farmersProduce?.soldData?.[$_key]>> <<continue>> <</if>> <tbody class="stat"> <td data-label="Produce"> <<recipe_name $_key>> </td> <td data-label="Value"> <<printmoney `$_produce.plant_cost or 0`>> </td> <<if !_produceStatsCurrent>> <td data-label="Amount"> <<if $_playerProduce.amount gt 0>> <<print $_playerProduce.amount>> <<else>> <span class="dash">-</span> <</if>> </td> <td data-label="Total"> <<if $_playerProduce.amount gt 0>> <<printmoney `($_produce.plant_cost or 0) * $_playerProduce.amount`>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _produceStatsMarket or _produceStatsMarketOverall>> <td data-label="Market: Allowed to be sold"> <<if $plants[$_key]?.marketStall isnot undefined>> <<print $plants[$_key].marketStall>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _produceStatsMarket>> <td data-label="Market: Sold Today"> <<if $stall_stats[$_key]?.sold.amount gt 0>> <<print $stall_stats[$_key].sold.amount>> <<else>> <span class="dash">-</span> <</if>> </td> <td data-label="Market: Average Today"> <<if $stall_stats[$_key]?.sold.amount gt 0>> <<printmoney `$stall_stats[$_key].sold.total / $stall_stats[$_key].sold.amount`>> <<else>> <span class="dash">-</span> <</if>> </td> <td data-label="Market: Todays Total"> <<if $stall_stats[$_key]?.sold.total gt 0>> <<printmoney $stall_stats[$_key].sold.total>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _produceStatsMarketOverall>> <td data-label="Market: Sold"> <<if $stall_stats[$_key]?.sold.amountHistory gt 0>> <<print $stall_stats[$_key].sold.amountHistory>> <<else>> <span class="dash">-</span> <</if>> </td> <td data-label="Market: Average"> <<if $stall_stats[$_key]?.sold.amountHistory gt 0>> <<printmoney `$stall_stats[$_key].sold.totalHistory / $stall_stats[$_key].sold.amountHistory`>> <<else>> <span class="dash">-</span> <</if>> </td> <td data-label="Market: Total"> <<if $stall_stats[$_key]?.sold.totalHistory gt 0>> <<printmoney $stall_stats[$_key].sold.totalHistory>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> <<if _produceStatsFactory>> <td data-label="Factory: Sold"> <<if $farmersProduce.soldData[$_key]?.amount gt 0>> <<print $farmersProduce.soldData[$_key].amount>> <<else>> <span class="dash">-</span> <</if>> </td> <td data-label="Factory: Average"> <<if $farmersProduce.soldData[$_key]?.amount gt 0>> <<printmoney `$farmersProduce.soldData[$_key].total / $farmersProduce.soldData[$_key].amount`>> <<else>> <span class="dash">-</span> <</if>> </td> <td data-label="Factory: Total"> <<if $farmersProduce.soldData[$_key]?.total gt 0>> <<printmoney $farmersProduce.soldData[$_key].total>> <<else>> <span class="dash">-</span> <</if>> </td> <</if>> </tbody> <</for>> </table> <</widget>> <<widget "produceStatsTitle">><<silently>> <<if _produceStatsSorting is _args[0]>> <<set $_text_output to ` <<link "${_args[0]}&#x25B2;">><<set _produceStatsSorting to "${_args[0]}Desc">><<replace "#produceStatsDiv">><<produceStats>><</replace>><</link>>`>> <<elseif _produceStatsSorting is _args[0] + "Desc">> <<set $_text_output to ` <<link "${_args[0]}&#x25BC;">><<unset _produceStatsSorting>><<replace "#produceStatsDiv">><<produceStats>><</replace>><</link>>`>> <<else>> <<set $_text_output to ` <<link "${_args[0]}">><<set _produceStatsSorting to "${_args[0]}">><<replace "#produceStatsDiv">><<produceStats>><</replace>><</link>>`>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>><<widget "traits">> <<if $sexStats and $sexStats.pills>> <<set _pills to $sexStats.pills.pills>> <</if>> <<set _traitLists to [ { title: "General Traits", traits: [ { name: "Virgin", colour: "green", has: $player.virginity.vaginal is true and $player.virginity.penile is true, text: "Your purity recovers faster. Your virginity might be worth something.", }, { name: "Chastity Vow", colour: "blue", has: $player.virginity.temple is true, text: "Lost when your <<if $player.penisExist>>penis is enveloped<</if>><<if $player.penisExist and $player.vaginaExist>> or your <</if>><<if $player.vaginaExist>>vagina is penetrated<</if>>. The temple will know.", }, { name: "Broken Vow", colour: "red", has: $player.virginity.temple isnot true and $temple_rank isnot "prospective" and $temple_rank isnot undefined, text: "The temple will know.", }, { name: "Rite of Promise: $templePromised", colour: "blue", has: $templePromised isnot "" and $player.virginity.temple is true, text: "You've been bound to another member of the temple. Sex with this person will not break your vows.", }, { name: "Broken Promise: $templePromised", colour: "red", has: $templePromised isnot "" and $player.virginity.temple isnot true, text: "The temple will know.", }, { name: "Temple Burden: $temple_burden%", colour: "blue", has: $temple_burden gte 1, text: "You are carrying part of the world's corruption within yourself. Physique, willpower, athletics, dancing, skulduggery, swimming, tending, housekeeping, and English skill checks have a $temple_burden% chance to automatically fail.", }, { name: "Purity Boost", colour: "green", has: $featsPurityBoost gt 0, text: () => { let dailyPurity = 1; if (V.fallenangel >= 2) dailyPurity -= 10; if (V.player.virginity.vaginal === true && V.player.virginity.penile === true) dailyPurity += 2; if (dailyPurity + V.featsPurityBoost > 0) return "You are gaining purity daily."; if (dailyPurity + V.featsPurityBoost === 0) return "You are not losing purity daily."; return "You are losing less purity daily."; }, }, { name: "Impurity Boost", colour: "red", has: $featsPurityBoost lt 0, text: () => { let dailyPurity = 1; if (V.fallenangel >= 2) dailyPurity -= 10; if (V.player.virginity.vaginal === true && V.player.virginity.penile === true) dailyPurity += 2; if (dailyPurity + V.featsPurityBoost > 0) return "You are gaining less purity daily."; if (dailyPurity + V.featsPurityBoost === 0) return "You are not gaining purity daily."; return "You are losing purity daily."; }, }, { name: $player.sex isnot $player.gender ? `\"Crossdresser\"` : "Crossdresser", colour: $player.sex is "f" ? "lblue" : "pink", has: $backgroundTraits.includes("crossdresser"), text: `Stress decays faster when you look like a ${$player.sex is "f" ? "boy" : "girl"}, but slower when dressed as a <<pcSex>>.`, }, { name: "Lustful", colour: "lewd", has: $backgroundTraits.includes("lustful"), text: "Arousal increases over time and needs to be managed.", }, { name: "Green Thumb", colour: "green", has: $backgroundTraits.includes("greenthumb"), text: "More bountiful crops and no decay when using fertiliser.", }, { name: () => V.submissive <= 850 ? "Dendrophile" : "Plant Lover", colour: "lewd", has: $backgroundTraits.includes("plantlover"), text: "Plants are everything to you. Plantpeople and plant-based tentacles no longer require hallucinations to encounter. You get a bonus to tending as your trauma increases.", }, { name: "Nectar Addict", colour: "red", has: $backgroundTraits.includes("plantlover"), text: "You're more vulnerable to aphrodisiacs and alcohol. You draw nourishment from nectar. Drinking it invigorates your body, improving physique and reducing stress. Failing to consume nectar for an extended period will take its toll on your body and eventually cause this trait and the <<if $submissive lte 850>><span class='lewd'>Dendrophile</span><<else>><span class='lewd'>Plant Lover</span><</if>> trait to disappear.<span class='hidden'></span>", }, { name: () => { return "Ear slime focus: " + $earSlime.focus; }, colour: "lewd", has: $earSlime.focus and $earSlime.focus isnot "none", text: () => { let result; switch ($earSlime.focus) { case "pregnancy": result = "You chose the path of pregnancy, causing the ear slime to amplify traits related to becoming pregnant, while weakening other traits."; break; case "mixed": result = "You chose to walk the path between pregnancy and impregnation, causing the ear slime to amplify traits related to both, to a lesser degree."; break; case "impregnation": result = "You chose the path of impregnation, causing the ear slime to amplify traits related to impregnating others, while weakening other traits."; break; } let parasites = []; if ($parasite.breasts and $parasite.breasts.name is "parasite") { if ($player.breastsize gte 1) { parasites.push("breasts"); } else { parasites.push("chest"); } } if (($parasite.clit and $parasite.clit.name is "parasite") or ($parasite.penis and $parasite.penis.name is "parasite")) parasites.push("genitals"); if (parasites.length) result += ` Its parasites cover your ${formatList(parasites, "and", true)} like clothing.`; return result; } }, { name: "Pregnant", colour: "lewd", has: playerIsPregnant() and playerAwareTheyArePregnant(), text: () => playerBellySize() lt 10 or playerNormalPregnancyTotal() gte 50 ? "You are with child." : "You are with child. Some skills will suffer as your belly grows.", }, { name: "First Time Mother", colour: "lewd", has: playerNormalPregnancyTotal() is 1, text: "You have given birth to your first child. Reduces the physical penalties for being pregnant.", }, { name: "Second Time Mother", colour: "lewd", has: playerNormalPregnancyTotal() is 2, text: "You have given birth to children two times now. Reduces the physical penalties for being pregnant.", }, { name: "Mother", colour: "lewd", has: between(playerNormalPregnancyTotal(), 3, 7), text: "You have some good experiences of being a mother. Moderately reduces the physical penalties for being pregnant.", }, { name: "Broodmother", colour: "lewd", has: between(playerNormalPregnancyTotal(), 8, 49), text: "You have given birth to many, many children. Greatly reduces the physical penalties for being pregnant.", }, { name: "Gaia", colour: "gold", has: playerNormalPregnancyTotal() gte 50, text: "You have given birth to a veritable dynasty of children. No physical penalties for being pregnant.", }, { name: "Parasite Broodmother", colour: "lewd", has: $sexStats.anus.pregnancy.motherStatus is 2 or $sexStats.vagina.pregnancy.motherStatus is 2, text: "You've become host to an endless number of little critters<<if $sexStats.anus.pregnancy.motherStatus is 2 and $sexStats.vagina.pregnancy.motherStatus is 2>> <span class='lewd'>in multiple places in your body</span><</if>><span class='hidden'></span>.", }, { name: "Parasite Mother", colour: "lewd", has: ($sexStats.anus.pregnancy.motherStatus is 1 or $sexStats.vagina.pregnancy.motherStatus is 1) and !($sexStats.anus.pregnancy.motherStatus is 2 or $sexStats.vagina.pregnancy.motherStatus is 2), text: "You have given birth to little critters<<if $sexStats.anus.pregnancy.motherStatus is 1 and $sexStats.vagina.pregnancy.motherStatus is 1>> <span class='lewd'>in multiple places in your body</span><</if>><span class='hidden'></span>.", }, { name: "Lactating", colour: "blue", has: $lactating gte 1 and $settings.breastFeedingEnabled, text: "Your breasts are ready to be milked.", }, { name: "Milk Factory", colour: "blue", has: $lactating gte 1 and $settings.breastFeedingEnabled and $milk_volume gte 1000, text: "Your breasts are able to hold a tremendous amount of milk.", }, { name: "Sperm Bank", colour: "blue", has: $semen_volume gte 1000 and $player.penisExist, text: "You carry a tremendous amount of semen.", }, { name: "Possessed", colour: "wraith", has: $possessed, text: "Your body is not your own.", }, { name: () => V.player.gender is "n" ? "Wolf" : "Wolf <<pcGender>>", colour: "grey", has: $wolfgirl gte 6, text: "The spirit of the wild lives within you, making you more defiant over time. Your ears and tail make you more conspicuous.", }, { name: () => V.player.gender is "n" ? "Cat" : "Cat <<pcGender>>", colour: "grey", has: $cat gte 6, text: 'You have an urge to lap up cream. Unlocks the "groom" action while dancing with lewd fluid on your person. Your ears and tail make you more conspicuous.', }, { name: () => { if (V.player.gender_appearance is "m") { if (V.player.gender is "n") { return "Bull"; } return "Bull <<pcGender>>"; } else { if (V.player.gender is "n") { return "Cow"; } return "Cow <<pcGender>>"; } }, colour: "brat", has: $cow gte 6, text: "You yearn to be milked. Milk and semen volume is increased. Certain body parts might grow. Your horns, ears and tail make you more conspicuous.", }, { name: () => V.hallucinations gte 2 || !V.settings.bestialityEnabled ? "Harpy" : V.player.gender is "n" ? "Bird" : "Bird <<pcGender>>", colour: "grey", has: $harpy gte 6, text: "The skies call.", }, { name: () => { if (V.player.gender_appearance is "m") { if (V.player.gender is "n") { return "Fox"; } return "Fox <<pcGender>>"; } else { return "Vixen"; } }, colour: "", style: `background: linear-gradient(to right,#fe9000 0%, #ffffff 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`, has: $fox gte 6, text: "You have the urge to keep what's not yours. Improves skulduggery. Your ears and tail make you more alluring and attractive.", }, { name: "Fangs", colour: "def", has: $transformationParts.traits.fangs isnot "disabled", text: "Biting is three times as effective.", }, { name: "Sharp Eyes", colour: "def", has: $transformationParts.traits.sharpEyes isnot "disabled", text: "Little escapes your notice. +5% skulduggery.", }, { name: "Heterochromia", colour: "", style: `background: linear-gradient(to right,${setup.colours.eyes_map[$rightEyeColour].canvasfilter.blend} 0%, ${setup.colours.eyes_map[$leftEyeColour].canvasfilter.blend} 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`, has: $heterochromia is 1, text: "Your eyes are two different colours.", }, { name: "Sturdy Horns", colour: "def", has: $cow gte 2 and $demon lt 2, text: "Headbutts no longer hurt you.", }, { name: "Mate For Life", colour: "", style: `background: linear-gradient(to right,#e646c6 0%, #ffffff 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`, has: $transformationParts.traits.mateForLife isnot "disabled", text: "Gain bonuses when sleeping or copulating with your Love Interest. Changing Love Interests causes stress and trauma.", }, { name: "Thrill of the Chase", colour: "teal", has: $transformationParts.traits.chase isnot "disabled", text: 'Gain a bonus to athletics and unlocks the "ambush" action in stalking encounters. Escaping your pursuers reduces stress.', }, { name: "Fallen Angel", colour: "black", has: $fallenangel gte 3, text: 'The world is so cruel. Though you feel less pure by the day, you will not relinquish yourself. Unlocks the "disparage" action.', }, { name: "Fallen Angel", colour: "black", has: $fallenangel is 2, text: "The world is so cruel. You feel less pure by the day.", }, { name: "Angel", colour: "gold", has: $angel gte 6, text: 'You radiate purity. Unlocks the "forgive" action once per encounter, removing any trauma gained so far. Beware, losing your virginity will remove this trait and leave you broken.', }, { name: () => { if(V.player.gender_appearance is "m"){ if(V.player.sex is "f" and isCrossdressing()){ return "Incubus (female)"; } return "Incubus"; }else{ if(V.player.sex is "m" and isCrossdressing()){ return "Succubus (male)"; } return "Succubus"; } }, colour: "red", has: $demon gte 6, text: "You're devoid of purity. You lose trauma when something cums inside you, or you cum inside something else. Tentacles reduce stress and pain instead of trauma. Beware, ending a day with anything but minimum purity will be very stressful.", }, { name: "Radiant", colour: "gold", has: $angel gte 4, text: 'You are pure. Unlocks the "banish" action a number of times per day based on your angelicness, dealing heavy damage to a tentacle. Its strength is greatly increased while at maximum purity. Uses remaining today: ($angelBanish / $angelBanishMax)', }, { name: "Dark Horns", colour: "def", has: $cow lt 2 and $demon gte 2, text: "Headbutts deal twice as much damage.", }, { name: "Compound Horns", colour: "def", has: $cow gte 2 and $demon gte 2, text: "Your headbutts are vicious. Headbutts are four times as powerful and no longer hurt you.", }, { name: () => V.plucked ? "Thoroughly Preened Wings" : "Strong Wings", colour: () => V.plucked ? "grey" : "gold", has: $harpy gte 6 and $birdFly gte 1, text: () => V.plucked ? "You're missing some feathers, but your wings feel sleek. Can glide, but flight is temporarily disabled." : "Can glide from high locations. Can fly where the wind is willing.", meter: { has: V.plucked, value: V.plucked, min: 0, max: 14, colour: "bluebar", }, }, { name: "Wings", colour: "grey", has: !($harpy gte 6 and $birdFly gte 1) and ($angel gte 6 or $fallenangel gte 2 or $demon gte 6 or $harpy gte 6), text: "Can glide from high locations.", }, { name: "Meek", colour: "meek", has: $submissive gte 1150 and $submissive lt 1500, text: 'Unlocks the "Moan" action.', }, { name: "Submissive", colour: "sub", has: $submissive gte 1500, text: 'Unlocks the "Moan" action.', }, { name: "Bratty", colour: "brat", has: $submissive lte 850 and $submissive gt 500, text: 'Unlocks the "Demand" action.', }, { name: "Defiant", colour: "def", has: $submissive lte 500, text: 'Unlocks the "Demand" action.', }, { name: "Innocent", colour: "blue", has: $innocencestate is 1, text: "You're flattered that so many people want to spend time with you. This trait will disappear should you run out of innocence, and any trauma you've accumulated will be applied. Being attacked and low control will reduce innocence.", }, { name: "Guilty Masochist", colour: "blue", has: $masochism_level is 1, text: "Provides a small resistance to most sources of pain. Those sources increase arousal instead.", }, { name: "Masochist", colour: "purple", has: $masochism_level is 2, text: "Provides resistance to most sources of pain. Those sources increase arousal instead.", }, { name: "Hardened Masochist", colour: "pink", has: $masochism_level is 3, text: "Provides strong resistance to most sources of pain. Those sources increase arousal instead.", }, { name: "Drooling Masochist", colour: "red", has: $masochism_level is 4, text: "Provides incredible resistance to most sources of pain. Those sources increase arousal instead.", }, { name: "Guilty Sadist", colour: "blue", has: $sadism_level is 1, text: "Your defiant acts inflict a little more pain. Inflicting pain increases arousal.", }, { name: "Sadist", colour: "purple", has: $sadism_level is 2, text: "Your defiant acts inflict more pain. Inflicting pain increases arousal.", }, { name: "Hardened Sadist", colour: "pink", has: $sadism_level is 3, text: "Your defiant acts inflict much more pain. Inflicting pain increases arousal.", }, { name: "Vengeful Sadist", colour: "red", has: $sadism_level is 4, text: "Your defiant acts are far more dangerous. Inflicting pain increases arousal.", }, { name: "Farmer", colour: "green", has: $farm_stage gte 6, text: "You know your way around a barn. Your physique is easier to maintain.", }, { name: "Knowledge: Islander language", colour: "", has: $islander_language gte 100, text: "You can understand and speak the tongue of the islanders.", }, { name: "Knowledge: Quicksand", colour: "", has: $quicksand gte 5, text: "You know how to react when stuck in the stuff.", }, { name: "Ancient Arts", colour: "wraith", has: $hc?.wraith, text: "You've learned techniques lost to the past. An extension of your body, your arm and whip move as one.", }, ], }, { title: "Medicinal Traits", traits: [ { name: "Hair Growth Formula", colour: "green", has: _pills and _pills["Hair Growth Formula"] and _pills["Hair Growth Formula"].doseTaken, text: () => { return `A hair growth formula has been applied, to encourage faster hair growth. ${_pills["Hair Growth Formula"].doseTaken} day${_pills["Hair Growth Formula"].doseTaken is 1 ? "" : "s"} remaining.`; } }, { name: "Anti-Parasite Cream", colour: "green", has: _pills and _pills["Anti-Parasite Cream"] and _pills["Anti-Parasite Cream"].doseTaken, text: () => { return `A parasite-repelling cream, preventing further internal parasite impregnation. ${_pills["Anti-Parasite Cream"].doseTaken} day${_pills["Anti-Parasite Cream"].doseTaken is 1 ? "" : "s"} remaining.`; } }, { name: "Fertility booster", colour: "lewd", has: _pills and _pills["fertility booster"] and _pills["fertility booster"].doseTaken, text: () => { let result = `You have ${_pills["fertility booster"].doseTaken gte 2 ? "overdosed on pills" : "taken a pill"} that `; let multiple = false; let hasEffect = false; if ((!playerIsPregnant() or !playerAwareTheyArePregnant()) and playerAwareTheyCanBePregnant()) { multiple = true; hasEffect = true; result += "makes it easier for you to get pregnant with more children"; } if ($player.penisExist and $player.penissize gte -1) { hasEffect = true; if (multiple) result += " and "; result += "makes your sperm more virile"; } if (!hasEffect) { result += "currently has no effect on you"; } result += `. ${_pills["fertility booster"].doseTaken} day${_pills["fertility booster"].doseTaken is 1 ? "" : "s"} remaining.`; return result; } }, { name: "Contraceptive", colour: "lblue", has: _pills and _pills["contraceptive"] and _pills["contraceptive"].doseTaken, text: () => { let result = `You have ${_pills["contraceptive"].doseTaken gte 2 ? "overdosed on pills" : "taken a pill"} that `; let multiple = false; let hasEffect = false; if (!playerAwareTheyCanBePregnant() or !playerAwareTheyArePregnant()) { multiple = true; hasEffect = true; result += "makes it harder for you to get pregnant"; } if ($player.penisExist and $player.penissize gte -1) { hasEffect = true; if (multiple) result += " and "; result += "makes your sperm less virile"; } if (!hasEffect) { result += "currently has no effect on you"; } result += `. ${_pills["contraceptive"].doseTaken} day${_pills["contraceptive"].doseTaken is 1 ? "" : "s"} remaining.`; return result; } }, { name: "Penis blocker pills", colour: "green", has: _pills and _pills["penis blocker"] and _pills["penis blocker"].doseTaken, text: () => { let result = `You have taken a pill that`; if ($player.penisExist) { result += " prevents the re-sizing of your penis."; } else { result += " has no effect on you."; } return result; } }, { name: "Penis growth pills", colour: "green", has: _pills and _pills["penis growth"] and _pills["penis growth"].doseTaken, text: () => { let result = `You have ${_pills["penis growth"].doseTaken gte 2 ? "overdosed on" : "taken"} pills that `; if ($player.penisExist) { result += " encourages the growth of your penis."; } else { result += " that has no effect on you."; } return result; } }, { name: "Penis reduction pills", colour: "green", has: _pills and _pills["penis reduction"] and _pills["penis reduction"].doseTaken, text: () => { let result = `You have ${_pills["penis reduction"].doseTaken gte 2 ? "overdosed on" : "taken"} pills that `; if ($player.penisExist) { result += " encourages the shrinking of your penis."; } else { result += " that has no effect on you."; } return result; } }, { name: "Breast blocker pills", colour: "green", has: _pills and _pills["breast blocker"] and _pills["breast blocker"].doseTaken, text: "You have taken a pill that prevents the re-sizing of your breasts.", }, { name: "Breast growth pills", colour: "green", has: _pills and _pills["breast growth"] and _pills["breast growth"].doseTaken, text: `You have ${_pills and _pills["breast growth"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the growth of your breasts.`, }, { name: "Breast reduction pills", colour: "green", has: _pills and _pills["breast reduction"] and _pills["breast reduction"].doseTaken, text: `You have ${_pills and _pills["breast reduction"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the shrinking of your breasts.`, }, { name: "Bottom blocker pills", colour: "green", has: _pills and _pills["bottom blocker"] and _pills["bottom blocker"].doseTaken, text: "You have taken a pill that prevents the re-sizing of your bottom.", }, { name: "Bottom growth pills", colour: "green", has: _pills and _pills["bottom growth"] and _pills["bottom growth"].doseTaken, text: `You have ${_pills and _pills["bottom growth"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the growth of your bottom.`, }, { name: "Bottom reduction pills", colour: "green", has: _pills and _pills["bottom reduction"] and _pills["bottom reduction"].doseTaken, text: `You have ${_pills and _pills["bottom reduction"].doseTaken gte 2 ? "overdosed on" : "taken"} a pill that encourages the shrinking of your bottom.`, }, ] }, { title: "Special Traits", traits: [ { name: () => V.submissive <= 850 ? "Hedonist" : "Orgasm Addict", colour: "lewd", has: $orgasmtrait gte 1, text: "The number of orgasms you have had has left a lasting physiological effect. Climaxing is more difficult but pleasurable orgasms relieve more stress and painful orgasms no longer increase stress.", }, { name: "Asphyxiophilia", colour: "lewd", has: $choketrait gte 1, text: "You've come to love the feeling of lack of oxygen. Getting choked makes sex more pleasurable.", }, { name: () => V.submissive <= 850 ? "Cumoisseur" : "Cum Dump", colour: "lewd", has: $ejactrait gte 1, text: "You've become accustomed to the scent of ejaculate and can take advantage of its calming effect. Your stress is reduced hourly depending on how much slime and semen covers you.", }, { name: () => V.submissive <= 850 ? "Graceful" : "Plaything", colour: "lewd", has: $molesttrait gte 1, text: "You've learned to better cope with psychological trauma. Being molested no longer removes your sense of control (rape still does).", }, { name: () => V.submissive <= 850 ? "Survivor" : "Fucktoy", colour: "lewd", has: $rapetrait gte 1, text: "You've been raped so much that you've learned how to cope. Trauma increases more slowly.", }, { name: () => V.submissive <= 850 ? "Tamer" : "Bitch", colour: "lewd", has: $bestialitytrait gte 1, text: "Animals have tried to <<if $settings.pregnancySpeechEnabled>>breed<<else>>mate<</if>> with you so often that you're used to it. Trauma increases more slowly when attacked by animals.", }, { name: () => V.submissive <= 850 ? "Witch" : "Prey", colour: "lewd", has: $tentacletrait gte 1, text: "Many tentacles have had their way with your body. Trauma increases more slowly when attacked by tentacles.", }, { name: () => V.submissive <= 850 ? "Daredevil" : "Tasty", colour: "lewd", has: $voretrait gte 1, text: "You've found your way into the belly of many a creature. They'll have a harder time swallowing you as they savour your taste.", }, { name: () => V.submissive <= 850 ? "Milk Enthusiast" : "Milk Addict", colour: "lewd", has: $milkdranktrait gte 1, text: "You take full advantage of the nutrition in fresh breast milk. Drinking it invigorates your body, improving physique.", }, ], }, { title: "School Traits", traits: [ { name: "Passable Science", colour: "blue", has: $sciencetrait is 1, text: "Pain is slightly easier to cope with.", }, { name: "Decent Science", colour: "lblue", has: $sciencetrait is 2, text: "Pain is moderately easier to cope with.", }, { name: "Good Science", colour: "teal", has: $sciencetrait is 3, text: "Pain is easier to cope with.", }, { name: "Excellent Science", colour: "green", has: $sciencetrait is 4, text: "Pain is much easier to cope with.", }, { name: "Passable Maths", colour: "blue", has: $mathstrait is 1, text: "You make 25% more from tips and negotiated fees.", }, { name: "Decent Maths", colour: "lblue", has: $mathstrait is 2, text: "You make 50% more from tips and negotiated fees.", }, { name: "Good Maths", colour: "teal", has: $mathstrait is 3, text: "You make 75% more from tips and negotiated fees.", }, { name: "Excellent Maths", colour: "green", has: $mathstrait is 4, text: "You make 100% more from tips and negotiated fees.", }, { name: "Passable English", colour: "blue", has: $englishtrait is 1, text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are twice as effective.", }, { name: "Decent English", colour: "lblue", has: $englishtrait is 2, text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are three times as effective.", }, { name: "Good English", colour: "teal", has: $englishtrait is 3, text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are four times as effective.", }, { name: "Excellent English", colour: "green", has: $englishtrait is 4, text: "Speech actions (plead, moan, demand, apologise, mock, tease, ask to be more rough) are five times as effective.", }, { name: "Passable History", colour: "blue", has: $historytrait is 1, text: "You know there are secret paths around town.", }, { name: "Decent History", colour: "lblue", has: $historytrait is 2, text: "You know of a few secret paths around town.", }, { name: "Good History", colour: "teal", has: $historytrait is 3, text: "You know of several secret paths around town.", }, { name: "Excellent History", colour: "green", has: $historytrait is 4, text: "You know of many secret paths around town.", }, { name: "Okay at school", colour: "blue", has: $schooltrait is 1, text: "Your performance at school has improved your self-esteem, slightly increasing your daily trauma decay.", }, { name: "Decent at school", colour: "lblue", has: $schooltrait is 2, text: "Your performance at school has improved your self-esteem, moderately increasing your daily trauma decay.", }, { name: "Good at school", colour: "teal", has: $schooltrait is 3, text: "Your performance at school has improved your self-esteem, increasing your daily trauma decay.", }, { name: "Excellent at school", colour: "green", has: $schooltrait is 4, text: "Your performance at school has improved your self-esteem, greatly increasing your daily trauma decay.", }, { name: "Science Fair Winner", colour: "green", has: $scienceprojectwon is 1, text: "You have been publicly recognised for your detailed and informative science project.", }, { name: "Maths Competition Winner", colour: "green", has: $mathsprojectwon is 1, text: "You have been publicly recognised for your insightful solution to such a challenging mathematics problem.", }, { name: "Stage Play Performer", colour: "green", has: $englishPlayWell is 1, text: "Your star performance during the student stage play elevated the production to great heights and much acclaim.", }, ], }, { title: "Trauma Traits", traits: [ { name: () => V.hypnosis_traits.slumber ? "Suppressed Insomnia" : V.controlled === 0 ? "Insomnia" : "Controlled Insomnia", colour: () => V.hypnosis_traits.slumber ? "black" : V.controlled === 0 ? "red" : "blue", has: $sleeptrouble gte 1, text: "Sleep less effective.", textColour: () => V.controlled === 0 && !V.hypnosis_traits.slumber ? "red" : "black", }, { name: () => V.controlled === 0 ? "Nightmares" : "Controlled Nightmares", colour: () => V.controlled === 0 ? "red" : "blue", has: $nightmares gte 1, text: "Sleep is stressful.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: () => V.controlled === 0 ? "Anxiety Disorder" : "Controlled Anxiety Disorder", colour: () => V.controlled === 0 ? "red" : "blue", has: $anxiety gte 1, text: "Stress won't automatically decrease over time.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: () => V.controlled === 0 ? "Severe Anxiety Disorder" : "Controlled Severe Anxiety Disorder", colour: () => V.controlled === 0 ? "red" : "blue", has: $anxiety gte 2, text: "Stress increases over time.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: () => V.controlled === 0 ? "Flashbacks" : "Controlled Flashbacks", colour: () => V.controlled === 0 ? "red" : "blue", has: $flashbacks gte 1, text: "May relive nasty experiences.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: () => V.controlled === 0 ? "Panic Attacks" : "Controlled Panic Attacks", colour: () => V.controlled === 0 ? "red" : "blue", has: $panicattacks gte 1, text: "Chance of paralysis.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: () => V.controlled === 0 ? "Severe Panic Attacks" : "Controlled Severe Panic Attacks", colour: () => V.controlled === 0 ? "red" : "blue", has: $panicattacks gte 2, text: "Chance of uncontrollable violent outbursts.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: () => V.controlled === 0 ? "Hallucinations" : "Controlled Hallucinations", colour: () => V.controlled === 0 ? "red" : "blue", has: $hallucinations gte 1, text: "More dangers during encounters.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: () => V.controlled === 0 ? "Severe Hallucinations" : "Controlled Severe Hallucinations", colour: () => V.controlled === 0 ? "red" : "blue", has: $hallucinations gte 2, text: "More dangerous world.", textColour: () => V.controlled === 0 ? "red" : "black", }, { name: "Visibly Disturbed", colour: "red", has: $dissociation gte 1, text: "There's something wrong with you, and people can tell.", textColour: "red", }, { name: () => V.controlled === 0 ? "Dissociation" : "Controlled Dissociation", colour: () => V.controlled === 0 ? "red" : "blue", has: $dissociation gte 2, text: "Nothing feels real.", textColour: () => V.controlled === 0 ? "red" : "black", }, ], }, { title: "NPC Traits", traits: [ { name: "Robin's Protector", colour: "lblue", has: $robinpaid gte 1, text: "Robin is dependent on you. You need to be strong. Increases daily trauma decay.", }, { name: "Stockholm Syndrome: Eden", colour: "white", has: $syndromeeden gte 1, text: "It must be lonely living on your own in the woods.", textColour: "red", }, { name: "Stockholm Syndrome: Kylar", colour: "white", has: $syndromekylar gte 1 and (C.npc.Kylar.state isnot "prison" or $location is "prison"), text: "Everyone deserves a friend.", textColour: "red", }, { name: () => V.settings.bestialityEnabled ? "Stockholm Syndrome: Wolves" : "Stockholm Syndrome: Wolf People", colour: "white", has: $syndromewolves gte 1, text: () => V.settings.bestialityEnabled ? "They're just cute animals." : "They're just cute monsters.", textColour: "red", }, { name: "Stockholm Syndrome: Great Hawk", colour: "white", has: $syndromebird gte 1, text: () => V.greathawkmonster === 2 || !V.settings.bestialityEnabled ? "<<nnpc_He 'Great Hawk'>> only wants a mate." : "It only wants a mate.", textColour: "red", }, { name: "Avery's Saviour", colour: "lblue", has: $avery_fate is "saved", text: "You saved Avery's life. Rage decreases daily.", }, ], }, { title: "Hypnosis Traits", traits: [ { name: "Hypnotic Suggestion", colour: "lblue", has: $hypnosis_traits.suggestion is 1, text: "Doctor Harper told you to do something, but it's a bit hazy.", }, { name: "Bewitched Suggestion", colour: "blue", has: $hypnosis_traits.suggestion is 2, text: "Doctor Harper told you to do something, but you have trouble remembering what.", }, { name: "Beguiled Suggestion", colour: "purple", has: $hypnosis_traits.suggestion is 3, text: "Doctor Harper told you to do something, but you can't remember what.", }, { name: "Mesmeric Suggestion", colour: "pink", has: $hypnosis_traits.suggestion is 4, text: "Doctor Harper told you to do something, but your mind is blank.", }, { name: "Sublime Suggestion", colour: "red", has: $hypnosis_traits.suggestion is 5, text: "Doctor Harper told you to do something, but you can't remember anything at all.", }, { name: "Hypnotic Yearning", colour: "lblue", has: $hypnosis_traits.scream is 1, text: "May beg for rougher treatment instead of screaming.", }, { name: "Bewitched Yearning", colour: "blue", has: $hypnosis_traits.scream is 2, text: "Will sometimes beg for rougher treatment instead of screaming.", }, { name: "Beguiled Yearning", colour: "purple", has: $hypnosis_traits.scream is 3, text: "Will usually beg for rougher treatment instead of screaming.", }, { name: "Mesmeric Yearning", colour: "pink", has: $hypnosis_traits.scream is 4, text: "Will often beg for rougher treatment instead of screaming.", }, { name: "Sublime Yearning", colour: "red", has: $hypnosis_traits.scream is 5, text: "Will beg for rougher treatment instead of screaming.", }, { name: "Hypnotic Flaunting", colour: "lblue", has: $hypnosis_traits.cover is 1, text: "May flaunt your body parts instead of covering them.", }, { name: "Bewitched Flaunting", colour: "blue", has: $hypnosis_traits.cover is 2, text: "Will sometimes flaunt your body parts instead of covering them.", }, { name: "Beguiled Flaunting", colour: "purple", has: $hypnosis_traits.cover is 3, text: "Will usually flaunt your body parts instead of covering them.", }, { name: "Mesmeric Flaunting", colour: "pink", has: $hypnosis_traits.cover is 4, text: "Will often flaunt your body parts instead of covering them.", }, { name: "Sublime Flaunting", colour: "red", has: $hypnosis_traits.cover is 5, text: "Will flaunt your body parts instead of covering them.", }, { name: "Hypnotic Deviancy", colour: "lblue", has: $hypnosis_traits.deviancy is 1, text: "May provoke beasts at the start of encounters.", }, { name: "Bewitched Deviancy", colour: "blue", has: $hypnosis_traits.deviancy is 2, text: "Will sometimes provoke beasts at the start of encounters.", }, { name: "Beguiled Deviancy", colour: "purple", has: $hypnosis_traits.deviancy is 3, text: "Will usually provoke beasts at the start of encounters.", }, { name: "Mesmeric Deviancy", colour: "pink", has: $hypnosis_traits.deviancy is 4, text: "Will often provoke beasts at the start of encounters.", }, { name: "Sublime Deviancy", colour: "red", has: $hypnosis_traits.deviancy is 5, text: "Will provoke beasts at the start of encounters.", }, { name: "Bewitched", colour: basicHypnoCss(), has: $hc?.bewitched, text: "Your Angel.", textColour: "red", }, { name: () => V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 ? "Hypnotic Devotion" : "Hypnotic Curiosity", colour: "lblue", has: V.hypnosis_traits.devotion === 1, text: "You find your mind wandering to the forest every now and then. Gwylan's requests feel strangely compelling.", meter: { has: V.hypnosisTimers.devotion, value: V.hypnosisTimers.devotion?.time, min: 0, max: 15, colour: "lbluebar glowbar", }, }, { name: () => V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 ? "Bewitched Devotion" : "Bewitched Curiosity", colour: "blue", has: V.hypnosis_traits.devotion === 2, text: "Gwylan's presence makes you feel safe. <<nnpc_His 'Gwylan'>> requests are hard to resist. Beneficial hypnosis traits last longer.", meter: { has: V.hypnosisTimers.devotion, value: V.hypnosisTimers.devotion?.time, min: 15, max: 35, colour: "bluebar glowbar", }, }, { name: () => V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 ? "Beguiled Devotion" : "Beguiled Curiosity", colour: "purple", has: V.hypnosis_traits.devotion === 3, text: "Gwylan's presence is comforting. <<nnpc_His 'Gwylan'>> requests are harder to resist. Beneficial hypnosis traits last longer. School grades do not decay.", meter: { has: V.hypnosisTimers.devotion, value: V.hypnosisTimers.devotion?.time, min: 35, max: 55, colour: "purplebar glowbar", }, }, { name: () => V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 ? "Mesmeric Devotion" : "Mesmeric Curiosity", colour: "pink", has: V.hypnosis_traits.devotion === 4, text: "Gwylan's presence makes you feel warm. <<nnpc_His 'Gwylan'>> requests are even harder to resist. Anyone else's attempts to hypnotise you might fail. Beneficial hypnosis traits last longer. School grades do not decay.", meter: { has: V.hypnosisTimers.devotion, value: V.hypnosisTimers.devotion?.time, min: 55, max: 75, colour: "pinkbar glowbar", }, }, { name: () => V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 ? "Sublime Devotion" : "Sublime Curiosity", colour: "red", has: V.hypnosis_traits.devotion === 5, text: "Gwylan makes you feel whole. <<nnpc_His 'Gwylan'>> requests are <span class='red'>impossible</span> to resist. Anyone else's attempts to hypnotise you will fail, and may harm them. <span class='gold'>Beneficial hypnosis traits and school grades do not decay.</span>", meter: { has: V.hypnosisTimers.devotion, hide: V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 && V.hypnosisTimers.devotion?.time >= gwylanHypnoMax("value"), value: V.hypnosisTimers.devotion?.time, min: 75, max: 95, colour: "redbar glowbar", }, }, { name: () => V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 ? "Frenzied Devotion" : "Frenzied Curiosity", colour: basicHypnoCss(), has: V.hypnosis_traits.devotion >= 6, text: "???", meter: { has: V.hypnosisTimers.devotion, hide: V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1 && V.hypnosisTimers.devotion?.time >= gwylanHypnoMax("value"), value: V.hypnosisTimers.devotion?.time, min: 95, max: 100, colour: "redbar glowbar", }, }, { name: "Hypnotic Peace", colour: "forest-green", has: V.hypnosis_traits.peace gte 1, text: "You are at peace with your inner self. Hiding transformation parts no longer inflicts trauma.", meter: { has: V.hypnosisTimers.peace, hide: V.hypnosis_traits.devotion >= 5, value: V.hypnosisTimers.peace?.time, max: V.hypnosisTimers.peace?.max, colour: "greenbar glowbar", }, }, { name: "Hypnotic Silence", colour: "purple", has: V.hypnosis_traits.silence gte 1, text: "Your thoughts are solitary and tranquil. Ear slimes are temporarily silenced.", meter: { has: V.hypnosisTimers.silence, hide: V.hypnosis_traits.devotion >= 5, value: V.hypnosisTimers.silence?.time, max: V.hypnosisTimers.silence?.max, colour: "purplebar glowbar", }, }, { name: "Hypnotic Slumber", colour: "", style: `background: linear-gradient(to right,rgb(31, 121, 196) 0%,rgb(77, 74, 247) 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`, has: V.hypnosis_traits.slumber gte 1, text: "Sleep is more restful when traumatised, and the 'insomnia' trait is suppressed, if present.", meter: { has: V.hypnosisTimers.slumber, hide: V.hypnosis_traits.devotion >= 5, value: V.hypnosisTimers.slumber?.time, max: V.hypnosisTimers.slumber?.max, colour: "darkbluebar glowbar", }, }, { name: () => V.awareness >= 300 ? "Hypnotic Ignorance" : "Hypnotic Insight", colour: "", style: `background: linear-gradient(to right,rgb(187, 214, 221) 0%,rgb(255, 252, 217) 100%);-webkit-background-clip: text;-webkit-text-fill-color: transparent;`, has: V.hypnosis_traits.insight gte 1, text: "High awareness no longer causes hallucinations. Low awareness causes hallucinations instead.", meter: { has: V.hypnosisTimers.insight, hide: V.hypnosis_traits.devotion >= 5, value: V.hypnosisTimers.insight?.time, max: V.hypnosisTimers.insight?.max, colour: "bluebar glowbar", }, }, ], }, { title: "Acceptance Traits", traits: [ { name: () => { const penisSize = setup.penisSizes[$player.penissize + 2].toUpperFirst(); return `Acceptance: ${penisSize} Penis`; }, colour: "green", has: $acceptance_penis_small gte 1000 and $player.penissize lte 1, text: "You're proud of your small penis.", }, { name: "Acceptance: Tomgirl", colour: "green", has: $acceptance_tomgirl gte 100 and $acceptance_penis_small gte 1000 and $player.penissize lte 0, text: "You're proud of becoming a tomgirl.", }, { name: () => { const penisSize = setup.penisSizes[$player.penissize + 2].toUpperFirst(); return `Acceptance: ${penisSize} Penis`; }, colour: "green", has: $acceptance_penis_big gte 1000 and $player.penissize gte 4, text: "You're proud of your enormous penis.", }, { name: "Acceptance: Flat Chest", colour: "green", has: $acceptance_breasts_tiny gte 1000 and $player.breastsize lte 0 and $player.sex is "f", text: "You're proud of your flat chest.", }, { name: () => { const breastSize = setup.breastsizes[$player.breastsize].toUpperFirst(); return `Acceptance: ${$player.breastsize ? breastSize + " Breasts" : "Flat Chest"}`; }, colour: "green", has: $acceptance_breasts_small gte 1000 and between($player.breastsize, 0, 4), text: "You're proud of your small breasts.", }, { name: () => { const breastSize = setup.breastsizes[$player.breastsize].toUpperFirst(); return `Acceptance: ${breastSize} Breasts`; }, colour: "green", has: $acceptance_breasts_big gte 1000 and $player.breastsize gte 8, text: "You're proud of your huge breasts.", }, { name: () => playerAwareTheyArePregnant() ? "Acceptance: Pregnant Belly" : "Acceptance: Pregnant Looking Belly", colour: "green", has: $acceptance_pregnancy gte 1000 and playerBellySize() gte 8, text: () => playerAwareTheyArePregnant() ? "You're proud of your lifebearing belly." : "You're proud of your large belly.", }, ], }, { title: "???", traits: [ { name: "Elk-scarred", colour: "red", has: $auriga_scar is 1, text: "An invisible wound hangs over your heart. Trauma and awareness increase over time. Purity decreases over time.", textColour: "red", }, { name: "Elk-marked", colour: "red", has: $auriga_scar is 2, text: "A crackling wound surrounds your heart. You're harder to notice, and to recognise as human.", textColour: "red", }, { name: "Elk-bitten", colour: "red", has: $auriga_scar is 3, text: "A hole threatens to swallow your black heart. Something seeks to escape.", textColour: "red", }, { name: "Elk-ruptured", colour: "red", has: $auriga_scar is 4, text: "A rupture severs your black, unbeating heart. Damnation is imminent.", textColour: "red", }, { name: "Elk-spawned", colour: "red", has: $auriga_scar gte 5, text: "Damnation.", textColour: "red", }, ], }, ]>> <div id="traitListsSearch"> <<traitListsSearch>> </div> <br> <div id="traitLists"> <<traitLists>> </div> <</widget>> <<widget "traitListsSearch">> <<if $options.traitOverlayFormat is undefined>><<set $options.traitOverlayFormat to "table">><</if>> <<set _traitSearch to "">> <<foldout false "_traitFilterFoldout">> <span>Filter</span> <label>Search: <<textbox "_traitSearch" _traitSearch>></label> <br><br> <label> Display Format: <<listbox "$options.traitOverlayFormat" autoselect>> <<option "Table" "table">> <<option "Reduced Table" "reducedTable">> <<option "List" "list">> <</listbox>> </label> <br><br> <<link Update>> <<replace "#traitLists">><<traitLists>><</replace>> <</link>> | <<link Clear>> <<set _traitSearch to "">> <<replace "#traitListsSearch">><<traitListsSearch>><</replace>> <<replace "#traitLists">><<traitLists>><</replace>> <</link>> | <</foldout>> <</widget>> <<widget "traitLists">> <<set _traitSearch2 to _traitSearch.toLowerCase()>> <<for $_traitList range _traitLists>> <<if !$_traitList.traits.find(trait => trait.has && (T.traitSearch2 === "" || (typeof trait.name === "function" && trait.name().toLowerCase().includes(T.traitSearch2)) || (typeof trait.name !== "function" && trait.name.toLowerCase().includes(T.traitSearch2)) || (trait.text && typeof trait.text === "function" && trait.text().toLowerCase().includes(T.traitSearch2)) || (trait.text && typeof trait.text !== "function" && trait.text.toLowerCase().includes(T.traitSearch2))) )>> <<continue>> <</if>> <<if ["table","reducedTable"].includes($options.traitOverlayFormat)>> <div @class="$options.traitOverlayFormat is 'table' ? 'traitList' : 'traitListReducedText'"> <div class="traitHeading"> <<print $_traitList.title>> </div> <div class="traits"> <<for $_trait range $_traitList.traits.filter(trait => trait.has && (T.traitSearch2 === "" || (typeof trait.name === "function" && trait.name().toLowerCase().includes(T.traitSearch2)) || (typeof trait.name !== "function" && trait.name.toLowerCase().includes(T.traitSearch2)) || (trait.text && typeof trait.text === "function" && trait.text().toLowerCase().includes(T.traitSearch2)) || (trait.text && typeof trait.text !== "function" && trait.text.toLowerCase().includes(T.traitSearch2))) )>> <div class="trait"> <<set $_name to typeof $_trait.name is "function" ? $_trait.name() : $_trait.name>> <<set $_colour to typeof $_trait.colour is "function" ? $_trait.colour() : $_trait.colour>> <<set $_style to typeof $_trait.style is "function" ? $_trait.style() : $_trait.style>> <<set $_text to typeof $_trait.text is "function" ? $_trait.text() : $_trait.text>> <<set $_textColour to typeof $_trait.textColour is "function" ? $_trait.textColour() : $_trait.textColour>> <<set $_meter to $_trait.meter>> <span @class="$_colour" @style="$_style"> <<print $_name>> </span> <<if !$_text>> <<elseif $options.traitOverlayFormat is "table">> - <small @class="$_textColour"><<print $_text>></small> <<if $_meter?.has and !$_meter.hide>> <<set $_floor to $_meter.min || 0>> <<set $_timeTotal to ($_meter.max - $_floor)>> <<set $_percent to Math.floor(($_meter.value - $_floor) / $_timeTotal * 100)>> <div class="meter"> <<print '<div @class="$_meter.colour" style="width:' + $_percent + '%"></div>'>> </div> <</if>> <<else>> <mouse class="tooltip linkBlue">Info (?)<span @class="$_textColour"><<print $_text>></span></mouse> <<if $_meter?.has and !$_meter.hide>> <<set $_floor to $_meter.min || 0>> <<set $_timeTotal to ($_meter.max - $_floor)>> <<set $_percent to Math.floor($_meter.value / $_timeTotal * 100)>> <div class="meter"> <<print '<div @class="$_meter.colour" style="width:' + $_percent + '%"></div>'>> </div> <</if>> <</if>> </div> <</for>> </div> </div> <br> <</if>> <<if $options.traitOverlayFormat is "list">> <div> <h4> <<print $_traitList.title>> </h4> <<for $_trait range $_traitList.traits.filter(trait => trait.has && (T.traitSearch2 === "" || (typeof trait.name === "function" && trait.name().toLowerCase().includes(T.traitSearch2)) || (typeof trait.name !== "function" && trait.name.toLowerCase().includes(T.traitSearch2)) || (trait.text && typeof trait.text === "function" && trait.text().toLowerCase().includes(T.traitSearch2)) || (trait.text && typeof trait.text !== "function" && trait.text.toLowerCase().includes(T.traitSearch2))) )>> <div class="trait"> <<set $_name to typeof $_trait.name is "function" ? $_trait.name() : $_trait.name>> <<set $_colour to typeof $_trait.colour is "function" ? $_trait.colour() : $_trait.colour>> <<set $_style to typeof $_trait.style is "function" ? $_trait.style() : $_trait.style>> <<set $_text to typeof $_trait.text is "function" ? $_trait.text() : $_trait.text>> <<set $_textColour to typeof $_trait.textColour is "function" ? $_trait.textColour() : $_trait.textColour>> <<set $_meter to $_trait.meter>> <span @class="$_colour" @style="$_style"> <<print $_name>> </span> <<if $_text>> - <span @class="$_textColour"><<print $_text>></span> <<if $_meter?.has and !$_meter.hide>> <<set $_floor to $_meter.min || 0>> <<set $_timeTotal to ($_meter.max - $_floor)>> <<set $_percent to Math.floor($_meter.value / $_timeTotal * 100)>> <div class="meter"> <<print '<div @class="$_meter.colour" style="width:' + $_percent + '%"></div>'>> </div> <</if>> <</if>> </div> <</for>> </div> <br> <</if>> <</for>> <</widget>><<widget "parasiteinit">> <<set $parasite to {}>> <<set $parasite.bodyparts to [ "nipples", "bottom", "breasts", "penis", "balls", "clit", "anus", "vagina", "labia", "left_thigh", "right_thigh", "left_foot", "right_foot", "left_arm", "right_arm", "left_hand", "right_hand", "tummy", "back", "face", "mouth", "left_ear", "right_ear", "hair"]>> <<set $parasite.types to [ "urchin", "slime", "maggot", "parasite",]>> <<for _part range $parasite.bodyparts>> <<set $parasite[_part] to {}>> /*<<set $parasite[_part].bodypart to _part.replace(/_/g, " ")>>*/ <</for>> <<for _type range $parasite.types>> <<set $parasite[_type] to []>> /*This seems a bit redundant but not having to iterate through every body part every time StoryCaption updates seems worth it*/ <</for>> <</widget>> <<widget "parasite">> /*First argument is the body part you want to attach a parasite to, second argument is the type of parasite*/ <<if _args[0] and _args[1]>> <<set _temp0 to _args[0]>> <<set _temp1 to _args[1]>> <<set $parasite[_temp0].name to _temp1>> <<set $parasitestat += 1>> <<if _temp0 is "clit" and _temp1 is "parasite" and $player.sex is "f" and ["mixed", "impregnation"].includes($earSlime.focus)>> <<set $player.penisExist to true>> <<if $penisuse is "none">> <<set $penisuse to 0>> <<set $penisstate to 0>> <</if>> <<set $player.ballsExist to true>> <<if $earSlime.focus is "impregnation">> <<set $player.size to Math.clamp(2, 0, Math.max(0, $penissizemax))>> <<set $semen_amount to 300>> <<set $semen_volume to 300>> <<else>> <<set $player.size to 0>> <<set $semen_amount to 90>> <<set $semen_volume to 90>> <</if>> <</if>> <<if _temp0 is "left_ear" or _temp0 is "right_ear" or _args[2] is "noSuck">> /*Keeps ears from 'sucking and massaging' in the StoryCaption*/ <<else>> <<set _temp0 to _temp0.replace(/_/g, " ")>>/*Replaces underscores with spaces to make sidebar description more presentable.*/ <<set $parasite[_temp1].push(_temp0)>> <</if>> <</if>> <</widget>> <<widget "removeparasite">> /*Argument is the body part you want to free from parasites*/ <<if _args[0]>> <<set _temp0 to _args[0]>> <<if _temp0 is "clit" and $parasite.clit.name is "parasite" and $player.sex is "f" and $player.penisExist>> <<bodyliquid penis "all" -5>> <<set $player.penisExist to false>> <<set $penisuse to "none">> <<set $penisstate to "none">> <<if $worn.genitals.name is "chastity parasite">> <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <<elseif playerChastity("penis") and !playerChastity("vagina") and !$player.penisExist and _args[0]>> With nothing to hold it in place, you <<print $worn.genitals.name>> falls to the ground. <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <</if>> <</if>> <<if _temp0 is "penis" and $parasite.penis.name is "parasite" and $worn.genitals.name is "chastity parasite">> <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <</if>> <<run delete $parasite[_temp0].name>> <<run delete $parasite[_temp0].origin>> <<set _temp0 to _temp0.replace(/_/g, " ")>>/*Removes underscores from argument to match with the change made in the <<parasite>> widget.*/ <<for _type range $parasite.types>> <<set $parasite[_type].delete(_temp0)>> <</for>> <<if $parasite.left_ear.name isnot "slime" and $parasite.right_ear.name isnot "slime" and $earSlime and ($earSlime.days or $earSlime.corruption or $earSlime.growth)>> <<resetEarSlime true>> <</if>> <</if>> <</widget>> <<widget "resetEarSlime">> <<set $earSlime to { days: 0, corruption: 0, growth: 0, focus: "none", event: "", eventTimer: 0, eventLength: 0, defyCooldown: 0, dreamRejected: 0, vibration: 0, lastVibration: 0, alwaysSleepNaked: false, noSleep: false, promiscuity: 0, deviancy: 0, exhibitionism: 0, }>> <<if $daily and $daily.corruptionSlimeClothes>> <<run delete $daily.corruptionSlimeClothes>> <</if>> <<if $parasite.breasts and $parasite.breasts.name is "parasite">> <<removeparasite "breasts">> <</if>> <<if $parasite.penis.name is "parasite" or ($parasite.clit.name is "parasite" and $player.sex is "f")>> <<removeparasite "penis">> <</if>> <<if $parasite.clit.name is "parasite">> <<removeparasite "clit">> <</if>> <<if $earSlimeDaysStat is undefined>> <<set $earSlimeDaysStat to 0>> <<set $earSlimePassiveDaysStat to 0>> <</if>> <</widget>> <<widget "earSlimeSeenActions">> <<if numberOfEarSlime() and ["promiscuity", "deviancy", "exhibitionism"].includes(_args[0]) and !$desperateaction>> <<if _args[1] gt $earSlime[_args[0]] and $earSlime.corruption gte random(0, 50 * _args[1] * (_args[2] or 1)) and V[_args[0]] gte [0,0,15,35,55,75,95][_args[1]]>> <<set $earSlime[_args[0]] to _args[1]>> <br><br> <span class="red">The slime in your ear takes notice of your lewd action.</span> <</if>> <</if>> <</widget>>/*For saving generic NPC data so they can be loaded later*/ <<widget "saveNPC">> /*First argument is the NPClist index of the NPC to be saved. Second argument is the string you want to save it under.*/ <<if _args[0] gte 0 and _args[1]>> <<set $_name to _args[1]>> <<set $_slot to _args[0]>> <<if EventSystem.isSlotTaken($_slot)>> <<set $per_npc[$_name] to clone($NPCList[$_slot])>> /*ToDo: Pregnancy, Condoms not yet compatible with NPC saving and loading */ <<set $per_npc[$_name].condom to false>> <<run delete $per_npc[$_name].condomAsk>> <<run delete $per_npc[$_name].condomCanGive>> /*Clears name from name pool */ <<if $NPCList[$_slot].pronoun is "f">> <<set $NPC_names_f.delete($NPCList[$_slot].name)>> <<else>> <<set $NPC_names_m.delete($NPCList[$_slot].name)>> <</if>> <<else>> <<run Errors.report(`saveNPC called with invalid or empty NPCList slot (${$_slot})`, { Stacktrace : Utils.GetStack(), Name : $_name, Slot : $_slot, })>> <</if>> <</if>> <</widget>> <<widget "loadNPC">> <!-- Checks if endevent was properly used after the last event --> <<checkEventNPC _args[0]>> /*First argument is the NPClist you want the NPC to fill. Second argument is the string you want to load, as saved with saveNPC.*/ <<if _args[0] gte 0 and _args[1]>> <<set $_name to _args[1]>> <<set $_slot to _args[0]>> <<if $per_npc[$_name] neq null>> <<set $NPCList[$_slot] to clone($per_npc[$_name])>> <<if $enemyno lt 6>><<set $enemyno += 1>><</if>><<set $enemynomax to $enemyno>> <<set $monster to ($NPCList[$_slot].monster is "monster" ? 1 : 0)>> <<run EventSystem.push($passage, $_slot, $timeStamp)>> <<else>> <<run Errors.report(`loadNPC called with an undefined NPC name (${$_name})`, { Stacktrace : Utils.GetStack(), Name : $_name, Slot : $_slot, })>> <<set $_genslot to $_slot + 1>> <<set $_parts to $_name.split("_")>> <<if $_name is "black_dog">> <<generateBEAST $_genslot dog>> <<set $enemytype to "beast">> <<set $monster to ($NPCList[$_slot].monster is "monster" ? 1 : 0)>> <<elseif ["guard", "inmate"].includes($_parts[1])>> <!-- _guard or _inmate --> <<generateRole $_slot $_parts[0] $_parts[1]>> <!-- uses 0-5 not 1-6 --> <<else>> <<generateNPC $_genslot>> <</if>> <<saveNPC $_slot $_name>> <</if>> <<set $NPCList[$_slot].per to $_name>> <</if>> <</widget>> <<widget "updateNPC">> /* updates NPC data, like virginity, that would normally be wiped by endevent */ <<set $per_npc[_args[0].per].virginity to _args[0].virginity>> <</widget>> <<widget "clearNPC">> /*Clears persistent NPC data for a single NPC. Argument is the string the NPC was saved under.*/ <<if _args[0]>> <<set $_name to _args[0]>> /*Adds name back into name pool */ <<if $per_npc[$_name] and $per_npc[$_name].name>> <<if $per_npc[$_name].pronoun is "f">> <<set $NPC_names_f.pushUnique($per_npc[$_name].name)>> <<else>> <<set $NPC_names_m.pushUnique($per_npc[$_name].name)>> <</if>> <</if>> <<run delete $per_npc[$_name]>> <</if>> <</widget>> <<widget "storeNPC">> /*First argument is the NPClist index of the NPC to be saved. Second argument is the string you want to save it under.*/ <<if _args[0] gte 0 and _args[1]>> <<set $_name to _args[1]>> <<set $_nameInt to 0>> <<for $_key range Object.keys($storedNPCs).filter(key => key.includes($_name))>> <<if $_key is ($_name + "_" + $_nameInt)>> <<set $_nameInt++>> <<else>> <<break>> <</if>> <</for>> <<set $_name to $_name + "_" + $_nameInt>> <<set $_slot to _args[0]>> <<if EventSystem.isSlotTaken($_slot)>> <<set $storedNPCs[$_name] to { npc: { adult: $NPCList[$_slot].adult, breastsize: $NPCList[$_slot].breastsize, breastdesc: $NPCList[$_slot].breastdesc, breastsdesc: $NPCList[$_slot].breastsdesc, description: $NPCList[$_slot].description, fullDescription: $NPCList[$_slot].fullDescription, gender: $NPCList[$_slot].gender, insecurity: $NPCList[$_slot].insecurity, name: $NPCList[$_slot].name, monster: $NPCList[$_slot].monster, penis: $NPCList[$_slot].penis, penisdesc: $NPCList[$_slot].penisdesc, penissize: $NPCList[$_slot].penissize, pregnancy: $NPCList[$_slot].pregnancy, pregnancyAvoidance: $NPCList[$_slot].pregnancyAvoidance, pronoun: $NPCList[$_slot].pronoun, skincolour: $NPCList[$_slot].skincolour, teen: $NPCList[$_slot].teen, type: $NPCList[$_slot].type, vagina: $NPCList[$_slot].vagina, }, }>> <<set _lastStoredName to $_name>> <<else>> <<run Errors.report(`saveNPCPreg called with invalid or empty NPCList slot (${$_slot})`, { Stacktrace : Utils.GetStack(), Name : $_name, Slot : $_slot, })>> <</if>> <</if>> <</widget>> <<widget "updatePersistentNPCs">> <<if $passage isnot "start" and $per_npc and Object.keys($per_npc).length gt 0>> <<for $_i, $_value range $per_npc>> <!-- Set Pronoun --> <<if $per_npc[$_i].pronoun is "none" or _args[0] is "genders">> <<if maleChance() lt random(1, 100)>> <<set $per_npc[$_i].pronoun to "f">> <<else>> <<set $per_npc[$_i].pronoun to "m">> <</if>> <</if>> <!-- Set Gender --> <<if $per_npc[$_i].gender is "none" or _args[0] is "genders">> <<if $per_npc[$_i].pronoun is "m">> <<if random(0, 99) gte $settings.maleNPCVaginaChance>> <<set $per_npc[$_i].gender to "m">> <<else>> <<set $per_npc[$_i].gender to "f">> <</if>> <<elseif $per_npc[$_i].pronoun is "f">> <<if random(0, 99) gte $settings.femaleNPCPenisChance>> <<set $per_npc[$_i].gender to "f">> <<else>> <<set $per_npc[$_i].gender to "m">> <</if>> <</if>> <</if>> <!-- Set Genital Existence --> <<if $per_npc[$_i].type isnot "human">> <<set $per_npc[$_i].penis to ($per_npc[$_i].gender !== "f" ? 0 : "none")>> <<set $per_npc[$_i].vagina to ($per_npc[$_i].gender !== "m" ? 0 : "none")>> <<else>> <<set $per_npc[$_i].penis to ($per_npc[$_i].gender !== "f" ? "clothed" : "none")>> <<set $per_npc[$_i].vagina to ($per_npc[$_i].gender !== "m" ? "clothed" : "none")>> <</if>> <!-- Set breast defaults--> <<set _b_mod_lower to Math.clamp($settings.breastModifier, 0, 12)>> <<set _b_mod_upper to Math.clamp($settings.breastModifier + 12, 0, 12)>> <!-- can't use breastsize, since that would either break the numberslider or make one of the sizes always be randomised, but can use breastdesc not being changed from 0 as a substitute --> <<if $per_npc[$_i].breastdesc is 0 or _args[0] is "breasts">> <<if $per_npc[$_i].pronoun is "m">> <<set $per_npc[$_i].breastsize to 0>> <<else>> <<set $per_npc[$_i].breastsize to random(_b_mod_lower, _b_mod_upper)>> <</if>> <</if>> <<if $per_npc[$_i].breastsize gt 0>> <<set _brdes to ["nipple","budding","tiny","small","pert","modest","full","large","ample","massive","huge","gigantic","enormous"]>> <<set $per_npc[$_i].breastdesc to _brdes[$per_npc[$_i].breastsize]+" breast">> <<else>> <<set $per_npc[$_i].breastdesc to "nipple">> <</if>> <<set $per_npc[$_i].breastsdesc to $per_npc[$_i].breastdesc + "s">> <!-- Set pp to defaults--> /* New way to set upper and lower bounds. * This method makes use of all other slider positions, but does nothing when slider is between -1 and 1, * for a total of 15 unique positions vs the current method's 9. (max would be 17) * Changing the penis_mod slider to range from -7 to 7 would work to make every slider position unique here, but potentially affects unnamed npc generation. */ /* <<set _p_mod_upper to 8>><<set _p_mod_lower to 1>> <<if $settings.penisModifier gt 0>> <<set _p_mod_lower += $settings.penisModifier - 1>> <<elseif $settings.penisModifier lt 0>> <<set _p_mod_upper += $settings.penisModifier + 1>> <</if>> alternative way to write that: <<set _p_mod_lower to ($settings.penisModifier > 0 ? $settings.penisModifier : 1)>> <<set _p_mod_upper to ($settings.penisModifier < 0 ? 9 + $settings.penisModifier : 8)>> */ <<if $settings.penisModifier is 8>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 8>> <<elseif $settings.penisModifier gte 6>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 7>> <<elseif $settings.penisModifier gte 4>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 5>> <<elseif $settings.penisModifier gte 2>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 3>> <<elseif $settings.penisModifier gte 0>> <<set _p_mod_upper to 8>><<set _p_mod_lower to 1>> <<elseif $settings.penisModifier gte -2>> <<set _p_mod_upper to 7>><<set _p_mod_lower to 1>> <<elseif $settings.penisModifier gte -4>> <<set _p_mod_upper to 5>><<set _p_mod_lower to 1>> <<elseif $settings.penisModifier gte -6>> <<set _p_mod_upper to 3>><<set _p_mod_lower to 1>> <<else>> <<set _p_mod_upper to 1>><<set _p_mod_lower to 1>> <</if>> <<if $per_npc[$_i].penissize is 0 or _args[0] is "penis">> <<if $per_npc[$_i].gender is "f">> <<set $per_npc[$_i].penissize to 0>> <<set $per_npc[$_i].penisdesc to "none">> <<else>> <<switch random(_p_mod_lower, _p_mod_upper)>> <<case 8>> <<set $per_npc[$_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>> <<set $per_npc[$_i].penissize to 4>> <<case 5 6 7>> <<set $per_npc[$_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>> <<set $per_npc[$_i].penissize to 3>> <<case 2 3 4>> <<set $per_npc[$_i].penisdesc to "penis">> <<set $per_npc[$_i].penissize to 2>> <<default>> <<set $per_npc[$_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>> <<set $per_npc[$_i].penissize to 1>> <</switch>> <</if>> <</if>> <!-- Set pp to size in case PC selected it--> <<if $per_npc[$_i].penissize isnot 0>> <<switch $per_npc[$_i].penissize>> <<case 4>> <<set $per_npc[$_i].penisdesc to either("massive cock","huge cock","humongous cock","immense cock","gigantic cock","enormous cock")>> <<case 3>> <<set $per_npc[$_i].penisdesc to either("thick cock","hefty cock","big cock","large cock","veiny cock","meaty cock")>> <<case 1>> <<set $per_npc[$_i].penisdesc to either("tiny penis","pathetic cock","little penis","small penis","mini penis","micro penis")>> <<default>> <<set $per_npc[$_i].penisdesc to "penis">> <</switch>> <</if>> <<generatePronouns $per_npc[$_i]>> <</for>> <</if>> <</widget>> <<widget "updateNPCsFirst">> /*Adds new variables to saved NPCs.*/ <<for $_per_keys range Object.keys($per_npc)>> <<set $per_npc[$_per_keys][_args[0]] to _args[1]>> <</for>> <</widget>> <<widget "updateNPCsSecond">> <<for $_per_keys range Object.keys($per_npc)>> <<set $per_npc[$_per_keys][_args[0]][_args[1]] to _args[2]>> <</for>> <</widget>><<widget "physicalAdjustmentsInit">> <<if $sexStats is undefined>> <<set $sexStats to { "breasts": { "playedWith": 0 }, "creampie": { "self": { "anus":0, "mouth":0, "vagina":0 }, "npc":{ "anus":0, "mouth":0, "vagina":0 /* , "tentacle":0 */ } }, "pills":{ "pills":{ 'bottom reduction':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'bottom growth':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'bottom blocker':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'breast reduction':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'breast growth':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'breast blocker':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'penis reduction':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'penis growth':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'penis blocker':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'fertility booster':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'contraceptive':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'asylum\'s prescription':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'Dr Harper\'s prescription':{autoTake: false, doseTaken: 0, owned: 0, overdose: 0}, 'Anti-Parasite Cream': { autoTake: false, doseTaken: 0, owned: 0, overdose: 0 }, }, "boughtOnce": false, "lastTaken":{"bottom":'', "breast":'', "penis":'', "pregnancy":''}, "mostTaken":{"bottom":'', "breast":'', "penis":'', "pregnancy":''} } }>> <</if>> <<if $sexStats.pills.pills && $sexStats.pills.pills["Anti-Parasite Cream"] is undefined>> <<set $sexStats.pills.pills["Anti-Parasite Cream"] to { autoTake: false, doseTaken: 0, owned: 0, overdose: 0 }>> <</if>> <<if $sexStats.pills.pills && $sexStats.pills.pills["Hair Growth Formula"] is undefined>> <<set $sexStats.pills.pills["Hair Growth Formula"] to { autoTake: false, doseTaken: 0, owned: 0, overdose: 0 }>> <</if>> <<if $sexStats.anus is undefined>> <<set $sexStats.anus to { "pregnancy": { /*//0: null,old variables, kept for debugging //1: null, //2: null, //3: null, //"count": 0, //"maxCount": 1, //"fertile": false, //"fertilised": false, //"lowestDaysLeft": null, //"lowestTimeLeft": null, //"givenBirth": 0, //seenDoctor: 0, replaced with $pregnancyStats.parasiteDoctorEvents //namesChildren: false, replaced with $pregnancyStats.namesParasitesChild*/ fetus: [], givenBirth: 0, parasiteBirthEvents: 0, motherStatus: 0, type: null, awareOf: null, timer: null, timerEnd: null, type: null, potentialFathers: [], totalBirthEvents: 0, }, "sperm":[], }>> <</if>> <<if $sexStats.anus.pregnancy.fetus is undefined>> <<set $sexStats.anus.pregnancy.fetus to []>> <<for $_i to 0; $_i lt 4; $_i++>> <<if $sexStats.anus.pregnancy[$_i] isnot null>> <<run $sexStats.anus.pregnancy.fetus.push(clone($sexStats.anus.pregnancy[$_i]))>> <<if $sexStats.anus.pregnancy.fetus.last().stats.gender is "Futa">> <<set $sexStats.anus.pregnancy.fetus.last().stats.gender to "Hermaphrodite">> <</if>> <<set $sexStats.anus.pregnancy.type to "parasite">> <</if>> <<run delete $sexStats.anus.pregnancy[$_i]>> <</for>> <<if !$sexStats.anus.pregnancy.parasiteBirthEvents>> <<set $sexStats.anus.pregnancy.parasiteBirthEvents to clone($sexStats.anus.pregnancy.givenBirth)>> <<set $sexStats.anus.pregnancy.parasiteFeltMovement to clone($sexStats.anus.pregnancy.feltMovement)>> <<set $sexStats.anus.pregnancy.givenBirth to 0>> <</if>> <<pregnancyVar>><!--In case it's not been ran before --> <<if $sexStats.anus.pregnancy.seenDoctor>> <<set $pregnancyStats.parasiteDoctorEvents to clone($sexStats.anus.pregnancy.seenDoctor)>> <</if>> <<if $sexStats.anus.pregnancy.book>> <<set $pregnancyStats.parasiteBook to clone($sexStats.anus.pregnancy.book)>> <</if>> <<if $sexStats.anus.pregnancy.typesSeen>> <<set $pregnancyStats.parasiteTypesSeen to clone($sexStats.anus.pregnancy.typesSeen)>> <</if>> <<if $sexStats.anus.pregnancy.variantsSeen>> <<set $pregnancyStats.parasiteVariantsSeen to clone($sexStats.anus.pregnancy.variantsSeen)>> <</if>> /*Vagina Parity Variables*/ <<set $sexStats.anus.pregnancy.awareOf to null>> <<set $sexStats.anus.pregnancy.timer to null>> <<set $sexStats.anus.pregnancy.timerEnd to null>> <<set $sexStats.anus.pregnancy.timerEnd to null>> <<set $sexStats.anus.pregnancy.waterBreaking to false>> <<set $sexStats.anus.pregnancy.potentialFathers to []>> <<set $sexStats.anus.pregnancy.totalBirthEvents to 0>> <<set $sexStats.anus.sperm to []>> <<run delete $sexStats.anus.pregnancy.maxCount>> <<run delete $sexStats.anus.pregnancy.count>> <<run delete $sexStats.anus.pregnancy.lowestDaysLeft>> <<run delete $sexStats.anus.pregnancy.lowestTimeLeft>> <<run delete $sexStats.anus.pregnancy.feltMovement>> <<run delete $sexStats.anus.pregnancy.fertile>> <<run delete $sexStats.anus.pregnancy.fertilised>> <<run delete $sexStats.anus.pregnancy.namesChildren>> <<run delete $sexStats.anus.pregnancy.seenDoctor>> <<run delete $sexStats.anus.pregnancy.book>> <<run delete $sexStats.anus.pregnancy.typesSeen>> <<run delete $sexStats.anus.pregnancy.variantsSeen>> <<run delete $sexStats.anus.pregnancy.autoRepairDone>> <</if>> <<if $sexStats.anus.pregnancy.type is undefined>> <<if $sexStats.anus.pregnancy.fetus.length is 0>> <<set $sexStats.anus.pregnancy.type to null>> <</if>> <</if>> <<if $sexStats.anus.pregnancy.totalBirthEvents is undefined>> <<set $sexStats.anus.pregnancy.totalBirthEvents to 0>> <</if>> <<if $sexStats.anus.pregnancy.potentialFathers is undefined>> <<set $sexStats.anus.pregnancy.potentialFathers to []>> <</if>> <<if !Array.isArray($sexStats.anus.sperm)>> <<set $sexStats.anus.sperm to []>> <<if Array.isArray($sexStats.anus.pregnancy.potentialFathers) and $sexStats.anus.pregnancy.potentialFathers.length>> <<for $_i to 0; $_i lt $sexStats.anus.pregnancy.potentialFathers.length; $_i++>> <<set $sexStats.anus.pregnancy.potentialFathers[$_i] to { type: $sexStats.anus.pregnancy.potentialFathers[$_i][0], source: $sexStats.anus.pregnancy.potentialFathers[$_i][1], }>> <</for>> <</if>> <</if>> <<if $sexStats.vagina is undefined>> <<set _baseDays to random(24,38)>> <<if _baseDays lt 26>> <<set _baseDaysRng to random(0,4)>> <<elseif _baseDays gte 30>> <<set _baseDaysRng to random(-4,0)>> <<else>> <<set _baseDaysRng to random(-2,2)>> <</if>> /*To change after every cycle*/ <<set _currentDaysMax to _baseDays + random(0, _baseDaysRng)>> /* - pregnancy has multiple slots, but pregnancy should only occur when none are taken - "baseDays", "baseDaysRng", "lastDaysMax", "currentDaysMax" values should not be changed by multipliers, but by percent if you want a faster/slower cycle during calculations only, do not modifier the values themselves - Sperm Template - "sperm":{ "Robin":{"type":"npc", "count":[[daysTillRemoval,cummed inside],[4,3],[3,2]]}, "Avery":{"type":"npc", "count":[[daysTillRemoval,cummed inside],[5,1]]}, "slender man":{"type":"npc", "count":[[daysTillRemoval,cummed inside],[5,1]]}, "Beast":{"type":"dog", "count":[[daysTillRemoval,cummed inside],[5,1]]}, } - Sperm data should be deleted after 3-5 days worth of the base, the entire named object after it is cleared. - "CurrentDay" should never be above "lastDaysMax" or "currentDaysMax", "lastDaysMax" should be set to "currentDaysMax" on releasing the egg - "recoveryTime" and "recoveryTimeStart" are to track how long the player needs to recover before they can get pregnant again. "recoveryTime" is reduced faster by taking fertility pills and when "totalBirthEvents" is more than 2. - "recoveryStage" ranges from 0 to 4, to help with any story text regarding how the player is feeling after giving birth - "periodEnabled" is only to prevent the first period based events after recovering from giving birth */ <<set $sexStats.vagina to { "pregnancy": { "fetus": [], "givenBirth": 0, "parasiteBirthEvents": 0, "totalBirthEvents": 0, "motherStatus": 0, "waterBreaking": false, "type": null, "timer": null, "timerEnd": null, "awareOf": null, "potentialFathers": [], }, "menstruation":{ "baseDays": _baseDays, "baseDaysRng": _baseDaysRng, "currentDay": random(0, _baseDays + random(0,_baseDaysRng)), "lastDaysMax": _currentDaysMax, "currentDaysMax": _currentDaysMax, "currentState": "normal", "recoveryTime": null, "recoveryTimeStart": null, "recoveryStage": null, "periodEnabled": true, "running": false, "stages": [0, 0, 0, 0], }, "sperm":[] }>> <<set _menstruation to $sexStats.vagina.menstruation>> <<set _stage2 to Math.round(_menstruation.currentDaysMax * 0.17)>> <<if _stage2 gte 4>> <<set _stage2-->> <</if>> <<set _stage3 to Math.round(_menstruation.currentDaysMax * 0.5)>> <<if _stage3 lt 13>> <<set _stage3++>> <<elseif _stage3 gte 18>> <<set _stage3-->> <</if>> <<set _menstruation.stages to [0, _stage2, _stage3, _stage3 + random(1,2) * 0.5]>> <<if $player.vaginaExist>> <<set $sexStats.vagina.menstruation.running = true>> <</if>> <</if>> <<if $sexStats.vagina.pregnancy.fetus is undefined>> <<set $sexStats.vagina.pregnancy.fetus = []>> <<run delete $sexStats.vagina.pregnancy.currentCount>> <<run delete $sexStats.vagina.pregnancy[0]>> <<run delete $sexStats.vagina.pregnancy[1]>> <<run delete $sexStats.vagina.pregnancy[2]>> <<run delete $sexStats.vagina.pregnancy[3]>> <<run delete $sexStats.vagina.pregnancy[4]>> <<run delete $sexStats.vagina.pregnancy[5]>> <<run delete $sexStats.vagina.pregnancy[6]>> <<run delete $sexStats.vagina.pregnancy[7]>> <</if>> <<if $sexStats.vagina.pregnancy.parasiteBirthEvents is undefined>> <<set $sexStats.vagina.pregnancy.parasiteBirthEvents to 0>> <<set $sexStats.vagina.pregnancy.parasiteFeltMovement to false>> <<set $sexStats.vagina.pregnancy.timerEnd to null>> <<run delete $sexStats.vagina.pregnancy.beastMotherStatus>> <<run delete $sexStats.vagina.pregnancy.ultrasoundDone>> <<run delete $sexStats.vagina.pregnancy.morningSicknessWaking>> <<run delete $sexStats.vagina.pregnancy.morningSicknessGeneral>> <<run delete $sexStats.vagina.pregnancy.bellySize>> <<run delete $sexStats.vagina.pregnancy.timerStart>> <</if>> <<if $sexStats.vagina.menstruation.nonCycleRng is undefined>> <<set $sexStats.vagina.menstruation.nonCycleRng to [random(0,6),random(0,6),random(0,6)]>> <</if>> <<if !Array.isArray($sexStats.vagina.sperm)>> <<set $sexStats.vagina.sperm to []>> <<if Array.isArray($sexStats.vagina.pregnancy.potentialFathers) and $sexStats.vagina.pregnancy.potentialFathers.length>> <<for $_i to 0; $_i lt $sexStats.vagina.pregnancy.potentialFathers.length; $_i++>> <<set $sexStats.vagina.pregnancy.potentialFathers[$_i] to { type: $sexStats.vagina.pregnancy.potentialFathers[$_i][0], source: $sexStats.vagina.pregnancy.potentialFathers[$_i][1], }>> <</for>> <</if>> <</if>> <<menstruationCycleState>> <<if $parentList is undefined>> <<set $parentList to parentFunction.parentList>> <</if>> <<if !$objectVersion.pregnancyFix>> <<run $sexStats.vagina.sperm.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>> <<run $sexStats.vagina.pregnancy.potentialFathers.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>> <<run $sexStats.anus.sperm.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>> <<run $sexStats.anus.pregnancy.potentialFathers.forEach(s => {if(s.source.toLowerCase().includes("wolf") && s.type === "human") s.type = "wolf"})>> <<if $sexStats.vagina.pregnancy.type is "human" and $sexStats.vagina.pregnancy.fetus[0]?.father.toLowerCase().includes("wolf")>> <<set $sexStats.vagina.pregnancy.type to "wolf">> <<run $sexStats.vagina.pregnancy.fetus.forEach(child => { child.type = "wolf"; const furColour = ["grey", "brown", "tan", "white"]; if (child.father === "Black Wolf") { furColour.concat(["black", "black", "black"]); } child.features.hairColour = furColour[random(0, furColour.length - 1)]; child.features.monster = 0; delete child.features.skinColor; delete child.features.beastTransform; delete child.features.divineTransform; delete child.features.clothes; })>> <</if>> <<set $objectVersion.pregnancyFix to 1>> <</if>> <</widget>><<widget "physicalAdjustments">> /*Breasts*/ <<switch $sexStats.pills.mostTaken["breast"]>> <<case "growth">> <<set _breastMulti to 1 + (2.25 * $sexStats.pills["pills"]["breast growth"].doseTaken)>> <<case "reduction">> <<set _breastMulti to -1 + (-2.25 * $sexStats.pills["pills"]["breast reduction"].doseTaken)>> <<case "blocker">> <<set _breastMulti to 0>> <<default>> <<set _breastMulti to 1>> <</switch>> <<if _breastMulti isnot 0>> <<switch $player.sex>> <<case "m">> <<set _breastMulti -= 1>> <<case "f" "h">> <<set _breastMulti += (Math.clamp($sexStats.creampie.self.vagina * 2, 0, 50) / 100)>> <</switch>> <<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 75>> <<set _breastMulti += 3>> <<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 75>> <<set _breastMulti -= 3>> <</if>> <<set _breastMulti += (Math.clamp($sexStats.breasts.playedWith, 0, 500) / 250)>> <<set _breastMulti += Math.clamp($sexStats.anus.pregnancy.fetus.length / 10,0,0.5)>> <<set _breastMulti += Math.clamp($sexStats.vagina.pregnancy.fetus.length / 10,0,0.5)>> <<if $purity gte 990>> <<set _breastMulti -= 1>> <</if>> <<if $cow gte 1>> <<set _breastMulti += 1>> <</if>> <<set _purityBoost to (_breastMulti lt 0 ? 1 + ($purity / 1000) : 1 + ((1000 - $purity) / 1000))>> <<set $breastgrowthtimer -= _breastMulti * 25 * _purityBoost>> <<if $parasite.nipples.name is "urchin">> <<set $breastgrowthtimer -= 300>> <</if>> <<if $parasite.nipples.name is "slime">> <<set $breastgrowthtimer += 300>> <</if>> <<if $breastgrowthtimer lte 0 and $player.breastsize lt $breastsizemax>> <<set $player.breastsize += 1>> <<set $breastgrowthtimer += 700>> <<set $breastgrowthmessage to $player.breastsize>><<set $effectsmessage to 1>> <<elseif $breastgrowthtimer gte 1000 and $player.breastsize gt $breastsizemin>> <<set $player.breastsize -= 1>> <<set $breastgrowthtimer -= 700>> <<set $breastshrinkmessage to $player.breastsize>><<set $effectsmessage to 1>> <</if>> <<set $breastgrowthtimer to Math.clamp($breastgrowthtimer, 0, 1000)>> <</if>> <<set $player.breastsize to Math.clamp($player.breastsize, 0, 12)>> /*Penis*/ <<if $sexStats.pills["pills"]["penis growth"].overdose gt 0>> <<set $sexStats.pills["pills"]["penis growth"].overdose to Math.clamp($sexStats.pills["pills"]["penis growth"].overdose - 1, 0, 100)>> <</if>> <<if $sexStats.pills["pills"]["penis reduction"].overdose gt 0>> <<set $sexStats.pills["pills"]["penis reduction"].overdose to Math.clamp($sexStats.pills["pills"]["penis reduction"].overdose - 1, 0, 100)>> <</if>> <<switch $sexStats.pills.mostTaken["penis"]>> <<case "growth">> <<set _penisMulti to 1 + (2.25 * $sexStats.pills["pills"]["penis growth"].doseTaken)>> <<set $sexStats.pills["pills"]["penis growth"].overdose += $sexStats.pills["pills"]["penis growth"].doseTaken>> <<case "reduction">> <<set _penisMulti to -1 + (-2.25 * $sexStats.pills["pills"]["penis reduction"].doseTaken)>> <<set $sexStats.pills["pills"]["penis reduction"].overdose += $sexStats.pills["pills"]["penis reduction"].doseTaken>> <<case "blocker">> <<set _penisMulti to 0>> <<default>> <<set _penisMulti to 1>> <</switch>> <<if $player.penisExist and _penisMulti isnot 0>> <<set _totalReduction to ($sexStats.creampie.self.anus + $sexStats.creampie.self.mouth) * 2>> <<set _totalIncrease to ($sexStats.creampie.npc.anus + $sexStats.creampie.npc.mouth + $sexStats.creampie.npc.vagina) * 2>> <<if $cow gte 6>> <<set _penisMulti += 1>> <</if>> <<if $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>> <<set _penisMulti -= 3>> <<elseif $earSlime.focus is "impregnation" and $earSlime.growth gte 100>> <<set _penisMulti += 3>> <</if>> <<if _penisMulti gt 1>> <<set _totalIncrease += 10>> <<set _totalIncrease *= _penisMulti>> <<elseif _penisMulti lt 0>> <<set _totalReduction += 10>> <<set _totalReduction *= _penisMulti * -1>> <</if>> <<set _totalChange to _totalIncrease - _totalReduction>> <<set _purityBoost to (_totalChange lt 0 ? 2 + ($purity / 500) : 2 + ((1000 - $purity) / 500))>> <<set $penisgrowthtimer -= _purityBoost * _totalChange>> <<set $penisgrowthtimer -= $sexStats.pills["pills"]["penis growth"].overdose>> <<set $penisgrowthtimer += $sexStats.pills["pills"]["penis reduction"].overdose>> <<if $player.penissize lt 0>> <<set $penisgrowthtimer -= 50>> <</if>> <<if $parasite.penis.name is "urchin">> <<set $penisgrowthtimer -= 250>> <<set $sexStats.pills["pills"]["penis growth"].overdose += random(1,2)>> <</if>> <<if $parasite.penis.name is "slime">> <<set $penisgrowthtimer += 250>> <<set $sexStats.pills["pills"]["penis reduction"].overdose += random(1,2)>> <</if>> <<set _overdose to $sexStats.pills["pills"]["penis growth"].overdose - $sexStats.pills["pills"]["penis reduction"].overdose>> <<if $earSlime.focus is "impregnation" and $earSlime.growth gte 100 and _overdose lt 20>> <<set _overdose to 20>> <<elseif $worn.genitals.type.includes("shrinking")>> <<set _overdose to -20>> <<if $penisgrowthtimer lte 100>> <<set $penisgrowthtimer to 100>> <</if>> <<set $penisgrowthtimer += 100>> <</if>> /* The $player.sex isnot "f" is to specifically block the parasite penis from shrinking below tiny */ <<if $penisgrowthtimer lte 0 and $player.penissize lt $penissizemax and $player.penissize gte -1>> <<set $player.penissize += 1>> <<set $penisgrowthtimer += 700>> <<set $penisgrowthmessage to $player.penissize>><<set $effectsmessage to 1>> <<elseif $penisgrowthtimer lte -400 and $player.penissize lt $penissizemax and $player.penissize is -2 and _overdose gte 20>> <<set $player.penissize += 1>> <<set $penisgrowthtimer += 1100>> <<set $penisgrowthmessage to $player.penissize>><<set $effectsmessage to 1>> <<elseif $penisgrowthtimer gte 1000 and $player.penissize gt 0>> <<set $player.penissize -= 1>> <<set $penisgrowthtimer -= 700>> <<set $penisshrinkmessage to $player.penissize>><<set $effectsmessage to 1>> <<elseif $penisgrowthtimer gte 1200 and $player.penissize is 0 and $player.penissize gt $penissizemin and $player.sex isnot "f">> <<set $player.penissize -= 1>> <<set $penisgrowthtimer -= 1000>> <<set $penisshrinkmessage to $player.penissize>><<set $effectsmessage to 1>> <<elseif $penisgrowthtimer gte 1500 and $player.penissize is -1 and $player.penissize gt $penissizemin and _overdose lte -20 and $player.sex isnot "f">> <<set $player.penissize -= 1>> <<set $penisgrowthtimer -= 1300>> <<set $penisshrinkmessage to $player.penissize>><<set $effectsmessage to 1>> <</if>> <<set $penisgrowthtimer to Math.clamp($penisgrowthtimer, 0, 1000)>> <</if>> <<set $player.penissize to Math.clamp($player.penissize, -2, 4)>> /*Bottom*/ <<switch $sexStats.pills.mostTaken["bottom"]>> <<case "growth">> <<set _bottomMulti to 1 + (2.25 * $sexStats.pills["pills"]["bottom growth"].doseTaken)>> <<case "reduction">> <<set _bottomMulti to -1 + (-2.25 * $sexStats.pills["pills"]["bottom reduction"].doseTaken)>> <<case "blocker">> <<set _bottomMulti to 0>> <<default>> <<set _bottomMulti to 1>> <</switch>> <<if _bottomMulti isnot 0>> <<set _totalReduction to $workouts /4>> <<set _totalIncrease to $sexStats.creampie.self.anus * 2>> <<set _bottomMulti += (500 - $purity) / 500>> <<if $cow gte 6>> <<set _bottomMulti += 1>> <</if>> <<if _bottomMulti gt 1>> <<set _totalIncrease += 10>> <<set _totalIncrease *= _bottomMulti>> <<elseif _bottomMulti lt 0>> <<set _totalReduction += 10>> <<set _totalReduction *= _bottomMulti * -1>> <</if>> <<set _totalChange to _totalIncrease - _totalReduction>> <<set _purityBoost to (_totalChange lt 0 ? 2 + ($purity / 500) : 2 + ((1000 - $purity) / 500))>> <<set $bottomgrowthtimer -= _purityBoost * _totalChange>> <<if $parasite.bottom.name is "urchin">> <<set $bottomgrowthtimer -= 300>> <</if>> <<if $parasite.bottom.name is "slime">> <<set $bottomgrowthtimer += 300>> <</if>> <<if $bottomgrowthtimer lte 0 and $player.bottomsize lt $bottomsizemax>> <<set $player.bottomsize += 1>> <<set $bottomgrowthtimer += 700>> <<set $bottomgrowthmessage to $player.bottomsize>><<set $effectsmessage to 1>> <<elseif $bottomgrowthtimer gte 1000 and $player.bottomsize gt $bottomsizemin>> <<set $player.bottomsize -= 1>> <<set $bottomgrowthtimer -= 700>> <<set $bottomshrinkmessage to $player.bottomsize>><<set $effectsmessage to 1>> <</if>> <<set $bottomgrowthtimer to Math.clamp($bottomgrowthtimer, 0, 1000)>> <</if>> <<set $player.bottomsize to Math.clamp($player.bottomsize, 0, 8)>> /*Resetting of values*/ <<set $sexStats.creampie.npc.anus to 0>> <<set $sexStats.creampie.npc.mouth to 0>> <<set $sexStats.creampie.npc.vagina to 0>> <!-- <<set $sexStats.creampie.npc.tentacle to 0>> --> <!-- <<set $sexStats.creampie.npc.penis to 0>> --> <!-- IMPORTANT NOTE: If you uncomment the above sections, find a section in backComp widget labeled: v0.3.11.4 creampie.npc.penis and tentacle fix And REMOVE it or comment it out --> <<set $sexStats.creampie.self.anus to 0>> <<set $sexStats.creampie.self.mouth to 0>> <<set $sexStats.creampie.self.vagina to 0>> <<set $sexStats.breasts.playedWith to 0>> <<set $workouts to 0>> /* pills related */ <<run resetAllDoseTaken()>> <<autoTakePillCheck>> /************************************/ <</widget>> <<widget "autoTakePillCheck">> <<if $statFreeze>> <<exit>> <</if>> <<if $sexStats?.pills && $pillsTakenOn != (Time.monthDay.toString() + Time.month + Time.year.toString())>> <<set _pills to $sexStats.pills>> <<if $molestationstart isnot 1 and $combat is 0 and (["home", "alex_cottage", "asylum", "prison", "avery_mansion"].includes($location) or ($location is "cabin" and $syndromeeden gte 1) or ($location is "temple" and V.wardrobes.temple.unlocked) or ($location is "pirate_ship" and V.wardrobes.pirate.unlocked))>> <!-- Eden Syndrome is 0 or 1, but could be higher in the future. --> <<set _keys to Object.keys(_pills.lastTaken)>> /* "lastTaken" will induce you in error here, it's only to retrieve the pills type list*/ <<for _i, _key range _keys>> <<run determineAutoTakePill(_key)>> <<if _autoTakeDetermined != null and _pills.pills[_autoTakeDetermined].owned > 0>> /*Prevent pills from being taken if the player has already taken a dose, aloowing them to either take more than intended, or to bypass the overdose effects*/ <<if !_pills.pills[_autoTakeDetermined].doseTaken>> <<set _pills.pills[_autoTakeDetermined].owned-->> <<if _autoTakeDetermined is "Hair Growth Formula">> <<set _pills.pills[_autoTakeDetermined].doseTaken += 3>> <<set $hairGrowthApplied to true>> <<if _pills.pills[_autoTakeDetermined].owned == 0>> <<set _pills.pills[_autoTakeDetermined].autoTake to false>> <<set $hairGrowthAppliedLast to true>> <</if>> <<else>> <<set $pillsconsumed++>> /* to keep track of overall pill consumption (stats) */ <<set _pills.pills[_autoTakeDetermined].doseTaken += 1>> <<run redetermineMostTaken(0, 0, _autoTakeDetermined)>> <<run setLastTaken(null, null, _autoTakeDetermined)>> <<set $pillsTaken to true>> <<set $pillsTakenOn to (Time.monthDay.toString() + Time.month + Time.year.toString())>> <<if _pills.pills[_autoTakeDetermined].owned == 0>> <<set _pills.pills[_autoTakeDetermined].autoTake to false>> <<set $pillsTakenLast to true>> <</if>> <</if>> <<set $effectsmessage to 1>> <</if>> <<elseif _autoTakeDetermined != null>> <<set _pills.pills[_autoTakeDetermined].autoTake to false>> <<set _pills.pills[_autoTakeDetermined].doseTaken to 0>> <<set _pills.lastTaken[_key] to ''>> <<set _pills.mostTaken[_key] to ''>> <</if>> <</for>> <</if>> <</if>> <<if Skin.Sunscreen.autoApply and Skin.Sunscreen.timeLeft is 0 and Skin.Sunscreen.usesLeft gt 0 and !pcAreArmsBound("any")>> <<run Skin.Sunscreen.apply()>> <<set $sunscreenAutoApplied to true>> <<set $effectsmessage to 1>> <</if>> <</widget>> /*<<playWithBreasts>>*/<<widget "playWithBreasts">> <<if _args[0]>> <<set $sexStats.breasts.playedWith += _args[0]>> <<else>> <<set $sexStats.breasts.playedWith++>> <</if>> <</widget>> /*<<creampie "npc" "anus">> -- <<set $sexStats.creampie.npc.anus++>>*/ /*<<creampie "self" "mouth">> -- <<set $sexStats.creampie.self.mouth++>>*/<<widget "creampie">> <<if _args[0] and _args[1]>> <<set $sexStats.creampie[_args[0]][_args[1]]++>> <</if>> <<set $internalejac to 1>> <</widget>> <<widget "fillOther">> <<set $otherFilled to $otherFilled or 0>> <<set $otherFilled += $semen_amount gt ($semen_volume / 24) * 18 ? 2 : 1>> <<set $otherFilled to Math.clamp($otherFilled, 0, 5)>> <</widget>>/*args[0] - location, args[1] - passageExit*/ <<widget "childrenEvents">> <<if _args[0]>> <<if _args[0] is "tower">> <<getChildrenIds `{location: _args[0], eggTimer: undefined}` "both">> <<else>> <<getChildrenIds `{location: _args[0]}`>> <</if>> <<if _childrenIds.length gt 0>> <<set _singleEvents to true>> <</if>> <!-- Rework these later, they make no sense. Why can't children of different birth IDs interact? --> <<if _args[0] is "tower">> <<getSameBirthChildrenIds _args[0] 2 undefined "both">> <<else>> <<getSameBirthChildrenIds _args[0] 2>> <</if>> <<if Object.keys(_birthChildrenIds).length gt 0>> <<set _multipleEvents to true>> <</if>> <<set _keys to Object.keys(_birthChildrenIds)>> <<set $childPassageExit to _args[1]>> <<switch _args[0]>> <<case "home">> <<if _singleEvents is true and (_multipleEvents is false or random(0,100) gt 40)>> <<addevent `"homeSingles " + _childrenIds[random(0,_childrenIds.length - 1)]`>> <<elseif _multipleEvents is true>> <<set $childrenIds to _birthChildrenIds[_keys.random()]>> <<addevent `"homeMultiples " + _args`>> <</if>> <<case "wolf_cave">> <<if _singleEvents is true and (_multipleEvents is false or random(0,100) gt 40)>> <<addevent `"wolfCaveSingles " + _childrenIds[random(0,_childrenIds.length - 1)]`>> <<elseif _multipleEvents is true>> <<set $childrenIds to _birthChildrenIds[_keys.random()]>> /*<<addevent "wolfCaveMultiple _args">>*/ <</if>> <<case "tower">> <<if _singleEvents is true and (_multipleEvents is false or random(0,100) gt 40)>> <<addevent `"hawkSingles " + _childrenIds[random(0,_childrenIds.length - 1)]`>> <<elseif _multipleEvents is true>> <<set $childrenIds to _birthChildrenIds[_keys[random(0,_keys.length - 1)]]>> <<addevent `"hawkMultiples " + _args`>> <</if>> <</switch>> <</if>> <</widget>> <<widget "homeSingles">> <<if _args[0]>> <<childSelect _args[0]>> <<switch random(0,0)>> <<case 0>> You spot your child <<childname>> on <<childhis>> back, looking at you with <<childhis>> <<childhands>> stretched towards you. <br><br> Picking <<childhim>> up, <<childhe>> <<childgiggles>> while rubbing your face. <br><br> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> <<link [[Breast feed (0:30)|childBreastFeed]]>><<pass 30>><</link>> <br> <</if>> <<link [[Cuddle (0:30)|childCuddle]]>><<pass 30>><</link>> <br> <<link [[Talk (0:15)|childTalk]]>><<pass 15>><</link>> <br> <<link [[Play (0:30)|childPlay]]>><<pass 30>><</link>> <br> <<link [[Bathe (0:30)|childBathe]]>><<pass 30>><</link>> <</switch>> <</if>> <br> <</widget>> <<widget "homeMultiples">> <<if $childrenIds>> <<switch random(0,0)>> <<case 0>> You spot your children <<childrenNames $childrenIds>> sleeping together in their cot with a peaceful look on their faces. <br><br> <<link [[Watch (0:30)|childCotWatch]]>><<stress -2>><<trauma -2>><<pass 30>><<set $phase to 1>><</link>><<lstress>><<ltrauma>> <br> <<link [[Have a nap (0:30)|childCotWatch]]>><<stress -2>><<tiredness -2>><<pass 30>><<set $phase to 2>><</link>><<lstress>><<ltiredness>> <</switch>> <</if>> <</widget>> <<widget "wolfCaveSingles">> <<if _args[0]>> <<childSelect _args[0]>> <<switch random(0,0)>> <<case 0>> You spot your <<childtype>> <<childname>> lying on a sleeping <<wolf_cave_singular>>, looking at you with <<childhis>> <<childhands>> stretched towards you. <br><br> Picking <<childhim>> up, <<childhe>> <<childgiggles>> while rubbing your face. <br><br> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> <<link [[Breast feed (0:30)|childBreastFeed]]>><<pass 30>><</link>> <br> <</if>> <<link [[Cuddle (0:30)|childCuddle]]>><<pass 30>><</link>> <br> <<link [[Talk (0:15)|childTalk]]>><<pass 15>><</link>> <br> <<link [[Play (0:30)|childPlay]]>><<pass 30>><</link>> <</switch>> <</if>> <br> <</widget>> <<widget "hawkSingles">> <<if _args[0]>> <<childSelect _args[0]>> <<switch random(0,2)>> <<case 0 1>> You spot your <<childtype>> <<childname>> lying in the nest, looking at you with <<childhis>> <<childhands>> stretched towards you. <br><br> Picking <<childhim>> up, <<childhe>> <<childgiggles>> and flails about. <br><br> <<if $cmonster is 1 and $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> <<link [[Breast feed (0:30)|childBreastFeed]]>><<pass 30>><</link>> <br> <</if>> <<link [[Cuddle (0:30)|childCuddle]]>><<pass 30>><</link>> <br> <<link [[Talk (0:30)|childTalk]]>><<pass 30>><</link>> <br> <<link [[Play (0:30)|childPlay]]>><<pass 30>><</link>> <<case 2>> You see <<childname>> rolling around in the nest. As soon as <<childhe>> spots you, <<childhe>> rights <<childhimself>> and <<childgiggles>>. <<childHe>> seems happy to see you! <<stress -12>><<llstress>> <br><br> <<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>> <br> <</switch>> <</if>> <br> <</widget>> <<widget "hawkMultiples">> <<if $childrenIds>> <<switch random(0,0)>> <<case 0>> You spot <<childrenNames $childrenIds>> tumbling over one another. <<set _child1 to _childrenIds.pluck()>> <<set _child2 to _childrenIds.pluck()>> Every now and again they stop to stare at each other. After a moment, <<childname _child1>> moves behind <<childSelect _child2>><<childname>> and starts to groom <<childhim>>. <br><br> <<link [[Next|$childPassageExit]]>><<unset $childrenIds>><<unset $childPassageExit>><<endevent>><</link>> <br> <</switch>> <</if>> <</widget>><<set $pregnancyStats.childBreastfedInteractions++>> <<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked" or $worn.upper.name isnot "naked">> You adjust your clothes to give <<childhim>> access to your <<breasts>>. <<else>> You guide your baby's lips to your breast. <</if>> <br><br> <<set _rng to random(1, 4)>> <<switch _rng>> <<case 1>> <<childHe>> seems to realise your intent and suckles your <<print ["left","right"].pluck()>> breast with closed eyes.<<breastfeed 25>> <<case 2>> It takes <<childhim>> a few moments to find your nipple. <<childHe>> latches on and starts sucking. You watch your baby drink and enjoy the calm moment.<<lstress>><<stress -6>><<breastfeed 20>> <<case 3>> <<childHe>> latches onto your nipple and starts sucking with surprising eagerness. The strength of <<childhis>> suction soon causes you discomfort. Your nipple soon feels sore.<<gpain>><<pain 4>><<breastfeed 30>> <<default>> <<childHe>> refuses to take your nipple into <<childhis>> mouth, moving <<childhis>> head away and crying even louder than before.<<gstress>><<stress 6>> <</switch>> <br><br> <<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<set _rng to random(1, 5)>> <<switch $children[$childSelected.childId].type>> <<case "human">> <<switch _rng>> <<case 1>> <<childHe>> seems to realise your intent and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder. <<case 2>> You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<case 3>> You place a soft kiss on <<childhis>> forehead and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<case 4>> You give <<childname>> a few different objects to look at. You explain the colours, shapes, and textures of things that you see around you. <<childHe>> reaches out to touch, curious to explore <<childhis>> environment. You make sure <<childhe>> doesn't try to grasp anything too heavy or awkward.<<gstress>><<stress 6>> <<default>> <<childHe>> revolts against being carried, and <<childhe>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>> <</switch>> <<case "wolf" "wolfboy" "wolfgirl">> <<switch _rng>> <<case 1>> <<if $cmonster is 1>> <<childHe>> seems to realise your intent and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder. <<else>> <<childHe>> seems to realise your intent and settles into the crook of your neck. <</if>> <<case 2>> You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<case 3>> <<if $cmonster is 1>> You place a soft kiss on <<childhis>> forehead and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<else>> You place a soft kiss on <<childhis>> forehead and give <<childhim>> as much skin-to-fur contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and stick <<childhis>> tongue out at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <</if>> <<case 4>> You give <<childname>> a few different objects to look at. You explain the colours, shapes, and textures of things that you see around you. <<childHe>> picks a stick up in <<childhis>> mouth and starts to shake it around. You make sure <<childhe>> doesn't try to grasp anything else too heavy or awkward.<<gstress>><<stress 6>> <<default>> <<childHe>> revolts against being carried, and <<childhe>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>> <</switch>> <<case "hawk">> <<switch _rng>> <<case 1>> <<if $cmonster is 1>> <<childHe>> seems to realise your intent and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder. <<else>> <<childHe>> seems to realise your intent and settles into the crook of your neck. <</if>> <<case 2>> You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<case 3>> <<if $cmonster is 1>> You place a soft kiss on <<childhis>> forehead and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<else>> You place a soft kiss on <<childhis>> forehead and give <<childhim>> as much skin-to-feather contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and chirp at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <</if>> <<case 4>> You give <<childname>> a few different materials to look at. You explain the colours, shapes, and textures of things that you see around you. <<if $cmonster is 1>> <<childHe>> reaches out to touch, curious to explore <<childhis>> environment. <<childHe>> grabs onto a piece of cloth <<else>> <<childHe>> reaches out to peck at a piece of cloth that you're showing <<childhim>>. <<childHe>> manages to get it away from you, <</if>> and starts to shake it about. <<childHe>> <<childgiggles>>, but you make sure <<childhe>> doesn't try to grab anything else. <<gstress>><<stress 6>> <<default>> <<if $cmonster is 1>> <<childHe>> revolts against being carried, and <<childhe>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>> <<else>> <<childHe>> revolts against being carried and manages to slip your grasp. <<childHe>> falls harmlessly into the nest, but the act gives you quite the start. <<ggstress>><<stress 12>> <</if>> <</switch>> <<default>> <span class="red">Childtype $children[$childSelected.childId].type not found. This is a bug.</span> <</switch>> <br><br> <<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<childSelect `$childrenIds[random(0,$childrenIds.length - 1)]`>> <<if $phase is 1>> You stand over <<childrenNames $childrenIds>> and watch them sleep. <<set _rng to random(1, 4)>> <<switch _rng>> <<case 1>> You're transfixed by <<childname>>'s chest, rising and fallen with gentle breaths. <<case 2>> You find yourself stroking each of their heads. <<case 3>> <<childname>> opens <<childhis>> mouth in a big yawn and stretches.<<lstress>><<stress -6>> <<default>> <<childname>> murmurs and scrunches <<childhis>> features, as if having a bad dream.<<gstress>><<stress 6>> <</switch>> <br><br> <<elseif $phase is 2>> You decide to have a nap and lie in the bed next to your children. <br><br> You wake up sometime later with something wrapped round your finger. While still asleep, it seems that <<childname>>'s <<childhand>> was able to reach you. <br><br> <</if>> <<link [[Next|$childPassageExit]]>><<unset $childrenIds>><<unset $childPassageExit>><<endevent>><</link>><<set _rng to random(1, 4)>> <<switch $children[$childSelected.childId].type>> <<case "human">> <<switch _rng>> <<case 1>> You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds and changes <<childhis>> expression accordingly. After a few more moments, <<childhe>> breaks eye contact and sucks on <<childhis>> thumb. <<case 2>> You gently cup <<childname>>'s right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next. <<case 3>> You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>> <<default>> You speak to <<childname>>, but <<childhis>> cries drown your words. <<childHis>> face turns a deeper shade of red with every minute you spend trying to talk to <<childhim>>.<<gstress>><<stress 6>> <</switch>> <<case "wolf" "wolfboy" "wolfgirl">> <<switch _rng>> <<case 1>> You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds and changes <<childhis>> expression accordingly. After a few more moments, tilts <<childhis>> head at you. <<case 2>> You gently cup <<childname>>'s <<if $cmonster is 1>> right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next. <<else>> front right paw and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next paw. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next. <</if>> <<case 3>> You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>> <<default>> You speak to <<childname>>, but <<childhe>> softly barks at you every time you open your mouth. <<childHe>> headbutts your leg, then turns away. <</switch>> <<case "hawk">> <<switch _rng>> <<case 1>> You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds. After a few more moments, tilts <<childhis>> head at you. <<case 2>> You gently cup <<childname>>'s <<if $cmonster is 1>> right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next. <<else>> right leg and count <<childhis>> talons, wriggling them before moving on to <<childhis>> next leg. <<childHe>> quiets, watching you as you move your finger from one talon to the next. <</if>> <<case 3>> You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>> <<default>> You speak to <<childname>>, but <<childhe>> softly chirps at you every time you open your mouth. <<childHe>> headbutts your leg, then turns away. <</switch>> <<default>> <span class="red">Childtype $children[$childSelected.childId].type not found. This is a bug.</span> <</switch>> <br><br> <<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<set _rng to random(1, 6)>> <<switch _rng>> <<case 1>> You smile down at <<childname>>. You wave your hands and stick your tongue out, making several different faces in an attempt to catch <<childhis>> attention. <<childHe>> studies your expressions with curiosity. <<childHe>> is trying to imitate you, but you're unsure if it's just a reflex. <<case 2>> You bring <<childname>>'s <<childfeet>> to <<childhis>> <<childhands>>, moving them around and occasionally clapping them together. You give <<childhis>> body a gentle massage, from <<childhis>> <<childtoes>>, to <<childhis>> back, then all the way to <<childhis>> <<childfinger>>tips. You shower <<childhis>> frame in affectionate touches. <<childHe>> smiles in response to your broad grin. <<case 3>> You cover your face with both hands, then uncover it a few seconds later. <<childname>> peers up at you. <<childHe>> smiles when your eyes meet.<<lstress>><<stress -6>> <<case 4>> You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHe>> responds by interrupting <<childhis>> cries and <<childgiggles>> instead, flapping <<childhis>> arms and legs in joy.<<lstress>><<stress -6>> <<case 5>> You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHis>> cries become louder as <<childhe>> turns <<childhis>> head from side to side and squirms away. <<childHe>> seems upset over the treatment.<<gstress>><<stress 6>> <<default>> You get closer to <<childname>>, so <<childhe>> can study your face and its features. <<childHe>> stops crying for a moment, only to grab your hair and pull it.<<gpain>><<pain 4>> <</switch>> <br><br> <<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<wearProp "soap">> You fill a small tub with warm water and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position. <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> You rub <<childname>> gently with the warm water, making sure to clean between the folds of skin and holding <<childhis>> little body with one hand. The softness of <<childhis>> skin as you rub makes you feel extremely at ease. The baby seems to be tickled by your touches and swings <<childhis>> legs in the water, making some of it splash on your clothes and face. You can't help but smile at the situation.<<ltrauma>><<trauma -6>> <<case 2>> You gently rub <<childname>>'s head in circular motions with a handful of baby shampoo. The sweet aroma of strawberry fills the ambient, and bubbles begin to appear in the water. Your child seems curious and periodically takes one of <<childhis>> fingers to the bubbles, popping them. <<childHis>> mellow laughter echoes through the room as <<childhe>> is distracted by the foam in the bathtub.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<case 3>> You start the bath by trying to soap your baby's body. <<childHe>> doesn't seem to like the feel of water on <<childhis>> skin, let alone seems to be enjoying your attempts to cleanse <<childhim>>. <<childname>> threatens to cry as you continue the bath, but you manage to calm <<childhim>> down after a little effort. <<childHe>> pouts in distaste until the end of the cleaning session. When you're finished, <<childhe>> doesn't seem to want to let you carry <<childhim>> back and makes uncontent sounds when you pick <<childhim>> up.<<gstress>><<stress 6>> <<default>> Just by touching the water, <<childname>> lets out a high-pitched, incessant cry. <<childHe>> flails <<childhis>> legs and arms into the water trying to get free as you struggle to rub <<childhim>> properly. Water splashes quickly soak your clothes. <<childHe>> continues throwing a tantrum until the end of the bath, leaving you with a headache.<<gstress>><<stress 6>> <</switch>> <br><br> When you're done bathing <<childhim>>, you lay <<childhim>> on a towel and gently dry <<childhis>> body with a softer fabric. You carefully finish the moment by changing the baby's nappies and putting <<childhim>> back in <<childhis>> crib. <br><br> <<link [[Next|$childPassageExit]]>><<unset $childPassageExit>><<endevent>><</link>><<effects>> <<getChildrenIds `{location: $location}`>> <<switch $location>> <<case "home">> You are in the orphanage nursery. There are a few cradles and cots scattered around. <<case "wolf_cave">> <<switch Time.dayState>> <<case "dawn">> Many of the pups are still asleep. <<case "day">> The yips, growls, and tiny howls of young pups playing echo off the rocky walls. <<case "dusk">> Most of the pups have already settled down for the night. <<case "night">> The pups are all asleep, and the den is silent. <</switch>> <<case "alex_cottage">> You are in the cottage nursery. <<switch Time.dayState>> <<case "dawn">> The sound of birds singing early in the morning soothes the room. <<case "day">> Sounds from the farm can be heard through the cottage. <<case "dusk">> A calm breeze flows through the curtain. <<case "night">> Silence fills the room. <</switch>> <<case "tower">> <<getChildrenIds `{location: $location, eggTimer: undefined}` "both">> You are in the tower. You look around for your <<pluralise _childrenIds.length "child" "children">>. <</switch>> <<if Time.dayState isnot "night" and (!$daily.childrenHomeEvent or !$daily.childrenHomeEvent.includes($location)) and random(1) is 1>> <<if !$daily.childrenHomeEvent>> <<set $daily.childrenHomeEvent to [$location]>> <<else>> <<run $daily.childrenHomeEvent.push($location)>> <</if>> <<cleareventpool>> <<childrenEvents $location $passage>> <<if _eventpool.length>> <<runeventpool>> <<exit>> <</if>> <</if>> <br><br> <<childViewerDisplay _childrenIds>> <br> <<if $location isnot "tower">> <<if $location is "wolf_cave">> <<childicon "rope">> <<else>> <<childicon "teddy bear">> <</if>> <<if $player.inventory.childrenToys>> <<if !$storedChildrenToys[$location]>><<set $storedChildrenToys[$location] to []>><</if>> <<link [[Store children's toys|Childrens Home Toys]]>><</link>> <br> <<else>> You have not bought any toys for your children here. You should take a trip to <<= $location is "wolf_cave" ? "the pet store" : "the toy shop">>. <br> <</if>> <</if>> <<if $location is "home">> <<tendingicon "babybottle">> <<if V.plants['baby_bottle_of_breast_milk'] and V.plants['baby_bottle_of_breast_milk'].amount gt 0>> <<link [[Donate breast milk|Childrens Donate Milk]]>><</link>> <<if $pregnancyStats.orphanageMilkBottles gt 0>> (<span class="green"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining) <<else>> (<span class="red"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining) <</if>> <<else>> You have no bottled breast milk to donate. <<if $pregnancyStats.orphanageMilkBottles gt 0>> (<span class="green"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining) <<else>> (<span class="red"><<print $pregnancyStats.orphanageMilkBottles>></span> bottles remaining) <</if>> <</if>> <br> <</if>> <<getouticon>><<link [[Back|$exitPassage]]>><<unset $exitPassage>><</link>><<effects>> <label>Number of milk bottles to donate: <<numberslider "$donatedMilk" 1 1 `$plants["baby_bottle_of_breast_milk"].amount` 1>></label> <<link [[Donate|Childrens Donate Milk 2]]>><</link>> <br> <<link [[Back|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>><<effects>><<wearProp "milk bottle" 0 "baby">> <<set $pregnancyStats.orphanageMilkBottles += $donatedMilk>> <<set $pregnancyStats.orphanageMilkBottlesTotal += $donatedMilk>> <<set $plants["baby_bottle_of_breast_milk"].amount -= $donatedMilk>> You leave behind $donatedMilk bottles of milk for your children with one of Bailey's thugs. <br><br> <<link [[Back|Childrens Home]]>><<unset $donatedMilk>><<unset $childActivityEvent>><<endevent>><</link>><<effects>> <<set _selectedCurrentToy to 0>> <<set _selectedLocationToy to 0>> <div id="childrenToysUI"> <<childrenToysUI>> </div> <br> <<getouticon>><<link [[Back|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>><<widget "childrenToysUI">> <div class="settingsGrid"> <div> <div class="itemInventoryHeader settingsHeader">Inventory</div> <div class="itemInventory itemDetails"> <<for _i to 0; _i lt 10; _i++>> <<set _toy to $player.inventory.childrenToys[_i]>> <<if _toy and _i lt 5>> <<set _name to _toy.name>> <<set _icon to _name.toLowerCase().replace(".","")>> <<set _index to _i - 1>> <div @class="_selectedCurrentToy is _i ? 'item selected' : 'item'" @tooltip="_name" onclick="$(this).siblings().removeClass('selected'); $(this).addClass('selected')"> <label> <<if $options.images is 1>> <<childicon _icon>> <<else>> <span @class="_toy.colour"><<print _toy.name>></span> <</if>> <<radiobutton "_selectedCurrentToy" _i autocheck>> </label> </div> <<else>> <<if _i lt 5>> <div class="item unknown"><<ind>></div> <<else>> <div class="item empty"><<ind>></div> <</if>> <</if>> <</for>> </div> <div class="containerFooter"> <<if $player.inventory.childrenToys.length gt 0>> <div class="tab inventory"> <<button "<span class='fa-icon fa-trash'></span> Discard">> <<run $player.inventory.childrenToys.deleteAt(_selectedCurrentToy)>> <<set _selectedCurrentToy to 0>> <<childrenToysUIReplace>> <</button>> </div> <br> <<if $storedChildrenToys[$location].length lt 10>> <div class="tab inventory"> <<button "<span class='fa-icon fa-import'></span> Store">> <<run $storedChildrenToys[$location].push($player.inventory.childrenToys[_selectedCurrentToy])>> <<run $player.inventory.childrenToys.deleteAt(_selectedCurrentToy)>> <<set _selectedCurrentToy to 0>> <<childrenToysUIReplace>> <</button>> </div> <</if>> <<else>> <div class="tab inventory"> <button class="link-internal macro-button buttonDisabled" disabled><<="<span class='fa-icon fa-trash'></span> Discard">></button> </div> <div class="tab inventory"> <button class="link-internal macro-button buttonDisabled" disabled><<="<span class='fa-icon fa-import'></span> Store">></button> </div> <</if>> </div> </div> <div> <div class="itemInventoryHeader settingsHeader"> <<switch $location>> <<case "wolf_cave">>Wolf Cave <<case "tower">>Tower <<default>>Nursery <</switch>> </div> <div class="itemInventory itemDetails"> <<for _i to 0; _i lt 10; _i++>> <<set _toy to $storedChildrenToys[$location][_i]>> <<if _toy>> <<set _name to _toy.name>> <<set _icon to _name.toLowerCase().replace(".","")>> <div @class="_selectedLocationToy is _i ? 'item selected' : 'item'" @tooltip="_name" onclick="$(this).siblings().removeClass('selected'); $(this).addClass('selected')"> <label> <<if $options.images is 1>> <<childicon _icon>> <<else>> <span @class="_toy.colour"><<print _toy.name>></span> <</if>> <<radiobutton "_selectedLocationToy" _i autocheck>> </label> </div> <<else>> <div class="item unknown"><<ind>></div> <</if>> <</for>> </div> <div class="containerFooter"> <<if $storedChildrenToys[$location].length gt 0>> <div class="tab inventory"> <<button "<span class='fa-icon fa-trash'></span> Discard">> <<run $storedChildrenToys[$location].deleteAt(_selectedLocationToy)>> <<set _selectedLocationToy to 0>> <<childrenToysUIReplace>> <</button>> </div> <<if $player.inventory.childrenToys.length lt 5>> <div class="tab inventory"> <<button "<span class='fa-icon fa-export'></span> Carry">> <<run $player.inventory.childrenToys.push($storedChildrenToys[$location][_selectedLocationToy])>> <<run $storedChildrenToys[$location].deleteAt(_selectedLocationToy)>> <<set _selectedLocationToy to 0>> <<childrenToysUIReplace>> <</button>> </div> <<else>> <div class="tab inventory"> <button class="link-internal macro-button no-numberify buttonDisabled" disabled><span class='fa-icon fa-export'></span>Carry</button> </div> <</if>> <<else>> <div class="tab inventory"> <button class="link-internal macro-button buttonDisabled" disabled><<="<span class='fa-icon fa-trash'></span> Discard">></button> </div> <div class="tab inventory"> <button class="link-internal macro-button buttonDisabled" disabled><<="<span class='fa-icon fa-export'></span> Carry">></button> </div> <</if>> </div> </div> </div> <</widget>> <<widget "childrenToysUIReplace">> <<replace "#childrenToysUI">> <<childrenToysUI>> <</replace>> <</widget>><<effects>> <<childSelect $childActivityEvent.childid>> <<childAge $childActivityEvent.childid>> <<childInteratedWith>> <<set $children[$childActivityEvent.childid].localVariables.event to false>> <<switch $childActivityEvent.event>> /*Human Specific*/ <<case "transfixed">> You stand over <<childname>> and watch <<childhim>> sleep. You're transfixed by <<childhis>> chest, rising and fallen with gentle breaths. <<case "stroke">> You stand over <<childname>> and watch <<childhim>> sleep. You find yourself stroking <<childhis>> head. <<case "yawn">> You stand over <<childname>> and watch <<childhim>> sleep. <<childHe>> opens <<childhis>> mouth in a big yawn and stretches.<<lstress>><<stress -6>> <<case "murmur">> You stand over <<childname>> and watch <<childhim>> sleep. <<childHe>> murmurs and scrunches <<childhis>> features, as if having a bad dream.<<gstress>><<stress 6>> <<case "cotNap">> You decide to have a nap and lie in the bed beside <<childname>>. <br><br> You wake up sometime later with something wrapped around your finger. While still asleep, it seems that <<childname>>'s <<childhand>> was able to reach you.<<ltiredness>><<tiredness -3>> <<case "shiverInCot">> <<childname>> sleeps by <<childherself>>, shivering with every unconscious breath. You tuck <<childhim>> in with a nearby baby blanket. <<childHe>>'s soon sleeping peacefully.<<lstress>><<stress -6>> <<case "restlessSleep">> <<childname>> is restless in <<childhis>> sleep. You lie down beside <<childhim>> and pull <<childhim>> against your chest. You hold <<childhim>> until <<childhe>> calms down. As you move to stand, <<childhe>> grasps your finger tight in <<childhis>> small hands. You snuggle for a while longer, before easing <<childhis>> hold on you and getting back to your feet.<<ltiredness>><<tiredness -6>><<llstress>><<stress -10>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "waveTongue">> You smile down at <<childname>>. You wave your hands and stick your tongue out, making several different faces in an attempt to catch <<childhis>> attention. <<childHe>> studies your expressions with curiosity. <<childHe>> is trying to imitate you, but you're unsure if it's just a reflex. <<case "handsClap">> You bring <<childname>>'s feet to <<childhis>> hands, moving them around and occasionally clapping them together. You give <<childhis>> body a gentle massage, from <<childhis>> toes, to <<childhis>> back, then all the way to <<childhis>> fingertips. You shower <<childhis>> frame in affectionate touches. <<childHe>> smiles in response to your broad grin. <<case "peekaboo">> You cover your face with both hands, then uncover it a few seconds later. <<childname>> peers up at you. <<childHe>> smiles when your eyes meet.<<lstress>><<stress -6>> <<case "blowRaspberriesHappy">> You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHe>> responds by interrupting <<childhis>> cries and laughs instead, flapping <<childhis>> arms and legs in joy.<<lstress>><<stress -6>> <<case "blowRaspberriesUpset">> You tickle <<childname>> and blow raspberries on <<childhis>> stomach. <<childHis>> cries become louder as <<childhe>> turns <<childhis>> head from side to side and squirms away. <<childHe>> seems upset over the treatment.<<gstress>><<stress 6>> <<case "faceStudy">> You get closer to <<childname>>, so <<childhe>> can study your face and its features. <<childHe>> stops crying for a moment, only to grab your hair and pull it.<<gpain>><<pain 4>> <<case "rockToSleep">> You scoop the <<childtype>> up in your arms and walk while gently rocking <<childhim>> side to side and humming softly. Soon <<childhe>> calms down and falls fast asleep in your arms. You gingerly lay <<childhim>> down in the cot to rest. <<lstress>><<stress -5>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "holdToShoulder">> You lift the <<childtype>>. <<childHe>> seems to realise your intent and wraps <<childhis>> <<childhands>> around your neck while leaning on your shoulder. You bob <<childhim>> up to down, until <<childhe>> falls asleep in your arms.<<lstress>><<stress -5>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "melodicLullaby">> You scoop up the <<childtype>>. You hum a melodic lullaby, rubbing <<childname>>'s back as you gently sway to the tune. The familiarity of your voice seems to soothe <<childhis>> mood. <<childHe>> coos at you.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<case "foreheadKiss">> You scoop up the <<childtype>>. You place a soft kiss on <<childhis>> forehead and give <<childhim>> as much skin-to-skin contact as you can. The action encourages <<childhim>> to lift <<childhis>> head and reward you with a smile.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <<case "objectShow">> You scoop up the <<childtype>>. You give <<childname>> a few different objects to look at. You explain the colours, shapes, and textures of things that you see around you. <<childHe>> reaches out to touch, curious to explore <<childhis>> environment. You make sure <<childhe>> doesn't try to grasp anything too heavy or awkward.<<gstress>><<stress 6>> <<case "carryRevolt">> You scoop up the <<childtype>>. <<childHe>> revolts against being carried, and <<childhe>> kicks <<childhis>> legs. The longer you hold <<childhim>>, the more intense <<childhis>> cries become. Some of <<childhis>> kicks connect.<<gpain>><<gstress>><<pain 4>><<stress 6>> <<case "nurseryRhymes">> You recite a few nursery rhymes you remember from long ago. <<childHe>> looks alert as <<childhe>> listens to your voice. You make a few different tones and wait for <<childhis>> reaction. It seems to you like <<childhe>> recognises certain sounds and changes <<childhis>> expression accordingly. After a few more moments, <<childhe>> breaks eye contact and sucks on <<childhis>> thumb. <<case "FeetCup">> You gently cup <<childname>>'s right foot and count <<childhis>> toes, wriggling them before moving on to <<childhis>> next foot. <<childHe>> quiets, watching you with wide eyes as you move your finger from one toe to the next. <<case "shareThoughts">> You chat to <<childname>>, sharing your thoughts and waiting for a response. <<childHe>> doesn't seem to be paying much attention however.<<gstress>><<stress 6>> <<case "speakCry">> You speak to your baby, but <<childhis>> cries drown your words. <<childHis>> face turns a deeper shade of red with every minute you spend trying to talk to <<childhim>>.<<gstress>><<stress 6>> <<case "smilesAndLaughs">> You take <<childname>> in your arms, hoisting <<childhim>> to eye-level. The <<childtype>> is wide-eyed at the change at first, but then smiles and laughs. You repeat this several times, and soon have <<childhim>> laughing so hard that you can't help but smile yourself.<<llstress>><<stress -12>> <<case "talking">> You side beside <<childname>> and begin to converse with <<childhim>>. <<childHe>> gives no indication of understanding you, but smiles at your presence and seems excited by your voice. Soon enough however, <<childhe>> becomes distracted by <<childhis>> own hands and falls silent. You get back on your feet.<<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "thumbSucking">> <<set $children[$childActivityEvent.childid].localVariables.talking++>> <<case "talking2">> You sit beside <<childname>> and begin to converse with <<childhim>>. <<childHe>> gives no indication of understanding you, but smiles at your presence and tries to mimic your sounds. <<childHe>> soon becomes distracted by <<childhis>> hands however and falls silent. You get back on your feet.<<llstress>><<stress -12>> <<set $children[$childActivityEvent.childid].localVariables.activity to "thumbSucking">> <<case "batheGentle">> <<wearProp "rag" "white">> You fill a small tub with warm water and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position. <br><br> Next, you rub <<childname>> gently with the warm water, making sure to clean between the folds of skin, and holding <<childhis>> little body with one hand. The softness of <<childhis>> skin as you rub makes you feel extremely at ease. The baby seems to be tickled by your touches and swings <<childhis>> legs in the water, making some of it splash on your clothes and face. You can't help but smile at the situation.<<ltrauma>><<trauma -6>> <br><br> You finish bathing <<childhim>>, lay <<childhim>> on a towel, and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "batheShampoo">> <<wearProp "soap">> You fill a small tub with warm water and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position. <br><br> Next, you gently rub <<childname>>'s head in circular motions with a handful of baby shampoo. The sweet aroma of strawberry fills the ambient, and bubbles begin to appear in the water. Your child seems curious and periodically takes one of <<childhis>> fingers to the bubbles, popping them. <<childHis>> mellow laughter echoes through the room as <<childhe>> is distracted by the foam in the bathtub.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> You finish bathing <<childhim>>, lay <<childhim>> on a towel, and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "BatheCalm">> <<wearProp "soap">> You fill a small tub with warm water and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position. <br><br> Next, you start the bath by trying to soap your baby's body. <<childHe>> doesn't seem to like the feel of water on <<childhis>> skin, let alone seems to be enjoying your attempts to cleanse <<childhim>>. <<childname>> threatens to cry as you continue the bath, but you manage to calm <<childhim>> down after a little effort. <<childHe>> pouts in distaste until the end of the cleaning session. When you're finished, <<childhe>> doesn't seem to want to let you carry <<childhim>> back and makes uncontent sounds when you pick <<childhim>> up.<<gstress>><<stress 6>> <br><br> You finish bathing <<childhim>>, lay <<childhim>> on a towel and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "batheTantrum">> <<wearProp "rag" "white">> You fill a small tub with warm water and prepare the towels and a new nappy beforehand. You take <<childname>> in your arms gently and carry <<childhim>> to the bathtub, making sure to put <<childhim>> in a safe position. <br><br> Just touching the water makes <<childname>> let out a high-pitched, incessant cry. <<childHe>> flails <<childhis>> legs and arms into the water trying to get free as you struggle to rub <<childhim>> properly. Water splashes quickly soak your clothes. <<childHe>> continues throwing a tantrum until the end of the bath, leaving you with a headache.<<gstress>><<stress 6>> <br><br> You finish bathing <<childhim>>, lay <<childhim>> on a towel and dry <<childhis>> body with softer fabric. You finish by changing <<childhis>> nappy and putting <<childhim>> back in <<childhis>> crib. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "nappyChange">> <<wearProp "rag" "white">> <<childname>> looks uncomfortable. You notice a telling stink, so you fetch a nappy and lay <<childhim>> flat. You remove the old nappy and clean the <<childtype>>'s bottom diligently before giving <<childhim>> a fresh one. Clean and changed, <<childname>> looks up at you and smiles.<<lstress>><<stress -3>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "crawlingAttempt">> You approach <<childname>>. <<childHe>> lies on <<childhis>> belly, trying to move <<childherself>>. You side beside <<childhim>>, take <<childhis>> hands in your own, and hold them to the ground to give <<childhim>> leverage. With your help, <<childhe>> manages to pull <<childhimself>> across the floor, bewildered and amused by <<childhis>> mobility. <<childHe>> gets the hang of it after a while, and you leave <<childhim>> to clumsily crawl on <<childhis>> own.<<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<set $children[$childActivityEvent.childid].localVariables.crawling++>> <<case "crawlingAttempt2">> You take the <<childtype>>'s hands in your own and hoist <<childhim>> up, leaving only <<childhis>> feet on the ground. <<childHe>>'s confused at first, flailing <<childhis>> legs until <<childhe>> snags the ground with a kick and propels <<childherself>> forwards. <<childHis>> eyes widen at the revelation, and soon enough, with some effort and failed attempts, you have <<childhim>> moving with <<childhis>> own legs. With your help keeping <<childhim>> upright, of course. <<childHe>> grows tired after a while, and you let <<childhim>> down again.<<llstress>><<stress -10>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "grumpyChild">> <<childname>> sits alone, wearing a scowl on <<childhis>> infant face. You sit beside <<childhim>>, but <<childhe>> ignores you. Unable to help but smile at the grumpy child's expression, you begin to tickle <<childhim>>. <<childHe>>'s not ticklish, but is amused by your teasing fingers and the silly noises you make as you playfully attack <<childhis>> sides. The scowl is soon gone, and <<childhe>> giggles and smiles instead. Mission accomplished.<<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "thumbSucking">> <<case "readingAttempt">> <<wearProp "open book" 0 "storybook">> You sit beside <<childname>> and pull <<childhim>> and the inverted book into your lap. You flip it open and begin to read the simple words to <<childhim>>. <<childHe>> follows along both your voice and the colourful pictures for a while, until <<childhe>> becomes distracted and rolls off your lap.<<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "readingCorrected">> <<case "babyRattle">> <<wearProp "rattle">> You sit beside <<childname>>. <<childHe>>'s looking down at a <<childtoy $location $childActivityEvent.toyid "lowercase">>. You take it in hand and give it a shake, causing a cacophany of rattles. The <<childtype>> looks bewildered and intrigued and reaches for this strange object. You give the <<childtoy $location $childActivityEvent.toyid "lowercase">> one last shake before handing it over for the <<childtype>> to experiment with. <<if _childTotalDays lte 40>> <<childHe>> simply drops it to the floor. <<elseif _childTotalDays lte 95 + random(0,20)>> <<childHe>> attempts to put the rattle into <<childhis>> mouth, but drops it to the floor after being unable to. <<else>> <<childHe>> starts give it a rattle while giggling. <</if>> <<lstress>><<stress -5>><<ltrauma>><<trauma -2>> <<case "teddyBear">> You tuck the <<childtoy $location $childActivityEvent.toyid "lowercase">> into <<childname>>'s arms. <<childHe>> grasps it tight and nuzzles against it. <<childHe>> is soon asleep again. You spend a few calming moments watching <<childhim>>.<<ltrauma>><<trauma -6>><<lstress>><<stress -6>> <<if _toyid>> <<set $children[$childActivityEvent.childid].localVariables.activity to "teddyBear2">> <<set $children[$childActivityEvent.childid].localVariables.toy to clone(_toyName)>> <<switch _toyName>> <<case "red robot">><<wearProp "robot" "red">> <<case "green robot">><<wearProp "robot" "green">> <<case "baby doll">><<wearProp "baby doll">> <<case "clown">><<wearProp "clown toy">> <<case "Mr Teddy">><<wearProp "bear" 0 "mr teddy">> <<case "Mrs Teddy">><<wearProp "bear" 0 "mrs teddy">> <<default>><<wearProp "bear" 0 "teddy">> <</switch>> <</if>> <<case "toyCar">> <<wearProp "car">> You sit beside <<childname>> and take the <<childtoy $location $childActivityEvent.toyid "lowercase">> from <<childhis>> flailing hands. You place it on the floor and roll it back and forth. "Vroom! Vroom!" you say, rolling it back and forth as <<childname>> watches, enraptured. You hand <<childhim>> the toy. <br><br> <<if _childTotalDays lte 120 + random(0,20)>> <<childHe>> drops it on the floor before looking back at you. You can't help but smile as you climb to your feet again. <<else>> <<childHe>> looks at it with curiosity before mimicking your actions, making excited attempts to copy your sounds. You can't help but smile as you climb to your feet again. <</if>> <<lstress>><<stress -5>><<ltrauma>><<trauma -2>> <<case "dummy">> <<wearProp "dummy">> <<set _rng to random(1,100)>> You rush over to <<childname>> and notice that <<childhis>> <<childtoy $location $childActivityEvent.toyid "lowercase">> lies on the floor beside <<childhim>>. <br><br> <<if $children[$childActivityEvent.childid].localVariables.acceptsDummy isnot false>> You pick up the dummy, clean it off with the hem of your <<top>>, lift the <<childtype>> into your arms and attempt to pacify <<childhim>>. <br><br> <</if>> <<if $childActivityEvent.childCry lt 4 and (_rng lte 75 or $children[$childActivityEvent.childid].localVariables.acceptsDummy is true)>> <<childname>> takes a few moments to latch onto the <<childtoy $location $childActivityEvent.toyid "lowercase">>, but sucks loudly once <<childhe>> does. <<childHe>> is soon pacified once again. You deposit <<childhim>> on the floor.<<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "dummySucking">> <<set $children[$childActivityEvent.childid].localVariables.acceptsDummy to true>> <<elseif $childActivityEvent.childCry is 4 and $children[$childActivityEvent.childid].localVariables.acceptsDummy isnot false>> Despite your attempts, the <<childcry $childActivityEvent.childCry>> <<childname>> is crying and wiggling around too much to take the <<childtoy $location $childActivityEvent.toyid "lowercase">>. You abandon the attempt and instead begin to rock and soothe the <<childtype>> with soft coos and gentle humming. It's exhausting, but <<childhe>> soon calms down and nuzzles into your chest, the emotional distress and your tender parental attentions get the better of <<childhim>> and <<childhe>> falls asleep. <<gstress>><<stress 10>><<gtiredness>><<tiredness 5>> <br><br> You lay <<childname>> down to take <<childhis>> nap in peace. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<elseif $childActivityEvent.childCry lt 4 and $children[$childActivityEvent.childid].localVariables.acceptsDummy isnot false>> Despite your attempts, the <<childcry $childActivityEvent.childCry>> <<childname>> refuses to take the <<childtoy $location $childActivityEvent.toyid "lowercase">>. You abandon the attempt and instead begin to rock and soothe the <<childtype>> with soft coos and gentle humming. It's exhausting, but <<childhe>> soon calms down and nuzzles into your chest, the emotional distress and your tender parental attentions get the better of <<childhim>> and <<childhe>> falls asleep. <<gstress>><<stress 10>><<gtiredness>><<tiredness 5>> <br><br> You lay <<childname>> down to take <<childhis>> nap in peace. <<set $children[$childActivityEvent.childid].localVariables.acceptsDummy to false>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<else>> Knowing that <<childname>> will refuse the dummy, you begin to rock and soothe the <<childtype>> with soft coos and gentle humming. It's exhausting, but eventually <<childhe>> calms down and nuzzles into your chest, the emotional distress and your tender parental attentions get the better of <<childhim>> and <<childhe>> falls asleep. <<gtiredness>><<tiredness 5>> <br><br> You lay <<childname>> down to take <<childhis>> nap in peace. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <</if>> <<case "clown">> <<set _rng to random(0,2)>> <<set _output to ["happy","quiet","terrifying"]>> You sit beside <<childname>>, pick up the toy <<childtoy $location $childActivityEvent.toyid "lowercase">>, and show it to <<childhim>>. <<childHe>> stares at the <<childtoy $location $childActivityEvent.toyid "lowercase">>, unsure what to make of it. You pull on the string, and the clown lets out a <<print _output[_rng]>> chuckle. <br><br> <<if _childTotalDays lte 105 + random(0,20)>> <<childHe>> looks at the toy briefly before looking back up to you. You place it on the floor, stand up, and leave the <<childtype>> to play. <<lstress>><<stress -3>><<ltrauma>><<trauma -3>> <<elseif random(0,100) lt 80>> The <<childtype>> bursts into a giggling fit and reaches for the <<childtoy $location $childActivityEvent.toyid "lowercase">>. You hand it over, stand up, and leave the <<childtype>> to play. <<lstress>><<stress -3>><<ltrauma>><<trauma -3>> <<set $children[$childActivityEvent.childid].localVariables.activity to "clownHappy">> <<else>> The <<childtype>> bursts into tears and begins <<childcry 4>>. You can't blame <<childhim>>. <<gstress>><<stress 6>><<gtrauma>><<trauma 3>> <<set $children[$childActivityEvent.childid].localVariables.activity to "crying">> <</if>> /*NPCs*/ <<case "Robin">> <<npc "Robin">><<person1>> You approach Robin. <<childname>> snuggles up to <<him>>. They both giggle. <<if $childSelected.mother is "pc">> <<set _playerRole to "mummy">> <<elseif $childSelected.father is "pc">> <<set _playerRole to "daddy">> <<elseif $player.gender_appearance is "m">> <<set _playerRole to "daddy">> <<else>> <<set _playerRole to "mummy">> <</if>> <<switch random(1, 5)>> <<case 1>> "I think someone missed you," Robin says, passing you the <<childtype>>. <<case 2>> "So cute!" Robin says, passing you the <<childtype>>. <<case 3>> "Look," Robin says. "It's _playerRole." <<He>> passes you the <<childtype>>. <<case 4>> "Can you say, '_playerRole'?" Robin asks, watching the <<childtype>>. <<childHe>> responds with an inarticulate gurgle. Robin passes <<childhim>> to you. <<default>> "Can you point at _playerRole?" Robin asks the <<childtype>>. <<childHe>> doesn't point, but does look at you. Robin passes <<childhim>> over. <</switch>> <br><br> You hold <<childname>> in your arms while Robin leans in to talk. The <<childtype>> smiles alternatively at you and Robin. <<case "Wraith">> You watch in confusion as <<childname>> waves <<childhis>> hands around in happiness, cooing at thin air and reaching for nothing. <<if C.npc["Ivory Wraith"].love lte 5>> You scoop <<childhim>> up, expecting <<childhim>> to quiet down, but <<childhe>> continues to flap <<childhis>> little arms around. <br><br> You shiver as a chill runs down your spine. You fear you might not be alone, a familiar ringing in your ears making you tense up. <<stress 12>><<ggstress>> <br><br> <<childname>>'s laughter breaks the silence, forcing your thoughts to cease their racing. You look down at <<childhim>> and sigh. You manage a small smile, simply relieved that <<childhe>> seems happy. <<else>> Something starts to take shape above <<childhim>>. Something a terrible, familiar pale. You slowly and quietly approach <<childname>>'s crib, your eyes locked on the intruder. Your heart begins to pound. It's already picked <<childname>> up, slowly turning to you. You take a breath and brace yourself. <<ggstress>> <br><br> However, the pale figure's expression is calm. Serene, even. It holds <<childname>> tenderly and hums a soothing melody. It floats over to you, pressing its forehead to yours. A hand caresses your cheek. You look down at <<childname>>. <<childHe>> happily coos, reaching for you and smiling. <br><br> "<span class="wraith">Beautiful... So, so beautiful,</span>" it whispers, stroking <<childname>>'s hair. <<if $wraith.state is "haunt">> "<span class="wraith">An omen.</span>" <<lobsession 1>> <<elseif $wraith.state is "despair">> "<span class="wraith">A beacon of salvation amidst drowning despair.</span>" <<npcincr "Ivory Wraith" love 1>><<glove>><<gobsession 1>> <<else>> "<span class="wraith">A blessing.</span>" <<npcincr "Ivory Wraith" love 1>><<glove>> <</if>> <br><br> You can feel its palpable love for <<childname>>. Your heart almost skips a beat as the baby yawns and clings to the pale figure as <<childhe>> would to you. You're filled with relief. <<llstress>><<stress -12>> <br><br> The pale figure leans down, gingerly pressing a kiss to each of <<childhis>> cheeks. You can hear <<childhim>> giggle as <<childhe>> toys with a strand of the pale figure's silver hair. It cradles <<childhim>> close for just a moment longer, reluctant to let go. It then places <<childhim>> in your arms and floats to your other side, smiling. <br><br> You feel a pair of arms wrap around your shoulders, and a loving gaze on both you and <<childname>>. It continues to hum as its body flickers. The melody fades. You turn to look at it, but it has already disappeared. You look at <<childname>>. <<childHe>>'s fallen asleep. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <</if>> /*Wolf Specific*/ <<case "sleepingStroke">> You sit beside the slumbering <<childtype>> and stroke <<childhis>> fur. <<childHe>> snorts and pushes into your caressing hand. You spend a few moments together before rising to your feet. <<lstress>><<stress -5>> <<case "cuddleAndNap">> The <<wolf_cave_singular>> looks at you as you lie down beside it and <<childname>>. The sleepy pair adjust to make room for you, and you're soon snuggled close together. You enjoy this comfortable moment for a while, before rising to your feet. <<ltiredness>><<tiredness -6>><<lstress>><<stress -5>> <<case "cryingWolf">> You sit by the <<childcry>> <<childtype>> and pull <<childhim>> into your lap. You hum, soothe, and stroke the <<childtype>>'s fur, giving the occasional soft scratch to <<childhis>> ears. <<childname>> calms and begins to doze under your gentle attention. You gingerly place the sleeping <<childtype>> down and stand again. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "playing">> You drop to all fours and join <<childname>> and the playing pups with enthusiasm. You encourage excitement and activity in your <<childtype>>, as well as the others, and try to keep the play friendly and safe. Exhausted, the pups take a moment to rest. You kiss <<childname>> on the head before climbing to your feet. <<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "curiousGaze">> You follow <<childname>>'s gaze to your legs. You walk in a circle. <<childHis>> eyes never leave your feet. Amused, you take a quick walk around the cave and the <<childtype>> follows you as best it can, transfixed by your movement. Eventually, <<childname>> grows bored and lies down to rest, <<childhis>> curiosity sated. <<llstress>><<stress -10>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case"longingGaze">> Noticing your <<childtype>>'s longing gaze, you reach between <<childhis>> ears and give <<childhim>> a gentle scratch. <<childname>>'s tongue lolls from <<childhis>> mouth, and <<childhe>> pants happily as you scritch <<childhis>> ears. <<childHe>> gives you a sad look when you finish. <<case"playFighting">> You keep a close eye on the two as they tussle playfully. Slowly, they grow tired of each other and playful nips and yips turn into snaps and growls. You separate <<childname>> from <<childhis>> playmate before it can escalate further, ensuring each has a break from the other. They are soon playing in an amiable fashion once again. <<set $children[$childActivityEvent.childid].localVariables.activity to "playing">> <<case "fieldTrip">> You see <<childname>> looking outside the cave with curiosity. <<childHis>> fascination with the outside world isn't even broken when you bend down and pick <<childhim>> up. You walk outside and take a quick tour of the surrounding area. The <<childtype>>'s eyes widen, scanning over anything and everything with great interest. You finish sating <<childname>>'s curiosity and deposit <<childhim>> back in the cave. <<llstress>><<stress -10>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "grumpyWolf">> <<childname>> growls at your approach. You flip the grumpy <<childtype>> on <<childhis>> back and rub <<childhis>> belly. The <<childtype>> resists at first, but soon gives in, panting and yipping happily. You leave <<childname>> more cheerful than you found <<childhim>>.<<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "playing">> <<case "hungryWolf">> You approach <<childname>>. <<childHe>>'s trying to find a way through the other pups, trying to reach the female <<wolf_cave_singular "f">>'s nipples to feed. <br><br> You pick <<childhim>> up and pet <<childhim>>, keeping the <<childcry>> <<childtype>>'s attention off <<childhis>> hunger. Soon enough, several feeding pups finish, making room. The <<childtype>> latches on, eager and greedy.<<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "gnawing">> You sit next to <<childname>> and grab ahold of the $pupToy. <<childHe>> growls as you gently pull on the makeshift toy and tugs it back. You continue tugging the $pupToy back and forth before finally letting <<childhim>> win. <<childname>> yips joyfully as <<childhe>> claims <<childhis>> prize and resumes playing with it, tail wagging with excitement. <br><br> Another pup, noticing your game, approaches <<childname>> and attempts to grab the $pupToy. You keep a close eye on the two of them, but thankfully, <<childname>>'s playmate doesn't seem interested in actually stealing the toy from <<childhim>>. You smile as the pups play tug-of-war together before standing up and leaving them to their own devices. <<set $children[$childActivityEvent.childid].localVariables.activity to "playing">> <<case "squeakyToy">> <<switch $phase>> <<case "squeaky sheep">><<wearProp "chew toy" 0 "sheep">><<set _squeakyToy to "squeaky sheep">> <<default>><<wearProp "chew toy" 0 "chicken">><<set _squeakyToy to "squeaky chicken">> <</switch>> You pick up the _squeakyToy and sit next to <<childname>>. <<childHe>> immediately sinks <<childhis>> fangs into it. The toy lets out a loud squeak in protest. You startle at the sudden sound, and <<childname>> yelps in surprise. <<gstress>><<stress 6>> <br><br> <<childHe>> drops the toy and looks at it with distrust. You spend the next several moments trying to reassure <<childhim>>. <<childHe>> calms down, but doesn't want to play with the _squeakyToy anymore. You decide to leave it be for now. <<set $children[$childActivityEvent.childid].localVariables.activity to "playing">> <<case "squeakyToy2">> <<if $leftarm is "bound" and $rightarm is "bound">> You struggle to pick up the <<= $phase>> with your bound hands, let alone make it squeak. By the time you manage to grasp it, <<childname>> has already left. <<elseif random(1, 3) is 1>> You pick up the <<= $phase>> and give it a squeeze. <<childname>>'s ears perk up as it squeaks. After squeezing it again, the <<childtype>> jumps for the <<= $phase>>. <<childHe>> repeatedly bites the toy, delighted with the sounds it makes. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gferocity>> <<elseif random(1, 3) is 2>> You give the <<= $phase>> a squeeze. The <<childtype>> takes a step back. You give the toy another squeeze, and <<childhe>> bolts away from you. <<trauma 6>><<gtrauma>><<lferocity>> <<else>> <<getChildrenIds `{location:"wolf_cave"}`>> <<set _childrenTotal to _childrenIds.length>> You hold the <<= $phase>> out. When <<childname>> sniffs it, you give it a squeeze. <<childHe>> throws <<childhis>> head back and howls. <br><br> <<if random(1, 3) is 1 and _childrenTotal gte 2>> <<set _child1 to $childActivityEvent.childid>> <<set _childrenIds to _childrenIds.filter(childid => childid !== _child1)>> <<set _child2 to _childrenIds.pluck()>> You squeak the toy again. This time <<childhis>> <<childsibling _child2>> rushes over and howls too. <br><br> <<if random(1, 2) is 1 and _childrenTotal gte 3>> <<set _child3 to _childrenIds.pluck()>> You keep squeaking the toy, drawing the attention of another <<childSelect _child3>><<childtype>>. Soon you have a choir of pups howling together in unison with the <<= $phase>>. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>> <<else>> You keep squeaking the toy, and they howl every time. Eventually one of them grabs the <<= $phase>> and runs off. It squeaks with every step. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>> <</if>> <<elseif random(1, 3) is 2>> You squeak the toy again. Instead of howling this time, the <<childtype>> watches the <<= $phase>> with wary intensity. At a third squeak, <<childhe>> snarls. You put the <<= $phase>> down. <<stress 6>><<gstress>><<gferocity>> <<else>> You squeak the <<= $phase>> again, and the <<childtype>> lets out another howl with a wag of <<childhis>> tail. For the next few minutes, <<childhe>> howls in harmony every time you squeak the toy for <<childhim>>. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>> <</if>> <</if>> <<case "chewBone">> <<wearProp "chew toy" 0 "bone">> You sit next to <<childname>> and start digging alongside <<childhim>>. The dirt is hard, but you manage to make a shallow hole. <<childname>> picks up a toy bone and drops it in the hole. You sit back and watch as <<childhe>> buries it. After pushing the unearthed dirt back into the hole, <<childhe>> sits on the mound. <br><br> <<switch random(1, 2)>> <<case 1>> You move to scritch <<childhis>> ears, but <<childhe>> gives a warning growl. <<childHe>>'s clearly preoccupied with protecting <<childhis>> bone. You back away, and <<childhe>> settles down. <<gstress>><<stress 6>> <<default>> You scritch <<childhis>> ears before standing up, and <<childhe>> gives a happy bark. <<lstress>><<stress -6>> <</switch>> <<case "chewBone2">> <<switch random(1, 3)>> <<case 1>> You nudge the bone closer to <<childname>>. <<childHe>> stops and stares at it. You nudge it closer, and <<childhe>> chomps down on it before pulling it away. The <<childtype>> continues to gnaw on it for several minutes. <<stress -6>><<lstress>> <<case 2>> You nudge the bone closer to <<childname>>. <<childHe>> jumps with a startled yelp, then chomps down on the bone and aggressively shakes it. <<gferocity>> <<default>> You nudge the bone closer to <<childname>>. <<childHe>> chomps down on the bone and runs off with <<childhis>> tail wagging. <br><br> <<link [[Let <<childhim>> go|Wolf Children Chew Bone]]>><<set $phase to 0>><</link>> <br> <<if $leftleg isnot "bound" and $rightleg isnot "bound">> <<link [[Chase|Wolf Children Chew Bone]]>><<set $phase to 1>><</link>> <br> <</if>> <<exit>> <</switch>> <<case "chewRope">> <<wearProp "chew toy" 0 "rope">> You sit next to <<childname>> and grab ahold of the rope. <<childHe>> growls as you gently pull on the toy and tugs it back. You continue tugging the rope back and forth before finally letting <<childhim>> win. <<childname>> yips joyfully as <<childhe>> claims <<childhis>> prize, tail wagging with excitement. <br><br> <<childHe>> rolls onto <<childhis>> back and holds the rope with <<childhis>> <<childhands>>, chewing on it with renewed gusto. You smile as you stand back up. <<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "playing">> <<case "chewRope2">> <<getChildrenIds `{location:"wolf_cave"}`>> <<set _childrenTotal to _childrenIds.length>> <<if $leftarm is "bound" and $rightarm is "bound">> You struggle to grasp the rope with your bound hands. <<childname>> watches curiously for a moment, but soon bores of watching and runs off to play elsewhere. <<elseif random(1, 3) is 1 and _childrenTotal gte 2 and !$worn.face.type.includes("gag")>> <<set _child1 to $childActivityEvent.childid>> <<set _childrenIds to _childrenIds.filter(childid => childid !== _child1)>> <<set $childActivityEvent.childid2 to _childrenIds.pluck()>> <<set _child2 to $childActivityEvent.childid2>> You pull the rope away from <<childname>>. <<childHe>> goes to jump for it, but <<childhis>> <<childsibling _child2>> jumps in and beats <<childhim>> to it. <br><br> <<link [[Play with first <<childtype>>|Wolf Children Chew Rope]]>><<set $phase to 0>><</link>> <br> <<link [[Play with second <<childSelect _child2>><<childtype>>|Wolf Children Chew Rope]]>><<set $phase to 1>><</link>> <br> <<link [[Play with both|Wolf Children Chew Rope]]>><<set $phase to 2>><</link>> <<exit>> <<elseif random(1,3) is 2>> You pull the rope away from <<childname>>. <<childHe>> turns away, uninterested. <<else>> You pull the rope away from <<childname>>. <<childHe>> instantly jumps at it and bites down. You continue to pull, and the <<childtype>> tugs back in return. <<childHe>> gives a little growl as you tow <<childhim>> along. Soon <<childhe>> wears out and drops the rope. <<lstress>><<ltrauma>><<gferocity>><<stress -6>><<trauma -6>> <</if>> <<case "rollBall">> <<wearProp "chew toy" 0 "ball">> <<childname>> gives an enthusiastic bark as you pick up the ball. You gently roll it towards <<childhim>>. <<childHe>> <<= either("manages to catch it", "fumbles around with the ball", "stares at it")>> before rolling it back towards you <<if $children[$childSelected.childId].type is "wolf">>with <<childhis>> snout<<else>>with <<childhis>> tiny <<childhands>><</if>>. <br><br> You pass the ball back and forth for a bit, until <<childhe>>'s tuckered out. <<childHe>> curls up around the ball and falls asleep. You pet <<childhis>> head and stand up. <<lstress>><<stress -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "rollBall2">> <<if $leftarm is "bound" and $rightarm is "bound">> You struggle to grasp the ball with your hands bound, but eventually manage to pick it up. When you attempt to throw it, it just falls to the ground. <<childname>> sniffs it, then loses interest and leaves. <<else>> <<switch random(1, 3)>> <<case 1>> <<childname>> becomes overly excited when you pick up the ball. <<childHe>> jumps up and nips your hand in an attempt to reach the toy. <br><br> You cry out in pain and drop the ball. The outburst frightens the <<childtype>>, who runs for cover. <<pain 2>><<trauma 6>><<gpain>><<gtrauma>> <<case 2>> <<childname>> jumps and tries to get the ball back, but misses. <<childHe>> watches closely as you wave the ball in front of <<childhim>>. Right as you wind up to release, <<childhe>> pounces and intercepts the ball. <<childHe>> is delighted with the little game and sinks <<childhis>> teeth into <<childhis>> prize. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gferocity>> <<default>> Picking up the ball instantly grabs <<childname>>'s attention. <<childHe>> watches closely as you wave the ball in front of <<childhim>>. <br><br> <<link [[Toss gently|Wolf Children Roll Ball]]>><<set $phase to 0>><</link>> <br> <<link [[Throw hard|Wolf Children Roll Ball]]>><<set $phase to 1>><</link>> <<exit>> <</switch>> <</if>> /*Hawk Specific*/ <<case "sleepingStrokeHawk">> You climb into the nest with the slumbering <<childtype>> and stroke <<childhis>> <<if _childTotalDays lt 14>> tiny, pinkish feathers. <<else>> feathers. <</if>> <<childHe>> trills and pushes into your caressing hand. You spend a few moments together before rising to your feet. <<lstress>><<stress -5>> <<case "cuddleAndNapHawk">> <<npc "Great Hawk">> <<if $childActivityEvent.otherChildrenIds.length>> <<for _otherChildId range $childActivityEvent.otherChildrenIds>> <<childInteratedWith _otherChildId>> <<set $children[_otherChildId].localVariables.event to false>> <</for>> <<set _otherChildren to $childActivityEvent.otherChildrenIds.length>> <</if>> <<your_bird_text "cap">> nuzzles you as you lie down beside <<if _otherChildren gte 2>> <<bhim>>, <<childname>>, <<childrenNames $childActivityEvent.otherChildrenIds>>. <<elseif _otherChildren>> <<bhim>>, <<childname>> and <<childname $childActivityEvent.otherChildrenIds[0]>>. <<else>> <<bhim>> and <<childname>>. <</if>> <<if _otherChildren gte 2>> You're somehow able to fit within the large number of small bodies, and you're soon snuggled close together. <<elseif _otherChildren>> The trio adjust to make room for you, and you're soon snuggled close together. <<else>> The pair adjust to make room for you, and you're soon snuggled close together. <</if>> <br><br> You enjoy this comfortable moment for a while, before rising to your feet. <<ltiredness>><<tiredness -6>><<lstress>><<stress -5>> <<case "cryingHawk">> You sit by the <<childcry>> <<childtype>> and pull <<childhim>> into your lap. You hum, soothe, and stroke the <<childtype>>'s <<if _childTotalDays lt 14>> tiny, pinkish feathers. <<else>> feathers. <</if>> <<childname>> calms and begins to doze under your gentle attention. You gingerly place the sleeping <<childtype>> down and stand again. <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "pickUpHawk">> You scoop up the <<childtype>> and hold <<childhim>> close to your chest. The corners of your lips curve up into a dopey smile when you hear <<childhis>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>giggles<<else>>tiny peeps and chirps<</if>>. <<if _childTotalDays lt 14>> <<childname>>'s sweet sounds make your heart flutter as you hold <<childhim>> close. <<else>> <<childname>>'s feathers tickle you as you hold <<childhim>> close. <</if>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "pretendFly">> You hold <<childname>> with both hands and gleefully hoist <<childhim>> up high above your head. <<childname>> looks down at you with sparkling eyes, letting <<childhis>> tiny wings take <<childhim>> on what might as well be a journey and a half in your secure grasp. You smile happily as the <<childtype>> flaps <<childhis>> wings<<if $children[$childActivityEvent.childid].features.monster is "monster">> and arms<</if>>. <br><br> One day, you recall, <<childhe>> will leave your nest and fly free. The thought makes you feel giddy and bittersweet. You hold <<childname>> close and stroke <<childhis>> small body. <<trauma -6>><<ltrauma>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "preen">> <<childname>> seems to be unable to reach feathers that have yet to separate. You take notice and scoop the <<childtype>> up. <<childname>> lets out a small chirp as you run your fingers through <<childhis>> feathers. You begin to tidy up <<childhis>> plumage, twisting interlocked tufts in your fingers to reveal soft, newly grown feathers. <<childname>> looks up at you happily, moving to poke at an idle strand of your hair with <<childhis>> <<childhand>>. You reckon this is <<childhis>> idea of grooming you. <<stress -6>><<lstress>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "perch">> You approach <<childname>>, noticing a discontented expression on <<childhis>> face. <<childHis>> eyes are locked on the tower's ledge. You're able to put two and two together, realising <<childname>> wants to go outside and hear you sing. <br><br> You pick <<childname>> up and make your way over to look down at the <<if Weather.isSnow>>moor, blanketed by snow.<<else>>green moor.<</if>> <<if $bird.state is "home" and ["sing","groom"].includes($bird.activity)>> <<npc "Great Hawk">> You take a seat next to <<your_bird_text>>, who looks to you and <<childname>> with surprise. A grin crosses your face as <<childname>> snuggles into your embrace. <br><br> You take a deep breath and begin to sing. A note leaves your mouth, and then another. You sing a lullaby, which your spouse joins in on. You hold <<childname>> close as you sing, each note growing more and more quiet when you see <<childhis>> eyes growing heavy. As you reach the end of your song, you hear a small <<if $children[$childActivityEvent.childid].features.monster is "monster">>"Wah!"<<else>>peep.<</if>> <br><br> <<childname>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>sings<<else>>trills<</if>> a quiet mimic of your lullaby, nuzzling into your chest. The song doesn't last long before <<childhe>> has fallen asleep. You yearn for the day you'll be able to hear your child's true voice. <<if $monster is 1>> <br><br> "<<childname>> takes after us quickly," <<your_bird_text>> says with a hint of pride. <</if>> <<else>> You take a seat right next to the most scenic overlook of the meadow below, a grin crossing your face as <<childname>> snuggles into your embrace. <br><br> You take a deep breath and begin to sing. A note leaves your mouth, and then another. You sing a lullaby of longing, the melody carried by the breeze to the world below. You hold <<childname>> close as you sing, each note growing more and more quiet when you see <<childhis>> eyes growing heavy. As you reach the end of your song, you hear a small <<if $children[$childActivityEvent.childid].features.monster is "monster">>"Wah!"<<else>>peep<</if>>. <br><br> <<childname>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>sings<<else>>trills<</if>> a quiet mimic of your lullaby, nuzzling into your chest. The song doesn't last long before <<childhe>> has fallen asleep. You yearn for the day you'll be able to hear your child's true voice. <</if>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "bathe">> <<wearProp "rag">> You notice with your sharp eyes that <<childname>> is in need of bathing. You scoop the <<childtype>> into your arms despite <<childhis>> chirps of protest, walking in the direction of the rainwater pool. <br><br> <<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>> You set <<childname>> down gently and playfully splash some water onto <<childhis>> body. <<childHe>> fusses for a moment, but the warm water quickly calms <<childhim>> down. <br><br> <<childHe>> cooperates surprisingly well, letting you scrub the day's dirt and grime from <<childhis>> <<if _childTotalDays lt 14>> tiny pink feathers. Many of them are still stuck together. You take a piece of scrap fabric and dry <<childhim>>. <<else>> feathers. You take a piece of scrap fabric and dry <<childhim>>. <<childHis>> feathers immediately poof out. You can't help but giggle. <<stress -3>><<lstress>> <</if>> <<else>> You set <<childname>> down gently and playfully splash some water onto <<childhis>> body. <<childHe>> shoots you a glare and begins to thrash around in the bath. Rivulets of water splatter over you. <<stress 3>><<gstress>> <br><br> You sigh and begin to stroke <<childhis>> plumage with one hand while you shake your other free of water. <<childname>> looks up at you, having calmed down with the gentle motion of your hand against <<childhis>> small feathers. You smile and wash <<childhim>> clean of the day's dirt and grime. <br><br> When you're done, <<childname>> is squeaky clean, albeit wet and cold. You take some scrap fabric and wrap <<childname>> into a swaddle. You hold <<childhim>> gently in your arms. <<childHe>> seems content, happy to be done with such a hectic bath. Mission accomplished. <</if>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "batheHelp">> You spot <<childname>> dipping <<childhis>> legs into the rainwater pool. You walk over and lift <<childhim>> up, gently placing <<childhim>> all the way into the water. <<childHe>> happily lets you scrub <<childhis>> feathers. <br><br> <<childHe>> starts to splash at the water's surface with <<childhis>> <<childhands>> and <<childgiggles>>. You can't help but crack a smile. <<stress -3>><<lstress>> <br><br> You pull <<childhim>> from the pool. <<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>> <<childHe>> <<if $children[$childActivityEvent.childid].features.monster is "monster">>hugs<<else>>nuzzles<</if>> you, happy with <<childhis>> warm bath. <<else>> <<childHe>> shivers, so you waste no time drying <<childhim>> off. <</if>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "swingToy">> /* currently unreachable. credit writer as Anonymous when properly added */ You come up behind <<childname>> and lift <<childhim>> beneath the <<= $cmonster ? "arms," : "wings,">> setting <<childhim>> on the swing and giving it a little push. <<childHe>> <<= $cmonster ? "giggles" : "chirps">> and flaps <<childhis>> wings in excitement as <<childhe>> tries to swing higher. <<if _childTotalDays lt 14>> The wind rushes right through <<childhis>> undeveloped feathers, and you're easily able to keep control of <<childhis>> swings. <<else>> A couple times, <<childhe>> manages to catch the air with <<childhis>> wings and swing out of your reach. You worry briefly that <<childhe>> might fall, but <<childhe>> keeps <<childhis>> balance and seems all the more excited for how close <<childhe>> gets to taking flight. <</if>> <br><br> <<childHe>> soon grows tired, chirping softly as you pick <<childhim>> up and gently return <<childhim>> to the nest. <<ltrauma>><<trauma -6>> <<set $children[$childActivityEvent.childid].localVariables.activity to "sleeping">> <<case "preeningToy">> /* currently unreachable. credit writer as mochamante when properly added */ You dangle the preening toy in front of <<childname>>, tugging gently at the fibres. Curious, the <<childtype>> hops closer, tilting <<childhis>> head to inspect it. After a few moments, you hook the toy onto the perch and step away, letting <<childhim>> engage with it at <<childhis>> own pace. <br><br> <<if _childTotalDays lte 40>> <<switch random(1,3)>> <<case 1>> Eventually, <<childname>> <<if $cmonster is 1>>tugs<<else>>pecks<</if>> at the toy in short bursts. <<childHe>> tentatively nibbles on the toy's soft fibres, pulling lightly at the strands before trying to preen it. <<childHis>> tiny <<= $cmonster is 1 ? "hands" : "beak">> are working diligently. You watch with pride as <<childhe>> seems to get the hang of it. <<stress -6>><<lstress>> <<case 2>> A moment later, <<childname>> hops closer and gives the toy a hesitant <<= $cmonster is 1 ? "tug." : "peck.">> <<childHe>> eventually starts preening the toy, practicing <<childhis>> grooming instincts. <<childHe>> seems content, chirping softly as <<childhe>> tugs at the toy. <<trauma -6>><<ltrauma>> <<default>> <<childname>> gives a hesitant <<= $cmonster is 1 ? "tug" : "peck">> at the toy before, then pulls on one of the dangling strands. The toy swings back, and <<childhe>> flinches, letting out a soft chirp of distress. <<childHe>> flutters away, wary of the toy. <<stress 3>><<gstress>> <</switch>> <<else>> <<switch random(1,4)>> <<case 1>> <<childname>> <<= either("ignores the toy completely and tries", "nibbles at it briefly before losing interest and attempting")>> to preen you instead. It tickles. <<lstress>><<ltrauma>><<stress -3>><<trauma -3>> <<case 2>> <<childname>> begins tugging at the loose fibres with <<childhis>> <<= $cmonster is 1 ? "hands," : "beak,">> mimicking preening motions. You watch as <<childhe>> grows more confident, fluffing <<childhis>> tiny feathers. <<ltrauma>><<trauma -6>> <<case 3>> <<childHe>> immediately preens the toy, chirping happily as <<childhe>> hops around it. <<childHis>> feathers puff up with contentment. <<lstress>><<stress -6>> <<default>> <<childHe>> watches intently, chirping with interest. <<childHe>> hops closer and <<= $cmonster is 1 ? "tugs" : "pecks">> at it. As <<childhe>> pulls at the threads, <<childhe>> occasionally looks to you for encouragement. <<ltrauma>><<trauma -6>> <</switch>> <</if>> <<default>> The event could not be found.<br> Event: $childActivityEvent.event Child: $childActivityEvent.childid <</switch>> <br><br> <<link [[Next|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>><<widget "alex_baby_interactions">> <<npc "Alex">> <<childSelectRandom "alex_cottage">> <<switch random(1,5)>> <<case 1>> You see Alex holding <<childname>> out in the fields, trying to explain the different plants and crops to <<childhim>>. <<childname>> curiously looks at them. <<lstress>><<stress -6>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>> <<case 2>> You see Alex trying to play with <<childname>>, but <<childhe>> seems to be distracted by a butterfly that flies around Alex. <br><br> <<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>> <<case 3>> You see Alex lying in a field with <<childname>> peacefully snoozing on <<his>> chest. <br><br> <<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>> <<case 4>> You see Alex holding <<childname>> near the chicken coop, trying to show them to <<childhim>>. One of the chickens squawks loudly, causing <<childname>> to burst into tears. <br><br> <<link [[Comfort (0:01)|Alex Children Interactions Chicken]]>><<set $phase to 1>><<pass 1>><</link>> <br> <<link [[Let Alex handle it (0:01)|Alex Children Interactions Chicken]]>><<set $phase to 2>><<pass 1>><</link>> <<case 5>> <<if C.npc.Alex.gender is "f">> You see Alex sitting under a tree with <<childname>> in <<his>> arms. <<His>> chest is exposed; <<hes>> probably breastfeeding <<childhim>>. <br><br> <<link [[Watch (0:10)|Alex Children Interactions Breastfeed]]>><</link>> <br> <<link [[Leave Alex to finish (0:01)|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>> <<else>> You see Alex trying to play with <<childname>>, but <<childhe>> seems to be distracted by a butterfly that flies around Alex. <br><br> <<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>> <</if>> <</switch>> <</widget>><<effects>> <<if $phase is 1>> You approach Alex, take <<childname>> into your arms, and start humming. <br><br> <<childHe>> soon starts to calm down and yawns. <br><br> Alex kisses your cheek. "Thanks," <<he>> says with a laugh. "I'm still not used to this." <br><br> "I'll take <<childhim>> back to the nursery," <<he>> says as you hand <<childname>> back to <<him>>. <<else>> Unsure what to do, Alex nervously starts to hum to distract <<childname>>. <<Hes>> off-key, but <<childname>> soon starts to calm down and laughs. <br><br> Alex sighs and takes <<childhim>> back to the nursery. <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><<set $daily.farmBabyInteraction to 1>><</link>><<effects>> <<switch random(1,2)>> <<case 1>> "I dunno how such a little thing can drink so much!" <<He>> laughs. <<case 2>> "Never thought this would be so tiring," <<he>> sighs. <</switch>> You follow <<him>> as <<he>> takes <<childname>> back to the nursery and places <<childhim>> in the cradle, where <<childhe>> falls asleep. <br><br> <<if hasSexStat("promiscuity", 3)>> <span class="lewd">A lewd idea strikes you.</span> <br> <<link [[Ask for a turn (0:15)|Alex Children Interactions Breastfeed 2]]>><<set $phase to 1>><</link>><<promiscuous3>> <br> <<link [[Let Alex be (0:01)|Alex Children Interactions Breastfeed 2]]>><<set $phase to 2>><</link>> <<else>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <</if>><<effects>> <<set $alexBreasts to C.npc.Alex.breastsdesc>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "D-do you think I could have some too?" <<elseif $speech_attitude is "bratty">> "Is there any left for me?" <<else>> "Can I have some too?" <</if>> you ask Alex as <<he>> fixes <<his>> bra. <<His>> face goes red as <<he>> processes your words. <br><br> "You, uh, what?" <<he>> says, embarrassed by your request. <br><br> You only give <<him>> a smile in response. "You're serious? I mean, I've been feeling kind of full these days, so I guess it wouldn't hurt to," <<he>> says. <br><br> <<He>> sits on the ground and gestures to you to get closer. Alex lays your head on <<his>> lap and brings your face closer to <<his>> $alexBreasts. You quickly envelop <<his>> nipple with your mouth and start to suck.<<ggarousal>><<arousal 600>> <br><br> <<He>> brushes your hair with <<his>> hand as <span class="lewd">sweet and creamy milk flows through your mouth.</span> You move to <<his>> other breast, making Alex moan.<<gglust>><<npcincr Alex lust 5>> <br><br> <<link [[Next|Alex Children Interactions Breastfeed 3]]>><<pass 15>><</link>> <<else>> Alex fixes <<his>> bra, pulls <<his>> shirt down, and leaves <<childname>> to sleep. <br><br> "Try not to wake <<childhim>>. It was a pain to get <<childhim>> to sleep," <<he>> says before leaving the nursery. <br><br> <<link [[Next|Farm Cottage]]>><<unset $alexBreasts>><<endevent>><<pass 1>><</link>> <</if>><<effects>> After a few minutes, the milk stops flowing and you move your mouth away from <<his>> $alexBreasts, leaving Alex panting. <br><br> "I think you're taking the term 'cow<<girl>>' too serious, pal," <<he>> laughs. <<He>> stands up and fixes <<his>> clothes before leaving the nursery. <br><br> <<link [[Next|Farm Cottage]]>><<unset $alexBreasts>><<endevent>><</link>><<effects>> <<if $phase is 1>> <<childSelectRandom "alex_cottage">> You enter the hallway and head upstairs to the nursery. The door is slightly open, and you can see Alex standing by <<childname>>'s cot. <br><br> "Hey partner, sorry if I woke ya," Alex says, not looking away from the cot. "Thought I heard our little fella crying." <br><br> <<link [[Next|Farm Cottage Nighttime Nursery 2]]>><</link>> <<else>> You ignore the sound, assuming Alex has just gone to check up on the baby. <br><br> <<if $bus is "farm_alex_room">> <<link [[Next|Farm Alex Bed]]>><<endevent>><</link>> <<else>> <<link [[Next|Farm Bed]]>><<endevent>><</link>> <</if>> <</if>><<effects>> You step closer, and Alex immediately wraps <<his>> arm around your shoulder before bumping <<his>> head against yours. <<His>> gaze is fixated on <<childname>>'s sleeping form. <<if !npcIsPregnant("Alex")>> Being this close lets you get a good smell of alcohol, more so than normal. <</if>> <br><br> "Never thought I would settle down with a kid, with the farm and all. Still feels surreal," Alex says while brushing <<his>> finger against the baby's cheek. <br><br> You mimic the action on the other cheek. <<childname>> stirs but soon settles down into both your touches. Alex softly chuckles. <<He>> pulls <<his>> hand away before turning to face you. <br><Br> "Come on now, let's get you back to bed," <<he>> says, gently pushing you along. <br><br> <<link [[Ask if <<he>> is okay|Farm Cottage Nighttime Nursery 3]]>><<npcincr Alex love 2>><</link>><<gglove>> <br> <<link [[Stay silent|Farm Cottage Nighttime Nursery 4]]>><<set $phase to 3>><</link>><<effects>> Alex looks slightly taken aback by the question. <<He>> freezes up before sighing. <<He>> turns away. <br><br> "I'm just nervous. Remy's breathing down our necks, and I got you, the little <<if childrenCountBetweenParents("Alex","pc") is 1 or childrenCountBetweenParents("pc","Alex") is 1>>fella<<else>>fellas<</if>>, and the farm to watch after." <br><br> <<link [[Supportive|Farm Cottage Nighttime Nursery 4]]>><<set $phase to 1>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<glove>><<ldom>> <br> <<link [[Praise|Farm Cottage Nighttime Nursery 4]]>><<set $phase to 2>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<glove>><<gdom>><<effects>> <<if $phase is 1>> "You got me as your support, you know. We are in this together." You pat <<his>> back which brings a smile to <<his>> face. <br><br> Alex looks back up at you and places a kiss on your lips. "What did I do to deserve a <<if $player.gender_appearance is "f">>woman<<else>>man<</if>> like you?" <br><br> <<elseif $phase is 2>> "And you do a damn good job taking care of everything." You lean down to place a kiss on <<his>> cheek, causing <<him>> to perk back up. <br><br> "Thanks, partner. Good to know I got your approval of my work." <<He>> locks arms with you before kissing your forehead. <br><br> <</if>> Alex guides you back to bed, giving you one last goodnight kiss before going back to sleep. <br><br> <<if $bus is "farm_alex_room">> <<link [[Next|Farm Alex Bed]]>><<endevent>><</link>> <<else>> <<link [[Next|Farm Bed]]>><<endevent>><</link>> <</if>><<effects>> <<if $phase is 0>> /* Let child go */ You smile as you watch the <<childtype>> run off to play. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <<else>> /* Chase */ After allowing the <<childtype>> a head start, you pursue. <br><br> <<switch random(1, 3)>> <<case 1>> <<childHe>> does not notice you until you catch <<childhim>>. <<childHe>> yelps and drops the bone before running for cover. It takes several minutes before <<childhe>> comes out of hiding, <<childhis>> tail between <<childhis>> legs. <<trauma 6>><<gtrauma>><<lharmony>><<lferocity>> <<case 2>> <<childHe>> notices your pursuit and quickens <<childhis>> pace. You soon catch <<childhim>> and scoop <<childhim>> up. <<childHis>> tail keeps wagging, but <<childhe>> maintains <<childhis>> grip on the bone. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <<default>> <<childHe>> notice your pursuit and quickens <<childhis>> pace. Just as you are about to catch <<childhim>>, you allow <<childhim>> to escape. <<childHe>> continues to evade you in <<childhis>> game of keep away. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>> <</switch>> <</if>> <br><br> <<link [[Next|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>> <br><<effects>> <<set _child1 to $childActivityEvent.childid>> <<set _child2 to $childActivityEvent.childid2>> <<if $phase is 0>> /* Play with first wolf child*/ "Hey now," you chide <<childSelect _child2>><<childname>>. "You'll have to wait your turn." <br><br> You pull the rope away from the <<childtype>> and toss it back to <<childSelect _child1>><<childname>>. <<childHe>> grabs it right away and begins tugging. <br><br> <<childSelect _child2>> <<switch random(1, 2)>> <<case 1>> <<childname>> wags <<childhis>> tail before running off to play elsewhere. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <<default>> <<childname>> drops <<childhis>> head and sulks away. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <</switch>> <<elseif $phase is 1>> /* Play with second wolf child */ "You'll need to be quicker next time," you tell <<childSelect _child1>><<childname>>. <br><br> You pull the rope as the <<childSelect _child2>><<childtype>> tugs back, giving a happy growl. <br><br> <<childSelect _child1>> <<switch random(1, 2)>> <<case 1>> <<childname>> sits and watches, wagging <<childhis>> tail. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <<default>> <<childname>> whines as <<childhe>> watches you play with <<childhis>> <<childsibling _child2>>. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <</switch>> <<else>> /* Play with both */ You quickly pull the rope away from <<childSelect _child2>><<childname>>, who promptly whines at the loss of the toy. <br><br> "Oh, settle down, I can play with both of you," you say. You toss the rope between them. <br><br> <<switch random(1, 3)>> <<case 1>> They both latch onto either end of the rope tightly. You grab the centre and begin tugging them both. Their tails wag eagerly as you tow them around. They eventually tire and drop the rope. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>> <<case 2>> They both latch onto either end of the rope. You attempt to grab the centre, but are not prepared for how energetic they are. The rope slips from your grasp but, you are content to watch the two tug it back and forth. They growl and wag their tails for a while until they wear themselves out. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>><<gferocity>> <<default>> They both latch onto either end of the rope tightly. You grab the centre and begin tugging. However, the two are not willing to share. <<childname>> drops <<childhis>> end of the rope and begins tussling with <<childhis>> <<childsibling _child1>>. <br><br> <<childSelect _child1>><<childname>> yelps in pain as <<childSelect _child2>><<childname>> bites <<childSelect _child1>><<childhim>>. Acting quickly, you intervene. One of them bites your hand. <<pain 2>><<gpain>> <br><br> "No fighting!" you tell them as you drag them apart. <br><br> They growl at each other before leaving in opposite directions. You shake out your hand. <<stress 6>><<gstress>><<lharmony>><<gferocity>> <</switch>> <</if>> <br><br> <<link [[Next|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>> <br><<effects>> <<if $phase is 0>> /* Toss gently */ <<switch random(1, 2)>> <<case 1>> With a quick flick of the wrist, you toss the ball a short distance. The <<childtype>> bounds over to it and begins happily gnawing on the ball. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>> <<default>> With a quick flick of the wrist, you toss the ball a short distance. The <<childtype>> walks over and sniffs the ball, then loses interest and leaves. <</switch>> <<else>> /* Thow hard */ <<getChildrenIds `{location:"wolf_cave"}`>> <<set _childrenTotal to _childrenIds.length>> <<if random(1, 3) is 1 and _childrenTotal gte 2>> <<set _child1 to $childActivityEvent.childid>> <<set _childrenIds to _childrenIds.filter(childid => childid !== _child1)>> <<set _child2 to _childrenIds.pluck()>> You hurl the ball. <<childname>> sprints after it, but one of <<childhis>> siblings beats <<childhim>> to it. <br><br> <<childSelect _child2>> <<switch random(1, 3)>> <<case 1>> <<childname>> retrieves the ball and runs off with it, with <<childSelect _child1>><<childname>> in close pursuit. After an improv game of tag, <<childname>> catches <<childhis>> <<childsibling _child2>>. They playfully tussle over the ball. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gferocity>> <<case 2>> <<childname>> sniffs the ball until <<childhis>> <<childsibling _child1>> arrives. <<childSelect _child1>><<childname>> picks it up and runs off with it. <<childHis>> <<childsibling _child2>> follows, wagging <<childSelect _child2>><<childhis>> tail. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>><<gharmony>> <<default>> <<childname>> retrieves the ball and runs off as <<childSelect _child1>><<childname>> gives chase. When <<childhe>> catches up to <<childhis>> <<childsibling _child2>>, a fight breaks out. <br><br> You rush to intervene, but it ends before you arrive. <<childname>> retrieves <<childhis>> ball while <<childSelect _child2>><<childtype>> whimpers in pain. You spend some time consoling the other <<childtype>>. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>><<lharmony>><<gferocity>> <</switch>> <<elseif random(1, 3) is 2>> You hurl the ball. <<childname>> sprints after it. <br><br> <<switch random(1, 2)>> <<case 1>> <<if Weather.isSnow>> The snow conceals the ball, but the <<childtype>> is determined. After digging up several spots, <<childhe>> finally finds it. <<childHe>> carries it around for a while, looking quite pleased with <<childhimself>>. <<else>> <<childHe>> quickly finds <<childhis>> ball. The <<childtype>> carries it around for a while, looking quite pleased with <<childhimself>>. <</if>> <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <<default>> <<if Weather.isSnow>> The snow conceals the ball, much to the <<childtype>>'s dismay. After digging around in the snow for a while, <<childhe>> begins to whine. By the time you dig it out for <<childhim>>, your fingers are numb from the cold and <<childhe>>'s no longer interested in playing. <<else>> <<childHe>> quickly finds <<childhis>> ball, but <<childhe>> cannot reach it. It seems to have gotten stuck in the briar. <<childHe>> whines at the loss of <<childhis>> toy. You get scratched up trying to fetch it for <<childhim>>, but <<childhe>>'s no longer interested in playing. <</if>> <<pain 2>><<stress 6>><<gpain>><<gstress>> <</switch>> <<else>> You hurl the ball. <<childname>> turns <<childhis>> head and watches the ball land off in the distance. <<childHe>> stares at it for a moment before walking off, uninterested in pursuing. <</if>> <</if>> <br><br> <<link [[Next|Childrens Home]]>><<unset $childActivityEvent>><<endevent>><</link>> <br><<widget "childrenSetup">> <<if $children is undefined>> <<set $children to {}>> <</if>> <</widget>> <<widget "getUsedChildrenNames">> <<set _usedChildrenNames to []>> <<for $_label, $_value range $children>> <<run _usedChildrenNames.pushUnique($_value.name)>> <</for>> <</widget>> /*args[0] - filter in the form of an object, args[1] - "both" to include unrelated children or "only" to exclude the player children*/ <<widget "getChildrenIds">> <<set _childrenIds to []>> <<run Object.values($children).forEach(child => { if ((child.mother === "pc" || child.father === "pc") && _args[1] === "only") { return; } else if ((child.mother !== "pc" && child.father !== "pc") and !_args[1]) { return; } if (T.args[0] && !Object.entries(T.args[0]).every(([key, value]) => child[key] === value)) { return; } if (child.childId) T.childrenIds.push(child.childId); })>> <</widget>> /*args[0] - location, args[1] - min length requirement, args[2] - max length requirement, args[3] - "both" to include unrelated children or "only" to exclude the player children*/ <<widget "getSameBirthChildrenIds">> <<set _birthChildrenIds to {}>> <<for $_label, $_value range $children>> <<if $_value.mother isnot "pc" and $_value.father isnot "pc">> <<if _args[3] isnot "both" and _args[3] isnot "only">> <<continue>> <</if>> <<elseif _args[3] is "only">> <<continue>> <</if>> <<if !$_value.eggTimer and (_args[0] is undefined or $_value.location is _args[0])>> <<if _birthChildrenIds[$_value.birthId] is undefined>> <<set _birthChildrenIds[$_value.birthId] to []>> <</if>> <<run _birthChildrenIds[$_value.birthId].push($_value.childId)>> <</if>> <</for>> <<if _args[1]>> <<for $_label, $_value range _birthChildrenIds>> <<if $_value.length lt _args[1] or $_value.length gt _args[2]>> <<run delete _birthChildrenIds[$_label]>> <</if>> <</for>> <</if>> <</widget>> /*args[0] - location, args[1] - birthId, args[2] - new location*/ <<widget "moveChildren">> <<if _args[0] and _args[1]>> <<getSameBirthChildrenIds _args[0]>> <<if _birthChildrenIds[_args[1]] isnot undefined>> <<for $_i to 0; $_i lt _birthChildrenIds[_args[1]].length; $_i++>> <<set $children[_birthChildrenIds[_args[1]][$_i]].location to _args[2]>> <<if _args[2] is "home">> <<run setKnowsAboutPregnancy($children[_birthChildrenIds[_args[1]][$_i]].mother, "Bailey", $children[_birthChildrenIds[_args[1]][$_i]].mother + $children[_birthChildrenIds[_args[1]][$_i]].birthId)>> <</if>> <</for>> <</if>> <</if>> <</widget>> /*args[0] - childId, args[1] - new name*/ <<widget "childRename">> <<if _args[0]>> <<set $children[_args[0]].name to generateBabyName(_args[1], $children[_args[0]].gender, _args[0])>> <</if>> <</widget>> /*args[0] - childId, args[1] - set to display specific text output*/ <<widget "childAge">><<silently>> <<if _args[0]>> <<set _date1 to $children[_args[0]].born.day + " " + $children[_args[0]].born.month + " " + $children[_args[0]].born.year>> <<set _date2 to Time.monthDay + " " + Time.monthName + " " + Time.year>> <<set $_calc to Math.abs(Date.parse(_date2) - Date.parse(_date1))>> <<switch $children[_args[0]].type>> <<case "human" "wolf" "hawk">><<set _childTotalDaysCap to 200>> <<default>><<set _childTotalDaysCap to 0>> <</switch>> <<set _childTotalDays to Math.clamp(Math.ceil($_calc / (1000 * 60 * 60 * 24)), 0, _childTotalDaysCap)>> <<set _childYears to Math.floor(_childTotalDays / 360)>> <<set _childDays to Math.floor(_childTotalDays % 360)>> <<switch _args[1]>> <<case "full">> <<set $_text_output to _childYears + " year" + (_childYears isnot 1 ? "s, " : ", ") + _childDays + " day" + (_childDays isnot 1 ? "s " : " ") + "old">> <<case "year">> <<set $_text_output to _childYears + " year" + (_childYears isnot 1 ? "s" : "")>> <<case "day">> <<set $_text_output to _childDays + " day" + (_childDays isnot 1 ? "s" : " ")>> <<case "totalDays">> <<set $_text_output to _childTotalDays>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><<if _childTotalDaysCap is _childTotalDays>> <mouse class="tooltip linkBlue">(Capped)<span>Reached end of current child activity content</span></mouse><</if>><</if>><</widget>> /*:: Widgets children2 [widget]*/ /*args[0] - childId*/ <<widget "childSelect">> <<if _args[0] isnot undefined>> <<set $childSelected to $children[_args[0]]>> <<if $children[_args[0]].type isnot "human" and $children[_args[0]].features.monster is "monster">> <<set $cmonster to 1>> <<else>> <<set $cmonster to 0>> <</if>> <</if>> <</widget>> /*args[0] - childId*/ <<widget "childname">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<set $_text_output to $children[$_id].name>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId in an array*/ <<widget "childrenNames">><<silently>> <<if _args[0] isnot undefined>> <<set $_text_output to "">> <<for $_i to 0; $_i lt _args[0].length; $_i++>> <<set $_text_output += $children[_args[0][$_i]].name>> <<if $_i is _args[0].length - 1>> <<elseif $_i is _args[0].length - 2>> <<set $_text_output += " and ">> <<else>> <<set $_text_output += ", ">> <</if>> <</for>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId in an array*/ <<widget "childInteratedWith">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id>> <<set $_localVariables to $children[$_id].localVariables>> <<if $_localVariables.interactionsTotal is undefined>> <<set $_localVariables.interactionsTotal to 0>> <<set $_localVariables.interactions to 0>> <</if>> <<set $_localVariables.interactionsTotal++>> <<if $daily.childInteractions is undefined>><<set $daily.childInteractions to []>><</if>> <<if !$daily.childInteractions.includes($_id)>> <<set $_localVariables.interactions++>> <<run $daily.childInteractions.push($_id)>> <</if>> <<set $pregnancyStats.childInteractions++>> <<if $location is "home">><<set $pregnancyStats.orphanageInteractions++>><</if>> <</if>> <</silently>><</widget>> /*args[0] - childId*/ <<widget "childHe">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "He">> <<case "f" "h">><<set $_text_output to "She">> <<case "h">><<set $_text_output to "They">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childhe">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "he">> <<case "f" "h">><<set $_text_output to "she">> <<case "h">><<set $_text_output to "they">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childHis">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "His">> <<case "f" "h">><<set $_text_output to "Her">> <<case "h">><<set $_text_output to "Their">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childhis">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "his">> <<case "f" "h">><<set $_text_output to "her">> <<case "h">><<set $_text_output to "their">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childHim">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "Him">> <<case "f" "h">><<set $_text_output to "Her">> <<case "h">><<set $_text_output to "Them">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childhim">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "him">> <<case "f" "h">><<set $_text_output to "her">> <<case "h">><<set $_text_output to "them">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "childhimself">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "himself">> <<case "f" "h">><<set $_text_output to "herself">> <<case "h">><<set $_text_output to "themselves">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childHers">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "His">> <<case "f" "h">><<set $_text_output to "Hers">> <<case "h">><<set $_text_output to "Theirs">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childhers">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "his">> <<case "f" "h">><<set $_text_output to "hers">> <<case "h">><<set $_text_output to "theirs">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childherself">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "himself">> <<case "f" "h">><<set $_text_output to "herself">> <<case "h">><<set $_text_output to "themself">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childsibling">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "brother">> <<case "f">><<set $_text_output to "sister">> <<case "h">><<set $_text_output to "sibling">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args - childId for each argument, OR one array argument with childIds */ <<widget "childsiblings">><<silently>> <<if _args[0] isnot undefined>> <<set $_brothers to 0>><<set $_sisters to 0>> <<if typeof _args[0] is "object">> <<for $_i to 0; $_i lt _args[0].length; $_i++>> <<switch $children[_args[0][$_i]].gender>> <<case "m">><<set $_brothers++>> <<case "f" "h">><<set $_sisters++>> <</switch>> <</for>> <<else>> <<for $_i to 0; $_i lt _args.length; $_i++>> <<switch $children[_args[$_i]].gender>> <<case "m">><<set $_brothers++>> <<case "f" "h">><<set $_sisters++>> <</switch>> <</for>> <</if>> <<set $_text_output to "">> <<if $_brothers gte 1>> <<set $_text_output += "brother">> <<if $_brothers gte 2>> <<set $_text_output += "s">> <</if>> <</if>> <<if $_brothers gte 1 and $_sisters gte 1>> <<set $_text_output += " and ">> <</if>> <<if $_sisters gte 1>> <<set $_text_output += "sister">> <<if $_sisters gte 2>> <<set $_text_output += "s">> <</if>> <</if>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childson">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].gender>> <<case "m">><<set $_text_output to "son">> <<case "f">><<set $_text_output to "daughter">> <<case "h">><<set $_text_output to "child">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args - childId for each argument, OR one array argument with childIds */ <<widget "childsons">><<silently>> <<if _args[0] isnot undefined>> <<set $_sons to 0>><<set $_daughters to 0>> <<if typeof _args[0] is "object">> <<for $_i to 0; $_i lt _args[0].length; $_i++>> <<switch $children[_args[0][$_i]].gender>> <<case "m">><<set $_sons++>> <<case "f" "h">><<set $_daughters++>> <</switch>> <</for>> <<else>> <<for $_i to 0; $_i lt _args.length; $_i++>> <<switch $children[_args[$_i]].gender>> <<case "m">><<set $_sons++>> <<case "f" "h">><<set $_daughters++>> <</switch>> <</for>> <</if>> <<set $_text_output to "">> <<if $_sons gte 1>> <<set $_text_output += "son">> <<if $_sons gte 2>> <<set $_text_output += "s">> <</if>> <</if>> <<if $_sons gte 1 and $_daughters gte 1>> <<set $_text_output += " and ">> <</if>> <<if $_daughters gte 1>> <<set $_text_output += "daughter">> <<if $_daughters gte 2>> <<set $_text_output += "s">> <</if>> <</if>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childhand">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].type>> <<case "human">><<set $_text_output to "hand">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "paw">> <<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "hand" : "wing")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childhands">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$childSelected.childId].type>> <<case "human">><<set $_text_output to "hands">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "paws">> <<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "hands" : "wings")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "childfeet">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].type>> <<case "human">><<set $_text_output to "feet">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "paws">> <<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "feet" : "legs")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "childtoes">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].type>> <<case "human">><<set $_text_output to "toes">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "pads">> <<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "toes" : "talons")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "childfinger">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].type>> <<case "human">><<set $_text_output to "finger">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "claw">> <<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "finger" : "wing")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childgiggles">><<silently>> <<if _args[0] isnot undefined>> <<set _id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set _id to $childSelected.childId>> <</if>> <<if _id isnot undefined>> <<switch $children[_id].type>> <<case "human">><<set $_text_output to "giggles">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "wags <<childhis _id>> tail">> <<case "hawk">><<set $_text_output to ($children[_id].features.monster is "monster" ? "giggles" : "ruffles <<childhis _id>> feathers")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childhair">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].type>> <<case "human">><<set $_text_output to "hair">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "fur">> <<case "hawk">><<set $_text_output to "feathers">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - cry type, args[1] - childId */ <<widget "childcry">><<silently>> <<if _args[1] isnot undefined>> <<set $_id to _args[1]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<if between(_args[0], 1, 4)>> <<set $_cry to _args[0]>> <<else>> <<set $_cry to 1>> <</if>> <<switch $children[$_id].type>> <<case "human">> <<switch $_cry>> <<case 1>><<set $_text_output to "sniffling">> <<case 2>><<set $_text_output to "weeping">> <<case 3>><<set $_text_output to "sobbing">> <<case 4>><<set $_text_output to "wailing">> <</switch>> <<case "wolf" "wolfboy" "wolfgirl">> <<switch $_cry>> <<case 1>><<set $_text_output to "whining">> <<case 2>><<set $_text_output to "whimpering">> <<case 3>><<set $_text_output to "crying">> <<case 4>><<set $_text_output to "howling">> <</switch>> <<case "hawk">> <<switch $_cry>> <<case 1>><<set $_text_output to "chirping">> <<case 2>><<set $_text_output to "warbling">> <<case 3>><<set $_text_output to "trilling">> <<case 4>><<set $_text_output to "lilting">> <</switch>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId*/ <<widget "childtype">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined>> <<switch $children[$_id].type>> <<case "human">><<set $_text_output to "child">> <<case "wolf" "wolfboy" "wolfgirl">><<set $_text_output to "pup">> <<case "hawk">><<set $_text_output to ($children[$_id].features.monster is "monster" ? "nestling" : "chick")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - child object*/ <<widget "childTypeDisplay">><<silently>> <<if _args[0] and _args[0].childId>> <<if !(_args[0].type is "wolf" && _args[0].features.monster && _args[0].gender isnot "h")>> <<switch _args[0].gender>> <<case "m">><<set $_text_output to "Male ">> <<case "f">><<set $_text_output to "Female ">> <<case "h">><<set $_text_output to "Hermaphrodite ">> <</switch>> <<else>> <<set $_text_output to "">> <</if>> <<if _args[0].type isnot "human">> <<if _args[0].features.monster>> <<switch _args[0].type>> <<case "wolf">> <<set $_text_output += "Wolf">> <<switch _args[0].gender>> <<case "m">><<set $_text_output += "boy">> <<case "f">><<set $_text_output += "girl">> <<default>><<set $_text_output += "kid">> <</switch>> <<case "hawk">> <<set $_text_output += "Harpy">> <</switch>> <<else>> <<set $_text_output += _args[0].type.toUpperFirst()>> <</if>> <<else>> <<set $_text_output += "Human<<if _args[0].features.beastTransform or _args[0].features.divineTransform>> (<<childTransform _args[0]>>)<</if>>">> <</if>> <</if>> <</silently>><<if $_text_output>><span class="gold">Type:</span> <<print $_text_output>><</if>> <</widget>> <<widget "childTransform">><<silently>> <<if _args[0] and _args[0].childId>> <<set $_child to _args[0]>> <<elseif _args[0] isnot undefined>> <<set $_id to _args[0]>> <<set $_child to $children[$_id]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <<set $_child to $children[$_id]>> <</if>> <<if $_child isnot undefined>> <<set $_text_output to "">> <<switch $_child.features.divineTransform>> <<case "angel">><<set $_text_output += "Angelic">> <<case "demon">><<set $_text_output += "Demonic">> <<case "fallen">><<set $_text_output += "Fallen">> <</switch>> <<if $_child.features.divineTransform and $_child.features.beastTransform>><<set $_text_output += " ">><</if>> <<switch $_child.features.beastTransform>> <<case "cat">><<set $_text_output += "Cat" + ($_child.gender === "m" ? "boy" : "girl")>> <<case "cow">><<set $_text_output += "Cow" + ($_child.gender === "m" ? "boy" : "girl")>> <<case "wolf">><<set $_text_output += "Wolf" + ($_child.gender === "m" ? "boy" : "girl")>> <<case "bird">><<set $_text_output += "Bird" + ($_child.gender === "m" ? "boy" : "girl")>> <<case "fox">><<set $_text_output += "Fox" + ($_child.gender === "m" ? "boy" : "girl")>> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - childId, args[1] - word*/ <<widget "childFirstWord">><<silently>> <<if _args[0] isnot undefined>> <<set $_id to _args[0]>> <<elseif $childSelected isnot undefined>> <<set $_id to $childSelected.childId>> <</if>> <<if $_id isnot undefined and !$children[$_id].localVariables.firstWord>> <<set $_text_output to $children[$_id].localVariables.firstWord.word>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - location, args[1] - toyid, toy set or toy name, args[2] - option of either "notext" or "lowercase"*/ <<widget "childtoy">><<silently>> <<set _toys to $storedChildrenToys[_args[0]]>> <<if _toys>> <<if between(_args[1], 0, _toys.length - 1)>> <<set _toy to _toys[_args[1]]>> <<elseif _args[1]>> <<set _toySelect to []>> <<for $_i to 0; $_i lt _toys.length; $_i++>> <<if _toys[$_i].set is _args[1] or _toys[$_i].name is _args[1]>> <<run _toySelect.push($_i)>> <</if>> <</for>> <<if _toySelect.length gt 0>> <<set _toyid to _toySelect[random(0,_toySelect.length - 1)]>> <<set _toy to _toys[_toyid]>> <</if>> <<else>> <<set _toyid to random(0,_toys.length - 1)>> <<set _toy to _toys[_toyid]>> <</if>> <<if _toy>> <<switch _args[2]>> <<case "notext">> <<case "lowercase">> <<set $_text_output to clone(_toy.name_lower)>> <<set _toyName to clone(_toy.name_lower)>> <<default>> <<set $_text_output to clone(_toy.name)>> <<set _toyName to clone(_toy.name)>> <</switch>> <</if>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> /*args[0] - location*/ <<widget "childSelectRandom">> <<set $childSelected to Object.values($children).filter(child => !_args[0] or child.location === _args[0]).random()>> <</widget>> <<widget "childViewerDisplay">> <<set _idList to _args[0]>> <<set _listMaxItems to 10>> <<set _listPage to 1>> <<set _listPageMax to Math.ceil(_idList.length / _listMaxItems)>> <<set _childStart to 0>> <<set _childEnd to (_childStart + _listMaxItems gt _idList.length ? _idList.length : _childStart + _listMaxItems)>> <div id="childViewer"> <<childViewerDisplayElements>> </div> <</widget>> <<widget "childViewerPageUpdate">> <<set _childStart to _listMaxItems * (_listPage - 1)>> <<set _childEnd to (_childStart + _listMaxItems lte _idList.length ? _childStart + _listMaxItems : _idList.length)>> <<replace '#childViewer'>> <<childViewerDisplayElements>> <</replace>> <</widget>> <<widget "childViewerDisplayElements">> <div class="settingsGrid m-0 childContainer"> <<for $_i to _childStart; $_i lt _childEnd; $_i++>> <<set _childId to _childrenIds[$_i]>> <<capture _childId>> <div @id="'child-' + _childId"> <<childViewerElement `_childId`>> </div> <</capture>> <</for>> </div> <br> <div class="childrenUiControls"> <<set _disabled = _listPage > 1 ? "" : "disabled">> <div @class="'div-link btn-pagination prev ' + _disabled"> <<link "Previous">> <<if _listPage > 1>> <<set _listPage -= 1>> <<childViewerPageUpdate>> <</if>> <</link>> <div class="btn-pagination-arrow">&lt;</div> </div> <div> <<print (_listPage) + " out of " + _listPageMax>> </div> <<set _disabled = _listPage < _listPageMax ? "" : "disabled">> <div @class="'div-link btn-pagination next ' + _disabled"> <<link "Next">> <<if _listPage < _listPageMax>> <<set _listPage += 1>> <<childViewerPageUpdate>> <</if>> <</link>> <div class="btn-pagination-arrow">&gt;</div> </div> </div> <<run linkifyDivs('#childViewer')>> <</widget>> <<widget "childViewerElement">> <<if _children is undefined>> <<set _children to {}>> <</if>> <<capture _args>> <div class="childItem m-0 childName"> <div> <label><div><<childrenicon _args[0]>></div><div>Name:</div> <div><<textbox "$children[_args[0]].name" `$children[_args[0]].name`>></div></label> </div> </div> <div class="childItem m-0 childDetails"> <<childTypeDisplay $children[_args[0]]>> <span class="no-numberify"> | <<link "Extra Details">><<childViewerHiddenElementsUnhide _args[0]>><</link>> </span> <<childViewerHiddenElements _args[0] _args[1]>> <<childActivity _args[0]>> </div> <</capture>> <</widget>> <<widget "childViewerHiddenElements">> <<if _args[0]>> <div @id="'childViewerHidden-'+_args[0]" @class="'childViewerHidden' + (_args[1] ? '' : ' hidden')"> <span class="gold">Mother:</span> <<if $children[_args[0]].motherKnown>> <<print pregnancyNameCorrection($children[_args[0]].mother, true)>> <<else>> ???? <</if>> | <span class="gold">Father:</span> <<if $children[_args[0]].fatherKnown>> <<print pregnancyNameCorrection($children[_args[0]].father, true)>> <<else>> ???? <</if>> <br> <<if $children[_args[0]].laid>> <span class="gold">Laid:</span> <<print $children[_args[0]].laid.day + " " + $children[_args[0]].laid.month + " " + $children[_args[0]].laid.year>> <span class="gold">Hatched:</span> <<print $children[_args[0]].born.day + " " + $children[_args[0]].born.month + " " + $children[_args[0]].born.year>> <<else>> <span class="gold">Born:</span> <<print $children[_args[0]].born.day + " " + $children[_args[0]].born.month + " " + $children[_args[0]].born.year>> <</if>> <<if $children[_args[0]].adopted>> <span class="gold">Adopted:</span> <<print $children[_args[0]].adopted.day + " " + $children[_args[0]].adopted.month + " " + $children[_args[0]].adopted.year>> <</if>> <br> <span class="gold">Age:</span> <<childAge _args[0] "full">> <br> <span class="gold">Size:</span> <<print $children[_args[0]].features.size>> | <span class="gold">Hair:</span> <<hairmapcolourtext $children[_args[0]].features.hairColour>> <<if $children[_args[0]].features.skinColour>> | <span class="gold">Skin:</span> <<skinColourName $children[_args[0]].features.skinColour>> <</if>> <br> <<if $children[_args[0]].features.identical>> <span class="gold">Identical:</span> <<print $children[_args[0]].features.identical>> <br> <</if>> <<if $children[_args[0]].localVariables.interactionsTotal>> <span class="gold">Total Interactions:</span> <<print $children[_args[0]].localVariables.interactionsTotal>> <br> <</if>> <span class="no-numberify"> <span class="gold">Rename:</span> <<link "Random Name">> <<set $children[_args[0]].name to generateBabyName(undefined, $children[_args[0]].gender, _args[0])>> <<replace `"#child-" + _args[0]`>><<childViewerElement _args[0] true>><</replace>> <</link>> </span> <br> <small> ChildId: <<print $children[_args[0]].childId>>. saveId: <<print $saveId>>. <<if $saveName isnot "">> | name: <<print $saveName>>. <</if>> </small> </div> <</if>> <</widget>> <<widget "childViewerHiddenElementsUnhide">> <<capture _args>> <<if _args[0]>> <<toggleclass `'#childViewerHidden-' + _args[0]` "hidden">> <</if>> <</capture>> <</widget>> <<widget "childActivity">> <<if _args[0]>> <<childAge _args[0]>> <<childSelect _args[0]>> /*'updateChildActivity' Changes the current event if enough time has passed*/ <<updateChildActivity _args[0]>> <hr> <<switch $children[_args[0]].type>> <<case "human">><<humanChildActivity _args[0]>> <<case "wolf" "wolfboy" "wolfgirl">><<wolfChildActivity _args[0]>> <<case "hawk">><<hawkChildActivity _args[0]>> <</switch>> <</if>> <</widget>> /*ToDo: Pregnancy Story Content: Lacking events. Human children events which the place accesses by going to the childrens UI*/ <<widget "humanChildActivity">> <<set _activityColour to !$daily.childInteractions or !$daily.childInteractions.includes(_args[0]) ? " childrensActivityGold" : "">> <span @class="'no-numberify' + _activityColour"> <<switch $children[_args[0]].localVariables.activity>> <<case "noEvent">> <<childHe>>'s sleeping soundly. <<case "sleeping">> <<childHe>>'s sleeping soundly. <<if $children[_args[0]].localVariables.event>> <br> <<set _rng to random(1, 6)>> <<switch _rng>> <<case 1>> <<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"transfixed", childid:_args[0]}>><</link>> <<case 2>> <<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"stroke", childid:_args[0]}>><</link>> <<case 3>> <<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"yawn", childid:_args[0]}>><</link>> <<case 4>> <<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"murmur", childid:_args[0]}>><</link>> <<case 5>> <<link [[Nap (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"cotNap", childid:_args[0]}>><</link>> <<default>> <<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"shiverInCot", childid:_args[0]}>><</link>> <</switch>> <</if>> <<case "restlessSleep">> <<childHe>>'s moving restlessly in <<childhis>> sleep. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Calm <<childhim>> down (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"restlessSleep", childid:_args[0]}>><</link>> <</if>> <<case "crying">> <<childHe>>'s distressed and crying. <<if $children[_args[0]].localVariables.event>> <br> <<set _rng to random(1, 6)>> <<switch _rng>> <<case 1>> <<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"holdToShoulder", childid:_args[0]}>><</link>> <<case 2>> <<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"melodicLullaby", childid:_args[0]}>><</link>> <<case 3>> <<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"foreheadKiss", childid:_args[0]}>><</link>> <<case 4>> <<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"objectShow", childid:_args[0]}>><</link>> <<case 5>> <<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"carryRevolt", childid:_args[0]}>><</link>> <<default>> <<link [[Comfort (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"rockToSleep", childid:_args[0]}>><</link>> <</switch>> <</if>> <<case "lonely">> <<childHe>>'s looking lonely. <<if $children[_args[0]].localVariables.event>> <br> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"nurseryRhymes", childid:_args[0]}>><</link>> <<case 2>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"FeetCup", childid:_args[0]}>><</link>> <<case 3>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"shareThoughts", childid:_args[0]}>><</link>> <<case 4>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"speakCry", childid:_args[0]}>><</link>> <<case 5>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"waveTongue", childid:_args[0]}>><</link>> <<case 6>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"handsClap", childid:_args[0]}>><</link>> <<case 7>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"peekaboo", childid:_args[0]}>><</link>> <<case 8>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"blowRaspberriesHappy", childid:_args[0]}>><</link>> <<case 9>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"blowRaspberriesUpset", childid:_args[0]}>><</link>> <<default>> <<link [[Soothe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"faceStudy", childid:_args[0]}>><</link>> <</switch>> <</if>> <<case "happy">> <<childHe>>'s smiling and happily cooing. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Smile and laugh (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"smilesAndLaughs", childid:_args[0]}>><</link>> <</if>> <<case "talking">> <<childHe>>'s gurgling and babbling to <<childherself>>. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Join in the babbling (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"talking", childid:_args[0]}>><</link>> <</if>> <<case "talking2">> <<childHe>>'s gurgling and attempting to make sounds to <<childherself>>. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Join in the talking (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"talking2", childid:_args[0]}>><</link>> <</if>> <<case "nappyChange">> <<childHe>>'s looking uncomfortable and smells. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Clean up (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"nappyChange", childid:_args[0]}>><</link>> <</if>> <<case "bathe">> <<childHe>> is looking ready for a bath. <<if $children[_args[0]].localVariables.event>> <<switch random(1, 4)>> <<case 1>> <<link [[Bathe (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"batheGentle", childid:_args[0]}>><</link>> <<case 2>> <<link [[Bathe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"batheShampoo", childid:_args[0]}>><</link>> <<case 3>> <<link [[Bathe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"BatheCalm", childid:_args[0]}>><</link>> <<case 4>> <<link [[Bathe (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"batheTantrum", childid:_args[0]}>><</link>> <<default>> <</switch>> <</if>> <<case "thumbSucking">> <<childHe>>'s happily sucking on <<childhis>> thumb. <<case "grumpyChild">> <<childHe>>'s being irritable. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Tickle (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"grumpyChild", childid:_args[0]}>><</link>> <</if>> <<case "crawlingAttempt">> <<childHe>>'s lying on <<childhis>> belly and flailing about. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Help <<childhim>> out (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"crawlingAttempt", childid:_args[0]}>><</link>> <</if>> <<case "crawlingAttempt2">> <<childHe>>'s slowly crawling about the room. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Help <<childhim>> out (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"crawlingAttempt2", childid:_args[0]}>><</link>> <</if>> <<case "readingAttempt">> <<childHe>>'s looking at a children's book upside down. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Flip the book (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"readingAttempt", childid:_args[0]}>><</link>> <</if>> <<case "readingCorrected">> <<childHe>>'s looking at a children's book. <<case "babyRattle">> <<childtoy $location "baby rattles" "notext">> <<if _toyid>> <<childHe>>'s staring at a <<childtoy $location _toyid "lowercase">>. <<if $children[_args[0]].localVariables.event>> <br> <<capture _toyid>><<link [[Shake it (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"babyRattle", childid:_args[0], toyid:_toyid}>><</link>><</capture>> | <</if>> <<else>> <<humanChildActivityNoToy _args[0]>> <</if>> <<case "teddyBear">> <<childtoy $location "teddy bears" "notext">> <<if _toyid>> <<childHe>>'s turning and tossing in <<childhis>> sleep by a <<childtoy $location _toyid "lowercase">>. <<if $children[_args[0]].localVariables.event>> <br> <<capture _toyid>><<link [["Give " + _toyName + " (0:05)"|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"teddyBear", childid:_args[0], toyid:_toyid}>><</link>><</capture>> | <</if>> <<else>> <<humanChildActivityNoToy _args[0]>> <</if>> <<case "teddyBear2">> <<childHe>>'s sleeping soundly by <<childhis>> <<print $children[_args[0]].localVariables.toy>>. <<case "toyCar">> <<childtoy $location "toy cars" "notext">> <<if _toyid>> <<childHe>>'s waving a <<childtoy $location _toyid "lowercase">> in the air. <<if $children[_args[0]].localVariables.event>> <br> <<capture _toyid>><<link [[Play with <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"toyCar", childid:_args[0], toyid:_toyid}>><</link>><</capture>> | <</if>> <<else>> <<humanChildActivityNoToy _args[0]>> <</if>> <<case "dummy">> <<childtoy $location "dummies" "notext">> <<if _toyid>> <<set _rng to random(1,4)>> <<childHe>>'s <<childcry _rng>>. There's a <<childtoy $location _toyid "lowercase">> on the floor nearby. <<if $children[_args[0]].localVariables.event>> <br> <<capture _toyid _rng>><<link [[Pacify (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"dummy", childid:_args[0], toyid:_toyid, childCry:_rng}>><</link>><</capture>> | <</if>> <<else>> <<humanChildActivityNoToy _args[0]>> <</if>> <<case "dummySucking">> <<childHe>>'s suckling loudly on <<childhis>> dummy. <<case "clown">> <<childtoy $location "clown" "notext">> <<if _toyid>> <<childHe>>'s looking at a <<childtoy $location _toyid "lowercase">> with an unsure expression. <<if $children[_args[0]].localVariables.event>> <br> <<capture _toyid>><<link [[Play with <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"clown", childid:_args[0], toyid:_toyid}>><</link>><</capture>> | <</if>> <<else>> <<humanChildActivityNoToy _args[0]>> <</if>> <<case "clownHappy">> <<if _childTotalDays lt 199>> <<childHe>>'s playing happily looking between the clown and you. <<else>> <<childHe>>'s playing happily with the clown, pulling its cord and making it chuckle every now and then. <</if>> <<case "Robin">> <<if getRobinLocation() isnot "orphanage" or $location is "alex_cottage">> <<childHe>>'s happily sucking on <<childhis>> thumb. <<else>> Robin cradles <<childhim>>. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Hold (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"Robin", childid:_args[0]}>><</link>> <</if>> <</if>> <<case "Wraith">> <<childHe>>'s laughing and reaching for something unseen. <br> <<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"Wraith", childid:_args[0]}>><</link>> <<default>> <<childHe>>'s has figured out that they're in a video game (This is an error, please report). <<print $children[_args[0]].localVariables.activity>> <</switch>> </span> <</widget>> <<widget "humanChildActivityNoToy">> <<childHe>>'s sleeping soundly. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Watch <<childhim>> (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"shiverInCot", childid:_args[0]}>><<set $child_played.pushUnique(_args[0])>><</link>> <</if>> <</widget>> /*ToDo: Pregnancy Story Content: Lacking events. Wolf pups events which the place accesses by going to the childrens UI*/ <<widget "wolfChildActivity">> <span class="no-numberify"> <<switch $children[_args[0]].localVariables.activity>> <<case "noEvent">> <<childHe>>'s sleeping soundly. <<case "sleeping">> <<childHe>>'s sleeping on <<childhis>> own. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Stroke head (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"sleepingStroke", childid:_args[0]}>><</link>> <</if>> <<case "sleepingWithWolf">> <<childHe>>'s sound asleep while cuddled up against another <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Cuddle up to (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"cuddleAndNap", childid:_args[0]}>><</link>> <</if>> <<case "crying">> <<childHe>>'s distressed and <<childcry>>. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Comfort <<childhim>> (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"cryingWolf", childid:_args[0]}>><</link>> <</if>> <<case "playing">> <<childHe>>'s playing with some other pups. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Join in (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"playing", childid:_args[0]}>><</link>> <</if>> <<case "watchingCurious">> <<childHe>>'s watching you with a curious expression. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Sate curiosity (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"curiousGaze", childid:_args[0]}>><</link>> <</if>> <<case "watchingLonging">> <<childHe>>'s watching you with a longing expression. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Scratch ears (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"longingGaze", childid:_args[0]}>><</link>> <</if>> <<case "playFighting">> <<childHe>>'s play fighting with another pup. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Calm <<childhim>> (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"playFighting", childid:_args[0]}>><</link>> <</if>> <<case "staringOutside">> <<childHe>>'s staring out of the cave. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Go for a walk (0:30)|Children Activity Events]]>><<pass 30>><<set $childActivityEvent to {event:"fieldTrip", childid:_args[0]}>><</link>> <</if>> <<case "grumpyWolf">> <<childHe>>'s sitting alone and snapping at any who come near. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Cheer up (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"grumpyWolf", childid:_args[0]}>><</link>> <</if>> <<case "hungryWolf">> <<childHe>>'s <<childcry>> in front of an overcrowded female <<wolf_cave_singular "f">>. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Help finding a nipple (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"hungryWolf", childid:_args[0]}>><</link>> <</if>> <<case "gnawing">> <<childHe>>'s gnawing on <<switch random(1,4)>> <<case 1>>a shed antler. <<set $pupToy to "antler">> <<case 2>>a deer bone. <<set $pupToy to "bone">> <<case 3>>an old rubber boot. <<set $pupToy to "boot">> <<case 4>>a dead branch. <<set $pupToy to "stick">> <</switch>> <<if $children[_args[0]].localVariables.event>> <br> <<link [[Play tug of war (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"gnawing", childid:_args[0]}>><</link>> <</if>> <<case "squeakyToy">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("squeaky")>> <<childHe>>'s looking at a _toyName with curiosity. <<if $children[_args[0]].localVariables.event>> <br> <<capture _toyName>><<link [[Give squeaky toy (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"squeakyToy", childid:_args[0]}>><<set $phase to _toyName>><</link>><</capture>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<case "squeakyToy2">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("squeaky")>> <<childHe>> sniffs the _toyName and bats it experimentally. <<if $children[_args[0]].localVariables.event>> <br> <<capture _toyName>><<link [[Squeak the _toyName (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"squeakyToy2", childid:_args[0]}>><<set $phase to _toyName>><</link>><</capture>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<case "chewRope">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("rope")>> <<childHe>>'s chewing on a colourful rope toy. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Play tug of war (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"chewRope", childid:_args[0]}>><</link>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<case "chewRope2">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("rope")>> <<childHe>> sniffs the rope, then gives it an experimental nip. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Pull the rope (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"chewRope2", childid:_args[0]}>><</link>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<case "chewBone">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("bone")>> <<if $children[_args[0]].localVariables.event>> <<childHe>>'s trying to dig a hole. <br> <<link [[Help dig (0:20)|Children Activity Events]]>><<pass 20>><<set $childActivityEvent to {event:"chewBone", childid:_args[0]}>><</link>> <<else>> <<childHe>>'s guarding <<childhis>> buried bone. <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<case "chewBone2">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("bone")>> <<childHe>> sniffs the bone, then begins licking it. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Nudge bone (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"chewBone2", childid:_args[0]}>><</link>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<case "rollBall">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("ball")>> <<childHe>>'s nudging a ball closer to you. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Roll ball (0:15)|Children Activity Events]]>><<pass 15>><<set $childActivityEvent to {event:"rollBall", childid:_args[0]}>><</link>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<case "rollBall2">> <<silently>><<childtoy $location "chew toys" "lowercase">><</silently>> <<if _toyName?.includes("ball")>> <<childHe>> nuzzles the ball and rolls it along the ground. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Throw ball (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"rollBall2", childid:_args[0]}>><</link>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<wolfChildActivity _args[0]>> <</if>> <<default>> <<childHe>>'s has figured out that they're in a video game (This is an error, please report). <<print $children[_args[0]].localVariables.activity>> <</switch>> </span> <</widget>> <<widget "wolfChildActivityNoToy">> <<childHe>>'s sleeping on <<childhis>> own. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Stroke head (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"sleepingStroke", childid:_args[0]}>><</link>> <</if>> <</widget>> <<widget "hawkChildActivity">> <span class="no-numberify"> <<switch $children[_args[0]].localVariables.activity>> <<case "noEvent">> <<childHe>>'s sleeping soundly. <<case "sleeping">> <<childHe>>'s sleeping on <<childhis>> own. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Stroke head (0:10)|Children Activity Events]]>><<pass 10>><<set $childActivityEvent to {event:"sleepingStrokeHawk", childid:_args[0]}>><</link>> <</if>> <<case "sleepingWithGreatHawk">> <<npc "Great Hawk">> <<childHe>>'s sound asleep while cuddled up against <<your_bird_text>>. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Cuddle up to (0:30)|Children Activity Events]]>> <<set _otherChildrenIds to []>> <<run Object.values($children).forEach(child => { if (child.location is $location and child.localVariables.activity is "sleepingWithGreatHawk" and child.childId isnot T.args[0]) { T.otherChildrenIds.push(child.childId); } })>> <<pass 30>><<set $childActivityEvent to {event:"cuddleAndNapHawk", childid:_args[0], otherChildrenIds:_otherChildrenIds}>> <</link>> <</if>> <<endevent>> <<case "crying">> <<childHe>>'s distressed and <<childcry>>. <<if $children[_args[0]].localVariables.event>> <br> <<link "Comfort <<childhim>> (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"cryingHawk", childid:_args[0]}>><</link>> <</if>> <<case "reaching">> <<childHe>>'s reaching for you. <br> <<link "Pick <<childhim>> up (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"pickUpHawk", childid:_args[0]}>><</link>> <<case "flap">> <<childHe>>'s flapping <<childhis>> little wings in short bursts. <br> <<link "Help <<childhim>> pretend to fly (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"pretendFly", childid:_args[0]}>><</link>> <<case "preen">> <<childHe>> seems agitated and pecks at <<childhis>> wings. <br> <<link "Help <<childhim>> preen (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"preen", childid:_args[0]}>><</link>> <<case "perch">> <<childHe>> stares out at the perch. <br> <<link "Take <<childhim>> to the perch (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"perch", childid:_args[0]}>><</link>> <<case "bathe">> <<childHe>> looks like <<childhe>> needs a bath. <br> <<link "Bathe <<childhim>> (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"bathe", childid:_args[0]}>><</link>> <<case "batheSelf">> <<childHe>>'s dipping <<childhis>> legs in the rainwater pool. <br> <<link "Help <<childhim>> bathe (0:15)" "Children Activity Events">><<pass 15>><<set $childActivityEvent to {event:"batheHelp", childid:_args[0]}>><</link>> <<case "lurkerEat">> <<childHe>>'s <<if _childDays lte 180>> <<if $cmonster>> gumming on a piece of lurker meat. <<else>> pecking at a piece of lurker meat. <</if>> <<else>> <<if $cmonster>> chewing on a lurker. <<else>> pecking at a lurker. <</if>> <</if>> <<case "swingToy">> /* currently unreachable. credit writer as Anonymous when properly added */ <<silently>><<childtoy $location "hawk toys" "lowercase">><</silently>> <<if _toyName?.includes("swing")>> <<childHe>>'s trying to climb onto the swing. <<if $children[_args[0]].localVariables.event>> <br> <<link [[Help <<childhim>> up (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"swingToy", childid:_args[0]}>><</link>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<hawkChildActivity _args[0]>> <</if>> <<case "preeningToy">> /* currently unreachable. credit writer as mochamante when properly added */ <<silently>><<childtoy $location "hawk toys" "lowercase">><</silently>> <<if _toyName?.includes("preening")>> <<if _childTotalDays lte 40>> <<childHe>>'s awkwardly trying to preen <<childhimself>>. <<else>> <<childHe>>'s looking at the preening toy. <</if>> <<if $children[_args[0]].localVariables.event>> <br> <<link [[Give preening toy (0:05)|Children Activity Events]]>><<pass 5>><<set $childActivityEvent to {event:"preeningToy", childid:_args[0]}>><</link>> <</if>> <<else>> <<set $children[_args[0]].localVariables.activity to "sleeping">> <<hawkChildActivity _args[0]>> <</if>> <<default>> <<childHe>>'s has figured out that they're in a video game (This is an error, please report). <<print $children[_args[0]].localVariables.activity>> <</switch>> </span> <</widget>> <<widget "skinColourName">><<silently>> <<switch _args[0]>> <<case "rlight" "ylight" "glight" "blight">><<set $_text_output to "light">> <<case "rmedium" "ymedium" "gmedium" "bmedium">><<set $_text_output to "medium">> <<case "rdark" "ydark" "gdark" "bdark">><<set $_text_output to "dark">> <<case "ghostlyPale" "ghost">><<set $_text_output to "ghostly pale">> <<case "gyaru" "ygyaru" "rgyaru" "ggyaru" "bgyaru">><<set $_text_output to "medium">> <<default>><<set $_text_output to _args[0]>> <</switch>> <</silently>><<print $_text_output>> <</widget>><<widget "creatureActivity">> <!-- Activity is determined by parasite's speed stat --> <<if _args[0]>> <<if _args[0] lt 60>> <span class="gold">Perfect activity</span> <<earnFeat "Top Broodmother Host">> <<elseif _args[0] lte 70>> <span class="green">Amazing activity</span> <<elseif _args[0] lte 100>> <span class="teal">Good activity</span> <<elseif _args[0] lte 150>> <span class="lblue">Decent activity</span> <<elseif _args[0] lte 200>> <span class="blue">Okay activity</span> <<elseif _args[0] lte 250>> <span class="purple">Poor activity</span> <<elseif _args[0] lte 300>> <span class="pink">Rare activity</span> <<else>> <span class="red">Very rare activity</span> <</if>> <</if>> <</widget>> <<widget "creatureContainersProgressDay">> <!-- Runs once per day --> <<set _list to $container.list>> <<for _i to 0; _i lt _list.length; _i++>> <<set _container to $container[_list[_i]]>> <<if _container.count is 0>> <<set _container.daysSinceFed to 0>> <<continue>> <</if>> <<if _list[_i] is "home">> <!-- Kylar will help feed your home parasites at high love. This is told to the player with a note signed "K" --> <<if C.npc.Kylar.love gte 75 and C.npc.Kylar.state is "active">> <<set _container.kylarHelp to true>> <<else>> <<set _container.kylarHelp to false>> <</if>> <<if _container.kylarHelp is true and _container.kylarDelay is 0 and _container.daysSinceFed is _container.maxDaysWithoutFood>> <<npcincr Kylar love -1>> <<set _container.daysSinceFed -= 1>> <<set _container.kylarFed to true>> <<elseif _container.kylarHelp is true and _container.kylarDelay gt 0 and _container.daysSinceFed is 0>> <<set _container.kylarDelay-->> <<set _container.kylarFed to false>> <</if>> <</if>> <<set _container.daysSinceFed += 1>> <<if _container.daysSinceFed gt _container.maxDaysWithoutFood>> <!-- Parasites die if they don't get fed enough. The max time you can leave them is determined by tank size/parasite barn quality --> <<set _container.deadCreatures to _container.count>> <<for _i to 0; _i lt _container.maxCount; _i++>> <<if _container.creatures[_i] is undefined or _container.creatures[_i] is null>> <<continue>> <</if>> <<if _container.creatures[_i].creature.includes("Pale") and $wraith.state>> <!-- If a pale parasite dies, the Ivory Wraith becomes angry, and encounters become more dangerous --> <<set $wraith.offspring to "dead">> <<set $wraithAngerCooldown to 30>> <<set $wraithShow to true>> <<if !$wraithAngerCount>> <<set $wraithAngerCount to 0>> <</if>> <<set $wraithAngerCount ++>> <</if>> <</for>> <<set _container.count to 0>> <<set _container.creatures to {}>> <</if>> <<set _container.visited to false>> <</for>> <</widget>> <<widget "creatureVisit">> <!-- You can visit each location to get stat reductions once per day --> <<set _container.visited to true>> <<set _container.daysSinceFed to 0>> <<if _args[0] is false>> <<set $_notVisited to false>> <<else>> <<set $_notVisited to true>> <</if>> <<set $_creature to []>><<set _creatureTip to []>><<set _luxuryTip to []>> /*stress, trauma, fatigue, purity, hallucinogens*/ <<set _boosts to {stress: 0, trauma: 0, tiredness: 0, purity: 0, hallucinogen: 0}>> <<set _tenticles to 0>><<set _paleChance to 0>> <<for _i to 0; _i lt _container.maxCount; _i++>> <<if _container.creatures[_i] is undefined or _container.creatures[_i] is null>> <<continue>> <</if>> <<set $_creature[_i] to {tiredness: 0, purity: 0, hallucinogen: 0, tenticles: 0}>> <<set _creatureTip[_i] to []>> <!-- Higher tending increases stress and fatigue losses --> <<set _tendingMulti to 1 + (currentSkillValue('tending') / 1000)>> <<set _pregValue = Math.floor(5000 / _container.creatures[_i].stats.speed)>> <<if _container.upgrades.luxury gt 0>> <!-- Decorations/barn quality increase value --> <<set _pregValue to Math.floor(_pregValue * (1 + (0.25 * _container.upgrades.luxury)))>> <</if>> <<if _pregValue gt 0>> <!-- The decorations get a tooltip noting that stress is reduced --> <<set _boosts.stress += Math.floor(_pregValue * _tendingMulti)>> <<set _luxuryTip.pushUnique("- Stress")>> <</if>> <<if Math.floor(_pregValue / 8) gt 0>> <!-- With high enough value, trauma is also reduced --> <<set _boosts.trauma += Math.floor(_pregValue / 8)>> <<set _luxuryTip.pushUnique("- Trauma")>> <</if>> <<if _container.creatures[_i].creature is "Slime">> <!-- Slimes innately raise purity --> <<set _boosts.purity += 0.5>> <<set $_creature[_i].purity += 0.5>> <</if>> <<if _container.creatures[_i].creature is "Pale Slime">> <!-- Pale slimes raise purity more and also raise hallucinogens --> <<set _boosts.purity += 1.5>> <<set _boosts.hallucinogen += 20>> <<set $_creature[_i].purity += 1.5>> <<set $_creature[_i].hallucinogen to 1>> <<set _paleChance++>> <</if>> <<if _container.creatures[_i].creature is "Worm">> <!-- Worms innately lower purity --> <<set _boosts.purity -= 0.5>> <<set $_creature[_i].purity -= 0.5>> <</if>> <<if _container.creatures[_i].creature is "Pale Tentacle">> <!-- Pale tentacles lower fatigue and impact purity based on other parasites --> <<if Math.floor(_pregValue / 3) gt 0>> <<set _boosts.tiredness += Math.floor((_pregValue / 3) * _tendingMulti)>> <<set _boosts.hallucinogen += 30>> <<set $_creature[_i].tiredness to 1>> <<set $_creature[_i].hallucinogen to 1>> <<set _paleChance++>> <</if>> <<set _tenticles += 1.5>><<set $_creature[_i].tenticles += 1.5>> <<elseif _container.creatures[_i].creature.includes("Tentacle") or _container.creatures[_i].creature.includes("Vine")>> <!-- Other tentacles and vines also impact fatigue and purity, but less than pale tentacles --> <<if Math.floor(_pregValue / 4) gt 0>> <<set _boosts.tiredness += Math.floor((_pregValue / 4) * _tendingMulti)>> <<set $_creature[_i].tiredness to 1>> <</if>> <<set _tenticles += 0.5>><<set $_creature[_i].tenticles += 0.5>> <</if>> <<if Object.keys($_creature[_i]).length gte 1>> <!-- Adding the tooltips --> <<if $_creature[_i].tiredness is 1>> <<set _creatureTip[_i].pushUnique("- Fatigue")>> <</if>> <<if $_creature[_i].purity gt 0>> <<set _creatureTip[_i].pushUnique("+ Purity (natural)")>> <<elseif $_creature[_i].purity lt 0>> <<set _creatureTip[_i].pushUnique("- Purity (natural)")>> <</if>> <<if $_creature[_i].hallucinogen is 1>> <<set _creatureTip[_i].pushUnique("+ Hallucinations")>> <</if>> <</if>> <</for>> <!-- Tentacle purity calculation and tooltips --> <<if _boosts.purity gt 0>> <<set _boosts.purity += _tenticles>> <<elseif _boosts.purity lt 0>> <<set _boosts.purity -= _tenticles>> <</if>> <<set _boosts.purity to Math.ceil(_boosts.purity)>> <<for _i to 0; _i lt _creatureTip.length; _i++>> <<if _container.creatures[_i] is undefined or _container.creatures[_i] is null>> <<continue>> <</if>> <<if $_creature[_i].tenticles isnot 0>> <<if _boosts.purity gte 1>> <<set _creatureTip[_i].pushUnique("+ Purity (inherited)")>> <<elseif _boosts.purity lte -1>> <<set _creatureTip[_i].pushUnique("- Purity (inherited)")>> <</if>> <</if>> <</for>> <<if $_notVisited>> <!-- Stat changes only happen once per day --> <<if _boosts.stress isnot 0>> <<set $stress -= _boosts.stress>><<lstress>> <</if>> <<if _boosts.trauma isnot 0>> <<set $trauma -= _boosts.trauma>><<traumaclamp>><<ltrauma>> <</if>> <<if _boosts.tiredness isnot 0>> <<set $tiredness -= _boosts.tiredness>><<ltiredness>> <</if>> <<if _boosts.purity isnot 0>> <<purity _boosts.purity>> <<if _boosts.purity gt 0>><<gpurity>><<else>><<lpurity>><</if>> <</if>> <<if _boosts.hallucinogen isnot 0>> <<hallucinogen _boosts.hallucinogen>><<ghallucinogens>> <</if>> <<if $wraith.state and (_paleChance gte random(1, 10) or _paleChance gte 1 and !$wraith.offspringWarning) and !$possessed>> <!-- When you have pale parasites, the Ivory Wraith has a chance of appearing and warning you to keep them alive --> <!-- It's guaranteed to appear if you're viewing pale parasites for the first time --> <br><br> You catch a glimpse of a pale figure standing right next to you. You jump back in shock. It slowly turns to you. <br><br> "<span class="wraith">Beautiful. Keep <<pluralise _container.count "it" "them">> safe.</span>" It disappears with a bright flash. <<stress 6>><<gstress>> <<if !["dead","sold"].includes($wraith.offspring)>> <<set $wraith.offspring to "alive">> <</if>> <<if !$wraith.offspringWarning>> <br> You try to imagine what would happen if you let the pale creature die. <span class="purple">A spike of dread shoots through you.</span> <<set $wraith.offspringWarning to true>> <</if>> <</if>> <</if>> <</widget>> <<widget "creatureTooltip">> <<if _creatureTip[_i].length gte 1 and $pregnancyStats.parasiteBook is 3 and !$settings.blindStatsEnabled>> <mouse class="tooltip"><<print _container.creatures[_i].creature>><span class="gold"><<print _creatureTip[_i].join("<br>")>></span></mouse> <<else>> <<print _container.creatures[_i].creature>> <</if>> <</widget>> <<widget "luxuryTooltip">> <span class="gold"> <<if $phase is "farm" and $farm.parasitebarn gte 2>> <<if _luxuryTip.length gte 1 and $pregnancyStats.parasiteBook is 3 and !$settings.blindStatsEnabled>> <mouse class="tooltip">as advanced as can be<span><<print _luxuryTip.join("<br>")>></span></mouse> <<else>> as advanced as can be <</if>> <<else>> <<if _luxuryTip.length gte 1 and $pregnancyStats.parasiteBook is 3 and !$settings.blindStatsEnabled>> <mouse class="tooltip"><<print _container.decorations.toLowerCase()>><span><<print _luxuryTip.join("<br>")>></span></mouse> <<else>> <<print _container.decorations.toLowerCase()>> <</if>> <</if>> </span> <</widget>> <<widget "containersLink">> <!-- Printing the initial link to the containers --> <<if $location is "alex_farm">> <<set $phase to "farm">> <<else>> <<set $phase to $location>> <</if>> <<switch $phase>> <<case "farm">><<farmicon "parasitebarn">> <<case "home">><<fishtankicon>> <<default>><<investigateicon>> <</switch>> <<set $container.lastLocation to $location>> <<if $nextPassageCheck is "Containers">> <span class="nextLink"><<link [["Check the " + $container[$phase].name.toLowerCase() + " (0:05)"|Containers]]>><<pass 5>><</link>></span> <<elseif $container[$phase].kylarFed is true>> <<link [["Check the " + $container[$phase].name.toLowerCase() + " (0:05)"|Kylar Parasites Feed]]>><<pass 5>><</link>> <<else>> <<link [["Check the " + $container[$phase].name.toLowerCase() + " (0:05)"|Containers]]>><<pass 5>><</link>> <</if>> <br> <</widget>> <<widget "containerInfo">> <<assignmenticon>><<wearProp "notebook">><<updatesidebarimg>> <<link "Close notebook">><<handheldon>><<updatesidebarimg>><<replace "#info">><<assignmenticon>><<link "Open notebook">><<replace "#info">><<containerInfo>><</replace>><</link>><</replace>><</link>> <br> <<set _locCount to 0>> <<for _locs range $container.list>> <<if $container[_locs].count gte 1>> <<set _locCount++>> <</if>> <</for>> <<if _locCount gte 2>> Checking on your parasites will impact your stats once per day, per location. <<else>> Checking on your parasites will impact your stats once per day. <</if>> <<if $location is "alex_farm">> The quality of the parasite barn, as well as the activity of the parasites present, <<elseif $location is "home">> The quality of the decorations you have, as well as the activity of the parasites present, <<else>> The activity of the parasites present <</if>> determines how much stress and trauma is reduced when checking on your parasites. Activity goes from <span class="red">very rare</span> to <span class="gold">perfect</span>. <br><br> <<if $pregnancyStats.parasiteTypesSeen.includes("Slime")>> <li><b>Slimes</b> of any kind raise purity by a small amount when checking on them.</li> <</if>> <<if $pregnancyStats.parasiteTypesSeen.includes("Worm")>> <li><b>Worms</b> lower purity by a small amount when checking on them.</li> <</if>> <<if $pregnancyStats.parasiteTypesSeen.includes("Tentacle")>> <li><b>Tentacles</b> of any kind lower fatigue when checking on them. They can also raise or lower purity, depending on what other parasites are present. <<if _boosts and _boosts.purity gt 0>> Currently, they're raising purity. <<elseif _boosts and _boosts.purity lt 0>> Currently, they're lowering purity. <<else>> Currently, they're doing neither. <</if>> They are more likely to have better activity than other parasites.</li> <<if $pregnancyStats.parasiteTypesSeen.includes("Vine")>> <li><b>Vines</b> have the same effect as tentacles.</li> <</if>> <<elseif $pregnancyStats.parasiteTypesSeen.includes("Vine")>> <li><b>Vines</b> lower fatigue when checking on them. They can also raise or lower purity, depending on what other parasites are present. <<if _boosts and _boosts.purity gt 0>> Currently, they're raising purity. <<elseif _boosts and _boosts.purity lt 0>> Currently, they're lowering purity. <<else>> Currently, they're doing neither. <</if>> They are more likely to have better activity than other parasites.</li> <</if>> <<if $pregnancyStats.parasiteTypesSeen.includes("Lurker")>> <li><b>Lurkers</b> are more likely to have better activity, but take longer to birth and sell for less. They do not have any other notable traits.</li> <</if>> <!-- Printing info for all remaining types seen, that don't have any special traits --> <<set $_typesRemainder to clone($pregnancyStats.parasiteTypesSeen).filter(types => !["Lurker","Vine","Tentacle","Slime","Worm"].includes(types))>> <<if $_typesRemainder.length gte 1>> <<for _r to 0; _r lt $_typesRemainder.length; _r++>> <<set $_typesRemainder[_r] to "<b>" + $_typesRemainder[_r]>> <<if $_typesRemainder[_r].endsWith("s") or $_typesRemainder[_r].endsWith("sh")>> <!-- Avoiding "Fishs". Most parasites have the s stripped off the end anyway, but best to be sure --> <<set $_typesRemainder[_r] += "</b>">> <<else>> <<set $_typesRemainder[_r] += "s</b>">> <</if>> <</for>> <li><<print formatList($_typesRemainder)>> do not have any notable traits.</li> <</if>> <!-- Pale parasites are down here because they're variants. It looks kinda awkward because there are very few parasite variants --> <<if $pregnancyStats.parasiteVariantsSeen.includes("Pale")>> <li><b><span class="wraith">Pale</span></b> parasites have larger bonuses than other parasites and also afflict you with hallucinogens.</li> <</if>> <!-- Printing info for all remaining variants seen, that don't have any special traits --> <<set $_variantsRemainder to clone($pregnancyStats.parasiteVariantsSeen).filter(types => !["Pale"].includes(types))>> <<if $_variantsRemainder.length gte 1>> <<for _r to 0; _r lt $_variantsRemainder.length; _r++>> <<set $_variantsRemainder[_r] to "<b>" + $_variantsRemainder[_r] + "</b>">> <</for>> <li><<print formatList($_variantsRemainder)>> parasites do not have any notable differences compared to ordinary parasites.</li> <</if>> <</widget>><<set $outside to 0>><<set $location to $container.lastLocation>><<effects>> <<set $phase to $phase || $location>> <<set _container to $container[$phase]>> <<set _aPregnancy to $sexStats.anus.pregnancy>> <<set _vPregnancy to $sexStats.vagina.pregnancy>> <<set $checkboxResult to {}>> <<if _container.count is 0>> <<if _container.deadCreatures is 0>> You currently have no <<if $pregnancyStats.namesParasitesChild is true>>children<<else>>parasites<</if>> inside the <span class="gold"><<print _container.name.toLowerCase()>></span>. <<else>> After not checking and feeding <<if $pregnancyStats.namesParasitesChild is true>>your <<pluralise _container.count "child" "children">><<else>>the <<pluralise _container.count "parasite">><</if>>, it looks like <span class="red"><<pluralise _container.count "it has" "some have">> died</span>. You take your time in burying <<pluralise _container.count "it" "them">>. <<ggtrauma>> <br><br> <<if $pregnancyStats.namesParasitesChild is true>> <<set _traumaMulti to 2>> <<else>> <<set _traumaMulti to 1>> <</if>> <<trauma `30 * _traumaMulti * _container.deadCreatures`>> <<if $wraith.state and $wraithShow>> <<if !$wraithAngerCount>> <<set $wraithAngerCount to 1>> <</if>> <<set _wraithRage to ($wraithAngerCount * 2)>> <<unset $wraithShow>> <<unset $wraithAngerCount>> You feel something gingerly grab your neck from behind. <br><br> "<span class="wraith">Unforgivable. You'll join <<pluralise _container.count "it" "them">> soon.</span>" <<stress 12>><<trauma 12>><<ggstress>><<ggtrauma>> <br><br> You turn around, but nothing's there. <<gobsession _wraithRage>> <br><br> <</if>> <<link [[Next (1:00)|$passage]]>><<set _container.deadCreatures to 0>><<pass 60>><</link>> <</if>> <<else>> <<if _container.visited is false>> You check on <<if $pregnancyStats.namesParasitesChild is true>>your <<pluralise _container.count "child" "children">><<else>>the <<pluralise _container.count "parasite">><</if>> and make sure <<pluralise _container.count "it has" "they have">> everything <<pluralise _container.count "it needs" "they need">> inside the <span class="gold"><<print _container.name.toLowerCase()>></span>. <<creatureVisit>> <<else>> <<creatureVisit false>> You watch your <<if $pregnancyStats.namesParasitesChild is true>><<pluralise _container.count "child" "children">><<else>><<pluralise _container.count "parasite">><</if>> inside the <span class="gold"><<print _container.name.toLowerCase()>></span>. <</if>> <br><br> It has a max capacity of <<number _container.maxCount>> and <<if $pregnancyStats.namesParasitesChild is true>>your <<pluralise _container.count "child" "children">><<else>>the <<pluralise _container.count "parasite">><</if>> can survive <<number _container.maxDaysWithoutFood>> <<pluralise _container.maxDaysWithoutFood "day">> without your attention<<if _container.feederName>>, thanks to your <span class="gold"><<print _container.feederName.toLowerCase()>></span><</if>>. <<if _container.decorations>>You have <<luxuryTooltip>> set up within the tank.<</if>> <<if $phase is "farm" and $farm.parasitebarn gte 2>>The equipment set up is <<luxuryTooltip>> in the barn.<</if>> <!-- For players who had multiple parasite children before the tooltip update --> <<if $pregnancyStats.parasiteTypesSeen.length gte 4 and (!$pregnancyStats.parasiteBook or $pregnancyStats.parasiteBook is 1)>> <<set $pregnancyStats.parasiteBook to 1>> <br><br> <span class="gold">Doctor Harper might be able to help you learn more about your <<if $pregnancyStats.namesParasitesChild is true>><<pluralise _container.count "child" "children">><<else>><<pluralise _container.count "parasite">><</if>>.</span> <<elseif $pregnancyStats.parasiteTypesSeen.length gte 4 and $pregnancyStats.parasiteBook is 2>> <br><br> <span class="gold">You can purchase a notebook to keep track of your <<if $pregnancyStats.namesParasitesChild is true>><<pluralise _container.count "child" "children">><<else>><<pluralise _container.count "parasite">><</if>> at the pet shop on High Street.</span> <</if>> <</if>> <br><br> <<if $pregnancyStats.parasiteBook is 3>> <div id="info" class="no-numberify"><<assignmenticon>><<link "Open notebook">><<replace "#info">><<containerInfo>><</replace>><</link>></div> <</if>> <<if _container.count gt 0>> <ul> <<for _i to 0; _i lt _container.maxCount; _i++>> <<if _container.creatures[_i] is undefined>> <<continue>> <</if>> <<if _container.creatures[_i] isnot null>> <li><label><<print '<<checkbox "$checkboxResult[' + clone(_i) + ']" false true>>'>> - <<creatureTooltip>> - <<print _container.creatures[_i].stats.gender>> - <<creatureActivity _container.creatures[_i].stats.speed>></label></li> <</if>> <</for>> </ul> <</if>> <<if _container.deadCreatures is 0>> <<if _aPregnancy.type !== "parasite">> <<elseif _aPregnancy.parasiteFeltMovement>> <<if playerChastity("anus")>> You're unable to deliver <<if $pregnancyStats.namesParasitesChild is true>>your parasite children<<else>>the parasites<</if>> while you have an anal shield. <<else>> <<if $pregnancyStats.namesParasitesChild is true>> <<link [[Attempt to deliver your anus parasite children (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "anus">><</link>> <<else>> <<link [[Attempt to deliver the anus parasite (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "anus">><</link>> <</if>> <</if>> <br><br> <<elseif _aPregnancy.fetus.length - (_aPregnancy.motherStatus is 2 ? 1 : 0) gt 0>> You don't think <<print ($pregnancyStats.namesParasitesChild is true ? "your parasite children" : "the parasites")>> in your anus are ready for delivery. <br><br> <</if>> <<if _vPregnancy.type !== "parasite">> <<elseif _vPregnancy.parasiteFeltMovement>> <<if playerChastity("hidden")>> You're unable to deliver <<if $pregnancyStats.namesParasitesChild is true>>your parasite children<<else>>the parasites<</if>> while you have a chastity belt. <<else>> <<if $pregnancyStats.namesParasitesChild is true>> <<link [[Attempt to deliver your vagina parasite children (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "vagina">><</link>> <<else>> <<link [[Attempt to deliver the vagina parasite (1:00)|GiveBirth]]>><<pass 60>><<set $giveBirthLocation to "vagina">><</link>> <</if>> <</if>> <br><br> <<elseif _vPregnancy.fetus.length - (_aPregnancy.motherStatus is 2 ? 1 : 0) gt 0>> You don't think <<print ($pregnancyStats.namesParasitesChild is true ? "your parasite children" : "the parasites")>> in your vagina are ready for delivery. <br><br> <</if>> <<if _container.count gt 0>> <<ind>><<link [[Transfer selected for selling|$passage]]>> <<for _i to 0; _i lt _container.maxCount;_i++>> <<if _container.creatures[_i] is undefined>> <<continue>> <</if>> <<if _container[_i] isnot null>> <<if $checkboxResult[_i] is true>> <<set $number to clone(_i)>> /* unused */ <<moveCreature $phase "portable" _i>> <</if>> <</if>> <</for>> <</link>> <br> <</if>> <<getouticon>><<link [[Leave|_container.leaveLink]]>><<handheldon>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<set $pregnancyStats.parasiteDoctorEvents to 2>> <<harper_intro>> "You're experiencing strange sensations in your abdomen?" <<he>> asks. You nod. <<He>> wheels <<his>> chair closer and places <<his>> stethoscope to your tummy. <br><br> <<He>> listens for a moment, then wheels away and types something into <<his>> computer. "You have a parasite problem," <<he>> says. "They're using you as part of their reproductive cycle." <<He>> notices the look on your face and smiles. "Don't be concerned. They won't harm you. They'll remove themselves when they're ready." <br><br> <<He>> spends several minutes explaining how to "birth" the creatures. What to do, and what not to do. It sounds simple. Drop to all fours and squeeze. <br><br> <<He>> turns back to <<his>> computer. "Species like this are of scientific interest," <<he>> continues. "If you're interested in making a bit of money, I'm able to pay you for them on behalf of a local company." <<He>> rises to <<his>> feet. "Is there anything else?" <br><br> You shake your head. <<He>> holds open the door for you, and you leave the office. "Be well," <<he>> says as you pass. <br><br> <<link [[Return to foyer|Hospital Foyer]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $hospitalintro is 0 or $hospitalintro is "livestock" or $hospitalintro is "party">> <<harper_intro>> <<else>> <<if $firstOption is undefined>><<set $firstOption to true>><</if>> <</if>> <<if $firstOption is true>> <<npc Harper>><<person1>>You don't have to wait long. Doctor Harper emerges from <<his>> office and beckons you over. You enter <<his>> office and take a seat. <br><br> "How can I help you?" <<he>> asks. <br><br> <<elseif $firstOption is false>> You are in Doctor Harper's office. "Is there anything else I can help you with?" <<he>> asks. <br><br> <</if>> <<if $pregnancyStats.parasiteDoctorEvents gte 2 and $container.portable.value gt 0>> <<if $pregnancyStats.namesParasitesChild is true>> <<link [[Sell the children you are carrying (0:05)|Sell Children]]>><<pass 5>><<set $firstOption to false>><</link>> <br> <<else>> <<link [[Sell the parasites you are carrying (0:05)|Sell Children]]>><<pass 5>><<set $firstOption to false>><</link>> <br> <</if>> <</if>> <<if $pregnancyStats.parasiteDoctorEvents is 3>> <<link [[Enquire about feeling something large in your stomach (0:10)|Pregnancy Futa Introduction]]>><<pass 10>><<set $firstOption to false>><</link>> <br> <</if>> <<if $pregnancyStats.parasiteDoctorEvents gte 4 and ($sexStats.anus.pregnancy.motherStatus is 2 or ($sexStats.vagina.pregnancy.motherStatus is 2 and !$worn.genitals.type.includes("hidden")))>> <<link [[Enquire about parasite hermaphrodite removal (0:30)|Remove Futa Pregnancy]]>><<pass 30>><<set $futaCheck to true>><<set $firstOption to false>><</link>> <br> <</if>> <<if $pregnancyStats.parasiteTypesSeen.length gte 4 and $pregnancyStats.parasiteBook is 1>> <<link [[Enquire about information on parasites (0:05)|Harper Parasite Book]]>><<pass 5>><<set $firstOption to false>><</link>> <br> <</if>> <<link [[Return to foyer|Hospital Foyer]]>><<endevent>><<unset $firstOption>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> Doctor Harper walks over to <<his>> office door and locks it. <<He>> sits back down. "What have you brought me today?" <<he>> asks. <br><br> /* the 100 multiplier is intentional, used to use the moneyGain widget */ You pull out the small container <<he>> gave you. <<He>> looks inside. Seeming satisfied, <<he>> produces another, larger container from beneath <<his>> desk. <<He>> transfers the contents and hands the empty container to you. <<He>> opens a drawer and counts out <<money `$container.portable.value * 100` "hospitalParasitesSold">><<printmoney `$container.portable.value * 100`>>. <<He>> hands it to you. <br><br> "The community thanks you," <<he>> says. <br><br> <<set _paleAmount to 0>> <<for _i to 0; _i lt $container.portable.creatures.length; _i++>> <<if $container.portable.creatures[_i].creature.includes("Pale")>> <<set _wraithMessage to true>> <<set _paleAmount++>> <</if>> <</for>> <<if $wraith.state and _wraithMessage is true>> <<set $wraith.offspring to "sold">> <<set $wraithCompoundChance to ($wraithCompoundChance ? $wraithCompoundChance += 10 : 10)>> <<if $wraithAngerCooldown>> <<set $wraithAngerCooldown += (15 * _paleAmount)>> <<else>> <<set $wraithAngerCooldown to (15 * _paleAmount)>> <</if>> You feel a sudden sense of dread and regret as you watch your pale <<pluralise _paleAmount "child" "children">> slip out of your reach. <<gobsession _paleAmount>> <br><br> <</if>> <<set $container.portable.value to 0>> <<set $container.portable.creatures to []>> <<link [[Next|Pregnancy Discussion]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<earnFeat "Broodmother Host">> <<set $pregnancyStats.parasiteDoctorEvents to 4>> "Strange," <<he>> says. "N-not that there's anything to be alarmed about." <<He>> pulls <<his>> chair back to <<his>> computer and types something in. <br><br> You wait as <<he>> reads the screen, occasionally tapping on the keyboard. <<He>> pulls a large book from a drawer, blows off dust, and flips through the pages. At last, <<he>> puts the book away and turns to face you. <br><br> "You have a parasite," <<he>> says. "An unusual one. It has both sex organs and is able to mate with itself. We'll need to perform a procedure here in order to remove it. Until then, you'll continue to birth its offspring." <br><br> <<link [[Next|Pregnancy Discussion]]>><</link>><br><br> <<link [[Next|Pregnancy Discussion]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> <<set _aPregnancy to $sexStats.anus.pregnancy>> <<if _aPregnancy.type is "parasite">> <<for _i to 0; _i lt _aPregnancy.fetus.length; _i++>> <<if _aPregnancy.fetus[_i] isnot undefined>> <<if _aPregnancy.fetus[_i].stats.gender is "Hermaphrodite">> <<set _analFuta to true>> <<moveCreature _i "destroy" undefined "anus">> <<set _aPregnancy.motherStatus to 1>> <<break>> <</if>> <</if>> <</for>> <<clearToDeleteParasiteFetus>> <<for _i to 0; _i lt _aPregnancy.fetus.length; _i++>> <<if _aPregnancy.fetus[_i] isnot undefined and _i >= maxParasites("anus")>> <<set _analFutaOther to true>> <<moveCreature _i "destroy" undefined "anus">> <</if>> <</for>> <<clearToDeleteParasiteFetus>> <</if>> <<set _vPregnancy to $sexStats.vagina.pregnancy>> <<if _vPregnancy.type is "parasite" and !playerChastity("hidden")>> <<for _i to 0; _i lt _vPregnancy.fetus.length; _i++>> <<if _vPregnancy.fetus[_i] isnot undefined>> <<if _vPregnancy.fetus[_i].stats.gender is "Hermaphrodite">> <<set _vaginaFuta to true>> <<moveCreature _i "destroy" undefined "vagina">> <<set _vPregnancy.motherStatus to 1>> <<break>> <</if>> <</if>> <</for>> <<clearToDeleteParasiteFetus>> <<for _i to 0; _i lt _vPregnancy.fetus.length; _i++>> <<if _vPregnancy.fetus[_i] isnot undefined and _i >= maxParasites("vagina")>> <<set _vaginaFutaOther to true>> <<moveCreature _i "destroy" undefined "vagina">> <</if>> <</for>> <<clearToDeleteParasiteFetus>> <</if>> "Please undress and lie on the table," <<he>> says while pulling on a latex glove. "No need to be shy." <<He>> turns and rummages through a drawer. <br><br> You <<nervously>> remove your clothing while <<his>> back is turned. You lie down on the table, conscious of your <<lewdness>>. <<His>> face neutral, the doctor grasps your legs and pushes them against your shoulders, before tying them down with straps. <br><br> "It will be easier if you're still," <<he>> affirms as <<he>> ties down your wrists. You can barely move. <br><br> <<if _anusFuta && playerChastity("anus")>> <<He>> examines your $worn.under_lower.name, then produces a strange metal device from <<his>> coat. <<He>> taps the metal, and your anal shield falls loose. "I'll return it when I'm done," <<he>> says. <br><br> <</if>> <<He>> opens another drawer and pulls out a smooth white rod with a round ball on one end. <<He>> pushes the thin end against your <<bottom>>. "Just relax,<<if playerBellyVisible() and !_vaginaFuta>> this won't hurt the baby,<</if>>" <<he>> says. It slides in without pain, as if lubricated. Harper twists the other side, and you feel it pulse within you. <<garousal>><<arousal 1200 "bottom">> <br><br> Harper stares unblinking at your <<bottom>> as the pulsing increases in intensity. Just when you feel like you can't take any more, <<he>> eases it out. The <<if $pregnancyStats.namesParasitesChild is true>>baby <</if>>parasite is wrapped around the end<<if _analFutaOther or _vaginaFutaOther>> alongside a smaller one<</if>>. <<He>> puts it in an opaque container and seals it shut. <<if _vaginaFuta and _anusFuta>> <<He>> repeats the procedure on the other sets of parasites inside you and more are wrapped and sealed. <</if>> <br><br> "All done," <<he>> says as <<he>> unties the straps. <<He>> turns away as you dress. <br><br> <<link [[Next|Pregnancy Discussion]]>><<unset $futaCheck>><</link>><<set $outside to 0>><<set $location to $container.lastLocation>><<effects>> <<set _pregnancy to $sexStats[$giveBirthLocation or "anus"].pregnancy>> <<set _pregnancy.parasiteFeltMovement to false>> <<set _container to $container[$phase]>> <<set $pregResult to "notReady">> <<set _stressMulti to 2 - _pregnancy.motherStatus>> <<set $checkboxResult to {}>> <<set $checkboxReplace to {}>> <<set $parasiteSelectionCount to 0>> <<set _newlyBirthed to {}>> <<set _allSeen to $pregnancyStats.parasiteTypesSeen.length + $pregnancyStats.parasiteVariantsSeen.length>> Following the directions from Doctor Harper, you get into position and attempt to deliver <<if $pregnancyStats.namesParasitesChild is true>>your baby<<else>>the parasites<</if>>. <<if _stressMulti gt 0>><<gstress>><</if>><<set $stress += 250 * _stressMulti>> <br><br> <<for _i to 0; _i lt _pregnancy.fetus.length; _i++>> <<if _pregnancy.fetus[_i].stats.gender isnot "Hermaphrodite" and _pregnancy.fetus[_i].fertilised>> <<set _rand to random(0,100)>> <<if (_rand lte 80 and _pregnancy.fetus[_i].daysLeft is 0) or (_rand lte 50 and _pregnancy.fetus[_i].daysLeft lte 1) or (_rand lte 30 and _pregnancy.fetus[_i].daysLeft lte 2) or (_rand lte 10 and _pregnancy.fetus[_i].daysLeft lte 3) or $parasiteBirthDebug>> <<if $pregResult is "notReady">> <<set $pregResult to [clone(_i)]>> <<else>> <<set $pregResult.push(clone(_i))>> <</if>> <</if>> <</if>> <</for>> <<if $pregResult is "notReady">> Despite your efforts, none of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> are ready to leave you. <br><br> <<link [[Next|Containers]]>><<unset $pregResult>><<unset $giveBirthLocation>><</link>> <<else>> Your body shudders, and to the floor falls <<if $pregnancyStats.namesParasitesChild is true>><<number $pregResult.length>> <<print $pregResult.length gt 1 ? 'babies' : 'baby'>><<else>><<number $pregResult.length>> <<print $pregResult.length gt 1 ? 'parasites' : 'parasite'>><</if>>. <ul> <<for _i to 0; _i lt $pregResult.length; _i++>> <<set _result to _pregnancy.fetus[$pregResult[_i]]>> <!-- Printing the checkbox --> <li><label><<print '<<checkbox "$checkboxResult[' + clone($pregResult[_i]) + ']" false true checked>>'>> - <<print _result.creature>> - <<creatureActivity _result.stats.speed>></label></li> <<if _result.creature.includes(" ")>> <!-- If the creature has a variant, like Pale. Currently does not account for creatures with more than one variant, because those don't yet exist --> <!-- Possible task for the future: turn parasite variants into variables, so there can be multiple --> <<set _split to _result.creature.split(" ")>> <<if !$pregnancyStats.parasiteVariantsSeen.includes(_split[0]) and _split[0] isnot _split[1]>> <<set $pregnancyStats.parasiteVariantsSeen.pushUnique(_split[0])>> <!-- For Pale Tentacle, this will set _newlyBirthed.Pale to "tentacle" --> <<set _newlyBirthed[_split[0]] to _split[1].toLowerCase()>> <</if>> <<if !$pregnancyStats.parasiteTypesSeen.includes(_split[1])>> <<set $pregnancyStats.parasiteTypesSeen.pushUnique(_split[1])>> <<set _newlyBirthed[_split[1]] to true>> <</if>> <<else>> <!-- Creatures without variants --> <<if !$pregnancyStats.parasiteTypesSeen.includes(_result.creature)>> <<set $pregnancyStats.parasiteTypesSeen.pushUnique(_result.creature)>> <<set _newlyBirthed[_result.creature] to true>> <</if>> <</if>> <</for>> </ul> <<for _n to 0; _n lt Object.values(_newlyBirthed).length; _n++>> <<switch Object.keys(_newlyBirthed)[_n]>> <<case "Tentacle">> You watch the tentacle in fascination. It writhes around blindly and coils around itself, almost like a snake. It's so energetic, just looking at it makes you feel less tired. <<case "Slime">> The slime doesn't move for a while. You poke at it, a little worried, and it jiggles. It has an indescribable consistency. It looks almost without flaw, and you feel <<if $pregnancyStats.namesParasitesChild is true>>proud to have birthed<<else>>almost proud to have hosted<</if>> such a creature. <<case "Worm">> Almost immediately, the worm tries to find somewhere to dig. It has little success and squirms in agitation until you place it in the <<print _container.name.toLowerCase()>>. You feel odd, having <<if $pregnancyStats.namesParasitesChild is true>>birthed<<else>>hosted<</if>> such a creature. <<case "Lurker">> The lurker moves mainly by crawling, but sometimes hops surprising distances. You quickly place it in the <<print _container.name.toLowerCase()>> before you can lose it. <<case "Vine">> You worry that the vine won't be able to survive without being planted in a better environment, but it seems to be fine in the <<print _container.name.toLowerCase()>>, writhing around. You suspect it's not strictly plant life. <<case "Metal">> Upon closer inspection, the metal <<print _newlyBirthed.Metal>> isn't truly metal. It has a metallic colour and pattern, but it bends and writhes in ways that steel wouldn't be able to. You hope it doesn't need anything in particular to eat. <<case "Eel">> The eel immediately starts squirming around wildly. You try to grab it, but it resists you with surprising strength. Despite its struggling, you move it to the <<print _container.name.toLowerCase()>>. It calms down as soon as it touches the water. <<case "Snake">> The snake tries to slither away and hide from you. You gently grab it by the neck, avoiding its attempts to bite your hand, and place it in the <<print _container.name.toLowerCase()>>. <<case "Fish">> The fish flops around on the ground, gasping for air. You quickly scoop it up and put it in the <<print _container.name.toLowerCase()>>. You watch it swim around. Hopefully the water is safe for <<= $pregnancyStats.namesParasitesChild ? "your child" : "the parasite">>. <<case "Spider">> You watch as the spider tries to upright itself, legs wiggling. It succeeds and crawls in your general direction. You hold out your hand, and it climbs up, allowing you to safely put it in the <<print _container.name.toLowerCase()>>. <<case "Bee">> The bee uses its front legs to clean itself off. It tilts its head as it looks at you and lets you pick up its fuzzy body without much resistance. You place it in the <<print _container.name.toLowerCase()>>. <<case "Wasp">> You try to pick up the wasp, but it points its stinger toward you, abdomen pulsating. You slowly reach out, trying not to startle it, and it eventually lets you place it in the <<print _container.name.toLowerCase()>>. <<case "Slug">> The slug's eyestalks emerge from its head as it slowly slides around the floor, leaving traces of slime. You hold it gently, trying not to squish it, and put it in the <<print _container.name.toLowerCase()>>. <<case "Squid">> You touch the squid to move it, and it squirts some ink on your hand. You wipe it off and put the squid in the <<print _container.name.toLowerCase()>>. The squid swims around. It almost looks proud of itself. <<case "Maggot">> The maggot crawls around the floor, its fat white body pulsating. As you move it to the <<print _container.name.toLowerCase()>>, you wonder what it will grow into, if anything. <<case "Pale">> Your hands seem to move on their own, and you find yourself holding the pale <<print _newlyBirthed.Pale>>. It's so pale that it's almost translucent. You feel a twinge of dread, but it's quickly replaced by an odd contentment. <span class="blue">You should be careful deciding whether to keep it.</span> <<default>> <!-- This way, species like Wasp that don't have a unique line don't print <br>s for no reason --> <<continue>> <</switch>> <br><br> <</for>> <<if $pregnancyStats.parasiteBook is 3 and $pregnancyStats.parasiteTypesSeen.length + $pregnancyStats.parasiteVariantsSeen.length gt _allSeen>> You write about <<if $pregnancyStats.namesParasitesChild is true>>your new children<<else>>the new parasites<</if>> in your notebook. <br><br> <<elseif $pregnancyStats.parasiteTypesSeen.length gte 4 and (!$pregnancyStats.parasiteBook or $pregnancyStats.parasiteBook is 1)>> <<set $pregnancyStats.parasiteBook to 1>> <br><br> You find yourself wondering at the sheer number of different types of creatures you've birthed and wonder if there's any way to know more. <span class="gold">Doctor Harper might be able to help you.</span> <</if>> <<if $pregResult.length gt (_container.maxCount - _container.count)>> Please select any required to replace, it will replace from top to bottom: <br> <ul> <<for _i to 0; _i lt _container.maxCount; _i++>> <<if _container.creatures[_i] is undefined>> <<set $checkboxReplace[_i] to true>> <<continue>> <</if>> <<if _container.creatures[_i] isnot null>> <li><label><<print '<<checkbox "$checkboxReplace[' + clone(_i) + ']" false true `($checkboxReplace[' + clone(_i) + '] ? "checked" : "")`>>'>> - <<print _container.creatures[_i].creature>> - <<creatureActivity _container.creatures[_i].stats.speed>></label></li> <</if>> <</for>> </ul> <</if>> <div id="pregResult"><<PregEventsResult>></div> <</if>><<widget "PregEventsResult">> <<set $outside to 0>><<set $location to $container.lastLocation>><<effects>> <<set _pregnancy to $sexStats[$giveBirthLocation or "anus"].pregnancy>> <<set _container to $container[$phase]>> <<set $parasiteSelectionCount to 0>> <<set $parasiteReplaceArray to []>> <<set _availableStorage to (_container.maxCount - _container.count)>> <<for _i to 0; _i lt $pregResult.length; _i++>> <<if $checkboxResult[$pregResult[_i]] is true>> <<set $parasiteSelectionCount += 1>> <</if>> <</for>> <<for _i to 0; _i lt _container.count; _i++>> <<if $checkboxReplace[_i] is true>> <<set $parasiteReplaceArray.push(clone(_i))>> <</if>> <</for>> <<if $debug is 1>> Debug - Keep selected babies result (ID - Checkbox - Result) <br> <<for _i to 0; _i lt $pregResult.length;_i++>> <<if $checkboxResult[$pregResult[_i]] is true>> <<print $pregResult[_i]>> - <<print $checkboxResult[$pregResult[_i]]>> - Keep <br> <<elseif $checkboxResult[$pregResult[_i]] is false>> <<print $pregResult[_i]>> - <<print $checkboxResult[$pregResult[_i]]>> - Sell <br> <</if>> <</for>> <br> <</if>> <<if $parasiteSelectionCount lte _availableStorage>> <<if $parasiteSelectionCount gt 0>> <<if $pregnancyStats.namesParasitesChild is true>> <<link [[Keep selected babies|PregEventsResult2]]>> <<set $pregChoice to "KeepSelected">> <</link>> <<else>> <<link [[Keep selected parasites|PregEventsResult2]]>> <<set $pregChoice to "KeepSelected">> <</link>> <</if>> <</if>> <<elseif $parasiteSelectionCount gt 0>> Not enough storage for selected amount. Please replace <<number $parasiteSelectionCount-_availableStorage>> <<if $pregnancyStats.namesParasitesChild is true>><<print $parasiteSelectionCount - _availableStorage gt 1 ? 'babies' : 'baby'>><<else>><<print $parasiteSelectionCount - _availableStorage gt 1 ? 'parasites' : 'parasite'>><</if>>. <br> <<if ($parasiteSelectionCount - $parasiteReplaceArray.length) lte _availableStorage>> <<if $pregnancyStats.namesParasitesChild is true>> <<link [[Replace selected babies|PregEventsResult2]]>> <<set $pregChoice to "ReplaceSelected">> <</link>> <<else>> <<link [[Replace selected parasites|PregEventsResult2]]>> <<set $pregChoice to "ReplaceSelected">> <</link>> <</if>> <</if>> <</if>> <<if $pregResult.length lte _availableStorage>> <br> <<if $pregnancyStats.namesParasitesChild is true>> <<link [[Keep all babies|PregEventsResult2]]>> <<set $pregChoice to "keepAll">> <</link>> <<else>> <<link [[Keep all parasites|PregEventsResult2]]>> <<set $pregChoice to "keepAll">> <</link>> <</if>> <</if>> <br><br> <<if $pregnancyStats.namesParasitesChild is true>> <<link [[Sell all babies|PregEventsResult2]]>> <<set $pregChoice to "sellAll">> <</link>> <<else>> <<link [[Sell all parasites|PregEventsResult2]]>> <<set $pregChoice to "sellAll">> <</link>> <</if>> <</widget>> <<widget "resetPregButtons">> <<replace #pregResult>> <<PregEventsResult>> <</replace>> <</widget>><<set $outside to 0>><<set $location to $container.lastLocation>><<effects>> <<set _pregnancy to $sexStats[$giveBirthLocation or "anus"].pregnancy>> <<switch $pregChoice>> <<case "ReplaceSelected">> <<set _parasiteReplaceCount to $parasiteReplaceArray.length>> <<for _i to 0; _i lt $pregResult.length;_i++>> <<if $checkboxResult[$pregResult[_i]] is true>> <<if $parasiteReplaceArray.length gt 0>> <<moveCreature $pregResult[_i] "replace" $parasiteReplaceArray[0] $giveBirthLocation>> <<run $parasiteReplaceArray.deleteAt(0)>> <<else>> <<moveCreature $pregResult[_i] "container" undefined $giveBirthLocation>> <</if>> <<elseif $checkboxResult[$pregResult[_i]] is false>> <<moveCreature $pregResult[_i] "portable" undefined $giveBirthLocation>> <</if>> <</for>> You decide to keep <<number $parasiteSelectionCount>> of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> and place <<pluralise $parasiteSelectionCount "it" "them">> in your <<print $container[$phase].name.toLowerCase()>> in place of <<number _parasiteReplaceCount>> <<if _parasiteReplaceCount gt 1>>others<<else>>other<</if>>, while preparing the rest for Doctor Harper. <br><br> <<case "KeepSelected">> <<for _i to 0; _i lt $pregResult.length;_i++>> <<if $checkboxResult[$pregResult[_i]] is true>> <<moveCreature $pregResult[_i] "container" undefined $giveBirthLocation>> <<elseif $checkboxResult[$pregResult[_i]] is false>> <<moveCreature $pregResult[_i] "portable" undefined $giveBirthLocation>> <</if>> <</for>> You decide to keep <<number $parasiteSelectionCount>> of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> and place <<pluralise $parasiteSelectionCount "it" "them">> in your <<print $container[$phase].name.toLowerCase()>> while preparing the rest for Doctor Harper. <br><br> <<case "keepAll">> <<for _i to 0; _i lt $pregResult.length;_i++>> <<moveCreature $pregResult[_i] "container" undefined $giveBirthLocation>> <</for>> You decide to keep all of <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> and place them in your <<print $container[$phase].name.toLowerCase()>>. <br><br> <<case "sellAll">> <<for _i to 0; _i lt $pregResult.length;_i++>> <<moveCreature $pregResult[_i] "portable" undefined $giveBirthLocation>> <</for>> You decide to sell all <<if $pregnancyStats.namesParasitesChild is true>>your children<<else>>the parasites<</if>> and prepare to take them to Doctor Harper. <br><br> <</switch>> <<clearToDeleteParasiteFetus>> <<link [[Next|Containers]]>> <<unset $pregChoice>><<unset $pregResult>> <<unset $checkboxResult>><<unset $checkboxReplace>> <<unset $parasiteSelectionCount>><<unset $parasiteReplaceArray>> <<unset $giveBirthLocation>> <</link>><<effects>> <<set $pregnancyStats.parasiteBook to 2>> Harper nods approvingly. "It's good that you want to know more." <<He>> brings out a rather thick book and shows it to you. "This is a popular reference guide among scientists. It has a lot of information on this subject, but it's property of the hospital. I'm not authorised to lend it out." <br><br> <<He>> thinks for a few seconds. "<span class="gold">The pet shop on High Street may have something.</span> If nothing else, you could pick up a notebook and fill out info you gather yourself." <br><br> <<link [[Next|Pregnancy Discussion]]>><</link>> /*Passing out without rescue*/<<set $outside to 0>><<effects>> You collapse on the spot. The last thing you hear is a rush of footsteps. <br><br> <<switch $location>> <<case "moor" "forest">><<set _time to 60>> <<case "town">><<set _time to 15>> <<default>><<set _time to 30>> <</switch>> <<set _hours to Math.floor(_time / 60)>> <<set _minutes to _time % 60>> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital]]>><<pass _time>><<set $phase to 1>><</link>> /*Rescued by someone*/<<set $outside to 0>><<effects>> You feel yourself being lifted. You hear a voice, but the words don't make sense. <br><br> <<switch $location>> <<case "moor" "forest">><<set _time to 60>> <<case "bog">><<set _time to 90>> <<case "town">><<set _time to 15>> <<default>><<set _time to 30>> <</switch>> <<set _hours to Math.floor(_time / 60)>> <<set _minutes to _time % 60>> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital]]>><<pass _time>><<set $phase to 1>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set $first_birth to !$pregnancyStats.humanToysUnlocked>> <<npc "Harper">><<person1>> <<setKnowsAboutPregnancy "pc" "Harper">> <<if $hospitalintro isnot 1>> <<if $phase is 1>> You awaken in a hospital bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of a young <<personsimple>>. <<if $hospitalintro is 0>> "I'm Doctor Harper," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. "Please don't be alarmed, but your waters have broken. You're in the hospital." <<Hes>> young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. "I'm Doctor Harper," <<he>> says. There's no recognition on <<his>> face. "Please don't be alarmed, but your waters have broken. You're in the hospital." <</if>> <<else>> The receptionist nods. "Please take a seat, the doctor will be right with you." <br><br> You don't need to wait long. A young <<personsimple>> dressed like a doctor arrives. <<if $hospitalintro is 0>> "I'm Doctor Harper," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. "We've prepared a bed for you. This way." <<Hes>> young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. "I'm Doctor Harper," <<he>> says. There's no recognition on <<his>> face. "We've prepared a bed for you. This way." <</if>> <br><br> <<He>> leads you through the hospital, to a room in the labour ward. A midwife adjusts a machine by the bed. <</if>> <<set $hospitalintro to 1>> <<else>> <<if $phase is 1>> You awaken in a hospital bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of Doctor Harper. "Please don't be alarmed, but your waters have broken. You're in the hospital." <<else>> The receptionist nods. "Please take a seat, the doctor will be right with you." <br><br> Doctor Harper soon arrives. "We've prepared a bed for you. This way." <br><br> <<He>> leads you through the hospital, to a room in the labour ward. A midwife adjusts a machine by the bed. <</if>> <</if>> <br><br> <<if $exposed lt 2 and $phase isnot 1>> "Please undress," the doctor says. <<else>> "Please take a deep breath," the doctor says. <</if>> <<if playerChastity("hidden")>> <<He>> notices your <<print $worn.genitals.name>> and opens a chest-high cupboard. <<He>> retrieves a tool shaped like a pair of prongs, but bulkier. "We need to remove that device. <<if $phase isnot 1>>Please lie down.<</if>> This won't hurt." <br><br> <<if $phase isnot 1>>You lie down. The ceiling is plain white. There's a fan right above you. <</if>><<He>> grasps your <<print $worn.genitals.name>> with the prongs and presses a button on the handle. You hear a whirring noise within the tool, <span class="pink">and they snap the metal.</span> <<set $worn.genitals.type.push("broken")>> <<elseif $phase isnot 1>> "Then lie down." You do so. The ceiling is plain white. There's a fan right above you. <</if>> <br><br> <<wash>><<undress "hospital_birth">><<upperwear 87 "teal">> <<link [[Next|Pregnancy Birth Hospital 2]]>><</link>> <br><<effects>> The midwife places a mask over your face. You feel your consciousness fade. Several other figures appear around you, their forms ablur. <br><br> <<set $litter_potention_fathers to getPregnancyObject().potentialFathers.length>> /*Alex variables*/ <<if (getPregnancyObject().potentialFathers.length is 1 or getPregnancyObject().potentialFathers.length is undefined) and getPregnancyObject().fetus[0].father is "Alex">> <<set $alex_pregnancy to {}>> <<set $alex_pregnancy.knows to knowsAboutPregnancy("pc","Alex")>> <<set $alex_pregnancy.talked to talkedAboutPregnancy("pc","Alex")>> <<set $alex_pregnancy.source to getPregnancyObject().fetus[0].father>> <</if>> <<set _pregnancy to getPregnancyObject()>> <<if _pregnancy.totalBirthEvents gte 5>> <<set _min to 15>> <<set _max to 60>> <<elseif _pregnancy.totalBirthEvents gte 3>> <<set _min to 30>> <<set _max to 120>> <<else>> <<set _min to 60>> <<set _max to 180>> <</if>> <<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _timeCalc to random(_min, _max)>> <<set _hours to Math.floor(_timeCalc / 60)>> <<set _minutes to _timeCalc % 60>> /* Note: Pregnancy species */ <<switch playerNormalPregnancyType()>> <<case "human">> <<setKnowsAboutPregnancy "pc" "Bailey">> Harper's voice floats through the fog. "Normal human<<if !$player.vaginaExist>>, abnormal delivery<</if>>, but keep the others on the line, just in case..." <br><br> The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply. <br><br> <<if $dissociation gte 1>> Everything slowly fades away once again. You stand in a black abyss. Your whole body feels fuzzy, and the pain is gone. You stand there, alone in the dark. In the distance, a bright white light hovers. It must be several kilometres away. You begin walking towards it, when you suddenly realise that you're stepping in shallow water. You step forward again to the sound of sloshing. Another step. Another. You need to get to the light. You aren't sure why, but you know you must. Something's waiting for you there, you can feel it. <br><br> You start to run. As you get closer, the darkness around you dissipates until only the light surrounds you. You continue running until you come to a wooden door with a golden handle. You grasp it and open it slowly. The light drowns you. <br><br> <</if>> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital 3]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>> <<case "wolf">> Harper's voice floats through the fog. "Not human. This will be an abnormal delivery. Follow my instructions to the letter..." <br><br> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital Wolf]]>><<endevent>><<pass _timeCalc>><</link>> <</switch>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<endevent>> <<generate1>><<person1>> <<set $litter_size to getPregnancyObject().fetus.length>> <<set _baby to $litter_size is 1 ? "baby" : "babies">> <<if $dissociation gte 1>> You awaken in another room. Your eyes open slowly. You're in a hospital bed. A smiling midwife stands beside you, holding <<= $litter_size is 3 ? "a trio of" : $litter_size is 2 ? "two" : "a">> bundled _baby in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you the _baby. <<switch $litter_size>> <<case 3>> As you cradle one in each arm, the midwife places the third directly on your chest. <<case 2>> You cradle one in each arm. <<default>> You cradle your baby in your arms. <</switch>> You feel a rush of pure glee and maternal bliss. Your parental instinct kicks in, washing away your worries and trauma in a flood of joy. The precious gift in front of you is now your whole world, and at last, something feels real to you again. Their eyes are shut, <<= _baby is "babies" ? "chests" : "chest">> rising and falling with gentle breaths. <<trauma -100>><<llltrauma>> <<else>> You awaken in another room. A smiling midwife stands beside your bed, holding <<= $litter_size is 3 ? "a trio of" : $litter_size is 2 ? "two" : "a">> bundled _baby in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you the _baby. <<switch $litter_size>> <<case 3>> As you cradle one in each arm, the midwife places the third directly on your chest. <<case 2>> You cradle one in each arm. <<default>> You cradle your baby in your arms. <</switch>> Their eyes are shut, <<= _baby is "babies" ? "chests" : "chest">> rising and falling with gentle breaths. <</if>> <br><br> "We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of <<= _baby is "babies" ? "their names" : "a name">>?" <br><br> <<set $bornChildrenIds to []>> <<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>> <<birthUi "pc" "hospital" "home" "Pregnancy Birth Hospital 4" _time>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<getChildrenIds>><<childSelect _childrenIds.last()>> <<set _pregFame to ($litter_size * 5)>> <<famepregnancy _pregFame>> <<if $litter_size is 1>> You cradle your baby for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally and gazes into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change <<childname>>'s nappy and how to bathe <<childhim>>. <<else>> <<He>> assists you with changing <<childname>>'s nappy and bathing <<childhim>>. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your baby in the meantime." <br><br> You want nothing more than to hold <<childname>>, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 2>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally and gaze into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change their nappies and how to bathe them. <<else>> <<He>> assists you with changing their nappies and with bathing them. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime." <br><br> You want nothing more than to hold the twins, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 3>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally and gaze into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change their nappies and how to bathe them. <<else>> <<He>> assists you with changing their nappies and with bathing them. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime." <br><br> You want nothing more than to hold the triplets, but you find yourself dozing all the same. <br><br> <</if>> <<link [[Next|Pregnancy Birth Hospital 5]]>><<storeon "hospital_birth">><<pass 24 hour>><<stress -40>><</link>> <br><br><<effects>> <<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand. <<if $first_birth or playerNormalPregnancyTotal() is 0>> You feel your insides drop as you stand, but <<he>> assures you that's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> The midwife helps you to dress. "You should be good to go," <<he>> says. <<elseif between(playerNormalPregnancyTotal(), 1, 2)>> You feel your insides drop as you stand. You remember this feeling from your last birth and know it's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> The midwife helps you to dress. "You should be good to go," <<he>> says. <<elseif between(playerNormalPregnancyTotal(), 3, 7)>> You feel your insides drop as you stand. You're still not used to the feeling. <br><br> You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't another human inside you. <br><br> The midwife still insists on helping you dress. "You should be good to go," <<he>> says. <<elseif between(playerNormalPregnancyTotal(), 8, 49)>> You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble. <br><br> <<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!" <br><br> The midwife still insists on helping you dress. "You should be good to go," <<he>> says. <<elseif playerNormalPregnancyTotal() gte 50>> You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant. <br><br> <<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly. <br><br> "Y-you should be good to go," <<he>> says. <</if>> "Someone's waiting for you. <<if $alex_pregnancy isnot undefined and $litter_potention_fathers is 1 and $alex_pregnancy.source is "Alex">> <<if C.npc.Alex.pregnancy.nursery is true>> Your <<if C.npc.Alex.pronoun is "f">>girlfriend<<else>>boyfriend<</if>> I think." <br><br> <<link [[Next|Pregnancy Birth Hospital Alex]]>><</link>> <<else>> <<set C.npc.Alex.pregnancy.hospitalBirth to true>> Your <<if C.npc.Bailey.pronoun is "f">>mum<<else>>dad<</if>> I think." <br><br> <<link [[Next|Pregnancy Birth Hospital 6]]>><<endevent>><</link>> <</if>> <<else>> Your <<if C.npc.Bailey.pronoun is "f">>mum<<else>>dad<</if>> I think." <br><br> <<link [[Next|Pregnancy Birth Hospital 6]]>><<endevent>><</link>> <</if>><<set $location to "town">><<effects>> <<npc "Bailey">><<person1>> <<getChildrenIds>><<childSelect _childrenIds.last()>> Bailey waits for you in the hospital foyer. <<He>> smiles when <<he>> sees you. It almost looks real. "We've a place prepared," <<he>> says. <<if $litter_size is 1>> <<elseif $litter_size is 2>> "For both of them." <<else>> "For all three of them." <</if>> <<He>> leads you outside, where <<his>> car waits. <<He>> holds open the passenger door for you, before climbing in the other side. <br><br> The engine comes to life. <!-- Bailey may not know about all your pregnancies --> <<set _knownPregnancyCount to knowsAboutPregnancyTotal("pc","Bailey","home")>> <<if _knownPregnancyCount is 1>> "You're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <br><br> "They don't leave the nursery," <<he>> adds as <<he>> drives from the hospital car park. "Ever." <<elseif _knownPregnancyCount lte 4>> "Remember that you're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <<else>> "You're an irresponsible slut," <<he>> says. "Remember that if I have to intervene in the care of your offspring, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <</if>> <<if $baileydefeatedchain gte 3>> You see <<him>> sneer, but only for a brief instant. "I'd rather not make someone else take care of your twerps, but if you keep being a difficult little shit, don't think you'll be allowed to see them again." <</if>> <br><br> <<if $litter_size is 1>> <<link [[Tell Bailey your baby's name|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>> <br> <<link [[Just hold the baby tight|Pregnancy Birth Hospital 7]]>><</link>> <br> <<else>> <<link [[Tell Bailey your babies' names|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>> <br> <<link [[Just hold your babies tight|Pregnancy Birth Hospital 7]]>><</link>> <br> <</if>><<set $location to "town">><<effects>> Bailey drives past the temple, onto Danube Street. <<if $phase is 1>> <<if $litter_size is 1>> "This is <<childname>>," you begin, holding <<childhim>> closer to Bailey's arm. <<else>> "These are <<childrenNames $bornChildrenIds>>," you begin, holding them closer to Bailey's arms one by one. <</if>> You tell Bailey everything that happened from when you arrived at the hospital. <<He>> doesn't interrupt, but doesn't respond either. <<else>> <<if $litter_size gte 2>> You hold your babies to your chest. <<childname>> yawns. <<else>> You hold your baby to your chest. <<childHe>> yawns. <</if>> <</if>> <br><br> <<pass 5>> You arrive at Domus Street. Bailey holds open the car door for you. <<if $first_birth>> "I'll escort you inside," <<he>> says. <<His>> eyes dart to <<if $litter_size gte 2>>the babies in your arms<<else>><<childname>><</if>>. "For safety." <br><br> You walk through the orphanage, towards the youth ward. <br><br> <<else>> "I'll escort you to the youth ward," <<he>> says. <<His>> eyes dart to <<if $litter_size gte 2>>the babies in your arms<<else>><<childname>><</if>>. "For safety." <br><br> <<He>> leads you through the orphanage, towards the youth ward. <br><br> <</if>> <<link [[Next|Pregnancy Birth Hospital 8]]>><</link>> <br><<set $location to "home">><<effects>> <<generate2>><<person2>> <<if $litter_size is 1>> One of Bailey's goons, a <<person>> exits the youth ward, pushing a cradle. You place <<childname>> within. "My staff keep an eye on things here," Bailey says. "They'll make sure your brat doesn't starve or anything, <span class="gold">but make sure you spend some time with them every day.</span> Or I'll charge." <br><br> <<person1>> "Later though," <<he>> adds. "You need to freshen up, and your brat is asleep anyway." The <<person2>><<person>> pushes <<childname>> through the ward doors. <<person1>>Bailey keeps <<his>> gaze fixed on <<childname>> until <<childhe>>'s safely within. <br><br> <<elseif $litter_size is 2>> One of Bailey's goons, a <<person>> exits the youth ward, pushing a pair of cradles. You place the twins within. "My staff keep an eye on things here," Bailey says. "They'll make sure your brats don't starve or anything, <span class="gold">but make sure you spend some time with them every day.</span> Or I'll charge." <br><br> <<person1>> "Later though," <<he>> adds. "You need to freshen up, and your brats are asleep anyway." The <<person2>><<person>> pushes the twins through the ward doors. <<person1>>Bailey keeps <<his>> gaze fixed on <<childrenNames $bornChildrenIds>> until they're safely within. <br><br> <<else>> One of Bailey's goons, a <<person>> exits the youth ward, pushing a trio of cradles. You place the triplets within. "My staff keep an eye on things here," Bailey says. "They'll make sure your brats don't starve or anything, <span class="gold">but make sure you spend some time with them every day.</span> Or I'll charge." <br><br> <<person1>> "Later though," <<he>> adds. "You need to freshen up, and your brats are asleep anyway." The <<person2>><<person>> pushes the triplets through the ward doors. <<person1>>Bailey keeps <<his>> gaze fixed on <<childrenNames $bornChildrenIds>> until they're safely within. <br><br> <</if>> <<if $first_birth>> <span class="gold">You can now access the youth ward, and the nursery.</span> <br><br> <</if>> <<link [[Next|Orphanage]]>><<unset $litter_size>><<unset $first_birth>><<endevent>><<set $ward_unlocked to true>><<unset $bornChildrenIds>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>> You feel a rumbling all around you. Then a pain in your abdomen. You're tied down, lying in the back of what looks like an ambulance. <<if playerChastity("hidden")>> There's a figure beside you, holding a blurry tool to your <<print $worn.genitals.name>>. You feel the metal snap as you lose consciousness once more. <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <br><br> <<else>> A figure beside you presses a mask to your face, and you lose consciousness once more. <br><br> <</if>> <<link [[Next (0:15)|Pregnancy Birth Hospital Wolf 2]]>><<pass 15>><<endevent>><</link>><<location "forest">><<effects>> You awaken again. You hang limp between two figures. The branches of the forest hang overhead. You're being carried, but you're too weak to move. Your consciousness slips once more. <br><br> <<link [[Next (0:15)|Pregnancy Birth Hospital Wolf 3]]>><<pass 15>><<endevent>><</link>> /* From the hospital or dropped by non-wolf rescuers */<<location "forest">><<effects>> You hit the ground. A pair of footsteps rush away from you. <br><br> <<if $syndromewolves is 1>> You remember this smell. You're outside the wolf cave. <<else>> You're outside a cave. It's shelter, at least. You stumble inside. <</if>> <br><br> <<link [[Next (0:15)|Pregnancy Birth Wolf Cave 1]]>><<pass 15>><<endevent>><<set $phase to 3>><</link>> /* Rescued by wolves */<<location "forest">><<effects>> The movement stops. You feel yourself being lowered onto something soft. <br><br> <<if $syndromewolves is 1>> You remember this smell. You're in the wolf cave. <<else>> You're in a cave. It's shelter, at least. <</if>> <br><br> <<link [[Next (0:15)|Pregnancy Birth Wolf Cave 1]]>><<pass 15>><<endevent>><<set $phase to 3>><</link>><<set $outside to 0>><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> <<if $gwylanSeen.includes("garden")>> You awaken in Gwylan's garden. <<He>> scrambles around, gathering things and placing them nearby. <<else>> You awaken to the smell of roses. <br><br> A large expanse of square stone tiles stretch along the ground, connecting patches of grass and raised sections filled with dirt, flowers and herbs. Surrounding it all is an impressive weaving of crossed wooden stakes well over two metres high, with gaps just large enough to allow vines to grab and climb through, shielding the whole area from prying outside eyes. <br><br> You're inside a different raised section, covered by a wooden roof, <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> untouched by the <<print Weather.precipitation>>, <</if>> and the inside is padded with various cushions and quilts. <br><br> You hear a familiar voice humming. It's Gwylan. <<He>> scrambles around, gathering things and placing them nearby. <</if>> <br><br> Upon noticing that you're awake, <<he>> smiles at you, and kneels down. "Stay here, don't forget to breathe. You're going to be alright. I promise." <<He>> takes your hand and squeezes it before running off again. <<takeHandholdingVirginity "Gwylan" "consensual">> <br><br> <<link [[Next|Pregnancy Birth Forest Shop]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<set $first_birth to !$pregnancyStats.humanToysUnlocked>> <<npc Gwylan>><<person1>> <<setKnowsAboutPregnancy "pc" "Gwylan">> You do your best to stay calm, but panic starts to set in. <<if $gwylanSeen.includes("beast_ritual")>> You know Gwylan can be clumsy, but <<he>> always seems to know what <<hes>> doing. <<else>> Does Gwylan really know anything about this? <</if>> Your panic is snuffed as <<he>> returns with a heap of pillows, towels, and a basket full of herbs. "Here, scoot forward onto this." <<He>> quickly makes a nest of pillows and towels for you. You're sure it's comfortable, but you can only think of how much pain you're in. <br><br> "Say aah." <<He>> sticks an herb in your mouth. "That will make your contractions more..." <<he>> rolls <<his>> wrist. "Smooth. Your child will- hey! Breathe! Your child will come out easier. Oh! Let me find you something for the pain!" You can't help but notice that Gwylan almost sounds excited about this. <br><br> <<He>> digs through <<his>> basket, inspecting herbs one by one until <<he>> lets out a satisfied huff and nods to <<himself>>. "This will do. Here, spit out that other one." <<He>> holds <<his>> hand out. <br><br> <<link [[Spit it out|Pregnancy Birth Forest Shop 2]]>><<set $phase to 1>><<stress 24>><</link>><<ggstress>> <br> <<link [[Swallow it|Pregnancy Birth Forest Shop 2]]>><<set $phase to 2>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> You spit it out into Gwylan's hand. <<He>> doesn't seem bothered at all, and simply sticks the next one in your mouth. <<else>> You swallow it. Gwylan winces. "Bad move. That's not gonna feel good coming out the other end." <<He>> sticks the next one in your mouth. <</if>> "Chew. Back teeth." <br><br> You start chewing. It tastes warm. You feel your body start to relax. <<pain -8>><<llpain>> <br><br> "Alright, I'm going to need you to cooperate with me here for a moment." <<He>> gets very close to you, and grabs your hips. <<outfitChecks>> <<if !_fullyNaked>> <<He>> starts to strip your clothes, each article yielding as if it were liquid. <</if>> <<if playerChastity()>> <<He>> notices your <<print $worn.genitals.name>>, and <<his>> face sours. "I can handle that." <<He>> once again darts off, shortly returning with a whole array of tools and glass phials. <br><br> It takes some time and lots of chipping away with what you assume is an actual chisel, but eventually, it snaps. <<set $worn.genitals.type.push("broken")>><<genitalsruined>> <</if>> <br><br> <<He>> dons a pair of gloves and a medical mask, and slides over a bucket full of water. <<He>> dips a few towels in, placing one on your forehead, and using another to start cleaning you. You're astounded by how fast <<hes>> working. <<wash>><<undress "forest_shop_birth">> <br><br> <<link [[Ask Gwylan to take you to the hospital|Pregnancy Birth Forest Shop 3]]>><<set $phase to 1>><</link>> <br> <<link [[Ask Gwylan if <<he>> knows what <<hes>> doing|Pregnancy Birth Forest Shop 3]]>><<set $phase to 2>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">>"Shouldn't I be seeing a doctor?!" You ask. <<case "bratty">>"Gwylan, please call an ambulance. Or the police. Anyone that will get me to the hospital." <<default>>"Gwylan, why aren't you taking me to the hospital?" <</switch>> <br><br> <<He>> doesn't stop. "Not a chance. You don't need the hospital." <<He>> looks up at you, <<his>> gaze intense. "This isn't my first delivery, dear. Trust me." <<His>> tone is suddenly much different. <<else>> <<switch $speech_attitude>> <<case "meek">>"You look like you know what you're doing," you say between strained breaths. <<case "bratty">>"You seem excited. Should I be worried? Have you done this before?" you ask between strained breaths. <<default>>"This doesn't look like your first time doing this," you say between strained breaths. <</switch>> <br><br> <<He>> looks up at you, <<his>> gaze intense. "This isn't my first delivery, dear. Trust me." <<His>> tone is suddenly much different. <</if>> <br><br> <<He>> grabs a long lighter and ignites an incense burner hanging nearby. <<He>> starts to hum <<if $seabird_lullaby gte 2>> <span class="teal">Seabird's Lullaby</span>. <<else>> some <span class="teal">faintly familiar</span> tune. <</if>> <br><br> You suddenly feel tired. More tired than you've ever felt before. As the pain fades, you find yourself sinking into the pillows and quilts around you. You feel your consciousness fade. <br><br> <<set _pregnancy to getPregnancyObject()>> <<if _pregnancy.totalBirthEvents gte 5>> <<set _min to 15>> <<set _max to 60>> <<elseif _pregnancy.totalBirthEvents gte 3>> <<set _min to 30>> <<set _max to 120>> <<else>> <<set _min to 60>> <<set _max to 180>> <</if>> <<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _timeCalc to random(_min, _max)>> <<set _hours to Math.floor(_timeCalc / 60)>> <<set _minutes to _timeCalc % 60>> /* Note: Pregnancy species */ <<switch playerNormalPregnancyType()>> <<case "human">> <<setKnowsAboutPregnancy "pc" "Bailey">> Gwylan's voice floats in your dreamless slumber. "Child of the forest, please don't cry.<<if !$player.vaginaExist>> Your birth may be strange, but it makes no difference to I.<</if>>" <<case "wolf">> Gwylan's voice floats in your dreamless slumber. "Ah, a wild heart, born of our forest! How wonderful. How long has it been..." <</switch>> <br><br> You hear a deep breath. You think it's yours. "Good. Breathe," Gwylan's voice is melodic, almost like singing. "...and push." <<His>> voice drops an entire octave. "Breathe... and push. Breathe... and push." <br><br> <<if $dissociation gte 1>> Everything slowly fades away once again. You stand in a black abyss. Your whole body feels fuzzy, and the pain is gone. You stand there, alone in the dark. In the distance, a bright white light hovers. It must be several kilometres away. You begin walking towards it, when you suddenly realise that you're stepping in shallow water. You step forward again to the sound of sloshing. Another step. Another. You need to get to the light. You aren't sure why, but you know you must. Something's waiting for you there, you can feel it. <br><br> You start to run. As you get closer, the darkness around you dissipates until only the light surrounds you. You continue running until you come to a wooden door with a golden handle. You grasp it and open it slowly. The light drowns you. <br><br> <</if>> <<switch playerNormalPregnancyType()>> <<case "human">> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"|Pregnancy Birth Forest Shop 4]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>> <<case "wolf">> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"|Pregnancy Birth Forest Shop Wolf]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>> <</switch>><<set $outside to 0>><<set $location to "forest_shop_garden">><<effects>> <<endevent>> <<npc Gwylan>><<person1>> <<set $litter_size to getPregnancyObject().fetus.length>> <<set _baby to $litter_size is 1 ? "baby" : "babies">> You hear that familiar humming again. <<if $dissociation gte 1>> You awaken wrapped up tightly in blankets. Your eyes open slowly. Gwylan stands beside you, holding <<= $litter_size is 3 ? "a trio of" : $litter_size is 2 ? "two" : "a">> bundled _baby in <<his>> arms. <br><br> "Rise and shine, mummy," <<he>> says, passing you the _baby. <<switch $litter_size>> <<case 3>> As you cradle one in each arm, <<he>> places the third directly on your chest. <<case 2>> You cradle one in each arm. <<default>> You cradle your baby in your arms. <</switch>> You feel a rush of pure glee and maternal bliss. Your parental instinct kicks in, washing away your worries and trauma in a flood of joy. The precious gift in front of you is now your whole world, and at last, something feels real to you again. Their eyes are shut, <<= _baby is "babies" ? "chests" : "chest">> rising and falling with gentle breaths. <<trauma -100>><<llltrauma>> <<else>> You awaken wrapped up tightly in blankets. Gwylan stands beside you, holding <<= $litter_size is 3 ? "a trio of" : $litter_size is 2 ? "two" : "a">> bundled _baby in <<his>> arms. <br><br> "Rise and shine, mummy," <<he>> says, passing you the _baby. <<switch $litter_size>> <<case 3>> As you cradle one in each arm, <<he>> places the third directly on your chest. <<case 2>> You cradle one in each arm. <<default>> You cradle your baby in your arms. <</switch>> Their eyes are shut, <<= _baby is "babies" ? "chests" : "chest">> rising and falling with gentle breaths. <</if>> <br><br> "It was a smooth process," <<he>> says. <<He>> looks wistful for a moment, but shakes it off and almost looks giddy seeing you and your <<= _baby is "babies" ? "children" : "child">> together. "Every child needs a name. Have you thought of <<= _baby is "babies" ? "any" : "one">>?" <br><br> <<set $bornChildrenIds to []>> <<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>> <<birthUi "pc" "forest_shop" "home" "Pregnancy Birth Forest Shop 5" _time>><<effects>><<run statusCheck("Gwylan")>> <<getChildrenIds>><<childSelect _childrenIds.last()>> <<if $litter_size is 1>> You cradle your baby for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally and gazes into yours. <br><br> Gwylan rubs your shoulders. <<if $first_birth>> <<He>> teaches you how to change <<childname>>'s nappy and how to bathe <<childhim>>. <<else>> <<He>> assists you with changing <<childname>>'s nappy and bathing <<childhim>>. <</if>> "If you want to rest," <<he>> starts. "I can take care of <<childhim>> in the meantime. We'll be right here next to you, dear. I can go put on some tea, too." <br><br> You want nothing more than to hold <<childname>>, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 2>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally and gaze into yours. <br><br> Gwylan rubs your shoulders. <<if $first_birth>> <<He>> teaches you how to change their nappies and how to bathe them. <<else>> <<He>> assists you with changing their nappies and with bathing them. <</if>> "If you want to rest," <<he>> starts. "I can take care of them in the meantime. We'll be right here next to you, dear. I can go put on some tea, too." <br><br> You want nothing more than to hold the twins, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 3>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally and gaze into yours. <br><br> Gwylan rubs your shoulders. <<if $first_birth>> <<He>> teaches you how to change their nappies and how to bathe them. <<else>> <<He>> assists you with changing their nappies and with bathing them. <</if>> "If you want to rest," <<he>> starts. "I can take care of them in the meantime. We'll be right here next to you, dear. I can go put on some tea, too." <br><br> You want nothing more than to hold the triplets, but you find yourself dozing all the same. <br><br> <</if>> <<link [[Next|Pregnancy Birth Forest Shop 6]]>><<storeon "forest_shop_birth">><<pass 4 hour>><<stress -40>><</link>> <br><br><<effects>> <<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a hammock as Gwylan helps you stand. <<if $first_birth or playerNormalPregnancyTotal() is 0>> You feel your insides drop as you stand, but <<he>> assures you that's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> Gwylan helps you dress. "Thank you for trusting me," <<he>> says. <<elseif between(playerNormalPregnancyTotal(), 1, 2)>> You feel your insides drop as you stand. You remember this feeling from your last birth and know it's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> Gwylan helps you dress. "Thank you for trusting me," <<he>> says. <<elseif between(playerNormalPregnancyTotal(), 3, 7)>> You feel your insides drop as you stand. You're still not used to the feeling. <br><br> You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't another human inside you. <br><br> Gwylan helps you dress. "Thank you for trusting me," <<he>> says. <<elseif between(playerNormalPregnancyTotal(), 8, 49)>> You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble. <br><br> <<He>> looks impressed at your mobility, only keeping an arm around you for stability. "Wow, look at you! You're a natural." <br><br> Gwylan helps you dress. "Thank you for trusting me," <<he>> says. <<elseif playerNormalPregnancyTotal() gte 50>> You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant. <br><br> <<He>> giggles. "I have a feeling you're not going to be unladen for long." You throw your clothes back on quickly. <br><br> "Thank you for trusting me," <<he>> says. <</if>> <br><br> Gwylan shares some tea with you, and the two of you spend some time chatting. <<He>> has a lot to say about the joy of raising children. <<stress -6>><<llstress>> <br><br> "I hope you don't mind, but..." <<he>> suddenly falters. "I've already contacted the orphanage caretaker. <<nnpc_He "Bailey">> should be here soon. I know the orphanage isn't the best place, but for newborns... there are far worse places." <br><br> <<He>> puts a hand on your shoulder. <br><br> <<link [[Next|Pregnancy Birth Forest Shop 7]]>><<endevent>><</link>><<set $location to "town">><<effects>> <<npc "Bailey" 1>><<npc "Gwylan" 2>><<person2>> <<getChildrenIds>><<childSelect _childrenIds.last()>> Gwylan walks with you to the forest shop entrance, just in time for a knock at the door. Gwylan opens it with a smile. Bailey frowns down at <<him>>. <br><br> "Why didn't you take <<phim>> to the hospital?" <<person1>><<he>> asks flatly. <br><br> Gwylan puts <<person2>><<his>> hands on <<his>> hips and smiles. "I'm better." <br><br> "It's not about skill, it's about risk," Bailey says. "You don't have specialised medical equipment here. What if my ward got an infection?" <br><br> Gwylan's cheery expression falls. "Your <i>ward</i> is just fine, and so <<if $litter_size gte 2>>are <<pher>> lovely children<<else>>is <<pher>> lovely child<</if>>. I don't know why I expected so much as a 'thank you' from you of all people, why am I surprised?" <br><br> Bailey nods behind <<person1>><<him>>. The two of you walk towards the town as Gwylan waves you off. "We've a place prepared," <<he>> says. <<if $litter_size is 1>> <<elseif $litter_size is 2>> "For both of them." <<else>> "For all three of them." <</if>> <<He>> leads you to Nightingale Street, where <<his>> car waits. <<He>> holds open the passenger door for you, before climbing in the other side. <br><br> The engine comes to life. <!-- Bailey may not know about all your pregnancies --> <<set _knownPregnancyCount to knowsAboutPregnancyTotal("pc","Bailey","home")>> <<if _knownPregnancyCount is 1>> "You're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <br><br> "They don't leave the nursery," <<he>> adds as <<he>> drives from the hospital car park. "Ever." <<elseif _knownPregnancyCount lte 4>> "Remember that you're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <<else>> "You're an irresponsible slut," <<he>> says. "Remember that if I have to intervene in the care of your offspring, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <</if>> <<if $baileydefeatedchain gte 3>> You see <<him>> sneer, but only for a brief instant. "I'd rather not make someone else take care of your twerps, but if you keep being a difficult little shit, don't think you'll be allowed to see them again." <</if>> <br><br> <<if $litter_size is 1>> <<link [[Tell Bailey your baby's name|Pregnancy Birth Forest Shop 8]]>><<endevent>><<set $phase to 1>><</link>> <br> <<link [[Just hold the baby tight|Pregnancy Birth Forest Shop 8]]>><<endevent>><</link>> <br> <<else>> <<link [[Tell Bailey your babies' names|Pregnancy Birth Forest Shop 8]]>><<endevent>><<set $phase to 1>><</link>> <br> <<link [[Just hold your babies tight|Pregnancy Birth Forest Shop 8]]>><<endevent>><</link>> <br> <</if>><<set $location to "town">><<effects>> <<npc "Bailey" 1>><<person1>> <<getChildrenIds>><<childSelect _childrenIds.last()>> Bailey drives past the temple, onto Danube Street. <<if $phase is 1>> <<if $litter_size is 1>> "This is <<childname>>," you begin, holding <<childhim>> closer to Bailey's arm. <<else>> "These are <<childrenNames $bornChildrenIds>>," you begin, holding them closer to Bailey's arms one by one. <</if>> You tell Bailey everything that happened from when you arrived at Gwylan's shop. <<He>> frowns. "I won't deny that the shopkeep is capable. The hospital still would have been safer." <<else>> <<if $litter_size gte 2>> You hold your babies to your chest. <<childname>> yawns. <<else>> You hold your baby to your chest. <<childHe>> yawns. <</if>> <</if>> <br><br> <<pass 5>> You arrive at Domus Street. Bailey holds open the car door for you. <<if $first_birth>> "I'll escort you inside," <<he>> says. <<His>> eyes dart to <<if $litter_size gte 2>>the babies in your arms<<else>><<childname>><</if>>. "For safety." <br><br> You walk through the orphanage, towards the youth ward. <br><br> <<else>> "I'll escort you to the youth ward," <<he>> says. <<His>> eyes dart to <<if $litter_size gte 2>>the babies in your arms<<else>><<childname>><</if>>. "For safety." <br><br> <<He>> leads you through the orphanage, towards the youth ward. <br><br> <</if>> <<link [[Next|Pregnancy Birth Hospital 8]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<endevent>> <<npc Gwylan>><<person1>> You hear that familiar humming again, alongside some whimpering. <br><br> You awaken wrapped up tightly in blankets. Your eyes open slowly. Gwylan stands beside you, holding your pups in a bundle in <<his>> arms <br><br> "Rise and shine, mummy," <<he>> says, passing you your pups one by one. Their eyes are shut, bellies rising and falling with gentle breaths. <br><br> "It was a smooth process," <<he>> says. <<He>> looks wistful for a moment, but shakes it off and almost looks giddy seeing you and your pups together. "Every child of the forest needs a name. Have you thought of any?" <br><br> <<set $bornChildrenIds to []>> <<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>> <<birthUi "pc" "forest_shop" "wolf_cave" "Pregnancy Birth Forest Shop Wolf 2" _time>><<effects>><<run statusCheck("Gwylan")>> You cradle your pups for a while longer, enjoying their tiny breaths and movements. Gwylan rubs your shoulders. "If you want to rest," <<he>> starts. "I can take them to the cave. They'll be taken care of until you're able to go visit them, I promise." <br><br> You want nothing more than to hold them, but you find yourself dozing all the same. <br><br> <<link [[Next|Pregnancy Birth Forest Shop Wolf 3]]>><<storeon "forest_shop_birth">><<pass 4 hour>><<stress -40>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> Gwylan shares some tea with you, and the two of you spend some time chatting. <<He>> has a lot to say about the joy of raising children. <<stress -6>><<llstress>> <br><br> Once <<hes>> sure you're ready, <<he>> leads you back into the shop. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<set $forest to 0>><</link>> <br> /* Note: Pregnancy - Unused passages */<<set $outside to 0>><<set $location to "wolf_cave">><<effects>> Player reaches the wolf cave, is guided to the inside of the cave to give birth. <br><br> <<strip>> <<if playerChastity("vagina")>> Chastity Belt is broken if equipped. "The pack feels your distress" later "Most of the pack has injured mouths after chewing the belt so fiercely to free you"? <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <br><br> <</if>> <<link [[Next (0:15)|Pregnancy Birth Wolf Cave 1]]>><<pass 15>><<endevent>><<set $phase to 3>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> The others wolves leave the player alone for them to give birth, sequence should follow similar to the normal birth, though alone this time. <br><br> <<link [[Next (0:15)|Pregnancy Birth Hospital Wolf 6]]>><<pass 15>><<endevent>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> Player is finished with giving birth and spends some time to recover and start to have special time with their newborns. Option to name occurs here. <br><br> <<birthUi "pc" "wolf_cave" "wolf_cave" "Pregnancy Birth Hospital Wolf 7" 60>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> Player spends time looking after and feeding their children. <br><br> Player re-equips clothes. <<clotheson>> <br><br> <<if $syndromewolves isnot 1>> <<if $settings.bestialityEnabled>> <span class="red"><i>After giving birth to pups of your own, you see they're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> <br><br> <<else>> <span class="red"><i>After giving birth to pups of your own, you see they're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span> <br><br> <</if>> <<set $syndromewolves to 1>> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> <</if>> <<link [[Next (24:00)|Wolf Cave]]>><<pass 15>><<endevent>><<set $wolfevent to 0>><</link>> /*Player giving birth ends here*/ /*ToDo: Pregnancy Story Content: add in additional location*/<<effects>><<wearProp "pregnancy test">> <<set $pregnancyTest-->> <<switch $lastPassage>> <<case "Bedroom">> You take the pregnancy test, before returning to the bedroom. The test sits on your bed, as you pace back and forth waiting for it to finish. <<case "Eden Cabin">> You take the pregnancy test in Eden's bathroom, before returning to the main room. You stare at the test in your hand, not daring to look away, waiting for it to finish. <<case "Wolf Cave Clearing">> You take the pregnancy test out of view from the wolves. You stare at the test in your hand, not daring to look away, waiting for it to finish. <<case "Farm Shed">> You take the pregnancy test. You stare at the test in your hand, not daring to look away, waiting for it to finish. <<default>> You take the pregnancy test. You stare at the test in your hand, not daring to look away, waiting for it to finish. <</switch>> The packaging said to wait 3 minutes, but it feels like an eternity passes. <<gstress>><<stress 3>> <br><br> <<set $pregnancyStats.pregnancyTestsTaken++>> <<if !$player.vaginaExist>> <<set _pregnancyTest to $sexStats.anus.pregnancy>> <<if _pregnancyTest.type is null or _pregnancyTest.type is "parasite" or _pregnancyTest.timer is 0 or (between(_pregnancyTest.timer, 0, 3) and random(0,100) gte 10) or (between(_pregnancyTest.timer, 3, 6) and random(0,100) gte 15)>> <span class="green">It's negative.</span> You wonder how it could ever be positive. <<elseif _pregnancyTest.givenBirth >= 1>> <span class="lewd">It's positive.</span> Many thoughts rush through your head, and you sit to collect yourself. <<gstress>><<stress 3>><<garousal>><<arousal 100>> <br><br> <<if _pregnancyTest.potentialFathers.length is 1>> <<set _fatherName to pregnancyNameCorrection(_pregnancyTest.potentialFathers[0].source)>> <span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span> <<else>> <span class="red">You wonder who the father is.</span> <</if>> <<set _pregnancyTest.awareOf to "pregnancyTest">> <<else>> <span class="lewd">It's positive.</span> You briefly wonder if you're seeing things or have gone crazy. Many thoughts rush through your head, and you sit to collect yourself. <<ggstress>><<stress 10>><<ggarousal>><<arousal 200>> <br><br> <<if _pregnancyTest.potentialFathers.length is 1>> <<set _fatherName to pregnancyNameCorrection(_pregnancyTest.potentialFathers[0].source)>> <span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span> <<else>> <span class="red">You wonder who the father is.</span> <</if>> <<set _pregnancyTest.awareOf to "pregnancyTest">> <</if>> <<else>> <<set _pregnancyTest to $sexStats.vagina.pregnancy>> <<if _pregnancyTest.type is null or _pregnancyTest.type is "parasite" or _pregnancyTest.timer is 0 or (between(_pregnancyTest.timer, 0, 3) and random(0,100) gte 10) or (between(_pregnancyTest.timer, 3, 6) and random(0,100) gte 15)>> <span class="green">It's negative.</span> <<else>> <span class="lewd">It's positive.</span> Many thoughts rush through your head, and you sit to collect yourself. <<gstress>><<stress 3>><<garousal>><<arousal 100>> <br><br> <<if _pregnancyTest.potentialFathers.length is 1>> <<set _fatherName to pregnancyNameCorrection(_pregnancyTest.potentialFathers[0].source)>> <span class="lewd">It's clear that <<print _fatherName === "yourself" ? "you are" : _fatherName + " is">> the father.</span> <<else>> <span class="red">You wonder who the father is.</span> <</if>> <<set _pregnancyTest.awareOf to "pregnancyTest">> <</if>> <</if>> <br><br> <<link [[Next|$lastPassage]]>><<endevent>><<unset $lastPassage>><<set $eventskip to 1>><</link>><<widget "pregnancyTest">> <<if _args[0]>> <<if $pregnancyTest gt 0>> <<if !getPregnancyObject().awareOf>> <<pregnancytesticon>><<link [[Take a pregnancy test (0:05)|pregnancyTest]]>><<pass 5>><<set $lastPassage to _args[0]>><</link>> <br> <<elseif getPregnancyObject().awareOf>> <<pregnancytesticon>><span class="lewd"> You have a pregnancy test, but you already know you're pregnant.</span> <br> <</if>> <</if>> <</if>> <</widget>> /*Note: Pregnancy *//* Ultrasounds not performed before 12 weeks in normal circumstances, or before 8 in high-risk. Prior to 12 weeks, ultrasounds are usually performed transvaginally. Future commit will address this.*/ <<set $outside to 0>><<set $location to "hospital">><<effects>> <<harper_intro>> <<setKnowsAboutPregnancy "pc" "Harper">> <<if $ultrasoundIntro isnot 1>> <<set $ultrasoundIntro to 1>> /* player is introduced to what ultrasounds are, how it occurs and the reasons why they are done. */ "First of all," the doctor says. "Congratulations. An ultrasound is a wise request. Please follow me to radiology." <<He>> continues talking as you walk. <br><br> "If you're far enough along, we start by applying a gel to prevent air pockets, which could disrupt the sound waves we'll be pushing through your body. There's no risk. The gel is water-based and easy to remove, and the sound is harmless." <<else>> "An ultrasound is a wise request. Please follow me to radiology." <</if>> <br><br> <<He>> leads you to a room in the hospital basement. Several machines blink and make a soft pinging sound. There's a bed in one corner of the room, with a monitor next to it. A technician waits to assist. <br><br> "Please undress down to your underwear," the doctor says. <br><br> <<link [[Next|Pregnancy ultrasound 2]]>><<overupperstrip>><<upperstrip>><<underupperstrip>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>> /*Alex variables*/ <<if getPregnancyObject().fetus[0].father is "Alex">> <<set C.npc.Alex.pregnancy.ultraSoundPics to true>> <</if>> You strip and lie down. <<set [_pregnancy, _pregnancyGenital] to getPregnancyObject("pc", true)>> <<if _pregnancy.timer lte _pregnancy.timerEnd * 0.3>> <<set _pregnancy.awareOfMultiple to true>> "I'm afraid you're not far enough along for an abdominal ultrasound," Doctor Harper remarks. "But we can use the doppler to listen for cardiac activity." <br><br> <<He>> picks up a small handheld instrument, twists a dial, and presses a small circular wand against your lower abdomen. <<He>> moves it across your body. The instrument makes static-sounding hisses, punctuated by occasional thrums. <<He>> slows, and the thrums become a rhythmic staccato dance. <br><br> "There! Listen. A healthy child." A little more than two beats a second. The thrumming soothes you.<<lstress>> <br><br> <<stress -10>> <<if _pregnancy.fetus.length gt 1>> <<He>> moves the wand a little more and fails to conceal surprise. "There's another one." You hear a second pulsing, slightly different in tempo.<<gstress>><<stress 6>> <br><br> <</if>> <<if C.npc.Alex.pregnancy.ultraSound is "requested">> <<set C.npc.Alex.pregnancy.ultraSound to "collected2">> You ask <<him>> for a doctor's note affirming that you're pregnant. <<He>> taps away at <<his>> computer for a moment before printing out an official-looking letter. <<He>> signs it with a flourish and hands it to you. <br><br> <</if>> <<else>> <<if C.npc.Alex.pregnancy.ultraSound is "requested">><<set C.npc.Alex.pregnancy.ultraSound to "collected">><</if>> /* Player has pictures of the babies */ <<set _pregnancy.ultrasoundDone to true>> <<bodyliquid "vaginaoutside" "goo" 2>> Doctor Harper prepares the gel and wand for the procedure. You find the gel to be comfortably warm as <<he>> slathers it on your abdomen. <br><br> <<if $cowbuild gte 20>> You suppress the urge to moo. Your teats tingle with anticipation.<<garousal>> <<arousal 3>> <br><br> <<elseif $wolfbuild gte 20>> /* Your wolf fur gets slightly matted by the gel.<br><br> */ <<elseif $catbuild gte 20>> /* Your cat fur gets slightly matted by the gel. <br><br> */ <</if>> <<He>> runs the wand left and right over your lower abdomen as the screen changes and flashes different shades of grey over <<his>> face. <br> <<if _pregnancy.type isnot "human">> Harper is quiet for a while as <<he>> pores over the equipment, and the technician gives a look of concern. It's making you nervous. There's a lot of clicking and typing on the computer as the technician measures different parts. Femur, head, humerus, and amniotic fluid levels. <<else>> There's a lot of clicking and typing on the computer as the technician measures different parts. <</if>> <br><br> <<if _pregnancy.fetus.length gt 1>> <<set _multiple to true>> <<else>> <<set _multiple to false>> <<switch _pregnancy.fetus[0].gender>> <<case "m">> <<set _he to "he">> <<set _He to "He">> <<set _his to "his">> <<set _His to "His">> <<set _him to "him">> <<set _gender to "male">> <<case "f">> <<set _he to "she">> <<set _He to "She">> <<set _his to "her">> <<set _His to "Her">> <<set _him to "her">> <<set _gender to "female">> <<case "h">> <<set _he to "she">> <<set _He to "She">> <<set _his to "her">> <<set _His to "Her">> <<set _him to "her">> <<set _gender to "hermaphrodite">> <</switch>> <</if>> <<if _pregnancy.type isnot "human" and _pregnancy.fetus[0].features.monster>> <<if _pregnancy.type is "hawk">> <<set _type to "harpy">> <<else>> <<set _type to _pregnancy.fetus[0].type + "person">> <</if>> <<else>> <<set _type to _pregnancy.fetus[0].type>> <</if>> <<switch _pregnancy.type>> <<case "human">> <<He>> at last turns to you. "Would you like to see?" <<He>> swings the monitor to face you. <<if !_pregnancy.awareOfMultiple and _pregnancy.fetus.length gt 1>> You're surprised by what you see. <</if>> <br><br> You see <<if _multiple>><<if _pregnancy.fetus.length is 3>>three<<else>>two<</if>> sets<<else>>a pair<</if>> of eyes, arms, hands, legs, and feet as the doctor moves the wand across your belly. <<stress -5>><<lstress>> <br><br> "Perfect," the doctor says. "I'll print them out for you to take home." <br><br> <<if !_pregnancy.genderKnown>> <<set _pregnancy.genderKnown to true>> "It's time," the doctor announces. <<if _multiple>> "I hope you're excited to know your children's sex." <br><br> <<He>> glides the wand over your gently bulging belly. The pressure is uncomfortable. <<pregnancyGendersText>> <br><br> <<else>> "Are you excited for the gender reveal?" <<he>> asks. <br><br> <<He>> glides the wand over your rounded abdomen. The pressure is uncomfortable. <<if _pregnancy.fetus[0].gender is "m">> "It's a boy," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident. <br><br> <<elseif _pregnancy.fetus[0].gender is "f">> "It's a girl," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident. <br><br> <<else>> "I'm afraid I can't tell if it's a boy or a girl," <<he>> says. "<span class="blue">It almost looks like both.</span> Regardless, they're healthy. Congratulations." <br><br> <</if>> <</if>> <</if>> <<if _pregnancy.timer gte _pregnancy.timerEnd * 0.9>> /* 36-40 weeks, full term */ <<if ! _multiple>> "Good news," <<he>> continues. "Your baby has dropped and is head-down. This should ease some of the pressure you feel." <</if>> It'll be time to deliver soon. The doctor hands you some literature about labour and what to do when it begins. "Please come see us when your waters break. We will take good care of you." <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.8>> /*32-36 weeks, preterm */ You feel several fluttery kicks as the doctor continues to probe. "Based on these measurements," the technician says, "you'll be full term in a few weeks. Have you made birth plans yet? Make sure you're getting rest and nutrition." <br><br> You know you'll need rest, and money.<<gstress>><<stress 6>> <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.7>> /*28-32 weeks */ <<if !_multiple>> "Look, <<print _he>> is moving around," the doctor says. "Can you see the fingers?" It almost appears <<print _his>> hand is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>> <br><br> "Your child looks healthy," Harper continues. "<<print _He>> just needs to keep growing, putting on weight and maturing <<print _his>> lungs. It's very important that you make healthy choices right now, as your children depend on your body for everything." <<else>> "Look, they're moving around," the doctor says. "Can you see the fingers?" It almost appears one of their hands is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>> <br><br> Harper continues. "Your children look healthy. They just need to keep growing, putting on weight and maturing their lungs. It's very important that you make healthy choices right now, as your children depend on your body for everything." <</if>> <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.6>> /* 24-28 weeks */ <<if _multiple>> The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your children turn back and forth in response to the prodding. <br><br> "Everything seems in order," Harper says. "Your babies are measuring <<print _pregnancy.fetus[0].features.size>> and are perfectly healthy. Please come see us in a few months, when you're almost ready to give birth." <br><br> <<else>> The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your child turns back and forth in response to the prodding. <br><br> "Everything seems in order," Harper says. "Your baby is measuring <<print _pregnancy.fetus[0].features.size>> and is perfectly healthy. Please come see us in a few months, when you're almost ready to give birth." <br><br> <</if>> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.4>> /* 16-24 weeks */ <<if _multiple>> "Your babies are doing fine," the doctor says. "They're a little smaller than if you just had the one, but they are responsive and moving well. There's ample fluid as well, so it should be a normal pregnancy." <<llstress>> <<stress -8>> <br><br> On the screen you can see them moving around, legs and arms switching places. One jerks. "Hiccups," Harper assures you. <br><br> <<else>> "Your baby is doing great. <<print _He>> is responsive and moving well," the doctor says. "There's ample fluid as well, so it should be a normal pregnancy." <<llstress>> <<stress -8>> <br><br> On the screen you can see <<print _him>> moving around, legs and arms switching places. <<print _He>> jerks. "Hiccups," Harper assures you. <br><br> <</if>> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.3>> /* 12-16 weeks */ <<if _multiple>> "Your babies are healthy," the doctor says. "They are responsive and moving well. There's ample fluid, so it should be a normal pregnancy."<<llstress>><<stress -8>> <br><br> You can see them moving around on the screen, legs and arms switching places. One jerks. "Hiccups," Harper assures you. <<else>> "Your baby is healthy," the doctor says. "<<print _He>> is responsive and moving well. There's ample fluid, so it should be a normal pregnancy."<<llstress>><<stress -8>> <br><br> You can see <<print _him>> moving around on the screen, legs and arms switching places. <<print _He>> jerks. "Hiccups," Harper assures you. <</if>> <br><br> <<else>> /* Shouldn't get here. */ <</if>> <<case "wolf">> <<if !_pregnancy.awareOfDetails>> "I'd like to congratulate you," <<he>> starts as <<he>> turns to you. "You're lucky to carry a very unusual pregnancy. Instead of a human child, <span class="lewd">you're pregnant with <<if _multiple>> a litter of _type pups. <<else>> a _type pup. <</if>> </span>Remarkable." <br><br> Harper smiles at you. "There's nothing to worry about, your <<if _multiple>>children are<<else>>child is<</if>> in perfectly good health. Would you like to see?" <<else>> <<He>> at last turns to you. "Would you like to see?" <</if>> <<He>> swings the monitor to face you. <br><br> You see <<if _multiple>><<number _pregnancy.fetus.length>> sets<<else>>a pair<</if>> of eyes, legs, and paws as the doctor moves the wand across your full belly. <<stress -5>><<lstress>> <br><br> "Perfect," the doctor says. "I'll print them out for you to take home." <br><br> <<if !_pregnancy.genderKnown>> <<set _pregnancy.genderKnown to true>> "It's time," the doctor announces. <<if _multiple>> "I hope you're excited to know your children's sex." <br><br> <<He>> glides the wand over your gently bulging belly. The pressure is uncomfortable. <<pregnancyGendersText>> <br><br> <<else>> "Are you excited for the gender reveal?" <<he>> asks. <br><br> <<He>> glides the wand over your rounded abdomen. The pressure is uncomfortable. <<if _pregnancy.fetus[0].gender is "m">> "It's a boy," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident. <br><br> <<elseif _pregnancy.fetus[0].gender is "f">> "It's a girl," <<he>> says. "Congratulations." You can't make out anything on the screen that would indicate this, but Harper seems confident. <br><br> <<else>> "I'm afraid I can't tell if it's a boy or a girl," <<he>> says. "<span class="blue">It almost looks like both.</span> Regardless, they're healthy. Congratulations." <br><br> <</if>> <</if>> <</if>> <<if _pregnancy.timer gte _pregnancy.timerEnd * 0.9>> /* 36-40 weeks, full term */ <<if ! _multiple>> "Good news," <<he>> continues. "Your pup has dropped and is head-down. This should ease some of the pressure you feel." <</if>> It'll be time to deliver soon. The doctor hands you some literature about labour and what to do when it begins. There's nothing in it about wolves, though. "Please come see us when your waters break. We will take good care of you." <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.8>> /*32-36 weeks, preterm */ You feel several fluttery kicks as the doctor continues to probe. "Based on these measurements," the technician says, "you'll be full term very soon. We think. It's very hard to tell with a... non-human pregnancy. Have you made birth plans yet? Make sure you're getting rest and nutrition." <br><br> You know you'll need rest and money. You wonder where you'll keep them.<<gstress>><<stress 6>> <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.7>> /*28-32 weeks */ <<if !_multiple>> "Look, <<print _he>> is moving around," the doctor says. "Can you see the toes?" It almost appears <<print _his>> paw is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>> <br><br> "Your pup looks healthy," Harper continues. "<<print _He>> just need to keep growing, putting on weight and maturing <<print _his>> lungs. It's very important that you make healthy choices right now, as your children depend on your body for everything." <<else>> "Look, they're moving around," the doctor says. "Can you see the toes?" It almost appears one of their paws is waving at the screen. You feel movements inside at the same time.<<llstress>><<stress -7>> <br><br> Harper continues. "Your children look healthy. They just need to keep growing, putting on weight and maturing their lungs. It's very important that you make healthy choices right now, as your children depend on your body for everything. It's especially important that you take care with such an unusual pregnancy." <</if>> <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.6>> /* 24-28 weeks */ <<if _multiple>> The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your litter turns back and forth in response to the prodding. <br><br> "Everything seems in order," Harper says. "Your pups are measuring <<print _pregnancy.fetus[0].features.size>> and are perfectly healthy. Please come see us in a few weeks, when you're almost ready to give birth." <br><br> <<else>> The doctor continues to probe your belly. As <<he>> does, you feel like there's a swarm of butterflies inside as your pup turns back and forth in response to the prodding. <br><br> "Everything seems in order," Harper says. "Your pup is measuring <<print _pregnancy.fetus[0].features.size>> and is perfectly healthy. Please come see us in a few weeks, when you're almost ready to give birth." <br><br> <</if>> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.4>> /* 16-24 weeks */ <<if _multiple>> "Your ba... litter, is doing fine," the doctor says. "They're a little smaller than if you just had the one, but they are responsive and moving well. There's ample fluid as well, so it should be a normal pregnancy. As normal as a pregnancy like this can be." <<llstress>> <<stress -8>> <br><br> On the screen you can see them moving around, legs switching places. One jerks. "Hiccups," Harper assures you. <br><br> <<else>> "Your pup is doing great. <<print _He>> is responsive and moving well," the doctor says. "There's ample fluid as well, so it should be a normal pregnancy. As normal as a pregnancy like this can be." <<llstress>> <<stress -8>> <br><br> On the screen you can see <<print _him>> moving around, legs switching places. <<print _He>> jerks. "Hiccups," Harper assures you. <br><br> <</if>> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.3>> /* 12-16 weeks */ <<if _multiple>> "Your pups are healthy," the doctor says. "They are responsive and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>> <br><br> You can see them moving around on the screen, legs switching places. One jerks. "Hiccups," Harper assures you. <<else>> "Your pup is healthy," the doctor says. "<<print _He>> is responsive and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>> <br><br> You can see <<print _him>> moving around on the screen, legs switching places. <<print _He>> jerks. "Hiccups," Harper assures you. <</if>> <br><br> <<else>> /* Shouldn't get here. */ <</if>> <<case "hawk">> <<if !_pregnancy.awareOfDetails>> "I'd like to congratulate you," <<he>> starts as <<he>> turns to you. "You're lucky to carry a very unusual pregnancy. Instead of a human child, <span class="lewd">you're pregnant with <<if _multiple>> a... clutch of bird eggs. <<else>> a... bird egg. <</if>> </span>Remarkable." <br><br> <<if _pregnancyGenital is "vagina">> <<He>> clears <<his>> throat. "It appears that, rather than releasing an egg cell, a runaway reaction within your ovaries has caused a cluster of cells to gel into a sort of membrane, becoming larger eggs. They've already passed through your oviduct and sit within your uterus." <br><br> <</if>> Harper smiles at you. "There's nothing to worry about, your <<if _multiple>>children are<<else>>child is<</if>> in perfectly good health. Would you like to see?" <<else>> <<He>> at last turns to you. "Would you like to see?" <</if>> <<He>> swings the monitor to face you. <br><br> You see <<if _multiple>><<number _pregnancy.fetus.length>> hard outlines, each containing a pair of eyes, legs,<<if _type is "harpy">> arms,<</if>> and tiny wings.<<else>>a hard outline, containing a pair of eyes, legs,<<if _type is "harpy">> arms,<</if>> and tiny wings.<</if>> It's a little hard to make out because of the egg shell, but you manage to see more as the doctor moves the wand across your full belly. <<stress -5>><<lstress>> <br><br> <<if !_pregnancy.genderKnown>> "Unfortunately, the hardening shell is making it nearly impossible to tell the gender. I suspect you won't have to wait too long to find out for yourself, though." <<He>> continues moving the wand, trying to get a better angle, but the picture is too small and distorted. <br><br> <</if>> <<if _pregnancy.timer gte _pregnancy.timerEnd * 0.8>> <<if ! _multiple>> "Good news," <<he>> continues. "Your <<if _pregnancyGenital is "vagina">>oviduct is expanding, in preparation for the egg<<if _multiple>>s<</if>> to pass through.<<else>>egg<<if _multiple>>s are<<else>> is<</if>> starting to move in preparation for laying.<</if>>" <</if>> It'll be time to deliver soon. The doctor hands you some literature about labour and what to do when it begins. There's nothing in it about birds or eggs, though. "The laying process should be something you can do at home. However, don't hesitate to come see us if you have further questions." <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.6>> You feel a low rumble from within yourself. "Based on these measurements," the technician says, "you'll be full term very soon. We think. It's very hard to tell with a... non-human pregnancy. Have you made birth plans yet? Make sure you're getting rest and nutrition." <br><br> You know you'll need rest. You think about where to keep them. A nest? <<if _pregnancy.fetus[0].father is "Great Hawk">>The castle's tower comes to mind.<</if>> <br><br> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.4>> /* 16-24 weeks */ <<if _multiple>> "Your ba... eggs, are doing fine," the doctor says. "They are responsive and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be." <<llstress>> <<stress -8>> <br><br> <<else>> "Your egg is doing great. The baby inside is responsive and moving well," the doctor says. "There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be." <<llstress>> <<stress -8>> <br><br> <</if>> <<elseif _pregnancy.timer gte _pregnancy.timerEnd * 0.3>> <<if _multiple>> "Your eggs are healthy," the doctor says. "They are responsive and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>> <br><br> <<else>> "Your egg is healthy," the doctor says. "It is responsive and moving well. There's ample fluid, so it should be a normal pregnancy. As normal as a pregnancy like this can be."<<llstress>><<stress -8>> <br><br> <</if>> <br><br> <<else>> /* Shouldn't get here. */ <</if>> <<default>> <</switch>> <<makeAwareOfDetails>> <<set _pregnancy.awareOfMultiple to true>> <</if>> <<link [[Next|Pregnancy ultrasound 3]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>><<wearProp "rag">> You thank Doctor Harper for the scan as <<he>> hands you a warm towel. You wipe off the gel, but some still sticks. <br><br> <<bodyliquid "vaginaoutside" "goo" -1>> <<clotheson>> <<link [[Return to foyer|Hospital Foyer]]>><<endevent>><</link>><<effects>> <<npc "Alex">> <<getChildrenIds>><<childSelect _childrenIds.last()>> <<if $alexRescued>> Alex taps <<his>> foot as <<he>> waits for you in the hospital foyer. <<He>> runs over to you, very nearly knocking you over. "Partner! I'm so glad you're alright. You know how to scare a <<= C.npc.Alex.pronoun is "m" ? "farmboy" : "farmgirl">>." <<unset $alexRescued>> <<else>> Alex waits for you in the hospital foyer. <<He>> smiles when <<he>> sees you. "Hey, I got a call from the hospital saying that you were in labour. I got here as fast as I could." <</if>> <br><br> <<He>> looks at <<if $litter_size is 1>><<childname>><<else>><<childrenNames $bornChildrenIds>><</if>> and smiles. "So <<print $litter_size > 1 ? "these are our little fellas" : "this is our little fella">>." <br><br> <<if $litter_size is 1>> <<link [[Let Alex hold <<childhim>>|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 1>><</link>> <br> <<link [[Keep holding your baby|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 2>><</link>> <<else>> <<link [[Let Alex hold them|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 1>><</link>> <br> <<link [[Keep holding your babies|Pregnancy Birth Hospital Alex 2]]>><<set $phase to 2>><</link>> <</if>><<effects>> <<if $phase is 1>> "Here, you should hold <<if $litter_size is 1>><<childhim>><<else>>them<</if>> too," you say, passing <<if $litter_size is 1>><<childname>><<else>><<childrenNames $bornChildrenIds>><</if>> to Alex. <br><br> <<He>> doesn't have a problem holding <<if $litter_size is 1>><<childhim>><<else>>them<</if>>. Actually, it looks like <<hes>> used to it. "So cute," <<he>> says with a giggle as <<he>> hands <<if $litter_size is 1>><<childname>><<else>>them<</if>> back to you. <br><br> <<else>> <<if $litter_size gte 2>> You hold your babies to your chest. <<childname>> yawns. <<else>> You hold your baby to your chest. <<childHe>> yawns. <</if>> <br><br> <</if>> "Did you already give <<if $litter_size is 1>><<childhim>> a name<<else>>them names<</if>>?" <br> You nod and tell Alex <<if $litter_size is 1>><<childhis>> name<<else>>their names<</if>>. <br> "<<if $litter_size is 1>><<childname>><<else>><<childrenNames $bornChildrenIds>><</if>>, huh? Let's get you home, shall we?" <<he>> says. <br><br> A confused expression crosses your face. "You know that we can't take <<if $litter_size is 1>><<childhim>><<else>>them<</if>> to the farm by horse, right?" <br><br> Alex laughs. "I know, dummy. You didn't really think I would do that, do you?" <<he>> asks. <br> "Okay," <<he>> concedes, "maybe I thought about it, but hey, guess what? Someone agreed to give us a ride. Come on, I'll show you," <<he>> says, guiding you to where the vehicle is parked. <br><br> <<if pregnancyCountBetweenParents("pc","Alex") gte 2 or pregnancyCountBetweenParents("Alex","pc") gte 2>> <<link [[Next|Pregnancy Birth Hospital Alex 5]]>><<endevent>><</link>> <<else>> <<link [[Next|Pregnancy Birth Hospital Alex 3]]>><</link>> <</if>>/*This part may only happen if the player first birth was at the hospital*/ <<effects>> <<set _alex to statusCheck("Alex")>> "Hold on just a sec," a voice says from behind. <span class="red">It's Bailey.</span> <br> "Just where do you think you're going with my property?" <<nnpc_he "Bailey">> says. <br><br> Alex frowns. "Your 'property'? Just what are you trying to say, pal?" <br><br> Bailey ignores Alex's question and glares at you. "We've a place prepared at the orphanage. Now make my job easier and hand me the <<print $litter_size > 1 ? "brats" : "brat">>." <br><br> "What makes you think that we'll just give our <<print $litter_size > 1 ? "children" : "child">> to you?" Alex protests. <br><br> Bailey turns <<nnpc_his "Bailey">> gaze to Alex. "Look, 'cow<<if _alex.pronoun is "f">>girl<<else>>boy<</if>>', you could've fucked any whore and I wouldn't care, but you hitched yourself to MY ward." <br> Alex clenches <<his>> fists. "And who exactly said <<pshe>> is yours? <<pShes>> MY <<if $player.gender_appearance is "f">>woman<<else>>man<</if>>." <br> Bailey fixes Alex with a piercing gaze. "And how exactly do you plan on taking care of a kid on that shithole you call a farm?" <br><br> <<link [[Next|Pregnancy Birth Hospital Alex 4]]>><</link>><<effects>> "We have our own nursery at the cottage; we don't need your help," Alex responds. <br><br> A long and deafening silence fills the environment. Bailey keeps staring at you and Alex. <br><br> "Tch." Bailey is the first to break the silence. "Do whatever you want; it's one less problem for me to deal with anyway." Shooting you one last glare, <<nnpc_he "Bailey">> turns and leaves the hospital. <br><br> "I'm glad that's over," Alex says. "Let's just get to where the vehicle is parked." <br><br> <<link [[Next|Pregnancy Birth Hospital Alex 5]]>><<endevent>><</link>><<effects>> <<set _alex to statusCheck("Alex")>> <<generate1>><<person1>> <<if $pronoun is "f">> <<set $alex_parent to "mother">> <<else>> <<set $alex_parent to "father">> <</if>> <<npc "Alex" 2>><<person2>> <<run Object.values(V.children).filter(child => { if (child.location === "home" && (child.father === "Alex" || child.mother === "Alex")) child.location = "alex_cottage"; })>> Alex's $alex_parent waves at you two. <br><br> Alex opens the door for you. <<person2>><<He>> helps you in before settling into the seat next to you. <br><br> <<if pregnancyCountBetweenParents("pc", "Alex") gte 2>> "Again?" <<nnpc_His "Alex">> $alex_parent laughs. "My <<if _alex.pronoun is "f">>daughter<<else>>son<</if>> is sure keeping you busy, ain't <<nnpc_he "Alex">>?" <br><br> Alex blushes and looks away. <br><br> <<else>> "My little <<nnpc_gendery "Alex">> is finally settling down," <<nnpc_his "Alex">> $alex_parent says with a laugh. <br> Alex blushes and looks away. <br><br> "And with such a <<if $player.gender_appearance is "f">>beautiful woman<<else>>handsome man<</if>>!" <<person1>><<he>> adds. <br> "<<if $alex_parent is "mother">>Mum<<else>>Pa<</if>>!" Alex protests. <br> "What? I'm telling the truth," <<he>> says. You don't think Alex's face can get any redder. <br><br> <</if>> <<link [[Next|Pregnancy Birth Hospital Alex 6]]>><</link>><<effects>> <<He>> drives to the farm, occasionally looking at <<his>> <<print $litter_size > 1 ? "grandchildren" : "grandchild">> and smiling. <br><br> It's not a long trip, and you soon arrive at the farm. <br><br> Alex helps you leave the vehicle and take your <<print $litter_size > 1 ? "children" : "child">> to the cottage's nursery. <br><br> <<if pregnancyCountBetweenParents("pc", "Alex") gte 2>> Alex's $alex_parent turns to Alex. "Look, I'm happy you're settling down, but try using some protection, would you? Unless you want your kids to have more siblings than you do." <<He>> laughs before driving away. <br><br> <<else>> Alex's $alex_parent turns to Alex. "I need to get back to work now, but listen, I'm proud of you. You're finally making this place look like a home," <<he>> says before driving away. <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><<unset $litter_size>><<unset $alex_pregnancy>><<unset $alex_parent>><</link>><<widget "moveCreature">> /*0 -> _pregnancy.fetus[_i] or location (any but portable)*/ /*1 -> Type*/ /*2 -> locationId*/ <<if _args[0] isnot null and _args[1]>> <<set _portable to $container.portable>> <<set _container to $container[$phase]>> <<set $_pregnancy to $sexStats[_args[3] or "anus"].pregnancy>> <<set _result to _args[1]>> <<switch _args[0]>> <<case 0 1 2 3>> <!-- With a number as argument 0, it takes the parasite of that argument in your current pregnancy item --> <<set _creature to clone($_pregnancy.fetus[_args[0]])>> <<default>> <!-- With a string as argument 0, it takes a parasite from the container matching the argument. Which parasite it takes corresponds to argument 2 --> <!-- Currently only used when transferring parasites for selling in :: Containers, inside a for loop --> <<if _args[2] isnot null>> <<set _creature to clone($container[_args[0]].creatures[_args[2]])>> <</if>> <</switch>> <<if _creature>> <<if _result is "destroy">> <!-- Simply gets rid of the parasite --> <<set _creature to null>> <<removeCreature _args[0] _args[2] _args[3]>> <<elseif _result is "portable">> <!-- Transfers the parasites for selling. The value of the parasite depends on its growth stat --> <<set _portable.creatures.push(clone(_creature))>> <<set _value to Math.floor(1000 / _creature.stats.growth)>> <<set _portable.value += _value>> <<removeCreature _args[0] _args[2] _args[3]>> <<elseif _result is "replace" and _args[2] isnot null and _args[0] gte 0 and _args[0] lte 3>> <!-- Replaces an existing parasite, for when you birth more than you can currently store --> <!-- The replaced parasite gets transferred for selling --> <<if _container.creatures[_i] isnot undefined>> <<if _container.creatures[_i] isnot null>> <<set _portable.creatures.push(clone(_container.creatures[_args[2]]))>> <<set _value to Math.floor(1000 / _container.creatures[_args[2]].stats.growth)>> <<set _portable.value += _value>> <<set _container.creatures[_args[2]] to clone(_creature)>> <<set _replaced to true>> <</if>> <</if>> <<if _replaced isnot true>> <<set _container.creatures[_args[2]] to clone(_creature)>> <<set _container.count += 1>> <</if>> <<removeCreature _args[0] undefined _args[3]>> <<elseif _result is "container">> <!-- Keeps the parasite and moves it to the current container --> <<set _moveTo to false>> <<for _containerSlot to 0; _containerSlot lt _container.maxCount; _containerSlot++>> <<if _container.creatures[_containerSlot] is undefined>> <<set _moveTo to true>> <<elseif _container.creatures[_containerSlot] is null>> <<set _moveTo to true>> <</if>> <<if _moveTo is true>> <<set $container[$phase].creatures[_containerSlot] to clone(_creature)>> <<set $container[$phase].count += 1>> <<removeCreature _args[0] _args[2] _args[3]>> <<break>> <</if>> <</for>> <</if>> <</if>> <</if>> <</widget>> <<widget "removeCreature">> <<if _args[0] isnot null>> <<set $_pregnancy to $sexStats[_args[2] or "anus"].pregnancy>> <<switch _args[0]>> <<case 0 1 2 3>> <!-- With a number as argument 0, it removes the parasite of that argument in your current pregnancy item --> <<set $_pregnancy.fetus[_args[0]].toDelete to true>> <<set $_pregnancy.parasiteBirthEvents += 1>> <<if $_pregnancy.motherStatus is 0 and $_pregnancy.parasiteBirthEvents gte 3>> <<set $_pregnancy.motherStatus to 1>> <</if>> <<default>> <!-- With a string as argument 0, it removes a parasite from the container matching the argument. Which parasite it takes corresponds to argument 1 --> <<if _args[1] isnot null>> <<set $container[_args[0]].creatures[_args[1]] to null>> <<set $container[_args[0]].count -= 1>> <</if>> <</switch>> <</if>> <</widget>> <<widget "clearToDeleteParasiteFetus">> <<if $sexStats.anus.pregnancy.type is "parasite">> <<run $sexStats.anus.pregnancy.fetus to $sexStats.anus.pregnancy.fetus.filter(child => child && !child.toDelete)>> <<if $sexStats.anus.pregnancy.fetus.length is 0>> <<set $sexStats.anus.pregnancy.type to null>> <</if>> <</if>> <<if $sexStats.vagina.pregnancy.type is "parasite">> <<run $sexStats.vagina.pregnancy.fetus to $sexStats.vagina.pregnancy.fetus.filter(child => child && !child.toDelete)>> <<if $sexStats.vagina.pregnancy.fetus.length is 0>> <<set $sexStats.vagina.pregnancy.type to null>> <</if>> <</if>> <</widget>> <<widget "menstruationCycleState">> <<set $sexStats.vagina.menstruation.running to $player.vaginaExist or (!$player.vaginaExist and $skin and $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy") or ($earSlime and $earSlime.growth gte 100 and ["pregnancy", "mixed"].includes($earSlime.focus))>> <</widget>> <<widget "menstruationCycle">> <<set _menstruation to $sexStats.vagina.menstruation>> <<if _args[0] is "daily">>/*Daily cycle*/ <<set _menstruation.nonCycleRng.push(random(0,6))>> <<set _menstruation.nonCycleRng.deleteAt(0)>> <<elseif _args[0] is "overdose">>/*Daily cycle*/ <<set _menstruation.nonCycleRng[0] to 0>> <</if>> <<menstruationCycleState>> <<if _menstruation.running is true>> <<set [$_pregnancy, $_pregLocation] to getPregnancyObject("pc", true)>> <<set _pills to $sexStats.pills>> <<switch _menstruation.currentState>> <<case "normal">> <<if $harpy gte 4 and $harpyEggs and $sexStats[$_pregLocation].sperm.find(source => source.type is "hawk")>> <<playerPregnancyHawkAttempt $_pregLocation>> <<if $_pregnancy.type is "hawk">><<exit>><</if>> <</if>> <<if !$settings.fertilityCycleEnabled>> <<if _menstruation.nonCycleRng[0] is 0>><<giveHarpyEggs>><</if>> <<playerPregnancyAttempt `Math.pow(4,_menstruation.nonCycleRng[0])` $_pregLocation>> <<elseif _menstruation.currentDay lt _menstruation.currentDaysMax>> /*Continue the cycle again*/ <<if _menstruation.currentDay gte _menstruation.currentDaysMax / 2 and _menstruation.lastDaysMax isnot _menstruation.currentDaysMax>> <</if>> <<if _menstruation.currentDay lt _menstruation.stages[1]>> /*Menstrual phase - period occurs right at the start of this part*/ <<if _pills.pills["fertility booster"].doseTaken gte 2>> <<set _menstruation.currentDay += 0.5>> <</if>> <<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">> <<set _menstruation.currentDay += 0.5>> <</if>> <<if (_pills.pills["contraceptive"].doseTaken gte 1 and random(0,100) gte 50) or _pills.pills["contraceptive"].doseTaken gte 2>> <<else>> <<set _menstruation.currentDay += 0.5>> <</if>> <<elseif _menstruation.currentDay lt _menstruation.stages[2]>> /*Follicular phase*/ <<if _pills.pills["fertility booster"].doseTaken gte 2 and _menstruation.currentDay lt _menstruation.stages[2]>> <<set _menstruation.currentDay += 0.5>> <</if>> <<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy" and _menstruation.currentDay lt _menstruation.stages[2]>> <<set _menstruation.currentDay += 0.5>> <</if>> <<if _menstruation.currentDay lt _menstruation.stages[2]>> <<set _menstruation.currentDay += 0.5>> <</if>> /*Check for pregnancy at a reduced chance for a few days before*/ <<if _menstruation.currentDay gte _menstruation.stages[3] - 4>> <<set $_multi = Math.clamp(Math.ceil(6 * (1 + _menstruation.stages[3] - _menstruation.currentDay)),6,30)>> <<playerPregnancyAttempt $_multi $_pregLocation>> <</if>> <<elseif _menstruation.currentDay lt _menstruation.stages[3]>> /*Ovulation phase*/ <<set _menstruation.currentDay += 0.5>> <<set _menstruation.lastDaysMax to _menstruation.currentDaysMax>> <<giveHarpyEggs>> /*Check for pregnancy*/ <<playerPregnancyAttempt 3 $_pregLocation>> <<else>> /*Luteal phase*/ /*Check for pregnancy at a reduced chance for a few days after*/ <<if _menstruation.currentDay lte _menstruation.stages[3] + 4>> <<set $_multi = Math.clamp(Math.ceil(6 * (1 + _menstruation.currentDay - _menstruation.stages[3])),6,30)>> <<playerPregnancyAttempt $_multi $_pregLocation>> <</if>> <<if _pills.pills["fertility booster"].doseTaken gte 2>> <<set _menstruation.currentDay += 0.5>> <</if>> <<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">> <<set _menstruation.currentDay += 0.5>> <</if>> <<if (_pills.pills["contraceptive"].doseTaken gte 1 and random(0,100) gte 50) or _pills.pills["contraceptive"].doseTaken gte 2>> <<else>> <<set _menstruation.currentDay += 0.5>> <</if>> <</if>> <<else>> /*Start the cycle again*/ <<restartMenstruationCycle>> <<set _menstruation.periodEnabled to true>> <</if>> <<case "pregnant">> /*To progress as normal so that the heat cycle and pregnancy risk still works as normal, will be reset in the recovering stage*/ <<if _menstruation.currentDay lt _menstruation.currentDaysMax>> <<if (_pills.pills["contraceptive"].doseTaken gte 1 and random(0,100) gte 50) or _pills.pills["contraceptive"].doseTaken gte 2>> <<else>> <<set _menstruation.currentDay += 0.5>> <</if>> <<if _menstruation.currentDay lt _menstruation.currentDaysMax>> <<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">> <<set _menstruation.currentDay += 0.5>> <</if>> <<if _pills.pills["fertility booster"].doseTaken gte 2>> <<set _menstruation.currentDay += 0.5>> <</if>> <<if _menstruation.currentDay gt _menstruation.currentDaysMax>> <<set _menstruation.currentDay to _menstruation.currentDaysMax>> <</if>> <</if>> <</if>> /*To deal with an issues that occurred when players cheated with the bugged 'Clear current pregnancy'*/ <<if !getPregnancyObject().type is null or getPregnancyObject().type is "parasite">> <<restartMenstruationCycle>> <<set _menstruation.currentState to "normal">> <<set _menstruation.recoveryTime to null>> <<set _menstruation.recoveryTimeStart to null>> <<set _menstruation.recoveryStage to null>> <</if>> <<case "recovering">> <<set _menstruation.recoveryTime -= 0.5>> <<switch _pills.pills["fertility booster"].doseTaken>> <<case 1>><<set _menstruation.recoveryTime -= 0.5>> <<case 2 3 4>><<set _menstruation.recoveryTime -= 1>> <</switch>> <<if $skin.pubic.pen is "magic" and $skin.pubic.special is "pregnancy">> <<set _menstruation.recoveryTime -= 0.5>> <</if>> <<if $_pregnancy.totalBirthEvents gt 2>> <<set _menstruation.recoveryTime -= 0.5>> <</if>> <<set _menstruation.recoveryStage to Math.floor((1 - (_menstruation.recoveryTime / _menstruation.recoveryTimeStart))*5)>> <<if _menstruation.recoveryTime lte 0>> <<set $effectsmessage to 1>> <<set $recovered_from_pregnancy to 1>> /*Ready to give birth again*/ <<restartMenstruationCycle>> <<set _menstruation.currentState to "normal">> <<set _menstruation.recoveryTime to null>> <<set _menstruation.recoveryTimeStart to null>> <<set _menstruation.recoveryStage to null>> <</if>> <</switch>> <</if>> <<updateRecordedSperm "vagina" "pc" 0.5>> <<updateRecordedSperm "anus" "pc" 0.5>> <</widget>> <<widget "rutCycle">> <<if $player.penisExist and ($wolfgirl gte 2 or $cat gte 2 or $cow gte 2 or $fox gte 2)>> <<if !$player.beastRut>> <<set $player.beastRut to 0>> <</if>> <<set $_pills = $sexStats.pills.pills>> <<if $wolfgirl gte 2>> <<set $_changeReduction to $wolfbuild>> <<elseif $cat gte 2>> <<set $_changeReduction to $catbuild>> <<elseif $cow gte 2>> <<set $_changeReduction to $cowbuild>> <<elseif $fox gte 2>> <<set $_changeReduction to $foxbuild>> <</if>> <<set $player.beastRut += 1 + $_pills["fertility booster"].doseTaken>> <<if $player.beastRut gte random(30 - Math.ceil($_changeReduction / 5), 120 - Math.clamp($_changeReduction, 0, 100)) or _args[0] or $_pills["fertility booster"].doseTaken gt 2>> <<set $player.beastRut to 0>> <</if>> <<else>> <<run delete $player.beastRut>> <</if>> <</widget>><<widget "bodyPregCalc">> <<switch $bodysize>> <<case 0>><<set _bodySize to ["tiny","tiny","tiny","small","small","normal","large"]>> <<case 1>><<set _bodySize to ["tiny","tiny","small","small","small","normal","normal","large"]>> <<case 2>><<set _bodySize to ["tiny","small","small","normal","normal","normal","large","large"]>> <<case 3>><<set _bodySize to ["tiny","small","normal","normal","large","large","large"]>> <<default>> <</switch>> <<set _hairColour to [$naturalhaircolour, $naturalhaircolour, $naturalhaircolour, $naturalhaircolour,"red","jetblack","black","brown","burntorange","platinumblond","strawberryblond","ginger","ashyblond","blond"]>> <</widget>> /*Don't call outside of the menstruationCycle widget*/ <<widget "restartMenstruationCycle">> <<set $_menstruation to $sexStats.vagina.menstruation>> <<set $_menstruation.currentDay to 0.5>> <<set $_menstruation.currentDaysMax to $_menstruation.baseDays + random(0, $_menstruation.baseDaysRng)>> <<set _stage2 to Math.round($_menstruation.currentDaysMax * 0.17)>> <<if _stage2 gte 4>> <<set _stage2-->> <</if>> <<set _stage3 to Math.round($_menstruation.currentDaysMax * 0.5)>> <<if _stage3 lt 13>> <<set _stage3++>> <<elseif _stage3 gte 18>> <<set _stage3-->> <</if>> <<set $_menstruation.stages to [0, _stage2, _stage3, _stage3 + random(1,2) * 0.5]>> <</widget>> /* Used for the passage where the player has given birth in */ <<widget "playerPrebirth">> <<set getPregnancyObject().gaveBirth to true>> <</widget>> /*args[0] - mother, args[1] - birth location, args[2] - location of where the clildren should go to, _args[3] - next passage, _args[4] - time passage*/ <<widget "birthUi">> <<if _args[0] is "pc">> <<makeAwareOfDetails>> <<set _pregnancyBirth to getPregnancyObject()>> <<elseif C.npc[_args[0]]>> <<set _pregnancyBirth to getPregnancyObject(_args[0])>> <</if>> <<if _pregnancyBirth and _pregnancyBirth.fetus>> <<pregnancyFeats _args[0]>> <div> <div class="settingsGrid m-0 childContainer"> <<for _i to 0; _i lt _pregnancyBirth.fetus.length; _i++>> <<capture _i>> <div @id="'child-' + _pregnancyBirth.fetus[_i].childId"> <<birthChildElement _pregnancyBirth.fetus[_i]>> </div> <</capture>> <</for>> </div> </div> <br> <<if _args[4]>> <<set _hours to Math.floor(_args[4] / 60)>> <<set _minutes to _args[4] % 60>> <<set _timeString to " (" + (_hours lt 10 ? "0": "") +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">> <</if>> <<link [["Next" + (_args[4] ? _timeString : "")|_args[3]]]>> <<if _args[0] is "pc">> <<run delete _pregnancyBirth.gaveBirth>> <<endPlayerPregnancy _args[1] _args[2]>> <<elseif $NPCNameList.includes(_args[0])>> <<endNpcPregnancy _args[0] _args[1] _args[2]>> <</if>> <<pass _args[4]>> <</link>> <<else>> Error Pregnancy Object not found in the passage '<<print $passage>>'. Please report the error with your save. <</if>> <</widget>> /*args[0] - hatch location, _args[1] - next passage, _args[2] - time passage*/ <<widget "hatchUi">> <<if Object.values($children).find(child => child.location is _args[0] and Time.date.timeStamp gte child.eggTimer)>> <<set _childrenId to Object.keys($children).filter(id => $children[id].location is _args[0] and Time.date.timeStamp gte $children[id].eggTimer)>> <<set $_date to { day: Time.monthDay, month: Time.monthName, year: Time.year }>> <div class="settingsGrid m-0 childContainer"> <<for _childId range _childrenId>> <<set $children[_childId].born to clone($_date)>> <<set $children[_childId].birthLocation to $location>> <<capture _childId>> <div @id="'child-' + _childId" class="childUi"> <<birthChildElement $children[_childId]>> </div> <</capture>> <</for>> </div> <br> <<if _args[2]>> <<set _hours to Math.floor(_args[2] / 60)>> <<set _minutes to _args[2] % 60>> <<set _timeString to " (" + (_hours lt 10 ? "0": "") +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">> <</if>> <<link [["Next" + (_args[2] ? _timeString : "")|_args[1]]]>> <<run Object.values($children).forEach(child => { if (child.location is _args[0] and Time.date.timeStamp gte child.eggTimer) { if (!child.name) child.name = generateBabyName(undefined, child.gender); delete child.eggTimer; } })>> <<pass _args[2]>> <</link>> <<else>> Error Children Objects not found in the passage '<<print $passage>>'. Please report the error with your save. <</if>> <</widget>> <<widget "birthChildElement">> <<if _args[0]?.childId>> <<capture _args>> <div class="childItem m-0 childName"> <div> <label><div>Name:</div><div><<print '<<textbox "_args[0].name" `_args[0].name or ""`>>'>></div></label> </div> </div> <div class="childItem m-0 childDetails"> <<if _args[0].type isnot "human">> <<childTypeDisplay _args[0]>> <<else>> <span class="gold">Gender:</span> <<switch _args[0].gender>> <<case "m">>Male <<case "f">>Female <<case "h">>Hermaphrodite <</switch>> <</if>> <span class="no-numberify"> | <<link "Random Name">> <<set _args[0].name to generateBabyName(undefined, _args[0].gender)>> <<replace `"#child-" + _args[0].childId`>><<birthChildElement _args[0]>><</replace>> <</link>> </span> <hr> <span class="gold">Mother:</span> <<if _args[0].motherKnown>> <<print pregnancyNameCorrection(_args[0].mother, true)>> <<else>> ???? <</if>> | <span class="gold">Father:</span> <<if _args[0].fatherKnown>> <<print pregnancyNameCorrection(_args[0].father, true)>> <<else>> ???? <</if>> <br> <span class="gold">Size:</span> <<print _args[0].features.size>> | <span class="gold">Hair Colour:</span> <<hairmapcolourtext _args[0].features.hairColour>> <<if _args[0].features.skinColour>> | <span class="gold">Skin Colour:</span> <<skinColourName _args[0].features.skinColour>> <</if>> <br> <<if _args[0].features.identical>> <span class="gold">Identical:</span> <<print _args[0].features.identical>> <br> <</if>> <br> <small class="right"> saveId: <<print $saveId>> <<if $saveName isnot "">> | name: <<print $saveName>> <</if>> </small> </div> <</capture>> <<else>> Error Children Object not found in the passage '<<print $passage>>'. Please report the error with your save. <</if>> <</widget>> <<widget "pregnancyFeats">> <<if _args[0] is "pc">> <<set $_pregnancy to getPregnancyObject()>> <<earnFeat "Miracle of Life">> <<if $_pregnancy.potentialFathers.filter(npc => npc.type === $_pregnancy.type).length gte 5>> <<earnFeat "Bicycle Mother">> <</if>> <<if $_pregnancy.type is "human" and $_pregnancy.fetus.length is 3>> <<earnFeat "Life Comes in Threes">> <</if>> <<if ($player.virginity.anal is true && !$player.vaginaExist) || ($player.virginity.vaginal is true && $player.vaginaExist)>> <<earnFeat "Hail Mary">> <</if>> <<if !$player.vaginaExist>> <<earnFeat "Life begins when you least expect">> <</if>> <</if>> <<if _args[0] isnot "pc">> <<set $_pregnancy to getPregnancyObject(_args[0])>> <<if $_pregnancy.fetus[0].mother isnot "pc" && $_pregnancy.fetus[0].father is "pc">> <<earnFeat "First Fatherhood">> <</if>> <</if>> <</widget>> <<widget "wakingEffects">><<silently>> <<if !$sexStats.vagina.menstruation.running>> <<elseif _args[0] and $sexStats.vagina.menstruation.currentState is "pregnant" or ($sexStats.vagina.menstruation.currentState is "normal" and ($settings.playerPregnancyHumanEnabled or $settings.playerPregnancyBeastEnabled))>> <<set $_pregnancy to getPregnancyObject()>> <<set _wakingEffect to wakingPregnancyEvent()>> <<if Array.isArray(_wakingEffect)>> <<set _wakingEffect to _wakingEffect[random(0,_wakingEffect.length - 1)]>> <</if>> <<switch _wakingEffect>> <<case "tired">> <<set $_text_output to "You wake up feeling more tired than rested.<<tiredness 10>><<ggtiredness>>">> <<case "crying">> <<set $_text_output to "You wake up in tears. You aren't even sure why you're crying, but the emotion quickly passes.">> <<case "angry">> <<set $_text_output to "You wake up feeling angry. The mood takes you by surprise, but soon passes.">> <<case "meatCraving">> <<set $_text_output to `You awaken to a strange craving ${V.wolfgirl >= 2 ? "for digging your fangs into" : "for"} something meaty.`>> <<case "foodCraving">> <<set $_text_output to `You awaken to a strange craving for something ${["sweet","spicy","sour","savoury","bitter"][random(0,4)]}.`>> <<case "headache">> <<set $_text_output to "You wake up to your head throbbing. You're not sure what brought on this headache, but it eventually passes.">> <<case "sensitiveBreasts">> <<set $_text_output to "You wake to your <<breasts>> feeling more tender than normal. Thankfully, it passes.">> <<case "bloated">> <<set $_text_output to "You wake feeling a little bloated.">> <<set $daily.bloated to random(1,2)>> <<case "lightHeaded">> <<set $_text_output to "You wake feeling a little lightheaded for a moment.">> <<case "dizzy">> <<set $_text_output to "You wake feeling a little dizzy, but it passes quickly.">> <<case "mildNausea">> <<set $_text_output to "You wake feeling a little nauseous, but it passes quickly.">> <<case "nausea">> <<set $_text_output to "You wake feeling nauseous, but it passes after some time.">> <<case "dryheaving">> <<if $location is "wolf_cave">> <<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to the edge of the cave. You're forced to do a dry heave by it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">> <<elseif $location is "farm">> <<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to the edge of the barn. You're forced to do a dry heave by it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">> <<elseif $location is "tower">> <<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to the edge of the tower. You're forced to do a dry heave over it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">> <<else>> <<set $_text_output to "You wake up feeling nauseous, causing you to scramble out of bed to a nearby bin. You're forced to do a dry heave into it.<<stress 10>><<gstress>><<pain 1>><<gpain>>">> <</if>> <<if $awareness gte 200 and $sciencetrait gte 4 and playerNormalPregnancyTotal() gte 1 and !$_pregnancy.awareOf>> <<set $_text_output += " <span class='red'>Maybe you should get tested</span>.">> <</if>> <<case "lightBabyKick">> <<set $_text_output to "You wake up feeling a light kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>>">> <<case "babyKick">> <<set $_text_output to "You wake up feeling a kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>><<pain 1>><<gpain>>">> <<case "babyMovement">> <<set $_text_output to "You wake up feeling your <<pregnancyBabyText 'pc'>> moving around.<<stress -10>><<lstress>>">> <<case "babyHiccup">> <<set $_text_output to "You wake up feeling some baby hiccups.<<stress -10>><<lstress>>">> <<case "earlyContractions">> <<set $_text_output to "You wake up to a brief and sporadic contraction.<<stress 5>><<gstress>><<pain 1>><<gpain>>">> <<case "bellySize">> <<set $_text_output to "You wake and take a look at your growing belly. It finally hits you: you're pregnant.">> <<if $_pregnancy.potentialFathers.length is 1>> <<set $_fatherName to pregnancyNameCorrection($_pregnancy.potentialFathers[0].source)>> <<set $_text_output += " <span class='lewd'>It's clear that "+ ($_fatherName === "yourself" ? "you are" : $_fatherName + " is") +" the father.</span>">> <<else>> <<set $_text_output += " <span class='red'>You wonder who the father is.</span>">> <</if>> <<set $_pregnancy.awareOf to "wakingUp">> <<case "missedPeriod">> <<set $_text_output to "You wake and come to a realisation. Your current cycle is late.">> <<if $awareness gte 200 and $sciencetrait gte 4 and playerNormalPregnancyTotal() gte 1 and !$_pregnancy.awareOf>> <<set $_text_output += "You wonder if you're pregnant again. <span class='red'>Maybe you should get tested</span>.">> <</if>> <<set $sexStats.vagina.awareOfPeriodDelay to true>> <<case "clothesRemoval">> <<set $_text_output to `<span class="red">You wake up to a heavy pressure on your body.</span> `>> <<set $_slots to ["genitals","under_upper","upper","under_lower","lower"]>> <<set $_broken to []>> <<set $_removed to []>> <<for $_slot range $_slots>> <<if $worn[$_slot].type.includes("constricting")>> <<if $worn[$_slot].cursed>> <<if $worn[$_slot].name is "gold chastity belt" and $worn[$_slot].integrity gt 0>> <<set $_goldenCB to true>> <<set $antiquemoney += Math.floor(2000 / ($worn.genitals.integrity / clothingData('genitals',$worn.genitals,'integrity_max')))>> <<else>> <<set $_broken.pushUnique($worn[$_slot].name)>> <</if>> <<set $worn[$_slot].type.push("broken")>> <<generalRuined $_slot>> <<else>> <<set $_removed.pushUnique($worn[$_slot].name)>> <<generalUndress "wardrobe" $_slot>> <</if>> <</if>> <</for>> <<if $_removed.length gte 1>> <<set $_text_output += "You scramble to remove your " + formatList($_removed, "and", true) + ". ">> <</if>> <<if $_broken.length gte 1>> <<set $_text_output += "You look down to see your " + formatList($_broken, "and", true) + " broken. ">> <</if>> <<if $_goldenCB>> <<set $_text_output += `Loosened by your growing belly, your gold chastity belt clatters to the ground once you apply some pressure. <span class="blue">A collector might be interested by it.</span> `>> <</if>> <<set $_text_output += `<br><span class="red">Your pregnant body no longer supports such clothing.</span> <<pain 2>><<gpain>>`>> <<if $vaginalchastityparasite isnot 0>> <<set $_text_output += `<br><span class="pink">With the chastity belt gone, the ${$vaginalchastityparasite} fall out of your vagina.</span> `>> <<set $vaginalchastityparasite to 0>> <</if>> <<if $penilechastityparasite isnot 0>> <<set $_text_output += `<br><span class="pink">With the chastity belt gone, the ${$penilechastityparasite} fall off of your penis.</span> `>> <<set $penilechastityparasite to 0>> <</if>> <<if $analchastityparasite isnot 0>> <<set $_text_output += `<br><span class="pink">With the chastity belt gone, the ${$analchastityparasite} fall out of your anus.</span> `>> <<set $analchastityparasite to 0>> <</if>> <<case "eggLaying">> <<set $_text_output to `<<playerEggLayEvent>>`>> <<case "nothing">> <<unset _wakingEffect>> <<default>> <<unset _wakingEffect>> <!-- Error Case --> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><br><</if>> <</widget>> <<widget "pregnancyDailyEvent">><<silently>> <<if !["Asylum Sleep","Cabin Sleep","Wolf Cave Sleep","Bird Tower Sleep","Livestock Sleep","Farm Abduction wake 4","Sleep","Avery Hotel Morning","Avery Hotel Trauma Drink 2","Prison Sleep","Robin Trauma Visit Sleep","Pound Sleep","Robin Sleep"].includes($passage)>> <<set _pregnancyDailyEvent to dailyPregnancyEvent(_rng)>> <<if Array.isArray(_pregnancyDailyEvent)>> <<set _pregnancyDailyEvent to _pregnancyDailyEvent[random(0,_pregnancyDailyEvent.length - 1)]>> <</if>> <<switch _pregnancyDailyEvent>> <<case "tired">> <<set $_text_output to "You yawn. Everything seems to take more effort than usual.<<tiredness 2>><<gtiredness>>">> <<case "crying">> <<set $_text_output to "You suddenly burst into tears. You aren't even sure why you're crying, but the sadness passes as quickly as it came.<<stress 5>><<gstress>>">> <<case "angry">> <<set $_text_output to "You feel angry out of nowhere. The change in mood takes you by surprise, but it soon passes.<<stress 5>><<gstress>>">> <<case "meatCraving">> <<set $_text_output to `You have a sudden, strange craving ${V.wolfgirl >= 2 ? "of digging your fangs into" : "for"} something meaty.`>> <<case "foodCraving">> <<set $_text_output to `You have a sudden, strange craving for something ${["sweet","spicy","sour","savoury","bitter"][random(0,4)]}.`>> <<case "cramping">> <<set $_text_output to `You feel some cramping around the lower part of your stomach.<<stress 5>><<gstress>><<pain 5>><<gpain>>`>> <<case "bloated">> <<set $_text_output to "You feel a little bloated.<<stress 3>><<gstress>>">> <<set $daily.bloated to random(1,2)>> <<case "lightHeaded">> <<set $_text_output to "You feel a little lightheaded for a moment.">> <<case "dizzy">> <<set $_text_output to "You start feeling a little dizzy, but it passes quickly.">> <<case "mildNausea">> <<set $_text_output to "You start feeling a little nauseous, but it passes quickly.">> <<case "nausea">> <<set $_text_output to "You start feeling nauseous, but it passes after some time.">> <<case "lightBabyKick">> <<set $_text_output to "You feel a light kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>>">> <<case "babyKick">> <<set $_text_output to "You feel a kick coming from your <<pregnancyBabyText 'pc'>>.<<stress -10>><<lstress>><<pain 1>><<gpain>>">> <<case "babyMovement">> <<set $_text_output to "You feel your <<pregnancyBabyText 'pc'>> moving around.<<stress -10>><<lstress>>">> <<case "babyHiccup">> <<set $_text_output to "You feel some baby hiccups.<<stress -10>><<lstress>>">> <<case "earlyContractions">> <<set $_text_output to "You feel a brief and sporadic contraction.<<stress 5>><<gstress>>">> <</switch>> <<if _pregnancyDailyEvent>> <<run delete $daily.pregnancyEvent>> <<else>> <<if !$daily.pregnancyEvent>> <<set $daily.pregnancyEvent to 0>> <</if>> <<set $daily.pregnancyEvent += 15>> <</if>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><br><</if>> <</widget>> /*ToDo: Pregnancy Story Content: Lacks content, small unique events for when the player's stress passes out due to their pregnancy*/ <<widget "pregnancyPassout">> <<set $_pregnancy to getPregnancyObject()>> <<if $_pregnancy.fetus>> <<set $_pregnancy.waterBreaking to false>> /*ToDo: Pregnancy - fill out for specific pregnancy passout events*/ /*Area specific passout text for alternative pregnancy birth events*/ <<switch _args[0]>> <<case "asylum">> <<if $asylumstate is "sleep">> <<endevent>> <<generate1>><<person1>> Locked in for the night, you sit down on your bed. When you sit, it feels wet. Your thighs seem to be covered in a clear liquid. You're going into labour. <br><br> Clearing your throat, you waddle over to the door. Through the hole in the door you call out. Guards patrol the halls, it shouldn't take long. <br><br> Your calls are ignored long enough for a dull pain to begin to pang in your pelvis. "I said quiet after lights out!" The guard doesn't believe you. <br><br> Refusing to give up, you bang on the door until your hands hurt. This gets the guard to come over and look in. <br><br> "Lie down on your bed, I'll fetch Doctor Harper," <<he>> instructs you with a flat tone. You do as <<he>> says. You wince and shiver from the ache in your body as you try to stay awake. <br><br> Consciousness falls away from you. <<else>> You sit down on your bed, trying to stay stable. When you sit, it feels wet. Your thighs seem to be covered in a clear liquid. You're going into labour. <br><br> You waddle over to the door, stumbling as you exit. A nurse quickly rushes to your side. "Easy there, hon. I've got you. We're going to go down slowly, okay?" <br><br> The nurse helps you sit and calls out for assistance. Your consciousness fades. <</if>> <<case "asylumOutside">> <<endevent>> <<generate1>><<person1>> "You should have really gone to the toilet," a fellow patient sneers at you as <<he>> passes. Confused, <<if $worn.lower.type.includes("naked")>>you look down to see wetness drip down your thigh<<else>>you look down to find a wet patch forming on your $worn.lower.name<</if>>. <br><br> "The <<babyIs>> coming," you gasp. The sharp pain is unexpected as you clutch your stomach. <br><br> The passing patient halts, <<his>> eyes growing wide as <<he>> turns back. "Wait here, I'll find someone!" <br><br> Out of the corner of your eye you see the patient running up to some orderlies. You choose to focus on breathing through the pain. <br><br> You blink. People are surrounding you, a stretcher laid out on the ground. A gentle hand guides you forwards. <br><br> The same hand supports you as you pass out. <<case "asylumCafe">> <<endevent>> <<generate1>><<person1>> You groan as you hunch over, a hand pressed to your belly. It feels like pressure releases inside of you. Clear liquid drips down your thighs. <br><br> Patients turn to look at you, some coming close, some backing away. The commotion causes the guards to come closer. <br><br> "<<pShes>> 'avin a baby!" a <<person>> calls out. The guards scramble towards you now, pushing patients out of the way. <br><br> They help you to walk, keeping people out of the way as you are led somewhere. You quickly lose track of where you are, and your vision fades. <<case "asylumLibrary">> <<endevent>> <<generate1>><<person1>> The chair you sit on begins to feel wet. Reaching down, you find that the wetness is coming from you. You're going into labour. <br><br> A <<person>> notices your wet fingers. <<He>> jumps forward, pulling the book away from you. "Don't damage the books!"<br> "I wasn't. My- my <<babyIs>> coming," you stutter, taking a deep breath to calm down. <br><br> The <<person>> doesn't seem to believe you. <<He>> continues to berate you until an orderly approaches to settle the dispute. <br><br> The orderly takes in your hunched over body before swearing. <<He>> calls over more to help. Some have to hold the <<person>> back as you are picked up and led away from the library. <br><br> Your consciousness fades. <<case "asylumHarper">> <<endevent>><<npc "Harper">><<person1>> You feel uneasy as you step into the doctor's office. Harper takes notice, coming around <<his>> desk to feel your forehead. <<He>> examines you, looking over your body before taking notice of the gradual wetness between your legs. <br><br> "Oh dear. We'll have to delay today's session. It seems your bun is ready to leave the oven." <br><br> Harper calls in orderlies to assist you as you begin to breathe heavily. Pain gradually builds in your abdomen. <br><br> You can hear Harper speaking but words become jumbled as your mind focuses on the pain. <br><br> Someone moves you, supporting you by the arms as you are led... somewhere. Everything fades. <<case "forest" "lake">> You stumble, barely managing to stabilise yourself against a large tree trunk. You look down to see a clear liquid dripping down your leg. You're going into labour. <br><br> You involuntarily whimper. Even the effort of staying standing is causing a burning pain. A branch cracks to your left. <<case "bog">> <<pass 1 hour>> <<if $bogwater is 1>> You stumble, barely managing to make it back to the path. A horrible pressure shoots through you. You're going into labour. <br><br> You involuntarily whimper. You don't have the strength to pull yourself out of the water. Just staying above the surface takes everything you have. <<else>> You stumble, barely managing to stabilise yourself against a large tree trunk. You look down to see a clear liquid dripping down your leg. You're going into labour. <br><br> You involuntarily whimper. Even the effort of staying standing is causing a burning pain. You collapse onto the wooden walkway. <</if>> <br><br> Time passes. You start to scream in pain. Adrenaline and fear shoot through you. You're so far away from anyone that can help. The thought of no one hearing you redoubles your fear. You've never felt so alone. <br><br> Shapes start to move amidst the trees. The sound of footsteps on wood. You can't look, but they're getting closer. You come face to face with a featureless white mask. A black hood sprouts antlers. The image sears itself into your mind as you black out. <<case "tentacleworld" "tentacleforest">> You hunch over in pain. All of the tentacles retreat away from you. You fall to your knees, gripping the ground as hard as you can. <br><br> The sky flickers. As you let out a pained scream, it fades away. <<case "farmroad">> Your body feels tired, and your legs give out underneath you. The road is only a few centimetres away from you. You attempt to stand, but your body won't move. Fluid drips down your leg. You're going into labour. <br><br> Managing to roll yourself over, you wave your hands in the air, hoping to flag down a car passing by. No one spares you a look, asides from an occasional honk. One comes so close that you have to roll back over to avoid getting hit. <br><br> Tears prick at your eyes. You fear having to deliver your baby in such a horrible place, and as time ticks by, that fear becomes more and more real. <br><br> <<if $location is "farm" and $_pregnancy.potentialFathers.find(father => father.source === "Alex") and talkedAboutPregnancy("pc","Alex")>> <<npc Alex>><<person1>> Your body starts to give into fatigue. You barely realise that someone has picked you up. They're yelling at you, but you can't make out the words. Your head spins. <br><br> It takes a moment for you to focus long enough to realise who it is. <span class="green">It's Alex</span>. Despite your blurry vision, you're able to make out the fear on <<his>> face. With you and your baby in good hands, you let go and fall unconscious. <<else>> <<generate1>><<person1>> Your body borders on unconsciousness, but you hear the sounds of a car rolling up beside you and its door opening. A set of hands grabs at your face. <br><br> The stranger yells to <<his>> companion in the passenger's seat. <<His>> face is kind and soft, and your body finally gives way. Your vision fades, and you pass out. <</if>> <<case "remy">> <<if $outside is 1>> A <<if ($settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<set $monster to 1>> <<if $settings.maleVictimChance lt random(1, 100)>>cowgirl<<else>>bullboy<</if>> <<else>> cow <</if>> nudges at your thigh and moos. You look down to find a clear liquid dripping down your leg before a brief pain spreads in your lower abdomen. You're going into labour. <br><br> Gasping, you slowly sit down. More <<livestock_cows>> gather, curious to the commotion. <<if $monster is 1>> One yells. "Baby! <<pHer>> <<babyIs>> coming!" <<else>> "What the hell are they doing?" a farmhand calls out from the other side of the field. <</if>> <br><br> A couple of farmhands notice the odd behaviour and make their way over. They find you breathing slowly as you cradle your stomach. "Ah shit, this one's ready to pop! Go get Remy!" The pain increases and you slowly lie down as the farmhand crouches beside you. <br><br> You faintly hear boots crushing grass and more yelling as your vision fades. <<else>> <<endevent>> <<generate1>><<person1>> The hay you're sitting on feels uncomfortably wet. Looking down you find that more wetness is coming from you. You're going into labour. <br><br> You try to remain calm, breathing deeply and slowly, but soon the first contraction hits and you yell out. <br><br> "What's that?"<br> "Ignore it, just a dumb cow looking for attention." The farmhands continue to ignore you. <br><br> Another contraction hits, you yell out once more. This time someone comes to check. "You're meant to be quiet—" <<he>> grunts before <<his>> eyes widen. "Get Remy! Now! This one's ready to pop!" You hear a commotion begin as the world slowly fades to black. <</if>> <<case "remyAbduction">> <<generate1>> <<generate2>> You groan in pain, slumping down against the dirt as your contractions strengthen. Shortly after, you hear the tent flaps shift as a <<person1>><<person>> ducks <<his>> head in, clearly annoyed. <br><br> "Oi, what's the matter with you?" <<he>> says with a scowl. <<He>> takes in your crumpled form and swollen belly before swearing and ducking out the tent. You hear a clamour as the others are woken. <br><br> After a few long, painful minutes, the <<person1>><<person>> ducks back into the tent, closely followed by a <<person2>><<person>>. Together, they heft you up, carrying you out to an awaiting pickup truck. They heave you into the bed, the <<person1>><<person>> climbing in after you. As the pickup peels out of the encampment, you lose consciousness. <<case "remyHarperExam">> <<npc Harper>><<person1>> As you move to sit on the table, your vision blurs, and you just barely manage to catch yourself on the edge. Doctor Harper lurches forward with an alarmed noise, grasping at your arms and helping you sit down. <br><br> With a serious face, Harper briefly examines your stomach before calling for Remy. You can barely make out the words "labour" and "hospital" and Remy's disgruntled face before everything goes black. <<case "remyNiki">> <<case "moor">> <<generate1>><<generate2>> Your thighs feel wet. A strong pain lurches in your stomach, making your legs weak. You're going into labour. <br><br> With a gasp, you sink to your knees, the heather cushioning your fall. You have no choice but to lie down on the ground. "Help!" you cry out. Your voice echoes across the plains. <br><br> Your surroundings become a blur as the pain overwhelms you. You hear vague voices and footsteps approach. <br><br> "It's gotta be that damned quicksand, getting someone again," a <<person1>><<person>> says. <br><br> "No, it's not. Look! <<pHer>> water's broken. <<pShes>> going to give birth out here if we don't do something!" the other <<person2>><<person>> points out, sounding somewhat panicked. <br><br> You feel hands lift you from the ground as the world fades to black. <<case "castle">> <<npc "Great Hawk">> You double over in pain and see a clear liquid dripping down your leg. You're going into labour. You look around in desperation and let out a pained yell, before stumbling to your side. <br><br> Your eyes close. When they open again, you're met with the face of the <<beasttype>>. <<if $monster is 1>> <<bHe>> says something to you, but the words sound like gibberish. <<else>> <<bHe>> eyes you with curiosity and concern. <</if>> <<bHis>> wings start to beat. You feel yourself being lifted onto something feathery. The next time you open your eyes, you're high in the air. You immediately black out from the shock. <br><br> You feel a rise in your stomach. You open your eyes again to see the hospital below you and feathers in the corner of your vision. You blink, and you're suddenly being lowered. Your feet meet the sidewalk. A rush of air follows, and the <<beasttype>> is gone. <<case "wraith">> You double over in pain and see a clear liquid dripping down your leg. You're going into labour. You look around in desperation and let out a pained yell, before stumbling to your side. You feel hopelessly trapped. Your heart pounds in your ears. <br><br> Your eyes close. When they open again, a pair of <<wraithEyes>> eyes stare into yours. "<span class="wraith">Suffering. Life. Beautiful.</span>" <br><br> You're unable to resist as it enters your body. Your pain ceases at once. You let out a long sigh of relief and stand up. Your consciousness slowly fades as your body trudges forwards. <br><br> You feel cold. Then warm again. Then there's nothing. Until you open your eyes and see the hospital before you. The pain returns. A pale face meets yours. "<span class="wraith">Beautiful. Keep them safe.</span>" <<case "dungeon">> <<endevent>> <<generate1>><<npc Robin 2>> <<badEndTrackingEnd "Underground Dungeon" { reason: "labour" }>> <<dungeonescape>> Shifting on the floor, you wince when you feel a wetness gather below you. It seems to be coming from you. You're going into labour. <br><br> Panicked, you look around the barren room for an escape. <<if $undergroundbrothel.robin>> A particularly strong contraction hits, and you groan in pain as you crouch down on the cold floor. <br><br> You hear Robin's voice from the other side of the wall. "Are you okay? What's happening?" <<person2>><<he>> asks nervously. <br><br> <<if $speech_attitude is "meek">> "I-I'm going into labour. What should I do?" you cry out. <<elseif $speech_attitude is "bratty">> "It's happening," you reply through gritted teeth. "I'm having my <<pregnancyBabyText "pc">>." <<else>> "Help me! My <<babyIs>> coming!" you cry out. <</if>> <br><br> There's a moment's silence as Robin processes this, then <<he>> yelps, "You're in labour?! I-it's okay, stay calm, I'll get help!" You hear <<him>> stumble to <<his>> feet and rush to the door. <<He>> pounds on it, shouting for somebody to help. <br><br> You stagger toward the wall separating the two of you, faintly calling Robin's name. You stick your finger through the hole connecting your cells, reaching for <<him>> as best you can. <br><br> You hear footsteps and grumbling from the corridor outside. The last thing you feel before your consciousness slips away is Robin's finger desperately pressing against yours. <<else>> With no other option, you bang on the door. "H-help, please! My <<babyIs>> coming!" you yell out as you pound on the door. You aren't sure if anyone will hear you. <br><br> You keep calling out. You're not sure how long it takes before you hear the lock turn. A disgruntled <<person1>><<person>> walks through, ready to yell before <<he>> sees your predicament. <br><br> "Wait," <<he>> snarls, leaving you alone once more. The pain gets to be too much, and you crawl to the dirty mattress to lie down. <</if>> <br><br> Your vision fades as the door screeches open <<= $undergroundbrothel.robin ? "at last" : "once more">>. <<specialClothesUnlock "set" "underground_brothel">> <<case "alley">> <<generate1>><<person1>> <<if $bus is "residential" and $town_projects.thicket gte 4 and random(1,2) is 1>> You fall to your knees onto the grass, clutching your stomach. <<elseif random(1,2) is 1>> You stumble into the alleyway, stabilising yourself with a nearby ladder. <<else>> You collapse on the concrete of the alleyway, cradling your stomach. <</if>> A small puddle begins forming between your legs. You're going into labour. <br><br> <<if random(1,2) is 1>> <<if $bus is "residential">> <<if $town_projects.thicket gte 4>> A <<personsimple>> eating on a bench near the thicket stumbles to <<his>> feet, rushing over to you and dropping <<his>> sandwich in the process. <br><br> You can hear <<him>> dial something into a phone before you go unconscious. <<else>> Blurry figures walk past the alleyway, but some are drawn by your pained screams and rush down the alley to you. <br><br> The last thing you see are faces crowding above you as you fall into unconsciousness. <</if>> <<elseif $bus is "industrial">> "Oi, ya can't be back here!" a <<person>> yells, quickly stomping towards you. <br><br> The <<personsimple>> gasps upon reaching your crumpled body. <<He>> swears for a minute before dialling something into a phone. <br><br> You can't make out <<his>> words, but you feel somewhat safe as you fall into unconsciousness. <<else>> "H-Help! Anyone?!" you cry out as you fall to your knees in pain. <br><br> Drawn by your cries, a few people rush over to help, looking shocked and panicked at your current state. <br><br> The last thing you see are hands reaching towards you as everything fades to black. <</if>> <<else>> <<if $bus is "residential">> "Aren't you a cute thing?" a voice whistles. "Don't mind if I- oh shit." <br><br> You can hear shouting, followed by more footsteps rushing towards you. They crowd over your body, pointing and looking frantic. <br><br> The last thing you feel are hands wrapping around your waist and legs as you go unconscious. <<elseif $bus is "industrial">> You scream out in pain, but the loud thrum of machinery overpowers your cries. Panicking, you begin to fear that no one will hear you in this alleyway. <br><br> Eventually your screaming pays off. Two people approach your crumpled body and quickly attend to you. <br><br> The last thing you feel is a hand grasping yours before you drift off into unconsciousness. <<else>> From behind you hear a door crash open, and a <<person>> yells, "Hey, you can't loiter back here, this isn't a—" <br><br> The <<personsimple>> gasps and rushes over to your crumpled body. <<He>> quickly dials something into a phone before turning back to you. <br><br> You can't make out <<his>> words, but you feel some comfort as everything fades to black. <</if>> <</if>> <<case "arcade">> You collapse on the dirty arcade floor, grabbing your stomach in pain. A small puddle begins seeping into the carpet. You're going into labour. <br><br> <<if Time.dayState is "night" or Time.dayState is "dawn">> <<generateRole 0 0 "repairman/repairwoman">><<person1>> "Hey!" someone shouts. "You're not supposed to be in here." You glance up at a <<person>>, apparently here to fix the machines before the arcade opens in the morning. <<else>> <<generateRole 0 0 "employee">><<person1>> "Excuse me, are you alright?" A <<person>> approaches you, looking concerned. <</if>> <br><br> You groan, feeling a sharp pain in your stomach, "M-My <<babyIs>> coming." <br><br> The <<personsimple>> looks horrified by your words and <<= Time.dayState is "night" or Time.dayState is "dawn" ? "quickly pulls out <<his>> phone" : "yells to someone at the counter">>. <br><br> You feel <<him>> grab your hands, but <<his>> words grow hazy as your vision slowly fades to black. <<case "beach">> <<generate1>><<person1>> You stumble, suddenly feeling unsteady on the sand. You feel a strong pain in your stomach that makes it difficult to stand. You're going into labour. You look around for anybody to help you, but a contraction makes you cry out. <br><br> Just as you're about to fall over, a pair of hands grab you under your arms. Looking up, you can just barely make out the face of a <<person>>. "What's wrong, <<girl>>?" <<he>> asks. <br><br> "My b-baby," you manage to gasp. <br><br> The <<personsimple>>'s brow furrows with worry. "I'm gonna lay you down and call you an ambulance," <<he>> promises. <<He>> drags you to a beach towel, shaded by an umbrella. As soon as <<he>> puts you down, your consciousness fades. <<case "bus">> <<case "docksSneak">> <<case "docks">> <<case "home">> You stumble to the ground as a contraction seizes you. <<if ["Bedroom", "Bathroom"].includes($passage)>> <<npc Bailey>><<person1>> You hear the <<= $passage.toLowerCase()>> door slam open, followed by swearing and heavy footsteps. A rough hand turns you over on your back, and you clutch at the hand. It's Bailey. <br><br> "Goddammit. Couldn't have gone to the hospital, could you?" <<He>> clicks <<his>> tongue in annoyance as <<he>> dials a number on <<his>> phone. You just barely catch the words "ambulance" and "emergency" before your vision fades to black. <<else>> <<generatey1>><<person1>> You clutch your belly and moan for help. Finally, you hear a gasp and a rush of footsteps. Moments later, a pair of faces appear in front of you. You can't understand them, but you can tell words are being exchanged. One of the orphans runs to get help while the other <<personsimple>> crouches down to your level. <<He>> tries to ask you questions, but you don't have the wherewithal to answer. <</if>> <br><br> You don't know how much time passes, but you eventually hear sirens. The paramedics push you onto a gurney and usher you into an awaiting ambulance. As it lurches into motion, everything goes black. <<case "hospital">> You collapse before you can reach the receptionist, unable to take another step further. You hear an alarmed shout and a rush of footsteps. Multiple hands reach out, taking your pulse and checking your temperature. <br><br> "Don't worry," a faceless voice reassures you. "We're going to take good care of you." Unable to hold on any longer, you faint. <<case "trash">> You stumble in the trash, your legs suddenly too weak to carry on. You lean against a pile of rubbish and sink to the ground. Something warm and wet trickles down your leg. You're going into labour! <br><br> You look around the area, trying to keep your breathing even. The smell makes it hard. You can't give birth <i>here</i>! <br><br> <<if $speech_attitude is "meek">> "H-help..." you whimper. There's no response. You take a shaky breath and raise your voice. "Help!!" <<elseif $speech_attitude is "bratty">> "Can... can anybody hear me!?" You curse and grit your teeth, trying and failing to keep your voice steady. "I need some help!" <<else>> "Hello...?" Your voice is faint, and there's no response. You take a deep breath and try again. "Hello!?" <</if>> <br><br> You groan and curl up as <<if $rng gte 86 and $hallucinations gte 2>> the pile you were leaning against gives a shudder. You raise your head only to see a single eye staring at you. <<ghallucinogens>><<set $hallucinogen += 90>> <br><br> It looks your body over, and its dangerous look seems to soften some. The eye looks you in the face once more, and your mind feels numb and fuzzy at the sharpness of its gaze. Your worries melt away, and somehow you feel certain that you'll make it to safety as you black out amongst the rubbish. <<elseif $rng gte 71 and Time.dayState is "night">> <<if $tower_creature_intro gte 1>> <<loadNPC 0 tower_creature>> <<else>> <<set $tower_creature_intro to 1>> <<set _tower_creature to true>> <<beastNEWinit 1 creature>> <<if $NPCList[0].monster is "monster">> <<set $NPCList[0].fullDescription to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>> <<set $NPCList[0].type to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>> <</if>> <<saveNPC 0 tower_creature>> <</if>> the ground shakes from something heavy landing nearby. You shield your belly instinctively. <<gstress>><<stress 6>> <br><br> You feel and hear the massive thing sniffing your face, then your belly. You clutch your stomach tighter. When it pulls away, you glance up and are greeted by a great, scaly head topped with a pair of horns. <<if $NPCList[0].monster is "monster">> "With child," the <<tower_creature_text>> growls softly. "This place... bad for child." <</if>> Eyeing your pregnant belly, <<bhe>> <<= $NPCList[0].monster is "monster" ? "wraps" : "growls softly before wrapping">> a foreleg around you with surprising care. <br><br> <<bHe>> lifts you up, and you feel sick and dizzy as <<bhe>> leaps through the landfill towards Nightingale Street. You open your eyes as <<bhe>> gingerly places you down in front of the hospital. The <<tower_creature_text>> <<if $beauty gte 6000 or $tower_creature_intro gte 2>> places a large, clawed hand on your <<= $NPCList[0].monster is "monster" ? "belly. \"Next time, mine.\"" : "belly and rumbles softly.">> You shudder and back away from <<bhim>> towards the hospital, and <<bhe>> <</if>> watches you waddle inside. You barely make it through the front door before you feel your consciousness slip, and you stumble to the floor. The last thing you see is a pair of glowing yellow eyes staring at you from the shadows. <<else>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>> a group of <<group>> approaches you.<<if $trauma gte ($traumamax / 5) * 2>> You hope they're not here to take advantage of you.<</if>> <br><br> "I told you I heard someone over here!" a <<person1>><<person>> says. "Hey, <<girl>>! Are you alright!?" <br> <<if $settings.watersportsEnabled>> One of <<his>> friends, a <<person2>><<person>>, laughs. "Did <<pshe>> fuckin' piss <<pherself>>?" <<else>> "Why's <<pshe>> all wet?" a <<person2>><<person>> asks. <</if>> <br> <<if $speech_attitude is "bratty">> "I'm going into labour, you idiot!" you snap. "So can you <i>please</i> help me out of here!?" <br> "Oh." The <<person2>><<person>> blinks. "Oh! Yeah, of course!" <<He>> turns to <<his>> friends. "I'll grab <<pher>> shoulders, you get <<pher>> feet." A <<person3>><<person>> and <<person4>><<person>> nod and move into place. <<else>> A <<person3>><<person>> rolls <<his>> eyes. "<<pShes>> pregnant, you moron!" <br> "Oh." The <<person2>><<person>> blinks. "Oh! We've gotta do something! Let's get <<phim>> out of here!" <</if>> <br><br> You try and groan out a thanks to your helpers, but their group effort to lift you sends pain shooting through your body. You vaguely hear them coordinating an effort to the closest exit as you pass out. <<famepregnancy 3>> <</if>> <<case "sea">> As you're swimming, a contraction seizes you. You thrash around in the water, shouting for help. The pain worsens, and you struggle to stay afloat. <<if $rng gte 71>> <<generatedolphin1>> You're on the verge of losing consciousness when something bumps into you, and you quickly glance down. <br><br> Your vision blurs, but you can make out the figure of a <<beasttype>>. <<bHes>> steadily pushing you to shore. You desperately clutch <<bhis>> fin. <br><br> The <<beasttype>> tows you to the shallows, depositing you on the sand. <<bHe>> clicks worriedly. You dimly hear shouts from a nearby beachgoer, and the <<beasttype>> quickly dives back into the water. You murmur your thanks as someone splashes into the surf after you. Your vision grows dark, and you pass out. <<else>> You hear the horn of a boat, and you spot a trawler edging closer. There's a commotion of voices on the dock, and a fishing net envelops you, hoisting you onto the deck. "You looked like you needed help," a <<generate1>><<person1>><<person>> says. "No one rides free, but- oh. <i>Oh!</i> You're pregnant!" <br><br> <<if $speech_attitude is "meek">> "I'm in labour," you whimper, curling up and cradling your stomach. "P-please help me..." <<elseif $speech_attitude is "bratty">> "Not just pregnant. I'm—" A particularly strong contraction hits, and you grimace. "I'm in labour. Are you going to help me or what?" <<else>> "I'm in labour," you manage, curling up on the dock. "Help me, please!" <</if>> <br><br> "We'll get you to shore, we promise," the <<person>> says, glancing worriedly at <<his>> crewmates. "Hold on, okay?" One of the fishers holds your hand as your vision grows dark, and you pass out. <</if>> <<case "shop">> <<generate1>><<person1>> You fall to your knees in the middle of the shopping centre, clutching your stomach. Liquid begins to run down your thighs. You're going into labour. <br><br> <<if Time.dayState isnot "night">> People skirt around you, keeping their heads down and shooting you odd looks. The pain soon becomes unbearable, and you begin to scream. <<else>> No one is around at this time of night, but you scream desperately, hoping to attract the attention of a security guard. <</if>> "P-Please help! I need an ambulance!" you cry. <br><br> <<if Time.dayState is "night">> "Hey!" someone shouts. "You're not supposed to be- oh. Oh, shit!" <<He>> kneels down next to you and grabs your hand. <<else>> An employee from one of the nearby stores rushes over to you and kneels down, grabbing your hand. <</if>> <br><br> <<He>> pulls out a <<= Time.dayState is "night" ? "two-way radio" : "phone">> and speaks into it, but the pain is too much. You can't make out what <<hes>> saying. <br><br> <<He>> squeezes your hand, and you feel safe as you fade into unconsciousness. <<case "roof">> <<generate1>><<person1>> You collapse on the rooftop. Warm liquid runs down your legs. You're going into labour. <br><br> You scream loudly, hoping to attract someone's attention. The door to the roof is shut, and you fear no one will hear you. <br><br> Painful contractions wrack your body, and you shriek even louder. Finally, the door bursts open, and a disgruntled <<personsimple>> in a uniform emerges. "What the fuck are you- oh <i>shit</i>." <<He>> quickly rushes over to you. <br><br> You watch as <<he>> takes out a phone and starts calling someone. You feel some relief as everything fades to black. <<case "monsterTower">> <<case "street">> <<case "compound">> <<case "temple">> You stumble, barely catching yourself on a pew. Your legs tremble. You're going into labour. <br><br> A pair of strong arms hoist you up, before gently laying you down on a pew. <<if C.npc.Jordan.init is 1>> Jordan's face hovers over you. <<else>> A robed figure hovers over you, their youthful face tinged with concern. Locks of hair protrude from the sides of their cowl, betraying a golden shade. <</if>> You hear words being spoken to you, but they don't make any sense. Other robed figures start to surround you. <<if _sydney_location is "temple" and C.npc.Sydney.init is 1>> Sydney breaks through the crowd, but stops short of you. <</if>> <br><br> You feel yourself being lifted. <<case "cave">> <<if $cave lt 50>> You're wading through the water when a sudden contraction hits you, and you pitch forward into the cold embrace of the current. The weight of your belly, combined with the pain of contractions, makes it impossible to stand or swim. <br><br> The rushing water pushes against you as you struggle, your hands slipping helplessly on the wet ground. Each effort to resist only worsens the labour pains. Powerless, you surrender to the current. <br><br> You let the water carry you away as you sink into unconsciousness. <<else>> A sudden contraction grips you. Warm liquid trickles down your legs, and your knees buckle. Waves of intense pain follow, one after another, forcing heavy breaths from your lips. Clutching your swollen and heavy belly, you collapse weakly against the cold, damp wall. <br><br> <<if $pursuit gte 2>> Faint sounds reach your ears. Your pursuer might be dangerous, but you need medical assistance. You call out for them. <<else>> The cave is silent, save for the sounds of dripping water. There's no one around to hear you scream, but you try anyway. <</if>> <<if $speech_attitude is "meek">> "H-help... is anyone there? Please help me..." you groan. You tremble helplessly, tears welling in your eyes. <<elseif $speech_attitude is "bratty">> "<<= $pursuit gte 2 ? "Wh-who's there?" : "I-is anyone there?">> Help me! Hurry!" you shout. Your voice is high and loud, but it breaks as you grunt in pain. <<else>> "Help! I need some help! P-please?" You try to stay calm, but your trembling voice betrays you. <</if>> <br><br> <<if ($pursuit gte 2 and $rng gte 61) or $pursuit lt 2>> <<npc Wren>><<person1>> <<if $pursuit gte 2>> After you call for help, the sounds vanish. The cave is silent, save for the occasional drip of water, as if everything you just heard was an illusion. <<else>> There's no response, and the silence is stifling. <</if>> Bracing your hands against the wall, you force yourself to take a step, but the labour pains are too intense. You collapse to the cave floor. <br><br> The silence is broken by the sound of light footsteps. Someone scoops you up, lifting you into the air. <<if $wrenSeen?.length>> A <<nnpc_gender "Wren">> sighs. "Next time, you won't be so lucky, little thief," <<he>> says. <<His>> voice sounds familiar. <<else>> "Why did Bailey send a pregnant one here?" a <<nnpc_gender "Wren">> says, sounding amused. <br><br> <</if>> <br><br> You squint at the person through a haze of tears. <<if $wrenSeen?.length>> <span class="gold">It's Wren.</span> <<else>> It's a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair. <</if>> <<He>> covers your eyes with <<his>> palm, plunging you into darkness, and breaks into a run. <<He>> cradles you in <<his>> arms, and the slight lurching is vaguely comforting as you slip into unconsciousness. <<set $wrenSeen.pushUnique("pregnancy")>> <<set $wrenSeenLast to "pregnancy">> <<else>> <<generatey1>><<generatey2>> Your cries for help soon turn into moans of pain. You hear footsteps approaching, then laughter. "Sounds like someone's having fun!" a <<person1>><<person>> says. <br><br> "<<pShes>> got a good set of pipes on <<phim>>," a <<person2>><<person>> adds. "I reckon we can make <<phim>> moan even more." <<He>> stops short when <<he>> sees your pregnant belly. "Oh, shit! Is <<pshe>> in labour?" <br><br> "There's no doctor down here!" The <<person1>><<person>> sounds panicked. "Here, help me carry <<phim>>." <br><br> You feel yourself being lifted, then darkness engulfs you. <</if>> <</if>> <<case "photo">> <<npc Niki>><<person1>> You stumble, groping for a chair to stabilise yourself. A stream of liquid runs down your legs. You're going into labour. <br><br> Niki doesn't bat an eye. You shout for help as you stumble to your knees, and <<he>> finally glances up from the computer. <<His>> eyes widen slightly, and <<he>> quickly rushes to your side. <<He>> guides you to your feet and sits you down in the chair. <br><br> "Don't worry, you're going to be alright," <<he>> reassures you, already taking a phone from <<his>> pocket. <br><br> The last thing you can make out is Niki asking for an ambulance before everything fades to black. <<case "park">> You exhale heavily and <<= either ("collapse onto a bench", "sag against a nearby tree", "stumble to the ground")>>. Something wet drips down your thighs. You're going into labour. <br><br> "Somebody! Help!" you try to shout. Your voice weakens as the pain overtakes you. "Anyone? Please..." <br><br> <<if between(Time.hour, 18, 24) and C.npc.Doren.init is 1>> <<npc Doren>><<person1>> A <<= either ("jogger", "runner")>> immediately runs to you. It's Doren. <<He>> helps you stand upright, letting you lean against <<him>>. <br><br> <<He>> wraps an arm around you. "<<Lass>>, I'm calling"—your hearing cuts out, and you can only catch snatches of <<his>> words—"will be here soon." <br><br> The last thing you hear before your vision goes black is "I'll be here with you." <<else>> <<generate1>><<person1>> A <<personsimple>> rushes over to you. "Hello, there's someone in labour"—you can only hear bits of what they're saying as the pain threatens to overwhelm you—"yes, we're at the park." <br><br> <<He>> wraps an arm around you. "Don't worry, <<girl>>, an ambulance is on the way. Hang in there." <br><br> As your vision goes black, you hear <<him>> muttering to <<himself>>. "Poor <<girl>>. You'll be alright." <</if>> <<case "prison">> You stumble to your knees. There's no mistaking it; you're going into labour. You scream as the first contraction hits. <br><br> <<if $prison.schedule is "lockdown">> You spot a pair of boots approaching. They stop right in front of you. You look up. <br><br> <<generate_anxious_guard 0>><<person1>> It's <<anxious_guard 0>>. <<He>> frowns down at you. <br><br> "You're not supposed to be out of your cell." <<He>> looks around nervously. "Let's just get you back with no fuss, alright?" <br><br> <<He>> waits for you to get up, but the pain is far too much. <<anxious_guard 0>> takes a moment to realise that you're in pain. Your panic spreads to <<him>>. <br><br> "Oh no. Not here." <<He>> looks around again, as if praying for someone to swoop in and save <<him>>. "Look... D-Don't move! Stay right there!" <br><br> <<He>> hurries off, leaving you behind. You struggle to pull yourself upright, your vision swimming from the amount of pain coursing through your abdomen. The world fades away just as you hear someone yell. <<else>> Your heart pounds in your eardrums. Your vision starts to fade as pain rip through you over and over. You look up, to see yourself surrounded. <br><br> "Give <<phim>> some space, now!" a voice yells, just loud enough for it to cut through your haze. The world fades away as you feel yourself being lifted. <</if>> <<case "prisonCell">> <<if $prison.schedule is "lockdown">> You sit down on your bed in the dark cell. It feels wet. It takes you a moment to realise your legs are also wet. You're going into labour. <br><br> Panic grips you. <br><br> You stumble towards your cell door and start banging on it. "H-Help me!" You try to get a guard to notice you. It takes a few seconds of your banging for prisoners to start waking up. Some shout at you to shut up, others ignore you. One calls out to ask if you're okay. <br><br> <<generate_veteran_guard 0>><<person1>> <<veteran_guard 0 cap>> appears after a moment, banging on each cell door as <<he>> makes <<his>> way down. "Lights out! That means shut it!" <br><br> <<He>> eventually stops in front of your cell and scowls at you. "Do you know the punishment for being unruly—" <<He>> cuts <<himself>> off as <<he>> notices the mess between your legs. <br><br> "P-Please help me." You whisper, your vision already becoming blurry. <<veteran_guard 0 cap>> immediately gets <<his>> keys out and unlocks your door. Strong arms catch you as your knees buckle, pain shooting through your stomach. The world fades away as you are carried out of your cell. <<else>> The sound of something wet splattering against the stone floor of your cell catches your attention. Your legs are wet. You're going into labour. <br><br> You start to panic and try to make your way out of the cell to get help. A sharp pain in your stomach has you hunching over and hanging onto the bars. <br><br> <<generate1>><<person1>> "Please help me!" You call down the hallway. A prisoner comes over, smirking, but stops at the sight of you. "Shit." <<He>> backs up and runs back down the way <<he>> came, hopefully to get help. <br><br> The other prisoners walk past, ignoring you or stopping to watch for entertainment. Only a few try to help you. One is about to lean down to help you to your feet when <<he>> sees someone approaching and steps away again. <<endevent>> <<generate_methodical_guard 0>><<person1>> <<methodical_guard 0 cap>> arrives with the prisoner in tow. The crowd thins out immediately as <<he>> frowns down at you. <<He>> crouches down and inspects you to see for <<himself>>. <br><br> "Incredibly inconvenient timing," <<he>> remarks. "We aren't equipped with a delivery room, so we'll have to make do." <br><br> <<methodical_guard 0 cap>> stands back up and orders two of the prisoners to help you walk. You are half carried, half dragged down the stairs. The guard begins to talk into <<his>> walkie talkie. Your vision starts to blur as you're carried down another floor. You are not able to make out the shouts around you as you pass out. <</if>> <<case "prisonLaundry">> <<if $prison.schedule is "work">> <<generate1>><<person1>> You can hear a prisoner snicker behind you. "Good thing we're in the laundry room, huh?" <<He>> smirks at you. "Just need a helping hand to clean you up." <br><br> You tremble, and a sudden pain shoots through you. You're going into labour. The prisoner steps closer, leering at you. <br><br> "Hey, back up. Now," a voice orders. <<generate_relaxed_guard 1>><<person2>> <<relaxed_guard 1 cap>> comes up behind you, and the prisoner scowls but leaves to do <<person1>><<his>> work. <<person2>><<He>> looks down at your legs but doesn't get to ask anything. Pain shoots through your stomach again, and you hunch over. <br><br> "H-Help... My baby..." you whimper out. <br><br> <<relaxed_guard 1 cap>> takes your elbow, propping you up. <br><br> "The kid's a bit too young to start doing time, eh? C'mon. Specs will have my head if you pop the little squirt out in here." You can barely hear <<his>> voice. Pain makes your head throb and you struggle to keep upright. Everything fades away. <<else>> <<generate_relaxed_guard 0>><<person1>> You look down. There's clear liquid running down your thighs. Pain lurches in your stomach. You're in labour. <br><br> "Someone?" you call out as you struggle to get to the door. "I n-need help!" You lean against the door frame. <br><br> "Work hours are over." <<relaxed_guard 0 cap>> walks over, still playing with <<his>> dice. "Not gonna turn on the machines unless you're prepared to entertain me—" <br><br> <<His>> eyes drop down to your legs. <<His>> grin starts to fade as <<he>> realises what's going on. <br><br> "Shit." <<relaxed_guard 0 cap>> looks around before putting an arm around your waist. "C'mon, we're not popping out Prisoner 144 junior out here." <br><br> You struggle not to black out, the pain in your stomach getting worse. <<relaxed_guard 0 cap>> says something to you but you're in too much pain to process it. The world fades away, and the last thing you hear is a panicked shout. <</if>> <<case "prisonCanteen">> <<if ["wake", "lunch", "dinner"].includes($prison.schedule)>> <<generate1>><<generate_methodical_guard 1>> You stumble over to one of the tables, barely making it to an open seat. A couple prisoners leer at you. A small puddle begins to form between your legs and drips down the bench. You're going into labour. <br><br> A prisoner laughs as you hunch over, clutching your belly. "Someone must be starving." <<He>> grabs <<his>> crotch, grinning lasciviously. "I've got a meal right here for—" <br><br> You scream loudly in pain, and <<he>> flinches away from you. <br><br> Your screams alert <<person2>><<methodical_guard 1>>, who marches over. <<His>> face turns serious when <<he>> sees the liquid between your legs. <br><br> <<methodical_guard 1 cap>> helps you stand. You can hear <<him>> speak, but are unable to make out <<his>> words as everything fades to black. <<elseif $prison.schedule is "lockdown">> <<generate_anxious_guard 0>><<person1>> You stumble over to one of the tables, collapsing onto a bench. "H-help me!" you cry out, your voice echoing through the empty canteen. There's no response. You hunch over and clutch your belly, screaming until you finally hear a pair of footsteps. Someone shines a torch on you, and you look up. <br><br> It's <<anxious_guard 0>>. <<He>> frowns down at you. <br><br> "You're not supposed to be out of your cell." <<He>> looks around nervously. "Let's just get you back with no fuss, alright?" <<He>> waits for you to get up, but the pain is far too much. It takes a moment for <<him>> to realise. "Oh no. Not here. Ah, right, you were shouting for help..." <<He>> looks around again, as if praying for someone to swoop in and save <<him>>. "Look... D-Don't move! Stay right there!" <br><br> <<He>> hurries off, leaving you alone in the dark and empty canteen. You struggle to pull yourself upright, your vision swimming from the amount of pain coursing through your abdomen. The world fades away just as you hear someone else yell. <<else>> <<generate1>><<person1>> You stumble over to one of the tables, collapsing onto a bench. Liquid begins to drip down your legs. You're going into labour. <br><br> You scream, attracting the attention of a prisoner outside the canteen. <<He>> laughs as you hunch over and clutch your belly. "Didn't get enough to eat, eh?" <<He>> grabs <<his>> crotch, grinning lasciviously. "I'll give you something to—" <br><br> You scream even louder, and <<he>> flinches away from you. You slip off the bench and curl up on the ground. Others filter into the canteen, voices echoing around you. Everything grows dark and quiet as you fade into unconsciousness. <</if>> <<case "prisonMedical">> <<generate_methodical_guard 0>><<person1>> Pain begins to shoot through your stomach, and you grunt in pain. You're going into labour. It alerts <<methodical_guard 0>>, and <<he>> rushes over. <br><br> <<He>> wastes no time. <<methodical_guard 0 cap>> grips your bicep tightly and steers you towards one of the beds. "You're in labour," <<he>> tells you. You barely get to sit down on the bed before another surge of pain has you hunching over. <br><br> You're thankful for the bed under you as you fall back, struggling to breathe in properly. While the prison was not where you wanted to have your baby, at least you're in the medical room. <br><br> You start feeling dizzy from the pain. You're gently lowered back into a laying position as your consciousness slips. <<case "prisonYard">> <<if $prison.schedule is "yard">> <<generate_veteran_guard 0>><<person1>> You collapse in the middle of the yard, clutching your stomach. Laughter echoes all around you as prisoners point and jeer. Liquid runs down your legs and onto the ground. You're going into labour. <br><br> "Quit causing a scene," <<veteran_guard 0>> yells, approaching you. <<He>> halts in <<his>> tracks when you scream out in pain. A few prisoners try to get closer to the two of you. <br><br> Another wave of pain hits you, and you can barely make out <<veteran_guard 0>> shouting before the world goes dark. <<elseif $prison.schedule is "lockdown">> <<generate_anxious_guard 0>><<person1>> You collapse in the middle of the yard. "H-help me!" you cry out, not caring who hears. There's no response. You hunch over and clutch your belly, screaming until you finally hear a pair of footsteps. Someone shines a torch on you, and you look up. <br><br> It's <<anxious_guard 0>>. <<He>> frowns down at you. <br><br> "You're not supposed to be out of your cell." <<He>> looks around nervously. "Let's just get you back with no fuss, alright?" <<He>> waits for you to get up, but the pain is far too much. It takes a moment for <<him>> to realise. "Oh no. Not here. Ah, right, you were shouting for help..." <<He>> looks around again, as if praying for someone to swoop in and save <<him>>. "Look... D-Don't move! Stay right there!" <br><br> <<He>> hurries off, leaving you alone in the yard. You struggle to pull yourself upright, your vision swimming from the amount of pain coursing through your abdomen. The world fades away just as you hear someone else yell. <<else>> <<generate1>><<person1>> You collapse in the middle of the yard, attracting the attention of some lingering prisoners. Liquid runs down your legs and onto the ground. You're going into labour. <br><br> "Did someone fall down?" a prisoner coos mockingly. "Looks like this <<bitch>> needs—" <br><br> You shriek and clutch your stomach, and the prisoner backs away. <<His>> friend points out the puddle forming beneath you, and <<his>> face grows pale. <<He>> almost sounds guilty as <<he>> says, "Someone pick <<phim>> up. We gotta get <<phim>> to the guards." <br><br> Their voices grow faint as darkness clouds the edges of your vision. The last thing you feel is your body being lifted into the air, then you slip into unconsciousness. <</if>> <<case "prisonBeach">> You stumble and collapse onto the beach. Liquid runs down your legs, dampening the sand below. You're going into labour. <br><br> <<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and Time.weekDay is 6>> <<npc Wren>><<person1>> Wren calls out to you from <<his>> boat. "Not very graceful, are we?" <<He>> laughs. "I didn't think the sand was that—oh, no." <br><br> You hear something heavy fall, then Wren crouches above you. <<He>> grabs your wrist and says something, but you're unable to make out <<his>> words. <br><br> You feel yourself being lifted up before everything goes dark. <<else>> You wonder if anyone will find you out here and if it will be too late. Pain wracks your body as you bite back a scream. <br><br> The pain soon becomes unbearable, and you begin screaming loudly. Tears roll down your eyes and sink into the sand. <br><br> Faint shapes move in the water, and you try to focus on them instead of your pain. The shapes become blurry with time as your vision starts to go dark. <br><br> You shut your eyes and let yourself succumb to nothingness. <</if>> <<case "prisonShowers">> <<if $prison.schedule is "wake">> <<generate_veteran_guard 0>><<person1>> You stumble past the other prisoners and lean against a wall for support. A distinct, warm fluid begins to run down your legs. You're going into labour. <br><br> "Oi, watch out, you dumb <<bitch>>!" a prisoner barks, shoving you to your knees. <br><br> You scream in pain, clutching your stomach as your contractions begin. The prisoner scoffs. "Stop being so dramatic over a little fall. Whiny little shit." <br><br> "Enough," <<veteran_guard 0>> says, approaching the two of you. "And you, get off the damn—" <<He>> pauses, then says something else. You can't process <<his>> words through the pain that overwhelms you. <br><br> You start to feel nauseated and disoriented as water pelts your skin. A hand grasps your shoulder and hauls you up just as you fade into unconsciousness. <<else>> <<generate_veteran_guard 0>><<person1>> You stumble and collapse onto the tiled floor. Warm fluid runs down your thighs. You're going into labour. You scream loudly as your contractions begin, clutching your stomach in pain. <br><br> "Showers are over," <<veteran_guard 0>> says, stepping into the room "Go do something productive before—" Heavy footsteps march over to your crumpled body, and you look up to see <<veteran_guard 0>> looking down at you. <<His>> mouth moves, but you're in too much pain to make out the words. <br><br> A firm hand grabs your shoulder as your vision begins to blur, and you fade into unconsciousness. <</if>> <<case "pound">> <<run delete $pound.door>> <<endevent>> Staring out from between the bars, you shift uncomfortably. Greater levels of wetness pool beneath you onto the concrete. You're going into labour. <br><br> You hear whines from the kennels next to yours. The other <<pound_text>> can smell what is happening. <br><br> "Hello?" you call out, clutching the bars of the kennel. You can't give birth here. <br><br> Minutes pass with no one coming to help. Your calls get more insistent as pain gradually spreads throughout your lower body. The <<pound_text>> around you whine louder and louder until they begin to bark and growl in response to your pained gasps. The commotion is enough to make someone come and check. <br><br> <<generate1>><<person1>> A <<person>> makes <<his>> way down the kennels. <<He>> yells and hits the bars while shining a torch inside. <<He>> pauses when <<he>> reaches you. <br><br> "Oh, fuck!" <<he>> shouts before dashing out of the kennels. You aren't sure if help is coming, and the pain is getting too much to stay lucid. <br><br> It all becomes too much. Your eyes flutter shut, commotion ringing in your ears. <<case "edencabin">> <!-- <<if $_pregnancy.potentialFathers.find(father => father.source === "Eden")>> Eden thinks it's his child? <<else>> <</if>> --> <<endevent>> Your thighs feel wet, and you start to feel a sharp pain. You're going into labour. <<if $edenbed is 1>> Eden is still sleeping soundly. <<elseif Time.hour gte 11 and Time.hour lte 14>> Eden is out hunting, <<nnpc_he "Eden">> can't help you right now. <<else>> Eden is busy with <<nnpc_his "Eden">> own chores and hasn't noticed your panic. <</if>> <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<detach_leash>> You desperately tug at your leash, hoping it will break. A few last stubborn threads hold on. Panicked, you begin to gnaw at the threads. Relief floods you when it breaks. <</if>> <br><br> You stumble into the forest as the pain of your contractions begins. You're not even sure where you're going. <<if $syndromeeden is 1>> You're about to turn back to the cabin, when a branch cracks to your left. <<else>> You walk an unknown distance before you pause, too exhausted to continue, the adrenaline fading from your body. A branch cracks to your left. <</if>> <<case "drain">> <<case "school">> <<if !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>> <<switch $bus>> <<case "schoolfrontcourtyard" "schoolrearcourtyard">> <<generatey1>><<person1>> You stumble, tripping over your feet and landing hard in the dirt. You roll over to your side but find yourself struggling to get up as another wave of contractions wash over you. <br><br> Your collapse draws the attention of others in the schoolyard. You faintly hear awkward laughter, as if they think you're playing some elaborate prank. Moments pass as you continue to lie on the ground clutching your stomach before a pair of sneakers enter your field of vision. The <<personsimple>> approaching you takes one look at your belly before swearing and yelling for help. <br><br> You hear a stampede of feet and what sounds like the concerned voice of a teacher before everything fades away. <<case "schoollibrary">> The world tilts as you stumble, landing hard against a bookshelf. Unable to hold up your own weight, you slide down to the ground, back pressed against the shelf. You think you make some sort of noise, because you hear footsteps approaching before a gasp fills your ears. Somebody rushes forward, kneeling at your side. Their words wash over you, but you can't make heads or tails of them as your vision fades to black. <<default>> <<pregnancyPassout "schoolJanitor">> <</switch>> <<else>> <<pregnancyPassout "schoolJanitor">> <</if>> <<case "schoolCanteen">> <<if Time.schoolDay and !["early", "late", "earlynoschool", "latenoschool", "daynoschool"].includes($schoolstate)>> Your vision blurs and you stumble, catching yourself against the edge of a lunch table. <<= $schoolstate is "lunch" ? "Despite how busy the canteen is, you" : "You">> capture the attention of the nearby students. As your knees give out, you hear a rush of footsteps. One of the students shouts for a teacher, and it's not long before a faculty member hustles to your side. <<if $schoolstate is "lunch" and C.npc.Robin.init is 1 and $daily.school.lunchEaten isnot 1>> <br><br> Robin's eyes are wide, and <<nnpc_he "Robin">> tries to reach you through the crowd. <</if>> The last thing you hear before passing out is the teacher yelling for an ambulance. <<else>> <<pregnancyPassout "schoolJanitor">> <</if>> <<case "schoolJanitor">> <<generate1>><<person1>> You stumble to the ground as your contractions overwhelm you. You cry out in pain, but no one's around to hear you. You curl up into a ball and grip your stomach, whimpering for help. After what feels like an eternity, you see a janitor <<= ["schoolfrontcourtyard", "schoolrearcourtyard"].includes($bus) ? "exit the school, wheeling a trashbin" : "enter, mopping the floor">> as <<he>> sings along to the music blaring through <<his>> headphones. <br><br> <<His>> eyes land on you, and <<he>> freezes. "Holy..." <<He>> rips off <<his>> headphones and fumbles for <<his>> cellphone to call for help. The last thing you hear is <<his>> panicked voice, swearing at the phone operator, before the world fades to black. <<case "schoolPool">> <<npc Mason>><<person1>> You gasp as a contraction hits you, stealing the strength from your limbs. You briefly go under, and chlorinated water fills your mouth. You flail in a panic, struggling to keep your head above water. Suddenly, a pair of strong arms wrap around you, towing you out of the water and onto the slippery tile. Firm, unyielding hands turn you on your side as you hack up water. <br><br> "Whoa, what happened?" Mason asks, looking concerned as <<he>> leans over you. "You need to be more careful, what if..." <<His>> voice trails off as <<he>> notices the way you carefully hold your abdomen. "Are you going into labour? Now?" Panicked, <<he>> turns and yells at a nearby student to run to Leighton's office for help. <br><br> You watch the student dash out of the room with glazed eyes as Mason turns <<his>> attention back to you. "You're going to be alright. Just breathe with me, okay?" Mason tries to guide you through some breathing exercises, but you're unable to focus. As the world fades to black, you hear the sirens of an ambulance. <<case "schoolHallways">> <<if Time.schoolDay and !["early", "late"].includes($schoolstate)>> As your vision swims, you stagger, stumbling straight into the lockers with a bang. The noise attracts the attention of the students around you. Knees weak, you slide to the ground, clutching your abdomen. One student bolts from the scene, yelling for a teacher. You hear a flurry of footsteps and several panicked voices before everything fades away. <<else>> <<pregnancyPassout "schoolJanitor">> <</if>> <<case "schoolLibrarian">> You whimper as you clutch your stomach. "Whoa, whoa," the librarian says, giving your belly an alarmed look. "Just hang on, okay? I've got you. We'll get you to the hospital immediately." You give a weak, grateful smile and let your eyes drift shut. You pass out in the safety of the librarian's arms. <<case "schoolScience">> <<npc Sirris>><<person1>> A powerful contraction grips you, and you cry out. The pain causes you to blackout for the briefest of seconds. When you open your eyes, you find yourself lying on the classroom floor, Sirris hovering over you. "You're going into labour," <<he>> says, holding your hand as <<he>> fishes a cellphone out of <<his>> pocket. "You're going to be okay, I promise." <<He>> presses the phone to <<his>> ear and calls for an ambulance. <br><br> As you wait for the ambulance, Sirris lectures on the miracle of childbirth. Some of your classmates look ill, while others can't tear their eyes away from you. The last thing you hear before passing out is <<his>> enthusiastic gushing about your ripened cervix. <<case "schoolToilets">> All of a sudden, your vision blurs, and you collapse onto the tile floor. You try to call out, but you're unsure if anybody can hear you. <br><br> You lay like that, carefully cradling your swollen belly, until <<if Time.schoolDay and !["early", "late"].includes($schoolstate)>> a group of students saunter out, chatting amongst themselves. One catches sight of you and freezes. They stare down at you, until you whimper out a plea for help. Snapping out of it, one student rushes to get help while the others crowd around you on the floor. <br><br> You catch sight of a teacher approaching before finally passing out. <<else>> <<generate1>><<person1>> a janitor enters, trundling a mop bucket. <<He>> scowls at the puddle of fluid caused by your waters breaking. "You clean up one mess, then another one pops up. Kids these...days..." <<His>> eyes widen as they land on you. "Holy shit. Uh, hang on, um—" <<He>> fumbles for <<his>> cellphone and calls for an ambulance. <br><br> You croak out a 'thank you' before the last vestiges of consciousness slip away. <</if>> <<case "sewers">> <<beastNEWinit 1 lizard>> An awful pain shoots through your body, and liquid runs down your legs. You're going into labour. As you collapse, you see a shadow in the water move towards you. A giant <<beasttype>> emerges, bearing down on you. It looks like <<bhes>> about to strike, when all of a sudden, <<bhe>> pauses. <br><br> <<if $monster is 1>> "You... have eggs?" <<bhe>> asks. <br><br> <<bHe>> stares at your stomach, watching as you curl up and whimper in pain. The <<beasttype>> looks conflicted, but <<bhe>> slowly approaches and places a hand on your stomach. <<bHis>> face scrunches up, then <<bhe>> suddenly bends down and lifts you up with relative ease. <br><br> "Not normal eggs," <<bhe>> hisses. "Other humans go to big building. I hear them talk in the bright-place below." The <<beasttype>> carries you to a ladder and hauls you up it. Once at the surface, <<bhe>> slithers out. <<else>> <<bHe>> eyes you curiously, staring at your stomach before slowly approaching and wrapping <<bhis>> tail around you. <<bHe>> drags you to the nearest ladder and, with some struggling, pulls you up it. When <<bhe>> reaches the top, <<bhe>> headbutts the manhole cover until it opens enough for <<bhim>> to wriggle out. <</if>> <<bHe>> dumps you next to the manhole before letting out a shrill, screeching hiss. <br><br> Somebody nearby yelps at the sound, and you hear footsteps coming your way. The <<beasttype>> retreats into the <<= $monster is 1 ? "sewers, glancing back at you briefly before pulling the manhole cover back into place" : "sewers">>. <br><br> Everything fades to black as someone crouches by you. <<case "sewersMorgan">> <<npc Morgan>><<person1>> A violent pain shoots through your body. You stumble to the ground as another contraction starts. You panic. This is no place to be while in labour. <br><br> <<if $morganChased>> "Oh, <<charles>>," Morgan says as <<he>> catches you. "I'm so glad I found you. I was so worried about my grandchild. This is wonderful!" <<unset $morganChased>> <<else>> "Oh, <<charles>>," Morgan says, racing to your side. "You're having your baby! I'm going to be a <<= $pronoun is "m" ? "grandpa" : "grandma">>! This is wonderful!" <</if>> <br><br> You shudder at the thought but can do nothing as <<he>> leads you into another alcove within the sewer. Light filters down from a drain above. You can see <<= Time.dayState is "night" ? "a street light" : "sunlight">>. It has a little cradle made of broken pieces of wood and moldy blankets. There's a makeshift bed and broken, dirty toys and stuffed animals. It is disturbing.<<trauma 12>><<ggtrauma>> <br><br> "I've prepared a room just for you and my grandchild. Do you like it?" <br><br> You grimace as another contraction hits. <br><br> "Now don't you worry, I'll take care of you. Just wait here. I'll be back shortly." <<He>> pats you on the head before departing. <br><br> You look around the horrible place, then up to the light. There is a ladder right below the drain. Despite the pain, you force yourself to climb. There is no way you'll have your baby here.<<willpower 1>><<gwillpower>> <br><br> You make it to the top and collapse on the street above. A quick look around reveals you are on Nightingale in front of the hospital. Someone has already spotted you and is rushing over to help. You hear a scream from the sewer below just as they reach you.<<stress 6>><<gstress>> <<case "adultShop">> You stumble, barely catching yourself on a shelf laden with dildos. You cradle your belly as you slide to the ground, groaning with pain. <<if $adultshopstate is "closed">> <<generate1>><<person1>> Using what little strength you have, you try to crawl to the door. You weakly reach for the handle, but can't reach it from the floor. You whimper. <br><br> The door swings open, and a guard scowls down at you. "What do we have here? A little rat thief, trying to make off with some fuck toys?" <<he>> says. <<He>> shines a torch on you, and <<his>> eyes widen when <<he>> notices your state. <br><br> "Shit," <<he>> mutters as <<he>> takes out <<his>> phone. "I'll give you a pass this time, but next time you won't be so lucky." The last thing you hear is <<him>> calling for an ambulance, then the world fades to black. <<else>> You hear Sirris calling for you from the back room. After a few moments, you hear Sirris enter the shop proper, followed by a shout of surprise as <<nnpc_his "Sirris">> eyes land on you. <br><br> Within moments, Sirris is kneeling at your side, phone to <<nnpc_his "Sirris">> ear as <<nnpc_he "Sirris">> tries to hold your attention. <<if $adultshopstate is "sydney">> Behind <<nnpc_him "Sirris">>, you can see Sydney hovering in worry. You try to give <<nnpc_him "Sydney">> a reassuring smile, but you can't hold on any longer. You pass out. <</if>> <</if>> <<case "office" "avery_skyscraper">> <<case "island">> <<endevent>> A spasm of pain wracks your body, and you cry out. You're going into labour. <br><br> Figures emerge from the trees, weapons held ready. They lower them when they see your state, and their motions become panicked. <br><br> <<if $islander_language gte 100>> "I think <<pshe>> going into labour," one of the islanders says. <br> "Fuck! You're right!" <br> "Get the druids, now!" <<elseif $islander_language gte 50>> They call for help. It's strange, but in your pain you can almost determine the meaning behind their words. It floats at the edge of awareness.<<gggcomprehension>><<islander_language 30>> <<else>> They shout something in their incomprehensible language. It's strange, but in your pain you feel the meaning behind them. They're calling for help.<<gggcomprehension>><<islander_language 30>> <</if>> <br><br> The figures fade into fog as you pass out. <<default>> With your waters broken, you're too weak to continue. <</switch>> /*Links for alternative pregnancy birth events*/ <<if _args[0] isnot "schoolJanitor">> <br><br> <<switch _args[0]>> <<case "asylum" "asylumOutside" "asylumCafe" "asylumLibrary" "asylumHarper">> <<link [[Next|Pregnancy Birth Asylum]]>><<set $stress -= 5000>><<endevent>><</link>> <<case "prison" "prisonCell" "prisonLaundry" "prisonSpire" "prisonCanteen" "prisonMedical" "prisonYard" "prisonBeach" "prisonShowers">> <<link [[Next|Pregnancy Birth Prison]]>><<set $stress -= 5000>><<endevent>><</link>> <<case "tentacleworld">> <<if $tentacleEntrance is "mirror">> You find yourself lying in front of your bedroom mirror. Everything fades to black. <br><br> <<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>> <<else>> You scream. You're met with your own echoing voice. Again and again, you scream until your throat is hoarse. <span class="red">No one comes for you.</span> <<trauma 50>><<gggtrauma>> <br><br> Overwhelmed by pain and fear, you black out. <br><br> <<link [[Next|Pregnancy Birth Asylum]]>><<set $stress -= 5000>><<endevent>><</link>> <</if>> <<case "tentacleforest" "hookah">> <<if _noWake>> You're caught off guard by a sudden pain. A contraction. You've gone into labour. You stumble to the floor. <br><br> Your vision quickly fades, and when it returns, you feel as though time has passed. <br><br> <<else>> You snap awake in the parlour. <</if>> <<if $hookah_state is 1>> <<loadNPC 0 "hookah">><<person1>> The hookah <<hookah_master>>'s face is right above you, looking concerned. <<He>> barks orders around. <br><br> "...and open that window. Air it out in here for <<phim>>. Jiggle the lock. It's supposed to be hard to open! Yes, yes, you'll get a full refund..." <br><br> <<His>> voice becomes distant, and darkness creeps into the corners of your vision as the pain of a contraction hits you. Your own scream is the last thing you hear. <<else>> Someone is pounding on the door. Your vision starts to fade again to the sound of sirens. <</if>> <br><br> <<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <<case "forest">> <<if $_pregnancy.type is "wolf">> <<beastNEWinit 1 wolf>> <<if $monster is 1>> A <<beasttype>> approaches you, rushing to your side and putting <<bhis>> arms behind you for support. <<if $syndromewolves is 1>> You've seen <<bhim>> at the cave before. "<<pPackbrother>>'s pups are coming," <<bhe>> says. "Hurry." <<bHe>> lets you lean against <<bhim>> as you waddle your way home. <<else>> You don't know why, but you feel safe going with <<bhim>>. "Your pups are coming," <<bhe>> says. "You'll be safe with my pack." <<bHe>> lets you lean against <<bhim>> as you waddle your way towards what you hope is safety. <</if>> <<else>> A <<beasttype>> approaches you, nuzzling your hand. <<if $syndromewolves is 1>> You've seen <<bhim>> at the cave before. You lean against <<bhis>> back as you limp home together. <<else>> You don't know why, but you feel safe going with <<bhim>>. You lean against <<bhis>> back as you limp towards what you hope is safety. <</if>> <</if>> It's difficult to keep moving through the pain. Eventually your legs give out, your vision following soon after, <<if $monster is 1>>but strong arms holding you keep you from harm.<<else>>but you fall gently onto soft fur.<</if>> <br><br> <<link [[Next|Pregnancy Birth Wolf Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <<elseif $hallucinations gte 2 and $forest_shop_intro>> You hear faint singing. <br><br> A brown blur crests along your peripheral vision. By the time you muster the strength to turn and look where it went, it's gone. <br><br> You turn back, and see three glowing green eyes staring at you from within the treeline. The head they belong to tilts, and some branches in the treeline tilt with it. It steps out from the shadows cautiously, revealing that those branches are actually a rack of antlers. You expect a deer or elk, but instead you see a colossal brown fox with long legs, and an even longer body. You take a step back, unnerved by its three-eyed gaze. A strangely shaped tail drags along the ground behind it. It vaguely reminds you of a whale's fluke, if it were split into three instead of two. <br><br> This creature is extremely hard to look at. The air around it blurs as it moves. Its silhouette is certainly much more like an elk, especially with the antlers that seem to briefly grow every time you blink. <<awareness 12>><<ggawareness>> <br><br> Your mind screams for your body to move, to run, to do anything, but you're rooted to the spot. It trots over, slowing just before reaching you. It slowly lowers its head, and presses it against your <<bellyDescription>>. <span class="blue">Your weakness fades, but the pain doesn't.</span> It looks up at you, all three of its eyes blinking before rotating in position around its face. It stands up straight. <<switch $bodysize>> <<case 0>>Even on all fours, it completely dwarfs you in height. <<case 1 2 3>>Even on all fours, it's taller than you are. <</switch>> <br><br> It opens its mouth and grabs you by the nape of your neck, swinging you over its back. You instinctively hold on to its brown fur. There's two streaks of bare skin along its back, which you thought were stripes at first. It sticks its head up, alert, as if searching for something. A moment later, it starts to bound through the forest with you. <br><br> It gets faster the longer it runs. The wind rushes by. It's oddly peaceful. You bury your face in giant fox's fur. It smells of fresh rain. <br><br> Your journey leaves no tracks in the forest. You find your eyes closing by themselves, despite your pain. The singing stops. <br><br> <<link [[Next|Pregnancy Birth Forest Shop Rescue]]>><<endevent>><</link>> <<else>> <<endevent>> <<generate1>><<person1>> You hear a <<personsimple>>'s voice. "Are you okay, there?" <<he>> asks as <<he>> approaches. <<He>> looks vaguely familiar. There's an axe along <<his>> back. You think you stopped and talked to <<him>> as <<he>> was chopping wood once. <br><br> You're barely able to talk as another contraction hits, more painful than the previous ones. The woods<<personsimple>> takes off <<his>> coat and gently puts it over your shoulders. <br><br> "Come on, lean on me. I'll take you to the hospital." Your vision fades before you can take the next step. <br><br> <<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <</if>> <<case "edencabin">> <<if $_pregnancy.type is "wolf">> <<beastNEWinit 1 wolf>> <<if $monster is 1>> A <<beasttype>> approaches you, rushing to your side and putting <<bhis>> arms behind you for support. <<if $syndromewolves is 1>> You've seen <<bhim>> at the cave before. "<<pPackbrother>>'s pups are coming," <<bhe>> says. "Hurry." <<bHe>> lets you lean against <<bhim>> as you waddle your way home. <<else>> You don't know why, but you feel safe going with <<bhim>>. "Your pups are coming," <<bhe>> says. "You'll be safe with my pack." <<bHe>> lets you lean against <<bhim>> as you waddle your way towards what you hope is safety. <</if>> <<else>> A <<beasttype>> approaches you, nuzzling your hand. <<if $syndromewolves is 1>> You've seen <<bhim>> at the cave before. You lean against <<bhis>> back as you limp home together. <<else>> You don't know why, but you feel safe going with <<bhim>>. You lean against <<bhis>> back as you limp towards what you hope is safety. <</if>> <</if>> It's difficult to keep moving through the pain. Eventually your legs give out, your vision following soon after, <<if $monster is 1>>but strong arms holding you keep you from harm.<<else>>but you fall gently onto soft fur.<</if>> <br><br> <<link [[Next|Pregnancy Birth Wolf Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <<else>> <<endevent>> <<generate1>><<person1>> You hear a <<personsimple>>'s voice. "Are you okay, there?" <<he>> asks as <<he>> approaches. <<He>> looks vaguely familiar. There's an axe along <<his>> back. You think you stopped and talked to <<him>> as <<he>> was chopping wood once. <br><br> You're barely able to talk as another contraction hits, more painful than the previous ones. The woods<<personsimple>> takes off <<his>> coat and gently puts it over your shoulders. <br><br> "Come on, lean on me. I'll take you to the hospital." Your vision fades before you can take the next step. <br><br> <<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <</if>> <!-- <<if $_pregnancy.potentialFathers.find(father => father.source === "Eden")>> Alternative place to give birth? <<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>> <<else>> <<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>> <</if>> --> <<case "forestShop" "forestShopGarden">> <<endevent>><<npc Gwylan>><<person1>> <<if isGwylanAbsent()>> You hear rapid footsteps. Nobody is here. <br><br> You scream in pain and fear. Nobody tells you everything will be okay. <br><br> Nobody can help you. <br><br> Nobody helps you stand. <br><br> Nobody apologises for not being able to be here with you. <br><br> Nobody leads you out of the forest shop. <br><br> Nobody holds you up as your consciousness slips. <br><br> <<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <<else>> <<if $location is "forest_shop">> You hear rapid footsteps. "Oh. Oh!" Gwylan stares at you. "I knew I smelled something strange. Here, come here, quickly! You'll need fresh air, come on!" <br><br> <<if $gwylanSeen.includes("garden_seen")>> <<if C.npc.Gwylan.dom gte 20>> <<He>> takes your hand and leads you to the garden, towards the quilted room. <<takeHandholdingVirginity "Gwylan" "consensual">> <<else>> <<He>> leads you to the garden, towards the quilted room. <</if>> <<else>> <<He>> places a black blindfold over your eyes. "Sorry, but my garden is usually off-limits. I can't have anyone knowing how to get in, even in extreme circumstances like this." <br><br> <<if $gwylanSeen.includes("garden")>> <<He>> steadily walks you to the garden before removing it, and leads you to the quilted room. <<else>> <<set $gwylanSeen.pushUnique("garden")>> <<He>> steadily walks you somewhere. You hear doors open and shut. Eventually, you smell roses and feel the fresh air on your skin. <<He>> removes your blindfold. A large expanse of square stone tiles stretch along the ground, connecting patches of grass and raised sections filled with dirt, flowers and herbs. Surrounding it all is an impressive weaving of crossed wooden stakes well over two metres high, with gaps just large enough to allow vines to grab and climb through, shielding the whole area from prying outside eyes. <br><br> There's another raised section, but this one is different. It's covered by a wooden roof, <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> untouched by the <<print Weather.precipitation>>, <</if>> and the inside is padded with various cushions and quilts. <<He>> leads you over to it. <</if>> <</if>> <<else>> You hear rapid footsteps. "Oh. Oh!" Gwylan stares at you. "I knew I smelled something strange. Here, come here, quickly!" <</if>> <br><br> <<He>> guides you into sitting down with your legs spread. "Stay here, don't forget to breathe. You're going to be alright. I promise." <<He>> takes your hand and squeezes it before running off again. <<takeHandholdingVirginity "Gwylan" "consensual">> <br><br> <<link [[Next|Pregnancy Birth Forest Shop]]>><<endevent>><</link>> <</if>> <<case "remy" "remyAbduction" "remyHarperExam" "remyNiki">> <<link [[Next|Pregnancy Birth Livestock]]>><<set $stress -= 5000>><<endevent>><</link>> <<case "farmroad">> <<if $location is "farm" and $_pregnancy.potentialFathers.find(father => father.source === "Alex") and talkedAboutPregnancy("pc","Alex")>> <<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><<set $alexRescued to 1>><</link>> <<else>> <<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <</if>> <<case "adultShop" "alley" "arcade" "bog" "dungeon" "photo" "pound" "roof" "sea" "shop" "sewers" "schoolJanitor" "school" "schoolCanteen" "schoolHallways" "schoolLibrarian" "schoolPool" "schoolScience" "schoolToilets" "temple">> <<link [[Next|Pregnancy Birth Hospital Rescue]]>><<set $stress -= 5000>><<endevent>><</link>> <<case "cave" "home" "hospital">> <<link [[Next|Pregnancy Birth Hospital]]>><<set $stress -= 5000>><<endevent>><<set $phase to 1>><</link>> <<case "trash">> <<link [[Next|Pregnancy Birth Hospital]]>><<set $stress -= 5000>><<endevent>><</link>> <<case "island">> <<link [[Next|Pregnancy Island]]>><<set $stress -= 5000>><<endevent>><</link>> <<default>> <<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>> <</switch>> <</if>> <<else>> Error Pregnancy Object not found in the passage '<<print $passage>>'. <</if>> <</widget>> <<widget "pregnancyMorningAfterPill">> <<set $_menstruation to $sexStats.vagina.menstruation>> <<set $_pregnancy to getPregnancyObject()>> <<set _morningAfterPillResult to "no pregnant">> /* This variable returns the result of taking the pill */ <<if $_menstruation.currentState is "pregnant">> <<if $_pregnancy.type is "human">> <<set _currentDay to $_pregnancy.timer / (1 / ((1 / 9) * $settings.humanPregnancyMonths))>> <<elseif $_pregnancy.type is "wolf">> <<set _currentDay to $_pregnancy.timer / (1 / ((1 / 12) * $settings.wolfPregnancyWeeks))>> <<else>> <<set _currentDay to 1000>> <<set _morningAfterPillResult to "unknown type">> <</if>> <<if _currentDay lte 2>> /* the first 2 days the pill clears the pregnancy and restarts the menstrual cycle */ <<set $_pregnancy.type to null>> <<set $_pregnancy.fetus to []>> <<set $_pregnancy.waterBreaking to false>> <<set $_pregnancy.waterBreakingTimer to null>> <<set $_pregnancy.timer to null>> <<set $_pregnancy.timerEnd to null>> <<set $_pregnancy.awareOf to null>> <<set $_pregnancy.awareOfMultiple to null>> <<set $_pregnancy.awareOfDetails to null>> <<set $_pregnancy.potentialFathers to []>> <<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>> <<restartMenstruationCycle>> <<set $_menstruation.currentState to "normal">> <<set _morningAfterPillResult to "successful">> <<elseif _currentDay lte 3>> <<set $_pregnancy.type to null>> <<set $_pregnancy.fetus to []>> <<set $_pregnancy.waterBreaking to false>> <<set $_pregnancy.waterBreakingTimer to null>> <<set $_pregnancy.timer to null>> <<set $_pregnancy.timerEnd to null>> <<set $_pregnancy.awareOf to null>> <<set $_pregnancy.awareOfMultiple to null>> <<set $_pregnancy.awareOfDetails to null>> <<set $_pregnancy.potentialFathers to []>> <<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>> <<set $_menstruation.currentDay to .5>> <<restartMenstruationCycle>> <<set $_menstruation.currentState to "normal">> <<set _morningAfterPillResult to "a little late">> <<elseif _currentDay lte 4>> <<set $_pregnancy.type to null>> <<set $_pregnancy.fetus to []>> <<set $_pregnancy.waterBreaking to false>> <<set $_pregnancy.waterBreakingTimer to null>> <<set $_pregnancy.timer to null>> <<set $_pregnancy.timerEnd to null>> <<set $_pregnancy.awareOf to null>> <<set $_pregnancy.awareOfMultiple to null>> <<set $_pregnancy.awareOfDetails to null>> <<set $_pregnancy.potentialFathers to []>> <<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>> <<set $_menstruation.currentDay to .5>> <<set $_menstruation.currentState to "recovering">> <<set $_menstruation.recoveryTime to ($_pregnancy.type === "human" ? random(2, 3) * $settings.humanPregnancyMonths : random(1, 2) * $settings.wolfPregnancyWeeks)>> <<set $_menstruation.recoveryTimeStart to $_menstruation.recoveryTime>> <<set $_menstruation.recoveryStage to 0>> <<set $_menstruation.periodEnabled to false>> <<menstruationCycle>> <<set _morningAfterPillResult to "late">> <<else>> <<set _morningAfterPillResult to "too late">> /* It's too late, the pill does nothing to the pregnancy */ <</if>> <<else>> <<set $sexStats[($player.vaginaExist ? "vagina" : "anus")].sperm to []>> <<set $_menstruation.currentDay to .5>> /* If the player isn't pregnant the pill only restarts the menstrual cycle and clears sperm*/ <</if>> <</widget>> <<widget "pregnancyGendersText">><<silently>> <<set $_pregnancy to getPregnancyObject()>> <<set $_pregnancy.genderKnown to true>> <<set $_genders to {m:0,f:0,h:0}>> <<run $_pregnancy.fetus.forEach(b => $_genders[b.gender]++)>> <<if $_pregnancy.fetus[0].features.identical is true>> <<set $_text_output to `"I believe they are <<if $_pregnancy.fetus.length is 3>>all identical triplets<<else>>both identical twins<</if>>. They're the same gender and their facial features are similar."`>> <<elseif ($_genders.m is $_pregnancy.fetus.length or $_genders.f is $_pregnancy.fetus.length or $_genders.h is $_pregnancy.fetus.length) and $_pregnancy.fetus.length gt 1>> <<set $_text_output to `"Despite being the same gender, I believe they are not identical. They appear to have slightly different facial features."`>> <<else>> <<set $_text_output to "You have">> <<if $_genders.m gt 0>> <<switch $_genders.m>> <<case 1>><<set $_text_output += " a">> <<default>><<set $_text_output += " " + $_genders.m>> <</switch>> <<set $_text_output += " baby boy">><<if $_genders.m gt 1>><<set $_text_output += "s">><</if>> <<if $_genders.f gt 0 and $_genders.h gt 0>> <<set $_text_output += ",">> <<elseif $_genders.f gt 0 or $_genders.h gt 0>> <<set $_text_output += " and">> <</if>> <</if>> <<if $_genders.f gt 0>> <<switch $_genders.f>> <<case 1>><<set $_text_output += " a">> <<default>><<set $_text_output += " " + $_genders.f>> <</switch>> <<set $_text_output += " baby girl">> <<if $_genders.f gt 1>><<set $_text_output += "s">><</if>> <<if $_genders.h gt 0>><<set $_text_output += " and">><</if>> <</if>> <<if $_genders.h gt 0>> <<switch $_genders.h>> <<case 1>><<set $_text_output += " a">> <<default>><<set $_text_output += " " + $_genders.h>> <</switch>> <<set $_text_output += " baby hermaphrodite">> <<if $_genders.h gt 1>><<set $_text_output += "s">><</if>> <</if>> <<set $_text_output += ".">> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>> <</widget>> <<widget "babyType">><<silently>> <<if $_pregnancy.awareOfDetails || ((!_args[0] || _args[0] is "pc") and $_pregnancy.potentialFathers.every((father, index, array) => father.type === array[0].type))>> <<switch $_pregnancy.type>> <<case "human">> <<if $_pregnancy.fetus.length gt 1>> <<set $_text_output to "babies">> <<else>> <<set $_text_output to "baby">> <</if>> <<case "wolf">> <<if $_pregnancy.fetus.length gt 1>> <<set $_text_output to "puppies">> <<else>> <<set $_text_output to "puppy">> <</if>> <</switch>> <<elseif $_pregnancy.awareOfMultiple and $_pregnancy.fetus.length gt 1>> <<set $_text_output to "babies">> <<else>> <<set $_text_output to "baby">> <</if>> <</silently>><<print $_text_output>> <</widget>> <<widget "pregnancyBabyText">><<silently>> <<if _args[0] isnot "pc" and C.npc[_args[0]] and C.npc[_args[0]].pregnancy.enabled isnot undefined>> <<set $_pregnancy to C.npc[_args[0]].pregnancy>> <<else>> <<set $_pregnancy to getPregnancyObject()>> <</if>> <<if $_pregnancy.awareOfDetails || ((!_args[0] || _args[0] is "pc") and $_pregnancy.potentialFathers.every((father, index, array) => father.type === array[0].type))>> <<set $_num to ($_pregnancy.awareOfDetails || $_pregnancy.awareOfMultiple ? $_pregnancy.fetus.length : 1)>> <<if $_pregnancy.awareOfDetails>> <<switch $_pregnancy.type>> <<case "human">> <<if $_num gt 1>> <<set $_text_output to ($_num is 3 ? "triplets" : "twins")>> <<else>> <<set $_text_output to "baby">> <</if>> <<case "wolf">> <<if $_num lte 3>> <<set $_text_output to ($_num is 1 ? "pup" : "pups")>> <<else>> <<set $_text_output to "litter">> <</if>> <<default>> <<set $_text_output to ($_num gt 1 ? "babies" : "baby")>> <</switch>> <<else>> <<set $_text_output to ($_pregnancy.awareOfMultiple && $_pregnancy.fetus.length gt 1 ? "babies" : "baby")>> <</if>> <<else>> <<set $_text_output to ($_pregnancy.awareOfMultiple && $_pregnancy.fetus.length gt 1 ? "babies" : "baby")>> <</if>> <</silently>><<print $_text_output>><</widget>> <<widget "babyIs">> <<silently>> <<set $_spawn to `<<pregnancyBabyText ${_args[0] || "pc"}>>`>> <<switch $_spawn>> <<case "triplets" "twins" "pups" "babies" "chicks">><<set $_spawn += " are">> <<default>><<set $_spawn += " is">> <</switch>> <</silently>> <<print $_spawn>> <</widget>> <<widget "npcPregnancyUpdater">> <<for $_i to 0; $_i lt $NPCNameList.length; $_i++>> <<set $_name to $NPCNameList[$_i]>> <<if C.npc[$_name].pregnancy is undefined>> <<set C.npc[$_name].pregnancy to {}>> <</if>> <<set $_pregnancy to C.npc[$_name].pregnancy>> <<if !setup.pregnancy.infertile.includes($_name) and setup.pregnancy.typesEnabled.includes(C.npc[$_name].type) and (($settings.incompletePregnancyEnabled and C.npc[$_name].pregnancy.enabled is undefined and !setup.pregnancy.ignoresIncompleteCheck.includes($_name)) or (setup.pregnancy.canBePregnant.includes($_name) and C.npc[$_name].pregnancy.enabled is undefined))>> <<set $_pregnancy.fetus to []>> <<set $_pregnancy.givenBirth to 0>> <<set $_pregnancy.totalBirthEvents to 0>> <<set $_pregnancy.timer to null>> <<set $_pregnancy.timerEnd to null>> <<set $_pregnancy.waterBreaking to null>> <<set $_pregnancy.npcAwareOf to null>> <<set $_pregnancy.pcAwareOf to null>> <<set $_pregnancy.type to null>> <<set $_pregnancy.enabled to true>> <<set $_pregnancy.cycleDaysTotal to random(24,32)>> <<set $_pregnancy.cycleDay to random(1,$_pregnancy.cycleDaysTotal)>> <<set $_pregnancy.cycleDangerousDay to 10>> <<set $_pregnancy.sperm to []>> <<set $_pregnancy.potentialFathers to []>> <<set $_pregnancy.nonCycleRng to [random(0,3),random(0,3)]>> <<switch $_name>> <<case "Kylar">><<set $_pregnancy.pills to "fertility">> <<case "Alex" "Wren">><<set $_pregnancy.pills to "contraceptive">> <<case "Great Hawk">> /* Has a much shorter cycle, when cycleDay is 1, assume the hawk should lay eggs that have not been fertilised*/ <<set $_pregnancy.cycleDaysTotal to random(12,16)>> <<set $_pregnancy.cycleDay to random(1,$_pregnancy.cycleDaysTotal)>> <<set $_pregnancy.cycleDangerousDay to $_pregnancy.cycleDaysTotal - 4>> <<set $_pregnancy.pills to null>> <<default>><<set $_pregnancy.pills to null>> <</switch>> <<elseif setup.pregnancy.infertile.includes($_name) or (!setup.pregnancy.canBePregnant.includes($_name) and !$settings.incompletePregnancyEnabled)>> /*For saves that have the variables set, but have no need to be there*/ <<set C.npc[$_name].pregnancy to {}>> <</if>> /* 0 = never uses a condom, Kylar has a special exception * 50 = Will use a condom, but will refrain if asked * 100 = Always uses a condom, will not remove it */ <<if !C.npc[$_name].pregnancyAvoidance or $objectVersion.pregnancyAvoidance is undefined>> <<switch $_name>> <<case "Kylar" "Black Wolf" "Great Hawk" "Eden" "Ivory Wraith" "Gwylan">><<set C.npc[$_name].pregnancyAvoidance to 0>> <<case "Robin" "Whitney" "Alex" "Wren" "Avery">><<set C.npc[$_name].pregnancyAvoidance to 50>> <<default>><<set C.npc[$_name].pregnancyAvoidance to 100>> <</switch>> <</if>> <</for>> <<set $objectVersion.pregnancyAvoidance to 1>> <</widget>> /*ToDo: Pregnancy Story Content: Not used in events at the moment, add to appropriate story passages, when the player gives birth to their children*/ <<widget "earSlimePregnancy">> <<if _args[0] and $earSlime.corruption gte 80>> <<switch _args[0]>> <<case "human">><<set $_type to _args[1]? 'babies' : 'baby'>> <<case "wolf">><<set $_type to _args[1] ? 'wolf puppies' : 'wolf pup'>> <<default>><<set $_type to _args[1] ? 'babies' : 'baby'>> <</switch>> <<set $_babiesText to _args[1] ? `to some beautiful ${$_type}` : `to a beautiful ${$_type}`>> <<if numberOfEarSlime() gte 2>> <span class="green">A fulfilled warmth fills you.</span> You almost forget the strife of the world. You can tell it's the slimes in your ears, rewarding you for giving birth <<print $_babiesText>>. <<lllcorruption true>><<lltrauma>><<llstress>><<trauma -24>><<stress -24>><<corruption `Math.floor($earSlime.corruption * -0.4)`>> <br><br> <<elseif numberOfEarSlime()>> <span class="green">A fulfilled warmth fills you.</span> You almost forget the strife of the world. You can tell it's the slime in your ear, rewarding you for giving birth <<print $_babiesText>>. <<llcorruption true>><<ltrauma>><<lstress>><<trauma -12>><<stress -12>><<corruption `Math.floor($earSlime.corruption * -0.2)`>> <br><br> <</if>> <</if>> <</widget>> <<widget "fetishPregnancyImg">> <<if _playerIsNowPregnant or _npcIsNowPregnant>> <div class="impregnatedGrid"> <<if _playerIsNowPregnant>> <div @class="$options.images is 1 ? 'impregnated' : ''"> <div> <<if _playerIsNowPregnant is "pc">> <span class="lewd">You just got yourself pregnant.</span> <<else>> <span class="lewd"><<print pregnancyNameCorrection(_playerIsNowPregnant, true)>> just impregnated you.</span> <</if>> </div> <<if $options.images is 1>> <<if $player.vaginaExist>> <<set $_fCum to Math.clamp(setup.bodyliquid.combined("vagina"),1,5)>> <<else>> <<set $_fCum to Math.clamp(setup.bodyliquid.combined("anus"),1,5)>> <</if>> <img class="fertilization" @src="'img/sex/fertilization/fert' + $_fCum + '.gif'"> <</if>> </div> <<unset _playerIsNowPregnant>> <</if>> <<if _npcIsNowPregnant>> <div @class="$options.images is 1 ? 'impregnated' : ''"> <div><span class="lewd">You just impregnated <<print pregnancyNameCorrection(_npcIsNowPregnant)>>.</span></div> <<if $options.images is 1>><img class="fertilization" src="img/sex/fertilization/fert6.gif"><</if>> </div> <<earnFeat "First Fatherhood">> <<unset _npcIsNowPregnant>> <</if>> </div> <</if>> <</widget>> <<widget "giveHarpyEggs">> <<if !playerIsPregnant() and $harpy gte 4 and !$harpyEggs and !$harpyEggsPrevent>> /* daysTillLaying only applies to unfertilised eggs */ <<set $harpyEggs to { count: weightedRandom([1, 1], [2, 4], [3, 4], [4, 1]), daysTillLaying: random(2, 3), }>> /* Minimum time to prevents eggs from being set */ <<set $harpyEggsPrevent to 14>> <</if>> <</widget>><<widget "promiscuity1">> <<promiscuityN 1>> <</widget>> <<widget "promiscuity2">> <<promiscuityN 2>> <</widget>> <<widget "promiscuity3">> <<promiscuityN 3>> <</widget>> <<widget "promiscuity4">> <<promiscuityN 4>> <</widget>> <<widget "promiscuity5">> <<promiscuityN 5>> <</widget>> <<widget "promiscuity6">> <<promiscuityN 6>> <</widget>> <<widget "promiscuityN">> <<set $_n to _args[0]>> <<set $_scaledPromiscuityMax to 20 * $_n>> <<if $desperateaction is 1>> You feel disgusting, but it's better than what Bailey has in store for you. <<elseif $desperateaction is 2>> You feel disgusting, but it's better than the alternative. <<elseif typeof $desperateaction is "string">> You feel disgusting, but <<print $desperateaction>>. <<else>> <<if $control lt $controlmax>> <<if $_n is 6>> Performing such an act of manic depravity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>. <<elseif $promiscuity lt $_scaledPromiscuityMax>> Performing such a lewd act excites you and <span class="green">restores your sense of control and self-worth</span>, for now. <<else>> Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to do something more extreme.</span> <</if>> <<else>> <<if $_n is 6>> You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>. <<elseif $promiscuity lt $_scaledPromiscuityMax>> You already feel in control, but performing such a lewd act <span class="green">soothes</span> and excites you. <<else>> You already feel in control and the act is <span class="pink">too tame to soothe</span>, but it does excite you. <</if>> <</if>> <<if !hasSexStat("promiscuity", $_n, false) and $drunk gte 1>> <<if $_n is 6>> <span @class="'red ' + basicDrunkCss()">Your head feels fuzzy and light. You hope you don't remember this later.</span> <<else>> <span @class="'blue ' + basicDrunkCss()">You feel weightless as the alcohol dulls your inhibitions.</span> <</if>> <</if>> <<if !hasSexStat("promiscuity", $_n, false) and (playerHeatMinArousal() + playerRutMinArousal()) gte 1>> <<if $_n is 6>> <span @class="'red ' + basicJitterCss()">You know you shouldn't want this, but you find it hard to care.</span> <<else>> <span @class="'pink ' + basicJitterCss()">You feel a primal urge pushing you to go further.</span> <</if>> <</if>> <</if>> <!-- separating the code from the written text --> <<if $desperateaction is 1 or $desperateaction is 2 or typeof $desperateaction is "string">> <<control `$_n * -10`>> <<switch $_n>> <<case 1>><<lcontrol>> <<case 2>><<llcontrol>> <<case 3>><<llcontrol>> <<case 4>><<llcontrol>> <<case 5>><<lllcontrol>> <</switch>> <<gtrauma>><<trauma $_n>> <<else>> <<if $_n is 6>> <<set $promiscuity += ($control lt $controlmax ? 2 : 1)>> <<if $control lt $controlmax>> <<control $controlmax>> <<gggcontrol>> <</if>> <<trauma 40>> <<ggtrauma>> <<elseif $promiscuity lt $_scaledPromiscuityMax>> <<set $promiscuity += ($control lt $controlmax ? 2 : 1)>> <<if $control lt $controlmax>> <<ggcontrol>> <</if>> <<control 25>><<stress $_n -300>><<combattrauma `$_n * -30`>><<ltrauma>><<lstress>> <<else>> <<if V.daily["promiscuityStress" + $_n] isnot 1 and $statFreeze isnot true>> <<set V.daily["promiscuityStress" + $_n] to 1>><<lstress>><<stress $_n -100>> <</if>> <</if>> <<arousal `$_n * 100`>><<garousal>> <</if>> <<set $promiscuity to Math.clamp($promiscuity, 0, 100)>> <<earSlimeSeenActions "promiscuity" $_n>> <br><br> <<unset $desperateaction>> <</widget>> <<widget "combatpromiscuity1">> <<combatpromiscuityN 1>> <</widget>> <<widget "combatpromiscuity2">> <<combatpromiscuityN 2>> <</widget>> <<widget "combatpromiscuity3">> <<combatpromiscuityN 3>> <</widget>> <<widget "combatpromiscuity4">> <<combatpromiscuityN 4>> <</widget>> <<widget "combatpromiscuity5">> <<combatpromiscuityN 5>> <</widget>> <<widget "combatpromiscuity6">> <<combatpromiscuityN 6>> <</widget>> <<widget "combatpromiscuityN">> <<if !$promiscuityIgnore>> <<set $_n to _args[0]>> <<if $enemytype isnot "man">> <<combatdeviancyN $_n>> <<elseif $consensual is 1 or $_n is 6>> <<set $_scaledPromiscuityMax to 20 * $_n>> <<if $promiscuity lt $_scaledPromiscuityMax>> <<set $promiscuity += ($control lt $controlmax ? 2 : 1)>> <<if $control lt $controlmax>> <<set _combat_promiscuity_success to (_combat_promiscuity_success gte $_n ? _combat_promiscuity_success : $_n)>> <<if $_n is 6>> <<control $controlmax>> <<else>> <<control 25>> <</if>> <<else>> <<set _combat_promiscuity_max_control to $_n>> <</if>> <<if $_n is 6>> <<combattrauma 40>> <<else>> <<stress $_n -300>> <<combattrauma `$_n * -30`>> <</if>> <<else>> <<set _combat_promiscuity_failure to $_n>> <<if V.daily["promiscuityStress" + $_n] isnot 1 and $statFreeze isnot true>> <<set V.daily["promiscuityStress" + $_n] to 1>><<stress $_n -100>> <</if>> <</if>> <<arousal `$_n * 100`>> <</if>> <</if>> <<set $promiscuity to Math.clamp($promiscuity, 0, 100)>> <<earSlimeSeenActions "promiscuity" $_n 5>> <</widget>> <<widget "combat_promiscuity_text">> <<if _combat_promiscuity_success>> <br> <<if _combat_promiscuity_success is 6>> Your crazed act of promiscuity <span class="green">fully restores your sense of control</span>, <span class="red">but inflicts damage to your mental state</span>.<<gggcontrol>><<ggtrauma>><<ggarousal>> <<else>> Your promiscuous behaviour <span class="green">restores your sense of control.</span><<ggcontrol>><<ltrauma>><<lstress>><<garousal>> <</if>> <<elseif _combat_promiscuity_max_control>> <br> <<if _combat_promiscuity_max_control is 6>> You already feel in control, <span class="red">leaving you unfulfilled as your act of manic depravity seems wasted</span>.<<ggtrauma>><<ggarousal>> <<else>> Your promiscuous behaviour <span class="green">soothes and excites you.</span><<ltrauma>><<lstress>><<garousal>> <</if>> <<elseif _combat_promiscuity_failure>> <br> Your behaviour is promiscuous, <span class="pink">though it's too tame to soothe.</span><<lstress>><<garousal>> <</if>> <</widget>><<widget "pbhairinit">> <!--PBHair extension START--> <<if $pblevel lt 1 or !$pblevel>> <<set $pblevel to 1>> <</if>> <<if $pbgrowth lt 1 or !$pbgrowth>> <<set $pbgrowth to 1>> <</if>> <<if $pblevelballs lt 1 or !$pblevelballs>> <<set $pblevelballs to 1>> <</if>> <<if $pbgrowthballs lt 1 or !$pbgrowthballs>> <<set $pbgrowthballs to 1>> <</if>> <<if $pbstrip lt 0 or !$pbstrip>> <<set $pbstrip to 0>> <</if>> <</widget>><<widget "initsettings">> <<set $player.gender to "f">> <<set $player.sex to "f">> <<set $player.gender_body to "a">> <<set $player.bodyshape to "classic">> <<set $player.ballsExist to false>> <<set $player.freckles to false>> <<set $player.breastsize to 0>> <<set $player.penissize to 1>> <<set $bodysize to 2>> <<set $mouthsensitivity to 1>> <<set $breastsensitivity to 1>> <<set $bottomsensitivity to 1>> <<set $genitalsensitivity to 1>> <<set $facestyle to "default">> <<set $facevariant to "default">> <<set $eyeselect to "purple">> <<set $hairselect to "red">> <<set $hairlength to 200>> <<set $awareselect to "innocent">> <<set $background to "waif">> <<set $startingseason to "autumn">> <<set $gamemode to "normal">> <<set $settings.darkSkinChance to 10>> <<set $settings.swarmsEnabled to true>> <<set $settings.spidersEnabled to true>> <<set $settings.slugsEnabled to true>> <<set $settings.waspsEnabled to true>> <<set $settings.beesEnabled to true>> <<set $settings.lurkersEnabled to true>> <<set $settings.horsesEnabled to true>> <<set $settings.bodyWritingLevel to 3>> <<set $settings.parasitesEnabled to true>> <<set $settings.ruinedOrgasmEnabled to true>> <<set $settings.bestialityEnabled to true>> <<set $settings.slimesEnabled to true>> <<set $settings.voreEnabled to true>> <<set $settings.tentaclesEnabled to true>> <<set $settings.plantsEnabled to true>> <<set $settings.analEnabled to true>> <<set $settings.analDoubleEnabled to true>> <<set $settings.analingusGivingEnabled to true>> <<set $settings.analingusReceivingEnabled to true>> <<set $settings.vaginalDoubleEnabled to true>> <<set $settings.transformAnimalEnabled to true>> <<set $settings.transformDivineEnabled to true>> /*<<set $hirsutedisable to "t">>*/ <<set $settings.pubicHairEnabled to false>> <<set $settings.breastFeedingEnabled to true>> <<set $settings.parasitePregnancyEnabled to true>> <<set $settings.asphyxiaLevel to 3>> <<set $settings.nudeGenderPerception to 1>> <<set $settings.npcVirginChanceStudent to 50>> <<set $settings.npcVirginChanceAdult to 10>> <<set $settings.footFetishEnabled to true>> <<set $settings.toyWhipEnabled to true>> <<set $settings.toyDildoEnabled to true>> <<set $settings.toyMultiplePenetrationEnabled to true>> <<set $settings.pregnancySpeechEnabled to true>> <<set $settings.hypnosisEnabled to true>> <<set $settings.blindStatsEnabled to false>> <<set $cheatsEnabled to false>> <<set $settings.watersportsEnabled to false>> <<set $settings.facesitEnabled to true>> <<set $ruffledisable to "f">> <<set $settings.forcedCrossdressingEnabled to true>> <<set $saveName to "">> <<set $settings.skillCheckStyle to "words">> <<set $blackwolfmonster to 1>> <<set $greathawkmonster to 1>> <<set $reducedLineHeight to false>> <<set $settings.clothingCostModifier to 1>> <<set $settings.underwearCostModifier to 1>> <<set $settings.schoolClothingCostModifier to 1>> <<set $settings.lewdClothingCostModifier to 1>> <<set $settings.furnitureCostModifier to 1>> <<set $settings.basePlayerPregnancyChance to 80>> <<set $settings.baseNpcPregnancyChance to 8>> <<set $settings.humanPregnancyMonths to 3>> <<set $settings.wolfPregnancyWeeks to 4>> <<set $settings.playerPregnancyHumanEnabled to true>> <<set $settings.playerPregnancyBeastEnabled to true>> <<set $settings.playerPregnancyEggLayingEnabled to true>> <<set $settings.npcPregnancyEnabled to true>> <<set $settings.incompletePregnancyEnabled to false>> <<set $settings.fertilityCycleEnabled to true>> <<set $settings.pregnancyType to "realistic">> <<set $settings.rentCostModifier to 1>> <<set $settings.condomLevel to 3>> <<set $settings.condomChance to 60>> <<set $settings.condomUseChanceRape to 33>> <<set $settings.condomUseChanceConsensual to 83>> <<set $settings.multipleWardrobes to "isolated">> <<set $settings.tendingYieldModifier to 5>> <<set $notifyUpdate = true>> <<set _tan to 0>> <<startingPlayerImageReset>> <</widget>> <<widget "displaySettings">> <<if _args[0]>> <<set $currentSettings to _args[0]>> <</if>> <<if $passage isnot "Start" and ["characterSettings", "featSettings"].includes($currentSettings)>> <<set $currentSettings to "gameSettings">> <</if>> <<switch $currentSettings>> <<case "quickStart" "tweak">><<replace #settingsDiv>><<quickStart>><</replace>> <<case "presetConfirmDetails">><<replace #settingsDiv>><<presetConfirmDetails>><</replace>> <<case "characterSettings" "character">> <<replace #settingsDiv>><<characterSettings>><</replace>> <<if StartConfig.enableImages and $passage is "Start">><<startingPlayerImageUpdate>><<removeclass #startingPlayerImage "hidden">><</if>> <<case "featSettings" "feat">><<replace #settingsDiv>><<featSettings>><</replace>> <<case "gameSettings" "game">><<replace #settingsDiv>><<gameSettings>><</replace>> <<case "sizeLimitsSettings" "size">><<replace #settingsDiv>><<sizeLimitsSettings>><</replace>> <<case "npcSettings" "npc">><<replace #settingsDiv>><<npcSettings>><</replace>> <<case "exportsettings" "export">><<replace #settingsDiv>><<exportsettings>><</replace>> <<case "gallerySettings" "gallery">><<replace #settingsDiv>><<gallerySettings>><</replace>> <<case "importConfirmDetails">><<replace #settingsDiv>><<importConfirmDetails>><</replace>> <<case "startDescriptions">><<startDescriptions>> <<default>><<replace #settingsDiv>><<gameSettings>><</replace>> <</switch>> <<run settingsDisableElement()>> <</widget>> <<widget "displaySubsection">> <<if _args[0]>> <<set $currentSubsection to _args[0]>> <</if>> <<switch $currentSubsection>> <<case "humanSettings">><<set _subsection to "human">><<replace #subsectionDiv>><<humanSettings>><</replace>> <<case "npcSettings">><<set _subsection to "npc">><<replace #subsectionDiv>><<npcSettings>><</replace>> <<case "beastSettings">><<set _subsection to "beast">><<replace #subsectionDiv>><<beastSettings>><</replace>> <<case "fetishSettings">><<set _subsection to "fetish">><<replace #subsectionDiv>><<fetishSettings>><</replace>> <<case "priceSettings">><<set _subsection to "price">><<replace #subsectionDiv>><<priceSettings>><</replace>> <<case "pregnancySettings">><<set _subsection to "pregnancy">><<replace #subsectionDiv>><<pregnancySettings>><</replace>> <<case "sizeLimitsSettings">><<set _subsection to "sizeLimits">><<replace #subsectionDiv>><div class="solidBorderContainer settings-container"><<sizeLimitsSettings>></div><</replace>> <<default>><<set _subsection to "human">><<replace #subsectionDiv>><<humanSettings>><</replace>> <</switch>> <<run settingsDisableElement()>> <</widget>> <<widget "startOptionsComplexityButton">> <div @class="_selectedStart is _args[1] ? 'gold buttonStartSelected' : 'buttonStart'" > <<button _args[0]>> <<set _selectedStart to _args[1]>> <<set _settingsTab to "startDescriptions">> <<replace #startOptions>><<startOptions>><</replace>> <<replace #settingsExit>><<settingsExit>><</replace>> <</button>> </div> <</widget>> <<widget "settingsTabButton">> <div @class="_settingsTab is _args[1] ? 'gold buttonSettingsSelected' : 'buttonSettings'" > <<button _args[0]>> <<set _settingsTab to _settingsTab is _args[1] ? "startDescriptions" : _args[1]>> <<if _args[1] is "game">><<set _subsection to "human">><</if>> <<replace #startOptions>><<startOptions>><</replace>> <<displaySettings _settingsTab>> <</button>> </div> <</widget>> <<widget "startOptions">> <div class="containerStart"> <div id="startSelectionDefault" class="buttonSettings"> <<startOptionsComplexityButton "Basic" "default">> </div> <div id="startSelectionCustom" class="buttonSettings"> <<startOptionsComplexityButton "Custom" "custom">> </div> <div id="startSelectionRandom" class="buttonSettings"> <<startOptionsComplexityButton "Random" "random">> </div> </div> <hr> <<set _featTabName to "Feat Boosts<span class='red'> *</span>"+ ($options.images is 1 ? " <img class='imgButton' src='img/ui/GoldCoin.gif'/>" : "")>> <<switch _selectedStart>> /*Basic Start is selected */ <<case "default">> <div class="containerStart"> /*Character Creation*/ <<settingsTabButton "Character Creation<span class='red'> *</span>" "character">> /*Feat Boosts */ <<settingsTabButton _featTabName "feat">> /*Gallery*/ <<settingsTabButton "Gallery" "gallery">> /*Export/Import Settings*/ <<settingsTabButton "Export/Import Settings" "export">> </div> /*Custom Start is Selected */ <<case "custom">> <div class="containerStart"> /*Character Creation*/ <<settingsTabButton "Character Creation<span class='red'> *</span>" "character">> /*Game Settings*/ <<settingsTabButton "Game Settings" "game">> /*Feat Boosts*/ <<settingsTabButton _featTabName "feat">> /*Gallery*/ <<settingsTabButton "Gallery" "gallery">> /*Export/Import Settings*/ <<settingsTabButton "Export/Import Settings" "export">> </div> /*Random Start is Selected */ <<case "random">> <div class="containerStart"> /*Feat Boosts*/ <<settingsTabButton _featTabName "feat">> /*Gallery*/ <<settingsTabButton "Gallery" "gallery">> </div> <</switch>> /*Container for different tabs*/ <div id="settingsDiv"> <<switch $currentSettings>> <<case "featSettings" "feat">><<featSettings>> <<default>><<startDescriptions _selectedStart>> <</switch>> </div> <</widget>> <<widget "settingsStart">> <<updatehistorycontrols>><!-- hides controls on going back in history after enabling that option --> <<set $settings.cheatsEnabledToggle to $cheatsEnabled>> <<if _selectedStart is undefined>> <<set _selectedStart to "default">> <</if>> Select your settings: <br> <div id="startOptions" class="no-numberify"> <<startOptions>> </div> <br> <div id="settingsExit"> <<settingsExit>> </div> <</widget>> <<widget "settingsOptions">> <<if _selectedSettings is undefined>><<set _selectedSettings to "quick">><</if>> <div class="containerStart"> <div @class="_selectedSettings is 'quick' ? 'gold buttonStartSelected' : 'buttonStart'" > <<button "Quick Edit">> <<set _selectedSettings to "quick">> <<replace #settingsOptions>><<settingsOptions>><</replace>> <<replace #settingsExit>><<settingsExit>><</replace>> <<displaySettings "quickStart">> <</button>> </div> <div @class="_selectedSettings is 'game' ? 'gold buttonStartSelected' : 'buttonStart'" > <<button "Game Settings">> <<set _selectedSettings to "game">> <<set _subsection to "human">> <<replace #settingsOptions>><<settingsOptions>><</replace>> <<replace #settingsExit>><<settingsExit>><</replace>> <<displaySettings "gameSettings">> /* Resets Quick edit temporary values, to make them reflect current settings as closely as they can */ <<unset _pregnancytype>> <<unset _incompletePregnancyDisable>> <</button>> </div> <div @class="_selectedSettings is 'gallery' ? 'gold buttonStartSelected' : 'buttonStart'" > <<button "Gallery">> <<set _selectedSettings to "gallery">> <<replace #settingsOptions>><<settingsOptions>><</replace>> <<replace #settingsExit>><<settingsExit>><</replace>> <<displaySettings "gallerySettings">> <</button>> </div> <div @class="_selectedSettings is 'export' ? 'gold buttonStartSelected' : 'buttonStart'" > <<button "Export/Import Settings">> <<set _selectedSettings to "export">> <<replace #settingsOptions>><<settingsOptions>><</replace>> <<replace #settingsExit>><<settingsExit>><</replace>> <<displaySettings "exportsettings">> <</button>> </div> </div> <</widget>> <<widget "settings">> <<updatehistorycontrols>><!-- hides controls on going back in history after enabling that option --> <<set $settings.cheatsEnabledToggle to $cheatsEnabled>> <div id="settingsOptions" class="no-numberify"> <<settingsOptions>> </div> <div id="settingsDiv" class="no-numberify"> <<quickStart>><<set $currentSettings to "quickStart">> </div> <br> <div id="settingsExit"> <<settingsExit>> </div> <</widget>> <<widget "settingsExit">> <<saveNameSection>> <div style="margin-top:15px"> <<if $passage is "Start">> <<switch _selectedStart>> <<case "default">> <div class="my-1"><span class="gold bold">Current Settings:</span> <i>Adjustable</i></div> /* Reset these settings if going back to this tab */ <<set $settings.maleChanceSplit to false>> <<set $settings.maleChance to 50>> <<set $settings.maleChanceMale to 50>> <<set $settings.maleChanceFemale to 50>> <<set $settings.beastMaleChanceSplit to false>> <<set $settings.beastMaleChance to 50>> <<set $settings.beastMaleChanceMale to 50>> <<set $settings.beastMaleChanceFemale to 50>> <<button "Start Game!">> <<presets _kinkPreset "save">> <<presets _namedNpcPreset "save">> <<presets _monstersPreset "save">> <<if _pregnancytype is "disabled">> <<set $settings.playerPregnancyHumanEnabled to false>> <<set $settings.playerPregnancyBeastEnabled to false>> <<set $settings.playerPregnancyEggLayingEnabled to false>> <<set $settings.npcPregnancyEnabled to false>> <<else>> <<set $settings.pregnancyType to _pregnancytype or "realistic">> <<set $settings.playerPregnancyHumanEnabled to true>> <<set $settings.playerPregnancyBeastEnabled to true>> <<set $settings.playerPregnancyEggLayingEnabled to true>> <<set $settings.npcPregnancyEnabled to true>> <</if>> <<if _incompletePregnancyDisable is false or (_incompletePregnancyDisable is true and !_foundPregnancy)>> <<set $settings.incompletePregnancyEnabled to _incompletePregnancyDisable>> <<npcPregnancyUpdater>> <</if>> <<if ($feats.locked or ($settings.cheatsEnabledToggle is false and $settings.rentCostModifier gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $settings.allureModifier gte 1)) and ($feats.pregnancyLocked or ($settings.humanPregnancyMonths gte 3 and $settings.wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $settings.pregnancyType isnot "silly")>> <<settingsExitFunction>> <<else>><!-- confirm cheats --> <<replace #settingsExit>><<settingsExitConfirm>><</replace>> <</if>> <</button>> <<case "custom">> <div class="my-1"><span class="gold bold">Current Settings:</span> <i>Customisable</i></div> <<button "Start Game!">> <<if ($feats.locked or ($settings.cheatsEnabledToggle is false and $settings.rentCostModifier gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $settings.allureModifier gte 1)) and ($feats.pregnancyLocked or ($settings.humanPregnancyMonths gte 3 and $settings.wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $settings.pregnancyType isnot "silly")>> <<settingsExitFunction>> <<else>><!-- confirm cheats --> <<replace #settingsExit>><<settingsExitConfirm>><</replace>> <</if>> <</button>> <<case "random">> <div class="my-1"><span class="gold bold">Current Settings:</span> <i>Randomised</i></div> <<button "Start Game!">> /*Rerolls all settings*/ <<presets "randomize" "characterSettings" `randomizeSettings()`>> <<if ($feats.locked or ($settings.cheatsEnabledToggle is false and $settings.rentCostModifier gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $settings.allureModifier gte 1)) and ($feats.pregnancyLocked or ($settings.humanPregnancyMonths gte 3 and $settings.wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $settings.pregnancyType isnot "silly")>> <<settingsExitFunction>> <<else>><!-- confirm cheats --> <<replace #startOptions>><<startOptions>><</replace>> <<replace #settingsExit>><<settingsExitConfirm>><</replace>> <</if>> <</button>> <</switch>> <div class="small-description my-2"> Most settings, including NPC genders and beast appearance, can be changed later by using the <span class="gold">Gameplay Settings</span> link in your bedroom. <span class="red">You will not be able to change your character's genitalia or feat boosts after starting the game.</span> Additional settings can be found in the <span class="gold">Options</span> tab on the sidebar. </div> <<else>> <<button "Save changes">> <<if ($feats.locked or ($settings.cheatsEnabledToggle is false and $settings.rentCostModifier gte 1)) and ($feats.soft or ($gamemode isnot "soft" and $settings.allureModifier gte 1)) and ($feats.pregnancyLocked or ($settings.humanPregnancyMonths gte 3 and $settings.wolfPregnancyWeeks gte 4)) and ($feats.pregnancySillyLocked or $settings.pregnancyType isnot "silly")>> <<settingsExitFunction>> <<else>><!-- confirm cheats --> <<replace #settingsExit>><<settingsExitConfirm>><</replace>> <</if>> <</button>> <</if>> </div> <</widget>> <<widget "settingsExitConfirm">> <<if _selectedStart is "random">> <span class="red">Certain feats have been disabled due to randomly generated settings.</span> <ul> <<if $settings.cheatsEnabledToggle is true>><li>Enabled cheats: disables all feats.</li><</if>> <<if $settings.rentCostModifier lt 1>><li>Lowered rent: disables all feats.</li><</if>> <<if !$feats.soft and $gamemode is "soft">><li>Soft mode: disables some feats.</li><</if>> <<if !$feats.soft and $settings.allureModifier lt 1>><li>Lowered allure: disables some feats.</li><</if>> <<if !$feats.pregnancyLocked and $settings.humanPregnancyMonths lt 3>><li>Human pregnancy set to under 3 months: disables some pregnancy feats.</li><</if>> <<if !$feats.pregnancyLocked and $settings.wolfPregnancyWeeks lt 4>><li>Wolf pregnancy set to under 4 weeks: disables some pregnancy feats.</li><</if>> <<if !$feats.pregnancySillyLocked and $settings.pregnancyType is "silly">><li>Pregnancy mode set to "silly": disables some pregnancy feats.</li><</if>> </ul> Do you want to keep these changes? <br> <<button "No">> <<set $settings.cheatsEnabledToggle to false>> <<if $gamemode is "soft">> <<set $gamemode to "normal">> <</if>> <<if $settings.allureModifier lt 1>> <<set $settings.allureModifier to 1>> <</if>> <<if $settings.rentCostModifier lt 1>> <<set $settings.rentCostModifier to 1>> <</if>> <<if !$feats.pregnancyLocked and $settings.humanPregnancyMonths lt 3>> <<set $settings.humanPregnancyMonths to 3>> <</if>> <<if !$feats.pregnancyLocked and $settings.wolfPregnancyWeeks lt 4>> <<set $settings.wolfPregnancyWeeks to 4>> <</if>> <<if !$feats.pregnancySillyLocked and $settings.pregnancyType is "silly">> <<set $settings.pregnancyType to "realistic">> <</if>> <<displaySettings "startDescriptions">> <<replace #settingsExit>><<settingsExit>><</replace>> <</button>> <br> <span class="gold small-description">(Undo these changes, allowing you to reroll your settings.)</span> <br><br> <<button "Yes">> <<settingsExitFunction>> <</button>> <br> <span class="red small-description">(Feats will be disabled for the duration of this save.)</span> <<else>> <span class="red">You will not be able to obtain feats due to the settings you've selected.</span> <ul> <<if $settings.cheatsEnabledToggle is true>><li>Enabled cheats: disables all feats.</li><</if>> <<if $settings.rentCostModifier lt 1>><li>Lowered rent: disables all feats.</li><</if>> <<if !$feats.soft and $gamemode is "soft">><li>Soft mode: disables some feats.</li><</if>> <<if !$feats.soft and $settings.allureModifier lt 1>><li>Lowered allure: disables some feats</li><</if>> <<if !$feats.pregnancyLocked and $settings.humanPregnancyMonths lt 3>><li>Human pregnancy set to under 3 months: disables some pregnancy feats.</li><</if>> <<if !$feats.pregnancyLocked and $settings.wolfPregnancyWeeks lt 4>><li>Wolf pregnancy set to under 4 weeks: disables some pregnancy feats.</li><</if>> <<if !$feats.pregnancySillyLocked and $settings.pregnancyType is "silly">><li>Pregnancy mode set to "silly": disables some pregnancy feats.</li><</if>> </ul> Do you want to keep these changes? <br> <<button "No">> <<set $settings.cheatsEnabledToggle to false>> <<if $gamemode is "soft">> <<set $gamemode to "normal">> <</if>> <<if $settings.allureModifier lt 1>> <<set $settings.allureModifier to 1>> <</if>> <<if $settings.rentCostModifier lt 1>> <<set $settings.rentCostModifier to 1>> <</if>> <<if !$feats.pregnancyLocked and $settings.humanPregnancyMonths lt 3>> <<set $settings.humanPregnancyMonths to 3>> <</if>> <<if !$feats.pregnancyLocked and $settings.wolfPregnancyWeeks lt 4>> <<set $settings.wolfPregnancyWeeks to 4>> <</if>> <<if !$feats.pregnancySillyLocked and $settings.pregnancyType is "silly">> <<set $settings.pregnancyType to "realistic">> <</if>> <<if _settingsTab is 'tweak'>> <<replace #gameModeQuick>><<gameMode>><</replace>> <<elseif _settingsTab is 'game'>> <<replace #gameMode>><<gameMode>><</replace>> <</if>> <<replace #settingsExit>><<settingsExit>><</replace>> <</button>> <br> <span class="gold small-description">(Undo these changes, allowing feats to be obtained.)</span> <br><br> <<button "Yes">> <<settingsExitFunction>> <</button>> <br> <span class="red small-description">(Feats will be disabled for the duration of this save.)</span> <</if>> <</widget>> <<widget "settingsExitConfirmHistory">> <span class="red"><b>WARNING! Your history depth setting is too high!</b><br> Values above 5 can lead to errors when creating new saves! Make sure you know what you're doing before proceeding, or turn it down! </span> <br> <<link "Disable the feature">> <<set $options.maxStates to 1>> <<replace #settingsExit>><<settingsExit>><</replace>> <<displaySettings>> <</link>> <br> <<link "Lower the values to safer levels">> <<set $options.maxStates to 5>> <<replace #settingsExit>><<settingsExit>><</replace>> <<displaySettings>> <</link>> <br><br><br> <<link "I love shooting myself in the foot">> <<settingsExitFunction>> <</link>> <</widget>> <<widget "settingsExitFunction">> <<if !$ironmanmode>> <<set $cheatsEnabled to $settings.cheatsEnabledToggle>> <</if>> <<if $cheatsEnabled is true or $settings.rentCostModifier lt 1>> <<set $feats.locked to true>> <</if>> <<unset $settings.cheatsEnabledToggle>> <<if $gamemode is "soft" or $settings.allureModifier lt 1>> <<set $feats.soft to true>> <</if>> <<if $settings.humanPregnancyMonths lt 3 or $settings.wolfPregnancyWeeks lt 4>> <<set $feats.pregnancyLocked to true>> <</if>> <<if $settings.pregnancyType is "silly">> <<set $feats.pregnancySillyLocked to true>> <</if>> <<updatehistorycontrols>> <<presets _namedNpcPreset "save">> <<initnpcgender>> <<updatePersistentNPCs>> <<hirsuteHideCheck>> <<generateTipsList>> <<if $player.freckles is "random">> <<set $player.freckles to (random(1, 5) is 1)>> <</if>> /* Updates the npc's in case $incompletePregnancyDisable has been changed by the player */ <<npcPregnancyUpdater>> <!-- Init shop mannequin gender --> <<if $mannequinHasPenis is undefined>> <<set $mannequinHasPenis to $player.penisExist>> <<set $mannequinBreastsSize to ($mannequinHasPenis ? 0 : 3)>> <</if>> <<if $settings.lewdClothingCostModifier lt Math.ceil(10 / $settings.clothingCostModifier) * 0.1>> <<set $settings.lewdClothingCostModifier to parseFloat((Math.ceil(10 / $settings.clothingCostModifier) * 0.1).toFixed(1))>> <</if>> <<set _settingsExitPassage to clone($settingsExitPassage)>> <<unset $settingsExitPassage>> <<run State.display(_settingsExitPassage)>> <<set $saveName to $saveName.replace(/[^a-zA-Z\u4e00-\u9fa5 0-9]+/g,"")>> <<unset $importString>> /* Updates the penis max size for females so its never below 1 */ <<if $player.sex is "f" && $penissizemax < 0>> <<set $penissizemax to 0>> <</if>> <</widget>> /*complete:{"Vrelnir (Default)":"vrelDefault","Lollipop Scythe":"lollipopScythe","PurityGuy":"purityGuy","Fangi":"fangi"},*/ <<widget "quickStartOptions">> <<if _quickStartOptions is undefined>> <<set _quickStartOptions to { player:{"Female Waif":"femaleWaif","Male Waif":"maleWaif", "Hermaphrodite Waif":"hermaphroditeWaif", "Vrelnir PC":"vrel", "Crossdresser":"crossdresser","Tough Guy":"toughGuy"}, genericNpc:{ "Default Genders":"genericNpcDefaultGender", "All Male":"genericNpcAllMaleGender", "75% Male":"genericNpc75MaleGender", "All Female":"genericNpcAllFemaleGender", "75% Female":"genericNpc75FemaleGender", "All Opposite Gender":"genericNpcAllOppositeGenders", "90% Opposite Gender":"genericNpc90OppositeGenders", "75% Opposite Gender":"genericNpc75OppositeGenders", "All Same Gender":"genericNpcAllSameGenders", "90% Same Gender":"genericNpc90SameGenders", "75% Same Gender":"genericNpc75SameGenders", }, namedNpc:{"Default Genders":"namedNpcDefaultGender", "All Male":"namedNpcAllMaleGender", "All Female":"namedNpcAllFemaleGender"}, beasts:{ "Default Genders":"beastDefaultGenders", "All Male":"beastMaleGenders", "75% Male":"beast75MaleGenders", "All Female":"beastFemaleGenders", "75% Female":"beast75FemaleGenders", "All Opposite Gender":"beastOppositeGenders", "90% Opposite Gender":"beast90OppositeGenders", "75% Opposite Gender":"beast75OppositeGenders", "All Same Gender":"beastSameGenders", "90% Same Gender":"beast90SameGenders", "75% Same Gender":"beast75SameGenders", }, monsters:{"When Hallucinating":"monstersDefault", "No Monsters":"monstersNone", "All Monsters":"monstersAll"}, kink:{"Reasonably Debauched":"kinkDefault", "Vanilla":"kinkVanilla", "No Beasts":"kinkNoBeasts", "Everything Goes":"kinkEverything"}, game:{ "Normal ":"gameNormal","Soft (No Feats)":"gameSoft","Hard":"gameHard","Hard (Ironman)":"gameHardIronman","Masochist":"gameMasochist","Soft with Cheats (No Feats)":"gameSoftCheats","Normal with Cheats (No Feats)":"gameNormalCheats","Hard with Cheats (No Feats)":"gameHardCheats","Masochist with Cheats (No Feats)":"gameMasochistCheats" }, images:{"Default":"imagesdefault","High Quality":"imagesHigh","Low Quality":"imagesLow","Performance Mode":"imagesPerformance","Disable images":"imagesDisable"}, settings:{"PC, Tips":"settingPCTip","PC, no Tips":"settingPCNoTip","Mobile, Tips":"settingMobileTips","Mobile, no Tips":"settingMobileNoTips"} }>> <</if>> <</widget>> <<widget "quickStart">> <div @class="$passage is 'Start' ? '' : 'solidBorderContainer settings-container'"> <div class="settingsGrid"> <<quickStartOptions>> <<if $passage is "Start">> <div class="settingsHeader"> Basic Settings </div> <div class="settingsToggleItemWide"> <span class="gold">Starting Season:</span> <br> <label><mouse class="tooltip tangerine">Autumn <<radiobutton "$startingseason" "autumn" autocheck>><span class="green"><i>Recommended for beginners.</i></span></mouse></label> | <label><span class="teal">Winter</span> <<radiobutton "$startingseason" "winter" autocheck>></label> | <label><span class="lime-green">Spring</span> <<radiobutton "$startingseason" "spring" autocheck>></label> | <label><span class="red">Summer</span> <<radiobutton "$startingseason" "summer" autocheck>></label> | <label>Random <<radiobutton "$startingseason" "random" autocheck>></label> </div> <<else>> <div class="settingsToggleIndent p-0"> <i>Quickly change game settings. To fine-tune settings further, visit the <span class="gold">Game Settings</span> tab.</i> </div> <</if>> <div id="gameModeQuick" class="settingsToggleItem"> <<gameMode>> </div> <div class="settingsToggleItem"> <<set _foundPregnancy to !!Object.values($NPCName).find(npc => npc.pregnancy && npc.pregnancy.enabled && npc.pregnancy.type && !setup.pregnancy.canBePregnant.includes(npc.fullDescription))>> <label> <span class="gold">Pregnancy Mode:</span> <br> <<if $passage is "Start">> <label><<radiobutton "_pregnancytype" "realistic" `_pregnancytype ? "autocheck" : ($settings.pregnancyType is "realistic" ? "checked": "")`>> <mouse class="tooltip green">Realistic<span>Pregnancy will not happen immediately, and you won't know right away when it happens. You may need to use a pregnancy test, and the father may not be known to you initially. Cum on the outside of your vagina may get you pregnant as well, unless washed off within the next several hours.</span></mouse></label> | <label><<radiobutton "_pregnancytype" "fetish" `_pregnancytype ? "autocheck" : ($settings.pregnancyType is "fetish" ? "checked": "")`>> <mouse class="tooltip pink">Fetishised<span>Pregnancy may happen as soon as semen gets inside you. You will know as soon as it happens, and will immediately know the father.</span></mouse></label> | <label><<radiobutton "_pregnancytype" "silly" `_pregnancytype ? "autocheck" : ($settings.pregnancyType is "silly" ? "checked": "")`>> <mouse class="tooltip gold">Silly<span>Pregnancy may happen as soon as you hold hands or kiss, especially with those you love. <i class="red none">There may be story content related issues with this mode. Some feats will be disabled with this mode.</i></span></mouse></label> | <label><<radiobutton "_pregnancytype" "disabled" autocheck>> <mouse class="tooltip red">Disabled<span>Pregnancy will be disabled.<<if $passage isnot "Start">>Will not prevent existing pregnancies or prevent the player from interacting with their children.<</if>></span></mouse></label> <<else>> <<pregnancyType>> <</if>> </label> <br> <label> <<fertilityCycles>> </label> <br> <label data-disabledif="T.foundPregnancy&&V.settings.incompletePregnancyEnabled===true"> <<incompletePregnancy>> </label> </div> <<if _selectedStart isnot "custom">> <div class="settingsToggleItem"> <<if $passage is "Start">> <span class="gold">Generic NPC Genders:</span> <<numberslider "$settings.maleChance" $settings.maleChance 0 100 25 { onInputChange: v => { if (V.settings.maleChanceSplit === true && v === 50) { V.settings.maleChanceMale = random (1, 99); V.settings.maleChanceFemale = random (1, 99); return; } if (V.settings.maleChanceSplit === true) { V.settings.maleChanceMale = 100 - v; V.settings.maleChanceFemale = v; return; } }, value: v => { if (V.settings.maleChanceSplit === true) { switch (v) { case 100: return `<span class="small-description"><span class='gold inline-colour'>All</span> NPCs will prefer the <span class='gold inline-colour'>opposite sex</span>.</span>`; case 75: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of NPCs will prefer the <span class='gold inline-colour'>opposite sex</span>.</span>`; case 50: return `<span class="small-description">NPC sexual preferences will be <span class='gold inline-colour'>randomly</span> split.</span>`; case 25: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of NPCs will prefer the <span class='gold inline-colour'>same sex</span>.</span>`; case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> NPCs will prefer the <span class='gold inline-colour'>same sex</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${v}%</span> of NPCs will prefer the <span class='gold inline-colour'>opposite sex</span>.</span>`; } } else { switch (v) { case 100: return `<span class="small-description"><span class='gold inline-colour'>All</span> NPCs will be <span class='blue inline-colour'>male</span>.</span>`; case 75: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of NPCs will be <span class='blue inline-colour'>male</span>.</span>`; case 50: return `<span class="small-description">NPCs will be <span class='gold inline-colour'>evenly</span> split between <span class='blue inline-colour'>male</span> and <span class='pink inline-colour'>female</span> genders.</span>`; case 25: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of NPCs will be <span class='pink inline-colour'>female</span>.</span>`; case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> NPCs will be <span class='pink inline-colour'>female</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${v}%</span> of NPCs will be <span class='blue inline-colour'>male</span>.</span>`; } } }, }>> <span id="humanSplitBy"><<humanSplitBy>></span> <<else>> <<npcAttractionSettings>> <</if>> </div> <div class="settingsToggleItem"> <span class="gold">Named NPC Genders:</span> <br> <<if _namedNpcPreset is undefined>><<set _namedNpcPreset to "namedNpcDefaultGender">><</if>> <label>All Male <<radiobutton "_namedNpcPreset" "namedNpcAllMaleGender" autocheck>></label> | <label><<print $passage is "Start" ? "Random Genders" : "Current Genders">> <<radiobutton "_namedNpcPreset" "namedNpcDefaultGender" autocheck>></label> | <label>All Female <<radiobutton "_namedNpcPreset" "namedNpcAllFemaleGender" autocheck>></label> </div> <div class="settingsToggleItem"> <<if $passage is "Start">> <span class="gold"><<= $settings.monsterChance is 100 ? "Monster People" : "Beast">> Genders:</span> <<numberslider "$settings.beastMaleChance" $settings.beastMaleChance 0 100 25 { onInputChange: v => { if (V.settings.beastMaleChanceSplit === true && v === 50) { V.settings.beastMaleChanceMale = random (1, 99); V.settings.beastMaleChanceFemale = random (1, 99); return; } if (V.settings.beastMaleChanceSplit === true) { V.settings.beastMaleChanceMale = 100 - v; V.settings.beastMaleChanceFemale = v; return; } }, value: v => { const beasts = V.settings.monsterChance === 100 ? "monster people" : "beasts"; const Beasts = beasts.charAt(0).toUpperCase() + beasts.slice(1); if (V.settings.beastMaleChanceSplit === true) { switch (v) { case 100: return `<span class="small-description"><span class='gold inline-colour'>All</span> ${beasts} will prefer the <span class='gold inline-colour'>opposite sex</span>.</span>`; case 75: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of ${beasts} will prefer the <span class='gold inline-colour'>opposite sex</span>.</span>`; case 50: return `<span class="small-description">${Beasts} sexual preferences will be <span class='gold inline-colour'>randomly</span> split.</span>`; case 25: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of ${beasts} will prefer the <span class='gold inline-colour'>same sex</span>.</span>`; case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> ${beasts} will prefer the <span class='gold inline-colour'>same sex</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${v}%</span> of ${beasts} will prefer the <span class='gold inline-colour'>opposite sex</span>.</span>`; } } else { switch (v) { case 100: return `<span class="small-description"><span class='gold inline-colour'>All</span> ${beasts} will be <span class='blue inline-colour'>male</span>.</span>`; case 75: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of ${beasts} will be <span class='blue inline-colour'>male</span>.</span>`; case 50: return `<span class="small-description">${Beasts} will be <span class='gold inline-colour'>evenly</span> split between <span class='blue inline-colour'>male</span> and <span class='pink inline-colour'>female</span> genders.</span>`; case 25: return `<span class="small-description"><span class='gold inline-colour'>75%</span> of ${beasts} will be <span class='pink inline-colour'>female</span>.</span>`; case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> ${beasts} will be <span class='pink inline-colour'>female</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>" + ${v} + "%</span> of ${beasts} will be <span class='blue inline-colour'>male</span>.</span>`; } } }, }>> <span id="beastSplitBy"><<beastSplitBy>></span> <<else>> <<beastAttractionSettings>> <</if>> </div> <div class="settingsToggleItem"> <<if $passage is "Start">> <<if _monstersPreset is undefined>><<set _monstersPreset to "monstersDefault">><</if>> <span class="gold">Replace Beasts with Monster People:</span> <br> <label>All the time <<radiobutton "_monstersPreset" "monstersAll" autocheck>></label> | <label>Only when hallucinating <<radiobutton "_monstersPreset" "monstersDefault" autocheck>></label> | <label>Never <<radiobutton "_monstersPreset" "monstersNone" autocheck>></label> <<else>> <<monsterSettings>> <</if>> </div> <<if $passage is "Start">> <div class="settingsToggleItem"> <span class="gold">Fetish Settings:</span> <br> <<if _kinkPreset is undefined>><<set _kinkPreset to "kinkDefault">><</if>> <label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">Vanilla<span>All beast-related toggles are disabled, as well as plant people, tentacles, slimes, lactation, facesitting, double penetration, and hypnosis.</span></mouse> <<radiobutton "_kinkPreset" "kinkVanilla" autocheck>></label> | <label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">Reasonably Debauched<span>Default settings. All kinks are enabled, except for watersports.</span></mouse> <<radiobutton "_kinkPreset" "kinkDefault" autocheck>></label> | <label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">No Beasts<span>All beast-related settings are disabled, including bestiality, swarms, vore, parasites, spiders, slugs, wasps, lurkers, bees, and horses.</span></mouse> <<radiobutton "_kinkPreset" "kinkNoBeasts" autocheck>></label> | <label><mouse class="tooltip" style="border-bottom: 2px dotted var(--link)">Anything Goes<span>All kinks are enabled, including watersports.</span></mouse> <<radiobutton "_kinkPreset" "kinkEverything" autocheck>></label> </div> <div class="settingsToggleItem"> <i><<= _selectedStart is "custom" ? "To change" : "For more control over">> fetish and gameplay settings, visit the <span class="teal"><<= _selectedStart is "default" ? "Custom Start" : "Game Settings">></span> tab. Gameplay settings can still be changed after you start the game.</i> </div> <</if>> <</if>> </div> </div> <</widget>> <<widget "humanSplitByFull">> <<link `$settings.maleChanceSplit is true ? "Ignore sexual orientation" : "Set sexual orientation"`>> <<set $settings.maleChanceSplit to $settings.maleChanceSplit is true ? false : true>> <<toggleclass "#simpleGenders" "hidden">> <<replace "#splitGenders">><<maleChanceSplitControls>><</replace>> <<toggleclass "#splitGenders" "hidden">> <<replace "#humanSplitByFull">><<humanSplitByFull>><</replace>> <</link>> <</widget>> <<widget "beastSplitByFull">> <<link `$settings.beastMaleChanceSplit is true ? "Ignore sexual orientation" : "Set sexual orientation"`>> <<set $settings.beastMaleChanceSplit to $settings.beastMaleChanceSplit is true ? false : true>> <<toggleclass "#simpleBeastGenders" "hidden">> <<replace "#splitBeastGenders">><<beastMaleChanceSplitControls>><</replace>> <<toggleclass "#splitBeastGenders" "hidden">> <<replace "#beastSplitByFull">><<beastSplitByFull>><</replace>> <</link>> <</widget>> <<widget "humanSplitBy">> <<link `$settings.maleChanceSplit is true ? "Ignore sexual orientation" : "Set sexual orientation"`>> <<set $settings.maleChanceSplit to $settings.maleChanceSplit is true ? false : true>> <<replace "#humanSplitBy">><<humanSplitBy>><</replace>> <<run $("#numberslider-input-settingsmalechance").trigger("input");>> <</link>> <</widget>> <<widget "beastSplitBy">> <<link `$settings.beastMaleChanceSplit is true ? "Ignore sexual orientation" : "Set sexual orientation"`>> <<set $settings.beastMaleChanceSplit to $settings.beastMaleChanceSplit is true ? false : true>> <<replace "#beastSplitBy">><<beastSplitBy>><</replace>> <<run $("#numberslider-input-settingsbeastmalechance").trigger("input");>> <</link>> <</widget>> <<widget "characterSettings">> <div class="solidBorderContainer settings-container"> <div class="settingsGrid"> <div class="settingsToggleItem"> <span class="gold">Randomise:</span><br> <<link "Character appearance">><<presets "randomize" "characterSettings" `randomizeSettings('characterAppearance')`>><</link>> <mouse class="tooltip linkBlue">(?)<span>Randomises the player character's appearance, including hair, eyes, skin colour, gender, and body part sizes. Body size, gender appearance, genitalia, and base skin colour cannot be changed after starting the game.</span></mouse> <br> </div> <div class="settingsToggleItem"> <<if StartConfig.enableImages is true>> <span class="gold">Sidebar Preview:</span><br> <label>Hide clothes <<checkbox "_showClothes" true false autocheck>></label> | <label>Hide underwear <<checkbox "_showUnderwear" true false autocheck>></label> <br> <</if>> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Body </div> <div class="settingsToggleItem" id="genitals"> <span class="gold">Genitals:</span><br> <label>Penis <<radiobutton "$player.sex" "m" autocheck>></label> | <label>Vagina <<radiobutton "$player.sex" "f" autocheck>></label> | <label>Both <<radiobutton "$player.sex" "h" autocheck>></label> <<if $player.sex is "h">> <br> <label>Testes: <<checkbox "$player.ballsExist" false true autocheck>></label> <</if>> </div> <<run $(() => { $('#genitals input[type="radio"]').on('change', () => { if (V.player.sex === "h" && V.background === "crossdresser") V.background = "waif"; Wikifier.wikifyEval('<<replace #settingsDiv>><<characterSettings>><</replace>>'); Wikifier.wikifyEval('<<updatesidebarimg>>'); }); }) >> <div class="settingsToggleItem" id="gender"> <span class="gold">Gender:</span><br> <label class="blue">Male <<radiobutton "$player.gender" "m" autocheck>></label> | <label class="pink">Female <<radiobutton "$player.gender" "f" autocheck>></label> | <label class="purple">Neither <<radiobutton "$player.gender" "n" autocheck>></label> <br> <span class="small-description">How you see yourself. Does not affect how other people perceive you. You may change this later in the mirror menu.</span> </div> <<run $(() => { $('#gender input[type="radio"]').on('change', () => { Wikifier.wikifyEval('<<replace #settingsDiv>><<characterSettings>><</replace>>'); Wikifier.wikifyEval('<<updatesidebarimg>>'); }); }) >> <div class="settingsToggleItem"> <span class="gold">Body Size:</span><br> <label>Tiny <<radiobutton "$bodysize" 0 autocheck>></label> | <label>Small <<radiobutton "$bodysize" 1 autocheck>></label> | <label>Normal <<radiobutton "$bodysize" 2 autocheck>></label> | <label>Large <<radiobutton "$bodysize" 3 autocheck>></label><br> <span class="small-description">Larger sizes have higher max physique and damage output.</span> </div> <div class="settingsToggleItem"> <span class="gold">Body Shape:</span><br> <<capture _i>> <<for _i = 0; _i < setup.bodyShapes.length; _i++>> <label><<= setup.bodyShapes[_i].toUpperFirst()>> <<radiobutton "$player.bodyshape" setup.bodyShapes[_i] autocheck>></label> <<= _i lt setup.bodyShapes.length - 1 ? "|" : "">> <</for>> <</capture>> <br> <span class="small-description">Purely cosmetic. You may change this later in the mirror menu.</span> </div> <div class="settingsToggleItem"> <span class="gold">Breast Size:</span><br> <label>Flat <<radiobutton "$player.breastsize" 0 autocheck>></label> | <label>Budding <<radiobutton "$player.breastsize" 1 autocheck>></label> | <label>Tiny <<radiobutton "$player.breastsize" 2 autocheck>></label> | <label>Small <<radiobutton "$player.breastsize" 3 autocheck>></label> | <label>Pert <<radiobutton "$player.breastsize" 4 autocheck>></label> </div> <div class="settingsToggleItem"> <span class="gold">Ass Size:</span><br> <label>Slender <<radiobutton "$player.bottomsize" 0 autocheck>></label> | <label>Slim <<radiobutton "$player.bottomsize" 1 autocheck>></label> | <label>Modest <<radiobutton "$player.bottomsize" 2 autocheck>></label> | <label>Cushioned <<radiobutton "$player.bottomsize" 3 autocheck>></label> </div> <<if $player.sex isnot "f">> <div class="settingsToggleItem"> <span data-target="player.sex" data-disabledif="V.player.sex==='f'"> <span class="gold">Penis Size:</span><br> <label>Tiny <<radiobutton "$player.penissize" 0 autocheck>></label> | <label>Small <<radiobutton "$player.penissize" 1 autocheck>></label> | <label>Normal <<radiobutton "$player.penissize" 2 autocheck>></label> </span> </div> <</if>> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Head </div> <<if setup.faceStyleOptions.length gt 1>> <div id="settingsFaceStyle" class="settingsToggleItem"> <span class="gold">Face style:</span><br> <<for _styleName, _styleValue range setup.faceStyleOptions>> <<capture _styleName, _styleValue>> <span @id="'link-'+_styleValue.replace(/ /g,'-')" @class="(_styleValue is $facestyle ? 'selected' : '')"> <<silently>><<set _text_output to _styleName>><<capitalise>><</silently>> <<link _text_output>> <<removeclass `'#link-'+$facestyle.replace(/ /g,'-')` "selected">> <<set $facestyle to _styleValue>> <<set $facevariant to "default">> <<addclass `'#link-'+$facestyle.replace(/ /g,'-')` "selected">> <<replace "#settingsFaceVariantRadios">><<faceVariantSettings>><</replace>> <<updatesidebarimg true>> <</link>> | </span> <</capture>> <</for>> </div> <</if>> <div id="settingsFaceVariants" @class="setup.faceStyleOptions.length gt 1 ? 'settingsToggleItem' : 'settingsToggleItemWide'"> <span class="gold">Demeanour:</span> <br> <div id="settingsFaceVariantRadios"> <<faceVariantSettings>> <br> <span class="small-description">Purely cosmetic. You may change this later in the mirror menu.</span> </div> </div> <div class="settingsToggleItemWide"> <span class="gold">Natural Eye Colour:</span><br> <label><span class="purple">Purple</span> <<radiobutton "$eyeselect" "purple" autocheck>></label> | <label><span class="blue">Dark blue</span> <<radiobutton "$eyeselect" "dark blue" autocheck>></label> | <label><span class="lblue">Light blue</span> <<radiobutton "$eyeselect" "light blue" autocheck>></label> | <label><span class="tangerine">Amber</span> <<radiobutton "$eyeselect" "amber" autocheck>></label> | <label><span class="brown">Hazel</span> <<radiobutton "$eyeselect" "hazel" autocheck>></label> | <label><span class="green">Green</span> <<radiobutton "$eyeselect" "green" autocheck>></label> | <label><span class="lime-green">Lime green</span> <<radiobutton "$eyeselect" "lime green" autocheck>></label> | <label><span class="red">Red</span> <<radiobutton "$eyeselect" "red" autocheck>></label> | <label><span class="pink">Pink</span> <<radiobutton "$eyeselect" "pink" autocheck>></label> | <label><span class="grey">Grey</span> <<radiobutton "$eyeselect" "grey" autocheck>></label> | <label><span class="light-grey">Light grey</span> <<radiobutton "$eyeselect" "light grey" autocheck>></label> | <label><span>Random</span> <<radiobutton "$eyeselect" "random" autocheck>></label> </div> <div class="settingsToggleItemWide"> <span class="gold">Natural Hair Colour:</span><br> <label><span class="red">Red</span> <<radiobutton "$hairselect" "red" autocheck>></label> | <label><span class="black">Jet black</span> <<radiobutton "$hairselect" "jetblack" autocheck>></label> | <label><span class="black">Black</span> <<radiobutton "$hairselect" "black" autocheck>></label> | <label><span class="brown">Brown</span> <<radiobutton "$hairselect" "brown" autocheck>></label> | <label><span class="softbrown">Soft brown</span> <<radiobutton "$hairselect" "softbrown" autocheck>></label> | <label><span class="lightbrown">Light brown</span> <<radiobutton "$hairselect" "lightbrown" autocheck>></label> | <label><span class="burntorange">Burnt orange</span> <<radiobutton "$hairselect" "burntorange" autocheck>></label> | <label><span class="strawberry">Strawberry blond</span> <<radiobutton "$hairselect" "strawberryblond" autocheck>></label> | <label><span class="tangerine">Ginger</span> <<radiobutton "$hairselect" "ginger" autocheck>></label> | <label><span class="gold">Blond</span> <<radiobutton "$hairselect" "blond" autocheck>></label> | <label><span class="softblond">Soft blond</span> <<radiobutton "$hairselect" "softblond" autocheck>></label> | <label><span class="platinum">Platinum blond</span> <<radiobutton "$hairselect" "platinumblond" autocheck>></label> | <label><span class="ashy">Ashy blond</span> <<radiobutton "$hairselect" "ashyblond" autocheck>></label> | <label><span class="white">White</span> <<radiobutton "$hairselect" "white" autocheck>></label> | <label><span class="snowwhite">Snow white</span> <<radiobutton "$hairselect" "snowwhite" autocheck>></label> | <label><span>Random</span> <<radiobutton "$hairselect" "random" autocheck>></label> </div> <div class="settingsToggleItem"> <span class="gold">Hair Length:</span><br> <label>Ear <<radiobutton "$hairlength" 0 autocheck>></label> | <label>Neck <<radiobutton "$hairlength" 200 autocheck>></label> | <label>Chest <<radiobutton "$hairlength" 400 autocheck>></label> </div> <div class="settingsToggleItem"> <span class="gold">Freckles:</span><br> <label>Yes <<radiobutton "$player.freckles" true autocheck>></label> | <label>No <<radiobutton "$player.freckles" false autocheck>></label> | <label>Random <<radiobutton "$player.freckles" "random" autocheck>></label> </div> </div> <hr> <div class="settingsGrid"> <<set _skinTone to "">> <<set _skinShade to "light">> <div class="settingsHeader"> Skin Colour </div> <div class="settingsToggleItem"> <span class="gold">Skin Tone:</span><br> <label>Neutral <<radiovar "_skinTone" "">><<skinColourVariableCombine>><</radiovar>></label> | <label>Warm <<radiovar "_skinTone" "r">><<skinColourVariableCombine>><</radiovar>></label> | <label>Golden <<radiovar "_skinTone" "g">><<skinColourVariableCombine>><</radiovar>></label> | <label>Olive <<radiovar "_skinTone" "y">><<skinColourVariableCombine>><</radiovar>></label> | <label>Cool <<radiovar "_skinTone" "b">><<skinColourVariableCombine>><</radiovar>></label> <br> <span class="gold">Skin Shade:</span><br> <label>Light <<radiovar "_skinShade" "light">><<skinColourVariableCombine>><</radiovar>></label> | <label>Medium <<radiovar "_skinShade" "medium">><<skinColourVariableCombine>><</radiovar>></label> | <label>Dark <<radiovar "_skinShade" "dark">><<skinColourVariableCombine>><</radiovar>></label> | <label>Gyaru <<radiovar "_skinShade" "gyaru">><<skinColourVariableCombine>><</radiovar>></label> </div> <div class="settingsToggleItem"> <div class="numberslider-inline"> <label><span class="gold">Initial Tan:</span> <<numberslider "_tan" _tan 0 100 1 { onInputChange: value => { Skin.color.setTan(value); Wikifier.wikifyEval("<<startingPlayerImageUpdate>>"); }, value: v => `${v}%` }>> </label> </div> </div> </div> <hr> <<sizeLimitsSettings>> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Sensitivity </div> <div class="settingsToggleItem"> <span class="gold">Mouth:</span><br> <label>Normal <<radiobutton "$mouthsensitivity" 1 autocheck>></label> | <label><span class="pink">Sensitive</span> <<radiobutton "$mouthsensitivity" 2 autocheck>></label> | <label><span class="red">Very sensitive</span> <<radiobutton "$mouthsensitivity" 3 autocheck>></label> </div> <div class="settingsToggleItem"> <span class="gold">Chest:</span><br> <label>Normal <<radiobutton "$breastsensitivity" 1 autocheck>></label> | <label><span class="pink">Sensitive</span> <<radiobutton "$breastsensitivity" 2 autocheck>></label> | <label><span class="red">Very sensitive</span> <<radiobutton "$breastsensitivity" 3 autocheck>></label> </div> <div class="settingsToggleItem"> <span class="gold">Ass:</span><br> <label>Normal <<radiobutton "$bottomsensitivity" 1 autocheck>></label> | <label><span class="pink">Sensitive</span> <<radiobutton "$bottomsensitivity" 2 autocheck>></label> | <label><span class="red">Very sensitive</span> <<radiobutton "$bottomsensitivity" 3 autocheck>></label> </div> <div class="settingsToggleItem"> <span class="gold">Genitals:</span><br> <label>Normal <<radiobutton "$genitalsensitivity" 1 autocheck>></label> | <label><span class="pink">Sensitive</span> <<radiobutton "$genitalsensitivity" 2 autocheck>></label> | <label><span class="red">Very sensitive</span> <<radiobutton "$genitalsensitivity" 3 autocheck>></label> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Personality </div> <div class="settingsToggleItemWide"> <span class="gold">Randomise:</span> <br> <<link "Character traits">><<presets "randomize" "characterSettings" `randomizeSettings('characterTrait')`>><</link>> <mouse class="tooltip linkBlue">(?)<span>Randomises the player character's traits, including background, awareness, and general sensitivity. <i class="red">These traits cannot be changed after starting the game.</i></span></mouse> <br> </div> <div class="settingsToggleItemWide"> <span class="gold">Awareness:</span> <mouse class="tooltip linkBlue">(?)<span>Whether your character knows a thing or two about sex despite their lack of experience.</span></mouse> <br> <label>Innocent <<radiobutton "$awareselect" "innocent" autocheck>></label> | <label>Knowledgeable <<radiobutton "$awareselect" "knowledgeable" autocheck>></label> </div> <div class="settingsToggleItemWide"> <span class="gold">Background:</span><br> <label><span class="green">Waif</span> <<radiobutton "$background" "waif" autocheck>> - No special advantages or disadvantages. <i>Recommended for beginners.</i></label> <br> <label><span class="teal">Nerd</span> <<radiobutton "$background" "nerd" autocheck>> - Good at school. Picked on. <span class="red">(This will prevent the 'Unsocial Moth' feat from being earned)</span></label> <br> <label><span class="teal">Athlete</span> <<radiobutton "$background" "athlete" autocheck>> - Physically capable. Grades have suffered.</label> <br> <label><span class="teal">Delinquent</span> <<radiobutton "$background" "delinquent" autocheck>> - Your antics have made you popular with other students. Less so with the teachers.</label> <br> <label><span class="blue">Promiscuous</span> <<radiobutton "$background" "promiscuous" autocheck>> - You've experimented sexually.</label> <br> <label><span class="blue">Exhibitionist</span> <<radiobutton "$background" "exhibitionist" autocheck>> - You have an affinity for exposing yourself in public places.</label> <br> <label><span class="blue">Deviant</span> <<radiobutton "$background" "deviant" autocheck>> - You <i>really</i> like animals.</label> <br> <label><span class="lewd">Beautiful</span> <<radiobutton "$background" "beautiful" autocheck>> - You turn heads. <i>Not recommended for beginners.</i></label> <br> <<if $player.sex isnot "h">> <label><span class="lewd"><<= $player.gender isnot $player.sex ? `\"Crossdresser\"` : "Crossdresser">></span> <<radiobutton "$background" "crossdresser" autocheck>> - You've taken a liking to the clothing of the opposite sex. Stress decays faster when you look like a <<= $player.sex is "f" ? "boy" : "girl">>, but slower when you look like a <<pcSex>>.</label> <br> <</if>> <label><span class="lewd">Lustful</span> <<radiobutton "$background" "lustful" autocheck>> - Arousal increases over time and needs to be managed.</label> <br> <label><mouse class="tooltip"><span class="lewd">Dendrophile</span> <<radiobutton "$background" "plantlover" autocheck>> - Plants are everything to you.<span class="green">You're addicted to nectar. You're more vulnerable to aphrodisiacs and alcohol. Plantpeople and plant-based tentacles no longer require hallucinations to encounter. You get a bonus to Tending as your Trauma increases.</span></mouse> </label> </div> </div> <hr> <<quickStart>> </div> <br> <<link "<span class='fa-icon fa-up-arrow'></span>Top of Page">> <<script>> document.body.scrollTop = 0; document.documentElement.scrollTop = 0; <</script>> <</link>> <</widget>> <<widget "featExplanation">> <<link "Hide explanation...">> <<replace #featExplanation>><</replace>> <<toggleclass '#explain' 'hidden'>> <</link>><br> If you choose not to import all feats earned across multiple save files, only the feats marked as unlocked in your <span class="gold">most recently loaded save</span> will carry over to your next playthrough. Keep this in mind if you are aiming for 100% completion! <br><br> <span class="green">Spending coins on feat boosters does not permanently use up your coins, and coins earned from a feat cannot be earned a second time.</span> Any spent coins will remain in your personal bank of coins and will be available the next time you start a new game. <br><br> <span class="red">Changing settings in specific ways may prevent you from earning some feats, and coins, in your current game.</span> Enabling cheats at any point will prevent you from earning feats for the remainder of your current playthrough. You will be warned if you are about to change any setting that does this. <br><br> Some feats display as earned as soon as you meet the requirements, while others won't trigger until the next in-game hour. Happy hunting! <</widget>> <<widget "featSettings">> <div class="solidBorderContainer settings-container"> <div class="settingsToggleIndent"> As you play through Degrees of Lewdity, you will obtain <span class="gold">feats</span> by completing different tasks. The more feats you earn, the more <span class="gold">VrelCoins</span> you will earn. When you start a new game, the coins associated with your most recently loaded save can be used to purchase <span class="gold">feat boosters</span>. These boosters grant you bonuses in your next game. <br><br> Feats are earned linearly over the course of a single playthrough. If you load an earlier save or switch to a different playthrough, <span class="red">you will lose the feat and its VrelCoins, unless you import all of your feats using the link below.</span> This will reset all feat boosters. <span id="explain"> <<link "Read more...">> <<replace #featExplanation>><<featExplanation>><</replace>> <<toggleclass '#explain' 'hidden'>> <</link>> </span> <span id="featExplanation"></span> </div> <div class="settingsToggleIndent"> <<link "Import all feats:">> <<replace #settingsStart>> <<loadAllFeats>> <</replace>> <</link>> <span class="green"> Checks for all feats earned across your local save files, combining your earned Vrelcoins and unlocked feat boosters.</span> </div> <<if $feats.allSaves.points isnot undefined or $feats.allSaves.points isnot 0>> <div class="settingsToggleIndent"> <<link "Reset All Feats:">> <<set $feats to { "locked":false, "soft":false, "allSaves":{}, "currentSave":{}, "filter":"All" }>> <<script>> localStorage.removeItem("dolFeats"); <</script>> <<setupFeats true>> <<displaySettings "featSettings">> <</link>> <span class="red"> This will remove all feats that have been earned so far, meaning you will have to collect them again.</span> </div> <</if>> <hr> <<set _upgradeNames to Object.keys($featsBoosts.upgrades)>> <<set _visibleUpgradeNames to []>> <<set _visibleUpgradeIDs to []>> <<for _i to 0; _i lt _upgradeNames.length; _i++>> <<if $featsBoosts.upgradeDetails[_upgradeNames[_i]].max>> <<set _visibleUpgradeNames.push($featsBoosts.name[_upgradeNames[_i]])>> <<set _visibleUpgradeIDs.push(clone(_i))>> <<else>> <<set _visibleUpgradeNames.push("?????")>> <<set _visibleUpgradeIDs.push(clone(_i))>> <</if>> <</for>> <div id="featsPointsMenu"> <<featsPointsMenu>> </div> <<featsPointsMenuReset>> </div> <</widget>> <<widget "gameMode">> <span class="gold">Game Mode:</span> <br> <label><mouse class="tooltip green">Normal mode<span>Survive in a dangerous world.</span></mouse> <<if ($ironmanmode is true and $gamemode is "hard") and $passage != "Start">> <input id="radiobutton-gamemode-8" name="radiobutton-gamemode" type="radio" tabindex="0" class="macro-radiobutton" disabled> <<else>> <<radiobutton "$gamemode" "normal" autocheck>> <</if>> </label> <<ind>> <label><mouse class = "tooltip blue">Soft mode<span>For those who prefer a light-hearted lewd adventure, though the game is still dark in places.<br><i class="red normal">This is an experimental feature and contains gamebreaking bugs. It will be changed or removed in the future. Leaving the settings with soft mode will prevent you from earning feats until it is set to normal mode. Doing this will permanently prevent some feats from being earned in this save.</i></span></mouse> <<if ($ironmanmode is true and ["hard","normal"].includes($gamemode) is true) and $passage != "Start">> <input id="radiobutton-gamemode-8" name="radiobutton-gamemode" type="radio" tabindex="0" class="macro-radiobutton" disabled> <<else>> <<radiobutton "$gamemode" "soft" autocheck>> <</if>> </label> <<ind>> <<if $intro is 1 or $gamemode is "hard">> <label><mouse class = "tooltip purple">Hard mode<span>Removes lewd stat decay (promiscuity, exhibitionism, deviancy), making trauma and control increasingly difficult to manage. Can only be chosen at the game's start, and being incarcerated in the asylum will put you in normal mode. <br><i class="red normal">This is an experimental feature and will be changed or removed in the future.</i></span></mouse> <<if $ironmanmode is true and $passage != "Start">> <input id="radiobutton-gamemode-8" name="radiobutton-gamemode" type="radio" tabindex="0" class="macro-radiobutton" disabled> <<else>> <<radiobutton "$gamemode" "hard" autocheck>> <</if>> </label> <</if>> <br> <<if $ironmanmode and $passage isnot "Start">> <span class="red">Cheats cannot be enabled during Ironman mode.</span> <<else>> <<if $passage is "Start">> <label data-target="settingscheatsenabledtoggle" data-disabledif="V.settings.cheatsEnabledToggle===true"> <input id="checkbox-ironmanmode" onclick="IronMan.UI.checkBox()" name="checkbox-ironmanmode" type="checkbox" tabindex="0" class="macro-checkbox"> <mouse class="tooltip white">Ironman mode<span>To prevent save-scumming and other practices in that spirit<br><br>You can save, you will then be led to Start Menu. You can then load that save, but then it will delete itself.<br><br>There will also be an additional save every 4-8 in-game days just in case you lose the other save.</span></mouse>&nbsp;<i class="ironman-clarify">(Cannot be unset after game start)</i> <<run IronMan.UI.checkBox(`init`)>> </label> <br> <</if>> <label data-target="ironmanmode" data-disabledif="V.ironmanmode===true"> <<checkbox "$settings.cheatsEnabledToggle" false true autocheck>> <mouse class="tooltip red">Cheat mode<span>Leaving the settings with cheats enabled will prevent you from earning feats in a save.</span></mouse>&nbsp;<i class="ironman-clarify">(Button for cheats shows in sidebar)</i> </label> <</if>> <</widget>> <<widget "gameSettings">> <div class="solidBorderContainer settings-container"> <div class="settingsGrid"> <div class="settingsToggleItem"> <span class="gold">Randomise:</span><br> <<link "Gameplay">><<presets "randomize" "gameSettings" `randomizeSettings('gameplay')`>><</link>> <mouse class="tooltip linkBlue">(?)<span>Randomises all settings related to general gameplay, including encounter rate, clothing prices, crop yield, and Bailey's rent.</span></mouse> | <<link "Encounters">><<presets "randomize" "gameSettings" `randomizeSettings('encounter')`>><</link>> <mouse class="tooltip linkBlue">(?)<span>Randomises all settings related to generic NPCs.</span></mouse> <br> </div> <div class="settingsToggleItem"> <span class="gold">Multiple Wardrobes:</span> <mouse class="tooltip linkBlue">(?)<span class="red">This is an experimental feature and will be changed or removed in the future. While you may change this during gameplay, it's not recommended as disabling will remove access to clothing and enabling it may leave you stuck with your only option wearing a towel.</span></mouse> <br> <label><<radiobutton "$settings.multipleWardrobes" false autocheck>> Single shared wardrobe only</label> | <label><<radiobutton "$settings.multipleWardrobes" "isolated" autocheck>> Isolated areas will have their own wardrobe</label> <br> <<if $debug is 1>> <!--This setting will not be ready on initial release--> <label><<radiobutton "$settings.multipleWardrobes" "all" autocheck>> Enable for all wardrobes</label> <br> <</if>> </div> <div class="settingsToggleItem"> <span class="gold">Skill Check Display:</span> <mouse class = "tooltip linkBlue">(?)<span>As you interact with the game, some actions will only succeed if a skill is above a certain threshold. You may opt to see what skill is required before taking an action, as well as your chance of succeeding at that action.</span></mouse> <br> <label>Show exact chance of success <<radiobutton "$settings.skillCheckStyle" "percentage" autocheck>></label> | <label>Show general chance of success <<radiobutton "$settings.skillCheckStyle" "words" autocheck>></label> | <label>Show only skill name <<radiobutton "$settings.skillCheckStyle" "skillname" autocheck>></label> <br> <label> <<checkbox "$settings.blindStatsEnabled" false true autocheck>> <mouse class = "tooltip linkBlue">Enable blind stats<span>Playing with blind stats enabled means that you'll receive no indication when your stats change, what skills are required to succeed in certain events, or be alerted to situational dangers. Survive on your intuition. <i class="red normal"><br>Not recommended for beginners. This is an experimental feature and may be changed or removed in the future.</i></span></mouse> </label> <br> </div> <div class="settingsToggleItem"> <span class="gold">Encounter Rate:</span> <div class="small-description">Default is 1.0. Multiplies the effect of allure on encounter chance.</div> <div class="small-description"><span class="red">Setting this below 1 will permanently prevent you from earning some feats in this save and prevent you from earning others until it is increased to at least 1.</span></div> <div id="sliderAllureMode"> <<numberslider "$settings.allureModifier" $settings.allureModifier 0.2 2 0.1 $ironmanmode>> </div> </div> </div> </div> <hr> <div id="startTabSettings"> <<allSettings>> </div> <div id="subsectionDiv"> <<humanSettings>> </div> <br> <<link "<span class='fa-icon fa-up-arrow'></span>Top of Page">> <<script>> document.body.scrollTop = 0; document.documentElement.scrollTop = 0; <</script>> <</link>> <</widget>> <<widget "subsectionSettingsTabButton">> <div @class="_subsection is _args[1] ? 'gold buttonSettingsSelected' : 'buttonSettings'" > <<button _args[0]>> <<if _subsection isnot _args[1]>> <<set _subsection to _args[1]>> <<displaySubsection `_args[1] + "Settings"`>> <<replace #startTabSettings>><<allSettings>><</replace>> <</if>> <</button>> </div> <</widget>> <<widget "allSettings">> <<if _subsection is undefined>><<set _subsection to "human">><</if>> <div id="containerStart" class="containerWrap"> <div id="settingsHuman"> <<subsectionSettingsTabButton "General NPC Settings" "human">> </div> <div id="settingsNPC"> <<subsectionSettingsTabButton "Named NPC Settings" "npc">> </div> <div id="settingsBeast"> <<subsectionSettingsTabButton "Beast Settings" "beast">> </div> <div id="settingsFetish"> <<subsectionSettingsTabButton "Fetish Settings" "fetish">> </div> <div id="settingsPrice"> <<subsectionSettingsTabButton "Cost and Gain Settings" "price">> </div> <div id="settingsPregnancy"> <<subsectionSettingsTabButton "Pregnancy Settings" "pregnancy">> </div> <<if $passage isnot "Start">> <div id="settingsSizeLimits"> <<subsectionSettingsTabButton "Body Part Size Limits" "sizeLimits">> </div> <</if>> </div> <</widget>> <<widget "genericGenders">> <div class="numberslider-inline maleChance"> <<numberslider "$settings.maleChance" $settings.maleChance 0 100 1 { value: v => { switch (v) { case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> NPCs will be <span class='pink inline-colour'>female</span>.</span>`; case 50: return `<span class="small-description">NPCs will be <span class='gold inline-colour'>evenly</span> split between <span class='blue inline-colour'>male</span> and <span class='pink inline-colour'>female</span> genders.</span>`; case 100: return `<span class="small-description"><span class='gold inline-colour'>All</span> NPCs will be <span class='blue inline-colour'>male</span>.</span>`; default: return v > 50 ? `<span class="small-description"><span class='gold inline-colour'>${v}%</span> of NPCs will be <span class='blue inline-colour'>male</span>.</span>` : `<span class="small-description"><span class='gold inline-colour'>${100 - v}%</span> of NPCs will be <span class='pink inline-colour'>female</span>.</span>` } }, }>> </div> <</widget>> <<widget "beastGenders">> <<set _beasts to $settings.monsterChance is 100 ? "monster people" : "beasts">> <div class="numberslider-inline beastmalechance"> <<numberslider "$settings.beastMaleChance" $settings.beastMaleChance 0 100 1 { value: v => { const beasts = V.settings.monsterChance === 100 ? "monster people" : "beasts"; const Beasts = beasts.charAt(0).toUpperCase() + beasts.slice(1); switch (v) { case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> ${beasts} will be <span class='pink inline-colour'>female</span>.</span>`; case 50: return `<span class="small-description">${Beasts} will be <span class='gold inline-colour'>evenly</span> split between <span class='blue inline-colour'>male</span> and <span class='pink inline-colour'>female</span> genders.</span>`; case 100: return `<span class="small-description"><span class='gold inline-colour'>All</span> ${beasts} will be <span class='blue inline-colour'>male</span>.</span>`; default: return v > 50 ? `<span class="small-description"><span class='gold inline-colour'>${v}%</span> of ${beasts} will be <span class='blue inline-colour'>male</span>.</span>` : `<span class="small-description"><span class='gold inline-colour'>${100 - v}%</span> of ${beasts} will be <span class='pink inline-colour'>female</span>.</span>` } }, }>> </div> <</widget>> <<widget "monsterSettings">> <div class="numberslider-inline"> <span class="gold">Monster People Chance:</span> <<numberslider "$settings.monsterChance" $settings.monsterChance 0 100 1 { value: v => { switch (v) { case 0: return `<span class="small-description">Beasts will <span class='gold inline-colour'>never</span> appear as monster people, unless allowed while hallucinating.</span>`; case 50: return `<span class="small-description"><span class='gold inline-colour'>Half</span> of all beasts will be replaced by monster people.</span>`; case 100: return `<span class="small-description">Beasts will <span class='gold inline-colour'>always</span> be monster people.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${v}%</span> of beasts will be replaced by monster people.</span>` } }, }>> </div> <label> <<checkbox "$settings.monsterHallucinationsOnly" false true autocheck>> Monster people can only appear during hallucinations </label> <</widget>> <<widget "npcAttractionSettings">> <div id="simpleGenders" @class="(V.settings.maleChanceSplit === true ? ' hidden' : '')"> <span class="gold">Generic NPC Genders:</span> <<genericGenders>> </div> <div id="splitGenders" @class="(V.settings.maleChanceSplit === false ? ' hidden' : '')"> <<maleChanceSplitControls>> </div> <span id="humanSplitByFull"><<humanSplitByFull>></span> <</widget>> <<widget "beastAttractionSettings">> <div id="simpleBeastGenders" @class="(V.settings.beastMaleChanceSplit === true ? ' hidden' : '')"> <span class="gold"><<= $settings.monsterChance is 100 ? "Monster People" : "Beast">> Genders:</span> <<beastGenders>> </div> <div id="splitBeastGenders" @class="(V.settings.beastMaleChanceSplit === false ? ' hidden' : '')"> <<beastMaleChanceSplitControls>> </div> <span id="beastSplitByFull"><<beastSplitByFull>></span> <</widget>> <<widget "humanSettings">> <div class="solidBorderContainer settings-container"> <div class="settingsGrid"> <div class="settingsHeader"> NPC Genders </div> <div class="settingsToggleItem"> <<npcAttractionSettings>> </div> <div class="settingsToggleItem"> <div class="numberslider-inline malevictimchance"> <span class="gold">Other Victims: <mouse class="tooltip linkBlue">(?)<span>Adjust the genders of NPCs you encounter who have been forced into compromising or abusive situations.</span></mouse> </span> <<numberslider "$settings.maleVictimChance" $settings.maleVictimChance 0 100 1 { value: v => { switch (v) { case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> other victims you encounter will be <span class='pink inline-colour'>female</span>.</span>`; case 50: return `<span class="small-description">Other victims you encounter will be <span class='gold inline-colour'>evenly</span> split between <span class='blue inline-colour'>male</span> and <span class='pink inline-colour'>female</span> genders.</span>`; case 100: return `<span class="small-description"><span class='gold inline-colour'>All</span> other victims you encounter will be <span class='blue inline-colour'>male</span>.</span>`; default: return v > 50 ? `<span class="small-description"><span class='gold inline-colour'>${v}%</span> of other victims you encounter will be <span class='blue inline-colour'>male</span>.</span>` : `<span class="small-description"><span class='gold inline-colour'>${100 - v}%</span> of other victims you encounter will be <span class='pink inline-colour'>female</span>.</span>` } }, }>> </div> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> NPC Body Parts </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold">Average Female NPC Breast Size: <mouse class="tooltip linkBlue">(?)<span>A bigger number means bigger breasts in the world. At 12 everyone will have enormous breasts. At -12 everyone will have flat chests. Defaults to 0, which will result in a broad range of sizes.</span></mouse> </span> <<numberslider "$settings.breastModifier" $settings.breastModifier -12 12 1>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold">Average NPC Penis Size: <mouse class="tooltip linkBlue">(?)<span>A bigger number means bigger penises in the world. At 8 everyone will have enormous penises. At -8 everyone will have tiny penises. Defaults to 0, which will result in a broad range of sizes.</span></mouse> </span> <<numberslider "$settings.penisModifier" $settings.penisModifier -8 8 1>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold">Percentage of Women with Penises:</span> <<numberslider "$settings.femaleNPCPenisChance" $settings.femaleNPCPenisChance 0 100 1>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold">Percentage of Men with Vaginas:</span> <<numberslider "$settings.maleNPCVaginaChance" $settings.maleNPCVaginaChance 0 100 1>> </div> <div class="settingsToggleItemWide numberslider-inline"> <span class="gold">Percentage of Women with Strap-ons:</span> <<numberslider "$settings.straponChance" $settings.straponChance 0 100 1>> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> NPC Characteristics </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold">Likelihood of Virginity in Young Adult NPCs: <mouse class="tooltip linkBlue">(?)<span>Does not affect named NPCs. Each virginity is generated separately, meaning that many combinations are possible.</span></mouse> </span> <<numberslider "$settings.npcVirginChanceStudent" $settings.npcVirginChanceStudent 0 100 1>> </div> <div class="settingsToggleItem numberslider-inline"> <span class="gold">Likelihood of Virginity in Adult NPCs: <mouse class="tooltip linkBlue">(?)<span>Does not affect named NPCs. Each virginity is generated separately, meaning that many combinations are possible.</span></mouse> </span> <<numberslider "$settings.npcVirginChanceAdult" $settings.npcVirginChanceAdult 0 100 1>> </div> <div class="settingsToggleItemWide numberslider-inline"> <span class="gold">Likelihood of NPCs with Dark Skin:</span> <<numberslider "$settings.darkSkinChance" $settings.darkSkinChance 0 100 1>> </div> </div> </div> <</widget>> <<widget "maleChanceSplitControls">> <div class="numberslider-inline maleChanceMale"> <span class="gold">Generic NPCs Attracted to Men <mouse class="tooltip linkBlue">(?)<span>Affects the number of male/male NPC couples seen around town. <i class="blue none">If you appear to be male, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span> <div class="numberSliderCompare"> <<numberslider "$settings.maleChanceMale" $settings.maleChanceMale 0 100 1 { value: v => { switch (v) { case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> <span class='pink inline-colour'>women</span> and <span class='gold inline-colour'>no</span> <span class='blue inline-colour'>men</span> will be <span class='blue inline-colour'>attracted to men</span>.</span>`; case 100: return `<span class="small-description"><span class='gold inline-colour'>No</span> <span class='pink inline-colour'>women</span> and <span class='gold inline-colour'>all</span> <span class='blue inline-colour'>men</span> will be <span class='blue inline-colour'>attracted to men</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${100 - v}%</span> of <span class='pink inline-colour'>women</span> and <span class='gold inline-colour'>${v}%</span> of <span class='blue inline-colour'>men</span> will be <span class='blue inline-colour'>attracted to men</span>.</span>`; } }, }>> </div> </div> <div class="numberslider-inline maleChanceFemale"> <span class="gold">Generic NPCs Attracted to Women: <mouse class="tooltip linkBlue">(?)<span>Affects the number of female/female couples seen around town. <i class="pink none">If you appear to be female, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span> <div class="numberSliderCompare"> <<numberslider "$settings.maleChanceFemale" $settings.maleChanceFemale 0 100 1 { value: v => { switch (v) { case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> <span class='pink inline-colour'>women</span> and <span class='gold inline-colour'>no</span> <span class='blue inline-colour'>men</span> will be <span class='pink inline-colour'>attracted to women</span>.</span>`; case 100: return `<span class="small-description"><span class='gold inline-colour'>No</span> <span class='pink inline-colour'>women</span> and <span class='gold inline-colour'>all</span> <span class='blue inline-colour'>men</span> will be <span class='pink inline-colour'>attracted to women</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${100 - v}%</span> of <span class='pink inline-colour'>women</span> and <span class='gold inline-colour'>${v}%</span> of <span class='blue inline-colour'>men</span> will be <span class='pink inline-colour'>attracted to women</span>.</span>`; } }, }>> </div> </div> <</widget>> <<widget "beastSettings">> <div class="solidBorderContainer settings-container"> <div class="settingsGrid"> <div class="settingsHeader"> <<= $settings.monsterChance is 100 ? "Monster People" : "Beast">> Preferences </div> <div class="settingsToggleItem"> <<beastAttractionSettings>> </div> <div class="settingsToggleItem"> <<monsterSettings>> </div> </div> <hr> <div class="settingsToggleIndent"> <span class="red">Disabling bestiality will still allow lewd events with monster girls and boys.</span> </div> <div class="settingsGrid"> <div class="settingsHeader"> Beast Toggles </div> <div class="settingsToggleButton" class="link-internal macro-button"> <<run beastTogglesCheck()>> <<button `(_anyBeastOn ? "Disable" : "Enable") + " all beast toggles"`>> <<script>> let val = T.anyBeastOn ? false : true; T.beastVars.forEach(x => V.settings[x] = val); <</script>> <<displaySubsection "beastSettings">> <</button>> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.bestialityEnabled" false true autocheck>> Enable bestiality </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.swarmsEnabled" false true autocheck>> Enable swarms (Eels, etc) </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.parasitesEnabled" false true autocheck>> Enable parasites </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.tentaclesEnabled" false true autocheck>> Enable tentacles </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.slimesEnabled" false true autocheck>> Enable slimes </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.voreEnabled" false true autocheck>> Enable soft monster vore </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.spidersEnabled" false true autocheck>> Enable spiders </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.slugsEnabled" false true autocheck>> Enable slugs </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.waspsEnabled" false true autocheck>> Enable wasps </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.beesEnabled" false true autocheck>> Enable bees </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.lurkersEnabled" false true autocheck>> Enable lurkers </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.horsesEnabled" false true autocheck>> Enable <<= $settings.monsterChance is 100 ? "centaurs" : $settings.monsterChance is 0 ? "horses" : "horses and centaurs">> </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.plantsEnabled" false true autocheck>> Enable plantpeople </label> </div> </div> </div> <</widget>> <<widget "beastMaleChanceSplitControls">> <div class="numberslider-inline beastMaleChanceMale"> <span class="gold">Beasts Attracted to Men <mouse class="tooltip linkBlue">(?)<span>Affects the number of male/male beast pairings seen. <i class="blue none">If you appear to be male, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span> <div class="numberSliderCompare"> <<numberslider "$settings.beastMaleChanceMale" $settings.beastMaleChanceMale 0 100 1 { value: v => { switch (v) { case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> <span class='pink inline-colour'>female beasts</span> and <span class='gold inline-colour'>no</span> <span class='blue inline-colour'>male beasts</span> will be <span class='blue inline-colour'>attracted to men</span>.</span>`; case 100: return `<span class="small-description"><span class='gold inline-colour'>No</span> <span class='pink inline-colour'>female beasts</span> and <span class='gold inline-colour'>all</span> <span class='blue inline-colour'>male beasts</span> will be <span class='blue inline-colour'>attracted to men</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${100 - v}%</span> of <span class='pink inline-colour'>female beasts</span> and <span class='gold inline-colour'>${v}%</span> of <span class='blue inline-colour'>male beasts</span> will be <span class='blue inline-colour'>attracted to men</span>.</span>`; } }, }>> </div> </div> <div class="numberslider-inline beastMaleChanceFemale"> <span class="gold">Beasts Attracted to Women <mouse class="tooltip linkBlue">(?)<span>Affects the number of female/female beast pairings seen. <i class="pink none">If you appear to be female, the NPCs who are attracted to you will follow this pattern.</i></span></mouse></span> <div class="numberSliderCompare"> <<numberslider "$settings.beastMaleChanceFemale" $settings.beastMaleChanceFemale 0 100 1 { value: v => { switch (v) { case 0: return `<span class="small-description"><span class='gold inline-colour'>All</span> <span class='pink inline-colour'>female beasts</span> and <span class='gold inline-colour'>no</span> <span class='blue inline-colour'>male beasts</span> will be <span class='pink inline-colour'>attracted to women</span>.</span>`; case 100: return `<span class="small-description"><span class='gold inline-colour'>No</span> <span class='pink inline-colour'>female beasts</span> and <span class='gold inline-colour'>all</span> <span class='blue inline-colour'>male beasts</span> will be <span class='pink inline-colour'>attracted to women</span>.</span>`; default: return `<span class="small-description"><span class='gold inline-colour'>${100 - v}%</span> of <span class='pink inline-colour'>female beasts</span> and <span class='gold inline-colour'>${v}%</span> of <span class='blue inline-colour'>male beasts</span> will be <span class='pink inline-colour'>attracted to women</span>.</span>`; } }, }>> </div> </div> <</widget>> <<widget "fetishSettings">> <div class="solidBorderContainer settings-container"> <div class="settingsGrid"> <div class="settingsToggleItem"> <label> <<checkbox "$settings.analEnabled" false true autocheck>> Enable anal </label> </div> <div class="settingsToggleItem" role="group" aria-labelledby="settingsAnalingusHead"> <span id="settingsAnalingusHead">Analingus:</span> <label> <<checkbox "$settings.analingusGivingEnabled" false true autocheck>> Giving </label> <label> <<checkbox "$settings.analingusReceivingEnabled" false true autocheck>> Receiving </label> </div> <div class="settingsToggleItem" role="group" aria-labelledby="settingsDoubleHead"> <span id="settingsAnalingusHead">Double penetration:</span> <label> <<checkbox "$settings.vaginalDoubleEnabled" false true autocheck>> Vaginal </label> <label data-target="settingsanalEnabled" data-disabledif="V.settings.analEnabled===false"> <<checkbox "$settings.analDoubleEnabled" false true autocheck>> Anal </label> <mouse class="tooltip linkBlue">(?)<span>Note that double anal requires anal to be enabled. <br>"Double penetration" here means two phalluses in the same orifice of the player.</span></mouse> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.pubicHairEnabled" false true autocheck>> Enable pubic hair growth </label> </div> <div class="settingsToggleItem" role="group"> Transformations: <label><<checkbox "$settings.transformAnimalEnabled" false true autocheck>> Animal</label> <label><<checkbox "$settings.transformDivineEnabled" false true autocheck>> Divine</label> <mouse class="tooltip linkBlue">(?)<span>You may have both one divine and one animal transformation at the same time.</span></mouse> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.breastFeedingEnabled" false true autocheck>> Enable lactation </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.watersportsEnabled" false true autocheck>> Enable watersports <mouse class="tooltip linkBlue">(?)<span>Watersports refer to sexual activities involving urinating.</span></mouse> </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.footFetishEnabled" false true autocheck>> Enable feet <mouse class="tooltip linkBlue">(?)<span>Does not remove the player's feet.</span></mouse> </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.facesitEnabled" false true autocheck>> Enable facesitting <mouse class="tooltip linkBlue">(?)<span>Does not prevent cunnilingus.</span></mouse> </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.hypnosisEnabled" false true autocheck>> Enable hypnosis </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.forcedCrossdressingEnabled" false true autocheck>> Enable forced crossdressing </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.ruinedOrgasmEnabled" false true autocheck>> Enable ruined orgasms <mouse class="tooltip linkBlue">(?)<span>Ear slimes only.</span></mouse> </label> </div> <div class="settingsToggleItem" role="group" aria-labelledby="settingsToysHead"> <span id="settingsSexToysHead">Sex toys:</span> <br> <label> <<checkbox "$settings.toyDildoEnabled" false true autocheck>> Dildos </label> <label> <<checkbox "$settings.toyWhipEnabled" false true autocheck>> Whips </label> <label> <<checkbox "$settings.toyMultiplePenetrationEnabled" false true autocheck>> Multiple Penetration </label> /*<label> <<checkbox "$toyvirginitydisable" "t" "f" autocheck>> Take virginity </label>*/ <mouse class="tooltip linkBlue">(?)<span>"Dildos" are insertables such as dildos, anal beads, and the like. Does not disable strap-ons.<br>"Whips" include riding crops and flogs. Does not remove them from spanking scenes.<br>"Multiple Penetration" allows toys to penetrate during other forms of intercourse, e.g. penis and dildo in the vagina at the same time.</span></mouse> </div> <div class="settingsToggleItem"> Bodywriting: <<numberslider "$settings.bodyWritingLevel" $settings.bodyWritingLevel 0 3 1 { value: v => { switch (v) { case 0: return `<span class="small-description">NPCs may <span class='green inline-colour'>not</span> write on you.</span>`; case 1: return `<span class="small-description">NPCs may <span class='blue inline-colour'>ask</span> to write on you.</span>`; case 2: return `<span class="small-description">NPCs may <span class='purple inline-colour'>forcibly</span> write on you.</span>`; case 3: return `<span class="small-description">NPCs may <span class='red inline-colour'>forcibly</span> write on and <span class='red inline-colour'>tattoo</span> you.</span>`; default: return `<span class="small-description">Error: bad value: " + ${v}`; } } }>> </div> <div class="settingsToggleItem"> Asphyxiation: <<numberslider "$settings.asphyxiaLevel" $settings.asphyxiaLevel 0 4 1 { value: v => { switch (v) { case 0: return `<span class="small-description">Don't touch my neck!</span>`; case 1: return `<span class="small-description">NPCs may <span class='blue inline-colour'>grab</span> you by the neck. Doesn't impede breathing.</span>`; case 2: return `<span class="small-description">NPCs may try to <span class='purple inline-colour'>choke</span> you during consensual intercourse.</span>`; case 3: return `<span class="small-description">NPCs may try to <span class='red inline-colour'>strangle</span> you during non-consensual intercourse.</span>`; case 4: return `<span class="small-description">NPCs will <span class='red inline-colour'>often</span> try to <span class='red inline-colour'>strangle</span> you during non-consensual intercourse.</span>`; default: return `<span class="small-description">Error: bad value: " + ${v}`; } } }>> </div> <div class="settingsToggleItem"> <<if !$femininityModifier>><<set $femininityModifier to {}>><</if>> Nude Gender Appearance: <<numberslider "$settings.nudeGenderPerception" $settings.nudeGenderPerception 0 2 1 { value: v => { switch (v) { case 0: return `<span class="small-description">NPCs will <span class='blue inline-colour'>ignore</span> your genitals when perceiving your gender.</span>`; case 1: return `<span class="small-description">NPCs will <span class='purple inline-colour'>consider</span> your genitals when perceiving your gender.</span>`; case 2: return `<span class="small-description">NPCs will <span class='red inline-colour'>judge</span> your gender based on your genitals.</span>`; default: return `<span class="small-description">Error: bad value: " + ${v}`; } } }>> </div> </div> </div> <</widget>> <<widget "priceSettings">> <div class="solidBorderContainer clothes-price-container"> <div class="settingsGrid"> <div class="settingsHeader"> Bailey's Rent </div> <div class="settingsToggleItemWide"> <div class="small-description"> Modifies the amount of money Bailey demands weekly. 100% is default. <br> <span class="red">Setting this below 100% will prevent feats being earned in that save.</span> </div> <div class="ironman-slider" id="sliderRentMode"> <<numberslider "$settings.rentCostModifier" $settings.rentCostModifier 0.1 3 0.1 $ironmanmode>> </div> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Shop Prices </div> <div class="settingsToggleItem"> <div> <span class="gold">Clothing Price:</span> <div class="small-description">Modifies the costs for clothing items. This includes the cost for buying, the automatic re-buy and repairing. Towels are always free.</div> </div> <hr style="border-top:1px solid var(--700)"> <div> <span class="gold">Cost of All Clothing:</span> <div class="small-description">For hard mode 200% is recommended.</div> <<numberslider "$settings.clothingCostModifier" $settings.clothingCostModifier 1 10 0.5>> </div> </div> <div class="settingsToggleItem"> <div> <span class="gold">Cost of Underwear:</span> <<numberslider "$settings.underwearCostModifier" $settings.underwearCostModifier 1 2 0.1>> </div> <hr style="border-top:1px solid var(--700)"> <div> <span class="gold">Cost of School Clothes:</span> <<numberslider "$settings.schoolClothingCostModifier" $settings.schoolClothingCostModifier 1 2 0.1>> </div> <hr style="border-top:1px solid var(--700)"> <div> <span class="gold">Cost of Lewd Clothes:</span> <<numberslider "$settings.lewdClothingCostModifier" $settings.lewdClothingCostModifier 0.1 2 0.1>> </div> </div> <div class="settingsToggleItemWide"> <span class="gold">Furniture Price:</span> <div class="small-description">Modifies the cost of furniture.</div> <div class="ironman-slider" id="slider-furniture-price-factor"> <<numberslider "$settings.furnitureCostModifier" $settings.furnitureCostModifier 0.6 5 0.2 $ironmanmode>> </div> </div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Crop Yield </div> <div class="settingsToggleItemWide"> <div class="small-description">Modifies the amount of harvested crops. 500% is default. 100% is (legacy) hard mode.</div> <div class="ironman-slider" id="sliderTendingYieldFactor"> <<numberslider "$settings.tendingYieldModifier" $settings.tendingYieldModifier 1 10 1 $ironmanmode>> </div> </div> </div> </div> <!-- Make it show % instead of fractions and add some colour --> <<run $(() => { $('.clothes-price-container input').on('input change', e => { let valSpan = $(e.currentTarget).siblings().first(); let value = valSpan.text(); valSpan.text((i, value) => Math.round(value * 100) + '%'); if (value > 1) valSpan.css('color', 'gold'); else if (value < 1) valSpan.css('color', 'green'); else valSpan.css('color', 'unset'); }).trigger('change') })>> <!-- Set the initial minimum --> <<run $(() => { let newmin = parseFloat((Math.ceil(10 / $('#numberslider-input-settingsclothingcostmodifier').val()) * 0.1).toFixed(1)); let oldval = V.settings.lewdClothingCostModifier; $('#numberslider-input-settingslewdclothingcostmodifier').attr('min', newmin).val(oldval).trigger('change'); })>> <!-- Limit lewd slider so that all coef * lewd coef >= 100% --> <<run $(() => { $('#numberslider-input-settingsclothingcostmodifier').on('input change', e => { let newmin = parseFloat((Math.ceil(10 / $(e.currentTarget).val()) * 0.1).toFixed(1)); let oldval = V.settings.lewdClothingCostModifier; $('#numberslider-input-settingslewdclothingcostmodifier').attr('min', newmin).val(oldval).trigger('change'); }) })>> <</widget>> <<widget "incompletePregnancy">> <<checkbox "$settings.incompletePregnancyEnabled" false true autocheck>> Enable incomplete pregnancy content <<if _foundPregnancy>> <mouse class="tooltip linkBlue">(!!!)<span>Cannot be disabled while a named NPC is pregnant.</span></mouse> <<else>> <mouse class="tooltip linkBlue">(?)<span> <div>When enabled, the player will be able to impregnate and be impregnated by all fertile named NPCs. This includes NPCs that have no pregnancy interactions.</div> <div class="red">WARNING: This will lead to situations where the named NPC will not react to the player's pregnancy or their own pregnancy, and existing saves may end up skipping future content.</div> </span></mouse> <</if>> <</widget>> <<widget "fertilityCycles">> <<checkbox "$settings.fertilityCycleEnabled" false true autocheck>> Enable fertility cycles <mouse class="tooltip linkBlue">(?)<span> <div>When enabled, the player's menstruation cycle will determine when they can get pregnant.</div> <div>When disabled, each day's pregnancy chance will be randomised. In addition, sperm inside the player will not last as long when the pregnancy type is set to "realistic".</div> </span></mouse> <</widget>> <<widget "pregnancyType">> <label><<radiobutton "$settings.pregnancyType" "realistic" autocheck>> <mouse class="tooltip green">Realistic<span>Pregnancy will not happen immediately, and you won't know right away when it happens. You may need to use a pregnancy test, and the father may not be known to you initially. Cum on the outside of your vagina may get you pregnant as well, unless washed off within the next several hours.</span></mouse></label> | <label><<radiobutton "$settings.pregnancyType" "fetish" autocheck>> <mouse class="tooltip pink">Fetishised<span>Pregnancy may happen as soon as semen gets inside you. You will know as soon as it happens, and will immediately know the father.</span></mouse></label> | <label><<radiobutton "$settings.pregnancyType" "silly" autocheck>> <mouse class="tooltip gold">Silly<span>Pregnancy may happen as soon as you hold hands or kiss, especially with those you love. <i class="red none">There may be story content related issues with this mode. Some feats will be disabled with this mode.</i></span></mouse></label> <</widget>> <<widget "pregnancySettings">> <div class="solidBorderContainer settings-container"> <div class="settingsGrid"> <div class="settingsHeader"> Pregnancy Chances </div> <div class="settingsToggleItemWide"> <div class="numberslider-inline basePlayerPregnancyChance-container"> <span class="gold">Base Player Pregnancy Chance:</span> <<numberslider "$settings.basePlayerPregnancyChance" $settings.basePlayerPregnancyChance 0 96 4>> <div class="small-description">Chance of conceiving when inseminated at the right time. Some events may leave you with more than one helping of cum. Other effects may modify the base chance, to both increase and decrease the chance of pregnancy.</div> </div> </div> <<run $(() => { $('.basePlayerPregnancyChance-container input').on('input change', e => { let valSpan = $(e.currentTarget).siblings().first(); let value = valSpan.text(); valSpan.text((i, value) => "1 in " + (100 - value)); }).trigger('change') })>> <div class="settingsToggleItemWide numberslider-inline basenpcpregnancychance-container"> <span class="gold">Base NPC Pregnancy Chance:</span> <<numberslider "$settings.baseNpcPregnancyChance" $settings.baseNpcPregnancyChance 0 16 4>> <div class="small-description">Chance of an NPC conceiving when inseminated at the right time.</div> </div> <<run $(() => { $('.basenpcpregnancychance-container input').on('input change', e => { let valSpan = $(e.currentTarget).siblings().first(); let value = valSpan.text(); valSpan.text((i, value) => "1 in " + (20 - value)); }).trigger('change') })>> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Pregnancy Length </div> <<if playerPregnancyProgress() gte 0.9>> <span class="red">You cannot currently change pregnancy length settings, as you are close to the end of your current pregnancy.</span> <</if>> <div class="settingsToggleItem numberslider-inline humanPregnancyMonths-container" data-target="humanPregnancyMonths" @data-disabledif="playerPregnancyProgress() gte 0.9"> <span class="gold">Human Pregnancy Length:</span> <<numberslider "$settings.humanPregnancyMonths" $settings.humanPregnancyMonths 1 9 1>> </div> <div class="settingsToggleItem numberslider-inline wolfPregnancyWeeks-container" data-target="wolfPregnancyWeeks" @data-disabledif="playerPregnancyProgress() gte 0.9"> <span class="gold">Wolf Pregnancy Length:</span> <<numberslider "$settings.wolfPregnancyWeeks" $settings.wolfPregnancyWeeks 2 12 1>> </div> <<run $(() => { $('.humanPregnancyMonths-container input, .wolfPregnancyWeeks-container input').on('input change', e => { if(V.feats.pregnancyLocked){ $('#pregnancyFeatsDisabled').text("Some Pregnancy Feats are disabled."); $('#pregnancyFeatsDisabled').css('display', 'block'); } else if(V.settings.humanPregnancyMonths < 3 || V.settings.wolfPregnancyWeeks < 4){ $('#pregnancyFeatsDisabled').text("Some Pregnancy Feats will be disabled."); $('#pregnancyFeatsDisabled').css('display', 'block'); } else{ $('#pregnancyFeatsDisabled').text(""); $('#pregnancyFeatsDisabled').css('display', 'none'); } }).trigger('change') })>> <div id="pregnancyFeatsDisabled" class="red"></div> </div> <hr> <div class="settingsGrid"> <div class="settingsHeader"> Pregnancy Toggles </div> <div class="settingsToggleItem"> <span class="red">Changing these toggles will not stop existing pregnancy or prevent the player from interacting with their children.</span> </div> <div class="settingsToggleItem"> Condoms <<numberslider "$settings.condomLevel" $settings.condomLevel 0 3 1 { value: v => { switch (v) { case 0: return `<span class="small-description"><span class='red inline-colour'>Everyone is allergic to latex and safe sex.</span></span>`; case 1: return `<span class="small-description">Only <span class='green inline-colour'>you</span> may use condoms. You may still give condoms to NPCs.</span>`; case 2: return `<span class="small-description">NPCs will only have condoms if <span class='blue inline-colour'>pregnancy</span> between them and the player is possible.</span>`; case 3: return `<span class="small-description">NPCs may have and use condoms <span class='pink inline-colour'>whenever they please</span>.</span>`; default: return `<span class="small-description">Error: bad value: " + ${v}`; } } }>> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.playerPregnancyHumanEnabled" false true autocheck>> Enable player human pregnancy </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.playerPregnancyBeastEnabled" false true autocheck>> Enable player beast pregnancy </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.npcPregnancyEnabled" false true autocheck>> Enable NPC pregnancy </label> </div> <<set _foundPregnancy to !!Object.values($NPCName).find(npc => npc.pregnancy && npc.pregnancy.enabled && npc.pregnancy.type && !setup.pregnancy.canBePregnant.includes(npc.fullDescription))>> <span data-target="settingsincompletepregnancyenabled" data-disabledif="T.foundPregnancy&&V.settings.incompletePregnancyEnabled===true"> <div class="settingsToggleItem humanPregnancyMonths-container"> <label> <<incompletePregnancy>> </label> </div> </span> <div class="settingsToggleItem"> <label> <<checkbox "$settings.parasitePregnancyEnabled" false true autocheck>> Enable parasitic pregnancy </label> </div> <div class="settingsToggleItem"> <label> <<fertilityCycles>> </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.playerPregnancyEggLayingEnabled" false true autocheck>> Enable egg laying <mouse class="tooltip linkBlue">(?)<span>Required for Hawk and Harpy pregnancy.</span></mouse> </label> </div> <div class="settingsToggleItem"> <label> Pregnancy type: <<pregnancyType>> </label> </div> <div class="settingsToggleItem"> <label> <<checkbox "$settings.pregnancySpeechEnabled" false true autocheck>> Enable fertility references <mouse class="tooltip linkBlue">(?)<span>Allow references to the PC being impregnated, or impregnating others. Disabling does not prevent all references to pregnancy, especially if other pregnancy settings are enabled.</span></mouse> </label> </div> <<if $debug is 1>> DEBUG: <br> <span class="gold">Chance of NPCs having condoms</span> <br> <<numberslider "$settings.condomChance" $settings.condomChance 0 100 1>> <br><br> <span class="gold">Likelihood of NPCs using a condom without being asked...</span> <br> ...during rape <<numberslider "$settings.condomUseChanceRape" $settings.condomUseChanceRape 0 100 1>> <br> ...during consensual sex <<numberslider "$settings.condomUseChanceConsensual" $settings.condomUseChanceConsensual 0 100 1>> <br> <</if>> </div> </div> <</widget>> <<widget "skinColourVariableCombine">> <<set $player.skin.color to _skinTone + _skinShade>> <</widget>> <<widget "sizeLimitsSettings">> <div class="settingsGrid"> <div class="settingsHeader"> Body Part Size Limits <span class="tooltip-anchor linkBlue" tooltip="As you partake in lewd acts and experiences, your body parts may grow or shrink. Surgery, pills, and parasites can influence growth, among other conditions.">(?)</span> </div> <div class="settingsToggleItemWide"> <span class="gold">Breast Size Limits:</span> <span class="tooltip-anchor linkBlue" tooltip="Breasts already below the minimum size won't automatically grow.">(?)</span> <br> <<rangeslider "$breastsizemin" "$breastsizemax" $breastsizemin $breastsizemax 0 12 1 { minClamp: 5, minClampMessage: `<span class="red">Cannot increase minimum size further.</span>` } { value: (v1, v2) => { const color1 = ColourUtils.interpolateMultiple(["--teal", "--pink"], normalise(v1, 12, 0)); const color2 = ColourUtils.interpolateMultiple(["--teal", "--pink"], normalise(v2, 12, 0)); var name = ["Flat", "Budding", "Tiny", "Small", "Pert", "Modest", "Full", "Large", "Ample", "Massive", "Huge", "Gigantic", "Enormous"]; return `<span style="color: ${color1}">${name[v1]}</span> - <span style="color: ${color2}">${name[v2]}</span>`; }, } >> </div> <div class="settingsToggleItemWide"> <span class="gold">Ass Size Limits:</span> <span class="tooltip-anchor linkBlue" tooltip="Bottoms already below the minimum size won't automatically grow.">(?)</span> <br> <<rangeslider "$bottomsizemin" "$bottomsizemax" $bottomsizemin $bottomsizemax 0 8 1 { minClamp: 3, minClampMessage: `<span class="red">Cannot increase minimum size further.</span>` } { value: (v1, v2) => { const color1 = ColourUtils.interpolateMultiple(["--teal", "--pink"], normalise(v1, 8, 0)); const color2 = ColourUtils.interpolateMultiple(["--teal", "--pink"], normalise(v2, 8, 0)); var name = ["Slender", "Slim", "Modest", "Cushioned", "Soft", "Round", "Plump", "Large", "Huge"]; return `<span style="color: ${color1}">${name[v1]}</span> - <span style="color: ${color2}">${name[v2]}</span>`; }, } >> </div> <<if ($passage is "Start" and $player.sex isnot "f") or $player.penisExist>> <div class="settingsToggleItemWide"> <span class="gold">Penis Size Limits:</span> <span class="tooltip-anchor linkBlue" tooltip="Penises already below the minimum size won't automatically grow.">(?)</span> <<rangeslider "$penissizemin" "$penissizemax" $penissizemin $penissizemax -2 4 1 { minClamp: 0, minClampMessage: `<span class="red">Cannot increase minimum size further.</span>` } { value: (v1, v2) => { const color1 = ColourUtils.interpolateMultiple(["--teal", "--pink"], normalise(v1, 4, -2)); const color2 = ColourUtils.interpolateMultiple(["--teal", "--pink"], normalise(v2, 4, -2)); var name = ["Micro","Mini", "Tiny", "Small", "Normal", "Large", "Enormous"]; return `<span style="color: ${color1}">${name[v1+2]}</span> - <span style="color: ${color2}">${name[v2+2]}</span>`; }, } >> </div> <</if>> </div> <</widget>> <<widget "gallerySettings">> <div class="solidBorderContainer settings-container"> <div class="settings-intro"> Gallery options will not affect your save in any way. <hr> <<if version.major gt 2 or version.minor gt 29>> <span class="bold"> <<link [[Character Viewer|Clothes Testing]]>> <<set $lastPassage to $passage>> <</link>> </span> - This will allow you to have a play with the character sprites. <br> <</if>> <br> <<if $passage isnot "Start">> <span class="bold"> <<link [[Scene Viewer|Scene Viewer]]>> <<set $lastPassage to $passage>> <<seenPassageChecks>> <</link>> </span> - This will allow you to replay scenes that you have unlocked. <br> <<else>> <span class=" red bold">Scene Viewer</span> - Not accessible on the Start page. As you play through the game, you will unlock special scenes. These scenes can replayed in the Gallery's Scene Viewer when accessed through the <span class="gold">Gameplay Settings</span> link in your bedroom. <br> <</if>> /*<br> <span class="bold"> <<link [[Test Renderer|Renderer Test Page]]>> <<set $lastPassage to $passage>> <</link>> </span> - This will check your browser's capabilities required for new renderer. <br>*/ <br> <span class="bold"> <<link [[Tip Gallery|Tips]]>> <<set $lastPassage to $passage>> <</link>> </span> - View the complete list of hints and tips available for Degrees of Lewdity. As you play through the game, these tips will appear at random in the sidebar, unless disabled via the <span class="gold">Options</span> button. </div> </div> <</widget>> <<widget "faceVariantSettings">> <<set _variants = Object.entries(setup.faceVariantOptions[$facestyle])>> <<for _i, _variant range _variants>> <label><<= _variant[0]>> <<radiobutton "$facevariant" _variant[1] autocheck>></label> <<= _i < _variants.length - 1 ? "|" : "">> <</for>> <</widget>> <<widget "npcSettings">> <div class="solidBorderContainer settings-container"> <div class="settingsToggleIndent"> <span class="gold">Randomly assign to Named NPCs:</span> <mouse class="tooltip linkBlue">(?)<span>Settings are generated based on General NPC Settings.</span></mouse> <br> <<link "Genders">> <<initnpcgender "genders">> <<updatePersistentNPCs "genders">> <<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>> <</link>> | <<link "Penis sizes">> <<initnpcgender "penis">> <<updatePersistentNPCs "penis">> <<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>> <</link>> | <<link "Breast sizes">> <<initnpcgender "breasts">> <<updatePersistentNPCs "breasts">> <<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>> <</link>> | <<link "Skin colours">> <<initnpcskin "skincolour">> <<updatePersistentNPCs "skincolour">> <<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>> <</link>> <<if $debug is 1>> | <<link "Reset hair and eye colours (Will only effect NPC's with a default colour)">> <<generateNPCNameHairAndEyeColors "default">> <<displaySettings>> <</link>> <</if>> </div> <hr> <<if _npcId is undefined>> <<set _npcId to 25>> /* Should be set to the index of the NPC that is at the top of the list when sorted alphabetically by name */ <<set _breastDescription to ["Flat","Small","Pert","Modest","Full","Large"]>> <<set _breastDescriptionNPC to ["nipple","small breast","pert breast","modest breast","full breast","large breast"]>> <<set _breastsDescriptionNPC to ["nipples","small breast","pert breast","modest breast","full breast","large breast"]>> <<set _hairColorNPC to ["Red","Black","Brown","Light Brown","Blond","Platinum blond","Strawberry blond","Ginger", "Mousy"]>> <<set _hairColorNPCData to ["red","black","brown","lightbrown","blond","platinumblond","strawberryblond","ginger", "mousy"]>> <<set _hairColorNPCText to ["red","black","brown","lightbrown","gold","platinum","strawberry","tangerine", "mousy"]>> <<set _eyeColorNPC to ["Purple","Dark Blue","Light Blue","Amber","Hazel","Green","Lime Green","Red","Pink","Grey","Light Grey"]>> <<set _eyeColorNPCData to ["purple","dark blue","light blue","amber","hazel","green", "lime green","red","pink","grey", "light grey"]>> <<set _eyeColorNPCText to ["purple","blue","lblue","tangerine","brown","green","lime-green","red","pink","grey", "light-grey"]>> <</if>> <<if _npcList is undefined>> <<set _npcList to {}>> <<set _sortedNPCList to clone($NPCNameList)>> <<run _sortedNPCList.sort()>> <<for $_i to 0; $_i lt _sortedNPCList.length; $_i++>> <<set _npcList[_sortedNPCList[$_i]] to clone($NPCNameList.indexOf(_sortedNPCList[$_i]))>> <</for>> <<if $passage is "Start" or !$wraithIntro>> <<run delete _npcList["Ivory Wraith"]>> <</if>> <</if>> /* Updates the npc's in case $incompletePregnancyDisable has been changed by the player */ <<npcPregnancyUpdater>> <div id="npcSettingsMenu"> <<npcSettingsMenu>> </div> <<if $passage isnot "start" and $per_npc and Object.keys($per_npc).length gt 0>> <<run if (!T.perNPCLock) { $(".passage").on('change', '#perNPCSettingsMenu .macro-listbox', function (e) { new Wikifier(null, '<<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>>'); }); T.npcKeys = {}; T.npcKeyNames = []; const allowed_npcs = ["steed", "guard", "inmate", "panty_thief", "school_nurse", "tower_creature", "pinch", "black_dog", "hacker", "bishop", "bishop_right_hand", "bishop_left_hand", "manager"]; Object.keys(V.per_npc).forEach(k => { for (const j of allowed_npcs){ if (k.includes(j)){ T.npcKeyNames.push(k); T.npcKeys[k.toUpperFirst().replace(/_/g, ' ')] = k; break } } }); T.perNPCLock = true; } >> <<if T.npcKeyNames and T.npcKeyNames.length>> <hr> <div id="perNPCSettingsMenu"> <<perNPCSettingsMenu>> </div> <</if>> <</if>> <<if _listActive isnot true>> <<NPCSettingsReset>> <<set _listActive to true>> <</if>> </div> <</widget>> <<widget "exportsettings">> <div class="solidBorderContainer settings-container"> <div class="settings-intro"> <span class="yellow">Will also import/export settings found in the "SAVE/OPTIONS" overlay.</span> <hr> <h4 class="gold">Settings File Import/Export</h4> <<if SugarCube.Browser.isMobile.any() is true>> Note that saving and loading from file does not work on Android currently. <<else>> Load from file: <input id="saveImport" type="file" value="Load from file" onchange="importSettings(this.files, 'file')"> <br><br> <<if $ironmanmode is true>> <input type="button" value="Save to file" disabled> <<else>> <input type="button" value="Save to file" onclick="exportSettings(null,'file')"> <</if>> <</if>> <hr> <h4 class="gold">Settings Text Import/Export</h4> <ul> <li>To save your current settings, click on "Get Settings Data", then copy and paste the save data where required.</li> <li>To load your current settings, paste in the settings data then click "Load Settings Data".</li> <li>To transfer to and from Android, it is recommended to use email or a service such as pastebin. Please ensure that the start and the end of the save is exact to prevent issues.</li> <li>Click on "Copy Text Area" to copy the current contents for you. The button name will change to "Copying Error" if your device or browser does not support it.</li> </ul> <textarea id="settingsDataInput" rows="4" cols="40" onClick="if(V.disableAutoSelect == false)this.select();" onfocus="V.tempDisable = true;" onblur="V.tempDisable = false;"></textarea> <br> <input type="button" value="Clear Text Box" onclick="clearTextBox('settingsDataInput')"/> <input type="button" value="Top of Text Box" onclick="topTextArea('settingsDataInput')"/> <input type="button" value="Bottom of Text Box" onclick="bottomTextArea('settingsDataInput')"/> <input type="button" value="Get Settings Data" onclick="exportSettings(null,'text')"/> <input type="button" value="Load Settings Data" onclick="importSettings(null,'text')"/> <input id="CopyTextArea" type="button" value="Copy Text Area" onclick="copySavedata('settingsDataInput')"> <input id="LoadExternalExportFile" type="button" value="Load External Export File" onclick="loadExternalExportFile()"> <br><br> <label> <<checkbox "$disableAutoSelect" false true autocheck>> Disables auto select. </label> </div> </div> <</widget>> <<widget "startDescriptions">> <div class="solidBorderContainer settings-container"> <div class="settings-intro"> <<switch _args[0]>> <<case "default">><span class="gold bold">Basic Start:</span> You can make <span class="teal">broad changes</span> to difficulty settings, preset kinks, and NPC genders. All NPCs will be <span class="teal">randomly</span> generated according to these settings. <i class="teal">Recommended for beginners.</i> <<case "custom">><span class="gold bold">Custom Start:</span> You can adjust <span class="teal">all settings</span>, including fetish toggles, difficulty settings, and NPC genders, to create a playthrough tailored to your desires. <<case "random">><span class="gold bold">Randomised Start:</span> Starts the game with <span class="teal">all settings</span> randomised, including character appearance, character traits, and difficulty settings. Both your character and all NPCs will be <span class="teal">randomly</span> generated for a completely blind playthrough. <i><span class="teal">To randomise specific settings prior to starting the game, select</span> <span class="gold">Custom Start</span><span class="teal"> instead.</span></i> <</switch>> </div> </div> <</widget>> <<widget "npcSettingsMenu">> <div class="settingsToggleIndent"> <span class="gold">Jump to a specific NPC: </span> <<listbox "_npcId" autoselect>> <<optionsfrom _npcList>> <</listbox>> </div> <div class="settingsGrid"> <div class="settingsHeader"> $NPCName[_npcId].nam the <span style="text-transform: capitalize;">$NPCName[_npcId].title</span> <span style="font-size:80%"> <br> <<link "Previous">> <<if _npcId is 0>> <<set _npcId to $NPCNameList.length - 1>> <<else>> <<set _npcId-->> <</if>> <<if _npcList[$NPCName[_npcId].nam] is undefined>> <<set _npcId-->> <</if>> <<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>> <</link>> <span style="color:white">|</span> <<link "Next">> <<if _npcId is $NPCNameList.length - 1>> <<set _npcId to 0>> <<else>> <<set _npcId++>> <</if>> <<if _npcList[$NPCName[_npcId].nam] is undefined>> <<set _npcId++>> <</if>> <<replace #npcSettingsMenu>><<npcSettingsMenu>><</replace>> <</link>> </span> </div> <<if V.NPCName[T.npcId].pregnancy.type>> <div class="settingsToggleItemWide"> This NPC is currently pregnant. You will not be able to change some settings for the duration of their pregnancy. </div> <</if>> <div class="settingsToggleItem"> <span class="gold">Gender:</span> <br> <span data-target="npcname-npcidpronoun" data-disabledif="V.NPCName[T.npcId].pronoun==='i'"> <label><<radiobutton "$NPCName[_npcId].pronoun" "f" autocheck>> Female</label> | <label><<radiobutton "$NPCName[_npcId].pronoun" "m" autocheck>> Male</label> </span> </div> <div class="settingsToggleItem"> <span class="gold">Genitals:</span> <br> <span data-target="npcname-pregnancy" data-disabledif="V.NPCName[T.npcId].pregnancy.type"> <label><<radiobutton "$NPCName[_npcId].gender" "f" autocheck>> Vagina</label> | <label><<radiobutton "$NPCName[_npcId].gender" "m" autocheck>> Penis</label> <<if $debug is 1>>| <label><<radiobutton "$NPCName[_npcId].gender" "h" autocheck>> Both</label><</if>> </span> </div> <div class="settingsToggleItem"> <<set _penisNames to ["", "Tiny", "Average", "Thick", "Huge"]>> /* the empty first element is necessary because _j starts at 1 */ <span data-target="npcname-npcidgender" data-disabledif="V.NPCName[T.npcId].gender==='f'"> <span class="gold">Penis Size:</span> <br> <<for _j to 1; _j lt _penisNames.length; _j++>> <label> <<radiobutton "$NPCName[_npcId].penissize" _j autocheck>> <<print _penisNames[_j]>> </label> <<if _j isnot _penisNames.length -1>>|<</if>> <</for>> </span> </div> <div class="settingsToggleItem"> <span data-target="npcname-pregnancy" data-disabledif="setup.pregnancy.infertile.includes(V.NPCName[T.npcId].nam)||V.NPCName[T.npcId].pregnancy.enabled===undefined||V.NPCName[T.npcId].pregnancy.type||!setup.pregnancy.typesEnabled.includes(V.NPCName[T.npcId].type)"> <span class="gold">Enable Pregnancy for NPC:</span> <mouse class="tooltip linkBlue">(?)<span>Requires 'NPC Pregnancy' toggle to be enabled. May also require the "incomplete pregnancy content" toggle to be enabled. Will not stop an existing pregnancy.</span></mouse> <br> <label><<radiobutton "$NPCName[_npcId].pregnancy.enabled" true autocheck>> True</label> | <label><<radiobutton "$NPCName[_npcId].pregnancy.enabled" false autocheck>> False</label> </span> </div> <div class="settingsToggleItem"> <span class="gold">Breast Size:</span> <br> <<numberslider "$NPCName[_npcId].breastsize" $NPCName[_npcId].breastsize 0 12 1 { onInputChange: v => { V.NPCName[_npcId].breastdesc = (v > 0) ? setup.breastsizes[v] + " breast" : "nipple"; V.NPCName[_npcId].breastsdesc = (v > 0) ? setup.breastsizes[v] + " breasts" : "nipples"; }, value: v => { return (v > 0) ? setup.breastsizes[v] + " breasts" : "nipples"; } }>> </div> <div class="settingsToggleItem"> <span class="gold">Skin Colour:</span> <br> <<if $NPCName[_npcId].nam is "Black Wolf">>/*disable skin colour toggle when player has BW set to 'always a beast'*/ <span data-target="blackwolfmonster" data-disabledif="V.blackwolfmonster===0"> <label><<radiobutton "$NPCName[_npcId].skincolour" "white" autocheck>> Pale</label> | <label><<radiobutton "$NPCName[_npcId].skincolour" "black" autocheck>> Dark</label> </span> <<elseif $NPCName[_npcId].nam is "Great Hawk">>/*disable skin colour toggle when player has BW set to 'always a beast'*/ <span data-target="greathawkmonster" data-disabledif="V.greathawkmonster===0"> <label><<radiobutton "$NPCName[_npcId].skincolour" "white" autocheck>> Pale</label> | <label><<radiobutton "$NPCName[_npcId].skincolour" "black" autocheck>> Dark</label> </span> <<else>> <span data-target="npcname-npcidskincolour" data-disabledif="V.NPCName[T.npcId].skincolour==='ghost'"> <label><<radiobutton "$NPCName[_npcId].skincolour" "white" autocheck>> Pale</label> | <label><<radiobutton "$NPCName[_npcId].skincolour" "black" autocheck>> Dark</label> </span> <</if>> </div> <<if $NPCName[_npcId].nam is "Black Wolf">> <div class="settingsToggleItemWide"> <span class="gold">Beast Type:</span> <br> <label><<radiobutton "$blackwolfmonster" 0 autocheck>> Always a beast</label> | <label><<radiobutton "$blackwolfmonster" 1 autocheck>> Monster girl or boy when requirements met</label> | <label><<radiobutton "$blackwolfmonster" 2 autocheck>> Always a monster girl or boy</label> </div> <<elseif $NPCName[_npcId].nam is "Great Hawk">> <div class="settingsToggleItemWide"> <span class="gold">Beast Type:</span> <br> <label><<radiobutton "$greathawkmonster" 0 autocheck>> Always a beast</label> | <label><<radiobutton "$greathawkmonster" 1 autocheck>> Monster girl or boy when requirements met</label> | <label><<radiobutton "$greathawkmonster" 2 autocheck>> Always a monster girl or boy</label> </div> <</if>> </div> <div style="clear:both;"></div> <<if $debug is 1>> DEBUG: <br> <div class="settingsToggleItemWide"> <span class="gold">Hair Colour:</span> <br> <<for _j to 0; _j lt _hairColorNPC.length; _j++>> <label> <<print '<<radiobutton "$NPCName['+_npcId+'].hairColour" "'+_hairColorNPCData[_j]+'" ' + ($NPCName[_npcId].hairColour is _hairColorNPCData[_j] ? "checked" : "") + '>>'>> <span @class="_hairColorNPCText[_j]">_hairColorNPC[_j]</span> </label> | <</for>> </div> <div class="settingsToggleItemWide"> <span class="gold">Eye Colour:</span> <br> <<for _j to 0; _j lt _eyeColorNPC.length; _j++>> <label> <<print '<<radiobutton "$NPCName['+_npcId+'].eyeColour" "'+_eyeColorNPCData[_j]+'" ' + ($NPCName[_npcId].eyeColour is _eyeColorNPCData[_j] ? "checked" : "") + '>>'>> <span @class="_eyeColorNPCText[_j]">_eyeColorNPC[_j]</span> </label> | <</for>> </div> <div style="clear:both;"></div> <</if>> <<run settingsDisableElement()>> <</widget>> <<widget "perNPCSettingsMenu">> <div class="settingsToggleIndent"> <span class="gold">Jump to a specific persistent NPC: </span> <<listbox "_pNPCId" autoselect>> <<optionsfrom _npcKeys>> <</listbox>> </div> <<switch _pNPCId>> <<case "scarred_inmate">> <<if $per_npc[_pNPCId].description isnot "scarred">> <<generate_scarred_inmate 0>> <<clearsinglenpc 0>> <</if>> <<case "veteran_guard">> <<if $per_npc[_pNPCId].description isnot "veteran">> <<generate_veteran_guard 0>> <<clearsinglenpc 0>> <</if>> <</switch>> <<set _npcIndex to _npcKeyNames.indexOf(_pNPCId)>> <div class="settingsGrid"> <<if $per_npc[_pNPCId] eq null>> <<error { message : `The given ID for pNPCs failed to match any available pNPC: ${_pNPCId}.`, source : _pNPCId }>> <<else>> <div class="settingsHeader"> <<if $per_npc[_pNPCId].name_known or _pNPCId is "farm_tower_guard">> $per_npc[_pNPCId].name the <<= toTitleCase(_pNPCId.toUpperFirst().replace(/_/g, ' '))>> <<elseif _pNPCId is "tower_creature">> The Night Monster <<elseif _pNPCId is "hacker">> 'Mickey' the Hacker <<elseif _pNPCId is "bishop">> The Bishop <<elseif _pNPCId is "bishop_right_hand">> The Bishop's Right Hand <<elseif _pNPCId is "bishop_left_hand">> The Bishop's Left Hand <<else>> <<= toTitleCase(_pNPCId.toUpperFirst().replace(/_/g, ' '))>> <</if>> <span style="font-size:80%"> <br> <<if $per_npc[_pNPCId].name_known and $debug is 1>> <<link "Rename">> <<if $per_npc[_pNPCId].pronoun is "f">> <<set $per_npc[_pNPCId].name to $NPC_names_f.random()>> <<else>> <<set $per_npc[_pNPCId].name to $NPC_names_m.random()>> <</if>> <<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>> <</link>> | <</if>> <<link "Previous">> <<set _npcIndex to (_npcIndex is 0 ? _npcKeyNames.length - 1 : --_npcIndex)>> <<set _pNPCId to _npcKeyNames[_npcIndex]>> <<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>> <</link>> | <<link "Next">> <<set _npcIndex++>> <<set _pNPCId to _npcKeyNames[_npcIndex]>> <<replace #perNPCSettingsMenu>><<perNPCSettingsMenu>><</replace>> <</link>> </span> </div> <div class="settingsToggleItem"> <span data-target="pernpc-npcidpronoun" data-disabledif="V.per_npc[T.pNPCId].pronoun==='i'||V.per_npc[T.pNPCId].pronoun==='t'"> <span class="gold">Gender:</span> <br> <label><<radiobutton "$per_npc[_pNPCId].pronoun" "f" autocheck>> Female</label> | <label><<radiobutton "$per_npc[_pNPCId].pronoun" "m" autocheck>> Male</label> </span> </div> <div class="settingsToggleItem"> <span class="gold">Genitals:</span> <br> <label><<radiobutton "$per_npc[_pNPCId].gender" "f" autocheck>> Vagina</label> | <label><<radiobutton "$per_npc[_pNPCId].gender" "m" autocheck>> Penis</label> </div> <div class="settingsToggleItem"> <<set _penisNames to ["", "Tiny", "Average", "Thick", "Huge"]>> /* the empty first element is necessary because _j starts at 1 */ <span data-target="pernpc-npcidgender" data-disabledif="V.per_npc[T.pNPCId].gender==='f'"> <span class="gold">Penis Size:</span> <br> <<for _j to 1; _j lt _penisNames.length; _j++>> <label> <<radiobutton "$per_npc[_pNPCId].penissize" _j autocheck>> <<print _penisNames[_j]>> </label> <<if _j isnot _penisNames.length -1>>|<</if>> <</for>> </span> </div> <div class="settingsToggleItem"> <span class="gold">Breast Size:</span> <br> <<numberslider "$per_npc[_pNPCId].breastsize" $per_npc[_pNPCId].breastsize 0 12 1 { onInputChange: v => { V.per_npc[_pNPCId].breastdesc = (v > 0) ? setup.breastsizes[v] + " breast" : "nipple";; V.per_npc[_pNPCId].breastsdesc = (v > 0) ? setup.breastsizes[v] + " breasts" : "nipples"; }, value: v => { return (v > 0) ? setup.breastsizes[v] + " breasts" : "nipples"; } }>> </div> <div class="settingsToggleItem"> <span class="gold">Skin Colour:</span> <br> <label><<radiobutton "$per_npc[_pNPCId].skincolour" "white" autocheck>> Pale</label> | <label><<radiobutton "$per_npc[_pNPCId].skincolour" "black" autocheck>> Dark</label> </div> <</if>> <<run settingsDisableElement()>> <</widget>> <<widget "saveNameSection">> <div class="my-1"> <span class="gold bold">Save Name:</span> <i>(optional)</i> </div> <<textbox "$saveName" $saveName>> <div class="small-description"> Save files are stored in your browser's cache. Export your saves frequently to avoid losing them. </div> <</widget>> <<widget "loadAllFeats">> <div id="featsBeginLoadingText"> Running some basic checks... <br> </div> <div id="featsBeginButton" class="hidden"> <span id="featsBeginText"></span> Once you click "begin", please avoid refreshing the game, you will have to run the process again. <br><br> Exported saves are excluded from this process, unless you first import and make a local save of them. <br> <<link "Begin">> <<replace "#startCaption">><</replace>> <<replace "#settingsStart">><<loadingAllFeats>><</replace>> <</link>> </div> <<run $(() => {wikifier("featsMergePre")})>> <br><br> <<link "Cancel">> <<replace "#settingsStart">><<settingsStart>><</replace>> <</link>> <</widget>> <<widget "loadingAllFeats">> <div id="featsLoadingMeter" class="meter"> <div class="greenbar" style="width:0%"></div> <span id="featsLoadingText">0 out of _saveDataImportCount saves checked.</span> </div> <br><br> <div id="featsFinishButton" class="hidden"> <<link "Next">> <<setupFeats true>> <<replace "#startCaption">><<startCaption>><</replace>> <<replace "#settingsStart">><<settingsStart>><</replace>> <</link>> </div> <<run $(() => {wikifier("featsMerge")})>> <</widget>><<settings>><<attitudes>> <<set $attitudesControl.showGoldLink to "false">> <div class="settingsGrid"> <<button [[Confirm|$attitudesExitPassage]]>> <<unset $attitudesExitPassage>> <<run DefaultActions.save(T.defaultActions)>> <<if $LIChanged>> <<unset $LIChanged>> <<set $stress += 2000>><<set $trauma += 600>> <</if>> <</button>> </div> <br><<widget "chestdifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("chestskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "seductiondifficulty">><<silently>> <<if $settings.blindStatsEnabled>> <<set _text_output to "">> <<elseif $combat is 1>> <<if $settings.skillCheckStyle is "skillname">> <<set _text_output to "">> <<elseif _args[0] is true>> <<if (990 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '(Very Easy)'>> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '(Easy)'>> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '(Medium)'>> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '(Challenging)'>> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '(Hard)'>> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '(Very Hard)'>> <<else>> <<set _text_output to '(Impossible)'>> <</if>> <<else>> <<if (990 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '<span class="green">(Very Easy)</span>'>> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '<span class="teal">(Easy)</span>'>> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '<span class="lblue">(Medium)</span>'>> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '<span class="blue">(Challenging)</span>'>> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '<span class="purple">(Hard)</span>'>> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("seductionskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <<set _text_output to '<span class="pink">(Very Hard)</span>'>> <<else>> <<set _text_output to '<span class="red">(Impossible)</span>'>> <</if>> <</if>> <<else>> <<if $settings.skillCheckStyle is "skillname">> <<set _text_output to ` | <span class="lewd">Seduction</span>`>> <<else>> <<set _text_output to ` | <span class="lewd">Seduction</span>: `>> <<if 990 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>> <<set _text_output += '<span class="green">(Very Easy)</span>'>> <<elseif 800 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>> <<set _text_output += '<span class="teal">(Easy)</span>'>> <<elseif 600 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>> <<set _text_output += '<span class="lblue">(Medium)</span>'>> <<elseif 400 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>> <<set _text_output += '<span class="blue">(Challenging)</span>'>> <<elseif 200 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>> <<set _text_output += '<span class="purple">(Hard)</span>'>> <<elseif 1 - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>> <<set _text_output += '<span class="pink">(Very Hard)</span>'>> <<else>> <<set _text_output += '<span class="red">(Impossible)</span>'>> <</if>> <</if>> <</if>> <</silently>><<if _text_output and _args[0] isnot true>><<print _text_output>><</if>> <</widget>> <<widget "oraldifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("oralskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "vaginaldifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("vaginalskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "analdifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("analskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "handdifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("handskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "feetdifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("feetskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "bottomdifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("bottomskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "thighdifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("thighskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "peniledifficulty">> <<if $settings.skillCheckStyle is "skillname" or $settings.blindStatsEnabled>> <<elseif (990 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="green">(Very Easy)</span> <<elseif (800 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="teal">(Easy)</span> <<elseif (600 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="lblue">(Medium)</span> <<elseif (400 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="blue">(Challenging)</span> <<elseif (200 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="purple">(Hard)</span> <<elseif (1 - ($enemytrust * 10) - currentSkillValue("penileskill") + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100)>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</widget>> <<widget "skulduggerycheck">> <<set $skulduggeryroll to random(1, 1000)>> <<set _skulduggery to currentSkillValue('skulduggery')>> <<set $skulduggerysuccess to 0>> <<if _skulduggery gte $skulduggerydifficulty>> <<set $skulduggerysuccess to 1>> <<elseif (_skulduggery + 100) gte $skulduggerydifficulty and $skulduggeryroll gte 100>> <<set $skulduggerysuccess to 1>> <<elseif (_skulduggery + 200) gte $skulduggerydifficulty and $skulduggeryroll gte 300>> <<set $skulduggerysuccess to 1>> <<elseif (_skulduggery + 300) gte $skulduggerydifficulty and $skulduggeryroll gte 500>> <<set $skulduggerysuccess to 1>> <<elseif (_skulduggery + 400) gte $skulduggerydifficulty and $skulduggeryroll gte 700>> <<set $skulduggerysuccess to 1>> <<elseif (_skulduggery + 500) gte $skulduggerydifficulty and $skulduggeryroll gte 900>> <<set $skulduggerysuccess to 1>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set $skulduggerysuccess to 0>> <</if>> <<if _args[0] isnot "silent">> <<if $skulduggerysuccess is 1>> <span class="green">You succeed in your skulduggery.</span> <<else>> <span class="red">You fail in your skulduggery.</span> <</if>> <</if>> <</widget>> <<widget "skulduggerydifficulty">> <<if !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Skulduggery</span> <<else>> <<set _skulduggery to currentSkillValue('skulduggery')>> | <span class="orange">Skulduggery</span>: <<if _skulduggery gte $skulduggerydifficulty>> <span class="green">Very Easy</span> <<elseif (_skulduggery + 100) gte $skulduggerydifficulty>> <span class="teal">Easy</span> <<elseif (_skulduggery + 200) gte $skulduggerydifficulty>> <span class="lblue">Medium</span> <<elseif (_skulduggery + 300) gte $skulduggerydifficulty>> <span class="blue">Challenging</span> <<elseif (_skulduggery + 400) gte $skulduggerydifficulty>> <span class="purple">Hard</span> <<elseif (_skulduggery + 500) gte $skulduggerydifficulty>> <span class="pink">Very Hard</span> <<else>> <span class="red">Impossible</span> <</if>> <</if>> <</if>> <</widget>> <<widget "skulduggeryrequired">> /* this widget is only called after a failed attempt at picking a lock. if a player has their skulduggery at 198 (F+) and the lock level is 199 (also F+), it would be weird to show a requirement of skulduggery level that pc clearly already achieved according to stats. to combat that, the levels here are purposefully shown higher than they actually are */ <<if !$settings.blindStatsEnabled>> Skulduggery required: <<if $lock lt 0>> <span class="red">None</span> <<elseif $lock is 0>> <span class="pink">F</span> <<elseif $lock lte 100>> <span class="pink">F+</span> <<elseif $lock lte 200>> <span class="purple">D</span> <<elseif $lock lte 300>> <span class="purple">D+</span> <<elseif $lock lte 400>> <span class="blue">C</span> <<elseif $lock lte 500>> <span class="blue">C+</span> <<elseif $lock lte 600>> <span class="lblue">B</span> <<elseif $lock lte 700>> <span class="lblue">B+</span> <<elseif $lock lte 800>> <span class="teal">A</span> <<elseif $lock lte 900>> <span class="teal">A+</span> <<else>> <span class="green">S</span> <</if>> <</if>> <</widget>> <<widget "seductioncheck">> <<if !$settings.blindStatsEnabled>> Attractiveness rating: <<if $attractiveness gte 5000>> <span class="green">S</span> <<elseif $attractiveness gte 4000>> <span class="teal">A</span> <<elseif $attractiveness gte 3000>> <span class="lblue">B</span> <<elseif $attractiveness gte 2000>> <span class="blue">C</span> <<elseif $attractiveness gte 1000>> <span class="purple">D</span> <<else>> <span class="pink">F</span> <</if>> <br> Seduction Skill: <<if currentSkillValue("seductionskill") lte 0>> <span class="red">None</span> <<elseif currentSkillValue("seductionskill") gte 1 and currentSkillValue("seductionskill") lt 200>> <span class="pink">F</span> <<elseif currentSkillValue("seductionskill") gte 200 and currentSkillValue("seductionskill") lt 400>> <span class="purple">D</span> <<elseif currentSkillValue("seductionskill") gte 400 and currentSkillValue("seductionskill") lt 600>> <span class="blue">C</span> <<elseif currentSkillValue("seductionskill") gte 600 and currentSkillValue("seductionskill") lt 800>> <span class="lblue">B</span> <<elseif currentSkillValue("seductionskill") gte 800 and currentSkillValue("seductionskill") lt 1000>> <span class="teal">A</span> <<elseif currentSkillValue("seductionskill") gte 1000>> <span class="green">S</span> <</if>> <br> Overall rating: <<if $attractiveness + (currentSkillValue("seductionskill") * 5) gte 10000>> <span class="green">S</span> <<set $seductionrating to 6>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 8000>> <span class="teal">A</span> <<set $seductionrating to 5>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 6000>> <span class="lblue">B</span> <<set $seductionrating to 4>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 4000>> <span class="blue">C</span> <<set $seductionrating to 3>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 2000>> <span class="purple">D</span> <<set $seductionrating to 2>> <<else>> <span class="pink">F</span> <<set $seductionrating to 1>> <</if>> <br> Required rating: <<if $seductiondifficulty gte 10000>> <span class="green">S</span> <<set $seductionrequired to 6>> <<elseif $seductiondifficulty gte 8000>> <span class="teal">A</span> <<set $seductionrequired to 5>> <<elseif $seductiondifficulty gte 6000>> <span class="lblue">B</span> <<set $seductionrequired to 4>> <<elseif $seductiondifficulty gte 4000>> <span class="blue">C</span> <<set $seductionrequired to 3>> <<elseif $seductiondifficulty gte 2000>> <span class="purple">D</span> <<set $seductionrequired to 2>> <<else>> <span class="pink">F</span> <<set $seductionrequired to 1>> <</if>> <br><br> <<else>> <!-- Hidden stat checks --> <<if $attractiveness + (currentSkillValue("seductionskill") * 5) gte 10000>> <<set $seductionrating to 6>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 8000>> <<set $seductionrating to 5>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 6000>> <<set $seductionrating to 4>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 4000>> <<set $seductionrating to 3>> <<elseif $attractiveness + (currentSkillValue("seductionskill") * 5) gte 2000>> <<set $seductionrating to 2>> <<else>> <<set $seductionrating to 1>> <</if>> <<if $seductiondifficulty gte 10000>> <<set $seductionrequired to 6>> <<elseif $seductiondifficulty gte 8000>> <<set $seductionrequired to 5>> <<elseif $seductiondifficulty gte 6000>> <<set $seductionrequired to 4>> <<elseif $seductiondifficulty gte 4000>> <<set $seductionrequired to 3>> <<elseif $seductiondifficulty gte 2000>> <<set $seductionrequired to 2>> <<else>> <<set $seductionrequired to 1>> <</if>> <</if>> <</widget>> <<widget "physiquedifficulty">> <<set _physiquedifficultymin to (_args[0] ? _args[0] : 1)>> <<set _physiquedifficultymax to (_args[1] ? _args[1] : $physiquemax)>> <<if _physiquedifficultymin gte _physiquedifficultymax>> <<set _physiquedifficultymax to _physiquedifficultymin + 1>> <</if>> <<set _physique to currentSkillValue('physique')>> <<if _args[2] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Physique</span> <<else>> | <span class="orange">Physique</span>: <<set _difficulty to Math.round(Math.clamp(_physique - _physiquedifficultymin, 0, _physiquedifficultymax) / (_physiquedifficultymax - _physiquedifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _physique to 0>> <</if>> <<if _physique gte random(_physiquedifficultymin, _physiquedifficultymax)>> <<set $physiqueSuccess to 1>> <<else>> <<set $physiqueSuccess to 0>> <</if>> <</widget>> <<widget "dancedifficulty">> <<set _dancedifficultymin to (_args[0] ? _args[0] : 1)>> <<set _dancedifficultymax to (_args[1] ? _args[1] : 1000)>> <<if _dancedifficultymin gte _dancedifficultymax>> <<set _dancedifficultymax to _dancedifficultymin + 1>> <</if>> <<set _danceskill to currentSkillValue('danceskill')>> <<if _args[2] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Dance</span> <<else>> | <span class="orange">Dance</span>: <<set _difficulty to Math.round(Math.clamp(_danceskill - _dancedifficultymin, 0, _dancedifficultymax) / (_dancedifficultymax - _dancedifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _danceskill to 0>> <</if>> <<if _danceskill gte random(_dancedifficultymin, _dancedifficultymax)>> <<set $danceSuccess to 1>> <<else>> <<set $danceSuccess to 0>> <</if>> <</widget>> <<widget "swimmingdifficulty">> <<set _swimmingdifficultymin to (_args[0] ? _args[0] : 1)>> <<set _swimmingdifficultymax to (_args[1] ? _args[1] : 1000)>> <<if _swimmingdifficultymin gte _swimmingdifficultymax>> <<set _swimmingdifficultymax to _swimmingdifficultymin + 1>> <</if>> <<set _swimmingskill to currentSkillValue('swimmingskill')>> <<if _args[2] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Swimming</span> <<else>> | <span class="orange">Swimming</span>: <<set _difficulty to Math.round(Math.clamp(_swimmingskill - _swimmingdifficultymin, 0, _swimmingdifficultymax) / (_swimmingdifficultymax - _swimmingdifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _swimmingskill to 0>> <</if>> <<if _swimmingskill gte random(_swimmingdifficultymin, _swimmingdifficultymax)>> <<set $swimmingSuccess to 1>> <<else>> <<set $swimmingSuccess to 0>> <</if>> <</widget>> <<widget "athleticsdifficulty">> <<set _athleticsdifficultymin to (_args[0] ? _args[0] : 1)>> <<set _athleticsdifficultymax to (_args[1] ? _args[1] : 1000)>> <<if _athleticsdifficultymin gte _athleticsdifficultymax>> <<set _athleticsdifficultymax to _athleticsdifficultymin + 1>> <</if>> <<set _athletics to currentSkillValue('athletics')>> <<if _args[2] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Athletics</span> <<else>> | <span class="orange">Athletics</span>: <<set _difficulty to Math.round(Math.clamp(_athletics - _athleticsdifficultymin, 0, _athleticsdifficultymax) / (_athleticsdifficultymax - _athleticsdifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _athletics to 0>> <</if>> <<if _athletics gte random(_athleticsdifficultymin, _athleticsdifficultymax)>> <<set $athleticsSuccess to 1>> <<else>> <<set $athleticsSuccess to 0>> <</if>> <</widget>> <<widget "willpowerdifficulty">> <<set _willpowerdifficultymin to (_args[0] ? _args[0] : 1)>> <<set _willpowerdifficultymax to (_args[1] ? _args[1] : $willpowermax)>> <<if _willpowerdifficultymin gte _willpowerdifficultymax>> <<set _willpowerdifficultymax to _willpowerdifficultymin + 1>> <</if>> <<set _willpower to currentSkillValue('willpower')>> <<if !$settings.blindStatsEnabled>> <<if _args[2] is undefined>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Willpower</span> <<else>> | <span class="orange">Willpower</span>: <<set _difficulty to Math.round(Math.clamp(_willpower - _willpowerdifficultymin, 0, _willpowerdifficultymax) / (_willpowerdifficultymax - _willpowerdifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <<elseif _args[2] is "combat">> <<if $settings.skillCheckStyle is "skillname">> <<elseif _difficulty gte 100>> <span class="green">(Very Easy)</span> <<elseif _difficulty gte 80>> <span class="teal">(Easy)</span> <<elseif _difficulty gte 60>> <span class="lblue">(Medium)</span> <<elseif _difficulty gte 40>> <span class="blue">(Challenging)</span> <<elseif _difficulty gte 20>> <span class="purple">(Hard)</span> <<elseif _difficulty gte 1>> <span class="pink">(Very Hard)</span> <<else>> <span class="red">(Impossible)</span> <</if>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _willpower to 0>> <</if>> <<if _willpower gte random(_willpowerdifficultymin, _willpowerdifficultymax)>> <<set $willpowerSuccess to 1>> <<else>> <<set $willpowerSuccess to 0>> <</if>> <</widget>> <<widget "tendingdifficulty">> <<set _tendingdifficultymin to (_args[0] ? _args[0] : 1)>> <<set _tendingdifficultymax to (_args[1] ? _args[1] : 1000)>> <<if _tendingdifficultymin gte _tendingdifficultymax>> <<set _tendingdifficultymax to _tendingdifficultymin + 1>> <</if>> <<set _tending to currentSkillValue('tending')>> <<if _args[2] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Tending</span> <<else>> | <span class="orange">Tending</span>: <<set _difficulty to Math.round(Math.clamp(_tending - _tendingdifficultymin, 0, _tendingdifficultymax) / (_tendingdifficultymax - _tendingdifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _tending to 0>> <</if>> <<if _tending gte random(_tendingdifficultymin, _tendingdifficultymax)>> <<set $tendingSuccess to 1>> <<else>> <<set $tendingSuccess to 0>> <</if>> <</widget>> <<widget "housekeepingdifficulty">> <<set _housekeepingdifficultymin to (_args[0] ? _args[0] : 1)>> <<set _housekeepingdifficultymax to (_args[1] ? _args[1] : 1000)>> <<if _housekeepingdifficultymin gte _housekeepingdifficultymax>> <<set _housekeepingdifficultymax to _housekeepingdifficultymin + 1>> <</if>> <<set _housekeeping to currentSkillValue('housekeeping')>> <<if _args[2] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">Housekeeping</span> <<else>> | <span class="orange">Housekeeping</span>: <<set _difficulty to Math.round(Math.clamp(_housekeeping - _housekeepingdifficultymin, 0, _housekeepingdifficultymax) / (_housekeepingdifficultymax - _housekeepingdifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _housekeeping to 0>> <</if>> <<if _housekeeping gte random(_housekeepingdifficultymin, _housekeepingdifficultymax)>> <<set $housekeepingSuccess to 1>> <<else>> <<set $housekeepingSuccess to 0>> <</if>> <</widget>> <<widget "difficulty">> <<if _args[0] and !$settings.blindStatsEnabled>> | Success Chance: <<if _args[0] gte 100>> <span class="green"><<print _args[0]>>%</span> <<elseif _args[0] gte 80>> <span class="teal"><<print _args[0]>>%</span> <<elseif _args[0] gte 60>> <span class="lblue"><<print _args[0]>>%</span> <<elseif _args[0] gte 40>> <span class="blue"><<print _args[0]>>%</span> <<elseif _args[0] gte 20>> <span class="purple"><<print _args[0]>>%</span> <<elseif _args[0] gte 1>> <span class="pink"><<print _args[0]>>%</span> <<else>> <span class="red"><<print _args[0]>>%</span> <</if>> <</if>> <</widget>> <<widget "englishdifficulty">> <<set _englishdifficultymin to (_args[0] ? _args[0] : 1)>> <<set _englishdifficultymax to (_args[1] ? _args[1] : 1000)>> <<if _englishdifficultymin gte _englishdifficultymax>> <<set _englishdifficultymax to _englishdifficultymin + 1>> <</if>> <<set _english to currentSkillValue('english')>> <<if _args[2] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange">English</span> <<else>> | <span class="orange">English</span>: <<set _difficulty to Math.round(Math.clamp(_english - _englishdifficultymin, 0, _englishdifficultymax) / (_englishdifficultymax - _englishdifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<if $temple_burden gte random(1, 100)>> <<set _english to 0>> <</if>> <<if _english gte random(_englishdifficultymin, _englishdifficultymax)>> <<set $englishSuccess to 1>> <<else>> <<set $englishSuccess to 0>> <</if>> <</widget>> <!-- args[0]: skill to be checked. args[1]: skill name to display. args[2]: skill required to have a chance. args[3]: skill required for 100% success rate args[4]: hide the skill text. --> <<widget "skill_difficulty">> <<set $_skill to _args[0]>> <<if typeof $_skill is "number">> <!-- Now we know $_skill is a valid number, we can perform our calculations safely. --> <<set _skilldifficultymin to (_args[2] ? _args[2] : 1)>> <<set _skilldifficultymax to (_args[3] ? _args[3] : 1000)>> <<if _skilldifficultymin gte _skilldifficultymax>> <<set _skilldifficultymax to _skilldifficultymin + 1>> <</if>> /* Note: willpower uses a different default value for skilldifficultymax */ <<if _args[4] is undefined and !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> | <span class="orange"><<print _args[1]>></span> <<else>> | <span class="orange"><<print _args[1]>></span>: <<set _difficulty to Math.round(Math.clamp($_skill - _skilldifficultymin, 0, _skilldifficultymax) / (_skilldifficultymax - _skilldifficultymin) * 100)>> <<if _difficulty gt 100>> <<set _difficulty to 100>> <</if>> <<skillDifficultyText _difficulty>> <</if>> <</if>> <<else>> <<error { message: '<<skill_difficulty>> widget was given an invalid skill name: Not a number.', source: `Skill value: ${_args[0]}, skill display: ${_args[1]}, minimum: ${_args[2]}, max: ${_args[3]}, hide: ${_args[4]}` }>> <</if>> <</widget>> <<widget "historyrequired">> /* args[0] = historyTrait required */ <<if !$settings.blindStatsEnabled>> History Grade required: <<if _args[0] gte 1 and _args[0] lt 2>> <span class="blue">C</span> <<elseif _args[0] gte 2 and _args[0] lt 3>> <span class="lblue">B</span> <<elseif _args[0] gte 3 and _args[0] lt 4>> <span class="teal">A</span> <<elseif _args[0] gte 4>> <span class="green">A*</span> <</if>> <</if>> <</widget>> <<widget "skillDifficultyText">> <<set $_difficulty to _args[0]>> <<if !$settings.blindStatsEnabled>> <<if $_difficulty gte 100>> <span class="green">Simple <<if $settings.skillCheckStyle is "percentage">>$_difficulty%<</if>></span> <<elseif $_difficulty gte 80>> <span class="teal">Easy <<if $settings.skillCheckStyle is "percentage">>$_difficulty%<</if>></span> <<elseif $_difficulty gte 60>> <span class="lblue">Reasonable <<if $settings.skillCheckStyle is "percentage">>$_difficulty%<</if>></span> <<elseif $_difficulty gte 40>> <span class="blue">Challenging <<if $settings.skillCheckStyle is "percentage">>$_difficulty%<</if>></span> <<elseif $_difficulty gte 20>> <span class="purple">Hard <<if $settings.skillCheckStyle is "percentage">>$_difficulty%<</if>></span> <<elseif $_difficulty gte 1>> <span class="pink">Very Hard <<if $settings.skillCheckStyle is "percentage">>$_difficulty%<</if>></span> <<else>> <span class="red">Impossible <<if $settings.skillCheckStyle is "percentage">>$_difficulty%<</if>></span> <</if>> <</if>> <</widget>><<widget "sleep">> <<if numberOfEarSlime() gte 2 and $earSlime.corruption is 100 and $earSlime.growth gte 50 and $earSlime.focus is "none" and !$statFreeze and !_args[0]>> /* Doing events this way, means that npc's may still be loaded, so endevent or loading new npc's should not be done */ <<earSlimeFocusChoice>> <</if>> <<sleephour>> <<if _wakeEvent and !_args[0]>> <<sleep_clamp>> <<switch _wakeEvent>> <<case "slimeWakeAlleyway">><<slimeWakeAlleyway>> <<case "slimeWakeMasturbation">><<slimeWakeMasturbation>> <</switch>> <<exitAll>> <</if>> <<ruffleHairFromSleep>> <</widget>> <<widget "sleephour">> <<if random(1, 2500) is 1>> <<set _toast to true>> <</if>> <<set $sleepHoursTotal to 0>> <<set $_bonusFatigueLoss to 10>> <!-- sleeping with others --> <<if $bedGuest or $wolfbed is 1>> <<set $_bonusFatigueLoss += 5>> <</if>> <!-- bonus for sleeping with Love Interests with the Mate For Life trait --> <<if $bedGuest and $transformationParts.traits.mateForLife isnot "disabled" and isLoveInterest($bedGuest) and !$sleepWraith>> <<set $_bonusFatigueLoss += 3>><<set $stress -= 10>><<set $trauma -= 1>><<set $arousal += 10>> <</if>> <<set $_bonusFatigueLossClothing to 3>> <<for _slot range Object.keys($worn)>> /* Wearing any non-sleep clothing disables the sleep bonus under_upper and under_lower and anything else listed here are exempt from disabling the bonus Non-sleep clothing is defined as anything not tagged with "sleep" or "eerie" */ <<if !["under_upper", "under_lower", "genitals"].includes(_slot)>> <<if !["naked", "sleep", "eerie"].find((element) => $worn[_slot].type.includes(element))>> <<set $_bonusFatigueLoss to 0>> <<break>> <</if>> <</if>> <!-- wearing sleep clothes --> <<if $worn[_slot].type.includes("sleep")>> <<set $_bonusFatigueLoss += $_bonusFatigueLossClothing>> <<set $_bonusFatigueLossClothing to Math.clamp($_bonusFatigueLossClothing - 1, 1, 3)>> <</if>> <</for>> <!-- sleeping in a poor/regular/comfy bed at home provides a -10/0/+10 bonus regardless of clothing --> <<if $location is "home">> <<set $_bed to Furniture.get('bed')>> <<if $_bed.type.includes('comfy')>> <<set $_bonusFatigueLoss += 10>> <<elseif $_bed.type.includes('starter')>> <<set $_bonusFatigueLoss -= 10>> <</if>> <</if>> <!-- hopeless cycle "poor beds" challenge modifier --> <<if $hc and $hcChallenge and $hcChallenge.timeSleep>> <<set $_bonusFatigueLoss -= 40>> <</if>> <!-- note: every hour of sleep gives a standard 250 fatigue reduction, so this bonus may not be all that much. --> <!-- sleephour repeats this until you have slept for the selected number of hours --> <!-- if you select "just sleep", then you wake up when tiredness hits 0, or after 10 hours. --> <<for $sleephour gte 1 or $sleephour lte -1>> <<set $sleephour -= 1>> <<if $avery_mansion and $bus is "avery_bedroom">> <<avery_mansion>> <</if>> <<switch $location>> <<case "home">> <<set _robin to statusCheck("Robin")>> <<set _kylar to statusCheck("Kylar")>> <<if $sleepWraith>> <!-- Do nothing. Wraith mimicking Robin guarantees an uninterrupted sleep --> <<elseif $kylarenglish gte 1 and _kylarStatus.includes("Love") and _kylarStatus.includes("Lust") and Time.dayState is "night" and $kylarbed is undefined and $robinbed is undefined and $rng gte 96 and C.npc.Kylar.state is "active">> <<set _sleepinterrupt to 1>> <<set _kylarWake to 1>> <<set $kylarSleepEvent to 1>> <<elseif ($kylarenglish isnot 1 or $syndromekylar isnot 1) and !playerIsPregnant() and C.npc.Kylar.love lte 49 and C.npc.Kylar.rage gte 70 and Time.dayState is "night" and $kylarbed is undefined and $robinbed is undefined and $weekly.kylarCreep isnot 1 and C.npc.Kylar.state is "active">> <<set $weekly.kylarCreep to 1>> <<set _sleepinterrupt to 1>> <<set _kylarWake to 2>> <<elseif (($robinromance is 1 and _robin.lust gte 20) or (_robin.trauma gte 50 and $rng gte 51)) and !$robinbed and $robinwakeday isnot 1 and $kylarbed isnot 1 and $robinmissing is 0 and $robin.timer.hurt is 0 /*and !$robin_kicked_out*/>> <!-- Robin climbs into bed with you --> <<if (Time.hour gte 18 and $robin.stayup isnot 1) or (Time.hour lte 6 and $robin.stayup isnot 2)>> <<set _sleepinterrupt to 1>> <<set _robin.lovewake to 1>> <<set $robinwakeday to 1>> <</if>> <<elseif _robin.love gte 100 and $robinbed is undefined and $robindebtknown isnot 1 and $kylarbed isnot 1 and $robinmissing is 0>> <<if Time.hour gte 18 or Time.hour lte 6>> <<set _sleepinterrupt to 1>> <<set $robindebtwake to 1>> <</if>> <<elseif wraithSleepEventCheck()>> <<wraithEvent>> <<elseif $baileydefeatedchain gte 1 and dangerEvent(0.2) and !($avery_mansion and !["fallen", "hidden"].includes($avery_fate) and !($avery_mansion.rage.assess gte 9 or $avery_mansion.days_absent gte 2))>> <<set _sleepinterrupt to 1>> <<set $baileyrapewake to 1>> <<elseif $christmas is 1 and Time.monthDay is 25 and Time.hour lte 6 and $christmas_kylar is undefined and C.npc.Kylar.state is "active">> <<set _sleepinterrupt to 1>> <<set $christmas_kylar to 1>> <<elseif Time.schoolDay and Time.hour is 7 and !$daily.baileyWake>> <<set _sleepinterrupt to 1>> <<set $daily.baileyWake to true>> <<elseif $earSlime.growth gte 25 and $earSlime.growth gte (currentSkillValue('willpower') / 20) and random(0,100) lt 4 and Time.dayState is "night" and $earSlime.eventTimer lte 0 and $kylarbed isnot 1 and !$bedGuest>> <<set _wakeEvent to "slimeWakeAlleyway">> <<break>> <<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "temple">> <<if $earSlime.growth gte 25 and $earSlime.growth gte (currentSkillValue('willpower') / 20) and random(0,100) lt 4 and Time.dayState is "night" and $earSlime.eventTimer lte 0 and $kylarbed isnot 1 and !$bedGuest>> <<set _wakeEvent to "slimeWakeAlleyway">> <<break>> <<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "old_temple">> /* Hopeless Cycle event */ <<if $statFreeze and $hc>> <<if _hcEvent is "blood" or Time.isBloodMoon()>> <<set _sleepinterrupt to 1>> <<set $hc.bloodWake to true>> <<elseif Time.dayState is "night" and $hc.nightBreakIn is "tonight" and $prisoner.love gte 30 and !$hc.daily.nightmare>> <<set _sleepinterrupt to 1>> <<set $hc.daily.nightmare to true>> <<elseif Time.hour gte 7 and ["dawn", "day"].includes(Time.dayState)>> <<set _sleepinterrupt to 1>> <<set $hc.daily.wake to true>> <</if>> <</if>> <<case "asylum">> <<asylumeffects>> <<if Time.hour is 6 or ($asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1) or ($asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1) or ($asylumstate is "assessment" and $daily.asylumAssessment isnot 1)>> <<set _sleepinterrupt to 1>> <<elseif Time.hour is 6 and $location is "asylum" or $asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1 and $location is "asylum" or $asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1 and $location is "asylum" or $asylumstate is "assessment" and $daily.asylumAssessment isnot 1 and $location is "asylum">> <<set _sleepinterrupt to 1>> <<elseif $suspicion gte 80 and random(1, 10) gte 10>> <<set _sleepinterrupt to 1>> <<set $rapewake to 1>> <<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "prison">> <<if Time.hour is 6 and !$daily.prison.wake>> <<set _sleepinterrupt to 1>> <<set $daily.prison.wake to true>> <<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "alex_cottage">> <<if wraithSleepEventCheck()>> <<wraithEvent>> <<elseif (Time.hour gte 21 or Time.hour lte 5) and C.npc.Alex.lust gte 10 and $alexwake isnot 1>> <<set $alexwake to 1>> <<set _sleepinterrupt to 1>> <<elseif $farm_attack_timer is 0 and Time.hour gte 21>> <<set $remywake to 1>> <<set _sleepinterrupt to 1>> <<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <<elseif (Object.values($children).find(child => child.mother === "Alex" && child.location === "alex_cottage") or Object.values($children).find(child => child.father === "Alex" && child.location === "alex_cottage")) and Time.dayState is "night" and !$weekly.alexNightTimeNursery and $rng gte 56>> <<set _sleepinterrupt to 1>> <<set $weekly.alexNightTimeNursery to 1>> <<set _alexWake to 1>> <</if>> <<case "cabin">> <<if wraithSleepEventCheck()>> <<wraithEvent>> <<elseif Time.hour lte 6 and $edenwake isnot 1>> <<if C.npc.Eden.lust gte 26>> <<set $edenwake to 1>> <<set _sleepinterrupt to 1>> <<elseif $rng gte 91>> <<set $edenwake to 1>> <<set $edenNightmareWake to true>> <<set _sleepinterrupt to 1>> <</if>> <</if>> <<case "forest">> <<if $location is "forest" and $wolfpackferocity gte 10 and $wolfwake isnot 1>> <<set _sleepinterrupt to 1>> <<set $wolfwake to 1>> <<elseif !$bedGuest and !$wolfbed and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "tower">> <<if wraithSleepEventCheck() and $bird and $bird.upgrades and $bird.upgrades.mirror is 1>> <<wraithEvent>> <<elseif $bird.state is "hunting" and $bird.timer lte 0>> <<set _sleepinterrupt to 1>> <<elseif $bird.state is "home" and !$bird.satisfied and random(1, 10) is 10>> <<set _sleepinterrupt to 1>> <<elseif $bird.state is "hunting" and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "wolf_cave">> <<if wraithSleepEventCheck()>> <<wraithEvent>> <<elseif $wolfpackferocity gte 10 and $wolfwake isnot 1 and random(1,10) is 10 and $bedGuest isnot "Black Wolf">> <<set _sleepinterrupt to 1>> <<set $wolfwake to 1>> <<elseif !$bedGuest and !$wolfbed and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "pound">> <<if Time.hour is 6 or Time.hour is 12 or Time.hour is 18>> <<set _sleepinterrupt to 1>> <<elseif !$bedGuest and !$wolfbed and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "pirate_ship">> <<if wraithSleepEventCheck()>> <<wraithEvent>> <<elseif !$bedGuest and $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<case "island">> <<if $island[$island.home].camouflage is "advanced">> <<set _rng to random(1, 160)>> <<elseif $island[$island.home].camouflage is "basic">> <<set _rng to random(1, 140)>> <<elseif $island[$island.home].camouflage is "simple">> <<set _rng to random(1, 120)>> <<else>> <<set _rng to random(1, 100)>> <</if>> <<if $island.home is "rocky_hillock">> <<if _rng lte 5 and _sleepinterrupt isnot 1>> <<set $island_wake_1 to 1>> <<set _sleepinterrupt to 1>> <<elseif $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<elseif $island.home is "waterfall">> <<if _rng lte 5 and _sleepinterrupt isnot 1>> <<set $island_wake_1 to 1>> <<set _sleepinterrupt to 1>> <<elseif _rng lte 10 and _sleepinterrupt isnot 1>> <<set $island_wake_2 to 1>> <<set _sleepinterrupt to 1>> <<elseif $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <<elseif $island.home is "gulch">> <<if _rng lte 5 and _sleepinterrupt isnot 1>> <<set $island_wake_1 to 1>> <<set _sleepinterrupt to 1>> <<elseif _rng lte 10 and _sleepinterrupt isnot 1>> <<set $island_wake_2 to 1>> <<set _sleepinterrupt to 1>> <<elseif _rng lte 15 and _sleepinterrupt isnot 1>> <<set $island_wake_3 to 1>> <<set _sleepinterrupt to 1>> <<elseif $exposed is 2 and $sleepHoursTotal gte 3 and !$weekly.slimeWakeMasturbation and $earSlime.growth gte (currentSkillValue('willpower') / 7) and random(0,100) lt 4 and !pcAreArmsBound("any")>> <<set _wakeEvent to "slimeWakeMasturbation">> <<break>> <</if>> <</if>> <<case "avery_mansion">> <<avery_mansion_interrupt>> <<if ["injury", "work", "party_missed", "date_ready", "party_prepare", "party", "skyscraper_ready", "fox"].includes(_avery_interrupt)>> <<set _sleepinterrupt to 1>> <<elseif Time.hour gte 0 and Time.hour lte 4 and $avery_mansion.schedule isnot "away" and $avery_mansion.sleep_interrupt isnot 1>> <<set _sleepinterrupt to 1>> <<set $avery_mansion.sleep_interrupt to 1>> <<elseif wraithSleepEventCheck()>> <<wraithEvent>> <</if>> <<case "forest_shop">> <<if ["walking_to_cafe", "cafe"].includes(gwylanSchedule()) and !$gwylanCafeWake and $exposed is 0>> <!-- Gwylan wakes player to walk to cafe --> <<set _sleepinterrupt to 1>> <<set $gwylanCafeWake to true>> <<set _gwylanCafeWake to true>> <<elseif C.npc.Gwylan.dom >= 120 and random(100, 175) lte C.npc.Gwylan.dom and ["sleep"].includes(gwylanSchedule()) and !$gwylanWake and $bedGuest isnot "Gwylan">> <!-- Gwylan climbs into doggy bed with you --> <<set _sleepinterrupt to 1>> <<set $gwylanWake to true>> <<set _gwylanWake to true>> <</if>> /* ToDo: Gwylan */ <</switch>> <!-- this will stop sleep from happening, meaning no fatigue reduction or time passing --> <<if _sleepinterrupt>> <<break>> <</if>> <<if _wraithinterrupt is 1>> <<set _sleepinterrupt to 1>> <<break>> <</if>> <!-- Keep events above this comment --> <<set $sleepHoursTotal += 1>><<set $sleepStat++>> <!-- for "just sleep" option, if sleep is no longer required OR the player has slept for 10 hours, interrupt it. --> <<if $sleephour lte -1 and ($tiredness lte 0 or $sleephour lte -11)>> <<break>> <</if>> <!-- fatigue is lowered by 200 for every hour slept and another 50 more if the player has no trauma. --> <<set $tiredness -= 200>> <<if !($sleeptrouble is 1 and $controlled is 0 and !$hypnosis_traits.slumber)>> <<set $tiredness -= 50>> <</if>> <<if $hypnosis_traits.slumber>> <<set _traumaToSleep to Math.floor($trauma / 100)>> <<set $tiredness -= _traumaToSleep>> <</if>> <<if $location is "island">> <<if $island[$island.home].curtains is "simple">> <<set $tiredness -= 15>> <<elseif $island[$island.home].curtains is "basic">> <<set $tiredness -= 30>> <<elseif $island[$island.home].curtains is "advanced">> <<set $tiredness -= 45>> <</if>> <<elseif $location is "tower" and $bedGuest isnot "alone">> <<switch $bird.upgrades.nest>> <<case 0>> <<case 1>><<set $tiredness -= 15>> <<case 2>><<set $tiredness -= 30>> <<case 3>><<set $tiredness -= 45>> <</switch>> <</if>> <<set $tiredness -= $_bonusFatigueLoss>> <<set Weather.BodyTemperature.addActivity("sleep")>> <<if $location is "tower">> <<bird_pass 60>> <<else>> <<pass 1 hour>> <</if>> <<if $nightmares gte 1 and $controlled is 0>> <<stress 6>> <</if>> <<sleep_clamp>>/*Prevents bugged out values affecting events in anyway, -2000 fatigue and -360 stress arnt helpful*/ <</for>> <</widget>> <<widget "sleepeffects">> <<if $stress gte $stressmax>> <<set $stress -= 2000>> <<trauma 10>> <span class="red">Your stress level reached a peak while you slept and has since subsided, but at cost to your mental health.</span> <<lstress>><<gtrauma>> <<ruffleHair>> <<saveTempHairStyle>> <br><br> <</if>> <<if !$sleepWraith and $bedGuest and $transformationParts.traits.mateForLife isnot "disabled" and isLoveInterest($bedGuest)>> <span class="green">Sleeping with your chosen partner fulfils an instinctual desire.</span> <<lstress>><<ltrauma>><<garousal>> <br><br> <</if>> <<if $scienceproject is "ongoing" and $sciencephallusknown isnot 1 and hasSexStat("promiscuity", 3)>> <<set $sciencephallusknown to 1>> A lewd thought comes to you as you wake up. <span class="gold">You've conceived the "local phalli" science project.</span> Check your journal for details. <br><br> <</if>> <<unset $bedGuest>> <</widget>> <<widget "wetDream">> <<if $specialClothesEffects.bimbo.total gte 100 and $specialClothesEffects.pimp.total gte 100>> <<set _lustful to $player.gender_appearance is "f" ? $specialClothesEffects.bimbo : $specialClothesEffects.pimp>> <<else>> <<set _lustful to $specialClothesEffects.bimbo.total gte 100 ? $specialClothesEffects.bimbo : $specialClothesEffects.pimp>> <</if>> Your sleep <<if _wakingEffect>>was<<else>>is<</if>> plagued by dirty dreams. <<arousal `_lustful.total / 10 * $sleepHoursTotal`>> <<arousal `100 * $sleepHoursTotal`>> <<if $arousal gte $arousalmax>> They push you over the edge. <<orgasm>> <<else>> <br><br> <</if>> <</widget>> <<widget "bedclotheson">> <<switch _args[0]>> <<case "bed" "Bed">> <<set $_storeLocation to "bed">> <<set $wardrobe_location to "wardrobe">> <<case "Farm Bed">> <<set $_storeLocation to "Farm Bed">> <<set $wardrobe_location to "alexFarm">> <<case "prison bed">> <<set $_storeLocation to "prison bed">> <<set $wardrobe_location to "prison">> <<case "Temple Bunk Bed">> <<set $_storeLocation to "Temple Bunk Bed">> <<set $wardrobe_location to "temple">> <<case "Pirate Bed Lie">> <<set $_storeLocation to "Pirate Bed Lie">> <<set $wardrobe_location to "pirate">> <<case "Mansion Bed">> <<set $_storeLocation to "Mansion Bed">> <<set $wardrobe_location to "avery_mansion">> <<default>> Something went wrong with the "bedclotheson" widget, please report <<run console.log('Something went wrong with the "bedclotheson" widget, please report')>> <</switch>> <<wardrobeSelection true>> <<updateWornClothingLocation $wardrobe_location>> <<if $wear_outfit is "clotheson">> /*Was causing some wierdness when getting out of bed*/ /*<<undress $wardrobe_location>>*/ <<loadTempHairStyle>> <<storeon $_storeLocation>> <<elseif $wear_outfit isnot "none">> <<storeon $_storeLocation>> <<undress $wardrobe_location>> <<wearoutfit>> <</if>> <<updateWornClothingLocation $wardrobe_location>> <<set $wear_outfit to "none">> <</widget>> <<widget "setSlimeSleepEvents">> <<if $earSlime.eventTimer lt 0>> <<set $earSlime.eventTimer to 0>> <</if>> <<set _eventsList to []>> <<if $earSlime.forcedCommando is undefined and $earSlime.exhibitionism gte 1>> <<set _eventsList.push("go commando")>> <</if>> <<if $earSlime.defyCooldown is 0 and Time.dayState is "night">> <<set _eventsList.push("masturbate to orgasm")>> <</if>> <<if $earSlime.promiscuity gte 2 and $earSlime.deviancy gte 2>> <<run _eventsList.push("have sex with someone or something")>> <<elseif $earSlime.promiscuity gte 2>> <<run _eventsList.push("have sex with someone")>> <</if>> <<if !$earSlime.alwaysSleepNaked and $earSlime.corruption gte 80 and $earSlime.exhibitionism gte 2>> <<run _eventsList.push("only sleep naked from now on")>> <</if>> <<if ["home", "temple"].includes($location) and Time.dayState is "night" and between(Time.hour, 20, 24)>> <<run _eventsList.push("go running or swimming for an hour")>> <<if currentSkillValue("skulduggery") gt 200>> <<set _eventsList.push("steal something")>> <</if>> <<if $earSlime.exhibitionism gte 3 and hasSexStat("exhibitionism", 3)>> <<set _eventsList.push("go running or swimming naked for an hour")>> <<set _eventsList.push("go running or swimming naked for two hours")>> <</if>> <<if $earSlime.exhibitionism gte 4 and hasSexStat("exhibitionism", 4)>> <<set _eventsList.push("study at the school library while naked for an hour")>> <<set _eventsList.push("study at the school library while naked for two hours")>> <</if>> <</if>> <<if ["home", "temple", "alex_cottage"].includes($location) and $earSlime.knowsAboutPhotoShoot and $earSlime.exhibitionism gte 2 and $photo.shoot is 0 and random(0,100) gte 50>> <<set _eventsList.push("fully expose yourself while working as a model in town")>> <</if>> <<if ["alex_cottage"].includes($location) and Time.dayState is "night" and between(Time.hour, 20, 24)>> <<if $earSlime.deviancy gte 2 and $settings.breastFeedingEnabled and $lactating and $milk_amount gte 1000 and $earSlime.focus isnot "impregnation">> <<set _eventsList.push("use the farm equipment to empty your breasts of milk")>> <</if>> <<if $earSlime.deviancy gte 2 and $player.penisExist and $player.penissize gte 0 and !playerChastity("penis") and $semen_amount gte 1000 and $earSlime.focus isnot "pregnancy" and $earSlime.defyCooldown is 0>> <<set _eventsList.push("use the farm equipment to empty your penis of semen")>> <</if>> <</if>> <<if $earSlime.growth gt 50>> <<if $earSlime.focus is "pregnancy" and $settings.forcedCrossdressingEnabled and !$earSlime.forcedDressing>> <<set _eventsList.push("only wear feminine clothes for a while")>> <<if playerIsPregnant() and playerBellySize(true) gte 5>> <<set _eventsList.push("only wear feminine clothes for a while")>> <<set _eventsList.push("only wear feminine clothes for a while")>> <</if>> <</if>> <<if $earSlime.focus is "impregnation" and $settings.forcedCrossdressingEnabled and !$earSlime.forcedDressing>> <<set _eventsList.push("only wear masculine clothes for a while")>> <<if !playerIsPregnant()>> <<set _eventsList.push("only wear masculine clothes for a while")>> <<set _eventsList.push("only wear masculine clothes for a while")>> <</if>> <</if>> <<if ["pregnancy", "mixed"].includes($earSlime.focus) and ($player.vaginaExist or $settings.analEnabled) and !playerIsPregnant()>> <<if maleChance() gt 0 or beastMaleChance() gt 0 or $settings.femaleNPCPenisChance gt 0>> <<set _task to `get sperm into your ${$player.vaginaExist ? "vagina" : "anus"}`>> <<run _eventsList.push(_task)>> <<run _eventsList.push(_task)>> <<if random(0,100) gte 50>> <<run _eventsList.push(_task)>> <<run _eventsList.push(_task)>> <<run _eventsList.push(_task)>> <</if>> <</if>> <<if $player.penisExist and $player.penissize gte 0 and $semen_volume gte 300 and !$earSlime.defyCooldown and $awareness gte 200>> <<set _task to `get your own sperm into your ${$player.vaginaExist ? "vagina" : "anus"}`>> <<run _eventsList.push(_task)>> <<run _eventsList.push(_task)>> <<if random(0,100) gte 50>> <<run _eventsList.push(_task)>> <<run _eventsList.push(_task)>> <<run _eventsList.push(_task)>> <</if>> <</if>> <</if>> <<if $player.penisExist and ["impregnation", "mixed"].includes($earSlime.focus)>> <<if maleChance() lt 100 or beastMaleChance() lt 100 or $settings.maleNPCVaginaChance gt 0>> <<run _eventsList.push("ejaculate into someone's vagina")>> <<run _eventsList.push("ejaculate into someone's vagina")>> <<if random(0,100) gte 50>> <<run _eventsList.push("ejaculate into someone's vagina")>> <<run _eventsList.push("ejaculate into someone's vagina")>> <<run _eventsList.push("ejaculate into someone's vagina")>> <</if>> <</if>> <</if>> <</if>> <<if $earSlime.growth gte 100 and $earSlime.defyCooldown gte Math.clamp(30 - Math.floor($earSlime.growth / 9), 2, 20) + 4 and $settings.ruinedOrgasmEnabled>> <<set $earSlimeEvent to "masturbate and orgasm at least ten times">> <<elseif $earSlime.growth gte 100 and $earSlime.defyCooldown gte Math.clamp(30 - Math.floor($earSlime.growth / 9), 2, 20) - 4 and $settings.ruinedOrgasmEnabled>> <<set $earSlimeEvent to "masturbate and orgasm at least five times">> <<elseif _eventsList.length>> <<set _maxEvents to _eventsList.length - 1>> <<set $earSlimeEvent to _eventsList[random(0,_maxEvents)]>> <</if>> <</widget>> <<widget "slimeSleepEvents">> <<if $earSlimeEvent is "masturbate to orgasm" and ["pregnancy", "mixed"].includes($earSlime.focus) and ($player.vaginaExist or $settings.analEnabled) and !playerIsPregnant() and $player.penisExist and $player.penissize gte 0 and $semen_volume gte 300 and !$earSlime.defyCooldown and $awareness gte 200>> <<set $earSlimeEvent to `get your own sperm into your ${$player.vaginaExist ? "vagina" : "anus"}`>> <</if>> <<set _tempEventHide to true>> <<set _noSleep to $earSlimeEvent.includes("go running or swimming") or $earSlimeEvent.includes("study at the school") or $earSlimeEvent.includes("masturbate")>> <span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">The slime in your head commands you to <<print $earSlimeEvent>><<if _noSleep>> before sleeping<</if>>.</span> It promises rewards if you comply<<if $earSlime.startedThreats>> and threatens consequences if you do not<</if>>. <br><br> <<link [[Obey|SleepSlimeEventObey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<if $earSlime.startedThreats>> <<link [[Defy|SleepSlimeEventDefy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<sub 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|SleepSlimeEventDefy]]>><<set $phase to 1>><<unset $earSlimeEvent>><</link>> <</if>> <br> <<exitAll>> <</widget>> <<widget "slimeEventResult">> <<set $earSlime.event to $earSlimeEvent>> <<unset $earSlimeEvent>> <<set $earSlime.eventTimer to 4>> <<if !$slimeBedExit>> <<set $slimeBedExit to "Bed">> <<set $slimeBedroomExit to "Bedroom">> <</if>> <<switch $earSlime.event>> <<case "go running or swimming naked for an hour">><<set $earSlime.eventLength to 2>> <<case "go running or swimming naked for two hours">><<set $earSlime.eventLength to 4>> <<case "study at the school library while naked for an hour">><<set $earSlime.eventLength to 3>> <<case "study at the school library while naked for two hours">><<set $earSlime.eventLength to 6>> <</switch>> <<if $earSlime.event.includes("masturbate and orgasm at least")>> /* Gets set to 0 on it being completed */ <<set $earSlime.defyCooldown += 82>> <</if>> <<if $earSlime.event.includes("go running or swimming") or $earSlime.event.includes("study at the school") or $earSlime.event.includes("masturbate") or $earSlime.event.includes("use the farm equipment to empty")>> <<set $earSlime.noSleep to true>> <<else>> <<set $earSlime.noSleep to false>> <</if>> <<set $_multiplier to $earSlime.growth lt 150 ? 1 : 2>> <<if $earSlime.event is "only wear feminine clothes for a while">> <<set $earSlime.event to "">> <<if playerIsPregnant() and playerBellySize(true) gte 5>> <<set $earSlime.forcedDressing to {type: "f", days: random(14 * $_multiplier, 31 * $_multiplier)}>> <<else>> <<set $earSlime.forcedDressing to {type: "f", days: random(3 * $_multiplier, 14 * $_multiplier)}>> <</if>> <<elseif $earSlime.event is "only wear masculine clothes for a while">> <<set $earSlime.event to "">> <<set $earSlime.forcedDressing to {type: "m", days: random(3 * $_multiplier, 14 * $_multiplier)}>> <</if>> <<if $earSlime.event is "only sleep naked from now on">> <<strip>> <<set $earSlime.alwaysSleepNaked to true>> <<set $earSlime.event to "">> You strip before getting into bed. <br><br> <<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>> <<elseif $earSlime.event is "go commando">> <<set $earSlime.event to "">> <<if $earSlime.corruption lt 50 and $earSlime.growth is 0>> <<set $earSlime.forcedCommando to random(2, 4)>> <<elseif $earSlime.growth is 0>> <<set $earSlime.forcedCommando to random(7, 21)>> <<else>> <<set $earSlime.forcedCommando to random(14, 31)>> <</if>> <<if !playerHasStrapon() and !$worn.under_lower.outfitSecondary and $worn.under_lower.name isnot "naked">> You strip your $worn.under_lower.name before getting into bed. <<generalUndress "wardrobe" "under_lower">> <<else>> You lie back down into bed. <</if>> <br><br> <<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>> <<elseif !$earSlime.noSleep>> You lie back down into bed. <br><br> <<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>> <<else>> You move away from your bed to do the task given to you. <<switch $slimeBedExit>> <<case "Bed">><<storeon "bed" "return">> <<case "Farm Bed">><<storeon "farm bed" "return">> <<case "Farm Alex Bed">><<storeon "farm alex bed" "return">> <<case "Temple Bunk Bed">><<storeon "Temple Bunk Bed" "return">> <</switch>> <br><br> <<link [[Next|$slimeBedroomExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>> <</if>> <</widget>> <<widget "slimeEventEnd">> <<if _args[0]>> <<if $earSlime.event.includes(_args[0]) and (!$earSlime.event.includes("naked") or $exposed is 2)>> <<set $earSlime.eventLength -= 1>> <<if $earSlime.eventLength lte 0>> <<set $earSlime.event to "">> <<set $earSlime.eventLength to 0>> <<set $earSlime.noSleep to false>> <</if>> <</if>> <</if>> <</widget>> <<widget "wraithEvent">> <!-- this is because this event wakes the player up AFTER they have slept for an hour. --> <<unset _sleepinterrupt>> <<set _wraithinterrupt to 1>> <<set $wraith.nightmare to 2>> <<set $wraith.hunt to 0>> <<set $foresthunt to 0>> <</widget>> <<widget "ruffleHairFromSleep">> <!-- Roll a chance to wake up with ruffled hair --> <!-- Chance is based on number of hours slept, with Trauma and Stress adding "calculated" hours --> <!-- Trauma adds max 4.5, Stress 2 --> <!-- Chances are ~5% at 8 hours, ~13% at 10 hours, 99% at 16.5 calculated hours --> <!-- Math below uses rng of 1000 and calculates 75 instead of 750 for more granular probability --> <!-- Use the below graph to calculate and demo --> <!-- New Graph: https://www.desmos.com/calculator/xd73rdkx1v --> <<if $ruffledisable is "f">> <<set $_calcTrauma to ($trauma - $traumamax / 10) / 1000>> <<if $_calcTrauma gte 0>> <<set $_calcStress to $stress / 5000>> <<set $_calcTotal to $_calcTrauma + $_calcStress + $sleepHoursTotal>> <<set $_chance to $_calcTotal ** 4 / 75>> <<rng 1000>> <<if $_chance gt $rng>> <span class="yellow">Your hair is tousled.</span> <<ruffleHair>> <<saveTempHairStyle>> <</if>> <</if>> <</if>> <</widget>> <<widget "ruffleHair">> <!-- Find a style group of current hair (loose, braid, etc.) and pick a random one from a list of corresponding 'ruffled' styles. If none found then keep current hair --> <<if $ruffledisable is "f">> <<set $_hair to setup.hair.hairtype.find(x => x.list.includes($hairtype))>> <<set $_fringe to setup.hair.fringetype.find(x => x.list.includes($fringetype))>> <<if $_hair>> <<set $_rndhair to $_hair.devolve.random()>> <</if>> <<if $_fringe>> <<set $_rndfringe to $_fringe.devolve.random()>> <</if>> <<set $hairtype to $_rndhair || $hairtype>> <<set $fringetype to $_rndfringe || $fringetype>> <</if>> <</widget>> <<widget "earSlimeFocusChoice">> /* This event cannot run endevent or make changes to loaded npc's in anyway */ <<set _prevLocation to $location>> <<set $location to "tentworld">><<set $outside to 0>> <<set _pregnancyEnabled to $settings.playerPregnancyHumanEnabled or $settings.playerPregnancyBeastEnabled>> <<if $earSlime.dreamRejected>> You awake to a familiar feeling of paralysis. The pressure on your body isn't as intense as last time, but still brings you a sense of unease. <<if $earSlime.dreamRejected gte 5>> <span class="green">Despite this, you know by now that the sensation isn't harmful.</span> <</if>> <<else>> You wake with a start. An oppressive darkness surrounds you. The surface you lie on seems to shift and crawl under your back. You're pinned to it by an invisible pressure. <span class="red">You can't move!</span><<gstress>><<stress 6>> <</if>> <br><br> Even your eyes are frozen in place. You can faintly discern that there's two figures in the room, one on either side of you. The darkness and odd, squirming movements make it impossible to make out any details. Before you can process what's happening, they start to speak. The figures tell you that you have a choice to make, one <span class="sub">that cannot be ignored or easily taken back</span>.<<if $earSlime.dreamRejected gte 10>> The volume of their combined voices makes it sound like a demand rather than an offer.<</if>> <br><br> The voice from the left whispers in your ear. Its words overlap themselves, promising you many things at once. It claims it will bring you fulfilment by granting you <<if _pregnancyEnabled>> <span class="lewd">a womb filled with life<<if $settings.breastFeedingEnabled>> and breasts filled with milk<</if>></span>. <<if !$player.vaginaExist and !(playerIsPregnant() and playerAwareTheyArePregnant()) and Object.values($children).find(child => child.mother === "pc")>> It also promises that the limits of your current body will not hold you back. <</if>> <<else>> <span class="lewd">pure femininity</span>. <</if>> <br> The first voice is interrupted by the one on your right, grabbing your attention. Your mind is assaulted with more promises. It tells you that it will help you fulfil yourself through <<if $settings.npcPregnancyEnabled>> <span class="lewd">filling others with your seed</span>, <<else>> <span class="lewd">filling the holes of others</span>, <</if>> <<if $player.penisExist>> by giving you the size and virility to do so. <<else>> by giving you the penis that you lack. <</if>> The voices invading your mind start to subside. The peace is short-lived as they start to talk over one another. Your own thoughts are drowned out as they argue about what your fate should be. <<gstress>><<stress 6>> <br><br> <<link [[Agree with the voice on the left|$passage]]>><<set $location to _prevLocation>><<set $earSlime.focus to "pregnancy">><<set $earSlime.growth++>><</link>><<if $player.sex is "m" and !$settings.analEnabled and _pregnancyEnabled>><<note "With anal being disabled, pregnancy cannot occur for you" "italic">><</if>> <br> <<link [[Agree with the voice on the right|$passage]]>><<set $location to _prevLocation>><<set $earSlime.focus to "impregnation">><<set $earSlime.growth++>><</link>><<if $whitneypantiescheck is 2>><<note "Not recommended without disabling 'forced crossdressing'">><</if>> <br> <<link [[Agree with both voices|$passage]]>><<set $location to _prevLocation>><<set $earSlime.focus to "mixed">><<set $earSlime.growth++>><</link>> <br> <<link [[Refuse both voices |$passage]]>><<set $location to _prevLocation>><<set $earSlime.growth -= 5 + Math.clamp($earSlime.dreamRejected, 0, 20)>><<set $earSlime.dreamRejected++>><</link>> <br> <<exitAll>> <</widget>> <<widget "nightmareWake">> You <<if _wakingEffect>>dreamt of<<else>>dream you are<</if>> being hunted by something <<if ["haunt", "despair"].includes($wraith.state) and $rng lte 25>>pale<<else>>dark<</if>> and terrible. <br><br> <</widget>><<effects>> You obey the slime's demand. <<slimeEventResult>><<effects>> <<if !$slimeBedExit>> <<set $slimeBedExit to "Bed">> <<set $slimeBedroomExit to "Bedroom">> <</if>> <<if $phase is 1>> You ignore the slime's demand and get into bed without listening any further. <<set $earSlime.event to "">> <br><br> <<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><<endevent>><</link>> <<elseif $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You defy the slime's demand and get into bed without listening any further. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You try to defy the slime's demand and get into bed without listening any further. However, <span class="teal">it's still worn out from overpowering you earlier.</span> It tries <span class="green">but fails</span> to force your steps in the opposite direction. <</if>> <<set $earSlime.event to "">> <br><br> <<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> The slime is able to force you to comply with its demand. <<slimeEventResult>> <<else>> You are able to defy the slime's demand and get into bed without listening any further. <<set $earSlime.event to "">><<set $earSlime.defyCooldown += 4>> <br><br> <<link [[Next|$slimeBedExit]]>><<unset $slimeBedExit>><<unset $slimeBedroomExit>><</link>> <</if>><<widget "plots_init">> /* * First argument: location. * Second argument: number of plots. * Third argument: ground type (earth, water). * Fourth argument: plot quality * Fifth argument: plot size */ /* Note: if you plan to add a new plot size, make sure to update all the places where plot size is hardcoded. */ <<set $_plotsInLocation to []>> <<for _i to 0; _i lt _args[1]; _i++>> <<set $_plotsInLocation[_i] to clone(setup.tending.plot_base)>> <<set $_plotsInLocation[_i].bed to _args[2]>> <<set $_plotsInLocation[_i].quality to _args[3]>> <<set $_plotsInLocation[_i].size to _args[4]>> <</for>> <<set $plots[_args[0]] to $_plotsInLocation>> <</widget>> <<widget "add_plot">> /*Adds a plot to an existing location. Arguments are as in the plots_init widget, but the second argument and beyond are shifted down one.*/ <<set $_plotsInLocation to $plots[_args[0]]>> <<set $_last to $_plotsInLocation.length>> <<set $_plotsInLocation.push(clone(setup.tending.plot_base))>> <<set $_plotsInLocation[$_last].bed to _args[1]>> <<set $_plotsInLocation[$_last].quality to _args[2]>> <<set $_plotsInLocation[$_last].size to _args[3]>> <</widget>> <<widget "clear_plot">> /*Returns a plot to its default state. First argument: location. Second argument: index of plot to be reset. OR First argument: the plot to operate on. */ <<if _args[1] isnot undefined>> <<set $_plot to $plots[_args[0]][_args[1]]>> <<else>> <<set $_plot to _args[0]>> <</if>> <<if $_plot.baseQuality isnot undefined and !$backgroundTraits.includes("greenthumb")>> <<if $_plot.fertiliserDecay gt 0>> <<set $_plot.fertiliserDecay-->> <</if>> <<if $_plot.fertiliserDecay is 0 and $_plot.quality gt $_plot.baseQuality>> <<set $_plot.quality-->> <<set $tendingvars.plotDecay to 2>> <<if $_plot.quality gt $_plot.baseQuality>> <<set $_plot.fertiliserDecay to 2>> <<if $_plot.size isnot "large">> <<set $_plot.fertiliserDecay to 3>> <</if>> <<set $tendingvars.plotDecay to 1>> <</if>> <</if>> <</if>> <<set $_plot.water to 0>> <<set $_plot.days to 0>> <<set $_plot.plant to "none">> <<set $_plot.till to 0>> <<set $_plot.stage to 0>> <</widget>> <<widget "display_quality">><<silently>> <<set $_plot to _args[0]>> <<switch $_plot.bed>> <<case "water">><<set _bedType to "water">> <<case "earth">><<set _bedType to "soil">> <<default>><<set _bedType to clone($_plot.bed)>> <</switch>> <<switch Math.clamp($_plot.quality, 0, 4)>> <<case 1>> <<set $_result to `<span class="blue">poor `+_bedType+`</span>`>> <<case 2>> <<set $_result to `<span class="lblue">decent `+_bedType+`</span>`>> <<case 3>> <<set $_result to `<span class="teal">good `+_bedType+`</span>`>> <<case 4>> <<set $_result to `<span class="green">excellent `+_bedType+`</span>`>> <<default>> <<set $_result to `<span class="red">ERROR</span>`>> <</switch>> <</silently>><<print $_result>><</widget>> <<widget "display_plot">>/*Argument is the plot location you want to display.*/ <<set _location to _args[0]>> <<set $_plotsHere to $plots[_location]>> <<set _water_needed to 0>> There <<print $_plotsHere.length is 1 ? "is" : "are">> <<number $_plotsHere.length>> tillable <<switch $_plotsHere[0].size>> <<case "small">> <span class="lblue"><<print $_plotsHere.length is 1 ? "bed" : "beds">></span> <<case "medium">> <span class="teal"><<print $_plotsHere.length is 1 ? "plot" : "plots">></span> <<default>> <span class="green"><<print $_plotsHere.length is 1 ? "field" : "fields">></span> <</switch>> here. <<if $fertiliser.current + $fertiliser.used gt 0>> You have <<number $fertiliser.current>> fertiliser. <</if>> Tilling time is reduced by tending skill. <br><br> <<set $_i to 0>> <<for _plantbed range $_plotsHere>> <<capture _plantbed>> <span class="gold"><<wordify_i $_i true>> plot (<<display_quality _plantbed>>):</span> <<if _plantbed.stage gte 1>> <<set $_plantedPlant to setup.plants[_plantbed.plant]>> <<if $_plantedPlant is undefined>> <<error { message : `Could not access property from modded save. (${_plantbed.plant})`, }>> <<exitAll>> <</if>> <<if Weather.precipitation is "rain">> <<set _plantbed.water to 1>> <</if>> <</if>> <<if _plantbed.stage gte 5>> <span class="green">The <<print $_plantedPlant.seed_name ? `$_plantedPlant.seed_name is` : `$_plantedPlant.plural are`>> flowering and ready for picking.</span> <br> <<switch _plantbed.size>> <<case "small">> <<set $_timeStr to "0:05">><<set _pass to 5>> <<case "medium">> <<set $_timeStr to "0:15">><<set _pass to 15>> <<default>> <<set $_timeStr to "1:00">><<set _pass to 60>> <</switch>> <<if pcAreArmsBound("both")>> <span class="red">Can't pick when your arms are bound.</span> <<else>> <<if $options.images is 1 and $_plantedPlant.icon>> <img class="tending_icon" @src="`img/misc/icon/tending/` + $_plantedPlant.icon"> <</if>> <<link "Pick ($_timeStr)" $passage>><<pass _pass>><<tending_harvest _plantbed>><<clear_plot _plantbed>><</link>> <</if>> <br> <<elseif _plantbed.stage is 4>> <span class="teal">The <<print $_plantedPlant.seed_name ? `$_plantedPlant.seed_name is` : `$_plantedPlant.plural are`>> budding.</span> <<elseif _plantbed.stage is 3>> <span class="lblue">The <<print $_plantedPlant.seed_name ? `$_plantedPlant.seed_name has` : `$_plantedPlant.plural have`>> grown into seedlings.</span> <<elseif _plantbed.stage is 2>> <span class="blue"><<print $_plantedPlant.seed_name ? `${$_plantedPlant.seed_name.toUpperFirst()} sprouts` : `Thin $_plantedPlant.plural sprout`>> from the soil.</span> <<elseif _plantbed.stage is 1>> <span class="blue">You planted <<print $_plantedPlant.name.replace(/_/g," ")>> seeds here.</span> <<else>> <<if _plantbed.till gte 1>> The soil is ready for planting. <<tendingPlantSeedsOptions _location _plantbed>> <<else>> The soil is ready for tilling. <br> <<tendingTillOptions _plantbed>> <</if>> <</if>> <<if _plantbed.stage gte 1 and _plantbed.stage lt 5>> <<if _plantbed.bed is "water">> <br> <<elseif _plantbed.water is 1>> <span class="green">The <<print (_plantbed.bed is "large" ? "field" : "plot")>> is watered.</span> <br> <<else>> <span class="purple">The <<print (_plantbed.bed is "large" ? "field" : "plot")>> is dry.</span> <br> <<tendingWaterPlot _plantbed>> <br> <</if>> <</if>> <br> <</capture>> <<set $_i++>> <</for>> <<if _water_needed gte 1>> <<set _plotsToWater to $_plotsHere.filter(plot => plot.stage >= 1 && plot.stage < 5 && plot.bed !== "water" && plot.water === 0)>> <<set _totalTimeToWater to 0>> <<run _plotsToWater.forEach(plot => _totalTimeToWater += setup.tending.wateringTimes[plot.size])>> <<set $_time to getTimeString(_totalTimeToWater)>> <<if $farm_attack_timer is 0>> <<set $_hoursUntilAttack to (24 - Time.hour)>> <</if>> <<if $location is "alex_farm" and _plotsToWater.length gte $_hoursUntilAttack>> <span class="pink">You won't have enough time to water all your fields before Remy's arrival.</span> <<else>> <<if !pcAreArmsBound("both")>> <<gardenicon "water">> <<link "Water all dry beds ($_time)" $passage>> <<tendingWaterAllDryBeds _plotsToWater>><<tiredness _water_needed>><<physique _water_needed>><<tending _water_needed>> <</link>><<gtiredness>><<gtending>> <</if>> <</if>> <br> <</if>> <<if $debug is 1 and $_plotsHere.filter(plot => plot.stage > 0 && plot.stage < 5).length gte 1>> <br> <<link "DEBUG: Instagrow all plants here" $passage>><<run tendingInstaGrow(_location)>><</link>> <br> <</if>> <</widget>> <<widget "tendingWaterPlot">> <<set _plantbed to _args[0]>> <<set _water_needed += 1>> <<switch _plantbed.size>> <<case "small">><<set _tStatup to 1>><<set _tPass to 5>> <<case "medium">><<set _tStatup to 2>><<set _tPass to 15>> <<default>><<set _tStatup to 6>><<set _tPass to 60>> <</switch>> <<set $_time to getTimeString(_tPass)>> <<if pcAreArmsBound("both")>> <span class="red">Can't water when your arms are bound.</span> <<else>> <<wearProp "watering can">> <<gardenicon "water">> <<link "Water ($_time)" $passage>> <<tending _tStatup>><<pass _tPass>><<set _plantbed.water to 1>><<set $tendingvars.plot_watered to true>> <<tiredness _tStatup>><<physique _tStatup>><<set $phase to Number(dangerEvent())>><<set $phase2 to "watered">> <</link>><<gtiredness>><<gtending>> <</if>> <</widget>> <<widget "tendingWaterAllDryBeds">> <<wearProp "watering can">> <<set $_plotsToWater to _args[0]>> <<for $_plot range $_plotsToWater>> <<set $_plot.water to 1>> <<set _waterTime to setup.tending.wateringTimes[$_plot.size]>> <<pass _waterTime>><<set $phase to Number(dangerEvent())>><<set $phase2 to "watered">> <</for>> <<set $tendingvars.all_plots_watered to true>> <</widget>> <<widget "tendingPlantSeedsOptions">> <<set _location to _args[0]>> <<set _plantbed to _args[1]>> <<if $plants_known.length is 0>> Search wild areas for seeds to plant. <</if>> <<switch _location>> <<case "farm">> <<set _irrigation to ($farm.irrigation ? $farm.irrigation : 0)>> <<default>> <<set _irrigation to 0>> <</switch>> <<for _plantType range $plants_known>> <br> <<set $_plant to setup.plants[_plantType]>> <<if !$_plant>> <span class="red">Plant type '<<print _plantType>>' not found.</span> <br><br> Please report this. <<elseif $_plant.season.includes(Time.season) or (_location is "garden" and $alex_greenhouse gte 3)>> <<set $_name to $_plant.seed_name ? $_plant.seed_name : $_plant.plural>> /* comparing soil types; check if target bed is compatible with the seed's soil type */ <<if $_plant.bed is _plantbed.bed>> <<switch _plantbed.size>> <<case "small">><<set _passTime to 30>> <<case "medium">><<set _passTime to 90>> <<default>><<set _passTime to 180>> <</switch>> <<set $_timeString to getTimeString(_passTime)>> <<capture _passTime _plantbed _plantType>> <<if $options.images is 1 and $_plant.icon>> <img class="tending_icon" @src="`img/misc/icon/tending/` + $_plant.icon"> <</if>> <<link "Plant $_name ($_timeString)" $passage>><<pass _passTime>><<run plantSeedsInPlot(_plantbed, _plantType)>><</link>> <</capture>> <<if !$settings.blindStatsEnabled>> <span class="orange">(<<print $_plant.days>> days)</span> <</if>> <<else>> <span class="blue"><<print $_name.toLocaleUpperFirst()>> only grow in <<print $_plant.bed>>.</span> <</if>> <<else>> <<tending_season_notice $_plant>> <</if>> <</for>> <br> <</widget>> <<widget "tendingTillOptions">> <<set _plantbed to _args[0]>> <<if currentSkillValue('tending') gte 1500>> <<set _baseTime to 3>> <<set _baseTiredness to 1>> <<else>> <<set $_ti to Math.clamp(Math.floor(currentSkillValue('tending') / 200), 0, 6)>> <<set _baseTime to [30,25,20,15,10,5,4][$_ti]>> <<set _baseTiredness to [6,5,4,3,2,1,1][$_ti]>> <</if>> <<if _plantbed.size is "medium">> <<set _baseTime *= 3>> <<set _baseTiredness *= 2>> <<elseif _plantbed.size is "large">> <<set _baseTime *= 12>> <<set _baseTiredness *= 6>> <</if>> <<set _timeString to getTimeString(_baseTime)>> <<if $farm_attack_timer is 0>> <<set $_timeUntilAttack to ((23 - Time.hour) * 60) + (60 - Time.minute)>> <</if>> <<if pcAreArmsBound("both")>> <span class="red">Can't till when your arms are bound.</span> <br> <<else>> <<if $location is "alex_farm" and _baseTime gte $_timeUntilAttack>> <span class="pink">Not enough time to till the field before Remy's arrival.</span> <<else>> <<capture _baseTiredness _baseTime _plantbed>> <<gardenicon "till">> <<link "Till (_timeString)" $passage>> <<set $tendingvars.plot_tilled to true>> <<tiredness _baseTiredness>><<physique _baseTiredness>> <<if $location is "alex_farm">> <<farm_count _baseTime>> <</if>> <<pass _baseTime>> <<set _plantbed.till to 1>> <</link>><<gtiredness>> <</capture>> <</if>> <br> <<if $fertiliser.current gte 1 and _plantbed.quality lt 4 and currentSkillValue('tending') gte 400>> <<set _baseTimeFert to Math.floor(_baseTime * 1.5)>> <<set _timeString to getTimeString(_baseTimeFert)>> <<set _fertTiredness to Math.floor(_baseTiredness * 1.5)>> <<capture _baseTimeFert _fertTiredness _plantbed>> <<gardenicon "fertiliser">> <<link "Till and apply fertiliser (_timeString)" $passage>> /* Till */ <<set $tendingvars.plot_tilled_fertiliser to true>> <<tiredness _fertTiredness>><<physique _fertTiredness>> <<if $location is "alex_farm">> <<farm_count _baseTimeFert>> <</if>> <<pass _baseTimeFert>> <<set _plantbed.till to 1>> /* Fertilise */ <<set $fertiliser.current-->><<set $fertiliser.used++>> <<set _plantbed.quality++>> <<if !$backgroundTraits.includes("greenthumb")>> <<if _plantbed.baseQuality is undefined>> <<set _plantbed.baseQuality to clone(_plantbed.quality - 1)>> <</if>> <<set _plantbed.fertiliserDecay to 2>> <<if _plantbed.size isnot "large">> <<set _plantbed.fertiliserDecay++>> <</if>> <</if>> <</link>><<gtiredness>> <</capture>> <br> <</if>> <</if>> <</widget>> <<widget "plot_effects">> <<if $tendingvars.plot_watered>> You water the plot. <span class="gold">You get a good workout.</span> <br> <<elseif $tendingvars.all_plots_watered>> You water the plots. <span class="gold">You get a good workout.</span> <br> <</if>> <<if $tendingvars.harvest>> You harvest <<number $tendingvars.harvest_amount>> <<print $tendingvars.harvest_name>>. <<if $tendingvars.plotDecay>> The fertiliser effect has decayed<<if $tendingvars.plotDecay is 2>> completely<</if>>. <</if>> <br> <</if>> <<if $tendingvars.plot_tilled>> <<wearProp "hoe">> You get to work removing weeds and tilling the soil. It's hard going, but when you're done the soil is ready for planting. <span class="gold">You get a good workout.</span> <br> <</if>> <<if $tendingvars.plot_tilled_fertiliser>> <<wearProp "hoe">> You get to work removing weeds and tilling the soil while mixing in some fertiliser. It's hard going, but when you're done the soil is ready for planting. <span class="gold">You get a good workout.</span> <</if>> <<if $tendingvars.plot_planted>> You plant the seeds in the cool earth. <br> <</if>> <<if Weather.precipitation is "rain">> <span class="green">The rain soaks the ground.</span> <br> <</if>> <<run unsetTendingVars()>> <</widget>> <<widget "tending_harvest">> /* Argument is the plot you want to harvest */ <<set $_plot to _args[0]>> <<set $_type to $_plot.plant>> <<if $plants[$_type] is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>> <<elseif $plants[$_type].name is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>> <</if>> <<switch $_plot.size>> <<case "small">> <<set _tending_amount to random(10, (currentSkillValue('tending') / 20) + 10)>> <<case "medium">> <<set _tending_amount to random(10, (currentSkillValue('tending') / 10) + 20)>> <<default>> <<set _tending_amount to random(10, (currentSkillValue('tending') / 2) + 50)>> <</switch>> <<set _tending_amount *= setup.plants[$_type].multiplier>> <<switch Math.clamp($_plot.quality, 1, 4)>> <<case 4>> <<set _tending_amount *= 1.6>> <<case 3>> <<set _tending_amount *= 1.4>> <<case 2>> <<set _tending_amount *= 1.2>> <</switch>> <<if !$backgroundTraits.includes("greenthumb") and $tending is 1000 and $plants_known.length gte 16 and ($fertiliser.used gte 40 or ($fertiliser.used gte 25 and $farm_stage gte 6))>> <<run $backgroundTraits.pushUnique("greenthumb")>> <span class="gold">Spending a large amount of time in the dirt has given you a green thumb.</span> <br> <</if>> <<if $backgroundTraits.includes("greenthumb")>> <<set _tending_amount *= 1.2>> <</if>> <<set _tending_amount *= $settings.tendingYieldModifier>> <<set _tending_amount to Math.trunc(_tending_amount)>> <<set $plants[$_type].amount += _tending_amount>> <<set $tendingvars.harvest to true>> <<set $tendingvars.harvest_amount to _tending_amount>> <<set $tendingvars.harvest_name to (_tending_amount is 1 ? setup.plants[$_type].name.replace(/_/g," ") : setup.plants[$_type].plural)>> <</widget>> <<widget "tending_pick">> /* * First argument: plant type. * Second argument: minimum number picked. * Third argument: maximum number picked. */ <<set $_type to _args[0]>> <<if $plants[$_type] is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>> <<elseif $plants[$_type].name is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>> <</if>> <<if _args[2] gte 1>> <<set _tending_amount to random(_args[1], _args[2])>> <<else>> <<set _tending_amount to random(1, 5)>> <</if>> <<if !setup.plants[$_type].special.includes("large") and setup.plants[$_type].bed isnot "bird_nest">> <<set _tending_amount *= (1 + (currentSkillValue('tending') / 1000))>> <</if>> <<if $backgroundTraits.includes("greenthumb")>> <<set _tending_amount *= 1.2>> <</if>> <<set _tending_amount to Math.trunc(_tending_amount)>> <<set $plants[$_type].amount += _tending_amount>> <<set $wild_plant_stat += _tending_amount>> You pick <<if $_type is "bird_egg">> up <</if>> <<if _tending_amount is 1>> <<if (["a","e","i","o","u","A","E","I","O","U"].some(letter => $_type.startsWith(letter)))>> an <<else>> a <</if>> <<if $options.images is 1 and setup.plants[$_type].icon>> <img class="tending_icon" @src="`img/misc/icon/tending/` + setup.plants[$_type].icon"> <</if>> <<print setup.plants[$_type].name.replace(/_/g," ")>>. <<else>> <<if $options.images is 1 and setup.plants[$_type].icon>> <img class="tending_icon" @src="`img/misc/icon/tending/` + setup.plants[$_type].icon"> <</if>> <<number _tending_amount>> <<print setup.plants[$_type].plural>>. <</if>> <</widget>> <<widget "tending_give">> <<if _args[0]>> <<set $_type to _args[0]>> <<if $plants[$_type] is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>> <<elseif $plants[$_type].name is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>> <</if>> <<set $plants[$_type].amount += (_args[1] ? _args[1] : 1)>> <</if>> <</widget>> <<widget "tending_season_notice">> <<set $_plant to _args[0]>> <span class="blue"> <<set $_seasons to formatList($_plant.season)>> <<print $_plant.plural.toLocaleUpperFirst()>> can only be planted in $_seasons. </span> <</widget>> <<widget "updatePlants">> <<set $_food_keys to Object.keys(setup.plants)>> <<for _i to 0; _i lt $_food_keys.length; _i++>> <<set $_type to $_food_keys[_i]>> <<if $plants[$_type] is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": 0}>> <<elseif $plants[$_type].name is undefined>> <<set $plants[$_type] to {"name": setup.plants[$_type].name, "plural": setup.plants[$_type].plural, "amount": $plants[$_type].amount}>> <</if>> <</for>> <</widget>><<widget "setLocalPronouns">> <<run App.Utils.setLocalPronouns(_args[0], _args[1])>> <</widget>> <<widget "capitalise">><<silently>> <<set _text_output to _text_output?.toLocaleUpperFirst()>> <</silently>>_text_output<</widget>> <<widget "catcall">> "<<print either( "Hey beautiful.", "Hey gorgeous.", "Looking good.", "Looking fine.", "Looking pretty today, <<girl>>.", "Hey there, sexy <<lady>>.", "Wow, you're really pretty.", "You have beautiful eyes, <<girl>>.", "I like your hair, cutie.", "You look sumptuous, <<girl>>.", "You look ravishing, <<girl>>.", "You look stunning, <<girl>>.", "You look superb, <<girl>>.", "Nice <<bottomsimple>>.", "Ass and legs.", "Nice legs.", "I'd love a taste of you.", "I'd love to run my tongue over that body sometime.", "I'm gonna fuck the shit out of you someday.", "You're way too sexy to be walking alone, <<girl>>.", "Hey cutie, bring that ass over here.", "Hey <<girl>>, want to hang out?", "Hey <<girl>>, want some of this?", "Hey sexy, give me your number.", "Where do you live, <<girl>>? Maybe I'll come give you a visit.", "Hey sexy, come here and let's have some fun.", "Come here and let me see your pretty face.", "Why don't you come over here and we can talk, sexy?", "Hey, do you have a <<partnerfriend>>?", "I bet your <<partnerfriend>> doesn't appreciate you like I would.", "Hey cutie, want to be my <<girlfriend>>?", "Your <<partnerfriend>> is a lucky <<print $player.gender_appearance is 'm'? 'lady' : 'man'>>.")>>" <</widget>> <<widget "catcalllewd">> "<<print either( "Looks like someone wants to be raped.", "I bet you're hoping someone will rape you, right <<girl>>?", "Do you want to be raped that badly, <<girl>>?", "You can't complain if someone hurts you while walking around like that.", "Don't bother pretending to be a victim after this. You'll get what's coming to you, slut.", "Damn, are you trying to get yourself raped?", "Why don't you bring those nice lips over here, <<girl>>?", "Bend over for us, let us get a good look at you.", "Looking good, <<girl>>! I wonder what sounds you'd make in bed!", "What a slut!", "What a whore!", "What a pervert!", "Filthy slut!", "Filthy whore!", "Filthy pervert!", "Damn you're a sexy <<bitch>>.", "Why would you dress like that?", "Do you think that's an appropriate way to dress?", "Jesus, <<girl>>, have some modesty.", "Hey! What makes you think we want to see that? Fucking slut.", "Well aren't you a pervert.", "I bet you like showing off like this, pervert.", "Does it turn you on to expose yourself like this, slut?", "That's one way to get attention.", "You want attention that badly, <<girl>>?", "If a show like this is free, then how much for going all the way?", "L-lewd!", "P-pervert!")>>" <</widget>> /* Note: Has a low number of variaitons. Consider expanding */ <<widget "catcallschool">> "<<print either( "Hey sexy.", "Hey <<girl>>.", "Looking good.", "Looking fine.", "You look cute, <<girl>>.", "You look ravishing, <<girl>>.", "You look stunning, <<girl>>.", "You look superb, <<girl>>.", "Hey <<girl>>, want some of this?", "Nice <<bottomsimple>>.", "You look tasty.")>>" <</widget>> <<widget "anticatcall">> "<<print either( "Do you talk to your family that way?", "Would you say something like that to a family member?", "If your family heard you say that, what do you think they'd say?", "What is your problem?", "Really? At least try a little harder.", "Is that the best you can do?", "At least one of us looks good.", "Leave me alone, you creep.", "You're being a creep, just go away.", "Get away from me, you creep.", "You're a creep, you know that?", "I don't even know you. Leave me alone.", "I don't know you, go away.", "Get off my case, I don't even know you.", "Shut up, you don't even know me.", "Who even are you? Just leave me in peace.", "Does perving on strangers make you feel happy?", "Do you think that's appropriate behaviour for this situation?", "Why do you think it's okay to say things like that?", "Do you think I'd like hearing things like that?", "You're an idiot if you think that's an okay thing to say to a stranger.", "Idiot. Never speak to me like that again.", "Do you think that's funny? Idiot.", "Has that line ever worked for you?", "Is that your sad attempt at flirting?", "Do you even know how to flirt? Pathetic.", "If you think that's flirting, I pity you.", "You're pitiful.", "You're pathetic.", "Go away.", "Leave me alone.", "No. Just, no.", "Oh please.", "Ex-fucking-scuse me?", "Excuse me?", "Seriously?", "Did you seriously just say that?")>>" <</widget>> <<widget "catcallbreasts">> "<<print either( "Nice cow tits.", "Cow!", "Moo moo!", "Look at those milkers.", "Let me get a taste of those milkers.", "Those are some real milky tits you got there.", "How big are your tits?", "What size are your boobs?", "What cup size are those?", "What's the cup size on those honkers?", "Damn, how big are your boobs?", "Tell us your cup size.", "Are those natural?", "Look at the size of those.", "Look at those tits.", "Jesus, those jugs must be heavy.", "Those are some big honkers.", "Boing boing!", "That bounce!", "Bounce those tits for us.", "Jump for us! I want to see those puppies bounce.", "Melon tits!", "That rack.", "Nice rack, <<girl>>.", "Nice tits.", "Your tits are lovely.", "Your boobs are beautiful.", "Your tits are really nice.", "I love your tits.", "Your boobs are amazing.", "You have some seriously lovely tits, <<girl>>.", "Your breasts are so pretty, even through your <<top>>.", "You have some of the sexiest breasts I've ever seen.", "I bet all the other girls are jealous of those.", "You should be proud of those breasts, <<girl>>.", "Those tits are a town treasure.", "God damn, I think you have the best tits I've seen outside of porn.", "I think those are the best tits I've seen all week.", "Now that's a rack to die for.", "Damn, back problems are so sexy.", "Do you ever get back problems from those?", "Wow, those knockers are bigger than my sister's.", "Wow, those knockers are bigger than my mother's.", "Nice tits, keep up the good work.", "Bloody hell, <<girl>>, I could fit my whole book collection on that rack.", "Does being that top heavy ever make it hard to balance?", "Damn, can your <<top>> even handle those melons?", "Jesus <<girl>>, I can see your <<top>> straining from here.", "Damn, talk about marshmallow tits.", "Damn <<girl>>, I'd put my lactose intolerance on the line for those.", "I want to just put them in my mouth.", "Hey, those tits look heavy. Need help holding them?", "Taking the puppies out for a walk, are we?", "Oh, wow. Do those have their own gravitational pull?", "Your boobs are so big I feel their gravity pulling me in from here.", "Those airbags could stop a car crash.", "Holy hell, I have to go cross-eyed to look at both of those.")>>" <</widget>> <<widget "hairmapcolourtext">> <<if _args[0] in setup.colours.hair_map>> <<print setup.colours.hair_map[_args[0]].name>> <<elseif _args[0] and !_colour>> <<print _args[0]>> <<else>> <<print _colour>> <</if>> <</widget>> <<widget "haircolourtext">> <<if $hairColourStyle == "gradient">> <<print "two-toned">> <<else>> <<hairmapcolourtext $haircolour>> <</if>> <</widget>> <<widget "hairfringecolourtext">> <<if $hairFringeColourStyle == "gradient">> <<print "two-toned">> <<else>> <<hairmapcolourtext $hairfringecolour>> <</if>> <</widget>> <<widget "charles">><<silently>> <<if $wraith.mimic is "Morgan" and $wraith.state is "haunt" and random(1,3) is 1>> <<set _text_output to "graverobber">> <<else>> <<set _text_output to ($player.gender_appearance is "m" ? "Charles" : "Charlene")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "npcexposetext">><<silently>> <<person>><<set _person to _text_output>> <<his>><<set _his to _text_output>> <<if $pronoun is "m">> <<set _text_output to "The " + _person + " unzips " + _his + " fly, ">> <<else>> <<set _text_output to "The " + _person + " lifts up " + _his + " skirt, ">> <</if>> <<if $NPCList[0].penis isnot "none">> <<set _text_output to _text_output + "revealing " + _his + " erect penis.">> <<else>> <<set _text_output to _text_output + "revealing " + _his + " moist pussy.">> <</if>> <</silently>>_text_output<</widget>> <!-- Commented out for deprecation. Use: ?bodypart See 03-JavaScript/Templates/.. <<widget "bodyparts">> <<print either("hands", "feet", "thighs", "legs", "tummy", "cheek", "bottom", "chest", "face", "arms", "shoulder", "back")>> <</widget>> --> <!-- Commented out for deprecation. Use: ?lowerbodypart See 03-JavaScript/Templates/.. <<widget "lowerbodyparts">> <<print either("hands", "feet", "thighs", "bottom")>> <</widget>> --> <<widget "word">><<silently>> /* usage example: <<word "upper">> */ <<set _text_output to "">> <<if _args[0]>> <<set $_result to setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].word>> <<set _text_output to ($_result isnot "n" ? $_result : "")>> <</if>> <</silently>>_text_output<</widget>> <<widget "genitalsword">><<word "genitals">><</widget>> <<widget "plural">><<silently>> <<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>> <<set _text_output to "are">> <<else>> <<set _text_output to "is">> <</if>> <</silently>>_text_output<</widget>> <<widget "is">><<silently>> <<outfitChecks>> <<if _args[0].plural is 1>> <<set _text_output to "are">> <<else>> <<set _text_output to "is">> <</if>> <</silently>>_text_output <</widget>> <<widget "overupperplural">> <<plural "over_upper">> <</widget>> <<widget "overlowerplural">> <<plural "over_lower">> <</widget>> <<widget "upperplural">> <<plural "upper">> <</widget>> <<widget "lowerplural">> <<plural "lower">> <</widget>> <<widget "underupperplural">> <<plural "under_upper">> <</widget>> <<widget "underlowerplural">> <<plural "under_lower">> <</widget>> <<widget "genitalsplural">> <<plural "genitals">> <</widget>> <<widget "itis">><<silently>> <<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>> <<set _text_output to "they are">> <<else>> <<set _text_output to "it is">> <</if>> <</silently>>_text_output<</widget>> <<widget "overupperitis">> <<itis "over_upper">> <</widget>> <<widget "overloweritis">> <<itis "over_lower">> <</widget>> <<widget "upperitis">> <<itis "upper">> <</widget>> <<widget "loweritis">> <<itis "lower">> <</widget>> <<widget "underupperitis">> <<itis "under_upper">> <</widget>> <<widget "underloweritis">> <<itis "under_lower">> <</widget>> <<widget "it">><<silently>> <<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>> <<set _text_output to "them">> <<else>> <<set _text_output to "it">> <</if>> <</silently>>_text_output<</widget>> <<widget "overupperit">> <<it "over_upper">> <</widget>> <<widget "overlowerit">> <<it "over_lower">> <</widget>> <<widget "upperit">> <<if $worn.upper.name is "naked" and $worn.under_upper.type.includes("covered")>><<it "under_upper">><<else>><<it "upper">><</if>> <</widget>> <<widget "lowerit">> <<if $worn.lower.name is "naked" and $worn.under_lower.type.includes("covered")>><<it "under_lower">><<else>><<it "lower">><</if>> <</widget>> <<widget "underupperit">> <<it "under_upper">> <</widget>> <<widget "underlowerit">> <<it "under_lower">> <</widget>> <<widget "feetit">> <<it "feet">> <</widget>> <<widget "legsit">> <<it "legs">> <</widget>> <<widget "handsit">> <<it "hands">> <</widget>> <<widget "has">><<silently>> <<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>> <<set _text_output to "have">> <<else>> <<set _text_output to "has">> <</if>> <</silently>>_text_output<</widget>> <<widget "overupperhas">> <<has "over_upper">> <</widget>> <<widget "overlowerhas">> <<has "over_lower">> <</widget>> <<widget "upperhas">> <<if $worn.upper.name is "naked" and $worn.under_upper.type.includes("covered")>> <<has "under_upper">> <<else>> <<has "upper">> <</if>><</widget>> <<widget "lowerhas">> <<if $worn.lower.name is "naked" and $worn.under_lower.type.includes("covered")>> <<has "under_lower">> <<else>> <<has "lower">> <</if>> <</widget>> <<widget "underupperhas">> <<has "under_upper">> <</widget>> <<widget "underlowerhas">> <<has "under_lower">> <</widget>> <<widget "that">><<silently>> <<if setup.clothes[_args[0]][clothesIndex(_args[0],$worn[_args[0]])].plural is 1>> <<set _text_output to "those">> <<else>> <<set _text_output to "that">> <</if>> <</silently>>_text_output<</widget>> <<widget "overupperthat">> <<that "over_upper">> <</widget>> <<widget "overlowerthat">> <<that "over_lower">> <</widget>> <<widget "upperthat">> <<that "upper">> <</widget>> <<widget "lowerthat">> <<that "lower">> <</widget>> <<widget "underupperthat">> <<that "under_upper">> <</widget>> <<widget "underlowerthat">> <<that "under_lower">> <</widget>> <<widget "genitalsthat">> <<that "genitals">> <</widget>> <<widget "feetthat">> <<that "feet">> <</widget>> <<widget "legsthat">> <<that "legs">> <</widget>> <<widget "handsthat">> <<that "hands">> <</widget>> <<widget "generatePronouns">> <<if _args[0]>> <<set _args[0].pronouns to {}>> <<switch _args[0].pronoun>> <<case "m">> <<set _args[0].pronouns.he = "he">> <<set _args[0].pronouns.his = "his">> <<set _args[0].pronouns.hers = "his">> <<set _args[0].pronouns.him = "him">> <<set _args[0].pronouns.himself = "himself">> <<set _args[0].pronouns.man = "man">> <<set _args[0].pronouns.boy = "boy">> <<set _args[0].pronouns.men = "men">> <<case "f">> <<set _args[0].pronouns.he = "she">> <<set _args[0].pronouns.his = "her">> <<set _args[0].pronouns.hers = "hers">> <<set _args[0].pronouns.him = "her">> <<set _args[0].pronouns.himself = "herself">> <<set _args[0].pronouns.man = "woman">> <<set _args[0].pronouns.boy = "girl">> <<set _args[0].pronouns.men = "women">> <<case "i">> <<set _args[0].pronouns.he = "it">> <<set _args[0].pronouns.his = "its">> <<set _args[0].pronouns.hers = "its">> <<set _args[0].pronouns.him = "it">> <<set _args[0].pronouns.himself = "itself">> <<set _args[0].pronouns.man = "man">> <<set _args[0].pronouns.boy = "boy">> <<set _args[0].pronouns.men = "men">> <<case "n">> <<set _args[0].pronouns.he = "one">> <<set _args[0].pronouns.his = "the">> <<set _args[0].pronouns.hers = "its">> <<set _args[0].pronouns.him = "them">> <<set _args[0].pronouns.himself = "themselves">> <<set _args[0].pronouns.man = "man">> <<set _args[0].pronouns.boy = "k">> <<set _args[0].pronouns.men = "men">> <<case "t">> <<set _args[0].pronouns.he = "they">> <<set _args[0].pronouns.his = "their">> <<set _args[0].pronouns.hers = "they">> <<set _args[0].pronouns.him = "them">> <<set _args[0].pronouns.himself = "themselves">> <<set _args[0].pronouns.man = "man">> <<set _args[0].pronouns.boy = "boy">> <<set _args[0].pronouns.men = "men">> <</switch>> <</if>> <</widget>> <!-- [0] - string prints string [0] prepended with an indefinite article based on the [0]'s first character --> <<widget "a">><<silently>> <<if ["a","e","i","o","u","A","E","I","O","U"].includes(_args[0][0])>> <<set _text_output to "an " + _args[0]>> <<else>> <<set _text_output to "a " + _args[0]>> <</if>> <</silently>>_text_output<</widget>> <<widget "A">><<silently>> <<a _args[0]>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "theowner">><<silently>> <<if $enemyno gte 2 and $enemytype is "man">> <<set _text_output to "the owner">> <<else>> <<he>> <</if>> <</silently>>_text_output<</widget>> <<widget "someones">> <<if _args[0] is "two">> their <<elseif _args[0] isnot undefined>> <<set $_target to _args[0]>> <<hisselect $_target>> <<else>> <<his>> <</if>> <</widget>> <<widget "someone">><<silently>> <<if _args[0] isnot undefined>> <<set $_target to _args[0]>> <<personselect $_target>><<him>> <<else>> <<him>> <</if>> <</silently>>_text_output<</widget>> <<widget "their">> <<if _args[0] isnot undefined>> <<set $_target to _args[0]>> <<hisselect $_target>> <<elseif $enemyno gte 2 and $enemytype is "man">> their <<else>> <<his>> <</if>> <</widget>> <<widget "ohe">><<silently>> <<if $enemytype is "beast">> <<bhe>> <<else>> <<he>> <</if>> <</silently>>_text_output<</widget>> <<widget "he">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "he">> <<elseif $pronoun is "f">> <<set _text_output to "she">> <<elseif $pronoun is "i">> <<set _text_output to "it">> <<elseif $pronoun is "n">> <<set _text_output to "one">> <<elseif $pronoun is "t">> <<set _text_output to "they">> <</if>> <</silently>>_text_output<</widget>> <<widget "bHe">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "He" : "She")>> <<else>> <<set _text_output to "It">> <</if>> <</silently>>_text_output<</widget>> <<widget "bhe">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "he" : "she")>> <<else>> <<set _text_output to "it">> <</if>> <</silently>>_text_output<</widget>> <<widget "bHis">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "His" : "Her")>> <<else>> <<set _text_output to "Its">> <</if>> <</silently>>_text_output<</widget>> <<widget "bhis">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "his" : "her")>> <<else>> <<set _text_output to "its">> <</if>> <</silently>>_text_output<</widget>> <<widget "bhers">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "his" : "hers")>> <<else>> <<set _text_output to "its">> <</if>> <</silently>>_text_output<</widget>> <<widget "bHim">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "Him" : "Her")>> <<else>> <<set _text_output to "It">> <</if>> <</silently>>_text_output<</widget>> <<widget "bhim">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "him" : "her")>> <<else>> <<set _text_output to "it">> <</if>> <</silently>>_text_output<</widget>> <<widget "bhimself">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "himself" : "herself")>> <<else>> <<set _text_output to "itself">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "bHimself">><<silently>> <<if typeof _args[0] is "number">> <<bhimself _args[0]>> <<else>> <<bhimself>> <</if>> <<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "bhes">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].monster is "monster">> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "he's" : "she's")>> <<else>> <<set _text_output to "it's">> <</if>> <</silently>>_text_output<</widget>> <<widget "bHes">><<silently>> <<if typeof _args[0] is "number">> <<bhes _args[0]>> <<else>> <<bhes>> <</if>> <<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "hes">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "he's">> <<elseif $pronoun is "f">> <<set _text_output to "she's">> <<elseif $pronoun is "i">> <<set _text_output to "it's">> <<elseif $pronoun is "n">> <<set _text_output to "one is">> <<elseif $pronoun is "t">> <<set _text_output to "they are">> <</if>> <</silently>>_text_output<</widget>> <<widget "his">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "his">> <<elseif $pronoun is "f">> <<set _text_output to "her">> <<elseif $pronoun is "i">> <<set _text_output to "its">> <<elseif $pronoun is "n">> <<set _text_output to "the">> <<elseif $pronoun is "t">> <<set _text_output to "their">> <</if>> <</silently>>_text_output<</widget>> <<widget "hers">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "his">> <<elseif $pronoun is "f">> <<set _text_output to "hers">> <<elseif $pronoun is "i">> <<set _text_output to "its">> <<elseif $pronoun is "n">> <<set _text_output to "the">> <<elseif $pronoun is "t">> <<set _text_output to "theirs">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "He">><<silently>> <<if _args[0]>> <!-- Add the option to call for a named NPC's name --> <<if $NPCNameList.includes(_args[0])>> <<set $pronoun to C.npc[_args[0]].pronoun>> <<else>> <<if Number.isInteger(_args[0]) and between(_args[0],0,5)>> <<personselect _args[0]>> <</if>> <</if>> <</if>> <<if $NPCList[$index].intro is 1>> <<set $NPCList[$index].intro to 0>> <<if $npcrow.includes($index)>> <<if $npc.includes("Black Wolf") or $npc.includes("Great Hawk")>> <<set _text_output to "The " + $npc[$npcrow.indexOf($index)]>> <<elseif $npc.includes("Ivory Wraith")>> <<set _text_output to "The pale figure">> <<elseif $NPCList[$index].name_known is 0>> <<set _text_output to "The " + $NPCList[$index].description>> <<else>> <<set _text_output to $npc[$npcrow.indexOf($index)]>> <</if>> <<else>> <<if $enemytype is "beast">> <<beasttype>><<set _text_output to "The " + _text_output>> <<elseif $NPCList[$index].name_known is 1>> <<set _text_output to $NPCList[$index].name>> <<elseif $NPCList[$index].role is "normal">> <<person>><<set _text_output to "The " + _text_output>> <<else>> <<set _text_output to "The " + $NPCList[$index].description + " " + $NPCList[$index].role>> <</if>> <</if>> <<else>> <<if $pronoun>> <<he>><<capitalise>> <<else>> <<set _text_output to `<span class="red">[ERROR: undefined pronoun in "He"]</span>`>> <</if>> <</if>> <</silently>>_text_output<</widget>> <!-- Use when you want to force just the pronoun "He" and skip the .intro nonsense.--> <<widget "He_Short">><<silently>> <<if $pronoun>> <<he>><<capitalise>> <<else>> <<set _text_output to `<span class="red">[ERROR: undefined pronoun in "He_Short"]</span>`>> <</if>> <</silently>>_text_output<</widget>> <<widget "His">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "His">> <<elseif $pronoun is "f">> <<set _text_output to "Her">> <<elseif $pronoun is "i">> <<set _text_output to "Its">> <<elseif $pronoun is "n">> <<set _text_output to "The">> <<elseif $pronoun is "t">> <<set _text_output to "Their">> <</if>> <</silently>>_text_output<</widget>> <<widget "Hers">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "His">> <<elseif $pronoun is "f">> <<set _text_output to "Hers">> <<elseif $pronoun is "i">> <<set _text_output to "Its">> <<elseif $pronoun is "n">> <<set _text_output to "The">> <<elseif $pronoun is "t">> <<set _text_output to "Theirs">> <</if>> <</silently>>_text_output<</widget>> <<widget "Hes">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "He's">> <<elseif $pronoun is "f">> <<set _text_output to "She's">> <<elseif $pronoun is "i">> <<set _text_output to "It's">> <<elseif $pronoun is "n">> <<set _text_output to "One is">> <<elseif $pronoun is "t">> <<set _text_output to "They are">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "him">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "him">> <<elseif $pronoun is "f">> <<set _text_output to "her">> <<elseif $pronoun is "i">> <<set _text_output to "it">> <<elseif $pronoun is "n">> <<set _text_output to "them">> <<elseif $pronoun is "t">> <<set _text_output to "them">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "Him">><<silently>> <<him>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "hisselect">> <!-- Note calls range from 0-5 corresponding to NPCs 1-6. This was done to simplify FOR loops --> <<set _n to _args[0]>> <<if $enemytype is "man" and $enemyno gte 2>> <<personselect _n>> <!-- NPC's name will only appear if they are selected --> <<if $NPCList[_n].intro is 1>> <<if $npcrow.includes(_n) and $NPCList[_n].name_known is 1>> <<print $npc[$npcrow.indexOf(_n)]>>'s <<else>> the <<persons>> <</if>> <<set $NPCList[_n].intro to 0>> <<else>> <<his>> <</if>> <<elseif $enemytype is "beast">> <<bhis>> <<else>> <<his>> <</if>> <</widget>> <!-- Keeping his1-6 for legacy support as of v2.3 --> <<widget "his1">> <<person1>><<his>> <</widget>> <<widget "his2">> <<person2>><<his>> <</widget>> <<widget "his3">> <<person3>><<his>> <</widget>> <<widget "his4">> <<person4>><<his>> <</widget>> <<widget "his5">> <<person5>><<his>> <</widget>> <<widget "his6">> <<person6>><<his>> <</widget>> <<widget "himself">><<silently>> <!-- Add the option to call for named NPCs individually --> <<if _args[0]>> <<set $pronoun to C.npc[_args[0]].pronoun>> <</if>> <<if $pronoun is "m">> <<set _text_output to "himself">> <<elseif $pronoun is "i">> <<set _text_output to "itself">> <<else>> <<set _text_output to "herself">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "people">><<silently>> <<if maleChance() is 100>> <<set _text_output to "men">> <<elseif maleChance() is 0>> <<set _text_output to "women">> <<else>> <<set _text_output to "men and women">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "peopley">><<silently>> <<if maleChance() is 100>> <<set _text_output to "boys">> <<elseif maleChance() is 0>> <<set _text_output to "girls">> <<else>> <<set _text_output to "boys and girls">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "peopleyv">><<silently>> <<if $settings.maleVictimChance is 100>> <<set _text_output to "boys">> <<elseif $settings.maleVictimChance is 0>> <<set _text_output to "girls">> <<else>> <<set _text_output to "boys and girls">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "persony">><<silently>> <<rng>> <<set _text_output to ($rng lte maleChance()? "boy" : "girl")>> <</silently>><<print _text_output>><</widget>> <<widget "group">><<silently>> <<if $enemyno gte 3 or ($combat is 1 and $enemynomax gte 3)>> <<for _g to 0; _g lt $NPCList.length; _g++>> <<if $NPCList[_g].pronoun is "m">> <<set $_group_man to true>> <<elseif $NPCList[_g].pronoun is "f">> <<set $_group_woman to true>> <</if>> <</for>> <<if $_group_man and $_group_woman>> <<set _text_output to ($NPCList[0].teen is 1? "girls and boys" : "men and women")>> <<elseif $_group_man and !$_group_woman>> <<set _text_output to ($NPCList[0].teen is 1? "boys" : "men")>> <<elseif !$_group_man and $_group_woman>> <<set _text_output to ($NPCList[0].teen is 1? "girls" : "women")>> <</if>> <<elseif $enemyno is 2 or ($combat is 1 and $enemynomax is 2)>> <<if $NPCList[0].pronoun isnot $NPCList[1].pronoun>> <<set _text_output to ($NPCList[0].teen is 1? "girl and boy" : "man and woman")>> <<elseif $NPCList[0].pronoun is "m">> <<set _text_output to ($NPCList[0].teen is 1? "boys" : "men")>> <<elseif $NPCList[0].pronoun is "f">> <<set _text_output to ($NPCList[0].teen is 1? "girls" : "women")>> <</if>> <<else>> <<person>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "fullGroup">><<silently>> <<set $_person to []>> <<for _fg to 0; _fg lt $enemyno; _fg++>> <<personselect _fg>><<person>> <<set $_person.push(_text_output)>> <</for>> <<set _text_output to formatList($_person, "and", true)>> <<if _args[0] is "cap">><<set _text_output to _text_output.toLocaleUpperFirst()>><</if>> <</silently>><<print _text_output>><</widget>> <<widget "enumeratedGroup">><<silently>> <<set $_menCount to $NPCList.countWith(npc => npc.pronoun is "m")>> <<set $_womenCount to $NPCList.countWith(npc => npc.pronoun is "f")>> <<silently>> <<number $_menCount>><<set $_men to _text_output + " " + ($_menCount is 1 ? "man" : "men")>> <<number $_womenCount>><<set $_women to _text_output + " " + ($_womenCount is 1 ? "woman" : "women")>> <</silently>> <<set [$_first, $_second, $_secondCount] to ($_menCount gte $_womenCount ? [$_men, $_women, $_womenCount] : [$_women, $_men, $_menCount])>> <<set _text_output to $_first>> <<if $_secondCount gt 0>> <<set _text_output += " and " + $_second>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "EnumeratedGroup">><<silently>> <<enumeratedGroup>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "gendercheck">> <<if !["m", "f"].includes($player.gender_appearance)>><<set _text_output to "<span class=\"red\">ERROR: Unexpected $$player.gender_appearance: [$player.gender_appearance]</span>">><</if>> <</widget>> <<widget "pshe">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "he" : "she")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "pShe">><<silently>> <<pshe>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "pshes">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "he's" : "she's")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "pShes">><<silently>> <<pshes>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "pher">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "his" : "her")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "phers">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "his" : "hers")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "pHer">><<silently>> <<pher>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "phim">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "him" : "her")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "pHim">><<silently>> <<phim>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "pherself">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "himself" : "herself")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "pHerself">><<silently>> <<pherself>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "psir">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "sir" : "ma'am")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "pSir">><<silently>> <<psir>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "pmother">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "father" : "mother")>><<gendercheck>> <</silently>>_text_output<</widget>> <<widget "pMother">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "Father" : "Mother")>><<gendercheck>> <</silently>>_text_output<</widget>> <!-- Commented out for deprecation. Use: ?animals See 03-JavaScript/Templates/.. <<widget "animals">> <<print either("bees", "elephants", "bunnies", "octopi", "chimps", "squid", "molluscs", "monkeys", "wasps", "baboons", "wolves", "bears", "elk", "seals", "dolphins", "whales", "jellyfish", "cats", "lions", "tigers", "cheetahs", "wild dogs", "panthers", "moles", "badgers", "honey badgers", "ducks", "geese", "sparrows", "robins", "perch", "pike", "salmon", "sturgeon", "frogs", "newts", "crocodiles", "toads", "hawks", "eagles", "cuttlefish", "pythons", "anacondas", "adders", "cobras", "sturgeon", "trout", "salmon", "tuna", "deer", "robins")>> <</widget>> --> <!-- Commented out for deprecation. Use: ?garden See 03-JavaScript/Templates/.. <<widget "garden">> <<print either("prune flowers", "prune trees", "prune bushes", "water flowers", "remove weeds")>> <</widget>> --> <!--_args[0] - uses "pc", the named npc's name, or a number--> <!--_args[1] - forces the pregnancy description--> <<widget "bellyDescription">><<silently>> <<if !isNaN(_args[0])>> <<set $_size to _args[0]>> <<elseif _args[0] is "pc">> <<set $_size to $bellySizeDebug || playerBellySize()>> <<set $_pregnant to ($bellySizeDebug isnot undefined) || playerIsPregnant()>> <<elseif C.npc[_args[0]]>> <<set $_size to npcBellySize(_args[0])>> <<set $_pregnant to npcIsPregnant(_args[0])>> <</if>> <<if $_pregnant or _args[1]>> <<switch $_size>> <<case 7 8 9 10 11>><<set $_text_output to "baby bump">> <<case 12 13 14>><<set $_text_output to "growing baby bump">> <<case 15 16 17 18>><<set $_text_output to "pregnant belly">> <<case 19 20 21 22 23 24>><<set $_text_output to "heavily pregnant belly">> <<default>><<set $_text_output to "belly">> <</switch>> <<else>> <<switch $_size>> <<case 7 8 9 10 11>><<set $_text_output to "belly bump">> <<case 12 13 14>><<set $_text_output to "swollen belly">> <<case 15 16 17 18>><<set $_text_output to "large belly">> <<case 19 20 21 22 23 24>><<set $_text_output to "bulging belly">> <<default>><<set $_text_output to "belly">> <</switch>> <</if>> <</silently>><<if $_text_output>>$_text_output<</if>><</widget>> <<widget "semen">><<silently>> <<if $player.penisExist>> <<set _text_output to "semen">> <<else>> <<set _text_output to "lewd fluid">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "mouthsensitivity">><<silently>> <<if $mouthsensitivity > 3.5>> <<set _text_output2 to "sensitive ">> <<elseif $mouthsensitivity >= 2.5>> <<set _text_output2 to "tender ">> <<elseif $mouthsensitivity >= 1.5>> <<set _text_output2 to "receptive ">> <<else>> <<set _text_output2 to "">> <</if>> <<set _mouthSensitivityDescribed to true>> <</silently>><<print _text_output2>><</widget>> <<widget "breastsensitivity">><<silently>> <<if $breastsensitivity > 3.5>> <<set _text_output2 to "sensitive ">> <<elseif $breastsensitivity >= 2.5>> <<set _text_output2 to "tender ">> <<elseif $breastsensitivity >= 1.5>> <<set _text_output2 to "receptive ">> <<else>> <<set _text_output2 to "">> <</if>> <<set _breastSensitivityDescribed to true>> <</silently>><<print _text_output2>><</widget>> <<widget "bottomsensitivity">><<silently>> <<if $bottomsensitivity > 3.5>> <<set _text_output2 to "sensitive ">> <<elseif $bottomsensitivity >= 2.5>> <<set _text_output2 to "tender ">> <<elseif $bottomsensitivity >= 1.5>> <<set _text_output2 to "receptive ">> <<else>> <<set _text_output2 to "">> <</if>> <<set _bottomSensitivityDescribed to true>> <</silently>><<print _text_output2>><</widget>> <<widget "nipple">> <<if !_breastSensitivityDescribed>><<breastsensitivity>><</if>><<print "nipple">> <</widget>> <<widget "nipples">> <<nipple>>s <</widget>> <<widget "breastsizedesc">><<silently>> <<set $_breastsize to (_args[0] isnot undefined ? _args[0] : $player.breastsize)>> <<if Number.isInteger($_breastsize)>> <<set _text_output to setup.breastsizes[$_breastsize]>> <<elseif $options.debugdisable is "f">> <<set _text_output to "<span class='red'>ERROR - breastsizedesc is not a number: _args[0]</span>">> <</if>> <</silently>>_text_output<</widget>> <<widget "breasts">><<silently>> <<if Number.isInteger($player.breastsize)>> <<if $player.breastsize lte 0>> <<set _text_output to "nipples">> <<else>> <<set _text_output to setup.breastsizes[$player.breastsize] + " breasts">> <</if>> <<elseif $options.debugdisable is "f">> <<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">> <</if>> <</silently>><<if !_breastSensitivityDescribed or _args[0]>><<breastsensitivity>><</if>><<print _text_output>><</widget>> <<widget "breastssimple">><<silently>> <<if Number.isInteger($player.breastsize)>> <<if $player.breastsize lte 0>> <<set _text_output to "nipples">> <<else>> <<set _text_output to "breasts">> <</if>> <<elseif $options.debugdisable is "f">> <<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "chest">><<silently>> <<if Number.isInteger($player.breastsize)>> <<if $player.breastsize lte 0>> <<set _text_output to "chest">> <<else>> <<set _text_output to setup.breastsizes[$player.breastsize] + " breasts">> <</if>> <<elseif $options.debugdisable is "f">> <<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "chestsimple">><<silently>> <<if Number.isInteger($player.breastsize)>> <<if $player.breastsize lte 0>> <<set _text_output to "chest">> <<else>> <<set _text_output to "breasts">> <</if>> <<elseif $options.debugdisable is "f">> <<set _text_output to "ERROR - $$player.breastsize is not a number: $player.breastsize">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "mouth">><<silently>> <<set _text_output to "lips">> <</silently>><<if !_mouthSensitivityDescribed>><<mouthsensitivity>><</if>><<print _text_output>><</widget>> <<widget "undertop">><<silently>> <<if $worn.under_upper.exposed lte 0>> <<set _text_output to $worn.under_upper.name>> <<else>> <<breasts>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "underoutfit">><<silently>> <<outfitChecks>> <<undies>><<set $_secondhalf to _text_output>> <<undertop>> <!-- _text_output now has top (either worn under_upper name, or breasts desc) --> <<if !_underOutfit>> <!-- Two separate items, not an outfit --> <<set _text_output += " and " + $_secondhalf>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "genitalstate">><<silently>> <<set _text_output to "">> <<if _args[0] is "penis" and $player.sex is "f" and $parasite.clit.name is "parasite">> <<set _text_output to "parasitic ">> <<elseif _args[0] is "penis" and $earSlime.focus is "impregnation" and $earSlime.growth gte 100>> <<set _text_output to "dripping ">> <<elseif _args[0] is "pussy" and $earSlime.focus is "pregnancy" and $earSlime.growth gte 100>> <<set _text_output to "dripping ">> <<elseif $orgasmcount gte 23>> <<if $orgasmdown gte 1>> <<set _text_output to "tortured ">> <<else>> <<set _text_output to "spent ">> <</if>> <<elseif $orgasmcount gte 9>> <<if $orgasmdown gte 1>> <<set _text_output to "twitching ">> <<else>> <<set _text_output to "tired ">> <</if>> <<else>> <<if $orgasmdown gte 1>> <<set _text_output to "twitching ">> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<set _text_output to "tingling ">> <<elseif $arousal gte ($arousalmax / 5) * 3>> <<set _text_output to "">> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<set _text_output to "">> <<elseif $arousal gte $arousalmax / 5>> <<set _text_output to "">> <<else>> <<set _text_output to "">> <</if>> /* ^^^ placeholders for later if people want to fill them out */ <</if>> <</if>> <<if _args[0] is "penis">> <<set _penisStateDescribed to true>> <<elseif _args[0] is "pussy">> <<set _pussyStateDescribed to true>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "bottom">><<silently>> <<set _text_output to ["slender", "slim", "modest", "cushioned", "soft", "round", "plump", "large", "huge"][Math.clamp(0, 8, $player.bottomsize)]>> /* _args[0] is a flag to prevent .pluck() from altering state random when calling from overlays */ <<set _text_output to _text_output + [" ass", " bum", " butt"].pluck(_args[0])>> <</silently>><<if !_bottomSensitivityDescribed>><<bottomsensitivity>><</if>><<print _text_output>><</widget>> <<widget "bottomsimple">><<silently>> <<set _text_output to either("ass", "bum", "butt")>> <</silently>><<print _text_output>><</widget>> <!-- Too small and too big outputs are intended as error messages so that it's more obvious what's wrong when people report bugs --> <<widget "penissize">><<silently>> <<set $_size to $combat or $playerHasStraponOverride ? playerPenisSize() : $player.penissize>> <<switch $_size>> <<case -2>><<set _text_output to "micro">> <<case -1>><<set _text_output to "mini">> <<case 0>><<set _text_output to "tiny">> <<case 1>><<set _text_output to "small">> <<case 2>><<set _text_output to "">> <<case 3>><<set _text_output to "large">> <<case 4>><<set _text_output to "enormous">> <<default>><<set _text_output to "[Widget 'penissize' - Invalid Penis Value of - " + $_size + ($playerHasStraponOverride ? " - $playerHasStraponOverride is set" : "") + "]">> <</switch>> <<set _penisSizeDescribed to true>> <</silently>><<print _text_output>><</widget>> <!-- [0] - if truthy, genital sensitivity is omitted --> <<widget "pussy">><<silently>> <<set _genital_state_text to "">> <<if !_pussyStateDescribed>> <<genitalstate "pussy">><<set _genital_state_text to _text_output>> <</if>> <<set _text_output to "">> <<if !_args[0] and !_genitalSensitivityDescribed>> <<genitalsensitivity>> <</if>> /* _args[1] is a flag to prevent .pluck() from altering state random when calling from overlays */ <<set _text_output += _genital_state_text + pussyNames().pluck(_args[1])>> <</silently>><<print _text_output>><</widget>> <!-- [0] - if truthy, genital sensitivity is omitted --> <<widget "clit">><<silently>> <<if $player.penisExist>> <<penis>> <<else>> <<set _text_output to "">> <<if !_args[0] and !_genitalSensitivityDescribed>> <<genitalsensitivity>> <</if>> <<set _text_output += "clit">> <</if>> <</silently>><<print _text_output>><</widget>> <!-- [0] - if truthy, genital sensitivity is omitted --> <<widget "penis">><<silently>> <!-- Size, skip if mentioned this passage already --> <<if _penisSizeDescribed>> <<set _penissize_text to "">> <<else>> <<penissize>><<set _penissize_text to _text_output>> <<if _penissize_text isnot "">> <<set _penissize_text to _penissize_text + " ">> <</if>> <</if>> <!-- State, skip if mentioned this passage already --> <<if _penisStateDescribed>> <<set _genital_state_text to "">> <<else>> <<genitalstate "penis">><<set _genital_state_text to _text_output>> <</if>> <<set _text_output to "">> <!-- Sensitivity, skip if mentioned this passage already --> <<if !_args[0] and !_genitalSensitivityDescribed>> <<genitalsensitivity>> <</if>> /* _args[1] is a flag to prevent .pluck() from altering state random when calling from overlays */ <<set _text_output += _penissize_text + _genital_state_text + penisNames().pluck(_args[1])>> <<if playerHasStrapon()>> <<if _args[0] isnot undefined and _args[0] is "strap-on" and $player.penisExist>> <!-- Do nothing. This is an override for wacky cases such as player masturbation --> <<else>> <<set _text_output to _penissize_text + "strap-on">> <</if>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "reveal">> <<if _args[0]>> <<if _args[0] gte 900>> <span class="red">lewd</span> <<elseif _args[0] gte 700>> <span class="pink">risqué</span> <<elseif _args[0] gte 500>> <span class="purple">seductive</span> <<elseif _args[0] gte 300>> <span class="blue">comfy</span> <<elseif _args[0] gte 200>> <span class="lblue">tasteful</span> <<elseif _args[0] gte 100>> <span class="teal">smart</span> <<else>> <span class="green">unassuming</span> <</if>> <</if>> <</widget>> <<widget "integrity">> <<if _args[0]>> <<if _args[1] is "cap">> <<if _args[0] gte 900>> <span class="green">Tough</span> <<elseif _args[0] gte 500>> <span class="teal">Sturdy</span> <<elseif _args[0] gte 200>> <span class="lblue">Firm</span> <<elseif _args[0] gte 100>> <span class="blue">Fine</span> <<elseif _args[0] gte 50>> <span class="purple">Delicate</span> <<elseif _args[0] gte 20>> <span class="pink">Fragile</span> <<else>> <span class="red">Flimsy</span> <</if>> <<else>> <<if _args[0] gte 900>> <span class="green">tough</span> <<elseif _args[0] gte 500>> <span class="teal">sturdy</span> <<elseif _args[0] gte 200>> <span class="lblue">firm</span> <<elseif _args[0] gte 100>> <span class="blue">fine</span> <<elseif _args[0] gte 50>> <span class="purple">delicate</span> <<elseif _args[0] gte 20>> <span class="pink">fragile</span> <<else>> <span class="red">flimsy</span> <</if>> <</if>> <</if>> <</widget>> <<widget "strokes">> <<if $enemyanger gte ($enemyangermax / 5) * 4>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> savagely toys with <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> viciously toys with <<else>> brutally rubs <</if>> <<elseif $enemyanger gte ($enemyangermax / 5) * 2>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>> roughly rubs <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>> firmly strokes <<else>> passionately strokes <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 5) * 2>> vigorously strokes <<else>> gently caresses <</if>> <</if>> <</widget>> <<widget "male">><<silently>> <<set _text_output to ($pronoun is "m" ? "male" : "female")>> <</silently>><<print _text_output>><</widget>> <<widget "personsimple">><<silently>> <<set _text_output to (!$NPCList[$index].type or $NPCList[$index].type is "human" or _args[0] is "normal" ? "" : $NPCList[$index].type)>> <<if $role and $role isnot "normal" and _args[0] isnot "normal">> <<set _text_output += $role>> <<elseif $npcadult is 1>> <<set _text_output += ($pronoun is "m" ? "man" : "woman")>> <<else>> <<set _text_output += ($pronoun is "m" ? "boy" : "girl")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "personname">><<silently>> <<set _text_output to $NPCList[$index].name>> <</silently>><<print _text_output>><</widget>> <<widget "person">><<silently>> <<set _text_output to $description + " ">> <<if ($NPCList[$index].type and $NPCList[$index].type isnot "human") and _args[0] isnot "normal">> <<set _text_output += $NPCList[$index].type>> <</if>> <<if $npc_named is 1>> <<set _text_output to $description>> <<elseif $role and $role isnot "normal">> <<set _text_output += $role>> <<elseif $pronoun is "m">> <<set _text_output += ($npcadult is 1 ? "man" : "boy")>> <<elseif $pronoun is "f">> <<set _text_output += ($npcadult is 1 ? "woman" : "girl")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "persons">><<silently>> <<person _args[0]>> <<set _text_output to _text_output + "'s">> <</silently>><<print _text_output>><</widget>> <<widget "combatperson">><<silently>> <<if $npc_named is 1>> <<if $NPCList[$index].name_known is 1 and $description isnot "pale figure">> <<set _text_output to $NPCList[$index].fullDescription>> <<else>> <<set _text_output to "the " + $description>> <</if>> <<elseif $NPCList[$index].name_known is 1>> <<set _text_output to $NPCList[$index].name>> <<elseif $enemytype is "beast">> <<set _text_output to "the " + $NPCList[$index].type>> <<elseif $role and $role isnot "normal">> <<set _text_output to "the " + $description + " " + $role>> <<elseif $npcadult is 1>> <<if $pronoun is "m">> <<set _text_output to "the " + $description+" man">> <<elseif $pronoun is "f">> <<set _text_output to "the " + $description+" woman">> <<else>> <<set _text_output to "the " + $description>> <</if>> <<else>> <<set _text_output to "the " + $NPCList[$index].fullDescription>> <</if>><</silently>><<print _text_output>><</widget>> <<widget "combatpersons">><<silently>> <<combatperson>> <<if (_text_output?.endsWith("s") or _text_output?.endsWith("sh")) and $NPCList[$index].name_known isnot 1>> <<set _text_output to _text_output + "'">> <<else>> <<set _text_output to _text_output + "'s">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "combatPerson">><<silently>> <<combatperson>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "combatPersons">><<silently>> <<combatpersons>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "genderswapPlayer">> <!-- Note: You'll want to call this again when you're done, because its effects are visible on the sidebar caption if you leave it swapped, and we don't want that. --> <!-- Note 2: gender_appearance is recalculated at the start of each passage, so don't expect the effects to stick around. --> <<set $player.gender_appearance to ($player.gender_appearance is "f" ? "m" : "f")>> <</widget>> <<widget "genderswap">> <!-- Changes the current pronoun, without modifying the NPC it's referencing. Useful for crossdressing NPC dialogue. --> <!-- Usage: <<person1>><<genderswap>><<he>> --> <!-- Cannot use genderswap when pronoun is anything other than "m" or "f". --> <<switch $pronoun>> <<case "m">> <<set $pronoun to "f">> <<case "f">> <<set $pronoun to "m">> <<default>> <<print `<span class="red">[ERROR: invalid pronoun in genderswap, `+ $pronoun +`]</span>`>> <</switch>> <</widget>> <<widget "personselect">> <!-- This replaces calls person1 person2 etc. Used for NPC object calls --> <!-- Note calls are 0-5 corresponding to NPCs 1-6 --> <<set _n to _args[0]>> <<set $index to _n>> <<if !$NPCList[_n] or !$NPCList[_n].pronoun>> <<error { message: "Undefined NPC in personselect " + _n + ".", source: Utils.GetStack(), depth: 0, exportable: false, }>> <!-- <<print `<span class="red">[ERROR: undefined NPC in personselect `+ _n +`]</span>`>> --> <<else>> <<set $npcadult to $NPCList[_n].adult>> <<set $pronoun to $NPCList[_n].pronoun>> <<if $npcrow.includes(_n)>> <<set $description to $NPCName[$npcnum[$npcrow.indexOf(_n)]].title>> <<set $role to "normal">> <<set $npc_named to 1>> <<if $NPCName[$npcnum[$npcrow.indexOf(_n)]].nam is "Ivory Wraith">> <<set $description to "pale figure">> <</if>> <<else>> <<set $description to $NPCList[_n].description>> <<set $role to $NPCList[_n].role>> <<set $npc_named to 0>> <</if>> <</if>> <</widget>> <!-- Leaving person1-6 in place for legacy support as of v2.3--> <<widget "person1">> <<personselect 0>> <</widget>> <<widget "person2">> <<personselect 1>> <</widget>> <<widget "person3">> <<personselect 2>> <</widget>> <<widget "person4">> <<personselect 3>> <</widget>> <<widget "person5">> <<personselect 4>> <</widget>> <<widget "person6">> <<personselect 5>> <</widget>> <<widget "personpenis">><<silently>> <<if $NPCList[$index].penis isnot "none">> <<set _text_output to "penis">> <<else>> <<set _text_output to "clit">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "spouse">><<silently>> <<if maleChance($pronoun) gte random(1,100)>> <<set _text_output to ($pronoun is "m" ? "husband" : "wife")>> <<else>> <<set _text_output to ($pronoun is "m" ? "wife" : "husband")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "father">><<silently>> <<set _text_output to ($pronoun is "m" ? "father" : "mother")>> <</silently>><<print _text_output>><</widget>> <<widget "Father">><<silently>> <<father>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "mummy">><<silently>> <<set _text_output to ($pronoun is "m" ? "daddy" : "mummy")>> <</silently>><<print _text_output>><</widget>> <<widget "Mummy">><<silently>> <<mummy>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "actor">><<silently>> <<set _text_output to ($pronoun is "m" ? "actor" : "actress")>> <</silently>><<print _text_output>><</widget>> <<widget "actorAroused">><<silently>> <<set $_npcGen to (_args[0] ? _args[0] : $index)>> <<if $NPCList[$_npcGen].penis isnot "none">> <<set _text_output to "flaunting a very obvious erection.">> <<else>> <<set _text_output to "being very obviously aroused.">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "girl">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "boy" : "girl")>> <</silently>><<print _text_output>><</widget>> <<widget "lady">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "man" : "lady")>> <</silently>><<print _text_output>><</widget>> <<widget "gentleman">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "gentleman" : "lady")>> <</silently>><<print _text_output>><</widget>> <<widget "girlfriend">><<silently>> <<girl>><<set _text_output to _text_output + "friend">> <</silently>><<print _text_output>><</widget>> <<widget "partnerfriend">><<silently>> /* Prints the gender of the player's assumed hetero partner */ <<set _text_output to ($player.gender_appearance is "m"? "girlfriend" : "boyfriend")>> <</silently>><<print _text_output>><</widget>> <<widget "friend">><<silently>> <<if $robinromance is 1>> <<girl>><<set _text_output to _text_output + "friend">> <<elseif _args[0] is "bff">> <<set _text_output to "best friend">> <<else>> <<set _text_output to "friend">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "girls">><<silently>> <<girl>><<set _text_output to _text_output + "s">> <</silently>><<print _text_output>><</widget>> <<widget "wife">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "husband" : "wife")>> <</silently>><<print _text_output>><</widget>> <<widget "Wife">><<silently>> <<wife>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "sister">><<silently>> <<set _text_output to ($player.gender_appearance is "m" ? "brother" : "sister")>> <</silently>><<print _text_output>><</widget>> <<widget "Sister">><<silently>> <<sister>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "sister_npc">><<silently>> <<set _text_output to ($pronoun is "m" ? "brother" : "sister")>> <</silently>><<print _text_output>><</widget>> <<widget "Sister_npc">><<silently>> <<sister_npc>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "victimgirl">> <<if $settings.maleVictimChance is 0>> <<set _text_output to "girl">> <<elseif $settings.maleVictimChance is 100>> <<set _text_output to "boy">> <<elseif $player.gender_appearance is "m">> <<set _text_output to "boy">> <<else>> <<set _text_output to "girl">> <</if>> <<print _text_output>> <</widget>> <<widget "victimgirls">> <<if $settings.maleVictimChance is 0>> <<set _text_output to "girls">> <<elseif $settings.maleVictimChance is 100>> <<set _text_output to "boys">> <<elseif $player.gender_appearance is "m">> <<set _text_output to "boys">> <<else>> <<set _text_output to "girls">> <</if>> <<print _text_output>> <</widget>> <<widget "lass">><<silently>> <<set _text_output to ($player.gender_appearance is "m"? "lad" : "lass")>> <</silently>><<print _text_output>><</widget>> <<widget "Lass">><<silently>> <<lass>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "pcSex">><<silently>> <<switch $player.sex>> <<case "f">><<set _text_output to "girl">> <<case "m">><<set _text_output to "boy">> <<case "h">><<set _text_output to "hermaphrodite">> <</switch>> <</silently>><<print _text_output>><</widget>> <<widget "pcGender">><<silently>> <<switch $player.gender>> <<case "f">><<set _text_output to "girl">> <<case "m">><<set _text_output to "boy">> <<default>><<set _text_output to "orphan">> <</switch>> <</silently>><<print _text_output>><</widget>> <<widget "pcGenderher">><<silently>> <<switch $player.gender>> <<case "f">> <<set _text_output to "her">> <<case "m">> <<set _text_output to "his">> <<default>> <<set _text_output to "their">> <</switch>> <</silently>><<print _text_output>><</widget>> <<widget "genitals_are">><<silently>> <<if _args[0] is undefined>> <<genitals>> <<else>> <<genitals 1>> <</if>> <<if $player.penisExist and $player.vaginaExist and (!playerChastity() or _args[0] isnot undefined)>> <<set _text_output += " are">> <<else>> <<set _text_output += " is">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "genitalsensitivity">><<silently>> <<if $genitalsensitivity > 3.5>> <<set _text_output to "sensitive ">> <<elseif $genitalsensitivity >= 2.5>> <<set _text_output to "tender ">> <<elseif $genitalsensitivity >= 1.5>> <<set _text_output to "receptive ">> <<else>> <<set _text_output to "">> <</if>> <<set _genitalSensitivityDescribed to true>> <</silently>><<print _text_output>><</widget>> <!-- Optional parameter [0] possible values: 0 or omitted or null - display chastity, virginity, arousal, and pubes 1 - omit chastity, display virginity, arousal, and pubes 2 - omit chastity, virginity, arousal, sensitivity, and pubes --> <<widget "genitals">><<silently>> <<if playerChastity("hidden") and !_args[0] and _chastityBreak isnot 1>> <<set _text_output to $worn.genitals.name>> <<else>> <<if _args[0] is 2>> <<set _text_output to "">> <<else>> <<genitalsensitivity>> <</if>> <<if $player.penisExist>> <<if _args[0] isnot 1 and _args[0] isnot 2>> <<if $worn.genitals.name is "chastity parasite">> <<set _text_output += "sealed ">> <<elseif playerChastity("cage")>> <<set _text_output += "caged ">> <</if>> <</if>> <<if $player.virginity.penile is true and _args[0] isnot 2>> <<set _text_output += "virgin ">> <</if>> <<if $player.sex is "f" and $parasite.clit.name is "parasite" and _args[0] isnot 2>> <<set _text_output += "parasitic ">> <</if>> /* _args[0] is a flag to prevent .pluck() from altering state random when calling from overlays */ <<set _text_output += penisNames().pluck(_args[0])>> <</if>> <<if $player.vaginaExist>> <<if $player.penisExist>> <<set _text_output += " and ">> <</if>> <<if _args[0] isnot 2>> <<if $player.virginity.vaginal is true>> <<set _text_output += "virgin ">> <</if>> <<if $vaginaWetness gte 75 and $settings.pubicHairEnabled and $pblevel gte 8>> <<set _text_output += $player.penisExist ? "visibly aroused, bushy " : "visibly aroused and bushy ">> <<elseif $vaginaWetness gte 75>> <<set _text_output += "visibly aroused ">> <<elseif $settings.pubicHairEnabled and $pblevel gte 8>> <<set _text_output += "bushy ">> <</if>> <</if>> /* _args[0] is a flag to prevent .pluck() from altering state random when calling from overlays */ <<set _text_output += pussyNames().pluck(_args[0])>> <</if>> <</if>> <</silently>><<print _text_output>><</widget>> <!-- optionally takes 2 parameters: what to add after the text for singular/plural --> <<widget "genitalsandbreasts">> <<genitals>> <<if $player.breastsize gte 1>>and <<breasts>><</if>> <<if _args[0] isnot undefined and _args[1] isnot undefined>> <<if ($player.penisExist and $player.vaginaExist) or $player.breastsize gte 1>> _args[1] <<else>> _args[0] <</if>> <</if>> <</widget>> <<widget "sydneyWarning">> <<if !$settings.blindStatsEnabled>> <<if _args[0] is "corrupt" and $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 10) lt 0>> | <span class="purple">This action might corrupt Sydney</span> <<elseif _args[0] is "purify" and $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 10) lt 0>> | <span class="teal">This action might purify Sydney</span> <<else>> <<switch _warnstate>> <<case 1>> <<if $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 2) lt 0>> | <span class="teal">This action will purify Sydney</span> <</if>> <<case 2>> <<if $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 5) lt 0>> | <span class="teal">This action will purify Sydney</span> <</if>> <<case 3>> <<if $purityEvent is 1 and C.npc.Sydney.purity is 0 and (C.npc.Sydney.corruption - 10) lt 0>> | <span class="teal">This action will purify Sydney</span> <</if>> <<case -1>> <<if $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 2) lt 0>> | <span class="purple">This action will corrupt Sydney</span> <</if>> <<case -2>> <<if $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 5) lt 0>> | <span class="purple">This action will corrupt Sydney</span> <</if>> <<case -3>> <<if $corruptionEvent is 1 and C.npc.Sydney.corruption is 0 and (C.npc.Sydney.purity - 10) lt 0>> | <span class="purple">This action will corrupt Sydney</span> <</if>> <</switch>> <</if>> <</if>> <</widget>> <<widget "gsydneytoy">> <<if $sydney_toy is undefined>> | <span class="purple">Sydney will keep the _args[0] for future use</span> <<elseif $sydney_toy isnot _args[0]>> | <span class="purple">Sydney will keep the _args[0] for future use, replacing their $sydney_toy</span> <</if>> <</widget>> <<widget "flight_text">> <<if !$settings.blindStatsEnabled>> | <<if $harpy gte 6 and $birdFly gte 1>> <<if $plucked>> <span class="grey">Preened wings</span> <<else>> <span class="gold">Strong wings</span> <</if>> <<elseif $angel gte 6 or $demon gte 6 or $fallenangel gte 2 or $harpy gte 6>> <span class="gold">Wings</span> <</if>> <</if>> <</widget>> <!-- Awareness --> <<widget "combataware">> <<if !$settings.blindStatsEnabled>> <<set _color to ["","teal","lblue","blue","purple","pink"][_args[0]]>> <span @class="_color">Awareness _args[0]</span> <</if>> <</widget>> <!-- Exhibitionism --> <<widget "exhibitionist">> <<if !$settings.blindStatsEnabled>> | <<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>> <<set _classList += " " + getLargestSexStatModifierCssClasses("exhibitionism", _args[0])>> <<if _args[0] is 6>> <span @class="_classList">!Exhibitionism 6!</span> <<else>> <span @class="_classList">Exhibitionism _args[0]</span> <</if>> <</if>> <</widget>> <<widget "exhibitionist1">> <<exhibitionist 1>> <</widget>> <<widget "exhibitionist2">> <<exhibitionist 2>> <</widget>> <<widget "exhibitionist3">> <<exhibitionist 3>> <</widget>> <<widget "exhibitionist4">> <<exhibitionist 4>> <</widget>> <<widget "exhibitionist5">> <<exhibitionist 5>> <</widget>> <<widget "exhibitionist6">> <<exhibitionist 6>> <</widget>> <<widget "combatexhibitionist">> <<if !$settings.blindStatsEnabled>> <<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>> <<set _classList += " " + getLargestSexStatModifierCssClasses("exhibitionism", _args[0])>> <<if _args[0] is 6>> <span @class="_classList">!Exhibitionism 6!</span> <<else>> <span @class="_classList">Exhibitionism _args[0]</span> <</if>> <</if>> <</widget>> <<widget "combatexhibitionist1">> <<combatexhibitionist 1>> <</widget>> <<widget "combatexhibitionist2">> <<combatexhibitionist 2>> <</widget>> <<widget "combatexhibitionist3">> <<combatexhibitionist 3>> <</widget>> <<widget "combatexhibitionist4">> <<combatexhibitionist 4>> <</widget>> <<widget "combatexhibitionist5">> <<combatexhibitionist 5>> <</widget>> <<widget "combatexhibitionist6">> <<combatexhibitionist 6>> <</widget>> <!-- Promiscuity --> <<widget "promiscuous">> <<if !$settings.blindStatsEnabled>> | <<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>> <<set _classList += " " + getLargestSexStatModifierCssClasses("promiscuity", _args[0])>> <<if _args[0] is 6>> <span @class="_classList">!Promiscuity 6!</span> <<else>> <span @class="_classList">Promiscuity _args[0]</span> <</if>> <</if>> <</widget>> <<widget "promiscuous1">> <<promiscuous 1>> <</widget>> <<widget "promiscuous2">> <<promiscuous 2>> <</widget>> <<widget "promiscuous3">> <<promiscuous 3>> <</widget>> <<widget "promiscuous4">> <<promiscuous 4>> <</widget>> <<widget "promiscuous5">> <<promiscuous 5>> <</widget>> <<widget "promiscuous6">> <<promiscuous 6>> <</widget>> <<widget "combatpromiscuous">> <<if ($consensual is 1 or _args[0] is 6) and !$promiscuityIgnore and !$settings.blindStatsEnabled>> <<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>> <<set $_stat to $enemytype is "man" ? "promiscuity" : "deviancy">> <<set _classList += " " + getLargestSexStatModifierCssClasses($_stat, _args[0])>> <<if _args[0] is 6>> <span @class="_classList"><<print ($enemytype is "man" ? "- !Promiscuity 6!" : "- !Deviancy 6!")>></span> <<else>> <span @class="_classList"><<print ($enemytype is "man" ? "- Promiscuity" : "- Deviancy")>> _args[0]</span> <</if>> <</if>> <</widget>> <<widget "combatpromiscuous1">> <<combatpromiscuous 1>> <</widget>> <<widget "combatpromiscuous2">> <<combatpromiscuous 2>> <</widget>> <<widget "combatpromiscuous3">> <<combatpromiscuous 3>> <</widget>> <<widget "combatpromiscuous4">> <<combatpromiscuous 4>> <</widget>> <<widget "combatpromiscuous5">> <<combatpromiscuous 5>> <</widget>> <<widget "combatpromiscuous6">> <<combatpromiscuous 6>> <</widget>> <!-- Deviancy --> <<widget "deviant">> <<if !$settings.blindStatsEnabled>> | <<set _classList to ["","teal","lblue","blue","purple","pink","red"][_args[0]]>> <<set _classList += " " + getLargestSexStatModifierCssClasses("deviancy", _args[0])>> <<if _args[0] is 6>> <span @class="_classList">!Deviancy 6!</span> <<else>> <span @class="_classList">Deviancy _args[0]</span> <</if>> <</if>> <</widget>> <<widget "deviant1">> <<deviant 1>> <</widget>> <<widget "deviant2">> <<deviant 2>> <</widget>> <<widget "deviant3">> <<deviant 3>> <</widget>> <<widget "deviant4">> <<deviant 4>> <</widget>> <<widget "deviant5">> <<deviant 5>> <</widget>> <<widget "deviant6">> <<deviant 6>> <</widget>> <<widget "crime">> <<if !$settings.blindStatsEnabled>> | <span class="red">Crime</span> <<if _args[0]>> <<crimeType _args[0]>> <</if>> <</if>> <</widget>> <<widget "crimes">> <<if !$settings.blindStatsEnabled>> | <span class="red">Crime</span> <<if _args[0]>> <<set $_crimeTypes to _args>> <<set $_crimeDisplay to []>> <<for $_crimeKey range $_crimeTypes>> <<if !setup.crimeNames[$_crimeKey]>> <<run Errors.report("Extra-Illegal crimes displayed; " + $_crimeKey)>> <<else>> <<set $_crimeDisplay.push(toTitleCase(setup.crimeNames[$_crimeKey]))>> <</if>> <</for>> <span class="red">(<<print formatList($_crimeDisplay)>>)</span> <</if>> <</if>> <</widget>> <<widget "combatcrime">> <<if !$settings.blindStatsEnabled>> <span class="red">Crime</span> <<if _args[0]>> <<crimeType _args[0]>> <</if>> <</if>> <</widget>> <<widget "gcrime">> <<if !$settings.blindStatsEnabled>> | <span class="red">+ Crime</span> <<if _args[0]>> <<crimeType _args[0]>> <</if>> <</if>> <</widget>> <<widget "ggcrime">> <<if !$settings.blindStatsEnabled>> | <span class="red">+ + Crime</span> <<if _args[0]>> <<crimeType _args[0]>> <</if>> <</if>> <</widget>> <<widget "gggcrime">> <<if !$settings.blindStatsEnabled>> | <span class="red">+ + + Crime</span> <<if _args[0]>> <<crimeType _args[0]>> <</if>> <</if>> <</widget>> <<widget "crimeType">> <<if _args[0]>> <<set $_crimeType to _args[0]>> <<if !setup.crimeNames[$_crimeType] and $_crimeType isnot "???">> <<run Errors.report("Extra-Illegal crime displayed; " + $_crimeType)>> <<else>> <<if $_crimeType isnot "???">> <<set $_crimeType to setup.crimeNames[$_crimeType].toUpperFirst()>> <</if>> <span class="red">($_crimeType)</span> <</if>> <</if>> <</widget>> <<widget "gspray">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ 1 pepper spray</span> <</if>> <</widget>> <<widget "gspraymax">> <<if !$settings.blindStatsEnabled>> | <span class="gold">+ 1 pepper spray capacity</span> <</if>> <</widget>> <<widget "gcondoms">> <<set $_condomGain to (_args[0] ? _args[0] : 1)>> <<if $condoms eq undefined>><<set $condoms to 0>><</if>> <<set $condoms += $_condomGain>> <<if !$settings.blindStatsEnabled>> | <span class="pink">+ $_condomGain <<pluralise $_condomGain "Condom">></span> <</if>> <</widget>> <<widget "defianttext">> <<if !$settings.blindStatsEnabled>> | <span class="def">Defiant</span> <</if>> <</widget>> <<widget "submissivetext">> <<if !$settings.blindStatsEnabled>> | <span class="sub">Submissive</span> <</if>> <</widget>> <<widget "gdef">> <<if !$settings.blindStatsEnabled>> | <span class="def">+ Defiance</span> <</if>> <</widget>> <<widget "ggdef">> <<if !$settings.blindStatsEnabled>> | <span class="def">+ + Defiance</span> <</if>> <</widget>> <<widget "gggdef">> <<if !$settings.blindStatsEnabled>> | <span class="def">+ + + Defiance</span> <</if>> <</widget>> <<widget "ldef">> <<if !$settings.blindStatsEnabled>> | <span class="sub">- Defiance</span> <</if>> <</widget>> <<widget "lldef">> <<if !$settings.blindStatsEnabled>> | <span class="sub">- - Defiance</span> <</if>> <</widget>> <<widget "llldef">> <<if !$settings.blindStatsEnabled>> | <span class="sub">- - Defiance</span> <</if>> <</widget>> <<widget "heat">> | <span class="pink">Heat</span> <</widget>> <<widget "rut">> | <span class="blue">Rut</span> <</widget>> <<widget "openinghours">> A sign reads: "Opening hours: <<ampm `_args[0] ? _args[0] : 7` 00>> - <<ampm `_args[1] ? _args[1] : 21` 00>>" <</widget>> <<widget "exposedupper">><<silently>> <<if $worn.over_upper.exposed is 0>> <<set _text_output to $worn.over_upper.name>> <<elseif $worn.upper.exposed is 0>> <<set _text_output to $worn.upper.name>> <<elseif $worn.under_upper.exposed is 0>> <<set _text_output to $worn.under_upper.name>> <<else>> <<breasts>> <</if>> <</silently>>_text_output<</widget>> <<widget "exposedlower">><<silently>> <<if $worn.over_lower.exposed is 0>> <<set _text_output to $worn.over_lower.name>> <<elseif $worn.lower.exposed is 0>> <<set _text_output to $worn.lower.name>> <<elseif $worn.under_lower.exposed is 0>> <<set _text_output to $worn.under_lower.name>> <<else>> <<genitals>> <</if>> <</silently>>_text_output<</widget>> <<widget "groin">><<silently>> <<genitals>> <<outfitChecks>> <<if !_bottomIsSkirt and _bottom>> <<set _text_output to _text_output + " through your " + _bottom.name>> <<else>> <<set _text_output to _text_output>> <</if>> <</silently>>_text_output<</widget>> <<widget "crotch">><<silently>> <<outfitChecks>> <<if _bottom>> <<set _text_output to _bottom.name>> <<else>> <<genitals>> <</if>> <</silently>>_text_output<</widget>> <<widget "privates">><<silently>> <<outfitChecks>> <<if !_bottomExposed>> <<set _text_output to either("genitals", "groin", "crotch", "privates")>> <<else>> <<genitals>> <</if>> <</silently>>_text_output<</widget>> <!-- Optional parameter [0] possible values: 0 or omitted or null - display full name of undies or full genital description 1 - display simple name of undies or full genital description 2 - display simple name of undies or simple genital description --> <<widget "undies">><<silently>> <<outfitChecks>> <<if !$worn.under_lower.type.includes("naked")>> <<if _args[0] and _args[0] gte 1>> <<set _text_output to $worn.under_lower.name_simple>> <<else>> <<set _text_output to $worn.under_lower.name>> <</if>> <<elseif !$worn.genitals.type.includes("naked")>> <<set _text_output to $worn.genitals.name>> <<else>> <<genitals _args[0]>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "bottoms">><<silently>> <<outfitChecks>> <<set _text_output to _bottom.name>> <</silently>>_text_output<</widget>> <<widget "underbottoms">><<silently>> <<outfitChecks>> <<set _text_output to (_underOutfit ? $worn.under_upper.name : $worn.under_lower.name)>> <</silently>>_text_output<</widget>> <<widget "allTops">> <<if $worn.over_upper.name isnot "naked">> $worn.over_upper.name\ <</if>> <<if $worn.upper.name isnot "naked">> <<if $worn.over_upper.name isnot "naked">> and <</if>> $worn.upper.name\ <<elseif $worn.under_upper.type.includes("covered")>> <<if $worn.over_upper.name isnot "naked">> and <</if>> $worn.under_upper.name\ <</if>> <</widget>> <<widget "allBottoms">> <<if $worn.over_lower.name isnot "naked" and $worn.over_lower.set isnot $worn.over_upper.set>> $worn.over_lower.name\ <</if>> <<if $worn.lower.name isnot "naked">> <<if $worn.over_lower.name isnot "naked">> and <</if>> $worn.lower.name\ <<elseif $worn.under_lower.type.includes("covered")>> <<if $worn.over_lower.name isnot "naked">> and <</if>> $worn.under_lower.name\ <</if>> <</widget>> <<widget "allTopsUnderwear">><<silently>> <<outfitChecks>> <<set _tops to []>> <<if $worn.over_upper.name isnot "naked">> <<set _tops.push($worn.over_upper.name)>> <</if>> <<if $worn.upper.name isnot "naked">> <<set _tops.push($worn.upper.name)>> <</if>> <<if $worn.under_upper.name isnot "naked">> <<set _tops.push($worn.under_upper.name)>> <</if>> <<if _tops.length is 0 and _top>><<set _tops.push(_top.name)>><</if>> <<if _tops.length is 1>><<set _text_output to _tops[0]>><</if>> <<if _tops.length is 2>><<set _text_output to _tops[0] + " and " + _tops[1]>><</if>> <<if _tops.length is 3>><<set _text_output to _tops[0] + ", " + _tops[1] + " and " + _tops[2]>><</if>> <</silently>>_text_output<</widget>> <<widget "allBottomsUnderwear">><<silently>> <<outfitChecks>> <<set _bottoms to []>> <<if $worn.over_lower.name isnot "naked">> <<set _bottoms.push($worn.over_lower.name)>> <</if>> <<if $worn.lower.name isnot "naked">> <<set _bottoms.push($worn.lower.name)>> <</if>> <<if $worn.under_lower.name isnot "naked">> <<set _bottoms.push($worn.under_lower.name)>> <</if>> <<if _bottoms.length is 0 and _bottom>><<set _bottoms.push(_bottom.name)>><</if>> <<if _bottoms.length is 1>><<set _text_output to _bottoms[0]>><</if>> <<if _bottoms.length is 2>><<set _text_output to _bottoms[0] + " and " + _bottoms[1]>><</if>> <<if _bottoms.length is 3>><<set _text_output to _bottoms[0] + ", " + _bottoms[1] + " and " + _bottoms[2]>><</if>> <</silently>>_text_output<</widget>> <<widget "top">><<silently>> <<if !$worn.over_upper.type.includes("naked")>> <<set _text_output to $worn.over_upper.name>> <<elseif !$worn.upper.type.includes("naked")>> <<set _text_output to $worn.upper.name>> <<elseif !$worn.under_upper.type.includes("naked")>> <<set _text_output to $worn.under_upper.name>> <<else>> <<set _text_output to "top">> <</if>> <</silently>>_text_output<</widget>> <<widget "topaside">><<silently>> <<if $worn.over_upper.exposed lte 1>> <<set _text_output to $worn.over_upper.name>> <<elseif $worn.upper.exposed lte 1>> <<set _text_output to $worn.upper.name>> <<elseif $worn.under_upper.exposed is 0>> <<set _text_output to $worn.under_upper.name>> <<else>> <<set _text_output to "top">> <</if>> <</silently>>_text_output<</widget>> <<widget "breastsaside">><<silently>> <<outfitChecks>> <<set _text_output to _topUnder?.name || "<<breasts>>">> <</silently>>_text_output<</widget>> <<widget "bottomaside">><<silently>> <<if $worn.over_lower.exposed lte 1>> <<set _text_output to $worn.over_lower.name>> <<elseif $worn.lower.exposed lte 1>> <<set _text_output to $worn.lower.name>> <<elseif $worn.under_lower.exposed is 0>> <<set _text_output to $worn.under_lower.name>> <<else>> <<set _text_output to "bottom">> <</if>> <</silently>>_text_output<</widget>> <<widget "outfit">><<silently>> <<outfitChecks>> <<if _middleOutfit>> <<set _text_output to $worn.upper.name>> <<set $stripset to 1>> <<else>> <<set $_clothes to [$worn.upper.name, $worn.lower.name].filter(a => a !== "naked")>> <<set _text_output to $_clothes.formatList()>> <<set $stripset to 0>> <</if>> <</silently>>_text_output<</widget>> <<widget "nudity">><<silently>><<exposure>> <<genitals>> <<set _genitals to _text_output>> <<breasts>> <<outfitChecks>> <<set _breasts to _text_output>> <<if $worn.under_lower.type.includes("naked") and $worn.lower.type.includes("naked")>> <<if !$worn.upper.type.includes("naked")>> <<set _text_output to "<span class=\"lewd\">exposed " + _genitals + "</span>. Your covered chest makes your bare lower half feel more conspicuous">> <<elseif !$worn.under_upper.type.includes("naked")>> <<undertop>> <<set _undertop to _text_output>> <<set _text_output to `<span class=\"lewd\">exposed ${_genitals}${!$worn.under_upper.type.includes("covered") ? " and " + _undertop : ""}</span>. Your somewhat covered chest makes your bare lower half feel more conspicuous`>> <<else>> <<set _text_output to "<span class=\"lewd\">exposed</span> ">> <<if $player.breastsize gte 3>> <<if $player.sex is "m">> <<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + "</span>">> <<else>> <<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + "</span>">> <</if>> <<else>> <<if $player.sex is "m">> <<if $player.gender_appearance is "f">> <<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + ", made salacious by your feminine demeanour</span>">> <<else>> <<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + "</span>">> <</if>> <<else>> <<set _text_output to _text_output + "<span class=\"lewd\">" + _genitals + " and " + _breasts + "</span>">> <</if>> <</if>> <</if>> <<elseif _shirtless>> <<if $worn.under_upper.type.includes("naked") and $player.gender_appearance is "f">> <<set _text_output to "<span class=\"lewd\">exposed " + _breasts + "</span>">> <<if $worn.lower.type.includes("naked") and _underOutfit is false>> <<set $_give to ($worn.under_lower.plural is 0 ? "gives" : "give")>> <<set _text_output to _text_output + ". Only your " + $worn.under_lower.name + " " + $_give + " you a shred of decency">> <</if>> <<else>> <<undertop>> <<set _undertop to _text_output>> <<if $worn.lower.type.includes("naked") and _underOutfit is false>> <<undies>> <<set _undies to _text_output>> <<set _text_output to "<span class=\"lewd\">exposed " + _undies + " and " + _undertop + "</span>">> <<else>> <<set _text_output to "<span class=\"lewd\">exposed " + _undertop + "</span>">> <</if>> <</if>> <<elseif $worn.lower.type.includes("naked")>> <<set _text_output to "<span class=\"lewd\">exposed " + $worn.under_lower.name + "</span>">> <<else>> <<set _text_output to "<span class=\"lewd\">lewd outfit</span>">> <<if $worn.lower.type.includes("naked") and _underOutfit is false>> <<set $_give to ($worn.under_lower.plural is 0 ? "gives" : "give")>> <<set _text_output to _text_output + ". Only your " + $worn.under_lower.name + " " + $_give + " you a shred of decency">> <</if>> <</if>> <<if pcAreArmsBound("both") and $position isnot "wall">> <<set _text_output to _text_output + ". With your arms bound, you can't even cover yourself, leaving you feeling utterly helpless">> <</if>> <</silently>>_text_output<</widget>> <<widget "boundBodyParts">><<silently>> <<set _boundparts to (pcAreArmsBound("any") ? "arm" : "")>> <<set _boundparts += (pcAreArmsBound("both") ? "s" : "")>> <<set _boundparts += ($feetuse is "bound" ? (_boundparts isnot "" ? " and legs" : "legs") : "")>> <<set _text_output to _boundparts>> <</silently>>_text_output<</widget>> <<widget "stripobject">> <<outfitChecks>> <<set $_torn = []>> <<set $_topIntegrity = _top ? _top.integrity -= $stripintegrity : 1>> <<set $_bottomIntegrity = _bottom ? _bottom.integrity -= $stripintegrity : 1>> <<set $_bottomUnderIntegrity = _bottomUnder && _skirtExposed ? _bottomUnder.integrity -= $stripintegrity : 1>> <<if $_topIntegrity lte 0>> <<run $_torn.push(_top.name)>> <<set $_plural = _top.plural || 0>> <</if>> <<if $_bottomIntegrity lte 0>> <<if !_outfit>><<run $_torn.push(_bottom.name)>><</if>> <<set $_plural = $_plural || _bottom.plural || 0>> <</if>> <<if $_bottomUnderIntegrity lte 0>> <<run $_torn.push(_bottomUnder?.name)>> <<set $_plural = $_plural || _bottomUnder.plural || 0>> <</if>> <<set $_plural = $_torn.length gt 1 ? 1 : $_plural || 0>> <<if $_torn.length gte 1>> <span class="lewd">Your <<= $_torn.length gte 3 ? "clothing" : $_torn.join(" and ")>> <<= $_plural gte 1 ? "snag" : "snags">> on <<= (["a","e","i","o","u"].some(letter => $stripobject.startsWith(letter))) ? "an" : "a">> $stripobject and <<= $_plural gte 1 ? "are" : "is">> torn from your body.</span> <<integritycheck no_text>> <<exposure>> <<if $exposed gte 1>> You can't help but be conscious of your <<nudity>>. <</if>> <</if>> <</widget>> <<widget "seductiontext">><<silently>> <<set $_skillText to currentSkillValue("seductionskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "oraltext">><<silently>> <<set $_skillText to currentSkillValue("oralskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "vaginaltext">><<silently>> <<set $_skillText to currentSkillValue("vaginalskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "peniletext">><<silently>> <<set $_skillText to currentSkillValue("penileskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "analtext">><<silently>> <<set $_skillText to currentSkillValue("analskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "handtext">><<silently>> <<set $_skillText to currentSkillValue("handskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "feettext">><<silently>> <<set $_skillText to currentSkillValue("feetskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "bottomtext">><<silently>> <<set $_skillText to currentSkillValue("bottomskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "thightext">><<silently>> <<set $_skillText to currentSkillValue("thighskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "chesttext">><<silently>> <<set $_skillText to currentSkillValue("chestskill")>> <<if $_skillText lt 200>><<set _text_output to '<span class="pink">awkwardly</span>'>> <<elseif $_skillText lt 400>><<set _text_output to '<span class="purple">cautiously</span>'>> <<elseif $_skillText lt 600>><<set _text_output to '<span class="blue">rhythmically</span>'>> <<elseif $_skillText lt 800>><<set _text_output to '<span class="lblue">smoothly</span>'>> <<elseif $_skillText lt 1000>><<set _text_output to '<span class="teal">skilfully</span>'>> <<elseif $_skillText lt 1200>><<set _text_output to '<span class="green">expertly</span>'>> <<else>><<set _text_output to '<span class="gold">effortlessly</span>'>> <</if>> <</silently>>_text_output<</widget>> <<widget "swimmingtext">> <<set $_swimmingskillText to currentSkillValue('swimmingskill')>> <<if $_swimmingskillText lt 200>><span class="pink">haphazardly</span> <<elseif $_swimmingskillText lt 400>><span class="purple">awkwardly</span> <<elseif $_swimmingskillText lt 600>><span class="blue">adequately</span> <<elseif $_swimmingskillText lt 800>><span class="lblue">smoothly</span> <<elseif $_swimmingskillText lt 1000>><span class="teal">skilfully</span> <<elseif $_swimmingskillText lt 1200>><span class="green">expertly</span> <<else>><span class="gold">effortlessly</span> <</if>> <</widget>> <<widget "tendingtext">> <<set $_tendingText to currentSkillValue('tending')>> <<if $_tendingText lt 200>><span class="pink">awkwardly</span> <<elseif $_tendingText lt 400>><span class="purple">cautiously</span> <<elseif $_tendingText lt 600>><span class="blue">rhythmically</span> <<elseif $_tendingText lt 800>><span class="lblue">smoothly</span> <<elseif $_tendingText lt 1000>><span class="teal">skilfully</span> <<elseif $_tendingText lt 1200>><span class="green">expertly</span> <<else>><span class="gold">effortlessly</span><</if>> <</widget>> <<widget "dancetext">> <<set $_danceskillText to currentSkillValue('danceskill')>> <<if $_danceskillText lt 200>><span class="pink">awkwardly</span> <<elseif $_danceskillText lt 400>><span class="purple">cautiously</span> <<elseif $_danceskillText lt 600>><span class="blue">rhythmically</span> <<elseif $_danceskillText lt 800>><span class="lblue">smoothly</span> <<elseif $_danceskillText lt 1000>><span class="teal">skilfully</span> <<elseif $_danceskillText lt 1200>><span class="green">expertly</span> <<else>><span class="gold">effortlessly</span><</if>> <</widget>> <<widget "housekeepingtext">> <<set $_housekeepingText to currentSkillValue('housekeeping')>> <<if $_housekeepingText lt 200>><span class="pink">awkwardly</span> <<elseif $_housekeepingText lt 400>><span class="purple">cautiously</span> <<elseif $_housekeepingText lt 600>><span class="blue">rhythmically</span> <<elseif $_housekeepingText lt 800>><span class="lblue">smoothly</span> <<elseif $_housekeepingText lt 1000>><span class="teal">skilfully</span> <<elseif $_housekeepingText lt 1200>><span class="green">expertly</span> <<else>><span class="gold">effortlessly</span><</if>> <</widget>> <<widget "nervously">><<silently>> <<if $exhibitionism lte 15>> <<set _text_output to "nervously">> <<elseif $exhibitionism lte 35>> <<set _text_output to "timidly">> <<elseif $exhibitionism lte 55>> <<set _text_output to "shyly">> <<elseif $exhibitionism lte 75>> <<set _text_output to "confidently">> <<elseif $exhibitionism lte 95>> <<set _text_output to "eagerly">> <<else>> <<set _text_output to "breathlessly">> <</if>> <</silently>>_text_output<</widget>> <<widget "schoolday">> <<if $location isnot "prison" and $location isnot "asylum" and !$statFreeze>> <<if !Time.schoolDay && Time.isSchoolDay(Time.tomorrow)>> You have school tomorrow. <<elseif Time.schoolDay>> It's a school day. <<else>> There's no school tomorrow. <</if>> <br> <</if>> <</widget>> <<widget "sir">><<silently>> <<if $pronoun is "m">> <<set _text_output to "sir">> <<else>> <<set _text_output to "miss">> <</if>> <</silently>>_text_output<</widget>> <<widget "Sir">><<silently>> <<if $pronoun is "m">> <<set _text_output to "Sir">> <<else>> <<set _text_output to "Miss">> <</if>> <</silently>>_text_output<</widget>> <<widget "lewdness">> <<silently>> <<exposure>> <<if $exposedRaw gt 0>> <<genitals>><<set _genitals_text to _text_output>> <<breasts>><<set _breasts_text to _text_output>> <<set _text_output to "">> <<set _exposed to false>> <<set _wet to false>> <<if ($worn.upper.exposed gte 1 or $upperwetstage gte 3) and (!$worn.under_upper.type.includes("covered") or ($worn.under_upper.exposed gte 1 or $underupperwetstage gte 3)) and (!$worn.lower.type.includes("covered") or ($worn.lower.exposed gte 1 or $lowerwetstage gte 3))>> <<if $upperwetstage gte 3 or $underupperwetstage gte 3>> <<set _text_output += "visible ">> <<set _wet to true>> <<else>> <<set _text_output += "exposed ">> <<set _exposed to true>> <</if>> <<if $player.gender_appearance is "m" and $player.sex is "m" and $worn.lower.exposed lte 0 and $lowerwetstage lt 3>> <<set _text_output += "chest">> <<elseif $worn.under_upper.exposed gte 1 or $underupperwetstage gte 3>> <<set _text_output += _breasts_text>> <<else>> <<set _text_output += $worn.under_upper.name>> <</if>> <</if>> <<if ($worn.lower.exposed gte 1 or $lowerwetstage gte 3) and (!$worn.under_lower.type.includes("covered") or ($worn.under_lower.exposed gte 1 or $underlowerwetstage gte 3))>> <<if _text_output isnot "">> <<set _text_output += " and ">> <</if>> <<if _wet is false and ($lowerwetstage gte 3 or $underlowerwetstage gte 3)>> <<if _text_output isnot "">> <<set _text_output += "your ">> <</if>> <<set _text_output += "visible ">> <<elseif !_exposed and $lowerwetstage lt 3 and $underlowerwetstage lt 3>> <<if _text_output isnot "">> <<set _text_output += "your ">> <</if>> <<set _text_output += "exposed ">> <</if>> <<if $worn.under_lower.exposed gte 1 or $underlowerwetstage gte 3>> <<set _text_output += _genitals_text>> <<else>> <<set _text_output += $worn.under_lower.name>> <</if>> <</if>> <<else>> <<set _text_output to "lewdness">> <</if>> <</silently>> <span class="lewd">_text_output</span> <</widget>> <<widget "flaunting">> <<exposure>>/*Makes sure your clothing state is up to date*/ <<if $uncomfortable.nude is false>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Dark tendrils threaten to peak your exposed body as <<elseif $arousal gte (($arousalmax / 5) * 1)>> Dark tendrils caress your exposed body as <<else>> Feeling watched by countless eyes, <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Afraid you'll climax on the spot, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Feeling watched by countless eyes, <<else>> Feeling threatened yet excited, <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> A sick part of you hopes your audience help themselves to your body as <<elseif $arousal gte (($arousalmax / 5) * 1)>> Feeling vulnerable and surrounded, <<else>> Hoping people like what they see, <</if>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Feeling like a piece of meat, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Exposed and vulnerable, <<else>> You hope exposing yourself will save you from hurt as <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Your body trembles as <<elseif $arousal gte (($arousalmax / 5) * 1)>> Excited yet afraid, <<else>> Yearning for attention, <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> Shivering with arousal, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Heart throbbing, <<else>> You hope people like what they see as <</if>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Tense and aroused, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Tense but exhilarated, <<else>> Enjoying the moment, <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Feeling naughty, <<elseif $arousal gte (($arousalmax / 5) * 1)>> You enjoy the eyes on you as <<else>> You enjoy the adrenaline rush as <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> Thrilled to be so exposed, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Shivering in delight, <<else>> Proud and free, <</if>> <</if>> <</if>> <<else>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Dark tendrils threaten to peak your exposed body as <<elseif $arousal gte (($arousalmax / 5) * 1)>> Dark tendrils caress your exposed body as <<else>> Feeling watched by countless eyes, <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Afraid you'll climax on the spot, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Feeling watched by countless eyes, <<else>> Feeling threatened and embarrassed, <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> A sick part of you hopes your audience help themselves to your body as <<elseif $arousal gte (($arousalmax / 5) * 1)>> Feeling vulnerable and surrounded, <<else>> Hoping people like what they see, <</if>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Feeling like a piece of meat, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Exposed and vulnerable, <<else>> You hope exposing yourself will save you from hurt as <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Your body trembles as <<elseif $arousal gte (($arousalmax / 5) * 1)>> Embarrassed and afraid, <<else>> Yearning for attention, <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> Shivering with arousal, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Heart throbbing, <<else>> You hope people like what they see as <</if>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Tense and aroused, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Tense but exhilarated, <<else>> Enjoying the moment, <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> Feeling naughty, <<elseif $arousal gte (($arousalmax / 5) * 1)>> You enjoy the eyes on you as <<else>> You enjoy the adrenaline rush as <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> Thrilled to be so exposed, <<elseif $arousal gte (($arousalmax / 5) * 1)>> Shivering in delight, <<else>> Blushing, <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "embarrassment">> <<if $arousal gte (($arousalmax / 10) * 9)>> Embarrassment dominates your mind and threatens to send you over the edge. <<elseif $arousal gte (($arousalmax / 10) * 8)>> Lewd shivers ripple through your body despite your embarrassment. <<elseif $arousal gte (($arousalmax / 10) * 7)>> The embarrassment leaves you lightheaded. <<elseif $arousal gte (($arousalmax / 10) * 6)>> You're so embarrassed. Your breath catches in your throat. <<elseif $arousal gte (($arousalmax / 10) * 5)>> You're so embarrassed. Your heart beats faster. <<elseif $arousal gte (($arousalmax / 10) * 4)>> You feel a warmth build despite the embarrassment. <<elseif $arousal gte (($arousalmax / 10) * 3)>> You're so embarrassed. Your heart skips a beat. <<elseif $arousal gte (($arousalmax / 10) * 2)>> You shiver with embarrassment. <<elseif $arousal gte (($arousalmax / 10) * 1)>> You're so embarrassed. Blood rushes to your face. <<else>> Your face reddens with embarrassment. <</if>> <</widget>> <<widget "covered">> <<exposure>> <<if $exposed gt 0>> <<if pcAreArmsBound("both") and $exposed gte 1>> With your arms bound, there's little you can do to shield your <<lewdness>> from prying eyes. <<if !$uncomfortable.nude and $exposed gte 2 and hasSexStat("exhibitionism", 6)>> You quiver with excitement. <<elseif !$uncomfortable.nude and $exposed is 1 and hasSexStat("exhibitionism", 4)>> You quiver with excitement. <</if>> <<elseif ($exposed gte 2 and ($exhibitionism lt 95 or $uncomfortable.nude)) or ($exposed is 1 and ($exhibitionism lt 55 or $uncomfortable.underwear))>> You cover your <<lewdness>> with your hands. <<else>> You quiver with excitement from your <<lewdness>>. <</if>> <<embarrassment>> <</if>> <</widget>> <<widget "passagestrip">> <<if $worn.upper.exposed gte 2 and $worn.lower.exposed gte 2 and $worn.under_upper.exposed gte 1 and $worn.under_lower.exposed gte 1>> <<else>> <<outfitChecks>> <<set _clothing_strip_sequence to 0>> <<if !_overNaked>> <<flaunting>> you take off your <<= $worn.over_lower.name isnot "naked" and !_overOutfit ? "_top.name and _bottom.name" : "_top.name">>, exposing your <<= _topUnder?.name || "<<breasts>>">>. <<overupperstrip>><<overlowerstrip>> <<set _clothing_strip_sequence += 1>><<upperstrip>><<exposure>> <</if>> <<if $worn.upper.exposed lte 1>> <<= _clothing_strip_sequence is 0 ? "<<flaunting>>" : "Next">> <<if _middleOutfit is true>> you shuffle out of your $worn.upper.name, exposing your <<undertop>> and <<undies>>. <<else>> you tug off your $worn.upper.name, exposing your <<undertop>>. <</if>> <<set _clothing_strip_sequence += 1>><<upperstrip>><<exposure>> <</if>> <<if $worn.lower.exposed lte 1 and _args[0] isnot "topless">> <<if _clothing_strip_sequence is 0>> <<flaunting>> you tug off your $worn.lower.name, exposing your <<undies>>. <<else>> Your $worn.lower.name <<= $worn.lower.plural is 1 ? "come" : "comes">> next, exposing your <<undies>>. <</if>> <<set _clothing_strip_sequence += 1>><<lowerstrip>><<exposure>> <</if>> <<if $worn.under_upper.exposed lte 0 and _args[0] isnot "undies">> <<if _underOutfit is true>> <<if _clothing_strip_sequence is 0>> <<flaunting>> you shuffle out of your $worn.under_upper.name, revealing your <<breasts>> and <<genitals>>. <<elseif _clothing_strip_sequence is 1>> Your $worn.under_upper.name <<= $worn.under_upper.plural is 1 ? "come" : "comes">> next, revealing your <<breasts>> and <<genitals>>. <<else>> Finally, you peel off your $worn.under_upper.name, revealing your <<breasts>> and <<genitals>>. <</if>> <<else>> <<if _clothing_strip_sequence is 0>> <<flaunting>> you tug off your $worn.under_upper.name, revealing your <<breasts>>. <<elseif _clothing_strip_sequence is 1>> Your $worn.under_upper.name <<= $worn.under_upper.plural is 1 ? "come" : "comes">> next, revealing your <<breasts>>. <<else>> <<if $worn.under_lower.exposed lte 0>> Your $worn.under_upper.name <<= $worn.under_upper.plural is 1 ? "follow" : "follows">>, revealing your <<breasts>>. <<else>> Finally, you peel off your $worn.under_upper.name, revealing your <<breasts>>. <</if>> <</if>> <</if>> <<set _clothing_strip_sequence += 1>><<underupperstrip>><<exposure>> <</if>> <<if $worn.under_lower.exposed lte 0 and _args[0] isnot "undies" and _args[0] isnot "topless">> <<if _clothing_strip_sequence is 0>> <<flaunting>> you pull down your $worn.under_lower.name, displaying your <<genitals>>. <<elseif _clothing_strip_sequence is 1>> Your $worn.under_lower.name <<= $worn.under_lower.plural is 1 ? "come" : "comes">> next, displaying your <<genitals>>. <<else>> Finally, you peel off your $worn.under_lower.name, displaying your <<genitals>>. <</if>> <<set _clothing_strip_sequence += 1>><<underlowerstrip>><<exposure>> <</if>> <</if>> <<if !$worn.legs.type.includes("naked") and _args[0] isnot "topless">> You're still wearing your $worn.legs.name, but this somehow makes you feel even more exposed. <<else>> <</if>> <</widget>> <<widget "strippedtext">> <!-- Unused widget --> <<if $control gte (($controlmax / 5) * 4)>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 3)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 2)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <</if>> <<elseif $control gte (($controlmax / 5) * 3)>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 3)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 2)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <</if>> <<elseif $control gte (($controlmax / 5) * 2)>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 3)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 2)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <</if>> <<elseif $control gte (($controlmax / 5) * 1)>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 3)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 2)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <</if>> <<else>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 3)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 2)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<elseif $stress gte (($stressmax / 5) * 3)>> <<else>> <</if>> <</if>> <</if>> <</widget>> <<widget "prostate">><<silently>> <<if $player.vaginaExist>> <<set _text_output to "womb">> <<else>> <<set _text_output to "prostate">> <</if>> <</silently>>_text_output<</widget>> <<widget "bitch">><<silently>> <<if $player.gender_appearance is "m">> <<set _text_output to "bitch">> <<else>> <<set _text_output to "bitch">> <</if>> <</silently>>_text_output<</widget>> <<widget "bitch_pirate">><<silently>> <<if $player.gender_appearance is "m">> <<set _text_output to "dog">> <<else>> <<set _text_output to "bitch">> <</if>> <</silently>>_text_output<</widget>> <<widget "bastard">><<silently>> <<if $player.gender_appearance is "m">> <<set _text_output to "bastard">> <<else>> <<set _text_output to "whore">> <</if>> <</silently>>_text_output<</widget>> <<widget "cunt">><<silently>> <<if $player.gender_appearance is "m">> <<set _text_output to "dick">> <<else>> <<set _text_output to "cunt">> <</if>> <</silently>>_text_output<</widget>> <<widget "Ladies_gentlemen">><<silently>> <<if maleChance() gte 100>> <<set _text_output to "Gentlemen">> <<elseif maleChance() lte 0>> <<set _text_output to "Ladies">> <<else>> <<set _text_output to "Ladies and gentlemen">> <</if>> <</silently>>_text_output<</widget>> <<widget "teaful">> You pour yourself a cup of tea as <</widget>> <<widget "tearful">> <<if $trauma gte $traumamax>> Eyes glazed and empty, <<elseif $trauma gte ($traumamax / 5) * 4>> <<if $stress gte ($stressmax / 5) * 4>> <<if $arousal gte ($arousalmax /5) * 4>> <<if $pain gte 100>> Tendrils of darkness whip and writhe against your skin as <<elseif $pain gte 40>> Tendrils of darkness writhe against your skin as <<else>> A strange mist closes around you and probes your most sensitive spots as <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> A mass of darkness follows you, prodding and spanking your behind as <<elseif $pain gte 40>> You hear phantom voices mocking you as <<else>> The shadows seem to close in on you as <</if>> <<else>> <<if $pain gte 100>> Tendrils of darkness whip and cut at your skin as <<elseif $pain gte 40>> Tendrils of darkness poke you as <<else>> You think you see eyes watching from the shadows as <</if>> <</if>> <<elseif $stress gte $stressmax / 5>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> Your tortured body and mind yearn for more punishment as <<elseif $pain gte 40>> Fantasies of violent sex intrude as <<else>> Your tortured mind yearns for more punishment as <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> Surprised that nothing is trying to hurt you, <<elseif $pain gte 40>> Surprised that nothing is trying to rape you, <<else>> Surprised that nothing is trying to fuck you, <</if>> <<else>> <<if $pain gte 100>> Feeling deserving of the pain you're in, <<elseif $pain gte 40>> You imagine figures stalking you as <<else>> You feel like you're being watched as <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> Thoughts about being sexually tortured intrude as <<elseif $pain gte 40>> Thoughts about being restrained and whipped intrude as <<else>> Thoughts about being a sex slave intrude as <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> Thoughts about being violently raped intrude as <<elseif $pain gte 40>> Thoughts about being brutally raped intrude as <<else>> Thoughts about being raped intrude as <</if>> <<else>> <<if $pain gte 100>> Feeling entirely deserving of the pain you're in, <<elseif $pain gte 40>> Though mentally and physically tormented, <<else>> You feel utterly worthless as <</if>> <</if>> <</if>> <<elseif $trauma gte ($traumamax / 5) * 2>> <<if $stress gte ($stressmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> A part of you savours the pain you're in as <<elseif $pain gte 40>> Tearful and worried that you're losing your mind, <<else>> Though worried that you're losing your mind, <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> Though afraid something will attack you, <<elseif $pain gte 40>> Though afraid something will jump you, <<else>> Feeling on the verge of panic, <</if>> <<else>> <<if $pain gte 100>> Though hurt and vulnerable, <<elseif $pain gte 40>> You feel self-conscious about the tears on your face as <<else>> You jump at every unexpected movement as <</if>> <</if>> <<elseif $stress gte $stressmax / 5>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> Hurt and ashamed, <<elseif $pain gte 40>> Despite your pain, a primal yearning swells within as <<else>> Shameful thoughts intrude as <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> You hope no one tries to assault you as <<elseif $pain gte 40>> Though afraid you're being followed, <<else>> You fear that someone is stalking you as <</if>> <<else>> <<if $pain gte 100>> You feel fragile and vulnerable as <<elseif $pain gte 40>> You sob as <<else>> You try to keep it together as <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> Feeling ashamed and in pain, <<elseif $pain gte 40>> Tears cover your ashamed face as <<else>> Ashamed of the feelings rising within you, <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> Your body hurts yet tingles shamefully as <<elseif $pain gte 40>> You sob at the injustice of it all as <<else>> Your <<genitals 1>> involuntarily twitches as <</if>> <<else>> <<if $pain gte 100>> Feeling lost and in pain, <<elseif $pain gte 40>> You try and fail to hold back your tears as <<else>> Shaken, <</if>> <</if>> <</if>> <<else>> <<if $stress gte ($stressmax / 5) * 4>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> You're an emotional wreck as <<elseif $pain gte 40>> Feeling emotionally and physically tender, <<else>> Though afraid your body will betray you, <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> Hurt and afraid, <<elseif $pain gte 40>> You struggle to cope with the myriad feelings assailing you as <<else>> You feel faint as <</if>> <<else>> <<if $pain gte 100>> You know you must look like a complete mess as <<elseif $pain gte 40>> You wonder what you did to deserve this as <<else>> Though at your wits' end, <</if>> <</if>> <<elseif $stress gte $stressmax / 5>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> You feel a primal yearning beneath your pain as <<elseif $pain gte 40>> Though humiliated by your body's signs of arousal, <<else>> Though embarrassed by your body's signs of arousal, <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> Shaken and hurt, <<elseif $pain gte 40>> Your body tingles painfully as <<else>> You feel self-conscious about the lewd warmth within you as <</if>> <<else>> <<if $pain gte 100>> <<if $water is 1>> Tears streaking away into the water, <<else>> Face covered in tears, <</if>> <<elseif $pain gte 40>> Feeling battered, but still determined to make the best of things, <<else>> Still determined to make the best of things, <</if>> <</if>> <<else>> <<if $arousal gte ($arousalmax / 5) * 4>> <<if $pain gte 100>> Your tortured body trembles with arousal as <<elseif $pain gte 40>> Tears run down your flushed cheeks as <<else>> Your body trembles with arousal as <</if>> <<elseif $arousal gte $arousalmax / 5>> <<if $pain gte 100>> Your body hurts and tingles as <<elseif $pain gte 40>> Your body feels sensitive as <<else>> You feel horny as <</if>> <<else>> <<if $pain gte 100>> Your whole body hurts as <<elseif $pain gte 40>> You wipe away your tears as <<elseif $worn.neck.name is "ivory necklace" and !pcAreArmsBound("both") and !_rubbedNecklace>> <<set _rubbedNecklace to true>> You hold your necklace as <<elseif $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 and !pcAreArmsBound("both") and !_rubbedNecklace>> <<set _rubbedNecklace to true>> You rub the heart on your collar as <<else>> You waste no time as <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "slithers">> <<rng>> <<if $rng gte 96>> slithers <<elseif $rng gte 91>> writhes <<elseif $rng gte 86>> wriggles <<elseif $rng gte 81>> wiggles <<elseif $rng gte 76>> crawls <<elseif $rng gte 71>> slides <<elseif $rng gte 66>> slinks <<elseif $rng gte 61>> glides <<elseif $rng gte 56>> slips <<elseif $rng gte 51>> squirms <<elseif $rng gte 46>> worms <<elseif $rng gte 41>> twists <<elseif $rng gte 36>> twitches <<elseif $rng gte 31>> shivers <<elseif $rng gte 26>> trembles <<elseif $rng gte 21>> jerks <<elseif $rng gte 16>> crawls <<elseif $rng gte 11>> flutters <<elseif $rng gte 6>> meanders <<elseif $rng gte 1>> slips <</if>> <</widget>> <<widget "slithering">> <<rng>> <<if $rng gte 96>> slithering <<elseif $rng gte 91>> writhing <<elseif $rng gte 86>> wriggling <<elseif $rng gte 81>> wiggling <<elseif $rng gte 76>> crawling <<elseif $rng gte 71>> sliding <<elseif $rng gte 66>> slinking <<elseif $rng gte 61>> gliding <<elseif $rng gte 56>> slipping <<elseif $rng gte 51>> squirming <<elseif $rng gte 46>> worming <<elseif $rng gte 41>> twisting <<elseif $rng gte 36>> twitching <<elseif $rng gte 31>> shivering <<elseif $rng gte 26>> trembling <<elseif $rng gte 21>> jerking <<elseif $rng gte 16>> crawling <<elseif $rng gte 11>> fluttering <<elseif $rng gte 6>> meandering <<elseif $rng gte 1>> slipping <</if>> <</widget>> <<widget "wallet">><<silently>> <<if !isNaN(_args[0]) and $NPCList[_args[0]] and $NPCList[_args[0]].clothes and $NPCList[_args[0]].clothes.set>> <<set $_clothesSet to $NPCList[_args[0]].clothes.set>> <</if>> <<if $location is "island">> <<set _text_output to "clothes">> <<elseif ["maleSchoolSwim", "maleSchoolSwimShirt", "femaleSchoolSwim", "maleSwim1", "maleSwim2", "femaleSwim1", "femaleSwim2", "neutralSwim", "divingSuit"].includes($_clothesSet)>> <<set _text_output to "swimsuit">> <<set $_clothesType to setup.npcClothesSets.find(set => set.name is $_clothesSet)>> <<if $_clothesType>> <<set _stealType to $_clothesType.type>> <</if>> <<else>> <<set _text_output to ($pronoun is "m" ? "wallet" : "purse")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "pullupall">> <<outfitChecks>> <<set _pull to $worn.over_upper.name isnot "naked" ? "open your" + $worn.over_upper.name + "and pull" : "pull">> <<if _middleOutfit>> <<if _underOutfit>> You _pull down your $worn.upper.name and $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span> <<elseif !$worn.under_upper.type.includes("naked")>> You _pull down your $worn.upper.name and pull up your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span> <<else>> You _pull down your $worn.upper.name, <span class="lewd">baring your <<breasts>>.</span> <</if>> <<elseif !$worn.upper.type.includes("naked")>> <<if _underOutfit>> You pull up your $worn.upper.name and pull down your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span> <<elseif !$worn.under_upper.type.includes("naked")>> You pull up your $worn.upper.name and $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span> <<else>> You pull up your $worn.upper.name, <span class="lewd">baring your <<breasts>>.</span> <</if>> <<else>> <<if _underOutfit>> You pull down your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span> <<elseif !$worn.under_upper.type.includes("naked")>> You pull up your $worn.under_upper.name, <span class="lewd">baring your <<breasts>>.</span> <<else>> <span class="lewd">You bare your <<breasts>>.</span> <</if>> <</if>> <</widget>> <<widget "pulldownall">> <<outfitChecks>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>> You lift the hem of your $worn.lower.name and $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif _underOutfit>> You lift the hem of your $worn.lower.name and pull aside your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif !$worn.under_lower.type.includes("naked")>> You lift the hem of your $worn.lower.name and pull down your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<else>> You lift the hem of your $worn.lower.name, <span class="lewd">baring your <<genitals>>.</span> <</if>> <<elseif _middleOutfit>> <<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>> You pull aside your $worn.lower.name and lift the hem of your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif _underOutfit>> You pull aside your $worn.lower.name and $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif !$worn.under_lower.type.includes("naked")>> You pull aside your $worn.lower.name and pull down your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<else>> You pull aside your $worn.lower.name, <span class="lewd">baring your <<genitals>>.</span> <</if>> <<elseif !$worn.lower.type.includes("naked")>> <<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>> You tug down your $worn.lower.name and lift the hem of your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif _middleOutfit>> You tug down your $worn.lower.name and pull aside your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif !$worn.under_lower.type.includes("naked")>> You tug down your $worn.lower.name and $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<else>> You tug down your $worn.lower.name, <span class="lewd">baring your <<genitals>>.</span> <</if>> <<else>> <<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>> You lift the hem of your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif _underOutfit>> You pull aside your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<elseif !$worn.under_lower.type.includes("naked")>> You tug down your $worn.under_lower.name, <span class="lewd">baring your <<genitals>>.</span> <<else>> <span class="lewd">You bare your <<genitals>>.</span> <</if>> <</if>> <</widget>> <<widget "pullup">> <<outfitChecks>> <<if _middleOutfit>> pull down <<elseif !_top.type.includes("naked")>> pull up <<else>> remove <</if>> <</widget>> <<widget "pulldown">> <<outfitChecks>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> lift up <<elseif _middleOutfit is false>> pull down <<else>> remove <</if>> <</widget>> <<widget "pullsup">> <<outfitChecks>> <<if _middleOutfit>> pulls down <<elseif !_top.type.includes("naked")>> pulls up <<else>> removes <</if>> <</widget>> <<widget "pullsdown">> <<outfitChecks>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> lifts up <<elseif _middleOutfit is false>> pulls down <<else>> removes <</if>> <</widget>> <<widget "overpullup">> <<outfitChecks>> <<if _overOutfit>> pull down <<elseif !$worn.over_upper.type.includes("naked")>> pull up <<else>> remove <</if>> <</widget>> <<widget "overpulldown">> <<outfitChecks>> <<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>> lift up <<elseif _overOutfit is false>> pull down <<else>> remove <</if>> <</widget>> <<widget "overpullsup">> <<outfitChecks>> <<if _overOutfit>> pulls down <<elseif !$worn.over_upper.type.includes("naked")>> pulls up <<else>> removes <</if>> <</widget>> <<widget "overpullsdown">> <<outfitChecks>> <<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>> lifts up <<elseif _overOutfit is false>> pulls down <<else>> removes <</if>> <</widget>> <<widget "glans">><<silently>> <<if $penisuse is 0>> <<set _text_output to "glans">> <<else>> <<set _text_output to "shaft">> <</if>> <<if playerHasStrapon()>> <<set _text_output to "strap-on">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "testicle">><<silently>> <<if _args[0] is "clinical">> <<set $_pool to ["testicle"]>> <<else>> <<set $_pool to ["ball", "nut", "testicle"]>> <</if>> <<set _text_output to $_pool.pluck()>> <</silently>><<print _text_output>><</widget>> <<widget "testicles">><<silently>> <<if _args[0] is "clinical">> <<set $_pool to ["testes", "testicles"]>> <<else>> <<set $_pool to ["balls", "nuts", "testicles", "testes"]>> <</if>> <<set _text_output to $_pool.pluck()>> <</silently>><<print _text_output>><</widget>> <<widget "ballsize">><<silently>> <<switch $ballssize>> <<case -2>><<set _text_output to ["invisible"].pluck()>> <<case -1>><<set _text_output to ["tiny", "mediocre", "pea-sized"].pluck()>> <<case 0>> <<set _text_output to ["tiny", "mediocre"].pluck()>> <<case 1>> <<set _text_output to ["small"].pluck()>> <<case 2>> <<set _text_output to [""].pluck()>> <<case 3>> <<set _text_output to ["large", "heavy", "thick", "dense"].pluck()>> <<case 4>> <<set _text_output to ["huge", "heavy", "thick", "massive", "hefty"].pluck()>> <<default>><<set _text_output to "Error: $ballssize is [" + $ballssize + "]">> <</switch>> <</silently>><<print _text_output>><</widget>> <<widget "swimmingdifficultytext0">> <<if !$settings.blindStatsEnabled>> | <span class="green">These waters look safe</span> <</if>> <</widget>> <<widget "nexttext">> <!-- Unused widget, sort of --> <</widget>> <<widget "monk">><<silently>> <<if _args[0] is "desc">> <<set _text_output to $description + " ">> <<set _text_output += ($pronoun is "m" ? "monk" : "nun")>> <<else>> <<set _text_output to ($pronoun is "m" ? "monk" : "nun")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "monks">><<silently>> <<set _text_output to ($pronoun is "m" ? "monks" : "nuns")>> <</silently>><<print _text_output>><</widget>> <<widget "monks_and_nuns">><<silently>> <<if maleChance() is 100>> <<set _text_output to "monks">> <<elseif maleChance() is 0>> <<set _text_output to "nuns">> <<else>> <<set _text_output to "monks and nuns">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "Monks_and_Nuns">><<silently>> <<if maleChance() is 100>> <<set _text_output to "monks">> <<elseif maleChance() is 0>> <<set _text_output to "nuns">> <<else>> <<set _text_output to "monks and nuns">> <</if>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "brothers_and_sisters">><<silently>> <<if maleChance() is 100>> <<set _text_output to "brothers">> <<elseif maleChance() is 0>> <<set _text_output to "sisters">> <<else>> <<set _text_output to "brothers and sisters">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "monkapo">><<silently>> <<set _text_output to ($pronoun is "m" ? "monk's" : "nun's")>> <</silently>><<print _text_output>><</widget>> <<widget "priest">><<silently>> <<set _text_output to ($pronoun is "m" ? "priest" : "priestess")>> <</silently>><<print _text_output>><</widget>> <<widget "priests">><<silently>> <<set _text_output to ($pronoun is "m" ? "priests" : "priestesses")>> <</silently>><<print _text_output>><</widget>> <<widget "priestapo">><<silently>> <<set _text_output to ($pronoun is "m" ? "priest's" : "priestess'")>> <</silently>><<print _text_output>><</widget>> <<widget "bishop">><<silently>> <<if $temple_confessor_intro>> <<set _text_output to "bishop">> <<else>> <<set _text_output to ($pronoun is "m" ? "priest" : "priestess")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "bishop_hands">><<silently>> <<if $temple_confessor_intro and _args[0] isnot "long">> <<set _text_output to "bishop's hands">> <<elseif $per_npc.bishop_right_hand>> <<if $per_npc.bishop_right_hand.pronoun is "m" and $per_npc.bishop_left_hand.pronoun is "m">> <<set _text_output to "priests">> <<elseif $per_npc.bishop_right_hand.pronoun is "f" and $per_npc.bishop_left_hand.pronoun is "f">> <<set _text_output to "priestesses">> <<else>> <<set _text_output to "priest and priestess">> <</if>> <<else>> <<set _text_output to "dark-robed pair">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "vaginalvirginitywarning">> <<if $player.virginity.vaginal is true and !$settings.blindStatsEnabled>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will deflower you<<if $combat>>)<</if>></span> <<elseif $player.virginity.temple is true and $templePromised isnot _args[0]>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will break your chastity vow<<if $combat>>)<</if>></span> <</if>> <</widget>> <<widget "penilevirginitywarning">> <<if playerHasStrapon()>> <!-- do nothing --> <<elseif $player.virginity.penile is true and !$settings.blindStatsEnabled>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will deflower you<<if $combat>>)<</if>></span> <<elseif $player.virginity.temple is true and $templePromised isnot _args[0]>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will break your chastity vow<<if $combat>>)<</if>></span> <</if>> <</widget>> <<widget "analvirginitywarning">> <<if $player.virginity.anal is true and !$settings.blindStatsEnabled>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will take your anal virginity<<if $combat>>)<</if>></span> <</if>> <</widget>> <<widget "oralvirginitywarning">> <<if $player.virginity.oral is true and !$settings.blindStatsEnabled>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will take your oral virginity<<if $combat>>)<</if>></span> <</if>> <</widget>> <<widget "handholdingvirginitywarning">> <<if $player.virginity.handholding is true and !$settings.blindStatsEnabled>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will take your handholding virginity<<if $combat>>)<</if>></span> <</if>> <</widget>> <<widget "kissvirginitywarning">> <<if $player.virginity.kiss is true and !$settings.blindStatsEnabled>> <<if !$combat>> | <</if>> <span class="red"><<if $combat>>(<</if>>This action will take your first kiss<<if $combat>>)<</if>></span> <</if>> <</widget>> /* Argument 0 is the npc, argument 1 is their virginity. */ <<widget "NPCvirginitywarning">> <<if $NPCNameList.indexOf(_args[0]) >= 0 and C.npc[_args[0]].virginity[_args[1]] is true and !$settings.blindStatsEnabled>> <<if $options.combatControls.includes("ists")>> <br> <</if>> <<if !$combat>> | <</if>> <<switch _args[1]>> <<case "vaginal">> <span class="red"><<if $combat>>(<</if>>This action will deflower <<him>><<if $combat>>)<</if>></span> <<case "penile">> <<if !npcHasStrapon(V.NPCList.findIndex(npc => npc.fullDescription === _args[0]))>> <span class="red"><<if $combat>>(<</if>>This action will deflower <<him>><<if $combat>>)<</if>></span> <</if>> <<case "anal">> <span class="red"><<if $combat>>(<</if>>This action will take <<his>> anal virginity<<if $combat>>)<</if>></span> <<case "oral">> <span class="red"><<if $combat>>(<</if>>This action will take <<his>> oral virginity<<if $combat>>)<</if>></span> <<case "kiss">> <span class="red"><<if $combat>>(<</if>>This action will take <<his>> first kiss<<if $combat>>)<</if>></span> <<case "handholding">> <span class="red"><<if $combat>>(<</if>>This action will take <<his>> handholding virginity<<if $combat>>)<</if>></span> <<default>> <</switch>> <</if>> <</widget>> <<widget "wolfgirl">> <<if !$settings.blindStatsEnabled>> | <span class="blue"><<print ($player.gender_appearance is "m" ? "Wolfboy" : "Wolfgirl")>></span> <</if>> <</widget>> <<widget "cat">> <<if !$settings.blindStatsEnabled>> | <span class="blue">Cat</span> <</if>> <</widget>> <<widget "cow">> <<if !$settings.blindStatsEnabled>> | <span class="blue">Cow</span> <</if>> <</widget>> <<widget "harpy">> <<if !$settings.blindStatsEnabled>> | <<if $hallucinations gte 2 or !$settings.bestialityEnabled>> <span class="gold">Harpy</span> <<else>> <span class="gold">Bird</span> <</if>> <</if>> <</widget>> <<widget "fox">> <<if !$settings.blindStatsEnabled>> | <span class="orange"><<print ($player.gender_appearance is "m" ? "Foxboy" : "Vixen")>></span> <</if>> <</widget>> <<widget "angel">> <<if !$settings.blindStatsEnabled>> | <span class="gold">Angel</span> <</if>> <</widget>> <<widget "angelBanishNote">> <<if !$settings.blindStatsEnabled>> | <span class="def">Banish ($angelBanish / $angelBanishMax)</span> <</if>> <</widget>> <<widget "fallenangel">> <<if !$settings.blindStatsEnabled>> | <span class="black">Fallen Angel</span> <</if>> <</widget>> <<widget "demon">> <<if !$settings.blindStatsEnabled>> | <span class="red">Demon</span> <</if>> <</widget>> <<widget "sharp_eyes">> <<if !$settings.blindStatsEnabled>> | <span class="gold">Sharp eyes</span> <</if>> <</widget>> <<widget "laughs">><<silently>> <<rng>> <<if $npcadult isnot 1>> <<set _text_output to either("giggles", "laughs")>> <<elseif $pronoun is "f">> <!-- female adult --> <<set _text_output to either("giggles", "chuckles", "laughs")>> <<else>> <!-- male adult --> <<set _text_output to either("chuckles", "laughs")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "cursedtext">> <<if _args[0] is "collar" or _args[0] is "collar with leash">> <span class="blue">Perhaps the police can help.</span> <<elseif (_args[0] or _args[1]) is "chastity belt">> <span class="blue">Perhaps the temple can help.</span> <</if>> <</widget>> <<widget "generateRandomTeacher">><<silently>> <<set _position to _args[0] ? _args[0] : 1>> <<set _teacherNames to []>> <<if C.npc.Sirris.init is 1 and $schoolstate isnot "first">> <<run _teacherNames.push("Sirris")>> <</if>> <<if C.npc.River.init is 1 and $schoolstate isnot "second">> <<run _teacherNames.push("River")>> <</if>> <<if C.npc.Doren.init is 1 and $schoolstate isnot "third">> <<run _teacherNames.push("Doren")>> <</if>> <<if C.npc.Winter.init is 1 and $schoolstate isnot "fourth">> <<run _teacherNames.push("Winter")>> <</if>> <<if C.npc.Mason.init is 1 and $schoolstate isnot "fifth">> <<run _teacherNames.push("Mason")>> <</if>> <<if _teacherNames.length gte 1>> <<set _teacher to _teacherNames.random()>> <<set _text_output to _teacher>> <<switch _teacher>> <<case "Sirris">><<npc Sirris _position>> <<case "River">><<npc River _position>> <<case "Doren">><<npc Doren _position>> <<case "Winter">><<npc Winter _position>> <<case "Mason">><<npc Mason _position>> <</switch>> <<else>> <<set _teacher to "The teacher">> <<set _text_output to "a teacher">> <<generateNPC _position>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "skincolourtext">> <<switch Skin.color.natural>> <<case "light" "rlight" "ylight" "glight" "blight">> light <<case "medium" "rmedium" "ymedium" "gmedium" "bmedium">> medium <<case "dark" "rdark" "ydark" "gdark" "bdark">> dark <<case "gyaru" "rgyaru" "ygyaru" "ggyaru" "bgyaru">> <<set _textOverride to true>> <</switch>> <<if _textOverride is true>> <<if Skin.color.tan gte 66>> dark <<elseif Skin.color.tan gte 33>> medium <<else>> light <</if>> skin colour. <<elseif Skin.color.tan gte 80>> skin colour with a dark tan. <<elseif Skin.color.tan gte 60>> skin colour with a medium tan. <<elseif Skin.color.tan gte 30>> skin colour with a tan. <<elseif Skin.color.tan gte 10>> skin colour with a light tan. <<else>> skin colour. <</if>> <</widget>> <<widget "beasttype">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<else>> <<set _na to 0>> <</if>> <<set _text_output to $NPCList[_na].type>> <</silently>><<print _text_output>><</widget>> <<widget "beasttypes">> <<beasttype>>'s<</widget>> <<widget "beastsplural">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<else>> <<set _na to 0>> <</if>> <<if $NPCList[_na].type is "wolf" and $monster isnot 1>> <<set _text_output to "wolves">> <<elseif $NPCList[_na].type is "fox" and $monster isnot 1>> <<set _text_output to "foxes">> <<elseif $NPCList[_na].type is "harpy">> <<set _text_output to "harpies">> <<elseif $monster isnot 1 or $NPCList[_na].type is "centaur">> <<set _text_output to "<<beasttype _na>>s">> <<else>> <<for _i = 0; _i < $NPCList.length; _i++>> <<if $NPCList[_i].pronoun is "m">> <<set _malespresent to true>> <</if>> <<if $NPCList[_i].pronoun is "f">> <<set _femalespresent to true>> <</if>> <</for>> <<if (_malespresent isnot true or _femalespresent isnot true)>> <<set _text_output to "<<beasttype>>s">> <<elseif !$NPCList[2].pronoun>> <<set _text_output to "$NPCList[0].type and $NPCList[1].type">> <<else>> <<switch $NPCList[_na].type>> <<case "lizardgirl" "lizardboy">><<set _text_output to "lizardgirls and lizardboys">> <<case "wolfgirl" "wolfboy">><<set _text_output to "wolfgirls and wolfboys">> <<case "doggirl" "dogboy">><<set _text_output to "doggirls and dogboys">> <<case "dolphingirl" "dolphinboy">><<set _text_output to "dolphingirls and dolphinboys">> <<case "beargirl" "bearboy">><<set _text_output to "beargirls and bearboys">> <<case "catgirl" "catboy">><<set _text_output to "catgirls and catboys">> <<case "piggirl" "pigboy">><<set _text_output to "piggirls and pigboys">> <<case "boargirl" "boarboy">><<set _text_output to "boargirls and boarboys">> <<case "cowgirl" "bullboy">><<set _text_output to "cowgirls and bullboys">> <<case "foxgirl" "foxboy">><<set _text_output to "foxgirls and foxboys">> <<case "spidergirl" "spiderboy">><<set _text_output to "spidergirls and spiderboys">> <<default>><<set _text_output to "creatures">> <</switch>> <</if>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "beastgender">><<silently>> <<if typeof _args[0] is "number">> <<set _na to _args[0]>> <<elseif $enemyno gte 0>> <<set _na to $enemyno-1>> <<else>> <<set _na to 0>> <</if>> <<set _text_output to ($NPCList[_na].pronoun is "m" ? "boy" : "girl")>> <</silently>>_text_output<</widget>> <<widget "beastSimple">> <<if typeof _args[0] is "string">> <<set $_type to _args[0]>> <<elseif typeof _args[0] is "number">> <<set $_type to $NPCList[_args[0]].type>> <<else>> <<set $_type to $NPCList[0].type>> <</if>> <<set $_plural to _args[1]>> <<switch $_type>> <<case "wolf" "wolfboy" "wolfgirl">> <<if $_plural>> <<set $_plural to false>> <<set _text_output to "wolves">> <<else>> <<set _text_output to "wolf">> <</if>> <<case "fox" "foxboy" "foxgirl">> <<if $_plural>> <<set $_plural to false>> <<set _text_output to "foxes">> <<else>> <<set _text_output to "fox">> <</if>> <<case "harpy">> <<set _text_output to "bird">> <<default>> /* Centaurs still get called centaurs because they're unique compared to other beasts */ <<set _text_output to $_type.replace("boy","").replace("girl","")>> <</switch>> <<if $_plural>> <<set _text_output += "s">> <</if>> <<exit _text_output>> <</widget>> <<widget "slut">><<silently>> <<set _text_output to ($player.gender_appearance is "m" ? "pervert" : "slut")>> <</silently>><<print _text_output>><</widget>> <<widget "tending_text">> <<set $_tendingText to currentSkillValue('tending')>> <<if $_tendingText gte 1200>> <span class="gold">You're incredible at this.</span> <<elseif $_tendingText gte 800>> <span class="green">You're great at this.</span> <<elseif $_tendingText gte 600>> <span class="teal">You're good at this.</span> <<elseif $_tendingText gte 400>> <span class="lblue">You're okay at this.</span> <<elseif $_tendingText gte 200>> <span class="blue">You're getting the hang of this.</span> <<else>> <span class="purple">You muddle through.</span> <</if>> <</widget>> <<widget "housekeeping_text">> <<set $_housekeepingText to currentSkillValue('housekeeping')>> <<if $_housekeepingText gte 1200>> <span class="gold">You're incredible at this.</span> <<elseif $_housekeepingText gte 800>> <span class="green">You're great at this.</span> <<elseif $_housekeepingText gte 600>> <span class="teal">You're good at this.</span> <<elseif $_housekeepingText gte 400>> <span class="lblue">You're okay at this.</span> <<elseif $_housekeepingText gte 200>> <span class="blue">You're getting the hang of this.</span> <<else>> <span class="purple">You muddle through.</span> <</if>> <</widget>> <<widget "wordify_i">> <<switch _args[0]>> <<case 0>> <<set _text_output to "first">> <<case 1>> <<set _text_output to "second">> <<case 2>> <<set _text_output to "third">> <<case 3>> <<set _text_output to "fourth">> <<case 4>> <<set _text_output to "fifth">> <<case 5>> <<set _text_output to "sixth">> <<case 6>> <<set _text_output to "seventh">> <<case 7>> <<set _text_output to "eighth">> <<case 8>> <<set _text_output to "ninth">> <<case 9>> <<set _text_output to "tenth">> <</switch>> <<if _text_output is undefined>> <<set _text_output to "eleventh">> <</if>> <<if _args[1]>> <<capitalise>> <<else>> <<print _text_output>> <</if>> <</widget>> <<widget "threaten">> <<rng>> <<if $NPCList[_n].pronoun is "m">> <<if $NPCList[_n].penis isnot "none">> <<if $player.gender_appearance is "m">> <<if $rng gte 81>> "I'm gonna fuck your ass until you squeal." <<elseif $rng gte 61>> "I'm gonna make you my <<bitch>>." <<elseif $rng gte 41>> "You'll be worshipping my cock when I'm done with you." <<elseif $rng gte 21>> "I'm gonna make you my new cock sleeve." <<else>> "I'm gonna fill that ass of yours." <</if>> <<else>> <<if $rng gte 81>> "I'm gonna fuck your pussy until you squeal." <<elseif $rng gte 61>> "I'm gonna make you my <<bitch>>." <<elseif $rng gte 41>> "You'll be worshipping my cock when I'm done with you." <<elseif $rng gte 21>> "I'm gonna fuck every one of your holes." <<else>> "I'm gonna make you my new cock sleeve." <</if>> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<if $rng gte 81>> "I'm gonna ride you until you pass out." <<elseif $rng gte 61>> "I'm gonna bully your cock into submission." <<elseif $rng gte 41>> "I'm gonna drain you empty." <<elseif $rng gte 21>> "Your cock will be sore when I'm through with you." <<else>> "You're gonna service my pussy in and every way I require." <</if>> <<else>> <<if $rng gte 81>> "I'm gonna fuck you until you squeal." <<elseif $rng gte 61>> "I'm gonna bully your pussy into submission." <<elseif $rng gte 41>> "You're gonna service my pussy in any and every way I require." <<elseif $rng gte 21>> "You're gonna get me off any way you can." <<else>> "I'm gonna dominate every part of you." <</if>> <</if>> <</if>> <<else>> <<if $NPCList[_n].penis isnot "none">> <<if $player.gender_appearance is "m">> <<if $rng gte 81>> "I'm gonna fuck your ass until you squeal." <<elseif $rng gte 61>> "I'm gonna make you my <<bitch>>." <<elseif $rng gte 41>> "You'll be worshipping my cock when I'm done with you." <<elseif $rng gte 21>> "I'm gonna make you my new cock sleeve." <<else>> "I'm gonna fill that ass of yours." <</if>> <<else>> <<if $rng gte 81>> "I'm gonna fuck your pussy until you squeal." <<elseif $rng gte 61>> "I'm gonna make you my <<bitch>>." <<elseif $rng gte 41>> "You'll be worshipping my cock when I'm done with you." <<elseif $rng gte 21>> "I'm gonna fuck every one of your holes." <<else>> "I'm gonna make you my new cock sleeve." <</if>> <</if>> <<else>> <<if $player.gender_appearance is "m">> <<if $rng gte 81>> "I'm gonna ride you until you pass out." <<elseif $rng gte 61>> "I'm gonna bully your cock into submission." <<elseif $rng gte 41>> "I'm gonna drain you empty." <<elseif $rng gte 21>> "Your cock will be sore when I'm through with you." <<else>> "I need your cum. All of it." <</if>> <<else>> <<if $rng gte 81>> "I'm gonna fuck you until you squeal." <<elseif $rng gte 61>> "I'm gonna bully your pussy into submission." <<elseif $rng gte 41>> "You're gonna service my pussy in any and every way I require." <<elseif $rng gte 21>> "You're gonna get me off any way you can." <<else>> "I'm gonna dominate every part of you." <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "voice">> <<switch _args[0]>> <<case "plead">> <<if $pain lte 60>> <<if $rng lte 33>> <<set _text_output to "plead">> <<elseif $rng lte 66>> <<set _text_output to "beg">> <<elseif $wolfgirl gte 4>> <<set _text_output to "whimper">> <<elseif $cat gte 4>> <<set _text_output to "mewl">> <<elseif $cow gte 4>> <<set _text_output to "moo">> <<elseif $harpy gte 4>> <<set _text_output to "chirp">> <<elseif $fox gte 4>> <<set _text_output to "whimper">> <<else>> <<set _text_output to "plead">> <</if>> <<else>> <<if $rng lte 50>> <<set _text_output to "cry and plead">> <<else>> <<set _text_output to "weep and plead">> <</if>> <</if>> <<case "moan">> <<if $rng lte 25>> <<if $arousal lte ($arousalmax / 5) * 3>> <<set _text_output to "moan">> <<else>> <<set _text_output to "gasp and moan">> <</if>> <<elseif $rng lte 50>> <<set _text_output to "murmur">> <<elseif $rng lte 75>> <<if $arousal lte ($arousalmax / 5) * 3>> <<set _text_output to "giggle">> <<else>> <<set _text_output to "gasp and giggle">> <</if>> <<elseif $wolfgirl gte 4>> <<set _text_output to "pant">> <<elseif $cat gte 4>> <<set _text_output to "purr">> <<elseif $cow gte 4>> <<set _text_output to "moo">> <<elseif $harpy gte 4>> <<set _text_output to "chirp">> <<elseif $fox gte 4>> <<set _text_output to "yip">> <<else>> <<set _text_output to "moan">> <</if>> <<case "demand">> <<if $arousal lte ($arousalmax / 5) * 3>> <<if $rng lte 33>> <<set _text_output to "speak">> <<elseif $rng lte 66>> <<set _text_output to "yell">> <<elseif $wolfgirl gte 4>> <<set _text_output to "bark">> <<elseif $cat gte 4>> <<set _text_output to "hiss">> <<elseif $cow gte 4>> <<set _text_output to "exhale through your nostrils threateningly">> <<elseif $harpy gte 4>> <<set _text_output to "screech">> <<elseif $fox gte 4>> <<set _text_output to "scream">> <<else>> <<set _text_output to "spit">> <</if>> <<elseif $rng lte 50>> <<set _text_output to "gasp">> <<else>> <<set _text_output to "growl">> <</if>> <<default>> <<set _text_output to "try to speak, but hiccup instead. This is a bug, please report to Vrelnir" + (_args[0] isnot undefined ? _args[0] : "undefined")>> <</switch>> <<print _text_output>> <</widget>> <<widget "vagina_lube_amount">> <<if _vagina_lube_amount gte 12>> <span class="red">copious</span> amounts <<elseif _vagina_lube_amount gte 8>> <span class="pink">ample</span> amounts <<elseif _vagina_lube_amount gte 5>> <span class="pink">large amount</span> <<elseif _vagina_lube_amount gte 3>> <span class="purple">fair</span> amount <<elseif _vagina_lube_amount gte 2>> <span class="purple">meagre</span> amount <<else>> <span class="purple">paltry</span> amount <</if>> <</widget>> <<widget "anus_lube_amount">> <<if _anus_lube_amount gte 12>> <span class="red">copious</span> amounts <<elseif _anus_lube_amount gte 8>> <span class="pink">ample</span> amounts <<elseif _anus_lube_amount gte 5>> <span class="pink">large amount</span> <<elseif _anus_lube_amount gte 3>> <span class="purple">fair</span> amount <<elseif _anus_lube_amount gte 2>> <span class="purple">meagre</span> amount <<else>> <span class="purple">paltry</span> amount <</if>> <</widget>> <<widget "penis_lube_amount">> <<if _penis_lube_amount gte 10>> <span class="red">copious</span> amounts <<elseif _penis_lube_amount gte 6>> <span class="pink">ample</span> amounts <<elseif _penis_lube_amount gte 4>> <span class="pink">large amount</span> <<elseif _penis_lube_amount gte 3>> <span class="purple">fair</span> amount <<elseif _penis_lube_amount gte 2>> <span class="purple">meagre</span> amount <<else>> <span class="purple">paltry</span> amount <</if>> <</widget>> <<widget "vagina_lube_text">> <<set _vagina_lube_amount to setup.bodyliquid.combined("vagina") + setup.bodyliquid.combined("vaginaoutside") + Math.max(0, $vaginaArousalWetness - 60) / 5>> <<if _vagina_lube_amount lte 0>> Despite how dry you are, <<else>> Aided by the <<vagina_lube_amount>> of lubricating fluid, <</if>> <</widget>> <<widget "anus_lube_text">> <<set _anus_lube_amount to setup.bodyliquid.combined("anus") + setup.bodyliquid.combined("bottom")>> <<if _anus_lube_amount lte 0>> Despite the lack of lubrication, <<else>> Aided by the <<anus_lube_amount>> of lubricating fluid, <</if>> <</widget>> <<widget "penis_lube_text">> <<set _penis_lube_amount to setup.bodyliquid.combined("penis")>> <<if _penis_lube_amount lte 0>> Despite the lack of lubrication, <<else>> Aided by the <<penis_lube_amount>> of lubricating fluid, <</if>> <</widget>> <<widget "small_text">> <<if !$settings.blindStatsEnabled>> | <<if $physiquesize lte 6000>> <span class="teal">Tiny Body</span> <<elseif $physiquesize lte 10000>> <span class="teal">Small Body</span> <<elseif $physiquesize lte 12000>> <span class="teal">Not too big</span> <<else>> <span class="teal">Not too big</span> <</if>> <</if>> <</widget>> <<widget "large_text">> <<if !$settings.blindStatsEnabled>> | <<if $physiquesize gte 16000>> <span class="teal">Large Body</span> <<elseif $physiquesize gte 12000>> <span class="teal">Normal Body</span> <<elseif $physiquesize gte 10000>> <span class="teal">Not too small</span> <<else>> <span class="teal">Not too small</span> <</if>> <</if>> <</widget>> <<widget "body_size_text">> <<switch $physiquesize>> <<case lte 6000>> <<set _text_output to either("tiny", "dainty", "petite", "minuscule", "delicate") + " ">> <<case lte 10000>> <<set _text_output to either("short", "small", "little", "smallish") + " ">> <<case lte 12000>> <<set _text_output to either("average", "normal", "regular") + " ">> <<case lte 16000>> <<set _text_output to either("tall", "strong", "powerful", "large") + " ">> <<default>> <</switch>> <<set _text_output to _text_output + either("body","frame","anatomy", "torso")>> <<print _text_output>> <</widget>> <<widget "monster_passage">> <!-- Unused widget --> <<if _monster_passage is undefined>> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <<if maleChance() gte 100>> <<set _monster_passage to "m">> <<elseif maleChance() lte 0>> <<set _monster_passage to "f">> <<else>> <<set _monster_passage to "b">> <</if>> <<else>> <<set _monster_passage to "n">> <</if>> <</if>> <</widget>> <<widget "farm_text_many">> <<set $_bgender to $farm_work[_args[0]].gender_plural>> <<set $_bperson to ($farm_work[_args[0]].monster_roll is true and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<if _args[0] is "horse">> <<if $_bperson>> <<set _text_output to "centaurs">> <<else>> <<set _text_output to "horses">> <</if>> <<elseif _args[0] is "pig">> <<if $_bperson>> <<if $_bgender is "m">> <<set _text_output to "pigboys">> <<elseif $_bgender is "f">> <<set _text_output to "piggirls">> <<else>> <<set _text_output to "pigpeople">> <</if>> <<else>> <<set _text_output to "pigs">> <</if>> <<elseif _args[0] is "dog">> <<if $_bperson>> <<if $_bgender is "m">> <<set _text_output to "dogboys">> <<elseif $_bgender is "f">> <<set _text_output to "doggirls">> <<else>> <<set _text_output to "dogpeople">> <</if>> <<else>> <<set _text_output to "dogs">> <</if>> <<else>> <<if $_bperson>> <<if $_bgender is "m">> <<set _text_output to "bullboys">> <<elseif $_bgender is "f">> <<set _text_output to "cowgirls">> <<else>> <<set _text_output to "cattle">> <</if>> <<else>> <<if $_bgender is "m">> <<set _text_output to "bulls">> <<elseif $_bgender is "f">> <<set _text_output to "cows">> <<else>> <<set _text_output to "cattle">> <</if>> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "farm_text">> <<set $_bgender to $farm_work[_args[0]].gender>> <<set $_bperson to ($farm_work[_args[0]].monster_roll is true and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<if _args[0] is "horse">> <<if $_bperson>> <<set _text_output to "centaur">> <<else>> <<set _text_output to "horse">> <</if>> <<elseif _args[0] is "pig">> <<if $_bperson>> <<set _text_output to ($_bgender is "m" ? "pigboy" : "piggirl")>> <<else>> <<set _text_output to "pig">> <</if>> <<elseif _args[0] is "dog">> <<if $_bperson>> <<set _text_output to ($_bgender is "m" ? "dogboy" : "doggirl")>> <<else>> <<set _text_output to "dog">> <</if>> <<else>> <<if $_bperson>> <<set _text_output to ($_bgender is "m" ? "bullboy" : "cowgirl")>> <<else>> <<set _text_output to ($_bgender is "m" ? "bull" : "cow")>> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "farm_he">> <<if $farm_work[_args[0]].monster>> <<if $farm_work[_args[0]].gender is "m">> <<set _text_output to "he">> <<else>> <<set _text_output to "she">> <</if>> <<else>> <<set _text_output to "it">> <</if>> <<print _text_output>> <</widget>> <<widget "farm_He">> <<if $farm_work[_args[0]].monster>> <<if $farm_work[_args[0]].gender is "m">> <<set _text_output to "He">> <<else>> <<set _text_output to "She">> <</if>> <<else>> <<set _text_output to "It">> <</if>> <<print _text_output>> <</widget>> <<widget "farm_him">> <<if $farm_work[_args[0]].monster>> <<if $farm_work[_args[0]].gender is "m">> <<set _text_output to "him">> <<else>> <<set _text_output to "her">> <</if>> <<else>> <<set _text_output to "it">> <</if>> <<print _text_output>> <</widget>> <<widget "farm_his">> <<if $farm_work[_args[0]].monster>> <<if $farm_work[_args[0]].gender is "m">> <<set _text_output to "his">> <<else>> <<set _text_output to "her">> <</if>> <<else>> <<set _text_output to "its">> <</if>> <<print _text_output>> <</widget>> <<widget "farm_His">> <<if $farm_work[_args[0]].monster>> <<if $farm_work[_args[0]].gender is "m">> <<set _text_output to "His">> <<else>> <<set _text_output to "Her">> <</if>> <<else>> <<set _text_output to "Its">> <</if>> <<print _text_output>> <</widget>> <<widget "master">><<silently>> <<set _text_output to ($pronoun is "m" ? "master" : "mistress")>> <</silently>>_text_output<</widget>> <<widget "Master">><<silently>> <<master>><<capitalise>> <</silently>>_text_output<</widget>> <<widget "daughter">><<silently>> <<set _text_output to ($pronoun is "m" ? "son" : "daughter")>> <</silently>>_text_output<</widget>> <!-- Proper usage example: <<nnpc_he "Robin">> would return "he" or "she" based on Robin's pronoun. --> <!-- Useful for needing to call a named NPC's pronoun in a scene that doesn't directly include them, or for more efficient usage in scenes with multiple named NPCs. --> <<widget "nnpc_he">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "he" : "she")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_He">><<silently>> <<nnpc_he _args[0]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_him">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "him" : "her")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_Him">><<silently>> <<nnpc_him _args[0]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_his">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "his" : "her")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_His">><<silently>> <<nnpc_his _args[0]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_hers">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "his" : "hers")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_hes">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "he's" : "she's")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_Hes">><<silently>> <<nnpc_hes _args[0]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_himself">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "himself" : "herself")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_wife">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "husband" : "wife")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_lass">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "lad" : "lass")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_gender">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "man" : "woman")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_gendery">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "boy" : "girl")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_genitals">><<silently>> <<set _npcGender to C.npc[_args[0]].gender>> <<set _text_output to (_npcGender is "m" ? "penis" : "vagina")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_girlfriend">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "boyfriend" : "girlfriend")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_brother">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "brother" : "sister")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_Brother">><<silently>> <<nnpc_brother _args[0]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_daughter">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "son" : "daughter")>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_title">><<silently>> <<set _text_output to C.npc[_args[0]].title>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_Title">><<silently>> <<nnpc_title _args[0]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "nnpc_master">><<silently>> <<set _npcPronoun to C.npc[_args[0]].pronoun>> <<set _text_output to (_npcPronoun is "m" ? "master" : "mistress")>> <</silently>>_text_output<</widget>> <<widget "daylight">> <<if Weather.dayState is "day">> <<set _text_output to "daylight">> <<elseif Weather.dayState is "dawn">> <<set _text_output to "dawn's light">> <<elseif Weather.dayState is "dusk">> <<set _text_output to "fading light">> <<else>> <<if Time.hour is 9 or Time.season is "summer">> <<set _text_output to "twilight">> <<else>> <<set _text_output to "night breeze">> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "printTo">> to <</widget>> <<widget "printAnd">> and <</widget>> <<widget "printChastity">> $worn.genitals.name <</widget>> <<widget "beast_jaws_text">> <<if $NPCList[_n].type is "hawk">> <<set _text_output to "beak">> <<else>> <<set _text_output to "jaws">> <</if>> <<print _text_output>> <</widget>> <<widget "beast_Jaws_text">> <<if $NPCList[_n].type is "hawk">> <<set _text_output to "Beak">> <<else>> <<set _text_output to "Jaws">> <</if>> <<print _text_output>> <</widget>> <<widget "beast_teeth_text">> <<if $NPCList[_n].type is "hawk">> <<set _text_output to "beak">> <<else>> <<set _text_output to "teeth">> <</if>> <<print _text_output>> <</widget>> <<widget "beast_claws_text">> <<if $NPCList[_n].type is "hawk">> <<set _text_output to "talons">> <<else>> <<set _text_output to $NPCList[_n].claws>> <!-- <<set _text_output to "claws">> --> <</if>> <<print _text_output>> <</widget>> <<widget "beast_growls_text">> <<set $_type to _args[0] ? _args[0] : $NPCList[_n].type>> <<if ["hawk","harpy"].includes($_type)>> <<set _text_output to "squawks">> <<elseif $_type.includes("pig")>> <<set _text_output to "oinks">> <<elseif $_type.includes("dolphin")>> <<set _text_output to "clicks">> <<elseif $_type.includes("spider")>> <<set _text_output to "chitters">> <<elseif $_type.includes("lizard")>> <<set _text_output to "hisses">> <<elseif ["boar","horse","centaur"].includes($_type)>> <<set _text_output to "huffs">> <<else>> <<set _text_output to "growls">> <</if>> <<print _text_output>> <</widget>> <<widget "beast_growling_text">> <<set $_type to _args[0] ? _args[0] : $NPCList[_n].type>> <<if ["hawk","harpy"].includes($_type)>> <<set _text_output to "squawking">> <<elseif $_type.includes("pig")>> <<set _text_output to "oinking">> <<elseif $_type.includes("dolphin")>> <<set _text_output to "clicking">> <<elseif $_type.includes("spider")>> <<set _text_output to "chittering">> <<elseif $_type.includes("lizard")>> <<set _text_output to "hissing">> <<elseif ["boar","horse","centaur"].includes($_type)>> <<set _text_output to "huffing">> <<else>> <<set _text_output to "growling">> <</if>> <<print _text_output>> <</widget>> <<widget "dress">> <<if $worn.upper.set is $worn.lower.set>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<set _text_output to "dress">> <<else>> <<set _text_output to "clothes">> <</if>> <<else>> <<set _text_output to "top">> <</if>> <<print _text_output>> <</widget>> <<widget "skirt">> <<if $worn.upper.set is $worn.lower.set>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<set _text_output to "dress">> <<else>> <<set _text_output to "clothes">> <</if>> <<else>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<set _text_output to "skirt">> <<else>> <<set _text_output to "bottoms">> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "panties">> <<if $worn.under_upper.set is $worn.under_lower.set>> <<set _text_output to "underclothes">> <<else>> <<if setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].skirt is 1>> <<set _text_output to "skirt">> <<else>> <<if $worn.under_lower.gender is "f">> <<if random(1, 2) is 2>> <<set _text_output to "panties">> <<else>> <<set _text_output to "knickers">> <</if>> <<else>> <<set _text_output to "undies">> <</if>> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "bra">> <<if $worn.under_upper.set is $worn.under_lower.set>> <<set _text_output to "underclothes">> <<else>> <<if $worn.under_upper.gender is "f" and setup.clothes.under_upper[clothesIndex('under_upper', $worn.under_upper)].state_base is "midriff">> <<set _text_output to "bra">> <<else>> <<set _text_output to "top">> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "npcPenis">><<silently>> <<set $_npcGen to (_args[0] ?? $index)>> <<if !$NPCList[$_npcGen]>> <<set _text_output to `<span class="red">error-npcPenis-${$_npcGen}</span>`>> <<elseif $NPCList[$_npcGen].chastity.penis is "chastity cage">> <<set _text_output to "caged penis">> <<elseif $NPCList[$_npcGen].chastity.penis.includes("chastity")>> <<set _text_output to $NPCList[$_npcGen].chastity.penis>> <<elseif npcHasStrapon($_npcGen)>> <<set _text_output to either("strap-on","strap-on cock")>> <<else>> <<set _text_output to $NPCList[$_npcGen].penisdesc>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "npcPenisSimple">><<silently>> <<if $enemynomax is 1>> <<set _args[0] to 0>> <</if>> <<set $_npcGen to (_args[0] ?? $index)>> <<if !$NPCList[$_npcGen]>> <<set _text_output to `<span class="red">error-npcPenisSimple-${$_npcGen}</span>`>> <<elseif $NPCList[$_npcGen].chastity.penis is "chastity cage">> <<set _text_output to "caged penis">> <<elseif $NPCList[$_npcGen].chastity.penis.includes("chastity")>> <<set _text_output to $NPCList[$_npcGen].chastity.penis>> <<elseif npcHasStrapon($_npcGen)>> <<set _text_output to either("strap-on","strap-on cock")>> <<else>> <<set _text_output to either("penis","penis","cock","shaft")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "npcPenisColored">> <<set $_npcGen to (_args[0] ?? $index)>> <<set $_ppcolor to "tan">> <<if !$NPCList[$_npcGen]>> <<set _text_output to `<span class="red">error-npcPenisColored-${$_npcGen}</span>`>> <<elseif $NPCList[$_npcGen].chastity.penis.includes("chastity")>> <<set $_ppcolor to "grey">> <<set _text_output to $NPCList[$_npcGen].chastity.penis>> <<elseif npcHasStrapon($_npcGen)>> /*<<set $_straponcolor to $NPCList[$_npcGen].penisdesc.split(" ")>> <<set $_ppcolor to $_straponcolor[1]>>*/ <<set $_ppcolor to $NPCList[$_npcGen].strapon.color>> <<if $_ppcolor is "fleshy">><<set $_ppcolor to "tan">><</if>> <<set _text_output to $NPCList[$_npcGen].penisdesc>> <<else>> <<set _text_output to $NPCList[$_npcGen].penisdesc>> <</if>> <span @class=$_ppcolor><b><<print _text_output>></b></span> <</widget>> <<widget "npcVagina">><<silently>> <<set $_npcGen to (_args[0] ?? $index)>> <<if !$NPCList[$_npcGen]>> <<set _text_output to `<span class="red">error-npcVagina-${$_npcGen}</span>`>> <<elseif $NPCList[$_npcGen].chastity.vagina.includes("chastity")>> <<set _text_output to $NPCList[$_npcGen].chastity.vagina>> <<else>> <<set _text_output to either("vagina","vagina","quim","pussy")>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "npcAnus">> <<set $_npcGen to (_args[0] ?? $index)>> <<if !$NPCList[$_npcGen]>> <<set _text_output to `<span class="red">error-npcAnus-${$_npcGen}</span>`>> <<elseif $NPCList[$_npcGen].chastity.anus.includes("shield")>> <<set _text_output to $NPCList[$_npcGen].chastity.anus>> <<else>> <<set _text_output to "ass">> <</if>> <<print _text_output>> <</widget>> <<widget "npcGenitals">><<silently>> <<set $_npcGen to (_args[0] ?? $index)>> <<if !$NPCList[$_npcGen]>> <<set _text_output to `<span class="red">error-npcGenitals-${$_npcGen}</span>`>> <<elseif $NPCList[$_npcGen].penis isnot "none" and $NPCList[$_npcGen].vagina isnot "none">> <<if _args[1] is "simple">> <<set $_text_output to "<<npcPenisSimple $_npcGen>> and <<npcVagina $_npcGen>>">> <<else>> <<set $_text_output to "<<npcPenis $_npcGen>> and <<npcVagina $_npcGen>>">> <</if>> <<elseif $NPCList[$_npcGen].penis isnot "none">> <<if _args[1] is "simple">> <<set $_text_output to "<<npcPenisSimple $_npcGen>>">> <<else>> <<set $_text_output to "<<npcPenis $_npcGen>>">> <</if>> <<else>> <<set $_text_output to "<<npcVagina $_npcGen>>">> <</if>> <</silently>><<print $_text_output>><</widget>> <<widget "npcChest">><<silently>> <<set $_npcGen to (_args[0] ?? $index)>> <<if !$NPCList[$_npcGen]>> <<set _text_output to `<span class="red">error-npcChest-${$_npcGen}</span>`>> <<elseif $NPCList[$_npcGen].pronoun is "m" or $NPCList[$_npcGen].breastsize is 0>> <<set _text_output to "chest">> <<else>> <<set _text_output to $NPCList[$_npcGen].breastsdesc>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "npcHairColour">><<silently>> <<if _args[0]>> <<switch C.npc[_args[0]].hairColour>> <<case "strawberryblond">> <<set _text_output to "strawberry blond">> <<case "platinumblond">> <<set _text_output to "platinum blond">> <<case "lightbrown">> <<set _text_output to "light brown">> <<default>> <<set _text_output to C.npc[_args[0]].hairColour>> <</switch>> <<else>> <<set _text_output to "phantasmal ghost colour because someone forgot to define an NPC for the npcHairColour widget, please inform Vrelnir">> <</if>> <</silently>><<print _text_output>><</widget>> <!-- Argument 0 is the appropriate NPCName or NPCList object. Argument 1 should be "upper", "lower", or "both" Argument 2, where appropriate, determines whether it's the player undressing the NPC or the NPC undressing themselves--> <<widget "npcClothesText">><<silently>> <<if _args[0]>> <<set $_npc to _args[0]>> <<set $_part to (_args[1] ? _args[1] : "both")>> <<switch $_part>> <<case "both">> <<set _text_output to setup.npcClothesSets.find(item => item.name === $_npc.clothes.set).desc>> <<case "upper">> <<set _text_output to $_npc.clothes.upper.name>> <<case "lower">> <<set _text_output to $_npc.clothes.lower.name>> <<default>> <<set _text_output to '<span class="red">ERROR: Invalid NPC clothing case. (NPC: $_npc.fullDescription, part called: $_part) Please inform PurityGuy</span>'>> <</switch>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "npcUndressText">><<silently>> <<if _args[0]>> <<set $_npc to _args[0]>> <<set $_part to (_args[1] ? _args[1] : "both")>> <<set $_self to (_args[2] ? true : false)>> <<set $_his to ($combat is 1 ? "<<hisselect $index>>" : "<<his>>")>> <<set _text_output to "">> <<if !$_npc.clothes>> <<set _text_output += '<span class="red">ERROR: NPC ($_npc.fullDescription) clothes are undefined! Please inform PurityGuy</span>'>> <<elseif $_part is "both">> <<set _text_output += ($_self ? "removes" : "remove")>> <<set _text_output += " $_his setup.npcClothesSets.find(item => item.name === $_npc.clothes.set).desc">> <<else>> <<set $_clothesAction to setup.npcClothesSets.find(item => item.name === $_npc.clothes.set).clothes[$_part].action>> <<switch $_clothesAction>> <<case "lift">><<set _actionText to ($_self ? "lifts" : "lift")>> <<case "pull">><<set _actionText to ($_self ? "pulls down" : "pull down")>> <<case "unbutton">><<set _actionText to ($_self ? "unbuttons" : "unbutton")>> <<case "unzip">><<set _actionText to ($_self ? "unzips" : "unzip")>> <<case "aside">><<set _actionText to ($_self ? "pushes aside" : "push aside")>> <<case "open">><<set _actionText to ($_self ? "opens" : "open")>> <<case "undo">><<set _actionText to ($_self ? "undoes" : "undo")>> <<case "unwrap">><<set _actionText to ($_self ? "unwraps" : "unwrap")>> <<default>><<set _actionText to '<span class="red">ERROR: Invalid NPC clothing action. (NPC: $_npc.fullDescription, part called: $_part, action: $_clothesAction) Please inform PurityGuy</span>'>> <</switch>> <<set _text_output += _actionText + " $_his $_npc.clothes[$_part].name">> <</if>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "npcRevealText">><<silently>> <<set $_npc to _args[0]>> <<set $_part to _args[1]>> /* can be "upper" or "lower" */ <<set $_mod to _args[2]>> <<set _text_output to "revealing ">> <<if $_mod is "name">> <<if $NPCNameList.includes($_npc.fullDescription)>> <<set _text_output += "$_npc.fullDescription's ">> <<elseif $_npc.name_known is 1>> <<set _text_output += "$_npc.name's ">> <<else>> <<set _text_output += "the $_npc.fullDescription's ">> <</if>> <<elseif $_mod is "desc">> <<if $NPCNameList.includes($_npc.fullDescription)>> <<set _text_output += "the $_npc.description's ">> <<else>> <<set _text_output += "the $_npc.fullDescription's ">> <</if>> <<else>> <<set _text_output += "<<his>> ">> <</if>> <<if $_part is "both">> <<set $_chest to ($_npc.pronoun is "m" || $_npc.breastsize is 0 ? "chest" : $_npc.breastsdesc)>> <<set _text_output += "$_chest and ">> <</if>> <<if ["both","lower"].includes($_part)>> <<if $_npc.penis isnot "none" and $_npc.vagina isnot "none">> <<set _text_output += "$_npc.penisdesc and <<his>> ">> <<set _text_output += $enemyarousal gte 40 ? "moistened pussy" : "pussy">> <<if $_npc.chastity.penis.includes("chastity")>> <<set _text_output += ", inside of a $_npc.chastity.penis">> <</if>> <<elseif $_npc.penis isnot "none">> <<set _text_output += $_npc.penisdesc>> <<if $_npc.penisdesc.includes("strap-on")>> <!-- placeholder --> <<else>> <<if $_npc.chastity.penis.includes("chastity")>> <<set _text_output += ", inside of a $_npc.chastity.penis">> <<else>> <<set _text_output += ", fully erect">> <</if>> <</if>> <<elseif $_npc.vagina isnot "none">> <<set _text_output += $enemyarousal gte 40 ? "moistened pussy" : "pussy">> <<if $_npc.chastity.vagina.includes("chastity")>> <<set _text_output += " behind a $_npc.chastity.vagina">> <</if>> <</if>> <<else>> <<set $_chest to ($_npc.pronoun is "m" || $_npc.breastsize is 0 ? "chest" : $_npc.breastsdesc)>> <<set _text_output += "$_chest">> <</if>> <!-- intentionally omitting a period, for flexibility; do not forget to add one after you use this widget --> <</silently>>_text_output<</widget>> <<widget "npcGenitalReaction">> <<set $_npc to _args[0]>> <<if !$worn.face.type.includes("blindfold")>> <<if $_npc.penis isnot "none">> <<switch $_npc.penissize>> <<case 4>> <span class="red"> <<print setup.npcPenisRemarks["big"].random()>></span> <<case 1>> <span class="green"> <<print setup.npcPenisRemarks["small"].random()>></span> <<default>> <</switch>> <</if>> <<if $_npc.vagina isnot "none">> <!-- Placeholder --> <</if>> <</if>> <</widget>> <<widget "npcHurt">> <<switch _args[0]>> <<case "Robin">> <<set _text_output to "upset about "+$robin.hurtReason>> <<default>> <<set _text_output to either("hurt","upset")>> <</switch>> <<print _text_output>> <</widget>> <<widget "gbeauty">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Beauty</span> <</if>> <</widget>> <<widget "ggbeauty">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + Beauty</span> <</if>> <</widget>> <<widget "gggbeauty">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + + Beauty</span> <</if>> <</widget>> <<widget "gseduction">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Seduction</span> <</if>> <</widget>> <<widget "ggseduction">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + Seduction</span> <</if>> <</widget>> <<widget "gggseduction">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + + Seduction</span> <</if>> <</widget>> <<widget "gskulduggery">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Skulduggery</span> <</if>> <</widget>> <<widget "ggskulduggery">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + Skulduggery</span> <</if>> <</widget>> <<widget "gggskulduggery">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + + Skulduggery</span> <</if>> <</widget>> <!-- usage <<number -69>> -> "negative sixty-nine" <<number 69 silent>> -> _text_output = "sixty-nine" --> <<widget "number">><<silently>> <<set $_x to _args[0]>> <<if $_x lte -100 or $_x gte 100 or Math.floor($_x) isnot $_x>> <<set _text_output to ""+$_x>> <<else>> <<if $_x lt 0>> <<set _text_output to "negative ">> <<set $_x to -$_x>> <<else>> <<set _text_output to "">> <</if>> <<if $_x is 0>> <<set _text_output to "zero">> <<elseif $_x gte 10 and $_x lte 20>> <<set _text_output to ["ten", "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", "eighteen", "nineteen", "twenty"][$_x-10]>> <<else>> <<set $_ones to ($_x % 10)>> <<set $_tens to ($_x - $_ones)/10>> <<set $_tenword to ["", "", "twenty", "thirty", "forty", "fifty", "sixty", "seventy", "eighty", "ninety"][$_tens]>> <<set $_oneword to ["", "one", "two", "three", "four", "five", "six", "seven", "eight", "nine"][$_ones]>> <<if $_tenword and $_oneword>> <<set _text_output to $_tenword + "-" + $_oneword>> <<else>> <<set _text_output to $_tenword + "" + $_oneword>> <</if>> <</if>> <</if>> <</silently>><<if _args[1] isnot "silent">><<print _text_output>><</if>><</widget>> <<widget "Number">><<number _args[0] silent>><<capitalise>><</widget>> <<widget "location_text">> <<switch $location>> <<case alley>> <<set _text_output to "alley">> <<case forest lake>> <<set _text_output to "forest">> <<case moor>> <<set _text_output to "moor">> <<default>> <<set _text_output to "street">> <</switch>> <<print _text_output>> <</widget>> <<widget "nude_text">> <<if $worn.under_upper.exposed gte 1 and $worn.upper.exposed gte 2 and $worn.over_upper.exposed gte 2>> <<if $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 2>> <<set _text_output to "naked">> <<else>> <<set _text_output to "topless">> <</if>> <<else>> <<if $worn.under_lower.exposed gte 1 and $worn.lower.exposed gte 2 and $worn.over_lower.exposed gte 2>> <<set _text_output to "bottomless">> <<else>> <<set _text_output to "underwear">> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "cast_aside_clothes">> <<if $combatgoal is "strip">> <span class="purple"><<He>> bundles the fabric under <<his>> arm.</span> <<else>> <span class="purple"><<He>> casts aside the fabric.</span> <</if>> <</widget>> <<widget "plant_details">><<silently>> <<if ($location is "moor" and _args[0] isnot "forest" and _args[0] isnot "bog") or _args[0] is "moor">> <<switch Time.season>> <<case "spring">> <<set _text_output to "yellow willow leaves">> <<case "summer">> <<set _text_output to "small purple flowers">> <<case "autumn">> <<set _text_output to "large amber flowers">> <<case "winter">> <<set _text_output to "straw-coloured reeds">> <</switch>> <<elseif ($location is "bog" and _args[0] isnot "forest" and _args[0] isnot "moor") or _args[0] is "bog">> <<switch Time.season>> <<case "spring">> <<set _text_output to "budding twigs">> <<case "summer" "autimn">> <<set _text_output to "braided bundles of wet leaves">> <<case "winter">> <<set _text_output to "briars and thorns">> <</switch>> <<else>> <<switch Time.season>> <<case "spring">> <<set _text_output to "pink blossoms">> <<case "summer">> <<set _text_output to "leaves and flowers">> <<case "autumn">> <<set _text_output to "orange and red leaves">> <<case "winter">> <<set _text_output to "small red berries">> <</switch>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "Plant_details">><<silently>> <<plant_details _args[0]>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "seasonal_beverage">><<silently>> <<switch Time.season>> <<case "spring">> <<set _text_output to "strawberry lemonade">> <<case "summer">> <<set _text_output to "lemonade">> <<case "autumn">> <<set _text_output to "mulled apple cider">> <<case "winter">> <<set _text_output to "hot chocolate">> <</switch>> <</silently>><<print _text_output>><</widget>> <<widget "tower_creature_text">> <<silently>> <<if $NPCList[0].monster is "monster">> <<set _text_output to "horned " + ($NPCList[0].gender is "m" ? "boy" : "girl")>> <<else>> <<set _text_output to either("creature","monster","beast")>> <</if>> <</silently>> <<print _text_output>> <</widget>> <<widget "getTransformParts">> <<set _tfs to ["wolf", "cat", "fox", "bird", "cow", "demon", "fallenAngel", "angel"]>> <<set _tfParts to []>> <<for _i = 0 ; _i lt _tfs.length ; _i++>> <<if (_args[0] is true or !_args[0]) and $transformationParts[_tfs[_i]].ears isnot undefined and $transformationParts[_tfs[_i]].ears isnot "hidden" and $transformationParts[_tfs[_i]].ears isnot "disabled">> <<set _tfParts.push("ears")>> <</if>> <<if (_args[1] is true or !_args[0]) and $transformationParts[_tfs[_i]].wings isnot undefined and $transformationParts[_tfs[_i]].wings isnot "hidden" and $transformationParts[_tfs[_i]].wings isnot "disabled">> <<set _tfParts.push("wings")>> <</if>> <<if (_args[2] is true or !_args[0]) and $transformationParts[_tfs[_i]].tail isnot undefined and $transformationParts[_tfs[_i]].tail isnot "hidden" and $transformationParts[_tfs[_i]].tail isnot "disabled">> <<set _tfParts.push("tail")>> <</if>> <<if (_args[3] is true or !_args[0]) and $transformationParts[_tfs[_i]].halo isnot undefined and $transformationParts[_tfs[_i]].halo isnot "hidden" and $transformationParts[_tfs[_i]].halo isnot "disabled">> <<set _tfParts.push("halo")>> <</if>> <<if (_args[4] is true or !_args[0]) and $transformationParts[_tfs[_i]].horns isnot undefined and $transformationParts[_tfs[_i]].horns isnot "hidden" and $transformationParts[_tfs[_i]].horns isnot "disabled">> <<set _tfParts.push("horns")>> <</if>> <<if (_args[5] is true or !_args[0]) and $transformationParts[_tfs[_i]].plumage isnot undefined and $transformationParts[_tfs[_i]].plumage isnot "hidden" and $transformationParts[_tfs[_i]].plumage isnot "disabled">> <<set _tfParts.push("plumage")>> <</if>> <<if (_args[6] is true or !_args[0]) and $transformationParts[_tfs[_i]].malar isnot undefined and $transformationParts[_tfs[_i]].malar isnot "hidden" and $transformationParts[_tfs[_i]].malar isnot "disabled">> <<set _tfParts.push("malar")>> <</if>> <<if (_args[7] is true or !_args[0]) and $transformationParts[_tfs[_i]].cheeks isnot undefined and $transformationParts[_tfs[_i]].cheeks isnot "hidden" and $transformationParts[_tfs[_i]].cheeks isnot "disabled">> <<set _tfParts.push("cheeks")>> <</if>> <<if (_args[8] is true or !_args[0]) and $transformationParts[_tfs[_i]].eyes isnot undefined and $transformationParts[_tfs[_i]].eyes isnot "hidden" and $transformationParts[_tfs[_i]].eyes isnot "disabled">> <<set _tfParts.push("eyes")>> <</if>> <<if (_args[9] is true or !_args[0]) and $transformationParts[_tfs[_i]].heterochromia isnot undefined and $transformationParts[_tfs[_i]].heterochromia isnot "hidden" and $transformationParts[_tfs[_i]].heterochromia isnot "disabled">> <<set _tfParts.push("heterochromia")>> <</if>> <<if (_args[10] is true or !_args[0]) and $transformationParts[_tfs[_i]].pubes isnot undefined and $transformationParts[_tfs[_i]].pubes isnot "hidden" and $transformationParts[_tfs[_i]].pubes isnot "disabled">> <<set _tfParts.push("pubes")>> <</if>> <<if (_args[11] is true or !_args[0]) and $transformationParts[_tfs[_i]].pits isnot undefined and $transformationParts[_tfs[_i]].pits isnot "hidden" and $transformationParts[_tfs[_i]].pits isnot "disabled">> <<set _tfParts.push("pits")>> <</if>> <</for>> <</widget>> <!-- Jimmy: Commented out for deprecation. Use: ?vulva See 03-JavaScript/Templates/.. <<widget "vulva">> <<print either("vulva","vulva","quim","flange","pussy")>> <</widget>> --> <<widget "penisSimple">><<silently>> <<set _text_output to (playerHasStrapon() ? "strap-on": "penis")>> <</silently>><<print _text_output>><</widget>> <<widget "gfabric">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Fabric</span> <</if>> <</widget>> <<widget "passPercent">> <<if !$settings.blindStatsEnabled>> | <<if _args[0] gt 0>> <span class="green">+ _args[0]% pass chance</span> <<else>> <span class="red">- <<= Math.abs(_args[0])>>% pass chance</span> <</if>> <</if>> <</widget>> <<widget "galcohol">> <<if !$settings.blindStatsEnabled>> | <span class="purple">+ Alcohol</span> <</if>> <</widget>> <<widget "ggalcohol">> <<if !$settings.blindStatsEnabled>> | <span class="purple">+ + Alcohol</span> <</if>> <</widget>> <<widget "gggalcohol">> <<if !$settings.blindStatsEnabled>> | <span class="purple">+ + + Alcohol</span> <</if>> <</widget>> <<widget "gdrugged">> <<if !$settings.blindStatsEnabled>> | <span class="pink">+ Drugged</span> <</if>> <</widget>> <<widget "ggdrugged">> <<if !$settings.blindStatsEnabled>> | <span class="pink">+ + Drugged</span> <</if>> <</widget>> <<widget "gggdrugged">> <<if !$settings.blindStatsEnabled>> | <span class="pink">+ + + Drugged</span> <</if>> <</widget>> <<widget "cute">><<silently>> <<if $player.gender_appearance is "f">> <<set _text_output to (random(1) is 0 ? "cute" : "pretty")>> <<else>> <<set _text_output to (random(1) is 0 ? "cute" : "handsome")>> <</if>> <</silently>>_text_output<</widget>> <<widget "a_role">><<silently>> <<if $role and $role isnot "normal">> <<if ["A","E","I","O","U"].some(role => $role.startsWith(role))>> <<set _text_output to "an " + $role>> <<else>> <<set _text_output to "a " + $role>> <</if>> <<else>> <<personsimple "normal">> <<set _text_output to "a " + _text_output>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "A_role">><<silently>> <<a_role>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "bred">> <<if $settings.pregnancySpeechEnabled>> <<if random(1, 10000) is 10000>> <<set _text_output to "bread">> <<else>> <<set _text_output to "bred">> <</if>> <<else>> <<set _text_output to "fucked">> <</if>> <<print _text_output>> <</widget>> <<widget "dangerousText">> <<if !$settings.blindStatsEnabled>> | <span class="red">Dangerous</span> <</if>> <</widget>> <<widget "orgasmTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Hedonist</span> <<else>> <span class="lewd">Orgasm Addict</span> <</if>> <</if>> <</widget>> <<widget "chokeTrait">> <<if !$settings.blindStatsEnabled>> | <span class="lewd">Asphyxiophilia</span> <</if>> <</widget>> <<widget "ejacTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Cumoisseur</span> <<else>> <span class="lewd">Cum Dump</span> <</if>> <</if>> <</widget>> <<widget "molestTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Graceful</span> <<else>> <span class="lewd">Plaything</span> <</if>> <</if>> <</widget>> <<widget "rapeTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Survivor</span> <<else>> <span class="lewd">Fucktoy</span> <</if>> <</if>> <</widget>> <<widget "bestialityTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Tamer</span> <<else>> <span class="lewd">Bitch</span> <</if>> <</if>> <</widget>> <<widget "tentacleTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Witch</span> <<else>> <span class="lewd">Prey</span> <</if>> <</if>> <</widget>> <<widget "voreTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Daredevil</span> <<else>> <span class="lewd">Tasty</span> <</if>> <</if>> <</widget>> <<widget "milkTrait">> <<if !$settings.blindStatsEnabled>> | <<if $submissive lte 850>> <span class="lewd">Milk Enthusiast</span> <<else>> <span class="lewd">Milk Addict</span> <</if>> <</if>> <</widget>> <<widget "stockholmTrait">> <<if !$settings.blindStatsEnabled>> | <span class="gold">Stockholm Syndrome<<if _args[0]>>: <<print _args[0]>><</if>></span> <</if>> <</widget>> <<widget "note">> <<if !$settings.blindStatsEnabled and _args[0]>> | <span @class="_args[1]"><<print _args[0]>></span> <</if>> <</widget>> <<widget "furnitureWarning">> <<switch _args[0]>> <<case "decoration">> <<set $_furniture to Furniture.get('decoration')>> <<case "windowsill">> <<set $_furniture to Furniture.get('windowsill')>> <<case "wallpaper">> <<set $_furniture to $furniture.bedroom.wallpaper>> <<case "poster">> <<set $_furniture to $furniture.bedroom.poster>> <</switch>> <<if !$settings.blindStatsEnabled and $_furniture>> | <span class="blue">This will replace your <<if _args[0] is "wallpaper" or _args[0] is "poster">>current <<print _args[0]>><<else>><<print $_furniture.name>><</if>></span> <</if>> <</widget>> <<widget "horsegenitalsdesc">><<silently>> <<if $NPCList[0].penis isnot "none">> <<if _args[0]>> /* Size */ <<set _text_output to either("enormous","huge","massive")>> <<else>> <<set _text_output to either("engorged","throbbing","swollen")>> <</if>> <<else>> <<if _args[0]>> <<set _text_output to either("plump", "puffy", "pillowy")>> <<else>> <<set _text_output to either("glistening","dripping","soaked","quivering")>> <</if>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "fadeText">> <span class="originalText fade-out">_args[0]</span> <span class="changedText" hidden="">_args[1]</span> <<set _delay to (_delay ? _delay : []).concat(_args[2] ? _args[2] : 1)>> <<script>> T.currentPassage = State.passage; $(document).one(':passageend', function(ev) { const originalTargets = [...document.getElementsByClassName('originalText')]; const changedTargets = [...document.getElementsByClassName('changedText')]; originalTargets.forEach((ele, index) => { if (ele instanceof HTMLElement) { setTimeout(() => { if (State.passage === T.currentPassage) { ele.remove(); changedTargets[index].hidden = false; changedTargets[index].classList.add('fade-in') } }, T.delay[index] * 1000); ele.addEventListener('animationend', function() { ele.style.opacity = '0'; }); } }); }); <</script>> <</widget>> <<widget "badEndProse">><<silently>> <<switch _args[0]>> <<case "Underground Farm">><<set _text_output to "Remy's farm">><<if _args[1] is "at">><<set _text_output to "at " + _text_output>><</if>> <<case "Eden">><<set _text_output to "Eden's cabin">><<if _args[1] is "at">><<set _text_output to "at " + _text_output>><</if>> <<case "Kylar Abduction">><<set _text_output to "Kylar's manor">><<if _args[1] is "at">><<set _text_output to "at " + _text_output>><</if>> <<case "Underground Dungeon">><<set _text_output to "the underground brothel">><<if _args[1] is "at">><<set _text_output to "in " + _text_output>><</if>> <<case "Mines">><<set _text_output to "the caves below the flats">><<if _args[1] is "at">><<set _text_output to "in " + _text_output>><</if>> <<case "Asylum">><<set _text_output to "the asylum in the forest">><<if _args[1] is "at">><<set _text_output to "at " + _text_output>><</if>> <<case "Prison">><<set _text_output to "prison">><<if _args[1] is "at">><<set _text_output to "in " + _text_output>><</if>> <<case "Pound">><<set _text_output to "the dog pound">><<if _args[1] is "at">><<set _text_output to "in " + _text_output>><</if>> <<case "Island">><<set _text_output to "the nearby island">><<if _args[1] is "at">><<set _text_output to "on " + _text_output>><</if>> <<case "Pirate Ship">><<set _text_output to "the pirate ship">><<if _args[1] is "at">><<set _text_output to "on " + _text_output>><</if>> <<case "Wolf Cave">><<set _text_output to "the cave of wolves">><<if _args[1] is "at">><<set _text_output to "in " + _text_output>><</if>> <<default>><<set _text_output to "the " + _args[0].toLowerCase()>><<if _args[1] is "at">><<set _text_output to "at " + _text_output>><</if>> <</switch>> <<if _args[2] is "cap">><<capitalise>><</if>> <</silently>><<print _text_output>><</widget>> <<widget "insufficientStat">><<silently>> /* Args 0-3 are Stat, Task, Color (optional), and Custom Stat (optional, only use when Stat arg is 'custom')*/ /* Example: <<insufficientStat "promiscuity" "to accept such an offer">> ----------------------> would print (in blue): 'You are not promiscuous enough to accept such an offer'*/ /* Example: <<insufficientStat "deviancy" "to do as you were told" "red">> ------------------> would print (in red): 'You are not deviant enough to do as you were told' */ /* Example: <<insufficientStat "housekeeping" "to make arrangements" "purple">> --------------> would print (in purple):'You are not a skilled enough housekeeper to make arrangements' */ /* Example: <<insufficientStat "custom" "to be worthy" "pink" "pious or graceful">> ----------> would print (in pink): 'You are not pious or graceful enough to be worthy' */ /* Example: <<insufficientStat "custom" "to be noticed" "green" "beautiful, alluring, or skilled">> would print (in green): 'You are not beautiful, alluring, or skilled enough to be noticed' */ <<set $_color to _args[2] ? _args[2] : "blue">> <<set $_text_output to "You are not ">> <<switch _args[0]>> <<case "promiscuity">> <<set $_text_output += "promiscuous enough">> <<case "exhibitionism">> <<set $_text_output += "exhibitionistic enough">> <<case "deviancy">> <<set $_text_output += "deviant enough">> <<case "purity">> <<set $_text_output += "pure enough">> <<case "beauty">> <<set $_text_output += "beautiful enough">> <<case "physique">> <<set $_text_output += "strong enough">> <<case "willpower">> <<set $_text_output += "strong willed enough">> <<case "awareness">> <<set $_text_output += "knowledgeable enough">> <<case "skulduggery">> <<set $_text_output += "a skilled enough thief">> <<case "dancing">> <<set $_text_output += "a skilled enough dancer">> <<case "swimming">> <<set $_text_output += "a strong enough swimmer">> <<case "athletics">> <<set $_text_output += "athletic enough">> <<case "tending">> <<set $_text_output += "a skilled enough farmer">> <<case "housekeeping">> <<set $_text_output += "a skilled enough housekeeper">> <<case "science">> <<set $_text_output += "educated enough about science">> <<case "maths">> <<set $_text_output += "educated enough about maths">> <<case "english">> <<set $_text_output += "educated enough about English">> <<case "history">> <<set $_text_output += "educated enough about history">> <<case "submissive">> <<set $_text_output += "defiant enough">> <<case "trust">> <<set $_text_output += "trusted enough">> <<case "custom">> /* Only use this for explicitly non-standard cases, like those that need multiple stats printed */ <<set $_text_output +="_args[3] enough">> <<default>> <<set $_text_output += "lewd enough">> <</switch>> <<set $_text_output += " _args[1].">> /* Throws an error if 'custom' stat input is being used incorrectly */ <<if _args[3] and _args[0] isnot "custom">> <<set $_color to "red">> <<set $_text_output to "Syntax Error: Inputted custom stat '_args[3]' without using the 'custom' stat argument in the \"insufficientStat\" widget. Please report this.">> <<elseif _args[0] is "custom" and !_args[3]>> <<set $_color to "red">> <<set $_text_output to "Syntax Error: Used 'custom' stat argument without inputting a custom stat in the \"insufficientStat\" widget. Please report this.">> <</if>> <</silently>><<if $_text_output>><span @class="$_color"><<print $_text_output>></span><</if>><</widget>> <<widget "anxiety_disorder_text">><<if !$settings.blindStatsEnabled>> | <span class="red">Anxiety Disorder</span> <</if>><</widget>> <<widget "severe_anxiety_disorder_text">><<if !$settings.blindStatsEnabled>> | <span class="red">Severe Anxiety Disorder</span> <</if>><</widget>> <<widget "ordinalList">><<silently>> <<if _args[1] is "cap">> <<set $_and to _args[2] or "and">> <<set $_comma to _args[3] isnot undefined ? _args[3] : true>> <<else>> <<set $_and to _args[1] or "and">> <<set $_comma to _args[2] isnot undefined ? _args[2] : true>> <</if>> <<if typeof _args[0] isnot "object">> <<set _text_output to '<span class="red">Syntax Error: args0 "' + _args[0] + '" is not array.</span>'>> <<elseif !_args[0].length>> <<set _text_output to '<span class="red">Syntax Error: args0 "' + _args[0] + '" is either an object or an empty array.</span>'>> <<else>> <<set $_list to []>> <<for _i range _args[0]>> <<set $_list.push(ordinalWritten(_i))>> <</for>> <<set _text_output to formatList($_list, $_and, $_comma)>> <<if _args[1] is "cap">><<capitalise>><</if>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "hypnosisText">> <<if V.options.textAnimsAll && V.options.textAnimsHypno>><<exit '<span @class="basicHypnoCss()">' + _args[0] + '</span>'>><</if>> <span @class="basicHypnoCss()"><<hypnosisicon "inline">><<= _args[0]>><<hypnosisicon "inline">></span> <</widget>> <<widget "ampm_text">><<silently>> <<if Time.hour is 0>> <<if Time.minute lte 7>> <<set _text_output to "midnight">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past twelve in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past twelve in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to one in the morning">> <<else>> <<set _text_output to "one in the morning">> <</if>> <<elseif Time.hour is 1>> <<if Time.minute lte 7>> <<set _text_output to "one in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past one in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past one in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to two in the morning">> <<else>> <<set _text_output to "two in the morning">> <</if>> <<elseif Time.hour is 2>> <<if Time.minute lte 7>> <<set _text_output to "two in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past two in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past two in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to three in the morning">> <<else>> <<set _text_output to "three in the morning">> <</if>> <<elseif Time.hour is 3>> <<if Time.minute lte 7>> <<set _text_output to "three in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past three in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past three in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to four in the morning">> <<else>> <<set _text_output to "four in the morning">> <</if>> <<elseif Time.hour is 4>> <<if Time.minute lte 7>> <<set _text_output to "four in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past four in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past four in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to five in the morning">> <<else>> <<set _text_output to "five in the morning">> <</if>> <<elseif Time.hour is 5>> <<if Time.minute lte 7>> <<set _text_output to "five in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past five in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past five in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to six in the morning">> <<else>> <<set _text_output to "six in the morning">> <</if>> <<elseif Time.hour is 6>> <<if Time.minute lte 7>> <<set _text_output to "six in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past six in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past six in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to seven in the morning">> <<else>> <<set _text_output to "seven in the morning">> <</if>> <<elseif Time.hour is 7>> <<if Time.minute lte 7>> <<set _text_output to "seven in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past seven in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past seven in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to eight in the morning">> <<else>> <<set _text_output to "eight in the morning">> <</if>> <<elseif Time.hour is 8>> <<if Time.minute lte 7>> <<set _text_output to "eight in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past eight in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past eight in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to nine in the morning">> <<else>> <<set _text_output to "nine in the morning">> <</if>> <<elseif Time.hour is 9>> <<if Time.minute lte 7>> <<set _text_output to "nine in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past nine in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past nine in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to ten in the morning">> <<else>> <<set _text_output to "ten in the morning">> <</if>> <<elseif Time.hour is 10>> <<if Time.minute lte 7>> <<set _text_output to "ten in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past ten in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past ten in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to eleven in the morning">> <<else>> <<set _text_output to "eleven in the morning">> <</if>> <<elseif Time.hour is 11>> <<if Time.minute lte 7>> <<set _text_output to "eleven in the morning">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past eleven in the morning">> <<elseif Time.minute lte 37>> <<set _text_output to "half past eleven in the morning">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to twelve in the morning">> <<else>> <<set _text_output to "noon">> <</if>> <<elseif Time.hour is 12>> <<if Time.minute lte 7>> <<set _text_output to "noon">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past twelve in the afternoon">> <<elseif Time.minute lte 37>> <<set _text_output to "half past twelve in the afternoon">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to one in the afternoon">> <<else>> <<set _text_output to "one in the afternoon">> <</if>> <<elseif Time.hour is 13>> <<if Time.minute lte 7>> <<set _text_output to "one in the afternoon">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past one in the afternoon">> <<elseif Time.minute lte 37>> <<set _text_output to "half past one in the afternoon">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to two in the afternoon">> <<else>> <<set _text_output to "two in the afternoon">> <</if>> <<elseif Time.hour is 14>> <<if Time.minute lte 7>> <<set _text_output to "two in the afternoon">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past two in the afternoon">> <<elseif Time.minute lte 37>> <<set _text_output to "half past two in the afternoon">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to three in the afternoon">> <<else>> <<set _text_output to "three in the afternoon">> <</if>> <<elseif Time.hour is 15>> <<if Time.minute lte 7>> <<set _text_output to "three in the afternoon">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past three in the afternoon">> <<elseif Time.minute lte 37>> <<set _text_output to "half past three in the afternoon">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to four in the afternoon">> <<else>> <<set _text_output to "four in the afternoon">> <</if>> <<elseif Time.hour is 16>> <<if Time.minute lte 7>> <<set _text_output to "four in the afternoon">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past four in the afternoon">> <<elseif Time.minute lte 37>> <<set _text_output to "half past four in the afternoon">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to five in the afternoon">> <<else>> <<set _text_output to "five in the afternoon">> <</if>> <<elseif Time.hour is 17>> <<if Time.minute lte 7>> <<set _text_output to "five in the afternoon">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past five in the afternoon">> <<elseif Time.minute lte 37>> <<set _text_output to "half past five in the afternoon">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to six in the afternoon">> <<else>> <<set _text_output to "six in the afternoon">> <</if>> <<elseif Time.hour is 18>> <<if Time.minute lte 7>> <<set _text_output to "six in the evening">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past six in the evening">> <<elseif Time.minute lte 37>> <<set _text_output to "half past six in the evening">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to seven in the evening">> <<else>> <<set _text_output to "seven in the evening">> <</if>> <<elseif Time.hour is 19>> <<if Time.minute lte 7>> <<set _text_output to "seven in the evening">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past seven in the evening">> <<elseif Time.minute lte 37>> <<set _text_output to "half past seven in the evening">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to eight in the evening">> <<else>> <<set _text_output to "eight in the evening">> <</if>> <<elseif Time.hour is 20>> <<if Time.minute lte 7>> <<set _text_output to "eight in the evening">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past eight in the evening">> <<elseif Time.minute lte 37>> <<set _text_output to "half past eight in the evening">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to nine in the evening">> <<else>> <<set _text_output to "nine in the evening">> <</if>> <<elseif Time.hour is 21>> <<if Time.minute lte 7>> <<set _text_output to "nine in the evening">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past nine in the evening">> <<elseif Time.minute lte 37>> <<set _text_output to "half past nine in the evening">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to ten in the evening">> <<else>> <<set _text_output to "ten in the evening">> <</if>> <<elseif Time.hour is 22>> <<if Time.minute lte 7>> <<set _text_output to "ten in the evening">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past ten in the evening">> <<elseif Time.minute lte 37>> <<set _text_output to "half past ten in the evening">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to eleven in the evening">> <<else>> <<set _text_output to "eleven in the evening">> <</if>> <<elseif Time.hour is 23>> <<if Time.minute lte 7>> <<set _text_output to "eleven in the evening">> <<elseif Time.minute lte 22>> <<set _text_output to "quarter past eleven in the evening">> <<elseif Time.minute lte 37>> <<set _text_output to "half past eleven in the evening">> <<elseif Time.minute lte 52>> <<set _text_output to "quarter to twelve in the evening">> <<else>> <<set _text_output to "midnight">> <</if>> <</if>> <</silently>><<print _text_output>><</widget>><<widget "init_tips">> <<if !setup.tips>> <<set setup.tips to {}>> <!-- General tips --> <<set setup.tips.general to [ "Arousal increases during lewd acts and decreases over time or when you orgasm.", "Fatigue increases over time. High fatigue increases stress and trauma, but you can sleep to remove it.", "Stress increases when you are assaulted.", "You will pass out if stress gets too high, making you vulnerable.", "Stress usually decreases over time. Fun or relaxing activities also reduce it, as do orgasms.", "Trauma increases when you are assaulted, harassed or humiliated. Trauma slowly decreases over time.", "High trauma causes psychological problems, but also opens up new options.", "Wilfully performing lewd acts will restore your sense of control, mitigating the effects of psychological trauma.", "Feelings of control will diminish when violated.", "Frequently performing lewd acts will inure you to them, allowing more options but requiring more extreme behaviour to achieve a sense of control.", "There are three categories of lewd act; promiscuous, exhibitionist, and deviant.", "Higher promiscuity allows you to initiate lewder acts during consensual encounters.", "Higher exhibitionism allows lewder acts while dancing.", "Promiscuous, exhibitionist, and deviant acts can put you in danger. Be careful.", "You can buy new clothing at the High Street shopping centre.", "You need to wear a uniform to attend school. If you forget it, you might be able to borrow a spare from somewhere, or buy one from the book store.", "If your clothes get destroyed or stolen, you'll have to buy more. You could always just wrap yourself in towels, but it might attract attention.", "Try to get home before dark. There are some nasty people about.", "You can buy a chastity belt from the temple on Wolf Street. They give them out for free to virgins.", "The forest is dangerous. People sometimes never return.", "No matter how bad things seem, there's always a way out.", "If you need some money, the cafe on Cliff Street is always hiring and is fairly safe.", "You'll need a swimsuit for school. You probably don't want to borrow one.", "Your physique will deteriorate if you don't get enough exercise.", "Swimming close to shore is easy. You should practise in a safe environment before swimming further out.", "Going without underwear makes you more vulnerable, particularly if you're wearing a skirt.", "Lower purity can speed up breast and penis growth.", "A topless girl with a flat chest can sometimes pass as a boy.", "If your arms are bound, you should be able to free yourself once in a safe place.", "If a situation seems dangerous, it probably is.", "A chastity belt is a good way to protect your virginity.", "There's a club on Connudatus Street that features erotic dancers. They're always hiring.", "There are rumours of an underground brothel somewhere in town.", "If you want to learn how to dance, there's a studio on Barb Street.", "The storm drains allow quick, secretive travel around town. Rumours of giant lizards are surely wrong.", "Travelling through alleyways lets you shave time off journeys, but unsavoury figures lurk there.", "If you sense something hunting you in the forest, get out before it's too late.", "The students at school can be evil. Particularly towards those with a low social status.", "It's hard to be popular at school and endear yourself to the teachers at the same time. You'll have to make sacrifices.", "If you get a reputation as a delinquent, teachers will no longer respond to your cries for help.", "If you lose your virginity, you'll never be entirely pure again.", "If you orgasm, you'll temporarily lose focus.", "Too many orgasms in a short span of time can be bad for one's mental state.", "When the odds are stacked against you, fighting can make things worse.", "A little defiance can go a long way.", "There are some mental problems that cannot be fully controlled.", "The better your physique, the more effort needed to maintain and improve it.", "Your <span class=\"def\">defiant</span> acts cause more pain if you have a good physique.", "Tactical use of <span class=\"brat\">bratty</span> actions can be very powerful.", "Apologising more than once is pointless.", "Be mindful if you crossdress, some people don't take kindly to it.", "Semen and other lewd fluids will stick around until you wash.", "Walking around covered in lewd fluid will attract attention.", "Genitals are not the only thing that can rob you of your virginity.", "Attempts to influence a molester are less likely to succeed as they become angrier and hornier.", "<span class=\"sub\">Submissive</span> and <span class=\"meek\">meek</span> acts will make someone trust you more, making them easier to influence.", "You can escape from most encounters by inflicting enough pain through <span class=\"def\">defiant</span> acts.", "Enraged assailants will become less hostile as they take their anger out on you.", "If you suffer too much pain, you'll be disabled and unable to act until you recover.", "If you're small or out of shape fighting might just make things worse for you.", "An assailant foiled by a chastity belt will become angrier.", "Assailants might stop gagging you if they trust you more.", "It's much harder to build social status than it is to lose it.", "The tips you make dancing are based on the size of the audience, their arousal and how impressed they are.", "A large, aroused audience can be dangerous.", "Some venues are safer to dance in than others.", "A skilled dancer garners interest more easily.", "Even an unskilled dancer can garner attention, if they're willing to strip.", "Performing lewd or promiscuous acts will inure you to them, even if you already feel in control.", "If you're having trouble with game performance or images not loading correctly, try disabling some images or animations in the settings.", "Being consistently <span class=\"sub\">submissive</span> or <span class=\"def\">defiant</span> can alter your personality and open new options.", "Each turn during an encounter represents ten seconds.", "Anything that increases delinquency will give you detention.", "Your skulduggery determines your ability to perform underhanded acts, including deceiving people and picking locks.", "You can sell stolen goods in the pub on Harvest Street.", "Criminal acts may come back to haunt you.", "News of your lewdness will spread quickly if people take pictures of you in the act.", "You can cover your face to prevent a picture from being linked to you.", "Word of your lewdness will slowly spread, even without hard evidence.", "Allure increases the amount made from tips.", "<span class=\"def\">Defiant</span> acts reduce stress and trauma.", "<span class=\"brat\">Bratty</span> acts reduce trauma but increase stress.", "<span class=\"sub\">Submissive</span> acts reduce trauma but increase stress.", "<span class=\"meek\">Meek</span> acts impact neither stress nor trauma.", "In addition to enter, you can press the z or n key to end the turn.", "Being raped is more traumatic than just being molested.", "Purity drops when something cums inside you, or you cum inside something else.", "Awareness enables more actions during masturbation.", "Beauty increases over time, but excess trauma will decrease it.", "The police station can remove collars.", "It's possible to afford Bailey's demands, no matter how harsh.", "Higher deviancy allows you to initiate lewder acts during consensual encounters with <<if !$settings.bestialityEnabled>>beastpeople<<else>>beasts<</if>>.", "You can exercise nude at the park during the night, if you're lewd enough.", "Naked exercise raises physique faster.", "The drain system is more dangerous if it's raining.", "It's dark in the old sewers. The chance of harassment there isn't based on allure.", "Using both hands to steal during an encounter is faster but more conspicuous.", "The controlled state will not prevent all hallucinations.", "Drunkenness gives stress resistance, but increases tiredness.", "Being drunk can help reduce incoming pain.", "Actions that increase delinquency give detention.", "Masks will conceal your identity and stop fame from rising, but not crime.", "School breaks up for holidays.", "Low purity can increase the volume and generation of your lewd fluids.", "Factors influencing attractiveness can be viewed from your mirror.", "Attractive and seductive characters can convince people to part with more money.", "Some changes only manifest at midnight.", "Try clicking on the \"money/time/day\" stats in the sidebar.", "Check the \"SAVE/OPTIONS\" menu between updates, new options may have been added to it.", "Don't forget to backup your save by exporting in the \"SAVE/OPTIONS\" menu. Can also be done on Android now.", "Slime and semen are powerful lubricants.", "The only road out of town can be found on Harvest Street.", "There's a spa on Danube Street. Working there could get you known by the town's elite.", "Some treasures can be retrieved once a week.", "The dancing skill also improves physical coordination.", "Remember to wrap up warm against the cold.", "The temperature drops at night.", "Wear lighter clothes if you find yourself overheating.", "Clear skies mean warmer days and cooler nights.", "Aboveground freshwater becomes very cold during winter.", "Access to food is not usually an issue. When it is, starvation can weaken your physique.", "Fields take a long time to till with low tending skill.", "Some NPCs become more assertive as their <span class=\"lewd\">lust</span> increases.", "Sleeping while naked or only wearing underwear, pyjamas or eerie accessories helps you sleep better.", "Bound legs will make dancing and swimming very difficult and make athletics impossible.", "You can rent a textbook from the school library, which will increase one of your grades over time.", "The book store in the school library offers school appropriate clothing at a hefty markup.", "Blood moons are said to cause strange behaviour and hallucinations. They happen on the last day of every month.", "Sleeping through a blood moon can be dangerous.", "A slippery stage is a dangerous stage.", "If you're too famous for your liking, someone at the pub may be able to help get eyes off you.", "Committing the same crime too much in a short time will lead the police to you faster.", "Smaller crimes might go entirely unnoticed if you have enough skill.", "Turning yourself in to the police will make your punishment less severe.", ]>> <!-- Weather tips --> <<set setup.tips.weather to [ "Wearing too much clothing in warm temperatures may cause you to pass out.", "Be careful not to wear too little clothing when it's freezing outside, or there is a risk of hypothermia.", "Being wet will cause your body to dissipate heat faster.", "Physical activity, like running, will temporarily increase your body heat.", "Being too hot increases your fatigue and stress gain.", "Being too cold increases the amount of pain you receive, while also reducing your arousal gains.", ]>> <!-- Tentacle tips --> <<set setup.tips.tentacles to [ "Tentacles can ejaculate a lot, but quickly tire when they do.", "When half or more of a monster's tentacles are tired, the monster will withdraw.", "Individual tentacles are easy to deal with.", "Milking tentacles is easier if you're skilled with the body part you're using.", ]>> <!-- Animal TF tips --> <<set setup.tips.animalTFs to [ "Ingesting wolf<<if !$settings.bestialityEnabled>>person<</if>> or fox<<if !$settings.bestialityEnabled>>person<</if>> cum can have strange effects on the body.", "Never try to out-scream a fox<<if !$settings.bestialityEnabled>>person<</if>>.", ]>> <!-- Lactation tips --> <<set setup.tips.lactation to [ "Drinking breast milk lowers purity.", "Having your nipples licked, sucked or played with will encourage milk production.", ]>> <!-- Bodywriting tips --> <<set setup.tips.bodywriting to [ "Permanent marker won't wash off, but will fade with time.", ]>> <!-- Parasite tips --> <<set setup.tips.parasite to [ "The hospital on Nightingale Street has facilities for dealing with large parasites.", "Urchin parasites increase the size of whatever they're attached to.", "Slime parasites decrease the size of whatever they're attached to.", "Maggot parasites increase your arousal over time, but they can be washed off.", "The hospital on Nightingale Street sells a product that can ward off parasites.", ]>> <!-- Slime tips --> <<set setup.tips.slime to [ "Strange slimes are said to live in the abandoned sewers beneath the drains.", ]>> <!-- Plantpeople tips --> <<set setup.tips.plantpeople to [ "There are rumours of people in the forest and moor who are as much plant as they are person. Supposedly, their nectar is a potent aphrodisiac.", "The nectar of some wild flora is known to be dangerously addictive." ]>> <!-- Struggle tips --> <<set setup.tips.struggle to [ "Planting your feet with skill can help increase grip strength.", "Strengthening your grip on a creature will increase the chance of pulling it off.", "A powerful body does not need to rely on skill or stance to grip creatures." ]>> <!-- Hair tips --> <<set setup.tips.hairRuffle to [ "You may wake up with bad hair after a prolonged sleep. Aim to have 7-8 hours of sleep to minimise the chance and get enough rest.", "You can assign a hair style along with a clothing set to quickly dress up and do your hair in one go.", ]>> <!-- Pregnancy tips --> <<set setup.tips.pregnancy to [ "Use protection or take contraceptives if you don't want to end up pregnant.", "You can buy pregnancy tests, as well as fertility boosters or dampeners, at the hospital's pharmacy.", ]>> <!-- Accessibility tips --> <<set setup.tips.accessibility to [ "If some animated text effects (such as hypnosis) are too overwhelming, you can disable them in the options menu." ]>> <!-- Unique tips for Hopeless Cycle --> <<set setup.tips.hopelessCycle to [ "You can clean used bandages in water, but fresh bandages are healthier.", "The prison gruel is bland and not particularly nutritious. However, it at least fills the stomach.", "Water can be used twice before it must be emptied.", "Buckets are wonderful inventions. You can carry three items in a single bucket.", "The disposal channel is dangerous in the dark.", "At the six-armed statue, you can embrace the world's corruption into yourself. This makes aspects of daily life harder, but it's a very nice thing to do.", "Never underestimate the value of sharing a meal.", "Speaking to prisoners is forbidden.", "A little light goes a long way.", "Sleeping nude is both blasphemous and unhealthy.", "Items on the ground may become dirty over time. Some will become dirty right away.", "The Bishop's Hand spends much time in the prayer room.", "Burning tainted items will endear you to your siblings.", "Washing used dishes before returning them is common courtesy.", "Sparring builds bonds with your siblings.", "The Trial of Purity can be attempted every day. Success will reassure your siblings that you remain pure.", "Torches can be used to light other torches anywhere.", "Hatred breeds hatred.", "Paranoia spurs paranoia.", "Stagnation self-perpetuates.", "Punishment for punishment.", "Desperation is a spiral.", "Never be coerced by love.", "This, too, is a trial.", "Stay pure.", "Suffering brings salvation.", "Don't believe her lies." ]>> <<set setup.tips.hopelessCycleSus to [ "Your siblings are eager to punish the wicked.", "Fruit grows in the garden and can be picked during work. The Bishop's Hand will notice missing fruit, however.", "Spare bedsheets can be found in the quarters while you clean. The Bishop's Hand will notice missing sheets, however.", "Kicking over buckets of water will incur suspicion. You can empty water in the disposal channel or at the forest's edge.", "Placing a bedsheet in a bucket will prevent your peers from growing suspicious of its content when entering or leaving the dungeon." ]>> <<set setup.tips.hopelessCycleNoSus to [ "Fruit grows in the garden and can be picked during work.", "Spare bedsheets can be found in the quarters while you clean.", "Kicking over buckets of water is unbecoming of brothers of the faith. You can empty water in the disposal channel or at the forest's edge." ]>> <<set setup.tips.hopelessCycleEnding to [ "Not all stories have happy endings.", "A sad ending is not a failure, just an exploration.", "You can only find the truth by sorting through the lies.", "Some say comedy is tragedy, plus time.", "Hold fast. You can rest soon." ]>> <</if>> <</widget>> <<widget "tips">> <<if $hc>> <<if $tags.includes("ending")>> <<set $_tips to setup.tips.hopelessCycleEnding>> <<else>> <<set $_tips to setup.tips.hopelessCycle>> <<if $hc.suspicionRevealed>> <<set $_tips to $_tips.concat(setup.tips.hopelessCycleSus)>> <<else>> <<set $_tips to $_tips.concat(setup.tips.hopelessCycleNoSus)>> <</if>> <</if>> <<else>> <<set $_tips to setup.tipsList>> <</if>> <<print $_tips.random(true)>> <</widget>> <<widget "generateTipsList">> <<set setup.tipsList to setup.tips.general>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.weather)>> <<if $settings.tentaclesEnabled>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.tentacles)>> <</if>> <<if $settings.transformAnimalEnabled>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.animalTFs)>> <</if>> <<if $settings.breastFeedingEnabled>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.lactation)>> <</if>> <<if $settings?.bodyWritingLevel gte 1>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.bodywriting)>> <</if>> <<if $settings.parasitesEnabled>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.parasite)>> <</if>> <<if $settings.slimesEnabled>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.slime)>> <</if>> <<if $settings.plantsEnabled>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.plantpeople)>> <</if>> <<if [$settings.bestialityEnabled, $settings.plantsEnabled, $settings.slimesEnabled, $settings.lurkersEnabled, $settings.beesEnabled, $settings.waspsEnabled, $settings.slugsEnabled].includes(true)>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.struggle)>> <</if>> <<if $ruffledisable is "f">> <<set setup.tipsList to setup.tipsList.concat(setup.tips.hairRuffle)>> <</if>> <<if ($settings.playerPregnancyHumanEnabled or $settings.playerPregnancyBeastEnabled) and ($player.vaginaExist or canBeMPregnant())>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.pregnancy)>> <</if>> <<if $options.textAnimsAll>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.accessibility)>> <</if>> <</widget>> <<widget "printTipsList">> <<set _tipListOutput to "">> <<run setup.tipsList.forEach((tip, index) => { T.tipListOutput += `${(index+1)}. ${tip} <br>` })>> <<print _tipListOutput>> <</widget>><!-- the return link is placed at both the top and bottom of page for player convenience. --> <<link [[Return|$lastPassage]]>><<unset $lastPassage>><</link>> <br><br> <h3>All Tips</h3> <<generateTipsList>> <<printTipsList>> <br> <<link [[Return|$lastPassage]]>><<unset $lastPassage>><</link>> <<unset _maxTipCount>>/** * Renders the given widget (arg0) and registers it as a dynamic widget, which will be re-rendered dynamically * @param 0: the name of the widget to be rendered * @param 1: (optional) the specific `id` value to be used for this widget container (useful for CSS). Must be unique. * @param 2+: (optional) arguments to be passed to the given widget */ <<widget "dynamic">> <div @id="Dynamic.bind('<<' + _args[0] + ' ' + _args.slice(2).map(a => '\'' + a + '\'').join(' ') + '>>', _args[1])"> </div> <</widget>><<widget "setupTransformationPiecesObject">> <<if $transformationParts is undefined>> <<set $transformationParts to { traits: {fangs:"disabled", sharpEyes:"disabled", mateForLife:"disabled", chase:"disabled", flaunting:"disabled"}, angel: {halo:"disabled", wings:"disabled"}, fallenAngel: {halo:"disabled", wings:"disabled"}, demon: {horns:"disabled", wings:"disabled", tail: "disabled"}, cat: {ears:"disabled", tail:"disabled", heterochromia:"disabled"}, cow: {horns:"disabled", ears:"disabled", tail:"disabled"}, wolf: {ears:"disabled", tail:"disabled", pubes:"disabled", pits:"disabled"}, bird: {tail:"disabled", wings:"disabled", eyes:"disabled", malar:"disabled", plumage:"disabled", pubes:"disabled"}, fox: {ears:"disabled", tail:"disabled", cheeks:"disabled"}, }>> <<if $specialTransform is 1>> <<if $angel gte 4>> <<set $transformationParts.angel.halo to "default">> <</if>> <<if $angel gte 6>> <<set $transformationParts.angel.wings to "default">> <</if>> <<if $fallenangel gte 2>> <<set $transformationParts.fallenAngel.halo to "default">> <<set $transformationParts.fallenAngel.wings to "default">> <</if>> <<if $demon gte 2>> <<set $transformationParts.demon.horns to "default">> <</if>> <<if $demon gte 4>> <<set $transformationParts.demon.tail to "default">> <</if>> <<if $demon gte 6>> <<set $transformationParts.demon.wings to "default">> <</if>> <</if>> <<if $physicalTransform is 1>> <<if $wolfgirl gte 2>> <<set $transformationParts.traits.fangs to "default">> <</if>> <<if $wolfgirl gte 4>> <<set $transformationParts.wolf.ears to "default">> <<set $transformationParts.wolf.pubes to "default">> <<set $transformationParts.wolf.pits to "default">> <</if>> <<if $wolfgirl gte 6>> <<set $transformationParts.wolf.tail to "default">> <</if>> <<if $cat gte 2>> <<set $transformationParts.traits.fangs to "default">> <</if>> <<if $cat gte 4>> <<set $transformationParts.cat.ears to "default">> <</if>> <<if $cat gte 6>> <<set $transformationParts.cat.tail to "default">> <</if>> <<if $cat gte 7>> <<set $transformationParts.cat.heterochromia to "default">> <</if>> <<if $cow gte 2>> <<set $transformationParts.cow.horns to "default">> <</if>> <<if $cow gte 4>> <<set $transformationParts.cow.ears to "default">> <</if>> <<if $cow gte 6>> <<set $transformationParts.cow.tail to "default">> <</if>> <</if>> <</if>> <<if $transformationParts.fallenAngel.halo is 1>> <<set $transformationParts.fallenAngel.halo to "default">> <<set $transformationParts.fallenAngel.wings to "default">> <</if>> <<if $transformationParts.demon.horns is 1>> <<set $transformationParts.demon.horns to "default">> <<set $transformationParts.demon.tail to "default">> <<set $transformationParts.demon.wings to "default">> <</if>> <<if $angel lt 4>> <<set $transformationParts.angel.halo to "disabled">> <</if>> <<if $angel lt 6>> <<set $transformationParts.angel.wings to "disabled">> <</if>> <<if $fallenangel is 1>> <<set $transformationParts.fallenAngel.halo to "disabled">> <<set $transformationParts.fallenAngel.wings to "disabled">> <</if>> <<if $transformationParts.wolf.cheeks is undefined>> <<if $wolfgirl gte 5>> <<set $transformationParts.wolf.cheeks to "feral">> <<else>> <<set $transformationParts.wolf.cheeks to "disabled">> <</if>> <</if>> <<if $transformationParts.bird is undefined>> <<set $transformationParts.bird to {tail:"disabled", wings:"disabled", eyes:"disabled", malar:"disabled", plumage:"disabled"}>> <</if>> <<if $transformationParts.bird.pubes is undefined>> <<if $harpy gte 6>> <<set $transformationParts.bird.pubes to "hidden">> <<else>> <<set $transformationParts.bird.pubes to "disabled">> <</if>> <</if>> <<if $transformationParts.fox is undefined>> <<set $transformationParts.fox to {ears:"disabled", tail:"disabled", cheeks:"disabled"}>> <</if>> <<if $transformationParts.traits is undefined>> <<set $transformationParts.traits to {fangs:"disabled", sharpEyes:"disabled", mateForLife:"disabled", chase:"disabled", flaunting:"disabled"}>> <<if $wolfgirl gte 2 or $cat gte 2 or $fox gte 2>> <<set $transformationParts.traits.fangs to "default">> <</if>> <<if $cat gte 2 or $harpy gte 2 or $fox gte 2>> <<set $transformationParts.traits.sharpEyes to "default">> <</if>> <</if>> /* Setup chimera's config */ <<set _defaultChimeraConfig to { demoncat: { tail: true }, demoncow: { tail: true, horns: true, }, demonwolf: { tail: true }, demonfox: { tail: true, ears: true }, demonharpy: { wings: true }, angelharpy: { wings: true }, fallenharpy: { wings: true }, }>> /* Convert chimera obj back to an object if it was something else. Necessary for object.assign next. */ <<if typeof $chimera !== 'object'>> <<set $chimera to {}>> <</if>> /* Takes default object and transposes chimera config ontop of it, assigning the result to chimera config. */ <<set $chimera = Object.keys(_defaultChimeraConfig).reduce((acc, key) => { acc[key] = Object.assign({}, _defaultChimeraConfig[key], $chimera[key] || {}); return acc; }, {})>> <</widget>> <<widget "transform">>/*First arg is transformation, second is the intensity of change.*/ <<if _args[1]>> <<switch _args[0]>> <<case "wolf">> <<set $wolfbuild = Math.clamp($wolfbuild + _args[1], 0, 100)>> <<case "cat">> <<set $catbuild = Math.clamp($catbuild + _args[1], 0, 100)>> <<case "cow">> <<set $cowbuild = Math.clamp($cowbuild + _args[1], 0, 100)>> <<case "bird">> <<set $birdbuild = Math.clamp($birdbuild + _args[1], 0, 100)>> <<case "fox">> <<set $foxbuild = Math.clamp($foxbuild + _args[1], 0, 100)>> <<case "angel">> <<set $angelbuild = Math.clamp($angelbuild + _args[1], 0, 100)>> <<case "fallen">> <<set $fallenbuild = Math.clamp($fallenbuild + _args[1], 0, 100)>> <<case "demon">> <<set $demonbuild = Math.clamp($demonbuild + _args[1], 0, 100)>> <</switch>> <</if>> <<if !["angel", "fallen", "demon"].includes(_args[0]) and _args[1] gte 1 and !($worn.neck.name is "familiar collar" and $worn.neck.cursed is 1)>> <<if _args[0] isnot "wolf" and $worn.neck.name isnot "spiked collar" and $worn.neck.name isnot "spiked collar with leash">> <<set $wolfbuild = Math.clamp($wolfbuild - _args[1], 0, 100)>> <</if>> <<if _args[0] isnot "cat" and $worn.neck.name isnot "cat bell collar">> <<set $catbuild = Math.clamp($catbuild - _args[1], 0, 100)>> <</if>> <<if _args[0] isnot "cow" and $worn.neck.name isnot "cow bell">> <<set $cowbuild = Math.clamp($cowbuild - _args[1], 0, 100)>> <</if>> <<if _args[0] isnot "bird" and $worn.head.name isnot "feathered hair clip" and $worn.neck.name isnot "feather necklace">> <<set $birdbuild = Math.clamp($birdbuild - _args[1], 0, 100)>> <</if>> <<if _args[0] isnot "fox" and $worn.head.name isnot "spirit mask" and $worn.neck.name isnot "jasper pendant">> <<set $foxbuild = Math.clamp($foxbuild - _args[1], 0, 100)>> <</if>> <</if>> <</widget>> <<widget "transformationStateUpdate">> <<if !($worn.neck.name is "familiar collar" and $worn.neck.cursed is 1)>> <<if $wolfbuild gte 1 and $worn.neck.name isnot "spiked collar" and $worn.neck.name isnot "spiked collar with leash" and playerNormalPregnancyType() isnot "wolf">> <<transform wolf -1>> <</if>> <<if $catbuild gte 1 and $worn.neck.name isnot "cat bell collar" and playerNormalPregnancyType() isnot "cat">> <<transform cat -1>> <</if>> <<if $cowbuild gte 1 and $worn.neck.name isnot "cow bell" and playerNormalPregnancyType() isnot "cow">> <<transform cow -1>> <</if>> <<if $birdbuild gte 1 and $worn.head.name isnot "feathered hair clip" and $worn.neck.name isnot "feather necklace" and playerNormalPregnancyType() isnot "hawk">> <<transform bird -1>> <</if>> <<if $foxbuild gte 1 and $worn.head.name isnot "spirit mask" and $worn.neck.name isnot "jasper pendant" and playerNormalPregnancyType() isnot "fox">> <<transform fox -1>> <</if>> <</if>> <<if $wolfgirl gte 6>> <<def 5>> <</if>> <<transformationAlteration>> <<if $cat gt 0 or $wolfgirl gt 0 or $cow gt 0 or $harpy gt 0 or $fox gt 0>> <<set $physicalTransform to 1>> <<else>> <<set $physicalTransform to 0>> <</if>> <<if ($physicalTransform is 1 or $specialTransform is 1) and !($hypnosis_traits.peace and $settings.hypnosisEnabled)>> <<if $harpy gte 6 and ($angel gte 6 or $fallenangel gte 2 or $demon gte 6)>> <<if $transformationParts.bird.wings is "hidden" and ($transformationParts.demon.wings is "hidden" or $transformationParts.angel.wings is "hidden" or $transformationParts.fallenAngel.wings is "hidden")>> <<else>> <<set _excludeWings to true>> <</if>> <</if>> <<set _keys to Object.keys($transformationParts)>> <<for _i to 0; _i lt _keys.length; _i++>> <<set _key to _keys[_i]>> <<for _label, _value range $transformationParts[_key]>> <<if _value is "hidden" and _key isnot "traits" and !["pubes", "pits"].includes(_label) and !(_label is "wings" and _excludeWings is true)>> <<if $panicattacks gte 2>> <<set $transformationParts[clone(_key)][clone(_label)] to "default">> <<set _hidingFailed to true>> <<set $effectsmessage to 1>> <<set $hiddenTransformMessage to 1>> <<else>> <<trauma 15>> <<set $effectsmessage to 1>> <<set $hiddenTransformMessage to 2>> <</if>> <</if>> <</for>> <</for>> <</if>> <<set _tfs to ["angel", "fallenangel", "demon", "dryad", "wolfgirl", "cat", "cow", "harpy", "fox"]>> <<for _i to 0; _i lt _tfs.length; _i++>> <<set _tf to _tfs[_i]>> <<if V[_tf] gte _tf is "fallenangel" ? 2 : 6>> <<set $transformationHistory.pushUnique(_tf)>> <</if>> <</for>> <</widget>> <<widget "transformationAlteration">> <<if $settings.transformDivineEnabled>> <<if ($demonbuild gte 5 and $specialTransform isnot 1) or ($demon gte 1 and $specialTransform is 1)>> <<demonTransform $demon>> <<elseif ($angelbuild gte 5 and $specialTransform isnot 1) or ($angel gte 1 and $specialTransform is 1)>> <<angelTransform $angel>> <<elseif $fallenangel gte 2>> <<fallenButNotOut $fallenangel>> <</if>> <</if>> <<if $settings.transformAnimalEnabled>> <<script>> let manifestArray = [V.wolfgirl, V.cat, V.cow, V.harpy, V.fox]; var highestManifestIndex = manifestArray.indexOf(Math.max(...manifestArray)); if (manifestArray[highestManifestIndex] > 0) { T.activeTransformIndex = highestManifestIndex; } else { let buildArray = [V.wolfbuild, V.catbuild, V.cowbuild, V.birdbuild, V.foxbuild]; let buildMax = Math.max(...buildArray); let highestBuildIndex = buildArray.indexOf(buildMax); if (buildArray.count(buildMax) === 1 && buildArray[highestBuildIndex] >= 5) { T.activeTransformIndex = highestBuildIndex; } } <</script>> <<switch _activeTransformIndex>> <<case 0>> <<wolfTransform $wolfgirl>> <<case 1>> <<catTransform $cat>> <<case 2>> <<cowTransform $cow>> <<case 3>> <<harpyTransform $harpy>> <<case 4>> <<foxTransform $fox>> <</switch>> <</if>> <</widget>> <<widget "hirsuteHideCheck">> <<if !$settings.pubicHairEnabled and !["hidden", "disabled"].includes($transformationParts.wolf.pubes)>> <<set $transformationParts.wolf.pubes to "hidden">> <</if>> <<if !$settings.pubicHairEnabled and !["hidden", "disabled"].includes($transformationParts.wolf.pits)>> <<set $transformationParts.wolf.pits to "hidden">> <</if>> <<if !$settings.pubicHairEnabled and !["hidden", "disabled"].includes($transformationParts.bird.pubes)>> <<set $transformationParts.bird.pubes to "hidden">> <</if>> <</widget>> /* Used to temporarily hide all transformation parts, such as when needing to turn the player into Janet. showTransformations will bring back all parts this widget hid. */ <<widget "hideTransformations">> <<set $saveTransformations to clone($transformationParts)>> <<for _transformation, _parts range $transformationParts>> <<for _part, _value range _parts>> <<if _value isnot "disabled" and _value isnot "hidden">> <<set $transformationParts[_transformation][_part] to "hidden">> <</if>> <</for>> <</for>> <</widget>> <<widget "showTransformations">> <<if $saveTransformations isnot undefined>> <<set $transformationParts to clone($saveTransformations)>> <<unset $saveTransformations>> <</if>> <</widget>> <<widget "fallenTransform">> <<if $angel gte 6>> <span class="red">Your halo shatters and your wings blacken. An overwhelming sense of loss overcomes you.</span> <<set $trauma to $traumamax>> <<set $fallenangel to 2>> <<set $transformationParts.fallenAngel.halo to ($transformationParts.angel.halo is "hidden" ? "default" : $transformationParts.angel.halo)>> <<set $transformationParts.fallenAngel.wings to ($transformationParts.angel.wings is "classic" ? "classic" : "default")>> <<set _freshFallen to true>> <<earnFeat "Fallen Angel">> <<elseif $angel gte 4>> <span class="red">Your halo shatters and fades.</span> <</if>> <<if $angel gt 0>> <<angelTransform 99>> <</if>> <<if $fallenangel is 2>> <<set $specialTransform to 1>> <</if>> <</widget>> <<widget "fallenButNotOut">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 2>> <<if $fallenbuild gte 20>> <<set $fallenangel to 3>> <<run $timeMessages.pushUnique("fallenAngelFeathers")>> <</if>> <<case 3>> <<if $fallenbuild gte 30>> <<set $fallenangel to 4>> <<run $timeMessages.pushUnique("fallenAngelWings")>> <<set $transformationParts.fallenAngel.wings to ($transformationParts.fallenAngel.wings is "classic" ? "classicfallenplus" : "fallenplus")>> <</if>> <<case 99>> <<set $specialTransform to 0>> <<set $fallenangel to 0>> <<set $transformationParts.fallenAngel.halo to "disabled">> <<set $transformationParts.fallenAngel.wings to "disabled">> <</switch>> <</if>> <</widget>> <<widget "fallenDescend">> <<set $demonbuild to 30>> <<set $demon to 6>> <<set $fallenangel to 1>> <<set $specialTransform to 1>> <<run $timeMessages.pushUnique("fallenAngelDescend")>> <<set $transformationParts.fallenAngel.halo to "disabled">> <<set $transformationParts.fallenAngel.wings to "disabled">> <<set $transformationParts.demon.horns to "default">> <<set $transformationParts.demon.tail to "default">> <<set $transformationParts.demon.wings to "default">> <<arousal 600>> <</widget>> /* <<angelTransform step>> If neither is provided, force full transformation */ <<widget "angelTransform">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 0>> <<if $angelbuild gte 25>> <<set $angel to 1>> <<set $specialTransform to 1>> <<run $timeMessages.pushUnique("angelUp1")>> <</if>> <<case 1>> <<if $angelbuild gte 30>> <<set $angel to 2>> <<run $timeMessages.pushUnique("angelUp2")>> <<elseif $angelbuild lt 25>> <<set $angel to 0>><<set $specialTransform to 0>> <<run $timeMessages.pushUnique("angelDown0")>> <</if>> <<case 2>> <<if $angelbuild gte 35>> <<set $angel to 3>> <<run $timeMessages.pushUnique("angelUp3")>> <<elseif $angelbuild lt 30>> <<set $angel to 1>> <<run $timeMessages.pushUnique("angelDown1")>> <</if>> <<case 3>> <<if $angelbuild gte 40>> <<set $angel to 4>> <<run $timeMessages.pushUnique("angelUp4")>> <<set $transformationParts.angel.halo to "default">> <<elseif $angelbuild lt 35>> <<set $angel to 2>> <<run $timeMessages.pushUnique("angelDown2")>> <</if>> <<case 4>> <<if $angelbuild gte 45 and $settings.transformDivineEnabled>> <<set $angel to 5>> <<run $timeMessages.pushUnique("angelUp5")>> <<elseif $angelbuild lt 40>> <<set $angel to 3>> <<run $timeMessages.pushUnique("angelDown3")>> <<set $transformationParts.angel.halo to "disabled">> <</if>> <<case 5>> <<if $angelbuild gte 50 and $settings.transformDivineEnabled>> <<set $angel to 6>> <<run $timeMessages.pushUnique("angelUp5")>> <<set $transformationParts.angel.wings to "default">> <<elseif $angelbuild lt 45>> <<set $angel to 4>> <<run $timeMessages.pushUnique("angelDown4")>> <</if>> <<case 6>> <<if $angelbuild lt 50>> <<set $angel to 5>> <<run $timeMessages.pushUnique("angelDown5")>> <<set $transformationParts.angel.wings to "disabled">> <</if>> <<case 99>> <<set $specialTransform to 0>> <<set $angel to 0>> <<set $angelbuild to 0>> <<set $transformationParts.angel.halo to "disabled">> <<set $transformationParts.angel.wings to "disabled">> <</switch>> <<else>> <<clearDivineTransformations>> <<set $specialTransform to 1>> <<set $angel to 6>> <<set $angelbuild to 50>> <<set $transformationParts.angel.halo to "default">> <<set $transformationParts.angel.wings to "default">> <</if>> <</widget>> /* <<demonTransform step>> If neither is provided, force full transformation */ <<widget "demonTransform">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 0>> <<if $demonbuild gte 5 and $settings.transformDivineEnabled and $specialTransform isnot 1>> <<set $demon to 1>><<set $specialTransform to 1>> <<run $timeMessages.pushUnique("demonUp1")>> <<arousal 600>> <</if>> <<case 1>> <<if $demonbuild gte 10 and $settings.transformDivineEnabled>> <<set $demon to 2>> <<run $timeMessages.pushUnique("demonUp2")>> <<arousal 600>> <<set $transformationParts.demon.horns to "default">> <<elseif $demonbuild lt 5>> <<set $demon to 0>><<set $specialTransform to 0>> <<run $timeMessages.pushUnique("demonDown0")>> <</if>> <<case 2>> <<if $demonbuild gte 15 and $settings.transformDivineEnabled>> <<set $demon to 3>> <<run $timeMessages.pushUnique("demonUp3")>> <<arousal 600>> <<elseif $demonbuild lt 10>> <<set $demon to 1>> <<run $timeMessages.pushUnique("demonDown1")>> <<set $transformationParts.demon.horns to "disabled">> <</if>> <<case 3>> <<if $demonbuild gte 20 and $settings.transformDivineEnabled>> <<set $demon to 4>> <<run $timeMessages.pushUnique("demonUp4")>> <<set $transformationParts.demon.tail to "default">> <<arousal 600>> <<elseif $demonbuild lt 15>> <<set $demon to 2>> <<run $timeMessages.pushUnique("demonDown2")>> <</if>> <<case 4>> <<if $demonbuild gte 25 and $settings.transformDivineEnabled>> <<set $demon to 5>> <<run $timeMessages.pushUnique("demonUp5")>> <<arousal 600>> <<elseif $demonbuild lt 20>> <<set $demon to 3>> <<run $timeMessages.pushUnique("demonDown3")>> <<set $transformationParts.demon.tail to "disabled">> <<set $transformationParts.traits.flaunting to "disabled">> <</if>> <<case 5>> <<if $demonbuild gte 30 and $settings.transformDivineEnabled>> <<set $demon to 6>><<set $demonFeat to true>> <<run $timeMessages.pushUnique("demonUp6")>> <<arousal 600>> <<set $transformationParts.demon.wings to "default">> <<elseif $demonbuild lt 25>> <<set $demon to 4>> <<run $timeMessages.pushUnique("demonDown4")>> <</if>> <<case 6>> <<if $demonbuild lt 30>> <<set $demon to 5>> <<run $timeMessages.pushUnique("demonDown5")>> <<set $transformationParts.demon.wings to "disabled">> <<else>> <<set $demonFeat to true>> <</if>> <<case 99>> <<set $specialTransform to 0>> <<set $demon to 0>> <<set $demonbuild to 0>> <<set $transformationParts.demon.horns to "disabled">> <<set $transformationParts.demon.tail to "disabled">> <<set $transformationParts.demon.wings to "disabled">> <<set $transformationParts.traits.flaunting to "disabled">> <</switch>> <<else>> <<clearDivineTransformations>> <<set $specialTransform to 1>> <<set $demon to 6>> <<set $demonbuild to 30>> <<set $transformationParts.demon.horns to "default">> <<set $transformationParts.demon.tail to "default">> <<set $transformationParts.demon.wings to "default">> <</if>> <</widget>> /* <<wolfTransform step>> If neither is provided, force full transformation */ <<widget "wolfTransform">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 0>> <<if $wolfbuild gte 5>> <<set $wolfgirl to 1>> <<set $physicalTransform to 1>> <<run $timeMessages.pushUnique("wolfUp1")>> <</if>> <<case 1>> <<if $wolfbuild gte 10>> <<set $wolfgirl to 2>> <<run $timeMessages.pushUnique("wolfUp2")>> <<set $transformationParts.traits.fangs to "default">> <<elseif $wolfbuild lt 5>> <<set $wolfgirl to 0>> <<run $timeMessages.pushUnique("wolfDown0")>> <<set $physicalTransform to 0>> <</if>> <<case 2>> <<if $wolfbuild gte 15>> <<set $wolfgirl to 3>> <<run $timeMessages.pushUnique("wolfUp3")>> <<elseif $wolfbuild lt 10>> <<set $wolfgirl to 1>> <<run $timeMessages.pushUnique("wolfDown1")>> <<set $transformationParts.traits.fangs to "disabled">> <</if>> <<case 3>> <<if $wolfbuild gte 20>> <<set $wolfgirl to 4>> <<run $timeMessages.pushUnique("wolfUp4")>> <<set $transformationParts.wolf.ears to "default">> <<set $transformationParts.wolf.pubes to ($settings.pubicHairEnabled? "default" : "hidden")>> <<set $transformationParts.wolf.pits to ($settings.pubicHairEnabled? "default" : "hidden")>> <<elseif $wolfbuild lt 15>> <<set $wolfgirl to 2>> <<run $timeMessages.pushUnique("wolfDown2")>> <</if>> <<case 4>> <<if $wolfbuild gte 25>> <<set $wolfgirl to 5>> <<run $timeMessages.pushUnique("wolfUp5")>> <<set $transformationParts.wolf.cheeks to "feral">> <<elseif $wolfbuild lt 20>> <<set $wolfgirl to 3>> <<run $timeMessages.pushUnique("wolfDown3")>> <<set $transformationParts.wolf.ears to "disabled">> <<set $transformationParts.wolf.pubes to "disabled">> <<set $transformationParts.wolf.pits to "disabled">> <</if>> <<case 5>> <<if $wolfbuild gte 30>> <<set $wolfgirl to 6>> <<run $timeMessages.pushUnique("wolfUp6")>> <<set $transformationParts.wolf.tail to "default">> <<elseif $wolfbuild lt 25>> <<set $wolfgirl to 4>> <<run $timeMessages.pushUnique("wolfDown4")>> <<set $transformationParts.wolf.cheeks to "disabled">> <</if>> <<case 6>> <<if $wolfbuild lt 30>> <<set $wolfgirl to 5>> <<run $timeMessages.pushUnique("wolfDown5")>> <<set $transformationParts.wolf.tail to "disabled">> <</if>> <<case 99>> <<set $physicalTransform to 0>> <<set $wolfgirl to 0>> <<set $wolfbuild to 0>> <<set $transformationParts.traits.fangs to "disabled">> <<set $transformationParts.wolf.cheeks to "disabled">> <<set $transformationParts.wolf.ears to "disabled">> <<set $transformationParts.wolf.pubes to "disabled">> <<set $transformationParts.wolf.pits to "disabled">> <<set $transformationParts.wolf.tail to "disabled">> <</switch>> <<else>> <<clearAnimalTransformations>> <<set $physicalTransform to 1>> <<set $wolfgirl to 6>> <<set $wolfbuild to 100>> <<set $transformationParts.traits.fangs to "default">> <<set $transformationParts.wolf.cheeks to "feral">> <<set $transformationParts.wolf.ears to "default">> <<set $transformationParts.wolf.pubes to ($settings.pubicHairEnabled? "default" : "hidden")>> <<set $transformationParts.wolf.pits to ($settings.pubicHairEnabled? "default" : "hidden")>> <<set $transformationParts.wolf.tail to "default">> <</if>> <</widget>> /* <<catTransform step>> If neither is provided, force full transformation */ <<widget "catTransform">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 0>> <<if $catbuild gte 25>> <<set $cat to 1>> <<run $timeMessages.pushUnique("catUp1")>> <<set $physicalTransform to 1>> <</if>> <<case 1>> <<if $catbuild gte 30 and $settings.transformAnimalEnabled>> <<set $cat to 2>> <<run $timeMessages.pushUnique("catUp2")>> <<set $transformationParts.traits.fangs to "default">> <<set $transformationParts.traits.sharpEyes to "default">> <<elseif $catbuild lt 25>> <<set $cat to 0>><<set $physicalTransform to 0>> <<run $timeMessages.pushUnique("catDown0")>> <</if>> <<case 2>> <<if $catbuild gte 35 and $settings.transformAnimalEnabled>> <<set $cat to 3>> <<run $timeMessages.pushUnique("catUp3")>> <<elseif $catbuild lt 30>> <<set $cat to 1>> <<run $timeMessages.pushUnique("catDown1")>> <<set $transformationParts.traits.fangs to "disabled">> <<set $transformationParts.traits.sharpEyes to "disabled">> <</if>> <<case 3>> <<if $catbuild gte 40 and $settings.transformAnimalEnabled>> <<set $cat to 4>> <<run $timeMessages.pushUnique("catUp4")>> <<set $transformationParts.cat.ears to "default">> <<elseif $catbuild lt 35>> <<set $cat to 2>> <<run $timeMessages.pushUnique("catDown2")>> <</if>> <<case 4>> <<if $catbuild gte 45 and $settings.transformAnimalEnabled>> <<set $cat to 5>> <<run $timeMessages.pushUnique("catUp5")>> <<elseif $catbuild lt 40>> <<set $cat to 3>> <<run $timeMessages.pushUnique("catDown3")>> <<set $transformationParts.cat.ears to "disabled">> <</if>> <<case 5>> <<if $catbuild gte 50 and $settings.transformAnimalEnabled>> <<set $cat to 6>> <<run $timeMessages.pushUnique("catUp6")>> <<set $transformationParts.cat.tail to "default">> <<elseif $catbuild lt 45>> <<set $cat to 4>> <<run $timeMessages.pushUnique("catDown4")>> <</if>> <<case 6>> <<if $catbuild gte 55>> <<set $cat to 7>> <<run $timeMessages.pushUnique("catUp7")>> <<run window.determineCatEyeStages()>> <<set $original_colour = [$leftEyeColour, $rightEyeColour]>> <<set $transformationParts.cat.heterochromia to "default">> <<catHeterochromiaTF 0>> <<elseif $catbuild lt 50>> <<set $cat to 5>> <<run $timeMessages.pushUnique("catDown5")>> <<set $transformationParts.cat.tail to "disabled">> <<set $transformationParts.cat.heterochromia to "disabled">> <</if>> <<case 7>> <<if $catbuild gte 60>> <<set $cat to 8>> <<run $timeMessages.pushUnique("catUp8")>> <<catHeterochromiaTF 1>> <<elseif $catbuild lt 55>> <<set $leftEyeColour to $original_colour[0]>> <<set $rightEyeColour to $original_colour[1]>> <<set $cat to 6>> <<run $timeMessages.pushUnique("catDown6")>> <</if>> <<case 8>> <<if $catbuild gte 65>> <<set $cat to 9>> <<run $timeMessages.pushUnique("catUp9")>> <<catHeterochromiaTF 2>> <<elseif $catbuild lt 60>> <<catHeterochromiaTF 0>> <<set $cat to 7>> <<run $timeMessages.pushUnique("catDown7")>> <</if>> <<case 9>> <<if $catbuild gte 70>> <<set $cat to 10>> <<run $timeMessages.pushUnique("catUp10")>> <<catHeterochromiaTF 3>> <<elseif $catbuild lt 65>> <<catHeterochromiaTF 1>> <<set $cat to 8>> /* No message for catDown8 */ <</if>> <<case 10>> <<if $catbuild lt 70>> <<catHeterochromiaTF 2>> <<set $cat to 9>> <<run $timeMessages.pushUnique("catDown9")>> <</if>> <<case 99>> <<set $physicalTransform to 0>> <<set $cat to 0>> <<set $catbuild to 0>> <<set $transformationParts.traits.fangs to "disabled">> <<set $transformationParts.traits.sharpEyes to "disabled">> <<set $transformationParts.cat.ears to "disabled">> <<set $transformationParts.cat.tail to "disabled">> <</switch>> <<else>> <<clearAnimalTransformations>> <<set $physicalTransform to 1>> <<set $cat to 6>> <<set $catbuild to 100>> <<set $transformationParts.traits.fangs to "default">> <<set $transformationParts.traits.sharpEyes to "default">> <<set $transformationParts.cat.ears to "default">> <<set $transformationParts.cat.tail to "default">> <</if>> <</widget>> <<widget "catHeterochromiaTF">> <<if _args[0] gte 0 or _args[0] == "hide">> <<if $transformationParts.cat.heterochromia isnot "hidden" and _args[0] isnot "hide">> <<set $leftEyeColour to "cat_tf_stage_" + _args[0] + "_left">> <<set $rightEyeColour to "cat_tf_stage_" + _args[0] + "_right">> <<if _args[0] >= 3>> <<set $heterochromia to 1>> <<else>> <<set $heterochromia to 0>> <</if>> <<else>> <<if V.original_colour isnot undefined>> <<set $leftEyeColour to $original_colour[0]>> <<set $rightEyeColour to $original_colour[1]>> <</if>> <<set $heterochromia to 0>> <</if>> <</if>> <</widget>> <<widget "cowTransform">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 0>> <<if $cowbuild gte 5>> <<set $cow to 1>> <<run $timeMessages.pushUnique("cowUp1")>> <<set $physicalTransform to 1>> <</if>> <<case 1>> <<if $cowbuild gte 10>> <<set $cow to 2>> <<run $timeMessages.pushUnique("cowUp2")>> <<set $transformationParts.cow.horns to "default">> <<elseif $cowbuild lt 5>> <<set $cow to 0>><<set $physicalTransform to 0>> <<run $timeMessages.pushUnique("cowDown0")>> <</if>> <<case 2>> <<if $cowbuild gte 15>> <<set $cow to 3>> <<run $timeMessages.pushUnique("cowUp3")>> <<elseif $cowbuild lt 10>> <<set $cow to 1>> <<run $timeMessages.pushUnique("cowDown1")>> <<set $transformationParts.cow.horns to "disabled">> <</if>> <<case 3>> <<if $cowbuild gte 20>> <<set $cow to 4>> <<run $timeMessages.pushUnique("cowUp4")>> <<set $transformationParts.cow.ears to "default">> <<elseif $cowbuild lt 15>> <<set $cow to 2>> <<run $timeMessages.pushUnique("cowDown2")>> <</if>> <<case 4>> <<if $cowbuild gte 25>> <<set $cow to 5>> <<run $timeMessages.pushUnique("cowUp5")>> <<elseif $cowbuild lt 20>> <<set $cow to 3>> <<run $timeMessages.pushUnique("cowDown3")>> <<set $transformationParts.cow.ears to "disabled">> <</if>> <<case 5>> <<if $cowbuild gte 30>> <<set $cow to 6>> <<run $timeMessages.pushUnique("cowUp6")>> <<set $semen_max to 6000>> <<set $milk_max to 6000>> <<set $transformationParts.cow.tail to "default">> <<elseif $cowbuild lt 25>> <<set $cow to 4>> <<run $timeMessages.pushUnique("cowDown4")>> <</if>> <<case 6>> <<if $cowbuild lt 30>> <<set $semen_max to 3000>> <<set $milk_max to 3000>> <<set $cow to 5>> <<run $timeMessages.pushUnique("cowDown5")>> <<set $transformationParts.cow.tail to "disabled">> <</if>> <<case 99>> <<set $physicalTransform to 0>> <<set $cow to 0>> <<set $cowbuild to 0>> <<set $semen_max to 3000>> <<set $milk_max to 3000>> <<set $transformationParts.cow.tail to "disabled">> <<set $transformationParts.cow.ears to "disabled">> <<set $transformationParts.cow.horns to "disabled">> <</switch>> <<else>> <<clearAnimalTransformations>> <<set $physicalTransform to 1>> <<set $cow to 6>> <<set $cowbuild to 100>> <<set $semen_max to 6000>> <<set $milk_max to 6000>> <<set $transformationParts.cow.horns to "default">> <<set $transformationParts.cow.ears to "default">> <<set $transformationParts.cow.tail to "default">> <</if>> <<semenvolume 0>> <<milkvolume 0>> <</widget>> /* <<harpyTransform step>> If neither is provided, force full transformation */ <<widget "harpyTransform">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 0>> <<if $birdbuild gte 5 and $physicalTransform isnot 1>> <<set $harpy to 1>> <<run $timeMessages.pushUnique("harpyUp1")>> <<set $physicalTransform to 1>> <</if>> <<case 1>> <<if $birdbuild gte 10>> <<set $harpy to 2>> <<run $timeMessages.pushUnique("harpyUp2")>> <<set $transformationParts.bird.eyes to "default">> <<set $transformationParts.bird.malar to "default">> <<set $transformationParts.traits.sharpEyes to "default">> <<elseif $birdbuild lt 5>> <<set $harpy to 0>><<set $physicalTransform to 0>> <<run $timeMessages.pushUnique("harpyDown0")>> <</if>> <<case 2>> <<if $birdbuild gte 15>> <<set $harpy to 3>> <<run $timeMessages.pushUnique("harpyUp3")>> <<set $transformationParts.traits.mateForLife to "default">> <<elseif $birdbuild lt 10>> <<set $harpy to 1>> <<run $timeMessages.pushUnique("harpyDown1")>> <<set $transformationParts.bird.eyes to "disabled">> <<set $transformationParts.bird.malar to "disabled">> <<set $transformationParts.traits.sharpEyes to "disabled">> <</if>> <<case 3>> <<if $birdbuild gte 20>> <<set $harpy to 4>> <<run $timeMessages.pushUnique("harpyUp4")>> <<set $transformationParts.bird.tail to "default">> <<set $transformationParts.bird.plumage to "default">> <<elseif $birdbuild lt 15>> <<set $harpy to 2>> <<run $timeMessages.pushUnique("harpyDown2")>> <<set $transformationParts.traits.mateForLife to "disabled">> <</if>> <<case 4>> <<if $birdbuild gte 25>> <<set $harpy to 5>> <<run $timeMessages.pushUnique("harpyUp5")>> <<elseif $birdbuild lt 20>> <<set $harpy to 3>> <<run $timeMessages.pushUnique("harpyDown3")>> <<set $transformationParts.bird.tail to "disabled">> <<set $transformationParts.bird.plumage to "disabled">> <</if>> <<case 5>> <<if $birdbuild gte 30>> <<set $harpy to 6>> <<run $timeMessages.pushUnique("harpyUp6")>> <<set $transformationParts.bird.wings to "default">> <<if $settings.pubicHairEnabled>> <<set $transformationParts.bird.pubes to "default">> <<else>> <<set $transformationParts.bird.pubes to "hidden">> <</if>> <<elseif $birdbuild lt 25>> <<set $harpy to 4>> <<run $timeMessages.pushUnique("harpyDown4")>> <</if>> <<case 6>> <<if $birdbuild lt 30>> <<set $harpy to 5>> <<run $timeMessages.pushUnique("harpyDown5")>> <<set $transformationParts.bird.wings to "disabled">> <<set $transformationParts.bird.pubes to "disabled">> <<if $angel gte 6>> <<set $transformationParts.angel.wings to "default">> <</if>> <<if $demon gte 6>> <<set $transformationParts.demon.wings to "default">> <</if>> <<if $fallenangel gte 2>> <<set $transformationParts.fallenAngel.wings to "default">> <</if>> <</if>> <<case 99>> <<set $physicalTransform to 0>> <<set $harpy to 0>> <<set $birdbuild to 0>> <<set $transformationParts.bird.eyes to "disabled">> <<set $transformationParts.bird.malar to "disabled">> <<set $transformationParts.bird.tail to "disabled">> <<set $transformationParts.bird.plumage to "disabled">> <<set $transformationParts.bird.pubes to "disabled">> <<set $transformationParts.traits.sharpEyes to "disabled">> <<set $transformationParts.traits.mateForLife to "disabled">> <<set $transformationParts.bird.wings to "disabled">> <<if !["hidden", "disabled"].includes($transformationParts.bird.wings)>> <<if $angel gte 6>> <<set $transformationParts.angel.wings to "default">> <</if>> <<if $demon gte 6>> <<set $transformationParts.demon.wings to "default">> <</if>> <<if $fallenangel gte 2>> <<set $transformationParts.fallenAngel.wings to "default">> <</if>> <</if>> <</switch>> <<else>> <<set $physicalTransform to 1>> <<set $harpy to 6>> <<set $birdbuild to 100>> <<set $transformationParts.bird.eyes to "default">> <<set $transformationParts.bird.malar to "default">> <<set $transformationParts.bird.tail to "default">> <<set $transformationParts.bird.plumage to "default">> <<set $transformationParts.bird.wings to "default">> <<set $transformationParts.traits.sharpEyes to "default">> <<set $transformationParts.traits.mateForLife to "default">> <<if $settings.pubicHairEnabled>> <<set $transformationParts.bird.pubes to "default">> <<else>> <<set $transformationParts.bird.pubes to "hidden">> <</if>> <</if>> <</widget>> /* <<foxTransform step>> If neither is provided, force full transformation */ <<widget "foxTransform">> <<if _args[0] gte 0>> <<switch _args[0]>> <<case 0>> <<if $foxbuild gte 5>> <<set $fox to 1>> <<run $timeMessages.pushUnique("foxUp1")>> <<set $physicalTransform to 1>> <</if>> <<case 1>> <<if $foxbuild gte 10>> <<set $fox to 2>> <<run $timeMessages.pushUnique("foxUp2")>> <<set $transformationParts.traits.fangs to "default">> <<set $transformationParts.traits.sharpEyes to "default">> <<elseif $foxbuild lt 5>> <<set $fox to 0>> <<run $timeMessages.pushUnique("foxDown0")>> <<set $physicalTransform to 0>> <</if>> <<case 2>> <<if $foxbuild gte 15>> <<set $fox to 3>> <<run $timeMessages.pushUnique("foxUp3")>> <<set $transformationParts.traits.mateForLife to "default">> <<elseif $foxbuild lt 10>> <<set $fox to 1>> <<run $timeMessages.pushUnique("foxDown1")>> <<set $transformationParts.traits.fangs to "disabled">> <<set $transformationParts.traits.sharpEyes to "disabled">> <</if>> <<case 3>> <<if $foxbuild gte 20>> <<set $fox to 4>> <<run $timeMessages.pushUnique("foxUp4")>> <<set $transformationParts.fox.ears to "default">> <<set $transformationParts.traits.chase to "default">> <<elseif $foxbuild lt 15>> <<set $fox to 2>> <<run $timeMessages.pushUnique("foxDown2")>> <<set $transformationParts.traits.mateForLife to "disabled">> <</if>> <<case 4>> <<if $foxbuild gte 25>> <<set $fox to 5>> <<run $timeMessages.pushUnique("foxUp5")>> <<set $transformationParts.fox.cheeks to "default">> <<elseif $foxbuild lt 20>> <<set $fox to 3>> <<run $timeMessages.pushUnique("foxDown3")>> <<set $transformationParts.fox.ears to "disabled">> <<set $transformationParts.traits.chase to "disabled">> <</if>> <<case 5>> <<if $foxbuild gte 30>> <<set $fox to 6>> <<run $timeMessages.pushUnique("foxUp6")>> <<set $transformationParts.fox.tail to "default">> <<elseif $foxbuild lt 25>> <<set $fox to 4>> <<run $timeMessages.pushUnique("foxDown4")>> <<set $transformationParts.fox.cheeks to "disabled">> <</if>> <<case 6>> <<if $foxbuild lt 30>> <<set $fox to 5>> <<run $timeMessages.pushUnique("foxDown5")>> <<set $transformationParts.fox.tail to "disabled">> <</if>> <<case 99>> <<set $physicalTransform to 0>> <<set $fox to 0>> <<set $foxbuild to 0>> <<set $transformationParts.traits.fangs to "disabled">> <<set $transformationParts.traits.sharpEyes to "disabled">> <<set $transformationParts.traits.mateForLife to "disabled">> <<set $transformationParts.traits.chase to "disabled">> <<set $transformationParts.fox.cheeks to "disabled">> <<set $transformationParts.fox.ears to "disabled">> <<set $transformationParts.fox.tail to "disabled">> <</switch>> <<else>> <<clearAnimalTransformations>> <<set $physicalTransform to 1>> <<set $fox to 6>> <<set $foxbuild to 100>> <<set $transformationParts.traits.fangs to "default">> <<set $transformationParts.traits.sharpEyes to "default">> <<set $transformationParts.traits.mateForLife to "default">> <<set $transformationParts.traits.chase to "default">> <<set $transformationParts.fox.cheeks to "default">> <<set $transformationParts.fox.ears to "default">> <<set $transformationParts.fox.tail to "default">> <</if>> <</widget>> <<widget "clearAnimalTransformations">> <<harpyTransform 99>> <<cowTransform 99>> <<catTransform 99>> <<wolfTransform 99>> <<foxTransform 99>> <</widget>> <<widget "clearDivineTransformations">> <<demonTransform 99>> <<angelTransform 99>> <<fallenButNotOut 99>> <</widget>> <<widget "revealTransformations">> /* DO NOT USE without calling rehideTransformations before scene end */ <<set $tfPartsHidden to clone($transformationParts)>> <<if $harpy gte 6 and ($angel gte 6 or $fallenangel gte 2 or $demon gte 6)>> <<if $transformationParts.bird.wings is "hidden" and ($transformationParts.demon.wings is "hidden" or $transformationParts.angel.wings is "hidden" or $transformationParts.fallenAngel.wings is "hidden")>> <<else>> <<set $_excludeWings to true>> <</if>> <</if>> <<set $_keys to Object.keys($transformationParts)>> <<for $_i to 0; $_i lt $_keys.length; $_i++>> <<set $_key to $_keys[$_i]>> <<for $_label, $_value range $transformationParts[$_key]>> <<if $_value is "hidden" and $_key isnot "traits" and !["pubes", "pits", "cheeks"].includes($_label) and !($_label is "wings" and $_excludeWings is true)>> <<set $transformationParts[clone($_key)][clone($_label)] to "default">> <<set $tfPartsHidden[clone($_key)][clone($_label)] to "hideLater">> <<set _unhidden to true>> <</if>> <</for>> <</for>> <</widget>> <<widget "rehideTransformations">> <<if $tfPartsHidden>> <<set $_keys to Object.keys($tfPartsHidden)>> <<for $_i to 0; $_i lt $_keys.length; $_i++>> <<set $_key to $_keys[$_i]>> <<for $_label, $_value range $tfPartsHidden[$_key]>> <<if $_value is "hideLater">> <<set $transformationParts[clone($_key)][clone($_label)] to "hidden">> <</if>> <</for>> <</for>> <<unset $tfPartsHidden>> <</if>> <</widget>>/* This widget is run on its own after passout */ <<widget "passouttemperature">> <<cleareventpool>> <<outfitChecks>> <<set $passoutstat += 1>> <<set $passoutTimeStat to Time.date.timeStamp>> <<set $stress to Math.clamp($stress, 0, 8000)>> <<pass 60>> /* FROSTBITE */ <<if _passout is "cold">> <<set Weather.bodyTemperature to Weather.tempSettings.minTemperature + 1.5>> <<if !["beach", "estate", "forest", "lake", "moor", "park", "sea", "tower", "wolf_cave"].includes($location)>> You pass out from the cold. <br><br> <</if>> <<switch $location>> <<case "asylum">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|Passout Asylum]]>><</link>> <</addinlineevent>> <<case "beach">> You collapse on the <<= Weather.precipitation is "rain" ? "damp sand. Rain pelts your back as you" : Weather.precipitation is "snow" ? "cold sand. Snow falls on your body as you" : "sand. You">> curl into a ball to preserve what little body heat you have left. <br><br> <<if ["rain", "snow"].includes(Weather.precipitation)>> You do your best to <<= $worn.handheld.type.includes("rainproof") ? "cover yourself with your umbrella" : "shield yourself from the " + Weather.precipitation>>, but your fingers are numb with cold, and your arm falls to your side. <<silently>><<water>><</silently>> <br><br> <</if>> You pass out from the cold. <br><br> <<if getRobinLocation() is "beach">> <<addinlineevent "beach" 1.25>> <<link [[Everything fades to black...|Passout Beach Hypothermia Robin]]>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "beach" 1>> <<link [[Everything fades to black...|Passout Beach Hypothermia]]>><</link>> <</addinlineevent>> <<if $fame.good gte 400 or $fame.social gte 400>> <<addinlineevent "fame" 0.2>> <<link [[Everything fades to black...|Passout Hypothermia Fame]]>><</link>> <</addinlineevent>> <</if>> <<if dangerEvent() and !_fullyNaked>> <<addinlineevent "beach" 1>> <<link [[Everything fades to black...|Passout Beach Hypothermia Molest]]>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <</if>> <<case "estate">> <<if !$estate>><<estate_init>><</if>> /* It's possible to trigger the $estate location passout on the link that unsets $estate */ Your breath mists in the winter air. The <<= Weather.precipitation is "snow" ? "pristine snow looks soft and inviting" : "ground looks inviting">>. You take a few faltering steps. You sink down next to a car and close your eyes. <br><br> Just before you pass out, you <<if $farm.aggro gte 60>> <<addinlineevent "remy" 1>> <span class="red">hear the sound of spurs approaching.</span> <br><br> <<link [[Everything fades to black...|Passout Estate Remy Hot Cold]]>><</link>> <</addinlineevent>> <<elseif $wren_intro isnot undefined>> <<addinlineevent "wren" 1>> <span class="green">hear the sound of boots approaching.</span> <br><br> <<link [[Everything fades to black...|Passout Estate Wren Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <<else>> <<addinlineevent "generic" 1>> hear the sound of someone approaching. <br><br> <<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>> <</addinlineevent>> <</if>> <<case "farm">> <<if $bus.includes("farm")>>/* If not the Underground Farm */ <<addinlineevent "molest" 1>> <<link [[Everything fades to black...|Passout Hypothermia Molest]]>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <<else>> <<addinlineevent "livestock" 1>> <<link [[Everything fades to black...|Passout Livestock Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <</if>> <<case "forest">> You trek through the dense forest, shivering as the relentless cold seeps into your bones with each step. Your body trembles, <<if Weather.isFreezing>>your breath fogs in the frigid air, <</if>>and your heart races as you struggle to push on. <<if Weather.isSnow>>The snow crunches underfoot.<</if>> <br><br> The weight of exhaustion bears down on you, the world blurring as darkness creeps into your vision. Overwhelmed by the cold and fatigue, you collapse onto the forest floor. The ground rushes up to meet you as your consciousness slips away. <br><br> You pass out from the cold. <br><br> <<if $forest lte 25 and !isGwylanAbsent() and C.npc.Gwylan.state isnot "scorned">> <<addinlineevent "gwylan" .6>> <<link [[Everything fades to black...|Passout Gwylan Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <</if>> <<addinlineevent "wolf" 1>> <<link [[Everything fades to black...|Passout Wolves Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <<addinlineevent "rescue" 1>> <<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>> <</addinlineevent>> <<case "wolf_cave">> You try your best to stay warm, but the cold is too much. The ground rushes up to meet you as your consciousness slips away. <br><br> <<addinlineevent "rescue" 1>> <<link [[Everything fades to black...|Passout Wolf Cave Hypothermia]]>><</link>> <</addinlineevent>> <<case "cabin">> <<addinlineevent "Eden" 2>> <<link [[Everything fades to black...|Passout Eden Hot Cold]]>><<pass 60>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <<case "tower">> <<addinlineevent "birdRescue" 1>> You pass out from the cold. <br><br> <<link [[Everything fades to black...|Passout Bird Hypothermia]]>><</link>> <</addinlineevent>> <<case "moor">> <<if $moormove is "horse">> <<addinlineevent "moorHorse" 2>> You pass out from the cold. <br><br> <<link [[Everything fades to black...|Passout Moor Horse]]>><</link>> <</addinlineevent>> <<else>> <<addinlineevent "birdRescue" 1.5>> <<if $syndromebird gte 1>> You trudge through the moor, shivering uncontrollably<<if Weather.temperature lte 4>> as the biting cold seeps into your bones<</if>>. Each step feels like a struggle. Your body grows weaker, your movements more sluggish, with every passing moment. <br><br> As you collapse to the <<= Weather.isSnow ? "snowy" : "cold">> ground, your limbs feel heavy and unresponsive. The world around you swirls into darkness, the chill of the air enveloping you completely. <br><br> You pass out from the cold. <br><br> <<link [[Everything fades to black...|Passout Bird Hypothermia]]>><</link>> <<else>> <<npc "Great Hawk">><<person1>> You stumble to the <<= Weather.isSnow ? "snowy ground" : "ground">>, too weak to go on. Your lips are cracked from <<= Weather.temperature lte 4 ? "the frigid air" : "your laboured breathing">>, but you manage to croak out a desperate plea for help. <br><br> Your cry is answered. A <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>> <br><br> You tip your head back, and your mouth grows even drier as you gape at the enormous shadow flying towards you. <br><br> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <</addinlineevent>> <<addinlineevent "rescue" 1>> You pass out from the cold. <br><br> <<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>> <</addinlineevent>> <</if>> <<case "prison">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|Passout Prison 2]]>><</link>> <</addinlineevent>> <<case "lake">> Your vision blurs. You hold yourself tight to keep warm, but it's no use. <br><br> <<if $town_projects.diving gte 4 and (Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20)>> <<addinlineevent "winter" 0.75>> <<link [[Everything fades to black...|Passout Hot Cold Lake Office]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <</if>> <<if !Time.schoolDay and ["snow", "rain"].includes(Weather.precipitation) and Time.dayState is "day">> <<addinlineevent "mason" 0.25>> <<link [[Everything fades to black...|Passout Mason Hypothermia]]>><<set $phase to ["lakeunderwater", "lake_ruin", "lake_ruin_deep"].includes($bus) ? "underwater" : 1>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "danger" 1.25>> <<link [[Everything fades to black...|Passout Hypothermia Lake Gangbang]]>><</link>> <</addinlineevent>> <<case "school">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|School Passout]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <<case "sea">> The cold water robs you of the last of your body heat. Your limbs become too heavy to keep swimming, and you pass out as your body starts to sink. <br><br> <<addinlineevent "pirates" 1>> <<link [[Everything fades to black...|Passout Pirates Hot Cold]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <<case "tentworld">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|Passout Tentacle World]]>><</link>> <</addinlineevent>> <<case "park">> You stumble forward and slump to the cold ground, too battered to keep going. <br><br> /* Park events needed - adding default ones now to prevent empty passages */ <<if getRobinLocation() is "park" and !$daily.robin.passout>> <<addinlineevent "park" 1.25>> <<link [[Everything fades to black...|Passout Robin Hypothermia Park]]>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "rescue" 1>> <<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>> <</addinlineevent>> <<default>> /* Generic events */ <<addinlineevent "ambulance" 0.1>> <<link [[Everything fades to black...|Ambulance rescue]]>><<set $passoutReason to "hypothermia">><</link>> <</addinlineevent>> <<addinlineevent "molest" 1>> <<link [[Everything fades to black...|Passout Hypothermia Molest]]>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <<addinlineevent "rescue" 1.1>> <<link [[Everything fades to black...|Passout Hypothermia Rescue]]>><</link>> <</addinlineevent>> <<if $fame.good gte 400 or $fame.social gte 400>> <<addinlineevent "fame" 0.2>> <<link [[Everything fades to black...|Passout Hypothermia Fame]]>><</link>> <</addinlineevent>> <</if>> <<if $location is "town" and $bus is "danube">> <<addinlineevent "danube" 1.5>> <<link [[Everything fades to black...|Passout Danube Street]]>><<set $phase2 to _passout>><</link>> <</addinlineevent>> <</if>> <<if (($location is "town" and $bus is "high") or $location is "office" or $location is "avery_skyscraper") and $officejobintro is 1 and Time.hour gte 6 and Time.hour lte 21>> <<addinlineevent "office" 2>> <<link [[Everything fades to black...|Passout Office]]>><<set $phase2 to _passout>><</link>> <</addinlineevent>> <</if>> <</switch>> /* HEATSTROKE */ <<elseif _passout is "heat">> <<set Weather.bodyTemperature to Weather.tempSettings.maxTemperature - 1>> <<if !["beach", "estate", "forest", "lake", "moor", "sea", "wolf_cave"].includes($location)>> You pass out from the heat. <br><br> <</if>> <<switch $location>> <<case "alley">> <<if Weather.temperature gte 27 and _top and !Time.schoolDay and $bullytimer gte $rng and C.npc.Whitney.init is 1 and !["dungeon", "pillory"].includes(C.npc.Whitney.state) and $daily.whitney.park is undefined>> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|Passout Alley Heatstroke Whitney]]>><</link>> <</addinlineevent>> <</if>> <<if _underwear>> <<addinlineevent "icecube" 1>> <<link [[Everything fades to black...|Passout Heatstroke Ice Cube]]>><</link>> <</addinlineevent>> <</if>> <<if !_fullyNaked>> <<addinlineevent "strip" .5>> <<link [[Everything fades to black...|Passout Heatstroke Strip]]>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "rescue" .5>> <<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>> <</addinlineevent>> <<addinlineevent "kiss" 1>> <<link [[Everything fades to black...|Passout Heatstroke Kiss]]>><</link>> <</addinlineevent>> <<case "asylum">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|Passout Asylum]]>><</link>> <</addinlineevent>> <<case "beach" "seabeach">> <<if $location is "seabeach">> Even in the cold water, the heat has still caught up with you. You feel dizzy, and you collapse, falling to your knees in the shallow water. Your body feels tired. You close your eyes. <<else>> You collapse on the hot sand, chest heaving. The heat is too much, and your vision grows dark. <</if>> <br><br> <<addinlineevent "waves" 1>> <<link [[Everything fades to black...|Passout Beach Heatstroke]]>><</link>> <</addinlineevent>> <<if getRobinLocation() is "beach" and $location isnot "seabeach" and !$daily.robin.passout and $robin.timer.hurt lt 1>> <<addinlineevent "lemonade" 1.25>> <<link [[Everything fades to black...|Passout Beach Heatstroke Lemonade]]>><</link>> <</addinlineevent>> <</if>> <<if dangerEvent() and !Weather.overcast>> <<addinlineevent "students" 1>> <<link [[Everything fades to black...|Passout Beach Heatstroke Students]]>><</link>> <</addinlineevent>> <<if !_fullyNaked and Weather.precipitation is "none">> <<addinlineevent "wetShirt" 1>> <<link [[Everything fades to black...|Passout Beach Heatstroke Wet Shirt]]>><</link>> <</addinlineevent>> <</if>> <<else>> <<addinlineevent "rescue" 1>> <<link [[Everything fades to black...|Passout Beach Heatstroke Rescue]]>><</link>> <</addinlineevent>> <</if>> <<case "estate">> You can see heat radiating off the tops of the cars. Sweat pours down your forehead, stinging your eyes. You stagger to a patch of shade and collapse in a heap. <br><br> Just before you pass out, you <<if $farm.aggro gte 60>> <<addinlineevent "remy" 1>> <span class="red">hear the sound of spurs approaching.</span> <br><br> <<link [[Everything fades to black...|Passout Estate Remy Hot Cold]]>><<estate_end>><</link>> <</addinlineevent>> <<elseif $wren_intro isnot undefined>> <<addinlineevent "wren" 1>> <span class="green">hear the sound of boots approaching.</span> <br><br> <<link [[Everything fades to black...|Passout Estate Wren Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <<else>> <<addinlineevent "generic" 1>> hear the sound of someone approaching. <br><br> <<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>> <</addinlineevent>> <</if>> <<case "farm">> <<if $bus.includes("farm")>>/* If not the Underground Farm */ <<addinlineevent "generic" 1>> <<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>> <</addinlineevent>> <<if !_fullyNaked>> <<addinlineevent "strip" 1>> <<link [[Everything fades to black...|Passout Heatstroke Strip]]>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <</if>> <<else>> <<addinlineevent "livestock" 1>> <<link [[Everything fades to black...|Passout Livestock Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <</if>> <<case "forest">> You trek through the dense forest, a throbbing headache piercing your skull with each step. <<if !Weather.overcast>>The relentless sunlight filters through the canopy above.<</if>> Sweat drips from your brow, and your heart races as you struggle to push forward through the thick underbrush. <br><br> The weight of exhaustion bears down on you, the world blurring as darkness creeps into your vision. Overwhelmed by the heat and fatigue, you collapse onto the forest floor. The ground rushes up to meet you as your consciousness slips away. <br><br> You pass out from the heat. <br><br> <<if $forest lte 25 and !isGwylanAbsent() and C.npc.Gwylan.state isnot "scorned">> <<addinlineevent "gwylan" .6>> <<link [[Everything fades to black...|Passout Gwylan Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <</if>> <<addinlineevent "mud" 1>> <<link [[Everything fades to black...|Passout Heatstroke Mud]]>><</link>> <</addinlineevent>> <<addinlineevent "wolf" 1>> <<link [[Everything fades to black...|Passout Wolves Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <<addinlineevent "rescue" 1>> <<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>> <</addinlineevent>> <<case "wolf_cave">> Sweat pours down your forehead. It stings your eyes, but you're too fatigued to wipe it away. The heat is too much. You stagger to a patch of shade near the cave and collapse in a heap. <br><br> <<addinlineevent "rescue" 1>> <<link [[Everything fades to black...|Passout Wolf Cave Heatstroke]]>><</link>> <</addinlineevent>> <<case "lake">> Waves of heat engulf you. Your head spins and your vision blurs. <br><br> <<if $town_projects.diving gte 4 and (Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20)>> <<addinlineevent "winter" 0.75>> <<link [[Everything fades to black...|Passout Hot Cold Lake Office]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <</if>> <<if !Time.schoolDay and ["snow", "rain"].includes(Weather.precipitation) and Time.dayState is "day">> <<addinlineevent "mason" 0.25>> <<link [[Everything fades to black...|Passout Mason Hyperthermia]]>><<set $phase to ["lakeunderwater", "lake_ruin", "lake_ruin_deep"].includes($bus) ? "underwater" : 1>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "mud" 1>> <<link [[Everything fades to black...|Passout Heatstroke Mud]]>><</link>> <</addinlineevent>> <<case "cabin">> <<addinlineevent "Eden" 2>> <<link [[Everything fades to black...|Passout Eden Hot Cold]]>><<pass 60>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <<case "tower">> <<addinlineevent "birdRescue" 1.5>> You pass out from the heat. <br><br> <<link [[Everything fades to black...|Passout Bird Heatstroke]]>><</link>> <</addinlineevent>> <<case "moor">> <<if $moormove is "horse">> <<addinlineevent "moorHorse" 2>> You pass out from the heat. <br><br> <<link [[Everything fades to black...|Passout Moor Horse]]>><</link>> <</addinlineevent>> <<else>> <<addinlineevent "birdRescue" 1.5>> <<if $syndromebird gte 1>> <<npc "Great Hawk">><<person1>> The relentless sun beats down on you as you trudge through the moor, a throbbing headache pounding in your skull. Waves of nausea churn in your stomach, your pulse racing uncontrollably as you succumb to the heat. <br><br> In a desperate attempt to find relief, you sink to your knees, clutching at the parched earth. The ground feels distant, the world spinning as darkness closes in. <br><br> You pass out from the heat. <br><br> <<link [[Everything fades to black...|Passout Bird Heatstroke]]>><</link>> <<else>> <<npc "Great Hawk">><<person1>> You stumble to the ground, too weak to go on. Your lips are parched from the heat, but you manage to croak out a desperate plea for help. <br><br> Your cry is answered. A <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>> <br><br> You tip your head back, and your mouth grows even drier as you gape at the enormous shadow flying towards you. <br><br> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <</addinlineevent>> <<addinlineevent "rescue" 1>> You pass out from the heat. <br><br> <<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>> <</addinlineevent>> <</if>> <<case "prison">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|Passout Prison 2]]>><</link>> <</addinlineevent>> <<case "sea">> Despite the water around you, the heat is too much. Your limbs become too heavy to keep swimming, and you pass out as your body starts to sink. <br><br> <<addinlineevent "pirates" 1>> <<link [[Everything fades to black...|Passout Pirates Hot Cold]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <<case "school">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|School Passout]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <<case "tentworld">> <<addinlineevent "default" 1>> <<link [[Everything fades to black...|Passout Tentacle World]]>><</link>> <</addinlineevent>> <<case "park">> <<if isInPark("whitney")>> <<addinlineevent "default" 2>> <<link [[Everything fades to black...|Passout Park Heatstroke Whitney]]>><</link>> <</addinlineevent>> <</if>> <<if $wolfgirl gte 6 or $cat gte 6>> <<addinlineevent "animals" 1>> <<link [[Everything fades to black...|Passout Heatstroke Animals]]>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "delinquents" 1>> <<link [[Everything fades to black...|Passout Heatstroke Delinquents]]>><</link>> <</addinlineevent>> <<addinlineevent "flash" 1>> <<link [[Everything fades to black...|Passout Heatstroke Flash]]>><</link>> <</addinlineevent>> <<default>> /* Generic events */ <<addinlineevent "ambulance" 0.1>> <<link [[Everything fades to black...|Ambulance rescue]]>><<set $passoutReason to "hyperthermia">><</link>> <</addinlineevent>> <<if !_fullyNaked>> <<addinlineevent "strip" 1>> <<link [[Everything fades to black...|Passout Heatstroke Strip]]>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "kiss" 1>> <<link [[Everything fades to black...|Passout Heatstroke Kiss]]>><</link>> <</addinlineevent>> <<addinlineevent "rescue" 1.1>> <<link [[Everything fades to black...|Passout Heatstroke Rescue]]>><</link>> <</addinlineevent>> <<if $location is "town" and $bus is "danube">> <<addinlineevent "danube" 1.5>> <<link [[Everything fades to black...|Passout Danube Street]]>><<set $phase2 to _passout>><</link>> <</addinlineevent>> <</if>> <<if (($location is "town" and $bus is "high") or $location is "office" or $location is "avery_skyscraper") and $officejobintro is 1 and Time.hour gte 6 and Time.hour lte 21>> <<addinlineevent "office" 2>> <<link [[Everything fades to black...|Passout Office]]>><<set $phase2 to _passout>><</link>> <</addinlineevent>> <</if>> <</switch>> <</if>> <<runeventpool>> <</widget>> /* Determines clothes player may be given after passing out of cold */ <<widget "hypothermiaClothes">> <<outfitChecks>><<set _wet to $upperwetstage gte 3 or $lowerwetstage gte 3 or $underupperwetstage gte 3 or $underlowerwetstage gte 3>> <<set _gender to $player.gender_appearance>> <<set _clothes to []>> <<set _warmClothes to []>> <<if _fullyNaked>> <<set _warmClothes to "clothes">> <<elseif _wet>> <<dry_full>><<upperstrip>><<lowerstrip>> <<set _warmClothes to "dry clothes">> <<elseif !_bottom>> <<set _warmClothes to "bottoms">> <<elseif $debug is 1 and $worn.over_upper.name is "naked" and $rng gte 46>> <<set _warmClothes to "a jacket">> <<elseif $worn.upper.warmth lt 6>> <<set _warmClothes to _shirtless ? "a shirt" : "something warmer">> <<elseif !$worn.neck.cursed>> <<set _warmClothes to "a scarf">> <<elseif $worn.head.warmth lt 3>> <<set _warmClothes to "a hat">> <</if>> <<if $debug is 1 and $worn.over_upper.name is "naked" and $rng gt 100>> /* outerwearToDo: Give players a jacket that's suitably warm. Not the froggy coat. Rng to allow for the possibility that they'll get another article of clothing instead -- rng should normally be gte 45, I just wanted to make this impossible to get. */ <<set _slot to "over_upper">> <<set _index to 1>> <<overupperwear _index>> <<elseif $worn.upper.warmth lt 6>> /* neutral: puffer jacket, winter jacket, turtleneck jumper, cable-knit turtleneck, ghost jumper */ <<set _slot to "upper">> <<set _upper to [71, 103, 45, 43, 133]>> <<if $player.gender_appearance is "m" or $settings.forcedCrossdressingEnabled>> /* masc: punk leather, leather, letterman jackets, skull jumper */ <<set _upper.push(40, 41, 62, 135)>> <</if>> <<if $player.gender_appearance is "f" or $settings.forcedCrossdressingEnabled>> /* femme: heart jumper, girl's sweater */ <<set _upper.push(134, 28)>> <</if>> <<set _index to _upper.random()>> <<upperstrip>> <<switch _index>> <<case 133>><<upperwear _index "white" "neon blue">> <<case 134>><<upperwear _index "lilac" "pink">> <<case 135>><<upperwear _index "black" "red">> <<default>><<upperwear _index>> <</switch>> <<set _crossdress to ($worn.upper.gender is "f" and $player.gender_appearance is "m") or ($worn.upper.gender is "m" and $player.gender_appearance is "f")>> <<elseif !$worn.neck.cursed>> <<set _slot to "neck">> <<set _index to 16>> <<neckwear _index>> <<elseif $worn.head.warmth lt 3>> <<set _costume to $christmas is 1 or $halloween is 1>> <<set _slot to "head">> <<set _index to $christmas is 1 ? 8 : $halloween is 1 ? 53 : 2>> <<headwear _index>> <</if>> <<set _text_output to setup.clothes[_slot][_index].word is "n" ? `a pair of ${$worn[_slot].name}` : setup.clothes[_slot][_index].word + " " + $worn[_slot].name >> <<set _clothes.push(_text_output)>> <<outfitChecks>> <<if _bottomExposed>> <<set _slot to "lower">> <<set _index to either(22, 23, 39, 67)>> <<lowerwear _index>> <<set _text_output to setup.clothes[_slot][_index].word is "n" ? `a pair of ${$worn[_slot].name}` : setup.clothes[_slot][_index].word + " " + $worn[_slot].name >> <<set _clothes.push(_text_output)>> <</if>> <</widget>> /* To get the previous major area passage, use: $safePassage (for links in the last passage, unless we want to link the player elsewhere) */ /* Generic passouts */<<if $molestationstart is 1>> You awaken to find a <<generate1>><<person1>><<person>> on top of you. "Hey there, baby," <<he>> croons. "You were shivering something awful, so I figured I'd help you warm up. I know a good way to generate some body heat..." <<He>> leers down at you, rubbing lewdly against your body. <br><br> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger to 0>> <<set $encounterDialogue to "cold">> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Hypothermia Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Hypothermia Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<set Weather.bodyTemperature++>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> pushes <<himself>> off you with a satisfied groan, grinning at you. "There, all warmed up. You're lucky a good Samaritan like me was here to help." <<He>> gives your cheek a condescending pat before walking off with a chuckle. <<tearful>> you stand up and rub your hands together, teeth chattering. <<endcombat>> <<clotheson>> <<elseif $enemyhealth lte 0>> The <<person>> grunts as you manage to push <<him>> off of you with one last <<= $submissive lte 850 ? "vicious" : "desperate">> shove. "You fuckin' <<bitch>>!" <<he>> shouts after you as you scramble away. "If you didn't want someone to help you warm up, you shouldn't've been walking around like that!" <<tearful>> you sprint away from <<him>>. The exercise gets your blood pumping and distracts you from the cold, at least. <<athletics 1>> <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> /* Generic heatstroke passout: dangerous */<<if $molestationstart is 1>> You awaken to find a <<generate1>><<person1>><<person>> on top of you. "Hey there, hot stuff," <<he>> purrs. "Heatstroke got to you, huh? Let me give you a hand with that." <<He>> starts tugging at your clothes. <br><br> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<molested>> <<set $enemyno to 1>><<set $enemynomax to 1>> <<maninit>> <<npcstripall>> <<npcidlegenitals>> <<set $encounterDialogue to "hotStrip">> <</if>> <<effects>> <<effectsman>><<man>> <br><br> <<stateman>> <<actionsman>> <<outfitChecks>> <<if _fullyNaked or $enemyarousal gte $enemyarousalmax or $enemyhealth lte 0>> <span id="next"><<link [[Next|Passout Heatstroke Strip Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Heatstroke Strip]]>><</link>></span><<nexttext>> <</if>><<effects>> <<outfitChecks>> <<set Weather.bodyTemperature-->> <<if _fullyNaked>> With one last tug, the <<person>> rips the last of your clothes off. <<He>> rakes <<his>> eyes down your nude body. "Nice," <<he>> says appreciatively. <<He>> climbs to <<his>> feet, tucking your clothes under <<his>> arm. "There, you should be plenty cool now." <br><br> <<tearful>> you struggle to sit up, still weak and overheated. You give <<him>> a <<= $submissive lte 850 ? "dirty" : "pleading">> look. <br><br> "What, no thank you?" The <<person>> clicks <<his>> tongue and shakes <<his>> head. "Well, I guess I'll just have to keep these as compensation for my good deed. Stay cool, <<girl>>." <<if $beauty gte ($beautymax / 7) * 4>> <<He>> pauses. "If you can, anyway. That might be hard to do, you <i>are</i> pretty hot." <<He>> leaves, chuckling at <<his>> own pun. <<else>> <<He>> winks at you. "Cute <<girls>> like you shouldn't be walking around with clothes on, anyway." <</if>> <<set $stealtextskip to 1>> <<stealclothes "strip">> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> falters as <<he>> convulses in orgasmic bliss, and you take advantage of the opportunity to tug free from <<his>> grasp. "Fine, alright, keep your clothes," <<he>> pants. "But don't go crying if the next person to help your overheated arse isn't as kind as me." <<elseif $enemyhealth lte 0>> The <<person>> grunts as you manage to push <<him>> off of you with one last <<= $submissive lte 850 ? "vicious" : "desperate">> shove. "You fuckin' <<bitch>>!" <<he>> shouts after you as you scramble away. "I was just trying to help you cool down!" <</if>> <<clotheson>> <<endcombat>> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> /* Generic frostbite passout: safe */<<effects>><<generate1>><<person1>><<outfitChecks>><<rng>> <<hypothermiaClothes>><<set $outside to 0>> You wake up, feeling a little better than you remember. <<if _clothes.length gte 1>>You're wearing <<= _clothes.join(" and ")>><</if>>. <<if _wet>>Your wet clothes are folded neatly beside you.<</if>> You sit up and get a look at your surroundings. It looks like you're in <<if $location is "forest">> a camping tent. <<else>> <<switch $bus>> <<case "domus" "danube" "barb" "residential" "wolf">>a living room. <<case "high" "commercial">>some sort of breakroom. <<case "farm">>a barn. <<default>> <<if $bus.includes("lake")>> near the lake. <<else>> the backseat of a stranger's car. <</if>> <</switch>> <</if>> <br><br> "Oh, thank god you're awake!" a <<person>> says with a sigh of relief. "Your body was so cold, you had me worried. <<if _warmClothes>> You know, you really shouldn't be walking around without _warmClothes." <<He>> gestures to your clothes. "All yours, by the way." <</if>> <<if _wet>> <<He>> gives you an apologetic smile. "I hope you don't mind that I took your clothes off to dry. I had a change of clothes on me and figured you could use it." <</if>> <<if _crossdress or _costume>> <<He>> looks sheepish. "Sorry, it's all I had. <<if _crossdress and ($worn.upper.gender is "m" and $pronoun is "f") or ($worn.upper.gender is "f" and $pronoun is "m")>> It belonged to my ex, so I'm happy to be rid of it.<</if>><<if _costume>> T'is the season, am I right?<</if>>" <</if>> <br><br> <<if $speech_attitude is "meek">> "T-thank you," you stammer, still trembling from the cold. <<elseif $speech_attitude is "bratty">> "Thanks," you say. "I'd say I owe you one, but I'll probably never see you again." <<else>> "Thank you so much," you say, hugging your arms close to your body. <</if>> <br><br> The <<person>> smiles at you. "It's the least I can do. You go careful now, love." <<= _wet ? "You gather up your clothes" : "You bid <<him>> farewell">> and continue on your way. <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> /* Generic heatstroke passout: safe */<<set $outside to 0>><<effects>> <<generate1>><<person1>> <<set _exposed to $exposed gte 2>> <<returnCarried>> <<strip>> <<upperwear 157 "white">> You wake up, feeling a little better than you remember. A thin sheet covers your body, keeping you modest but cool. You <<if $player.perceived_breastsize gte 2 or $player.gender_appearance is "f">>hold it to your chest as you <</if>>sit up and get a look at your surroundings. It looks like you're in <<switch $bus>> <<case "domus" "danube" "barb" "residential" "wolf">>a living room. <<case "high" "commercial">>some sort of breakroom. <<case "farm">>a barn. <<case "forest">>an unfamiliar cabin. <<default>> <<if $bus.includes("lake")>> a shady area near the lake. <<else>> the backseat of a stranger's car. <</if>> <</switch>> <br><br> "You're awake! I'm so glad, I was about to call an ambulance!" a <<person>> cries, rushing to your side. <<He>> offers you a bottle of water, which you take <<if $trauma gte ($traumamax / 5) * 2>>with some hesitation <</if>>and pop open to drink. You find it gone much faster than you expected. <br><br> <<if $speech_attitude is "meek">> "Did you...save me? Thank you..." <<elseif $speech_attitude is "bratty">> "<<if !_exposed>>Where are my clothes? <</if>>What did you do to me?" <<else>> "Thank you! I don't even remember what happened..." <</if>> <br><br> <<He>> takes the empty bottle and <<= _exposed ? "smiles at you" : "fetches your clothes">>. <<if _exposed>> "It seems like you collapsed from the heat. An impressive feat, given your state of undress. <<switch Time.season>> <<case "summer">> I don't blame you for stripping down this time of the year though. Just be careful, it's not safe for <<girls>> like you to be so exposed around here."<<if $molesttrait gte 1 or $rapetrait gte 1>> <<He>> doesn't even know the half of it.<</if>> <<case "autumn">> The weather's getting cooler, but that's no excuse to overexert yourself. Even with no clothes on." <<case "winter">> I don't think that should even be possible in the winter. <span class="red">Maybe you should report this to the developers</span>?" <<default>> It feels like every year gets hotter sooner, doesn't it? But you should probably be more careful walking around like that." <</switch>> <<else>> "Sorry about stripping you. It seemed like you collapsed from the heat, so I thought it'd be a good idea to take everything off to help you out." <<He>> offers the bundle of clothing to you. "You may want to choose what you put on a little more carefully. <<switch Time.season>> <<case "summer">> The heat is killer this time of year." <<He>> grimaces sympathetically. <<case "autumn">> The weather's cooling down, but you don't need to bundle up quite so much yet!" <<He>> chuckles lightly. <<case "winter">> I'm not sure how you managed to get heatstroke in the winter, but a few less layers may do you some good." <<He>> gives you a wry smile. <<default>> The weather's warming up, after all." <<He>> smiles. <</switch>> <</if>> <br><br> The <<person>> backs away. "I'll give you some <<= _exposed ? "space" : "privacy">>." <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Offer to thank <<him>> with your body|Passout Heatstroke Rescue Thank]]>><</link>><<promiscuous3>> <br> <</if>> <<if !_exposed>> <<link [[Get dressed|Passout Heatstroke Rescue Dress]]>><<set $phase to 1>><</link>> <<else>> <<link [[Wear the bedsheet|Passout Heatstroke Rescue End]]>><</link>> <</if>><<effects>> You put a hand on the <<persons>> thigh. <<if $speech_attitude is "meek">> "Th-that was really...<i>really</i> sweet of you to help me... Is there s-some way I can return the favour...?" <<elseif $speech_attitude is "bratty">> "You really got me out of a bad situation. I don't wanna owe you anything, so how about you let me thank you properly?" <<else>> "You really saved <<if $cow gte 6>>my hide<<else>>me<</if>>. There must be some way I could thank you." <</if>> <br><br> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> The <<person>> is caught off-guard for a moment, but soon laughs and returns to your side. "Well, someone's got <<pher>> energy back! I wouldn't say no to a little appreciation..." <br><br> <<link [[Next|Passout Heatstroke Rescue Thank Sex]]>><<set $sexstart to 1>><</link>> <<else>> The <<person>> gives an awkward laugh. "I, uh, appreciate your offer. But I don't think that would be a good idea, especially while you're still recovering." <br><br> <<He>> smiles and walks out of sight, giving you space to <<= _exposed ? "collect yourself" : "get dressed">>. <br><br> <<if !_exposed>> <<link [[Get dressed|Passout Heatstroke Rescue Dress]]>><<set $phase to 1>><</link>> <<else>> <<link [[Wear the bedsheet|Passout Heatstroke Rescue End]]>><</link>> <</if>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<set $encounterDialogue to "hot">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Heatstroke Rescue Thank Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Heatstroke Rescue Thank Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> laughs again as <<he>> fans <<himself>>, face flushed. "Now <i>I'm</i> feeling a little hot! Glad to see you've healed so much, <<girl>>. Take as much time as you need, alright?" <br><br> The <<person>> pulls away from you, giving you some space. <br><br> <<elseif $enemyhealth lte ($enemyhealthmax / 2)>> The <<person>> pulls away from you, hands up. "Woah, woah, take it easy! If you didn't want it you shouldn't've offered in the first place! Hurry up and get yourself together." <br><br> <<tearful>> you pull yourself together. <<He>> gives you some space. <br><br> <<else>> The <<person>> pulls away from you, hands up. "Alright. Take as much time as you need." <br><br> <</if>> <<endcombat>> <<if !_exposed>> <<link [[Get dressed|Passout Heatstroke Rescue Dress]]>><<set $phase to 1>><</link>> <<else>> <<link [[Wear the bedsheet|Passout Heatstroke Rescue End]]>><</link>> <</if>><<effects>> It occurs to you that it might be best to put on fewer clothes for right now. Anything else can be sent to your wardrobe. <br> <<getDressedList>> <<link [[Just wear the bedsheet|Passout Heatstroke Rescue End]]>><<strip>><<returnCarried>><<if $worn.upper.name isnot "bedsheet">><<upperwear 157 "white">><</if>><</link>> <br> <<link [[Finish dressing|Passout Heatstroke Rescue End]]>><</link>><<effects>> You thank your rescuer, and <<he>> nods. "Try and be more mindful of the heat from now on," <<he>> replies with a wave. You wave back and resume your journey. <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> /* Location passouts */<<set $outside to 0>><<set $location to "farm">><<effects>> <<npc Remy>><<generate2>><<generate3>> <<set _cow to $player.gender_appearance is "m" ? "bull" : "cow">> You awaken in a dingy windowless room, the stone walls lit only by a flaming torch held by a <<person2>><<person>>. <<He>> and a <<person3>><<person>> stand, looking down at you. You're lying on a bed of straw. <br><br> <<person1>>"Awake I see," says a voice. It's Remy. <<He>> walks down a set of stone steps leading into the room and kneels beside you. <br><br> <<if $passoutReason is "hyperthermia">> "We found you passed out. You caused quite the worry, but my examination found no problems. You simply overheated." <<He>> strokes your hair. "<<= $farmGateCD is 0 ? "One of my men said you were acting up tonight. Maybe next time you'll be a good _cow and behave, hmm?" : "I'm proud you're being such a hard worker, but we can't have such a valuable member of our herd fainting, now can we?">> All that exercise must have gotten to you. Here, <<girl>>." <br><br> Remy holds up a bowl of water, and you realise just how parched you are. <<He>> lifts the bowl to your lips, and you gulp down the cool water greedily. Your desperation to slake your thirst causes some to spill on your <<chest>> and <<he>> chuckles. When the last drop of water is gone, you sigh with relief. <br><br> Remy sets down the bowl and <<= $cow gte 2 and $transformationParts.cow.horns isnot "hidden" ? "rubs the base of your horns" : "pets your head">>. "That's a good <<girl>>. You'll take care next time, won't you?" <br><br> <<set Weather.bodyTemperature-->> <<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>> <<else>> "We found you passed out and shivering. You caused quite the worry, but my examination found no problems. You simply got too cold." <<He>> strokes your hair. <br><br> <<set Weather.bodyTemperature++>> <<if $speech_attitude is "meek">> "Um... maybe if I had some clothes, that would help?" you whisper. <<elseif $speech_attitude is "bratty">> "Yeah, well, maybe I wouldn't freeze to death if you'd give me some clothes," you say. <<else>> "Can I get some clothes?" you ask. "It's too cold to go around naked like this." <</if>> <br><br> Remy purses <<his>> lips. "Now, now, <<girl>>, don't be silly. Cattle don't wear clothes." <<He>> strokes your hair. "You just need to get your blood pumping, that's all. I'm sure we can find a job that'll keep you plenty active. You'll warm right up, you'll see." <</if>> <br><br> <<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>><<set $location to "pirate_ship">><<effects>> <<outfitChecks>> <<if $pirate_rank gte 1>> <<if $passoutReason is "hyperthermia">> <<set Weather.bodyTemperature-->> You wake up <<= _fullyNaked ? "cool and dry" : "naked and cool, but dry">>, save the water being poured on you. You <<= $speech_attitude is "meek" ? "whimper" : $speech_attitude is "bratty" ? "groan" : "gasp">> and wipe at your face to clear your airways, much to the <<= $pirate_status gte 70 ? "cheers" : $pirate_status gte 50 ? "pleased chatter" : "amusement">> of your mates. <<else>> <<set Weather.bodyTemperature++>> You wake up dry and bundled in blankets, nestled between two large bodies. You <<= $speech_attitude is "meek" ? "whimper" : $speech_attitude is "bratty" ? "groan" : "gasp">> as a shiver runs through you, shaking off the last of your frostbite. The pirates on either side of you <<= $pirate_status gte 50 ? "rub your back and sides" : "roughly pat you on the back">> with a laugh at your recovery. <</if>> <br><br> Another pirate fetches Captain Zephyr when you awake. "Welcome back from the brink, mate. Tis good fortune we found ye. <<print either ("Nature is no kinder mistress out at sea", "Raw nor cooked makes no difference to the mer. You're asking' for trouble swimming alone like that")>>." <br><br> <<= !_fullyNaked ? "<<dry_full>>Your dry clothes are returned to you and a towel" : "A towel">> is dropped onto your head.<<if $pirate_status gte 50>> A pirate ruffles your hair dry<<ruffleHair>>.<</if>> <br><br> Once you're dry and on your feet again, Captain Zephyr commands <<nnpc_his "Zephyr">> crew. "Alright, ye dogs! Back to work!" <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <<else>> <<ruined>> <<if $passoutReason is "hyperthermia">> You wake up naked and bound, wind whipping at you and sea mist spraying you. You've cooled down a lot, but that doesn't protect you much from the realisation that you're suspended off the ground! <<gstress>><<stress 6>> <<set Weather.bodyTemperature-->> <<else>> <<upperwear 157>> You wake up bound, bare of anything but what feels like a cocoon of sheets. The wind <<if ["rain", "snow"].includes(Weather.precipitation)>>and <<= Weather.precipitation>> whip<<else>>whips<</if>> at your face, and the sea mist sprays you. You feel a lot warmer, but that doesn't provide much relief from the realisation that you're suspended off the ground! <<gstress>><<stress 6>> <<set Weather.bodyTemperature++>> <</if>> <br><br> "Captain! The <<lass>> is awake!" you hear someone call from below you. The bindings holding you upright loosen, sending you sliding down the mast. You <<= $feetskill gte 600 ? "manage to keep upright when your feet hit the ground, before the motion of the boat sends you to the floor" : "crumple to the ground on wobbly legs">>. <<gpain>><<pain 4>> <br><br> The pirates surrounding you part as <<= $pirate_intro is 1 ? "Captain Zephyr" : "someone you presume to be the captain">> approaches. <br><br> <<link [[Next|Pirate Intro]]>><</link>> <</if>><<effects>><<outfitChecks>> <<silently>><<water>><</silently>> You sit straight up, coughing water out of your lungs as the ocean waves surge over your prone body. It looks like the tide has come in. <<if !_fullyNaked and !_swimwear>> <span class="red">Your clothes are soaked.</span> <<= hasSexStat("exhibitionism", 5) ? "You shiver with excitement, your <<lewdness>> on full display" : "You quickly cover up and look for the nearest changing room">>. <<gstress>><<stress 6>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> <br><br> You remain seated in the surf, letting the water rush over your legs until you feel cool enough to stand up. <r><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>><<npc Robin>><<person1>> <<set Weather.bodyTemperature-->> You feel a pair of hands on your body, trying to shake you awake. "Wake up!" a familiar voice says. There's a splash of cold water on your face, and you blink, looking around. Your vision is fuzzy, but you can make out most of the features of the person standing in front of you. It's Robin. <br><br> You give <<him>> a smile and manage to mumble a thank you. <<He>> sighs, shaking <<his>> head. "You could've been seriously hurt. Why didn't you just go in the water?" <<he>> asks. You don't have a good response for <<him>>. <br><br> <<He>> stands up, then runs back to <<his>> lemonade stand, where <<he>> fiddles with the pitcher of lemonade. "Here. You should drink some. It'll help you cool down." <<He>> holds out a cup of lemonade. <br><br> <<link [[Take the lemonade|Passout Beach Heatstroke Lemonade Take]]>><</link>> <br> <<link [[Ask for help|Passout Beach Heatstroke Lemonade Help]]>><</link>><<effects>><<wearProp "lemonade" 0 "default">> You grab the lemonade from Robin's hands and bring it to your lips. It tastes slightly salty, and your nose wrinkles at the unfamiliar taste. <br><br> "Sorry, I know it tastes kinda gross. But you need electrolytes," <<he>> says, sitting next to you. You down the lemonade as quickly as you can. "The ice, too," Robin adds. <br><br> You take a few small cubes into your mouth and let them sit on your tongue. It feels nice, and it takes your attention away from the rest of your body. <br><br> <<if C.npc.Robin.trauma gte 40>> <<He>> sighs. You can tell <<he>> was worried for you. You wrap an arm around <<his>> shoulder and lean your head against <<him>>. <<elseif C.npc.Robin.dom gte 50>> <<He>> sighs and leans <<his>> head against your shoulder. "You should be more careful. Next time,<<= Weather.temperature gte 20 ? "take some layers off or" : $bus isnot "seabeach" ? "go in the water or" : "">> go inside. Don't neglect yourself," <<he>> says, brushing <<his>> hand against your knee. <<else>> <<He>> sighs. "You're lucky. You should be more careful. Next time, I might not be here to help you... And we both know what this town can be like. Take care of yourself," <<he>> tells you, resting a hand on your knee. <</if>> <br><br> <<if $speech_attitude is "meek">> "I'm sorry I made you nervous. I'll be safer, I promise," you tell <<him>>. <<elseif $speech_attitude is "bratty">> "Well, I ended up okay, right? That's what really matters," you say, patting <<his>> shoulder. <<else>> "I'll be more careful. Don't worry about me," you reassure <<him>>. <</if>> <br><br> <<He>> takes the cup from your hands and smiles at you, but <<he>> still looks concerned. <br><br> <<link [[Next|Passout Beach Heatstroke Lemonade End]]>><<handheldon>><</link>><<effects>> <<if $speech_attitude is "meek">> "Can you help me?" you ask, trying and failing to move your arms. <<elseif $speech_attitude is "bratty">> "My arms aren't working right now. Lend me a hand?" you ask. <<else>> "I don't think my body wants to move," you say with a weak laugh. <</if>> <<He>> looks confused for a moment, then blushes. <br><br> <<if C.npc.Robin.trauma gte 40>> <<He>> presses the cup against your lips, <<his>> hands shaking. Slowly, <<he>> tilts the cup back, and you sip from it. It tastes salty. <<He>> keeps the cup pressed to your lips, and some of it spills on you. You drink until it's gone, and Robin finally takes the cup back. You gasp, taking a moment to catch your breath. "Oh... I didn't realise you couldn't breathe well. Sorry," <<he>> mumbles. <<elseif C.npc.Robin.dom gte 50>> <<He>> pushes the cup to your lips, and you nod to signal that you're ready. <<He>> tilts the cup back, and you choke on the drink. "Oh. I added some salt for some electrolytes. Sorry that it tastes gross," <<he>> says with a small laugh. <br><br> You laugh as well before dutifully opening your mouth for more of the weird lemonade. When you finish, <<he>> pulls it away from your mouth. <<else>> <<He>> brings the cup to your lips, holding it gently. You nod, and <<he>> begins to tilt it back, letting you slowly drink the lemonade. You sputter when it first touches your tongue. "Oh, sorry. I added salt for some electrolytes. I know it tastes gross, but I know you can drink it," <<he>> says. <br><br> You take a deep breath, preparing for more of the weird lemonade. When you finish, <<he>> pulls it away from your mouth. <</if>> <br><br> <<link [[Next|Robin Lemonade Help End]]>><</link>><<effects>> Robin stands up. "I should get back to my stand now," <<he>> says, glancing over at it. <<= $balloonStand.robin.status is "helped" ? "A customer munches on popcorn while waiting patiently for Robin to return." : "No one is there. It doesn't look like <<he>> missed any customers while taking care of you.">> "Be safe. I'll see you around, okay?" <<He>> rubs your shoulder, and you watch <<him>> head back to the lemonade stand. <<set $daily.robin.passout to 1>> <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> <<generateRole 0 "popular" "boy/girl">> You feel a pair of arms hook under you and lift you off the sand. <<if $cool gte 240>> <<set Weather.bodyTemperature-->> Someone splashes water over your face. Some of your friends are standing over you, a concerned look on their faces. "We found you on the sand. What happened?" one of them asks. <br><br> "Hot..." you mumble, feeling ready to go back to sleep. They pull you closer to the surf, dragging you across the rough sand. The cool water laps over your feet. <br><br> "Stay in the water for a while, okay?" one of them says, patting your shoulder. You nod and allow yourself to enjoy the sensation of water on your skin. They soon leave you alone, and you occupy yourself with watching the waves. <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> They heave you up. You feel as if you're floating, and it's almost pleasant, until they unceremoniously throw you into the water. Your eyes snap open, and you thrash about, disoriented. <<water>> <br><br> You hear laughter and look to find a <<person1>><<person>> from school, as well as some of <<his>> friends. <<He>> smirks at you. "You should count yourself lucky that I found you. Care to pay me back for my kindness?" <<he>> asks. <<He>> makes a lewd gesture, and <<his>> friends snicker. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Comply|Passout Beach Heatstroke Students Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<promiscuous4>> <br> <</if>> <<if !hasSexStat("promiscuity", 3) and $uncomfortable.prostituting is false>> <<link [[Reluctantly comply|Passout Beach Heatstroke Students Sex]]>><<set $desperateaction to 2>><<set $phase to 1>><<set $sexstart to 1>><</link>> <br> <</if>> <<link [[Refuse|Passout Beach Heatstroke Students Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>> <</if>><<location "beach">> <<if $phase is 0>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcoral>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Beach Heatstroke Students End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Beach Heatstroke Students Sex]]>><</link>></span><<nexttext>> <</if>> <<elseif $phase is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>><<npcoral>> <<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Beach Heatstroke Students End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Beach Heatstroke Students Sex]]>><</link>></span><<nexttext>> <</if>> <</if>><<effects>> <<if $enemyhealth lte 0>> The <<person>> stumbles back, glaring at you. "That's how you show gratitude? What a <<bitch>>," <<he>> spits. One of <<his>> friends kicks you in the <<= playerBellyVisible() ? "shin" : "stomach">> before leaving. <<gpain>><<pain 6>> <<elseif $enemyarousal gte $enemyarousalmax>> The <<person>> leans back, letting a moan escape <<his>> lips. "Not half bad, <<girl>>. Maybe I'll rescue you more often. Thanks for the fuck," <<he>> says before leaving. <<elseif $finish is 1>> "Not even a 'thank you'? Unbelievable," the <<person>> mutters, standing up. <<He>> kicks you in the <<= playerBellyVisible() ? "shin" : "stomach">> as <<he>> leaves with <<his>> friends. <<gpain>><<pain 6>> <</if>> <br><br> <<tearful>> you collect yourself, sitting in the water until you feel comfortable enough to stand. <<clotheson>> <<endcombat>> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> <<generate1>><<person1>> You feel someone's hands on your skin. You want to squirm, but your body doesn't move. <br><br> You feel someone's hands on your skin. You want to squirm, but your body doesn't move. "God, your skin is blistering hot!" <<he>> gasps. <<He>> hoists you from the sand and hurries you to the water. Your entire body is dunked under, then pulled up. <<silently>><<water>><</silently>> <br><br> You cough, and your eyes flutter open to see a <<person1>><<person>> in front of you. When <<he>> makes eye contact with you, <<he>> exhales in relief. <br><br> <<He>> stands up, letting you rest in the water. "It's dangerous to be outside in this. You should be careful," <<he>> says, running a hand through <<his>> hair. <<He>> stays with you for a few more minutes before sighing. "I should head back to my kids. Stay safe," <<he>> says. You wave a goodbye, and <<he>> leaves to a more crowded section of the beach. <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> <<generate1>> <<person1>> <<outfitChecks>> <<set $outside to 0>><<set $location to "arcade">> <<hypothermiaClothes>> You awake to a hand on your forehead. Your senses are flooded with the flashing lights and loud noises of arcade games. You quickly shut your eyes again and concentrate on your breathing. <br><br> <<if _wet>> Hands tear at your clothes. Someone rubs a towel across your body before dressing you in something warm. Heavy blankets are piled on top of you. <<elseif _clothes.length gte 1>> Someone dresses you in something warm, and you feel heavy blankets being piled on top of you. <<else>> Someone piles heavy blankets on you. <</if>> <br><br> "Hey, <<girl>>, are you awake?" someone asks, nudging you until you open your eyes. A <<person>> stares down at you, nodding when you make eye contact. <<if _clothes.length gte 1>>You realise that you're wearing <<= _clothes.join(" and ")>><</if>>. <<if _wet>>Your wet clothes are folded neatly beside you.<</if>> <br><br> "You looked like you could use _warmClothes," the <<person>> says by way of explanation. <<He>> props you up against an arcade machine and brings a cup of what smells like hot chocolate to your lips. You automatically take a sip. It reminds you of Robin.<<if $robinmissing isnot 0>><<gtrauma>><<trauma 6>><<else>><<ltrauma>><<trauma -6>><</if>> <br><br> You stay there for a while, listening as the <<person>> talks about <<his>> life. After some time, <<he>> stands up. "You should be good for now, but make sure you warm up," <<he>> says. <<He>> stands up, waves you goodbye, and walks out of the arcade. <br><br> <<link [[Next|Arcade]]>><<endevent>><</link>><<effects>><<generate1>> <<person1>> <<set $outside to 0>><<set $location to "hospital">> The last thing you hear is a <<personsimple>>'s voice. "Wait, I know that face... people call <<phim>> `<<overworld_nickname>>`, right? We should get <<phim>> to a hospital." <<He>> scoops you up and places you in the backseat of a car. The car is warm, and you drift off. <br><br> <<link [[Wake up|Hospital Bed]]>><<set $passoutReason to "hypothermia">><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> You wake up to someone ripping your clothes from you. You open your eyes and see your assailant, a <<generate1>><<person1>><<person>>. "Sharing body heat is important when you're cold," <<he>> says. "I'll warm you right up." <<He>> flashes you a smirk before rubbing against your body. <br><br> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <<set $enemyanger to 0>> <<set $encounterDialogue to "cold">> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Beach Hypothermia Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Beach Hypothermia Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> stands up and tosses a beach towel at you. "There, you've gotta be good and warm now. In fact, I don't think you need these anymore." <<stealclothes "strip">> <<He>> leaves, taking your clothes with <<him>>. <br><br> You shiver, but at least you're warm enough to move now. <<clotheson>> <<endcombat>> <<if pcAreArmsBound("both")>> Unable to cover yourself, you sprint to the safety of a changing room as fast as you can. <<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> <<if $exposed gte 2>> You cover your body with your hands and sprint to the safety of a changing room. <<fameexhibitionism 20>><<garousal>><<arousal 600>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> You sprint to the safety of a changing room as fast as you can. <<garousal>><<arousal 300>><<fameexhibitionism 10>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <</if>> <</if>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> lets out a cry of pain and releases you. <<stealclothes "strip">> <<He>> stands up, bunching your clothes under <<his>> arm, and kicks you as <<he>> leaves. <<gpain>><<pain 3>> <br><br> You shiver, but you're warm enough to move now. <<clotheson>> <<endcombat>> <<if pcAreArmsBound("both")>> Unable to cover yourself, you sprint to the safety of a changing room as fast as you can. <<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> <<if $exposed gte 2>> You cover your body with your hands and sprint to the safety of a changing room. <<fameexhibitionism 20>><<garousal>><<arousal 600>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> You sprint to the safety of a changing room as fast as you can. <<garousal>><<arousal 300>><<fameexhibitionism 10>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <</if>> <</if>> <<else>> The lifeguard shouts at the <<person1>><<person>>, and <<he>> quickly flees. Thankfully, <<he>> leaves your clothes on you. <<clotheson>> <<endcombat>> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <br><br><<effects>> <<outfitChecks>> <<set $outside to 0>> <<npc Robin>><<person1>> Someone is shaking you. You open your eyes, your vision swimming. Robin kneels over you, and <<his>> voice is panicked. "I saw you just keel over, and I thought you had been drugged or something!" <<he>> says. "But you're freezing..." <br><br> You apologise, but your words come out slurred. <<He>> looks even more worried. <<He>> glances once at <<his>> lemonade stand, then sighs." I guess it'll be fine if I leave it for a few minutes. I'd rather make sure you're okay." <br><br> <<He>> helps you to your feet, then guides you to the changing rooms. <<He>> checks that it's empty before tugging you inside. <<He>> sets you down on the bench and grabs a towel from the stacks on the high shelves. <<if _fullyNaked>> "I don't know what you were thinking, running around naked like this..." <<He>> frowns as <<he>> wraps a towel around you. <<He>> grabs a few more to cover you with. <br><br> <<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>> <<elseif $upperwetstage gte 3 or $lowerwetstage gte 3 or $underlowerwetstage gte 3 or $underupperwetstage gte 3>> <<He>> rubs the towel across your damp skin. You get the sense that <<hes>> working hard to keep <<his>> movements gentle despite <<his>> panic. <br><br> <<if isLoveInterest("Robin")>> "I need to get these clothes off you... I won't look if you don't want me to, okay? But this is necessary." <<He>> quickly undresses you. <<He>> averts <<his>> eyes and holds out a towel. <br><br> <<link [[Take the towel|Passout Beach Hypothermia Robin Towel]]>><<towelup>><</link>> <br> <<link [[Ask for help|Passout Beach Hypothermia Robin Help]]>><</link>><<glust>> <<else>> <<His>> fingers rest on your _top.name. "Your clothes are wet...I'll be outside. Can you put a towel on? Call for me when you're done." <<He>> puts a towel next to you and steps outside. <br><br> <<link [[Take the towel|Passout Beach Hypothermia Robin Towel]]>><<towelup>><</link>> <</if>> <<else>> "Wrap this around yourself, it should help you warm up a bit." It's tough moving your frigid fingers, so <<he>> wraps it around your shoulders before grabbing a few more to cover you with. <br><br> <<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>> <</if>><<effects>><<set $outside to 0>> You take the towel with some difficulty, your fingers still stiff and numb. You wrap it around your body and call for Robin. <br><br> <<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>><<effects>><<set $outside to 0>> <<towelup>> <<if $speech_attitude is "meek">> You try to reach out and grab the towel, but you don't get very far. "Robin... could you wrap it around me?" <<elseif $speech_attitude is "bratty">> You try to grab the towel, but your arms feel heavy. You try again before giving up. "A little help here, Robin?" <<else>> You reach out to grab the towel, but your arms fail to move. "I think I'm too cold to move." <</if>> <br><br> <<He>> looks at you, staring at your nude body for a moment before returning to <<his>> senses. <<He>> carefully wraps the towel around you. <<His>> fingers on your skin send shivers down your body. <<He>> takes notice and gives you a worried look, but you assure <<him>> it's okay. <br><br> <<link [[Next|Passout Beach Hypothermia Robin End]]>><</link>><<effects>><<set $outside to 0>> <<if C.npc.Robin.trauma gte 40>> <<He>> pulls you into a hug, and you can tell <<hes>> working hard to keep <<his>> breathing steady. <<elseif C.npc.Robin.dom gte 50>> "What were you thinking?" <<he>> says, shaking <<his>> head. "What if I wasn't here?" You don't have a satisfactory answer for <<him>>. <<He>> sighs and wraps one arm around you. <<else>> "You should be more careful. This kind of stuff is serious." <<He>> wraps an arm around your shoulders, rubbing your cold skin. <</if>> <br><br> You stay like this for some time, then <<he>> stands back up. <<if C.npc.Robin.trauma gte 40>> <<His>> mouth hangs open for a moment, as if <<he>> wants to say something else. <<He>> quickly wraps <<his>> arms around you, squeezing tight. "I... I need to get back to it. Stay dry and warm. I'll see you soon, right?" <<he>> asks. You give <<him>> a smile and nod. <<else>> "I need to get back to my stand now," <<he>> says, though <<he>> sounds like <<he>>'d rather stay with you. "I'm glad you're not hurt. Stay safe, okay? Go put something warm and dry on!" <</if>> <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<set $location to "tower">><<setTowerTemp>><<effects>> <<npc "Great Hawk">><<person1>> <<outfitChecks>> <<if !_fullyNaked>> <<if _bottom>><<set _bottom.integrity -= 5>><</if>> <<if _top>><<set _top.integrity -=5>><</if>> <br><br> You realise you're half naked, and your clothes are being pulled off by <<your_bird_text>>. <<bHe>> uses <<bhis>> <<if $monster is 0>>beak and<</if>> talons to pull at the fabric of your clothes, attempting to undress you. <br><br> <<if $monster is 1>> "<<Wife>>'s awake! Helping <<wife>> cool down." <<else>> <<your_bird_text "cap">> seems relieved when <<bhe>> notices you're awake. <</if>> Soon, <<bhe>> succeeds in taking the last garment off of your body. <<if _top.integrity lte 0 or _bottom.integrity lte 0>> <<integritycheck>><<exposure>> You're too fatigued from the heat to even be mad at <<bhim>>. <br><br> <</if>> <br><br> <<bHe>> seems proud of <<bhimself>>, despite the damage <<bhes>> caused to your clothes. <</if>> <br><br> <<if $monster is 1>> "Come." <<your_bird_text "cap">> tilts <<bhis>> head towards the rainwater pool. "Bath helps." <<else>> <<your_bird_text "cap">> tilts <<bhis>> head towards the rainwater pool, beckoning you to join <<bhim>>. <</if>> <br><br> As you both submerge in the cool water, <<if Weather.temperature gte 20>>finding relief from the warm air<<else>>and your body temperature starts to lower<</if>>, <<bhe>> dips <<bhis>> <<= $monster is 1 ? "mouth" : "beak">> into the pool, taking in refreshing sips of water. <<if $monster is 1>> "Drink water," <<bhe>> encourages, "you will feel better." <<else>> <<bHe>> pauses, glancing at you expectantly. <</if>> You're suddenly acutely aware of your dry mouth, and you cup your hands and bring the cool liquid to your lips. The refreshing taste of water soothes your parched throat, providing much-needed hydration after the ordeal of the heatstroke. <<stress -3>><<lstress>> <br><br> The Great Hawk opens <<bhis>> <<= $monster is 1 ? "mouth" : "beak">> slightly and takes quick, shallow breaths. <<if understandsBirdBehaviour()>> Understanding <<bhis>> cue, you follow suit. <<else>> You stare at <<bhim>> blankly, confused, until <<bhe>> gives a frustrated chirp, and it clicks. "Oh!" You try panting too. <</if>> You're not sure how effective panting is to cool off, but it seems to please <<bhim>>. <br><br> <<link [[Next|Passout Bird Heatstroke Fluff]]>><<pass 5>><</link>><<effects>> Following <<your_bird_text>>'s lead, you mimic <<bhis>> panting technique, taking quick, shallow breaths to cool off. The rhythm of your panting matches <<bhis>> as you both continue to soak in the refreshing water of the rainwater pool, though you feel quite silly doing so. <<bHe>> flaps <<bhis>> wings conscientiously in an attempt to blow cool air on you. <br><br> After the refreshing bath, <<bhe>> guides you out and to the perch. <<bHe>> shakes off the excess water from <<bhis>> sleek feathers, and they poof up. <<if $harpy gte 6>>Following <<bhis>> lead, you do the same.<</if>> In one fluid motion, <<bhe>> spreads <<bhis>> wings wide, catching a gentle breeze that rustles through the moor. <br><br> <<if $monster is 1>> "Feel the breeze," <<bhe>> says softly, turning to you. "Soothing after the heat." <<else>> <<bHe>> turns to you and trills softly. <</if>> <br><br> You spread your <<= $harpy gte 6 ? "wings" : "arms">> wide, feeling the cool wind against your skin. The rustling leaves and the distant sound of flowing water create a tranquil atmosphere, allowing you to relax fully in the embrace of nature. <<ltrauma>><<trauma -3>> <br><br> <<link [[Next|Passout Bird Heatstroke End]]>><<pass 5>><</link>><<effects>> <<if $harpy gte 6>> <<your_bird_text "cap">> delicately preens your feathers with precision and care. With gentle strokes, <<bhe>> runs <<bhis>> talons over your skin, smoothing down each feather and removing any debris or tangles. <<bHis>> touch is soothing as <<bhe>> tends to your plumage. <<else>> <<your_bird_text "cap">> preens you despite your lack of feathers. With gentle strokes, <<bhe>> runs <<bhis>> talons over your skin, applying just the right amount of pressure to stimulate circulation. Though unconventional, <<bhis>> gesture is soothing, even without feathers to groom. <</if>> <br><br> <<if $monster is 1>> <<bHe>> looks you over and nods. "Glad <<wife>> is well now," <<bhe>> proclaims. "Well is good! Sun can be very hot. <<Wife>> should be careful next time. Come to nest when tired." <<else>> <<bHe>> looks you over and chirps, eyes brightening with apparent relief as <<bhe>> sees you well again. <</if>> <br><br> <<bHe>> draws you closer, <<bhis>> wings tightening around you for a moment before releasing you, giving you space to recover at your own pace. <<if $monster is 1>>"Rest well, <<wife>>. I will return with a gift." <</if>><<bHe>> spreads <<bhis>> wings and launches from the tower. <br><br> <<set $bird.timer to random(30, 60)>> <<set $bird.state to "hunting">> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>><<set $location to "tower">><<setTowerTemp>> <<npc "Great Hawk">><<person1>> <<set _eggs to Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer))>> <<outfitChecks>> <<if _bottom>><<set _bottom.integrity -=5>><<set _damagedClothes to _bottom.name>><</if>> <<if _top>><<set _top.integrity -= 5>><<set _damagedClothes to _top.name>><</if>> <<integritycheck "no_text">><<ruined>><<exposure>> <<if $harpy gte 6 and (($transformationParts.bird.wings isnot "hidden") or ($transformationParts.bird.plumage isnot "hidden"))>><<set _feathered to true>><</if>> <<set Weather.Temperature.override.increase.outside(5, "Feathers and fabric warm your body.")>> You awaken in the Great Hawk's nest, naked but warm. You stir, <<= _eggs ? "careful not to disturb the actual eggs in the nest" : "letting <<bhim>> know you're awake">>. <br><br> <<if $monster is 1>> "<<Wife>>'s awake!" <<your_bird_text>> says, sounding relieved. "Helping <<wife>> get warm. Stay close to me. Must keep warm," <<bhe>> says firmly, pressing <<bhis>> body against yours. <<bHe>> wraps <<bhis>> arms and wings around you, holding you securely. <<bHis>> body and soft feathers radiate warmth. <<else>> <<your_bird_text "cap">> seems relieved when <<bhe>> notices you, but <<bhe>> doesn't move, save for wrapping <<bhis>> wings around you. Perhaps <<bhe>> wants to keep you warm. <</if>> You allow your breathing to still, relaxing into the comfort of <<bhis>> warm body. <br><br> After a few minutes, <<bhe>> gets off of you. <<if $monster is 1>>"Wait here," <<bhe>> says.<</if>> <<if $bird.materials.fabric gte 1>> <<bHe>> quickly fetches some of the fabric you've collected so far and dumps it on your lap. <<else>> <<bHe>> quickly flies outside and returns with some fabric, dumping it on your lap. <</if>> <<if _damagedClothes>> <span class="purple">You're pretty sure the scraps of fabric are from your _damagedClothes.</span> You spot the remainder of your clothes in a pile. You're still too numb from the cold to even get mad about it. <<elseif !_fullyNaked>> You allow the Great Hawk to pull the fabric over your body. You spot a pile of your clothes, which are looking worse for the wear. Fortunately, it looks like they're still intact. <</if>> <<if $monster is 1>> <<if _feathered>> <<your_bird_text "cap">> gives you a once-over. "<<Wife>> seems to have summer plumage, too thin and fragile for cold weather. Perhaps I should provide a substitute." <br><br> <<if C.npc["Great Hawk"].dom gte 50>> <<bHe>> suddenly pulls you into <<bhis>> arms, offering you <<bhis>> warmth. "Maybe <<wife>> should stay beneath my wings until shivering has passed," <<bhe>> suggests lightly, <<bhis>> voice playful. <<else>> "May I hug <<wife>>? <<Wife>> should stay close to me until shivering has passed." <<bHe>> gently takes you into <<bhis>> arms, offering you <<bhis>> warmth. <</if>> <<else>> <<if C.npc["Great Hawk"].dom gte 50>> "<<= either("Featherless", "Landbound", "Wingless")>> little thing like you is bound to get cold. Come, let me help you keep warm," <<bhe>> remarks. <<else>> "<<Wife>> doesn't have feathers to keep <<pher>> warm, now does <<pshe>>?" <<bhe>> remarks with an amused smile. "I'll simply hug <<pher>> until <<pshes>> all warmed up." <<bHe>> gently takes you into <<bhis>> arms, offering you <<bhis>> warmth. <</if>> <</if>> <<else>> <<your_bird_text "cap">> hops towards you and gives you a once-over. <<bHe>> <<= _feathered ? "pecks at your plumage" : "pokes around you with <<bhis>> beak">> before <<= C.npc["Great Hawk"].dom gte 50 ? "suddenly" : "gently">> wrapping <<bhis>> wings around you and nuzzling close. <</if>> <br><br> <<bHe>> puffs out <<bhis>> plumage, allowing them to settle into a fluffier silhouette. <<if understandsBirdBehaviour()>>You realise that <<bhe>> must be trapping air in the feathers.<</if>><<if $monster is 1>> You smile when <<bhe>> confirms it by saying, "<<= _feathered ? "<<Wife>> should do the same. Keep air in feathers for warmth." : "Poor landbound <<wife>>, can't keep air in feathers for warmth.">>"<</if>> <<if _feathered>> You follow suit, fluffing up your plumage. <<elseif !understandsBirdBehaviour()>> <<gscience>><<scienceskill>> <</if>> <br><br> <<link [[Next|Passout Bird Hypothermia 2]]>><</link>><<effects>> <<set Weather.Temperature.override.increase.outside(5, "The nearby fire warms you up.")>> <<if $bird.upgrades.firepit gte 1>> As <<bhe>> holds you close, <<bhe>> guides you closer to the firepit. <<if !getBirdBurnTime()>> <<bHe>> looks apologetically at you, then casts <<bhis>> gaze on the unlit firepit. <<if $monster is 1>>"Don't know how to make wood burn. Sorry, <<wife>>."<</if>> You crouch down in front of the firepit and start a fire. It warms you up. <<else>> The fire's lit, and it warms you. <</if>> <<if $monster is 1>>"Still cold?" <<bhe>> asks, pulling you onto <<bhis>> lap.<</if>> <br><br> <<= $monster is 1 ? "You reply by touching <<bhis>> bare skin" : "You snuggle close to <<your_bird_text>> and touch <<bhis>> face">> with your cold hands. It gets a "squawk" out of <<bhim>>, and you <<if $speech_attitude is "meek">>giggle<<elseif $speech_attitude is "bratty">>laugh<<else>>chuckle<</if>>. <<if $monster is 1>> <<if C.npc["Great Hawk"].dom gte 50>> "<<Wife>> is a mischievous one." <<bHe>> chuckles, hugging you tighter. <<else>> "<<Wife>> sure likes to jest. I don't mind." <<bHe>> chuckles, hugging you tighter. <</if>> You card your fingers through <<bhis>> soft plumage to warm them up. <<else>> <<bHe>> stirs slightly and folds <<bhis>> wings around you. <</if>> <<else>> As <<bhe>> holds you close, <<bhe>> guides you back to the nest. You wish there was a firepit to warm you up. <</if>> <br><br> <<link [[Kiss|Passout Bird Hypothermia Thank]]>><<set $phase to 1>><</link>><<kissvirginitywarning>> <br> <<link [[Thank|Passout Bird Hypothermia Thank]]>><<set $phase to 0>><</link>><<effects>> <<set Weather.Temperature.override.increase.outside(2, "The nearby fire warms you up.")>> <<if $phase is 1>> You lean in close to <<your_bird_text>>. <<bHe>> turns <<bhis>> head towards you and nuzzles against your cheek. <<He>> <<= $monster is 1 ? "presses <<bhis>> lips to yours" : "pecks <<bhis>> beak against your lips">>. You return the <<= $monster is 1 ? "kiss, twining your arms around <<bhis>> neck" : "peck, peppering <<bhis>> face with small kisses">>. <<takeKissVirginity "Great Hawk" "loveInterest">> <<else>> <<if $speech_attitude is "meek">> "Th-thank you for saving me," you say, giving <<bhim>> a shy smile. <<elseif $speech_attitude is "bratty">> "Thanks for saving my ass, featherhead." You grin at <<bhim>>. <<else>> "Thank you," you say, smiling at <<bhim>>. <</if>> <</if>> The Great Hawk <<= $monster is 1 ? "beams" : "perks up">> at that, and <<bhe>> releases you. <<if $monster is 1>> "Glad <<wife>> is well now," <<bhe>> proclaims. "Well is good! <<Wife>> should be careful next time. Come to nest when cold." <br><br> <<bHe>> stands up, giving you space to recover at your own pace. "Rest well, <<wife>>. Will return soon with food. Food keeps belly full and warm!" <<bHe>> spreads <<bhis>> wings and launches from the tower. <<else>> <<bHe>> looks you over and chirps, eyes bright and shiny. <<bHe>> hops away, then spreads <<bhis>> wings and launches from the tower. <</if>> <br><br> <<link [[Next (0:30)|Passout Bird Hypothermia End]]>><<pass 30>><</link>><<effects>> You rest in the nest, conserving your strength while the Great Hawk hunts. By the time <<bhe>> returns, you're feeling better and significantly warmer. <<your_bird_text "cap">> carries a <<if $bird.hunts.lurkers is true>>lurker<<else>>strange, leathery and many-limbed creature<</if>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<if $monster is 1>> <<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk") and !$daily.birdPregFeed>> <<set $daily.birdPregFeed to true>> <<bHe>> doesn't take a bite for <<bhimself>>, instead offering the whole thing to you. "<<print either( "For you and children.", "Children must be nourished too.", "Keep your strength up.", "They eat eggs, but now they nourish our children.", "Food for you, food for growing hawks in belly.", "Great Hawk hunts well.", "Fresh kill. Should go down easy." )>>" <<else>> <<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> hungrily rips into the meat with <<bhis>> teeth. "<<print either( "Common prey here. Their meat is soft.", "It won't bite. Promise.", "You can eat by yourself, yes? I don't need to feed you like baby bird?", "Nasty creatures, but nourishing.", "Keep your strength up.", "They're egg eaters, don't feel bad for them.", "Food for you.", "Great Hawk hunts well.", "Fresh kill. Should go down easy." )>>" <</if>> <<else>> <<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> holds <<bhis>> head back as <<bhe>> swallows the meat whole. <</if>> <<bHe>> looks at you, waiting for a response. <<if $bird.hunts.lurkers is true and $bird.upgrades.rack gte 1>> <span class="blue">Its hide is too damaged to use it for anything.</span> It looks the Great Hawk would rather you eat it to regain your strength, anyway. <</if>> <br><br> <<link [[Eat|Bird Tower Lurker]]>><<hunger -2000>><<bird_loot lurker 5>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<ltrauma>> <br> <<link [[Scold|Bird Tower Lurker Scold]]>><<bird_loot lurker -20>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> <br> <<link [[Do nothing|Bird Tower Lurker Nothing]]>><<bird_loot lurker -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br><<effects>><<outfitChecks>> <<npc Whitney>><<generatey2>><<person1>> You wake up to cold water drenching your face. Whitney stands above you, holding an empty water bottle. <<set Weather.bodyTemperature-->> <<if $whitneyrescued>> You feel a strange sense of déjà vu. You meet Whitney's eyes and see the sentiment reflected in them for the briefest of seconds. It dissipates at the sound of hushed snickers from <<his>> friends. <<else>> The friends surrounding <<him>> snicker quietly. <</if>> <br><br> "Hey, slut." <<He>> smirks, crouching down. <<His>> fringe clings to <<his>> temple with sweat, and <<his>> loose tank top leaves nothing to the imagination. "You look like shit. Did the heat get to you, or did you just pass out on my turf for fun?" <br><br> <<if $whitneyromance is 1 or C.npc.Whitney.love gte 12>> <<if _top.warmth gte 7>> <<He>> pinches your _top.name. "What the hell are you wearing this for? Fucking idiot." <<He>> takes it off and tosses it in a pile of rubbish. <<if _top is $worn.over_upper>><<overupperstrip>><<else>><<upperstrip>><</if>> "Stick to the slut dress code and maybe this wouldn't happen." <br><br> <</if>> Whitney drags you to your feet and snatches something from <<his>> friend. It's a full bottle of water. "Hey, that's mine!" the <<person2>><<personsimple>> protests. Whitney ignores <<him>>. <br><br> <<if C.npc.Whitney.dom gte 15>> <<person1>><<He>> tips the bottle against your lips, forcing you to down the whole thing in several desperate gulps. <<else>> <<wearProp "water bottle" 0 "open">> "Here," <<person1>><<he>> says, thrusting it into your hands. "Drink it. All of it." You down it all in several desperate gulps. <</if>> Some of it dribbles down your neck and chest. It's ice cold. <br><br> Whitney looks satisfied. "If I catch you overheating like that again, I'll make you drink it out of a fucking <<if $fame.bestiality gte 100>>dog bowl<<else>>toilet<</if>>. Now fuck off and stay out of this heat." <<He>> smacks your rear before sauntering off with <<his>> friends in tow. <<else>> Whitney snatches something from <<his>> friend. It's a bright <<= either ("red","blue")>> slush drink. "Hey, that's mine!" the <<person2>><<personsimple>> protests, but Whitney ignores <<him>>. <span class="red"><<person1>><<He>> upends the entire cup over you, soaking your hair.<<if $ruffledisable is "t">> Your hairgel is no match for the sticky drink.<<set $ruffledisable to "f">><<ruffleHair>><</if>></span> It seeps down your torso, <<if waterproofCheck(_top)>> and runs off the slick surface of your _top.name<<else>>and soaks through your _top.name<</if>>. <<His>> friends whistle and jeer. <<npcincr Whitney dom 2>><<gdom>><<gstress>><<stress 3>> <br><br> <<if C.npc.Whitney.lust gte 60>> "Oops," Whitney says. "Let me help you with that." <<He>> removes your <<allTops>> and drops it on the ground. You're too dazed to stop <<him>>. <<overupperstrip>><<upperstrip>> <<else>> <<wet_upper>> <</if>> Whitney stands back to appreciate the view. "Feeling better? I know I am. Consider this your toll for passing through. Later, slut." <<He>> flicks your <<= $worn.under_upper.type.includes("naked") ? "nipple" : $worn.under_upper.name>> before sauntering off with <<his>> friends in tow. <<garousal>><<glust>><<arousal 100>><<npcincr Whitney lust 2>> <br><br> You hastily <<= C.npc.Whitney.lust gte 60 ? "put your clothes back on" : "wipe off what you can of the drink">>. Maybe you should find something better to wear. <</if>> <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> <<npc Whitney>><<person1>> A sharp jolt runs through you as you regain consciousness, engulfed by cold water. <span class="red">You can't breathe!</span> You cough violently and struggle until a hand pulls you up, out of the water. It's Whitney. <br><br> You realise you're sitting in the fountain, soaked, although the cool water makes you feel less hot. You look up at <<him>>.<<water>><<set Weather.bodyTemperature-->> <br> <<effects>> "Isn't this rain enough of a shower for you?" Whitney raises an eyebrow.<<= $whitneyromance is 1 ? '"Get up before your brain gets all soggy," <<he>> says.' : '"How long are you going to stay in there? Get out already," <<he>> says, giving you an annoyed look.'>> <<He>> grabs your arm and pulls you out of the fountain. <br><br> <<outfitChecks>> <<if _bottomless>> "How did you manage to pass out like this? Got yourself all hot and bothered, huh?" <<he>> taunts. <br><br> <<if $whitneyromance is 1>> "I think I deserve a reward for my good deed. But you're already giving me a good show, so..." <<He>> looks you up and down. "Hurry back to your kennel," <<he>> says, giving you a light push.<<npcincr Whitney lust 5>><<glust>> <<else>> <<He>> looks you up and down, taking in your state of undress. "I always knew you were an easy slut. You're asking for it, running around like that." <<He>> smacks your butt hard enough to hurt, pushing you a few steps forward.<<pain 8>><<npcincr Whitney lust 5>><<ggpain>><<glust>> <</if>> <br><br> <<He>> raises <<his>> umbrella and walks away, and you notice <<his>> clothes are also soaked from the rain. <<He>> lights a cigarette under <<his>> usual tree, ignoring you. <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> "I think I deserve a reward for my good deed," <<he>> says. "Strip and give me a show." <br><br> <<link [[Strip reluctantly|Passout Park Heatstroke Whitney 2]]>><<set $phase to 1>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>> <br> <<if $whitneyromance is 1 and hasSexStat("promiscuity", 3)>> <<link [[Give Whitney a show|Passout Park Heatstroke Whitney 2]]>><<set $phase to 2>><<npcincr Whitney love 1>><</link>><<promiscuous3>><<glove>> <br> <</if>> <<link [[Refuse|Passout Park Heatstroke Whitney 2]]>><<set $phase to 0>><</link>> <br> <</if>><<effects>> <<if $whitneyromance is 1>> <<if $phase is 0>> /* Refus */ You cover your soaked clothes with your hands, refusing to comply. You stare at each other for a while. <br><br> "Fine, seems like you're not going to be grateful," Whitney says. "Wet clothes suit you, idiot." <<He>> pauses for a moment. "You owe me now, slut." <<elseif $phase is 1>> /* Strip reluctantly */ You do as <<he>> said, taking off your wet clothes. <br><br> Whitney snatches them away, looking you up and down with a smug smile. "Alright, that's enough."<<npcincr Whitney lust 5>><<glust>><<clothesstrip>> <br><br> <<He>> shoves the clothes back at your chest. "Next time you act like an idiot, you're on your own," <<he>> says. <<else>> /* Give Whitney a show */ You exaggerate your movements as you undress, slowing down and showing off your body deliberately. You strip completely naked, boldly displaying yourself to Whitney.<<clothesstrip>><<promiscuity1>> <<if $speech_attitude is "meek">> "Th-thank you for helping me," you say, looking at <<him>> coyly. "I'm much better now." <br><br> "Yeah you are," Whitney murmurs, eyeing your naked body. <<elseif $speech_attitude is "bratty">> "I guess I'm still really hot," you say with a smirk. "Do you like what you see?" <br><br> "Don't ask questions you know the answer to," Whitney says, smirking as <<he>> eyes your naked body. <<else>> "Thanks for helping me," you say, giving <<him>> a suggestive smile. <br><br> "Yeah, whatever," Whitney says, eyeing your naked body. <</if>> <<npcincr Whitney lust 10>><<gglust>> <br><br> <<if C.npc.Whitney.lust gte 60 and !playerChastity()>> <<He>> slaps your bare butt, hard enough to hurt, before grabbing it. <<gpain>><<pain 2>> <br><br> "I've changed my mind, slut. Maybe I should fuck you right here. I bet that's what you want." <<He>> gives you a lewd smile and <<he>> <<= C.npc.Whitney.dom gte 16 ? "presses <<his>> body against you" : "pulls you against <<his>> body">>. <br><br> You can feel <<his>> body heat and the smell of smoke as <<he>> rubs <<his>> crotch against your <<genitals>>. Your <<breasts>> press up against Whitney's <<= $NPCList[0].breastsize is 0 ? "chest" : "$NPCList[0].breastsdesc">>, and you feel hot as you flush with arousal.<<arousal 400 "genitals">><<arousal 400 "breasts">><<garousal>> <br><br> <<link [[Go along with it|Passout Park Heatstroke Whitney 3]]>><<set $phase to 1>><</link>> <br> <<link [[Push away|Passout Park Heatstroke Whitney 3]]>><<set $phase to 0>><</link>> <<exit>> <<elseif C.npc.Whitney.lust gte 20>> <<He>> closes the distance between you and runs <<his>> tongue over your cheek and ear before pushing you away.<<arousal 600>><<garousal>> <br><br> "Go back to your kennel and cool down." Whitney grins. "I don't want to fuck a slut who's passed out from the heat, that's just boring." <<else>> <<He>> throws your clothes back at you. "Put them on, and find somewhere cooler to do whatever you want. I'm not in the mood." <</if>> <</if>> <br><br> <<He>> raises <<his>> umbrella and walks away. You then notice <<his>> clothes are also soaked. <br><br> <<He>> lights a cigarette under <<his>> usual tree, ignoring you. <<else>> <<if $phase is 0>> /* Refuse */ "Good, that's what an ungrateful idiot like you deserves." <<He>> gives you a hard shove. You stumble over the edge of the fountain and fall back into the water.<<stress 6>><<gstress>> <br><br> <<He>> looks down at you. "Next time you act like a moron, you're on your own," <<he>> says. <br><br> <<He>> <<else>> /* Strip reluctantly */ You do as <<he>> said and take off your wet clothes. <br><br> Whitney snatches them away, looking you up and down with a wicked smile. "I think I'll keep these as a proper reward," <<he>> says. "Next time you act like an idiot, I'm taking more than just your clothes."<<clothesruined>> <br><br> <<He>> stuffs them under <<his>> arm, <</if>> raises <<his>> umbrella and walks away. <br><br> <<He>> lights a cigarette under <<his>> usual tree, ignoring you. You're left alone, wet and humiliated. <</if>> <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><<clotheson>><</link>> <br><<effects>> <<if $phase is 0>> /* Push away */ Whitney takes a few steps back. "Damn." <<He>> glares at you. "Fucking tease." <<He>> gives you a shove before walking back to <<his>> usual tree.<<npcincr Whitney love -1>><<llove>> <br><br> <<He>> lights a cigarette, ignoring you. <br><br> <<clotheson>> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> /* Go along with it */ The rising heat between you two pulls you in, and you don't move away. You let Whitney's motions slowly intensify. You can tell <span class="lewd"><<hes>> not wearing any underwear.</span> <br><br> The cool breeze on your exposed skin contrasts with the heat where you touch. You find yourself gently grinding back, and Whitney notices. <<He>> tightens <<his>> grip on your arm, pressing <<his>> body firmly against yours, while <<his>> head leans against your shoulder, hiding <<his>> expression from you. <br><br> You give in to your feelings, instinctively moving your hips in sync with <<his>> movements. Sweat trickles down your skin and into your crotch. Your hardened nipples occasionally brush against each other.<<arousal 2000 "breasts">><<arousal 3000 "genitals">><<gggarousal>> <br><br> Even through the sound of the rain, you can hear the lewd, wet sounds of your bodies connecting, intensifying your arousal further. Whitney's movements become increasingly rough, <<his>> breath quickening. <<if $arousal gte $arousalmax and $orgasmdown lte 0>> The final wave of pleasure pushes you over the edge.<<orgasm>><<set _orgasm to true>> You cling tightly against Whitney as you climax, trying to stay quiet to avoid attracting attention. <</if>> <br><br> "Fuck," you hear Whitney mutter, <<his>> grip tightening on your arm. You feel <<his>> slight shudder and realise <<he>> has climaxed<<if _orgasm>> too, leaving you even stickier<</if>>.<<npcincr Whitney lust -20>><<llust>> <br><br> You both pant, waiting for the heat to subside until the rain falling on you cools things down. The grip on your arm loosens. <<He>> pushes your shoulder, pulling away. "Great, look what you did. Now I gotta go clean up. Go back to your kennel," <<he>> says, "before someone else wants a taste too." <br><br> <<clotheson>> <<whitneyexit>> <</if>><<set $outside to 0>><<set $location to "forest_shop">><<effects>><<outfitChecks>> <<npc Gwylan>><<person1>><<run statusCheck("Gwylan")>> As you slowly come to, you realise that you're in <<= $forest_shop_intro ? "the forest shop." : "a strange shop you've seen on the outskirts of the forest.">> <<if $leftarm is "bound" and $rightarm is "bound">>Your arms are no longer bound. <<unbind>><</if>> <<if _gwylanLovePercent gte 50 and _gwylanStatus.includes("met")>> <<if $passoutReason is "hypothermia">> You feel warm. There's someone clinging to you tightly. It's Gwylan. "Oh, you're awake!" <<He>> quickly separates from you. "Sorry, I was trying to restore your body temperature. <<else>> You hear a gentle repeating whisper, like someone counting. There's a cool, damp cloth on your forehead, and a slight weight pushing down on your body. You look down. It's Gwylan, pressing <<his>> ear against your <<if !$worn.upper.type.includes("naked")>> <<set _upperStrippedHere to $worn.upper>> <span class="lewd">exposed</span> <</if>> chest and half-straddling you. <<He>> looks up at you, and <<his>> eyes widen. "Oh, you're awake!" <<He>> quickly climbs off of you. "Sorry, I was trying to check your breathing. <</if>> <<elseif _gwylanStatus.includes("met")>> Gwylan beams at you. "Phew! Are you alright? <<else>> <<set $daily.gwylan.firstMet to true>> A <<personsimple>> beams at you. <<He>> looks about your age, with mousy hair and a hint of freckles. "I'm older than I look," <<he>> says, as if reading your mind. "<span class="green">I'm Gwylan.</span>" <<He>> reaches forward, lifts your hand, and shakes it in both <<his>> own. "Pleased to meet you. I sell—" <<He>> pauses. "My grand<<father>> sells—" Another pause. "I sell clothes and knick-knacks here. <span class="blue">Things you won't find in normal shops.</span> Even I don't know what I have in stock!" <<He>> sounds proud. <br><br> "But enough of that," <<he>> continues. "More importantly, are you alright? <</if>> I found you fainted outside while I was picking berries. You had me worried sick! <<if _gwylanLastSeenDays gte 21>> I haven't seen you in ages, <<elseif $gwylanSeen.includes("partners")>> I can't do this without you anymore, <<elseif $gwylanSeen.includes("yearning")>> I know I was harsh a little while ago, I'm sorry. I still... care about you, <<elseif $forest_shop_intro is 1>> You're my best customer, <<elseif $gwylan_rescue gte 1>> We're friends, <<else>> These woods can be dangerous, <</if>> after all." <<He>> almost sounds like <<hes>> trying to scold you. <br><br> <<He>> quickly gives you a once-over. <<if $passoutReason is "hyperthermia">> <<if Weather.BodyTemperature.getWarmth() gte 20>> "You might want to take some clothing items off," <<he>> observes, "if you want to avoid hyperthermia." <<else>> "You shouldn't exert yourself so much," <<he>> says. "Hyperthermia's serious!" <</if>> <<else>> <<if Weather.BodyTemperature.getWarmth() lt 20>> "You might want to wear some more clothes," <<he>> observes, "if you want to avoid hypothermia." <<else>> "You shouldn't spend so much time out in the cold," <<he>> says. "Hypothermia's serious!" <</if>> <</if>> <<if _upperStrippedHere>> <span class="blue"><<He>> places your <<= _upperStrippedHere.name>> next to you, neatly folded.</span> <</if>> <<if $upperwetstage gte 3 or $lowerwetstage gte 3 or $underupperwetstage gte 3 or $underlowerwetstage gte 3>> <<He>> suddenly seems to remember that your clothes are wet. <<He>> insists on drying them by the fire. Thankfully, they dry quickly. <<dry_full>> <<elseif _shirtless or _bottomExposed>> <<He>> suddenly seems to realise the implications of your state of dress. "Oh, clothes! You need clothes." <<He>> quickly rummages through an antique wardrobe nearby and hands you <<if $player.gender_appearance is "f">> a sundress. <<upperwear 5 "white">> <<elseif _shirtless>> <<upperwear 4 "tangerine">> an orange shirt<<if _bottomExposed>> and blue shorts<<lowerwear 5 "blue">><</if>>. <<else>> a pair of blue shorts.<<lowerwear 5 "blue">> <</if>> It feels strangely nostalgic. You change into the provided clothes. <<if $passoutReason is "hypothermia">> "Sorry I don't have anything warmer," <<he>> says apologetically. There's a pause as you glance around the shop. "That I can give for free," <<he>> clarifies with a smile. <<if $gwylanSeen.includes("yearning")>> "You know how the shop is." <</if>> <</if>> <</if>> <br><br> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>> Fetching a wooden chair, Gwylan guides you to sit down next to a running fan. "Rest here for a bit. I'll make you some tea. Cold tea, of course," <<he>> declares. <<He>> hesitates, then adds, "Unless you want hot tea instead." The thought of drinking something warm right now makes you queasy, so you agree to the iced beverage. <<else>> <<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>> Fetching a big cushion, <<he>> guides you to sit down before the fireplace. <<He>> drapes a thick blanket over your shoulders. <</if>> <br><br> Once you're settled, <<he>> disappears into the back of the shop. You can still faintly hear some loud clinking sounds coming from that direction, which you assume is <<his>> way of brewing the tea. <<if $gwylanSeen.includes("butterfly_pea_flower_tea")>> You suppress the urge to offer help. <<elseif $gwylanSeen.includes("ritual_beast")>> You know better than to question it by now. <<else>> Perhaps <<hes>> simply a tad clumsy? <</if>> <br><br> <<link [[Next|Passout Gwylan Hot Cold Tea]]>><</link>><<set $outside to 0>><<set $location to "forest_shop">><<effects>> <<set $gwylanTea to $gwylanTea || 0>> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>> <<else>> <<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>> <</if>> <<He>> returns, balancing a tray laden with a variety of ingredients: several herbs, a basket of freshly washed berries and lemons, and a honey jar. Alongside them rest a knife, a ladle, a patterned tea set, and some biscuits. <<He>> carries a glass pot of hot water<<if $passoutReason is "hyperthermia">> and a container of ice cubes as well<</if>>, ready to prepare the tea. <br><br> "I realised I didn't ask what kind of tea you wanted<<if $gwylanTea gte 1>> again<</if>>." <<He>> sets the tray down in front of you with an apologetic smile. "Sorry about that. Do you want berry herbal tea or lemon honey tea? <<if $passoutReason is "hyperthermia">>With or without ice?<</if>> Honey or no honey?<<if $gwylanTea gte 2 or $gwylanSeen.includes("butterfly_pea_flower_tea")>> Or Perhaps butterfly pea flower tea?<</if>>" <<He>> tilts <<his>> head to the side with each question asked. <br><br> <<link [[Berry herbal tea|Passout Gwylan Hot Cold Order]]>><<set $phase to 0>><</link>> <br> <<link [[Lemon honey tea|Passout Gwylan Hot Cold Order]]>><<set $phase to 1>><</link>> <br> <<if $gwylanTea gte 1 or $gwylanSeen.includes("butterfly_pea_flower_tea")>> <<link [[Butterfly pea flower tea|Passout Gwylan Hot Cold Order]]>> <<set $phase to 2>> <<if $gwylanSeen.includes("butterfly_pea_flower_tea") and $gwylanTea lt 3>> <<set $gwylanTea to 3>> <<else>> <<set $gwylanTea++>> <</if>> <</link>> <</if>><<set $outside to 0>><<set $location to "forest_shop">><<effects>> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>> <<else>> <<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>> <</if>> Humming cheerfully, <<he>> begins preparing the tea to your specifications. <<switch $phase>> <<case 2>><<He>> steeps the delicate butterfly pea flowers in the hot water, turning it a rich shade of blue. <<case 1>><<He>> slices the lemons, squeezing their juice into the pitcher before adding the honey. <<default>><<He>> chops the herbs and adds them to the pot of hot water. <<He>> allows them to steep before adding a handful of fresh berries. <</switch>> <<if $passoutReason is "hyperthermia">><<He>> finishes by chilling the drink.<</if>> "Here you go!" <<he>> exclaims with a smile, presenting you with your teacup and saucer. <br><br> <<if $phase is 2>> <<He>> pours <<himself>> a cup of butterfly pea flower tea as well. <<else>> <<He>> pours <<himself>> a cup of bright blue tea. <</if>> <br><br> <<link [[Take a sip|Passout Gwylan Hot Cold Sip]]>><</link>><<set $outside to 0>><<set $location to "forest_shop">><<effects>><<run statusCheck("Gwylan")>> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "The fan keeps you cool.")>> <<else>> <<set Weather.Temperature.override.increase.inside(5, "The thick blanket keeps you warm.")>> <</if>> <<set $gwylanSeen.pushUnique("passout_hot_cold")>> You take a sip. <<if $gwylanTea is 0>> It's delicious. You ask about the flavour of <<his>> tea. "Oh, this? It's rather insipid. Honestly, it tastes like grass." <<He>> chuckles, sipping some more. "Unless I add other things to enhance it, like lemon or berries. It's called butterfly pea flower tea." <<He>> cocks <<his>> head at you. "You should try some next time!" <<set $gwylanTea to 1>> <<elseif $phase isnot 2>> It's delicious. <<elseif $gwylanTea is 2>> It's different than any other kind of tea you've had before. Gwylan asks what you think of it. <<if $speech_attitude is "meek">> "It's a bit earthy," you mumble, timidly adding some berries to try to improve the flavour. <<elseif $speech_attitude is "bratty">> "It's like drinking lawn clippings," you say bluntly. You toss in a handful of berries, hoping to salvage the flavour. <<else>> "It tastes like grass," you remark with a shrug, adding some berries to balance the taste out. <</if>> <br><br> "I'm aware it's an acquired taste," Gwylan acknowledges with a nod, sipping <<his>> tea. "I've just had enough time to get used to it, that's all. The berries should help." <br><br> You give <<him>> a quizzical look, and <<he>> responds with an inscrutable smile. You shrug and take another sip. <<Hes>> right; the berries help. <<elseif $gwylanTea is 3>> <<if $speech_attitude is "meek">> You take a tentative sip, trying to hide your distaste behind a forced smile. You quickly add some berries, hoping it will improve the taste. "Um, maybe this will help," you mumble softly, not wanting to offend. <<elseif $speech_attitude is "bratty">> "Just as bland as ever," you mutter, tossing in a handful of berries with an exaggerated sigh. <<else>> You nod knowingly as you take a sip. "Yep, just like I remembered," you say with a wry smile, adding some berries to temper the grassy flavour. <</if>> <br><br> "I told you, didn't I? It's an acquired taste!" A chuckle escapes <<his>> lips. "The berries should help." <<Hes>> right; it tastes better this time around. <br><br> "How did you learn how to make this in the first place?" you ask. <br><br> Gwylan shrugs. "Oh, it was a long time ago. My grand<<father>> taught me how to grow and dry herbs for tea when I was young." <<elseif $gwylanTea gte 4>> <<if $speech_attitude is "meek">> Even though you're well aware of its earthy flavour, you opt for the butterfly pea flower tea once again. "I-it's not exactly my favourite," you mumble. You add more berries, hoping to offset its distinct taste. <<elseif $speech_attitude is "bratty">> Despite knowing its taste well, you opt for the butterfly pea flower tea again, giving a dramatic roll of the eyes. "Ugh, I don't know how you can drink this stuff," you groan, begrudgingly adding some berries to temper the flavour. <<else>> Despite knowing its taste well, you opt for the butterfly pea flower tea again. "Yeah, it's still earthy," you say with a wry smile, adding some berries to temper the flavour. <</if>> <</if>> <<if _gwylanStatus.includes("badEndReady")>> You both enjoy the refreshing tea and biscuits, although you notice a strange aftertaste. <<else>> You both enjoy the refreshing tea and biscuits. <</if>> It's a peaceful moment, one that you find yourself pleasantly lost in. <<lstress>><<ltrauma>><<trauma -6>><<stress -6>> <br><br> "How are you feeling? Better?" <<he>> asks. <br><br> <<if $speech_attitude is "meek">> Your nod is accompanied by a shy smile. You take another sip, hiding your embarrassment behind the teacup. "Yes... Th-thank you, Gwylan." <<elseif $speech_attitude is "bratty">> "Could be better. Thanks, I guess." You're somewhat mortified at needing to be rescued, and you feign nonchalance by taking another sip of tea. <<else>> "Yes, a bit. Thank you, Gwylan." You take another sip, hiding your embarrassment behind the teacup. <</if>> <br><br> <<if _gwylanStatus.includes("badEndReady")>> <<hypnosisText "Your vision starts to blur. Gwylan stays in perfect focus, though.">> <<hallucinogen 120>><<drugs 40>><<ggghallucinogens>><<gdrugged>> <br><br> "<<pcPetname "Gwylan">>... you don't need to thank me. Of course I'd come to your rescue." <<He>> waves <<his>> hand dismissively. "I'd do it again in a heartbeat." <br><br> <<He>> leans forward, and slowly crawls toward you. "And again. And again." <<He>> pushes against your chest. <span class="red">You fall backwards with no resistance.</span> <<He>> giggles, crawling atop you and hugging you tightly. "Just think. What would I do if you didn't wake up? It hasn't been forever, yet. Your life, your promise... aren't yours to break." <br><br> <<His>> voice fades away with the rest of the room. "Let me take care of you." <br><br> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Once more, everything fades to black...|Forest Shop Nowhere Passout]]>><<set $forest to 0>><<pass 30>><<endevent>><</link>> <<else>> <<link [[Once more, everything fades to black...|Forest Shop Taken Start]]>><<set $forest to 0>><<pass 30>><<endevent>><</link>> <</if>> <<else>> <<if $gwylanSeen.includes("partners")>> "<<pcPetname "Gwylan">>... you don't need to thank me. Of course I'd come to your rescue." <<He>> waves <<his>> hand dismissively. "I'd do it again in a heartbeat." <<else>> "Aw, it's no big deal!" <<He>> waves <<his>> hand dismissively. "Of course I'd help you, and I'd do it again." <</if>> <br><br> <<link [[Next|Passout Gwylan Hot Cold End]]>><</link>> <</if>><<set $outside to 0>><<set $location to "forest_shop">><<effects>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> You finish your tea, and Gwylan looks out the window. "Hopefully you'll fare a little better out there now. You know, <<= $passoutReason>> can be fatal, so don't die on me, alright?" <<if $gwylanSeen.includes("romance")>> <<His>> smile becomes just a little sad. "I mean it. You need to keep your promise to me." <<elseif $gwylanSeen.includes("partners")>> <<His>> smile becomes just a little sad. "I mean it. I'm not ready to say goodbye yet." <</if>> <br><br> You nod and wave goodbye to Gwylan before leaving the shop. <br><br> <<link [[Next|Forest]]>><<set $forest to 0>><<unset $passoutReason>><<endevent>><<set $eventskip to 1>><</link>><<set $outside to 1>><<set $location to "forest">><<effects>> <<beastNEWinit 1 wolf>> Fur tickles your cheek as something warm and heavy settles on your chest. <<if $passoutReason is "hyperthermia">> It only takes a few moments for the heat to become unbearable, and you whimper for relief. You open your eyes. <<else>> <<set Weather.Temperature.override.increase.inside(5, "Thick fur warms your frozen body.")>> Your body tingles, every nerve ending on fire as the warmth starts to return to your frozen extremities. You open your eyes. <</if>> <br><br> A <<beasttype>> looks down at you, <<bhis>> eyes <<= Time.dayState is "night" ? "glowing bright in the dark" : "sharp and alert">>. <<if $syndromewolves is 1 and $caveHumanPregnancyDiscovered is 1>> <<if $wolfpackharmony gte 12>> <<if $monster is 1>> <<if $passoutReason is "hyperthermia">> "No fur coat, yet <<ppackbrother>> still hot? Can't return with human cub, but stream will cool you off." <<else>> "<<pPackbrother>> needs fur coat. Woods cold and dark. Should come home, but can't return with human cub..." <<bHe>> gives your belly a reproachful look. "Will stay until warmer, though." <</if>> <<else>> <<bHe>> looks at your belly and whimpers. You can't go back to the cave while carrying a human cub, but still, <<bhe>> seems sympathetic to your plight. <</if>> <<if $passoutReason is "hyperthermia">> The <<beasttype>> climbs off you and you nudges you towards the nearby river. <<bHe>> circles you with worry, padding alongside you until you finally stumble into the running water. It's cool and refreshing. <<silently>><<water>><</silently>> <<bHe>> splashes in the water beside you until <<bhes>> sure you won't pass out again, then shakes <<bhimself>> dry. <<else>> <<bHe>> stays snuggled against you, sharing <<bhis>> body heat until you can finally move again. <<bHe>> climbs off you, giving your face a parting lick. <</if>> <<= $monster is 1 ? "\"Stay safe, <<ppackbrother>>. We miss you,\" <<bhe>> says, giving your belly one last look" : "<<bHe>> sniffs you one last time">> before bounding off into the woods once more. <<else>> <<bHe>> looks at your belly and growls. <<if $monster is 1>> "Still with human cub? <<= $passoutReason is "hyperthermia" ? "Cool off in stream first" : "Will help warm up">>, then <<ppackbrother>> must leave." <<else>> You can't go back to the cave while carrying a human cub, but despite <<bhis>> clear displeasure, <<bhe>> seems sympathetic to your plight. <</if>> <<if $passoutReason is "hyperthermia">> The <<beasttype>> climbs off you and you roughly nudges you towards the nearby river, until you finally stumble into the running water. It's cool and refreshing. <<silently>><<water>><</silently>> <<else>> The <<beasttype>> bears <<bhis>> weight down on you to the point of discomfort, but <<bhe>> succeeds in warming you up. When you can finally move again, <<bhe>> climbs off you and turns tail. <</if>> <<bHe>> bounds off into the woods without looking back. <</if>> <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $syndromewolves is 1 and $wolfpacktrust gte 24 and ($monster is 1 or $settings.bestialityEnabled)>> <<if $monster is 1>> <<if $passoutReason is "hyperthermia">> "No fur coat, yet <<ppackbrother>> still hot? Come home, stream will cool you off." <<else>> "<<pPackbrother>> needs fur coat. Woods cold and dark. Come home, where cave is warm." <<bHe>> stays snuggled against you, sharing <<bhis>> body heat until you can finally move again. <</if>> <<else>> <<bHe>> licks your face and whimpers with concern. <<if $passoutReason is "hyperthermia">> <<bHe>> bathes you with <<bhis>> tongue, diligently cleaning the sweat off your face. <<else>> <<bHe>> wiggles in close, enveloping you with soft fur as <<bhe>> shares <<bhis>> body heat with you. <</if>> <</if>> <br><br> <<bHe>> climbs off you and nudges you upright. Your <<= $passoutReason is "hyperthermia" ? "overheated" : "frozen">> body is weak with fatigue, and your <<= $passoutReason is "hyperthermia" ? "stomach churns with nausea" : "stiff joints ache">> as the <<beasttype>> circles you with worry. Slowly, but surely, <<bhe>> leads you through the woods to the safety of the wolf cave. <<if $passoutReason is "hyperthermia">> <<bHe>> urges you into the stream, where the water is cool and refreshing. <<bHe>> joins you in the water, splashing beside you, until you're done rinsing yourself. You collapse onto the bank. <<bHe>> shakes <<bhimself>> dry and lies down next to you. <<silently>><<wash>><<water>><</silently>> <<else>> <<bHe>> urges you into the warmth of the cave. <<bHe>> fusses over you until you sit down, and <<bhe>> shifts a pile of thatch over you in a makeshift blanket. <<bHe>> lies down next to you. <</if>> <br><br> You murmur your thanks to the <<beasttype>>, and <<bhis>> tail wags at your acknowledgement. <<if $monster is 1>>"Wolf cave always open for <<ppackbrother>>," <<bhe>> replies. "Next time, come here."<</if>> <br><br> <<if $passoutReason is "hyperthermia">> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><<set $eventskip to 1>><<set $wolfevent to 0>><</link>> <<else>> <<link [[Next|Wolf Cave]]>><<endevent>><<set $eventskip to 1>><<set $wolfevent to 0>><</link>> <</if>> <<elseif $syndromewolves is 1 and ($monster is 1 or $settings.bestialityEnabled)>> <<if $monster is 1>> "Runaway, no good," <<bhe>> says. "Should have stayed in cave. <<= $passoutReason is "hyperthermia" ? "Stream is cool there, helps with heat" : "Squishy human could use fur for warmth">>." <<bHe>> begins to drag you through the woods. <<else>> <<bHe>> growls with displeasure at you, grabs you by the scruff of the neck like you're an errant puppy, and begins to drag you through the woods. <</if>> <br><br> Weak from the <<= $passoutReason is "hyperthermia" ? "heat" : "cold">>, you're helpless to resist as the <<beasttype>> carries you through the forest, all the way back to the cave. <<bHe>> dumps you at the back and gives a warning growl before turning away. <<if $monster is 1>> "Stay. You belong to pack." <</if>> <br><br> <<link [[Next|Wolf Cave]]>><<endevent>><</link>> <<elseif $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> "Prey is helpless," <<bhe>> says. "Alpha will be pleased." <<bHe>> begins to drag you through the woods. <<else>> <<bHe>> growls lowly, grabs you by the scruff of the neck like you're an errant puppy, and begins to drag you through the woods. <</if>> <br><br> <<link [[Next|Forest Wolf Cave Intro]]>><</link>> <<else>> <<bHe>> climbs off you and tries to grab you by the scruff of the neck. Despite your state, you manage to twist out of <<bhis>> reach at the last second. You run away from <<bhim>> as fast as you can. <<if $passoutReason is "hyperthermia">> You splash through a stream in your haste, which cools you off, at least. <<silently>><<water>><</silently>> <<else>> The physical exertion warms you slightly, at least.<<athletics 1>> <</if>> <<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>><<generate1>><<generate2>><<person1>> You come to when you feel someone patting your cheek to rouse you. "Hey, wake up, <<girl>>," a <<person1>><<person>> says. You can only groan weakly, eyes fluttering but unable to remain open. <br><br> "<<pShe>> looks flushed," a <<person2>><<person>> says. "Think the heat got to <<phim>>?" <br><br> <<if Weather.BodyTemperature.getWarmth() gte 25>> "Maybe. Look how much <<pshes>> wearing." <<else>> "Maybe, yeah." <</if>> The <<person1>><<person>> takes out an informational pamphlet meant for tourists and begins fanning you with it. "Should I give <<phim>> mouth to mouth?" <br><br> "You don't give mouth to mouth for heatstroke, idiot." <br><br> "So? <<pShes>> cute as fuck. Besides, when in Rome..." <<He>> leans down to kiss you. <br><br> <<link [[Stop <<him>>|Passout Heatstroke Kiss End]]>><<set $phase to 0>><</link>> <br> <<link [[Let it happen|Passout Heatstroke Kiss End]]>><<set $phase to 1>><<trauma 6>><<stress 6>><</link>><<kissvirginitywarning>><<gtrauma>><<gstress>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Make out|Passout Heatstroke Kiss End]]>><<set $phase to 2>><</link>><<promiscuous2>><<kissvirginitywarning>> <</if>><<effects>> <<set Weather.Temperature.override.increase.inside(-3, "The impromptu fan brings some relief.")>> <<if $phase is 0>> <<if $speech_attitude is "meek">> You find the strength to scramble out from underneath the <<person>>. "H-hey, wait, I-I'm awake!" The <<personsimple>> seems defeated, but backs off. <<elseif $speech_attitude is "bratty">> You find the strength to slap the <<person>> and scramble out from under <<him>>. "Get off of me, pervert!" The <<personsimple>> rubs <<his>> cheek, scowling. <<else>> "Whoa, hang on," you say, finding the strength to scramble out from under the <<person>>. "I'm not okay with that." The <<personsimple>> seems defeated, but backs off. <</if>> <br><br> "<<= $NPCList[0].pronoun is "m" ? "Man" : "Girl">>, even in this town, you just can't catch a break, huh?" the <<person2>><<person>> laughs to <<his>> friend. <br><br> "<<= $NPCList[1].pronoun is "m" ? "Dude" : "Girl">>, shut up." <<person1>><<He>> gives you a scornful look before standing up. "Come on, let's go." They walk off together, leaving you be. <<elseif $phase is 1>> You lie still, and the <<person1>><<person>> presses <<his>> lips to yours. <<= either("<<His>> tongue tries to worm its way unpleasantly into your mouth.", "They're chapped and rough, the sensation not unlike kissing sandpaper.")>><<takeKissVirginity $NPCList[0] rape>> <br><br> <<He>> pulls away after a few moments. "Wow, the <<girls>> in this town are amazing. That was the best kiss I've ever had." <br><br> "<<pShes>> barely conscious, mate." <br><br> "I said what I said." <<He>> hesitates, but rejoins <<his>> friend. "Come on, let's go before <<pshe>> wakes up all the way." They walk off together, leaving you mostly unscathed. <<else>> You wait until you feel <<his>> weight over you to throw your arms around <<his>> neck, drawing <<him>> into a deep kiss. Your enthusiasm startles the <<person>>, but <<he>> responds in kind. You moan softly and allow your hands to roam along <<his>> body.<<takeKissVirginity $NPCList[0] "consensual">> <br><br> "Woo, get it, mate!" the <<person2>><<person>> hoots. <br><br> <<person1>><<He>> pulls away after a few moments, breathless and bewildered. "Holy shit," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "Th-thank you for finding me," you say with a coy twirl of your hair. "I feel much better." <<elseif $speech_attitude is "bratty">> "Yeah? Not bad yourself, lover<<= $NPCList[0].pronoun is "m" ? "boy" : "girl">>," you tease. "I'm feeling much better now." <<else>> "That was nice," you say sweetly. "I feel a lot better. Thank you." <</if>> <br><br> Now overcome with nerves, the <<person>> stumbles over <<his>> words. "O-of course! Yeah, uh, n-no problem." <<He>> scrambles over to <<his>> friend. "Did you see that? They weren't kidding about this town," <<he>> whispers as <<he>> drags <<his>> friend off, leaving you be. <</if>> <br><br> Soaked in sweat and still somewhat weak, you climb to your feet. Maybe you should try finding a way to cool down. <br><br> <<link [[Next|$safePassage]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<npc Robin>><<person1>><<wearProp "thermos" 0 "hot">> You wake up to the smell of hot chocolate. Robin kneels next to you, looking worried. "Are you okay?" <<He>> takes a look at what you're wearing<<if $exposed gte 1>>, or rather what you're not wearing<</if>>. <br><br> <<if C.npc.Robin.dom gte 50>> <<upperundress "Robin_upper">> <<upperwear 71>> "What in the world are you wearing? In this weather?" <<he>> tuts. <<He>> drapes <<his>> puffer jacket over your shoulders and then places a warm thermos in your hands. "Here, drink this. It'll help you warm up." <<set Weather.Temperature.override.increase.outside(-5, "Robin's puffer jacket making you warm.")>> <<else>> "Erm... A-aren't you cold, dressed like that?" <<he>> asks anxiously. <<He>> helps you sit up and places a warm thermos in your hands. "Here, this should help." <<set Weather.Temperature.override.increase.outside(-3, "Robin's hot chocolate warming you up.")>> <</if>> <br><br> The hot chocolate is warm and sweet as it goes down, and the radiant heat of the thermos eases the stiffness in your fingers. <br><br> "Th-thanks," you say, teeth chattering. Robin helps you stand to your feet <<if $exposed gte 1>>while trying to avoid looking directly at your <<lewdness>>,<</if>> but stops you when you start to walk away. <br><br> <<if C.npc.Robin.dom gte 50>> "Hey, no way," <<he>> says firmly. "I'm taking you home to change into something else." <<else>> "H-hey, erm... M-maybe you should go home and change. I can come with you?" <</if>> <br><br> <<link [[Accept|Passout Robin Hypothermia Park 2]]>><<handheldon>><<set $phase to 0>><</link>> <br> <<link [[Decline|Passout Robin Hypothermia Park 2]]>><<handheldon>><<set $phase to 1>><</link>><<effects>> <<if $phase is 0>> Robin places an away sign at <<his>> stand and walks you to the Orphanage. <<if C.npc.Robin.trauma gte 50>> <<He>> doesn't say much along the way. <<elseif C.npc.Robin.dom gte 50 and $robinromance is 1>> <<He>> holds your hand the whole way. <<else>> <<He>> doesn't seem to mind taking a break to help you. <</if>> <<He>> escorts you to your bedroom, pausing at the door. "I have to get back. Please be careful." <<storeon "Robin_upper">> <br><br> "I will," you assure <<him>>. "Thanks for walking me home." <br><br> <<if $robinromance is 1>> <<if C.npc.Robin.dom gte 50>> <<He>> places a firm smooch on your cheek. <<else>> <<He>> hesitates, but plants a small kiss on your cheek. <</if>> <</if>> You give <<him>> a placating smile and see <<him>> off. <br><br> <<link [[Next|Bedroom]]>><<endevent>><<set $daily.robin.passout to 1>><</link>> <<else>> <<if C.npc.Robin.dom gte 50>> "...Okay." <<He>> nods after a terse huff. "As long as you know what you're doing..." <br><br> You give <<his>> jacket back. <<storeon "Robin_upper">> <<if $worn.hands.name is "naked">> <<He>> removes <<his>> fingerless gloves and gives them to you. "I don't need them back, just... be safe, you know?" <<handswear 1 "purple">> <</if>> <<else>> "I... O-okay, if you know what you're doing..." <<He>> looks to <<his>> feet. "Just... promise me you'll be careful." <</if>> <br><br> "I'll be fine," you say. <br><br> <<if $robinromance is 1>> <<if C.npc.Robin.dom gte 50>> <<He>> places a firm smooch on your cheek. "You know where to find me if you need anything." <<else>> <<He>> hesitates, but plants a small kiss on your cheek. "Okay. If you say so..." <</if>> <</if>> <br><br> You give <<him>> a reassuring smile and carry on as you are. <br><br> <<link [[Next|Park]]>><<endevent>><<set $daily.robin.passout to 1>><</link>> <</if>><<set $outside to 0>><<set $location to "lake">><<effects>> <<npc Winter>><<person1>> <<outfitChecks>> <<returnCarried>> You wake up to the sound of pen scribbling on paper. You look around and see green tent walls surrounding a spacious interior. You realise you are in the archaeological office by the lake. <br><br> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "The ice bag cools you down.")>> You find yourself wrapped solely in a towel. You sit up, and an ice bag slides down from your neck. <br><br> "Good to see you up." You turn around to find Winter mixing a spoonful of salt into a cup of water. "<<if !_fullyNaked>>I apologise, but I had to remove your clothes. <</if>>It seems like you were overheated." <<He>> hands you the cup and sits down next to you. <br><br> <<if $exposed gte 1>> <<if Time.season is "summer">> "The weather is severe around this time," <<he>> says. "You should be more cautious." <<elseif Time.season is "spring">> "The weather's getting warmer," <<he>> says. "Perhaps a bit too warm." <<elseif Time.season is "autumn">> "The weather's getting colder," <<he>> says. "But it seems like the remainder of summer is still there." <<else>> "I'm astonished you managed to pass out of heatstroke at this time of year." <<He>> examines you closely. "Especially in that state of dress." <</if>> <<else>> <<if Time.season is "summer" and _top.warmth gte 7>> <<He>> sighs. "Why would you dress like that during this time of the year?" <<He>> gives you a stern look. "I expected better from you." <<npcincr Winter love -1>><<llove>> <<elseif Time.season is "spring">> "The weather's getting warmer," <<he>> says. "You should be wiser in your choice of clothes." <<elseif Time.season is "autumn">> "The weather gets colder at this time of year," <<he>> says. "But you still need to watch how you dress." <<elseif Weather.isFreezing>> "Glacial temperatures, indeed." <<He>> looks outside the tent, then glances back at you. "But don't suffocate yourself." <</if>> <</if>> <<if !_fullyNaked>> <<strip>><<towelup>> Winter hands you a pile of neatly-folded clothing. "Here are your belongings." <br><br> <<link [[Get dressed|Passout Lake Office Dress]]>><</link>> <br> <<link [[Insist on wearing the towel|Passout Lake Office Dress End]]>><<set $phase to "towel">><<returnCarried>><</link>> <<else>> <<towelup>> Winter spends a few moments to ensure you're okay before sending you on your way. <br><br> <<link [[Next|Lake Office]]>><<endevent>><<pass 10>><</link>> <</if>> <<else>> <<set Weather.Temperature.override.increase.inside(5, "The comforter warms you up.")>> You try to sit up, and a heavy comforter slides down from your body. <br><br> "Good to see you up." You turn to find Winter holding a tray with two cups of hot tea on top of it. "I found you lying on the bank. Have some tea, you need it." <br><br> You reach for a cup, but your fingers are numb and trembling, and you struggle to wrap them around the handle. Winter notices. <<He>> sighs and sets the tray on the table, then takes a cup in <<his>> hand and sits beside you. <<He>> holds your hand and presses it to the cup, warming it up. <<wearProp "tea">> <br><br> <<if $exposed gte 1>> <<if Time.season is "summer">> "I don't blame you for dressing like that during this time of the year," <<he>> says. "But perhaps you should be more careful." <<elseif Time.season is "spring">> "The weather's getting warmer," <<he>> says. "But that's no excuse to dress inappropriately." <<elseif Time.season is "autumn">> "The weather's getting colder," <<he>> says. "You should be wiser in your choice of clothes." <<else>> <<He>> squints upon seeing your state of dress. "Dressing like that in this weather?" <<He>> rubs <<his>> temples. "I expected better from you." <<npcincr Winter love -1>><<llove>> <</if>> <br><br> <<He>> fetches a jacket from the back of the tent. "Here, take this," <<he>> says, wrapping it around your shoulders. "I have a few spares." <<upperwear 49 "grey" "blue steel">> <br><br> <<He>> stays by your side and spends a few minutes lecturing you. <<elseif _top.warmth gte 7>> <<if Time.season is "summer">> "Magnificent," <<he>> muses. "It's a wonder how you managed to get hypothermia at this time of year." <<He>> pauses, then adds, "And with your state of dress, too." <<elseif Time.season is "spring">> "The weather's getting warmer," <<he>> says. "But you shouldn't underestimate its impact." <<elseif Time.season is "autumn">> "The weather's getting colder," <<he>> says. "I can see you are well prepared. But perhaps you should be more careful." <<else>> "You are prudent in your choice of clothes," <<he>> says. "Still, when the weather's exceptionally frigid, I'd suggest staying indoors." <</if>> <br><br> <<He>> insists on keeping you around until you finish your tea, lecturing you the whole while. <</if>> You endure Winter's mild scolding and promise to take better care of yourself. <br><br> <<link [[Next|Lake Office]]>><<unset $passoutReason>><<endevent>><<pass 10>><</link>> <</if>><<effects>> It occurs to you that it might be best to put on fewer clothes for right now. Anything else can be sent to your wardrobe. <br> <<getDressedList>> <<link [[Finish dressing|Passout Lake Office Dress End]]>><</link>><<effects>> <<if $phase is "towel">> Winter frowns, but doesn't argue. "Very well then." <<He>> pauses, then concedes, "I suppose it will keep you cool." <<else>> Winter keeps <<his>> back to you, respecting your privacy as you get dressed. <</if>> <<He>> spends a few moments to ensure you're okay before sending you on your way. <br><br> <<link [[Next|Lake Office]]>><<unset $passoutReason>><<endevent>><<pass 10>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>> <<npc Mason>><<person1>><<outfitChecks>> <<if $phase is "underwater">> You feel someone's arms wrap around you, dragging you to the surface. <</if>> <<if !Weather.isFreezing and Time.season isnot "winter">> <<set Weather.Temperature.override.increase.outside(-5, "The cool water causes the heat from your body to dissipate quickly.")>> You wake up in a pair of toned arms. Half of your body is immersed in the cool lake water. <br><br> "You're awake!" the person holding you cheers. <span class="green">It's Mason.</span> <<He>> sounds relieved. "You didn't wake up for quite a while, so I called an ambulance, just in case," <<he>> says. "They'll arrive soon." <br><br> <<He>> examines your state of dress. <<if _fullyNaked>> <<His>> cheeks are bright red, and <<he>> quickly looks away. "I'm not sure how you managed to get heatstroke, but you should be more careful. Too much physical exertion can cause you to overheat." <<elseif _swimwear>> "It's always nice to go swimming every now and then," <<he>> says. "But you shouldn't go overboard with it. Too much physical exertion can cause heatstroke, after all." <<else>> "Sorry for soaking your clothes," <<he>> says awkwardly. "I figured the water would be the best way to help cool you down." <</if>> <br><br> <<He>> helps you stand and escorts you to the shore. <<if !_fullyNaked and !_swimwear>><<He>> does <<his>> best to help you dry your clothes.<</if>><<dry>> <<else>> <<set Weather.Temperature.override.increase.outside(-5, "The chilly air caresses your skin.")>> You wake up beneath the shade of a tall tree near the lake. <br><br> "You're awake!" a voice exclaims. You turn and see Mason sitting beside you. "You didn't wake up for quite a while, so I called an ambulance, just in case," <<he>> says. "They'll arrive soon." <<if $exposed gte 1>> <<He>> examines you with concern. "Why would you dress so poorly at this time of year?" <<He>> rubs <<his>> head, looking confused. "And how did you manage to get heatstroke? You need to be more careful. Too much physical exertion can cause you to pass out." <<else>> <<He>> gives you a concerned glance. "It gets cold out this time of year, but you need to take care with how you dress." <</if>> <</if>> <br><br> Mason stays with you until the ambulance arrives, and the two of you chat idly. <br><br> <<link [[Next|Passout Mason Ambulance]]>><<set $passoutReason to "hyperthermia">><</link>><<set $outside to 1>><<set $location to "lake">><<effects>> <<npc Mason>><<person1>> <<set Weather.Temperature.override.increase.outside(5, "The towel and Mason's body heat warm you up.")>> <<if $phase is "underwater">> You feel someone's arms wrap around you, dragging you to the surface. <</if>> You wake up to a pair of arms and a thick towel wrapped around you. A toned chest presses against your back. You try to move. <br><br> Your rescuer squeezes you. "You're awake!" <span class="green">It's Mason.</span> <<He>> sounds relieved. "You didn't wake up for quite a while, so I called an ambulance, just in case," <<he>> says. "They'll arrive soon." <br><br> <<He>> examines your state of dress. <<if $worn.upper.type.includes("diving") and $worn.lower.type.includes("diving")>> <<if Time.season is "summer">> "How did you manage this?" <<he>> asks in disbelief. "The suit itself is already warm, not to mention, it's summer." <<elseif Time.season is "spring">> "How strange," <<he>> muses. "It's getting warmer this time of year, and you're wearing a diving suit." <<elseif Time.season is "autumn">> "It gets chilly this time of year," <<he>> says. "You should be more cautious." <<else>> "Diving in the winter?" Mason shakes <<his>> head. "You might be dressed for it," <<he>> says. "But <<= Weather.isFrozen("lake") ? "the ice is treacherous" : "you should know better">>."<<npcincr Mason love -1>><<llove>> <</if>> <<elseif $exposed gte 1>> <<if _fullyNaked>> <<His>> cheeks are bright red, and <<he>> quickly looks away. <</if>> <<if Time.season is "summer">> "I know it's tempting to wear nothing when it's summertime," <<he>> says. "But you still need to be careful." <<elseif Time.season is "spring">> "It gets warmer this time of year, but still, you need to mind how you dress." <<elseif Time.season is "autumn">> "It gets chilly this time of year," <<he>> says. "You should wear more clothes." <<else>> "You should know better than to walk around like that in the winter." <<He>> shakes <<his>> head, but doesn't take it further.<<npcincr Mason love -1>><<llove>> <</if>> <<else>> <<if Time.season is "summer">> "H-How did you?" <<he>> stammers and shakes <<his>> head. "Perhaps you should report this to the developer team." <<elseif Time.season is "spring">> "The weather's starting to warm up, but it can still get chilly out." <<He>> frowns. "You should be more careful." <<elseif Time.season is "autumn">> "The weather's getting colder," <<he>> says. "It's never bad to wear a little extra." <<else>> "It can get pretty frigid in the winter." <<He>> gives you a reassuring smile. "If it gets to be too cold, I recommend staying indoors." <</if>> <</if>> <br><br> Realising that <<hes>> still wrapped around you, Mason quickly lets go and sheepishly helps you up. <<He>> stays with you until the ambulance arrives, and the two of you chat idly. <br><br> <<link [[Next|Passout Mason Ambulance]]>><<set $passoutReason to "hypothermia">><</link>><<effects>> The paramedics insist on wheeling you onboard in a gurney, despite being alert and responsive. You give Mason an awkward wave goodbye as the ambulance doors shut. The paramedics ask questions about your health on the journey to the hospital. Thankfully, you're discharged soon after arriving, though the nurse gives you a stern lecture on the dangers of <<= $passoutReason>>. <br><br> <<if $exposed gte 1>> <<if $backgroundTraits.includes("crossdresser")>> <<set $clothingselector to $player.sex is "m" ? "f" : "m">> <<else>> <<set $clothingselector to $player.gender_appearance>> <</if>> <<if $clothingselector is "m">> <<underlowerwear 4>> <<upperwear 4>> <<lowerwear 5>> <<else>> <<upperwear 1>> <<underlowerwear 1>> <</if>> <</if>> <<link [[Next|Hospital Foyer]]>><<unset $passoutReason>><<endevent>><<pass 20>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>> You wake up to hands groping your body. <br><br> "You're awake," says a <<person1>><<person>>. <<Hes>> not alone. "You looked so cold, we just want to help you warm up." You recognise them from school. <br><br> <<if $speech_attitude is "meek">> "P-please don't," you plead. <<elseif $speech_attitude is "bratty">> "Don't you dare touch me." You scowl. Your fingers are numb, but you still manage to curl them into fists. <<else>> "Don't you dare," you say. <</if>> <br><br> Your voice falls on deaf ears as they close in. <br><br> <<link [[Next|Passout Hypothermia Lake Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Hypothermia Lake Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Hypothermia Lake Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thanks for getting us off, slut. Bet you're nice and warmed up now, eh?" Laughter and cheers erupt from the youths as the <<person1>><<person>> sends you off with a smack on your <<bottom>>. <<elseif $enemyhealth lte 0>> The <<person1>><<person>> shoves you away with a yelp of pain, and the others swear. "Fine, be like that, <<bitch>>! See if anyone saves your ass ever again!" They collect themselves and stalk off, shooting you dirty looks. <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<set Weather.Temperature.override.increase.outside(5, "The intense exertion has warmed your body up.")>> <<link [[Next|Lake Shore]]>><<endevent>><</link>><<effects>><<generate1>><<generate2>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> You awaken on a wooden floor. Two figures loom over you. <br><br> "You weren't lying," a <<person1>><<person>> says. "Good stock.<<if $settings.pregnancySpeechEnabled>> Would make a fine breeder.<</if>>" <br><br> "<<= $settings.pregnancySpeechEnabled ? "Breeder?" : "Personally,">>" the <<person2>><<person>> replies, "I'm more interested in the produce. Gonna make a killing. Need to do something about that stubborn collar, though." <<He>> grasps your familiar collar, and forces you to your feet. You're in a small barn. The <<person>> recoils as you hear a small zap. "A shock collar? Maybe we can keep it after all." <<He>> pushes you along. <br><br> <<badEndTracking "Underground Farm" { reason: "tempPassout" }>> <<link [[Next|Livestock Intro Familiar Collar]]>><<endevent>><</link>> <br> <<else>> <<leash 21>> You awaken on a wooden floor, a cold heavy weight around your neck. Two figures loom over you. <br><br> "You weren't lying," a <<person1>><<person>> says. "Good stock.<<if $settings.pregnancySpeechEnabled>> Would make a fine breeder.<</if>>" <br><br> "<<= $settings.pregnancySpeechEnabled ? "Breeder?" : "Personally,">>" the <<person2>><<person>> replies, "I'm more interested in the produce. Gonna make a killing." <<He>> grasps the leash attached to your collar, and forces you to your feet. You're in a small barn. The <<person>> tugs you behind <<him>>. <br><br> <<badEndTracking "Underground Farm" { reason: "tempPassout" }>> <<link [[Next|Livestock Intro]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<effects>> <<outfitChecks>> <<npc Wren>><<person1>> You wake up in an unfamiliar room. <<if $passoutReason is "hypothermia">> You're wearing a stranger's jacket and jeans. <<if !_fullyNaked>> <<if _underwear>>Your underwear is conspicuously missing.<</if>> <span class="red">Your old clothes are nowhere to be found.</span> <<upperruined>><<lowerruined>><<underlowerruined>><<underupperruined>> <</if>> At least you're not freezing anymore. <br><br> "This cold weather's dangerous, you know," a voice says. "You're lucky that we had some clothes lying around, but we are going to need them back." <<upperwear 41 "tan">><<lowerwear 22 "denim">> <<else>> <<set Weather.Temperature.override.increase.outside(-5, "The fan cools you.")>> A standing fan is blowing on your face. There's a glass of water next to you. You take it and drink the entire glass in one breath. <br><br> <<if !_fullyNaked>> "I'm surprised," a voice says. "I don't think I've ever seen you wearing so many clothes. You could stand to lose a few." <<else>> "I'm not surprised that I found you wearing so little," a voice says. "But I <i>am</i> surprised you managed to get heatstroke like this." <</if>> <</if>> <br><br> You turn your head. <span class="gold">It's Wren.</span> <<outfitChecks>> <<if !_fullyNaked>> <<He>> holds up a deck of cards. "Fancy a game?" <br><br> <<link [[Accept|Passout Estate Wren Cards Accept]]>><<npcincr Wren love 1>><</link>><<glove>> <br> <<link [[Refuse|Passout Estate Wren Cards Refuse]]>><<npcincr Wren love -1>><</link>><<llove>> <<else>> <<He>> smiles. "I'd invite you to play cards while you cool down, but well... not much point." <<He>> nods at your naked body. <br><br> You blush profusely, but thank Wren for rescuing you. <<He>> gives a dismissive wave, and you turn to leave. "Come back when there's something you want," <<he>> says. "And maybe consider staying indoors, if the heat gets to you that much." <br><br> <<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>> <</if>><<effects>> "If you're sure," Wren says. <<if $passoutReason is "hypothermia">> "That'll be <<printmoney 15000>>." <<He>> holds out <<his>> hand. <br><br> <<if $money gte 15000>> <<link [[Pay|Passout Estate Wren Pay]]>><<money -15000>><</link>> <<else>> <span class="blue">You can't afford it.</span> <</if>> <br> <<link [[Return clothes|Passout Estate Wren Return]]>><</link>> <<else>> "Stay cool out there," <<he>> says. "I'm not sticking my neck out for you a second time." <br><br> You leave the cottage. <br><br> <<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>> <</if>><<effects>> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> "Good," Wren says. "Through here." <br><br> <<He>> gestures for you to follow and leads you into the familiar card room, where <<his>> goons are waiting. <<He>> sits at the table and nods at the chair opposite <<him>>. <br><br> <<link [[Next|Estate Cards Intro 2]]>><</link>><<effects>> You hand Wren the money. <<He>> pockets it without looking. "So long," <<he>> says. <br><br> You leave the cottage. <br><br> <<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>><<effects>><<upperruined true>><<lowerruined true>> You strip and drop the clothes at Wren's feet. <<He>> lifts <<his>> eyebrows as if surprised. You fold your arms, smirking at <<him>>. <<His>> expression soon smooths as <<he>> takes in the sight. <br><br> "If that's what you want," <<he>> says. "Just keep warm. I'm not sticking my neck out for you a second time." <br><br> You leave the cottage, well aware of <<his>> eyes following you. <br><br> <<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>><<effects>><<set $location to "lake">><<set $outside to 1>><<outfitChecks>> <<set Weather.Temperature.override.increase.outside(-5, "The mud is cool against your skin.")>> <<generates1>> You wake up to a cold and wet sensation all over your body. Getting your bearings, you see that you are lying on your back next to the lake. A <<person1>><<person>> massages mud from the bank across your skin sensually while a small crowd of your classmates watch. <<if !_overNaked or !_middleNaked>>You notice immediately that you <<= _underwear ? "must have been stripped down to your underwear while you were unconscious" : "are not wearing anything beneath the mud">>!<</if>> You sit upright with a start, drawing a few gasps from the crowd. <br><br> "Sorry, you passed out, so we figured we needed to cool you down somehow," the <<personsimple>> explains, clearly feigning innocence. The other students laugh. Some film your reaction on their cell phones. <br><br> "Now that you're feeling better, you ought to wash off, you dirty, dirty, <<girl>>," <<he>> says with a mocking tone. <br><br> <<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>> <<if _bottom and _bottom is $worn.under_lower>> <<underlowerruined>> <</if>> <<if _top and _top is $worn.under_upper>> <<underupperruined>> <</if>> <<fameexhibitionism 5 "vid">> <<if hasSexStat("exhibitionism", 4) and $uncomfortable.nude is false>> <<link [[Wash|Passout Heatstroke Mud Wash]]>><<water>><<status 1>><</link>><<exhibitionist4>><<gcool>> <<else>> <<link [[Wash|Passout Heatstroke Mud Wash]]>><<set $desperateaction to "it's better than being covered in mud">><<stress 12>><<status 1>><<water>><</link>><<ggstress>><<gcool>> <</if>> <br> <<link [[Run|Passout Heatstroke Mud Run]]>><<stress 6>><</link>><<gstress>><<silently>><<effects>><</silently>> /* Yes this is intentional, because water effects are janky as hell. */ <<if hasSexStat("exhibitionism", 4)>> You confidently stride over to the lake and submerge yourself in the water. You rub as much of the mud off as possible while your audience snickers and giggles. As you emerge from the lake, the other students bolt before you have a chance to ask what happened to your clothing. <<else>> Embarrassed, you cover yourself up as best you can and move to the lake. Slipping beneath the surface, you clean the mud off the best you can while trying to keep your classmates from seeing you undressed. <br><br> When you are as clean as you can get, you walk awkwardly back to the shore. Your peers point and laugh as your face burns with shame. Before you have a chance to ask what happened to your clothing, the other students bolt. <</if>> <br><br> <<exhibitionism4>> <<fameexhibitionism 10 "vid">> <<link [[Next|Lake Shore]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<set $location to "forest">><<set $outside to 1>> You get up and flee into the woods, hoping to get out of sight of your peers and their cameras. A few students chase you and shout lewd remarks, but you lose them relatively quickly in the trees. Once you feel you are far enough away, you finally stop to catch your breath. Using sticks and leaves, you clean off as much of the mud as possible and take a look at your surroundings. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<upperstrip>><<lowerstrip>><<facestrip>><<bindtemp>><<facewear 4>> <<generatey1>><<generatey2>> As you come to, you realise that you have been stripped down to your <<undies>>, gagged, and tied to a chair in the alley. Before you can get your bearings, you hear the voice of one of your classmates, a <<person1>><<person>>. "Shush! <<pShes>> waking up. Start recording." <br><br> "Ready, set, action," a <<person2>><<person>> whispers. <br><br> "Remember, folks: the best way to prevent heatstroke is to take lots of cool water with you and dress appropriately in hot weather!" the <<person1>><<person>> instructs in a cheesy tone. <<He>> addresses a small camera on a cheap tripod. <br><br> <<He>> brandishes a water bottle filled with more ice cubes than water, stretches the waistband of your <<undies>>, and pours half of its freezing contents down the front! You yelp into your gag and squirm to try and get the ice away from your <<= $player.penisExist ? "penis" : "clit">>. While you're otherwise occupied, the rest of the ice water is dumped down the back of your <<undies 1>>. The <<person>> takes an ice cube in each hand and massages your nipples with them. You yelp at the frigid sensation. <<gpain>><<pain 6>> <br><br> <<He>> grins at the camera as <<he>> signs off, "Check out our other videos for more health tips. We'll see you next time!" <br><br> "Alright, let's go," the <<person2>><<person>> says, packing up the camera. The pair remove your gag and untie your hands, leaving you to free yourself from the remainder of your binds. <<if $carried.face.name isnot "naked">>They take your <<= $carried.face.name>> as a souvenir.<</if>> By the time you remove the ice from your soaked <<undies>> and locate your clothes, they're long gone. <<gstress>><<stress 6>> <br><br> <<fameexhibitionism 10 "vid">> <<link [[Next|$safePassage]]>><<unbindtemp>><<set $worn.face.type.push("broken")>><<faceruined>><<underlowerwet 200>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<set $location to "beach">><<set $outside to 1>> <<upperstrip>><<lowerstrip>><<underupperstrip>><<underlowerstrip>><<upperwear 148 "white">> <<generate1>><<person1>> You wake up under a small awning on the beach. Sitting up on the beach towel, you realise your clothing is gone. You're wearing nothing but a white oversized button-down shirt. Before you can speak, a <<person>> explains, "Hey, glad to see you're awake. I saw you passed out and decided to keep an eye on you while you recovered." <br><br> When you ask where your clothes are, <<he>> responds, "Well... I'm not entirely sure. I bet I could find them though, if you were willing to do something for me. A buddy of mine is starting up a wet t-shirt contest, and we want a few new contestants. What do you say? I bet the water could do you some good in your condition." <br><br> <<link [[Agree reluctantly|Passout Beach Heatstroke Wet Shirt 2]]>><<set $phase to 0>><<stress 6>><</link>><<gstress>> <br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Agree enthusiastically|Passout Beach Heatstroke Wet Shirt 2]]>><<set $phase to 1>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Refuse|Passout Beach Heatstroke Wet Shirt 2]]>><<set $phase to 2>><</link>><<effects>> <<if $phase is 2>> You refuse to go along with the request, and the <<person>> shrugs. "Suit yourself," <<he>> says, walking away. You look around for your clothes but turn up empty-handed. The button-down will have to do. <br><br> <<link [[Next|Beach]]>><<upperruined>><<lowerruined>><<underupperruined>><<underlowerruined>><<upperwear 148 "white">><</link>> <<else>> <<generate2>><<generate3>><<fameexhibitionism 5>><<set $upperwetstage to 2>><<set $lowerwetstage to 2>> You agree to take part in the show, much to the pleasure of the <<person1>><<person>>. <<He>> leads you to a nearby pier where a small crowd is gathering and has you line up with a <<person2>><<person>> and <<person3>><<person>>. You stand there <<= hasSexStat("exhibitionism", 3) ? "confidently" : hasSexStat("exhibitionism", 2) ? "patiently" : "nervously">>, waiting for your turn. <br><br> The <<person2>><<person>> goes first, doing a seductive dance while members of the crowd pour pitchers of water over <<his>> chest. The sounds of whistling and catcalling follow <<him>> as <<he>> walks down the pier. The <<person3>><<person>> goes next, standing with <<his>> hands raised stiffly while <<he>> is drenched. <<He>> fakes a smile while a few people in the crowd make crude remarks, before hurrying to find a place to change. <br><br> The <<person1>><<person>> leads you to the centre of the transfixed crowd. <<if $phase is 1>> You do a sexy little dance as the water is poured down your front. Your audience cheers as the oversized button-down becomes transparent, revealing your <<chest>>. <<exhibitionism3>> You twirl on the spot and give a bow before returning to the <<person1>><<person>>. <<He>> returns your clothes to you with a big smile on <<his>> face. <<else>> You go rigid, but manage to lift your arms up like the person before you. Despite some disappointed murmurs, the audience still enjoys watching the button-down turn transparent, revealing your <<chest>>. <br><br> As soon as you are able, you return to the <<person1>><<person>>. <<He>> returns your clothes to you with a neutral expression. "A deal's a deal, I guess. Here you go." <</if>> <br><br> <<link [[Next|Beach]]>><<clotheson>><<dry_full>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>><<set $outside to 0>><<npc Eden>><<person1>> You wake up on the cabin bed, groggy. Turning your head to the side, you see Eden sitting beside you. <<He>> notices you stirring. <br><br> "You're up. I was worried," <<he>> says. <<His>> voice sounds relieved. <br> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "The wet towel cools you down.")>> <<He>> takes the towel from your forehead, dips it in water, wrings it dry, then puts it back on you. <br> "You were careless," <<he>> tells you. "You're lucky that I was around." <<else>> <<set Weather.Temperature.override.increase.inside(5, "You huddle under the covers.")>> <<He>> helps you adjust the covers. <br> "What were you thinking?" <<he>> says. "If I hadn't been around, you would've frozen to death!" <</if>> <br> <<He>> frowns at you. "No more going outside today. Stay here and rest." <<His>> voice is stern, leaving no room for argument. <<stress 10>><<gstress>> <br><br> <<He>> stays by your side and watches over you for a while, before <<if Time.hour gte 0 and Time.hour lte 6>> returning to bed. <<elseif Time.hour lte 8>> getting ready for the day. <<elseif Time.hour lte 17>> heading back outside. <<else>> returning to <<his>> own tasks. <</if>> <br><br> <<link [[Next (0:15)|Eden Cabin]]>><<pass 15>><<endevent>><</link>><<effects>> <<if $wolfgirl gte 6>> <<beastNEWinit 1 dog>> <<elseif $cat gte 6>> <<beastNEWinit 1 cat>> <</if>> You feel a wet sensation on your face and blink awake. <br><br> A <<beasttype>> is licking your face. You struggle to sit up, finding your clothes torn apart. The <<beasttype>> <<= $NPCList[0].type is "dog" ? "nudges you" : "circles your arm">>, excited that you're awake. <<if $monster is 1>>"You awake! Couldn't help you up. So worried."<</if>> <br><br> Looks like <<bhe>> tried to wake you up, damaging your clothes in the process. At least it helped you escape the heat.<<overupperruined>><<upperruined>><<= either("<<underupperruined>>", "<<lowerruined>>")>> <br><br> After making sure you're okay, the <<beasttype>> gives you one last nuzzle and leaves. <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<generatey1>><<person1>> You wake up to a cold blast of water hitting you full in the face. A group of delinquents stands nearby, laughing as they spray you with a hose. <br><br> "Wake up, loser!" one of them, a <<person>>, jeers, the others joining in with mocking laughter. <br><br> You try to speak, but another blast of water hits you, cutting off your words. The water is cold, soaking through your clothes and making you shiver despite the heat. <<water>><<set Weather.bodyTemperature-->> <br> Finally, they get bored and leave, the sound of their laughter echoing in your ears as you lay there, drenched and humiliated.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<generatey1>><<person1>> You struggle to wake up, unsure how many hours you've been unconscious, your head still foggy. <br><br> Your body feels heavy. If you don't cool down soon, you might pass out again. <br><br> You notice a <<person>> in front of you. <<He>> stares at you, then suddenly opens <<his>> coat quickly, exposing <<his>> <<genitals>> to you! "Hey! This is how you stay cool," <<he>> says playfully, making you feel <<= hasSexStat("promiscuity", 4) or hasSexStat("exhibitionism", 3) ? "aroused.<<arousal 200>><<garousal>>" : "disgusted.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>>">> <br><br> After flashing you, <<he>> quickly runs off. <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>><<location "office">> <<generate1>><<person1>> <<if $phase2 is "cold">> You wake up feeling much warmer than before. When you sit up, a thick blanket that must have been draped over you falls to your lap.<<set Weather.bodyTemperature++>> <<else>> /* heat */ You wake up feeling much cooler than before. When you sit up, a moist handkerchief falls from your forehead and onto your lap. You notice your clothes have been displaced to vent the heat from your body, too.<<set Weather.bodyTemperature-->> <</if>> <br><br> "Ah, you're awake," someone says. You turn your head and see a <<person>> sitting at a nearby desk. <<He>> gets up from <<his>> desk to approach you. <br><br> <<link [[Next|Passout Office Work]]>><</link>> <br><<effects>> "I saw you collapse from the <<= $phase2 is "cold" ? "cold" : "heat">> while I was on my way back to the office." <<set $phase2 to either("mild", "offended")>> <<if $phase2 is "mild">> <<He>> smiles at you and puts a hand on your shoulder. "You need to take better care of yourself. You may be young, but that doesn't mean you're invincible, you know?" <<else>> /* offended */ <<He>> scoffs and crosses <<his>> arms. "Kids these days... You aren't invincible, you know? Just because you're still young doesn't mean you don't have to take care of your health, <<girl>>." <</if>> <br><br> <<if $speech_attitude is "meek">> "Thank you for helping me..." you mumble. "And s-sorry for being a bother..." <<elseif $speech_attitude is "bratty">> "...Thanks. You didn't have to do any of that, but you did, so... thanks," you say with an awkward shrug. <<else>> "Thanks for the help. Who knows what would have happened if you hadn't helped..." <</if>> <br><br> <<if random(1,2) is 1>> <<if $phase2 is "mild">> "You're welcome," the <<person>> replies, removing <<his>> hand from your shoulder. "Though, in the spirit of reciprocity..." <<He>> gestures to <<his>> desk. "I'd appreciate a little help with my work. I'll even pay you for it." <<else>> /* offended */ "If you really want to show your gratitude..." The <<person>> gestures towards <<his>> desk. "...then you can help me with my work. I'll even pay you for it," <<he>> adds with a smile. <</if>> <br><br> <<link [[Agree (0:15)|Passout Office Work 2]]>><<set $phase to 0>><<pass 15>><</link>> <br> <<else>> <<if $phase2 is "mild">> "You're welcome," the <<person>> replies. "Though, in the spirit of reciprocity..." <<He>> puts <<his>> free hand on your other shoulder. "I'd appreciate a little bit of...company." <<He>> winks. "I'll even pay you for it." <<else>> /* offended */ "If you really want to show your gratitude..." The <<person>> puts <<his>> hands on your shoulders. "...then you can show it with your body. I'll even pay you for it," <<he>> adds with a smirk. <</if>> <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept the offer|Passout Office Work Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>> <br> <<elseif $uncomfortable.prostituting is false>> <<His>> offer repulses you, but you need the money. <br><br> <<link [[Reluctantly accept the offer|Passout Office Work Sex]]>><<set $sexstart to 1>><<set $desperateaction to 1>><</link>><<promiscuous2>> <br> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <br> <</if>> <</if>> <<if dangerEvent()>> <<link [[Refuse|Passout Office Work Sex]]>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Refuse|Passout Office Work 2]]>><<set $phase to 1>><</link>> <</if>> <br><<effects>> <<if $phase is 0>> /* Agree */ The <<person>> doesn't ask for much. <<He>> just has you <<= either("sort some files", "deliver a couple messages to some associates", "pick up a document from the fax machine down the hall")>> and <<= either("tidy up <<his>> office", "water <<his>> plants", "pick up a coffee for <<him>> from the cafe on the ground floor")>>. It doesn't take very long. <br><br> Once you're finished, <<he>> thanks you and gives you the pay <<he>> promised. <<assignmenttip 5>> <br><br> Job completed, you leave <<his>> office and exit the building. <<else>> /* Refuse */ The <<person>> <<if $phase2 is "mild">> frowns. "Very well, then." <<He>> gestures to the door with a sigh. "I have a meeting soon, anyway, so I'm afraid you'll need to leave." <<else>> /* offended */ scowls. "Fine. Since you're awake, you can leave, then." <<He>> gestures to the door. <</if>> <br><br> You get up, and leave. <</if>> <br><br> <<link [[Next|High Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> "Wonderful." <<He>> seems quite pleased as <<he>> pushes you back down on the couch and climbs on top of you. <<promiscuity2>> <br><br> <<enable_rescue>> <</if>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase2 is "mild">> The <<person>> frowns. "I'd have hoped you'd pick up the hint that you don't actually have a choice here." <<He>> pushes you back down on the couch and climbs on top of you. "After all I did to nurse you back to health... Don't you owe me?" <<else>> /* offended */ "You ungrateful little..." <<He>> pushes you back down on the couch and climbs on top of you. "I wasn't asking, <<girl>>." <</if>> <br><br> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Office Work Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Office Work Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> The <<person>> shoves <<himself>> away from you with a pained cry. "You'll regret this, you little <<bastard>>!" <<he>> roars. <br><br> The fury in <<his>> voice sends shivers down your spine, but you take the chance to rush for the exit. Luckily, you manage to escape all the way to the office lobby without getting caught. <br><br> <<clotheson>> <<tearful>> you exit the office building. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Once recovered, the <<person>> gets up from the couch with a stretch and a satisfied groan. <<He>> reaches for <<his>> <<wallet>> and digs into it. "Here," <<he>> says as <<he>> holds some bills out in your direction. <<if $consensual is 1>> "For the service." <<assignmenttip 10>> <<else>> <<He>> seems reluctant to pay you at all. <<assignmenttip 5>> <</if>> <br><br> You take the money, and the <<person>> gets back to work. <br><br> <<clotheson>> <<tearful>> you leave <<his>> office and exit the building. <<elseif $alarm is 1 and $rescue is 1>> "Shut your—!" the <<person>> hisses, but <<hes>> interrupted by a knock on the door of <<his>> office. <br><br> "Is everything okay in there?" <br><br> The voice makes the <<personsimple>> hesitate. You take the opportunity to push <<him>> away. <<He>> reaches for your arm to stop you from escaping, but luckily you manage to dodge <<him>>. You shove the door open, push past your saviour, and run down the hall. <br><br> You only start to slow down when you approach the lobby<<if $athletics lte 600>>, gasping for breath<</if>>. <br><br> <<clotheson>> <<tearful>> you exit the office building. <<elseif $finish is 1>> The <<person>> frowns and scoffs, pushing you away. "Fine," <<he>> grouses as <<he>> stands up from the couch. "Leave, then. I have a meeting soon, anyway." <br><br> <<clotheson>> <<tearful>> you leave <<his>> office and exit the building. <<else>> By the time awareness returns to you, the <<person>> is pushing you off the couch. You barely catch yourself on the edge of it before you take a tumble. <br><br> "Get out," <<he>> says coldly. "I have a meeting soon." <br><br> <<tearful>> you shakily push yourself up to your feet. <br><br> <<clotheson>> You leave <<his>> office and exit the building. <</if>> <<endcombat>> <<link [[Next|High Street]]>><<set $eventskip to 1>><</link>> <br><br><<effects>> You awaken to the sight of the <<beasttype>>. It looks like <<bhe>> was taking care of you when you passed out. <br><br> After making sure you're okay, the <<beasttype>> <<= $monster is 1 ? "waves" : "looks">> at you before <<bhe>> gallops away. Leaving you alone in the moor. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<unset $horseDifficulty>><<unset $moormove>><</link>> <br><<set $outside to 0>><<effects>> <<outfitChecks>> You wake up in a well-appointed sitting room feeling much <<if $phase2 is "cold">> <<upperstrip>><<upperruined>> <<outfitChecks>> <<if _bottomExposed>> <<lowerruined>> <</if>> <<outfitChecks>> <<hypothermiaClothes>> warmer than before. You see a lit fireplace nearby, warming you up along. A blanket is draped over you<<if _clothes.length gte 1>>, and you're dressed in <<= _clothes.join(" and ")>><</if>>. <<else>> <<set _gender to $player.gender_appearance>> <<set _clothes to []>> <<if $worn.upper.warmth gt 3>> <<set _slot to "upper">> <<set _upper to []>> <<if _gender is "m" or $settings.forcedCrossdressingEnabled>> /* masc: short sailor shirt */ <<set _upper.push(57)>> <</if>> <<if _gender is "f" or $settings.forcedCrossdressingEnabled>> /* femme: babydoll */ <<set _upper.push(17)>> <</if>> <<set _index to _upper.random()>> <<upperstrip>><<upperruined>> <<upperwear _index>> <<set _text_output to setup.clothes[_slot][_index].word is "n" ? `a pair of ${$worn[_slot].name}` : setup.clothes[_slot][_index].word + " " + $worn[_slot].name >> <<set _clothes.push(_text_output)>> <</if>> <<outfitChecks>> <<if _bottomExposed>> <<set _slot to "lower">> <<switch _index>> <<case 57>><<set _index to 52>> /* short sailor shirt match sailor shorts*/ <<case 17>><<set _index to 76>> /* babydoll match booty jorts*/ <<default>><<set _index to 21>> /* neutral: cycle shorts */ <</switch>> <<lowerruined>> <<lowerwear _index>> <<set _text_output to setup.clothes[_slot][_index].word is "n" ? `a pair of ${$worn[_slot].name}` : setup.clothes[_slot][_index].word + " " + $worn[_slot].name >> <<set _clothes.push(_text_output)>> <</if>> cooler than before. You see an open window nearby, letting in a refreshing breeze. <<if _clothes.length gte 1>>You look down to find that you're dressed in <<= _clothes.join(" and ")>>.<</if>> <</if>> <br><br> No one seems to be around at the moment.<<if _clothes.length gte 1>> You unfortunately don't see the clothes you were wearing before anywhere.<</if>> With nothing else to do, you stand up and exit the room. <br><br> <<link [[Next|Passout Danube Street 2]]>><</link>> <br><<effects>> <<generate1>><<person1>> You wander through the mansion until you find the foyer, where a well-dressed <<personsimple>> is ushering apparent party guests out the front door with a polite wave. After <<he>> shuts the door behind them, <<he>> turns and jumps a little upon seeing you. <br><br> "Well, you just saved me some time. I was about to come to check on you," the <<person>> says with a smile. "Are you feeling better?" <br><br> <<if $speech_attitude is "meek">> "Yes, I am," you reply, head bowed. "Thank you very much for helping me..." <<elseif $speech_attitude is "bratty">> "Sure am. Thanks for the clothes." <<else>> You nod. "I am. Thank you for the help." <</if>> <br><br> The <<person>> approaches you, coming to a stop a touch closer than is polite. "You're welcome. Though I can't say that I did it entirely out of goodwill." <<His>> smile turns into a smirk. "I was actually hoping that you would do me a little favour in return." <br><br> <<link [[Ask what the favour is|Passout Danube Street 3]]>><</link>> <br> <<if dangerEvent()>> <<link [[Leave|Passout Danube Street Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Leave|Passout Danube Street End]]>><<set $phase to 0>><</link>> <</if>> <br><<effects>> <<saveNPC 0 passout_danube_master>> <<if $speech_attitude is "meek">> "A f-favour...?" You wring your hands. <<elseif $speech_attitude is "bratty">> You cross your arms. "What kind of favour?" <<else>> "What did you have in mind?" <</if>> <br><br> <<if dangerEvent()>> The <<person>>'s smile turns <<if $rng gte 81 and $settings.bestialityEnabled>> <<generateBEAST 2 dog>> <<set $NPCList[1].name to $NPCList[1].pronoun is "f" ? $NPC_names_f.random() : $NPC_names_m.random()>> perverse, and <<he>> puts an overfamiliar hand on your arm. <<He>> whistles sharply, and within a few moments, a dog enters the room, tail wagging eagerly. <br><br> "Good <<= $NPCList[1].pronouns.boy>>," <<he>> praises the dog. Then <<he>> looks at you again and says, "My little <<= $NPCList[1].name>> has been quite lonely and pent up lately... Give the poor thing some special attention, won't you?" <br><br> You <<= $awarelevel gte 1 ? "know" : "aren't entirely positive, but you think you have an idea of">> what <<hes>> asking for: <<he>> wants you to let this dog have its way with you. <br><br> <<if hasSexStat("deviancy", 2)>> <<link [[Accept the offer|Passout Danube Street Dog]]>><</link>><<deviant2>> <<else>> <<insufficientStat "deviancy" "to take up such an offer">> <</if>> <br> <<link [[Refuse|Passout Danube Street Sex]]>> <<endevent>> <<set $phase to 1>><<set $molestationstart to 1>> <<loadNPC 0 passout_danube_master>><<person1>> <</link>> <br> <<else>> flirtatious, and <<he>> puts an overfamiliar hand on your waist. "Spend a little bit of... quality time with me. Show me just how thankful you are." <<His>> hand slides down to cup your <<bottom>>. <br><br> You <<= $awarelevel gte 1 ? "know" : "aren't entirely positive, but you think you have an idea of">> what <<hes>> asking for: <<he>> wants to have sex with you. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept the offer|Passout Danube Street Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <</if>> <br> <<link [[Refuse|Passout Danube Street Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> "I have a room in which I just hosted a party, and it could use a good cleaning. My usual cleaners are meant to stop by tomorrow, and I'd rather not pay an extra fee for them to come early if I don't have to..." The <<personsimple>> gestures down the hall. "It's not too big of a mess, and I'd give you a tip once you're finished. What do you say?" <br><br> <<link [[Accept|Passout Danube Street Housekeeping]]>><</link>> <br> <<if dangerEvent()>> <<link [[Leave|Passout Danube Street Sex]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Leave|Passout Danube Street End]]>><<set $phase to 0>><</link>> <</if>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<promiscuity2>> "Perfect. What a good <<girl>>." <<He>> takes you to a nearby room, unceremoniously pushes you down onto a settee, and climbs on top of you with an eager expression on <<his>> face. <</if>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> The <<person>> <<= either(`scowls`,`sneers`)>>. <<if $phase is 0>> /* PC refused to hear the person out, refused to have sex with them, or refused to clean for them. */ "<<= either(`Don't be ungrateful`,`It wasn't actually a question`)>>, <<girl>>." <<else>> /* PC refused to have sex with the dog. */ "You think you're too good for it? Gutter trash like you?" <<He>> scoffs. "Think again." <</if>> <<He>> lunges for you. <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Danube Street Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Danube Street Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $arousal is $arousalmax>> <<orgasm>> <</if>> <<if $consensual is 1>> Satisfied, the <<person>> sits back and adjusts <<his>> clothes. "Very good. <<if $orgasmcurrent gte 1>> I see you enjoyed yourself as well," <<he>> remarks with a smirk. <<else>> It's a relief to see that at least some of the younger set are capable of showing gratitude," <<he>> remarks with a condescending smile. <</if>> <br><br> <<endcombat>> <<loadNPC 0 passout_danube_master>><<person1>> <<link [[Next|Passout Danube Street End]]>><<set $phase to 1>><</link>> <br> <<else>> The <<person>> moans in satisfaction, then <<= $enemyhealth lt $enemyhealthmax ? "kicks" : "shoves">> you towards the door. "Get out of here," <<he>> says with an unpleasant smirk. "You'd best think twice before <<= $enemyhealth lt $enemyhealthmax ? "acting out against" : "refusing">> your betters in the future<<if $orgasmcount gte 1>>, you little slut<</if>>." <br><br> <<tearful>> you head for the door and make your exit. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> The <<person>> is knocked off of the settee, stumbling into a nearby coffee table. "<<= either(`Fuck!`,`You little <<bastard>>!`,`How dare you!?`)>>" <<he>> snarls. <br><br> <<tearful>> you scramble to your feet and rush for the door, running from the mansion as fast as you can. You only stop to catch your breath <<if $athletics lt 600>>in huge panting gulps <</if>>once you're a few blocks away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Residential Alleyways]]>><<set $eventskip to 1>><</link>> <br> <<else>> The <<person>> lets out a sigh of frustration and pulls away from you. "Fine," <<he>> says, tone reluctant. "Go ahead and leave, then." <<He>> starts muttering to <<himself>> as <<he>> straightens out <<his>> clothes; the only word you can make out is "<<= $consensual is 1 ? "tease" : "<<bastard>>">>". <br><br> <<tearful>> you climb to your feet and make your way out of the mansion. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<clearNPC passout_danube_master>><<effects>> <<saveNPC 1 passout_danube_dog>> <<deviancy2>> "Perfect." <<He>> takes you to a nearby side room, whistling for <<his>> dog to follow behind. <<He>> puts you on your hands and knees on the floor. Then <<he>> sits on a settee and <<= $NPCList[0].pronoun is "m" ? "undoes <<his>> trousers" : "pulls up the skirt of <<his>> dress">>, <<npcRevealText $NPCList[0] "lower">>. <br><br> The <<beasttype 1>> mounts you at <<bhis 1>> <<master>>'s command. The <<person>> begins to touch <<himself>>. <br><br> <<endevent>> <<loadNPC 0 passout_danube_dog>><<person1>> <<link [[Next|Passout Danube Street Dog Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">><<set $position to "doggy">> <</if>> <<effects>> <<effectsman>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Danube Street Dog Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Danube Street Dog Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<loadNPC 1 passout_danube_master>><<person2>> <<if $enemyarousal gte $enemyarousalmax>> <<person1>><<beastejaculation>> <<if $arousal gte $arousalmax>> <<orgasm>> <</if>> Across the way, the <<person2>><<person>> moans as <<he>> cums, <<= $NPCList[1].penis isnot "none" ? "semen splattering the floor" : "juices running down <<his>> fingers">>. <br><br> "Well done," <<he>> says, pulling out a handkerchief to wipe <<his>> dirtied hand off with.<<if $orgasmcount gte 1>> "I can't believe you got off from fucking a dog."<</if>> <br><br> <<endcombat>> <<loadNPC 0 passout_danube_master>><<person1>> <<loadNPC 1 passout_danube_dog>> <<link [[Next|Passout Danube Street End]]>><<set $phase to 2>><<clotheson>><</link>> <br> <<elseif $enemyhealth lte 0>> "What the hell is wrong with you!?" the <<person>> yells as you shove <<his>> <<beasttype>> away with a final kick. <br><br> The <<beasttype>> yips and doesn't move to follow as you scramble to your feet and rush for the door. Luckily, you're out before the <<person>> can get up from <<his>> leisurely sprawl. <br><br> <<tearful>> you run away from the mansion, only stopping to catch your breath <<if $athletics lt 600>>in huge panting gulps <</if>>once you're a few blocks away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Residential Alleyways]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<tearful>> you can do nothing but lie there and take what the <<person>>'s dog gives you until it's satisfied. <br><br> <<person1>><<beastejaculation>> Once satisfied, it withdraws, panting happily. The <<person2>><<person>> gives you a <<= $enemyhealth lt $enemyhealthmax ? "kick" : "nudge with <<his>> foot">> towards the door. "I think you're done here," <<he>> says with an unpleasant smirk. "Ta-ta." <br><br> You take a couple minutes to collect yourself before getting up and leaving. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<clearNPC passout_danube_master>> <<clearNPC passout_danube_dog>><<effects>> <<if $phase is 0>> /* PC leaves without doing the favour. */ You <<if $speech_attitude isnot "bratty">>apologise and <</if>>tell the <<person>> that you don't have the time to spare and that you have to leave. <br><br> <<He>> <<= either(`scowls`, `sneers`, `scoffs`, `glares`)>> at you. "Fine, then. You can find your own way out." <<He>> spins on <<his>> heel and stalks off, muttering to <<himself>> about the ungratefulness of the younger set. <br><br> You leave the mansion once <<hes>> out of sight, relieved that the situation resolved itself peacefully. <<else>> <<if $phase is 1>> /* From the sex branch. */ "I'm sure you can find the way out," the <<person>> says once <<hes>> straightened <<himself>> out. "Be more careful in the future to mind the weather, hm? It'd be a shame if someone less charitable than I had been the one to find you." <<else>> /* From the dog branch. */ The <<person>> whistles to <<his>> <<beasttype 1>> as <<he>> stands, and <<he>> begins to put <<his>> clothes back into order. The <<beasttype 1>> woofs happily and trots to <<his>> side. <br><br> "It's a relief to see that at least some of the younger set are capable of showing gratitude," <<he>> says once <<hes>> straightened <<himself>> out. "I'm sure you can find the way out. Be more careful in the future to mind the weather, hm? It'd be a shame if someone less charitable than I found you." <</if>> <br><br> With that said, <<he>> departs without sparing you a second glance. <br><br> <<tearful>> you leave the mansion once <<hes>> out of sight. <</if>> <br><br> <<link [[Next|Danube Street]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<set _event to random(1,3)>> "Perfect!" The <<person>> leads you down the hall and opens a door to <<if _event is 1>> a dining room. The long table is covered in questionable fluids, staining the wood and the table runner and dripping from the edges. There's more fluids beneath the table, as well as various spatterings elsewhere on the floor. <<if $settings.condomLevel gte 2 and $rng gte 51>>It looks like there's a few used condoms on the ground.<</if>> <<elseif _event is 2>> a sitting room. You see bits of glitter on a coffee table, as well as questionable fluids spattered on the tabletop and the floor around it. <<if $settings.condomLevel gte 2 and $rng gte 51>>Used condoms litter the floor.<</if>> A speaker nearby is playing sensual dance music, and the <<person>> approaches it to turn it off before returning to you. <<else>> a sitting room. The room is covered in questionable fluids, including puddles of pink liquid. There's a curious combination of scents in the air that makes you feel little lightheaded.<<drugs 60>><<gdrugged>> <</if>> <br><br> <<= $awarelevel gte 1 ? "You" : "Even you">> have a pretty good idea of what must have gone on in here. <br><br> <<He>> definitely understated the mess. <br><br> "I would apologise for the filth if you weren't here to clean it up in the first place," the <<person>> says with a chortle. "There should be some cleaning materials in the closet over there." <<He>> points to a nearby closet door. "When you're finished, I'll be in the room just across the hall from this one. Thanks again!" <br><br> With that, <<he>> leaves you to it. <br><br> <<link [[Clean the room|Passout Danube Street Housekeeping 2]]>><<housekeepingdifficulty 1 600>><</link>> <br><<effects>> Retrieving a broom, spray cleaner, and a few rags from the closet, you get to work. <br><br> <<if $rng gte 91>> While cleaning, you find a few loose bills beneath a chair that must have fallen from someone's pockets at some point during this function. You've earned <<moneyGainDisplay 20 true true>>. <<elseif $rng lte 30 and $ejactrait gte 1>> While wiping down the table, you feel yourself salivate when you notice the lewd fluid on the table is still a bit warm. You resist the urge to rub your face against it.<<arousal 600>><<garousal>> <<else>> <<set _event to random(1,5)>> While cleaning, you <<if _event is 1>> keep getting the sense that you're being watched. But whenever you look around, you see no one in the room but yourself. A shiver goes down your spine every time.<<stress 6>><<gstress>> <<elseif _event is 2>> hum your favourite song to yourself. It makes a boring job less tedious, and a little more fun.<<stress -6>><<lstress>> <<elseif _event is 3 and $tiredness gte (C.tiredness.max / 5) * 3>> feel your eyelids drooping more than once. A part of you is tempted to just sit down and rest your eyes for a few moments, but you force yourself to focus and get the job done. You can rest later. <<elseif _event is 4>> crawl under the table to wipe up beneath it, and you end up disturbing a small cloud of pink dust from the floor. Inhaling some of it brings a bit of heat to your face.<<arousal 600>><<garousal>> <<else>> pay special focus to try and improve your overall efficiency. <<if $housekeeping lt 600>>You discover a few different methods to save time while cleaning in the future.<</if>><<housekeeping 1 600>><<ghousekeeping 600>> <</if>> <</if>> <br><br> <<if $housekeepingSuccess>> <<pass 45>><<set $phase to 0>> It takes a while, but eventually you get the room back in order. You're tired after all the hard work, but you feel satisfied with your job well done.<<housekeeping 1 600>><<tiredness 5>><<ghousekeeping 600 "silent">><<gtiredness>> <<else>> <<pass 60>><<set $phase to 1>> It takes a good long while, but eventually you get the job done, more or less. You're exhausted after all the hard work and ready to leave.<<housekeeping 1 600>><<tiredness 10>><<ghousekeeping 600 "silent">><<ggtiredness>> <</if>> <br><br> <<link [[Tell <<him>> you're finished|Passout Danube Street Housekeeping End]]>><</link>> <br><<effects>> You tell the <<person>> you're finished, and <<he>> follows you back to the room to check your work. Seemingly content, <<he>> puts a hand on your shoulder and <<if $arousal gte $arousalmax>> opens <<his>> mouth to say something, but <<hes>> interrupted when that simple touch sends you over the edge. <br><br> <<orgasm>> The <<person>> holds you up and watches as you shudder and moan with an interested gleam in <<his>> eyes. When you finally recover, <<he>> laughs. <br><br> "Got it all out?" <<he>> asks with a dirty grin. "You're pretty cute when you're cumming, you know... But I suppose you'd like to get paid and get on home, don't you?" <<else>> says, "<<= $phase is 0 ? "Very nice" : "It'll do until the professional cleaners come by">>. Now, your tip..." <</if>> <br><br> <<He>> digs into <<his>> <<wallet>> and pulls out <<= $phase is 0 ? "<<moneyGain 30>>" : "<<moneyGain 15>>">>. Once you take it, <<he>> leads you back to the foyer and bids you a good <<= Time.dayState is "night" ? "evening" : "day">>. <br><br> <<link [[Next|Danube Street]]>><<clearNPC passout_danube_master>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<beastNEWinit 1 wolf>> You wake up inside the cave with two <<beasttypes>> huddled close to you. One of them perks up when <<bhe>> notices you're awake. <br><br> <<if $monster is 1>> "<<pPackbrother>> awake! Feel well?" <<bHe>> nuzzles you as the sensation returns to your stiff fingers. They seem to have dragged you to the back of the cave and watched over you. "Cold out. Careful." You reassure them that you're okay, patting them on their heads. <<else>> <<bHe>> nuzzles you as you feel your senses come back to your fingers. They seem to have dragged you to the back of the cave and watched over you. You pat the <<beasttypes>> on their heads and thank them. <</if>> They stay close to you, keeping you warm. <br><br> <<link [[Next|Wolf Cave]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> <<beastNEWinit 1 wolf>> <<clothesstrip>> You wake up inside the cave<<if Object.keys(V.carried).filter(s => V.carried[s].name !== "naked").length gte 1>><<clothesruined>> with your clothes tossed to the side. They're torn to shreds<</if>>. A <<beasttype>> perks up when <<bhe>> notices you're awake. <br><br> <<if $monster is 1>> "<<pPackbrother>> awake! Feel well?" <<bHe>> touches your forehead with <<bhis>> hand, checking your temperature. <<bHe>> must have watched over you while you were unconscious. "Hot out. Careful." You reassure <<bhim>> that you're okay, patting <<bhim>> on the head. <<else>> <<bHe>> bounds toward you, then licks your face all over. You laugh, and <<bhe>> backs off of you. <<bHis>> tongue lolls out of <<bhis>> mouth happily as <<bhe>> looks at you. <<bHe>> must have watched over you while you were unconscious. You pat the <<beasttype>> on <<bhis>> head and thank <<bhim>>. <</if>> <<bHe>> leaves the cave, allowing you to rest. <br><br> <<link [[Next|Wolf Cave]]>><<endevent>><<set $eventskip to 1>><</link>><<widget "toggledebug">> <<if $debug>> <<set $debug to 1>> <<else>> <<set $debug to 0>> <</if>> <</widget>> /* min, current, max, rightMeter */ <<widget "statbar">> <div @class="(_args[3] is true ? 'rightMeter' : 'meter')"> <<if _args[1] is 0>> <<else>> <<set _percent to Math.floor((_args[1]/_args[2])*100)>> <<set _minPercent to Math.clamp(Math.floor((_args[0]/_args[2])*100), 0, _percent)>> <<set _pin to Math.clamp(Math.floor((_args[4]/_args[2])*100), 0, _args[2])>> <<switch Math.floor(_percent/10)>> <<case 8 9>><<set _statColor to "pinkbar">> <<case 6 7>><<set _statColor to "purplebar">> <<case 4 5>><<set _statColor to "bluebar">> <<case 2 3>><<set _statColor to "lbluebar">> <<case 0 1>><<set _statColor to "tealbar">> <<default>><<set _statColor to "redbar">> <</switch>> <div @class="_statColor" @style="'width:' + _percent + '%'"></div> <<if _minPercent>> <div @class="_statColor + ' meterMin'" @style="'width:' + _minPercent + '%'"></div> <<elseif _pin>> <div class="meterPin" @style="'width:' + _pin + '%'"></div> <</if>> <</if>> </div> <</widget>> <<widget "statbarinverted">> <<set _now to _args[0]>><<set _max to _args[1]>> <div @class="(_args[2] is true ? 'rightMeter' : 'meter')"> <<if _args[0] is 0>> <<else>> <<set _percent to Math.floor((_args[0]/_args[1])*100)>> <<switch Math.floor(_percent/10)>> <<case 8 9>><<set _statColor to "tealbar">> <<case 6 7>><<set _statColor to "lbluebar">> <<case 4 5>><<set _statColor to "bluebar">> <<case 2 3>><<set _statColor to "purplebar">> <<case 0 1>><<set _statColor to "pinkbar">> <<default>><<set _statColor to "greenbar">> <</switch>> <div @class="_statColor" @style="'width:' + _percent + '%'"></div> <</if>> </div> <</widget>> <<widget "wateraction">> <<set $_swimSkill to Math.max(currentSkillValue('swimmingskill'), 0)>> <<set $_swimLevel to Math.floor($_swimSkill / 100)>> <<set _waterActionTime to [18, 15, 12, 10, 8, 8, 7, 7, 6, 6, 5, 4][$_swimLevel] || 3>> <<pass _waterActionTime sec>> <<set $oxygen -= _waterActionTime * 10>> <<if $lake_ice_broken gte 1>> <<if random(1, 120) lte _waterActionTime>> <<unset $lake_ice_broken>> <</if>> <</if>> <</widget>> <<widget "underwater">> <<water>><<set $underwater to 1>><<set $underwatercheck to 1>><<unset $oxygenRecovery>> <<if $combat isnot 1>> <<if $oxygen lt 0 and $nooxygen is 1>> <<set $stress += 1000>> <<elseif $oxygen lt 0 and $nooxygen isnot 1>> <<set $nooxygen to 1>> <<else>> <<set $nooxygen to 0>> <</if>> <span class="lblue">Air:</span> <<if $oxygen lt 0>> <span class="red">You can't breathe! Your stress will increase and you'll soon pass out if you can't find air.</span> <</if>> <<dynamicblock id=oxygen-caption>> <<oxygencaption>> <</dynamicblock>> <<if $underwaterintro isnot 1 and $combat isnot 1 and !$possessed>> <<set $underwaterintro to 1>> <i>You can't hold your breath forever. You will pass less time and use less air per action with a higher swimming skill.</i> <br><br> <</if>> <</if>> <</widget>> <<widget "oxygenrefresh">> <<set $oxygen to $oxygenmax>> <</widget>> <<widget "oxygen">> <<if _args[0]>> <<set $oxygen += _args[0]>> <</if>> <<if _args[0] lt 0>> <<set _strangle to 1>> <</if>> <<set $oxygen = Math.clamp($oxygen, 0, $oxygenmax)>> <</widget>> <<widget "oxygenrecovery">> <<if $oxygenRecovery and $oxygen lt $oxygenmax>> /* 8 minutes to recover from 0 oxygen */ <<set $_oxygenFullResaturation to 480>> <<set _oxygenResaturationTimer to Math.ceil((1 - $oxygen/$oxygenmax)*$_oxygenFullResaturation/60)>> <<if ['string', 'number'].includes(typeof(_args[0]))>> <<set $phase to _args[0]>> <<elseif _args[0]>> <<set $phase to "oxygenrecovery">> <</if>> <<loitericon>><<link [[`Catch your breath (${getTimeString(_oxygenResaturationTimer)})`|$passage]]>><<pass _oxygenResaturationTimer>><</link>> <br> <</if>> <</widget>> <<widget "virginitylosttext">> <<if $templePromised is _args[0]>> <span class="lblue">yet you remain pure.</span> <<else>> <span class="red">forever robbing you of your purity.</span> <</if>> <</widget>> <<widget "neutral">> <!-- This widget's names ('neutral') is awful. Maybe 'molest' might better describe its use? --> <!-- args[1] now modifies the arousal applied to the PC --> <!-- Consult the 'arousal' widget to see how --> <<if _args[0] and (typeof _args[0]) is "number">> <<if $consensual isnot 1>> <<if $drunk gt 0>> <<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>> <<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>> <<else>> <<set $_stress_multiplier to 10>> <</if>> <<stress _args[0] $_stress_multiplier>> <<combattrauma _args[0]>> <</if>> <<set _arousal to 20 * _args[0]>> <<if _args[1] and _args[2] and (typeof _args[1]) is "string" and (typeof _args[2]) is "number">> <<arousal _arousal _args[1]>> <<enemyarousal _args[0] _args[2]>> <<elseif _args[1] and (typeof _args[1]) is "string">> <<arousal _arousal _args[1]>> <<enemyarousal _args[0]>> <<elseif _args[1] and (typeof _args[1]) is "number">> <<arousal _arousal>> <<enemyarousal _args[0] _args[1]>> <</if>> <</if>> <</widget>> <<widget "neutralbreast">> <<neutral _args[0] "breasts">> <</widget>> <<widget "neutralgenitals">> <<neutral _args[0] "genitals">> <</widget>> <<widget "enemyarousal">> <<set $enemyarousal += _args[0]>> <</widget>> <<widget "sex">> <!-- args[1] - indicates target: "genitals" if penile or vaginal, "anus" if anal, "mouth" if oral --> <!-- Comment Akoz: args[2] was used at some places to show double penetration and at others --> <!-- to pass which enemy NPC is doing the fucking. I'd leave it to mean the later, but --> <!-- I didn't want to make a decision about a system I'm not working on. --> <!-- So I chose to leave args[2] unused --> <!-- Comment Purity: args[2] is now used to check which NPC is causing it. --> <!-- For double penetration, the widget is now called twice. Once for each NPC. --> <<if _args[0] and (typeof _args[0]) is "number">> <<if $consensual isnot 1>> <<if $drunk gt 0>> <<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>> <<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>> <<else>> <<set $_stress_multiplier to 10>> <</if>> <<stress _args[0] $_stress_multiplier>> <<combattrauma _args[0]>> <<else>> <<stress _args[0] -10>> <</if>> <<set _arousal to 20 * _args[0]>> <<set _enemyarousal to 2 * _args[0]>> <<if _args[1] is undefined>> <<error { message : `Expected a second parameter, but none was provided.`, source : "Called from " + Utils.GetStack() }>> <<elseif _args[2] and (typeof _args[2]) is "number">> <<if wearingCondom(_args[2]) and ["genital","genitals","anal"].includes(_args[1])>> <<switch $NPCList[_args[2]].condom.type>> <<case "plain">> <<set _arousal to Math.floor(_arousal * 0.9)>> <<set _enemyarousal to Math.floor(_enemyarousal * 0.9)>> <<default>> <</switch>> <</if>> <<if wearingCondom("player") and ["genital","genitals"].includes(_args[1])>> <<switch $player.condom.type>> <<case "plain">> <<set _arousal to Math.floor(_arousal * 0.9)>> <<set _enemyarousal to Math.floor(_enemyarousal * 0.9)>> <<default>> <</switch>> <</if>> <</if>> <<arousal _arousal _args[1]>> <<enemyarousal _enemyarousal>> <</if>> <</widget>> <!--_args[0] is the base value, _args[1] is the skill--> <<widget "sexControl">> <<if _args[0] and _args[1] gte 800>> <<set _loss to _args[1] / 180 * _args[0]>> <<if _args[1] gte 1200>> <<set _loss += 1>> <</if>> <<if $enemyarousal gte $enemyarousalmax * 0.7>> <<set _loss *= 2>> <</if>> <<if $enemyarousal gte $enemyarousalmax * 0.9>> <<set _loss *= 2>> <</if>> <<set _loss *= $enemyArousalLossReduction>> <<if $enemyArousalLossReduction gt 0.2>> <<set $enemyArousalLossReduction -= (_args[1] gte 1200 ? 0.03 : 0.04)>> <</if>> <<set $enemyarousal to Math.clamp($enemyarousal - Math.round(_loss), Math.min($enemyarousal, $enemyarousalmax / 5), $enemyarousalmax)>> <</if>> <</widget>> <<widget "violence">> <!-- NG tuning v2.7 $arousal from $masochism/50 to /7. PC now orgasms at least once during spanking encounter at 50% masocism level and twice at 100% masoohism. /10 at max is required to orgasm once at 100% masochism. --> <!-- NG added stress reduction for masochists. Trauma left same --> <<if _args.length gte 1>> <<set _violence = _args[0]>> <<set _stressMod = _args[1] || 1>> <<set _traumaMod = _args[2] || 1>> <<set _painMod = _args[3] || 1>> <!-- args[4] - indicates NPC id (but is currently unused) --> <<if _violence gt 0 or _violence lt 0>> <<if $drunk gt 0>> <<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>> <<set _drunkMod to [9,8,6,4,3][$_drunk_level]>> <<else>> <<set _drunkMod to 10>> <</if>> <<if $possessed is true and _violence gte 0>> <<set $_controlMod to (10 * $enemyno)>> <<control `_violence / $_controlMod`>> <<set $wraith.will -= _violence>> <<set _possessMod to 3>> <<else>> <<set _possessMod to 1>> <</if>> <!-- after combat rewrite, should only reduce pain on covered bodyparts --> <<if $worn.upper.type.includes("heavy") and $worn.lower.type.includes("heavy")>> <<set _clothesMod to 1.5>> <<else>> <<set _clothesMod to 1>> <</if>> <<set $stress += (_violence * _drunkMod * _stressMod) * (1 - ($masochism / 1200))>> <<combattrauma `_violence * _traumaMod`>> <<set $pain += (_violence * _painMod * (1 - ($masochism / 1200)) * (1 - ($sciencetrait / 10)) / _possessMod / _clothesMod)>> <<set _arousal to (_violence * (0 + ($masochism / 18)))>> <<arousal _arousal/_possessMod "maso">> <<if $orgasmdown gte 1>> <<if $masochism gte 800>> <<masochism `(_violence / 20)`>> <<elseif $masochism gte 500>> <<masochism `(_violence / 10)`>> <<elseif $masochism gte 300>> <<masochism `(_violence / 6)`>> <<elseif $masochism gte 100>> <<masochism `(_violence / 2)`>> <<else>> <<masochism _violence>> <</if>> <</if>> <<if _violence gte 6>> <<set $enemyanger -= 5>> <<else>> <<set $enemyanger -= _violence>> <</if>> <<set $enemyarousal += 1>> <<painclamp>> <</if>> <</if>> <</widget>> <<widget "violence_noncombat">> <<if _args.length gte 1>> <<set _violence = _args[0]>> <<set _stressMod = _args[1] || 1>> <<set _traumaMod = _args[2] || 1>> <<set _painMod = _args[3] || 1>> <<set _arousalMod = _args[4] || 1>> <<if _violence gt 0 or _violence lt 0>> <<if $drunk gt 0>> <<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>> <<set _drunkMod to [9,8,6,4,3][$_drunk_level]>> <<else>> <<set _drunkMod to 10>> <</if>> <<set $stress += (_violence * _drunkMod * _stressMod) * (1 - ($masochism / 1200))>> <<trauma `_violence * _traumaMod`>> <<set $pain += (_violence * _painMod * (1 - ($masochism / 1200)) * (1 - ($sciencetrait / 10)))>> <<set _arousal to (_violence * _arousalMod * (0 + ($masochism / 18)))>> <<arousal _arousal "maso">> <<set $arousalmasochism += (_violence * (0 + ($masochism / 7)))>> <<if $orgasmdown gte 1>> <<if $masochism gte 800>> <<masochism `(_violence / 20)`>> <<elseif $masochism gte 500>> <<masochism `(_violence / 10)`>> <<elseif $masochism gte 300>> <<masochism `(_violence / 6)`>> <<elseif $masochism gte 100>> <<masochism `(_violence / 2)`>> <<else>> <<masochism _violence>> <</if>> <</if>> <<painclamp>> <</if>> <</if>> <</widget>> <<widget "submission">> <!-- Comment Akoz: this won't use sensitivities as I reckon this arousal source is --> <!-- entirely psychological. --> <!-- args[0] - the submission value --> <!-- args[1] - the NPC to whom PC is submitting (currently unused) --> <<if _args[0]>> <<if $consensual isnot 1>> <<if $drunk gt 0>> <<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>> <<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>> <<else>> <<set $_stress_multiplier to 10>> <</if>> <<stress _args[0] $_stress_multiplier>> <<sub `_args[0] / 4`>> <<else>> <<set $stress -= 10 * _args[0]>> <<set $assertive += 1>> <</if>> <<set _arousal to 20 * _args[0]>> <<arousal _arousal>> <<set $enemyarousal += 3 * _args[0]>> <<set $enemytrust += 2>> <</if>> <</widget>> <<widget "defiance">> <<if _args[0]>> <<set _defiance to (_args[0] * (1 + ($sadism / 1000)))>> <<set $stress -= 10 * _defiance>> <<combattrauma `-_defiance`>> <<set $enemyanger += 5 * _defiance>> <<def `_args[0] / 4`>> <<set $enemytrust -= 4>> <<set _defiance_arousal to (_defiance * ($sadism / 40))>> <<arousal _defiance_arousal>> <<if $arousal gte ($arousalmax * 0.8)>> <<sadism _args[0]>> <</if>> <<set _thedamage to (2 * _defiance * ($physique / 4000))>> <<if $enemyno gte 2>> <<npcdamage _args[1]>> <</if>> <<set $enemyhealth -= _thedamage>> <</if>> <</widget>> <<widget "brat">> <<if _args[0]>> <<if $drunk gt 0>> <<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4)>> <<set $_stress_multiplier to [9,8,6,4,3][$_drunk_level]>> <<else>> <<set $_stress_multiplier to 10>> <</if>> <<stress _args[0] $_stress_multiplier>> <<combattrauma `-1 * _args[0]`>> <<if _args[1] is "demanding">> <<set $enemyanger += 20 * _args[0]>> <<elseif $NPCList[0].legs isnot "walk">> <<set $enemyanger += 5 * _args[0]>> <</if>> <<def `_args[0] / 4`>> <<set $enemytrust -= 2>> <<set $NPCList[0].bold to ($NPCList[0].bold gte _args[0] * 10 ? $NPCList[0].bold - _args[0] * 10 : 0)>> <</if>> <</widget>> <<widget "meek">> <!-- Comment Akoz: this won't use sensitivities as I reckon this arousal source is --> <!-- entirely psychological. --> <!-- args[0] - the meek value --> <!-- args[1] - the NPC for whom PC is acting meekly (currently unused) --> <<if _args[0]>> <<if $consensual isnot 1>> <<sub `_args[0] / 4`>> <<else>> <<set $assertive += 1>> <</if>> <<set _arousal to 20 * _args[0]>> <<arousal _arousal>> <<set $enemyarousal += _args[0]>> <<set $enemytrust += 1>> <<set $enemyanger -= _args[0]>> <</if>> <</widget>> <<widget "crimeUp">><<silently>> <<if $statFreeze isnot true>> <<if _args[0] eq null>> <<set _crimeError to `No input found for crimeUp widget!`>> <<elseif isNaN(_args[0])>> <<set _crimeError to `NaN input found for crimeUp widget: '${_args[0]}'`>> <<elseif _args[0] lt 0>> <<set _crimeError to `Negative input found for crimeUp widget: '${_args[0]}'`>> <<elseif _args[0] gt 0>> <<set _crimeType to _args[1] || "thievery">> <<if !setup.crimeNames[_crimeType]>> <<run Errors.report("Extra-Illegal crime committed of type; " + _crimeType + " defaulted to thievery")>> <<set _crimeType to "thievery">> <</if>> <<set $_crimemod to Number(_args[0])>> <<set $_crimeMult to 1>> <<if !["coercion", "resisting"].includes(_crimeType)>> <!-- ignore stealth (or concealed identity) for crimes where it is irrelevant; --> <!-- resisting arrest where the player's identity is explicitly known and coercion where the player's force of personality is needed --> /* The following commented code contains experimental factors for calculating stealth */ /* <<set $_crime1 to Math.clamp($crime, C.crime.min, C.crime.max / 10)>> <<set $_crime2 to $crime - $_crime1>> <<set $_crime2 to Math.clamp($crime - $_crime1, C.crime.min, C.crime.max / 10)>> <!-- crime1 = first 5k of crime, crime2 = next 5k of crime --> <<set $_normCrime1 to normalise($_crime1, C.crime.max / 10)>> <<set $_normCrime2 to normalise($_crime2, C.crime.max / 10)>> <!-- Both normalized to percentage of max/10 (currently 5k) --> <<set $_stealthReduce1 to expCurve($_normcrime1, 3.0)>> <!-- First 5k of crime at a curve to 5000 --> */ <<set $_stealthfactor to ( 0.15 * ( 1 - normalise($crime[_crimeType].current, C.crime.max ) ) )>> <!-- Stealth gives 15%, but reduced by existing crime stat down to 0 at C.crime.max --> <!-- At 10k crime of the current type, stealthy equipment is effectively useless - too much evidence --> <!-- Filter to all items with type "stealthy" and count them --> <<set $_stealthMult to Object.values($worn).filter(item => item.type.includes("stealthy")).length>> <<set $_crimeMult -= $_stealthfactor * $_stealthMult>> <!-- Filter to all items with type "unstealthy" and count them --> <<set $_unstealthMult to Object.values($worn).filter(item => item.type.includes("unstealthy")).length>> <<set $_crimeMult += 0.15 * $_unstealthMult>> <<if ["thievery", "petty", "trespassing"].includes(_crimeType)>> <!-- For stealthy crimes, player skulduggery skill gives further reduction up to another 15%. 1000 is max skulduggery clamp, replace as needed --> <<set $_skillMult to ( 0.15 * normalise($skulduggery, 1000) )>> <<set $_crimeMult -= $_skillMult>> <</if>> <<set $_crimemod to Math.ceil($_crimemod * $_crimeMult)>> <<if ["petty"].includes(_crimeType) and $skulduggery gte 500>> <!-- Petty thievery has extra flat reduction if skulduggery skill above 500 (C+), possibly negating the crime gain entirely --> <<set $_crimemod -= Math.floor($skulduggery / 10)>> <</if>> <</if>> <<set $_crimemod to Math.clamp($_crimemod, 0, C.crime.max)>> <<if $_crimemod gt 0>> <!-- If crime gain is still greater than 0, add to crime daily, history, count, and Avery crimetracker--> <!-- crimemod lte 0 represents a crime the player completely got away with, so nothing is recorded--> <<set C.crime[_crimeType] += $_crimemod>> <<set C.crime[_crimeType + "History"] += $_crimemod>> <<set C.crime[_crimeType + "Daily"] += $_crimemod>> <<set C.crime[_crimeType + "Count"] += 1>> <<set C.crime[_crimeType + "CountHistory"] += 1>> <<if $averyCrimeTracker neq null>> <<set $averyCrimeTracker += $_crimemod>> <</if>> <<if $exposed gte 1 and _crimeType isnot "exposure">> <<set C.crime.exposure += $_crimemod>> <<set C.crime.exposureHistory += $_crimemod>> <<set C.crime.exposureDaily += $_crimemod>> <<set C.crime.exposureCount += 1>> <<set C.crime.exposureCountHistory += 1>> <</if>> <<if ["thievery", "petty"].includes(_crimeType) and $foxbuild gte 1 and ($foxCrimeLimit is undefined or $foxCrimeLimit lt 3) and Math.max($wolfbuild, $catbuild, $cowbuild, $birdbuild, $foxbuild) is $foxbuild>> <!-- If the player steals enough, and fox is their highest beast TF (and above 0), apply fox TF pressure --> <!-- Resets daily at 6AM, in dawnCheck, time.js --> <<set $foxCrimeProgress ||= 0>> <<set $foxCrimeLimit ||= 0>> <<set $foxCrimeProgress += $_crimemod>> <<set $_foxCrimeRequired = Math.floor(25 * (1 + $foxbuild))>> <<if $foxCrimeProgress gte $_foxCrimeRequired>> <<transform fox 1>> <<set $effectsmessage to true>> <<set $foxCrimeMessage to true>> <<set $foxCrimeProgress to Math.clamp($foxCrimeProgress, 0, ($foxCrimeProgress - $_foxCrimeRequired))>> <<set $foxCrimeLimit++>> <</if>> <</if>> <<if _args[2]>> <!-- Optional argument to record more specific crimes with description. Does not work yet, unused.--> <<set _description to _args[2]>> <<if !setup.crimeDescs[_description]>> <<run Errors.report("Extra-Illegal crime committed of description; " + _description + " crime event not logged")>> <<else>> <<run C.crime.logEvent($_crimemod, _crimeType, _description)>> <</if>> <</if>> <</if>> <<if $earSlime.event is "steal something" and ["thievery", "petty"].includes(_crimeType)>> <<set $earSlime.event to "">><<set $earSlime.noSleep to false>> <</if>> <</if>> <</if>> <</silently>><<if _crimeError>><<error {message:T.crimeError}>><</if>><</widget>> <<widget "crimeUpFlat">><<silently>> <!-- stripped down widget with no extra effects, modifiers, or optional arguments, ideally used for cheats and debugging --> <<if $statFreeze isnot true>> <<if _args[0] eq null>> <<set _crimeError to `No input found for crimeUpFlat widget!`>> <<elseif isNaN(_args[0])>> <<set _crimeError to `NaN input found for crimeUpFlat widget: '${_args[0]}'`>> <<elseif _args[0] lt 0>> <<set _crimeError to `Negative input found for crimeUpFlat widget: '${_args[0]}'`>> <<elseif _args[0] gt 0>> <<set _crimeType to _args[1] || "thievery">> <<if !setup.crimeNames[_crimeType]>> <<run Errors.report("Extra-Illegal crime (flat) committed of type; " + _crimeType + " defaulted to thievery")>> <<set _crimeType to "thievery">> <</if>> <<set $_crimemod to Number(_args[0])>> <<if _args[0] gt 0>> <<set C.crime[_crimeType] += $_crimemod>> <<set C.crime[_crimeType + "History"] += $_crimemod>> <<set C.crime[_crimeType + "Daily"] += $_crimemod>> <<set C.crime[_crimeType + "Count"] += 1>> <<set C.crime[_crimeType + "CountHistory"] += 1>> <</if>> <</if>> <</if>> <</silently>><<if _crimeError>><<error {message:T.crimeError}>><</if>><</widget>> <<widget "crimeDown">><<silently>> <<if $statFreeze isnot true>> <<if _args[0] eq null>> <<set _crimeError to `No input found for crimeDown widget!`>> <<elseif isNaN(_args[0])>> <<set _crimeError to `NaN input found for crimeDown widget: '${_args[0]}'`>> <<elseif _args[0] lt 0>> <<set _crimeError to `Negative input found for crimeDown widget: '${_args[0]}'`>> <<elseif _args[0] gt 0>> <<set _crimeDown to _args[0]>> <<if _args[1] and _args[1] isnot "all">> <<set _crimeType to _args[1]>> <<if !setup.crimeNames[_crimeType]>> <<run Errors.report("Extra-Illegal crime reduced of type; " + _crimeType + " defaulted to thievery")>> <<set _crimeType to "thievery">> <</if>> <<if C.crime[_crimeType] gt 0>> <<if _crimeDown lte 1>> <!-- Reduce crime by percent --> <<set C.crime[_crimeType] to Math.ceil(C.crime[_crimeType] * _crimeDown)>> <<set C.crime[_crimeType + "Daily"] to Math.ceil(C.crime[_crimeType + "Daily"] * _crimeDown)>> <<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * _crimeDown)>> <<else>> <!-- Reduce crime by value --> <<set $_crimeDiv to normalise(C.crime[_crimeType] - _crimeDown, C.crime[_crimeType], C.crime.min)>> <<set C.crime[_crimeType] -= _crimeDown>> <<set C.crime[_crimeType + "Daily"] -= _crimeDown>> <!-- Reduce crime type count by same percentile as total crime loss--> <<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * $_crimeDiv)>> <</if>> <</if>> <<else>> <!-- If no crime type specified, apply to all --> <<for _crimeType range Object.keys(setup.crimeNames)>> <<if C.crime[_crimeType] gt 0>> <<if _crimeDown lte 1>> <!-- Reduce crime by percent --> <<set C.crime[_crimeType] to Math.ceil(C.crime[_crimeType] * _crimeDown)>> <<set C.crime[_crimeType + "Daily"] to Math.ceil(C.crime[_crimeType + "Daily"] * _crimeDown)>> <<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * _crimeDown)>> <<else>> <<set $_crimeDiv to normalise(C.crime[_crimeType] - _crimeDown, C.crime[_crimeType], C.crime.min)>> <<set C.crime[_crimeType] -= _crimeDown>> <<set C.crime[_crimeType + "Daily"] -= _crimeDown>> <<set C.crime[_crimeType + "Count"] to Math.ceil(C.crime[_crimeType + "Count"] * $_crimeDiv)>> <<run delete $_crimeDiv>> <</if>> <</if>> <</for>> <</if>> <</if>> <</if>> <</silently>><<if _crimeError>><<error {message:T.crimeError}>><</if>><</widget>> <<widget "crimeClear">> <<if $statFreeze isnot true>> <<if _args[0] and _args[0] isnot "all">> <<set _crimeClearType to _args[0]>> <<if !setup.crimeNames[_crimeClearType]>> <<run Errors.report("Extra-Illegal crime cleared of type; " + _crimeClearType)>> <<else>> <<set C.crime[_crimeClearType] = 0>> <<set C.crime[_crimeClearType + "Count"] = 0>> <<set C.crime[_crimeClearType + "Daily"] = 0>> <<run C.crime.clearEvents(_crimeClearType)>> <</if>> <<else>> <!-- If no crime type specified, zero all categories --> <<for _crimeClearType range Object.keys(setup.crimeNames)>> <<set C.crime[_crimeClearType] = 0>> <<set C.crime[_crimeClearType + "Count"] = 0>> <<set C.crime[_crimeClearType + "Daily"] = 0>> <<run C.crime.clearEvents()>> <</for>> <</if>> <</if>> <</widget>> <<widget "crimeClearEvent">> <<if $statFreeze isnot true>> <<if _args[0] and _args[0] isnot "all">> <<set _crimeClearEvent to _args[0]>> <<if !setup.crimeDescs[_crimeClearEvent]>> <<run Errors.report("Extra-Illegal crime event cleared of description; " + _crimeClearEvent)>> <<else>> <<run C.crime.clearEvents(null, _crimeClearEvent)>> <</if>> <<else>> <<run C.crime.clearEvents()>> <</if>> <</if>> <</widget>> <<widget "listCrimeCheats">> <<if Object.keys(V.crime.events).length isnot 0>> <<for $_ce range Object.keys(V.crime.events)>> <<print $_ce.toUpperFirst() + ": " + setup.crimeDescs[$_ce].toUpperFirst() + ", " + $crime.events[$_ce].length + " count(s)">> <</for>> <<else>> <span class="red">No unique crime events</span> <</if>> <</widget>> <<widget "crimeParade">> <<set _crimes_output to "">> <<for $_crimeType range Object.keys(setup.crimeNames)>> <<if C.crime[$_crimeType + "Count"] gte 1>> <<set $_crimes_output to "">> <<number `C.crime[$_crimeType + "Count"]` "silent">> <<set $_crimes_output += "- " + _text_output.toLocaleUpperFirst() + " count">> <<if C.crime[$_crimeType + "Count"] isnot 1>> <<set $_crimes_output += "s">> <</if>> <<set $_crimes_output += " of " + toTitleCase(setup.crimeNames[$_crimeType])>> <<unset _text_output>> <<set $_crimes_event_list to []>> <<for $_ce range Object.keys($crime.events)>> <<set $_crDescLen to $crime.events[$_ce].filter(e => e.type is $_crimeType).length>> <<if $_crDescLen gte 1>> <<number $_crDescLen "silent">> <<set $_crDescStr to _text_output + " count">> <<if $_crDescLen gt 1>> <<set $_crDescStr += "s">> <</if>> <<set $_crDescStr += " of " + setup.crimeDescs[$_ce]>> <<unset _text_output>> <<set $_crimes_event_list.push($_crDescStr)>> <</if>> <</for>> <<if $_crimes_event_list.length isnot 0>> <<set $_crimes_output += ", including ">> <<set $_crimes_output += formatList($_crimes_event_list, "and", true)>> <</if>> <<set $_crimes_output += ".">><span class="red"><<print $_crimes_output>></span> <<set _crimes_output += $_crimes_output + "<br>">> <br> <</if>> <</for>> <</widget>> <<widget "seductionskilluse">> <<set $enemyarousal += (currentSkillValue("seductionskill") / 100)>><<seductionskill 5>> <</widget>> <<widget "seductionskilluptext">> <<if $seductionskill lt 1000>> <span class="gold">You feel more confident in your powers of seduction.</span> <br><br> <</if>> <</widget>> <<widget "seductionskillusecombat">> <<set $enemyarousal += (currentSkillValue("seductionskill") / 100)>><<seductionskill 5>><<set $seductionskillup to 1>> <</widget>> <<widget "oralskilluse">> <<set $enemyarousal += (currentSkillValue("oralskill") / 100)>><<oralskill 5>><<set $oralskillup to 1>> <</widget>> <<widget "vaginalskilluse">> <<set $enemyarousal += (currentSkillValue("vaginalskill") / 100)>><<vaginalskill 5>><<set $vaginalskillup to 1>> <</widget>> <<widget "analskilluse">> <<set $enemyarousal += (currentSkillValue("analskill") / 100)>><<analskill 5>><<set $analskillup to 1>> <</widget>> <<widget "handskilluse">> <<set $enemyarousal += (currentSkillValue("handskill") / 100)>><<handskill 5>><<set $handskillup to 1>> <</widget>> <<widget "feetskilluse">> <<set $enemyarousal += (currentSkillValue("feetskill") / 100)>><<feetskill 5>><<set $feetskillup to 1>> <</widget>> <<widget "bottomskilluse">> <<set $enemyarousal += (currentSkillValue("bottomskill") / 100)>><<bottomskill 5>><<set $bottomskillup to 1>> <</widget>> <<widget "thighskilluse">> <<set $enemyarousal += (currentSkillValue("thighskill") / 100)>><<thighskill 5>><<set $thighskillup to 1>> <</widget>> <<widget "chestskilluse">> <<set $enemyarousal += (currentSkillValue("chestskill") / 100)>><<chestskill 5>><<set $chestskillup to 1>> <</widget>> <<widget "penileskilluse">> <<set $enemyarousal += (currentSkillValue("penileskill") / 100)>><<penileskill 5>><<set $penileskillup to 1>> <</widget>> <<widget "skulduggeryskilluse">> <<if $statFreeze isnot true and $skulduggery lt 1000>> <<combatskulduggeryskilluse>> <br><br> <</if>> <</widget>> <<widget "combatskulduggeryskilluse">> <<if $statFreeze isnot true and $skulduggery lt 1000>> <span class="gold"> You learned a thing or two about skulduggery.</span> <<set $skulduggery += 3>> <<set $skulduggery to Math.clamp($skulduggery, 0, 1000)>> <</if>> <</widget>> <<widget "swimmingskilluse">> <<if $statFreeze isnot true and $swimmingskill lt 1000>> <span class="gold"> You've become more confident at swimming.</span> <<set $swimmingskill += 9>> <<set $swimmingskill to Math.clamp($swimmingskill, 0, 1000)>> <</if>> <</widget>> <<widget "danceskilluse">> <<if $statFreeze isnot true and $danceskill lt 1000>> <span class="gold"> You feel more confident in your dancing abilities.</span> <<danceskill 1>> <</if>> <</widget>> <<widget "schoolskillgeneral">> <<if $statFreeze isnot true>> <<set $_subject to _args[0]>> <<set $_gain to _args[1] || 1>> <<set _skill_mod to [2.4, 1.2, 0.6, 0.3][Math.clamp(V[$_subject + "trait"], 0, 3)]>> <<if _args[2] isnot "no_star">> <<if V[$_subject + "_star"] lt 3>> <<set V[$_subject + "_star"] += 1>> <</if>> <<if $worn.face.type.includes("glasses")>> <<set _skill_mod *= 1.2>> <</if>> <<if $exposed gte 1>> <<set _skill_mod *= 1.2>> <</if>> <</if>> <<set V[$_subject + "_exam"] to Math.clamp(V[$_subject + "_exam"] + ($_gain * _skill_mod), -107, 200)>> <</if>> <</widget>> <<widget "scienceskill">> <<schoolskillgeneral "science" _args[0] _args[1]>> <</widget>> <<widget "mathsskill">>/* Faster in school to account for fewer lessons */ <<schoolskillgeneral "maths" `_args[0] * (V.location === "school" ? 1.2 : 1)` _args[1]>> <</widget>> <<widget "englishskill">> <<schoolskillgeneral "english" _args[0] _args[1]>> <</widget>> <<widget "historyskill">> <<schoolskillgeneral "history" _args[0] _args[1]>> <</widget>> <<widget "passiveStudy">> <<if $statFreeze isnot true>> <<switch $studyBooks.rented>> <<case "science">> <<scienceskill 6 "no_star">> <<case "maths">> <<mathsskill 6 "no_star">> <<case "English">> <<englishskill 6 "no_star">> <<case "history">> <<historyskill 6 "no_star">> <<default>> <</switch>> <<switch $studyBooks.stolen>> <<case "science">> <<scienceskill 6 "no_star">> <<case "maths">> <<mathsskill 6 "no_star">> <<case "English">> <<englishskill 6 "no_star">> <<case "history">> <<historyskill 6 "no_star">> <<default>> <</switch>> <</if>> <</widget>> <<widget "schoolskill">> <<if _args[0]>> <<historyskill _args[0]>> <<mathsskill _args[0]>> <<scienceskill _args[0]>> <<englishskill _args[0]>> <<else>> <<historyskill>> <<mathsskill>> <<scienceskill>> <<englishskill>> <</if>> <</widget>> <<widget "athletics">> <<if !_args[0] or $statFreeze is true>> <<exit>> <</if>> <<set _temp to _args[0] || 1>> <<set _temp *= ($exposed gte 2 ? 1.2 : $exposed is 1 ? 1.1 : 1)>> <<for _slot range ["upper", "lower", "feet", "legs"]>> <<if $worn[_slot].type.includes("athletic")>> <<set _temp *= 1.1>> <</if>> <</for>> <<if $worn.under_upper.type.includes("athletic") and $player.breastsize gte 6>> <<set _temp *= 1.1>> <<elseif $player.breastsize gte 6>> <<set _temp /= 1.1>> <</if>> <<set $athletics += Math.trunc(_temp * 1.3)>> <<set $athletics to Math.clamp($athletics, 0, 1000)>> <<set Weather.BodyTemperature.addActivity("athletics")>> <</widget>> <<widget "tending">> <<if _args[0] and $statFreeze isnot true>> <<set $tending += (_args[0] * 2)>> <<set $tending to Math.clamp($tending, 0, 1000)>> <</if>> <</widget>> <<widget "housekeeping">> <<if _args[1]>> <<if _args[0] and $statFreeze isnot true and $housekeeping lt _args[1]>> <<set $housekeeping += (_args[0] * 2)>> <<set $housekeeping to Math.clamp($housekeeping, 0, 1000)>> <</if>> <<else>> <<if _args[0] and $statFreeze isnot true>> <<set $housekeeping += (_args[0] * 2)>> <<set $housekeeping to Math.clamp($housekeeping, 0, 1000)>> <</if>> <</if>> <</widget>> <<widget "danceskill">> <<if _args[0] and $statFreeze isnot true>> <<set $danceskill += _args[0]>> <<set $danceskill to Math.clamp($danceskill, 0, 1000)>> <</if>> <</widget>> <<widget "physique">> <<if $statFreeze is true>> <<exit>> <</if>> <<if _args[0]>><<set _temp to _args[0]>><<set $workouts += _args[0]>><<else>><<set _temp to 1>><<set $workouts += 1>><</if>> <<if $exposed gte 2>> <<set _temp *= 1.2>> <<elseif $exposed is 1>> <<set _temp *= 1.1>> <</if>> <<set $physique += 10 * _temp>><<set $physiqueuse += _temp>> <<if _args[1]>> <<if _args[1] isnot "noMessage">> <<if ($combat is 1 and _args[1] isnot "workout") or _args[1] is "invig">> <span class="gold"> It invigorates you.</span> <<else>> <span class="gold"> You get a good workout.</span> <</if>> <</if>> <<elseif $combat is 1>> <span class="gold"> It invigorates you.</span> <<else>> <span class="gold"> You get a good workout.</span> <</if>> <<set $physique = Math.clamp($physique, 0, $physiquesize)>> <<set Weather.BodyTemperature.addActivity("physique")>> <</widget>> <<widget "physique_loss">> <<if _args[0] and $statFreeze isnot true>> <<set $physique -= 10 * _args[0]>> <</if>> <</widget>> <<widget "bruise">> <<if _args[0] and $statFreeze isnot true>> <<switch _args[0]>> <<case "face">> <<set $facebruise += 1>> <<set $facebruise to Math.clamp($facebruise, 0, 100)>> <<case "neck">> <<set $neckbruise += 1>> <<set $neckbruise to Math.clamp($neckbruise, 0, 100)>> <<case "chest">> <<set $chestbruise += 1>> <<set $chestbruise to Math.clamp($chestbruise, 0, 100)>> <<case "rightarm">> <<set $rightarmbruise += 1>> <<set $rightarmbruise to Math.clamp($rightarmbruise, 0, 100)>> <<case "leftarm">> <<set $leftarmbruise += 1>> <<set $leftarmbruise to Math.clamp($leftarmbruise, 0, 100)>> <<case "tummy">> <<set $tummybruise += 1>> <<set $tummybruise to Math.clamp($tummybruise, 0, 100)>> <<case "bottom">> <<set $bottombruise += 1>> <<set $bottombruise to Math.clamp($bottombruise, 0, 100)>> <<case "thigh">> <<set $thighbruise += 1>> <<set $thighbruise to Math.clamp($thighbruise, 0, 100)>> <<case "anus">> <<set $anusbruise += 1>> <<set $anusbruise to Math.clamp($anusbruise, 0, 100)>> <<case "vagina">> <<set $vaginabruise += 1>> <<set $vaginabruise to Math.clamp($vaginabruise, 0, 100)>> <<case "penis">> <<set $penisbruise += 1>> <<set $penisbruise to Math.clamp($penisbruise, 0, 100)>> <<case "full">> <<set $facebruise += 1>> <<set $neckbruise += 1>> <<set $chestbruise += 1>> <<set $rightarmbruise += 1>> <<set $leftarmbruise += 1>> <<set $tummybruise += 1>> <<set $bottombruise += 1>> <<set $thighbruise += 1>> <<set $facebruise to Math.clamp($facebruise, 0, 100)>> <<set $chestbruise to Math.clamp($chestbruise, 0, 100)>> <<set $tummybruise to Math.clamp($tummybruise, 0, 100)>> <<set $vaginabruise to Math.clamp($vaginabruise, 0, 100)>> <<set $penisbruise to Math.clamp($penisbruise, 0, 100)>> <<set $anusbruise to Math.clamp($anusbruise, 0, 100)>> <<set $bottombruise to Math.clamp($bottombruise, 0, 100)>> <<set $thighbruise to Math.clamp($thighbruise, 0, 100)>> <<set $leftarmbruise to Math.clamp($leftarmbruise, 0, 100)>> <<set $rightarmbruise to Math.clamp($rightarmbruise, 0, 100)>> <<set $neckbruise to Math.clamp($neckbruise, 0, 100)>> <</switch>> <</if>> <</widget>> <<widget "rapestat">><<if $statFreeze isnot true>><<set $rapestat += 1>><<set $rapeTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "moleststat">><<if $statFreeze isnot true>><<set $moleststat += 1>><<set $molestTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "vaginalstat">><<if $statFreeze isnot true>><<set $vaginalstat += 1>><<set $vaginalTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "vaginalejacstat">><<if $statFreeze isnot true>><<set $vaginalejacstat += 1>><<purity -2>><<fertiliseParasites "vagina">><<creampie "self" "vagina">><<set $vaginalEjacTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "analstat">><<if $statFreeze isnot true>><<set $analstat += 1>><<set $analTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "analejacstat">><<if $statFreeze isnot true>><<set $analejacstat += 1>><<purity -2>><<fertiliseParasites>><<creampie "self" "anus">><<set $analEjacTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "oralstat">><<if $statFreeze isnot true>><<set $oralstat += 1>><</if>><</widget>> <<widget "oralejacstat">><<if $statFreeze isnot true>><<set $oralejacstat += 1>><<purity -1>><<creampie "self" "mouth">><</if>><</widget>> <<widget "cunnilingusstat">><<if $statFreeze isnot true>><<set $cunnilingusstat += 1>><</if>><</widget>> <<widget "cunnilingusejacstat">><<if $statFreeze isnot true>><<set $cunnilingusejacstat += 1>><</if>><</widget>> <<widget "handstat">><<if $statFreeze isnot true>><<set $handstat += 1>><</if>><</widget>> <<widget "handejacstat">><<if $statFreeze isnot true>><<set $handejacstat += 1>><</if>><</widget>> <<widget "feetstat">><<if $statFreeze isnot true>><<set $feetstat += 1>><</if>><</widget>> <<widget "feetejacstat">><<if $statFreeze isnot true>><<set $feetejacstat += 1>><</if>><</widget>> <<widget "thighstat">><<if $statFreeze isnot true>><<set $thighstat += 1>><</if>><</widget>> <<widget "thighejacstat">><<if $statFreeze isnot true>><<set $thighejacstat += 1>><</if>><</widget>> <<widget "cheststat">><<if $statFreeze isnot true>><<set $cheststat += 1>><</if>><</widget>> <<widget "chestejacstat">><<if $statFreeze isnot true>><<set $chestejacstat += 1>><</if>><</widget>> <<widget "bottomstat">><<if $statFreeze isnot true>><<set $bottomstat += 1>><</if>><</widget>> <<widget "bottomejacstat">><<if $statFreeze isnot true>><<set $bottomejacstat += 1>><</if>><</widget>> <<widget "penilestat">><<silently>> <<if $statFreeze isnot true>> <<if $player.penisExist and !playerHasStrapon()>> <<set $penilestat += 1>> <<set $penileTimeStat to Time.date.timeStamp>> <<elseif playerHasStrapon()>> <<set $straponstat += 1>> <</if>> <</if>><</silently>><</widget>> <<widget "penileejacstat">><<if $statFreeze isnot true>><<set $penileejacstat += 1>><<purity -2>><<set $penileEjacTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "clothesstripstat">><<if $statFreeze isnot true>><<set $clothesstripstat += 1>><</if>><</widget>> <<widget "clothesruinstat">><<if $statFreeze isnot true>><<set $clothesruinstat += 1>><</if>><</widget>> <<widget "orgasmstat">><<if $statFreeze isnot true>><<set $orgasmstat += 1>><<set $orgasmTimeStat to Time.date.timeStamp>><</if>><</widget>> <<widget "ejacstat">><<if $statFreeze isnot true>><<set $ejacstat += 1>><</if>><</widget>> <<widget "hitstat">><<if $statFreeze isnot true>><<set $hitstat += 1>><</if>><</widget>> <<widget "attackstat">><<if $statFreeze isnot true>><<set $attackstat += 1>><</if>><</widget>> <<widget "vaginalentranceejacstat">><<if $statFreeze isnot true>><<set $vaginalentranceejacstat += 1>><</if>><</widget>> <<widget "faceejacstat">><<if $statFreeze isnot true>><<set $faceejacstat += 1>><</if>><</widget>> <<widget "hairejacstat">><<if $statFreeze isnot true>><<set $hairejacstat += 1>><</if>><</widget>> <<widget "tummyejacstat">><<if $statFreeze isnot true>><<set $tummyejacstat += 1>><</if>><</widget>> <<widget "neckejacstat">><<if $statFreeze isnot true>><<set $neckejacstat += 1>><</if>><</widget>> <<widget "dancestat">><<if $statFreeze isnot true>><<set $dancestat += 1>><</if>><</widget>> <<widget "analdoublestat">><<if $statFreeze isnot true>><<set $analdoublestat += 1>><</if>><</widget>> <<widget "vaginaldoublestat">><<if $statFreeze isnot true>><<set $vaginaldoublestat += 1>><</if>><</widget>> <<widget "sextoystat">><<if $statFreeze isnot true>><<set $sextoystat += 1>><</if>><</widget>> <<widget "urinestat">><<if $statFreeze isnot true>><<if _args[0]>><<set $urinestat += _args[0]>><<else>><<set $urinestat += 1>><</if>><</if>><</widget>> <<widget "distinction_stat">> <<if $statFreeze isnot true>> <<set $distinction_stat += 1>> <<if $distinction_stat gte 15>> <<earnFeat "Distinguished">> <<elseif $distinction_stat gte 5>> <<earnFeat "Distinctive">> <<else>> <<earnFeat "Distinction">> <</if>> <</if>> <</widget>> <<widget "knot_stat">> <<if $statFreeze isnot true>> <<if $knot_stat is undefined>> <<set $knot_stat to 0>> <</if>> <<set $knot_stat += 1>> <</if>> <</widget>> <<widget "hunger">> <<if _args[0] and $statFreeze isnot true>> <<set $hunger += _args[0]>> <<set $hunger = Math.clamp($hunger, 0, 2000)>> <</if>> <</widget>> <<widget "hunger_description">> <<if $hunger gte 2000>><span class="red">You are starving!</span> <<elseif $hunger gte 1600>><span class="pink">You are famished.</span> <<elseif $hunger gte 1200>><span class="purple">You are ravenous.</span> <<elseif $hunger gte 800>><span class="blue">You are hungry.</span> <<elseif $hunger gte 400>><span class="lblue">You are peckish.</span> <<elseif $hunger gte 1>><span class="teal">You are satiated.</span> <<else>><span class="green">You are full.</span> <</if>> <</widget>> <<widget "thirst">> <<if $thirst gte 2000>><span class="red">You are dehydrated!</span> <<elseif $thirst gte 1600>><span class="pink">You are really thirsty.</span> <<elseif $thirst gte 1200>><span class="purple">You are thirsty.</span> <<elseif $thirst gte 800>><span class="blue">Your throat is dry.</span> <<elseif $thirst gte 400>><span class="lblue">You are satisfied.</span> <<elseif $thirst gte 1>><span class="teal">You are satiated.</span> <<elseif $thirst lte 0>><span class="green">You are full.</span> <</if>> <</widget>> <<widget "tirednesscaption">> <<if Number.isFinite($tiredness)>> <div id="tirednesscaption" @title="'Fatigue: ' + $tiredness.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Fatigue: <<if $options.showCaptionText is true>> <<if $tiredness gte C.tiredness.max>> <span class="red">You are exhausted.</span> <<elseif $tiredness gte (C.tiredness.max / 5) * 4>> <span class="pink">You are fatigued.</span> <<elseif $tiredness gte (C.tiredness.max / 5) * 3>> <span class="purple">You are tired.</span> <<elseif $tiredness gte (C.tiredness.max / 5) * 2>> <span class="blue">You are wearied.</span> <<elseif $tiredness gte C.tiredness.max / 5>> <span class="lblue">You are alert.</span> <<elseif $tiredness gte 1>> <span class="teal">You are wide awake.</span> <<else>> <span class="green">You are refreshed.</span> <</if>> <</if>> </div> <<if $tiredness gte C.tiredness.max>> <<set $stress += (($tiredness - C.tiredness.max) * 16)>><<set $trauma += (($tiredness - C.tiredness.max) / 3)>> <</if>> <<set $tiredness = Math.clamp($tiredness, 0, C.tiredness.max)>> <<set _showCaptionText to !$options.showCaptionText>> <<statbar 0 $tiredness `C.tiredness.max` _showCaptionText>> </div> <</if>> <</widget>> <<widget "hygiene">> <<if $hygiene gte 2000>> <span class="red">You are filthy.</span> <<elseif $hygiene gte 1600>> <span class="pink">You are soiled.</span> <<elseif $hygiene gte 1200>> <span class="purple">You are smelly.</span> <<elseif $hygiene gte 800>> <span class="blue">You are messy.</span> <<elseif $hygiene gte 400>> <span class="lblue">You are neat.</span> <<elseif $hygiene gte 1>> <span class="teal">You are clean.</span> <<elseif $hygiene lte 0>> <span class="green">You are speckless.</span> <</if>> <</widget>> <<widget "stresscaption">> <<if Number.isFinite($stress)>> <div id="stresscaption" @title="'Stress: ' + $stress.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Stress: <<if $options.showCaptionText is true>> <<if $stress gte $stressmax>> <span class="red">You are overwhelmed!</span> <<elseif $stress gte ($stressmax / 5) * 4>> <span class="pink">You are distressed.</span> <<elseif $stress gte ($stressmax / 5) * 3>> <span class="purple">You are strained.</span> <<elseif $stress gte ($stressmax / 5) * 2>> <span class="blue">You are tense.</span> <<elseif $stress gte $stressmax / 5>> <span class="lblue">You are calm.</span> <<elseif $stress gte 1>> <span class="teal">You are placid.</span> <<else>> <span class="green">You are serene.</span> <</if>> <</if>> </div> <<set $stress = Math.clamp($stress, 0, $stressmax)>> <<set _showCaptionText to !$options.showCaptionText>> <<statbar 0 $stress $stressmax _showCaptionText>> </div> <</if>> <</widget>> <<widget "traumacaption">> <<if Number.isFinite($trauma)>> <div id="traumacaption" @title="'Trauma: ' + $trauma.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Trauma: <<if $options.showCaptionText is true>> <<if $trauma gte $traumamax>> <span class="red">You feel numb.</span> <<elseif $trauma gte ($traumamax / 5) * 4>> <span class="pink">You are tormented.</span> <<elseif $trauma gte ($traumamax / 5) * 3>> <span class="purple">You are disturbed.</span> <<elseif $trauma gte ($traumamax / 5) * 2>> <span class="blue">You are troubled.</span> <<elseif $trauma gte ($traumamax / 5) * 1>> <span class="lblue">You are nervous.</span> <<elseif $trauma gte 1>> <span class="teal">You are uneasy.</span> <<else>> <span class="green">You are healthy.</span> <</if>> <</if>> </div> <<set _showCaptionText to !$options.showCaptionText>> <<statbar 0 $trauma $traumamax _showCaptionText>> </div> <</if>> <</widget>> <<widget "innocencecaption">> <div id="innocencecaption" @title="'Innocence: ' + Math.abs($awareness).toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Innocence: <<if $options.showCaptionText is true>> <<if $awareness gte 0>> <span class="red">You understand.</span> <<elseif $awareness gt -40>> <span class="pink">You are uncertain.</span> <<elseif $awareness gt -80>> <span class="purple">You are perplexed.</span> <<elseif $awareness gt -120>> <span class="blue">You are curious.</span> <<elseif $awareness gt -160>> <span class="lblue">You are trusting.</span> <<elseif $awareness gt -200>> <span class="teal">You are naive.</span> <<else>> <span class="green">You are oblivious.</span> <</if>> <</if>> </div> <<set _showCaptionText to !$options.showCaptionText>> <<statbarinverted $awareness -200 _showCaptionText>> <div style="clear:both;"></div> </div> <</widget>> <<widget "controlcaption">> <<if Number.isFinite($control)>> <div id="controlcaption" @title="'Control: ' + $control.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Control: <<if $options.showCaptionText is true>> <<if $possessed>> <<if $control gte $controlmax>> <span class="green">You are in control.</span> <<elseif $control gte ($controlmax / 5) * 4>> <span class="teal">You are nearly in control.</span> <<elseif $control gte ($controlmax / 5) * 3>> <span class="lblue">You are struggling.</span> <<elseif $control gte ($controlmax / 5) * 2>> <span class="blue">Your body feels hollow.</span> <<elseif $control gte ($controlmax / 5) * 1>> <span class="purple">Your mind is numb.</span> <<elseif $control gte 1>> <span class="pink">You're being puppeteered.</span> <<else>> <span class="red">You're helpless.</span> <</if>> <<else>> <<if $control gte $controlmax>> <span class="green">You are confident.</span> <<elseif $control gte ($controlmax / 5) * 4>> <span class="teal">You are insecure.</span> <<elseif $control gte ($controlmax / 5) * 3>> <span class="lblue">You are worried.</span> <<elseif $control gte ($controlmax / 5) * 2>> <span class="blue">You are anxious.</span> <<elseif $control gte ($controlmax / 5) * 1>> <span class="purple">You are scared.</span> <<elseif $control gte 1>> <span class="pink">You are frightened.</span> <<else>> <span class="red">You are terrified.</span> <</if>> <</if>> <</if>> </div> <<set _showCaptionText to !$options.showCaptionText>> <<statbarinverted $control $controlmax _showCaptionText>> </div> <</if>> <</widget>> <<widget "arousalcaption">> <<if Number.isFinite($arousal)>> <div id="arousalcaption" @title="'Arousal: ' + $arousal.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Arousal: <<if $options.showCaptionText is true>> <<if $arousal gte $arousalmax>> <span class="red">You shake with arousal.</span> <<elseif $arousal gte ($arousalmax / 5) * 4>> <span class="pink">A heat rises within.</span> <<elseif $arousal gte ($arousalmax / 5) * 3>> <span class="purple">You feel horny.</span> <<elseif $arousal gte ($arousalmax / 5) * 2>> <span class="blue">You feel lustful.</span> <<elseif $arousal gte $arousalmax / 5>> <span class="lblue">You feel aroused.</span> <<elseif $arousal gte 1>> <span class="teal">You feel stimulated.</span> <<else>> <span class="green">You feel cold.</span> <</if>> <</if>> </div> <<set _showCaptionText to !$options.showCaptionText>> <<statbar `statChange.minArousal()` $arousal $arousalmax _showCaptionText>> </div> <</if>> <</widget>> <<widget "lewditycaption">> <<if Number.isFinite($lewdity)>> <div id="lewditycaption" @title="'lewdity: ' + $lewdity.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> lewdity: <<if $options.showCaptionText is true>> <<if $lewdity gte $lewditymax>> <span class="red">You shiver with energy.</span> <<elseif $lewdity gte ($lewditymax / 5) * 4>> <span class="pink">You feel a trembling.</span> <<elseif $lewdity gte ($lewditymax / 5) * 3>> <span class="purple">You feel exhilarated.</span> <<elseif $lewdity gte ($lewditymax / 5) * 2>> <span class="blue">You feel sensual.</span> <<elseif $lewdity gte $lewditymax / 5>> <span class="lblue">You feel excited.</span> <<elseif $lewdity gte 1>> <span class="teal">You feel tingly.</span> <<else>> <span class="green">You feel steady.</span> <</if>> <</if>> </div> <<set _showCaptionText to !$options.showCaptionText>> <<statbar 0 $lewdity $lewditymax _showCaptionText `restLewdity)`>> </div> <</if>> <</widget>> <<widget "allurecaption">> <<if Number.isFinite($allure)>> <div id="allurecaption" @title="'Allure: ' + $allure.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Allure: <<if $options.showCaptionText is true>> <<if $allure gte (6000 * $settings.allureModifier)>><span class="red">You look like you need to be ravaged.</span> <<elseif $allure gte (4000 * $settings.allureModifier)>><span class="pink">You look perverted.</span> <<elseif $allure gte (3000 * $settings.allureModifier)>><span class="purple">You look lewd.</span> <<elseif $allure gte (2000 * $settings.allureModifier)>><span class="blue">You stand out.</span> <<elseif $allure gte (1500 * $settings.allureModifier)>><span class="lblue">You attract attention.</span> <<elseif $allure gte (1000 * $settings.allureModifier)>><span class="teal">You attract glances.</span> <<else>><span class="green">You look unremarkable.</span> <</if>> <</if>> </div> <div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')"> <<set _percent=Math.floor(($allure/(8000 * $settings.allureModifier))*100)>> <<if $allure gte (6000 * $settings.allureModifier)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> <<elseif $allure gte (4000 * $settings.allureModifier)>> <<print '<div class="pinkbar" style="width:' + _percent + '%"></div>'>> <<elseif $allure gte (3000 * $settings.allureModifier)>> <<print '<div class="purplebar" style="width:' + _percent + '%"></div>'>> <<elseif $allure gte (2000 * $settings.allureModifier)>> <<print '<div class="bluebar" style="width:' + _percent + '%"></div>'>> <<elseif $allure gte (1500 * $settings.allureModifier)>> <<print '<div class="lbluebar" style="width:' + _percent + '%"></div>'>> <<elseif $allure gte (1000 * $settings.allureModifier)>> <<print '<div class="tealbar" style="width:' + _percent + '%"></div>'>> <<else>> <<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>> <</if>> </div> <<if $allure gte 8000 * $settings.allureModifier>><<set $allure to 8000 * $settings.allureModifier>><</if>> <<if $alluretest is 1>> <<set $allure += 100000>> <<elseif $alluretest is 2>> <<set $allure -= 100000>> <</if>> </div> <</if>> <</widget>> <<widget "updateallure">> <<run new Wikifier(null, '<<calculateallure>>')>> <<run $('#allurecaption').replaceWith(new Wikifier(null, '<<allurecaption>>').output)>> <</widget>> <<widget "oxygencaption">> <div id="oxygencaption"> <<if _args[0] is true>> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Air: </div> <<set _showCaptionText to !$options.showCaptionText>> <<else>> <<unset _showCaptionText>> <</if>> <<statbarinverted $oxygen $oxygenmax _showCaptionText>> <div style="clear:both;"></div> </div> <</widget>> <<widget "flashbacktown">> <span class="red">You hear a car horn blare somewhere in the distance, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span> <<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 12>><<trauma 6>> <br><br> <</widget>> <<widget "flashbackhome">> <span class="red">You hear a car drive past, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span> <<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>> <br><br> <</widget>> <<widget "flashbackbeach">> <span class="red">You hear a gull squawk, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span> <<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>> <br><br> <</widget>> <<widget "flashbackunderground">> <span class="red">You feel a tremor through the earth, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span> <<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>> <br><br> <</widget>> <<widget "flashbackschool">> <span class="red">You remember the last time you were molested at school, and you panic. Phantom tendrils probe your body and restrict your limbs as a wordless voice jeers and promises endless debasement. It lasts only a moment, but the impression of violation remains.</span> <<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>> <br><br> <</widget>> <<widget "drunkcaption">> <<if $drunk gt 0>> <<set $_colour to getColourClassFromPercentage($drunk * (100 / 480), "drunk")>> <<set $_barColour to $_colour + "bar">> <<set $_percent to Math.floor(($drunk/1000)*100)>> <<set $_barWidth to `width:${$_percent}%`>> <div id="drunkcaption" @title="'Drunk: ' + $drunk.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> <<if $options.showCaptionText is true>> <<set $_drunk_level to Math.clamp(Math.floor($drunk / 120), 0, 4) * 120>> <<switch $_drunk_level>> <<case 0>><span @class="$_colour">You are woozy.</span> <<case 120>><span @class="$_colour">You are tipsy.</span> <<case 240>><span @class="$_colour">You are drunk.</span> <<case 360>><span @class="$_colour">You are smashed.</span> <<case 480>><span @class="$_colour">You are wasted.</span> <</switch>> <<else>> Drunk: <</if>> </div> <div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')"> <div @class="$_barColour" @style="$_barWidth"></div> </div> </div> <</if>> <</widget>> <<widget "druggedcaption">> <<if $drugged gt 0>> <<set $_colour to getColourClassFromPercentage($drugged / 5, "drugged")>> <<set $_barColour to $_colour + "bar">> <<set $_percent to Math.floor(($drugged/1000)*100)>> <<set $_barWidth to `width:${$_percent}%`>> <div id="druggedcaption" @title="'Drugged: ' + $drugged.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> <<if $options.showCaptionText is true>> <span class="pink">A lewd warmth fills you.</span> <<else>> Drugged: <</if>> </div> <div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')"> <div @class="$_barColour" @style="$_barWidth"></div> </div> </div> <</if>> <</widget>> <<widget "hallucinogencaption">> <<if $hallucinogen gt 0>> <<set $_colour to getColourClassFromPercentage($hallucinogen / 5, "hallucinogen")>> <<set $_barColour to $_colour + "bar">> <<set $_percent to Math.floor(($hallucinogen/1000)*100)>> <<set $_barWidth to `width:${$_percent}%`>> <div id="hallucinogencaption" @title="'Hallucinogens: ' + $hallucinogen.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> <<if $options.showCaptionText is true>> <span class="purple">Your perception is altered.</span> <<else>> Hallucinogen: <</if>> </div> <div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')"> <div @class="$_barColour" @style="$_barWidth"></div> </div> </div> <</if>> <</widget>> <<widget "paincaption">> <<if Number.isFinite($pain)>> <div id="paincaption" @title="'Pain: ' + $pain.toFixed(2)"> <div @class="($options.showCaptionText is true ? '' : 'rightMeterText')"> Pain: <<if $options.showCaptionText is true>> <<if $pain gte 100 and $willpowerpain is 0>><span class="red">You sob uncontrollably.</span> <<elseif $pain gte 80>><span class="pink">You cry and whimper.</span> <<elseif $pain gte 60>><span class="purple">You are crying.</span> <<elseif $pain gte 40>><span class="blue">Tears run down your face.</span> <<elseif $pain gte 20>><span class="lblue">Tears well in your eyes.</span> <<elseif $pain gte 1>><span class="teal">You are upset.</span> <<else>><span class="green">You feel okay.</span> <</if>> <</if>> </div> <div @class="($options.showCaptionText is true ? 'meter' : 'rightMeter')"> <<set _percent to Math.floor(($pain/100)*100)>> <<set _minPercent to Math.clamp(Math.floor((statChange.minPain() / 100)*100), 0, _percent)>> <<if $pain gte 100 and $willpowerpain is 0>> <<set _statColor to "redbar">> <<elseif $pain gte 80>> <<set _statColor to "pinkbar">> <<elseif $pain gte 60>> <<set _statColor to "purplebar">> <<elseif $pain gte 40>> <<set _statColor to "bluebar">> <<elseif $pain gte 20>> <<set _statColor to "lbluebar">> <<elseif $pain gte 1>> <<set _statColor to "tealbar">> <<else>> <<set _statColor to "greenbar">> <</if>> <div @class="_statColor" @style="'width:' + _percent + '%'"></div> <<if $pain gt 100>> <div @class="$willpowerpain === 0 ? 'dangerbar' : 'redbar'" @style="'width:' + ($pain - 100) + '%'"></div> <<elseif _minPercent>> <div @class="_statColor + ' meterMin'" @style="'width:' + _minPercent + '%'"></div> <</if>> </div> </div> <</if>> <</widget>> <<widget "raped">> <<if $rapeavoid is 1 and $consensual is 0 and $gamemode isnot "soft">> <<set $rapeavoid to 0>><<rapestat>> <<if $enemytype is "man" and !($npc.length is 1 and $npc[0] is "Eden")>> <<famerape $enemynomax>> <</if>> <<if $awareness lte 200>> <<awareness 5>> <<elseif $awareness lte 400>> <<awareness 1>> <</if>> <<if $enemytype is "beast" or $enemytype is "struggle">> <<set $beastrapestat += 1>> <<if $awareness lte 300>> <<awareness 1>> <</if>> <</if>> <<if $enemytype is "tentacles">> <<set $tentaclerapestat += 1>> <</if>> <<if $enemytype is "tentacles" or $enemytype is "struggle">> <<if $awareness lte 400>> <<awareness 1>> <</if>> <</if>> <<controlloss>> <<elseif $sexavoid is 1 and $consensual is 1>> <<set $sexavoid to 0>> <<if $enemytype is "man" and !($npc.length is 1 and $npc[0] is "Eden")>> <<famesex $enemynomax>> <</if>> <<controlloss>> <</if>> <</widget>> <<widget "molested">> <<if $gamemode is "soft">> <<set $consensual to 1>> <<elseif $molestavoid is 1 and $consensual is 0>> <<set $molestavoid to 0>> <<moleststat>> <<if $flashbacks gte 1>> <<switch $location>> <<case "town">><<if $flashbacktown is 0>><<set $flashbacktown to 14>><</if>> <<case "home">><<if $flashbackhome is 0>><<set $flashbackhome to 14>><</if>> <<case "beach">><<if $flashbackbeach is 0>><<set $flashbackbeach to 14>><</if>> <<case "school">><<if $flashbackschool is 0>><<set $flashbackschool to 14>><</if>> <<case "underground">><<if $flashbackunderground is 0>><<set $flashbackunderground to 14>><</if>> <</switch>> <</if>> <<if $awareness lte 200>> <<awareness 5>> <<elseif $awareness lte 400>> <<awareness 1>> <</if>> <<if $enemytype is "beast" or $enemytype is "struggle">> <<if $awareness lte 300>> <<awareness 1>> <</if>> <</if>> <<if $enemytype is "tentacles" or $enemytype is "struggle">> <<if $awareness lte 400>> <<awareness 1>> <</if>> <</if>> <</if>> <</widget>> <<widget "consensual">> <<if $awareness lte 200>> <<awareness 5>> <<elseif $awareness lte 400>> <<awareness 1>> <</if>> <<if $enemytype is "beast" or $enemytype is "struggle">> <<if $awareness lte 300>> <<awareness 1>> <</if>> <</if>> <<if $enemytype is "tentacles">> <<if $awareness lte 400>> <<awareness 1>> <</if>> <</if>> <<set $trueconsensual to 1>> <<if _args[0]>> <<set $consensualGuaranteed to 1>> <</if>> <<if $npc.length is 1 and ($npc[0] is "Robin" and C.npc.Robin.dom lte 10 and $debug is 1) or ($npc[0] is "Sydney" and C.npc.Sydney.purity gte 50)>> <<npc_submissive>> <</if>> <</widget>> <<widget "controlloss">> <<set _controlloss to true>> /* indicate that $controlstart was saved for <<combatinit>> */ <<if $gamemode is "soft">> <<elseif $consensual is 0>> <<set $pullaway to 0>> <<set $novaginal to 0>> <<set $noanal to 0>> <<set $nopenile to 0>> <<if $control gt 1>> <<if $molesttrait gte 1 and $rapeavoid is 1>> <<else>> <<set $controlstart to $control>><<control -25>> <<if $control gte ($controlmax * 0.74)>> <span class="purple">Your sense of control wavers.</span> <<elseif $control gte ($controlmax * 0.49)>> <span class="purple">Your sense of control falters.</span> <<elseif $control gte ($controlmax * 0.24)>> <span class="pink">Your sense of control cracks.</span> <<elseif $control gte 1>> <span class="pink">Your sense of control breaks down.</span> <<else>> <span class="red">Your sense of control shatters.</span> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "beastescape">> <<trauma 12>><<pain 6>><<stress 12>> <<set $worn.over_lower.integrity -= 20>> <<set $worn.over_upper.integrity -= 20>> <<set $worn.lower.integrity -= 20>> <<set $worn.upper.integrity -= 20>> <<set $worn.under_lower.integrity -= 20>> <<set $worn.under_upper.integrity -= 20>> <<bruise full>> <<gtrauma>><<gpain>><<gstress>> <</widget>> <<widget "weatherdisplay">> <<set _season to (Time.season == "winter" ? "_winter" : "")>> <<set _weather_display to (Time.season == "winter" ? "winter" : "normal")>> <<if $options.images is 1>> <<if Time.dayState is "night" and (Time.isBloodMoon() or $forcedBloodmoon)>> <<set _dayStateWithBloodMoon to "_bloodmoon">> <<else>> <<set _dayStateWithBloodMoon to "_"+Time.dayState>> <</if>> <<set _dayState to "_"+Time.dayState>> <<set _imgLoc to 'img/misc/'>> <<set _imgSky to 'img/misc/old/'>> /* sky (upmost part) */ <<if $location is "tentworld">> <<set _skybox to "skybox" + _dayState + "_tentacle">> <<else>> <<set _skybox to "skybox" + _dayStateWithBloodMoon>> <<if $location is "bog">><<set _skybox += "_haze">><</if>> <img id="daystate" @src="_imgSky + 'sun' + _dayState + '.png'"> <img id="daystate" @src="_imgSky + 'moon' + _dayStateWithBloodMoon + '.png'"> <</if>> <div @class="_skybox"> </div> /* weather (middle part) */ <<if $location isnot "tentworld">> <<if Weather.precipitation is "rain">> <img id="weather" @src="_imgSky + 'rain' + _dayState + '.gif'"> <<elseif Weather.precipitation is "snow">> <img id="weather" @src="_imgSky + 'snow' + _dayState + '.gif'"> <<elseif Weather.isOvercast>> <img id="weather" @src="_imgSky + 'overcast' + _dayState + _season + '.png'"> <</if>> <</if>> /* location (bottom part) */ /* For backward compatibility during transition period */ <<script>> const path = "img/misc/locations/"; const location = setup.Locations.get(); const loc = setup.LocationImages[location]; T.images = []; const imagesToCheck = loc.base ? Object.values(loc.base) : Object.entries(loc.reflective).filter(([key]) => key !== "mask").map(([key, value]) => value); imagesToCheck.forEach(item => { if (item.condition && !item.condition()) return; const imagePath = typeof item === "string" ? item : item.image; T.images.push(imagePath instanceof Image ? imagePath.src : `${path}${loc.folder}/${imagePath}`); }); <</script>> <div id="oldlocation"> <<for _img range _images>> <img id="oldlocationimg" @src="_img"> <</for>> </div> <<else>> <<switch Time.dayState>> <<case "day">> <<switch Weather.name>> <<case "clear" "lightClouds">>It's a bright and sunny day. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> It's a rainy day. <<else>> It's a snowy day. <</if>> <<case "heavyClouds">>Clouds are hiding the sun. <</switch>> <<case "night">> <<switch Weather.name>> <<case "clear" "lightClouds">>The stars are shining. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> It's a rainy night. <<else>> It's a snowy night. <</if>> <<case "heavyClouds">>All starlight is blocked by the clouds. <</switch>> <<case "dawn">> <<switch Weather.name>> <<case "clear" "lightClouds">>The sun is rising. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> It's a rainy morning. <<else>> It's a snowy morning. <</if>> <<case "heavyClouds">>It's a cloudy morning. <</switch>> <<case "dusk">> <<switch Weather.name>> <<case "clear" "lightClouds">>The sun is setting. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> It's a rainy evening. <<else>> It's a snowy evening. <</if>> <<case "heavyClouds">>It's cloudy evening. <</switch>> <</switch>> <br> <</if>> <</widget>> <<widget "wearandtear">> <<if _args[0] is "dance">> <<if !$worn.over_upper.type.includes("dance")>> <<set $worn.over_upper.integrity -= 1>> <</if>> <<if !$worn.over_lower.type.includes("dance")>> <<set $worn.over_lower.integrity -= 1>> <</if>> <<if !$worn.upper.type.includes("dance")>> <<set $worn.upper.integrity -= 1>> <</if>> <<if !$worn.lower.type.includes("dance")>> <<set $worn.lower.integrity -= 1>> <</if>> <<if !$worn.under_lower.type.includes("dance")>> <<set $worn.under_lower.integrity -= 1>> <</if>> <<if !$worn.under_upper.type.includes("dance")>> <<set $worn.under_upper.integrity -= 1>> <</if>> <<else>> <<set $worn.over_upper.integrity -= 1>><<set $worn.over_lower.integrity -= 1>><<set $worn.upper.integrity -= 1>><<set $worn.lower.integrity -= 1>><<set $worn.under_lower.integrity -= 1>><<set $worn.under_upper.integrity -= 1>> <</if>> <</widget>> <<widget "dry_towel">> <<dry_full>> <<exposure>> <<if $exposed gte 1>> <<towelup>> <</if>> <</widget>> <<widget "towelup">> <<if $exposed gte 1>> <<if $upperwetstage gte 3 and !$worn.under_upper.type.includes("covered") or $underupperwetstage gte 3 and $worn.under_upper.type.includes("covered")>> <<upperwear 3>> <</if>> <<if $lowerwetstage gte 3 and !$worn.under_lower.type.includes("covered") or $underlowerwetstage gte 3 and $worn.under_lower.type.includes("covered")>> <<lowerwear 3>> <</if>> <<if $worn.upper.exposed gte 1 and !$worn.under_upper.type.includes("covered")>> <<upperwear 14>> <<elseif $worn.lower.exposed gte 1 and !$worn.under_lower.type.includes("covered")>> <<lowerwear 3>> <</if>> <</if>> <</widget>> <<widget "towelupm">> <<if $exposed gte 1>> <<if $lowerwetstage gte 3 and !$worn.under_lower.type.includes("covered")>> <<lowerwear 3>> <</if>> <<if $worn.lower.exposed gte 1 and !$worn.under_lower.type.includes("covered")>> <<lowerwear 3>> <</if>> <</if>> <</widget>> <<widget "ragup">> <<if $worn.upper.exposed gte 2>> <<upperwear 79>> <</if>> <<if $worn.lower.exposed gte 2>> <<lowerwear 71>> <</if>> <</widget>> <<widget "plantupper">> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $worn.upper.exposed gte 2 and $underupperwetstage gte 3 or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3 or _args[0] is "force">> <<if _args[0] is "seaweed">> <<upperwear 163>> <<else>> <<upperwear 6>> <</if>> <</if>> <</widget>> <<widget "plantlower">> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3 or _args[0] is "force">> <<if _args[0] is "seaweed">> <<lowerwear 150>> <<else>> <<lowerwear 8>> <</if>> <</if>> <</widget>> <<widget "plantup">> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3>> <<if _args[0] is "seaweed">> <<upperwear 163>> <<else>> <<upperwear 6>> <</if>> <</if>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1>> <<if _args[0] is "seaweed">> <<lowerwear 150>> <<else>> <<lowerwear 8>> <</if>> <</if>> <</widget>> <<widget "schoolspareclothes">> <<if !$worn.upper.type.includes("school") or !$worn.lower.type.includes("school") and $worn.upper.set is $worn.lower.set>> <<upperwear 5>><<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.upper.integrity /= 2>> <</if>> <<if !$worn.lower.type.includes("school")>> <<if $clothingselector is "m">> <<lowerwear 6>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.lower.integrity /= 2>> <<else>> <<lowerwear 7>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.lower.integrity /= 2>> <</if>> <</if>> <</widget>> <<widget "spareschoolswimsuit">> <<underupperwear 2>><<set $worn.under_upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.under_upper.integrity /= 2>> <<set $worn.under_lower.colour to clone($worn.under_upper.colour)>><<set $worn.under_lower.integrity /= 2>> <</widget>> <<widget "spareschoolswimshorts">> <<underlowerwear 7>><<set $worn.under_lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.under_lower.integrity /= 2>> <</widget>> <<widget "exposureold">> <!-- In safe locations, while alone, the player won't cover up. Love interest check is likely not hitting everywhere it should be due to NPCs generating after this check. --> <<if ["Wardrobe", "Bedroom", "Sleep", "Bird Tower", "Bird Hunt", "Spa Tan Underwear", "Spa Tan Curtains", "Spa Tan Naked", "Mirror"].some(keyword => V.passage.includes(keyword)) and !($NPCList.some(obj => Object.hasOwn(obj, "type")) and !$NPCList.find(({fullDescription:fd}) => fd && Object.values($loveInterest).includes(fd)))>> <<set $libertine to 2>> <<else>> <<set $libertine to 0>> <<if !["beach", "pool", "sea", "lake", "lake_ruin"].includes($location)>> <<set $libertine to 0>> <<else>> <<set $libertine to 1>> <</if>> <<if $location is "dance_studio" and $worn.under_lower.type.includes("dance") and $worn.under_upper.type.includes("dance")>> <<set $libertine to 1>> <</if>> <</if>> <<exposedcheck>> <<set $exposed to 0>> <<if !$possessed>> /* To be considered exposing your underwear or breasts ($exposure 1 for both) the following must be true Male appearing breasts do not count as exposed over_upper needs to be exposing/displaced upper needs to be exposing/displaced or wet under_upper needs to not have covered trait or be exposing/displaced or be wet lower needs to not have covered trait or be displaced or be wet */ <<if $player.gender_appearance isnot "m" and $worn.over_upper.exposed gte 1 and ($worn.upper.exposed gte 1 or $upperwetstage gte 3) and (!$worn.under_upper.type.includes("covered") or $worn.under_upper.exposure gte 1 or $underupperwetstage gte 3) and (!$worn.lower.type.includes("covered") or $worn.lower.exposed gte 2 or $lowerwetstage gte 3)>> <<set $exposed to 1>> <</if>> /* To be considered exposing your underwear or genitals ($exposure 1 and 2 respectively) the following must be true over_lower needs to be exposing/displaced lower needs to be exposing/displaced or wet To be considered exposing your underwear the following must be true under_lower needs to not have the covered trait and be not exposing or wet Otherwise to be considered exposing your genitals the following must be true under_lower needs to be exposing or wet */ <<if $worn.over_lower.exposed gte 1 and ($worn.lower.exposed gte 1 or $lowerwetstage gte 3)>> <<if $worn.under_lower.exposed is 0 and $underlowerwetstage lt 3 and !$worn.under_lower.type.includes("covered")>> <<set $exposed to 1>> <<elseif $worn.under_lower.exposed gte 1 or $underlowerwetstage gte 3>> <<set $exposed to 2>> <</if>> <</if>> <</if>> <<set $exposedRaw to $exposed>> <<if $libertine gte $exposed>> <<set $exposed to 0>> <</if>> <</widget>> <<widget "integritycheck">> <<outfitChecks>> <<if $worn.over_upper.name isnot "naked">> <<if $worn.over_upper.integrity lte 0>> <<set $worn.over_upper.type.push("broken")>> <<if _args[0] isnot "no_text">> <<if $worn.over_upper.name is "cream">> <span class="lewd">The cream falls off your body<<if $worn.upper.exposed gte 2>>, exposing your <<undertop>><</if>>.</span> <<else>> <span class="lewd">Your $worn.over_upper.name <<overupperplural>> ripped into scraps<<if $worn.upper.exposed gte 2>>, exposing your <<undertop>><</if>>.</span> <</if>> <br> <</if>> <<overupperruined>><<clothesruinstat>><<if $worn.upper.exposed gte 2>><<set $upperoff to 0>><</if>> <</if>> <</if>> <<if $worn.over_lower.name isnot "naked">> <<if $worn.over_lower.integrity lte 0>> <<set $worn.over_lower.type.push("broken")>> <<if _args[0] isnot "no_text">> <<if $worn.over_lower.name is "cream">> <span class="lewd">The cream falls off your body<<if $worn.lower.exposed gte 2>>, exposing your <<undies>><</if>>.</span> <<else>> <span class="lewd">Your $worn.over_lower.name <<upperplural>> ripped into scraps<<if $worn.lower.exposed gte 2>>, exposing your <<undies>><</if>>.</span> <</if>> <br> <</if>> <<overlowerruined>><<clothesruinstat>><<if $worn.lower.exposed gte 2>><<set $upperoff to 0>><</if>> <</if>> <</if>> <<if $worn.upper.name isnot "naked">> <<if $worn.upper.integrity lte 0>> <<set $worn.upper.type.push("broken")>> <<if _args[0] isnot "no_text">> <span class="lewd">Your $worn.upper.name <<upperplural>> ripped into scraps, exposing your <<undertop>>.</span> <br> <</if>> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> <</if>> <</if>> <<if $worn.lower.name isnot "naked">> <<if $worn.lower.integrity lte 0>> <<set $worn.lower.type.push("broken")>> <<if _args[0] isnot "no_text">> <span class="lewd">Your $worn.lower.name <<lowerplural>> ripped into scraps, exposing your <<undies>>.</span> <br> <</if>> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <</if>> <</if>> <<if $worn.under_upper.name isnot "naked">> <<if $worn.under_upper.integrity lte 0>> <<set $worn.under_upper.type.push("broken")>> <<if _args[0] isnot "no_text">> <span class="lewd">Your $worn.under_upper.name <<underupperplural>> ripped into scraps, exposing your <<breasts>>.</span> <br> <</if>> <<underupperruined>><<clothesruinstat>><<set $underupperoff to 0>> <</if>> <</if>> <<if $worn.under_lower.name isnot "naked">> <<if $worn.under_lower.integrity lte 0>> <<set $worn.under_lower.type.push("broken")>> <<if _args[0] isnot "no_text">> <span class="lewd">Your $worn.under_lower.name <<underlowerplural>> ripped into scraps, exposing your <<if $worn.genitals.name isnot "naked">>$worn.genitals.name.<<else>><<genitals>>.<</if>></span> <br> <</if>> <<underlowerruined>><<clothesruinstat>><<set $underloweroff to 0>> <</if>> <</if>> <<if $worn.genitals.name isnot "naked">> <<if $worn.genitals.integrity lte 0>> <<set _chastityBreak to 1>> <<if _args[0] isnot "no_text">> <span class="lewd">Your $worn.genitals.name breaks, exposing your <<genitals 1>>.</span> <br> <</if>> <<if playerChastity()>> <<set $worn.genitals.type.push("broken")>> <<if $vaginalchastityparasite isnot 0>> <span class="pink">With the <<print $worn.genitals.name>> gone, the $vaginalchastityparasite fall out of your vagina.</span> <br> <<set $vaginalchastityparasite to 0>> <</if>> <<if $penilechastityparasite isnot 0>> <span class="pink">With the <<print $worn.genitals.name>> gone, the $penilechastityparasite fall off of your penis.</span> <br> <<set $penilechastityparasite to 0>> <</if>> <<if $analchastityparasite isnot 0>> <span class="pink">With the <<print $worn.genitals.name>> gone, the $analchastityparasite fall out of your anus.</span> <br> <<set $analchastityparasite to 0>> <</if>> <<if playerChastity("anus")>> <<set $worn.genitals.anal_shield to 0>> <</if>> <</if>> <<genitalsruined>><<clothesruinstat>> <</if>> <</if>> <</widget>> <<widget "arm_unbind">> <<set $rightboundcarry to 0>> <<set $leftboundcarry to 0>> <<set $leftarm to 0>> <<set $rightarm to 0>> <<if $worn.upper.type.includes("binding")>> <<set _unbind_check to 1>> <<if $worn.upper.set is $worn.lower.set>> <<set $worn.lower.type.push("broken")>> <<lowerruined>> <</if>> <<set $worn.upper.type.push("broken")>> <<upperruined>> <</if>> <</widget>> <<widget "unbind">> /*<<unbind>> is only used for the player unbinding their arms after they've been tied with rope. it will destroy handheld items. do not use it for unbinding arms after they've been temporarily restrained; use <<unbindtemp>> instead*/ <<if pcAreArmsBound("right") and $worn.handheld.name isnot "naked">> <<handheldruined>> <</if>> <<set $rightboundcarry to 0>> <<set $leftboundcarry to 0>> <<set $leftarm to 0>> <<set $rightarm to 0>> <<remove_shackle>> <<leg_unbind>> <<if $head is "bound">> <<set $head to 0>> <</if>> <<if $worn.upper.type.includes("binding")>> <<set _unbind_check to 1>> <<if $worn.upper.set is $worn.lower.set>> <<set $worn.lower.type.push("broken")>> <<lowerruined>> <</if>> <<set $worn.upper.type.push("broken")>> <<upperruined>> <</if>> <</widget>> <<widget "unbindtemp">> <<set $rightboundcarry to 0>> <<set $leftboundcarry to 0>> <<set $leftarm to 0>> <<set $rightarm to 0>> <<remove_shackle>> <<leg_unbind>> <<if $head is "bound">> <<set $head to 0>> <</if>> <</widget>> <<widget "bind">> /*<<bind>> and <<unbind>> are only used for binding the player's arms with rope. they are only meant to be used for scenes where the player is left helpless and must undo their bindings elsewhere, forcing them to leave behind their handheld items. Use <<bindtemp>> and <<unbindtemp>> for temporarily binding arms.*/ <<if _args[0]>> <<set _args[0] to "bound">> <<if pcAreArmsBound("right") and $worn.handheld.name isnot "naked">> <<handheldruined>> <</if>> <<else>> <<set $leftarm to "bound">> <<set $rightarm to "bound">> <<if $worn.handheld.name isnot "naked">> <<handheldruined>> <</if>> <</if>> <</widget>> <<widget "bindtemp">> <<set $leftarm to "bound">> <<set $rightarm to "bound">> <</widget>> <<widget "legbind">> <<set $leftleg to "bound">> <<set $rightleg to "bound">> <<set $feetuse to "bound">> <</widget>> <<widget "leg_unbind">> <<set $leftleg to 0>> <<set $rightleg to 0>> <<set $feetuse to 0>> <</widget>> <<widget "remove_shackle">> <<if $worn.feet.type.includes("shackle")>> <<set $worn.feet.type.push("broken")>> <<feetruined>> <<leg_unbind>> <</if>> <</widget>> <<widget "shackle_feet">> <<switch _args[0]>> <<case "vines">><<feetwear 50>> <<default>><<feetwear 3>> <</switch>> <<legbind>> <</widget>> <<widget "headbind">> <<set $head to "bound">> <</widget>> <<widget "bindings">> <<if pcAreArmsBound("left") and $position isnot "wall">><<set $leftboundcarry to 1>><</if>> <<if !pcAreArmsBound("left") and $leftboundcarry is 1>> <<set $leftarm to "bound">> <</if>> <<if pcAreArmsBound("right") and $position isnot "wall">><<set $rightboundcarry to 1>><</if>> <<if !pcAreArmsBound("right") and $rightboundcarry is 1>> <<set $rightarm to "bound">> <</if>> <</widget>> <<widget "water">> <<set _inWater to true>> <<if !waterproofCheck($worn.over_upper) and !$worn.over_upper.type.includes("naked") and _args[0] isnot "waist">> <<upperwet 200>> <</if>> <<if !waterproofCheck($worn.upper) and !$worn.upper.type.includes("naked") and _args[0] isnot "waist">> <<upperwet 200>> <</if>> <<if !waterproofCheck($worn.lower) and !$worn.lower.type.includes("naked")>> <<lowerwet 200>> <</if>> <<if !waterproofCheck($worn.upper) and !waterproofCheck($worn.under_upper) and !$worn.under_upper.type.includes("naked") and _args[0] isnot "waist">> <<underupperwet 200>> <</if>> <<if !waterproofCheck($worn.lower) and !waterproofCheck($worn.under_lower) and !$worn.under_lower.type.includes("naked")>> <<underlowerwet 200>> <</if>> <<waterwash>> <</widget>> <<widget "wet_all">> <<wet_upper>> <<wet_lower>> <</widget>> <<widget "wet_upper">> <<for _slot range ["over_upper", "upper", "under_upper"]>> <<if waterproofCheck($worn[_slot])>> /* if the clothing is waterproof, protect it and layers below from getting wet */ <<break>> <<elseif !$worn[_slot].type.includes("naked")>> /* skin wetness system is not implemented... yet? */ <<set V[_slot + "wet"] to 200>> <<set V[_slot + "wetstage"] to 3>> <</if>> <</for>> <</widget>> <<widget "wet_lower">> <<for _slot range ["over_lower", "lower", "under_lower"]>> <<if waterproofCheck($worn[_slot])>> <<break>> <<elseif !$worn[_slot].type.includes("naked")>> <<set V[_slot + "wet"] to 200>> <<set V[_slot + "wetstage"] to 3>> <</if>> <</for>> <</widget>> <<widget "storecleanup">> <<unset $action_unclad_over_outfit>> <<unset $action_unclad_over_upper>> <<unset $action_unclad_over_lower>> <<unset $action_unclad_outfit>> <<unset $action_unclad_upper>> <<unset $action_unclad_lower>> <<unset $action_unclad_under_outfit>> <<unset $action_unclad_under_lower>> <<unset $action_unclad_under_upper>> <<unset $action_unclad_legs>> <<unset $action_unclad_feet>> <<unset $action_unclad_neck>> <<unset $action_unclad_head>> <<unset $action_unclad_face>> <<unset $action_unclad_hands>> <</widget>> <<widget "undiestrauma">> <<if !$worn.under_lower.type.includes("naked")>> <<gtrauma>><<gstress>><<trauma 1>><<stress 1>> <<else>> <<gtrauma>><<gstress>><<trauma 3>><<stress 3>> <</if>> <</widget>> <<widget "goo">> <<goocount>> <<if $liquidoutsidecount gte 1>> <!-- Variables constructed: $semenoutsidecount, $goooutsidecount, $nectaroutsidecount --> <<set _liquid to formatList( ["semen", "goo", "nectar"].filter(stuff => V[stuff + "outsidecount"] gte 1) ).replace("goo", "slime") >> <<if $liquidoutsidecount gte 100>> <span class="red">Lewd fluid drenches <<possessedWord 'you' $_textCol>> from head to toe.</span> <br> <<elseif $liquidoutsidecount gte 25>> <span class="pink"><<possessedWord 'You' $_textCol>> are drenched in _liquid.</span> <br> <<elseif $liquidoutsidecount gte 20>> <span class="purple"><<possessedWord 'You' $_textCol>> are soaked with _liquid.</span> <br> <<elseif $liquidoutsidecount gte 15>> <span class="purple"><<possessedWord 'Your' $_textCol>> skin is slick with _liquid.</span> <br> <<elseif $liquidoutsidecount gte 10>> <span class="purple"><<possessedWord 'You' $_textCol>> are wet with _liquid.</span> <br> <<elseif $liquidoutsidecount gte 5>> <span class="purple"><<possessedWord 'Your' $_textCol>> skin is moist with _liquid.</span> <br> <<elseif $liquidoutsidecount gte 1>> <span class="blue"><<possessedWord 'You' $_textCol>> feel _liquid on your skin.</span> <br> <</if>> <</if>> <<if $player.bodyliquid.vagina.goo gte 1 or $player.bodyliquid.vagina.semen gte 1 or $player.bodyliquid.vagina.nectar>> <!-- Variables constructed: $player.bodyliquid.vagina.semen, $player.bodyliquid.vagina.goo, $player.bodyliquid.vagina.nectar --> <<set _liquid to formatList( ["semen", "goo", "nectar"].filter(stuff => V.player.bodyliquid.vagina[stuff] gte 1) ).replace("goo", "slime") >> <<set _liquidUpper to _liquid.toUpperFirst()>> <<if _liquid.includes(" ")>> <<set _s to "">> <<else>> <<set _s to "s">> <</if>> <<switch Math.clamp(setup.bodyliquid.combined("vagina"), 1, 5)>> <<case 5>> <span class="red"><<possessedWord 'Your' $_textCol>> womb overflows with _liquid.</span> <br> <<case 4>> <span class="pink"><<possessedWord 'Your' $_textCol>> <<pussy>> overflows with _liquid.</span> <br> <<case 3>> <span class="pink">_liquidUpper flow_s from <<possessedWord 'your' $_textCol>> <<pussy>>.</span> <br> <<case 2>> <span class="pink">_liquidUpper stream_s from <<possessedWord 'your' $_textCol>> <<pussy>>.</span> <br> <<case 1>> <span class="pink">_liquidUpper drip_s from <<possessedWord 'your' $_textCol>> <<pussy>>.</span> <br> <</switch>> <</if>> <<if $player.bodyliquid.anus.goo gte 1 or $player.bodyliquid.anus.semen gte 1 or $player.bodyliquid.anus.nectar>> <!-- Variables constructed: $player.bodyliquid.anus.semen, $player.bodyliquid.anus.goo, $player.bodyliquid.anus.nectar --> <<set _liquid to formatList( ["semen", "goo", "nectar"].filter(stuff => V.player.bodyliquid.anus[stuff] gte 1) ).replace("goo", "slime") >> <<set _liquidUpper to _liquid.toUpperFirst()>> <<if _liquid.includes(" ")>> <<set _s to "">> <<else>> <<set _s to "s">> <</if>> <<switch Math.clamp(setup.bodyliquid.combined("anus"), 1, 5)>> <<case 5>> <span class="red"><<possessedWord 'Your' $_textCol>> bowels overflow with _liquid.</span> <br> <<case 4>> <span class="pink"><<possessedWord 'Your' $_textCol>> <<bottom>> overflows with _liquid.</span> <br> <<case 3>> <span class="pink">_liquidUpper flow_s from <<possessedWord 'your' $_textCol>> <<bottom>>.</span> <br> <<case 2>> <span class="pink">_liquidUpper stream_s from <<possessedWord 'your' $_textCol>> <<bottom>>.</span> <br> <<case 1>> <span class="pink">_liquidUpper drip_s from <<possessedWord 'your' $_textCol>> <<bottom>>.</span> <br> <</switch>> <</if>> <<if $player.bodyliquid.mouth.goo gte 1 or $player.bodyliquid.mouth.semen gte 1 or $player.bodyliquid.mouth.nectar>> <!-- Variables constructed: $player.bodyliquid.mouth.semen, $player.bodyliquid.mouth.goo, $player.bodyliquid.mouth.nectar --> <<set _liquid to formatList( ["semen", "goo", "nectar"].filter(stuff => V.player.bodyliquid.mouth[stuff] gte 1) ).replace("goo", "slime") >> <<set _liquidUpper to _liquid.toUpperFirst()>> <<if _liquid.includes(" ")>> <<set _s to "">> <<else>> <<set _s to "s">> <</if>> <<set _liquidUpper to _liquid.toUpperFirst()>> <<switch Math.clamp(setup.bodyliquid.combined("mouth"), 1, 5)>> <<case 5>> <span class="red"><<possessedWord 'You' $_textCol>> keep coughing up _liquid.</span> <br> <<case 4>> <span class="pink">_liquidUpper dribble_s down <<possessedWord 'your' $_textCol>> chin.</span> <br> <<case 3>> <span class="pink">_liquidUpper line_s the sides of <<possessedWord 'your' $_textCol>> throat.</span> <br> <<case 2>> <span class="pink">_liquidUpper layer_s the back of <<possessedWord 'your' $_textCol>> throat.</span> <br> <<case 1>> <span class="pink">The taste of _liquid permeate_s <<possessedWord 'your' $_textCol>> mouth.</span> <br> <</switch>> <</if>> <</widget>> <<widget "outergoo">> <<bodyliquid "neck" "goo">> <<bodyliquid "rightarm" "goo">> <<bodyliquid "leftarm" "goo">> <<bodyliquid "thigh" "goo">> <<bodyliquid "bottom" "goo">> <<bodyliquid "tummy" "goo">> <<bodyliquid "chest" "goo">> <<bodyliquid "face" "goo">> <<bodyliquid "hair" "goo">> <<bodyliquid "feet" "goo">> <</widget>> <<widget "waist_goo">> <<bodyliquid "feet" "goo" 5>> <<bodyliquid "bottom" "goo" 5>> <<bodyliquid "thigh" "goo" 5>> <<if $player.penisExist>> <<bodyliquid "penis" "goo" 5>> <</if>> <<if $player.vaginaExist>> <<bodyliquid "vaginaoutside" "goo" 5>> <</if>> <</widget>> <<widget "random_goo">> <<set $_part_text to [ "neck", "right arm", "left arm", "thigh", "bottom", "tummy", "chest", "face", "hair", "feet" ].random()>> <<set $_part to $_part_text.replace(" ","")>> <<set $player.bodyliquid[$_part].goo += 1>> <<switch $_part_text>> <<case "right arm" "left arm">><<handejacstat>> <<case "neck">><<neckejacstat>> <<case "thigh">><<thighejacstat>> <<case "bottom">><<bottomejacstat>> <<case "tummy">><<tummyejacstat>> <<case "chest">><<chestejacstat>> <<case "face">><<faceejacstat>> <<case "hair">><<hairejacstat>> <<case "feet">><<feetejacstat>> <</switch>> It <<print either("splatters onto your", "coats your", "lands on your", "splashes your")>> <span class="purple">$_part_text</span>. <</widget>> <<widget "random_semen">> <<set $_part_text to [ "neck", "right arm", "left arm", "thigh", "bottom", "tummy", "chest", "face", "hair", "feet" ].random()>> <<set $_part to $_part_text.replace(" ","")>> <<set $player.bodyliquid[$_part].semen += 1>> <<switch $_part_text>> <<case "right arm" "left arm">><<handejacstat>> <<case "neck">><<neckejacstat>> <<case "thigh">><<thighejacstat>> <<case "bottom">><<bottomejacstat>> <<case "tummy">><<tummyejacstat>> <<case "chest">><<chestejacstat>> <<case "face">><<faceejacstat>> <<case "hair">><<hairejacstat>> <<case "feet">><<feetejacstat>> <</switch>> It <<print either("splatters onto your", "coats your", "lands on your", "splashes your","covers your")>> <span class="purple">$_part_text</span>. <</widget>> <<widget "random_goo_head">> <<switch random(0, 3)>> <<case 0>> <<set $_part_text to "neck">> <<neckejacstat>> <<case 1>> <<set $_part_text to "chest">> <<chestejacstat>> <<case 2>> <<set $_part_text to "face">> <<faceejacstat>> <<case 3>> <<set $_part_text to "hair">> <<hairejacstat>> <</switch>> <<set $player.bodyliquid[$_part_text].goo += 1>> It <<print either("splatters onto your", "coats your", "lands on your", "splashes your")>> <span class="purple">$_part_text</span>. <</widget>> <<widget "random_semen_head">> <<switch random(0, 3)>> <<case 0>> <<set $_part_text to "neck">> <<neckejacstat>> <<case 1>> <<set $_part_text to "chest">> <<chestejacstat>> <<case 2>> <<set $_part_text to "face">> <<faceejacstat>> <<case 3>> <<set $_part_text to "hair">> <<hairejacstat>> <</switch>> <<set $player.bodyliquid[$_part_text].semen += 1>> It <<print either("splatters onto your", "coats your", "lands on your", "splashes your")>> <span class="purple">$_part_text</span>. <</widget>> <<widget "washmakeup">> <<if $makeup.lipstick != 0 or $makeup.eyeshadow != 0 or $makeup.blusher != 0 or ($makeup.mascara != 0 and !$makeup.mascara.includes('waterproof')) or $makeup.concealer != 0>> <<set $makeupWashed = 1>> <<set $makeup.lipstick = 0>> <<set $makeup.eyeshadow = 0>> <<set $makeup.blusher = 0>> <<if $makeup.mascara and !$makeup.mascara.includes('waterproof')>> <<set $makeup.mascara = 0>> <<set $makeup.mascara_running = 0>> <</if>> <<set $makeup.concealer = 0>> <</if>> <</widget>> <<widget "waterwash">> <<if $combat isnot 1>> <<for _bodypart range setup.bodyliquid.bodyparts>> <<if $player.bodyliquid[_bodypart]["goo"] gte 1>><<set $waterwash += 1>><<set $allure += 500>><<bodyliquid _bodypart "goo" -1>><</if>> <<if $player.bodyliquid[_bodypart]["semen"] gte 1>><<set $waterwash += 1>><<set $allure += 500>><<bodyliquid _bodypart "semen" -1>><</if>> <<if $player.bodyliquid[_bodypart]["nectar"] gte 1>><<set $waterwash += 1>><<set $allure += 500>><<bodyliquid _bodypart "nectar" -1>><</if>> <</for>> <<washRecordedSperm "vagina" "pc">> <<washRecordedSperm "anus" "pc">> <</if>> <<if _waterDoesNotAttractAttention>> <<if $waterwash gte 10>> <span class="lewd">Copious amounts of lewd fluid washes into the water.</span><br> <<elseif $waterwash gte 5>> <span class="lewd">Lots of lewd fluid washes into the water.</span><br> <<elseif $waterwash gte 2>> <span class="lewd">Lewd fluid washes into the water.</span><br> <<elseif $waterwash is 1>> <span class="lewd">Some lewd fluid washes into the water.</span><br> <</if>> <<else>> <<if $waterwash gte 10>> <span class="lewd">Copious amounts of lewd fluid washes into the water. You hope it doesn't attract attention.</span><br> <<elseif $waterwash gte 5>> <span class="lewd">Lots of lewd fluid washes into the water. You hope it doesn't attract attention.</span><br> <<elseif $waterwash gte 2>> <span class="lewd">Lewd fluid washes into the water. You hope it doesn't attract attention.</span><br> <<elseif $waterwash is 1>> <span class="lewd">Some lewd fluid washes into the water. You hope it doesn't attract attention.</span><br> <</if>> <</if>> <<set $waterwash to 0>> <<washmakeup>> <</widget>> <<widget "wash">> <<washRecordedSperm "vagina" "pc">> <<washRecordedSperm "anus" "pc">> <<bodyliquid "clear">> <<if $parasite.right_thigh.name is "maggot">> <<removeparasite right_thigh>> <</if>> <<if $parasite.left_thigh.name is "maggot">> <<removeparasite left_thigh>> <</if>> <<if $parasite.right_arm.name is "maggot">> <<removeparasite right_arm>> <</if>> <<if $parasite.left_arm.name is "maggot">> <<removeparasite left_arm>> <</if>> <<if $parasite.tummy.name is "maggot">> <<removeparasite tummy>> <</if>> <<if $parasite.bottom.name is "maggot">> <<removeparasite bottom>> <</if>> <<for _active_bodypart range setup.bodyparts>> <<if $skin[_active_bodypart].pen is "pen" or $skin[_active_bodypart].pen is "lipstick" or $skin[_active_bodypart].pen is "mud">> <<bodywriting_clear _active_bodypart>> <</if>> <</for>> <<washmakeup>> <</widget>> <<widget "wash_face">> <<bodyliquid "face" "semen" -5>> <<bodyliquid "face" "goo" -5>> <<bodyliquid "face" "nectar" -5>> <<if $skin.left_cheek.pen is "pen" or $skin.left_cheek.pen is "lipstick" or $skin.left_cheek.pen is "mud">> <<bodywriting_clear left_cheek>> <</if>> <<if $skin.right_cheek.pen is "pen" or $skin.right_cheek.pen is "lipstick" or $skin.right_cheek.pen is "mud">> <<bodywriting_clear right_cheek>> <</if>> <<if $skin.forehead.pen is "pen" or $skin.forehead.pen is "lipstick" or $skin.forehead.pen is "mud">> <<bodywriting_clear forehead>> <</if>> <<washmakeup>> <</widget>> <<widget "wash_mouth">> <<bodyliquid "mouth" "semen" -5>> <<bodyliquid "mouth" "goo" -5>> <<bodyliquid "mouth" "nectar" -5>> <</widget>> <<widget "wash_hands">> <<bodyliquid "leftarm" "semen" -5>> <<bodyliquid "leftarm" "goo" -5>> <<bodyliquid "leftarm" "nectar" -5>> <<bodyliquid "rightarm" "semen" -5>> <<bodyliquid "rightarm" "goo" -5>> <<bodyliquid "rightarm" "nectar" -5>> <</widget>> <<widget "tipset">> <<set $tip to random(1000, 3000)>> <<if $tip lte 2000>> <<set $tipreaction to "low">> <<else>> <<set $tipreaction to "mid">> <</if>> <<if _args[0] is "serving">> <!-- +20% for every visible clothing item with 'serving' tag --> <<set $_servingClothesCount to getVisibleClothesList().countWith(item => item.type.includes("serving"))>> <<set $tip += $tip * 0.2 * $_servingClothesCount>> <</if>> <<set $tip to $tipmod * $tip>> <<set $tip *= (1 + ($attractiveness / 10000))>> <<if $mathstrait gte 1>> <<set $tip *= (1 + ($mathstrait / 4))>> <</if>> <<set $tip to Math.trunc($tip)>> <<if $tip lt $tip_add>> <<set $tip to $tip_add>> <</if>> <<if $tip gte 10000 and _args[0] isnot "body">> <<set $tip to 2000 * Math.round( $tip / 2000.0 )>> <<elseif $tip gte 1000>> <<set $tip to 500 * Math.round( $tip / 500.0 )>> <<else>> <<set $tip to 50 * Math.round( $tip / 50.0 )>> <</if>> <<set $tip to Math.max( $tip, 50 )>> <</widget>> <<widget "tipreceive">> <span class="gold"><<if random(1, 10000) is 10000>>You gain Brouzouf<<else>>You make<</if>> <<printmoney $tip>>.</span> <<money $tip `_args[0] ? _args[0] : ""`>> <<if $tip gte 50000>> <<earnFeat "Negotiator">> <</if>> <<set $tip to 0>> <</widget>> <<widget "tip_neg">> You negotiate a price of <<printmoney $tip>>, <<if $tipreaction is "low">> less than you hoped for. <<else>> which sounds reasonable. <</if>> <</widget>> <<widget "tip_up">> <<He>> raises <<his>> offer to <<printmoney $tip>>. <</widget>> <<widget "passout">> <<set $stress -= 5000>> <<set $passoutstat += 1>> <<set $passoutTimeStat to Time.date.timeStamp>> <<ruffleHair>> <</widget>> <<widget "vaginaraped">> <<if $NPCList[$vaginatarget] isnot undefined>> <<if $templePromised isnot $NPCList[$vaginatarget].fullDescription>> <<fallenTransform>> /*transformations.twee*/ <</if>> <<else>> <<fallenTransform>> <</if>> <<set $vaginafucked to 1>> <</widget>> <<widget "penisraped">> <<if $NPCList[$penistarget] isnot undefined>> <<if $templePromised isnot $NPCList[$penistarget].fullDescription>> <<fallenTransform>> /*transformations.twee*/ <</if>> <<else>> <<fallenTransform>> <</if>> <<set $penisfucked to 1>> <</widget>> <<widget "anusraped">> <<set $anusfucked to 1>> <</widget>> <<widget "internalejac">> <<if $demon gte 6>> <<set $demonabsorb += 1>> <</if>> <<if $combat isnot 1>> <<if $demonabsorb gte 1>> <<set $trauma -= (150 * $demonabsorb)>> <span class="lewd">You absorb the sexual essence. You feel soothed.</span> <<set $demonabsorb to 0>> <<traumaclamp>> <</if>> <</if>> <</widget>> <<widget "sexcheck">>/*Sets variable to 1 if the PC is penetrated, penetrating, or similar.*/ <<if $vaginastate is "penetrated" or $anusstate is "penetrated" or $mouthstate is "penetrated" or $penisstate is "otheranus" or $penisstate is "penetrated" or $anusstate is "othermouth" or $vaginastate is "othermouth" or $penisstate is "othermouth" or $penisstate is "tentacle" or $penisstate is "tentacledeep" or $vaginastate is "tentacle" or $vaginastate is "tentacledeep" or $anusstate is "tentacle" or $anusstate is "tentacledeep" or $mouthstate is "tentacle" or $mouthstate is "tentacledeep">> <<set $current_sex to 1>> <<else>> <<set $current_sex to 0>> <</if>> <</widget>> <<widget "textmap">> <<if V.options.mapMovement>> <div id="textmap"> ╔═<<tml "Barb Street">>═╦═<<tml "Cliff Street">>═╦═<<tml "Starfish Street">>═╦═<<tml "Mer Street">>═╗<br> <<tml "Domus Street">><<tml "Residential Alleyways">><<tml "Connudatus Street">><<tml"Commercial Alleyways">><<tml "High Street">><<tml "Park">><<tml "Oxford Street">><<tml "Industrial Alleyways">><<tml "Harvest Street">><br> ╚═<<tml "Danube Street">>═╩═<<tml "Wolf Street">>═╩═<<tml "Nightingale Street">>═╩═<<tml "Elk Street">>═╝<br> </div> <<else>> <div id="textmap"> ╔═ Ba ═╦═ Cl ═╦═ St ═╦═ Me ═╗<br> Do ─┼─ Co ─┼─ Hi ─┼─ Ox ─┼─ Ha<br> ╚═ Da ═╩═ Wo ═╩═ Ni ═╩═ El ═╝<br> </div> <</if>> <br> <</widget>> <<widget "map">> <<set $map.location to _args[0]>> <<if $options.images is 1 and $options.mapMovement is true and $options.mapLegacy isnot true and !$possessed>> <<set _boxLocations to [ { x: 1, y: 46}, /*Domus */ { x: 38, y: 9}, /*Barb */ { x: 38, y: 83}, /*Danube */ { x: 63, y: 46}, /*Connudatus */ { x: 88, y: 9}, /*Cliff */ { x: 88, y: 83}, /*Wolf */ { x: 114, y: 46}, /*High */ { x: 146, y: 9}, /*Starfish */ { x: 146, y: 83}, /*Nightingale */ { x: 176, y: 46}, /*Oxford */ { x: 204, y: 9}, /*Mer */ { x: 204, y: 83}, /*Elk */ { x: 230, y: 46}, /*Harvest */ { x: 38, y: 46}, /*Residential Alley */ { x: 88, y: 46}, /*Commercial Alley */ { x: 146, y: 46}, /*Park */ { x: 204, y: 46} /*Industrial Alley */ ]>> /*This version of sugarcube doesn't perform any processing inside of SVG elements, so we need to perform those actions ourselves inside a custom macro */ <<svg 260 130>> <image x="2" class="zoomable" xlink:href="img/misc/map.png" width="256" height="128"> </image> <image x="2" class="zoomable" @xlink:href="'img/misc/maparrow' + $map.location + '.png'" width="256" height="128"> </image> <<for _i to 0; _i lt $map.arrayList.length; _i++>> <<set _canMoveTo = $debug || $map.available[$passage].includes($map.arrayList[_i])>> <<set _showMarker = $debug || ($options.mapMarkers && (_canMoveTo || $passage is $map.arrayList[_i]))>> <a class="mapmove" @onclick="'mapMove(V.map.arrayList[' + _i + ']);'" @alt="$map.arrayList[_i] + (_canMoveTo ? ' (0:05)' : '')" @title="$map.arrayList[_i] + (_canMoveTo ? ' (0:05)' : '')"> <rect @x="_boxLocations[_i].x" @y="_boxLocations[_i].y" height="34" width="30" @style="'stroke:cyan;fill-opacity:0;stroke-opacity:' + (_showMarker ? '0.6' : '0') + ';'"> </rect> </a> <</for>> <</svg>> <<elseif $options.images is 1 and $options.mapLegacy isnot true>> <svg width="260" height="130"> <image x="2" xlink:href="img/misc/map.png"/> <image x="2" @xlink:href="'img/misc/maparrow'+$map.location+'.png'"/> </svg> <<elseif $options.images is 1>> <<if $options.mapMovement is true and !$possessed>> <!-- Image Map Generated by http://www.image-map.net/ --> <map id="town-image-map" name="town-image-map"> <area class="no-numberify" alt="Barb Street" title="Barb Street" coords="62,20,39,42" shape="rect" onclick="mapMove('Barb Street')"> <area class="no-numberify" alt="Domus Street" title="Domus Street" coords="2,75,26,49" shape="rect" onclick="mapMove('Domus Street')"> <area class="no-numberify" alt="Danube Street" title="Danube Street" coords="33,110,70,84" shape="rect" onclick="mapMove('Danube Street')"> <area class="no-numberify" alt="Wolf Street" title="Wolf Street" coords="86,117,114,86" shape="rect" onclick="mapMove('Wolf Street')"> <area class="no-numberify" alt="High Street" title="High Street" coords="116,77,139,46" shape="rect" onclick="mapMove('High Street')"> <area class="no-numberify" alt="Connudatus Street" title="Connudatus Street" coords="64,77,88,49" shape="rect" onclick="mapMove('Connudatus Street')"> <area class="no-numberify" alt="Cliff Street" title="Cliff Street" coords="88,40,117,-1" shape="rect" onclick="mapMove('Cliff Street')"> <area class="no-numberify" alt="Starfish Street" title="Starfish Street" coords="147,41,172,12" shape="rect" onclick="mapMove('Starfish Street')"> <area class="no-numberify" alt="Nightingale Street" title="Nightingale Street" coords="143,115,170,82" shape="rect" onclick="mapMove('Nightingale Street')"> <area class="no-numberify" alt="Oxford Street" title="Oxford Street" coords="170,73,203,45" shape="rect" onclick="mapMove('Oxford Street')"> <area class="no-numberify" alt="Mer Street" title="Mer Street" coords="202,42,229,14" shape="rect" onclick="mapMove('Mer Street')"> <area class="no-numberify" alt="Elk Street" title="Elk Street" coords="197,111,238,77" shape="rect" onclick="mapMove('Elk Street')"> <area class="no-numberify" alt="Harvest Street" title="Harvest Street" coords="252,46,228,76" shape="rect" onclick="mapMove('Harvest Street')"> <area class="no-numberify" alt="Industrial Alley" title="Industrial Alley" coords="225,73,209,53" shape="rect" onclick="mapMove('Industrial Alleyways')"> <area class="no-numberify" alt="Park" title="Park" coords="154,65,170,52" shape="rect" onclick="mapMove('Park')"> <area class="no-numberify" alt="Commercial Alley" title="Commercial Alley" coords="94,69,110,56" shape="rect" onclick="mapMove('Commercial Alleyways')"> <area class="no-numberify" alt="Residential Alley" title="Residential Alley" coords="38,70,57,56" shape="rect" onclick="mapMove('Residential Alleyways')"> </map> <</if>> <div id="divmap"><img id="map" src="img/misc/map.png"><img id="maparrow" usemap="#town-image-map" @src="'img/misc/maparrow' + _args[0] + '.png'"></div> <<else>> <<textmap>> <</if>> <</widget>> <<widget "rentday">> <<set $_text_output to ["Sunday","Monday","Tuesday","Wednesday","Thursday","Friday","Saturday"][$rentday-1]>> <<print $_text_output>> <</widget>> <<widget "tearup">> <<if $pain lte 20>> <<set $pain to 20>> <</if>> <</widget>> <<widget "roomoptions">> <<if $sexStats.pills.boughtOnce is true or $sexStats.pills["pills"]["Dr Harper\'s prescription"].owned gte 1 or $sexStats.pills["pills"]["asylum\'s prescription"].owned gte 1>> <<pillicon>><<link [[Check your medicine drawer|PillCollection]]>><<set $pillsExitPassage to $passage>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "safehouseEvents">> <<if $yearningLetter is 1>> <<set $yearningLetterExit to $passage>> You hear something tapping on glass. There's a bird pecking at the window...<br> <<windowicon>><<link [[Investigate|Gwylan Yearning Letter]]>><</link>> <br> <</if>> <</widget>> <<widget "christmas_options">> <<if $christmas_wrap is 1>> <<switch $christmas_gift_robin>> <<case "shirt_unwrapped">> <<gifticon "shirt">><<link [[Wrap Robin's shirt and shorts (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "shirt">><<set $christmas_gift_robin_wrapped to 1>><</link>> <br> <<case "sundress_unwrapped">> <<gifticon "sundress">><<link [[Wrap Robin's sundress (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "sundress">><<set $christmas_gift_robin_wrapped to 1>><</link>> <br> <<case "kimono_unwrapped">> <<gifticon "kimono">><<link [[Wrap Robin's kimono (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "kimono">><<set $christmas_gift_robin_wrapped to 1>><</link>> <br> <<case "tuxedo_set_unwrapped">> <<gifticon "tuxedo">><<link [[Wrap Robin's tuxedo (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "tuxedo">><<set $christmas_gift_robin_wrapped to 1>><</link>> <br> <<case "gothic_gown_unwrapped">> <<gifticon "gothic">><<link [[Wrap Robin's gothic gown (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "gothic gown">><<set $christmas_gift_robin_wrapped to 1>><</link>> <br> <<case "christmas_unwrapped">> <<gifticon "christmas hat">><<link [[Wrap Robin's Christmas outfit (0:10)|Bedroom Robin Wrap]]>><<pass 10>><<set $christmas_gift_robin to "christmas">><<set $christmas_gift_robin_wrapped to 1>><</link>> <br> <</switch>> <<if $christmas_gift is "clothes_unwrapped">> <<gifticon "christmas">><<link [[Wrap the orphans' gifts (3:00)|Bedroom Orphans Clothes Wrap]]>><<pass 180>><<set $christmas_gift to "clothes">><</link>> <br> <</if>> <</if>> <</widget>> <<widget "encountersteal">> <<rng>> <<if isPubfameTaskAccepted("morgan") and $npc.includes("Morgan")>> <<pubfameComplete "morgan" "steal">> <<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>> <<elseif isPubfameTaskAccepted("hospital") and $pubfame.hospital.active is 1>> <<pubfameComplete "hospital" "steal">> <<crimeUp 20 "petty">><<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>> <<elseif $location is "prison">> <<set _teeth to random(3,10)>> You steal a handful of white, translucent gems. <<prison_teeth _teeth>> <<prison_teeth_text _teeth>> <<elseif $location is "island">> /* Steal a specific antique like a wooden carving? */ <<if currentSkillValue("skulduggery") gte 800 and $rng gte 96>> <span class="green">You find a stick.</span><<set $island.wood += 1>> <<elseif (currentSkillValue("skulduggery") gte 800 and $rng gte 81) or $rng gte 91>> <span class="green">You find a handful of walnuts.</span><<set $island.walnut += 1>> <<else>> <span class="red">You find nothing to steal.</span> <</if>> <<elseif $location is "farm" and $livestock_dig isnot undefined>> <<if $rng gte 91 and !$farm_key>> <<set $farm_key to true>> <<set $farmCellUnlk to false>> You pull a <span class="green">ring of keys</span> from the <<persons>> pocket and hide it in the straw.<<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>> <<else>> <span class="red">You find nothing to steal.</span> <</if>> <<elseif ["naked", "schoolSwim"].includes(_stealType)>> <span class="red">You find nothing to steal.</span> <<elseif $rng gte 96 and $spray lt $spraymax>> <<spray 1>> <span class="green">You steal a charge for your pepper spray.</span> <<crimeUp 50 "petty">><<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>> <<elseif $rng gte 91 and !$compound.card>> <<set $compound.card to 1>> You steal a strange card. There's an address on it, for a location on <span class="gold">Elk Street.</span> <<else>> <<rng 5 100>> You steal <<moneyGain $rng>>. <<crimeUp $rng "petty">><<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>> <</if>> <</widget>> <<widget "statbaricons">> <<if $options.images is 1 and _args[0]>> <<if _args[1] gte 1>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 1>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 2>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 2>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 3>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 3>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 4>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 4>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 5>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 5>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 6>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 6>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 7>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 7>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 8>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 8>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 9>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 9>> <img id="statbar" src="img/ui/point.png"> <</if>> <<if _args[1] gte 10>> <img id="statbar" @src="'img/ui/' + _args[0] + '.png'"> <<elseif _args[2] gte 10>> <img id="statbar" src="img/ui/point.png"> <</if>> <</if>> <</widget>> <<widget "characteristic-text">> <<set _config = _args[0]>> <<if _config.states and _config.states.length gt 0>> <<set _config.currentLevel = 0>> /* Loop through the provided states to find the one we are currently at*/ <<for _i to 0; _i lt _config.states.length; _i++>> <<if _config.currentValue gte _config.states[_i].requiredValue>> <<set _config.currentLevel = _i>> <</if>> <</for>> /* Set the details to show from the current state */ <<set _config.preText = _config.states[_config.currentLevel].preText || _config.preText>> <<set _config.description = _config.states[_config.currentLevel].description>> <<set _config.postText = _config.states[_config.currentLevel].postText || _config.postText>> <<set _config.color = _config.states[_config.currentLevel].color>> <</if>> <<if _config.preText>> _config.preText <</if>> <span @class="_config.color">_config.description</span> <<if _config.postText>> _config.postText <</if>> <</widget>> <<widget "characteristic-box">> <<set _config = _args[0]>> <<if _config.states and _config.states.length gt 0>> <<set _config.currentLevel = 0>> /* Loop through the provided states to find the one we are currently at*/ <<for _i to 0; _i lt _config.states.length; _i++>> <<if _config.currentValue gte _config.states[_i].requiredValue>> <<set _config.currentLevel = _i>> <</if>> <</for>> /* Set the details to show from the current state */ <<set _config.level = _config.states[_config.currentLevel].level>> <<set _config.description = _config.states[_config.currentLevel].description>> <<set _config.color = _config.states[_config.currentLevel].color>> /* Determine the colour of the bottom bar based on a few types, default is to match the level colour */ <<if _config.meterColorType eq 'next'>> <<if _config.currentLevel lt _config.states.length - 1>> <<set _config.meterColor = _config.states[_config.currentLevel + 1].color>> <<else>> <<set _config.meterColor = _config.states[_config.currentLevel].color>> <</if>> <<elseif _config.meterColorType eq 'prev'>> <<if _config.currentLevel gt 0>> <<set _config.meterColor = _config.states[_config.currentLevel - 1].color>> <<else>> <<set _config.meterColor = _config.states[_config.currentLevel].color>> <</if>> <<elseif _config.meterColorType eq 'max'>> <<if _config.currentLevel eq _config.states.length - 1>> <<set _config.meterColor = _config.states[_config.currentLevel].color>> <</if>> <<else>> <<if _config.meterColor eq undefined>> <<set _config.meterColor = _config.states[_config.currentLevel].color>> <</if>> <</if>> /* Calculate the percent to the next level based on the gap between the nearest two states */ <<if _config.percent isnot undefined>> <<set _config.percent = Math.floor(_config.percent)>> <<else>> <<if _config.currentLevel eq (_config.states.length - 1)>> /* Calculate percentage above highest state if max value is specified */ <<if _config.maxValue>> <<set _config.percent = Math.floor(100*(_config.currentValue - _config.states[_config.currentLevel].requiredValue) / (_config.maxValue - _config.states[_config.currentLevel].requiredValue))>> <<else>> <<set _config.percent = 100>> <</if>> <<else>> <<set _config.percent = Math.floor(100*(_config.currentValue - _config.states[_config.currentLevel].requiredValue) / (_config.states[_config.currentLevel + 1].requiredValue - _config.states[_config.currentLevel].requiredValue))>> <</if>> <</if>> <<else>> <<set _config.percent= Math.floor(_config.currentValue)>> <</if>> <<set _config.barWidth = Math.clamp(_config.percent, 0, 100)>> <<if _config.secondValue>> <<set _config.secondPercent= Math.floor(_config.secondValue)>> <<set _config.secondBarWidth= Math.clamp(_config.secondPercent, 0, 100)>> <</if>> <div class="characteristic-box"> <div class="characteristic-top-line"> <<if $options.images is 1 and _config.icon>> <img class="characteristic-icon" @src="'img/' + _config.icon + '.png'" /> <</if>> <span class="characteristic-title"> _config.name<<characteristic-box-modifier `clone(_config.modifier)` `clone(_config.modTypes)` `clone(_config.name)`>> <<if _config.sensitivity gte 4>> <mouse class = "pink tooltip-small"> !!! <span class="pink"><i>Sensitivity: <<print _config.sensitivity>></i></span> </mouse> <<elseif _config.sensitivity gte 3>> <mouse class = "purple tooltip-small"> !! <span class="purple"><i>Sensitivity: <<print _config.sensitivity>></i></span> </mouse> <<elseif _config.sensitivity gte 2>> <mouse class = "blue tooltip-small"> ! <span class="blue"><i>Sensitivity: <<print _config.sensitivity>></i></span> </mouse> <</if>> </span> <<if _config.states>> <<if _config.displayType eq "level">> <span @class="'characteristic-level ' + _config.color"> <big>_config.level</big><small>/<<print (_config.states.length - 1)>></small> </span> <<elseif _config.displayType eq "grade">> <span class="characteristic-level"> <span @class="_config.color">_config.level</span> <<if _config.level neq 'None'>><small class="grade-percent black">_config.percent%</small><</if>> </span> <</if>> <</if>> </div> <<if _config.description>> <span @class="'characteristic-description ' + _config.color">_config.description</span> <</if>> <<if _config.showStars>> <span class="characteristic-description grade-progress">Daily Progress</span> <div class="progress-stars"> <img class="icon" @src="'img/ui/' + (_config.starLevel > 0 ? 'bronze_star' : 'empty_star') + '.png'" /> <img class="icon" @src="'img/ui/' + (_config.starLevel > 1 ? 'silver_star' : 'empty_star') + '.png'" /> <img class="icon" @src="'img/ui/' + (_config.starLevel > 2 ? 'gold_star' : 'empty_star') + '.png'" /> </div> <</if>> <div class="meter"> <div @class="(_config.meterColor ? _config.meterColor + 'bar' : 'goldbar')" @style="'width:' + _config.barWidth + '%'"></div> <<if _config.secondBarWidth>> <div @class="(_config.secondMeterColor ? _config.secondMeterColor + 'bar' : 'goldbar')" @style="'width:' + _config.secondBarWidth + '%'"></div> <</if>> </div> </div> <</widget>> <<widget "characteristic-box-modifier">><<silently>> <<if _args[0] isnot undefined or _args[0] isnot 100>> <<set $_modifier to _args[0] - 100>> <<if $_modifier gt 0>> <<set $_result to " <small class='green characteristic-modifier'>(+"+$_modifier+"%)</small>">> <<elseif $_modifier lt 0>> <<set $_result to " <small class='red characteristic-modifier'>("+$_modifier+"%)</small>">> <<elseif ["Promiscuity", "Exhibitionism", "Deviancy"].includes(_args[2]) and (drunkSexStatModifier(V[_args[2].toLowerCase()]) gte 1 or heatRutSexStatModifier(_args[2].toLowerCase()) gte 1)>> <<set $_result to " <span class='" + getLargestSexStatModifierCssClasses(_args[2].toLowerCase()) + "'><small class='blue characteristic-modifier'>(???%)</small></span>">> <</if>> <</if>> <</silently>> <<if $_result>> <<set $_good to _args[1].good>> <<set $_bad to _args[1].bad>> <<set $_stat to _args[2].toLowerCase()>> <span @class="$_modifier gt 0 ? 'green' : 'red'"><mouse class = "tooltip-small"> $_result <<if $_good.length gt 0 and $_bad.length gt 0>> <span class="green">Increasing your $_stat: <<print $_good>> <span class="red">Decreasing your $_stat: <<print $_bad>></span></span> <<elseif $_good.length gt 0>> <span class="green">Increasing your $_stat: <<print $_good>></span> <<elseif $_bad.length gt 0>> <span class="red">Decreasing your $_stat: <<print $_bad>></span> <</if>> </mouse></span> <</if>> <</widget>> <<widget "relation-text">> <<set _config = _args[0]>> <<if _config.states and _config.states.length gt 0>> <<set _config.currentLevel = _config.states[0]>> <<if _config.currentLevel.secondaryStates>> <<set _config.currentLevel = _config.currentLevel.secondaryStates[0]>> <</if>> /* Loop through the provided states to find the one we are currently at*/ <<script>> for(let i = 0; i < T.config.states.length; i++) { if(T.config.currentValue >= T.config.states[i].requiredValue) { if(T.config.states[i].secondaryStates) { for(let j = 0; j < T.config.states[i].secondaryStates.length; j++) { if(T.config.secondaryValue >= T.config.states[i].secondaryStates[j].requiredValue) { T.config.currentLevel = T.config.states[i].secondaryStates[j]; } } } else { T.config.currentLevel = T.config.states[i]; } } } <</script>> /* Set the details to show from the current state */ <<set _config.preText = _config.currentLevel.preText || _config.preText>> <<set _config.description = _config.currentLevel.description>> <<set _config.postText = _config.currentLevel.postText || _config.postText>> <<set _config.color = _config.currentLevel.color>> <</if>> <<if _config.preText>> _config.preText <</if>> <span @class="_config.color">_config.description</span> <<if _config.postText>> _config.postText <</if>> <</widget>> <<widget "relation-box-simple">> <<set _boxConfig = _args[0]>> <div class="relation-box" @style="(_boxConfig.style || '')"> <<if _boxConfig.name>> <div class="relation-top-line"> <<if $options.images and _boxConfig.icon>> <img class="relation-icon" @src="_boxConfig.icon" /> <</if>> <span class="relation-name">_boxConfig.name</span> </div> <</if>> <div class="relation-description"> _boxConfig.description </div> </div> <</widget>> <<widget "relation-box-wolves">> <<if $wolfpackfear gte 1 || $wolfpacktrust gte 1 || $syndromewolves gte 1 || $wolfpackleader gte 1>> <div class="relation-box" @style="(_boxConfig.style || '')"> <div class="relation-top-line"> <<if $options.images>> <img class="relation-icon" src="img/misc/icon/wolfpup.png" /> <</if>> <span class="relation-name">Wolf Pack</span> </div> <div class="relation-description"> The <<= $settings.monsterChance is 100 ? "wolfgirls and wolfboys" : "wolves">> <<if $wolfpackleader gte 1>> view you as <span class="green">the leader of the pack.</span> <<elseif $syndromewolves gte 1>> view you as <span class="green">their <<ppackbrother>>.</span> <<elseif $wolfpacktrust gte 12>> <span class="green">trust you.</span> <<elseif $wolfpacktrust gte 6>> are <span class="teal">starting to accept you.</span> <<elseif $wolfpackfear gte 12>> <span class="red">fear you.</span> <<elseif $wolfpackfear gte 6>> are <span class="purple">starting to fear you.</span> <<else>><span class="pink"> view you as prey.</span> <</if>> </div> </div> <</if>> <</widget>> <<widget "relation-box">> <<silently>> <<set _npcData = _args[0]>> <<set _npcOverrides = _args[1] || {}>> <<script>> /* Returns true/false based on whether the requirements to display a stat are met, automatically true if no requirement specified */ T.checkRequirements = function (stat) { let statOverrides = T.npcOverrides[stat]; if(statOverrides) return !statOverrides.hasOwnProperty("requirements") || statOverrides.requirements; else return true; }; T.importantNpcStats = ["love", "lust", "dom", "trauma", "rage", "purity", "corruption", "harmony", "ferocity"]; T.otherNpcStats = ["love", "lust"]; let statDefaults = { "love" : { name : setup.loveAlias[T.npcData.nam](), value : T.npcData.love, activeIcon : 'img/ui/sym_love.png', inactiveIcon: 'img/ui/emptyheart.png', color: 'red' }, "lust" : { name : "Lust", value : T.npcData.lust, iconOrientation : 'vertical', activeIcon : 'img/ui/sym_lust.png', inactiveIcon : 'img/ui/emptyvial.png', color: 'pink' }, "dom" : { name : "Dominance", value : T.npcData.dom, activeIcon : "img/ui/sym_dominance.png", color: 'purple' }, "trauma" : { name : "Trauma", value : T.npcData.trauma, activeIcon : "img/ui/sym_trauma.png", color: 'teal' }, "rage" : { name : "Rage", value : T.npcData.rage, activeIcon : "img/ui/sym_rage.png", color: 'gold' }, "purity" : { name: "Purity", value: T.npcData.purity, activeIcon: (T.npcData.virginity.vaginal == false || T.npcData.virginity.penile == false ? "img/ui/tf_fallenangel.png" : "img/ui/tf_angel.png"), color: 'white' }, "corruption" : { name: "Corruption", value: T.npcData.corruption, iconOrientation : 'horizontal-inverted', activeIcon: "img/ui/tf_demon.png", color: 'purple' }, "harmony" : { name: "Harmony", value: V.wolfpackharmony, iconOrientation : 'vertical', activeIcon: "img/ui/wolfharmony.png", color: 'purple' }, "ferocity" : { name: "ferocity", value: V.wolfpackferocity, iconOrientation : 'vertical', activeIcon: "img/ui/wolfferocity.png", color: 'purple' } }; T.getStatConfig = function(stat) { let baseConfig = statDefaults[stat] || {}; return Object.assign({}, baseConfig, T.npcOverrides[stat]); }; if(V.loveInterest){ /* Check if this is a main love interest */ if (V.loveInterest.primary == T.npcData.nam) { T.loveInterest = true; } else if (V.loveInterest.secondary == T.npcData.nam) { T.loveInterest = true; } else if (V.loveInterest.tertiary == T.npcData.nam) { T.loveInterest = true; } else { T.loveInterest = false; } } <</script>> <</silently>> <<if _npcData and _npcData.init is 1>> <<if (_npcData.nam is ("Ivory Wraith") or ($wraith.mimic is _npcData.nam and $wraith.revealed))>> <<rngWraithSocial>> <<if _npcData.nam is ("Ivory Wraith") and ($wraith.mimic is "" and (_wraithEventSocial or $wraith.type)) and $wraithIntro>> <div class="relation-box"> <div class="relation-top-line"> <span class="relation-name"> _npcData.nam <small class="relation-title black"><i>The _wraithTitle</i></small> </span> </div> <div class="relation-description"> <<if $options.images is 1 and (_rngWraithFace is 1 or $possessed)>> <img id="wraith" @src="'img/ui/wraith' + V.wraith.state + '.png'"> <<else>> <<npcrelationship _npcData.nam>> <</if>> </div> <div @class="(_npcData[_otherNpcStats[1]] lte 0 or _npcData[_otherNpcStats[0]] lte 0 ? 'full-width ' : '') + 'quick-stats relation-stat-list'"> <<for _j = 0; _j lt _otherNpcStats.length; _j++>> <<if _npcData[_otherNpcStats[_j]] gt 0 and _checkRequirements(_otherNpcStats[_j])>> <<relation-box-stat _getStatConfig(_otherNpcStats[_j])>> <</if>> <</for>> </div> </div> <<elseif $wraithIntro and $wraith.mimic is _npcData.nam and $wraith.revealed and _npcOverrides and _npcOverrides.important>> <div class="relation-box"> <div class="relation-top-line"> <span class="relation-name"> _npcData.nam? <small class="relation-title black"><i>The _wraithTitle</i></small> </span> <<if _loveInterest>> <img class="love-interest-icon" src="img/ui/love_interest.png" alt="Love Interest" title="Love Interest"/> <</if>> </div> <div class="relation-description"> <<set _rngWraithLineChance to 1>> <<npcrelationship "Ivory Wraith">> </div> <div @class="'relation-stat-list' + ($options.images ? '' : ' no-images')"> <<set $_statCount to 0>> <<for _j = 0; _j lt _importantNpcStats.length-2; _j++>> <<if _npcData[_importantNpcStats[_j]] gt 0 and _checkRequirements(_importantNpcStats[_j])>> <<set $_statCount++>> <<relation-box-stat _getStatConfig(_importantNpcStats[_j]) true>> <</if>> <</for>> <<for _j to $_statCount; _j lt 3; _j++>> <div class="relation-stat-block"></div> <</for>> </div> </div> <<else>> /* Do not display anything */ <</if>> <<elseif _npcOverrides and _npcOverrides.important>> <div class="relation-box"> <div class="relation-top-line"> <span class="relation-name"> _npcData.nam <small class="relation-title black"><i>The _npcData.title</i></small> </span> <<if _loveInterest>> <img class="love-interest-icon" src="img/ui/love_interest.png" alt="Love Interest" title="Love Interest"/> <</if>> </div> <div class="relation-description"> <<npcrelationship _npcData.nam>> </div> <div @class="'relation-stat-list' + ($options.images ? '' : ' no-images')"> <<set $_statCount to 0>> <<if _importantNPCs[_k].nam is "Black Wolf">><<set _npcStats to _importantNpcStats.length>> <<else>><<set _npcStats to _importantNpcStats.length-2>> <</if>> <<for _j = 0; _j lt _npcStats; _j++>> <<if _npcData[_importantNpcStats[_j]] gt 0 and _checkRequirements(_importantNpcStats[_j])>> <<set $_statCount++>> <<relation-box-stat _getStatConfig(_importantNpcStats[_j]) true>> <</if>> <</for>> <<for _j to $_statCount; _j lt 3; _j++>> <div class="relation-stat-block"></div> <</for>> </div> </div> <<else>> <div class="relation-box"> <div class="relation-top-line"> <span class="relation-name"> _npcData.nam <small class="relation-title black"><i>The _npcData.title</i></small> </span> </div> <div class="relation-description"> <<npcrelationship _npcData.nam>> </div> <div @class="(!_importantNPCs.includes(_npcData.description) and (_npcData[_otherNpcStats[1]] lte 0 or _npcData[_otherNpcStats[0]] lte 0) ? 'full-width ' : '') + 'quick-stats relation-stat-list'"> <<for _j = 0; _j lt _otherNpcStats.length; _j++>> <<if _npcData[_otherNpcStats[_j]] gt 0 and _checkRequirements(_otherNpcStats[_j])>> <<relation-box-stat _getStatConfig(_otherNpcStats[_j])>> <</if>> <</for>> </div> </div> <</if>> <</if>> <</widget>> <<widget "relation-box-stat">> <<silently>> <<set _config = _args[0]>> <<set _important = _args[1]>> <<set _config.progress = Math.ceil(Math.clamp(100*((_config.value - (_config.minValue || 0)) / (_config.maxValue || 100)), 0, 100))>> <</silently>> <div class="relation-stat-block" @style="'--progress: ' + _config.progress + '%;'"> <<if _important>> <label>_config.name</label> <</if>> <<if $options.images>> <div class="relation-stat"> <<if !_important>> <span class="relation-stat-name"> <small>_config.name</small> </span> <</if>> <span @class="'relation-stat-icon ' + (_config.iconOrientation || 'horizontal')"> <img class="active-icon-img" @src="_config.activeIcon"> <<if _config.inactiveIcon>> <img class="inactive-icon-img" @src="_config.inactiveIcon"> <<else>> <img class="inactive-icon-img outlined" @src="_config.activeIcon"> <</if>> </span> <span class="relation-stat-percent black">_config.progress<small>%</small></span> </div> <<else>> <<if _important>> <span class="relation-stat-percent black">&nbsp;_config.progress<small>%</small></span> <div @class="'progress-bar ' + _config.color + 'bar'"></div> <</if>> <</if>> </div> <</widget>> <<widget "connector-box">> <div @class="'connector-box ' + (_args[3] ? 'invert' : '')" @style="'--connector-height: ' + _args[0] + 'px; --center-offset: ' + (_args[1] || 50) + '%; --end-offset: ' + (_args[2] || 0) + 'px;'"> <div class="connector-box-top"></div> <div class="connector-box-bottom"></div> </div> <</widget>> <<widget "oralpassage">> <<takeVirginity _args[0] "oral">><<oralstat>><<oralejacstat>><<ejacstat>><<cumswallow 'human'>> <</widget>> <<widget "relationshipclamp">> <<set _i to $NPCNameList.indexOf("Robin")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>> <<set $NPCName[_i].trauma = Math.clamp($NPCName[_i].trauma, 0, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 100)>> <<set _i to $NPCNameList.indexOf("Whitney")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 30)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 20)>> <<set _i to $NPCNameList.indexOf("Eden")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 200)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 150)>> <<set _i to $NPCNameList.indexOf("Kylar")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>> <<set $NPCName[_i].rage = Math.clamp($NPCName[_i].rage, 0, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 100)>> <<set _i to $NPCNameList.indexOf("Avery")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>> <<set $NPCName[_i].rage = Math.clamp($NPCName[_i].rage, 0, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 100)>> <<set _i to $NPCNameList.indexOf("Great Hawk")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, 0, 100)>> <<alexclamp>> <<set _i to $NPCNameList.indexOf("Sydney")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 150)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>> <<set $NPCName[_i].purity = Math.clamp($NPCName[_i].purity, 0, 100)>> <<set $NPCName[_i].corruption = Math.clamp($NPCName[_i].corruption, 0, 50)>> <<set _i to $NPCNameList.indexOf("Black Wolf")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 150)>> <<set $NPCName[_i].harmony = Math.clamp($wolfpackharmony || 0, 0, 100)>> <<set $NPCName[_i].ferocity = Math.clamp($wolfpackferocity || 0, 0, 100)>> <<set _i to $NPCNameList.indexOf("Gwylan")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, (getSpecialSets(sets => sets.shop.includes("forest")).length * 2))>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 150)>> <<set _i to $NPCNameList.indexOf("Darryl")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("River")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Mason")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, -50, 50)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Sam")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Wren")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Charlie")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -50, 50)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Bailey")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Briar")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Doren")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Harper")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Jordan")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Landry")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Leighton")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Morgan")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Winter")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Niki")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Quinn")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Remy")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Zephyr")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Sirris")>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, -100, 100)>> <<set $NPCName[_i].dom = Math.clamp($NPCName[_i].dom, -50, 50)>> <<set _i to $NPCNameList.indexOf("Ivory Wraith")>> <<if $wraith.state is "haunt">> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 10)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 10, 20)>> <<else>> <<set $NPCName[_i].love = Math.clamp($NPCName[_i].love, 0, 20)>> <<set $NPCName[_i].lust = Math.clamp($NPCName[_i].lust, 0, 20)>> <</if>> <</widget>> <<widget "haircheck">> <<if $hairtype is "default">> <<set $hairtype to "messy">> <</if>> <</widget>> <<widget "fringedescription">> <<if $haircolour isnot $hairfringecolour>> <<if $hairFringeColourStyle is "gradient">> <<set _colour to "two-toned">> <<else>> <<set _colour to $hairfringecolour>> <</if>> <<set $_fringe to _colour + " fringe">> <<else>> <<set $_fringe to "fringe">> <</if>> <<if $fringelength gte 980>> and your <<print $_fringe>> is very long. <<elseif $fringelength gte 800>> and your <<print $_fringe>> is long. <<elseif $fringelength gte 600>> and your <<print $_fringe>> is somewhat long. <<elseif $fringelength gte 400>> and your <<print $_fringe>> is quite normal. <<elseif $fringelength gte 200>> and your <<print $_fringe>> is short. <<else>> and your <<print $_fringe>> is very short. <</if>> <</widget>> <<widget "willpowerpain">> <<if $pain gte 100 and $willpowerpain is undefined and _willpowerpainchecked isnot true>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>> <span class="green">The pain threatens to overwhelm, but you endure it.</span> <<gwillpower>><<willpower 1>> <br> <<else>> <span class="red">The pain overwhelms you.</span> <<if $position is "stalk">> You fall to your knees. <</if>> <<ggwillpower>><<willpower 5>><<set $willpowerpain to 0>> <br> <</if>> <<set _willpowerpainchecked to true>> <</if>> <</widget>> <<widget "willpowerorgasm">> <<if $orgasmdown gte 1 and _willpowerorgasmchecked isnot true>> <<if (currentSkillValue('willpower') / 10) gte (($orgasmdown * 30) + random(1, 80))>> <span class="green">You endure the orgasmic shivers running through you.</span> <<gwillpower>><<willpower 1>><<set $orgasmdown to 0>> <br> <<else>> <span class="red">You struggle against the orgasmic spasms overwhelming you.</span> <<if $position is "stalk">> You fall to your knees. <</if>> <<gwillpower>><<willpower 1>> <br> <</if>> <<set _willpowerorgasmchecked to true>> <</if>> <</widget>> <<widget "clothescolour">><<silently>> <<set _slot to _args[0]>> <<if $worn[_slot].colour isnot 0 and $worn[_slot].colour isnot undefined>> <<if $worn[_slot].colour.substring(0, 3) is "wet">> <<set _text_output to $worn[_slot].colour.substring(3)>> <<elseif $worn[_slot].colour_sidebar is 1>> <<if $worn[_slot].colour == "custom">> <<set _text_output to getCustomColourName($worn[_slot].colourCustom)>> <<else>> <<set _text_output to $worn[_slot].colour>> <</if>> <</if>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "nounderwearcheck">> /*Checks if the PC is pantiless, but otherwise decent. Results in low level exhibitionism increases.*/ /* Feature was disabled previously, has been re-enabled after meeting the below requirement Vrelnir: Exhibitionism should only rise when the player directly choses certain actions. The PC could have their underwear stolen, which would result in exhibitionism rising without a direct decision to do so. */ <<if (!$worn.over_lower.type.includes("naked") or !$worn.lower.type.includes("naked")) and $worn.under_lower.type.includes("naked") and ["notWorn", "notBought", "sold", "given"].includes($worn.under_lower.exposedType) and $exposed lte 0 and $exhibitionism lt 19 and !$daily.no_underwear>> <<set $no_underwear += 1>> <</if>> <<if $no_underwear gte 8>> <<set $daily.no_underwear to true>> <<set $no_underwear to 0>> <<set $effectsmessage to 1>> <<set $exhibitionism_message to 1>> <</if>> <</widget>> <<widget "breastfed">> <<if _args[0]>> <<set $milk_drank_stat += _args[0]>> <<set $hunger -= _args[0]>><<set $thirst -= _args[0]>> <<else>> <<set $milk_drank_stat += random(1, 5)>> <<if random(1, 100) gte 70>> <<if $NPCList[0].type and $NPCList[0].type is "wolfgirl">> <<transform wolf 1>> <<elseif $NPCList[0].type and $NPCList[0].type is "foxgirl">> <<transform fox 1>> <<else>> <<transform cat 1>> <</if>> <</if>> <<if $milkdranktrait is 1>><<physique 1>><</if>> <<purity -1>> <<set $hunger -= 200>><<set $thirst -= 200>> <</if>> <</widget>> <<widget "nectarfed">> <<set _nectarGain to 0>> <<set _nectarGain += (Math.ceil(_args[0] / 10) + random(0,2))>> <<set $nectar_drank_stat += _nectarGain>> <<set $nectar_addiction += _nectarGain>> <<if _args[0] gte 11>> <<purity -1>> <</if>> <<set $hunger -= (_args[0] * 5)>><<set $thirst -= (_args[0] * 5)>> <<drugs _args[0]>><<set $arousal += _args[0]>> <<if $ejaculating is 1>> <<alcohol `(_args[0] * 3)`>> <<bodyliquid "mouth" "nectar">> <</if>> <<if $backgroundTraits.includes("plantlover")>> <<if $nectar_timer lte 14>> <span class="green">You feel an overwhelming sense of relief.</span> <<stress -12>><<llstress>><<pain -4>><<lpain>> <<else>> <<set _nectarStress to (-1 * _nectarGain)>> <<physique 1 "invig">><<stress _nectarStress>><<lstress>> <</if>> <<set $nectar_timer to 21>> <</if>> <<set $nectar_addiction = Math.clamp($nectar_addiction, 0, 200)>> <</widget>> <<widget "setup_pillory">> <<set $pillory.tenant to {person : clone(setup.baseNPC), exists : 0, duration : 0, served : 0, startTime: 0, endTime : 0, crowd : 0, wet : 0, upperexposed : 0, lowerexposed : 0, fruit : 0, fruitstock: 0, face : 0, ass : 0, genital : 0, broken : 0, lastviewed : 0, special : {name : "", desc : ""}}>> <</widget>> <<widget "new_npc_pillory">> <<if not _args[0]>> <<if $rng gte 21>><<generate1>><<else>><<generatey1>><</if>> <<set $_already_served to random(0,2)>> <<else>> <<set $_already_served to 0>> <</if>> <<set $pillory.tenant.exists to 1>> <<set $pillory.tenant.person to clone($NPCList[0])>> <<set $pillory.tenant.duration to random(4,27)>> <<set $_duration to random(4,27)>> <<set $_endTime to new DateTime(Time.date).addHours($_duration)>> <<set $pillory.tenant.startTime to Time.date.timeStamp>> <<set $pillory.tenant.endTime to $_endTime.timeStamp>> <<set $pillory.tenant.crowd to 1>> <<set $pillory.tenant.wet to 0>> <<set $pillory.tenant.upperexposed to 0>> <<set $pillory.tenant.lowerexposed to 0>> <<set $pillory.tenant.fruit to 0>> <<set $pillory.tenant.fruitstock to 3>> <<set $pillory.tenant.spank to 0>> <<set $pillory.tenant.face to 0>> <<set $pillory.tenant.ass to 0>> <<set $pillory.tenant.genital to 0>> <<set $pillory.tenant.broken to 0>> <<set $pillory.tenant.lastViewed to Time.date.timeStamp>> <<person1>> <<if $pillory.tenant.special.name is "">> A <<person>> <<if $_already_served is 0>>is currently being locked into the pillory.<<else>>has recently been locked in the pillory.<</if>> <<endevent>> <<npc_pillory_release_schedule>> <br><br> <<else>> Rumour has it <<he>> is being sent to the pillory. <br> <<endevent>> <</if>> <</widget>> <<widget "imprison_whitney">> <<clear_pillory>> <<npc Whitney>> <<set C.npc.Whitney.state to "pillory">> <<set $pillory.tenant.special.name to "Whitney">> <<set $pillory.tenant.special.desc to C.npc.Whitney.title>> <<new_npc_pillory $NPCList[0]>> <<endevent>> <<set $framed to 0>> <</widget>> <<widget "imprison_leighton">> <<clear_pillory>> <<npc Leighton>> <<set $pillory.tenant.special.name to "Leighton">> <<set $pillory.tenant.special.desc to C.npc.Leighton.title>> <<new_npc_pillory $NPCList[0]>> <<endevent>> <<set $framed to 0>> <</widget>> <<widget "imprison_npc">> /* number as argument to select npc 0-5. Only use at end of scene. */ <<clear_pillory>> <<if not _args[0]>> <<set _id to 0>> <<else>> <<set _id to _args[0]>> <</if>> <<if _args[1]>> <<set $pillory.tenant.special.desc to _args[1]>> <</if>> <<new_npc_pillory $NPCList[_id]>> <<endevent>> <</widget>> <<widget "get_pillory_npc">> <<set $NPCList[0] to clone($pillory.tenant.person)>><<person1>> <</widget>> <<widget "A_pillory_person">> /* Can't simplify to <<pillory_person>> because: 'a thin man', but not 'a Whitney' */ <<silently>><<set _out to "">> <<get_pillory_npc>> <<if $pillory.tenant.special.name is "">> <<set _out += "A <<person>>">> <<else>> <<set _out += $pillory.tenant.special.name>> <</if>> <</silently>><<print _out>> <</widget>> <<widget "The_pillory_person">> <<silently>><<set _out to "">> <<get_pillory_npc>> <<if $pillory.tenant.special.name is "">> <<set _out += "The <<person>>">> <<else>> <<set _out += $pillory.tenant.special.name>> <</if>> <</silently>><<print _out>> <</widget>> <<widget "a_pillory_person">> <<silently>><<set _out to "">> <<get_pillory_npc>> <<if $pillory.tenant.special.name is "">> <<set _out += "a <<person>>">> <<else>> <<set _out += $pillory.tenant.special.name>> <</if>> <</silently>><<print _out>> <</widget>> <<widget "the_pillory_person">> <<silently>><<set _out to "">> <<get_pillory_npc>> <<if $pillory.tenant.special.name is "">> <<set _out += "the <<person>>">> <<else>> <<set _out += $pillory.tenant.special.name>> <</if>> <</silently>><<print _out>> <</widget>> <<widget "pillory_type">> <<silently>><<set _out to "">> <<get_pillory_npc>> <<if $pillory.tenant.special.name is "">> <<set _out += "<<person>>">> <<else>> <<set _out += $pillory.tenant.special.desc>> <</if>> <</silently>><<print _out>> <</widget>> <<widget "npc_pillory">> <<A_pillory_person>> is locked in the town pillory. <<npc_pillory_release_schedule>> <br><br> <<endevent>> <</widget>> <<widget "npc_pillory_detail">> <<get_pillory_npc>> <<A_pillory_person>> is locked in the town pillory. <<npc_pillory_appearance>> <<npc_pillory_abuse>> <<npc_pillory_release_schedule>> <br><br> <<endevent>> <</widget>> <<widget "npc_pillory_appearance">> <<update_npc_pillory_appearance>> /*Desc*/ <<if Time.dayState is "night">> <<if $pillory.tenant.crowd gte 10>>A huge, drunken mob surround <<elseif $pillory.tenant.crowd gte 6>>A large, rowdy mob crowd around <<elseif $pillory.tenant.crowd gte 4>>A sinister crowd huddle around <<else>>A small but sinister group lurk around <</if>> <<else>> <<if $pillory.tenant.crowd gte 10>>An excited, jeering crowd surround <<elseif $pillory.tenant.crowd gte 6>>A large crowd press around <<elseif $pillory.tenant.crowd gte 4>>A curious group hang around <<else>>A small group watch <</if>> <</if>>the <<pillory_type>> locked prone in the pillory. <<if $pillory.tenant.broken gte 32>><<He>> looks traumatised, perhaps permanently broken by the abuse <<hes>> already suffered. <<elseif $pillory.tenant.broken gte 16>><<He>> is weeping from the abuse <<hes>> already suffered. <<elseif $pillory.tenant.broken gte 8>><<He>> is sobbing from the abuse. <<elseif $pillory.tenant.broken gte 4>><<He>> is visibly upset, but trying hard to hide it. <<else>><<He>> is defiant, showing a brave face. <</if>> <br> /*describe exposure*/ <<if $pillory.tenant.upperexposed gte 3>> <<His>> $pillory.tenant.person.breastsdesc are fully exposed to the crowd. <<if $pillory.tenant.spank gte 8>><<His>> nipples are red from being pinched, slapped, sucked, bitten and pulled. <<elseif $pillory.tenant.spank gte 4>><<His>> nipples look sore from abuse. <</if>> <<elseif $pillory.tenant.upperexposed gte 2>> <<if $pronoun is "f">> <<His>> top has been bared, with only <<his>> bra hiding <<his>> $pillory.tenant.person.breastsdesc from the crowd. <<else>> <<His>> top has been bared, fully exposing <<his>> $pillory.tenant.person.breastsdesc to the crowd. <<if $pillory.tenant.spank gte 8>><<His>> nipples are red from being pinched, slapped, bitten and pulled. <<elseif $pillory.tenant.spank gte 4>><<His>> nipples look sore from abuse. <</if>> <</if>> <<elseif $pillory.tenant.upperexposed gte 1>><<His>> upper clothes have been mauled, partially exposing <<his>> <<if $pronoun is "f">>bra<<else>>$pillory.tenant.person.breastsdesc<</if>> to the crowd. <</if>> <<if $pillory.tenant.lowerexposed gte 2>><<His>> ass has <<if $pillory.tenant.upperexposed gte 1>>also<</if>> been exposed, making <<if $pillory.tenant.person.gender is "f">><<his>> pussy <<else>><<his>> $pillory.tenant.person.penisdesc <</if>>visible to all. <<if $pillory.tenant.spank gte 5>><<His>> ass shows signs of rough <<if $pillory.tenant.fruit gte 5>>spanking, and <<his>> <<if $pillory.tenant.face gte 2>>cum<<if $pillory.tenant.face gte 4>>-coated<<else>>-stained<</if>><</if>> face is a mess of bruises and broken fruit. <<else>>spanking. <</if>> <<elseif $pillory.tenant.fruit gte 6>><<His>> <<if $pillory.tenant.face gte 2>>cum<<if $pillory.tenant.face gte 4>>-coated<<else>>-stained<</if>><</if>> face is a mess of bruises and broken fruit. <<elseif $pillory.tenant.fruit gte 2>><<His>> <<if $pillory.tenant.face gte 2>>cum<<if $pillory.tenant.face gte 4>>-coated<<else>>-stained<</if>><</if>> face is marked by bruises and broken fruit. <</if>> <<if $pillory.tenant.ass gte 2>><<His>> ass has been raped more than <<if $pillory.tenant.genital gte 2>>once, and <<if $pillory.tenant.person.gender is "m">>slime coats <<his>> <<print either("raw","abused","sorry")>> penis. <<else>>semen <<if $pillory.tenant.genital gte 4>>pours<<else>>drips<</if>> from <<his>> <<print either("raw","reddened","abused")>> pussy. <</if>> <<else>>once. <</if>> <<elseif $pillory.tenant.genital gte 5>><<His>> <<if $pillory.tenant.person.gender is "m">>penis<<else>>pussy<</if>> has been raped raw. <<elseif $pillory.tenant.genital gte 2>><<He>> has been raped more than once. <</if>> <<elseif $pillory.tenant.lowerexposed gte 1>> <<His>> <<if $pronoun is "f">>dress has been pulled up over <<his>> waist,<<else>>trousers have been pulled down,<</if>> exposing <<his>> underwear to the crowd. <<elseif $pillory.tenant.wet is 2>><<His>> clothes are see-through from the rain. <<elseif $pillory.tenant.wet is 1>><<His>> clothes are semi-translucent from damp, but are drying out. <</if>> <<if $pillory.tenant.upperexposed is 0 and $pillory.tenant.lowerexposed is 0 and $pillory.tenant.face is 0 and $pillory.tenant.fruit gte 1>> <<if $pillory.tenant.fruit gte 6>><<His>> face is a mess of bruises and broken fruit. <<elseif $pillory.tenant.fruit gte 2>><<His>> face is marked by bruises and broken fruit. <</if>> <</if>> <</widget>> <<widget "update_npc_pillory_appearance">> <<set $_lastViewed to new DateTime($pillory.tenant.lastViewed)>> <<set $_timeLeft to Time.date.compareWith($_lastViewed, true)>> <<if $_timeLeft / TimeConstants.secondsPerHour lte -2>> /* last viewed time tracked to avoid this firing on every viewing */ <<set $pillory.tenant.lastViewed to Time.date.timeStamp>> /*Weather effects*/ <<if Weather.precipitation is "rain">> <<set $pillory.tenant.wet to 2>> <<elseif $pillory.tenant.wet is 2>> <<set $pillory.tenant.wet to 1>> <<else>> <<set $pillory.tenant.wet to 0>> <</if>> /*Chance of abuse based on crowd and time passed*/ <<set _totalSeconds to Time.date.compareWith(new DateTime($pillory.tenant.startTime), true) / TimeConstants.secondsPerHour>> <<set $_chance to Math.clamp(_totalSeconds / TimeConstants.secondsPerHour, 0, 24)>> <<set $_chance *= $pillory.tenant.crowd>> /*increased by spectacle*/ <<set $_factor to ($pillory.tenant.upperexposed + $pillory.tenant.lowerexposed + $pillory.tenant.fruit + $pillory.tenant.spank + $pillory.tenant.face + $pillory.tenant.ass + $pillory.tenant.genital)>> <<if Time.dayState is "night">> <<set $_factor += 3>> <</if>> <<if $pillory.tenant.wet is 2>> <<set $_factor += 4>> <</if>> <<set $_prob to ($_chance * $_factor)>> /*Out of sight changes to tenant */ <<rng>> <<if $rng gte (40 - $_prob)>><<set $pillory.tenant.fruit += 1>><</if>> <<rng>> <<if $rng gte (60 - $_prob)>><<set $pillory.tenant.crowd += 2>><</if>> <<rng>> <<if $rng gte (60 - $_prob)>><<set $pillory.tenant.upperexposed += 1>><</if>> <<rng>> <<if $rng gte (80 - $_prob)>><<set $pillory.tenant.lowerexposed += 1>><</if>> <<rng>> <<if $rng gte (100 - $_prob)>><<set $pillory.tenant.crowd += 2>><</if>> <<rng>> <<if $rng gte (100 - $_prob)>><<set $pillory.tenant.fruit += 2>><<set $pillory.tenant.face += 1>><</if>> <<rng>> <<if $rng gte (100 - $_prob) and $pillory.tenant.lowerexposed gte 2>><<set $pillory.tenant.spank += 2>><<else>><<set $pillory.tenant.spank += 1>><</if>> <<rng>> <<if $rng gte (100 - $_prob) and $pillory.tenant.lowerexposed gte 2>><<set $pillory.tenant.genital += 1>><</if>> <<rng>> <<if $rng gte (100 - $_prob) and $pillory.tenant.lowerexposed gte 2>><<set $pillory.tenant.ass += 1>><</if>> /*lock down exposure and replenish fruit */ <<if $pillory.tenant.upperexposed gte 3>><<if $pillory.tenant.person.gender is "f" or $pillory.tenant.person.pronoun is "f">><<set $pillory.tenant.upperexposed to 3>><<else>><<set $pillory.tenant.upperexposed to 2>><</if>><</if>> <<if $pillory.tenant.lowerexposed gt 2>><<set $pillory.tenant.lowerexposed to 2>><</if>> <<set $pillory.tenant.fruitstock to 3>> <<set $pillory.tenant.broken += ($pillory.tenant.ass + $pillory.tenant.genital + $pillory.tenant.face + $pillory.tenant.fruit + $pillory.tenant.spank)>> <</if>> <</widget>> <<widget "npc_pillory_abuse">> <<set $_lastViewed to new DateTime($pillory.tenant.lastViewed)>> <<set $_timeLeft to Time.date.compareWith($_lastViewed, true)>> <<if $_timeLeft / TimeConstants.secondsPerHour lte -2>> <<set $pillory.tenant.lastViewed to Time.date.timeStamp>> <<rng>><<generate2>><<person2>> <<set $_ly to either("violently","openly","angrily","furiously","cheekily","repeatedly","clumsily","roughly","theatrically","dutifully","merrily","gleefully","drunkenly","ineptly")>> <<if Time.dayState isnot "night">> <<if $rng gte 56>> /* 45% chance of jeer and shout only, 55% chance of something active */ A number of people, led by a <<person>> jeer and shout abuse at the prisoner. <<elseif $rng gte 41>> /* 15% */ <<rng>> <<if $pillory.tenant.person.pronoun is "f" and $rng gte 41>> /* 60% if upper-exposed F */ A <<person>> in rough farmer clothes approaches the pillory with a bucket. Setting the bucket underneath the <<pillory_type>>'s chest, <<person2>><<he>> <<if $pillory.tenant.upperexposed lte 1>>displaces the prisoner's top,<</if>> <<if $pillory.tenant.upperexposed lte 2>><<set $pillory.tenant.upperexposed to 3>> slips off her bra,<</if>> grabs the <<pillory_type>>'s $pillory.tenant.person.breastsdesc and sets about trying to milk her into the bucket. <br><br> <<if $rng % 3 is 0>> <<if $rng % 2>> Milk bursts from her breasts. Smiling, the farmer soon builds up a rhythm, adeptly milking both breasts. <br> "Good cow." The farmer ruffles <<the_pillory_person>>'s hair before leaving with an almost full bucket. <<else>><<set $pillory.tenant.spank += 1>> Milk dribbles from the <<pillory_type>>'s breasts. With a lot of persistent squeezing and nipple pulling the farmer is eventually able to get a fair amount of milk from the prisoner. Her $pillory.tenant.person.breastsdesc look raw and painful afterward. <br> The farmer pats the prisoner's head before leaving with <<person2>><<his>> half-filled bucket. <</if>> <<else>><<set $pillory.tenant.spank += 1>> Despite increasingly rough squeezing and pulling on her nipples, no milk is forthcoming. <<if $rng % 2>> Finally giving up, the <<person2>><<person>> pats her head. "Poor girl. You're all dried up." <br> <<He>> walks behind the <<pillory_type>> and <<if $pillory.tenant.lowerexposed lte 1>>strips <<his>> <<print either("silk panties","plain panties","tattered undies","boyshorts")>>, <<else>>holds <<his>> butt-cheeks spread apart<</if>> exposing <<if $pillory.tenant.person.gender is "f">><<his>> pussy <<else>><<his>> ass <</if>>to all. <br> "This cow's dry," <<person2>><<he>> calls out to the crowd. <<if $pillory.tenant.person.gender is "f">>"Wants someone to put a calf in her."<<else>>"Wants someone to fill her up."<</if>> <br> <<He>> walks away with <<his>> empty bucket. <<set $pillory.tenant.lowerexposed to 2>> <<else>> Finally giving up, the farmer walks away with <<his>> empty bucket. <</if>> <br> <</if>> <<elseif $pillory.tenant.person.gender is "m" and $rng gte 41>> A <<person>> in rough farmer clothes approaches the pillory with a clear glass. <br> Setting the glass underneath the <<pillory_type>>'s groin, <<person2>><<he>> <<if $pillory.tenant.lowerexposed lte 0>><<if $pillory.tenant.person.pronoun is "m">>pulls down the prisoner's trousers,<<else>>hitches up the prisoner's skirt,<</if>><</if>> <<if $pillory.tenant.lowerexposed lte 1>><<set $pillory.tenant.lowerexposed to 2>><<if $pillory.tenant.person.pronoun is "m">> removes his underpants, <<else>> pulls down her panties, <</if>><</if>> grabs the prisoner's $pillory.tenant.person.penisdesc and starts to rub. The prisoner looks shocked, then angry, then conflicted, and then shocked again as <<person1>><<he>> cums into a glass in front of a jeering crowd. <<person2>> <<if $rng % 3>> The farmer glances in the glass and then starts again. Seemingly an 'old hand,' <<he>> starts to browse <<his>> phone with one hand, while bringing the <<pillory_type>> to several more orgasms with the other. <br> Ten minutes later, the farmer is walking off with a glassful of ejaculate, while <<the_pillory_person>> hangs in the pillory, <<his>> face flickering between shock, shame, pain and satiation. <<else>><<set $pillory.tenant.spank += 1>> The farmer browses <<his>> phone with one hand, while trying to bring the <<pillory_type>> back to orgasm with the other. <br> After a minute or so, the farmer looks confused, then annoyed at <<the_pillory_person>>'s lack of response. The <<person2>><<person>> pulls a device from <<his>> pocket. <<He>> clips one end of the device to the base of the <<pillory_type>>'s penis, and slides the other deep into the prisoner's anus. <br> The farmer presses a button and with a loud electric crackle, <<the_pillory_person>> yelps, jerks and starts to orgasm continually. <br> After about 20 seconds of phone browsing the <<person2>><<person>> turns the device off, glances at the glass, and nods. <br> The crowd are engrossed as the farmer repeats this process several more times, until finally the farmer is walking away with a glassful of ejaculate, while <<the_pillory_person>> hangs limp in the pillory, <<his>> face twitching with pain, shame and a strange satiation. <</if>> <br> <<elseif $pillory.tenant.person.gender is "f" and $rng gte 21>> A <<person>> in rough farmer clothes approaches the pillory with a glass beaker. <br> Setting the beaker underneath the <<pillory_type>>'s groin, <<person2>><<he>> <<if $pillory.tenant.lowerexposed lte 0>><<if $pillory.tenant.person.pronoun is "f">>hitches up the prisoner's skirt,<<else>>pulls down the prisoner's trousers,<</if>><</if>> <<if $pillory.tenant.lowerexposed lte 1>><<set $pillory.tenant.lowerexposed to 2>><<if $pillory.tenant.person.pronoun is "f">> pulls down her panties,<<else>> removes his underpants,<</if>><</if>> grabs the prisoner's pussy and starts to rub. After a moment's shock, <<the_pillory_person>> pouts and resigns <<himself>> to this debasement. That's when <<he>> feels cold metal shoved up <<his>> pussy. A moment later panic crosses <<his>> face as something is clamped to <<his>> clit, and almost instantly waves of electricity hit <<him>>. <br> The crowd are engrossed as <<the_pillory_person>> writhes in orgasm after shuddering orgasm. The farmer barely pays attention, holding the beaker close underneath to catch <<the_pillory_person>>'s fluids, while browsing <<person2>><<his>> phone. At last, the farmer turns off and extracts <<his>> machine. <<Hes>> still browsing <<his>> phone as <<he>> walks away with a full beaker of fluids. <br> <<The_pillory_person>> looks mortified, <<his>> face flitting between shock, shame and sexual exhaustion. <<else>> <<if Time.month > 4 && Time.month < 9 and $rng % 4>> <<set _bug to either("bee","wasp","bumblebee")>> <<The_pillory_person>> shouts and helplessly wriggles and flaps as a _bug starts to circle <<him>>. <br> <<if $rng % 3 is 0>> A kindly spectator waves the _bug away. <<elseif $rng % 3 is 1>> The crowd jeer and laugh. Eventually the _bug loses interest and flies away. <<else>> <<if $pillory.tenant.lowerexposed is 2 and $rng % 2>> <<if $pronoun is "m">><<set _part to either("butt","upper leg","inner thigh","dick","balls","hip")>> <<else>><<set _part to either("ass","leg","inner thigh","pussy","hip")>> <</if>> <<elseif $pillory.tenant.upperexposed gte 3 and $pronoun is "f">> <<set _part to either("breast","nipple","armpit","ribs","midriff","back")>> <<elseif $pillory.tenant.upperexposed gte 2>> <<set _part to either("chest","armpit","ribs","belly","back")>> <<else>> <<set _part to either("arm","shoulder","cheek","leg","waist","wrist","elbow")>> <</if>> <<He>> <<print either("yells","screams","whines","cries")>> as it lands on <<his>> _part and stings <<him>>. <</if>> <<else>> A furious <<monk>> from the temple scolds the crowd for preying on the morally sick. Many people look ashamed and some leave. <<set $pillory.tenant.crowd -= 1>> <<if $pillory.tenant.upperexposed + $pillory.tenant.lowerexposed gte 1>> <<set $pillory.tenant.upperexposed to 0>><<set $pillory.tenant.lowerexposed to 0>> The <<monk>> finally restores the <<pillory_type>>'s dignity by replacing <<his>> clothes. <</if>> <</if>> <</if>> <<elseif $rng gte 36>> /* 5% */ A <<person>> throws fruit at the <<pillory_type>>. Unable to move or defend, it hits <<him>> directly in the face. It looks painful, especially as <<he>> cannot wipe the acids out of <<his>> eyes. <<set $pillory.tenant.fruit += 1>> <<elseif $rng gte 26>> /* 10% */ A <<person>> throws fruit at the <<pillory_type>> but misses completely. <<elseif $rng gte 16>> /* 10% */ A <<person>> walks up to the pillory and $_ly fondles the <<pillory_type>>'s <<if $pronoun is "f">>breasts.<<else>>balls.<</if>> <<elseif $rng gte 11 and $pillory.tenant.upperexposed lt 3>>/* 5% */ A <<person>> walks up to the <<pillory_type>> and <<if $pillory.tenant.upperexposed is 2>> <<if $pronoun is "f">> $_ly removes <<his>> bra, fully exposing <<his>> $pillory.tenant.person.breastsdesc to a jeering crowd. <<else>> $_ly twists <<his>> nipples. <<set $pillory.tenant.spank += 1>> <</if>> <<elseif $pillory.tenant.upperexposed is 1>> <<if $pronoun is "f">> fully removes <<his>> top, leaving <<him>> with <<his>> bra exposed to the jeering crowd. <<else>> fully removes <<his>> top, exposing <<his>> naked $pillory.tenant.person.breastsdesc to the jeering crowd. <</if>> <<else>> <<if $pronoun is "f">> lifts <<his>> top, partially exposing <<his>> bra to a jeering crowd. <<else>> lifts <<his>> top, exposing much of <<his>> chest to the jeering crowd. <</if>> <</if>><<set $pillory.tenant.upperexposed += 1>> <<elseif $rng gte 6 and $pillory.tenant.lowerexposed lt 2>>/* 5% */ A <<person>> walks up to <<the_pillory_person>> and <<if $pillory.tenant.lowerexposed is 1>> <<if $pillory.tenant.person.gender is "f">>removes the <<pillory_type>>'s underwear, fully exposing <<his>> ass and pussy to the jeering crowd. <<else>>fully removes the <<pillory_type>>'s underwear, exposing <<his>> ass and <<his>> $pillory.tenant.person.penisdesc to the jeering crowd. <</if>> <<else>> <<if $pronoun is "f">>lifts the <<pillory_type>>'s skirt,<<else>>pulls down <<his>> trousers,<</if>> exposing <<his>> underwear to a jeering crowd. <</if>><<set $pillory.tenant.lowerexposed += 1>> <<else>><<set $pillory.tenant.spank += 1>>/* 5% */ A <<person>> walks up to the <<pillory_type>> and spanks <<him>> hard on the ass. The thwack echoes across the street. <</if>> <<else>> /*night*/ <<if $rng gte 86>> /* 15% chance of jeer and shout only, 85% chance of something active */ A number of people, led by a <<person>> jeer and shout at the prisoner. <<elseif $rng gte 81>> /* 5% */ A <<person>> throws fruit at the <<pillory_type>>. Unable to move or defend <<himself>>, it hits <<the_pillory_person>> directly in the face. There is a loud cheer. It looks painful, especially as <<he>> cannot wipe the acids out of <<his>> eyes. <<set $pillory.tenant.fruit += 1>> <<elseif $rng gte 76>> /* 5% */ A <<person>> throws fruit at the <<pillory_type>> but misses completely. <<elseif $pillory.tenant.person.pronoun is "f" and $pillory.tenant.upperexposed lt 3>> <<set $pillory.tenant.upperexposed to 3>> A <<person>> walks up to the helpless <<pillory_type>> and displaces all <<his>> upper clothes, fully baring <<his>> <<if $pronoun is "f">>$pillory.tenant.person.breastsdesc<<else>>chest<</if>> to the crowd. <<elseif $pillory.tenant.person.pronoun is "m" and $pillory.tenant.upperexposed lt 2>> <<set $pillory.tenant.upperexposed to 2>> A <<person>> walks up to the helpless <<pillory_type>> and displaces all <<his>> upper clothes, fully baring <<his>> <<if $pronoun is "f">>$pillory.tenant.person.breastsdesc<<else>>chest<</if>> to the crowd. <<elseif $pillory.tenant.lowerexposed lt 2>> <<set $pillory.tenant.lowerexposed to 2>> A <<person>> walks up to the helpless <<pillory_type>> and displaces all <<his>> lower clothes, fully baring <<his>> <<if $pillory.tenant.person.gender is "f">>pussy<<else>>$pillory.tenant.person.penisdesc<</if>> to the crowd. There is a loud cheer. <<elseif $rng gte 66>> /* 10% */ A <<person>> tries to incite a nearby dog to mount the prisoner's naked backside. It <<if $rng % 2>>gives <<the_pillory_person>>'s ass a few tentative sniffs, but <</if>>is not interested. <<elseif $rng gte 58>> /* 8% */ <<set $pillory.tenant.spank += 1>> A <<person>> sneaks up behind the pillory and $_ly slaps the <<pillory_type>>'s exposed <<if $pillory.tenant.person.gender is "f">>cunt.<<else>>balls.<</if>> The crowd jeer and laugh as <<he>> howls in pain. <<elseif $rng gte 51>> /* 7% */ <<set $pillory.tenant.spank += 2>><br> Some teacher you've seen around the school but never had classes with, walks drunkenly toward the pillory. <<if $pillory.tenant.special.name is "Whitney">> <br><<set $pillory.tenant.spank += 1>> "Well, hello, Whitney! <<print either("Fancy seeing you here!","Look who it is!","Are you stuck there? How unfortunate!","Isn't this quite the turnaround!?","Such a nice surprise to see you here!")>>" <<he>> slurs, grinning. "<<print either("We both know that you've earned this.","We both know how richly you deserve this.","And today's lesson will be about consequences.","Do remember that mean little nickname you made up for me?","Do remember what you did in my class the other day?")>>" <<elseif $pillory.tenant.special.name is "Leighton">> <br><<set $pillory.tenant.spank += 1>> "Well, hello there. Is that you, boss?" <<he>> says, staying out of sight behind the pillory. "<<print either("I think it's time for some 'anonymous staff feedback'.","Remember what you said about 'cruel to be kind?'","So I guess it's your turn for some 'frank and honest feedback'?","So is this the 'right forum' to air staff grievances?")>>" <<else>><br> "Well, hello there," <<he>> slurs, grinning. "<<print either("Looks like you've been naughty.","Discipline. So important.","Isn't it a lovely evening? Don't you think? Look at that full moon!")>>" <</if>><br> <<He>> spanks the <<pillory_type>>'s ass until <<person2>><<his>> arm tires. The crowd jeer and laugh as the <<person1>><<person>> howls in pain. <<elseif $rng gte 41>> /* 10% */ <<set $pillory.tenant.face += 1>> A <<person>> walks in front of the pillory and $_ly masturbates in front of the <<pillory_type>>. <<person2>><<if $pronoun is "m">>Cum soon splatters across <<the_pillory_person>>'s face. <<else>><<He>> grinds <<his>> cunt against <<the_pillory_person>>'s<<person2>> face as <<he>> orgasms. <</if>> The crowd cheer and laugh. <<elseif $rng gte 31>> /* 10% */ <<set $pillory.tenant.ass += 1>> A <<person>> walks behind the pillory and $_ly <<if $pronoun is "m">>rapes<<else>>fingers<</if>> the <<pillory_type>>'s asshole. The crowd cheer <<person2>><<him>> on. <<elseif $rng gte 21>> /* 10% */ <<set $pillory.tenant.genital += 1>> A <<person>> walks behind the pillory and $_ly rapes <<if $pronoun is "m">><<the_pillory_person>>.<<else>><<the_pillory_person>> with a strap-on.<</if>><<person2>> The crowd take pictures and cheer <<him>> on. <<elseif $rng gte 11>> /* 10% */ <<set $pillory.tenant.genital += 1>><<set $pillory.tenant.ass += 1>> The crowd watch and photograph as a stray dog rapes <<the_pillory_person>>. A <<person2>><<person>> rewards the dog with a <<print either("biscuit.","pat on the head.","sweet.","cream bun.")>> <br> The crowd enjoys such a perverted spectacle. <<elseif $rng gte 6 and maleChance() gt 0 and (maleChance() lt 100 or $pillory.tenant.person.gender isnot "m")>> /* 5% - with men allowed */ <<set $pillory.tenant.ass += 1>><<set $pillory.tenant.face += 1>> <<if $rng % 3 is 0>>A couple of off-duty policemen approach. They make a <<person>> record as they<<else>>Two men approach. Together they<</if>> <<if $pillory.tenant.person.gender is "m">>anally-<<else>>$_ly <</if>>spit-roast <<the_pillory_person>>. The crowd enjoys the spectacle. <<elseif $rng gte 6 and maleChance() lt 100 and (maleChance() gt 0 or $pillory.tenant.person.gender isnot "f")>> /* 5% - with women allowed */ <<set $pillory.tenant.ass += 1>><<set $pillory.tenant.face += 1>> <<if $rng % 3 is 0>>A couple of off-duty policewomen approach. They make a <<person>> record as they<<else>>Two women approach. Together they<</if>> <<if $pillory.tenant.person.gender is "m">>anally-<<else>>$_ly <</if>>spit-roast <<the_pillory_person>> with strap-ons. The crowd enjoys the spectacle. <<else>> /* 5% */ <<set $pillory.tenant.spank += 1>> A <<person>> walks up to the <<pillory_type>> and spanks <<him>> hard on the ass. The thwack echoes across the street. <</if>> <</if>> <<else>>/* already abused this hour - no action, don't want spamming this scene to accelerate things ridiculously */ The people around <<print either("jeer at","laugh at","point at","shout abuse at","taunt","mock","leer at")>> <<if Time.schoolDay and ([7, 8, 15].includes(Time.hour)) and $rng lte 34>> the <<pillory_type>>. A group of students from the nearby school pass by, gaping at <<if $pillory.tenant.lowerexposed gte 2 or $pillory.tenant.upperexposed gte 3>>the lewdly exposed prisoner. <<if $rng % 3 is 0>> An outraged bystander runs up to the pillory and replaces the <<pillory_type>>'s clothes. <<set $pillory.tenant.lowerexposed to 0>><<set $pillory.tenant.upperexposed to 0>><</if>> <<else>>the prisoner. <</if>> <<elseif Time.dayState isnot "night">> <<if $rng lte 80>> the <<pillory_type>> and <<print either("mutter among themselves.","take photos.","amuse themselves.")>> <<elseif $rng lte 93>> the <<pillory_type>>. Some get bored and leave. <<set $pillory.tenant.crowd -= 1>> <<else>> the <<pillory_type>>. A bus drops some people off nearby. A few join the crowd around the pillory. <<set $pillory.tenant.crowd += 1>> <</if>> <<else>> <<if $rng lte 67>> <<if $pillory.tenant.lowerexposed gte 2 and $rng % 4 is 0>>the <<pillory_type>> and take selfies posing around <<his>> exposed, naked ass. <<else>>the <<pillory_type>> and <<print either("mutter darkly.","drink.","throw empty beer cans.","make sinister threats.","take selfies with the prisoner.","tell dirty jokes.")>> <</if>> <<elseif $rng lte 85>> the <<pillory_type>>. Some get tired and leave. <<set $pillory.tenant.crowd -= 1>> <<else>> the <<pillory_type>>. A few people passing by join the crowd around the pillory. <<set $pillory.tenant.crowd += 1>> <</if>> <</if>> <</if>> <<if $pillory.tenant.upperexposed gte 3>><<if $pillory.tenant.person.gender is "f" or $pillory.tenant.person.pronoun is "f">><<set $pillory.tenant.upperexposed to 3>><<else>><<set $pillory.tenant.upperexposed to 2>><</if>><</if>> <<if $pillory.tenant.lowerexposed gt 2>><<set $pillory.tenant.lowerexposed to 2>><</if>> <</widget>> <<widget "npc_pillory_release_schedule">> <<get_pillory_npc>> <br> <<set $_endTime to new DateTime($pillory.tenant.endTime)>> <<set $_timeLeft to Time.date.compareWith($_endTime)>> <<if $_timeLeft.days lt 1>> <<He>> will be released <<if $_timeLeft.hours gt 0>> in $_timeLeft.hours <<pluralise $_timeLeft.hours "hour">>. <<else>> imminently. <</if>> <<else>> <<He>> is scheduled for release <<if $_timeLeft.days is 1>>tomorrow<<else>>in two days<</if>> at <<switch $_endTime.hour>> <<case 0>>midnight. <<case 12>>noon. <<default>><<ampm $_endTime.hour>>. <</switch>> <</if>> <<endevent>> <</widget>> <<widget "end_npc_pillory">> <<get_pillory_npc>> <<if Time.minute lte 15>> A police officer <<print either("is releasing","has just released","is struggling to release","is about to release")>> <<the_pillory_person>> from the pillory. <<if Weather.precipitation is "rain">><<His>> clothes are see-through from the rain.<<elseif Weather.isFreezing>><<He>> shivers in the cold.<</if>> <<elseif Time.minute lte 30>> <<The_pillory_person>> staggers away from the pillory with <<print either("tears","defiance","signs of trauma","fury")>> in <<his>> eyes. <<if Weather.precipitation is "rain">><<His>> clothes are see-through from the rain.<</if>> <<else>> <<The_pillory_person>> was released and has left. A couple of civil servants clean the pillory. <</if>> <<set _totalSeconds to Time.date.compareWith(new DateTime($pillory.tenant.startTime), true) / TimeConstants.secondsPerHour>> <<set $_hours to _totalSeconds / TimeConstants.secondsPerHour>> <<set $rng += $_hours>> <<if $rng gte 67 or $rng gte 33 and Weather.precipitation is "rain">>A large crowd jeers and shouts.<</if>> <br><br> <<clear_pillory>> <<endevent>> <</widget>> <<widget "clear_pillory">> <<if $pillory.tenant and $pillory.tenant.special.name is "Whitney">> <<set C.npc.Whitney.state to "active">> <</if>> <<setup_pillory>> <</widget>> <<widget "drench">> <!-- Drench PC in lewd liquid(s). First arguments set filth type: semen(default), goo, nectar or multiple. Last argument sets level 1-5 (default 1). Body interiors will be ignored if "outside" is specified as any of the arguments. --> <!-- valid examples: <<drench>> <<drench goo nectar 3 outside>><<drench outside 2>> --> <!-- invalid example: <<drench 3 semen>> --> <<set $_outside to _args.includes("outside") ? "outside" : "all">> <!-- "outside" can appear as the last argument, if so - delete it so the $_amount will be properly detected --> <<run _args.delete("outside")>> <<set $_amount to Number.isInteger(_args.last()) ? Math.clamp(_args.last(), 1, 5) : 1>> <<set $_goo to _args.includesAny("goo", "slime", "liquid") ? "goo" : "">> <<set $_nectar to _args.includes("nectar") ? "nectar" : "">> <<set $_semen to (_args.includesAny("semen","cum") || ($_goo + $_nectar).length === 0) ? "semen" : "">> <<set $hygiene to 3000>> <<bodyliquid $_outside $_semen $_goo $_nectar $_amount>> <</widget>> <<widget "awarenessup">> <<set _awareness to _args[1]>> <<if $awareness gte _args[0]>> <span class="pink">It's nothing you weren't aware of.</span> <<else>> <<gawareness>><<awareness _awareness>> <</if>> <</widget>> <<widget "linkradiogroup">> <<set _receiver_name to _args[0]>> <<set _options to _args[1]>> <<set _set_value to State.getVar(_receiver_name)>> <span class="no-numberify"> <<for _label, _value range _options>> <<capture _receiver_name, _value>> <span @class="(_set_value is _value ? 'goldLink' : '')"> <<link _label>> <<run State.setVar(_receiver_name, _value)>> <<run Engine.show()>> <!-- refresh the page without leaving it --> <</link>> </span> <</capture>> <</for>> </span> <</widget>> <<widget "deskText">> <<if $studyBooks is undefined>> <<set $studyBooks to {}>> <<set $studyBooks.rented to "none">> <<set $studyBooks.stolen to "none">> <</if>> <<set _desk to Furniture.get('desk')>> <<set _chair to Furniture.get('chair')>> <<set _projectOptions to [$scienceproject, $mathsproject].includes("ongoing")>> <<set _bookOptions to ($studyBooks.stolen is 'Raul and Janet' or $studyBooks.rented is 'Raul and Janet' or $studyBooks.stolen is 'Pinch' or $studyBooks.rented is 'Pinch')>> <<set _wardrobe to Furniture.get('wardrobe')>> <<set _playOptions to ($englishPlay is 'ongoing' and $englishPlayRoles.Player isnot 'none')>> <<if _projectOptions || _playOptions || _bookOptions || ($christmas_wrap is 1 && $christmas_gift_robin_wrapped isnot 1) || ($christmas_wrap is 1 && $christmas_gift is "clothes_unwrapped")>> <<if _args[0] is "noicon">> Your _desk.name and <<if _chair.name isnot "chair">>_chair.article <</if>>_chair.nameSolo are wedged next to your wardrobe. <br> <<projectoptions>> <<homeStudyOptions>> <<christmas_options>> <br> <</if>> <<else>> <<if _args[0] is "icon">> <br> <<deskchairicon>>Your _desk.name and <<if _chair.name isnot "chair">>_chair.article <</if>>_chair.nameSolo are wedged next to your wardrobe. <</if>> <</if>> <</widget>> <<widget "tableText">> <<set _table to Furniture.get('table')>> <<set _chair to Furniture.get('chair')>> <<if $pregnancyStats.parasiteDoctorEvents gte 2>> <<if _args[0] is "noicon">> <<if _table>> <br> Your _table.name <<if _chair and _chair.name isnot "chair">>and one of your _chair.name are <<else>>is <</if>> situated next to a wall. <br> <<elseif _chair and _chair.name isnot "chair">> <br> One of your _chair.name is situated next to a wall. <br> <<else>> <br> Your fish tank sits on the floor. <br> <</if>> <<containersLink>> <</if>> <<else>> <<if _args[0] is "icon">> <<if _table>> <br> <<bedroomtablechairicon>> Your _table.name <<if _chair and _chair.name isnot "chair">>and a _chair.nameSolo are <<else>>is <</if>> situated next to a wall. <<elseif _chair and _chair.name isnot "chair">> <br> <<bedroomtablechairicon>> A second _chair.nameSolo is situated next to a wall. <</if>> <</if>> <</if>> <</widget>> <<widget "radiogroup">> <<set _receiver_name to _args[0]>> <<set _possible_values_by_label to _args[1]>> <<set _set_value to State.getVar(_receiver_name)>> <<for _label, _value range _possible_values_by_label>> <label> <<if _set_value is _value>> <<radiobutton _receiver_name _value checked>> <<else>> <<radiobutton _receiver_name _value>> <</if>> _label </label> <</for>> <</widget>> <<widget "settextcolorfromfemininity">> <<if _args[0] gt 0>> <<set _text_color to "pink">> <<elseif _args[0] lt 0>> <<set _text_color to "lblue">> <<else>> <<set _text_color to "">> <</if>> <</widget>> <<widget "settextcolorfromgender">> <<if _args[0] is "f">> <<set _text_color to "pink">> <<elseif _args[0] is "m">> <<set _text_color to "lblue">> <<else>> <<set _text_color to "">> <</if>> <</widget>> <<widget "cheatStart">> <<set $cheatsEnabled to true>><<money 500000 "debug">> <<set $rentmoney to 10000>><<rentmod>> <<set $renttime to 7>><<set $rentday to Time.weekDay>> <<set $rentstage to 1>> <</widget>> <<widget "swim_check">> <<if ($worn.lower.type.includes("swim") or $worn.under_lower.type.includes("swim")) or ($worn.lower.type.includes("naked") and $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked"))>> <<set _swim_check to 1>> <</if>> <</widget>> <<widget "pantsable">> <!-- check if lowerwear allows for player to be pantsed or upskirted _pantsable: lowerwear can be pulled down; _upskirt: skirt can be flipped up --> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and ($worn.lower.set is $worn.upper.set)>> <<set _upskirt to 1>> <<set _pantsable to 0>> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<set _upskirt to 1>> <<set _pantsable to 1>> <<elseif ["shortalls"].includes($worn.lower.name) or ($worn.lower.set is $worn.upper.set)>> <<set _upskirt to 0>> <<set _pantsable to 0>> <<else>> <<set _upskirt to 0>> <<set _pantsable to 1>> <</if>> <</widget>> /* 0: difficulty, 1: "locks"/"target", 2: additional progress */ <<widget "skulduggeryuse">> <<if _args[0]>> <<set $_difficulty to _args[0]>> <<else>> <<set $_difficulty to ($skulduggerydifficulty + 100)>> <</if>> <<if currentSkillValue("skulduggery") lt $_difficulty>> <<skulduggeryskilluse>> <<if _args[2]>> <<skulduggery _args[2]>> <</if>> <<elseif $skulduggerysuccess or _args[1]>> <<if _args[1] is "locks">> <span class="blue">There's nothing more you can learn from locks this simple.</span> <<elseif _args[1] is "target">> <span class="blue">There's nothing more you can learn from such an easy target.</span> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span> <</if>> <br><br> <</if>> <</widget>> /* 0: difficulty, 1: "locks"/"target", 2: additional progress */ <<widget "skulduggeryuseinline">> <<if _args[0]>> <<set $_difficulty to _args[0]>> <<else>> <<set $_difficulty to ($skulduggerydifficulty + 100)>> <</if>> <<if currentSkillValue("skulduggery") lt $_difficulty>> <<combatskulduggeryskilluse>> <<if _args[2]>> <<skulduggery _args[2]>> <</if>> <<elseif $skulduggerysuccess or _args[1]>> <<if _args[1] is "locks">> <span class="blue">There's nothing more you can learn from locks this simple.</span> <<elseif _args[1] is "target">> <span class="blue">There's nothing more you can learn from such an easy target.</span> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span> <</if>> <</if>> <</widget>> <<widget "wetness_init">> <<if $objectVersion.vaginaWetness lt 3 or $objectVersion.vaginaWetness is undefined>> <<set $vaginaWetness to 0>> <<set $trackedArousal to [0]>> <<set $masturbation_vaginaFluid to 0>> <<set $vaginaArousalWetness to 0>> <<set $timeSinceArousal to 0>> <<set $objectVersion.vaginaWetness to 3>> <</if>> <</widget>> <<widget "hand_gag">>/*First arg the NPC index. Second arg the hand used.*/ <<if !$worn.face.type.includes("gag") and _args[0] isnot undefined>> <<if _args[1] is "left">> <<set $mouthuse to "lefthand">><<set $NPCList[_args[0]].lefthand to "mouth">> <<else>> <<set $mouthuse to "righthand">><<set $NPCList[_args[0]].righthand to "mouth">> <</if>> <</if>> <</widget>> <<widget "prop">> <<for _i = 0; _i < _args.length; _i++>> <<set $prop.push(_args[_i])>> <</for>> <</widget>> <<widget "schoolrep">> <<set $_rep to _args[0]>> <<set $_val to _args[1]>> <<if !["crossdress", "herm"].includes($_rep) or isNaN($_val)>> <<run Errors.report("schoolrep called with bad parameters", _args)>> <<elseif ["crossdress", "herm"].some(rep => $schoolrep[rep] gte 5)>> <!-- too famous, now engage in glorious nothing --> <!-- TODO: what happens when pc sex-swaps/grows slime parts/magic? --> <<elseif $_val lt 0 and !$daily.crossdressingFameReduction>> <<set $schoolrep[$_rep] to Math.max(0, $schoolrep[$_rep] + $_val)>> <<elseif $_val gt 0 and !$daily.school[$_rep] and !$worn.face.type.includes("mask")>> <!-- can only get rep once a day, and can't reduce it later that day --> <<set $daily.school[$_rep] to 1>> <<set $daily.crossdressingFameReduction to true>> <!-- cap max rep at 5 --> <<set $schoolrep[$_rep] to Math.min($schoolrep[$_rep] + $_val, 5)>> <!-- for herm pcs, some students can still assume you're crossdressing if they don't know any better. ensure they know better --> <<set $schoolrep.crossdressing to Math.min(5 - $schoolrep.herm, $schoolrep.crossdressing)>> <<if $schoolrep[$_rep] is 5>> <!-- now all of china knows you're $_rep --> <<run ["Kylar", "Whitney", "Sydney", "Sirris", "River", "Doren", "Winter", "Mason", "Leighton"].forEach(n => $genderknown.pushUnique(n))>> <</if>> <!-- finally, send the message. expands to $school_crossdress_message or $school_herm_message --> <<set V["school_" + $_rep + "_message"] to $schoolrep[$_rep]>> <</if>> <</widget>> <<widget "schoolrep_naked">> /* _args[0] is used as an overwrite to perform retroactive school reputation changes. For example, if a video of the player nude circulates. If we just call "schoolrep_naked" when the news breaks and the player is wearing a chasitiy belt right now, but NOT in the video, reputaiton will update incorrectly. Same is true vice versa. The intended use-case of _args[0] is by saving a boolean of the status of playerChasity(Hidden) *at the time the video was recorded*, and then input that boolean into _args[0] when the video circulates. Look at my implimentation of $flyover_chaste to see the intended use in action. */ <<if !playerChastity("hidden") or _args[0] is false>> <<if $player.penisExist and $player.vaginaExist>> <<schoolrep herm 1>> <<elseif isCrossdressing()>> <<schoolrep crossdress 1>> <<elseif $player.sex is $player.gender_appearance and $schoolrep.crossdress gt 0 and !$daily.crossdressingFameReduction and random(0,100) lt $schoolrep.crossdress * 3>> <<schoolrep crossdress -1>> <<set $daily.crossdressingFameReduction to true>> <</if>> <</if>> <</widget>> <<widget "combat_lewdity_text">> <<combat_promiscuity_text>> <<combat_deviancy_text>> <</widget>> <<widget "adjust_school_traits">> <<if $science gte 1000>> <<set $sciencetrait to 4>> <<elseif $science gte 700>> <<set $sciencetrait to 3>> <<elseif $science gte 400>> <<set $sciencetrait to 2>> <<elseif $science gte 200>> <<set $sciencetrait to 1>> <<else>> <<set $sciencetrait to 0>> <</if>> <<if $maths gte 1000>> <<set $mathstrait to 4>> <<elseif $maths gte 700>> <<set $mathstrait to 3>> <<elseif $maths gte 400>> <<set $mathstrait to 2>> <<elseif $maths gte 200>> <<set $mathstrait to 1>> <<else>> <<set $mathstrait to 0>> <</if>> <<if $english gte 1000>> <<set $englishtrait to 4>> <<elseif $english gte 700>> <<set $englishtrait to 3>> <<elseif $english gte 400>> <<set $englishtrait to 2>> <<elseif $english gte 200>> <<set $englishtrait to 1>> <<else>> <<set $englishtrait to 0>> <</if>> <<if $history gte 1000>> <<set $historytrait to 4>> <<elseif $history gte 700>> <<set $historytrait to 3>> <<elseif $history gte 400>> <<set $historytrait to 2>> <<elseif $history gte 200>> <<set $historytrait to 1>> <<else>> <<set $historytrait to 0>> <</if>> <<set $english to Math.clamp($english, 0, 1000)>> <<set $maths to Math.clamp($maths, 0, 1000)>> <<set $science to Math.clamp($science, 0, 1000)>> <<set $history to Math.clamp($history, 0, 1000)>> <</widget>> /* Argument 1 is base amount. You can also use decimals. Argument 2 is variation. Argument 3 is crime. Argument 4 is source. Best to use <<money x>><<printmoney x>> when args 2 and 3 are both false. <<moneyGain 1>> will give £1.00 which is not stolen. <<moneyGain 1 false false>> will give £1.00 which is not stolen. <<moneyGain 1 true>> will give between £0.80 and £1.20 which is not stolen. <<moneyGain 1 true true>> will give between £0.80 and £1.20 which is stolen and can scale further with skulduggery. <<moneyGain 1 false true>> will give £1.00 which is stolen and can scale with skulduggery. */ <<widget "moneyGain">><<silently>> <<if _args[0]>> <<set _base_amount to _args[0] * 100>> <<else>> <<set _base_amount to 100>> <</if>> <<if _args[1]>> <<set _variation to Math.floor(random(Math.floor(_base_amount / 5 * -1), Math.floor(_base_amount / 5)))>> <<else>> <<set _variation to 0>> <</if>> <<if _args[2]>> <<set _skulduggeryMulti to (1 + (currentSkillValue('skulduggery') / 2000))>> <<else>> <<set _skulduggeryMulti to 1>> <</if>> <<set _money_gain to Math.floor((_base_amount + _variation) * _skulduggeryMulti)>> <<if _args[2]>> <<crimeUp `_money_gain / 100` "thievery">> <</if>> <<money _money_gain `_args[3] ? _args[3] : (_args[2] ? "thievery" : "")`>> <</silently>><<printmoney _money_gain>><</widget>> /* Used like above, but only shows the money amount, doesn't add money or crime. Use <<crimeUp `_money_gain / 100`>> and <<money _money_gain>> where necessary in links, etc. */ <<widget "moneyGainDisplay">><<silently>> <<if _args[0]>> <<set _base_amount to _args[0] * 100>> <<else>> <<set _base_amount to 100>> <</if>> <<if _args[1]>> <<set _variation to Math.floor(random(Math.floor(_base_amount / 5 * -1), Math.floor(_base_amount / 5)))>> <<else>> <<set _variation to 0>> <</if>> <<if _args[2]>> <<set _skulduggeryMulti to (1 + (currentSkillValue('skulduggery') / 2000))>> <<else>> <<set _skulduggeryMulti to 1>> <</if>> <<set _money_gain to Math.floor((_base_amount + _variation) * _skulduggeryMulti)>> <</silently>><<printmoney _money_gain>><</widget>> <<widget "printmoney">><<silently>><!-- (amount in pennies, highlight toggle) --> <<if _args.length gt 2 or typeof(_args[0]) isnot "number">><!-- sanity checks --> <<set $_printmoney to '<span class="red">printmoney error: invalid arguments: _args</span>'>> <<else>> <<set $_printmoney to formatMoney(_args[0])>> <</if>> <<set $_text_output to `<span @class='_args[1]?_args[1]:"gold"'>` + $_printmoney + '</span>'>> <</silently>><<print $_text_output>><</widget>> <<widget "sadism">> <<if _args[0] and $sadism lt 1000>> <<set $sadism += _args[0]>> <<set $sadism to Math.clamp($sadism, 0, 1000)>> <</if>> <</widget>> <<widget "masochism">> <<if _args[0] and $masochism lt 1000>> <<set $masochism += _args[0]>> <<set $masochism to Math.clamp($masochism, 0, 1000)>> <</if>> <</widget>> <<widget "enable_rescue">> <<set $rescue to 1>> <</widget>> <<widget "hypnotised">> <<if _args[0]>> <<set $hypnotised += _args[0]>> <</if>> <</widget>> <<widget "giftSexToys">> <!-- _args[0] is the named NPC. --> <!-- Currently only works for strap-ons. Will need a refactor when other toy scenes are written. --> <<run window.handSextoysGiftToNPC(_args[0])>> <<set _strapons to checkIfNPCHasCategorySextoy(_args[0],"strap-on")>> <<if _strapons.length > 0>> <<for _i = 0; _i lt _strapons.length; _i++>> <<if _strapons[_i].shape is undefined>> <<set _strapons[_i].shape to "dildo">> <</if>> <<if _strapons[_i].prefixdescriptor is undefined>> <<set _strapons[_i].prefixdescriptor to "">> <</if>> <<generateNewStrapon _strapons[_i].size _strapons[_i].colour _strapons[_i].shape>> <<giveNNPCnewstrapon _args[0]>> <</for>> <</if>> <</widget>> <<widget "bodyliquid">><<silently>> <!-- first argument is either bodypart, all, outside, inside, or clear (required) --> <!-- second and later arguments are liquid types (semen, goo, nectar, or all; at least one required) --> <!-- last argument is optional and if numeric - specifies the amount (default: 1) --> <!-- process first argument and delete it so <<bodyliquid all all>> will work as expected --> <<set $_bodypart to _args[0]>> <<run _args.deleteAt(0)>> <<set $_clear to $_bodypart is "clear">> <<switch $_bodypart>> <<case "all" "clear">> <!-- use clone() to make sure we're not modifying setup --> <<set $_bodypart to clone(setup.bodyliquid.bodyparts)>> <<case "outside">> <<set $_bodypart to clone(setup.bodyliquid.bodyparts)>> <<run $_bodypart.delete(setup.bodyliquid.innerbodyparts)>> <<case "inside">> <<set $_bodypart to clone(setup.bodyliquid.innerbodyparts)>> <<default>> <<if setup.bodyliquid.bodyparts.includes($_bodypart)>> <<set $_bodypart to [$_bodypart]>> <<else>> <<set $_fail to true>> <</if>> <!--/case --> <</switch>> <<if !$_fail and (!$_clear or _args.last() lte -5)>> <<if !V.player.penisExist>> <<run $_bodypart.delete("penis")>> <</if>> <<if !V.player.vaginaExist>> <<run $_bodypart.delete("vagina", "vaginaoutside")>> <</if>> <<if $_bodypart.length is 0 and $options.debugdisable is "f">> <<run console.log(Utils.GetStack(), "- attempt to slap bodyliquid on nonexistent genitals failed successfully")>> <</if>> <</if>> <!-- select which liquids to modify, fail if none --> <<if $_clear or _args.includes("all")>> <<set $_liquids to clone(setup.bodyliquid.liquidtype)>> <<else>> <<set $_liquids to []>> <<if _args.includesAny("goo", "slime", "fluid")>> <!-- "slime" alternative because slime is a common descriptor --> <!-- "fluid" alternative for <<tentacleadv>> --> <<set $_liquids.push("goo")>> <</if>> <<if _args.includes("nectar")>> <<set $_liquids.push("nectar")>> <</if>> <</if>> <<if _args.includesAny("cum", "semen")>> <!-- "cum" alternative because cum is a common descriptor --> <<set $_liquids.push("semen")>> <</if>> <<if $_liquids.length is 0>> <<set $_fail to true>> <</if>> <!-- process The Final Argument, if integer - assume amount, else default to 1 --> <<if $_clear>> <<set $_amount to -10>> <<elseif Number.isInteger(_args.last())>> <<set $_amount to _args.last()>> <<else>> <<set $_amount to 1>> <</if>> <<if $_fail is true>> <<else>> <<for $_part range $_bodypart>> <<for $_type range $_liquids>> <<set $player.bodyliquid[$_part][$_type] to Math.clamp($player.bodyliquid[$_part][$_type] + $_amount, 0, 5)>> <</for>> <</for>> <</if>> <</silently>> <<if $options.debugdisable is "f" and $_fail is true>> <<error { message : `bodyliquid widget on ${Utils.GetStack()} failed, please report`, source : `Arguments: ${$_bodypart} | ${_args[0]} | ${_args[1]} | ${_args[2]} | ${_args[3]}.` }>> <</if>> <</widget>> <<widget "semenswallowedstat">> <<if $statFreeze isnot true and _args[0] isnot undefined>> <<set $semenswallowedstat += _args[0]>> <<purity -1>> <</if>> <</widget>> <<widget "animalsemenswallowedstat">> <<if $statFreeze isnot true and _args[0] isnot undefined>> <<set $animalsemenswallowedstat += _args[0]>> <<purity -1>> <</if>> <</widget>> <<widget "visionPrepMorph">> /* !!!!! Should be used after <<freezePlayerStats>> !!!!!! Resets stats to a default state in preparation to transform player into another character. */ <<if !$frozenValues>> <<error {message:"<<visionPrepMorph>> was called, but player stats are not frozen!"}>> <<exitAll>> <</if>> <<set $worn.genitals to clone(setup.clothes.genitals[0])>> <<run delete V.worn.butt_plug>> <<set $clothingrebuy to 0>> <<if $worn.neck.cursed is 1>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <</if>> <<for _bodypart range $parasite.bodyparts>> <<set $parasite[_bodypart] to {}>> <</for>> <<resetEarSlime>> <<parasiteinit>> <<bodyliquid "clear">> <<bodywriting_init>> <<set $player.virginity to {anal:true,oral:true,penile:true,vaginal:true,temple:false,handholding:true,kiss:true}>> <<set $combat to 0>> <<set $pain to 0>> <<set $arousal to 0>> <<set $tiredness to 0>> <<set $stress to 0>> <<set $trauma to 0>> <<set $control to 500>> <<set $angel to 0>> <<set $angelbuild to 0>> <<set $fallenangel to 0>> <<set $fallenbuild to 0>> <<set $demon to 0>> <<set $demonbuild to 0>> <<set $wolfgirl to 0>> <<set $wolfbuild to 0>> <<set $cat to 0>> <<set $catbuild to 0>> <<set $cow to 0>> <<set $cowbuild to 0>> <<set $harpy to 0>> <<set $birdbuild to 0>> <<set $fox to 0>> <<set $foxbuild to 0>> <<run Object.keys(V.transformationParts).forEach((tf) => { Object.entries(V.transformationParts[tf]).forEach(([part, value]) => { if (value !== 'disabled' && value !== 'hidden') { V.transformationParts[tf][part] = 'hidden'; } }); })>> <<set $skulduggery to 0>> <<set $spray to 0>> <<set $auriga_scar to 0>> <<set Skin.color.natural to "light">> <<set Skin.color.tan to 0>> <<set $facevariant to "default">> <</widget>> <<widget "angelBanishAction">> <<set $angelBanish -->> /* Warning: assumes the player has at least 1 banishment charge*/ <<set _multi to $purity gte 1000 ? 2 : 1>> <<defiance `($purity / 100) * _multi`>> <</widget>>/* This is special passage to avoid false positive error in sanityCheck build script. Do not uncomment anything! $dancestudioanger $wolfpackrob $torturesurvivor $winterlakeknown $robinrescued $sleeptransform $diagnosis $passage $tags C.npc.Avery.lust $hairtest $initnpccompatibility $averydom $futureupdate *//* We have lists of remarks separated based on contextual relevance to let the user determine what's needed and offer variety without repeating ourselves. * It also allows us to separate our data depending on what would and wouldn't make sense to hear in a given situation, there's no sense in rejecting someone * for their penis size if the actual agent is about to sit on their dick. */ <<widget "bodycommentsetdata">> /* * penis size * I've grouped things into categories to make them easier to fit to specific uses, questioning and asserting that a penis is useless is inappropriate * in some cases but in other cases affection is inappropriate * * the current groupings I've chosen for what I've come up with are as follows: * affection: all comments expressing affection towards the persons size * size_remarks: plain descriptions of lack of size * surprise: all comments expressing surprise or incredulity at their size or lack of size (think comments with "how" in them) * insult: all derisive comments intended to hurt the persons feelings * question_use: all questions suggesting the penis is unfit for purpose * assert_useless: flat out assert the penis is useless */ /* * sod it, ugly messy shit with 0 regard for scope it is, because twine hates us all * this is how were going to output text, were going to modify this thing wherever we like * may god have mercy upon my soul */ <<set _output_line to "">> /* big pp */ <<set _big_penis_affection to [ "giddyup horsey,", "like a fucking horse,", "you're so big, you might break me,", "you're huge,", "I bet bigger tastes better," ]>> <<set _big_penis_size_remarks to [ "I've seen ponies smaller than that,", "that is ginormous,", "that's massive,", "it's so big," ]>> <<set _big_penis_surprise to [ "how the hell are you that hung?", "oh my god, it's ginormous,", "I've never in my life seen a dick that big,", "oh wow, that is huge,", "Jesus fucking Christ that's big,", "wow, you're hung like a horse,", "it's so big!" ]>> <<set _big_penis_question_use to [ "can that massive thing even fit inside anyone?", "how the hell do you even get something like that inside you?", "can you even get hard without passing out with a dick that big?" ]>> /* normal pp */ <<set _normal_penis_size_remarks to [ "I prefer bigger ones, myself,", "not the biggest I've ever seen,", "I'm glad it's not too small,", "it's just the right size to suck,", "such a perfect size," ]>> <<set _normal_penis_affection to [ "that cock is perfect decoration,", "I want a picture of that penis,", "that penis is adorable,", "that cock looks tasty,", "I've never seen a cock so cute," ]>> /* smol pp */ <<set _small_penis_affection to [ "what a cute little dick,", "what a cute little dicklet,", "Such a small and cute penis,", "it's so small and cute,", "what an adorable penis," ]>> <<set _small_penis_size_remarks to [ "it's tiny,", "it's smaller than my finger,", "it's so small,", "I've seen flash drives bigger than that,", "I've seen batteries bigger than that," ]>> <<set _small_penis_surprise to [ "how the hell are you that small?", "I thought <<pher>> penis would be bigger,", "oh my god, it's tiny,", "oh my god, it's smaller than my finger,", "<<pShes>> so small!" ]>> <<set _small_penis_insult to [ "what a pathetic little shrimp dick,", "nice dick, loser," ]>> <<set _small_penis_question_use to [ "well you're not much good down there, are you?", "who exactly are you planning on fucking with that tiny thing?" ]>> <<set _small_penis_assert_useless to [ "a dick that small belongs in chastity, you're not going to be using it anyway,", "oh my god, that little thing should be locked up," ]>> /* micro pp */ <<set _micropenis_size_remarks to [ "that looks more like a swollen clit than a dick,", "I've seen coins bigger than that,", "It's so cute and tiny," ]>> <<set _micropenis_surprise to [ "how the hell are you so tiny?", "<<pShes>> so tiny!", "it's so tiny!", "oh my god, it's like an acorn,", "I can't believe it's so tiny," ]>> <<set _micropenis_insult to [ "no amount of oral is making up for that,", "nice little willy you've got, try not to hurt anyone with it,", "I've never seen such a pathetic penis," ]>> <<set _micropenis_question_use to [ "can that little dick of yours even get inside a woman?" ]>> <<set _micropenis_assert_useless to [ "there's no way a dick that small could ever please anyone,", "Christ, I would be surprised if that could get past someone's lips," ]>> <<set _big_penis_all to []>> <<set _big_penis_all to _big_penis_all.concat(_big_penis_affection)>> <<set _big_penis_all to _big_penis_all.concat(_big_penis_size_remarks)>> <<set _big_penis_all to _big_penis_all.concat(_big_penis_surprise)>> <<set _big_penis_all to _big_penis_all.concat(_big_penis_question_use)>> <<set _normal_penis_all to []>> <<set _normal_penis_all to _normal_penis_all.concat(_normal_penis_size_remarks)>> <<set _normal_penis_all to _normal_penis_all.concat(_normal_penis_affection)>> <<set _small_penis_all to []>> <<set _small_penis_all to _small_penis_all.concat(_small_penis_affection)>> <<set _small_penis_all to _small_penis_all.concat(_small_penis_size_remarks)>> <<set _small_penis_all to _small_penis_all.concat(_small_penis_surprise)>> <<set _small_penis_all to _small_penis_all.concat(_small_penis_insult)>> <<set _small_penis_all to _small_penis_all.concat(_small_penis_question_use)>> <<set _small_penis_all to _small_penis_all.concat(_small_penis_assert_useless)>> <<set _micropenis_all to []>> <<set _micropenis_all to _micropenis_all.concat(_micropenis_size_remarks)>> <<set _micropenis_all to _micropenis_all.concat(_micropenis_surprise)>> <<set _micropenis_all to _micropenis_all.concat(_micropenis_insult)>> <<set _micropenis_all to _micropenis_all.concat(_micropenis_question_use)>> <<set _micropenis_all to _micropenis_all.concat(_micropenis_assert_useless)>> <</widget>> <<widget "generatepenisremark">> /* if we haven't set our data yet */ <<if !_big_penis_all or !_small_penis_all or !_micropenis_all or !_normal_penis_all>> <<bodycommentsetdata>> <</if>> <<set _output_line to "">> <<set _possibilities to []>> /* do we have anything notable downstairs */ <<if $player.penissize is 4>> /* big pp */ <<set _possibilities to _big_penis_all>> <<set _output_line to _possibilities.pluck()>> <<elseif $player.penissize <=1 and $player.penissize > -1>> /* smol pp */ <<set _possibilities to _small_penis_all>> <<set _output_line to _possibilities.pluck()>> <<if _args[0] is "capitalise">> <<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>> <</if>> <<elseif $player.penissize lte -1>> /* micro pp */ <<set _possibilities to _micropenis_all>> <<set _output_line to _possibilities.pluck()>> <<else>> /* normal pp */ <<set _possibilities to _normal_penis_all>> <<set _output_line to _possibilities.pluck()>> <</if>> <</widget>> /* modifier widgets because boy do i love bad practises */ <<widget "bodyremarkcapitalise">> <<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>> <</widget>> <<widget "bodyremarkcomma">> <<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>> <<set _output_line to _output_line + ",">> <</if>> <</widget>> <<widget "bodyremarkstop">> <<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>> <<set _output_line to _output_line + ".">> <</if>> <</widget>> /* hellish mess of output widget defitions */ <<widget "penisremark">> <<generatepenisremark>> <<print _output_line>> <</widget>> <<widget "Penisremark">> <<generatepenisremark>> <<bodyremarkcapitalise>> <<print _output_line>> <</widget>> <<widget "penisremarkquote">> <<generatepenisremark>> "<<print _output_line>>" <</widget>> <<widget "Penisremarkquote">> <<generatepenisremark>> <<bodyremarkcapitalise>> "<<print _output_line>>" <</widget>> <<widget "penisremarkstop">> <<generatepenisremark>> <<bodyremarkstop>> <<print _output_line>> <</widget>> <<widget "Penisremarkstop">> <<generatepenisremark>> <<bodyremarkcapitalise>> <<bodyremarkstop>> <<print _output_line>> <</widget>> <<widget "penisremarkstopquote">> <<generatepenisremark>> <<bodyremarkstop>> "<<print _output_line>>" <</widget>> <<widget "Penisremarkstopquote">> <<generatepenisremark>> <<bodyremarkcapitalise>> <<bodyremarkstop>> "<<print _output_line>>" <</widget>> <<widget "penisremarkcomma">> <<generatepenisremark>> <<bodyremarkcomma>> <<print _output_line>> <</widget>> <<widget "Penisremarkcomma">> <<generatepenisremark>> <<bodyremarkcapitalise>> <<bodyremarkcomma>> <<print _output_line>> <</widget>> <<widget "penisremarkcommaquote">> <<generatepenisremark>> <<bodyremarkcomma>> "<<print _output_line>>" <</widget>> <<widget "Penisremarkcommaquote">> <<generatepenisremark>> <<bodyremarkcapitalise>> <<bodyremarkcomma>> "<<print _output_line>>" <</widget>> <<widget "pillorypeniscomment">> <<Penisremarkquote>> a person in the crowd yells. <<trauma 5>><<gtrauma>> <<incgpenisinsecurity>> <</widget>><<widget "exhibitionismsetdata">> <<set _output_line to "">> /* big pp */ <<set _seatedflashcrotchunderskirtlines to [ "you stretch your leg, raising it up into the air and wiggling your foot a little to prolong your exposure", "you part your knees a little as you stretch, bringing your feet a little closer together to widen the gap", "you lift your feet up as you stretch, rocking yourself back a little in your seat and wiggling your feet a little as you \"accidentally\" part your legs", "you reach down a little and move your foot to one side, reaching down to scratch a non-existent itch on your leg and stabilising by moving your other leg even further apart", "you act as if you have some particularly uncomfortable debris stuck on your foot, lifting it up and bringing it close to your body in search of a non-existent pebble" ]>> <<set _exhibitionismdata_isinit to 1>> <</widget>> /* generic output modification */ <<widget "exhibitionismoutputlinecapitalise">> <<set _output_line to _output_line[0].toUpperCase() + _output_line.substring(1)>> <</widget>> <<widget "exhibitionismoutputlinecomma">> <<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>> <<set _output_line to _output_line + ",">> <</if>> <</widget>> <<widget "exhibitionismoutputlinestop">> <<if !_output_line[_output_line.length - 1].match(/[.,:;!?]/)>> <<set _output_line to _output_line + ".">> <</if>> <</widget>> /* seated crotch flash under skirt */ <<widget "seatedflashcrotchunderskirtline">> <<if ndef _exhibitionismdata_isinit>> <<exhibitionismsetdata>> <</if>> <<set _output_line to _seatedflashcrotchunderskirtlines.pluck()>> <</widget>> <<widget "seatedflashcrotchunderskirt">> <<seatedflashcrotchunderskirtline>> <<print _output_line>> <</widget>> <<widget "Seatedflashcrotchunderskirt">> <<seatedflashcrotchunderskirtline>> <<exhibitionismoutputlinecapitalise>> <<print _output_line>> <</widget>> <<widget "seatedflashcrotchunderskirtcomma">> <<seatedflashcrotchunderskirtline>> <<exhibitionismoutputlinecomma>> <<print _output_line>> <</widget>> <<widget "Seatedflashcrotchunderskirtcomma">> <<seatedflashcrotchunderskirtline>> <<exhibitionismoutputlinecapitalise>> <<exhibitionismoutputlinecomma>> <<print _output_line>> <</widget>> <<widget "seatedflashcrotchunderskirtstop">> <<seatedflashcrotchunderskirtline>> <<exhibitionismoutputlinestop>> <<print _output_line>> <</widget>> <<widget "Seatedflashcrotchunderskirtstop">> <<seatedflashcrotchunderskirtline>> <<exhibitionismoutputlinecapitalise>> <<exhibitionismoutputlinestop>> <<print _output_line>> <</widget>><<widget "EZdisgusting">> <<set _possibilities to [ "disgusting", "foul", "repulsive", "nasty", "gross", "vile", "nauseating", "revolting", "rotten" ]>> <<print _possibilities.pluck()>> <</widget>> <<widget "EZsmall">> <<set _possibilities to [ "little", "tiny", "small", "miniature", "mini" ]>> <<print _possibilities.pluck()>> <</widget>> <<widget "EZbig">> <<set _possibilities to [ "big", "huge", "giant", "massive" ]>> <<print _possibilities.pluck()>> <</widget>> <<widget "EZpenis">> <<set _possibilities to [ "penis", "dick", "cock", "willy" ]>> <<print _possibilities.pluck()>> <</widget>>/* Bite-sized events based on the current season and weather. Made to be easily expandable and using the new event pool system. * These are all treated as their own event passages, except for the lake, where they happen in addition to any other event. Other locations can be made to follow this behaviour in the future. * Exit passage depends on location. Town uses destinationeventend, forest uses the normal forest passage, etc. Called separately from the eventAmbient widget. Further control may be needed in the future, should any of these scenes expand into player choices. * Winter events and Snow events are not mutually exclusive. Rain, however, overrides other seasonal event pools. In the future, every season and weather combination could have a unique pool. * Future-proofed for snow outside of the Winter season. * -Puri */ <<widget "eventAmbient">> <<cleareventpool>> <<set $_weatherFlag to Weather.isSnow && Time.season === "winter" || Weather.precipitation is "snow" ? "snow" : Weather.precipitation === "rain" ? "rain" : Time.season>> <<switch ($_weatherFlag)>> <<case "snow">> <<if Time.season is "winter">> <<if Weather.isFreezing>> <<addinlineevent "winter_anywhere_1">> A brutally cold wind surges. You hug yourself for warmth until it dies down. <<stress 3>><<gstress>> <</addinlineevent>> <</if>> <<addinlineevent "winter_anywhere_2" 0.5>> <<dancedifficulty 1 1000 true>> You step into some snow that was deeper than you first thought, <<if $danceSuccess>> <span class="green">but you manage to keep your footing.</span> <<else>> <span class="red">and you lose your footing.</span> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> The soft, cold snow absorbs the shock of your fall as you land on your butt. You climb to your feet, grateful that the snow cushioned your <<bellyDescription "pc">> from harm. <<else>> You land on your butt in the cold snow before climbing to your feet. <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>> <<if $exposed gt 0>> <br><br> <<covered>> <</if>> <</if>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "winter_anywhere_3">> You catch a brief ray of sunshine and warmth. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>> <<addinlineevent "winter_pregnant_watch">> You see a group of kids playing. They're making a fort out of snow and pelting snowballs at one another. You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as boisterous as they are. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<switch $location>> <<case "town">> <<addinlineevent "winter_anystreet_1" 0.5>> <<athleticsdifficulty 0 800 true>> A car rushes by, sending a spray of slush onto the pavement. <<if $athleticsSuccess>> <span class="green">You manage to jump out of the way just in time.</span> <<else>> <span class="red">It completely drenches you before you can react, leaving you freezing.</span> <<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>> <<upperwet 200>> <</if>> <<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>> <<underupperwet 200>> <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>> <<lowerwet 200>> <</if>> <<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>> <<underlowerwet 200>> <</if>> <<effectswater "slush">> <<covered>> <</if>> <</addinlineevent>> <<addinlineevent "winter_anystreet_2">> <<beastNEWinit 1 dog>> A <<beasttype>> jumps excitedly back and forth in the snow, trying to wrestle it into submission. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "winter_anystreet_3">> A snowplow rumbles past and the driver honks and waves at you. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<case "alley">> <<addinlineevent "winter_anyalley_1">> <<set Weather.Temperature.override.increase.outside(5, "The nearby fire warms you up a little.")>> You find an abandoned trash can fire, still lit. You take a moment to warm yourself. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "winter_anyalley_2">> <<beastNEWinit 3 cat>> You pass by some stray <<beastsplural>> playing in the snow. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "winter_anyalley_3" 0.5>> <<athleticsdifficulty 0 1000 true>> As you pass through the alleyway, you hear a sharp crack from above. Some snow falls loose from a window ledge above, <<if $athleticsSuccess>> <span class="green">but you manage to jump out of the way just in time.</span> <<else>> <span class="red">crashing down on top of you.</span> <<upperwet 75>><<stress 6>><<pain 4>><<gstress>><<gpain>> <br><br> <<covered>> <</if>> <</addinlineevent>> <<case "park">> <<addinlineevent "winter_park_1">> <<if Time.hour gte 6 and Time.hour lt 21>> You pass by people making angels in the snow. They look carefree. <<stress -3>><<lstress>> <<else>> You pass by a snow angel. <<if $angel gte 6>> You rub your wings and smile. <<elseif $fallenangel gte 2>> You angrily kick snow over it, suppressing a painful memory. <<elseif $demon gte 6>> You use your foot to give it horns and a tail, giggling to yourself. <</if>> <<stress -3>><<lstress>> <</if>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "winter_park_2">> You see some orphans laughing as they collaborate to build a snowman. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "winter_park_3" 0.33>> You're suddenly pelted with a slushy snowball. You turn to see <<if isInPark("whitney")>> Whitney, quickly wiping snow from <<nnpc_his "Whitney">> hands. <<if isLoveInterest("Whitney")>><<stress -3>><<lstress>><<else>><<stress 12>><<ggstress>><</if>> <<else>> several delinquents laughing at you. <<stress 12>><<ggstress>> <</if>> <</addinlineevent>> <</if>> <<case "forest">> <<addinlineevent "winter_forest_1" 0.33>> You hear a thunderous crack nearby. You turn around just in time to see the remains of a tree fall to the ground, surrounded by a great circle of splinters. <<stress 12>><<ggstress>> <</addinlineevent>> <<addinlineevent "winter_forest_2">> You find wolf tracks in the snow. <<if $wolfgirl gte 3>><<garousal>><<arousal 600>><<else>><<gstress>><<stress 1>><</if>> <</addinlineevent>> <<addinlineevent "winter_forest_3">> You find a well-built snowman leaning against a tree. The pose work is impressive. Someone spent a lot of time on this. <<stress -3>><<lstress>> <</addinlineevent>> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addinlineevent "winter_forest_4" 0.5>> <<generatePlant1>><<person1>> You see a <<personsimple>> walking through the snow. <<He>> turns and waves at you, before bumping into a tree <<he>> didn't notice. <<Plant_details>> get dislodged from <<his>> hair, and <<he>> pouts. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <</if>> <<case "bog">> <<addinlineevent "winter_bog_1">> The bog is profoundly silent. <<if $bogwater gte 1>> Your movement through the water is the only sound. <<else>> Your footsteps on the walkway are the only thing to break the silence. <</if>> It's peaceful and almost relaxing. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "winter_bog_2">> Parts of the bog have frozen over in patches. What little light breaks through casts brilliant reflections. <</addinlineevent>> <<case "moor">> <<addinlineevent "winter_moor_1" 0.33>> You find a hideous snowman standing in a circle of pillars made of ice. <<if $hallucinations gte 2>>You turn away, only to hear a loud snap behind you. You look back, and it's gone. <<stress 24>><<gggstress>><<else>><<stress 6>><<gstress>><</if>> <</addinlineevent>> <<addinlineevent "winter_moor_2" 0.5>> You come across a frozen pond and look down at your reflection. <<if $hallucinations gte 2>> <span class="red">Something inhuman scrapes at the ice from below.</span> You scramble away, nearly slipping. <<stress 24>><<gggstress>> <<elseif $hallucinations gte 1>> The surface churns and warps as if it weren't frozen, and you're almost certain that the reflection isn't yours. <<stress 12>><<ggstress>> <<elseif $hallucinogen gt 0>> The surface ripples at your presence, and a vaguely familiar <<girl>> stares back through the ice. Your breath catches in your throat for a moment, before you decide to look away. <<stress 12>><<ggstress>> <<elseif $trauma gte $traumamax>> A <<girl>> with glazed eyes stares back. <<elseif $pain gte 100>> A crying <<girl>> stares back. <<elseif $pain gte 40>> A tearful <<girl>> stares back. <<elseif $pain gte 1>> A frowning <<girl>> stares back. <<else>> A cheerful <<girl>> stares back. <<stress -3>><<lstress>> <</if>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "winter_moor_3">> You see some late birds flying south for the winter. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<default>> <</switch>> <</if>> <<if Weather.precipitation is "snow">> <<addinlineevent "snow_anywhere_1">> A single snowflake lands softly on the tip of your nose. You stop to regard it with wonder for a few moments. <<stress -1>><<lstress>> <</addinlineevent>> <<addinlineevent "snow_anywhere_2">> A burst of wind sends a flurry of snow right into your face. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "snow_anywhere_3">> A surge of wind sends snow swirling in a circle around you. You feel a sense of calm as you stand in the eye of the storm before the wind dies down again. <<stress -6>><<lstress>> <</addinlineevent>> <<switch $location>> <<case "town">> <<addinlineevent "snow_anystreet_1">> <<beastNEWinit 1 dog>> A <<beasttype>> barks at the falling snow. <<bHe>> sneezes as a snowflake lands on <<bhis>> nose. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "snow_anystreet_2">> <<generate1>><<person1>>A <<person>> with an umbrella lets you walk alongside <<him>> for a while. <<He>> chats with you as you walk together. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<if ($bus is "domus" or $bus is "danube" or $bus is "barb") and Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "snow_residentialstreet_1">> You spot someone from the orphanage playing joyfully amidst the falling snow. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<case "alley">> <<addinlineevent "snow_anyalley_1">> <<beastNEWinit 1 cat>> A stray <<beasttype>> pursues the descending flakes of snow throughout the alleyway. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "snow_anyalley_2">> <<beastNEWinit 1 dog>> <<generate2>><<person2>> A homeless <<personsimple>> huddles together with a mangy <<person1>><<beasttype>> inside of a cardboard box, seeking shelter from the snow. <<person2>><<He>> gives you a warm smile as you pass. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "snow_anyalley_3">> As you pass through the alley, the wind suddenly picks up and funnels a huge swathe of falling snow in your direction. You shield yourself as you're assailed by wet and cold snowflakes. When the wind finally dies down, you're left freezing with damp clothes. <<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>> <<upperwet 75>> <</if>> <<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>> <<underupperwet 75>> <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>> <<lowerwet 75>> <</if>> <<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>> <<underlowerwet 75>> <</if>> <</addinlineevent>> <<case "park">> <<addinlineevent "snow_park_1" 0.5>> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> You slip on a patch of black ice. Your hands instinctively curl around your <<bellyDescription "pc">> to protect it from harm as you fall flat on your ass. You use a nearby bench to safely haul yourself to your feet, careful not to slip again. Your bottom is left damp and chilly. <<else>> You slip on a patch of black ice, tripping and falling. You slide across the ground, dampening your clothes and leaving your bottom chilly. <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "snow_park_2">> Youths cheer and celebrate the falling snow as they play in the park. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "snow_park_3">> Some people playing nearby are cobbling what snow they can to form snowballs and lob them at one another. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<case "forest">> <<addinlineevent "snow_forest_1">> You stop when you notice a deer huddled close to its young offspring some distance ahead, keeping it warm and sheltered from the snow. You decide to take a sight detour, as to not disturb them. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "snow_forest_2">> The branches of the trees offer some protection from the falling snow. <<stress -1>><<lstress>> <</addinlineevent>> <<addinlineevent "snow_forest_wolfmeet">> <<beastNEWinit 1 wolf>> <<if $syndromewolves is 1>> You're caught off guard as a <<beasttype>> bounds out from a snow bank in front of you. You relax once you see it's a member of your pack. <<if $monster is 1>> "Always keep guard up, <<ppackbrother>>," <<bhe>> says as <<bhe>> shakes off the snow. "Home soon. Cold days are warmer with pack." <<bHe>> bounds off towards the wolf cave. <<else>> <<bHe>> approaches and nuzzles you before shaking the snow from <<bhis>> furry coat and bounding off towards the wolf cave. <</if>> <<stress -6>><<llstress>> <<else>> You freeze when you see a <<beasttype>> in front of you, peering from a snow bank. <<if $monster is 1>> <<bHe>> slowly emerges, regarding you with serious eyes. <br><br> "Cold days, not for humans. Run home," <<bhe>> says as <<bhe>> shakes off the snow. <<bHe>> bares <<bhis>> fangs at you playfully, before bounding off into the trees. <<else>> <<bHe>> stops and regards you before shaking the snow from <<bhis>> furry coat and bounding off into the trees. <</if>> <<stress -3>><<lstress>> <</if>> <<endevent>> <</addinlineevent>> <<case "bog">> <<addinlineevent "snow_bog_1">> Parts of the bog are entirely shaded by the snow blanket. The play of light is gorgeous amidst the untamed wild. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "snow_bog_2">> The thick leaves above offer protection from the falling snow. <<stress -1>><<lstress>> <</addinlineevent>> <<if $bogwater is 0>> <<addinlineevent "snow_bog_3">> <<dancedifficulty 1 1000 true>> You step forward, and part of the walkway proves to be more slippery than the rest. <<if $danceSuccess>> You slide for a moment, <span class="green">but manage to keep your footing.</span> <<else>> <<set $bogwater to 1>><<water>> You try to stop yourself, <span class="red">but slip and fall right into the water.</span> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>> <<if $exposed gt 0>> <br><br> <<covered>> <</if>> <</if>> <</addinlineevent>> <</if>> <<case "moor">> <<addinlineevent "snow_moor_1">> The falling snowflakes obscure your vision, as you hear strange sounds all about. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "snow_moor_2">> <<set Weather.Temperature.override.increase.outside(2, "The sunshine warms your skin.")>> For the briefest of moments, the snow subsides and you catch a warming ray of sunshine. It doesn't last long, but you feel a little better. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "snow_moor_3">> <<if Time.hour gte 6 and Time.hour lt 21>> The snow makes the normally treacherous terrain of the moor even more dangerous. You struggle to find stable footing and occasionally slip as you go. <<else>> The snowfall makes the dark night of the moor even darker. You can barely see where you're going. <<stress 6>><<gstress>> <</if>> <</addinlineevent>> <<default>> <</switch>> <</if>> <<case "rain">> <<addinlineevent "rain_anywhere_1">> Thunder rumbles in the distance. <<stress 1>><<gstress>> <</addinlineevent>> <<addinlineevent "rain_anywhere_2">> <<if $trauma gte ($traumamax / 5) * 4>> The unyielding onslaught of the rain torments and mocks you. <<stress 6>><<gstress>> <<else>> The gentle sound of the rain soothes you. <<stress -3>><<lstress>> <</if>> <</addinlineevent>> <<addinlineevent "rain_anywhere_3" 0.33>> The rain briefly gives way to hail. You're relentlessly pelted for a few moments. <<pain 4>><<stress 6>><<gpain>><<gstress>> <</addinlineevent>> <<switch $location>> <<case "town">> <<addinlineevent "rain_anystreet_1" 0.33>> <<athleticsdifficulty 0 500 true>> A vehicle races by, sending water spraying across the pavement. <<if $athleticsSuccess>> <span class="green">You manage to step out of the way just in time.</span> <<else>> <span class="red">It completely drenches you before you can react.</span> <<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>> <<upperwet 200>> <</if>> <<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>> <<underupperwet 200>> <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>> <<lowerwet 200>> <</if>> <<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>> <<underlowerwet 200>> <</if>> <<effectswater "water">> <<covered>> <</if>> <</addinlineevent>> <<addinlineevent "rain_anystreet_2" 0.33>> <<dancedifficulty 1 500 true>> The rain-slicked pavement causes you to slip, <<if $danceSuccess>> <span class="green">but you manage to right yourself and keep your footing.</span> <<else>> <span class="red">and you lose your footing.</span> You land on your butt, right in a large puddle. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 200>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 200>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>> <<if $exposed gt 0>> <br><br> <<covered>> <</if>> <</if>> <</addinlineevent>> <<addinlineevent "rain_anystreet_3">> <<generate1>><<person1>>A <<person>> with an umbrella lets you walk alongside <<him>> for a while. <<He>> chats with you as you walk together. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<if Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant() and playerBellyVisible()>> <<addinlineevent "rain_pregnant_talk" 0.8>> <<generate1>><<person1>> The rain gives way to hail, and you take shelter under a nearby awning. A <<personsimple>> with a pram is already there, murmuring reassurances to <<his>> fussy newborn. <<He>> smiles and nods at your <<bellyDescription "pc">>. "When are you due?" <<he>> asks. The two of you make idle chit-chat as you wait for the hail to let up. <br><br> As it finally dies down, the <<father>> mentions that <<he>> lives on <<print either("Domus Street", "Danube Street")>> and suggests that you have a playdate once you give birth. When <<he>> asks where you live, you confess that you're a resident of the orphanage. The <<persons>> face twists in a mixture of pity and distaste, and <<he>> mumbles a hasty goodbye before stepping out into the rain once more. You watch as the pram disappears into the distance, feeling oddly bereft. <<trauma 6>><<gtrauma>> <<endevent>> <</addinlineevent>> <</if>> <<case "alley">> <<addinlineevent "rain_anyalley_1">> <<beastNEWinit 1 dog>> A <<beasttype>> huddles by some trash cans to escape the downpour. You can sympathise. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "rain_anyalley_2" 0.33>> You walk beneath a gutter drain just as it comes unclogged. A torrent of rain water drenches you. <<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>> <<upperwet 75>> <</if>> <<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>> <<underupperwet 75>> <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>> <<lowerwet 75>> <</if>> <<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>> <<underlowerwet 75>> <</if>> <</addinlineevent>> <<addinlineevent "rain_anyalley_3">> A group of youths are playing in the alley. They jump about, splashing in puddles and giggling. <<stress -3>><<lstress>> <</addinlineevent>> <<case "park">> <<addinlineevent "rain_park_1">> <<beastNEWinit 1 dog>> <<generate2>><<person2>>A <<person>> chases an escaped <<beasttype>> across the park, cursing all the while as the rain soaks <<him>>. You hold back a giggle. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "rain_park_2">> You catch sight of a couple kissing in the rain. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "rain_park_3" 0.5>> You slip and fall onto a patch of wet grass. <<if playerIsPregnant() and playerAwareTheyArePregnant()>> Your hands instinctively curl around your <<bellyDescription "pc">> to protect it from harm as you fall flat on your ass. You use a nearby bench to safely haul yourself to your feet, careful not to slip again. <</if>> Your bottom is left sore and damp. <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>> <</addinlineevent>> <<case "forest">> <<addinlineevent "rain_forest_1">> Rain pours down through the trees, filling the forest with calming scents and sounds. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "rain_forest_2" 0.33>> Lightning strikes a tree nearby, sending splinters flying in all directions. The tree hurtles to the ground. The smouldering wood is doused quickly by the rain, but the event still leaves you on edge. <<stress 24>><<gggstress>> <</addinlineevent>> <<addinlineevent "rain_forest_3">> You spot a deer sheltering its child from the rain. <<stress -3>><<lstress>> <</addinlineevent>> <<case "bog">> <<addinlineevent "rain_bog_1">> Rain pours down in uneven waterfalls from the mass of leaves above. You briefly pass through one. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "rain_bog_2" 0.33>> Lightning strikes a tree nearby, sending splinters flying in all directions. The tree hurtles to the mire. The smouldering wood is engulfed by the bog, snuffing instantly, but the event still leaves you on edge. <<stress 24>><<gggstress>> <</addinlineevent>> <<addinlineevent "rain_bog_3">> You spot a frog on a lilypad. It croaks, singing with the rain. <<stress -3>><<lstress>> <</addinlineevent>> <<if $bogwater is 0>> <<addinlineevent "rain_bog_4">> <<dancedifficulty 1 1000 true>> You step forward, and part of the walkway proves to be more slippery than the rest. <<if $danceSuccess>> You slide for a moment, <span class="green">but manage to keep your footing.</span> <<else>> <<set $bogwater to 1>><<water>> You try to stop yourself, <span class="red">but slip and fall right into the water.</span> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>> <<if $exposed gt 0>> <br><br> <<covered>> <</if>> <</if>> <</addinlineevent>> <</if>> <<case "moor">> <<addinlineevent "rain_moor_1">> The rain obscures your vision as you hear strange sounds all about. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "rain_moor_2">> A flash of lightning illuminates dark shapes moving in the distance. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "rain_moor_3">> You freeze as you hear a noise in the nearby grass. You sigh in relief as a wet rabbit hops from the brush, seeking better shelter from the rain. <<stress -3>><<lstress>> <</addinlineevent>> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addinlineevent "rain_moor_4" 0.5>> <<generatePlant1>><<person1>> You see a <<personsimple>> spinning in the rain, holding <<his>> arms out. <<He>> almost slips and loses <<his>> balance a few times, but <<he>> doesn't stop smiling. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <</if>> <<default>> <</switch>> <<case "autumn" "winter">> <<addinlineevent "autumn_anywhere_1">> A surge of wind sends leaves swirling in a circle around you. You feel a sense of calm as you stand in the eye of the storm, before the wind dies down again. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "autumn_anywhere_2">> The wind kicks up some leaves in your face<<if !$worn.face.type.includes("covered")>>, leaving you sputtering<</if>>. <<stress 1>><<gstress>> <</addinlineevent>> <<addinlineevent "autumn_anywhere_3" 0.33>> <<dancedifficulty 1 500 true>> You trip up on a fallen branch, <<if $danceSuccess>> <span class="green">but you manage to keep your footing.</span> <<covered>> <<else>> <span class="red">and land in a pile of damp leaves.</span> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> Your hand automatically flies to your <<bellyDescription "pc">>. You're grateful that the leaves broke your fall. You quickly stand, brushing off leaves and rubbing your now sore and wet bottom. <<else>> You quickly stand, brushing off leaves and rubbing your now sore and wet bottom. <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>><<lowerwet 75>><<elseif $worn.lower.type.includes("naked") and !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>><<underlowerwet 75>><</if>><<stress 6>><<pain 4>><<gstress>><<gpain>> <<if $exposed gt 0>> <br><br> <<covered>> <</if>> <</if>> <</addinlineevent>> <<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>> <<addinlineevent "autumn_pregnant_watch">> <<generatey1>><<person1>> You see a group of kids playing. A young <<personsimple>> hides in a pile of leaves before bursting out to scare <<his>> friend. The other child immediately bursts into tears. You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as troublesome as they are. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <</if>> <<switch $location>> <<case "town">> <<addinlineevent "autumn_anystreet_1">> <<beastNEWinit 1 dog>> A <<beasttype>> snaps at leaves as the wind sweeps them this way and that. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lte 21>> <<addinlineevent "autumn_anystreet_2">> <<generate1>><<person1>>A <<person>> rakes leaves off the pavement and into a pile. Just as <<he>> finishes, the wind scatters them across the sidewalk yet again, causing <<him>> to curse loudly. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "autumn_anystreet_3">> <<generate1>><<person1>>A <<person>> stands on the sidewalk using a leaf blower to clear the sidewalks. As you near <<him>>, <<he>> turns suddenly, and the powerful blast of air from the blower sends your clothes into various states of disarray, giving anyone nearby a show. <br><br> The <<person>> laughs as you walk past, wrangling your clothes back in order. <<stress 3>><<arousal 10>><<gstress>><<garousal>> <<endevent>> <</addinlineevent>> <</if>> <<case "alley">> <<addinlineevent "autumn_anyalley_1">> <<beastNEWinit 1 cat>> A stray <<beasttype>> chases a leaf across the alley. You stop to watch for a little while.<<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "autumn_anyalley_2">> As you pass through the alley, the wind picks up and funnels nearby leaves nearby in your direction. You shield yourself as best you can, and the wet and dirty leaves pass after a moment. <<stress 1>><<gstress>> <</addinlineevent>> <<if Time.hour gte 21 or Time.hour lt 6>> <<addinlineevent "autumn_anyalley_3" 0.33>> Several large piles of leaves litter the alley. Raccoons run and play between the piles. <<if currentSkillValue('science') gte 500>>You wonder why there are raccoons here, they certainly aren't native.<</if>> <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<case "park">> <<if Time.season is "autumn">> <<addinlineevent "autumn_park_1">> You look out over the park and marvel at the various colours of autumn. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "autumn_park_2">> You watch as a couple takes turns leaping into a pile of leaves. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "autumn_park_3">> <<generate1>><<person1>> You accidentally walk through a pile of leaves. A nearby <<person>> raking leaves looks over and yells at you. You hurry on. <<stress 3>><<gstress>> <<endevent>> <</addinlineevent>> <<addinlineevent "autumn_park_4">> A leaf on the wind <<if $worn.face.name is "naked">>lands on your cheek<<else>>gets stuck in your $worn.face.name<</if>>. You pluck it off. <<if currentSkillValue('science') gte 500>>It's a maple leaf. The stem is also connected to one of the distinctive <<print either("samaras", "maple keys", "helicopters", "whirlybirds", "polynoses")>> containing the seeds.<<else>>You're not sure what it was, but it was huge and almost covered your whole face.<</if>> <</addinlineevent>> <</if>> <<case "forest">> <<addinlineevent "autumn_forest_1">> A squirrel runs past, carrying nuts it intends to store for winter. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "autumn_forest_2">> You walk through the forest and can't help but admire the various oranges, browns and yellows breaking through the canopy. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "autumn_forest_3" 0.33>> You stop in your tracks as you hear a feral growl. Looking down, you see a badger at the foot of a nearby tree. It's surrounded by scattered dirt. You seem have interrupted it digging its winter den. You back away slowly until it returns to its digging. <<stress 3>><<gstress>> <</addinlineevent>> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addinlineevent "autumn_forest_4" 0.5>> <<generatePlant1>><<person1>> A <<personsimple>> runs <<his>> fingers through <<his>> hair. <<He>> picks dead leaves out, crunching them in <<his>> hands before dropping them. <<endevent>> <</addinlineevent>> <</if>> <<case "bog">> <<addinlineevent "autumn_bog_1">> The bog is filled with a repeated thrumming sound. You spot the source. A woodpecker digs into a tree high above the water. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "autumn_bog_2">> As you walk, you can't help but notice how stagnant everything seems. While the forest fills with various colours, everything here stays the same, murky green or brown. <</addinlineevent>> <<case "moor">> <<addinlineevent "autumn_moor_1">> The scent of decaying plant life fills the moor with an acrid stench. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "autumn_moor_2">> You see flocks of birds pass overhead as they migrate south for the winter. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "autumn_moor_3" 0.33>> You stop at a strange clearing. You notice what looks like some kind of effigy made of twigs. As you stare, you notice more and more wrong with the scene. Its eyes are filled with burnt out candles. The rock formations around it aren't natural and are clearly some kind of cairn. Dark roots stretch up from the ground to grasp the effigy. You snap out of what feels like an unnatural haze and make an effort to leave as quickly as you can. <<stress 12>><<ggstress>> <</addinlineevent>> <<default>> <</switch>> <<case "summer">> <<addinlineevent "summer_anywhere_1">> <<if Time.hour gte 6 and Time.hour lt 21>> The brutal summer heat weighs down on you. <<stress 3>><<gstress>> <<else>> The cool night air makes for a nice reprieve from the blistering days. <<stress -3>><<lstress>> <</if>> <</addinlineevent>> <<addinlineevent "summer_anywhere_2">> A cool breeze blows by and revitalises you. <<stress -1>><<lstress>> <</addinlineevent>> <<addinlineevent "summer_anywhere_3" 0.5>> A brutal wave of heat washes over you. You take a moment to wipe the sweat from your head. <<stress 1>><<gstress>> <</addinlineevent>> <<addinlineevent "summer_anywhere_4">> <<generate1>><<person1>> You overhear a <<person>> talking on <<his>> cell phone about <<his>> upcoming holiday trip. <<if $trauma lte ($traumamax / 5) * 3>> Hearing <<his>> obvious enthusiasm for the trip makes you smile. <<stress -1>><<lstress>><<else>>You resent hearing about a trip you'll never be able to take, stuck in this town like you are. <<stress 1>><<gstress>><</if>> <<endevent>> <</addinlineevent>> <<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>> <<addinlineevent "summer_pregnant_watch">> You see a group of kids playing. Most are running and squealing as they spray each other with water guns, but a few are lazing on the grass. Occasionally, their friends cool them off with a blast of water, causing them to giggle. You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as easygoing as they are. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<switch $location>> <<case "town">> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "summer_anystreet_1" 0.5>> <<generate1>><<person1>> You see a <<person>> fanning <<himself>> with <<his>> top to cope with the heat. <<He>> suddenly flashes you by lifting it up completely. <<arousal 5>><<garousal>> <<endevent>> <</addinlineevent>> <<addinlineevent "summer_anystreet_2" 0.5>> An ice cream truck drives by, with a group of orphans chasing after it. The tune it plays is upbeat and catchy. <<stress -3>><<lstress>> <</addinlineevent>> <<if ($bus is "domus" or $bus is "danube" or $bus is "barb")>> <<addinlineevent "summer_residentialstreet_1" 0.5>> <<generate1>><<person1>> As you pass by a <<person>> watering <<his>> lawn, <<he>> accidentally sprays you with the hose. The cold water is refreshing, but dampens your clothes. <<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>> <<upperwet 75>> <</if>> <<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked") and !$worn.under_upper.type.includes("chastity")>> <<underupperwet 75>> <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>> <<lowerwet 75>> <</if>> <<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked") and !playerChastity()>> <<underlowerwet 75>> <</if>> <<stress -6>><<arousal 5>><<lstress>><<garousal>> <<endevent>> <</addinlineevent>> <</if>> <</if>> <<case "alley">> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "summer_anyalley_1">> Two students with water guns race through the alley firing at each other. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "summer_anyalley_2">> <<beastNEWinit 1 dog>> As you pass through the alley, you see a <<beasttype>> sprawled out inside a cardboard box in an attempt to escape the heat. You can't help but sympathise. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <<else>> <<addinlineevent "summer_anyalley_3">> <<generate1>><<person1>> A <<person>> sits on <<his>> back porch, smoking a cigarette and enjoying the coolness of the summer night air. <<He>> waves as <<he>> notices you. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <</if>> <<case "park">> <<addinlineevent "summer_park_1">> You notice several youths nearby tossing water balloons at one another. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "summer_park_2">> Despite the heat, you notice many people playing and relaxing here. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "summer_park_3">> As you walk through the park, you're narrowly missed by several water balloons. Hearing laughter, you turn to see several delinquents running away. <<stress 3>><<gstress>> <</addinlineevent>> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addinlineevent "summer_park_4" 0.5>> <<generatePlant1>><<person1>> A <<personsimple "normal">> with <<plant_details "forest">> in <<his>> hair peeks out of a bush. <<He>> looks nervous. When <<he>> spots you, <<he>> dives back into the bush. <<endevent>> <</addinlineevent>> <</if>> <<case "forest">> <<addinlineevent "summer_forest_1">> The heat of the forest is sweltering, the breeze blocked by the trees. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "summer_forest_2">> As you move through the forest, you notice a family unpacking camping supplies. They notice you and wave. <<stress -3>><<lstress>> <</addinlineevent>> <<if Time.hour lt 6 or Time.hour gte 21>> <<addinlineevent "summer_forest_3">> You begin to hear crickets chirping nearby, and soon enough a whole orchestra of insects fill the night air around you. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addinlineevent "summer_forest_4" 0.5>> <<generatePlant1>><<person1>> A <<personsimple>> stands completely still, holding branches. <<Hes>> pretending to be a tree, but <<he>> can't keep <<his>> balance enough to fool anyone. <<endevent>> <</addinlineevent>> <</if>> <<case "bog">> <<addinlineevent "summer_bog_1">> The humidity is oppressive. You feel a little lightheaded. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "summer_bog_2">> Other than the walkway, there are few signs of human incursion here. <<stress -3>><<gstress>> <</addinlineevent>> <<if Time.hour lt 6 or Time.hour gte 21>> <<addinlineevent "summer_bog_3">> You begin to hear crickets chirping nearby, and soon enough a whole orchestra of insects fill the night air around you. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<case "moor">> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "summer_moor_1">> The sweltering heat creates undefinable shapes on the horizon. <<stress 3>><<gstress>> <</addinlineevent>> <<else>> <<addinlineevent "summer_moor_2">> You feel something scurry across your foot. Who knows what manner of creatures wander the moor with the heat of the sun gone? You quicken your pace. <<stress 3>><<gstress>> <</addinlineevent>> <<addinlineevent "summer_moor_3" 0.33>> You stop suddenly as you see a light flicker into being ahead. An effigy constructed of twigs, candles burning in its eye sockets, stands amidst a circle of stone cairns. Disturbed, you begin to walk away. <br><br> Until you notice the effigy turns to watch you as you go past. You break into a sprint without another thought. <<stress 24>><<awareness 10>><<gggstress>><<gawareness>> <</addinlineevent>> <</if>> <<default>> <</switch>> <<case "spring">> <<addinlineevent "spring_anywhere_1">> A gentle spring breeze caresses your face. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "spring_anywhere_2">> A <<if Time.dayState is "day" or Time.dayState is "dawn">>butterfly<<else>>moth<</if>> lands on your nose and pauses to rub its antennae before taking flight again. <<stress -3>><<lstress>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "spring_anywhere_3">> Birds chirp overhead as they return from their winter migration. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<if ["town", "park"].includes($location) and Time.hour gte 7 and Time.hour lt 21 and playerIsPregnant() and playerAwareTheyArePregnant()>> <<addinlineevent "spring_pregnant_watch">> <<generatey1>><<person1>> You see a group of kids playing. One <<personsimple>> is sitting apart from the others, making a chain of daisies. The other children ask <<him>> to help them make cakes out of mud, but <<he>> silently shakes <<his>> head. You rub your <<bellyDescription "pc">> and wonder if your <<pregnancyBabyText "pc">> will be as timid as <<he>> is. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <</if>> <<switch $location>> <<case "town">> <<addinlineevent "spring_anystreet_1">> <<wearProp "tulip">><<tending_give tulip 1>> A street peddler selling flowers hands you a free flower as you pass by. <<stress -3>><<lstress>> <</addinlineevent>> <<if ($bus is "domus" or $bus is "danube" or $bus is "barb") and Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "spring_residentialstreet_1">> <<generate1>><<person1>> You see a <<person>> on <<his>> knees tending to <<his>> garden. As you walk past, <<he>> backs into you, grinding <<his>> rear into your leg before glancing over <<his>> shoulder. "Sorry," <<he>> calls out as you walk away flustered. <<stress 1>><<arousal 5>><<gstress>><<garousal>> <<endevent>> <</addinlineevent>> <</if>> <<if ($bus is "connudatus" or $bus is "cliff" or $bus is "wolf" or $bus is "high")>> <<addinlineevent "spring_commercialstreet_1">> There's a small flower market set up here. You stop to smell the flowers before continuing. <<stress -3>><<lstress>> <</addinlineevent>> <</if>> <<case "alley">> <<addinlineevent "spring_anyalley_1">> You notice that someone has built a garden beneath one of the windows here, where flowers have begun to sprout despite the filth. <<stress -3>><<lstress>> <</addinlineevent>> <<if Time.hour lt 6 or Time.hour gte 21>> <<addinlineevent "spring_anyalley_2">> <<beastNEWinit 3 cat>> You hear <<beastsplural>> yowling and hissing as they contend for a mate. <<if $cat gte 6>><<arousal 10>><<garousal>><</if>> <<endevent>> <</addinlineevent>> <<if $hallucinogen gt 0>> <<addinlineevent "spring_anyalley_3" 0.1>> <<beastNEWinit 2 dog>> You see a pair of <<if $monster is 1>>dogpeople<<else>>dogs<</if>> eating a pile of spaghetti together next to a trash can. Romantic Italian music plays from a nearby building. You shake your head and leave. <<stress -24>><<lllstress>> <<endevent>> <</addinlineevent>> <</if>> <</if>> <<case "park">> <<addinlineevent "spring_park_1">> You notice the flowers in the park have started to bloom once more. <<stress -3>><<lstress>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "spring_park_2">> A hummingbird zips by and lands on a flower to drink nectar before flying off. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "spring_park_3" 0.5>> <<generate1>><<generatep2>><<person1>> You see a <<person>> snatch a freshly bloomed flower and give it to a <<person2>><<person>> before they embrace and kiss. <<stress -3>><<lstress>> <<endevent>> <</addinlineevent>> <</if>> <<case "forest">> <<addinlineevent "spring_forest_1" 0.5>> You hear a thunderous crack above. A large branch tumbles from a large tree, landing only inches away. <<stress 12>><<ggstress>> <</addinlineevent>> <<addinlineevent "spring_forest_2">> You see a pair of rabbits chasing and tumbling over each other. <<stress -3>><<lstress>> <</addinlineevent>> <<if Time.hour gte 6 and Time.hour lt 21>> <<addinlineevent "spring_forest_3">> Birds sing to one another as they build nests and seek mates. <<if $syndromebird is 1>>You find yourself longing for your own mate, back in the moor.<</if>> <<stress -6>><<lstress>> <</addinlineevent>> <</if>> <<case "bog">> <<addinlineevent "spring_bog_1">> You hear a splash nearby. Followed by another. A group of frogs jump around amidst the plantlife. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "spring_bog_2">> All around you, the sounds of various small insects and critters fill the air. <<stress -3>><<lstress>> <</addinlineevent>> <<case "moor">> <<addinlineevent "spring_moor_1">> You stop to take a look around. Even the moor looks vibrant this time of year. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "spring_moor_2">> You come across a pond where dark water conceals darker shapes swimming within. <<stress 6>><<gstress>> <</addinlineevent>> <<addinlineevent "spring_moor_3">> You come to a strangely clear patch of ground that contains a circle of stone and a scorch mark in its centre. You suddenly feel watched, and leave without hesitation. <<stress 12>><<ggstress>> <</addinlineevent>> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addinlineevent "spring_moor_4" 0.5>> <<generatePlant1>><<person1>> A <<personsimple>> holds a vine still for a hummingbird to land on. <<if $rng gte 51>> It flits onto <<his>> vine and lands, sitting down. The <<personsimple>> lets out a happy gasp. <<stress -3>><<lstress>> <<else>> It hovers near <<his>> vine for a second, before zipping away. The <<personsimple>> sighs. <</if>> <<endevent>> <</addinlineevent>> <</if>> <<default>> <</switch>> <<default>> <span class="red">ERROR: You have somehow managed to pass beyond the concepts of time and weather. Please inform Vrelnir unless you just used a cheat.</span> <</switch>> <<runeventpool>> <br><br> <</widget>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You wake up strapped to a chair. The room is bare, except a window covering the length of one side. <<if $player.penisExist>> You feel something odd on your penis. <<else>> You feel something odd on your pussy. <</if>> It buzzes to life, teasing your <<genitals>> directly. <<garousal>> <br><br> On the verge of orgasm it ceases, but only for a moment. <br><br> <<set $arousal to 10000>><<orgasm>> <br><br> You strain against the binds holding you, but they're firm. You can't stop it. <br><br> <<set $arousal to 10000>><<orgasm>> <br> <<set $arousal to 10000>><<orgasm>> <br> <<set $arousal to 10000>><<orgasm>> <br><br> The buzzing ceases and the bindings snap loose, leaving you gasping for breath. <<tearful>> you struggle to your feet and make your way through the exit. <br><br> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $phase is 0>> <<set $phase to 1>> You press the button. The <<person2>><<person>> squirms. You notice <<his>> arms are bound to the side of the chair. "Thank you," Doctor Harper says. <<if $NPCList[1].penis isnot "none">> "We have a device attached to <<his>> penis. <<else>> "We have a device inserted in <<his>> vagina. <</if>> To aid in <<his>> treatment." You spot wires trailing across the floor and disappearing into the <<persons>> clothes. <br><br> "Press it again," the doctor says. <br><br> <<person1>> <<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <br> <<elseif $phase is 1>> <<set $phase to 2>> <<person2>> You press the button. The <<person>> squirms more this time. <<He>> strains against the bonds. You hear buzzing through the glass. "Very good," the doctor says. "Any moment now." <br><br> Almost on cue, the <<person>> spasms, before slumping back in the chair. The buzzing ceases. "<<He>> will learn to enjoy it," the doctor says. "Press it again." <br><br> <<person1>> <<link [[Press|Asylum Button Press]]>><<awareness -10>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<llawareness>><<gstress>><<garousal>> <br> <<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <br> <<else>> <<person2>> The <<persons>> eyes widen as the buzzing starts up again. Louder this time. <<He>> shakes <<his>> head and rocks back and forth, as if trying to knock the chair over. It's not long before <<he>> spasms again. And again. Even the counter in front of you vibrates. <br><br> <<person1>>Doctor Harper writes on <<his>> clipboard, a small smile on <<his>> face. "Thank you," <<he>> says. "You've been very helpful." <<person2>>The <<person>> falls limp as Harper finishes speaking, and the buzzing stops. <br><br> "That's all for now. Be well," <<he>> says before you exit. <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You refuse to press the button. "This is for <<person2>><<his>> benefit,<<person1>> and yours," <<he>> says. "Press the button." <br><br> <<if $phase is 0>> <<link [[Press|Asylum Button Press]]>><</link>> <br> <<else>> <<link [[Press|Asylum Button Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <</if>> <<link [[Refuse|Asylum Button Refuse 2]]>><<def 1>><<suspicion 5>><</link>><<ggsuspicion>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> Harper shakes <<his>> head. "I'm disappointed. You can go." <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $phase is 0>> <<set $phase to 1>> You press the button. The long-haired girl squirms. Laid on her back, you notice her ankles and wrists are bound. Her wrists are somehow tied to the floor on either side of her face while her ankles are tied together to a metal post. She is wearing a two-piece swimsuit. <br><br> "That's right," Doctor Harper says. "Thank you. This is good for her. We have a device placed inside her vagina, another on her clitoris, and two more on her nipples. These all aid in her treatment." <br><br> You spot wires trailing across the floor and disappearing into her swimwear. <br><br> "Press the button anytime I point at you," the doctor instructs. <br><br> Harper points at you. <br><br> <<link [[Press|Asylum Button Long Hair Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <br> <<elseif $phase is 1>> <<set $phase to 2>> You press the button. The girl squirms more this time; a noise escapes her lips. She pulls against the bonds. <br><br> The doctor nods. "Good." <br><br> Harper's voice becomes lower, almost hypnotic as <<person1>><<he>> addresses the long-haired girl. <br><br> "You were dancing for them on the beach," <<he>> says. "In swimwear. You enjoyed them watching you, you liked their attention, but it wasn't enough. You wanted more." <br><br> Harper cuts away her swimwear, exposing first her breasts, then her pussy. <br><br> "They didn't remove your swimwear. You did. You stripped for them. It was thrilling to feel their eyes on your most private parts. Just like it is now." <br><br> Harper points at you. <br><br> <<link [[Press|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <br> <<elseif $phase is 2>> <<set $phase to 3>> You press the button. The girl squeals and twists. Her struggles weaken. <br><br> "You liked the hunger in their eyes," Harper says. "You wanted them to touch you. You needed it. In fact, you just kept on dancing UNTIL they touched you." <br><br> The girl weakly struggles. Harper slowly brushes <<his>> fingertips down her stomach, over her pubic hairs. <br><br> "You started it. You escalated it. You made them do it, because deep down you wanted it." <br><br> Harper points at you. <br><br> <<link [[Press|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <br> <<elseif $phase is 3>> <<set $phase to 4>> You press the button. The girl writhes and groans, close to orgasm. <br><br> "You like this," Harper says. "You wanted them inside you. All of them. Making you feel like this. It wasn't rape, you wanted it. It was your awakening. It was you finding yourself. And what upsets you is how much enjoyed it." <br><br> The girl has stopped moving completely. Harper looks momentarily confused, shrugs, then points at you. <br><br> <<link [[Press|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <br> <<elseif $phase is 4>> <<set $phase to 5>> You press the button. The girl starts to howl and fights furiously against her bindings. <br><br> "It's..." Harper says. "It's okay that you led them on. It's okay that you liked it. It doesn't make you a bad person. It's natural. Forgiving yourself is the only way to get better." <br><br> Harper points at you again. "Hold it down." <br><br> <<link [[Hold the button|Asylum Button Long Hair Press]]>><<awareness -2>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <br> <<else>> You hold the button down. The girl writhes and twists, but resists orgasm. Doctor Harper looks crestfallen. <br><br> "Okay, stop." <br><br> You let go of the button. The girl's writhing subsides. Doctor Harper writes on <<his>> clipboard, a small sad smile on <<his>> face. <br><br> "Thank you," <<he>> says. "You were helpful. Be well." <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You refuse to press the button. <br><br> "This is for her benefit,<<person1>> and yours," <<he>> says. "Press the button." <br><br> <<if $phase is 0>> <<link [[Press|Asylum Button Long Hair Press]]>><</link>> <br> <<else>> <<link [[Press|Asylum Button Long Hair Press]]>><<awareness -1>><<stress 3>><<arousal 600>><<suspicion -1>><</link>><<lsuspicion>><<lawareness>><<gstress>><<garousal>> <br> <</if>> <<link [[Refuse|Asylum Button Long Hair Refuse 2]]>><<def 1>><<suspicion 5>><</link>><<ggsuspicion>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> Harper shakes <<his>> head. "I'm disappointed. You can go." <br><br> The long-haired girl's eyes seem to follow you as you leave.<<if $o_long_and_beautiful lt 9>><<set $o_long_and_beautiful += 1>><</if>> <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $awareness gte 400>> You try to describe what you saw to Harper, but words fail you. After an awkward silence, you end up stammering something about a monster and a void. <br><br> Harper nods, and writes something down on <<his>> clipboard. "I appreciate your honesty. I can assure you, there is nothing frightening about this picture." <<elseif $awareness gte 200>> <<if $speech_attitude is "meek">> "It looks like a... you know," you say, your voice fading to a whisper. "Someone's privates?" <<elseif $speech_attitude is "bratty">> "Is it meant to be a fucking <<if $NPCList[0].penis isnot "none">>dick?<<else>>pussy?<</if>>" you ask, squinting at the paper. <<else>> "I think it kind of looks like a <<if $NPCList[0].penis isnot "none">>penis,<<else>>vagina,<</if>>" you hesitantly say. <</if>> <br><br> Harper nods, and writes something down on <<his>> clipboard. "I appreciate your honesty. There's no reason to be uncomfortable. It's simply a sign that you have a healthy libido." <<else>> You tell Harper that the picture looks like a <<if $NPCList[0].penis isnot "none">>rocket.<<else>>butterfly.<</if>> <br><br> Harper smiles, and writes something down on <<his>> clipboard. "I appreciate your honesty. What this tells me is that you are very imaginative." <</if>> <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<awareness -10>> <<link [[Next|Asylum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You shake your head and keep your mouth shut. <<if $awareness gte 400>> You're not sure you're capable of describing what you saw, even if you wanted to. <<elseif $awareness gte 200>> There's no way you're going to tell the doctor you think it looks like something so dirty. <<else>> You don't want to play this game right now. <</if>> <br><br> Harper sighs, and writes something down on <<his>> clipboard. "You're only making it harder for me to help you by refusing to open up," <<he>> says. "But there's always another time." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<awareness -1>> <<link [[Next|Asylum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You sit on the desk. Harper frowns at you. "It's rude to sit like that," <<he>> says. "There's a chair here. We can share." <br><br> <<link [[Sit on lap|Asylum Sit Lap]]>><<suspicion -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness -1>> <br> <<link [[Refuse|Asylum Sit Stand]]>><<suspicion 1>><</link>><<gsuspicion>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You sit on the doctor's lap. <<He>> wraps an arm around your waist. <<promiscuity1>> "Today I want to talk about kissing," <<he>> says. "It's a normal and healthy activity. You should be happy kissing anyone at any time." <<He>> leans close. "Kiss me." <br><br> <<link [[Kiss cheek|Asylum Sit Kiss]]>><<suspicion -1>><<awareness -1>><</link>><<promiscuous1>><<lsuspicion>><<lawareness>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Kiss mouth|Asylum Sit Kiss Mouth]]>><<suspicion -5>><<awareness -10>><<npcincr Harper love 1>><</link>><<promiscuous2>><<llsuspicion>><<llawareness>><<kissvirginitywarning>> <br> <<set $skulduggerydifficulty to (700 + ($suspicion * 6))>> <<if !pcAreArmsBound("both") and $asylumkeycard isnot 1>> <<link [[Steal keycard|Asylum Sit Steal]]>><</link>><<promiscuous2>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">> <br> <</if>> <</if>> <<link [[Refuse|Asylum Sit Refuse]]>><<suspicion 1>><<stress 3>><</link>><<gsuspicion>><<gstress>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> Refusing to play along, you stand in the middle of the office. The doctor shakes <<his>> head. "We can't help you if you won't let us," <<he>> says. "You can go." <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> The doctor shakes <<his>> head. "Disappointing, but there's always tomorrow. You may go." <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You kiss <<him>>, making good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.<<promiscuity2>><<takeKissVirginity "Harper" "consensual">> <<if $arousal gte ($arousalmax / 5) * 4>> Your hands wander across <<his>> body, spurred by the heat coursing through your veins. <<He>> gasps into your mouth, grabbing your wrists and holding them away. Hesitation flashes across <<his>> face, but it's replaced by <<his>> usual tranquil smile. <br><br> "E-eager, are we?" <<He>> clears <<his>> throat and steadies <<his>> voice. "All I asked you to do was kiss me. I suppose this means you're ready for the next step." <br><br> You try to focus, but your thoughts struggle against <<his>> hand worming its way under your clothing. It settles at your chest. <<His>> fingers deftly pinch and tease your nipple, making you squirm. Squeaks and whines manage to pass your lips. You feel embarrassed, making such noises in front of the doctor.<<stress 2>><<gstress>> <br><br> <<He>> withdraws <<his>> hand. "As you can see, it's perfectly natural to touch other people. Doing so makes both parties feel good. Now, try to practise with me." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Comply enthusiastically|Asylum Sit Kiss Aroused]]>><<set $phase to 2>><<suspicion -1>><</link>><<promiscuous2>><<lsuspicion>> <br> <</if>> <<link [[Comply passively|Asylum Sit Kiss Aroused]]>><<set $phase to 1>><<suspicion -1>><</link>><<promiscuous1>><<lsuspicion>> <br> <<link [[Refuse|Asylum Sit Kiss Aroused]]>><<set $phase to 0>><<suspicion 1>><</link>><<gsuspicion>> <br> <<else>> "V-very good," <<he>> says, pulling away from you. "You've done well today. Be well." <br><br> You climb off <<his>> lap and walk to the door. <<lsuspicion>><<suspicion -5>> <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $phase gte 1>> You nod and return your hands to <<his>> body. <<promiscuity2>> <<if currentSkillValue("handskill") gte 400>> This isn't your first time using your hands in such a way. You get to work at stroking <<his>> stomach first, then slowly moving up toward <<his>> chest. <<His>> breath catches in <<his>> throat as you <<if $NPCList[0].breastsize gt 1>>caress <<his>> $NPCList[0].breastdesc<<else>>circle <<his>> nipples<</if>>. <<else>> Though you aren't experienced, you try your best to satisfy <<him>>. You brush your hands along <<his>> sides and stomach with nervous, delicate touches. It seems to have an effect on <<him>>. Your touch leaves <<him>> shuddering ever so slightly. <</if>> <<handskilluse>> <br><br> <<if $phase is 2>> You trail your hand lower as you work, until it brushes the doctor's crotch. <<He>> inhales sharply and rests a hand on yours. "My, my. I didn't think you'd be ready for this. You're exceeding expectations." <<He>> stares at you intently, eyes glimmering with barely-restrained lust. "Sh-shall we move on to the next phase?" <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Go further|Asylum Sit Kiss Further]]>><<set $phase to 2>><<suspicion -5>><</link>><<promiscuous3>><<llsuspicion>> <<else>> <<insufficientStat "promiscuity" "to take things any further">> <</if>> <br> <<link [[Pull away|Asylum Sit Kiss Further]]>><<set $phase to 0>><<suspicion 5>><</link>><<ggsuspicion>> <br> <<else>> "T-that's enough. You did well." <<He>> reaches into <<his>> coat and retrieves a pair of rubber gloves. <<He>> slides them on with the practised speed of a professional. "Now, I believe you have a little problem." <<He>> rests one of <<his>> gloved hands on your thigh. "May I?" <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Asylum Sit Kiss Further]]>><<set $phase to 1>><<suspicion -1>><</link>><<promiscuous2>><<lsuspicion>> <<else>> <<insufficientStat "promiscuity" "to take things any further">> <</if>> <br> <<link [[Refuse|Asylum Sit Kiss Further]]>><<set $phase to 0>><<suspicion 1>><</link>><<gsuspicion>> <br> <</if>> <<else>> Though your body trembles with arousal, you shake your head. Doctor Harper frowns. "I suppose we can work on this later." <br><br> You fix your clothes and climb off the desk, and Harper's lap. "Be well," <<he>> calls after you. You hear <<him>> sigh as the door closes. <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $phase is 2>> You rub with more pressure. It's all the confirmation Harper needs. <<promiscuity3>> "Very good." <<His>> lips curl into a subdued grin. "Now, get up." <br><br> You do as instructed and climb off <<his>> lap. <<He>> takes advantage of your new position by pushing you over <<his>> desk, onto your back. <br><br> The doctor bears down on you, tracing <<his>> fingers along your arm. "I think it's time I observe your progress first-hand." <br><br> <<link [[Take <<his>> hands|Asylum Sit Kiss Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<handholdingvirginitywarning>> <br> <<link [[Stay still|Asylum Sit Kiss Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>> <br> <<elseif $phase is 1>> You nod, desperate for release. <<switch $player.sex>> <<case "f">> <<His>> hand dips beneath your clothes. <span class="lewd">You feel a finger stroke your lower lips,</span> causing you to shudder with pleasure. Your juices quickly begin to coat <<his>> questing fingers as one enters you. It's obvious that <<he>> knows exactly what to do to pleasure you as much as possible. <<He>> pushes in a second finger and starts to move them in and out, <<his>> thumb pressing against and rubbing your clit. <<arousal 10000 "genitals">> <<orgasm>> <<He>> steadies you with a hand on your hip you as your spasms subside. "Did you have fun?" <<he>> asks, panting. "You enjoy being touched like that, don't you?" <br><br> You shiver as <<he>> pulls <<his>> fingers out of you. "You've shown great improvement today." <<He>> leads you out of the office with a smile. "Be well." <<case "m">> <<He>> displaces your clothes, <span class="lewd">exposing your <<penis>></span>. The cool air provides mild relief from the heat in your body. <<He>> smiles and rubs <<his>> thumb against the very tip, causing you to shudder. <<He>> coats <<his>> glove in the leaking precum, then wraps <<his>> fingers around your shaft, stroking it in a steady up-and-down motion. <<arousal 10000 "genitals">> <<orgasm>> <<He>> tightens <<his>> grip and slows <<his>> pace, coaxing out the last few drops of cum. "Did you have fun?" <<he>> asks, panting. "You enjoy being touched like that, don't you?" <br><br> You shiver as <<he>> pulls <<his>> fingers out of you. "You've shown great improvement today." <<He>> leads you out of the office with a smile. "Be well." <<case "h">> <<He>> displaces your clothes, <span class="lewd">exposing your <<genitals>></span>. <<His>> eyebrows raise at the sight. "Your body is fascinating. I rarely see people like you." <br><br> <<He>> puts both hands to work. <<He>> holds your penis in <<his>> left hand, rubbing the tip with <<his>> thumb and using the precum as lubricant to stroke your shaft. With <<his>> right hand, <<he>> strokes your labia with clinical precision. <<He>> presses two fingers inside and rubs your inner walls. The dual sensation soon overwhelms you. <<arousal 10000 "genitals">> <<orgasm>> <<He>> pulls <<his>> hands away, then tosses <<his>> gloves into a nearby trash can. "I wonder, do you experience twice as much pleasure when both parts are stimulated?" <<He>> narrows <<his>> eyes in thought. "A test for later, I suppose." <<He>> leads you out of the office with a smile. "You've shown great improvement today. Be well." <<default>> <<His>> hand dips beneath your clothes, but <<he>> frowns when <<he>> reaches your genitals. Or lack thereof. <br><br> "That's... unusual." <<He>> withdraws <<his>> hand and makes a note on a clipboard. "I need to make some calls. We're done, for now." <<He>> hurriedly ushers you out the door. "Be well." <</switch>> <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br> <<else>> You shake yourself from the haze of lust and pull your hand away. Doctor Harper grimaces and clears <<his>> throat. "I suppose I misjudged your progress." <br><br> <<He>> climbs off the desk with a sigh. "You're only hurting yourself by resisting treatment," <<he>> says as <<he>> leads you out of the office. "Be well." <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $phase is 1>> You reach up and intertwine your fingers with <<hers>>. <<takeHandholdingVirginity "Harper" "consensual" null true>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Asylum Sit Kiss Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Sit Kiss Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Harper sighs in contentment and steps away from you. "Excellent. I'm proud of how quickly you're taking to the treatment."<<suspicion -10>><<lllsuspicion>> <br><br> <<He>> stands up and straightens <<his>> clothes. "You may go now," <<he>> says. "Be well." <<elseif $enemyhealth lte 0>> You shove Harper against the desk and scurry to a corner of the room. <<He>> reaches for a button on <<his>> desk, but thinks better of it.<<suspicion 5>><<ggsuspicion>> <br><br> "The only person you're hurting by resisting treatment is yourself." <<He>> takes a seat at <<his>> desk. "You may go now," <<he>> sighs. "Be well." <<elseif $finish is 1>> Harper shakes <<his>> head and pushes <<himself>> off the desk. "The treatment is for your own good. The sooner you understand, the sooner we can help you."<<suspicion 1>><<gsuspicion>> <br><br> <<He>> takes a seat at <<his>> desk. "You may go now," <<he>> sighs. "Be well." <<else>> You hear a voice outside. It's an orderly, investigating the commotion. Harper shoots off the desk and hastens to straighten <<his>> clothes. "W-we're fine in here," <<he>> calls out. "Nothing I can't handle." <br><br> Satisfied with the doctor's response, the orderly leaves you alone. Harper looks to you warily.<<suspicion 5>><<ggsuspicion>> <br><br> "The only person you're hurting by resisting treatment is yourself." <<He>> takes a seat at <<his>> desk. "You may go now," <<he>> sighs. "Be well." <</if>> <<tearful>> you leave the room. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You plant a light kiss on the doctor's cheek. <<He>> scribbles on <<his>> clipboard. "That's satisfactory," <<he>> says. "You may go. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You kiss <<him>>, making good use of your tongue. <<His>> eyes widen at first, but then close. <<He>> kisses back.<<promiscuity2>><<takeKissVirginity "Harper" "consensual">> You run your hand against <<his>> chest, and dip into <<his>> pocket. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<wearProp "keycard" "silver">> <span class="green">You pull out a keycard and hide it away.</span> <<set $asylumkeycard to 1>> <br><br> <<skulduggeryuse>> "V-very good," <<he>> says, pulling away from you. "You've done well today. Be well." <br><br> You climb off <<his>> lap and walk to the door. You can't help but smirk. <<lsuspicion>><<suspicion -5>><<npcincr Harper love 1>> <br><br> <<pubfameComplete "hospital" "asylum">> <<link [[Next|Asylum]]>><<endevent>><</link>> <br> <<else>> <span class="red"><<He>> grabs your wrist.</span> <<gggsuspicion>><<suspicion 20>> <br><br> <<skulduggeryuse>> "I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in. <br><br> <<asylumpunish>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $hallucinations gte 1 and $settings.tentaclesEnabled>> You notice a faint purple light. You reach toward it, and feel the door. It's ajar. <br><br> <<link [[Open it|Tentacle World Intro]]>><<endevent>><<arousal 600>><</link>><<garousal>> <br> <<link [[Stay away|Asylum Room 2]]>><<stress 3>><<awareness -10>><</link>><<llawareness>><<gstress>> <br> <<else>> <<pass 180>> Hours pass, with nothing to distract you but your own thoughts. You're relieved when the door is opened by Doctor Harper. <br><br> <<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good. <<if $asylumstate is "sleep">> Let's bring you to your bed. You need your sleep." <br><br> Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click. <br><br> <<endevent>> <<link [[Next|Asylum Cell]]>><</link>> <br> <<else>> Let's bring you back to your fellow patients. They've missed you." <br><br> Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "asylum">><<pass 180>><<asylumeffects>><<effects>> Hours pass, with nothing to distract you but your own thoughts. You feel relieved when the door is opened by Doctor Harper. <<llawareness>><<gstress>><<stress 3>><<awareness -10>> <br><br> <<He>> smiles at you. "I'm sorry," <<he>> says. "It was for your own good. <<if $asylumstate is "sleep">> Let's bring you back to your bed. You need your sleep." <br><br> Flanked by orderlies, Doctor Harper leads you back to your room. The door locks with a click. <br><br> <<endevent>> <<link [[Next|Asylum Cell]]>><</link>> <br> <<else>> Let's bring you back to your fellow patients. They've missed you." <br><br> Flanked by orderlies, Doctor Harper leads you back to the occupied part of the asylum. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<strip>> "I'll strip," you say. The orderlies step forward to help, but there's no need. You <<nervously>> remove your clothes and walk up to the window. You knock on it, and keep knocking until everyone is looking. You hear whistling through the glass. <<covered>> <<flaunting>> you twirl to give everyone a good look. <<exhibitionism5>> "Very good," Doctor Harper says with a smile. The <<person2>><<person>> gapes. "You can get dressed. I think you already understand this lesson." <br><br> Harper has the <<person2>><<person>> remain for further instruction. You fix your clothes. <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<strip>> "I'll strip," you say. You <<nervously>> undress, though not fast enough for the orderlies, who step forward to help. They almost tear your clothing off in their eagerness. The <<person>> averts <<his>> gaze. <<covered>> "Very good," Harper says. "Now, the window. Let everyone see." <br><br> You walk up to the window. One of the orderlies knocks on it, until everyone outside is watching you. <<covered>> You hear whistling through the glass. <br><br> "Isn't it exciting?" the doctor says. "All those people can't keep their eyes off you. That will do. Get dressed." <br><br> Harper has the <<person2>><<person>> remain for further instruction. You fix your clothes. <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "Please," the <<person>> sobs. The orderlies pay no heed as they tear <<his>> clothing off <<his>> body and shove <<him>> to the window. One of them knocks on it, until everyone outside is watching. You hear whistling through the glass. <br><br> "<<He>> doesn't have to suffer so," the doctor whispers to you. "<<He>> chooses to. <<Hes>> in no danger. But you've done your part. You can go." <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <br><<if $sexstart is 1>> <<saveNPC 1 "harper_asylum_oral">> <<clearsinglenpc 0>> <<clearsinglenpc 1>> <<loadNPC 0 "harper_asylum_oral">> <<set $npcrow.splice(0)>> <<person1>> <<set $sexstart to 0>> <<if _resistedEscalation>> <span class="red">You crouch in front of the <<person>>.<<npcexposetext>></span> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<else>> You crouch in front of the <<person>>.<<npcexposetext>> <<neutral 1>> <<consensual>> <<set $consensual to 1>> <</if>> Doctor Harper leans forward for a closer look. <br><br> <<maninit>><<npcoral>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Asylum Hypnosis Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Hypnosis Oral]]>><</link>></span><<nexttext>> <</if>><<asylumeffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Very good," the doctor says. "Both of you. When I drop this pen, you will awaken." <<nnpc_He "Harper">> drops the pen. <br><br> The <<person>> blinks, then blushes and covers <<his>> genitals. "You can go," the doctor says. "Be well." <br><br> <<tearful>> you leave the office. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the doctor says. "You can go. Be well." <br><br> <<tearful>> you leave the office. <br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> snaps out of <<his>> trance. <<He>> blushes and covers <<his>> genitals. "You have a long way to go," the doctor says. "You can go. Be well." <br><br> <<tearful>> you leave the office. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Asylum]]>><</link>><<asylumeffects>><<effects>> <<set _resisted to true>> <<if $willpowerSuccess>> <<npcincr Harper dom -5>> <span class="green">You shake yourself free of the effect.</span> The effort leaves you a bit strained. <<stress 6>><<ggstress>> <br><br> <<endevent>><<npc Harper>><<person1>> The doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well." <<suspicion 5>><<ggsuspicion>> <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <<else>> <<include "Asylum Hypnosis Trance">> <</if>><<asylumeffects>><<effects>> <<pass 10>> <<hypnotised 1>> <<if _resisted>> <span class="red">You slip deeper into the trance.</span> <<else>> You slip deeper into the trance. <span class="green"> <<if $harper_appointments.hypnosis is 0 and $harper_appointments.dog is 0>> You don't remember ever feeling so tranquil. <<else>> You return to the familiar state of tranquillity. <</if>> </span> <</if>> You hear Harper's voice drifting toward you. <<if $hypnosis_traits.devotion gte 5>> "That's very good. Now, the next time you feel overwhelmed by it all..." <span class="purple"><<his>> voice fades away, along with the rest of the room. Someone is standing where Harper just was.</span> <br><br> <span class="forest-green">It's Gwylan. <<nnpc_He "Gwylan">> takes a step towards you, smiling, and cups your cheeks. No words leave <<nnpc_his "Gwylan">> lips, but they move regardless.</span> <br><br> <<if $phase is "Dog">> A line of green light extends from <<nnpc_his "Gwylan">> hand, gently wrapping around your neck with a click. <</if>> <<nnpc_He "Gwylan">> brings <<nnpc_his "Gwylan">> face closer to yours. Finally, you can hear <<nnpc_his "Gwylan">> voice. <br><br> <<if $phase is "Dog">> "<span class="witch">You act like a pet for me, and me alone.</span>" <<else>> "<span class="witch"><<He>> can't have you.</span>" <</if>> <br><br> You're brought back to the room as you hear something drop to the ground. Harper's hand is on <<his>> head. "I'm sorry, I seem to be getting a migraine. That's enough for today. Remember, don't be afraid to relax. Be well." <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <<else>> "That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..." <<He>> gives you instructions. "...you won't remember this." <br><br> <<if $phase is "Oral">> <<set _trait to "suggestion">> <<set _traitText to "suggestion">> <<set _TraitText to "Suggestion">> <<elseif $phase is "Exhibitionism">> <<set _trait to "cover">> <<set _traitText to "flaunting">> <<set _TraitText to "Flaunting">> <<elseif $phase is "Dog">> <<set _trait to "deviancy">> <<set _traitText to "deviancy">> <<set _TraitText to "Deviancy">> <</if>> <span class="pink">You feel something shift in your consciousness.</span> <<if $hypnosis_traits.devotion gte 4 and random(0, 1)>> Only to be put back into place a moment later. <span class="forest-green">The sting of a rose's thorn keeps you just focused enough to subtly shake it off.</span> Your thoughts remain clear, for the moment. <<elseif !$hypnosis_traits[_trait]>> <<set $hypnosis_traits[_trait] to 1>> You've gained the <span class="pink">Hypnotic _TraitText</span> trait. <<elseif $hypnosis_traits[_trait] lt 5>> <<set $hypnosis_traits[_trait] += 1>> Your hypnotic _trait has strengthened. <</if>> <<set _traitValue to $hypnosis_traits[_trait]>> <br><br> "Good," the doctor says. <<if $phase is "Oral">> <<person2>>"I want you to get on your knees and use your mouth on <<his>> genitals. <<He>> will enjoy it. Is that clear?" <br><br> "Yes," the <<person>> says. "I will enjoy it." <<elseif $phase is "Exhibitionism">> "I want you to take off your clothes. We're going for a walk." <<elseif $phase is "Dog">> <<generateBEAST 2 "dog">> <<person2>> <<if $NPCList[1].monster is 1>> "Good," the doctor says. "Bring <<bhim>> in." A group of orderlies enter. One holds a <<beasttype 1>> on a leash, who appears to be panting heavily. <<bHis>> nude body is on full display. <<bHe>> strains to reach you. Harper turns to you. "We found <<bhim>> up near those farms," <<nnpc_he "Harper">> says. "<<bHes>> been misbehaving, and could use some "personal" attention. From a <<bitch>> in heat, more specifically. You can't wait to be <<bred>>." You feel an urge to bark. <<else>> "Good," the doctor says. "Bring it in." A group of orderlies enter. One holds a <<beasttype 1>> on a leash. It strains to reach you. Harper turns to you. "You're a bitch in heat. You can't wait to be <<bred>>." You feel an urge to bark. <</if>> <</if>> <br><br> <<link "Obey" `"Asylum Hypnosis "+$phase`>><<set $sexstart to 1>><<control 25>><<trauma -6>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Asylum Hypnosis Escalation Resist]]>><</link>><<willpowerdifficulty 1 `((_traitValue || 3)**0.9)*300`>> <</if>><<asylumeffects>><<effects>> <<set _resistedEscalation to true>> <<if $willpowerSuccess>> <<npcincr Harper dom -5>> <<suspicion 5>> <span class="green">You shake yourself free of the effect.</span> The effort leaves you a bit strained. <<stress 6>><<ggstress>> <br><br> <<endevent>><<npc Harper>><<person1>> The doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well." <<ggsuspicion>> <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <<else>> <<hypnotised 1>><<npcincr Harper dom 5>> <<if $phase is "Oral" or $phase is "Dog">> <<set $sexstart to 1>> <</if>> <<include `"Asylum Hypnosis " + $phase`>> <</if>><<asylumeffects>><<effects>> <<strip>> <<fameexhibitionism 10>> <<wearProp "featherduster">> <<if _resistedEscalation>> <span class="red">You remove your clothing with robotic movements.</span> <<else>> You remove your clothing with robotic movements. <</if>> The doctor smiles. "Good," <<he>> says as <<he>> stands. "Let's go for a walk." <br><br> You leave the office, into the corridor outside. A passing nurse ogles you, and gives Harper a knowing look. "You feel excited to be exposed in a public space," the doctor says. <<Hes>> right. "You want to show everyone your body." You nod. Together you walk to the recreation room. <br><br> All heads turn when you arrive, a naked <<girl>> with Doctor Harper close behind. "Here." <<He>> hands you a feather duster. "This room is very dusty. Clean it." <br><br> You get to work. The room is very dusty. You dust the tables. You bend over to dust the chairs. You kneel to dust the floor. The doctor stays near you, and intervenes whenever someone gropes. "That's not what this is about," <<he>> says. "Look, don't touch." <br><br> <<pass 30>> You continue cleaning the room, unbothered by all the eyes on your <<lewdness>>. "That's enough," Harper announces after some time. "The room is clean." <<He>> takes the feather duster from you. The patients beg Harper to let you continue, but <<he>> doesn't relent. <br><br> "You've done very well today," the doctor says once back in <<his>> office. "Get dressed." <br><br> You fix your clothes. <br><br> "When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. "We've made good progress. You should be proud. Be well." You leave <<his>> office. <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>><<rngWraith 2>> The compartment clangs shut. A dim light fills the interior, though you can't see the source. "Are you comfortable in there?" asks Harper's muffled voice. "I'm turning it on." The light becomes more intense. Small holes open on the top and sides of the chamber. A pink mist flows out. It smells sweet. You feel warm. <br><br> <<drugs 180>> Several dozen tendrils emerge next. They snake over your body, writhing against your skin, <<if $worn.upper.name isnot "naked">> beneath your $worn.upper.name, <</if>> and against your <<breasts>>. <<if $worn.under_lower.name isnot "naked">> Even your $worn.under_lower.name <<underlowerplural>> no protection. <</if>> They tease your <<genitals>> without mercy. <br><br> <<pass 5>> This continues for a few minutes. Puffs of pink mist continue to emerge, along with more tendrils. Your breathing becomes deeper and your pulse quickens. <br><br> <<if $wraith.state is "haunt" and _wraithEvent>> <<arousal 5000>> <<endevent>> <<generateWraith 1 true>><<rainWraith>> Suddenly, the lights go out with a snapping sound, leaving you in pitch black darkness. You hear murmurs from outside the machine, followed by frantic footsteps. It feels like something is pushing down on you. The sound becomes more and more intense, until it almost sounds like rain hitting the machine. <br><br> A faint red light begins to shine around you, <span class="red">revealing a<<if $wraith.seen gte 3>> familiar<</if>> pale face right above yours.</span> You try to scream, but something is already blocking your mouth. <<if $wraith.seen gte 1>> The <<person>> smiles. "<span class="wraith">We meet again, <<pcpetname "Wraith">>.</span>" <<else>> "<span class="wraith">Thief. Give it back.</span>" <</if>> <br><br> <<initWraith "abomination">> <<if $wraith.gen is "abomination">> Pale tendrils swarm around you, holding you down. <<else>> Several disembodied arms emerge from the walls, holding you down. <</if>> Harper's voice is just barely audible. "Something's wrong with the machine! Get <<phim>> out of there!" <br><br> <<link [[Next|Asylum Machine Wraith]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<arousal 10000>> <<orgasm>> You hear applause from outside the machine. Did you make that much noise? "Very good," Harper says. "That should do it. This should be the right button." The tendrils withdraw and the holes close. The compartment opens and several pairs of arms help you to your feet. "You've done well today," the doctor says. "I hope you found it relaxing. Be well." <br><br> You leave the room, still shaking. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> Harper looks above your shoulder, and nods. <<if currentSkillValue('athletics') gte random(1, 1000)>> <span class="green">You succeed in dodging</span> the orderlies who try to grab you from behind. Harper shakes <<his>> head. "We can't help if you won't let us," <<he>> says. "You can go." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br> <<else>> <span class="red">You fail to dodge</span> the orderlies who attack from behind. They lift you off your feet and force you into the machine. <<stress 6>><<gstress>> <br><br> <<link [[Next|Asylum Machine]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<saveNPC 1 "harper_asylum_dog">> <<clearsinglenpc 0>> <<clearsinglenpc 1>> <<loadNPC 0 "harper_asylum_dog">> <<set $npcrow.splice(0)>> <<set $sexstart to 0>> <<set $NPCList[0].stance to "top">> <<set $position to "doggy">> <<if _resistedEscalation>> <span class="red">You drop to the ground and adopt a mating posture.</span> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<else>> You drop to the ground and adopt a mating posture. <<neutral 1>> <<consensual>> <<set $consensual to 1>> <</if>> Doctor Harper takes notes. <br><br> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <<beast $enemyno>> <br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Asylum Hypnosis Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Hypnosis Dog]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The orderly pulls the <<beasttype>> off you. <<else>> The <<beasttype>> whimpers and hides behind the orderlies. <</if>> <br><br> <<endcombat>> <<npc Harper>><<person1>> <<if $enemyarousal gte $enemyarousalmax>> "You've done very well today," says Harper. <<else>> Harper sighs. <</if>> <<if !pcAreArmsBound("both")>> "Get dressed." <br><br> <<clotheson>> <<else>> <<if $worn.upper.name is "straightjacket" and $worn.lower.name is "naked">> <<He>> ignores the state of your ruined $worn.upper.name. <</if>> <br><br> <</if>> "When I drop this pen, you will awaken." <<He>> drops it, and you blink free of the haze. <<if $enemyarousal gte $enemyarousalmax>> "We've made good progress. You should be proud. Be well." The orderlies are smiling at their phones. <<else>> "That's it for today. Be well." <</if>> <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>><<asylumeffects>><<effects>> <<if $willpowerSuccess>> <<npcincr Harper dom -5>> <<suspicion 5>> <span class="green">You shake yourself free of the effect.</span> The effort leaves you a bit strained. <<stress 6>><<gstress>> <br><br> <<endevent>><<npc Harper>><<person1>> The doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well." <<ggsuspicion>> <br><br> <<if !pcAreArmsBound("both")>> You pet the <<beasttype>> on the way out.<<lstress>><<stress -12>> <br><br> <</if>> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <<else>> <<set $sexstart to 1>><<hypnotised 1>><<npcincr Harper dom 5>> <<include "Asylum Hypnosis Dog">> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $phase is 1>> The <<person>> pushes you onto the chair and binds your limbs. "There," <<he>> says. "Administer the treatment." <<else>> You sit down. Harper binds your arms and legs. "It's just a precaution," <<person1>><<he>> assures you. <</if>> <br><br> <<person1>> Harper affixes a mask around <<his>> head. The others follow <<his>> example while <<he>> opens a safe. <<He>> pulls out a canister, then holds it at arm's reach in front of you, and opens it. Purple fumes rise from within. It smells sweet. <br><br> <<pass 5>> <<if $wraith.state and $rng gte 51>> You sit for a few minutes. The light above you flickers briefly, but no one else seems to notice. <<if Weather.precipitation is "none">> You think you hear raindrops hitting the window, but when you look, the windows are all dry. <<else>> You hear a faint rumble of thunder in the distance, and your eyes flit to the windows reflexively. <</if>> The doctors watch you, taking note of where your gaze lands. <br><br> <<if ["haunt", "despair"].includes($wraith.state)>> When you look back, <<if $wraith.seen gte 1>>your blood runs cold. A familiar pale figure stares at you from the corner of the room, smiling at you behind glowing <<wraithEyes>> eyes. <<stress 24>><<gggstress>><<trauma 6>><<gtrauma>><<else>>your breath catches in your throat. You see a pale figure flickering in the corner of the room, staring directly at you with bright <<wraithEyes>> eyes. <<stress 12>><<ggstress>><</if>> <<else>> When you look back, another light flickers in the corner of the room, and something disappears. Your ears begin ringing. You definitely saw something... someone... there. It looked tall and pale, wearing an ivory necklace set with dark blue gemstones. You think it was waving at you, or maybe motioning for you to get closer. <<stress 12>><<ggstress>> <</if>> <br><br> Harper notices your discomfort. "What's wrong? Did you see something strange?" Everything snaps back to normal as <<he>> speaks. <br><br> <<link [[Tell|Asylum Pill Tell]]>><<awareness -5>><<stress -3>><</link>><<lawareness>><<lstress>> <br> <<link [[Stay quiet|Asylum Pill Quiet]]>><<suspicion 1>><<awareness 5>><<stress 3>><</link>><<gsuspicion>><<gawareness>><<stress 3>> <br> <<else>> You sit for a few minutes. The doctors watch you, as if expecting something to happen. "Well?" the <<person2>><<person>> says. "Do you see anything strange?" You shake your head. <br><br> "We'll keep an eye on <<phim>>," Harper says. "I'll send for the next patient." <<He>> undoes the straps on the chair. "Thank you for cooperating. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br> <</if>>You tell them about what you saw, but find yourself unable to recall the finer details already. <<He>> undoes the straps on the chair as the other doctors murmur something. <br><br> "Fascinating. Thank you for cooperating. You can go," <<he>> says. "Be well." <<endevent>> <br><br> <<link [[Next|Asylum]]>><</link>> <br>You shake your head. They all look sceptical, but Harper gives you a patient smile. <br><br> "We'll keep an eye on <<phim>>," Harper says. "I'll send for the next patient." <<He>> undoes the straps on the chair. "Thank you for cooperating. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "That's disappointing," Harper sighs. "But alright. Be—" <br><br> "I don't see why the mad <<girl>> should have a choice," the <<person2>><<person>> interrupts. <<He>> rises to <<his>> feet and grabs your arm. <<He>> tries to pull you to the chair. <br><br> <<if !pcAreArmsBound("both")>> <<link [[Slap|Asylum Pill Slap]]>><<suspicion 5>><<trauma -6>><<stress -6>><</link>><<ggsuspicion>><<ltrauma>><<lstress>> <br> <</if>> <<link [[Let it happen|Asylum Pill Sit]]>><<awareness -10>><<suspicion -5>><<set $phase to 1>><<hallucinogen 180>><</link>><<llsuspicion>><<llawareness>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You slap the <<persons>> face. <<He>> recoils in shock. "The insolence," <<he>> says. Harper steps forward and grips <<his>> arm. <br><br> <<person1>>"That's enough," <<he>> says. "This is my patient. It's up to me." The <<person2>><<person>> sneers, but doesn't push it. The <<person3>><<person>> watches with an amused smile. <br><br> "You can go," Doctor Harper says. "Be well." <<endevent>> <br><br> <<link [[Next|Asylum]]>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> You leap across the desk at Harper. <<He>> presses the alarm, but no one comes. The distraction worked. <<set $asylumdistracted to 0>><<set $enemyhealth *= 0.6>><<set $enemyhealthmax *= 0.6>> <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Asylum Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Fight]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> slumps in <<his>> seat and shuts <<his>> eyes. It's easy to snatch the keycard from <<his>> pocket without being noticed. <<tearful>> you leave the office. Orderlies wait for you outside, unaware that you have the keycard tucked away. <<set $asylumkeycard to 1>> <br><br> <<clotheson>> <<endcombat>> <<pubfameComplete "hospital" "asylum">> <<asylumpunish>> <<elseif $enemyhealth lte 0>> Harper winces and tries to flee the room, but you grasp <<his>> coat. <<He>> shakes free of it and escapes. There's a keycard in the pocket. <<tearful>> you leave the office. Orderlies wait for you outside. <<set $asylumkeycard to 1>> <br><br> <<clotheson>> <<endcombat>> <<pubfameComplete "hospital" "asylum">> <<asylumpunish>> <<else>> <<tearful>> you fall to the ground. Harper pants. "This is why you're in here," <<he>> says. "You can't handle your emotions." The orderlies arrive. <br><br> <<clotheson>> <<endcombat>> <<asylumpunish>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You lunge over the desk and try to grab Harper. <<He>> stands back, knocking <<his>> chair over. Several orderlies burst into the room and tackle you to the ground. <br><br> <<asylumpunish>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You reach across the desk and grab <<his>> coat with both hands. "You're wrong," you shout. You slip a hand into <<his>> pocket. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<wearProp "keycard" "silver">> <span class="green">You pull out a keycard and hide it away.</span> <<set $asylumkeycard to 1>> <<skulduggeryuse>> <<He>> pushes you back on your chair as several orderlies march in. <br><br> <<pubfameComplete "hospital" "asylum">> <<asylumpunish>> <<else>> <span class="red"><<He>> grabs your wrist.</span> <<gggsuspicion>><<suspicion 20>> <<skulduggeryuse>> "I'm very disappointed in you," <<he>> says. <<He>> reaches beneath the desk, and the doors swing open. Several orderlies march in. <br><br> <<asylumpunish>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "You're wrong," you say. "People keep forcing themselves on me." <br><br> <<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "I'll be here when you're ready to admit what you've been up to." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "I-It's all me?" you ask. "It's my fault?" <br><br> <<He>> shakes <<his>> head. "There's no fault," <<he>> says. "But you understand. People are responding to your provocation. The way you dress and carry yourself. Most people aren't as talented." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "That's not true," you say. "People have been exposing me with force." <br><br> <<He>> shakes <<his>> head and writes something on <<his>> clipboard. "That's okay," <<he>> says. "But one day you'll need to admit your lewdity." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "I-It is exciting," you say. "To be exposed in front of people." <br><br> <<He>> nods. "Very good," <<he>> says. "You should be happy so many want to look at you." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "I'm not like that," you say. "I wouldn't do such things." <br><br> <<He>> shakes <<his>> head and writes something on <<his>> clipboard. "It must be hard for you," <<he>> says. "Coming to terms with such deviancy. But you need to in order to heal." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "It's my fault?" you ask. "I'm the one making animals attack me?" <br><br> <<He>> shakes <<his>> head. "You're attacking them," <<he>> says. "But you're on the right track." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "The tentacles are real," you say. "I felt them all over me. They left marks and goo..." <br><br> "They don't exist," <<he>> interrupts. "You're inventing fantasies to justify your promiscuous behaviour. It's no mystery where the goo really comes from." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "They aren't real?" you ask. "But why did they feel good?" <br><br> "You were either sleeping with someone, or touching yourself," <<he>> says. "Likely the former." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "No," you say. "I didn't do this to myself, other people did." <br><br> <<He>> shakes <<his>> head. "It's a cry for help," <<he>> says. "But you're in the right place. We won't let you hurt yourself any longer." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "I did this to myself?" you ask. "But why?" <br><br> "Yes," <<he>> says. "You did this to yourself. Because you felt guilty." <<He>> glances at the clock. "That's all for today. Be well." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<asylumeffects>><<effects>> <<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<set $earSlime.defyCooldown += 2>> The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to <<print $asylumEarSlimeEvent[0]>> as you are. <<ggwillpower>><<willpower 1>> <br><br> <<set _nextPassage to $asylumEarSlimeEvent[1]>> <<link [[Next|_nextPassage]]>> <<if ($exposed is 1 and $exhibitionism lt 35) or ($exposed is 2 and $exhibitionism lt 75)>> <<set $desperateaction to "the ear slime commanded you to do it">> <</if>> <<switch $asylumEarSlimeEvent[1]>> <<case "Asylum Breakfast">><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>> <<case "Asylum Exercise">><<tiredness 3>><<stress -6>><<pass 30>> <<case "Asylum Socialise">><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>> <<case "Asylum Study">><<pass 50>><<schoolskill>> <</switch>> <<unset $asylumEarSlimeEvent>> <</link>> <<else>> You try to ignore the command from the slime and continue on. You feel it try, <span class="green">but fail,</span> to force you to <<print $asylumEarSlimeEvent[0]>>. <br><br> <<link [[Next|Asylum]]>><<unset $asylumEarSlimeEvent>><</link>> <</if>><<asylumeffects>><<effects>> You act on the slime's urging and approach the <<person>>. <br> <<promiscuity4>> "Take me!" you say. <br><br> <<if $worn.over_lower.name isnot "naked" or $worn.lower.name isnot "naked">> <<if $worn.over_lower.name isnot "naked">> <<set $worn.over_lower.vagina_exposed to 1>><<set $worn.over_lower.anus_exposed to 1>><<set $worn.over_lower.exposed to 2>> <</if>> <<if $worn.lower.name isnot "naked">> <<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <</if>> <<if $worn.under_lower.name is "naked">> <<if $worn.over_lower.name isnot "naked">> <<if setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>> You lift up your $worn.over_lower.name, <span class="lewd">exposing your <<if $worn.lower.name isnot "naked">>$worn.lower.name<<else>><<undies>><</if>>.</span> <<else>><<set $worn.lower.state to "thighs">> You pull down your $worn.over_lower.name, <span class="lewd">exposing your <<if $worn.lower.name isnot "naked">>$worn.lower.name<<else>><<undies>><</if>>.</span> <</if>> <</if>> <<if $worn.lower.name isnot "naked">> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>> You lift up your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span> <<else>><<set $worn.lower.state to "thighs">> You pull down your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span> <</if>> <</if>> <</if>> <</if>> <<if $worn.under_lower.name isnot "naked">> <<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>> <<set $worn.under_lower.state to "thighs">><<set $worn.under_lower.exposed to 2>> <<if $worn.lower.name is "naked">> You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span> <<else>> <<outfitChecks>> <<if _skirtExposed>> <<if $worn.over_lower.name isnot "naked">><<set $worn.over_lower.skirt_down to 0>><</if>> <<if $worn.lower.name isnot "naked">><<set $worn.lower.skirt_down to 0>><</if>> You lift up your <<allBottoms>> with one hand while lowering you $worn.under_lower.name with the other <span class="lewd">exposing your <<genitals>>.</span> <<else>><<set $worn.lower.state to "thighs">> You pull down your <<allBottomsUnderwear>>, <span class="lewd">exposing your <<genitals>>.</span> <</if>> <</if>> <</if>> <br><br> The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you somewhere where you have a little privacy. <br><br> <<link [[Next|Asylum Slime Rape]]>><<set $sexstart to 1>><</link>> <br><<asylumeffects>><<effects>> You follow the slime's urging and approach the <<person>>. <br><br> "T-take me!" you say. <br><br> The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you somewhere where you have a little privacy. <br><br> <<link [[Next|Asylum Slime Rape]]>><<set $molestationstart to 1>><</link>> <br><<asylumeffects>><<effects>> <<if $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction. <</if>> <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. It tries to force you to stay still, <span class="red">and you fail</span> to resist its influence. <<ggwillpower>><<willpower 3>> <br><br> Forced by the slime's urging, you approach the <<person>>. <br><br> "T-take me!" you say. <br><br> The <<person>> is taken aback, but recovers quickly. <<He>> glances around, then grabs your arm. <<He>> pulls you somewhere where you have a little privacy. <br><br> <<link [[Next|Asylum Slime Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You turn away from the <<person>> and feel a jolt of pain as the slime punishes you for your defiance. You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction. <<gwillpower>><<willpower 1>> <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $noFinish to 1>> <<maninit>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $noFinish to 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Asylum Slime Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Slime Rape]]>><</link>></span><<nexttext>> <</if>><<asylumeffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thanks, I needed that," the <<person>> says. "See you around." <br><br> <<tearful>> you return to where you were before the slime's demand. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Asylum]]>><</link>> <<else>> You shove the <<person>> against a dumpster, where <<he>> falls to the ground. <br><br> <<tearful>> you wince as the slime punishes you for your defiance. <<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Asylum]]>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $phase is "refuse">> <<if $worn.face.type.includes("gag")>> Unable to speak, you vehemently shake your head. <<elseif $speech_attitude is "meek">> "B-but that's not true!" you say. "I haven't hurt anyone." <<elseif $speech_attitude is "bratty">> "That's an outright lie!" you say. "They've attacked me." <<else>> "That's not true!" you say. "I've been attacked." <</if>> <br><br> Harper shakes <<his>> head before writing something on <<his>> clipboard. "You'll need to admit your behaviour before I can help you," <<he>> says. <<He>> walks to the door and opens it for you, "That's all for today. You may go." <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <<elseif $phase is "flaunt">> <<set _temptext to "smiles">> <<exhibitionism4>> You eagerly undress, drawing it out to allow the doctor's eyes to wander. Once naked, you carefully lie back down, thrilled at being so exposed. You only cover yourself to keep it interesting. <br><br> <<elseif $phase is "strip">> <<set _temptext to "remains professional">> You avoid eye contact with the doctor as you slowly remove your clothes. Once naked<<if $uncomfortable.nude>>, you cover your <<if $player.gender_appearance is "f">><<chest>> and <</if>><<genitals>>, and<<else>> you<</if>> carefully lie back down. <<if !$worn.face.type.includes("gag")>>You are too embarrassed to say more.<</if>> <br><br> <</if>> <<if playerChastity() and $phase isnot "refuse">> <<strip>> Doctor Harper frowns as <<he>> makes a note on <<his>> clipboard. "You can only run from your problems for so long with such a device," <<he>> says pointing to your $worn.genitals.name. "You'll have to own up to them eventually. There's nothing more we can do today. Put on your clothes, you can go." <br><br> You fix your clothes. <br><br> "Be well," <<he>> says before you exit. <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <<elseif $phase isnot "refuse">> <<strip>> Doctor Harper _temptext as <<he>> makes a note on <<his>> clipboard. "Now then, we'll have you start by masturbating. This is an exercise in control," <<he>> says, ignoring your reaction. "When I tell you to stop, you'll need to stop. You may begin." <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Masturbate|Asylum Masturbation 2]]>><<suspicion -5>><<set $phase to "masturbate">><</link>><<exhibitionist5>><<llsuspicion>> <br> <</if>> <<link [[Say you're too embarrassed|Asylum Masturbation 2]]>><<suspicion -5>><<stress 3>><<set $phase to "embarrassed">><</link>><<llsuspicion>><<gstress>> <br> <<link [[Refuse|Asylum Masturbation 2]]>><<suspicion 5>><<set $phase to "refuse">><</link>><<ggsuspicion>> <</if>><<asylumeffects>><<effects>> <<if $phase is "refuse">> <<if $worn.face.type.includes("gag")>> You don't need to say anything. Your scowl makes the message clear. <<elseif $speech_attitude is "meek">> "I-I can't do that. That's too much," you say. <<elseif $speech_attitude is "bratty">> "No way, I'm not doing that," you scoff. <<else>> "You can't possibly expect me to," you say. <</if>> <br><br> Doctor Harper shakes <<his>> head. "That's disappointing. We were making such good progress too." <<He>> makes another note on <<his>> clipboard. "That is all for today. You may get dressed." <br><br> You fix your clothes. <br><br> "Be well," <<he>> says before you exit. <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>> <<elseif $phase is "embarrassed">> <<if $worn.face.type.includes("gag")>> You squeeze your legs together nervously, blushing furiously. <<elseif $speech_attitude is "meek">> "B-but you'll see my..." you stammer. Your face flushes red. <<elseif $speech_attitude is "bratty">> "How am I supposed to do that with you watching," you say. Your cheeks feel hot. <<else>> "You're going to watch me touch myself?" you ask. Your face flushes red thinking about it. <</if>> <br><br> "There's nothing to be embarrassed about," <<he>> says. "Masturbation is perfectly natural." <<He>> sets the clipboard down and stands up. "However, it's not uncommon for people to need a little assistance." <<elseif $phase is "masturbate">> <<exhibitionism5>> The thought of pleasuring yourself in front of an audience, even just one person, gives you a thrill. You eagerly <<if $player.penisExist>>stroke your <<penis>><<elseif $player.vaginaExist>><<if $player.penisExist>> and <</if>>rub your <<pussy>><</if>>. <<arousal random(600,1800) "masturbationGenital">><<ggarousal>> <br><br> "I see you've already learned the first part of this lesson," Harper says with a smile. "Masturbation is perfectly natural." <<He>> sets the clipboard down and stands up. "However, I'll need to observe your technique." <</if>> <<if ["embarrassed", "masturbate"].includes($phase)>> <br><br> "Please spread your legs," <<he>> says, <<his>> voice remains clinical and professional. <br><br> <<link [[Next|Asylum Masturbation 3]]>><</link>> <</if>><<asylumeffects>><<effects>> <<if $phase is "embarrassed">> You fidget, hesitating for a moment. Then, tentatively, you part your legs for the doctor. <<He>> takes a seat in front of you, between your legs, and retrieves a small bottle from a pocket inside <<his>> lab coat. <<He>> pours a measured amount of liquid onto your <<genitals>>. You flinch. It's cold.<<if $player.penisExist>><<bodyliquid "penis" "goo">><</if>><<if $player.vaginaExist>><<bodyliquid "vaginaoutside" "goo">><</if>><<ggarousal>> <br><br> Before you can react, <<he>> gently touches your <<genitals>>. <<His>> movements are systematic and precise. You let out a lewd moan. <<He>> methodically <<if $player.penisExist>>fondles your <<penis>><<elseif $player.vaginaExist>><<if $player.penisExist>> and <</if>>massages your <<pussy>><</if>> for a moment.<<arousal random(600,1800) "masturbationGenital">><<ggarousal>> <br><br> <<if $arousal lt $arousalmax>> <<set $phase to "continue">> Satisfied that you are sufficiently aroused, <<he>> takes your hand and gently guides it to your <<if $player.sex is "h">> <<set _genitalselection to random(0,1)>> <<if _genitalselection is 1>> <<penis>>. <<else>> <<pussy>>. <</if>> <<else>> <<if $player.penisExist>> <<set _genitalselection to 1>> <<else>> <<set _genitalselection to 0>> <</if>> <<genitals>>. <</if>> <<if _genitalselection is 1>> Clasping your hand over your <<penis>>, <<he>> helps you stroke yourself <<else>> Cupping your hand over your <<pussy>>, <<he>> helps you rub your fingers along your slit <</if>> a few times before withdrawing, leaving you to continue on your own. <br><br> Still embarrassed but too aroused to stop, you continue where Harper left off. Your movements are tentative at first. Before long, you are moving your <<if _genitalselection is 1>>hand<<else>>fingers<</if>> faster and faster.<<arousal random(600,1800) "masturbationGenital">><<ggarousal>> <br><br> <</if>> <<elseif $phase is "masturbate">> You don't hesitate before opening your legs for the doctor. <<He>> takes a seat in front of you, settling between your legs. There is an intensity to <<his>> gaze as <<he>> watches you pleasure yourself.<<ggarousal>> <br><br> <<if $handskill gte 600>> Your hand moves with practiced confidence. Harper nods approvingly. <<arousal random(800,2400) "masturbationGenital">><<gggarousal>> <<else>> Your movements are erratic and irregular. Harper watches with an unchanging expression. <<arousal random(600,1800) "masturbationGenital">><<ggarousal>> <</if>> <br><br> <</if>> <<if ["continue", "masturbate", "embarrassed"].includes($phase)>> <<if $arousal gte $arousalmax>> <<if $phase is "embarrassed">> <<His>> touch is more than you can take. Unable to help yourself, your back arches <<else>> It feels too good. You close your eyes, your back arching <</if>> as you reach your peak. <<orgasm>> <<if $phase is "embarrassed">> <<His>> fingers linger on your <<genitals>> a moment longer before pulling away. <<if _semen_released>> Cum<<if _lube_released>> and juices<</if>>, <<elseif _lube_released>> Juices <</if>> <<if _semen_released or _lube_released>>drip from <<his>> hand.<</if>> <<He>> clears <<his>> throat and resumes <<his>> professional demeanour. <br><br> "It is worse than I feared," <<else>> "Just as I feared," <</if>> Harper says as <<he>> returns to <<his>> own chair. <<He>> picks up <<his>> clipboard and makes a note. <<if $phase is "embarrassed">> "You are putting innocent people in danger because of your uncontrolled urges. We have done all we can for today." <<else>> "You will continue to target innocent people until you can control your urges." <</if>> <br><br> "Put your clothes back on, you can go." <br><br> <<include "Asylum Masturbation End">> <<else>> Doctor Harper watches closely as you approach your peak. You're about ready to burst when <<he>> speaks. <br><br> "Stop. That's enough." <br><br> <<link [[Try to obey|Asylum Masturbation Obey]]>><</link>><<gstress>><<willpowerdifficulty `$arousal/$arousalmax*200+5` $willpowermax+25>> <br> <<link [[Ignore <<him>>|Asylum Masturbation Ignore]]>><</link>> <</if>> <</if>><<asylumeffects>><<effects>> <<if $willpowerSuccess>> It takes all your mental effort to stop touching yourself and remove your hand from your twitching <<if _genitalselection is 0>><<pussy>><<elseif _genitalselection is 1>><<penis>><<else>><<genitals>><</if>>. You close your eyes tightly, your breathing laboured after forcing yourself not to climax.<<gstress>><<stress 5>> <br><br> "Very good," <<else>> The urge to continue is overwhelming. You close your eyes and keep going, your back arching as you reach your peak. <<arousal $arousalmax-$arousal>><<ggarousal>> <br><br> You don't stop. <<orgasm>> "Just as I suspected," <</if>> Harper says as <<he>> returns to <<his>> own chair. <<He>> picks up <<his>> clipboard and makes a note. <<if $willpowerSuccess>> "You've done well today. Remember, don't be ashamed of your urges, just keep them under control." <<else>> "You lack self-control. You will be a risk to innocent people around you until you can control your urges." <</if>> <br><br> "Put your clothes back on, you can go." <br><br> <<include "Asylum Masturbation End">><<asylumeffects>><<effects>> You lock eyes with Harper and move your hand even faster. Your back arches as you reach your peak. <<arousal $arousalmax-$arousal>><<ggarousal>> <br><br> You don't stop. <<orgasm>> "Just as I suspected," says Harper as <<he>> returns to <<his>> own chair. <<He>> picks up <<his>> clipboard and makes a note. "You lack self-control. You will be a risk to innocent people around you until you can control your urges. Put your clothes back on, you can go." <br><br> <<include "Asylum Masturbation End">>You fix your clothes with shaking hands. <br><br> "Be well," <<he>> says before you exit. <br><br> <<asylumRebind>> <<link [[Next|Asylum]]>><<asylumClothesOn>><<endevent>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $gamemode is "hard">> <<set $gamemode to "normal">> <span class="gold">You survived <<print Time.days>> days. Hard mode disabled.</span> <<set $hardmodedays to Time.days>> <br><br> <</if>> <<if $asylumescaped is 1>> <<set $asylumescaped to 0>> <<set $suspicion to 80>><<set $asylumstatus to 40>><<set $asylumbound to 3>> <<else>> <<set $suspicion to 20>><<set $asylumstatus to 0>><<set $asylumbound to 1>> <</if>> <<set $asylumkeycard to 0>> <<set $asylumdistracted to 0>> <<wash>> <<set $wardrobe_location to "asylum">> <<set $wardrobes.asylum.unlocked to true>> <<wardrobeSelection true>> <<npc Harper>><<person1>> <<asylumBind>> <<if $asylumintro is 1>> You awaken on a bed in a white room. The walls and floor are padded. Doctor Harper stands over you. "You're awake," <<he>> says. <<He>> jots something down on <<his>> clipboard. "Welcome back." Your arms are bound. "I'm sorry to admit we failed you last time. That won't happen again." <br><br> <<He>> looks back at <<his>> notes. "Do you remember the schedule? Sleep at <<ampm 22>>. Breakfast at <<ampm 6>>. You have two treatments scheduled per day, at <<ampm 10>> and <<ampm 15>>. You'll be assessed each evening at <<ampm 20>>. Don't worry if you forget—someone will remind you." <br><br> <<He>> rises to <<his>> feet and walks toward the exit. "You're free to explore the building during the day. Don't enter any doors marked for staff, and make sure to follow instructions. They're for your own good.<<if $asylumstate is "sleep">> For now, you should stay in your room until morning." The door shuts, and the lock clicks.<<else>>" <<He>> leaves the door open. <</if>> <br><br> <<endevent>> <<link [[Next|Asylum Cell]]>><</link>> <br> <<else>> <<set $asylumintro to 1>> You awaken on a bed in a white room. The walls and floor are padded. Doctor Harper stands over you. <br><br> "You're awake," <<he>> says. <<He>> jots something down on <<his>> clipboard. "There's nothing to be nervous about. You're here to get better." <<He>> crouches beside you. "We're in another hospital. In the forest." You can't move your arms. They're bound tight in front of you. "That's for your own safety. If you're good, we'll untie you in a day or two. We've stored your clothes in the cupboard for you." <br><br> <<He>> looks back at <<his>> notes. "We follow a schedule here. Sleep at <<ampm 22>>. Breakfast at <<ampm 6>>. You have two treatments scheduled per day, at <<ampm 10>> and <<ampm 15>>. You'll be assessed each evening at <<ampm 20>>. Don't worry if you forget—someone will remind you." <br><br> <<He>> rises to <<his>> feet and walks toward the exit. "You're free to explore the building during the day. Don't enter any doors marked for staff, and make sure to follow instructions. <<if $asylumstate is "sleep">> They're for your own good. For now, you should stay in your room until morning." The door shuts, and the lock clicks. <<else>> They're for your own good." <<He>> leaves the door open. <</if>> <br><br> <<endevent>> <i>You'll be released should your trauma or awareness become very low, but there are other ways to escape.</i> <br><br> <<link [[Next|Asylum Cell]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if isPregnancyEnding()>> <<pregnancyPassout "asylum">> <<elseif $daily.eden.distract gte 1 and Time.hour is 21 and $daily.eden.distract isnot 4>> <<npc Eden>><<person1>> An ear-splitting bang pierces the air from some distance away. It drives the patients into a panicked frenzy, and security rush to investigate the explosion. <br><br> You seize the chance, and climb up the perimeter fence. You glance over your shoulder when halfway up. <<if $daily.eden.distract is 2>> Security have vacated this part of the grounds <span class="green">and the guard tower search lights don't appear to be operational.</span> You climb over the fence and run into Eden a few seconds later. <<He>> grabs your arm and leads you back to the cabin. <br><br> <<link [[Next|Eden Asylum Rescue]]>><</link>> <<else>> Security have vacated this part of the grounds, <span class="red">but the guard tower search lights are on.</span> A beam lands on you, and you instinctively shield your face from the light. You hear a whistle, then feel a sharp pain in your shoulder. You black out before you hit the ground. <br><br> <<link [[Next|Eden Asylum Fail]]>><<pass 30>><</link>> <</if>> <<elseif $asylumstate is "sleep">> The door is locked. You're supposed to be in bed. <br><br> <<roomoptions>> <<if Time.hour isnot 6>> <<asylumicon "bed">><<link [[Bed|Asylum Bed]]>><</link>> <br><br> <<else>> You can't sleep until the alarm turns off. <br><br> <</if>> <<if $eden_asylum_window is 1 and Time.hour gte 22>> Eden should be watching. <<if pcAreArmsBound("both")>> You could throw a towel up to your window to signal your location, but you'd need to unbind your arms first. <br> <<else>> You could throw a towel up to your window to signal your location. <br> <<towelicon>><<link [[Throw towel|Eden Towel Throw]]>><</link>> <br> <</if>> <</if>> <<if pcAreArmsBound("both")>> A padded cupboard containing your clothes protrudes from the wall, but you can't reach it with your arms bound. <br> <<else>> A padded cupboard containing your clothes protrudes from the wall. <br> <<asylumicon "wardrobe">><<link [[Open|Asylum Wardrobe]]>><</link>> <br> <</if>> <<if $asylumstate isnot "sleep">> <br> <<getouticon>><<link [[Leave|Asylum]]>><</link>> <br> <</if>> <br> <<link [[Gameplay Settings|Asylum Settings]]>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><br> <<elseif Time.hour is 6>> An alarm buzzes through the building. <br><br> <<roomoptions>> <<if Time.hour isnot 6>> <<asylumicon "bed">><<link [[Bed|Asylum Bed]]>><</link>> <br><br> <<else>> You can't sleep until the alarm turns off. <br><br> <</if>> <<if $eden_asylum_window is 1 and Time.hour gte 22>> Eden should be watching. <<if pcAreArmsBound("both")>> You could throw a towel up to your window to signal your location, but you'd need to unbind your arms first. <br> <<else>> You could throw a towel up to your window to signal your location. <br> <<towelicon>><<link [[Throw towel|Eden Towel Throw]]>><</link>> <br> <</if>> <</if>> <<if pcAreArmsBound("both")>> A padded cupboard containing your clothes protrudes from the wall, but you can't reach it with your arms bound. <br> <<else>> A padded cupboard containing your clothes protrudes from the wall. <br> <<asylumicon "wardrobe">><<link [[Open|Asylum Wardrobe]]>><</link>> <br> <</if>> <<if $asylumstate isnot "sleep">> <br> <<getouticon>><<link [[Leave|Asylum]]>><</link>> <br> <</if>> <br> <<link [[Gameplay Settings|Asylum Settings]]>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><br> <<else>> You are in your cell in the asylum. The walls and floor are padded. There's a window far above. <br><br> <<roomoptions>> <<if Time.hour isnot 6>> <<asylumicon "bed">><<link [[Bed|Asylum Bed]]>><</link>> <br><br> <<else>> You can't sleep until the alarm turns off. <br><br> <</if>> <<if $eden_asylum_window is 1 and Time.hour gte 22>> Eden should be watching. <<if pcAreArmsBound("both")>> You could throw a towel up to your window to signal your location, but you'd need to unbind your arms first. <br> <<else>> You could throw a towel up to your window to signal your location. <br> <<towelicon>><<link [[Throw towel|Eden Towel Throw]]>><</link>> <br> <</if>> <</if>> <<if pcAreArmsBound("both")>> A padded cupboard containing your clothes protrudes from the wall, but you can't reach it with your arms bound. <br> <<else>> A padded cupboard containing your clothes protrudes from the wall. <br> <<asylumicon "wardrobe">><<link [[Open|Asylum Wardrobe]]>><</link>> <br> <</if>> <<if Time.weekDay is 1 and $daily.massAttended isnot 1>> <br> <<if $fallenangel gte 2>> <<templeicon "pray">><<link [[Pray (1:00)|Asylum Pray Fallen Angel]]>><<purity 63>><<pass 60>><<stress 10>><<set $daily.massAttended to 1>><</link>><<gggpurity>><<gstress>> <<elseif $angel gte 6>> <<templeicon "pray">><<link [[Pray (1:00)|Asylum Pray Angel]]>><<purity 10>><<pass 60>><<stress -10>><<set $daily.massAttended to 1>><</link>><<gpurity>><<lstress>> <<elseif $demon gte 6>> <<templeicon "pray">><<link [[Reflect (1:00)|Asylum Pray Demon]]>><<purity -10>><<pass 60>><<stress 10>><<set $daily.massAttended to 1>><</link>><<lpurity>><<gstress>> <<else>> <<templeicon "pray">><<link [[Pray (1:00)|Asylum Pray]]>><<purity 10>><<pass 60>><<stress -10>><<set $daily.massAttended to 1>><</link>><<gpurity>><<lstress>> <</if>> <</if>> <<if $asylumstate isnot "sleep">> <br> <<getouticon>><<link [[Leave|Asylum]]>><</link>> <br> <</if>> <br> <<link [[Gameplay Settings|Asylum Settings]]>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><br> <</if>>You bow your head and reflect on the events that brought you here. The distant howls and screams of other patients frequently interrupt your prayers, but you feel your dedication hasn't gone unnoticed. <br><br> <<link [[Next|Asylum Cell]]>><</link>> <br>You bow your head and close your eyes in prayer. The distant cries of other patients seem to fade away, giving you some much needed peace. <br><br> <<link [[Next|Asylum Cell]]>><</link>> <br>You kneel and close your eyes. The silence is interrupted by distant cries of other patients. The harder you try to ignore them the more unnatural they seem to become. You can't help but imagine the trauma they are going through. <br><br> <<link [[Next|Asylum Cell]]>><</link>> <br>You bow your head and close your eyes in prayer. Distant cries frequently interrupt your meditation. <br><br> <<link [[Next|Asylum Cell]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<npc Eden>><<person1>> <<set $eden_asylum_window to 2>> You take a towel from your wardrobe and throw it up to the barred window as hard as you can. It dangles in the night air. <br><br> You wait a few minutes, then a rope flies between the bars. You tie the end around the door handle, and give it a tug. It tenses. Eden must be climbing. <br><br> A worried face appears at the bars. Eden gazes at you. <<He>> produces a saw from a bag at <<his>> side, and presses it against the metal. <br><br> <<if $daily.eden.asylumDisarm is 2>> <<unset $eden_asylum_window>> <span class="green">The alarm does not sound.</span> Eden saws through the bars, before climbing down. Untying the rope from the door, you use it to climb out of the window and jump into Eden's waiting arms. <<He>> gathers the rope and saw, and leads you back to the cabin. <br><br> <<link [[Next|Eden Asylum Rescue]]>><</link>> <<else>> <<set $eden_asylum_window to 2>> <span class="red">The room is bathed in red light,</span> and an alarm blares. Metal shutters snap in front of the bars, slicing through the rope. <br><br> <<link [[Next|Eden Towel Throw 2]]>><<endevent>><</link>> <</if>> <br><<effects>> <<npc Harper>><<generate2>><<person2>> <<asylumBind "punish">> You hear footsteps outside, and security barge through the door. A <<person>> pushes you to the bed while another examines the rope. <br><br> Doctor Harper enters. "It's okay," <<person1>><<he>> says sitting on the bed beside you. The <<person2>><<person>> continues to hold you down. <<person1>>"Someone tried to take you away. But you're safe." <<He>> looks towards the door, and nods. <br><br> More security arrive. They <<if getVisibleClothesList().some(item => item.name !== "naked")>>tear off your clothes and <</if>>wrestle you into a straightjacket. "Just to make sure you're extra safe," Harper says. The alarm stops, and the lights turn white. You hear dogs barking from the grounds below. <br><br> Harper and security leave you alone in your room. The shutters remain. <br><br> <<link [[Next|Asylum Cell]]>><<endevent>><</link>><<effects>> You snuggle under the covers. <br><br> <<generateSleepLinks "Asylum Sleep">> <<link [[Climb out of bed|Asylum Cell]]>><<loadTempHairStyle>><</link>> <br><br><<set _autosavehere to true>> <<sleep>> <<effects>> <<wakingEffects $sleepHoursTotal>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <<else>> <br><br> <</if>> <</if>> <<sleepeffects>> <<if isPregnancyEnding()>> <<asylumeffects>> <<pregnancyPassout "asylum">> <<elseif _sleepinterrupt>> <<asylumeffects>> <<if $rapewake is 1>> <<set $rapewake to 0>> <<generate1>><<generate2>><<person1>> <<if _wakingEffect is "dryheaving">> A <<person>> rubs your back. "Feeling better now?" <<he>> says. "Me and my friend here work very hard protecting you crazies from yourselves. How about you give us a little something in return?" <<He>> gropes you. <<else>> A <<person>> shakes you awake. "Wakey wakey," <<he>> says. "Me and my friend here work very hard protecting you crazies from yourselves. How about you give us a little something in return?" <<He>> gropes you. <</if>> <br><br> <<link [[Next|Asylum Cell Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif ($asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1) or ($asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1) or ($asylumstate is "assessment" and $daily.asylumAssessment isnot 1)>> <<generate1>><<person1>> <<if $asylumstate is "firsttreatment">> <<set $daily.asylumTreatment1 to 1>> <<set _asylumStateType to "treatment">> <<elseif $asylumstate is "secondtreatment">> <<set $daily.asylumTreatment2 to 1>> <<set _asylumStateType to "treatment">> <<elseif $asylumstate is "assessment">> <<set $daily.asylumAssessment to 1>> <<set _asylumStateType to "assessment">> <</if>> <<if _wakingEffect is "dryheaving">> A <<person>> rubs your back. <<Hes>> a nurse. <<else>> A <<person>> shakes you awake. <<Hes>> a nurse. <</if>> <br><br> <<asylumoptions>> "Doctor says it's time for your _asylumStateType," <<he>> says. "Come with me." <<He>> leads you outside your cell and down a hallway. <br><br> <<endevent>> <<if _asylumStateType is "assessment">> <<asylumassessment>> <<else>> <<asylumtreatments>> <</if>> <<else>> <<if _wakingEffect is "dryheaving">> A loud buzzing continues in the background. <<else>> A loud buzzing wakes you. <</if>> <br><br> <<getouticon>><<link [[Get out of bed|Asylum Cell]]>><</link>> <br><br> <</if>> <<else>> <<getouticon>><<link [[Get out of bed|Asylum Cell]]>><</link>> <br><br> <</if>><<set $settingsExitPassage to "Asylum Cell">> <<settings>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You are in the asylum, deep in the forest. The building is over a century old, and little of it has been renovated to modern standards. Security patrol the grounds between the building and surrounding fence. <<if $asylumstate is "sleep">> You're supposed to be in your cell. <br><br> <<else>> Other patients are relaxing in the recreation room or exercising outside. Most keep to themselves. <<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7 and $rng % 4 == 0>> A slim girl with very long, messy hair wanders out of sight <<print either("down a corridor.","into a private room.","into the cells.","in the garden.")>> <</if>> <br><br> <<asylumstats>> <</if>> <<if $stress gte $stressmax>> <<passoutasylum>> <<elseif $daily.eden.distract gte 1 and Time.hour gte 21 and $daily.eden.distract isnot 4>> An ear-splitting bang pierces the air from some distance away. It drives the patients into a panicked frenzy, and security rush to investigate the explosion. <br><br> You seize the chance, and climb up the perimeter fence. You glance over your shoulder when halfway up. <<if $daily.eden.distract is 2>> <<npc Eden>><<person1>> <<unset $eden_asylum_fence>> Security have vacated this part of the grounds <span class="green">and the guard tower search lights don't appear to be operational.</span> You climb over the fence and run into Eden a few seconds later. <<He>> grabs your arm and leads you back to the cabin. <br><br> <<link [[Next|Eden Asylum Rescue]]>><<pass 10>><</link>> <<else>> Security have vacated this part of the grounds, <span class="red">but the guard tower search lights are on.</span> A beam lands on you, and you instinctively shield your face from the light. You hear a whistle, then feel a sharp pain in your shoulder. You black out before you hit the ground. <br><br> <<link [[Next|Eden Asylum Fail]]>><<pass 30>><</link>> <</if>> <<elseif ($asylumstate is "firsttreatment" and $daily.asylumTreatment1 isnot 1) or ($asylumstate is "secondtreatment" and $daily.asylumTreatment2 isnot 1) or ($asylumstate is "assessment" and $daily.asylumAssessment isnot 1)>> <<generateDoctor 1>><<person1>> <<if $asylumstate is "firsttreatment">> <<set $daily.asylumTreatment1 to 1>> <<set _asylumStateType to "treatment">> <<elseif $asylumstate is "secondtreatment">> <<set $daily.asylumTreatment2 to 1>> <<set _asylumStateType to "treatment">> <<elseif $asylumstate is "assessment">> <<set $daily.asylumAssessment to 1>> <<set _asylumStateType to "assessment">> <</if>> A <<person>> approaches you. <<Hes>> a nurse. <br><br> <<asylumoptions>> "Doctor says it's time for your _asylumStateType," <<he>> says. "Come with me." <<He>> leads you down a hallway. <br><br> <<endevent>> <<if _asylumStateType is "assessment">> <<asylumassessment>> <<else>> <<asylumtreatments>> <</if>> <<elseif $asylumstate is "exercise" and $daily.asylumExcercise isnot 1>> <<set $daily.asylumExcercise to 1>> <<generateDoctor 1>><<person1>>A <<person>> approaches you. <<Hes>> an orderly. <br><br> <<asylumoptions>> "Time for exercise," <<he>> says. "Doctor's waiting." <br><br> <<endevent>> <<npc Harper>><<person1>> The doctor is indeed waiting outside. The other patients line up near <<him>>. <<Hes>> holding a whistle. "Time for your daily exercise," <<he>> says. "When I blow, I want you to run in a circle around the grounds. Don't stop until you hear me blow again." <br><br> <<He>> whistles, and you run. It's not too harsh a pace, but orderlies follow after and chastise those who fall behind. <<gathletics>><<athletics 2>><<pass 30>> <br><br> <<He>> whistles again, and the group stops. A few sit on the ground. "We're not done yet," <<he>> says. <br><br> <<link [[Next|Asylum Shower]]>><</link>> <br> <<elseif Time.hour is 22>> <<generateDoctor 1>><<person1>>"Bed time," a nurse announces. "Everyone get back in your cells." <br><br> <<asylumicon "cell">><<link [[Go to cell (0:02)|Asylum Cell]]>><<pass 2>><<endevent>><</link>> <br> <<refuseicon>><<link [[Hide (1:00)|Asylum Hide]]>><<pass 60>><</link>> <br> <<elseif $asylumstate is "sleep">> <<asylumicon "door">><<link [[Staff door|Asylum Staff]]>><</link>> <br> <<asylumicon "cell">><<link [[Cell|Asylum Cell]]>><</link>> <br> <<elseif numberOfEarSlime() and !$daily.earSlimeAsylum and random(0,100) gte 92>> <<set $daily.earSlimeAsylum to true>> <<if earSlimeMakingMundaneRequests()>> <<set _asylumEvents to [ ["exercise outside","Asylum Exercise"], ["socialise","Asylum Socialise"], ["study","Asylum Study"], ]>> <<if Time.hour is 6>> <<run _asylumEvents.push(["have breakfast","Asylum Breakfast"])>> <</if>> <<set $asylumEarSlimeEvent to _asylumEvents.random()>> <span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to <<print $asylumEarSlimeEvent[0]>>.</span> It promises rewards if you comply<<if $earSlime.startedThreats>> and threatens consequences if you do not<</if>>. <br><br> <<set _nextPassage to $asylumEarSlimeEvent[1]>> <<link [[Obey|_nextPassage]]>> <<if ($exposed is 1 and $exhibitionism lt 35) or ($exposed is 2 and $exhibitionism lt 75)>> <<set $desperateaction to "the ear slime commanded you to do it">> <</if>> <<switch $asylumEarSlimeEvent[1]>> <<case "Asylum Breakfast">><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>> <<case "Asylum Exercise">><<tiredness 3>><<stress -6>><<pass 30>> <<case "Asylum Socialise">><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>> <<case "Asylum Study">><<pass 50>><<schoolskill>> <</switch>> <<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>> <<unset $asylumEarSlimeEvent>> <</link>><<gcorruption>><<lpain>><<lltrauma>><<llstress>> <br> <<if $earSlime.startedThreats>> <<link [[Defy|Asylum Mundane Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|Asylum]]>><<unset $asylumEarSlimeEvent>><</link>> <</if>> <<else>> <<generate1>><<person1>>A nearby patient walks by you. <<He>> nods at you before continuing on <<his>> way. <br><br> <span class="lewd">You feel the slime in your head command you to give yourself to <<him>>.</span> It promises rewards if you comply and threatens consequences if you do not. <br><br> <<if hasSexStat("promiscuity", 4) and $submissive gte 1900>> <<link [[Submit willingly|Asylum Patient Slime Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>> <br> <</if>> <<link [[Obey|Asylum Patient Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Asylum Patient Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <</if>> <<else>> <<if $exposed gte 1>> <<dressasyouwereicon>><<link [[Ask for clothes|Asylum Towels]]>><<trauma 6>><<stress 3>><<suspicion 1>><</link>><<gsuspicion>><<gtrauma>><<gstress>> <br> <</if>> <<if $daily.eden.distract is 1>> <<investigateicon>><<link [[Search for a breaker room|Asylum Breaker]]>><</link>> <br> <</if>> <<if $daily.eden.asylumDisarm is 1>> <<investigateicon>><<link [[Search for an alarm system|Asylum Alarm]]>><</link>> <br> <</if>> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<if Time.hour is 6>> <<foodicon "pancakes">><<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<exhibitionist5>><<gcool>><<llawareness>><<ltrauma>><<lstress>> <br> <</if>> <<exerciseicon>><<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><</link>><<exhibitionist5>><<gtiredness>><<lstress>><<gathletics>> <br> <<socialiseicon>><<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<exhibitionist5>><<gcool>><<ltrauma>><<lstress>> <br> <<schoolicon "library">><<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<exhibitionist5>><<gschool>> <br> <<gardenicon>><<link [[Garden (0:02)|Asylum Garden]]>><<pass 2>><</link>> <br> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>> <<if Time.hour is 6>> <<foodicon "pancakes">><<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<exhibitionist3>><<gcool>><<llawareness>><<ltrauma>><<lstress>> <br> <</if>> <<exerciseicon>><<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><</link>><<exhibitionist3>><<gtiredness>><<lstress>><<gathletics>> <br> <<socialiseicon>><<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<exhibitionist3>><<gcool>><<ltrauma>><<lstress>> <br> <<schoolicon "library">><<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<exhibitionist3>><<gschool>> <br> <<gardenicon>><<link [[Garden (0:02)|Asylum Garden]]>><<pass 2>><</link>> <br> <<elseif $exposed is 0>> <<if Time.hour is 6>> <<foodicon "pancakes">><<link [[Breakfast (1:00)|Asylum Breakfast]]>><<asylumstatus 1>><<awareness -10>><<trauma -3>><<stress -6>><<pass 60>><</link>><<gcool>><<llawareness>><<ltrauma>><<lstress>> <br> <</if>> <<exerciseicon>><<link [[Exercise outside (0:30)|Asylum Exercise]]>><<tiredness 3>><<stress -6>><</link>><<gtiredness>><<lstress>><<gathletics>> <br> <<socialiseicon>><<link [[Socialise (0:30)|Asylum Socialise]]>><<asylumstatus 1>><<trauma -3>><<stress -6>><<pass 30>><</link>><<gcool>><<ltrauma>><<lstress>> <br> <<schoolicon "library">><<link [[Study (0:50)|Asylum Study]]>><<pass 50>><<schoolskill>><</link>><<gschool>> <br> <<gardenicon>><<link [[Garden (0:02)|Asylum Garden]]>><<pass 2>><</link>> <br> <</if>> <<if $asylumstatus gte 80 and $asylumdistracted isnot 1>> <<socialiseicon "ask">><<link [[Ask the patients to distract the orderlies|Asylum Distract]]>><<set $asylumdistracted to 1>><<asylumstatus -30>><</link>><<lllcool>> <br> <</if>> <br> <<asylumicon "cell">><<link [[Cell (0:02)|Asylum Cell]]>><<pass 2>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You wander around the asylum, looking for a breaker room. As luck would have it, you stumble upon one tucked away in an inconspicuous location. <br><br> Using the lock pick Eden gave you, you enter the breaker room, lock the door and access the control panel. <br><br> <<link [[Try to disable power to the search lights (0:30)|Asylum Disable]]>><<pass 30>><</link>> <<note "A higher science skill will make this more likely to succeed" "italic">> <br> <<link [[Leave|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if random(1, 200) lte (currentSkillValue('science') + 100)>> <<set $daily.eden.distract to 2>> You successfully disable power to the guard tower search lights. Hopefully that'll buy you some time to escape. <br><br> <<link [[Next|Asylum]]>><</link>> <<else>> You mistakenly flip a switch providing power to the recreation area. Quickly noticing your mistake, you flip it back on and sneak out before anyone catches you. Seems you'll need to try again. <br><br> <<link [[Next|Asylum]]>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> After wandering the asylum for a while, you find a wireless alarm mounted to the wall somewhere relatively out-of-the-way. Grabbing a butterknife from the cafeteria, you use it unscrew the main panel. There seems to be a bunch of wires connecting the system to the main power source. <br><br> <<link [[Try to disconnect the alarm (0:30)|Asylum Disconnect]]>><<pass 30>><</link>> <<note "A higher science skill will make this more likely to succeed" "italic">> <br> <<link [[Leave|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if random(1, 200) lte (currentSkillValue('science') + 100)>> <<set $daily.eden.asylumDisarm to 2>> You successfully disconnect the alarm system from its power source. Hopefully no one will be alerted to your escape. <br><br> <<link [[Next|Asylum]]>><</link>> <<else>> You hear footsteps approaching from afar. You quickly re-attach the main panel and leave before you're caught. Seems you'll need to try again. <br><br> <<link [[Next|Asylum]]>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You ask for help distracting the orderlies. You have trouble finding anyone who will agree to it, until a <<generate1>><<person1>><<person>>. <<He>> looks at <<his>> friends, then back at you. "Alright," <<he>> says. "We'll make sure you get some proper alone time with the good Doctor." <i>Harper will not receive aid the next time you attack <<nnpc_him "Harper">>.</i> <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<generateDoctor 1>><<person1>><<set _towel to random(0,4)>> You sneak to a nurse. "Excuse me," you say. <<if $worn.upper.name is "straightjacket" or $worn.lower.name is "straightjacket bottom" or $asylumbound gt 0>> <<if $worn.upper.name is "straightjacket" or $worn.lower.name is "straightjacket bottom">> <<set _nurseJacket to "broken">> <<else>> <<set _anyclothing to getVisibleClothesList().some(item => item.name !== "naked")>> <</if>> <<He>> turns, and regards your <<if _nurseJacket is "broken">>ruined jacket<<else>>undressed state<</if>> with a <<if ($beauty gte ($beautymax / 3) * 2) and _towel lte 1>> smirk. <<covered>> "Can I have some clothes please?" <br><br> "Nah, you're hot." <<He>> pulls out a phone. "I wanna watch you go and ask someone else." <<fameexhibitionism 2 "pic">> <<else>> frown. <<covered>> "Can I have some clothes please?" <br><br> "How did you manage that? No, never mind. I don't want to know." <<He>> makes a note on a clipboard. "I'll have to inform the doctor."<<set $suspicion += 1>><<gsuspicion>> <br><br> <<if _nurseJacket is "broken">> <<He>> removes the remains of your straightjacket<<if pcAreArmsBound("both")>>, letting your arms fall at your sides<</if>>. <</if>> <<asylumBind>> <<if _anyclothing and (!_asylumBindUnderwear or _asylumBindUnderwear is "given")>> <<He>> makes you hand over all your personal items. <<elseif _asylumBindUnderwear and _asylumBindUnderwear isnot "given">> <<He>> makes you strip down to your underwear. <<if _nurseJacket is "broken">> Then <<he>> <<else>> <<He>> <</if>> slides down your _asylumBindUnderwear and makes you step out of them. <</if>> <<if _asylumBindUnderwear>> <<He>> makes you step into a fresh pair of $worn.under_lower.name_simple and pulls them up. <</if>> Your brief moment of freedom ends as <<he>> secures you into a new straightjacket. <<fameexhibitionism 1>> <</if>> <<elseif ($beauty gte ($beautymax / 3) * 2) and _towel lte 3>> /* 1 in 5 to skip beauty*/ <<if _towel is 0>> /*1 in 4 chance*/ <<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "Nah, you're hot." <<He>> pulls out a phone. "I wanna watch you go and ask someone else." <<fameexhibitionism 2 "pic">> <<else>> <<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "Seems like a shame, but sure," <<he>> says with a nod, and wraps some around you. <<unbind>><<upperwear 87>><<fameexhibitionism 1>> <</if>> <<elseif $player.penissize gte 3>> <<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "One moment," <<he>> says. <<He>> pulls out a phone and takes a quick photo of your <<genitals>>. <<He>> nods at the screen, and then chucks a bundle of fabric at you. "Seems like a damn shame to cover that up." <<unbind>><<upperwear 87>><<fameexhibitionism 2 "pic">> <<elseif $player.breastsize gte 7>> <<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "One moment," <<he>> says. <<He>> pulls out a phone and takes a quick photo of your <<breasts>>. <<He>> nods at the screen, and then chucks a bundle of fabric at you. "Seems like a damn shame to cover those up." <<unbind>><<upperwear 87>><<fameexhibitionism 2 "pic">> <<elseif _towel gte 2>> <<He>> turns, and seems completely unphased when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> <<He>> nods, and gives you a patient gown. <<unbind>><<upperwear 87>><<fameexhibitionism 1>> <<else>> <<He>> turns, and puts a hand to <<his>> mouth to conceal laughter when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> <<He>> nods, and gives you a patient gown. <<unbind>><<upperwear 87>><<fameexhibitionism 1>> <</if>><br><br><<unset _towel>> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if isPregnancyEnding()>> <<pregnancyPassout "asylumOutside">> <<elseif C.npc.Eden.love gte 100 and edenFreedomStatus() gte 1 and !$daily.eden.asylumRescue and $eden_asylum_fence isnot 1 and $trauma lte $traumamax / 2 and !pcAreArmsBound("any") >> <<set $eden_asylum_fence to 1>> <<set $daily.eden.asylumRescue to 1>> You see movement among the trees, a lurking figure. It steps closer. <span class="green">It's Eden.</span> <br><br> <<npc Eden>><<person1>> You jog up to the fence, and lean against it to catch your breath. Eden rushes into full view, emboldened by the sight of you. <br><br> <<He>> reaches through the bars and takes your hands. "I'm going to make a distraction," <<he>> says. "In a few minutes you'll hear an explosion on the other side of the building. Climb over the fence, and I'll lead you back to the cabin with me. Got it?"<<takeHandholdingVirginity "Eden" "romantic">> <br><br> <<getinicon>><<link [[Agree|Eden Distraction Plan]]>><</link>> <br> <<refuseicon>><<link [[Refuse|Eden Distraction Refuse]]>><</link>> <br> <<elseif $exposed is 2>> <<flaunting>> you run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence. <<athletics 2>><<pass 30>> <br><br> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism5>> <<asylumevents>> <<elseif $exposed is 1>> <<flaunting>> you run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence. <<athletics 2>><<pass 30>> <br><br> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism3>> <<asylumevents>> <<else>> <<if pcAreArmsBound("both") and $worn.upper.name is "straightjacket">> Despite the straightjacket, you persist in running around the asylum grounds. <<if currentSkillValue('danceskill') + currentSkillValue('athletics') gte 1600>> With your agile and athletic movement, you make it an excellent training session. <<athletics 2>><<physique 4>><<pass 30>> <<elseif currentSkillValue('danceskill') + currentSkillValue('athletics') gte 1100>> With your skilful movement, you can still get a decent training session. <<athletics 2>><<physique 3>><<pass 30>> <<elseif currentSkillValue('danceskill') + currentSkillValue('athletics') gte 650>> It's tricky, but thanks to your reasonable agility and athleticism, you can still get some kind of workout. <<athletics 2>><<physique 2>><<pass 30>> <<else>> You <<print either("almost immediately","soon")>> <<if random(0,1)>>trip over a root and end up doing a sliding face-plant along the ground. <<else>>trip on a stone and, off-balance, run face-first into a tree. Stunned, you fall back on the floor. <</if>> Several people clap.<<gpain>><<pain 6>><br> Someone eventually helps you up. It wasn't much of a workout. <<athletics 2>><<pass 30>> <</if>><br><br> Security are amused by the sight of you, but still warn you off when you jog too close to the perimeter fence. <br><br> <<asylumevents>> <<else>> You run around the asylum grounds. Security keeps a close eye on you, and warn you off when you jog too close to the perimeter fence. <<athletics 2>><<pass 30>> <br><br> <<asylumevents>> <</if>> <br><br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You decide to ignore the figure and focus on your workout. <br><br> <<link [[Next|Asylum Exercise]]>><<endevent>><</link>><<effects>> You shake your head. "It's too dangerous," you say. <br><br> "I'm not letting them keep you," Eden snarls. "But I'll find a safer way if you wish." <<He>> squeezes your hand, then turns and strides into the forest. <br><br> You return to your workout. <br><br> <<link [[Next|Asylum Exercise]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<set $daily.eden.distract to 1>> <<npc Eden>><<person1>> You're about to agree to Eden's plan, but stop when you remember something. "The guard towers," you say. "They'll see me climb the fence." <br><br> Eden's face falls at this realisation. "I'll delay the distraction to <<ampm 21>>," <<he>> says. "They shouldn't see you then." <br><br> "How about their search lights?" you ask. <br><br> "There has to be a breaker room somewhere providing power. Before the explosion goes off, shut it down and meet me in the forest," <<he>> says, placing a lock pick in your hands and sneaking off. <br><br> <<link [[Next|Asylum Exercise]]>><<endevent>><</link>> <br><<asylumBind "punish">> <<effects>> <<set $daily.eden.distract to 4>> <<npc Harper>><<generate2>><<person2>> You awaken strapped to a bed. A light glares in your eyes. It dims to reveal an old <<person>> in a white coat. Doctor Harper stands beside <<him>>. <br><br> "No long term effects," the <<person>> says, stepping away. <br> "Good," Harper says. "You tried to climb the fence. Do you know how dangerous the forest beyond is? You're here so we can help you. For your own safety." <br><br> You try to stand, but you can't move your arms. "We've given you a jacket until you're a bit better," <<he>> continues, grabbing your shoulder. <<He>> helps you to your feet. You're in a small, dark room. <br><br> <<He>> steers you towards the door, then through it. You're pushed through another set of doors, into the patients communal area. <br><br> "Be well," Harper says, shutting the doors behind you. <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You chat with the other patients. <<if $exposed is 2>> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism5>> <<elseif $exposed is 1>> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism3>> <<else>> <</if>> <<if $asylumstatus gte 80>> They're happy to speak with you. <<elseif $asylumstatus gte 20>> <<else>> Most avoid you, but a few are willing to hear you out. <</if>> <br><br> <<generate1>><<person1>> <<if C.npc.Eden.love gte 100 and edenFreedomStatus() gte 1 and !$daily.eden.asylumRescue and !$eden_asylum_window and !pcAreArmsBound("any") and $trauma lte $traumamax / 2 >> <<set $daily.eden.asylumRescue to 1>> <<set $eden_asylum_window to 1>> <<set $daily.eden.asylumDisarm to 1>> <br> You look out the window, at the trees beyond the fence. You see movement, a figure lurking in the dark. <span class="green">It reminds you of Eden.</span> <br><br> <<endevent>> <<npc Eden>><<person1>> You open the window to get a clearer view. You hear a thud to your right. A bolt sticks out of the brickwork. There's paper wrapped around the shaft. <br><br> You glance behind you to make sure you're not being watched. Everyone seems preoccupied. You pull out the bolt, and unfurl the paper. The handwriting is crude, but legible. <br><br> <i>"I'm coming for you. Mark your window with a towel at <<ampm 22>>. - Eden"</i> <br><br> You look back out at the forest, but the figure is gone. <br><br> <<link [[Next|Asylum Eden Towel]]>><<endevent>><</link>> <<else>> <<cleareventpool>> <<addinlineevent "socialise_warning_suspicion">> "Best keep your nose clean," a <<person>> says. "If the staff are suspicious of you, it'll be hard to do anything sneaky." <</addinlineevent>> <<addinlineevent "socialise_warning_sides">> "Fair warning: it's us against them in here," a <<person>> tells you. "If you cosy up with those guards and nurses and doctors and all the other scum, don't expect any quarter from the rest of us." <</addinlineevent>> <<addinlineevent "socialise_warning_security">> "Security is tight," a <<person>> says. "No way you're sneaking past them. Not without a distraction." <</addinlineevent>> <<addinlineevent "socialise_warning_straightjacket">> "Sometimes they put me in a straightjacket," a <<person>> says. "I'm so powerless. They can do whatever they want to me." <<He>> smiles. <</addinlineevent>> <<addinlineevent "socialise_warning_bindings">> "They bind our arms so tight," a <<person>> says. <<if random(1,2) is 1>> "Can't do much like that. Not even open our own cupboards." <<else>> "Can't even masturbate. Sometimes I have to call to the guards to scratch that itch." <</if>> <</addinlineevent>> <<addinlineevent "socialise_warning_door">> <<generate2>><<generate3>> "Be wary, friend!" a <<person>> fixes your eye. "Beware the door that's ajar!" <br><br> "You what, mate?" a <<person2>><<person>> nearby turns to <<person1>><<him>>. "You daft? 'ow can a door be a jar?" <br><br> "How can..? It just is. They don't close it properly. Almost like they want the unwary to—" <br><br> "Totally, man!" a <<person3>><<person>> interrupts. "A door can totally be a jar. Like a giant jar. I mean, like, I never thought of it that way, but the building is like, the cupboard. Full of jars. Which are doors. The door is the jar, literally. And we're the... the jam trying to get out to the town, which is obviously the toast in this... this... ...analogy? I mean, yeah - the door is the jar - I see it. I totally see it." <<He>> sounds quite sure of <<himself>>. <</addinlineevent>> <<addinlineevent "socialise_warning_vanishing">> "Stay out of the empty parts of the building," a <<person>> says. "Someone went there once, and vanished." <</addinlineevent>> <<addinlineevent "socialise_warning_suggestion">> "They pump gas into our rooms at night, I swear," a <<person>> says. "Makes us suggestible." <<if random(1,2) is 1>> <br><br> "<<print either( "Don't need gas to make YOU suggestible!", "You're a fine one to talk about making gas!" )>>" a voice mutters snidely. The <<person>> turns and starts swearing at them. <</if>> <</addinlineevent>> <<addinlineevent "socialise_warning_asylum">> "You're not sick," a <<person>> whispers to you. "None of us are. They're sick. Them. <<if random(1,2) is 1>> They tell us we're sick so they can test their drugs on us. And no one will stop them. It's big pharma. It goes all the way to the top." <<else>> They lock people like us up because we're sane. We're a challenge to their power." <</if>> <</addinlineevent>> <<addinlineevent "socialise_warning_truth">> "It's bad in here," a <<person>> says. "But it's worse out there." <</addinlineevent>> <<addinlineevent "socialise_warning_insane">> <<if random(1,2) is 1>> "Some of the crazies in here will tell you the staff are all lizard-people bent on world domination." The <<person>> shakes <<his>> head. "What rubbish. They're obviously aliens." <<else>> "Some of the nutcases around here will tell you the staff are all aliens preparing us to join a Galactic federation." The <<person>> rolls <<his>> eyes. "Nonsense: they're clearly lizard-people." <</if>> <</addinlineevent>> <<addinlineevent "socialise_warning_illusion">> <<if random(1,2) is 1>> "Hello there," a <<person>> says. "Listen: if you see a patient around here who sounds like they swallowed a dictionary and keeps warning you about how everything is an illusion, I need you to punch them for me. I was in a terrible rush this morning and just didn't have the time." <<else>> "None of this <<print either("matters,","is real,","makes any difference,")>>" a <<person>> says. "We're all just <<print either( "living in some future supercomputer's artificial reality", "NPCs in someone else's game", "characters in a book", "ghosts who don't realise we've died", "katra passing through the infinite cycle of death and rebirth" )>> - but no one recognises the truth." <</if>> <</addinlineevent>> <<addinlineevent "socialise_warning_school">> "I used to work at the school," a <<person>> says. <<if random(1,2) is 1>> "I heard some disgusting rumours about that headteacher. <<print either( "They can't be true. It's probably just students trying to make trouble.", "No smoke without fire, I say.", "Someone should look into that." )>>" <<else>> "You should see the disgusting things that history teacher keeps in <<nnpc_his "Winter">> cupboard. One time a student was left in a- well, let's just say that if people knew the truth, <<nnpc_he "Winter">> would probably be sitting here with us." <</if>> <</addinlineevent>> <<addinlineevent "socialise_warning_police_soft">> "Sometimes," a <<person>> mutters as much to <<himself>> as you. "I just don't think the police in this town are really looking out for our best interests." <</addinlineevent>> <<addinlineevent "socialise_warning_police_hard">> "I know everyone says this here," a <<person>> says. "But I'm actually not crazy. I'm <<print either("a Detective","a Detective Inspector","a Chief Inspector", "an Officer")>> with the police. Back in the Met I was a big deal. Cracked a few big cases. Newspapers and everything. Was transferred here to clean things up." <br><br> <<He>> laughs bitterly. "Can you believe that? It's true. We heard rumours about this place. Nasty things. So I was sent here to be the big shining white knight, come to put away the bad guys. Instead they put me away. I have 'PTSD,' apparently." <br><br> <<He>> falls silent. <br><br> "Hey!" <<he>> says as you move to leave. "Do me a favour. If you get back out there: never trust the police in this town. There are some good apples, but most are in with the criminals - by the time you know for sure it'll be too late. Like it was for me. Some of the doctors are in on it too. People disappearing." <</addinlineevent>> <<addinlineevent "socialise_warning_harper_farm">> "That young doctor smelled like cow manure the other afternoon," a <<person>> whispers. "Does <<nnpc_he "Harper">> live on a farm or something!?" <</addinlineevent>> <<addinlineevent "socialise_warning_harper_pretty">> "The doctor never calls on me anymore," a <<person>> grumbles. "I haven't had a session in weeks. <<if $beauty gte ($beautymax / 3) * 2>> I'll never get better because the doctors are always busy with pretty little things like you." <<gstress>><<stress 1>> <<else>> We should complain! The doctors should help all of us, not just the attractive ones." <</if>> <</addinlineevent>> <<addinlineevent "socialise_warning_harper_pervert">> "The doctor makes me do such lewd things," a <<person>> says. "I used to hate it, but now I can't wait for the next treatment." <</addinlineevent>> <<addinlineevent "socialise_harper_sold" 2>> There is a buzz of excitement in the room today. A popular patient has been cured and is being released. Patients crowd by the window waving at a smiling <<person>>, as <<he>> stands with Dr Harper by the driveway. <br><br> Moments later, the gates open and a vehicle drives through. It circles round the driveway and stops by the grinning former-patient. <<if random(1,2) is 1>> Oddly, the vehicle isn't a taxi or mini-bus. It looks more like an animal-hauler. The driver emerges to greet them. <<if $fluid_forced_stat gte 100>>You recognise the driver from somewhere.<</if>> With a final flurry of waves, the <<person>> is led into the back of the vehicle. A look of confusion finally crosses <<his>> face a moment before <<he>> is hidden behind the closing door. <br><br> The driver bars and padlocks the door. <<if $fluid_forced_stat gte 100>> As the driver talks with Dr Harper, you suddenly remember <<him>> <span class="purple">as one of Remy's farmhands</span>. Before you can say anything, <<else>> After a brief exchange with Dr Harper, <</if>> the driver clambers into the vehicle and drives away. <<else>> The <<person>> climbs into the waiting taxi, and waves back through the window. The engine sound rises and the car pulls away taking the <<person>> back to the town. <</if>> <br><br> "Be well," you hear Dr Harper call after the departing vehicle. The watching crowd disperses. <</addinlineevent>> <<addinlineevent "socialise_harper_expose" 2>> Everyone is busy with their own activities right now. <br><br> As you stand by a window, Dr Harper leads a naked <<personsimple>> into the recreation area. Completely nude, <<if random(1,3) is 1>> the <<person>> seems to believe <<he>> is a doctor. Methodically, Harper leads <<him>> between different patients in the room asking for a medical opinion. <br><br> The <<person>> refers to an imaginary clipboard as <<he>> pronounces <<if currentSkillValue('science') gte 500>> earnest but meaningless pseudo-medical 'diagnoses' for these patients. <<else>> a medical diagnosis for each patient. <</if>> Whatever <<he>> says, Harper nods gravely. "I see. Thank you, Doctor," <<nnpc_he "Harper">> says, and leads <<him>> to another patient. After the seventh or eighth patient, they leave together. <<else>> except for a collar connected to the lead in Harper's hand, the <<person1>><<person>> crawls on <<his>> hands and knees, seemingly believing <<hes>> a dog. As Harper leads <<him>> through the room <<he>> tries to crawl under tables and sniff patients' legs. <br><br> In the middle of the room, Harper unclips the lead from the <<persons>> collar, allowing <<him>> to roam while Harper stops to talk with one of the orderlies. As the doctor chats, the <<person>> crawls between patients, getting them to stroke <<his>> head, sniffing their groins, or rolling over so they can rub <<his>> tummy. <br><br> When <<he>> suddenly <<if $NPCList[0].penis isnot "none">>raises <<his>> leg to pee against<<else>>squats to pee by<</if>> a table, Harper lunges across and grabs <<his>> collar. "That's enough now." Harper quickly leads <<him>> from the room. <</if>> <br><br> Many watch with amusement. Some with lust. A few with embarrassment. Absolutely no one seems surprised. <</addinlineevent>> <<addinlineevent "socialise_warning_harper_doctor">> "That Harper isn't a Doctor," a <<person>> mutters. "Not really. When I first came here Harper was a patient like the rest of us. But now suddenly Harper's our Doctor. THEY all play along, and everyone who might remember has conveniently forgotten." <br><br> <<He>> looks around sharply. "Or, disappeared." <</addinlineevent>> <<addinlineevent "socialise_captured_doctor">> "I'm not a patient here, y'know? I'm a doctor," a <<person>> says. "I'm telling you I did— I did study in— in— I studied lots of things. So many things. But no one believes me anymore. I came here as a doctor, but now..." <br><br> <<He>> takes a deep breath. "Now even the other doctors they— they act like I'm a patient. They don't listen. No one listens. I..." <<He>> grips your arm. "I Am Not Crazy." <</addinlineevent>> <<addinlineevent "socialise_captured_townie">> "I don't know why I'm here," a <<person>> says. "I remember I got a coach into town. I arrived at the bus station. And I remember I didn't have change for a taxi or bus home. I live near the Temple on Danube Street, so it's not far. Quite a nice walk by the Park, but... I didn't get that far." <br><br> <<He>> shakes <<his>> head. "I remember going out from the station and onto Elk Street... and then... <<print either( "", "There was a sound and then...", "Something... came over a fence and then...", "There were guards in uniform, chasing something, and then..." )>> I woke up here. They say I did terrible things." <</addinlineevent>> <<addinlineevent "socialise_captured_willingly">> "Don't tell anyone," a <<person>> confides. "But I'm not ill. Not really. I pretend to be because I like it here. It's nice. Crazy would be going back out there." <</addinlineevent>> <<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7>> <<addinlineevent "socialise_long_and_beautiful" 2>> <<set $o_long_and_beautiful += 1>> A thin girl with extremely long, messy, tangled hair stands by a window staring at the trees across the garden. <br><br> You stand next to her and try to strike up a conversation, but she doesn't respond at all. With her face mostly hidden in a mass of long, tangled hair, it's hard to tell if she even hears you. <br><br> Through the window you notice a small plane passing low over the forest, or maybe the town beyond. <br><br> When you glance to the side again, the long-haired girl has vanished. <</addinlineevent>> <<elseif $o_long_and_beautiful gte 8 and $o_long_and_beautiful lte 9 and $hy_sibling and $hy_parent>> <<addinlineevent "socialise_long_and_beautiful_sib" 10>> /* Approximately 1/3 chance of triggering, once conditionals are true */ <<generate2>><<set $NPCList[0] to clone($hy_sibling)>><<set $NPCList[1] to clone($hy_parent)>><<person1>> Everyone seems phased out today. No one is talking. As you slump into a chair trying to figure out what to do next, a voice behind you starts singing an upbeat pop song from a year or so ago. <span class="teal">It sounds familiar.</span> You turn around to find a <<person>> smiling at you. <br><br> "I thought that was you," <<he>> says. <<if $hairlength gte 500>> "I knew I recognised that long, beautiful hair." <<else>> "Your hair was so long and beautiful. Why did you cut it?" <</if>> After a moment, you place <<him>> as the shy <<person>> who braided your hair on Domus Street a while ago. You hear raised voices from somewhere nearby. <br><br> "So this is where you've been hiding away?" <<he>> says. <<if $chef_state gte 7 and ($chef_rework is undefined or $chef_rework is 0)>> <<if C.npc.Sam.gender === "m">>"That man,<<else>>"That lady,<</if>> Sam, the owner at Ocean Breeze, was offering the orphans money to find you. The customers are furious about the lack of cream buns. <<elseif $orphan_hope gte 25>> "Those orphans were looking for you. Making search parties along the beach. <<elseif $orphan_hope lte -10>> "I don't blame you. The orphans seem miserable these days. <<elseif C.npc.Kylar.love gte 30 and C.npc.Kylar.state is "active">> "That shy <<nnpc_gendery "Kylar">> you hang out with was skulking around the street looking for you. <<elseif $fame.exhibitionism gte 500>> "I think the town's pervs have missed you. Some creep in a car offered me money to strip! <<else>> "I thought I hadn't seen you around lately. <</if>> So have you met my sister? She's here. Very slim, long hair. I told you about her. Attacked at that beach party. She's been here forever now. Her long hair used to be so beautiful but now no one—" <br><br> The voices behind raise sharply. A <<person2>><<person>> is arguing with one of the orderlies. <br><br> "That's <<if $NPCList[0].pronoun is "m">>Dad. He's<<else>>Mum. She's<</if>> telling them to take better care of my sister. She seems to be getting worse again. She blames herself now and thinks she was 'asking for it'. One of the doctors keeps telling her that too. Really upsets her. She doesn't talk to anyone now. Won't even see us anymore. And her hair is nasty now. They don't even brush it. I'd do it, but she won't see me. It's so—" <br><br> "We're leaving," a hand grabs the <<person1>><<persons>> shoulder. "These useless—" The <<person2>><<person>> trails off as <<he>> looks at you. "You? I remember you. With the long hair. You came knocking on our door looking for work. Helped out that time. So you're in here now?! I hope you're okay. And I hope these... people are treating you well. We have to leave now. Good day." <br><br> <<He>> drags the waving <<person1>><<person>> toward the exit. <br><br> As you watch them leave, you notice a slim girl with long, messy hair watching from the door of one of the therapy rooms. With a loud buzz, the <<fullGroup>> are let out through a security door. When you look back to the therapy room, the long-haired girl is nowhere to be seen. <br><br> <span class="teal">Is that the sister?</span><<set $o_long_and_beautiful to 10>> <</addinlineevent>> <</if>> <<addinlineevent "socialise_masturbator">> A <<person>> is smiling at you. As you sit near <<him>> you notice one of <<his>> hands is under <<his>> clothes, rhythmically rubbing <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>>. <br><br> "Stay right there," <<he>> breathes. <<cleareventpool>> <<if $beauty gte ($beautymax / 7) * 4>> <<addinlineevent "" 0.3>>"Looking at you is helping a lot."<</addinlineevent>> <<elseif $beauty lte ($beautymax / 7) * 2>> <<addinlineevent>>"Your ugly face'll help me last longer."<</addinlineevent>><</if>> <<if $player.perceived_breastsize gte 6>> <<addinlineevent>><<He>> stares at your <<breasts>> as <<his>> hand moves faster.<</addinlineevent>><</if>> <<if $physique gte ($physiquesize / 7) * 6>> <<addinlineevent>>"With those muscles you'd dominate me like the little <<if $NPCList[0].penis isnot "none">>bitch<<else>>whore<</if>> I am."<</addinlineevent>><</if>> <<if $purity lte 400 or $awareness gte 500>> <<addinlineevent>>"Talk dirty to me. You look like you've seen it all."<</addinlineevent>><</if>> <<addinlineevent>>The movement gets faster.<</addinlineevent>> <<runeventpool>> <</addinlineevent>> <<addinlineevent "socialise_voyeur">> A <<person>> looks you up and down. "If anyone attacks you, just let me know." <<He>> smiles. "I like to watch." <</addinlineevent>> <<addinlineevent "socialise_cream_buns">> <<if $chef_state gte 3>> <<if $chef_state gte 7 and random(1,2) is 1>> A <<person>> stares at you open mouthed. "You're Sam's new chef from Ocean Breeze, aren't you?" <<he>> asks. "Oh my god, I can't believe you're here. I miss those buns! I don't suppose you could make some in here? Could you?!" <<lstress>><<stress -2>><<asylumstatus 2>><<gcool>> <<else>> "It's funny the things you miss in a place like this," a <<person>> tells you. "I miss the Ocean Breeze Cafe over on Cliff Street. Sam had just hired some new chef who was making the most incredible cream buns." <</if>> <<else>> "The one thing I miss," a <<person>> tells you, "is sitting by the beach watching the swimmers. There's this cafe called the Ocean Breeze there. If you ever get the chance, go. They have delicious cream buns. Ask for Sam." <</if>> <</addinlineevent>> <<addinlineevent "socialise_video_game">> "Last year the patients were campaigning for a video game system here," a <<person>> says. "<<print either( "What's the point of that? Thankfully the doctors said no.", "The doctors said it might be disruptive. But it's not like we've got anything better to do here." )>>" <</addinlineevent>> <<addinlineevent "socialise_planes">> A <<person>> stands by a window overlooking the garden and the forest beyond. <<He>> points at a plane. "So many planes fly over there," <<he>> says. "Every day." <br><br> Sure enough, out the window you notice a small plane passing quite low over the tree line. "What do you reckon? Is that going over the forest or the town?" <br><br> <<if currentSkillValue('science') gte 400 and currentSkillValue('maths') gte 600>> You take a couple of steps left and right, then make a rough calculation in your head. "Judging by the parallax, probably the town," you say. <<else>> You shrug. <</if>> <</addinlineevent>> <<addinlineevent "socialise_escape_plan">> <<generate2>><<generate3>> A <<person1>><<person>>, a <<person2>><<person>> and a <<person3>><<person>> plot their escape. <br><br> "How though?" the <<person>> asks. "How are you getting out?" <br> The <<person1>><<person>> looks wildly around the room. "With that thing!" <<He>> points at <<print either("the coffee vendor.","a mysterious machine.","the water fountain.","a heavy wooden desk.")>> "I'm gonna put that through the fuckin' window, that's how!" <br> "You're going to try to pick that up and throw it through the window?" <br> "Fuckin' right, I am!" the <<person>> says. <br> "By yourself?" the <<person2>><<person>> asks. "That?" <br> "Didn't I just say I would?" <br> "Bollocks," the <<person3>><<person>> says. "I'll bet an oral fuck you can't do it!" <br> "What?" <br> "Simple. If you do it I'll <<person1>><<if $NPCList[0].penis isnot "none">>suck you off<<else>>eat you out<</if>> right here," the <<person3>><<person>> says. "No questions. If not, you do the <<if $NPCList[0].pronoun is $NPCList[2].pronoun>>same<<else>>equivalent<</if>> for me." <br> "Okay," the <<person1>><<person>> says. "You're on." <br> "Me too," the <<person2>><<person>> says. "I want in on this!" <br> "More the fuckin' merrier," the <<person1>><<person>> says. "I hope you <<bitch>>es are ready for a big hairy <<if $NPCList[0].penis isnot "none">>cock<<else>>cunt<</if>> in your face!" <br><br> A couple of nearby guards watch on with amusement. <</addinlineevent>> <<runeventpool>> <br><br> <<endevent>> <<asylumevents>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You think about the window above your room. Although the bars look unassuming, they're undoubtedly connected to an alarm system. <br><br> It seems that for this plan to work, you'll have to find and disable it. <br><br> <<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if !pcAreArmsBound("any")>> <<set _prop to either("English", "history", "science", "maths")>> <<set _colour to _prop is "science" ? "blue" : _prop is "history" ? "yellow" : _prop is "maths" ? "red" : "green">> <<wearProp "open textbook" _colour _prop>> <</if>> You read old textbooks in the dusty library. Most of this should still apply. <<if pcAreArmsBound("both")>> Your arms are bound, so <<if $asylumstatus gte 60>> a nearby patient helps you with turning pages. <<else>> you resort to flipping the pages with your nose. <</if>> <<elseif $asylumstatus gte 80>> Other patients greet you and make space for you at their table. <<elseif $asylumstatus gte 60>> Several nearby patients smile or nod in greeting. <</if>> <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "asylumLibrary">> <<else>> <<if $exposed is 2>> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism5>> <<elseif $exposed is 1>> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism3>> <</if>> <<if $rng gte 81>> <<generateDoctor 1>><<person1>>A <<person>> dressed as an orderly stops beside you. "Would you like some assistance?" <<he>> asks. <br><br> <<link [[Accept|Asylum Study Help]]>><<schoolskill>><</link>><<gschool>> <br> <<link [[Refuse|Asylum]]>><<endevent>><</link>> <br> <<else>> <<asylumevents>> <</if>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You nod. The orderly pulls a chair close and sits down. <br><br> <<He>> helps you with the material. <<Hes>> quite knowledgeable. <br><br> <<link [[Thank|Asylum Study Thank]]>><<set $suspicion -= 1>><</link>><<lsuspicion>> <br> <<if !pcAreArmsBound("any")>> <<link [[Rest a hand on <<his>> thigh|Asylum Study Thigh]]>><<handheldon>><</link>><<promiscuous1>> <</if>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $speech_attitude is "meek">> "Thank you for the help," you say. "I couldn't have understood it without you." <<elseif $speech_attitude is "bratty">> "Thanks for the help," you say. <<else>> "Thanks," you say. "It's kind of you to help." <</if>> <br><br> The <<person>> smiles. "Anytime," <<he>> says. "I need to get back to work. You look after yourself." <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You rest a hand on <<his>> thigh as <<he>> explains something to you. <<His>> voice wavers. You ignore <<his>> glance in your direction. You keep your focus on the book in front of you, as if nothing were amiss. <<promiscuity1>> <<link [[Thank|Asylum Study Thank]]>><</link>> <br> <<if hasSexStat("promiscuity", 3)>> <<if $pronoun is "m">> <<link [[Open <<his>> fly|Asylum Study Hand]]>><<set $phase to 0>><</link>><<promiscuous3>> <br> <<else>> <<link [[Lift <<his>> skirt|Asylum Study Hand]]>><<set $phase to 1>><</link>><<promiscuous3>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<famesex 1>> <<if $phase is 0>> You unzip <<his>> fly. <<else>> You lift <<his>> skirt. <</if>> <<if $NPCList[0].penis isnot "none">> <<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>> <<Hes>> already hard beneath. You run your fingers along <<his>> shaft, and feel <<him>> tremble under your touch. <<He>> shoots furtive glances around the library, but none of the patients or staff have noticed. <br><br> Your fingers reach <<his>> glans, and a moan escapes <<his>> lips. <<He>> presses a hand to <<his>> mouth. <<He>> doesn't last much longer before a wave of pleasure spasms through <<him>> and <<he>> erupts on your hand. <br><br> <<else>> <<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>> <<Hes>> already wet beneath. You run your fingers along <<his>> slit, and feel <<him>> tremble under your touch. <<He>> shoots furtive glances around the library, but none of the patients or staff have noticed. <br><br> Your fingers reach <<his>> clit, and a moan escapes <<his>> lips. <<He>> presses a hand to <<his>> mouth. <<He>> doesn't last much longer before a wave of pleasure spasms through <<him>> and <<he>> cums on your hand. <br><br> <</if>> <<if $phase is 0>> You zip up <<his>> trousers and withdraw your hand. <<else>> You tug down <<his>> skirt and withdraw your hand. <</if>> <<if $speech_attitude is "meek">> "You've been kind to me," you whisper. "It's only fair I'm kind too." <<elseif $speech_attitude is "bratty">> "Thanks for the help," you whisper. <<else>> "You helped me," you whisper. "I hope that's thanks enough." <</if>> <br><br> <<He>> nods, still blushing. "I-I need to get back to work," <<he>> says, stumbling out of the room. <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You sit down and enjoy breakfast with the other patients. <<if pcAreArmsBound("both")>> Your arms are bound, so <<if $asylumstatus gte 66>> a nearby patient helps you eat. <br> "We've got to look out for each other in here." <br> <<elseif $asylumstatus gte 33>> you find yourself pressing your face against your plate. <<else>> you find yourself pressing your face against your plate. A person nearby <<print either("grabs your head and pushes your face into your food.","mimics how you're eating while pulling dumb faces.","points at you and laughs.","makes a lewd comment about the way you're eating a sausage.")>> Many others laugh. <</if>> <</if>> The food is good, and leaves you feeling warm and happy. It's not just you. The other patients seem more social. <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "asylumCafe">> <<elseif $exposed is 2>> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism5>> <<elseif $exposed is 1>> Your <<lewdness>> on display makes you the centre of attention. <<exhibitionism3>> <<elseif $asylumstatus gte 80>> Other patients seem eager to chat with you. <<elseif $asylumstatus gte 60>> Several nearby patients talk with you over breakfast. <<elseif $asylumstatus gte 40>> The nearest patients begrudgingly talk with you. <<else>> However, anything you say is met with stony silence. <</if>> <br><br> <<asylumevents>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You approach the staff door with a keycard lock. <<if $asylumkeycard is 1>> <<if pcAreArmsBound("both")>> You have the keycard, but you can't use it with your arms bound. <<else>> <<wearProp "keycard" "silver">> You could open it with the keycard if you wanted. <</if>> <<else>> <<if pcAreArmsBound("both")>> With your arms bound, you couldn't reach it even if you had the keycard. <<else>> If you had the keycard you could open it. <</if>> <</if>> <br><br> <<if $asylumkeycard is 1>> <<if !pcAreArmsBound("both")>> <<icon "access_card.png">><<link [[Open|Asylum Open]]>><<handheldon>><</link>> <br> <</if>> <</if>> <<getouticon>><<link [[Back|Asylum]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You open the door and peek through. <<if $asylumstate is "sleep">> The hallway beyond is dark and empty. You tiptoe through. <br><br> You explore the staff area of the asylum, dodging the occasional patrol. You come to a room filled with screens; they show the inside of each cell. A couple of patients are masturbating. <br><br> One screen reads "<span class="red">Aphrodisiac ministration active: 3%</span>". There are many unmarked buttons and dials beneath it. <br><br> <<link [[Try to turn it up (1:00)|Asylum Cameras]]>><<pass 60>><</link>> <<note "A higher science skill will make this more likely to succeed. Will trigger an escape sequence if successful." "italic">> <br> <<link [[Leave|Asylum]]>><</link>> <br> <<else>> The hallway beyond is busy with staff performing their duties. You'll be seen if you stay here. Perhaps it'll be deserted at night. <br><br> <<link [[Next|Asylum]]>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if random(1, 1000) lte (currentSkillValue('science') + 100)>> <<if currentSkillValue('science') gte 400>> You try to work out how to operate the machine. There's a logic to it, and through trial and error you discover how to turn up the aphrodisiac. Without warning, an alarm blares. The screen now reads "<span class="red">WARNING Aphrodisiac ministration active: 2000%</span>". You hear shouting. <br><br> <<else>> You try to work out how to operate the machine. You resort to pushing buttons and turning dials at random. Without warning, an alarm blares. The screen now reads "<span class="red">WARNING Aphrodisiac ministration active: 2000%</span>". You hear shouting. <br><br> <</if>> <<link [[Next|Asylum Escape]]>><</link>> <br> <<else>> You try to work out how to operate the machine, but it doesn't respond to anything. <br><br> <<if $asylumstate is "sleep">> <<link [[Try again (1:00)|Asylum Cameras]]>><<pass 60>><</link>> <br> <<link [[Stop|Asylum]]>><</link>> <br> <<else>> You hear voices outside the room. They pass by, but you'll be discovered soon if you stay. You sneak out. <br><br> <<link [[Next|Asylum]]>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You return to the patient area, taking cover in alcoves whenever frantic security run by. You arrive, and behold a scene of chaos. Cell doors stand open, their occupants loose. Some members of security have already fallen, their uniforms stripped. Several patients assault each one. Their colleagues try to rescue them, but their batons are no match for the patients' numbers and lust. Many of the patients satisfy themselves with the fallen security personnel, but others fuck each other on tables, chairs or just the floor. <br><br> You look out the window. The towers are unmanned and the patrols missing as all hands arrive to contain the threat. Doctor Harper enters from a door opposite, surrounded by security. Now's your chance. <br><br> You run through the front door unobstructed, and across the grounds. You climb the fence and escape into the forest. <br><br> <<endevent>> <<asylumescape>> <<badEndTrackingEnd "Asylum" { reason: "asylumSabotage" }>> <<link [[Next|Forest]]>><<set $forest to 100>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You squeeze beneath a chair in the recreation room and wait. The lights turn off, leaving you alone in the dark. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $rng gte 71>> Harper leads you and the other patients indoors, to the showers. "The water should be on," <<he>> says. "Hygiene is important. I want to see everyone wash." <br><br> <<He>> rests a hand on your shoulder as the other patients strip. "As I said, hygiene is important. You wouldn't mind if I take care to personally ensure yours is up to standard?" <br><br> <<link [[Accept|Asylum Shower Accept]]>><<strip>><<wash>><<stress 6>><<arousal 1800>><<set $suspicion -= 1>><<npcincr Harper love 1>><</link>><<exhibitionist1>><<gstress>><<garousal>><<lsuspicion>> <br> <<link [[Refuse|Asylum Shower Refuse]]>><<set $suspicion += 1>><<npcincr Harper love -1>><</link>><<gsuspicion>> <br> <<else>> Harper leads you and the other patients indoors, to the showers. "The water should be on," <<he>> says. "Hygiene is important. I want to see everyone wash." <br><br> Most of the patients are used to this, and strip without a problem. Some hesitate. Harper sends the orderlies to help them out of their clothes. <br><br> <<link [[Strip and find somewhere secluded|Asylum Shower Secluded]]>><<strip>><<wash>><</link>><<exhibitionist1>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Strip and wash around others|Asylum Shower Wash]]>><<strip>><<wash>><</link>><<exhibitionist2>> <br> <</if>> <<link [[Sneak away|Asylum]]>><<endevent>><<suspicion 5>><</link>><<ggsuspicion>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You shake your head. Harper frowns, but doesn't pressure you. <<He>> notices some of the other patients hesitate to undress. <<He>> sends the orderlies to help them out of their clothes. <br><br> <<link [[Strip and find somewhere secluded|Asylum Shower Secluded]]>><<strip>><<wash>><</link>><<exhibitionist1>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Strip and wash around others|Asylum Shower Wash]]>><<strip>><<wash>><</link>><<exhibitionist2>> <br> <</if>> <<link [[Sneak away|Asylum]]>><<endevent>><<suspicion 5>><</link>><<ggsuspicion>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You nod. Harper smiles and begins to disrobe you. <<His>> movements are clinical. <<covered>> <<He>> folds your clothes in a neat pile and picks up a sponge as you step under the shower. <<exhibitionism1>> You stand still as <<he>> scrubs your body from top to bottom, focusing first on your neck, arms, torso, stomach, back, legs, then up to your butt. <<He>> scrubs more softly. You try to breathe normally. <br><br> <<He>> presses the sponge against your <<genitals>>. You stifle a yelp. <<He>> stands right behind you, making sure no one else can see what is happening. Using the sponge <<he>> strokes and massages you, sending waves of pleasure up your spine. <br><br> In a moment of weakness you release a sensual sigh. <<He>> places two fingers over your mouth, signalling that you need to keep quiet. <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> You arch your back in <<his>> grip, stifling a moan as <<he>> continues to gently massage you mid-orgasm. <br><br> <</if>> By the time <<he>> stops, your legs feel weak. <<He>> pecks you on the cheek as the bathing session comes to a close. <br><br> <<link [[Next|Asylum]]>><<clotheson>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You strip slowly, just fast enough to keep the orderlies at bay. By the time your <<lewdness>> is exposed the other patients are already in the showers proper. You follow after them, but find somewhere secluded where you won't be watched. You wash quickly, and get dressed before the other patients finish. <<exhibitionism1>> <<endevent>> <<link [[Next|Asylum]]>><<clotheson>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<generate2>><<generate3>> <<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7 and $rng % 3 == 0>><<set $o_long_and_beautiful += 1>> As you strip, two orderlies, a <<person2>><<person>> and a <<person3>><<person>> march toward a slender girl with long, messy, matted hair sat near you. <br> "Strip," the <<person>> barks. "Now." <br> She doesn't move. The <<person2>><<person>> grabs her shoulder and yanks at her top, at which the girl abruptly screeches and claws at the <<persons>> face. The <<person3>><<person>> quickly grabs the girl's hair, firmly yanks back her head and drags her back to the floor. The long-haired girl goes down hard, but then flails frantically on the ground, screeching and clawing in every direction as they struggle to pin her down. <br> You glance at Doctor Harper who is looking anywhere but here right now. <br> With the girl pinned, the orderlies start to remove her clothes. Just as abruptly the girl falls silent. Looking down at her, her body has gone limp, tears stream from her eyes as they strip her. <br> Dr Harper is still studiously looking elsewhere. <br> "Why do you make us do this every time," the <<person2>><<person>> spits as <<he>> removes the last of the girl's underwear. "You think we get off on this?" <br> "And wash your damn hair," the <<person3>><<person>> adds. They shake their heads. <br> The girl lies completely nude and completely unmoving, tears streaming from empty, vacant eyes. <br><br> "What are you looking at?" the <<person2>><<person>> glares at you. "Do YOU need our help as well?" <br> <<if $speech_attitude is "meek">> "Sorry," you say, quickly stripping. You run to Harper. "Doctor, is- is it okay if I stay to help that girl. I- I think I know her." <br> Harper looks confused at you for a moment. "Yes. Yes, okay. Just make sure you don't miss your wash. Hygiene is important." <<elseif $speech_attitude is "bratty">> "DOCTOR Harper," you shout. Harper turns. "I think your two geniuses here <<if currentSkillValue('science') gte 600>> can't recognise a post-traumatic trigger reaction. <<else>> are just making things worse. <</if>> Can I stay here and look after my friend?" <br> Harper looks confused at you for a moment. "Yes. Yes, okay. Just make sure neither of you miss your wash. Hygiene is important." <<else>> You quickly finish stripping and jog across to Harper. <br> "Doctor, please. Look at that girl. <<if currentSkillValue('science') gte 600>>That looks like a post-traumatic trigger reaction and <</if>>I think those two are just making things worse. Is it okay if I stay back to help her. I- I think I kind of know her." <br> Harper looks curious for a moment. "Yes. Yes, okay. Just make sure you don't miss your wash. Hygiene is important." <</if>> <br> Harper signals for the orderlies to leave you alone. <<exhibitionism2>> <<endevent>> <<link [[Next|Asylum Shower Wash Hair]]>><</link>> <<else>> You strip and enter the showers proper. You stand in the middle of a large room and wash alongside the other patients. You notice a <<person2>><<person>> and <<person3>><<person>> checking you out, but most don't pay you any attention. You head back to your clothes, dry yourself and get dressed. <<exhibitionism2>> <<endevent>> <<link [[Next|Asylum]]>><<clotheson>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<pass 25>> Completely naked, you sit for a time with the slim, long-haired girl. You don't touch her, you just keep quietly talking to her. <<if currentSkillValue('english') gte 500>> After a time, you notice her looking at you. Your eloquence seems to be getting through. <<if $o_long_and_beautiful lt 9>> <<set $o_long_and_beautiful += 1>> <</if>> <<else>> After a time, she seems to come round. <</if>> <br><br> Finally, she whispers: "Okay." Together you head to the shower and wash. It is just you two, everyone else finished some time ago. The long-haired girl <<if $o_long_and_beautiful gte 6>> talks to you a little about her life in the asylum as she washes. <<elseif $o_long_and_beautiful gte 4>> washes properly. A few times you think she might be smiling at you. <<else>> no longer seems to notice you as she quickly washes. <</if>> You head back to your clothes, dry yourself and get dressed. <br><br> <<link [[Next|Asylum]]>><<clotheson>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Asylum Harper Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Harper Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $enemyhealth lte 0>> You push <<him>> away from you. <<He>> looks angry, but soon regains <<his>> composure. "You still have some issues with anger management," <<he>> says. "But that's not why you were here. I'd like to keep seeing you on Fridays, at the hospital. There's a vehicle waiting to take you back to town. Be well." <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> lies on top of you for a moment, breathing deeply. <<He>> steps away and fixes <<his>> clothing. "T-there's a vehicle waiting to take you back to town. I'd like to keep seeing you on Fridays, at the hospital. Be well." <<else>> <<He>> looks angry, but soon regains <<his>> composure. "If only I could keep you until I finished the treatment," <<he>> sighs. "There's a vehicle waiting to take you back to town. I'd like to keep seeing you on Fridays, at the hospital. Be well." <</if>> <br><br> <<clothesontowel>> <<endcombat>> <<if $suspicion gte 80>> A group of orderlies lead you away from Harper's office, through the main area of the asylum. <<elseif $suspicion gte 20>> A pair of orderlies lead you away from Harper's office, through the main area of the asylum. <<else>> A nurse leads you away from Harper's office, through the main area of the asylum. <</if>> <<if $asylumstatus gte 80>> The other patients wave you goodbye. <<elseif $asylumstatus gte 20>> The other patients ignore you. <<else>> The other patients sneer at you. <</if>> You go through a staff door, then through a larger double door and into a waiting car. <br><br> The car starts, and drives through the iron gates into the forest. It's a dark, overgrown road. You don't move very fast. The driver says nothing. <br><br> <<pass 60>> You emerge from the wood far from town, but the road curves north through moor and farmland. You soon arrive back at civilisation. The bustle of Harvest Street greets you. You continue until the orphanage comes into view. <br><br> <<asylumend>> <<endevent>> <<link [[Next|Asylum Return]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You shove the doctor away from you. <<He>> looks angry, but soon regains <<his>> composure. "You still have some issues with anger management," <<he>> says. "But that's not why you were here. I'd like to keep seeing you on Fridays, at the hospital. There's a vehicle waiting to take you back to town. Be well." <br><br> <<if $suspicion gte 80>> A group of orderlies lead you away from Harper's office, through the main area of the asylum. <<elseif $suspicion gte 20>> A pair of orderlies lead you away from Harper's office, through the main area of the asylum. <<else>> A nurse leads you away from Harper's office, through the main area of the asylum. <</if>> <<if $asylumstatus gte 80>> The other patients wave you goodbye. <<elseif $asylumstatus gte 20>> The other patients ignore you. <<else>> The other patients sneer at you. <</if>> You go through a double door and into a waiting car. <br><br> The car starts, and drives through the iron gates into the forest. It's a dark, overgrown road. You don't move very fast. The driver says nothing. <br><br> <<pass 60>> You emerge from the wood far from town, but the road curves north through moor and farmland. You soon arrive at civilisation. The bustle of Harvest Street greets you. You continue until the orphanage comes into view. <br><br> <<asylumend>> <<endevent>> <<link [[Next|Asylum Return]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>> <<if C.npc.Robin.init is 1 and $robinmissing is 0>> <<if C.npc.Robin.trauma gte 80>> You enter the orphanage and head to your room. You don't meet anyone. There's a small cake sat on the windowsill with a note attached. <br><br> "Welcome home! <br> - Robin" <br><br> <<elseif C.npc.Robin.trauma gte 20>> You enter the orphanage and head to your room. You find <<npc Robin>><<person1>>Robin waiting. <<He>> jumps to <<his>> feet and hugs you. "Bailey said the hospital phoned," <<he>> says. "They told us you were coming back." <<He>> pulls away and smiles. "They wouldn't let me visit. I got you something." <<He>> drops to <<his>> knees and pulls something out from under your bed. It's a small cake. <br><br> "I had to hide it." <<He>> hugs you again. "Welcome home. I missed you." <br><br> You chat with <<him>> awhile. <<He>> asks about where you stayed. What your room was like, if the food was good, if the people were nice. You're not sure how much to tell <<him>>. "I need to go," <<he>> says after a while. "Bailey gave me chores." <<He>> waves goodbye as <<he>> leaves. <<ltrauma>><<lstress>><<trauma -12>><<stress -12>> <br><br> <<else>> A face appears in a window as you approach the orphanage. It's Robin. <<npc Robin>><<person1>><<He>> runs at you once you're inside, and almost knocks you over with <<his>> hug. "Bailey said the hospital phoned," <<he>> says. "They told us you were coming back." <<He>> pulls away and smiles. "They wouldn't let me visit. I got you something. Come with me." <<He>> takes your hand and tugs you after <<him>>. <br><br> <<He>> drops to <<his>> knees once in your room, and pulls something out from under your bed. It's a small cake. "I had to hide it." <<He>> hugs you again. "Welcome home. I missed you." <br><br> You chat with <<him>> awhile. <<He>> asks about where you stayed. What your room was like, if the food was good, if the people were nice. You're not sure how much to tell <<him>>. "I need to go," <<he>> says after a while. "Bailey gave me chores." <<He>> waves goodbye as <<he>> leaves. <<ltrauma>><<lstress>><<trauma -12>><<stress -12>> <br><br> <</if>> <<else>> You enter the orphanage and head to your room. You don't meet anyone. <br><br> <</if>> <<asylumend>> <<badEndTrackingEnd "Asylum" { reason: "asylumDischarged" }>> <<endevent>> <<link [[Next|Bedroom]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You point at the <<persons>> hiding place. The <<person2>><<person>> crouches beside it and reaches in, pulling the struggling <<person1>><<person>> out by the arm. "Doctor Harper said you need to stay," <<person2>><<he>> says as <<he>> drags <<person1>><<him>> away. "It's for your own good." <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> The <<person2>><<person>> frowns at you, but doesn't push the matter. Once gone, the <<person1>><<person>> emerges and gives you a thankful bow. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You pull the <<person1>><<persons>> arm away from the <<person2>><<person>>. They both look shocked. "Don't touch me," the <<person1>><<person>> says. "Just who do you think you are?" The <<person2>><<person>> gives you a grateful smile. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You smile back at the <<person>>. <<He>> walks over and you have a pleasant chat. <<promiscuity1>> <<link [[Say goodbye|Asylum]]>><<endevent>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Asylum Seduce]]>><</link>><<promiscuous2>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You lean closer to the <<person>>. "There are a lot of quiet places here," you whisper. "Who knows what one could get up to." <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> glances around, and takes you by the hand. <<He>> leads you to an empty room, then turns and embraces you. <br><br> <<link [[Next|Asylum Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> "I-It was nice meeting you," <<he>> says. <<He>> walks away. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Asylum Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "asylum">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "The doctor told me to be more accepting of advances," <<he>> says. "I've been missing out." <br><br> <<He>> kisses your cheek and departs. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You shove the <<person>> away from you and escape into the hallway. <br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "The doctor told me to be more accepting of advances," <<he>> says. "I've been missing out." <br><br> <<He>> kisses your cheek and departs. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Asylum]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Asylum Cell Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Cell Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Don't go whining to no one," the <<person1>><<person>> says. "Not that they'll believe you." The pair laugh as the cell door locks with a click. <<tearful>> you lie back on the bed. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Asylum Cell]]>><</link>> <<else>> The <<group>> recoil in pain. "Come on," the <<person2>><<person>> says. "There are easier <<girls>> than this." The cell door locks with a click. <<tearful>> you lie back on the bed. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Asylum Cell]]>><</link>> <</if>><<effects>> <<if $speech_attitude is "meek">> "O-Okay," you say. "You can show me." <<elseif $speech_attitude is "bratty">> "Sure," you say. "I'll take a look." <<else>> "Okay," you say. "You can show me." <</if>> <br><br> The <<person>> hesitates, then unfolds <<his>> gown, revealing <<his>> <<if $pronoun is "m">> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>>. <<else>> pussy. <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>. <<else>> <<print $NPCList[0].breastsdesc>>. <</if>> <</if>> <<He>> shuts <<his>> eyes and stands there, hands clutching <<his>> sides. <<He>> counts under <<his>> breath. <br><br> With a sigh, <<he>> bends over and retrieves <<his>> gown, wrapping it around <<him>> with haste. "Th-thank you," <<he>> says before hurrying away. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<effects>> You shake your head. The <<person>> looks relieved for a moment, but <<his>> ordeal isn't over. <<He>> leaves to find someone else to offer <<himself>> to. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "O-Okay," you say, loud enough for the staff to hear. "You can show me." <<elseif $speech_attitude is "bratty">> "Sure," you say, loud enough for the staff to hear. "I'll take a look." <<else>> "Okay," you say, loud enough for the staff to hear. "You can show me." <</if>> You close your eyes. <br><br> You hear the shuffle of the <<persons>> gown fall to the floor. <<He>> starts counting under <<his>> breath. <<He>> reaches ten, then you hear another shuffle. <br><br> "Thank you!" <<he>> says. You open your eyes. The <<person>> smiles, looking relieved. "Thank you." <<He>> hurries away. <br><br> <<endevent>> <<link [[Next|Asylum]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "O-Okay," you say. "You can show me." <<elseif $speech_attitude is "bratty">> "Sure," you say. "I'll take a look." <<else>> "Okay," you say. "You can show me." <</if>> You pretend to close your eyes, though you really keep them a little open. Enough to see. <br><br> The <<person>> hesitates, then unfolds <<his>> gown, revealing <<his>> <<if $pronoun is "m">> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>>. <<else>> pussy. <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>. <<else>> <<print $NPCList[0].breastsdesc>>. <</if>> <</if>> <<He>> shuts <<his>> eyes and stands there, hands clutching <<his>> sides. <<He>> counts under <<his>> breath. <br><br> With a sigh, <<he>> bends over and retrieves <<his>> gown, wrapping it around <<him>> with haste. "Thank you!" <<he>> says. You pretend to open your eyes. The <<person>> smiles, looking relieved. "Thank you." <<He>> hurries away. <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br><<set $outside to 1>> <<effects>> Each patient is given a bed of soil to work as they please. Many are untended, but some hold small, beautiful displays. <br><br> <<plot_effects>> <<if $asylum_plot_intro is 1>><<unset $asylum_plot_intro>> <<plots_init asylum 1 earth 3 small>> <</if>> <<display_plot asylum>> <<if !$plants_known.includes("poppy")>> <<icon "tending/poppy.png">> <<link [[Search for seeds (0:30)|Asylum Garden Seeds]]>><<set $plants_known.push("poppy")>><<pass 30>><</link>> <br> <<elseif $rng % 4 == 0 and $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7>>/*1 in 4 chance if in right stage*/ <<if $o_long_and_beautiful lt 9>><<set $o_long_and_beautiful += 1>><</if>> <br> A girl with long, messy, matted hair seems to be watching from a plot nearby. <<if currentSkillValue('tending') gte 600>>She might be impressed by your tending skills. It's hard to tell.<<if $o_long_and_beautiful lt 9>><<set $o_long_and_beautiful += 1>><</if>><</if>> <</if>> <br> <<getouticon>><<link [[Leave|Asylum]]>><<handheldon>><<endevent>><</link>> <br><<effects>> Much of the grounds are untended, with wild poppies growing from the exterior fence all the way up to the building. You gather some seeds. <br><br> <span class="gold">You can now grow <<icon "tending/poppy.png">> poppies.</span> <br><br> <<link [[Next|Asylum Garden]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<set $phase to 0>> You agree to go with them. The pair lead you to a door marked 'staff only,' where more orderlies are waiting. <br> They open the door, leading you into a bright but empty cell. A large mirror covers one wall. <br><br> <<link [[Next|Asylum Fake Treatment]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<set $phase to 1>> You refuse to go with them, and start to walk away. <<if $physiqueSuccess>> The <<person2>><<person>> tries to grab you, <span class="green">but you shove <<him>> away and escape into the midst of a group of patients.</span> <br><br> The orderlies don't seem ready to make a scene in front of the other <<if $asylumstatus gte 20>> <<if $asylumstatus gte 75>> patients, and the other patients gather around you to form a protective shield.<<suspicion 2>> The orderlies <<else>> patients. They <<suspicion 1>> <</if>> scowl and walk away.<<gsuspicion>> <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <<else>> patients, but then <span class="red">all the other patients move away from you.</span> <<if $speech_attitude is "bratty">> As you try to move with the crowd, another patient trips you and leaves you sprawled on the floor. <</if>> The <<person2>><<person>> and the <<person1>><<person>> grab you and together lead you to a door marked 'staff only' where more orderlies wait. <br> They open the door, leading you into a bright but empty cell. A large mirror covers one wall. <br><br> <<link [[Next|Asylum Fake Treatment]]>><</link>> <</if>> <br> <<elseif $asylumstatus gte 75>> <span class="red">The <<person2>><<person>> grabs you and tackles you to the floor.</span> The <<person>> is grappling you into an armlock, when, <span class="green">with a yell, <<he>> is lifted into the air and hurled across the room.</span> You see the <<person1>><<person>> also backing away as a number of patients gather around you. <br> After a moment, the <<person>> scowls at you and walks away. <<suspicion 2>><<gsuspicion>> <br><br> The other patients nod, smile and pat you on the shoulder as they go back to what they were doing. <br><br> <<link [[Next|Asylum]]>><<endevent>><</link>> <br> <<else>> <span class="red">The <<person2>><<person>> grabs you and tackles you to the floor.</span> Before you can recover <<he>> has you painfully armlocked, and together they lead you to a door marked 'staff only' where more orderlies are waiting.<<gpain>><<pain 2>> <br> They open the door, leading you into a bright but empty cell. A large mirror covers one wall. <br><br> <<link [[Next|Asylum Fake Treatment]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "Doctor Harper's behind that one-way mirror," the <<person1>><<person>> says, pointing at the mirror. "Observing and taking complete notes of everything that happens here. Doctor Harper stressed that this is an important part of your assessment so you need to be on your best behaviour. <<if $phase is 1>>Especially after the way you behaved just now.<</if>> Understood?" <br> <<if $speech_attitude is "meek">> "Yes, <<sir>>," you say. "I understand." <<elseif $speech_attitude is "bratty">> You glare at them, saying nothing. <<else>> You nod. <</if>> <br><br> <<set $ft_count to 5>> The <<person2>><<person>> <<if $worn.upper.name isnot "straightjacket">> <<asylumBind "fake">> strips you and then puts a straightjacket on you, binding your arms. <<else>> checks your straightjacket. <</if>> <<if $rng gte 66 and $lactating gte 1 and $settings.breastFeedingEnabled and $milk_amount gte 500>> <<set $ft_event to "milk">><<person2>> <br><br> You are led to the wall opposite the mirror. You notice a number of steel chain-links embedded in the wall at different heights. The <<person1>><<person>> turns you around so you are facing into the room. A large number of orderlies have gathered near the door. The <<person>> pushes you back against the wall, while the <<person2>><<person>> clips the back of your straightjacket to the links on the wall - once at the waist and once at the neck - locking you standing in place. The <<person>> unfastens something at the side of your straightjacket, and the <<person1>><<person>> pulls at the front. A section comes away, leaving your arms bound but your <<if !$worn.under_upper.type.includes("naked")>> <<undertop>> exposed. The <<person>> grabs your $worn.under_upper.name and pulls it up, fully exposing your <<breasts>>. <<else>> <<breasts>> fully exposed. <</if>> <<He>> gives one of your breasts a squeeze and a jet of milk squirts out. <br><br> "A number of our patients suffer from eating disorders," the <<person>> says. "As part of their treatment, and yours, in a few moments, they will be led into this room and will drink from you. Doctor Harper says it's very important for you to relax and think about how you are helping to nourish and sustain others. This hood will hide your face to protect your dignity." <br><br> The hood is placed over your head, plunging you into darkness. <br> Almost immediately, lips clamp around your <<nipples>>. <br><br> <<link [[Next|Asylum Fake Treatment Milked]]>><<set $ft_count to 8>><</link>> <<elseif $rng gte 33 and !playerChastity()>> <<set $ft_event to "masturbation">> <<He>> <<if !$worn.under_lower.type.includes("naked")>> removes your $worn.under_lower.name, and<<underlowerstrip>> <</if>> leads you in front of the mirror. A chair is placed behind you. <br> "Have a seat," the <<person1>><<person>> says as hands pull you down. The <<person2>><<person>> attaches your straightjacket to the chair as the <<person1>><<person>> ties your calves and ankles to the chair legs, forcing your knees apart. <br><br> <<generate3>><<generate4>><<generate5>> <<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7>><<set $o_long_and_beautiful += 1>> /*Modifies person 4 enough */ <<set $NPCList[3].description to "long-haired">><<set $NPCList[3].adult to 0>><<set $NPCList[3].gender = "f">><<set $NPCList[3].pronoun = "f">> <</if>> A moment later a <<person4>><<person>> is led in and set up similarly beside you. Finally, a <<person5>><<person>> is set up similarly beside <<person4>><<him>>. <br><br> <<person1>>"This is a trust exercise. Despite your obvious vulnerability, you need to learn that the world doesn't want to hurt you. Mostly it just wants to make you feel good. All of you believe you are victims. Instead you need to learn to accept approaches as... opportunities." <br> The <<person4>><<person>> next to you struggles against <<his>> bindings. <br> A <<person3>><<person>> walks behind the chair-bound <<person5>><<person>>. The <<person2>><<person>> moves behind the chair-bound <<person4>><<person>> next to you. Finally, the <<person1>><<person>> moves behind you. <br><br> "Begin." <br><br> <<link [[Next|Asylum Fake Treatment Masturbation]]>><<set $ft_count to 20>><<set $ft_five to random(11,15)>><<set $ft_four to random(5,10)>><</link>> <<else>> <<set $ft_event to "bukkake">> You are led to the wall opposite the mirror. You notice a number of steel chain-links embedded in the wall at different heights. The <<person>> turns you around so you are facing into the room. A large number of orderlies have gathered near the door. The <<person>> pushes you down to a kneeling position, backed against the wall, while the <<person2>><<person>> clips the back of your straightjacket to the links on the wall and binds your feet, fixing you in place. <br><br> "The doctors believe an irrational phobia of sexual fluids is driving your condition," the <<person1>><<person>> tells you. "Our staff have kindly agreed to help with an exposure therapy approach." <br> <<if maleChance() gte 1 and $settings.maleNPCVaginaChance lt 100 or maleChance() lt 100 and $settings.femaleNPCPenisChance gte 1>> Glancing back you see a number of the orderlies already have their dicks out. <</if>> <br><br> The <<person>> <<if $NPCList[0].penis isnot "none">>unzips and pulls out <<his>> erect cock,<<else>>pulls down <<his>> orderly uniform, exposing <<his>> already wet pussy,<</if>> "Let's begin." <br><br> <<link [[Next|Asylum Fake Treatment Bukkake]]>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<pass 5>> <<set _they_drink to either("Anonymous mouths continue to hungrily suck milk from you.","Hungry mouths lap at your nipples.","Mouths suck and massage milk from your teats.","Mouths clamp to your breasts as unseen people drink from you.","They suck milk from you insatiably.")>> <<if $ft_count is 8>> They drink thirstily from your breasts. After a time, the mouth on the <<print either("left","right")>> finishes and leaves. Another mouth quickly replaces them. A minute or so later, this happens on the other side. <<garousal>><<arousal 200 "breasts">> <<if $arousal gte $arousalmax>> <<orgasm>> <</if>> <br><br> <<milk_amount -200>> <<link [[Next|Asylum Fake Treatment Milked]]>><<set $ft_count -= 1>><</link>> <<elseif $ft_count gte 1>> <<if $milk_amount gte 300>> _they_drink <<garousal>><<arousal 250 "breasts">> <<set _rand to random(1,10)>> <br> <<if _rand is 1>> An anonymous hand <<print either("gently","roughly","rhythmically","persistently","sensuously")>> <<print either("fondles","rubs","teases")>> your <<genitals>>. <<garousal>><<arousal 200 "genitals">> <<elseif _rand is 2>> One of them bites your <<nipple>>. <<ggpain>><<pain 8>> <<elseif _rand is 3>> A tongue playfully circles and teases your <<nipple>> between sucks. <<ggarousal>><<arousal 400 "breasts">> <<elseif _rand is 4>> Someone flicks your <<nipple>>. <<gpain>><<pain 3>> <<elseif _rand is 5>> The people to your left and right seem to be working together as their mouths suck and squeeze your <<nipples>> in perfect rhythm. <<ggarousal>><<arousal 400 "breasts">> <<elseif _rand is 6>> One mouth barely drinks, preferring to blow and then lick at your <<nipple>>. <<ggarousal>><<arousal 500 "breasts">> <<elseif _rand is 7>> A hand painfully slaps your breast. <<ggpain>><<pain 8>> <br> "Hey! Take it easy," a voice says. <br> "Sorry." <br> <<elseif _rand is 8>> <<set _random_milk to random(50, 100)>> As one sucks, they squeeze your <<breasts>> with their hands to force out more milk.<<milk_amount `-_random_milk`>> <</if>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> Mouths clamp to your <<nipples>>, sucking hard as you cum. <</if>> <br> <<set _random_milk to random(200,300)>> <<link [[Next|Asylum Fake Treatment Milked]]>><<milk_amount `-_random_milk`>><<set $ft_count -= 1>><</link>> <<elseif $milk_amount gte 50>> As yet another greedy mouth tries to <<print either("suck","suck and squeeze")>> the milk from your breasts you start to run dry. Soon you are getting close to dry on both sides. Hands and mouths work harder to squeeze and suck milk from you. <<ggarousal>><<arousal 400 "breasts">><<gpain>><<pain 3>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <</if>> <br><br> <<set _random_milk to random(200,300)>> <<link [[Next|Asylum Fake Treatment Milked]]>><<milk_amount `-_random_milk`>><<set $ft_count -= 1>><</link>> <<else>> Even though you are nearly dry, thirsty mouths insistently <<print either("suck at","pull at","try to suck milk from")>> your <<breasts>>. Your nipples feel sore and tender as they suck the last of the milk from you. <<ggarousal>><<arousal 500 "breasts">><<gpain>><<pain 8>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <</if>> <br><br> <<link [[Next|Asylum Fake Treatment Milked]]>><<set $milk_amount to 0>><<set $ft_count to 0>><</link>> <</if>> <<else>> <<if $milk_amount gt 0>>Finally, one mouth leaves and none replace it. The mouth on the other side drinks for another minute or so, before also leaving. <<ggarousal>><<arousal 400 "breasts">> <<else>> No more come to you. <</if>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <<elseif $arousal gte ($arousalmax / 5) * 4>> Your bare nipples tingle in the air. <br> <<if $speech_attitude is "meek">> "More," you whimper. "Please, more." <br> <</if>> <</if>> Your breasts feel a lot lighter. <<gtrauma>><<trauma 6>><<llstress>><<stress -18>> <br><br> "Uhm... okay," the <<person>> says loudly. "Get these patients out." <br> The door opens and <<if currentSkillValue('science') gte 600 or currentSkillValue('skulduggery') gte 600>>closes suspiciously quickly.<<else>>closes.<</if>> <br><br> The hood lifts off your head and the straightjacket is closed to cover your <<breasts>>. As the <<person2>><<person>> releases you from the wall, the <<person1>><<person>> talks to you. <br><br> <<link [[Next|Asylum Fake Treatment Finish]]>><<unset $ft_count>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<pass 5>> <<set _respond to either("grunt","gasp","groan","inhale sharply","pant","moan")>> <<set _ly to either("busily","energetically","frantically","resolutely","fanatically","quickly","furiously","relentlessly")>> <<set _ly2 to either("busily","energetically","frantically","resolutely","fanatically","quickly","furiously","relentlessly")>> <<set _stimulates_him to either("milks <<his>> cock","rubs <<his>> cock","fondles <<his>> cock","plays with <<his>> dick","milks <<his>> dick")>> <<set _stimulates_her to either("fingers <<his>> pussy","rubs <<his>> quim","fondles <<his>> quim","fingers <<his>> cunt","fingers <<his>> quim")>> <<set _is_done to either("whimpers gently.","continues to pant.","is still breathing heavily.","sofly whimpers.")>> <<if $ft_count lte ($ft_four - 2)>><<set _crowd = "Some orderlies are still watching. Others are openly exchanging money. A few have left.">> <<elseif $ft_count lt $ft_four>><<set _crowd="Some orderlies are cheering. They are again exchanging money. Do they gamble on this?">> <<elseif $ft_count is $ft_four>><<set _crowd="A number of orderlies shout at the <<person4>><<person>> in disbelief. Others cheer.">> <<elseif $ft_count lt ($ft_five - 2)>><<set _crowd="Some of the orderlies shout encouragement to you. Others shout to the <<person4>><<person>>.">> <<elseif $ft_count lt $ft_five>><<set _crowd="Some orderlies seem disappointed, others seems amused. You think you see money exchanging hands.">> <<elseif $ft_count is $ft_five>><<set _crowd="Several orderlies groan or shout in disappointment. More cheer and laugh.">> <<elseif $ft_count gt 18>><<set _crowd="The crowd of orderlies shout encouragement at you, the <<person4>><<person>> and the <<person5>><<person>>.<br>'Hang in there!'<br>'You can do it.'<br>">> <<elseif $ft_count is 0>> There is an air of disappointment as the <<person1>><<person>> leaves you. <<elseif $ft_count%2>><<set _crowd = either("The crowd of orderlies watch.","The crowd jostle to get a better view.","The crowd shouts encouragement.")>> <<else>><<set _crowd = "">> <</if>> <br> <<if $ft_count is 20>> The <<person1>><<person>> grabs you, one hand rubbing your chest, the other reaching for your <<genitals>>. <<arousal 100 "breasts">><<arousal 100 "genitals">> <<if $arousal gte $arousalmax>> <<orgasm>> <<set $ft_count to -10>> <</if>> <br> _crowd <br><br> <<link [[Let yourself enjoy it|Asylum Fake Treatment Masturbation]]>><<arousal 200>><<set $ft_count -=1>><</link>><<garousal>> <br> <<link [[Resist|Asylum Fake Treatment Masturbation]]>><<arousal -100>><<set $ft_count -=1>><</link>> <br> <<elseif $ft_count gte 1>> <<if $ft_count is 19>> The <<person1>><<person>> slips a hand under the straightjacket to tease your <<nipple>>, while the other grabs your <<genitals>>. <<arousal 200 "breasts">><<arousal 100 "genitals">> <<elseif $ft_count gt $ft_five>> <<if $rng>> You hear the <<person4>><<person>> _respond as the <<person2>><<person>> <<person4>><<if $NPCList[0].penis isnot "none">>_stimulates_him.<<else>>_stimulates_her.<</if>> <<else>> You hear the <<person5>><<person>> _respond as the <<person3>><<person>> <<person5>><<if $NPCList[0].penis isnot "none">>_stimulates_him.<<else>>_stimulates_her.<</if>> <</if>> The <<person1>><<persons>> hands continue to work your <<genitals>> and your <<breasts>>.<<arousal 200 "breasts">><<arousal 200 "genitals">> <<elseif $ft_count is $ft_five>> You hear the <<person5>><<person>> moan loudly and see <<if $NPCList[0].penis isnot "none">>a spurt of cum fly toward the mirror before splattering<<else>>squirts of ejaculate splatter<</if>> on the floor. <br> Some of the orderlies cheer. You see them excitedly passing money between each other. <br> The <<person2>><<person>> moves both hands to focus on your <<genitals>> and continues with renewed intensity. <<arousal 600 "genitals">> <<elseif $ft_count gt $ft_four>> <<if $rng>> You hear the <<person4>><<person>> _respond as the <<person2>><<person>> <<person4>>_ly <<if $NPCList[0].penis isnot "none">>_stimulates_him.<<else>>_stimulates_her.<</if>> <</if>> The <<person1>><<persons>> hands continue to _ly2 work your <<genitals>>. <<arousal 600 "genitals">> <<elseif $ft_count is $ft_four>> The <<person4>><<person>> beside you starts to shudder as, silently, <<he>> cums, <<if $NPCList[0].penis isnot "none">>sending a large spurt of cum toward the mirror <<else>>squirting hard <</if>>and making a mess of the floor in front of <<him>>. <br> More orderlies cheer. You see them excitedly passing money between each other. <br> With a sigh, the <<person1>><<person>> eases up on your <<genitals>>. <<arousal 300 "genitals">> <<else>>/*last one standing*/ The <<person1>><<person>> continues working your <<genitals>> with both hands. <<set $ft_count to -20>> <<if $arousal gte $arousalmax>><<set $arousal to 9900>><</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> <<set $ft_count to -10>> <</if>> <br> _crowd <br><br> <<if $ft_count gte 0 or $ft_count is -20>> <<link [[Let yourself enjoy it|Asylum Fake Treatment Masturbation]]>><<arousal 200>><<set $ft_count -=1>><</link>><<garousal>> <br> <<link [[Resist|Asylum Fake Treatment Masturbation]]>><<arousal -100>><<set $ft_count -=1>><</link>> <br> <<else>> <<link [[Cool off|Asylum Fake Treatment Masturbation]]>><</link>> <br> <</if>> <<else>> <<if $ft_count is 0>> The <<person1>><<person>> finally gives up. <br> "I can't do it," <<he>> says. "<<pShe>> won't cum." <<elseif $ft_count lte -20>> /* you won */ The <<person1>><<person>> finally gives up. <br> "I can't do it," <<he>> says. "<<pShe>> won't cum." <<elseif $ft_count lte -10>> /*someone else won*/ As your orgasm subsides, you hear cheering. You notice the orderlies seem to be exchanging something. <br> The <<person1>><<person>> wanders into the crowd of orderlies, where they hand <<him>> something. <<He>> smiles back at you. A few moments later, the <<person4>><<person>> beside you starts to shudder as, silently, <<he>> cums, <<if $NPCList[0].penis isnot "none">>sending a large spurt of cum toward the mirror <<else>>squirting hard<</if>> and making a mess of the floor in front of <<him>>. <br> More orderlies cheer. You see them excitedly passing things between each other. <</if>> <br><br> Finally, you are released from the chair. The <<person1>><<person>> starts to speak. <br><br> <<link [[Listen|Asylum Fake Treatment Finish]]>><<unset $ft_count>><<unset $ft_five>><<unset $ft_four>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<pass 5>> <<if $ft_count is 5>> The <<fullGroup>> rub themselves off in front of you. Soon the <<person>> cums, squirting <<if $NPCList[0].penis isnot "none">><<bodyliquid "face" "semen">>semen across<<else>><<bodyliquid "face" "goo">>suddenly in<</if>> your face. Another orderly takes <<his>> place as the <<person1>><<person>> reaches climax. The <<person>> stares into your eyes as <<he>> cums, <<his>> fluids splattering against your cheek and running down the collar of your straightjacket. <br> Two more orderlies take <<his>> place.<<if $NPCList[0].penis isnot "none">><<bodyliquid "neck" "semen">><<else>><<bodyliquid "neck" "goo">><</if>> <<if $arousal gte $arousalmax>> <br><br> <<orgasm>> <</if>> <br><br> <<link [[Next|Asylum Fake Treatment Bukkake]]>><<set $ft_count -= 1>><</link>> <<elseif $ft_count gte 1>> <<if $NPCList[0].penis isnot "none">> <<print either("They keep coming and cumming.","You try to keep your mouth shut, but breathing through your nose means you have to smell it.","You're surrounded by grunts and throbbing genitals.","You keep your eyes shut to avoid getting cum in them.")>> <<set _goo to "semen">> <<else>> <<print either("They keep coming and cumming.","You try to keep your mouth shut, but it seeps through your lips regardless.","You're surrounded by grunts and slick genitals.","You keep your eyes shut to avoid getting squirt in them.")>> <<set _goo to "goo">> <</if>> <br> <<set _rand to random(1,9)>> <<if _rand lte 6>> <<if _rand is 1>> Two orderlies manage to simultaneously cum on your face. <<faceejacstat>><<ejacstat>><<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" _goo>> <<elseif _rand is 2>> One orderly shoves a hand between your legs and roughly gropes your <<genitals>>. <<arousal 200 "genitals">><<pain 5>> <<elseif _rand is 3>> <<if $NPCList[0].penis isnot "none">> One orderly shoves your head against the wall and grinds <<his>> cock against your face until <<he>> ejaculates over you. <<else>> One orderly shoves your head against the wall and grinds <<his>> cunt against your face until <<his>> fluids run over you. <</if>> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" _goo>> <<elseif _rand is 4>> Two orderlies masturbate to orgasm on either side of you. <<hairejacstat>><<ejacstat>><<bodyliquid "hair" _goo>><<neckejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "neck" _goo>> <<elseif _rand is 5>> One orderly pulls your head up by your hair and <<if $NPCList[0].penis isnot "none">>ejaculates<<else>>squirts<</if>> down the front of your straightjacket. <<pain 5>><<chestejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "chest" _goo>> <<else>> One orderly deliberately <<if $NPCList[0].penis isnot "none">>shoots <<his>> load<<else>>squirts <<his>> juices<</if>> in your eye. <<pain 5>><<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" _goo>> <</if>> <<if _rand % 3 ==2>> As you try to breathe, you end up taking a mouthful of juices from another. <<oralejacstat>><<ejacstat>><<if $NPCList[0].penis isnot "none">><<cumswallow "human">><</if>> <<elseif _rand % 3 == 1>> You hear a grunt as juices squirt down your neck. <<neckejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "neck" _goo>> <<else>> A moment later you feel hot juices soak your hair. <<hairejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "hair" _goo>> <</if>> <br><br> <<elseif _rand is 7 and (maleChance() gte 1 and $settings.maleNPCVaginaChance lt 100 or maleChance() lt 100 and $settings.femaleNPCPenisChance gte 1)>> One orderly tries to shove their cock in your mouth. They're jerked away by another. <br><br> "May I remind everyone that any attempt at any kind of penetration will result in removal." <<lstress>><<stress -2>> <br><br> <</if>><<unset _rand>> <<if $speech_attitude is "meek">> <span class="sub">Being degraded like this makes you feel horny.</span><<ggarousal>><<arousal 666>> <<elseif $speech_attitude is "bratty">> <span class="brat">You find this 'treatment' humiliating.</span><<garousal>><<arousal 200>><<gstress>><<stress 2>> <<else>> <<garousal>><<arousal 200>> <</if>> <<if $arousal gte $arousalmax>> <br><br> <<orgasm>> <</if>> <br><br> <<link [[Next|Asylum Fake Treatment Bukkake]]>><<set $ft_count -= 1>><</link>> <<else>> Finally, there are no more. <br> <<if $arousal gte $arousalmax>> <<orgasm>> <<elseif $arousal gte ($arousalmax / 4) * 3 and $submissive gte 1150>> "More," you whimper. <br> <</if>> You feel soaked as fluids ooze down you. <br><br> <<link [[Next|Asylum Fake Treatment Finish]]>><<unset $ft_count>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> "Excellent. Doctor Harper's very pleased with your progress. The doctor asked me to tell you not to mention this treatment to anyone. It's very important for your treatment. If you mention it to anyone, even to Doctor Harper <<nnpc_himself "Harper">>, <<nnpc_he "Harper">> will be very angry and it will set back your progress. This should be kept secret. Understood?" <br><br> <<if $speech_attitude is "meek">> You meekly nod. <<elseif $speech_attitude is "bratty">> You wait for <<him>> to get to the point. <<else>> You nod once. <</if>> <br><br> <<if $phase is 1 and ($ft_event is "bukkake" or $ft_event is "milk" or $ft_event is "masturbation")>> "Should I take this off?" the <<person2>><<person>> asks, tugging on the straightjacket. <br> <<if $ft_event is "bukkake">> "After the fuss <<pshe>> made about coming here?" <<person1>><<He>> shakes <<his>> head. "Let <<phim>> learn <<pher>> place walking around looking like that for a while." <br> The <<person2>><<person>> laughs. <<else>> "After the fuss <<pshe>> made about coming here?" <<person1>><<He>> shakes <<his>> head. "This one needs to learn some obedience." <</if>> <<ruined false true "carried">> <<elseif $asylumbound lte 0>> The <<person2>><<person>> removes the straightjacket. <<unbind>><<exposure>><<upperwear 87>> <<else>> <<returnCarried>> <</if>> <br><br> <<if $NPCList[3].description is "long-haired">> <<person4>>The <<person>> is led past you - it feels like you make eye-contact, but it is hard to tell with her face hidden behind her long, matted, messy hair. <</if>> <<if $ft_event is "milk">> As you leave, you notice many of the orderlies have something white around their lips or chin. <br><br> <<elseif $ft_event is "masturbation">> As you leave, you notice many orderlies grouped together passing money between them. Some seem happy, others less so. <<print either("One looks","Several look","One glances")>> <<print either("accusingly","crossly","cheerfully","lustfully","hungrily")>> at you. <br><br> <</if>> <<endevent>><<unset $ft_event>> <<link [[Leave|Asylum]]>><</link>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<set $first_birth to !$pregnancyStats.humanToysUnlocked>> <<npc "Harper">><<person1>> <<setKnowsAboutPregnancy "pc" "Harper">> You awaken in a hospital bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of Doctor Harper. "Please don't be alarmed, but your waters have broken. You're still in the asylum." <br><br> <<if $exposed lt 2>> "Please undress," the doctor says. <<else>> "Please take a deep breath," the doctor says. <</if>> <<if playerChastity("hidden")>> <<He>> notices your <<print $worn.genitals.name>>, and opens a chest-high cupboard. <<He>> retrieves a tool shaped like a pair of prongs, but bulkier. "We need to remove that device. This won't hurt." <br><br> <<He>> grasps your <<print $worn.genitals.name>> with the prongs, and presses a button on the handle. You hear a whirring noise within the tool, <span class="pink">and they snap the metal.</span> <<set $worn.genitals.type.push("broken")>> <</if>> <br><br> <<wash>><<undress "asylum_birth">><<upperwear 87 "pink">> <<link [[Next|Pregnancy Birth Asylum 2]]>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> The midwife places a mask over your face. You feel your consciousness fade. Several other figures appear around you, their forms ablur. <br><br> <<set _pregnancy to getPregnancyObject()>> <<if _pregnancy.totalBirthEvents gte 5>> <<set _min to 15>> <<set _max to 60>> <<elseif _pregnancy.totalBirthEvents gte 3>> <<set _min to 30>> <<set _max to 120>> <<else>> <<set _min to 60>> <<set _max to 180>> <</if>> <<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _timeCalc to random(_min, _max)>> <<set _hours to Math.floor(_timeCalc / 60)>> <<set _minutes to _timeCalc % 60>> <<switch playerNormalPregnancyType()>> <<case "human">> Harper's voice floats through the fog. "Normal human<<if !$player.vaginaExist>>, abnormal delivery<</if>>, but keep the others on the line, just in case..." <br><br> The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply. <br><br> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Asylum 3]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>> <<case "wolf">> Harper's voice floats through the fog. "Not human. This will be an abnormal delivery. Follow my instructions to the letter..." <br><br> The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply. <br><br> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Asylum Wolf]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>> <</switch>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<endevent>> <<generate1>><<person1>> <<set $litter_size to getPregnancyObject().fetus.length>> You awaken in another room. A smiling midwife stands beside your bed, <<if $litter_size is 1>> holding a bundled baby in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you the baby. They sit in your arms, eyes shut, chest rising and falling with gentle breaths. <br><br> "We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?" <br><br> <<elseif $litter_size is 2>> holding two bundled babies in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you one, and then the other. One sits in each of your arms, eyes shut, chests rising and falling with gentle breaths. <br><br> "We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks. <br><br> <<else>> holding a trio of bundled babies in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you one, and then another. One sits in each of your arms. The midwife holds the third right in front of your chest. Their eyes are shut, their chests rising and falling with gentle breaths. <br><br> "We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks. <br><br> <</if>> <<set $bornChildrenIds to []>> <<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>> <<set $recentBirthId to getPregnancyObject().fetus[0].birthId>> <<birthUi "pc" "asylum" "home" "Pregnancy Birth Asylum 4" 120>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<getChildrenIds>><<childSelect _childrenIds.last()>> <<set _pregFame to ($litter_size * 5)>> <<famepregnancy _pregFame>> <<if $litter_size is 1>> You cradle your baby for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change <<childname>>'s nappy, and how to bathe <<childhim>>. <<else>> <<He>> assists you with changing <<childname>>'s nappy, and bathing <<childhim>>. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your baby in the meantime." <br><br> You want nothing more than to hold <<childname>>, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 2>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change their nappies and how to bathe them. <<else>> <<He>> assists you with changing their nappies, and with bathing them. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime." <br><br> You want nothing more than to hold the twins, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 3>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change their nappies, and how to bathe them. <<else>> <<He>> assists you with changing their nappies, and with bathing them. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime." <br><br> You want nothing more than to hold the triplets, but you find yourself dozing all the same. <br><br> <</if>> <<link [[Next|Pregnancy Birth Asylum 5]]>><<storeon "asylum_birth">><<pass 24 hour>><<stress -40>><</link>> <br><br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand. <<if $first_birth or playerNormalPregnancyTotal() is 0>> You feel your insides drop as you stand, but <<he>> assures you that's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 1, 2)>> You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 3, 7)>> You feel your insides drop as you stand. You're still not used to the feeling. <br><br> You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't another human inside you. <br><br> The midwife still insists on helping you dress. <<elseif between(playerNormalPregnancyTotal(), 8, 49)>> You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble. <br><br> <<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!" <br><br> The midwife still insists on helping you dress. <<elseif playerNormalPregnancyTotal() gte 50>> You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant. <br><br> <<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly. <br><br> "Y-you should be good to go," <<he>> says. <</if>> <<if $innocencestate is 1 or $trauma lte $traumamax / 10>> "Doctor Harper has completed your discharge papers, and you're being released. Someone's waiting for you outside. Your <<if C.npc.Bailey.pronoun is "f">>mum<<else>>dad<</if>> I think." <br><br> <<removeBabyIntro "pc" "Bailey" $recentBirthId>> <<link [[Next|Pregnancy Birth Asylum End]]>><<endevent>><<unset $recentBirthId>><</link>> <<else>> "Your children will be sent to the orphanage for temporary care until your release, at which point they will be returned to your custody, once you're deemed mentally fit." <br><br> <<setBabyIntro "pc" "Bailey" $recentBirthId>> <<link [[Next|Pregnancy Birth Asylum 6]]>><<endevent>><<unset $recentBirthId>><</link>> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You're returned to your cell. You already miss the embrace of <<childrenNames $bornChildrenIds>>. You feel a renewed sense of determination to leave this place. <<stress -10>><<llstress>><<trauma -10>><<lltrauma>> <br><br> <<link [[Next|Asylum Cell]]>><<unset $litter_size>><<unset $first_birth>><<endevent>><<unset $bornChildrenIds>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<effects>> <<asylumend>> <<badEndTrackingEnd "Asylum" { reason: "asylumDischargedLabour" }>> <<npc "Bailey">><<person1>> <<getChildrenIds>><<childSelect _childrenIds.last()>> Bailey waits for you in front of the asylum. <<He>> smiles when <<he>> sees you. It almost looks real. "We've a place prepared," <<he>> says. <<if $litter_size is 1>> <<elseif $litter_size is 2>> "For both of them." <<else>> "For all three of them." <</if>> <<He>> leads you outside, where <<his>> car waits. <<He>> holds open the passenger door for you, before climbing in the other side. <br><br> The engine comes to life. <!-- Bailey may not know about all your pregnancies --> <<set _knownPregnancyCount to knowsAboutPregnancyTotal("pc","Bailey","home")>> <<if _knownPregnancyCount is 1>> "You're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <br><br> "They don't leave the nursery," <<he>> adds as <<he>> drives from the asylum car park into the forest. "Ever." <<elseif _knownPregnancyCount lte 4>> "Remember that you're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <<else>> "You're an irresponsible slut," <<he>> says. "Remember that if I have to intervene in the care of your offspring, it'll cost you an extra <span class="red">£100</span> a week.<<if $litter_size gte 2>> Each.<</if>>" <</if>> <<if $baileydefeatedchain gte 3>> You see <<him>> sneer, but only for a brief instant. "I'd rather not make someone else take care of your twerps, but if you keep being a difficult little shit, don't think you'll be allowed to see them again." <</if>> <br><br> <<if $litter_size is 1>> <<link [[Tell Bailey your baby's name|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>> <br> <<link [[Just hold the baby tight|Pregnancy Birth Hospital 7]]>><</link>> <br> <<else>> <<link [[Tell Bailey your babies' names|Pregnancy Birth Hospital 7]]>><<set $phase to 1>><</link>> <br> <<link [[Just hold your babies tight|Pregnancy Birth Hospital 7]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<endevent>> <<generate1>><<person1>> <<set $litter_size to getPregnancyObject().fetus.length>> <<set _baby_type to getPregnancyObject().fetus[0].type>> You awaken in another room. You hear faint whimpering. A smiling midwife stands beside your bed, <<if $litter_size is 1>> holding a bundled _baby_type pup in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you the pup. They sit in your arms, eyes shut, chest rising and falling with gentle breaths. <br><br> "We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?" <br><br> <<else>> pushing a cot with <<number $litter_size>> _baby_type pups inside. <br><br> "Looks like mummy's awake," <<he>> says, pushing the cot into your reach. You hold them one by one, their eyes shut, chests rising and falling with gentle breaths. <br><br> "We've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks. <br><br> <</if>> <<set $bornChildrenIds to []>> <<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>> <<birthUi "pc" "asylum" "wolf_cave" "Pregnancy Birth Asylum Wolf 2" 180>><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<getChildrenIds>><<childSelect _childrenIds.last()>> <<famebestiality $litter_size>> <<if $litter_size is 1>> You cradle your <<childtype>> for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours. <br><br> The midwife returns. "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pup in the meantime." <br><br> You want nothing more than to hold <<childname>>, but you find yourself dozing all the same. <br><br> <<else>> You cradle your pups for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours. <br><br> The midwife returns. "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pups in the meantime." <br><br> You want nothing more than to hold them, but you find yourself dozing all the same. <br><br> <</if>> <<link [[Next|Pregnancy Birth Asylum Wolf 3]]>><<storeon "asylum_birth">><<pass 24 hour>><<stress -40>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand. <<if $first_birth or playerNormalPregnancyTotal() is 0>> You feel your insides drop as you stand, but <<he>> assures you that's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 1, 2)>> You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 3, 7)>> You feel your insides drop as you stand. You're still not used to the feeling. <br><br> You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't a litter of wolves inside you. <br><br> The midwife still insists on helping you dress. <<elseif between(playerNormalPregnancyTotal(), 8, 49)>> You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble. <br><br> <<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!" <br><br> The midwife still insists on helping you dress. <<elseif playerNormalPregnancyTotal() gte 50>> You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant. <br><br> <<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly. <br><br> "Y-you should be good to go," <<he>> says. <</if>> "The pups will be released into the forest once they can fend for themselves." <br><br> <<link [[Next|Pregnancy Birth Asylum 6]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You sit in the flower patch. They look nice enough to make something out of. You begin picking them and weaving the stems into a little crown. <br><br> <<if $tendingSuccess>> Your flower crown is nice and sturdy. You put it on your head and smile.<<stress -12>><<llstress>> <br><br> You savour the moment for a while, then take the crown off and leave it in the flower patch so the orderlies don't confiscate it. <<else>> Your flower crown is a little too fragile, and falls apart before you can put it on. At least you learned something.<<tending 1>><<gtending>> <</if>> <br><br> <<if $robinSeen?.includes("flowerCrown") and isLoveInterest("Robin")>> You remember doing this with Robin in the orphanage garden. It brings you a little comfort to do something <<nnpc_he "Robin">> taught you. <<trauma -4>><<ltrauma>> <br><br> <</if>> <<link [[Next|Asylum]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> You decide to just take a seat and relax. <<if $robinSeen?.includes("flowerCrown") and isLoveInterest("Robin")>> Sitting here reminds you of the orphanage garden. You think of Robin and the time you've spent together tending the plants there. You hope <<nnpc_he "Robin">>'s doing well. <<trauma -4>><<ltrauma>> <<else>> You lie back and watch the clouds go by. A sense of peace settles over you, if only for a bit. <</if>> <br><br> After a while, you get up and head back to the main area. <br><br> <<link [[Next|Asylum]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $asylumPuzzleProgress is undefined>> <<set $asylumPuzzleProgress to 1>> <<saveNPC 0 "asylum_puzzle_group">> <</if>> <<if $asylumPuzzleProgress gte 2 and random(1,10) is 1>> You approach the group at the puzzle table, ready to resume progress. However, some of the pieces have been disrupted since the last time you all were here. <br><br> "Assholes," the <<person>> mutters, uselessly looking around for a culprit. The group is forced to spend most of today's session undoing the damage, and you don't make any real progress. <br><br> <<link [[Next|Asylum]]>><<handheldon>><<endevent>><</link>> <br> <<else>> <<switch $asylumPuzzleProgress>> <<case 1>> You walk over and sit down with the group, pouring over the pieces. Not much has been completed yet, but you help them work on the puzzle's border. <<case 2>> You walk over and sit down with the group, ready to continue. You all sort the inner pieces and begin to put together some of the border details. <<case 3>> You walk over and sit down with the group, chatting quietly with them. You manage to get some of the more recognisable parts of the image solved. <<case 4>> You happily walk over, ready to keep going. All of your focus is on the most difficult pieces, trying to figure out where they should be. <<case 5>> You walk over to the group, filled with determination. Eventually, the final pieces are slotted in and the puzzle is complete. You all take a moment to celebrate the small achievement, and the <<person>> thanks you for your contributions.<<stress -6>><<asylumstatus 1>><<lstress>><<gcool>> <<default>> <span class="red">Something went wrong with the puzzle. Please inform Vrelnir. Asylum puzzle value: <<print $asylumPuzzleProgress>></span> <</switch>> <br><br> <<if $asylumPuzzleProgress is 5>> <<generate2>><<person2>> The commotion draws the attention of an orderly, who comes by and strikes up a friendly conversation. <<He>> notes that you're positively affecting the other patients' morale.<<suspicion -5>><<llsuspicion>> <br><br> <<link [[Next|Asylum]]>><<endevent>><<set $eventskip to 1>><<unset $asylumPuzzleProgress>><<clearNPC "asylum_puzzle_group">><</link>> <br> <<else>> After a while, the group is broken up by the orderlies, and you move on to other activities. <br><br> <<link [[Next|Asylum]]>><<endevent>><<set $asylumPuzzleProgress to 1 + ($asylumPuzzleProgress % 5)>><</link>> <br> <</if>> <</if>><<widget "asylumeffects">> <<if Time.hour lte 5>> <<set $asylumstate to "sleep">> <<elseif Time.hour lte 8>> <<set $asylumstate to "free">> <<elseif Time.hour is 9>> <<set $asylumstate to "exercise">> <<elseif Time.hour is 10>> <<set $asylumstate to "firsttreatment">> <<elseif Time.hour lte 14>> <<set $asylumstate to "free">> <<elseif Time.hour is 15>> <<set $asylumstate to "secondtreatment">> <<elseif Time.hour lte 19>> <<set $asylumstate to "free">> <<elseif Time.hour is 20>> <<set $asylumstate to "assessment">> <<elseif Time.hour is 21>> <<set $asylumstate to "free">> <<else>> <<set $asylumstate to "sleep">> <</if>> <<set $suspicion = Math.clamp($suspicion, 0, 100)>> <<set $asylumstatus = Math.clamp($asylumstatus, 0, 100)>> <</widget>> <<widget "asylumstats">> <<if $suspicion gte 80>> <span class="red">Security actively watches you. Even the nurses glance your way warily.</span> <<elseif $suspicion gte 20>> <span class="blue">You catch the occasional member of security watching you.</span> <<else>> <span class="green">The staff ignore you.</span> <</if>> <br> <<if $asylumstatus gte 80>> <span class="green">The other patients smile when they see you.</span> <<elseif $asylumstatus gte 20>> <span class="blue">The other patients ignore you.</span> <<else>> <span class="red">The other patients shun you.</span> <</if>> <br><br> <</widget>> <<widget "asylumtreatments">> <<if isPregnancyEnding()>> <<pregnancyPassout "asylumHarper">> <<else>> <<cleareventpool>> <<addinlineevent "asylum_treatment_1" 1>> <<asylumUnbindGown>> <<if $o_long_and_beautiful gte 1 and $o_long_and_beautiful lte 7 and $rng % 2 and maleChance() lt 100>> <<set $phase to 0>><<set $o_long_and_beautiful += 1>> <<npc Harper>><<person1>> You enter a thin room. Curtains line one side. <br><br> "Hello," Doctor Harper says. "I'm glad you could make it. Please stand just there." <<He>> pushes a button on the wall by the door and the curtain pulls back, revealing the other half of the room. A patient lies on the floor. The long, matted hair covering most of her face hides any visible reaction. <br><br> <<person1>>"This treatment isn't for you," the doctor says. "It's for your fellow patient. I just need an assistant." <<He>> gestures at a button on a table beside you. "You'll need to press that button when I say. I'll be busy helping this patient. Press it now." <br><br> <<link [[Press|Asylum Button Long Hair Press]]>><</link>> <br> <<link [[Refuse|Asylum Button Long Hair Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <<else>> <<set $phase to 0>> <<npc Harper>><<person1>><<generate2>> You enter a thin room. Shutters line one side. <br><br> "Hello," Doctor Harper says. "I'm glad you could make it. Please take a seat." <<He>> pushes a button on the counter beside <<him>>. The shutters open, revealing a glass window. Another patient sits in the room beyond. <<person2>><<He>> looks nervous, but doesn't react to the reveal. <br><br> <<person1>>"This treatment isn't for you," the doctor says. "It's for your fellow patient. I just need an assistant." <<He>> gestures at a button in front of you. "You'll need to press this button when I say. I'll be busy taking notes. Press it now." <br><br> <<link [[Press|Asylum Button Press]]>><</link>> <br> <<link [[Refuse|Asylum Button Refuse]]>><<suspicion 1>><<def 1>><</link>><<gsuspicion>> <</if>> <</addinlineevent>> <<addinlineevent "asylum_treatment_2" 1>> <<npc Harper>><<person1>> You enter Doctor Harper's office. <<He>> waits for you behind <<his>> desk. <br><br> "Please take a seat," <<he>> says. There are no other chairs. <br><br> <<link [[Sit on desk|Asylum Sit Desk]]>><</link>> <br> <<link [[Sit on lap|Asylum Sit Lap]]>><</link>><<promiscuous1>><<lsuspicion>><<lawareness -1>> <br> <<link [[Stay stood|Asylum Sit Stand]]>><<suspicion 1>><</link>><<gsuspicion>> <</addinlineevent>> <<addinlineevent "asylum_treatment_3" 1>> <<asylumUnbindGown>> <<npc Harper>><<person1>><<generate2>> You enter a room with a large window facing the grounds, and the forest beyond. Doctor Harper waits for you, stood beside a <<person2>><<person>>. Another patient. Several orderlies wait by the wall. <br><br> "Thank you both for coming," the doctor says. "Today I want to talk about modesty. It shouldn't feel bad to be exposed. It should feel good. I want one of you to strip." The <<person>> looks horrified at the thought. "And stand in front of the window there." <br><br> You can see many patients exercising outside, as well as staff watching over them. The <<persons>> horror becomes panic. "P-please," <<he>> says. "Don't make me." <br><br> <<person1>>Harper looks at you. "You get to decide which of you strips," <<he>> says. The <<person2>><<person>> looks at you, near tears. <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Strip and flaunt|Asylum You Flaunt]]>><<suspicion -5>><<asylumstatus 5>><<awareness -10>><<fameexhibitionism 10>><</link>><<exhibitionist5>><<llawareness>><<llsuspicion>><<ggcool>> <<else>> <<link [[Strip reluctantly|Asylum You Strip]]>><<suspicion -5>><<asylumstatus 5>><<awareness -10>><<stress 3>><<fameexhibitionism 10>><</link>><<llawareness>><<llsuspicion>><<ggcool>><<gstress>> <</if>> <br> <<link [[Make <<him>> strip|Asylum They Strip]]>><<suspicion 5>><<asylumstatus -5>><</link>><<ggsuspicion>><<llcool>> <</addinlineevent>> <<if $settings.hypnosisEnabled>> <<addinlineevent "asylum_treatment_4" 1>> <<AsylumHypnosisCommon "Oral" $hypnosis_traits.suggestion>> <</addinlineevent>> <<addinlineevent "asylum_treatment_5" 2>> <<asylumUnbindGown>> <<AsylumHypnosisCommon "Exhibitionism" $hypnosis_traits.cover>> <</addinlineevent>> <<if isBeastSceneAllowed()>> <<addinlineevent "asylum_treatment_6" 1.5>> <<AsylumHypnosisCommon "Dog" $hypnosis_traits.deviancy>> <</addinlineevent>> <</if>> <</if>> <<addinlineevent "asylum_treatment_7" 1.5>> <<npc Harper>><<person1>> You enter a windowless room. Doctor Harper waits beside a large machine. "Thank you for coming," <<he>> says. <<He>> presses a button. A compartment opens, large enough for you to fit. "Please lie down inside." <br><br> <<getinicon>><<link [[Get in|Asylum Machine]]>><<awareness -10>><<suspicion -5>><</link>><<llsuspicion>><<llawareness>> <br> <<refuseicon>><<link [[Refuse|Asylum Machine Refuse]]>><<suspicion 5>><</link>><<athleticsdifficulty 1 1000>><<ggsuspicion>><<ggstress>> <</addinlineevent>> <<addinlineevent "asylum_treatment_8" 1>> <<npc Harper>><<generate2>><<generate3>> You enter Harper's office. <<person1>><<He>> sits behind <<his>> desk. A <<person2>><<person>> and <<person3>><<person>> sit in front of <<him>>, both in white coats. They turn to regard you. <br><br> "Thank you for coming," Harper says. "I have something special for you today. A new drug. My colleagues here would like to observe its effects. Here." <<person1>><<He>> stands and removes a sheet from a nearby chair. There are straps on the arms and legs. "Please sit." <<person3>> <br><br> <<link [[Sit|Asylum Pill Sit]]>><<awareness -10>><<suspicion -5>><<hallucinogen 80>><</link>><<llsuspicion>><<llawareness>> <br> <<link [[Refuse|Asylum Pill Refuse]]>><<suspicion 5>><</link>><<ggsuspicion>><<ggstress>> <</addinlineevent>> <<addinlineevent "asylum_treatment_9" 1>> <<npc Harper>><<person1>> You enter Harper's office. <<He>> waits for you inside, sat at <<his>> desk. "Thank you for coming," <<he>> says. "Please, take a seat." <br><br> You sit down in a chair in front of <<his>> desk. Harper pulls something out from a drawer. It's a folded piece of paper. Dark splotches bleed through it from within. <br><br> "This is something called an inkblot test," <<he>> explains. "I want you to tell me what this shape reminds you of." <br><br> <<He>> unfolds the paper. The two sides stick together, but come undone with a crackle. A symmetrical black blob is painted on the inside. <<if $awareness gte 400>> The strokes twist together across the page, tangling over one another. They converge into total darkness, like a hole punched through the paper, or the mouth of a terrible creature. You stare at it, unable to tear your eyes away. <<gstress>><<stress 6>><<gtrauma>><<trauma 6>> <<elseif $awareness gte 200>> You stare at the paper, trying to discern the shape. The blob looks suspiciously <<if $NPCList[0].penis isnot "none">>phallic.<<else>>yonic.<</if>> <<if $purity gte 1000 or $angel gte 6>> You wonder if you're just being dirty-minded.<<gstress>><<stress 1>> <<else>> The longer you stare at it, the more certain you are that it looks like a <<if $NPCList[0].penis isnot "none">>penis.<<else>>pussy.<</if>> <</if>> <<else>> You tilt your head, looking at the paper. The shape looks like a <<if $NPCList[0].penis isnot "none">>rocket taking off.<<else>>beautiful butterfly.<</if>> <</if>> <br><br> <<link [[Answer honestly|Asylum Inkblot Answer Honestly]]>><<trauma -6>><<suspicion -5>><</link>><<llsuspicion>><<llawareness>><<lltrauma>> <br> <<link [[Refuse to answer|Asylum Inkblot Answer Evasively]]>><<stress 3>><</link>><<lawareness>><<gstress>> <</addinlineevent>> <<addinlineevent "asylum_treatment_10" 1.5>> <<asylumUnbindGown>> <<npc Harper>><<person1>> You enter a room with pastel-coloured wallpaper and warm lighting. You immediately feel at ease. Doctor Harper sits on a chair opposite a cushioned lounge chair. <br><br> "Thank you for coming," <<he>> says. "Please, take a seat." <br><br> Once you're situated on the lounge chair, <<he>> looks up from <<his>> clipboard. "You've been seducing innocent people and calling it rape out of shame. This comes from your poor inhibitions," <<he>> says. "We're going to work on controlling that indecent behaviour. Please, take off your clothes." <br><br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Strip and flaunt|Asylum Masturbation]]>><<suspicion -2>><<set $phase to "flaunt">><</link>><<exhibitionist4>><<lsuspicion>> <br> <</if>> <<link [[Strip reluctantly|Asylum Masturbation]]>><<suspicion -2>><<stress 2>><<set $phase to "strip">><</link>><<lsuspicion>><<gstress>> <br> <<link [[Refuse|Asylum Masturbation]]>><<suspicion 5>><<set $phase to "refuse">><</link>><<ggsuspicion>> <</addinlineevent>> <<runeventpool>> <</if>> <</widget>> <<widget "asylumassessment">> <<npc Harper>><<person1>> You enter Harper's office. <<if isPregnancyEnding()>> <<pregnancyPassout "asylumHarper">> <<elseif $innocencestate is 1 and $asylumbound lte 0>> <<npcincr Harper love 5>><<npcincr Harper dom 5>><<set $asyluminnocence to 1>> <<He>> puts down <<his>> clipboard and smiles. "Your treatment is finished," <<he>> says. "You're ready to be a functioning member of society. I'll have special pills sent to your home." <<set $sexStats.pills["pills"]["asylum\'s prescription"].owned to 14>><<set $asylummedicated to 0>> <<He>> rises to <<his>> feet and pulls the curtains at the window closed. "Stand up." <br><br> Once stood, <<he>> pushes you back over the desk. <<if $NPCList[0].penis isnot "none">> <<He>> steps between your legs and leans forward, <<else>> <<He>> climbs atop and straddles you, <</if>> groping at your clothes with shaking fingers, trying to take them off. The professional air <<he>> carried is gone. <<He>> laughs, giggles really. "I-I should be the first to experience my handiwork. It's only fair." <br><br> <<link [[Next|Asylum Harper Sex]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $trauma lte $traumamax / 10 and $asylumbound lte 0>> <<set $asylumtrauma to 1>> /* unused */ <<He>> puts down <<his>> clipboard and frowns. "Your treatment isn't finished," <<he>> says. "But you seem to have recovered regardless. I can't justify keeping you here." <<He>> rises to <<his>> feet and pulls the curtains at the window closed. <br><br> "Now that you're better..." <<He>> steps around the desk. "This might be the last time we see each other." <<He>> gropes your clothing. The professional air <<he>> carried is gone. <<He>> laughs as <<he>> tries to kiss you. <br><br> <<link [[Let it happen|Asylum Harper Sex]]>><<npcincr Harper love 5>><<set $sexstart to 1>><</link>><<promiscuous1>> <br> <<link [[Shove away|Asylum Harper Shove]]>><<npcincr Harper love -1>><</link>> <br> <<elseif $asylumassessmentprogress lte 0>> <<set $asylumassessmentprogress += 1>> Harper stares at you across the desk. "Let's talk about your exposure fetish," <<he>> says. "You've been displaying your body in inappropriate ways, then claiming others stripped you. You're ashamed of your feelings." <br><br> <<if $asylumdistracted is 1 and !pcAreArmsBound("any")>> <<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <<elseif !pcAreArmsBound("any")>> <<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <</if>> <<if $asylumkeycard isnot 1 and !pcAreArmsBound("any")>> <<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> <<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">> <br> <</if>> <<link [[Insist that isn't true|Asylum Exhibit Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> <br> <<link [[Say you aren't sure|Asylum Exhibit Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> <br> <<elseif $asylumassessmentprogress lte 1 and $tentaclerapestat gte 1>> <<set $asylumassessmentprogress += 1>> Harper stares at you across the desk. "In your sleep you talk about being attacked by monsters with tentacles," <<he>> says. "Creatures like that don't exist. If someone claimed to have been molested by a creature no one else can see, would you believe them?" <br><br> <<if $asylumdistracted is 1 and !pcAreArmsBound("any")>> <<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <<elseif !pcAreArmsBound("any")>> <<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <</if>> <<if $asylumkeycard isnot 1 and !pcAreArmsBound("any")>> <<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> <<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">> <br> <</if>> <<link [[Insist they are real|Asylum Tentacles Meek]]>><<awareness 1>><<stress 3>><</link>><<gawareness>><<gstress>> <br> <<link [[Say you aren't sure|Asylum Tentacles Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> <br> <<elseif $asylumassessmentprogress lte 2 and $beastrapestat gte 1>> <<set $asylumassessmentprogress += 1>> <!-- Modified for monster people --> Harper stares at you across the desk. <<if $settings.bestialityEnabled>> "In your sleep you talk about being attacked by animals," <<he>> says. "Sexually attacked. Animals don't behave like that. You've been abusing innocent creatures, haven't you?" <<else>> "In your sleep you talk about being attacked by monster-people," <<he>> says. "Sexually attacked. These types of beings do not exist. You made yourself believe they possess human-like features. In reality, you've been abusing innocent animals for your own pleasure. Am I wrong?" <</if>> <br><br> <<if $asylumdistracted is 1 and !pcAreArmsBound("any")>> <<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <<elseif !pcAreArmsBound("any")>> <<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <</if>> <<if $asylumkeycard isnot 1 and !pcAreArmsBound("any")>> <<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> <<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">> <br> <</if>> <<link [[Insist that isn't true|Asylum Beast Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> <br> <<link [[Say you aren't sure|Asylum Beast Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> <br> <<elseif $asylumassessmentprogress lte 3>> <<set $asylumassessmentprogress += 1>> Harper stares at you across the desk. "There are marks on your body," <<he>> says. "You did this to yourself, didn't you." <br><br> <<if $asylumdistracted is 1 and !pcAreArmsBound("any")>> <<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <<elseif !pcAreArmsBound("any")>> <<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <</if>> <<if $asylumkeycard isnot 1 and !pcAreArmsBound("any")>> <<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> <<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <<note "This will be easier with low suspicion" "italic">> <br> <</if>> <<link [[Insist that isn't true|Asylum Hurt Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> <br> <<link [[Say you aren't sure|Asylum Hurt Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> <br> <<else>> <<set $asylumassessmentprogress to 0>> Harper stares at you across the desk. "In your sleep you talk about being raped and molested. But that isn't what happens, is it?" <<he>> says. "You approach and seduce people willingly. You call it rape because you're ashamed." <br><br> <<if $asylumdistracted is 1 and !pcAreArmsBound("any")>> <<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <<elseif !pcAreArmsBound("any")>> <<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> <br> <</if>> <<if $asylumkeycard isnot 1 and !pcAreArmsBound("any")>> <<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> <<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>><<note "This will be easier with low suspicion" "italic">> <br> <</if>> <<link [[Insist that isn't true|Asylum Rape Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> <br> <<link [[Say you aren't sure|Asylum Rape Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> <br> <</if>> <</widget>> <<widget "AsylumHypnosisCommon">> <<set $phase to _args[0]>> <<set _traitValue to _args[1]>> <<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> <<npc Harper>><<person1>> You enter Harper's office. <<He>> waits for you inside, sat at <<his>> desk. <<if $phase is "Oral">> <<generate2>> There's a <<person2>><<person>> sat opposite. Another patient. "Thank you for joining us," the doctor <<else>> "Thank you for coming," <<person1>><<he>> <</if>> says. "Please, take a seat." <br><br> <<if $phase is "Oral">> You sit beside the <<person2>><<person>>. <<else>> Once sat, <</if>> Harper picks up a pen on <<person1>><<his>> desk. "I want <<if $phase is "Oral">>both of <</if>>you to focus on this pen, and breathe deeply. There's nothing in the universe except this pen, my voice, and your own breath." <br><br> <<pass 5>> This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance. <br><br> <<link [[This feels nice (0:10)|Asylum Hypnosis Trance]]>><<npcincr Harper dom 5>><<control 25>><<trauma -6>><<stress -12>><<awareness -10>><</link>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Asylum Hypnosis Trance Resist]]>><</link>><<willpowerdifficulty 1 `300 * (_traitValue || 3)`>> <</widget>> <<widget "asylumend">> <<set $asylum to 0>> <<if $badEndStats.some(badEnd => ["asylumTentacle", "asylumBlackWolf", "asylumTentacleAngel", "asylumEden", "asylumSabotage"].includes(badEnd.reasonEnd))>> <<specialClothesUnlock "set" "asylum">> <</if>> <</widget>> <<widget "asylumpunish">> <<endevent>><<npc Harper>><<person1>><<set $asylumbound to 2>> "Take <<phim>> to the room," Harper says. "Make sure <<pher>> arms are bound tight." <br><br> <<if !pcAreArmsBound("both")>> <<asylumBind "punish">> They tear off your clothes and wrestle you into a straightjacket. <</if>> They push you to an empty wing of the asylum, through one of the doors marked "Staff Only." Most of the lights here don't work, and those that do flicker to a strange rhythm. <br><br> You come to a tall metal door. They open it, revealing a pitch black room beyond. They shove you in, and slam the door behind you. <br><br> The room is tiny. There's just enough space to sit. You wait in total silence. <br><br> <<link [[Wait (1:00)|Asylum Room]]>><<pass 60>><</link>> <br> <</widget>> <<widget "asylumoptions">> <<if pcAreArmsBound("any") and $asylumbound lte 0>> <<He>> looks at your bindings. "I think you've earned a release," <<he>> says as <<he>> crouches and unties them, before removing it completely.<<unbind>><<exposure>> <<He>> covers you with a gown. <<unbind>><<upperwear 87>><<exposure>> <br><br> <<elseif $asylumbound gt 0 and ($worn.upper.name isnot "straightjacket" or $worn.lower.name isnot "straightjacket bottom")>> <<if $worn.upper.name is "straightjacket">> <<set _nurseJacket to "broken">> <<He>> regards your ruined jacket with a frown. "Let's get you into something proper," <<he>> says. <<else>> <<set _anyclothing to getVisibleClothesList().some(item => item.name !== "naked")>> "You're not supposed to be out of the jacket yet," <<he>> remarks flatly. <</if>> <<if _nurseJacket is "broken">> <<He>> removes the remains of your straightjacket<<if pcAreArmsBound("both")>>, letting your arms fall at your sides<</if>>. <</if>> <<asylumBind>> <<if _anyclothing and (!_asylumBindUnderwear or _asylumBindUnderwear is "given")>> <<He>> makes you hand over all your personal items. <<elseif _asylumBindUnderwear and _asylumBindUnderwear isnot "given">> <<He>> makes you strip down to your underwear. <<if _nurseJacket is "broken">> Then <<he>> <<else>> <<He>> <</if>> slides down your _asylumBindUnderwear and makes you step out of them. <</if>> <<if _asylumBindUnderwear>> <<He>> makes you step into a fresh pair of $worn.under_lower.name_simple and pulls them up. <</if>> Your brief moment of freedom ends as <<he>> secures you into a new straightjacket. <<fameexhibitionism 1>> <br><br> <<elseif $exposed gte 1>> <<He>> steps back to regard you. <<covered>> "You can't see the doctor dressed like that," <<he>> says. <<He>> covers you with a gown. <<unbind>><<upperwear 87>><<exposure>> <br><br> <</if>> <</widget>> /* _args[0] should be punish, fake, or session */ <<widget "asylumBind">> <<unbind>><<exposure>><<strip>> <<if _args[0] is "punish">> <<ruined false true "carried">> <<elseif _args[0] is "fake">> <<else>> <<if $player.gender_appearance is "f">> <<set _underwearIndex to 1>> <<else>> <<set _underwearIndex to 4>> <</if>> <<if $carried.under_lower.index isnot _underwearIndex or $carried.under_lower.colour isnot "pale white">> <<if $carried.under_lower.name is "naked">> <<set _asylumBindUnderwear to "given">> <<else>> <<set _asylumBindUnderwear to $carried.under_lower.name>> <</if>> <<underlowerwear _underwearIndex "pale white">> <<else>> <<underloweron>> <</if>> <</if>> <<if _args[0] is "session">> <<generalRuined "upper" true "carried">> <<else>> <<returnCarried>> <</if>> <<bind>><<upperwear 35>><<exposure>> <</widget>> <<widget "asylumUnbind">> <<if pcAreArmsBound("any")>> <<endevent>> <<generate1>><<person1>> Just before a doorway, another nurse stops you. "Doctor says you need your hands free for this session," <<he>> says. <<He>> undoes your bindings. <<if $worn.upper.name is "straightjacket" or $worn.lower.name is "straightjacket bottom">> <<He>> then helps you out of<<if $worn.lower.name isnot "straightjacket bottom" or $worn.upper.name isnot "straightjacket">> the remains of<</if>> your straightjacket<<if _args[0]>>, and covers you with a gown.<<unbind>><<exposure>><<upperwear 87>><<else>>.<</if>> <<else>> <<unbind>><<exposure>> <</if>> <<He>> opens the nearby door and leads you inside. <br><br> <<endevent>> <</if>> <</widget>> <<widget "asylumUnbindGown">> <<asylumUnbind true>> <</widget>> <<widget "asylumRebind">> <<if $asylumbound gt 0 and ($worn.upper.name isnot "straightjacket" or $worn.lower.name isnot "straightjacket bottom")>> <<generate1>><<person1>> <<if V.carried.upper.name is "patient gown" or V.worn.upper.name is "patient gown">> <<set _gown to true>> <</if>> <<if $worn.upper.name is "straightjacket" and $worn.lower.name isnot "straightjacket bottom">> <<set _ruined to true>> <</if>> <<asylumBind "session">> A nurse is waiting for you outside the room. <<if _gown>> <<He>> makes you return the gown you're wearing. Then <<he>> <<elseif _ruined>> <<He>> helps you out of the ruined straightjacket. Then <<he>> <<else>> <<He>> <</if>> <<if _asylumBindUnderwear>> helps you into a pair of $worn.under_lower.name_simple before restraining <<else>> restrains <</if>> you with a <<if _ruined>>new <</if>>straightjacket once more. <br><br> <</if>> <</widget>> <<widget "asylumClothesOn">> <<clotheson>> <<if $asylumbound gt 0>> <<asylumBind>> <</if>> <</widget>> <<widget "asylumevents">> <<if dangerEvent()>> <<cleareventpool>> <<addinlineevent "asylum_exposure" 1>> <<generate1>><<person1>> "Excuse me," says a voice to your side. It's a <<person>> wearing a patient's gown. "Doctor Harper gave me a task. I need to—" <<He>> looks away. "I need to expose myself to a dozen people before my next assessment. My b-body, I mean. C-can I show you?" <<He>> doesn't look happy. <br><br> <<link [[Accept|Asylum Exposure Accept]]>><<handheldon>><<arousal 600>><</link>><<garousal>> <br> <<link [[Accept but keep your eyes shut|Asylum Exposure Shut]]>><<famegood 1>><<handheldon>><</link>> <br> <<link [[Accept and pretend to keep your eyes shut|Asylum Exposure Peek]]>><<arousal 600>><<famegood 1>><<handheldon>><</link>><<garousal>> <br> <<link [[Refuse|Asylum Exposure Refuse]]>><<handheldon>><</link>> <br> <</addinlineevent>> <<if random(1,100) lte $suspicion>> <<addinlineevent "asylum_fake_treatment" 1>> <<generateDoctor 1>><<generate2>><<person1>> A <<person>> dressed as an orderly approaches you. "Hello. The doctor has extra time today and wants you in for an extra treatment," <<he>> says. "Come with me please." <br><br> A <<person2>><<person>> stands behind you. <br><br> <<link [[Go with them|Asylum Fake Treatment Accept]]>><<handheldon>><</link>> <br> <<link [[Refuse to go|Asylum Fake Treatment Refuse]]>><<handheldon>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <</addinlineevent>> <</if>> <<addinlineevent "asylum_flirt" 2>> <<generate1>><<person1>><<npcClothesType $NPCList[0] "patient">>You catch one of the other patients, a <<person>>, looking at you. <<He>> smiles. <br><br> <<link [[Flirt (0:02)|Asylum Flirt]]>><<handheldon>><<asylumstatus 1>><<pass 2>><</link>><<promiscuous1>><<gcool>> <br> <<link [[Ignore|Asylum]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "asylum_nurse_grope" 4>> <<generate1>><<generatev2>><<person1>>One of the patients, a <<person>>, gropes one of the nurses, a <<person2>><<person>>. The nurse doesn't resist. <<He>> looks resigned. <br><br> <<link [[Intervene (0:02)|Asylum Intervene]]>><<handheldon>><<pass 2>><<suspicion -5>><<asylumstatus -5>><</link>><<llsuspicion>><<llcool>> <br> <<link [[Ignore|Asylum]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "asylum_answer" 2>> <<generate1>><<person1>><<generate2>>A <<person>>, a patient, runs past you and hides from view, just as a <<person2>><<person>> rounds the corner. <<Hes>> a nurse. <<He>> looks around, then at you. "Have you seen a <<person1>><<person>> by chance?" <br><br> <<link [[Truth|Asylum Truth]]>><<handheldon>><<suspicion -5>><<asylumstatus -5>><</link>><<llsuspicion>><<llcool>> <br> <<link [[Lie|Asylum Lie]]>><<handheldon>><<suspicion 5>><<asylumstatus 5>><</link>><<ggsuspicion>><<ggcool>> <br> <</addinlineevent>> <<addinlineevent "asylum_flower_patch" 1>> Eventually, you grow tired of the other patients, and wander out to the asylum yard for some fresh air. You take a walk, strolling through the grounds and finding what enjoyment you can. <br><br> While on your walk, you stumble across a patch of wildflowers. <br><br> <<if !pcAreArmsBound("any")>> <<link [[Make a flower crown|Asylum Flower Patch Crown]]>><</link>><<tendingdifficulty 1 200>> <br> <<else>> <span class="blue">You cannot do anything with the flowers while your arms are bound.</span> <br> <</if>> <<link [[Sit and observe|Asylum Flower Patch Observe]]>><<stress -6>><</link>><<lstress>> <br> <<link [[Ignore|Asylum]]>><<endevent>><</link>> <br> <</addinlineevent>> <<if $daily.asylumPuzzle isnot 1>> <<addinlineevent "asylum_puzzle" 1>> <<set $daily.asylumPuzzle to 1>> You notice a group of patients sitting around a table, off to the side. <<if $asylumPuzzleProgress gte 1>> <<loadNPC 0 "asylum_puzzle_group">> <span class="blue"> It's the same group you helped last time,</span> back to poring over their puzzle. <<else>> <<generate1>> They're working on what appears to be a large puzzle laid out in front of them. <</if>> <br><br> <<= $asylumPuzzleProgress >= 1 ? "The" : "A">> <<person1>><<person>> looks over and makes eye contact, <<if pcAreArmsBound("both")>> then laughs and turns away.<<asylumstatus -1>><<lcool>> <br><br> <span class="blue"> You can't participate with your arms bound.</span> <br><br> <<link [[Next|Asylum]]>><<handheldon>><<endevent>><</link>> <br> <<elseif $asylumstatus gte 60>> then waves you over. <br><br> <<link [[Join them|Asylum Puzzle]]>><<asylumstatus 1>><</link>><<gcool>> <br> <<link [[Turn away|Asylum]]>><<handheldon>><<endevent>><</link>> <br> <<else>> then glares at you in contempt. You hasten to turn away and find something else to do. <br><br> <<link [[Next|Asylum]]>><<handheldon>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <</if>> <<runeventpool>> <<else>> <<link [[Next|Asylum]]>><<handheldon>><</link>> <br> <</if>> <</widget>> <<widget "passoutasylum">> <<if isPregnancyEnding()>> <<pregnancyPassout "asylum">> <<else>> <<passout>> <<link [[Everything fades to black...|Passout Asylum]]>><</link>> <</if>> <</widget>> <<widget "asylumescape">> <<set $asylumescaped to 1>> <<specialClothesUnlock "set" "asylum">> <<if $location is "tentworld">> <<set $asylumtentacleescape to 1>> /* unused */ <</if>> <<if C.npc.Robin.init is 1>> <<set $robinReunionScene to "asylum">> <</if>> <</widget>><<set $location to "bog">><<set $outside to 1>><<effects>> <<if !$bogProgress>> <<set $bogProgress to 1>> You follow the brook downstream until you come to the edge of a rocky outcrop. A wall of drenched leaves obscures the horizon ahead. <br><br> You carefully peer over the edge. You see a rickety wooden walkway at the bottom off to the right, worn by the trickle of water from the end of the brook. The water beyond is stagnant, but looks deep enough to jump into. <br><br> <span class="gold">You've discovered the bog.</span> <<else>> You follow the brook downstream, to the edge of the bog. <</if>> <br><br> <<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> <<link [[Glide down (0:01)|Bog Intro Glide]]>><<pass 1>><</link>><<flight_text>> <br> <</if>> <<link [[Climb down (0:05)|Bog Intro Climb]]>><<pass 5>><</link>><<athleticsdifficulty 200 800>> <br> <<link [[Jump into the water (0:01)|Bog Intro Jump]]>><<pass 1>><</link>> <br><<effects>> You jump, falling several feet before the stagnant air catches your wings. You land hard, but unharmed, on the wooden walkway. <br><br> <<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 0>><</link>> <br><<effects>> You clamber over the ledge and find purchase against the rock wall. <<if $athleticsSuccess>> <<unset $athleticsSuccess>> You take your time, slowly working your way down until <span class="green">your feet touch the wooden walkway.</span> <br><br> <<if $worn.lower.name isnot "naked">> You dust off your hands on your $worn.lower.name. <<elseif $worn.upper.name isnot "naked">> You dust off your hands on your $worn.upper.name. <<else>> You dust off your hands. <</if>> <br><br> <<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 0>><</link>> <br> <<else>> You take your time, slowly working your way down until <span class="red">you slip about halfway</span>. You fall, plunging into the mire. <<pain 4>><<stress 12>><<trauma 6>><<gpain>><<gstress>><<gtrauma>> <br><br> <<water>> <<if Time.season is "winter">> The frigid water steals the breath from your lungs. You nearly gasp for breath on instinct, but manage to surface before doing so. <<else>> The water is murky and unpleasant. You surface, covered in stray plant matter. <</if>> <br><br> <<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 1>><</link>> <br> <</if>><<effects>> You take a deep breath, a step back, and a moment to collect yourself. <br><br> With a running start, you leap over the precipice, clearing the walkway and plunging into the murky water. <br><br> <<water>> <<if Time.season is "winter">> The frigid mire steals the breath from your lungs. You nearly gasp for breath on instinct, but manage to surface before doing so. <<else>> You surface, covered in stray plant matter. <</if>> <br><br> <<link [[Next|Bog]]>><<set $bogdepth to 4>><<set $bogwater to 1>><</link>> <br><<set $location to "bog">><<set $outside to 1>><<effects>> You're in the bog between the forest and moor. <<if $bogwater gte 1>> <<water>><<set _bogmod to 1.5>> The water here is just shallow enough to stand in. <<else>> <<set _bogmod to 1>> A wooden pathway spares you from traversing the mire. <</if>> <<switch Weather.precipitation>> <<case "none">> <<switch Time.dayState>> <<case "dawn">> The low morning sun casts an enchanting light through the trees. <<case "day">> The sun's rays fight to pierce the canopy. <<case "dusk">> Strange shapes of light dance against the walkway and reflect from the water. <<case "night">> <<if Weather.bloodMoon>> The stagnant water reflects red light back into the canopy. <<else>> The stagnant water reflects just enough moonlight to allow you to see. <</if>> <</switch>> A stone tower is visible far in the distance, to the east. <<case "rain">> Rain drips in patches through the thick canopy, creating a percussive rhythm as it assails the path. <<case "snow">> The canopy catches most of the snow, creating a surreal <<if Weather.bloodMoon>>red<<else>>white<</if>> blanket above. <</switch>> <<if $bogdepth is 4>> A rocky cliff face blocks the way back to the forest. <span class="red">There's no way up.</span> <<elseif $bogdepth is 1>> The treeline is thin, and you can see the moor from here. <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmbog>> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutbog>> <<else>> <<if $eventskip is 0>> <<rng>> <<if dangerEvent(_bogmod)>> <<eventbog>> <<else>> <<eventbogsafe>> <</if>> <<else>> <<if $bogwater gte 1>> <<link [[Pull yourself back onto the walkway|Bog]]>><<set $bogwater to 0>><<set $eventskip to 1>><</link>> <br> <<else>> Follow the walkway <br> <<if $bogdepth lte 3>> <<foresticon>><<link [[West, towards the forest (0:10)|Bog]]>><<set $bogdepth += 1>><<pass 10>><</link>> <br> <</if>> <<if $bogdepth gte 2>> <<mooricon>><<link [[East, towards the moor (0:10)|Bog]]>><<set $bogdepth -= 1>><<pass 10>><</link>> <br> <<elseif $bogdepth lte 1>> <<mooricon>><<link [[East, into the moor (0:05)|Moor]]>><<set $bogdepth to 0>><<set $bogwater to 0>><<set $moor to 85>><<set $eventskip to 1>><<pass 5>><</link>> <br> <</if>> <</if>> <</if>> <</if>> <<set $eventskip to 0>><<effects>> You widen your posture and shoot a glare at the <<beasttype>>. <<if $physiqueSuccess>> <<bHe>> hisses and takes a few steps forward, <<bhis>> footfalls shaking the wooden slats. <span class="green"><<bHe>> stops short, seemingly deciding that you're more trouble than you're worth.</span> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> <span class="red"><<bHe>> charges you.</span> You turn to run, but <<bhe>> catches you almost immediately, dragging you into the water.<<silently>><<water>><</silently>> <br><br> <<link [[Next|Bog Lizard Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You sprint away from the <<beasttype>>. <<bHis>> claws dig into the wood, and <<bhe>> charges. <<if $athleticsSuccess>> <span class="green">You run fast enough that the <<beasttype>> gives up.</span> You turn and see <<bhim>> slinking back into the mire. <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> <<water>> <span class="red">You're not fast enough.</span> The <<beasttype>> easily knocks you down, dragging you into the water.<<silently>><<water>><</silently>> <br><br> <<link [[Next|Bog Lizard Rape]]>><<set $molestationstart to 1>><<set $bogwater to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $water to 1>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bog Lizard Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bog Lizard Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> hisses <<bhis>> satisfaction, and dives back into the stagnant water. <<elseif $enemyhealth lte 0>> The <<beasttype>> hisses in pain and dives back into the stagnant water. <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 10 15 "root" "vine" true>> <<elseif $molestationstart is 2>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<consensual>> <<set $consensual to 1>> You draw them closer through the water. <<deviancy5>> <<set _randomtentacles to (6 + random(1, 10))>> <<tentaclestart _randomtentacles 15 "root" "vine" true>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Bog Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bog Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The vines lose interest in you, and retreat back into the canopy. <<tearful>> you untangle yourself from the plants and vines surrounding you. <<clotheson>> <<endcombat>> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br><<effects>> You travel along the <<switch $phase>> <<case 0>>last <<case 1>>first <<case 2>>second <<case 3>>third <<case 4>>fourth <<case 5>>fifth <<case 6>>sixth <<case 7>>seventh <<case 8>>eighth <<case 9>>ninth <</switch>> path. <<rng>> <<if $boglost gte 5>> <<pass 1 hour>><<pain 2>> You run. And run. More and more pathways sprout from the one you're on, almost like branches or the prongs of an impossibly large set of antlers. <br><br> <<link [[Stay the course (?:??)|Bog Lost Follow]]>><</link>><<willpowerdifficulty 600 1000>> <br> <<link [[Block everything out|Bog Lost Block]]>><<trauma 30>><</link>><<gggtrauma>> <br> <<elseif $rng lte 15>> The path begins to look familiar, even as the one behind you looks entirely different. You think you've found the correct way. <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<switch $boglost>> <<case 0>>You see no sign of your original route. <<case 1>>You don't recognise any landmarks. <<stress 6>><<gstress>> <<case 2>>Your heart begins to race. <<stress 12>><<ggstress>> <<case 3>>The trees themselves seem to change behind you as you walk. You double back, trying to find anything that will guide you. <<stress 12>><<ggstress>> <<case 4>>You run, directionless and lost. Nothing seems real. <<stress 12>><<ggstress>><<trauma 12>><<ggtrauma>> <</switch>> <<set $boglost++>> <br><br> More paths branch off ahead. <br><br> <<link [[Try to backtrack (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 0>><</link>> <br> <<link [[Follow the first path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 1>><</link>> <br> <<link [[Follow the second path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 2>><</link>> <br> <<link [[Follow the third path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 3>><</link>> <br> <<link [[Follow the fourth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 4>><</link>> <br> <<link [[Follow the fifth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 5>><</link>> <br> <<if $boglost gte 2>> <<link [[Follow the sixth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 6>><</link>> <br> <<if $boglost gte 3>> <<link [[Follow the seventh path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 7>><</link>> <br> <<if $boglost gte 4>> <<link [[Follow the eighth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 8>><</link>> <br> <<link [[Follow the ninth path (0:10)|Bog Lost]]>><<pass 10>><<set $phase to 9>><</link>> <br> <</if>> <</if>> <</if>> <</if>><<effects>> <<set _lost to random(80, 240)>> <<pass _lost>> <<if $willpowerSuccess>> You stay the course, and decide to follow this path to its end no matter what. You'll find a way out eventually, so long as you continue straight ahead. <br><br> Each side path splits into two more, and each of those into four. <span class="green">You ignore them.</span> Each one spirals into the unknown depths of the bog, tempting you. Each one looks more like salvation. <span class="green">You ignore them.</span> <br><br> The path ends ahead. You don't care. You continue to walk forward. <span class="green">Planks rise from the depths of the mire to meet your determined stride.</span> There is only one path, and it's ahead of you. <br><br> The trees begin to part. The bog spreads out before you. The path behind you is normal and unbroken. You won't fall prey to it again. <br><br> <<link [[Next|Bog]]>><<endevent>><<set $bogdepth to 1>><<set $eventskip to 1>><<set $boglost to 10>><</link>> <br> <<else>> You keep moving forward. Each side path splits into three more, and each of those into six. Each one spirals into the unknown depths of the bog, tempting you. Each one looks more like salvation. <span class="red">It's too much.</span> <br><br> Your mind tries to map each path, to make some rational sense of what's happening to you. It can't. Each pathway fights for your attention, forcing its way into your mind. There are too many. A lifetime isn't long enough to tread them all. One mind can't map their destinations. <br><br> You collapse in a heap, clutching your head. The path doesn't catch you. <br><br> <<water>> The water brings you back to your senses. You surface and gasp for breath, clinging to the side desperately. You pant, looking around. There is only one path. <br><br> You hoist yourself back up. <br><br> <<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><<unset $boglost>><</link>> <br> <</if>><<effects>> Hundreds of pathways extend in every direction, twisting into utter darkness. Your ears ring. You cover them. <br><br> You collapse to your knees. The pathway isn't just below you anymore. Pathways extend in a spiral up thick tree trunks, down below the surface of the water, and upside-down above you in the canopy. <br><br> All at once, they begin to collapse. Planks of wood rain down, splashing into the water. Trees reclaim the treated wood into their bark, crushing them. The water swallows what remains, spreading rot and algae across their surfaces until they are nothing. <br><br> Your eyes lie. You shut them. <br><br> You steady your breathing. You don't know how long you kneel for. When you open your eyes, all that remains is the path ahead of you. <br><br> <<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><<unset $boglost>><</link>> <br><<effects>> You know the bog's tricks. You step into the water ahead. The path reveals itself to you. You stay the course. <br><br> <<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You grab the vine with both hands and take a step back, ready to make a running jump. <<if $rng gte 71 and $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<generatePlant1>><<person1>> <span class="green">You clear the distance and make it to the other side</span>, <span class="red">but your hands stick to the vine.</span> You swing back, unable to let go. <br><br> You gradually lose speed until you're hanging over the broken section. <span class="red">The vine begins to pull itself upwards into the canopy.</span> <br><br> "I've caught such a pretty little flower this time," you hear from above you. You look to the source. A <<person>> hangs upside-down from the canopy, with <<plant_details>> braided into <<his>> hair. "You're such a rare treat. Let me enjoy you for a while. Or I could drop you. Your choice." Countless vines shoot down and encircle you! <br><br> <<link [[Next|Bog Plant Suspended Sex]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $athleticsSuccess>> You clear the distance and make it to the other side, <span class="green">landing without issue.</span> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <<else>> You can't hold on and <span class="red">slip from it.</span> You plunge into the mire. <br><br> <<water>> <<link [[Next|Bog]]>><<set $bogwater to 1>><</link>> <br> <</if>><<effects>><<set $location to "bog">> <<generatePlant1>><<person1>> You wake up with a lurch forward and feel like you're falling. You move to arrest your fall, but find yourself completely entangled by vines. You're suspended in the air. You look down and see no solid ground below. It's a long drop into the water. <br><br> "Never thought I'd find such a pretty flower out here of all places," you hear from above you. You struggle against your bindings and manage to look to the source. A <<person>> hangs upside-down from the canopy, with <<plant_details>> braided into <<his>> hair. <<if $exposed lte 1>> Your $worn.lower.name <<lowerhas>> been <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>lifted up<<else>>pulled down<</if>>, <<if !$worn.under_lower.type.includes("naked")>> and your $worn.under_lower.name <<underlowerhas>> been pulled aside,<</if>> <span class="pink">revealing your <<genitals>>.</span> <</if>> <<if $bogwater is 1>> "You exhausted yourself to the point of collapse, right in the middle of the bog. If not for me, you could have drowned! <<else>> "You exhausted yourself to the point of collapse. If not for me, you could have rolled right into the water and drowned! <</if>> <<set $bogwater to 0>> Naturally, I had to secure you to make sure you were safe." The vines around you tighten, as if by command. <<He>> moves through the canopy with ease, encircling you. It's hard to tell where <<he>> ends and the trees begin. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>><<else>><<set $worn.lower.state to "thighs">><</if>> <<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $worn.under_lower.state to "thighs">> <br><br> "You're such a rare treat. Let me enjoy you for a while. Or I could drop you. Your choice." <br><br> <<link [[Next|Bog Plant Suspended Sex]]>><<set $molestationstart to 1>><</link>> <br><<if $sexstart is 1 or $molestationstart is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>> <<neutral 1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <</if>> <<maninit "plant">><<npcexpose>> <<set $enemyarousalmax to 800>> <<set _randomtentacles to random(10, 12)>> <<makeAbomination _randomtentacles 8 "vine" "vine" true>> <<set $tentacles[0].shaft to "tummy">> <<if $player.breastsize gte 2 and $chestuse is 0>> <<set $tentacles[1].shaft to "breasts">><<set $chestuse to "squeezed">> <<else>> <<set $tentacles[1].shaft to "chest">> <</if>> <<set $tentacles[2].shaft to "waist">> <<set $tentacles[3].shaft to "neck">><<set $head to "grappled">> <<set $tentacles[4].shaft to "leftleg">><<set $leftleg to "grappled">> <<set $tentacles[5].shaft to "rightleg">><<set $rightleg to "grappled">><<set $feettarget to "tentacles">> <</if>> <<effects>> <<effectsabomination>> <<abomination>> <<stateabomination>> <br><br> <<actionsabomination>> <<if _combatend or $tentacles.active lte 3>> <span id="next"><<link [[Next|Bog Plant Suspended Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bog Plant Suspended Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $tentacles.active lte 4>> The remaining tentacles aren't strong enough to hold you through <<his>> orgasmic spasms, and you drop into the water. <<water>> <br><br> "Oh dear, I've lost my catch!" A few more vines slither down and lift you from the water, gingerly placing you on the nearby walkway. "So sorry, little flower, I got carried away! I'll be more careful next time, come back soon!" <<else>> The <<if $tentacles.active lte $tentacles.max>>remaining <</if>>vines loosen, gently lowering you down and around the tree, onto the walkway. "Thanks for indulging me, little flower," the <<person>> chirps. "Come back soon!" <</if>> <br><br> <<He>> vanishes into the canopy, <<his>> vines following. <br><br> <<elseif $enemyhealth lte 0>> As you fight back, the <<persons>> tentacles all suddenly retract, letting you drop into the water. <<stress 12>><<pain 6>><<ggstress>><<gpain>> <<water>> <br><br> "This little flower is covered in thorns." <<He>> disappears into the canopy, nursing some new bruises. You pull yourself back up onto the walkway. <<elseif $tentacles.active lte 3>> The remaining tentacles can't hold up your weight, and you're dropped into the water. <<stress 12>><<pain 6>><<ggstress>><<gpain>> <<water>> <br><br> "Oh dear, I've lost my catch!" A few more vines slither down and lift you from the water, gingerly placing you on the nearby walkway. "So sorry, little flower, I got carried away! I'll be more careful next time, come back soon!" <br><br> <<He>> vanishes into the canopy, <<his>> vines following. <br><br> <<else>> The <<if $tentacles.active lte $tentacles.max>>remaining <</if>>vines loosen, gently lowering you down onto the walkway. "Thanks for indulging me, little flower," the <<person>> chirps. "Come back soon!" <br><br> <<He>> vanishes into the canopy, <<his>> vines following. <br><br> <</if>> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>><<effects>><<hallucinogen 40>> You awaken to the sound of wet sloshing. You shoot up straight, looking around. <<if Time.dayState is "night">> It's too dark to see anything. <<else>> You don't see the source. <</if>> <br><br> A shiver runs up your spine. You're not sure why, but you feel like you need to move. <<if $bogwater gte 1>> You wade through the water, pulling yourself up onto the walkway. <<else>> You scramble to your feet, trusting your instincts. <</if>> <br><br> You take a step back. Just in time. A muddy black appendage shoots up from the murky water, grasping at where your leg just was. <<stress 12>><<ggstress>> <br><br> From the darkness between the trees, dim pairs of yellow light flicker into existence. Dozens. Hundreds of limbs shoot up, grasping the walkway as if to make it one with the swamp. The wood creaks and groans. Masses of mud rise from the depths. A chorus of howling shrieks fills the dead air. <<trauma 30>><<gggtrauma>> <br><br> Adrenaline finally unfreezes your paralysed muscles, and you run. <br><br> <<link [[Next|Bog Passout 2]]>><</link>> <br><<effects>> You keep running. You don't know which way you're going. More shapes appear from the water ahead. More eyes peer from every direction. Your lungs burn. <br><br> You push onwards. The sounds are almost unbearable. Stars creep into your vision. The walkway pushes back against your feet, seemingly trying to wear you down. <br><br> You run until you throw yourself off the end of the walkway, tumbling into the moor. You look back into the bog, but see nothing pursuing you. <br><br> You collapse onto your back, exhaustion finally overtaking you. It takes some time to catch your breath and steady your nerves. <<gtiredness>><<tiredness 8>> <br><br> <<link [[Next|Moor]]>><<set $bogdepth to 0>><<set $bogwater to 0>><<set $moor to 85>><<set $eventskip to 1>><</link>> <br><<widget "passoutbog">> <<if isPregnancyEnding()>> <<set $bogdepth to 0>><<set $bogwater to 0>> <<pregnancyPassout "bog">> <<else>> You've pushed yourself too much. <<if $bogwater gte 1>> You barely manage to slump against a tree, saving yourself from sinking. <</if>> <br><br> <<passout>> <<if dangerEvent()>> <<if $rng gte 71 and $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<link [[Everything fades to black...|Bog Plant Tentacle Passout]]>><</link>> <<else>> <<link [[Everything fades to black...|Bog Passout]]>><</link>> <</if>> <<else>> <<ambulance>> <</if>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>> <</widget>> <<widget "eventbog">> <<cleareventpool>> <<if $bogwater gte 1>> <<addinlineevent "bog_water_lizard">> The water bubbles. You're suddenly splashed as something big emerges right in front of you! <<beastNEWinit 1 lizard>> <<if $monster is 1 or $settings.bestialityEnabled>> The scaled face of a <<beasttype>> eyes you hungrily. <<bHe>> leaps at you, dragging you under the surface. <br><br> <<link [[Next|Bog Lizard Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> A large lizard grabs you in its maw. You manage to struggle free, but not unscathed. <<beastescape>> <br><br> you pull yourself back onto the walkway. <br><br> <<link [[Next|Bog]]>><<set $bogwater to 0>><<set $eventskip to 1>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "bog_water_tentacles">> <<if $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> Something grabs your ankle from under the water. Vines slither down from trees and across the surface. <br><br> <<link [[Struggle|Bog Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<if hasSexStat("deviancy", 5)>> <<link [[Draw them closer|Bog Tentacles]]>><<set $molestationstart to 2>><</link>><<deviant5>> <</if>> <<else>> Something grabs your ankle from under the water. You try to push it off, but are quickly dragged under. <br><br> You continue to struggle, and eventually break free of whatever it is. You wade through the water to get away. <<stress 12>><<ggstress>><<trauma 6>><<ggtrauma>> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "bog_water_noise">> As you wade through the water, you hear a light splashing in the distance. You try to look, but there's nothing. You walk into a tangle of hanging vines in your distraction and panic for a brief moment. <<stress 12>><<ggstress>> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "bog_water_tangle">> As you wade through the water, something snags on your foot. You pull, but it does not yield. Your other foot becomes tangled as you try to break free. <<stress 6>><<gstress>> <br><br> It takes some time, but you eventually manage to free yourself. <<pass 10>> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<if $settings.parasitesEnabled and ($parasite.tummy.name is undefined or $parasite.bottom.name is undefined)>> <<addinlineevent "bog_water_parasite" 0.33>> <<if $parasite.tummy.name is undefined>> <<parasite tummy urchin>> You feel something stick to your stomach. <<else>> <<parasite bottom urchin>> You feel something stick to your bottom. <</if>> <span class="lewd">It starts to feel warm.</span> You try to pull it off, but it won't budge. <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<else>> <<addinlineevent "bog_lizard">> The water bubbles. You hear a loud splash as something big jumps onto the walkway. <<beastNEWinit 1 lizard>> <<if $monster is 1 or $settings.bestialityEnabled>> The scaled face of a <<beasttype>> eyes you hungrily. <br><br> <<link [[Make yourself look bigger|Bog Lizard Stand]]>><</link>><<physiquedifficulty 6000 16000>> <br> <<link [[Run|Bog Lizard Run]]>><</link>><<athleticsdifficulty 0 700>> <br> <<else>> You flee, but not unscathed. <<beastescape>> <br><br> <<link [[Next|Bog]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "bog_noise">> As you walk, you hear a light splashing some distance behind you. You try to look, but there's nothing. You walk into a tangle of hanging vines in your distraction and panic for a brief moment. <<stress 12>><<ggstress>> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "bog_gap">> You come to a broken section of the walkway. It's too far to jump, but there's a thick vine hanging down over the gap. <br><br> <<link [[Swing across|Bog Swing]]>><</link>><<athleticsdifficulty 100 600>> <br> <<link [[Swim|Bog]]>><<set $bogwater to 1>><</link>> <br> <</addinlineevent>> <<if $hallucinations gte 1>> <<addinlineevent "bog_lost">> Something's wrong with the path ahead. As you get closer, you notice that the wooden walkway abruptly ends. It doesn't look broken. It's as if this was the natural endpoint, with nothing but water beyond. <br><br> You turn around. <span class="red">The walkway branches off in several directions.</span> You can't even tell which way you came from. <br><br> <<if $boglost gte 10>> <<link [[Stay the course (0:05)|Bog Lost Stay]]>><<pass 5>><</link>> <br> <</if>> <<link [[Follow the first path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 1>><</link>> <br> <<link [[Follow the second path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 2>><</link>> <br> <<link [[Follow the third path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 3>><</link>> <br> <<link [[Follow the fourth path (0:10)|Bog Lost]]>><<set $boglost to 0>><<pass 10>><<set $phase to 4>><</link>> <br> <</addinlineevent>> <</if>> <</if>> <<runeventpool>> <</widget>> <<widget "eventbogsafe">> <<cleareventpool>> <<addinlineevent "event_ambient">> <<eventAmbient>> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<if $bogwater gte 1>> <<addinlineevent "safebog_water_1">> Something brushes against your leg under the surface before darting away. <<stress 6>><<gstress>> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "safebog_water_2">> A frog sits on a lilypad in front of you. It eyes you curiously before croaking. <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<else>> <<addinlineevent "safebog_spores">> A cluster of strange fungal pods cover a tree ahead. As you pass by, one of them releases a faint pink mist. You feel strange. <<hallucinogen 60>><<ghallucinogens>> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "safebog_splash">> A loud splashing comes from your left. You look, but only see ripples in the water. <<stress 6>><<gstress>> <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "safebog_walk">> The wooden path makes the journey easy. <br><br> <<link [[Next|Bog]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<runeventpool>> <</widget>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if Weather.isSnow>>Snow covers the ground around the cabin, painting the scenery a pure white. <</if>> A distinctive winter chill settles in you, causing you to shiver. When you find Eden, <<hes>> as busy as always. You call <<him>> over and hand <<him>> the hunting jacket. "Merry Christmas," you say. <br><br> Eden looks taken aback. "Is it Christmas already?" <<he>> asks. Taking the hunting jacket, <<he>> turns it over and inspects it, then goes to the cabin mirror and tries it on. Looks like you bought the right size. <br><br> "Thanks," <<he>> says. "I wasn't expecting anything." <br> <<if $speech_attitude is "meek">> "Well, y-you did say you didn't know it was Christmas today," you say. <<elseif $speech_attitude is "bratty">> "Makes sense, since you didn't know it was Christmas and all," you say. <<else>> "Well, you said you didn't realise it was Christmas," you say. <</if>> <br><br> Eden shoots you a look, but can't argue with your point. "I didn't prepare anything for you," <<he>> says. You're about to tell <<him>> that <<he>> didn't need to do anything, but <<he>> stops you. "Hang on." <br><br> <<if Time.hour lte 17>> "I've got an idea. <span class="green">Be here at six for dinner tonight.</span> I'll have something ready by then." <br><br> <<link [[Next|Eden Cabin]]>><<set $edenmeal to 1>><<endevent>><</link>> <<else>> "I've got an idea." <<He>> walks to the oven. <br><br> <<link [[Next|Eden Christmas Meal]]>><<endevent>><</link>> <</if>><<effects>> <<npc Eden>><<person1>>Eden busies <<himself>> with gathering ingredients, preparing something. You roam around the cabin, trying to peek over <<his>> shoulder or at least help <<him>> out. Your efforts are for naught though, as <<he>> insists that you let <<him>> handle everything tonight. As <<he>> starts cooking, a mouth-watering scent fills the cabin, adding to the anticipation of the moment. <br><br> <<He>> calls you to the table after a long wait. A beautiful meal for two is laid out. It looks as good as it smells. You look to Eden and <<he>> seems a bit worn out, but proud of <<himself>>. You think it's the most effort Eden's ever put into cooking before. <br><br> <<link [[Next|Eden Christmas Meal 2]]>><<pass 20>><</link>><<effects>><<set $eden_christmas_dinner to 1>><<set $daily.eden.dinner to 1>> You and Eden take a seat, and you try a bite of the food. It's delicious and bursting with flavour. You're about to take another bite, but stop when you notice that Eden isn't eating. In fact, <<he>> looks tense as <<he>> glances between you and the food. <br><br> It's not usual for <<him>> to be nervous. In an attempt to reassure <<him>>, you smile and compliment <<his>> work. <<He>> looks relieved by your words, and starts eating. <<He>> still seems doubtful. <br><br> You chat with Eden over the meal, attempting to lighten the mood. <<Hes>> as quiet as always, but seems more attentive than usual today. Halfway through, <<he>> looks up, as if just remembering something. Going to a nearby cabinet, <<he>> pulls out a fancy looking bottle of bourbon. You wonder how you've never seen it in the cabin before. <br><br> <<He>> goes back to the table and prepares two glasses. "Want some?" <<he>> asks. <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<link [[Accept|Eden Christmas Meal 3]]>><<set $phase to 1>><</link>><<ggalcohol>> <</if>> <br> <<link [[Decline|Eden Christmas Meal 3]]>><<set $phase to 2>><</link>><<effects>> <<if $phase is 1>> You accept, and <<he>> pours a glass for you. The smooth taste of the drink compliments your meal perfectly. <<alcohol 120>> <<elseif $phase is 2>> You decline, and <<he>> shrugs. "More for me," <<he>> says, as <<he>> fills <<his>> glass. <</if>> <br><br> After you're done, <<he>> clears the table and invites you over to the fireplace. In the frosty cold of the winter season, the flames seem twice as warm. <<if $phase is 1>> Or maybe it's the alcohol causing the heat. <</if>> You turn to Eden, and <<he>> smiles at you, trailing <<his>> hand down your side. <<He>> rests your chin on <<his>> fingers, and moves <<his>> face closer to yours. <br><br> <<link [[Kiss Eden|Eden Christmas Sex]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $sexstart to 1>><</link>> <br> <<link [[Turn away|Eden Christmas Turn]]>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Christmas Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Christmas Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> You turn your face away from <<him>>. <<He>> looks surprised for a moment, but doesn't push it and goes back to holding you. <br><br> <<link [[Next|Eden Christmas Meal 4]]>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden embraces you and pulls you into <<his>> chest. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "Really? Today, of all days?" <<he>> asks, exasperated. <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> leaves you by the fireplace. <br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "Okay," <<he>> says. <<He>> doesn't push it and goes back to holding you. <br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<link [[Next|Eden Christmas Meal 4]]>><</link>><<effects>> <<npc Eden>><<person1>> The two of you bask in the peaceful stillness of the night. In the glow of the flames, Eden looks almost ethereal. You look at <<him>>, entranced, until <<he>> breaks the silence. "I'd always spend my Christmas alone," <<he>> says, "but I'm glad you're here." You smile in response, and <<he>> gently weaves <<his>> hand through your hair, returning your gaze with <<his>> own. <br><br> "You're the best thing that's ever happened to me," <<he>> whispers, as <<he>> kisses your forehead. <<if Weather.isSnow>>Snow covers the ground around the cabin, but you no longer feel the biting chill. <<else>>You no longer feel the biting chill.<</if>> Instead, the warmth of Eden's love surrounds you as you lie pressed against <<his>> chest. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if C.npc.Eden.lust gte 26 and $daily.eden.breakfastLust isnot 1 and $phase lte 2>><<set $daily.eden.breakfastLust to 1>> <<if $phase isnot 2>> <<if C.npc.Eden.dom gte 75>> While gathering ingredients in the kitchen, you feel a hand slide down to your <<genitals>>. Eden lays wet kisses along your neck, bringing <<his>> lips to your ear. "I've changed my mind," <<he>> says. "I want you instead." <<else>> While gathering ingredients in the kitchen, you feel a pair of hands slide up your waist. Eden brings <<his>> lips to your ear. "I've changed my mind," <<he>> says. "I want you instead." <</if>> <<else>> <<if C.npc.Eden.dom gte 75>> "You don't want to make me breakfast? Fine." <<He>> pushes you against the table. "I'll have you instead." <<else>> <<He>> steps closer to you. You feel <<his>> hands on your hips. "Maybe you can do something else for me," <<he>> says, kissing your neck. <</if>> <</if>> <br><br> <<link [[Embrace Eden|Eden Breakfast Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>> <br> <<link [[Push Eden away|Eden Breakfast Push]]>><<handheldon>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>> <br> <<elseif $phase is 0>> <<wearProp "spatula">> You make Eden eggs the way you know <<he>> likes them. <<He>> sits at the table and you place the food in front of <<him>>. <<if Time.monthName is "November" and !$edenprepare>> <<set $edenprepare to 1>> <<set $edenwall to 0>> <<set $edenchimney to 0>> <<set $edenroof to 0>> As <<he>> reaches for the plate, <<he>> turns to you. "I'll start preparing the cabin for winter soon." Maybe you could help.<<glove>><<npcincr Eden love 1>> <<else>> <<if $housekeepingSuccess>> <span class="green"><<He>> eats without a word.</span><<glove>><<npcincr Eden love 1>> <<else>> <<He>> <span class="red">grimaces</span> at the first bite, but eats without a word.<<ghousekeeping 100>><<housekeeping 1 100>> <</if>> <</if>> <br><br> <<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>> As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate. <br><br> <<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>> You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate. <br><br> <</if>> <<link [[Ask for a thank you|Eden Breakfast 2]]>><<handheldon>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>> <br> <<link [[Chat|Eden Breakfast 2]]>><<handheldon>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>> <br> <<link [[Sit quietly|Eden Breakfast 2]]>><<handheldon>><<sub 1>><<set $phase to 3>><</link>> <br> <<if hasSexStat("promiscuity", 4)>> <<link [[Slip under the table|Eden Table Seduction]]>><<handheldon>><</link>><<promiscuous4>> <br> <</if>> <<elseif $phase is 1>> <<if $rng gte 81>> <<wearProp "spatula">> You cook the eggs a little differently to how <<he>> likes them, hoping the variety will spice things up a bit. <<elseif $rng gte 61>> <<wearProp "bacon">> You find some dried meat, which you think will be nice with some berries for desert. <<elseif $rng gte 41>> <<wearProp "carrot">> You boil some hearty root vegetables. <<elseif $rng gte 21>> <<wearProp "omelette">> You find some mushrooms and decide to make an omelette. <<else>> <<wearProp "blackberry">> You think some berries would make a tasty meal. <</if>> <<He>> sits at the table and you place the food in front of <<him>>. <<if Time.monthName is "November" and !$edenprepare>> <<set $edenprepare to 1>> <<set $edenwall to 0>> <<set $edenchimney to 0>> <<set $edenroof to 0>> As <<he>> reaches for the plate, <<he>> turns to you. "I'm planning to start preparing the cabin for winter." Maybe you could help. <<else>> "I prefer having the same every day," <<he>> says, but <<he>> eats regardless. <</if>> <br><br> <<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>> As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate. <br><br> <<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>> You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate. <br><br> <</if>> <<link [[Ask for a thank you|Eden Breakfast 2]]>><<handheldon>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>> <br> <<link [[Chat|Eden Breakfast 2]]>><<handheldon>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>> <br> <<link [[Sit quietly|Eden Breakfast 2]]>><<handheldon>><<sub 1>><<set $phase to 3>><</link>> <br> <<if hasSexStat("promiscuity", 4)>> <<link [[Slip under the table|Eden Table Seduction]]>><<handheldon>><</link>><<promiscuous4>> <br> <</if>> <<elseif $phase is 2>> <<if C.npc.Eden.love gte 1>> "Fine," <<he>> says. "I'll go hungry. It'll be your fault if I starve." <<if Time.monthName is "November" and !$edenprepare>> <<set $edenprepare to 1>> <<set $edenwall to 0>> <<set $edenchimney to 0>> <<set $edenroof to 0>> <<He>> turns to you. "By the way, I'm planning to start preparing the cabin for winter." Maybe you could help. <<else>> <<He>> continues grumbling awhile. <</if>> <br><br> <<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>> You suddenly remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate. <br><br> <<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>> You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate. <br><br> <</if>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> "That wasn't a request," <<he>> says, standing and walking over to you. "I think you need a reminder of your place." <<He>> grabs you and bends you over <<his>> knee. <br><br> <<link [[Next|Eden Cabin Punishment]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<elseif $phase is 3>> With the garden clear of weeds, you're able to harvest some delicious-looking vegetables. <<He>> sits at the table and you put the food in front of <<him>>. <<if Time.monthName is "November" and !$edenprepare>> <<set $edenprepare to 1>> <<set $edenwall to 0>> <<set $edenchimney to 0>> <<set $edenroof to 0>> As <<he>> reaches for the plate, <<he>> turns to you. "I'm planning to start preparing the cabin for winter." Maybe you could help. <<else>> <<He>> takes a bite, and <<his>> eyes widen. "This is good!" <<he>> says. "Are these from the garden? I didn't think that weedy patch of land had it in it." <</if>> <br><br> <<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>> As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate. <br><br> <<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>> You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate. <br><br> <</if>> <<link [[Ask for a thank you|Eden Breakfast 2]]>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>> <br> <<link [[Chat|Eden Breakfast 2]]>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>> <br> <<link [[Sit quietly|Eden Breakfast 2]]>><<sub 1>><<set $phase to 3>><</link>> <br> <<if hasSexStat("promiscuity", 4)>> <<link [[Slip under the table|Eden Table Seduction]]>><</link>><<promiscuous4>> <br> <</if>> <<elseif $phase is 4>> <<wearProp "omelette">> With so many mushrooms stored, you think it'd be fine to have some for breakfast. You cook them in an omelette. <<He>> sits at the table and you put the food in front of <<him>>. <<if Time.monthName is "November" and !$edenprepare>> <<set $edenprepare to 1>> <<set $edenwall to 0>> <<set $edenchimney to 0>> <<set $edenroof to 0>> As <<he>> reaches for the plate, <<he>> turns to you. "I'm planning to start preparing the cabin for winter." Maybe you could help. <<else>> "I prefer having the same every day," <<he>> says, but <<he>> eats regardless. <</if>> <br><br> After a short while, <span class="lewd"><<his>> face starts to flush.</span> "You need to be careful with the sort of mushrooms you cook with," <<he>> says. "Some of them have interesting effects. Not that you've done wrong, it tastes fine." <br><br> <<if $valentines is 1 and !$valentines_eden>><<set $valentines_eden to 1>> As you sit with Eden, you remember that Valentine's day is coming soon. Maybe you could buy something for Eden to celebrate. <br><br> <<elseif $halloween is 1 and !$halloween_eden>><<set $halloween_eden to 1>> You look out of the cabin window and stare at the autumn scenery. Seems Halloween is coming soon. Maybe you could buy some candy for Eden to celebrate. <br><br> <</if>> <<link [[Ask for a thank you|Eden Breakfast 2]]>><<handheldon>><<npcincr Eden dom -1>><<def 1>><<set $phase to 1>><</link>><<ldom>> <br> <<link [[Chat|Eden Breakfast 2]]>><<handheldon>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>> <br> <<link [[Sit quietly|Eden Breakfast 2]]>><<handheldon>><<sub 1>><<set $phase to 3>><</link>> <br> <<if hasSexStat("promiscuity", 4)>> <<link [[Slip under the table|Eden Table Seduction]]>><<handheldon>><</link>><<promiscuous4>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> You mock cough. <<He>> looks at you, bewildered for a moment before realising what you're after. "Oh. Thanks." <<He>> goes back to eating. <br><br> <<link [[Request headpats|Eden Breakfast 2]]>><<npcincr Eden love 1>><<set $phase to 4>><<trauma -6>><<stress -12>><</link>><<glove>><<ltrauma>><<lstress>> <br> <<link [[Chat|Eden Breakfast 2]]>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>> <br> <<link [[Sit quietly|Eden Breakfast 2]]>><<sub 1>><<set $phase to 3>><</link>> <br> <<if hasSexStat("promiscuity", 4)>> <<link [[Slip under the table|Eden Table Seduction]]>><</link>><<promiscuous4>> <br> <</if>> <<elseif $phase is 2>> You try to chat with Eden, but <<he>> seems more interested in the food. You can tell <<hes>> listening though. "You can have the leftovers," <<he>> says, pushing the plate towards you. "I need to get ready." <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<elseif $phase is 3>> You sit still as Eden eats. <<He>> seems engrossed, until <<he>> glances at you. "You can have the leftovers," <<he>> says, pushing the plate towards you. "I need to get ready." <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> You rest your head on <<his>> shoulder. <<He>> takes the hint and starts stroking your hair. <<if $wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden">> <<His>> fingers brush against your wolf ears and a small yelp escapes your lips. Drawn to your weak spot, <<he>> scratches behind your ear. Waves of pleasure jolt through your scalp, down your neck and through your spine. Your leg jerks. "You like it there, don't you." <<garousal>><<lstress>><<arousal 600>><<stress -12>><<arousal 1000>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> The spasms subside, but leave you tired and as weak as a puppy. "My fault," <<he>> says, bemused. "I went too hard on you." <<He>> kisses your forehead and holds you close. <br><br> <<else>> Just when you feel like it's too much for you, <<he>> stops. <<He>> wraps <<his>> arm around you and just holds you for a few minutes. <</if>> <</if>> "I need to get ready," <<he>> says after a while. "You can finish the food." <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>> You push Eden away from you. <<He>> frowns, but sighs and leaves you be. <br><br> <<link [[Next|Eden Breakfast]]>><</link>> <<else>> You push Eden away from you. <<He>> grabs your arm and pulls you closer. <br><br> <<link [[Next|Eden Breakfast Sex]]>><<set $molestationstart to 1>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Breakfast Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Breakfast Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden runs <<his>> hands through your hair, smiling faintly in thanks.<<lllust>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> leaves you alone by the stove. <<elseif $finish is 1>> <<He>> frowns, but sighs and leaves you be. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<foodicon "pancakes">><<link [[Make the usual breakfast (0:20)|Eden Breakfast]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<pass 20>><<set $phase to 0>><<housekeeping 1 100>><</link>><<housekeepingdifficulty 1 100>><<gdom>> <br> <<if $housekeeping gte 100>> <<foodicon "eat">><<link [[Make something new (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<if $edengarden gte 3>> <<tendingicon "carrot">><<link [[Use vegetables from the plot (0:20)|Eden Breakfast]]>><<wearProp "carrot">><<pass 20>><<set $phase to 3>><<npcincr Eden love 3>><</link>><<gglove>> <br> <</if>> <<if $edenshrooms gte 3>> <<tendingicon "mushroom">><<link [[Use mushrooms from the barrel (0:20)|Eden Breakfast]]>><<pass 20>><<wearProp "mushroom">><<set $phase to 4>><<npcincr Eden lust 30>><</link>><<ggglust>> <br> <</if>> <<else>> <<insufficientStat "housekeeping" "to make something more imaginative">> <br> <</if>> <<refuseicon>><<link [[Refuse|Eden Breakfast]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<set $phase to 2>><</link>><<ldom>><<llove>><<effects>> <<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 200))>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You rest your arms on <<his>> knees and <<if $pronoun is "f">>lift up <<his>> skirt<<else>>open <<his>> fly<</if>>, giving you a peek of <<his>> genitals. <<promiscuity4>> <<if $seductionrating gte $seductionrequired>> "I like the way you think," <<he>> says, pressing a hand against the back of your head and pushing you closer. <br><br> <<link [[Next|Eden Table Oral]]>><<set $sexstart to 1>><</link>> <br> <<else>> "What are you doing under there?" <<he>> asks. "Now's not the time you dirty <<girl>>, I need to get ready." You climb back on your seat. "You can finish the rest. I need to get ready." <<He>> pushes the plate towards you. <br><br> <i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>><<npcoral>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Table Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Table Oral]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>> "I knew I kept you around for a reason," <<he>> gasps.<<glove>><<lllust>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you climb out from under the table. <<elseif $finish is 1>> "You little tease," <<he>> says. "Don't get me worked up if you don't intend to go all the way." <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ Deciding to make some lunch for Eden, you whip up <<if $rng gte 81>> a fruit salad topped with berries. <<elseif $rng gte 61>> an egg frittata. <<elseif $rng gte 41>> some braised rabbit with a side of berries. <<elseif $rng gte 21>> a venison steak. <<else>> some roasted carrots. <</if>> <br><br> You walk outside to see Eden skinning <<his>> catch. <<He>> seems engrossed in <<his>> work, until you tap <<him>> on the shoulder and pass <<him>> the food. <br><br> <<He>> looks surprised when you do, but smiles at you in gratitude and kisses your forehead. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $speech_attitude is "meek">> "C-Could I join in?" you ask. <<elseif $speech_attitude is "bratty">> "Mind if I join?" you ask. <<else>> "Could I join?" you ask. <</if>> Eden raises <<his>> eyebrows at your change of heart, but moves over to give you some space anyway. <br><br> <<link [[Next|Eden Bath]]>><<set $phase to 0>><<strip>><<set $edenClothes to true>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $phase is 0>><<water>> <<if $edenClothes>> <<if $edenjoin is 1>> You remove your clothing as Eden eases <<himself>> into the bath. <<else>> You remove your clothing and climb in. <</if>> <<unset $edenClothes>> <</if>> <<if hasSexStat("exhibitionism", 4)>> Feeling comfortable with your nudity, you climb in with <<him>>. <<else>> <<covered>> You climb in with <<him>>. Unable to hold the sides, you almost slip. <</if>> <br><br> <<He>> reclines opposite you, enjoying the warmth and examining your body. <<wash>> <br><br> <<link [[Examine Eden in return|Eden Bath 2]]>><<set $phase to 0>><</link>> <br> <<link [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Eden Bath Seduction]]>><</link>><<promiscuous2>> <br> <</if>> <<elseif $phase is 1>> <<if C.npc.Eden.love gte 1>> "Suit yourself," <<he>> says, easing <<himself>> into the water. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> "I said get in," <<he>> says, marching over to you. "I think you need another lesson." <<He>> bends you over <<his>> knee. <br><br> <<link [[Next|Eden Cabin Punishment]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<water>><<effects>> <<if $phase is 0>> You check out Eden's body. <<His>> muscles look very defined. <<He>> notices your gaze. "You can't avoid a body like this if you live like I do." <<He>> sounds almost ashamed. <br><br> <<link [[Reassure|Eden Bath 2]]>><<set $phase to 3>><<npcincr Eden love 1>><<npcincr Eden dom -1>><</link>><<ldom>><<glove>> <br> <<link [[Look away and pick up the sponge|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Look away and relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>> <br> <<elseif $phase is 1>> <<wearProp "sponge">> <<if $soap gte 1>> <<set $soap -= 1>> You pick up the sponge and soap, waving it. Eden turns <<his>> back to you and you get to scrubbing. <<else>> You pick up the sponge and wave it. Eden turns <<his>> back to you and you get to scrubbing. <</if>> <<if $exhibitionism lt 55>> You feel more comfortable about your nudity with <<his>> back turned. <</if>> <br><br> <<if C.npc.Eden.love gte 150>> <<if $soap gte 1>> Just as you're about to place the sponge and soap aside, Eden grabs your wrist in a secure but gentle grip. <<else>> Just as you're about to place the sponge aside, Eden grabs your wrist in a secure but gentle grip. <</if>> "Do you want me to wash you too?" <<he>> asks. <br><br> <<if !$edenbathintro>> <<link [[Say yes|Eden Bath Wash Intro]]>><<handheldon>><<set $edenbathintro to 1>><</link>> <<else>> <<link [[Say yes|Eden Bath Wash]]>><<handheldon>><</link>> <</if>> <br> <<link [[Say no|Eden Bath Wash No]]>><</link>> <<else>> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain. <br><br> <<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>> <</if>> <<elseif $phase is 2>> You lean back and relax, letting the warmth seep into your muscles. <br><br> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain. <br><br> <<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>> <<elseif $phase is 3>> <<if $speech_attitude is "meek">> "You look amazing," you say. <<elseif $speech_attitude is "bratty">> "Don't be silly," you say. "People would kill for a body like yours." <<else>> "You look good," you say. <</if>> <br><br> <<He>> smiles, "Thanks." <br><br> <<link [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>> <br> <</if>><<water>><<effects>> You blink in slight surprise at Eden's sudden offer, but nod and hand the sponge<<if $soap gte 1>> and soap<</if>> to <<him>>. <br><br> Turning around, you release a sigh as <<he>> scrubs it over your skin. The sensation of <<his>> firm hands sliding over your muscles is surprisingly relaxing, and you find your eyes closing as you sink into <<his>> arms. <br><br> Leaning back against <<him>>, you feel yourself drift off as Eden trails the sponge over your body. <<His>> hands roam from your back, to your chest, and down to your legs. <br><br> With each stroke, you feel the stress of the day melt away from <<his>> touch, and you let out an involuntary moan in response. Eden chuckles softly at the sound, <<his>> gaze tender as <<he>> traces <<his>> eyes over your form. <<stress -1>><<lstress>> <br><br> <<link [[Next|Eden Bath Wash Intro 2]]>><<pass 30>><</link>><<water>><<effects>> You wake up some time later, head resting on Eden's chest. The water feels much colder now, and you can't help but wonder why <<he>> hasn't left the tub yet. Then again, with the warmth of <<his>> arms wrapped around you, you don't really mind. <br><br> Feeling you shift, Eden glances down at you, slowly stroking your thigh. "I thought I'd let you sleep," <<he>> says. It's almost like <<he>> read your mind. <br><br> Even as the sky darkens, you can't help but sink into <<his>> embrace, the both of you not wanting to leave each other just yet. Pressed against <<him>>, the thumping of Eden's heart is only accompanied by the occasional sound of the water sloshing about. <br><br> "Thanks," you say, shifting yourself even closer to Eden. Your voice rings clear through the peaceful serenity of the cabin. <<Hes>> silent, but you feel <<his>> hand slide up from your thigh, until <<he>> intertwines <<his>> fingers with yours. <<takeHandholdingVirginity "Eden" "romantic">> It takes a second, but <<he>> gives your hand a gentle squeeze. With your ear pressed against <<his>> chest, you swear you can hear <<his>> heart beat faster, and you smile. In the midst of the silence, <<hes>> just told you a thousand words. <br><br> <<link [[Next|Eden Bath Wash Intro 3]]>><</link>><<water>><<effects>> As content as the both of you are to remain in the moment, the day's not over yet. Pulling away, Eden assists you in climbing out of the water, and you take a moment to stabilise yourself as your unsteady feet hit the floor. After grabbing a towel, <<he>> helps dry you off, giving your forehead a quick peck before walking to the kitchen. <br><br> <span class = "gold">Eden will now offer to wash you at high love.</span> <br><br> <<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>><<water>><<effects>> You turn your back to Eden, handing <<him>> <<if $soap gte 1>> the sponge and soap. <<else>> the sponge. <</if>> <<if $rng gte 81>> You let out a sigh as Eden glides <<his>> firm hands over your body. <<elseif $rng gte 61>> You suppress a giggle as <<he>> brushes <<his>> hands over a ticklish area. You're not sure, but you think <<hes>> smiling. <<elseif $rng gte 41>> The rest of the world fades away as you lose yourself to the feeling of <<his>> touch. <<elseif $rng gte 21>> Your eyes shut briefly as you focus on the sensation of <<his>> scrubbing. <<else>> The warmth of the water and the feel of Eden's hands almost make you doze off. <</if>> <<stress -1>><<lstress>> <br><br> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain. <br><br> <<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>><<water>><<effects>> You shake your head, and Eden releases <<his>> grip. <br><br> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain. <br><br> <<link [[Next|Eden Cabin]]>><<clotheson>><<unset $edenjoin>><<endevent>><</link>><<water>><<effects>> <<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 200))>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You kick some water at <<him>>, and almost flash your <<genitals>>. <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> takes the hint, grabbing your legs and pulling you closer. <br><br> <<link [[Next|Eden Bath Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> "Not right now," <<he>> says. "I just want to rest." <br><br> <i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i> <br><br> <<link [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Relax|Eden Bath 2]]>><<set $phase to 2>><<stress -12>><</link>><<lstress>> <br> <</if>><<water>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcexpose>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>> <<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Bath Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Bath Sex]]>><</link>></span><<nexttext>> <</if>><<water>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>> "You're such a dirty <<girl>>, I love it," <<he>> says.<<glove>><<lllust>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "Maybe the warm water will help." <br><br> <<tearful>> you recline in the bath. Eden doesn't bother you again, nor does <<he>> speak much. <<elseif $finish is 1>> "You little tease," <<he>> says. "Don't get me worked up if you don't intend to go all the way." <</if>> <br><br> <<wash>> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><<unset $edenjoin>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> You walk over to the dining table. It looks like you're having <<if $rng gte 81>> a venison filet with chestnuts <<elseif $rng gte 61>> rabbit pie <<elseif $rng gte 41>> roasted root vegetables <<elseif $rng gte 21>> sautéed mushrooms with garlic <<else>> rabbit stew <</if>> tonight. <br><br> You take a seat next to Eden and smile at <<him>> in thanks. <br><br> <<He>> faintly smiles back. It seems <<he>> appreciates the company. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<elseif $phase is 2>> You tell Eden that you'll eat later. <<He>> seems disappointed, but doesn't push it and goes back to eating alone. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>> */ <<if $trauma gte 4500 and $edentraumaintro isnot 1>> <<set $edentraumaintro to 1>> Embers crackle in the fireplace, casting an orange glow on Eden. The wooden floor creaks as you approach <<him>>, and <<he>> holds an arm to you in anticipation. As you snuggle into <<his>> hold, <<he>> turns <<his>> head to you and tenses. <<He>> briefly looks away, seemingly trying to find the words for something. After a few seconds, <<he>> faces you. <br><br> "Are you okay?" <<he>> asks. <br><br> <<link [[Nod|Eden Cuddle Trauma Nod]]>><</link>> <br> <<link [[Be honest|Eden Cuddle Trauma Honest]]>><<set $edentraumaagree to 1>><<npcincr Eden dom 3>><</link>><<ggdom>> <<else>> <<if $edencushions is 2 and $edenloveseat is 9>> Snuggling together on the loveseat, you and Eden watch the fire. <<trauma -5>><<stress -6>><<lltrauma>><<llstress>> <<elseif $edenpillow is 2>> Snuggling together against the pillows, you and Eden watch the fire. <<trauma -3>><<stress -3>><<ltrauma>><<lstress>> <<else>> You snuggle up to Eden and <<he>> holds you close. Together you watch the fire. <</if>> <br><br> <<if Time.hour isnot 0>> <<if $trauma gte 500 and $edentraumaagree is 1>> <<socialiseicon>><<link [[Talk about your trauma (0:30)|Eden Cuddle Trauma Talk]]>><<trauma -6>><<stress -6>><<pass 30>><<npcincr Eden dom 1>><</link>><<ltrauma>><<lstress>><<gdom>> <br> <</if>> <<socialiseicon>><<link [[Talk to Eden|Eden Cuddle Talk]]>><<npcincr Eden love 1>><</link>> <br> <<couchicon>><<link [[Keep cuddling (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>> <br> <<if Time.days % 2 is 0>> <<if $eden_shoot gte 1>> <<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>> <br> <<else>> <<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>> <br> <</if>> <<getouticon>><<link [[Stand up|Cabin Eden Actions]]>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ You tell Eden about the traumatic events you've faced. <<He>> holds you in <<his>> arms the entire time. <br><br> <<if Time.hour isnot 0>> <<if $trauma gte 500 and $edentraumaagree is 1>> <<ind>><<link [[Keep talking about your trauma (0:30)|Eden Cuddle Trauma Talk]]>><<trauma -6>><<stress -6>><<pass 30>><<npcincr Eden dom 1>><</link>><<ltrauma>><<lstress>> <br> <</if>> <<ind>><<link [[Talk to Eden|Eden Cuddle Talk]]>><<npcincr Eden love 1>><</link>> <br> <<ind>><<link [[Cuddle (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>> <br> <<if Time.days % 2 is 0>> <<if $eden_shoot gte 1>> <<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>> <br> <<else>> <<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>> <br> <</if>> <<getouticon>><<link [[Stand up|Cabin Eden Actions]]>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> You nod slightly. Eden looks worried, but doesn't push you. <<His>> hold seems slightly tighter than usual. <br><br> <<link [[Keep cuddling (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> You tell Eden about your grievances. It starts out small at first. You begin by describing how you've been continuously approached. Somehow, in the minutes that pass, the conversation spirals into you detailing about the suffering you've gone through. About how you're so overwhelmed by everything. You're vaguely aware that you've started crying. <br><br> Eden's touch brings you back to reality. <<He>> gently swipes <<his>> thumb over your cheeks in an attempt to dry them. You look up at <<him>> through your sobs. Though blurred by tears, <<his>> face is still visible. A storm of emotions swirl in <<his>> eyes. <<He>> pulls you into <<his>> chest as your crying subsides. You breathe in <<his>> scent. It's comforting. <br><br> <<link [[Next|Eden Cuddle Trauma Honest 2]]>><<npcincr Eden dom 1>><</link>><<gdom>><<set $outside to 0>><<set $location to "cabin">><<effects>> You and Eden stay curled up by the fire for some time. The silence is only broken by the crackling of embers and your sniffling. Eventually, Eden tries to speak. <<He>> stutters through <<his>> words, starting and breaking off sentences. After a few attempts, <<he>> manages to get something out. <br><br> "I don't know what to say." <<His>> voice sounds disbelieving, sad, and angry. You're not sure if <<his>> anger is directed at your attackers, or at <<himself>>. "I should have been there," <<he>> says, holding you tighter. "I should have protected you." Tighter. "I should have shot anyone who even tried to touch you." <<His>> hold is almost painful now. "I should have—" You wince at the strength of <<his>> embrace. Eden immediately loosens <<his>> hold on you and goes quiet again. <br><br> It takes a bit, but you eventually summon the energy to speak. In a whisper, you tell <<him>> that it's okay. That <<he>> doesn't need to blame <<himself>> for anything you went through. Eden pulls a conflicted expression at your words. "I don't know how to help you," <<he>> says. "I wish I could have done something. Anything." <<He>> starts to squeeze you again, but stops <<himself>>. You could be imagining it, but it feels like <<his>> arms are trembling. <br><br> <<if $speech_attitude is "meek">> "Y-you're talking to me now," you say. "That counts." <<elseif $speech_attitude is "bratty">> "You're talking to me now," you say. "That's something." <<else>> "At least you're talking to me now," you say. <</if>> <br><br> Eden laughs. <<He>> sounds defeated. <br><br> <<link [[Next|Eden Cuddle Trauma Honest 3]]>><<npcincr Eden dom 1>><</link>><<gdom>><<set $outside to 0>><<set $location to "cabin">><<effects>> "I don't want you leaving again," <<he>> says. You look up at <<him>>. "It's too dangerous." You frown at <<his>> words. <br><br> <<if $speech_attitude is "meek">> "I-I can't do that," you say. <<elseif $speech_attitude is "bratty">> "You know I can't do that," you say. <<else>> "I can't do that," you say. <</if>> <br> "Why not?" <<he>> asks. "You have everything you need here." <br> <<if $speech_attitude is "meek">> "I-I have obligations." You avoid <<his>> gaze. "You're being selfish." <<elseif $speech_attitude is "bratty">> "I have obligations in town. Making me stay here is selfish." <<else>> "I have obligations. It's selfish to make me stay." <</if>> <br> "I'm being selfish?" <<He>> sounds exasperated. "I'm trying to protect you!" <br> <<if $speech_attitude is "meek">> "I-I know," you whisper. "But, I'll have to go back eventually." <<elseif $speech_attitude is "bratty">> "I know, but that doesn't change anything. I'll still have to go back eventually." <<else>> "I know, but I'll still have to go back eventually." <</if>> <br><br> Eden tries to retort, but looks away and sighs. "Fine," <<he>> says. "I won't stop you." You smile weakly at <<him>> and bury your face in <<his>> chest. <<He>> strokes your hair in response. For a moment, the both of you stay silent, content to remain tangled in each other's arms. The peace is momentarily broken by the sound of Eden's voice. "I'm here if you need me," <<he>> says. You nod. The two of you watch the embers crackle into the night. <br><br> <i>You can now talk to Eden if your trauma is too high.</i> <br><br> <<link [[Next|Eden Cuddle]]>><<npcincr Eden dom 1>><</link>><<gdom>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ <<if $rng gte 96>> You ask Eden about the town. <<He>> tenses. "That place is dangerous. I mean it." <<He>> pulls you closer. "Stay away." <<elseif $rng gte 91>> You ask Eden about the forest. "It's nice here," <<he>> says, "but it gets lonely." You tell Eden that you're here with <<him>> now. <<He>> smiles. <<elseif $rng gte 86>> You talk to Eden about the fire. <<He>> stokes the embers as you speak. "Nights in the forest can be cold," <<he>> says. "So enough firewood is a must." <<elseif $rng gte 81>> You ask Eden about <<his>> family. "Nothing to say." <<He>> avoids your gaze. <<elseif $rng gte 76>> You ask Eden where <<he>> got <<his>> old fishing magazine. "An old friend," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "W-who was it?" you ask. <<elseif $speech_attitude is "bratty">> "Who was your friend?" you ask. <<else>> "Who was it?" you ask. <</if>> <br><br> Eden says nothing, but chuckles and pulls you closer. <<elseif $rng gte 71>> You ask Eden about <<his>> name. "It means paradise," <<he>> says, holding you closer. <span class="green">You feel a sense of safety and peace in <<his>> arms.</span><<trauma -1>><<stress -1>><<lstress>><<ltrauma>> <<elseif $rng gte 66>> You ask Eden about <<his>> cabin. "It's a little bare, but it's home," <<he>> says. <<elseif $rng gte 61>> You ask Eden about <<his>> crops. "It can be hard," <<he>> admits, "but it's rewarding in its own way." <<elseif $rng gte 56>> You ask Eden about mushrooms. "It's nice to not have to wander too far for them," <<he>> says. <<elseif $rng gte 51>> You tell Eden that the scent of <<him>> skinning prey makes you queasy. <<He>> chuckles. "You'll get used to it after a while." <<elseif $rng gte 46>> You ask Eden about the forest animals. "Wild animals are dangerous." <<He>> pulls you closer. "Stay near the cabin." <<elseif $rng gte 41>> You ask Eden about reading. "It helps pass the time," <<he>> says. <<elseif $rng gte 36>> You ask Eden about how long <<hes>> lived in the forest. "Some time," <<he>> says. <<He>> doesn't elaborate. <<elseif $rng gte 31>> You ask Eden about school. <<He>> shrugs. "I've always been more of a hands-on learner." <<elseif $rng gte 26>> You ask Eden about <<his>> gun. "I've had it for a while," <<he>> says. <<elseif $rng gte 21>> You ask Eden about hunting. "It's a necessity out here," <<he>> says. <<elseif $rng gte 16>> <<if $edenradiointro is 2>> You ask Eden about the radio. "Never thought of myself as a dancer before that," <<he>> chuckles. <<else>> You ask Eden about dancing. <<He>> raises <<his>> eyebrows at your question. "Don't have much experience," <<he>> says. <</if>> <<elseif $rng gte 11>> You ask Eden about <<his>> extra gardening plot. "Never needed it," <<he>> says. "You're free to use it if you want." <<elseif $rng gte 6>> You ask Eden about the spring. "It gets hard to maintain, so I never bothered," <<he>> says. <<else>> You ask Eden about supply shopping. <<He>> sighs. "Wouldn't do it if I could." <</if>> <br><br> <<if Time.hour isnot 0>> <<couchicon>><<link [[Keep cuddling (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -6>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>><<lstress>> <br> <<if Time.days % 2 is 0>> <<if $eden_shoot gte 1>> <<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>> <br> <<else>> <<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>> <br> <</if>> <<getouticon>><<link [[Stand up|Cabin Eden Actions]]>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<set $edenBook to 1>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ <<if $phase is 0>> You snuggle up to Eden, and <<he>> holds you close. <<He>> reads to you in the firelight, <<else>> Eden reads to you in the firelight, <</if>> <<if $rng gte 81>> from a worn book about the forest. It describes rites still conducted at ancient ruins.<<ghistory>><<historyskill>><<genglish>><<englishskill>> <<elseif $rng gte 61>> <<set _eden_romance_novel to true>> from a romance novel. You notice <<he>> skips over the lewder passages. Is <<he>> blushing?<<genglish>><<englishskill>><<glust>><<npcincr Eden lust 1>> <<elseif $rng gte 41>> from a book about wilderness survival. <<He>> keeps interrupting <<himself>> with tangents about <<his>> own experiences. Some of it is interesting.<<genglish>><<englishskill>><<gscience>><<scienceskill>> <<elseif $rng gte 21>> from an old fishing magazine. You wonder where <<he>> got it. <<else>> from a Victorian novel. It drags on a bit, but Eden seems to like it. You might have dozed off.<<genglish>><<englishskill>><<ltiredness>><<tiredness -3>> <</if>> <br><br> <<if Time.hour isnot 0>> <<if _eden_romance_novel is true>> <<link [[Tease|Eden Read Tease]]>><<npcincr Eden lust 1>><<npcincr Eden love 1>><</link>><<glust>><<glove>> <br> <<link [[Insist Eden read it all (0:30)|Eden Read Insist]]>><<pass 30>><<def 1>><<npcincr Eden lust 5>><</link>><<gglust>> <br> <<link [[Just keep listening (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><<set $phase to 1>><</link>><<glove>><<ltrauma>> <br> <<else>> <<link [[Keep listening (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><<set $phase to 1>><</link>><<glove>><<ltrauma>> <br> <</if>> <<link [[Stand up|Cabin Eden Actions]]>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>> <br><<effects>> You tease Eden, and call <<his>> bashfulness cute. <br><br> "I just didn't realise how dirty some of these books were," <<he>> protests. <br><br> <<if Time.hour isnot 0>> <<link [[Keep listening (0:30)|Eden Read]]>><<pass 30>><<set $phase to 1>><</link>><<glove>><<ltrauma>> <br> <<link [[Stand up|Cabin Eden Actions]]>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $awareness gte 1>> <<if $speech_attitude is "meek">> "You don't need to be bashful for my sake," you say. "You can read it all." <<elseif $speech_attitude is "bratty">> "You keep skipping the good bits," you say. "Let's hear it all." <<else>> "You don't need to skip bits," you say. "I want to hear it." <</if>> <<else>> "Why are you leaving bits out?" you ask. "They can't be that boring. Let me hear them." <</if>> <br><br> Eden assents, but hesitates before each lewd passage, as if making sure they aren't too licentious. Or maybe <<hes>> building up the courage. <<His>> blush deepens as <<he>> reads. <br><br> <<if Time.hour isnot 0>> <<link [[Keep listening (0:30)|Eden Read]]>><<pass 30>><<trauma -3>><<npcincr Eden love 1>><<set $phase to 1>><</link>><<glove>><<ltrauma>> <br> <<link [[Stand up|Cabin Eden Actions]]>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ <<if $phase is 0>> You go to the radio and turn the dials, searching for a signal. When music starts playing, you pull Eden towards you and dance with <<him>>. <<else>> Time seems to fly by as you gaze into each other's eyes. <</if>> <<if $rng gte 81>> <<He>> lifts you by your waist and spins you in the air, before lowering you to the ground. <<elseif $rng gte 61>> You lean into Eden's chest, and <<he>> pulls you closer. <span class="green">In <<his>> unyielding and secure embrace, you feel safe.</span><<stress -1>><<trauma -1>><<lstress>><<ltrauma>> <<elseif $rng gte 41>> <<He>> almost steps on your feet a few times, and curses to <<himself>>. You smile at <<him>> in encouragement, and <<he>> smiles back. <<elseif $rng gte 21>> In a daring move, <<he>> pulls you into a dip. You stare at <<him>> in shock for a moment, before <<he>> pulls you back up and continues dancing like nothing happened. <<else>> You giggle as <<he>> twirls you around. <<Hes>> a bit clumsy, but <<he>> smiles. <</if>> <br><br> <<if Time.hour isnot 0>> <<techicon "radio">><<link [[Keep dancing (0:30)|Eden Dance]]>><<trauma -3>><<stress -3>><<danceskill 5>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><<set $phase to 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>><<gdanceskill>> <br> <<ind>><<link [[Seduce Eden|Eden Dance Seduce]]>><<npcincr Eden lust 5>><<arousal 600>><</link>><<glust>><<garousal>> <br> <<if Time.days % 2 is 0>> <<if $eden_shoot gte 1>> <<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>> <br> <<else>> <<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<trauma -3>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>> <br> <</if>> <<getouticon>><<link [[Stop dancing|Cabin Eden Actions]]>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> You press your body closer to Eden, and slide your hand down <<his>> stomach. <br><br> <<if C.npc.Eden.lust gte 20>> <<His>> eyes darken, grabbing your hand and guiding you to the floor. <br><br> <<link [[Next|Eden Dance Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> "Not now," <<he>> chuckles, grabbing your arm and winding it around <<his>> neck. <br><br> <i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i> <br><br> <<link [[Next|Eden Dance]]>><<trauma -3>><<stress -3>><<danceskill 5>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><<set $phase to 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>><<gdanceskill>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Dance Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Dance Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>> Eden kisses your forehead before helping you back to your feet.<<glove>><<lllust>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> walks away, leaving you by the radio. <<elseif $finish is 1>> <<His>> eyebrows furrow in frustration, but <<he>> pulls away from you, helping you stand. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br><<effects>> <<set $outside to 0>><<set $location to "cabin">><<effects>> <<wearProp "salve">> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ <<if !$daily.eden.salveUse and $salve gte 1 and Time.hour isnot 0>> <<set $daily.eden.salveUse to 1>> <<set $salve -= 1>> You bring a jar of salve to the fireplace and rub some onto your hands. <</if>> <<switch $daily.eden.massage>> <<case 0>> You focus your attention on Eden's calves. They're taut with strain, and you work firmly to release the tension there. <<case 1>> Eden's shoulders are scrunched with tension, you decide to focus your attention there. <<case 2>> Working your way lower, you note that <<his>> shoulder blades are just as tightened with tension as <<his>> shoulders. You carefully work to undo the knots and kinks along them. <<case 3>> You roll your hands across the taut muscles of Eden's large arms. As you tend to the strains of <<his>> daily chores, you feel them slacken in relief. <<case 4>> Moving back along Eden's strong arms, you arrive at <<his>> upper back. Here you work diligently and firmly along the rough muscles with your knuckles. <<case 5>> Finally, you arrive at the core of Eden's lower back. Much of <<his>> lifting strength comes from here, and as quick and gentle exploration reveals, many of <<his>> muscles are strained and knotted with tension. The muscular kinks below <<his>> skin are as stubborn as <<he>> is, and you find yourself in a fierce battle to free them. Your fingers dig deep and rub until you hear <<his>> muscles lightly pop in release, and Eden lets loose a low dusky moan of satisfaction and utter relief. <<default>> /* something went wrong, probably the var got unset in the middle of event, happens at midnight */ Before you can get anything done, <<if currentSkillValue("handskill") gte 800>>even with your amazing skills,<</if>> you feel your hands getting tired. <<tiredness 12>><<ggtiredness>> <<set $daily.eden.massage to 5>> <</switch>> <br><br> <<if Time.hour isnot 0>> <<if $daily.eden.massage isnot 5>> <<edenicon "salve">><<link [[Keep massaging (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage += 1>><</link>><<glove>><<gglust>> <</if>> <br> <<if Time.days % 2 is 0>> <<if $eden_shoot gte 1>> <<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<handheldon>><<pass 30>><<stress -3>><</link>><<lstress>> <br> <<else>> <<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<handheldon>><<pass 5>><</link>> <br> <</if>> <<else>> <<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<handheldon>><<trauma -3>><<pass 30>><<npcincr Eden love 1>><</link>><<glove>><<ltrauma>> <br> <</if>> <<getouticon>><<link [[Stop massaging|Cabin Eden Actions]]>><<handheldon>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Firewood Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Firewood Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>> You turn away from <<him>>, making your disapproval of <<his>> actions clear. "I'm working hard out here," <<he>> says. "You could be more considerate." <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<else>> You turn away from <<him>>, making your disapproval of <<his>> actions clear. <<He>> grabs your neck and turns your head to face <<him>>. "I'm working hard out here," <<he>> says. "The least you could is show some appreciation." <br><br> <<link [[Next|Eden Firewood Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<npc Eden>><<person1>> <<effects>> <<if Time.hour gte 0 and Time.hour lte 6>> You take a seat by the dining table, watching as Eden snores under the covers. The dying embers of the fire cast a distant glow on <<his>> form. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>> <<elseif Time.hour lte 8>> You take a seat by the dining table, watching Eden prepare for the day. <<He>> spends some time washing up by the sink. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>> <<elseif Time.hour lte 16>> You take a seat by the dining table, staring out the window. The trees of the forest sway gently in the clearing. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>> <<elseif Time.hour lte 17>> <<if $daily.eden.bath isnot 1>> You take a seat by the dining table, watching Eden enter through the front door. <<He>> walks to the bathroom, preparing to run a bath. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <<else>> You take a seat by the dining table, looking in the direction of the bathroom. Eden stretches out in the tub, relaxing in the water. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>> <</if>> <<elseif Time.hour lte 18 and $daily.eden.dinner isnot 1 and C.npc.Eden.love gte 100>> You relax by the window, watching as Eden prepares dinner. When <<hes>> done, <<he>> brings the food to the dining table. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <<else>> <<if Time.days % 2 is 0>> You take a seat by the dining table, watching as Eden cleans <<his>> gun by the fire. The scene is oddly calming.<<stress -1>><<lstress>> <<else>> You take a seat by the dining table, watching as Eden reads by the fire. The scene is oddly calming.<<stress -1>><<lstress>> <</if>> <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>> <</if>><<effects>> <<if Time.hour gte 9 and Time.hour lte 10>> You relax under the porch, watching as Eden tends to the crops. Every once in a while, you catch <<him>> brushing a few strands of stray hair from <<his>> face. <<elseif Time.hour is 15>> You settle down next to Eden as <<he>> skins <<his>> prey. The smell is much stronger now that you're up close, and you shift your attention to Eden to distract yourself. <<elseif Time.hour is 16>> You relax under the porch, watching as Eden chops firewood. Beads of sweat drip down <<his>> toned body as <<he>> works. <<else>> You relax under the porch, listening to the gentle sounds of the forest. It's calming.<<stress -1>><<lstress>> <</if>> <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> "I'm glad I have you around," <<he>> says. <<He>> picks up <<his>> axe and returns to <<his>> chopping.<<lllust>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you hide behind a tree. <<elseif $finish is 1>> "I guess I do need to get back to work," <<he>> says. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Clearing]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> You get on your hands and knees and start tugging up weeds at their roots. Some are rooted deep. <<physique 6>><<set $edengarden += 1>> <<pass 3 hours>> <br><br> <<if dangerEvent()>> <<if $rng gte 51 and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> The vines around you animate into life. You try to stand but they wrap around your wrists, forcing you to remain on your knees. <br><br> <<link [[Struggle|Clearing Weeding Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Soothe|Clearing Weeding Soothe]]>><</link>><<tendingdifficulty 1 1200>> <br> <<elseif (Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14>> <!-- eden is already generated on passages that lead here <<npc Eden>><<person1>> -->Eden creeps up behind you, making you jump in fright. <<He>> leans on your back, preventing you from standing up. "Why don't you stay right there," <<he>> says, reaching around you and fondling your <<groin>>. <br><br> <<link [[Let Eden continue|Clearing Fondle]]>><<npcincr Eden love 1>><<sub 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>><<garousal>> <br> <<link [[Shove Eden off|Clearing Shove]]>><<npcincr Eden love -3>><<def 1>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>> <br> <<else>> You work for a few hours. You stand back to admire the result. It looks much better than when you started. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <</if>> <<else>> You work for a few hours. You stand back to admire the result. It looks much better than when you started. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <</if>><<effects>> You hum a gentle tune. <<if $tendingSuccess>> <span class="green">The tendrils loosen,</span> releasing your limbs. They disappear into the soil. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<else>> <span class="red">It's no use.</span> The tendrils tighten around you. <br><br> <<link [[Next|Clearing Weeding Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "cabin">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 4 15 "vine" "vine" true>> <<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $lefttarget to "tentacles">> <<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $righttarget to "tentacles">> <<set $timer to 50>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Clearing Weeding Tentacles Finish]]>><</link>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<link [[Next|Clearing Weeding Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Clearing Weeding Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The roots lose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you. <<clotheson>> <<endcombat>> You step back and look at the result. The plot is in a much better state, at least. <br><br> <<link [[Next|Eden Clearing]]>><</link>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if !$worn.lower.type.includes("naked")>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if playerChastity()>> <<He>> reaches beneath your $worn.lower.name and starts probing your $worn.genitals.name. "You're such a little slut, I bet I can make you cum even with this thing on." <<else>> <<He>> reaches beneath your $worn.lower.name and starts touching you directly. <</if>> <<else>> <<if playerChastity()>> <<He>> reaches beneath your $worn.lower.name and starts probing your $worn.genitals.name. "You're such a little slut, I bet I can make you cum even with this thing on." <<else>> <<He>> reaches into your $worn.lower.name and starts touching you directly. <</if>> <</if>> <<elseif !$worn.under_lower.type.includes("naked") and !playerChastity()>> <<He>> reaches into your $worn.under_lower.name and starts touching you directly. <<elseif playerChastity()>> <<He>> starts probing your $worn.genitals.name. "You're such a little slut, I bet I can make you cum even with this thing on." <<else>> <<He>> continues to stroke and fondle your <<genitals>>. <</if>> <br><br> "I've heard that sexual fluids are good for plants," <<he>> says. "I like the idea, anyway. Let's test it. <<if $arousal gte ($arousalmax / 5) * 4>> You're wet already, so this won't take long." <<else>> Just relax and let me work." <</if>> <br><br> <<set _genitalsLockedAway to (!$player.penisExist or playerChastity("penis")) and (!$player.vaginaExist or playerChastity("vagina"))>> <<if _genitalsLockedAway and $settings.analEnabled and !playerChastity("anus")>> You feel <<his>> finger circle your anus. The rough calluses against your <<bottom>> make you shiver. The tip of <<his>> finger presses into you. You flinch on instinct. <<He>> grabs your hip to hold you still. <<if C.npc.Eden.lust lte 30>><<His>> thumb rubs soothing circles on your hip bone<<else>><<His>> thumb digs into you hard enough to bruise<</if>>. "Stay still," <<he>> <<if C.npc.Eden.lust lte 30>>says<<else>>warns<</if>>. <br><br> You quiver as <<he>> pushes <<his>> finger deeper. You can feel <<his>> every twitch as <<he>> <<if $player.sex isnot "f">> probes your prostate<<else>> rubs your walls<</if>>. Heat coils in your <<genitals 1>>, and you reach for your $worn.genitals.name. <br><br> Eden chuckles. Without warning, <<he>> pushes in a second finger. You grit your teeth against the wave of pleasure that hits you. It sends you over the edge. <<elseif _genitalsLockedAway>> <<He>> <<if C.npc.Eden.lust lte 30>>sensually<<else>>roughly<</if>> strokes <<his>> hands along the outside of your hips. You shiver at the feel of <<his>> strong, calloused hands on your smooth skin. <br><br> <<if playerChastity("anus") and $settings.analEnabled>> "You really must be a slut if they have to keep you locked up like this," <<he>> says. <<His>> finger strokes over your anal shield. <<if C.npc.Eden.lust lte 30>>"Tell me if you want it off."<<else>>"I might just have to rip it off you." <<gstress>><<stress 5>><</if>> <br><br> <</if>> <<He>> moves <<his>> hands to your <<breasts>>. <<He>> <<if C.npc.Eden.lust lte 30>>gives a gentle squeeze<<else>>squeezes roughly<</if>>. Your face burns with embarrassed arousal. <<garousal>><<arousal 600 "breasts">> <br><br> <<if $arousal gte ($arousalmax / 5) * 4>> "Like that?" <<he>> asks, <<else>> "Not enough?" <<he>> asks, <</if>> giving another squeeze. "I'm just getting started." <<He>> rubs circles around your nipples until they harden. <<He>> pinches them, and you gasp. You can feel <<his>> <<if C.npc.Eden.penis isnot "none">>erection<<else>>wetness<</if>> against your back. A reciprocal bolt of arousal strikes you. <<arousal 600 "breasts">> <<if $arousal lte ($arousalmax / 5) * 4>> <br><br> Despite <<his>> best efforts, it's not quite enough to bring you to orgasm, and you whimper when <<he>> moves <<his>> hands away. "Maybe you're just not in the mood," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "N-no, please don't stop," you beg. <<elseif $speech_attitude is "bratty">> "Hey, you started this," you say. "You better finish it." <<else>> "Please don't stop now," you say. "I'm so close." <</if>> <br><br> "You little whore," <<he>> says, smacking your hip in frustration. "Maybe I should just break this off and give you a proper seeing to." <<gstress>><<stress 5>> <br><br> <<He>> stomps away, leaving you alone amid the weeds. <<set _givesUp to true>> <</if>> <<else>> <<if $player.penisExist and !playerChastity("penis")>> <<He>> holds your <<penis>> in <<his>> palm while running <<his>> thumb up and down your length. <<He>> occasionally pauses to rub the head with a fast, circular motion. <<if $player.virginity.penile is true>> "I'm saving your penis virginity for a special occasion." <<He>> plays with your prepuce too. "But knowing me, I'll take it before then. It's not my fault you look so tasty." <</if>> <</if>> <<if $player.vaginaExist and !playerChastity("vagina")>> <<He>> pushes a finger into your <<pussy>>, but doesn't go very deep. <<His>> thumb rubs your <<clit>> with a fast, circular motion. <<if $player.virginity.vaginal is true>> "I'm saving your pussy virginity for a special occasion." <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <<He>> prods where your hymen should be and gives you an odd look. <<else>> <<He>> prods your hymen. "But knowing me, I'll take it before then. It's not my fault you look so tasty." <</if>> <</if>> <</if>> <</if>> <br><br> <<if !_givesUp>> <<arousal 10000>> <<orgasm>> <<if settings.watersportsEnabled>><span class="lewd">The stimulation makes you lose control of your bladder.</span> You 'water' the plants with more than just your lewd fluids.<</if>> "<<if settings.watersportsEnabled>>Not what I expected, but... <</if>>Good <<girl>>, give these plants a nice drink," <<he>> says as your body convulses. <<He>> holds you firm in place, making sure your fluids land on the soil. <<He>> kisses you on the cheek as your <<if !settings.watersportsEnabled>>orgasm subsides<<else>>pee stops<</if>>. "That wasn't so bad, was it?" <<tearful>> you struggle to your feet. Eden is gone. <br><br> The plot looks tidier at least. <br><br> <</if>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> You shove Eden away from you and stand up. "What's the matter?" <<He>> smiles. "I was just rewarding you for the work you've done out here." <<He>> pats your head. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> <<switch $edenwall>> <<case 0>> You seal up a few of the cracks, but the walls are far from fixed. <<case 1>> Another crack sealing session leaves the walls sturdier, but you still have a ways to go. <<case 2>> You work on the cracks a bit more, and the walls look mostly fixed, but some cracks still remain. <<case 3>> You continue working on the cracks. The walls are almost fully repaired. <<default>> You seal up the last few cracks. You knock on the walls a few times to test its sturdiness. <</switch>> <<physique 3>> <<pass 3 hours>> <br><br> <<set $edenwall += 1>> <<if dangerEvent() and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>> As you step back to look at your work, you feel a pair of hands grab your shoulders, before you're turned around and pressed against the wall. Eden presses <<himself>> between your thighs, trailing kisses down your neck. <br><br> <<link [[Kiss Eden|Eden Wall Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>> <br> <<link [[Push Eden away|Eden Wall Push]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<ldom>><<lllove>> <<else>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>> <br><<effects>> You push Eden away from you. <<His>> eyes harden in frustration, but <<he>> leaves you alone. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Wall Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Wall Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden buries <<his>> head in your neck, giving it a quick kiss. "Thanks," <<he>> says, walking away. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> walks away, leaving you by the cabin walls. <<elseif $finish is 1>> <<He>> pulls away from you, helping you back to your feet. "Call me if you need help," <<he>> says, walking away. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> <<wearProp "sponge">> <<switch $edenchimney>> <<case 0>> You scrub away at the chimney, soot sloughing off in waves. You work until you are too tired to continue, then examine your efforts. The chimney is still filthy, but looks better than before. <<case 1>> You scrub the bricks of the chimney, washing away months of soot. You give yourself breaks for fresh air every few minutes. When you are done, the chimney is still dirty. <<case 2>> You continue to scrub away at the chimney. While it's demanding work, you're at least making visible progress. <<case 3>> You keep scrubbing at the chimney. It looks mostly clean, but a bit of soot still remains. <<default>> You scrub a bit longer until the chimney is fully cleaned. <</switch>> <<physique 4>> <<pass 3 hours>> <br><br> <<set $edenchimney += 1>> <<if dangerEvent() and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>> Attempting to squeeze out of the chimney, your arms get caught at your sides, leaving you stuck. In a panic, you cry out to Eden for help. You hear footsteps approach, before a strong pair of hands grab your waist and pull. In the struggle, you inadvertently grind up against Eden multiple times, <<if $NPCList[0].penis isnot "none">> feeling <<his>> <<print $NPCList[0].penisdesc>> harden. <<else>> hearing <<his>> breath pick up. <</if>> When you come loose, the both of you topple onto the floor, and Eden wastes no time in pinning you down. <br><br> <<link [[Kiss Eden|Eden Chimney Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>> <br> <<link [[Push Eden away|Eden Chimney Push]]>><<handheldon>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<ldom>><<lllove>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>> <br><<effects>> You push Eden away from you. <<His>> eyes harden in frustration, but <<he>> leaves you alone. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Chimney Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Chimney Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden buries <<his>> head in your neck, giving it a quick kiss. "Thanks," <<he>> says, walking away. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> walks away, leaving you alone by the chimney. <<elseif $finish is 1>> <<He>> pulls away from you, helping you back to your feet. "Call me if you need help," <<he>> says, walking away. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> <<wearProp "hammer" 0 "basic">> <<switch $edenroof>> <<case 0>> The roof of the cabin is unkept, with quite a few rotted or damaged shingles that need total replacement. You look over to the ladder Eden brought, and prepare to climb. Once on top, you pull out some loose shingles and toss them to the ground. <<case 1>> You pull out more loose shingles and replace them with new ones. They stick out, but they'll at least keep out the rain and snow. There's still more to do. <<case 2>> You pick up a claw hammer. There's a patch of shingles damaged from a large fallen tree branch. You dig the hammer in, and pull. Eventually, you pull out the last of the caved in shingles, and look proudly on your work. <<case 3>> You get to work patching the hole in the roof left by the caved in shingles. It's easy work, but time consuming. <<default>> You lay out new shingles over the patched roof, and in time, your work is done. You look across the roof, amazed that you finished it all by yourself. <</switch>> <<physique 4>> <<pass 3 hours>> <br><br> <<set $edenroof += 1>> <<if dangerEvent() and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>> As you start to climb down, you feel the ladder shift slightly. Looking down, you notice Eden holding onto it, helping stabilise it. <<He>> nods to you, watching you make your descent. When you step off, Eden wraps <<his>> arms around your waist, pulling you into <<his>> chest. "How about taking a break?" <<he>> asks. <br><br> <<link [[Kiss Eden|Eden Roof Sex]]>><<handheldon>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>> <br> <<link [[Push Eden away|Eden Roof Push]]>><<handheldon>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<ldom>><<lllove>> <<else>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>> <br><<effects>> You push Eden away from you. <<His>> eyes harden in frustration, but <<he>> leaves you alone. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Roof Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Roof Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden buries <<his>> head in your neck, giving it a quick kiss. "Thanks," <<he>> says, walking away. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> walks away, leaving you alone by the ladder. <<elseif $finish is 1>> <<He>> pulls away from you, helping you back to your feet. "Call me if you need help," <<he>> says, walking away. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> <<wearProp "mushroom">> Though you've no doubt you'd have more luck finding mushrooms in the forest proper, there's still room for fungi to grow in the clearing. You search at the base of tree stumps and the large trees growing at the outskirts of the clearing. <br><br> <<set $edenshrooms += 1>> <<if dangerEvent()>> <<if $rng gte 81>> <<transform wolf 3>> After an hour you realise you've gathered quite a haul. Eden should be happy, but you feel angry for no discernible reason. You hope all the mushrooms you gathered are safe. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<elseif $rng gte 41>> <<drugs 120>> After an hour you realise you've gathered quite a haul. Eden should be happy, but you feel light-headed. You hope all the mushrooms you gathered are safe. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<else>> <<alcohol 120>> After an hour you've gathered quite a haul. Eden should be happy, but you feel a strange warmth. You hope all the mushrooms you gathered are safe. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <</if>> <<else>> After an hour you realise you've gathered quite a haul. Eden should be happy. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $edenspring is 0>> <<wearProp "handheld net">> You pick up the net you assume is meant for this purpose and start fishing the debris from the spring. It's so messy you don't know where to start, but you leave the spring a little clearer than you found it. <<elseif $edenspring is 1>> You haul out the larger branches that have sunk to the bottom of the spring. <<elseif $edenspring is 2>> <<wearProp "handheld net">> You use the net to guide the floating branches to the edge, where you can remove them with ease. <<else>> <<wearProp "handheld net">> You scoop up the twigs with the net. When you're done, the spring is crystal clear. <</if>> <<physique 2>> <<pass 30>> <br><br> <<set $edenspring += 1>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><span id = "clearingHeaterExamine"> <<clearingHeaterExamine>> </span> <br><br> <<getouticon>><<link [[Back|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<strip>> <<water>> <<if Weather.waterTemperature lte 5>> <<set _edenSpringTempDesc to "absolutely freezing">> <<set _edenSpringStress to 6>> <<elseif Weather.waterTemperature lte 15>> <<set _edenSpringTempDesc to "uncomfortably cold">> <<set _edenSpringStress to 4>> <<elseif Weather.waterTemperature lte 25>> <<set _edenSpringTempDesc to "cool and refreshing">> <<set _edenSpringStress to -6>> <<elseif Weather.waterTemperature lte 35>> <<set _edenSpringTempDesc to "comfortably warm">> <<set _edenSpringStress to -6>> <<else>> <<set _edenSpringTempDesc to "nice and hot, steam rising from the water">> <<set _edenSpringStress to -8>> <</if>> <<if $phase lte 0>> The cliff face curves around the spring, hiding you from the rest of the clearing. You undress and slip into the water. It's <<print _edenSpringTempDesc>>. <<stress _edenSpringStress>> <<else>> The springwater is <<print _edenSpringTempDesc>>. <<if Weather.waterTemperature lte 15>> It's too cold for you to relax. <<else>> You lie back, close your eyes, and relax. <</if>> <</if>> <<wash>> <br><br> <<if dangerEvent() and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>> <<npc Eden>><<person1>> You're disturbed by a whistling. You open your eyes in alarm. Eden stands at the edge of the spring. <<covered>> "I don't bother keeping this place clear any more," <<he>> says as <<he>> undresses. "It's so much work. I'm glad you feel different." <<He>> jumps in, splashing you. <<npcexpose>> <br><br> <<if C.npc.Eden.dom gte 75>> <<He>> emerges behind you and pulls you into <<his>> chest. "There's something else you can do for me." <<He>> trails a hand downwards, toying with your <<genitals>>. <<else>> <<He>> emerges behind you and wraps <<his>> arms around your waist. "There's something else you can do for me." <<He>> licks your cheek. <</if>> <br><br> <<set $edenFluidsCheck to "clean">> <<link [[Push away|Clearing Spring Push]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>> <br> <<link [[Let Eden have you|Clearing Spring Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>><<gdom>><<glove>> <br> <<else>> <<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<pass 30>><<stress _edenSpringStress>><<set $phase to 1>><</link>> <<if Weather.waterTemperature lte 5>> <<ggstress>> <<elseif Weather.waterTemperature lte 15>> <<gstress>> <<elseif Weather.waterTemperature lte 35>> <<lstress>> <<else>> <<llstress>> <</if>> <br> <<skinicon "masturbate">><<link [[Masturbate|Clearing Spring Masturbation]]>><<handheldruined true true>><<set $masturbationstart to 1>><</link>> <br> <<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>> <</if>><<set $outside to 1>><<set $location to "cabin">><<water>><<effects>> You press your hand against <<his>> face and push <<him>> away. <<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>> "You wanna be like that?" <<he>> says. "Fine. Don't forget who looks after you though. You should show more respect." <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin. <br><br> <<endevent>> <<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>> <br> <<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>> <<else>> <<He>> swats your arm away and pulls you into <<him>>. <br><br> <<link [[Next|Clearing Spring Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<water>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>> <<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Clearing Spring Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Clearing Spring Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<water>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> "You're extra wet now," <<he>> laughs. <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin.<<lllust>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before stumbling back to the cabin. <<elseif $finish is 1>> "Did I interrupt your bath?" <<he>> says. "You're so cute." <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin. <</if>> <br><br> <<endcombat>> <<wash>> <<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>> <br> <<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>><<water>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Clearing Spring Masturbation Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Clearing Spring Masturbation Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<water>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> "Hope that was better than doing it yourself," Eden mumbles as <<he>> nuzzles your neck. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> leaves you alone in the spring and stumbles back to the cabin. <<elseif $finish is 1>> Eden pulls away from you, before raising <<his>> eyebrows and shooting you an incredulous look. <<He>> leaves you alone in the spring and walks back to the cabin. <</if>> <br><br> <<endcombat>> <<ind>><<link [[Stay in the spring (0:30)|Clearing Spring]]>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>> <br> <<getouticon>><<link [[Get out|Eden Clearing]]>><<endevent>><<clotheson>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<strip>> Sunlight shimmers on the water as leaves float down, resting gently on the surface. Reaching the edge of the spring, you undress and store your clothes away, ready to slip into the cool water. <br><br> A sound from behind catches your attention. Turning around, your eyes are drawn to Eden. <<Hes>> <<if Time.hour gte 9 and Time.hour lte 10>> tending to the crops, <<elseif Time.hour is 15>> skinning <<his>> prey, <<elseif Time.hour is 16>> chopping firewood, <</if>> a sheen of sweat lining <<his>> neck. Though <<he>> looks quite focused, you can't help but notice that <<he>> seems a little tired today. Maybe a short break would help? <br><br> <<link [[Ask Eden to join you|Eden Spring Intro 2]]>><<set $edenspringintro to 1>><<set $edenFluidsCheck to "clean">><</link>> <br> <<link [[Let <<him>> work|Clearing Spring]]>><<endevent>><<set $phase to 1>><</link>><<effects>> <<wash>> You wave your hand in the air, calling for Eden. <<He>> turns <<his>> head to you, a questioning look in <<his>> eyes. Over the distance, you ask if <<he>>'d like to join you in the spring. For a second, <<his>> eyes dart down to <<if Time.hour gte 9 and Time.hour lte 10>> the crops, <<elseif Time.hour is 15>> <<his>> prey, <<elseif Time.hour is 16>> <<his>> axe, <</if>> but <<his>> exhaustion gets the better of <<him>>, and <<he>> walks over. <br><br> After <<he>> strips, the both of you sink into the spring. The cool water feels absolutely refreshing against your skin, and you let out a sigh of relief. Eden does the same, lying back against the edge with <<his>> eyes closed. <br><br> <<link [[Cuddle|Eden Spring Intro Cuddle]]>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Splash some water at Eden|Eden Spring Splash]]>><</link>><<water>><<effects>> Swimming over, you snuggle up to Eden, lying against <<his>> chest. Taking the hint, <<he>> wraps <<his>> arms around you, allowing you to settle onto <<his>> lap. Together, the both of you bask in the stillness of the forest, surrounded by nothing but birdsong and the gentle wind. <br><br> <<link [[Seduce Eden|Eden Spring Intro Seduce]]>><</link>> <br> <<link [[Just cuddle|Eden Spring Intro Cuddle 2]]>><</link>><<water>><<effects>> The both of you spend some time in the water, curled up in each other's embrace. After a while, Eden pulls away, looking much less exhausted than before. Although it's clear that <<he>>'d like to stay with you, <<he>> glances back to the clearing. "I should get back to work," <<he>> says, eyes landing on <<if Time.hour gte 9 and Time.hour lte 10>> the crops. <<elseif Time.hour is 15>> <<his>> prey. <<elseif Time.hour is 16>> <<his>> axe. <</if>> <<He>> gives your forehead a quick kiss, and climbs out of the water. <br><br> <span class = "gold">You can now invite Eden to join you in the spring.</span> <br><br> <<link [[Next|Clearing Spring]]>><<pass 30>><<set $daily.eden.springJoin to 1>><<endevent>><<set $phase to 1>><</link>><<water>><<effects>> Slowly, you trail your hands down Eden's chest. At the sudden sensation, <<he>> opens <<his>> eyes, chuckling and pulling you in for a kiss. <br><br> <<link [[Next|Eden Spring Intro Sex]]>><<set $sexstart to 1>><</link>><<water>><<effects>> While <<hes>> not looking, you splash some water at Eden, laughing as the stream hits <<him>> right in the face. Startled, <<he>> sits up, a playfully dangerous look in <<his>> eyes. Before you can swim away, <<he>> grabs your arm and pulls you into <<him>>, pinning you by the edge of the spring. <br><br> <<link [[Next|Eden Spring Intro Sex]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>> <<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<water>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Spring Intro Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Spring Intro Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<water>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden holds you close, running <<his>> fingers through your damp hair.<<lllust>> <br><br> <<endcombat>> <<link [[Next|Eden Spring Intro 3]]>><</link>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before stumbling back to the cabin. <br><br> <<endcombat>> <<link [[Next|Clearing Spring]]>><<set $phase to 1>><</link>> <<elseif $finish is 1>> Eden pulls away from you, holding you close as <<he>> relaxes by the edge of the spring. <br><br> <<endcombat>> <<npc Eden>><<person1>> <<link [[Just cuddle (0:30)|Eden Spring Intro Cuddle 2]]>><<pass 30>><</link>> <</if>> <br><br><<water>> <<effects>> <<npc Eden>><<person1>> <<wash>> The both of you take a minute to catch your breath, the sound of your pants echoing through the air. After a bit, Eden pulls away, looking much less exhausted than before. Although it's clear that <<he>>'d like to stay with you, <<he>> glances back to the clearing. "I should get back to work," <<he>> says, eyes landing on <<if Time.hour gte 9 and Time.hour lte 10>> the crops. <<elseif Time.hour is 15>> <<his>> prey. <<elseif Time.hour is 16>> <<his>> axe. <</if>> <<He>> gives your forehead a quick kiss, and climbs out of the water. <br><br> <span class = "gold">You can now invite Eden to join you in the spring.</span> <br><br> <<link [[Next|Clearing Spring]]>><<pass 30>><<endevent>><<set $daily.eden.springJoin to 1>><<set $phase to 1>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<strip>> <<water>> <<wash>> You and Eden walk to the spring, undressing and slipping into the water. <<He>> holds you close as the both of you lie back and relax. Around you, <<if $rng gte 61>> the leaves dance in the wind, resting gently by the water's edge. <<elseif $rng gte 31>> the sound of bird calls echo through the clearing. <<else>> sunlight peeks through the trees, shimmering on the water's surface. <</if>> <br><br> <<link [[Seduce Eden|Eden Spring Seduce]]>><</link>> <br> <<link [[Just cuddle (0:30)|Eden Spring 2]]>><<pass 30>><</link>><<water>> <<effects>> <<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 200))>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You trail your hand down Eden's stomach, bringing your lips to <<his>> neck. <<if $seductionrating gte $seductionrequired>> Resting a hand on your cheek, <<he>> pulls you in for a kiss. <br><br> <<link [[Next|Eden Spring Sex]]>><<set $sexstart to 1>><</link>> <<else>> Gently, <<he>> pulls your head away, wrapping an arm around your waist. <br><br> <i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i> <br><br> <<link [[Next|Eden Spring 2]]>><</link>> <</if>><<water>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>> <<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Spring Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Spring Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<water>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden holds you close, running <<his>> fingers through your damp hair.<<lllust>> <br><br> <<endcombat>> <<link [[Next|Eden Spring 2]]>><</link>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before stumbling back to the cabin. <br><br> <<endcombat>> <<link [[Next|Clearing Spring]]>><<set $phase to 1>><</link>> <<elseif $finish is 1>> Eden pulls away from you, holding you close as <<he>> relaxes by the edge of the spring. <br><br> <<endcombat>> <<link [[Just cuddle (0:30)|Eden Spring 2]]>><<pass 30>><</link>> <</if>><<water>><<effects>> After a while, Eden pulls away, giving your forehead a quick kiss before climbing out of the water. <br><br> <<link [[Next|Clearing Spring]]>><<set $phase to 1>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> You wash Eden's clothes in the spring, making sure to get every bit of dirt and grime off. <br><br> <<if dangerEvent() and C.npc.Eden.lust gte 26 and ((Time.hour gt 6 and Time.hour lt 11) or Time.hour gt 14)>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/You feel a pair of arms wrap around you from behind. Eden buries <<his>> head in your neck and kisses your collarbone. <br><br> <<if C.npc.Eden.dom gte 75>> "You're such a good <<wife>>, doing this for me," <<he>> says. "Let me return the favour." You feel <<his>> hand slide to your <<genitals>> as <<he>> presses <<himself>> against you. <<else>> "You're such a good <<wife>>, doing this for me," <<he>> says. "Maybe there's a way I can return the favour." You feel <<his>> hand slide onto your thigh. <</if>> <br><br> <<link [[Push away|Wash Spring Push]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>> <br> <<link [[Embrace Eden|Wash Spring Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>> <br> <<else>> It takes some time, but the clothes look much better off when you're done. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> You push Eden off you. "Alright," <<he>> says, raising <<his>> hands in surrender. "Call me if you need anything else." <<He>> kisses your forehead in thanks before walking off. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wash Spring Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wash Spring Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden holds you close for a moment and kisses your forehead. "Thanks," <<he>> says, before dressing and walking away. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> walks away and leaves you alone by the spring. <<elseif $finish is 1>> "Alright," <<he>> says, raising <<his>> hands in surrender. "Call me if you need anything else." <<He>> kisses your forehead in thanks before walking off. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><<npc Eden>><<person1>> <<if $bus is "edencabin">> The cold makes your teeth chatter, waking you from your <<if $nightmares gte 1>> restless <</if>> sleep. You rub your eyes as you sit up. The first thing you notice is that Eden's side of the bed is empty. There's no sign of <<him>> in the cabin. <br><br> You hear the sound of a shovel hitting dirt outside. Curiosity fills you. You pull on your clothing and head outside into the clearing. <<else>> You walk into the clearing. You can hear the sound of a shovel hitting dirt. Curiosity fills you, and you look for the source. <</if>> <br><br> <<set $outside to 1>> <<set $location to "cabin">> <<set $bus to "edenclearing">> There is a pile of dirt near the spring. As you walk over to investigate, you see Eden throw the shovel out and pull <<himself>> from the hole. <<He>> is covered in dirt and sweat. <<He>> notices you and nods. <br><br> <<if $speech_attitude is "meek">> "Um," you say. "Wh-what are you doing?" <<elseif $speech_attitude is "bratty">> "What are you doing down there?" you ask. "Lose something?" <<else>> "Why are you digging a hole?" you ask. <</if>> <br><br> "Come here, <<girl>>," <<he>> says, motioning you over. "I want to show you something." <br><br> <<He>> seems excited. <br><br> <<link [[Next|Eden Hot Spring Creation 2]]>><</link>>You walk over to <<his>> side. <<He>> points down into the hole. There is a system of pipes connected to each other. <br><br> <<if $science gte 700>> You recognise it as a thermosiphon heater. <<else>> You have no idea what it is. <</if>> <br><br> "We can heat the spring with this," <<he>> says. "All you need is firewood. Let me show you." <br><br> <<He>> takes you by the arm and guides you into the pit. You watch as <<he>> lights a fire in the middle of the coil of pipes. <<He>> explains how it works. <<if $science gte 700>> You knew this already, but listen politely. <<else>> You nod along, your eyes glazing over. <</if>> <br><br> "If you keep the spring clear, we can relax during the day without getting too cold," <<he>> says. <br><br> You look at the complicated set-up. It's clear that <<hes>> worked hard on this. <br><br> <<link [[Thank with a kiss|Eden Hot Spring Creation Response]]>><<set $phase to "kiss">><</link>><<glove>><<ldom>> <br> <<link [[Thank|Eden Hot Spring Creation Response]]>><<set $phase to "thank">><</link>><<glove>><<gdom>> <br> <<link [[Walk away|Eden Hot Spring Creation Response]]>><<set $phase to "leave">><</link>><<lllove>><<if $phase is "leave">> You walk away without a word. Behind you, you hear Eden grumble. <br><br> "Ungrateful brat," <<he>> says, just loud enough for you to hear. <<He>> stomps away. <<npcincr Eden love -3>> <<else>> <<if $phase is "kiss">> You stand on your toes and kiss <<his>> cheek. <<He>> coughs and turns away, but you can see <<him>> blushing. <<npcincr Eden love 1>> <<npcincr Eden dom -1>> <<else>> You give <<him>> a hug. <<npcincr Eden love 1>> <<npcincr Eden dom 1>> <</if>> <br><br> "Thank you for working so hard," you say. <br><br> <<He>> nods, avoiding looking at you. "Let's go back inside while this heats up," <<he>> says. "It can take a while." <</if>> <br><br> <span class='gold'>You can now use the heater to make a hot spring!</span> <br><br> <<set $edenHotSpring to true>> <<set $edenHeater to Cooker.create({maxBurnTime: TimeConstants.secondsPerHour * 6})>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ <<if $eden_shoot is 1>> <<set $eden_shoot to 2>> Eden takes you outside, lighting an oil lamp before <<he>> does. <<He>> gestures for you to wait beneath the porch, then disappears behind the cabin. <<He>> reappears a few moments later, carrying a target shaped like a deer. <<He>> sets it up on a patch of unused earth a couple of dozen steps away. <br><br> <<He>> talks you through how to operate the gun before letting you touch it. You think you get the gist. <<He>> passes it to you, and you point it at the target. "Not like that," <<he>> says, sidling close behind you. <<His>> arms wrap around your shoulders, and <<he>> takes your hands in <<his>> own to better demonstrate. "Hold it like this." <br><br> <<edenicon "target">><<link [[Focus|Eden Shoot First Focus]]>><</link>> <br> <<ind>><<link [[Rub your ass against Eden's crotch|Eden Shoot Rub]]>><<npcincr Eden lust 5>><<arousal 600 "bottom">><</link>><<glust>><<garousal>> <br> <<elseif dangerEvent() and $eventskip is 0>> You practise shooting outside under Eden's instruction. <<He>> takes a hands-on approach. "Not like that," <<he>> says, sidling close behind you. <<His>> arms wrap around your shoulders, and <<he>> takes your hands in <<his>> own to better demonstrate. "Hold it like this." <br><br> <<edenicon "target">><<link [[Focus|Eden Shoot Focus]]>><</link>> <br> <<ind>><<link [[Rub your ass against Eden's crotch|Eden Shoot Rub]]>><<npcincr Eden lust 5>><<arousal 600 "bottom">><</link>><<glust>><<garousal>> <br> <<else>> <<set $stat_shoot += random(20, 40)>> You practise shooting outside under Eden's instruction. The deer-shaped target gains some new holes before you're done. <br><br> <<if Time.hour isnot 0>> <<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>> <br> <</if>> <<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>> <</if>><<effects>> <<set $stat_shoot += random(15, 25)>> You focus on making the shot. You fire, and the bullet thuds into the target. "Good," Eden says, giving your arms more freedom. "Again." You fire again, but this time the bullet whizzes into the dark. <br><br> You keep practising, listening to Eden's pointers. You learn a lot, and soon find yourself hitting more often than not. <br><br> <<if Time.hour isnot 0>> <<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>> <br> <</if>> <<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>><<effects>> <<set $stat_shoot += random(20, 40)>> You focus on making the shot. You fire, and the bullet thuds into the target. "Good," Eden says, giving your arms more freedom. "Again." You fire again, and once more make the shot. <br><br> You keep practising as Eden watches. You think <<he>> approves. <br><br> <<if Time.hour isnot 0>> <<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>> <br> <</if>> <<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>><<effects>> <<set $stat_shoot += random(5, 15)>> You rub your <<bottom>> against Eden. <<He>> stutters as you do, but tries to maintain composure. You look back at <<him>> and feign an innocent expression. <<if $NPCList[0].penis isnot "none">> You feel <<his>> <<print $NPCList[0].penisdesc>> harden beneath <<his>> clothes. <<else>> <</if>> <br><br> <<if C.npc.Eden.lust gte 20>> <<He>> pulls the gun away from your hands and casts it onto the grass before tackling you to the ground. <br><br> <<if hasSexStat("promiscuity", 2)>> <<ind>><<link [[Go along with it|Eden Shoot Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><</link>><<promiscuous2>><<glove>> <br> <</if>> <<refuseicon>><<link [[Refuse|Eden Shoot Sex Refuse]]>><<npcincr Eden love -3>><</link>><<lllove>> <br> <<else>> <<He>> does nothing to stop you, but continues the lesson as if nothing were amiss. <<Hes>> distracted, though <<he>> pretends otherwise. <br><br> <<if Time.hour isnot 0>> <<edenicon "target">><<link [[Keep practising (0:30)|Eden Shoot]]>><<pass 30>><<stress -6>><</link>><<lstress>> <br> <</if>> <<getouticon>><<link [[Go inside|Eden Cabin]]>><<endevent>><</link>> <</if>><<effects>> You shove Eden away from you. <<He>> doesn't give up at first, and continues to paw at you, but your persistence wards <<him>> off before long. <br><br> <<He>> stomps back into the cabin. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> Eden's pawing becomes more aggressive. <<promiscuity2>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Shoot Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Shoot Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Eden climbs to <<his>> feet and retrieves <<his>> gun. <<He>> enters the cabin. <<npcincr Eden lust -20>><<lllust>> <br><br> <<tearful>> you follow <<him>> inside. <<elseif $enemyhealth lte 0>> Eden backs away from you, giving you some space. <<He>> shoots you an angry look as <<he>> retrieves <<his>> gun. <<He>> enters the cabin. <br><br> <<tearful>> you follow suit. <<else>> Eden backs away from you, giving you some space. <<He>> shoots you an angry look as <<he>> retrieves <<his>> gun. <<He>> enters the cabin. <br><br> <<tearful>> you follow suit. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><</link>>/* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ <<effects>> <<if $speech_attitude is "meek">> "C-can I learn to shoot?" you ask. <<elseif $speech_attitude is "bratty">> "I want to shoot that thing," you say. <<else>> "Can you teach me how to shoot?" you ask. <</if>> <br><br> <<if C.npc.Eden.love gte 60>> <<set $eden_shoot to 1>> <<He>> begins to shake <<his>> head, but something in your eyes makes <<him>> stop. "If it'll make you happy," <<he>> says, "I can teach you." <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> <<He>> shakes <<his>> head. "Guns aren't for <<girls>> like you," <<he>> says. "You don't need them. You have me to protect you." <br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<location "forest">><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>>*/ You and Eden walk through the forest, searching for anything of value. <br><br> <<rng>> <<if $rng gte 71>> <<wearProp "wolfshroom">> You both find a cluster of edible mushrooms growing at the base of a decaying tree. <br><br> "Wolfshrooms," Eden says. "I wouldn't come all this way just for those, but since we're here." <br><br> <span class="green">Eden helps you pick some <<icon "tending/wolfshroom.png">> wolfshrooms.</span> <<tending_pick wolfshroom>> <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<elseif $rng gte 51>> You walk into a clearing. Eden holds out <<his>> arm. A deer bursts from the trees a moment later. <br><br> Eden unslings <<his>> rifle, but the beast is already gone. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<elseif $rng gte 31>> <<wearProp "honeycomb">> You both hear a gentle buzz up ahead. A large beehive hangs from a tree. Workers fly in and out in a quest for pollen. The honey would be valuable. <br><br> You reach out to harvest some honeycomb, but Eden stops you before you can. <br><br> "No," <<he>> says. "Let me handle this one." <br><br> Eden climbs the tree and snaps a large chunk off the <<icon "tending/wild_honeycomb.png">> honeycomb. <span class="green">Thanks to <<his>> experienced hands, the bees don't react.</span> <<He>> climbs down. <<silently>><<tending_pick wild_honeycomb 1 2>><</silently>> <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> You both come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet. <br><br> Lemons grow from a cluster of small trees. <br><br> <<if Time.isBloodMoon()>> <<wearProp "blood lemon">> Eden searches the short trees for <<icon "tending/blood_lemon.gif">> lemons. <span class="green"><<He>> finds a bunch, their yellow skin criss-crossed by red veins.</span> <<tending_pick blood_lemon 6 18>> <br><br> <<if $edenbloodmoon isnot 1>> <<link [[Next|Eden Blood Moon]]>><<handheldon>><<set $edenbloodmoon to 1>><</link>> <<else>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>> <<else>> <<wearProp "lemon">> Eden searches the short trees for <<icon "tending/lemon.png">> lemons. <span class="green"><<He>> finds a bunch, nice and yellow.</span> <<tending_pick lemon 6 18>> <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>> <</if>><<location "forest">><<effects>><<wearProp "blood lemon">> <<if $speech_attitude is "meek">> "R-red lemons?" you ask, as <<he>> hands them to you. <<elseif $speech_attitude is "bratty">> "Strange looking lemons," you say, as <<he>> hands them to you. <<else>> "These lemons look strange," you say, as <<he>> hands them to you. <</if>> "Blood lemons," <<he>> answers, pointing up to the sky. A blood red moon hangs ominously above. <br><br> <<if $speech_attitude is "meek">> "W-why is the moon red?" you ask. <<elseif $speech_attitude is "bratty">> "What's up with the moon?" you ask. <<else>> "Why's the moon red?" you ask. <</if>> <br> "A natural phenomenon," <<he>> says, as you both start walking back to the cabin. <br> <<if $speech_attitude is "meek">> "W-what do you mean?" <<elseif $speech_attitude is "bratty">> "Care to elaborate?" <<else>> "That's it?" <</if>> <br> "It seems to make people act out. The wolves too," <<he>> says. "They're overreacting, though. Just using it as an excuse to indulge their base impulses." <br><br> A few minutes pass in silence, until Eden speaks. <br><br> "I've seen some people enter the forest on nights like these. Always in groups." <<He>> takes your arm and pulls you closer as <<he>> walks. "But they're easy enough to avoid." <br><br> Eden falls silent as the cabin comes into view. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>> After reaching the lake, the two of you spend a few minutes on shore pumping some air into the raft. Once it's inflated, you both lower the raft onto the water and settle in, sitting across from each other. Placing the air pump on the raft, Eden grabs the oars and starts rowing. <br><br> <<link [[Next|Eden Raft Intro 2]]>><</link>><<set $outside to 1>><<effects>> <<if Time.season is "autumn">> As the boat floats over the lake, you take some time to appreciate the scenery. The sounds of the gently flowing water put you at ease, and you're mesmerised as the falling autumn leaves surround you. Glancing around, one of the leaves fall in your hair. Giggling, you brush it off. <<elseif Time.hour gte 6 and Time.hour lte 8>> As the boat floats over the lake, you take some time to appreciate the scenery. The sounds of the gently flowing water put you at ease, and the glow of the orange sun is mesmerising. Glancing around, you see some swans swimming nearby. Looking closer, you notice that a pair of them has faced each other, forming a heart. You smile at the sight. <<else>> As the boat floats over the lake, you take some time to appreciate the scenery. The sounds of the gently flowing water put you at ease, and the view of the sky is enchanting. Glancing around, a butterfly flits over and lands on your nose. You giggle at the ticklish sensation and brush it off. <</if>> <br><br> <<link [[Next|Eden Raft Intro 3]]>><</link>><<set $outside to 1>><<effects>> Suddenly, you notice that the once distant sound of chatter has disappeared. Looking around, you see nothing but trees and deduce that Eden must have brought the two of you into a relatively private section of the lake. You turn your attention to <<him>>, realising that, in this moment, there is nothing but you, Eden and the beautiful <<if Time.season is "autumn">>falling leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>>. <br><br> <<link [[Kiss Eden|Eden Raft Intro Kiss]]>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Just admire the scenery|Eden Raft Intro Admire]]>><</link>><<set $outside to 1>><<effects>> Slowly, you shuffle closer to Eden. <<He>> looks confused, until you take <<him>> by surprise and capture <<his>> lips in a sweet kiss. For a second, <<he>> turns stiff, shocked at your bold actions, before <<he>> kisses you back with just as much force. When the two of you break apart, <<he>> chuckles, shaking <<his>> head and turning to look at the <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>>. It really is a gorgeous sight, and you think Eden agrees. <br><br> <<link [[Next|Eden Raft Intro 4]]>><</link>><<set $outside to 1>><<effects>> Turning your gaze back to the <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>>, you stare in wonder at its beauty. Stealing a glance at Eden, you think <<he>> agrees. <br><br> <<link [[Next|Eden Raft Intro 4]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">><<set $edenraftintro to 2>> After spending some time over the water, you and Eden row back to the shore, deflating the raft and walking back to the cabin. As you help <<him>> hang the raft to dry, you smile to yourself, feeling happy that the both of you were able to share that moment together. <br><br> <i>You can now use the inflatable raft when visiting the lake with Eden.</i> <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>> The two of you walk to the lake, enjoying the calming scenery and sounds of the forest. <br><br> You look to Eden's hand. It's close enough to touch. <br><br> <<link [[Grab Eden's hand|Eden Forest Lake 2]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>><<handholdingvirginitywarning>><<NPCvirginitywarning "Eden" "handholding">> <br> <<link [[Just keep walking|Eden Forest Lake 2]]>><</link>> <br><<set $outside to 1>><<effects>> <<if $phase is 1>> You clasp Eden's hand and hook your fingers through <<his>> own. You catch a quick blush on <<his>> face, before <<he>> brushes it off and pulls you closer. <<takeHandholdingVirginity "Eden" "romantic">> <br><br> <</if>> Soon enough, you both reach the lake. The <<if Weather.dayState is "night">>moonlight<<else>>sunlight<</if>> shimmers over the <<if Weather.isFrozen("lake")>>ice<<else>>water<</if>>. <br><br> <<link [[Walk around the lake|Eden Lake Walk]]>><</link>> <br> <<link [[Just admire the view|Eden View]]>><</link>> <br> <<if $edenraftintro is 2 and Time.season isnot "winter">> <<link [[Use the raft|Eden Lake Raft]]>><</link>> <</if>><<set $outside to 1>><<effects>><<rngWraith 1>> You and Eden inflate the raft and push it onto the water. You spend the time basking in the peaceful scenery of the lake. <<stress -6>><<lstress>> <br><br> <<if _wraithEvent>> You see someone standing out in the middle of the lake. Silver hair blows in the wind behind it,<<if ["haunt", "despair"].includes($wraith.state)>> and a pair of red eyes stare through you<<else>> and an ornate necklace of ivory hangs around its neck<</if>>. Your ears begin to ring as it slowly turns to you. <br><br> You turn to Eden, but <<nnpc_he "Eden">> doesn't react. You look back, and the figure is gone. <<stress 12>><<ggstress>><<trauma 4>><<gtrauma>> <br><br> <</if>> <<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<effects>> You and Eden sit together by the lake. <<He>> holds you close as you admire the view. It's calming, even more so that <<hes>> here with you right now. <<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> After a while, <<he>> stands and offers <<his>> hand to you. "I think that's enough downtime for today," <<he>> says. <br><br> <<link [[Take Eden's hand|Eden Take Hand]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<handholdingvirginitywarning>><<NPCvirginitywarning "Eden" "handholding">> <br> <<link [[Just stand|Eden Stand]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>><br> <br><<set $outside to 1>><<effects>> You take Eden's hand and <<he>> helps you stand. You walk back to the cabin together.<<takeHandholdingVirginity "Eden" "romantic">> <br><br> <<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<effects>> You ignore Eden's hand and stand up. <<He>> looks a bit hurt, but doesn't press on it. You walk back to the cabin together. <br><br> <<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>><<set $outside to 1>><<effects>> <<if C.npc.Eden.dom gte 75>> You and Eden walk a few times around the lake, until <<he>> pulls you out of sight and pins you up against a tree. "We're all alone now," <<he>> whispers, grinding into you. <<His>> breath is teasingly close to your lips. <<else>> You and Eden walk a few times around the lake, until <<he>> pulls you into the trees and slides <<his>> hand over your waist. "We're all alone now," <<he>> whispers, as <<he>> nips your ear. <</if>> <br><br> <<link [[Kiss Eden|Eden Lake Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>><<glove>><<gdom>> <br> <<link [[Push Eden away|Eden Lake Push]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>><<llove>><<ldom>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Lake Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Lake Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "lake">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> "We should come here more often," <<he>> laughs. <<He>> pulls you close and you head back to the cabin together. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should just drown you in the lake!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<He>> yanks your arm and pulls you back to the cabin with <<him>>. <<elseif $finish is 1>> "Afraid someone will catch us?" <<He>> smirks as <<he>> pulls away. <<He>> holds you close and you both head back to the cabin. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Go back to the cabin|Eden Clearing]]>><</link>><<set $outside to 1>><<effects>> You put your hands to <<his>> chest and push <<him>> off you. <<if C.npc.Eden.love - C.npc.Eden.lust gte 1>> Eden sighs in disappointment, but relents. <br><br> After a while, you head back to the cabin together. <br><br> <<link [[Go back to the cabin|Eden Clearing]]>><<endevent>><</link>> <<else>> <<He>> pushes your arm down and pulls you closer. <br><br> <<link [[Next|Eden Lake Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You nod, watching as <<he>> enters the cabin. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $speech_attitude is "meek">> "Please let me help. You've already been through enough today," you plead. <<elseif $speech_attitude is "bratty">> "I'll take care of your wounds. Just get inside." <<else>> "I could help you take care of your wounds, if you want." <</if>> <br> Eden's face softens at your words. <<He>> spares a quick glance into the forest, then follows you into the cabin. <br><br> <<if $speech_attitude is "meek">> You walk to the dining table and pull out a chair, motioning for <<him>> to take a seat. <<elseif $speech_attitude is "bratty">> Grabbing <<his>> arm carefully, you lead Eden to the dining table and pull out a chair, motioning for <<him>> to take a seat. <<else>> You walk to the dining table and pull out a chair, waiting for <<him>> to take a seat. <</if>> <br> <<He>> settles down with an exhausted groan, clearly worn out from the work <<he>> did, and <<his>> tussle with the wolves. You scurry around the cabin, grabbing a washcloth and a roll of bandages. <br><br> Carefully, you lift Eden's shirt over <<his>> head, peeling off the damp fabric. <<His>> body is caked with dirt and sweat. Using the damp washcloth, you gently wipe down <<his>> skin. Upon closer inspection, <<his>> wounds are thankfully rather shallow. Despite this, your hands shake with nervousness as you work. Setting the washcloth aside, you reach for the bandages sitting on the table. Just as your hand hovers over them, Eden stops you, grabbing your arm. <<His>> grip is firm, but gentle. <br><br> "I can do that myself." <br><br> <<link [[Insist|Eden Wounds Insist]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>> <br> <<link [[Relent|Eden Wounds Relent]]>><</link>><<effects>> <<if $speech_attitude is "meek">> "Oh, alright," you say, hanging your head. "As long as you're going to be okay." <<elseif $speech_attitude is "bratty">> "Fine," you say, pulling your hand back. "But let me know if you need anything." <<else>> "Okay," you say, pulling your hand back. <</if>> <br><br> Eden gives you a gentle smile, and makes quick work of wrapping up <<his>> wounds. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> <<if $speech_attitude is "meek">> "Please, let me take care of you," you plead, looking into <<his>> eyes. <<elseif $speech_attitude is "bratty">> "No." You pull your wrist out of <<his>> grasp. "You're hurt, and clearly exhausted. I'm going to take care of you." <<else>> "Please, let me help." <</if>> <br><br> Eden seems amused by your stubbornness, letting out a breathy chuckle. "If you insist." <<He>> leans back and lets you continue. <br><br> <<if $salve gte 1>> <<link [[Use salve|Eden Wounds Salve]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>> <br> <</if>> <<link [[Finish up|Eden Wounds Finish]]>><</link>><<effects>> <<if currentSkillValue('tending') gte 150>> You skilfully wrap up <<his>> wounds. Eden looks impressed by your handiwork. <<else>> You carefully wrap up <<his>> wounds, but the bandages end up loose in some places and too tight in others. Eden seems to appreciate your efforts regardless. <</if>> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> <<set $salve -= 1>> In the process of wrapping <<his>> wounds, your mind drifts back to the salves you made. You quickly undo the bandages, and Eden shoots you a confused look. <br><br> <<if $speech_attitude is "meek">> "I-I just remembered. I made salves." <<elseif $speech_attitude is "bratty">> "Hang on, I just remembered the salve I made." <<else>> "I just remembered that I made some salves." <</if>> <br><br> Rushing to a nearby cabinet, you grab one of the jars and return to Eden. Gathering some on your fingers, you carefully apply the salve to <<his>> deeper wounds. Eden releases a small hiss at the pain, but otherwise doesn't stop you. Taking the hint, you continue, making sure to apply the salve as gently as possible. Over time, Eden starts to relax at your soft touch. In fact, by the time you're done, <<hes>> almost dozing off. <br><br> <<link [[Kiss Eden's wounds|Eden Wounds Kiss]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>> <br> <<link [[Don't kiss|Eden Wounds No Kiss]]>><</link>><<effects>> With Eden barely conscious, you lean over and press a quick kiss to the bandages on <<his>> chest. Eden opens <<his>> eyes to look at you. <br><br> "Was that necessary?" <<he>> asks. <br> "Yes." You smile. <br> Seeing your happy expression, <<he>> returns a faint smile to you. <<He>> leans back in <<his>> chair and shuts <<his>> eyes again. <<He>> must be exhausted. <br><br> <<link [[Next|Eden Wounds No Kiss]]>><</link>><<effects>><<wearProp "solo cup">> Grabbing a cup of water from the kitchen, you walk over to Eden and gently shake <<him>> awake. <<He>> jerks slightly in surprise, but relaxes once <<he>> sees you. You hand <<him>> the cup, watching as <<he>> takes a drink. <br><br> <<if $speech_attitude is "meek">> "I-I think you should rest more today," you say, watching as <<he>> sets the cup on the table. <<elseif $speech_attitude is "bratty">> "You should take it easy today," you say, watching as <<he>> sets the cup on the table. <<else>> "I don't think you should push yourself today," you say, watching as <<he>> sets the cup on the table. <</if>> <br> "No promises," <<he>> replies, standing up. As <<he>> walks past you, <<he>> pulls you close and lays a quick kiss on your forehead. "Thanks," <<he>> says, walking off and leaving you by the dining table. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> Eden takes notice. "Storm making you jumpy?" <<he>> asks with a belittling grin. <br><br> <<if $speech_attitude is "meek">> "Um, well, maybe a bit actually." You twist your hands together. "There's nothing to worry about out here, r-right?" <<elseif $speech_attitude is "bratty">> "Of course not, I was just startled, that's all," you scoff. "Wait, has nothing ever scared you out here?" <<else>> "The forest is scary enough without a storm blowing through," you reply. "Doesn't anything ever bother you out here, Eden?" <</if>> <br><br> <<He>> grunts in acknowledgement, though <<he>> still takes <<his>> time to answer. "Well, I'm not afraid of much," Eden says. "Especially not storms." <<He>> pauses to regard your disappointed pout before wiping <<his>> hands on a clean rag. "But since you're curious," <<he>> says again. "There is something that comes to mind." <br><br> <<link [[Ask to hear the story|Eden Story Begins]]>><<pass 10>><</link>> <br> <<link [[Decline|Eden Story Decline]]>><</link>><<effects>> Your eyes light up with piqued interest. "Alright, let's hear it." <br><br> Eden offers you a smile, then begins. "I tried a new trail one day to look for firewood. Eventually I came into a clearing that overlooked the lake. Once I started working, I got hit by a real odd feeling that just lingered." <br><br> <<if $speech_attitude is "meek">> A shiver rolls down your spine. "A f-feeling? Wh-what kind of feeling?" <<elseif $speech_attitude is "bratty">> "A feeling?" You roll your eyes. "You got spooked by some random thing you couldn't even see?" <<else>> "What sort of feeling?" you ask, inching closer. <</if>> <br><br> "It wasn't just any feeling." <<His>> voice is low. "It was foreboding, like... like I had entered the home of something filled with hate. Hate for me, and others like me." <br> "<<if C.npc["Black Wolf"].init is 1>>Like the Black Wolf<<else>>Could it be another <<nnpc_title "Eden">><</if>>?" you ask. <br> "No. Something much, much more dangerous." <br><br> You sink into your chair. <br><br> "Just as I was about to shrug it off, out the corner of my eye, I caught a shadow scurrying across the clearing." <br><br> You stare at Eden with wide eyes.<<stress 10>><<gstress>> <br><br> "I never could focus on it long enough to take a good look, but it was tall, person-sized. At least it was, before it dropped to all fours and started crawling." <br><br> <<if $speech_attitude is "meek">> You cover your ears with your hands. "No more! You're gonna give me bad dreams!" <<else>> "What happened next?" You try to hide your fear. "What did you do?" <</if>> <br><br> Thunder rips through the cabin, causing you to wince. <br><br> <<link [[Next|Eden Story Continues]]>><</link>><<effects>> Eden smirks at your obvious discomfort. "I left immediately. It wasn't very long before I realised it was following me. That thing breathed down my neck the entire time. Sometimes I heard a voice that almost sounded familiar in the distance. Other times, it whispered in my ear." <br><br> "It wanted a reaction. Every fibre of my being told me to ignore it, don't look at it, so I didn't. That continued until I got far enough from the clearing, maybe a few kilometres. All at once, the odd feeling stopped, and that thing was gone." <br> "Have you been back since?" you ask. <br> "Nope," Eden says, settling back into <<his>> work. "Don't reckon I will be, either." <br><br> You listen to the storm outside, mind racing. "Did that really happen, or did you just make it up to scare me?" <br><br> Eden walks over to the fireplace to hang <<his>> gun above the mantel. In two long strides <<he>> stands before you. You step back, but <<he>> catches you around your waist. <<if $worn.neck.collared is 1>> Your cheeks burn as Eden roughly grabs your collar between <<his>> fingers. <<else>> Your cheeks burn as Eden roughly captures your chin between two fingers. <</if>> <br><br> <<He>> slowly rubs your bottom lip with <<his>> calloused thumb. The cabin is dark save for the embers in the fire and the occasional flashes of distant lightning. You can't see <<his>> eyes, even this close, but you can still feel the weight of <<his>> gaze. "Best to stay close to me while we're out there together, little <<girl>>. Remember that there are worse things than me in this world." <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> You continue watching the storm through the window. "Maybe some other time." <br><br> "Suit yourself." Eden returns to <<his>> work without another word. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>><<wearProp "halloween">> Orange autumn leaves decorate the trees of the forest, covering the ground and crunching under your feet as you approach Eden, the hamper of sweets in your hands. <<He>> momentarily looks up from <<his>> work to regard you, but stops when <<he>> notices what you're holding. <br><br> <<if $speech_attitude is "meek">> "H-Happy Halloween," you say, holding the hamper out to <<him>>. <<elseif $speech_attitude is "bratty">> "Happy Halloween," you say, pushing the hamper into <<his>> hands. <<else>> "Happy Halloween," you say, passing the hamper to <<him>>. <</if>> <br><br> "Sweets?" <<he>> asks, looking your gift over. "This is unexpected." <br> <<if $speech_attitude is "meek">> "Well, s-since you don't trick-or-treat, I thought I could bring the sweets to you," you say. <<elseif $speech_attitude is "bratty">> "Even if you don't go trick-or-treating, there's no reason not to have sweets," you say. <<else>> "I just thought you'd appreciate it since you don't go trick or treating," you say. <</if>> <br><br> Eden glances at the hamper again, an unsure but grateful look in <<his>> eyes. "Thanks," <<he>> says. "It's nice, not that I eat a lot of sweets anyway." As <<he>> walks to the kitchen to store the hamper away, you notice a knife and a few pumpkins on the dining table, their stark orange hue reminding you of the seasonal foliage. <br><br> Eden notices your gaze and stops, placing the hamper down. "I was planning on making pumpkin pie," <<he>> says, eyeing the spread on the table. <br><br> <<link [[Ask to carve pumpkins|Eden Carve]]>><</link>> <br> <<link [[Nod|Eden Nod]]>><</link>><<effects>> You nod your head in response. Eden opens a nearby cabinet to store the sweets away, but suddenly changes <<his>> mind and looks to you. <br><br> "Why don't you share these with me," <<he>> asks. <br><br> <<link [[Accept|Eden Sweets]]>><</link>> <br> <<link [[Refuse|Eden Sweets Refuse]]>><</link>><<effects>> You shake your head. <<if $speech_attitude is "meek">> "I-I bought these sweets for you." <<elseif $speech_attitude is "bratty">> "I got these sweets for you. It's yours." <<else>> "I bought the sweets for you." <</if>> <br><br> Eden shrugs and stores the hamper in the cabinet. <<He>> goes over to you and kisses your forehead. <br> "Thanks again," <<he>> says, before walking away. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> "Can we carve pumpkins?" you ask. <br><br> "What?" <<he>> questions, pulling an incredulous expression. "I was saving these for pie, not carving." <br> <<if $speech_attitude is "meek">> "Please?" you say. <<elseif $speech_attitude is "bratty">> "Oh, come on, it's Halloween!" you say. <<else>> "But it's Halloween," you say. <</if>> <br><br> Eden sighs and looks away, considering for a moment, before looking back to you. "Fine," <<he>> says. "But we're only using two of them." <br><br> You smile at <<him>> in thanks and walk over. <br><br> <<link [[Next|Eden Carve 2]]>><<pass 20>><</link>><<effects>> Grabbing a knife, you and Eden sit at opposite ends of the dining table. You decide to carve <br><br> <<link [[Something scary|Eden Carve 3]]>><<set $phase to 0>><</link>> <br> <<link [[Something cute|Eden Carve 3]]>><<set $phase to 1>><</link>> <br> <<link [[Eden|Eden Carve 3]]>><<set $phase to 2>><</link>><<effects>> Using your knife, you whittle away at the surface of the pumpkin. <<if currentSkillValue('tending') gte 150>> <<if $phase is 0>> It takes a while, but the finishing result looks rather scary. <<elseif $phase is 1>> It takes a while, but the finishing result looks rather cute. <<elseif $phase is 2>> It takes a while, but the finishing result looks relatively similar to Eden. <</if>> <<else>> <<if $phase is 0>> You try your best, but the carving doesn't look very scary. <<elseif $phase is 1>> You try your best, but the carving doesn't look very cute. <<elseif $phase is 2>> You try your best, but the carving doesn't look very similar to Eden. <</if>> <</if>> <br><br> Stepping back from your work, you walk over to Eden to look at <<his>> creation. It seems <<hes>> carved the image of a deer into the pumpkin. It looks quite skilfully done, no doubt from how experienced <<he>> is with <<his>> hands. <br><br> <<if $speech_attitude is "meek">> "Y-your pumpkin looks cute," you say. <<elseif $speech_attitude is "bratty">> "That's a cute pumpkin," you say. <<else>> "That pumpkin looks cute," you say. <</if>> <br><br> Eden turns <<his>> head to face you. "If pumpkins are cute, maybe I should start calling you pumpkin too," <<he>> laughs, playfully smacking your ass. <br><br> <<link [[Next|Eden Carve 4]]>><</link>><<effects>> After a while, Eden drops <<his>> knife and walks over to you, evaluating your carving. <br><br> <<if currentSkillValue('tending') gte 150>> <<if $phase is 0>> "Wow, that's scary," <<he>> says. <<He>> looks impressed. <<elseif $phase is 1>> "Wow, that's cute," <<he>> says. <<He>> looks impressed. <<elseif $phase is 2>> <<He>> drinks in your work with a look of slight surprise on <<his>> face, almost unbelieving of what <<he>> sees. "Is that me?" <<he>> asks, turning <<his>> head to you. <br> <<if $speech_attitude is "meek">> You nod your head. <<elseif $speech_attitude is "bratty">> "Yeah," you say. <<else>> "Yes," you say. <</if>> <br><br> "That's good," <<he>> says, nodding slightly. <</if>> <<else>> <<He>> stares at it for a bit, trying to discern what it's supposed to be. <br> <<if $phase is 0>> "It's supposed to be scary," you say. <<elseif $phase is 1>> "It's supposed to be cute," you say. <<elseif $phase is 2>> "It's supposed to be you," you say. <</if>> <br><br> Eden shoots you a smirk. "It's a good effort," <<he>> says, patting you on the head. <</if>> <br><br> <<link [[Next|Eden Carve 5]]>><</link>><<effects>> After a short deliberation, the both of you decide to decorate the cabin with your work. Eden opens the wooden door and you feel the cool autumn air hit your face. <br><br> <<He>> places the pumpkins near the entrance. They add a slight festive touch, contrasting the austere nature of the cabin. <br><br> When you're done admiring your work, you and Eden walk back inside. Looking to the table again, your eyes are drawn to the hamper of sweets. <br><br> <<if $speech_attitude is "meek">> "Y-you haven't eaten the sweets yet," you say. <<elseif $speech_attitude is "bratty">> "Hey, you still haven't tried the sweets yet," you say. <<else>> "You haven't tried the sweets yet," you say. <</if>> <br><br> Eden looks to the table, seemingly contemplating something. "Why don't you share them with me?" <<he>> asks. <br><br> <<link [[Accept|Eden Sweets]]>><</link>> <br> <<link [[Refuse|Eden Sweets Refuse]]>><</link>><<effects>> You accept Eden's offer and walk to the table. Grabbing one of the knives, <<he>> cuts open the hamper's protective plastic and reaches for a small box tucked within its centre. <br><br> Upon opening, you both find that it's filled with creamy chocolate. Its delectable scent wafts up your nose and your mouth waters in response. <br><br> Taking a piece, Eden brings it to <<his>> mouth. <br><br> <<link [[Snatch it from Eden|Eden Sweets 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Let Eden eat it|Eden Sweets 2]]>><</link>><<effects>> <<if $phase2 is 1>> Just before the chocolate enters <<his>> mouth, you snatch it from Eden and gobble it up. <br><br> "Hey!" Eden exclaims, turning to you. <br> <<if $speech_attitude is "meek">> "Y-you told me we were sharing," you tease. <<elseif $speech_attitude is "bratty">> "What? You did tell me we were sharing," you tease. <<else>> "You told me we were sharing," you tease. <</if>> <br><br> Eden opens <<his>> mouth to retort, but stops. <<His>> eyes glint and a mischievous smirk spreads across <<his>> face. "Okay. We're sharing," <<he>> says, slowly and tantalisingly swiping <<his>> finger over one of the chocolates. <br><br> <<He>> brings <<his>> chocolate-coated finger up to your mouth, looking at you with heated eyes. <br><br> "Come on," <<he>> says. "I know you want to." <<else>> You watch Eden eat the piece of chocolate. <<He>> seems to enjoy its sweetness. <br><br> "Haven't eaten chocolate in a while," <<he>> says. Turning to you, <<he>> offers you the box. "Want one?" <br><br> You're about to reply, before Eden perks up. <<His>> eyes glint and a mischievous smirk spreads across <<his>> face. "I think I can make this more interesting," <<he>> says, slowly and tantalisingly swiping <<his>> finger over one of the chocolates. <br><br> <<He>> brings <<his>> chocolate-coated finger up to your mouth, looking at you with heated eyes. <br><br> "Come on," <<he>> says. "I know you want to." <</if>> <br><br> <<link [[Lick Eden's finger|Eden Sweets Lick]]>><</link>> <br> <<link [[Refuse|Eden Sweets Lick Refuse]]>><</link>><<effects>> You turn your face away. Eden chuckles at you, before licking the chocolate off <<his>> finger and kissing you on the forehead. <br><br> "Thanks for the sweets," <<he>> says. Grabbing the hamper, <<he>> stores it in a nearby cabinet and walks away. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> You slowly encase your mouth around <<his>> finger. Using your tongue, you lick and suck the chocolate off. Eden stares at you hungrily, holding your gaze the entire time. <br><br> "Good <<girl>>," <<he>> says, sliding <<his>> finger down your tongue and popping it out of your mouth. <<He>> reaches into the box. <br><br> "Since you did so well with that," <<he>> says, picking up a piece and placing it between <<his>> teeth. <<He>> pulls you closer. <br><br> <<link [[Kiss Eden|Eden Sweets Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Pull away|Eden Sweets Pull Away]]>><</link>><<effects>> You pull away from Eden's hold. <<He>> chuckles at you, before finishing the chocolate <<himself>> and kissing you on the forehead. <br><br> "Thanks for the sweets," <<he>> says. Grabbing the hamper, <<he>> stores it in a nearby cabinet and walks away. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<set $enemyhealth to 600>> <<set $enemyhealthmax to 600>> <<takeKissVirginity "Eden" "romantic">> You kiss Eden back. The taste of chocolate permeates your mouth as <<his>> tongue meets yours. <<He>> separates from you, breathing heavily while lowering you onto the cabin floor. <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <span id="next"> <<if _combatend>> <<link [[Next|Eden Sweets Sex Finish]]>><</link>> <<else>> <<link [[Next|Eden Sweets Sex]]>><</link>> <</if>> </span><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<npcincr Eden lust -20>><<npcincr Eden love 1>> "You're so much sweeter than chocolate," Eden whispers, holding you close to <<his>> chest and stroking your hair.<<glove>><<llust>> <<elseif $enemyhealth lte 0>> "You could've just said no," Eden says, pulling away from you. <<llove>><<npcincr Eden love -1>> <<elseif $finish is 1 or $phase is 1>> Eden pulls away. A look of frustration adorns <<his>> face, but <<he>> doesn't push you. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Sweets 6]]>><</link>><<effects>> The cabin is silent, save for the sound of Eden shuffling off the floor. <<He>> extends <<his>> hand towards you and helps pull you up. Sitting you on a nearby chair, <<he>> gently lifts your chin and plants a soft kiss on your lips. <br><br> "Thanks for the sweets," <<he>> says. <<He>> grabs the hamper off the table. "And for celebrating Halloween with me." <br><br> <<He>> stores the sweets in a nearby cabinet and walks away, leaving you with the lingering feeling of <<his>> touch and the faint taste of chocolate on your tongue. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $phase is 0 and $exposed gte 1 and !$daily.eden.exposed>> <<His>> gaze lingers on your <<lewdness>>. "I don't want you alone like that." <br><br> <<link [[Go inside|Eden Cabin]]>><<endevent>><</link>> <br> <<link [[Stay outside|Eden Clearing]]>><<endevent>><<set $daily.eden.exposed to 1>><</link>> <<elseif $phase is 0>> <<He>> disappears between the trees. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<else>> "Don't be ridiculous," <<he>> says. "Predators have learned to stay away from the cabin. You'll be safe here." <br><br> <<if $speech_attitude is "meek">> "I only feel safe with you," you say. <<elseif $speech_attitude is "bratty">> "Maybe if you left your gun here I would be," you say. <<else>> "Are you sure I'll be safe here alone?" you say. <</if>> <br><br> <<if C.npc.Eden.love gte 50>> "Fine," <<he>> says. "But be quiet and stay close to me. Bring a basket too, you can keep an eye out for berries." <br><br> <<if $exposed gte 1>> As you walk up join <<him>>, Eden sweeps <<his>> eyes over your body, drinking in your exposed form. "You should put on some clothes next time," <<he>> says, tugging you closer. <br><br> <</if>> <<link [[Next|Eden Hunt]]>><</link>> <<else>> "I can't hunt and keep watch over you at the same time," <<he>> says. "That's final." <br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i> <br><br> <<link [[Next|Eden Hunting]]>><<set $phase to 0>><</link>> <br> <</if>> <</if>><<location "forest">><<effects>><<wearProp "basket" 0 "empty">> You walk into the forest, keeping close behind Eden. <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> looks at your neck, then away. "Just stay close." <<elseif $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<He>> grips your leash, pulling you along. <<if $speech_attitude is "meek">> "You're hurting my neck," you whisper. "I promise to be good." <<elseif $speech_attitude is "bratty">> "I won't find any berries if you drag me like this," you whisper. <<else>> "You can drop my leash. I promise I'll stay close," you whisper. <</if>> <<He>> looks at you, considers for a moment, then drops the leash. <</if>> <br><br> <<He>> seems to know where <<hes>> going, but you soon lose your sense of direction. <<pass 1 hour>> <<He>> stops to check small traps. Most are empty but one contains a dead rabbit, which <<he>> ties to <<his>> belt. <br><br> <<pass 1 hour>>More time passes, until <<he>> comes to an abrupt stop. "I've got you now," <<he>> whispers, <<his>> pace lowering to a creep. <<He>> glances at you. "Wait here. Don't move an inch." <<He>> disappears between the trees. You look around, but don't see any sign of whatever has <<him>> excited. You do, however, see a bush full of ripe berries. Eden hasn't noticed them. <br><br> <<icon "tending/blackberry.png">><<link [[Get the berries|Eden Hunt 2]]>><<set $phase to 0>><<endevent>><</link>> <br> <<refuseicon>><<link [[Stay close to Eden|Eden Hunt 2]]>><<set $phase to 1>><</link>> <br><<location "forest">><<effects>> <<if $phase is 0>> <<wearProp "basket" 0 "berries">> You sneak over to the bush, careful not to disturb a single twig. Once there you pick the fruit and fill the basket. Satisfied, you start sneaking back to Eden. <br><br> <<if dangerEvent()>> <<set $daily.eden.huntCaught to 1>> <<if $rng gte 81 and $settings.bestialityEnabled and $settings.voreEnabled>> You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor. <<set $trance to 1>> <br><br> <<link [[Next|Eden Hunt Snake]]>><<set $molestationstart to 1>><</link>> <br> <!-- Modified for monster people --> <<elseif $rng gte 41>> <<beastNEWinit 1 wolf>> <<if $monster is 1 or $settings.bestialityEnabled>> A <<beasttype>> emerges from between the trees, teeth bared. <<if $monster is 1>> <<bHis>> gaze meets yours. "Hush hush, prey. <<nnpc_Title "Eden">> won't save you." <</if>> Eden would hear your screams from here, but won't be happy with you. <br><br> <<link [[Next|Eden Hunt Wolf]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<endevent>> <<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back. <br><br> A <<person2>><<person>> puts a hand on your shoulder, "Turn around, <<girl>>. Now, what's a little thing like you doing all alone in the forest?" <br><br> <<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer. <br><br> Eden would hear your screams from here, but won't be happy with you. <br><br> <<link [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back. <br><br> A <<person2>><<person>> puts a hand on your shoulder, "Turn around, <<girl>>. Now, what's a little thing like you doing all alone in the forest?" <br><br> <<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer. <br><br> Eden would hear your screams from here, but won't be happy with you. <br><br> <<link [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<npc Eden>><<person1>> <<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>> <br> <</if>> <<elseif $phase is 1>> You were told to stay still, so that's what you do. You wait a couple of minutes before a gunshot sounds through forest. <br><br> <<link [[Next|Eden Hunt 3]]>><<set $phase to 2>><</link>> <br> <</if>><<location "forest">><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $enemytype to "vore">> <<set $vorestage to 1>> <<set $vorecreature to "snake">> <<set $vorestrength to 1>><<set $position to "doggy">> <<set $timer to 15>> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<if $timer is 12>> <<set $trance to 0>> You break free from the trance, and realise the snake is trying to eat you! <</if>> <<voreeffects>> <<vore>> <<voreactions>> <<if $timer lte 0 or $vorestomach gte 5>> <span id="next"><<link [[Next|Eden Hunt Snake Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Eden Hunt Snake Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Hunt Snake]]>><</link>></span><<nexttext>> <</if>><<effects>> <<set $trance to 0>> <<if $timer lte 0 or $vorestomach gte 5>> <<if $vorestage gte 5>> The walls of the snake's innards tear open. Eden stands there, knife in hand, carving open the beast until you're freed. <<else>> The snake hisses and spits you out. It flees into the undergrowth, trailing blood. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>>Eden plants <<his>> knife into the ground and grasps your arm. <<if C.npc.Eden.love gte 80>> <<He>> pins you up against a tree. "Fucking snake touching what's mine." <<else>> <<He>> bends you over <<his>> knee. "I was so close to catching that deer," <<he>> says. "And you fucking ruined it."<<llove>><<npcincr Eden love -1>> <</if>> <br><br> <<link [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</link>> <<else>> <<tearful>> you haul yourself out of the $vorecreature's maw. Deciding you aren't an appropriate meal, it disappears into the undergrowth. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $enemyanger lte 0>> <span id="next"><<link [[Next|Eden Hunt Punishment Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Hunt Punishment]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $phase is 0>> <<wearProp "basket" 0 "berries">> <<if $rng gte 91>> You find Eden slinging a deer over <<his>> shoulder. <<He>> sees the basket full of fruit in your hands and smiles. "We've done very well today," <<he>> says. "Maybe you're good luck."<<gglove>> <<else>> You find Eden crouched and frowning. "I let it get away," <<he>> says. <<He>> sees the basket of fruit in your hands and smiles. "At least we have something."<<gglove>> <</if>> <<npcincr Eden love 5>> <<elseif $phase is 1>> <<wearProp "basket" 0 "berries">> You pick up the basket of fruit. "At least we got something," Eden says. <<elseif $phase is 2>> <<wearProp "basket" 0 "empty">> <<if $rng gte 91>> Eden appears between the trees, deer slung over <<his>> shoulder. "Knew I'd get it. Maybe you're a good luck charm." <br><br> <<if $speech_attitude is "meek">> "I found some berries, but I lost sight of them," you say. "I'm sorry." <<elseif $speech_attitude is "bratty">> "There's a bush full of berries around here somewhere," you say. <<else>> "I saw a bush full of berries," you say. "But I can't see it now." <</if>> <br><br> <<He>> shrugs. "I'm no good at hunting fruit. Besides, we're good for today." <<else>> <<wearProp "basket" 0 "empty">> Eden appears between the trees, frowning. "I let it get away," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "I found some berries, but I lost sight of them," you say. "I'm sorry." <<elseif $speech_attitude is "bratty">> "There's a bush full of berries around here somewhere," you say. <<else>> "I saw a bush full of berries," you say. "But I can't see it now." <</if>> <br><br> <<He>> shrugs. "I'm no good at hunting fruit. We have something at least." <<He>> pats the rabbit on <<his>> belt. <</if>> <</if>> <br><br> <<pass 2 hours>>You follow Eden through the forest, back to the safety of <<his>> cabin. <br><br> <<if $rng gte 51>> <<link [[Next|Eden Hex Signs]]>><</link>> <<else>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>> <br><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> <<He>> pants from the exertion. "I hope you've learnt your lesson." <br><br> <<tearful>> you avoid <<his>> gaze. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you gather yourself. <<else>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson." <br><br> <<tearful>> you avoid <<his>> gaze. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Hunt 3]]>><<set $phase to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Hunt Wolf Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Hunt Wolf]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> grunts in satisfaction, and leaves you lying between the trees. <br><br> <<tearful>> you continue back to Eden. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps and flees into the forest. <br><br> <<tearful>> you continue back to Eden. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>> <<else>> A gun fires nearby, startling the <<beasttype>> into fleeing. Eden marches towards you. <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<if C.npc.Eden.love gte 80>> <<He>> grabs your arms and pins you up against a tree. "Fucking animal laying its paws on what's mine." <<else>> <<He>> grasps your arm and bends you over <<his>> knee. "Stupid <<bitch>>, I was so close to catching that deer." <</if>> <br><br> <<link [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Hunt Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Hunt Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Finished with you, they shove you to the ground. "See ya around, slut." <br><br> <<tearful>> you struggle to your feet and continue back to Eden. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>> <br> <<elseif $enemyhealth lte 0>> "This <<bitch>> is crazy," says the <<person1>><<person>>, clutching <<his>> arm. "I think I need to get this looked at." <br><br> The other nods in agreement, "<<pShe>> ain't worth it." They stagger into the forest. <br><br> <<tearful>> you continue back to Eden. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Hunt 3]]>><<set $phase to 0>><</link>> <br> <<else>> A gunshot sounds and a bullet smashes into a nearby tree, startling the pair and making them dash for their own guns. They stare into the trees. "Who's there?" shouts the <<person1>><<person>>. <<Hes>> responded to by another gunshot, the bullet landing closer this time. Their eyes dart around, but they can't see the shooter. Another gunshot, this time the bullet thuds into the ground at the <<person2>><<persons>> feet. "Shit! Fuck," <<he>> says, backing away, eyes wild. "Let's get the fuck away from here. This <<girl>> ain't worth it." <br><br> They disappear between the trees as Eden emerges, marching towards you. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<if C.npc.Eden.love gte 80>> <<He>> grabs your arms and pins you up against a tree. "Fucking idiots laying their hands on what's mine." <<else>> <<He>> grasps your arm and bends you over <<his>> knee. "Stupid <<bitch>>, I was so close to catching that deer." <</if>> <br><br> <<link [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $edenPrey is undefined>> You agree to Eden's proposal, despite the lack of details. <br><br> <</if>> "Good," <<he>> says before <<if $phase is 0>>pushing you out the door<<else>>guiding you along<</if>>. <<if $edenPrey gte 1>> <<He>> leads you to the edge of the clearing. <br><br> "You know the drill," <<else>> You glance back and see Eden reaching for <<his>> gun. Dread fills your body, causing you to resist <<his>> shoving. <br> "Relax," Eden reassures you. "I'm not gonna hurt you." You warily allow <<him>> to lead you to the edge of the clearing. <br><br> "You're prey," <</if>> <<he>> begins. "When I fire my gun, I want you to run like your life depends on it. If you're caught..." <<He>> pauses, chuckling. "I'll have my fun with you." You glance back at <<him>>. <<Hes>> hiding something behind <<his>> back. <br> "Turn around," <<he>> orders. <br><br> You turn around, as instructed. A loud crack erupts behind you, shattering the tranquillity of the forest and signalling you to start running. <br><br> <<if !$edenPrey>><<set $edenPrey to 1>><</if>> <<link [[Run!|Eden Prey Chase]]>><<set $phase to 0>><</link>><<athleticsdifficulty 200 1200>> <br> <<link [[Get caught on purpose|Eden Prey Chase]]>><<set $phase to 1>><<control 25>><<npcincr Eden lust 1>><<npcincr Eden dom 5>><</link>><<ggcontrol>><<glust>><<ggdom>> <br><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $speech_attitude is "meek">> "I-I don't know..." you mutter, looking away from Eden. "Maybe another time...?" <<elseif $speech_attitude is "bratty">> "No way," you tell <<him>>, crossing your arms. "I'm not a sex toy." <<else>> "I don't want to do that right now," you say. <</if>> <br><br> <<if (C.npc.Eden.lust + C.npc.Eden.dom) gte random(70, 170)>> <<set $edenPreyForced to true>> Eden clenches <<his>> fist and shakes <<his>> head. "Nonsense. You'll enjoy it." You're shoved <<if $phase is 0>>out the door<<else>>away from the cabin<</if>>, with Eden's hand placed on your back, forcing you along. You glance back and see Eden reaching for <<his>> gun. Dread fills your body, and you try to pry yourself away from Eden. <br> Eden sighs in frustration and plants <<his>> boot against your <<bottom>>, giving you a swift kick that sends you stumbling <<if $phase is 0>>out the door<<else>>onto your knees<</if>>. "Move," <<he>> commands, the barrel of <<his>> gun pressed against your back. You do as told, coming to a stop at the edge of the clearing. <br><br> "<<if !$edenPrey>>You're prey<<else>>You know the drill<</if>>," <<he>> begins. "When I fire my gun, I want you to run like your life depends on it. If you're caught..." <<He>> pauses, chuckling. "I'll have my fun with you." You glance back at <<him>>. <<Hes>> hiding something behind <<his>> back. <br> "Turn around," <<he>> orders. <br><br> You turn around, as instructed. A loud crack erupts behind you, shattering the tranquillity of the forest and signalling you to start running. <br><br> <<if !$edenPrey>><<set $edenPrey to 1>><</if>> <<link [[Run!|Eden Prey Chase]]>><<set $phase to 0>><</link>><<athleticsdifficulty 200 1200>> <br> <<link [[Get caught on purpose|Eden Prey Chase]]>><<set $phase to 1>><<control 25>><<npcincr Eden lust 1>><<npcincr Eden dom 5>><</link>><<ggcontrol>><<glust>><<ggdom>> <br> <<else>> Eden clenches <<his>> fist, but relents. "Fine," <<he>> says. "I'll <<if $player.virginity.penile is true and $player.virginity.vaginal is true>>take what's mine<<else>>put you to use<</if>> one way or another. Remember who takes care of you around here." <br> <<He>> steps away from you, <<if $phase is 1>>stomping off into the woods with a huff<<else>>storming outside and slamming the door shut behind <<him>><</if>>. <br><br> <<if $phase is 0>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>> <br> <</if>><<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 1>> You sprint into the brush as Eden gives chase. Your curiosity gets the better of you, causing you to look for a plausible excuse for the hunt to end. An idea pops into your mind when you spot a root. You jam your foot into the tree and fall onto the forest floor. Eden takes advantage in an instant. <br><br> You feel your wrists forced behind you as rope coils over them, restricting them to your back. Your eyes dart around, <span class="meek">until a shiny, red ball-gag is forced into your mouth.</span> A <<if $speech_attitude is "meek">>whimper<<elseif $speech_attitude is "bratty">>growl<<else>>sigh<</if>> escapes from you in response. A cloth is wrapped around your eyes and tied around your head, blinding you. You can do nothing but squirm helplessly, as Eden keeps you pinned down. <<bind>><<facewear 6>> <br><br> "Well, well, it seems I've found myself helpless prey," Eden taunts you. "Leaving you here just won't do." <<He>> hoists you up and carries you over <<his>> shoulder. <br> Tied up and deprived of your senses, you can only wait and anticipate what Eden has in store for you. <br><br> <<link [[Next|Eden Prey Caught]]>><</link>> <br> <<else>> <<if $athleticsSuccess>> You sprint into the brush as Eden gives chase. The twists and turns in the forest allow you the freedom to evade <<him>>. Despite the tremendous tracking skills the <<nnpc_title "Eden">> possesses, <span class="green">your speedy feet and persistence keeps <<him>> on <<his>> toes.</span> You can feel Eden trying to reach out to you as <<he>> barely brushes against your skin with <<his>> fingers.<<stress 2>><<gstress>> <br><br> After what seems like an eternity, you've left <<him>> in the dust. Your muscles burn from your efforts.<<physique 2>><<tiredness 12>><<npcincr Eden dom -5>><<gtiredness>><<lldom>> <br><br> <<set $forest to random(50, 100)>> <<set $edenPreyEscaped to true>> <<unset $edenPreyForced>> <<link [[Next|Forest]]>><<endevent>><</link>> <<else>> You sprint into the brush as Eden gives chase. The twists and turns in the forest allow you the freedom to evade <<him>>. However, <span class="red">you're unable to shake off the <<nnpc_title "Eden">>.</span> Despite your best efforts, you can hear <<his>> heavy breathing right behind you. As the last of your energy runs out, you're tackled to the ground.<<pain 1>><<tiredness 12>><<npcincr Eden dom 5>><<gpain>><<ggtiredness>><<ggdom>> <br><br> You feel your wrists forced behind you as rope coils over them, restricting them to your back. Your eyes dart around, <span class="meek">until a shiny, red ball-gag is forced into your mouth.</span> A <<if $speech_attitude is "meek">>whimper<<elseif $speech_attitude is "bratty">>growl<<else>>sigh<</if>> escapes from you in response. A cloth is wrapped around your eyes and tied around your head, blinding you. You can do nothing but squirm helplessly, as Eden keeps you pinned down. <<bind>><<facewear 6>> <br><br> "Well, well, it seems I've found myself some helpless prey," Eden taunts you. "Leaving you here just won't do." <<He>> hoists you up and carries you over <<his>> shoulder. <br> Tied up and deprived of your senses, you can only wait and anticipate what Eden has in store for you. <br><br> <<link [[Next|Eden Prey Caught]]>><</link>> <br> <</if>> <</if>> <<pass 10>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<pass 10>> You're rushed through the forest, unable to move in Eden's grasp. Soon, you hear the sound of a door opening. The cabin, you assume. <br> Without warning, you're dropped onto a bed. Strong arms pin you down, preventing movement. You feel Eden's hot breath against your cheek. <br><br> "Caught you," <<he>> whispers in a sultry tone. One hand caresses your hair as the other slides to your <<breasts>>, drumming <<his>> fingers on your chest. "Now then, what's a <<nnpc_title "Eden">> to do with <<his>> helpless quarry...?" <br><br> <<His>> hand dips lower, down to your <<genitals>>. <br><br> <<link [[Next|Eden Prey Sex]]>><<if $edenPreyForced>><<set $molestationstart to 1>><<else>><<set $sexstart to 1>><</if>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Prey Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Prey Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> <<if ($player.penisExist and $player.virginity.penile is true and ($NPCList[0].vagina isnot "none" or $settings.analEnabled)) and ($player.vaginaExist and $player.virginity.vaginal is true and $NPCList[0].penis isnot "none")>> You feel a gentle slap across your face. <br> "We're going to fuck properly next time we do this," Eden says, <<if C.npc.Eden.lust gte 70>>licking<<else>>kissing<</if>> your cheek. <br><br> <</if>> <<if $orgasmcurrent is 0>> You pant heavily into your gag, feeling a frustrated yearning in your <<genitals>>. Eden seems to have taken pity on you, however, and you soon feel <<his>> hands slipping down towards your crotch. <br><br> <<if $player.penisExist and $player.vaginaExist and !playerChastity()>> <<He>> thoughtfully runs <<his>> fingers down the length of your <<penis>> while <<his>> thumb gently rubs your <<pussy>>. "Now, which do I play with?" <<set _edenHermChoice to random(0, 1)>> <br> <</if>> <<if $worn.genitals.name is "chastity parasite">> <<His>> rough hand squeezes your chastity parasite. <br> "Hold still," <<he>> whispers as <<he>> struggles to keep your hips in place. "It'll be over soon." <br> The waves of sensation bring you over the edge. You scream into your gag. <<set $arousal to 10000>> <<orgasm>> You hear a satisfied chuckle as your orgasm subsides. <<elseif playerChastity()>> <<He>> slides <<his>> finger over your $worn.genitals.name. <br><br> "I'll get this off you one day," <<he>> whispers. "Don't you worry." <<elseif _edenHermChoice is 1 or !$player.vaginaExist>> <<His>> rough hand lightly grips your cock and begins stroking up and down. Your glans is teased, causing your hips to buckle. Eden pins you down as you do so. <br> "Hold still," <<he>> whispers. "It'll be over soon." <br> The incredible sensation brings you over the edge. You scream into your gag. <<set $arousal to 10000>> <<orgasm>> You hear a satisfied chuckle as your orgasm subsides. <<else>> <<His>> rough hand traces around your outer walls, until Eden suddenly jams <<his>> fingers inside your <<pussy>>. Your breathing gets a bit heavier. Emboldened by your signs of arousal, <<he>> begins to knead your clit. The sensation causes your legs to twitch. You can't help but begin to struggle. Eden pins you down as you do so. <br> "Hold still," <<he>> whispers. "It'll be over soon." <br> The incredible sensation brings you over the edge. You scream into your gag. <<set $arousal to 10000>> <<orgasm>> You hear a satisfied chuckle as your orgasm subsides. <</if>> <br><br> <</if>> You feel Eden's lips press against your forehead, then hear the bed creak as <<he>> rolls off, leaving you alone in your bound state. <br><br> <<link [[Next|Eden Prey End]]>><<set $phase to 0>><</link>> <br> <<elseif $enemyhealth lte 0>> <<npcincr Eden love -1>><<npcincr Eden dom -1>> Despite your vulnerable state, you kick Eden off of you. You hear <<him>> tumble from the bed. <br> "Piece of shit," Eden shouts. "This better not bruise."<<llove>><<ldom>> <br><br> In a fit of rage, <<he>> walks off. You're left alone, bound, blind and gagged. <br><br> <<link [[Next|Eden Prey End]]>><<set $phase to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> You feel exhausted, struggling to move. You're not left there for long. Eden sits you up and undoes your gag. A cup is pressed to your lips. <br> "It's water," Eden states. <<He>> holds it closer to your mouth. "Drink." <br><br> You have no qualms about drinking as you gulp down a few sips. It's refreshing. Eden allows you a moment to catch your breath before pressing the cup against your lips again. <br> <<He>> pulls the cup away, then turns your body around. Your blindfold is removed, and your bindings follow. <<set $worn.face.type.push("broken")>> <<faceruined>> <<unbind>> <br><br> <<if $phase is 0>> "You've been such a good <<girl>>," Eden says, kissing your forehead again. "Make sure to get some rest." <<else>> "Feisty today, aren't we?" Eden chuckles. <<He>> seems to have calmed down. "Make sure to get some rest." <</if>> <br><br> <<He>> leaves you lying on the bed. <<tearful>> you rise to your feet, <<if $edenPreyForced>><<unset $edenPreyForced>> feeling uneasy about what just happened. <<else>> still feeling more than a little winded. <</if>> <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Eden Cabin]]>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> You follow Eden back to the clearing. <<switch random (0, 2)>> <<case 0>> Before you can even enter, <<he>> stops short. You follow <<his>> gaze to a symbol carved into the tree. <<if $hypnosis_traits.devotion gte 4>><span class="purple">You recognise it as one of Gwylan's.</span><<else>>You don't recognise it.<</if>> <br><br> <<He>> takes out a knife from <<his>> pack and gouges the symbol with harsh, brutal cuts. The tree oozes sap. <<case 1>> <<He>> sets about gathering firewood for the night when <<he>> stops short. You follow <<his>> gaze to a small skull hidden in between the logs. Its empty eye sockets are staring straight at the cabin door. <br><br> <<He>> grabs the skull and drops it to the ground. You flinch as <<his>> heavy boot crushes it. <<He>> kicks dirt over the fragments until they're hidden from view. <<case 2>> You're about to enter the cabin when your feet crunch on something brittle. You look down and see a small pile of bones. You take a step back. <br><br> "What is it?" Eden asks, coming up beside you. <br><br> <<He>> stops when <<he>> sees the bones. <<His>> jaw sets. In one smooth motion, <<he>> grabs the bones and then throws them in the direction of the spring. You hear them splash. <</switch>> <br><br> <<He>> grabs your wrist and drags you behind <<him>>. <<His>> grip doesn't relax until <<hes>> back inside the cabin. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<He>> smiles. "Good. I can't take your leash off just yet, not until you're trained." <<He>> ties <<his>> end of the leash around a wooden beam. "There should be enough slack for you to roam the entire cabin though." <br><br> <<link [[Next|Forest Cabin]]>><<set $forestleashed to 1>><<set $eventskip to 1>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> "You don't mean that," <<he>> says. "This benefits you far more than me." <<He>> grabs you and bends you over <<his>> lap. "But I can't let you get away with being so insolent." <br><br> <<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <<if $phase is 1>> <<npcoral>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $enemyanger lte 0>> <span id="next"><<link [[Next|Forest Hunter Punishment Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Hunter Punishment]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pants from the exertion. "I hope you've learnt your lesson." <br><br> <<tearful>> you avoid <<his>> gaze. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Cabin]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Cabin]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyanger lte 0>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson." <br><br> <<tearful>> you avoid <<his>> gaze. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Cabin]]>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<npc Eden>><<person1>> <<if $exposed gte 1>> <<towelup>> <</if>> <<if $forestleashed is 1>> <<if C.npc.Eden.trust gte 200>> <span class="green">Eden unties the leash from the wooden beam.</span> "You've been a good <<girl>>, so I'm going to give you a bit more freedom. Don't you dare run out on me though. Stick to the cabin and the clearing just outside." <<set $forestleashed to 0>> <<else>> You are leashed tight to a wooden beam, preventing escape. <</if>> <br><br> <<else>> <<if C.npc.Eden.trust lt 100>> <span class="red">Eden ties your leash to a wooden beam.</span> "You've been a bad <<girl>>, so I'm going to make sure you don't go anywhere." <br><br> <<set $forestleashed to 1>> <</if>> <</if>> <<if $forestleashed isnot 1>> <<if $syndromeeden is undefined>> <<badEndTrackingEnd "Eden" { reason: "edenAccepted" }>> <<set $syndromeeden to 1>><<set C.npc.Eden.lust to 0>><<set $edenshrooms to 0>><<set $edengarden to 0>><<set $edenspring to 0>><<set $wardrobes.edensCabin.unlocked to true>> <span class="red"><i>Eden isn't so bad, <<hes>> just lonely. It must be hard living here in the woods on your own.</i> <br> You've gained the "Stockholm Syndrome: Eden" trait.</span> <br><br> <<specialClothesUnlock "item" "loincloth">> <<loveInterestAdd "Eden">> <br><br> <</if>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> <<if Time.hour lte 6>> Eden carries you to the bed. <<if $forestleashed is 1>> <<He>> wraps your leash around the bars of the headboard, pinning you in place. <</if>> <<He>> leers at you, a ravenous look in <<his>> eyes. "You're so hot. I'm gonna enjoy this." <br><br> <<link [[Next|Cabin Night Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif Time.hour lte 8>> Eden gives you instructions on how to prepare <<his>> breakfast. <br><br> <<link [[Prepare the food as instructed (2:00)|Forest Cabin Food]]>><<npcincr Eden trust 10>><<sub 1>><<pass 2 hours>><</link>><<gtrust>><<gstockholm>> <br> <<link [[Spit in the eggs (2:00)|Forest Cabin Spit]]>><<npcincr Eden trust -10>><<def 1>><<pass 2 hours>><</link>><<ltrust>><<lstockholm>> <br> <<elseif Time.hour lte 16>> Eden leads you outside, and goes about <<his>> daily business. <<if $forestleashed is 1>> <<He>> keeps you close at all times, tying your leash around a tree when <<he>> needs to use both hands. <<else>> <<He>> keeps you close at all times. <</if>> <br><br> <<link [[Be good|Forest Cabin Good]]>><<sub 1>><</link>> <br> <<if $forestleashed is 1>> <<link [[Weaken the leash|Forest Cabin Weaken]]>><<def 1>><</link>> <br> <</if>> <<elseif Time.hour lte 18>> Eden runs a bath. <<He>> eases <<his>> body into the water, and looks at you. "What are you waiting for? Strip, get in, and wash me." <br><br> <<link [[Wash (2:00)|Cabin Bath]]>><<pass 2 hours>><<npcincr Eden trust 10>><<sub 1>><</link>><<gtrust>><<gstockholm>> <br> <<link [[Refuse (2:00)|Cabin Bath Refuse]]>><<pass 2 hours>><<npcincr Eden trust -10>><<def 1>><</link>><<ltrust>><<lstockholm>> <br> <<elseif Time.hour lte 22>> Eden settles down to read a book, and stokes the fireplace. <br><br> <<link [[Cuddle (4:00)|Cabin Cuddle]]>><<sub 1>><<npcincr Eden trust 20>><<npcincr Eden love 1>><<pass 4 hours>><</link>><<glove>><<gtrust>><<ggstockholm>> <br> <<link [[Catch some sleep (4:00)|Forest Cabin]]>><<def 1>><<tiredness -12>><<tiredness -12>><<pass 4 hours>><<endevent>><</link>><<ltiredness>> <br> <<else>> Eden carries you to the bed. <<if $forestleashed is 1>> <<He>> wraps your leash around the bars of the headboard, pinning you in place. <</if>> <<He>> leers at you, a ravenous look in <<his>> eyes. "You're so hot. I'm gonna enjoy this." <br><br> <<link [[Next|Cabin Night Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Cabin Night Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Cabin Night Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Eden sighs and rolls onto <<his>> back. You soon hear <<his>> snoring. <<elseif $enemyhealth lte 0>> Eden takes the hint, and rolls onto <<his>> side, facing away from you. You soon hear <<his>> snoring. <</if>> <br><br> <<tearful>> you wonder what to do. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Cabin Night]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $forestleashed is 1>> Eden is asleep, but with your neck leashed tight to the bed, you can't move very far. <br><br> <<link [[Sleep|Cabin Night Sleep]]>><<cabintime>><</link>><<ltiredness>> <br> <<link [[Weaken the leash|Cabin Night Leash]]>><<cabintime true>><</link>> <br> <<else>> Eden is asleep. You could escape if you wanted. <br><br> <<link [[Sleep|Cabin Night Sleep]]>><<cabintime>><</link>><<ltiredness>> <br> <<link [[Escape|Cabin Night Escape]]>><<set $stress -= 2000>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<npc Eden>><<person1>> You settle down and try to sleep. <br><br> You are awoken a while later by Eden kissing you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast." <br><br> <<link [[Next|Forest Cabin]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $forestleashedwear gte 1>> <<set $forestleashedwear += 1>> <<else>> <<set $forestleashedwear to 1>> <</if>> You rub the leash against the headboard, hoping to wear it through. You think you feel it becoming thinner. <br><br> <<if $forestleashedwear gte 3>> Sunlight caresses your face when the leash snaps, freeing you. Eden still slumbers, there's nothing preventing your escape. <<detach_leash>> <<set $forestleashed to 0>><<set $forestleashedwear to 0>> <br><br> <<link [[Stay put|Cabin Leash Broken]]>><</link>><<gtrust>><<gggstockholm>> <br> <<link [[Escape|Cabin Night Escape]]>><<set $stress -= 2000>><</link>><<lllstockholm>> <br> <<else>> <<npc Eden>><<person1>> A while later you hear Eden stir. <<He>> rolls over and kisses you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast." <br><br> <<link [[Next|Forest Cabin]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> You sneak towards the cabin entrance and try the door handle. It opens, and you escape into the forest. <br><br> <<link [[Next|Forest]]>><<npcincr Eden trust -200>><<set $forest to 80>><<if !$syndromeeden>><<badEndTrackingEnd "Eden" { reason: "edenEscapeNight" }>><</if>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<npc Eden>><<person1>> A while later you hear Eden stir. <<He>> rolls over and kisses you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast." <<He>> notices your broken leash. "Oh dear, I thought these things were sturdier. You're such a good <<girl>> for not running off." <<He>> leans over and kisses you on the forehead, then looks thoughtfully at the broken remains of the leash. <<npcincr Eden trust 200>> <br><br> <<if C.npc.Eden.trust gte 100>> "I don't think keeping you tied is necessary any more. Just don't run off on me. Stick to the cabin and the clearing just outside, where it's safe." <<if $syndromeeden is undefined>> <<badEndTrackingEnd "Eden" { reason: "edenAccepted" }>> <<set $syndromeeden to 1>><<set C.npc.Eden.lust to 0>><<set $edenshrooms to 0>><<set $edengarden to 0>><<set $edenspring to 0>><<set $wardrobes.edensCabin.unlocked to true>> <br><br> <span class="red"><i>Eden isn't so bad, <<hes>> just lonely. It must be hard living here in the woods on your own.</i> <br> You've gained the "Stockholm Syndrome: Eden" trait.</span> <br><br> <<loveInterestAdd "Eden">> <</if>> <</if>> <br><br> <<if C.npc.Eden.trust gte 100>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Forest Cabin]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> You prepare the food and place it on the table in front of <<him>>. <<He>> takes a bite, then smiles and pats your head. <<He>> shares some with you and you eat together. Eden talks a lot about the minutiae of life here, pausing to allow you a response. You nod each time, which seems enough to satisfy <<him>>. <br><br> <<His>> plate empty, <<he>> stands and looks out the window. <<if Weather.precipitation is "none">> "It's a lovely day! We'll be able to get lots of work done." <<elseif Weather.precipitation is "rain">> "We've got lots of work to do today. A little rain won't stop us." <<elseif Weather.is("heavyClouds")>> "The clouds are grumbling. Hope they don't burst before we're done for the day." <<elseif Weather.isFreezing>> "It's cold today. Best keep active." <</if>> <br><br> <<link [[Next|Forest Cabin]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> You prepare the food and place it on the table in front of <<him>>. <<He>> takes a bite. "You did something to this, didn't you?" You try to suppress a defiant smile, but the twitching at the corner of your lips gives it away. <<He>> grabs you and bends you over <<his>> lap. <br><br> <<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> You snuggle up to Eden. <<He>> is taken aback, but <<his>> face soon softens and <<he>> wraps an arm around you. <br><br> <<link [[Next|Forest Cabin]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>><<wearProp "sponge">> You remove your clothing and get in the bath. Using a sponge, you wash <<his>> back. <<He>> turns to you. "You're such a gentle thing. Now clean my chest." You continue washing, though it's more embarrassing when you can see <<his>> face. <<wash>><<garousal>><<arousal 1000>> <br><br> <<link [[Next|Forest Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<He>> yanks your leash, dragging you into the bath, and pulling you over <<his>> lap. <br><br> <<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><<npcexpose>><<set $phase to 1>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> You grind the leash against the tree, careful not to be noticed. You think you feel the leash become thinner. <br><br> Some time later, Eden pants and stretches while looking at the setting sun. "I need a bath. Come on, let's go home." <<if $forestleashedwear gte 1>> <<set $forestleashedwear += 1>> <<else>> <<set $forestleashedwear to 1>> <</if>> <br><br> <<link [[Next|Forest Cabin]]>><<pass 8 hours>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> Some time later, Eden pants and stretches while looking at the setting sun. "I need a bath. Come on, let's go home." <br><br> <<link [[Next|Forest Cabin]]>><<pass 8 hours>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>><<set $bus to "edencabin">><<getTarget true>><<edenFluidsCheck>> /* make sure that all links that lead here have <<endevent>> */ <<npc Eden>><<person1>> You are in Eden's cabin. <<if $edenpillow is 2>> A rug and some pillows sit by the fireplace. <</if>> <<if $edencushions is 2 and $edenloveseat is 9>> A loveseat rests nearby. <</if>> <<if $edencurtains is 2>> Soft curtains hang from the windows. <</if>> <<if $edencoat is 2>> A coat stand is placed in the corner. <<if $edencoatjacket is 1 and $edenscarf is 1 and !(Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting is 1)>> A hunting coat and a scarf hang from it. <<elseif ($edenscarf is 1 and !(Time.hour gte 11 and Time.hour lte 14 and Time.season is "winter" and $daily.eden.hunting is 1))>> A scarf hangs from it. <<elseif $edencoatjacket is 1 and !(Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting is 1)>> A hunting coat hangs from it. <</if>> <</if>> There is a thermometer outside the window. It reads <span class="teal"><<print Weather.toSelectedString(Weather.temperature, 0)>></span>. <<print setup.WeatherDescriptions.extremeTemperature()>> <br><br> <<if isPregnancyEnding() and !$possessed>> <<pregnancyPassout "edencabin">> <<elseif $stress gte $stressmax and !$possessed>> <br><br> <<link [[Everything fades to black...|Eden Cabin Passout]]>><</link>> <<elseif $edenCagedEscape and Time.hour gte 0 and Time.hour lte 6 and !$possessed>> You step through the door of the cabin, holding your breath in anticipation. Eden immediately stirs from <<his>> bed, throwing off the covers in a fit of rage. "So now you've come crawling back, have you? About fucking time." <br><br> <<He>> grabs you before you can get a word out. It's then that you see the cage in the corner. <br><br> <<link [[Next|Eden Caged Intro]]>><<set $phase to 2>><</link>> <br> <<elseif edenFreedomStatus() gte 1 and Time.hour gte 0 and Time.hour lte 6 and !$possessed>> <<edenTrackers>> <<npcincr Eden love -2>> You enter to find Eden sleeping. Woken by the sound of the door opening, <<he>> quickly rises from the bed, but relaxes slightly when <<he>> sees you. Throwing off the covers, <<he>> rushes over to you. <<if $edenPreyEscaped>><<unset $edenPreyEscaped>> "Don't think I forgot about our game. You weren't supposed to escape me," <<he>> grumbles. "You shouldn't have been gone so long, either. Where the hell have you been?" <<else>> "Where have you been?" <<he>> asks, grabbing you by the shoulders. "I was so worried about you." <</if>> <br><br> <<link [[Apologise|Eden Return Apologise]]>><<npcincr Eden love 1>><<set $phase to 0>><</link>> <br> <<link [[Explain|Eden Return Apologise]]>><<set $phase to 1>><</link>> <<elseif $edenPreyEscaped and Time.hour gte 0 and Time.hour lte 6 and !$possessed>><<unset $edenPreyEscaped>> You enter to find Eden sleeping. Woken by the sound of the door opening, <<he>> quickly rises from the bed, rubbing <<his>> eyes groggily. When <<he>> sees you, <<his>> expression turns to a glare. <br><br> "You weren't supposed to escape me," <<he>> says, looking you up and down. "I'll fuck you raw if I have to. Next time, you're mine." <br> <<if $worn.neck.collared isnot 1 and $edenaskcollar isnot 1>> <<He>> yawns and starts to drift back to sleep, but <<his>> eyes pop open, as if <<he>> just realised something. <br> "Where's your collar?" <<he>> asks, <<his>> voice growing concerned. <<He>> throws the covers off and stomps towards you. <br><br> <<if $edencollarremove is 1>> <<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <<else>> <<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <</if>> <br> <<link [[Just say you removed it|Eden Collar Remove]]>><</link>> <br> <<else>> <<He>> trails off and yawns, then rolls back onto <<his>> side. The sound of <<his>> snoring soon fills the cabin. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>> <<elseif $worn.neck.collared isnot 1 and $edenaskcollar isnot 1 and Time.hour gte 0 and Time.hour lte 6 and !$possessed>> You enter to find Eden sleeping. Woken by the sound of the door opening, <<he>> quickly rises from the bed, but relaxes slightly when <<he>> sees you. <<He>> turns to lie back down, but stops as <<his>> eyes zero in on your neck. <br><br> "Where's your collar?" <<he>> asks, getting out of bed and walking towards you. <br><br> <<if $edencollarremove is 1>> <<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <<else>> <<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <</if>> <br> <<link [[Just say you removed it|Eden Collar Remove]]>><</link>> <br> <<elseif ($exposed gte 2 and $exhibitionism lte 74 or $exposed gte 1 and $exhibitionism lte 54) and !isLoveInterest("Eden")>> You don't want to be seen like this! You rush to your clothes. <br><br> <<link [[Next|Eden Wardrobe]]>><<endevent>><</link>> <br><br> <<else>> <<if $exposed is 1 and hasSexStat("exhibitionism", 4) or $exposed is 2 and hasSexStat("exhibitionism", 5)>> <span class="lewd">You feel a primal thrill from your displayed <<lewdness>>.</span> <<elseif $exposed is 1 or $exposed is 2>> <span class="lewd">Your <<lewdness>> embarrasses you, though no one but Eden can see you here.</span> <</if>> <<if Time.dayState is "night">> Embers burn in the hearth. <</if>> <<if Weather.precipitation is "rain">> <<if $edenroof gte 5>> Rain pours down on the cabin's roof with a soothing sound. <<else>> Droplets of rainwater seep through the wooden ceiling and patter on the ground. <</if>> <br><br> <<elseif Weather.precipitation is "snow">> Snow settles on the windowsills. <br><br> <</if>> <<if edenFreedomStatus() is 0>> <<edenTrackers>> <</if>> <<if $possessed>> <<if $nextPassageCheck is "Eden Clearing" and $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> You're stopped by your collar's leash going taut. You stare at Eden's sleeping form and sneer. <br><br> You grip the collar, and pull. You can't feel your arms or hands, but you know you're pulling with impossible force. <br><br> Several more hands grab the collar, and pull from all directions. After a moment, it gives way. The hands catch every falling scrap of metal before they can hit the ground, laying them in a pile at Eden's side. You smirk. <<set $forestleashed to 0>><<set $forestleashedwear to 0>><<set $worn.neck.cursed to 0>><<neckruined>> <<else>> Eden is fast asleep. <</if>> <br><br> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>> <br><br> <<if $nextPassageCheck is "Cabin Actions">> <<bedicon "eden">><span class="nextLink"><<link [[Examine the sleeping area|Cabin Actions]]>><</link>></span> <<else>> <<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>> <</if>> <br><br> <<cabinothers>> <<elseif Time.hour gte 0 and Time.hour lte 6>> <<if $edenbed isnot 1 and Time.hour lte 2>><<set $edenbed to 1>> Eden moves away from you, stretching as <<he>> does so. "It's getting late," <<he>> says, walking to bed. <<He>> looks at you expectantly. <br><br> <<bedicon "eden">><<link [[Go with Eden|Eden Cabin Bed]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>> <br> <<wardrobeicon>><<link [[Change into night clothes|Eden Night Wardrobe]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>> <br> <<refuseicon>><<link [[Stay|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> <<set $edenbed to 1>> Eden is fast asleep. <br><br> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>> <br><br> <<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>> <br><br> <<cabinothers>> <</if>> <<elseif Time.hour lte 8>> <<if $valentines is 1 and Time.monthDay is 14 and $daily.eden.breakfast isnot 1>> <<if $daily.eden.breakfast isnot 1>> <<set $daily.eden.breakfast to 1>> <</if>> <<set $valentines_eden_breakfast to 1>> The sound of kitchenware rattles throughout the cabin, ripping you from your slumber. Blinking your eyes open, you see small beams of morning sunlight peek through the windows. Momentarily distracted, you stare at the scenery for a bit before the smell of food breaks your focus. Puzzled, you turn over to ask Eden about it, but realise that <<hes>> not in bed. You sit up just in time to see <<him>> setting the table for breakfast. Hearing you stir, <<he>> turns <<his>> head to look at you. <br><br> "Morning," <<he>> greets. <<Hes>> holding two plates of eggs. <br> You toss the covers off and shamble over, throwing <<him>> a questioning glance. Eden chuckles at your dishevelled state. <br> "It's Valentine's day," <<he>> explains, "so I thought I'd help out." <br><br> You shift your gaze to the food. It's odd not to be making breakfast for <<him>>, and it's even stranger to not be sharing, but you find the gesture sweet nonetheless. You smile at <<him>> in gratitude and join <<him>> at the table. As the two of you eat, you attempt to chat with <<him>>. <<Hes>> quiet for the most part, but tries to respond when <<he>> can. <br><br> <<if $valentines_eden_bought isnot 1>> You wonder if there's a way you could repay <<him>>. <<elseif $valentines_eden_bought is 1>> You think about the gifts you bought for Eden at the mall. Maybe you'll be able to repay <<him>> for this later. <</if>> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <<elseif $daily.eden.breakfast isnot 1>> <<if $daily.eden.breakfast isnot 1>> <<set $daily.eden.breakfast to 1>> <</if>> Eden lies on the bed. "Make me breakfast," <<he>> says. <br><br> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<He>> beckons you over. Once you're close enough, Eden grabs your shoulder and spins you around. With your back to <<him>>, Eden begins to fiddle with your bindings. You tense up, anxious that you're unable to see what <<hes>> up to. <br><br> Suddenly, your arms and legs are free of all restraints. You breathe a sigh of relief. <br><br> <<unbind>> <</if>> <<foodicon "pancakes">><<link [[Make the usual breakfast (0:20)|Eden Breakfast]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<pass 20>><<set $phase to 0>><<housekeeping 1 100>><</link>><<housekeepingdifficulty 1 100>><<gdom>> <br> <<if $housekeeping gte 100>> <<foodicon "eat">><<link [[Make something new (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<if $edengarden gte 3>> <<tendingicon "carrot">><<link [[Use vegetables from the plot (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 3>><<npcincr Eden love 3>><</link>><<gglove>> <br> <</if>> <<if $edenshrooms gte 3>> <<tendingicon "mushroom">><<link [[Use mushrooms from the barrel (0:20)|Eden Breakfast]]>><<pass 20>><<set $phase to 4>><<npcincr Eden lust 30>><</link>><<ggglust>> <br> <</if>> <<else>> <<insufficientStat "housekeeping" "to make something more imaginative">> <br> <</if>> <<refuseicon>><<link [[Refuse|Eden Breakfast]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<set $phase to 2>><</link>><<ldom>><<llove>> <<elseif $edenNightmareWake is true>> <<unset $edenNightmareWake>> You catch <<him>> eyeing your <<= $settings.asphyxiaLevel gte 3 ? "neck" : "wrists">>, but <<he>> quickly looks away when <<he>> sees you've noticed. <br><br> <<link [[Ask about last night|Eden Nightmare Morning]]>><<set $phase to 0>><</link>> <br> <<link [[Pretend nothing happened|Eden Nightmare Morning]]>><<set $phase to 1>><</link>> <br> <<else>> Eden is getting ready for the day. <br><br> <<edenlust>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>> <br><br> <<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>> <br><br> <<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>> <br><br> <<cabinothers>> <</if>> <<elseif Time.hour lte 16>> Eden is working hard outside. <br><br> <<if Time.hour is 15 and $daily.eden.lunch isnot 1>> <<if $housekeeping gte 100>> Eden must be hungry after all that hunting. Maybe <<he>>'d appreciate some lunch. <br> <<foodicon "eat">><<link [[Make lunch for Eden (0:30)|Eden Lunch]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $daily.eden.lunch to 1>><</link>> <<else>> Eden must be hungry after all that hunting. You think about making <<him>> lunch, <span class="blue">but lack the housekeeping confidence to whip anything up.</span> <</if>> <br><br> <</if>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>> <br><br> <<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>> <br><br> <<cabinothers>> <<elseif Time.hour lte 17>> <<if $valentines is 1 and Time.monthDay is 14 and $valentines_eden_bought is 1 and $daily.eden.bath isnot 1 and $valentines_eden_bath isnot 1>> Eden's still busy outside. Now's your chance to prepare a bath for <<him>>. <br><br> <<link [[Run the bath|Eden Valentines Bath]]>><</link>> <br> <<link [[Don't run a bath|Eden Cabin]]>><<endevent>><<set $valentines_eden_bath to 1>><</link>> <<elseif ($valentines isnot 1 and $daily.eden.bath isnot 1) or ($valentines is 1 and Time.monthDay isnot 14 and $daily.eden.bath isnot 1) or ($valentines is 1 and Time.monthDay is 14 and !$valentines_eden_bought and $daily.eden.bath isnot 1) or ($valentines is 1 and Time.monthDay is 14 and $valentines_eden_bath is 1 and $daily.eden.bath isnot 1)>> <<if $daily.eden.bath isnot 1>> <<set $daily.eden.bath to 1>> <</if>> Eden finishes running <<his>> bath and starts to strip. "Bath time," <<he>> says. "Come on, get in while the water's hot." <br><br> <<noClothingCheck>> <<if _nude is false>> <<link [[Strip and get in (0:30)|Eden Bath]]>><<pass 30>><<npcincr Eden dom 1>><<npcincr Eden love 1>><<set $phase to 0>><<strip>><<set $edenClothes to true>><<set $edenFluidsCheck to "clean">><</link>><<gdom>><<glove>> <<else>> <<link [[Get in (0:30)|Eden Bath]]>><<pass 30>><<npcincr Eden dom 1>><<npcincr Eden love 1>><<set $phase to 0>><<strip>><</link>><<gdom>><<glove>> <</if>> <br> <<link [[Refuse|Eden Bath]]>><<npcincr Eden dom -1>><<npcincr Eden love -1>><<set $phase to 1>><<set $edenjoin to 1>><</link>><<llove>><<ldom>> <br> <<else>> Eden is relaxing in the bath. <br><br> <<edenlust>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>> <br><br> <<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>> <br><br> <<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>> <br><br> <<cabinothers>> <</if>> <<elseif Time.hour lte 18 and Time.monthDay is 25 and $christmas_gift_eden_given is 1 and $eden_christmas_dinner isnot 1>> Eden busies <<himself>> with gathering ingredients, preparing something. You roam around the cabin, trying to peek over <<his>> shoulder or at least help <<him>> out. Your efforts are for naught though, as <<he>> insists that you let <<him>> handle everything tonight. As <<he>> starts cooking, a mouth-watering scent fills the cabin, adding to the anticipation of the moment. <br><br> <<He>> calls you over to the table after a long wait. A beautiful meal for two is laid out, looking as good as it smells. You look to Eden and <<he>> seems a bit worn out, but proud of <<himself>>. You think it's the most effort Eden's ever put into cooking before. <br><br> <<link [[Next|Eden Christmas Meal 2]]>><<pass 20>><</link>> <<elseif Time.hour lte 18 and $daily.eden.dinner isnot 1 and C.npc.Eden.love gte 100>> <<set $daily.eden.dinner to 1>> Eden finishes cooking and sets the table for dinner. "I ask you to make breakfast every day," <<he>> says. "It's fair that I help with dinner." <br><br> <<link [[Join Eden for dinner (0:20)|Eden Dinner]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<pass 20>><<set $phase to 1>><</link>><<glove>><<gdom>> <br> <<link [[Don't join Eden|Eden Dinner]]>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<set $phase to 2>><</link>><<llove>><<ldom>> <br> <<else>> <<if $rng gte 11 and $syndromeeden is 1 and C.npc.Eden.love gte 100 and C.npc.Eden.dom gte 75 and Weather.dayState is "night" and (Weather.precipitation is "rain" or Weather.name is "thunderStorm") and !$weekly.edenStory>> <<set $weekly.edenStory to true>> The weather's getting harsher, beating down against the roof. Bolts of lightning periodically illuminate the cabin. You find Eden at the kitchen table, cleaning <<his>> gun. <br><br> A clap of thunder rings out, causing you to flinch involuntarily. <br><br> <<link [[Next|Eden Story]]>><</link>> <<elseif Time.days % 2 is 0>> Eden is cleaning <<his>> gun beside the fire. <span class="blue"><<He>> looks a bit lonely.</span> <br><br> <<edenlust>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>> <br><br> <<if checkSextoysGift("Eden") and C.npc.Eden.penis is "none" and checkIfNPCHasCategorySextoy("Eden","strap-on").length <= 5>> <<sextoysicon "strap-on">><<link [[Gift Eden a strap-on|Eden Gift Strap-on]]>><</link>> <br><br> <</if>> <<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>> <br><br> <<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>> <br><br> <<cabinothers>> <<else>> Eden is reading beside the fire. <span class="blue"><<He>> looks a bit lonely.</span> <br><br> <<edenlust>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<getinicon>><<link [[Approach Eden|Cabin Eden Actions]]>><</link>> <br><br> <<if checkSextoysGift("Eden") and C.npc.Eden.penis is "none" and checkIfNPCHasCategorySextoy("Eden","strap-on").length <= 5>> <<sextoysicon "strap-on">><<link [[Gift Eden a strap-on|Eden Gift Strap-on]]>><</link>> <br><br> <</if>> <<investigateicon>><<link [[Look around the cabin|Cabin House Actions]]>><</link>> <br><br> <<bedicon "eden">><<link [[Examine the sleeping area|Cabin Actions]]>><</link>> <br><br> <<cabinothers>> <</if>> <</if>> <</if>><<effects>> <<if Time.hour lte 20>>/* if hour >= 21 and it's the last day of october, passing 3h will make it november, which unsets the variables, making nans */ <<if $edenwall lt 5>> <<choreicon "fix">><<link [[Fix the cracks in the walls (3:00)|Eden Wall]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>> <<else>> <span class="green">The walls are fully repaired.</span> <</if>> <br> <<if $edenchimney lt 5>> <<choreicon "sweep">><<link [[Clean the chimney (3:00)|Eden Chimney]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>> <<else>> <span class="green">The chimney is clean.</span> <</if>> <br> <<if $edenroof lt 5>> <<choreicon "fix">><<link [[Fix the roof (3:00)|Eden Roof]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<housekeeping 1 1000>><</link>><<glove>><<gdom "Eden">><<ghousekeeping 1000>> <<else>> <span class="green">The roof is fixed.</span> <</if>> <br> <<else>> It's getting too late for repairs. <br> <</if>> <br> <<if $outside is 0>> <<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>> <<else>> <<getouticon>><<link [[Go back|Eden Clearing]]>><<endevent>><</link>> <</if>> <br><<effects>> Eden glances at you. <br><br> <<edenFluidsCheck>> <<if Time.hour gte 18 and Time.hour lte 23>> <<if $edencushions is 2 and $edenloveseat is 9>> <<couchicon>><<link [[Cuddle on the loveseat (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -3>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>> <br> <<else>> <<couchicon>><<link [[Cuddle (0:30)|Eden Cuddle]]>><<trauma -3>><<stress -3>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><</link>><<glove>><<glust>><<ltrauma>><<lstress>> <br> <</if>> <<if Time.days % 2 is 0>> <<if $eden_shoot gte 1>> <<edenicon "target">><<link [[Practise shooting (0:30)|Eden Shoot]]>><<pass 30>><<stress -3>><</link>><<lstress>> <br> <<else>> <<edenicon "target">><<link [[Say you want to learn how to shoot (0:05)|Eden Shoot Ask]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<schoolicon "library">><<link [[Ask Eden to read to you (0:30)|Eden Read]]>><<trauma -3>><<pass 30>><<npcincr Eden love 1>><<set $phase to 0>><</link>><<glove>><<ltrauma>> <br> <</if>> <<if $edenradiointro is 2>> <<techicon "radio">><<link [[Ask Eden to dance (0:30)|Eden Dance]]>><<trauma -3>><<stress -3>><<danceskill 5>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 1>><<set $phase to 0>><</link>><<glove>><<glust>><<ltrauma>><<lstress>><<gdanceskill>> <br> <</if>> <<if $edenpillow is 2 and !$daily.eden.massage>> <<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 1>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>> <br> <</if>> <<if $edenpillow is 2 and $daily.eden.massage is 1>> <<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 2>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>> <br> <</if>> <<if $edenpillow is 2 and $daily.eden.massage is 2>> <<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 3>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>> <br> <</if>> <<if $edenpillow is 2 and $daily.eden.massage is 3>> <<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 4>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>> <br> <</if>> <<if $edenpillow is 2 and $daily.eden.massage is 4>> <<edenicon "salve">><<link [[Give Eden a massage (0:30)|Eden Massage]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden lust 3>><<set $daily.eden.massage to 5>><</link>><<glove>><<gglust>><<ltrauma>><<lstress>> <br> <</if>> <br> <</if>> <<if !$edenfurniture>> <<edenicon "rug">><<link [[Ask Eden if you can buy a rug and pillows|Eden Pillows]]>><</link>> <br> <<elseif $edenfurniture is 1 and $edenpillow is 2>> <<edenicon "curtains">><<link [[Ask if you can get curtains and a coat stand|Eden Curtains]]>><</link>> <br> <<elseif $edenfurniture gte 2 and !$edencoat and $edencurtains is 2>> <<edenicon "coat stand">><<link [[Ask to make the coat stand (3:00)|Eden Coat Stand]]>><<set $edencoat to 1>><<pass 3 hours>><</link>> <br> <<elseif $edenfurniture is 2 and $edencurtains is 2 and $edencoat>> <<couchicon>><<link [[Ask for a loveseat|Eden Loveseat]]>><</link>> <br> <<elseif $edenfurniture is 3 and $edenloveseat lt 7>> <<couchicon>><<link [[Work on the loveseat (3:00)|Eden Loveseat Work]]>><<pass 3 hours>><</link>> <br> <</if>> <<if Time.hour is 17 and $edenjoin is 1>> <<bathroomicon>><<link [[Ask to join Eden in the bath (0:30)|Eden Bath Join]]>><<npcincr Eden love 1>><<pass 30>><</link>><<glove>> <br> <</if>> <<if $worn.neck.collared isnot 1 and C.npc.Eden.dom gte 100>> <<symbol "dominance">><<link [[Ask Eden for a collar|Eden Collar]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <br> <</if>> <<if $daily.eden.walk isnot 1>> <<lakeicon>><<link [[Ask Eden to accompany you to the lake|Eden Lake]]>><</link>> <br> <</if>> <<if $daily.eden.search is undefined or $daily.eden.search lt (C.npc.Eden.love / 40)>> <<foresticon>><<link [[Ask Eden to help search the forest (0:30)|Eden Search]]>><<if $daily.eden.search is undefined>><<set $daily.eden.search to 1>><<else>><<set $daily.eden.search += 1>><</if>><</link>> <br> <</if>> <<if Time.monthDay is 31 and $halloween_eden is 1 and $halloween_eden_bought is 1 and !$halloween_eden_candy_given>> <<foodicon "sweets">><<link [[Give Eden the hamper|Eden Halloween]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $halloween_eden_candy_given to 1>><</link>> <br> <</if>> <<if Time.monthDay is 25 and $christmas_gift_eden is 1 and $christmas_gift_eden_given isnot 1>> <<gifticon "hunting">><<link [[Give Eden the hunting jacket|Eden Jacket]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $christmas_gift_eden_given to 1>><<set $edencoatjacket to 1>><</link>> <br> <</if>> <<if pcAreArmsBound("any") or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">> <<undobindingsicon>><<link [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass 1>><<unbind>><</link>> <br> <</if>> <<if $edenfreedom is undefined>> <<socialiseicon "ask">><<link [[Ask for freedom to return to town|Eden Freedom]]>><</link>> <br> <</if>> <<if $edenfreedom is 1>> <<socialiseicon "ask">><<link [[Ask for freedom to remain in town|Eden Freedom 3]]>><</link>> <br> <</if>> <<if $edenshopping is 1>> <<edenicon "supplies">><<link [[Give Eden the supplies|Eden Supplied]]>><</link>> <br> <</if>> <<if $edenradiointro is 1>> <<techicon "radio">><<link [[Give Eden the radio|Eden Radio Intro]]>><</link>> <br> <</if>> <<if canGiftFood("Eden")>> <<skinicon "give">><<link [[Give Eden food|Eden Gifts List]]>><</link>> <br> <</if>> <br> <<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>><<effects>> You take a moment to look around the cabin. <<if $daily.eden.salve is 1 and $daily.eden.soap is 1>> Jars of salve and soap bars rest on the countertop. <<elseif $daily.eden.salve is 1>> Jars of salve rest on the countertop. <<elseif $daily.eden.soap is 1>> Soap bars rest on the countertop. <</if>> <<if $daily.eden.sweep is 1>> The floor is clean. <</if>> <br><br> <<if $edenpillow is 1>> <<edenicon "rug">><<link [[Set up the rug and pillows|Eden Pillow Set]]>><<set $edenpillow to 2>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom "Eden">> <br><br> <</if>> <<if $edencurtains is 1>> <<edenicon "curtains">><<link [[Set up the curtains|Eden Curtains Set]]>><<set $edencurtains to 2>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom "Eden">> <br><br> <</if>> <<if $daily.eden.sew isnot 1 or $edencushions is 1 or $edendesign lt 9 or (Time.season is "winter" and !$edenscarf and $edencoat is 2)>> A sewing kit sits atop a cupboard. <br> <</if>> <<if $daily.eden.sew isnot 1>> <<shopicon "tailor">><<link [[Fix Eden's clothes (0:30)|Eden Fix]]>><<pass 30>><<npcincr Eden love 1>><<set $daily.eden.sew to 1>><<endevent>><</link>><<glove>> <br> <</if>> <<if $edencushions is 1>> <<shopicon "tailor">><<link [[Make the cushions (3:00)|Eden Loveseat Work]]>><<pass 3 hours>><<set $edencushions to 2>><</link>> <br> <<elseif $edenloveseat is 7>> <i>You could visit the shopping centre to buy cushion materials for your loveseat.</i> <br> <</if>> <<if $edencushions is 2 and $edenloveseat is 9 and !$edenblanket>> <<shopicon "tailor">><<link [[Sew a fur blanket (0:30)|Eden Blanket One]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenblanket to 1>><</link>><<glove>><<gdom "Eden">> <br> <</if>> <<if $edencushions is 2 and $edenloveseat is 9 and $edenblanket is 1>> <<shopicon "tailor">><<link [[Sew a fur blanket (0:30)|Eden Blanket Two]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenblanket to 2>><</link>><<glove>><<gdom "Eden">> <br> <</if>> <<if $edencushions is 2 and $edenloveseat is 9 and $edenblanket is 2>> <<shopicon "tailor">><<link [[Sew a fur blanket (0:30)|Eden Blanket Three]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenblanket to 3>><</link>><<glove>><<gdom "Eden">> <br> <</if>> <<if $edenpillow is 2 and ($edendesign lt 9 or !$edendesign)>> <<if !$edendesign>><<set $edendesign to 0>><</if>> <<shopicon "tailor">><<link [[Sew designs in the pillows (0:30)|Eden Design]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edendesign += 1>><</link>><<glove>><<gdom "Eden">> <br> <</if>> <<if Time.season is "winter" and !$edenscarf and $edencoat is 2>> <<edenicon "scarf">><<link [[Make a scarf for Eden (0:30)|Eden Scarf]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $edenscarf to 1>><</link>><<glove>><<gdom "Eden">> <br> <</if>> <<if $daily.eden.supplies isnot 1>> <br> Eden's supplies are kept in a cabinet. <br> <<edenicon "supplies">><<link [[Take stock of Eden's supplies (0:30)|Eden Stock]]>><<pass 30>><<npcincr Eden love 1>><<set $daily.eden.supplies to 1>><</link>><<glove>> <br> <</if>> <<if $daily.eden.sweep isnot 1>> <br> A broom and dustpan lie in the corner. <br> <<choreicon "sweep">><<link [[Sweep the floor (0:30)|Eden Sweep]]>><<pass 30>><<npcincr Eden love 1>><<set $daily.eden.sweep to 1>><</link>><<glove>> <br> <</if>> <<if $daily.eden.salve isnot 1 or $daily.eden.soap isnot 1>> <br> A stove sits in the kitchen. <br> <</if>> <<if $daily.eden.salve isnot 1>> <<edenicon "salve">><<link [[Make salves (0:30)|Eden Salve]]>><<pass 30>><<if !$salve>><<set $salve to 1>><<else>><<set $salve += 1>><</if>><<npcincr Eden love 1>><<set $daily.eden.salve to 1>><</link>><<glove>> <br> <</if>> <<if $daily.eden.soap isnot 1>> <<edenicon "soap">><<link [[Make soap (0:30)|Eden Soap]]>><<pass 30>><<if !$soap>><<set $soap to 1>><<else>><<set $soap += 1>><</if>><<npcincr Eden love 1>><<set $daily.eden.soap to 1>><</link>><<glove>> <br> <</if>> <<kitchenicon "stove_old">><<link [[Kitchen|Eden Kitchen]]>><</link>> <br> <br> <<furnitureicon "chair">><<link [[Relax (0:15)|Eden Table]]>><<stress -2>><<endevent>><<pass 15>><</link>><<lstress>> <br><br> <<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>> <br><br><<effects>><<getTarget true>> There's a large mattress with animal skin covers. <<if Time.hour gte 0 and Time.hour lte 6>> Eden slumbers between the sheets. <</if>> <br> <<if $nextPassageCheck is "Eden Cabin Bed">> <span class="nextLink"><<bedicon "eden">><<link [[Eden.|Eden Cabin Bed]]>><<endevent>><</link>></span> <<else>> <<bedicon "eden">><<link [[Sleep|Eden Cabin Bed]]>><<endevent>><</link>> <</if>> <br> <<roomoptions>> <<if $syndromeeden gte 1>> <<safehouseEvents>> <</if>> <<bathroomicon "toothbrush">><<link [[Brush teeth (0:05)|Bathroom Brush]]>><<pass 5>><<set $bathroomExit to "Cabin Actions">><</link>> <br> <<pregnancyTest "Eden Cabin">> <br> Your clothes are kept in the corner. <br> <<wardrobeicon>><<link [[Wardrobe|Eden Wardrobe]]>><<endevent>><</link>> <br> <<if playerHasSexToys()>> <<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>> <br> <</if>> <<if $nextPassageCheck is "Eden Mirror">> <span class="nextLink"><<mirroricon>><<link [[Mirror|Eden Mirror]]>><<preMirror>><<endevent>><</link>></span> <<else>> <<mirroricon>><<link [[Mirror|Eden Mirror]]>><<preMirror>><<endevent>><</link>> <</if>> <br><br> <<if $nextPassageCheck is "Eden Cabin">> <<getouticon>><span class="nextLink"><<link [[Go back|Eden Cabin]]>><<endevent>><</link>></span> <<else>> <<getouticon>><<link [[Go back|Eden Cabin]]>><<endevent>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $enemyanger lte 0>> <span id="next"><<link [[Next|Eden Cabin Punishment Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Cabin Punishment]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> <<He>> pants from the exertion. "I hope you've learnt your lesson."<<lllust>> <br><br> <<tearful>> you avoid <<his>> gaze. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you gather yourself. <<elseif $enemyanger lte 0>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson." <br><br> <<tearful>> you avoid <<his>> gaze. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><</link>><<endevent>> <<effects>> <<if Time.hour gte 0 and Time.hour lte 6>> You snuggle in beside Eden. <<set $bedGuest to "Eden">> <<else>> You snuggle under the covers. <</if>> <<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>> You feel anxious, and your eyes dart over to the mirror. <</if>> <br><br> <<nightmareCheck "Cabin Sleep">> <<generateSleepLinks "Cabin Sleep">> <<link [[Climb out of bed|Eden Cabin]]>><<unset $bedGuest>><<endevent>><<loadTempHairStyle>><</link>> <br><br><<set _autosavehere to true>> <<sleep>> <<effects>> <<if $wraith.nightmare is 2 and Time.isBloodMoon()>> <<sleepeffects>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand from the bed. You make sure not to wake Eden. Your ears are ringing. <br><br> <<wraithPossess "cabin">> <span class="nextLink"><<link [[Walk.|Eden Cabin]]>><<rainWraith>><</link>></span> <br> <<else>> <<wakingEffects $sleepHoursTotal>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <<else>> <br><br> <</if>> <</if>> <<sleepeffects>> <<if _dryheaving is true>> "Hope you're not coming down with something. You should stay in bed," Eden says, watching with a worried expression. "I'll handle breakfast." <<set $daily.eden.breakfast to 1>> <br><br> <<getouticon>><<link [[Get out of bed|Eden Cabin]]>><</link>> <<elseif _sleepinterrupt>> <<npc Eden>><<person1>> <<if $edenNightmareWake>> You wake up to Eden mumbling. <<Hes>> still asleep, but <<he>> looks agitated. <br><br> <<link [[Try to wake <<him>> up|Eden Nightmare]]>><<set $phase to 0>><</link>> <br> <<link [[Ignore <<him>>|Eden Nightmare]]>><<set $phase to 1>><<unset $edenNightmareWake>><</link>> <br> <<else>> <<if _orgasm is true>> Eden starts groping. <<He>> feels the moistness around your crotch. "I've been neglectful," <<he>> says, rubbing up against you. <<else>> You wake up to Eden's groping. <<He>> starts rubbing up against you. <</if>> <br><br> <<link [[Let it happen|Eden Sleep Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>> <br> <<link [[Push away|Eden Sleep Push]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>> <br> <</if>> <<elseif !$edenHotSpring and Weather.isFreezing>> <<include "Eden Hot Spring Creation 1">> <<else>> <br><br> <<getouticon>><<link [[Get out of bed|Eden Cabin]]>><<endevent>><</link>> <br><br> <</if>> <</if>> <<set $phase to 0>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Sleep Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Sleep Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> You shove <<him>> away from you. <<if C.npc.Eden.love - (C.npc.Eden.lust * 2) gte 1>> <<He>> grumbles something and rolls over. <<Hes>> asleep within moments. <br><br> <<link [[Back to sleep|Eden Cabin Bed]]>><</link>> <br> <<link [[Get up|Eden Cabin]]>><<endevent>><</link>> <br> <<else>> <<He>> gropes with more force. <br><br> <<link [[Next|Eden Sleep Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> <<He>> kisses you on the neck, rolls over, and goes to sleep.<<lllust>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you hide beneath the covers. <<elseif $finish is 1>> <<He>> rolls over. You hear <<him>> snore moments later. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin Bed]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 0>> /* Try to wake up */ You go to wake <<him>>, your hand brushing against <<his>> shoulder. <br><br> Eden wakes up with a start and grabs you by the <<= $settings.asphyxiaLevel gte 3 ? "neck" : "wrists">>, pinning you to the bed. <<His>> hands squeeze <<= $settings.asphyxiaLevel gte 3 ? "around your throat. <span class='red'>You can't breathe!</span>" : "you, preventing you from moving.">> <br><br> <<He>> doesn't seem to recognise you. You <<= $settings.asphyxiaLevel gte 3 ? "choke out a gasp" : "cry out in pain">>, which brings <<him>> back to <<his>> senses.<<pain 4>><<gpain>> <br><br> <<He>> lets you go and glares at you. "Don't startle me.<<if C.npc.Eden.love gte 150>> You should know better by now.<</if>>" <br><br> <<He>> rolls over and goes back to sleep. You wonder if you'll have bruises tomorrow.<<= $settings.asphyxiaLevel gte 3 ? "<<bruise neck>>" : "<<bruise leftarm>><<bruise rightarm>>">> <br><br> You manage to fall back into an uneasy sleep. <<else>> /* Ignore */ You do your best to go back to sleep. <</if>> <br><br> <<link [[Next|Eden Cabin Bed]]>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 0>> /* Ask about last night */ <<if $speech_attitude is "meek">> You look down at the floor. "W-were you having a bad dream last night?" <<elseif $speech_attitude is "bratty">> You cross your arms and stare at <<him>>. "What was last night all about?" <<else>> "Did you have a nightmare last night?" you ask. <</if>> <br><br> <<He>> looks at you and your bruises. <<He>> scowls. <<if C.npc.Eden.love gte 150>> "Bad hunt," <<he>> says, and storms off before you can say anything else. <<else>> <<He>> grunts and turns away from you. <</if>> <br><br> You rub your aching <<= $settings.asphyxiaLevel gte 3 ? "neck" : "wrists">>. <<else>> /* Pretend nothing happened */ You think better of asking <<him>>. <</if>> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br><<effects>> You look through Eden's wardrobe. <br><br> <<set $wardrobe_location to "edensCabin">> <<wardrobeSelection>> <<wardrobewear>> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<effects>> You reach for the door, but Eden's voice stops you in your tracks. <br><br> "Wait," <<nnpc_he "Eden">> says. "You shouldn't go out like that." <br><br> <<getinicon>><<link [[Stay inside|Eden Cabin]]>><<endevent>><</link>> <br> <<getouticon>><<link [[Leave|Eden Clearing]]>><<set $daily.eden.exposed to 1>><</link>><<effects>> <<if $speech_attitude is "meek">> "I-If it's no trouble, could you untie me please?" you ask. <<elseif $speech_attitude is "bratty">> "It may have escaped your notice, but I'm tied up. Could you help?" you ask. <<else>> "Can you untie me?" you ask. <</if>> Without a word, Eden picks up a knife and slashes your bindings. <br><br> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> You set the new rug by the fireplace and arrange the pillows around it. When you're done, you step back and take a look at your work. The setup looks quite cosy, and you feel a sense of accomplishment. You're sure that Eden would be satisfied with your choice. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> You spend some time taking down the current worn out curtains and replacing them with the new ones. After finishing, you step back and look over the result of your efforts. They certainly add a touch of charm to the cabin, and you smile at the achievement. <br><br> The only thing left to do is to work with Eden to make the coat stand. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> <<if $bus is "edenclearing">> Eden brings over some wooden rods of varying sizes. <<else>> Eden leads you outside and brings over some wooden rods of varying sizes. <</if>> "We'll need to sand these," <<he>> says, handing you some sand paper. You take a seat by the porch and pick up one of the rods, taking note of its coarse wooden texture. <br><br> It takes some elbow grease, but you both eventually file all the rods down smoothly. With that done, you help Eden construct the rest of the coat stand, starting from creating its base, to drilling holes in its top to set the coat arms. <br><br> As the final touch, Eden lacquers the stand and leaves it to dry overnight. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is already generated <<npc Eden>><<person1>>*/ <<if $speech_attitude is "meek">> "Could you follow me to the lake please?" you ask. <<elseif $speech_attitude is "bratty">> "I feel like walking to the lake. Wanna come?" you ask. <<else>> "Want to join me for a walk to the lake?" you ask. <</if>> <<if $exposed gte 1>> Eden's eyes scan over your exposed form. "I'm not letting you leave like that. Put some clothes on." <br><br> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>> <<else>> <<set $daily.eden.walk to 1>> Eden considers for a moment, then shrugs. "Not like I had anything better planned anyway." <br><br> <<if $edenraftintro is 1>> <<if $speech_attitude is "meek">> "O-oh, wait. I just remembered," you say. <<elseif $speech_attitude is "bratty">> "Oh, almost forgot," you say. <<else>> "Wait, I just remembered something," you say. <</if>> <br> You hand Eden the inflatable raft you bought at the shopping centre. <br> <<He>> looks at it, reading over the box cover. "An inflatable raft?" <<he>> asks. <br><br> <<if $speech_attitude is "meek">> "Y-Yes. We could use it at the lake. The <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>> would look beautiful over the water." <<elseif $speech_attitude is "bratty">> "Yup. I was thinking we could use it at the lake. Besides, we could see the <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>> over the water." <<else>> "Yes. I was thinking we could use it at the lake. Besides, we could see <<if Time.season is "autumn">>falling autumn leaves<<elseif Time.hour gte 6 and Time.hour lte 8>>sunset<<else>>sky<</if>> over the water." <</if>> <<He>> peeks inside the box for a few seconds before nodding in response. You smile at <<him>> in gratitude and start walking to the lake. <br><br> <</if>> <<if $edenraftintro is 1>> <<link [[Forest lake (0:30)|Eden Raft Intro]]>><<pass 30>><<set $edenlake to 1>><</link>> <<else>> <<link [[Forest lake (0:30)|Eden Forest Lake]]>><<pass 30>><<set $edenlake to 1>><</link>> <</if>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is already generated <<npc Eden>><<person1>>*/ <<if $speech_attitude is "meek">> "Could you help me search the forest please?" you ask. <<elseif $speech_attitude is "bratty">> "I wanna search the forest. Feel like joining?" you ask. <<else>> "Want to help me search the forest?" you ask. <</if>> <br><br> Eden thinks for a second, then nods. "If you must, I'll accompany you." <br><br> <<link [[Search the forest (0:30)|Eden Forest Search]]>><<pass 30>><</link>> <br><br><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">> <<npc Eden>><<person1>> You are in the clearing outside Eden's cabin. The surrounding trees are so huge that you have to crane your neck to see the sky. There's a small farm plot where Eden grows vegetables. Behind the cabin is a spring at the base of a cliff. <br><br> <<if $foresthunt gte 1>> <span class="lblue">You're safe at Eden's cabin. Whatever was hunting you will have given up.</span> <br><br> <<set $foresthunt to 0>> <</if>> <<if Time.hour gte 7>> <<edenFluidsCheck>> <</if>> <<if $edenCagedEscape and Time.hour gte 7>> Eden looks up as you approach the cabin. <<He>> does a double take when <<he>> sees you. "There you are!" <<he>> shouts, quickly making <<his>> way over to you. "You're in so much trouble, you disobedient whore." <br><br> Eden marches you inside before you can protest. A cage sits ominously in the corner. <br><br> <<link [[Next|Eden Caged Intro]]>><<set $phase to 2>><</link>> <br> <<elseif edenFreedomStatus() gte 1 and Time.hour gte 6>> <<edenTrackers>> <<npcincr Eden love -1>> Eden looks up as you approach the cabin. <<He>> stops what <<hes>> doing and rushes over to you. <<if $edenPreyEscaped>><<unset $edenPreyEscaped>> "Don't think I forgot about our game. You weren't supposed to escape me," <<he>> grumbles. "You shouldn't have been gone so long, either. Where the hell have you been?" <<else>> "Where have you been?" <<he>> asks, grabbing your shoulders. "I was so worried about you." <</if>> <br><br> <<link [[Apologise|Eden Return Apologise]]>><<npcincr Eden love 1>><<set $phase to 0>><</link>> <br> <<link [[Explain|Eden Return Apologise]]>><<set $phase to 1>><</link>> <<elseif $edenPreyEscaped and Time.hour gte 6>><<unset $edenPreyEscaped>> You see Eden polishing <<his>> gun. Your arrival prompts a glare from <<him>>. <br> "You weren't supposed to escape me," <<he>> says, looking you up and down. "I'll fuck you raw if I have to. Next time, you're mine." <br> <<if $worn.neck.collared isnot 1 and $edenaskcollar isnot 1>> <<He>> mutters something under <<his>> breath and starts back on <<his>> work, but <<his>> brow furrows, as if <<he>> just realised something. <br> "Where's your collar?" <<he>> asks, <<his>> voice growing concerned. <<He>> sets <<his>> gun down and walks towards you. <br><br> <<if $edencollarremove is 1>> <<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <<else>> <<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <</if>> <br> <<link [[Just say you removed it|Eden Collar Remove]]>><</link>> <br> <<else>> <<He>> stares at you for a moment longer, before returning to <<his>> business. <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <</if>> <<elseif $worn.neck.collared isnot 1 and $edenaskcollar isnot 1 and Time.hour gte 6>> As you walk past Eden, <<he>> momentarily stops <<his>> work, turning to look at you. <<His>> eyes zero in on your neck. <br><br> "Where's your collar?" <<he>> asks. <br><br> <<if $edencollarremove is 1>> <<link [[Lie and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <<else>> <<link [[Explain and ask for another one|Eden Collar Ask]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <</if>> <br> <<link [[Just say you removed it|Eden Collar Remove]]>><</link>> <<elseif $stress gte $stressmax>> <<if isPregnancyEnding()>> <<pregnancyPassout "edencabin">> <<else>> <<link [[Everything fades to black...|Eden Cabin Passout]]>><</link>> <</if>> <<elseif Time.hour is 17 and $exposed gte 1 and !$daily.eden.exposed>> Eden walks up to the cabin door, turning back to you just before <<he>> enters. <<He>> eyes your <<lewdness>> for a moment. "You should head inside." <br><br> <<link [[Follow Eden|Eden Cabin]]>><<endevent>><</link>> <br> <<link [[Stay outside|Eden Clearing]]>><<set $daily.eden.exposed to 1>><<endevent>><</link>> <<elseif ($exposed gte 2 and $exhibitionism lte 74 or $exposed gte 1 and $exhibitionism lte 54) and isLoveInterest("Eden") and (Time.hour lte 8 or $daily.eden.hunting is 1 or Time.hour gte 17)>> You don't want to be seen like this when Eden's not around! You rush to your clothes. <br><br> <<link [[Next|Eden Wardrobe]]>><<endevent>><</link>> <<else>> <<if $exposed is 1 and hasSexStat("exhibitionism", 4) or $exposed is 2 and hasSexStat("exhibitionism", 5)>> <span class="lewd">With your <<lewdness>> on display, you can't help but feel a primal thrill.</span> <br><br> <<elseif $exposed gte 1>> <span class="lewd">Your <<lewdness>> embarrasses you, but it's alright if <<if Time.hour lte 10 or (Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting isnot 1) or Time.hour gte 15>> Eden's here. <<else>> you're alone. <</if>> </span> <br><br> <</if>> <<if Weather.precipitation is "rain">> Rainwater drips from the branches above. <br><br> <<elseif Weather.precipitation is "snow">> Snow weighs down the branches above. <br><br> <</if>> <<if edenFreedomStatus() is 0>> <<edenTrackers>> <</if>> <<if Time.hour gte 9 and Time.hour lte 10>> Eden is tending the crops. <br><br> <<edenlust>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<getinicon>><<link [[Approach Eden|Clearing Eden Actions]]>><</link>> <br><br> <<clearingactions>> <<elseif Time.hour gte 11 and Time.hour lte 14>> <<if $daily.eden.hunting isnot 1>><<set $daily.eden.hunting to 1>> <<edenpreystart>> <<if _edenPreyEvent>> Eden approaches you. <<if $edenPrey gte 1>> "Come on," <<he>> says. "We're going on another 'hunting' trip." <<His>> suggestive tone tells you exactly what <<he>> has in mind. <<if _virginityPresent>> <br><br> To drive the point home, Eden snakes <<his>> free hand down your waist, grabbing your crotch. "This time," <<he>> says in a husky whisper, "I'm going to devour you."<<arousal 100>><<garousal>> <</if>> <<else>> <<He>> eyes you up and down<<if _virginityPresent>>, focusing on your crotch<</if>>. The silence coupled with <<his>> lecherous gaze makes you uneasy. <br> <<if _virginityPresent>> "I think it's time we did something about that virginity of yours," <<he>> says. "I've got something special planned. How about it?" <<else>> "I think it's time we did some unwinding," <<he>> says. "I have a nifty idea for the two of us. How about it?" <</if>> <</if>> <br> <<He>> doesn't wait for your response as <<he>> rests a hand on the small of your back. <<He>> tries pushing you away from the cabin. <br><br> <<link [[Go along with it|Eden Prey Yes]]>><<set $phase to 1>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Resist|Eden Prey No]]>><<set $phase to 1>><<npcincr Eden love -1>><<npcincr Eden dom -1>><</link>><<llove>><<ldom>> <br> <<else>> Eden exits the cabin,<<if Time.season is "winter" and $edenscarf is 1>> scarf around <<his>> neck and<</if>> gun in hand. "I'm going hunting. Stay near the cabin while I'm gone." <br><br> <<link [[Nod|Eden Hunting]]>><<set $phase to 0>><</link>> <br> <<link [[Ask to go along|Eden Hunting]]>><<set $phase to 1>><</link>> <br> <</if>> <<else>> Eden is out hunting. <br><br> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<clearingactions>> <</if>> <<elseif Time.hour is 15>> <<if $rng gte 91 and !$edenhurt>> <<set $edenhurt to 1>> <<person1>> The sudden snapping of a twig draws your attention to the treeline. Eden emerges from the forest, <<his>> clothes looking ragged and torn in various places. <<His>> rifle, usually slung over <<his>> shoulder, is grasped tightly in <<his>> hand. You gasp when you see the state <<hes>> in, and flinch when you notice the claw shaped marks covering <<his>> arms and chest. <br><br> <<if $speech_attitude is "meek">> "You're hurt! W-what happened?" You rush over to examine <<his>> wounds, tears brimming in your eyes. <<elseif $speech_attitude is "bratty">> "You're hurt! How could you be so reckless?" You stomp over to examine <<his>> wounds. <<else>> "You're hurt!" you cry, and rush over to examine <<his>> wounds. <</if>> <br><br> Eden brushes your concern off with a wave of <<his>> hand. "I'm fine," <<he>> says. "Ran into some wolves, but I scared them off." <<He>> wipes some sweat from <<his>> face and brushes a few clumps of dirt off <<his>> pants. "I'm going to fix myself up." Making <<his>> way to the cabin door, <<he>> pauses just as <<he>> reaches for the handle. Turning to face you, <<he>> gives you a wary look. "Better get in. Don't want you getting hurt too." <br><br> <<link [[Offer to patch wounds (0:20)|Eden Wounds]]>><<pass 20>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<glove>><<gdom>> <br> <<link [[Nod|Eden Wounds Nod]]>><</link>> <<else>> Eden is skinning prey. The smell makes you queasy. <br><br> <<edenlust>> <<if Time.hour is 15 and $daily.eden.lunch isnot 1>> <<if $housekeeping gte 100>> Eden must be hungry after all that hunting. Maybe <<he>>'d appreciate some lunch. <br> <<foodicon "eat">><<link [[Make lunch for Eden (0:30)|Eden Lunch]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $daily.eden.lunch to 1>><</link>><<glove>><<gdom>> <br><br> <<else>> Eden must be hungry after all that hunting. You think about making <<him>> lunch, <span class="blue">but lack the housekeeping confidence to whip anything up.</span> <br><br> <</if>> <</if>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<getinicon>><<link [[Approach Eden|Clearing Eden Actions]]>><</link>> <br><br> <<clearingactions>> <</if>> <<elseif Time.hour is 16>> <<if C.npc.Eden.lust gte 26 and $daily.eden.chopLust isnot 1>><<set $daily.eden.chopLust to 1>> <!-- <<npc Eden>><<person1>> -->Eden is chopping firewood. <<He>> stretches <<his>> back and spots you watching <<him>>. "I could use a break," <<he>> says. <<He>> marches towards you, covered in sweat and axe still in hand. <<He>> can't realise how menacing <<he>> looks. <<if C.npc.Eden.dom gte 75>> <<He>> drops the axe and pulls you into a deep kiss. <<takeKissVirginity "Eden" `($syndromeeden gte 1?"loveInterest":"romantic")`>> <<else>> <<He>> drops the axe and tries to pull you close to <<him>>. <</if>> <br><br> <<link [[Allow it|Eden Firewood Sex]]>><<set $sexstart to 1>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<promiscuous1>> <br> <<link [[Refuse|Eden Firewood Refuse]]>><<npcincr Eden love -3>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>> <br> <<else>> Eden is chopping firewood. <br><br> <<edenlust>> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<getinicon>><<link [[Approach Eden|Clearing Eden Actions]]>><</link>> <br><br> <<clearingactions>> <</if>> <<else>> Eden is indoors. <br><br> <<if Time.monthName is "November" and $edenprepare is 1>> <<choreicon "fix">><<link [[Fix the cabin|Cabin Eden Prepare]]>><</link>> <br><br> <</if>> <<clearingactions>> <</if>> <</if>><<effects>> <<clearingedenactions>><<effects>> <<if $phase is 0>> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "I was a little busy." <<elseif $speech_attitude is "bratty">> "I was busy," you say. "I didn't mean for you to worry." <<else>> "Sorry," you say. "I was busy." <</if>> <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "I-I was a little busy," you say. <<elseif $speech_attitude is "bratty">> "Stop freaking out," you say. "I was just a little busy." <<else>> "I was busy," you say. <</if>> <</if>> <br><br> Eden sighs and pulls you into a hug. <<He>> holds you for a moment, before releasing you. "I need you here," <<he>> says, "so don't be late next time." <br><br> You nod, and <<he>> gives you one last look before walking off. <br><br> <<if $bus is "edencabin">> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <<elseif $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>><<effects>> <!-- <<npc Eden>><<person1>> --> "Why would you want to leave?" <<he>> asks. "You have everything you need here." <br><br> <<if $speech_attitude is "meek">> "B-but if I'm gone from town too long," you say, "people will come looking for me here." <<elseif $speech_attitude is "bratty">> "Do you think my absence isn't noticed?" you say. "They'll come looking for me here." <<else>> "If I keep missing school," you say, "people will start looking for me." <</if>> <br><br> <<if C.npc.Eden.love gte 20>> <<set $edenfreedom to 1>><<set $edenshopping to 0>><<edenTrackers>> <<He>> seems conflicted. "I suppose it was too much to hope you'd be content stuck here. Fine, you can go back to town. Make sure you get your little bottom back here though. <span class="gold">If you're gone longer than a day you'll worry me sick.</span> I'd have to come find you." <br><br> <<link [[Hug|Eden Freedom 2]]>><<set $phase to 0>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Nod|Eden Freedom 2]]>><<set $phase to 1>><</link>> <br> <<else>> <<He>> shakes <<his>> head. "They won't find us. I know these woods, and will protect what's mine if necessary." <br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i> <br><br> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> <<if $phase is 0>> You hug Eden, taking <<him>> by surprise and almost knocking <<him>> over. <br><br> <<if $speech_attitude is "meek">> "Thank you," you say, pressing your face against <<him>>. <<elseif $speech_attitude is "bratty">> "It's not that I need your permission or anything," you say. "It's just easier this way." <<else>> "Thank you," you say. <</if>> <br><br> <<He>> squeezes you back. "One more thing. I make weekly supply runs into town to pick up essentials. You might as well do it for me. I hate that place. Alright, you can let go now." <<elseif $phase is 1>> "One more thing," <<he>> says. "I make weekly supply runs into town to pick up essentials. You may as well do it for me if you're going anyway. I hate that place." <<else>> You hug Eden. <<He>> expects it and catches you. <<if $speech_attitude is "meek">> "Thank you," you say, pressing your face against <<him>>. <<elseif $speech_attitude is "bratty">> "It's not that I need your permission or anything," you say. "It's just easier this way." <<else>> "Thank you," you say. <</if>> <<He>> squeezes you back. <</if>> <br><br> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>><<location "forest">><<effects>> You walk to the edge of the clearing and gaze into the darkness of the forest. Are you sure you want to escape? <br><br> <<link [[Yes|Forest]]>><<endevent>><<if $edenFluidsCheck is "clean">><<set $edenFluidsCheck to "cleanLeave">><<set $edenescape to true>><</if>><</link>> <br> <<link [[No|Eden Clearing]]>><<endevent>><</link>> <br><<effects>> <!-- <<npc Eden>><<person1>> -->"You already get a whole day," <<he>> says. "You want to sleep in someone else's bed, is that it?" <br><br> <<if $speech_attitude is "meek">> "N-no," you say. "You know I'm yours alone." <<elseif $speech_attitude is "bratty">> "I'm not a slut," you say. "But sometimes I need to be away for longer." <<else>> "No!" you say. "It's just that braving the woods every day for school is dangerous." <</if>> <br><br> <<if C.npc.Eden.love gte 100>> <<set $edenfreedom to 2>><<edenTrackers>> <<He>> looks about to argue, but sighs in resignation. "Fine. I'm used to being alone. <span class="gold">You can leave for up to a week.</span> If you're gone longer, I'll hunt you down." <br><br> <<link [[Hug|Eden Freedom 2]]>><<set $phase to 2>><<npcincr Eden love 1>><</link>><<glove>> <br> <<if $bus is "edenclearing">> <<link [[Nod|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Nod|Eden Cabin]]>><<endevent>><</link>> <</if>> <<else>> <<He>> shakes <<his>> head. "That town is dangerous. The less time you spend there the better." <br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i> <br><br> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<npc Eden>><<person1>> Eden leads you back to the safety of <<his>> cabin. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I was wondering if we could get a rug. And maybe some pillows," you ask. <<elseif $speech_attitude is "bratty">> "The place is a little bare. How about getting a rug and some pillows?" you ask. <<else>> "Could we get a rug and some pillows for the cabin?" you ask. <</if>> <br><br> <<if C.npc.Eden.love gte 60>><<set $edenfurniture to 1>> /* eden is already generated <<npc Eden>><<person1>> */ Eden furrows <<his>> eyebrows at your question. "I'm not going to town," <<he>> says, turning away from you. <br> "But you don't have to go. I'll do it," you say. <br><br> <<He>> sighs at your words, looking away in consideration. "Fine," <<he>> says, "but don't go overboard." <br> You smile at <<him>> in thanks, leaving <<him>> be. <br><br> <<else>> /* eden is already generated <<npc Eden>><<person1>>*/ Eden narrows <<his>> eyes, looking annoyed. "There's nothing wrong with my cabin." <br><br> <<He>> turns away from you, signalling that the conversation is over. <br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i> <br><br> <</if>> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I was wondering if we could get new curtains. And a coat stand," you ask. <<elseif $speech_attitude is "bratty">> "The cabin still looks bare. How about some new curtains and a coat stand?" you ask. <<else>> "Could we get some new curtains and a coat stand?" you ask. <</if>> <br><br> <<if C.npc.Eden.love gte 120>><<set $edenfurniture to 2>> /* eden is already generated <<npc Eden>><<person1>>*/ Eden sighs. "You already went shopping." <br> "But it's just for two more things," you say. <br><br> For a few seconds, Eden shifts <<his>> gaze to the worn out curtains hanging from the cabin windows, before <<his>> eyes land back on you. "Fine," <<he>> says, albeit more reluctantly than last time. "But we're making the coat stand." <br> You smile at <<him>> in thanks, leaving <<him>> be. <br><br> <<else>> <!-- <<npc Eden>><<person1>> --> Eden shakes <<his>> head, turning away from you. "We have enough furniture." <br><br> Seems the conversation is over. <br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i> <br><br> <</if>> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I was wondering if we could make a loveseat," you ask. <<elseif $speech_attitude is "bratty">> "This place needs a final touch. How about making a loveseat?" you ask. <<else>> "Could we make a loveseat for the cabin?" you ask. <</if>> <br><br> <<if C.npc.Eden.love gte 180>><<set $edenfurniture to 3>><<set $edenloveseat to 1>> /* eden is already generated <<npc Eden>><<person1>>*/ Eden goes silent for a moment. "It's a lot of work," <<he>> warns. <br> <<if $speech_attitude is "meek">> "I-I don't mind," you say. <<elseif $speech_attitude is "bratty">> "So?" you ask. <<else>> "That's fine," you say. <</if>> <br><br> "Fine," <<he>> says. "Tell me when you want to start." <br> You smile at <<him>> in gratitude. <br><br> <i>The loveseat will take some time to complete.</i> <br><br> <<else>> /* eden is already generated <<npc Eden>><<person1>>*/ Eden shakes <<his>> head, turning away from you. "We have enough furniture." <br><br> Seems the conversation is over. <br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i> <br><br> <</if>> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>><<effects>> <<switch $edenloveseat>> <<case 1>> Grabbing some leftover wood, you and Eden start cutting out the side arm rests, drilling in some holes and attaching them together with screws. Next, you cut out the base stretcher for the arm rests, then work on cutting out the front and back boards. <br> With that done, you attach the arm rest to the stretcher, completing the first part of your project. <<case 2>> This time, the two of you cut out the seat base, creating notches in the inner support. Next, you cut out the seat slats, and start assembling them together by placing the slats in the notches. <br> To finish it up, you join the outer frame with some superglue and a few screws. <<case 3>> Now, you and Eden place your inner support planks and screw them in, aligning the cleats and attaching them with screws. <br> You do the same with attaching the slats in the notches. The loveseat's foundation is halfway done. <<case 4>> You and Eden turn your attention to creating the upright back of the loveseat. <br> It's thankfully a similar process of cutting out notches and placing the supporting slats inside. <<case 5>> With most of the loveseat's foundation complete, you and Eden spend your time sanding the wood down in the clearing. <br> Though it's not the easiest process in the world, you know that sanding before the foundation is assembled would save you a lot of time in the long run. <<case 6>> Now that the foundation's been sanded, you and Eden start putting it all together. You position the seats, securing them by drilling in some screws in the corner. <br> Next, you join the upright back, once again securing them in with screws. You and Eden step back and take a look at your work. The only thing missing now are some cushions. <br><br> <i>You can buy materials in the shopping centre.</i> <<case 7>> Using the foam cushions as a template, you cut the batting and attach them to the cushions with superglue. Next, you cut out the cloth and start sewing together some cushion covers. <br> With that done, you place the covers around your foam base, completing your cushions. <<case 8>> As the last step, you place your cushions on top of the frame, completing your loveseat. Knowing that this wasn't an easy project to tackle, looking at your work fills you with a sense of pride. <br> You glance around the cabin one more time. With all your new additions, the cabin's looking better than ever, and you smile to yourself in satisfaction for a job well done. <</switch>> <br><br> <<if $edenloveseat isnot 7>> <<link [[Next|Eden Cabin]]>><<endevent>><<set $edenloveseat += 1>><</link>> <<else>> <<link [[Finish the loveseat|Eden Loveseat Work]]>><<set $edenloveseat += 1>><</link>> <</if>><<effects>> You grab a few animal pelts and start sewing. It's slow work, but you get some of the blanket done. <br><br> <<link [[Next|Cabin House Actions]]>><</link>><<effects>> You grab more pelts and sew them together. The blanket's getting bigger now. <br><br> <<link [[Next|Cabin House Actions]]>><</link>><<effects>> /* eden is already generated <<npc Eden>><<person1>>*/ You sew on the remaining pelts and look over your work. Running your hands over the soft fur, you think about where to place it. Looking around the cabin, your eyes are drawn to the loveseat. You drape it over, stepping back and nodding in satisfaction at your work. Eden will be happy when <<nnpc_he "Eden">> sees this. <br><br> <<link [[Next|Cabin House Actions]]>><</link>><<effects>> <<endevent>><<npc "Eden">><<person1>> <<switch $edendesign>> <<case 1>> You grab one of the pillows and start sewing a pattern into its fabric. Wanting your ultimate design to be a sunset on the lake, you start by sewing in the image of an orange sun. <<case 2>> Grabbing the pillows, this time you focus on the water, giving it a glowing orange hue. You also add some swans in for more detail. <<case 3>> Taking the pillows again, you turn your attention to the sky. You alternate between yellow and orange threads, until your project is complete. Eden would be happy when <<he>> sees this. <<case 4>> You grab another pillow, thinking about what design you'd work on this time. Eventually, you settle on sewing in the trees of the forest. Grabbing some brown thread, you start working on the tree trunks, making sure to pack them tightly together. <<case 5>> You grab the pillow again and, using some green thread, start sewing in the leaves. You make sure to alternate between different shades for extra detail in your design. <<case 6>> Grabbing the pillow, you finish the landscape by sewing in the ground. When you're done, you place it next to the other pillow you previously worked on. The sight of a job well done makes you satisfied, and Eden would be happy when <<he>> sees this. <<case 7>> You grab another pillow and spend some time wondering what your next design will be. Looking around, inspiration strikes. You decide on sewing the cabin clearing. Taking some thread, you spend some time sewing in the cabin, working your way through all the small details. <<case 8>> Grabbing the pillow again, you start working on sewing in the garden plots and spring. You find yourself peering out the window at times for reference. <<case 9>> Taking the pillow, you finish the scene by focusing on the sky. It takes a bit, but when you're done, you place it with all the other pillows you worked on. Seeing them fills you with a sense of accomplishment, and you're sure Eden would be happy too. <</switch>> <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>> You grab some fleece and, folding it in half, start sewing it together. It's slow work, but you make steady progress until you're done. Once you're finished, you hang the scarf on the coat stand, where you know Eden will see it. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<edenTrackers>> Eden grabs your arm and pushes you in front of <<him>>. <<He>> pushes you through the forest and back to <<his>> cabin. Once inside, <<he>> shoves you to the floor. <br><br> "I trust you," <<he>> says. "So when you don't do as I say, it hurts." <br><br> <<link [[Seduce|Eden Recaptured Seduction]]>><</link>><<promiscuous1>> <br> <<link [[Apologise|Eden Recaptured Apologise]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>> <br> <<link [[Do nothing|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<set $seductiondifficulty to (10000 - (C.npc.Eden.lust * 50))>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You climb to your knees. <<if $speech_attitude is "meek">> "I can make it up to you!" you say. <<elseif $speech_attitude is "bratty">> "I think I know what you need," you say. <<else>> "Let me make it up to you," you say. <</if>> You <<npcUndressText `C.npc.Eden` "lower">>. <<if $seductionrating gte $seductionrequired>> "This is a good way to start making it up to me," <<he>> says, pressing a hand against the back of your head and pushing you closer. <br><br> <<link [[Next|Eden Recaptured Oral]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> shoves you back to the ground. "Oh no, you're not getting off that easy." <br><br> <<link [[Next|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> You climb to your knees and look up at <<him>>. <<if $speech_attitude is "meek">> "I'm very sorry," you say. "I know I've been bad." You bow your head. <<elseif $speech_attitude is "bratty">> "I didn't mean to worry you," you say. <<else>> "I'm sorry, I know I've been bad," you say. <</if>> <br><br> "I still need to punish you," Eden says. "Or you'll forget the lesson." <br><br> <<link [[Next|Eden Recaptured Spank]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcspank>><<npcidlegenitals>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <<if $phase is 1>> <<set $enemyanger -= 75>> <</if>> <<He>> bends you over <<his>> knee. <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $enemyanger lte 0>> <span id="next"><<link [[Next|Eden Recaptured Spank Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Recaptured Spank]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> <<He>> pants from the exertion. "I hope you've learnt your lesson. Don't disobey me again."<<lllust>> <br><br> <<tearful>> you avoid <<his>> gaze. <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you gather yourself. <<elseif $enemyanger lte 0>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson. Don't disobey me again." <br><br> <<tearful>> you avoid <<his>> gaze. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>><<npcoral>> <<set $enemytrust -= 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 80>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Recaptured Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Recaptured Oral]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>><<npcincr Eden love 1>> "I can't stay mad at you," <<he>> gasps. "But don't you dare run off again."<<lllust>><<glove>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this." <br><br> <<tearful>> you climb out from under the table. <<elseif $finish is 1>> "Remember," <<he>> says. "I'm keeping an eye on you." <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<edenTrackers>><<asylumescape>> <<badEndTrackingEnd "Asylum" { reason: "asylumEden" }>> After you enter the cabin, Eden shuts the door behind you and wraps you up in a big hug. Is <<he>> trembling? <br><br> "I was so, so worried," <<he>> says. You think you feel tears land on your shoulder, but Eden gathers <<himself>> before you can address it. <br><br> <<if $pain gte 10>> The tightness of Eden's hold irritates your wounds, and you tap on <<his>> shoulder to notify <<him>>. <br> "You're hurt," <<he>> notes, pulling away and scanning you up and down. <br><br> Eden leads you to the dining table and treats you as best <<he>> can with a first aid kit. You notice a look of guilt on <<his>> face as <<he>> tends to you, almost as if <<hes>> blaming <<himself>> for your injuries. After <<hes>> done, <<he>> brings you a glass of water and some painkillers, which you down in one shot. <<He>> then pulls up a chair in front of you. <<lllpain>><<lltrauma>><<llstress>><<trauma -20>><<pain -200>><<stress -20>> <br><br> <</if>> "What happened?" <<he>> asks. More so demands. You tell <<him>> about the trauma that you suffered, and how you had been forced into the asylum for "treatment," and weren't allowed to leave. You also detail what Harper, the asylum staff and other patients subjected you to while you were there. <br><br> Eden's face twists in rage, guilt and horror through your story. When you're done, <<he>> slams <<his>> fist onto the table. <br><br> "Damn bastards," <<he>> says. "Wish I could just shoot them all right now!" <br> You place your hand on <<his>> shoulder to calm <<him>> down. "I'm safe now," you say. "That's all that matters." <br> <<He>> grabs your hand in <<his>> own and pulls you into a much gentler embrace. "You're right," <<he>> says. "You're safe now." <br><br> After a while, you try to pull away from <<him>>, but <<he>> holds you down a second longer. "Please be more careful next time. I don't want you in danger again," <<he>> pleads. <br><br> You tell <<him>> that you can't promise anything, but that you'll try to be safer in the future. Eden nods and throws you a wary, but gentle look as <<he>> stands. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<edenTrackers>> You feel safe once beneath the canopy, but don't stop until you reach the cabin. Eden hugs you as soon as you're inside. <br><br> "I looked all over town," <<he>> says. "Couldn't find you. I was so worried." <br><br> <<if $worn.face.type.includes("gag")>> <<He>> reaches behind your head and helps untie your $worn.face.name. <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<if $pain gte 10 or $edenwhip is 1>> You flinch as Eden touches a wound. "You're hurt," <<he>> notes, pulling away and looking over you. <br><br> <<if $edenwhip is 1>> <<He>> looks alarmed by the whip marks. <</if>> <<if $skin.left_bottom.special is "cattle">> <<His>> eyebrows furrow when <<he>> sees your cattle brand. <</if>> <<He>> leads you to the dining table, and asks that you lie down. <<He>> looks guilty as <<he>> tends to you. <<He>> might blame <<himself>> for your injuries. <<if $skin.left_bottom.special is "cattle">> <<He>> applies a strange liquid to the cattle brand. The ink runs from your skin. <<bodywriting_clear left_bottom>> <</if>> After <<hes>> done, <<he>> brings you a glass of water and some painkillers, which you down in one shot. <<He>> pulls up a chair in front of you. <<lllpain>><<lltrauma>><<llstress>><<trauma -20>><<pain -200>><<stress -20>> <br><br> <</if>> <<if $skin.left_bottom.special is "cattle">> <<His>> eyebrows furrow when <<he>> sees your cattle brand. Eden sits you at the dining table and applies a strange liquid. The ink runs from your skin. <<bodywriting_clear left_bottom>> <</if>> <<if ($edenwhip is 1 or $skin.left_bottom.special is "cattle")>> "Who did this to you?" Eden asks. <br> "Remy," you say. <<if $edenshoutrescue is 1>> "The one you punched in the face." <br> "That one?" <<he>> asks. "Should have done more than punch." <</if>> <<else>> "What happened?" <<he>> asks. <</if>> <br><br> You tell <<him>> about how you were brought to Remy's farm, and talk about the humiliations you were forced to endure. <<if ($edenwhip is 1)>> You also detail the torture Remy inflicted on you should you have refused any demands. <</if>> Eden's face twists in rage, guilt and horror through your story. When you're done, <<he>> slams <<his>> fist onto the table. <br><br> "Bastards," <<he>> shouts. "I need more bullets." <br> You place your hand on <<his>> shoulder to calm <<him>> down. "I'm safe now," you say. "That's all that matters." <br> <<He>> grabs your hand in <<his>> own and pulls you into a gentler embrace. "You're right," <<he>> says. "You're safe now." <br><br> You try to pull away from <<him>>, but <<he>> holds you tight. "Please be more careful next time. I don't want you in danger again." <br><br> You tell <<him>> that you can't promise anything, but that you'll try to be safer in the future. Eden nods and stands, looking weary. <br><br> <<if $edenshoutrescue is 1>> "Wait," you say. You bring out the hat you managed to swipe before leaving the barn and give it to Eden. <<He>> looks shocked for a moment, then chuckles. <br> "Seems like I don't give you enough credit. You saved me a shopping trip!" <<He>> kisses your cheek in thanks and walks away from the table. <</if>> <<set $edenshoutrescue to 0>> <<set $edenwhip to 0>> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> <<set $edenshopping to 1>><<wearProp "first aid">> You shop for the things Eden can't make or do without. Tools and medical supplies mostly. <br><br> <<if !$edenradio and $money gte 2500>> As you're shopping, your eyes land on a simple tabletop radio. It makes you think of Eden. There's not a lot to do at the cabin, so maybe <<nnpc_he "Eden">>'d appreciate it. <br><br> <<techicon "radio">><<link [[Buy it (£25)|Eden Radio Buy]]>><<handheldon>><<money -2500>><</link>> <br> <<refuseicon>><<link [[Don't buy it|Eden Radio Don't Buy]]>><</link>> <<elseif $edenradio isnot 0 and !$edenraft and $money gte 4000>> As you're shopping, your eyes land on an inflatable raft. It makes you think of Eden. Maybe you could use it at the lake together. <br><br> <<ind>><<link [[Buy it (£40)|Eden Raft Buy]]>><<handheldon>><<money -4000>><</link>> <br> <<refuseicon>><<link [[Don't buy it|Eden Raft Don't Buy]]>><<handheldon>><</link>> <<else>> <<link [[Next|Shopping Centre]]>><<handheldon>><</link>> <</if>> <br><<effects>> <<set $edenraft to 1>> <<set $edenraftintro to 1>> You decide to buy the raft. <br><br> <<link [[Next|Shopping Centre]]>><</link>> <br><<effects>> You decide against buying the raft. Maybe next time. <br><br> <<link [[Next|Shopping Centre]]>><</link>> <br><<effects>> <<set $edenradio to 1>> <<set $edenradiointro to 1>> You decide to take a chance and buy the radio. Who knows? Maybe Eden will enjoy it. <br><br> <<link [[Next|Shopping Centre]]>><</link>> <br><<effects>> You decide against buying the radio. Maybe next time. <br><br> <<link [[Next|Shopping Centre]]>><</link>> <br><<effects>> <!-- <<npc Eden>><<person1>> --> <<set $edenradiointro to 2>><<npcincr Eden love 10>> You place the radio on the table before calling Eden over to see it. <br><br> "A radio?" <<he>> asks, scratching <<his>> head. "Not that I don't appreciate the gesture, but why the sudden purchase?" <br><br> <<if $speech_attitude is "meek">> "I-I just thought you'd enjoy it," you say. <<elseif $speech_attitude is "bratty">> "Oh come on, live a little," you say. "Haven't you ever made an impulse buy before?" <<else>> "I thought you'd like a little background noise," you say. <</if>> <br><br> You turn the dials on the radio, trying to find a signal. A few tries later, you hear music. It seems to be a love song. <br><br> <<link [[Look at Eden|Eden Radio Intro 2]]>><</link>> <br><<effects>> When you turn to Eden, <<he>> blushes and avoids your gaze. You're surprised that someone as tough as <<him>> would act so bashful, but you're aware of a tension building in the cabin. <br><br> The love song continues playing, the both of you unsure of what to do. Eden glances at your waist, trying to build up the courage for something. <<He>> looks frustrated with <<himself>>. <br><br> Taking the initiative, you grasp Eden's hands and lead them to your waist. <<He>> hesitates, then wraps <<his>> arm around you. You wind yours around <<his>> neck in turn. <br><br> <<link [[Next|Eden Radio Intro 3]]>><<npcincr Eden love 1>><</link>> <br><<effects>> The song leads you two into a slow waltz. You stare into Eden's eyes and feel a calming warmth settle in you. <br><br> Eden seems to have trouble maintaining your gaze, but holds you tight nonetheless. You can feel the nervousness settle in <<his>> shoulders, causing them to feel stiff at your touch. In fact, the vulnerability of the moment seems to have exposed <<him>>, somehow. It lets you see the part of <<him>> that <<he>> tries so hard to hide from the world. <br><br> You feel glad that <<hes>> showing this to you now, even if it's through uncertain and awkward movements. Maybe, that's what makes it special. <br><br> <<Hes>> no expert at dancing and stumbles more than a few times, but it's nice. You're struck with the realisation that even if life with Eden isn't perfect, <<he>> is trying for you. <br><br> Like <<hes>> trying right now. <br><br> <<link [[Next|Eden Radio Intro 4]]>><<npcincr Eden love 1>><</link>> <br><<effects>> Far too soon, the song comes to an end. Eden seems disappointed, but doesn't move. You wait to see if <<he>> does something, but <<he>> just looks away from you, making a conflicted expression. Disappointed, you pull away from <<him>>, but <<he>> stops you before you can. <br><br> "Wait," <<he>> says. You turn back to ask <<him>> what was wrong, but are interrupted by a kiss. This one seems different. It's full of everything that Eden feels for you. It's raw, and genuine. <br><br> "Thanks for the radio," <<he>> says, pulling you into a hug. <br><br> <span class = "gold">You can now use the radio to dance with Eden in the cabin at night!</span> <br><br> <<link [[Next|Eden Cabin]]>><<npcincr Eden love 1>><<endevent>><</link>> <br><<effects>> <<set $edenshopping to 2>><<npcincr Eden love 5>> <<if $speech_attitude is "meek">> "I got these for you," you say, putting the supplies on the table. <<elseif $speech_attitude is "bratty">> "I did your chore for you," you say, putting the supplies on the table. <<else>> "I got your supplies from town," you say, putting the supplies on the table. <</if>> <br><br> "Good job," Eden says. "How much were they? I'll give you the money." <br><br> <<link [[I don't need money|Eden Supplied 2]]>><<set $phase to 0>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>> <br> <<link [[£50|Eden Supplied 2]]>><<set $phase to 1>><</link>> <br> <<set $skulduggerydifficulty to 200>> <<link [[£200|Eden Supplied 2]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>> <br><<effects>> <!-- <<npc Eden>><<person1>> --> <<if $phase is 0>> "What's yours is mine anyway," Eden says. "Thanks though." <br><br> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>> <<elseif $phase is 1>> "Sounds about right." <<He>> reaches into <<his>> pouch. "Here you go." <br><br> You've gained <<moneyGain 50>>. <br><br> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>> <<else>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> "Two hundred?" Eden looks annoyed. "You got ripped off." <<He>> reaches into <<his>> pouch. "Still, worth me not doing it. Here you go." <br><br> You've gained <<moneyGain 200>>. <br><br> <<skulduggeryuse>> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>> <<else>> "I'm not gonna fall for that," Eden says. "You can pay out of your own pocket." <br><br> <<skulduggeryuse>> <<if $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <<else>> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <</if>> <</if>> <</if>><<set $settingsExitPassage to "Eden Cabin">> <<settings>><<effects>> <<npc Eden>><<person1>> You fix Eden's clothes, which are full of rips and tears from <<his>> hunting trips. <<if Time.hour lte 6>> You decide to leave them on the table as to not disturb <<his>> rest. <<elseif Time.hour gte 11 and Time.hour lte 14 and $daily.eden.hunting is 1>> You decide to leave them on the table until <<he>> comes back. <<else>> <<He>> seems grateful when you give them back to <<him>>. <</if>> <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>><<wearProp "broom">> <!-- <<npc Eden>><<person1>> --> Using the broom and dustpan, you sweep the cabin floor until it's clean. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>><<wearProp "salve">> <!-- <<npc Eden>><<person1>> --> You gather the ingredients for your salve and melt the mixture on the stove. When you're done, you leave your salve on the table to cool and dry. <br><br> You have $salve <<pluralise $salve "jar">> of salve. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>><<wearProp "soap">> <!-- <<npc Eden>><<person1>> --> You gather the ingredients for your soap and melt the mixture on the stove. When you're done, you leave your soap on the table to cool and set. <br><br> You have $soap <<pluralise $soap "bar">> of soap. <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>> <!-- <<npc Eden>><<person1>> --> You take stock of Eden's supplies, noting what needs to be replenished and how much it would cost.<<gmaths>><<mathsskill>> <br><br> <<link [[Next|Cabin House Actions]]>><<endevent>><</link>><<effects>> <<edenicon>><<link [[Step away|Eden Cabin]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>> <br> <<mirror>> <br><br><<effects>> <<plot_effects>> <<if $eden_plot_intro is 1>><<unset $eden_plot_intro>> <<plots_init eden 3 earth 2 medium>> <</if>> <<display_plot eden>> <<if !$plants_known.includes("poppy")>> <<icon "tending/poppy.png">> <<link [[Search for seeds (0:30)|Eden Plots Seeds]]>><<set $plants_known.push("poppy")>><<pass 30>><<handheldon>><</link>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Eden Clearing]]>><<endevent>><</link>> <br><<effects>> You search the clearing for wild flowers, and find a number of poppies growing among the grass. You gather some seeds. <br><br> <span class="gold">You can now grow <<icon "tending/poppy.png">> poppies.</span> <br><br> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyhealth to 600>> <<set $enemyhealthmax to 600>> <<set $enemyanger += 200>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "Eden">> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Recaptured Resist Normal Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Recaptured Resist Normal]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>> <<ejaculation "short">> Eden collapses against a nearby tree. <br><br> <<tearful>> you seize the chance, and escape into the woods. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $rescue is 1>> <<forestRescue>> <<else>> <<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>> Eden falls against a nearby tree. <br><br> <<tearful>> you seize the chance, and escape into the woods. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>> <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<set $nochoke to 1>><<defiance 2 0>> "I don't want to do this," Eden says as <<he>> shifts <<his>> hands over your throat, <span class="green">but immediately recoils as the golden heart on your collar shocks <<him>>.</span> <br><br> "That witch got <<nnpc_his "Gwylan">> hands on you? You'll never see <<nnpc_him "Gwylan">> again if I have anything to say about it." <<else>> <<set $NPCList[0].righthand to "throat">><<set $NPCList[0].lefthand to "throat">><<set $neckuse to "hand">> "I don't want to do this," Eden says as <<he>> shifts <<his>> hands over your throat. <span class="red">You're being strangled!</span> <</if>> <br><br> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "Eden">> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Eden Recaptured Resist Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Recaptured Resist]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>> <<ejaculation "short">> Eden collapses against a nearby tree. <br><br> <<tearful>> you seize the chance, and escape into the woods. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>> Eden falls against a nearby tree. <br><br> <<tearful>> you seize the chance, and escape into the woods. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <<else>> Eden chokes you until your consciousness fades. <br><br> <<endcombat>> <<link [[Next|Eden Recaptured 2]]>><<clotheson>><</link>> <br> <</if>><<effects>> <<npc Eden>><<person1>> <<edenTrackers>> <<if $rng gte 51>> You awaken, and find yourself slumped over Eden's shoulder. You're in the clearing outside <<his>> cabin. <<He>> tosses you to the floor once inside. <br><br> "I trust you," <<he>> says. "So when you don't do as I say, it hurts." <br><br> <<else>> You're jolted awake by Eden nudging you with <<his>> boot. You're on the cabin floor. <br><br> "I trust you," <<he>> says. "So when you don't do as I say, it really hurts." <br><br> <</if>> <<link [[Seduce|Eden Recaptured Seduction]]>><</link>><<promiscuous1>> <br> <<link [[Apologise|Eden Recaptured Apologise]]>><<npcincr Eden love 1>><<npcincr Eden dom 1>><</link>><<gdom>><<glove>> <br> <<link [[Do nothing|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> /* eden is not actually generated on passages that lead here */ <<edenTrackers>> <<npc Eden>><<person1>> You slip in and out of consciousness. You feel something carry you, and hear the sounds of the forest. <br><br> You wake up some time later on a bed. It feels familiar. You look around, and realise that you are in the cabin in the forest. Eden sits beside you, drinking from a mug. <<He>> glances at you, and puts down <<his>> drink. <br><br> "You're awake. I was worried," <<he>> says, looking relieved as <<he>> reaches for you, and folds you in a firm hug. <<if isLoveInterest("Eden")>> You hug <<him>> back, though you're still weak. <br><br> <<if $speech_attitude is "meek">> "Thank you!" you say. "I don't know what would've happened to me if you didn't rescue me." <<elseif $speech_attitude is "bratty">> "Thanks for the help," you say. "I owe you one." <<else>> "Thank you!" you say. "I appreciate you bringing me back." <</if>> <br><br> <<else>> <br><br> <</if>> "You're safe here now. You're home. It's alright." Eden holds you for a few more moments, before releasing you and looking you over. "No harm done. I think you'll live." <<He>> smiles as <<he>> stands up and stretches. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<set $stress -= 2000>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>> */ You awaken on the cabin bed. Turning your head to the side, you see Eden sitting next to you. <<He>> notices you stirring. <br><br> "You're up. I was worried," <<he>> says. <<His>> voice sounds relieved. <br><br> <<if $pain gte 10>> It seems <<hes>> fixed your injuries while you were out. <<He>> helps you to your feet and gives you one last look before walking off. <<lllpain>><<pain -200>> <<else>> "I couldn't find any injuries. You must have passed out from stress." <<He>> helps you to your feet and gives you one last look before walking off. <</if>> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> You feel yourself being lifted into the air and someone wrapping an arm around your waist. <br><br> <<if isLoveInterest("Eden")>> You bury your face into your rescuer's chest. They smell familiar and comforting. <br><br> <</if>> You pass out again. <br><br> <<link [[Next|Eden Cabin Rescued]]>><<pass 30>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $edenaskcollar to 1>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>> */ <<if $speech_attitude is "meek">> "I-I removed it," you say. <<elseif $speech_attitude is "bratty">> "I took it off," you say. <<else>> "I removed it," you say. <</if>> <br><br> "What? Why?" <<he>> asks, frustrated. <br> <<if $speech_attitude is "meek">> "People could have used it to take advantage of me if you're not there." <<elseif $speech_attitude is "bratty">> "It put me in a risky spot," you say. "People could have used it to take advantage of me." <<else>> "It's risky," you say. "People could have taken advantage of me with it." <</if>> <br><br> <<He>> looks away and considers your words, before ultimately sighing in defeat. "Fine," <<he>> says, turning away. <<He>> doesn't press the topic further. <br><br> <<if $bus is "edencabin">> <<link [[Next|Eden Cabin]]>><<endevent>><</link>> <<elseif $bus is "edenclearing">> <<link [[Next|Eden Clearing]]>><<endevent>><</link>> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $speech_attitude is "meek">> "C-Could you give me another collar?" You blush and turn your face away. <<elseif $speech_attitude is "bratty">> "Could I have another collar?" You try to maintain eye contact while speaking, but feel a blush rising onto your cheeks all the same. <<else>> "Could you give me another collar?" You feel your face heat up at your words. <</if>> <br><br> <<if $bus is "edenclearing">> Eden's eyebrows rise at your question. "Changed your mind?" <<He>> smirks, eyeing your flushed visage. You feel your heart pick up in response. "Come here," <<he>> says, taking your hand and leading you into the cabin. <br><br> <<else>> Eden's eyebrows rise at your question. "Changed your mind?" <<He>> smirks, eyeing your flushed visage. You feel your heart pick up in response. "Come here," <<he>> says, taking your hand. <br><br> <</if>> <<link [[Next|Eden Collar Ask 2]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> /* eden is already generated on passages that lead here <<npc Eden>><<person1>> */ <<if $speech_attitude is "meek">> "S-Someone took it from me," you say. <<elseif $speech_attitude is "bratty">> "Someone took it off," you say. <<else>> "Someone took it from me," you say. <</if>> <br> "What?" <<He>> sounds mad. <br> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "But you being mad doesn't help." <<elseif $speech_attitude is "bratty">> "I said someone took it. You being mad isn't going to change anything." <<else>> "I said someone took it. Your anger doesn't change anything." <</if>> <br><br> <<He>> opens <<his>> mouth to respond, but sighs and looks away. "Fine," <<he>> says, turning away. <br><br> <<if $speech_attitude is "meek">> You look to the ground and fiddle with your hands, not moving from your spot. After a minute, Eden looks up at you. <<elseif $speech_attitude is "bratty">> "Wait," you say. Eden looks up at you. <<else>> You stand around for a minute, building up your courage, before walking up to Eden and tapping <<him>> on the shoulder. <<He>> looks up at you. <</if>> <br> <<if $speech_attitude is "meek">> "C-Could you give me another one?" You blush and turn your face away. <<elseif $speech_attitude is "bratty">> "Could I have another one?" You try to maintain eye contact while speaking, but feel a blush rising onto your cheeks all the same. <<else>> "Could you give me another one?" You feel your face heat up at your words. <</if>> <br><br> <<if $bus is "edenclearing">> Eden's eyebrows rise at your question. <<He>> scans your face, eyeing your flushed visage, and smirks. "Come here," <<he>> says, taking your hand and leading you into the cabin. <<else>> Eden's eyebrows rise at your question. <<He>> scans your face, eyeing your flushed visage, and smirks. "Come here," <<he>> says, taking your hand. <</if>> <br><br> <<link [[Next|Eden Collar Ask 2]]>><</link>><<leash 21>><<attach_leash>> <<set $outside to 1>><<set $location to "cabin">><<effects>> <<He>> guides you to a nearby drawer. Pulling it open, <<he>> reaches for a collar. A long metal chain dangles, gleaming in the light. <<He>> tilts <<his>> head, motioning for you to approach. <br><br> You take a stuttering breath and walk over, stopping in front of <<him>>. <<if $hairlength gte 200>> "Lift up your hair," <<he>> says. You comply, reaching behind your head and moving your hair out of the way. <</if>> <br><br> <<if $speech_attitude is "meek">> You keep your face to the ground, cheeks still burning strongly under the intensity of <<his>> gaze. <<elseif $speech_attitude is "bratty">> Try as you might, you can't bring yourself to look <<him>> in the eyes. Your cheeks burn embarrassingly red under the intensity of <<his>> gaze. <<else>> Your eyes are locked on the ground, cheeks still burning under the intensity of <<his>> gaze. <</if>> <br><br> Slowly, <<he>> raises the collar to your neck, brushing <<his>> hands against your skin. Your breath involuntarily hitches in response, and Eden chuckles. A distinctive click echoes through the cabin as it clamps shut behind you. <br><br> Eden steps back, scanning you up and down. You brave a look at <<his>> face. <<His>> eyes are dark and hungry. <<npcincr Eden lust 5>><<gglust>> <br><br> <<link [[Next|Eden Collar Ask 3]]>><</link>><<set $outside to 1>><<set $location to "cabin">><<effects>> Grabbing your leash, Eden guides you to the cabin mirror and tilts your head up. The collar sits around your neck, encasing it snugly. <<He>> stands behind you and places <<his>> hands on your shoulders, lowering <<his>> face to level with your ear. <br><br> "What do you think?" <<he>> whispers. The feeling of <<his>> hot breath is maddening. <br><br> <<if $speech_attitude is "meek">> "I-I," you stutter through your words before giving up and hiding your flushed face in your hands. Eden smirks. <<elseif $speech_attitude is "bratty">> "It's... okay," you say, blushing while trying to look at your reflection. Eden smirks. <<else>> "It's... nice," you say, blushing and avoiding your reflection in the mirror. Eden smirks. <</if>> <br><br> <<He>> pulls you into <<his>> chest and runs <<his>> fingers over your new collar. "You look good," <<he>> says, grabbing your chin and pecking you on the lips. Releasing your leash, <<he>> walks away, leaving you staring at the mirror. Your knees feel weak. <<takeKissVirginity "Eden" "romantic">> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>> You are in Eden's kitchen. A grill sits over a fire, and looks more hygienic than the rest of the cabin. A narrow set of stairs leads to a root cellar. <br><br> <<ingredientsSupplied "beef" "bird_egg">> <<allowLewdIngredients>> <br><br> <<kitchenDisplay>> <<link [[Leave|Eden Cabin]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<maninit>> <<stalk_init>> <<set $combatgoal to "confront">> <<set $NPCList[0].bold to 10000>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <<actionsman>> <<if $stalk_end>> <span id="next"><<link [[Next|Street Stalk Eden Finish]]>><<if $feetaction is "confront">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Street Stalk Eden]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<person1>> <<if $stalk_end is "confront">> <<if $phase is 1>> Eden grabs you by the arm, <<his>> grip painful. <<He>> looks mad. <<else>> <<if $stalk_assess>> Eden's grip on your arm remains painfully tight as <<he>> turns you around to face <<him>>. <<He>> looks mad. <<else>> You're spun around, and come face-to-face with a large figure. It's Eden. <<He>> looks mad. <</if>> <</if>> <br><br> <<endcombat>> <<npc Eden>><<person1>> <<if $edenCagedEscape>> "Told you I'd find you again, didn't I?" <<he>> snarls, pulling you close. "Looks like you still haven't learnt your place. Come on." <<else>> "Where the fuck have you been?" <<he>> snarls, pulling you close. <<if $allure gte (3000 * $settings.allureModifier)>> "I've been worried sick and you've been prancing around town like a slut!" <<else>> "I've been worried sick, and you're just prancing around town!" <</if>> <<if C.npc.Eden.love gte 70>> <<set C.npc.Eden.love to 70>> <<llllove>> <</if>> <br><br> Before you can speak, Eden begins to drag you away. "I don't want to hear your excuses, either." <<He>> looks uncomfortable, eyes shifting as <<he>> walks. The corner of <<his>> lip curls in disgust. "And you made me come out here to get you. Things aren't going to be pretty when we get home." <</if>> <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif $stalk_end is "hide">> You emerge from your hiding place. <<if $stalk_assess>>Eden<<else>>Whoever was following you<</if>> is nowhere to be found. <<tearful>> you continue on your way. <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $stalk_end is "ambush">> <<if $stalk_asses>> You're surprised you were able to overcome <<him>> like this, and <<hes>> no less surprised. <<else>> You awkwardly lie on top of Eden's chest as your mind races to figure out what to do next. <</if>> <<His>> eyes open. <br><br> <<silently>><<endcombat>><</silently>> <<npc Eden>><<person1>> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><<npcincr Eden dom -1>><</link>><<ldom>> <br> <<link [[Run|Eden Stalk Ambush]]>><<def 1>><<npcincr Eden dom -1>><</link>><<ldom>> <br> <<if $syndromeeden is 1>> <<link [[Kiss Eden, and then run|Eden Stalk Ambush]]>><<set $phase to 1>><<npcincr Eden love 1>><<npcincr Eden dom -1>><</link>><<glove>><<ldom>><<kissvirginitywarning>> <br> <</if>> <<else>> <<if $stalk_assess>>Eden's<<else>>A familiar<</if>> voice shouts after you as you escape into the <<if Time.dayState is "night">>darkness<<else>>crowds<</if>>, but you keep running. Finally, it fades into the distance. <<tearful>> you slow to a walk, and continue on your way. <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>><<effects>> <<if $phase is 1>> You give Eden a kiss right on the lips before <<he>> can get <<his>> bearings. <<takeKissVirginity "Eden" "romantic">> <</if>> <br><br> You push yourself off of <<him>> and dash away. <<His>> voice shouts after you as you escape into the <<if Time.dayState is "night">>darkness<<else>>crowds<</if>>, but you keep running. Finally, it fades into the distance. <<tearful>> you slow to a walk, and continue on your way. <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>><<effects>> Fearing whatever Eden has in store for you, you pull hard. <<if $physiqueSuccess>><<set $edenCagedEscape to true>> <<He>> resists, turning to you with a warning glare. After some back and forth, <span class="green"><<his>> grasp loosens enough for you to slip out and begin a full-sprint away.</span> Your arm stings, but you push past the feeling.<<pain 2>><<gpain>> <br><br> Eden gives chase, narrowly on your heels for a few minutes. <<He>> calls after you as you pull ahead, <<his>> anger palpable. <br><br> After a few minutes, the sounds of <<his>> voice fades away, until it disappears completely. <br><br> <<if $location is "forest">> You're in the clear, but you know Eden's already on your trail. <span class="red">Something is hunting you.</span> <<set $foresthunt to 1>> <<set $forestHunter to "Eden">> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<endevent>> <<destinationeventend>> <</if>> <<else>> <<His>> grip remains almost bone-crunching. <span class="red">You can't tear away.</span> Eden silently glares as <<he>> tightens <<his>> hold on you.<<pain 4>><<gpain>> <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 0>><<pass 30>><<stress 6>><<sub 1>><<npcincr Eden dom 1>><</link>><<gstress>><<gdom>> <br> <</if>><<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 1>> Eden's right. You've been away for far too long. You probably couldn't break free, anyway. <br><br> <<He>> doesn't loosen <<his>> grip, but <<he>> eases up on <<his>> handling of you as you march through the forest. <<else>> Fearing whatever Eden has in store for you, you pull hard. <<if $physiqueSuccess>> <<He>> resists, turning to you with a warning glare. After some back and forth, <span class="green"><<his>> grasp loosens enough for you to slip out and begin a full-sprint away.</span> Your arm stings, but you push past the feeling.<<pain 2>><<gpain>> <br><br> Eden gives chase, narrowly on your heels for a few minutes. <<He>> calls after you as you pull ahead, <<his>> anger palpable. <br><br> After a few minutes, the sounds of <<his>> voice fades away, until it disappears completely. <br> You're in the clear, but you know Eden's already on your trail. <span class="red">Something is hunting you.</span> <<set $foresthunt to 1>> <<set $forestHunter to "Eden">> <<set $edenCagedEscape to true>> <<else>> <<His>> grip remains almost bone-crunching. <span class="red">You can't tear away.</span> Eden silently glares as <<he>> pulls you closer. <br><br> <<He>> drags you towards the cabin. You cry for help. Nobody answers.<<trauma 3>><<gtrauma>> <<set $phase to 1>> <</if>> <</if>> <br><br> <<if $phase is 1>> <<set $outside to 0>><<set $location to "cabin">> You're pulled into the cabin. Eden slams the door shut behind you. Everything is as you left it. Apart from the cage near the sleeping area. <br><br> <<link [[Struggle|Eden Caged Intro]]>><<set $phase to 0>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit|Eden Caged Intro]]>><<set $phase to 1>><<sub 1>><<stress 6>><<npcincr Eden dom 1>><</link>><<gstress>><<gdom>> <br> <<else>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<npcidlegenitals>> <<set $enemytrust -= 100>> <<set $enemyhealth to 600>> <<set $enemyhealthmax to 600>> <<if $stalk_end is "ambush">> <<set $enemyhealth -= 150>> <</if>> <<set $enemyanger += 200>> <<if $settings.asphyxiaLevel gte 3>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<set $enemyanger += 50>><<set $enemyhealth -= 20>> Eden lifts <<his>> hands to strangle you. <span class="blue">The collar around your neck thrums with power.</span> <<He>> snatches <<his>> hands away with a curse. <span class="red"><<He>> slaps you across the face instead.</span> <br><br> "I'm going to remind you of your place," <<he>> says. <<violence 3>> <<else>> <<set $NPCList[0].righthand to "throat">><<set $NPCList[0].lefthand to "throat">><<set $neckuse to "hand">> "I don't want to do this," Eden says as <<he>> shifts <<his>> hands over your throat. <span class="red">You're being strangled!</span> <</if>> <<else>> <span class="red">Eden slaps you across the face.</span> "You're only making things harder on yourself," <<he>> snarls. <<violence 6>> <</if>> <<forestRescueSetup>> <br><br> <</if>> <<effects>> <<effectsman>> <<if $location is "forest">> <<forestRescueCheck "Eden">> <</if>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $pain gte 100 and $willpowerpain is 0>> <span id="next"><<link [[Next|Eden Caged Caught Resist Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Caged Caught Resist]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<effects>> <<if $enemyarousal gte $enemyarousalmax>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>> <<ejaculation "short">> Eden collapses against a nearby <<if $location is "forest">>tree<<else>>streetlamp<</if>>. <br><br> <<tearful>> you seize the chance, and escape into the <<if $location is "forest">>woods<<else>>streets<</if>>. <br><br> <<clotheson>> <<endcombat>> <<set $edenCagedEscape to true>> <<if $location is "forest">> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<destinationeventend>> <</if>> <<elseif $enemyhealth lte 0>><<if $foresthunt gte 1>><<set $foresthunt to 0>><</if>> Eden falls against a nearby <<if $location is "forest">>tree<<else>>streetlamp<</if>>. <br><br> <<tearful>> you seize the chance, and escape into the <<if $location is "forest">>woods<<else>>streets<</if>>. <br><br> <<clotheson>> <<endcombat>> <<set $edenCagedEscape to true>> <<if $location is "forest">> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<destinationeventend>> <</if>> <<elseif $rescue is 1>> <<forestRescue>> <<else>> You fall to the ground, too hurt to continue. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Caged Caught]]>><<set $phase to 0>><<pass 30>><</link>> <</if>><<set $outside to 1>><<effects>> <<if $phase is 1>> Eden's right. You've been away for far too long. You probably couldn't break free, anyway. <br><br> <<if $location is "forest">> <<He>> doesn't loosen <<his>> grip, but <<he>> eases up on <<his>> handling of you as you march through the forest. <<else>> <<He>> guides you towards the forest. Most people ignore you. It's a struggle to keep up with <<his>> quick steps. <</if>> <br><br> You're pulled into the cabin. Eden slams the door shut behind you. Everything is as you left it. Apart from the cage near the sleeping area. <br><br> <<else>> <<if $location is "forest">> Eden roughly pulls you by your wrist, forcing you to stumble after <<him>> as <<he>> makes <<his>> way home. <<else>> Eden's grip remains almost bone-crunching as <<he>> guides you towards the forest. People look on as you pass, but none intervene, despite your cries for help.<<trauma 3>><<gtrauma>> <br><br> Eden doesn't relax as <<he>> drags you through the woods, even once you're past the outskirts of town. The sounds of civilisation gradually give way to nature's deathly silence. <</if>> <br><br> The usual familiarity and comfort of the cabin is disrupted by a foreboding feeling in your stomach. Your dread is reinforced when you see the cage in the corner. <</if>> <<set $outside to 0>><<set $location to "cabin">> <br><br> <<link [[Struggle|Eden Caged Intro]]>><<set $phase to 0>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit|Eden Caged Intro]]>><<set $phase to 1>><<sub 1>><<stress 6>><<npcincr Eden dom 1>><</link>><<gstress>><<gdom>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<npc Eden>><<person1>> As <<he>> carries you through the forest, <<he>> doesn't loosen <<his>> grip. <<He>> doesn't even ease up on <<his>> handling of you as you're pulled into the cabin. <<He>> drops you in a heap on the floor. <br><br> Eden slams the door shut behind <<him>>. The usual familiarity and comfort of the cabin is disrupted by a foreboding feeling in your stomach. Your dread is reinforced when you see the cage in the corner. <br><br> <<link [[Next|Eden Caged Intro]]>><<set $phase to 2>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> Even if it's obvious that what happens next won't be pleasant, you give in. <br><br> "Oh, so now you're behaving?" Eden spits. "Fucking great timing, isn't it? Being good when you know you can't get away with shit." <br><br> <<elseif $phase is 0>> <<if $physiqueSuccess>> Knowing the punishment that is about to unfurl, you dig your heels into the floor and pull. Eden, more confident now that you're home, had loosened <<his>> grip, allowing you to pull free. <br><br> Before <<he>> can turn and lunge, you dart to the door, practically ripping it off of its hinges and sprinting back into the forest. Eden is right behind you, heavy footfalls pounding into the ground as <<he>> gives chase. <br><br> Darting between the trees, you're able to break the line of sight that Eden has on you, and after a few minutes lose <<him>> completely.<<pass 10>> <br><br> "I'll fucking catch you again! I always do!" Eden yells from behind. You pay it no mind, running until your lungs burn. Eventually, you come to a stop, unable to go on.<<stress 6>><<tiredness 3>><<gstress>><<gtiredness>> <br> Even though you're alone, a familiar chill runs up your spine. <span class="red">Something is hunting you.</span> <<set $edenCagedEscape to true>> <<set $forestHunter to "Eden">> <<set $foresthunt to 1>> <br><br> <<else>> Knowing the punishment that is about to unfurl, you dig your heels into the floor and pull. Tired of your defiance, Eden turns and backhands you. <<pain 4>><<gpain>> <br><br> "I'm sick of you acting like a brat. It's obvious you need reminding of your duties," <<he>> snarls. <<set $phase to 1>> <br><br> <</if>> <</if>> <<if $phase gte 1>> Held by the scruff of your neck, the <<nnpc_title "Eden">> strips your clothes before forcing you into the cage. A heavy padlock secures the gate. <<ruined>> <br><br> "I'll let you out when you can behave," Eden warns. <<He>> leaves you alone and <<if Time.hour lte 6>>/* bedtime */ lumbers to the bed. <<Hes>> soon out like a light. <<elseif Time.hour lte 8>>/* breakfast */ stomps over to the kitchen to prepare breakfast. <<elseif Time.hour lte 16>>/* out hunting */ storms outside. <<elseif Time.hour lte 18>>/* bathtime */ leaves to run a bath. <<elseif Time.hour lte 22>>/* dinnertime */ stomps over to the kitchen to prepare dinner. <<else>>/* bedtime */ lumbers to the bed. <<Hes>> soon out like a light. <</if>> <<unset $edenCagedEscape>> <<unset $edenescape>> <<set C.npc.Eden.trust to 0>> <<set $edenCaged to {}>> <<set $edenCaged.escape to 0>> <<set $edenCaged.days to 0>> <br><br> <<link [[Next|Eden Caged]]>><<set $phase to 0>><</link>> <br> <<else>> <<set $forest to random(50, 75)>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> You are locked in a cage in Eden's cabin. It's small and cramped, impossible to stand upright in. Furred blankets cover the ground. <br><br> <<if Time.hour lte 6>>/* bedtime */ <<if $phase is 2>> Despite the uncomfortable position, you curl up on the layers of blankets and close your eyes. Soon enough, you drift off to sleep. <<elseif $phase is 1>> With Eden snoring peacefully, you get in position to kick again. <<if $edenCaged.escape gte 9>> The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> Eden jolts in <<his>> sleep, and for a moment you fear <<he>>'ll wake. You breathe a sigh of relief when you hear <<his>> snoring.<<stress 2>><<gstress>> <br><br> <span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span> <br><br> Having done all you can, you lie on your side and try your best to sleep. <<else>> However, after one strike, you freeze. It was much louder than you remembered. Over on the furred mattress, the <<nnpc_title "Eden">> stirs briefly, before resting once again. <br><br> It's too risky. You should try again when Eden is distracted with something else. <br><br> Sighing in defeat, you lie on your side and try your best to sleep.<<stress 6>><<gstress>> <</if>> <<else>> Alone with only Eden's snores to keep you company, you wonder what to do. <</if>> <br><br> <<if $phase gte 1>> <<link [[Sleep|Eden Caged]]>><<set $phase to 1>><<cabintime>><<set $edenCaged.days += 1>><</link>><<ltiredness>> <br> <<else>> <<if $edenCaged.escape gte 9>> <span class="purple">The gate is loose, but you won't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted. <br> <<else>> <<link [[Try to escape|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><</link>> <</if>> <br> <<link [[Sleep for the night|Eden Caged]]>><<set $phase to 2>><</link>> <br> <</if>> <<elseif Time.hour lte 8>>/* breakfast */ <<if C.npc.Eden.trust gte 100 or $edenCaged.days gte 5>> The sound of the cage creaking open rouses you from your slumber. Eden is crouched in the opening. "Come on. Punishment's over." <br><br> <<He>> moves to the side as you clamber out, watching you stand and stretch. Before you can get far, the <<nnpc_title "Eden">> grabs your chin, angling it so that you're looking <<him>> in the eye. <br><br> "You'd best behave from now on. This was me being kind." <<His>> face is stern as <<he>> drops <<his>> hand, leaving you standing alone to contemplate the words of warning. <br> <i><span class="gold">Eden has forgiven you, for now.</span> <<if $edenfreedom gte 1>> <<unset $edenfreedom>> You may need to regain <<his>> trust before <<hes>> willing to let you out of the cabin again. <</if>> </i> <br><br> <<link [[Next|Eden Cabin]]>><<unset $edenCaged>><<endevent>><</link>> <br> <<else>> <<if $phase gte 1>> The smell of breakfast wakes you. You sit up and rub your bleary eyes, the cage rattling around you. You're greeted by Eden sat right in front of your cage, a plate of eggs on <<his>> lap. <br> "Morning. Honestly, I wish you were cooking this. But I don't trust you enough yet." <<else>> Eden returns from the kitchen carrying a plate of eggs, and a chair. <<He>> takes a seat right in front of the cage. <br> "Honestly, I wish you were cooking this. But I don't trust you enough yet." <</if>> <br><br> <<He>> ignores you as <<he>> eats, chewing with slow, exaggerated motions. You stare at the eggs, done the way <<he>> always has them, and your stomach rumbles. <br><br> A little bit of food is left when Eden puts down the utensils, and that's when <<he>> finally regards you. "You hungry?" <br><br> <<He>> sets the plate down and opens the cage. You reach for the food, but <<he>> tightly grips your wrist. "No hands. Use your mouth only." <br><br> <<link [[Do as you're told|Eden Caged Breakfast]]>><<set $phase to 1>><<sub 1>><<npcincr Eden trust 5>><<npcincr Eden dom 1>><</link>><<gtrust>><<gdom>> <br> <<link [[Refuse to eat|Eden Caged Breakfast]]>><<set $phase to 0>><<def 1>><<npcincr Eden trust -5>><<npcincr Eden dom -1>><</link>><<ltrust>><<ldom>> <br> <</if>> <<elseif Time.hour lte 16>>/* out hunting */ With Eden outside, you're left alone in your cage. From your claustrophobic position, you can't tell how far <<he>> is, or if <<hes>> even at the cabin. <br><br> <<switch Time.hour>> <<case 9>> <<set _edenCagedPass to 8>> <<case 10>> <<set _edenCagedPass to 7>> <<case 11>> <<set _edenCagedPass to 6>> <<case 12>> <<set _edenCagedPass to 5>> <<case 13>> <<set _edenCagedPass to 4>> <<case 14>> <<set _edenCagedPass to 3>> <<case 15>> <<set _edenCagedPass to 2>> <<default>> <<set _edenCagedPass to 1>> <</switch>> <<capture _edenCagedPass>> <<if $edenCaged.escape gte 9>> <span class="purple">The gate is loose, but you wouldn't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted. <br> <<else>> <<link [[Try to escape|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass _edenCagedPass hours>><</link>> <</if>> <br> <<link [[Rest|Eden Caged]]>><<set $phase to 2>><<pass _edenCagedPass hours>><</link>> <br> <</capture>> <<elseif Time.hour lte 18>>/* bathtime */ <<if $phase is 2>> <<if random(1)>> Left with only your own thoughts as company and entertainment, you lie back and daydream as the hours pass. <<else>> Tired from the stress of the day, you curl up as comfortably as you can and close your eyes. After a few minutes, you fall into an uneasy sleep. <</if>> <<elseif $phase is 1>> Using your alone time to your advantage, you focus on the hinges with your kicks. Eden doesn't come in after the first few. <<He>> can't hear you, for now. <br><br> <<if $edenCaged.escape gte 9>> The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> The sound of Eden chopping wood outside comes to an abrupt stop, and for a moment you fear <<he>>'ll come to investigate. You breathe a sigh of relief at the sound of <<his>> axe swinging down.<<stress 2>><<gstress>> <br><br> <span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span> <<else>> After many strikes, <<if $edenCaged.escape gte 5>> the door loosens, but stays steady enough under your assault. <<else>> you notice it bending a little. <</if>> You hesitate to go any further at the sound of Eden working outside. <</if>> <<else>> You're not given much time alone. Just as soon as <<he>> left, Eden returns from the bathroom, half undressed. <</if>> <br><br> <<if $edenCaged.days gte 1>> Eden comes back in, dabbing at the sweat on <<his>> forehead with <<his>> sleeve. <<He>> makes a bee-line for your cage. "Time for your duties again." <<else>> <<if $phase is 2>> Some time later, Eden wakes you with the sound of the lock coming off and the gate opening. <<elseif $phase is 1>> The door to the cabin swings open. Eden stomps over to the cage and unlocks it. <</if>> "You have duties to fulfil." <<He>> <<npcUndressText `C.npc.Eden` "lower" "self">>. <</if>> <br><br> <<link [[Resist|Eden Caged Sex]]>><<set $molestationstart to 1>><<def 1>><<npcincr Eden trust -10>><<npcincr Eden dom -1>><</link>><<ltrust>><<ldom>> <br> <<link [[Be good|Eden Caged Sex]]>><<set $sexstart to 1>><<sub 1>><<npcincr Eden trust 10>><<npcincr Eden dom 1>><</link>><<gtrust>><<gdom>> <br> <<elseif Time.hour lte 22>>/* dinnertime */ <<if $phase is 2>> Resigned to your cage with nothing else to do, you decide to catch some sleep. When you wake up, your side hurts from the uncomfortable angle you're at. <br><br> The sound of Eden making dinner wakes you up. <<He>> gives you none, and ignores you in favour of reading afterwards. <<elseif $phase is 1>> Using the sound of running water to disguise your struggle, you lie on your back and kick at the cage door. <br><br> <<if $edenCaged.escape gte 9>> The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> Wet footsteps approach as Eden stomps out of the bath to investigate, not bothering to cover <<himself>> with a towel. <br> "What was that noise?" <<he>> demands. You shrug innocently. <<He>> scrutinises you, then returns to <<his>> bath. You breathe a sigh of relief.<<stress 2>><<gstress>> <br><br> <span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span> <<elseif $edenCaged.escape gte 5>> More damage forms, but not enough to get free. You hope Eden doesn't notice. <<else>> You barely make a dent. Your sore legs force you to stop before you can cause any real damage. <</if>> <br><br> After <<his>> bath, Eden sits in <<his>> usual spot to read, ignoring you completely and not feeding you when <<he>> eats. <<else>> Eden eats <<his>> dinner in silence. <<He>> doesn't offer you anything, and ignores you in favour of reading afterwards. <</if>> <br><br> <<link [[Ask to go outside|Eden Caged Evening]]>><<set $phase to 1>><</link>> <br> <<link [[Stay silent|Eden Caged Evening]]>><<npcincr Eden trust 5>><<set $phase to 0>><</link>><<gtrust>> <br> <<else>>/* bedtime */ <<if $phase is 2>> Despite the uncomfortable position, you curl up on the layers of blankets and close your eyes. Soon enough, you drift off to sleep. <<elseif $phase is 1>> With Eden snoring peacefully, you get in position and kick with all your might. <<if $edenCaged.escape gte 9>> The whole cage rattles around you. <span class="green">You feel the gate giving out against your repeated assaults.</span> Eden jolts in <<his>> sleep, and for a moment you fear <<he>>'ll wake. You breathe a sigh of relief when you hear <<his>> snoring.<<stress 2>><<gstress>> <br><br> <span class="blue">The gate is loose enough that one more good kick will set you free. However, you'll need to wait until Eden's distracted.</span> <br><br> Having done all you can, you lie on your side and try your best to sleep. <<else>> However, after one strike, you freeze. It was much louder than you were expecting. Over on the furred mattress, the <<nnpc_title "Eden">> stirs briefly, before resting once again. <br><br> It's too risky. You should try again when Eden is distracted with something else. <br><br> Sighing in defeat, you lie on your side and try your best to sleep.<<stress 6>><<gstress>> <</if>> <<else>> Alone with only Eden's snores to keep you company, you wonder what to do. <</if>> <br><br> <<if $phase gte 1>> <<link [[Sleep|Eden Caged]]>><<set $phase to 1>><<cabintime>><<set $edenCaged.days += 1>><</link>> <br> <<else>> <<if $edenCaged.escape gte 9>> <span class="purple">The gate is loose, but you won't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted. <br> <<else>> <<link [[Try to escape|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><</link>> <</if>> <br> <<link [[Sleep for the night|Eden Caged]]>><<set $phase to 2>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>> Eden's face twists into a snarl as you pull away. <<He>> grabs you by the hair and pulls you forwards. "Do as you're told," <<he>> growls. <<controlloss>> <br><br> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>> Eden presents <<himself>>, pleased when you don't pull away. "Good <<girl>>," <<he>> coos. "See, it's not that difficult, is it?" <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Caged Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Caged Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, Eden pulls back and pats your head. "I need you to do this for me. It's why I hate when you're away for so long."<<npcincr Eden trust 10>><<gtrust>> <br><br> <<He>> urges you back into the cage, locking it up, but gives you a smile before <<he>> leaves to run <<his>> bath. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<tearful>> you sit in your cage and wonder what to do. <br><br> <<if $edenCaged.escape gte 9>> <span class="teal">The gate is loose. One more good kick will set you free.</span> <br> <<link [[Escape|Eden Caged Escape]]>><</link>> <<else>> <<link [[Try to escape (2:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 2 hours>><</link>> <</if>> <br> <<link [[Rest (2:00)|Eden Caged]]>><<set $phase to 2>><<pass 2 hours>><</link>> <br> <<elseif $enemyhealth lte 0>> "You little fucking whore!" Eden yells out, rubbing at <<his>> side. <<He>> kicks you back into the cage, quickly locking it up again.<<pain 10>><<npcincr Eden trust -10>><<ggpain>><<ltrust>> <br><br> "It's a wonder I don't tie you to a tree and leave you for anyone to use," <<he>> threatens, before leaving you alone once more. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<tearful>> you sit in your cage and wonder what to do. <br><br> <<if $edenCaged.escape gte 9>> <span class="teal">The gate is loose. One more good kick will set you free.</span> <br> <<link [[Escape|Eden Caged Escape]]>><</link>> <<else>> <<link [[Try to escape (2:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 2 hours>><</link>> <</if>> <br> <<link [[Rest (2:00)|Eden Caged]]>><<set $phase to 2>><<pass 2 hours>><</link>> <br> <<else>> Eden leads you to the cage, but stops abruptly. <<He>> pulls you back with a sneer. <br><br> "No," <<he>> snarls. "I decide when we're done." <<set $consensual to 0>><<molested>><<controlloss>> <<trauma 3>><<npcincr Eden trust -5>><<gtrauma>><<ltrust>> <br><br> <<link [[Next|Eden Caged Sex]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "E-Eden?" you mumble. "My legs hurt. C-can I walk around for a little bit, please?" <<elseif $speech_attitude is "bratty">> "Hey, I'm in pain over here," you call out. "Let me out for a few minutes, will you?" <<else>> "Hey, my legs are aching," you say. "Any chance I can stretch?" <</if>> <br><br> Eden cocks an eyebrow at your request, putting <<his>> book down before walking over to the cage. Squatting down to make eye contact, <<he>> smirks. "What do I get in return?" <br><br> <<link [[Offer to get <<him>> off|Eden Caged Evening 2]]>><<set $phase to 0>><<npcincr Eden trust 5>><<npcincr Eden dom 1>><</link>><<gtrust>><<gdom>> <br> <<link [[Never mind|Eden Caged Evening 2]]>><<set $phase to 1>><<npcincr Eden trust -5>><<npcincr Eden dom -1>><</link>><<ltrust>><<ldom>> <br> <<else>> The rest of the night is silent, the crackling of the fire and pages in Eden's book turning all you can hear. A few hours pass before the <<nnpc_title "Eden">> gets up and gets ready for bed. <br><br> "Behave and I might let you back in the bed one day," <<he>> says before climbing onto the furred mattress and falling asleep. <br><br> Alone with only Eden's snores to keep you company, you wonder what to do. <br><br> <<if $edenCaged.escape gte 9>> <span class="purple">The gate is loose, but you wouldn't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted. <br> <<else>> <<link [[Try to escape (5:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 5 hours>><</link>> <</if>> <br> <<link [[Sleep for the night (5:00)|Eden Caged]]>><<set $phase to 2>><<pass 5 hours>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> "Actually, I'm okay," you insist. <br><br> Eden's face drops and <<he>> grinds <<his>> jaw. Undoing the lock, <<he>> reaches in and grabs you by the hair. <<He>> drags you out of the cage and starts pulling your legs apart. <br><br> "Teasing me like that isn't fair, you know? You should know better." <br><br> <<link [[Next|Eden Caged Evening Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $speech_attitude is "meek">> "I-I can do my 'spousal duties', if you want me to?" You bat your eyelashes a few times for extra measure. <<elseif $speech_attitude is "bratty">> "Why don't you let me out and find out for yourself." You wink up at <<him>>. <<else>> "Yeah, I'll do it." You smile up at <<him>>, hoping <<hes>> satisfied. <</if>> <br><br> Eden seems eager as <<he>> fiddles with the lock, reaching in to pull you out even as you move forwards yourself. <br><br> "You're being good for me," <<he>> chuckles. "Maybe I'll help you get off, too?" <br><br> <<link [[Next|Eden Caged Evening Sex]]>><<set $sexstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Caged Evening Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Caged Evening Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $consensual is 1>> For a brief moment, Eden seems kind again as <<he>> caresses your cheek.<<npcincr Eden trust 10>><<gtrust>> <br> Kissing your forehead, <<he>> draws back. "Come on. You can have five minutes outside." <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Caged Evening Stretch]]>><</link>> <br> <<else>> The anger recedes from Eden's face, brows relaxing as <<he>> lets you go.<<npcincr Eden trust 10>><<gtrust>> <br> "Good pet. Shame that you changed your mind on the exchange, though. I might have let you walk around on your leash a little before bed." <br><br> Getting up from you, Eden fixes <<his>> clothes, then puts you back in the cage, locking it tight once more. <<He>> returns to <<his>> spot by the fire. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Caged Evening]]>><<set $phase to 0>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> Growling in frustration, the <<nnpc_title "Eden">> shoves you back into the cage. It's locked tight before you can regain your balance. <br> "You're really testing my fucking patience," <<he>> grunts. "I'm being gentle right now, you'll see."<<npcincr Eden trust -10>><<ltrust>> <br><br> Getting up from the floor, Eden fixes <<his>> clothes. Then, <<he>> returns to <<his>> spot by the fire, with a slight limp in <<his>> step. <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Caged Evening]]>><<set $phase to 0>><</link>> <br> <<else>> Eden leads you to the cage, but stops abruptly. <<He>> pulls you back with a sneer. <br><br> "No," <<he>> snarls. "I decide when we're done." <<set $consensual to 0>><<molested>><<controlloss>> <<trauma 3>><<npcincr Eden trust -5>><<gtrauma>><<ltrust>> <br><br> <<link [[Next|Eden Caged Evening Sex]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<tearful>> you crawl out of the cage. The stiffness slowly leaves your body as you rise to your feet. <br><br> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> looks at your neck and presses <<his>> lips into a thin line. <<npcincr Eden trust -5>><<ltrust>> <br><br> "If you even think of running, it won't end well for you," <<he>> threatens <<elseif $worn.neck.collared isnot 1>> While you're standing and stretching, you feel something cold wrap around your neck, with a familiar clicking sound. It's a new collar. <<leash 21>> <<elseif $worn.neck.collared is 1 and !$worn.neck.type.includes("leash")>> While you're standing and stretching, you feel something click to your collar. It's a leash. <<attach_leash>> <</if>> "Come on." Eden tugs on your <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>>wrist<<else>>leash<</if>> as <<he>> heads towards the door. You follow <<him>> outside, breathing in the fresh air. The <<nnpc_title "Eden">> keeps <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>>close to you<<else>>your leash in <<his>> hand<</if>> as you walk around the clearing. <<He>> watches your every move.<<stress -6>><<lstress>> <br><br> After a few minutes, <<he>> calls out for you again. "That's enough. Come on, time for bed now." <br><br> You're taken back inside and returned to the confines of the metal prison you currently call home. Eden climbs into bed. <br> "Keep being good like that and I'll let you back on the bed soon." <br><br> Alone with only Eden's snores to keep you company, you wonder what to do. <br><br> <<if $edenCaged.escape gte 9>> <span class="purple">The gate is loose, but you wouldn't get far with Eden so close.</span> You'll have to wait until <<hes>> distracted. <br> <<else>> <<link [[Try to escape (5:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 5 hours>><</link>> <</if>> <br> <<link [[Sleep for the night (5:00)|Eden Caged]]>><<set $phase to 2>><<pass 5 hours>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> Spurred by your hunger, you eagerly lap at the plate. Eden lets out a small chuckle at the sight. You blush, but pay <<him>> no mind. <<elseif $speech_attitude is "bratty">> Even as the shame makes your cheeks flush, your hunger gnaws at your gut. You swallow your pride and peck at Eden's leftovers. <<else>> It's humiliating, but you're too hungry to care. Lowering your head, you eat what's left of Eden's breakfast. <</if>> <br><br> It's messy, and you get food all over your face. Eden gently pats your head in encouragement. When you're done, <<he>> takes the plate away and returns with a towel to clean your face with. There's a heated look in <<his>> eyes as <<he>> urges you back into confinement. "I'll come get you in a bit for some exercise. Rest." <br><br> Eden leaves to get dressed, then heads outside, leaving you alone in the cabin. You sit in your cage and wonder what to do. <br><br> <<if $edenCaged.escape gte 9>> <span class="purple">The gate is loose, but from your claustrophobic position, you can't tell how far Eden's gone.</span> You can't risk escaping yet. <br> <<else>> <<link [[Try to escape (10:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 10 hours>><</link>> <</if>> <br> <<link [[Rest (10:00)|Eden Caged]]>><<set $phase to 2>><<pass 10 hours>><</link>> <br> <<else>> <<if $speech_attitude is "meek">> "I-I'm not that hungry, it's okay," you stammer out while looking at the floor. <<elseif $speech_attitude is "bratty">> "I'm fine, actually," you say through grit teeth. "I'll eat later." <<else>> "It's okay," you say, shaking your head. "I'm not hungry." <</if>> <br><br> Eden picks up the plate and places it next to the sink, giving you a brief glimpse of the unguarded door, but <<he>> returns before you can bolt. And <<he>> looks angry. <br><br> "What, is my cooking not good enough for you? Fine. You can have something else." <br><br> <<link [[Next|Eden Caged Breakfast Oral]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<He>> pulls your face against <<his>> crotch. <<controlloss>> <br><br> <<npcoral>><<set $NPCList[0].lefthand to "hair">> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>><<set $enemytrust to -200>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Caged Breakfast Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Caged Breakfast Oral]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<nnpc_title "Eden">> pants as <<he>> lets you go. "Taste good? I sure felt good," <<he>> laughs.<<npcincr Eden trust 10>><<gtrust>> <br><br> <<He>> pushes you backwards, not with much force, but it's unexpected enough that you tumble back into the cage. You're shut in once more. "I'll come get you later." <<He>> smirks. "Don't go far." <<else>> Furious, Eden backhands you before booting you back into confinement. "You can fucking stay in there and think over why you're being such a brat. I hope you change your mind this time."<<npcincr Eden trust -10>><<ltrust>> <br><br> <<He>> storms over to the partition to get ready before heading outside. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<tearful>> you sit in your cage and wonder what to do. <br><br> <<if $edenCaged.escape gte 9>> <span class="purple">The gate is loose, but from your claustrophobic position, you can't tell how far Eden's gone.</span> You can't risk escaping yet. <br> <<else>> <<link [[Try to escape (10:00)|Eden Caged]]>><<set $phase to 1>><<set $edenCaged.escape += 1>><<pass 10 hours>><</link>> <</if>> <br> <<link [[Rest (10:00)|Eden Caged]]>><<set $phase to 2>><<pass 10 hours>><</link>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> The sound of running water is enough cover to kick at the gate again. Using all of your strength, you lash out - once, twice, three times before the hinges pop loose. <br><br> The adrenaline surges through your veins. If you want to escape, now's your chance. <br><br> <<link [[Run for it|Eden Caged Freedom]]>><<set $phase to 1>><<set $stress -= 1000>><<npcincr Eden dom -1>><</link>><<llltrust>><<ldom>> <br> <<link [[Stay|Eden Caged Freedom]]>><<set $phase to 0>><<npcincr Eden trust 200>><<npcincr Eden dom 1>><</link>><<gggtrust>><<gdom>> <br><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> Determined to be free, you crawl out of the metal prison, knees popping as you stand. You're able to snatch a towel and wrap it around yourself before creeping to the door, your heart pounding with each step. But Eden doesn't notice. <<towelup>> <br><br> Sliding through the slight crack you make in the door, your feet move before your brain registers the feeling. At a full sprint, you make your way into the forest, the cabin fading behind the trees the further you get. <br><br> You know that Eden will be mad when <<he>> finds you again. <br><br> <<link [[Next|Forest]]>><<unset $edenCaged>><<set $edenCagedEscape to true>><<endevent>><<set $eventskip to 1>><<set $forest to 80>><</link>> <br> <<else>> The cage door pops open off its hinges, and for a fleeting moment hope blooms in your chest at the prospect of escape. However, the hope is soon replaced by guilt when you remember how hurt Eden was bringing you home. <br><br> Swallowing, you sit back down and hug your legs to your chest. Soon, Eden emerges from the bathroom, drying <<his>> hair off with a towel. <<He>> pauses when <<he>> sees the state of the cage. <br><br> "You're that sick of being cooped up, huh?" <<he>> says. "Well, I can't blame you for that. Come on, you've earned your place. Just don't piss me off again." Eden juts <<his>> finger in your face as you crawl out. <br><br> You watch as <<he>> folds the cage up and puts it away. You hope you never see it again. <br> <i><span class="gold">Eden has forgiven you, for now.</span> <<if $edenfreedom gte 1>> <<unset $edenfreedom>> You may need to regain <<his>> trust before <<hes>> willing to let you out of the cabin again. <</if>> </i> <br><br> <<link [[Next|Eden Cabin]]>><<unset $edenCaged>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">> <<npc Eden>><<person1>> <<if $edenFluidsCheck is "run">> /* after run, return to the cabin */ Nervous, you walk into the clearing. Eden may still be mad. <br><br> You don't see <<him>> at first, not until you hear a twig snap behind you. <<if $goocount gt 0 or $semencount gt 0>> /* with fluids on you */ "You're still covered in all of that. It's disgusting."<<npcincr Eden love -20>><<llllove>> <br><br> You see Eden reaching for you in the corner of your eye. <<else>> /* clean */ "Just because you washed, doesn't mean I forgot." <br><br> You see Eden reaching for you from the corner of your eye. <<set $edenFluidsCheck to "clean">> <</if>> <<else>> <<for _bodyPart, _fluids range $player.bodyliquid>> <<if _fluids.goo gte 1 or _fluids.semen gte 1>> <<set _bodyFluids to _bodyPart>> <<break>> <</if>> <</for>> You burst through the trees into the clearing. Eden pauses <<his>> task to look at you. <<He>> does a double take, and <<his>> face screws up when <<he>> sees the fluids on your <<bodypart _bodyFluids>>. <<stress 6>><<gstress>> <br><br> Eden marches towards you, snarling. "Who touched you?"<<npcincr Eden love -30>><<llllove>> <</if>> <br><br> <<link [[Run|Eden Fluids Punishment 2]]>><<set $phase to 1>><<def 1>><<npcincr Eden love -10>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>><<athleticsdifficulty 650 900>> <br> <<link [[Stay still|Eden Fluids Punishment 2]]>><<set $phase to 0>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>><<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">> <<if $phase is 0>> /* Stay still */ <<if $edenFluidsCheck is "run" or $edenFluidsCheck is "clean">> Eden's hand is rough as <<he>> grabs your arm, the <<nnpc_title "Eden">> grasping so hard <<his>> nails dig into your skin. <<pain 2>><<gpain>> <<else>> You shiver as Eden comes closer, jumping when <<his>> hand grabs your arm. <<He>> examines you closer, <<his>> lip curling in disgust. <br><br> "I've been too gentle with you." <</if>> <br><br> <<link [[Next|Eden Fluids Punishment 3]]>><</link>> <<else>> /* Run */ <<if $edenFluidsCheck is "run">> Not wanting to be hurt again, you turn and begin sprinting into the forest. <<else>> Scared of what Eden may do, you turn and begin sprinting into the forest. <</if>> <<He>> yells after you, insisting that you come back. You can hear <<him>> running after you. <<stress 6>><<gstress>> <br><br> <<if $athleticsSuccess>> You run for a while, getting scratched as you push past branches. <<gpain>><<pain 2>> <br><br> Eventually, Eden's yelling gets quieter until it stops completely. <span class="green">You've lost <<him>>.</span> <br><br> It takes a while to catch your breath as the adrenaline runs through you. <span class="red">Returning to the cabin may be dangerous.</span> <br><br> <<link [[Next|Forest]]>><<set $edenFluidsCheck to "run">><<endevent>><<set $eventskip to 1>><<set $forest to random(50, 75)>><</link>> <<else>> You push yourself as hard as you can, <span class="red">but Eden catches up.</span> <<He>> tackles you to the ground and the air leaves your lungs as you crash into the dirt. <<pain 4>><<gpain>> <br><br> <<if $edenFluidsCheck is "clean">> "You're such an ungrateful brat," <<he>> growls as <<he>> punches you in the back of the head. <<pain 4>><<gpain>> <<else>> "<<if $edenFluidsCheck is "run">>I never thought that you'd be a cheat,<<else>>After all I've done, this is the thanks I get?<</if>>" Eden growls as <<he>> punches you. <<pain 8>><<ggpain>> <</if>> <br><br> Dizzy from the punch, you can't fight <<him>> as <<he>> hauls you onto <<his>> shoulder. When you come back to your senses, Eden spanks you every time you attempt to struggle. Soon enough you return to the cabin. <br><br> <<link [[Next|Eden Fluids Punishment 3]]>><</link>> <</if>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>><<set $bus to "edencabin">> <<if $edenFluidsCheck is "clean">> <<if $phase is 0>> /* Stay still */ Eden grasps your hand and pulls you back into the cabin. <<He>> flings you to the floor as <<he>> reaches behind a wardrobe to get something. It's the cage. <<stress 6>><<gstress>> <<else>> /* Run */ You're led inside and dropped onto the hardwood floor as Eden reaches behind a wardrobe. <<He>> brings out the cage. <<stress 6>><<pain 4>><<gstress>><<gpain>> <</if>> <<else>> <<if $phase is 0>> /* Stay still */ Eden pulls you towards the spring behind the cabin, <<his>> grip never loosening. When you get to the edge, <<he>> pushes you in before you can ask <<him>> what <<he>> is doing. <br><br> <<else>> /* Run */ Eden doesn't stop as <<he>> walks up to the cabin, instead walking past to the spring behind. "<<if $edenFluidsCheck is "run">>I hate how you smell right now.<<else>>You're not coming inside until you're clean.<</if>>" <br><br> There is no warning when Eden throws you into the spring. <</if>> <<if $edenspring gte 4>> /* spring is clean */ The water is a shock, and panic sets in as Eden grabs your hair and keeps you under for a few seconds. <<else>> The water is a shock, and the debris hurts as a hand grasps the back of your neck, keeping you down for a few seconds. <<pain 2>><<gpain>> <</if>> <br><br> Eden pulls you back up, letting you gasp for air as <<he>> begins to strip you of your clothes. <<wash>><<ruined>> <br><br> <<Hes>> quiet as <<he>> roughly washes you with a rag from <<his>> belt. It smells like <<him>>, you think it's the towel <<he>> used to wipe sweat away after working. <<npcincr Eden lust 5>><<glust>> <br><br> "I'm hurt," <<he>> finally says. <<His>> tone is still angry. <br><br> When you're clean, Eden grasps your hand and pulls you back into the cabin. <<He>> flings you to the floor as <<he>> reaches behind a wardrobe to get something. It's the cage. <<stress 6>><<gstress>> <br><br> "You obviously need more time to think about what you've done." <</if>> <<set $edenFluidsCheck to "Eden">> <br><br> <<link [[Run|Eden Fluids Punishment 4]]>><<set $phase to 1>><<def 1>><<npcincr Eden love -10>><<npcincr Eden dom -1>><</link>><<lllove>><<ldom>><<athleticsdifficulty 650 900>> <br> <<link [[Accept your punishment|Eden Fluids Punishment 4]]>><<set $phase to 0>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>><<effects>> <<if $phase is 0>> /* Accept your punishment */ Eden is right. You betrayed <<his>> trust. You should accept your punishment. <br><br> You crawl into the cage as Eden holds the gate open, flinching as <<he>> slams it shut. <br><br> "Don't go thinking that I'll be kinder just because you're behaving now." <<ruined>> <<unset $edenCagedEscape>> <<unset $edenescape>> <<set $NPCName[$NPCNameList.indexOf("Eden")].trust to 0>> <<set $edenCaged to {}>> <<set $edenCaged.escape to 0>> <<set $edenCaged.days to 0>> <br><br> <<link [[Next|Eden Caged]]>><<set $phase to 0>><</link>> <<else>> /* Run */ <<if $athleticsSuccess>> Not wanting to be locked away, you bolt out of the door. Eden curses before giving chase. You keep going into the forest, not looking back. <br><br> You run for a while, getting scratched as you push past branches. <<gpain>><<pain 2>> <br><br> Eventually, Eden's yelling gets quieter until it stops completely. <span class="green">You've lost <<him>>.</span> <br><br> It takes a while to catch your breath as the adrenaline runs through you. <span class="red">Returning to the cabin may be dangerous.</span> <br><br> <<link [[Next|Forest]]>><<set $edenCagedEscape to true>><<endevent>><<set $eventskip to 1>><<set $forest to random(50, 75)>><</link>> <<else>> Not wanting to be locked away, you try to bolt for the door. <span class="red">Eden is quicker than you are.</span> <<He>> grips your hair, pulling you back towards the cage. <br><br> "You better learn well from this." <br><br> Eden throws you into the cage, locking it with a padlock. <<ruined>> <<unset $edenCagedEscape>> <<unset $edenescape>> <<set $NPCName[$NPCNameList.indexOf("Eden")].trust to 0>> <<set $edenCaged to {}>> <<set $edenCaged.escape to 0>> <<set $edenCaged.days to 0>> <br><br> <<link [[Next|Eden Caged]]>><<set $phase to 0>><</link>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Eden Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eden Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<npcincr Eden lust -20>> Eden hovers over you for a few seconds to catch <<his>> breath before <<he>> moves away.<<lllust>> <br><br> "You're lucky I'm not tying you up again for being a brat," <<he>> mutters as <<he>> leaves you on the floor.<<stress 20>><<gstress>> <br><br> <<tearful>> you avoid <<his>> gaze. <<else>> <<npcincr Eden love -10>> Hissing, Eden backs away from you. <br><br> "This was your idea in the first place," <<he>> spits. "Maybe I shouldn't let you stay away for so long if you're going to be like this." <br><br> <<He>> storms off, leaving you alone on the floor.<<lllove>> <br><br> <<tearful>> you gather yourself. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<set $location to "cabin">><<effects>><<seenPassage>> <<noClothingCheck>> <<if _nude is false>> <<strip>><<set $edenClothes to true>> <<else>> <<strip>> <</if>> <<if $edenradiointro is 2>> You search around for a suitable place to hide the romance book and settle on a nearby cabinet. On your way to the bathroom, inspiration strikes, and you turn on the radio to set the atmosphere. <<else>> On your way to the bathroom, you search around for a suitable place to hide the romance book and settle on a nearby cabinet. <</if>> Inside, you run the bath, adding the bath oil to the water as the tub fills; the pleasant aroma that ensues permeates the air throughout the cabin. You strip bare and sink into the soothing hot water as you hear Eden enter. <br><br> <<link [[Next|Eden Valentines Bath 2]]>><<npcincr Eden love 1>><<pass 30>><<wash>><</link>><<effects>> Eden's footsteps momentarily pause by the door before you hear them tentatively approach the bathroom. Surprise adorns <<his>> face as <<he>> enters and takes in the sight of you, waiting for <<him>> naked and splayed out in <<his>> tub. Seeing <<his>> expression, you throw <<him>> a coy smile and beckon <<him>> over. The shock on <<his>> face quickly melts into love as <<he>> chuckles and strips, walking over to you. <br><br> "This is unexpected," <<he>> says, climbing in the tub. <br> <<if $valentines_eden_breakfast is 1>> <<if $speech_attitude is "meek">> "I-I wanted to thank you for breakfast," you answer, <<elseif $speech_attitude is "bratty">> "Thought I could repay you for breakfast," you answer, <<else>> "I thought I could repay you for breakfast," you answer, <</if>> <<else>> You giggle, <</if>> folding your legs to give <<him>> some room. <br><br> <<if $valentines_eden_breakfast is 1>> Eden faintly smiles at your words and reclines in the water. <<else>> Eden faintly smiles at your laughter and reclines in the water. <</if>> <<if $edenradiointro is 2>> The music, warmth and scent of the oils lull the both of you into relaxation. <<else>> The warmth and scent of the oils lull the both of you into relaxation. <</if>> <br><br> <<link [[Wash Eden (0:30)|Eden Valentines Wash]]>><<npcincr Eden love 1>><<pass 30>><</link>><<glove>> <br> <<link [[Just relax (0:30)|Eden Valentines Relax]]>><<stress -12>><<pass 30>><</link>><<lstress>><<effects>> You and Eden relax in the tub. You feel <<his>> gaze slide up your body, until <<he>> meets your eyes. You smile at <<him>> and <<he>> faintly smiles back. <br><br> You both continue staring at one another with tender desire, <<his>> expression unusually soft as <<he>> regards you. <br><br> <<link [[Next|Eden Valentines Bath 3]]>><<clotheson>><</link>><<effects>><<wearProp "sponge">> You grab the sponge and hold it up. Eden turns <<his>> back to you and you start scrubbing. After finishing, you try to place the sponge down, but Eden stops you. <br><br> "Do you want me to wash you too?" <<he>> asks. <br><br> <<link [[Nod|Eden Valentines Wash Nod]]>><<handheldon>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<link [[Refuse|Eden Valentines Bath 3]]>><<clotheson>><</link>><<effects>> You turn your back to Eden, and <<he>> starts scrubbing you all over. Part way through, <<he>> hits a particularly ticklish spot. You bring your hands up to your mouth and barely stifle a giggle, but Eden notices all the same. <br><br> <<He>> smiles at your laughter and lays a gentle kiss on your neck before continuing. <br><br> <<link [[Next|Eden Valentines Bath 3]]>><<clotheson>><</link>><<effects>> After a while, the water starts to get cold. Eden slowly begins to sit up. <br><br> "I think we should get up now," <<he>> says, rising out of the water. <br> <<if $speech_attitude is "meek">> "I-I thought you usually stay in longer," you say, watching as <<he>> steps out of the tub. <<elseif $speech_attitude is "bratty">> "Don't you usually stay in longer?" you ask, throwing <<him>> a questioning glance as <<he>> steps out of the tub. <<else>> "I thought you usually stay in for a bit longer," you say, watching as <<he>> steps out of the tub. <</if>> <br> Eden looks away from you, sporting a slight blush. "I thought we could spend more time together." You can't help but smile at <<his>> rare display of bashfulness. <br><br> <<He>> helps you out of the tub and the both of you dry off before leaving the bathroom together, hand in hand. <<takeHandholdingVirginity "Eden" "romantic">> <br><br> <<if $edenradiointro is 2>> <<link [[Next|Eden Valentines Dance]]>><</link>> <<else>> <<link [[Next|Eden Valentines Book]]>><</link>> <</if>><<effects>> As you step into the cabin's living area, the melody playing from the radio catches your attention. Something about it sounds strangely familiar. Then it hits you. It's the song. The first song that you and Eden danced to. <br><br> You glance at Eden. By the look on <<his>> face, it seems <<hes>> had the same realisation as you. A look of determination flashes in <<his>> eyes and <<he>> turns to you. There's no hesitation this time. Being the first to act, <<he>> wraps <<his>> hands around your waist and pulls you towards <<him>>. You wind yours around <<his>> neck in turn and, once again, begin your slow waltz around the cabin. <br><br> <<link [[Next|Eden Valentines Dance 2]]>><<npcincr Eden love 1>><</link>><<effects>> As Eden holds you in <<his>> arms, the rest of the world seems to fade away. Even though you've danced before, this moment seems different. It's a familiar mix of tenderness and nostalgic vulnerability. Eden seems to feel it too, and although <<hes>> improved, a recognisable but no less endearing clumsiness leaks into <<his>> movements. As a matter of fact, <<his>> light blush and awkward missteps bring you back to the way <<he>> bared <<his>> heart to you in the first dance you shared. <br><br> You look back at the memory and realise that this is what makes Eden who <<he>> is. Through <<his>> outer brashness to the softness <<he>> hides deep down, you see how much Eden has tried for you, and as a result, how far you've come together. It makes you realise that even if <<he>> may not know how to say it, it's through moments like these, moments of bumbling laughter and static-filled love songs, moments that belong to the both of you, that truly show the genuine depths of <<his>> love. <br><br> <<link [[Next|Eden Valentines Dance 3]]>><<npcincr Eden love 1>><</link>><<effects>> The song comes to an end, and for a moment, you and Eden stay still. Time stops and you share a private slice of forever in that moment together. It passes in mere seconds but to the two of you it is an eternity, one that ends far too soon. As the world comes rushing back, Eden captures your lips in a sweet kiss. It's as genuine as you remember, but it warms your heart all the same. <br><br> <<link [[Next|Eden Valentines Book]]>><</link>><<effects>> Stepping away from Eden, you walk to the cabinet where you hid the romance book and pull it out. <<He>> raises <<his>> eyebrows as you hand it to <<him>>. "Wow," <<he>> chuckles, turning the book over in <<his>> hands. "You're full of surprises today." <<He>> pauses for a second, seemingly contemplating something. <br><br> "We have some time before dinner. Feel like reading this now?" <<he>> asks, glancing to you. <br><br> <<link [[Read it to Eden instead (0:20)|Eden Valentines Read]]>><<pass 20>><</link>> <br> <<link [[Nod (0:20)|Eden Valentines Book 2]]>><<pass 20>><</link>> <br> <<link [[Refuse|Eden Valentines Book Refuse]]>><</link>><<effects>> You shake your head. Eden shrugs, before walking over to you and kissing your forehead. "Thanks for today," <<he>> says, putting the book away and walking to the kitchen to start dinner. <br><br> <<link [[Next|Eden Cabin]]>><</link>><<effects>> <<if $speech_attitude is "meek">> "C-Could I read it this time?" you ask. <<elseif $speech_attitude is "bratty">> "How about I read this time?" you ask. <<else>> "Could I read it to you this time?" you ask. <</if>> Eden looks at you quizzically, but shrugs. "Sure," <<he>> says, handing you the book. You accompany Eden to the fireplace where <<he>> sets the book down and begins to get the fire going. Once the flames burn high, <<he>> sits and takes hold of the literature, motioning for you to join <<him>> on the floor. <br><br> Once comfortably snuggled into <<his>> chest, you open the book and start reading. <br><br> Halfway through the first chapter, you feel Eden kiss your neck. You pause and try to face <<him>>, but <<he>> doesn't stop. Eden brings <<his>> lips to your ear. "Keep going," <<he>> whispers, as <<he>> slides <<his>> hand over your stomach. <br><br> It's getting hard to read while Eden's distracting you. <br><br> <<link [[Embrace Eden|Eden Valentines Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Push Eden away|Eden Valentines Push]]>><</link>> <br><<effects>> You accompany Eden to the fireplace where <<he>> sets the book down and begins to get the fire going. Once the flames burn high, <<he>> sits and takes hold of the literature, motioning for you to join <<him>> on the floor. <br><br> You snuggle into <<his>> chest and breathe deeply, taking in <<his>> unique scent as you watch <<him>> open to the first page and begin to read. <br><br> <<link [[Distract Eden|Eden Valentines Distract]]>><</link>> <br> <<link [[Just listen|Eden Valentines Listen]]>><</link>><<effects>> Eden reads to you for some time, until <<he>> stops, looking out at the window. You shift your gaze to the scenery outside and see that it's getting dark out. "I need to start dinner," <<he>> notes. <br><br> Before pulling away from you, Eden presses a gentle kiss to your forehead. "Thanks for today," <<he>> says, "and Happy Valentine's." <br><br> The both of you share one last smile as <<he>> stores the book away and walks to the kitchen. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> Midway through the first chapter, you turn to Eden and lay a soft kiss on <<his>> neck. <<He>> abruptly stops reading and glances toward you. Deciding to take it a step further, you pepper <<his>> neck with kisses and slide your hands under <<his>> shirt, running it teasingly over <<his>> stomach. Eden's breath starts to pick up. <br><br> Shifting <<his>> attention to you, <<he>> places the book aside and gently guides you onto the cabin floor. <br><br> <<link [[Embrace Eden|Eden Valentines Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Push Eden away|Eden Valentines Distract Push]]>><</link>><<effects>> You push Eden away from you. <<He>> looks frustrated and paws at you a little harder, but eventually relents and gets off, walking to the kitchen to start dinner. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<effects>> You push Eden away from you. <<He>> chuckles and buries <<his>> head in your neck, laying down one final kiss. You read to Eden for a bit longer before <<he>> gets up to make dinner. <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<set $enemyhealth to 600>> <<set $enemyhealthmax to 600>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <span id="next"> <<if _combatend>> <<link [[Next|Eden Valentines Sex Finish]]>><</link>> <<else>> <<link [[Next|Eden Valentines Sex]]>><</link>> <</if>> </span><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<npcincr Eden lust -20>><<npcincr Eden love 1>> Eden holds you close to <<his>> chest and strokes your hair.<<glove>><<llust>> <<elseif $enemyhealth lte 0>> "On Valentine's Day?" Eden asks, exasperated. <<He>> winces and holds <<his>> side. "I need to get something for this." <<llove>><<npcincr Eden love -1>> <br><br> <<He>> leaves you by the fireplace. <<elseif $finish is 1 or $phase is 1>> "Okay," <<he>> says, pulling away from you. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> <<link [[Next|Eden Valentines Book 3]]>><</link>><<effects>> The two of you lie on the cabin floor, the romance story long forgotten. After a bit, Eden lifts <<himself>> off you and helps you sit up. You both stay curled by the fireplace for a bit longer. Staring into the flames, part of you feels disheartened, wishing that moments like these could last forever. Seeing Eden shift <<his>> gaze to the slowly darkening sky, you can tell <<he>> feels the same way. <br><br> <<if $edenradiointro is 2>> A short while later, Eden breaks the silence. "Thanks for today," <<he>> says, "and Happy Valentine's." As <<he>> presses a gentle kiss to your forehead, you come to another realisation. Moments like these are special because of Eden's love. Since it's something that <<he>> carries for you always, it means that every moment with <<him>> is special, from <<his>> clumsy attempts at dancing to the way <<hes>> holding you now. And as Eden whispers three special words to you so softly that you can barely hear it, you smile, because you know that as long as you're together, moments like these never truly have to end. <<else>> A short while later, Eden breaks the silence. "Thanks for today," <<he>> says, "and Happy Valentine's." As <<he>> presses a gentle kiss to your forehead, you come to a realisation. Moments like these are special because of Eden's love. Since it's something that <<he>> carries for you always, it means that every moment with <<him>> is special, from sharing a bath together to the way <<hes>> holding you now. And as Eden whispers three special words to you so softly that you can barely hear it, you smile, because you know that as long as you're together, moments like these never truly have to end. <</if>> <br><br> <<link [[Next|Eden Cabin]]>><<endevent>><</link>><<widget "cabinothers">> <<if $nextPassageCheck is "Eden Clearing">> <<getouticon>><span class="nextLink"><<link [[Go outside|Eden Clearing]]>><</link>></span> <<elseif ($exposed gte 1 and !$daily.eden.exposed and Time.hour is 7) or ($exposed gte 1 and !$daily.eden.exposed and Time.hour is 8)>> <<getouticon>><<link [[Go outside|Eden Exposed]]>><<endevent>><</link>> <<elseif $exposed gte 1 and !$daily.eden.exposed and Time.hour gte 17>> <<getouticon>><<link [[Go outside|Eden Exposed]]>><<endevent>><</link>> <<else>> <<getouticon>><<link [[Go outside|Eden Clearing]]>><<endevent>><</link>> <</if>> <br><br> <<link [[Gameplay Settings|Cabin Settings]]>><<endevent>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<endevent>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<endevent>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br> <</widget>> <<widget "edenlust">> <<if $exposed gte 1>> <span class="lewd">Eden keeps stealing glances at you.</span><<glust>> <<npcincr Eden lust 1>> <br><br> <</if>> <</widget>> <<widget "clearingactions">> <<edenicon>><<link [[Enter the cabin|Eden Cabin]]>><<endevent>><</link>> <br><br> <<furnitureicon "chair">><<link [[Relax under the porch (0:15)|Eden Porch]]>><<stress -2>><<pass 15>><</link>><<lstress>> <br><br> <<if $edengarden is 0>> <span class="purple">Eden's crops are strangled by weeds.</span> <br> <<gardenicon "strangled">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>> <br><br> <<elseif $edengarden is 1>> <span class="blue">Eden's crops are tangled with weeds.</span> <br> <<gardenicon "tangled">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>> <br><br> <<elseif $edengarden is 2>> <span class="lblue">There are as many weeds growing in Eden's plot as there are vegetables.</span> <br> <<gardenicon "tangled">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>> <br><br> <<elseif $edengarden is 3>> <span class="teal">Eden's crops are almost free of weeds, but more could be done.</span> <br> <<gardenicon "weeds">><<link [[Remove the weeds (3:00)|Clearing Weeding]]>><<tending 1>><<tiredness 12>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>><<gtending>> <br><br> <<elseif $edengarden is 4>> <span class="green">Eden's crops are free of weeds.</span> <br><br> <</if>> There are other bare plots of soil that Eden isn't using. <br> <<gardenicon "plot">><<link [[Examine|Eden Plots]]>><</link>> <br><br> <<if $edenshrooms is 0>> <span class="purple">Eden's mushroom barrel is almost empty.</span> <br> <<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>> <br><br> <<elseif $edenshrooms is 1>> <span class="blue">Eden's mushroom barrel is almost empty.</span> <br> <<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>> <br><br> <<elseif $edenshrooms is 2>> <span class="lblue">Eden's mushroom barrel is half full.</span> <br> <<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>> <br><br> <<elseif $edenshrooms is 3>> <span class="teal">Eden's mushroom barrel is almost full.</span> <br> <<tendingicon "mushroom">><<link [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<pass 1 hour>><<npcincr Eden love 1>><</link>><<glove>> <br><br> <<elseif $edenshrooms is 4>> <span class="green">Eden's mushroom barrel is brimming with fungi.</span> <br><br> <</if>> <<if $edenspring is 0>> <span class="purple">The spring is full of broken branches and twigs.</span> <br> <<lakeicon "pond twigs">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>> <br><br> <<elseif $edenspring is 1>> <span class="blue">The bottom of the spring is littered with branches.</span> <br> <<lakeicon "pond twigs">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>> <br><br> <<elseif $edenspring is 2>> <span class="lblue">You can see the bottom of the spring through the twigs and branches floating on its surface.</span> <br> <<lakeicon "pond twigs">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>> <br><br> <<elseif $edenspring is 3>> <span class="teal">Twigs float on the surface of the spring.</span> <br> <<lakeicon "pond twigs">><<link [[Clear the debris (0:30)|Clearing Debris]]>><<tiredness 6>><<npcincr Eden love 1>><</link>><<gtiredness>><<glove>> <br><br> <<elseif $edenspring is 4>> <<if Weather.waterTemperature gt 15>> <span class="green">The spring is clean and clear.</span> <<else>> <span class="purple">The spring is clean and clear, but the water is cold.</span> <</if>> <br> <<if Weather.waterTemperature lte 5>> <<set _edenSpringStress to 6>> <<elseif Weather.waterTemperature lte 15>> <<set _edenSpringStress to 4>> <<elseif Weather.waterTemperature lte 35>> <<set _edenSpringStress to -6>> <<else>> <<set _edenSpringStress to -8>> <</if>> <<if !$edenspringintro and ((Time.hour gte 9 and Time.hour lte 10) or (Time.hour is 15) or (Time.hour is 16)) and Weather.waterTemperature gt 15 and Weather.waterTemperature lte 25>> <<lakeicon "pond">><<link [[Relax in the spring (0:30)|Eden Spring Intro]]>><<stress _edenSpringStress>><</link>> <<else>> <<lakeicon "pond">><<link [[Relax in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass 30>><<stress _edenSpringStress>><</link>> <</if>> <<if Weather.waterTemperature lte 5>> <<ggstress>> <<elseif Weather.waterTemperature lte 15>> <<gstress>> <<elseif Weather.waterTemperature lte 35>> <<lstress>> <<else>> <<llstress>> <</if>> <br> <<if $daily.eden.wash is undefined>> <<lakeicon "pond">><<link [["Wash Eden's clothes in the spring (0:30)"|Wash Spring]]>><<pass 30>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<set $daily.eden.wash to 1>><</link>><<glove>><<gdom>> <br> <</if>> <br> <</if>> <<if $edenHotSpring>> <<lakeicon "firepit">><<link [[Examine the heater|Clearing Heater]]>><</link>> <br><br> <</if>> <<if $edenfreedom gte 1>> <<foresticon>><<link [[Enter the forest (0:10)|Forest]]>><<endevent>><<pass 10>><<set $forest to 60>><<if $edenFluidsCheck is "clean">><<set $edenFluidsCheck to "cleanLeave">><</if>><</link>> <br> <<else>> <<foresticon>><<link [[Escape|Eden Cabin Escape]]>><<set $forest to 80>><</link>> <br> <</if>> <br> <</widget>> <<widget "clearingHeaterExamine">> <<set _edenHeaterBurnTime to Cooker.getBurnTime($edenHeater)>> You examine the thermosiphon heater. Spring heating time remaining: <<print getTimeString(_edenHeaterBurnTime / 60)>> <br><br> <<set _maxTime to Math.floor($edenHeater.maxBurnTime)>> <<lakeicon "firepit">>The spring can remain heated for up to <<print Math.floor(_maxTime / (60 * 60))>> hours. <br> <<lakeicon "pond">> <<set _burnTimeRatio to Cooker.getBurnTime($edenHeater) / $edenHeater.maxBurnTime>> <<set _startingBurnTimeRatio = Math.max(($edenHeaterStartingLastsUntil ?? $edenHeater.lastsUntil) - $timeStamp, 0) / $edenHeater.maxBurnTime>> <<if _edenHeaterBurnTime gt 0>> <<if _startingBurnTimeRatio gte 0.8>> The spring will take some time to heat up. <<elseif _burnTimeRatio lte 0.2>> The spring is beginning to cool down. <</if>> <</if>> Currently, the spring is <<if Weather.waterTemperature lte 5>> freezing cold. <<elseif Weather.waterTemperature lte 15>> cold. <<elseif Weather.waterTemperature lte 25>> cool. <<elseif Weather.waterTemperature lte 35>> warm. <<else>> nice and hot. <</if>> <br><br> <<set _maxTimeAllowed to Math.clamp(_maxTime - _edenHeaterBurnTime, 0, _maxTime)>> <<set _timeLteMax to _fireWoodTime lte _maxTimeAllowed>> <<if $edenspring is 4>> <<birdicon "wood">> <<if _edenHeaterBurnTime is 0>> <<link "Light the heater with firewood">> <<run Cooker.addBurnTime($edenHeater, _maxTimeAllowed)>> <<set $edenHeaterStartingLastsUntil to $edenHeater.lastsUntil>> <<replace #clearingHeaterExamine>> <<clearingHeaterExamine>> <</replace>> <</link>> <<elseif _maxTimeAllowed gt 0>> <<link "Add more firewood to the heater">> <<run Cooker.addBurnTime($edenHeater, _maxTimeAllowed)>> <<replace #clearingHeaterExamine>> <<clearingHeaterExamine>> <</replace>> <</link>> <<else>> The fire's already strong enough. <</if>> <<else>> <<if _edenHeaterBurnTime is 0>> You should clear the spring before lighting the heater. <<else>> You should clear the spring before adding more wood to the heater. <</if>> <</if>> <</widget>> <<widget "clearingedenactions">> Eden glances at you. <br><br> <<if !$edenfurniture>> <<edenicon "rug">><<link [[Ask Eden if you can buy a rug and pillows|Eden Pillows]]>><</link>> <br> <<elseif $edenfurniture is 1 and $edenpillow is 2>> <<edenicon "curtains">><<link [[Ask if you can get curtains and a coat stand|Eden Curtains]]>><</link>> <br> <<elseif $edenfurniture gte 2 and !$edencoat and $edencurtains is 2>> <<edenicon "coat stand">><<link [[Ask to make the coat stand (3:00)|Eden Coat Stand]]>><<set $edencoat to 1>><<pass 3 hours>><</link>> <br> <<elseif $edenfurniture is 2 and $edencurtains is 2 and $edencoat>> <<couchicon>><<link [[Ask for a loveseat|Eden Loveseat]]>><</link>> <br> <<elseif $edenfurniture is 3 and $edenloveseat lt 7>> <<couchicon>><<link [[Work on the loveseat (3:00)|Eden Loveseat Work]]>><<pass 3 hours>><</link>> <br> <</if>> <<if $worn.neck.collared isnot 1 and C.npc.Eden.dom gte 100>> <<symbol "dominance">><<link [[Ask Eden for a collar|Eden Collar]]>><<npcincr Eden love 5>><<npcincr Eden lust 5>><<npcincr Eden dom 5>><</link>><<gglove>><<gglust>><<ggdom>> <br> <</if>> <<if $edenspringintro is 1 and $daily.eden.springJoin isnot 1 and $edenspring is 4>> <<lakeicon "pond">><<link [[Ask Eden to join you in the spring|Eden Spring]]>><<set $daily.eden.springJoin to 1>><<stress -6>><<npcincr Eden love 1>><</link>><<lstress>><<glove>> <br> <</if>> <<if $daily.eden.walk isnot 1>> <<lakeicon>><<link [[Ask Eden to accompany you to the lake|Eden Lake]]>><</link>> <br> <</if>> <<if !$daily.eden.search or $daily.eden.search lt C.npc.Eden.love / 40>> <<foresticon>><<link [[Ask Eden to help search the forest (0:30)|Eden Search]]>><<set $daily.eden.search to ($daily.eden.search || 0) + 1>><</link>> <br> <</if>> <br> <<if Time.monthDay is 31 and $halloween_eden is 1 and $halloween_eden_bought is 1 and !$halloween_eden_candy_given>> <<foodicon "sweets">><<link [[Give Eden the hamper|Eden Halloween]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $halloween_eden_candy_given to 1>><</link>> <br> <</if>> <<if Time.monthDay is 25 and $christmas_gift_eden is 1 and $christmas_gift_eden_given isnot 1>> <<gifticon "christmas">><<link [[Give Eden the hunting jacket|Eden Jacket]]>><<npcincr Eden love 5>><<npcincr Eden dom 1>><<set $christmas_gift_eden_given to 1>><<set $edencoatjacket to 1>><</link>> <br><br> <</if>> <<if pcAreArmsBound("any") or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">> <<undobindingsicon>><<link [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass 1>><<unbind>><</link>> <br><br> <</if>> <<if $edenfreedom is undefined>> <<socialiseicon "ask">><<link [[Ask for freedom to return to town|Eden Freedom]]>><</link>> <br> <</if>> <<if $edenfreedom is 1>> <<socialiseicon "ask">><<link [[Ask for freedom to remain in town|Eden Freedom 3]]>><</link>> <br> <</if>> <<if $edenshopping is 1>> <<edenicon "supplies">><<link [[Give Eden the supplies|Eden Supplied]]>><</link>> <br> <</if>> <<if $edenradiointro is 1>> <<ind>><<link [[Give Eden the radio|Eden Radio Intro]]>><</link>> <br> <</if>> <<getouticon>><<link [[Go back|Eden Clearing]]>><<endevent>><</link>> <br><br> <</widget>> <<widget "edenpreystart">> <<if $weekly.edenPrey or random(1, 3) gte 2>> /* do nothing */ <<else>> /* Checks to see if the player has one of the main virginities intact, and if Eden can take it */ <<if ($player.penisExist and $player.virginity.penile is true and ($NPCList[0].vagina isnot "none" or $settings.analEnabled)) or ($player.vaginaExist and $player.virginity.vaginal is true and $NPCList[0].penis isnot "none")>> <<set _virginityPresent to true>> <</if>> /* Lowers amount of love and lust required if player is not a virgin or hasn't seen the event before */ <<if $edenPrey gte 1 and _virginityPresent>> <<set _edenPreyPhase to 3>> <<elseif $edenPrey gte 1>> <<set _edenPreyPhase to 2>> <<elseif _virginityPresent>> <<set _edenPreyPhase to 1>> <<else>> <<set _edenPreyPhase to 0>> <</if>> <<switch _edenPreyPhase>> <<case 0>> /* no virginity, first time */ <<if C.npc.Eden.love gte 85 and C.npc.Eden.lust gte 50>> <<set _edenPreyEvent to true>> <</if>> <<case 1>> /* virginity intact, first time */ <<if C.npc.Eden.love gte 75 and C.npc.Eden.lust gte 40>> <<set _edenPreyEvent to true>> <</if>> <<case 2>> /* non-virgin, repeat event */ <<if C.npc.Eden.love gte 125 and C.npc.Eden.lust gte 70>> <<set _edenPreyEvent to true>> <</if>> <<case 3>> /* virgin, repeat event */ <<if C.npc.Eden.love gte 100 and C.npc.Eden.lust gte 60>> <<set _edenPreyEvent to true>> <</if>> <</switch>> <<if _edenPreyEvent>> <<set $weekly.edenPrey to true>> <</if>> <</if>> <</widget>> <<widget "edenFluidsCheck">> <<if $edenFluidsCheck is undefined>> <<set $edenFluidsCheck to "Eden">> <<elseif $edenFluidsCheck is "clean" and ($goocount + $semencount gt 0)>> <<set $edenFluidsCheck to "Eden">> <<elseif $edenFluidsCheck is "cleanLeave">> <<set $edenFluidsCheck to "clean">> <</if>> <</widget>> <<widget "edenTrackers">> <<set $edendays to 0>> <<set $edenragerespite to 0>> <</widget>> <<widget "edenRageRespite">> <<if $edenfreedom is 1 or $edenCagedEscape>> /* If we ever decide to lower the respite time when Eden and the PC are expecting a child, we should do it here */ <<set $edenragerespite to 7>> <<elseif $edenfreedom is 2>> <<set $edenragerespite to 21>> <<else>> <br><span class="red"><<print "Error: Invalid '$edenfreedom' value in widget 'edenRageRespite'. Please report this.">></span><br> <</if>> <</widget>><<location "catacombs">><<set $bus to "catacombs">><<set $outside to 0>><<effects>> You are in the catacombs beneath the forest. A staircase leads upwards, to the churchyard. A statue of a six-armed angel smiles down at you, cradling a lit brazier in its lowest hands. <br><br> <<if $museumAntiques.antiques.antiqueivorystatuette isnot "found" and $museumAntiques.antiques.antiqueivorystatuette isnot "talk" and $museumAntiques.antiques.antiqueivorystatuette isnot "museum">> A small statuette sits on the statue's shoulder. You could reach it. <br><br> <</if>> <<if $worn.face.type.includes("blindfold")>> A warm breeze brushes against your face, <span class="green">and your blindfold falls free,</span> leaving only a tattered strip of cloth. It's hard to imagine it was sturdy just a moment ago. <<set $worn.face.type.push("broken")>> <<faceruined>> <br><br> <</if>> <<if $worn.upper.name is "cocoon" or $worn.lower.name is "cocoon bottom">> The statue's eyes flicker. The web covering you slacks, loosens, <span class="green">and falls apart.</span> <br><br> <<if $worn.upper.name is "cocoon">> <<upperruined>><<handheldruined>> <</if>> <<if $worn.lower.name is "cocoon bottom">> <<lowerruined>> <</if>> <</if>> <<catacombs_torch_text>><<wearProp "torch">><br><br> <i>Avoiding traps and other nastiness will become more difficult as your torch dies.</i> <br><br> <<set $eventskip to 1>> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs normal>> <<else>> <<if $museumAntiques.antiques.antiqueivorystatuette isnot "found" and $museumAntiques.antiques.antiqueivorystatuette isnot "talk" and $museumAntiques.antiques.antiqueivorystatuette isnot "museum">> <<antiqueicon "ivory_statuette">><<link [[Take statuette|Catacombs Statuette]]>><</link>><<crime "thievery">> <br> <</if>> <<if pcAreArmsBound("any")>> <<undobindingsicon>><<link [[Burn through your bindings|Catacombs Unbind]]>><<pain 1>><</link>><<gpain>> <br> <</if>> <<if $catacombs_torch lt 100>> <<caveicon "torch">><<link [[Light torch|Catacombs Light]]>><</link>><<gtorch>> <br> <</if>> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs Sarcophagi]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs Prison]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br><br> <<getouticon>><<link [[Exit|Churchyard]]>><<catacombs_end>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn your back to the statue, holding your bindings over the flame. The heat builds, and you feel a sting. You're about to pull away when the bindings burn loose. You tear yourself free. <<unbind>> <br><br> <<link [[Next|Catacombs]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<catacombs_torch 100>> You hold your torch over the brazier. It blazes into new life. For a moment the statue's eyes burn with reflected fire. <br><br> <<link [[Next|Catacombs]]>><<set $eventskip to 1>><</link>> <br><<effects>><<wearProp "ivory statuette">> You climb the six-armed statue, standing on its arms and using the wings for support. It proves sturdy, and you come face-to-face with the statuette. It's a miniature version of the larger angel, except the arms and head are raised in supplication, and the smile beams. <br><br> You take the smaller angel from the larger angel's hand and climb back down. It belongs in a museum. <br><br> <<set $antiquemoney += 500>><<museumAntiqueStatus "antiqueivorystatuette" "found">><<crimeUp 500 "thievery">> <<link [[Next|Catacombs]]>><<set $eventskip to 1>><<handheldon>><</link>> <br><<effects>><<set $bus to "sarcophagi">> You are in the catacombs beneath the forest. Sarcophagi jut from the walls at violent angles, as if shunted from their proper positions by a tremendous force. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs normal>> <<else>> <<catacombs_plunder "normal">> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs Chasm]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>><<set $bus to "prison">> You are in the catacombs beneath the forest. The walls and floor are riddled with holes, themselves barred with iron. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs normal>> <<else>> <<catacombs_plunder "normal">> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs Ridge]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <</if>> <<set $eventskip to 0>><<effects>><<set $bus to "chasm">> You are in the catacombs beneath the forest. One wall has been torn away, as if by the movement of some great beast, revealing a black, yawning chasm. Great stalactites hang from the ceiling. <<if $settings.spidersEnabled>> <span class="blue">You see movement in the dark between them.</span> There's something up there. Watching. <<else>> <span class="blue">You see a faint glimmering between them.</span> There's something up there. <</if>> <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs normal>> <<else>> <<catacombs_plunder "normal">> <<if $tending gte 500>> <<mysteryicon>><<link [[Coax|Catacombs Chasm Coax]]>><</link>><<note "Tending" "green">> <br> <<else>> <<mysteryicon>><span class="blue">You lack the tending skill to coax out whatever's up there.</span> <br> <</if>> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs Sarcophagi]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>> You coo up at the stalactites, your voice soft. Only a faint echo answers at first, <<beastNEWinit 1 spider>> <<if !$settings.spidersEnabled>> but then an orb of light descends. It hovers for a moment in front of you, before floating along the edge of the chasm. <br><br> It arrives at the wall, illuminating a thin passage, and hovers there a moment, as if beckoning. Then it floats inside. It looks like a hidden passage around the chasm. <<elseif $monster is 1>> but then a head pokes into view, followed by eight limbs. It's a <<beasttype>>, but there's no menace in <<bhis>> demeanour. <<bHe>> crawls down the stalactite, dropping the rest of the way on a silken thread, and lands in front of you. <br><br> "Dangerous place for you," <<bhe>> says. "I can carry you across the chasm if you like. I'm stronger than I look. Much stronger." <<else>> but then eight legs crawl into view. It's a giant <<beasttype>>, but there's no menace in <<bhis>> demeanour. <<bHe>> crawls down a stalactite, dropping the rest of the way on a silken thread, and lands in front of you. <br><br> <<bHe>> turns and steps towards the chasm, lowering <<bhis>> abdomen. <<bHe>> wants to carry you over. <</if>> <br><br> <<link [[Travel across the chasm (0:10)|Catacombs Chasm Coax 2]]>><<pass 10>><</link>> <br> <<link [[Stay|Catacombs Chasm]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if !$settings.spidersEnabled>> You follow the light. It leads you through a maze of tight corridors in the stone, until you emerge in another part of the catacombs, on the other side of the chasm. Strange holes are bored in the walls and floor. The passage behind you has vanished in the dark. <br><br> With a playful sparkle, the light shoots towards the ceiling, and takes cover in a borehole. <<elseif $monster is 1>> The <<beasttype>> rushes in circles around you. Before you can react, <<bhes>> wrapped several strands of thread around your waist. <<bHe>> climbs the thread <<bhe>> descended on, pulling you off your feet and into the air. "Best way to carry you," <<bhe>> says with an apologetic smile. <br><br> <<bHe>> crawls right up to the ceiling, and dashes over the chasm. You dangle beneath <<bhim>>, aware of the abyss beneath, until you reach the other side. <<bHe>> lowers you, gently, then descends <<bhimself>> and tears off the strands around your waist. <br><br> "See?" <<bHe>> grins. "Strong!" With a leap, <<bhe>> climbs the wall and vanishes into the dark once more. You're in another part of the catacombs. Strange boreholes fill the walls and floor. <<else>> You climb onto the <<beasttype>>'s abdomen, and wrap your arms around <<bhis>> pedicel as <<bhe>> lurches into motion. <<bHe>> skitters up the strand of silk, and onto a horizontal web you could not see from below. <<bHe>> runs across a near-invisible network hung across the chasm. You cling tight, aware of the abyss beneath you. <br><br> <<bHe>> reaches the other side, and skitters down another strand. You climb down, and at once the spider launches itself onto the hanging strand, and vanishes into the dark. You're in another part of the catacombs. Strange boreholes fill the walls and floor. <</if>> <br><br> <<link [[Next|Catacombs Bores]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>><<set $bus to "ridge">> You are in the catacombs beneath the forest. One wall has been torn away, as if by the movement of some great beast, revealing a dark chasm. The drop is steep, but not sheer. You could clamber down if you were careful. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs normal>> <<else>> <<catacombs_plunder "normal">> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs Prison]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <<caveicon "south">><<link [[Climb down (0:01)|Catacombs Mud Climb]]>><<pass 1>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> Foot by foot, you lower yourself into the chasm, testing each step before committing. The shattered masonry and natural stone proves sturdy, and reaching the bottom isn't difficult. <br><br> Darkness surrounds you. You hear the rush of water, some distance away. <br><br> <<link [[Next|Catacombs Mud]]>><</link>> <br><<effects>><<set $bus to "mud">> You are in the catacombs beneath the forest. Great furrows have been carved through the stone, leading to an expanse of mud that stretches into the dark. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs barrow>> <<else>> <<catacombs_plunder "barrow">> <<caveicon "north">><<link [[Climb up (0:01)|Catacombs Ridge Climb]]>><<pass 1>><</link>><<catacombs_exit_indicator>> <br> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs Masonry]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <</if>> <<set $eventskip to 0>><<effects>> You traverse the slope, more crawling than climbing, feeling for solid rock that will bear your weight as you go. You reach the top, and the catacombs proper. <br><br> <<link [[Next|Catacombs Ridge]]>><</link>> <br><<effects>><<set $bus to "masonry">> You are in the catacombs beneath the forest. Great furrows have been carved through the stone, many blocked by huge chunks of fallen masonry. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs barrow>> <<else>> <<catacombs_plunder "barrow">> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs Barrow]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs Mud]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>><<set $bus to "barrow">> You are in the catacombs beneath the forest. Great furrows have been carved through the stone. A great mound towers over them. <br><br> <<if $museumAntiques.antiques.antiquesilvercrown isnot "found" and $museumAntiques.antiques.antiquesilvercrown isnot "talk" and $museumAntiques.antiques.antiquesilvercrown isnot "museum">> There's a small tunnel, leading into the mound. <br><br> <</if>> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs barrow>> <<else>> <<catacombs_plunder "barrow">> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs Stream]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs Masonry]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <<if $museumAntiques.antiques.antiquesilvercrown isnot "found" and $museumAntiques.antiques.antiquesilvercrown isnot "talk" and $museumAntiques.antiques.antiquesilvercrown isnot "museum">> <<getouticon "hole">><<link [[Enter the mound|Catacombs Crown]]>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<effects>> You enter the tunnel. The ceiling is so low you need to crouch, but you soon emerge in a round room. A cairn sits in the middle, on a raised patch of ground. A stone slab rises from the earth in front, and on top of it rests a silver crown. <br><br> <<antiqueicon "silver_crown">><<link [[Take|Catacombs Crown 2]]>><</link>><<crime "thievery">> <br> <<getouticon>><<link [[Leave|Catacombs Barrow]]>><<set $eventskip to 1>><</link>> <br><<effects>><<wearProp "silver crown">> You take the crown. The earth tremors, almost knocking you off your feet. Clumps of dirt fall from the ceiling. You rush for the tunnel, and manage to escape before being buried in the avalanche. <br><br> You examine the crown. There are sockets on the front that were once filled, and the metal is corroded by time, but it's otherwise intact. It belongs in a museum. <br><br> <<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquesilvercrown" "found">><<crimeUp 1200 "thievery">> <<link [[Next|Catacombs Barrow]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>><<set $bus to "stream">> You are in the catacombs beneath the forest. Streams run along great furrows in the stone. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs barrow>> <<else>> <<catacombs_plunder "barrow">> <<caveicon "east">><<link [[Walk east (0:10)|Catacombs Stalagmites]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs Barrow]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>><<set $bus to "stalagmites">> You are in the catacombs beneath the forest. A sea of rocky teeth blocks passage east, but a steep slope rises to the north. You might be able to clamber up. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs barrow>> <<else>> <<catacombs_plunder "barrow">> <<caveicon "north">><<link [[Climb up (0:01)|Catacombs Bores Climb]]>><<pass 1>><</link>> <br> <<caveicon "west">><<link [[Walk west (0:10)|Catacombs Stream]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>> You climb the stone slope. Strange boreholes provide good places to grasp, particularly near the top. <br><br> You emerge in the ruins of an ornate hall. Shattered stoneware and crockery litter the ground, crunching underfoot. <br><br> <<link [[Next|Catacombs Bores]]>><</link>> <br><<effects>><<set $bus to "bores">> You are in the catacombs beneath the forest. Pipes and cables crisscross overhead, running through strange boreholes. <<if $settings.spidersEnabled>> <span class="blue">You see movement in the dark between them.</span> There's something up there. Watching. <<else>> <span class="blue">You see a faint glimmering between them.</span> There's something up there. <</if>> <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs compound>> <<else>> <<catacombs_plunder "compound">> <<if $tending gte 500>> <<mysteryicon>><<link [[Coax|Catacombs Bores Coax]]>><</link>><<note "Tending" "green">> <br> <<else>> <<mysteryicon>><span class="blue">You lack the tending skill to coax out whatever's up there.</span> <br> <</if>> <<caveicon "north">><<link [[Walk north (0:10)|Catacombs Engravings]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "south">><<link [[Climb down (0:01)|Catacombs Stalagmites Climb]]>><<pass 1>><</link>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>> You coo up at the holes, your voice soft. Only a faint echo answers at first, <<beastNEWinit 1 spider>> <<if !$settings.spidersEnabled>> but then an orb of light emerges from the hole. It hovers for a moment in front of you, before floating along the edge of the chasm. <br><br> It arrives at the wall, illuminating a thin passage, and hovers there a moment, as if beckoning. Then it floats inside. It looks like a hidden passage around the chasm. <<elseif $monster is 1>> but then a head pokes into view, followed by eight limbs. It's a <<beasttype>>, but there's no menace in <<bhis>> demeanour. <<bHe>> crawls from the hole and down the wall, aided by a silken thread and lands in front of you. <br><br> "Not friends with other humans," <<bhe>> asks. "I can carry you across the chasm if you like. Nearer exit. I'm stronger than I look. Much stronger." <<else>> but then eight legs crawl into view. It's a giant <<beasttype>>, but there's no menace in <<bhis>> demeanour. <<bHe>> crawls from the hole and down the wall, aided by a silken thread and lands in front of you. <br><br> <<bHe>> turns and steps towards the chasm, lowering <<bhis>> abdomen. <<bHe>> wants to carry you over. <</if>> <br><br> <<link [[Travel across the chasm (0:10)|Catacombs Bores Coax 2]]>><<pass 10>><</link>> <br> <<link [[Stay|Catacombs Bores]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if !$settings.spidersEnabled>> You follow the light. It leads you through a maze of tight corridors in the stone, until you emerge in another part of the catacombs, on the other side of the chasm. Stalactites hang from the dark. The passage behind you has vanished in the shadows. <br><br> With a playful sparkle, the light shoots towards the ceiling, and takes cover among the stalactites. <<elseif $monster is 1>> The <<beasttype>> rushes in circles around you. Before you can react, <<bhes>> wrapped several strands of thread around your waist. <<bHe>> climbs the thread <<bhe>> descended on, pulling you off your feet and into the air. "Best way to carry you," <<bhe>> says with an apologetic smile. <br><br> <<bHe>> crawls right up to the ceiling, and dashes over the chasm. You dangle beneath <<bhim>>, aware of the abyss beneath, until you reach the other side. <<bHe>> lowers you, gently, then descends <<bhimself>> and tears off the strands around your waist. <br><br> "See?" <<bHe>> grins. "Strong!" With a leap, <<bhe>> climbs the wall and vanishes into the dark once more. You're in another part of the catacombs. Stalactites hang from the dark. <<else>> You climb onto the <<beasttype>>'s abdomen, and wrap your arms around <<bhis>> pedicel as <<bhe>> lurches into motion. <<bHe>> skitters up the strand of silk, and onto a horizontal web you could not see from below. <<bHe>> runs across a near-invisible network hung across the chasm. You cling tight, aware of the abyss beneath you. <br><br> <<bHe>> reaches the other side, and skitters down another strand. You climb down, and at once the spider launches itself onto the hanging strand, and vanishes into the dark. You're in another part of the catacombs. Stalactites hang from the dark. <</if>> <br><br> <<link [[Next|Catacombs Chasm]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You lower yourself into the chasm. Boreholes provide good places to grasp, and reaching the bottom isn't difficult. <br><br> Darkness surrounds you. Water rushes by your feet. <br><br> <<link [[Next|Catacombs Stalagmites]]>><</link>> <br><<effects>><<set $bus to "engravings">> You are in the catacombs beneath the forest. Pipes and cables crisscross overhead. The walls are decorated with skeletal engravings. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs compound>> <<else>> <<catacombs_plunder "compound">> <<caveicon "north">><<link [[Walk north (0:10)|Catacombs Museum]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "south">><<link [[Walk south (0:10)|Catacombs Bores]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>><<set $bus to "museum">> You are in the catacombs beneath the forest. Pipes and cables crisscross overhead. Shattered glass litters the ground. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs compound>> <<else>> <<catacombs_plunder "compound">> <<caveicon "north">><<link [[Walk north (0:10)|Catacombs Statues]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "south">><<link [[Walk south (0:10)|Catacombs Engravings]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>><<set $bus to "statues">> You are in the catacombs beneath the forest. Pipes and cables crisscross overhead. Time-worn statues guard ruined portals. <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs compound>> <<else>> <<catacombs_plunder "compound">> <<caveicon "north">><<link [[Walk north (0:10)|Catacombs Compound]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <<caveicon "south">><<link [[Walk south (0:10)|Catacombs Museum]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>><<set $bus to "compound">> You are in the catacombs beneath the forest. Pipes and cables vibrate overhead, snaking around half-ruined pillars. <<if $museumAntiques.antiques.antiquewhitecrystal isnot "found" and $museumAntiques.antiques.antiquewhitecrystal isnot "talk" and $museumAntiques.antiques.antiquewhitecrystal isnot "museum">> They all run in the same direction, towards a humming machine. Suspended in its centre is a glowing white crystal. The dim light casts long shadows. <</if>> <br><br> <<catacombs_torch_text>><<wearProp "torch">><br><br> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<elseif $eventskip isnot 1>> <<events_catacombs compound>> <<else>> <<if $museumAntiques.antiques.antiquewhitecrystal isnot "found" and $museumAntiques.antiques.antiquewhitecrystal isnot "talk" and $museumAntiques.antiques.antiquewhitecrystal isnot "museum">> <<antiqueicon "crystal">><<link [[Approach the crystal|Catacombs Crystal]]>><</link>> <br><br> <</if>> <<catacombs_plunder "compound">> <<caveicon "south">><<link [[Walk south (0:10)|Catacombs Statues]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>><<catacombs_exit_indicator>> <br> <</if>> <<set $eventskip to 0>><<effects>> You approach the machine. You feel the ground vibrate as you draw closer, and see the metal prongs holding the crystal in place. Whatever it is, it's important, and might be worth a pretty penny. <br><br> <<antiqueicon "crystal">><<link [[Take it|Catacombs Crystal 2]]>><</link>><<gcrime "thievery">> <br> <<getouticon>><<link [[Step away|Catacombs Compound]]>><<set $eventskip to 1>><</link>> <br><<effects>><<wearProp "crystal">> <<earnFeat "Dark Delvings">> You remove the crystal. The prongs release it without resistance. You think you see an engraving, somehow carved into the interior. <br><br> Before you can examine further, <span class="red">an alarm blares.</span> You turn and run, past the pillars and down one of the passages snaking away. You hear footsteps behind, but soon lose them in the maze. <br><br> <<set $antiquemoney += 2000>><<museumAntiqueStatus "antiquewhitecrystal" "found">><<crimeUp 1000 "destruction">><<crimeUp 1000 "thievery">> <<link [[Next|Catacombs Compound]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> You push your arms through a gap, feeling around until you find something you can grasp, then pull yourself in. <br><br> <<if $physiquesize lte random(6000, 16000)>> It takes a bit of wriggling, <span class="green">but you manage to pull yourself clear,</span> clambering down the other side of the rubble. <<else>> <span class="red">The gap isn't as wide as you thought.</span> You make it through to the other side, <<if $worn.upper.name isnot "naked">> <<set $worn.upper.integrity -= 20>> <<set _clothes_torn to true>> <</if>> <<if $worn.lower.name isnot "naked">> <<set $worn.lower.integrity -= 20>> <<set _clothes_torn to true>> <</if>> <<if $worn.under_upper.name isnot "naked">> <<set $worn.under_upper.integrity -= 20>> <<set _clothes_torn to true>> <</if>> <<if $worn.under_lower.name isnot "naked">> <<set $worn.under_lower.integrity -= 20>> <<set _clothes_torn to true>> <</if>> <<if _clothes_torn is true>> but hear your clothing tear. <<integritycheck>> <<exposure>> <<else>> but suffer a few scrapes.<<gpain>><<pain 6>><<gstress>><<stress 6>> <</if>> <</if>> <br><br> <<destination_catacombs skip>><<effects>> You walk back the way you came, and try a branching path. The tunnel twists and turns, until you emerge on the other side of the pile of rubble. <br><br> <<destination_catacombs skip>><<effects>> <<if $physiqueSuccess>> <span class="green">You rip and tear the cobweb off your body.</span> A few strands stick to you, but they'll be no problem. <<else>> You try to rip the spiderweb off your body, but the more you struggle, <span class="red">the tighter it sticks,</span> until you can't move your arms at all. You won't be able to remove it here. At least your legs are free. <<bind>> <</if>> <br><br> <<destination_catacombs skip>><<effects>> You steady your breath. You won't be getting this web off here, but you're not in immediate danger. <br><br> <<bind>> <<destination_catacombs skip>><<effects>> You search the catacombs for plunder, looking in nooks and crannies, kicking open strongboxes and rummaging through dusty interiors. <<if $rng gte 81>> You have no luck, though you do find some old scraps of rag. <<if $worn.face.type.includes("blindfold")>> They'd be useful for fuelling a torch, <span class="pink">but you can't see anyway.</span> <<else>> You feed your torch.<<gtorch>><<catacombs_torch 10>> <</if>> <<elseif $rng gte 61>> You have no luck, until you come across a strongbox, its lock still intact. You make short work of the primitive design. Inside is a blade of tarnished silver. Whatever hilt or handle it was attached to has long since decayed away. It might be worth something. <<wearProp "silver blade">> <<set $antiquemoney += 60>><<museumAntiqueStatus "antiquesilverblade" "found">><<crimeUp 60 "thievery">> <<else>> <<wearProp "copper coin">> You find a copper coin, the metal corroded and any text long-faded. Still, it might be valuable to a collector. <<set $antiquemoney += 10>><<museumAntiqueStatus "antiquecoppercoin" "found">><<crimeUp 10 "thievery">> <</if>> <br><br> <<skulduggeryuse 600>> <<destination_catacombs>><<effects>> You search among the debris for anything of value, kneeling while rummaging through the detritus left by shattered coffers. <<if $rng gte 81>> You have no luck, though you do find some old scraps of rag. <<if $worn.face.type.includes("blindfold")>> They'd be useful for fuelling a torch, <span class="pink">but you can't see anyway.</span> <<else>> You feed your torch.<<gtorch>><<catacombs_torch 10>> <</if>> <<elseif $rng gte 61>> <<wearProp "silver goblet">> Your fingers find something cold, and hard. You tug it free from the earth. A goblet of corroded silver. Lines cover the surface, all that remains of an intricate engraving. It might be worth something to a collector. <<set $antiquemoney += 60>><<museumAntiqueStatus "antiquesilvergoblet" "found">><<crimeUp 60 "thievery">> <<else>> <<wearProp "fetish">> You feel a rubbery texture, and pull a strange fetish from the mud. Inhuman arms dangle from a decrepit frame. Still, it might be worth something to a collector. <<set $antiquemoney += 15>><<museumAntiqueStatus "antiquestrangefetish" "found">><<crimeUp 15 "thievery">> <</if>> <br><br> <<skulduggeryuse 600>> <<destination_catacombs>><<effects>> You crack open old coffers, and avoid the resulting clouds of dust. <<if $rng gte 81>> <<if $worn.face.type.includes("blindfold")>> They'd be useful for fuelling a torch, <span class="pink">but you can't see anyway</span>. <<else>> You have no luck however, though you do find some old scraps of rag. You feed your torch.<<gtorch>><<catacombs_torch 10>> <</if>> <<elseif $rng gte 61>> <<wearProp "gold coin">> Coffer after coffer yields nothing, until you see a glint of yellow metal. A gold coin, corroded by time, but still valuable no doubt. The face of a long-dead monarch stares at you. <<set $antiquemoney += 100>><<museumAntiqueStatus "antiquegoldcoin" "found">><<crimeUp 100 "thievery">> <<else>> <<wearProp "silver coin">> You find a silver coin, buried under ruined scrap. <<set $antiquemoney += 20>><<museumAntiqueStatus "antiquesilvercoin" "found">><<crimeUp 20 "thievery">> <</if>> <br><br> <<skulduggeryuse 600>> <<destination_catacombs>><<effects>> You scour the dark, your torch lighting the way, and find nothing sinister. It was all in your head, but your pulse hasn't slowed. <br><br> <<destination_catacombs skip>><<effects>> You ignore rising terror and keep walking, reminding yourself that you're imagining things. The sounds aren't real. <br><br> <<if $willpowerSuccess>> <span class="green">Your anxiety ebbs,</span> and you breathe a sigh of relief. <<else>> You hear a snap, right behind you, <span class="red">and find your legs carrying you at full flight.</span> You sense something, something monstrous, right behind you, matching your pace. <br><br> You trip in the dark, falling to the ground. Still driven by instinct, you curl up as much as you can. But nothing happens. Whatever was chasing you is gone.<<gpain>><<gtrauma>><<gstress>><<ltorch>><<pain 4>><<trauma 6>><<stress 6>><<catacombs_torch -5>> <</if>> <br><br> <<destination_catacombs skip>><<effects>> You close your eyes and bumble down the tunnel, until you collide with a wall and almost fall on your <<bottom>>. The sarcophagus is far behind you, at least. <br><br> <<destination_catacombs skip>><<effects>> You double back, and find a longer route that doesn't involve scary sarcophagi. <<if $catacombs_torch gte 1>> Your torch flickers. <<else>> The dark bears down on you. <</if>> <br><br> <<destination_catacombs skip>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 3 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Catacombs Struggle End]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Catacombs Struggle]]>><</link>></span> <</if>><<effects>> The creatures flee into dark recesses. <br><br> <<clotheson>> <<endcombat>> <<destination_catacombs skip>><<effects>> You turn back the way you came, and search for another passage through. You find one, eventually. The shadows press in. <br><br> <<destination_catacombs skip>><<effects>> You put a foot into the white slime. It's opaque, thick, clingy, and warmer than the surrounding air. The floor dips deep, and you descend lower until the surface reaches your waist. <br><br> You wade across the pool, and emerge on the other side. Sticky strands cling to you, and you leave a trail in your wake. <<waist_goo>> <br><br> <<destination_catacombs skip>><<effects>> <<if $athleticsSuccess>> You run into the dark, turning left, then right, then right again. <span class="green">You soon lose them in the dark tunnels.</span> <br><br> <<endevent>> <<destination_catacombs skip>> <<else>> You run into the dark, turning left, then right, then right again, <span class="red">right into the <<persons>> arms.</span> <br><br> "Thought you'd give us the slip?" <<he>> tuts. "Best be good now." <br><br> <<link [[Fight|Catacombs Caught Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Hold still|Catacombs Caught Still]]>><</link>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Catacombs Caught Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Catacombs Caught Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair lie on the ground, exhausted by their orgasms. You seize the opportunity. <<tearful>> you flee into the dark. They won't be able to track you through this gloomy maze. <br><br> <<clotheson>> <<endcombat>> <<destination_catacombs skip>> <<elseif $enemyhealth lte 0>> The pair fall to the ground, nursing injuries. You seize the opportunity. <<tearful>> you flee into the dark. They won't be able to track you through this gloomy maze. <br><br> <<clotheson>> <<endcombat>> <<destination_catacombs skip>> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue. <br><br> <<link [[Next|Catacombs Caught Still]]>><</link>> <</if>><<effects>> <<if $worn.face.type.includes("blindfold")>> "Running around with this blindfold on," the <<person2>><<person>> mutters. "Not the sharpest tool, are ya?" <br><br> "We could turn <<phim>> in to—" <br><br> "Nah. Can you imagine the paperwork—" <br><br> That's the last thing you hear. You feel a rag smother your face, and everything fades to black. <br><br> <<endevent>> <<passoutcatacombs>> <br> <<else>> "Hold <<phim>> still," the <<person>> says, pulling a length of fabric from a pocket. <<He>> ties it around your head, blocking your vision. <br><br> "Won't be much threat now," the <<person1>><<person>> laughs. "Will ya?" A pair of arms spins you in several circles, then shoves you forward. You almost stumble in your dizziness. <br><br> Their laughter follows as you walk in a random direction. <br><br> <<facewear 5>> <<clotheson>><<endcombat>> <<destination_catacombs skip>> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 5 12 "tendril" "metal">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Catacombs Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Catacombs Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The metal tendrils fall inert, and the red light flickers off. <br><br> <<tearful>> you continue through the maze. <br><br> <<clotheson>> <<endcombat>> <<destination_catacombs skip>><<effects>> <<beastNEWinit 1 spider>> <<if $settings.spidersEnabled>> You awaken upside down, suspended from the ceiling by a thick string of silk. You squirm and struggle. <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> "Well well," croons a voice from the dark. <span class="red">A <<beasttype>> scuttles into view, examining your body with thirsty eyes.</span> <br><br> "I don't get many visitors," <<bhe>> says. <<bHe>> follows with a chittering laugh. "I get so hungry." <<bHe>> climbs the web with a practised ease, until <<bhe>> perches above you. <<bHe>> leans forward and traces <<bhis>> tongue across your cheek.<<ggstress>><<stress 12>> <br><br> "Don't look so scared," <<bhe>> says. "I have a different meal in mind. But first, let's make sure you don't struggle." <<else>> <span class="red">You hear a chittering from the dark, and see eight eyes.</span> A giant spider crawls across the stone, up the wall, and onto the web with a delicate ease.<<ggstress>><<stress 12>> <</if>> <br><br> <<link [[Next|Catacombs Passout 2]]>><</link>> <br> <<else>> <<bind>> <<upperwear 104>> <<facewear 5>> <span class="red">You hear a chittering from the dark.</span> <br><br> <<endevent>> You flail in a mad panic. The web spins around and around, until it covers you from head to toe, and at last the string snaps. You flee into the dark.<<beastescape>> <br><br> <<set $specialClothesEvents.pushUnique("cocoon")>> <<specialClothesUnlock "set" "mummy">> <<link [[Next|Catacombs Ridge]]>><<endevent>><</link>> <br> <</if>> <<else>> <<bind>> <<upperwear 104>> <<facewear 5>> You awaken upside down, suspended from the ceiling by a thick rope around your ankles. You squirm and struggle, loosening the web until you at last drop free.<<pass 20>><<beastescape>> <br><br> <<set $specialClothesEvents.pushUnique("cocoon")>> <<specialClothesUnlock "set" "mummy">> <<endevent>> <<destination_catacombs skip>> <</if>><<effects>> <<bind>> <<upperwear 104>> <<facewear 5>> The <<beasttype>> spins you around and around, coating your legs with web. <<bHe>> works up your body, spinning the silk over your pelvis, waist, all the way up to your shoulders. It leaves you dizzy. <br><br> <<if $monster is 1>> "One more thing," <<bhe>> says, spurting a final string of silk over your eyes. "There. You should keep. But first—" <<bHe>> tears through a patch of web, exposing your <<genitals>>. <br><br> <<if playerChastity()>> <<set $worn.genitals.integrity -= 100>> <<if $worn.genitals.integrity lte 0>> <<bHe>> grasps the metal, twists it, <span class="pink">and tears it apart.</span> "Now to feast." <<bHe>> licks <<bhis>> lips. <<genitalsruined>> <br><br> <<link [[Next|Catacombs Passout 3]]>><</link>> <br> <<else>> <<bHe>> claws at the metal. "Too tough," <<bhe>> admits. "For now." <br><br> <<link [[Next|Catacombs Passout End]]>><</link>> <br> <</if>> <<else>> <<link [[Next|Catacombs Passout 3]]>><</link>> <br> <</if>> <<else>> <<bHe>> spurts a final string of silk over your eyes. <br><br> <<link [[Next|Catacombs Passout End]]>><</link>> <br> <</if>> <br><br><<effects>> You feel the <<beasttype>>'s breath on your <<genitals>>, followed by a long, warm tongue. <<if $player.penisExist>> It encircles your length and gently pumps it while the tip flicks your glans. <<else>> It encircles your clit and gently pressures it while the tip eases between your lips. <</if>> <br><br> <<bHis>> breathing becomes more rapid as <<bhe>> torments you, <<bhe>> sounds almost breathless in anticipation. The sensations make your hair stand on end, until it becomes too much to bear. <br><br> <<orgasm>> "Delicious." <<bHe>> laughs. The echo chitters around you. "I'll save the main course for later." <br><br> <<link [[Next|Catacombs Passout End]]>><</link>> <br><<effects>> You hear <<bhim>> scuttle away and then silence. <br><br> You use your weight to pull down on the string suspending you, loosened by the <<beasttype>>'s weaving. It gives a little, then snaps, dropping you to the floor. <br><br> <<set $specialClothesEvents.pushUnique("cocoon")>> <<specialClothesUnlock "set" "mummy">> <<link [[Next|Catacombs Ridge]]>><<endevent>><</link>> <br><<effects>> <<if $rng gte 71>> You twist and turn in the web, <span class="green">and manage to pull yourself free,</span> falling to the ground in a heap. Sticky string still sticks to you, but you're able to tug yourself off the floor. <br><br> <<destination_catacombs skip>> <<else>> <<if $stress gte $stressmax>> <<passoutcatacombs>> <<else>> You twist and turn in the web, <span class="red">but it's no use.</span> The dark presses in. <br><br> <<link [[Struggle|Catacombs Struggle Web]]>><<pass 5>><<tiredness 1>><<stress 20>><<catacombs_torch -5>><</link>><<difficulty 30>><<gtiredness>><<gggstress>><<ltorch>> <br> <</if>> <</if>><<effects>> <<if $willpowerSuccess>> You turn and see a large spider sat on your shoulder. It's about as big as your fist. <span class="green">Remaining calm,</span> you grab it between thumb and forefinger, and throw it away. <<else>> You turn. <span class="red">Your body spasms in panic</span> before you're consciously aware of the eight-legged creature sat there. You jump in the air, shake and whack your shoulder, almost falling over in the effort.<<lcontrol>><<control -10>><<ggstress>><<stress 12>> <br><br> When you dare to look again, the creature is gone. <</if>> <br><br> <<destination_catacombs skip>><<effects>> You brush your shoulder and feel a sickening weight. It thuds onto the ground some distance away. You hear a scuttling as its own legs carry it further. <br><br> <<destination_catacombs skip>><<location "churchyard">><<set $outside to 1>><<effects>><<handheldon>> You are in the old churchyard. A decrepit manor looms from a hill, surrounded by stone ruins and sepulchres. <<if Time.dayState is "night">> <<if Weather.bloodMoon>> The graves cast disturbing shadows in the red moonlight. <<else>> <<if Weather.precipitation is "none">> The moonlight-cast shadows seem to move. <<elseif Weather.precipitation is "rain">> The patter of rain on stone drowns out all else. <<elseif Weather.precipitation is "snow">> Snow rests on the headstones. <<else>> You're careful not to trip in the dark. <</if>> <</if>> <<elseif Time.dayState is "day">> Birds nest on statues and within archways above the sepulchres' entrances. <<elseif Time.dayState is "dawn">> The morning sun peers over the trees. <<else>> The shadows lengthen in the setting sun. <</if>> <br><br> <<foresticon "churchyard">><<link [[Sepulchre|Churchyard Catacombs Lock]]>><</link>> <br> <<foresticon>><<link [[Enter the forest|Forest]]>><<endevent>><<set $forest to 10>><</link>> <br><<location "sepulchre">><<set $outside to 0>><<effects>> You approach the sepulchre. Gargoyles sit on either side, watching. The doors are locked by a modern device, at odds with the old stone. <br><br> <<set $lock to 500>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Churchyard Catacombs Sneak]]>><<handheldon>><<pass 10>><<crimeUp 1 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Churchyard]]>><<handheldon>><</link>> <br><<effects>> <<if $crypt_intro is 1>> You enter the sepulchre. Another torch blazes in the sconce. You take it and descend into the catacombs. <br><br> <<link [[Next|Catacombs]]>><<catacombs_init>><<set $eventskip to 1>><</link>> <br> <<else>> Even with the lock gone, one of the stone doors is stuck tight, but you're able to push the other far enough to slip inside. <br><br> The interior is lit by a single flaming torch. The light doesn't reach the far side of the room. <br><br> You remove the torch from its sconce, using it to light your way. The room is empty, save an open sarcophagus. <br><br> <<link [[Peer inside slowly|Churchyard Catacombs Peer Slow]]>><<set $crypt_intro to 1>><</link>> <br> <<link [[Peer inside quickly|Churchyard Catacombs Peer Quick]]>><<set $crypt_intro to 1>><</link>> <br> <<link [[Leave|Churchyard Catacombs Leave]]>><<stress 6>><</link>><<gstress>> <br> <</if>><<effects>> You move the torch forward, illuminating the sarcophagus interior inch by inch, ready to pull back at a moment should you find something you don't want to see. Instead you find steps, leading down. <br><br> <<link [[Descend|Churchyard Catacombs Intro]]>><</link>> <br><<effects>> You thrust the torch forward, illuminating the sarcophagus interior all at once. You find a set of steps, leading down. <br><br> <<link [[Descend|Churchyard Catacombs Intro]]>><</link>> <br><<effects>> The steps lead you through a tight passage, until your torch lights up the visage of a six-armed angel. A statue set into a wall, surrounded by stone skulls. <br><br> A path leads further in. Your torchlight carries a little further here, revealing two branching paths up ahead. <br><br> <<specialClothesUnlock "set" "skeleton">> <<link [[Next|Catacombs]]>><<catacombs_init>><<set $eventskip to 1>><</link>> <br><<effects>> You turn and walk towards the entrance, stopping only to return the torch to the sconce. Your feet quicken before you reach the door. <br><br> <<link [[Next|Churchyard]]>><</link>> <br><<widget "catacombs_init">> <<set $catacombs_torch to 100>> <</widget>> <<widget "catacombs_end">> <<unset $catacombs_torch>> <</widget>> <<widget "catacombs_torch_text">> <<if $catacombs_torch gte 100>> Your torch is <span class="green">radiant.</span> <<set Weather.Temperature.override.increase.inside(5, "The burning torch is hot.")>> <<elseif $catacombs_torch gte 80>> Your torch <span class="teal">blazes.</span> <<set Weather.Temperature.override.increase.inside(5, "The burning torch is hot.")>> <<elseif $catacombs_torch gte 60>> The flame on your torch has <span class="lblue">lost some of its vigour.</span> <<set Weather.Temperature.override.increase.inside(3, "The waning fire of your torch is warm.")>> <<elseif $catacombs_torch gte 40>> Your torch is <span class="blue">burning lower.</span><<set Weather.Temperature.override.increase.inside(1, "The dim fire of your torch is slightly warm.")>> <<elseif $catacombs_torch gte 20>> Your torch <span class="purple">won't last much longer.</span> <<elseif $catacombs_torch gte 1>> Barely a <span class="pink">flicker</span> of fire remains on your torch. <<else>> Your torch is <span class="black">extinguished.</span> <</if>> <</widget>> <<widget "gtorch">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Torchlight</span> <</if>> <</widget>> <<widget "ltorch">> <<if $catacombs_torch gte 1 and !$settings.blindStatsEnabled>> | <span class="red">- Torchlight</span> <</if>> <</widget>> <<widget "catacombs_torch">> <<if _args[0]>> <<set $catacombs_torch += _args[0]>> <</if>> <<set $catacombs_torch to Math.clamp($catacombs_torch, 0, 100)>> <</widget>> <<widget "events_catacombs">> <<cleareventpool>> <<if _args[0] is "normal">> <<addinlineevent "catacombs_normal_1" 1>> <<if $catacombs_torch gte random(1, 100)>> A rope hangs at knee height up ahead. <span class="green">You step over it.</span> <br><br> <<destination_catacombs skip>> <<else>> You feel something brush against your knee. A hatch thuds open, and a dart flies from the dark. <span class="red">It catches your arm.</span> You remove it at once, <span class="lewd">but a warmth spreads from the point of impact.</span><<drugs 40>><<gdrugged>> <br><br> You examine the dart. <<if currentSkillValue("history") gte 1000 and !pcAreArmsBound("both")>> It seems medieval, until you examine the top more closely. It's made of steel. You give it a shake. There's fluid inside. There's not much here, but it might be worth a little to someone with criminal connections.<<set $blackmoney += 10>> <<else>> It seems old. <</if>> <br><br> <<destination_catacombs skip>> <</if>> <</addinlineevent>> <<addinlineevent "catacombs_normal_2" 1>> <<if $catacombs_torch gte random(1, 100)>> A stone slab up ahead is raised higher than the others. <span class="green">You step over it.</span> <br><br> <<destination_catacombs skip>> <<else>> <<if random(1, 4) is 4 and !$worn.feet.type.includes("shackle")>> You feel a stone slab give way underfoot. The ground trembles, <span class="red">and a set of iron cuffs clamp around your ankles.</span> They're connected to the ground by a chain, but the metal is so rusty that it crumbles at a little force. The chain connecting them proves sturdier. <<shackle_feet>> <br><br> <<destination_catacombs skip>> <<else>> You feel a stone slab give way underfoot. Dust showers you, and a paddle swings down from a recess in the ceiling, <span class="red">smacking your <<bottom>>.</span><<gpain>><<pain 4>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>> <br><br> <<destination_catacombs skip>> <</if>> <</if>> <</addinlineevent>> <</if>> <<if _args[0] is "barrow">> <<addinlineevent "catacombs_barrow_1" 1>> You hear movement in the dark. There's something ahead, drawing closer. There's something behind you as well. And to the side. All drawing closer. <br><br> <<if $catacombs_torch gte random(1, 100)>> You whirl around, waving your torch at the creatures. <span class="green">Its light and heat keeps them at bay.</span> They flee into deep recesses. <br><br> <<destination_catacombs skip>> <<else>> <<if $settings.lurkersEnabled>> <<link [[Next|Catacombs Struggle]]>><<set $struggle_start to 1>><</link>> <br> <<else>> You run through the dark, stumbling more than once, until you leave the creatures far behind. You got away, but not unscathed.<<beastescape>> <br><br> <<destination_catacombs skip>> <</if>> <</if>> <</addinlineevent>> <<addinlineevent "catacombs_barrow_2" 1>> You come to a pool of white fluid. It blocks the passage, and finding another way around might be arduous. <br><br> <<if $catacombs_torch gte random(1, 100)>> You hold out your torch, <span class="green">and spot a few chunks of masonry jutting from the fluid.</span> You climb the closest and use them to traverse the pool, careful not to fall. <br><br> <<destination_catacombs skip>> <<else>> You peer across, <span class="red">but can see nothing that would help you.</span> <br><br> <<link [[Find another path|Catacombs Goop Find]]>><<catacombs_torch -5>><<pass 10>><</link>><<ltorch>> <br> <<link [[Wade across|Catacombs Goop Wade]]>><</link>><<note "Goopy" "pink">> <br> <</if>> <</addinlineevent>> <<addinlineevent "catacombs_barrow_3" 1>> <<if $catacombs_torch gte random(1, 100)>> Gems glitter in the cavern ceiling, far above. They help orient you.<<lstress>><<stress -6>> <<else>> The walls around you stretch into the cavern above. <</if>> <br><br> <<destination_catacombs skip>> <</addinlineevent>> <</if>> <<if _args[0] is "compound">> <<addinlineevent "catacombs_compound_1" 1>> <<generate1>><<generate2>> <<person1>> You hear a pair of voices up ahead. <br><br> <<rng 5>> <<if $rng is 5>> "I've requested a transfer," says a <<person>>. <br> "Too spooky for you down here, aye?" laughs the <<person2>><<person>>. <br> "Oi! It's the spiders. Never liked em." <<elseif $rng is 4>> "Behind you!" shouts a <<person>>. <br> "Fuck!" cries a <<person2>><<person>> in shock, turning with a start. <br> "Made you look." <<person1>><<Hes>> rewarded with a thump. <<elseif $rng is 3>> "What they need all these cables for anyway?" asks a <<person>> <br> "Don't know, and don't care to," replies a <<person2>><<person>>. <br> "Less we know the better, I suppose." <<elseif $rng is 2>> "Think there's anything valuable down here?" asks a <<person>>. <br> "Nah," replies a <<person2>><<person>>. "Other than the stuff we put in. And we wouldn't get away with pinching that." <br> "Probably looted a long time ago anyway." <<else>> "Don't go wandering," says a <<person>>. <br> "Why not?" asks a <<person2>><<person>>. "The dark don't scare me." <br> "It's not the dark. It's what's in it." <</if>> <br><br> <<if $catacombs_torch gte 1>> They're wearing uniforms, but you can't make out the detail in the gloom. <</if>> <<if $catacombs_torch gte random(1, 100)>> They haven't noticed you. <span class="green">You sneak away.</span> <br><br> <<endevent>> <<destination_catacombs skip>> <<else>> They haven't noticed you, but with your very next step <span class="red">you crunch broken crockery underfoot.</span> Their heads swivel your way. <br><br> "Got ourselves a live one," the <<person1>><<person>> says. They march closer. "Hold still, <<girl>>." <br><br> <<link [[Run|Catacombs Caught Run]]>><</link>><<athleticsdifficulty 1 800>> <br> <<link [[Fight|Catacombs Caught Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Hold still|Catacombs Caught Still]]>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "catacombs_compound_2" 0.5>> <<if $catacombs_torch gte random(1, 100)>> <span class="green">You spot a camera up ahead,</span> barely visible in the gloom. You would have walked right into its path. You're not sure what it's for, but you avoid its line of sight. <br><br> <<destination_catacombs skip>> <<else>> A red light blinks into life. It's part of a camera, <span class="red">pointed right at you.</span> <<if $settings.tentaclesEnabled>> Metal tendrils rise from the dark, coiling around you. <br><br> <<link [[Next|Catacombs Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The light intensifies, and a whirring roar fills the tunnel. You manage to escape, but stumble a few times in your haste.<<beastescape>> <br><br> <<destination_catacombs skip>> <</if>> <</if>> <</addinlineevent>> <</if>> <<addinlineevent "catacombs_1" 1>> <<if $worn.face.type.includes("blindfold")>> You walk, each step deliberate, careful not to trip or collide with anything in your blindness. You still brush against the odd hard corner. Shattered crockery shatters further beneath your feet.<<gpain>><<pain 4>><<gstress>><<stress 6>> <br><br> <<destination_catacombs skip>> <<else>> You find an upright, open sarcophagus in the middle of your path. The interior is shrouded by the dark, but you think you see a figure inside. <br><br> <<if $catacombs_torch gte random(1, 100)>> You inhale, and light up the interior with your torch. <span class="green">There's no body in there.</span> <<if random(1, 4) is 4>> However, you do find some tattered scraps of cloth. You feed your torch.<<gtorch>><<catacombs_torch 15>> <</if>> <br><br> <<destination_catacombs skip>> <<else>> <<link [[Walk by with your eyes shut|Catacombs Sarcophagus Close]]>><<trauma 6>><<pain 4>><</link>><<gpain>><<gtrauma>> <br> <<link [[Find another way around|Catacombs Sarcophagus Find]]>><<pass 5>><<catacombs_torch -5>><</link>><<ltorch>> <br> <</if>> <</if>> <</addinlineevent>> <<addinlineevent "catacombs_2" 1>> You hear whispers in the dark. Calling you. You feel your breath quicken. <br><br> <<if $catacombs_torch gte 1>> You could investigate, and prove there's nothing to be afraid of. <br><br> <<link [[Investigate|Catacombs Whispers Investigate]]>><<trauma -6>><<catacombs_torch -5>><</link>><<ltorch>><<gtrauma>> <br> <</if>> <<link [[Ignore|Catacombs Whispers Ignore]]>><</link>><<willpowerdifficulty 1 1000>> <br> <</addinlineevent>> <<addinlineevent "catacombs_3" 1>> <<if $catacombs_torch gte random(1, 100)>> You see a large spiderweb, completely covering the passage. You hold out your torch, <span class="green">and burn it away.</span> <br><br> <<destination_catacombs skip>> <<elseif pcAreArmsBound("both")>> You walk right into a spiderweb. It sticks to your already-bound arms. You try to pull free in the only way you can, by pulling against the web with your whole body. The web gets tighter and tighter, until it snaps back violently. The elasticity pulls you up and into the web, <span class="red">leaving you suspended and helpless.</span> <br><br> <<link [[Struggle|Catacombs Struggle Web]]>><<pass 5>><<tiredness 1>><<stress 20>><<catacombs_torch -5>><</link>><<difficulty 30>><<gtiredness>><<gggstress>><<ltorch>> <br> <<else>> <span class="red">You walk right into a cobweb.</span> You tear it away from your face, but now it's stuck to your hand, then your other hand, then you notice your legs are covered as well. It must have been a large spider. <br><br> <<link [[Tear free|Catacombs Tear]]>><</link>><<physiquedifficulty 1 20000>> <br> <<link [[Save your strength|Catacombs Save]]>><<stress -6>><</link>><<lstress>> <</if>> <</addinlineevent>> <<addinlineevent "catacombs_4" 1>> You come to a pile of rubble, stone masonry and not a little soil. The tunnel has collapsed here, but there are gaps. <br><br> <<if $catacombs_torch gte random(1, 100)>> You poke your torch through the holes, and determine the widest. <span class="green">You're confident you'll fit.</span> <br><br> It takes a bit of wriggling, <span class="green">but you manage to pull yourself clear,</span> and clamber down the other side of the rubble. <br><br> <<destination_catacombs skip>> <<else>> You feel around for a gap wide enough to let you through. You think you've found the widest, <span class="red">but you can't tell for sure.</span> <br><br> <<link [[Squeeze through a gap|Catacombs Squeeze]]>><</link>><<small_text>> <br> <<link [[Take a detour (0:10)|Catacombs Detour]]>><<pass 10>><<catacombs_torch -5>><</link>><<ltorch>> <br> <</if>> <</addinlineevent>> <<if $settings.spidersEnabled>> <<addinlineevent "catacombs_5" 1>> <<if $catacombs_torch gte random(1, 100)>> Something moves in the shadows overhead. You raise your torch. Whatever it is, <span class="green">it's afraid of the light.</span> <br><br> <<destination_catacombs skip>> <<else>> Something <span class="red">lands on your shoulder.</span> <br><br> <<link [[Look|Catacombs Spider Look]]>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Brush it off|Catacombs Spider Brush]]>><<stress 12>><</link>><<ggstress>> <br> <</if>> <</addinlineevent>> <</if>> <<addinlineevent "catacombs_6" 1>> <<if $catacombs_torch gte random(1, 100)>> <span class="green">Your torch lights up a fallen column.</span> You step up and over it. <<else>> Your knee collides with hard stone, concealed in the gloom. A fallen column lies in your way. You step up and over it.<<gpain>><<pain 4>> <</if>> <br><br> <<destination_catacombs skip>> <</addinlineevent>> <<addinlineevent "catacombs_7" 1>> <<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>> <<if $catacombs_torch gte random(1, 100)>> <span class="green">Your torch illuminates</span> shards of broken pottery up ahead. You step around them. <<else>> You step on shards of broken pottery, <span class="red">invisible in the gloom.</span><<gpain>><<gstress>><<pain 4>><<stress 6>> <</if>> <<else>> Broken pottery <span class="green">crunches</span> underfoot. <</if>> <br><br> <<destination_catacombs skip>> <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "catacombs_skip">> <<if _args[0] is "skip">> <<set $eventskip to 1>> <</if>> <</widget>> <<widget "destination_catacombs">> <<switch $bus>> <<case "sarcophagi">> <<link [[Next|Catacombs Sarcophagi]]>><<catacombs_skip _args[0]>><</link>> <<case "chasm">> <<link [[Next|Catacombs Chasm]]>><<catacombs_skip _args[0]>><</link>> <<case "prison">> <<link [[Next|Catacombs Prison]]>><<catacombs_skip _args[0]>><</link>> <<case "ridge">> <<link [[Next|Catacombs Ridge]]>><<catacombs_skip _args[0]>><</link>> <<case "mud">> <<link [[Next|Catacombs Mud]]>><<catacombs_skip _args[0]>><</link>> <<case "masonry">> <<link [[Next|Catacombs Masonry]]>><<catacombs_skip _args[0]>><</link>> <<case "barrow">> <<link [[Next|Catacombs Barrow]]>><<catacombs_skip _args[0]>><</link>> <<case "stream">> <<link [[Next|Catacombs Stream]]>><<catacombs_skip _args[0]>><</link>> <<case "stalagmites">> <<link [[Next|Catacombs Stalagmites]]>><<catacombs_skip _args[0]>><</link>> <<case "bores">> <<link [[Next|Catacombs Bores]]>><<catacombs_skip _args[0]>><</link>> <<case "engravings">> <<link [[Next|Catacombs Engravings]]>><<catacombs_skip _args[0]>><</link>> <<case "museum">> <<link [[Next|Catacombs Museum]]>><<catacombs_skip _args[0]>><</link>> <<case "statues">> <<link [[Next|Catacombs Statues]]>><<catacombs_skip _args[0]>><</link>> <<case "compound">> <<link [[Next|Catacombs Compound]]>><<catacombs_skip _args[0]>><</link>> <<default>> <<link [[Next|Catacombs]]>><<catacombs_skip _args[0]>><</link>> <</switch>> <</widget>> <<widget "catacombs_exit_indicator">> <<if !$settings.blindStatsEnabled>> | <span class="teal">Closer to exit</span> <</if>> <</widget>> <<widget "passoutcatacombs">> <<if isPregnancyEnding()>> <<pregnancyPassout "catacombs">> <<if $worn.face.type.includes("blindfold")>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<if $worn.upper.name is "cocoon">> <<upperruined>><<handheldruined>> <</if>> <<if $worn.lower.name is "cocoon bottom">> <<lowerruined>> <</if>> <<catacombs_end>> <<elseif $worn.upper.name is "cocoon" or $worn.lower.name is "cocoon bottom">> <<if $worn.face.type.includes("blindfold")>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<if $worn.upper.name is "cocoon">> <<upperruined>><<handheldruined>> <</if>> <<if $worn.lower.name is "cocoon bottom">> <<lowerruined>> <</if>> <<catacombs_end>> <<ambulance>> <<else>> <<passout>> <<pass 60>> You've pushed yourself too much. <br><br> <<link [[Next|Catacombs Passout]]>><</link>> <br> <</if>> <</widget>> <<widget "catacombs_plunder">> <<if !pcAreArmsBound("any")>> <<set $lock to _args[1] ? _args[1] : 500>> <<if currentSkillValue('skulduggery') gte $lock>> <span class="green">There are riches entombed here.</span> <br> <<crimeicon "plunder">> <<if _args[0] is "normal">> <<link [[Plunder (0:30)|Catacombs Normal Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>> <<elseif _args[0] is "barrow">> <<link [[Plunder (0:30)|Catacombs Barrow Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>> <<elseif _args[0] is "compound">> <<link [[Plunder (0:30)|Catacombs Compound Plunder]]>><<pass 30>><<catacombs_torch -5>><</link>><<crime "thievery">><<ltorch>> <<else>> <span class='red'>Invalid plunder location '<<print _args[0]>>', please report.</span> <</if>> <br> <<else>> <span class="red">You lack the skill to sniff out the riches here.</span><<skulduggeryrequired>> <br><br> <</if>> <</if>> <</widget>><<location "forest">><<effects>> <!-- Make sure $phase is non-zero when you write a link here --> <<if $foresthunt gte 1>> <<set $foresthunt += 1>> <</if>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your <<if $phase is 1>> chest. <<plantupper>> <<elseif $phase is 2>> waist. <<plantlower>> <</if>> It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <br><br> <<set $phase to 0>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<location "forest">><<effects>><<wearProp "mushroom">><<canvas-model-override "mouth" "chew">> You eat one of the mushrooms. It tastes bitter, but somehow refreshing. <br><br> <<link [[Next|Forest]]>><<canvas-model-override "clear">><<handheldon>><<set $eventskip to 1>><</link>><<location "forest">><<effects>><<wearProp "wolfshroom">><<canvas-model-override "mouth" "chew">> You eat one of the mushrooms, it's quite sweet. You feel more relaxed, and strangely heated. <br><br> <<link [[Next|Forest]]>><<canvas-model-override "clear">><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> You drop to your knees, and search beneath the decaying roots. <<if $tendingSuccess>> <<wearProp "mushroom">> <span class="green">You find some tasty <<icon "tending/mushroom.png">> mushrooms that should fetch a price at market.</span> <<tending_pick mushroom>> <<else>> <span class="red">None of the mushrooms look any good.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> You drop to your knees, and search beneath the decaying roots. <<if $tendingSuccess>> <<wearProp "wolfshroom">> <span class="green">You find some fat <<icon "tending/wolfshroom.png">> mushrooms that should fetch a good price.</span> <<tending_pick wolfshroom>> <<else>> <span class="red">None of the mushrooms look any good.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> You drop to your knees, and search beneath the decaying roots. <<wearProp "wolfshroom">> <span class="green">You find some of the <<icon "tending/wolfshroom.png">> mushrooms that Gwylan wanted.</span><<gtending>><<tending 2>> <<set $gwylanTutorialShrooms++>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemytrust -= 40>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "Black Wolf">> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Wolf Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $syndromewolves gte 1>> <<if $monster is 1>> <<bHe>> grabs you by the scruff of your neck with little effort, before hauling you over one shoulder. You feel like a helpless puppy as you're being carried away. <<else>> <<bHe>> grabs you by the scruff of your neck like you're an errant puppy. <</if>> <br><br> <<link [[Let it happen|Wolf Cave Returned]]>><<endcombat>><</link>> <br> <<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>> <br> <<else>> The Black Wolf seems satisfied, but it isn't over. <<if $monster is 1>> "You. With me," <<bhe>> barks. You're not sure if you have any choice. With a display of force, <<bhe>> hauls you over one shoulder. <<else>> <<bHe>> grabs you by the scruff of your neck. <</if>> <<bHe>> wants to take you somewhere. <br><br> <<link [[Let it happen|Forest Wolf Cave Intro]]>><<endcombat>><</link>> <br> <<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> <<if $monster is 1>> Despite <<bhis>> show of force, you manage to overcome it. You wrestle free from the Black Wolf's grasp. "Trouble," <<bhe>> growls. "Weren't easy prey." <<bHe>> flees into the forest, tail between <<bhis>> legs. You feel proud, realising it was no easy feat defeating something nearly twice your size. <<else>> Despite <<bhis>> power, you manage to defeat the Black Wolf. <<bHe>> flees into the forest, tail between <<bhis>> legs. <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you gather yourself. <br><br> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<badEndTracking "Wolf Cave" { reason: "wolfCaveCaptured" }>> <<if $passoutReason>> <<npc "Black Wolf" 2>> In the throes of <<= $passoutReason>>, you're helpless to resist as the <<beasttype 0>> drags you through the forest to a cave. <<bHe 0>> presents you to the alpha, a monstrous black <<beasttype 1>>. <<if $monster is 1>> Tufts of thick black hair cover a nude, towering body from head to toe. <<bHe 1>> growls as <<bhe 1>> addresses you. "My home. Your home, if pack accepts." <<bHe 1>> deposits you on a pile of thatch, before stepping back. <<else>> <<bHe 1>> sniffs around your body, still <<= $passoutReason is "hypothermia" ? "frozen from the cold" : "drenched with sweat from the heat">>, before stepping back. <</if>> <<elseif $monster is 1>> <<npc "Black Wolf">> <<bHe>> effortlessly sprints through the forest, and before long arrives at a cave. "My home. Your home, if pack accepts." <<bHe>> enters the cave and lays you down on a pile of thatch, before stepping back. <<else>> <<npc "Black Wolf">> The wolf effortlessly bounds through the forest, and before long arrives at a cave, which <<bhe>> enters without slowing. <<bHe>> dumps you on the cold stone. <</if>> Six pairs of eyes stare at you through the dim light. The pack advances on you. <br><br> <<endevent>> <<beastNEWinit 6 wolf>> <<link [[Next|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "Eden">> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Hunter Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Hunter Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $hunterintro is 1>> Eden <<if $enemyanger gte ($enemyangermax / 5) * 2>>glares at you and growls,<<else>>smirks at you and says,<</if>> "I knew I'd be able to catch you again. Come on, I'm taking you home." <<else>> <<if $enemyanger gte 20>> The <<person>> smirks. "You're a feisty one. I like that." <<else>> The <<person>> smiles. "You're a gentle creature, aren't you? I'd best take you with me, it wouldn't do to leave you alone out here." <</if>> <</if>> <<He>> produces a length of rope from <<his>> bag. You're going to be tied up! <br><br> <<link [[Don't struggle|Forest Hunter Intro]]>> <<if !$syndromeeden>><<badEndTracking "Eden" { reason: "edenHuntedSubmitted" }>><</if>><<clotheson>><<endcombat>> <</link>> <br> <<link [[Resist|Forest Hunter Resist Molestation]]>><<set $enemyanger += 200>><<set $molestationstart to 1>><</link>> <br> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> Despite <<his>> strength, you manage to send the <<person>> reeling, giving you the chance you need. <<tearful>> you escape into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <</if>><<leash 21>> <<location "cabin">><<effects>> <<clothesruined>> <<npc Eden>><<initnpc Eden>><<person1>> <<if $hunterintro is 1>>Eden<<else>>The <<person>><</if>> deftly ties your arms and legs together, then hoists you over <<his>> shoulder, before carrying you into the forest. <br><br> <<if $hunterintro is 1>> You soon arrive at the cabin, and Eden carries you inside. <<else>> You soon arrive at a log cabin. Inside is a single, spartan room. <</if>> <<He>> drops you on the hard floor and places a collar around your neck. It shuts with a click. <<He>> stands over you, and attaches a leash to your collar. <<He>> then unties the rope, freeing your arms and legs. <br><br> <<if $hunterintro isnot 1>> <<set $hunterintro to 1>> <<set C.npc.Eden.name_known to 1>> <<set $NPCList[0].name_known to 1>> "You're lucky I found you," <<he>> says. "The woods are dangerous, you'd have gotten hurt. My name is Eden." <<He>> pauses, as if unsure about something. <<He>> seems different to when <<he>> captured you, softer, despite you now being bound and collared at <<his>> feet. <br><br> <<He>> continues. "I've become self-sufficient out here. But it's lonely, sometimes. If I protect and provide for you, will you give me comfort and company?" You don't know if you really have a choice. <br><br> <<link [[Nod|Forest Hunter Nod]]>><</link>> <br> <<link [[Refuse|Forest Hunter Refuse]]>><</link>> <br> <<else>> "Welcome home. Now, time for your punishment." <<He>> bends you over <<his>> lap. <br><br> <<link [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $enemyarousal to 0>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "Eden">> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Forest Hunter Resist Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Hunter Resist Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The <<person>> gasps, clearly not expecting to cum again so soon. It seems to be more than <<he>> can handle, giving you the chance you need. <<tearful>> you escape into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> Despite <<his>> strength, you manage to send the <<person>> reeling, giving you the chance you need. <<tearful>> you escape into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1 and $alarm is 1>> <<forestRescue>> <<else>> Battered and bruised by <<his>> assault, you are helpless as <<he>> retrieves <<his>> rope from the ground. <br><br> <<link [[Next|Forest Hunter Intro]]>><<if !$syndromeeden>><<badEndTracking "Eden" { reason: "edenHuntedSubmitted" }>><</if>><<clotheson>><<endcombat>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<npc "Black Wolf">> <<beastCombatInit>> /*<<beastNNPCinit>>*/<<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemytrust -= 40>><<set $enemyanger += 200>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "Black Wolf">> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Forest Wolf Molestation Resist Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf Molestation Resist]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The second time is too much for <<bhim>>, and <<bhe>> collapses into a slumber. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<set $foresthunt to 0>> Despite <<bhis>> power, you manage to defeat the Black Wolf. <<bHe>> flees into the forest. <<if $monster is 1>> "Trouble," <<bhe>> growls. "Weren't easy prey." <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1 and $alarm is 1>> <<forestRescue>> <<else>> Battered and bruised by the Black Wolf's assault, you can do nothing but whimper as <<bhe>> <<if $monster is 1>> throws you over <<bhis>> shoulder and runs deeper into the forest with you. <<else>> grabs you by the neck and bounds into the forest. <</if>> <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<if $syndromewolves gte 1>> <<link [[Next|Wolf Cave Returned]]>><<endcombat>><</link>> <br> <<else>> <<link [[Next|Forest Wolf Cave Intro]]>><<endcombat>><</link>> <br> <</if>> <</if>><<location "forest">><<effects>> <<if $phase is 0>> You leave the trail and walk into the dense forest. You avoid the pair, but your journey is slowed some. <br><br> <<elseif $phase is 1>> <<generate1>><<generate2>>A <<fullGroup>> come into view. They eye you up as they walk past. <<gstress>><<stress 1>> <br><br> <<endevent>> <<elseif $phase is 2>> <<generate1>><<generate2>>A <<fullGroup>> come into view. They eye you up as they walk past, clearly enjoying the view. <<exhibitionism3>> <<endevent>> <<elseif $phase is 3>> <<generate1>><<generate2>>A <<fullGroup>> come into view. They eye you up as they walk past, clearly shocked at seeing a naked <<girl>> in the middle of the forest, but not complaining. <<flaunting>> you wink as you pass. <<exhibitionism5>> <<endevent>> <</if>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<generate2>><<maninit>> A <<fullGroup>> walk into view. <<person1>>As they walk by, they reach out and grab you! <br><br> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Finished with you, they dump you unceremoniously into a ditch. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<tearful>> you manage to free yourself from their clutches, and escape into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<forestRescueSetup>> <<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Wolf Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf]]>><</link>></span><<nexttext>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>><<set $enemytrust -= 40>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Wolf2 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf2]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> grunts in satisfaction, and leaves you lying between the trees. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps and flees into the forest. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <<else>> The <<beasttype>> yelps and flees into the forest. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but the other is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf2]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf2 Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another <<print $combatTrain.beastTypes[1]>> takes its turn. <<wolfpacktrust>> <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf2]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<wolfpacktrust>> <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf2 Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $rescue is 1 and $alarm is 1>> <<forestRescue>> <<elseif $finish is 1>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees into the darkness between the trees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee between the trees. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering on the grass. <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<location "forest">><<water>><<effects>> <<if dangerEvent($forestmod) and $eventskip is 0>> <!-- Modified for monster people --> <<beastNEWinit 1 lizard>> <<if $monster is 1 or $settings.bestialityEnabled>> A large <<beasttype>> rears out of the water! <br><br> <<link [[Next|Forest Swim Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> A large lizard rears out of the water and grabs you in its maw! You manage to struggle free, but not unscathed.<<beastescape>> <br><br> <<link [[Next|Forest Swim]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<swimmingdifficulty 1 600 true>> <<if $swimmingSuccess>> The rushing water tears at you. <<set $stripintegrity to 20>><<set $stripobject to "jutting rock">><<stripobject>> Despite this, you <span class="green">successfully</span> swim across. <br><br> <<rng>> <<if $wraith.hunt and Time.isBloodMoon() and dangerEvent($forestmod, 7900)>> As you climb up the bank you feel your foot catch on something. <<if $settings.slimesEnabled>> You look down to see a pale white slime stuck to you, and many more emerging from the river. <<rainWraith true>> <br><br> Far down the river, you see a pale robed figure walking closer. It raises its hand, and the slimes leap at you! <br><br> <<link [[Next|Forest Pale Slime Struggle]]>><<set $struggle_start to 1>><<set $phase to 1>><</link>> <<else>> It violently tugs on your leg, attempting to pull you back into the river! You barely manage to pull away. You look back to see a pale figure disappear behind a tree. <<trauma 12>><<pain 6>><<stress 12>><<gtrauma>><<gpain>><<gstress>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>> <<else>> <<if $rng gte 71 and $settings.parasitesEnabled and !$parasite.bottom.name>> <<if $worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> As you climb up the bank you feel a pinching sensation on your <<bottom>>. You feel behind you, and find a strange, soft creature stuck there. It sucks on your skin, making it feel warm. <<garousal>><<arousal 600 "bottom">> <br><br> You tug, but it won't budge. You'll need help to remove it. <<parasite bottom urchin>> <br><br> <</if>> <</if>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>> <br> <<else>> The rushing water tears at you. <<set $stripintegrity to 20>><<set $stripobject to "jutting rock">><<stripobject>> The water is too violent, and you <span class="red">fail</span> to swim across the river, instead being swept downstream and deeper into the forest. <br><br> <<rng>> <<if $forest gte 40 and !$brookIntro>> <<set $brookIntro to 1>> As you climb up the bank, you notice that the waters are much calmer here. It looks like an offshoot brook. You should be able to follow it back upstream without much risk. <br><br> <span class="gold">You've discovered the brook.</span> <br><br> <<link [[Next|Forest Brook]]>><<endevent>><<set $forest to 80>><</link>> <<elseif $wraith.hunt and Time.isBloodMoon()>> As you climb up the bank you feel your foot catch on something. <<if $settings.slimesEnabled>> You look down to see a pale white slime stuck to you, and many more emerging from the river. <<rainWraith true>> <br><br> Far down the river, you see a pale robed figure walking closer. It raises its hand, and the slimes leap at you! <br><br> <<link [[Next|Forest Pale Slime Struggle]]>><<set $forest += 20>><<set $struggle_start to 1>><<set $phase to 2>><</link>> <<else>> It violently tugs on your leg, attempting to pull you back into the river! You barely manage to pull away. You look back to see a pale figure disappear behind a tree. <<trauma 12>><<pain 6>><<stress 12>><<gtrauma>><<gpain>><<gstress>> <br><br> <<link [[Next|Forest]]>><<set $forest += 20>><</link>> <</if>> <<else>> <<if $rng gte 71 and $settings.parasitesEnabled and !$parasite.bottom.name>> <<if $worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> As you climb up the bank you feel a pinching sensation on your <<bottom>>. You feel behind you, and find a strange, soft creature stuck there. It sucks on your skin, making it feel warm. <<garousal>><<arousal 600 "bottom">> <br><br> You tug, but it won't budge. You'll need help to remove it. <<parasite bottom urchin>> <br><br> <</if>> <</if>> <<link [[Next|Forest]]>><<set $forest += 20>><</link>> <</if>> <br> <</if>> <</if>> <<set $eventskip to 0>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Swim Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Swim Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> hisses <<bhis>> satisfaction and dives back into the churning water. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Swim]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> hisses in pain and dives back into the churning water. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Swim]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue "river">> <</if>><<location "forest">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 10 15 "root" "vine" true>> <<elseif $molestationstart is 2>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<consensual>> <<set $consensual to 1>> You give a small wiggle, inviting them closer. <<deviancy5>> <<set _randomtentacles to 6+random(1, 10)>> <<tentaclestart _randomtentacles 15 "root" "vine" true>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Forest Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The roots lose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<location "forest">><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $enemytype to "vore">> <<set $vorestage to 1>> <<set $vorecreature to "snake">> <<set $vorestrength to 1>><<set $position to "doggy">> <<set $timer to 4>> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<if $timer is 1>> <<set $trance to 0>> You break free from the trance, and realise the snake is trying to eat you! <</if>> <<voreeffects>> <<vore>> <<voreactions>> <<if $vorestage gte 7>> <span id="next"><<link [[Next|Forest Snake Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Forest Snake Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Snake]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $trance to 0>> <<if $vorestage gte 7>> <<if $gwylan?.hunting gte 2 and npcCanHunt("Gwylan") and isGwylanAbsent() isnot "nobody" and !_gwylanStatus.includes("aurigaScarConfront")>> <<tearful>> you struggle as the snake starts to move. It journeys for several minutes. <br><br> <<endcombat>> <<link [[Next|Forest Gwylan Ritual Forced]]>><<pass 10>><<endevent>><<set $forest to 0>><<set $phase to "vored">><</link>> <<else>> <<tearful>> you struggle as the snake starts to move. It journeys for several minutes until with a great heave the snake pushes you up and through its gullet once more, expelling you from its body. <br><br> <<endcombat>> <<if $settings.swarmsEnabled>> You land in a pit of thousands of tiny snakes. <br><br> <<link [[Next|Forest Snake Swarm]]>><<pass 10>><<set $molestationstart to 1>><</link>> <<else>> The snake slithers away. It took you deeper into the forest. <br><br> <<clotheson>> <<link [[Next|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest += 20>><</link>> <br> <</if>> <</if>> <<else>> <<tearful>> you escape from the snake's maw. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<location "forest">><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $enemytype to "swarm">> <<swarminit "snakes" "swarm" "slithering" "slither" "keep back" 10 0>> <<set $timer to 20>> <</if>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<link [[Next|Forest Snake Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Snake Swarm]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> The snakes slither off of you, escaping through nooks and crannies all around the pit. <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Forest]]>><<set $stress -= 500>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> You continue on your path. You don't get far before hearing a roar behind you. <<if $monster is 1>> "Tiny, squishy little morsel!" <</if>> <br><br> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "bear">> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Bear Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Bear Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> returns to its abode. <<if $monster is 1>> "Next time I might take you with me, squishy," <<bhe>> coos. <</if>> <br><br> <<tearful>> you continue on your way. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You scare the mighty <<beasttype>>. <<bHe>> flees deeper into the forest. <<if $monster is 1>> "Not so tiny! Not so squishy!" <<bhe>> yells as <<bhe>> runs. <</if>> <br><br> <<tearful>> you continue on your way. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <</if>><<location "forest">><<effects>> You drop to the ground and adopt a mating posture. <<deviancy2>> The <<beasttype>> paces towards you and sniffs. <<if $monster is 1>> "Curious. Good smell." <</if>> <<bHe>> takes advantage of your position and mounts you. <br><br> <<link [[Next|Forest Wolf Sex]]>><<set $sexstart to 1>><</link>> <br><<location "forest">><<effects>> You drop to the ground and adopt a mating posture. <<deviancy3>> The <<beastsplural>> pace towards you and sniff. <<if $monster is 1>> <br><br> "Smells fresh. Me first!"<br> "No! Me first!"<br> "I saw first!"<br> "I smelled first!"<br><br> <</if>> They growl at each other. After a brief tussle, with many scratches and bites, the victor takes advantage of your position and mounts you. <br><br> <<link [[Next|Forest Wolf Sex2]]>><<set $sexstart to 1>><</link>> <br><<location "forest">><<effects>> <<if $syndromewolves gte 1>> You throw your head back and howl into the canopy. The <<if $phase is 1>><<beastNEWinit 2 wolf>><<beastsplural>> join<<else>><<beastNEWinit 1 wolf>><<beasttype>> joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down, and the <<if $phase is 1>><<beastsplural>> step<<else>><<beasttype>> steps<</if>> into view. <br><br> <<if $monster is 1>> "<<pPackbrother>>. Good to see." <br><br> <</if>> <<if $monster is 1 or $settings.bestialityEnabled>> <<if $phase is 1>> <<if hasSexStat("deviancy", 3)>> <<link [[Mate|Forest Wolf Sex2]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> <<else>> <<if hasSexStat("deviancy", 2)>> <<link [[Mate|Forest Wolf Sex]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> <</if>> <</if>> <<link [[Pat and depart|Forest Pat]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>> <br> <<else>> You throw your head back and howl into the canopy. The <<if $phase is 1>><<beastNEWinit 2 wolf>><<beastsplural>> join<<else>><<beastNEWinit 1 wolf>><<beasttype>> joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down. The <<if $phase is 1>><<beastsplural>> depart.<<else>><<beasttype>> departs.<</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<beastTrainGenerate>> <<if $monster is 1 and $phase is 2>> "<<pPackbrother>> in <<pheat>>? Will help!" <</if>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 20>><<deviancy3>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Wolf Sex2 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf Sex2]]>><</link>></span><<nexttext>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<forestRescueSetup>> <<if $monster is 1 and $phase is 2>> "<<pPackbrother>> in <<pheat>>? Will help!" <</if>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 20>><<deviancy2>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Wolf Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf Sex]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $phase is 1>> You pat and stroke the <<beastsplural>>' heads. They rub against your hand, but don't stay long. <br><br> <<if $monster is 1>> "Stay safe, <<ppackbrother>>." <br><br> <</if>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You pat and stroke the <<beasttype>>'s head. <<bHe>> rubs against your hand, but doesn't stay long. <br><br> <<if $monster is 1>> "Stay safe, <<ppackbrother>>." <br><br> <</if>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> licks your <<undies>> then slinks away between the trees. <<if $monster is 1>> "Tasty." <</if>> <<wolfpacktrust>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> whines and flees between the trees. <<if $monster is 1>> "Too strong!" <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $finish is 1>> The <<beasttype>> turns away from you and slinks between the trees. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but the other is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Sex2]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another <<print $combatTrain.beastTypes[1]>> takes its turn. <<wolfpacktrust>> <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Sex2]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<wolfpacktrust>> <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $rescue is 1 and $alarm is 1>> <<forestRescue>> <<elseif $finish is 1>> <<if $consensual is 1>> The <<beastsplural>> slink away between the trees. <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees into the darkness between the trees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee between the trees. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering on the grass. <</if>> <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<location "forest">><<effects>> <<flaunting>> you leave your hiding place and walk towards the <<person>>, your <<lewdness>> proudly displayed. <<He>> drops <<his>> axe and jaw when <<he>> sees you, then rubs <<his>> eyes. "I've been hitting those shrooms too hard," <<he>> mutters. <<if $exposed gte 2>> <<exhibitionism5>> <<else>> <<exhibitionism3>> <</if>> <<link [[Flaunt|Forest Cutter Flaunt]]>><<arousal 600>><<trauma -6>><<stress -12>><</link>><<garousal>><<ltrauma>><<lstress>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Forest Cutter Seduce]]>><</link>><<promiscuous2>> <br> <</if>><<location "forest">><<effects>> The <<person>> embeds <<his>> axe in the tree and leans against it. "What brings you out here?" <<he>> asks. <br><br> <<link [[Chat (0:30)|Forest Cutter Chat]]>><<stress -6>><<trauma -3>><<pass 30>><</link>><<ltrauma>><<lstress>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Forest Cutter Seduce]]>><</link>><<promiscuous2>> <br> <</if>><<location "forest">><<effects>> You stay and chat with the <<person>>. <<He>> seems happy for the company. <br><br> <<if $pain gte 40>> <<He>> doesn't mention your tears, but <<he>> offers you a tissue. You blow your nose. <<lpain>><<pain -5>> <br><br> <</if>> <<if $rng gte 81>> "If you see any strange fellows," <<he>> says at one point, "stay away. Criminals sometimes traffic through these woods. Getting stuff into town that they shouldn't." <<elseif $rng gte 61>> "Folks from the temple sometimes come out here for ceremonies," <<he>> says at one point. "I avoid them. Creepy buggers." <<elseif $rng gte 41>> "Some of the animals here will hunt humans," <<he>> says at one point. "I always manage to scare them off. You might have more trouble though. Be careful." <<elseif $rng gte 21>> "They say the snakes here can put you in a trance," <<he>> says at one point. "Seems far-fetched. Don't know why anyone would want to risk going so deep anyway." <<else>> "There's a maniac living deep in these woods," <<he>> says at one point. "Probably the most dangerous thing in here, and that's saying something. Lives deeper than anyone with sense ever ventures." <</if>> <br><br> After a while <<he>> looks at the sky. "I need to get back to work," <<he>> says, lifting <<his>> axe. "It was nice meeting you. Go careful now." <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<location "forest">><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You sit on the grass and look up at <<him>>. "I'm just looking for some company," you say, patting the grass next to you. <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> hesitates. You reach up, take <<his>> arm and gently pull <<him>> on top of you. <br><br> <<link [[Next|Forest Cutter Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> hesitates. You reach up and tug <<his>> arm but <<he>> pulls away from you. "No, I really need to get back to work," <<he>> says. "Stay safe." <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<location "forest">><<effects>> You give <<him>> a slow twirl while walking towards <<him>>, making sure <<he>> gets to see you from other angles. <<He>> looks away, <<his>> face turning red. "Don't be shy," you purr. "You can look all you want." You're close to <<him>> now, so close <<he>> has to look up to avoid seeing you. <<He>> turns around. "Y-you should take these to cover with," <<he>> says, pulling some towels from a bag sat on a tree stump. "You might attract some bad types dressed like that." <<He>> looks through the trees, still facing away from you. "Please leave me to work. If we're seen people will get the wrong idea." <br><br> <<endevent>> <<link [[Take the towels|Forest]]>><<set $eventskip to 1>><<towelup>><</link>> <br> <<link [[Just leave|Forest]]>><<set $eventskip to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<forestRescueSetup>> <<maninit>> <<set $enemytrust += 50>> <br><br> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Cutter Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Cutter Sex]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> falls asleep on the grass. <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> You knock the <<person>> back. <<He>> trips over a stump. <<tearful>> you escape into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $rescue is 1 and $alarm is 1>> <<forestRescue "cutter">> <<else>> <<He>> climbs to <<his>> feet. "I should get back to work," <<he>> says. "People would get the wrong idea if they saw us." <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>><<location "forest">><<effects>> <<if $rng gte 51>> You creep forward. The deer remains still. You step within arm's reach, and hold out your hand. It sniffs you, then goes back to grazing. <<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> You creep forward. Unfortunately, the deer turns and runs in the other direction. It disappears into the trees. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<location "forest">><<effects>> <<generate1>><<generate2>> You stop in the middle of the trail, and wait. A <<fullGroup>> walk into view. They slow down when they see the strange <<girl>> stood still, staring at them. <br><br> "You lost?" the <<person1>><<person>> asks. <br><br> "I need you to have me," you say. <<if $worn.lower.name isnot "naked">> <<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <<if $worn.under_lower.name is "naked">> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>> You lift up your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span> <<else>><<set $worn.lower.state to "thighs">> You pull down your $worn.lower.name, <span class="lewd">exposing your <<undies>>.</span> <</if>> <</if>> <</if>> <<if $worn.under_lower.name isnot "naked">> <<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>> <<set $worn.under_lower.state to "thighs">><<set $worn.under_lower.exposed to 2>> <<if $worn.lower.name is "naked">> You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span> <<else>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>> You lift up your $worn.lower.name with one hand while lowering you $worn.under_lower.name with the other <span class="lewd">exposing your <<genitals>>.</span> <<else>><<set $worn.lower.state to "thighs">> You pull down your $worn.lower.name and $worn.under_lower.name, <span class="lewd">exposing your <<genitals>>.</span> <</if>> <</if>> <</if>> <<promiscuity4>> The pair share a grin. "We'll be happy to oblige," <<he>> says, stepping closer. <br><br> <<link [[Next|Forest Slime Rape]]>><<set $sexstart to 1>><</link>> <br><<location "forest">><<effects>> <<generate1>><<generate2>> You stop in the middle of the trail, and wait. A <<fullGroup>> walk into view. They slow down when they see the strange <<girl>> stood still, staring at them. <br><br> "You lost?" the <<person1>><<person>> asks. <br><br> "I-I need," you say. "I need you to have me." <br><br> The pair share a grin. "We'll be happy to oblige," <<he>> says, stepping closer. <br><br> <<link [[Next|Forest Slime Rape]]>><<set $molestationstart to 1>><</link>> <br><<location "forest">><<effects>> <<if $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction. <</if>> <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> <<generate1>><<generate2>> You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do. You feel a jolt of pain as the slime punishes you for defiance. It tries to force your legs in the other direction, <span class="red">and overpowers your will.</span> <<ggwillpower>><<willpower 3>> <br><br> You stop in the middle of the trail, and wait. A <<fullGroup>> walk into view. They slow down when they see the strange <<girl>> stood still, staring at them. <br><br> "You lost?" the <<person1>><<person>> asks. <br><br> "I-I need," you say. "I need you to have me." <br><br> The pair share a grin. "We'll be happy to oblige," <<he>> says, stepping closer. <br><br> <<link [[Next|Forest Slime Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You turn and run into the forest, making sure you get far away from the pair and whatever the slime wants you to do. You feel a jolt of pain as the slime punishes you for defiance. It tries to force your legs in the other direction, <span class="green">but fails.</span> <<gwillpower>><<willpower 1>> <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $noFinish to 1>> <<maninit>> <<forestRescueSetup>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $noFinish to 1>> <<maninit>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Slime Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Slime Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They step away from you, smiling. "They said there were fairies living in this forest," the <<person1>><<person>> says. "Didn't expect them to be sluts though." Laughing, they continue on their journey. <br><br> Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> The pair stagger back, swearing, and flee into the forest. <br><br> Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue "slime">> <<else>> You shove the pair away from you. <<tearful>> you run. <br><br> You feel a jolt of pain as the slime punishes you for defiance. It tries to steal control of your legs, but fails. <<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>><<location "forest">><<effects>> In one motion, you turn and drop to your hands and knees. You wiggle provocatively, and growl. <<deviancy4>> A <<beasttype>> steps out from the forest, sniffs you, then mounts. <br><br> <<link [[Next|Forest Slime Wolf Rape]]>><<set $sexstart to 1>><</link>> <br><<location "forest">><<effects>> In one motion, you turn and drop to your hands and knees. You wiggle provocatively, and growl. <br><br> A <<beasttype>> steps out from the forest, sniffs you, then mounts. <br><br> <<link [[Next|Forest Slime Wolf Rape]]>><<set $molestationstart to 1>><</link>> <br><<location "forest">><<effects>> <<if $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You turn and run into the forest and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You turn and run into the forest. The slime tries to overpower your will, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction. <</if>> <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<if hasSexStat("deviancy", 4) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> You try to run into the forest, <span class="red">but the slime overpowers your will.</span> It forces you to turn and drop to your hands and knees. You wiggle provocatively, and growl. <<ggwillpower>><<willpower 3>> <br><br> A <<beasttype>> steps out from the forest, sniffs you, then mounts. <br><br> <<link [[Next|Forest Slime Wolf Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You turn and run into the forest. The slime tries to overpower your will, <span class="green">but you resist its influence.</span> The beast doesn't give chase. <<gwillpower>><<willpower 1>> <br><br> The slime retaliates with a jolt of pain. <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $noFinish to 1>> <<forestRescueSetup>> <<set $NPCList[0].stance to "top">> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $noFinish to 1>> <<forestRescueSetup>> <<set $NPCList[0].stance to "top">> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Slime Wolf Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Slime Wolf Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> climbs off of you, and disappears into the forest. <br><br> Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps and flees into the forest. <br><br> Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue "slime">> <<else>> The <<beasttype>> runs into the forest, whimpering. <br><br> <<tearful>> you try to stand, but a jolt of pain sends you sprawling. The slime punishes you for defiance. <<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>><<effects>> You search among the trees at the edge of the clearing, looking for seeding orchids. You find several hiding beneath a bough. <br><br> <span class="gold">You can now grow <<icon "tending/orchid.png">> orchids.</span> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<effects>> You search around the base of ancient trees, looking for <<icon "tending/orchid.png">> orchids in bloom. <<if $tendingSuccess>> <<wearProp "orchid">> <span class="green">You find some around the base of a great oak.</span> <<tending_pick orchid>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">You find none that would sell at market.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>><<wearProp "rose" "red">> You reach into the rose bushes, searching for seeding flowers. You avoid the thorns as best you can, but a few tear at you regardless. <br><br> <span class="gold">You can now grow <<icon "tending/red_rose.png">> red roses.</span> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> You search the rose bushes for blooming flowers, careful to avoid the thorns. <<if $tendingSuccess>> <<wearProp "rose" "red">> <span class="green">One bush blooms with <<icon "tending/red_rose.png">> red roses.</span> <<tending_pick red_rose>> <<else>> <span class="red">None of the flowers look suitable for market.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>> You drop to your knees and crawl through the grass, searching for seeding lilies in the shadow of larger plants. <br><br> <span class="gold">You can now grow <<icon "tending/lily.png">> lilies.</span> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<effects>> You drop to your knees and crawl through the grass, searching for blooming <<icon "tending/lily.png">> lilies. <<if $tendingSuccess>> <<wearProp "lily">> <span class="green">You find some saleable specimens hiding beneath a fern.</span><<tending_pick lily>> <<else>> <span class="red">You find none that would sell at market.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>> You lean against the tree, until the breeze changes direction and the haze lifts. You begin to feel more sure-footed, and are soon confident that you can continue. <br><br> <<if $foresthunt gte 1>><<set $foresthunt += 1.5>><</if>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $willpowerSuccess>> You continue walking. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="green">You remain focused on your path,</span> and soon find the haze thinning. The dizziness subsides.<<willpower 1>><<gwillpower>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> You continue walking, but the dizziness does not subside. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="red">You change direction,</span> hoping to escape the haze, but it doesn't help. You turn again, and again. The dizziness becomes more intense, and you find it harder to think. You're lost.<<ggwillpower>><<willpower 3>> <br><br> You keep walking, the haze becomes sweeter, so much that you can taste it in the air. <br><br> You come across a large plant, taller and thicker than you. It's surrounded by vines and flowers. Clouds of white dust emerge from an aperture on top. <br><br> <<link [[Next|Forest Pitcher]]>><</link>> <br> <</if>><<effects>> You give in to the pull of the white haze, paying no mind to where you are going. The farther you walk, the thicker the pollen becomes, and the dizzier you feel. The scent grows sweeter with every step, so much so that you can taste it in the air. <br><br> Eventually you come across a large plant, taller and thicker than you. It's surrounded by vines and flowers. Clouds of white dust emerge from an aperture on top. <br><br> <<link [[Next|Forest Pitcher]]>><</link>> <br><<location "forest">><<effects>> <<if $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown++>> You continue walking, but defy the slime's instructions, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You continue walking, but defy the slime's instructions, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="green">You remain focused on your path,</span> and soon find the haze thinning. The dizziness subsides.<<willpower 1>><<gwillpower>> <</if>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 11)>><<set $earSlime.defyCooldown += 4>> You try to walk against the slime's instruction, <span class = "red">but it overpowers your will</span> and the dizziness does not subside. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. The dizziness becomes more intense, and you find it harder to think.<<willpower 3>><<gwillpower>> <br><br> You keep walking, the haze becomes sweeter, so much that you can taste it in the air. <br><br> You come across a large plant, taller and thicker than you. It's surrounded by vines and flowers. Clouds of white dust emerge from an aperture on top. <br><br> <<link [[Next|Forest Pitcher]]>><</link>> <<else>> You continue walking, but defy the slime's instructions. You're nagged by the fear that you're going the wrong way. It's hard to tell with the sky obscured by the canopy. <span class="green">You remain focused on your path,</span> and soon find the haze thinning. The dizziness subsides.<<willpower 1>><<gwillpower>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<location "forest">><<effects>> While you follow the slimes instructions, the dizziness does not subside. It's hard to tell where the slime is taking you with the sky obscured by the canopy. The dizziness becomes more intense, and you find it harder to think. <br><br> You keep walking, the haze becomes sweeter, so much that you can taste it in the air. <br><br> You come across a large plant, taller and thicker than you. It's surrounded by vines and flowers. Clouds of white dust emerge from an aperture on top. <br><br> <<link [[Next|Forest Pitcher]]>><</link>> <br><<effects>> The dizziness becomes too intense. The world spins, and you fall. The vines spring to life as you land on them, wrapping around your limbs and pulling you into the air<<if $worn.handheld.name isnot "naked">>, forcing you to drop your $worn.handheld.name.<<handheldruined>><<else>>.<</if>> You dangle, limp, as they lift you over the maw of the plant, and then inside.<<if $slimeObey isnot true>><<gtrauma>><<ggstress>><<trauma 6>><<stress 12>><</if>> <br><br> The fall jolts you to your senses. You land in a thick mucus that sticks to your skin, making it tingle. <<bodyliquid "feet" "nectar">> <<bodyliquid "thigh" "nectar">> <<bodyliquid "bottom" "nectar">> <br><br> <<if $parasite.left_ear.name isnot "slime" and $parasite.right_ear.name isnot "slime">> <<link [[Try to escape|Forest Pitcher Struggle Start]]>><</link>><<willpowerdifficulty 1 700>> <br> <</if>> <<link [[Endure|Forest Pitcher Endure]]>><</link>><<gggarousal>> <br><<effects>> <<if $willpowerSuccess>> You feel the strange dizziness descend once more, but <span class="green">you shake yourself free of its influence.</span> You're in trouble, and need to act.<<gwillpower>><<willpower 1>> <br><br> You pull yourself free of the sticky mucus, rising to your feet. It still comes up to your knees, but you think you'll be able to pull yourself free. You look around. The plant walls don't look too thick. You might also be able to reach the aperture above. <br><br> <<link [[Tear through|Forest Pitcher Break]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Climb out|Forest Pitcher Climb]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<else>> You feel the strange dizziness descend once more and <span class="red">sneeze as the thought of trouble passes.</span> You slide back into the warm, relaxing fluid.<<gggarousal>><<ggwillpower>><<willpower 3>> <br><br> <<link [[Next|Forest Pitcher Endure]]>><</link>> <br> <</if>><<effects>> <<bodyliquid "thigh" "nectar">> <<bodyliquid "feet" "nectar">> <<bodyliquid "chest" "nectar">> <<bodyliquid "bottom" "nectar">> <<bodyliquid "tummy" "nectar">> <<if $physiqueSuccess>> You feel around for a solid footing, then punch the wall of the plant. <span class="green">You feel it yield.</span> You punch again, and again. More mucus drips from above, but you continue your assault. <br><br> <<if !$worn.over_upper.type.includes("naked") or !$worn.over_lower.type.includes("naked") or!$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") or !$worn.under_upper.type.includes("naked")>> <span class="pink">Your clothing feels looser as the mucus dissolves it.</span> <<set $worn.over_upper.integrity -= 50>> <<set $worn.over_lower.integrity -= 50>> <<set $worn.upper.integrity -= 50>> <<set $worn.lower.integrity -= 50>> <<set $worn.under_upper.integrity -= 50>> <<set $worn.under_lower.integrity -= 50>> <<integritycheck>><<exposure>> <br><br> <</if>> Something wraps around your ankle just as your fist breaks through. You shake yourself free and tear open a gap wide enough for your body. More vines spring to life, but they're too slow. You escape into the trees. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> You punch the wall of the plant, <span class="red">but it doesn't yield at all.</span> You try again, hoping to find some weak spot, but a thick vine rises from the mucus and snatches your waist, pulling you back into the fluid. <br><br> <<link [[Next|Forest Pitcher Resist]]>><</link>> <br> <</if>><<effects>> <<bodyliquid "thigh" "nectar">> <<bodyliquid "feet" "nectar">> <<if $athleticsSuccess>> You jump <span class="green">and your hands gain purchase on the lip of the plant.</span> You haul yourself out, dropping to the vine-covered ground and escaping through the trees before the dust can influence you once more.<<lstress>><<stress -6>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<else>> You jump for the lip of the plant, <span class="red">but your fingers slide off</span>. You try a few more times, until you feel something snake up and around your leg. It tugs, and you fall back into the slime. <br><br> <<link [[Next|Forest Pitcher Resist]]>><</link>> <</if>><<effects>> <<drench "nectar" 2 "outside">><<drugs 180>> Multiple tentacles wrap around your wrists and ankles as you lie, lightheaded, in the goo. You struggle, but can't put up much of a fight as you are lifted into the air. <br><br> <<if !$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") or !$worn.under_upper.type.includes("naked")>> More mucus drips from above, <span class="pink">coating and dissolving your clothing.</span> <<upperruined>><<lowerruined>><<underruined>><<underupperruined>> <<exposure>> <br><br> <</if>> More vines emerge, their tips dripping with more of the sweet fluid. They squirm over your bare skin, over your <<breasts>> and <<genitals>>.<<ggtrauma>><<gggstress>><<trauma 12>><<stress 48>><<gggarousal>><<arousal 10000>> <br><br> The tingling in your skin becomes too much to bear. <<orgasm>> You hang limp, but the vines don't cease their assault. <<if $player.breastsize gte 3>> Two wrap around your <<breasts>>, squeezing them, while the tips of two of the thinner tendrils open. They latch onto your nipples, and suck. <<else>> The tips of two of the thinner tendrils open. They latch onto your <<nipples>>, and suck. <</if>> <<if $milk_amount gte 1 and $settings.breastFeedingEnabled and $lactating gte 1>> You feel your chest respond to the sensation, and milk flows from your buds. You remain suspended, helpless, as the plant suckles. <<breastfeed 5>> <<elseif $settings.breastFeedingEnabled>> <<milkvolume 5>> <</if>> <<arousal 10000>> <<orgasm>> <<link [[Next|Forest Pitcher Resist 2]]>><</link>> <br><<effects>> The walls close in, squeezing you. You're pushed upwards by the pressure. You slide from the plant and land on the bed of vines with a squelch. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>><<effects>> <<drench "nectar" 2 "outside">><<drugs 180>> Any thought of danger passes as the warm slime envelops you. <<if !$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") or !$worn.under_upper.type.includes("naked")>> <span class="pink">You barely notice as it dissolves your clothing.</span> <<upperruined>><<lowerruined>><<underruined>><<underupperruined>> <<exposure>> <</if>> <br><br> You feel slimy vines wrap around your limbs and waist, lifting your limp body into the air. More vines emerge, hot liquid dripping from their tips. They squirm over your bare skin, over your <<breasts>> and <<genitals>>. <<if $slimeObey is true>> The slime rewards you for doing as you were told. <<ltrauma>><<lstress>><<trauma -6>><<stress -24>><<unset $slimeObey>> <<else>> <<ggtrauma>><<gggstress>><<trauma 12>><<stress 48>> <</if>> <<gggarousal>><<arousal 10000>> <br><br> The tingling in your skin becomes too much to bear. <<orgasm>> You hang limp, but the vines don't cease their assault. <<if $player.breastsize gte 3>> Two wrap around your <<breasts>>, squeezing them, while the tips of two of the thinner tendrils open. They latch onto your nipples, and suck. <<else>> The tips of two of the thinner tendrils open. They latch onto your <<nipples>>, and suck. <</if>> <<if $milk_amount gte 1 and $settings.breastFeedingEnabled and $lactating gte 1>> You feel your chest respond to the sensation, and milk flows from your buds. You remain suspended, helpless, as the plant suckles. <<breastfeed 5>> <<elseif $settings.breastFeedingEnabled>> <<milkvolume 5>> <</if>> <<arousal 10000>> <<orgasm>> <<link [[Next|Forest Pitcher Endure 2]]>><</link>><<effects>> The walls close in, squeezing you. You're pushed upwards by the pressure. You slide from the plant and land on the bed of vines with a squelch. <br><br> You lie naked on the ground, sticky with slime and twitching with arousal. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<clothesstrip>> The wasps<<if $settings.analEnabled>>, including the one that latched onto your bottom,<</if>> circle you as you strip, seeming to enjoy the show. <<deviancy4>> The instant you're finished, they approach you with a more relaxed pace. <br><br> <<link [[Next|Forest Wasps]]>><<set $struggle_start to 2>><</link>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "wasp">> <<struggle_creatures 2 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $settings.analEnabled>> <<set $struggle.anus.creature to "wasp">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">> <</if>> <<unset $struggle_start>> <<elseif $struggle_start is 2>> <<struggle_init>> <<set $struggle.creature to "wasp">> <<struggle_creatures 2 2>> <<set $combat to 1>> <<neutral 1>> <<consensual>> <<set $consensual to 1>> <<if $settings.analEnabled>> <<set $struggle.anus.creature to "wasp">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">> <</if>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Forest Wasps End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Forest Wasps]]>><</link>></span> <br> <</if>><<effects>> The buzzing fades into the trees. <<tearful>> you continue through the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<effects>> You shake the <<icon "tending/apple.png">> apple trees, hoping to dislodge some of the fruit. <<if $tendingSuccess>> <<wearProp "apple">> <span class="green">You catch some shiny ones.</span> <<tending_pick apple 6 18>> <<else>> <span class="red">None fall.</span> Those on the ground are too bruised.<<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>> You stand on tiptoe, and test the <<icon "tending/pear.png">> pears. <<if $tendingSuccess>> <<wearProp "pear">> <span class="green">You find some ripe ones.</span> <<tending_pick pear 6 18>> <<else>> <span class="red">All the ones you can reach are too squishy.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>> You search the short trees for saleable <<icon "tending/lemon.png">> lemons. <<if $tendingSuccess>> <<wearProp "lemon">> <span class="green">You find a bunch, nice and yellow.</span> <<tending_pick lemon 6 18>> <<else>> <span class="red">They're all too green.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>> You search the short trees for saleable <<icon "tending/blood_lemon.gif">> lemons. <<if $tendingSuccess>> <<wearProp "blood lemon">> <span class="green">You find a bunch,</span> their yellow skin criss-crossed by red veins. <<tending_pick blood_lemon 6 18>> <<earnFeat "In Red Light">> <br><br> You feel strangely heated.<<drugs 60>><<arousal 600>><<garousal>> <<else>> <span class="red">They're all too green.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>><<effects>><<wearProp "honeycomb">> You climb the tree until you're level with the hive. You reach for the <<icon "tending/wild_honeycomb.png">> honeycomb, and snap off a large chunk. <<silently>><<tending_pick wild_honeycomb 1 2>><</silently>> <<earnFeat "Oh Bother">> <<if $tendingSuccess>> <span class="green">The bees don't react.</span> <br><br> Not wanting to tempt fate, you climb back down the tree, prize in hand. <br><br> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">The buzzing intensifies.</span> <br><br> You clamber down the tree, prize in hand. Four immense bees emerge from the hive, and shoot after you. <br><br> <<link [[Next|Forest Honey Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "bee">>/*Creature species*/ <<struggle_creatures 4 2>>/*How many creatures will be involved, and their health.*/ <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Forest Honey Struggle End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Forest Honey Struggle]]>><</link>></span> <br> <</if>><<effects>> You escape into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "pale slime">> <<if $wraith.state is "haunt">> <<struggle_creatures 3 2>> <<else>> <<struggle_creatures 2 1>> <</if>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Forest Pale Slime Struggle End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Forest Pale Slime Struggle]]>><</link>></span> <br> <</if>><<effects>> The slimes disappear into the river. <<tearful>> you look around frantically. <<if $phase is 1>> The pale figure is nowhere to be found. You breathe a sigh of relief, but waste no time getting back on the move. <<endRainWraith true>> <<set $wraith.hunt -= 3>> <<if $wraith.hunt lte 0>> You think you've lost it, but you stay on your guard. <<set $wraith.hunt to 0>><<set $wraith.timer += 5>><<set $foresthunt to 0>> <<else>> It's likely still coming for you, but you've put valuable distance between you and it. <</if>> <<else>> The pale figure is nowhere to be found. You're about to breathe a sigh of relief, but hear a laugh from the treeline. You break out into a run. <<endRainWraith>> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br><<if $sexstart is 1 or $molestationstart is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>> <<neutral 1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <</if>> <<forestRescueSetup>> <<maninit "plant">><<npcexpose>> <<set $enemyarousalmax to 800>> <<if $phase is 2>> <<set _randomtentacles to random(10, 12)>> <<else>> <<set _randomtentacles to random(6, 10)>> <</if>> <<makeAbomination _randomtentacles 8 "vine" "vine" true>> <<if $phase is 1>> <<if $player.penisExist>> <<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>> <<else>> <<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>> <</if>> <<set $NPCList[0].location.head to "genitals">> <<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $leftarmstate to 0>><<set $righttarget to "tentacles">> <<elseif $phase is 0 and !$consensual>> <<npckiss>> <</if>> <</if>> <<effects>> <<effectsabomination>> <<forestRescueCheck>> <<abomination>> <<stateabomination>> <br><br> <<actionsabomination>> <<if _combatend>> <span id="next"><<link [[Next|Forest Plant Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Plant Sex]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<if $phase is 1>> <<ejaculation "short">> <<else>> <<ejaculation>> <</if>> "That was fun!" the <<person>> chirps. "I wish more humans were like you." <br><br> <<He>> picks <<himself>> up off the ground and dusts off one of <<his>> vines. "If you're ever in the area, hit me up! I'd love to do this again!" <<He>> walks off, <<his>> vines shambling behind <<him>>. <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> The <<person>> backpedals from you, looking at you warily. "Yeesh, a bit uncalled for, wouldn't you say? I just wanted us to feel good." <<His>> vines all retract away from you. <br><br> <<He>> rubs one of <<his>> vines, frowning. "Well, if you're ever in the area, hit me up. Maybe we can pick up where we left off, if you're in a better mood!" <<He>> walks off, <<his>> vines trailing weakly behind <<him>>. <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $alarm is 1 and $rescue is 1>> <<forestRescue>> <</if>><<location "forest">><<effects>> <<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>> You practically lurch forward and capture the <<persons>> lips with your own. <<He>> gasps into your own, and you thrust your tongue into <<his>> mouth, abandoning all self-control. <span class="green">Sweet nectar fills your mouth.</span> <<nectarfed 10>> <br><br> <<takeKissVirginity $NPCList[0] "addiction">> <<promiscuity1>> The <<person>> comes back to <<his>> senses, and wraps <<his>> vines around you. With a gentle, almost teasing push, <<he>> sends you to the forest floor and lowers <<himself>> to lie on top of you. "If I'd know you loved it so much," <<he>> whispers, "I'd have offered more than a kiss. Way more." <br><br> <<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <<else>> You lean forward and kiss the <<person "normal">>, and <<he>> smiles against your mouth. <span class="lewd"><<His>> lips are sticky, and taste very sweet.</span> <<takeKissVirginity $NPCList[0] "consensual">><<promiscuity1>> <<if $rng gte 81>> <<He>> suddenly thrusts <<his>> tongue into your mouth. Something drips into your mouth, and your taste buds are assaulted by a dizzyingly sweet flavour. <<nectarfed 10>> <br><br> Your mind gets foggy, and you barely notice <<him>> pushing you to the ground. <span class="purple">The vines behind <<him>> writhe to life, slithering behind <<him>>.</span> <br><br> "Thanks for that," the <<person>> whispers, lowering <<himself>> to lie on top of you. "Now I think I'll take a bit more than a kiss." <br><br> <<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <<else>> <<He>> holds the kiss for a few seconds, before nipping your upper lip and pulling away. You lick your lips. Syrupy nectar lingers around your mouth. <br><br> Behind <<him>>, <span class="purple">the vines writhe to life</span>, wriggling in contentment. "What did you think?" the <<person>> asks, winking. "Pretty great kiss, huh? Well, I thought so." <br><br> <<He>> turns to walk away. "Well, hope that brings you good luck! See you around, <<girl>>!" <br><br> <<if hasSexStat("deviancy", 3) or $backgroundTraits.includes("plantlover")>> <<link [[Seduce|Forest Plant Seduce]]>><</link>><<deviant3>> <br> <<link [[Say goodbye|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</if>> <</if>><<location "forest">><<effects>> "Leaving so soon?" you ask, batting your eyes. The <<person>> turns back. "I could give you so much more than just a kiss. <<if $settings.tentaclesEnabled>>Show me what those vines can do<<else>>Come and get me<</if>>." <br><br> <<set $seductiondifficulty to 0>> <<seductioncheck>> <<His>> eyes light up. "Oh, hell yeah!" <<He>> lunges for you and throws <<his>> arms around you, tackling you to the forest floor. <<His>> vines come to <<his>> side, writhing around you. "I love meeting humans who love nature." <br><br> <<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction... though you suspect <<he>> would've said yes no matter what.</span><br><br><</if>><<seductionskilluse>> <<link [[Next|Forest Plant Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<location "forest">><<effects>> "Huh?" The <<persons "normal">> face scrunches up. "But why not?" <br><br> <<He>> thinks for a few seconds, <<if $rng gte 51>> before gasping. "Oh, I get it! You just want to skip the foreplay! I like your style." <<stress 6>><<gstress>> <br><br> <span class="purple">The vines behind <<him>> writhe to life, slithering behind <<him>>.</span> The <<person>> licks <<his>> lips. "Don't worry. I won't keep you waiting." <br><br> <<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <<else>> before shrugging. "Well, whatever. I'm sure someone in this forest is willing to smooch a cute <<personsimple>>." <span class="purple">The vines behind <<him>> writhe to life, slithering behind <<him>>.</span> "Later!" <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>><<location "forest">> <<set $forest += random(-3,3)*5>><<set $forest = Math.clamp($forest, 21, 100)>> <<generatePlant1>><<person1>> <<orgasm>> You wake up to a sudden rush of pleasure, and a wet sensation on your <<genitals 1>>. You try to sit up, only to find <span class="red">vines binding your arms to the ground</span>. You struggle for a moment, but they coil tighter. <br><br> "Oh, hi there!" You crane your neck, and see a <<person>> sitting between your legs, with <<plant_details>> braided into <<his>> hair. <<if $exposed lte 1>> Your $worn.lower.name <<lowerhas>> been <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>lifted up<<else>>pulled down<</if>>, <<if !$worn.under_lower.type.includes("naked")>> and your $worn.under_lower.name <<underlowerhas>> been pulled aside,<</if>> <span class="pink">revealing your <<genitals>>.</span> <</if>> <<He>> licks <<his>> lips. "I found you conked out in the forest, so I dragged you somewhere safe and helped myself." <<if playerChastity()>> <<He>> pokes your $worn.genitals.name. "At least, as best I could through this thing. Who put this on you? How cruel. <<else>> <<He>> grins. "It was just a taste, I wanted to wait until you woke up before really going at it. <</if>> Am I squeezing your arms too tight? Sorry if I am." <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>><<set $worn.lower.skirt_down to 0>><<else>><<set $worn.lower.state to "thighs">><</if>> <<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $worn.under_lower.state to "thighs">> <br><br> You try to sit up again, but the vines pull you back down. "Ah bup bup," the <<person>> chides. "Just let me take care of you. Now, where was I...?" <<He>> moves <<his>> mouth back down to your <<genitals>>. <br><br> <<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>><<effects>> <<if $phase is 0>> You ignore it and continue on your way. You hear a <<personsimple>> in the bush whining as you walk away. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> Taking a deep breath, you purposefully step into the snare trap. It immediately tightens, pulling your legs together and sending you to the forest floor. The snare splits off to pull your legs apart. <br><br> A <<person "normal">> with <<plant_details>> in <<his>> hair and <span class="purple">writhing vines trailing behind <<him>></span> runs up to you from out of the bush. "Got one!" the <<person>> crows. "And I only waited six hours. I'm pretty much a trapping pro." <<He>> licks <<his>> lips and moves toward you, wiggling <<his>> fingers lewdly. <br><br> <<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $leftleg to "bound">><<set $rightleg to "bound">><<set $phase to 1>><</link>> <</if>><<effects>> You plant your feet and brace for impact. The <<beasttype>> veers at the last moment, surprised, then turns to face you. <br><br> <<link [[Next|Forest Boar Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You leap aside at the last moment, out of the <<beasttype>>'s path, <<if $danceSuccess>> <span class="green">and land with a graceful poise.</span> <<if $monster is 1>> "A warning!" <<bhe>> shouts, disappearing between the trees. "Next time, I hit." <<else>> The <<beasttype>> doesn't slow, and disappears into the trees with another snort. <</if>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> <span class="red">but stumble and fall as you land.</span> The <<beasttype>> swerves and turns to face you once more, slowing as <<bhe>> approaches. <<if $monster is 1>> "Show you what happen," <<bhe>> snorts. "To trespassers." <<else>> <<bHe>> snorts. <</if>> <<gpain>><<pain 4>> <br><br> <<link [[Next|Forest Boar Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Boar Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Boar Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> stomps into the forest. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> turns and runs, almost smacking into a tree in <<bhis>> haste to escape. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<forestRescue>> <</if>><<effects>> You start to climb the tree towards the nest. You make it up halfway, before nearly slipping. <<if $athleticsSuccess>> <<unset $athleticsSuccess>> <span class="green">You manage to steady yourself, though.</span> <br><br> You continue the climb up to the nest, balancing yourself on the large branch it sits on. <<if currentSkillValue('tending') gte 150>> By your quick count, you see <span class="blue"><<number $forest_nest.eggs>></span> viable bird <<pluralise $forest_nest.eggs "egg">>, but you'd need to count them individually to be sure. <br><br> <<link [[Climb down and pick out eggs|Forest Nest Search Eggs]]>><</link>><<tendingdifficulty 100 500>> <br> <<link [[Climb down and try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <<else>> <span class="blue">You need a higher tending skill to identify which eggs are viable for sale. Until then, you could try to lure a fox to do it for you, if you think you can get the eggs back afterwards...</span> <br><br> <<link [[Climb down and try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <</if>> <<link [[Climb down and leave|Forest]]>><<endevent>><<unset $forest_nest>><</link>> <br> <<else>> <<if $rng gte 51>> <<set $forest_nest.eggs -= 4>> You manage to steady yourself, but cause a lot of disturbance while doing so. The tree shakes, <span class="red">and the nest falls</span>. Egg white spills through the twigs. <br><br> You climb back down and inspect the nest. <<if $forest_nest.eggs lte 0>> <span class="red">You're met with a puddle of goop.</span> It seems you weren't careful enough. <br><br> <<if $forest_nest.fox isnot 3>> The smell is sure to attract a fox now. <br><br> <</if>> <<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>> <<link [[Wait for a fox|Forest Nest Ambushed]]>><</link>> <br> <<else>> <<link [[Wait for a fox|Forest Nest Hide]]>><<set $phase to 1>><</link>> <br> <</if>> <<elseif currentSkillValue('tending') gte 150>> By your quick count, you see <span class="blue"><<number $forest_nest.eggs>></span> viable bird <<pluralise $forest_nest.eggs "egg">>, but you'd need to count them individually to be sure. <br><br> <<link [[Pick up eggs|Forest Nest Search Eggs]]>><</link>><<tendingdifficulty 100 500>> <br> <<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <<else>> <span class="blue">You need a higher tending skill to identify which eggs are viable for sale. Until then, you could try to lure a fox to do it for you, if you think you can get the eggs back afterwards...</span> <br><br> <<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> A branch cracks under your weight, and <span class="red">you fall</span>. <<if $forest_nest.fox is 2 and $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> You brace for impact with the ground, but your landing is much softer than you expect. You open your eyes. <br><br> You're in the arms of a <<beasttype>>. <<bHe>> caught you, and <<bhe>> smiles. <br><br> "That was pretty dangerous. Here, this is how you do it." <<bHe>> gently puts you down, before scampering up the tree effortlessly. <<bHe>> grabs the whole nest and jumps back down. <br><br> "There! Wanna share?" <<bHis>> tail is wagging. <<else>> The ground is not kind. <<gstress>><<stress 6>><<gpain>><<pain 8>> <br><br> As you slowly open your eyes, you feel a warm breath on your face. There's a <<beasttype>> sitting over you. <<bHe>> tilts <<bhis>> head curiously. <br><br> After a moment, <<bhe>> bounds up the tree, picks an egg up in <<bhis>> mouth, and runs back down, placing it next to you. <<if $forest_nest.eggs gt 1>> <<bHe>> repeats this a few more times, making a pile. <</if>> <br><br> <<bHe>> headbutts you, looking at you expectantly as <<bhe>> sits next to the egg pile. <</if>> <br><br> <<if $fox gte 6>> <<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress -4>><</link>><<lstress>> <br> <<else>> <<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress 2>><</link>><<gstress>> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> You hit a few branches on the way down, and ground is not kind. <<gstress>><<stress 6>><<gpain>><<pain 8>> <br><br> You won't be able to attempt another climb with so many of the branches broken. <br><br> <<link [[Knock the nest down|Forest Nest Throw]]>><<set $forest_nest.eggs -= 4>><<set $forest_nest.type to 3>><</link>><<note "Fewer eggs" "red">> <br> <<if $forest_nest.fox is 3>> <<link [[Hide and wait (0:05)|Forest Nest Hide]]>><<unset $athleticsSuccess>><<set $forest_nest.eggs -= 2>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <</if>><<effects>> You grab a rock and toss it at the nest. It gets knocked loose, falling down in a messy heap. You see goo and yolk leaking through the twigs. <<if $harpy gte 6>><<stress 6>><<ggstress>><</if>> <br><br> <<if $forest_nest.fox isnot 3>> They're sure to attract a fox if you wait around too long. <br><br> <</if>> <<link [[Search the nest|Forest Nest Search]]>><</link>> <br> <<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>> <<link [[Wait for a fox (0:20)|Forest Nest Ambushed]]>><</link>><<note "Fewer eggs" "red">> <<else>> <<link [[Wait for a fox (0:20)|Forest Nest Hide]]>><<set $phase to 1>><<set $forest_nest.eggs -= 2>><<pass 20>><</link>><<note "Fewer eggs" "red">> <</if>> <br><<effects>> You approach the nest and look inside. <<if $forest_nest.eggs lte 0>> <span class="red">You're met with a puddle of goop.</span> It seems you weren't careful enough. <br><br> <<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>> <<link [[Wait for a fox|Forest Nest Ambushed]]>><</link>> <br> <<else>> <<link [[Wait for a fox|Forest Nest Hide]]>><<set $phase to 1>><</link>> <br> <</if>> <<elseif currentSkillValue('tending') gte 150>> By your quick count, you see <span class="blue"><<number $forest_nest.eggs>></span> viable bird <<pluralise $forest_nest.eggs "egg">>, but you'd need to count them individually to be sure. <br><br> <<link [[Pick up eggs|Forest Nest Search Eggs]]>><</link>><<tendingdifficulty 100 500>> <br> <<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <<else>> <span class="blue">You need a higher tending skill to identify which eggs are viable for sale. Until then, you could try to lure a fox to do it for you, if you think you can get the eggs back afterwards...</span> <br><br> <<link [[Try to lure out a fox (0:05)|Forest Nest Bait]]>><<set $forest_nest.eggs -= 3>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $tendingSuccess>> <span class="green">You find some viable eggs.</span> <<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest.fox gte 2 and $NPCList[0].traits.includesAny("territorial","clever","clumsy")>> As you look up, you hear a rustling behind you. A <<beasttype>> emerges from the treeline. <<if $monster is 1>> <<if $NPCList[0].traits.includes("territorial")>> "This is my territory. You'll pay for this trespass." <<else>> "I saw those first!" <</if>> <<bHe>> wants to challenge you for the eggs! <</if>> <br><br> <<link [[Next|Forest Fox Nest Rape]]>><<set $phase2 to 1>><<set $molestationstart to 1>><</link>> <br> <<elseif $forest.fox gte 2>> As you look up, you hear a rustling behind you. A <<beasttype>> peeks out from the treeline. <<bHe>> looks meek, and doesn't seem to want to challenge you for the eggs. <br><br> <<link [[Offer an egg|Forest Nest Search Offer]]>><<set $plants.bird_egg.amount -= 1>><</link>><<note "- Egg" "red">> <br> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <span class="red">None of the eggs look suitable for market.</span><<gtending>><<tending 2>> <br><br> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You hold out one of the eggs for the <<beasttype>>. <<bHe>> hesitantly approaches, and <<if $monster is 1>> takes it in <<bhis>> hand. <<bHe>> quickly pops it into is mouth. <<else>> grabs it with <<bhis>> mouth. <</if>> <<bHe>> quickly takes a few steps back, but doesn't flee. <br><br> <<link [[Pet|Forest Fox Nest Pet]]>><<set $tendingSuccess to true>><<set $phase2 to 1>><</link>><<llstress>> <br> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $fox gte 2>> You put an egg in your mouth and start to dig a hole. You feel strangely excited. <br><br> Once it's deep enough, you drop the egg from your mouth into the hole. You hastily bury it, and give the dirt some extra patting down. You feel a primal sense of satisfaction. <<else>> You start to dig a hole with your hands. You're not sure why you're doing this. <br><br> Once it's deep enough, you gently place the egg in. You move the small dirt mound back over it, and pat it down. You feel strangely satisfied. <</if>> <br><br> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br><<effects>> You quickly approach the nest. You find an egg that's already cracked, and use your thumb to break it open. <br><br> It's sure to attract a fox if you wait around. <br><br> <<if $forest_nest.fox is 2 and !$NPCList[0].traits.includesAny("cowardly","clumsy")>> <<link [[Wait for a fox|Forest Nest Ambushed]]>><</link>><<note "Fewer eggs" "red">> <<else>> <<link [[Wait for a fox|Forest Nest Hide]]>><</link>><<note "Fewer eggs" "red">> <</if>><<effects>> You wait around for what seems like a long time, with no sign of anything approaching. <br><br> That is, until you hear rapid footsteps behind you. You turn just in time to be <<if $monster is 1>> pounced on by a naked <<beasttype>>. <<else>> knocked clean over by a ball of orange fur. <</if>> <span class="red">There must have already been a <<beasttype>> nearby</span>, and your antics revealed your position! <br><br> <<if $NPCList[0].traits.includesAny("territorial","clever")>> <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> <<bHe>> smugly straddles you, arms crossed. "That was clumsy. You gave yourself away so easily, <<foxnickname>>." <br><br> <<bHe>> stretches, leaving nothing to the imagination. "You need a lesson in subtlety." <<else>> <<bHe>> yips at you, keeping you pinned. <</if>> <br><br> <<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>> <br> <<else>> You push yourself out from under <<bhim>> and escape.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>> <br> <</if>> <<else>> <<if $monster is 1>> <<bHe>> sniffs you for a moment, and giggles before <span class="green">petting your head.</span> "What were you trying to do? You're a funny one." <br><br> <<bHe>> rolls off of you, walking up to the nest. <<bHe>> inspects it closely. <<if $forest_nest.eggs lte 0>> "They're all broken. No saving any for later. Wanna share?" <<bHe>> pats the ground next to <<bhim>>. <<else>> "There's still some left. Wanna share?" <<bHe>> pops one into <<bhis>> mouth and pats the ground next to <<bhim>>. <</if>> <<else>> <<bHe>> sniffs you for a moment and <span class="green">gives your face a lick.</span> <<bHis>> tongue tickles. <br><br> <<bHe>> rolls off of you, sauntering up to the nest. <<bHe>> inspects it closely, and <<if $forest_nest.eggs lte 0>> peeks back up with some yolk on <<bhis>> snout. <<else>> peeks back up with an egg in <<bhis>> mouth. <</if>> <<bHe>> seems to want to share with you. <</if>> <br><br> <<if $fox gte 6>> <<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress -4>><</link>><<lstress>> <br> <<else>> <<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress 2>><</link>><<gstress>> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>><<wearProp "egg" 0 "bird">> <<if $forest_nest.eggs lte 0>> You pick up a broken egg and <<if $fox gte 6>>eagerly lap up its yolk<<else>>hesitantly pour the white and yolk into your mouth. It's not as bad as you thought it'd be<</if>>. <<else>> You pick up an egg and <<if $fox gte 6>>eagerly break it open into your mouth<<else>>hesitantly break it open into your mouth. It's not as bad as you thought it'd be<</if>>. <</if>> <br><br> <<if $monster is 1>> You spend some time talking with the <<beasttype>>, who seems glad to finally have someone friendly to talk to. <<else>> You spend some time petting the <<beasttype>>, who seems to adore the attention. <</if>> <br><br> You eventually say goodbye. <<if $forest_nest.eggs gte 2>> <<set $forest_nest.eggs to Math.floor($forest_nest.eggs / 2)>> <<bHe>> lets you take half of the remaining eggs. <<tending_bird_eggs $forest_nest.eggs>> <<else>> There's no eggs left to take. <</if>> <br><br> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br><<effects>> You hide and wait, watching the nest intently. <<if $forest_nest.fox is 3>> <<if $fox gte 6>> The smell is getting closer. Before long, you hear rustling. <<else>> Before long, the rustling continues. <</if>> <<else>> <<if $forest_nest.fox is 1>> <<beastNEWinit 1 fox>> <</if>> Soon enough, you start to hear a rustling nearby. <</if>> <<if $forest_nest.type lte 3>> <<if $forest_nest.type lte 2>> A bright flash of orange and white shoots up the stump of the tree. A <<beasttype>>. <br><br> <<bHe>> clings to the treetop for a moment before approaching the nest. <<bHe>> closes the distance, and starts to dig through. Before long, <<bhe>> peeks up with <<if $monster is 1>> eggs in <<bhis>> hands. <<bHe>> deftly leaps back down from the tree. <<else>> an egg in <<bhis>> mouth. <<bHe>> leaps down from the tree, and starts to make a pile. <</if>> <<else>> A <<beasttype>> peeks into view, staring intently at the nest. <br><br> <<bHe>> hesitantly takes a step forward, looking around. <<bHe>> then darts forward and starts to dig through it. <<if $phase is 1>> <<set $phase to 0>> <<if $monster is 1>> <<bHe>> greedily licks the remains of the eggs from <<bhis>> fingers, <<else>> <<bHe>> starts to greedily lick up the remains of the eggs, <</if>> before moving on to the intact ones. <<if $forest_nest.eggs lte 0>><span class="purple">There don't seem to be many left</span>.<</if>> <<else>> <<if $monster is 1>> <<bHe>> grabs a handful, puts one in <<bhis>> mouth, and bounds a few metres away to make a pile. <<else>> <<bHe>> grabs one in <<bhis>> mouth and bounds a few metres away to start making a pile. <</if>> <</if>> <</if>> <<if $forest_nest.eggs gt 0>> <<if $NPCList[0].type.includes("clever")>> <<set $forest_nest.eggs += 2>><span class="green"><<bHe>> seems to have found quite a few, for the size of the nest.</span> <<elseif $NPCList[0].type.includes("clumsy")>> <<set $forest_nest.eggs -= 1>><span class="purple"><<bHe>> clumsily drops one of them and steps on it,</span> tumbling over <<bhimself>> right after. <</if>> <</if>> <<set $_athlDiffMin to ($NPCList[0].traits.includesAny("territorial","cowardly") ? 200 : 1)>> <<set $skulduggerydifficulty to $NPCList[0].skills.security>> <br><br> <<link [[Just watch (0:05)|Forest Fox Nest Watch]]>><<pass 5>><<stress -3>><</link>><<lstress>> <br> <<if $harpy gte 6>> <<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<harpy>> <br> <<else>> <<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <</if>> <<link [[Sneak up|Forest Fox Nest Sneak]]>><</link>><<skulduggerydifficulty>> <br> <<if $fox gte 6>> <<link [[Chase!|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<stress -6>><<transform fox 1>><</link>><<llstress>><<fox>><<note "No eggs" "red">> <br> <<else>> <<link [[Chase|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<tiredness 6>><</link>><<gtiredness>><<athleticsdifficulty $_athlDiffMin $NPCList[0].skills.athletics>><<note "No eggs" "red">> <br> <</if>> <<else>> A <<beasttype>> peeks into view, staring intently at the nest. <br><br> <<bHe>> hesitantly takes a step forward, looking around. <<bHe>> then darts forward and starts to dig through it. <br><br> You hear a slither and a hiss. <<bHe>> hears it too. <<if currentSkillValue('tending') lt 800>><span class="red">This isn't a bird's nest.</span><</if>> <br><br> A massive snake slithers out from the underbrush, staring directly at the <<beasttype>>. <<if $NPCList[0].traits.includesAny("cowardly","clever")>> <<bHe>> doubles back, darting out of the area without missing a beat. <br><br> You leave too, not wanting to earn the ire of the snake. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<else>> <<if $NPCList[0].traits.includes("territorial")>> <<bHis>> tail puffs out and <<bhis>> back arches as <<bhe>> takes an aggressive stance. The snake lunges. The <<beasttype>> sidesteps and counters, but is caught by the snake's tail and knocked over. <<bHe>> quickly recovers, rolling over and <<if $monster is 1>> grabbing the tail with both hands. <<else>> biting down on the snake's tail. <</if>> <br><br> <<bHes>> not strong enough. <<bHes>> putting up a good fight, but the snake quickly wraps around <<bhim>>. <<else>> <<bHe>> looks completely entranced and frozen. <<bHe>> only manages to weakly bat at the snake as it lunges, and is quickly restrained. <</if>> <<if $settings.voreEnabled>> <span class="red">The snake's jaw unhinges.</span> <</if>> <br><br> <<link [[Keep watching|Forest Nest Snake Watch]]>><<trauma 12>><<if $voretrait gte 1>><<arousal 20>><</if>><</link>><<ggtrauma>><<if $voretrait gte 1>><<garousal>><</if>> <br> <<link [[Intervene!|Forest Nest Snake Intervene]]>><<stress 12>><</link>><<ggstress>><<physiquedifficulty 1 $physiquemax>> <br> <</if>> <</if>><<effects>> The <<beasttype>> dives behind a bush and starts to dig a hole, before dropping the eggs in and burying them. <<if $monster is 1>> "For later," <<bhe>> says to <<bhimself>> before letting out a satisfied huff and giving the dirt a few pats for good measure. <<else>> <<bHe>> huffs in satisfaction, giving the dirt a few more pats for good measure. <</if>> <<bHe>> bounds away right after. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br><<effects>> The <<beasttype>> dives behind a bush and starts to dig a hole. You slowly step out, and start to approach <<bhim>> from behind. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $NPCList[0].traits.includes("friendly")>> <<set _tendingMin to 1>><<set _tendingMax to 300>> <<elseif $NPCList[0].traits.includes("territorial")>> <<set _tendingMin to 200>><<set _tendingMax to 700>> <<else>> <<set _tendingMin to 100>><<set _tendingMax to 600>> <</if>> You carefully avoid any stray stones or twigs and <span class="green">make it right behind <<bhim>> without a sound.</span> <br><br> <<skulduggeryuse>> <<link [[Pet|Forest Fox Nest Pet]]>><</link>><<tendingdifficulty _tendingMin _tendingMax>><<llstress>> <br> <<link [[Scare|Forest Fox Nest Scare]]>><<trauma -10>><</link>><<lltrauma>> <br> <<else>> You make it about halfway, <span class="red">before stepping on a twig. It snaps loudly.</span> <br><br> <<if $NPCList[0].traits.includes("cowardly")>> The <<beasttypes>> tail stands on end and puffs out as <<bhe>> quickly turns to you, dropping the egg in the process. <<if $monster is 1>> <<bHe>> stumbles backwards, before righting <<bhimself>> and darting away. "Won't catch me!" <<bhe>> yells at you from the increasing distance. <<else>> <<bHe>> lets out a few high-pitched barks as <<bhe>> stumbles backwards, before righting <<bhimself>> and darting away. <</if>> <br><br> A few of the eggs were broken. <<set $forest_nest.eggs -= 2>><<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest_nest.eggs gte 1>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<elseif $NPCList[0].traits.includes("territorial")>> The <<beasttypes>> ear twitches. <<bHe>> stays completely still for a moment. Then, in one swift movement, <<bhe>> bounds around and pounces! <br><br> <<bHe>> knocks you over easily despite <<bhis>> relatively small size. <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> <<bHe>> holds both of your arms down. <<if $fox gte 6>> "What's this? Hoping to catch an easy mate, kit?" <<elseif $cat gte 6>> <<if $NPCList[0].pronoun is "f" and $NPCList[0].breastsize gte 4 and $NPCList[0].lactation is 1>> "Hoping to get some milk, stray?" <<bHe>> presses <<bhis>> $NPCList[0].breastsdesc against you, <<bhis>> face only inches from yours. <<else>> "Aren't you a bit far from home, cat?" <</if>> <<elseif $wolfgirl gte 6>> "Looking for easy prey, pup? You're not the predator here." <<else>> "Thought you could sneak up on me, meat?" <</if>> <<bHe>> stretches low, <<bhis>> posterior in the air. "Lucky you. I'm in quite the mood right now." <<else>> <<bHe>> yips at you, pinning you to the ground. <</if>> <br><br> <<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>> <br> <<else>> You push yourself backwards and flee.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>> <br> <</if>> <<elseif $NPCList[0].traits.includes("clever")>> The <<beasttypes>> ear twitches. <<bHe>> stays completely still for a moment. <<if $monster is 1>> Then, in one swift movement, <<bhe>> turns around and throws the egg at you! <br><br> It gets you right in the face, splattering yolk all over. <<bHe>> laughs at you, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>> <<else>> Then, in one swift movement, <<bhe>> bounds around and pounces! <br><br> <<bHe>> knocks you over easily despite <<bhis>> relatively small size. <<bHe>> then chomps on the egg right above your face, splattering yolk all over you. <<bHe>> lets out a series of high-pitched barks that sound a bit like laughter, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>> <</if>> <br><br> <<set $forest_nest.eggs -= 3>><<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest_nest.eggs gte 1>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<elseif $NPCList[0].traits.includes("clumsy")>> The <<beasttypes>> tail stands on end and puffs out as <<bhe>> quickly turns to you. <<if $monster is 1>> <<bHe>> stumbles backwards, <span class="red">landing right on the eggs</span>. <<bHe>> quickly rights <<bhimself>> into a pouncing position. "You scared me! Don't do that!" <<bhe>> yells. <<bHe>> looks annoyed, but quickly starts trying to lick the destroyed eggs off <<bhis>> tail. <<bHe>> seems to immediately forget that you're there. <<else>> <<bHe>> rolls over <<bhimself>>, <span class="red">crushing the eggs</span>. <<bHe>> ends up in a pouncing position, staring you down. After a moment, <<bhe>> relaxes, and starts trying to lick the destroyed eggs off <<bhis>> fur. <<bHe>> seems to immediately forget that you're there. <</if>> <<set $forest_nest.eggs to 0>> <br><br> <<link [[Pet|Forest Fox Nest Pet]]>><<set $phase2 to 1>><</link>><<tendingdifficulty 1 200>><<llstress>> <br> <<if $fox gte 6 and $monster is 1>> <<link [[Lick <<bhim>> clean|Forest Fox Nest Lick]]>><<set $phase2 to 1>><</link>><<deviant1>><<fox>> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<else>> The <<beasttypes>> tail stands on end and puffs out. <<bHe>> dashes away without hesitation, crushing an egg in the process. <<bHe>> stops to look at you after <<bhe>> gets far enough away, before continuing to scamper off. <<set $forest_nest.eggs -= 2>><<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest_nest.eggs gte 1>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>> <</if>><<effects>> The <<beasttype>> dives behind a bush and starts to dig a hole. You take the chance to charge forward. <br><br> <<bHe>> doesn't notice you until you're close. <<bHe>> starts to run. <<if $fox gte 6 or $athleticsSuccess>> <<if $athleticsSuccess>> <span class="green">But you're too fast.</span> You dive, catching <<bhim>> and rolling until <<bhes>> pinned under you. <<else>> You scamper along behind <<bhim>>, dashing in between trees. <<bHe>> almost seems to be enjoying it. Eventually you manage to close the distance, pouncing on <<bhim>> and pinning <<bhim>> under you. <</if>> <br><br> <<if $NPCList[0].traits.includes("cowardly")>> <<set _tendingMin to 1>> <<set _tendingMax to 500>> <<if $monster is 1>> <<bHe>> breathes heavily under you. "Wh...what do you want?" <<else>> <<bHe>> pants under you. <<bHe>> looks scared. <</if>> <<elseif $NPCList[0].traits.includes("territorial")>> <<set _tendingMin to 100>> <<set _tendingMax to 600>> <<if $monster is 1>> <<bHe>> pouts at you, letting out a low growl. "H...hurry up and do what you will, already." <<else>> <<bHe>> lets out a low growl. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<set _tendingMin to 1>> <<set _tendingMax to 2>> <<if $monster is 1>> <<bHes>> laughing under you. "That was fun! Thanks for the exercise." <<else>> <<bHe>> lets out many high-pitched barks that almost sound like laughter. <</if>> <<else>> <<set _tendingMin to 1>> <<set _tendingMax to 300>> <<if $monster is 1>> <<bHe>> breathes heavily under you. "You're quick." <<else>> <<bHe>> pants under you. <</if>> <</if>> <br><br> <<link [[Pet|Forest Fox Chase Pet]]>><</link>><<tendingdifficulty _tendingMin _tendingMax>><<llstress>> <br> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 2)>> <<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 1>><</link>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to take things further">> <br> <</if>> <</if>> <<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>> <br> <<else>> You manage to close the distance between you, <span class="red">but <<bhes>> too nimble.</span> <br><br> <<if $NPCList[0].traits.includes("territorial")>> You lose sight of <<bhim>> in a large patch of shrubbery. As you look around, you hear rapid footsteps approaching. You turn just in time to see a flash of orange before you're knocked over. <br><br> The same <<beasttype>> is now on top of you. <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> <<bHe>> holds both of your arms down. <<if $fox gte 6>> "What's this? Hoping to catch an easy mate, kit?" <<elseif $cat gte 6>> <<if $NPCList[0].pronoun is "f" and $NPCList[0].breastsize gte 4 and $NPCList[0].lactation is 1>> "Hoping to get some milk, stray?" <<bHe>> presses <<bhis>> $NPCList[0].breastsdesc against you, <<bhis>> face only inches from yours. <<else>> "Aren't you a bit far from home, cat?" <</if>> <<elseif $wolfgirl gte 6>> "Looking for easy prey, pup? You're not the predator here." <<else>> "Thought you could catch me, meat?" <</if>> <<bHe>> stretches low, <<bhis>> posterior in the air. "Lucky you. I'm in quite the mood right now." <<else>> <<bHe>> yips at you, pinning you to the ground. <</if>> <br><br> <<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>> <br> <<else>> You push yourself out from under <<bhim>> and flee.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>> <br> <</if>> <<elseif $NPCList[0].traits.includes("clever")>> You briefly lose sight of <<bhim>>, but find <<bhim>> sitting between some shrubs after making a few turns. You start to approach, and <<bhe>> slowly steps back. <br><br> You keep walking forward, until you step on a branch. You're caught off guard as a rope snares around your right leg, hoisting you high into the air. It flips you upside down, leaving you dangling from a nearby tree.<<gstress>><<stress 6>> <br><br> <<if $monster is 1>> The <<beasttype>> laughs at you, rolling around over <<bhimself>>. "Enjoy your time with the <<nnpc_title "Eden">>!" <<bHe>> bounds away. <<else>> The <<beasttype>> makes some mocking barks at you. <<bHe>> bounds away. <</if>> <<endevent>> <br><br> <<link [[Next|Forest Fox Chase Eden]]>><<unset $forest_nest>><</link>> <br> <<else>> <<set $forest += 15>><<set $forest = Math.clamp($forest, 21, 100)>> You lose sight of <<bhim>> in a large patch of shrubbery. There's no sign of <<bhim>>, and you're now deeper in the forest than you remember. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>> <</if>><<effects>> <<npc Eden>><<person1>> You're left hanging there for some time. Any attempts to untie yourself are met with varying levels of failure. Soon, you hear someone approaching. <br><br> Without warning, the rope releases, dropping you back on the ground. You shakily stand. <<if $edenCagedEscape>> A hand grabs you by the back of the neck. "Told you I'd find you again, didn't I?" It's Eden. <br><br> <<He>> pins you against a tree, rage flashing in <<his>> eyes. <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() gte 2>> A hand grabs you by the back of the neck. "Where the fuck have you been?" snarls a <<personsimple>>. It's Eden. "I've been worried sick!" <br><br> Before you can speak, Eden begins to drag you away. "I don't want to hear your excuses, either." <<He>> glances scornfully in the direction of the town. "I could figure what you've been up to, anyway. Things aren't going to be pretty when we get home." <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() is 1>> An arm wraps around your neck from behind, while a hand presses against the back of your head. You hear a <<personsimple>>'s voice. "I've been looking for you all over." It's Eden. "Come on, let's go home." <br><br> <<if $edenfreedom is 1 or ($edenfreedom gte 2 and $settings.asphyxiaLevel gte 3)>> <<link [[Resist|Eden Recaptured Resist]]>><<set $fightstart to 1>><</link>> <<else>> <<link [[Resist|Eden Recaptured Resist Normal]]>><<set $molestationstart to 1>><</link>> <</if>> <br> <<link [[Go to the cabin (0:30)|Eden Recaptured]]>><<edenTrackers>><<pass 30>><</link>> <br> <<elseif edenFreedomStatus() is 0>> <<rng>> <<if Time.dayState isnot "night">> "Those traps are meant for animals," you hear a voice say. It's Eden. "I thought you were that damned fox. You should watch where you're going." <<else>> <<if $rng gte 51>> A light blazes into your eyes, obscuring your vision. You raise your arm in front of your face. "Can't see a damn thing out here," says a voice. It's Eden. <<He>> points the torch right at you. "What are you doing out at this time?" <<else>> An arm wraps around your neck from behind, while a hand presses against the back of your head. You struggle, and the perpetrator releases you. "Sorry," says a voice. It's Eden. "I thought a fox tripped that trap, and someone was stealing it." <</if>> <</if>> <br><br> <<forestCabinReturnLinks>> <<else>> A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. You hear a <<personsimple>>'s voice. "I've got you now, you damned fox—" <<He>> pauses upon seeing you. <br><br> "Looks like I caught something better. Don't move." A cold hard object presses against your back. <br><br> <<link [[Next|Forest Hunter Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $harpy gte 6>> You let out a piercing shriek, flaring out your wings. <<else>> You make your presence known, yelling at the <<beasttype>> to get <<bhis>> attention. <</if>> <br><br> <<if $NPCList[0].traits.includes("clumsy")>> Before you can follow through, however, <<bhe>> clumsily stumbles back in shock, <span class="red">crushing the remaining eggs.</span> This particular <<beasttype>> seems too clumsy to challenge effectively. <br><br> <<if $monster is 1>> <<bHe>> quickly rights <<bhimself>> into a pouncing position. "You scared me! Don't do that!" <<bhe>> yells. <<bHe>> looks annoyed, but quickly starts trying to lick the destroyed eggs off <<bhis>> tail. <<bHe>> seems to immediately forget that you're there. <<else>> <<bHe>> ends up in a pouncing position, staring you down. After a moment, <<bhe>> relaxes, and starts trying to lick the destroyed eggs off <<bhis>> fur. <<bHe>> seems to immediately forget that you're there. <</if>> <<set $forest_nest.eggs to 0>> <br><br> <<link [[Pet|Forest Fox Nest Pet]]>><<set $phase2 to 1>><</link>><<tendingdifficulty 1 200>><<llstress>> <br> <<if $fox gte 6 and $monster is 1>> <<link [[Lick <<bhim>> clean|Forest Fox Nest Lick]]>><<set $phase2 to 1>><</link>><<deviant1>><<fox>> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<elseif $NPCList[0].traits.includes("cowardly")>> Before you can follow through, however, <<bhis>> tail puffs up and <<bhe>> flees. <<bHe>> took some of the eggs with <<bhim>>. This particular <<beasttype>> seemed especially cowardly. <<set $forest_nest.eggs -= 2>> <br><br> <<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest_nest.eggs gte 1>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<else>> You make yourself appear as large as possible, <<if $physiqueSuccess or $harpy gte 6>> <span class="green">and <<bhis>> tail puffs out.</span> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> "Damn it! Fine, take the eggs!" <<bHe>> hastily backs off. <<else>> <<bHe>> growls in frustration, but hastily backs off. <</if>> <<else>> <<bHe>> yelps and flees without looking back. <</if>> <br><br> <<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest_nest.eggs gte 1>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<else>> <<if $NPCList[0].traits.includes("territorial")>> but <<bhe>> <span class="red">merely looks at you</span>. <<if $monster is 1>> "Challenging me in my own territory?" <<bHe>> scoffs. "You need to be taught a lesson." <</if>> The <<beasttype>> charges at you! <<if $monster is 1 or $settings.bestialityEnabled>> <br><br> <<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>> <br> <<else>> You scramble away from <<bhim>> and flee.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>> <br> <</if>> <<elseif $NPCList[0].traits.includes("clever")>> but <<bhis>> ear <span class="red">merely twitches</span>. <<if $monster is 1>> Then, in one swift movement, <<bhe>> picks up and throws an egg at you! <br><br> It gets you right in the face, splattering yolk all over. <<bHe>> laughs at you, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>> <<else>> Then, in one swift movement, <<bhe>> bounds around and pounces! <br><br> <<bHe>> knocks you over easily despite <<bhis>> relatively small size. <<bHe>> then chomps on the egg right above your face, splattering yolk all over you. <<bHe>> lets out a series of high-pitched barks that sound a bit like laughter, rolling over <<bhimself>> a few times before scampering away. <<bodyliquid "face" "goo">><<stress 6>><<pain 2>><<gstress>><<gpain>> <</if>> <br><br> <<set $forest_nest.eggs -= 3>><<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest_nest.eggs gte 1>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<elseif $NPCList[0].traits.includes("friendly")>> but <<bhe>> <span class="red">merely tilts <<bhis>> head at you.</span> Unwavering, <<bhe>> approaches you and sniffs you. <<if $monster is 1>> <<bHe>> giggles before <span class="green">petting your head.</span> "Were you trying to scare me? You're too cute for that." <br><br> <<bHe>> returns to the egg pile and sits. <<if $forest_nest.eggs lte 0>> "They're all broken. No saving any for later. Wanna share?" <<bHe>> pats the ground next to <<bhim>>. <<else>> "There's still some left. Wanna share?" <<bHe>> pops one into <<bhis>> mouth and pats the ground next to <<bhim>>. <</if>> <<else>> After a moment, <span class="green">gives your leg a lick.</span> <<bHis>> tongue tickles. <br><br> <<bHe>> returns to the egg pile and sits, putting <<bhis>> face into it and <<if $forest_nest.eggs lte 0>> peeking back up with some yolk on <<bhis>> snout. <<else>> peeking back up with an egg in <<bhis>> mouth. <</if>> <<bHe>> seems to want to share with you. <</if>> <br><br> <<if $fox gte 6>> <<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress -4>><</link>><<lstress>> <br> <<else>> <<link [[Eat one|Forest Nest Share]]>><<transform fox 1>><<stress 2>><</link>><<gstress>> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <</if>><<effects>> You gently touch the <<beasttypes>> tail. It is incredibly soft. You start to pet it. <<stress -8>><<llstress>> <br><br> <<if $tendingSuccess>> <<if $NPCList[0].traits.includes("territorial")>> <<set $phase to 2>> <<bHe>> freezes up for a moment, <span class="green">before helplessly falling over, belly up</span>. <<if $monster is 1>> "Wh-what are you doing? Stop that this instant! Ahh—" <<bHe>> seems annoyed, but <<bhis>> signs of arousal betray <<bhim>> as you move on to rubbing <<bhis>> belly. <<else>> <<bHe>> tries to growl, but it quickly changes to a low purr as you rub <<bhis>> belly. <</if>> <br><br> <<bHis>> leg kicks in contentment. <<if $monster is 1>> "Damn you... don't... you... dare... stop..." <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <span class="green"><<bHe>> immediately rolls over</span>, exposing <<bhis>> belly to you. <<if $monster is 1>> <<bHe>> pauses for a moment, staring at you. "S-sorry. Couldn't help it. Please keep going." <<else>> <<bHe>> lets out a low squeak, as if asking you to continue. <</if>> You give <<bhis>> belly a rub, and <<bhis>> tail wags in happiness. <<elseif $NPCList[0].traits.includes("clumsy")>> <<set $phase to 2>> <<bHe>> flinches, turning towards you in a defensive posture. <<bHe>> attempts to pounce, <span class="green">but ends up stumbling and rolling over instead</span>. <br><br> <<if $monster is 1>> "N-no! Don't!" <<else>> <<bHe>> yips in despair. <</if>> You take the opportunity to rub <<bhis>> belly. <<bHe>> immediately relaxes, and <<bhis>> leg starts to kick. <<else>> <<bHe>> flinches, <span class="green">but quickly relaxes at your touch</span>. <<if $monster is 1>> <<bHe>> blushes. "What are you doing?" <<else>> <<bHe>> turns to you with curiosity in <<bhis>> eyes. <</if>> You give <<bhis>> tail more attention, gently petting it and smoothing it out. <<bHe>> rolls over onto <<bhis>> belly. <<if $monster is 1>> "H-hey, quit it!" <<bHe>> tries to look upset, but <<bhes>> smiling. <<else>> Your attention is making <<bhim>> purr. <</if>> <</if>> <br><br> <<if $phase isnot 1 and $phase2 isnot 1>> You move to take the eggs from the hole while <<bhes>> distracted. <<tending_bird_eggs $forest_nest.eggs>><<set $phase2 to 1>> <br><br> <</if>> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 2)>> <<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 2>><</link>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to take things further">> <br> <</if>> <</if>> <<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>> <br> <<else>> <<if $NPCList[0].traits.includes("territorial")>> <<bHe>> freezes up for a moment, <span class="red">before turning around and growling</span>. <<bHe>> immediately pounces on you, pinning you down. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> <<bHe>> smugly straddles you, arms crossed over <<bhis>> bare <<print $NPCList[0].breastsdesc>>. <<if $fox gte 6>> "This is my territory, kit. I will not share." <<bHe>> lowers <<bhimself>> down until your faces are nearly touching. "Of course... if you were my mate, things would be different." <<elseif $cat gte 6>> "Haughty little stray. I should teach you a lesson." <<elseif $wolfgirl gte 6>> "This is my territory, insolent pup. Let this be a warning to your pack." <<else>> "This is my territory. But... you're cute." <</if>> <<bHe>> stretches low, <<bhis>> posterior in the air. "I'm feeling generous." <br><br> <</if>> <<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>> <br> <<else>> You push yourself out from under <<bhim>> and flee.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><</link>> <br> <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<bHe>> immediately tumbles over, <span class="red">taking a defensive stance</span>. <<if $monster is 1>> <<bHe>> pauses for a moment, staring at you. "You scared me. Go away please. Any other fox would not be so kind." <<else>> <<bHe>> lets out a growl, although it's not very intimidating. <</if>> <<bHe>> continues kicking dirt over the bird eggs, but doesn't break eye contact with you. <br><br> You decide not to push your luck. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<elseif $NPCList[0].traits.includes("clumsy")>> <<bHe>> flinches, <span class="red">turning towards you in a defensive posture</span>. <br><br> <<if $monster is 1>> "Don't touch!" <<bHe>> barks threateningly. <<else>> <<bHe>> barks threateningly. <</if>> <<if $phase2 is 1>> However, <<bhe>> seems to, once again, forget you're there. <<bHe>> continues to lick <<bhis>> yolk-stained tail. <</if>> <br><br> You decide not to push your luck. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<else>> <span class="red">The <<beasttypes>> tail stands on end and puffs out</span>. <<bHe>> takes a defensive stance and growls at you. <br><br> <<if $monster is 1>> "These are mine. This is your only warning. Back off." <<else>> <<bHe>> slowly approaches, letting out threatening barks. <</if>> You slowly back away. It's clear <<bhe>> just wants to be left alone, and you oblige, returning to the trail. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>> <</if>><<effects>> You gently touch the <<beasttypes>> <<if $monster is 1>>hair<<else>>fur<</if>>. It is incredibly soft. You start to pet <<bhim>>. <<stress -8>><<llstress>> <br><br> <<if $tendingSuccess>> <<if $NPCList[0].traits.includes("territorial")>> <<set $phase to 2>> <<bHe>> freezes up, but after a moment, <span class="green"><<bhis>> leg starts to kick</span>. <<if $monster is 1>> <<bHe>> starts to whine. "Th...this is so humiliating... please..." <<bHis>> tail is wagging rapidly. You start to pet that instead. <<bHe>> moans in pleasure, unable to stifle it any longer. <<else>> <<bHe>> starts to whine, but <<bhis>> tail starts to wag, too. <</if>> <<if $monster is 1>> <br><br> "Damn you... don't... you... dare... stop..." <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<set $phase to 2>> <span class="green"><<bHe>> immediately starts to purr</span>. <<if $monster is 1>> <<bHe>> pauses for a moment, staring at you. "You're nice. I like you." <<else>> <<bHe>> lets out a low squeak, as if asking you to continue. <</if>> You give <<bhis>> belly a rub, and <<bhis>> tail wags in happiness. <<elseif $NPCList[0].traits.includes("clumsy")>> <<set $phase to 2>> <<bHe>> flinches, <span class="green">but also starts to purr</span>. <br><br> <<if $monster is 1>> "Did you... really just want to pet me?" <<else>> <<bHe>> yips in contentment. <</if>> You take the opportunity to rub <<bhis>> belly. <<bHe>> immediately relaxes, and <<bhis>> leg starts to kick. <<else>> <<bHe>> flinches, <span class="green">but quickly relaxes at your touch</span>. <<if $monster is 1>> <<bHe>> blushes. "Is this all you wanted? I... don't mind..." <<else>> <<bHe>> looks at you with curiosity in <<bhis>> eyes. <</if>> You give <<bhis>> tail more attention, gently petting it and smoothing it out. <<if $monster is 1>> "H-hey, quit it!" <<bHe>> tries to look upset, but <<bhes>> smiling. <<else>> Your attention is making <<bhim>> purr. <</if>> <</if>> <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 2)>> <<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 3>><</link>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to take things further">> <br> <</if>> <</if>> <<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>> <br> <<else>> <<if $NPCList[0].traits.includes("territorial")>> <<bHe>> freezes up for a moment, <span class="red">before biting your arm</span>. You pull away. <<stress 8>><<pain 8>><<ggstress>><<ggpain>> <br><br> <<bHe>> frees <<bhimself>> from your grasp as you recoil, and <<bhe>> darts away. <<if $monster is 1>> "I was expecting more. You're so boring," <<bhe>> mocks as <<bhe>> runs. <</if>> <<else>> <span class="red">The <<beasttypes>> tail puffs out</span>. <<bHe>> growls. <<stress 4>><<gstress>> <br><br> You release <<bhim>>, not wanting to be bitten. <<bHe>> wastes no time rolling over and darting away. <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>><<effects>> You crawl up to the <<beasttype>>, and give <<bhim>> a gentle lick. <<bHe>> pauses to stare at you. <br><br> You run your tongue up <<bhis>> arm, savouring the taste of <<bhis>> skin. <<bHe>> lets out a soft moan once you reach <<bhis>> neck. You don't stop. You gently grab <<bhis>> cheeks, and lick <<bhis>> face and the very edge of <<bhis>> lips. <<deviancy1>> By the time you're done, <<bhes>> already panting. <br><br> <<if hasSexStat("deviancy", 2)>> <<link [[Adopt mating posture|Forest Fox Nest Mate]]>><<set $phase to 1>><</link>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to take it further">> You leave <<bhim>> panting in the clearing. <br> <</if>> <<link [[Let <<bhim>> go|Forest Fox Let Go]]>><</link>> <br><<effects>> You let the <<beasttype>> go. <<if $NPCList[0].traits.includes("territorial")>> <<if $phase is 2>> <<if $monster is 1>> <<bHe>> stays completely still. <<bHes>> staring at you... longingly? <br><br> Before you can react, <<bhe>> lunges at you. You both tumble, until <<bhes>> on top of you, straddling you. "You think you can just... work me up like that..." <<bHe>> pushes <<bhis>> hands down into your chest, and starts to grind against you. <br><br> "...and not follow through?" <br><br> <<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>> <br> <<elseif $settings.bestialityEnabled>> <span class="red"><<bHe>> takes the opportunity to lunge back at you</span>. It seems you've worked <<bhim>> up. <<bHe>> topples you, pinning you down. <br><br> <<link [[Next|Forest Fox Nest Rape]]>><<set $molestationstart to 1>><<set $position to "missionary">><<set $NPCList[0].stance to "top">><</link>> <br> <<else>> <span class="red"><<bHe>> takes the opportunity to lunge back at you</span>. It seems you've worked <<bhim>> up. You narrowly avoid <<bhis>> snapping jaws and make your escape.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>> <<else>> <<if $monster is 1>> <<bHe>> stares at you in confusion for a moment, before hastily fleeing from you. "I was hoping for more," <<bhe>> yells at you. <<else>> <<bHe>> flees from you without looking back. <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<bHis>> ears wiggle happily. <<if $monster is 1>> "Thanks for<<if $phase is 2>> playing with me and<</if>> petting me," <<bhe>> says. "I wish all people were like you." <</if>> <<bHe>> nuzzles against you, before scampering off into the forest. <<stress -3>><<lstress>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<elseif $NPCList[0].traits.includes("clumsy")>> <<bHe>> clumsily gets to <<bhis>> feet. <br><br> <<if $monster is 1>> "You're... <<if $phase is 2>>nice<<else>>strange<</if>>." <</if>> <<if $phase is 2>> <<bHe>> nuzzles against you, before scampering off into the forest. <<stress -3>><<lstress>> <<else>> <<bHe>> scampers off into the forest. <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<else>> <<bHe>> hesitantly gets to <<bhis>> feet, before quickly fleeing from you. <<bHe>> stops some distance away, looking back at you, before continuing to run. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>><<effects>> You put your head right next to the <<beasttype>>. <br><br> <<if $fox gte 6>> You let out a high-pitched scream, and <<bhe>> jumps and lets a similar one out in response. You both stare each other down, screaming, before <<bhe>> scrambles away. <<elseif $harpy gte 6>> You let out a piercing screech, and <<bhe>> jumps and screams in response. You both stare each other down, screaming, before <<bhe>> scrambles away. <<elseif $wolfgirl gte 6>> "Woof." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away. <<elseif $cat gte 6>> "Meow." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away. <<elseif $cow gte 6>> "Moo." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away. <<else>> "Caught you." <<bHe>> jumps, tail puffed out, and lets out a high-pitched scream before scrambling away. <</if>> <<if $NPCList[0].traits.includes("clumsy")>> <<bHe>> stumbles, crushing some of the eggs underfoot.<<set $forest_nest.eggs -= 2>> <</if>> <br><br> <<if $NPCList[0].traits.includesAny("territorial", "clever")>> <<bHe>> stops a distance away from you, before turning around and sitting down. <<bHe>> looks profoundly annoyed. <<if $foresthunt gte 1>> <<set $foresthunt += 3>> <<bHe>> puffs <<bhis>> chest out, before letting an even louder scream into the air. <br><br> <span class="red">You feel whatever's hunting you draw closer.</span> <<if $monster is 1>> <<bHe>> smugly smiles at you before darting away. <<else>> <<bHe>> yips at you a few times before darting away. <</if>> <<else>> <<saveNPC 0 "fox_grudge">> <<set $fox_grudge to 1>> <<if $monster is 1>> "Dick," <<bhe>> barks. <span class="red">"I'll remember this."</span> <<else>> <span class="red">And angry</span>. <</if>> <</if>> <br><br> You decide not to linger. <<tending_bird_eggs $forest_nest.eggs>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <<else>> <<bHe>> stops to look back at you once, before continuing to run away. <<tending_bird_eggs $forest_nest.eggs>> <br><br> <<if $forest_nest.eggs gte 1>> <<link [[Bury one|Forest Nest Bury]]>><<trauma -3>><<transform fox 1>><<set $plants.bird_egg.amount -= 1>><</link>><<ltrauma>><<note "- Egg" "red">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><<unset $forest_nest>><</link>> <br> <</if>><<location "forest">><<effects>> <<if $phase is 1>> You rub up against the <<beasttype>>. <<bHe>> couldn't get out from under you if <<bhe>> wanted to, but you don't think <<bhe>> wants to anymore. <<elseif $phase is 2>> You start to pet lower. The <<beasttype>> leans into you. <<elseif $phase is 3>> You start to pet lower, leaning into the <<beasttype>>. <<bHe>> suddenly seems very eager. <<else>> You show your appreciation, getting on all fours. <</if>> <<if $monster is 1>> <<if $NPCList[0].traits.includes("territorial")>> <<if $phase is 3>> <<bHe>> clings to you, already panting. You must have really worked <<bhim>> up. <<else>> Despite <<bhis>> previous comments, it seems like <<bhe>> wanted this too. <</if>> <<else>> "I don't have a mate, so... this should be okay..." <</if>> <<else>> Most foxes mate for life. <<bHe>> must not have one. <</if>> <<deviancy2>> <<link [[Next|Forest Fox Nest Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Fox Nest Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Fox Nest Sex]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<if $phase is 3>> <<bHe>> pants, clinging to you. <<bHe>> lets out a long breath, and nuzzles into you, eyes closed. After a moment, <<bhe>> seems to realise what <<bhes>> doing, and quickly gets to <<bhis>> feet. "Th...thanks." <<else>> <<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Consider that a gift." <</if>> <<else>> <<bHe>> huffs in triumph. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> <<bHe>> nuzzles you. "That was fun!" <<else>> <<bHe>> nuzzles your face. <</if>> <<stress -3>><<lstress>><br> <<else>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now." <<else>> <<bHe>> licks your face. <</if>> <</if>> <<bHe>> slinks away between the trees. <br><br> <<tearful>> you rise to your feet. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<if $phase is 3>> <<bHe>> stumbles away from you, trembling. "You... you'll regret this." <<else>> <<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this." <</if>> <<else>> <<bHe>> rolls away from you, and huffs in frustration. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "Ow! Ow! Stop that!" <<else>> <<bHe>> rolls away from you. <</if>> <<else>> <<if $monster is 1>> <<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..." <<else>> <<bHe>> rolls away from you. <</if>> <</if>> The <<beasttype>> whines and flees between the trees. <br><br> <<tearful>> you gather yourself. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> The <<beasttype>> turns away from you and slinks between the trees. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Fox Nest Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Fox Nest Rape]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<if $phase is 3>> <<bHe>> pants, clinging to you. <<bHe>> lets out a long breath, and nuzzles into you, eyes closed. After a moment, <<bhe>> seems to realise what <<bhes>> doing, and quickly gets to <<bhis>> feet. "T-take that as a lesson!" <<else>> <<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Remember your place." <</if>> <<else>> <<bHe>> huffs in triumph. <</if>> <<else>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now." <<else>> <<bHe>> licks your face. <</if>> <</if>> <<bHe>> slinks away between the trees, looking satisfied. <br><br> <<tearful>> you rise to your feet. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<if $phase is 3>> <<bHe>> stumbles away from you, trembling. "You... you'll regret this, <<foxnickname>>." <<else>> <<bHe>> recoils, baring <<bhis>> teeth at you. "Not bad, <<foxnickname>>." <</if>> <<else>> <<bHe>> rolls away from you, and huffs in frustration. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "Ow! Ow! Stop that!" <<else>> <<bHe>> rolls away from you. <</if>> <<else>> <<if $monster is 1>> <<bHe>> recoils from you. "No eggs. Have to find another nest." <<else>> <<bHe>> rolls away from you. <</if>> <</if>> The <<beasttype>> flees between the trees. <br><br> <<tearful>> you gather yourself. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> The <<beasttype>> turns away from you and slinks between the trees. <<if $phase2 isnot 1>><<tending_bird_eggs $forest_nest.eggs>><</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $forest_nest.fox gte 2 and $NPCList[0].traits.includes("friendly")>> You start to approach the nest, <<if $monster is 1>> but you're suddenly stopped as something grabs your arm. You jump in surprise, but are pulled back before you can retaliate. <br><br> You end up on the ground, back in the underbrush. A naked <<beasttype>> sits over of you, panting. <br><br> "What are you doing?! That's a <span class="red">snake nest</span>! Looks similar to a bird nest, used as bait!" <<bHe>> starts to fuss over you, seemingly unbothered by <<bhis>> own nudity. "Reckless <<foxnickname>>..." <br><br> You let <<bhim>> help you to your feet. "Be more careful.<<if $settings.voreEnabled>> The snakes here will gobble you up whole.<</if>>" <br><br> You ask <<bhim>> why <<bhe>> helped you. <<bHe>> blinks at you. "Why wouldn't I?" <br><br> <<if hasSexStat("deviancy", 2)>> <<link [[Show your appreciation|Forest Fox Nest Sex]]>><<set $sexstart to 1>><<set $phase2 to 1>><</link>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to show your appreciation">> <br> <</if>> <<link [[Thank and leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><<stress -3>><</link>><<lstress>> <br> <<else>> but you suddenly feel a tug on your <<if $worn.lower.type.includes("naked")>>leg<<else>>$worn.lower.name<</if>>. You look down to see a <<beasttype>> grabbing you with <<bhis>> mouth, trying to pull you back. <br><br> You suspect it wants the eggs, but you see a primal desperation in <<bhis>> eyes. <<bHe>> lets out a few muffled barks. You let <<bhim>> pull you away. <br><br> Once you're back in the underbrush, you hear a faint hiss. Looking back to the nest, you see a <span class="red">massive snake</span> investigating the area. That wasn't a bird's nest at all, and this <<beasttype>> just saved you. <<bHe>> yips at you once before turning to leave. <br><br> <<if $settings.bestialityEnabled and hasSexStat("deviancy", 2)>> <<link [[Show your appreciation|Forest Fox Nest Sex]]>><<set $sexstart to 1>><<set $phase2 to 1>><</link>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to show your appreciation">> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><<stress -3>><</link>><<lstress>> <br> <</if>> <<else>> You approach the nest, and look around for eggs. The ones you find look nothing like the bird eggs you're used to. <br><br> You hear a slither and a hiss. Your hair stands on end. <span class="red">This isn't a bird's nest</span>. <br><br> You feel a breath on your legs. <br><br> <<if $settings.voreEnabled>> <<link [[Next|Forest Nest Snake Vore 2]]>><<endevent>><<unset $forest_nest>><<set $molestationstart to 1>><</link>> <<else>> You get to your feet and run as fast as you can.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>> <br> <</if>><<effects>> You lie down in the nest, completely still. You don't have to wait long. You hear the slithering first, and soon feel breath on your legs. <<deviancy4>> <<link [[Next|Forest Nest Snake Vore 2]]>><<endevent>><<unset $forest_nest>><<set $molestationstart to 2>><</link>> <br><<effects>> You decide it's too dangerous to intervene. <br><br> <<if $settings.voreEnabled>> <<if $monster is 1>> <<if $NPCList[0].traits.includes("territorial")>> The <<beasttype>> looks up in terror. <<bHe>> tries to hold the snake's jaws open, but it's no use. You watch as the snake lunges once more, and the <<beasttype>> is swallowed whole. <<else>> The <<beasttype>> looks up in terror. <<bHe>> covers <<bhis>> face with <<bhis>> arms and cowers. You watch as the snake lunges once more, and the <<beasttype>> is swallowed whole. <</if>> <br><br> ...and then immediately and violently regurgitated. The <<beasttype>> lays stunned for a moment, before standing and limping off into the forest, looking traumatised. The snake returns to its nest. <<else>> The <<beasttype>> flinches and curls up on <<bhimself>>. You watch as the snake lunges once more, and the <<beasttype>> is swallowed whole. <br><br> ...and then immediately and violently regurgitated. The <<beasttype>> lays stunned for a moment, before limping off into the forest. The snake returns to its nest. <</if>> <<else>> The <<beasttype>> flinches and tries to curl up defensively. The snake looks like it's about to lunge one last time. <br><br> Instead, however, it slowly curls up around <<bhim>>. <<bHe>> doesn't dare move, but after some time, it almost seems like the snake... falls sleep? <br><br> The <<beasttype>> very slowly and carefully pulls <<bhimself>> out from the snake's grasp, and slinks away into the trees, looking quite confused all the while. <</if>> <br><br> It's a good time to leave. <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br><<effects>> You waste no time. You dash out from the brush. The snake turns to you, the much more appealing target, and lunges. <br><br> <<if $physiqueSuccess>> <span class="green">You catch its jaws with your hands, keeping it from closing them around you.</span> You manage to take a step forward, pushing it back as it starts to fold back on itself. <br><br> You feel it trying to get away from you. You move with it, tossing it far off course. It quickly recognises that you're more trouble than you're worth, and retreats back into the underbrush. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> You feel something grab onto your arm. It's the <<beasttype>>, and <<bhe>> nuzzles against you, blushing. <<if $NPCList[0].traits.includes("territorial")>> "Th...thanks. You, uhm..." <<bHe>> shifts in place for a moment. "Alright, I'll cut to the chase. <span class="lewd">That was hot. Please fuck me senseless. Right now.</span>" <<else>> "You saved me!" <<bHe>> pulls you closer. "You're brave. And nice. You'd make a good mate." <</if>> <<else>> You feel something brush up against you and nuzzle you. It's the <<beasttype>>. It seems to be very thankful. So thankful, that <<bhe>> takes on a mating posture. <</if>> <br><br> <<link [[Accept|Forest Nest Snake Fox Sex]]>><<unset $forest_nest>><<set $sexstart to 1>><</link>><<deviant1>> <br> <<link [[Refuse|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> There's no sign of the <<beasttype>>. <<bHe>> wisely fled during the commotion. <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You try to hold its jaws open, <span class="red">but you're not strong enough.</span> They close violently, and you're just quick enough to avoid being swallowed, instead being knocked to the ground. <<gpain>><<pain 4>> <br><br> <<if $NPCList[0].traits.includes("territorial")>> It slowly slithers up to you, hissing. It moves to lunge at you, but stops just short. You look behind it, to see the <<beasttype>> <<if $monster is 1>> holding the snake's tail with both arms and pulling with all <<bhis>> might. <<else>> biting down on the snake's tail and pulling with all <<bhis>> might. <</if>> <<bHe>> tosses the snake to the side with one final, mighty pull. It retreats back into the underbrush. <br><br> <<if $monster is 1>> The <<beasttype>> stares you down, arms crossed. "That was stupid. That thing could have swallowed you whole." <<bHis>> stance softens. "But... thanks." <<bHe>> <<else>> The <<beasttype>> <</if>> gives you an appreciative glance, before leaving the way <<bhe>> came. <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> You see the <<beasttype>> darting off into the forest. You bought <<bhim>> enough time to escape, at least. <<if $settings.voreEnabled>> The snake seems irritated at losing its meal and slithers up to you, mouth agape once more. <br><br> <<link [[Next|Forest Nest Snake Vore 2]]>><<endevent>><<unset $forest_nest>><<set $molestationstart to 1>><</link>> <br> <<else>> You get to your feet and run as fast as you can.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <</if>><<location "forest">><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $enemytype to "vore">> <<set $vorestage to 1>> <<set $vorecreature to "snake">> <<set $vorestrength to 1>><<set $position to "doggy">> <<resetLastOptions>> <<getCombatDefaultsType>> <<elseif $molestationstart is 2>> <<set $molestationstart to 0>> <<set $combat to 1>> <<consensual>> <<set $consensual to 1>> <<set $enemytype to "vore">> <<set $vorestage to 1>> <<set $vorecreature to "snake">> <<set $vorestrength to 1>><<set $position to "doggy">> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<voreeffects>> <<vore>> <<voreactions>> <<if $vorestage gte 7>> <span id="next"><<link [[Next|Forest Nest Snake Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Forest Nest Snake Vore Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Nest Snake Vore 2]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $vorestage gte 7>> <<tearful>> you struggle as the snake starts to move. It journeys for several minutes until with a great heave, the snake pushes you up and through its gullet once more, expelling you from its body. <br><br> <<endcombat>> The snake slithers away. It took you deeper into the forest. <br><br> <<clotheson>> <<link [[Next|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest += 20>><<set $forest = Math.clamp($forest, 21, 100)>><</link>> <br> <<else>> <<tearful>> you escape from the snake's maw. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Nest Snake Fox Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Nest Snake Fox Sex]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> pants, clinging to you. <<bHe>> lets out a long breath, and nuzzles into you, eyes closed. After a moment, <<bhe>> seems to realise what <<bhes>> doing, and quickly gets to <<bhis>> feet. "Th...thanks." <<else>> <<bHe>> huffs in triumph. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> <<bHe>> nuzzles you. "That was fun!" <<else>> <<bHe>> nuzzles your face. <</if>> <<stress -3>><<lstress>><br> <<else>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now." <<else>> <<bHe>> licks your face. <</if>> <</if>> <<bHe>> slinks away between the trees. <br><br> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this." <<else>> <<bHe>> rolls away from you, and huffs in frustration. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "Ow! Ow! Stop that!" <<else>> <<bHe>> rolls away from you. <</if>> <<else>> <<if $monster is 1>> <<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..." <<else>> <<bHe>> rolls away from you. <</if>> <</if>> The <<beasttype>> whines and flees between the trees. <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <<else>> The <<beasttype>> turns away from you and slinks between the trees. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Fox Revenge Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Fox Revenge]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but the other is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Fox Revenge]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Fox Revenge Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another <<print $combatTrain.beastTypes[1]>> takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Fox Revenge]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Fox Revenge Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $enemywounded gte 1 and $enemyejaculated is 0>> The <<beastsplural>> flee between the trees in defeat. They won't be bothering you again. <<elseif $enemywounded is 0 and $enemyejaculated gte 1>> You're left lying on the grass. <<if $monster is 1>> The lead <<beasttype>> cradles up to you, and whispers into your ear. "Don't forget this." <<bHe>> holds you for some time, before seemingly growing bored and leaving with <<bhis>> companions. <</if>> <<else>> The <<beastsplural>> surround you, panting. <<if $monster is 1>> The lead one steps forward. "You put up a good fight. Consider us... even," <<bhe>> says between breaths. <</if>> They leave one by one, feeling that you're more trouble than you're worth. <</if>> <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<generatey1>><<person1>> <<if $cool gte 240>> As you walk by, the other teens notice you and excitedly emerge to chat. After a few moments, they go back to their place off the path and let you go about your day. <<stress -5>><<trauma -2>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <<else>> You try to ignore them as you walk along the trail. The leader, a <<person>>, moves to block you. "What's the hurry? You should hang around a while!" <<he>> says through a menacing grin. <br><br> <<if $worn.under_lower.integrity gte 1>> Several students move behind you and force you to the ground while the other teens grab your arms. You expect them to try stripping you, or worse, but instead you feel two pairs of hands <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>reach up your skirt <<else>>dive down your waistband<</if>> and clamp something metallic to the sides of your $worn.under_lower.name before letting go of you. <br><br> You stand back up, but before you have time to react, some of the students begin pulling on ropes that loop over branches above you and connect to your $worn.under_lower.name. <<if $worn.under_lower.plural isnot 1>>It starts<<else>>They start<</if>> to tear slightly as your classmates hoist you a metre off the ground, pulling the fabric tightly between your ass cheeks and against your <<genitals>>. It hurts but is slightly arousing as well. <<ggstress>><<stress 12>><<garousal>><<arousal 100>><<gpain>><<pain 10>> <br><br> <<if $worn.lower.name isnot 'naked'>> The teens gather in a circle around you to admire their handiwork. "I think something is missing," the <<person>> says and approaches you. <br><br> <<if $submissive lte 850>> <<link [[Kick|Forest Bully Kick]]>><</link>><<physiquedifficulty 1 16650>> <br> <<elseif $submissive gte 1150>> <<link [[Beg|Forest Bully Beg]]>><</link>><<englishdifficulty 1 1055>> <br> <</if>> <<link [[Stay still|Forest Bully Still]]>><</link>> <<else>> <<link [[Next|Forest Bully Skip Lower]]>><</link>> <</if>> <<else>> Several students move behind you and force you to the ground while the other teens grab your arms. You expect them to try stripping you, or worse, but instead you feel two pairs of hands <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>>reach up your skirt <<else>>dive down your waistband<</if>> before pausing. "Uh, <<pshe>> isn't wearing underwear," one of them states. <br><br> "Seriously?" the <<person>> asks in disbelief, then commands, "Fine, let <<phim>> go. We'll grab the next loser who walks by." <br><br> Turning to you, <<he>> says, "You got lucky this time. Now get out of here before I change my mind." <br><br> You waste no time continuing on your way. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>> <</if>><<He>> steps back and admire <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50>> <br><br> "Have fun up there, loser!" the <<person>> shouts as the group walks away. <<ggstress>><<stress 25>> <<forestBullyLeaves>><<if $physiqueSuccess>> You wait for the opportune moment and deliver a solid kick to the bully approaching you. <<He>> lands flat on <<his>> ass, much to the delight of the crowd. "Shut the fuck up!" <<he>> growls. <<He>> gets up and motions the group to leave. "Have fun up there, loser!" <<else>> You wait for the opportune moment and kick out with all your strength. The <<person>> staggers back for a moment before scowling in rage. "Oh, that's how you want to play, <<bitch>>? You two, come here and hold <<phim>>. I'm going to have fun with you." <br><br> Held in place, you are powerless to resist as the <<person>> systematically tears and cuts off your clothing, leaving only the $worn.under_lower.name that suspend<<if $worn.under_lower.plural isnot 1>>s<</if>> you in the air. <<He>> steps back and admires <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50 "pic">> <br><br> "Have fun up there, loser!" the <<person>> shouts as the group walks away. <<overheadruined>> <<overupperruined>> <<overlowerruined>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<headruined>> <<faceruined>> <<legsruined>> <<feetruined>> <<handsruined>><<handheldruined>><<ggstress>><<stress 50>> <</if>> <<forestBullyLeaves>>"P-p-please stop. Haven't you done enough?" you beg. <br><br> <<if $englishSuccess>> <<He>> continues towards you before being interrupted by another student, "C'mon, I think we had our fun, right?" Some of the more empathetic students nod in agreement and start walking away. <br><br> "Have fun up there, loser!" the <<person>> grunts, visibly frustrated as <<he>> jogs to catch up with the others. <<else>> <<He>> continues towards you with renewed dominance. "Aw, are we making your day hard? Are you not having fun up there?" <<he>> mocks. "Shut up, you dumb slut, I'm going to have my fun!" <br><br> The <<person>> then begins to systematically tear and cut off your clothing, leaving only the $worn.under_lower.name that suspend<<if $worn.under_lower.plural isnot 1>>s<</if>> you in the air. <<He>> steps back and admires <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50>> <br><br> "Have fun up there, loser!" the <<person>> shouts as they walk away. <<overheadruined>> <<overupperruined>> <<overlowerruined>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<headruined>> <<faceruined>> <<legsruined>> <<feetruined>> <<handsruined>> <<handheldruined>><<ggstress>><<stress 50>> <</if>> <<forestBullyLeaves>>You remain still as the <<person>> removes your $worn.lower.name, further exposing you. <<He>> steps back and admires <<his>> handiwork triumphantly, while the other students giggle and take pictures.<<fameexhibitionism 50>> <br><br> "Have fun up there, loser!" the <<person>> shouts as they walk away. <<lowerruined>> <<ggstress>><<stress 25>> <<forestBullyLeaves>>You grip two of the ropes the best you can and start pulling yourself up towards the branches above. There is an instant feeling of relief as the pressure of your body weight is removed from your crotch. <br><br> <<if $athleticsSuccess>> Your arm muscles are sore by the time you pull yourself up to the canopy, but your grip holds. With your bodyweight now being supported by the branches, you are able to free yourself from the trap your classmates put you in. You waste no time climbing back down to the trail. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <<elseif $worn.under_lower.integrity gte 21>> You start climbing, but only make it about halfway up before your arms start to shake and your grip fails. You fall a short distance before being caught by your $worn.under_lower.name. The material from your $worn.under_lower.name pulls even tighter <<print ($player.ballsExist ? " against your testes" : "in between your labia")>> than before, causing a new wave of agony. <<gpain>><<ggstress>><<pain 25>><<stress 50>> <br><br> You hear threads snap and pop as the jerking motion comes to a stop, leaving your underwear worse for wear. <<set $worn.under_lower.integrity -= 20>> <br><br> Still stuck in the air, you will need to either try again or call out for help. <br><br> <<link [[Climb|Forest Bully Climb]]>><</link>> <br> <<link [[Call for help|Forest Bully Help]]>><</link>> <<else>> You start climbing, but only make it about halfway up before your arms start to shake and your grip fails. You fall a short distance before being caught by your $worn.under_lower.name. The material from your $worn.under_lower.name pulls even tighter <<print ($player.ballsExist ? " against your testes" : "in between your labia")>> than before, causing a new wave of agony. <<gpain>><<ggstress>><<pain 25>><<stress 50>> <br><br> You hear threads snap and pop before finally yielding and sending you falling the remaining distance to the trail below. After taking a moment, you stand up and keep moving, leaving the tattered remains of your $worn.under_lower.name tied to the ropes behind. <<underlowerruined>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>>You shout for help out the top of your lungs, hoping for the best. Besides some startled birds, the forest seems still.<br><br> <<rng>> <<if $rng lte 20>> <<generatey2>><<person2>> After a few minutes of waiting, you see one of the students from earlier quietly sneak back to you. <<person2>><<He>> moves over to where the ropes are secured and gently lowers you back to the ground before running back into the woods to catch up with <<person2>><<his>> friends. You breathe a sigh of relief when your feet finally reach the ground, taking the pressure off your crotch. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <<elseif $rng lte 40>> <<generate2>><<person2>> After a few minutes of waiting, you see a <<person>> jogging up the path, attracted by the noise. Seeing your state, <<he>> quickly gets to work, freeing you from your predicament. You breathe a sigh of relief when your feet finally reach the ground, taking the pressure off your crotch. <<He>> takes a moment to make sure you are ok, before moving along. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <<elseif $rng lte 60>> <<generate2>><<person2>> After a few minutes of waiting, you see a <<person>> jogging up the path, attracted by the noise. Seeing your state, an evil smile spreads across <<his>> face. <<He>> grabs onto your ankles and pulls down with all <<his>> strength. The extra force pulls your $worn.under_lower.name painfully <<print ($player.ballsExist ? " against your testes" : "between your labia")>> until your underwear finally tears off your body. <<gpain>><<ggstress>><<pain 25>><<stress 50>><<set $worn.under_lower.integrity to 0>> <br><br> You fall to the ground, clutching your crotch in agony, as <<he>> walks away laughing. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <<elseif $rng lte 80>> <<beastNEWinit 1 wolf>> After a few minutes of waiting, you see a lone <<beasttype>> emerge from the trees, attracted by the noise. <<bHe>> snarls before biting onto your ankle! The extra weight pulls your $worn.under_lower.name painfully <<print ($player.ballsExist ? " against your testes" : "between your labia")>> until your underwear finally tears off your body. <<gpain>><<ggstress>><<pain 25>><<stress 50>><<set $worn.under_lower.integrity to 0>>. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> You fall to the ground, clutching your crotch in agony. The <<beasttype>>, seeing your vulnerability, leaps on top of you! <br><br> <<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You fall to the ground, clutching your crotch in agony. You barely manage to stand as the wolf lunges at you and begins chasing you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.<<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<silently>><<physique 1>><</silently>> <br><br> <<link [[Next (0:20)|Forest]]>><<endevent>><<pass 20>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You wait for a few minutes, but no one comes. You gently swing back and forth due to the breeze, which forces you to occasionally shift your weight, adding to your discomfort. <br><br> <<if $worn.under_lower.integrity gte 11>> The silence is only broken by the occasional tearing sounds coming from your $worn.under_lower.name, which <<underlowerplural>> starting to look worse for wear. <<set $worn.under_lower.integrity -= 10>> <br><br> Still stuck in the air, you will need to either try again or call out for help. <br><br> <<link [[Climb|Forest Bully Climb]]>><</link>> <br> <<link [[Call for help|Forest Bully Help]]>><</link>> <<else>> The silence is only broken by the occasional tearing sounds coming from your $worn.under_lower.name. Finally, the material gives way, dropping you to the ground! <br><br> After taking a moment, you stand up and keep moving, leaving the tattered remains of your $worn.under_lower.name tied to the ropes behind. <<set $worn.under_lower.integrity -= 10>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>> <</if>><<if $phase is 0>> /* Help Eden pull pants down */ <<set $edenFluidsCheck to "Eden">> <<if $NPCList[0].penis isnot "none">> Eden releases <<his>> <<print $NPCList[0].penisdesc>> from <<his>> torn pants. It's already hard. <br><br> "You know what I want from you," <<he>> mutters as <<he>> cradles your head. <br><br> You take <<his>> penis into your mouth, licking and sucking while the <<nnpc_title "Eden">> grunts in approval.<<if $player.virginity.oral is true>><<takeVirginity "Eden" "oral">><</if>> <br><br> <<He>> gets bored after a while and grabs you by the back of the head. It gets harder to breathe as <<he>> uses your throat to get off.<<stress 6>><<gstress>> <br><br> After a while Eden finishes, filling your mouth with <<his>> semen until it spills down your face.<<bodyliquid "mouth" "semen">><<bodyliquid "face" "semen">> <<else>> Eden pulls <<his>> pants down as to <<his>> ankles, revealing <<his>> wet pussy. <br><br> "I need this," <<he>> says as <<he>> cradles your head. <br><br> You strain your neck to lick at <<his>> pussy, tasting the wetness as you do. Eden sighs in approval. <br><br> You begin to suckle <<his>> clit, but Eden seems to get impatient and presses your face closer. It's hard to breathe with <<him>> smothering you like this.<<stress 6>><<gstress>> <br><br> After a while, Eden finishes. <<His>> juices cover your mouth as <<he>> pulls away.<<bodyliquid "mouth" "goo">> <</if>> You're dizzy now from the blood rushing to your head and the lack of air. "Good <<girl>>." <br><br> Eden takes a moment to fix <<himself>> up before returning to you. This time, <<he>> lets you down from the snare. <<else>> /* Push Eden away */ "I don't want to," you say as you push at Eden's thighs. <br><br> <<if C.npc.Eden.love gte 150>> <<He>> considers your words for a moment before fixing <<his>> pants. A scowl remains on <<his>> face. <br><br> "You better make it up to me later," Eden huffs as <<he>> undoes the bindings. <<He>> isn't gentle as <<he>> helps you down.<<pain 4>><<gpain>> <<else>> <<set $edenFluidsCheck to "Eden">> "Of course you do; you don't need to lie to me." Your protests don't seem to matter. The <<nnpc_title "Eden">> continues to reveal <<himself>> to you. <br><br> Eden tries to force <<= $NPCList[0].penis isnot "none" ? "<<his>> cock into your mouth" : " your mouth onto <<his>> pussy">> even as you try to writhe away. <<He>> gets fed up after one too many times and slaps your face.<<pain 4>><<gpain>> <br><br> You cry out before realising your mistake. Eden forces <<his>> <<= $NPCList[0].penis isnot "none" ? "cock" : "wet cunt">> into your mouth. <<He>> is not gentle, <<= $NPCList[0].penis isnot "none" ? "making" : "smushing your face as close as can be. It makes">> it hard to keep breathing.<<stress 6>><<gstress>><<if $NPCList[0].penis isnot "none" and $player.virginity.oral is true>><<takeVirginity "Eden" "oral">><</if>> <br><br> It takes a while for Eden to finish. By then, you've almost passed out. Luckily, <<he>> cums before you can. <<= $NPCList[0].penis isnot "none" ? "The semen drips out of the corners of your mouth and onto" : "<<His>> juices cover">> your face.<<if $NPCList[0].penis isnot "none">><<bodyliquid "mouth" "semen">><<bodyliquid "face" "semen">><<else>><<bodyliquid "mouth" "goo">><</if>> <br><br> Eden takes a moment to fix <<himself>> up. When <<he>> does return, <<he>> isn't gentle when <<he>> releases you.<<pain 2>><<gpain>> <</if>> <</if>> <br><br> <<forestCabinReturnLinks>><<effects>> You try to tear your gaze from the tree, but a visage catches your eye, formed by twisting branches. You don't want to move. <br><br> <<if $willpowerSuccess>> You shift your attention away from the face, onto the sky behind it, <span class="green">and regain control of your limbs.</span> You run. <br><br> You keep running until the sound of thrashing branches fades beneath the sound of your heartbeat. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> There are many faces, each wearing a different expression. You're still counting them when the branches unfurl, <span class="red">and snatch you from the ground.</span><<gwillpower>><<willpower 1>> <br><br> <<link [[Next|Forest Trunks Caught]]>><</link>> <br> <</if>><<effects>><<effects>><<effects>> <<if random(0, 4) lte $bodysize or $worn.feet.type.includes("rugged")>> You push on, and <span class="green">find solid ground again</span>. <br><br> <<link [[Next|Forest]]>><<endevent>><</link>> <<else>> You try to keep going, but your next step <span class="red">plunges you into a snowbank</span>. <br><br> <<link [[Call for help|Forest Snow Call]]>><</link>> <br> <<link [[Try to escape|Forest Snow Escape]]>><</link>> <</if>><<effects>> /* Todo: Gwylan */ <<if $forestHunter is "Eden" and $foresthunt gte 7>> <<npc Eden>><<person1>> <<if $edenCagedEscape>> Your scream echoes throughout the woods. Silence answers it. <br><br> Then, a single crunch of snow pierces the silence. Your hairs stand on end. You immediately scan your surroundings, trying to determine the source. Someone—or something—is here. <br><br> <span class="red">"Found you."</span> <br><br> You freeze in place, having recognised the voice. As you turn to face it, a figure emerges from the treeline. <span class="red">It's Eden.</span> <br><br> <<Hes>> on you in an instant, and pulls you out from the snow with a rough jerk. You try to scramble away, but <<he>> pins you against a tree, rage flashing in <<his>> eyes. <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() gte 2>> A figure soon emerges through the thick snowfall. Your relief turns into fear when the figure reveals itself to be Eden, <span class="red">stomping towards you with an infuriated expression</span>. <br><br> Before you can even react, <<hes>> already dragged you out of the snow, and onto the hard ground.<<gpain>><<pain 5>> <br><br> "Where the fuck have you been?" <<he>> snarls. "I was starting to think you had frozen to death out here!" <br><br> Before you can speak, <<he>> starts dragging you towards the direction of the cabin. "I'm taking you home. Things won't be pretty when we get there." <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() is 1>> A figure soon emerges through the thick snowfall. It's Eden. <br><br> <<He>> doesn't say much at first, instead pulling you out of the snow with a firm grip. <br><br> <<He>> sets you down, and sighs deep. "You had me worried when you didn't return. Getting lost in the snow is not an excuse. You shouldn't be wandering off if you aren't sure you can find your way back." <br><br> <<He>> slings <<his>> rifle over <<his>> shoulder. "We'll be going home now." <br><br> <<if $edenfreedom is 1 or ($edenfreedom gte 2 and $settings.asphyxiaLevel gte 3)>> <<link [[Resist|Eden Recaptured Resist]]>><<set $fightstart to 1>><</link>> <<else>> <<link [[Resist|Eden Recaptured Resist Normal]]>><<set $molestationstart to 1>><</link>> <</if>> <br> <<link [[Go to the cabin (0:30)|Eden Recaptured]]>><<edenTrackers>><<pass 30>><</link>> <br> <<elseif edenFreedomStatus() is 0>> <<rng>><<set $foresthunt to 0>> A figure soon emerges through the thick snowfall. <span class="green">It's Eden.</span> <br><br> "You really ought to wear some suitable boots if you're going to wander around outside the cabin," <<he>> says. <br><br> <<He>> pulls you out of the snowbank with ease, giving you a <<if C.npc.Eden.lust gte 50>><span class="lewd">slap on the <<bottomsimple>> once you're free</span>.<<garousal>><<arousal 1200>><<else>>firm pat on the shoulder once you're free.<</if>> <br><br> <<forestCabinReturnLinks>> <<else>> The forest goes eerily quiet once your echoing calls fade away. You stand there listening for an answer, and are just about to call out a second time when you're startled by a voice. <br><br> "Well now," <<he>> says. "Looks like my prey caught itself in nature's own trap." <br><br> You turn and see a <<personsimple>> <span class="red">carrying a hunting rifle</span>. <<He>> walks right up to you, <<his>> towering stature parting the snow effortlessly. <br><br> "Don't resist," <<he>> says, lifting you from the snow before tossing you down onto your back. "There's no use trying." <br><br> <<link [[Next|Forest Hunter Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<elseif dangerEvent($forestmod, 9900, $allure, true)>> <<beastNEWinit 1 bear>><<person1>> You wait for an answer, but receive only a low growling noise that reverberates in your ears. It seems your calls for help attracted a <<beasttype>>.<<gstress>><<stress 8>> <br><br> <<bHe>> prowls the area near you, breathing loudly through <<bhis>> nose. <<if $monster is 1>>You hear <<bhim>> mutter between breaths. "Who," <<bhe>> growls. "Who was it that disturbed my slumber? I will find you..." <</if>>You try to make yourself small in the snow. <br><br> <<switch $bodysize + random(0, 1)>> <<case 0>> Thankfully <<bhe>> cannot see you with your head under the snow. You don't move as muscle as you wait for <<bhim>> to leave. <<pass 8>><<upperwet 150>><<underupperwet 100>><<lowerwet 150>><<underlowerwet 100>><<effectswater "snow">> <br><br> After what feels like hours you finally free yourself. <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") or $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> Your whole body is red and sensitive from the cold. Still, you're <<elseif $upperwet + $lowerwet + $underupperwet + $underlowerwet gte 300>> You're freezing cold and soaked but <<elseif $upperwet + $lowerwet + $underupperwet + $underlowerwet gt 0>> Your clothes are damp, but you're <<else>> Thankfully your clothes kept you warm, and you're <</if>> filled with relief that the <<beasttype>> didn't find you.<<lstress>><<stress -8>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<case 1>> The <<beasttype>> bounds closer to you. You hear <<bhim>> stop right by you in the snow, sniffing the ground.<<if $monster is 1>> "I know you're here... Show yourself."<</if>> You hold your breath. <<pass 3>><<upperwet 100>><<underupperwet 50>><<lowerwet 100>><<underlowerwet 50>><<effectswater "snow">> <br><br> After a frightful few moments, <<bhe>> turns <<bhis>> attention elsewhere, having not noticed you. Once you're sure the coast is clear you struggle out of the snow. You feel uneasy after having such a close encounter with the creature.<<gstress>><<stress 6>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<default>> It doesn't take long for the <<beasttype>> to lock eyes with you. <<if $monster is 1>> <<bHe>> turns in your direction. "You. You make that awful noise. <<if $fox gte 6>>Foolish little fox,<<else>>Your kind always being so loud.<</if>> I will show you what happens now," <<bhe>> says before pouncing. <<else>> <<bHe>> snarls as <<bhe>> turns in your direction. Then, <<bhe>> pounces. <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled is true>> <<link [[Next|Forest Snow Bear Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> You dodge out of the way just in time, and get a faceful of snow. You quickly recover and push yourself forward. The <<beasttype>> swipes at you with <<bhis>> claws as you make your escape, <<if $worn.over_upper.name is "naked" and $worn.upper.name is "naked" and $worn.under_upper.name is "naked">> leaving scratches along your back.<<gpain>><<pain 6>> <<else>> <<if $worn.upper.name is "naked" and $worn.over_upper.name is "naked">> <<set $worn.under_upper.integrity -= 50>> <<elseif !$worn.over_upper.name is "naked">> <<set $worn.over_upper.integrity -= 50>> <<else>> <<set $worn.upper.integrity -= 50>> <</if>> snagging on your <<exposedupper>>. <<integritycheck>><<exposure>> <</if>> <br><br> Free of the snow, you run as fast as your legs can take you, and only stop when you're certain you're not being chased. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</switch>> <<elseif Weather.dayState is "night" or $rng lte 40>> Despite your insistent calls for help, no one comes. You have no choice but to attempt to escape by yourself.<<gstress>><<stress 4>> <br><br> <<link [[Try to escape|Forest Snow Escape]]>><</link>> <<else>> <<generate1>><<person1>> A <<person>> hears you and runs over. <br><br> "I knew I heard somebody," <<he>> says. "Let me help you out of there." <br><br> <<switch $bodysize>> <<case 0>> You're trapped deep in the snow, but thankfully the <<personsimple>> is able to dig you out. <<He>> lifts you out of the snow, <<his>> warm hands lingering a bit around your body before <<he>> puts you down.<<lstress>><<stress 6>> <br><br> "Someone as small as you has to be more careful," <<he>> says. "Who knows what would've happened if I wasn't here." <br><br> You thank <<him>> before you keep going. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<case 1>> The <<personsimple>> lifts you by your armpits out of the snow. <<His>> arms linger a bit around your body before <<he>> puts you down. <br><br> "You have to be more careful," <<he>> says. "The snow gets really deep around here." <br><br> You thank <<him>> before you keep going. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<case 2>> With a pull, you are able to get free. The <<personsimple>> keeps <<his>> hands around you, groping your <<chest>>. "Just taking my reward for helping you out."<<gstress>><<garousal>><<stress 6>><<arousal 800>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> The <<person>> pauses, looking at you incredulously, before smiling wide. <br><br> "Wow, all that from just a light squeeze? You must be really pent up, <<girl>>," <<he>> says. "Let me take care of that." <<He>> moves <<his>> hands toward your <<crotch>>. <br><br> <<link [[Next|Forest Snow Call Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> After <<he>> frees you, you hasten away. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <<default>> The stranger gropes you insistently. It seems <<he>> has no desire to help you free.<<ggstress>><<garousal>><<stress 10>><<arousal 1400>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> The <<person>> pauses, looking at you incredulously, before smiling wide. <br><br> "I knew it," <<he>> whispers. "You really were just a big <<slut>> in need of relief, huh? I can give you so much more than that, you know." <<He>> moves <<his>> hands toward your <<crotch>>. <br><br> <<link [[Next|Forest Snow Call Molestation]]>><<set $molestationstart to 1>><</link>> <<elseif dangerEvent($forestmod, 9900, $allure)>> "A large <<girl>> like you getting stuck in a little pile of snow?" <<he>> says. "I know an invitation when I see one. Here, let me warm you up." <<He>> grabs you. <br><br> <<link [[Next|Forest Snow Call Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> "A large <<girl>> like you getting stuck in a little pile of snow?" <<he>> says. "I bet you're just asking for it." <br><br> You're able to struggle free. <<tearful>> you hasten away from the snowbank and the pervert. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</switch>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>><<if $fox gte 6>><<set $enemytrust -= 50>><<else>><<set $enemytrust -= 25>><</if>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck "bear">> <br> <<beast $enemyno>> <br><br> <<upperwet 15>><<underupperwet 5>><<lowerwet 15>><<underlowerwet 5>><<effectswater "snow">> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Snow Bear Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Snow Bear Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<bHe>> groggily wanders off, having had <<bhis>> enjoyment from your situation. At the very least in the struggle you managed to get free from the snow. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> You push and manage to fight off the <<beasttype>>. Thankfully you managed to get out of the snow as well. You hurry off to safety before <<bhe>> can resume pursuit. <br><br> <<tearful>> you catch your breath against the nearby tree. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $rescue is 1 and $alarm is 1>> <<forestRescue "snow">> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<forestRescueSetup>> <</if>> <<effects>> <<effectsman>> <<forestRescueCheck>> <<man>> <<upperwet 15>><<underupperwet 5>><<lowerwet 15>><<underlowerwet 5>><<effectswater "snow">> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Snow Call Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Snow Call Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Phew, good show..." <<he>> pants, basking in the afterglow. <<He>> lies <<himself>> down on the ground, seemingly satisfied. <br><br> <<clotheson>> Thankfully, the struggle has caused most of the snow in the area to clear. <<tearful>> you take the opportunity to escape. <br><br> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> You wrestle <<him>> down into a patch of deeper snow, then use <<him>> as a springboard to jump onto solid ground. <br><br> <<clotheson>> Once <<he>> recovers, <<he>> starts cursing at you about ingratitude, but you're already far gone by that point. <br><br> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $rescue is 1>> <<forestRescue "snow">> <</if>><<effects>> <<switch Math.clamp($bodysize - random(0, 1, 2), 0, 3)>> <<case 0>> The snow reaches past your head, trapping you within. You struggle for freedom for what feels like hours. <<pass 8>><<upperwet 150>><<underupperwet 100>><<lowerwet 150>><<underlowerwet 100>><<effectswater "snow">> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") or $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> You're freezing cold when you finally break free. Your teeth chatter and you feel numb.<<gggstress>><<stress 48>> <<elseif $upperwet + $lowerwet + $underupperwet + $underlowerwet gte 300>> Your skin and clothing are both soaked and cool to the touch, but you finally free yourself. <<tearful>> you carry on.<<ggstress>><<stress 24>> <<elseif $upperwet + $lowerwet + $underupperwet + $underlowerwet gt 0>> <<tearful>> you finally free yourself. Thankfully your clothes stayed relatively dry through the ordeal.<<gstress>><<stress 12>> <<else>> <<tearful>> you finally free yourself. Thankfully your clothes stayed dry through the ordeal.<<gstress>><<stress 8>> <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><</link>> <<case 1>> The snow reaches your shoulders, hindering your movement. <<pass 3>><<upperwet 100>><<underupperwet 50>><<lowerwet 100>><<underlowerwet 50>><<effectswater "snow">> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") or $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> You're shivering cold when you manage to free yourself. You can't even feel your toes anymore.<<gggstress>><<stress 24>> <<elseif $upperwet + $lowerwet + $underupperwet + $underlowerwet gte 300>> It takes a few minutes and your clothes are soaked, but you are at least able to get free.<<ggstress>><<stress 12>> <<elseif $upperwet + $lowerwet + $underupperwet + $underlowerwet gt 0>> After a few minutes, you make it out relatively unscathed.<<gstress>><<stress 8>> <<else>> After a few minutes, you manage to wrestle your way out. Your clothes stayed dry, at least.<<gstress>><<stress 6>> <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<case 2>> The snow reaches your waist. <<pass 1>><<lowerwet 100>><<underlowerwet 50>><<effectswater "snow">> <<if $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> You successfully wade your way out, but your legs feel very sensitive afterwards.<<ggstress>><<stress 18>> <<elseif $lowerwet + $underlowerwet gt 0>> With some pulling you are able to slowly make it out safely. Your legs shake from the cold.<<gstress>><<stress 6>> <<else>> With some pulling you are able to get out safely. <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<default>> With a bit of moving, you easily step out of the snow and continue on your way.<<lstress>><<stress -4>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</switch>><<run statusCheck("Gwylan")>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<maninit>> <<stalk_init>> <<gwylanStalkInit>> <<set $NPCList[0].distance to hasSharpSenses("instincts") ? 3 : 2>> <<if $gwylanSeen.includes("ritual_sex") and _gwylanStatus.includes("heat") and hasSharpSenses("instincts")>> <span class="lewd">Thanks to your <<= hasSharpSenses("instincts")>>, you can smell that your pursuer is in <<if C.npc.Gwylan.vagina isnot "none">>heat<<else>>rut<</if>>.</span> <span class="forest-green">It smells like Gwylan.</span> <<set $stalk_assess to true>> <br><br> <</if>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <<actionsman>> <<if $stalk_end>> <span id="next"><<link [[Next|Forest Gwylan Stalk Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Gwylan Stalk]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "forest">><<effects>><<run statusCheck("Gwylan")>> <<person1>> <<if $stalk_end is "confront">> <<set $daily.gwylan.noHunt to true>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<if _gwylanStatus.includes("reunion")>> <<if $gwylanSeen.includes("partners")>> Gwylan pins your arms down to your sides. "<<pcPetname "Gwylan">>! Where have you been?! Do you have any idea how worried I was?" <<if _gwylanTF.revealed>><<His>> tail beats on the ground.<</if>> <<else>> Gwylan sits atop you, smiling. "I'm glad I found you. I haven't seen you in ages, I thought you were gone for good. What happened to you?" <</if>> <br><br> <<gwylanReunion>> <br><br> <<if _gwylanStatus.includes("badEndReady")>> <<set _noOptions to true>> <<He>> hugs you tightly, and doesn't let go. <br><br> "Please, just let me hold you for a little longer. I really though this would be the end. I thought I'd be alone again." <br><br> You feel the slightest pinprick in your arm. <<pain 2>><<gpain>> <br><br> <span class="purple">The forest starts to shift and distort.</span> Gwylan's face remains in perfect clarity at the center of your vision. <<He>> smiles sweetly, holding up a pink rose. Its stem drips red. <<hallucinogen 160>><<ggghallucinogens>> <br><br> Your body feels heavy, like it's sinking into the earth. Gwylan sinks with you. "Shhh... just... a little longer." <br><br> <<hypnosisText "<<His>> sweet voice silences your thoughts, and you're no longer where you once were.">> <<His>> voice fades away with the rest of the forest. <br><br> <<silently>><<clotheson>><<endcombat>><</silently>> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<set $forest to 0>><<pass 1 hour>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<set $forest to 0>><<pass 1 hour>><<endevent>><</link>> <</if>> <<else>> <<He>> helps you stand. "Sorry for the surprise attack, I couldn't help it. I got... excited, seeing you again. Would you like to walk back to the shop with me?" <br><br> <<link [[Yes|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[No|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <</if>> <<elseif $gwylan.hunting is 3>> Gwylan huffs, crossing <<his>> arms as <<he>> sits on top of you. "You've kept me waiting a long time, <<pcpetname "Gwylan">>." <<He>> leans down, and licks your cheek. "The beasts can't love like you do. I need your touch for the ritual." <<if _gwylanTF.revealed>><<His>> tail beats on the ground.<</if>> <<npcincr Gwylan lust 1>><<glust>> <br><br> <<He>> caresses your cheek, and pulls you into a kiss. <<gwylanKiss>> <br><br> <<He>> withdraws, and tucks <<his>> head into the crook of your neck. "<<gwylanCommand "Come home with me.">>" <br><br> <<link [[Go with Gwylan|Forest Gwylan Stalk Submit]]>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Refuse|Forest Gwylan Stalk Resist]]>><<npcincr Gwylan dom -5>><</link>><<gwylanWillpowerDifficulty>><<llyearning>> <br> <<elseif $gwylan.hunting is 2>> Gwylan lays atop you, kicking <<his>> legs behind <<him>>. <<if _gwylanTF.revealed>><<His>> tail sways in the air.<</if>> "Hello, <<pcpetname "Gwylan">>! We haven't done our ritual in ages. Why not come back to the shop with me?" <<if _gwylanStatus.includes("heat")>> <span class="pink"><<He>> paws at your chest, breathing heavily.</span> "Apologies, our little chase got me all worked up. I could really..." <<he>> leans close to your face, <<his>> face flushed and <<his>> eyes warm. "...<i>really</i> use your help." <<elseif $gwylanSeen.includes("partners")>> <<He>> presses a hand against your chest. "It's more fun together. You... well, you know how to make it more enjoyable." <<else>> <<He>> presses a hand against your chest. "It's more fun togeth—" <<he>> pauses. "It's easier on me, I mean." <</if>> <<npcincr Gwylan lust 1>><<glust>> <br><br> <<link [[Go with Gwylan|Forest Gwylan Stalk Submit]]>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Refuse|Forest Gwylan Stalk Resist]]>><<npcincr Gwylan dom -3>><</link>><<gwylanWillpowerDifficulty>><<lyearning>> <br> <<elseif $gwylan.hunting is 1>> Your head spins from the impact. Gwylan holds your arms down. "Hold still, <<pcpetname "Gwylan">>, this will be quick. Shhh, just look here for a moment." <<He>> reaches into the neck of <<his>> shirt, and pulls a small pendant free. It's tipped with a reddish gem. <br><br> <<hypnosisText "It glows, and sways back and forth.">> <br> <<gwylanHypnosis "devotion" 3>> <br><br> <<He>> tucks the pendant away before pulling you to your feet and brushing you off. <br><br> "There we are. Now, <<gwylanCommand "I'll see you at the shop later,">> won't I? We still need to sate that curiosity of yours." <<He>> giggles, and walks back into the forest. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif _gwylanStatus.includes("heat")>> <<outfitChecks>> Gwylan lays atop you, breathing heavily. <<His>> face is bright red. "<<pcPetname "Gwylan" "simple">>..." <br><br> <<if !_bottomless>> <<set _bottom.integrity -= 30>> <<He>> moves back, <span class="lewd">grabbing your _bottom.name in <<his>> mouth and pulling.</span> <<if _bottom.integrity lte 0>> <span class="red">You hear a rip.</span> <<He>> spits the ruined fabric aside. <<integritycheck>> <<else>> <<generalStrip _bottom.slot>> <</if>> <<else>> <span class="lewd"><<He>> looks down, eyeing your <<genitals>> with hunger.</span> <</if>> <br><br> "<<pcPetname "Gwylan">>, I need you." <<He>> trembles. "Just... just lay still. I'll be fast." <<He>> shakes <<his>> head. "No. No, don't lay still. I need you to want it, too." <br><br> <<link [[Go along with it|Forest Gwylan Stalk Sex]]>><<set $sexstart to 1>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Resist|Forest Gwylan Stalk Sex]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $exposed gte 2>> Gwylan lays atop you, kicking <<his>> legs behind <<him>>. "I just wanted to ask if you needed some clothes," <<he>> says with a smile. "You shouldn't be running around the forest so... openly. <<if $settings.bestialityEnabled and $rng gte 51>> You'll agitate the wolves. <<else>> You'll catch a cold. <</if>> I can walk you back to the shop, if you'd like." <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <<else>> <<if V.NPCList[0].legs is "run">> Gwylan lays atop you, kicking <<his>> legs behind <<him>>. <<if _gwylanTF.revealed>><<His>> tail sways in the air.<</if>> "Thanks for the chase, <<pcpetname "Gwylan">>. That was fun." <<if $gwylanSeen.includes("partners")>> <<He>> gives you a peck on the lips. <<gwylanKiss>> <<else>> <<npcincr Gwylan lust 1>><<glust>> <</if>> <br><br> <<He>> rolls off of you, and continues running into the forest. <<else>> Gwylan lays atop you, looking disappointed. "You could have at least tried to run, <<pcpetname "Gwylan" "simple">>. What if I was something more dangerous?" <<He>> giggles. "Lead me a merry chase next time, hmm?" <br><br> <<He>> rolls off of you, and disappears into the forest. <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif $stalk_end is "ambush">> <<set $daily.gwylan.noHunt to true>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> You keep Gwylan pinned to the ground. <<npcincr Gwylan lust 5>><<gglust>> <br><br> <<if _gwylanStatus.includes("reunion")>> <<if $gwylanSeen.includes("partners")>> <<He>> grabs you and pulls you down into a kiss. <<gwylanKiss>> <br><br> "<<pcPetname "Gwylan">>! Where have you been?! Do you have any idea how worried I was?" <<if _gwylanTF.revealed>><<His>> tail beats on the ground.<</if>> <<else>> <<He>> smiles up at you, seeming to not mind. "I'm glad I found you. I haven't seen you in ages, I thought you were gone for good. What happened to you?" <</if>> <br><br> <<gwylanReunion>> <br><br> <<if _gwylanStatus.includes("badEndReady")>> <<set _noOptions to true>> <<He>> reaches up, hugging you tightly. <br><br> "Please, just let me hold you for a little while. I really though this would be the end. I thought I'd be alone again." <br><br> You feel the slightest pinprick in your arm. <<pain 2>><<gpain>> <br><br> <span class="purple">The forest starts to shift and distort.</span> Gwylan's face remains in perfect clarity at the center of your vision. <<He>> smiles sweetly, holding up a pink rose. Its stem drips red. <<hallucinogen 160>><<ggghallucinogens>> <br><br> Your body feels heavy, and you collapse on top of <<him>>. Gwylan holds you tighter. "Shhh... just... a little longer." <br><br> <<hypnosisText "<<His>> sweet voice silences your thoughts, and you're no longer where you once were.">> <<His>> voice fades away with the rest of the forest. <br><br> <<silently>><<clotheson>><<endcombat>><</silently>> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 1 hour>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 1 hour>><<endevent>><</link>> <</if>> <<else>> You help <<him>> stand. "Sorry for the surprise chase, I couldn't help it. I got... excited, seeing you again. Would you like to walk back to the shop with me?" <br><br> <<link [[Yes|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[No|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <</if>> <<elseif $gwylan.hunting is 3>> <<He>> huffs as <<he>> lays beneath you. "You've kept me waiting a long time, <<pcpetname "Gwylan">>. The beasts can't love like you do. I need your touch for the ritual." <<if _gwylanTF.revealed>><<His>> tail beats on the ground.<</if>> <br><br> <<He>> caresses your cheek, and pulls you down into a kiss. <<gwylanKiss>> <br><br> <<He>> withdraws, and looks into your eyes with a mixture of pleading and scolding. "<<gwylanCommand "Come home with me.">>" <br><br> <<link [[Go with Gwylan|Forest Gwylan Stalk Submit]]>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Refuse|Forest Gwylan Stalk Resist]]>><<npcincr Gwylan dom -5>><</link>><<gwylanWillpowerDifficulty>><<llyearning>> <br> <<elseif $gwylan.hunting is 2>> <<He>> smiles up at you, seeming to not mind this arrangement. <<if _gwylanTF.revealed>><<His>> tail sways behind <<him>>.<</if>> "Nice pounce, <<pcpetname "Gwylan">>." <<He>> giggles. "We haven't done our ritual in ages. Why not come back to the shop with me?" <<if _gwylanStatus.includes("heat")>> <span class="pink"><<He>> paws at your chest, breathing heavily.</span> "Apologies, our little chase got me all worked up. I could really..." <<he>> leans close to your face, <<his>> face flushed and <<his>> eyes warm. "...<i>really</i> use your help." <<elseif $gwylanSeen.includes("partners")>> <<He>> presses a hand against your chest. "It's more fun together. You... well, you know how to make it more enjoyable." <<else>> <<He>> presses a hand against your chest. "It's more fun togeth—" <<he>> pauses. "It's easier on me, I mean." <</if>> <br><br> <<link [[Go with Gwylan|Forest Gwylan Stalk Submit]]>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Refuse|Forest Gwylan Stalk Resist]]>><<npcincr Gwylan dom -3>><</link>><<gwylanWillpowerDifficulty>><<lyearning>> <br> <<elseif $gwylan.hunting is 1>> Gwylan lets out a squeak of surprise as <<he>> lands flat on <<his>> back with you on top. <br><br> "Wow, you caught me." <<He>> sounds impressed. "Just one problem, dear." <<He>> reaches into the neck of <<his>> shirt. <span class="red">"I also caught you."</span> <br><br> <<He>> pulls out a pendant tipped with a reddish gem. <<hypnosisText "It glows.">> <br> <<gwylanHypnosis "devotion" 3>> <br><br> <<He>> tucks the pendant away and rolls out from under you as your vision clears. <br><br> "There we are. Now, <<gwylanCommand "I'll see you at the shop later,">> won't I? We still need to sate that curiosity of yours." <<He>> giggles, and walks back into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif _gwylanStatus.includes("heat")>> Gwylan lays under you, breathing heavily. <<His>> face is bright red. "<<pcPetname "Gwylan" "simple">>... I need you." <<He>> trembles, letting <<his>> arms lay flat on the ground above <<him>> in submission. <<if $player.penisExist and C.npc.Gwylan.vagina isnot "none" and $settings.pregnancySpeechEnabled>> "Breed me." <<else>> "Mate with me." <</if>> <br><br> <<link [[Mount <<him>>|Forest Gwylan Stalk Sex]]>><<set $sexstart to 1>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Hold <<him>> until <<he>> calms down|Forest Gwylan Stalk Sex No]]>><<def 1>><<npcincr Gwylan lust 1>><</link>><<glust>> <br> <<elseif $exposed gte 2>> Gwylan lays under you, not seeming to mind this arrangement. "I just wanted to ask if you needed some clothes," <<he>> says with a smile. "You shouldn't be running around the forest so... openly. <<if $settings.bestialityEnabled and $rng gte 51>> You'll agitate the wolves. <<else>> You'll catch a cold. <</if>> I can walk you back to the shop, if you'd like." <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <<else>> Gwylan lays under you, not seeming to mind this arrangement. "Thanks for the chase, <<pcpetname "Gwylan">>. That was fun." <<if $gwylanSeen.includes("partners")>> <<He>> gives you a peck on the lips. <<gwylanKiss>> <<else>> <<npcincr Gwylan lust 1>><<glust>> <</if>> <br><br> <<He>> rolls out from under you, and continues running into the forest. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif $stalk_end is "hide">> You emerge from your hiding place. <<if $stalk_assess>>Gwylan<<else>>Whoever was following you<</if>> is nowhere to be found. <<tearful>> you continue on your way. <br><br> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $stalk_end is "passed">> <<set $daily.gwylan.noHunt to true>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<He>> vanishes behind the treeline, leaving you utterly confused. <<endcombat>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> The forest is silent as you escape, but you keep running for some time. <<tearful>> you slow to a walk, and continue on your way. <br><br> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<if $phase is 1>> <<He>> smiles, and takes your hand. <<takeHandholdingVirginity "Gwylan" "consensual">> <br><br> The two of you walk back to the forest shop without incident. <<if $phase2 isnot "combatEnded">> <<clotheson>> <<endcombat>> <<else>> <br><br> <</if>> <<link [[Next|Forest Shop Entrance]]>><<set $enteringForestShop to true>><<pass $forest>><<set $forest to 0>><<endevent>><</link>> <br> <<elseif $phase is 2>> <<He>> looks away. "Don't be a stranger, alright? Come see me soon." <br><br> <<He>> waves goodbye, and disappears back into the forest. <<if $phase2 isnot "combatEnded">> <<clotheson>> <<endcombat>> <<else>> <br><br> <</if>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $phase is 3>> <<He>> smiles briefly, and clasps <<his>> hands in front of <<him>>. <br><br> The two of you walk back to the forest shop in silence. <<if $phase2 isnot "combatEnded">> <<clotheson>> <<endcombat>> <<else>> <br><br> <</if>> <<link [[Next|Forest Shop Entrance]]>><<pass $forest>><<set $forest to 0>><<endevent>><</link>> <br> <<else>> <<set _rubbedNecklace to true>> You clench your fists and continue walking, leaving Gwylan behind. <<if $phase2 isnot "combatEnded">> <<clotheson>> <<endcombat>> <<else>> <br><br> <</if>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $stalk_end is "ambush">> You help Gwylan stand. <<else>> Gwylan helps you stand. <</if>> <<if $gwylan.hunting is 3 or _gwylanStatus.includes("heat")>> <<He>> grips your hand tightly, and smiles. "I can hardly wait. Let's go!" <<He>> runs with you back to the forest shop. <<else>> "<<pcPetname "Gwylan" "good">>," <<he>> says, petting you on the head. <<He>> takes your hand and walks with you back to the forest shop. <</if>> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<if playerChastity()>> <<link [[Tell Gwylan about your chastity device|Gwylan Chastity Removal]]>><<pass $forest>><<set $phase to "forced">><</link>> <<else>> <<link [[Next|Gwylan Ritual Start Garden]]>><<pass $forest>><<endevent>><</link>> <</if>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $hypnosis_traits.devotion gte 5>> <<hypnosisText "You couldn't hope to resist such an offer to be close with <<him>> again. Your mind submits.">> <br><br> "Of course, I'll do anything for you," you say, the ghost of lust washing over you in anticipation. <<arousal 1500>><<ggarousal>> <br><br> <<if $stalk_end is "ambush">> You help Gwylan stand. <<else>> Gwylan helps you stand. <</if>> <<if $gwylan.hunting is 3 or _gwylanStatus.includes("heat")>> <<He>> grips your hand tightly and smiles. "I can hardly wait. Let's go!" <<He>> runs with you back to the forest shop. <<else>> "<<pcPetname "Gwylan" "good">>," <<he>> says, petting you on the head. <<He>> takes your hand and walks with you back to the forest shop. <</if>> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<if playerChastity()>> <<link [[Tell Gwylan about your chastity device|Gwylan Chastity Removal]]>><<pass $forest>><<set $phase to "forced">><</link>> <<else>> <<link [[Next|Gwylan Ritual Start Garden]]>><<pass $forest>><<endevent>><</link>> <</if>> <<elseif $willpowerSuccess>> <<if $hypnosis_traits.devotion>><span class="green">You push away the compulsion to submit.</span><</if>> "I'm sorry, but I can't." <br><br> <<if $gwylan.hunting is 3 or $gwylan.hunting is 2 and !_gwylanStatus.includes("heat")>> <<He>> frowns. "I'm afraid it wasn't a request, <<pcpetname "Gwylan" "simple">>. You've come too far to back out now." <<His>> hands caress your neck. <br><br> <<link [[Next|Forest Gwylan Stalk Sex]]>><<set $molestationstart to 1>><</link>> <br> <<elseif _gwylanStatus.includes("heat")>> <<His>> eyes dilate. "Then... then at least help me out of this, <<pcpetname "Gwylan" "simple">>. I need you." <<if $stalk_end is "ambush">> <<He>> trembles, displacing <<his>> clothes and giving you a seductive, pleading look. <<if $player.penisExist and C.npc.Gwylan.vagina isnot "none" and $settings.pregnancySpeechEnabled>> "Breed me. Please." <<else>> "Mate with me. Please." <</if>> <br><br> <<link [[Mount <<him>>|Forest Gwylan Stalk Sex]]>><<set $sexstart to 1>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Hold <<him>> until <<he>> calms down|Forest Gwylan Stalk Sex No]]>><<def 1>><<npcincr Gwylan lust 1>><</link>><<glust>> <br> <<else>> <<outfitChecks>> <<He>> half-strips <<his>> clothes, <<if !_bottomless>> <<set _bottom.integrity -= 30>> before moving back and <span class="lewd">grabbing your _bottom.name in <<his>> mouth.</span> <<He>> pulls. <<if _bottom.integrity lte 0>> <span class="red">You hear a rip.</span> <<He>> spits the ruined fabric aside. <<integritycheck>> <<else>> <<generalStrip _bottom.slot>> <</if>> <<else>> <span class="lewd">looking down and eyeing your <<genitals>> with hunger.</span> <</if>> <br><br> "Just... just lay still. I'll be fast." <<He>> shakes <<his>> head. "No. No, don't lay still. I need you to want it, too." <br><br> <<link [[Go along with it|Forest Gwylan Stalk Sex]]>><<set $sexstart to 1>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Get up|Forest Gwylan Stalk Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<He>> frowns. "Very well. I suppose the beasts will have to do." <<npcincr Gwylan dom -3>><<llyearning>> <br><br> <<if $stalk_end is "ambush">> You help Gwylan stand. <<else>> Gwylan helps you stand. <</if>> "Would you at least like to walk back to the shop with me?" <br><br> <<link [[Yes|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[No|Forest Gwylan Walk Shop]]>><<set $phase to 2>><<npcincr Gwylan dom -1>><</link>><<lyearning>> <br> <</if>> <<else>> You open your mouth to protest, <<hypnosisText "but a heavy guilt washes over you">>. Words that aren't your own leave your lips. <br><br> <<if $gwylan.hunting is 3 or _gwylanStatus.includes("heat")>> <<He>> frowns. "Oh my, I hope you weren't thinking of saying no to me." It turns into a smile as <<he>> grips your hand tightly. <<else>> "<<pcPetname "Gwylan" "good">>," <<he>> says, petting you on the head. <</if>> <br><br> <<silently>><<clotheson>><</silently>> <<endcombat>> <<npc Gwylan>><<person1>> You suddenly feel like you're sinking. You look down, <span class="red">and see vines starting to constrict your arms and legs</span>. Gwylan grins. "Shhh. We'll be there in a heartbeat." <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and you're no longer where you once were.">> <br><br> <<link [[Next|Gwylan Ritual Start Forced]]>><<pass $forest>><<set $forest to 0>><<endevent>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> You hold Gwylan down, completely submitting <<him>>. <<He>> struggles, but isn't strong enough to push you off. <br><br> <<He>> whines in frustration. After a few minutes, <span class="green"><<he>> goes limp in your grasp</span>. <<He>> looks up at you with pure desire, but the aggression is gone. <br><br> You cautiously release <<him>> and help <<him>> stand. <<He>> fixes <<his>> clothes. <<if _gwylanTF.known>><<His>> tail is puffed out.<</if>> "You're so cruel, <<pcpetname "Gwylan" "simple">>. Making me quench these urges with the beasts after making my body crave you." <br><br> <<He>> turns away, and vanishes back into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<run statusCheck("Gwylan")>> /* maninit skipped since this comes from an active stalking encounter */ <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $enemytrust += 100>> <<set $enemyanger to 0>> <<set $NPCList[0].state to "attack">> <<if $NPCList[0].penis is "none">> <<if random(1, 100) gte 80>> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<else>> <<if random(1, 100) gte 50>> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <</if>> <<set $feetuse to 0>><<set $feetaction to 0>> <<unset $stalk_end>><<unset $stalk>> <<gwylanCombatInit>> <<npc_attempt_sex>> <<if $stalk_end is "ambush">> You oblige, mounting Gwylan. <<else>> You stop resisting and let Gwylan work. <<He>> smiles. "Thank you. G-<<pcpetname "Gwylan" "good">>." <</if>> <br><br> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<molested>> <<set $enemytrust += 100>> <<set $enemyanger to 0>> <<set $NPCList[0].state to "attack">> <<if $NPCList[0].penis is "none">> <<if random(1, 100) gte 80>> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<else>> <<if random(1, 100) gte 50>> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <</if>> <<set $feetuse to 0>><<set $feetaction to 0>> <<unset $stalk_end>><<unset $stalk>> <<gwylanCombatInit>> <<npc_attempt_sex>> <<if $hypnosis_traits.devotion gte 3>> <<set $timer to $hypnosis_traits.devotion or 2>><<set $trance to 1>> <<He>> gently grabs your cheeks, forcing you to keep eye contact with <<him>>. <span class="red">Your limbs go limp at your sides. You are entranced.</span> <br><br> "<<pcPetname "Gwylan" "naughty">>. Just let me take care of this." <<else>> <<He>> holds you down, still smiling. "Alright. A little struggle might make it even more exciting." <</if>> <<if $gwylan.hunting is 3 and $combat_player_orgasm_target gte 3>> <<set $combat_player_orgasm_target -= 2>> <</if>> <br><br> <</if>> <<if $timer lte 0 and $trance is 1>> <<set $trance to 0>> <span class="teal">You snap out of Gwylan's trance.</span> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $orgasmcurrent gte $combat_player_orgasm_target and $gwylan.hunting gte 2 and $consensual is 0>> <span id="next"><<link [[Next|Forest Gwylan Stalk Sex Finish]]>><</link>></span><<nexttext>> <<elseif _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Forest Gwylan Stalk Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Gwylan Stalk Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $orgasmcurrent gte $combat_player_orgasm_target and $gwylan.hunting gte 2 and $consensual is 0>> As you shudder, Gwylan reaches for a vial on <<his>> belt. A fine blue powder is blown into your face, <span class="red">and you stiffen</span>. <<arousal -3000>><<lllarousal>><<hallucinogen 180>><<ggghallucinogens>> <br><br> The forest fades away. Only Gwylan remains in focus. <<if $gwylanSeen.includes("partners")>> <<He>> smiles, and wipes away the powder from your lips before leaning in for a kiss. <<gwylanKiss>> <br><br> <<He>> withdraws. <</if>> "Good. Now, let's go home. We have work to do." <br><br> <<silently>><<clotheson>><</silently>> <<endcombat>> <<npc Gwylan>><<person1>> You suddenly feel like you're sinking. You look down, <span class="red">and see vines starting to constrict your arms and legs</span>. Gwylan grins. "Shhh. We'll be there in a heartbeat." <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and you're no longer where you once were.">> <br><br> <<link [[Next|Gwylan Ritual Start Forced]]>><<pass $forest>><<set $forest to 0>><<endevent>><<set $phase to "forced">><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<if $consensual is 0 and $gwylan.hunting gte 2>> <<set $forest += random(-3,3)*5>><<set $forest = Math.clamp($forest, 21, 100)>> <<ejaculation "short">> <<if $orgasmcurrent is 0 and $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -2>> <</if>> <<npcincr Gwylan lust -25>><<llllust>> <br><br> With your own focus still sharp, you manage to push away from <<him>> while <<his>> guard is down. <<He>> looks surprised, but is too sluggish to give chase. You hear <<him>> faintly giggle behind you. "Impressive, <<pcpetname "Gwylan" "name">>. Until next time, then." <<stress 6>><<npcincr Gwylan dom 1>><<gstress>><<gyearning>> <br><br> You keep running. You lose your way, the trees themselves seeming to move to block your way, but you keep running. <br><br> Finally, you pause to catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<ejaculation>> <<He>> relishes in your warmth for some time. <<His>> touch makes your skin tingle. <<pain -3>><<lpain>><<npcincr Gwylan lust -25>><<llllust>> <br><br> <<if $consensual is 0>> "You put up a fine struggle. It was thrilling. I'm sorry if I took it too far." <<He>> licks you, before helping you stand and dusting you off. "I'll see you at the shop." <<else>> "I couldn't help it. My body craved yours. I had to chase you." <<He>> holds you even tighter. "Thank you for indulging me." <<He>> helps you up, but fails to keep eye contact with you. "I'll see you at the shop." <</if>> <br><br> <<He>> pauses. "Unless you'd like to walk back together?" <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> <<set $forest += random(-3,3)*5>><<set $forest = Math.clamp($forest, 21, 100)>> Gwylan cries out in pain and rolls away from you. You take the chance to run. You hear <<him>> faintly giggle behind you. "Impressive, <<pcpetname "Gwylan" "name">>. Until next time, then." <<stress 6>><<npcincr Gwylan dom -2>><<gstress>><<lyearning>> <br><br> You keep running. You lose your way, the trees themselves seeming to move to block your way, but you keep running. <br><br> Finally, you pause to catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $pain gte 90 and $willpowerpain is 0>> <<set _rubbedNecklace to true>> <<set $weekly.gwylanNoHunt to true>><<set $weekly.gwylanNoHeat to true>> The fervant lust in <<his>> eyes fades, and <<he>> looks down at you in horror and realisation. <br><br> <<He>> then looks at <<his>> hands. "I'm... hurting you." <span class="green"><<He>> withdraws from you,</span> as if afraid of <<himself>>. <<npcincr Gwylan lust -40>><<lllust>> <br><br> <<He>> digs around in a satchel, pulling out some simple medical supplies. "I'm sorry. Just hold still. I'll make the pain go away. I'm so sorry, <<pcpetname "Gwylan" "simple">>." <br><br> You're too hurt to move anyways. <br><br> <<His>> hands tremble, but become more steady as <<he>> cleans your bruises and scratches. "Please, forgive me." <<His>> voice is full of guilt and shame. <<His>> focus seems to be the only thing stopping <<him>> from crying. <<pain -50>><<lllpain>> <br><br> <<link [[Run|Forest Gwylan Stalk Pain]]>><<set $phase to 1>><</link>> <br> <<link [[Sit still|Forest Gwylan Stalk Pain]]>><<set $phase to 2>><</link>> <br> <<link [[Hug Gwylan|Forest Gwylan Stalk Pain]]>><<set $phase to 3>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<if $submissive lte 500>> <<link [[Get revenge|Forest Gwylan Stalk Pain]]>><<set $phase to 4>><<stress -16>><</link>><<defianttext>><<lllstress>> <br> <</if>> <<if $angel gte 6>> <<link [[Forgive|Forest Gwylan Stalk Pain]]>><<set $phase to 5>><<trauma -12>><<npcincr Gwylan dom 3>><</link>><<ggyearning>><<lltrauma>><<angel>> <br> <</if>> <<else>> <<He>> whines, and rolls off of you. <br><br> <<if $consensual is 0>> "You put up a fine struggle. It was thrilling. I'm sorry if I took it too far." <<He>> licks you, before helping you stand and dusting you off. "I'll see you at the shop." <<else>> "I couldn't help it. My body craved yours. I had to chase you." <<He>> helps you up, but fails to keep eye contact with you. "I'll see you at the shop." <</if>> <br><br> <<He>> pauses. "Unless you'd like to walk back together?" <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<set $forest += random(-3,3)*5>><<set $forest = Math.clamp($forest, 21, 100)>> You don't take a chance. As soon as the pain is no longer overwhelming, you scramble away from <<him>> and refuse to look back. <br><br> You keep running. You lose your way, but you keep running. <br><br> Finally, you pause to catch your breath. You weren't followed. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $phase is 2>> You sit still, not saying anything. <<He>> continues to tend to you, until <<he>> starts gently petting your head. <<pain -10>><<llpain>> <br><br> "I won't insult you with excuses. I'll only ask for forgiveness, and if words alone aren't enough, I'll... I'll find some way to make amends. Or I'll simply leave, if that's what you prefer." <br><br> <<He>> looks like <<hes>> about to pull you into a hug, but hesitates. <<He>> gathers <<his>> supplies. You stay silent. <br><br> <<He>> stands, and helps you do the same. "Let me guide you out of the forest, at least." <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <<elseif $phase is 3>> You wrap <<him>> in a tight hug. <<He>> freezes for only a moment, before eagerly returning it. <<pain -10>><<llpain>> <br><br> "<<pcPetname "Gwylan" "name">>..." <br><br> <<switch $speech_attitude>> <<case "meek">>"It's okay. Just be more careful next time, please," you say. <<case "bratty">>"Just don't do that again," you say. "You're better than this." <<default>>"It's okay. It doesn't hurt as much anymore. Just don't do that to me again." <</switch>> <br><br> <<He>> pulls away, smiling, and helps you stand. "Let me guide you out of the forest, at least." <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <<elseif $phase is 4>> <<His>> guard is down. As <<he>> turns back to you, you land a solid punch right across <<his>> face. <<He>> falls back on the ground, looking up at you with shock. <br><br> <<He>> rubs <<his>> cheek. <<He>> opens <<his>> mouth to say something, but stops <<himself>>. <br><br> <<link [[Help <<him>> up|Forest Gwylan Stalk Revenge]]>><<set $phase to 1>><</link>> <br> <<link [[Leave <<him>> in the dirt|Forest Gwylan Stalk Revenge]]>><<set $phase to 2>><</link>> <br> <<else>> You wrap <<him>> in a tight hug, and let your warmth flow over <<him>>. <<He>> freezes for only a moment, before eagerly returning it. <<pain -10>><<llpain>> <br><br> "<<pcPetname "Gwylan" "name">>..." <br><br> "I forgive you," you say. "I think you just need to forgive yourself." <br><br> <<He>> holds you tighter. "You're too good for this world." <br><br> You separate. "Let me guide you out of the forest, at least." <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> "There, now we're even," you say. You stand and reach your hand out. "Don't ever fucking do that again." <br><br> <<He>> stares at you a moment, before giggling and taking your hand. You help <<him>> stand up, and pull <<him>> into a hug. <<He>> returns the embrace. "Thank you, <<pcpetname "Gwylan" "name">>." <br><br> You separate. "Let me guide you out of the forest, at least." <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[Stay here|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <<else>> You turn and walk away from Gwylan. <br><br> "Wait," <<he>> says. <<His>> voice almost sounds desperate. "Let me walk you back to the shop, at least. Please. It's dangerous." <br><br> <<link [[Go with Gwylan|Forest Gwylan Walk Shop]]>><<set $phase to 3>><</link>> <br> <<link [[Leave|Forest Gwylan Walk Shop]]>><<set $phase to 4>><<npcincr Gwylan dom -2>><</link>><<lyearning>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.lureDistance -= 5>> <<if $phase is "willing">> <span class="lewd">You willingly follow the beautiful voice as it sings to you.</span> <<else>> <<if $willpowerSuccess>> <<set $gwylan.lureWill++>> <span class="teal">You dig your heels in, and try to resist following the song.</span> <<if $gwylan.lureWill lt 4>>Your legs still carry you forward, but you're gaining control.<</if>> <<else>> <span class="red">You can't resist the beautiful song.</span> <<if $willpower lte 500>><<willpower 1>><<gwillpower>><</if>> <</if>> <</if>> <br><br> <<if $gwylan.lureSong is 1 and $islander_language gte 100>> You recognise the language. <span class="blue">It's the islander tongue.</span> <br><br> <</if>> <<gwylanSong>> <br><br> <<if $gwylan.lureWill gte 4>> <span class="green">You stop.</span> <br><br> You shake your head, pushing away the song's influence, and start running in the opposite direction. <br><br> <<set $forest to $gwylan.lureDistance + 5>> <<run delete $gwylan.lureWill>><<run delete $gwylan.lureDistance>> <<foresthuntstart "Gwylan">> <<elseif $gwylan.lureDistance lte 0>> You see a small hole in the ground, just big enough to crawl through. It yawns open wider before your eyes. <br><br> <span class="red">You crawl in.</span> <br><br> <<if $islander_language gte 100>> <<for $_s to $gwylan.lureSong; $_s lt 6; $_s++>> <<gwylanSong>> <br><br> <</for>> <</if>> <<gwylanSong "end">> <br><br> <<if _gwylanStatus.includes("aurigaScarConfront")>> Something is wrong. It's empty. Dark. This tunnel has no walls. No ceiling. <br><br> You continue crawling forward, and realise far too late that there's <span class="red">no air, either</span>. Your vision goes hazy in an instant, stars creeping into the edges as your muscles seize. <br><br> No hope. No safety. No life. <br><br> A pain overtakes your chest, spreading out from your heart. You look down, and see a <span class="tentacle">crackling scar</span> erupting from your skin in the same spot. <<pain 4>><<trauma 50>> <br><br> No glory. No pleasure. Damnation. <br><br> Something appears in the emptiness ahead. A pair of antlers, made of the same writhing nothingness as your scar. You collapse. There's no ground. You fall. <br><br> Nowhere. <br><br> <<link [[Next|Forest Shop Nowhere Passout]]>><<set $forest to 0>><<endevent>><<pass 15>><<run delete $gwylan.lureSong>><<run delete $gwylan.lureDistance>><<run delete $gwylan.lureWill>><</link>> <br> <<else>> <<link [[Next|Forest Gwylan Ritual Forced]]>><<set $forest to 0>><<endevent phaseless>><<run delete $gwylan.lureSong>><<run delete $gwylan.lureDistance>><</link>> <br> <</if>> <<else>> <<link [[Walk towards the singing|Forest Gwylan Lure]]>><<set $phase to "willing">><<stress -1>><<trauma -1>><<arousal 500>><<pass 5>><</link>><<lstress>><<ltrauma>><<garousal>> <br> <<link [[Resist|Forest Gwylan Lure]]>><<set $phase to "resist">><<pass 5>><</link>><<gwylanWillpowerDifficulty>> <br> <</if>><<set $location to "forest_shop_garden">><<set $outside to 0>><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> <<if $phase is "vored">> With a great heave, the snake pushes you up and through its gullet once more, expelling you from its body. You land on a hard stone surface and gasp for breath. Your vision is blurry. <br><br> You hear a hiss, followed by a disturbing crackling sound. You look around. You appear to be in Gwylan's garden, and there's no sign of the snake. <<else>> You emerge in Gwylan's garden. A trapdoor closes behind you. <</if>> <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "forestShopGarden">> <<elseif _gwylanStatus.includes("reunion")>> Before you can fully get your bearings, a pair of arms wrap around you. It's Gwylan. <<if $phase is "vored">> <<He>> doesn't seem to mind how slimy you are. <</if>> <<if $gwylanSeen.includes("partners")>> "<<pcPetname "Gwylan">>! Where have you been?! Do you have any idea how worried I was?" <<if _gwylanTF.revealed>><<His>> tail beats on the ground.<</if>> <<else>> "I'm glad I found you. I haven't seen you in ages, I thought you were gone for good. What happened to you?" <</if>> <br><br> <<gwylanReunion>> <br><br> <<He>> pets your head. "Since you're here, let's make up for some lost time." <br><br> <span class="red">You don't know when <<he>> started swinging a small red pendant in front of you. It's hard to focus. Your eyelids feel heavy.</span> <br><br> <<if playerChastity()>> <<link [[Tell Gwylan you can't because of your chastity device|Gwylan Chastity Removal]]>><<set $phase to "forced">><</link>> <<else>> <<link [[Agree to do the ritual|Gwylan Ritual Start Garden]]>><<clotheson>><<endevent>><<set $phase to "lured">><</link>> <</if>> <br> <<if $gwylan.lureWill gte 2 or $phase is "resist" or $phase is "vored">> <<link [[Resist|Forest Gwylan Ritual Resist]]>><</link>><<gwylanWillpowerDifficulty>> <br> <<else>> <<hypnosisText "You can't bring yourself to resist after giving in to the song.">> <br> <</if>> <<elseif $gwylan.hunting gte 2>> "There you are, <<pcpetname "Gwylan" "name">>." Gwylan crouches down before you, wearing nothing but <<his>> hat and a seductive smile. <<if $phase is "vored">> "You're all slimy. Let's get you washed, then we can conduct our ritual." <<elseif $gwylan.lureWill gte 2 or $phase is "resist">> "You're a <<pcpetname "Gwylan" "naughty">>, trying to resist my call like that." <<else>> "You're such a <<pcpetname "Gwylan" "good">>, coming right to me when I call you." <</if>> <<He>> pets your head. <<trauma -1>><<ltrauma>> <br><br> "You've kept me waiting. It's okay, though. You're here now. Let's make up for that lost time." <br><br> <span class="red">You don't know when <<he>> started swinging a small red pendant in front of you. It's hard to focus. Your eyelids feel heavy.</span> <br><br> <<if playerChastity()>> <<link [[Tell Gwylan you can't because of your chastity device|Gwylan Chastity Removal]]>><<set $phase to "forced">><</link>> <<else>> <<link [[Agree to do the ritual|Gwylan Ritual Start Garden]]>><<clotheson>><<endevent>><<set $phase to "lured">><</link>> <</if>> <br> <<if $gwylan.lureWill gte 2 or $phase is "resist" or $phase is "vored">> <<link [[Resist|Forest Gwylan Ritual Resist]]>><</link>><<gwylanWillpowerDifficulty>> <br> <<else>> <<hypnosisText "You can't bring yourself to resist after giving in to the song.">> <br> <</if>> <<else>> "<<pcPetname "Gwylan" "name">>! What a pleasant surprise!" Gwylan's smiling face greets you as <<he>> crouches down to your level. "I was calling out to the forest for the ritual. It seems my song works on you now, too!" <<He>> pets your head. <<trauma -1>><<ltrauma>> <br><br> "Since you're here... you're not busy, are you?" <<He>> smiles seductively. <span class="lewd">"I prefer your company for the ritual."</span> <br><br> <<if playerChastity()>> <<link [[Tell Gwylan you can't because of your chastity device|Gwylan Chastity Removal]]>><<set $phase to "forced">><</link>> <<else>> <<link [[Agree to do the ritual|Gwylan Ritual Start Garden]]>><<clotheson>><<endevent>><<set $phase to "lured">><</link>> <</if>> <br> <<link [[Say no|Forest Gwylan Ritual No]]>><<npcincr Gwylan dom -4>><</link>><<llyearning>> <br> <</if>> <<run delete $gwylan.lureWill>><<effects>><<run statusCheck("Gwylan")>> <<His>> smile fades, but only for a moment. <<He>> clasps the pendant. "Ah. Well, that's alright, I can just... lure a beast instead." <<He>> waves <<his>> hand dismissively, but <<his>> disappointment is palpable. <<if $hypnosis_traits.devotion>> <<hypnosisText "It fills you with guilt.">> <<stress 12>><<trauma 6>><<ggstress>><<gtrauma>> <</if>> <br><br> <<He>> leads you through the shop, and back out into the forest. <br><br> <<clotheson>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<set $forest to 0>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $willpowerSuccess>> <<if $hypnosis_traits.devotion>> <span class="green">You resist the compulsion to submit.</span> <</if>> You shake your head, finding it hard to form any words. <br><br> <<if _gwylanStatus.includes("badEndReady") or $gwylan.hunting is 3>> Gwylan's smile doesn't fade, but <<his>> head tilts slightly. "Oh, forgive me. <span class="red">That wasn't a request. You're staying here.</span>" <<He>> giggles. "It'll be fun, don't worry." <br><br> <<He>> stands, and walks out of sight. <span class="red">You feel something bind your arms and legs.</span> You look down. Some long vines have constricted you. <br><br> "Don't worry, I already plucked all the thorns out. They should be comfortable. I also coated them in a sedative, so you'll relax quickly." <br><br> <<Hes>> right. Your vision blurs again. <<tiredness 6>><<stress -30>><<pain -4>><<ggtiredness>><<lllstress>><<lpain>> <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and your consciousness slips.">> <br><br> <<link [[Next|Gwylan Ritual Start Forced]]>><<clotheson>><<endevent>><</link>> <br> <<elseif _gwylanStatus.includes("heat")>> Gwylan's smile widens slightly. "I'll be blunt, dear. My body craves yours, and your ability to resist me has only aroused me further. You're strong, and I <i>need</i> your touch." <<npcincr Gwylan lust 1>><<glust>> <br><br> <<He>> stands, and walks out of sight. <span class="red">You feel something bind your arms and legs.</span> You look down. Some long vines have constricted you. <br><br> "Don't worry, I already plucked all the thorns out. They should be comfortable. I also coated them in a sedative, so you'll relax quickly." <br><br> <<Hes>> right. Your vision blurs again. <<tiredness 6>><<stress -30>><<pain -4>><<ggtiredness>><<lllstress>><<lpain>> <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and your consciousness slips.">> <<link [[Next|Gwylan Ritual Start Forced]]>><<clotheson>><<endevent>><</link>> <br> <<else>> Gwylan's smile doesn't fade. "Wow, I'm impressed you were able to do that. You're strong, <<pcpetname "Gwylan">>." <<He>> giggles, <span class="green">and lowers the pendant</span>. "You're adorable when you say no, do you know that?" <<npcincr Gwylan dom 1>><<gyearning>> <br><br> <<He>> leads you through the shop, and back out into the forest. <br><br> <<clotheson>> <<He>> hugs you from behind and whispers into your ear. "The chase isn't over, dear. I'll get you one of these times." <br><br> You turn around, but <<hes>> already gone. <<stress 3>><<gstress>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<set $forest to 0>><</link>> <br> <</if>> <<else>> <<hypnosisText "You're unable to bring yourself to deny <<gwylanHypnoName>>.">> <br><br> <<His>> head tilts, but <<his>> smile doesn't fade. "Oh my. Did you just try saying no to me?" <<He>> leans in closer, filling your vision with the faintest green glow of <<his>> eyes. "Be honest." <br><br> <<link [[Yes|Forest Gwylan Ritual Resist Answer]]>><<set $phase to 1>><</link>> <br> <<link [[No|Forest Gwylan Ritual Resist Answer]]>><<set $phase to 2>><</link>> <br> <<link [[Say nothing|Forest Gwylan Ritual Resist Answer]]>><<set $phase to 3>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<He>> pets your head again. "<<pcPetname "Gwylan" "good">>, being honest with me. <<if _gwylanStatus.includes("badEndReady") or $gwylan.hunting is 3>> Unfortunately, <span class="red">that wasn't a request. You're staying here.</span>" <<He>> giggles. "It'll be fun, don't worry." <br><br> <<He>> stands, and walks out of sight. <span class="red">You feel something bind your arms and legs.</span> You look down. Some long vines have constricted you. <br><br> "Don't worry, I already plucked all the thorns out. They should be comfortable. I also coated them in a sedative, so you'll relax quickly." <br><br> <<Hes>> right. Your vision blurs again. <<tiredness 6>><<stress -30>><<pain -4>><<ggtiredness>><<lllstress>><<lpain>> <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and your consciousness slips.">> <br><br> <<link [[Next|Gwylan Ritual Start Forced]]>><<clotheson>><<endevent>><<set $phase to "forced">><</link>> <br> <<elseif _gwylanStatus.includes("heat") or $gwylan.hunting is 2>> I'll be blunt, dear. My body craves yours, and your ability to resist me has only aroused me further. You're strong, and I <i>need</i> your touch." <<npcincr Gwylan lust 1>><<glust>> <br><br> <<He>> stands, and walks out of sight. <span class="red">You feel something bind your arms and legs.</span> You look down. Some long vines have constricted you. <br><br> "Don't worry, I already plucked all the thorns out. They should be comfortable. I also coated them in a sedative, so you'll relax quickly." <br><br> <<Hes>> right. Your vision blurs again. <<tiredness 6>><<stress -30>><<pain -4>><<ggtiredness>><<lllstress>><<lpain>> <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and your consciousness slips.">> <br><br> <<link [[Next|Gwylan Ritual Start Forced]]>><<clotheson>><<endevent>><<set $phase to "forced">><</link>> <br> <<else>> You're adorable when you say no, do you know that? <span class="green">I won't force you.</span>" <br><br> <<He>> helps you stand and leads you through the shop, back out into the forest. <br><br> <<clotheson>> <<He>> hugs you from behind and whispers into your ear. "The chase is more exciting anyways. See you soon, dear." <br><br> You turn around, but <<hes>> already gone. <<stress 3>><<gstress>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<set $forest to 0>><</link>> <br> <</if>> <<else>> <<if $phase is 2>> <<He>> giggles. "<<pcPetname "Gwylan" "naughty">>. You may resist me, but you do <b><<gwylanCommand "not">></b> lie to me." <<hypnosisText "A sudden shame overtakes you.">> <<trauma 12>><<ggtrauma>> <<else>> <<He>> giggles. "<<pcPetname "Gwylan" "naughty">>. You answer me when I ask you a question." <<hypnosisText "A sudden shame overtakes you.">> <<trauma 12>><<ggtrauma>> <</if>> <br><br> <<if _gwylanStatus.includes("badEndReady") or $gwylan.hunting is 3>> "Unfortunately, <span class="red">that wasn't a request. You're staying here.</span> It'll be fun, don't worry." <<elseif _gwylanStatus.includes("heat")>> "I'll be blunt, dear. My body craves yours, and your defiance has only aroused me further. I <i>need</i> your touch." <<else>> "It's alright." <<He>> caresses your cheek. "I forgive you... but you'll be making it up to me by helping me." <</if>> <br><br> <<He>> stands, and walks out of sight. <span class="red">You feel something bind your arms and legs.</span> You look down. Some long vines have constricted you. <br><br> "Don't worry, I already plucked all the thorns out. They should be comfortable. I also coated them in a sedative, so you'll relax quickly." <br><br> <<Hes>> right. Your vision blurs again. <<tiredness 6>><<stress -30>><<pain -4>><<ggtiredness>><<lllstress>><<lpain>> <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and your consciousness slips.">> <br><br> <<link [[Next|Gwylan Ritual Start Forced]]>><<clotheson>><<endevent>><<set $phase to "forced">><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "Gwylan">> "Oh, good!" Gwylan says, clapping <<person2>><<his>> hands. "Let's go, <<pcpetname "Gwylan">>. I have a pot of tea waiting for you back at the shop." <br><br> Gwylan turns and heads into the bushes. You start to follow, then look back. Eden hasn't moved. <<person1>><<His>> sights are trained on you now. <<His>> finger tightens around the trigger. <br><br> At the last moment, <<he>> turns and fires. The bullet whizzes past you and embeds in a tree. Splinters shoot outward. <<stress 24>><<ggstress>> <br><br> You decide not to stick around. You rush off after Gwylan, and <<person2>><<he>> takes your arm when you catch up. <br><br> <<link [[Next|Forest Gwylan Eden Shop]]>><<pass 15>><<set $phase to "willing">><</link>> <br> <<else>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> You open your mouth— <br><br> "Of course <<pshe>> wants to go with me," Gwylan interrupts, placing a gentle hand on the back of your neck. <<person2>><<His>> fingers brush your collar. "<span class="witch">Isn't that right? Go on, tell <<person1>><<him>>.</span>" <br><br> <<hypnosisText "The words in your throat are replaced.">> "That's right," you say, staring at Eden. "I want to go with Gwylan." <br><br> Eden's face doesn't change. "Okay. Now say it without being prompted." <br><br> Gwylan tuts. "You need to learn to take a hint, Eden. Come on, <<pcpetname "Gwylan">>. <span class="witch">We're going home.</span>" Gwylan takes your arm and heads into the bushes. <<hypnosisText "You follow.">> <br><br> <<link [[Next|Forest Gwylan Eden Shop]]>><<pass 15>><<set $phase to "kidnap">><</link>> <br> <<else>> "I want to go with Eden," you say. <<person1>>"<<Hes>> right. I've been away for too long. I don't want you to get hurt, either." <br><br> <<He>> holds out a hand, never looking away from Gwylan. You hurry to the relative safety of <<his>> side. <<He>> stays stiff up until <<his>> arm is around you. Then you feel <<him>> relax. <<His>> hand shakes on your waist. <br><br> <<person2>>Gwylan watches the two of you, <<his>> head tilting. "Of course," <<he>> says. "I have no intention of keeping you locked away." <<He>> flicks <<his>> glance to Eden. "But, Eden?" <br><br> "What?" Eden snaps. <br><br> "The forest has eyes." <<He>> looks between the two of you. For a moment, you think <<hes>> seeing something else, or someone else. "May you find your way home safely." <br><br> <<He>> turns and heads into the bushes. You watch <<him>> go. It isn't until <<hes>> gone that Eden lets out an explosive breath. <<person1>><<He>> turns to you, and <<his>> expression hardens. "Don't think you're off the hook." <br><br> <<endevent>><<npc Eden>><<person1>> <<link [[Next (0:30)|Eden Caged Caught]]>><<pass 30>><</link>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "Gwylan">> You take Gwylan's hand. <<He>> smiles warmly. <<takeHandholdingVirginity "Gwylan" "romantic">> <br><br> Eden's face turns dark as <<person1>><<he>> tries to unjam <<his>> rifle. Gwylan turns and leads you into the bushes. You don't look back. <br><br> <<link [[Next (0:15)|Forest Gwylan Eden Shop]]>><<pass 15>><<set $phase to "rescue">><</link>> <br> <<else>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> Your leash appears in Gwylan's hand. <<hypnosisText "All thoughts of going with Eden quickly fade away.">> <<He>> gently pulls it. "Come." <br><br> Eden's face turns dark as <<person1>><<he>> tries to unjam <<his>> rifle. "You're forcing <<phim>>," <<he>> growls. "You're no different." <br><br> Gwylan doesn't answer, pulling you along into the bushes. <br><br> <<link [[Next (0:15)|Forest Gwylan Eden Shop]]>><<pass 15>><<set $phase to "kidnap">><</link>> <br> <<elseif $willpowerSuccess>> <<if $hypnosis_traits.devotion>> <span class="green">You manage to resist the urge to take Gwylan's hand.</span> <br><br> <</if>> Gwylan frowns, retracting <<person2>><<his>> hand. "Very well, I have no intention of keeping you locked away." <br><br> You hurry back to Eden's side just as <<person1>><<he>> unjams <<his>> rifle. <<He>> raises it at Gwylan again, put you put your hand on the barrel, looking directly into <<his>> eyes. <<His>> expression briefy hardens, but <<he>> relaxes. <<His>> arm wraps around you. <br><br> Gwylan looks between the two of you. For a moment, you think <<person2>><<hes>> seeing something else, or someone else. "Eden?" <br><br> "What?" Eden snaps. <br><br> "Do not harm <<phim>>. The forest has eyes." <<his>> expression becomes cheery again. "May you find your way home safely." <br><br> <<He>> turns and heads into the bushes. You watch <<him>> go. It isn't until <<hes>> gone that Eden lets out an explosive breath. <<person1>><<He>> turns to you. "Don't think you're off the hook." <br><br> <<endevent>><<npc Eden>><<person1>> <<link [[Next (0:30)|Eden Caged Caught]]>><<pass 30>><</link>> <br> <<else>> Gwylan's smile falters ever so slightly. <<hypnosisText "It's enough to fill you with guilt.">> You take <<his>> hand. <<takeHandholdingVirginity "Gwylan" "rape">> <br><br> Eden's face turns dark as <<person1>><<he>> tries to unjam <<his>> rifle. Gwylan turns and leads you into the bushes. You don't look back. <br><br> <<link [[Next (0:15)|Forest Gwylan Eden Shop]]>><<pass 15>><<set $phase to "rescue">><</link>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "rescue">> A moment later, a bullet whizzes past you and embeds in a tree. Splinters shoot outward. <span class="red">You don't think that was aimed at Gwylan.</span> <<stress 24>><<trauma 24>><<ggstress>><<ggtrauma>> <br><br> Gwylan's eyes widen as Eden runs towards you again. <<person2>><<He>> grabs a pouch from <<his>> belt and throws some kind of green dust at Eden. You breathe some in. Your vision twists. <br><br> <<if $hallucinations gte 2>> Standing before you is a massive fox with bristling fur. It screams at Eden, who turns pale white and falls backwards. <<else>> When the dust settles, you see that Eden has fallen backwards on <<person1>><<his>> ass. <<He>> stares at something you can't see, <<his>> face pale white. <</if>> <br><br> Gwylan tugs on your wrist. "This isn't going to hold <<person1>><<him>> for long," <<person2>><<he>> shouts. "Come on!" <br><br> <<He>> starts to run towards <<his>> shop again, pulling you along behind <<him>> until you're inside. You can hear Eden's heavy footsteps following behind you again. The door slams shut in <<person1>><<his>> face. <<elseif $phase is "willing">> <<set $phase to "rescue">> Before the two of you get very far, a bullet whizzes past your heads. It embeds in a tree just beyond you. You look back. Eden's running towards you. <br><br> Gwylan turns on <<person2>><<his>> heel and throws some kind of green dust. You breathe some in. Your vision twists. <br><br> <<if $hallucinations gte 2>> Standing before you is a massive fox with bristling fur. It screams at Eden, who turns pale white and falls backwards. <<else>> When the dust settles, you see that Eden has fallen backwards on <<person1>><<his>> ass. <<He>> stares at something you can't see, <<his>> face pale white. <</if>> <br><br> Gwylan tugs on your wrist. "This isn't going to hold <<person1>><<him>> forever," <<person2>><<he>> shouts. "Come on!" <br><br> <<He>> starts to run towards <<his>> shop again, pulling you along behind <<him>> until you're inside. You can hear Eden's heavy footsteps following behind you again. The door slams shut in <<person1>><<his>> face. <<else>> You soon hear footsteps in the forest behind you. "You're not going anywhere with <<phim>>," Eden yells. <br><br> <<person1>><<He>> grabs your arm. Gwylan turns on <<person2>><<his>> heel and throws some kind of green dust. You breathe some in. Your vision twists. <br><br> <<if $hallucinations gte 2>> Standing before you is a massive fox with bristling fur. It screams at Eden, who turns pale white and falls backwards. <<else>> When the dust settles, you see that Eden has fallen backwards on <<person1>><<his>> ass. <<He>> stares at something you can't see, <<his>> face pale white. <</if>> <br><br> Gwylan tugs on your wrist. "Let's go." <<He>> starts to run towards <<his>> shop again, pulling you along behind <<him>> until you're inside. <</if>> <br><br> <<link [[Next|Forest Shop Hunt Intro]]>><<endevent "phaseless">><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "run">> You run into the forest without looking back. You don't hear another gunshot. <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<endevent>><</link>> <br> <<elseif $phase is "stand">> <<if $speech_attitude is "meek">> "Please don't fight," you say. "I don't want anyone hurt." <<elseif $speech_attitude is "bratty">> "You idiots need to chill out," you say. "You both came to help me. Seems like a good reason to be friends." <<else>> "Please don't hurt each other," you say. "You both came to help me." <</if>> <br><br> The two stare at each other. Then Eden lowers <<nnpc_his "Eden">> rifle. <br><br> "I'll step away," Gwylan says. "If you do." <br><br> Eden hesitates, then nods. They back away from you, keeping their eyes locked on one another, until you're stood alone in the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Continue on|Forest]]>><<endevent>><</link>> <br> <<link [[Follow Eden|Forest Trio Confrontation Eden]]>><<endevent>><<npcincr Eden love 1>><</link>><<glove>> <br> <<link [[Follow Gwylan|Forest Trio Confrontation Escape]]>><<endevent>><<npc Gwylan>><<person1>><<npcincr Gwylan love 1>><</link>><<glove>> <br> <<else>> <<switch $speech_attitude>> <<case "meek">>You tremble as you step in front of the gun. <<case "bratty">>You step in front of the gun, planting your feet firm. <<default>>You step in front of the gun. <</switch>> Eden lowers <<his>> rifle in shock. <br><br> "No!" Gwylan gasps. <<He>> wraps both arms around you, and tries to pull you aside. Then realisation dawns on <<nnpc_his "Gwylan">> face, and <<he>> takes off towards the nearest trees. <br><br> Eden raises <<nnpc_his "Eden">> rifle again, but Gwylan is too quick. Eden runs after <<nnpc_him "Gwylan">>, leaving you alone in the forest. <br><br> <<link [[Next|Forest]]>><<endevent>><</link>> <br> <</if>><<effects>> <<npc Eden>><<person1>> You find Eden sat on a tree stump nearby, rifle on <<his>> knee. <<Hes>> already looking your way when you arrive. <br><br> <<if $edenCagedEscape>> "I'm glad you came," <<he>> says, standing. "But don't think I've forgotten what you've put me through." <<He>> marches closer. "You're coming with me, one way or another. <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() gte 1>> "I'm glad you came," <<he>> says, standing. "The cabin's waiting." <br><br> <<link [[Next (0:30)|Eden Recaptured]]>><<edenTrackers>><<pass 30>><</link>> <br> <<else>> "I'm glad you're okay," <<he>> says. "With the wolves so active, it might be best you return to the cabin." <br><br> <<forestCabinReturnLinks>> <br><br> <</if>><<effects>><<run statusCheck("Gwylan")>> You find Gwylan in another small clearing. <<He>> looks at you, then the trees, then gives gives you a scolding look. "You're putting yourself in danger following me." <<He>> dons a smile. "I'm happy that you stuck by me, but it's dangerous." <br><br> <<if _gwylanStatus.includes("reunion")>> <<if $gwylanSeen.includes("partners")>> "Honestly, you're such trouble. First you disappear on me for weeks, and now this. Do you have any idea how worried I was? Where were you?" <<if _gwylanTF.revealed>><<His>> tail wags behind <<him>>.<</if>> <<else>> "Honestly, you're such trouble. I'm glad I found you. I haven't seen you in ages, I thought you were gone for good. What happened to you?" <</if>> <br><br> <<gwylanReunion>> <br><br> <<if _gwylanStatus.includes("badEndReady")>> "Please, just let me hold you for a little while. I really though this would be the end. I thought I'd be alone again." <br><br> You feel the slightest pinprick in your arm. <<pain 2>><<gpain>> <br><br> <span class="purple">The forest starts to shift and distort.</span> Gwylan's face remains in perfect clarity at the center of your vision. <<He>> smiles sweetly, holding up a pink rose. Its stem drips red. <<hallucinogen 160>><<ggghallucinogens>> <br><br> The ground attacks you from below, but Gwylan guides you down slowly. "Shhh... just... a little longer." <br><br> <<hypnosisText "<<His>> sweet voice silences your thoughts, and you're no longer where you once were.">> <<His>> voice fades away with the rest of the forest. <br><br> <<silently>><<clotheson>><<endcombat>><</silently>> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 1 hour>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 1 hour>><<endevent>><</link>> <</if>> <<else>> <<He>> looks back into the treeline one last time. "Would you like to walk back to the shop with me? It would be safer together." <br><br> <<link [[Yes|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[No|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <</if>> <<else>> <<He>> looks back into the treeline one last time. "Would you like to walk back to the shop with me? It would be safer together." <br><br> <<link [[Yes|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[No|Forest Gwylan Walk Shop]]>><<set $phase to 2>><</link>> <br> <</if>><<location "forest">><<effects>><<wPersist "forest">><<getTarget true>> <<if $foresthunt gte 1>> <<if $forestHunter is "Eden" and (hasSharpSenses() or $foresthunt gte 7)>> <<print either( `<span class="red">You are being hunted. You see spent bullet casings lying on the ground.</span>`, `<span class="red">You are being hunted. You see boot prints on the ground.</span>`, `<span class="red">You are being hunted. You hear a gun firing from afar.</span>` )>> <<elseif $forestHunter is "Black Wolf" and (hasSharpSenses() or $foresthunt gte 7)>> <<print either( `<span class="red">You are being hunted. You see wolf fur tangled in the trees.</span>`, `<span class="red">You are being hunted. You see wolf prints on the ground.</span>`, `<span class="red">You are being hunted. You hear a growl in the distance.</span>` )>> <<elseif $forestHunter is "Gwylan" and (hasSharpSenses() or $foresthunt gte 7 or $gwylan?.lureSong)>> <<if isGwylanAbsent() is "nobody">> <<set $eventskip to 1>> <<print either( `<span class="red">You are being hunted. You hear nothing.</span>`, `<span class="red">You are being hunted. The forest is empty.</span>`, `<span class="red">You are being hunted. You see nobody.</span>`, `<span class="red">Nobody is hunting you.</span>` )>> <<else>> <<if $gwylan?.lureSong>> <span class="red">You are being hunted. <<if $gwylan.lureSong is 1>>You hear singing in the distance.<</if>></span> <<if $gwylan.lureSong is 1 and $islander_language gte 100>> You recognise the language. <span class="blue">It's the islander tongue.</span> <br><br> <<elseif $islander_language gte 100>> <br><br> <</if>> <<gwylanSong>> <<else>> <<print either( `<span class="red">You are being hunted. You hear a soothing voice singing in the distance.</span>`, `<span class="red">You are being hunted. The forest is unusually silent.</span>`, `<span class="red">You are being hunted. You feel curious eyes on you.</span>` )>> <</if>> <</if>> <<elseif $wraith.hunt and $forestHunter is "Wraith">> <<if $moonstate is "morning" and Time.hour gte 6>> With the rising of the sun, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span> <<clearWraith>> <<else>> <<print either( `<span class="red">You are being hunted. Red moonlight casts dire shadows all around you.</span><<stress 6>><<gstress>>`, `<span class="red">You are being hunted. You hear distant laughter.</span> <<trauma 6>><<gtrauma>>`, `<span class="red">You are being hunted. It's becoming harder to breathe.</span> <<stress 6>><<gstress>><<trauma 6>><<gtrauma>>` )>> <</if>> <<else>> <!-- generic text for when a hunt is happening but we haven't written a more specific version of the text, or the player's senses aren't sharp enough to know who's hunting them. --> <span class="red">You are being hunted.</span> <</if>> <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasmforest>> <</if>> <<set $forest to Math.clamp($forest, 0, 100)>> <<forestmove>> <<if $stress gte $stressmax and !$possessed>> <<passoutforest>> <<elseif $foresthunt gte 10 and !$possessed>> <<foresthunt>> <<elseif $forest lte 0>> <<if $eventskip is 0>> <<rng>> <<if $rng gte 81 or ($forest_search is true and $rng gte 61)>> <<eventforestitem>> <<elseif dangerEvent($forestmod)>> <<eventforestoutskirts>> <<else>> <<eventforestsafe>> <</if>> <<elseif $town_projects.road is 1>> <<set $town_projects.road to 2>> You are in the forest outskirts. You can make out the town between the trees. <br><br> You almost trip over a worn brick. It draws your attention to others like it. There used to be a road here, connecting the town to the lake. <span class="teal">An idea strikes you.</span> If the road were restored, the journey would be safer, for both you and other students. <br><br> <i>You could enquire about the road at the town hall.</i> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $town_projects.road is 3>> <<set $town_projects.road to 4>> You are in the forest outskirts. You can make out the town between the trees. <br><br> The mayor's office acted fast. A road stretches into the forest, swerving out of sight. <span class="green">Getting to and from the lake will be much easier.</span> <br><br> <<earnFeat "Safe Trail">> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $eventskip gte 1>> You are in the forest outskirts. You can make out the town between the trees. <br><br> <<if $exposed lte 1 or $gwylanSeen?.includes("lights")>> <<if $forest_shop_intro is 1>> <<if $hypnosis_traits.devotion gte 5 and ($gwylanSeen?.includes("romance") or $gwylan?.timer?.petBed)>> <<set _forestShopText to "Your home is here, cradled in the treeline.">> <<set _forestShopLinkText to "Home">> <<elseif $gwylanSeen?.includes("yearning") and isGwylanAbsent() isnot "nobody">> <<set _forestShopText to "Gwylan's shop is here, cradled in the treeline.">> <<set _forestShopLinkText to "Gwylan's shop">> <<else>> <<set _forestShopText to "The forest shop is here, cradled in the treeline.">> <<set _forestShopLinkText to "Forest shop">> <</if>> <<= _forestShopText>><br> <<if $daily.gwylan.locked or Time.isBloodMoon() or C.npc.Gwylan.state is "scorned">> <<shopicon "forest">><<link [[_forestShopLinkText|Forest Shop Locked]]>><<endevent>><</link>> <<else>> <<shopicon "forest">><<link [[_forestShopLinkText|Forest Shop Entrance]]>><<endevent>><<set $enteringForestShop to true>><</link>> <</if>> <<else>> A strange, castle-like shop is cradled in the treeline.<br> <<if Time.isBloodMoon() or isGwylanAbsent() and C.npc.Gwylan.init isnot 0>> <<shopicon "forest">><<link [[Strange shop|Forest Shop Locked]]>><<endevent>><</link>> <<else>> <<shopicon "forest">><<link [[Strange shop|Forest Shop Entrance]]>><<endevent>><<set $enteringForestShop to true>><</link>> <</if>> <</if>> <br><br> <</if>> <<forestdeeper>> <br><br> <<forestsearch>> <br><br> Leave the forest <br> <<danubeicon>><<link [[Danube Street (0:10)|Danube Street]]>><<pass 10>><<set $foresthunt to 0>><</link>> <br> <<wolficon>><<link [[Wolf Street (0:10)|Wolf Street]]>><<pass 10>><<set $foresthunt to 0>><</link>> <br> <<nightingaleicon>><<link [[Nightingale Street (0:10)|Nightingale Street]]>><<pass 10>><<set $foresthunt to 0>><</link>> <br> <<if $temple_rank isnot undefined and $temple_rank isnot "prospective">> <<templeicon "garden">><<link [[Temple garden (0:10)|Temple Garden]]>><<pass 10>><<set $foresthunt to 0>><</link>> <br> <</if>> <br><br> <<if $historytrait gte 2 and $thicket_tunnel_intro is 1>> <<foresticon "bush">><<link [[Take the secret tunnel to the Residential alleyways (0:05)|Residential Thicket]]>><<pass 5>><<set $foresthunt to 0>><</link>> <br> <</if>> <<if $historytrait gte 3>> <<forestroadicon "secret">> <<link [[Take secret path deeper into the woods (0:10)|Forest]]>> <<set $forestmod to 1.5>><<set $forest += 50>><<set $forestmove to "secretin">><<pass 10>> <<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>> <<if $forestHunter is "Gwylan" and $foresthunt gte 1>><<set $foresthunt += 5>><</if>> <</link>> <br> <</if>> <</if>> <<elseif $forest lte 20>> <<if $eventskip is 0>> <<rng>> <<if $rng gte 81 or ($forest_search is true and $rng gte 61)>> <<eventforestitem>> <<elseif dangerEvent($forestmod)>> <<eventforestoutskirts>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are in the forest. The trees are quite sparse, you can't be too far from town. <br><br> <<if $forest gte 10 and $forest lte 14>> <<foresticon "churchyard">><<link [[Old churchyard|Churchyard]]>><</link>> <br><br> <</if>> <<if $smuggler_location is "forest" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>> <span class="gold">You see a flickering through the trees. Like a flame.</span> <br><br> <</if>> <<if $smuggler_location is "forest" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>> <<link [[Approach flame|Smuggler Forest]]>><</link>> <br><br> <</if>> <<forestdeeper>> <br><br> <<forestsearch>> <br><br> <<forestlessdeep>> <</if>> <<elseif $forest lte 50>> <<if $eventskip is 0>> <<rng>> <<if $rng gte 81 or ($forest_search is true and $rng gte 61)>> <<eventforestitem>> <<elseif dangerEvent($forestmod)>> <<eventforest>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are in the forest, surrounded by nature. <br><br> <<if $forest lte 30>> <<if $nextPassageCheck is "Lake Shore">> <span class="nextLink"><<lakeicon>><<link [[The lake.|Lake Shore]]>><<pass 10>><</link>></span> <<else>> <<lakeicon>><<link [[Lake (0:10)|Lake Shore]]>><<pass 10>><</link>> <</if>> <<elseif $forest lte 40>> <<lakeicon>><<link [[Lake (0:10)|Lake Waterfall]]>><<pass 10>><</link>> <<else>> <<if $nextPassageCheck is "Lake Fishing Rock">> <span class="nextLink"><<lakeicon>><<link [[The lake.|Lake Fishing Rock]]>><<pass 10>><</link>></span> <<else>> <<lakeicon>><<link [[Lake (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>> <</if>> <</if>> <br><br> <<forestdeeper>> <br><br> <<forestsearch>> <br><br> <<forestlessdeep>> <br><br> <<if $historytrait gte 3>> <<forestroadicon "secret">> <<link [[Take secret path out of the woods (0:10)|Forest]]>> <<set $forestmod to 1.5>><<set $forest -= 50>><<set $forestmove to "secretout">><<pass 10>> <<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>> <<if $forestHunter is "Gwylan" and $foresthunt gte 1>><<set $foresthunt += 5>><</if>> <</link>> <br> <</if>> <</if>> <<elseif $forest lte 99>> <<if $eventskip is 0>> <<rng>> <<if $rng gte 81 or ($forest_search is true and $rng gte 61)>> <<eventforestitem>> <<elseif dangerEvent($forestmod)>> <<eventforestdeep>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are deep in the forest. The trees are tall and dark, their branches twisting together to form the canopy. <br><br> <<if $edenfreedom gte 1 or $syndromeeden gte 1>> <<if $edenFluidsCheck is "cleanLeave" and ($goocount + $semencount gte 10) and Time.hour gte 7 or $edenFluidsCheck is "run">> <<edenicon>><<link [[Eden's cabin (0:10)|Eden Fluids Punishment]]>><<pass 10>><</link>> <<elseif !$edenHotSpring and Weather.isFreezing>> <<edenicon>><<link [[Eden's cabin (0:10)|Eden Hot Spring Creation 1]]>><</link>> <<else>> <<edenicon>><<link [[Eden's cabin (0:10)|Eden Clearing]]>><<pass 10>><</link>> <</if>> <br> <</if>> <<if $syndromewolves gte 1>> <<if $caveHumanPregnancyDiscovered isnot 1 or !playerIsPregnant()>> <<wolfcaveicon "entrance">><<link [[Wolf cave (0:10)|Wolf Cave Clearing]]>><<pass 10>><</link>> <br> <<else>> <span class="blue">You don't think the wolves would allow you to come back until your pregnancy is over.</span> <br> <</if>> <</if>> <<if $pubtask is "forest" and $pubtask2 isnot 1>> <<rng>> <!-- Modified for Monster People --> <<if $pubtasksetting is "bear">> <<crimeicon "black box">><<link [[Search for Landry's black box|Forest Bear Box]]>><</link>> <<elseif $pubtasksetting is "pair">> <<crimeicon "black box">><<link [[Search for Landry's black box|Forest Box]]>><</link>> <<elseif $rng gte 51>> <<crimeicon "black box">><<link [[Search for Landry's black box|Forest Bear Box]]>><</link>> <<else>> <<crimeicon "black box">><<link [[Search for Landry's black box|Forest Box]]>><</link>> <</if>> <br> <</if>> <<if $forest gte 80 and $forest lte 90 and $brookIntro gte 1>> <<if $worn.feet.type.includes("heels")>> <span class="red">Traversing the brook in heels would be impossible.</span> <<else>> <<foresticon "river">><<link [[Follow the brook (0:20)|Forest Brook]]>><<pass 20>><</link>> <</if>> <br> <</if>> <br> <<forestdeeper>> <br><br> <<forestsearch>> <br><br> <<forestlessdeep>> <</if>> <<elseif $forest gte 100>> <<if $eventskip is 0>> <<rng>> <<if $rng gte 81 or ($forest_search is true and $rng gte 61)>> <<eventforestitem>> <<elseif dangerEvent($forestmod)>> <<eventforestdeep>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are deep in the forest. You can make out the asylum through the trees. <br><br> <<forestsearch>> <br><br> <<forestlessdeep>> <</if>> <</if>> <<unset $forest_search>> <<set $eventskip to 0>><<location "forest">><<effects>> <<beastNEWinit 1 bear>> <<if $pubtasksetting is "bear">> You return to the cave, where Landry's black box can be found. You hear something large breathing within. <<else>> <<set $pubtasksetting to "bear">> You come to a cave, the location Landry said the black box would be found. It must be inside. <br><br> You've barely taken two steps further when you hear a deep growl. There's something big in there. <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<getinicon>><<link [[Enter|Forest Bear Box Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<getinicon>><<link [[Enter|Forest Bear Box Molestation Finish]]>><<set $phase to 1>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Forest]]>><<endevent>><</link>><<location "forest">><<effects>> <<if $pubtasksetting is "pair">> <<generate1>><<generate2>> You return to the clearing with the dilapidated cabin. The <<fullGroup>> are still there. "Changed your mind?" says the <<person1>><<person>>. "Let us have our way with you and we'll give you the black box." <<else>> <<set $pubtasksetting to "pair">> <<generate1>><<generate2>> You come to the clearing where the black box supposedly resides. There's a dilapidated wood cabin in the middle. A <<fullGroup>> sit outside beside a fire. They look up as you approach. "This is unexpected," says the <<person1>><<person>>. "What brings you all the way out here?" <br><br> You tell them you're looking for a small black box. "Oh," <<he>> says. "You mean this?" <<He>> stands and produces a black box from <<his>> pocket. "We could be persuaded to part with it. We'd want something in return though." <<He>> walks closer to you. "You're a cute little thing, Landry sure knows how to pick em. We'll give you the box if you let us fuck you." The <<person2>><<person>> grins. <</if>> <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept|Forest Box Molestation]]>><<set $sexstart to 1>><</link>><<promiscuous2>> <br> <</if>> <<if $submissive lte 500>> <<link [[Attack them|Forest Box Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>><<defianttext>> <br> <</if>> <<link [[Refuse|Forest Box Refuse]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>> You creep into the cave. After some fumbling through the dark you see the light catch on something. It's the black box. The box in hand, you turn to leave the cave, but something emerges from the darkness. As you turn back around, <<bhe>> descends down onto you. <<set $pubtask2 to 1>> <br><br> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Bear Box Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Bear Box Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $phase is 1>> /* Autoresolve when bestiality disabled */ <<unset $phase>> <<set $pubtask2 to 1>> You creep into the cave. After some fumbling through the dark you see the light catch on something. It's the black box. The box in hand, you turn to leave the cave, but something emerges from the darkness. You turn around to see a mighty bear swiping its claw at you!<<gstress>> <br><br> You narrowly dodge aside, dropping the black box in the process. Irritated, the bear lets out a rumbling growl and tries to strike you again. Fortunately, it's too groggy to aim at you properly. You duck below and pick up the black box again, scrambling out of the cave. <<gstress>><<ggtrauma>><<ggpain>> <br><br> <<tearful>> you lean against a tree to catch your breath.<<silently>><<beastescape>><<beastescape>><</silently>> <br><br> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> retreats into <<bhis>> abode. <<if $monster is 1>> <<bHe>> yawns, giving <<bhis>> hairy chest one last scratch before returning to <<bhis>> slumber. <</if>> <<elseif $enemyhealth lte 0>> <<if $monster is 1>> The <<beasttype>> recoils in pain, turning away from you. <<bHe>> covers <<bhis>> wrist with <<bhis>> hand, before fleeing deeper into <<bhis>> abode. <<else>> The <<beasttype>> turns away from you and flees deeper into its abode. <</if>> <</if>> <br><br> <<tearful>> you pick up the box again and leave the cave. <br><br> <<clotheson>> <<endcombat>> <</if>> <<wearProp "black box">> <<link [[Next|Forest]]>><<set $eventskip to 1>><<handheldon>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 1>> <<set $enemytrust -= 40>> <<elseif $phase is 2>> <<set $enemyanger += 40>><<set $enemytrust -= 100>><<set $enemyhealth -= 100>> You stand still, waiting until they draw close. With their guard down, you stomp on the <<person2>><<persons>> foot and smack <<his>> face, sending <<him>> reeling. <<person1>>The <<person>> is not amused. "Stupid slut. You'll pay for that." <br><br> <</if>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 40>> <<promiscuity2>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Box Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Box Molestation]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> "I don't think you quite understand the situation you're in," the <<person1>><<person>> says, now very close. "We're getting what we want." <br><br> <<link [[Next|Forest Box Molestation]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $finish is 1>> "You're not getting away that easily," the <<person1>><<person>> says. <br><br> <<set $consensual to 0>><<set $finish to 0>> <<link [[Next|Forest Box Molestation]]>><<set $molestationstart to 1>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Here you go," says the <<person1>><<person>>, dropping the box in front of you. "Give Landry our regards." <<tearful>> you collect the box and leave the clearing. <<set $pubtask2 to 1>> <br><br> <<clotheson>> <<endcombat>> <<wearProp "black box">> <<link [[Next|Forest]]>><<set $eventskip to 1>><<handheldon>><</link>> <<elseif $enemyhealth lte 0>> The pair recoil in pain and drop the box on the grass. <<tearful>> you seize it and flee the clearing, chased by their angry shouts. <<set $pubtask2 to 1>> <br><br> <<clotheson>> <<endcombat>> <<wearProp "black box">> <<link [[Next|Forest]]>><<set $eventskip to 1>><<handheldon>><</link>> <</if>><<location "forest">><<effects>> <<if $scienceshroomknown isnot 1>> <<set $scienceshroomknown to 1>> <span class="gold">You have discovered a new science project.</span> <</if>> <<if $phase is 0>> <<wearProp "mushroom">> <<set $scienceshroomheart += 1>> You kneel and gather the mushrooms. They smell refreshing. <<ltiredness>><<tiredness -6>> <br><br> <span class="gold">You can add the mushrooms you found to your project in your room or the school library.</span> <br><br> <<else>> <<wearProp "wolfshroom">> <<set $scienceshroomwolf += 1>> You kneel and gather the mushrooms. They smell sweet. <<garousal>><<arousal 600>> <br><br> <span class="gold">You can add the mushrooms you found to your project in your room or the school library.</span> <br><br> <</if>> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<location "forest">><<effects>> You follow the lake's offshoot brook carefully. The shoreline is choked with dense foliage, forcing you to shimmy along the steep bank. <br><br> There's sharp declines and sharper rocks pointing downstream. Any further will make for a one-way trip. <br><br> <<lakeicon "waterfall">><<link [[Go upstream towards the lake (0:30)|Lake Waterfall]]>><<pass 30>><<tiredness 6>><</link>><<gtiredness>> <br> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<else>> <<if $bogProgress gte 1>> <<foresticon "bog">><<link [[Go downstream towards the bog (0:20)|Bog Intro]]>><<set $foresthunt to 0>><<pass 20>><<tiredness 6>><<set $forest to 0>><</link>><<note "One-way" "red">><<gtiredness>> <<else>> <<mysteryicon>><<link [[Explore downstream (0:20)|Bog Intro]]>><<set $foresthunt to 0>><<pass 20>><<tiredness 6>><<set $forest to 0>><</link>><<note "One-way" "red">><<gtiredness>> <</if>> <</if>> <br><br> <<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><<set $forest to 80>><</link>> <br><<widget "forestmove">> <<if $possessed>> You shamble through the forest. You know where you're going. <<elseif $forestmove is "quickly">> You move as quick as the rough and wooded terrain will allow. Twigs and fallen branches bend and snap beneath your feet. <<elseif $forestmove is "normally">> You walk through the trees. The gentle sounds and scents make for a pleasant journey. <<elseif $forestmove is "carefully">> You sneak through the undergrowth, causing as little disturbance as possible. <<elseif $forestmove is "hobble">> You hobble through the undergrowth, careful not to trip. <<elseif $forestmove is "secretin">> The path you take would be invisible if you didn't know where to look. The trees close in around you. You're much deeper in the forest. <<elseif $forestmove is "secretout">> The path you take would be invisible if you didn't know where to look. You soon hear the sounds of town up ahead. You're near the edge of the forest. <<elseif $forestmove is "quick_search">> You search as quick as the rough and wooded terrain will allow, tearing fallen branches off the ground to observe beneath. <<elseif $forestmove is "normal_search">> You search for anything of value hidden between the trees. <<elseif $forestmove is "careful_search">> <<if $forest gte 50>> You sneak through the undergrowth, searching among dense ferns for anything of value. <<else>> You sneak through the undergrowth, scanning the ground for anything of value. <</if>> <<elseif $forestmove is "road">> You walk along the smooth road, safe from the dangers of the wild. <</if>> <<if Weather.precipitation is "rain">> Thick drops of rain fall around you, gathered by the canopy. <</if>> <<if $forestmove or $possessed>> <br><br> <</if>> <<set $forestmove to 0>> <</widget>> <<widget "forestdeeper">> Go deeper into the forest <br> <<if $worn.feet.type.includes("heels") and !$possessed>> <<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass 30>><<set $forestmove to "hobble">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<gharass>> <<if $town_projects.road gte 4 and $forest lte 24>> <br> <<forestroadicon "deep">><<link [[Follow road (0:10)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<set $forestmove to "road">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>> <</if>> <<else>> <<if !$worn.feet.type.includes("shackle")>> <<runicon>><<link [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass 5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</link>><<gharass>> <br> <</if>> <<if $nextPassageCheck is "Forest Blood Deeper">> <span class="nextLink"><<walkicon>><<link [[The lake.|Forest Blood Deeper]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><</link>></span> <<else>> <<walkicon>><<link [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</link>> <</if>> <br> <<sneakicon>><<link [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<pass 30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<lharass>> <<if $town_projects.road gte 4 and $forest lte 24>> <br> <<forestroadicon "deep">><<link [[Follow road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>> <</if>> <</if>> <</widget>> <<widget "forestsearch">> Search this area <<gtreasure>> <br> <<if !$worn.feet.type.includes("shackle")>> <<runicon>><<link [[Quickly (0:05)|Forest]]>><<set $forest_search to true>><<set $forestmod to 3>><<pass 5>><<set $forestmove to "quick_search">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</link>><<gharass>> <br> <</if>> <<walkicon>><<link [[Normally (0:10)|Forest]]>><<set $forest_search to true>><<set $forestmod to 1.5>><<set $forestmove to "normal_search">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</link>> <br> <<sneakicon>><<link [[Carefully (0:30)|Forest]]>><<set $forest_search to true>><<set $forestmod to 1>><<pass 30>><<set $forestmove to "careful_search">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<lharass>> <</widget>> <<widget "forestlessdeep">> Go towards town <br> <<if $worn.feet.type.includes("heels") and !$possessed>> <<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass 30>><<set $forestmove to "hobble">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<gharass>> <<if $town_projects.road gte 4 and $forest lte 25 and $forest gte 1>> <br> <<forestroadicon "town">><<link [[Follow road (0:10)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<set $forestmove to "road">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>> <</if>> <<else>> <<if !$worn.feet.type.includes("shackle")>> <<runicon>><<link [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass 5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</link>><<gharass>> <br> <</if>> <<if $nextPassageCheck is "Forest Blood Less Deep">> <span class="nextLink"><<walkicon>><<link [[The lake.|Forest Blood Less Deep]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><</link>></span> <<else>> <<walkicon>><<link [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><<pass 10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</link>> <</if>> <br> <<sneakicon>><<link [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<pass 30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>><<lharass>> <<if $town_projects.road gte 4 and $forest lte 25 and $forest gte 1>> <br> <<forestroadicon "town">><<link [[Follow road (0:05)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<set $forestmove to "road">><<pass 5>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>><<noharass>> <</if>> <</if>> <</widget>> <<widget "eventforestoutskirts">> <<if $foresthunt lte 0 and npcCanHunt("Ivory Wraith") and $wraith.state and ($wraith.hunt or $wraith.timer gte random(0, 40))>> <<wHunt "forest">> <<else>> <<cleareventpool>> <<addinlineevent "forestoutskirts_hikers">> <<if numberOfEarSlime() and $earSlime.growth gte 80 - ($earSlime.promiscuity * 10)>> You hear a pair up ahead, on the same trail as you. <br><br> <span class="lewd">You feel the slime in your head command you to give yourself to the pair.</span> It promises rewards if you comply and threatens consequences if you do not. <br><br> <<if hasSexStat("promiscuity", 4) and $submissive gte 1900>> <<link [[Submit willingly|Forest Slime Pair Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>> <br> <</if>> <<link [[Obey|Forest Slime Pair Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Forest Slime Pair Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> <<if $exposed is 1>> You hear a pair up ahead, on the same trail as you. <<if hasSexStat("exhibitionism", 3)>> You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you. <br><br> <<rng>> <<if $rng gte 61>> <<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>><<exhibitionist3>> <br> <<else>> <<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 2>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>> <<else>> You look down at your <<lewdness>> and feel anxious. You'll have to leave the trail or you'll be seen. <br><br> <<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>> <</if>> <<elseif $exposed gte 2>> You hear a pair up ahead, on the same trail as you. <<rng>> <<if hasSexStat("exhibitionism", 5)>> You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you. <br><br> <<if $rng gte 41>> <<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>><<exhibitionist5>> <br> <<else>> <<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 3>><</link>><<exhibitionist5>> <br> <</if>> <<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>> <<else>> You look down at your <<lewdness>> and feel anxious. You'll have to leave the trail or you'll be seen. <br><br> <<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>> <</if>> <<else>> You hear a pair up ahead, on the same trail as you. Something about them makes you nervous. <br><br> <<link [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<pass 20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</link>> <br> <<rng>> <<if $rng gte 81>> <<link [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Stick to the trail|Forest Avoid]]>><<set $phase to 1>><</link>> <br> <</if>> <</if>> <</if>> <</addinlineevent>> <<addevent "forestwolfspy">> <<addevent "forestwolf" 0.33>> <<addinlineevent "forestoutskirts_safeperson">> <<if Time.dayState is "night">> <<generate1>><<person1>> You see a <<person>> through the trees, leaning against a tree and smoking a cigarette. <<if $exposed gte 1>> You follow a different path, not wanting your <<lewdness>> seen. <<gstress>><<stress 6>> <<else>> <<He>> glances at you as you pass, but doesn't say anything. <</if>> <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<else>> <<generate1>><<person1>> You see a <<person>> through the trees, reaching into a bramble patch. <<He>> holds a basket full of berries in <<his>> other hand. <<if $exposed gte 1>> You follow a deeper path, not wanting your <<lewdness>> seen. <<gstress>><<stress 6>> <<else>> <<He>> waves when <<he>> sees you, and you wave back. <<ltrauma>><<trauma -6>> <</if>> <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</addinlineevent>> <<addevent "forestrock" 0.33>> <<addinlineevent "forestoutskirts_treebranch">> You squeeze through a thicket. <<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</addinlineevent>> <<if $hypnosis_traits.devotion>> <<addevent "forestcurious" 0.33>> <<addevent "forestcharms" 0.15>> <</if>> <<if $foresthunt lte 0 and npcCanHunt("Gwylan")>> <<set $_gwylanHuntChance to $gwylan?.hunting || 1>> <<addinlineevent "forestgwylanhunt" $_gwylanHuntChance>> /* Gwylan uses unique hunt start chance in shallow forest. */ <<foresthuntstart "Gwylan">> <</addinlineevent>> <</if>> <<if $foresthunt lte 0 and ($hypnosis_traits.devotion gte 2 or $fox gte 6 or $wolfgirl gte 6 or $dryad gte 6) and $gwylan?.ritualMissed and !$weekly.gwylanNoLure>> <<if npcCanHunt("Gwylan") and ["garden", "shop"].includes(gwylanSchedule()) and !Time.isBloodMoon()>> <<set _lureChance to ($hypnosis_traits.devotion / 2) || 0.5>> <<addevent "forestgwylanlure" _lureChance>> <</if>> <<elseif $foresthunt lte 0 and !$weekly.forestLullaby and ["garden", "shop"].includes(gwylanSchedule()) and (!$gwylanSeen?.includes("ritual_beast") or $gwylan?.ritualMissed)>> <<addinlineevent "forestlullaby" 0.2>> <<set $weekly.forestLullaby to true>> You hear singing in the distance. It's faint, <<if $islander_language gte 100>> but you think it sounds similar to the islander tongue. You only make out a few words, such as 'dear kin,' and 'slumber.' <<else>> but you think it's in a different language. <</if>> <br><br> <<if $gwylanSeen?.includes("ritual_beast")>> After a moment of listening, you realise that it sounds like Gwylan. <<else>> The tune is mesmerising, and <span class="teal">faintly familiar</span>. <</if>> You find your body and mind relaxing. <<stress -3>><<trauma -3>><<lstress>><<ltrauma>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<if !$daily.gwylan.spy and ["garden", "shop"].includes(gwylanSchedule())>> <<addinlineevent "forestgwylanspy" 0.2>> <<set $daily.gwylan.spy to true>> <<run statusCheck("Gwylan")>> You feel sharp eyes on you. You look up, expecting <<if $syndromeeden gte 1 and $syndromewolves gte 1>> either Eden or the Black Wolf, <<elseif $syndromeeden gte 1>> Eden, <<elseif $syndromewolves gte 1>> the Black Wolf, <<else>> an animal, <</if>> <<if !$gwylanSeen or $hallucinations gte 2 and random(1, 4) is 1 or isGwylanAbsent()>> and instead see three green eyes staring at you through the foliage. The moment you make eye contact with them, the creature behind them darts away. <<stress 12>><<ggstress>> <<else>> <<npc Gwylan>><<person1>> but you see Gwylan instead. <<set _gwylanBeingWeirdChance to 1 + $gwylanSeen.count("ritual_sex") + $gwylanSeen.count("yearning") + $gwylanSeen.count("partners") + $gwylanSeen.count("romance")>> <<if _gwylanBeingWeirdChance gte random(1, 7) or $forestHunter is "Gwylan">> <<He>> is watching you, <<his>> expression mostly blank. <<His>> head tilts in curiosity, before <<he>> takes a single step backwards, vanishing into the trees as if <<he>> were a part of them. <<stress 3>><<gstress>> <<else>> <<Hes>> holding a basket full of berries and herbs. <<He>> smiles and waves at you, before vanishing behind the treeline. <<stress -1>><<lstress>> <<if $hypnosis_traits.devotion gte 3>> <<arousal 500>><<garousal>> <</if>> <</if>> <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<runeventpool>> <</if>> <</widget>> <<widget "eventforest">> <<if $foresthunt lte 0 and npcCanHunt("Ivory Wraith") and $wraith.state and ($wraith.hunt or $wraith.timer gte random(0, 40))>> <<wHunt "forest">> <<elseif $foresthunt lte 0 and random(1, 12) is 1 and npcCanHunt("forest trio")>> /* 1 in 12 gives a 5% trigger rate when searching at max allure (given the 60% chance of calling eventforest). * Not part of the eventpool, as having a fixed percent chance simplifies game balancing. * This way, adding new encounters to this event pool won't reduce the risk of being hunted. * Also, players don't get punished with an increased hunt rate if they disable some encounter types. */ <<foresthuntstart>> <<else>> <<cleareventpool>> <<outfitChecks>> <<addevent "forestwolfspy" 0.25>> <<addevent "forestboar" 0.20>> <<if _bottomless is false>> <<addevent "ForestBullies" 0.20>> <</if>> <<addevent "forestwolf" 0.33>> <<addevent "forestbear" 0.15>> <<addevent "forestrock" 0.25>> <<addinlineevent "forest_clothingdamage">> You squeeze through a thicket. <<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</addinlineevent>> <<addevent "forestcutter" 0.15>> <<set _forestNestUnsafe to true>> <<addevent "forest_nest" 0.15>> <<if $fox_grudge>> <<addevent "fox_grudge" 0.33>> <</if>> <<if $hypnosis_traits.devotion>> <<addevent "forestcurious" 0.15>> <</if>> <<if Weather.isSnow>> <<addevent "forestsnow" 0.33>> <</if>> <<if $foresthunt lte 0 and ($hypnosis_traits.devotion gte 2 or $fox gte 6 or $wolfgirl gte 6 or $dryad gte 6) and $gwylan?.ritualMissed and !$weekly.gwylanNoLure>> <<if npcCanHunt("Gwylan") and ["garden", "shop"].includes(gwylanSchedule()) and !Time.isBloodMoon()>> <<set _lureChance to ($hypnosis_traits.devotion / 3) || 0.3>> <<addevent "forestgwylanlure" _lureChance>> <</if>> <</if>> <<runeventpool>> <</if>> <</widget>> <<widget "eventforestdeep">> <<if $foresthunt lte 0 and npcCanHunt("Ivory Wraith") and $wraith.state and ($wraith.hunt or $wraith.timer gte random(0, 20))>> <<wHunt "forest">> <<elseif $foresthunt lte 0 and random(1, 6) is 1 and npcCanHunt("forest trio")>> /* 1 in 6 gives a 10% trigger rate when searching at max allure (given a 60% chance of calling eventforestdeep). * Not in eventpool: see eventforest. */ <<foresthuntstart>> <<else>> <<cleareventpool>> <<addevent "forestwolfspy2">> <<addinlineevent "deepforest_wolf2">> <<beastNEWinit 2 wolf>> A pair of <<if ($monster isnot 1) or ($NPCList[0].pronoun is "m" and $NPCList[1].pronoun is "m") or ($NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f")>> <<beastsplural>> <<else>> wolf people - one male, and one female - <</if>> emerge from between the trees, teeth bared. <<if $monster is 1>> "Found you," one barks. "Outnumbered. You're ours now." <</if>> <br><br> <!-- Modified for monster people --> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Forest Wolf2]]>><<set $molestationstart to 1>><</link>> <br> <<else>> They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored. <<physique 2>><<beastescape>><<gtiredness>><<tiredness 8>><<gathletics>><<athletics 4>> <br><br> <<link [[Next (0:20)|Forest]]>><<pass 20>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</addinlineevent>> <<if $settings.voreEnabled and $settings.bestialityEnabled>> <<addevent "forestsnake" 0.33>> <</if>> <<addevent "forestbear">> <<if $settings.tentaclesEnabled and $settings.voreEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addinlineevent "deepforest_slimecontrol">> You walk through a dense thicket. The air is thick with pollen, but you don't see any flowers. You begin to feel lightheaded, and steady yourself against a trunk. A white haze lingers in the air. <br><br> <<if numberOfEarSlime() and $earSlime.growth gte 50>> <span class="lewd">You feel the slime in your head command you to continue moving in a specific direction.</span> It promises rewards if you comply and threatens consequences if you do not. <br><br> <<link [[Obey|Forest Pitcher Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><<set $slimeObey to true>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Forest Pitcher Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> <<link [[Steady yourself until the feeling subsides (0:30)|Forest Pitcher Wait]]>><<pass 30>><<arousal 1200>><<drugs 30>><</link>><<ggarousal>> <br> <<link [[Continue|Forest Pitcher Ignore]]>><</link>><<willpowerdifficulty 1 $willpowermax>> <br> <<link [[Give in|Forest Pitcher Give In]]>><<arousal 500>><<drugs 20>><</link>><<garousal>> <br> <</if>> <</addinlineevent>> <</if>> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<addevent "forestplant_kiss">> <<addevent "forestplant_snare">> <<addinlineevent "deepforest_roots">> Something grabs your ankle, causing you to trip and fall. You look back, and see a tree root coiling round you. Several others snake through the undergrowth. <br><br> <<link [[Struggle|Forest Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<if hasSexStat("deviancy", 5)>> <<link [[Allow them to surround you|Forest Tentacles]]>><<set $molestationstart to 2>><</link>><<deviant5>> <</if>> <</addinlineevent>> <</if>> <<addevent "forestrock">> <<if $settings.bestialityEnabled and $settings.waspsEnabled>> <<addevent "forestwasps">> <</if>> <<addinlineevent "deepforest_clothingdamage">> You squeeze through a thicket. <<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</addinlineevent>> <<set _forestNestUnsafe to true>> <<addevent "forest_nest">> <<if $fox_grudge>> <<addevent "fox_grudge" 0.33>> <</if>> <<if Weather.isSnow>> <<addevent "forestsnow" 0.5>> <</if>> <<runeventpool>> <</if>> <</widget>> <<widget "eventforestsafe">> <<cleareventpool>> <<if playerRutMinArousal()>> <<addinlineevent "safeforest_wolfhowl_rut">> You hear a wolf howl in the distance. The sound is deep and rumbling. <<if $wolfgirl gte 3>> It stirs something primal in your body. You're desperate to answer this call. <<garousal>><<arousal 1000>> <<elseif $sciencetrait gte 3 and $awareness gte 100>> You remember learning about the local species' rut and oestrus period with Sirris. Best not to linger. <<gstress>><<stress 10>> <<else>> You don't know why but you think the wolves sound different. <<gstress>><<stress 1>> <</if>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<else>> <<addinlineevent "safeforest_wolfhowl">> You hear a wolf howl in the distance. <<if $wolfgirl gte 3>> <<garousal>><<arousal 600>> <<else>> <<gstress>><<stress 1>> <</if>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "safeforest_easytrail" 0.33>> You find a trail which makes the going a little easier. <<lstress>><<stress -2>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "event_ambient">> <<eventAmbient>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<if $forest lte 60>> <<addevent "forestriver" 0.33>> <<else>> <<addinlineevent "safeforest_deer" 0.33>> A breeze caresses your face as you enter a clearing. Stood in the middle is a deer. It stops feeding when it notices you, but doesn't move. <br><br> <<link [[Approach|Forest Deer]]>><</link>> <br> <<link [[Ignore|Forest]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<if $halloween is 1 and Time.monthDay is 31 and !$halloween_lake>> <<addevent "halloween_lake_invite" 1000>> <</if>> <<runeventpool>> <</widget>> <<widget "eventforestitem">> <<rng>> <<if $rng lte 25>> /* Not part of the eventpool, as having a fixed percent chance simplifies game balancing. * This way, adding new encounters and items to the event pool won't change the difficulty of * mushroom-hunting between game versions. * Similarly, players modifying their toggles (eg the bees toggle, here) won't affect the mushroom drop rate. * * Note that other items in the pool will still be affected: so within the event pool, * the forest gem drop chance is 1:11 because of the bees event, while * the dagger and arrow are 1:7 as the bee event is not in their eventpool. * Multiplying that by 0.75 (not a mushroom) and 0.4 (searching), the overall chance * of getting a museum item each time you search is 2.7% in the deep forest, 4.3% elsewhere. */ <<mushroompick>> <<exit>> <</if>> <<cleareventpool>> /* To calculate the overall odds of getting these when searching or walking, multiply by: * 0.75% (not a mushroom) * (0.2 for walking or 0.4 for searching) * odds within the event pool*/ <<addevent "forestgather" 4>> <<addevent "forest_nest" 1>> <<if $forest lte 20>> <<addevent "forestarrow" 2>> <<elseif $forest lte 50>> <<addevent "forestdagger" 2>> <<else>> <<addevent "forestgem" 2>> <<addinlineevent "eventforestitem_bees" 4>> <<if $settings.bestialityEnabled and $settings.beesEnabled>> You hear a gentle buzz up ahead. A large beehive hangs from a tree. Workers fly in and out in a quest for pollen. The honey would be valuable. <br><br> <<if currentSkillValue('tending') gte 800>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to harvest honeycomb. <<else>> <<tendingicon "wild_honeycomb">><<link [[Harvest honeycomb (0:20)|Forest Honey Pick]]>><<pass 20>><</link>><<tendingdifficulty 800 1100>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to harvest wild honeycomb.</span> <br> <</if>> <<getouticon>><<link [[Leave|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> /* This event must exist whether or not $beedisable, so changing toggles won't affect drop rates. */ You take a moment to scramble over a fallen tree, and continue uneventfully. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>> <</addinlineevent>> <</if>> <<runeventpool>> <</widget>> <<widget "forestwolfspy">> A pair of eyes stares out from the darkness beneath a fern. <<gstress>><<stress 6>> <br><br> <<beastNEWinit 1 wolf>> <!-- Modified for monster people --> <<if numberOfEarSlime() and ($settings.bestialityEnabled or $monster is 1) and ($earSlime.growth gte 80 - ($earSlime.deviancy * 10))>> <span class="lewd">You feel the slime in your head command you to drop to all fours.</span> It promises rewards if you comply, and threatens consequences if you do not. <br><br> <<if hasSexStat("deviancy", 4) and $submissive gte 1900>> <<link [[Submit willingly|Forest Slime Wolf Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<deviant4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>> <br> <</if>> <<link [[Obey|Forest Slime Wolf Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Forest Slime Wolf Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> <<if hasSexStat("deviancy", 2) and ($settings.bestialityEnabled or $monster is 1)>> <<link [[Adopt mating posture|Forest Wolf Mate]]>><</link>><<deviant2>> <br> <</if>> <<if $wolfgirl gte 6>> <<link [[Howl|Forest Howl]]>><<endevent>><<stress -12>><<trauma -6>><<set $phase to 0>><</link>><<ltrauma>><<lstress>><<wolfgirl>> <br> <</if>> <<link [[Continue|Forest]]>><<endevent>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "forestwolfspy2">> Two pairs of eyes stare out from the darkness between the trees. <<gstress>><<stress 6>> <br><br> <<beastNEWinit 2 wolf>> <<if hasSexStat("deviancy", 3) and ($settings.bestialityEnabled or $monster is 1)>> <<link [[Adopt mating posture|Forest Wolf Mate2]]>><</link>><<deviant3>> <br> <</if>> <<if $wolfgirl gte 6>> <<link [[Howl|Forest Howl]]>><<endevent>><<stress -12>><<trauma -6>><<set $phase to 1>><</link>><<ltrauma>><<lstress>><<wolfgirl>> <br> <</if>> <<link [[Continue|Forest]]>><<endevent>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "forestcutter">> <<generate1>><<person1>> You hear a steady noise up ahead. As you get closer, you see a <<person>> chopping a tree. <<if $exposed gte 1>> You crouch behind a bush to conceal your <<nudity>>. <br><br> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 5)>> <<link [[Let <<him>> see you|Forest Cutter Exhibitionism]]>><<set $phase to 2>><</link>><<exhibitionist5>> <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 3)>> <<link [[Let <<him>> see you|Forest Cutter Exhibitionism]]>><<set $phase to 1>><</link>><<exhibitionist3>> <br> <</if>> <</if>> <<link [[Sneak around|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> waves at you. <br><br> <<link [[Approach|Forest Cutter]]>><</link>> <br> <<link [[Wave back and continue on|Forest]]>><<stress -12>><<set $eventskip to 1>><<endevent>><</link>><<lstress>> <br> <</if>> <</widget>> <<widget "forestsnake">> You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor. <<set $trance to 1>> <br><br> <<link [[Next|Forest Snake]]>><<set $molestationstart to 1>><</link>> <br> <</widget>> <<widget "ForestBullies">> On the path ahead you spot a group of your classmates lurking off the trail slightly. They look like they are up to no good. <br><br> <<link [[Go around (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>> <br> <<link [[Walk by them|Forest Bully Walk]]>><</link>> <br> <</widget>> <<widget "forestboar">> <<beastNEWinit 1 boar>><<person1>> You hear the crunch of branches, then the rustle of leaves, and a snort. A <<beasttype>> fast approaches. <br><br> <<if $monster is 1>> <<bHe>> bursts through a fern, and doesn't slow down. "My territory," <<bhe>> grunts, changing trajectory and speeding up. "Trespasser!" <<bHe>> charges right at you! <<else>> <<bHe>> bursts through a fern, and doesn't slow down. <<bHe>> changes trajectory and speeds up, charging right at you! <</if>> <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<link [[Brace|Forest Boar Brace]]>><</link>> <br> <<link [[Dodge|Forest Boar Dodge]]>><</link>><<dancedifficulty 1 600>> <br> <<else>> You leap from the creature's path, dodging it but landing in a thorny bush. The creature rushes into the forest, unconcerned with you.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "forestbear">> You see fresh bear prints in the dirt. <br><br> <<beastNEWinit 1 bear>> <<if $foresthunt gte 1>> You feel whatever's hunting you draw closer. <br><br> <</if>> <<link [[Take a detour (0:30)|Forest]]>><<endevent>><<pass 30>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><<set $eventskip to 1>><</link>> <br> <!-- Modified for Monster People --> <<if random(1, 5) is 5 and ($settings.bestialityEnabled or $monster is 1)>> <<link [[Ignore them|Forest Bear Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Ignore them|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "forestwolf">> <<beastNEWinit 1 wolf>> <!-- Modified for monster people --> A lone <<beasttype>> emerges from between the trees, teeth bared. <<if $monster is 1>> <<if $forest lt 50>> "Found you," <<bhe>> barks. "Mine." <<else>> "Prey. No struggle." <</if>> <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> <br> <<else>> It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored. <<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<silently>><<physique 1>><</silently>> <br><br> <<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><<endevent>><</link>> <</if>> <</widget>> <<widget "forestspider">> You're walking across the top of a dell when the ground gives way. Your stomach lurches as you tumble down the slope. <<if $rng gte 71 and $settings.spidersEnabled>> You come to a sudden stop. It takes a moment to get your bearings, as it feels like you're suspended in the air. You try to move, but cannot. You glance around, and realise you're <span class="red">stuck to a giant web.</span> <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> You feel movement elsewhere on the web. Above you. You look up. Many eyes look back. The giant spider creeps closer. <br><br> <<else>> You come to a rest at the bottom, unhurt. That could have been fun, if it wasn't so scary. <<gstress>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "forestrock">> <<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>> Your bare foot steps on a hard and jagged rock. It doesn't hurt much, but the shock makes you lose your footing and you tumble into a fern. <<gstress>><<gpain>><<stress 6>><<pain 6>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> The ground here is covered by hard and jagged rocks. They're hard to spot within the grass, but your $worn.feet.name hold up. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "forestwasps">> You hear a buzzing in the surrounding trees. <<if $settings.analEnabled>> It's loudest behind you, but before you can turn, a dark shape shoots from the canopy and lands on your <<bottom>>. <<else>> Two shapes drop from the canopy, and fly towards you. <</if>> <br><br> <<if hasSexStat("deviancy", 4) and $exposed lt 2>> <<link [[Strip clothes|Forest Wasps Strip]]>><</link>><<deviant4>> <br> <</if>> <<link [[Freeze|Forest Wasps]]>><<set $struggle_start to 1>><</link>> <br> <</widget>> <<widget "forestplant_kiss">> <<generatePlant1>><<person1>> "Hi there!" You hear a voice beside you. A <<person "normal">> stands by a bush of tangled vines, waving at you cheerfully. <<He>> has <<plant_details>> scattered throughout <<his>> hair, and <<hes>> completely naked. <<arousal 600>><<garousal>> <br><br> "Cuties like you don't usually come this far into the forest," <<he>> says. "It's dangerous this deep. <<if $liquidoutsidecount gte 25>> I'd ask if you made it through alright, but..." <<He>> eyes up the lewd fluids covering your body. "Yeah, you've had some fun." <<else>> Hope you didn't run into any trouble. That'd be awful." <</if>> <br><br> The <<person "normal">> thinks for a moment, before smiling. "Hey, before you go, how about a kiss? Y'know, for good luck." <<He>> closes <<his>> eyes and leans forward, tapping <<his>> finger to <<his>> lips. <br><br> <<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>> <span class="pink">You know <<hes>> a <<personsimple>>. You can smell the nectar on <<his>> lips from here.</span> Your heart races, and you can barely think. You need <<his>> nectar. You need more of the sweet, intoxicating nectar. <br><br> <<link [[Kiss <<him>>|Forest Plant Kiss]]>><</link>><<promiscuous1>><<kissvirginitywarning>> <br> <<link [[Refuse|Forest Plant Kiss Refuse]]>><<stress 12>><</link>><<ggstress>> <<else>> <<link [[Kiss <<him>>|Forest Plant Kiss]]>><</link>><<promiscuous1>><<kissvirginitywarning>> <br> <<link [[Refuse|Forest Plant Kiss Refuse]]>><</link>> <</if>> <</widget>> <<widget "forestplant_snare">> <<generatePlant1>><<person1>> <<if currentSkillValue('skulduggery') gte random(200,700)>> You <span class="green">notice something out of the corner of your eye</span>, and look down. A snare trap made of vines is hidden in the ground. A vine leads across the ground into a nearby bush. <br><br> <<link [[Step over it|Forest Plant Snare]]>><<set $phase to 0>><</link>> <br> <<link [[Purposefully step in it|Forest Plant Snare]]>><<set $phase to 1>><<control 35>><</link>><<gcontrol>> <<else>> You're walking through the forest when <span class="red">a snare trap circles around your legs</span>. It tightens and pulls you to the ground, splitting off to pull your legs apart. It looks like it's made out of vines. <br><br> A <<person "normal">> with <<plant_details>> in <<his>> hair and <span class="purple">writhing vines trailing behind <<him>></span> runs up to you from out of a bush. "Got one!" the <<person>> crows. "And I only waited six hours. I'm pretty much a trapping pro." <<He>> licks <<his>> lips and moves toward you, wiggling <<his>> fingers lewdly. <br><br> <<link [[Next|Forest Plant Sex]]>><<set $molestationstart to 1>><<set $leftleg to "bound">><<set $rightleg to "bound">><</link>> <</if>> <</widget>> <<widget "forestdagger">> <<wearProp "dagger">> You tread on something hard. You kneel and pull it from the forest detritus. It's an ancient dagger, worn beyond use. A collector might pay for this. <br><br> <<set $antiquemoney += 40>><<museumAntiqueStatus "antiqueforestdagger" "found">> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "forestgem">> <<wearProp "forest gem">> Something glints at the base of a tree stump. You tug it free. A calmness falls over you. <<lstress>><<stress -3>> <br><br> It's a translucent green gemstone. A collector might pay for it. <br><br> <<set $antiquemoney += 100>><<museumAntiqueStatus "antiqueforestgem" "found">> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "forestarrow">> <<wearProp "arrow">> You spot a decaying metal shard amongst the fallen bark at your feet. It's an arrowhead. A collector might pay for it. <br><br> <<set $antiquemoney += 20>><<museumAntiqueStatus "antiqueforestarrow" "found">> <<link [[Next|Forest]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "foresthuntstart">> <<if _args[0] && npcCanHunt(_args[0])>> /* Override argument, only use if you're certain the NPC can hunt the player */ <<set $_hunters to [_args[0]]>> <<else>> <<set $_hunters to []>> <<if npcCanHunt("Eden")>> <<set $_hunters.push("Eden")>> <</if>> <<if npcCanHunt("Black Wolf")>> <<set $_hunters.push("Black Wolf")>> <</if>> <<if npcCanHunt("Ivory Wraith")>> <<set $_hunters.push("Ivory Wraith")>> <</if>> <<if npcCanHunt("Gwylan")>> <<set $_hunters.push("Gwylan")>> <</if>> <</if>> <<if $_hunters.length is 0>> /* No hunters, meaning the outside case to call foresthuntstart is faulty or npcCanHunt broke. */ A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <br><br> ...and that feeling then immediately fades, as there's no one around to hunt you. <span class='red'>This is a bug. Please post a bug report.</span> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> /* Pick an available hunter. */ <<set $forestHunter to $_hunters.pluck()>> <<if $forestHunter is "Ivory Wraith">> /* Wraith has its own handler for hunt starting. */ <<wHunt "forest">> <<else>> /* If the player doesn't have special senses, the hunt will be shorter as it took them longer to realise they were being hunted. */ <<if !hasSharpSenses()>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <<else>> <<if hasSharpSenses("instincts")>> A chill runs up your spine, a warning from your <span class="green"><<= hasSharpSenses("instincts")>></span>. <span class="red">Something is hunting you.</span> <<else>> A chill runs up your spine, a warning from some primal instinct. Your <span class="green"><<= hasSharpSenses()>></span> catch the signs easily. <span class="red">Something is hunting you.</span> <</if>> <</if>> <br><br> <<set $foresthunt to 1>> <<if !hasSharpSenses()>> <<set $foresthunt += 2>> <</if>> <<if $forestHunter is "Gwylan">> <<run statusCheck("Gwylan")>> <<if $gwylan and isGwylanAbsent() isnot "nobody" and $gwylan?.hunting gte 2 and ($islander_language gte 100 or hasSharpSenses())>> <<set $gwylan.lureSong to 1>> <<elseif $gwylan>> <<set $gwylan.lureSong to 0>> <</if>> <<if $forest lte 25>> /* If hunt starts in forest outskirts, Gwylan starts much closer to the player */ <<set $foresthunt += 3>> <<else>> <<set $foresthunt += 1>> <</if>> <<if _gwylanStatus?.includes("heat")>> <<set $foresthunt += 1>> <</if>> <</if>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "foresthunt">> <<set $foresthunt to 0>> <<if $wraith.hunt>> <<set $wraith.hunt to 0>> <<if $location is "forest">> <<set $wraith.exit to "forest">> <<elseif $location is "lake_ruin">> <<set $wraith.exit to "lake_ruin">> <<else>> <<set $wraith.exit to "lake">> <</if>> <<wraithCaught>> <<elseif $forestHunter is "Black Wolf">> <!-- Modified for monster people --> <<npc "Black Wolf">>/*<<beastNNPCinit>>*/ <<if playerNormalPregnancyType() isnot "wolf" and isPregnancyEnding()>> The Black Wolf bounds towards you! <<bHe>> observes you for a moment, then howls. <<if $monster is 1>> "Not good place for human birth," <<bhe>> says, <<bhis>> voice tinged with fear. "Come. Hold my fur. I'll take you." <<else>> <<bHe>> turns to face away from the forest, but keeps <<bhis>> gaze fixed on you. <</if>> <br><br> <<link [[Next|Pregnancy Birth Black Wolf Hospital 1]]>><</link>> <br> <<elseif $syndromewolves is 1>> <<if $caveHumanPregnancyDiscovered is 1>> The Black Wolf bounds towards you! <<if $wolfpackharmony gte 12>> <<bHis>> excitement knocks you over as <<bhe>> leaps on top of you and licks your face, then turns and walks several paces away.<<stress -1>><<lstress>> <br><br> <<bHe>> looks back over <<bhis>> shoulder, in the direction of the wolf cave. <<if $monster is 1>> "Good to see you," <<bhe>> says. <<bHe>> looks at your belly, "But <<ppackbrother>> can't return with human cub," <<bhe>> says, disappointed. "We miss you." <<else>> <<bHe>> looks at your belly and whimpers. You can't go back to the cave while carrying a human cub. <</if>> <<else>> <<if $monster is 1>> "<<pPackbrother>> still with human cub!" <<bhe>> barks. "Leave, now!" <<else>> <<bHe>> growls at you. You think <<bhe>> wants you to leave <<bhis>> territory. <</if>> <<stress 1>><<gstress>> <</if>> <br><br> <<link [[Continue|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $wolfpacktrust gte 24>> The Black Wolf bounds towards you! <<bHis>> excitement knocks you over as <<bhe>> leaps on top of you and licks your face, then turns and walks several paces away.<<stress -1>><<lstress>> <br><br> <<bHe>> looks back over <<bhis>> shoulder, in the direction of the wolf cave. <<if $monster is 1>> "Good to see you," <<bhe>> says. "Not safe here. Cold, dark. Come home." <</if>> <br><br> <<link [[Return to wolf cave (0:30)|Wolf Cave Clearing]]>><<endevent>><<pass 30>><</link>> <br> <<link [[Continue|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<if $monster is 1 or $settings.bestialityEnabled>> The Black Wolf bounds towards you! <<if $monster is 1>> "Runaway, no good," <<bhe>> says. <</if>> <br><br> <<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. The Black Wolf bounds towards you! You flee in terror, and somehow manage to escape.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</if>> <<elseif $monster is 1 or $settings.bestialityEnabled>> You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. <<if $monster is 1>> Tufts of thick black hair cover a nude, towering body from head to toe. With a primal growl, <<bhe>> leaps towards you! <<else>> A monstrous black wolf bounds towards you! <</if>> <br><br> <<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. A monstrous black wolf bounds towards you! You flee in terror, and somehow manage to escape.<<beastescape>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif $forestHunter is "Gwylan">> <<set $daily.gwylan.noHunt to true>> <<run statusCheck("Gwylan")>> <<if !_gwylanStatus?.includes("met")>> <<npc Gwylan>><<person1>> <<set $gwylan_hunt_intro to true>><<set $daily.gwylan.firstMet to true>> You hear a rustle from the bushes behind you. A pair of sharp green eyes watches you from the shadows. <br><br> You instinctively back away, and end up tripping. You land on your <<bottom>>. <<pain 2>><<gpain>> <br><br> A mousy-haired <<personsimple>> steps out of the gloom, holding a basket full of herbs. An expression of concern is plastered on <<his>> face. "Are you alright? You've been darting around the forest for ages. Are you lost?" <<His>> voice is gentle and cautious. <<Hes>> wearing a green <<if $pronoun is "m">>robe<<else>>dress<</if>>, and a matching pointy hat that reminds you of a <<witch>>'s. <br><br> <<He>> looks about your age, with mousy hair and freckles. "I'm older than I look," <<he>> says, as if reading your mind. <<He>> crouches down, offering <<his>> hand. "<span class="green">I'm Gwylan.</span> Nice to meet you." As <<he>> helps you stand, <<he>> takes your hand in both of <<hers>> and shakes it.<<takeHandholdingVirginity "Gwylan">> <br><br> <<if ($worn.upper.exposed gte 2 or $upperwetstage gte 3) and ($worn.under_upper.exposed gte 1 or $underupperwetstage gte 3)>> <<set _plantUpper to true>> <</if>> <<if ($worn.lower.exposed gte 2 or $lowerwetstage gte 3) and ($worn.under_lower.exposed gte 1 or $underlowerwetstage gte 3)>> <<set _plantLower to true>> <</if>> <<if _plantUpper or _plantLower>> <<He>> notably avoids looking down at your <<lewdness>>. "Hold still a moment, I have just the thing." <<He>> ambles over to the treeline, and digs through the foliage. After a few moments of fiddling around, <<he>> throws something at you. It's a small tangle of plants, shaped into a simple garment. "There! That'll fall apart fast, but it should get you back to town." <<He>> smiles. <<if _plantUpper>><<plantupper>><</if>><<if _plantLower>><<plantlower>><</if>> <br><br> <</if>> <<if _plantUpper or _plantLower>> "If you find yourself needing more clothes, <<if $forest is 0>> I have a shop, right over there." <<He>> points to a strange, castle-like building cradled between the trees. <<else>> I have a shop right by the outskirts of the forest, near the town," <<he>> says. <</if>> <<else>> <<if $forest is 0>> "I have a shop, right over there." <<He>> points to a strange, castle-like building cradled between the trees. <<else>> "I have a shop right by the outskirts of the forest, near the town," <<he>> says. <</if>> <</if>> "I <<if _plantUpper or _plantLower>>also<</if>> sell—" <<He>> pauses. "My grand<<father>> sells—" Another pause. "I sell clothes and knick-knacks there. <span class="blue">Things you won't find in normal shops.</span> Even I don't know what I have in stock!" <<He>> sounds proud. <br><br> <<He>> picks up <<his>> basket and starts to walk towards <<if $forest is 0>>the strange building<<else>>town<</if>>. "Be careful out here. The forest doesn't take kindly to outsiders." <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<set $gwylan.timer.lastSeen to Time.date.timeStamp>><</link>> <br> <<elseif isGwylanAbsent() is "nobody">> <<set $weekly.gwylanNoHunt to true>> <span class="red">Nobody has found you.</span> <br><br> Nobody chases you. <br><br> Nobody catches you. <br><br> Nobody caresses your cheek with a distended, blackened claw. <br><br> Nobody whispers sweet words in your ear. <br><br> Nobody leaves. <<awareness -10>><<lawareness>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif _gwylanStatus?.includes("aurigaScarConfront")>> <span class="purple">A sharp, crackling pain sears through your chest. The forest changes. The trees are all stripped bare, every branch an antler. A terrible shadow with a false name approaches you.</span> <br><br> A sharp green eye stares through you. You collapse. <br><br> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<set $forest to 0>><<pass 30>><<endevent>><</link>> <br> <<else>> <<npc Gwylan>><<person1>> <<if $gwylan?.lureSong>> <<if $islander_language gte 100>> <<for $_s to $gwylan.lureSong; $_s lt 6; $_s++>> <<gwylanSong>> <br><br> <</for>> <</if>> <<gwylanSong "end">> <br><br> <</if>> <<run delete $gwylan.lureSong>> <<if hasSharpSenses("instincts")>> You sense something nearby. Movement without noise. Your <span class="green"><<= hasSharpSenses("instincts")>></span> scream. The forest itself is making way for something, and that something is headed right for you. <<else>> You sense something nearby. It's getting closer. <</if>> <br><br> <span class="red">You've been found.</span> <br><br> <<link [[Next|Forest Gwylan Stalk]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<rngWraith 2 "night">> <<if _wraithEvent and (["haunt", "despair"].includes($wraith.state) or $wraith.offspring is "dead") and $syndromeeden is 1>> <<set $wraith.mimic to "Eden">><<npc Eden>><<person1>>Something whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. Something presses against your back, and you hear a <<personsimple>>'s voice. "I've got you now. Don't resist." <br><br> <<link [[Next|Wraith Mimic Fight]]>><<set $wraith.exit to "forest">><<set $molestationstart to 1>><</link>> <br> <<elseif $edenCagedEscape>> <<npc Eden>><<person1>> A hand grabs you by the back of the neck as you look off into the forest. "Told you I'd find you again, didn't I?" It's Eden. <br><br> <<He>> pins you against a tree, rage flashing in <<his>> eyes. <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() gte 2>> <<npc Eden>><<person1>> A hand grabs you by the back of the neck as you look off into the forest. "Where the fuck have you been?" snarls a <<personsimple>>. It's Eden. "I've been worried sick!" <br><br> Before you can speak, Eden begins to drag you away. "I don't want to hear your excuses, either." <<He>> glances scornfully in the direction of the town. "I could figure what you've been up to, anyway. Things aren't going to be pretty when we get home." <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() is 1>> <<npc Eden>><<person1>> An arm wraps around your neck from behind, while a hand presses against the back of your head. You hear a <<personsimple>>'s voice. "I've been looking for you all over." It's Eden. "Come on, let's go home." <br><br> <<if $edenfreedom is 1 or ($edenfreedom gte 2 and $settings.asphyxiaLevel gte 3)>> <<link [[Resist|Eden Recaptured Resist]]>><<set $fightstart to 1>><</link>> <<else>> <<link [[Resist|Eden Recaptured Resist Normal]]>><<set $molestationstart to 1>><</link>> <</if>> <br> <<link [[Go to the cabin (0:30)|Eden Recaptured]]>><<edenTrackers>><<pass 30>><</link>> <br> <<elseif edenFreedomStatus() is 0>> <<rng>> <<if Time.dayState isnot "night">> <<if $rng gte 51>> <<if currentSkillValue("feetskill") gte 800>> <<npc Eden>><<person1>> You step on a branch. You're almost caught off guard as a rope starts to coil around your legs. <span class="green">You jump out of the way.</span> A half-second later and you'd be left dangling from a tree. <br><br> "Too close," a voice calls out. It's Eden. "Those traps are meant for animals. You should watch where you're going." <<else>> <<npc Eden>><<person1>> You step on a branch. You're caught off guard as a rope snares around your right leg, hoisting you high into the air. It flips you upside down, leaving you dangling from a nearby tree.<<gstress>><<stress 6>> <br><br> You reach up to untie yourself, and spot someone watching. It's Eden. <br><br> "Those traps are meant for animals," <<he>> says. "You should watch where you're going." <<He>> takes your weight in <<his>> arms while <<he>> <<if C.npc.Eden.lust gte 60>> begins to untie you. <<He>> pauses before <<he>> does. <br><br> "We should have some fun first, though, don't you agree?" <<He>> smiles down at you as <<he>> unzips <<his>> pants. <br><br> <<link [[Help Eden pull <<his>> pants down|Forest Eden Snare Oral]]>><<set $phase to 0>><<npcincr Eden love 1>><<npcincr Eden dom 1>><<sub 1>><</link>><<glove>><<gdom>> <br> <<link [[Push Eden away|Forest Eden Snare Oral]]>><<set $phase to 1>><<npcincr Eden love -1>><<npcincr Eden dom -1>><<def 1>><</link>><<llove>><<ldom>> <<exit>> <<else>> unties you, then eases you to the ground. <</if>> <</if>> <<else>> <<npc Eden>><<person1>> You hear leaves rustling. A deer leaps from a nearby bush, with Eden close behind. The latter stops in <<his>> tracks when <<he>> spots you. <br><br> "I almost didn't see you," <<he>> says. "You should get back to the cabin. Where it's safe." <</if>> <<else>> <<if $rng gte 51>> <<npc Eden>><<person1>> A light blazes into your eyes, obscuring your vision. You raise your arm in front of your face. "Can't see a damn thing out here," says a voice. It's Eden. <<He>> points the torch right at you. "What are you doing out at this time?" <<else>> <<npc Eden>><<person1>> An arm wraps around your neck from behind, while a hand presses against the back of your head. You struggle, and the perpetrator releases you. "Sorry," says a voice. It's Eden. "I just wanted to check on you. Why do you look scared?" <</if>> <</if>> <br><br> <<forestCabinReturnLinks>> <<elseif $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> A mist billows around you all of a sudden, concealing the forest from view. It thickens, until even the closest trees are hidden, yet you feel safe in its embrace. You hear a distant thunder, almost like a gunshot. It sounds dull, and distant, as if reverberating through the earth. <br><br> A wind blows the mist away as quick as it arrived. Your surroundings are unfamiliar. <span class="green">You no longer feel hunted.</span> <br><br> <<link [[Next|Forest]]>><<endevent>><</link>> <br> <<else>> <<npc Eden>><<person1>> A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<personsimple>>'s voice. "I've got you now. Don't resist." <br><br> <<link [[Next|Forest Hunter Molestation]]>><<set $molestationstart to 1>><</link>> <</if>> <</if>> <</widget>> <<widget "eventwolfcave">> <<if $wolfpacktrust gte 12>> <<npc "Black Wolf">>/*<<beastNNPCinit>>*/ The Black Wolf walks up to you and <<if $monster is 1>>kneels<<else>>turns<</if>> until <<bhis>> <<if C.npc["Black Wolf"].gender is "m">>erect $NPCList[0].penisdesc<<else>>wet pussy<</if>> hovers inches away from you. <<bHe>> waits. The other <<wolf_cave_plural>> watch. <<if $monster is 1>>"Accept, and become <<ppackbrother>>.<<print ((playerHeatMinArousal() and (V.player.vaginaExist or canBeMPregnant()) and V.NPCList[0].penis !== "none") ? ' You ready.' : '')>><<print ((playerRutMinArousal() and $NPCList[0].vagina isnot "none") ? " You ready." : '')>>"<</if>> <br><br> <<link [[Take it in hand|Wolf Cave Accept]]>><<set $sexstart to 1>><</link>><<deviant1>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Take it in mouth|Wolf Cave Accept]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<deviant4>> <br> <</if>> <<if $wolfgirl gte 6 and hasSexStat("deviancy", 5)>> <<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>> <<link [[Present your behind|Wolf Cave Accept]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<heat>> <br> <</if>> <<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>> <<link [[Playful bite|Wolf Cave Accept]]>><<set $phase to 3>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<rut>> <br> <</if>> <</if>> <<link [[Refuse|Wolf Cave Refuse]]>><</link>> <br> <<else>> <<if $rng gte 81>> Most of the pack leave to hunt, only a pair remain to guard you. Now could be your chance to escape. <br><br> <<link [[Try to escape|Forest Wolf Cave Pair]]>><</link>> <br> <<link [[Stay put (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>><<gstockholm>> <br> <<else>> <<beastNEWinit 1 wolf>> One of the <<beastsplural>> approaches you. <br><br> <<link [[Next|Forest Wolf Cave Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "cabintime">> <<switch Time.hour>> <<case 6>> <<set _night_length to 1>> <<case 5>> <<set _night_length to 2>> <<case 4>> <<set _night_length to 3>> <<case 3>> <<set _night_length to 4>> <<case 2>> <<set _night_length to 5>> <<case 1>> <<set _night_length to 6>> <<case 0>> <<set _night_length to 7>> <<case 23>> <<set _night_length to 8>> <</switch>> <<pass _night_length hours>> <<if not _args[0]>> /* passing time but not sleeping */ <<tiredness _night_length*(-12)>> <</if>> <</widget>> <<widget "passoutforest">> <<if isPregnancyEnding()>> <<pregnancyPassout "forest">> <<else>> You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent()>> <<if $rng gte 71 and $forest gte 21 and $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<link [[Everything fades to black...|Forest Plant Passout]]>><</link>> <<else>> <<foresthunt>> <</if>> <<else>> <<set $foresthunt to 0>> <<ambulance>> <</if>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>> <</widget>> <<widget "forestriver">> You come to a fast-flowing river. <<if $foresthunt gte 1>> You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous. <</if>> <br><br> <<link [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</link>><<swimmingdifficulty 1 600>> <br> <<link [[Ignore it|Forest]]>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "foresttrunks">> You feel uneasy, as if you're being watched. You scan the forest, but see nothing strange. <br><br> You take another step, and a rumble almost knocks you off your feet. A tree in front of you creaks and groans as a shiver travels up its trunk. The branches curl upwards, as if pulled by an unseen giant. They entwine with one another, forming a cage. <br><br> With a crack, the trunk bends in your direction, and the cage of branches lunges for you. <br><br> <<link [[Run|Forest Trunks Run]]>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Cower|Forest Trunks Cower]]>><</link>> <br> <<if $wolfgirl gte 6>> <<link [[Howl|Forest Trunks Howl]]>><</link>><<wolfgirl>> <br> <</if>> <</widget>> <<widget "mushroompick">> <<if $forest lte 50>> <<set _forest_shrooms to 1>> <<else>> <<set _forest_shrooms to 2>> <</if>> You find a cluster of edible mushrooms growing at the base of a <<if _forest_shrooms is 2>>decaying <</if>> tree. <br><br> <<if _forest_shrooms is 2>> <<if currentSkillValue('science') gte 200>> You remember from school that they're called <<tendingicon "wolfshroom">> wolfshrooms, and were prized by warriors in ancient times. <br><br> <</if>> <</if>> <<if _forest_shrooms is 1>> <<if $scienceshroomheart lt 5>> <<tendingicon "mushroom">><<link [[Take for science project (0:02)|Forest Science Shroom]]>><<pass 2>><<set $phase to 0>><</link>> <br> <</if>> <<tendingicon "mushroom">><<link [[Search for saleable specimens (0:20)|Forest Mushrooms Pick]]>><<pass 20>><</link>><<tendingdifficulty 1 300>> <br> <<tendingicon "mushroom">><<link [[Eat one (0:01)|Forest Mushrooms]]>><<stress 3>><<pass 1>><<tiredness -6>><</link>><<gstress>><<ltiredness>> <<else>> <<if $scienceshroomwolf lt 5>> <<tendingicon "wolfshroom">><<link [[Take for science project (0:02)|Forest Science Shroom]]>><<pass 2>><<set $phase to 1>><</link>> <br> <</if>> <<if currentSkillValue('tending') lt 300 and $gwylan?.request.special is "tutorial" and $gwylanTutorialShrooms lt 3>> <<tendingicon "wolfshroom">><<link [[Pick for Gwylan (0:20)|Forest Mushrooms Gwylan Pick]]>><<pass 20>><</link>> <br> <</if>> <<if currentSkillValue('tending') gte 300>> <<tendingicon "wolfshroom">><<link [[Search for saleable specimens (0:20)|Forest Mushrooms2 Pick]]>><<pass 20>><</link>><<tendingdifficulty 300 600>> <br> <<else>> <span class="blue">You need a higher tending skill to pick saleable mushrooms.</span> <br> <</if>> <<tendingicon "wolfshroom">><<link [[Eat one (0:01)|Forest Mushrooms2]]>><<pass 1>><<alcohol 60>><<arousal 3000>><<trauma -3>><<transform wolf 3>><</link>><<garousal>><<ltrauma>> <br> <</if>> <br> <<getouticon>><<link [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "forest_nest">> <<if !$forest_nest_intro>> <<set $forest_nest_intro to true>> <<set $forest_nest to {type: 2, fox: 3, eggs: 7}>> <<beastNEWinit 1 fox>> You hear some rustling from a tree up ahead. <<if $anxiety gte 1>>You instinctively hide behind the nearest tree.<<else>>You cautiously approach to take a look.<</if>> <br><br> You spot a fluffy orange tail peeking out from a cluster of branches in the canopy. The soft face of a <<beasttype>> suddenly looks up. There's an egg in <<bhis>> mouth. <br><br> <<bHe>> briefly looks around, before noisily chomping down on the egg. Some of the yolk dribbles down <<bhis>> chin. <<bHe>> reaches into the nest for more, <<if $monster is 1>> grabbing a handful before deftly leaping down from the tree. <<bHe>> puts them in a pile on the ground. <<else>> putting one in <<bhis>> mouth before leaping down from the tree. <<bHe>> begins making a pile of them on the ground. <</if>> <br><br> <i><span class="blue">If you could raid a nest like that, you might be able to sell any unfertilised <<icon "tending/bird_egg.png">> bird eggs you find.</span></i> <br><br> <<link [[Just watch (0:05)|Forest Fox Nest Watch]]>><<pass 5>><<stress -3>><</link>><<lstress>> <br> <<if $harpy gte 6>> <<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<harpy>> <br> <<else>> <<link [[Challenge|Forest Fox Nest Challenge]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <</if>> <<set $skulduggerydifficulty to 300>> <<link [[Sneak up|Forest Fox Nest Sneak]]>><</link>><<skulduggerydifficulty>> <br> <<if $fox gte 6>> <<link [[Chase!|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<stress -6>><<transform fox 1>><</link>><<llstress>><<fox>><<note "No eggs" "red">> <br> <<else>> <<link [[Chase|Forest Fox Nest Chase]]>><<set $phase2 to 1>><<tiredness 6>><</link>><<gtiredness>><<athleticsdifficulty 1 300>><<note "No eggs" "red">> <br> <</if>> <<else>> <<set $forest_nest to {type: 0, fox: 0, bird: 0, eggs: 0}>> <!-- 1 = abandoned nest, 2 = active nest, 3 = fallen nest, 4 = snake nest --> <<rng 4>><<set $forest_nest.type to ($forest lte 50 ? Math.clamp($rng, 1, 3) : Math.clamp($rng, 2, 4))>> <!-- 1 = no fox, 2 = fox, 3 = player aware of fox --> <<if _forestNestUnsafe>> <<set $forest_nest.fox to 2>> <<else>> <<rng 2>><<set $forest_nest.fox to $rng>> <</if>> <<rng>> <<switch $forest_nest.type>> <<case 1>> <<set $forest_nest.eggs to random(1, 3)>> You spot an <span class="purple">abandoned</span> bird's nest in a nearby tree. <<case 2>> <<set $forest_nest.eggs to ($forest gte 50 ? random(7, 14) : random(5, 10))>> You spot a <span class="teal">well-maintained</span> bird's nest in a nearby tree. <<if $forest gt 50>>It sticks out against the decaying branches.<</if>> <<case 3>> <<set $forest_nest.eggs to random(3, 8)>> You spot a large cluster of <<if $forest gt 50>>mud<<else>>twigs<</if>> and foliage on the ground. It looks like a <span class="teal">fallen bird's nest</span>. <<case 4>> <<set $forest_nest.eggs to 0>> You spot a large cluster of <<if $forest gt 50>>mud<<else>>twigs<</if>> and foliage on the ground. It looks like a <span class="teal">fallen bird's nest</span>. <<if currentSkillValue('tending') gte 800>> <<set _snakeKnown to true>> However, thanks to your tending skill, you spot nearby tracks and holes in the ground. You realise <span class="red">it's a snake's nest</span>. <</if>> <</switch>> <br><br> <<if $forest_nest.fox is 2>> <<beastNEWinit 1 fox>> <<if $fox gte 6 or $cat gte 6 or $wolfgirl gte 6>> <<set $forest_nest.fox to 3>> <span class="orange">You smell a <<beasttype>> nearby</span>. You can tell <<bhes>> <<if $NPCList[0].traits.includes("cowardly")>><span class="teal">cowardly</span>. <<elseif $NPCList[0].traits.includes("territorial")>><span class="red">territorial</span>. <<elseif $NPCList[0].traits.includes("clever")>><span class="purple">clever</span>. <<elseif $NPCList[0].traits.includes("friendly")>><span class="green">friendly</span>. <<elseif $NPCList[0].traits.includes("clumsy")>><span class="blue">clumsy</span>. <</if>> <br><br> <<elseif currentSkillValue('skulduggery') gte $NPCList[0].skills.security>> <<set $forest_nest.fox to 3>> <span class="blue">You hear a rustle nearby.</span> Something else is eyeing up the nest, too. <br><br> <</if>> <</if>> <<if $forest_nest.type lte 2>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to climb the tree or knock the nest down. <<else>> <<link [[Climb up to the nest|Forest Nest Climb]]>><</link>><<athleticsdifficulty 0 800>> <br> <<link [[Knock the nest down|Forest Nest Throw]]>><<set $forest_nest.eggs -= 4>><<set $forest_nest.type to 3>><</link>><<note "Fewer eggs" "red">> <</if>> <br> <<elseif $forest_nest.type is 3>> <<link [[Search the nest|Forest Nest Search]]>><</link>> <br> <<elseif !_snakeKnown>> <<link [[Search the nest|Forest Nest Snake]]>><</link>> <br> <<elseif _snakeKnown and hasSexStat("deviancy", 4) and $settings.voreEnabled>> <<link [[Present yourself as food|Forest Nest Snake Vore 1]]>><</link>><<deviant4>> <br> <</if>> <<if $forest_nest.fox is 3>> <<link [[Hide and wait (0:05)|Forest Nest Hide]]>><<unset $athleticsSuccess>><<set $forest_nest.eggs -= 2>><<pass 5>><</link>><<note "Fewer eggs" "red">> <br> <</if>> <</if>> <<link [[Leave|Forest]]>><<endevent>><<unset $forest_nest>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "fox_grudge">> <<loadNPC 0 "fox_grudge">> <<loadNPC 1 "fox_grudge">> <<loadNPC 2 "fox_grudge">> <<clearNPC "fox_grudge">> <<unset $fox_grudge>> A <<beasttype>> emerges from between the trees. Another one emerges behind you, and a final, larger one appears right in front of you. <span class="red">You recognise <<bhim>></span>. <<bHes>> the one you scared off from a nest. <<if $monster is 1>> "Hold still, <<foxnickname>>. We're going to enjoy this." <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Forest Fox Revenge]]>><<set $molestationstart to 1>><</link>> <br> <<else>> They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored. <<physique 1>><<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>> <br><br> <<link [[Next (0:20)|Forest]]>><<endevent>><<pass 20>><<set $eventskip to 1>><</link>> <</if>> <</widget>> <<widget "forestcurious">> <<hypnosisText "For a moment, the forest looks just a little more green.">> The foliage grows with purpose, but isn't tamed. You blink, and it looks normal again. <<hallucinogen 20>><<ghallucinogens>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "forestcharms">> You come to a small clearing, and spot some strange shapes hanging from the tree branches above. They look like some kind of charms. <br><br> <<if $forestHunter is "Gwylan" and $foresthunt gte 1>> <<set $foresthunt += 1>> <span class="red">You feel whatever's hunting you draw closer.</span> <<elseif $foresthunt gte 2>> <<set $foresthunt -= 1>> <span class="blue">You feel whatever's hunting you slow down.</span> <<else>> You feel safe here, and take a moment to relax. <<stress -1>><<lstress>> <</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "forestgwylanlure">> <<set $weekly.gwylanNoLure to true>> You hear singing <<if $forest lte 15>>close by<<else>>in the distance<</if>>. <br><br> There's something strange, yet familiar, about it. <br><br> <<set $gwylan.lureDistance to Math.clamp($forest, 15, 100)>> <<set $gwylan.lureWill to 0>> <<set $gwylan.lureSong to 1>> <<hypnosisText "The song worms its way into your head,">> making you feel warm. <<if hasSharpSenses("instincts")>> <span class='red'>Your <<= hasSharpSenses("instincts")>> submit and shut down immediately.</span> <<else>> <<set $gwylan.lureWill++>> <</if>> <<drugs 50>><<arousal 600>><<gdrugged>><<garousal>> <br><br> Your turn towards the source. Towards the town. <br><br> The rest of the forest blurs away as the trees part, making a clear path for you to follow. Something comforting and inviting awaits at the end. <br><br> <<link [[Walk towards the singing|Forest Gwylan Lure]]>><<set $phase to "willing">><<stress -1>><<trauma -1>><<arousal 500>><<pass 5>><</link>><<lstress>><<ltrauma>><<garousal>> <br> <<link [[Resist|Forest Gwylan Lure]]>><<set $phase to "resist">><<pass 5>><</link>><<gwylanWillpowerDifficulty>> <br> <</widget>> <<widget "forestgather">> <<set _forest_item to random(1, 2)>> You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet. <<if $forest lte 20>> <<if _forest_item is 1>> Lilies grow among the grass and in the shadow of taller plants. <<else>> Ripe apples hang from the branches. <</if>> <<elseif $forest lte 50>> <<if _forest_item is 1>> Wild red rose bushes dot the area. <<else>> Wild pears grow from the trees. <</if>> <<else>> <<if _forest_item is 1>> You spot orchids near the edge, at the base of ancient trees. <<else>> <<if Time.isBloodMoon()>> <span class="red">Red-veined</span> lemons grow from a cluster of small trees. <<else>> Lemons grow from a cluster of small trees. <</if>> <</if>> <</if>> <<lstress>><<stress -2>> <br><br> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $worn.upper.exposed gte 2 and $underupperwetstage gte 3 or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3>> <<foresticon "bush">><<link [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass 20>><</link>> <br> <</if>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3>> <<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass 20>><</link>> <br> <</if>> <<if $forest lte 20>> <<if _forest_item is 1>> <<if !$plants_known.includes("lily")>> <<if $sciencetrait gte 1>> <<icon "tending/lily.png">> <<link [[Search for seeds (0:30)|Forest Lily]]>><<pass 30>><<tending 6>><<set $plants_known.push("lily")>><</link>><<gtending>> <br> <<else>> <span class="blue">A higher science skill would let you harvest lily seeds.</span> <br> <</if>> <</if>> <<if currentSkillValue('tending') gte 100>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick lilies. <<else>> <<icon "tending/lily.png">> <<link [[Pick lilies (0:20)|Forest Lily Pick]]>><<pass 20>><</link>><<tendingdifficulty 100 400>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to pick saleable specimens.</span> <br> <</if>> <<else>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick apples. <<else>> <<icon "tending/apple.png">> <<link [[Pick apples (0:20)|Forest Apple Pick]]>><<pass 20>><</link>><<tendingdifficulty 1 300>> <</if>> <br> <</if>> <<elseif $forest lte 50>> <<if _forest_item is 1>> <<if !$plants_known.includes("red_rose")>> <<if $sciencetrait gte 2>> <<icon "tending/red_rose.png">> <<link [[Search for seeds (0:30)|Forest Red Rose]]>><<pass 30>><<tending 6>><<set $plants_known.push("red_rose")>><<pain 6>><</link>><<gpain>><<gtending>> <br> <<else>> <span class="blue">A higher science skill would let you harvest red rose seeds.</span> <br> <</if>> <</if>> <<if currentSkillValue('tending') gte 200>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick roses. <<else>> <<icon "tending/red_rose.png">> <<link [[Pick red roses (0:20)|Forest Red Rose Pick]]>><<pass 20>><</link>><<tendingdifficulty 200 500>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to pick saleable specimens.</span> <br> <</if>> <br> <<else>> <<if currentSkillValue('tending') gte 100>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick pears. <<else>> <<icon "tending/pear.png">> <<link [[Pick pears (0:20)|Forest Pear Pick]]>><<pass 20>><</link>><<tendingdifficulty 100 400>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to pick saleable specimens.</span> <br> <</if>> <</if>> <<else>> <<if _forest_item is 1>> <<if !$plants_known.includes("orchid")>> <<if $sciencetrait gte 3>> <<icon "tending/orchid.png">> <<link [[Search for seeds (0:30)|Forest Orchid]]>><<pass 30>><<tending 6>><<set $plants_known.push("orchid")>><</link>><<gtending>> <br> <<else>> <span class="blue">A higher science skill would let you harvest orchid seeds.</span> <br> <</if>> <</if>> <<if currentSkillValue('tending') gte 300>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick orchids. <<else>> <<icon "tending/orchid.png">> <<link [[Pick orchids (0:20)|Forest Orchid Pick]]>><<pass 20>><</link>><<tendingdifficulty 300 600>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to pick saleable specimens.</span> <br> <</if>> <<else>> <<if currentSkillValue('tending') gte 200>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick lemons. <<else>> <<if Time.isBloodMoon()>> <<icon "tending/blood_lemon.gif">> <<link [[Pick lemons (0:20)|Forest Blood Lemon Pick]]>><<pass 20>><</link>><<tendingdifficulty 200 500>> <<else>> <<icon "tending/lemon.png">> <<link [[Pick lemons (0:20)|Forest Lemon Pick]]>><<pass 20>><</link>><<tendingdifficulty 200 500>> <</if>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to pick saleable specimens.</span> <br> <</if>> <</if>> <</if>> <<foresticon>><<link [[Continue|Forest]]>><<set $eventskip to 1>><</link>> <br> <</widget>> <<widget "gwylanitem">> <<print either("trophy","baseball","baseball bat","snow globe","magic 8-ball","ping-pong paddle","chess set","piggy bank","mug","cookie tin","frying pan","backscratcher","pencil case","lunch box","lava lamp","torch","cuckoo clock","Rubix cube","globe","water gun","dictionary","hand mirror","novelty camera","ziplock bag filled with seashells","miniature stepladder","knick-knack of unknown purpose")>> <</widget>> <<widget "slimePunishmentForest">> You feel a jolt of pain as the slime punishes you for defiance. <<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <</widget>> <<widget "forestRescueSetup">> /* Eden is available if they're a love interest 50% of the time or if they've never rescued the player before Gwylan is available based on how deep in the forest the player is, with conditions changing how deep they can rescue from If Gwylan is Nobody, they're available as Nobody regardless of where in the forest the player is */ <<set $canRescue to []>> <<run statusCheck("Gwylan")>> <<if isGwylanAbsent() is "nobody">> <<set $canRescue.push("Nobody")>> <<elseif $forest lte gwylanForestRescueRange() and (!C.npc.Gwylan.init or C.npc.Gwylan.state is "active") and !_gwylanStatus?.includes("wounded") and !$npc.includes("Gwylan") and ["shop","garden","sleep"].includes(gwylanSchedule())>> <<set $canRescue.push("Gwylan")>> <</if>> <<if (isLoveInterest("Eden") and (random(1, 2) is 2 or $eden_rescue isnot 1)) and !$npc.includes("Eden")>> <<if !$npc.includes("Black Wolf")>> <<set $canRescue.push("Eden")>> <<elseif $npc.includes("Black Wolf") and $canRescue.includes("Gwylan")>> /* Eden only rescues against the Black Wolf if Gwylan also can, for balance purposes */ <<set $canRescue.push("Eden")>> <</if>> <</if>> <<set $rescue to $canRescue.length gte 1 ? 1 : 0>> <</widget>> <<widget "forestRescueCheck">> <<if $alarm is 1>> <<if $rescue is 1>> <<if $canRescue.length gt 1>> <<set $_noText to true>> <<elseif $canRescue.includes("Gwylan") and ["Eden","Black Wolf","bear"].includes(_args[0]) and !(isGwylanAbsent() is "nobody")>> <<if $gwylanSeen?.includes("ritual_sex")>> <span class="forest-green">You hear rustling in the trees nearby.</span> <<else>> <<gwylanRescueStats false _args[0]>><<set $rescue to 0>> <<if _args[0] is "Eden">> <<if C.npc.Eden.name_known>> <<set $_assailant to "Eden">> <<else>> <<set $_assailant to "the <<= C.npc.Eden.title>>">> <</if>> <<elseif _args[0] is "Black Wolf">> <<set $_assailant to "the Black Wolf">> <<else>> <!-- Currently only applies to bears --> <<set $_assailant to "the <<beasttype>>">> <</if>> You see <<gwylanDesc>> burst through the treeline, alarmed by your shout. <<nnpc_He "Gwylan">> takes one look at $_assailant, <span class="red">then turns and runs away.</span> <</if>> <<else>> <<set $_noText to true>> <</if>> <<else>> <<if $gwylan_rescue is 1>> <span class="red">Gwylan does not come to help you<<if _args[0] isnot "Eden" and isLoveInterest("Eden")>>, and Eden must not be in the area<</if>>.</span> <<else>> <span class="red">You're too far from town for anyone to hear you<<if _args[0] isnot "hunter" and isLoveInterest("Eden")>>, and Eden must not be in the area<</if>>.</span> <</if>> <</if>> <<else>> <<set $_noText to true>> <</if>> <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> <</if>> <<if !$_noText>> <br><br> <</if>> <</widget>> <<widget "forestRescue">> <<set $rescued++>> <<if $NPCList[0].fullDescription is "Black Wolf">> <<set $_type to "Black Wolf">> <<elseif $NPCList[0].fullDescription is "Eden">> <<set $_type to "Eden">> <<elseif $monster is 1>> <<silently>><<beastSimple>><</silently>> <<set $_type to _text_output>> <<else>> <<set $_type to $NPCList[0].type>> <</if>> <<set $_lands to _args.includes("river") ? "splashes" : "lands">> <<set $_forest to _args.includes("river") ? "water" : "forest">> <<set $_backsOffAnd to _args.includes("snow") ? "kicks up fistfuls of snow as <<bhe>>" : "backs off in fear and">> <<if $canRescue.includesAll("Eden","Gwylan")>> <!-- co-op rescue --> <<gwylanRescueStats true $_type "Eden">><<run statusCheck("Gwylan")>> <<if $_type is "plant">> You hear a gun fire close by, and a bullet pierces the ground at the <<person1>><<persons>> feet. At the same time, a ?gwylanItem crashes into the <<persons>> face. <<He>> yelps and retracts <<his>> vines, burrowing into the earth. <<elseif $_type is "human">> <<if $enemynomax is 1>> You hear a gun fire close by, and a bullet pierces the ground at the <<person1>><<persons>> feet. At the same time, a ?gwylanItem crashes into the <<persons>> face. <<if _args.includes("cutter")>> <<He>> staggers back, but seems more worried about the gunshot. "The maniac," <<he>> whispers. <</if>> <<He>> backs off in fear and flees into the forest. <<else>> You hear a gun fire close by, and a bullet pierces the ground at the <<= $enemynomax is 2 ? "pair" : "group">>'s feet. At the same time, a ?gwylanItem crashes into the <<person1>><<persons>> face. They back off in fear and flee into the forest. <</if>> <<elseif $_type is "bear">> <<set $_close to true>><<hallucinogen 120>> The <<beasttype>> growls, but is hit in the face by a flying pouch. Powder erupts from it, and you're caught in the cloud. It smells funny. <br><br> <<bHe>> growls again, swiping <<bhis>> nose, before freezing in fear. <<bHis>> eyes are locked on something behind you. You look over your shoulder. <br><br> <<if $edenCagedEscape or edenFreedomStatus() gte 2 or !$gwylanRescue.eden>> <span @class="_gwylanFirstRescue is 'bear'?'red':''">A massive, inhuman monster stalks towards you. It's twice your size, with two long necks holding up a pointed, faceless head.</span> <<if _gwylanFirstRescue is "bear">> <span class="red">Even the trees around it seem to stretch taller.</span> <<stress 12>><<trauma 6>><<ggstress>><<gtrauma>> <<else>> You've seen this before. <span class="forest-green">It's Gwylan.</span> <</if>> <br><br> <<if $monster is 1>> "Too big," the <<beasttype>> whispers, backing up. <<bHe>> <<else>> The <<beasttype>> pounds <<bhis>> paws against the ground nervously, before <<bhe>> <</if>> $_backsOffAnd flees into the forest. <br><br> "Hey, relax. You're alright." <<if _gwylanFirstRescue is "bear">> <span class="red">The giant steps towards you, its necks unnaturally pulling its pointy head into its torso. It produces what looks like a cloth and presses it to your nose. Everything...</span> <br><br> ...clears up. You blink. The trees no longer stand quite so tall. The creature is gone too. In its place is a mousy <<nnpc_gendery "Gwylan">> wearing a witch hat and an amused smile. <span class="green">It's Gwylan.</span> <<else>> Gwylan steps towards you, what you now recognize as <<nnpc_his "Gwylan">> arms pulling <<nnpc_his "Gwylan">> hat back down. <<He>> dabs something from a small bottle into a cloth and presses it to your nose. Everything returns to normal size. <</if>> "Breathe. It's always a trip, I know." <br><br> <<if _gwylanFirstRescue is "bear">> <<nnpc_He "Gwylan">> bends down to pick up the now-empty pouch, showing it to you. "Surprised? Some spores have halluinogenic properties. That one warps your perception, making everything look larger than it really is. And making yourself look bigger is the best way of scaring off bears." <<nnpc_He "Gwylan">> takes off <<nnpc_his "Gwylan">> hat and holds it over <<nnpc_his "Gwylan">> head for emphasis, before putting it back on. <br><br> <</if>> A gunshot rings out, interrupting <<nnpc_him "Gwylan">>. It pierces the ground near the still-retreating bear. You turn and see a figure emerge from the bushes. <<if $edenCagedEscape or edenFreedomStatus() gte 2>> <span class="red">It's Eden</span>. <<nnpc_He "Eden">> marches over to you, and doesn't look happy to see you. <<else>> It's Eden. <</if>> <<else>> Two shapes emerge from the bushes. <span @class="_gwylanFirstRescue is 'bear'?'red':''">One is a massive, inhuman monster twice your size with two long necks holding up a pointed, faceless head. The other is a mouthless creature with its spine jutting out at an angle to its neck.</span> <<if _gwylanFirstRescue is "bear">> <span class="red">Even the trees around them seem to stretch taller.</span> <<stress 12>><<trauma 6>><<ggstress>><<gtrauma>> <<else>> You've seen this before. <span class="forest-green">It's Gwylan,</span> but there's somebody else, too. <</if>> <br><br> The second creature's spine dislodges, pointing at the bear and letting out a deafening pop. Something pierces the ground by its feet. <br><br> <<if $monster is 1>> "Too big," the <<beasttype>> whispers, backing up. <<bHe>> <<else>> The <<beasttype>> pounds <<bhis>> paws against the ground nervously, before <<bhe>> <</if>> $_backsOffAnd flees into the forest. <br><br> "Hey, relax. You're alright." <<if _gwylanFirstRescue is "bear">> <span class="red">The giant steps towards you, its necks unnaturally pulling its pointy head into its torso. It produces what looks like a cloth and presses it to your nose. Everything...</span> <br><br> ...clears up. You blink. The trees no longer stand quite so tall. The creatures are gone too. In their places are a mousy <<nnpc_gendery "Gwylan">> wearing a witch hat and an amused smile, and a muscular <<nnpc_gender "Eden">> with a rifle in <<nnpc_his "Eden">> arms. <span class="green">It's Gwylan and Eden.</span> <<else>> Gwylan steps towards you, what you now recognize as <<nnpc_his "Gwylan">> arms pulling <<nnpc_his "Gwylan">> hat back down. <<He>> dabs something from a small bottle into a cloth and presses it to your nose. Everything returns to normal size. <</if>> "Breathe. It's always a trip, I know." <<if _gwylanFirstRescue is "bear">> <br><br> <<nnpc_He "Gwylan">> bends down to pick up the now-empty pouch, showing it to you. "Surprised? Some spores have halluinogenic properties. That one warps your perception, making everything look larger than it really is. And making yourself look bigger is the best way of scaring off bears." <<nnpc_He "Gwylan">> takes off <<nnpc_his "Gwylan">> hat and holds it over <<nnpc_his "Gwylan">> head for emphasis, before putting it back on. <br><br> <</if>> <</if>> <<elseif $_type is "Black Wolf">> /* exit case, does not continue to rest of widget */ You hear a sound like glass breaking nearby. A green light briefly blinds you. The Black Wolf backs away from you, becoming sluggish. You hear singing. Your head feels fuzzy. <<hallucinogen 120>><<gghallucinogens>> <br><br> <span class="forest-green">Gwylan</span> emerges from the treeline as the light slowly fades from the Black Wolf's eyes. <<bHe>> backs away and growls, still half-lucid. "Shhhh." Gwylan kneels down, producing a small vial full of blue powder and smiling at you. "You should go, <<pcpetname "Gwylan" "name">>. I'll handle..." <<nnpc_His "Gwylan">> eyes widen. <br><br> The black wolf sniffs the air, then drops low, <span class="red">just as a bullet whizzes by.</span> The impact showers the wolf with splinters of bark, and the sound snaps <<bhim>> out of <<bhis>> shallow trance. <<bHe>> looks between you, Gwylan, and the culprit emerging from the treeline. <span class="green">It's Eden.</span> <br><br> Eden quickly shoulders <<nnpc_his "Eden">> rifle again, taking aim. The Black Wolf darts off into the forest. The shot impacts another tree. "Almost." <br><br> Eden takes aim at Gwylan next, rage painted on <<nnpc_his "Eden">> face. "Get away from <<phim>>. Now." <br><br> Gwylan doesn't move. "And leave <<phim>> with you?" <<He>> stares down the barrel of Eden's rifle. <br><br> <<link [[Run|Forest Trio Confrontation]]>><<set $phase to "run">><<stress 12>><</link>><<ggstress>> <br> <<link [[Try to calm them down|Forest Trio Confrontation]]>><<stress 12>><<set $phase to "stand">><</link>><<ggstress>> <br> <<if $hypnosis_traits.devotion gte 5>> <<link [[Step in front of the gun|Forest Trio Confrontation]]>><<set $phase to "front">><<stress 50>><<trauma 25>><<npcincr Gwylan dom 5>><</link>><<gggstress>><<gggtrauma>><<ggyearning>> <</if>> <br> <<exit>> <<else>> <<set $_gwylanThrow to "capsule">> A small capsule lands nearby, and starts to let out a series of sparks and loud pops. At the same time, you hear gunfire close by, and a bullet $_lands near the <<beasttype>>. Overwhelmed, <<bhe>> $_backsOffAnd flees into the $_forest. <<if $combatTrain.total_length isnot undefined>> The <<= $combatTrain.total_length is 1 ? "others follow" : "other follows">> after <<bhim>>. <</if>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Eden 1>><<person1>> <<if ($edenCagedEscape or edenFreedomStatus() gte 2) and $gwylanSeen.includes("partners")>> <<npc Gwylan 2>><<person1>> <<if !$_close>> <<gwylanDesc "cap">> emerges from the treeline and rushes to your side. <<if $gwylanSeen?.includes("ritual_beast")>> "Are you alright, <<pcpetname "Gwylan" "name">>?" <<else>> "Are you alright, dear?" <</if>> <br><br> You hear more rustling. <span class="red">Eden</span> emerges next and marches towards you. <<He>> doesn't look happy to see you. <</if>> <<if $gwylanRescue.eden gte 4>> <<He>> grabs Gwylan by the arm and pulls <<person2>><<him>> aside, but <<person1>><<his>> gaze remains fixed on you. <br> "You've got some nerve," Eden growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass." <br><br> Gwylan rests a hand on Eden's shoulder. "Calm down. Let's just—" <br><br> Eden turns and punches Gwylan square in the jaw. You blink. There's no mark on Gwylan's cheek. In fact, <<person2>><<he>> didn't even move. Eden is off balance, as if <<person1>><<he>> simply hit the air. <<elseif $gwylanRescue.eden gte 1>> <<He>> shoves Gwylan aside, eyes full of rage. Gwylan yelps as <<nnpc_he "Gwylan">> falls to the dirt. <br> "You've got some nerve," Eden growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass." <br><br> Gwylan watches, mouth agape. Eden glares at <<person2>><<him>>. "Go. This is between me and <<phim>>." <br> "I think if we all just calm down," Gwylan starts to say. <br> Eden whirls around, fury all over <<person1>><<his>> face. "I said—" <br> But Gwylan isn't there. <<person2>><<Hes>> crouching next to you again. "Come on, get up, dear." <<else>> "Leave us, <<witch>>. This doesn't concern you." <<He>> grabs Gwylan by the arm and hurls <<person2>><<him>> into a nearby shrub. <br> "I told you I'd find you again," <<person1>><<he>> growls. "And no one's getting in my way." <br><br> "I beg to differ." <br><br> Gwylan is standing in Eden's path. Eden looks back at the <span class="blue">intact</span> bush, then at Gwylan. <<person2>><<He>> holds Eden's gaze without blinking. <</if>> <br><br> Eden takes a step back. <<person1>><<He>> unslings <<his>> rifle and points it at Gwylan's chest. You cry out in alarm, but Eden ignores you. <<stress 24>><<ggstress>> <br><br> Gwylan's head tilts, and <<person2>><<he>> smiles. "Eden, I could press my forehead right to that barrel, and we both know you would still miss." <br><br> Eden tightens <<person1>><<his>> grip. "This is different from then." <br><br> Gwylan giggles. "Is it? I'm glad you think so. Nevertheless, you're not taking <<phim>>." <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<person2>><<He>> smiles at you now, and snaps <<his>> fingers. "<<gwylanCommand "Heel.">>" <<hypnosisText "Your leash appears in Gwylan's hand, and you sit at <<his>> side instinctively.">> <<else>> <<person2>><<He>> smiles at you now. "Come along, <<pcpetname "Gwylan">>." You stand up next to <<him>>. <</if>> Eden's eyes remain trained on Gwylan. <<person1>><<His>> grip is unsteady, and <<his>> pupil is a pinprick in between the rifle's sights. <<He>> lowers <<his>> gun. <br><br> "Is that what you want, <<girl>>? To go with <<person2>><<him>>?" <br><br> <<link [[Nod|Forest Gwylan Eden Confrontation]]>><<set $phase to "Gwylan">><<npcincr Gwylan dom 3>><<npcincr Eden love -10>><</link>><<ggyearning>><<llllove "Eden">> <br> <<link [[Say you want to go with Eden|Forest Gwylan Eden Confrontation]]>><<sub 1>><<set $phase to "Eden">><<npcincr Gwylan dom -10>><<npcincr Eden dom 3>><</link>><<lllyearning>><<ggdom "Eden">> <br> <<elseif $edenCagedEscape or edenFreedomStatus() gte 2>> <<set $gwylanRescue.seen.pushUnique("EdenFailed")>><<set $daily.gwylan.edenRescueFailed to true>> /* Gwylan not generated here as it leads to combat or the cabin */ <<if !$_close>> <<gwylanDesc "cap">> emerges from the treeline and rushes to your side. <<if $gwylanSeen?.includes("ritual_beast")>> "Are you alright, <<pcpetname "Gwylan" "name">>?" <<else>> "Are you alright, dear?" <</if>> <br><br> You hear more rustling. <span class="red">Eden</span> emerges next and marches towards you. <<He>> doesn't look happy to see you. <</if>> <<if $gwylanRescue.eden gte 4>> <<set $gwylanRescue.failed to "EdenAttack">> <<He>> grabs Gwylan by the arm and pulls <<nnpc_him "Gwylan">> aside, but <<his>> gaze remains fixed on you. <br> "You've got some nerve," Eden growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass." <br><br> Gwylan rests a hand on Eden's shoulder. "Calm down. Let's just—" <br><br> Eden turns and punches Gwylan square in the jaw. <<nnpc_He "Gwylan">> cries out in pain, staggering backwards into the dirt. <<trauma 12>><<ggtrauma>> <br> "Don't touch me," Eden spits. "I don't need your help, <<witch>>. And neither does <<pshe>>." <<He>> turns to you with a glare. "All <<pshe>> needs is to learn <<pher>> place." <br><br> <<He>> grabs you by the wrist and begins dragging you into the woods, leaving Gwylan behind. <<elseif $gwylanRescue.eden gte 1>> <<set $gwylanRescue.failed to "Eden">> <<He>> shoves Gwylan aside, eyes full of rage. Gwylan yelps as <<nnpc_he "Gwylan">> falls to the dirt. <br> "You've got some nerve," Eden growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass." <br><br> Gwylan watches, mouth agape. Eden glares at <<nnpc_him "Gwylan">>. "Go. This is between me and <<phim>>." <br> Gwylan glances between the two of you, <<nnpc_his "Gwylan">> expression a mix of worry and fear, before rising to <<nnpc_his "Gwylan">> feet. <<nnpc_He "Gwylan">> opens <<nnpc_his "Gwylan">> mouth to speak, but <<nnpc_his "Gwylan">> eyes fix on Eden's rifle. <<nnpc_He "Gwylan">> looks to you apologetically and shuffles back into the forest. <<trauma 6>><<gtrauma>> <br><br> Eden turns to you. "I told you I'd find you again," <<he>> spits. "And no one's getting in my way." <<He>> begins dragging you into the woods. <<else>> <<set $gwylanRescue.failed to "EdenAttack">> <<He>> presses <<his>> rifle against the back of <<gwylanDesc "the">>'s head. <<nnpc_He "Gwylan">> freezes, slowly raising <<nnpc_his 'Gwylan'>> hands. <<stress 12>><<ggstress>> <br><br> "Leave us, <<witch>>. This doesn't concern you." <br><br> <<gwylanDesc "the" "cap">> gives you a sad smile, and stands. "Right. Careful where you point that thing, Eden. You wouldn't want that nasty luck coming back." <<nnpc_He "Gwylan">> quickly runs back into the forest. <br><br> Eden watches <<nnpc_him "Gwylan">> leave, and turns back to you. "I told you I'd find you again," <<he>> growls. "And no one's getting in my way." <</if>> <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<link [[Try to pull away|Eden Caged Caught Pull]]>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif $gwylanRescue.eden gte 3>> "Nice aim," Eden says as <<nnpc_he "Eden">> <<if $_close>> approaches, putting <<nnpc_his "Eden">> rifle back over <<nnpc_his "Eden">> shoulder. <br><br> "If only I could say the same," Gwylan replies. <<else>> emerges from the forest. <br><br> "If only I could say the same," Gwylan replies, stepping through the treeline on the opposite side. <</if>> <<if $_gwylanThrow is "capsule">> "Unlike you, I was actually aiming for the <<= _args.includes("river") ? "water" : "dirt">>." Eden snorts, and almost smiles. <<else>> "Unless you were aiming for the <<= _args.includes("river") ? "water" : "dirt">>." Eden snorts, and almost smiles. <</if>> <<if $_type is "bear">> <<nnpc_He "Eden">> paces the perimeter. "We shouldn't stay here. That bear could come back." <</if>> <br><br> <<if $gwylanRescue.eden gte 4 and !$gwylanSeen?.includes("eden_frenemies")>> <<set $gwylanSeen.pushUnique("eden_frenemies")>> You smile. They used to be so suspicious of each other. It's nice to see them getting along. <<trauma -6>><<ltrauma>> <br><br> <<elseif !$gwylanSeen?.includes("edenBulletNecklace") and $gwylanSeen?.includes("ritual_beast")>> <<set $gwylanSeen.pushUnique("edenBulletNecklace")>> Gwylan kneels down, digging Eden's bullet out of the dirt. <<nnpc_He "Gwylan">> sighs and opens a satchel on <<nnpc_his "Gwylan">> belt. "Eden." <<nnpc_He "Gwylan">> tosses something. <br><br> Eden clumsily catches it. <span class="blue">It's a necklace made of spent bullet casings.</span> "Clean up after yourself. If you won't make peace with the forest, the least you can do is limit your collateral damage." Gwylan stands and crosses <<nnpc_his "Gwylan">> arms, giving Eden a scolding look. <br><br> Eden grips the necklace tightly. "I'll keep it in mind." <br><br> <</if>> <!-- Not done through the normal apology widget, as Eden's presence changes things too much --> <<gwylanRescueApologyEden>> Gwylan<<if !_args.includes("river") and $_gwylanThrow isnot "capsule">> gathers <<nnpc_his "Gwylan">> items and<</if>> fusses over you. Eden considers for a moment. "If you're not coming home," <<nnpc_he "Eden">> says, "You're safer with <<nnpc_him "Gwylan">> than alone." <<nnpc_He "Eden">> shoots Gwylan a sharp glare. "Don't get any ideas." Gwylan dons an innocent smile. <<if _args.includes("slime")>> <br> <<slimePunishmentForest>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<if $forest_shop_intro>> <<link [[Go back to the forest shop (0:30)|Forest Shop Entrance]]>><<pass 30>><<endevent>><</link>> <br> <</if>> <<forestCabinReturnLinks>> <<elseif $gwylanRescue.eden gte 1>> <<if $_close>> Eden cautiously walks beside Gwylan, but seems more concerned with you, not deeming <<nnpc_him "Gwylan">> a threat. <<else>> Eden and Gwylan both emerge from opposite sides of the forest path. Eden eyes Gwylan suspiciously, but <<nnpc_he "Eden">> doesn't deem <<nnpc_him "Gwylan">> a threat. <</if>> <br><br> "Good thing we were both in the area," Gwylan says. Eden doesn't respond. <<gwylanRescueApologyEden>> Gwylan fusses over you for a moment, but a sharp glare from Eden makes <<nnpc_him "Gwylan">> stop. Gwylan<<if !_args.includes("river") and $_gwylanThrow isnot "capsule">> gathers <<nnpc_his "Gwylan">> items, then<</if>> turns and walks away in the direction of <<nnpc_his "Gwylan">> shop without another word. Eden stays, checking to make sure you're alright. <<if _args.includes("slime")>> <br> <<slimePunishmentForest>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<forestCabinReturnLinks>> <<else>> <<set $gwylanRescue.failed to "">> Eden emerges from the treeline. "You okay?" <<nnpc_he "Eden">> asks. "Good thing I was here to—" <br><br> <<if $_close>> <<nnpc_Hes "Eden">> stops upon seeing <<gwylanDesc>>. Eden unslings <<nnpc_his "Eden">> rifle and points at <<nnpc_him "Gwylan">>. <<else>> <<nnpc_Hes "Eden">> cut off by <<gwylanDesc>> bursting through the treeline. Eden unslings <<nnpc_his "Eden">> rifle and points at <<nnpc_him "Gwylan">>. <</if>> <br><br> "Wait," <<gwylanDesc "the" "cap">> raises <<nnpc_his "Gwylan">> arms, dropping a ?gwylanItem <<nnpc_he "Gwylan">> was carrying. "I'm here for the same reason you are, Eden." <br><br> Eden doesn't lower <<nnpc_his "Eden">> gun. "Why should I believe you?" <<nnpc_He "Eden">> rests <<nnpc_his "Eden">> finger on the trigger. <<stress 3>><<gstress>> <br><br> "It's true, really!" <<gwylanDesc "the" "cap">> glances in your direction, then back to Eden. "I was at the shop taking stock when I heard <<phim>> scream. <<if $gwylan_rescue is 1>>I've saved <<phim>> before, <<pshes>> my friend.<<else>><<if $forest_shop_intro is 1>><<pShes>> one of my customers.<</if>> I wanted to save <<phim>>.<</if>>" <br><br> <<if hasSharpSenses("instincts")>> <<set $gwylanSeen.pushUnique("edenFearFake")>> <<gwylanDesc "the" "cap">> looks like <<hes>> putting on a brave front to mask <<his>> fear. But as you pay closer attention, you notice it's the exact opposite. <<Hes>> pretending to be nervous, to hide the fact that <span class="blue"><<nnpc_hes "Gwylan">> not scared at all.</span> <br><br> <</if>> <<if _gwylanStatus?.includes("met")>> Eden looks at you for confirmation. You nod, and <span class="green"><<nnpc_he "Eden">> lowers <<nnpc_his "Eden">> gun</span>. "Fine. But don't try anything, <<witch>>." <br><br> "I won't," Gwylan says. "The shop awaits my return, and I must away now that I know <<pshes>> safe." <<nnpc_He "Gwylan">> pauses. "You should be careful about where you point your weapon, though. You know a bit of rotten luck." <<else>> <<set $daily.gwylan.firstMet to true>> Eden frowns, then <span class="green">lowers <<nnpc_his "Eden">> gun</span>. "Fine. But don't try anything, <<witch>>." <br><br> <<gwylanDesc "the" "cap">> sighs in relief, and lowers <<nnpc_his "Gwylan">> arms as well. <<nnpc_He "Gwylan">> turns to you. <<nnpc_He "Gwylan">> looks about your age, with mousy hair and freckles. "I'm older than I look," <<nnpc_he "Gwylan">> says, as if reading your mind. "<span class="green">I'm Gwylan.</span>. Nice to meet you!" I have a shop right by the outskirts of the forest," <<nnpc_he "Gwylan">> says. "You can't miss it. I sell—" <<nnpc_He "Gwylan">> pauses. "My grand<<father>> sells—" another pause. "I sell clothes and knick-knacks there. <span class="blue">Things you won't find in normal shops.</span> Even I don't know what I have in stock!" <<nnpc_He "Gwylan">> sounds proud. Eden snorts. <</if>> <br><br> <<gwylanRescueNotice>> <<if $eden_rescue isnot 1>> <<set $eden_rescue to 1>> <<if _gwylanRescueNotice>> "As for me," Eden says, "I happened to be in the area. <span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in danger. No matter how deep in you are." <<else>> As Gwylan turns to set out, Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble." <</if>> <br><br> <</if>> With that said, Gwylan turns back in the direction of <<nnpc_his "Gwylan">> shop, <<= _args.includes("river") and $_gwylanThrow isnot "capsule" ? "walking away" : "quickly remembers <<nnpc_his 'Gwylan'>> thrown merchandise and picks it up, and walks away">>. Eden stays, and checks to make sure you're alright. <<if _args.includes("slime")>> <br> <<slimePunishmentForest>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<forestCabinReturnLinks>> <</if>> <<elseif $canRescue.includes("Gwylan")>> <<gwylanRescueStats true $_type>><<run statusCheck("Gwylan")>> <<if $_type is "plant">> <<set $_gwylanThrow to "item">> The <<person1>><<person>> leans in, but is interrupted when a flying ?gwylanItem smacks <<him>> in the face. <<He>> yelps, retracting <<his>> vines to raise them defensively. <br><br> "Hey!" <<gwylanDesc>> shouts, emerging from the treeline. "Leave <<phim>> alone. Don't let me catch you doing this again." <<nnpc_He "Gwylan">> holds a ?gwylanItem, but doesn't throw it, instead gesturing at the <<person>> with it. <br><br> The <<person>> bows <<his>> head, chastened. "I... okay. Sorry." <<He>> glances one last time at <<gwylanDesc>>, before meekly burrowing into the ground. <br><br> "Don't be too upset with <<him>>," <<gwylanDesc>> says, shaking <<nnpc_his "Gwylan">> head. "The dryads aren't malicious. They just... don't think like we do. Are you alright?" <<elseif $_type is "human">> <<set $_gwylanThrow to "item">> <<if $enemynomax is 1>> The <<person1>><<person>> charges you, but is interrupted when a flying ?gwylanItem smacks <<him>> in the face. <<else>> The <<person1>><<person>> charges you, but is interrupted when a flying ?gwylanItem smacks <<him>> in the face. The <<person2>><<person>> looks over, only for a ?gwylanItem to fly into <<his>> face as well. <</if>> <br><br> "Hey!" <<gwylanDesc>> shouts, emerging from the treeline. "Get away from <<phim>>. I have more." As if to demonstrate, <<nnpc_he "Gwylan">> throws a ?gwylanItem, hitting the <<person1>><<person>> in the face again. <<if $enemynomax is 1>> <<He>> turns and runs away. <br><br> "I hope <<he>> wasn't a customer," <<gwylanDesc>> mutters. "Well, I wouldn't want <<his>> money anyway. Are you alright?" <<else>> The <<= $enemynomax is 2 ? "pair" : "group">> glance at each other, then turn and run. <br><br> "I hope they weren't customers," <<gwylanDesc>> mutters. "Well, I wouldn't want their money anyway. Are you alright?" <</if>> <<elseif $_type is "bear">> <!-- Don't need to account for not knowing who Gwylan is, Gwylan can't save players from bears unless close --> <<hallucinogen 120>> The <<beasttype>> growls, but is hit in the face by a flying pouch. Powder erupts from the pouch, and you're caught in the cloud. It smells funny. <br><br> <<bHe>> growls again, swiping <<bhis>> nose, before freezing in fear. <<bHis>> eyes are locked on something behind you. You look over your shoulder. <br><br> <span @class="_gwylanFirstRescue is 'bear'?'red':''">A massive, inhuman monster stalks towards you. It's twice your size, with two long necks holding up a pointed, faceless head.</span> <<if _gwylanFirstRescue is "bear">> <span class="red">Even the trees around it seem to stretch taller.</span> <<stress 12>><<trauma 6>><<ggstress>><<gtrauma>> <<else>> You've seen this before. <span class="forest-green">It's Gwylan.</span> <</if>> <br><br> <<if $monster is 1>> "Too big," the <<beasttype>> whispers, backing up. <<bHe>> <<else>> The <<beasttype>> pounds <<bhis>> paws against the ground nervously, before <<bhe>> <</if>> $_backsOffAnd flees into the forest. <br><br> "Hey, relax. You're alright." <<if _gwylanFirstRescue is "bear">> <span class="red">The giant steps towards you, its necks unnaturally pulling its pointy head into its torso. It produces what looks like a cloth and presses it to your nose. Everything...</span> <br><br> ...clears up. You blink. The trees no longer stand quite so tall. The creature is gone too. In its place is a mousy <<nnpc_gendery "Gwylan">> wearing a witch hat and an amused smile. <span class="green">It's Gwylan.</span> <<else>> Gwylan steps towards you, what you now recognize as <<nnpc_his "Gwylan">> arms pulling <<nnpc_his "Gwylan">> hat back down. <<He>> dabs something from a small bottle into a cloth and presses it to your nose. Everything returns to normal size. <</if>> "Breathe. It's always a trip, I know." <<elseif $_type is "Black Wolf">> /* exit case, does not continue to rest of widget. Improve later? */ You hear a sound like glass breaking nearby. A green light briefly blinds you. The Black Wolf becomes sluggish. You hear singing. Your head feels fuzzy. <<hallucinogen 120>><<gghallucinogens>> <br><br> <span class="forest-green">Gwylan</span> emerges from the treeline as the light slowly fades from the Black Wolf's eyes. <<bHe>> backs away and growls, still half-lucid. "Shhhh." Gwylan kneels down, producing a small vial full of blue powder and smiling at you. <<if _gwylanStatus?.includes("reunion")>> "We'll be having words later, <<pcpetname "Gwylan" "name">>. You've had me worried sick. But for now, you should go. I'll sort the alpha out." <<else>> "You should go, <<pcpetname "Gwylan" "name">>. I'll sort the alpha out." <</if>> <<nnpc_He "Gwylan">> takes a deep breath. "Alright, big <<if C.npc["Black Wolf"].ponoun is "m">>boy<<else>>girl<</if>>, come here." <br><br> The Black Wolf growls and tries to shake off the trance. You decide not to stick around. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<exit>> <<elseif $_type is "Eden">> <<set $_edenName to C.npc.Eden.name_known ? "Eden" : "the <<nnpc_title 'Eden'>>">> "Eden! Unhand <<phim>> at once!" A sharp command echoes through the forest. <br><br> <<= $_edenName.toUpperFirst()>> freezes for a moment, before quickly pulling away from you, unslinging <<his>> rifle and pointing it towards the source. <br><br> <<clotheson>> <<endcombat>> <<set $_combatEnded to true>> <<npc Eden 1>><<npc Gwylan 2>><<person2>> <span class="forest-green">Gwylan</span> slowly emerges from the opposite direction. <<= $_edenName.toUpperFirst()>> snaps around, firing a shot into a tree right next to Gwylan. <<He>> barely reacts, <<his>> head only slightly tilting away from the impact. <<stress 24>><<ggstress>> <br><br> <<if $daily.gwylan.edenRescueFailed>> "You again?" <<= $_edenName>> spits. "For the last time, this doesn't concern you." <<else>> "Leave us, <<witch>>. This doesn't concern you," <<= $_edenName>> spits. <</if>> <br><br> Gwylan smiles, though it doesn't reach <<his>> eyes. "I beg to differ," <<he>> says. "When you're disturbing our forest, of course it concerns me. Especially when you're intimidating a poor, innocent creature like <<phim>>." <<He>> gestures at you. "You just can't help yourself, can you? You hate to hear the forest sing, but love to hear <<phim>> scream." <br><br> <<person1>><<= $_edenName.toUpperFirst()>> snaps <<his>> glance to you, then back to Gwylan. <<His>> grip tightens on <<his>> rifle. <<if $hunterintro isnot 1 or !$syndromeeden>> /* Eden backs down due to not being attached enough to PC, continue to normal rescue text */ <<He>> sighs, <span class="green">and lowers it.</span> "Fine. This isn't over. There are gaps in your vision, <<witch>>." <<He>> slings <<his>> rifle over <<his>> shoulder and walks into the forest. <br><br> Gwylan watches <<him>> leave, and rushes to your side once <<hes>> gone. "Are you alright? That brute didn't hurt you, did <<he>>?" <<else>> /* exit case, does not continue to rest of widget */ "<<pShes>> going home. Even if I have to drag <<phim>> there." <br><br> <<person2>>Gwylan continues approaching. <<if $gwylanSeen.includes("partners") and $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 or $gwylanSeen.includes("romance")>> "That's right, <<pshe>> is going home. But it's not the home you think. <<gwylanCommand "Come along, <<pcpetname 'Gwylan'>>.">>" Gwylan holds out <<his>> hand to you. <br><br> "Touch <<phim>> and I'll blow your fucking hand off," <<person1>><<he>> yells. <span class="blue">You hear a dull click.</span> Eden looks down at <<his>> rifle with annoyance. <br><br> Gwylan's hand remains reaching out to you. "You'll miss," <<person2>><<he>> says flatly. "Just like you always do." <br><br> <<link [[Take Gwylan's hand|Forest Gwylan Eden Rescue]]>><<set $phase to "Gwylan">><<npcincr Gwylan dom 3>><<npcincr Eden love -10>><</link>><<handholdingvirginitywarning>><<ggyearning>><<llllove "Eden">> <br> <<link [[Stay with Eden|Forest Gwylan Eden Rescue]]>><<sub 1>><<set $phase to "Eden">><<npcincr Gwylan dom -10>><<npcincr Eden dom 3>><</link>><<gwylanWillpowerDifficulty>><<lllyearning>><<ggdom "Eden">> <br> <<else>> "That cabin isn't a home, Eden. No matter how much you play pretend." Gwylan lifts <<his>> hat, looking Eden directly in the eyes now. "Have you ever once asked <<phim>> what <<pshe>> wants?" <br><br> Eden winces. "Shut it. I know what's best for <<phim>>." <<person1>><<His>> grip trembles. <span class="blue">You hear a dull click.</span> Eden looks down at <<his>> rifle with annoyance. <br><br> "You don't even know what's best for yourself," Gwylan says, shaking <<person2>><<his>> head. <<He>> turns to you. "Do you want me to take you back to the shop?" <br><br> <<link [[Nod|Forest Gwylan Eden Confrontation]]>><<set $phase to "Gwylan">><<npcincr Gwylan dom 3>><<npcincr Eden love -10>><</link>><<ggyearning>><<llllove "Eden">> <br> <<link [[Say you want to go with Eden|Forest Gwylan Eden Confrontation]]>><<sub 1>><<set $phase to "Eden">><<npcincr Gwylan dom -10>><<npcincr Eden dom 3>><</link>><<lllyearning>><<ggdom "Eden">> <br> <</if>> <<exit>> <</if>> <<else>> /* beast */ <<if $gwylanSeen?.includes("ritual_beast") and $rng gte 51>> The <<beasttype>> <<beast_growls_text $_type>>, but it quiets down as you hear something else. Singing. <<if $_type.includes("boar")>> <<bHe>> grunts, looking around, before slowly bowing <<bhis>> head. <<if $monster is 1>> "Can't think..." <</if>> <<elseif $_type.includes("lizard")>> <<bHe>> looks around, alarmed, but slowly calms. <<else>> <<bHe>> yelps and looks around, alarmed, but <<bhis>> posture relaxes. <<if $monster is 1>> "Human song! Where... human..." <</if>> <</if>> <br><br> <<gwylanDesc "cap">> slowly emerges from the treeline, singing a gentle melody. <<nnpc_He "Gwylan">> approaches and kneels down, petting the <<beasttype>>. <<nnpc_He "Gwylan">> leans in and whispers. "Go home." <br><br> <<if $_type.includes("boar")>> <<bHe>> huffs a few times, but starts to walk away. <<elseif $_type.includes("lizard")>> <<bHe>> lets out a low hiss, and vanishes beneath the water. <<else>> <<bHe>> scurries away, <<bhis>> tail between <<bhis>> legs. <</if>> <<if $combatTrain.total_length isnot undefined>> The <<= $combatTrain.total_length is 1 ? "others follow" : "other follows">> <<bhim>>. <</if>> <br><br> <<gwylanDesc>> lets out a sigh. <<else>> The <<beasttype>> <<beast_growls_text $_type>>, but is silenced as a small capsule lands next to you. The capsule starts to spark and pop loudly. <<if $_type.includes("boar")>> <<bHe>> grunts, looking around. <<if $monster is 1>> "Tricks and traps. I hate." <</if>> <<elseif $_type.includes("lizard")>> <<bHe>> looks around, alarmed. <<else>> <<bHe>> yelps and looks around, alarmed. <<if $monster is 1>> "Human attack! Where human?!" <</if>> <</if>> <br><br> Another one lands nearby, and starts to pop. Overwhelmed by the noise, <<if $_type.includes("boar")>> <<bhe>> runs away. <<elseif $_type.includes("lizard")>> <<bhe>> dives back into the churning water. <<else>> <<bhe>> scurries away, <<bhis>> tail between <<bhis>> legs. <</if>> <<if $combatTrain.total_length isnot undefined>> The <<= $combatTrain.total_length is 1 ? "others follow" : "other follows">> <<bhim>>. <</if>> <br><br> <<gwylanDesc "cap">> emerges from the treeline. <</if>> "Are you alright? I swear they get more aggressive every day," <<nnpc_he "Gwylan">> mutters. <</if>> <<if _args.includesAny("river","snow")>> <<nnpc_He "Gwylan">> grasps your arm and pulls you out of the <<= _args.includes("river") ? "water" : "snow">>. <</if>> /* Prevents towelup when the player has clothes */ <<silently>><<clotheson>><</silently>> <<if $exposed gte 1>> <<nnpc_He "Gwylan">> offers you some old towels to <<if _args.includesAny("river","snow")>>dry yourself and <</if>>cover up.<<dry_towel>> <</if>> <<if $pain gte 50>> <<if $gwylanSeen?.includes("partners")>> <<nnpc_He "Gwylan">> kisses you on the cheek before tending to some of your bruises. <<else>> <<nnpc_He "Gwylan">> spends some time soothing your bruises. <</if>> <<pain -15>> <</if>> <<if _gwylanFirstRescue is "bear">> <br><br> <<nnpc_He "Gwylan">> bends down to pick up the now-empty pouch, showing it to you. "Surprised? Some spores have halluinogenic properties. That one warps your perception, making everything look larger than it really is. And making yourself look bigger is the best way of scaring off bears." <<nnpc_He "Gwylan">> takes off <<nnpc_his "Gwylan">> hat and holds it over <<nnpc_his "Gwylan">> head for emphasis, before putting it back on. <</if>> <<if $_combatEnded>> <<endevent>> <br><br> <<else>> <<clotheson>> <<endcombat>> <</if>> <<npc Gwylan>><<person1>> <<if _gwylanStatus?.includes("reunion")>> <<He>> pulls you into a tight hug. <<if $gwylanSeen.includes("partners")>> "Now, where have you been? Do you have any idea how worried I was?" <<if _gwylanTF.revealed>><<His>> tail beats on the ground.<</if>> <<else>> "I'm glad I found you. I haven't seen you in ages, I thought you were gone for good. What happened to you?" <</if>> <br><br> <<gwylanReunion>> <br><br> <<if _gwylanStatus?.includes("badEndReady")>> <<He>> doesn't let go. "Please, just let me hold you for a little while. I really though this would be the end. I thought I'd be alone again." <br><br> You feel the slightest pinprick in your arm. <<pain 2>><<gpain>> <br><br> <span class="purple">The forest starts to shift and distort.</span> Gwylan's face remains in perfect clarity at the center of your vision. <<He>> smiles sweetly, holding up a pink rose. Its stem drips red. <<hallucinogen 160>><<ggghallucinogens>> <br><br> The ground attacks you from below, but Gwylan guides you down slowly. "Shhh... just... a little longer." <br><br> <<hypnosisText "<<His>> sweet voice silences your thoughts, and you're no longer where you once were.">> <<His>> voice fades away with the rest of the forest. <br><br> <<if _gwylanStatus?.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 1 hour>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 1 hour>><<endevent>><</link>> <</if>> <br> <<exit>> <<else>> <<He>> withdraws. <</if>> <<elseif !_gwylanStatus?.includes("met")>> <<set $daily.gwylan.firstMet to true>> <<He>> looks about your age, with mousy hair and freckles. "I'm older than I look," <<he>> says, as if reading your mind. "<span class="green">I'm Gwylan.</span> Nice to meet you." <br><br> "I have a shop right by the outskirts of the forest," <<he>> says. "You can't miss it. I sell—" <<He>> pauses. "My grand<<father>> sells—" Another pause. "I sell clothes and knick-knacks there. <span class="blue">Things you won't find in normal shops.</span> Even I don't know what I have in stock!" <<He>> sounds proud. <br><br> <<elseif $gwylanRescue.failed>> <<gwylanRescueApology>> <br><br> <</if>> <<if $gwylanRescue.eden gte 1 and !$gwylanRescue.failed and $_type isnot "Eden">> <<He>> looks around for a moment, as if waiting for something. "Strange," <<he>> says to <<himself>>. "I thought the <<nnpc_title "Eden">> would be here, too." <br><br> <</if>> <<gwylanRescueNotice>> <<if _gwylanStatus?.includes("reunion") or Time.dayState is "night">> <<He>> looks back into the treeline one last time. "Would you like to walk back to the shop with me? It would be safer together." <br><br> <<link [[Yes|Forest Gwylan Walk Shop]]>><<set $phase to 1>><<set $phase2 to "combatEnded">><<npcincr Gwylan dom 1>><</link>><<handholdingvirginitywarning>><<gyearning>> <br> <<link [[No|Forest Gwylan Walk Shop]]>><<set $phase to 2>><<set $phase2 to "combatEnded">><</link>> <br> <<else>> <<if $_gwylanThrow is "item">> <<He>> gathers <<his>> items, then walks off in the direction of <<his>> shop. <<else>> <<He>> walks off in the direction of the shop. <</if>> <br><br> <<if _args.includes("slime")>> <<slimePunishmentForest>> <br><br> <</if>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif $canRescue.includes("Nobody")>> Nobody comes to rescue you. <br><br> <<if $_type is "plant">> Nobody stands between you and the <<person>>. <br><br> The <<person>> flinches back at nobody. <<He>> looks at you, face ashen, and withdraws <<his>> vines. <br><br> "I'm sorry," <<he>> whispers, before turning and running through the forest. "I'm sorry! I'm sorry! I'm sorry! I didn't mean to! I didn't mean to! I..." <<His>> voice becomes inaudible. <<tearful>> you gather yourself. <<elseif $_type is "human">> <<if $enemynomax gt 1>> Nobody stands between you and the <<group>>. <<else>> Nobody stands between you and the <<person>>. <</if>> <br><br> Nobody saves you. <br><br> <<if $enemynomax gt 1>> The <<group>> are gone. <<else>> The <<person>> is gone. <</if>> <<tearful>> you gather yourself. <<elseif $_type is "Eden">> <<set $_edenName to C.npc.Eden.name_known ? "Eden" : "the <<nnpc_title 'Eden'>>">> Nobody stands between you and <<= $_edenName>>. <br><br> <<= $_edenName.toUpperFirst()>> scowls, but <<his>> face turns pale. <br><br> Nobody gets shot at. <br><br> Nobody seems to mind. <br><br> Nobody approaches. <br><br> <<= $_edenName.toUpperFirst()>> flees. <<tearful>> you gather yourself. <<elseif $_type is "Black Wolf">> The Black Wolf suddenly withdraws from you, staring off into the treeline. <br><br> <<bHis>> tail puffs up, and <<bhe>> growls. <<bHe>> looks to you, then back to the trees. <br><br> <<bHe>> flees. <br><br> You look around, worried about what could have possibly frightened <<bhim>>. You quickly understand. <br><br> Nobody is here. <br><br> <<tearful>> you gather yourself. <<else>> /* beast */ <<if $combatTrain.total_length isnot undefined>> Nobody stands between you and the <<beastsplural>>. <<else>> Nobody stands between you and the <<beasttype>>. <</if>> <br><br> Nobody saves you. <br><br> <<if $combatTrain.total_length isnot undefined>> The <<beastsplural>> are gone. <<else>> The <<beasttype>> is gone. <</if>> <<tearful>> you gather yourself. <</if>> <br><br> <<clotheson>><<set $gwylanRescue.failed to "">> <<endcombat>> <<if _args.includes("slime")>> You feel the slime in your ear's displeasure at your defiance. <br><br> Nobody whispers in your ear. You hear nothing, but <span class="lblue">the slime falls silent</span>. <br><br> <</if>> You're alone. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $canRescue.includes("Eden")>> You hear a gun fire close by, and a bullet $_lands <<if $_type is "plant">> <<set $_hikers to "hikers">> at the <<persons>> feet. "Fuck," <<he>> hisses. "It's the <<nnpc_title "Eden">>. Fuck. Fuck shit fuck. Um." <<He>> grabs your face and gives you a syrupy kiss on each cheek, before pulling away from you. "See ya! I'm out!" <<if $edenCagedEscape>> The <<person>> retracts <<his>> vines and retreats into the forest. <</if>> <<bodyliquid "face" "nectar">> <<elseif $_type is "human">> at the <<person1>><<persons>> feet. <<if _args.includes("cutter")>> "The maniac," <<he>> whispers. <</if>> <<if $enemynomax gt 1>> <<set $_hikers to "hikers">> The <<= $enemynomax is 2 ? "pair" : "group">> back off in fear and flee into the forest. <<else>> <<set $_hikers to "bastard">> <<He>> backs off in fear and flees into the forest. <</if>> <<else>> /* beast */ <<set $_hikers to $_type>> near the <<beasttype>>. <<bHe>> $_backsOffAnd flees into the <<if $combatTrain.total_length isnot undefined>> $_forest, the <<= $combatTrain.total_length is 1 ? "other" : "others">> following close behind. <<else>> $_forest. <</if>> <</if>> <br><br> <<if $edenCagedEscape>> <<clotheson>> <<endcombat>> <<npc Eden>><<person1>> Before you have a chance to recollect, you feel a hand on your shoulder. You're spun around, and come face-to-face with Eden, <<his>> eyes full of rage. <br><br> "You've got some nerve," <<he>> growls. "Abandoning me, acting like a fucking brat, then expecting me to save your helpless ass." <br><br> <<He>> grabs your wrist tight and begins marching you into the woods. "Come on. You're overdue for your punishment." <br><br> <<link [[Resist|Forest Eden Rage]]>><<set $phase to 0>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Forest Eden Rage]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<else>> <<if $_type is "plant">> The <<person>> retracts <<his>> vines and retreats into the forest right as Eden emerges. <<nnpc_He "Eden">> <<else>> Eden emerges and <</if>> helps you collect yourself. "Damn <<= ["hikers","bastard"].includes($_hikers) ? $_hikers : "<<beastSimple $_hikers true>>">>," <<nnpc_he "Eden">> mutters. "Are you okay?" <br><br> <<clotheson>> <<endcombat>> <<if $gwylanRescue?.eden gte 1>> <<if $worn.neck.name is "familiar collar">> Eden glances at your collar, frowning in thought. Whatever <<nnpc_hes "Eden">> thinking, <<nnpc_he "Eden">> doesn't voice it. <<else>> Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says. <</if>> <br><br> <</if>> <<if $eden_rescue isnot 1>> <<set $eden_rescue to 1>> Eden pats you on the shoulder. "I was able to hear you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a shout if you're in trouble." <br><br> <</if>> <<forestCabinReturnLinks>> <</if>> <<else>> <span class="red">Invalid rescue in $passage: <<print $canRescue>>!</span> Please report this. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>> <</widget>> <<widget "gwylanRescueApology">> <<if $gwylanRescue.failed is "WraithFight">> Gwylan quickly hugs you as you walk in. "I'm so sorry. <<elseif $gwylanRescue.failed is "Wraith">> <<set $_noFollowUp to true>> <<if _args.includes("shop") and !_args.includes("intro")>> <<nnpc_He "Gwylan">> looks you over with concern. <<else>> "Hey," Gwylan says as you walk in. <<nnpc_He "Gwylan">> looks concerned. <</if>> "Are you feeling okay? You look a little pale, and I thought I heard you screaming the other night..." <<else>> <<if _args.includes("shop")>> <<if _args.includes("intro")>> <<nnpc_He "Gwylan">> rubs the back of <<nnpc_his "Gwylan">> neck. "By the way, sorry <<else>> "Hey," Gwylan says as you walk in. "Sorry <</if>> <<else>> <<nnpc_He "Gwylan">> can't meet your gaze. "Sorry <</if>> <</if>> <<if $_noFollowUp>> /* Nothing */ <<else>> <<if $gwylanRescue.failed is "WraithFight">> I'm glad you were able to get away from the Ivory one." <<He>> steps away and rubs <<his>> neck. "It sure knows how to hold a grudge." <<elseif $gwylanRescue.failed is "EdenAttack">> for not being able to save you from <<= $gwylanRescue.eden gte 1 ? "Eden" : "the <<nnpc_title 'Eden'>>">>. I wasn't expecting <<nnpc_him "Eden">> to be such a brute." <<elseif $gwylanRescue.failed is "EdenShop">> for not being able to keep <<= $gwylanRescue.eden gte 1 ? "Eden" : "the <<nnpc_title 'Eden'>>">> from taking you. I had a plan... but I suppose <<nnpc_he "Eden">> made <<nnpc_his "Eden">> move too quickly for it to take effect." <<else>> for not saving you before, but I can't contest <<if $gwylanRescue.failed is "Eden" and $gwylanRescue.eden gte 1>> Eden. Nobody's bulletproof." <<elseif $gwylanRescue.failed is "Eden">> the <<nnpc_title "Eden">>. <<nnpc_Hes "Eden">> the second scariest thing in the forest." <<elseif $gwylanRescue.failed is "Black Wolf">> the alpha. I don't want the entire pack breaking my door down." <<elseif $gwylanRescue.failed is "bear">> a bear. We are but tasty, squishy morsels compared to them." <<else>> ...uh... the $gwylanRescue.failed? Wait, what were you fighting again? Who?" Gwylan rubs the back of <<nnpc_his "Gwylan">> neck. "<span class="red">Bweh. I think there's a bug here.</span>" <<nnpc_He "Gwylan">> shakes <<nnpc_his "Gwylan">> head. "<<gwylanCommand "Report this to PurityGuy">> when you have the time, okay, dear?" <</if>> <</if>> <</if>> <<if _args.includes("Robin")>> /* Todo: Gwylan, Robin gets different reactions when closer to Gwylan? */ Robin blinks, but doesn't question it. <</if>> <<set $gwylanRescue.failed to "">> <</widget>> <<widget "gwylanRescueApologyEden">> <<if $gwylanRescue.failed is "WraithFight">> Gwylan hugs you. "I'm so sorry that I couldn't free you from the Ivory one." <<nnpc_He "Gwylan">> rubs <<nnpc_his "Gwylan">> neck. "It sure knows how to hold a grudge." <br><br> Eden looks bemused. "The Ivory one? Save your ghost stories." <<elseif $gwylanRescue.failed is "Wraith">> Gwylan eyes you with concern. "I'm glad we found you this time. I thought I heard you scream the other night, but I couldn't find you." <br><br> Eden eyes you with suspicion. <<elseif $gwylanRescue.failed is "Eden" or $gwylanRescue.failed is "EdenAttack" or $gwylanRescue.failed is "EdenShop">> Gwylan frowns for a moment. <<if $gwylanRescue.failed is "EdenAttack">> "No hard feelings, but you best keep your hands to yourself this time. Play nice." <<else>> "I better see you playing nice this time." <</if>> <br><br> Eden sighs, crossing <<nnpc_his "Eden">> arms. "<<pShe>> needs to learn to obey me." <<if $gwylanSeen.includes("petplay") and $gwylanRescue.eden gte 4>> <br> Gwylan giggles. "<<pShe>> obeys me just fine. Maybe you need lessons." <br> "Don't push your luck, <<witch>>." <br> "Oh? Would you prefer a collar, then?" <br> "I have plenty." <<else>> Gwylan doesn't seem happy with that reply, but doesn't push it. <</if>> <br><br> <<elseif $gwylanRescue.failed is "Black Wolf">> <<nnpc_He "Gwylan">> can't meet your gaze. "Sorry for not saving you before, but I can't contest the alpha. I don't want the entire pack breaking my door down." <br><br> "You were attacked by the alpha? The black one?" Eden growls. "If that thing lays a single mangy paw on you, I'll hunt myself a nice black rug." <br><br> <<if $gwylanRescue.eden gte 4>> "Yes, surely you'll best it next time," Gwylan says with a laugh. "Just like the last nine times." <br><br> <</if>> <<elseif $gwylanRescue.failed is "bear">> <<nnpc_He "Gwylan">> can't meet your gaze. "Sorry for not saving you before, but I couldn't contest a bear alone. We are but tasty, squishy morsels compared to them." <br><br> Eden nods. <br><br> <</if>> <<set $gwylanRescue.failed to "">> <</widget>> <<widget "forestCabinReturnLinks">> <<link [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass 30>><<endevent>><</link>> <br> <<link [[Say goodbye|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</widget>> <!-- Argument one is minimum --> <<widget "tending_bird_eggs">> <<if _args[0] gt 0>> <<set $_min to _args[0]>> <<if _args[1]>> <<set $_max to _args[0]>> <<else>> <<if $forest_nest and $forest_nest.type>> <<switch $forest_nest.type>> <<case 1>><<set $_max to (_args[0] + 2)>> <<case 2>><<set $_max to (_args[0] + 7)>> <<case 3>><<set $_max to (_args[0] + 4)>> <</switch>> <<else>> <<set $_max to (_args[0] + 4)>> <</if>> <</if>> <<wearProp "egg" 0 "bird">> <span class="green"><<tending_pick bird_egg $_min $_max>></span> <<else>> <span class="red">There's no intact eggs left.</span> <</if>> <</widget>> <<widget "forestBullyLeaves">> <br><br> After they leave, you try looking for a way to escape. You could try climbing the ropes to the branches, but the canopy is a long way up. It doesn't seem like there is any other way out without help, but drawing attention to yourself might make the situation worse. <br><br> <<link [[Climb|Forest Bully Climb]]>><</link>><<athleticsdifficulty 0 1055>> <br> <<link [[Call for help|Forest Bully Help]]>><</link>> <</widget>> <<widget "forestsnow">> The snow here has not been cleared in a long time. It's reaching up to your knees, and becomes deeper the further you continue. <br><br> <<link [[Turn back (0:15)|Forest]]>><<pass 15>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</link>> <br> <<link [[Keep going|Forest Snow]]>><</link>> <</widget>> <<widget "gwylanRescueNotice">> <<if $gwylan_rescue isnot 1 or $gwylanSeen?.includes("ritual_sex") and ($worn.neck.name is "familiar collar" and !$gwylanRescue.seen.includes("collarScream") or $fox gte 6 and !$gwylanRescue.seen.includes("foxScream"))>> <<set _gwylanRescueNotice to true>> <<nnpc_He "Gwylan">> starts to walk off, but stops and turns around. "By the way," <<nnpc_he "Gwylan">> says. <<if $gwylan_rescue isnot 1>> <<set $gwylan_rescue to 1>> "I was able to hear you because you were close enough to my shop. <<if $gwylanSeen?.includes("ritual_sex")>> <<if $worn.neck.name is "familiar collar">> <<set $gwylanRescue.seen.pushUnique("collarScream")>> While you're wearing this..." <<nnpc_He "Gwylan">> brushes <<nnpc_his "Gwylan">> fingers against your collar affectionately. "<span class="forest-green">I'll be able to hear you throughout the entire forest.</span> Otherwise... <</if>> <<if $fox gte 6>> <<set $gwylanRescue.seen.pushUnique("foxScream")>> I'll be able to hear you up to the border of the deepest parts of the forest, but that's only as long as you have that <span class="orange">foxiness</span> to you. If you lose it... <</if>> <</if>> <span class="gold">If you go any further than the start of the lake, I won't be able to hear you.</span> Keep it in mind." <<elseif !$gwylanSeen?.includes("ritual_sex")>> <!-- Do nothing --> <<elseif $worn.neck.name is "familiar collar" and $fox gte 6 and !$gwylanRescue.seen.includesAny("collarScream","foxScream")>> <<set $gwylanRescue.seen.pushUnique("collarScream","foxScream")>> <<nnpc_He "Gwylan">> brushes <<nnpc_his "Gwylan">> fingers against your collar affectionately. "As long as you're wearing this, <span class="forest-green">I'll be able to hear you throughout the entire forest.</span> And even if you're not, as long as you have that <span class="orange">foxiness</span> to you that you do now, I'll be able to hear you up to the border of the deepest parts of the forest. Keep it in mind." <<elseif $worn.neck.name is "familiar collar" and !$gwylanRescue.seen.includes("collarScream")>> <<set $gwylanRescue.seen.pushUnique("collarScream")>> <<nnpc_He "Gwylan">> brushes <<nnpc_his "Gwylan">> fingers against your collar affectionately. "As long as you're wearing this, <span class="forest-green">I'll be able to hear you throughout the entire forest.</span> Keep it in mind." <<elseif $fox gte 6 and !$gwylanRescue.seen.includes("foxScream")>> <<set $gwylanRescue.seen.pushUnique("foxScream")>> "As long as you have that <span class="orange">foxiness</span> to you that you do now, I'll be able to hear you up to the border of the deepest parts of the forest. Keep it in mind." <</if>> <br><br> <</if>> <</widget>><<effects>> What gift would you like to give Gwylan? <br><br> <<food_gift_list>> <<if _food_gift_found is true>> <<skinicon "give">><<link [[Give gift (0:05)|Gwylan Gifts]]>><<pass 5>><<give_gift Gwylan>><</link>> <br> <</if>> <<refuseicon>><<link [[Reconsider|Gwylan Gifts List Reconsider]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $location is "forest_shop">> Gwylan continues rummaging around for something, not noticing your reconsideration at all. <<else>> Gwylan continues staring out at the sea, not noticing your reconsideration at all. <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set _gift to $gift.handheld_gift || $gift.handheld>> <<wearProp _gift>> <<if $phase is 1>> "I've brought you something," you say. <<elseif $phase is 2>> "I made something," you say. "Just for you." <<else>> "I've made you a gift," you say. "I hope you like it." <</if>> <br><br> <<if $gift.name is "plum_pudding">> You hold out the plum pudding. <<if _gwylanTF.known and $location is "forest_shop">> Gwylan's eyes light up, and <<his>> fox ears stand up straight. <<else>> Gwylan's eyes light up. <</if>> "Oh my. You certainly know the fastest way to a <<personsimple>>'s heart." <<npcincr Gwylan dom 1>><<gyearning>> <br><br> <<He>> takes a large bite of it. "Made with real plums, too! Perfection." <<He>> closes <<his>> eyes and places a hand on <<his>> cheek as <<he>> chews. "I adore plums. The perfect texture and balance of sweetness and tartness. You could even taste it without a tongue." <br><br> <<saveFavoriteFood "Gwylan" $gift.name>> <<earnFeat "Coven Comforts">> <<He>> opens <<his>> eyes and blushes, realising <<hes>> already eaten half of it. "Oh dear, how rude of me. This would taste much better shared." <<if $location is "forest_shop">> <<He>> nods to a small table tucked away in the corner of the shop. <</if>> <br><br> <<link [[Let Gwylan have all of it|Gwylan Gifts Plum]]>><<handheldon>><</link>> <br> <<link [[Share it|Gwylan Gifts Plum Share]]>><<handheldon>><<npcincr Gwylan lust 1>><</link>><<glust>> <br> <<elseif $gift.special.includes("spicy")>> You hold out the <<recipe_name $gift.name>>. Gwylan tilts <<his>> head. <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> "How did you sneak that past Sammy? Never mind, I'm sure I can squeeze that in alongside breakfast." <</if>> <<He>> smells it. "A spicy dish? I have trouble tasting those. I'm willing to try, though." <br><br> <<He>> takes a bite, and chews. <<His>> expression remains neutral. "Sorry, dear. I'm afraid I can't taste it at all." <<He>> smiles. "I won't let it go to waste, though. It might taste better shared." <<if $location is "forest_shop">> <<He>> nods to a small table tucked away in the corner of the shop. <</if>> <br><br> <<link [[Let Gwylan have all of it|Gwylan Gifts Spicy]]>><<handheldon>><</link>> <br> <<link [[Share it|Gwylan Gifts Spicy Share]]>><<handheldon>><<npcincr Gwylan lust 1>><</link>><<glust>> <br> <<elseif $gift.special.includes("drink")>> You hold out the <<recipe_name $gift.name>>. <<He>> tilts <<his>> head. "A brew of your own? I'm intrigued." <<He>> gently takes it in both hands and smells it. "Interesting." <<He>> swirls it, before taking a small sip. The small sip quickly turns into <<him>> chugging it. <br><br> <<link [[Next|Gwylan Gifts Drink End]]>><<handheldon>><</link>> <<else>> You hold out the <<recipe_name $gift.name>>. <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> "How did you sneak that past Sammy? Never mind, I'm sure I can squeeze that in alongside breakfast." <</if>> <<He>> inspects it for a moment, before taking it in <<his>> hands. "It smells wonderful," <<he>> says. "I'm sure it tastes just as good. It would taste better shared, though." <<if $location is "forest_shop">> <<He>> nods to a small table tucked away in the corner of the shop. <</if>> <br><br> <<link [[Let Gwylan have all of it|Gwylan Gifts Food]]>><<handheldon>><</link>> <br> <<link [[Share it|Gwylan Gifts Food Share]]>><<handheldon>><<npcincr Gwylan lust 1>><</link>><<glust>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> You shake your head, and insist on <<him>> eating it all. <br><br> <<if $location is "forest_shop">> The whole shop seems to brighten up for a little while after <<he>> finishes it. <<else>> <<He>> continues watching the sea as <<he>> finishes it. <<Hes>> practically glowing. <</if>> <br><br> <<if C.npc.Gwylan.dom gte 50>> "You deserve a treat too, <<pcpetname "Gwylan">>." <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<He>> leans over the table and gives you a quick peck on the cheek. <<else>> <<He>> leans over the counter and gives you a quick peck on the cheek. <</if>> <<if !$gwylanSeen.includes("partners")>> "Don't think about that too much," <<he>> says with a blush. <</if>> <<else>> "That was very thoughtful of you, dear. Thank you." <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $location is "forest_shop">> <<He>> leads you over to the small table, before disappearing through a dark doorway. <<if $gwylanSeen.includes("dog_bowl")>> <<if _gwylanStatus.includesAny("dom", "lust") or $gwylanSeen.includes("dog_bowl_name")>> <<if !$gwylanSeen.includes("dog_bowl_name")>> <<set $gwylanSeen.pushUnique("dog_bowl_name")>> <<He>> returns with a <span class="pink">clean dog bowl</span>, which <<he>> puts in front of you. It's different from last time. Small gems are embedded around it, and <span class="pink">your name is engraved on the side</span>. <br><br> Gwylan sways back and forth, blushing. "You've been such a <<pcpetname "Gwylan" "good">> for me, so I thought I'd make something to show you just how much I appreciate you, too. I hope you like it." <<npcincr Gwylan dom 5>><<ggyearning>> <br><br> <<else>> <<He>> returns with <span class="pink">your dog bowl</span>. <</if>> <<else>> <<He>> returns with a <span class="pink">clean dog bowl</span>, which <<he>> puts in front of you. <</if>> <<He>> places the remaining pudding in it. <<else>> <<set $gwylanSeen.pushUnique("dog_bowl")>> "Oh no. I'm all out of clean dishes. Unless..." You hear some dishes clanking around. <br><br> <<He>> re-emerges, and places a <span class="pink">clean dog bowl</span> in front of you. <<He>> blushes as <<he>> puts the rest of the pudding in it. "I'm sorry about this, dear. I promise it's sanitary." <<if $worn.neck.collared is 1>> <<He>> looks at your collar. "I have a feeling you don't mind." <</if>> <</if>> <br><br> <<link [[Eat normally|Gwylan Gifts Food Pet Normal]]>><<set $phase to "plum">><<stress -2>><</link>><<lstress>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Eat like a pet|Gwylan Gifts Food Petplay]]>><<set $phase to "plum">><<npcincr Gwylan lust 4>><</link>><<deviant2>><<gglust>> <<else>> <<insufficientStat "deviancy" "to eat like a pet">> <</if>> <br> <<else>> <<He>> places half of what remains of the pudding on your plate. You did a good job. It's quite tasty. <br><br> <<if C.npc.Gwylan.dom gte 50>> "You deserve a treat too, <<pcpetname "Gwylan">>." <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<He>> leans over the table and gives you a quick peck on the cheek. <<else>> <<He>> leans over the counter and gives you a quick peck on the cheek. <</if>> <<if !$gwylanSeen.includes("partners")>> "Don't think about that too much," <<he>> says with a blush. <</if>> <<else>> "That was very thoughtful of you, dear. Thank you." <</if>> <br><br> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> Gwylan eats in silence. It really doesn't seem like <<hes>> able to taste it at all. "I'm sure it's delicious," <<he>> says. "I appreciate the thought." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $location is "forest_shop">> <<He>> leads you over to the small table, before disappearing through a dark doorway. <<if $gwylanSeen.includes("dog_bowl")>> <<if _gwylanStatus.includesAny("dom", "lust") or $gwylanSeen.includes("dog_bowl_name")>> <<if !$gwylanSeen.includes("dog_bowl_name")>> <<set $gwylanSeen.pushUnique("dog_bowl_name")>> <<He>> returns with a <span class="pink">clean dog bowl</span>, which <<he>> puts in front of you. It's different from last time. Small gems are embedded around it, and <span class="pink">your name is engraved on the side</span>. <br><br> Gwylan sways back and forth, blushing. "You've been such a <<pcpetname "Gwylan" "good">> for me, so I thought I'd make something to show you just how much I appreciate you, too. I hope you like it." <<npcincr Gwylan dom 5>><<ggyearning>> <br><br> <<else>> <<He>> returns with <span class="pink">your dog bowl</span>. <</if>> <<else>> <<He>> returns with a <span class="pink">clean dog bowl</span>, which <<he>> puts in front of you. <</if>> <<He>> places half of the meal in it. <<else>> <<set $gwylanSeen.pushUnique("dog_bowl")>> "Oh no. I'm all out of clean dishes. Unless..." You hear some dishes clanking around. <br><br> <<He>> re-emerges, and places a <span class="pink">clean dog bowl</span> in front of you. <<He>> blushes as <<he>> puts half of the meal in it. "I'm sorry about this, dear. I promise it's sanitary." <<if $worn.neck.collared is 1>> <<He>> looks at your collar. "I have a feeling you don't mind." <</if>> <</if>> <br><br> <<link [[Eat normally|Gwylan Gifts Food Pet Normal]]>><<set $phase to "spicy">><<stress -2>><</link>><<lstress>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Eat like a pet|Gwylan Gifts Food Petplay]]>><<set $phase to "spicy">><<npcincr Gwylan lust 4>><</link>><<deviant2>><<gglust>> <<else>> <<insufficientStat "deviancy" "to eat like a pet">> <</if>> <br> <<else>> <<He>> places half of the portion on your plate. You did a good job. It's quite tasty. "Even if I can't taste it, I can enjoy eating it with you," <<he>> says. "It adds just the slightest hint of sweetness." <br><br> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> You shake your head, and insist on <<him>> eating it all. <br><br> <<if $location is "forest_shop">> <<He>> eats it rather quickly. <<else>> <<He>> slowly enjoys it as <<he>> continues to watch the sea. <</if>> "Thank you for the meal, dear." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $location is "forest_shop">> <<He>> leads you over to the small table, before disappearing through a dark doorway. <<if $gwylanSeen.includes("dog_bowl")>> <<if _gwylanStatus.includesAny("dom", "lust") or $gwylanSeen.includes("dog_bowl_name")>> <<if !$gwylanSeen.includes("dog_bowl_name")>> <<set $gwylanSeen.pushUnique("dog_bowl_name")>> <<He>> returns with a <span class="pink">clean dog bowl</span>, which <<he>> puts in front of you. It's different from last time. Small gems are embedded around it, and <span class="pink">your name is engraved on the side</span>. <br><br> Gwylan sways back and forth, blushing. "You've been such a <<pcpetname "Gwylan" "good">> for me, so I thought I'd make something to show you just how much I appreciate you, too. I hope you like it." <<npcincr Gwylan dom 5>><<ggyearning>> <br><br> <<else>> <<He>> returns with <span class="pink">your dog bowl</span>. <</if>> <<else>> <<He>> returns with a <span class="pink">clean dog bowl</span>, which <<he>> puts in front of you. <</if>> <<He>> places half of the food in it. <<else>> <<set $gwylanSeen.pushUnique("dog_bowl")>> "Oh no. I'm all out of clean dishes. Unless..." You hear some dishes clanking around. <br><br> <<He>> re-emerges, and places a <span class="pink">clean dog bowl</span> in front of you. <<He>> blushes as <<he>> puts half of the food in it. "I'm sorry about this, dear. I promise it's sanitary." <<if $worn.neck.collared is 1>> <<He>> looks at your collar. "I have a feeling you don't mind." <</if>> <</if>> <br><br> <<link [[Eat normally|Gwylan Gifts Food Pet Normal]]>><<stress -2>><</link>><<lstress>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Eat like a pet|Gwylan Gifts Food Petplay]]>><<npcincr Gwylan lust 4>><</link>><<deviant2>><<gglust>> <<else>> <<insufficientStat "deviancy" "to eat like a pet">> <</if>> <br> <<else>> <<He>> places half of it on your plate. You did a good job. It's quite tasty. <br><br> "Thank you for the meal, dear." <br><br> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> You eat from the bowl with utensils, like a normal person. <br><br> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includes("lust")>> Gwylan stares at you, elbows on the table and head in <<his>> hands, as if you were the most interesting thing in the world. <<if _gwylanTF.known>> <<His>> tail flits back and forth behind <<him>>. <</if>> <br><br> When you've finished, <<he>> walks around the table and pets your head. <<if $phase is "plum">> "You're so thoughtful, <<pcpetname "Gwylan">>." <<if $gwylanSeen.includes("partners") or _gwylanStatus.includes("lust")>> <<He>> wraps <<his>> arms around you and kisses you on the cheek. <</if>> <<else>> "<<pcPetname "Gwylan" "good">>." <</if>> <<else>> Gwylan keeps looking up at you. <<if $phase is "plum">> "This was very thoughtful of you, dear. Thank you." <<elseif $phase is "spicy">> "Even if I can't taste it, I can enjoy eating it with you," <<he>> says. "It adds just the slightest hint of sweetness." <<else>> "Thank you for the meal, dear." <</if>> <</if>> <br><br> Gwylan takes care of the dishes, before returning to the counter. <br><br> <<set $phase to 0>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("petplay")>> You lean your head down, eating and licking your food <<if $hypnosis_traits.devotion gte 3>> like a good little pet. <<hypnosisText "You're such a good pet for <<gwylanHypnoName>>. The thought fills you with joy and bliss. <<trauma -2>><<ltrauma>>">> <<else>> as if you were Gwylan's pet. <</if>> <<deviancy2>> <<He>> giggles, and walks around the table. <<He>> pets the back of your head, and you lean into it. <<if $phase is "plum">> "You're so thoughtful, <<pcpetname "Gwylan">>." <<if $gwylanSeen.includes("partners") or _gwylanStatus.includes("lust")>> <<He>> wraps <<his>> arms around you and kisses you on the cheek. <</if>> <<else>> "<<pcPetname "Gwylan" "good">>." <</if>> <br><br> You lick your bowl clean. Gwylan takes care of the dishes, before returning to the counter. <br><br> <<set $phase to 0>> <<gwylanOptions>><<effects>> <<He>> lets out a refreshed sigh. "That was delicious. Thank you, dear. May I keep the container? I could fill it with small seashells, or some such." You nod, which prompts <<him>> to smile. <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("clothes_intro")>> <<if $location is "forest_shop">> <<switch $speech_attitude>> <<case "meek">> "This shop is cosy, but a little strange," you say. "It's like a big maze." <<case "bratty">> "What's with this place?" you ask. "It's cute, but I can't keep track of anything here." <<default>> "Why is your shop like this?" you ask. "It's homely, but it's so hard to keep track of anything." <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "Your shop is cosy, but strange," you say. "It's like a big maze." <<case "bratty">> "What's with your shop?" you ask. "It's cute, but I can't keep track of anything there." <<default>> "Why is your shop so strange?" you ask. "It's homely, but it's so hard to keep track of anything there." <</switch>> <</if>> <br><br> <<if _gwylanStatus.includes("cautious")>> <<His>> head tilts as <<he>> looks you up and down. <<His>> eyes linger on the left side of your chest for just a moment, before looking back up and smiling at you. <<else>> <<He>> smiles at you. <</if>> "If you come around enough, you'll get used to it. If you think about what you're looking for hard enough, you might get an idea of how you can find it." <<He>> pauses to look you over<<if $auriga_scar gte 1>> again<</if>>. <br><br> "For everything you do find, there must be a story to match, so when you find something interesting..." <<He>> leans forward. "<span class="teal">Come tell me about it!</span> Even if it's unpleasant. <i>Especially</i> if it's unpleasant. You shouldn't keep such things to yourself." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _clothesTalk to $clothesBeingTalkedAbout>><<unset $clothesBeingTalkedAbout>> You go to show Gwylan the <<print setup.specialClothesSets[_clothesTalk].text>>, but there's nothing there. <br><br> Something's gone wrong. There's a hole in the world in the shape of the clothes you were just holding. <span class="red">You have a feeling that you should tell some higher power about this clear bug in reality.</span> You should tell them that the '<<print setup.specialClothesSets[_clothesTalk]>>' set was not found in the forest shop. <br><br> Gwylan gives you a look of concern. "Are you feeling alright? You look a little dizzy." <span class="red">Your sense of control shatters</span>, but only for a moment. <<lcontrol>><<gcontrol>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _clothesTalk to $clothesBeingTalkedAbout>><<unset $clothesBeingTalkedAbout>> <<set $gwylanSeen.pushUnique("clothes_talk_cheated")>> You show Gwylan the <<print setup.specialClothesSets[_clothesTalk].text>>, and try to make up a story to go along with it. <br><br> <<He>> rests <<his>> head in <<his>> hand and looks bored. "You don't need to lie to me. <span class="pink">I'm only interested in stories that actually happened.</span> Come back and show me again when you've got some real experiences to share." <br><br> <span class="pink">It seems there's no use in showing off anything that you didn't earn.</span> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _clothesTalk to $clothesBeingTalkedAbout>><<unset $clothesBeingTalkedAbout>> <<set $gwylanSeen.pushUnique("clothes_talk_bypassed")>> You show Gwylan the <<print setup.specialClothesSets[_clothesTalk].text>>, and try to remember how you found it. You pause. The memory is foggy. <br><br> You think harder. The memory feels alien, as if it was something you experienced... <br><br> "...in another life?" Gwylan finishes your thought before you can speak it. <<Hes>> looking at you intently. "Like a memory you know you never lived through, but you can just barely remember regardless? A memory with no name to match?" <br><br> You nod. <<He>> looks fascinated. "I've had such moments myself. Like when I..." <<He>> stops <<himself>> as <<he>> looks you over. "Never mind, it's likely just déjà vu. <span class="blue">Maybe if you try to re-enact those memories, it'll clear up.</span> Come tell me all about it when you do!" <br><br> <span class="blue">It seems there's no use in showing off anything that you don't have your own stories for.</span> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _clothesTalk to $clothesBeingTalkedAbout>><<unset $clothesBeingTalkedAbout>> <<set $gwylanSeen.pushUnique("clothes_talk_savescum")>><<run localStorage.setItem("gwylanTalk", "seen")>> You show Gwylan the— <br><br> "Stop," <<he>> says, holding a hand up. <<His>> smile is bittersweet. "<<pcPetname "Gwylan" "simple">>... <<if $gwylanSeen.includes("yearning")>> are you so desperate to spend time with me?" <<else>> does your thirst for knowledge know no bounds?" <</if>> <br><br> You frown. "What are you talking about? I just want to ask about the <<print setup.specialClothesSets[_clothesTalk].text>>." <br><br> "And many others, I'm sure." Gwylan closes <<his>> eyes. "Indulgence is a danger you must always be wary of. Those who would devour anything put in front of them, without giving time to recover, will find themselves in a barren home with barren crops... and they too will, inevitably, starve." <br><br> <<His>> eyes open again, and lock on yours. "You need not gorge yourself on your curiosity. This is not a choice I can make for you, but <span class="lblue">please, pace yourself. Take time to stop and smell the roses.</span> I'll still be here tomorrow, I promise." <br><br> <<gwylanOptions>> <!-- Holidays --><<effects>><<run statusCheck("Gwylan")>> You browse all the Halloween costumes around the shop, finding each one easily. <br><br> <<if $worn.upper.name.includes("witch dress") and $worn.lower.name.includes("witch skirt")>> <<He>> points at the witch costume you're wearing. "I think there's something wrong with the fit on yours. Would you mind posing for me?" <br><br> <<link [[Pose for Gwylan (0:20)|Gwylan Talk Clothes Halloween 2]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<else>> "Hey, could you bring that dress here for a moment?" <<he>> asks, pointing to one of the witch costumes. You oblige, and <<he>> holds the dress and hat up in front of you. <br><br> "I think there's something wrong with the fit. Would you mind trying it on for me?" <br><br> <<link [[Try it on for Gwylan (0:20)|Gwylan Talk Clothes Halloween 2]]>><<pass 20>><<set $phase to 0>><</link>> <br> <</if>> <<link [[Do not|Gwylan Talk Clothes Halloween No]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("halloween")>> <<if $phase is 1>> <<handheldundress "gwylan_clothes_halloween">><<handheldwear 106>> You hunch over and palm your hands to your nose as if you're plotting something. <<if !$worn.head.name.includes("witch hat")>> <<set $hatGiven to true>> <<headundress "gwylan_clothes_halloween">> <<if $worn.upper.name is "gothic witch dress">> <<headwear 76 "black" "green">> <<else>> <<headwear 7 "black" "green">> <</if>> A witch hat is dropped on your head to complete the look, briefly obscuring your vision. You lift it to see Gwylan inspecting you, <<his>> hand to <<his>> chin. <<else>> Gwylan inspects you, <<his>> hand to <<his>> chin. <</if>> <<else>> <<undress "gwylan_clothes_halloween">><<upperwear 25 "black" "green">><<headwear 7 "black" "green">><<handheldwear 106>><<feetwear 7 "black">> You nod your head. "Great!" Gwylan exclaims, grabbing you by the wrist and pulling you closer. <br><br> <<He>> twirls you around, <span class="lewd">dextrously stripping your clothes with ease</span>. It almost feels like they're floating away. <<His>> hands intrude on your more sensitive spots as <<he>> lifts one of your legs, then the other. Before you know it, you're entirely naked. <<arousal 800>><<garousal>> <br><br> Finally, <<he>> pulls the dress down over you. A witch hat is dropped on your head to complete the look, briefly obscuring your vision. You lift it to see Gwylan inspecting you, <<his>> hand to <<his>> chin. <</if>> <br><br> "One moment." <<He>> disappears behind a shelf, and returns with a broom. <<He>> puts it in your hands, before vanishing once again, this time through a dark doorway. You hear something scraping against wood. A moment later, <<he>> drags a cauldron into the room. "Here, use this." <br><br> You spin the broom around and stick the end into the cauldron, doing your best to look mischievous. Gwylan smiles. "Perfect, you look ready to put a hex on me. Next, the coat." <<He>> grips your wrist again, grabbing the jacket of the vampire costume with <<his>> other hand. <br><br> <<switch $speech_attitude>> <<case "meek">> "W-wait, I thought you were just checking the fit!" you say. <<case "bratty">> "Hey, you said you were just checking the fit," you say. <<default>> "Wait," you start, "I thought you said you were just checking the fit." <</switch>> <br><br> "Might as well check them all while we're here!" <<he>> says with a laugh. <br><br> <<link [[Next|Gwylan Talk Clothes Halloween 3]]>><</link>> <br><<effects>><<set _tf to checkTFparts()>><<run statusCheck("Gwylan")>> <<if $phase isnot 1>> <<headruined true>><<upperruined true>><<lowerruined true>><<feetruined true>> <</if>> <<if $hatGiven>> <<unset $hatGiven>><<headruined true>> <</if>> <<handheldruined true>><<storeon "gwylan_clothes_halloween">><<undress "gwylan_clothes_halloween">> <<upperwear 106 undefined "red">><<lowerwear 47>> <span class="lewd">Your clothes are gone,</span> a vampire costume in their place. Gwylan looks you up and down. "Pose like you're going to attack me." <br><br> You put your arms up towards Gwylan, like you're going to grab <<him>>. <br><br> "No, really get into it. Like you're going to lunge and bite me!" <br><br> <<if _tf.angelWings or _tf.fallenAngelWings or _tf.demonWings or _tf.birdWings>> <<link [[Flap your wings like a bat|Gwylan Talk Clothes Halloween 4]]>><<set $phase to 1>><</link>> <<else>> <<link [[Put your arms out and flap them like a bat|Gwylan Talk Clothes Halloween 4]]>><<set $phase to 1>><</link>> <</if>> <br> <<link [[Bare your teeth|Gwylan Talk Clothes Halloween 4]]>><<set $phase to 2>><</link>> <br> <<link [[Lunge and bite Gwylan|Gwylan Talk Clothes Halloween 4]]>><<set $phase to 3>><<npcincr Gwylan lust 2>><</link>><<glust>> <br><<effects>><<set _tf to checkTFparts()>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<if _tf.fallenAngelWings or _tf.demonWings>> You oustretch your arms and flap your wings, doing your best impression of a terror of the night. Gwylan claps. "Very scary, you're a natural!" <<elseif _tf.angelWings or _tf.birdWings>> You oustretch your arms and flap your wings, doing your best impression of a terror of the night. It's a little off because of your feathers, but Gwylan claps. "Very scary, you're a natural!" <<else>> You stretch your arms to your sides and start flapping them as if you were a bat. Gwylan giggles. "Good enough, I suppose." <</if>> <<elseif $phase is 2>> You bend your fingers into a more intense grabbing gesture, and bare your <<if _tf.traitsFangs>> sharp fangs at Gwylan. "Yeah, just like..." <<He>> pauses, and leans in, getting a closer look at them. "Wow, those are pointy." <<He>> cups your cheek, and for a moment, you think <<hes>> going to try and feel them. <<He>> blushes and pulls <<his>> hand away. "Y-yeah, good job, very scary!" <<npcincr Gwylan lust 1>><<glust>> <<else>> teeth at Gwylan. "Yeah, just like that! Very scary." <</if>> <<else>> You lick your <<if _tf.traitsFangs>>fangs<<else>>teeth<</if>> and lunge for Gwylan. <<He>> expects you to stop short. You don't. <br><br> You grab <<him>>, and <<if _tf.traitsFangs>> <<set $gwylanSeen.pushUnique("neck_bite")>> <span class="red">sink your fangs right into <<his>> neck</span>. <<He>> cries out and gasps. <br><br> <<if C.npc.Gwylan.lust gte 25>> <<He>> squirms, managing to shake you off before quickly getting low to the ground, as if <<he>> were about to pounce. <<He>> lunges and <<if _gwylanTF.fangs is "revealed">> <span class="red">bites you back with <<his>> own sharp fangs.</span> <<pain 7>><<ggpain>> <br><br> <<He>> withdraws and covers <<his>> mouth, blushing. <<elseif $hallucinations gte 2>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <span class="lewd">bites you back</span>. <span class="red">Hard. You think you feel skin break.</span> <<pain 7>><<ggpain>> <br><br> <<He>> withdraws. <span class="lewd">For a moment, <<his>> teeth appear sharp, much like yours.</span> <<He>> blushes, covering <<his>> mouth. <<else>> <span class="lewd">bites you back</span>. It's not nearly as hard as you did, but it still hurts. <<pain 3>><<ggpain>> <br><br> <<He>> withdraws, covering <<his>> mouth and blushing. <</if>> <<if _gwylanTF.known>> "Sorry. Instincts." <<else>> "S-sorry, I don't know what came over me!" <</if>> <br><br> The two of you stand in silence for a moment, before <<he>> retreats behind a counter. <<He>> ducks down, re-emerging with some damp alcohol wipes. <<He>> gingerly cleans the bite marks <<he>> left on you, before doing the same to the ones you left on <<him>>. <<npcincr Gwylan lust 6>><<gglust>> <<else>> After a moment's hesitation, <<he>> lightly smacks you on the top of your head. "Could you please let go?" <br><br> You pull away, licking <<his>> blood off of your fangs suggestively. <<His>> face is bright red. <<He>> quickly bends behind a counter and produces a small hand mirror, inspecting the wound you just left. <<He>> runs <<his>> fingers over the red pinpricks and exhales. <<npcincr Gwylan lust 3>><<glust>> <</if>> <<else>> <span class="lewd">bite <<him>> on the neck</span>. <<He>> yips in surprise, but doesn't push you away. <br><br> After a moment's hesitation, <<he>> lightly smacks you on the top of your head. "Could you please let go?" <br><br> You pull away. <<He>> quickly bends behind a counter and produces a small hand mirror, inspecting <<his>> neck. You left a mark. <<He>> runs <<his>> fingers over it. <</if>> <br><br> <<He>> reaches up for a shelf, and pulls down a dark green scarf, wrapping it around <<his>> neck. "I suppose I asked for that." <<He>> fails to make eye contact with you initially, but shakes it off. <<His>> face is no less red, though. "L-let's just move on." <</if>> <br><br> Before you can protest, <<he>> twirls you again, stripping you naked once more. <br><br> <<link [[Next|Gwylan Talk Clothes Halloween 5]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<storeon "gwylan_clothes_halloween">> It all passes by in a blur. One moment, you're a mummy defending your tomb. The next, a silent scarecrow standing in eternal vigil. You're a skeleton playing its ribs like a xylophone, then a pumpkin in a patch. <br><br> With a final twirl, Gwylan redresses you in your original clothes. You're both panting from all the movement. You can't deny that you had a lot of fun, though. <<stress -6>><<trauma -20>><<lstress>><<lltrauma>> <br><br> <<switch $speech_attitude>> <<case "meek">> "D-did you enjoy that?" you ask. "Was there anything wrong with the costumes?" <<case "bratty">> "Done playing dressup with me?" you ask. "Were the costumes all to your liking?" <<default>> "Did you inspect me enough?" you ask. "Did the costumes all measure up?" <</switch>> <br><br> "R-right. Costumes," <<he>> stammers, before giving you a big smile. "Anything can be a costume. I think what someone defines as a costume says a lot about them. It's an opportunity for raw self-expression. Even if you're unrecognisable, you're showing off an intimate part of yourself. Like being inside-out." <<He>> giggles. "Maybe that's why it's so scary to some people." <br><br> <<He>> pats you on the head. "Thanks for indulging me." <<gyearning>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<unset $gwylanPassTime>> You shake your head. <br><br> "Shy? That's alright, I can try it myself." There's a hint of disappointment in <<his>> voice, but you might have imagined it. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the witch costumes around the shop. <br><br> "These are some of my favourites," <<he>> says. "They're very comforting. Easy to make, too. When did you start finding them around?" <br><br> <<if setup.specialClothesSets.halloween.requirements()>> <<link [[Say they appeared around Halloween|Gwylan Talk Clothes Witch 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.witch.requirements()>> <<link [[Say they appeared after you became accustomed to tentacle rape|Gwylan Talk Clothes Witch 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><<set $gwylan.progress++>><<set $daily.gwylan.clothesTalk++>><</link>><<gyearning>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("witch")>> <<if $phase is 1>> You tell Gwylan that they started appearing alongside the rest of the Halloween costumes. <<He>> nods, as if expecting that answer. <<else>> <<set $gwylanSeen.pushUnique("likes_tentacles")>> You tell Gwylan that they started appearing after you were violated by many, many tentacles. You recount tales of being lost in writhing pleasure as you were enwreathed in them, until you became accustomed to their blissful touch. <br><br> Gwylan is fiercely blushing by the end, but looks fascinated. "There are scary things out there," <<he>> says. "Better to acclimate yourself to them, once you start seeing them. It's hard to close your eyes after they've been opened." <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the vampire jackets. <br><br> "A classic," <<he>> says. "I always found the different interpretations of vampires from different cultures fascinating. The real deal is always scarier, though." <br><br> You wait for <<him>> to explain, but <<he>> doesn't. <br><br> "So, when did you start seeing these?" <br><br> <<if setup.specialClothesSets.halloween.requirements()>> <<link [[Say they appeared around Halloween|Gwylan Talk Clothes Vampire 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.vampire.requirements()>> <<link [[Say they appeared after you met Kylar's parents|Gwylan Talk Clothes Vampire 2]]>><<set $phase to 2>><<set $gwylan.progress++>><<set $daily.gwylan.clothesTalk++>><</link>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("vampire")>> <<if $phase is 1>> You tell Gwylan that they started appearing alongside the rest of the Halloween costumes. <<He>> nods, as if expecting that answer. <<else>> <<set $gwylanSeen.pushUnique("kylar_parents")>> You tell Gwylan that you might have seen the real deal after all. You tell <<him>> all about your time with Kylar, and the grotesque monsters <<nnpc_his "Kylar">> parents became. <br><br> Gwylan listens intently with <<his>> arms crossed. <<He>> doesn't seem surprised by anything you're saying, until you mention that Kylar still lives inside the manor. <br><br> <<He>> sighs sadly when you're finished telling your story. "I've seen them, too. They wander the forest frequently, preying upon small animals. Two of the many 'monsters' that haunt it. You're either quite brave or quite foolish to get so close to them." <<He>> motions for you to come closer, looking very serious. There's an exhausted wisdom to <<his>> gaze. "Listen to me. There are people in this world who lack a shred of human empathy. People blinded by dogma. People who will..." <<He>> pauses for a moment to regain <<his>> composure. "People much scarier than the monsters they make. Mutilation is their fetish and judgement." <br><br> <<He>> steps back. "If you're going to swim with sharks, you'll need to grow thick skin and sharp teeth. Most that do simply become sharks themselves." <br><br> <<He>> tries to lighten up, but there's still something peculiar behind <<his>> eyes that you can't place. <<if $gwylanSeen.includes("kylar_kidnapped")>> "This is the same person who tried to kidnap you, isn't it? You seem to care about <<nnpc_him "Kylar">> a lot despite that." <<His>> smile looks a little less forced. "You're generous, being there for <<nnpc_him "Kylar">>." <<else>> "Your friend, Kylar, was it? Be kind to <<nnpc_him "Kylar">>. To live through such things must be unimaginable torment." <</if>> <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the mummy costume. <br><br> "I'm still trying to improve on this design," <<he>> says. "It's far too flimsy. Maybe I could try to sew in some straps. Or make it out of a textured linen instead." <br><br> <<He>> continues rattling off ideas for some time, before remembering you're there. "Sorry. When did you start seeing this around?" <br><br> <<if setup.specialClothesSets.halloween.requirements()>> <<link [[Say it appeared around Halloween|Gwylan Talk Clothes Mummy 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.mummy.requirements()>> <<link [[Say it appeared after you were trapped in a cocoon|Gwylan Talk Clothes Mummy 2]]>><<set $phase to 2>><<set $daily.gwylan.clothesTalk++>><</link>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("mummy")>> <<if $phase is 1>> You tell Gwylan that it started appearing alongside the rest of the Halloween costumes. <<He>> nods, as if expecting that answer. <<else>> You tell Gwylan that it appeared in the shop some time after you were wrapped up in a cocoon in the catacombs<<if $settings.spidersEnabled and $settings.bestialityEnabled>>, and tell <<him>> about the gigantic spiders<</if>>. <br><br> <<He>> nods along, and suddenly snaps <<his>> fingers. "Spider silk! That would make it look even better. Tough to cut if I can get it thick enough. Although, that would require me to harvest it myself, and last time I did that... so many eggs..." <<He>> shivers. <br><br> <<He>> rattles off yet more ideas. <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the scarecrow costume. <br><br> "I prefer stuffing it with real hay. The synthetic stuff is too itchy, and doesn't smell as nice. Although, it does have the benefit of never rotting. When did the shop start letting you see it?" <br><br> <<if setup.specialClothesSets.halloween.requirements()>> <<link [[Say it appeared around Halloween|Gwylan Talk Clothes Scarecrow 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.scarecrow.requirements()>> <<link [[Say it appeared after you heroically defended the farm|Gwylan Talk Clothes Scarecrow 2]]>><<set $phase to 2>><<set $gwylan.progress++>><<set $daily.gwylan.clothesTalk++>><</link>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("scarecrow")>> <<if $phase is 1>> You tell Gwylan that it started appearing alongside the rest of the Halloween costumes. <<He>> nods, as if expecting that answer. <<else>> <<set $gwylanSeen.pushUnique("farm_defended")>> You tell Gwylan that you started seeing it after you thoroughly thrashed Remy's attempts to burn down your farm. You tell <<him>> the whole story in great detail, about how each team was defeated through might and guile, and how the farm came out unscathed. <<if $wraith?.seenFarm>> You even mention the pale stranger that joined in. <</if>> <br><br> Gwylan listens with bated breath. <<He>> seems very invested, brightening up when you mention your triumphs, looking sullen when things seem grim, and <<if $wraith?.seenFarm>> becoming quite confused when you mention the pale figure. <<else>> gasping at every twist. <</if>> However, when you mention Remy by name, <<his>> face becomes hard to read. <br><br> "You punch far above your weight class," <<he>> finally says. "It makes sense. You were like a scarecrow, warding against the people trying to take something important from you. I bet the mere sight of you will make them think twice from now on." <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the skeleton costume. <br><br> "I didn't make this one," <<he>> says. "I don't remember stocking it. That's hardly unusual, though." <<He>> holds out <<his>> hands for the mask, and you give it to <<him>>. <br><br> <<He>> holds it up to <<his>> ear and gives it a few solid knocks. "Wow, I expected it to be plastic, but it feels solid. Quality. When did you find this?" <br><br> <<if setup.specialClothesSets.halloween.requirements()>> <<link [[Say it appeared around Halloween|Gwylan Talk Clothes Skeleton 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.skeleton.requirements()>> <<link [[Say it appeared after you discovered the catacombs|Gwylan Talk Clothes Skeleton 2]]>><<set $phase to 2>><<set $daily.gwylan.clothesTalk++>><</link>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("skeleton")>> <<if $phase is 1>> You tell Gwylan that it started appearing alongside the rest of the Halloween costumes. <<He>> nods, as if expecting that answer. <<else>> You tell Gwylan that it started appearing after you discovered the crypt below the old churchyard. <<He>> puts <<his>> hand to <<his>> chin and nods along as you explain. <br><br> "That makes sense. There's a lot of skeletons around there, although it's rarely used these days. The temple mostly cremates their dead, but even so, they used to bury the ashes, and there were some who preferred to be buried whole. Now, that whole area has been left to rot. Although, when I have free time, I like to visit and keep the dearly departed company." <<He>> starts to pace back and forth as <<he>> continues. <br><br> /* ToDo: Gwylan - Gwylan spends time at the churchyard once or twice a week */ "It's possible that the underground portion used to be more directly connected to the temple itself, or somewhere else. Perhaps a collapse cut it off. Or perhaps the cloister is simply too busy to tend to their dead." <<He>> looks up. "They certainly have their hands full these days. The world has changed." <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the futuristic bodysuit costume. <br><br> "Interesting design," <<he>> says. "Retro-future. Where did you find it?" <br><br> <<if setup.specialClothesSets.halloween.requirements()>> <<link [[Say it appeared around Halloween|Gwylan Talk Clothes Future Suit 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.future_suit.requirements()>> <<link [[Say it appeared after you played a strange arcade cabinet too much|Gwylan Talk Clothes Future Suit 2]]>><<set $phase to 2>><<set $gwylan.progress++>><<set $daily.gwylan.clothesTalk++>><</link>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("future_suit")>> <<if $phase is 1>> You tell Gwylan that it started appearing alongside the rest of the Halloween costumes. <<He>> nods, as if expecting that answer. <<else>> <<set $gwylanSeen.pushUnique("tenyclus")>> You tell Gwylan that it appeared after some strange occurrences involving an unusual arcade cabinet. About how the cabinet wasn't always there, and each time you played it, something strange followed. You finish the story with how you were nearly kidnapped by some strange people, but woke up back in your own room. You tell Gwylan that the machine simply vanished after that. <br><br> <<He>> blinks at you. "How much do you remember of the kidnapping?" <<he>> asks bluntly. <br><br> You explain that you remember seeing a factory, maybe the one on Elk street, and the smell of the colour pink. You don't remember much else. <br><br> Gwylan sighs. "Those memories probably aren't coming back, but that might be for the better. For your sake." <<He>> brightens up a bit. "Don't feel bad. My own curiosity has gotten the better of me plenty, and I've paid the price a fair few times." <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the pumpkin outfit. <br><br> "Oh, this is lush!" <<he>> says. "Vibrant, eye-catching. Gourd-geous. I'm not sure how this little pumpkin is supposed to stay on your head though." <<He>> moves it back and forth. "It even looks like the eyes are following you! When did you find these?" <br><br> <<if setup.specialClothesSets.halloween.requirements()>> <<link [[Say it appeared around Halloween|Gwylan Talk Clothes Pumpkin 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.pumpkin.requirements()>> <<link [[Say it appeared after you learned how to cook many different foods|Gwylan Talk Clothes Pumpkin 2]]>><<set $phase to 2>><<set $daily.gwylan.clothesTalk++>><</link>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("pumpkin")>> <<if $phase is 1>> You tell Gwylan that you found it around Halloween. <br><br> <<He>> nods. "I'm not sure what else I was expecting." <<else>> "This showed up after I learned how to cook. I think. That's the only correlation I can think of." <br><br> <<if _gwylanTF.known>> <<His>> fox ears perk up. <</if>> "Ooh, what can you make?" <br><br> You pause and think. <<set _foodsMentionedList to Object.values(setup.plants).filter(food => V.plants[food.name]?.recipe)>> "Let's see... <<recipe_name _foodsMentionedList.pluck().name "article">>, <<recipe_name _foodsMentionedList.pluck().name "article">>, <<recipe_name _foodsMentionedList.pluck().name "article">>, <<recipe_name _foodsMentionedList.pluck().name "article">>, <<recipe_name _foodsMentionedList.pluck().name "article">>..." You recount all the recipes you know to the best of your ability. Gwylan looks impressed. <br><br> "I know how to cook up a few things myself, although I specialise a bit. I prefer function over form. What about you?" <br><br> <<if $avery_mansion and $avery_mansion.food?.name isnot "none">> <<if $brownFoxRevealed>> <<if $avery_fate isnot "fallen" and $avery_fate isnot "kicked">> You shift side to side. "Avery is very particular about what <<nnpc_he "Avery">> wants to eat every night." <br><br> <<He>> gives you an understanding smile. <<if $avery_fate>> "Well, you had a chance to be free from that. If you ever need a place to hide from that big baby, you're always welcome here." <<elseif $fake_artefact is "Avery">> "You'll be free from <<nnpc_him "Avery">> soon." <<else>> "If that kind of life isn't agreeing with you, then we need to redouble our efforts to find the bones. I can't have my best customer getting thrashed around for letting the roast sit for thirty seconds too long." <</if>> <<else>> You shift side to side. "Avery was very particular about what <<nnpc_he "Avery">> wanted to eat every night." <br><br> <<He>> frowns. "I'm sorry to hear that, but I'm glad you're free from <<nnpc_him "Avery">>." <</if>> <<else>> <<if $avery_fate isnot "fallen" and $avery_fate isnot "kicked">> Your mind turns to Avery. "Yes. There's someone I know who's particular about what <<nnpc_he "Avery">> wants to eat every night." <br><br> <<He>> gives you an understanding smile. "Picky partners, I know all about that. Food is a wonderful way to see the best and worst of someone." <<else>> Your mind turns to Avery. "I was with someone who was very particular about what <<nnpc_he "Avery">> wanted for dinner every night. That relationship didn't work out, though." You pause. "For <<nnpc_him "Avery">>, at least." <br><br> <<He>> frowns. "I'm sorry to hear that, but it sounds like you were too good for <<nnpc_him "Avery">>." <</if>> <</if>> <<else>> You recount some of your kitchen mishaps. Gwylan lends a patient ear and a warm smile all the while. <</if>> <br><br> <<He>> leans back. "Maybe I'll spirit you away to my kitchen some time<<if $worn.upper.name is "pumpkin dress">>, little pumpkin<</if>>. I could certainly use the help." <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the Christmas costumes. <br><br> "Red and white are a great combination any time of the year," <<he>> starts, "but I have mixed feelings about stocking these." <<He>> stares at you for a moment, seemingly waiting for you to respond. "Get it? Stocking?" <br><br> <<He>> runs <<his>> hands along the Christmas hat, seeming to take comfort in the soft material. "Every season, someone tries to strike up a conversation with me about how it's actually a pagan holiday, as if it's not common knowledge." <br><br> <<if Time.hasDatePassed(12, 18)>> <<link [[Say it appeared around Christmas|Gwylan Talk Clothes Christmas 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if V.specialClothesEvents?.includes("skulduggery_gift")>> <<link [[Say it appeared after you left money in a house you broke into|Gwylan Talk Clothes Christmas 2]]>><<set $phase to 2>><<set $gwylan.progress++>><<set $daily.gwylan.clothesTalk++>><</link>> <<else>> <span class="blue">There might be an alternative story to tell about these outfits...</span> <</if>> <br> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("christmas")>> <<if $phase is 1>> You tell Gwylan that they appeared around Christmas. <<He>> nods, as if expecting that answer. <<else>> <<set $gwylanSeen.pushUnique("christmas_generosity")>> <<switch $speech_attitude>> <<case "meek">> "I... found these here after I left some money for a family in need," you say. "W-well, it was more than some. It was a lot. I think they needed it more than I did. They barely even had beds, I couldn't steal from them." <<case "bratty">> "I found these after I committed a reverse-robbery," you say. "I went in expecting to steal something, but I just... couldn't. They had nothing. They needed the money more than I did." <<default>> "I found these after I left money for a house I intended to steal from," you say. "They definitely needed it more than me." <</switch>> <br><br> Gwylan snickers. "What are you, Robin Hood? That's very noble of you. <<if $gwylanSeen.includesAny("caught", "caught_no_lewd")>> Why didn't you leave anything for me when you snuck in here?" <<He>> gives you a playful smile. "Only joking. If you did, I probably wouldn't ever find it." <<else>> Feel free to leave something behind for me too, if you ever break into the shop." <<He>> gives you a playful smile. "Only joking. If I caught you breaking in... well, never mind that." <</if>> <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("valentines")>> You walk around the shop with Gwylan, pointing out the various romantic clothing. Although, calling some of this 'clothing' is being generous. <br><br> You recount some of your intimate experiences as you walk. <<if isLoveInterest("Robin")>><<set _hasLI to true>>About Robin, and how you want to protect <<nnpc_him "Robin">>.<</if>> <<if isLoveInterest("Kylar")>><<set _hasLI to true>> <<if $syndromekylar>> About Kylar, and how you're the only one <<nnpc_he "Kylar">> has. <<else>> About Kylar, and your affection for <<nnpc_him "Kylar">> despite <<his>> odd mannerisms. <</if>> <</if>> <<if isLoveInterest("Whitney")>><<set _hasLI to true>>About Whitney, and the push and pull of torment and tenderness between you.<</if>> <<if isLoveInterest("Sydney")>><<set _hasLI to true>><<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> About Sydney, and how much <<nnpc_hes "Sydney">> changed for you. <<else>> About Sydney, and the weight of balancing your relationship with <<nnpc_his "Sydney">> obligations. <</if>> <</if>> <<if isLoveInterest("Avery")>><<set _hasLI to true>> <<if $averyragerevealed>> About Avery, and the dances of anger and endearment you go through. <<else>> About Avery, and how being paraded around like a trophy makes you feel. <</if>> <</if>> <<if isLoveInterest("Eden")>><<set _hasLI to true>>About Eden, and the way you try to banish <<nnpc_his "Eden">> loneliness.<</if>> <<if isLoveInterest("Alex")>><<set _hasLI to true>>About Alex, and all you've built together.<</if>> <<if isLoveInterest("Black Wolf")>><<set _hasLI to true>>About the pack, and the thrill of releasing your wild side.<</if>> <<if isLoveInterest("Great Hawk")>><<set _hasLI to true>>About your spouse, and the liberation of feeling the moor's winds between your fingers.<</if>> <<if !_hasLI>>About your isolation, and how you feel as though you're standing against the world alone.<</if>> About your own unique difficulties with romance, or what passes for romance to the average person of the town. <br><br> <<if isLoveInterest("Gwylan")>> About <<him>>, and how you're still going to keep your promise. <<His>> smile brightens. <br><br> <</if>> <<if $gwylanSeen.includes("romance")>> Gwylan lends a patient ear through it all, before speaking up <<himself>>. "I'll confess, Valentine's was my least favourite time of the year. You know how hesitant I was to be romantic with you. Once it starts, it all comes out like a flood." <br><br> <<He>> stops walking, and picks up one of the roses. A pink one. "It's not enough to be close. It's the gnawing, all-consuming yearning to be with the one you love. It's the dread of losing them. It's the fear of the future, tempered by the joy of the present. It's stopping to smell the roses, even when love hurts, and true love truly hurts." <<He>> tucks <<his>> head into the crook of your neck. <br><br> <<if isLoveInterest("Gwylan")>> "It was too much for me. I'm sorry I pushed you away, but I'm happy you're here with me now." <<else>> "You best remember your promise, dearest." <</if>> <<He>> continues thumbing the petals of the rose off to the side. <<elseif $gwylanSeen.includes("yearning") or $gwylanSeen.includesAll("ritual_sex", "pink_rose")>> Gwylan lends a patient ear through it all, before speaking up <<himself>>. "I'll confess, Valentine's is my least favourite time of the year. I'm not terribly romantic." <<He>> pauses. "I try not to be, at least. Too many... complicated emotions." <<His>> eyes seem to sharpen towards you at the word 'complicated'. "It's not all terrible, but in the long term, it's going to hurt. Infatuation is doomed to end in tragedy. Love hurts, and true love truly hurts." <br><br> <<He>> stops walking, and picks up one of the roses. A pink one. "Especially in a town like this. It looks so pretty from the outside, despite the thorns. But a careless grasp will leave your hands bloody all the same." <<His>> hand tenses up. <<He>> looks as though <<hes>> about to crush the head of the rose, but stops <<himself>>. <br><br> "Someone will always end up hurt, and carry that pain with them forever." <<He>> closes <<his>> eyes and places the rose back. "Is the joy worth the pain? Can one bear those memories for a lifetime?" <<else>> Gwylan lends a patient ear through it all, before speaking up <<himself>>. "I'll confess, Valentine's is my least favourite time of the year. I'm not terribly romantic." <<He>> stops walking, and picks up one of the roses. A pink one. <br><br> "It looks so pretty from the outside. The petals of infatuation appear comforting. Like you could wrap yourself in them and take shelter, alongside someone who can keep you... warm." <<His>> expression is hollow, <<his>> eyes unfocused. With two fingers, <<he>> snaps the head of the rose clean off. <br><br> "It's doomed to end in tragedy, in a town like this. Those feelings, that person, will fade away, and leave something ugly behind. Love hurts, and true love truly hurts." <<He>> crushes the head of the rose in <<his>> hand, and blows the ruined petals away. They're caught by a phantom breeze. After a moment of dancing through the air, they escape through a nearby window with unsettling precision. <</if>> <br><br> <<link [[Say nothing|Gwylan Talk Clothes Valentines Silent]]>><</link>> <br> <<if !$gwylanSeen.includes("romance")>> <<if !_hasLI>> <<link [[Agree with <<him>>|Gwylan Talk Clothes Valentines Agree]]>><</link>> <br> <</if>> <<if $gwylanSeen.includesAny("yearning", "pink_rose") and _hasLI>> <<link [[Tell <<him>> that <<hes>> wrong|Gwylan Talk Clothes Valentines Wrong]]>><<npcincr Gwylan dom 5>><</link>><<ggyearning>> <<else>> <<link [[Ask <<him>> where that came from|Gwylan Talk Clothes Valentines Ask]]>><</link>> <</if>> <br> <</if>> <<link [[Hug <<him>>|Gwylan Talk Clothes Valentines Hug]]>><<npcincr Gwylan dom 2>><</link>><<gyearning>> <br> <<if $gwylanSeen.includes("partners")>> <<link [[Tell <<him>> that you love <<him>>|Gwylan Talk Clothes Valentines Love]]>><<npcincr Gwylan dom 5>><</link>><<ggyearning>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> You don't know how to respond, so you don't. <br><br> After a few moments, <<he>> stops staring at <<if $gwylanSeen.includes("yearning")>> the rose <<else>> the broken stem of the rose <</if>> and shakes <<his>> head. <<if !$gwylanSeen.includes("romance")>> "Sorry, that was uncalled for. You didn't need to hear all that." <</if>> <<He>> returns to the counter without another word. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "There's more to live for," you say. "Love doesn't have to be romantic. Romance isn't all that important." <<case "bratty">> "It's a waste of time," you say. "I don't know how anyone can get caught up in romance in a life like this." <<default>> "There's more important things to worry about," you say. "Like not being sold off into slavery. Romance isn't important." <</switch>> <br><br> Gwylan winces, but smiles. "I'm sorry. Others shouldn't think like I do. Still, there's comfort in knowing I'm not alone." <<He>> returns to the counter without another word, tossing the <<if $gwylanSeen.includes("yearning")>> the rose <<else>> the broken stem of the rose <</if>> aside. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "Y-you're wrong," you say. "Life isn't that miserable." <<case "bratty">> "You're not the only one that life has chewed up and spat out. You need to learn to see the good in the bad." <<default>> "No, you're wrong. Life's not that miserable," you say. <</switch>> <br><br> <<He>> looks to you with surprise. <<He>> opens <<his>> mouth to speak, but you cut <<him>> off. <<switch $speech_attitude>> <<case "meek">> "If it wasn't for the people I love, I would have given up a long time ago. S-sure, this town takes its toll, but... <<case "bratty">> "If it wasn't for the people that love me, I wouldn't still be here. Sure, this hellhole is pure misery, but... <<default>> "If it wasn't for the relationships I've formed, I wouldn't still be kicking. Sure, this town is a horrible place, but... <</switch>> it could be worse. We could be suffering in it alone." <br><br> A long moment of silence passes. Gwylan's fists clench, but <<he>> chuckles under <<his>> breath. "Misery loves company," <<he>> whispers. <br><br> <<He>> slowly turns to you. "I don't expect anyone else to understand, but my troubles are mine alone. I shouldn't have shared them. It was inappropriate, and a moment of weakness." <<He>> gives you a half-forced smile. "Just forget about this, please." <<He>> returns to the counter. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "Uh... w-where did that come from?" you ask. "You're usually so cheery, what happened?" <<case "bratty">> "That was pretty heavy," you say. "What happened to cheery Gwylan?" <<default>> "I thought you were always cheery," you say. "What brought this on?" <</switch>> <br><br> <<He>> smiles sadly. "You're right, that was inappropriate. Sorry." <<He>> returns to the counter without another word. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $gwylanSeen.includes("partners")>> You wrap your arms around Gwylan and pull <<him>> close. <<His>> arms slowly wrap around you in turn. <<if $gwylanSeen.includes("romance")>> <<His>> embrace is tight. Desperate. Afraid to let go. <<else>> You feel a pinprick on your arm as <<he>> pokes you with the rose's thorns. "Hug a rose and get bloody, dear." <<He>> holds you a little tighter. <</if>> <<else>> You wrap your arms around Gwylan from behind. <<He>> yelps in surprise and blushes, grabbing your wrists. <<if _gwylanTF.tail is "revealed">> <<His>> tail puffs up against you. <<elseif _gwylanTF.tail is "visible">> <<set $gwylanSeen.pushUnique("gwylan_tail")>> Something fluffy pushes against you in response. You look down and see the briefest flash of a <span class="lewd">puffed-up tail. Coming from Gwylan.</span> It was so fast that you might have imagined it, though. <</if>> <br><br> You hold on tighter, even as <<he>> tries to pull your hands away. Eventually, <<he>> gives up and relaxes into it. <</if>> <br><br> You hold <<him>> until you decide <<hes>> had enough. <<switch $speech_attitude>> <<case "meek">> "Y-you sounded like you needed that," you say. "It's usually what makes me feel better." <<case "bratty">> "Sorry for getting handsy, but I didn't know what else to do, and you sounded like you needed one," you say. <<default>> "You sounded like you needed a hug," you say. <</switch>> <br><br> <<His>> shoulders slump, but <<he>> smiles. "I think I did. Thank you." <<gyearning>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $gwylanSeen.includes("romance")>> <<switch $speech_attitude>> <<case "meek">> "I... I love you." <<case "bratty">> "You're not changing my mind. I'm still going to love you." <<default>> "I love you, even if you're just as prickly as that rose." <</switch>> <br><br> <<He>> huffs, but smiles. "I... I love you too, dear." <<He>> puts a hand over <<his>> chest. "I'm not sure I'll ever be used to saying that." <br><br> You pull <<him>> into a tight embrace. "It's okay. You have forever to get used to it." <<He>> eagerly returns your hug, <<if $bodysize gte 2>> pushing <<his>> head into the crook of your neck. <<else>> rubbing the top of your head with <<his>> other hand. <</if>> <br><br> You feel as though you could hold each other forever, too, but this reminds you that you have forever to enjoy it. For right now, you must part. <<He>> doesn't let you leave without a tender kiss, though. <<gwylanKiss>> <br><br> You return to the counter. <<else>> <<switch $speech_attitude>> <<case "meek">> "I... I love you, though." <<case "bratty">> "Quit being so dramatic. You've got someone who loves you standing right here." <<default>> "I love you, even if you're just as prickly as that rose." <</switch>> <br><br> <<He>> winces. "Stop using that word. It's not something I can return, and it's wasted on me." <<He>> looks down, refusing to look at you. <br><br> You grab <<him>> by the wrists, and force <<him>> to. <<switch $speech_attitude>> <<case "meek">> "Then, I cherish you," you say. "I-I mean it." <<case "bratty">> "I feel how I feel, and I won't hold back just because it's inconvenient for you to hear," you say. "I'm serious, you angsty little bitch." <<default>> "I love you," you repeat. "You won't push me away." <</switch>> <<His>> teeth clench, but you don't stop. "It won't last forever, so we just have to enjoy the time we do have, remember?" <br><br> "You can't understand," <<he>> says, <<his>> gaze turning dark. "I'm sorry that I've inflicted these feelings upon you." <<He>> slips <<his>> wrists free from your grip, and returns to the counter. "Put this out of your mind, dear." <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the rose wedding gown and suits. <<He>> almost looks nostalgic. <br><br> "I stocked these ages ago. I completely forgot about them. People rarely come all the way out here for wedding attire. It's a shame the roses are fake." <<He>> eyes you curiously. "Speaking of which, when did you start seeing these? Are you expecting to stand at the altar soon?" <br><br> <<if setup.specialClothesSets.valentines.requirements()>> <<link [[Say they appeared around Valentine's Day|Gwylan Talk Clothes Rose Wedding 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.rose_wedding.requirements()>> <<link [[Say they appeared after Kylar tried to forcibly marry you|Gwylan Talk Clothes Rose Wedding 2]]>><<set $phase to 2>><<set $gwylan.progress++>><<set $daily.gwylan.clothesTalk++>><</link>> <br> <</if>> <<if !(setup.specialClothesSets.valentines.requirements() and setup.specialClothesSets.rose_wedding.requirements())>> <span class="blue">There might be an alternative story to tell about these outfits...</span> <br> <</if>> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("rose_wedding")>> <<if $phase is 1>> You tell Gwylan that they appeared around Valentine's Day. <<He>> nods, as if expecting that answer. <<if $gwylanSeen.includes("yearning")>> You think you see the slightest hint of relief on <<his>> face. <</if>> <<else>> <<set $gwylanSeen.pushUnique("kylar_kidnapped")>> You tell Gwylan all about Kylar's kidnapping, and how <<nnpc_he "Kylar">> tried to hold a wedding with you under the school. Gwylan looks surprised throughout it all, but you catch the faintest hint of a chuckle when you mention the drunk pastor. <br><br> "Most people in this town aren't so... romantic," <<he>> says. "At least <<nnpc_he "Kylar">> tried to treat you, first." <br><br> <<if C.npc.Kylar.state is "prison">> "Well, <<nnpc_hes "Kylar">> in prison now," you say flatly. Gwylan frowns when <<he>> realises that you're not joking. <br><br> <<elseif $gwylanSeen.includes("kylar_parents")>> <<He>> pauses. "Isn't this the same <<nnpc_gendery "Kylar">> with the vampire parents?" You nod, and <<he>> smiles. "You must care about <<nnpc_him "Kylar">> a lot, to be able to forgive <<nnpc_him "Kylar">> for kidnapping you." <<He>> scratches the back of <<his>> head. <<elseif $syndromekylar gte 1 and isLoveInterest("Kylar")>> You strangely find yourself agreeing. You continue, telling Gwylan more about Kylar, and how <<nnpc_his "Kylar">> antics became endearing to you. <br><br> <</if>> "It sounds to me like <<nnpc_hes "Kylar">> a fan of some of the local fairy tales. The gaoler and the heart-stealing witch. Or cake-stealing in this case." <<He>> puts <<his>> hand to <<his>> chin. "Actually, who's who?" <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You ask Gwylan about the gift wrappings. <br><br> "Those... aren't clothes," <<he>> says with a chuckle. "Those are actually just gift wraps." There's a pause. "I suppose you <i>could</i> wear it as such regardless. But, what in the world made the shop start showing you these?" <br><br> <<if setup.specialClothesSets.valentines.requirements()>> <<link [[Say they appeared around Valentine's Day|Gwylan Talk Clothes Wrap 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if setup.specialClothesSets.wrap.requirements()>> <<if $robinSeen?.includes("unwrap")>> <<link [[Say they appeared after Robin wrapped <<nnpc_himself "Robin">> in ribbons|Gwylan Talk Clothes Wrap 2]]>><<set $phase to 2>><<set $daily.gwylan.clothesTalk++>><</link>> <br> <</if>> <<if $gwylanSeen.includes("steal_wrap")>> <<link [[Say the shop wrapped you in them|Gwylan Talk Clothes Wrap 2]]>><<set $phase to 3>><<set $daily.gwylan.clothesTalk++>><</link>> <br> <</if>> <<if !($robinSeen?.includes("unwrap") and $gwylanSeen.includes("steal_wrap"))>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <br> <</if>> <<else>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <br> <</if>> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("wrap")>> <<if $phase is 1>> You tell Gwylan that they appeared around Valentine's Day. "Really? I'd have thought it'd have been around Christmas." <<He>> shrugs. <<elseif $phase is 2>> You tell Gwylan about Robin's 'gift' to you during Christmas, which you eagerly unwrapped. <br><br> <<if $gwylan.robin gte 10 or $gwylanSeen.includesAny("robin_cafe", "robin_cafe_trauma")>> "Robin is such a little sweetheart. You should bring <<nnpc_him "Robin">> around <<if $gwylan.robinShop>>more often<<else>>some time<</if>>!<<if $gwylan.robin gte 50>> I wouldn't mind seeing a demonstration of those wrapping techniques.<</if>>" <<elseif $gwylanSeen.includes("robin_halloween")>> <<gwylanRobin>> "Robin, the same Robin you came here with around Halloween?" You nod, prompting Gwylan to smile. "<<nnpc_He "Robin">> really likes dressing up. You should bring <<nnpc_him "Robin">> around more often!" <<else>> "It sounds like you had a white Christmas," <<he>> says with a laugh. <</if>> <<else>> <<switch $speech_attitude>> <<case "meek">> "Y-your shop," you say shyly. "I... got wrapped up in it when I was sneaking around." <<case "bratty">> "Your stupid shop attacked me," you say. "It took my clothes and wrapped me up in... this!" You thrust a tangled ball of gift wrap at Gwylan. <<default>> "I was sneaking around, and your shop didn't like it," you say. "It kicked me out and left me wearing nothing but that." <</switch>> <br><br> Gwylan gives you a wry smile. "Well, if you're going to steal, you'd better be sure not to get caught." <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <!-- Bad Ends --><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("bad_end")>><<set $gwylan.progress += 5>> You browse the shop, pointing out all the clothes that appeared after you were whisked away to parts unknown and locked away from the world. <br><br> You recount each tale to Gwylan. The asylum and the prison. Remy's farm. The underground brothel. The castle in the moor. Being hunted and caught in this forest. <<He>> stays silent until the end. <br><br> "You're strong," <<he>> says. "Strong beyond words. I can't think of anyone else that could return from all those places, never mind tell someone else about it all." <<He>> pulls you into a hug. <<stress -6>><<lstress>> <br><br> "Thank you for telling me your story. I'll remember it all. Even if a day comes when you don't return, I'll make sure your memory never fades away." <<He>> pulls away from you. "Let's hope that day never comes to pass." <<trauma -50>><<llltrauma>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("underground_brothel")>><<set $gwylan.progress += 2>> <<set _uBrothelStats to V.badEndStats.find(stat => stat.source === "Underground Dungeon")>> You show Gwylan the slut shirt. <br><br> "That's rather overt," <<he>> says. "I won't judge. How did that come about?" <br><br> <<if _uBrothelStats?.reasonStart is "soldBriar">> "I crossed the owner of the brothel on Harvest street," you explain. "<<nnpc_He "Briar">> locked me in a significantly worse brothel to teach me a lesson. <<elseif _uBrothelStats?.reasonStart is "uDungeonPolice">> "The police smuggled me to an underground brothel," you explain. "They tried to arrest me while I was in the hospital. I tried to get away, but they caught me and tossed me in there. <<elseif _uBrothelStats?.reasonStart is "soldBaileyRobin">> "I didn't pay up," you say, as if that's somehow supposed to explain everything. <span class="purple">Gwylan's hands clench.</span> "My friend Robin and I were sold off into sex slavery. <<else>> "I didn't pay up," you say, as if that's somehow supposed to explain everything. <span class="purple">Gwylan's hands clench.</span> "I was sold off into sex slavery. <</if>> This showed up after I escaped." <br><br> <<if _uBrothelStats?.reasonStart is "soldBaileyRobin" or _uBrothelStats?.reasonStart is "soldBailey">> <<His>> head lowers. "Hearing that makes me feel ill, in a way words can't do justice. Most don't return from such places. How did you escape?" <<else>> <<He>> puts <<his>> hands over <<his>> mouth. "That's not what I expected. Most don't return from such places. How did you escape?" <</if>> <br><br> <<if _uBrothelStats?.reasonEnd is "labour">> "I... gave birth," you say. "I think they panicked. I woke up in the hospital." <br><br> An agonising moment of silence passes over you. <br><br> Gwylan's face is pale. <<He>> looks horrified. "You... I'm so sorry. <<elseif _uBrothelStats?.reasonEnd is "uDungeonPresented">> "They tried presenting me like a prize," you continue. "Their guard was down, and there weren't as many on watch. I fought my way out." <br><br> Gwylan slowly nods. "Clever. <<elseif _uBrothelStats?.reasonEnd is "uDungeonOutran">> "They let us outside, for some kind of chase. It was a game to them, but I managed to get away." <br><br> Gwylan smiles. "Overconfidence leads to mistakes. <<elseif _uBrothelStats?.reasonEnd is "uDungeonOutranRobin">> "They let us outside, for some kind of chase. It was a game to them, but I managed to get away with Robin." <br><br> Gwylan smiles. "Overconfidence leads to mistakes. <<elseif _uBrothelStats?.reasonEnd is "uDungeonSaved">> "Some strange person made of plants helped me get away." <br><br> Gwylan's eyebrows raise in surprise. "The dryads of the forest are capricious things, getting one to help you in such a serious circumstance is impressive. <<elseif _uBrothelStats?.reasonEnd is "uDungeonDumped">> "They just... got sick if me," you say. "When I stopped responding to the torment, they dumped me out. Into the ocean." <br><br> Gwylan frowns. "But you made it back to the shore. Despite being abused to the point of unresponsiveness, you had the will to live. <<elseif _uBrothelStats?.reasonEnd is "uDungeonLake">> "I dug my way out. The cells were poorly maintained, and there was a crack under my mattress." <br><br> Gwylan nods. "It's likely someone else used that same method of escape before you, and they were unable to fully repair it. There are many such tunnels underneath this forest. <<elseif _uBrothelStats?.reasonEnd is "uDungeonLakeRobin">> "We dug our way out. The cells were poorly maintained, and there was a crack under Robin's mattress." <br><br> Gwylan nods. "It's likely someone else used that same method of escape before you, and they were unable to fully repair it. There are many such tunnels underneath this forest. <<elseif _uBrothelStats?.reasonEnd is "uDungeonSneak">> "The lock on my cell couldn't hold me," you say. "I snuck out." <br><br> Gwylan nods. "That's impressive. <<else>> "I just hit the right person really hard," you say. "Then I ran for my life." <br><br> Gwylan nods. "You're lucky. <</if>> I hope you weren't stuck there for long." <<He>> wraps you up in a big hug. <<stress -6>><<lstress>> <br><br> "I think I know the place. They conduct a sick mockery of a hunt on their victims here in the forest. For fun." <<He>> winces, as if remembering something painful. "Hounds and foxes. I'm glad you got away.<<if $fox gte 6 and _gwylanTF.known or $brownFoxRevealed>> Us foxes need to look out for one another.<</if>>" <br><br> <<gwylanOptions>><<effects>><<set _tf to checkTFparts()>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("underground_farm")>><<set $gwylan.progress += 2>> <<set _uFarmStats to V.badEndStats.find(stat => stat.source === "Underground Farm")>> You show Gwylan the cow print set and cow bell. <br><br> "Cute!" <<he>> says, placing <<his>> hands together in delight. "How did you find these?" <br><br> <<if $brownFoxRevealed>> "Remy <<else>> "Someone named Remy <</if>> <<if $cow gte 6 or $transformationHistory.includes("cow")>>turned me<<else>>tried to turn me<</if>> into human cattle," you explain. Gwylan's nose scrunches, <<his>> delighted look wiped away immediately, but you continue. <<if _uFarmStats?.reasonStart is "arrested">> <<set $gwylanSeen.pushUnique("cafe_chef_truth")>> "I got caught adding fluids to the cream buns at the cafe. They shipped me off to the farm right after." <br><br> <<He>> stares at you blankly for a moment. "I was wondering why the taste seemed different." <<He>> shakes <<his>> head. "I won't tell anyone, I promise. Anyways, how did you escape?" <<else>> <<if _uFarmStats?.reasonStart is "cardCheating">> "I tried to cheat someone in a card game, and that was my punishment. It was a big estate out in the moor." <<elseif _uFarmStats?.reasonStart is "soldBailey">> "I was sold off to a large estate, somewhere in the moor." <<else>> "I was kidnapped and taken to a large estate, somewhere in the moor." <</if>> <br><br> <<He>> nods. "I've heard of such rotten business. How did you escape?" <</if>> <br><br> <<if ["uFarmEscapedCentaurThank", "uFarmEscapedCentaurKiss"].includes(_uFarmStats?.reasonEnd)>> "I befriended the centaurs, and one helped me get away." <br><br> <<His>> eyebrows raise. "Centaurs? Really? Not horses?" You nod in response, and Gwylan looks deep in thought. "Interesting. Thank you for telling me this. You must have a gentle touch to make them help you against their master's orders." <<elseif _uFarmStats?.reasonEnd is "uFarmEscapedHorse">> "I befriended the horses, and one helped me get away." <br><br> <<He>> smiles. "A little kindness goes a long way. Many domesticated animals hate seeing each other suffer, and they probably started thinking you were one of them. You must have a gentle touch to make them help you against their master's orders." <<elseif _uFarmStats?.reasonEnd is "uFarmEscapedNightRiver">> "I took my chances with a river, and let the current carry me away." <br><br> <<He>> frowns. "That's a desperate act. I hope you didn't suffer so much that you were planning something drastic. They may have treated you like an animal, but that doesn't mean you should chew your leg off for freedom. We're better than that. Right?" <<else>> "I broke out of my cell and dug under the fence. They never thought one of their cattle would try to dig instead of jump." <br><br> <<He>> nods along. "They treated you like an animal, and didn't think you'd still be as clever as a human. You didn't lose yourself. That's impressive." <</if>> <br><br> <<if $cow gte 6>> <<He>> gently reaches towards you, and caresses one of your cow ears. <<if !_tf.cowEars>> <span class="pink">You were sure that they were hidden.</span> <</if>> <<His>> touch makes you feel warm, and you find yourself leaning towards <<him>> instinctively. There's a purity to the gesture. It's a touch of care and affection, not like what you experienced at the farm. Not like a master lauding over a trophy. <<trauma -3>><<ltrauma>> <br><br> <<if $gwylanSeen.includes("hypnosis_peace")>> "I hope I was able to help you come to peace with these." <<elseif !$gwylanSeen.includes("player_tf")>> <<set $gwylanSeen.pushUnique("player_tf")>> "You still carry a burden. <<if !_tf.cowEars>>You were trying to hide it. <</if>>If it bothers you... <span class="blue">I can help you come to peace with this expression of your inner self</span>." <<else>> "Don't forget my offer. I can help you come to peace with this expression of your inner self." <</if>> <br><br> <</if>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You show Gwylan the loincloth. <br><br> <<He>> snickers. "It doesn't leave much to the imagination. Still, there must be some primal satisfaction in wearing nothing but a loincloth. How did you find it?" <br><br> <<if $syndromeeden gte 1>> <<link [[Say it appeared after you got close with Eden|Gwylan Talk Clothes Eden]]>><</link>> <br> <</if>> <<if $syndromewolves gte 1>> <<link [[Say it appeared after you became a member of the wolf pack|Gwylan Talk Clothes Wolves]]>><</link>> <br> <</if>> <<if !($syndromeeden gte 1 and $syndromewolves gte 1)>> <span class="blue">There might be an alternative story to tell about this item...</span> <br> <</if>> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("loincloth")>><<set $gwylanSeen.pushUnique("eden_known")>><<set $gwylan.progress++>> You tell Gwylan about your time with Eden, and how <<nnpc_he "Eden">> must have been so lonely. <br><br> <<He>> looks surprised. "The <<= C.npc.Eden.title>>. You've gotten close with <i><<nnpc_him "Eden">></i>. <<nnpc_He "Eden">> stops by for supplies sometimes. Scrap fabric, burn ointment, the like." There's a peculiarity in <<his>> voice. <br><br> "That likely sounded rude, but I... hope you know who you've made bedfellows with. <<nnpc_He "Eden">>'s ravaged this forest's ecosystem. <<nnpc_Hes "Eden">> well-built, but there's no way one <<nnpc_gender "Eden">> can eat as much as <<nnpc_he "Eden">> kills. It's wasteful and careless." Gwylan walks around you, towards one of the forest shop's windows. <<He>> gazes out wistfully, as if looking for something that should be there. <br><br> "The children of the animals <<nnpc_hes "Eden">> killed, the ones that were never conceived, should be running free in our forest today. There's a generational gap in the population because of people like <<nnpc_him "Eden">>. One <<nnpc_gender "Eden">>'s empty hatred reverberating its consequences forever. Perhaps <<nnpc_he "Eden">> feels the forest wronged <<nnpc_him "Eden">> for..." <br><br> Gwylan shakes <<his>> head. "No. Those aren't my burdens to share. I'm certain you already know. If <<nnpc_his "Eden">> feelings for you are true, surely <<nnpc_hes "Eden">> told you." Gwylan's gaze is provocative, as if <<he>> knows that Eden hasn't told you anything of the sort. <br><br> <<link [[Defend Eden calmly|Gwylan Talk Clothes Eden 2]]>><<set $phase to 1>><</link>> <br> <<link [[Defend Eden angrily|Gwylan Talk Clothes Eden 2]]>><<set $phase to 2>><</link>> <br> <<link [[Agree|Gwylan Talk Clothes Eden 2]]>><<set $phase to 3>><</link>> <br> <<link [[Stay silent|Gwylan Talk Clothes Eden 2]]>><<set $phase to 4>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">> "I-I'm sure <<nnpc_he "Eden">> isn't doing it to be a bad person," you say. "I know it. <<nnpc_hes "Eden">> a good person deep down." <<case "bratty">> "Try walking a mile in <<nnpc_his "Eden">> shoes. Not everyone has the luxury of thinking about it as deeply as you do. Some people need to survive, regardless of morals." <<default>> "Fighting to survive doesn't make someone evil. <<nnpc_Hes "Eden">> doing what <<nnpc_he "Eden">> has to." <</switch>> <br><br> Gwylan scoffs. "There's survival, and there's <<nnpc_him "Eden">>. Morality has no stake in it, it's a simple fact of numbers. <<nnpc_He "Eden">> kills too much, and too often." <<elseif $phase is 2>> <<switch $speech_attitude>> <<case "meek">> "Y-you're wrong!" you shout, catching Gwylan off guard. "You don't know what <<nnpc_hes "Eden">> been through either! B-but you can't fake the kind of pain and loneliness <<nnpc_hes "Eden">> in. I see it in <<nnpc_his "Eden">> eyes every night. What could you possibly know about <<nnpc_him "Eden">>?" <<case "bratty">> "What the hell do you know?" you shout, catching Gwylan off guard. "Cooped up in this stuffy shop all day, you're not much different. How do you even know <<nnpc_him "Eden">>?" <<default>> "You're wrong!" you shout, catching Gwylan off guard. "You don't really know anything about <<nnpc_him "Eden">>, do you? How could you possibly understand <<nnpc_him "Eden">>?" <</switch>> <br><br> Gwylan says nothing at first, merely taking a deep breath. <<His>> gaze on you doesn't change. <br><br> "I know enough. If you kill a mother fox, her kits will starve. You may forget the simple act, but the forest remembers. Forever. <<nnpc_His "Eden">> crimes are etched on every tree, with every bullet <<nnpc_he "Eden">> leaves carelessly strewn in the dirt for something to choke on." <<elseif $phase is 3>> <<switch $speech_attitude>> <<case "meek">> "<<nnpc_Hes "Eden">>... scary," you say. "So scary that I've become afraid of being away from <<nnpc_him "Eden">>." <<case "bratty">> "<<nnpc_Hes "Eden">> a pain," you agree. "<<nnpc_He "Eden">> thinks <<nnpc_he "Eden">> can take whatever <<nnpc_he "Eden">> wants, no matter how much it tries to run." <<default>> "<<nnpc_Hes "Eden">> difficult," you agree. "Selfish, even. No matter how much I try to get away, <<nnpc_he "Eden">> always chases me." <</switch>> <br><br> Gwylan smiles at you. "If a <<= C.npc.Eden.title>> can aim, <<nnpc_he "Eden">> will shoot. It's best to scurry away. I'm glad you understand that. If you ever need a place to hide, you're always welcome here." <<else>> You stay silent. Gwylan frowns. "You're fond of <<nnpc_him "Eden">>. Perhaps you can change <<nnpc_him "Eden">> for the better, some day. But I have my doubts." <</if>> <br><br> <<He>> looks away from you again, and sighs. "<<nnpc_Hes "Eden">> a victim, too, though. The forest has started to reflect <<nnpc_his "Eden">> hatred. Responding to a threat from within. Becoming something ugly to survive. Becoming more dangerous. Does it sound familiar? <<nnpc_Hes "Eden">> part of a hopeless cycle, refusing to compromise. A self-fulfilling prophecy. Perhaps we deserve each other." <br><br> <<He>> returns to the counter. "I won't hold it against you." <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("loincloth")>><<set $gwylan.progress += 2>> You tell Gwylan about your time with the wolf pack, from when the Black Wolf stole you away to becoming a member. <br><br> <<if _tf.wolfEars>> <<His>> eyes lock on your wolf ears. <</if>> <<if $gwylanSeen.includes("likes_wolves")>> "You've told me all about how much you like the wolves," <<he>> says with a giggle. "It's cute. I think you fit in with the forest pretty well." <<else>> <<He>> looks fascinated by what you're saying. "So you like acting like a wolf?" <<he>> asks with a wide smile. <<if $gwylanSeen.includes("caught")>> "Glad to know, I was worried you were still judging me after you spied on me. I think you fit in with the forest pretty well." <<else>> "That's cute. I think you fit in with the forest pretty well." <</if>> <<npcincr Gwylan lust 1>><<glust>> <</if>> <br><br> <<set $gwylanSeen.pushUnique("likes_wolves")>><<set $gwylanSeen.pushUnique("wolves_known")>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("bird")>><<set $gwylan.progress++>> <<if ($settings.monsterChance gt random(0, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or $greathawkmonster is 2>><<set _hawkmonster to 1>><</if>> You show Gwylan the feathery accessories. <br><br> <<His>> eyes go wide. "Oh, wow! Those are pristine! Let me see, let me see!" <<He>> grabs for them, and you hand them over. <br><br> "Such a waste to wear them like this," <<he>> says, thumbing the feathers. "These would be great in..." <<He>> looks up to you. "I must know how you got the shop to show these to you. If I found them first, they wouldn't be for sale." <br><br> You explain your time in the castle, and with the Great Hawk. You realise that you're probably making <<if _hawkmonster is 1>><<nnpc_him "Great Hawk">><<else>>it<</if>> sound a lot more terrifying than <<if _hawkmonster is 1>><<nnpc_he "Great Hawk">><<else>>it<</if>> actually is, but you also realise that that's probably how <<if _hawkmonster is 1>><<nnpc_he "Great Hawk">><<else>>it<</if>> would want to be described. <br><br> "So, they're finally returning after all," Gwylan muses. "I thought the sightings were falsified. Wonderful. Wonderful!" <<Hes>> practically jumping up and down with excitement. "I'll have to plan a trip out to the moor. I'll need to make sure I can get close enough, and..." <br><br> <<He>> suddenly stops, and looks at you. "Hmm. In fact, I could use your help. You said you're already close with the <<if _hawkmonster is 1>>harpy<<else>>hawk<</if>> that controls the tower. <span class="blue">I may request that you bring me some of <<if _hawkmonster is 1>><<nnpc_his "Great Hawk">><<else>>its<</if>> feathers, next time I need a favour.</span>" <<if $harpy gte 6>> <<set $gwylanSeen.pushUnique("preen")>> <<if _tf.birdWings>> <<He>> takes a moment to look at your wings. <<He>> walks around you, and runs <<his>> hands along them. <<else>> <<He>> walks around you, and you <span class="pink">feel <<him>> run <<his>> hands along your wings.</span> You were sure that they were hidden. <</if>> <<if $birdFly>> "Fascinating hybridisation. I could make use of these, too. If you don't mind, I would really like to... preen you." <<He>> blushes. <<else>> "Fascinating hybridisation, but the feathers are virgin. Untested. You haven't flown with these yet. If they ever become strong enough for flight, and if you don't mind, I would really like to... preen you." <<He>> blushes. <</if>> <<if $gwylanSeen.includes("hypnosis_peace")>> "I hope I was able to help you come to peace with these." <<elseif !$gwylanSeen.includes("player_tf")>> <<set $gwylanSeen.pushUnique("player_tf")>> "If you <span class="blue">begin to doubt or resent these expressions of your inner self</span>, I know how to help." <<else>> "Don't forget my offer. I can help if you begin to doubt these expressions of your inner self." <</if>> <<else>> <<He>> stands on the tips of <<his>> toes, as if looking for something behind you. <</if>> <br><br> <<He>> continues beaming at the feathers for some time. <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("prison")>><<set $gwylan.progress += 2>> <<set _prisonStats to V.badEndStats.find(stat => stat.source === "Prison")>> You show Gwylan the prison clothes. <br><br> "You've been to the prison island," <<he>> says before you can explain. "It's obvious. You have that look in your eyes. How did you escape?" <br><br> <<He>> notices your hesitation. "Don't worry, I won't tell a soul," <<he>> says with a wink and a smile. <br><br> <<if ["prisonWren", "prisonWrenKylar"].includes(_prisonStats?.reasonEnd)>> "A friend smuggled me off the island," you explain. "It took a lot of favours." <br><br> <<He>> nods. "In a place like that, favours are worth more than gold, I'm sure." <<elseif _prisonStats?.reasonEnd is "prisonSwimming">> "I had to make some friends and cause some distractions," you explain. "Until I was able to swim away without notice. I swam all the way back to the mainland." <br><br> <<He>> looks surprised. "That's incredibly dangerous. You're lucky, the ocean must have been favouring you. Such a distance... you could have been swept away!" <<He>> suddenly hugs you. "Don't be so reckless! I am glad you came back, though." <<elseif _prisonStats?.reasonEnd is "escapedSoaring">> "I befriended the giant birds that watched over the prison, and flew," you explain. <br><br> <<if _tf.birdWings>> <<He>> takes a moment to look at your wings. "You flew. Of course. I can't think of a better way myself." <<else>> <<He>> blinks at you. "You... flew. You're a fascinating one, you know? I don't think you're lying to me, despite such a strange claim." <</if>> <<elseif _prisonStats?.reasonEnd is "prisonRut">> "I don't remember all of it," you explain. "There was a punishment, something about damnation. They threw me into the rut. I don't know how long I was down there, but I saw things. Insects feasting on something." <br><br> Gwylan listens intently, waiting for you to continue, but you have nothing more to say. <<else>> "I simply served my time," you say. <br><br> Gwylan nods. "Did the punishment match your crimes? I suppose it doesn't matter. I'm glad you're back." <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("asylum")>><<set $gwylan.progress += 3>> <<set _asylumStats to V.badEndStats.find(stat => stat.source === "Asylum")>> <<tearup>><<hallucinogen 120>> You show Gwylan the straightjacket. <br><br> <<He>> freezes up, but only for a moment. "That's not something I would ever stock," <<he>> says. "Even if it's a replica." <br><br> You tell <<him>> about your time at the asylum. <<He>> looks more and more upset as you explain everything you can remember. Much of it you wouldn't share willingly, but for some reason, you find it hard to stop. <br><br> Gwylan holds up a hand to stop you, and wipes a tear from your eye. You're not sure when that started. Why are you crying? <br><br> Suddenly, you're being hugged tightly. "Thank you for telling me," <<he>> says. "I know it's not easy to do, when you've been told that none of it is real, or that it was all your fault." <<His>> embrace tightens. "I believe you. I promise. Even if no one else does, I do." <br><br> <<if $gwylanSeen.includes("hypnosis_removal_suggestion")>> <<He>> pulls away, and holds a finger to your forehead. "Remember. If <<nnpc_he "Harper">> still lingers in your mind, or if you're overcome with urges that you know are not your own, tell me. I can help you." <<else>> <<He>> pulls away, and holds a finger to your forehead. "If <<nnpc_he "Harper">> still lingers in your mind, or if you're <span class="blue">overcome with urges that you know are not your own</span>, tell me. I can help you." <</if>> <br><br> <<He>> gives you a warm smile. "These burdens are meant to be shared, not suppressed. If everyone kept it all to themselves, there'd be no more stories to tell." <br><br> <<gwylanOptions>> <!-- Temple --><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("temple")>> You walk around the shop with Gwylan, browsing all the religious attire. <br><br> <<switch $speech_attitude>> <<case "meek">> "Wh-why do you have all of these, anyways?" you ask. <<case "bratty">> "So, why do you stock all these?" you ask. <<default>> "Why do you stock so many of the temple's clothes?" you ask. <</switch>> <br><br> Gwylan ponders for a moment. "Good business." <<He>> shrugs. "They burn through a lot of clothing. Must be a..." <<He>> pauses for a moment. "Physical job." <br><br> You decide not to ask any more questions. <br><br> <<He>> looks around at all of the different outfits. A shadow passes over <<his>> face. <<He>> turns to you with <<= V.gwylanSeen.includes("yearning") ? "distress" : _gwylanLovePercent gte 75 ? "concern" : "a troubled frown">>, and clasps your hands in <<his>> own. "You are a pure, shining soul, dear. Don't let anyone swallow your light and claim it as their own." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("temple_initiate")>> You show Gwylan the initiate's robe. <br><br> "Pretty design," <<he>> says. "I take it you've joined them? I hope they've welcomed you into the flock. There's a comfort in belonging. Just be wary. Some wolves wear the fleece of lambs." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("temple_monk_and_nun")>> You show Gwylan the monk and nun robes. <br><br> "These aren't official, but the cloister doesn't seem to mind. They make adjustments on these rather than making their own from scratch." <<He>> smiles at you. "It's fascinating how they pick and choose what is allowed and what isn't." <br><br> <<He>> pauses for a moment. "So, you're moving up in rank with them. What exactly did you do to earn it?" <br><br> "I'm not sure I'm supposed to share," you start. "There was a trial. It was tough, and I saw something at the end." You shiver as the memory resurfaces. <br><br> <<He>> places a hand on your shoulder. "It's hard to unsee, isn't it? Once you see the cracks, the holes, you start to see them everywhere." <br><br> <<He>> stops, seeming unsure how to follow up that comment. "Is Jordan doing well?" <br><br> You nod, which prompts Gwylan to smile a little wider. <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("temple_evangelist")>> You show Gwylan the evangelist's uniform. <br><br> "It's a lot more comfortable than it looks," <<he>> says. "It needs to be. It's meant to be worn for proselytising. So, how did you end up finding it?" <br><br> <<switch $speech_attitude>> <<case "meek">> "I... I made an initiate do something lewd in order to... get someone to donate to the temple," you say. <<case "bratty">> "I upskirted an initiate to get a perv to donate to us," you say. <<default>> "I made an initiate do something lewd, in order to solicit a donation," you explain. <</switch>> <br><br> <<He>> chuckles. "You fit right in with them." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("temple_confessor")>><<set $gwylan.progress += 2>> You show Gwylan the confessor's robes and habit. <br><br> <<He>> tilts <<his>> head. <<if $gwylanSeen.includes("ritual_beast")>> "The confessors do something similar to what we do. Their methods are... different, though. Often cruel." <<else>> "The confessors do ugly work, and it's often cruel. Stitching up holes in the world, even when it leads to terrible suffering." <</if>> <<He>> looks right in your eyes. "You've gotten involved with them, haven't you?" <br><br> You explain how you met the Bishop. Gwylan listens intently to all of it, but you can't shake the feeling that you're not telling <<him>> anything <<he>> doesn't already know. <br><br> "Don't overextend yourself," <<he>> cautions. <<if $gwylanSeen.includes("ritual_beast")>>"Healing the world can leave holes in yourself."<<else>>"Wings that shield may smother just as easily."<</if>> <br><br> You promise to take care. It seems to mollify <<him>> as much as any empty words can. <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("temple_exorcist")>><<set $gwylan.progress++>> You ask Gwylan about the exorcist's uniform. <<He>> shakes <<his>> head. "It's not a real one. Look." <<He>> takes it from you, and points at the collar. <br><br> "The temple takes these things very seriously, so each ordained exorcist's uniform is numbered. It would be right here." <<He>> opens the collar, and <<his>> face turns pale at what <<he>> sees. <<He>> quickly hands it back to you. "How did you find this?" <br><br> You explain everything. The dance job, the missing member of Jordan's flock, and the ritual you interrupted. Gwylan becomes more and more solemn as your story progresses. <br><br> "You did a very good thing," <<he>> says. "I can see why this one has a number now. The shop thinks you've earned it." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("temple_sparring")>> You show Gwylan the sparring sets. <br><br> <<His>> eyes go wide at them. "I haven't seen these before. That's a lot of skin to show for a religious institution." <br><br> You explain how they appeared after countless sparring sessions. <br><br> "In darker days, they didn't have such virtuous restrictions on the usage of their weapons," <<he>> says with a hint of sarcasm. "Baton and whip alike scarred the skin of many." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("temple_sexy")>><<set $gwylan.progress++>> You show Gwylan the lewd priest and nun sets. <br><br> "I don't think that's sanctioned," <<he>> says with a giggle. "Though, I would like to see their reaction to one of their own wearing that. What ever did you do to find such a blasphemous outfit?" <br><br> <<if $gwylanSeen.includes("ritual_sex")>> <<if $temple_confessor_intro>> You explain that it appeared to you after you spent much time purging the poison from the world, both with <<him>> and while working the confessional. <<else>> You explain that it appeared to you after you spent much time purging the poison from the world with <<him>>. <br><br> <</if>> <br><br> <<He>> twirls <<his>> hair in one finger. "You're doing a good thing, you know. Thank you for helping me. Burdens are better shared." <<elseif $temple_confessor_intro>> You explain that it appeared to you after you spent much time purging the poison from the world while working the confessional. <br><br> <<He>> nods along. "You're doing a good thing. I hope you're pacing yourself." <<else>> You explain that you don't actually know why it appeared to you. <br><br> <<His>> head tilts. "Interesting. Perhaps you're doing something without realising it." <<He>> smiles. "Oh, to be so rapturously innocent." <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("holy_stole")>> You show Gwylan the holy stole. <br><br> <<He>> snickers. "You're definitely not supposed to have that. How did you find it?" <br><br> You explain that you found it after being very vigilant in your obligations to the temple, prompting Gwylan to briefly frown. <br><br> "I hope you're not losing yourself in them." <br><br> <<gwylanOptions>> <!-- Pendant trio --><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("pendant")>> You show Gwylan the three pendants. <br><br> "The trio is complete," <<he>> says. "It's always three. Urges, chastity, and purges. Conception, birth, and motherhood. Everyone, you, and the world under your feet." <<He>> hangs all three together, letting them overlap. "The Children, the Cloister, and nobody." <<He>> frowns. <br><br> "It's a shame how much has been lost with time. Burned by those who seek to erase history so we'll be doomed to repeat it." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("holy_pendant")>> You show Gwylan the holy pendant. <br><br> "I believe it's made of brass," <<he>> says, weighing it in <<his>> hands. "Not just plated, either. It's heavier than it looks. It's a common ornament for the religious types, but I'm curious as to why you found it here." <br><br> You explain that you found it after finding the soup kitchen, which makes Gwylan smile. <br><br> "That's the kind of work the cloister should be doing more of." <<He>> starts to whirl the pendant by the cord, making the air whip around it. "You could really hurt someone with this if you threw it." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("stone_pendant")>> You show Gwylan the stone pendant. <<His>> eyes go wide, and <<he>> snatches it from your grasp. <br><br> <<He>> stares at it as if it would vanish when <<he>> next blinks. "Where did you find this?" <<he>> asks intently. <br><br> <<switch $speech_attitude>> <<case "meek">> "I-it was lost in a crack at the temple," you say. "Is it really that impressive?" <<case "bratty">> "It was just jammed in a crack, somewhere in the temple," you say. "What's with the staring? It's just a shaped rock." <<default>> "I found it in the temple, lost in a crack," you say. "Is it really all that special?" <</switch>> <br><br> <<He>> huffs. "It's history. History that was erased. I didn't think there were any left." <<He>> hesitantly hands it back to you. "If you found this, it belongs with you." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("dark_pendant")>> You show Gwylan the dark pendant. <br><br> <<He>> shivers as <<he>> cautiously reaches for it. "How did you come across this?" <<He>> seems lost in it. <br><br> <<switch $speech_attitude>> <<case "meek">> "I-it was in the loft in my home," you say. "At the orphanage. S-some of the orphans got bold enough to go somewhere Bailey forbade us from. Then it showed up here." <<case "bratty">> "It was in the loft at the orphanage," you say. "We got bold enough to go somewhere our 'guardian' wouldn't dare. Now it's here, for whatever reason." <<default>> "It was in the loft of the orphanage," you say. "A place our guardian wouldn't normally let us go. Then it showed up here." <</switch>> <br><br> <<His>> hand clenches, prompting <<him>> to take a deep breath. "<<nnpc_Hes "Bailey">> haunted." <<He>> shakes <<his>> head. "Obsessed. Only ruin lies at the end of this road. Blood can't pay for blood, and the snake's hunger will lead it to devour its own tail." <br><br> Gwylan becomes unresponsive for a few minutes, looking down in shame. <<He>> refuses to comment any further. <br><br> <<gwylanOptions>> <!-- Museum --><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("historic")>><<set $gwylan.progress++>> You walk through the shop with Gwylan, browsing the collection of historic clothing and armour. <br><br> <<switch $speech_attitude>> <<case "meek">> "Th-this place is kind of like the museum," you say. "I'm sure Winter would like to have some of these." <<case "bratty">> "Do you think you're stepping on Winter's toes, keeping all this here?" you ask. <<default>> "I think Winter would want some of these items," you say. "At the museum." <</switch>> <br><br> Gwylan smiles at you. "<<nnpc_Hes "Winter">> made some offers, but I'm afraid I'm a bit too selfish to donate any of this. The shop wouldn't like it either." <<He>> thinks for a moment. "You should accompany me to the museum some time, though." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("museum_rags")>> You show Gwylan the rags. <br><br> "Those are just ripped scraps of cloth," <<he>> says. "They shouldn't be out in the shop. I keep trying to get rid of them, but they always show up again." <br><br> <<switch $speech_attitude>> <<case "meek">> "A-actually, these showed up after I helped Winter at the museum," you explain. "I demonstrated some... torture methods with <<nnpc_him "Winter">>." <<case "bratty">> "Actually, these showed up after I helped Winter demonstrate <<nnpc_his "Winter">> torture obsession over at the museum," you explain. <<default>> "No, actually, these showed up after I helped Winter with some demonstrations over at the museum," you explain. <</switch>> <br><br> <<if _gwylanTF.known>> <<His>> fox ears twitch at the mention of Winter. <<elseif ["revealed", "visible"].includes(_gwylanTF.ears) and $gwylanSeen.includes("hat_found")>> <span class="pink">You swear you see the fox ears on <<his>> hat twitch at the mention of Winter.</span> <<set $gwylanSeen.pushUnique("gwylan_ears")>> <</if>> <<He>> immediately perks up. "We're acquainted, Winter and I. <<nnpc_He "Winter">> visits the shop every now and then. <<nnpc_He "Winter">>'s bought these useless rags from me, too. I don't know why. <<nnpc_He "Winter">> could use any old scraps of cloth, but <<nnpc_he "Winter">> insists on using these." <br><br> You think you see the briefest hint of resentment in Gwylan's face as <<he>> looks down at the rags, but you might have imagined it. <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("vintage")>> You show Gwylan the vintage suits. <br><br> <<He>> stares for a moment. "That looks like something my grand<<father>> would wear." <<He>> dusts off the shoulders of one of them. "They could really use a good dry-cleaning. How did you come across these?" <br><br> <<switch $speech_attitude>> <<case "meek">> "M-my history teacher told me a story from <<nnpc_his "Winter">> childhood. About the blitz. This showed up here after that," you explain. <<case "bratty">> "My history teacher droned on about a story from <<nnpc_his "Winter">> childhood, and how <<nnpc_he "Winter">> saw the blitz first-hand. This showed up here after that," you explain. <<default>> "My history teacher told me a story about the blitz. <<nnpc_He "Winter">> was a child affected by it. These suits showed up here after that," you explain. <</switch>> <br><br> Gwylan nods along. "That sounds like the correct time period these would have been worn in." <<He>> stares down at the suits again before hanging them back up. "The Blitz left many broken families behind. Everybody was scared. Lost. Loved ones were dying. Children were getting traded, sometimes for food. Sometimes in the desperate hope they'd have a safer life elsewhere." <br><br> <<He>> tenses up, staring out one of the shop's windows. "I've heard about it second-hand, too. Winter teaches that war is diplomacy by other means. That it's how nations get what they want when words fail. That never felt right to me. All the people who get hurt, and hurt others because they're hurting, it's just a perpetual cycle of violence. When is enough finally enough? Why do people have to be chips in another's game? I can't stand the thought of it. Especially when it's children being held ransom." <<He>> looks back to you. "We don't purchase death, so why do we spend life? How did something so sacred become so easy to throw away?" <br><br> <<He>> returns to the counter, and blushes after a moment of silence. "Sorry about that. I don't know when to shut my mouth sometimes." <br><br> <<if $gwylanSeen.includes("cafe_opening")>> <<switch $speech_attitude>> <<case "meek">> "H-hold on," you start, remembering something. "Didn't I see you wearing this at the grand opening of the cafe?" <<case "bratty">> "Hey, wait a minute," you start, remembering something. "Why were you wearing this at the cafe's grand opening?" <<default>> "Wait a minute," you start, remembering something. "I saw you wearing this at the grand opening of the cafe." <</switch>> <br><br> <<His>> blush deepens. "I couldn't find anything else in the shop to wear that day." <br><br> <</if>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("chain_tunic")>><<set $gwylan.progress++>> You show Gwylan the chain tunic. <br><br> Before you can say anything, <span class="red"><<he>> rips it out of your hands</span>. "That's not for sale!" <<he>> says anxiously, hugging it close to <<his>> chest. <br><br> <<His>> eyes dart around the tunic, inspecting it for damage. You notice a large rip in the skirt, but it doesn't look new. The whole set looks meticulously cared for, each chain polished to keep rust from forming. Gwylan slowly becomes less frantic, until <<he>> lets out a sigh of relief. "I'm sorry. This is my most prized item. The shop has replicas, and this shouldn't have been out with them." <br><br> <<He>> smiles wistfully at it. "It's the oldest thing in my collection. Armour like this was worn by monks and nuns in darker times." <<He>> points you to the replicas. You can't tell the difference between them and the original, other than the colours and lack of damage. <br><br> You look back to Gwylan. <<His>> face is buried in the tunic, and <<his>> eyes are closed. <br><br> You decide to give <<him>> a moment before returning to the counter. <br><br> <<gwylanOptions>> <!-- Special Events --><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("foreign_school")>> You show Gwylan the serafuku, and the other foreign school clothes. <br><br> "Those are cute," <<he>> says. "The style of a sailor became popular as school attire overseas at some point. How did you find them?" <br><br> <<switch $speech_attitude>> <<case "meek">> "I found them on my headteacher's desk," you start. "Along with a lot of... awful pictures of students." <<case "bratty">> "They were on the headteacher's desk," you say. "Along with some disgusting pictures of the other students." <<default>> "I found them on the headteacher's desk," you say. "Along with a lot of incriminating evidence involving pictures of students." <</switch>> <br><br> <<His>> nose scrunches. "Someone using their position to exert control over their peers. A tale as old as time. Have you told anyone about it?" <br><br> <<if $headblackmailed is 1 and $headpolice isnot 1>> You shake your head. "I got something I wanted out of it, though." <br><br> Gwylan smiles. "Good. I hope you made them feel what it's like to be helpless and pressured. Sometimes, we need to make our own justice." <<elseif $headpolice is 1>> You nod. "I gave it to the police." <br><br> Gwylan smiles. "Good. I doubt they'll do anything about it without a little push, though. If, hypothetically, they just so happened to have some other crimes to look into, the evidence you gave them might just get expedited." <<He>> winks at you. <<else>> You shake your head. "I don't know what to do with it." <br><br> Gwylan puts <<his>> hand to <<his>> chin. "If you want to take justice into your own hands, you could use it as leverage." <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("brothel")>> You show Gwylan the belly dancer's set and harem set. <br><br> "How unusual," <<he>> says. "What in the world have you been up to?" <br><br> <<if $speech_attitude is "meek">> "I had to make a deal with the brothel owner," you say. You shuffle your feet. "I need money.<<if $robinpaid gte 1>> Someone is depending on me for it.<</if>>" <<elseif $speech_attitude is "bratty">> "I need money," you say bluntly. "So I made a deal with the <<nnpc_gender "Briar">> who runs the brothel.<<if $robinpaid gte 1>> It isn't just about me anymore.<</if>>" <<else>> "I need money<<if $robinpaid gte 1>> to help a friend<</if>>, so I made a deal with the <<nnpc_gender "Briar">> who owns the brothel," you explain. <</if>> <br><br> Gwylan takes the clothing from you. <<He>> rubs the thin fabric between <<his>> thumb and forefinger. "Disguises can be armour against the world," <<he>> says. "Perhaps the shop wants to protect you.<<if V.gwylanSeen.includes("yearning")>> I know I do.<</if>>" <br><br> <<He>> folds the sets. "If you ever need a place of comfort, my door is open, dear." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("chef")>> You show Gwylan the chef jacket and hat. <br><br> "That looks easy to clean." <<He>> frisks the jacket, getting a feel for the material. "I have a few similar articles. In material, I mean. I'm quite prone to spills in the kitchen. How did you come across this?" <br><br> You explain your time working as a chef at the cafe, and how the jacket showed up in the shop after the grand re-opening. <br><br> Gwylan smiles. <<if $gwylanSeen.includesAny("cafe", "cafe_chef") or $chef_speech is "truth">> "The cafe is better than ever thanks to you." <<else>> "So I have you to thank for the disruption in my routine?" <<He>> pinches your cheek. "It's alright. The cafe is better than ever thanks to you. <span class="blue">I'm there every morning, if you ever want to say hello.</span>" <</if>> <br><br> <<if $gwylanSeen.includes("cafe_chef_truth") or $chef_speech is "truth">> <<He>> looks down and fidgets with <<his>> hands. <<if $chef_speech is "truth">> <<if !$gwylanSeen.includes("cafe_chef_truth")>> "I still can't believe you went and told the whole town about your secret ingredient. <span class="pink">I may ask you for a sample some time.</span>" <<else>> "I still can't believe you went and told the whole town about your secret ingredient." <</if>> <<if !$gwylanSeen.includes("cafe_opening")>> <<He>> turns back, noticing your look of surprise. "You didn't see me, but I was there at the opening." <</if>> <<else>> "The buns are very good," <<he>> says quietly. "Your secret is still safe with me." <</if>> <<set $gwylanSeen.pushUnique("cafe_chef_truth")>> <br><br> <<gwylanOptions>> <<else>> <<set $weekly.gwylanCafeConfront to true>> <<He>> leans forward. <br><br> <<if !$gwylanSeen.includes("cafe_chef")>> <<set $gwylanSeen.pushUnique("cafe_chef")>> "The Ocean Breeze cafe has been part of my routine for a very long time," <<he>> says. "Yet, the buns have never been as good as they are now." <<He>> leans further in. <br><br> "Things don't suddenly improve like this. Not this much, and not in such a short span of time. <<if !$gwylan_cafe_intro>> <<set $gwylan_cafe_intro to true>> Everywhere I looked, it came back to you. <</if>> You've got a secret." <<He>> leans even more, your faces nearly touching. <br><br> "<<gwylanCommand "Won't you tell me?">> I won't say a word to anyone else. I promise." <<if $hypnosis_traits.devotion gte 1>> <span class="witchbloom"><<His>> request reverberates in your mind. Your lips feel loose. The gloom of the shop becomes oppressive, and your peripheral vision becomes dark, leaving only Gwylan's freckled, smiling face.</span> <</if>> <<else>> "So, have you changed your mind yet? I'm awfully curious as to how you make those buns so well." <<He>> leans further in. <br><br> <<if C.npc.Gwylan.dom gte 15>> "Come on. <<gwylanCommand "Be a <<pcpetname 'Gwylan' 'good'>> and tell me.">>" <<if $hypnosis_traits.devotion gte 1>> <span class="witchbloom"><<His>> gentle demand reverberates in your mind. The gloom of the shop becomes oppressive, and your peripheral vision becomes dark, leaving only Gwylan's freckled, smiling face.</span> <<else>> <<He>> pokes at your cheek. <</if>> <<else>> "<<gwylanCommand "Won't you tell me?">> I won't say a word to anyone else. I promise." <<if $hypnosis_traits.devotion gte 1>> <span class="witchbloom"><<His>> request reverberates in your mind. Your lips feel loose. The gloom of the shop becomes oppressive, and your peripheral vision becomes dark, leaving only Gwylan's freckled, smiling face.</span> <<else>> <<He>> pokes at your cheek. <</if>> <</if>> <</if>> <br><br> <<link [[Tell Gwylan how the buns are made|Gwylan Talk Clothes Chef Cream]]>><<set $phase to 1>><<npcincr Gwylan lust 5>><<npcincr Gwylan dom 2>><</link>><<gglust>><<gyearning>> <br> <<link [[Do not|Gwylan Talk Clothes Chef Cream]]>><<set $phase to 2>><</link>><<gwylanWillpowerDifficulty>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1 or $phase is 2 and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> <<set $gwylanSeen.pushUnique("cafe_chef_truth")>> <<if $phase is 2 and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> You try to keep yourself quiet. <span class="red">You feel scolding disappointment wash over you, despite Gwylan's continued smile.</span> You can't help it. <span class="red">You tell <<him>> everything.</span> <<stress 6>><<gstress>> <<else>> You tell Gwylan that the key is in the cream, and exactly how you make it. <</if>> <br><br> <<if $gwylanSeen.includes("player_fluids_taste") and !$gwylanSeen.includes("player_fluids_realisation")>> <<set $gwylanSeen.pushUnique("player_fluids_realisation")>> <<He>> listens closely, <<his>> smile gradually fading into a look of realisation. "So that's why you taste so familiar," <<he>> says. <<else>> <<He>> listens closely, <<his>> smile gradually fading into an expression of pondering. <</if>> "Fascinating. Using your own bodily fluids." <<He>> starts to grill you for more details, such as your diet and any medications you take. <br><br> <<He>> gives you a satisfied smile when <<hes>> done. <<if C.npc.Gwylan.dom gte 15>> "<<pcPetname "Gwylan" "good">>, being so honest with me," <<he>> says, patting you on the head. <<if $hypnosis_traits.devotion gte 1>> <span class="witchbloom">It fills you with bliss.</span> <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <</if>> <<else>> "Thank you. Your secret is safe with me." <<He>> pats you on the head. <</if>> <span class="pink">"I may ask you for a sample in the future."</span> <<arousal 500>><<garousal>> <<else>> <<if $hypnosis_traits.devotion gte 1>> <span class="green">You block out the compulsion.</span> <</if>> <<switch $speech_attitude>> <<case "meek">> "I-I can't tell," you say. "It's a secret recipe." <<case "bratty">> "I'm not giving my secret recipe away for anyone," you say, crossing your arms. "It's nothing personal." <<default>> "You're right, it's a secret. I can't reveal it," you say. <</switch>> <br><br> Gwylan pouts. "Very well. I'll squeeze it out of you one day." <<His>> choice of words makes you wonder if <<he>> already knows, and just wanted to hear you say it. <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("hookah")>><<set $gwylan.progress++>> You show Gwylan the esoteric spectacles. <br><br> <<if _gwylanTF.known>> <<His>> fox ears twitch. <<elseif _gwylanTF.ears is "revealed">> The fox ears on <<his>> hat twitch. <</if>> "May I hold those for a moment?" <br><br> You oblige, handing them over. <<He>> digs around the shop, until <<he>> finds a strangely shaped magnifying glass. <<He>> examines the spectacles with it. "Unusual prescription in these. Not quite for vision impairment. Like it's meant to correct something the human eye can't normally see." <<He>> holds them up to <<his>> eye, looking through them. <br><br> "Fascinating. Where did you find this?" <br><br> "There's this parlour," you explain. "A hookah parlour. I frequented it for a while, and saw some... interesting things when using it. I think I saw something I wasn't supposed to. I heard someone break in and smash the hookah, but I didn't see it. When I opened my eyes, the old owner was gone. Those were <<if $per_npc.hookah.pronoun is "f">>her<<else>>his<</if>> glasses." <br><br> Gwylan listens intently to your story. <<He>> asks what kinds of things you saw while using the hookah, and you do your best to explain it all. <br><br> /* ToDo: Gwylan - Gwylan visits the parlour */ "So, you own it now?" <<he>> asks, and you nod. "<span class="green">I might just come visit you there sometime.</span> You've piqued my interest." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("islander")>><<set $gwylan.progress++>> You show Gwylan the islander mask. <br><br> <<He>> runs <<his>> hand along the trim, up to the antlers. "This is good craftsmanship. Carved by hand. Not something done idly. How did you find this?" <br><br> <<switch $speech_attitude>> <<case "meek">> "I... I made it, actually," you say shyly. <<case "bratty">> "Damn right it's good craftsmanship, because I made it," you say proudly. <<default>> "I'm glad you like it, because I carved it myself," you say. <</switch>> <br><br> <<His>> eyes widen. "You've got talent. Do you know what these symbols you've carved into it mean?" <br><br> <span class="purple">You don't remember carving any symbols into it.</span> Gwylan frowns. "That's alright, it's easy to become lost in your own work and do things without realising it." <<He>> holds it up in the dim light. "It looks familiar. Like a design that was once common across the channel, a long time ago. What inspired you to make this?" <br><br> You tell <<him>> the long story of your time on the island. <<He>> listens intently through it all. <<He>> asks many questions about the islanders. <br><br> "So, part of that old culture is still alive," <<he>> says with a bright smile. "Thank you for telling me all of this. The residents are the descendants of a group that split off from the mainland centuries ago. The head of a once-powerful noble family fled in exile with many trusted disciples, bringing with them a sacred artifact." <br><br> <<He>> stops, putting a finger to <<his>> chin. "What was it? A walking stick? A spear?" <br><br> /* ToDo: Gwylan - option to tell Gwylan about the spear? */ <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("fox_mask")>><<set $gwylan.progress++>> You show Gwylan the fox mask. <br><br> <<if _gwylanTF.known>> <<His>> fox ears twitch. <<elseif _gwylanTF.ears is "revealed">> The fox ears on <<his>> hat twitch. <</if>> <<if $brownFoxRevealed>> "Masquerade style. Often used in ritualistic celebrations. The mark of a sacrifice-to-be," <<he>> says grimly. <<else>> "Masquerade style. Often used in ritualistic celebrations. Why do you have this?" <<he>> asks grimly. <</if>> <br><br> <<switch $speech_attitude>> <<case "meek">> "I... went to a party with someone," you say. "It did seem ritualistic. There was a dance, and people with dog and elk masks, and—" <<case "bratty">> "I went to a weird party with someone," you say. "It seemed off. There was this dance, and people wearing different animal masks, and—" <<default>> "I went to a party with someone," you say. "It was ritualistic, I think. There was a dance, and everyone was wearing animal masks, and—" <</switch>> <br><br> Gwylan's nails scrape the counter as <<his>> hands clench, leaving scratch marks in the old wood. <<if $brownFoxRevealed>> <<He>> stares through you for a moment. "You saw what happened, didn't you? You know that could have been you?" <<elseif $worn.face.name is "fox mask">> "You were a part of it?" <<else>> "You wore this?" <</if>> <br><br> You nod. <br><br> <<if $brownFoxRevealed>> <<if $avery_fate is "ascended">> <<set $daily.gwylan.locked to true>> There's something else behind <<his>> eyes now. "Yet you still gave them everything they wanted, despite knowing what they do to vulnerable people like you." <<npcincr Gwylan lust -20>><<npcincr Gwylan dom -2>><<llllust>><<lyearning>> <br><br> <<He>> breathes out slowly. "You're better than this, even if you don't think you are. I hope you don't make the same mistake again." <<elseif $avery_fate is "saved">> <<He>> breathes out slowly. "And you still had it in your heart to save <<nnpc_him "Avery">>. Yours is a kind soul, indeed." <<He>> smiles at you. <<else>> <<He>> breathes out slowly. "It's okay. It's over now. Avery will never hurt anyone again." <</if>> <<elseif $gwylanSeen.includes("ritual_sex")>> Gwylan marches around the counter, and hugs you. "Whoever you went with, never speak with them again," <<he>> commands. <<His>> hand holds the back of your head. <<He>> embraces you as if you'd vanish the moment <<he>> lets go. <br><br> Eventually, though, <<he>> does. "You're lucky to still be here," <<he>> says as <<he>> returns behind the counter. "You've been marked as a target by some very dangerous people. It goes so much deeper than you know." <<else>> <<He>> takes a deep breath. "I would recommend you cut ties with whoever brought you there, for your own safety. You've been marked as a target by some very dangerous people." <<He>> leans in. "It goes so much deeper than you know. Please, dear, be careful." <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("fedora")>> You show Gwylan the fedora. <br><br> <<He>> takes it and turns it over. "The name fedora actually comes from a play. It used to be worn by women, but times change so quickly. It's a very fetching style." <<He>> puts it on your head, covering your eyes with a playful wink. "Wherever did you find it?" <br><br> "I was bartending," you say. You push the brim up to look at <<him>>. "I overheard some smugglers talking about their next job." <br><br> Gwylan runs a finger over a nearby shelf. "The shop has a strange sense of humour," <<he>> says. "Of course, fedoras have been associated with crime and alcohol for decades. I don't think it's worked to their benefit this time." <br><br> You hand the fedora back to <<him>>. <<He>> places it on a mannequin bust. <<if $hallucinations gte 2>>You think you see the mannequin wink at you, despite not having eyes.<</if>> <br><br> "Promise me you'll be careful," Gwylan adds. "Life is an adventure, and stories have power, but the criminals in this town are like spiders. They are waiting for you to step into their parlour." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("catsuit")>> You show Gwylan the catsuit. <br><br> "Sleek," <<he>> says. "What mischief did you partake in to find this?" <br><br> <<switch $speech_attitude>> <<case "meek">> "I was sneaking around at the docks, and I found it tucked away in one of the shipping containers," you say. <<case "bratty">> "I was getting into trouble at the docks and found it stashed in the back of a shipping container," you say. <<default>> "I was sneaking around at the docks and found it hidden in the back of a shipping container," you say. <</switch>> <br><br> "Sticky fingers, huh?" Gwylan says. "I understand. When you find that perfect treasure hidden away somewhere, it's hard to pass it by. It's a slippery slope, though. One acquisition turns into another, then another, then the next thing you know, well..." <<He>> gestures at the items around you. "If you're not careful, you'll end up with quite a collection." <br><br> <<if $blackmoney gte 1000>> "Well," you say, "I <i>do</i> have quite the collection of stolen goods on me. Nothing special," you add when Gwylan gives you an inquisitive look, "just some valuables for selling on the black market." <br><br> <<else>> "Would that be such a bad thing?" you ask. <br><br> "Of course not!" Gwylan gives you a wide smile. "But I'd hope you'd still find the time to stop by and see <i>this</i> collection." <</if>> <<He>> takes a seat. You blink. You don't recall seeing two chairs here before, but it's not the first time you've lost track of things in the shop. <br><br> As you take the seat opposite <<him>>, Gwylan leans forward and props <<his>> chin in the palm of <<his>> hand. "I'm curious, though," <<he>> says. "Sneaking around the docks like that... surely there were far more valuable treasures to steal. Monetarily, at least. But I think you can appreciate how the right piece of clothing is worth more than gold." <br><br> <<if $gwylanTalked.includes("chain_tunic")>> You think about Gwylan, hugging a cherished tunic to <<his>> chest. <<else>> You glance at Gwylan's hat, and <<= ["fake", "revealed"].includes(_gwylanTF.ears) ? "the ears on it" : "the flowers adorning it">>. <</if>> It's a personal subject for <<him>>. <br><br> "I can't say I know of many people who would pick up some clothes they found shoved into a corner, let alone wear it. So, why did this one speak to you?" <br><br> <<link [[Say you met someone interesting there|Gwylan Talk Clothes Catsuit 2]]>><<set $phase to "wren">><</link>> <br> <<link [[Say you were intrigued by the symbols nearby|Gwylan Talk Clothes Catsuit Symbol]]>><<set $phase to "symbol">><</link>> <br> <<link [[Say you wanted to show off your figure|Gwylan Talk Clothes Catsuit Figure]]>><<set $phase to "figure">><</link>> <br> <<link [[Say you thought it would come in handy|Gwylan Talk Clothes Catsuit Useful]]>><<set $phase to "useful">><</link>> <br> <<link [[Say you just like free clothes|Gwylan Talk Clothes Catsuit 2]]>><<set $phase to "free">><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("symbol")>> <<set _seenLocations to []>> <<if $compound.symbol.includes("wraith")>> <<run _seenLocations.push("crates filled with pale creatures")>> <</if>> You do your best to describe it: the nested semi-circles, the branching tendrils, the three-cornered knot at the centre. <<if $compound.symbol.length gt 1 or $gwylanSeen.includes("tattoos_intro")>> "I've seen that symbol before," you say.<<if $worn.neck.name is "stone pendant" and $compound.symbol.length gt 1>>"The full thing, not just the middle part, which looked like this." You hold up your stone pendant.<</if>> <<if $compound.symbol.includes("wraith")>> "I found it in the compound on Elk Street, on <<= _seenLocations.join(" and ")>>." <br><br> "Pale creatures?" Gwylan repeats. "Interesting." <<He>> absorbs this, then motions for you to continue. <br><br> <</if>> <<if $compound.symbol.includes("docks")>> "I've broken into other containers that had crates with this stamp on it. They had lots of complicated machinery parts in them," you say. <</if>> <<if $gwylanSeen.includes("tattoos_intro") and $compound.symbol.length gt 1>> <<if $worn.neck.name is "stone pendant">> "And... that knot at the centre? It doesn't just match my pendant. I've seen it on your stomach before too." <<else>> "And... I've seen part of the symbol on you before. The middle bit looked like your tattoo." <</if>> <<elseif $gwylanSeen.includes("tattoos_intro")>> "On your stomach. The knot at the centre looked exactly like your tattoo<<if $worn.neck.name is "stone pendant">>, same as my pendant<</if>>." <<else>> "That's about it. It just felt like something noteworthy," you say. <</if>> <<elseif $worn.neck.name is "stone pendant">> You hold up your stone pendant. "I haven't come across the whole symbol again, but the middle bit looked like this. It felt like something noteworthy." <<else>> "I haven't come across it again, but it just felt like something noteworthy," you say. <</if>> <br><br> Gwylan nods. "You said it was pink? I'd hazard a guess that those crates were intended for, or exported by, the Elk Street compound. It's not a symbol you see often these days," <<he>> says. "The ribcage of a fallen god. An infinite pair of antlers, fracturing again, and again, and again. At its core, the seed of life. A knot with no beginning or end that can never be untied." <<He>> looks directly at you. "It's an old song. Some consider it part of the sacred geometry of the universe. I'm sure the compound has their own reasons for using it," <<he>> says.<<if $gwylanSeen.includes("tattoos_intro")>> <<He>> places <<his>> hands over <<his>> stomach and looks directly at you. "And I have my reasons for using this piece of it. Don't mistake the part for the whole."<</if>> <<run $gwylanTalked.pushUnique("symbol")>> <br><br> A silence stretches between you. Gwylan breaks it first, suddenly chipper. "Well! I see why it left an impression on you." <br><br> You nod. "I didn't really think anything of it until now," you confess. "But yeah, I guess it did."<<effects>><<run statusCheck("Gwylan")>> You explain how you found the catsuit stashed among crates marked with a pink symbol. <<if $compound.symbol.includes("catsuit")>> <<include "Gwylan Talk Symbol">> <<else>> Gwylan looks intrigued, and asks you to describe it. "I didn't get a great look at it at the time," you admit. "I was a bit distracted. But I suppose it left an impression on me." <br><br> <<He>> nods thoughtfully. "Understandable. It could have been anything. A manufacturer's mark, a stamp from its sender, a company logo... although pink is an interesting colour of choice. Perhaps it was intended for, or sent by, one of the factories at the outskirts of town. Or the compound on Elk Street." <<He>> gives a small frown, then a slight shake of <<his>> head. When <<he>> speaks again, <<his>> voice is bright. "But there's no use speculating! I see why it piqued your curiosity." <</if>> <br><br> <<link [[Next|Gwylan Talk Clothes Catsuit 2]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "I think it looks nice on me. Don't you?" You give Gwylan a demure smile. <<case "bratty">> "Because latex is hot and shows off my goods. Next question." You grin and stick your tongue out at Gwylan. <<default>> "It's skintight and highlights my figure. What's not to like?" You wink at Gwylan. <</switch>> You illustrate the point by running your hands down your body and <<if $player.perceived_breastsize gte 4>> cupping your <<breasts>>. <<elseif calculatePenisBulge() gte 4>> grabbing your bulge. <<elseif $player.perceived_bottomsize gte 4>> squeezing your <<bottom>>. <<else>> emphasising your form. <</if>> <br><br> Gwylan snickers. <<He>> straightens up and surveys you with a studious look, tapping <<his>> chin in mock contemplation. <<if $worn.upper.name is "catsuit" and $worn.lower.name is "catsuit bottoms">> "Yes, yes, I can see how it accentuates your assets. A worthy investment indeed." <<else>> "Yes, of course, I can only imagine how it accentuates your assets. You must give me a visual demonstration sometime." <</if>> <<He>> drops the overly-formal tone and gives you a playful smile. <br><br> <<link [[Next|Gwylan Talk Clothes Catsuit 2]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> "I just thought it would come in handy," you say. <br><br> "Fair enough," Gwylan says with a nod. "It's easier to skulk around at night if you blend in the darkness. If nothing else, dressing like the person you want to be can boost the confidence. I'm sure it's proved useful." <<if _tf.foxTail or _tf.foxEars>> <<He>> looks at your <<= _tf.foxEars ? "fox ears" : "fox tail">>. "Very useful, I imagine." <<if _gwylanTF.known>> <<He>> gives you a knowing smile, tail swishing gently. <<else>> <<His>> smile is genuine. <</if>> <</if>> <br><br> <<link [[Next|Gwylan Talk Clothes Catsuit 2]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "free">> "No special reason," you say. "I just like getting free clothes." <br><br> Gwylan giggles. "As valid a reason as any. Though I'll admit I'd hoped for a bit more to the story." <br><br> You try to think of a more interesting detail to share. "Oh, there is one other thing," you add, <<elseif $phase isnot "wren">> "Plus," you add, <</if>> "I bumped into another person there. <<switch $speech_attitude>> <<case "meek">> When I opened the container... there was someone else inside. With a gun." <<case "bratty">> When I broke into the container, I found myself staring down the barrel of a gun." <<default>> When I broke into the container, someone pointed a gun at me." <</switch>> <br><br> Gwylan's eyes widen. "I assume it wasn't law enforcement, since you're here and not in prison." <br><br> You shake your head. "A smuggler. I'm not sure what <<nnpc_he "Wren">> was doing in there, or how <<nnpc_he "Wren">> intended to get out. I hadn't really thought about it before, but <<nnpc_he "Wren">> was locked inside." <br><br> <<if $phase is "symbol">> Gwylan frowns. "Given the contents of the container <<nnpc_he "Wren">> was in, I'd say that's someone to be cautious around." <<He>> gives a light shrug. "But maybe I'm just being presumptuous." <<else>> Gwylan smiles. "An unexpected surprise for the both of you, then." <<He>> giggles. "Do you think <<he>> locked <<himself>> in by mistake, then tried to play it cool when you gallantly rescued <<him>>?" <</if>> <br><br> "<<nnpc_He "Wren">> was secretive, for sure. <<nnpc_He "Wren">> said that catsuit looked like it would fit me, so I decided to take it." <br><br> "I'm sure the intended recipient didn't miss it," Gwylan says with a mischievous smile. "Thanks for sharing. <<= $gwylanTalked.length gte 5 ? "You always have the most interesting adventures" : "That was quite the adventure">>. You'll have to tell me if you go on any other daring exploits of larceny and espionage, now that you have the right getup." <br><br> <<if $bird?.hunts?.estate is "complete" and !$gwylanTalked.includes("heist_silver")>> <<link [[Tell Gwylan about the silver bar you stole|Gwylan Talk Clothes Catsuit 3]]>><<set $phase2 to "silver">><</link>> <br> <</if>> <<if $lakestealgold is 1 and !$gwylanTalked.includes("heist_gold")>> <<link [[Tell Gwylan about the gold bar you stole|Gwylan Talk Clothes Catsuit 3]]>><<set $phase2 to "gold">><</link>> <br> <</if>> <<if $wrenHeist or $wrenSeen?.includes("heist") and !$gwylanTalked.includes("heist_wren")>> <<link [[Tell Gwylan about the heist with Wren|Gwylan Talk Clothes Catsuit 3]]>><<set $phase2 to "heist">><</link>> <br> <</if>> <<link [[Thank Gwylan for listening|Gwylan Talk Clothes Catsuit 3]]>><<set $phase2 to "thank">><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is "silver">> "Outfit aside, I have been on an adventure of larceny and espionage..." <<include "Gwylan Talk Heist Silver">> <<elseif $phase2 is "gold">> /* Kirsty: Yes this is unreachable. Yes, it makes me laugh. Missing quote in "bratty" and default cases is intentional, as the sentence continues in :: Gwylan Talk Heist Gold */ <<switch $speech_attitude>> <<case "meek">> "It's not my most interesting experience stealing," you say. <<case "bratty">> "If you thought that was interesting, you ain't seen nothing yet. <<default>> "That wasn't even my most interesting experience stealing. <</switch>> <<include "Gwylan Talk Heist Gold">> <<elseif $phase2 is "heist">> "Wait, it gets even better," you say. <<include "Gwylan Talk Heist Wren">> <<else>> Gwylan looks surprised. "You don't need to thank me. I'm always happy to listen." <</if>> <br><br> <<He>> stands up. "In any case, I appreciate you sharing all this. And it's good to know that you're in the business of sneaking around. I'll make sure to change my locks." <<He>> smiles. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("heist_silver")>> You recount the tale of your grandest hunt, reliving all the narrow brushes with guards and close calls with lurkers. You talk about the pulse of adrenaline as you crept closer to the mysterious light, of weaponising caged lurkers, of the satisfaction felt when your hand finally closed around the Lure. You tell Gwylan about the giant lurker, your daring escape, and the intricate seal carved into its base. <<He>> listens intently, gasping at all the right moments. When you finally finish talking, you're breathless. <br><br> Gwylan claps. "Wow! I felt like I was there with you. Very well told!" <<His>> smile dims, as <<he>> suddenly grows serious. "That silver bar, and the pattern etched in it, could have had devastating consequences if left with those people. Some say that silver's a sacred metal, capable of keeping evil at bay. Pure. Holy. Binding. But it can also be used to commit atrocities in the name of belief. It's all in who wields it. I'm glad you were able to take it. Wield it well, or better yet: not at all. It sounds like you've found a safe home for it."<<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("heist_gold")>> <<switch $speech_attitude>> <<case "meek">> "I found a gold bar once. And I took it by, um, well..." Gwylan has to lean in to hear you whisper, "...putting it up my..." You're unable to finish the sentence, and simply point to your unmentionables. <<case "bratty">> One time I stole a gold bar by shoving it up my <<= $player.vaginaExist ? "cunt" : "ass">>," you say plainly. <<if !$player.vaginaExist>>"Gotta say, I get why buttplugs have flared bases now."<</if>> <<default>> I once stole a gold bar by storing it in nature's pocket," you say. <</switch>> <br><br> Gwylan opens <<his>> mouth, then closes it again. "Well," <<he>> finally says. "To each <<pher>> own methods!" <<His>> face is bright red.<<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("heist_wren")>> <<if $wrenHeist and Time.hour gt 20>> "I have a... heist... planned for tonight. With that person." You trail off at the realisation that <span class="red">you've stood Wren up</span>. "Or I did, at least." <br><br> Gwylan's eyebrows raise. "Lost track of time? I assume a lot has changed between you two. Hopefully <<nnpc_hes "Wren">> the understanding sort." <<He>> pats you on the head. <<else>> "I <<= $wrenHeist ? "have a heist planned for tonight" : "went on a heist">> with the same person who pointed that gun at me." <<if $wrenHeist>> <<if Time.hour gte 19>> You check the time and jump to your feet. "Right now, in fact." <</if>> <br><br> Gwylan's eyebrows raise. "You're either very brave, or a lot has changed between then and now. I hope you're staying safe." <<elseif $wrenSeen.includes("heist")>> You tell Gwylan how you initially served as a distraction while Wren picked pockets, then joined <<nnpc_him "Wren">> to crack the safe. <<if $wrenHeistCricketBall isnot undefined>><<He>> stifles a laugh when you tell <<him>> how you double-crossed your partner-in-crime.<</if>> <!-- note: this is THE (second) stupidest way to check for if PC stole the cricket ball, but currently it's how it works. we may want to use wrenSeen instead --> <br><br> When you describe the painting to <<him>>, <<his>> gaze sharpens, and <<he>> leans closer. "I've heard of that painting before. It belonged to Winter, didn't it?" <br><br> <<if $museumAntiques.paintings.paintingward is "found">> "It did. I still need to give it to <<nnpc_him "Winter">>," you say. <br><br> Gwylan nods. "I'm sure <<nnpc_he "Winter">> will be grateful." <<else>> "Yes. I gave it to <<nnpc_him "Winter">> already. It sounds like it meant a lot to <<nnpc_him "Winter">>." <br><br> Gwylan nods. "From what I've heard, it did. I'm glad it's back with its rightful owner." <</if>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> You show Gwylan the catsuit. "When I showed this to you, you told me to share any other skulduggerous adventures I had," you say. "Well, I do have another story to tell you." <br><br> Gwylan perks up at that. "Oh?" <<he>> says. "I'm all ears." <<if _gwylanTF.known>> <<His>> fox ears twitch. <<elseif _gwylanTF.ears is "revealed">> You glance at the fox ears on <<his>> hat. They seem like they're standing straighter than usual. <<else>> <<He>> gives you <<his>> undivided attention. <</if>> <br><br> <<if $bird?.hunt?.estate is "complete" and !$gwylanTalked.includes("heist_silver")>> <<link [[Tell Gwylan about the silver bar you stole|Gwylan Talk Heists Share]]>><<set $phase to "silver">><</link>> <br> <</if>> <<if $lakestealgold is 1 and !$gwylanTalked.includes("heist_gold")>> <<link [[Tell Gwylan about the gold bar you stole|Gwylan Talk Heists Share]]>><<set $phase to "gold">><</link>> <br> <</if>> <<if ($wrenHeist or $wrenSeen?.includes("heist")) and !$gwylanTalked.includes("heist_wren")>> <<link [[Tell Gwylan about the heist with Wren|Gwylan Talk Heists Share]]>><<set $phase to "heist">><</link>> <br> <</if>> <<if $compound.symbol.includes("docks") and $gwylanTalked.includes("catsuit") and !$gwylanTalked.includes("symbol")>> <<link [[Tell Gwylan about uncovering a mysterious symbol|Gwylan Talk Heists Share]]>><<set $phase to "docks">><</link>> <br> <</if>> <<link [[Tell <<him>> you'll share later|Gwylan Talk Heists Later]]>><</link>><<effects>><<run statusCheck("Gwylan")>> <<switch $phase>> <<case "gold">> /* Kirsty: Yes this is unreachable. Yes, it makes me laugh. Missing quote in "bratty" and default cases is intentional, as the sentence continues in :: Gwylan Talk Heist Gold */ <<switch $speech_attitude>> <<case "meek">> "This is a bit embarrassing to admit, but I... I trust you," you begin. You can feel the heat rising to your cheeks. <<case "bratty">> You lean in conspiratorially. "You'll get a kick out of this one, I'm sure. <<default>> "It's kind of a funny story, really. <</switch>> <<include "Gwylan Talk Heist Gold">> <<case "silver">> <<include "Gwylan Talk Heist Silver">> <<default>> You hold up the catsuit. "Do you remember me telling you about how I discovered this?" <br><br> "Of course I do," Gwylan says. <<if $gwylanTalked.length gte 10>> "How could I forget? You always tell the most interesting stories." <<else>> "You tell a good story, after all." <</if>> <br><br> <<if $phase is "heist">> <<include "Gwylan Talk Heist Wren">> <<else>> "The container that I found it in was full of crates with a weird pink symbol on it." <<include "Gwylan Talk Symbol">> <</if>> <</switch>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> "Sorry, I don't have the time to share right now," you tell <<him>>. "I just wanted you to know." <br><br> <<if !$daily.heistReminder>> <<set $daily.heistReminder to true>> Gwylan nods. "Another time, then. I look forward to it!" <<else>> "You don't have the time to tell me your story, but you <i>do</i> have the time to remind me of it? Silly <<pcpetname "Gwylan" "simple">>." <<He>> giggles and pats your head. "Whenever you're ready, dear." <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("janet")>> You show Gwylan the janet dress. <br><br> "Dignified," <<he>> says. "How did you find this?" <br><br> <<switch $speech_attitude>> <<case "meek">> "I... I got lost in a story," you say. "It felt like the book pulled me in, and I felt everything like it was really happening to me. Then I found this dress here." <<case "bratty">> "I got lost in a book," you say. "An old romance tragedy. It felt as I was really in it. Then this dress showed up here." <<default>> "There's this scarlet book from the school library," you explain. "I think I got a little too into it. It physically felt like I was involved in it. After I finished, this dress showed up here." <</switch>> <br><br> Gwylan nods along. "Some stories and legends have that curious property to them. If you immerse yourself in it, it's as though you're present in body and soul as well as mind." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("dance_studio")>> You show Gwylan the swan lake tutu and accessories. <br><br> "Very pretty," Gwylan says, tracing a finger over one of the feathers. "It reminds me of a ballet I saw once, a long time ago. A tragic story." <<He>> pauses and cocks <<his>> head. "Or a romantic one? The ending changes, depending on the production." <<He>> glances at you. "When did these appear?" <br><br> <<switch $speech_attitude>> <<case "meek">> "Well, I've been taking dancing lessons at a studio in town... I suppose I must have made a good impression, because the instructor asked me to perform at some parties. That's when the dress showed up." <<case "bratty">> "I've been making waves at the dance studio in town. This stuff showed up after the instructor pulled me aside and asked me to entertain at some parties." <<default>> "I've been taking dancing lessons at the studio in town, and I've gotten quite good at it. The instructor's asked me to work at a few parties around town. I found these in the shop shortly after." <</switch>> <br><br> Gwylan smiles. "That's fitting." <<He>> taps the swan lake tiara. "This story's been told countless times, but most adaptations agree that it begins with a party." <<He>> leans in closer to you. "So, how does your story end?" <br><br> <<set _danubeStats to V.moneyStats.find(stat => stat === "danubeDanceJob")>> <<set _partyStats to V.moneyStats.find(stat => stat === "partyDanceJob")>> You hesitate. <<if $gwylanTalked.includes("temple_exorcist")>> "Happily," you finally say, giving a decisive nod. "I was able to rescue that member of Jordan's flock, after all. That was worth any bumps along the way." <br><br> "You freed a caged bird," Gwylan says, giving you a gentle smile. "I'd say it's worth it." <<elseif _danubeStats?.earned gte 20000>> "Maybe a bit tragically," you say. You tell Gwylan about the lengths you had to go to to earn your pay, from handsy partygoers to the contraption they wheeled out for your debasement. Gwylan listens intently, brow furrowed. <<elseif _danubeStats?.earnedCount gt 0 or _partyStats?.earnedCount gt 0>> "Well enough," you say. "I've made some decent money, so I can't really complain." <<elseif getUnlockedSpecialSets().includes("temple_exorcist")>> "It... did not end the way I'd expected," you say. "It's a long story." <br><br> <<He>> tilts <<his>> head. "That so? I would love to hear more about it later." <<else>> You admit that you've yet to follow through on a dance job. Gwylan looks disappointed, but doesn't press the matter. <</if>> <br><br> As Gwylan goes to hang up the tutu once more, you speak. "Gwylan?" <<He>> gives an inquisitive hum and glances over <<his>> shoulder at you. "You said you saw the ballet once. How did it end for you?" <br><br> Gwylan taps <<his>> chin. "Well, it's been some time, but as I recall... <<switch random(1,7)>> <<case 7>>The swan queen sacrificed herself. In their grief, her maidens destroyed the sorcerer, tearing him limb from limb." <<case 6>>The maiden remained a swan eternal. The curtain closed on her lover, alone in his grief." <<case 5>>The swan queen died in the prince's arms. He carried her to the lake, where they were reunited in death." <<case 4>>The prince clipped the sorcerer's wing, breaking the curse and liberating the swan maidens of the lake. For once, everyone lived." <<case 3>>The prince tore the crown from the swan queen's head. She died, and the waters of the lake rose to drown him." <<case 2>>The swan queen and her lover drowned at the hands of a witch." <<default>>The lovers chose to leap into the lake, where they drowned as one. Their sacrifice broke the enchantment, and they ascended to the heavens in apotheosis." <</switch>> <<He>> studies your face as you digest this. "But, of course, it's just a fairytale," <<he>> says. <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("sage_witch_hat")>> You ask Gwylan about <<his>> hat. <br><br> "It's a design I settled into a long, long time ago. It's my favourite colour, and the shade it provides is perfect. The one you have is an older one. I knew the shop was hiding some of them around still." You can't tell any difference between it and the one Gwylan wears. <br><br> Gwylan opens <<his>> mouth to ask <<his>> usual question, but you answer before <<he>> can. <<switch $speech_attitude>> <<case "meek">> "It showed up right after we... did that ritual," you say. <<case "bratty">> "It showed up right after we fooled around during that ritual," you say. <<default>> "It showed up after we did that ritual together," you say. <</switch>> <br><br> Gwylan nods. "You've earned it. You're almost like my apprentice now," <<he>> giggles. <br><br> <<gwylanOptions>> <!-- Misc --><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> You show Gwylan the spirit mask and shrine maiden's robes. <br><br> <<if _gwylanTF.known>> <<His>> fox ears twitch. <<elseif _gwylanTF.ears is "revealed">> The fox ears on <<his>> hat twitch. <</if>> "Looks like a foreign style," <<he>> says, running <<his>> hands along the silk. "Ceremonial. I have a similar set of robes, although green is more my colour. Where did you find these?" <br><br> <<if _tf.foxTail>> <<His>> eyes keep flicking to your tail. <br><br> <</if>> <<if $fox gte 6 or $transformationHistory.includes("fox")>> <<link [[Say it appeared after you became a fox|Gwylan Talk Clothes Shrine 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if $moorLuck isnot undefined>> <<link [[Say it appeared after you prayed at a shrine in the moor|Gwylan Talk Clothes Shrine 2]]>><<set $phase to 2>><</link>> <br> <</if>> <<if !(($fox gte 6 or $transformationHistory.includes("fox")) and $moorLuck isnot undefined)>> <span class="blue">There might be an alternative story to tell about this outfit...</span> <br> <</if>> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("shrine")>> <<if $phase is 1>> <<if $fox gte 6>> <<set $gwylan.progress += 2>> <<if _tf.foxTail>> You swish your tail. "It showed up around the same time this did," you explain. <br><br> Gwylan walks behind you, and lifts it. The contact sends a jolt up your spine. <<arousal 800>><<garousal>> <br><br> <<else>> "It showed up after I started feeling like a fox," you explain. "That sounds strange, but—" <br><br> Gwylan walks behind you. You suddenly feel a jolt as <<he>> lifts your fox tail. You were certain that you were hiding it. <<arousal 800>><<garousal>> <br><br> "It's a shame to hide something so beautiful, isn't it?" <</if>> <<if _gwylanTF.known>> <<He>> gently fluffs the fur, knowing exactly where to press to make it feel good. "I haven't been able to talk with someone like myself in a long time, you know. I hope you stay like this," <<he>> says. <<else>> <<He>> gently pets the fur. "Very soft," <<he>> says. <</if>> <<if $gwylanSeen.includes("hypnosis_peace")>> "Are you at peace with it now?" <<elseif !$gwylanSeen.includes("player_tf")>> <<set $gwylanSeen.pushUnique("player_tf")>> <<if _tf.foxTail>> "I can show you how to take care of it properly, if you would like. If you find that you're <span class="blue">doubting or resenting these expressions of your inner self</span>, come talk to me." <<else>> "It must be difficult. If you need help coming to terms with your inner self, <span class="blue">come talk to me about it.</span> I know how to help." <</if>> <<else>> "You take good care of it." <</if>> <<npcincr Gwylan dom 2>><<gyearning>> <br><br> <<if !_tf.foxTail>> <<He>> releases it, and it disappears the next time you blink. "Don't worry, your secret is safe with me." <<He>> giggles. <br><br> <</if>> <<else>> "It first showed up during a time I felt like a fox," you explain. "That sounds strange, but it's the easiest way for me to describe it." <br><br> <<He>> pauses, and leans to the side, as if expecting to find something behind you. "So you don't feel that way anymore?" <br><br> You nod. <<if _gwylanTF.known>> "That's a shame, I haven't known someone like myself in a long time. <<else>> There's a hint of what looks like disappointment in <<his>> eyes. "I see. <</if>> Well, as long as that was a decision you reached on your own, not one forced upon you by others. <<if $gwylanSeen.includes("hypnosis_peace")>> Feeling at peace with yourself is important." <<elseif !$gwylanSeen.includes("player_tf")>> <<set $gwylanSeen.pushUnique("player_tf")>> If you ever have doubts or resentments over these expressions of your inner self, <span class="blue">come talk to me about it.</span> I know how to help." <<else>> In any case, I think you'd look cute as a fox!" <</if>> <br><br> <</if>> <<else>> "I found them folded at a shrine in the moor," you say. "After I prayed there." <br><br> Gwylan looks intrigued. "Perhaps someone was watching you, or perhaps it was already there, waiting for you to believe it was." <br><br> <</if>> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> You show Gwylan the jasper pendant. <br><br> <<if _gwylanTF.known>> <<His>> fox ears twitch. <<elseif _gwylanTF.ears is "revealed">> The fox ears on <<his>> hat twitch. <</if>> "I carved that myself." <<He>> reaches into the neck of <<his>> shirt, untucking a nearly-identical one. "Variants of quartz like this are pretty common on beaches up north. They're sometimes called scotch pebbles." <<He>> holds it up to the light. "When did you find this?" <br><br> <<if $gwylanSeen.includes("request_gold_accessories")>> <<link [[Say it appeared after you gave <<him>> the gold accessories|Gwylan Talk Clothes Jasper 2]]>><<set $phase to 1>><</link>> <br> <</if>> <<if $gwylanSeen.includes("chastity_gold")>> <<link [[Say it appeared after <<he>> broke your gold chastity belt|Gwylan Talk Clothes Jasper 2]]>><<set $phase to 2>><</link>> <br> <</if>> <<if !($gwylanSeen.includesAll("request_gold_accessories", "chastity_gold"))>> <span class="blue">There might be an alternative story to tell about this pendant...</span> <br> <</if>> <<link [[Say you don't remember|Gwylan Talk Clothes Forgot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("jasper")>> <<if $phase is 1>> <<if $daily.gwylan.jasper>> "It showed up just now, when I gave you those gold accessories from the adult shop," you say. <<else>> "I found it after I gave you those gold accessories from the adult shop," you say. <</if>> <<else>> <<if $daily.gwylan.jasper>> "It showed up just now, right after you melted that golden chastity belt off of me," you say. <<else>> "I found it after you melted that golden chastity belt off of me," you say. <</if>> <</if>> <br><br> <<He>> smiles. "That means you were paying attention." <<He>> holds it by the pendant, letting it dangle between you. "Tell me, what do you see in the shape of the stone? What does it look like to you?" <br><br> You look it over for a moment. There are flowing details on the upper curve. To you, it looks most like...<br> <<link [[A fox's tail|Gwylan Talk Clothes Jasper 3]]>><<set $phase to 1>><</link>><br> <<link [[A rooster|Gwylan Talk Clothes Jasper 3]]>><<set $phase to 2>><</link>><br> <<link [[A flame|Gwylan Talk Clothes Jasper 3]]>><<set $phase to 3>><</link>><br> <<if $awarelevel gte 2>> <<link [[A red crescent moon|Gwylan Talk Clothes Jasper 3]]>><<set $phase to 4>><</link>><br> <</if>> <<if $awarelevel gte 3>> <<link [[A drop of blood|Gwylan Talk Clothes Jasper 3]]>><<set $phase to 5>><</link>><br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<switch $phase>> <<case 1>> "It looks like the tail of a fox," you say. "It comes to a point at the top, and the detail looks like the colour splitting." <br><br> <<He>> nods. "That is one part of it, yes. It's a bit of a trick, though." <<case 2>> "It looks like a rooster with a big tail," you say. "I can see the beak right there." <br><br> <<He>> nods. "That is one part of it, yes. It's a bit of a trick, though." <<case 3>> "It looks like a flame," you say. "The details make it look like its burning." <br><br> <<He>> nods. "That is one part of it, yes. It's a bit of a trick, though." <<case 4>> "It looks like the moon," you say. "The way the moon gets at the end of every month, if it were a crescent." <br><br> <<He>> blinks, turning it over in <<his>> hands. <<He>> tilts it slightly. "Huh. I suppose it can look like that." <<He>> smiles. "That wasn't the intention, but you've got a sharp mind to be able to see such things." <<default>> <<set $gwylan.progress++>> "It looks like a drop of blood. The negative space of the curve is meant to be a shining highlight." <br><br> <<He>> looks surprised, but starts slowly clapping. "Incredible. You're able to see past the components for what they are, and see their result instead. I'm very impressed." <<npcincr Gwylan dom 1>><<gyearning>> <</switch>> <br><br> <<He>> hands it back to you. "It's many things. A fox tail, a rooster, and a flame, depending on how you look at it. It's alchemy. The rooster represents gold, as it greets the sun every morning, and the sun also represents gold. The fox represents royal water; aqua regia. The flame is the reaction between them. Dissolve, heat, dissolve, repeat. The fox and rooster consume one another in an endless dance." <br><br> <<He>> gently holds your hands, and rotates the pendant in your palm. "Some called the result 'dragon's blood', for its intense red hue." <<He>> smiles. "It was a bit of an inspiration piece for me. You're welcome to buy it, of course. I can always make more." <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("butterfly")>> You show Gwylan the butterfly costume. <br><br> <<He>> takes the hem of the dress in <<his>> hands. "Such lush colours," <<he>> says. "Where did you find it?" <br><br> You tell <<him>> about your adventures in the forest. <<if $background is "plantlover">> You explain that you've loved plants your whole life, and about your first taste of nectar. <<elseif isLoveInterest("Gwylan")>> You blush a bit as you start talking about your encounters with the plantpeople. You leave out some of the more lewd details until Gwylan starts pressing you for them. <<else>> You describe your encounters with the plantpeople. You leave out some of the more lewd details until Gwylan starts pressing you for them. <</if>> <br><br> <<He>> chuckles. "The nectar does taste good, doesn't it? Be careful, though. It can be quite addictive. Of course, the dryads know this, and they love mischief." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("succubus")>><<set $gwylan.progress++>> You show Gwylan the succubus costume. <br><br> <<He>> looks it over. Something passes over <<his>> face. <<if isLoveInterest("Gwylan") && $fallenangel gte 1>> You think you recognise what <<he>> feels. A similar emptiness yawns where your heart used to be. "What trouble befell you to find this?" <<he>> asks. <<else>> "How did you find this?" <<he>> asks. There's a hint of sadness in <<his>> voice. <</if>> <br><br> <<if $fallenangel gte 1>> <<set $gwylanSeen.pushUnique("fall_from_grace")>> You hesitate. Gwylan notices and takes your hands. <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("yearning") ? "romantic" : "consensual")`>> <br><br> <<He>> leads you to two chairs and sits you down in one. <<He>> sits in the other. "You can tell me," <<he>> says. "Whatever you say will stay between us." <<if isLoveInterest("Gwylan")>> You don't hesitate again. <<He>> would never judge you for this. <<else>> You nod, and take a deep breath. <</if>> <br><br> <<if $speech_attitude is "meek">> "I," you start, interrupting yourself as you sniffle. "I was holy and pure. But <<if $player.virginityDetails?.vaginal?.consensual || $player.virginityDetails?.penile?.consensual>>I w-wanted to show my love<<else>>I was defiled<</if>>. It hurt. So much. I tried to be good, but I couldn't be that good again. I'm... I don't think you ever can be that good again." <br><br> Gwylan takes your hand again. <<if isLoveInterest("Gwylan")>><<He>> squeezes it.<</if>> <<elseif $speech_attitude is "bratty">> "I was an angel," you say. "My wings were white as snow. Beautiful. But <<if $player.virginityDetails?.vaginal?.consensual || $player.virginityDetails?.penile?.consensual>>I lost that purity<<else>>my purity was stolen from me<</if>>. I never got it back." You laugh. "You can never get it back." <br><br> Gwylan smirks. It isn't a nice smirk. <<else>> "I was an angel," you say. "But <<if $player.virginityDetails?.vaginal?.consensual || $player.virginityDetails?.penile?.consensual>>I had sex.<<else>>I was raped.<</if>> So I fell. And since I couldn't get it back, I fell even further." <br><br> "You hit rock bottom," Gwylan says. <br><br> "Something like that," you say. "I guess once you go that low, you can't get back up." <br><br> <</if>> "No," <<he>> says. "You can't." <<else>> You tell <<him>> about your sexual exploits. You meant to only talk about the good, but you find that you talk about the bad too. The terrifying. <<if $demon gte 6>> You don't deny the thrill you get every time you defile someone. The highs it brings you. The hole it fills inside of you. The physiological need to do it again, and again. <</if>> <br><br> <</if>> <<He>> carefully folds the clothing. "This isn't something I would normally sell," <<he>> says. "But it's clear that you <<if $fallenangel gte 1 or $demon gte 6>>marched through Hell<<else>>suffered greatly<</if>> to find it. It has earned its place here." <br><br> <<He>> returns it to its spot. After one last look, <<he>> turns away. <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("flowers")>> You show Gwylan the various flowers around the shop. The roses, the daisies, the flower crown, and the ones on <<his>> hat. <br><br> "Isn't it wonderful how these flowers never wilt? The ones that find their way into the shop only rot when discarded," <<he>> says proudly. "Roses are my favourite, but this crown is cute too." <br><br> <<switch $speech_attitude>> <<case "meek">> "I'm glad you think so. I actually made one that looks just like it," you say. <<case "bratty">> "Good, because I made one that looks just like it," you say. <<default>> "I made one just like that," you say. <</switch>> <br><br> <<He>> smiles at you. "It takes a practised hand to weave together something so delicate without ruining the petals. I have more around here somewhere." <<He>> starts rummaging around the shop, and returns with a collection of many different flowers. The smell of all of them together is overpowering, but pleasant. <<hallucinogen 20>><<ghallucinogens>> <br><br> You recognise most of them, but there's three that stick out from the rest. Three closed purple bulbs, similar to tulips but longer, and... glowing? <br><br> "I try to grow most of my own flowers and herbs. The shop likes some more than others, and I don't quite control which ones end up..." <br><br> <span class="pink">Gwylan's voice fades into incoherence. You're completely enraptured by the glowing flowers.</span> <br><br> <<link [[Touch them|Gwylan Talk Clothes Flowers Touch]]>><</link>> <br> <<link [[Do not|Gwylan Talk Clothes Flowers Listen]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You shake off the compulsion, and focus on Gwylan's voice. It slowly fades back in. <br><br> "—crop rotation is important, even for flowers. Each type of plant needs different nutrients, and will take it all from the soil if permitted to. Soil will replenish itself as minerals and natural fertiliser, like animal carcasses or droppings, decay nearby. The soil needs rest and nourishment, just like we do." <br><br> Gwylan runs <<his>> hand along the edges of the flower crown's petals. For some reason, it feels as though Gwylan is touching your ears the same way <<hes>> touching the petals. <br><br> <<He>> continues. "There's almost nothing I can't grow. Almost. Any colour of rose - by the way, did you know that you can use water with food colouring to change the colour of their petals? - anyways, they all grow fine, except for the pink ones. No matter what I do, I can never get them to bloom, so I just pluck them early. Better to save nutrients for the others. Even trying to grow them in pink-dyed water just has them wither. Sometimes I think I'm cursed." <<He>> laughs, but looks sad for a moment. <br><br> <<He>> finally stops, and blushes. "Sorry. Thanks for listening to all of that. I don't get the chance to talk to many people about my flowers." <<tending 12>><<gggtending>> <br><br> You look down. The glowing flowers are gone. In their place is a single pristine pink rose. <br><br> <<set $plants_known.push("pink_rose")>> <span class="gold">You can now grow <<icon "tending/pink_rose.png">> pink roses.</span> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $location to "meadow">><<set $outside to 1>><<set $phase to 0>> <<headundress "gwylan_bloom">><<headwear 14>> You reach out and touch them gently. The bulbs shimmer and open up. <br><br> When you next blink, you're no longer in the forest shop. You're sitting in a meadow, with tall grass and flowers blowing in the breeze around you. The smells of nature soothe you into a trance, along with <<if $seabird_lullaby gte 2>> <span class="teal">Seabird's Lullaby</span> <<else>> a <span class="teal">faintly familiar melody</span> <</if>> being hummed behind you. <br><br> You don't turn to look. You know who it is, and you're safe with <<him>>. <<He>> places a crown of flowers on your head, and whispers something in your ear. <<He>> takes your hand, and kisses your cheek. <<llltrauma>><<trauma -50>> <br><br> <<His>> head rests against you. You've never felt so at peace. You close your eyes, content with your place in the world. <br><br> Something pushes you. An alien presence pulling you downwards. You're sinking into the flowers, yet the ground gets no closer. No voice speaks, yet a command is made. <br><br> <span class="nextLinkWitch"><<link [[All dreams must end. Wake up.|Gwylan Talk Clothes Flowers End]]>><</link>></span> <br> <<link [[Resist|Gwylan Talk Clothes Flowers Resist]]>><<stress 3>><</link>><<gstress>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $phase++>> <<switch $phase>> <<case 1>><span class="narration">Close your eyes, and imagine it with me.</span> <<case 2>><span class="narration">Push away everything else, even if just for a moment. Imagine the breeze. It's refreshing, like a cold drink on a hot day.</span> <<case 3>><span class="narration">The wind carries pollen like birdsong. It serves a similar purpose, seeking out a mate.</span> <<case 4>><span class="narration">It's comforting, don't you think? Flowers are a lot like us.</span> <<case 5>><span class="narration">They need interaction to thrive, sometimes in ways we can't understand. But, talking to them helps them grow, too.</span> <<case 6>><span class="narration">Don't resist the wind. Plants know to bend, lest they snap at the stem. Let it carry you in its gentle dance.</span> <<case 7>><span class="narration">Yet, your roots remain firm. The ground beneath you is life itself. It nourishes you, so long as you aren't avaricious. If you take too much, the soil will become depleted and die.</span> <<case 8>><span class="narration">We all share this earth, yet so many are cruel to it. Polluting and depleting everything, leaving poison in our wake. Any damage we cause to the world is a burden we'll share, whether we like it or not.</span> <<default>> <</switch>> <<if $phase lt 8>> <br><br> You keep your eyes shut. <</if>> <<switch $phase>> <<case 1>> <br><br> <span class="nextLinkWitch"><<link [[This isn't your memory to cherish. Wake up.|Gwylan Talk Clothes Flowers End]]>><</link>></span> <br> <<link [[Resist|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<stress 6>><<trauma 3>><</link>><<gstress>><<gtrauma>> <<case 2>> The wind blows calmly against your skin. <br><br> <span class="nextLinkWitch"><<link [[You are trespassing. Wake up.|Gwylan Talk Clothes Flowers End]]>><</link>></span> <br> <<link [[Resist|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<stress 9>><<trauma 6>><</link>><<ggstress>><<gtrauma>> <<case 3>> <<He>> lets out a contented sigh. <br><br> <span class="nextLinkWitch"><<link [[You've seen enough. Wake up.|Gwylan Talk Clothes Flowers End]]>><<stress -6>><<trauma -6>><</link>></span><<lstress>><<ltrauma>> <br> <<link [[Resist|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<stress 12>><<trauma 9>><</link>><<ggstress>><<ggtrauma>> <<case 4>> <<He>> squeezes your hand. <br><br> <span class="nextLinkWitch"><<link [[Why are you doing this? Wake up.|Gwylan Talk Clothes Flowers End]]>><<stress -9>><<trauma -6>><</link>></span><<llstress>><<ltrauma>> <br> <<link [[Resist|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<stress 15>><<trauma 12>><</link>><<gggstress>><<ggtrauma>> <<case 5>> You squeeze <<his>> hand back. <br><br> <span class="nextLinkWitch"><<link [[I don't want to see this. Wake up.|Gwylan Talk Clothes Flowers End]]>><<stress -12>><<trauma -9>><</link>></span><<llstress>><<lltrauma>> <br> <<link [[Resist|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<stress 18>><<trauma 15>><</link>><<gggstress>><<gggtrauma>> <<case 6>> <<He>> stirs next to you. <br><br> <span class="nextLinkWitch"><<link [[Please. Wake up.|Gwylan Talk Clothes Flowers End]]>><<stress -15>><<trauma -12>><</link>></span><<lllstress>><<lltrauma>> <br> <<link [[Resist|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<trauma 15>><<pain 6>><</link>><<gggtrauma>><<gpain>> <<case 7>> <<He>> holds you tightly. <br><br> <span class="nextLinkWitch"><<link [[It hurts.|Gwylan Talk Clothes Flowers End]]>><<trauma -15>><<pain -9>><</link>></span><<llltrauma>><<lpain>> <br> <<link [[Let me hurt with you.|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<trauma 12>><<pain 9>><</link>><<ggtrauma>><<ggpain>> <<case 8>> <br><br> <span class="nextLinkWitch"><<link [[Why?|Gwylan Talk Clothes Flowers End]]>><<trauma -15>><<pain -12>><</link>></span><<llltrauma>><<llpain>> <br> <<link [[Because burdens are meant to be shared.|Gwylan Talk Clothes Flowers Resist]]>><<pass 1>><<trauma 9>><<pain 12>><</link>><<gtrauma>><<gggpain>> <<default>> <<He>> stirs again, leaving your embrace. Gwylan's voice breaks through. <br><br> "Did you fall asleep? Open your eyes." <br><br> <<link [[Open your eyes|Gwylan Memory Bloom]]>><<awareness 30>><</link>><<gggawareness>> <br> <span class="nextLinkWitch"><<link [[Resist.|Gwylan Talk Clothes Flowers End]]>><<trauma -12>><<pain -20>><</link>></span><<llltrauma>><<lllpain>> <</switch>> <br><<effects>><<run statusCheck("Gwylan")>><<set $location to "forest_shop">><<set $outside to 0>> <<headruined true>><<storeonhead "gwylan_bloom">> <<if $phase gte 9>> You keep your eyes shut. You don't know how much time passes, but the smells of the meadow fade. You don't feel the wind on your skin anymore. The comfort, and the pain, both fade away. All that remains is Gwylan's voice. You slowly open your eyes when you're sure it's over. <br><br> <<else>> You heed the command, and open your eyes. <</if>> You're back in the forest shop. <br><br> Gwylan runs <<his>> hand along the edges of the flower crown's petals. For some reason, it feels as though Gwylan is touching your ears the same way <<hes>> touching the petals. "—and, no matter what I do, I can never get the pink ones to bloom, so I just pluck them early. Better to save the nutrients for the other roses. Sometimes I think it's a curse." <br><br> <<He>> looks up and smiles at you, but it's immediately replaced by a look of concern. "Oh, are you alright? You look irritated." <br><br> You shake off the question. A sense of bliss just out of reach taunts you, but fades just as quickly. "Well, thanks for listening to all of that. I don't get the chance to talk to many people about my flowers." <<tending 6>><<ggtending>> <br><br> The three glowing blooms are gone. In their place is one pristine pink rose. <br><br> <<set $plants_known.push("pink_rose")>> <span class="gold">You can now grow <<icon "tending/pink_rose.png">> pink roses.</span> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> Your eyes flutter open. <br><br> You're still in the meadow. The flowers have all bloomed beautifully. A mousy-haired <<personsimple>> sits in front of you, holding both of your hands and smiling. <<He>> looks a lot like Gwylan, but a bit older. <br><br> "I didn't fall asleep," your voice says. "But I wouldn't mind falling asleep with you." <br><br> <<He>> giggles, and you help <<him>> stand. <<His>> smile fades. "Are you crying?" <<He>> caresses your face, wiping away your tears. "What's wrong, love?" <<llpain>> <br><br> "I... don't remember," your voice answers. <br><br> <<link [[Walk|Gwylan Memory Bloom Roses]]>><<set $pain to 0>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<wearProp "rose" "pink">> The two of you continue your walk. There's no one else here. The presence attempting to push you out is gone. <br><br> A look of awe crosses <<his>> face. "Look over there!" <<He>> points to something in the distance. A bramble dotted with countless pink flowers. <<He>> begins running towards it, and you run with <<him>>. <br><br> "I hardly ever see pink roses in the wild," <<he>> says as <<he>> starts picking a few. "You've seen my attempts to grow them at home. No matter what I do, they never bloom." <<He>> begins picking them. "A little help, love?" <br><br> You help <<him>> pick the roses, leaving any that have yet to bloom. <<tending 6>><<ggtending>> <br><br> "Maybe we're cursed," <<he>> muses. <<if $settings.pregnancySpeechEnabled and playerCanBreedWith("Gwylan")>> "Pink roses represent love and fertility. Maybe that's why we can't conceive." <<else>> "Pink roses represent the longevity of love through sickness and health. I'm sickly so often, and yet you love me all the same." <</if>> <<He>> cautiously holds out a bunch of roses to you, as if <<hes>> afraid they'll wilt in <<his>> hands. Despite the slight bitterness of <<his>> comment, <<hes>> smiling widely again. <br><br> "Want to see a magic trick? Put those down for a moment." <br><br> You nod, and <<he>> takes both of your hands. <<He>> cups them into a ball, and you suddenly feel a pinprick against your skin. You open your hands, now holding one last rose. "Ta-da!" <br><br> You start clapping for <<him>>, but <<he>> frowns and grabs your wrists. <<He>> looks at the palm of your right hand, <span class="red">now impaled by three small thorns</span>. "Oh, apologies, love. My trick inflicted a wound," <<he>> says dramatically, plucking out the thorns. "I'll be sure to care for your injury when we return home." <<gpain>> <br><br> You take the opportunity to pay <<him>> back. "No wound will slow me down," your voice responds just as dramatically. You hold <<his>> wrist, and twirl <<him>>. <br><br> <<link [[Dance|Gwylan Memory Bloom Petals]]>><<handheldon>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You dance between the flowers as the wind picks up. <<He>> giggles all the while. <br><br> You waltz to a rhythm only the two of you can hear. Petals blow all around you, as if the meadow itself was dancing along with you. <br><br> The wind dies down, and your dance slows along with it, until you're merely shuffling side to side while embracing. Dark clouds begin to gather in the distance. <br><br> <<He>> looks up to you with love in <<his>> eyes. It's briefly cut off as <<he>> starts coughing into <<his>> arm. <br><br> <<He>> takes a deep breath as it subsides. "I'm tired," <<he>> says. "Why don't we head home, and I'll clean up your hand." Your faces get closer. <br><br> <<if $settings.pregnancySpeechEnabled and playerCanBreedWith("Gwylan")>> "After that... <span class="lewd">why don't we try breaking this curse?</span>" <<he>> whispers with a sly smile. <<else>> "After that... <span class="lewd">we can love each other, through sickness and through health,</span>" <<he>> whispers with a sly smile. <</if>> Your lips nearly meet. <br><br> <<link [[Kiss <<him>>|Gwylan Memory Bloom Thorns]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<canvas-model-override "mouth" "neutral">> <<set Weather.set("heavyPrecipitation", true, 5)>> <span class="red">A flash of lightning and the crash of thunder interrupts your moment of love. <<He>> falls backwards. The pink roses catch <<him>> in their thorny embrace.</span> <br><br> <<He>> vanishes, as if swallowed by the earth itself. <br><br> You catch yourself before you land face-first in the thorns, but <<he>> is gone. <br><br> The roses wilt before your eyes. The thorns grow long and cruel, each one dripping red. They grow towards you, trying to ensnare you. <br><br> You push yourself away, and look around in desperation. You scream <<his>> name. The howling wind is your only answer. <br><br> <<link [[Find <<him>>|Gwylan Memory Bloom Wilt]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set $location to "forest">><<tearup>><<canvas-model-override "frown">> You wander, searching for <<him>>. The trees obscure your vision. <br><br> You yell <<his>> name. The wind drowns out your cries. <br><br> You run to cover more ground. The rain weighs heavy on you. <br><br> You fall to your knees. The earth provides no comfort. <br><br> You scream in anguish. The sky screams with you. <br><br> You clutch at your head. The flower crown rots away in your grip. <br><br> <<link [[...|Gwylan Memory Bloom Rot]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set $location to "forest_shop">><<set $outside to 0>> If you stay here, you'll rot away and vanish, too. <br><br> Right now, you wouldn't mind. But you know that's foolish. You pick yourself up, and walk home. <br><br> It's empty. You prayed it wouldn't be. <br><br> "I'm home," <<he>> says to nobody, long after you're gone. <br><br> <span class="nextLinkWitch"><<link [[Wake up.|Gwylan Memory Bloom Perennial]]>><<pass 15>><</link>></span> <br><<effects>><<run statusCheck("Gwylan")>><<set $location to "forest_shop">><<set $outside to 0>><<set $daily.gwylan.noTalk to true>> <<canvas-model-override "clear">><<headruined true>><<storeonhead "gwylan_bloom">><<tearup>> You open your eyes. <br><br> You're back in the forest shop. You and Gwylan are holding each other's hands tightly. <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("yearning") ? "romantic" : "consensual")`>> <br><br> <span class="red">The flower crown lays crushed in your shared grip.</span> Your ears are ringing. <br><br> "...and, no matter what I do, I... I can never get the pink ones to bloom, so I just pluck them early," <<he>> says absently. Tears are running down <<his>> face. <br><br> "Why are you crying?" <<he>> says to you. <<He>> wipes the tears from your eyes, before wiping <<his>> own face. "Why... am <i>I</i> crying?" <<He>> looks down at the crushed flower crown in confusion. "I... can't remember," you both say in unison. <br><br> <<He>> sniffles. "I'm sorry. I don't feel well. Thank you for spending time with me, but I'm... I need to think." <<He>> slowly retreats through a dark doorway, and vanishes. <<npcincr Gwylan dom 10>><<gggyearning>> <br><br> You place the ruined flower crown back. One of the flowers comes loose. <br><br> <span class="pink">A pink rose.</span> Pristine, despite the rest of the crown being ruined. As you inspect it, you notice three red pinpricks in your right palm. <br><br> <<set $gwylanSeen.pushUnique("pink_rose")>> <<set $plants_known.push("pink_rose")>> <span class="gold">You can now grow <<icon "tending/pink_rose.png">> pink roses.</span> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("transformation")>> <<set _jasper to $gwylanTalked.includes("jasper") or $worn.neck.name is "jasper pendant">> You walk around the shop with Gwylan, collecting the eerie items. <br><br> You place them all on the counter. The cow bell, the feathered accessories, and the spirit mask. You think for a moment, and bring over the fake wings from the succubus outfit<<if _jasper>> and the jasper pendant<</if>>, too. <br><br> "Interesting combination of items," Gwylan says. "What made you pick these out as a group?" <br><br> <<set _tfPartList to Object.keys(_tf)>> <<set _tfPartSay to []>> <<if _tfPartList.includesAny("angelWings", "fallenAngelWings", "demonWings", "birdWings")>> <<set _tfPartSay.push("wings")>> <</if>> <<if _tfPartList.includesAny("angelHalo", "fallenAngelHalo")>> <<set _tfPartSay.push("halo")>> <</if>> <<if _tfPartList.includesAny("cowHorns", "demonHorns")>> <<set _tfPartSay.push("horns")>> <</if>> <<if _tfPartList.includesAny("wolfTail", "catTail", "cowTail", "birdTail", "foxTail", "demonTail")>> <<set _tfPartSay.push("tail")>> <</if>> <<if _tfPartList.includesAny("wolfEars", "catEars", "cowEars", "foxEars")>> <<set _tfPartSay.push("ears")>> <</if>> <<if _tfPartSay.length>> <<set _tfPartsPlural to _tfPartSay.length is 1 and _tfPartSay.includesAny("halo", "tail") ? false : true>> "They remind me of..." You gesture to your <<print formatList(_tfPartSay)>>. <<if !_tfPartsPlural>> "This." <<elseif _tfPartSay.length gte 3>> "All of this." <<else>> "These." <</if>> <<if _tfPartList.includesAny("foxEars", "foxTail")>> You point to the spirit mask<<if _jasper>> and jasper pendant<</if>>. "<<= _jasper ? "Those ones" : "This one">> especially." <<if $worn.head.name is "spirit mask" or $worn.neck.name is "jasper pendant">> <<if $worn.head.name is "spirit mask" and $worn.neck.name is "jasper pendant">> You point to the matching ones on your head and around your neck for emphasis. <<elseif $worn.head.name is "spirit mask">> You point to the matching one on your head for emphasis. <<elseif $worn.neck.name is "jasper pendant">> You point to the matching one around your neck for emphasis. <</if>> <</if>> <<if _tfPartList.includesAny("demonWings", "demonTail", "demonHorns")>> Your eyes drift over to the succubus costume. "That one too, but not in the same way." <</if>> <<elseif _tfPartList.includesAny("cowEars", "cowHorns", "cowTail")>> You point to the cow bell. "That one especially." <<if $worn.neck.name is "cow bell">> You point to the matching one around your neck for emphasis. <</if>> <<if _tfPartList.includesAny("demonWings", "demonTail", "demonHorns")>> Your eyes drift over to the succubus costume. "That one too, but not in the same way." <</if>> <<elseif _tfPartList.includesAny("birdWings", "birdTail")>> You point to the feathered hair clip and necklace. "Those ones especially." <<if $worn.head.name is "feathered hair clip" and $worn.neck.name is "feather necklace">> You point to the matching ones on your head and around your neck for emphasis. <<elseif $worn.head.name is "feathered hair clip">> You point to the matching one on your head for emphasis. <<elseif $worn.neck.name is "feather necklace">> You point to the matching one around your neck for emphasis. <</if>> <<if _tfPartList.includesAny("demonWings", "demonTail", "demonHorns")>> Your eyes drift over to the succubus costume. "That one too, but not in the same way." <</if>> <<elseif _tfPartList.includesAny("demonWings", "demonTail", "demonHorns")>> You point to the succubus costume. "That one especially. Although, it feels different to the others." <<else>> You pause. "Not directly, but like it's something distantly related." <<if $worn.neck.type.includes("eerie")>> You point to your $worn.neck.name. "Similar to this." <</if>> <</if>> <br><br> Gwylan walks around you, inspecting your <<if _tfPartSay.length gte 2>>unusual parts<<else>><<print _tfPartSay[0]>><</if>>. "Even if <<if _tfPartsPlural>>they were<<else>>it was<</if>> real, most people wouldn't believe it. Still, you're bold, showing <<if _tfPartsPlural>>these<<else>>this<</if>> off so freely. Lecherous types might find you more appealing." <br><br> <<He>> smiles and crosses <<his>> arms. "Some accessories help contribute to how you express your inner self, like these ones that you've found. They can ease the pain of the mind ripping through skin and bone to make it better fit its self-image. <<if _gwylanTF.known>> I still prefer to keep mine hidden." <<His>> tail swishes. "Not from you, though. I trust you. <</if>> <<if $gwylanSeen.includes("hypnosis_peace")>> Let me know if you need help coming to peace with it all again." <<elseif $gwylanSeen.includes("player_tf")>> Don't forget about my offer, if you find yourself doubting or rejecting yourself." <<else>> If you ever start doubting your inner self... <span class="blue">come talk to me</span>. I'll help you take care of it." <</if>> <<else>> "I don't know," you confess. "They all give off a strange feeling." <br><br> Gwylan walks around you, inspecting you. "There are parts of us, our personality, our being, that usually only exist on the inside," <<he>> explains. "Perhaps, if belief holds true, those inner parts can manifest on the outside. Such expression, when the mind rips through skin and bone, can be painful." <br><br> <<if _gwylanTF.known>> <<His>> tail swishes. "Some still feel the need to hide it from everyone, except for their most trusted friends." <</if>> <<He>> places <<his>> hand on your shoulder and brings <<his>> head to your ear. <<if !$settings.transformAnimalEnabled>> "None of it will be real. Not unless you start believing in it," <<he>> whispers. "If you ever do, <span class="blue">come talk to me</span>. I know how to help." <<elseif $gwylanSeen.includes("player_tf")>> "My offer still stands, even if you're hiding your inner self right now," <<he>> whispers. <<else>> "If you begin manifesting your inner self, and you're unsure or confused about it, <span class="blue">come talk to me</span>. I know how to help," <<he>> whispers. <</if>> <</if>> <br><br> <<set $gwylanSeen.pushUnique("player_tf")>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("mask")>> <<set _nobody to $awarelevel gte 3 and _saveLoaded ? "nobody" : "Gwylan">> <<if _nobody is "nobody">> <<run localStorage.setItem("gwylanTalk", "nobody")>> <</if>> You show <<= _nobody>> the fox mask and the islander mask, although you're not sure what made you pick out the two of them in particular. <br><br> <<if _nobody is "Gwylan">> "The elk and the fox," <<he>> says. "A noble prey animal, and an unassuming but mischievous predator. Masks for each, to conceal identity." <br><br> <<else>> Nobody answers. <br><br> <</if>> <<= _nobody.toUpperFirst()>> walks over to a window. <<if _nobody is "Gwylan">> "Those two animals were an important part of a local religion in more pagan times of worship, along with the hound, serpent, <<if $awarelevel gte 3>><span class="erase-from-history">whale, </span><</if>>rat, and bird. The cloister has largely done away with that symbolism. <br><br> "Elk were seen as a perfect form to aspire to, because of their antlers. Those with three prongs on each antler, specifically. After a religious schism, many instead saw them as unclean beasts in need of extermination." <br><br> <<He>> turns to you with an empty look on <<his>> face. "Then there's the fox. The treasured prey for games of the hunt, run by those that poison the world." <<He>> scowls. "The most favoured of victims. The hounds bray at the heels of the elk for scraps of the kill, and the rats eat what remains." <br><br> "I find this all very strange, as elk supposedly went extinct in this country several millennia ago. Regardless, here they are, a religious symbol. Protected by some, overhunted by others, and making meals of foxes despite being herbivores." <br><br> <<else>> <br><br> Nobody turns to you with an empty face. <br><br> Nobody finds this all very strange. <br><br> <</if>> "What about the bird?" you ask. <br><br> <<if _nobody is "Gwylan">> <<He>> smiles. "Supposedly, the bird is above it all. Yet, when all is said and done, they fly down to pick at the same scraps as the rats. If they're not the ones hunting down and feeding the foxes to their young themselves." The tone of <<his>> voice tells you that this probably isn't part of the original symbology. <br><br> <<else>> Nobody smiles. This isn't part. <br><br> <</if>> <<if $awarelevel gte 3 and !_saveLoaded>> "And what about the whale?" you ask. <br><br> Gwylan's head tilts. "I... didn't mention a whale," <<he>> says. <br><br> "Yes you did, I..." Your head feels fuzzy. Try as you might, you can't remember anything about a whale. <br><br> "Shhhhh. This is better for us both. Please. It's dangerous." Gwylan rubs the top of your head. It comforts you. <br><br> <<gwylanOptions>> <<elseif _nobody is "nobody">> <<pass 3 hours>><<pass 33>><<set $control to 0>><<trauma 333>> <<set $daily.gwylan.noTalk to true>><<gwylanNobody 1>> "Didn't we just have this conversation?" you ask nobody. <br><br> "<span class="witch-gone">I'm sorry. Listen, this is important. I'll be back soon, don't be scared, I just... I... I feel sick</span>," nobody answers. <br><br> The forest shop is empty and dark. Nobody rubs the top of your head. It comforts you. <<awareness -50>><<lllawareness>> <br><br> <<link [[...|Forest Shop Entrance]]>><<endevent>><</link>> <br> <<else>> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanTalked.pushUnique("fox")>> You look at the fox mask, spirit mask, shrine maiden robes, and jasper pendant. You think about what Gwylan has said about them, and about foxes. <br><br> <<if _gwylanTF.known>> You flick Gwylan's fox ears. "I can't believe you were able to hide it from me for so long. It seems so obvious now," you say. <br><br> Gwylan pouts and crosses <<his>> arms. "Shush. Most people aren't as curious as you. That's why I like you." <br><br> <<gwylanOptions>> <<else>> "You sure do like foxes," you say. "You talk about them a lot." <br><br> <<He>> blushes and stammers for a moment. "I-I just think they're cute," <<he>> manages. "They're relatable." <<if $fox gte 6>> <<He>> pinches your cheek. "Like you." <</if>> <br><br> <<if $settings.transformAnimalEnabled and Object.values(_gwylanTF).includesAny("fake", "revealed") and $gwylanSeen.includes("hat_found")>> You remember what you saw. <<if ["fake", "revealed"].includes(_gwylanTF.tail)>> The tail. <</if>> <<if ["fake", "revealed"].includes(_gwylanTF.fangs)>> <<His>> teeth. <</if>> <<if ["fake", "revealed"].includes(_gwylanTF.ears)>> Those ears on <<his>> hat. <</if>> It might have been nothing, but what if it wasn't? <br><br> <<link [[Press|Gwylan Talk Clothes Fox 2]]>><<set $phase to 1>><</link>> <br> <<link [[Drop it|Gwylan Talk Clothes Fox 2]]>><<set $phase to 2>><</link>> <br> <<else>> You shrug, and decide not to press any further. Still, you can't shake the feeling that <<hes>> hiding something. <br><br> <<gwylanOptions>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.clothesTalk++>> <<if $phase is 1>> "Just how relatable?" you ask, leaning in. "I always wondered why you wear that big hat, with the ears. Are you hiding something?" You reach up for Gwylan's head. <br><br> <<He>> backs away, covering it. "I'm afraid I don't know what you're talking about," <<he>> says. <br><br> <span class="blue">It's obvious now.</span> <br><br> "You talked about how the inner self can show up on the outside. <<if $fox gte 6>> You're just like me, aren't you? You're a fox, too." <<else>> You were talking about yourself, too, weren't you?" <</if>> <br><br> <span class="teal"><<His>> eyes widen slightly.</span> <br><br> "No, I just like to dress up, I..." <<He>> pauses, and takes a deep breath. <<He>> looks you up and down, and after a long moment, seems to come to a decision. "Very well. <span class="green">You're clever.</span>" <br><br> <<He>> ducks under the counter, and starts to rummage around for something. <br><br> <<link [[Next|Gwylan Talk TF Revealed]]>><</link>> <br> <<else>> You don't press it any further. It was surely nothing. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<set $daily.gwylan.clothesTalk++>> <<set $gwylanTalked.pushUnique("familiar_collar")>> <<if $worn.neck.name is "familiar collar">> <<if $worn.neck.cursed is 1 and $hypnosis_traits.devotion gte 4>> <<hypnosisText "You lean forward and proudly show Gwylan your familiar collar.">> <<He>> giggles and pets you. "<<pcPetname "Gwylan" "good">>." <<trauma -1>><<ltrauma>> <<else>> You lean forward and show Gwylan your familiar collar. <<He>> giggles and pets you. "<<pcPetname "Gwylan" "good">>." <</if>> <<else>> You hold out the familiar collar to Gwylan. <<He>> giggles. "I think it'd look better if you were wearing it, <<pcPetname "Gwylan">>." <</if>> <br><br> <<He>> rubs the gold heart. <<if $gwylanSeen.includes("player_tf")>> "There's another effect this will have on you. <span class="blue">It will preserve the more bestial side of your inner self, no matter what manifestation it takes.</span>" <<else>> "There's another effect this collar can have on you. Should you find your inner self expressing beast-like qualities, this collar will preserve them. <span class="blue">Any of them.</span>" <</if>> <<He>> slowly strokes your hair. "Only the best to keep my darling pet happy." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<unset $gwylanPassTime>> <<switch $speech_attitude>> <<case "meek">> "I... I don't remember, sorry," you say. <<case "bratty">> "I don't know, it's impossible to remember of all this," you say. <<default>> "I don't remember," you say. "Sorry." <</switch>> <br><br> <<He>> tilts <<his>> head. <<if $gwylanTalked.length gte 10>> "You're such a tease. Tell me when you do! Your stories are always so interesting." <<else>> "Well, come back and tell me if you do." <</if>> <br><br> <<gwylanOptions>><<effects>><<npc Gwylan>><<person1>><<run statusCheck("Gwylan")>> You search around for Gwylan, following the noise. <<if !$gwylanSeen.includes("talk_intro")>> <<set $gwylanSeen.pushUnique("talk_intro")>> You find <<him>> adjusting the pose of a wooden mannequin. A belted collar hangs from its finger, and a large forest green witch hat sits on its head. The hat is adorned with a cluster of flowers and decorated with brown animal ears of some kind. <br><br> <<if _gwylanStatus.includes("cautious")>> "Hello, dear," <<he>> says without turning around. "Is there something you need?" <<else>> Gwylan finishes posing it, and puts <<his>> hands on <<his>> hips as <<he>> looks it over. <<He>> then turns to you with a smile. "Hello dear, do you need something?" <</if>> <<elseif $gwylan.request.event is "meetAtShop" and !$daily.gwylan.preventProgress>> <<if $daily.gwylan.eventCancelled>> <<Hes>> still waiting behind the same counter. <<else>> You find <<him>> waiting behind an old counter. <<if Time.season is "winter">> <<Hes>> wearing an open-shoulder green tunic under a deep red winter coat. <<else>> <<Hes>> wearing an open-shoulder green tunic. <</if>> There's a thick belt around <<his>> waist, bound and tied with all manner of items. A small brown sack tied with some rope, several glass vials tucked into pouches, a small knife in a leather sheath, and various knick-knacks and charms. <</if>> <br><br> <<if $daily.gwylan.eventCancelled>> <<if $hypnosis_traits.devotion gte 1>> <<He>> smiles at you. "Come on dear, don't tease me. There's work to be done." <<His>> voice makes you shiver. <<else>> <<He>> smiles at you. "Are you ready yet?" <</if>> <<else>> <<if _gwylanLastSeenDays gte 14>> <<He>> looks surprised to see you. "I didn't think you were coming back. It's been weeks! You better have some more stories for me after this. Regardless, <<elseif _gwylanLastSeenDays gte 7>> "There you are! You kept me waiting for a long time. I was worried that I scared you off for good. <<elseif _gwylanLastSeenDays gte 3>> "There you are! You're a few days late. I was worried that I scared you off for good. <<elseif _gwylanLastSeenDays is 2>> "You never showed up yesterday," <<he>> says. "I was worried that I scared you off. <<else>> "Good timing," <<he>> says. "I'm nearly ready. <</if>> I'm glad you decided to come." <</if>> <<elseif !$gwylan.request.event and !$gwylanSeen.includes("ritual_beast") and $gwylanSeen.includesAny("caught", "caught_no_lewd")>> /* Re-apply meet request if it broke after leaving */ <<He>> smiles upon seeing you. "Hello, dear. Sorry about the wait, but I'm not quite ready yet. If you could come by <span class="gold">tomorrow</span>, that would be wonderful." <<run gwylanRequest("meetAtShop")>><<set $daily.gwylan.preventProgress to true>> <<elseif $halloween is 1 and !$gwylanSeen.includes("halloween") and $gwylanSeen.includes("hat_found")>> <<set $gwylanSeen.pushUnique("halloween")>> You find <<him>> sat in an old wooden chair with a mushroom-shaped back. <<Hes>> sewing something onto a witch hat. <<He>> looks up and smiles at you. <br><br> <<if $gwylanSeen.includes("robin_halloween")>> "<<if $gwylan.robin gte 10>>Robin<<else>>Your friend<</if>> was so eager to get into the Halloween spirit, it inspired me. <<else>> "I'm getting into the Halloween spirit. <</if>> My old hat is getting up there in years, so I'm making a new one." <<He>> holds up <<his>> work for you to see. There's a single fox ear sewn onto it, with another put off to the side, yet to be threaded. They look very realistic. <<elseif _gwylanLovePercent gte 100 and $gwylan.stage lte 4 and $gwylanSeen.includes("yearning")>> <<set $gwylan.stage to 5>> It seems to be moving around. Whenever you expect to see <<him>> around a corner, there's nothing. You suddenly feel two hands wrap around you from behind. Gwylan's head rests on your shoulder. "<span class="green">I can't remember the last time someone was able to find everything the shop has to offer.</span> You must have been through a lot to get to this point. Those who live normal lives don't find much here." <br><br> <<He>> kisses you on the cheek. "Thank you for everything, dear. You've made an old soul very happy." <<He>> blushes and disengages from you, retreating back behind a counter. <<elseif _gwylanLovePercent gte 75 and $gwylan.stage lte 3>> <<set $gwylan.stage to 4>> You find <<him>> tending to some vines hanging from high above. <<He>> turns and smiles at you. "You've seen a lot. I can tell by that look in your eyes. <span class="teal">There isn't much left here to escape your notice.</span> Stay strong, and you might just see it all. If that's what you want." <<elseif _gwylanLovePercent gte 50 and $gwylan.stage lte 2>> <<set $gwylan.stage to 3>> <<His>> head pops out from behind a large bookcase. <<He>> smiles at you. "<span class="blue">The shop seems to brighten up when you come around.</span> You've been all over, haven't you?" <<elseif _gwylanLovePercent gte 25 and $gwylan.stage lte 1>> <<set $gwylan.stage to 2>> You find <<him>> sorting wooden clothing hangars by tree species. "<span class="purple">There's still much to discover,</span> but you're making good progress. Be safe out there." <<elseif _gwylanLovePercent gte 10 and !$gwylan.stage>> <<set $gwylan.stage to 1>> You find <<him>> trying to fix an old shelf. It clatters to the ground noisily as you approach. "Find anything you like? I saw your eyes wandering earlier. The more you get around, the more you'll find the shop has to offer." <<else>> <<if !$daily.gwylan.found>> <<set $daily.gwylan.found to true>> You turn <<print either("a corner", "two corners", "three corners")>> and find <<him>> <<cleareventpool>> <<addinlineevent "gwy_find_1">> at the end of an aisle, <</addinlineevent>> <<addinlineevent "gwy_find_2">> at an old wooden counter, <</addinlineevent>> <<addinlineevent "gwy_find_3">> between a pair of bookcases, <</addinlineevent>> <<addinlineevent "gwy_find_4">> at the base of a long staircase, <</addinlineevent>> <<addinlineevent "gwy_find_5">> at the <<print either('first', 'second')>> counter to the <<print either('right', 'left')>>, <</addinlineevent>> <<runeventpool>> <<cleareventpool>> <<addinlineevent "gwy_doing_1">> polishing a mannequin. <</addinlineevent>> <<addinlineevent "gwy_doing_2">> brushing <<his>> hair. <</addinlineevent>> <<addinlineevent "gwy_doing_3">> sewing patches into a dress. <</addinlineevent>> <<addinlineevent "gwy_doing_4">> adjusting the legs of a hat stand. <</addinlineevent>> <<addinlineevent "gwy_doing_5">> intently inspecting a ?gwylanItem. <</addinlineevent>> <<addinlineevent "gwy_doing_6">> fitting new limbs onto a broken mannequin. <</addinlineevent>> <<addinlineevent "gwy_doing_7">> looking at price tags with a confused expression. <</addinlineevent>> <<addinlineevent "gwy_doing_8">> tangled up in some surprisingly lively vines. <<He>> manages to shake free just as you approach. <</addinlineevent>> <<addinlineevent "gwy_doing_9">> bent over and digging through a large cardboard box. Only <<his>> lower half is visible. <<He>> pulls a ?gwylanItem free from it after a brief struggle. <</addinlineevent>> <<addinlineevent "gwy_doing_10" 0.1>> moving around various sundries. One slips and lands on <<his>> head, causing <<him>> to let out an involuntary "Bweh!" <<He>> blushes when <<he>> realises that you heard it. <</addinlineevent>> <<if npcIsPregnant("Gwylan")>> <<addinlineevent "gwy_preggers_1" 2>> sitting in a rocking chair and knitting what appears to be baby clothes. <</addinlineevent>> <<addinlineevent "gwy_preggers_2" 2>> sitting in a rocking chair and looking at an old doll. It's more stitch than fabric. <</addinlineevent>> <<addinlineevent "gwy_preggers_3" 2>> sitting in a rocking chair with <<his>> eyes closed and <<his>> hand on <<his>> <<bellyDescription 'Gwylan'>>. <</addinlineevent>> <</if>> <<runeventpool>> <<if $halloween is 1 and $gwylanSeen.includes("halloween") and $gwylanSeen.includes("hat_found")>> <<if _gwylanTF.known>> <<Hes>> wearing a witch hat with holes for <<his>> fox ears to poke through. <<else>> <<Hes>> wearing a witch hat adorned with flowers, vines and a pair of <<if _gwylanTF.ears is "fake">>fake <</if>>fox ears. <<if !$gwylanSeen.includes("hat_colour") and $awarelevel gte 1>> <<set $gwylanSeen.pushUnique("hat_colour")>> You can't help but notice just how well they match <<his>> hair colour. <</if>> <<if _gwylanTF.ears is "visible">> <<set $gwylanSeen.pushUnique("gwylan_ears")>> <span class="pink">You swear that you see one of them twitch.</span> <</if>> <</if>> <</if>> <<else>> You quickly find <<him>> again. <</if>> <<if Time.isBloodMoon()>> <<He>> seems on edge. <<else>> <<if $gwylanRescue?.failed>> <br><br> <<gwylanRescueApology "shop">> <<else>> <<gwylanGreeting>> <</if>> <</if>> <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("tattoos_intro")>> <<switch $speech_attitude>> <<case "meek">> "Y-your tattoos are pretty," you say. "The ones on your tummy." <<case "bratty">> "You have some pretty intense tattoos on your stomach," you say. <<default>> "Your tattoos are really neat," you say. "The ones on your stomach." <</switch>> <br><br> Gwylan blushes and moves <<his>> hands to <<his>> stomach as if to ensure they're not visible. "Th-thank you. It's a family symbol. Or, rather, it's symbology passed down through my family," <<he>> corrects <<himself>>. <br><br> <<He>> takes a moment to compose <<himself>>. You're not sure why such a simple comment took <<him>> off guard. <br><br> "It represents the seed of life, and my obligation. It's supposed to help me purify the poison I take in. I've had it for as long as I can remember." <<if $location is "forest_shop">> <<He>> stares off into the gloom. <<else>> <<He>> stares wistfully at the ocean. <</if>> <<if $worn.neck.name is "stone pendant" and $gwylanTalked.includes("stone_pendant")>> <br><br> You break the silence by holding up your stone pendant. "I know we already talked about my pendant, but... the shape's the same. Does that mean it'll help me purify poison too?" <br><br> Gwylan gives you a wry smile. "I doubt it, dear. That doesn't mean it's not powerful in its own right, though. It's a storied symbol, and it's been around for longer than you or I have been alive." <<He>> touches <<his>> stomach. <</if>> "A three-cornered knot with no beginning or end that can never be untied. Part of me is in <<if $location is "forest_shop">>this<<else>>the<</if>> forest, and part of the forest is in me." <br><br> <<gwylanOptions>><<effects>> <<run statusCheck("Gwylan")>> <<if $phase is 0>> <<if $location isnot "forest_shop">><<set $outside to 1>><<set $location to "town">><</if>> <<set $daily.gwylan.greeting to true>> You nod. <<switch $speech_attitude>> <<case "meek">> "That would be really nice." <<case "bratty">> "Sure, that sounds good." <<default>> "I'd like that." <</switch>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 or $gwylanSeen.includes("petplay") and $worn.neck.type.includes("leash")>> <<set _magicLeash to true>> The thought of being walked by Gwylan makes you blush a little. <</if>> <br><br> "<<pcPetname "Gwylan" "good">>. Now let's go! I'm starving." You take the route through <<if $bus is "domus">>Barb<<else>>Connudatus<</if>>. <br><br> <<schoolWalkChat "gwylan">> It doesn't take long for you to arrive at the cafe. <br><br> <<if !$gwylanSeen.includes("cafe_walk")>> <<set $gwylanSeen.pushUnique("cafe_walk")>> "I have a routine, but I can make room in it for you," <<he>> says. "Any day you'd like, <span class="gold">meet me on <<if $bus is "domus">>Domus<<else>>Danube<</if>> Street on any school day after <<ampm 7>>, or at my shop right before then</span>." <br><br> <</if>> <<link [[Next|Gwylan Ocean Breeze]]>><<endevent>><<set $location to "cafe">><<set $phase to 1>><</link>> <br> <<else>> <<switch $speech_attitude>> <<case "meek">> "Sorry..." you say, shuffling your feet. "I have other plans this morning. M-maybe tomorrow?" <<case "bratty">> "Not today," you say. "I've got things to do. Swing by some other day and the answer might change." <<default>> "I'm afraid I can't," you say. "I have some plans I need to take care of. Another time maybe?" <</switch>> <br><br> Gwylan pats your head. "Aww. Very well, I won't force you.<<if $location isnot "forest_shop" and $avery_mansion and ["ascended", "saved"].includes($avery_fate)>>" <<He>> looks around for a moment. <<if $bus is "danube">><<His>> eyes trail up Danube boulevard.<</if>> "Just, stay safe, alright?<</if>> Though if you change your mind, <<if !$gwylanSeen.includes("cafe_walk")>> <<set $gwylanSeen.pushUnique("cafe_walk")>> <span class="gold">meet me here after <<ampm 7>>, or at my shop right before then</span>." <<else>> I'll be there until <<ampm 9 20>>. Feel free to stop by!" <</if>> <<He>> waves goodbye. <br><br> <<if $location is "forest_shop">> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <<elseif $bus is "domus">> <<link [[Next|Domus Street]]>><<endevent>><</link>> <<else>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <</if>> <</if>><<set $location to "town">><<set $outside to 1>><<effects>> <<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "May I walk to the cafe with you?" you ask. <<case "bratty">> "Breakfast time?" you ask. <<default>> "Can I walk to the cafe with you?" you ask. <</switch>> <br><br> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 or $gwylanSeen.includes("petplay") and $worn.neck.type.includes("leash")>> <<set _magicLeash to true>> You feel a tug on your collar <<if $worn.neck.name is "familiar collar">>as a glowing leash appears in Gwylan's hand<<else>>and look down to see Gwylan holding your leash<</if>>. "Walking <<pcpetname "Gwylan" "my">> would make my day," <<he>> says with a smile. <<if (between($chef_state, 7, 8) and $chef_rework lte 30)>> "Sadly the cafe's still undergoing renovation. Are you sure you want to just stand around with an old bird like me?" You assure <<him>> that you do. <<He>> smiles. "<<pcPetname "Gwylan" "good">>." <</if>> <<else>> <<if !(between($chef_state, 7, 8) and $chef_rework lte 30) or $gwylanSeen.includes("partners")>> <<He>> smiles. "Of course, dear. I'm just about ready to go." <<else>> <<He>> looks surprised. "Oh my, but the cafe's still being renovated. Are you sure you want to just stand around with an old bird like me?" You assure <<him>> that you do. <<He>> smiles. <</if>> <</if>> <br><br> You take the route through the park and Starfish Street. <br><br> <<schoolWalkChat "gwylan">> It doesn't take long for you to arrive at the cafe. <br><br> <<if !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<link [[Next|Gwylan Ocean Breeze]]>><<endevent>><<set $location to "cafe">><<set $daily.gwylan.cafe to true>><<set $phase to 1>><</link>> <<else>> <<link [[Next|Gwylan Cliff]]>><<endevent>><<set $location to "cafe">><<set $daily.gwylan.cafe to true>><<set $phase to 1>><</link>> <</if>> <br><<set $outside to 1>><<set $location to "town">><<effects>> <<run statusCheck("Gwylan")>><<set _robin to statusCheck("Robin")>> <<if ["walking_to_cafe", "cafe"].includes(gwylanSchedule())>> You leave the orphanage with Robin and wait for Gwylan. <br><br> Ten minutes go by, and you still see no sign of <<nnpc_him "Gwylan">>. <<if C.npc.Gwylan.state === "scorned">> You shift uncomfortably, realising <<nnpc_his "Gwylan">> absence is your fault. <<else>> You're not sure why <<nnpc_he "Gwylan">> hasn't shown up. <<nnpc_He "Gwylan">> always goes to the cafe in the morning. <</if>> <br><br> <<if $speech_attitude is "meek">> "I don't think <<nnpc_hes "Gwylan">> coming. Maybe it's better if we head to school," you say. <<elseif $speech_attitude is "bratty">> "<<nnpc_Hes "Gwylan">> not coming, let's just go before we're late,<<if Weather.temperature gte 30>> I'm melting out here,<<elseif Weather.temperature lte 0>> I'm freezing out here,<</if>>" you say. <<else>> "I don't think <<nnpc_he "Gwylan">>'ll be here. We should go before we're late for school," you say. <</if>> <br><br> "Yeah, you're probably right." Robin looks disappointed, but relents. <br><br> <<link [[Go to school (0:20)|Gwylan Walk School Robin]]>><<pass 20>><<set $phase to 2>><</link>> <<else>> <<npc Gwylan 2>><<person2>> <<if Time.minute gte 30>> You leave the orphanage with Robin and start to walk to school. <br><br> "Hey! You two <<if $robinromance is 1>>lovebirds <</if>>weren't about to leave little old me behind, were you?" <br><br> You both turn around to see Gwylan waving from the opposite sidewalk. <<He>> crosses the street and approaches you both, smiling. <br><br> "Cafe plans are still a go, right?" <br> "We didn't think you'd still be waiting for us." <br> <<if $gwylan.robin gte 50 and $gwylanSeen.includes("partners")>> "Oh, nonsense, I'll always make time for my two lushies. Now, let's go already, I'm starving!" <<else>> "Oh, nonsense, I always make time for friends. Now, let's go already, I'm starving!" <</if>> <br><br> <<if $gwylan.robin gte 20>> <<He>> doesn't wait for an answer, marching up to you and taking you and Robin each by a hand. <<else>> <<He>> doesn't wait for an answer as <<he>> starts walking away. You and Robin share a glance before picking up the pace. <</if>> <<else>> <<if $rng gte 51>> You leave the orphanage with Robin and see Gwylan already waiting outside. <br><br> You both walk over and exchange pleasantries before heading to the cafe together. <<else>> You leave the orphanage with Robin and wait for Gwylan. It doesn't take long for <<him>> to arrive. <br><br> You both wave <<him>> over and exchange pleasantries before heading out. <</if>> <</if>> <br><br> <<schoolWalkChat "gwylan" "robin">> It doesn't take long before you arrive. <br><br> <<link [[Next|Gwylan Ocean Breeze]]>><<endevent>><<set $daily.robin_in_cafe to 1>><<set $location to "cafe">><<set $phase to 2>><</link>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<run statusCheck("Gwylan")>> <<if Time.hour is 7 or Time.hour is 8 and Time.minute lt 50>> <<switch $speech_attitude>> <<case "meek">> "Apologies, but would it be alright if we went a little earlier?" you ask. "Please?" <<case "bratty">> "Hey, we'll be heading to school now. I need to get a leg up on studies," you say. <<default>> "Could we head to school a bit early?" you ask. "I need some time before class to study." <</switch>> <br><br> <<if Time.hour is 7>> <<He>> checks <<his>> wrist as if <<he>> was wearing a watch. "Already? <<if !(between($chef_state, 7, 8) and $chef_rework lte 30)>> I've barely had my <<seagullFood>>. Alright, just give me a moment." <<He>> quickly finishes <<his>> food, lightly dabbing <<his>> mouth with a handkerchief when done. <<if $rng lte 5>> <span class="purple"><<He>> suddenly burps</span>, quickly covering <<his>> mouth in embarrassment. "Oh dear, where are my manners?" <<he>> giggles. <</if>> <<else>> Trying to disrupt my routine even more?" <<He>> smiles. "I don't mind.<<if $worn.handheld.type.includes("bookbag")>> Don't forget your bag now!<</if>>" <</if>> <<else>> <<He>> smiles warmly. "No worries, <<pcpetname "Gwylan" "simple">>. I appreciate the scholarly spirit.<<if $worn.handheld.type.includes("bookbag")>> Don't forget your bag now!<</if>>" <</if>> <br><br> <</if>> <<if !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<He>> stands up with <<his>> plate. <<He>> empties the crumbs into the air, just as a flock of seagulls pass by. They don't let a single crumb land on the beach. <br><br> <</if>> <<if (Time.hour is 7 or Time.hour is 8 and Time.minute lt 50) and ($worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 or $gwylanSeen.includes("petplay") and $worn.neck.type.includes("leash"))>> <<set _magicLeash to true>> You feel your collar being tugged on <<if $worn.neck.name is "familiar collar">>as a glowing leash appears in Gwylan's hand<<else>>and look down to see Gwylan holding your leash<</if>>. "Now here comes the highlight of my day," <<he>> begins, pulling you closer until <<his>> hand caresses your cheek. "Walking <<pcpetname "Gwylan" "my">>." <br><br> <</if>> You leave the cafe and walk to school. <<if $rng gte 81>> Sam sees you and waves you off. <</if>> <br><br> <<schoolWalkChat "gwylan">> You soon arrive at the front gates. <<if C.npc.Gwylan.dom gte random(10, 200)>> Gwylan suddenly grows a mischievous grin. <br><br> Just before you walk through, <<he>> takes you by the arm and pulls you into a big hug. "Have a good day at school, dear!" <<he>> says far too loudly. Loud enough for several students to turn and look at you. <<He>> rubs <<his>> face up against yours and makes a big show of it. <<stress 5>><<gstress>> <br><br> <<if $gwylanSeen.includes("yearning")>> <<He>> finishes it off with an exaggerated kiss to your cheek. "Mwah! Mmmmmwah!" You hear laughter from the other students. <<He>> finally releases you, giving you a wink before waving you off. <<else>> <<He>> releases you after a moment, and winks before waving you off. <</if>> <br><br> <<if $cool gte 160>> You expect to never hear the end of this as some of your friends approach you. "I thought you lived at the orphanage," one says. "I didn't think your <<if $pronoun is "m">>dad<<else>>mum<</if>> would be so hot," another says. "<<He>> doesn't even look the age." <br><br> You're embarrassed, but at least you're not being made fun of. <<stress 3>><<trauma -2>><<gstress>><<ltrauma>> <<else>> You can already hear some of the jokes about your '<<father>>' at your expense. <<status -1>><<lcool>> <</if>> <<else>> <<He>> wishes you a good day at school and waves you goodbye. <</if>> <br><br> <<link [[Next|School Front Courtyard]]>><<endevent>><</link>> <br><<effects>> <<run statusCheck("Gwylan")>> /* ToDo: Gwylan - Gwylan 'convincing' PC to go to school */ <<He>> tilts <<his>> head, but shrugs. "School is important, you know." <br><br> <<gwylanOptions>><<set $outside to 1>><<set $location to "town">><<effects>> <<run statusCheck("Gwylan")>><<set _robin to statusCheck("Robin")>><<set _gwylan to [0, 1].includes($phase) ? "gwylan" : "none">><<set _robin to $robin_in_cafe ? "robin" : "none">> <span class="red">ERROR: Unfinished scene. You're not supposed to get here. Please report this bug.</span> <br><br> <<schoolWalkChat _gwylan _robin>> You soon arrive at the front gates. <<if C.npc.Gwylan.dom gte random(10, 200) and [0, 1].includes($phase)>> Gwylan suddenly grows a mischievous grin. <br><br> Just before you walk through, <<he>> pulls you and Robin into a big hug. "Have a good day at school, dears!" <<he>> says far too loudly. Loud enough for several students to turn and look at you. <<He>> rubs <<his>> face up against yours and makes a big show of it. <<stress 5>><<gstress>> <br><br> <<if $gwylanSeen.includes("yearning") and $gwylan.robin gte 20>> <<He>> finishes it off with an exaggerated kiss to Robin's cheek, and then yours. "Mwah! Mmmmmwah!" You hear laughter from the other students. <<He>> finally releases you, giving you a wink before waving you off. <<else>> <<He>> releases you after a moment, and winks before waving you off. <</if>> <br><br> <<if $cool gte 160>> You expect to never hear the end of this as some of your friends approach you. "I thought you two lived at the orphanage," one says. "I didn't think your <<if $pronoun is "m">>dad<<else>>mum<</if>> would be so hot," another says. "<<He>> doesn't even look the age. Wait, are you two siblings?" <br><br> Robin's face turns bright red, and they don't let <<nnpc_him "Robin">> get a word in about it. You're embarrassed too, but at least you're not being made fun of. <<stress 3>><<trauma -2>><<npcincr Robin dom -5>><<gstress>><<ltrauma>><<lldom "Robin">> <<else>> You can already hear some of the jokes about your "<<father>>" at your expense. <<status -1>><<lcool>><<npcincr Robin dom -1>><<ldom "Robin">> <</if>> <<elseif [0, 1].includes($phase)>> <<He>> wishes you and Robin a good day at school and waves you both goodbye. <</if>> <br><br> Robin walks ahead, wanting to get a head start on studying. <br><br> <<link [[Next|School Front Courtyard]]>><<endevent>><</link>> <br><<set $outside to 0>><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<if getRobinLocation() is "cafe">><<npc Robin 2>><</if>><<person1>> <<if $phase is 1>> The two of you enter the cafe proper. <<if $rng gte 81>>Sam notices and greets you warmly. <</if>>You take a seat at the balcony table<<if $worn.handheld.name isnot "naked">> and put aside your $worn.handheld.name<</if>>. <<if Weather.precipitation isnot "none">> The roof of the cafe extends far enough to shield it from the <<print Weather.precipitation>>. <</if>> Gwylan soon arrives with a plate of <<seagullFood>>. <<if $worn.handheld.type.includes("bookbag")>><<set $cafe_study to $worn.handheld.name>><</if>><<handheldundress "cafe_balcony">> <<elseif $phase is 2>> The three of you enter the cafe proper. <<if $rng gte 81>>Sam notices and greets you warmly. <</if>>You and Robin take a seat at the balcony table<<if $worn.handheld.name isnot "naked">>, and you put aside your $worn.handheld.name<</if>>. <<if Weather.precipitation isnot "none">> The roof of the cafe extends far enough to shield it from the <<print Weather.precipitation>>. <</if>> Gwylan soon arrives with a plate of <<seagullFood>>. <br><br> Robin absentmindedly thumbs through the menu. <<if $worn.handheld.type.includes("bookbag")>><<set $cafe_study to $worn.handheld.name>><</if>><<handheldundress "cafe_balcony">> <<else>> You head out to the cafe's balcony. <<if Weather.precipitation isnot "none">> The roof of the cafe extends far enough to shield it from the <<print Weather.precipitation>>. <</if>> Gwylan <<if $phase is 3>>and Robin sit<<else>>sits<</if>> at a solitary table, gazing out at the sea. <<if $daily.gwylan_skip_school>> An empty plate of sits in front of <<if $phase is 3>>Gwylan<<else>><<him>><</if>>. <<elseif Time.hour gte 8>> A plate of half-eaten <<seagullFood>> sits in front of <<if $phase is 3>>Gwylan<<else>><<him>><</if>>. <<else>> A plate of <<seagullFood>> sits in front of <<if $phase is 3>>Gwylan<<else>><<him>><</if>>. <</if>> <<if _gwylanStatus.includes("reunion")>> <br><br> <<gwylanReunion>> <br><br> <<if _gwylanStatus.includes("badEndReady") and $phase isnot 3>> <<set _noOptions to true>> <<He>> doesn't let go. "Please, just let me hold you for a little longer. I really though this would be the end. I thought I'd be alone again." <<switch $bodysize>> <<case 0 1>><<He>> withdraws only enough to look down into your eyes. <<case 2>><<He>> nuzzles <<his>> head into the crook of your neck. <<case 3>><<He>> presses <<his>> head into your chest. <</switch>> "Just a little longer." <br><br> You feel the slightest pinprick in your arm. <<pain 2>><<gpain>> <br><br> <span class="purple">The balcony starts to shift and distort.</span> Gwylan's face remains in perfect clarity at the center of your vision. <<He>> smiles sweetly, holding up a pink rose. Its stem drips red. <<hallucinogen 160>><<ggghallucinogens>> <br><br> You find your legs moving on their own. Gwylan guides you in a dance. "Shhh... just... a little longer." <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and you're no longer where you once were.">> <<His>> voice fades away with the rest of the cafe. <br><br> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 1 hour>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 1 hour>><<endevent>><</link>> <</if>> <br> <<else>> <<He>> holds you for just a moment longer, before letting go and returning to <<his>> seat. <<He>> motions to a free seat opposite <<him>>. <<if !$gwylanSeen.includes("cafe")>> <<set $gwylanSeen.pushUnique("cafe")>> "Would you like to join <<if $phase is 3>>us<<else>>me<</if>>? I come here every morning to clear my head. Maybe it'll help for you, too." <<elseif $gwylan.hunting is 3>> "Take a seat. My eyes have missed looking at you. <<gwylanCommand "You'll be coming by the shop later, too.">> We have some catching up to do." <<elseif _badEndFollowup>> "The shop must have something new to show you after going through that. Be sure to take a look around later, and we can talk more. Until then, would you like to join <<if $phase is 3>>us<<else>>me<</if>>? A bit of fresh ocean air might be just what you need to clear your head." <<else>> "Would you like to join <<if $phase is 3>>us<<else>>me<</if>>? A bit of fresh ocean air might be just what you need to clear your head." <</if>> <</if>> <<elseif !$gwylanSeen.includes("cafe")>> <br><br> <<set $gwylanSeen.pushUnique("cafe")>> <<if $speech_attitude is "meek">> "Y-you look lonely," you say. "Do you mind if I sit?" <<elseif $speech_attitude is "bratty">> "You look like you could use some company," you say. "I hope this seat isn't taken." <<else>> "Do you mind if I take this seat?" you ask. "You look lonely." <</if>> <br><br> Gwylan looks to you with surprise. <<if $gwylanSeen.includes("chef_chat")>> "You've already used that line on me," <<else>> "Most don't pay me any mind here. Sometimes I think I'm invisible," <</if>> <<he>> says with a giggle. A large seagull lands on the balcony, and tilts its head at <<him>>. <<He>> flicks a crumb of food at it, which it catches in its mouth before flying off. <br><br> "I wouldn't mind the company," <<he>> finally says. <<if $worn.handheld.type.includes("bookbag")>><<set $cafe_study to $worn.handheld.name>><</if>><<handheldundress "cafe_balcony">> <<else>> <<if $gwylanRescue?.failed>> <br><br> <<gwylanRescueApology>> <<else>> <<gwylanGreeting>> <</if>> <<if $worn.handheld.type.includes("bookbag")>><<set $cafe_study to $worn.handheld.name>><</if>><<handheldundress "cafe_balcony">> <</if>> <</if>> <br><br> <<if !_noOptions>> <<gwylanOptions>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> <<if $phase is 1>> You and Gwylan head over to the railing down the road from the cafe. <<if Weather.precipitation isnot "none">> <<He>> unfolds a large dark green umbrella and starts watching the sea. There's plenty of room under it for you. <<else>> <<He>> leans against it and starts watching the sea. <</if>> <<else>> You approach Gwylan. <<if Weather.precipitation isnot "none">> <<Hes>> holding a large dark green umbrella, and watching the sea. <<else>> <<Hes>> leaning against a railing and watching the sea. <</if>> <<if _gwylanStatus.includes("reunion")>> <br><br> <<if $gwylanSeen.includes("partners")>> <<He>> notices you out of the corner of <<his>> eye. Before you can blink, you are wrapped up in <<his>> warm embrace. <<if _gwylanTF.known>><<His>> tail curls around you. It's very soft.<</if>> <br><br> "Oh, sweetheart," <<he>> whispers. "You've been gone so long, I was starting to think you were never coming back. What happened to you?" <<else>> <<He>> notices you out of the corner of <<his>> eye. <<He>> smiles widely. "There you are!" <<He>> walks up and hugs you. "I was starting to wonder if you had forgotten about me. What happened to you?" <</if>> <br><br> <<gwylanReunion>> <br><br> <<if _gwylanStatus.includes("badEndReady")>> <<set _noOptions to true>> <<He>> doesn't let go. <br><br> "Please, just let me hold you for a little longer. I really though this would be the end. I thought I'd be alone again." <<switch $bodysize>> <<case 0 1>><<He>> withdraws only enough to look down into your eyes. <<case 2>><<He>> nuzzles <<his>> head into the crook of your neck. <<case 3>><<He>> presses <<his>> head into your chest. <</switch>> "Just a little longer." <br><br> You feel the slightest pinprick in your arm. <<pain 2>><<gpain>> <br><br> <span class="purple">The street starts to shift and distort.</span> Gwylan's face remains in perfect clarity at the center of your vision. <<He>> smiles sweetly, holding up a pink rose. Its stem drips red. <<hallucinogen 160>><<ggghallucinogens>> <br><br> You find your legs moving on their own. Gwylan guides you in a dance. "Shhh... just... a little longer." <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and you're no longer where you once were.">> <<His>> voice fades away with the rest of the town. <br><br> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 1 hour>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 1 hour>><<endevent>><</link>> <</if>> <<else>> <<He>> holds you for just a moment longer, before letting go. <<if !$gwylanSeen.includes("cafe")>> <<set $gwylanSeen.pushUnique("cafe")>> "Would you like to join me? I come to the cafe every morning to clear my head. Maybe it'll help for you, too." <<elseif $gwylan.hunting is 3>> "Take a seat. My eyes have missed looking at you. <<gwylanCommand "You'll be coming by the shop later, too.">> We have some catching up to do." <<elseif _badEndFollowup>> "The shop must have something new to show you after going through that. Be sure to take a look around later, and we can talk more. Until then, would you like to join me? A bit of fresh ocean air might be just what you need to clear your head." <<else>> "Would you like to join me? A bit of fresh ocean air might be just what you need to clear your head." <</if>> <</if>> <<elseif !$gwylanSeen.includes("cafe")>> <br><br> <<set $gwylanSeen.pushUnique("cafe")>> <<if $speech_attitude is "meek">> "Y-you look lonely," you say. "Do you mind if I join you?" <<elseif $speech_attitude is "bratty">> "You look like you could use some company," you say. "I hope there's room for me." <<else>> "Do you mind if I join you?" you ask. "You look lonely." <</if>> <br><br> Gwylan looks to you with surprise. <<if $gwylanSeen.includes("chef_chat")>> "You've already used that line on me," <<else>> "Most don't pay me any mind here. Sometimes I think I'm invisible," <</if>> <<he>> says with a giggle. A large seagull lands on the railing, and tilts its head at <<him>>. <<He>> flicks a bread crumb at it, which it catches in its mouth before flying off. <br><br> "I wouldn't mind the company," <<he>> finally says. <<else>> <<if Weather.precipitation isnot "none">> There's plenty of room under <<his>> umbrella for you. <</if>> <<if $gwylanRescue?.failed>> <br><br> <<gwylanRescueApology>> <<else>> <<gwylanGreeting>> <</if>> <</if>> <</if>> <br><br> <<if !_noOptions>> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _robin to statusCheck("Robin")>><<set _robinPresent to $location is "cafe" and $daily.robin_in_cafe is 1>><<silently>><<seagullFood>><</silently>> <<if $phase2 is 1>> <<switch $phase>> <<case "fruity ale">> <<wearProp "alcohol" 0 "fruity ale">><<set _food to "a fruity ale. It arrives quickly, served in a regular beer glass. It's very sweet and light. It's delicious">> <<case "winter ale">> <<wearProp "alcohol" 0 "winter ale">><<set _food to "winter ale. It arrives promptly, served in a beautifully curved glass. It's sweet, rather than bitter. It's delicious">> <<case "shandy">> <<wearProp "alcohol" 0 "shandy">><<set _food to "a shandy. It arrives quickly. It's served in a can with a beer glass; you're clearly meant to pour it yourself. It's lemon flavoured and very refreshing">> <<case "autumn ale">> <<wearProp "alcohol" 0 "autumn ale">><<set _food to "an autumn ale. It arrives quickly. It's sweet and has a hint of caramel. It's delicious">> <<case "coffee">> <<wearProp "coffee">><<set _food to "a cup of coffee. It's strong, but not too strong">> <<case "milkshake">> <<wearProp "milkshake">><<set _food to "a milkshake, with two straws. It's very sweet">> <<case "fruit salad">> <<wearProp "salad fork">><<set _food to "a fruit salad. It arrives promptly, full of fresh strawberries, blueberries, kiwi, and chunks of pineapple. It's sweet and delicious">> <<case "gingerbread">> <<wearProp "gingerbread">><<set _food to "a gingerbread man. It arrives promptly, a friendly icing face smiling up at you. It's sweet and delicious, and <<print $christmas is 1 and Time.monthDay is 25 ? `it's the perfect treat for Christmas Day` : `it reminds you of Christmas`>>">> <<case "pancakes">> <<wearProp "pancake">><<set _food to "a stack of freshly made pancakes. It arrives promptly, topped with a large helping of butter and jam. The smell is delicious, and has a hint of vanilla">> <<case "crepes">> <<wearProp "pancake">><<set _food to "a plate of crepes. It arrives quickly, filled with strawberries and topped with a light sprinkle of powdered sugar. It's very sweet">> <<case "deluxe cream bun">> <<wearProp "creambun">><<set _food to "one of the cafe's staple cream buns. It soon arrives, fresh from the oven and filled to the brim with creamy goodness. The flavour is divine">> <<default>> <<wearProp "fork">><<set _food to "the food. It arrives promptly, and it's delicious">> <</switch>> You order _food. <</if>> You stare out at the ocean with Gwylan<<if _robinPresent>> and Robin<</if>>, <<print Weather.precipitation is "rain" ? "entranced by the rain and the waves" : Weather.isSnow ? "entranced as snowflakes vanish into the waves" : "enjoying the breeze">>. <br><br> <<if $gwylan.request.event is "meetAtCafe">> /* Story progress, unlock intro for second ritual */ <<set $gwylanSeen.pushUnique("struggles")>><<gwylanRequestEnd "skip">> <<if _robinPresent>> "Robin, would you be a dear and give me and your <<if $robinromance>><<girl>><</if>>friend a moment to ourselves?" Gwylan says. "There's a personal matter I need to discuss with <<phim>> is all." <br><br> <<if Time.schoolDay>> <<He>> smiles. "We'll meet you outside afterwards. Don't forget your backpack, now." <<else>> <<He>> pulls out some cash, and hands it to Robin. "Here, go and order yourself something nice in the meantime, so the staff don't give you any trouble." <</if>> <br><br> Robin does a quick <<if _robin.pronoun is "m">>bow<<else>>curtsy<</if>> and exits the balcony. Gwylan turns <<his>> attention back to you. <br><br> <</if>> "I told you I needed to know something," <<he>> says. "I <i>need</i> to know. You've already told me so much, but I..." <br><br> <<He>> averts <<his>> gaze, watching the sea again. "I'm greedy. Every time you tell me something, it just makes me want to know more. Now there's something gnawing at me. Something I need to know more than ever." <<He>> has a look of grim fascination as <<he>> looks back to you. <br><br> "How do you keep going? Anyone else would have been broken down to nothing after everything you've told me.<br> <span class="gold"> <<if $gwylanSeen.includes("likes_tentacles")>>The tentacles that have violated you so much that you're now accustomed to them.<br><</if>> <<if $gwylanSeen.includes("kylar_kidnapped")>> That <<nnpc_gendery "Kylar">> Kylar, who kidnapped you and tried to force you to marry <<nnpc_him "Kylar">>.<br> <<elseif $gwylanSeen.includes("kylar_parents")>> That <<nnpc_gendery "Kylar">> Kylar, who kidnapped you.<br> <</if>> <<if $gwylanSeen.includes("farm_defended")>>The way you defended your farm from Remy, without giving so much as an inch.<br><</if>> <<if $gwylanSeen.includes("tenyclus")>>The gaps in your memory after you played that strange game too much.<br><</if>> <<if $gwylanSeen.includes("christmas_generosity")>>How you were so desperate for money that you resorted to stealing, and yet, when you found someone in more need than you, you left a large sum of money for them instead.<br><</if>> <<if $gwylanTalked.includes("underground_brothel")>>Your escape from sex slavery.<br><</if>> <<if $gwylanTalked.includes("underground_farm")>>The human cattle farm.<br><</if>> <<if $gwylanSeen.includes("eden_known")>>Your time with the hunter, and your efforts to smother <<nnpc_his "Eden">> loneliness.<br><</if>> <<if $gwylanSeen.includes("likes_wolves")>>Your integration into the local wolf pack.<br><</if>> <<if $gwylanTalked.includes("bird")>>Your time in the old castle with the hawk.<br><</if>> <<if $gwylanTalked.includes("prison")>>Your confinement in prison.<br><</if>> <<if $gwylanTalked.includes("asylum")>>Your treatments in the asylum.<br><</if>> <<if $gwylanTalked.includes("temple_confessor")>>The terrible truth told to you by the bishop.<br><</if>> <<if $gwylanTalked.includes("temple_exorcist")>>The way you rescued someone from a dark ritual while working a dance job.<br><</if>> <<if $gwylanTalked.includes("temple_sexy")>>The burdens of the world you've taken on while trying to purge its poisons.<br><</if>> <<if $gwylanTalked.includes("historic")>>The stories and history you've sought out.<br><</if>> <<if $gwylanTalked.includes("hookah")>>The terrible things you've seen, and how you inherited the hookah parlour.<br><</if>> <<if $chef_speech is "bailey">>How you bravely told everyone about what Bailey is doing at the orphanage during the cafe's grand re-opening.<br><</if>> <<if $gwylanTalked.includes("islander")>>Your exile to the island, and everything you've told me about the culture you found there.<br><</if>> <<if $gwylanTalked.includes("fox_mask")>>How you accompanied an Elk to the Rite of Renewal as a Fox.<br><</if>> <<if $brownFoxRevealed>> <<if $avery_mansion?.heist_suspicion isnot undefined>> How we stole the clutching bones together.<br> <<elseif $avery_mansion?.fox.stones>> How you boldly stole the clutching bones from Avery.<br> <</if>> <</if>> <<if $gwylanSeen.includes("auriga_scar")>> The Elk's wound over your heart.<br> <</if>> <<if $gwylanTalked.includes("succubus")>> <<if $gwylanSeen.includes("fall_from_grace")>> Your fall from grace. <<else>> Your personal march through Hell. <</if>> <br> <</if>> I memorised it all, in case you never returned to tell me more." </span> <br><br> <<His>> eyes scan you up and down, searching for something. "Yet, you did come back. You keep coming back, no matter what troubles or triumphs you face. What is it that stops you from giving up hope?" <br><br> You think about it for a long moment, recalling everything you've been through. <br><br> More than anything else, the thing that keeps you going is... <br> <<link [[Spite|Gwylan Talk Struggles Spite]]>><</link>> <br> <<link [[Survival instinct|Gwylan Talk Struggles Survival]]>><</link>> <br> <<link [[Thoughts of a better future|Gwylan Talk Struggles Optimism]]>><</link>> <br> <<if Object.values(V.children).length>> <<if Object.values(V.children).length is 1>> <<link [[Your child|Gwylan Talk Struggles Children]]>><</link>> <<else>> <<link [[Your children|Gwylan Talk Struggles Children]]>><</link>> <</if>> <br> <</if>> <<link [[The other orphans|Gwylan Talk Struggles Orphans]]>><</link>> <br> <<if $fame.good gte 400>> <<link [[The need to help others|Gwylan Talk Struggles Kind]]>><</link>><<note "Kindness fame" "green">> <br> <</if>> <<link [[Someone important to you|Gwylan Talk Struggles Special]]>><</link>> <br> <<if $submissive lte 850 or $sadism_level gte 2>> <<link [[Revenge|Gwylan Talk Struggles Revenge]]>><</link>><<if $submissive lte 850>><<defianttext>><<else>><<note "Sadist" "lewd">><</if>> <br> <</if>> <<if $angel gte 6 or $fallenangel gte 2 or ["monk","priest"].includes($temple_rank)>> <<link [[Divine purpose|Gwylan Talk Struggles Divine]]>><</link>><<if $angel gte 6>><<angel>><<elseif $fallenangel gte 2>><<fallenangel>><<else>><<note "Temple rank" "gold">><</if>> <br> <</if>> <<if $demon gte 6 or $backgroundTraits.includes("lustful") or $auriga_scar>> <<link [[Lust|Gwylan Talk Struggles Lust]]>><</link>><<if $demon gte 6>><<demon>><<elseif $auriga_scar>><<note "Elk-scarred" "red">><<else>><<note "Lustful" "lewd">><</if>> <br> <</if>> <<if $innocencestate is 1>> <<link [[Say you don't know what <<he>> means|Gwylan Talk Struggles Innocent]]>><</link>><<note "Innocent" "teal">> <br> <<elseif $awarelevel gte 4 or $temple_confessor_intro or $hookah_state gte 2 or $auriga_scar>> <<link [[The need to find answers|Gwylan Talk Struggles Answers]]>><</link>> <br> <</if>> <<link [[Say you don't know|Gwylan Talk Struggles Unknown]]>><</link>> <br> <<link [[Say you don't want to keep going|Gwylan Talk Struggles Desolate]]>><</link>> <br> <<else>> <<if $phase2 is 1>> Gwylan briefly looks over at your $phase. <<switch $phase>> <<case "coffee">> "Are you drinking that for flavour, or to wake up? It doesn't do anything for me unless I add a bunch of my own brew to it." <<case "fruity ale" "shandy" "autumn ale" "winter ale">> "Getting started early, are we?" <<if $stress gte ($stressmax / 5) * 3 or $trauma gte ($traumamax / 5) * 2>> <<set $gwylanSeen.pushUnique("bad_day_drinking")>> <<He>> looks concerned. "No judgement, but you should only drink to make a good day better. No offense either, but you look troubled as it is." <<elseif _gwylanLovePercent gte 50>> <<if npcIsPregnant("Gwylan")>> <<He>> pouts. "So rude to drink in front of me right now." <<He>> gently rubs <<his>> <<bellyDescription "Gwylan">>. <<else>> <<He>> thinks for a moment, before shrugging. "Why not? I'll cheer with you." <<He>> orders a $phase too<<if _robinPresent and !npcIsPregnant("Robin")>>, and another one for Robin<<set $daily.robin_cafe_food to 1>><</if>>. You clink your drinks together. <<if $islander_language gte 100>> <<He>> cheers in the islander's tongue. <<else>> <<He>> says something in a language you don't recognise, but it sounds like a cheer. <</if>> <</if>> <<else>> <<set $gwylanSeen.pushUnique("bad_day_drinking")>> <<He>> giggles. "You should only drink to make a good day better, so I hope your day's already going well." <</if>> <<case "milkshake">> <<He>> notices that there's two straws sticking out. <<if $gwylanSeen.includes("romance")>> "You're such a sap." <<He>> smiles. "It's okay. I like it." You enjoy the milkshake together. <<else>> "Really? Trying to buy my affections now?" <<He>> laughs. "You're lucky you're cute." <</if>> <<case "pancakes">> "Pancakes and crepes are very similar. The difference is that crepes don't use a leavening agent and are usually served with fruit. Overseas, pancakes are made much thicker. In fact, almost every country has a different kind of pancake." <<if Time.season isnot "winter">> <<He>> takes a bite of <<his>> crepes. "These are still my favourite." <</if>> <<if _robinPresent>> <br><br> Robin seems deep in thought. "I wish I could travel overseas someday. Heck, I'd take anywhere that isn't this dump of a town..." <<person2>><<He>> catches <<himself>>. "Um, n-not that I don't enjoy your company! I'd take you with me as well. The other orphans too if I could."<<person1>> <</if>> <<case "crepes">> <<if Time.season is "winter">> "I do like my crepes, but I can't eat it every day for a year straight. I need a break during the colder months." <<else>> "Ooh, little copycat," Gwylan says with a giggle. "Sammy likes to mix up the fruit the crepes get served with. <<nnpc_He "Sam">> tries to judge how the person ordering it is feeling that day, and picks a fruit to match." <</if>> <<case "gingerbread">> "There's a strange joy in eating a food that's shaped like people, isn't there?" <br><br> Gwylan looks at you with a serious glare, but cracks a smile and starts laughing. "I'm just kidding." <<default>> "Good choice." <</switch>> <br><br> <<elseif $phase2 is 2>> <<print either("Fishing", "Rummaging", "Searching", "Shuffling", "Sorting", "Digging")>> through your $cafe_study, you pull out your textbook on $phase. You spend some time going through the material. The <<if Weather.precipitation is "rain">>pouring rain makes<<else>>crashing waves make<</if>> for some pretty calming background noise for studying. <br><br> Gwylan watches idly as you flip through the pages<<if _gwylanTF.known>>, <<his>> large tail slowly swishing behind <<him>><</if>>. <<if $rng lte 20>> <br><br> You get stuck on one particular part. Despite re-reading it over and over, the information just doesn't seem to want to stick. <br><br> Gwylan picks up on it and asks what you're having difficulties with. You show <<him>> the page you're on. <<He>> grabs the book and quickly skims through it. <br><br> After a brief minute <<he>> hands it back to you, and guides you through each part, while still allowing you to reach the answers on your own. After some time, you feel that you can finally grasp the topic. <<if $gwylanSeen.includes("partners")>> You lean over and plant a kiss on <<his>> cheek in gratitude. <<He>> puts a hand over the spot and smiles bashfully. <<else>> You thank <<him>> for the help. <<He>> leans back and tips <<his>> hat in response. <</if>> <<else>> You manage to absorb the information in the chapter without too much effort, and bookmark where you left off for later. <</if>> <br><br> <<set _colour to $phase is "science" ? "blue" : $phase is "history" ? "yellow" : $phase is "maths" ? "red" : "green">> <<wearProp "textbook" _colour $phase>> <</if>> /* Robin arrives here if the player went to the cafe early. */ <<if $gwylanSeen.includes("cafe_walk_robin") and $robin.timer.hurt is 0 and !$daily.robin_in_cafe and $robinmissing is 0 and !$robinlocationoverride and Time.schoolDay and Time.hour gte 8 and false>> /* WARNING! Re-enable later for Gwybin cafe */ <<set $daily.robin_in_cafe to 1>><<set _robin to statusCheck("Robin")>><<set _robinPresent to true>><<npc Robin 2>><<person2>> The door to the cafe proper opens, and Robin steps out onto the balcony. <<if false>> /* If Robin hasn't seen PC in a long time */ <br><br> <<His>> jaw drops when <<he>> sees you. You have no time to react as you're quickly tackled into a hug. <br><br> <<His>> face buries into your shoulder as <<he>> starts spouting mostly incomprehensible gibberish. You are able to decipher some of it. <span class="green">It's about how much <<hes>> missed you.</span> <<trauma -6>><<ltrauma>> <br><br> <<He>> eventually pulls apart and wipes <<his>> tears. But <<his>> expression soon turns serious. "So, if you're here, why haven't you come to see me yet? I've been worried sick," <<he>> says. You struggle to come up with an answer. "Nevermind, it doesn't matter anymore. I'm just glad you're safe. <<if $robinromance>>I love you.<</if>>" <br><br> <<He>> composes <<himself>>, and smiles at you. Gwylan smiles too. "You have a very loyal friend, <<pcpetname "Gwylan">>. Be sure to take care of <<him>> like <<he>> takes care of you." <<elseif _robin.trauma gte 80>> <<He>> doesn't say a word as <<he>> sits down, slumped forward and expressionless. <br><br> You and Gwylan share a worried look, but don't press <<him>> on the matter. <<elseif _robin.dom gte 60 and _robin.trauma lt 40>> <<He>> waves at Gwylan and turns to you. <br><br> "I figured you'd be here! Mind if I join you?" <<He>> moseys over to the empty seat. <<if $phase2 is 1>> <<He>> notices your order. "$phase.toUpperFirst(), huh? Smells <<if !["fruity ale", "shandy", "autumn ale", "winter ale"].includes($phase)>>real good<<else>>interesting<</if>>." <<elseif $phase2 is 2>> <<He>> notices the $phase textbook in front of you. "Getting a head start on studying? Smart." <<He>> pulls out <<his>> own $phase textbook and starts leisurely browsing through some of the chapters. <</if>> <<else>> /* Expand this whole section depending on Robin's and the player's state */ <<He>> waves at Gwylan and turns to you. <br><br> "Ah, there you are! I thought you may have gone to school early." <<He>> takes the empty seat. <<if $phase2 is 1>> <<He>> notices your order. "Ooh, you got $phase? Smells<<if !["fruity ale", "shandy", "autumn ale", "winter ale"].includes($phase)>> lovely<<else>>... quite strong<</if>>." <<elseif $phase2 is 2>> <<He>> notices the $phase textbook in front of you. "Good idea. I've got a bit to catch up on myself, actually." <<He>> pulls out <<his>> own $phase textbook and flips to one of the later chapters, going quiet as <<he>> focuses on the material. <</if>> <</if>> <br><br> <<person1>> <</if>> You enjoy the view in silence for a while. <br><br> <<cleareventpool>> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<if _robinPresent>> /* Robin-exclusive events */ <<if $phase2 is 1 and !$daily.robin_cafe_food>> <<addinlineevent "gwylan_watch_sea_robin_hungry" 1>> <<set $daily.robin_cafe_food to 1>><<set _noOptions to true>><<set _wouldBuy to ($robinmoney + (_robin.dom * 2) + ($robinpaid is 1 ? 200 : 0)) / 10 gte random(0, 100)>><<generateRole 2 0 "waiter/waitress">><<person2>> You're halfway through your $phase when you hear Robin's stomach rumble. <<switch $phase>> <<case "coffee">> <<if $robinmoney gte 2 and _wouldBuy>> <<set _isBuying to true>><<set _foodCost to 2>> <span class="red">TODO: Robin</span> <<else>> <span class="red">TODO: Robin</span> <</if>> <<case "fruity ale" "shandy" "autumn ale" "winter ale">> <<if !npcIsPregnant("Robin") and $robinmoney gte 7 and (_wouldBuy or _robin.trauma gte random(80, 105))>> <<set _isBuying to true>><<set _foodCost to 7>> <span class="red">TODO: Robin</span> <<elseif npcIsPregnant("Robin")>> <span class="red">TODO: Robin</span> <<else>> <span class="red">TODO: Robin</span> <</if>> <<case "fruit salad">> <<if $robinmoney gte 5 and _wouldBuy>> <<set _isBuying to true>><<set _foodCost to 5>> <span class="red">TODO: Robin</span> <<else>> <span class="red">TODO: Robin</span> <</if>> <<case "gingerbread">> <<if $robinmoney gte 6 and (_wouldBuy or (V.christmas and Time.monthDay is 25))>> <<set _isBuying to true>><<set _foodCost to 6>> <span class="red">TODO: Robin</span> <<else>> <span class="red">TODO: Robin</span> <</if>> <<case "pancakes">> You catch <<him>> looking at your plate. "Put some strawberry jam on there, and that would really hit the spot right now." <<if $robinmoney gte 10 and _wouldBuy>> <<set _isBuying to true>><<set _foodCost to 10>> <<He>> considers the idea for a moment, before waving to get the attention of the <<person3>><<person>> nearby. <<else>> <<He>> sighs. "I can never quite get them right back at the orphanage." <</if>> <<case "crepes">> <<if $robinmoney gte 10 and _wouldBuy>> <<set _isBuying to true>><<set _foodCost to 10>> <span class="red">TODO: Robin</span> <<else>> <span class="red">TODO: Robin</span> <</if>> <<case "deluxe cream bun">> <<if $robinmoney gte 50 and _wouldBuy>> <<set _isBuying to true>><<set _foodCost to 50>> <span class="red">TODO: Robin</span> <<else>> <span class="red">TODO: Robin</span> <</if>> <<default>> "That looks good." <</switch>> <br><br> <<if _isBuying is true>> /* Todo: Options */ <<socialiseicon "angry">> <<link [[Try to discourage <<him>>|Gwylan Ocean Breeze Robin Buy]]>> <<set $phase2 to 4>><<npcincr Robin dom -2>> <</link>><<lldom "Robin">><<note "- Robin's Love?" "red">><<if $phase is "deluxe cream bun">><<note "- - Robin's Money?" "blue">><<else>><<note "- Robin's Money?" "blue">><</if>> <br> <<if $money gte _foodCost * 100>> <<highicon>> <<link [[Pay for <<his>> $phase (£_foodCost)|Gwylan Ocean Breeze Robin Buy]]>> <<set $phase2 to 5>><<npcincr Robin love 2>><<money `-_foodCost*100` "cafe">> <</link>><<gglove "Robin">> <br> <</if>> <<skinicon "give">> <<link [[Offer <<him>> the rest of your $phase instead|Gwylan Ocean Breeze Robin Buy]]>> <<set $phase2 to 6>><<stress 8>><<npcincr Robin love 1>> <</link>><<gstress>><<glove "Robin">> <br> <<refuseicon>> <<link [[Let <<him>> order|Gwylan Ocean Breeze Robin Buy]]>> <<set $phase2 to 7>><<set $robinmoney -= _foodCost>><<npcincr Robin dom 1>> <</link>><<gdom "Robin">><<if $phase is "deluxe cream bun">><<note "- - Robin's Money" "blue">><<else>><<note "- Robin's Money" "blue">><</if>> <br> <<else>> <<if $money gte 200>> <<foodicon "coffee">><<link [[Buy Robin a coffee (£2)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "coffee">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "coffee">><<set $phase2 to 2>><<money -200 "cafe">> <</link>><<glove "Robin">><<if $phase is "coffee">><<gdom "Robin">><</if>> <br> <</if>> <<if $money gte 700 and !npcIsPregnant("Robin")>> <<if Time.season is "winter">> <<foodicon "winterale">> <<link [[Buy Robin a winter ale (£7)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "winter ale">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "winter ale">><<set $phase2 to 2>><<money -700 "cafe">> <</link>><<glove "Robin">><<if $phase is "winter ale">><<gdom "Robin">><</if>> <br> <<elseif Time.season is "spring">> <<foodicon "fruityale">> <<link [[Buy Robin a fruity ale (£7)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "fruity ale">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "fruity ale">><<set $phase2 to 2>><<money -700 "cafe">> <</link>><<glove "Robin">><<if $phase is "fruity ale">><<gdom "Robin">><</if>> <br> <<elseif Time.season is "summer">> <<foodicon "shandy">> <<link [[Buy Robin a shandy (£7)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "shandy">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "shandy">><<set $phase2 to 2>><<money -700 "cafe">> <</link>><<glove "Robin">><<if $phase is "shandy">><<gdom "Robin">><</if>> <br> <<else>> <<foodicon "autumnale">> <<link [[Buy Robin an autumn ale (£7)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "autumn ale">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "autumn ale">><<set $phase2 to 2>><<money -700 "cafe">> <</link>><<glove "Robin">><<if $phase is "autumn ale">><<gdom "Robin">><</if>> <br> <</if>> <<elseif npcIsPregnant("Robin")>> <span class="blue">You decide against ordering Robin alcohol, knowing <<hes>> with child.</span> <br> <</if>> <<if $money gte 500>> <<foodicon "fruitsalad">> <<link [[Buy Robin a fruit salad (£5)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "fruit salad">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "fruit salad">><<set $phase2 to 2>><<money -500 "cafe">> <</link>><<glove "Robin">><<if $phase is "fruit salad">><<gdom "Robin">><</if>> <br> <</if>> <<if $money gte 600 and Time.season is "winter">> <<foodicon "gingerbread">> <<link [[Buy Robin gingerbread (£6)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "gingerbread">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "gingerbread">><<set $phase2 to 2>><<money -600 "cafe">> <</link>><<glove "Robin">><<if $phase is "gingerbread">><<gdom "Robin">><</if>> <br> <</if>> <<if $money gte 1000>> <<foodicon "pancakes">> <<link [[Buy Robin pancakes (£10)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "pancakes">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "pancakes">><<set $phase2 to 2>><<money -1000 "cafe">> <</link>><<glove "Robin">><<if $phase is "pancakes">><<gdom "Robin">><</if>> <br> <<foodicon "crepes">> <<link [[Buy Robin crepes (£10)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "crepes">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 1>> <<set $phase to "crepes">><<set $phase2 to 2>><<money -1000 "cafe">> <</link>><<glove "Robin">><<if $phase is "crepes">><<gdom "Robin">><</if>> <br> <</if>> <<if $money gte 5000>> <<foodicon "creambun">> <<link [[Buy Robin a Deluxe Cream Bun (£50)|Gwylan Ocean Breeze Robin Buy]]>> <<if $phase is "deluxe cream bun">><<npcincr Robin dom 1>><</if>><<npcincr Robin love 2>> <<set $phase to "deluxe cream bun">><<set $phase2 to 2>><<money -5000 "cafe">> <</link>><<gglove "Robin">><<if $phase is "deluxe cream bun">><<gdom "Robin">><</if>> <br> <</if>> <<if ["winter ale", "fruity ale", "shandy", "autumn ale"].includes($phase) and npcIsPregnant("Robin")>> <span class="blue">You decide against sharing your $phase with <<him>>, knowing <<hes>> with child.</span> <br> <<else>> <<skinicon "give">> <<link [[Share the rest of your $phase with <<him>>|Gwylan Ocean Breeze Robin Buy]]>> <<set $phase2 to 3>><<stress 8>><<npcincr Robin dom 1>><<npcincr Robin love 1>> <</link>><<gstress>><<glove "Robin">><<gdom "Robin">> <br> <</if>> <<refuseicon>> <<link [[Ignore <<him>>|Gwylan Ocean Breeze Watch]]>> <<set $phase2 to 0>><<npcincr Robin dom -2>> <</link>><<ldom "Robin">> <br><br> <</if>> <</addinlineevent>> <</if>> <<if _robin.crossdressing gte 2 and _robin.crossdressing lte 4 and _robin.dom lt 80 and !$weekly.gwylan_sea_talk_robin_cd>> <<addinlineevent "gwylan_watch_sea_robin_crossdressing" 1>> <<set $weekly.gwylan_sea_talk_robin_cd to 1>> Robin awkwardly adjusts <<person2>><<if Time.schoolDay>>the waistband of <<his>> school <<if $pronoun is "m">>skirt<<else>>shorts<</if>><<else>><<his>> <<npcClothesText _robin "upper">><</if>>. <<His>> attempts to be subtle clearly didn't work, as Gwylan quickly perks up. <br><br> "That fits you really well, you know?" <br><br> Robin shifts around some more, then pauses, realising the comment was for <<him>>. "Oh! Hah... I'm glad you think so," <<he>> says, looking down sheepishly. <br><br> Gwylan pouts a little, and leans in. "Look at me." Robin looks <<person1>><<him>> in the eyes. "You look gorgeous, so why do you look so ashamed?" <br><br> Robin appears at a loss for words for a moment, but <<his>> expression soon changes into that of a big smile. <<npcincr Robin dom 3>><<gwylanRobin>><<ggdom "Robin">> <br><br> <</addinlineevent>> <</if>> <</if>> <<addinlineevent "gwylan_watch_sea_feed" 1>> Gwylan takes a piece of <<seagullFood>><<if _seagullFood isnot "gingerbread">> in <<his>> fork<</if>>, and holds it out over the edge of the balcony. Immediately, a gull swoops by and eats it right off of <<if _seagullFood isnot "gingerbread">>the fork<<else>><<his>> palm<</if>> without stopping. <br><br> <</addinlineevent>> <<if _seagullFood is "cherry crepes">> <<addinlineevent "gwylan_watch_sea_cherry" 1>> "Watch this." Gwylan impales a cherry on <<his>> fork and eats it, stem and all. <<He>> chews for a few moments, before sticking <<his>> tongue out, revealing <span class="lewd">nothing but the stem, tied in a nearly perfect knot</span>. <br><br> <<if _robinPresent>> <<person2>>Robin's eyes quickly dart away as <<his>> cheeks flush.<<person1>> <br><br> <</if>> <<He>> spits it off to the side, where it's caught by a passing gull. <<He>> winks at you. <<npcincr Gwylan lust 1>><<glust>> <br><br> <</addinlineevent>> <</if>> <<if $gwylanSeen.includes("cafe_chef_truth") or $chef_speech is "truth">> <<addinlineevent "gwylan_watch_sea_cream_buns" 1>> "You've ruined these cream buns for me, you know?" <br><br> <<He>> quickly realises how that sounds, backpedaling. "By that, I mean the normal buns. Your special ones were already tastier, and then I found out how they were made? Honestly, how could I go back?" <br><br> <<if _robinPresent>> Robin looks at both of you, expecting either of you to elaborate. You and Gwylan simply share a look, and giggle. <br><br> <<person2>><<He>> pouts and crosses <<his>> arms. "Hey, what's with the big secret? You can tell me too!" <br><br> <<He>> soon gives up when it becomes clear neither of you are going to give a straight answer.<<person1>> <br><br> <</if>> <</addinlineevent>> <</if>> <<else>> <<if ($chef_rework lte 0 or $chef_state is 8) and !$weekly.gwylan_sea_talk_cafe_opening>> <<addinlineevent "gwylan_watch_sea_cafe_opening" 10>> <<set $weekly.gwylan_sea_talk_cafe_opening to true>> <<He>> looks over in the direction of the newly renovated cafe. <br><br> "The place is coming along nicely. Sammy always has been an ambitious one." <<He>> turns to you. "Thank you for making <<nnpc_his "Sam">> ambitions a reality." <br><br> There's a brief silence before <<he>> continues. "Me personally, I can't wait to finally have my routine back. It may have been monotone, but I've really missed it.<<if $gwylan.sea gte 20>> Well, monotone without you that is.<</if>>" <br><br> Another silence. "...Anyway, you better get going with the opening ceremony soon so I can get back to having my <<seagullFood>>!" <<he>> quips, gently punching your shoulder. "I'll be in attendance, so be sure to look out for me." <br><br> <</addinlineevent>> <</if>> <</if>> <<if !$weekly.gwylan_sea_talk_ice_cream and _robinPresent>> <<addinlineevent "gwylan_watch_sea_event_ice_cream" 1>> <<set _noOptions to true>> <<set $weekly.gwylan_sea_talk_ice_cream to true>><<if random(1, 2) is 1>><<generateNPC 2 t m m>><<else>><<generateNPC 2 t f f>><</if>><<person2>> You see a child <<print either("walking", "running", "gently humming", "spinning around")>> <<if $location is "cafe">> on the walkway below, <<else>> on the walkway nearby, <</if>> holding an ice cream cone. <<He>> trips and <span class="red">drops it onto the pavement</span>. <<He>> lowers <<his>> head, and you hear <<him>> begin to cry. Gwylan makes a small noise from beside you. <<person1>><<He>> rushes away from the <<if !between(V.chef_state, 7, 8)>>balcony<<else>>railing<</if>>. <br><br> <<if inappropriatePlayerState("clothes")>> <span class="blue">You don't think you should follow <<him>> in this state of dress.</span> <<elseif inappropriatePlayerState("bodywriting")>> <span class="blue">You don't think you should follow <<him>> while covered in lewd bodywriting.</span> <<elseif inappropriatePlayerState("fluids")>> <span class="blue">You don't think you should follow <<him>> while covered in lewd fluids.</span> <<elseif inappropriatePlayerState("drugs")>> <span class="blue">You don't think you should follow <<him>> while intoxicated.</span> <<else>> <<link [[Follow|Gwylan Ocean Breeze Ice Cream]]>><<set $phase to 0>><</link>> <</if>> <br> <<link [[Watch|Gwylan Ocean Breeze Ice Cream]]>><<set $phase to 1>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_watch_sea_ocean_floor" 1>> "Strange to think that there are things on the ocean floor older than humans<<if _robinPresent>>," Gwylan says.<<else>>."<</if>> <br><br> You're not sure how to respond. <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_shore_tide" 1>> "The tide comes and goes without thought of the shore." <<if _robinPresent>>Gwylan<<else>><<He>><</if>> places <<his>> hands on the railing. "Sometimes I feel like the shore, and other times I feel like the tide." <br><br> <<if isLoveInterest("Gwylan")>> You place your hand on <<hers>>. <<if $speech_attitude is "meek">> "The shore can be patient," you say. "It will wait for the tides as long as the tides let it." <<elseif $speech_attitude is "bratty">> "The tides may go, but they always come back." You give <<his>> hand a squeeze. "I know you'll come back." <<else>> "Tides ebb and flow," you say. "The shore just has to wait." <</if>> <br><br> <</if>> <<He>> smiles at you, though it's tinged with sadness. You turn to watch the ocean again. <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_salty" 1>> "I've always loved the salty air near the beach. Makes me feel alive<<if _robinPresent>>," Gwylan says.<<else>>."<</if>> <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_fins" 1>> "We emerged from the deep parts of the sea on fins, and now we rule the earth. You can do anything you put your mind to, <<pcpetname "Gwylan" "name">><<if _robinPresent>>," Gwylan says.<<else>>."<</if>> <br><br> It's a comforting thought. <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_drowning" 1>> "Did you know that drowning is painful right up until you let the water into your lungs? Then it's peaceful." <<stress 3>><<gstress>><<if _robinPresent>><<npcincr Robin trauma 1>><<grtrauma>><</if>> <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_chips" 1>> You point out a flock of seagulls harrying a tourist for some chips. Gwylan giggles. It's a nice sound. <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_swimming" 1>> You ask if Gwylan has ever swam in the ocean. <<He>> looks away from you. <br><br> "I'm afraid if I do, I'll enjoy it too much." <br><br> <<He>> doesn't say anything else. <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_couple" 1>> A couple stop and kiss by the edge of the water. They're in complete bliss. Gwylan looks wistful as <<he>> watches. <br><br> <<if $gwylanSeen.includes("partners")>> <<if _robinPresent>> <<set _noOptions to true>> Your eyes wander to Gwylan's lips, looking dreadfully unkissed. However, <span class="lewd">Robin's right there</span>. You consider your options. <br><br> <<link [[Kiss Gwylan|Gwylan Ocean Breeze Kiss]]>><<set $phase to 0>><</link>><<kissvirginitywarning>> <br> <<if $robinromance is 1>> <<link [[Kiss Robin|Gwylan Ocean Breeze Kiss]]>><<set $phase to 1>><</link>><<kissvirginitywarning>> <br> <</if>> <<link [[Keep watching the couple|Gwylan Ocean Breeze Kiss]]>><<set $phase to 2>><</link>> <<else>> You lean forwards and kiss <<him>>. <<He>> smiles against your lips before kissing back. You only break apart to breathe. <<gwylanKiss>><<takeKissVirginity "Gwylan" `(isLoveInterest("Gwylan") ? "loveInterest" : "romantic")`>> <br><br> <</if>> <<elseif $loveInterest.primary isnot "None">> <<if $player.virginity.kiss === true>> You find yourself wondering what a kiss like that must feel like. <<elseif $loveInterest.primary is "Black Wolf">> Your mind drifts to the Black Wolf's <<if $blackwolfmonster is 1>>lips on yours<<else>>wet tongue licking your face<</if>>. <<elseif $loveInterest.primary is "Great Hawk">> Your mind drifts to the Great Hawk's <<if $greathawkmonster is 1>>lips on yours<<else>>beak gently preening you<</if>>. <<else>> Your mind drifts to <<= $loveInterest.primary>>'s lips on yours. <</if>> <br><br> <</if>> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_gulls" 1>> "I like listening to the seagulls. They have a lot to say, if you care enough to hear<<if _robinPresent>>," Gwylan says.<<else>>."<</if>> <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_nature" 1>> A fish jumps out of the water into the waiting talons of a bird. It flops a few times before going still. "Nature is brutal. That makes it beautiful, though, in its own way<<if _robinPresent>>," Gwylan says.<<else>>."<</if>> <br><br> <</addinlineevent>> <<if _gwylanStatus.includes("dom") or $gwylanSeen.includes("dog_bowl")>> <<addinlineevent "gwylan_watch_sea_scratch" 1>> <<set _tf to checkTFparts()>> <<if _robinPresent>>Gwylan<<else>><<He>><</if>> reaches over and scratches behind your ears. "<<pcPetname "Gwylan" "good">>." <br><br> You feel warm and a little aroused. <<arousal 900>><<garousal>> <<if _robinPresent>> <<npcincr Robin dom -1>><<ldom "Robin">> <</if>> <br><br> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_watch_sea_bump_shoulder" 1>> You playfully bump your shoulder against <<if _robinPresent>>Gwylan's<<else>><<hers>><</if>>. After a moment, <<he>> returns the gesture. <br><br> <</addinlineevent>> <<if !$weekly.gwylan_sea_talk_business>> <<addinlineevent "gwylan_watch_sea_business" 1>> <<set $weekly.gwylan_sea_talk_business to 1>> You ask about the shop. Gwylan is happy enough to chat about it. Seems as though business <<if _gwylanLovePercent gte 100>> couldn't be better. <<elseif _gwylanLovePercent gte 75>> is going well. <<elseif _gwylanLovePercent gte 50>> is looking up. <<elseif _gwylanLovePercent gte 25>> is slow. <<else>> is non-existent. <</if>> <<if _robinPresent>> <<if _gwylanLovePercent gte 100>> Robin smiles, and asks a few questions <<person2>><<himself>>. <<elseif _gwylanLovePercent gte 50>> Robin smiles. <<else>> Robin offers <<him>> a sympathetic smile. <</if>> <</if>> <br><br> <</addinlineevent>> <</if>> <<if $trauma gte ($traumamax / 5) * 3>> <<addinlineevent "gwylan_watch_sea_trauma" 1>> "Are you taking care of yourself?" <<if _robinPresent>><<he>><<else>>Gwylan<</if>> asks. "If you can't sleep, come by the shop sometime. I'm sure it has something for you." <br><br> <<if _robinPresent and C.npc.Robin.trauma lt 80>> Robin puts a hand on your shoulder. "I'm here for you too. Always." <br><br> <</if>> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_watch_sea_whale" 1>> "At night, I can hear whales singing all the way from my little shop," <<he>> says. "They sound so lonely. I wish I could sing back to them." <br><br> <<if _robinPresent>> "Really?" Robin asks. "That's so cool! <<if C.npc.Robin.trauma lt 20>> Maybe I should leave my window open tonight so I can hear them too." <<else>> I love the sound of whales. It helps me relax." <</if>> <br><br> <</if>> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_skateboard" 1>> A <<personsimple>> on a skateboard crashes. <<He>> gets up and looks around to see you<<if _robinPresent>>, Robin<</if>> and Gwylan staring down at <<him>>. Looking embarrassed, <<he>> continues on. You both giggle. <<stress -4>><<lstress>> <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_wind" 1>> The wind pulls at Gwylan's hat. <<He>> places a hand on it to keep it from blowing away. You think about how much it suits <<him>> and say as such. <<He>> smiles, blushing a little. <<npcincr Gwylan lust 1>><<glust>> <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_peaceful" 1>> <<if _robinPresent>> There are no words passing between you three, yet you feel at peace. You can tell that they feel the same. <<stress -6>><<npcincr Robin trauma -1>><<lstress>><<lrtrauma>> <<else>> There are no words passing between you two, yet you feel at peace. You can tell that Gwylan feels the same. <<stress -6>><<lstress>> <</if>> <br><br> <</addinlineevent>> <<if (Time.monthDay is Time.lastDayOfMonth or Time.isBloodMoon(Time.date)) and ($avery_tower?.progress is undefined or $avery_tower?.progress lt 100) and $world_corruption_hard gt 0 and $world_corruption_soft gt 99>> <<if $hallucinations gte 2>> <<addinlineevent "gwylan_watch_sea_nobody" .33>> <<set $daily.gwylan.noTalk to true>><<gwylanNobody 1>> <<set _noOptions to true>> You realise quickly that <<he>> seems more translucent than usual. <br><br> "<span class="witch-gone">I'm sorry,</span>" <<he>> says. <<His>> voice is hard to remember. "<span class="witch-gone">I'm not quite feeling myself today.</span>" <br><br> <<if _robinPresent>> <<set _noOptions to true>> <<person2>>Robin <<if C.npc.Robin.dom gte 80>>snaps <<his>> fingers<<else>>waves <<his>> hand<</if>> in front of your face. "Hellooo? Come on, we're going to be late for school if we don't go now." <br><br> Was that Robin's voice you heard earlier? Besides <<him>>, nobody's here. <br><br> <<awareness -10>><<trauma 9>><<lawareness>><<gtrauma>> <br><br> <<schoolicon "building">><<link [[Walk to school (0:10)|Gwylan Walk School Robin]]>><<pass 10>><<unset $cafe_study>><<storeon "cafe_balcony">><<set $phase to 2>><</link>> <br> <<getouticon>><<link [[Excuse yourself and go back inside (0:01)|Ocean Breeze]]>><<pass 1>><<unset $cafe_study>><<storeon "cafe_balcony">><<endevent>><</link>> <br> <<else>> You wonder who said that. You're the only one on the balcony, after all. Nobody is around. <br><br> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<getouticon>><<link [[Go back inside (0:01)|Ocean Breeze]]>><<pass 1>><<unset $cafe_study>><<storeon "cafe_balcony">><<endevent>><</link>> <<elseif $location is "cafe">> <<getouticon>><<link [[Leave (0:01)|Cliff Street]]>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <br> <</if>> <</addinlineevent>> <<else>> <<addinlineevent "gwylan_watch_sea_blood_moon" .33>> <<set $daily.gwylan.noTalk to true>><<gwylanNobody 1>> <<set _noOptions to true>> <<He>> looks up at the sky. "The end of the month fills me with restless anticipation," <<he>> says. "It must be something in the water. The moon controls the tides, and the tides control me." <br><br> You look at <<him>>. <<He>> smiles, as if to reassure you. It feels hollow. Like if you looked too close, you'd fall into an endless void. <<stress 9>><<gstress>> <br><br> <<He>> turns back to the ocean. "I'm sorry, dear. I'm not feeling myself today. Come back tomorrow." <br><br> You make your exit. /* Robin variation here */ <br><br> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<getouticon>><<link [[Go back inside (0:01)|Ocean Breeze]]>><<pass 1>><<unset $cafe_study>><<storeon "cafe_balcony">><<endevent>><</link>> <<elseif $location is "cafe">> <<getouticon>><<link [[Leave (0:01)|Cliff Street]]>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</addinlineevent>> <</if>> <</if>> <<if Weather.precipitation isnot "none" and !$daily.gwylan_sea_talk_weather>> <<addinlineevent "gwylan_watch_sea_weather" 1>> <<set $daily.gwylan_sea_talk_weather to 1>> <<if Weather.precipitation is "rain">> "Do you like getting caught in the rain?" <<he>> asks. <br><br> <<if $uncomfortable.nude is true>> <<if $speech_attitude is "meek">> "I try not to get wet if I can avoid it," you admit. "People stare at me... and it makes me uncomfortable." <<elseif $speech_attitude is "bratty">> "People always stare at my <<chestsimple>> when my clothes get wet," you say. "I try not to get wet anymore." <<else>> "Not if I can help it," you say. "People like to stare." <</if>> <<else>> You blush. <<if $speech_attitude is "meek">> "Well... the rain is a good excuse to 'accidentally' show off," you say. <<elseif $speech_attitude is "bratty">> "It's a real dopamine rush, not knowing if I'll find cover in time," you say. <<else>> "I don't mind getting a bit wet, if that's what you're asking," you say. <</if>> <</if>> <br><br> <<He>> nods. "I love it. I'll sleep <<if $gwylanSeen.includes("partners")>><span class="lewd">naked</span> <</if>>in my garden whenever it rains. I feel nourished." <<if $gwylanSeen.includes("partners") and false>> /* Re-enable this when the ability to go to Gwylan's garden is added */ <<He>> pauses, <<his>> cheeks dusting pink. "If you want, you can stop by next time it's raining." <<npcincr Gwylan lust 1>><<glust>> <<else>> <<He>> smiles at you. "You should try it sometime." <</if>> <<elseif Weather.precipitation is "snow">> "I love this weather," <<if _robinPresent>>Gwylan<<else>><<he>><</if>> says. "There's something so satisfying about jumping into a snowbank. Like a blanket of cold. Did you ever do anything fun in the snow?" <br><br> You<<if _robinPresent>> and Robin<</if>> talk about all the snowball fights you had <<if _robinPresent>>together as children<<else>>as a child<</if>> before Bailey broke them up. Gwylan listens with a small smile. When you finish, <<he>> makes <<if _robinPresent>>three snowballs and hands one to each of you<<else>>two snowballs and hands one to you<</if>>. "Aim for that lamp post," <<he>> says. "First one to hit it wins." <br><br> <<if $rng lte 5>> <<generate3>> <span class="pink"><<if _robinPresent>><<print either("You accidentally hit", "Gwylan accidentally hits", "Robin accidentally hits")>><<else>><<print either("You accidentally hit", "Gwylan accidentally hits")>><</if>> a <<person3>><<person>> instead.</span> <<He>> yelps as cold snow soaks into <<his>> jacket. <<if _robinPresent>> The three of you duck under the railing before <<he>> sees you. You all giggle together. <<trauma -3>><<npcincr Robin trauma -1>><<ltrauma>><<lrtrauma>> <<else>> You both duck under the railing before <<he>> sees you. You both giggle. <<trauma -3>><<ltrauma>> <</if>> <<elseif random(-200, 1200) lt $athletics>> <span class="green">You manage to hit it first.</span> Gwylan leans forward and <<if $gwylanSeen.includes("partners")>>kisses you on the cheek<<else>>gives you a hug<</if>>. <<trauma -3>><<ltrauma>><<if _robinPresent and $gwylanSeen.includes("partners")>><<npcincr Robin dom -2>><<ldom "Robin">><</if>> <<elseif _robinPresent and $rng lte 50>> <span class="teal">Robin hits it first.</span> You <<person2>><<if $robinromance is 1>>lean forward and kiss <<him>> on the cheek<<else>>cheer for <<him>><</if>>. <<trauma -3>><<npcincr Robin love 1>><<ltrauma>><<glove "Robin" "simple">> <<else>> <span class="teal">Gwylan hits it first.</span> You <<if $gwylanSeen.includes("partners")>>lean forward and kiss <<him>> on the cheek<<else>><<if _robinPresent>>and Robin <</if>>cheer for <<him>><</if>>. <<trauma -3>><<ltrauma>> <</if>> <<else>> "How peculiar, I've never encountered this type of weather before," <<he>> says. <br><br> You look up, and see a large hole in the sky. <span class="red">Something's not right.</span> You feel that you should report this to a meteorologist, or somebody who can identify this phenomena, so it can be talked about with Gwylan. <br><br> ...In case it wasn't obvious already, this is a bug. <span class="teal">Please report.</span> <</if>> <br><br> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_watch_sea_dog" 1>> <<endevent>> <<beastNEWinit 1 dog>><<npc Gwylan 2>><<person2>> <<if _robinPresent>>Gwylan<<else>><<He>><</if>> leans further out over the balcony. There's a <<beasttype 0>> biting at the leaves blowing in the wind. You smile at the sight. Gwylan smiles too.<<if _robinPresent>> Robin awws.<</if>> <<stress -4>><<lstress>><<if _robinPresent>><<npcincr Robin trauma -1>><<lrtrauma>><</if>> <br><br> <</addinlineevent>> <<if $chef_state>> <<addinlineevent "gwylan_watch_sea_sam" 1>> <<npc Sam 3>> You hear some footsteps behind you. Sam comes <<if !(between($chef_state, 7, 8) and $chef_rework lte 30)>>out onto the balcony<<else>>over and rests a hand on the railing<</if>>. <<person3>><<He>> smiles at you<<if _robinPresent>> and Robin<</if>> before turning to Gwylan. <<if !(between($chef_state, 7, 8) and $chef_rework lte 30)>> "Everything okay up here? Do you need anything?" <br><br> "Everything's fine," Gwylan says. <<if $gwylanSeen.includes("yearning")>><<person1>><<He>> takes your hand. <</if>>"Thank you for letting us up here, Sammy."<<if $gwylanSeen.includes("yearning")>> <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("partners") ? "romantic" : "consensual")`>><</if>> <br><br> "Any time!" Sam beams. "Gwylan is my best customer," <<person3>><<he>> tells you. <span class="lewd">"Always buying cream buns."</span> <br><br> <<if $gwylanSeen.includes("cafe_chef_truth") or $chef_speech is "truth">>Gwylan blushes and avoids looking at you.<<else>>Gwylan shrugs.<</if>> "What can I say? They're delicious." <br><br> "Next one is on the house," Sam says. <<He>> waves goodbye. Gwylan sighs. <br><br> "<<Hes>> such a sweetheart," <<person1>><<he>> says. <<person3>><<if $chef_state gte 9>>"I'm glad you helped <<him>> so much. The cafe is everything to <<him>>."<<else>>"<<He>> loves this cafe and wants to see it expand. I hope <<he>> can one day."<</if>> <<else>> "Everything okay out here?" <br><br> "Everything's fine," Gwylan says. <<if $gwylanSeen.includes("yearning")>><<person1>><<He>> takes your hand. <</if>>"I'm just missing my routine."<<if $gwylanSeen.includes("yearning")>> <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("partners") ? "romantic" : "consensual")`>><</if>> <br><br> "It won't be long! The renovations will be done before we know it," Sam beams. "Gwylan is my best customer," <<person3>><<he>> tells you. <span class="lewd">"Always buying cream buns."</span> <br><br> <<if $gwylanSeen.includes("cafe_chef_truth") or $chef_speech is "truth">>Gwylan blushes and avoids looking at you.<<else>>Gwylan shrugs.<</if>> "What can I say? They're delicious." <br><br> "When we re-open, first ones are on the house," Sam says. <<He>> waves goodbye. Gwylan sighs. <br><br> "<<Hes>> such a sweetheart," <<person1>><<he>> says. <<person3>> "I'm glad you're helping <<him>> so much. The cafe is everything to <<him>>." <</if>> <br><br> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_watch_sea_sneeze" 1>> <<if _robinPresent>> <<if $rng gt 66>> Gwylan sneezes. The sudden noise makes you and Robin jump. Despite the surprise, it sounded cute. <<elseif $rng gt 33>> Robin sneezes. The sudden noise makes you jump. Gwylan reaches into <<his>> pocket and pulls out a handkerchief. <<He>> wipes Robin's nose before <<person2>><<he>> has a chance to. <<else>> You sneeze. Gwylan reaches into <<his>> pocket and pulls out a handkerchief. <<He>> wipes your nose before you have a chance to. <</if>> <<else>> <<if $rng gte 51>> <<He>> sneezes. The sudden noise makes you jump. Despite the surprise, it sounded cute. <<else>> You sneeze. <<He>> reaches into <<his>> pocket and pulls out a handkerchief. <<He>> wipes your nose before you have a chance to. <</if>> <</if>> <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_bird_yip" 1>> A bird lands right in front of <<if _robinPresent>>Gwylan<<else>><<him>><</if>>.<<if _gwylanTF.known and !_robinPresent>> <<His>> tail pops out and swishes.<</if>> <<He>> leans forwards until <<his>> hat threatens to fall off. <br><br> <<if $fox gte 6>> You yip at it. <<if _gwylanTF.known>> Gwylan yips too. <<if _robinPresent>> Robin looks bemused. <</if>> <</if>> <br><br> Startled, it flies away. <<else>> After watching it for a minute, it flies away. <</if>> <br><br> <</addinlineevent>> <<addinlineevent "gwylan_watch_sea_world" 1>> "Be careful out there," Gwylan says. "It's a dangerous world we live in." <br><br> <<if $trauma gte ($traumamax / 5) * 3>> You let your thoughts turn to the abuse you've suffered, and shiver. <br><br> <</if>> <<if _robinPresent and C.npc.Robin.trauma gte 80>> <<person2>>Robin fidgets in <<his>> seat. <br><br> <</if>> <</addinlineevent>> <<if !$gwylanSeen.includes("horse_fingers")>> <<addinlineevent "gwylan_watch_sea_horse" 1>> <<set $gwylanSeen.pushUnique("horse_fingers")>> "Horses run on bones not unlike our fingers," Gwylan says out of the blue. "That's why they can paw at the ground when they count." <br><br> <<He>> demonstrates using <<his>> pointer. You <<if $tending gte 400>>knew that already, but <<if _robinPresent>>Robin looks fascinated<<else>>enjoy the demonstration nonetheless<</if>>.<<else>>find it hard to believe, but trust that Gwylan must be right.<<if _robinPresent>> Robin looks fascinated.<</if>> <<tending 10>><<gtending>><</if>> <br><br> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_watch_sea_song" 1>> <<if $seabird_lullaby gte 2>> <<if _robinPresent>>Gwylan<<else>><<He>><</if>> begins to hum <span class="teal">Seabird's Lullaby</span>. You join in with <<if $harpy gte 6>>your clear, beautiful voice<<else>>your best efforts to follow along<</if>>. You think <<hes>> happy for the company. <<else>> <<if _robinPresent>>Gwylan<<else>><<He>><</if>> begins to hum a <span class="teal">faintly familiar melody</span>. <</if>> <br><br> <<if _robinPresent>> <<person2>>Robin closes <<his>> eyes and listens intently. <<His>> shoulders start to relax. <<if $seabird_lullaby gte 2 and $harpy gte 6>><<npcincr Robin trauma -2>><<llrtrauma>><<else>><<npcincr Robin trauma -1>><<lrtrauma>><</if>> <br><br> <</if>> <</addinlineevent>> <<if $gwylan.robin gte 1 and !$weekly.gwylan_sea_talk_robin and !_robinPresent>> <<addinlineevent "gwylan_watch_sea_robin" 1>> <<set $weekly.gwylan_sea_talk_robin to 1>> <<if $gwylan.robin gte 10 or $gwylanSeen.includesAny("robin_cafe", "robin_cafe_trauma")>> "How's Robin doing?" <<he>> asks. <<else>> "How is your friend doing?" <<he>> asks. "Robin, right?" <<He>> smiles at you. <</if>> "You should bring <<nnpc_him "Robin">> to the shop <<if $gwylan.robinShop>>again<<else>>sometime<</if>>. I have plenty of outfits that would look good on <<nnpc_him "Robin">>." <br><br> <</addinlineevent>> <</if>> <<runeventpool>> <<if !$daily.gwylan.sea>> <<set $daily.gwylan.sea to true>> <<set $gwylan.sea++>> <</if>> <<if !_noOptions>> <<endevent>><<npc Gwylan>><<person1>> <<if _robinPresent>><<npc Robin 2>><<person1>><</if>> <<gwylanOptions>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _robin to statusCheck("Robin")>> <<if $phase2 is 2 or $phase2 is 5 or $phase2 is 7>> /* Buy */ <<if $phase2 is 2>> /* Robin did nothing */ You signal for a <<person3>><<person>>. <<switch $speech_attitude>> <<case "meek">> "Hi... Err, could we have- um, order, some $phase please? F-for my friend, if it's not too much trouble?" you ask. <<case "bratty">> "Put in an order of $phase for my friend here, and make it snappy," you say. <<default>> "I'd like to order some $phase, thank you. It's for my friend," you say. <</switch>> You hand over the money. The <<personsimple>> nods and disappears into the cafe. <br><br> <<person2>>Robin smiles. "That's really sweet of you." <<elseif $phase2 is 5>> /* Robin tried to pay */ The <<person3>><<person>> quickly arrives at your table. "May I be of service?" <br><br> "Yes, I would like the $phase, thank you," Robin says. <<person2>><<He>> reaches into <<his>> wallet to pay, but you put your hand on <<hers>>. "I'll cover it." You pay the <<person3>><<personsimple>>. <br><br> Robin smiles and <<if $robinromance>>kisses you on the cheek<<else>>pulls you into a one-armed hug<</if>>. <<else>> /* Robin paid */ The <<person3>><<person>> quickly arrives at your table. "May I be of service?" <br><br> "Yes, I would like the $phase, thank you," Robin says, holding out a banknote. "Certainly, it'll be just a moment." The <<personsimple>> disappears into the cafe. <</if>> <br><br> <<person2>> <<switch $phase>> <<case "coffee">> The coffee arrives promptly, served with a light drizzle of creamer. <<if $robin.stayup is 2>> <<set $robin.stayup to 1>> Robin doesn't even wait for it to cool down. <<He>> downs the coffee like <<he>>'d been trapped in a desert the past week. "God, I really needed that.<<if $phase2 isnot 7>> Thank you.<</if>>" <<He>> sighs contentedly. <<else>> <<set $robin.stayup to 0>> "There's some schoolwork I need to get caught up on, so I could use the pick-me-up." <<He>> raises the cup. "Cheers." <</if>> <<case "fruity ale" "shandy" "autumn ale" "winter ale">> A tall glass of $phase arrives quickly. <<if _robin.trauma gte 60>> <<set $gwylanSeen.pushUnique("bad_day_drinking")>> Robin immediately takes a big gulp. <<He>> winces, then sets the glass down and coughs. "That's—" <<He>> coughs again. "That's strong..." <br><br> Despite that, <<he>> takes yet another gulp. Gwylan looks concerned. "Slow down, dear. You should really only drink to make a good day better, and no offense, but you don't seem to be having a good day." <br><br> "Huh? No, no, I'm having a lovely time. I'm here with my two best buddies. Life is great," Robin says. Gwylan smiles, but you see the concern in <<person1>><<his>> eyes. <<else>> Robin looks a little nervous as <<he>> inspects it. "I don't normally drink. This seems like a lot. <<switch $phase>> <<case "fruity ale" "shandy">>I do like fruit, though." <<case "autumn ale">>The colour reminds me of autumn, though." <<case "winter ale">>But hey, it looks festive!" <</switch>> <<He>> takes a sip. Immediately, <<his>> face scrunches up and <<he>> shakes <<his>> head. "Oh, that's strong." <<He>> takes a deep breath. <br><br> Gwylan watches in amusement. "You get used to it, and then you'll come to love it I guarantee you." <</if>> <<case "fruit salad">> After a brief moment, the salad arrives. <span class="red">TODO: Robin</span> <<case "gingerbread">> <<if $rng is 100>> A gingerbread man arrives promptly. Or rather, the <<person3>><<person>> arrives promptly with a gingerbread man on a plate. <<else>> The gingerbread arrives promptly. It's shaped like a little <<print either("man", "woman", "house", "dog", "cat", "cow")>>, and tastefully decorated with frosting. <</if>> <br><br> "They're so fun, these little shapes people make gingerbread into. Imagine if we did that with other food?" Robin giggles. "I'd be all for it.<<if $christmas and Time.monthDay is 25>> Merry Christmas!<</if>>" <<case "pancakes">> The pancakes arrive promptly, drenched in strawberry jam. <br><br> <span class="red">TODO: Robin</span> <<case "crepes">> The crepes soon arrive after a short wait. <br><br> <span class="red">TODO: Robin</span> <<case "deluxe cream bun">> <<set _gwylanKnows to $gwylanSeen.includes("cafe_chef_truth") or $chef_speech is "truth">><<set _face to $player.bodyliquid.face>><<set _mouth to $player.bodyliquid.mouth>> <<if _gwylanKnows>>Gwylan smirks at you. <</if>>The cream bun arrives after a few minutes, hot and ready, and packed with delicious creamy filling. Robin rubs <<his>> hands together as the food appears. <<if $chef_state>> "These look even better in person! It's a shame the price <<if $bun_value is 15000>>is through the roof<<else>>is so high<</if>>, or else I'd be eating them every day.<<if $phase2 isnot 7>> Thank you so much for getting me one!<</if>>" <<else>> "These always looked so good, but the price makes it hard to justify.<<if $phase2 isnot 7>> Thank you for getting me one!<</if>>" <</if>> <br><br> <<He>> lifts it up with both hands, closes <<his>> eyes, and takes a big, slow bite. When <<he>> lowers the bun, you realise that <<if $chef_state>> <span class="lewd"><<his>> entire lower face has been covered in cream</span>. <<arousal 600>><<garousal>> <<else>> <<his>> entire lower face has been covered in cream. <</if>> <br><br> <<if $chef_state>> You <<if _gwylanKnows>>and Gwylan <</if>>blush, trying to hold back laughter. Robin opens <<his>> eyes and looks at you befuzzled. "What? What's so funny?" <<He>> licks <<his>> mouth. <br><br> <<if _gwylanKnows>> You stare at Gwylan. <<person1>><<He>> stares back at you. It's too much. You both start giggling uncontrollably. It wasn't even that funny, but you're spurred on by each other's amusement. <br><br> Robin pouts. "Come on, tell me!" You struggle to create the words. All that comes out is a wheeze. You weakly point to <<person2>><<his>> mouth. "Oh! How clumsy..." Robin says, and tries to wipe it away. Instead, <<he>> just ends up <span class="lewd">smearing it out even more</span>. <<arousal 800>><<garousal>> <br><br> You clutch your stomach as tears well up in your eyes, pleading with Gwylan to please do something. <<pain 1>><<gpain>> <br><br> <<person1>><<He>> musters up the strength to produce a handkerchief from one of <<his>> pockets. <<He>> simply holds it out to Robin, who takes it and wipes the cream off. It takes several more minutes for you and Gwylan to sufficiently calm down. <<trauma -3>><<ltrauma>> <<if _face.goo + _face.semen + _face.nectar + _mouth.goo + _mouth.semen + _mouth.nectar gte 1>> <br><br> You were so focused on Robin's face that you had entirely forgotten your own face is just as messy. You feel pretty silly. <</if>> <<else>> Gwylan raises an eyebrow at you. "Indeed I wonder the same. Care to tell us, <<pcpetname "Gwylan" "my">>?" <<person1>><<he>> teases. <br><br> You point a finger at Robin's mouth. Gwylan shakes <<his>> head and produces a handkerchief. "It's just a little cream, silly <<girl>>." <<He>> wipes it off, and you soon come to your senses again. <<if _face.goo + _face.semen + _face.nectar + _mouth.goo + _mouth.semen + _mouth.nectar gte 1>> <br><br> You were so focused on Robin's face that you had entirely forgotten your own face is just as messy. You feel pretty silly. <</if>> <</if>> <<else>> "Let me take care of that, dear," Gwylan says, and pulls out a handkerchief. <<person1>><<He>> wipes Robin's cheeks and nose with it. "Those cream buns always get so messy. They're tasty of course, but I prefer to eat them with a knife and fork personally." <<if _face.goo + _face.semen + _face.nectar + _mouth.goo + _mouth.semen + _mouth.nectar gte 1>> <br><br> Once Robin's face is clean, <<he>> moves the handkerchief to yours. You had entirely forgotten about the gunk on yours, but it's wiped off just as quick. "There we are, two pretty little faces, all clean!" <<He>> boops both of you on the nose. <<bodyliquid "face" "all" -10>><<bodyliquid "mouth" "all" -2>> <</if>> <</if>> <<default>> The order arrives quickly. Robin looks surprised. "I didn't even know this was on the menu?" You shrug. "Must be one of those 'secret' menu items." <br><br> <<He>> digs in, and the rumbling hunger in <<his>> stomach soon subsides. <</switch>> <br><br> The three of you make some small talk as Robin finishes up. <<elseif $phase2 is 3 or $phase2 is 6>> /* Share */ You slide your $phase over to Robin. <<if $phase2 is 3>> /* Robin did nothing */ "Here. I'm full, so you can have the rest." <br><br> "Really? Are you sure?" <<he>> asks. You assure <<him>> it's fine. <<He>> hugs you. "Thank you! You're a great <<friend>>." <<else>> /* Robin tried to order */ "Save the money. I won't be finishing mine anyway, so it's yours if you want it." <br><br> <<He>> smiles. "Thank you! A small portion is actually plenty enough for me," <<he>> says. <</if>> <br><br> <<switch $phase>> <<case "coffee">> <<if $robin.stayup is 2>> <<set $robin.stayup to 1>> <<He>> downs the remainder of the coffee like <<he>>'d been trapped in a desert the past week. "God, I really needed that. Thank you." <<He>> sighs contentedly. <<else>> <<set $robin.stayup to 0>> "There's some schoolwork I need to get caught up on, so I could use the pick-me-up." <<He>> raises the cup. "Cheers." <</if>> <<case "fruity ale" "shandy" "autumn ale" "winter ale">> <span class="red">TODO: Robin</span> <<case "fruit salad">> <span class="red">TODO: Robin</span> <<case "gingerbread">> <span class="red">TODO: Robin</span> <<case "pancakes">> <span class="red">TODO: Robin</span> <<case "crepes">> <span class="red">TODO: Robin</span> <<case "deluxe cream bun">> <<He>> devours the remainder of the bun in almost record time. <<default>> <</switch>> <br><br> The three of you make some small talk as Robin finishes up. <<elseif $phase2 is 4>> /* Discourage */ <<set _success to (_robin.love + _robin.trauma - _robin.dom) gte random(20, 90)>> You glance at Robin with disapproval. <<He>> freezes up as <<he>> seems to sense your gaze. <br><br> You cross your arms. <<if $robinpaid is 1>> <<switch $speech_attitude>> <<case "meek">> "L-look, Robin. I understand that I'm paying for you and all, but your money's supposed to help ease that burden on me..." you admit. <<case "bratty">> "What do you think you're doing, huh? I work my ass off to support us both and yet here you are, throwing your money around without a care," you roar. <<default>> "It doesn't seem very fair that I'm paying for you, only for you to splurge on overpriced food. We need every penny we can get, you know," you sneer. <</switch>> <<elseif $robindebtknown is 1>> <<switch $speech_attitude>> <<case "meek">> "Um... pardon me, but don't you have a debt to cover too? I doubt Bailey's going to let you off easy if you're spending money at the cafe," you say. <<case "bratty">> "Robin, you fool. Did you never even consider that you still have a debt to pay off? Bailey's gonna be pissed if <<nnpc_he "Bailey">> finds out you spent it all here," you say. <<default>> "You're barely breaking even as it stands! Think, Robin. Do you really want to face Bailey's punishments again?" you say. <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "Robin, are you... are you sure you want to do that? The food here, it's not very... healthy," you say. <<case "bratty">> "Save your breath. This food is overpriced junk, you're better off just eating the food at <<if Time.schoolDay>>school<<else>>home<</if>>," you say. <<default>> "Hey, Robin, that's a lot of money for just some $phase. I really don't think it's worth it," you say. <</switch>> <</if>> <br><br> Robin turns to you. <<if _success>> <<He>> tries to say something, but stops <<himself>>, and lowers <<his>> head sheepishly. "<span class="green">Yeah, you're right...</span>" <<he>> sighs. "I just thought... nevermind." <br><br> The <<person3>><<person>> arrives. "Yes, did you need anything?" Robin shakes <<person2>><<his>> head. "No, sorry, it was nothing." The <<person3>><<personsimple>> rolls <<his>> eyes and walks away. <<else>> <<switch $phase>> <<case "coffee">><<set $robinmoney -= 2>> <<case "fruit salad">><<set $robinmoney -= 5>> <<case "gingerbread">><<set $robinmoney -= 6>> <<case "fruity ale" "shandy", "autumn ale", "winter ale">><<set $robinmoney -= 7>> <<case "pancakes" "crepes">><<set $robinmoney -= 10>> <<case "deluxe cream bun">><<set $robinmoney -= 50>> <<default>><span class="red">Error: Could not find $phase among the list of accepted food items. Please report.</span> <</switch>> <<His>> nose scrunches a bit. "<span class="red">But you're having $phase?</span> <<if $robinpaid>> <<if _robin.love gte 60 and _robin.trauma lt 60>> Just because you're paying my debt doesn't mean I'm not allowed to enjoy myself too..." <<elseif _robin.trauma lt 60>> I know you're paying for me, but I'm still my own person with wants and needs, so just let me have this." <<else>> Sure, you're paying for me, but that doesn't mean you control me. If you're going to hold that over my head then why did you even bother to take my debt in the first place?" <</if>> <<elseif $robindebtknown>> <<if _robin.love gte 60>> Look, you need to stop worrying about me so much. I can handle myself." <<else>> Look, I'm not a child. I can handle myself, and I don't appreciate you talking down to me." <</if>> <<else>> <<if _robin.love gte 60>> You're worrying over nothing." <<else>> Anyway, I can make my own purchasing decisions, thank you very much." <</if>> <</if>> <<npcincr Robin love -1>><<llove "Robin">> <br><br> You're unsure how to respond. The <<person3>><<person>> arrives. "Yes, did you need anything?" Robin nods. "One order of $phase, please," <<person2>><<he>> says, handing over the money. <br><br> The order soon arrives, and <<he>> enjoys it in silence. <</if>> <br><br> Gwylan plays with <<person1>><<his>> food, pretending not to hear anything. <</if>> <br><br> <<endevent "phaseless">><<npc Gwylan>><<npc Robin 2>><<person1>> <<if [2, 5, 7].includes($phase2) and $phase is "deluxe cream bun" and $chef_state>><<canvas-model-override "mouth" "smile">><<canvas-model-override "blush" 5>><<canvas-model-override "eyes_half" true>><<canvas-model-override "tears" 2>><</if>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 0>> You find Gwylan crouched in front of the <<person2>><<personsimple>>. <<person1>><<He>> pulls out a handkerchief and wipes away the <<person2>><<personsimple>>'s tears. <br><br> "You poor thing," <<person1>><<he>> says. "That looked like a nice ice cream. Was it a triple scoop?" <br><br> The <<person2>><<personsimple>> sniffs, and nods. Gwylan pats <<him>> on the head. <br><br> <<person1>><<He>> reaches behind the <<person2>><<personsimple>>'s ear and pulls out a large banknote. The <<personsimple>> stops crying. "Here, take this and buy yourself an even better one." <br><br> <<person1>><<He>> closes the <<person2>><<personsimple>>'s fist around the money. The <<personsimple>> stares at Gwylan. "This... this is so much money," <<he>> says. <<He>> gets to <<his>> feet with a watery smile. <<person1>>"<<print either("Thank you <<if $pronoun is 'm'>>mister<<else>>miss<</if>>!", "Yippee!", "You're the best!", "You're super nice, like my <<print either('dad', 'mum')>>.", "I will! Thank you.", "Th-thank you...", "You're really kind.", "<<print either('Father', 'Mother')>> told me not to talk to strangers, but... you seem alright!", "You're like, the coolest grown-up ever!", "Thank you. I... I like your hat.", "I'm gonna buy my <<print either('friend', 'brother', 'sister')>> one too!")>>" <<person2>><<He>> beams, and runs off in the direction of the boardwalk. <br><br> As Gwylan watches <<him>> go, you notice an expression on <<person1>><<his>> face so <<if $pronoun is "m">>fatherly<<else>>motherly<</if>> that you feel a tug in your chest. <<if Object.values(V.children).length>>Your mind wanders to your own child<<if Object.values(V.children).length gte 2>>ren<</if>>. <</if>><<He>> motions you back to the balcony. You hasten to follow. <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <<else>> You watch as Gwylan rushes to the <<person2>><<personsimple>>. <<person1>><<He>> spends quite a bit of time chatting. By the time <<he>> gives the <<person2>><<personsimple>> a light push, <<person2>><<hes>> already giggling. Gwylan waves as <<he>> skips away. <br><br> <<person1>><<He>> makes <<his>> way back to the balcony. There's an expression on <<his>> face so <<if $pronoun is "m">>fatherly<<else>>motherly<</if>> that you feel a tug in your chest. <<if Object.values(V.children).length>>Your mind wanders to your own child<<if Object.values(V.children).length gte 2>>ren<</if>>. <</if>><<He>> leans against the railing again. <br><br> <<if $gwylanSeen.includes("yearning")>> You reach out and take <<his>> hand. After a very long moment, <<he>> threads <<his>> fingers through yours. <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("partners") ? "romantic" : "consensual")`>><<npcincr Gwylan dom 3>><<ggyearning>> <br><br> <</if>> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 0>> You lean forwards and kiss Gwylan. <<Hes>> surprised by your bold display, but smiles against your lips before kissing back. You only break apart to breathe. <<gwylanKiss>><<takeKissVirginity "Gwylan" `(isLoveInterest("Gwylan") ? "loveInterest" : "romantic")`>> <br><br> <<if $robinromance is 1>> Robin looks utterly horrified as <<person2>><<hes>> forced to watch it all unfold. <<npcincr Robin love -5>><<lllove "Robin">> <br><br> You snap out of it upon hearing a guttural noise and a rustle. You turn to see Robin's chair fallen over and the balcony door swinging back and forth. Robin <<himself>> is nowhere to be seen. <br><br> Gwylan bites <<person1>><<his>> lip. "I think you may have upset the <<person2>><<personsimple>>," <<person1>><<he>> says. <br><br> <<He>> pauses, and then flicks you on the nose. "Naughty <<pcpetname "Gwylan" "simple">>. You knew this would happen, didn't you? Let's hope for your own sake <<person2>><<hes>> the forgiving sort." <<unset $daily.robin_in_cafe>><<if $robin.timer.hurt is 0>><<set $robin.hurtReason to "you kissing Gwylan">><<set $robin.timer.hurt to 1>><</if>> <<endevent>><<npc Gwylan>><<person1>> <<else>> Robin completely deflates in <<person2>><<his>> seat as <<he>> watches your romantic display. /* Expand on this? */ <</if>> <<elseif $phase is 1>> You grab the back of Robin's head. Before <<person2>><<he>> even registers what you're doing you pull <<him>> into a deep kiss. <<takeKissVirginity "Robin" `(isLoveInterest("Robin") ? "loveInterest" : "romantic")`>> <br><br> <<He>> quickly melts in your embrace, savouring the taste of your lips on <<hers>>. <<npcincr Robin love 1>><<npcincr Robin lust 5>><<glove "Robin">><<glust "Robin">> <br><br> Gwylan frowns and slowly nods in approval when the two of you pull apart. "Looks like I still have things to learn," <<person1>><<he>> says. "You should teach me that technique sometime, <<pcpetname "Gwylan" "name">>." <br><br> <<He>> turns <<his>> gaze to Robin, then back at you, and giggles. "If you can convince your <<person2>><<if $robinromance is 1>><<personsimple>><</if>>friend, that is." <<else>> You choose to keep watching the couple. That kiss must have really fired them up, as they start fervorously groping at each other's bodies. <br><br> One of them suddenly tackles the other into the water like a wild beast in heat. Neither show a care in the world as the waves wash over them. <br><br> It's hard to see what they're doing at this point as they're both almost completely submerged, <<if $awareness gte 400>>but you have a pretty good idea, and it puts a big blush on your face. <<arousal 1000>><<ggarousal>><<elseif $awareness gte 0>>but it's clearly very lewd. You blush. <<arousal 600>><<garousal>><<else>>but it looks quite uncomfortable.<</if>> <br><br> Robin already looked away a long time ago, but Gwylan is still leaning over the railing in fascination. <<npcincr Robin lust 2>><<npcincr Gwylan lust 5>><<glust "Robin">><<glust "Gwylan">> <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $location isnot "forest_shop">> As you turn to leave, Gwylan suddenly grabs you by the wrist. "Wait. I have to know something." You turn to face <<him>> again. <br><br> <</if>> "I..." <br><br> <<He>> hesitates, and seems to lose <<his>> nerve. <<if $location isnot "forest_shop">><<He>> slowly releases your wrist.<</if>> <br><br> After a moment, <<he>> continues. <<if $location is "forest_shop">> "I'd like it if you could meet me <<if (between($chef_state, 7, 8) and ($chef_rework lte 30 or ($chef_rework is 31 and Time.hour gte 7)))>> on Cliff Street, next to the cafe <<else>> at the cafe <</if>> <<if Time.hour lt 7>> later. <<else>> tomorrow morning. <</if>> <<if $gwylan.sea gte 5>> I like watching the sea with you." <<else>> Come watch the sea with me." <</if>> <<else>> <<set $daily.gwylan.cafeSkip to true>> "I'd like it if you could come back again tomorrow morning. <<if $gwylan.sea gte 5>> I like watching the sea with you." <<else>> The company really helps." <</if>> <</if>> <br><br> <<He>> blushes. "That's all. Sorry for keeping you." <<gwylanRequestEnd "silent">> <<run gwylanRequest("meetAtCafe")>> <br><br> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <<elseif $location is "cafe">> <<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <</if>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "spite">> <<switch $speech_attitude>> <<case "meek">> "I-I think everyone's out to get me," you say. "I don't... I don't want to let them win." <<case "bratty">> "Everyone is determined to knock me down," you say. "I'm determined to not give them the satisfaction of seeing me broken." <<default>> "It feels like everyone wants to hurt me," you say. "And I don't want to let them win." <</switch>> <br><br> Gwylan smiles sadly. "Well, I hope you know you're not alone in this fight of yours. I'll always be in your corner. If..." <<He>> pauses, trying to sort out <<his>> words. "If you ever stopped visiting, I'd miss our conversations. <span class="pink">I'd miss you.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "survival">> <<switch $speech_attitude>> <<case "meek">> "What other choice do I have? If I stop, I'll just fade away," you say. <<case "bratty">> "It's not like I can just fall over and give up," you say. <<default>> "Survival is the only motivation I need," you say. "Everything else is secondary." <</switch>> <br><br> Gwylan thinks for a moment, before slowly nodding. "Many people think they'll be able to hold on through anything, but few are able to push through with sheer willpower alone. Eventually, something will break. The world won't make sense anymore, your head won't work right, your legs simply won't move no matter how hard you try. You must be very strong if that's all that's been pushing you on." <br><br> <<He>> cautiously smiles, and seems to be trying to sort <<his>> words. "Please be careful, and find something else to hold on for. If you ever stopped coming around, I'd miss our conversations. <span class="pink">I'd miss you.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "optimism">> <<switch $speech_attitude>> <<case "meek">> "This too shall pass," you say. "All things do. I just have to keep my eyes forward, and I'll find a better future." <<case "bratty">> "There's a light at the end of this tunnel," you say. "A brighter future. I have to reach it, and to do that, I have to keep walking. If I can't walk, I'll crawl." <<default>> "Not every day will be rainy," you say. "I can make a better future. I know I can." <</switch>> <br><br> Gwylan stares at you, <<his>> head tilted and <<his>> mouth slightly open. <<He>> then giggles. "Incredible that you can say that after everything you've told me. You're strong, but still a little naive." <<He>> smiles. "Hold onto that. It's precious, and refreshing." <br><br> <<His>> smile slowly fades. "Take care not to break when that optimism crashes down. If you ever stopped coming around, I'd miss our conversations. <span class="pink">I'd miss you.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if Object.values(V.children).length is 1>> <<set $gwylan.triumph to "child">> <<getChildrenIds null "both">><<childSelect _childrenIds.last()>> <<switch $speech_attitude>> <<case "meek">> "I have a child. A <<childson>>, named <<childname>>. I can't leave <<childhim>> behind." <<case "bratty">> "I have a <<childson>>. I can't just leave little <<childname>> without a parent. There's enough orphans in this town." <<default>> "I have a <<childson>>," you say. "I have to be strong for little <<childname>>." <</switch>> <br><br> <<person1>>Gwylan puts a hand over <<his>> mouth, and almost looks like <<hes>> about to cry. <<childSelect _childrenIds.last()>> "You're better than most, wanting to stick by <<childhim>>. Thank you for thinking of <<childhim>>, because it's unlikely anyone else will. <<childHe>>'ll always love you, and <<childhe>>'d never be the same without you. If..." <<else>> <<set $gwylan.triumph to "children">> <<switch $speech_attitude>> <<case "meek">> "I have children. I can't leave them behind." <<case "bratty">> "I can't just leave my kids without a parent. There's enough orphans in this town." <<default>> "I have children," you say. "I have to be strong for them." <</switch>> <br><br> Gwylan puts a hand over <<his>> mouth, and almost looks like <<hes>> about to cry. "You're better than most, wanting to stick by them. Thank you for thinking of them, because it's unlikely anyone else will. They'll always love you, and they'd never be the same without you. If..." <</if>> <<He>> pauses, trying to sort out <<his>> words. "If you ever vanished, I'd miss our conversations. <span class="pink">I'd miss you, too.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "orphans">> <<switch $speech_attitude>> <<case "meek">> "I have to be strong for the other orphans," you say. "They're the closest thing I have to a family." <<case "bratty">> "I need to be there for the other orphans," you say sternly. "Enough of us get broken every week." <<default>> "The other orphans need me," you say. "They're the closest thing I have to family." <</switch>> <br><br> Gwylan smiles. "That's awfully noble of you. I'm not surprised. I knew you had a good heart when I first saw you, and you know your place in the world well. I'm glad they have someone as strong as you to look out for them." <br><br> <<He>> returns <<his>> gaze to the ocean. "I had people to stick around for, too. People I couldn't leave behind. Not many left, though." <br><br> After a moment, <<he>> turns back to you. "Stay strong for them, and for me. If you ever stopped coming around, I'd miss our conversations. <span class="pink">I'd miss you.</span>" <<He>> pauses, <<his>> eyes closed, before saying softly, "Would you miss me, too, were I to disappear?" <br><br> <<link [[Yes|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br> <<link [[No|Gwylan Talk Struggles 2]]>><<set $phase to 3>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "kind">> <<switch $speech_attitude>> <<case "meek">> "I have people to protect," you say. "People more helpless than me." <<case "bratty">> "There are people that need protection, and a hand to lift them back up," you say. "Or else there will be nobody to pick me back up in return." <<default>> "There are others that need help more than I do, and no one else will do it," you say. <</switch>> <br><br> Gwylan smiles. "That's awfully noble of you. I'm not surprised. I knew you had a good heart when I first saw you, and you know your place in the world well. I'm glad there are still people like you around here." <br><br> <<He>> returns <<his>> gaze to the ocean. "I had people to protect, too. People I couldn't leave behind. Not many left, though." <br><br> After a moment, <<he>> turns back to you. "Stay strong for them, and for me. If you ever stopped coming around, I'd miss our conversations. <span class="pink">I'd miss you.</span>" <<He>> pauses, <<his>> eyes closed, before saying softly, "Would you miss me, too, were I to disappear?" <br><br> <<link [[Yes|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br> <<link [[No|Gwylan Talk Struggles 2]]>><<set $phase to 3>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "special">> <<switch $speech_attitude>> <<case "meek">> "Th-there's someone special that would miss me when I'm gone," you say. <<case "bratty">> "I'm important to someone who'd be heartbroken if I was gone," you say confidently. <<default>> "There's someone special to me, who'd miss me if I were to break," you say. <</switch>> <br><br> Gwylan chuckles. "If they're special to you, they must be impressive in their own right. You should bring them around some time, I'd like to meet them." <br><br> <<He>> returns <<his>> gaze to the ocean. "I had people to stick around for, too. People I couldn't leave behind. Not many left, though." <br><br> After a moment, <<he>> turns back to you. "Stay strong for them, and for me. If you ever stopped coming around, I'd miss our conversations. <span class="pink">I'd miss you, too.</span>" <<He>> pauses, <<his>> eyes closed, before saying softly, "Would you miss me, were I to disappear?" <br><br> <<link [[Yes|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br> <<link [[No|Gwylan Talk Struggles 2]]>><<set $phase to 3>><</link>> <br> <<link [[Say you were referring to <<him>>|Gwylan Talk Struggles 2]]>><<npcincr Gwylan dom 5>><<set $phase to 4>><</link>><<ggyearning>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "revenge">> <<switch $speech_attitude>> <<case "meek">> "I've been hurt," you say quietly. "I need to hurt them back." <<case "bratty">> "I've been beaten. Violated. Tortured." Your fists clench. "I'm going to give it all back, and more. So, so much more." <<default>> "I have to make my own justice," you say. "There's people that have wronged me. Hurt me. Violated me. They must face consequences." <</switch>> <br><br> Gwylan stares ahead. "I remember a time when I was so fiery. It only keeps you going for so long. Every fire burns up the air around it. Eventually, there won't be any air left for you to breathe. You'll burn out, or consume all the fuel. What will be left at the end of that?" <<He>> looks back to you. <span class="red">"A pile of ashes."</span> <<He>> smiles. "Don't mistake my words. Wanting revenge is fine, but there must be more than that. It can't be all you live for." <br><br> <<He>> takes a deep breath, filling <<his>> lungs with the salty air. "I hope you know you're not alone in this fight of yours, either. I'll always be in your corner. If..." <<He>> pauses, trying to sort out <<his>> words. "If you burnt out like that, if you got your revenge and then faded away, I'd miss what we have. <span class="pink">I'd miss you.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "divine">> <<if $angel gte 6 or $fallenangel gte 2>> "<<if $temple_confessor_intro>>Virgo<<else>>God<</if>> <<if $fallenangel gte 2>> must have given me wings for a reason, even if they're broken now. Perhaps I was meant to punish the sinners, or forgive them. Either way, I had purpose. Maybe I still do." <<trauma -3>><<ltrauma>> <<else>> must have given me wings for a reason. I belong here. Perhaps I'm meant to punish the sinners, or forgive them. Either way, I have purpose. I know I do." <<trauma -3>><<ltrauma>> <</if>> <br><br> Gwylan frowns. "It's comforting to think that way, isn't it? That some higher power is looking out for you? That someone will just make it all okay? Mother is the name for God on the lips and hearts of every child." <br><br> <<He>> sighs. <<if $fallenangel gte 2>> "Take care not to slip further. I'd hate to see you fall again." <<else>> "Take care not to lose those wings of yours. I'd hate to see you fall." <</if>> <<He>> pauses, and smiles. "But if you do... I'll be here to pick you back up. <span class="pink">I'd miss you too much otherwise.</span>" <<else>> "I have to uphold the Cloister's holy mission," you say. "We're protecting everyone." <br><br> <<He>> frowns. "It's comforting to put everything you have into faith in the divine, isn't it? To believe with all your heart that some higher power is looking out for you? That someone will just make it all okay? Mother is the name for God on the lips and hearts of every child." <br><br> <<He>> sighs. "Perhaps you can change things for the better. Many in your order would call me a heretic, an apostate, and..." <<His>> hands briefly clench. "I hope you don't begin to think of me that way. <span class="pink">I'd miss you terribly if you stopped coming around to share your stories.</span>" <</if>> <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<set $gwylan.triumph to "lust">> <<if $demon gte 6>> "I laugh with the sinners. The saints can cry me a river," you say. "I must have been put here for a reason. Maybe this is some divine punishment. Maybe this is Hell. I might as well enjoy it, since I can't leave anyways." <<trauma -3>><<ltrauma>> <br><br> Gwylan frowns. "It's comforting to think that way, isn't it? That you're part of the problem, so the problem won't still hurt you? If you look deeper, you'll see the truth. All this pleasure is temporary, and the cost is great." <br><br> <<He>> sighs. "Take care, little imp. I'd hate to see you pass through real Hell." <<He>> pauses, and smiles. "But if you do... I'll jump in and drag you back out. <span class="pink">I'd miss you too much otherwise.</span>" <<elseif $auriga_scar>> "I saw something that I can't unsee," you start. "An eye in the blood moon. It was magnificent. It promised me things without words and left something on me. I want to see it again." <br><br> Gwylan winces. "Its promises are empty. As empty as you'll be when it's done with you. It won't comfort you, or fulfil you. It will <span class="red">devour</span> you. I hope you realise that before it's too late." <br><br> <<He>> sighs. "You aren't the first to think you'll be different, and you won't be the last. You'll end up in the Elk's gullet." <<He>> pauses, and smiles. "But in that case, I'll have to jump in and pull you back out. <span class="pink">I'd miss you too much otherwise.</span>" <<else>> "It's not all that bad," you say. "I get my share of the pleasure. I might as well enjoy it, since I can't leave anyways." <br><br> Gwylan frowns. "I didn't take you for a hedonist. It's comforting to think that way, isn't it? That you're part of the problem, so the problem won't hurt you? If you look deeper, you'll see the truth. All this pleasure is temporary, and the cost is great." <br><br> <<He>> sighs. "Take care, dear. This is Hell, and slipping deeper is no way to live." <<He>> pauses, and smiles. "But if you do slip deeper, I'll jump in and drag you back out. <span class="pink">I'd miss you too much otherwise.</span>" <</if>> <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<set $gwylan.triumph to "innocent">> "I don't know what you mean. Is there anything particularly strange about what I've told you? Is getting all this attention not normal?" <br><br> Gwylan's eyes widen. "Oh, no. No no no, absolutely not." <<He>> starts shaking <<his>> head. "Meet me at the shop for the next ritual. Your eyes need to be opened, dear, and soon. Otherwise you'll be swallowed, and never even see it coming. I can't allow that. <span class="pink">I'd miss you too much.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.triumph to "curiosity">> <<switch $speech_attitude>> <<case "meek">> "There's something going on. Something big," you say. "Bigger than me. I need to know why everything is the way it is here. Why we have to suffer like this." <<case "bratty">> "There's something rotten going on in this town," you say. "Anyone could tell you that, but so many people act like it's normal. Why? Why does it feel like there's a big secret that everyone's in on except me?" <<default>> "I have too many questions," you say. "Why is this town is like this? Why does everyone act like its normal? Why do we have to suffer the way we do?" <</switch>> <br><br> Gwylan smiles sadly. "We have much in common. We're both far too curious for our own good. It's a dangerous thing, to poke one's nose into the bear's den like we do." <br><br> <<He>> places a hand on your shoulder. "I hope you continue returning here, to tell me what you've found. I promise you I'll keep remembering it all, so even if you never come back, these questions won't fade away in your absence. Don't take that as an excuse to be reckless, though. If you ever stopped coming around, I'd miss our conversations. <span class="pink">I'd miss you.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<set $gwylan.triumph to "unknown">> "I..." you continue thinking, but nothing comes to mind. "I don't know. I just keep going." <br><br> Gwylan smiles patiently. "It's alright. Sometimes the sheer determination to keep going is enough, but not for long. Think on it some more. Find out what it is that you value, and cherish." <br><br> <<He>> pauses. "I cherish our conversations. The stories you entrust me with. I hope you find something worth holding on for soon, because <span class="pink">I'd miss you if you gave up and vanished on me.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<set $gwylan.triumph to "desolate">> "I... don't want to," you say. A lump forms in your throat. "I don't want to anymore. I just want to lie down and..." <br><br> Gwylan stands and pulls you into a tight hug. "You wouldn't be standing here if you truly wanted to give up. You're stronger than you know. Don't give up now. Not after coming so far." <<He>> pets the top of your head. <<trauma -2>><<stress -2>><<lstress>><<ltrauma>> <br><br> <<He>> gently turns your head to look to the sea. "It's so tempting, isn't it? To let the waves pull you under? To embrace oblivion? That wouldn't be the end. It would be too easy. As things are now, there is no bottom to reach." <br><br> <<He>> sits back down. "I don't want to see you break. I cherish our conversations. The stories you entrust me with. I hope you find something worth holding on for soon, because <span class="pink">I'd miss you if you gave up and vanished on me.</span>" <br><br> <<link [[Say nothing|Gwylan Talk Struggles 2]]>><<set $phase to 1>><</link>> <br> <<link [[Say you'd miss Gwylan too|Gwylan Talk Struggles 2]]>><<set $phase to 2>><<npcincr Gwylan dom 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set $daily.gwylan.cafeSkip to true>><<set $daily.gwylan.locked to true>> <<if $phase is 2>> /* player would miss Gwylan */ Gwylan smiles again. "That's an unfortunate burden to carry, but... thank you." <<elseif $phase is 3>> /* player would not miss Gwylan */ Gwylan smiles again. "Good. Let your heart remain unburdened." <<elseif $phase is 4>> /* player says they're holding on for Gwylan */ <<set $gwylan.triumph to "Gwylan">> <<switch $speech_attitude>> <<case "meek">> "I was... talking about you," you say shyly. <<case "bratty">> "I know you'd miss me, you were the one I was talking about," you say. <<default>> "I was talking about you," you say. <</switch>> <br><br> Gwylan stares at you, <<his>> expression entirely neutral. "That's nonsense. You hardly know me." <<He>> waves off your comment. <<if $hypnosis_traits.devotion gte 1>> "It's just the side effects of the hypnosis talking." <</if>> <</if>> <<His>> eyes get cloudy and dim as <<he>> watches the waves. "I'm sorry, but I'd like to be alone for a little while. I'll see you soon, though? I could use your help at the shop again, when the time comes." <br><br> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> You turn to leave once again, returning to the inside of the cafe. <<else>> You turn to leave again, returning to Cliff street. <</if>> <br><br> <<set $gwylan.sea++>> <<if hasSharpSenses("hearing")>> <span class="teal">Your <<= hasSharpSenses("hearing")>> catch Gwylan's whispering.</span> <<He>> must think you're out of earshot. You listen in. <br><br> "<<pShes>> ready. I'm sure of it.<br> The faintest rumble answers <<him>>.<br> <<if $auriga_scar>> "Yes, even with the scar. <<pShes>> not the only one so marked." <<else>> "Don't 'I told you so' me, I needed to be sure."<br> <</if>> The waves crash against the shoreline.<br> "Yes, <span class="blue">next time</span>, I promise." <br><br> You wonder who <<hes>> talking to. <<else>> A shiver runs down your spine. You hear Gwylan whispering, but it's too faint to make out. You try to listen, but only manage to catch the end of it. <br><br> "<span class="blue">Next time</span>, I promise." <</if>> <br><br> <<set $daily.gwylan.preventProgress to true>> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<if $daily.robin_in_cafe and Time.schoolDay>> <<getouticon>><<link [[Meet with Robin outside (0:01)|Gwylan Talk Struggles Meet Robin]]>><<pass 1>><<set $phase to 0>><<endevent "phaseless">><<unset $cafe_study>><<storeon "cafe_balcony">><</link>> <<elseif $daily.robin_in_cafe>> <<getouticon>><<link [[Meet with Robin inside (0:01)|Gwylan Talk Struggles Meet Robin]]>><<pass 1>><<set $phase to 1>><<endevent "phaseless">><<unset $cafe_study>><<storeon "cafe_balcony">><</link>> <<else>> <<getouticon>><<link [[Go back inside (0:01)|Ocean Breeze]]>><<pass 1>><<endevent>><<unset $cafe_study>><<storeon "cafe_balcony">><</link>> <</if>> <<else>> <<getouticon>><<link [[Leave (0:01)|Cliff Street]]>><<pass 1>><<endevent>><<set $eventskip to 1>><<unset $cafe_study>><<storeon "cafe_balcony">><</link>> <</if>><<effects>><<npc Robin>><<person1>> <<if $phase is 0>> <<set $outside to 1>> You spot Robin <<if Weather.precipitation is "rain">>under an awning<<else>>next to a streetlight<</if>>. <<He>> looks a little confused when you approach. <br><br> "Where's Gwylan?" <<he>> asks. "Is <<nnpc_he "Gwylan">> not coming with us?" <br><br> <<switch $speech_attitude>> <<case "meek">> "S-sorry, <<nnpc_he "Gwylan">> told me <<nnpc_he "Gwylan">> needed some time alone," you explain. <<case "bratty">> "Yeah, apparently not. <<nnpc_He "Gwylan">> got all mysterious and asked to be left alone," you say, shrugging. <<default>> "It would appear so. I think <<nnpc_he "Gwylan">> just wanted some space," you say. <</switch>> Robin looks a little worried, so you assure <<him>> that Gwylan's not upset with any of you. <br><br> "Okay, well... you'll still walk with me though, right?" <<he>> asks. <br><br> <<schoolicon "building">><<link [[Walk to school (0:10)|Gwylan Walk School Robin]]>><<pass 1>><<set $phase to 2>><</link>> <br> <<clifficon>><<link [[Make an excuse and leave (0:01)|Cliff Street]]>><<pass 1>><<endevent>><</link>> <<else>> You spot Robin by the counter. <<He>> looks to be waiting eagerly for <<his>> order. <br><br> <<He>> notices you as you approach. "Hey, what's up? You gonna order something too?" <br><br> <<switch $speech_attitude>> <<case "meek">> "Actually... Gwylan told me <<nnpc_he "Gwylan">> needed some time alone," you admit. <<case "bratty">> "Nope. Gwylan got all mysterious and asked to be left alone," you say, shrugging. <<default>> "No, but, I think Gwylan wants some space right now," you say. <</switch>> Robin looks a little worried, so you assure <<him>> that Gwylan's not upset with any of you. <br><br> "Sticky toffee pudding!" a voice calls out. "Here!" Robin replies. "Actually, could you put that in a bag for me? I'd like it to-go." <br><br> <<He>> turns back to you. "I guess I'll be heading back home then," <<he>> says with a hint of disappointment. But <<he>> perks up upon receiving <<his>> order. "Still, free dessert!" <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1 or $phase is 2 and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> <<set $gwylanSeen.pushUnique("cafe_chef_truth")>> <<if $phase is 2 and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> You try to keep yourself quiet. <span class="red">You feel scolding disappointment wash over you, despite Gwylan's continued smile.</span> You can't help it. <span class="red">You tell <<him>> everything.</span> <<stress 6>><<gstress>> <<else>> You tell Gwylan that the key is in the cream, and exactly how you make it. <</if>> <br><br> <<if $gwylanSeen.includes("player_fluids_taste") and !$gwylanSeen.includes("player_fluids_realisation")>> <<set $gwylanSeen.pushUnique("player_fluids_realisation")>> <<He>> listens closely, <<his>> smile gradually fading into a look of realisation. "So that's why you taste so familiar," <<he>> says. <<else>> <<He>> listens closely, <<his>> smile gradually fading into an expression of pondering. <</if>> "Fascinating. Using your own bodily fluids." <<He>> starts to grill you for more details, such as your diet and any medications you take. <br><br> <<He>> gives you a satisfied smile when <<hes>> done. <<if C.npc.Gwylan.dom gte 15>> "<<pcPetname "Gwylan" "good">>, being so honest with me," <<he>> says, patting you on the head. <<if $hypnosis_traits.devotion gte 1>> <span class="witchbloom">It fills you with bliss.</span> <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <</if>> <<else>> "Thank you. Your secret is safe with me." <<He>> pats you on the head. <</if>> <span class="pink">"I may ask you for a sample in the future."</span> <<He>> lightly caresses your shoulder as <<he>> walks by. <<arousal 500>><<garousal>> <<else>> <<if $hypnosis_traits.devotion gte 1>> <span class="green">You block out the compulsion.</span> <</if>> <<switch $speech_attitude>> <<case "meek">> "I-I can't tell," you say. "It's a secret recipe." <<case "bratty">> "I'm not giving my secret recipe away for anyone," you say, crossing your arms. "It's nothing personal." <<default>> "You're right, it's a secret. I can't reveal it," you say. <</switch>> <br><br> Gwylan pouts. "Very well. I'll squeeze it out of you one day." <<He>> brushes your shoulder as <<he>> walks by. <<His>> choice of words makes you wonder if <<he>> already knows, and just wanted to hear you say it. <</if>> <br><br> <<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("gwylan_ears_talk")>> <<switch $speech_attitude>> <<case "meek">> "What's with those... fox ears?" you ask. "On your hat? They look so real." <<case "bratty">> "What's with those fox ears on your hat?" you ask. "It seems random to sew them on like that, and it's a little uncanny how real they look." <<default>> "What's with the fox ears on your hat?" you ask. "They look realistic, and they match your hair." <</switch>> <br><br> <<if $halloween is 1 and $gwylanSeen.includes("halloween")>> <<He>> reaches up and rubs them. <<else>> <<He>> grabs the hat from the mannequin, and puts it on. <<He>> rubs the ears. <</if>> "All the better to hear you with, my dear." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("gwylan_tail_talk")>> <<switch $speech_attitude>> <<case "meek">> "Why do you wear a fake tail?" you ask. <<case "bratty">> "What's with the tail?" you ask. "I saw you wearing it." <<default>> "I saw your tail," you say. "Why do you wear that?" <</switch>> <br><br> <<He>> blushes. "That's... I just like to dress up," <<he>> says. <br><br> "I saw it move," you say. "By itself, like a real one." <br><br> <<He>> stares at you. "I'm afraid you're mistaken." <br><br> <<if $awarelevel gte 2 and $settings.analEnabled and C.npc.Gwylan.penis is "none">> <<switch $speech_attitude>> <<case "meek">> "Is... is it a fetish thing? Like a buttplug?" <<case "bratty">> "Oh, I get it. It's a buttplug." <<default>> "Is it a fetish thing? A buttplug?" <</switch>> <br><br> "No!" <<he>> says. <br><br> A long moment of silence passes over you. <br><br> "...Yes," <<he>> finally relents. <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("gwylan_fangs_talk")>> <<switch $speech_attitude>> <<case "meek">> "Your canines are really pointy," you say nervously. <<case "bratty">> "Why the hell are your canines so sharp?" you say. <<default>> "Your canines are so sharp," you say. <</switch>> <<if $gwylanSeen.includes("hair_pull_bite")>> "They hurt. A lot." <<else>> "I saw them." <</if>> <br><br> <<if $gwylanSeen.includes("hair_pull_bite")>> <<He>> crosses <<his>> arms and grins. "Don't go breaking my rules and you'll never have to feel them down there again. All the better to eat you with, my dear." <<He>> licks them. <<else>> <<He>> blushes and covers <<his>> mouth. "It's rude to point out things like that," <<he>> says. "Yes, my teeth are sharp. All the better to eat you with if you keep prodding, my dear." <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You remember what you saw. The tail. <<His>> teeth. Those ears on <<his>> hat. It might have been nothing, but what if it wasn't? <br><br> "I always wondered why you wear that big witch hat, with the ears. Are you hiding something?" You reach up for Gwylan's head. <br><br> <<He>> backs away, covering it. "I'm afraid I don't know what you're talking about," <<he>> says. <br><br> <span class="blue">It's obvious now.</span> <br><br> <<if $gwylanTalked.includes("transformation")>> "You talked about how the inner self can show up on the outside. <<else>> "You talked about my inner self, but what about you? <</if>> <<if $fox gte 6>> You're just like me, aren't you? You're a fox, too." <<else>> You were talking about yourself, too, weren't you?" <</if>> <br><br> <span class="teal"><<His>> eyes widen slightly.</span> <br><br> "No, I just like to dress up, I..." <<He>> pauses, and takes a deep breath. <<He>> looks you up and down, and after a long moment, seems to come to a decision. "Very well. <span class="green">You're clever.</span>" <br><br> <<He>> ducks under the counter, and starts to rummage around for something. <br><br> <<link [[Next|Gwylan Talk TF Revealed]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("gwylan_tf_revealed")>> <<He>> stands back up, holding a silver hand mirror. <<He>> holds it in front of <<his>> face, between the two of you so you can't see it. <br><br> <<He>> spends a moment adjusting <<his>> hair, and you hear <<him>> take another deep breath before lowering the mirror. <br><br> <span class="pink">A pair of fox ears sit atop <<his>> head, perfectly matching the colour of <<his>> hair.</span> <br><br> <<if $gwylanSeen.includes("romance")>> <<He>> crosses <<his>> arms and looks away. "It took you long enough to notice," <<he>> says. "This is why I was so hesitant about... us. Every instinct in my body tells me to find a mate for life, which wasn't possible for me." <<elseif $gwylanSeen.includes("yearning")>> <<He>> crosses <<his>> arms and looks away. "Do you understand, now? Do you understand why I can't let us become... more?" <<He>> points to <<his>> ears. "Every instinct in my body tells me to find a mate for life, something I can't have. Something you and I can't be." <<if $transformationParts.traits.mateForLife isnot "disabled">> <br><br> <<if $fox gte 6 and $transformationParts.fox.ears isnot "hidden">> <<He>> places a hand on your chest, and rubs your fox ears with the other. "I found some solace, knowing that you were bound by those same instincts. I feel as though you may be the only person that truly understands me. So please, my dear kin. Spare us both this pain. Please." <<npcincr Gwylan dom 5>><<ggyearning>> <<elseif $harpy gte 6 and $transformationParts.bird.plumage isnot "hidden">> <<He>> places a hand on your chest, right in the middle of your plumage. "My dear birdie, are you not bound by those same instincts? Spare us both this pain. Please." <<else>> <<He>> places a hand on your chest. "I know you understand, because you have those same instincts, don't you?" <</if>> <</if>> <<else>> <<He>> blushes as you stare at them, looking away. "Satisfied now?" <</if>> <br><br> <<link [[Keep staring|Gwylan Talk TF Revealed 2]]>><</link>> <br> <<link [[Stop|Gwylan Talk TF Revealed Stop]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You keep staring. <<His>> arms cross. "I only showed you because I trust you. I hope you're grateful." <br><br> <<if $fox gte 6>> <<switch $speech_attitude>> <<case "meek">> "S-sorry, I just didn't think there were other foxes like me," you say. <<case "bratty">> "Why did you hold out on me? I didn't think there were other foxes like me, I thought I was alone," you say. <<default>> "I didn't think there were other foxes like me," you say. "I'm at a loss for words." <</switch>> <<elseif $wolfgirl gte 6 or $cat gte 6 or $cow gte 6 or $harpy gte 6 or $fallenangel gte 2 or $angel gte 6 or $demon gte 6>> <<switch $speech_attitude>> <<case "meek">> "S-sorry, I just didn't think there was anyone else like me," you say. <<case "bratty">> "I'm at a loss for words. I didn't think there was anyone else like me," you say. <<default>> "I didn't think there was anyone else like me," you say. <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "I-I am, I'm just surprised," you say. <<case "bratty">> "I am, but I'm at a loss for words," you say. <<default>> "I am, I'm just surprised," you say. <</switch>> <</if>> <br><br> <<He>> grumbles. <br><br> <<link [[Keep staring, and say they're cute|Gwylan Talk TF Revealed 3]]>><</link>> <br> <<link [[Stop staring|Gwylan Talk TF Revealed Stop]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You keep staring. <br><br> "Are you quite done? I have customers to attend to," <<he>> says. The shop is completely empty save for the two of you, as usual. <br><br> <<switch $speech_attitude>> <<case "meek">>"Th-they're cute," you say. <<case "bratty">>"They're so cute, though!" you say. <<default>>"They're really cute," you say. <</switch>> <br><br> <<His>> blush deepens. "I know they are." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Ask to see Gwylan's tail too|Gwylan Talk TF Revealed Tail]]>><</link>><<promiscuous2>> <<else>> <<insufficientStat "promiscuity" "to ask to see Gwylan's tail">> <</if>> <br> <<link [[Stop staring|Gwylan Talk TF Revealed Stop]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "C-can I see your tail, too?" you ask. <<case "bratty">> "Don't hold out on me, show me your tail, too," you say. <<default>> "Can I see your tail too?" you ask. <</switch>> <br><br> <<if $gwylanSeen.includes("yearning") and C.npc.Gwylan.lust gte 25>> <<He>> grins through <<his>> blush, and turns around, <span class="lewd">lifting the skirt of <<his>> apron and tunic. <<Hes>> not wearing any underwear. You get a clear view of <<his>> <<npcGenitals 0>>, and a tail.</span> <<promiscuity2>> <<His>> tail sways back and forth. It looks very fluffy. "I hope you enjoyed the view," <<he>> says, quickly fixing <<his>> clothes. <br><br> <<else>> <<He>> huffs, but slowly turns around. A fox tail sways back and forth, poking through <<his>> clothes. It looks very fluffy. "Don't make me regret this, please." <<promiscuity2>> <</if>> <<if hasSexStat("promiscuity", 3)>> <<link [[Touch it|Gwylan Talk TF Revealed Tail 2]]>><<npcincr Gwylan lust 2>><</link>><<glust>><<promiscuous3>> <<else>> <<insufficientStat "promiscuity" "to touch Gwylan's tail">> <</if>> <br> <<link [[Stop staring|Gwylan Talk TF Revealed Stop]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You gently touch <<his>> tail. <<promiscuity3>> Gwylan freezes up. <br><br> You start to run your hands up and down, <<if $fox gte 6>> knowing exactly where to pet. It's very similar to your own tail. <<else>> enjoying how soft it is. <</if>> <br><br> Gwylan pushes your hands away after a moment. "A-alright, quit molesting me," <<he>> says. "<span class="blue">I suppose there's no point in hiding it around you anymore,</span> so at least ask before touching, please." <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You stop staring. <<He>> seems relieved. "<span class="blue">I suppose there's no point in hiding it around you anymore.</span> I've kept your secrets, so I hope you'll keep mine, too." <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $brownFoxRevealed to true>> You hold up the fox mask. "Gwylan, could you put this on for a moment?" <br><br> <<His>> head tilts curiously. <<if _gwylanTF.revealed and $gwylanSeen.includes("partners")>> "Oh, up for a bit of role playing, are you, <<pcpetname "Gwylan">>?" <<His>> ears twitch in amusement. <<else>> "I suppose so. It's only fair I put on something you request for once." <</if>> <<He>> dons the mask. <br><br> Your suspicions are confirmed. The colour is off, but all that's missing is a green cloak. <<He>> looks just like the brown fox. <<He>> smiles, seeming to sense your realisation. "I thought you'd never catch on. What gave it away?" <br><br> <<if $gwylanSeen.includes("romance")>> "I could practically feel it," you say. "I know your smell, too." <br><br> <<He>> blushes, and tries to suppress looking giddy with limited success. "Aww, aren't you a sweetheart." <<elseif $brownFoxWoundedHint>> "I saw the <<if _gwylanStatus.includes("wounded")>>bandages<<else>>scar<</if>> on your leg," you say. "It's a bit too much of a coincidence." <br><br> <<He>> nods. "I knew you were sharp. It's not like I could hide it forever." <<else>> "I know you," you say simply. "Did you think I'd forget?" <br><br> <<He>> frowns. "Most do." <<He>> leans forward, placing <<his>> head in <<his>> hand. "So it was the hypnosis, then. How troublesome." <</if>> <<He>> takes the mask back off. "Regardless, the brown fox and Gwylan must remain two separate entities. Keep it secret for me, would you, <<pcpetname "Gwylan">>?" <br><br> <<if $brownFoxCoverBlown>> You open your mouth to speak, but <<he>> interrupts you. <<if _gwylanStatus.includes("cautious")>> "Surely you don't want to blow my cover again. You'll owe me for that, dear. My leg still aches where the High Elk stabbed me." <<else>> "Surely you don't want to blow my cover again. My leg still aches where the High Elk stabbed me." <<He>> looks serious for only a moment, and starts smiling again. "It's alright. You've already more than made up for it." <</if>> <br><br> <</if>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $brownFoxMaskTalk to true>> "Is the brown fox mask really for concealing your identity? Do they really not know who you are by now?" <br><br> <<He>> giggles. "It's easier if they suspect some masked vigilante. If they started suspecting otherwise..." <<he>> pauses. "They might start making some connections. Dangerous ones." <br><br> "So why a fox mask specifically?" you ask. <br><br> <<He>> looks down. "It's symbolic. I want them to see the face of their victims biting back." <<He>> rubs the cheek of the mask. "When I wear this, I'm not Gwylan. I'm every single victim of the elks and hounds. I'm their vengeance." <<His>> hands clench slightly. "No one else will give it to them. The Cloister will just make them suffer more, use them as... vessels. Us foxes only have each other." <br><br> <<He>> puts the mask on. "That's what the brown fox symbolises." <<if $avery_fate is "ascended">> <<He>> looks away, concealing a frown. "I don't blame you for what happened. I know how hard it can be to say no, to keep struggling when it only brings more bruises. It isn't too late, but the path ahead is dark, so expect to find dark things. No matter what, us foxes need to look out for each other." <<elseif $avery_mansion.fox.progress gte 12 or $gwylanSeen.includes("ritual_sex")>> <<He>> looks away, and you catch the faintest blush beneath <<his>> mask. "I'm glad you're here with me, <<pcpetname "Gwylan" "name">>. I've worked alone for far too long." <<npcincr Gwylan dom 1>><<gyearning>> <</if>> <br><br> <<gwylanOptions>> <!-- End Gwylan talks --><<effects>> <<npc Gwylan>><<person1>> You approach the table Gwylan's sitting at. <br><br> There's a half-finished drink next to <<him>>, and <<his>> face is tucked into <<his>> arms on the table. <br><br> <<if numberOfEarSlime() and $earSlime.growth gte 80 - ($earSlime.promiscuity * 10)>> <span class="red">You feel the slime in your head command you to leave <<him>>.</span> The command is weak, almost desperate. <br><br> <</if>> <<link [[Wake <<him>>|Gwylan Pub Sulking Sit]]>><<set $phase to 1>><</link>> <br> <<link [[Sit next to <<him>>|Gwylan Pub Sulking Sit]]>><<set $phase to 2>><</link>> <br> <<link [[Leave <<him>> to sulk|Pub]]>><<endevent>><</link>> <br><<effects>> <<set $gwylanSeen.pushUnique("yearning_pub")>> <<if $phase is 1>> You reach towards Gwylan to wake <<him>>. <br><br> <span class="red"><<His>> hand grabs your wrist as it gets close.</span> <br><br> "No, you can't buy me a drink." <<else>> You sit down next to Gwylan. <br><br> "That seat was taken," <<he>> mumbles into <<his>> arms. <</if>> <br><br> <<He>> slowly rolls <<his>> head to look at you. "Oh. Hello dear." <<He>> looks very upset. The light in <<his>> eyes is gone. <<His>> face is rosy, but it's hard to tell if it's from the alcohol. <<His>> expression quickly changes to one of jubilation. <<if $phase is 1>> <<He>> pulls your wrist, forcing you to sit. <<else>> <<He>> motions for you to sit closer. <</if>> <br><br> "I'm happy to see you. I missed your face." <<He>> giggles unsettlingly. "As if I'm not seeing enough of it on the back of my eyelids." <br><br> <<link [[Ask if <<hes>> okay|Gwylan Pub Sulking Ask]]>><<set $phase to 1>><</link>> <br> <<link [[Hug <<him>>|Gwylan Pub Sulking Ask]]>><<set $phase to 2>><</link>> <br> <<link [[Say nothing|Gwylan Pub Sulking Ask]]>><<set $phase to 3>><</link>> <br><<effects>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">>"Are you... okay? I've never known you to be a drinker," you say. <<case "bratty">>"I didn't expect to see you in the cups," you say. "Are you alright?" <<default>>"Are you alright? This doesn't look very healthy," you say. <</switch>> <br><br> <<He>> scoffs. "Concerned about my health, now? Where was that concern when you were breaking my rules?" <<elseif $phase is 2>> You wrap your arms around <<him>>. <<He>> freezes up. <br><br> After a moment, <<he>> hesitantly returns it, but pushes you away just as quickly. "I don't need you getting the wrong idea again." <<else>> You say nothing. <br><br> <<He>> stares at you, <<his>> head slowly tilting. "Oh dear, the hypnosis is still in effect, is it?" <<He>> snaps <<his>> fingers in front of your face a few times. "Waaaake up." <</if>> <br><br> <<if $gwylanSeen.includes("bad_day_drinking")>> "You told me you should only drink to make a good day better," you respond. <br><br> <<He>> groans. "I did say that, didn't I?" <<He>> takes another swig of <<his>> drink. "I've never been better, dear. I'm just peachy. Right as rain. Hanging like a criminal." <<He>> pinches your cheek. It hurts. <<pain 2>><<gpain>> <br><br> <</if>> <<if $gwylanSeen.includes("bad_day_drinking") or $phase is 1>> <<He>> smiles, but it doesn't reach <<his>> ears. "Your concern is adorable, but I have a very high tolerance. Did you really come here looking for me like a lost puppy?" <<He>> pets the top of your head. <<else>> <<He>> pets the top of your head. "You're adorable, coming and looking for me like a lost puppy." <</if>> <<His>> tone is a little patronising. <br><br> <<link [[Apologise|Gwylan Pub Sulking Apologise]]>><</link>> <br> <<link [[Leave <<him>> to sulk|Gwylan Pub Sulking Leave]]>><</link>> <br><<effects>> You stand up and step away from <<him>>. <br><br> <<He>> waves you off. "Good, leave me be. I said I didn't ever want to see..." <<He>> chokes up. "I..." <br><br> <<His>> head lands in <<his>> arms again. "J-just go away." <br><br> <<set $gwylan.timer.scorned to new DateTime($gwylan.timer.scorned).addDays(3).timeStamp>> <<link [[Next|Pub]]>><<endevent>><</link>> <br><<effects>> <<switch $speech_attitude>> <<case "meek">>"I'm really sorry for... kissing you," you say. "I didn't think it would upset you this much." <<case "bratty">>"Are you really this upset over a kiss? I'm sorry, alright?" <<default>>"I'm sorry. With how many people try to kiss me all the time, I didn't think kissing you would upset you this much." <</switch>> <br><br> <<He>> starts to play with your hair. "I set the rules clearly. You not knowing the consequences doesn't give you an excuse." <<He>> starts to hum as <<he>> twirls your hair around <<his>> finger. "Rotten <<girl>>, rotten <<girl>>. I spoiled you too much and you got too bold. It's really my own fault, isn't it?" <<He>> giggles. <br><br> "I know why you're here." <<He>> tugs your hair, but stops just short of pulling a few strands out. <<He>> throws <<his>> leg over your lap and straddles you, before grabbing your wrists and pining you back against the wall. <br><br> "Rotten... naughty <<girl>>." <span class="pink"><<He>> leans forward and kisses you.</span> Cheers erupt from the other side of the pub as <<his>> tongue slips into your mouth. <br><br> <<link [[Push away|Gwylan Pub Sulking Kiss]]>><<set $phase to 1>><</link>> <br> <<link [[Return it|Gwylan Pub Sulking Kiss]]>><<set $phase to 2>><</link>> <br><<effects>><<set $gwylanSeen.pushUnique("yearning_pub_kiss")>> <<if $phase is 1>> You easily push Gwylan away, prompting <<him>> to squeak in surprise. <<takeKissVirginity "Gwylan" "rape">> <br><br> <<He>> stays sitting in your lap, and wraps <<his>> arms around you. "It's not so fun, is it?" <<He>> tucks <<his>> head into your shoulder. "You are so very irritating, <<pcpetname "Gwylan">>. You're the one that did this." <<else>> You start to return the kiss, wrapping your arms around Gwylan. <<takeKissVirginity "Gwylan" "romantic">> <br><br> After a moment, <<he>> withdraws with a gasp. <<He>> grabs your cheeks with one hand. "You're insatiable." <</if>> <br><br> <<He>> hums and rocks back and forth, but slows down as the tension in <<his>> body fades. <br><br> <<He>> suddenly pulls away and stands up, <<his>> face beetroot-red and looking more sober. <<His>> shoulders sink. "Oh, dear. I'm really making a mess of this now." There's shame in <<his>> voice as <<he>> turns away. <br><br> The noise of the pub dies down for a moment. <br><br> <<He>> looks over <<his>> shoulder at you. <<Hes>> giving you <<his>> old cheery smile, but there's an exhausted sadness behind it. "I'm sorry. Give me a few days to sort myself out, dear. We'll talk about this when the time is right." <br><br> <<He>> quickly leaves the pub. <<ggyearning>> <br><br> <<set $gwylan.timer.scorned to new DateTime($gwylan.timer.scorned).addDays(-3).timeStamp>> <<link [[Next|Pub]]>><<endevent>><</link>> <br><<effects>> You approach the window. There's a crow pecking at the glass. <span class="purple">It's looking right at you.</span> <br><br> There's something tied around its neck. You look closer. It's a piece of paper, <span class="purple">and it has your name on it</span>. <br><br> You open the window. It caws at you, but sits still. You take the paper and unfold it. It's fragrant. <br><br> <<link [[Read it|Gwylan Yearning Letter 2]]>><</link>> <br><<effects>> <span class="narration"> Hello, dear. <br><br> I'm sending my sincerest apology for snapping at you and kicking you out of the shop. I won't invent any justifications for my outburst. I've reflected over these passing days, and the simple truth is that it's boring around here without you to tell me your stories. I don't have many friends, and you are a dear one to me. <br><br> I miss you, is what I'm saying. <<if $gwylan.scratchDoor gte 3>> All your scratching at the shop's door didn't help. <</if>> <br><br> <<if $gwylanSeen.includes("yearning_pub")>> I'm also sorry about what happened at the pub. <<if $gwylanSeen.includes("yearning_pub_kiss")>> It was irresponsible of me, and I've gone and made everything more complicated now. <<else>> In case it wasn't obvious, you leaving me there was actually the last thing I wanted. I'm sorry for pushing you away like that. <</if>> <br><br> <</if>> If you find it in your heart to forgive me, come by the shop soon. If not, please come by anyways. There's something important I wish to discuss, and it's urgent. <br><br> Still here,<br> <<ind>>~ Gwylan </span> <br><br> The crow caws at you again as you finish reading. <br><br> <<link [[Tell it to tell Gwylan you'll be there|Gwylan Yearning Letter 3]]>><<set $phase to 1>><</link>> <br> <<link [[Give it back the letter|Gwylan Yearning Letter 3]]>><<set $phase to 2>><</link>> <br> <<link [[Shoo it away|Gwylan Yearning Letter 3]]>><<set $phase to 3>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">>"Tell Gwylan I'll be there," you say to the crow. <<case "bratty">>"Fine. I'll come by," you say to the crow. <<default>>"Alright, I'll come by when I have time," you say to the crow. <</switch>> <br><br> It caws at you, and flies off. <<elseif $phase is 2>> You carefully tie the letter back around its neck. It caws at you, and flies off. <<else>> You shoo it away. It caws at you, and flies off. <</if>> <br><br> <<run gwylanRequest("yearning")>> <<link [[Next|$yearningLetterExit]]>><<endevent>><<set $yearningLetter to 2>><<unset $yearningLetterExit>><</link>> <br><<effects>> <<npc Gwylan>><<person1>> You enter the shop. There's a strange, musty smell in the air. <<hallucinogen 40>> <br><br> You can barely see in front of you. You run right into a shelf, which causes a ?gwylanItem to fall from above and hit you on the head. <<pain 3>><<gpain>> <br><br> You start to feel your way around, and call out. "Gwylan? Are you home?" <br><br> You hear the clacking of wood in response. <br><br> <<link [[Follow it|Gwylan Yearning Start 2]]>><<set $phase to 0>><</link>> <br> <<link [[Avoid it|Gwylan Yearning Start 2]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $phase is 0>> You follow the sound. It's moving away from you, but only moves when you get close. <br><br> Finally, you bump into a mannequin. <<stress 3>><<gstress>> <br><br> It's posed in a mime of sobbing, its head in its hands. Another stands next to it, a hand on its shoulder, trying to comfort it. <br><br> A third stands beside them. It wears a black tunic with a white cross, as well as an emotionless white mask. It points to its left. You follow its arm, and find a dark doorway leading to a staircase. You see a faint light at the top. <<else>> You try avoiding the sound, but it seems to be following you. You can only hear it when you have a distinct way forward, though. As if it's guiding you by its lack of presence. <br><br> You eventually find a doorway leading to a staircase. You see a faint light at the top. <</if>> <br><br> <<link [[Climb|Gwylan Yearning Climb]]>><</link>> <br><<effects>> You start to climb the stairs. After nine steps, you realise that the staircase is curved. <br><br> You rub your eyes. You can still see a light straight ahead, but there should be a wall there. You reach forward, and feel smooth glass. There must be a mirror on the wall, reflecting the light from above. <br><br> You continue up, feeling your way along the wall. Not being able to see in front of or behind you makes you nervous and claustrophobic. <<stress 3>><<gstress>> <br><br> <<silently>><<dancedifficulty 300 800>><</silently>> <span class="red">You trip on the next step.</span> <<if $danceSuccess>> Luckily, <span class="green">you don't need your eyes to recover from a stumble.</span> You have experience thanks to all the dancing you've done. You take two controlled steps down, and stop your momentum. <<else>> <span class="red">You flail blindly,</span> and grab onto something. It's large and solid. You're almost certain whatever it is wasn't there before, because it's right behind where you were standing. <<stress 9>><<ggstress>> <</if>> <br><br> You orient yourself, and start to shimmy along the wall again. There's something wrong, though. <span class="blue">The wall's curve seems to be going in the opposite direction.</span> You're moving down now instead, as if the stairs were suddenly mirrored. <br><br> <<link [[Turn around and make sure you're going up|Gwylan Yearning Ascend]]>><</link>> <br> <<link [[Keep going down|Gwylan Yearning Descend]]>><</link>> <br><<effects>> You keep going down. <br><br> You exit in far fewer steps than it took you to get to where you were, and emerge in an unfamiliar room. Dim embers glow in an old furnace. It's just bright enough that you can tell it's a kitchen of some kind. That's your best guess, at least, with all the cutlery hanging around you. <br><br> There's another door here, and it's already open. You peek inside, and see <span class="red">three glowing eyes staring back at you</span>. <<stress 12>><<ggstress>> <br><br> You step back on instinct, but fall and land on your bottom. The door creaks open further. <br><br> The glow vanishes as more light enters the room beyond. On the wall straight ahead is an elk's skull, fashioned into a mask. Each of its antlers ends in three prongs. <br><br> Directly below it is a brown fox mask with a third eye on its forehead. Next to it, clasped to the wall, is a blade with a sudden curve near the end. It looks like a billhook, but its handle is broken. It reflects the dim light. <br><br> All around them are charms made of twigs, as well as countless hanging outfits that you've never seen in the main part of the shop. Many of them look ceremonial. There's nothing else in the room, so you turn around and head back up the stairs. <br><br> You manage to avoid tripping this time. After a long climb, your foot comes down hard, expecting another step where there is none. You're on a level surface. There's a bit of light here, creeping through the edges of a doorframe. <br><br> <<link [[Enter|Gwylan Yearning Door]]>><<set $phase to 0>><</link>> <br> <<link [[Knock first|Gwylan Yearning Door]]>><<set $phase to 1>><</link>> <br> <<set $skulduggerydifficulty to 800>> <<link [[Peek inside|Gwylan Yearning Door]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>> <br><<effects>> You turn around, making sure you're still going up, even if it doesn't make sense. <br><br> Finally, your foot comes down hard, expecting another step where there is none. You're on a level surface. There's a bit of light here, creeping through the edges of a doorframe. <br><br> <<link [[Enter|Gwylan Yearning Door]]>><<set $phase to 0>><</link>> <br> <<link [[Knock first|Gwylan Yearning Door]]>><<set $phase to 1>><</link>> <br> <<set $skulduggerydifficulty to 800>> <<link [[Peek inside first|Gwylan Yearning Door]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 0>> <<set _seenRoom to true>> You turn the knob, and hear someone gasp in surprise on the other side. You enter to see an ornate bedroom. Gwylan stands in front of a vanity, rummaging around frantically before turning around. <br><br> "You really need to learn how to knock!" <<He>> crosses <<his>> arms, closing a drawer behind <<him>>. "It's fine, you've already broken in once. Come in and shut the door behind you." You step inside. <<elseif $phase is 1>> You knock on the door. You hear some rummaging around on the other side, followed by Gwylan's voice. "Come in." You enter. <<else>> There's no keyhole, so you open the door very slowly to take a peek. <<skulduggerycheck>> <<if $skulduggerysuccess>> <<set _seenRoom to true>> <span class="green">You open the door in complete silence, just enough to see inside.</span> It's an ornate bedroom. Gwylan stands in front of a vanity, looking down at a small object. <br><br> It's a pocketwatch on a chain. A very fancy one, too. It looks warped, but otherwise it's shiny and cared for. There's a snowflake etched into the glass. <br><br> You quietly close the door, and knock. You hear <<him>> rummage around for a moment. "Come in." You enter properly. <<else>> <span class="red">The door creaks.</span> You hear someone on the other side gasp in surprise, and back away from the door. <br><br> You hear some rummaging around, followed by Gwylan's voice. "It's okay, you can come in." You step inside. <</if>> <</if>> <br><br> <<if !_seenRoom>> It's a spacious, ornate bedroom. Gwylan stands in front of a vanity, and shuts a drawer behind <<him>> as you enter. <<else>> The room is spacious. <</if>> The bed, covered in frilly red and green blankets, has a canopy and curtains. The view from the solitary window suggests you're quite high up, as you can see some of the treetops. This must be the shop's tower, although it looks like it could be even higher than that somehow. <br><br> There are wardrobes and shelves full of books and knick-knacks littering the walls, leaving the smooth brickwork behind almost entirely covered. <br><br> Gwylan's wearing a strange outfit. It's a frilly <<if $pronoun is "m">>suit<<else>>dress<</if>> that looks straight out of the Victorian era. <<if _gwylanTF.known>> There's a wrapping around the back that allows <<his>> tail to poke out freely. <</if>> <br><br> "I'm glad you came," <<he>> says. <<Hes>> smiling, <span class="blue">but you can tell by the redness around <<his>> eyes that <<hes>> been crying</span>. "I seem to have forgotten to turn the lights on in the rest of the shop. I hope it wasn't too hard to find me." <br><br> <<set $yearningTalk to {}>> <<set $yearningTalk.increase to -15>> <<if $gwylanSeen.includes("yearning_pub_kiss")>> <<set $yearningTalk.increase += 5>> <</if>> /* Store yearning changes until end of scene when the stat is revealed and the breakpoint is passed */ <<link [[Ask <<him>> why <<he>> was crying|Gwylan Yearning Talk Cry]]>><<set $yearningTalk.cry to true>><</link>> <br> <<link [[Ask <<him>> why <<hes>> wearing such unusual clothing|Gwylan Yearning Talk Clothes]]>><<set $yearningTalk.clothes to true>><</link>> <br> <<link [[Ask <<him>> what was so urgent|Gwylan Yearning Talk Urgent]]>><<set $yearningTalk.urgent to true>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">>"Are you okay? You look so sad." <<case "bratty">>"You look pretty miserable," you say. "Are you okay?" <<default>>"Is everything alright? You look like you've been crying." <</switch>> <br><br> <<if _gwylanTF.known>> <<His>> face reddens, and <<his>> tail sways back and forth. <<else>> <<His>> face reddens. <</if>> "Yes, I'm alright," <<he>> says. <<He>> falters, though. "Sorry, I didn't have time to put on concealer before you got here." <br><br> You cross your arms. <br><br> "Okay, fine. My... grand<<father>> isn't long for this world. <<Hes>> very sick, and I don't think <<hes>> going to wake up again. It's got me in shreds." <<He>> pauses. "That's only half of it, though." <br><br> <<if $yearningTalk.cry and !$yearningTalk.hug>> <<link [[Hug <<him>>|Gwylan Yearning Talk Hug]]>><<set $yearningTalk.hug to true>><<set $yearningTalk.increase++>><</link>> <br> <</if>> <<if !$yearningTalk.clothes>> <<link [[Ask <<him>> why <<hes>> wearing such unusual clothing|Gwylan Yearning Talk Clothes]]>><<set $yearningTalk.clothes to true>><</link>> <br> <</if>> <<link [[Ask <<him>> what was so urgent|Gwylan Yearning Talk Urgent]]>><<set $yearningTalk.urgent to true>><</link>> <br><<effects>> You wrap your arms around Gwylan and hug <<him>> tightly. <<He>> tenses up and looks surprised, but returns it. After a moment, <<his>> embrace tightens. <br><br> You release <<him>>, but <<he>> holds on to you for a moment longer before letting go. "Thank you for that. I needed it." <br><br> <<if !$yearningTalk.clothes>> <<link [[Ask <<him>> why <<hes>> wearing such unusual clothing|Gwylan Yearning Talk Clothes]]>><<set $yearningTalk.clothes to true>><</link>> <br> <</if>> <<link [[Ask <<him>> what was so urgent|Gwylan Yearning Talk Urgent]]>><<set $yearningTalk.urgent to true>><</link>> <br><<effects>> <<switch $speech_attitude>> <<case "meek">>"Why are you wearing such old clothing?" <<case "bratty">>"Look at you, a <<personsimple>> out of time." <<default>>"What are you wearing?" <</switch>> <br><br> <<He>> smiles. "It's my grand<<father>>'s. I was reminiscing. I have big shoes to fill." <br><br> It fits <<him>> very well for being inherited. <br><br> <<if !$yearningTalk.cry>> <<link [[Ask <<him>> why <<he>> was crying|Gwylan Yearning Talk Cry]]>><<set $yearningTalk.cry to true>><</link>> <br> <<elseif $yearningTalk.cry and !$yearningTalk.hug>> <<link [[Hug <<him>>|Gwylan Yearning Talk Hug]]>><<set $yearningTalk.hug to true>><</link>> <br> <</if>> <<link [[Ask <<him>> what was so urgent|Gwylan Yearning Talk Urgent]]>><<set $yearningTalk.urgent to true>><</link>> <br><<effects>> <<switch $speech_attitude>> <<case "meek">>"What was the urgent thing you mentioned in your letter?" <<case "bratty">>"So, what was so urgent that made you want to see my rotten face again?" <<default>>"Did something happen? You mentioned something urgent in your letter." <</switch>> <br><br> <<He>> turns around, putting both hands on <<his>> vanity and looking down. <<Hes>> silent for a long moment. <br><br> "It's something selfish. You... broke me," <<he>> says quietly. "I had that rule for a reason. I can't handle intimacy or romance. Sex is one thing. Do it enough and there's no intimate connection anymore." <br><br> <<He>> turns to face you again. "You crossed those wires in my head again, though. The way you've been cosying up to me certainly didn't help, nor does the fact that you're just so... interesting." <<He>> smiles weakly. "I needed you to come back, because we need to set the record straight on what you and I are." <br><br> <<link [[Listen quietly|Gwylan Yearning Regret]]>><<set $phase to 0>><</link>> <br> <<link [[Apologise|Gwylan Yearning Regret]]>><<set $phase to 1>><</link>> <br> <<link [[Tell <<him>> you don't see what the problem is|Gwylan Yearning Regret]]>><<set $phase to 2>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 0>> You listen quietly. <<elseif $phase is 1>> "I'm sor—" Gwylan puts a finger to your lips. <br><br> "I'm not asking for an apology, dear. Let me speak." <<else>> "I don't see—" Gwylan puts a finger to your lips. <br><br> "I know you don't, so let me explain." <</if>> <br><br> <<He>> paces back and forth. "This isn't a path we can walk together, dear. One day, you won't come back. Or, you'll come around, and I won't be here anymore." <<He>> takes a deep breath, and snaps <<his>> fingers. "Just like that. Gone. We'll move on and forget. It's easier to do that if things remain simple between us." <<His>> head tilts slightly. "That's only if we're lucky, though. The more likely outcome is one of us getting chewed up into something unrecognisable. Then we can't move on. We'll be stuck trying to piece each other back together. Forever. That's worse than death." <br><br> <<His>> voice is monotone as <<he>> looks you in the eyes. "I called you here because I want you to tell me that your kiss meant nothing. I want you to tell me that it was just done in the heat of passion, and that you and I are not, and will never be, more than friends." <br><br> <<He>> looks away, as if ashamed. "For both of our sakes. <span class="red">Love bites can break skin</span>, and we've both been bitten plenty." <br><br> <<link [[Tell <<him>> what <<he>> wants to hear|Gwylan Yearning]]>><<set $phase to 0>><<set $yearningTalk.increase-->><</link>><<lyearning>> <br> <<link [[Tell <<him>> you don't know what it meant|Gwylan Yearning]]>><<set $phase to 1>><</link>> <br> <<link [[Tell <<him>> you won't lie to <<him>>|Gwylan Yearning]]>><<set $phase to 2>><<set $yearningTalk.increase++>><</link>><<gyearning true>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 0>> "Fine. It meant nothing, it was just something silly I did in the heat of the moment," you say. <br><br> <<He>> stares at you, as if trying to measure your honesty. <<He>> doesn't seem satisfied. <<elseif $phase is 1>> "I... don't know what it meant," you say. "It just felt like the right thing to do at the time." <br><br> <<He>> huffs, disappointed. <<else>> "I won't lie to you just to make you feel better," you say. "It—" <br><br> <<He>> places a hand over your mouth. "Don't. Please." <</if>> <<He>> looks away from you after a moment, but takes a step forward <<if _gwylanTF.known>> and points to the fox ears on <<his>> head. "Do you know what these mean?" <<His>> voice is getting louder. "<span class="pink">Every instinct in my body screams to find a partner for life.</span> <<else>> and points to a small sculpture on a nearby shelf. It depicts two foxes tumbling over one another. "<span class="pink">Many foxes pair for life.</span> <</if>> <<if $transformationParts.traits.mateForLife isnot "disabled">> I know you understand the feeling, but do you truly understand what 'for life' means? That's forever, dear. <<else>> That's forever, dear. Do you have any idea how long that really is? <</if>> You aren't ready for forever. You're barely ready for right now." <br><br> <<He>> stops, and sighs. <<He>> takes another step towards you. "No. It isn't you. If one of a mated pair meets an early end, especially before they have kits, <span class="red">it's not uncommon for the other to die of a broken heart</span>." <br><br> Another step, and <<he>> puts a finger under your chin. "<span class="purple">Mine is already broken,</span> because I was never allowed what I craved. What I <i>needed</i>. Worse, it was dangled in front of me like the sweetest nectar, before being ripped away, over and over, each time worse than the last. Did you think you were my first lay? My first friend? Did you think you would be my first loss? Do you think yours are the first stories and memories I have to carry forever?" <<His>> voice trembles. <br><br> "I have nothing to give you. This can't even begin, nevermind end. Do you understand? <span class="red">I <i>can't</i> let myself go through this again.</span>" <br><br> <<He>> takes a step back, only now realising that <<hes>> backed you into the corner. "I'm sorry. This is my fault to begin with. The hypnosis, over time, can have effects like this. I told you I didn't want things to change between us. You're my friend. I don't want to lose you just because of some fake, hypnosis-induced puppy love. So, please. Tell me it meant nothing and mean it, so we can go back to the way things were." <br><br> <<link [[It meant nothing|Gwylan Yearning Revealed]]>><<set $phase to 0>><<set $yearningTalk.increase -= 15>><</link>><<lllyearning>> <br> <<link [[Stay silent|Gwylan Yearning Revealed]]>><<set $phase to 1>><</link>> <br> <<link [[It meant something important|Gwylan Yearning 2]]>><<set $yearningTalk.increase += 5>><</link>><<ggyearning true>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylan.yearnResponse to "important">> "I'm sorry, but it meant something. I wouldn't have kissed you otherwise." You grit your teeth. "I don't often get to choose who I do lewd things with, and when I do, I don't usually get to control what exactly we do. I felt safe enough with you to show you affection, by my own choice." <br><br> <<His>> fists clench. "You're making this very difficult for me, dear." <br><br> "You calling me 'dear' all the time doesn't help either!" <br><br> <<He>> grabs you by the wrists. "I know it's my own fault you're feeling this way. I didn't prepare you for the hypnosis enough, and I didn't set the boundaries for what our relationship can be." <span class="pink"><<He>> pulls you towards <<his>> bed.</span> "I know you already understand that sex is not love, and love is not sex. They can be tender and painful in equal measure. I'll ensure you're satisfied, so you... so <i>we</i> can start putting these feelings to rest." <br><br> <<link [[Let Gwylan pull you into bed|Gwylan Yearning Sex]]>><<set $sexstart to 1>><<npcincr Gwylan lust 2>><<set $yearningTalk.increase -= 2>><</link>><<glust>><<lyearning>> <br> <<link [[Pull away|Gwylan Yearning Revealed]]>><<set $phase to 2>><<set $yearningTalk.increase += 2>><</link>> <br><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcexpose>> <<set $enemytrust += 200>> <<set $enemyarousalmax to 1200>> <<set $enemyarousal += (C.npc.Gwylan.lust + C.npc.Gwylan.dom)>> <<set $combat_player_orgasm_target to Math.ceil((C.npc.Gwylan.lust + C.npc.Gwylan.dom) / 100) + 1>> <<set $disableNormalImpregnation to true>> <<set $disableImpregnation to true>> <<set $noBodyWriting to true>><<set $noHypnosis to true>> <<npcexpose>> <<npc_attempt_sex>> <<He>> pushes you onto <<his>> bed. You nearly sink into the soft blankets. <<He>> closes the curtains and crawls on top of you. <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <span id="next"><<link [[Next|Gwylan Yearning Sex Finish]]>><</link>></span><<nexttext>> <<elseif _combatend>> <span id="next"><<link [[Next|Gwylan Yearning Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Yearning Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <<set $enemyarousal += 200>> <<if $enemyarousal gte $enemyarousalmax>> <<if $hallucinations gte 2 and $NPCList[0].chest isnot "clothed">> The tattoo on Gwylan's <<bellyDescription "Gwylan">> flares to life, and <<he>> shivers as you climax. <<else>> Your <<if $orgasmcurrent gt 1>>final<</if>> orgasm makes Gwylan shiver. <</if>> <span class="pink">It pushes <<him>> over the edge too.</span> <<ejaculation "short">><<npcincr Gwylan lust -25>><<llllust>> <<else>> <<He>> makes a pleased sound as your <<if $orgasmcurrent gt 1>>final<</if>> orgasm subsides. "That should do," <<he>> says. <<if $consensual is 0>> "The struggle was thrilling, dear, but I'm only trying to help you." <</if>> <<npcincr Gwylan lust 5>><<gglust>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">><<npcincr Gwylan lust -20>><<lllust>> <<if $orgasmcurrent is 0>> <<He>> looks up at you, irritated. "This was supposed to be for your sake, dear." <<He>> pouts, pushing away from you. <<set $yearningTalk.increase++>><<gyearning true>> <<else>> <<He>> holds you tightly in the bed for a moment before pushing away from you. <</if>> <<elseif $enemyhealth lte 0>> Gwylan rolls away from you. "That hurt, but I'm glad to see you've already gotten it out of your system." <<set $yearningTalk.increase -= 2>><<lyearning>> <<else>> Gwylan rolls away from you. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<link [[Next|Gwylan Yearning Revealed]]>><<set $phase to 3>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 0>> <<set $gwylan.yearnResponse to "nothing">> "It meant nothing, and we're just friends. I don't want to lose that either," you say. <br><br> <<He>> sighs, looking relieved. "Thank you. I realise that, with what we do, it can be difficult not to deepen the attachment between us. Rather than pining for what we can't have, let's enjoy what we already do as friends." <<He>> takes both of your hands. "Let's put this behind us, then. This <span class="forest-green">yearning</span> will fade in time, I'm sure of it." <br><br> <<He>> smiles again, and it reaches <<his>> ears this time. "You're very special to me. Please don't forget that. I wouldn't feel so strongly about this otherwise." <<elseif $phase is 1>> You stay silent. <br><br> <<He>> frowns. "I understand. With what we do, it can be difficult not to deepen the attachment between us. Rather than pining for what we can't have, let's enjoy what we already do as friends, and nothing more." <<He>> takes both of your hands. "This <span class="forest-green">yearning</span> isn't something that can just be turned off like a lightswitch. It will take time, but I know we can get past it." <<elseif $phase is 2>> You pull your wrists free from Gwylan's hands. <<He>> doesn't make any effort to hold on to them, but looks confused. "Is this not what you wanted?" <br><br> You shake your head. "It wasn't ever about the sex." <br><br> <<His>> shoulders slump. "Ah. This has gone even further than I thought." <<He>> laughs sadly. "You're a sweet <<girl>>. You'll make someone very happy someday, but it should be someone who can return your affections, and someone your own age." <<He>> says the last part with the slightest scolding undertone. <<gyearning true>> <br><br> "I realise that, with what we do, it can be difficult not to deepen the attachment between us. Rather than pining for what we can't have, let's enjoy what we already do as friends." <<He>> takes both of your hands. "Let's just put this behind us, dear. This <span class="forest-green">yearning</span> will fade in time, I'm sure of it." <<else>> <<He>> helps you out of <<his>> bed. "As I said, it's about separating love and sex. Rather than pining for what we can't have, let's enjoy what we already do as friends." <<He>> takes both of your hands. "If we do this enough, I'm sure this <span class="forest-green">yearning</span> will fade. It will take time, but I know we can get past it." <</if>> <br><br> <<He>> seems to realise something. "Oh. I'm sorry for slapping you and calling you rotten." <br><br> <<set C.npc.Gwylan.title to "curious">> <<npcset Gwylan state "active">> <<unset $yearningLetter>> <<set $gwylanSeen.pushUnique("yearning")>> <<gwylanRequestEnd "skip">> <<if $yearningTalk.increase isnot undefined>> <<npcincr Gwylan dom $yearningTalk.increase>> <</if>> <<set C.npc.Gwylan.dom to Math.clamp(C.npc.Gwylan.dom, 1, 25)>> <<unset $yearningTalk>> <span class="gold">Gwylan's social menu entry has been updated.</span> <br><br> <<link [[Next|Gwylan Yearning End]]>><<pass 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<He>> leads you to the door. When it opens, you see only a short staircase leading down to the forest shop's main room. It's not dark anymore. <br><br> "I'll see you soon," <<he>> says. "I'm still looking forward to hearing more of your stories." <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> Gwylan frowns, and removes <<his>> hand. "Alright. Next time." <br><br> <<gwylanOptions>><<set $outside to 1>><<set $location to "park">><<effects>> <<npc Gwylan>><<person1>> <<set $yearningScore to 1>> <<He>> smiles, and nearly jumps over the counter. <<He>> quickly grabs <<his>> hat<<if Weather.precipitation isnot "none">> and umbrella<</if>>, takes your hand, and dashes out the front door of the forest shop with you. <<takeHandholdingVirginity "Gwylan" "romantic">> <br><br> The two of you run into town. "Quick detour, first." You pass Nightingale Street and end up in the park. <br><br> <<He>> looks back and smiles at you brightly as you run with <<him>>. You feel warm, seeing <<him>> act so happy just being with you. <<stress -3>><<trauma -3>><<lstress>><<ltrauma>> <br><br> <<He>> suddenly releases your hand and runs ahead. "Hey, come on! Chase me!" <br><br> <<if $fox gte 6>> <<link [[Chase!|Gwylan Promenade Walk Chase]]>><<pass 10>><<tiredness 2>><<arousal 500>><</link>><<fox>><<gtiredness>><<garousal>><<gyearning true>> <<else>> <<link [[Chase|Gwylan Promenade Walk Chase]]>><<pass 10>><<tiredness 2>><</link>><<athleticsdifficulty>><<gtiredness>><<gyearning true>> <</if>> <br> <<link [[Just walk after <<him>>|Gwylan Promenade Walk Lazy]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $fox gte 6>> <<set $yearningScore += 3>> Your fox instincts flare up, and you chase <<him>> around the park. You keep up with <<him>>, resisting the urge to chase on all fours. <<if _gwylanTF.known>> You can tell <<hes>> resisting that same urge. <</if>> <br><br> Each time you get close to catching <<him>>, <<he>> expertly evades in an unexpected direction. <<if _gwylanTF.known>> <<His>> tail flicks you in the face on your penultimate attempt. <</if>> Deciding you've had enough, you give in, getting on all fours and pouncing. <br><br> <span class="green">You meet your mark,</span> and bring <<him>> down into the grass. <<His>> arms wrap around you, and <<he>> giggles all the while. <<npcincr Gwylan lust 1>><<glust>> <<elseif $athleticsSuccess>> <<set $yearningScore += 2>> You decide you could use the exercise. You chase <<him>> around the park. <br><br> <<He>> makes you work for it. Each time you get close to catching <<him>>, <<he>> expertly evades in an unexpected direction. <<if _gwylanTF.known>> <<His>> tail flicks you in the face on your penultimate attempt. <</if>> <br><br> Sheer muscle won't win out here. <<Hes>> too clever. You slow down, and let yourself think. You watch the way <<he>> moves. You poke and prod, testing how <<he>> reacts to your advances. Finally, <span class="green">you see an opening</span>. You push yourself to your limit. <br><br> <span class="green">You grab <<if $pronoun is "m">><<his>> shirt<<else>><<his>> dress<</if>>,</span> and use the grip to bring <<him>> down into the grass. <<His>> arms wrap around you, and <<he>> giggles all the while. <<else>> <<set $yearningScore += 1>> You decide to go along with it. You chase <<him>> around the park. <br><br> <<He>> makes you work for it. Each time you get close to catching <<him>>, <<he>> expertly evades in an unexpected direction. <<if _gwylanTF.known>> <<His>> tail flicks you in the face on your final attempt. <</if>> <br><br> <span class="purple">You have to stop and catch your breath.</span> <<Hes>> too fast. Before you can, though, <<he>> wraps <<his>> arms around you and falls to the ground, giggling all the while. <</if>> <br><br> You lay with <<him>> in the grass. <<if $hypnosis_traits.devotion gte 2>> <<He>> stares at you with a smile that makes your heart sing. <<else>> <<He>> stares at you, still holding that same bright smile. <</if>> <<if $fox gte 6 or $athleticsSuccess>> "That was wonderful, <<pcpetname "Gwylan" "name">>! I feel so young!" <<trauma -2>><<ltrauma>> <</if>> <br><br> After resting for a few minutes, <<he>> helps you stand<<if Weather.precipitation isnot "none">>, and pats down some of the dampness in your clothes from the wet grass<</if>>. <br><br> The two of you continue your walk. You're not sure where you're going. <br><br> <<link [[Next|Gwylan Promenade Walk 2]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You walk after <<him>>. Each time you get close, <<he>> darts off again. <br><br> When <<he>> realises that you're not having any of it, <<he>> pouts. It's quickly replaced by a mischievous grin, though. <br><br> The next time you get close, <<he>> pounces on you, knocking both of you down to the ground. <<He>> giggles all the while. <br><br> <<He>> lays atop you in the grass. <<if $hypnosis_traits.devotion gte 2>> <<He>> stares at you with a smile that makes your heart sing. <<trauma -2>><<ltrauma>> <<else>> <<He>> stares at you, still holding that same bright smile. <</if>> <<npcincr Gwylan lust 1>><<glust>> <br><br> After resting for a few minutes, <<he>> helps you stand<<if Weather.precipitation isnot "none">>, and pats down some of the dampness in your clothes from the wet grass<</if>>. <br><br> The two of you continue your walk. You're not sure where you're going. <br><br> <<link [[Next|Gwylan Promenade Walk 2]]>><<pass 10>><<dry_full>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $location to "promenade">> You end up on Starfish Street. Gwylan walks you onto the promenade. <br><br> It's not too crowded, but there's many couples walking side by side. After a moment, Gwylan takes your arm and walks closer to you. "We should blend in," <<he>> says hastily. <br><br> You occasionally stop to peruse some of the stores. The two of you laugh as you point out obvious bootleg merchandise. <<He>> stops laughing at the next store, and stares intently at something on the wall. <<if _gwylanTF.known>> <<His>> tail sways back and forth rapidly. <</if>> <br><br> You follow <<his>> gaze. There's a huge fox plushie hanging up. Its tail is almost as large as the rest of it. <br><br> <<if $money gte 3000>> <<link [[Buy it for Gwylan (£30)|Gwylan Promenade Walk Fox Plushie]]>><<set $phase to "gwylan">><<money -3000 "shopping">><<set $yearningScore++>><</link>><<gyearning true>> <br> <<link [[Buy it for yourself (£30)|Gwylan Promenade Walk Fox Plushie]]>><<set $phase to "self">><<money -3000 "shopping">><</link>> <<else>> <span class="blue">You can't afford it.</span> <</if>> <br> <<link [[Keep walking|Gwylan Promenade Walk Sea]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You hand out the money to the vendor. Gwylan doesn't notice until the plushie is taken down and handed to you. <br><br> <<if $phase is "gwylan">> <<set $gwylanSeen.pushUnique("fox_plushie_gwylan")>> You then hand it to <<him>>. <<He>> blinks at you, and cautiously takes it. "Oh, dear, I wasn't staring at it because I wanted it!" <<He>> giggles. "But thank you. I'll cherish it." <<He>> thinks for a moment, before handing £30 to the vendor <<himself>>. A second fox plushie is handed through the window, which <<he>> then hands to you. <br><br> "You'll need something to remember this moment." <<He>> pets the tail. "Ah, it's a pillow! My bed will be inescapable at this rate." <<else>> <<He>> smiles at you. "Good choice. You'll need something to remember this moment." <<He>> pets the tail. "Ah, it's a pillow! I hope it brings you restful sleep." <</if>> <br><br> <<set $gwylanSeen.pushUnique("fox_plushie")>> <<link [[Next|Gwylan Promenade Walk Sea]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You stop by a railing, and watch the sea together for some time. <<stress -3>><<lstress>> <br><br> "Are you having fun?" <<he>> asks. "The true mark of connection is taking joy in doing nothing in particular, so long as it's with a dear friend." <br><br> <<He>> stays silent for a while after that, <<his>> smile slowly fading. <<He>> looks to <<his>> side. "Over there." <<He>> takes your hand and leads you over to a bench. <br><br> <<He>> motions for you to sit down first, and sits right next to you. <<if $gwylanSeen.includes("fox_plushie_gwylan")>> There's enough room on the bench for both of your massive fox plushies, too. <<elseif $gwylanSeen.includes("fox_plushie")>> There's enough room on the bench for your massive fox plushie, too. <</if>> Gwylan rests <<his>> head on your shoulder. You think you hear <<him>> let out a sigh of contentment. <br><br> <<link [[Pull <<him>> closer|Gwylan Promenade Walk Chat]]>><<set $phase to "pull">><<set $yearningScore++>><</link>><<gyearning true>> <br> <<link [[Sit still|Gwylan Promenade Walk Chat]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "pull">> You put your arm around Gwylan and pull <<him>> closer. <<He>> looks surprised, but leans into it. <br><br> <</if>> "Forgive me for how abrupt this all was, <<pcpetname "Gwylan" "name">>. I..." <<He>> pauses, and shakes <<his>> head. <br><br> "I wanted to... play pretend." <<He>> looks up at you. "To pretend that you and I could be something more. Your kiss poisoned my mind. After what you said, I still couldn't stop thinking about it. <<if $gwylan.yearnResponse is "important">> You told me it was important to you. You kept coming around, kept trying to break this wall I've put up. I felt so selfish." <<elseif $gwylan.yearnResponse is "nothing">> You told me it meant nothing, but then you kept coming back. You kept trying to chip away at this wall between us." <<else>> You keep coming back, and you keep chipping away at this wall between us." <</if>> <<He>> hugs you tighter, before pulling away. <br><br> "Despite my best efforts, you're stuck in my head. No amount of me trying to push you away will change that, now. So, I suppose I owe you my true feelings." <br><br> <<He>> doesn't continue at first. <<He>> seems to be trying to find the right words. Finally, <<he>> speaks. "Do you want to know how I really feel? You know I like collecting things. Clothes. Knick-knacks." A pause. "Memories." <br><br> Another pause. <br><br> <<link [[Next|Gwylan Promenade Walk Chat 2]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> "Everything in my shop has a purpose, even if I don't always remember. If I stare long enough, I will, though." <<Hes>> staring at you, now. "You're like that. A treasure. I want to hold you close and keep you. But that isn't love, and I can't rob you of your freedom like that. I meant it when I said that you're not ready for forever, but I was half wrong. I'm the one who's not ready for it, and I never was. You're a treasure I can't have." <<His>> hand squeezes yours. "<span class="purple">My heart can't love anymore.</span> Not truly. You're my treasure, but I can't love you." <br><br> <<if $auriga_scar>> <<He>> frowns. "Besides, your heart is already wounded, much like my own. Together, that would spell disaster." <br><br> <<elseif $templePromised isnot "">> <<He>> frowns, looking at your promise ring. "You wear a ring of binding on your finger. You're already breaking a promise. Would you do the same to me?" <br><br> <</if>> The silence that passes is agonising. The sea attacks the shore like a hungry predator. You sit and listen until you hear <<his>> voice again. <br><br> "<span class="green">But maybe it doesn't have to be forever.</span> Maybe we'll both hurt more if I keep being so thorny. Maybe I just need to..." <<He>> stops <<himself>> yet again, and chuckles dryly. <br><br> <<link [["\"Stop and smell the roses.\""|Gwylan Promenade Walk Love Interest]]>><<set $phase to "roses">><</link>> <br> <<link [["\"Speak the sea.\""|Gwylan Promenade Walk Love Interest]]>><<set $phase to "sea">><</link>> <br> <<link [["\"Share the burden with someone.\""|Gwylan Promenade Walk Love Interest]]>><<set $phase to "burden">><</link>> <br> <<link [[Say nothing|Gwylan Promenade Walk Love Interest]]>><<set $phase to "silent">><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "roses">> "Stop and smell the roses," you finish. <<He>> smiles. "Exactly." <<elseif $phase is "sea">> "Speak the sea." <<His>> eyes widen. You're not sure why you said that. The words just happened. <<elseif $phase is "burden">> "Share the burden with someone," you say. "With me." <<He>> looks sad for a moment. No, not sad. Nostalgic. <<else>> You don't say anything. You don't need to. You both already know. <</if>> <br><br> Without warning, <span class="lewd"><<he>> pulls you into a kiss</span>. <br><br> <<gwylanKiss>> <br><br> <<He>> pulls away. "What we have can't be love. But that doesn't mean we can't still enjoy it, with what time we do have together. We'll both be hurt some day, when this little affair of ours slips away. But let's just enjoy it for now. Not forever. Just for now." <br><br> <<He>> hugs you once more. "You're worth the hurt, because you've shared so much of that hurt with me already. If I don't want it to end, then I only need to stop trying to push you away." <br><br> <<He>> stands, and pulls you up, too. <<He>> braces <<himself>>. "If my heart could sing for anyone, my dear, it would be for you." <<He>> gives you another peck on the lips, and the two of you begin the walk back to the forest shop. <br><br> <<set $gwylanSeen.pushUnique("partners")>> <<loveInterestAdd "Gwylan">> <br><br> <<if $yearningScore gt 0>> <<npcincr Gwylan dom $yearningScore>> <</if>> <<unset $yearningScore>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set _hideHypnosisOptions to true>> <<if $gwylan.requestLast?.hold is $phase>> <<switch $speech_attitude>> <<case "meek">> "C-can we continue now, please?" you ask. <<case "bratty">> "Alright, I did what you wanted, can we continue now?" you ask. <<default>> "May we continue where we left off now?" you ask. <</switch>> <<else>> <<switch $phase>> <<case "peace">> <<if !$gwylanSeen.includes("hypnosis_peace")>> <<switch $speech_attitude>> <<case "meek">>"Y-you said you could help me with this," you say, gesturing to your unusual parts. <<case "bratty">>"So, can you help me with all this?" you ask, gesturing to your unusual parts. <<default>>"You said you could help me with my inner self," you say, gesturing to your unusual parts. <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">>"C-can you help me with my inner self again?" you ask. <<case "bratty">>"I need your help keeping my inner self under control again," you say. <<default>>"Could you help me come to terms with my inner self again?" you ask. <</switch>> <</if>> <<case "silence">> <<switch $speech_attitude>> <<case "meek">>"C-can you make <<if numberOfEarSlime() gt 1>>these things in my ears<<else>>this thing in my ear<</if>> stop?" you ask. <<case "bratty">>"Please, for the love of god, shut <<if numberOfEarSlime() gt 1>>these things in my ears<<else>>this thing in my ear<</if>> up," you say. <<default>>"Could you help me with <<if numberOfEarSlime() gt 1>>these things in my ears<<else>>this thing in my ear<</if>>?" you ask. <</switch>> <<case "slumber">> <<switch $speech_attitude>> <<case "meek">>"I-I've been having trouble sleeping," you say. "Can you help?" <<case "bratty">>"I need my beauty sleep, but it's not coming easy," you say. "Can you help?" <<default>>"I've been having trouble sleeping. Can you help?" you ask. <</switch>> <<case "insight">> <<switch $speech_attitude>> <<case "meek">>"I-I've been seeing things," you say. "Can you help?" <<case "bratty">>"I think I'm losing it. I'm seeing things that can't be real," you say. "Can you help?" <<default>>"I've been seeing things. Can you help?" you ask. <</switch>> <<case "removal">> <<switch $speech_attitude>> <<case "meek">>"I-I think someone else is in my head," you say. "Can you make it stop?" <<case "bratty">>"Someone's got my brain in a twist, I think. Can you help?" you ask. <<default>>"I don't feel like myself. I have strange impulses, and I think someone else hypnotised me," you explain. <</switch>> <<default>> <<set _hypnosisError to true>> <</switch>> <</if>> <br><br> <<if _hypnosisError>> You open your naughty mouth to ask Gwylan for help, but the only thing that comes out is salt. A branch slaps you square on the ass for your troubles. <<pain 2>><<arousal 200>><<gpain>><<garousal>> <br><br> "What?" Gwylan says. "Could you repeat that please?" <br><br> <span class="red">This is a bug. Please report this. phase: <<print $phase>></span> <br><br> <<set $phase to 0>> <<gwylanOptions>> <<elseif !$settings.hypnosisEnabled>> Gwylan smiles sadly. "<span class="blue">You've closed up your mind.</span> There's nothing I can do for you until you open it to being changed through <span class="purple">hypnosis</span>." <br><br> <i><span class="blue">Hypnosis must be enabled to continue.</span></i> <br><br> <<set $phase to 0>> <<gwylanOptions>> <<elseif $daily.gwylan.hypnosis and !$gwylanSeen.includes("yearning")>> Gwylan holds up <<his>> hands towards you. "One per day is enough for now. You need to pace yourself. Give it time to stick." <br><br> <<set $phase to 0>> <<gwylanOptions>> <<elseif $hypnosis_traits.devotion gte gwylanHypnoMax("trait") and !$gwylanSeen.includes("hypnosis_deepest") and $hypnosisTimers?.devotion.time + 10 > gwylanHypnoMax("value")>> <<if $hypnosis_traits.devotion gte 4 and !$gwylanSeen.includes("hypnosis_deepest")>> Gwylan frowns, but blushes. "You know the side effects deepen each time. You're already..." <br><br> <<He>> raises <<his>> hand, and a single finger. Your eyes lock on it. <<He>> then cups <<his>> hand near your face. <<hypnosisText "You raise your head instinctively, and <<he>> scratches under your chin.">> <br><br> "...trapped in my web," <<he>> says with a guilty laugh. "I'm afraid I'll break you if I let this go any further." <<if _gwylanLovePercent gte 80 and _gwylanStatus.includes("lust") and !$weekly.gwylanDeepest>> <<His>> thumb rubs your cheek. "Yet, a part of me wants this. To just give in and..." <br><br> <<His>> face comes close to yours. You feel <<his>> breath on your lips, but <<he>> stops short of kissing you. After a moment's hesitation, <<he>> releases you and steps around you. You turn to follow <<him>>. "<span class="witch">Stay,</span>" <<he>> says. <<hypnosisText "Your body obeys without question.">> <br><br> You feel <<his>> chin rest on your shoulder. "If you truly want this..." <<His>> whisper slides into your ears and echoes. Visions of your acts with Gwylan swim in schools, displacing the currents of your mental ocean. <<His>> breath tickles your ear. "Prove it." A thin red powder is drawn under your nose, and the visions dry up. <<llarousal>><<arousal -2000>> <br><br> "This will only last a minute." <<He>> steps back in front of you. "Sit." <br><br> <span class="teal">The usual compulsion isn't present.</span> <<He>> smiles. "If we sink any further, <span class="red">you won't be able to say 'no' to me until the hypnosis wears off.</span> So I need to hear the words from your mouth. I need to make sure it's <i>you</i> that wants this." <br><br> <<link [[Do nothing|Gwylan Hypnosis Deepest]]>><<set $phase2 to 1>><<npcincr Gwylan dom -5>><</link>><<llyearning>> <br> <<link [[Sit and tell <<him>> you want this|Gwylan Hypnosis Deepest]]>><<set $phase2 to 2>><<sub 1>><</link>> <br> <<else>> <<He>> lowers <<his>> hand, leaving you feeling cold. "You were never meant to fall this deep in. I'm sorry. Let it fade for a while, please. For both of our sakes. You should be ready again <<set _canRefreshHypnosisIn to $hypnosisTimers.devotion.time - (gwylanHypnoMax("value") - 10)>> <<if _canRefreshHypnosisIn is 1>> <span class="gold">tomorrow</span>." <<else>> in <span class="gold"><<number _canRefreshHypnosisIn>> days</span>." <</if>> <br><br> <<if $weekly.gwylanDeepest>> <span class="blue"><<He>> believes your requests are not your own, and that you have sunken too deep. Given time, <<he>> may be open to the possibility again.</span> <<else>> <span class="blue">There was hesitation in <<his>> voice. If pushed further into <span class="forest-green">yearning</span>, <<he>> might not show restraint.</span> <</if>> <br><br> <<set $phase to 0>> <<gwylanOptions>> <</if>> <<else>> <<if $gwylanSeen.includes("ritual_beast")>> <<if $phase is "silence">> Gwylan frowns. "I'm sorry, <span class="blue">but you're not ready to go any deeper into my trance yet</span>. I'm... I'm afraid of what you'd do for me, were I to ask. You'll have to hang in there for a little while longer." <<else>> Gwylan giggles. "I appreciate your enthusiasm, <span class="blue">but you're not ready to go deeper into my trance yet</span>. For both of our sakes, we shouldn't allow our... attachment... to go that far. You may end up doing something you regret if we do. Give your mind time to rationalise and recover." <</if>> <<else>> Gwylan shakes <<his>> head. "<span class="blue">You aren't ready to slip deeper into my trance.</span> Not yet, at least. The side effects are only harmless so long as we give you time to recover." <</if>> <br><br> <<He>> steps aside, and motions for you to follow. <<He>> pulls out a chair and has you sit. <br><br> "Just hold still a moment, dear." <<He>> leans in to look into your eyes. <<He>> then raises <<his>> hand, and snaps <<his>> fingers in various directions to measure your responsiveness. <<He>> asks you several questions pertaining to how you feel about <<him>>, interspersed with seemingly random ones such as what you had for breakfast. <br><br> <<He>> places a hand to <<his>> chin in thought. "You should be ready again... <<set _canRefreshHypnosisIn to $hypnosisTimers.devotion.time - (gwylanHypnoMax("value") - 10)>> <<if _canRefreshHypnosisIn is 1>> <span class="gold">tomorrow</span>." <<else>> in <span class="gold"><<number _canRefreshHypnosisIn>> days</span>." <</if>> <br><br> <<set $phase to 0>> <<gwylanOptions>> <</if>> <<elseif $phase isnot "removal" and $hypnosisTimers[$phase] and $hypnosisTimers[$phase]?.time gt Math.floor($hypnosisTimers[$phase]?.max / 2) and !$gwylanSeen.includes("hypnosis_deepest")>> Gwylan tilts <<his>> head. "The effects from last time should still be holding strong. Just hold still a moment, dear." <<He>> leans in to look into your eyes. <<He>> then raises <<his>> hand, and snaps <<his>> fingers in various directions to measure your responsiveness. <br><br> <<He>> places a hand to <<his>> chin in thought. "If you don't wish to leave any gaps in the effects, we should be able to perform that technique again... <<set _canRefreshHypnosisIn to $hypnosisTimers[$phase].time - Math.floor($hypnosisTimers[$phase]?.max / 2)>> <<if _canRefreshHypnosisIn is 1>> <span class="gold">tomorrow</span>." <<else>> in <span class="gold"><<number _canRefreshHypnosisIn>> days</span>." <</if>> <br><br> <<set $phase to 0>> <<gwylanOptions>> <<elseif !$gwylan.requestDone>> <<if $gwylan.request.event>> Gwylan thinks for a moment. "Sure, but only after <span class="blue">you do what I asked of you</span>." <<else>> <<if !$gwylanSeen.includes("request_intro")>> Gwylan thinks for a moment. "I can help, but I need you to do something for me first. It'll be nice and simple, don't worry." <<He>> smiles sweetly. <<run gwylanRequest("tutorial")>> <<gwylanRequestText>> <<else>> Gwylan thinks for a moment. "I can help, but I need you to do something for me first." <<He>> smiles sweetly. <<run gwylanRequest()>> <<gwylanRequestText>> <</if>> <</if>> <<set $gwylan.request.hold to $phase>> <br><br> <<set $phase to 0>> <<gwylanOptions>> <<else>> <<if $phase is "removal" and !$gwylanSeen.includes("hypnosis_removal")>> Gwylan nods. "I should warn you that there will be temporary side effects. Simply removing the impulses isn't possible, that would require erasing entire memories. Instead, I'll be <span class="pink">replacing them</span> with something that will fade naturally over time. <span class="red">There's a risk of damage to your psyche.</span> If you're alright with that, we can continue whenever you're ready." <<elseif !$gwylanSeen.includes("hypnosis_intro")>> Gwylan nods. "You'll need to trust me for it to work. It won't last long, but we can always redo it at a later date. There's also a limit to how much your mind can take at once. <<if $phase is "slumber">> <span class="blue">This particular method will require you to fall asleep, and may take up to a few hours.</span> <</if>> <span class="blue">There will be temporary side effects,</span> too. We can start whenever you're ready." <<elseif $phase is "slumber" and !$gwylanSeen.includes("hypnosis_slumber")>> Gwylan smiles. "<span class="blue">This particular method will require you to fall asleep, and may take up to a few hours.</span> We can start whenever you're ready." <<elseif _gwylanStatus.includes("lust") && $hypnosis_traits.devotion gte 5>> Gwylan smiles. "You want to go yet deeper, <<pcpetname "Gwylan" "my">>?" <<He>> cups under your chin. "Strange. I can't seem to say no to you. You must know what that's like by now." <<else>> Gwylan smiles. "Of course. We can start whenever you're ready. As you know, there will be temporary side effects." <</if>> <br><br> <<switch $phase>> <<case "peace">><<hypnosisicon>><<link [[Let Gwylan hypnotise you (1:00)|Gwylan Hypnosis Start 2]]>><<pass 10>><<endevent>><<set $phase to "peace">><</link>><<gwylanHypnoNote>> <<case "silence">><<hypnosisicon>><<link [[Let Gwylan hypnotise you (1:00)|Gwylan Hypnosis Start 2]]>><<pass 10>><<endevent>><<set $phase to "silence">><</link>><<gwylanHypnoNote>> <<case "slumber">><<hypnosisicon>><<link [[Let Gwylan hypnotise you (1:00)|Gwylan Hypnosis Start 2]]>><<pass 10>><<endevent>><<set $phase to "slumber">><</link>><<gwylanHypnoNote>> <<case "insight">><<hypnosisicon>><<link [[Let Gwylan hypnotise you (1:00)|Gwylan Hypnosis Start 2]]>><<pass 10>><<endevent>><<set $phase to "insight">><</link>><<gwylanHypnoNote>> <<case "removal">><<hypnosisicon>><<link [[Let Gwylan hypnotise you (1:00)|Gwylan Hypnosis Start 2]]>><<pass 10>><<endevent>><<set $phase to "removal">><</link>><<gwylanHypnoNote>> <</switch>> <br><br> <<set $phase to 0>> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $outside to 0>><<set $location to "forest_shop_garden">> <<npc Gwylan>><<person1>> <<set $gwylan.requestDone to false>> <<if $gwylan.requestLast?.hold>> <<run delete $gwylan.requestLast.hold>> <</if>> <<set $hypnosis_potency to Math.ceil($hypnosis_traits.devotion / 2) || 1>> <<if $gwylanSeen.includes("garden_seen")>> <<if C.npc.Gwylan.dom gte 20>> <<He>> takes your hand and leads you to the garden. <<takeHandholdingVirginity "Gwylan" "consensual">> <<else>> <<He>> leads you to the garden. <</if>> You sit down on the large cushion in the covered room. <br><br> <<else>> <<He>> places a black blindfold over your eyes. "Sorry, but my garden is usually off-limits. I can't have anyone knowing how to get in." <br><br> <<if $gwylanSeen.includes("garden")>> <<He>> steadily walks you to the garden before removing it. <<He>> sits you down on a large cushion in the covered room. <<else>> <<set $gwylanSeen.pushUnique("garden")>> <<He>> steadily walks you somewhere. You hear doors open and shut. Eventually, you smell roses and feel the fresh air on your skin. <<He>> removes your blindfold. A large expanse of square stone tiles stretch along the ground, connecting patches of grass and raised sections filled with dirt, flowers and herbs. Surrounding it all is an impressive weaving of crossed wooden stakes well over two metres high, with gaps just large enough to allow vines to grab and climb through, shielding the whole area from prying outside eyes. <br><br> There's another raised section, but this one is different. It's covered by a wooden roof, <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> untouched by the <<print Weather.precipitation>>, <</if>> and the inside is padded with various cushions and quilts. Gwylan leads you over to it, sitting you down on a large cushion. <br><br> <</if>> <</if>> Gwylan leaves momentarily, returning with a tray that holds a teacup, many herbs, and a mortar and pestle. <<He>> places it in front of you on a small table. <<if $worn.handheld.name isnot "naked">> You set your <<= $worn.handheld.name>> aside. <<handheldundress "gwylanHypno">> <</if>> <br><br> <<He>> walks around the garden, picking a few herbs and tossing them into the mortar and pestle. <<He>> hums as <<he>> grinds them together. <<if !$gwylanSeen.includes("hypnosis_intro")>> When <<hes>> done, <<he>> gently grabs your arm and runs <<his>> fingernails down it, just enough to leave some small marks. You instinctively pull your arm away. "What are you doing?" <br><br> <<He>> gently grabs your arm again. "Simple allergy test." <<He>> rubs the freshly ground herbs on the marks <<he>> left, and watches closely. Nothing happens for several minutes. "Excellent." <<He>> adds the herbs to a filter. <<else>> <<He>> finishes grinding up the herbs, and adds them to a filter. <</if>> <<He>> then pours the hot water from the teapot through it, into the cup. "Drink this first. It's a herbal tea that will help you relax." <br><br> <<He>> turns away and lights a hanging incense burner. <<hallucinogen 20>> <br><br> <<link [[Drink the tea|Gwylan Hypnosis Start 3]]>><<pass 10>><<set $phase2 to "drink">><<stress -14>><<tiredness 3>><<hallucinogen 200>><<set $hypnosis_potency++>><</link>><<llstress>><<gtiredness>><<gwylanHypnoEffect>> <br> <<link [[Don't drink it|Gwylan Hypnosis Start 3]]>><<pass 10>><<set $phase2 to "no">><</link>><<gwylanWillpowerDifficulty>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is "no">> You decide against drinking it. Gwylan sits down at the opposite side of the small table, on a cushion of <<his>> own. <<if !$willpowerSuccess>> <<He>> frowns upon seeing the cup still full. "It won't bite, dear." <<He>> scoots over to your side of the table. "Here, just relax." <<He>> puts a hand on your shoulder. <br><br> <<hypnosisText "Your body won't move, yearning to be guided by <<him>>. <span class='red'><<He>> knows what's best.</span>">> <br><br> <<He>> lifts the cup to your lips, and you drink obediently. "There. See?" <<He>> strokes your head for a moment. You don't know what you were worried about. You relish in <span class="witch"><<his>></span> warmth. You find your arms and eyelids feeling heavier already. <<stress -12>><<tiredness 3>><<hallucinogen 200>><<set $hypnosis_potency++>><<llstress>><<gtiredness>><<gwylanHypnoEffect>> <<else>> <<He>> frowns upon seeing the cup still full, but doesn't mention it. <</if>> <<else>> You sip the tea, relishing in its warmth. You find your arms and eyelids feeling heavier already. Gwylan sits down at the opposite side of the small table, on a cushion of <<his>> own. <</if>> <<set $gwylanSeen.pushUnique("hypnosis_intro")>> <br><br> <<switch $phase>> <<case "peace">> "Tell me, dear. What is it about your inner self that bothers you?" <br><br> <<if $fox gte 4 and $gwylanSeen.includes("romance")>> <<His>> gaze lingers on you for a moment too long. <br><br> <</if>> <<link [[It attracts too much attention|Gwylan Hypnosis Peace]]>><<set $phase to "attention">><<stress 18>><</link>><<ggstress>> <br> <<link [[It's not who I am|Gwylan Hypnosis Peace]]>><<set $phase to "identity">><<trauma 18>><</link>><<ggtrauma>> <br> <<if $cow gte 4>> <<link [[Painful memories of the farm|Gwylan Hypnosis Peace]]>><<set $phase to "cow">><<trauma -3>><</link>><<ltrauma>> <br> <</if>> <<if $fallenangel gte 2 or $demon gte 6>> <<link [[Regret and shame for lost purity|Gwylan Hypnosis Peace]]>><<set $phase to "purity">><<stress 14>><<trauma -6>><</link>><<ggstress>><<ltrauma>> <br> <</if>> <<if ($wolfgirl gte 2 or $cat gte 2 or $cow gte 2 or $fox gte 2) and (playerHeatMinArousal() + playerRutMinArousal()) gte 1>> <<if playerHeatMinArousal() gte 1 and playerRutMinArousal() gte 1>> <<link [[Bothered by heat and rut|Gwylan Hypnosis Peace]]>><<set $phase to "heat">><<npcincr Gwylan lust 2>><</link>><<glust>> <<elseif playerRutMinArousal() gte 1>> <<link [[Bothered by rut|Gwylan Hypnosis Peace]]>><<set $phase to "heat">><<npcincr Gwylan lust 2>><</link>><<glust>> <<else>> <<link [[Bothered by heat|Gwylan Hypnosis Peace]]>><<set $phase to "heat">><<npcincr Gwylan lust 2>><</link>><<glust>> <</if>> <br> <</if>> <<case "silence">> <<He>> moves behind you and places <<his>> fingers under your ears. "Relax." <<His>> touch makes you shiver. <<He>> rubs the area for a moment, as if feeling for something. <br><br> "This may feel strange." <<He>> tilts your head to the side, and you feel a temperate liquid enter your ear canal. <<if numberOfEarSlime(true) gte 2>> <<He>> then tilts your head the other way and repeats with your other ear. <</if>> "It will keep <<if numberOfEarSlime(true) gte 2>>them<<else>>it<</if>> quiet until I can work." <br><br> <<link [[Next|Gwylan Hypnosis Silence]]>><</link>> <br> <<case "slumber">> "Tell me, why do you think sleep evades you?" <br><br> <<if $dissociation gte 1 and $controlled is 0>> <<link [[Say you can't tell what's real|Gwylan Hypnosis Slumber]]>><<set $phase to "dissociation">><</link>> <br> <<else>> <<link [[Say you just have trouble falling asleep|Gwylan Hypnosis Slumber]]>><<set $phase to "insomnia">><</link>> <br> <<if $nightmares gte 1>> <<link [[Say you have nightmares|Gwylan Hypnosis Slumber]]>><<set $phase to "nightmares">><</link>> <br> <</if>> <<if $anxiety gte 1>> <<link [[Say you're often too anxious to get restful sleep|Gwylan Hypnosis Slumber]]>><<set $phase to "anxiety">><</link>> <br> <</if>> <<if $panicattacks gte 1>> <<link [[Say you have panic attacks in your sleep|Gwylan Hypnosis Slumber]]>><<set $phase to "panic">><</link>> <br> <</if>> <<if $flashbacks gte 1>> <<link [[Say you have recurring nightmares of the torment you've faced|Gwylan Hypnosis Slumber]]>><<set $phase to "flashbacks">><</link>> <br> <</if>> <<if $dissociation gte 1>> <<link [[Say you can't tell what's real|Gwylan Hypnosis Slumber]]>><<set $phase to "dissociation">><</link>> <br> <</if>> <</if>> <<case "insight">> "What is it you see, that you should not?" <br><br> <<if $settings.tentaclesEnabled>> <<link [[Unnatural monsters with many limbs|Gwylan Hypnosis Insight]]>><<set $phase to "tentacles">><</link>> <br> <<if $settings.plantsEnabled>> <<link [[Plants that attack with branches, roots and vines|Gwylan Hypnosis Insight]]>><<set $phase to "plants">><</link>> <br> <</if>> <</if>> <<if $settings.slimesEnabled>> <<link [[Slime that moves with a will of its own|Gwylan Hypnosis Insight]]>><<set $phase to "slimes">><</link>> <br> <</if>> <<if $settings.monsterHallucinationsOnly and $settings.monsterChance gte 1>> <<link [[Animals with human characteristics|Gwylan Hypnosis Insight]]>><<set $phase to "monsters">><</link>> <br> <</if>> <<if $temple_confessor_intro>> <<link [[Holes in the world itself|Gwylan Hypnosis Insight]]>><<set $phase to "holes">><</link>> <br> <<else>> <<link [[Lots of little things that should not be|Gwylan Hypnosis Insight]]>><<set $phase to "lots">><</link>> <br> <</if>> <<case "removal">> "Tell me about these impulses, as well as any gaps in your memory." <br><br> <<if $hypnosis_traits.suggestion gte 1>> <<link [[Tell <<him>> about Harper's treatments|Gwylan Hypnosis Removal]]>><<set $phase to "suggestion">><</link>> <br> <</if>> <<if $hypnosis_traits.scream gte 1>> <<link [[Tell <<him>> about your inability to scream for help|Gwylan Hypnosis Removal]]>><<set $phase to "scream">><</link>> <br> <</if>> <<if $hypnosis_traits.cover gte 1>> <<link [[Tell <<him>> about your urge to flaunt|Gwylan Hypnosis Removal]]>><<set $phase to "cover">><</link>> <br> <</if>> <<if $hypnosis_traits.deviancy gte 1>> <<link [[Tell <<him>> about your urge to provoke beasts|Gwylan Hypnosis Removal]]>><<set $phase to "deviancy">><</link>> <br> <</if>> <<link [[Tell <<him>> that you can't remember|Gwylan Hypnosis Removal]]>><<set $phase to "forgot">><</link>> <br> <<default>> You blink, and realise that none of this actually happened. <<if !($phase is "no" and $willpowerSuccess)>>That must have been some fucked up tea. Wait, did you even drink it?<</if>> You're still standing in the forest shop. <span class="red">This is a bug, please report.</span> <span class="blue">Hypnosis selection: <<print $phase>></span> <br><br> <<unset $hypnosis_potency>> <<endevent>><<npc Gwylan>><<person1>><<set $location to "forest_shop">> <<gwylanOptions>> <</switch>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "attention">> <<switch $speech_attitude>> <<case "meek">>"Everyone looks at me funny," you say. "More than usual." <<case "bratty">>"Too many people get the wrong idea," you say. <<default>>"I get too many looks," you say. "I got too many before all this, it's just worse now." <</switch>> <br><br> Gwylan thinks for a moment, picking more herbs. <<if _gwylanTF.known>> <<if $fox gte 6>> "It's hard, isn't it? Us foxes are the favoured victims. Always the first choice, the prize for a hunt." <<else>> "I can relate, but not for the same reasons." <</if>> <<else>> "I understand. It's difficult enough without them." <</if>> <<elseif $phase is "identity">> <<switch $speech_attitude>> <<case "meek">>"I didn't want this," you say. "It just happened." <<case "bratty">>"I didn't ask for it," you say. "It just happened to me, but it's not me." <<default>>"I'm not comfortable with this," you say. "It's not me." <</switch>> <br><br> <<if $worn.neck.name is "familiar collar" and ($wolfgirl gte 4 or $cat gte 4 or $fox gte 4 or $cow gte 4 or $harpy gte 4)>> Gwylan caresses your familiar collar. "Your collar is preventing you from changing. It makes you wear your heart on your sleeve. Or neck, in this case." <<if $worn.neck.cursed is 1>> <<set _magicLeash to true>> Gwylan holds <<his>> hand up, and your leash appears. <<if $gwylan.taken>> "I can't allow you to remove it. I'll ensure you're at peace, and can hide away as you please. However, you should know that you can never truly hide yourself from me, my dear." <<else>> "If you wish to remove it, come speak to me. Until then, I'll ensure you're at peace." <</if>> <<else>> <<set _selfFulfilling to true>> <</if>> <<elseif $wolfgirl gte 4 and $worn.neck.name.includes("spiked collar")>> <<set _selfFulfilling to true>> Gwylan walks up to you and <<if $worn.neck.type.includes("leash")>> holds your leash. "I think you make a cute puppy, for what it's worth." <<arousal 400>><<garousal>> <<else>> examines your spiked collar. "Well, this isn't helping if you want to be rid of it entirely. You're accepting it by wearing this." <</if>> <<elseif $cat gte 4 and $worn.neck.name is "cat bell collar">> <<set _selfFulfilling to true>> Gwylan walks up to you and examines your collar. "This little kitty bell certainly won't help your self-perception. You're accepting it by wearing this." <<elseif $fox gte 4 and ($worn.head.name is "spirit mask" or $worn.neck.name is "jasper pendant")>> <<set _selfFulfilling to true>> <<if $worn.head.name is "spirit mask" and $worn.neck.name is "jasper pendant">> Gwylan walks up and examines the spirit mask and jasper pendant you're wearing. <<if !$gwylanTalked.includesAny("shine", "jasper")>> "Firstly, these are wonderful, please come talk to me about where you got these later. Secondly, you're accepting it by wearing these." <<else>> "You have a strange way of showing dissatisfaction. You're accepting it by wearing these." <</if>> <<else>> <<if $worn.head.name is "spirit mask">> Gwylan walks up and rubs <<his>> thumb over the mask on your head. <<if !$gwylanTalked.includes("shrine")>> "Firstly, this looks wonderful, please come talk to me about where you got it later. Secondly, you're accepting this manifestation by wearing it." <<else>> "You have a strange way of showing dissatisfaction. You're accepting it by wearing this." <</if>> <<else>> Gwylan walks up and rubs <<his>> thumb over the jasper pendant. <<if !$gwylanTalked.includes("jasper")>> "Firstly, this looks wonderful, please come talk to me about where you got it later. Secondly, you're accepting this manifestation by wearing it." <<else>> "You have a strange way of showing dissatisfaction. You're accepting it by wearing this." <</if>> <</if>> <</if>> <<elseif $cow gte 4 and $worn.neck.name is "cow bell">> <<set _selfFulfilling to true>> Gwylan walks up and pushes your cow bell with a finger, hearing it ring once. "You wear this willingly. If you wish to be rid of it, you'll need to shed this mark of submission and acceptance." <<elseif $harpy gte 4 and ($worn.head.name is "feathered hair clip" or $worn.neck.name is "feather necklace")>> <<set _selfFulfilling to true>> <<if $worn.head.name is "feathered hair clip" and $worn.neck.name is "feather necklace">> Gwylan walks up and examines the feathered accessories you're wearing. <<if !$gwylanTalked.includes("bird")>> "Firstly, these are wonderful, please come talk to me about where you got these later. Secondly, you're accepting it by wearing these." <<else>> "You're accepting it by wearing these, little birdie." <</if>> <<else>> Gwylan walks up and examines the feather you're wearing. <<if !$gwylanTalked.includes("bird")>> "Firstly, this looks wonderful, please come talk to me about where you got it later. Secondly, you're accepting this manifestation by wearing it." <<else>> "You're accepting it by wearing this, little birdie." <</if>> <</if>> <<elseif $demon gte 6 and $worn.lower.name is "succubus lower back wings">> <<set _selfFulfilling to true>> Gwylan walks behind you and examines the fake wings on your lower back. "You seem to have accepted it, in a way. Is it true acceptance, or are you trying to fit a role you never asked to play?" <</if>> <<if _selfFulfilling>> <<He>> smiles, and <<his>> voice is gentle. "I understand it can be difficult to let go. There's a comfort in forcing your face to fit a mask. It's a dangerous game to play, though. Accepting something you don't want, making it part of your identity, can only help so much. When you finally begin to heal, you may feel as though you're losing a part of yourself." <br><br> <</if>> <<if $angel gte 4 and $transformationParts.angel.halo isnot "hidden">> <<His>> finger traces your halo. "There are ways to be rid of it, but losing this would break you. I can imagine the struggle," <<he>> says sadly. <<elseif $fallenangel gte 2 and $transformationParts.fallenAngel.wings isnot "hidden">> <<His>> fingers run up and down your broken wings. <<if $gwylanSeen.includes("fallen_fault")>> "Forgiveness doesn't... come easy." <<He>> can't make eye contact with you again. "I hope you can find it in your heart to forgive me some day." <<else>> "Forgiveness doesn't come easy, does it?" <<He>> smiles sadly. "Forgiving yourself is much harder than just asking to be forgiven, so we take the easier option, even if it doesn't help." <</if>> <<elseif $demon gte 6 and $transformationParts.demon.wings isnot "hidden">> <<His>> fingers run up and down your wings. <<if $gwylanTalked.includes("succubus")>> "You've presented your most precious vulnerabilities to me. You must really trust me." <<He>> giggles. "I appreciate it. There is a dark beauty to these wings. I understand why it can be so hard to let go, to endure that searing light in your head." <<else>> "There is a dark beauty to them. I understand why it can be so hard to let go, to endure that searing light in your head." <</if>> <<else>> <<He>> cups your cheek. "There are ways to be rid of it, but such things take time. I'll ensure you're at peace with it until that time comes." <</if>> /* ToDo: Gwylan - ghostbrew intro here? */ <<if _gwylanTF.known and $fox gte 4>> <<He>> looks away, but you think you see the slightest hint of sadness on <<his>> face as <<he>> does. <</if>> <<elseif $phase is "cow">> <<switch $speech_attitude>> <<case "meek">>"It's too... dehumanising," you say. "I was treated like a real cow on that farm. I can't move on if I look like this." <<case "bratty">>"I hate it. I hate what that farm did to me. I hate feeling ashamed for wanting to act human." <<default>>"It brings backs memories of the farm. I can't stand it." <</switch>> <br><br> Gwylan nods solemnly. <<elseif $phase is "purity">> <<switch $speech_attitude>> <<case "meek">>"I can't ever be pure again, but... I at least want to go back to the way I was before," you say. <<case "bratty">>"I don't want to think about how I was before anymore," you say. <<default>>"It's nothing but a reminder of what things were like before," you say. <</switch>> <br><br> "You can't erase it," <<he>> says quickly. "There's no erasing it, ever. There's no forgetting either. There's only acceptance, or misery." <<He>> smiles. "Let's work on the former." <<else>> <<switch $speech_attitude>> <<case "meek">>"I... I'm in..." You can't muster the words. <<case "bratty">>"I'm bothered. Sexually. Like an animal." <<default>>"It's that time of year," you say, trying to hide your embarrassment. <</switch>> <br><br> <<if _gwylanTF.known>> <<if _gwylanStatus.includes("heat")>> <<He>> snickers. "That makes two of us. Maybe we should do something about that later." <<else>> <<He>> smiles. "I know something that can help relieve the pressure. I don't usually have to deal with it myself, I'm a bit... numb to it." <<He>> puts <<his>> hands over <<his>> belly. <</if>> <<else>> <<He>> smiles. "I understand. It's a hard impulse to overcome. This won't rid you of that, but it may at least make you feel less animalistic about it." <</if>> <</if>> <br><br> <<if $hypnosis_potency gt 4 or $hypnosis_traits.devotion gte 4>> <<He>> raises a single finger. "Follow it." <<He>> moves <<his>> hand side to side, then up and down. You follow it, and as you do, it almost looks like a small light forms on the tip. <br><br> <span class="purple">You quickly realise you're no longer able to look away.</span> <<else>> <<He>> reaches into the neck of <<his>> robes, and pulls out a pendant tipped with <<if $gwylanTalked.includes("jasper")>>jasper<<else>>a reddish gem<</if>>. "Follow it." <<He>> moves it side to side. Your eyes follow. <</if>> <br><br> "There's nothing in the forest except us." Everything outside the room slowly fades away. The corners of your vision blur, until there's nothing left but Gwylan. "Good. The next time you doubt your inner self, remember..." <br><br> <<set $_devotionUp to 10 + $hypnosis_potency>> <<gwylanHypnosis "devotion" $_devotionUp>> <br><br> <<He>> snaps <<his>> fingers, and you're no longer where you once were. <br><br> <<link [[Next|Gwylan Hypnosis Peace 2]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>><<strip>> <<revealTransformations>> <<set _tf to checkTFparts()>> <<set _earFind to Object.keys(T.tf).find(ear => ear.includes("Ears"))>> <<switch _earFind>> <<case "wolfEars">><<set _earText to "wolf ears">> <<case "catEars">><<set _earText to "cat ears">> <<case "cowEars">><<set _earText to "cow ears">> <<case "foxEars">><<set _earText to "fox ears">> <<default>><<set _earText to "error">> <</switch>> <<set _tailFind to Object.keys(T.tf).find(tail => tail.includes("Tail") && tail !== "demonTail_colour")>> <<switch _tailFind>> <<case "wolfTail">><<set _tailText to "wolf tail">> <<case "catTail">><<set _tailText to "cat tail">> <<case "cowTail">><<set _tailText to "cow tail">> <<case "foxTail">><<set _tailText to "fox tail">> <<case "birdTail">><<set _tailText to "bird tail">> <<case "demonTail">><<set _tailText to "demon tail">> <<default>><<set _tailText to "error">> <</switch>> You lie in a sea of roses. You feel more naked than you've ever been. <<if _unhidden>> The parts of yourself that you were previously hiding are exposed. <</if>> Someone is watching you, unravelling you with their gaze, but you don't know from where. <br><br> <<if _tf.wolfEars or _tf.catEars or _tf.foxEars>> "Sharpest of ears, listen well." <<elseif _tf.cowEars>> <<if $phase is "cow">> "Docile ears, seeking to return to humanity. Listen well." <<else>> "Docile ears, yearning for the praise of cattle. Listen well." <</if>> <<else>> "Listen well." <</if>> The voice makes you jump as it reverberates around you. The roses all tremble in unison. <span class="purple">You feel a breath on your ears.</span> You turn, and there's nobody. <<stress 2>><<gstress>> <br><br> The sky is pink. You feel fingers creep along your skin. A storm of rose petals swirls around you, and when they pass, Gwylan is embracing you. <br><br> <b>"<span class="witch">Delusion. Truth. The only difference is the face of the coin.</span>"</b> <br><br> <<if _earFind>> <<His>> hand runs along your head, rubbing your <<= _earText>>. <<He>> whispers. "Let them listen softly. The harsh sounds of civilisation are grating. Let there be no shame in hiding them away, lest your hearing become dull." <<He>> places <<his>> other hand on them, and lifts. <span class="red">Your ears lift away.</span> It looks like a headband. <<if _tf.cowHorns or _tf.demonHorns>> Your horns are on it, too. <</if>> <<He>> holds it in front of you, ensuring you can see it. <<if _tf.foxEars and _gwylanTF.known>> "I won't deny how this pains me, too. I see in you a kindred spirit, and it breaks my heart to see you made to hide away your beauty. I hope you'll still show your true self to me." <</if>> <<He>> puts it in your hands. "They will be here for you when you wish to hear the truth again." <br><br> <<elseif _tf.cowHorns or _tf.demonHorns>> <<His>> hand runs along your head, rubbing your horns. <<He>> whispers. "Shave them down, if you wish. They will grow back in time, when you feel you need their protection again." <<He>> places <<his>> other hand on them, and lifts. <span class="red">Your horns lift away.</span> It looks like a headband. <<He>> holds it in front of you, ensuring you can see it. <<He>> puts it in your hands. <br><br> <</if>> <<if _tf.angelHalo>> You hear a soft, metallic thrum as <<he>> runs <<his>> hand along your halo. "The light can't remain forever. A candle must be snuffed to allow one to rest." <<He>> gently grasps it, <span class="red">and pulls.</span> It's a headpiece with translucent resin, giving it the appearance of a real floating halo. It reflects the light extremely well. "When the darkness becomes too much, one merely needs to light another. Keep it safe, and it will keep you safe in turn." <br><br> <<elseif _tf.fallenAngelHalo>> You hear a discordant thrum as <<he>> runs <<his>> hand along the shards of your halo. "Are you ashamed? Is this self-flagellation for your loss?" <<He>> gently grasps it, <span class="red">and pulls.</span> It's a headpiece with translucent resin, giving it the appearance of a real floating halo. It's cracked and deformed in several places. "It's healthy to look back upon what could have been done differently, but it should not consume you. Life goes on, my dear." <br><br> <</if>> <<if _tailFind>> <<His>> hands trace down your body, making you shiver. They stop around your <<bottom>>. You suddenly feel off balance. <<He>> walks around you, <span class="red">now holding your disembodied <<= _tailText>></span>. There's an angled, rigid clip on the end. "Balance. Attracting mates. One must learn to crawl before they can walk, and you, my gentle one, face the challenge of sprinting in two different worlds." <<He>> hands you your tail. "The pace is yours to set. It will be ready for you to rejoin the wild, but only when you are, too." <br><br> <</if>> <<if _tf.catHeterochromia>> <<He>> cups your cheeks, and <<his>> hand approaches your eye. <span class="red"><<He>> pulls out a coloured contact lens.</span> "The eyes are the window to the soul. Does yours hold many facets?" <<He>> places it in a small case, and hands it to you. <br><br> <</if>> <<if _tf.birdWings or _tf.angelWings or _tf.fallenAngelWings or _tf.demonWings>> <<His>> arms wrap around you again. <<His>> hands rub your wings. <<if _tf.birdWings>> "These wings, these magnificent wings. If you find them too beautiful to show the world, let them fold without guilt. The sky will be waiting for you." You hear several clicks, and a sudden weight drops from your body. You somehow feel both lighter and heavier. <span class="red"><<He>> holds a strange backpack-like device, with large wing membranes on each side of it.</span> It's covered in straps and chords. "Only where the wind permits." Feathers fall all around you. <<elseif _tf.demonWings>> "An extra pair of limbs to embrace. Ever closer. A provocation themselves. Such things must be tempered." You hear a click, and a sudden weight drops from your body. You somehow feel both lighter and heavier. <span class="red"><<He>> holds a pair of bat-like wings.</span> "Should you need their comfort again, their embrace will return." <<else>> "Radiance. Tragedy. The most intimate reflections." You hear a click, and a sudden weight drops from your body. You somehow feel both lighter and heavier. <span class="red"><<He>> holds a pair of angel wings.</span> <<if _tf.fallenAngelWings>> They're worn and tattered. <<else>> They're white and fluffy. <</if>> "Should you need their comfort again, their embrace will return." <</if>> <br><br> <</if>> You feel like you've been shattered. You huddle in on yourself, scared and confused, clutching the pieces torn from your body. Was it ever real? <<trauma 16>><<ggtrauma>> <br><br> Just as you're about to slip further, <span class="green">they return to you</span>. "Do you understand?" Gwylan holds you tightly, stroking your hair. "Justifications. Illusions. All that matters is what you believe, and what you can bear." <<if _tf.birdWings or _tf.angelWings or _tf.fallenAngelWings or _tf.demonWings>> <<He>> rubs your wings. They can feel <<his>> hands. <</if>> <<if _tailFind>> Your tail moves on its own. <</if>> <<if _earFind>> You hear <<his>> whispers through your <<= _earText>>. <</if>> <<if _tf.angelHalo>> Your halo lights <<his>> face. <<elseif _tf.fallenAngelHalo>> Your broken halo briefly comes back together. <</if>> <br><br> With or without them, real or facsimile, you feel whole. <br><br> <<set _hypnoDays to 10 + ($hypnosis_potency * 3)>> <<gwylanHypnosis "peace" _hypnoDays>> <br><br> <<if $fox gte 6 and $gwylanSeen.includes("romance") and $phase is "identity">> <<link [[Next|Gwylan Hypnosis Peace Fox Breakdown]]>><</link>> <<else>> "Awaken." <<He>> snaps <<his>> fingers. <br><br> <<link [[Next|Gwylan Hypnosis Peace Wake]]>><<pass 30>><<clotheson>><</link>> <</if>> <br><<effects>><<run statusCheck("Gwylan")>> You close your eyes. <br><br> Nothing happens. You're still in the sea of roses. <br><br> Gwylan stares down at you. <span class="purple"><<His>> expression has changed.</span> <<His>> fox ears twitch. <br><br> "My dearest kin..." <<His>> mouth comes close to yours. "You're breaking my heart." <br><br> <span class="red">The sky turns a deep red.</span> "You say this isn't who you are?" <<His>> voice isn't gentle anymore. "You are the only other person in the world who understands what this is like, to be mated for life. You promised forever. Now you tell me that it isn't who you are?" <br><br> <<His>> breathing is fast and shallow. <<His>> pupils are slits. "Do you wish to abandon what you are? Do you wish to leave me cold and alone again?" <br><br> <<He>> looks around in panic and confusion. <span class="purple">You only now realise that <<his>> lips aren't moving when <<he>> speaks anymore.</span> <<He>> puts <<his>> hands over <<his>> ears. <br><br> "You're the only one who understands." A crack forms on <<his>> forehead.<br> "Perhaps you don't understand enough." The crack escapes <<his>> head, taking the shape of an antler.<br> "Perhaps you need to learn what an eternity alone feels like." The sky begins turning black.<br> "Without me." Gwylan starts getting pulled away from you. <<He>> reaches out for you in desperation.<br> "When it all returns to the tide." <br><br> You're both pulled into a black abyss. <<trauma 36>><<npcincr Gwylan dom -30>><<gggtrauma>><<lllyearning>> <br><br> "<<gwylanCommand "Awaken!">>" Gwylan desperately screams as <<his>> head is pulled under. <br><br> <<link [[...|Gwylan Hypnosis Peace Wake]]>><<pass 30>><<set $phase2 to "breakdown">><<clotheson>><</link>> <br><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<canvas-model-override "clear">> <<rehideTransformations>> <<if $phase2 is "breakdown">> Your focus snaps back. You're back in the garden. <br><br> Gwylan is still holding you. <<His>> hands are shaking. "I'm sorry about that," <<he>> says unsteadily. "I... I suppose I had some bad thoughts of my own that needed to be put away." <<He>> looks up. Tears streak down <<his>> face, but <<he>> quickly wipes them away. "I'm fine." <<else>> Your focus slowly returns. You're back in the garden. <<if $fox gte 6>> Gwylan is sitting behind you, brushing your tail. <<He>> pulls out clumps of loose fur, and it looks much more sleek than it did before. <br><br> <<if _gwylanTF.known>> "...and I personally find that pet shampoo works just as well, and leaves it quite fragrant. <<if random (0, 1) and !$gwylanSeen.includes("romance")>> If you've got a regular bed partner, you can use some perfumes made for people with allergies or sensitive skin. I recommend scents that can help soothe your partner if they have a habit of hugging your tail in their sleep, or spice things up when it's time to get hot and heavy, depending on what you want." <<else>> How do you think mine smells, dear?" <<His>> tail whiffs across you nose. <br><br> You rub your eyes. "It smells like fresh rain," you say. <br><br> <<He>> giggles. "So, like the rest of me, then." <</if>> <<else>> "...and I personally find that pet shampoo works just as well, although I wouldn't recommend trying to get that close to a wild fox in most circumstances unless you really know what you're doing." <</if>> <<He>> spends some more time brushing it. It feels good. <<if !_tf.foxTail>> When <<he>> releases your tail, it vanishes the next time you blink. <</if>> <<stress -3>><<lstress>> <</if>> <</if>> <br><br> The incense has burned out. "You should feel better now. I hope I've brought you peace." <<He>> starts to gather <<his>> things. <<if $phase is "heat" and $phase2 isnot "breakdown">> <<He>> pauses. "Oh! Would you also like help with your... <<if playerHeatMinArousal() gte 1 and playerRutMinArousal() gte 1>> heat and rut issue?" <<elseif playerRutMinArousal()>> rut issue?" <<else>> heat issue?" <</if>> <</if>> <br><br> <<set $gwylanSeen.pushUnique("hypnosis_peace")>> <<if $phase is "heat" and $phase2 isnot "breakdown">> <<link [[Nod|Gwylan Hypnosis Peace Heat]]>><</link>> <br> <</if>> <<link [[Go back in the shop|Gwylan Hypnosis End]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> You nod eagerly. <<if !$gwylanSeen.includes("ritual_sex")>>Gwylan blushes.<</if>> <br><br> "Alright, here, lay on your stomach like this." <<He>> guides you to laying flat on your tummy. <br><br> <<outfitChecks>> "You're going to feel my hand now, alright? Don't be alarmed." <<if _bottom>> You feel <<his>> hand slip under your clothes, where it rests <<else>> You feel <<his>> hand trail down your skin, where it rests <</if>> <<if _tf.wolfTail or _tf.catTail or _tf.foxTail or _tf.cowTail or _tf.demonTail>> right above your tail. <<else>> on your lower back. <</if>> "Just relax." <br><br> <<He>> starts to rub and knead the spot. You melt into <<his>> touch immediately. It feels amazing. <<stress -6>><<arousal 800>><<lstress>><<garousal>> <br><br> You let out an involuntary whine, which prompts <<him>> to giggle. "There's a <<pcpetname "Gwylan" "good">>." Being called that right now makes you feel strange, in a good way. Your legs shake with pleasure each time <<he>> presses <<his>> fingers against your tailbone. "Here, turn over." You eagerly obey, laying on your back. <br><br> <<He>> presses <<his>> hand firmly on your pelvis, <<if $player.vaginaExist and $player.penisExist>> right above your <<penis>> and your womb. <<He>> keeps eye contact with you the whole time, either unaware of or ignoring your erection. <<elseif $player.vaginaExist>> right above your womb. <<else>> right above your <<penis>>. <<He>> keeps eye contact with you the whole time, either unaware of or ignoring your erection. <</if>> <<He>> slowly presses down, and starts to massage your tummy. Your hips lift by themselves as <<he>> does. <<He>> rubs in small circles, alternating between light and heavy pressure. You grip the blankets. <<arousal 2500>><<ggarousal>> <br><br> <<if $arousal gte $arousalmax>> It's too much. <<if $player.vaginaExist>>Your womb is on fire.<</if>> You tense up, letting out short, shallow moans. <<orgasm>> <<if _deniedOrgasm>> <<He>> frowns upon seeing your lack of release. "That wasn't natural." <<elseif $gwylanSeen.includes("ritual_sex")>> <<He>> giggles again. "There, isn't that better?" <<else>> <<His>> blush deepens. "Oh my. It's alright, I don't mind. It's a natural response." <</if>> <<npcincr Gwylan lust 1>><<glust>> <br><br> <<He>> hums as you pant. Once you're steady, <<he>> helps you up. <br><br> <<link [[Next|Gwylan Hypnosis End]]>><<endevent>><</link>> <br> <<else>> <<if !$gwylanSeen.includes("ritual_sex")>> <<if _bottom>> "If you want more help, I'll need to remove your _bottom.name, is that alright?" <<else>> "Do you need me to continue?" <</if>> <<Hes>> not looking at you anymore. "This won't change anything between us. It's just a favour for a friend." <br><br> <<link [[Nod|Gwylan Hypnosis Peace Heat 2]]>><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <<link [[Stop here|Gwylan Hypnosis End]]>><<endevent>><</link>> <br> <<elseif _gwylanStatus.includes("heat") and _gwylanTF.known>> <<He>> suddenly stops, and stares down at you for a long moment. <<if _bottom>> Without provocation, <<he>> <span class="pink">grabs your _bottom.name in <<his>> teeth and yanks it down</span>. <<else>> <<He>> shivers. <</if>> "Let's just solve this for both of us." <br><br> <<link [[Next|Gwylan Hypnosis Peace Heat Sex]]>><<set $sexstart to 1>><</link>> <br> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<if _bottom>> <<He>> starts to slowly pull down your _bottom.name, and straddles you. "I'll make sure you feel better," <<he>> says with a seductive smile. <<else>> <<He>> straddles you. "I'll make sure you feel better," <<he>> says with a seductive smile. <</if>> <br><br> <<link [[Next|Gwylan Hypnosis Peace Heat Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<if _bottom>> <<He>> starts to pull down your _bottom.name. <</if>> "I'll have to get a little more hands-on. Is that alright?" <br><br> <<link [[Nod|Gwylan Hypnosis Peace Heat 2]]>><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <<link [[Stop here|Gwylan Hypnosis End]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> You nod again, and <<he>> slips off your _bottom.name. <<lowerstrip>> <br><br> <<if $player.penisExist and $player.vaginaExist and !$gwylanSeen.includes("herm")>> <<set $gwylanSeen.pushUnique("herm")>> <<His>> eyes widen slightly upon seeing your <<genitals>>. <<if C.npc.Gwylan.gender is "h">> "We're alike in many ways, aren't we?" <<else>> "Wow. I've never seen a rebis in person before. You're full of surprises!" <</if>> <<elseif $crossdressing gte 1 and !$genderknown.includes("Gwylan")>> <<His>> head tilts slightly upon seeing your <<genitals>>. "Unexpected genitalia, not that I particularly mind." <</if>> <<set $genderknown.pushUnique("Gwylan")>> <<if $player.penisExist and $player.vaginaExist>> <<He>> gently wraps <<his>> hand around your shaft. The tip of each of <<his>> fingers send a tingle down it. <<He>> slowly runs <<his>> hand up and down, and uses <<his>> other hand to rub your <<pussy>>. Once <<hes>> sure you're ready, <<he>> gently slips two fingers in. <<elseif $player.penisExist>> <<He>> gently wraps <<his>> hand around your shaft. The tip of each of <<his>> fingers send a tingle down it. <<He>> slowly runs <<his>> hand up and down. <<else>> <<He>> gently starts to rub your <<pussy>>. Once <<hes>> sure you're ready, <<he>> gently slips two fingers in. <</if>> <<if playerChastity()>> Even with your $worn.genitals.name in the way, <<he>> manages. <<elseif $player.vaginaExist>> <<His>> fingers curl in just the right way to hit your most sensitive spots. <<else>> <<His>> thumb rubs the head smoothly. <</if>> <br><br> <<if $player.sex isnot "h">> <<He>> continues pressing on your tummy while servicing you. <<else>> After a moment, <<he>> withdraws <<his>> hand from your <<pussy>> to press on your tummy again. <</if>> <<if $player.vaginaExist>>Your womb is on fire.<</if>> Your hips buck as you let out a final moan. <<orgasm>> <<He>> smiles, <<his>> face a bright red. "Better?" You nod, still panting. <<He>> lays down next to you while you recover. <br><br> You lay there for a few minutes, until Gwylan helps you stand. <br><br> <<link [[Next|Gwylan Hypnosis End]]>><<clotheson>><<endevent>><</link>> <br><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcexpose>> <<set $enemytrust += 200>> <<gwylanCombatInit>> <</if>> <<if $timer lte 0 and $trance is 1>> <<set $trance to 0>> <span class="teal">You snap out of Gwylan's trance.</span> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <span id="next"><<link [[Next|Gwylan Hypnosis Peace Heat Sex Finish]]>><</link>></span><<nexttext>> <<elseif _combatend>> <span id="next"><<link [[Next|Gwylan Hypnosis Peace Heat Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Hypnosis Peace Heat Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <<set $enemyarousal += 200>> <<if $enemyarousal gte $enemyarousalmax>> <<if $hallucinations gte 2 and $NPCList[0].chest isnot "clothed">> The tattoo on Gwylan's <<bellyDescription "Gwylan">> flares to life, and <<he>> shivers as you climax. <<else>> Your <<if $orgasmcurrent gt 1>>final<</if>> orgasm makes Gwylan shiver. <</if>> <span class="pink">It pushes <<him>> over the edge too.</span> <<ejaculation>><<npcincr Gwylan lust -25>><<llllust>> <<else>> <<if _gwylanStatus.includesAny("dom", "lust")>> <<He>> hums and holds you tight you as you recover from your <<if $orgasmcurrent gt 1>>final<</if>> orgasm. <<gwylanHypnosis "devotion" 2>><br> <<if $consensual is 1>> "You did great, <<pcpetname "Gwylan">>," <<else>> "There, isn't that better?" <</if>> <<he>> coos. <<else>> <<He>> makes a pleased sound as your <<if $orgasmcurrent gt 1>>final<</if>> orgasm subsides. <<gwylanHypnosis "devotion" 1>><br> "That should do," <<he>> says. <<if $consensual is 0>> "The struggle was thrilling, dear, but I'm only trying to help you." <</if>> <</if>> <<if $penisfucked is 1>> <<He>> rubs <<his>> <<bellyDescription "Gwylan">> in satisfaction until you pull out of <<him>>. <<elseif $vaginafucked is 1>> <<He>> rubs your <<bellyDescription>> in satisfaction, and pulls out. <</if>> <<npcincr Gwylan lust 5>><<gglust>> <br><br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $orgasmcurrent is 0 and $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -2>> <</if>> <<npcincr Gwylan lust -20>><<lllust>> <<elseif $enemyhealth lte 0>> <<set $gwylan.punishment to true>> Gwylan rolls away from you. "That hurt, dear." <<He>> giggles dryly. "Naughty, naughty. I'll remember this." <<npcincr Gwylan dom -2>><<lyearning>> <br><br> <<else>> Gwylan rolls away from you. <</if>> <<He>> helps you stand. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Gwylan Hypnosis End]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $hypnosis_potency gt 4 or $hypnosis_traits.devotion gte 4>> <<He>> raises a single finger. "Follow it." <<He>> moves <<his>> hand side to side, then up and down. You follow it, and as you do, it almost looks like a small light forms on the tip. <br><br> <span class="purple">You quickly realise you're no longer able to look away.</span> <<else>> <<He>> reaches into the neck of <<his>> robes, and pulls out a pendant tipped with <<if $gwylanTalked.includes("jasper")>>jasper<<else>>a reddish gem<</if>>. "Follow it." <<He>> moves it side to side. Your eyes follow. <</if>> <br><br> "There's nothing in the forest except us." Everything outside the room slowly fades away. The corners of your vision blur, until there's nothing left but Gwylan. "Good. The next time you hear these whispers, remember..." <br><br> <<set $_devotionUp to 10 + $hypnosis_potency>> <<gwylanHypnosis "devotion" $_devotionUp>> <br><br> <<He>> snaps <<his>> fingers, and you're no longer where you once were. <br><br> <<link [[Next|Gwylan Hypnosis Silence 2]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> <<set $slimeOrigin to []>> <<if $parasite.left_ear?.origin is "Wraith" or $parasite.right_ear?.origin is "Wraith">> <<set $slimeOrigin.push("Wraith")>> <</if>> <<if $parasite.left_ear?.origin is "landfill" or $parasite.right_ear?.origin is "landfill">> <<set $slimeOrigin.push("landfill")>> <</if>> <<if !$slimeOrigin.length>> <<set $slimeOrigin.push("landfill")>> <</if>> <<if $slimeOrigin.includes("landfill")>> <<set $location to "landfill">> <<else>> <<set $location to "forest">> <</if>> <<if $slimeOrigin.includesAll("Wraith", "landfill")>> You are in the landfill on Elk Street. Piles of trash spiral into the sky, which is split in two. <br><br> The pillars of trash slowly become trees in the distance, and those trees then become pale tendrils. You see the lake nearby, too. The forest and landfill are grafted together with stitches, the space between lost. <<elseif $slimeOrigin.includes("Wraith")>> You are at the edge of the lake. The trees are made of undulating pale tendrils. <<else>> You are in the landfill on Elk Street. Piles of trash spiral into the sky. <</if>> <br><br> Something with antlers <<if $slimeOrigin.includesAll("Wraith", "landfill")>> emerges from the lake on many legs, and stalks between the heaps of trash. <<elseif $slimeOrigin.includes("Wraith")>> emerges from the lake on many legs. <<else>> walks on many legs between heaps of trash. <</if>> It doesn't belong here. <br><br> <span class="lewd">You feel the <<pluralise numberOfEarSlime(true) "slime">> in your head command you to approach.</span> It promises rewards if you comply and threatens consequences if you do not. <br><br> <<link[[Approach it|Hypnotic Silence Creature]]>><<set $phase to 0>><<stress -6>><<trauma -12>><</link>><<lltrauma>><<lstress>> <br> <<link[[Run from it|Hypnotic Silence Creature]]>><<set $phase to 1>><<stress 6>><<trauma 6>><<set $hypnosis_potency++>><</link>><<gwylanHypnoNote 1>> <br><<effects>> <<if $phase is 0>> <<if $slimeOrigin.includesAll("Wraith", "landfill")>> You walk the grafted line in the landscape, each step opening an old wound, <<elseif $slimeOrigin.includes("Wraith")>> You wade into the water, <<else>> You weave through the rubbish, <</if>> every step threatening to scare it away. It stays still as you draw closer. You reach a hand out, and it bows to you. Your palm connects with the top of its head. Now you know why it was here. You're glad that you could help it. <<else>> You resist the whispers. You turn and run from it. Each step sinks you further and further into the <<if $slimeOrigin.includesAll("Wraith", "landfill")>> wounds. <<elseif $slimeOrigin.includes("Wraith")>> water. <<else>> rubbish. <</if>> <br><br> You fall. <br><br> Its towering legs flank to your side. It bows to you, and you reach out to help yourself up. Your hands grasp either side of its head. Now you know why it was here. You're glad that it could help you. <</if>> <br><br> You lead your new companion away. <br><br> Something goes wrong. Its antlers are tangled in <<if $slimeOrigin.includesAll("Wraith", "landfill")>> the stitches that hold the world together. <<elseif $slimeOrigin.includes("Wraith")>> the tendrilled trees. <<else>> the fence. <</if>> Your hands are tangled in its antlers. Your antlers are tangled in <<pher>> hands. You don't know how this happened, only that this is now. You can't help each other like this. <br><br> <<link [[Struggle|Hypnotic Silence Creature 2]]>><<set $phase to 0>><</link>> <br> <<link [[Accept|Hypnotic Silence Creature 2]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $phase is 0>> You try to pull your hand away. It's stuck. Using your other hand, you claw at yourself. Red sloughs off, and it's not clear from whom. You are both tugging on your hand and pushing into it. <<elseif $phase is 1>> You remain still. It pushes its head into the <<if $slimeOrigin.includesAll("Wraith", "landfill")>> stitches, <<elseif $slimeOrigin.includes("Wraith")>> trees, <<else>> fence, <</if>> into you. You push into your own hand. <</if>> Your antlers are tangled in the <<if $slimeOrigin.includesAll("Wraith", "landfill")>> stitches. <<elseif $slimeOrigin.includes("Wraith")>> trees. <<else>> fence. <</if>> <<pHer>> hands are tangled in your antlers. <br><br> <span class="red">You bite into your arm.</span> <br><br> Something approaches. Someone. <<He>> sings without sound. <<His>> hands are on your hands. <<His>> hands are on your antlers. Your hands are your antlers. <br><br> <<link [[Next|Hypnotic Silence Creature 3]]>><</link>> <br><<effects>> <<strip>> <<He>> pulls you apart. You dissolve. Hundreds of small, shiny creatures crawl away, leaving trails of red slime. You lie naked in <<his>> arms. <br><br> A hand rests on your head. You look up and see Gwylan. <<He>> smiles at you. It's tinged with sadness. "Sometimes, hounds wear the coats of foxes," <<he>> says. "What seems symbiotic is often parasitic. It hates to hear us sing, yet loves to hear us scream. Remember this." <br><br> <<His>> hand rubs your cheek. "Remember that you are you. Remember what will happen if you lose yourself." <<His>> hands clasp over your ears, and all goes silent. <br><br> <<His>> lips continue to move. <<His>> words appear directly in your head. "When these whispers slip into your ears again, you will not hear them. They are not you. Only you are you." <<if $gwylanSeen.includes("partners")>> The sadness leaves <<his>> smile. "And you, my dear, are perfect as you are." <</if>> <br><br> <<He>> closes your eyelids, and you slip further into blissful silence. "Awaken." <br><br> <<link [[Next|Gwylan Hypnosis Silence Wake]]>><<pass 30>><<clotheson>><</link>> <br><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-override "clear">> Your focus slowly returns. You're back in the garden. <<corruption -20>><<lllcorruption true>> <br><br> The incense has burned out. "You'll be numb to the signals for some time. Like they aren't even there, hopefully." <<He>> starts to gather <<his>> things. "If it starts to wear down, come back and I'll shut them right up again. Otherwise, they should be considerably weaker when they do come back." <br><br> <<He>> smiles and helps you stand. "Easy, you might be off balance for a little while." <br><br> <<set _hypnoDays to 5 + ($hypnosis_potency * 2)>> <<gwylanHypnosis "silence" _hypnoDays>> <<if $earSlime.growth gte 50>> <<set $earSlime.growth to 49>> <</if>> <<set $earSlime.defyCooldown to 50>> <<set $earSlime.eventTimer to 10>> <<set $earSlime.event to "">> <<run delete $earSlime.forcedDressing>> <<run delete $earSlime.noSleep>> <<run delete $earSlime.alwaysSleepNaked>> <br><br> <<set $gwylanSeen.pushUnique("hypnosis_silence")>> <<link [[Go back in the shop|Gwylan Hypnosis End]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<switch $phase>> <<case "insomnia">> "I just can't seem to fall asleep," you say. "Sometimes it leads to me sleeping in." <br><br> <<He>> nods. "That could be caused by any number of things, even the smallest lingering trouble. Let's talk about it." <<case "nightmares">> "I have nightmares," you say. "Really bad ones." <br><br> <<He>> nods. "I'll have you tell me all about them, then. Anything you can remember will help." <<case "anxiety">> <<if $anxiety gte 2>> "I can't ever keep my mind calm enough to sleep," you say. "I'm always so anxious." <<else>> "I can't get certain thoughts out of my head," you say. "I'm always anxious." <</if>> <br><br> <<He>> nods. "We'll talk about what's making you anxious, then." <<case "panic">> <<if $panicattacks gte 2>> "I think I thrash around in my sleep," you say. "It sometimes feels like something is attacking me from all over." <<else>> "I get panic attacks," you say. "Even when I'm just laying in bed." <</if>> <br><br> <<He>> nods. "We'll talk about what you're afraid of, and what makes you jump." <<case "flashbacks">> "These scenes keep replaying in my head," you say. "I can't stop thinking about them." <br><br> <<He>> frowns. "I can't make you forget what happened, but I can help you face it." <<case "dissociation">> <<if $dissociation gte 2>> You stare ahead blankly. You don't know how to explain it. You don't even know if you're really here, if Gwylan is real. <br><br> You see a strange shape on Gwylan's head. You don't pay it any mind. There'd be no use struggling anyways. <br><br> <<His>> head tilts. "Oh my. It's worse than I thought." <<else>> "It's hard to tell when I'm awake and when I'm dreaming," you say. You shift side to side. "I'm really here, right? This isn't another nightmare?" <br><br> <<He>> smiles. "Yes, dear, this is real. I'll prove it to you. If it's this bad, then it should be easier for me to help you. I'll need you to trust me completely, though." <</if>> <</switch>> <br><br> <<if $gwylanSeen.includes("romance")>> <<He>> crawls around the table, and gently pushes your chest until you're laying down. <<He>> lays next to you. <<elseif _gwylanStatus.includesAny("aroused", "lust", "dom")>> <<He>> pats <<his>> lap. You shift over and lay your head down in it. <<else>> <<He>> motions for you to lay down. You do so. <</if>> <br><br> <<if $hypnosis_potency gt 4 or $hypnosis_traits.devotion gte 4>> <<He>> raises a single finger. "Follow it." <<He>> moves <<his>> hand side to side, then up and down. You follow it, and as you do, it almost looks like a small light forms on the tip. <br><br> <span class="purple">You quickly realise you're no longer able to look away.</span> <<else>> <<He>> reaches into the neck of <<his>> robes, and pulls out a pendant tipped with <<if $gwylanTalked.includes("jasper")>>jasper<<else>>a reddish gem<</if>>. "Follow it." <<He>> moves it side to side. Your eyes follow. <</if>> <br><br> "There's nothing in the forest except us." Everything outside the room slowly fades away. The corners of your vision blur, until there's nothing left but Gwylan. "Good. Now, tell me, the last time you had trouble sleeping..." <br><br> <<set $_devotionUp to 10 + $hypnosis_potency>> <<gwylanHypnosis "devotion" $_devotionUp>> <br><br> <<He>> snaps <<his>> fingers, and you fall asleep. <br><br> <<link [[Next|Gwylan Hypnosis Slumber Insomnia]]>><<pass 10>><<tiredness -1>><</link>><<ltiredness>> <br><<set $location to "meadow">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>><<set $slumberDifficultyLow to 300>><<set $slumberDifficultyHigh to 600>> <<if $hypnosis_traits.slumber>> <<set $slumberDifficultyLow -= 100>><<set $slumberDifficultyHigh -= 100>> <</if>> Your eyes flutter open. <span class="red">You're inside a gargantuan rib cage.</span> The ribs are made of wood bleached white. A thin membrane stretches in between each massive trunk. It expands and contracts in a way that reminds you of breathing. You find that you match the rhythm of its rise and fall. <br><br> A voice breaks your trance. "Can't sleep, <<pcpetname "Gwylan" "name">>?" <br><br> You turn around. Gwylan sits in front of you amid a bed of <<if isLoveInterest("Gwylan")>>pink<<else>>red and white<</if>> roses. <<He>> twirls one by its stem. <br><br> "I can't either," <<he>> continues. "It's keeping me awake." <br><br> <<He>> points, but you don't need <<him>> to. You can hear the song coming from behind <<him>>. It's all you can hear. The call of something that has spent an eternity alone, only to find a kindred spirit at last. <br><br> <<if $nightmares gte 1>> <<link [[Confront your nightmares|Gwylan Hypnosis Slumber Nightmares]]>><</link>><<gtrauma>><<gwylanHypnoEffect>><<note "Nightmares" "blue">> <br> <<else>> <<link [[Delve into a nightmare|Gwylan Hypnosis Slumber Nightmares]]>><</link>><<gggtrauma>><<gwylanHypnoEffect>><<willpowerdifficulty $slumberDifficultyLow $slumberDifficultyHigh>> <br> <</if>> <<link [[Turn away and escape the vision|Gwylan Hypnosis Slumber Nightmares]]>><<set $phase to "wake">><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $nightmares gte 1 and $phase isnot "wake">> <<set _continue to true>> <span class="blue">You're no stranger to nightmares.</span> <<trauma 12>><<set $hypnosis_potency++>><<gtrauma>><<gwylanHypnoEffect>> <<elseif $willpowerSuccess and $phase isnot "wake">> <<set _continue to true>><<set $slumberDifficultyLow += 200>><<set $slumberDifficultyHigh += 200>> <span class="green">You shake away the tingling fear shooting through your fingertips.</span> They yearn to hold something. <<trauma 50>><<set $hypnosis_potency++>><<gggtrauma>><<gwylanHypnoEffect>> <<else>> <<if $phase isnot "wake">> <span class="red">You stand paralysed.</span> The ribcage becomes still, as does your breathing. Gwylan stands, taking your hands. <br><br> <</if>> You turn away from the song, and focus on Gwylan. <<He>> smiles sadly. "Without confronting our nightmares, they will only fester into something darker." <</if>> <br><br> <<if _continue>> <<tiredness -1>><<pass 10>> You walk around Gwylan. <<He>> doesn't stop you. A knife rests buried in the ground just behind <<him>>. Its handle is made of bone. A circle of purple bulbs sway around it. They part for you as you advance. The knife's song grows louder. It is deep and mournful, pulling at parts of you that you didn't know existed. <br><br> "I can't," Gwylan says. "This isn't my thorn to pull." <br><br> <<Hes>> standing next to you now. <<His>> hand is around your wrist. Nails bite into your skin. A thin sheen of sweat glistens on <<his>> brow. <<His>> eyes are trained on the knife, pupils little more than dots in the middle of <<his>> irises. <br><br> "Please be careful," <<he>> says. "To yank it out carelessly will only leave you bloodied." <br><br> The knife's song grows louder. It bounces off the wooden ribs. Splinters fall to the ground, littering among the roses, as rot spreads from within. It wriggles out of the cracks with writhing shadows shaped like <<if $settings.tentaclesEnabled>>tentacles<<else>>hands<</if>>. <br><br> Red sea water weeps from the knife handle. The ribcage expands and contracts faster. <br><br> <<if $anxiety gte 1>> <<link [[Embrace your anxiety|Gwylan Hypnosis Slumber Anxiety]]>><</link>><<gtrauma>><<gwylanHypnoEffect>><<anxiety_disorder_text>> <br> <<else>> <<link [[Let yourself worry|Gwylan Hypnosis Slumber Anxiety]]>><</link>><<gggtrauma>><<gwylanHypnoEffect>><<willpowerdifficulty $slumberDifficultyLow $slumberDifficultyHigh>> <br> <</if>> <<link [[Let it fester|Gwylan Hypnosis Slumber Anxiety]]>><<set $phase to "wake">><</link>> <br> <<else>> The emptiness fills. <br><br> <<link [[Next|Gwylan Hypnosis Slumber Wake]]>><<pass 30>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $anxiety gte 1 and $phase isnot "wake">> <<set _continue to true>> <span class="blue">You've been in darker places and seen what lies within.</span> You squeeze Gwylan's hand back. <<elseif $willpowerSuccess and $phase isnot "wake">> <<set _continue to true>><<set $slumberDifficultyLow += 200>><<set $slumberDifficultyHigh += 200>> <span class="green">You squeeze Gwylan's hand back.</span> <<else>> <<if $phase isnot "wake">> <span class="red">You can't resist. You need this thorn out of your paw.</span> <br><br> <</if>> You break free from Gwylan's grasp and take the knife by the handle, before yanking it out. Red seawater erupts from the wound, which grows with each pulse. Gwylan winces. "To bleed, or to fester. An impossible choice." <</if>> <br><br> <<if _continue>> <<tiredness -1>><<pass 10>> The knife calls to you. An urge to pick it up itches in your hand. You watch it move as if controlled by a string from far below. Gwylan clutches your wrist so hard you worry that <<he>>'ll break skin. <br><br> "Don't," <<he>> says. "You want to yank it out, but you have to be gentle. Slow." <br><br> You half-listen to <<him>>. It's begging you. After so long, It found you. You reach out, and wrap your hand around it. <br><br> The water reaches your ankles, but <span class="witch">you resist the call,</span> only lightly moving it. It hurts. <br> The water laps at your waist, <<if $willpower gte $slumberDifficultyLow>> <<set $slumberDifficultyLow += 50>><<set $slumberDifficultyHigh += 50>> but <span class="witch">you resist the call.</span> You slowly pull upwards. <<trauma 12>><<set $hypnosis_potency++>><<gtrauma>><<gwylanHypnoEffect>> <br> Your chest goes numb from the cold, <<if $willpower gte $slumberDifficultyLow>> <<set $slumberDifficultyLow += 75>><<set $slumberDifficultyHigh += 75>> but <span class="witch">you resist the call.</span> You exhale slowly as the red water flows faster. <<trauma 24>><<set $hypnosis_potency++>><<ggtrauma>><<gwylanHypnoEffect>> <br> You have to fight to keep your head above water, <<if $willpower gte $slumberDifficultyLow>> <<set _unbloodied to true>> <<set $slumberDifficultyLow += 100>><<set $slumberDifficultyHigh += 100>> but <span class="witch">you resist the call.</span> The knife is nearly free. <<trauma 50>><<set $hypnosis_potency++>><<gggtrauma>><<gwylanHypnoEffect>> <br> The waves close over your head, <</if>> <</if>> <</if>> <<if _unbloodied>> and you finally succumb... but you're already holding the freed blade. You didn't feel a thing. The ground around you crumbles. <br><br> Gwylan smiles, and crumbles. <<else>> and you <span class="erase-from-history">succumb,</span> yank<span class="erase-from-history">ing</span> the blade free. It slides free from the ground with no resistance. As it does, the ground around it crumbles. <br><br> Gwylan crumbles. <</if>> <br><br> You crumble. <br><br> Nobody is left in the dark. <br><br> <<if $panicattacks gte 1>> <<link [[Clutch your panic|Gwylan Hypnosis Slumber Panic]]>><</link>><<gtrauma>><<gwylanHypnoEffect>><<note "Panic Attacks" "pink">> <br> <<else>> <<link [[Embrace the panic|Gwylan Hypnosis Slumber Panic]]>><</link>><<gggtrauma>><<gwylanHypnoEffect>><<willpowerdifficulty $slumberDifficultyLow $slumberDifficultyHigh>> <br> <</if>> <<link [[Shut out everything|Gwylan Hypnosis Slumber Panic]]>><<set $phase to "wake">><</link>> <br> <<else>> The emptiness fills. <br><br> <<link [[Next|Gwylan Hypnosis Slumber Wake]]>><<pass 30>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $panicattacks gte 1 and $phase isnot "wake">> <<set _continue to true>> <span class="blue">You've been more afraid.</span> <<trauma 12>><<set $hypnosis_potency++>><<gtrauma>><<gwylanHypnoEffect>> <<elseif $willpowerSuccess and $phase isnot "wake">> <<set _continue to true>><<set $slumberDifficultyLow += 200>><<set $slumberDifficultyHigh += 200>> <span class="green">You keep your eyes open,</span> although it's hard to tell. Everything is pitch black. <<trauma 50>><<set $hypnosis_potency++>><<gggtrauma>><<gwylanHypnoEffect>> <<else>> <<if $phase isnot "wake">> <span class="red">You curl in on yourself.</span> You keep curling, your own body twisting and contorting... if only you had one. <br><br> <</if>> You lay still in emptiness, until something starts to break through the dark. <</if>> <br><br> <<if _continue>> <<canvas-model-override "arm_right" "hold">> <<wearProp "whale bone dagger">> <<tiredness -1>><<pass 10>> Only the knife lights your way. Its blue-white glow casts dark shadows that writhe and reach. You feel them caress you, trying to worm inside of you. Your muscles seize as you remember all of the suffering that has been inflicted upon you. <br><br> The shadows grow closer. One wraps <<if $settings.tentaclesEnabled>>a tentacle<<else>>its fingers<</if>> around your wrist. Another tries to pry your lips apart. <br><br> The knife begins to burn in your hand. You slash wildly. Bits of shadow fall to the ground and ooze back to the waiting void. You keep slashing, driven by an animalistic urge to be safe. <br><br> Except there is no safety in the dark. Not even the knife can protect you. The shadows, sensing triumph is close at hand, close over you. They promise you the bliss of Nothing. <br><br> <<if $flashbacks gte 1>> <<link [[Remember|Gwylan Hypnosis Slumber Flashbacks]]>><</link>><<gtrauma>><<gwylanHypnoEffect>><<note "Flashbacks" "purple">> <br> <<else>> <<link [[Attempt to stir your memory|Gwylan Hypnosis Slumber Flashbacks]]>><</link>><<gggtrauma>><<gwylanHypnoEffect>><<willpowerdifficulty $slumberDifficultyLow $slumberDifficultyHigh>> <br> <</if>> <<link [[Forget|Gwylan Hypnosis Slumber Flashbacks]]>><<set $phase to "wake">><</link>> <br> <<else>> The emptiness fills. <br><br> <<link [[Next|Gwylan Hypnosis Slumber Wake]]>><<pass 30>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $flashbacks gte 1 and $phase isnot "wake">> <<set _continue to true>> <span class="blue">You remember being through this.</span> <<trauma 12>><<set $hypnosis_potency++>><<gtrauma>><<gwylanHypnoEffect>> <<elseif $willpowerSuccess and $phase isnot "wake">> <<set _continue to true>><<set $slumberDifficultyLow += 200>><<set $slumberDifficultyHigh += 200>> <span class="green">You remember who, and where, you are. You remember that this was all painfully real, once.</span> <<trauma 50>><<set $hypnosis_potency++>><<gggtrauma>><<gwylanHypnoEffect>> <<else>> <span class="red">You forget the violation, but the emptiness remains. You forget the pain, but your skin still stings.</span> You tell yourself that you're better. A comforting lie. <br><br> You shut out the probing limbs, until something begins to appear in the darkness. <</if>> <br><br> <<if _continue>> <<tiredness -1>><<pass 10>> Shadows undulate all over your body. They reach in between your legs. Even more pry open your mouth and force their way inside. Grasping, squeezing hands. Fingers probing the most private parts of you. You writhe under all of the assaults you've ever faced. <br><br> It's too much. You sink lower into the dark. <br><br> There is nothing. There is nobody. <br><br> A voice whispers in your ear. "<span class="witch">Is this what you wanted?</span>" <br><br> You twitch. <br><br> "<span class="witch">Is this the life you want to live?</span>" <br><br> You inhale what feels like shards of frozen glass. <br><br> <<if $auriga_scar>> "<span class="witch">Rise, <<pcpetname "Gwylan">>. The void may promise comfort, but it is false, and the price is your soul.</span>" <<else>> "<span class="witch">Rise, <<pcpetname "Gwylan">>. To shut out the shadows is to give them power. The unknown and forgotten are always the more terrifying.</span>" <</if>> <br><br> The knife burns. Its light becomes searing. The shadows retreat in waves of oily, oozing blackness. You are left on the floor naked and revealed. <<revealTransformations>> You stand on shaking legs. Ahead of you is darkness. Behind you is a wall of dirt. All above you is the rib cage. Once white wood has decayed to brittle black. Insects crawl in and out of holes, their shells like shining jewels. <br><br> There is a trail of <<if isLoveInterest("Gwylan")>>pink<<else>>alternating red and white<</if>> roses leading into the dark. A sweet voice sings to you from far away. You lift your knife and follow its sound. <br><br> <<if $dissociation gte 1>> <<link [[There's something wrong with you|Gwylan Hypnosis Slumber Visibly Disturbed]]>><</link>><<ggtrauma>><<gwylanHypnoEffect>><<note "and nobody can tell" "red">> <br> <<else>> <<link [[Brave the dark|Gwylan Hypnosis Slumber Visibly Disturbed]]>><</link>><<gggtrauma>><<gwylanHypnoEffect>><<willpowerdifficulty $slumberDifficultyLow $slumberDifficultyHigh>> <br> <</if>> <<link [[Wake up|Gwylan Hypnosis Slumber Visibly Disturbed]]>><<set $phase to "wake">><</link>> <br> <<else>> The emptiness fills. <br><br> <<link [[Next|Gwylan Hypnosis Slumber Wake]]>><<pass 30>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $dissociation gte 1 and $phase isnot "wake">> <<set _continue to true>> <span class="blue">Nobody knows you. Nobody knows you better than anybody.</span> <<trauma 25>><<set $hypnosis_potency++>><<ggtrauma>><<gwylanHypnoEffect>> <<elseif $willpowerSuccess and $phase isnot "wake">> <<set _continue to true>><<set $slumberDifficultyLow += 200>><<set $slumberDifficultyHigh += 200>> <span class="green">You grip the handle of the knife tighter, until it hurts. You're still here.</span> <<trauma 50>><<set $hypnosis_potency++>><<gggtrauma>><<gwylanHypnoEffect>> <<else>> <span class="red">You step the wrong way, and you fall.</span> Perhaps you did it on purpose. Perhaps you weren't ready to see what lays at the end, at your core. <</if>> <br><br> <<if _continue>> <<tiredness -1>><<pass 10>> <<canvas-model-override "arm_right" "idle">><<handheldon>> Each step brings a new change. Insects twist and warp. Some bulge. Slime oozes out between the chitin of their shells. Others grow bigger, or smaller. You think they're all staring at you. <br><br> The ribs change, too. Patches of bark crumble away to reveal water pierced by light. Somehow, the water does not fall onto you. You forge onwards. The roses guide you. The song buoys you. <span class="teal">It's familiar.</span> <br><br> It isn't until the song is so loud you can almost feel it that you realise you've been changing too. The scars inside of you have become real. <<if $rapestat + $moleststat gte 500>>Hand prints are burnt into your thighs.<</if>> Parts of you have disintegrated to reveal that same watery visage. <br><br> "It's beautiful, isn't it?" <br><br> You look up. Gwylan is sitting at the end of the trail of roses. <<He>> smiles at you. <<His>> mousy hair is long and flows all around <<him>> like a pool of water<<if _gwylanTF.known>>, resting on <<his>> tail<</if>>. <<if isLoveInterest("Gwylan")>>Pink<<else>>Red and white<</if>> roses adorn <<his>> body like a <<if $pronoun is "m">>robe<<else>>dress<</if>>. <<if _gwylanTF.known>><<His>> ears twitch.<</if>> <br><br> "We are always more beautiful when we reveal what's inside of us," <<he>> says. <<He>> holds up a tightly wound bundle of rose petals. "Like a chrysalis opening up to a butterfly." <br><br> <<He>> blows on the rose petals. <br><br> <<if $dissociation gte 2>> <<link [[This feels real|Gwylan Hypnosis Slumber Dissociation]]>><</link>><<gwylanHypnoEffect>><<note "Dissociation" "forest-green">> <br> <<else>> <<link [[This doesn't feel real|Gwylan Hypnosis Slumber Dissociation]]>><</link>><<gwylanHypnoEffect>><<willpowerdifficulty $slumberDifficultyLow $slumberDifficultyHigh>> <br> <</if>> <<link [[This isn't real|Gwylan Hypnosis Slumber Dissociation]]>><<set $phase to "wake">><</link>> <br> <<else>> The emptiness fills. <br><br> <<link [[Next|Gwylan Hypnosis Slumber Wake]]>><<pass 30>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> The petals scatter into the air. You watch as they flutter all around you in an explosion of colour. Roses bloom from the cracks in the wooden ribs. You see them bloom on your watery patches, too. <br><br> <<if $dissociation gte 1 and $phase isnot "wake">> <span class="forest-green">This feels real.</span> <<trauma -50>><<set $hypnosis_potency++>><<llltrauma>><<gwylanHypnoEffect>> <<elseif $willpowerSuccess and $phase isnot "wake">> <span class="green">You let them wash over you.</span> <<trauma -25>><<set $hypnosis_potency++>><<lltrauma>><<gwylanHypnoEffect>> <<else>> <span class="red">You flinch away.</span> One brushes your cheek like a gentle caress, and you open your eyes again. You steady your breathing. The look on Gwylan's face makes you feel like everything will be alright. <</if>> <br><br> Gwylan steps over to join you. "Embracing our struggles makes us human," <<he>> says. "Pain can be breathtaking in its cruel majesty. Every rose has its thorn." <br><br> Vines weave together to form a bed. Gwylan leads you to it and pulls you down. Despite the thorns poking into you, you find it comfortable. <<He>> strokes your hair. Warmth fills you. <br><br> "Sleep," <<he>> says. <<He>> pulls a blanket of roses over you both. "Sleep, <<pcpetname "Gwylan">>. Trauma is not something to run from. It's something to confront. To reflect upon. To remember." <<npcincr Gwylan dom 1>><<gyearning>> <br><br> One of the rose petal butterflies lands on your hand. You smile and rest your head on Gwylan's chest. Soon, you are asleep, safe underneath the blanket of roses. <br><br> <<link [[Sleep|Gwylan Hypnosis Slumber Wake]]>><<pass 30>><<set $phase to "end">><<tiredness -20>><</link>> <br><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-override "clear">><<handheldon>> <<unset $slumberDifficultyLow>><<unset $slumberDifficultyHigh>> <<rehideTransformations>> Your focus slowly returns. You're back in the garden. <br><br> The incense has burned out. <<if $phase is "end">> <<if $gwylanSeen.includes("romance")>> Gwylan holds you tightly. <<Hes>> fallen asleep <<himself>>. <br><br> <<He>> pushes <<his>> head into your chest, and lets out a sigh of contentment. You idly stroke <<his>> hair. <<npcincr Gwylan dom 3>><<ggyearning>> <br><br> After some time, <<his>> eyes flutter open. <<He>> smiles at you. "Oh, silly me. I got too comfortable." <<He>> yawns. "I haven't slept that well in ages. I think you helped me just as much as I helped you." <<elseif _gwylanStatus.includesAny("aroused", "lust", "dom")>> Gwylan runs <<his>> fingers through your hair. "Sleep well? You were out for a while." <<He>> smiles. "You did well, going so deep into the trance." <<else>> Gwylan looks down at you, smiling. "Sleep well? You were out for a while." <<He>> giggles. "You did well, going so deep into the trance." <</if>> <<He>> helps you stand. <br><br> You feel rested. "You should find sleep coming to you easier now, and you won't spend as much time tossing and turning when the bad thoughts hit. In fact, you might find the bad thoughts make sleep come even easier." <<else>> <<if $gwylanSeen.includes("romance")>> Gwylan still lays next to you, watching you. "Sleep well?" <<elseif _gwylanStatus.includesAny("aroused", "lust", "dom")>> Gwylan runs <<his>> fingers through your hair. "Sleep well?" <<else>> Gwylan looks down at you, smiling. "Sleep well?" <</if>> <br><br> <<if $hypnosis_potency gte 6>> You feel rested. You nod at Gwylan, and <<he>> helps you stand. <br><br> "Wonderful! You should find sleep coming to you easier now, and you won't spend as much time tossing and turning when the bad thoughts hit. In fact, you might find the bad thoughts make sleep come even easier." <<else>> You feel a little more rested. You nod at Gwylan, and <<he>> helps you stand. <br><br> "You weren't asleep very long, <span class="blue">so the hypnosis might not last.</span> Regardless, you should find sleep coming to you easier now, and you won't spend as much time tossing and turning when the bad thoughts hit. In fact, you might find the bad thoughts make sleep come even easier." <</if>> <</if>> <<He>> starts to gather <<his>> things. <br><br> <<set _hypnoDays to 5 + Math.floor($hypnosis_potency * 1.5)>> <<gwylanHypnosis "slumber" _hypnoDays>> <br><br> <<set $gwylanSeen.pushUnique("hypnosis_slumber")>> <<link [[Go back in the shop|Gwylan Hypnosis End]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "tentacles">> <<set $gwylanSeen.pushUnique("hypnosis_insight_tentacles")>> "I've seen monsters," you say. "Unnatural creatures with many grasping limbs, like tentacles." <br><br> <<if $gwylanSeen.includes("likes_tentacles")>> Gwylan nods. "If you see them, they see you. If 'see' is the right word. You've done much more than seeing, from what you've told me." <<else>> Gwylan nods. "If you see them, they see you. If 'see' is the right word." <</if>> <<elseif $phase is "plants">> <<set $gwylanSeen.pushUnique("hypnosis_insight_plants")>> "I've seen plants come to life," you say. "I know they're already alive, but not like this. Not moving their branches, roots, and vines with malicious intent." <br><br> "There are songs I could teach you," Gwylan says. "But it would take a long time to learn them all, and it might not be enough." <<elseif $phase is "slimes">> <<set $gwylanSeen.pushUnique("hypnosis_insight_slimes")>> "I've seen blobs of slime, of different sizes," you say. "They move as if they have a will, and they're not friendly." <br><br> "I've seen them too," Gwylan says. "But their origin is a mystery to me. They used to be far more rare, but they've multiplied since the Violet Elk moved in. Perhaps they've agitated a nest underground while searching where they shouldn't. Or maybe they make them, deliberately or otherwise." <<elseif $phase is "monsters">> <<set $gwylanSeen.pushUnique("hypnosis_insight_monsters")>> "I've seen animals that appear to have human characteristics," you say. "Including speech. It's surreal, especially in the park when people are walking their dogs." <br><br> "Sounds fun," Gwylan says. "In moderation." <<elseif $phase is "holes">> <<set $gwylanSeen.pushUnique("hypnosis_insight_holes")>> "There are holes in reality," you say. "As the temple calls them. I see them sometimes, and the corruption seeping through." <br><br> Gwylan nods. "That's indeed what they call them. I—" <<he>> pauses, then seems to change <<his>> mind. "They can be distracting." <<elseif $phase is "lots">> <<set $gwylanSeen.pushUnique("hypnosis_insight_lots")>> "This might sound silly," you say. "But it's more than one thing. Shadows watching me. Eyes staring from impossible places. It's hard to look into the dark." <br><br> "Some threats only become dangerous if they're noticed," Gwylan says. <</if>> <br><br> "It's not an easy thing, to forget what you know. It's too brutal, too costly. I can't offer you such. However," <<he>> decapitates a flower without looking at it, without needing to. "There's another way. An old way." <br><br> <<if $hypnosis_potency gt 4 or $hypnosis_traits.devotion gte 4>> <<He>> raises a single finger. "Follow it." <<He>> moves <<his>> hand side to side, then up and down. You follow it, and as you do, it almost looks like a small light forms on the tip. <br><br> <span class="purple">You quickly realise you're no longer able to look away.</span> <<else>> <<He>> reaches into the neck of <<his>> robes, and pulls out a pendant tipped with <<if $gwylanTalked.includes("jasper")>>jasper<<else>>a reddish gem<</if>>. "Follow it." <<He>> moves it side to side. Your eyes follow. <</if>> <br><br> "There's nothing in the forest except us." Everything outside the room slowly fades away. The corners of your vision blur, until there's nothing left but Gwylan. "Good. The next time you doubt your place in the world, remember..." <br><br> <<set $_devotionUp to 10 + $hypnosis_potency>> <<gwylanHypnosis "devotion" $_devotionUp>> <br><br> <<He>> snaps <<his>> fingers, and you're no longer where you once were. <br><br> /* ToDo: Gwylan - also needs a proper unlock condition */ <<if $phase is "tentacles">> <<link [[Next|Gwylan Hypnosis Insight Tentacles]]>><<pass 10>><</link>> <br> <<elseif $phase is "plants">> <<link [[Next|Gwylan Hypnosis Insight Plants]]>><<pass 10>><</link>> <br> <<elseif $phase is "slimes">> <<link [[Next|Gwylan Hypnosis Insight Slimes]]>><<pass 10>><</link>> <br> <<elseif $phase is "monsters">> <<link [[Next|Gwylan Hypnosis Insight Monsters]]>><<pass 10>><</link>> <br> <<elseif $phase is "holes">> <<link [[Next|Gwylan Hypnosis Insight Holes]]>><<pass 10>><</link>> <br> <<else>> <<link [[Next|Gwylan Hypnosis Insight Lots]]>><<pass 10>><</link>> <br> <</if>><<set $location to "drain">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You find yourself in the storm drains beneath town. Water drips into the still canal beside you, each drop reflecting purple light. <br><br> A deep thump echoes through the tunnel, dislodging loose bricks from the ceiling. The caps of the pipes lining the waterway burst open, revealing grasping masses of purple tentacles. More than that, a shadow appears on the wall ahead, cast by something unseen. You hear the groan of tortured stone, like a great bulk forcing its way through, towards you. <br><br> From behind, a song echoes, loud enough to be heard beneath the groaning. It promises security, but this only agitates your anxiety. You turn and run towards the voice. Light continues to enter from the drains above, yet the tunnels around you darken, as if the dark itself were resisting, and growing stronger. <br><br> You come to a round room, with a pathway looping around a pool. In its centre a waterfall cascades, flowing into the water below without disturbing it. Within, a pair of eyes open, bearing a mischievous glimmer. It's Gwylan. <<He>> looks uncanny, as neither <<his>> hair nor clothes appear wet. <<He>> gives you a reassuring smile, then <<he>> reaches towards you. <<His>> hand presses against the side of the waterfall as if it were glass. <br><br> <<link [[Reach for Gwylan|Gwylan Hypnosis Insight Tentacles 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Step away|Gwylan Hypnosis Insight Tentacles 2]]>><<set $phase2 to 2>><</link>> <br><<effects>> <<if $phase2 is 1>> You reach for Gwylan, pushing your fingers into the waterfall. It feels like normal water, if warmer than you'd expect. Gwylan grasps your hand, then pulls you with an irresistible force. <<else>> You turn away from the waterfall. The water becomes more violent, and you hear the voice again. It's the same song, but more firm this time, carrying the tone of an anxious parent telling their child to step away from danger. <br><br> The force of it proves irresistible. You step back to the waterfall, and reach in. It feels like normal water, if a bit cooler than usual. <</if>> <br><br> A flash of green light fills your vision as you pass into the water, disorienting you. Your hands and knees find solid stone. Gwylan stands next to you, and crouches to help you to your feet. <<He>> looks oddly dry. <br><br> "You're not actually wet, you know," Gwylan says as if reading your mind. You look at the waterfall, <span class="pink">and see another pair of eyes staring back.</span> <br><br> "Don't look at it." Gwylan takes both your hands. "Look at me. Remember this waterfall, and where I brought you. Now your inability to forget works in your favour, see?" <br><br> <<link [[Ask for more details on what's going on|Gwylan Hypnosis Insight Ask]]>><</link>> <br> <<link [[Nod|Gwylan Hypnosis Insight Nod]]>><</link>> <br><<set $location to "farm_manors">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You find yourself within a circular clearing in a hedge maze, perhaps its centre. A statue looms above you, staring at the horizon. Vines grow up its entire body, wrapping around its limbs and neck. It looks tall enough to see over the hedge. <br><br> The statue creaks as the vines tighten around it with impossible strength. Then the head snaps off, the neck reduced to a rain of splinters. Freed from the statue, the vines whip towards you, groping the air inches from your skin. <br><br> You hear singing, blown to you on the wind. It promises security, but that only agitates your anxiety. You step away from the vines, and enter the maze, following the sound of the voice. The hedge around you sways in an unseen wind, but lacks the malice of the vines. For now. <br><br> You come to another clearing, this one dominated by a fountain. Water flies a dozen or more feet into the air, landing in a second tier before cascading to the main vessel. A pair of eyes, bearing a mischievous glimmer, stare up at you. It's Gwylan, lying on <<his>> back. <<He>> gives you a reassuring smile, then <<he>> lifts a hand and presses it against the surface, as if it were glass. <br><br> <<link [[Reach for Gwylan|Gwylan Hypnosis Insight Plants 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Step away|Gwylan Hypnosis Insight Plants 2]]>><<set $phase2 to 2>><</link>> <br><<effects>> <<if $phase2 is 1>> You reach into the water, and grasp Gwylan's fingers. With an irresistible force, <<he>> pulls you into the fountain. <<else>> You turn away from the water, but Gwylan's song calls to you again, taking on a firmer tone, like an anxious parent calling their child away from danger. It proves an irresistible force. You turn back to the fountain. Gwylan takes your hand, and pulls you in. <</if>> <br><br> It's deeper than it looked, and your surroundings disappear in a disorienting flash of green light. Then you're on your hands and knees in shallow water, the fountain's water cascading on your back. Gwylan crouches, and helps you from the fountain. <<Hes>> somehow dry. <br><br> "You're not actually wet either, you know," Gwylan says, as if <<he>> read your mind. You look at the water, <span class="pink">and see a pair of eyes staring back.</span> <br><br> "Don't look at it." Gwylan takes both your hands. "Look at me. Remember this fountain, and where I brought you. Now your inability to forget works in your favour, see?" <br><br> <<link [[Ask for more details on what's going on|Gwylan Hypnosis Insight Ask]]>><</link>> <br> <<link [[Nod|Gwylan Hypnosis Insight Nod]]>><</link>> <br><<set $location to "underground">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You find yourself in a cave, lit by glowing crystals. They reverberate a little, releasing a gentle tinkling sound. The cave looks natural, but there are footprints leading into the dark. <br><br> You move your foot, and find a sticky substance clinging to your heel. You steady yourself against the wall, only to find the substance on your hand as well. Slime is oozing through cracks in the floor and walls, arising from somewhere unseen. You step away, and a dollop lands where you just stood. It's emerging from the ceiling. <br><br> Singing echoes through the cave. It almost sounds like the crystals are singing along, amplifying the sound. It promises security, yet that only agitates your anxiety. You walk towards the voice. The crystals become larger and more numerous, until you reach an open space full of them. <br><br> In the centre of the space sits a pool of water, reflecting the light from the crystal, and almost appearing to glow itself. You step to its shore, and see a pair of eyes staring up at you, a mischievous glimmer within. It's Gwylan. <<He>> gives you a reassuring smile, perhaps aware of how disconcerting <<he>> looks. Then <<he>> lifts a hand and presses it against the surface, as if <<he>> were trapped in one of the crystals, not floating in a pool. <br><br> <<link [[Reach for Gwylan|Gwylan Hypnosis Insight Slimes 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Step away|Gwylan Hypnosis Insight Slimes 2]]>><<set $phase2 to 2>><</link>> <br><<effects>> <<if $phase2 is 1>> You reach for Gwylan's hand, pushing it into the chill water. Gwylan takes your hand in <<hers>>. With an irresistible force, <<he>> pulls you into the water. <<else>> You turn away, but the singing rings out, louder now, and with a new force to it. It sounds like an anxious parent, calling their child away from danger. The force proves irresistible. You turn back to the water. <br><br> Gwylan takes your hand in <<hers>>, and pulls you in. <</if>> <br><br> A flash of green light disorients you as you enter, then you find yourself on your knees, on the ground beside the pool. Gwylan helps you to your feet. <<His>> clothes are dry. <br><br> "You're not actually wet, you know," Gwylan says, as if reading your mind. You look at the water, <span class="pink">and see a pair of eyes staring back.</span> <br><br> "Don't look at it." Gwylan takes both your hands. "Look at me. Remember this pool, and where I brought you. Now your inability to forget works in your favour, see?" <br><br> <<link [[Ask for more details on what's going on|Gwylan Hypnosis Insight Ask]]>><</link>> <br> <<link [[Nod|Gwylan Hypnosis Insight Nod]]>><</link>> <br><<set $location to "forest">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You find yourself elsewhere in the forest. Branches fork and twist above you, groping the sky. You put your hands on wiry grass, and push yourself into a sitting position. <br><br> A bullet blasts apart a nearby tree. You jump to your feet and, spinning in the direction of the shot, find a pair of wolf people. <br><br> "Blast!" <br> "I told you you'd miss. Give me the gun." <br> "One more try. Look, its stunned in fright." <br><br> You hear singing behind you. It promises security, yet that only agitates your anxiety. Lacking options, you turn and run in the direction of the voice. <br><br> You come to a still lake, but it's not the lake you're familiar with. It looks deep, even here at the shore. A sheer drop, if not for the water, with no bottom visible. <br><br> A pair of eyes appear beneath you, a mischievous glimmer clear despite the distortion of the water. It's Gwylan. <<He>> gives you a reassuring smile, then reaches towards you, stopping just short of the surface. <<His>> fingertips press against it, as if it were glass. <br><br> <<link [[Reach for Gwylan|Gwylan Hypnosis Insight Monsters 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Step away|Gwylan Hypnosis Insight Monsters 2]]>><<set $phase2 to 2>><</link>> <br><<effects>> <<if $phase2 is 1>> You crouch, and reach in. It feels like normal, cool lake water. <<else>> You step away from the lake. The surface stirs, and you hear the voice again. It's the same song, but more firm this time, carrying the tone of an anxious parent telling their child to step away from danger. <br><br> The force of it proves irresistible. You step back to the lake, and reach in. It feels like normal, cool lake water. <</if>> <br><br> Gwylan takes your hand in <<hers>>, flashes an apologetic smile, then pulls you towards <<him>> with an irresistible strength. You plunge into the water, and for a disorienting moment your surroundings vanish in a flash of green light. <br><br> Your hands and knees find solid ground, and you push yourself to your feet, emerging from the water. It's shallower than it appeared. Gwylan grasps your shoulder, and helps keep your slick feet steady. <<He>> looks dry, somehow. <br><br> "You're not actually wet either, you know," Gwylan says as if reading your mind. You look back at the water. It appears deep again, <span class="pink">and another pair of eyes stare back.</span> <br><br> "Don't look at it." Gwylan takes both your hands. "Look at me. Remember this lake, and where I brought you. Now your inability to forget works in your favour, see?" <br><br> <<link [[Ask for more details on what's going on|Gwylan Hypnosis Insight Ask]]>><</link>> <br> <<link [[Nod|Gwylan Hypnosis Insight Nod]]>><</link>> <br><<set $location to "town">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You awaken in town, stood on what looks like High Street. Except its all wrong. The buildings, cars, and trees all look fine in isolation, but together appear somehow alien from one another. It feels like the space between them is sick, swollen, about to burst open. Like your presence could cause an irreparable rupture. You dare not glance at the people. <br><br> You hear singing over the traffic. You follow the sound of the voice, careful not to look anyone in the eye, until you come to a tiered fountain. Water cascades from a platform, high above. <br><br> Other people are giving the fountain a wide berth. You peer into the falling water, and see a pair of eyes, bearing a mischievous glint. It's Gwylan. <<He>> gives you a reassuring smile, then reaches towards you. <<His>> hand presses against the waterfall, as if it were glass. <br><br> <<link [[Reach for Gwylan|Gwylan Hypnosis Insight Holes 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Step away|Gwylan Hypnosis Insight Holes 2]]>><<set $phase2 to 2>><</link>> <br><<effects>> <<if $phase2 is 1>> You reach through the water. Gwylan takes your hand, and pulls you in with an irresistible strength. <<else>> You turn away from the fountain, <span class="red">only to find everyone on the street stood still, watching you.</span> You hear the singing again, now louder, and with the tone of an anxious parent calling their child away from danger. <br><br> The force proves irresistible. You turn back to the fountain and take Gwylan's hand. <<He>> pulls you in. <</if>> <br><br> Your hands and knees find solid ground. You're kneeling in the fountain. Gwylan helps you to your feet, gives you a reassuring squeeze, and helps you step from the water. <<He>> looks dry, somehow. <br><br> "You're not actually wet, you know," Gwylan says as if reading your mind. You look back at the cascading water. <span class="pink">Another pair of eyes stare back.</span> <br><br> "Don't look at it." Gwylan takes both your hands. "Look at me. Remember this fountain, and where I brought you. Now your inability to forget works in your favour, see?" <br><br> <<link [[Ask for more details on what's going on|Gwylan Hypnosis Insight Ask]]>><</link>> <br> <<link [[Nod|Gwylan Hypnosis Insight Nod]]>><</link>> <br><<set $location to "park">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You awaken in town, in what looks like the park. You feel an odd stillness. You hear none of the usual sounds of town. <br><br> An electricity crawls over the side of your neck, and your hair stands on end. Something is watching you. You turn to face the culprit, but see only trees and other plants. You feel the sensation again, this time on the back of your neck. You whirl, but still see nothing. You feel, more than hear, a mocking laughter, coming from the trees themselves. Or something within them. <br><br> The silence is broken by a sweet voice, singing. You follow the sound, until you come to a bridge over a river. Peering into the water, you see a pair of eyes staring back, bearing a mischievous glint. It's Gwylan. <<He>> gives you a reassuring smile, then reaches towards you. <<His>> fingers press against the river's surface, as if it were glass. <br><br> <<link [[Take Gwylan's hand|Gwylan Hypnosis Insight Lots 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Step away from the water|Gwylan Hypnosis Insight Lots 2]]>><<set $phase2 to 2>><</link>> <br><<effects>> <<if $phase2 is 1>> You crouch, and reach through the side of the bridge. Gwylan grasps your hand. An irresistible force blows the bridge apart, and you fall into the water. <<else>> You turn away, but hear the singing again. It's louder now, and carries an urgent tone, like an anxious parent calling their child away from danger. It proves an irresistible force. You turn back to Gwylan, and take <<his>> hand. The bridge collapses, and you fall into the water. <</if>> <br><br> A flash of green light disorients you further, then you find yourself on your hands and knees on the riverbank. Gwylan crouches beside you, and helps you to your feet. <<He>> looks dry. <br><br> "You're not actually wet, you know," Gwylan says as if reading your mind. You look back at the rushing river. <span class="pink">Another pair of eyes stare back.</span> <br><br> "Don't look at it." Gwylan takes both your hands. "Look at me. Remember this river, and where I brought you. Now your inability to forget works in your favour, see?" <br><br> <<link [[Ask for more details on what's going on|Gwylan Hypnosis Insight Ask]]>><</link>> <br> <<link [[Nod|Gwylan Hypnosis Insight Nod]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I hope it's not impudent," you say. "But can you share some details on how this works?" <<elseif $speech_attitude is "bratty">> "What was that thing in the water?" you ask. "It'll be easier to remember if you tell me what's going on." <<else>> "What's watching me from the water?" you ask. "What did you do?" <</if>> <br><br> "I just changed your perspective," Gwylan says. "I'd say I put you upside-down, but that implies there's a right way up. I dragged you into the water, don't look, and I dragged you from the water, but not both. Your compass now points south." <<He>> pauses. "Are these metaphors helping, or am I just confusing things further?" <br><br> <<He>> looks at the water, in thought. "You needn't worry about what you saw in there. Not unless you forget. That's the important thing." <<He>> snaps <<his>> fingers. "Awaken." <br><br> <<link [[Next|Gwylan Hypnosis Insight Wake]]>><<pass 30>><</link>> <br><<effects>> You nod. Gwylan looks at the water, in thought. "You needn't worry about what you saw in there. Not unless you forget." <<He>> snaps <<his>> fingers. "Awaken." <br><br> <<link [[Next|Gwylan Hypnosis Insight Wake]]>><<pass 30>><</link>> <br><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-override "clear">> Your focus slowly returns. You're back in the garden. <br><br> The incense has burned out. "Be aware. Perspectives can change." <<He>> starts to gather <<his>> things. <br><br> <<set _hypnoDays to 10 + ($hypnosis_potency * 2)>> <<gwylanHypnosis "insight" _hypnoDays>> <br><br> <<set $gwylanSeen.pushUnique("hypnosis_insight")>> <<link [[Go back in the shop|Gwylan Hypnosis End]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "suggestion">> <<if $gwylanSeen.includes("hypnosis_removal_suggestion")>> "I think Harper put ideas in my head again," you say. <br><br> Gwylan frowns. "I'll have to dig around in your head some more, then." <<else>> <<switch $speech_attitude>> <<case "meek">>"Th-there's this doctor, named Harper. <<nnpc_Hes "Harper">> been giving me treatments, but they don't feel right." <<case "bratty">>"There's this quack named Harper. <<nnpc_Hes "Harper">> been giving me treatments, but they're... not right." <<default>>"There's this doctor named Harper. <<nnpc_He "Harper">> keeps giving me these strange treatments, and they feel wrong, somehow." <</switch>> You think for a moment. "I can't remember why, though." <br><br> Gwylan's face sours. "I can imagine what you mean. I'll have to dig around in your head a little." <<if !$brownFoxRevealed>> <br><br> "Do you know <<nnpc_him "Harper">>?" you ask. <<He>> doesn't answer. Maybe <<he>> didn't hear you. <</if>> <</if>> <<set $gwylanSeen.pushUnique("hypnosis_removal_suggestion")>> <<elseif $phase is "scream">> <<switch $speech_attitude>> <<case "meek">>"Whenever I... feel helpless, and like I want to scream for help, I end up hurting all over." <<case "bratty">>"There are times when I feel like I need to yell for someone to help me. Every time I do, I end up with bruises." <<default>>"Whenever I feel like I need to scream for help, I end up with bruises all over." <</switch>> <br><br> Gwylan nods. "I've heard this before. This should be easy to fix." <<set $gwylanSeen.pushUnique("hypnosis_removal_scream")>> <<elseif $phase is "cover">> "Whenever I get exposed and want to cover myself up, I just end up feeling even more exposed," you say. <br><br> Gwylan nods. "A common trick. We'll fix this." <<set $gwylanSeen.pushUnique("hypnosis_removal_cover")>> <<elseif $phase is "deviancy">> "Whenever I get attacked by animals, I think I end up provoking them somehow," you say. <br><br> <<if $hypnosis_traits.devotion gte 3>> Gwylan covers <<his>> mouth. "Oh dear. I hope that's not a side effect of what we've done together." <<else>> Gwylan frowns. "I'm familiar with such techniques. We'll fix this." <</if>> <<set $gwylanSeen.pushUnique("hypnosis_removal_deviancy")>> <<else>> "I can't remember. There's a lot of memories missing." <br><br> Gwylan nods. "I know how to bring up blocked memories. Let's have a dig through." <<set _hypnosisTypes to ["suggestion", "scream", "cover", "deviancy"].filter(h => V.hypnosis_traits[h] && V.hypnosis_traits[h] >= 1)>> <<if _hypnosisTypes.length>> <<set $phase to _hypnosisTypes.random()>> <</if>> <</if>> <br><br> <<if $hypnosis_potency gt 4 or $hypnosis_traits.devotion gte 4>> <<He>> raises a single finger. "Follow it." <<He>> moves <<his>> hand side to side, then up and down. You follow it, and as you do, it almost looks like a small light forms on the tip. <br><br> <span class="purple">You quickly realise you're no longer able to look away.</span> <<else>> <<He>> reaches into the neck of <<his>> robes, and pulls out a pendant tipped with <<if $gwylanTalked.includes("jasper")>>jasper<<else>>a reddish gem<</if>>. "Follow it." <<He>> moves it side to side. Your eyes follow. <</if>> <br><br> "There's nothing in the forest except us." Everything outside the room slowly fades away. The corners of your vision blur, until there's nothing left but Gwylan. "Good. Tell me, when's the last time..." <br><br> <<set $_devotionUp to 10 + $hypnosis_potency>> <<gwylanHypnosis "devotion" $_devotionUp>> <br><br> <<He>> snaps <<his>> fingers, and you're no longer where you once were. <br><br> <<switch $phase>> <<case "suggestion">><<link [[Next|Gwylan Hypnosis Removal Suggestion]]>><<pass 10>><</link>><br> <<case "scream">><<link [[Next|Gwylan Hypnosis Removal Scream]]>><<pass 10>><</link>><br> <<case "cover">><<link [[Next|Gwylan Hypnosis Removal Cover]]>><<pass 10>><</link>><br> <<case "deviancy">><<link [[Next|Gwylan Hypnosis Removal Deviancy]]>><<pass 10>><</link>><br> <<default>><<link [[Next|Gwylan Hypnosis Removal Error]]>><<pass 10>><</link>><br> <</switch>><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> /* ToDo: Gwylan - underwhelming compared to others. Redo? */ The flash of a camera. <br><br> You feel dizzy as your eyes adjust. <br><br> <i>"...you won't remember this."</i> Harper's voice echoes in a white void. <br><br> "A little further back," Gwylan's voice says. "Just before that." <br><br> The click of a pen. Harper's voice speaks again. <i>"That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..."</i> <br><br> Gwylan speaks. "There it is. Alright. Listen well. Whenever you remember that feeling, <<cleareventpool>> <<addinlineevent "gwylan_hypno_removal_1">>instead, I want you to remember this smell." You smell a rich, earthy herb. It smells like...<</addinlineevent>> <<addinlineevent "gwylan_hypno_removal_2">>instead, I want you to remember this sensation." You feel <<his>> hands run through your hair. It feels like...<</addinlineevent>> <<addinlineevent "gwylan_hypno_removal_3">>instead, I want you to remember this taste." Your mouth opens, and a berry is placed on your tongue. It tastes like...<</addinlineevent>> <<addinlineevent "gwylan_hypno_removal_4">>instead, I want you to remember this sound." You hear a bird call. You wonder if Gwylan's making that sound <<himself>>. It sounds like...<</addinlineevent>> <<addinlineevent "gwylan_hypno_removal_5">>instead, I want you to remember this sound." You hear a chorus of frogs croaking. It almost sounds like...<</addinlineevent>> <<addinlineevent "gwylan_hypno_removal_6">>instead, I want you to remember this sound." You hear a phantom rhythm as the wind blows through the trees. It almost sounds like...<</addinlineevent>> <<addinlineevent "gwylan_hypno_removal_7">>instead, I want you to remember this word." You feel <<his>> breath on your ear. <<He>> says...<</addinlineevent>> <<addinlineevent "gwylan_hypno_removal_8">>instead, I want you to remember this sight." Something takes shape in the emptiness. It looks like...<</addinlineevent>> <<if $hypnosis_traits.devotion gte 2>> <<addinlineevent "gwylan_hypno_removal_devotion_1" 4>>instead, I want you to remember... me! I'll be right there, making sure you don't slip." <<He>> pinches your cheek.<</addinlineevent>> <</if>> <<if $hypnosis_traits.devotion gte 5>> <<addinlineevent "gwylan_hypno_removal_devotion_2" 10>>instead, I want you to remember... us. What it feels like when we're together." <<His>> arms wrap around you.<</addinlineevent>> <</if>> <<runeventpool>> <br><br> "The instructions <<nnpc_he "Harper">> gave you are unimportant. Heed them no more. In time, they will fade naturally." <<His>> face appears in the blank space before you. "Now. Awaken." <<He>> snaps <<his>> fingers. <<trauma 12>><<awareness 5>><<ggtrauma>><<gawareness>> <br><br> <<link [[Next|Gwylan Hypnosis Removal Wake]]>><<pass 30>><</link>> <br><<set $location to "alley">><<set $bus to "industrial">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> /* ToDo: Gwylan - underwhelming compared to others. Redo? */ You're in an alleyway. <br><br> You're not sure how you got here. You call out for Gwylan, but get no answer. <br><br> Something else hears you, though. The way out is blocked by a crowd of people. They converge on you! <br><br> There's too many. You couldn't hope to escape. Their hands are all over you. Your clothes tear away, and you're violated. <<gggstress>><<ggtrauma>><<stress 24>><<trauma 16>> <br><br> <<link [[Scream!|Gwylan Hypnosis Removal Scream 2]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You open your mouth to scream, and everything freezes. <br><br> "There." Gwylan walks through the crowd of frozen people. You still can't move, either. <<He>> examines you closely and snaps <<his>> fingers. Everything starts moving again, and your voice escapes. <br><br> <span class="red"><<askrough>></span> <br><br> <<He>> snaps <<his>> fingers again, stopping everything once more. "Now, why would you go and say something like that?" <<His>> hand pulls away those that violate you, and <<he>> cups your cheek. "Tell me, dear. Do you have trouble asking others for help in normal situations? I think someone may have exploited that, and used it as the impetus for this behavior." <br><br> <<He>> smiles. "Remember, you came here to ask me for help. Wasn't it easy? Whenever you feel like this, instead of this self-destructive urge... just pretend you're asking me for help instead. Loudly." <br><br> One final time, <<he>> snaps <<his>> fingers. "Awaken." <br><br> <<link [[Next|Gwylan Hypnosis Removal Wake]]>><<pass 30>><</link>> <br><<set $location to "home">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>><<strip>> You're in the orphanage washroom. <br><br> You're taking a bath. It's relaxing. You let yourself sink into the warm water. <br><br> You hear a loud bang, which makes you jump. <<stress 6>><<gstress>> <br><br> You look around the washroom. The lights are a little dim, but you're definitely alone. You take a deep breath. <br><br> <<link [[Relax|Gwylan Hypnosis Removal Cover 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Investigate|Gwylan Hypnosis Removal Cover 2]]>><<set $phase2 to 2>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is 1>> You steady your heart rate and relax again. It was nothing. <br><br> You hear the squeak of skin on a glass pane. Was someone trying to peek in through the window? <br><br> You try not to think about it. <span class="red">Until the doorknob turns.</span> It opens. You reach for a towel to cover yourself, but there are none. Instead of covering up, your hands rub around your <<genitals>>, flaunting your nudity. You can't feel them, it's like your hands have gained a mind of their own. <br><br> A pair of glowing eyes stare at you from the darkness beyond, unblinking. You have to escape. They can see everything. <<gggstress>><<stress 24>> <br><br> <<link [[Escape through the window|Gwylan Hypnosis Removal Cover 3]]>><<set $phase2 to 3>><</link>> <br> <<link [[Close the door|Gwylan Hypnosis Removal Cover 3]]>><<set $phase2 to 4>><</link>> <br> <<else>> You reach for a towel, but there are none. You stand up naked and exposed. <br><br> You step from the bath, and hear three more loud bangs. It's coming from the fogged up window. <span class="red">There's a handprint on it. A pair of glowing eyes peer through it at you.</span> <br><br> You scream, taking a step back, but you don't cover yourself. Your body leans forward provocatively instead, your hands gesturing to every lewd detail of your body. You can't feel them, it's like your hands have gained a mind of their own. <br><br> You feel the eyes violating you. <span class="red">Many more handprints appear on the window.</span> It shakes under the pressure. There are so many. Your heart races. They're all going to see you! <<gggstress>><<stress 24>> <br><br> "Let me in." The voice sounds vaguely familiar, but it makes you shiver. <br><br> <<link [[Open the window|Gwylan Hypnosis Removal Cover 3]]>><<set $phase2 to 3>><</link>> <br> <<link [[Open the door and run|Gwylan Hypnosis Removal Cover 3]]>><<set $phase2 to 4>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is 3>> You run to the window and open it. Steam escapes from the washroom, obscuring what's on the other side. <br><br> After a moment, it clears. You see... Gwylan's face. "Hello, <<pcpetname "Gwylan" "name">>. Thanks for letting me in." <<He>> climbs through the window, grabbing your wrists to steady <<himself>> as <<he>> does. <<else>> You run to the door, but <span class="red">slip</span>. You manage to avoid falling, but stumble right into something. <br><br> A pair of hands grab your wrists to steady you. It's Gwylan. "Hello, <<pcpetname "Gwylan" "name">>. I thought I might find you here." <<He>> steps into the room. <</if>> <br><br> "Are you quite alright? You look frazzled. And... where are your clothes?" <br><br> You try to cover yourself, but Gwylan won't release your hands, no matter how much you struggle. <<He>> looks down, perplexed. "Ah, I see." <<He>> lifts your wrists, <span class="blue">to reveal that your hands have been replaced by magnifying glasses</span>. <<He>> looks through one of them at you. <br><br> "I see it all, in fact. Nothing left to the imagination. Casual nudity is all well and good, I sometimes like to lounge around the garden in the nude myself." You feel yourself unravelling under <<his>> scrutiny. <br><br> You're painfully reminded of every time someone's seen you exposed against your will. The scenes play out all around you. Gwylan sees them, too, looking at them through your right magnifying-glass-hand. <<trauma 12>><<ggtrauma>> <br><br> "Good, tell me all about it." Your lips move, but you can't hear what you're saying. Gwylan continues nodding. You realise that the scenes around you are literally coming from your head. You look at the mirror, and see the screen of a camera in your mouth. <br><br> Gwylan takes a look at the camera, before reaching in and pulling it out. You cough and sputter. <<He>> starts to browse the videos on it for a little while, before pitching the camera <<if $phase2 is 3>> through the open window. <span class="purple">You don't hear it hit anything outside.</span> <<else>> at the closed window. <span class="red">The glass shatters loudly as the camera crashes through it.</span> <</if>> <br><br> <<link [[Next|Gwylan Hypnosis Removal Cover 4]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<He>> turns back to you with a smile, dusting <<his>> hands off. "Sometimes, the world forces you to bear everything no matter how much you try to hide it. Whether it's genital exposure, bruises, or trauma." <<He>> takes your wrists again, and pulls you closer. <<His>> arms wrap around you in a hug, before pulling something from behind you. It's a green cloak. <br><br> <<He>> pulls it over you, covering your exposure. As it passes over your hands, <span class="teal">they turn back to normal</span>. <<He>> takes them and squeezes them. "Modesty is a luxury. It might feel good in the moment to throw it all out..." <<He>> points to the <<if $phase2 is 4>>broken<</if>> window. "But that's just a short-term burst of excitement." <br><br> You're still exposed in the front. Gwylan steps around you, and guides your hands to help you cover yourself up. <<arousal 500>><<garousal>> <br><br> Many additional hands start to form around you, covering your skin. They slowly change colour, and turn into more clothes. You think you recognise this outfit from the forest shop. <br><br> "Now, if you ever feel like you're too exposed, and think it's a good idea to flaunt it instead of covering yourself up when you really need to... just think of covering up with some clothes from my shop, instead!" <br><br> You feel safe, and warm. Gwylan giggles and snaps <<his>> fingers. "Awaken." The washroom's light goes out. <br><br> <<link [[Next|Gwylan Hypnosis Removal Wake]]>><<pass 30>><<clotheson>><</link>> <br><<set $location to "forest">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You're running through the forest. Something is chasing you. <br><br> You pant for breath. You've been running for so long. <<tiredness 2>><<gtiredness>> <br><br> You hear growls all around you, and countless sets of eyes peeling you apart. <<stress 12>><<ggstress>> <br><br> You can't take it anymore. If you just stop, if you just submit... <br><br> You fall to the ground. You can't see them, but you know they're getting closer. They're all around you. You close your eyes, but spread your legs. If you just make sure it's as fast as possible, you'll be okay. You just have to submit. <<stress 12>><<trauma 14>><<ggstress>><<ggtrauma>> <br><br> Footsteps approach. Something crashes into you, causing you to roll. Your head spins. <br><br> <<if _gwylanTF.known>> You see a pair of brown fox ears. They twitch. Your vision comes back into focus. <<else>> You see a head of mousy-brown hair. Your vision comes back into focus. <</if>> It's Gwylan. "Caught you," <<he>> giggles, straddling you. "I saw you running, dear, and I just had to catch up." <<if $gwylanSeen.includes("partners")>> <<He>> kisses you on the cheek before helping you up. <<else>> <<He>> helps you up. <</if>> "Why were you running to begin with, though?" <br><br> <<link [[Tell Gwylan why you were running|Gwylan Hypnosis Removal Deviancy 2]]>><<set $phase2 to 1>><</link>> <br> <<link [[Stay silent|Gwylan Hypnosis Removal Deviancy 2]]>><<set $phase2 to 2>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is 1>> <<switch $speech_attitude>> <<case "meek">> You look down in shame. "I was running from the scary beasts," you say. "I ran for so long, though. I gave up, I thought it would be easier if I just..." <<case "bratty">> You look down and cross your arms. "I was running from... some kind of beast," you say. "But I ran out of energy, and figured it would go by faster if I..." <<default>> You look away. "I was running from the animals. I thought I could outrun them, but I got so tired, I thought it would hurt less if I..." <</switch>> <br><br> "Played dead," <<he>> finishes. You open your mouth to protest, but can't find the words to do so. That does seem similar to what you were doing. <<stress 6>><<gstress>> <<else>> You stay silent. Gwylan frowns. "I understand. I'll have to coax the answer out of you, though. Hold still for a moment. I'll be gentle." <br><br> <<He>> pulls you into a hug. You feel yourself come apart as <<he>> unravels you like a spool of twine. <<trauma 12>><<ggtrauma>> <br><br> "You were running from beasts, and thought to play dead," <<he>> says. You open your mouth to protest, but have already cast your voice aside. <</if>> <br><br> "We will correct this impulse. <<if $cow gte 6>> Reject your submissive instincts, dear calf." <<else>> Follow your instincts, <<pcpetname "Gwylan">>." <</if>> <br><br> Gwylan vanishes. You're left alone in the darkening forest. <br><br> <<link [[Wander|Gwylan Hypnosis Removal Deviancy 3]]>><<set $phase2 to "run">><</link>> <br> <<link [[Hunker down|Gwylan Hypnosis Removal Deviancy 3]]>><<set $phase2 to "hide">><</link>> <br><<effects>> <<if $phase2 is "run">> You start to walk through the forest again. <<else>> You find a hiding place in the foliage and hunker down. <</if>> You keep a sharp ear out for any intruding sound, but it's eerily silent. <br><br> It becomes darker. <br><br> A chilling voice echoes around you. <br><br> <<if $phase2 is 1>> "I can hear your steps, heavy with terror." It laughs. "Run. Run!" <<else>> "I can smell your sweet fear." It laughs. "Hide. Hide!" <</if>> <br><br> <<set $skulduggerydifficulty to random(500, 1000)>> <<link [[Run|Gwylan Hypnosis Removal Deviancy Run]]>><</link>><<athleticsdifficulty 500 1000>> <br> <<link [[Hide|Gwylan Hypnosis Removal Deviancy Hide]]>><</link>><<skulduggerydifficulty>> <br><<effects>> <<if $phase2 is "run">> You keep moving, breaking into a run. <<else>> You flee your hiding spot, and break into a run. <</if>> <<if $athleticsSuccess>> Rapid footsteps approach, <span class="green">but get no closer</span>. <<set $hypnosis_potency++>><<gwylanHypnoEffect>> <br><br> Eventually, they fade away behind you. You slow down to catch your breath. When you look up, you see three terrible green eyes staring at you from the shadows. <br><br> Whatever it is, it pounces on you. Brown fur fills your vision. <<else>> Rapid footsteps approach, <span class="red">and bear down on you</span>. <br><br> You're pounced upon by something massive. Brown fur fills your vision. <<stress 12>><<pain 3>><<ggstress>><<gpain>> <</if>> <br><br> <<link [[Submit|Gwylan Hypnosis Removal Deviancy 4]]>><<set $phase2 to "submit">><</link>> <br> <<link [[Fight back|Gwylan Hypnosis Removal Deviancy 4]]>><<set $phase2 to "fight">><</link>> <br><<effects>> <<if $phase2 is "run">> You dive into the nearby foliage and hunker down. <<else>> You stay in your hiding place. <</if>> Something stalks by on four legs. You hold your breath. <<skulduggerycheck>> <<set $hypnosis_potency++>><<gwylanHypnoEffect>> <br><br> <<if $skulduggerysuccess>> It passes by. You exhale. You don't know how long you wait for, but you emerge from your hiding spot, only to be met with three terrible green eyes staring at you from the shadows. <br><br> Whatever it is, it pounces on you. Brown fur fills your vision. <<else>> It stops. Three terrible green eyes fill your vision, and you're pounced upon by something massive. <</if>> <br><br> <<link [[Submit|Gwylan Hypnosis Removal Deviancy 4]]>><<set $phase2 to "submit">><</link>> <br> <<link [[Soothe|Gwylan Hypnosis Removal Deviancy 4]]>><<set $phase2 to "soothe">><</link>><<tendingdifficulty 500 1000>> <br> <<link [[Fight back|Gwylan Hypnosis Removal Deviancy 4]]>><<set $phase2 to "fight">><</link>><<physiquedifficulty 1 $physiquemax>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is "soothe">> <<if $tendingSuccess>> You instinctively hum <<if $seabird_lullaby gte 2>> <span class="teal">Seabird's Lullaby,</span> <<elseif $seabird_lullaby is 1>> a <span class="teal">faintly familiar melody,</span> <<else>> a soothing tune, <</if>> and stroke the beast's fur gently. After a moment, <span class="green">the beast stills,</span> and pulls you close to its underbelly in an embrace. <<trauma -6>><<lltrauma>> <<else>> You try to soothe the beast, <span class="red">but you're too afraid</span>. The slightest wrong movement is enough to make you lose your nerve. <<trauma 6>><<gtrauma>> <br><br> You lay still, anticipating the violation. It never comes. The beast simply lays atop you, covering your lower half. <</if>> <<elseif $phase2 is "fight">> You lash out at the beast. <<if $physiqueSuccess>> <span class="green">You land a strike in a vital spot, causing it to recoil.</span> It trills and grumbles, before simply flopping over on top of you. Its legs pull you to its underbelly, almost like a hug. <<trauma -6>><<lltrauma>> <<else>> <span class="red">Your strike is weak and misplaced.</span> You freeze, fearing the reprisal attack. <<trauma 6>><<gtrauma>> <br><br> It never comes. The beast simply lays atop you, covering your lower half. <</if>> <<else>> You lay still as the creature's hot breath blows against your face, hoping it will lose interest. You close your eyes, anticipating the violation. <<trauma 12>><<ggtrauma>> <br><br> It never comes. The beast simply lays atop you, covering your lower half. <</if>> <br><br> You look up. The beast is like a gigantic fox. Although, instead of a head, you see <span class="pink">Gwylan's entire upper body emerging from the neck</span>. <<Hes>> naked. <br><br> <<if $phase2 is "soothe" and $tendingSuccess>> Both the human and fox parts of <<his>> body stretch as <<he>> yawns. "My, my, <<pcpetname "Gwylan" "simple">>. That was quite the serenade." The legs of <<his>> fox half push you up towards the human half, and <<he>> hugs you close to <<his>> bare chest. <<if C.npc.Gwylan.breastsize gte 6>> <<He>> pushes your head between <<his>> <<= C.npc.Gwylan.breastsdesc>>. <</if>> <br><br> "You did well. You didn't give up, showing warmth rather than submission. It was risky, but it worked." <<He>> breathes gently. "Be wary of what beasts you try to become warm with. Not all will be so..." <<if $gwylanSeen.includes("partners")>> <<He>> pulls you into a brief kiss. <<else>> <<His>> embrace tightens. <</if>> "...warm in turn." The fox half seems to fall asleep. <<elseif $phase2 is "fight" and $physiqueSuccess>> <<He>> rubs a fresh bruise. "One decisive blow is often all it takes to make a predator back down. Well done." <<He>> smiles. "Your instincts serve you well. You were caught, but didn't give up. Be cautious, though. Might alone can only save you for so long." <br><br> <<He>> rolls over, freeing you. <<elseif $phase2 is "submit">> "You're lucky I wasn't something more dangerous, <<pcpetname "Gwylan">>." <<He>> giggles, and <<his>> massive tail brushes up against your face. <<else>> "It was a good attempt, dear. You didn't give up, and that's what's important." <<He>> stays lying atop you. <</if>> "<span class="blue">The fox that plays dead is the first devoured.</span> Remember this the next time you feel this impulse overtake you." <br><br> <<He>> snaps <<his>> fingers. "Awaken." <br><br> <<link [[Next|Gwylan Hypnosis Removal Wake]]>><<pass 30>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<gwylanHypnoCanvas>> You sit in an empty white void. There's nothing. At least, there's nothing until you look up. <br><br> Far, far up in the sky, there are red words floating. <br><br> <span class="red">ERROR: Invalid hypnosis removal scene: <<= $phase>>. Please report.</span> <br><br> <<set $phase to "error">> You wonder what that could possibly mean. Gwylan snaps <<his>> fingers. <br><br> <<link [[Next|Gwylan Hypnosis Removal Wake]]>><</link>> <br><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-override "clear">> Your focus slowly returns. You're back in the garden. <br><br> The incense has burned out. <br><br> <<if $phase isnot "error">> <<set _hypnoDown to $hypnosis_potency * -1>> <<set _hypnoStartLevel to $hypnosis_traits[$phase]>> <<set _hypnoEndLevel to _hypnoStartLevel - $hypnosis_potency>> <<switch $phase>> <<case "scream">><<set _hypnoText to "Yearning">> <<case "cover">><<set _hypnoText to "Flaunting">> <<default>><<set _hypnoText to $phase.toUpperFirst()>> <</switch>> <<set _hypnoNames to [0, "Hypnotic", "Bewitched", "Beguiled", "Mesmeric", "Sublime"]>> <<set _hypnoColours to ["green", "lblue", "blue", "purple", "pink", "red"]>> Your <span @class="_hypnoColours[_hypnoStartLevel]"><<= _hypnoNames[_hypnoStartLevel]>> <<= _hypnoText>></span> has <<if _hypnoEndLevel lte 0>> <span class="green">drowned</span>. <<run delete $hypnosis_traits[$phase]>> <<else>> shallowed to <span @class="_hypnoColours[_hypnoEndLevel]"><<= _hypnoNames[_hypnoEndLevel]>> <<= _hypnoText>></span>. <<set $hypnosis_traits[$phase] to _hypnoEndLevel>> <</if>> <br><br> <<if _hypnoEndLevel lte 0>> "I think I got it all," Gwylan says, looking quite pleased with <<himself>>. "You should feel better now, although remember that there may still be side effects for a while." <<else>> "Some of the impulse may still linger, but it should be less intense, now. Give your head a few days to cool down, and then come back. We can try to smother the rest," Gwylan says. <</if>> <br><br> <</if>> <<set $gwylanSeen.pushUnique("hypnosis_removal")>> <<link [[Go back in the shop|Gwylan Hypnosis End]]>><<endevent>><</link>> <br><<effects>><<set $outside to 0>><<set $location to "forest_shop">><<run statusCheck("Gwylan")>> <<storeonhandheld "gwylanHypno">> <<npc Gwylan>><<person1>> Gwylan leads you back into the shop. "If there's anything else I can do for you, just ask." <br><br> <<unset $hypnosis_potency>><<set $daily.gwylan.hypnosis to true>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is 2 or $phase2 is 3>> <<if $phase2 is 2>> /* Initial passage */ <<switch $speech_attitude>> <<case "meek">> You slowly drop to your knees. "P-please," you start. "I want this." <<case "bratty">> You sit cross-legged. "I want this," you say. "Really." <<default>> You slowly sit down. "I want to go deeper," you say. "Really." <</switch>> <br><br> <<He>> locks eyes with you. "Why?" Your head pounds painfully. <<pain 2>><<gpain>> <<else>> /* You want the hypnosis for its effects */ <<switch $speech_attitude>> <<case "meek">> "It's just... the only way," you say quietly. "The only way to <<case "bratty">> "Because I don't have any other options," you say firmly. "It's the only way to <<default>> "It's the only way," you say, shrugging. "The only way to <</switch>> <<switch $phase>> <<case "peace">> come to peace with what I am." <<case "silence">> get rid of the <<pluralise numberOfEarSlime(true) "thing">> in my <<pluralise numberOfEarSlime(true) "ear">>." <<case "slumber">> have a good night's sleep." <<case "insight">> know what's real and what's not." <<case "removal">> have control of myself." <br><br> Gwylan laughs bitterly. "<<pcPetname "Gwylan" "simple">>, if you're worried about <i>control</i>, this is the last thing you should be doing." <</switch>> <br><br> <<if $phase isnot "removal">> Gwylan closes <<his>> eyes, frowning. "Not good enough, <<pcpetname "Gwylan" "simple">>. This, what I'm about to do to you... it's not an acceptable byproduct for <i>anything</i>." <br><br> <</if>> <<switch $phase>> <<case "peace">> "But these pieces of myself—" <<case "silence">> "But the <<pluralise numberOfEarSlime(true) "slime">>—" <<case "slumber">> "But my sleep—" <<case "insight">> "But the visions—" <<case "removal">> "But the voices—" <</switch>> <br><br> "—<<= $phase is "slumber" or $phase is "silence" and numberOfEarSlime(true) is 1 ? "is" : "are">> not bad enough to justify this," <<he>> insists. "This is a cost too great for you to pay, unless you're certain you can accept it. Not just that; unless you're certain you want it." <</if>> <br><br> <<link [[Say nothing|Gwylan Hypnosis Deepest]]>><<set $phase2 to 1>><<npcincr Gwylan dom -5>><</link>><<llyearning>> <br> <<link [[Say it makes you feel safe|Gwylan Hypnosis Deepest]]>><<set $phase2 to 4>><</link>> <br> <<link [[Say you like feeling closer to <<him>>|Gwylan Hypnosis Deepest]]>><<set $phase2 to 5>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Say you want answers|Gwylan Hypnosis Deepest]]>><<set $phase2 to 6>><</link>> <br> <<if $phase2 isnot 3>> <<link [[Say you just want the help you asked for|Gwylan Hypnosis Deepest]]>><<set $phase2 to 3>><<npcincr Gwylan dom -1>><</link>><<lyearning>> <</if>> <<elseif $phase2 is 4 or $phase2 is 5 or $phase2 is 6>> <<if $phase2 is 4>> /* It makes you feel safe */ You cross your arms over your chest. <<switch $speech_attitude>> <<case "meek">> "It... it makes me feel safe," you say. "You make me feel safe." <<case "bratty">> "The world is fucking scary," you say. "But what you do to me makes it feel safer." <<default>> "It makes me feel safe," you say. "Like you'll protect me from everything." <</switch>> <br><br> <<He>> looks at you sadly. "I'm not convinced." <<elseif $phase2 is 5>> /* You like feeling closer */ You shuffle a little closer to <<him>>. <<switch $speech_attitude>> <<case "meek">> "I... I like how close it makes me feel to you," you say. <<case "bratty">> "I want to feel closer to you," you say. "Willingly." <<default>> "I like feeling this close to you," you say. "I want more." <</switch>> <br><br> <<His>> face reddens, but <<his>> expression doesn't change. "I'm not convinced." <<else>> /* You want answers */ You look away. "There's something further down," you say. "I can't explain it, but I need to see it. I need the answer to this question." <br><br> <<He>> crosses <<his>> arms. "I'm not convinced." <</if>> <br><br> Your vision gets blurry for a moment. You find some of your memories missing or out of order. <<trauma 6>><<gtrauma>> <br><br> <<link [[Stop|Gwylan Hypnosis Deepest]]>><<set $phase2 to 1>><<npcincr Gwylan dom -5>><</link>><<llyearning>> <br> <<link [[Beg|Gwylan Hypnosis Deepest]]>><<set $phase2 to 7>><</link>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Beg like a dog|Gwylan Hypnosis Deepest]]>><<set $phase2 to 8>><<npcincr Gwylan lust 5>><</link>><<deviant3>><<gglust>> <<else>> <<insufficientStat "deviancy" "to willingly beg like a dog">> <</if>> <br> <<elseif $phase2 is 7 or $phase2 is 8>> <<set _tf to checkTFparts()>> <<if $phase2 is 7>> /* Beg */ You bow your head. "Please," you say. "I want this. I really do." <br><br> "What was that? I didn't hear you." <<He>> crouches down to your eye level. <br><br> <<switch $speech_attitude>> <<case "meek">> "P-please!" you say louder. <<case "bratty">> You sigh and roll your eyes. "Pleeeeeease," you say. <<default>> "Please," you say louder. <</switch>> <br><br> "Please what?" <<He>> cups your cheek. "Tell me you want to do everything I say without question." <<else>> /* Bark like a dog */ <<if $speech_attitude is "meek">> You straighten up on your knees, <<else>> You shift around to get on your knees, <</if>> folding your arms up to your chest. <<if _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.birdTail or _tf.foxTail or _tf.demonTail>> Your tail wags behind you. <</if>> <<if $worn.neck.collared is 1>> You <<pull_leash "give">> a tug for emphasis. <</if>> <<deviancy3>> <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<He>> crouches down to your eye level, grabbing your leash and patting your head. <<else>> <<He>> crouches down to your eye level and pats your head. <</if>> "<<pcPetname "Gwylan" "good">>." <<arousal 500>><<garousal>> <br><br> <<He>> cups your cheek. "Tell me you want to do everything I say without question." <</if>> <br><br> <span class="purple">You feel the effects of the red powder wearing off. A heat rises within you, yearning for <<him>>.</span> <br><br> <<link [[Stay silent|Gwylan Hypnosis Deepest]]>><<set $phase2 to 1>><<npcincr Gwylan dom -5>><</link>><<llyearning>> <br> <<link [[Give <<him>> control|Gwylan Hypnosis Deepest Slip]]>><<set $phase2 to 0>><<npcincr Gwylan dom 3>><</link>><<ggyearning>> <br> <<else>> <<set _hideHypnosisOptions to true>><<set $weekly.gwylanDeepest to true>> You let out a deep breath, but do nothing more. <br><br> Gwylan frowns. "Forgive me. I should have never let you sink this far." <br><br> <<set $phase to 0>><<set $phase2 to 0>> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("hypnosis_deepest")>> <<set $phase2 to 0>> <<if $hypnosisTimers.devotion>> <<set $hypnosisTimers.devotion.time to Math.clamp($hypnosisTimers.devotion.time, 75, 95)>> <</if>> You muster your willpower to make sure it sounds like you mean it. <<switch $speech_attitude>> <<case "meek">> "I w-want... I want to do everything you say." <<case "bratty">> "I want to do everything you say. Without question." <<default>> "I want to... do everything you say... without question." <</switch>> <br><br> "Tell me you want to belong to me," Gwylan says through ragged breaths. The shop begins to swirl around you in a haze. <br><br> "I want to belong to you," you say. <br><br> "Tell me you want to sink even deeper," <<he>> says, leaning towards you. <br><br> "I want to reach the bottom," you say, getting closer in turn. <br><br> "I suppose I have to believe you now, despite my doubts," <<he>> says, leaning away as you continually get even closer. "Dear, that's enough. Stop that." <<He>> pushes your face away gently. <br><br> Your lips itch. You feel your will is still your own for a precious few seconds, <span class="pink">yet part of you wants to slip even deeper,</span> as though you need to further prove yourself to <<him>>. Gwylan starts to stand. "Let's go." <br><br> <<link [[Follow <<him>>|Gwylan Hypnosis Start 2]]>><<endevent phaseless>><</link>> <br> <<link [[Tell Gwylan you love <<him>>|Gwylan Hypnosis Love]]>><<pass 1>><</link>><<gwylanHypnoNote "kiss">> <br><<effects>><<run statusCheck("Gwylan")>> "I love you," you say. "Those are my own words. Are they proof enough?" <br><br> <<His>> face goes beetroot-red. "That's just the hypnosis talking. It's not—" <br><br> You lean forward and close the minuscule remaining distance, kissing <<him>>. <<His>> eyes widen and <<he>> lets out a tiny squeak. But <<he>> doesn't push you away. <<gwylanKiss>> <br><br> <<if $gwylanSeen.includes("partners")>> <<He>> gingerly returns it. <<His>> eyes close. <<else>> <span class="green"><<He>> cautiously returns it. <<His>> eyes close.</span> <</if>> <br><br> <<He>> pulls away after a moment, and flicks you on the nose. "You're too much," <<he>> huffs. <<npcincr Gwylan dom 5>><<ggyearning>> <br><br> <<He>> brushes <<himself>> off and stands, helping you to your feet too. <br><br> <<link [[Follow <<him>>|Gwylan Hypnosis Start 2]]>><<endevent phaseless>><</link>> <br> <<link [[Ask <<him>> to say it back|Gwylan Hypnosis Deepest Love 2]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "You're so insensitive! Say it back!" you pout. <<case "bratty">> You clear your throat. <<He>> looks back at you. <br><br> "Well?" you say. <br><br> "Out the front door and to the left, mind the winch, it's a bit rusty," <<he>> responds. <br><br> "Say it back, smartass." <<default>> "How rude," you say. "Say it back." <</switch>> <br><br> <<He>> frowns, and turns away. "I've lied to you enough already." <<trauma 12>><<ggtrauma>> <br><br> <<link [[Follow <<him>>|Gwylan Hypnosis Start 2]]>><<endevent phaseless>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("ear_slime")>> <<if $gwylanJordanSlime>> <<switch $speech_attitude>> <<case "meek">> "S-someone told me you can help with something in my <<pluralise numberOfEarSlime(true) "ear">>," you say. <<case "bratty">> "I heard that you can stop <<if numberOfEarSlime(true) gte 2>>these demons<<else>>this demon<</if>> in my ear from whispering sweet nothings," you say. <<default>> "Jordan said you can help me with <<if numberOfEarSlime(true) gte 2>>these things that are<<else>>this thing that's<</if>> whispering in my ear," you say. <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "S-so, you said you can help with my intrusive thoughts?" <<case "bratty">> "Please tell me you actually know how to get <<if numberOfEarSlime(true) gte 2>>these things out of my ears<<else>>this thing out of my ear<</if>>." <<default>> "You said you could help me with <<if numberOfEarSlime(true) gte 2>>these things in my ears<<else>>this thing in my ear<</if>>." <</switch>> <</if>> <br><br> <<He>> nods, rummaging around in a shoebox. <<He>> pulls out a small metal object. <<He>> then walks around you, <<if $bodysize is 3>> standing on the tips of <<his>> toes to look <<elseif $bodysize is 0>> bending over to look <<else>> tilting your head to look <</if>> into your ear. You feel the cool touch of metal on the lobe. <<if numberOfEarSlime(true) gte 2>> <<He>> then walks around you, looking in your other ear, too. <</if>> <br><br> <<He>> sighs. "You're host to <<if numberOfEarSlime(true) gte 2>> a pair of terrible parasitic creatures. Ones that are capable of forcing you to protect them, overwriting your needs with their desires." <<He>> steps in front of you. "I don't have the tools to extract them safely, not anymore. I haven't needed such things in many years." <<else>> a terrible parasitic creature. One that's capable of forcing you to protect it, overwriting your needs with its desires." <<He>> steps in front of you. "I don't have the tools to extract it safely, not anymore. I haven't needed such things in many years." <</if>> <br><br> <<He>> turns <<his>> head and holds <<his>> earlobe forward. <span class="blue">There's a tiny tattoo shaped like an ornate X behind it.</span> The details are intricate, and some of the lines almost seem to be moving when you look too long. It's far more advanced than anything you've seen from the local tattoo parlour. <br><br> "It's a bit late for that to be a good solution for you, and I'm low on stock to make the ink anyways. The only permanent solution is quite dangerous, and involves laying upon the sunken altar in Lake Whiteflower when the moon rises red. Not only will you have to hold your breath for a very long time, <span class="red">but there's something in that lake that doesn't much appreciate trespassers</span>, and it's attracted to the presence of these very parasites." <br><br> <<He>> puts <<his>> hand to <<his>> chin. "I can help in the short term, at least. <span class="blue">I know a particular hypnosis technique that can silence <<if numberOfEarSlime(true) gte 2>>them<<else>>it<</if>>,</span> or at least let you automatically filter out <<if numberOfEarSlime(true) gte 2>>their<<else>>its<</if>> noises and chemical releases." <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "I-I can't wear those clothes," you say. "The <<pluralise numberOfEarSlime(true) "slime">> in my head won't let me." <<case "bratty">> "I can't dress up for you," you say. "The <<pluralise numberOfEarSlime(true) "devil">> in my <<pluralise numberOfEarSlime(true) "ear">> won't permit it." <<default>> "I can't wear the clothes you asked me to," you say. "The <<pluralise numberOfEarSlime(true) "parasite">> in my head won't let me." <</switch>> <br><br> <<His>> brow furrows. <<if $gwylanSeen.includes("hypnosis_silence")>> <<if numberOfEarSlime(true) gte 2>> "The pests inside are back at it? In that case, let's make them take a nap. After you complete a different favour." <<else>> "The pest inside is back at it? In that case, let's make it take a nap. After you complete a different favour." <</if>> <<elseif $gwylanSeen.includes("ear_slime")>> "It's gotten that bad already? My offer still stands to silence <<if numberOfEarSlime(true) gte 2>>them<<else>>it<</if>>. I'll figure out something else you can do." <<else>> <<set $gwylanSeen.pushUnique("ear_slime_intro")>><<set $gwylanSeen.pushUnique("ear_slime")>> <<He>> rummages around in a shoebox, producing a metal object. <<He>> walks around you, <<if $bodysize is 3>> and stands on the tips of <<his>> toes to look <<elseif $bodysize is 0>> and bends over to look <<else>> and tilts your head to look <</if>> into your ear. You feel the cool touch of metal on the lobe. <<if numberOfEarSlime(true) gte 2>> <<He>> then walks around you, looking in your other ear, too. <</if>> <br><br> <<He>> sighs. "You're host to <<if numberOfEarSlime(true) gte 2>> a pair of terrible parasitic creatures. Ones that are capable of forcing you to protect them, overwriting your needs with their desires." <<He>> steps in front of you. "I don't have the tools to extract them safely, not anymore. I haven't needed such things in many years." <<else>> a terrible parasitic creature. One that's capable of forcing you to protect it, overwriting your needs with its desires." <<He>> steps in front of you. "I don't have the tools to extract it safely, not anymore. I haven't needed such things in many years." <</if>> <br><br> <<He>> turns <<his>> head and holds <<his>> earlobe forward. <span class="blue">There's a tiny tattoo shaped like an ornate X behind it.</span> The details are intricate, and some of the lines almost seem to be moving when you look too long. It's far more advanced than anything you've seen from the local tattoo parlour. <br><br> "It's a bit late for that to be a good solution for you, and I'm low on stock to make the ink anyways. The only permanent solution is quite dangerous, and involves laying upon the sunken altar in Lake Whiteflower when the moon rises red. Not only will you have to hold your breath for a very long time, <span class="red">but there's something in that lake that doesn't much appreciate trespassers</span>, and it's attracted to the presence of these very parasites." <br><br> <<He>> puts <<his>> hand to <<his>> chin. "I can help in the short term, at least. <span class="blue">I know a particular hypnosis technique that can silence <<if numberOfEarSlime(true) gte 2>>them<<else>>it<</if>>,</span> or at least let you automatically filter out <<if numberOfEarSlime(true) gte 2>>their<<else>>its<</if>> noises and chemical releases." <</if>> <br><br> <<He>> thinks for a moment. <<gwylanRequestEnd "skip">> <<run gwylanRequest()>> <<set $gwylan.request.hold to "silence">> <<gwylanRequestText>> <br><br> <<gwylanOptions>><<widget "gwylanHypnosis">> <<set $_trait to _args[0]>> <<set $_duration to _args[1]>> <<set $_level to _args[2] || 5>> /* Catch invalid arguments and escape */ <<if !["devotion", "peace", "silence", "slumber", "insight"].includes($_trait)>> <<exit '<span class="red">ERROR: Invalid hypnosis type: <<= $_trait>> inflicted. Please report.</span>'>> <</if>> <<if typeof $_duration isnot "number">> <<exit '<span class="red">ERROR: Invalid hypnosis duration: <<= $_duration>> inflicted. Please report.</span>'>> <</if>> /* Set up colours and text */ <<switch $_trait>> <<case "devotion">> <<switch $hypnosis_traits.devotion>> <<case 1 0 undefined>><<set $_hypnotic to "Hypnotic">><<set $_color to "lblue">> <<case 2>><<set $_hypnotic to "Bewitched">><<set $_color to "blue">> <<case 3>><<set $_hypnotic to "Beguiled">><<set $_color to "purple">> <<case 4>><<set $_hypnotic to "Mesmeric">><<set $_color to "pink">> <<case 5>><<set $_hypnotic to "Sublime">><<set $_color to "red">> <<case 6>><<set $_hypnotic to "Frenzied">><<set $_color to "basicHypnoCss()">> <</switch>> <<set $_traitText to $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 ? "Devotion" : "Curiosity">> <<case "peace">><<set $_hypnotic to "Hypnotic">><<set $_color to "forest-green">><<set $_traitText to "Peace">> <<case "silence">><<set $_hypnotic to "Hypnotic">><<set $_color to "purple">><<set $_traitText to "Silence">> <<case "slumber">><<set $_hypnotic to "Hypnotic">><<set $_color to "blue">><<set $_traitText to "Slumber">> <<case "insight">><<set $_hypnotic to "Hypnotic">><<set $_color to "grey">><<set $_traitText to $awareness gte 300 ? "Ignorance" : "Insight">> <</switch>> <<if !$hypnosis_traits[$_trait] and $_duration lte 0>> /* Error, escape */ <<exit '<span class="red">ERROR: Invalid negative hypnosis duration: <<= $_duration>> inflicted on non-existent trait: <<= $_trait>>. Please report.</span>'>> <<elseif !$hypnosis_traits[$_trait] and $_duration gt 0>> /* Initial trait gain */ <<set $hypnosis_traits[$_trait] to 1>> <<set $hypnosisTimers[$_trait] to {}>> <<set $hypnosisTimers[$_trait].time to $_duration>> <<if $_trait is "devotion">> /* Initial Curiosity/Devotion gain */ <<set $hypnosisTimers[$_trait].max to gwylanHypnoMax("value")>> <<set $hypnosisTimers[$_trait].time to Math.clamp($hypnosisTimers[$_trait].time, 0, gwylanHypnoMax("value"))>> <<set $gwylanSeen.pushUnique("hypnosis_first")>> <span @class="$_color">A question with no answer fills your mind, and visions of the forest linger. Gwylan looks a little softer around the edges.</span><br> You've gained the <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> trait. <<arousal 200>><<awareness 2>><<garousal>><<gawareness>> <<else>> /* Other trait gain */ <<set $hypnosisTimers[$_trait].max to $_duration>> You've gained the <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> trait. <</if>> <<hypnotised 1>> <<elseif $hypnosis_traits[$_trait] and $_duration lte 0>> /* Duration/trait down */ <<if $_trait is "devotion">> <<set $hypnosisTimers.devotion.time to Math.clamp($hypnosisTimers.devotion.time + $_duration, 0, gwylanHypnoMax("value"))>> <<if $hypnosisTimers.devotion.time lte gwylanHypnoMax("value", $hypnosis_traits.devotion - 1)>> <<switch $hypnosis_traits.devotion>> <<case 1>>/* Trait cleared */ <<run delete $hypnosis_traits.devotion>><<run delete $hypnosisTimers.devotion>> <span class="erase-from-history">You feel as </span><span class="erase-from-history">though you once </span><span class="erase-from-history">had a burning </span><span class="erase-from-history">question in your </span><span class="erase-from-history">mind, but you </span><span class="erase-from-history">can't remember it.</span><br> Your <span class="lblue">Hypnotic <<= $_traitText>></span> has <<print either("evaporated", "ebbed away", "receded")>>. <<awareness -2>><<lawareness>><br> <<case 2>>/* Decay to level 1 */ <<set $hypnosis_traits.devotion-->> <span class="lblue">The riddle stuck in your head becomes hollow, as if it never had an answer. The extra space someone once took up in your memory feels empty.</span><br> Your <span class="blue">Bewitched <<= $_traitText>></span> has shallowed to <span class="lblue">Hypnotic <<= $_traitText>></span>. <<awareness -4>><<lawareness>><br> <<case 3>>/* Decay to level 2 */ <<set $hypnosis_traits.devotion-->> <span class="blue">The mystery at the back of your mind begins to close and simplify. The visions of Gwylan's smiling face become blurry and indistinct.</span><br> Your <span class="purple">Beguiled <<= $_traitText>></span> has shallowed to <span class="blue">Bewitched <<= $_traitText>></span>. <<awareness -6>><<lawareness>><br> <<case 4>>/* Decay to level 3 */ <<set $hypnosis_traits.devotion-->> <span class="purple">The paradox looping in your mind breaks free, reaching a conclusion. The lurid visions of Gwylan fade to grey.</span><br> Your <span class="pink">Mesmeric <<= $_traitText>></span> has shallowed to <span class="purple">Beguiled <<= $_traitText>></span>. <<awareness -8>><<llawareness>><br> <<case 5>>/* Decay to level 4 */ <<set $hypnosis_traits.devotion-->> <span class="pink">The answer you once held vanishes, and with it, the repeating tide of new questions halts. You've forgotten something.</span><br> Your <span class="red">Sublime <<= $_traitText>></span> has shallowed to <span class="pink">Mesmeric <<= $_traitText>></span>. <<awareness -12>><<llawareness>><br> <<case 6>>/* Decay to level 5 */ <<set $hypnosis_traits.devotion-->> <span class="red">The maddening spiral finally releases you from its whirlpool grip.</span><br> Your <span @class="basicHypnoCss()">Frenzied <<= $_traitText>></span> has shallowed to <span class="red">Sublime <<= $_traitText>></span>. <<awareness -15>><<lllawareness>><br> <</switch>> <<elseif $_duration lte -2>> <span class="witchbloom">Your <span @class="$_color"><<= $_traitText>></span> shallows.</span> <</if>> <<if $hypnosisTimers.devotion>> <<set $hypnosisTimers.devotion.max to gwylanHypnoMax("value")>> <</if>> <<else>> <<if $hypnosisTimers[$_trait].time + $_duration lte 0>> <<run delete $hypnosis_traits[$_trait]>><<run delete $hypnosisTimers[$_trait]>> <<switch $_trait>> <<case "peace">> <span class="purple">A familiar uncertainty fills your being. Your Hypnotic Peace has faded.</span><br> <<case "silence">> <<if numberOfEarSlime()>> <span class='purple'>Familiar whispers fill your ears. Your Hypnotic Silence has faded.</span><br> <<else>> <span class='purple'>Your Hypnotic Silence has faded.</span><br> <</if>> <<default>> <span class="purple">Your Hypnotic <<= $_traitText>> has faded.</span><br> <</switch>> <</if>> <</if>> <<else>> /* Trait already exists */ <<if $_trait is "devotion">> /* Hypnotic Curiosity/Devotion trait levels and logic */ <<if $hypnosis_traits.devotion gt $_level>> /* Level of action is insufficient to increase curiosity/devotion */ <span class="witchbloom">A familiar embrace enwreathes your heart, but your <span @class="$_color"><<= $_traitText>></span> goes no deeper.</span> <<else>> <<if $hypnosisTimers.devotion.time + $_duration gt gwylanHypnoMax("value") and $hypnosis_traits.devotion gte gwylanHypnoMax("trait")>> /* Max current trait level, can't increase further */ <<if $daily.devotionWall>> <<if $hypnosis_traits.devotion gte 5>> <<set _devotionTrauma to true>> <span class="witchbloom">You slip deeper.</span> <<arousal 1000>><<trauma 12>><<ggarousal>><<ggtrauma>> <<else>> <span class="forest-green">Your mind rejects further <<= $_traitText>>, being pulled back to the shore of sense at the last moment.</span> <</if>> <<elseif $hypnosis_traits.devotion gte 5>> <<set _devotionTrauma to true>> <span class="witchbloom">Your mind delves ever deeper down a path of infinite questions.</span> <<arousal 500>><<stress -3>><<trauma 12>><<garousal>><<lstress>><<ggtrauma>> <<else>> <<set _devotionTrauma to true>> Your mind feels like it's on the edge of slipping into something deeper, <span class="forest-green">before being pulled back to the shore of sense at the last moment.</span> Your <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> can't yet sink further. <<arousal 500>><<stress -3>><<trauma 3>><<garousal>><<lstress>><<gtrauma>> <</if>> <<set $daily.devotionWall to true>> <<elseif $hypnosisTimers.devotion.time + $_duration gt gwylanHypnoMax("value")>> /* Trait level increases */ <<set $_score to Math.clamp($hypnosisTimers.devotion.time + $_duration, 0, gwylanHypnoMax("value", gwylanHypnoMax()))>> <<switch gwylanHypnoMax("level", $_score)>> <<case 0 1>> /* Should be impossible */ <<case 2>> <span class="blue">A riddle with no retort fills your mind, and visions of the forest shop linger. A strange feeling of attachment to Gwylan follows.</span><br> Your <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> has deepened. You are now <span class="blue">Bewitched</span>. <<arousal 500>><<awareness 4>><<garousal>><<gawareness>> <<case 3>> <span class="purple">A mystery with no closure fills your mind, and visions of Gwylan's smiling face linger. <<nnpc_He "Gwylan">> looks so safe and comforting.</span><br> Your <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> has deepened. You are now <span class="purple">Beguiled</span>. <<arousal 1000>><<awareness 6>><<ggarousal>><<gawareness>> <<case 4>> <span class="pink">A paradox with no resolution fills your mind, and visions of Gwylan's naked body linger. <<nnpc_He "Gwylan">> looks so warm and welcoming.</span><br> Your <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> has deepened, becoming <span class="pink">Mesmeric</span>. <<arousal 1000>><<awareness 8>><<ggarousal>><<ggawareness>> <<case 5>> <<if !$gwylanSeen.includes("hypnosis_sublime")>> <<set $gwylanSeen.pushUnique("hypnosis_sublime")>> <span class="red">An answer finally fills your mind. <<nnpc_Hes "Gwylan">> been in front of you all along. You expected to find the bottom, but you remain adrift in an ocean. <<nnpc_He "Gwylan">> only raises more questions, spiralling down into infinity. Visions of Gwylan snuff out any other thoughts you have. <<nnpc_He "Gwylan">> is everything.</span><br> Your <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> has blossomed, becoming <span class="red">Sublime</span>. <<arousal 1000>><<awareness 12>><<ggarousal>><<ggawareness>> <<else>> <span class="red">An answer finally fills your mind. <<nnpc_Hes "Gwylan">> been in front of you all along. <<nnpc_He "Gwylan">> is everything.</span><br> Your <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> has deepened beyond abyssal fathoms, becoming <span class="red">Sublime</span>. <<arousal 1000>><<awareness 12>><<ggarousal>><<ggawareness>> <</if>> <<case 6>> <span @class="basicHypnoCss()">You plunge below the bottom, into something that was never meant to be. You reach out and grip nothing. Nothing grips back, and nothing will ever be the same.</span><br> Your <span @class="$_color"><<= $_hypnotic>> <<= $_traitText>></span> has become <span class="basicHypnoCss()">Frenzied</span>. <<arousal 5000>><<awareness 20>><<gggarousal>><<gggawareness>> <<default>> <</switch>> <<set $hypnosis_traits.devotion to gwylanHypnoMax("level", $_score)>><<hypnotised 1>> <<else>> /* Trait level does not increase but value does */ <span class="blue">Your <span @class="$_color"><<= $_traitText>></span> deepens.</span> <</if>> <<set $hypnosisTimers[$_trait].time to Math.clamp($hypnosisTimers[$_trait].time + $_duration, 0, gwylanHypnoMax("value"))>> <<set $hypnosisTimers[$_trait].max to gwylanHypnoMax("value")>> <</if>> <<else>> <<set $hypnosisTimers[$_trait].time to Math.clamp($hypnosisTimers[$_trait].time + $_duration, 0, 30)>> /* Refreshing/adding duration of existing unleveled traits */ <<if $hypnosisTimers[$_trait].max lt $_duration>> /*If existing max is less than new base duration, equalise before overflow check */ <<set $hypnosisTimers[$_trait].max to $_duration>> <</if>> <<if $hypnosisTimers[$_trait].time gte $hypnosisTimers[$_trait].max>> /* Allow some overflow, up to 1/2 of overflow value added on to time and max */ <<set $_overflow to $hypnosisTimers[$_trait].time - $hypnosisTimers[$_trait].max>> <<set $_adjustment to Math.ceil($_overflow / 2)>> <<set $hypnosisTimers[$_trait].time to $hypnosisTimers[$_trait].max += $_adjustment>> <<set $_overflow to true>> <</if>> <<set $hypnosisTimers[$_trait].max to Math.max($hypnosisTimers[$_trait].max, $hypnosisTimers[$_trait].time)>> Your <span @class="$_color">Hypnotic <<= $_traitText>></span> has been nurtured. <<if $_overflow>> <span class="blue">Your trance felt deeper than last time.</span> <</if>> <<hypnotised 1>> <</if>> <</if>> <</widget>> <<widget "gwylanHypnoNote">> <<set $_note to "">> <<if _args[0] is "kiss" and !$gwylanSeen?.includes("kiss_hypno")>> /* Do nothing, no warning the first time hypnosis from kiss happens */ <<elseif $gwylanSeen?.includes("hypnosis_first")>> <<set $_devotion to $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 ? "Devotion" : "Curiosity">> <<set $_level to _args[0] || 6>> /* Change level later if needed, levelled actions not currently used */ <<if $_level is "kiss">><<set $_level to 6>><</if>> <<if $_level lte $hypnosis_traits.devotion>> <<set $_color to "black">> | <span @class='$_color'><<print $_devotion>></span> <<else>> <<switch $hypnosis_traits.devotion>> <<case 1>><<set $_color to "blue">> <<case 2>><<set $_color to "purple">> <<case 3>><<set $_color to "pink">> <<case 4>><<set $_color to "red">> <<case 5>><<set $_color to "witch">> <<default>><<set $_color to "lblue">> <</switch>> | <span @class='$_color'>+ <<print $_devotion>></span> <</if>> <</if>> <<if _args[0] is "kiss">> <<kissvirginitywarning>> <</if>> <</widget>> <<widget "gwylanWillpowerDifficulty">> <<set $_level to _args[0] || 1>> <<if !$hypnosis_traits.devotion or $hypnosis_traits.devotion lt $_level>> <<set $willpowerSuccess to 1>> <<elseif $hypnosis_traits.devotion gte 5>> /* resisting Gwylan is now impossible */ <<if !$settings.blindStatsEnabled>> <<if $settings.skillCheckStyle is "skillname">> <<hypnosisText "<span class='white'>|</span> <span class='orange'>Willpower</span>">> <<else>> | <span class='orange'>Willpower</span>: <<switch random(1, 18)>> <<case 1>><<hypnosisText "Snuffed.">> <<case 2>><<hypnosisText "Clay between my fingers.">> <<case 3>><<hypnosisText "Shush, <<pcpetname 'Gwylan'>>.">> <<case 4>><<hypnosisText "This is what you wanted, <<pcpetname 'Gwylan'>>.">> <<case 5>><<hypnosisText "Given away willingly.">> <<case 6>><<hypnosisText "Mine to keep.">> <<default>><<hypnosisText "Impossible.">> <</switch>> <</if>> <</if>> <<set $willpowerSuccess to 0>> <<elseif $hypnosis_traits.devotion gte 1>> <<willpowerdifficulty `120 * $hypnosis_traits.devotion` `350 * $hypnosis_traits.devotion`>> <<else>> <<set $willpowerSuccess to 1>> <</if>> <</widget>> <<widget "gwylanKiss">> <<set $_devotionUp to typeof _args[0] is "number" ? _args[0] : 5>> <<if $_devotionUp isnot 0>> <<if $daily.gwylan.kiss>> <<hypnosisText "Nothing else in the world matters to you right now.">> <<else>> <<hypnosisText "You feel the world fade away for a moment, your doubts and troubles vanishing as everything shrinks down to just the two of you.">> <</if>> <<set $gwylanSeen.pushUnique("kiss_hypno")>><<set $daily.gwylan.kiss to true>> <<gwylanHypnosis "devotion" 5>> <<if !_devotionTrauma>> <<trauma -4>><<ltrauma>> <</if>> <</if>> <<set $_lustUp to 0 + $gwylanSeen.count("partners") + $gwylanSeen.count("romance")>> <<if $_lustUp>> <<npcincr Gwylan lust $_lustUp>><<glust>> <</if>> <<if $player.virginity.kiss is true>> <<if $_devotionUp or $_lustup>><br><</if>> <<takeKissVirginity "Gwylan" "romantic">> <</if>> <</widget>> <<widget "gwylanCommand">><<silently>> <<set $_gwylanCommand to _args[0]>> <<set $_hypnosis_level to _args[1] or 1>> <<if $hypnosis_traits.devotion gte $_hypnosis_level>> <<set $_gwylanCommand to '<span class="witch">' + $_gwylanCommand + '</span>'>> <</if>> <</silently>><<print $_gwylanCommand>><</widget>> <<widget "gwylanHypnoCanvas">> <<canvas-model-override "left_eye" "green">> <<canvas-model-override "right_eye" "green">> <<canvas-model-override "trauma" true>> <<canvas-model-override "eyes_half" true>> <<canvas-model-override "mouth" "cry">> <<if !$sexRitual?.bondage>> <<canvas-model-override "arm_left" "idle">> <<canvas-model-override "arm_right" "idle">> <</if>> <</widget>> <<widget "gwylanHypnoEffect">><<silently>> <<if $gwylanSeen.includes("hypnosis_intro")>> <<set $_plus to _args[0]>> <<switch $_plus>> <<case 3>><<set $_text_output to " | <span class='teal'>+ + + Hypnosis Potency</span>">> <<case 2>><<set $_text_output to " | <span class='teal'>+ + Hypnosis Potency</span>">> <<case 1>><<set $_text_output to " | <span class='teal'>+ Hypnosis Potency</span>">> <<case -1>><<set $_text_output to " | <span class='purple'>- Hypnosis Potency</span>">> <<case -2>><<set $_text_output to " | <span class='purple'>- - Hypnosis Potency</span>">> <<case -3>><<set $_text_output to " | <span class='purple'>- - - Hypnosis Potency</span>">> <<default>><<set $_text_output to " | <span class='teal'>+ Hypnosis Potency</span>">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "gwylanSong">> <<if !$gwylan.lureSong>><<exit>><</if>> <<run statusCheck("Gwylan")>> <<if _args[0] isnot "end">> <<switch $gwylan.lureSong>> <<case 1>> <<if $islander_language gte 100>> <span class="narration"> <<if $rng gte 51 and ($wolfgirl gte 6 or $cat gte 6 or $cow gte 6 or $harpy gte 6 or $fox gte 6)>> <<if $wolfgirl gte 6>> Wild heart that beats <<if $gwylanSeen?.includes("partners")>>for<<else>>with<</if>> me<br> There lies a way to be<br> One with the waiting sea. <<elseif $cat gte 6>> Your curiosity<br> Will buoy us 'til we<br> May join the waiting sea. <<elseif $cow gte 6>> Your forced docility Won't halt our destiny; We'll join the waiting sea. <<elseif $harpy gte 6>> Bird of song, fly with me.<br> I'll bring you down to be<br> One with the waiting sea. <<else>> My dear kin, soon you'll see<br> <<if $auriga_scar>> Our black hearts stand ready<br> <<else>> Our hearts, a remedy<br> <</if>> To join the waiting sea. <</if>> <<else>> <<if $gwylanSeen?.includes("romance") and $rng lte 25>> Love, you could always see <<elseif $demon gte 6>> Passion guides you to see <<elseif $angel gte 6>> Virtue guides you to see <<elseif $fallenangel gte 4>> Forgiven hearts will see <<elseif $fallenangel gte 2 or $auriga_scar>> Your black heart yearns to see <<else>> It was in you to see <</if>><br> There lies a way to be<br> One with the waiting sea. <</if>> </span> <<else>> The words are in a language you don't recognise. <</if>> <<case 2>> <<if $islander_language gte 100>> <span class="narration"> <<if _gwylanStatus.includes("badEndReady") or $gwylanSeen?.includes("romance") and $rng gte 51>> Feel my hands on your skin,<br> whispered name on the wind,<br> let our touch settle in. <<else>> Feel the salt on your skin,<br> whispered name on the wind,<br> let the light settle in. <</if>> </span> <<else>> <span class="blue">The song sounds like a lullaby.</span> <</if>> <<case 3>> <<if $islander_language gte 100>> <span class="narration"> <<if _gwylanStatus.includes("badEndReady") or $gwylanSeen?.includes("romance") and $rng gte 51>> I'll soothe your tired bones,<br> A lover's word alone,<br> Like water shaping stone. <<else>> Embedded deep in bone,<br> Words maiden, mother, crone,<br> Like water carving stone. <</if>> </span> <<else>> <span class="purple">Your eyelids grow heavy.</span> <<tiredness 2>><<gtiredness>> <</if>> <<case 4>> <<if $islander_language gte 100>> <span class="narration"> <<if _gwylanStatus.includes("badEndReady") or $gwylanSeen?.includes("romance") and $rng gte 51 or $auriga_scar>> Walk here with me, we'll find<br> all that's been lost in time,<br> this broken seal we'll bind. <<else>> Tread your path, sunwise to<br> Seek what's lost, please don't rue,<br> For still, it sings for you. <</if>> </span> <<else>> <span class="purple">Your eyelids grow heavy.</span> <<tiredness 2>><<gtiredness>> <</if>> <<case 5>> <<if $islander_language gte 100>> <span class="narration"> <<if _gwylanStatus.includes("badEndReady") or $gwylanSeen?.includes("romance") and $rng gte 51 or $auriga_scar>> The river shifts its tide<br> for our names, cast aside,<br> lay unspoken, brookside. <<else>> Take root child, raise your shield.<br> Bear your name, unrevealed.<br> Rivers come. They will yield. <</if>> </span> <<else>> <span class="blue">The words of the song fade away, only the melody continuing. It sounds so familiar.</span> <</if>> <<default>> <span class="blue">The song's melody dances between the trees.</span> <</switch>> <<set $gwylan.lureSong++>> <<else>> <<if $islander_language gte 100>> <span class="narration"> <<if _gwylanStatus.includes("badEndReady")>> Hush now, return to sleep.<br> Fall further, slumber deep.<br> <span class="red">At last, you're mine to keep.</span> <<else>> Awaken, rise from sleep.<br> The <<if $auriga_scar>>Dark Elk<<else>>darkness<</if>> shall not reap<br> That which the earth will keep. <</if>> </span> <<else>> <span class="blue">The singing stops.</span> <</if>> <</if>> <</widget>><<effects>><<run statusCheck("Gwylan")>> <<if $gwylan.requestDone>> <<switch $speech_attitude>> <<case "meek">>"I-is there anything else I can do?" you ask. <<case "bratty">>"Do you have anything else for me to do?" you ask. <<default>>"Is there anything else I can help with?" you ask. <</switch>> <br><br> <<He>> tilts <<his>> head at you. "I appreciate the offer, but <span class="green">I already owe you</span>." <<He>> giggles. "Be careful. If you're this eager to help, I might start to take advantage." <<elseif $gwylan.request.event>> <<switch $speech_attitude>> <<case "meek">>"I-is there anything else I can do?" you ask. <<case "bratty">>"Do you have anything else for me to do?" you ask. <<default>>"Is there anything else I can help with?" you ask. <</switch>> <br><br> <<He>> tilts <<his>> head at you. "You still haven't done what I already asked of you." <<He>> pats the top of your head. "One thing at a time, dear." <<elseif $daily.gwylan.request and !$gwylanSeen.includesAny("caught", "caught_no_lewd") and ["clothing"].includes($gwylan.requestLast?.event)>> /* Prevent players from repeatedly skipping trigger for final snooping event */ <<switch $speech_attitude>> <<case "meek">>"I-is there anything else I can do?" you ask. <<case "bratty">>"Do you have anything else for me to do?" you ask. <<default>>"Is there anything else I can help with?" you ask. <</switch>> <br><br> <<He>> tilts <<his>> head at you. "I appreciate the offer, but if you keep this up I'm afraid you'll develop feelings for me, dear. Come back tomorrow if you're so eager." <<elseif !$gwylanSeen.includes("request_intro")>> <<switch $speech_attitude>> <<case "meek">>"I-is there anything I can help with?" you ask. <<case "bratty">>"Hey, you look busy. Do you need anything?" you ask. <<default>>"Is there anything I can help with?" you ask. <</switch>> <br><br> <<if _gwylanStatus.includes("cautious")>> <<He>> crosses <<his>> arms and looks sceptical. "What makes you want to help me?" <<He>> seems to realise something, and <<his>> expression quickly changes. "I'm sorry, that was rude of me. I could always use an extra pair of hands and eyes. Usually in my garden, but that's off-limits." <<else>> "You want to... help?" <<he>> asks, putting a hand under <<his>> chin. "I could always use an extra pair of hands and eyes. Usually in my garden, but that's off-limits." <</if>> <br><br> After a moment of thought, <<he>> snaps <<his>> fingers. <<run gwylanRequest("tutorial")>> <<gwylanRequestText>> <<else>> <<switch $speech_attitude>> <<case "meek">>"I-is there anything I can help with?" you ask. <<case "bratty">>"Hey, you look busy. Do you need anything?" you ask. <<default>>"Is there anything I can help with?" you ask. <</switch>> <br><br> "Yes, actually," <<he>> says with a smile. <<run gwylanRequest()>> <<gwylanRequestText>> <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> You hand Gwylan the wolfshrooms. <br><br> <<set _amountToRemove to 3 - $gwylanTutorialShrooms>> <<if $plants.wolfshroom.amount>> <<set $plants.wolfshroom.amount -= _amountToRemove>> <</if>> <<unset $gwylanTutorialShrooms>> /* Above is in case the player became proficient enough in tending to pick wolfshrooms without the tutorial exception half way through */ <<He>> turns them over in <<his>> hands. <<if currentSkillValue('tending') lt 300>> "Not the finest quality. Small, and this one's almost inert. You broke a few bits off when pulling them up, and the caps are warped too. Not bad, though. I'm sure you'll learn how to find better specimens in due time." <<else>> "Very nice. You've got a good eye. These will work well." <</if>> <br><br> <<He>> holds one up to the light. "They were thought to boost strength and virility, while imparting the spirit of the wolf, and that myth still persists. It's an understandable mistake to make considering their true effects. Wolfshrooms are aphrodisiacs and suppress fear responses. Consuming them certainly makes one more brave, and could enable feats one might not normally be capable of because of that. They also promote the growth of body hair." <br><br> <<He>> smiles at you. "Thank you. If you're still in the mood to help, I might have more for you to do. But, I need to pay you back first." <<gwylanRequestEnd>> <<set $gwylanSeen.pushUnique("request_tutorial")>> <br><br> <span class="gold">You can now complete tasks for Gwylan in exchange for services. More may become available as you tell <<him>> your stories.</span> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $gwylan.request.special is "gas mask">> <<set $gwylanSeen.pushUnique("request_gas_mask")>> Gwylan gently brushes <<his>> fingers against your cheek. You shiver, though you can't feel <<his>> touch through the thick rubber of your gas mask. <<He>> stares at you through the tinted lenses, <<his>> gaze stripping you bare. <br><br> When <<he>> speaks, <<his>> voice is quiet. "Every man, woman, and child in the country received one of these in the second World War. After the chemical warfare of the first, the government feared that civilians would be on the receiving end of it. Special masks were made for the littlest ones. Gas drills were held in schools, and posters were hung as a reminder to all: always carry your gas mask with you. They were fined if they were caught without one." <<He>> lowers <<his>> hand. "Fortunately, they were never needed. Unfortunately, the masks were made with asbestos fibers, leaving many with long-term health consequences. Sometimes decisions made with the best intentions do more harm than good. Sometimes the one devoted to protecting you is the one to kill you in the end." <<gghistory>><<historyskill 12>> <br><br> <<He>> gives you a wry smile. "I doubt this replica is in any way dangerous, but still, I'd like to have it." It's not a choice. <<He>> reaches for the straps securing your mask and carefully removes it. "Thank you for humouring an old soul's request. What can I do for you?" <<faceruined true>> <<gwylanRequestEnd>> <br><br> <<gwylanOptions>> <<elseif $gwylan.request.special is "gold accessories">> <<set $gwylanSeen.pushUnique("request_gold_accessories")>> Gwylan gently lifts your wrist, examining one of your gold bracelets. <<He>> then lifts the other, and holds your wrists together. "Iron and silver were often used as restraints, but gold had its place in that too. One shackled by gold is thought to be bound to the earth itself by greed, obsession, or yearning for something that was lost." <<He>> adjusts <<his>> grip and runs <<his>> fingers up your forearms, making your hands relax. <br><br> "In alchemy, gold was the symbol of purity and perfection. Its symbol was a simple circle with a dot in the middle, to represent the sun. A closed loop. Many a rich and powerful individual spent their fortunes on attempting to discover the art of chrysopoeia, or transmutation of base metals to gold, most commonly lead. The symbol of a snake devouring its own tail is often associated with the art. Another closed loop." <br><br> With a deft touch, <<he>> slips the bracelets off over your hands. <<He>> holds one in between you, looking at you through it with one eye. A dot within a circle. You feel profoundly exposed. <<stress 2>><<gstress>> <br><br> "Gold is soft enough to eat and biologically inert, and was often powdered and used as a food decoration thought to halt aging. It was worn to make one's skin vibrant and youthful. Even today, some believe infusions of gold into the skin keep the ravages of time at bay. Another metal that was thought to have this property was mercury sulfide, also called cinnabar. Related to the philosopher's stone, a mythical object capable of the aforementioned transmutation of metals. In reality, it was simply poison, and any who imbibed it met a slow, painful end." <br><br> <<He>> leans under the counter and grabs a small chisel. <<He>> gouges one of the bracelets with it, and looks closer. "As expected, these aren't gold all the way through. It's merely copper plated with gold. Are you noticing a pattern? In a way, we're still trying to transmute base metals. We're still binding ourselves with gilded shackles for vanity, and some still continue to drink poison in an effort to extend their life." <<ggscience>><<scienceskill 12>> <br><br> <<specialClothesUnlock "set" "jasper">><<set $daily.gwylan.jasper to true>> <<He>> holds out <<his>> hands, and you give <<him>> the <<if $worn.neck.name isnot "familiar collar">>choker and<</if>> anklets too. "I can still make use of these. Thank you for the lovely gifts. Now, what can I do to return the favour?" <<handsruined true>><<neckruined true>><<legsruined true>> <<gwylanRequestEnd>> <br><br> <<gwylanOptions>> <<else>> <<set _clothesToTake to []>> <<set _clothesToTakeText to []>> <<run $gwylan.request.items.filter(item => item.name === V.worn[item.slot].name).forEach(item => { T.clothesToTake.pushUnique(item.slot); T.clothesToTakeText.push(item.name); })>> <<switch $gwylan.request.special>> <<case "maid">> Gwylan walks around you, inspecting your $worn.upper.name. "A bit tight around the waist to accentuate curves, but comfortable enough for extended periods of service. Holds dust well, to prevent it from getting on the floor after cleaning. The maid drags the dirt and dust home with them, to do even more cleaning." <br><br> <<if $worn.upper.name is "traditional maid dress">> <<He>> crouches down, inspecting the lower half. "Thick apron all the way down, in anticipation of spills." <<He>> fleeces it down. "Good material." <<elseif $worn.upper.name is "Victorian maid dress">> <<He>> crouches down, inspecting the lower half. "An imitation of a much older style, but rugged." <<He>> fleeces it down. "The design is timeless." <<else>> <<He>> crouches down, inspecting the lower half. "A more modern design, more frilly than some older ones." <<He>> fleeces it down. "It has its own sort of appeal." <</if>> <br><br> <<if _gwylanStatus.includes("dom")>> <<He>> looks up at you and smiles. "Would you serve me in this, were I to ask?" <<He>> doesn't wait for you to answer. <</if>> <<He>> stands back up while gripping the skirt, <span class="pink">lifting the whole dress up over your head</span> along with your maid band. You barely even felt it happen. <<case "waiter" "waitress">> Gwylan walks around you, inspecting your $worn.upper.name. <<if $gwylan.request.special is "waitress">> "Well-pressed, good contrast to keep one's eyes high. The design on the front reminds one of an apron.<<if $gwylan_cafe_intro>> I bet you'd look cute in this while working at the cafe.<</if>>" <br><br> <<He>> suddenly crouches and lifts the short skirt, getting an unobstructed view of your <<undies>>. <<arousal 500>><<garousal>> <br> <<if $worn.under_lower.type.includes("naked")>> "Ah, a bold choice, letting yourself be exposed underneath. Lower rim is spacious, easy to move around in quickly. Breathable, too." <<npcincr Gwylan lust 1>><<glust>> <<else>> "Lower rim is spacious, easy to move around in quickly. Good for someone serving multiple clients at once." <</if>> <<else>> "Well-pressed, good contrast to keep one's eyes high. The waist apron is a cute touch.<<if $gwylan_cafe_intro>> I bet you'd look handsome in this while working at the cafe.<</if>>" <br> <<He>> suddenly yanks the apron forward, opening your trousers and getting an unobstructed view of your <<undies>>. <<arousal 500>><<garousal>> <<if $worn.under_lower.type.includes("naked")>> "Ah, a brave choice, letting yourself be exposed underneath. More loose than it looks. Breathable, too." <<npcincr Gwylan lust 1>><<glust>> <<else>> "Trousers are more spacious than they look. There's even a pouch behind the apron. Easy to move around in quickly. Good for someone serving multiple clients at once." <</if>> <</if>> <br><br> <<if !$gwylanSeen.includes("butterfly_pea_flower_tea")>> <<set $gwylanSeen.pushUnique ("butterfly_pea_flower_tea")>><<set _noOptions to true>> <<if !$gwylanTea>> <<He>> looks up at you with a thoughtful expression on <<his>> face. "Say, do you happen to know how to make butterfly pea flower tea?" <br><br> You've never even heard of that before. You shake your head, prompting Gwylan to smile. <<else>> <<He>> looks up at you with a thoughtful expression on <<his>> face. "Say, I never did show you how to make butterfly pea flower tea, did I?" <br><br> <<if $gwylanTea gte 3>> You barely manage to suppress a groan. Gwylan smiles. <<else>> You shake your head, prompting Gwylan to smile. <</if>> <</if>> "Well, you're about to learn! No <<= $player.gender_appearance is "m" ? "waiter" : "waitress">> in my shop can afford to live without such precious knowledge!" <<He>> vanishes in the back of the shop, and you hear some loud clinking for a few moments. <<He>> returns, balancing a tray laden with several herbs, a cup of freshly washed berries, a ladle, a patterned tea set and a glass pot of hot water. <br><br> <<link [[Next|Gwylan Request Clothes Waiter Tea]]>><</link>> <br> <<elseif _gwylanLovePercent gte 50 and C.npc.Gwylan.lust gte 25>> <<He>> looks up at you with a thoughtful expression on <<his>> face. <<if $worn.neck.collared is 1>> "You even brought a collar. You'd be ready to serve me," <<he>> says with a wink. <<else>> "All it's missing is a collar, and you'd be ready to serve me," <<he>> says with a wink. <</if>> <br><br> <</if>> <<if !_noOptions>> Right after <<his>> comment, <<he>> <span class="pink"> pulls your <<if $gwylan.request.special is "waitress">> trousers fully down, and your shirt up and over your head. <<else>> uniform up and over your head. <</if>> </span> <</if>> <<case "nurse" "plastic nurse">> Gwylan inspects your nurse costume. "I don't think that's standard garb for actual nurses. At least, not anymore. The job of a nurse is hard enough without all the ogling that uniform could cause." <<if $gwylan.request.special is "plastic nurse">> <<He>> runs <<his>> hands along it, causing the plastic to lightly squeak. "Oh, that's awful. It must be easy to clean, though." <br><br> <</if>> <<He>> smiles. "Still, it's better than being naked." With that, <<he>> grabs the rim of the skirt and <span class="pink">pulls the whole dress off over your head</span>, along with your nurse hat. <<if $gwylan.request.items.some(item => item.name === "nurse socks")>> Somehow, you feel even more exposed still wearing the nurse socks than if you were completely naked. You carefully take them off and hand them to Gwylan too, before <<he>> gets any ideas. <</if>> <<case "gothic">> <<set _noOptions to true>> Gwylan takes a step back to study your $worn.upper.name. <<He>> nods thoughtfully. "You look good. I'd like for you to keep this set. Very solemn. Like someone took a slice of midnight with a cookie cutter. It's not the most period-accurate representation, but it does remind one of the mourning dress of the Victorian era." <<He>> runs a hand over your sleeve. "Back then, they dipped clothes in arsenic to get that rich black. Deep and dark, for when you've lost the light of your life." <<He>> notices the look on your face and giggles. "Don't worry, dye methods have come a long way since then." <br><br> <<if $worn.head.name is "top hat">> "I'm sure you're familiar with mourning veils, but men had mourning attire as well. While the societal rules around proper dress were less stringent for them, they wore black coats and breeches." <<He>> takes your top hat off your head and measures the width of the band against <<his>> hand. "Many men tied a crepe sash around their hatband. Its width signaled their relationship with the deceased." <<He>> places it back on your head and adjusts it. <br><br> <<elseif $worn.upper.name.includes("gothic gown")>> "Women had particularly stringent societal rules around appropriate attire. Custom held that there were three mourning stages: first mourning, secondary mourning, and half mourning. There were plenty of rules around what kinds of fabrics and accoutrements were acceptable when." <<He>> nods at the bow on your dress. "For example, those bows and frills were acceptable for non-married women in first mourning, but not for widows. Their first mourning period was more intense, and was also referred to as deep mourning." <br><br> <</if>> <<He>> circles around you, examining you from different angles. "There were general rules around the appropriate length of mourning. Widows who stopped wearing mourning dress too soon were thought to be sexually promiscuous! It's interesting, really. How long should someone wait before seeking out companionship? I suppose some would say you never should. The queen herself mourned her husband until her dying day, and never stopped wearing black. Romantic, or tragic? Who's to say. I'm sure people judged her for mourning too long." <br><br> <<He>> stops pacing. "It's funny, the expectations people have. As if you could simply flip a switch"—<<he>> snaps <<his>> fingers; one of the light bulbs above you goes dark—"and stop mourning. Grief doesn't work that way. And even when you've 'moved on'... it always, always comes back. Not always in the same form. Not always on the same shores. But those tides of grief will find their way back to you. Over and over and over again. Some days you can see it before it rolls in. Some days it crashes down when you least expect it. Some days it's enough to drown in." <br><br> <<He>> meets your gaze and gives you a smile. It's strangely distant and wooden. There's a lump in your throat. You're not sure why. <br><br> Before you can speak, Gwylan pipes back up. "Well!" <<he>> says. <<His>> voice is falsely chipper at first, but <<he>> quickly adjusts. <<He>> sounds much more at ease when <<he>> continues. "Now that I've brought down the mood... what can I do for you?" <<gwylanRequestEnd>> <br><br> <<gwylanOptions>> <<case "karate">> Gwylan examines your karate outfit. <<switch $worn.upper.accessory_colour>> <<case "black">>"Wow, a black belt? You must really know how to defend yourself," <<he>> chuckles. <<case "brown">>"A brown belt. A step before the final rank. Represents maturity, like a ripe fruit." <<case "red">>"A red belt. Sometimes represents the third highest ranking, but is sometimes swapped in place with purple." <<case "purple">>"A purple belt. Sometimes represents the third highest ranking, but is sometimes swapped in place with red." <<case "blue">>"A blue belt. Usually between purple and red in ranking. Can represent water and the fluidity of movement." <<case "green">>"A green belt, representing the growth of the student. The first steps of progress on a long road." <<case "tangerine">>"An orange belt. These aren't always used, but when they are, it's meant to show a continuation of the yellow belt rank. Like the sun setting, and the period of rest before a new day of learning." <<case "yellow">>"A yellow belt, the first step above white. Represents the fresh enlightenment of a novice." <<case "white">>"A white belt, representing the blank slate of a new student. Not a symbol of shame, but of potential." <<default>>"I don't think that belt colour is recognised as an official rank," <<he>> chuckles. <</switch>> <<He>> unties the belt, and opens the jacket slightly before playfully poking your belly. "I hope you don't mind if I have this." <<He>> doesn't wait for an answer, <span class="pink">pulling the jacket off of you before pulling the trousers down, too</span>. <<case "sailor">> Gwylan examines your sailor costume. "This town has a rich maritime history. You can't escape the salt in the air, even out here in the forest. Our docks are famed for being a staging ground for large operations during the second World War. Unfortunately, that also made them an enticing target for bombings." <br><br> <<He>> lifts the sailor hat from your head. "The ocean is the root of all life in the world. It is the origin point. We used to worship it as it fed and nurtured us. Then we began to use it for travel and trade. We began to exploit it. Finally, we used it for war. We spilled each other's blood in the water for eons. One must wonder just how many gallons of it. Do you think such a thing could even be measured?" <br><br> <<His>> expression is hard to read as <<he>> walks around you. <<His>> fingers brush your neck. "In beautiful displays of hatred, we sank each other's ships to the bottom, consigning the souls aboard to eternal rest in the waves, caring not for the debris we left behind. Do you think the sea would eventually inherit our hatred after drinking so much of our blood, and chewing up the bones of our ships? No. The rotten hulls become new ecosystems in and of themselves, and life blooms from death. The ocean always adapts. But... what if it couldn't anymore?" <br><br> <<He>> gently presses <<his>> palms against your chest. "The ocean remembers everything, despite its ever-shifting fluidity. The history of life itself lies within it. All water eventually returns to the tide, and all of us do, too. So why have we forgotten? Why do we take its boons for granted?" <br><br> Gwylan smiles. "Just something to think about. I appreciate you bringing this to me." <span class="pink"><<He>> pulls the shirt up over your head.</span> <<case "short sailor">> Gwylan examines your short sailor costume. <br><br> As <<he>> walks behind you, you feel something get draped around your neck. It's a white scarf, patterned like some kind of bird. It feels heavy. <br><br> <<He>> circles you, avoiding eye contact until <<he>> turns on <<his>> heel in front of you. "The tales of the sea and forest are closer together than you might think. To kill a bird of the sea, or to slay a mother fox, is to invite disaster. There are stories aplenty of these beasts leading lost travelers to safety, only to be killed in suspicion of bringing misfortune. Which, of course, is then brought on by their death. A terrible cycle." <br><br> <<He>> smiles. "In frustration, the companions of the one who dealt the killing blow would make them wear the beast about their neck as a mark of shame, a symbol of the burden. Today, we wear such symbols willingly. Some are oh so eager to keep digging once they reach the bottom." <span class="pink"><<He>> pulls the shirt and scarf up over your head.</span> <<case "football">> Gwylan gives your $worn.head.name a solid knock. You hardly feel anything. "We should use these in some of our own sports." <<He>> lifts it off of you after a brief struggle. <br><br> "We sure do love hurting each other, don't we? We even make entertainment out of it. At least we take the proper precautions. Occasionally. I'd like to examine the padding on the rest of the outfit, too. Do you mind?" <br><br> <span class="pink">You realise <<hes>> asking you to strip,</span> and comply. <<case "cheerleader">> Gwylan circles around you, inspecting your cheerleader outfit. "Morale is a powerful thing. Having people you know cheering for you can inspire one to feats of great strength. There's a sense of defending one's home territory and people." <br><br> You blink at Gwylan. <br><br> "What I'm trying to say is, cheerleading is a natural evolution of the war chant. I would argue it's more effective due to the sexual tension it invokes, too. Anyways, do you mind if I have this?" <<He>> doesn't wait for you to answer, and twirls you by your arm. <span class="pink">Your cheerleader top flies right off, and the skirt follows soon after.</span> <<case "cowboy">> Gwylan takes your cowboy hat, briefly putting it on. "Good style, but not shady enough for my tastes." <br><br> <<He>> walks around you, and swiftly <span class="pink">yanks down your chaps</span>. <<case "bunny">> <<set _noOptions to true>><<upperstrip>><<lowerstrip>> Gwylan flicks your bunny ears. "Sex appeal is a great way to get customers to dish out more money. Even if they're not consciously thinking of recompense, the chemistry of the brain is pushed towards it." <br><br> <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked">> <<He>> stares at you for a moment. You realise <<he>> can't exactly see the rest with your clothes in the way, and strip down to your leotard. <br><br> <</if>> <<link [[Next|Gwylan Request Clothes Bunny]]>><</link>> <br> <<case "kitty">> <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked">> You tell Gwylan that you're wearing the catgirl underwear. "Wonderful," <<he>> says. "May I see?" <br><br> You strip down to your underwear. Gwylan's gaze makes you feel entirely naked, though. <br><br> <</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> "I'll be honest with you," Gwylan starts. "I just wanted to see you dressed up like this. You look adorable." <<He>> pats you on the head. <<else>> "You pull off that look pretty well," <<he>> says with a giggle. "You look adorable." <<He>> pats you on the head. <</if>> "There's something appealing about it, isn't there? Taking on the features of something animalistic? <<if $cat gte 6>> I'm sure you feel right at home like this." <<elseif $fox gte 6 or $wolfgirl gte 6 or $cow gte 6>> I'm sure you agree." <<else>> I think you'd make a cute cat." <</if>> <<if _gwylanTF.tail is "revealed">> <<His>> tail flits around behind <<him>>. <</if>> <br><br> <<if _gwylanStatus.includesAny("dom", "lust")>> <<set _noOptions to true>><<upperstrip>><<lowerstrip>><<feetstrip>><<handheldstrip>><<facestrip>> <<He>> gets very close to you and caresses your cheek. "Does my little cat want a treat? Will you purr for me?" <<His>> touch sends a shiver of pleasure through your body. <<arousal 500>><<garousal>> <br><br> <<link [[Purr|Gwylan Request Clothes Kitty]]>><<set $phase to 1>><<transform cat 1>><</link>><<if $cat gte 6>><<cat>><<else>><<deviant1>><</if>> <br> <<link [[Nod|Gwylan Request Clothes Kitty]]>><<set $phase to 2>><</link>> <br> <<link [[Shake head|Gwylan Request Clothes Kitty]]>><<set $phase to 3>><</link>><<gwylanWillpowerDifficulty>> <br> <<else>> <<He>> walks behind you and <span class="pink">unclips your bra, before pulling down your panties</span>. "I'll be keeping these." <</if>> <<default>> <<if $gwylan.request.items.length gte 2>> Gwylan inspects the clothes you've brought. After a moment, <<he>> grabs you by the arm and twirls you, <span class="pink">removing your <<print formatList(_clothesToTakeText)>> in a blurred flurry.</span> "I'll be keeping these," <<he>> says. <<else>> Gwylan inspects the <<print $gwylan.request.items[0].name>>. <<He>> hums as <<he>> looks it over. Suddenly, <<he>> <<if $gwylan.request.items[0].slot is "head">> lifts it off of your head. <<else>> tugs. With minimal resistance, <span class="pink">it comes right off of your body</span>. You expect to hear a rip, but it seems completely intact. <</if>> "I'll be keeping this," <<he>> says. <</if>> <</switch>> <<if !_noOptions>> <br><br> <<for _cl to 0; _cl lt _clothesToTake.length; _cl++>> <<set _noRebuy to true>> <<generalRuined _clothesToTake[_cl]>> <</for>> <<if $exposed gte 1>> "Might as well buy a replacement while you're here!" <<He>> hands you some towels. <<towelup>> <</if>> "Thank you for bringing this to me. If there's anything you need, I'll be here." <<gwylanRequestEnd>> <br><br> <<gwylanOptions>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<He>> pours the hot water. "It's very simple, but you can't be careless. Butterfly pea flowers are very delicate. If you're not careful while steeping, they'll crumble in the water and ruin the flavour." <<He>> shows you the proper technique, and you repeat it as best you can. <br><br> Your water turns a rich blue. "Perfect! Give it a taste." You do so. It's different than any other kind of tea you've had before. Gwylan asks what you think of it. <br><br> <<if $speech_attitude is "meek">> "It's a bit earthy," you mumble. <<elseif $speech_attitude is "bratty">> "It's like drinking lawn clippings," you say bluntly. <<else>> "It tastes like grass," you remark with a shrug. <</if>> "Are you sure I did this right?" <br><br> <<He>> chuckles. "You did it perfectly. I'm aware it's an acquired taste," Gwylan acknowledges with a nod, sipping <<his>> own tea. "I've just had enough time to get used to it, that's all. The berries should help." You give <<him>> a quizzical look, and <<he>> responds with an inscrutable smile. You shrug and take another sip. <<Hes>> right; the berries help. <br><br> "Now you're a proper <<= $player.gender_appearance is "m" ? "waiter" : "waitress">>. Unfortunately, I need these." As soon as you put your teacup down, <span class="pink">Gwylan strips you bare of your uniform</span> with two quick, precise pulls. <br><br> <<upperruined true>><<lowerruined true>> "Might as well buy a replacement while you're here!" <<He>> hands you some towels. <<towelup>> "Thank you for bringing this to me. If there's anything you need, I'll be here." <<gwylanRequestEnd>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<He>> walks behind you, and runs <<his>> hands up the leotard. <<Hes>> only inspecting the clothing, but your body responds to <<his>> prodding regardless. <<arousal 1000>><<garousal>> <br><br> You hear a zipper unzip, <span class="pink">and your leotard falls right off</span>. "Sorry, I couldn't get a good look with your body in the way." <<He>> lifts it from the ground. <br><br> <<underupperruined true>><<underlowerruined true>><<headruined true>> <<if $gwylan.request.items.some(item => item.slot === "neck")>> <<neckruined true>> <</if>> <<clotheson>><<towelup>> "Thank you for bringing these to me. If there's anything you need, I'll be here." <<gwylanRequestEnd>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1 or $phase is 2 or ($phase is 3 and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess)>> <<if $phase is 3>> <<hypnosisText "There's a brief spark of resistance in you, <span class='red'>but it's washed away as Gwylan continues to pet you.</span>">> The urge is too much. <br><br> <</if>> <<if $phase is 1 or $phase is 3>> <<if $cat gte 6>> You purr just like a cat. <<else>> You do your best impression of a cat's purr. <</if>> "<<pcPetname "Gwylan" "good">>," Gwylan whispers. <<else>> You slowly nod your head. <</if>> Your heart begins to race as you wonder what 'treat' <<he>> has in mind. <<if $phase is 1 and $cat lt 6>> <<deviancy1>> <<else>> <br><br> <</if>> <<if $hypnosis_traits.devotion gte 5 and $phase isnot 2>> "Oh, you poor thing," <<he>> coos. "You look like you can hardly wait." Your vision starts to get blurry, and shades of colour creep into your peripheral vision. "I won't make you wait, then." <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and you're no longer where you once were.">> <br><br> <<link [[Next|Gwylan Cream Lick]]>><<set $worshipstart to 1>><<set $phase to 1>><</link>> <br> <<else>> <<His>> thumb touches the corner of your mouth. "Wait here." <<He>> briskly walks through a dark doorway. <<if _gwylanTF.tail is "revealed">> <<His>> tail swings back and forth rapidly as <<he>> leaves. <</if>> You hear the rustling of cloth, followed by the sound of compressed air and a dull thud. After a moment, you hear <<his>> voice again. "Alright. Here, kitty, kitty." <br><br> You walk to the doorway. The room is dark, and none of the light from outside seems to leak in. You take a cautious step forward. "Just follow my voice," <<he>> whispers from somewhere in the dark. You take another step towards <<him>>. <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> Your leash starts to pull itself along the ground into the darkness. It suddenly goes taut, lightly pulling you in the same direction. <</if>> <br><br> <<link [[Follow|Gwylan Cream Lick]]>><<set $worshipstart to 1>><<set $phase to 2>><</link>> <br> <<link [[Turn around|Gwylan Cream Lick]]>><<set $worshipstart to 1>><<set $phase to 3>><</link>> <br> <</if>> <<else>> You blink at Gwylan, before shaking your head. "You're no fun," <<he>> pouts. <<His>> arms wrap around you, and <<he>> unhooks your bra. "I'll be keeping these." <<He>> then pulls down your panties, too. <br><br> <<underupperruined true>><<underlowerruined true>><<headruined true>> <<if $gwylan.request.items.some(item => item.slot === "neck")>> <<neckruined true>> <</if>> <<clotheson>><<towelup>> "Thank you for bringing these to me. If there's anything you need, I'll be here." <<gwylanRequestEnd>> <br><br> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set _itemsDelivered to []>> <<run $gwylan.request.items.forEach(item => { if (V.plants[item.name]) V.plants[item.name].amount -= item.need; })>> <<run $gwylan.request.items.forEach(item => _itemsDelivered.pushUnique(item.name))>> You hand the ingredients over to Gwylan. <br><br> <<cleareventpool>> <<if _itemsDelivered.includesAny("red_rose", "white_rose")>> <<addinlineevent "gwylan_ingredients_roses">> <<He>> smells the roses. "Lovely. You've picked some fine specimens." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("orchid")>> <<addinlineevent "gwylan_ingredients_orchid">> "Wonderfully fiery pink colours on these orchids. You've picked them well." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("daisy")>> <<addinlineevent "gwylan_ingredients_daisy">> "These are good daisies. Well done." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("tulip")>> <<addinlineevent "gwylan_ingredients_tulip">> "I've always been nostalgic for tulips, although I wish I could remember why." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("lotus")>> <<addinlineevent "gwylan_ingredients_lotus" 2>> "Oh, these lotus are wonderful." <<He>> gently cups them in <<his>> hands. "Did you know that our lake is named for them? Lake Whiteflower, for these beautiful floating blooms that grace the surface en masse." <<He>> pauses. "Well, that's not entirely true. The name is a mutation of the name of a now-extinct noble family, and that name roughly translated to 'little flower'." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("banana")>> <<addinlineevent "gwylan_ingredients_banana">> "Pulped bananas really improve the texture and thickness of drinks. You can also make dairy-free ice cream out of them if you know what you're doing." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("lemon")>> <<addinlineevent "gwylan_ingredients_lemon">> /* ToDo: Gwylan - Robin lemonade interaction, bringing lemonade to Gwylan at the cafe */ <<if $gwylanSeen.includes("robin_lemonade_get")>> "Your friend Robin. <<nnpc_He "Robin">> puts a lot of care into that lemonade. It seems like such a small thing, but it's easy to tell." <<else>> <<set $gwylanSeen.pushUnique("robin_lemonade")>> "There's this lemonade stand down by the beach," <<he>> starts. "I see it there from my table at the cafe every weekend. I always want to take a walk down there and buy some, but the beach... doesn't agree with me." <</if>> <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("blood_lemon")>> <<addinlineevent "gwylan_ingredients_blood_lemon" 10>> "Blood lemons are a potent aphrodisiac, and a base for several reactive agents. You've done me a huge favour getting these." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("strawberry")>> <<addinlineevent "gwylan_ingredients_strawberry">> "Every morning, strawberry crepes," <<he>> says. "Sammy picks a fruit to put alongside my crepes every morning, based on how <<nnpc_he "Sam">> thinks I'll be feeling that day. I'm almost always feeling 'strawberries', apparently." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("plum")>> <<addinlineevent "gwylan_ingredients_plum" 2>> "I love plums," <<he>> says. "I wish I could do more with them. I tried making plum tea once, but it was a disaster." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("mushroom")>> <<addinlineevent "gwylan_ingredients_mushroom">> "Heartshrooms," <<he>> says. "A minor stimulant, but not hallucinogenic. I can use these for a lot." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("wolfshroom")>> <<addinlineevent "gwylan_ingredients_wolfshroom">> "I always need more wolfshrooms," <<he>> says. "They keep the wolves from breaking in. They have some other uses, too." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("ghostshroom")>> <<addinlineevent "gwylan_ingredients_ghostshroom">> "Legends say ghostshrooms only sprout on the site of a great injustice or tragedy. I'm not sure about that, but what I do know is that they're a good palette cleanser. They also help flush foreign substances out of the body." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("wild_honeycomb")>> <<addinlineevent "gwylan_ingredients_wild_honeycomb">> "Real honey is so hard to come by these days," <<he>> says. "Store-bought won't do me any good. Plus, the honeycombs themselves have uses, too." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("strange_flower")>> <<addinlineevent "gwylan_ingredients_strange_flower">> "A curious little flower, isn't it?" <<He>> picks up a strange flower with a pair of tongs. "It's often refined into all manner of awful substances, but many useful ones, too." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("bird_egg")>> <<addinlineevent "gwylan_ingredients_bird_egg">> <<He>> turns one of the bird eggs around in <<his>> hand. "Have you ever eaten one of these? They're quite tasty. They have a very distinct taste from chicken eggs. I only wish I didn't have to compete with the entire fox population for them. I suppose I didn't this time." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("plumeria")>> <<addinlineevent "gwylan_ingredients_plumeria">> <<He>> smells the plumerias. "Oh, I've missed this smell. It's been ages since I could work with these." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("salt")>> <<addinlineevent "gwylan_ingredients_salt" 0.8>> "Salt is useful for almost everything. Not just food or drink. Some say it can be used to ward away spirits and shear away bad luck." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("vegetable_oil")>> <<addinlineevent "gwylan_ingredients_vegetable_oil" 0.8>> "Vegetable oil is a perfect base for many concoctions. It can be used as lubricant in a pinch too. I wouldn't recommend it, though." <</addinlineevent>> <</if>> <<if _itemsDelivered.includes("sugar")>> <<addinlineevent "gwylan_ingredients_sugar" 0.8>> <<He>> sticks <<his>> finger in the sugar, pulls it out, and licks it. "What? You were thinking of doing it too, don't lie." <</addinlineevent>> <</if>> <<if _itemsDelivered.includesAny("red_wine", "white_wine")>> <<addinlineevent "gwylan_ingredients_wine" 0.8>> "Red and white, just like roses," <<he>> says as <<he>> picks up a bottle of wine. "Both red and white wine are perfect bases for many concoctions." <</addinlineevent>> <</if>> /* ToDo: Gwylan - More ingredient flavour text */ <<addinlineevent "gwylan_ingredients_default" 0.1>> <<He>> begins sorting them by colour and weight. <</addinlineevent>> <<runeventpool>> <<He>> smiles at you. "Thank you. Let me know if there's anything you need in return." <<gwylanRequestEnd>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $gwylanSeen.includes("sample")>> <<switch $speech_attitude>> <<case "meek">> "Your measuring charms are all burnt up," you say to Gwylan. <<case "bratty">> "Your measuring charms are used up," you say to Gwylan. <<default>> "Your measuring charms have burned out," you say to Gwylan. <</switch>> <br><br> <<He>> nods. "I haven't had time to replace them, but you could help me. <<else>> <<if $temple_confessor_intro and $gwylanTalked.includes("temple_confessor")>> <<switch $speech_attitude>> <<case "meek">> "You mentioned a... poison in the world," you start. "It sounds like what the bishop told me. How do you keep track of it?" <<case "bratty">> "You mentioned poison in the world," you start. "It sounds a lot like what the bishop told me. How do you track it?" <<default>> "You mentioned poison in the world," you start. "It sounds similar to what bishop told me. How do you keep track of it?" <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "You mentioned a... p-poison in the world," you start. "How do you keep track of it?" <<case "bratty">> "You rattled on about some kind of poison in the world," you start. "How do you keep track of it?" <<default>> "You mentioned something about poison in the world," you start. "Can you elaborate? How do you keep track of it?" <</switch>> <</if>> <br><br> <<He>> gives you a tired smile. "I'm glad you asked. I haven't had the time to set up my usual method of tracking it, but it's something you might be able to help me with. <</if>> <<if $gwylan.request.event>> I need you to <span class="blue">do what I already asked of you first</span>, though." <br><br> <<gwylanOptions>> <<else>> If it's not too much trouble." <<He>> stands. <<run gwylanRequest("sample")>> <<set $gwylan.request.hold to "corruption">> <<set $gwylan.request.command to 1>> <<gwylanRequestText>> <br><br> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set _sampleSources to []>> <<run $gwylan.request.items.forEach(sample => _sampleSources.pushUnique(sample.name))>> You hand the vials over to Gwylan. <br><br> <<He>> smiles at you, and holds one up to the light. <<cleareventpool>> <<if _sampleSources.includes("human")>> <<addinlineevent "gwylan_sample_human_1">> "Humans aren't the only victims of this poison, but some spread it willingly." <</addinlineevent>> <<addinlineevent "gwylan_sample_human_2">> "Humans have the potential to be the most unchecked source of the poison's spread. By the time one realises something is wrong with them, they've often already spread it to others, or back into the world itself." <</addinlineevent>> <<addinlineevent "gwylan_sample_human_3">> "What have they been up to on Elk Street...?" <</addinlineevent>> <</if>> <<if _sampleSources.includes("wolf")>> <<addinlineevent "gwylan_sample_wolf_1">> "The spread is especially rapid between wolves. It amplifies aggression, which quickens spread, which further amplifies aggression. The tightly-knit pack doesn't help either." <</addinlineevent>> <<addinlineevent "gwylan_sample_wolf_2">> <<if $gwylanSeen.includes("likes_wolves")>> "I hope you had fun running with your wolves." <<else>> "I hope the pack didn't give you too much trouble." <</if>> <</addinlineevent>> <<if $gwylanSeen.includes("wolves_known")>> <<addinlineevent "gwylan_sample_wolf_3">> "I hope your pack is in good health." <</addinlineevent>> <</if>> <</if>> <<if _sampleSources.includes("fox")>> <<addinlineevent "gwylan_sample_fox_1">> <<if _gwylanTF.ears is "revealed">> <<His>> fox ears twitch. <</if>> "Foxes are more sensitive to the poison than most. They either avoid it by instinct, or fall prey to it easier than any other." <</addinlineevent>> <<addinlineevent "gwylan_sample_fox_2">> "I hope the foxes didn't give you too much of a run-around. Chasing them down is always a pain." <<if _gwylanTF.tail is "revealed">> <<His>> tail beats behind <<him>>. "Although, part of me enjoys the chase.<<if $fox gte 6>> I'm sure you understand.<</if>>" <</if>> <</addinlineevent>> <</if>> <<if _sampleSources.includes("cat")>> <<addinlineevent "gwylan_sample_cat_1">> "Large cats are most often exposed by accident. Curiosity and all that. I can relate." <</addinlineevent>> <<addinlineevent "gwylan_sample_cat_2">> "Let's see if the cats have been licking up anything they shouldn't be." <</addinlineevent>> <</if>> <<if _sampleSources.includes("lizard")>> <<addinlineevent "gwylan_sample_lizard_1">> "Reptiles see the most intense changes to their physiology when overexposed to the poison. I've yet to figure out why." <</addinlineevent>> <<addinlineevent "gwylan_sample_lizard_2">> "Overexposure to the poison leads to some interesting changes in reptiles. Pigmentation in the eyes is a common one. It makes their gaze unsettling, sometimes paralysing." <</addinlineevent>> <</if>> <<if _sampleSources.includes("dog")>> <<addinlineevent "gwylan_sample_dog_1">> "As man's best friend, dogs are a common vector for transmission. Usually by accident." <</addinlineevent>> <<addinlineevent "gwylan_sample_dog_2">> "Dogs are one of the easiest animals to influence thanks to selective breeding. Those with intentions pure and ill alike exploit them." <</addinlineevent>> <</if>> <<if _sampleSources.includes("boar")>> <<addinlineevent "gwylan_sample_boar_1">> "Boars are very temperamental beasts. Luckily we don't have razorbacks here. Their heightened aggression would be a disaster for the ecosystem." <</addinlineevent>> <<addinlineevent "gwylan_sample_boar_2">> "Boars had to be manually reintroduced to the ecosystem after being hunted to extinction. We sure have a knack for that." <</addinlineevent>> <</if>> <<if _sampleSources.includes("dolphin")>> <<addinlineevent "gwylan_sample_dolphin_1">> "Dolphins are very problematic when it comes to spreading the poison. Cetaceans are vulnerable as it is, but dolphins almost seem to spread it on porpoise with how often they..." <<he>> stops <<himself>>. "That wasn't even on <i>purpose</i>, sorry." <</addinlineevent>> <<addinlineevent "gwylan_sample_dolphin_2">> "Sexual promiscuity amidst dolphins would lead to rapid spread were the poison to become uncontrolled in the ocean." <</addinlineevent>> <<addinlineevent "gwylan_sample_dolphin_3">> "All returns to the tide eventually," <<he>> whispers. <</addinlineevent>> <</if>> <<if _sampleSources.includes("bear")>> <<addinlineevent "gwylan_sample_bear_1">> "I'm terribly sorry for making you collect samples from bears, but I knew you'd come out alright." <</addinlineevent>> <<addinlineevent "gwylan_sample_bear_2">> "Bears were once resistant to the taint. Let's hope that remains true." <</addinlineevent>> <</if>> <<if _sampleSources.includes("plant")>> <<addinlineevent "gwylan_sample_plant_1">> "Nectar is a sexual fluid too, and thus holds the same traces when the poison passes through." <</addinlineevent>> <<addinlineevent "gwylan_sample_plant_2">> "Animals aren't the only vector for the poison to spread. The very earth is vulnerable." <</addinlineevent>> <<addinlineevent "gwylan_sample_plant_3">> "It's hard to know how the dryads feel about anything serious like this. They're always so mischievous and whimsical." <</addinlineevent>> <</if>> <<if _sampleSources.length gte 4>> <<addinlineevent "gwylan_sample_variety_1">> "This is a good range of samples. It should tell me much." <</addinlineevent>> <<addinlineevent "gwylan_sample_variety_2">> "I hope it wasn't too much trouble to run around collecting all of these." <</addinlineevent>> <</if>> /* ToDo: Gwylan - more unique sample comments, make comments more likely based on number of matching samples */ <<addinlineevent "gwylan_sample_default" 0.5>> "The poison isn't spread through sexual fluid alone, but it always leaves traces behind in it." <</addinlineevent>> <<runeventpool>> <br><br> <<if $gwylan.request.hold is "corruption" and !$gwylan.requestDone>> <<He>> organises the vials on a countertop. "I'll use these right away. Thank you." <<gwylanRequestEnd>> <<set $gwylan.requestDone to false>> <<else>> <<He>> organises the vials on a countertop. "I'll use these right away. Thank you. If you need anything in return, just say the word." <<gwylanRequestEnd>> <</if>> <br><br> <<if $gwylanSeen.includes("sample")>> <<He>> disappears through a dark doorway, but keeps talking. "As a reminder, once I'm done, these should last for about <span class="blue">two weeks</span>. I'll leave them in the open, so you can see them even if I'm not here." <<He>> returns carrying a bucket of water, some scraps of patterned cloth, and a round pot. <br><br> <<He>> places the pot on a heating element and fills it with the water. As <<he>> waits for it to boil, <<he>> prepares the charms. "In case you've forgotten, each of these that turn <span class="purple">purple</span> will represent a <span class="purple">deep corruption</span>, one that would take considerable effort to cleanse. The largest one will measure the <span class="purple">total saturation</span> as a result of the former. Left alone, any discolouration will fade, which means <span class="blue">they'll stay accurate until they burn out</span>." You watch <<him>> prepare each, soaking them in a sample before splashing them with powder and dipping them in the now-boiling water. <<else>> <<He>> disappears through a dark doorway, but keeps talking. "Once I'm done, these should last for about <span class="blue">two weeks</span>. I'll leave them in the open, so you can see them even if I'm not here." <<He>> returns carrying a bucket of water and some scraps of patterned cloth, placing them down on the floor as <<he>> gets down on <<his>> hands and knees. After a brief struggle, <<he>> pulls a round pot out from under something. You crane your head to look, but you can't see any space where it could have fit. <br><br> <<He>> places the pot on some kind of heating element and fills it with water. As <<he>> waits for it to boil, <<he>> soaks each cloth in a sample before tossing a fistful of powder on them. "It's a complex reaction, but it's nothing out of the ordinary. There are chemicals left behind as tracers in samples of sexual fluid. These charms will react with them and change colour." <<He>> quickly dips each cloth into the now-boiling water, before hanging them on a rope directly above it. "Each of these that turn <span class="purple">purple</span> will represent a <span class="purple">deep corruption</span>, one that would take considerable effort to cleanse." <br><br> <<He>> produces a much larger piece of cloth, more like a small rug, and repeats the process. "This one will measure the <span class="purple">total saturation</span> as a result of the former. Left alone, any discolouration will fade, which means <span class="blue">they'll stay accurate until they burn out</span>." <</if>> <br><br> <<He>> wipes <<his>> brow and smiles. <<if $world_corruption_soft lte 25>> <span class="teal"><<His>> smile remains as the largest charm seems to be mostly inert.</span> <<He>> looks relieved. <<elseif $world_corruption_soft lte 99>> <span class="purple"><<His>> smile quickly fades as the largest charm starts to stain purple at the bottom.</span> "We have much work to do." <<else>> <span class="red"><<His>> smile rapidly fades to an expression of worry as the largest charm quickly becomes entirely purple.</span> "This outlook is grim. Is our work still not enough?" <<He>> seems frustrated for a moment, but quickly composes <<himself>>. <</if>> <br><br> <<set $gwylanSeen.pushUnique("sample")>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> /* ToDo: Gwylan */<<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<if $gwylan.request.special is "feathers">> <<if $speech_attitude is "meek">> "If you want, you can just... take right from the source," you say. <<elseif $speech_attitude is "bratty">> "My wings are looking grubby," you say. "Why not just take the feathers from me directly?" <<else>> "My wings are feeling a bit dirty," you say. "Why not just take the feathers from me directly?" <</if>> <<elseif $gwylan.request.event is "preen">> <<if $speech_attitude is "meek">> "Go ahead, I wouldn't mind you preening me," you say. <<elseif $speech_attitude is "bratty">> "My wings are looking grubby anyways," you say. "I wouldn't mind you taking care of that for me." <<else>> "My wings are feeling a bit dirty," you say. "I wouldn't mind you getting your hands in there." <</if>> <<elseif $gwylanSeen.includes("request_preen")>> <<if $speech_attitude is "meek">> "Hey, Gwylan?" you ask. "Would you mind preening my wings again?" <<elseif $speech_attitude is "bratty">> "My wings are looking grubby," you say. "Could you take care of that for me?" <<else>> "My wings are feeling a bit dirty again," you say. "Fancy getting your hands in there?" <</if>> <<else>> <<if $speech_attitude is "meek">> "Gwylan?" you ask. "If it isn't too much trouble, can I take you up on your offer?" <<elseif $speech_attitude is "bratty">> "I'm ready to take you up on that offer," you say. <<else>> "You offered to preen my wings," you say. "Can I take you up on that now?" <</if>> <</if>> <<if !_tf.birdWings>> You unfurl your wings. <<else>> You spread out your wings. <</if>> <br><br> <<if $gwylan.timer.preen gt Time.date.timeStamp and $gwylan.request.event isnot "preen">> Gwylan's eyes brighten. "I still haven't used all of the last feathers you gave me," <<he>> says. "But I wouldn't mind at all! Thank you for trusting me with this. Please, come sit here." <<elseif $gwylan.request.event isnot "preen" and $gwylan.request.hold>> <<set $gwylan.requestDone to true>> Gwylan's eyes brighten. "Of course! I'll take this as payment for what you asked me to do for you, too. Thank you for trusting me with this. Please, come sit here." <<else>> Gwylan's eyes brighten. "Of course! Thank you for trusting me with this. Please, come sit here." <</if>> <br><br> <<He>> moves a pile of folded clothing off of an antique chair. You sit facing the back of it, leaving your wings exposed. Gwylan chatters as <<he>> moves around the shop. You can hear the excitement in <<his>> voice. <br><br> <<if !$gwylanSeen.includes("request_preen")>> "I never thought I would see feathers like this again. The <<if ($settings.monsterChance gt random(0, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or $greathawkmonster is 2>>harpies<<else>>hawks<</if>> were thought to be extinct." <<His>> voice grows fainter as <<he>> moves deeper into the shop. "To think that you have gotten so close to one as to inherit its wings." <br><br> <<if isLoveInterest("Great Hawk")>> You slide a finger along your feathers. Visions of flying high above the moor with your spouse fill your mind. You think the skies would be empty without <<nnpc_his "Great Hawk">> silhouette. <<else>> You slide a finger along your feathers. Visions of flying high above the moor fill your mind. You remember how liberating it was to fly, and what it would be like if you never learned how to from the Great Hawk. <</if>> A profound sadness fills you at the thought. <br><br> "It's tragic, I know. We destroy what we can't understand." Gwylan's voice is right by your ear. You jump. <br><br> <<He>> giggles, clamping <<his>> hand over <<his>> mouth. "Sorry," <<he>> says. "I'm more quiet than I mean to be." <<else>> "I still can't believe it. If the <<if ($settings.monsterChance gt random(0, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or $greathawkmonster is 2>>harpies<<else>>hawks<</if>> are returning, what else could be out there?" <<His>> voice grows fainter as <<he>> moves deeper into the shop. "What should I make this time? A restorative? Lurker repellent? Oh, maybe..." <br><br> <<His>> voice fully fades. You start to wonder what effects your feathers have that you don't know about. <br><br> "There's lots, and it depends on whether the feathers are crushed or not first." Gwylan's voice is right by your ear. You jump. <br><br> <<He>> giggles, clamping <<his>> hand over <<his>> mouth. "Sorry," <<he>> says. <</if>> <br><br> <<link [[Next|Gwylan Request Preen 2]]>><<pass 20>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<set _selfFeatherNum to 1>> Gwylan holds up a few instruments. A screw-top jar. A thin brush. A preserved beak<<if !($settings.monsterChance gt random(0, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or $greathawkmonster is 0>> that looks eerily close to the Great Hawk's<</if>>. <<if !$gwylanSeen.includes("request_preen")>> They're covered with dust. "I admit they need a bit of a clean," <<he>> says, wiping them down with <<his>> sleeve. <<else>> You recognise them from last time. "I've been keeping them in good order," <<he>> says. <</if>> <br><br> <<He>> moves behind you. You can feel <<his>> breath on your wings. <<if $gwylanSeen.includes("yearning")>> <<if $speech_attitude is "meek">> You unfold one wing, then the other, biting your lip at the flush on your face. <<elseif $speech_attitude is "bratty">> You show off by fluffing up your feathers. <<else>> You spread your wings so that <<he>> can see better. <</if>> <</if>> "Oh," <<he>> says. "They're just as beautiful as I remember. May I?" <br><br> You nod. You feel <<his>> fingers ghost over the ridge of your wing. <<He>> brings them down to the tip of your largest feather. There's a reverence to <<his>> movements. <<if $museumintro is 1>> You begin to feel as though you're on display at Winter's museum. <<else>> You begin to feel like an art exhibit. <</if>> <br><br> <<if _tf.angelWings>> "Ooh, cold," <<he>> mutters as <<he>> touches the more angelic feathers. "I'll leave those ones be." You reach back and touch them yourself. They don't feel cold to you. <<elseif _tf.fallenAngelWings>> "Even torn and pallid, they're magnificent," <<he>> says with wonder. "I can see... no, I can <i>feel</i> everything you've gone through. Each missing feather is telling me a story. It's beautiful." <<He>> takes particular care around the bottom of your wings. <<elseif _tf.demonWings>> "I've never seen a shape like this before," <<he>> says with wonder. "I can imagine these cutting through the air with ease." <<He>> lifts your wings gently, examining how they can move and stretch. <</if>> "I would love to see you fly one day," Gwylan says. "I imagine it must be a <<if $gwylanSeen.includes("yearning")>>breathtaking <</if>>sight." <<He>> unscrews the jar behind you. A rich scent fills the air. "I harvested this from an old bird some years ago. I made sure none of its body went to waste. It should simulate their natural oils and make your feathers even more splendid." <br><br> You close your eyes as you feel <<him>> move the beak through your feathers. <<if isLoveInterest("Great Hawk")>>It feels just like your spouse.<</if>> It's very soothing, right up until <<he>> plucks a feather from your wing. You flinch. <br><br> "Sorry," <<he>> says, not sounding the least bit sorry. "There's going to be more of that as I go." <br><br> You settle forwards, crossing your arms on the top of the chair's back, and close your eyes again. This time, you're prepared for the pain. It doesn't make it hurt any less. <<pain 3>><<gpain>> <br><br> Despite the pain, you find that you feel relaxed. <<if $hypnosis_traits.devotion gte 5>><span class="pink">Almost too relaxed.</span><</if>> Your eyelids feel heavy. <<arousal 2000>><<garousal>> <br><br> <<if $hypnosis_traits.devotion gte 5>> <<link[[Next|Gwylan Request Preen Devotion]]>><<stress -12>><<tiredness -4>><</link>><<ltiredness>> <<else>> <<link[[Next|Gwylan Request Preen Finish]]>><<pass 20>><<stress -6>><<tiredness -2>><<set $phase to 0>><</link>><<ltiredness>> <</if>> <br><<effects>><<run statusCheck("Gwylan")>> <<set _selfFeatherNum to 1>><<set _birdFlowers to 1>> The shop melts away. Everything melts away but Gwylan, although <span class="pink"><<his>> apron melts way too, leaving <<his>> nude body exposed</span>. <br><br> <<He>> holds <<his>> arms out wide. You mimic the movement with your wings. <<if $gwylanSeen.includes("romance")>>Pink<<else>>Red and white<</if>> rose petals have replaced your feathers. <br><br> As you embrace, roses ripple out from your feet. It feels like you're falling into a perfumed sea. One with no bottom and no surface. Fear seizes you for a second. Gwylan hums <<if $seabird_lullaby gte 2>> <span class="teal">Seabird's Lullaby</span>, <<else>> a <span class="teal">haunting yet familiar melody</span>, <</if>> and you feel your fear disappear. With <<him>>, you are safe. <br><br> You flap your wings. The rose sea parts for you as you swim, though it feels like flying. Gwylan holds you close. It almost seems as if the two of you are dancing. Rose petals whirl around you in a tornado of colour. <br><br> Slowly, you come to a stop. Gwylan cups your cheeks in <<his>> hands. <<He>> kisses your forehead. Tingling warmth spreads all the way down to your toes. <br><br> There's a sharp prick of pain, as sweet as the scent around you. It clears your mind. You look up and see the surface. Gwylan gives you a gentle push, and you start to swim up, and up, and up. <br><br> <<link[[Next|Gwylan Request Preen Finish]]>><<pass 20>><<set $phase to 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("request_preen")>> <<if $phase is 0>> You open your eyes, somewhat groggy from your nap. Gwylan is chattering about something as <<he>> cleans up. Many of your feathers are gathered in a neat pile. <br><br> "Did you sleep well?" Gwylan asks. <<He>> smiles when you nod. <<else>> You break the surface with a gasp. The shop coalesces around you as you open your eyes. Gwylan is chattering about something as <<he>> cleans up. Many of your feathers are gathered in a neat pile. They look normal again. <br><br> "Did you sleep well?" Gwylan asks. There is a shrewd look on <<his>> face. It turns into a smile as you nod. <</if>> <br><br> "Now, you should avoid flight for a while. You'll be a little off balance until some new feathers grow in. Gliding should be fine." You stretch your wings out again. They feel noticeably lighter, but look magnificent. <br><br> <<if $phase is 1>> You feel Gwylan's arms wrap around you from behind. "Thank you for letting me fly with you," <<he>> whispers. "We'll have to try the real thing sometime." <<He>> kisses you on the cheek. <<garousal>><<arousal 500>> <br><br> <</if>> "Thank you again. If you need a favour, you know where to find me." <<if $gwylan.request.event is "preen">> <<gwylanRequestEnd>> <</if>> <br><br> <<set $plucked to 14>> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<set _featherCount to 10>> You hand Gwylan a big bundle of feathers. <<He>> looks surprised, and gently takes them. <br><br> "That works too, I suppose. Although, I confess I was quite looking forward to preening you." <<if $hypnosis_traits.devotion gte 1>> <<hypnosisText "You can feel <<his>> disappointment.">> <<trauma 6>><<gtrauma>> <<else>> There's a slight tinge of disappointment to <<his>> voice. <</if>> <br><br> "Apologies. They're magnificent." <<He>> rummages around for a moment, finding a small black vial. <<He>> removes the cap, which has a brush attached at the bottom. The brush is covered in a thin oily substance, which Gwylan starts to apply to the feathers. <<else>> <<set _featherCount to $gwylan.request.items.find(feather => feather.name === "feathers").need>> You hand the bundle of feathers over to Gwylan. <br><br> <<He>> gently takes them, marvelling at them for a moment. "Magnificent." <br><br> <<He>> rummages around for a moment, finding a small black vial. <<He>> removes the cap, which has a brush attached at the bottom. The brush is covered in a thin oily substance, which Gwylan starts to apply to the feathers. <</if>> <br><br> "You've done me a big favour. If there's anything you need, please just say the word." <<gwylanRequestEnd>> <<set $bird.materials.feathers -= _featherCount>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if $hypnosis_traits.devotion gte 5 and $gwylanSeen.includes("cream_lick")>> You open your mouth to speak. You're not quite sure what you said, but there's a feeling of lurid excitement within you. You're reminded of the taste of cream. <br><br> "Oh, you poor thing," <<he>> coos. "You look like you can hardly wait." Your vision starts to get blurry, and shades of colour creep into your peripheral vision. "I won't make you wait, then." <br><br> <<hypnosisText "<<He>> snaps <<his>> fingers, and you're no longer where you once were.">> <br><br> <<link [[Next|Gwylan Cream Lick]]>><<set $worshipstart to 1>><<set $phase to 4>><<strip>><</link>> <br> <<else>> <<switch $speech_attitude>> <<case "meek">> "I'm ready to take you up on that offer," you say with a blush. <<case "bratty">> "That cream better be fresh," you say. "Else I might start biting instead." <<default>> "I'm ready for the cream," you say. <</switch>> <br><br> <<His>> blush deepens. "Wait here." <<He>> briskly walks through a dark doorway. <<if _gwylanTF.tail is "revealed">> <<His>> tail swings back and forth rapidly as <<he>> leaves. <</if>> You hear the rustling of cloth, followed by the sound of compressed air and a dull thud. After a moment, you hear <<his>> voice again. <<if $cat gte 6>>"Alright. Here, kitty, kitty."<<else>>"Alright, come here, you."<</if>> <br><br> You walk to the doorway. The room is dark, and none of the light from outside seems to leak in. You take a cautious step forward. "Just follow my voice," <<he>> whispers from somewhere in the dark. You take another step towards <<him>>. <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> Your leash starts to pull itself along the ground into the darkness. It suddenly goes taut, lightly pulling you in the same direction. <</if>> <br><br> <<link [[Follow|Gwylan Cream Lick]]>><<set $worshipstart to 1>><<set $phase to 5>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Strip, and then follow|Gwylan Cream Lick]]>><<set $worshipstart to 1>><<set $phase to 6>><</link>><<exhibitionist4>> <<else>> <<insufficientStat "exhibitionism" "to strip first">> <</if>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("cream_lick")>> <<set $consensual to 1>> <<if $worshipstart is 1>> <<set $worshipstart to 0>> <<set $worship to { fluid: "cream", action: "start", actionLast: "", source: "normal", body: 3, tummy: 3, breasts: Math.ceil(C.npc.Gwylan.breastsize / 3), genitals: 2, residue: 1, control: "player", arousal: C.npc.Gwylan.lust + Math.floor(C.npc.Gwylan.dom / 3), timer: 30 }>> <<if $gwylanSeen.includes("request_player_sample")>> <<set $worship.source to "player">> <</if>> <<if $phase is 1 or $phase is 4>> You blink away the confusion. There are candles lit all around you, and you're on your knees. Smooth skin fills your vision. You pull back, and see Gwylan in front of you. <span class="lewd"> <<Hes>> entirely naked, and the two of you lay on a quilted blanket. Trails of cream snake all along <<his>> body, covering <<his>> <<if _gwylanTF.tail is "revealed">> <<print C.npc.Gwylan.breastsdesc>>. <<His>> tail is between <<his>> legs, but it slowly moves to the side to reveal that <<his>> <<if C.npc.Gwylan.penis isnot "none">><<print C.npc.Gwylan.penisdesc>><<else>>pussy<</if>> is covered in it, too. <<else>> <<print C.npc.Gwylan.breastsdesc>> and <<npcGenitals 0>>. <</if>> </span> <br><br> <<if $worship.source is "player">> <span class="lewd">You can't help but wonder if this is what Gwylan used your 'sample' for. Is <<he>> covered in your cream?</span> <<arousal 1000>><<garousal>> <br><br> <</if>> An empty glass vial sits at <<his>> side, and a small amount of purple residue sticks to the corner of <<his>> mouth. "I'm the treat," <<he>> whispers with a giggle. <<His>> cheeks are bright red, and <<his>> gaze is full of hunger. "<span class="witch">Lick.</span>" <br><br> You can't hope to resist <<his>> command, and you're not sure if you would want to anyways. Your thoughts are a cloud of lust and confusion. Still, you can choose <i>how</i> to follow <<his>> command. <<else>> <<if $phase is 6>> You cast your clothes aside into the darkness. <<strip>><<exhibitionism4>> <</if>> <<if $phase is 2>> You continue following the sound of Gwylan's breathing and light giggling. It echoes all around you, making it hard to track. <<else>> You turn around, <span class="purple">only to find that the doorframe is gone.</span> You hear a giggle from the dark. "It's too late to run away now, dear." <</if>> <br><br> You feel something vaguely hand-shaped press against your face. It feels like smooth, polished wood. You think it's blocking your eyes, but it's so pitch-black in the room that you can't tell for sure. <br><br> You hear a flick. The intruding object slips away from you, revealing that candles have been lit. You can see again, and the first thing you see is Gwylan, sitting <span class="lewd"> entirely naked on a quilted blanket. Trails of cream snake all along <<his>> body, covering <<his>> <<if _gwylanTF.tail is "revealed">> <<print C.npc.Gwylan.breastsdesc>>. <<His>> tail covers <<his>> lower body, but it slowly moves to the side to reveal that <<his>> <<npcGenitals 0>> is covered in it, too. <<else>> <<print C.npc.Gwylan.breastsdesc>> and <<npcGenitals 0>>. <</if>> </span> <br><br> <<if $worship.source is "player">> <span class="lewd">You can't help but wonder if this is what Gwylan used your 'sample' for. Is <<he>> covered in your cream?</span> <<arousal 1000>><<garousal>> <br><br> <</if>> An empty glass vial sits at <<his>> side, and a small amount of purple residue sticks to the corner of <<his>> mouth. <<He>> smiles at you seductively. "Come get your treat," <<he>> whispers. One of <<his>> hands runs up <<his>> body. <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> The other tugs your leash. <</if>> <br><br> You're surrounded by a sea of darkness, and only Gwylan offers shelter from it all. You're not sure how or when you ended up kneeling right in front of <<him>>. <</if>> <br><br> <</if>> <<gwylanWorshipEffects>> <<if $worship.end>> <<if ["milk", "genitals", "oral"].includes($worship.end) and $gwylanSeen.includes("partners")>> <<link [[Crawl up and kiss Gwylan|Gwylan Cream Lick End]]>><<set $phase to "kiss">><<npcincr Gwylan lust 5>><<npcincr Gwylan dom 1>><</link>><<gglust>><<gyearning>><<gwylanHypnoNote "kiss">> <<elseif $gwylanSeen.includes("partners")>> <<link [[Kiss Gwylan|Gwylan Cream Lick End]]>><<set $phase to "kiss">><<npcincr Gwylan lust 2>><<npcincr Gwylan dom 1>><</link>><<glust>><<gyearning>><<gwylanHypnoNote "kiss">> <</if>> <br> <<if ["genitals", "oral"].includes($worship.end) and C.npc.Gwylan.penis isnot "none">> <<link [[Let Gwylan see you swallow <<his>> cum|Gwylan Cream Lick End]]>><<set $phase to "swallow">><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <</if>> <<link [[Cuddle with Gwylan for a while (0:10)|Gwylan Cream Lick End]]>><<stress -6>><<trauma -3>><<npcincr Gwylan dom 1>><<pass 10>><<set $phase to "cuddle">><</link>><<lstress>><<ltrauma>><<gyearning>> <br> <<link [[Just get up|Gwylan Cream Lick End]]>><<set $phase to "up">><</link>> <br> <<elseif $worship.timer lte 0 or ($worship.breasts lte 0 and $worship.genitals lte 0 and $worship.body lte 0 and $worship.tummy lte 0)>> <<link [[Next|Gwylan Cream Lick End]]>><<set $worship.end to "clean">><<set $phase to "clean">><</link>> <br> <<else>> <<gwylanWorshipActions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $worship.end is "oral">> You slowly pull your head up, releasing <<his>> <<npcPenis>> and taking a deep breath. <<elseif $worship.end is "milk">> You pull your mouth off of <<his>> breasts, taking a deep breath. <</if>> <<if $phase is "kiss">> <<if ["genitals", "oral"].includes($worship.end)>> You crawl up towards <<him>>, gently leaving a trail of kisses all the way up <<his>> body. <<His>> gaze is a mixture of anticipation and concern as you finally reach <<his>> face. You kiss <<him>> on the cheek, and then on the lips. <<else>> You lean up towards Gwylan's face and kiss <<him>>. <</if>> <<if $worship.end is "milk">> You push your tongue into <<his>> mouth, <span class="lewd">giving <<him>> a taste of <<his>> own milk</span>. It's only fair that you share the cream. <<elseif $worship.end is "oral" or $worship.end is "genitals" and C.npc.Gwylan.penis isnot "none">> You push your tongue into <<his>> mouth, <span class="lewd">giving <<him>> a taste of <<his>> own cum</span>. It's only fair that you share the cream. <<elseif $worship.end is "genitals">> You push your tongue into <<his>> mouth, <span class="lewd">letting <<him>> taste <<his>> own fluids</span>. <<else>> You push your tongue into <<his>> mouth, letting <<him>> partake in the lingering taste of cream. <</if>> <<gwylanKiss>> <br><br> <<if _gwylanStatus.includes("heat")>> <<set _encore to true>> After a moment, <<he>> puts <<his>> hand around your head and returns the kiss eagerly. <<He>> leans forward, pushing you back in <<his>> effort to kiss you even deeper, until you're toppled backwards. <br><br> <<He>> disengages for only a moment. A line of saliva and lewd fluid connects your mouths as <<he>> hovers over you. "More," <<he>> whispers, <<his>> expression still full of hunger. <<else>> <<He>> puts <<his>> hand on your cheek and returns the kiss for a moment, before pushing you away. "<<pcPetname "Gwylan" "good">>. Thanks for sharing," <<he>> giggles. <<He>> helps you stand. <</if>> <<elseif $phase is "swallow">> You look up to Gwylan, your mouth wide open and your tongue out. You retract it and swallow, opening your mouth again to show <<him>> that it's now empty. <br><br> <<He>> reaches down and caresses your cheek. "<<pcPetname "Gwylan" "good">>." <<if _gwylanStatus.includes("heat")>> <<set _encore to true>> <<He>> points to <<his>> lips. "Come here, you missed some." <br><br> You crawl up towards <<him>>. When you're close enough, <<he>> <span class="lewd"><<he>> licks a bit of cream off your cheek</span>. <<He>> licks again, closer to your mouth, then your lips. Suddenly, you're kissing each other, your tongues eagerly sharing the taste of cream. <<gwylanKiss>> <<He>> leans forward, pushing you back in <<his>> effort to kiss you even deeper, until you're toppled backwards. <br><br> <<He>> disengages for only a moment. A line of saliva and lewd fluid connects your mouths as <<he>> hovers over you. "More," <<he>> whispers, <<his>> expression still full of hunger. <<else>> <<His>> finger circles your mouth. <<He>> brings it back to <<his>> own, holding a small mound of cream. "You missed some," <<he>> giggles, licking it. <<He>> helps you stand. <</if>> <<elseif $phase is "cuddle">> You cling to Gwylan, and the two of you slowly lay back on the blanket. <<He>> pulls you closer, stroking your hair as <<he>> holds you. "<<pcPetname "Gwylan" "good">>," <<he>> whispers. <<if $bodysize is 3>> <<He>> buries <<his>> face in your shoulder. <<else>> You bury your face in <<his>> shoulder. <</if>> <br><br> <<His>> hand strokes up and down your back, and <<he>> continues humming <<if $seabird_lullaby gte 2>> <span class="teal">Seabird's Lullaby</span>. <<else>> a soothing, <span class='teal'>familiar</span> melody. You're not sure where you've heard it before. <</if>> The two of you stay like that for some time. Eventually, <<he>> helps you stand. <<elseif $phase is "up">> You quickly stand up, and wipe away any stray cream. Gwylan does the same. <<else>> <<if $worship.breasts lte 0 and $worship.genitals lte 0 and $worship.body lte 0 and $worship.tummy lte 0>> "There, all clean," <<he>> says. "<<pcPetname "Gwylan" "good">>." <<He>> pats the top of your head. <<else>> "That will have to do," <<he>> sighs. "We can't be here all day." <<He>> pats the top of your head. <</if>> <br><br> <<if _gwylanStatus.includes("heat")>> <<set _encore to true>> <<He>> points to <<his>> lips. "Come here, you missed some." <br><br> You crawl up towards <<him>>. When you're close enough, <<he>> <span class="lewd"><<he>> licks a bit of cream off your cheek</span>. <<He>> licks again, closer to your mouth, then your lips. Suddenly, you're kissing each other, your tongues eagerly sharing the taste of cream. <<gwylanKiss>> <<He>> leans forward, pushing you back in <<his>> effort to kiss you even deeper, until you're toppled backwards. <br><br> <<He>> disengages for only a moment. A line of saliva and lewd fluid connects your mouths as <<he>> hovers over you. "More," <<he>> whispers, <<his>> expression still full of hunger. <<else>> <<His>> finger circles your mouth. <<He>> brings it back to <<his>> own, holding a small mound of cream. "You missed some," <<he>> giggles, licking it. <<He>> helps you stand. <<npcincr Gwylan lust 2>><<glust>> <</if>> <</if>> <br><br> <<if _encore>> <<link [[Next|Gwylan Cream Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> "I hope you had as much fun as I did," <<he>> says, a little unsteady. <<if $worship.end isnot "clean">> "I don't often achieve... release." <</if>> <br><br> <<if $worship.breasts lte 0 and $worship.genitals lte 0 and $worship.body lte 0 and $worship.tummy lte 0>> <<He>> gets dressed, and rolls up the blanket. <<else>> <<He>> looks down at <<his>> body. There's still some cream left. "I'll need to wash." <<He>> starts to roll up the blanket, but stops and stares at it. <<He>> then wraps <<himself>> in it like a towel. "I'll need to wash this too, anyways." <</if>> The darkness in the room has faded, revealing that you're in a small storage room full of mannequins. They're all facing the two of you. <<clotheson>> Gwylan leads you back to the shop. "Thanks for that, dear. <<if $worship.end isnot "clean">>You've got some talent with that tongue.<</if>> We'll have to do this again sometime. If you need anything, you know where to find me." <<unset $worship>> <<gwylanRequestEnd>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcexpose>> <<set $enemytrust += 200>> <<gwylanCombatInit>> <</if>> <<if $timer lte 0 and $trance is 1>> <<set $trance to 0>> <span class="teal">You snap out of Gwylan's trance.</span> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <span id="next"><<link [[Next|Gwylan Cream Sex Finish]]>><</link>></span><<nexttext>> <<elseif _combatend>> <span id="next"><<link [[Next|Gwylan Cream Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Cream Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <<set $enemyarousal += 200>> <<if $enemyarousal gte $enemyarousalmax>> <<if $hallucinations gte 2 and $NPCList[0].chest isnot "clothed">> The tattoo on Gwylan's <<bellyDescription "Gwylan">> flares to life, and <<he>> shivers as you climax. <<else>> Your <<if $orgasmcurrent gt 1>>final<</if>> orgasm makes Gwylan shiver. <</if>> <span class="pink">It pushes <<him>> over the edge too.</span> <<ejaculation>><<npcincr Gwylan lust -25>><<llllust>> <<else>> <<if _gwylanStatus.includesAny("dom", "lust")>> <<He>> hums and holds you tight you as you recover from your <<if $orgasmcurrent gt 1>>final<</if>> orgasm. <<gwylanHypnosis "devotion" 2>><br> <<if $consensual is 1>> "You did great, <<pcpetname "Gwylan">>," <<else>> "There, isn't that better?" <</if>> <<he>> coos. <<else>> <<He>> makes a pleased sound as your <<if $orgasmcurrent gt 1>>final<</if>> orgasm subsides. <<gwylanHypnosis "devotion" 1>><br> "That should do," <<he>> says. <<if $consensual is 0>> "Don't fuss so much next time, dear. I'm only trying to help." <</if>> <</if>> <<if $penisfucked is 1>> <<He>> rubs <<his>> <<bellyDescription "Gwylan">> in satisfaction until you pull out of <<him>>. <<elseif $vaginafucked is 1>> <<He>> rubs your <<bellyDescription>> in satisfaction, and pulls out. <</if>> <<npcincr Gwylan lust 5>><<gglust>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $orgasmcurrent is 0 and $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -2>> <</if>> <<npcincr Gwylan lust -20>><<lllust>> <<elseif $enemyhealth lte 0>> <<set $gwylan.punishment to true>> Gwylan rolls away from you. "That hurt, dear." <<He>> giggles dryly. "Naughty, naughty. I'll remember this." <<npcincr Gwylan dom -2>><<lyearning>> <<else>> Gwylan rolls away from you. <</if>> <br><br> "I hope you had as much fun as I did," <<he>> says, a little unsteady. <<if $enemyarousal gte $enemyarousalmax>> "I don't often achieve... release." <</if>> <br><br> <<if $worship.breasts lte 0 and $worship.genitals lte 0 and $worship.body lte 0 and $worship.tummy lte 0>> <<He>> gets dressed, and rolls up the blanket. <<else>> <<He>> looks down at <<his>> body. There's still some cream left, along with some lewd fluids. "I'll need to wash." <<He>> starts to roll up the blanket, but stops and stares at it. <<He>> then wraps <<himself>> in it like a towel. "I'll need to wash this too, anyways." <</if>> The darkness in the room has faded, revealing that you're in a small storage room full of mannequins. They're all facing the two of you. <<clotheson>> Gwylan leads you back to the shop. "Thanks for that, dear. <<if $worship.end isnot "clean">>You've got some talent with that tongue.<</if>> We'll have to do this again sometime. If you need anything, you know where to find me." <<unset $worship>> <<gwylanRequestEnd>> <br><br> <<endcombat>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "forest_shop">><<effects>><<run statusCheck("Gwylan")>> <<outfitChecks>> <<if $phase is "ritual" or $phase is "forced">> <<if $gwylanSeen.includes("ritual_sex")>> <<switch $speech_attitude>> <<case "meek">> "I'd like to do this with you, but... there's a problem. I'm stuck." <<case "bratty">> "I'd love to go for a roll with you again, but I'm a bit stuck." <<default>> "I'd like to do this with you, but I'm stuck." <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "I'm a bit nervous. Plus, I've got this thing stuck on me." <<case "bratty">> "I'm definitely interested in your proposal, but I've got this stupid thing on me." <<default>> "I'm interested, but I've got this thing stuck on me." <</switch>> <</if>> <<elseif $phase is "skip">> <<switch $speech_attitude>> <<case "meek">> "I've done what you asked of me. Will you help me now?" <<case "bratty">> "Alright, I did what you asked. Time for you to hold up your end of the deal." <<default>> "I did what you asked. Can you help me now?" <</switch>> <<else>> <<if $gwylanJordanChastity and !$gwylanSeen.includes("chastity_parasite")>> "I was told you could help me with a parasite problem that I have." <<else>> <<switch $speech_attitude>> <<case "meek">> "Would it be too much trouble to ask for help getting this off?" <<case "bratty">> "Please get this stupid thing off of me." <<default>> "Could you please help me remove this?" <</switch>> <</if>> <</if>> <<if _bottom>> You displace your _bottom.name just enough to show your $worn.genitals.name. <<else>> You gesture to your $worn.genitals.name. <</if>> <br><br> <<if _gwylanStatus.includes("lust") and ($gwylan.ritualMissed or $phase is "ritual" or $phase is "forced") and $gwylanSeen.includes("request_tutorial")>> <<set _gwylanEager to true>> <</if>> <<if $gwylan.request.event is "chastity" or $phase is "skip">> <<He>> smiles. "Of course. Let me take another look at what we're working with." <<elseif $gwylan.requestDone or $phase is "forced">> <<He>> nods. <<if $phase is "forced">> "Let me take a closer look." <<elseif $gwylan.requestLast.hold is "chastity">> "You've done what I asked, so I'll repay the favour." <<else>> "Let me take a closer look." <</if>> <<else>> <<He>> thinks for a moment. "Maybe. I might need something from you first. Let's have a look." <</if>> <<if _bottom>> <<He>> crouches down in front of you and <<if _bottom.skirt>>lifts<<else>>pulls down<</if>> your _bottom.name all the way. <<else>> <<He>> crouches down in front of you. <</if>> <<lowerstrip>><<underlowerstrip>> <<if $gwylanSeen.includes("romance")>> You can't help but get aroused at <<his>> touch after everything you've been through with <<him>>. <<arousal 1000>><<garousal>> <<elseif $gwylanSeen.includes("ritual_sex")>> You're a little embarrassed, but you and Gwylan have done much more lewd things together. <<arousal 500>><<garousal>> <<elseif $uncomfortable.underwear is false>> You can't help but feel excited having someone seeing you exposed this closely. <<arousal 500>><<garousal>> <<else>> You can't help but feel embarrassed having someone seeing you exposed this closely. <<stress 1>><<gstress>> <</if>> <br><br> <<if $worn.genitals.name is "gold chastity belt">> <<His>> brow furrows, but <<he>> seems to admire the craftsmanship for a moment. <<if $phase isnot "skip">>"Some of this looks like real gold." <<He>> gives it a knock, before trying to scratch it with an iron nail. "It's harder, though. Maybe an alloy."<</if>> <br><br> <<if $phase is "forced">> <<if $gwylan.request.event is "chastity" and gwylanRequestMet()>> <<He>> stands. "It looks like you already have what I need to break this off. Let's get it done." <<else>> <<He>> stands. "I can help you, but you'll owe me for the materials I use." <</if>> <br><br> <<link [[Next|Gwylan Chastity Removal Gold]]>><<pass 5>><</link>> <br> <<elseif $gwylan.request.event and $gwylan.request.event isnot "chastity">> <<set $gwylan.request.hold to "chastity">> <<He>> stands. "I can help you, but I need you to finish what I asked of you already. Then, I'll need you to gather some items for me. I don't have all the materials on hand." <<clotheson>> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <<elseif !$gwylan.requestDone and !$gwylan.request.event>> <<set $gwylan.request.hold to "chastity">> <<He>> stands. "I can help you, but I'll need a favour first, and after that, I'll additionally need you to gather some items for me. Let's start with the first, though." <<clotheson>> <<run gwylanRequest()>> <<gwylanRequestText>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <<else>> <<He>> stands. "I can help you, but I'll need you to retrieve a few things for me first. I don't have all the materials on hand." <<He>> looks around, before grabbing a piece of paper sticking out of a bookshelf. <<He>> produces a green pen and starts to write something down on it. <<clotheson>> <<if $gwylanSeen.includes("chastity_gold")>> <<He>> hands you the list of items. It's the same as last time. <<else>> After a moment, <<he>> hands it to you. It's a list. Salt, sugar, white wine... clams? A gold chain? You look up to <<him>>. "Trust me, this will break you out. The gold chains they sell at the clothing shop on High Street are actually mostly copper, and they just so happen to be the perfect blend for this." <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> tugs your collar. "Don't worry about the gold chain, I'll source that myself." <</if>> <</if>> <br><br> <<if $gwylan.request.event is "chastity">> <span class="gold">Gwylan's request has been updated in your journal.</span> <<else>> <span class="gold">Gwylan's request has been added to your journal.</span> <</if>> <<if $gwylan.request.event is "chastity">> <<gwylanRequestEnd "skip">> <<run gwylanRequest("chastity")>> <<else>> <<run gwylanRequest("chastity")>> <<set $gwylan.request.timer to null>> <</if>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <</if>> <<elseif $worn.genitals.name is "chastity parasite">> <<if $gwylan.request.event is "chastity" or $phase is "skip">> "Right. This little thing." <<elseif $gwylanSeen.includes("chastity_parasite")>> "Oh my, another one?" <<else>> "Oh. Oh dear." <</if>> <<He>> pokes and prods at your parasite. It makes you shiver. <<arousal 1000>><<garousal>> <br><br> <<if $gwylan.request.event is "chastity" or $gwylan.requestDone or _gwylanEager>> <<if numberOfEarSlime()>> "A full infestation. I can remove it, but it will grow back eventually.<<if _gwylanEager>> Normally I'd ask a favour for this. You've gotten me excited, though.<</if>>" <<else>> "There shouldn't be an issue removing this.<<if _gwylanEager>> Normally I'd ask a favour, but you've gotten me excited.<</if>>" <</if>> <br><br> <<He>> stands and walks behind a shelf, looking for something. <br><br> <<link [[Next|Gwylan Chastity Removal 2]]>><<pass 5>><</link>> <br> <<elseif $gwylan.request.event>> <<set $gwylan.request.hold to "chastity">> "I can help you, but I need you to finish the task I gave you first. Then we'll jostle this thing free." <<He>> stands. <<clotheson>> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <<else>> <<set $gwylan.request.hold to "chastity">> "I can help you, but I need you to do something for me first. Then we'll jostle this thing free." <<He>> stands. <<clotheson>> <<run gwylanRequest()>> <<gwylanRequestText>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <</if>> <<else>> <<if $gwylan.request.event is "chastity" or $gwylan.requestDone or _gwylanEager>> <<if $worn.genitals.origin is "temple">> <<He>> runs <<his>> hands along the seams. "The temple's handiwork. Do you have a vow to keep?" <<He>> doesn't wait for you to answer. "Robust, but not impregnable. <<elseif $worn.genitals.origin is "Whitney">> <<He>> runs <<his>> hands along the seams. "There's something written here. 'Property of Whitney.'" <<if $gwylanSeen.includes("romance")>> <<He>> looks up to you with a smile. "I'm glad you're getting this removed. <<elseif _gwylanStatus.includes("dom")>> <<He>> snickers. "We'll see about that. <<else>> <<He>> giggles. "Having regrets? <</if>> <<else>> <<He>> runs <<his>> hands along the seams. "A simpler design, hobbyist level. <</if>> Give me a moment.<<if _gwylanEager>> Normally I'd ask a favour for this, you know.<</if>>" <br><br> <<He>> stands and walks behind a shelf, looking for something. <br><br> <<link [[Next|Gwylan Chastity Removal 2]]>><<pass 5>><</link>> <br> <<elseif $gwylan.request.event>> <<set $gwylan.request.hold to "chastity">> "I can help you, but I need you to finish the task I gave you first. Then we'll jostle this thing free." <<He>> stands. <<clotheson>> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <<else>> <<set $gwylan.request.hold to "chastity">> "I can help you, but I need you to do something for me first. Then we'll jostle this thing free." <<He>> stands. <<clotheson>> <<run gwylanRequest()>> <<gwylanRequestText>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> Gwylan rummages around the shop for a while, looking for something. "I can never find this thing when I'm looking for it, it only shows up when I don't need it. Aha!" <br><br> <<His>> head pokes back out from behind the shelf, with a smile. <<if $worn.genitals.origin is "temple">> <<set $gwylanSeen.pushUnique("chastity", "chastity_temple")>> <<He>> waves a small metal rod. "Found it!" <<He>> skips back up to you. It looks just like the ones they use at the temple. <br><br> You're curious. "Why do you have—" <br><br> "I stole it," <<he>> interrupts. "This will feel strange, brace yourself." <<He>> holds it against the belt. You feel a jolt and your belt clatters to the floor, the lock <span class="red">broken and smoldering</span>. "I made a few modifications to it, too. It's great for self-defense." <<He>> picks up the remains. "I could use the scrap from this. Ooh, I could make a durable set of undergarments! Or maybe..." <br><br> <<He>> walks away with it, rambling to <<himself>>. <<set $worn.genitals.type.push("broken")>><<genitalsruined>><<set _return to true>> <<elseif $worn.genitals.name is "chastity parasite" or $worn.genitals.origin is "ear slime">> <<set $gwylanSeen.pushUnique("chastity", "chastity_parasite")>> <<He>> waves a small metal rod. "Found it!" <<He>> skips back up to you. <br><br> <<He>> runs <<his>> hands along the fleshy growth again. It sends shivers down your spine. <<He>> holds the rod against the parasite. You feel a jolt and it immediately loosens its hold. Gwylan grips it tightly, pulling it free as it squirms. <br><br> <<He>> huffs with satisfaction, and holds it up to the light. "Don't you worry little one, I've got a nice home for you." <<He>> carries it, holding it in both hands as it tries to squirm free, to a small terrarium. "Until then, you go in the time-out box." <<He>> gently places it in and quickly covers it. The parasite continues to squirm in the terrarium, but slows as Gwylan flips on a heat lamp above it. <br><br> <<He>> puts <<his>> hands on <<his>> hips and smiles. <<if $gwylanSeen.includes("ritual_beast")>> "Parasites like this are adapted to the heat of the human body, they won't survive long without it. The heat lamp will keep it alive. Even if it doesn't want to be." <<He>> turns to you. "If I let it shrivel up and die, it'll just leak its poison back into the world. It'll need to be cleansed. Made into something else." <</if>> <<if $parasite.penis.name is "parasite">> <<removeparasite "penis">> <</if>> <<if $parasite.clit.name is "parasite">> <<removeparasite "clit">> <</if>> <<if numberOfEarSlime()>> <<llcorruption true>><<corruption -10>><br> <</if>> <<else>> <<set $gwylanSeen.pushUnique("chastity")>> <<He>> waves a small bladed instrument. "Found it!" <<He>> skips back up to you. <br><br> "Hold still." <<He>> jams it into the lock and twists, your belt clattering to the floor, the lock now broken. <<He>> picks up the remains. "I could use the scrap from this. Ooh, I could make a durable set of undergarments! Or maybe..." <br><br> <<He>> walks away with it, rambling to <<himself>>. <<set $worn.genitals.type.push("broken")>><<genitalsruined>><<set _return to true>> <</if>> <<if $vaginalchastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span> <br> <<set $vaginalchastityparasite to 0>> <</if>> <<if $penilechastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span> <br> <<set $penilechastityparasite to 0>> <</if>> <<if $analchastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $analchastityparasite fall out of your anus.</span> <br> <<set $analchastityparasite to 0>> <</if>> <<if $gwylan.request.event is "chastity">> <<gwylanRequestEnd>> <<else>> <<set $gwylan.requestDone to false>> <</if>> <<if $gwylan.requestLast?.event is "chastity">> <<run delete $gwylan.requestLast.hold>> <</if>> <<if $gwylanSeen.includes("ritual_sex") and ($phase is "ritual" or $phase is "forced" or $gwylan.ritualMissed)>> <<clotheson>> <<if _return>> Gwylan marches back up to you and grabs you by the wrist. <<else>> Gwylan grabs you by the wrist. <</if>> <<if _gwylanStatus.includes("lust")>> <<His>> gaze is full of hunger. "Garden. Ritual. Now." <<He>> pulls you along. <<else>> "Alright, with that out of the way, let's go." <<He>> leads you to the garden. <</if>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endevent>><<set $phase to "fromChastityRemoval">><</link>><<gwylanHypnoNote>> <br> <<elseif $gwylan.requestLast?.event is "chastity" and $gwylanSeen.includes("ritual_sex") and _gwylanStatus.includesAny("aroused", "lust")>> You fix your- <br><br> <<if _return>> A pair of hands grab your clothes, preventing you from fixing them. Gwylan snuck back up on you. <<else>> Gwylan's hands grab your clothes, preventing you from fixing them. <</if>> "What do you think you're doing?" <<He>> kneels down. "With that out of the way..." <br><br> <<if _gwylanStatus.includes("lust")>> <<set _needsWillCheck to true>> "I'm starved, dear. I think I deserve repayment. Don't you?" <<else>> "We could have some fun." <</if>> <br><br> <<link [[Nod|Gwylan Chastity Removal Sex]]>><<set $sexstart to 1>><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <<link [[Shake head|Gwylan Chastity Removal Sex Refuse]]>><</link>><<if _needsWillCheck>><<gwylanWillpowerDifficulty>><</if>> <br> <<else>> <<clotheson>> <<endevent>><<npc Gwylan>><<person1>> <<gwylanOptions>> <</if>><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<if $phase isnot "forced" or $phase is "forced" and $gwylan.request.event is "chastity" and gwylanRequestMet()>> <<set _clothesToTake to []>> <<run $gwylan.request.items.forEach(item => { if (item.category === "clothing") T.clothesToTake.pushUnique(item.slot); if (item.category === "tending" && V.plants[item.name]) V.plants[item.name].amount -= item.need; })>> <<for _cl to 0; _cl lt _clothesToTake.length; _cl++>> <<set _noRebuy to true>> <<generalRuined _clothesToTake[_cl]>> <</for>> You place all the items Gwylan requested on a counter. <<He>> smiles. "Well done! I'll start the dissolution process right away. Wait here." <<He>> pulls a chair up for you. <<elseif $phase is "forced">> <<He>> quickly writes some things on a piece of paper and hands it to you. <<if $gwylanSeen.includes("chastity_gold")>> It's the same as last time. <<else>> It's a list. Salt, sugar, white wine... clams? A gold chain? You look up to <<him>>. "Trust me, this is a rough equivalent to what I'll be using. The gold chains they sell at the clothing shop on High Street are actually mostly copper, and they just so happen to be the perfect blend for this." <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> tugs your collar. "Don't worry about the gold chain, I'll source that myself." <</if>> <</if>> <br><br> <<if $gwylan.request.event is "chastity">> <span class="gold">Gwylan's request has been updated in your journal.</span> <<else>> <span class="gold">Gwylan's request has been added to your journal.</span> <</if>> <<if $gwylan.request.event is "chastity">> <<gwylanRequestEnd "skip">> <<run gwylanRequest("chastityIngredients")>> <<else>> <<run gwylanRequest("chastityIngredients")>> <</if>> <<set $gwylan.request.command to 1>> <<set V.gwylan.request.timer = new DateTime(Time.date).addDays(2).timeStamp>> <br><br> "I'll start the dissolution process right away. Wait here." <<He>> pulls a chair up for you. <</if>> <br><br> You sit quietly for a few minutes, and Gwylan returns. "Right, burners are going, follow me." <br><br> <<if $gwylanSeen.includes("garden_seen")>> <<if C.npc.Gwylan.dom gte 20>> <<He>> takes your hand and leads you to the garden. <<takeHandholdingVirginity "Gwylan" "consensual">> <<else>> <<He>> grabs your wrist and leads you to the garden. <</if>> <br><br> <<else>> <<He>> places a black blindfold over your eyes and helps you stand. "Sorry, but my garden is usually off-limits. I can't have anyone knowing how to get in." <br><br> <<if $gwylanSeen.includes("garden")>> <<He>> steadily walks you to the garden before removing it. <<else>> <<set $gwylanSeen.pushUnique("garden")>> <<He>> steadily walks you somewhere. You hear doors open and shut. Eventually, you smell roses and feel the fresh air on your skin. <<He>> removes your blindfold. A large expanse of square stone tiles stretch along the ground, connecting patches of grass and raised sections filled with dirt, flowers and herbs. Surrounding it all is an impressive weaving of crossed wooden stakes at least eight feet high, with gaps just large enough to allow vines to grab and climb through, shielding the whole area from prying outside eyes. <br><br> There's another raised section, but this one is different. It's covered by a wooden roof, <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> untouched by the <<print Weather.precipitation>>, <</if>> and the inside is padded with various cushions and quilts. It's not where Gwylan is leading you, though. <br><br> <</if>> <</if>> <<if $phase is "forced">> <<He>> sits you down in another chair before darting back into the shop. You feel a little anxious being made to wait so long. <<stress 3>><<gstress>> <<else>> <<He>> sits you down in another chair before darting back into the shop. <<He>> returns quickly with a small plate, holding half a serving of freshly cooked chicken and a fork. "Eat up while you wait," <<he>> says with a smile, pinching your cheek before once again disappearing into the shop. <<if !$gwylanSeen.includes("chastity_gold")>> You had been wondering why a single serving of chicken was on <<his>> list. <</if>> <br><br> You relax and eat. The atmosphere of <<his>> garden is extremely calming. The chicken tastes very plain and dry. <<stress -6>><<hallucinogen 5>><<lstress>> <</if>> <br><br> <<link [[Wait|Gwylan Chastity Removal Gold 2]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<undress "gwylanChastity">><<upperwear 87>><<feetwear 21 "black">> Gwylan returns once again after some time. <<if $phase is "forced">> <<He>> sets down a pair of rubber boots and a folded garment with <<else>> <<He>> takes your empty plate and sets down a pair of rubber boots and a folded garment with <</if>> <<if $gwylanSeen.includes("request_gas_mask")>> a gas mask on top. <span class="blue">It looks just like the one you got for <<him>> from the clothing shop.</span> <<else>> a medical respirator mask on top. <</if>> "Strip, please, and put these on. Run the gown under your belt if you can." Once more, <<he>> returns to the shop. <br><br> You oblige, quickly stripping and folding your clothes. <br><br> It's a pain, but you manage to tug the gown into your chastity belt and down through the bottom. There's a gap between your legs still. <br><br> <<link [[Next|Gwylan Chastity Removal Gold 3]]>><<pass 10>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $gwylanSeen.includes("request_gas_mask")>> You strap the gas mask on last, just in time for Gwylan to return. <<facewear 32>> <<else>> You put the respirator on last, just in time for Gwylan to return. <<facewear 3 "blue">> <</if>> <<Hes>> wearing a thick apron and a heavy pair of gloves. <<He>> shuffles towards you slowly, holding a metal tray with two glass beakers, a chisel, a hammer, and a small box. One of the beakers is empty, and the other has a tiny amount of a clear solution. <<if $gwylanSeen.includes("chastity_gold")>> Aqua regia, as you know. <</if>> <br><br> <<He>> carefully sets the tray down, and puts on a matching mask. <<if $gwylanSeen.includes("request_gas_mask")>> You wonder where <<he>> got another one. <</if>> <<He>> fleeces down your gown, giving it a hefty tug at the bottom. "Good!" <<He>> claps <<his>> gloved hands together. "Now, stand over there, please." <<He>> points to a metal basin on a bare spot of dirt, and follows you there with the tray. <br><br> <<if !$gwylanSeen.includes("chastity_gold")>> <<switch $speech_attitude>> <<case "meek">> "Y-you're starting to scare me, Gwylan. What is all this?" you ask. <<case "bratty">> "Am I your little lab rat now? What is all this?" you ask. You move to cross your arms, but Gwylan pushes them back to your sides. <<default>> "I'm starting to get worried. What are you doing? What is all this?" you ask. <</switch>> <br><br> "This? Protective clothing." <<He>> tugs your gown again, before inspecing your mask. <<He>> tugs the straps, ensuring there's a seal. <<He>> looks over to the tray. "In the box? Baking soda. In the beaker? Aqua regia." <<if $sciencetrait gte 3>> <br><br> <span class="teal">You remember one of Sirris' lessons,</span> <span class="red">and your heart skips a beat.</span> <<switch $speech_attitude>> <<case "meek">> "Th-that's dangerous! That's a very potent acid!" <<case "bratty">> "Are you out of your fucking mind? That's acid." <<default>> "What? That's acid!" <</switch>> <br> "You're quite smart!" <<he>> says with a bit of excitement. "Don't fret, I'm being very careful." <<He>> holds <<his>> gloved hands up. <br> <<switch $speech_attitude>> <<case "meek">> "Careful? I'm practically naked!" <<case "bratty">> "You're insane. You're handling acid while I'm practically naked." <<default>> "I'm practically naked. How is that careful?" <</switch>> <br> "Observant, too. You'll be alright, just don't try this at home." <<stress 12>><<ggstress>> <<else>> There's a long pause. "It's an acid for noble metals," <<he>> clarifies. <<stress 24>><<gggstress>> <br><br> <<switch $speech_attitude>> <<case "meek">> "Acid?! You're going to use acid on me? I'm practically naked!" you yell. <<case "bratty">> "You're insane. You're handling acid while I'm almost naked," you say. <<default>> "I'm practically naked!" you yell. <</switch>> <br> "No you're not." <<He>> tugs your gown again for emphasis. "You'll be alright, just don't try this at home." <</if>> <<else>> "I can't believe I'm letting you do this again," you say. <br> <<if $gwylanSeen.includes("request_gas_mask")>> You can't see <<his>> face, but you know <<hes>> smiling under the gas mask. <<else>> You can see just enough of <<his>> face to know <<hes>> smiling. <</if>> <<if $phase is "forced">> "Actions, meet consequences. You'll be wonderful friends." <<else>> "You're the one that asked me for help, silly <<girl>>." <<if $gwylan.request.command>> <br> "It's not like I had much of a choice," you grumble. <</if>> <</if>> <</if>> <br><br> <<if $sciencetrait gte 4 and !$gwylanSeen.includes("chastity_gold_sus") and $phase isnot "forced">> <span class="blue">A realisation hits you as you remember more of Sirris' lessons.</span> <br><br> "Hold on," you say. "There's no way you were able to make a batch of aqua regia with what I gave you. Not this quickly, at least." <br><br> Gwylan stops for a moment. <<if $gwylanSeen.includes("request_gas_mask")>> You can't tell <<his>> expression under the mask anymore. <<else>> <<His>> expression doesn't change, though. <</if>> "Oh, I already had a batch prepared! The materials you got me are for the batch to replace this one." <br><br> "You mentioned starting burners," you say.<br> "For the rooster," <<he>> responds quickly. "The chicken, I mean." You decide not to press further. <br><br> <<set $gwylanSeen.pushUnique("chastity_gold_sus")>> <</if>> <<He>> grabs a small dropper and pops the glass lid off of the beaker. "Stay still. This isn't a joke. One whiff and you're dead, one wrong movement and you'll have a new birthmark to show off after some of the worst pain you'll ever feel in your life." <br><br> <<link [[Next|Gwylan Chastity Removal Gold 4]]>><<pass 10>><<stress 3>><</link>><<gstress>> <br><<effects>><<run statusCheck("Gwylan")>> <<He>> brings the end of the dropper to your hip, on the thinnest part of the belt. You stay very still as <<he>> squeezes the end, letting two drops land on it. It begins to sizzle. <<He>> holds the empty beaker underneath to catch any runoff. After a few moments, <<he>> adds more. <br><br> <<He>> repeats adding two drops at a time for a few minutes. Your legs start to ache. "Loosen up," Gwylan says. "We'll be here a while, and you'll pass out if you stay that stiff." <<He>> waits for you to adjust before continuing. <br><br> Finally, you hear a distinctive crackle. "There we go, almost." <<He>> empties the dropper into the second flask. It has started to turn a deep yellow. <br><br> <<He>> grabs the hammer and chisel, and starts to chip away at the spot on the belt. Flakes of gold fall into the basin, which Gwylan scoops up and puts in the flask. <br><br> <<He>> switches between adding acid and chiselling at the belt. You think about chatting, but decide to let <<him>> focus. Immediately after you decide that, <<he>> speaks up instead. "So, how's school going?" <br><br> <<if $flashbackschoolready is 1 and $controlled is 0>> <<set $flashbackschoolready to 0>> <<flashbackschool>> You're snapped out of it as Gwylan grabs you by the arm and forces you to step out of the basin. <br><br> The first flask lays within, <span class="red">now half emptied</span>. The acid eats away at the bottom slowly. <<He>> lets out a breath as <<he>> picks up the flask. "That was close." <<He>> grabs the small box from the tray, and slowly pours baking soda on top of the spill. <<He>> turns to you. "I'm sorry, perhaps I shouldn't have asked. If it will make you feel better, though, don't hold back." <br><br> You tell Gwylan all about your troubles at school, and the assaults you've faced. The words spill out much like the acid from the flask, eating away at your lips. As if they were waiting to leave your body. <<He>> listens patiently, saying nothing until you're done. <<He>> removes <<his>> mask, and places <<his>> forehead against yours. <<His>> eyes dig into you, but there's a comfort in them. Like a wound being cleaned. It hurts now, but you know it's for your own good. <br><br> "I don't have any words for your troubles," <<he>> says, pulling you into a hug. "Just share them with me." <<trauma -6>><<npcincr Gwylan dom 2>><<ltrauma>><<gyearning>> <br><br> After a moment, <<he>> pulls away and clears <<his>> throat. <<He>> puts the gas mask back on, concealing <<his>> blush. "Let's continue." <br><br> <<link [[Next|Gwylan Chastity Removal Gold 5]]>><<set $phase2 to "spilled">><<pass 10>><</link>> <br> <<else>> <<link [[Chat about school|Gwylan Chastity Removal Gold 5]]>><<set $phase2 to "chat">><<pass 10>><<stress -2>><</link>><<lstress>> <br> <<link [[Stay quiet|Gwylan Chastity Removal Gold 5]]>><<set $phase2 to "quiet">><<pass 10>><</link>> <br> <<if $trauma gte ($traumamax / 7) or $stress gte ($stressmax / 7)>> <<link [[Complain about school|Gwylan Chastity Removal Gold 5]]>><<set $phase2 to "complain">><<pass 10>><<stress -6>><<trauma -6>><</link>><<lstress>><<ltrauma>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase2 is "chat">> <<switch $speech_attitude>> <<case "meek">> "I-it's been..." You hesitate. <<He>> looks up at you, and you're pretty sure <<hes>> smiling. You ease up and chat about it. <<case "bratty">> You snort. "What are you, my <<father>>?" Silence follows. You decide to be less snarky and chat about it normally. <<default>> "I don't know, it's..." You hesitate. <<He>> looks up at you, and you're pretty sure <<hes>> smiling. You ease up and chat about it. <</switch>> <<elseif $phase2 is "quiet">> You don't answer. <<He>> doesn't seem to mind, and continues focusing. <<elseif $phase2 is "complain">> You sigh, and tell <<him>> about some of the things that have been bothering you about school. <<He>> doesn't say anything, but <<he>> doesn't need to. You feel better talking about it. <<else>> You stand for a bit longer as Gwylan finishes with the belt. <</if>> <br><br> <<if $hallucinations gte 2>> You rub your eyes. Your belt bleeds red as if wounded, and flakes of gold fall away like rose petals. <<else>> All around the contact point, the gold of the belt has turned red. <</if>> Gwylan holds up the disposal flask, the acid's gold tint having turned red, too. "Gold to blood. I'm magic," <<he>> muses. <br><br> Finally, with one last hit of the hammer on the chisel, your belt clatters to the ground. <<He>> re-seals the beaker before standing up, removing <<his>> mask to reveal a bright smile. "Let me clean up. You can remove the gown now." <<He>> places the remains of the belt on the tray. <<if $vaginalchastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span> <br> <<set $vaginalchastityparasite to 0>> <</if>> <<if $penilechastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span> <br> <<set $penilechastityparasite to 0>> <</if>> <<if $analchastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $analchastityparasite fall out of your anus.</span> <br> <<set $analchastityparasite to 0>> <</if>> <<specialClothesUnlock "set" "jasper">><<set $daily.gwylan.jasper to true>> <<set $gwylanSeen.pushUnique("chastity", "chastity_gold")>> <<if $gwylan.request.event is "chastity">> <<if $gwylan.request.command>> <<gwylanRequestEnd "silent">> <<else>> <<gwylanRequestEnd "skip">> <</if>> <<else>> <<set $gwylan.requestDone to false>> <</if>> <<if $gwylan.requestLast?.event is "chastity">> <<run delete $gwylan.requestLast.hold>> <</if>> <<set $worn.genitals.type.push("broken")>><<genitalsruined>> <br><br> <<if $gwylanSeen.includes("ritual_sex") and ($phase is "ritual" or $phase is "forced" or $gwylan.ritualMissed)>> You start to strip and reach for your clothes. <<if _gwylanStatus.includes("lust")>> "Don't bother getting dressed," <<he>> calls from the door to the shop. "You're not going anywhere, <<pcpetname "Gwylan" "name">>. We have work to do." <<else>> "Don't bother getting dressed," <<he>> calls from the door to the shop. "You're not going anywhere. We have work to do." <</if>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endevent>><<upperruined>><<lowerruined>><<faceruined>><<feetruined>><<storeon "gwylanChastity">><<undress "gwylanRitual">><<set $phase to "fromChastityRemoval">><</link>><<gwylanHypnoNote>> <br> <<elseif $gwylan.requestLast?.event is "chastity" and $gwylanSeen.includes("ritual_sex") and _gwylanStatus.includesAny("aroused", "lust")>> <<storeon "gwylanChastity">><<strip>> You fix your- <br><br> <span class="red">Gwylan's hands snatch your clothes away from you.</span> "What do you think you're doing?" <<He>> kneels down. "With that out of the way..." <<He>> admires your <<genitals>>. <<if _gwylanStatus.includes("lust")>> <<set _needsWillCheck to true>> "I'm starved, dear. I think I deserve repayment. Don't you?" <<else>> "We could have some fun." <</if>> <br><br> <<link [[Nod|Gwylan Chastity Removal Sex]]>><<set $sexstart to 1>><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <<link [[Shake head|Gwylan Chastity Removal Sex Refuse]]>><</link>><<if _needsWillCheck>><<gwylanWillpowerDifficulty>><</if>> <br> <<else>> <<upperruined true>><<lowerruined true>><<faceruined true>><<feetruined true>><<storeon "gwylanChastity">> <<clotheson>> You head back into the shop with Gwylan. <br><br> <<endevent>><<npc Gwylan>><<person1>><<set $location to "forest_shop">> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<outfitChecks>> <<if $gwylan.request.command>> "I got my chastity device removed, just like you wanted," you say. <br><br> <<He>> smiles. "<<pcPetname "Gwylan" "good">>." <<He>> pets your head. <<gwylanRequestEnd>><<run delete $gwylan.requestLast.hold>> <br><br> <<if _gwylanStatus.includesAny("dom", "lust")>> <<His>> hand moves down to cup your cheek. "Let's make up for some of the time we've lost, then. <<if _fullyNaked>> <<gwylanCommand "Come.">>" <<else>> <<gwylanCommand "Strip.">>" <</if>> <br><br> <<if _fullyNaked>> <<link [[Follow|Gwylan Chastity Removal Sex]]>><<set $sexstart to 1>><<if $hypnosis_traits.devotion gte 1>><<hypnotised 1>><</if>><<set $phase to "strip">><<npcincr Gwylan lust 2>><</link>><<glust>> <<else>> <<link [[Strip|Gwylan Chastity Removal Sex]]>><<set $sexstart to 1>><<if $hypnosis_traits.devotion gte 1>><<hypnotised 1>><</if>><<set $phase to "strip">><<npcincr Gwylan lust 2>><</link>><<glust>> <</if>> <br> <<link [[Refuse|Gwylan Chastity Removal Sex Refuse]]>><<set $phase to "strip">><</link>><<gwylanWillpowerDifficulty>> <br> <<else>> <<He>> blushes. "Next time we conduct the ritual, let's make up for the... missed opportunities." <<npcincr Gwylan lust 5>><<gglust>> <br><br> <<gwylanOptions>> <</if>> <<else>> "I managed to break off my chastity device on my own," you say. <br><br> Gwylan smiles. "I hope you didn't hurt yourself doing that." <<gwylanRequestEnd "skip">><<run delete $gwylan.requestLast.hold>> <br><br> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if _gwylanStatus.includes("lust") and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> You try to shake your head, <<hypnosisText "<span class='red'>but the muscles in your neck tense up painfully.">> You're unable to say no. <<if $phase is "strip">> <<strip>> In fact, you begin doing exactly as <<he>> asked. <</if>> <br><br> <<He>> smiles sweetly at you. "There's my <<pcpetname "Gwylan" "good">>. Come on." <<He>> takes your hand and leads you through a dark doorway. <br><br> <<link [[Next|Gwylan Chastity Removal Sex]]>><<set $molestationstart to 1>><<set $trance to 1>><</link>> <br> <<else>> <<if _gwylanStatus.includes("lust") and $hypnosis_traits.devotion gte 1 and $willpowerSuccess>> <span class="green">You manage to push through Gwylan's compulsion, and shake your head.</span> <<else>> You shake your head apologetically at Gwylan. <</if>> <br><br> <<He>> frowns, but it's brief. "Very well." <<if $location is "forest_shop_garden">> <<He>> leads you back into the shop without another word. <<else>> <<He>> leaves your side without another word. <</if>> <<npcincr Gwylan lust 2>><<glust>> <br><br> <<clotheson>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<if $phase is "strip">> <<if !_fullyNaked>> You strip all of your clothes on the spot. <</if>> Gwylan smiles and takes your hand. "I'll go easy on you, <<pcpetname "Gwylan">>." <<strip>> <<He>> leads you through a dark doorway. All you can see within is a large quilt, which Gwylan lays down on, pulling you on top of <<him>>. <<else>> You nod, and Gwylan smiles. "Wonderful. Come here, <<pcpetname "Gwylan">>." <</if>> <br><br> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcexpose>> <<set $enemytrust += 200>> <<gwylanCombatInit>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<if $phase is "strip">> The room is dark. All you can see within is a large quilt, which Gwylan lays down on, pulling you on top of <<him>>. <</if>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<gwylanCombatInit>> <<set $timer to $hypnosis_traits.devotion or 2>> <</if>> <<if $timer lte 0 and $trance is 1>> <<set $trance to 0>> <span class="teal">You snap out of Gwylan's trance.</span> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <span id="next"><<link [[Next|Gwylan Chastity Removal Sex Finish]]>><</link>></span><<nexttext>> <<elseif _combatend>> <span id="next"><<link [[Next|Gwylan Chastity Removal Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Chastity Removal Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <<set $enemyarousal += 200>> <<if $enemyarousal gte $enemyarousalmax>> <<if $hallucinations gte 2 and $NPCList[0].chest isnot "clothed">> The tattoo on Gwylan's <<bellyDescription "Gwylan">> flares to life, and <<he>> shivers as you climax. <<else>> Your <<if $orgasmcurrent gt 1>>final<</if>> orgasm makes Gwylan shiver. <</if>> <span class="pink">It pushes <<him>> over the edge too.</span> <<ejaculation>><<npcincr Gwylan lust -25>><<llllust>> <<else>> <<if _gwylanStatus.includesAny("dom", "lust")>> <<He>> hums and holds you tight you as you recover from your <<if $orgasmcurrent gt 1>>final<</if>> orgasm. <<gwylanHypnosis "devotion" 2>><br> <<if $consensual is 1>> "You did great, <<pcpetname "Gwylan">>," <<else>> "There, isn't that better?" <</if>> <<he>> coos. <<else>> <<He>> makes a pleased sound as your <<if $orgasmcurrent gt 1>>final<</if>> orgasm subsides. <<gwylanHypnosis "devotion" 1>><br> "That should do," <<he>> says. <<if $consensual is 0>> "The struggle was thrilling, dear, but I'm only trying to help you." <</if>> <</if>> <<if $penisfucked is 1>> <<He>> rubs <<his>> <<bellyDescription "Gwylan">> in satisfaction until you pull out of <<him>>. <<elseif $vaginafucked is 1>> <<He>> rubs your <<bellyDescription>> in satisfaction, until you make <<him>> pull out. <</if>> <<npcincr Gwylan lust 5>><<gglust>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $orgasmcurrent is 0 and $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -2>> <</if>> <<npcincr Gwylan lust -20>><<lllust>> <<elseif $enemyhealth lte 0>> <<set $gwylan.punishment to true>> Gwylan rolls away from you. "That hurt, dear." <<He>> giggles dryly. "Naughty, naughty. I'll remember this." <<npcincr Gwylan dom -2>><<lyearning>> <<else>> Gwylan rolls away from you. <</if>> <br><br> Gwylan leads you back to the shop. "I'm looking forward to what we can do with that pesky thing gone." <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">>"Gwylan, could you please lock my collar?" <<case "bratty">>"Could you do your fancy trick on my collar?" <<default>>"Can you lock my collar?" <</switch>> <br><br> <<if !$daily.gwylan.collar_lock>> <<cleareventpool>> <<addinlineevent "familiar_collar_1">> <<He>> giggles. "Aww, how could I say no?" <<He>> tenderly caresses your neck, and slowly pulls you into a kiss. <</addinlineevent>> <<addinlineevent "familiar_collar_2">> <<if $speech_attitude is "meek">> "Ooh, I adore it when you're so polite. Such a <<pcpetname "Gwylan" "good">>." <<else>> "Say please." <br><br> <<if $speech_attitude is "bratty">> You sigh. "Please do your fancy trick on my collar." <<else>> You oblige. "Can you please lock my collar?" <</if>> <br><br> "<<pcPetname "Gwylan" "good">>. Of course I will." <</if>> <br><br> <<He>> tenderly caresses your neck, and slowly pulls you into a kiss. <</addinlineevent>> <<if _gwylanStatus.includes("heat")>> <<addinlineevent "familiar_collar_heat">> You barely have time to make your request before <<he>> reaches in and hungrily pulls you into a kiss. <</addinlineevent>> <</if>> <<runeventpool>> <<gwylanKiss 25>> <br><br> A faint green light briefly illuminates your faces, and the golden heart on your collar pulses. <<if $arousal gte $arousalmax>> <br><br> <<orgasm>> Gwylan beams with pride as <<he>> pulls away. "<<pcPetname "Gwylan" "good">>!" <<He>> scratches you behind the ear. "That's right, who's my good, pent up <<girl>>? You are! Yes you are." <<npcincr Gwylan lust 2>><<glust>> <br><br> You melt into <<his>> embrace, panting from the <<if _deniedOrgasm>>denied <</if>>release. Gwylan continues praising you. <<if $hypnosis_traits.devotion gte 5>> The combined sensations make you feel <<if $drunk gte 300>> even more drunk than usual <<else>> almost drunk <</if>> as your brain fails to create any coherent thoughts. <</if>> You're snapped back to reality by a tug on your collar. <<else>> Gwylan pulls away, and gives the collar a tug. <</if>> It doesn't move.<<if $hypnosis_traits.devotion gte 5>> Good.<</if>> <<set _magicLeash to true>><<set $worn.neck.cursed to 1>><<set $daily.gwylan.collar_lock to 1>> <<else>> <<He>> crosses <<his>> arms. "Silly <<pcpetname "Gwylan" "simple">>, first you ask me to lock it, then to unlock it, and now you want me to lock it once more?" <br><br> Mockingly patting your head a few times, <<he>> continues. "You clearly need some time to sort through these conflicted emotions of yours. Ask me again tomorrow and maybe I'll take you more seriously." <<set $daily.gwylan.collar_lock to 2>> <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">>"Gwylan, could you please unlock my collar?" <<case "bratty">>"Could you let me take this thing off?" <<default>>"Can you unlock my collar?" <</switch>> <br><br> <<if !$gwylan.requestDone>> <<if $gwylan.request.event>> Gwylan thinks for a moment. "I suppose I can release you, but only after <span class="blue">you do what I asked of you.</span>" <<else>> <<if !$gwylanSeen.includes("request_intro")>> Gwylan thinks for a moment. "I suppose I can release you, but I need you to do something for me first. It'll be nice and simple, don't worry." <<He>> smiles sweetly. <<run gwylanRequest("tutorial")>> <<gwylanRequestText>> <<else>> Gwylan thinks for a moment. "I suppose I can release you, but I need you to do something for me first." <<He>> smiles sweetly. <<run gwylanRequest()>> <<gwylanRequestText>> <</if>> <</if>> <<set $gwylan.request.hold to "familiar">> <<else>> <<He>> frowns. "But I so adore it when you're my obedient <<pcpetname "Gwylan" "simple">>." <<He>> waits for a moment, seemingly hoping that you'll change your mind, before running <<his>> hands along your collar. <br><br> <<He>> leans in and whispers something. You hear a faint click, and feel cold. <br><br> "There. You're free." <<set $worn.neck.cursed to 0>> <</if>> <br><br> <<gwylanOptions>><<effects>><<run statusCheck("Gwylan")>> <<if !$gwylanSeen.includes("doggy_bed")>> <<set $gwylanSeen.pushUnique("doggy_bed")>> <<switch $speech_attitude>> <<case "meek">>"Gwylan, I..." you hesitate. Gwylan gives you a patient smile. "I feel comfortable here, and I'm really tired. Do you have somewhere I could rest?" <<case "bratty">>"I'm exhausted. Do you have somewhere I could shut my eyes? I'd even take a chair at this point." <<default>>"Gwylan, I'm exhausted. Do you have somewhere I could rest? I feel safe here." <</switch>> <br><br> Gwylan's head tilts. "You don't have a safe place to..." <<he>> stops <<himself>>. "Oh, where are my manners? Of course <<pcpetname "Gwylan" "my">> is welcome to sleep here!" <<He>> pulls you in <<if $worn.neck.cursed is 1>>by your collar<</if>> and kisses you on the cheek. "Wait here a moment." <br><br> <<He>> looks around, framing <<his>> hands in front of <<his>> face as if trying to visualise something. "There." <<He>> walks through a dark doorway. You hear something dragging along the ground. <br><br> Gwylan emerges, pulling a large cushioned object. <span class="lewd">It's a pet bed.</span> It looks luxurious. <<hypnosisText "You imagine falling asleep in it, and your eyes start to feel heavy.">> <br><br> <<He>> looks to the counter, and moves the bed a little more. "There. So I can see you while you're asleep. You should know, though. <span class="blue">You might have trouble falling asleep unless you're wearing your collar.</span>" <<He>> smiles, and pets the top of your head. "Anything for you, <<pcpetname "Gwylan" "my">>." <<hypnosisText "You melt at <<his>> touch.">> <<stress -3>><<trauma -1>><<tiredness 2>><<lstress>><<ltrauma>><<gtiredness>> <br><br> <span class="gold">You can now sleep at the forest shop while wearing your familiar collar.</span> <br><br> "I can't have you getting too comfortable here, though," <<he>> says. "I'll give you a week, but after that, <span class="blue">I'll make you work for pet bed privileges.</span>" <<set $gwylan.timer.petBed to new DateTime(Time.date).addDays(7).timeStamp>> <<else>> <<if $gwylan.timer.petBed>> <<switch $speech_attitude>> <<case "meek">>"I like sleeping here. Could you keep that bed out for me for a while longer?" <<case "bratty">>"Could you keep my bed out longer? It's convenient to have here." <<default>>"Can you keep my bed out for another week?" <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">>"Gwylan, could you... drag my bed out again, please?" <<case "bratty">>"Where's my bed? I need to rest." <<default>>"Can I have my pet bed back please?" <</switch>> <</if>> <br><br> <<if $gwylan.requestDone>> <<He>> smiles. "Of course, <<pcpetname "Gwylan" "simple">>. I like seeing you sleep over there." <<if !$gwylan.timer.petBed>> <<set $gwylan.timer.petBed to new DateTime(Time.date).addDays(7).timeStamp>> <<He>> giggles, and drags your pet bed into place. <<else>> <<set $gwylan.timer.petBed to new DateTime($gwylan.timer.petBed).addDays(7).timeStamp>> <</if>> <<elseif $tiredness gte 1700 and !$weekly.gwylanPetBedHold>> <<set $weekly.gwylanPetBedHold to true>> <<He>> looks you over. "Sure, but I need you to..." <<he>> stops <<himself>>, and frowns. "Oh. You look exhausted." <br><br> <<He>> puts a hand to <<his>> chin. "Alright. You can have it for <span class="blue">one day</span>, but after that I'll need a favour from you." <<He>> smiles. "I can't hope to turn you down looking like that." <<if !$gwylan.timer.petBed>> <<set $gwylan.timer.petBed to new DateTime(Time.date).addDays(1).timeStamp>> <<He>> drags your bed out, and kisses you on the cheek. "Sleep well, <<pcpetname "Gwylan" "name">>." <<else>> <<set $gwylan.timer.petBed to new DateTime($gwylan.timer.petBed).addDays(1).timeStamp>> <<He>> kisses you on the cheek. "Sleep well, <<pcpetname "Gwylan" "name">>." <</if>> <<elseif $gwylan.request.event>> Gwylan thinks for a moment. "I suppose I can let you rest here, but only after <span class="blue">you do what I asked of you.</span>" <<else>> <<if !$gwylanSeen.includes("request_intro")>> Gwylan thinks for a moment. "Sure, but I need you to do something for me first. It'll be nice and simple, don't worry." <<He>> smiles sweetly. <<run gwylanRequest("tutorial")>> <<gwylanRequestText>> <<else>> Gwylan thinks for a moment. "Sure, but I need you to do something for me first." <<He>> smiles sweetly. <<run gwylanRequest()>> <<gwylanRequestText>> <</if>> <<set $gwylan.request.hold to "petBed">> <</if>> <</if>> <br><br> <<gwylanOptions>><<widget "gwylanRequestText">> <<set $_request to gwylanRequest()>> <<switch $_request.event>> <<case "clothing">> <<if $_request.special is "gas mask">> "I've heard whispers that the clothing shop on High Street received a shipment of <u>gas masks</u>. I'd like to know if they're genuine, or just unusual costume items. Could you be a dear and fetch one for me? Specifically, a <span class="black">black</span> one with <span class="white">white</span> lenses. Be sure to <span class="gold">wear it here</span>." <<elseif $_request.special is "gold accessories">> "There's a set of accessories being sold at the adult shop on Elk street. <u>It's a matching set of gold. Bracelets, anklets, and a choker.</u> Would you suffer such a gift for little old me? Of course, <span class="gold">I'd like to see you wearing them first</span>." <<else>> <<set $_outfit to $_request.details.outfit>> <<set $_shops to $_request.details.shops>> <<set $_shopPrimary to $_shops.includes("clothing") ? "clothing" : $_shops[0]>> <<set $_shopText to $_shops.filter(shop => shop !== $_shopPrimary)>> "There's <<if $_outfit>>an outfit<<else>>a piece of clothing<</if>> that caught my eye over at the <<= $_shopPrimary>> shop<<if $_shopText.length gte 1>>, although I believe it's also stocked at the <<= formatList($_shopText, "and")>> shop<<if $_shopText.length gte 2>>s<</if>><</if>>. <<set $_shoppingList to $_request.items.filter(piece => !piece.skip && !piece.alt)>> <<set $_plural to $_outfit || $_shoppingList[0].word is "n">> <<if $_outfit>> <span class="teal">It's a full set.</span> <</if>> <<set _shoppingListText to []>> <<for $_i to 0; $_i lt $_shoppingList.length; $_i++>> <<set $_colour to $_shoppingList[$_i].colour_requirement>> <<set $_colour_acc to $_shoppingList[$_i].acc_colour_requirement>> <<set $_word to $_shoppingList[$_i].word>> <<if $_colour isnot "any">> <<set $_firstWord to $_word is "n" ? "a set of" : ["a","e","i","o","u"].some(letter => $_colour.startsWith(letter)) ? "an" : "a">> <<set $_firstWord += " <span class='" + $_colour + "'>" + $_colour + "</span>">> <<set $_secondWord to $_colour_acc isnot "any" ? " with " + " <span class='" + $_colour_acc + "'>" + $_colour_acc + "</span> details" : "">> <<else>> <<set $_firstWord to $_word is "n" ? "a set of" : $_word>> <<set $_secondWord to "">> <</if>> <<set $_theName to "<u>" + $_shoppingList[$_i].name + "</u>">> <<set $_theRest to $_firstWord += " " + $_theName + $_secondWord>> <<set _shoppingListText.push($_theRest)>> <</for>> <<= formatList(_shoppingListText, "and", true).toUpperFirst()>>. <<if $_request.items.some(item => item.integrity_requirement isnot "any")>> <<set $_full to []>><<set $_frayed to []>><<set $_torn to []>><<set $_tattered to []>> <<for $_i to 0; $_i lt $_shoppingList.filter(items => items.integrity_requirement isnot "any").length; $_i++>> <<switch $_shoppingList[$_i].integrity_word>> <<case "full">><<set $_full.push($_shoppingList[$_i].name)>> <<case "frayed">><<set $_frayed.push($_shoppingList[$_i].name)>> <<case "torn">><<set $_torn.push($_shoppingList[$_i].name)>> <<case "tattered">><<set $_tattered.push($_shoppingList[$_i].name)>> <</switch>> <</for>> <<if $_full.length>> <<if $_full.length gt 1>>The <<print formatList($_full, "and")>> were<<elseif $_plural>>They were<<else>>It was<</if>> <span class="green">pristine</span>. <</if>> <<if $_frayed.length>> I'd like to see how <<if $_frayed.length gt 1>>the <<print formatList($_frayed, "and")>> look<<elseif $_plural>>they look<<else>>it looks<</if>> after a little bit of wear, maybe even <span class="teal">frayed</span>. <</if>> <<if $_torn.length>> Don't be afraid to take <<if $_torn.length gt 1>>the <<print formatList($_torn, "and")>><<elseif $_plural>>them<<else>>it<</if>> out around town, I'd like to see how <<if $_torn.length gt 1>>they look<<else>>it looks<</if>> <span class="purple">torn</span>. <</if>> <<if $_tattered.length>> Wear <<if $_tattered.length gt 1>>the <<print formatList($_tattered, "and")>><<elseif $_plural>>them<<else>>it<</if>> for a while, until <<if $_tattered.length gt 1 || $_plural>>they're<<else>>it's<</if>> in <span class="red">tatters</span>. <</if>> <</if>> <<set $_conclusions to [ "I bet you'll look great in <<if $_plural>>them<<else>>it<</if>>! Be sure to <span class='gold'>wear <<if $_plural>>them<<else>>it<</if>> here</span> so I can see.", "<span class='gold'>Wear <<if $_plural>>them<<else>>it<</if>> here,</span> if you would be so kind.", "If you could <span class='gold'>wear <<if $_plural>>them<<else>>it<</if>> here,</span> that would be wonderful.", ]>> <<if $gwylanSeen.includes("yearning") and $gwylan.timer.ritual and Time.date.dayDifference(new DateTime($gwylan.timer.ritual)) lte 0>> <<set $_conclusions.push("<span class='gold'>Wear <<if $_plural>>them<<else>>it<</if>> here,</span> and maybe I'll rip them right off of you.")>> <</if>> <<print $_conclusions.pluck()>> <<if $_request.details.replacements is "allowed">> <<if $_outfit>>They come<<else>>It comes<</if>> in a few different styles, <span class="green">any of them will do</span>." <<elseif $_request.details.replacements is "blocked">> <<if $_outfit>>They come<<else>>It comes<</if>> in a few different styles, <span class="red">so make sure you get the right one<<if $_plural>>s<</if>>.</span>" <<else>> <<print either("It should be easy enough.", "No fuss, no muss.", "Go on then, dear.", "I'll owe you.")>>" <</if>> <</if>> <br><br> <span class="gold">Gwylan's request has been added to your journal.</span> <<case "ingredients">> <<if $_request.special is "tutorial">> <<set $_shroomAmount to $_request.items.find(shroom => shroom.name === "wolfshroom").need>> "Do you know what wolfshrooms are?" <br><br> <<if $scienceshroomknown is 1 and $scienceproject is "ongoing">> You nod. "I was thinking about using them in my current science project at school," you say. "They were popular with warriors in ancient times." <br><br> "Wonderful! I'm low on stock, and could use a few. <<elseif $plants.wolfshroom.amount>> You nod. "I've picked them before." <br><br> "Wonderful! I'm low on stock, and could use a few. <<elseif currentSkillValue('science') gte 200>> You remember hearing about them from school, and nod. "They were prized by warriors in ancient times," you say. <br><br> "Wonderful! I'm low on stock, and could use a few. <<else>> You shake your head. <br><br> "They're curious little things. Brown stem with a bright red cap. I can tell you more about them later. <</if>> If you could go find <span class="gold"><<number $_shroomAmount>></span> for me, you'd be making my day much easier." <<elseif $_request.special is "plums">> "I... have a craving. If you could just be a dear and... and go get me a bunch of plums." <<He>> reaches forward and pinches your cheek. "Please?" <br><br> <<He>> loweers <<his>> hands, placing them over <<his>> <<bellyDescription "Gwylan">>. "Lots of them. I'm eating for two right now, after all." <<else>> <<set $_types to []>> <<run $_request.items.forEach(item => $_types.pushUnique(item.type))>> <<if $_types.length is 1>> <<switch $_types[0]>> <<case "flower">> "My garden needs some genetic diversity, so I've been meaning to pick some wild flowers. <<case "fruit">> "I need a bunch of fruit for <<print either("fermentation", "seed extraction", "juicing")>>. <<case "ingredient">> "I need some base ingredients for something I'm mixing together. <<case "produce">> "I need some produce to use as a binder for... well, don't worry about it." <<default>> "I need a few <<print $_types[0]>>. <</switch>> <<elseif $_request.items.every(item => setup.plants[item.name].shop is "supermarket")>> "I have a bit of a shopping list here. It's not the most exciting task, but you would be saving me a trip. <<else>> <<set $_typesPlural to []>> <<run $_types.forEach(type => { if (type === "produce") { $_typesPlural.pushUnique(type) } else { $_typesPlural.pushUnique(type + "s") } })>> <<set $_typesPlural.push("the like")>> <<print either(`"I'm in need of a few ingredients for... well, don't worry about it.`, `"I'm trying something new, so I need a few ingredients.`, `"I'm going to try to make something, so I need a few ingredients.`)>> <<print formatList($_typesPlural, "and", true).toUpperFirst()>>. <</if>> <<set $_names to []>> <<run $_request.items.forEach(item => { if (item.need > 1) { $_names.pushUnique("<<number " + item.need + ">> " + setup.plants[item.name].plural); } else { if (["a","e","i","o","u"].some(letter => item.name.startsWith(letter))) { $_names.pushUnique("an " + setup.plants[item.name].name.replace(/_/g," ")); } else { $_names.pushUnique("a " + setup.plants[item.name].name.replace(/_/g," ")); } } })>> <span class="gold">I need <<print formatList($_names, "and", true)>>.</span> If you could gather those for me, I would be very thankful." <</if>> <br><br> <span class="gold">Gwylan's request has been added to your journal.</span> <<case "sample">> <<if $gwylanSeen.includes("sample")>> <<if $gwylan.request.hold is "corruption">> "I'll need some fresh <span class="pink">fluid samples</span> to make new measuring charms." <<elseif $gwylan.timer.sample gt Time.date.timeStamp>> "I'd like to refresh the measuring charms before they burn out. I need another round of <span class="pink">fluid samples</span>." <<else>> "I need to replace the measuring charms. You know how this goes. I need some fresh <span class="pink">fluid samples</span>." <</if>> <<else>> <<if $gwylan.request.hold is "corruption">> "In order to measure the taint, I'll need some <span class="pink">fluid samples</span>." <<else>> "I need to measure the poison in the world. How fast it's growing, and how deep it runs. For this, I need some... samples." <<He>> clears <<his>> throat. <span class="pink">"Fluid samples."</span> <</if>> <</if>> <br><br> <<He>> vanishes into a dark room. You hear some clanging, and <<he>> shortly returns with some glass vials. "Not from you.<<if $gwylanSeen.includes("player_sample")>> Not this time, at least.<</if>> <<set $_sampleSpecies to []>><<set $_sampleLocations to []>> <<run $gwylan.request.items.forEach(item => { $_sampleSpecies.pushUnique(item.name); if (["human", "dog", "cat"].includes(item.name)) $_sampleLocations.pushUnique("town"); if (["wolf", "fox", "lizard", "boar", "bear", "plant"].includes(item.name)) $_sampleLocations.pushUnique("forest"); if (["hawk", "fox", "cat"].includes(item.name)) $_sampleLocations.pushUnique("moor"); if (["dolphin"].includes(item.name)) $_sampleLocations.pushUnique("ocean"); })>> <<if $_sampleSpecies.length is 1>> <<set $_thisSpecies to $gwylan.request.items[0]>> <<set $_thisColour to hasSexStat("deviancy", 3) ? "pink" : "red">> <<if $_thisSpecies.name is "wolf">> <<set $_thisColour to $syndromewolves gte 1 ? "green" : "red">> <</if>> <<switch $_thisSpecies.name>> <<case "human">>I need a diverse array of samples from the <span class="purple">people of the town</span>. <<case "wolf">>I need to determine the agitation level of the local <span @class="$_thisColour">wolf pack</span>. I'll need some samples from them. <<case "plant">>I need a large amount of nectar samples from the <span class="forest-green">dryads of the forest</span>. If they become tainted, things will become very grim. <<case "fox">>The <span @class="$_thisColour">foxes</span> of our forest may be clever, but not even they are immune to the poison. I'll need some samples from them, or from the ones out in the moor. <<case "cat">>There's an interesting reaction in feline species, so I need samples from <span @class="$_thisColour">large cats</span>. It doesn't matter whether they're from the town or moor. <<case "dolphin">>I worry that the poison has begun leaking into the ocean. I need samples from large marine mammals, such as <span @class="$_thisColour">dolphins</span>. <<default>> I need a diverse array of samples from the <span @class="$_thisColour"><<print $_thisSpecies.name + "s">></span> of the <<print formatList($_sampleLocations, "and", true)>>. <</switch>> <span class="gold"><<Number $_thisSpecies.need>></span> <<pluralise $_thisSpecies.need "sample" "samples">> should be enough." <<else>> I need some samples from the <<print formatList($_sampleLocations, "and", true)>>. Specifically, I need <<for $_s to 0; $_s lt $_sampleSpecies.length; $_s++>> <<set $_thisSpecies to $gwylan.request.items.find(species => species.name === $_sampleSpecies[$_s])>> <<switch $_thisSpecies.name>> <<case "wolf">><<set $_thisSpeciesPlural to "wolves">> <<case "fox">><<set $_thisSpeciesPlural to "foxes">> <<case "plant">><<set $_thisSpeciesPlural to "the dryads of the forest">> <<default>><<set $_thisSpeciesPlural to $_thisSpecies.name + "s">> <</switch>> <<switch $_thisSpecies.name>> <<case "human">><<set $_thisSpeciesColour to "purple">> <<case "wolf">><<set $_thisSpeciesColour to $syndromewolves gte 1 ? "green" : hasSexStat("deviancy", 3) ? "pink" : "red">> <<case "plant">><<set $_thisSpeciesColour to "forest-green">> <<default>><<set $_thisSpeciesColour to hasSexStat("deviancy", 3) ? "pink" : "red">> <</switch>> <span class="gold"><<number $_thisSpecies.need>></span> <<if $_thisSpecies.name is "plant">> nectar <<else>> <<if maleChance() >= 100>> semen <<else>> fluid <</if>> <</if>> <<pluralise $_thisSpecies.need "sample" "samples">> from <span @class="$_thisSpeciesColour"><<print $_thisSpeciesPlural>></span><<if $_s is $_sampleSpecies.length - 2>>, and<<elseif $_s is $_sampleSpecies.length - 1>>."<<else>>,<</if>> <</for>> <</if>> <br><br> <<He>> hands you more vials than you need. <<if $_sampleSpecies.length gt 1>>Each one is labelled with the name of a sample source.<</if>> <<if $gwylanSeen.includes("sample")>> "I know you can handle this. You're strong. <<if $gwylanSeen.includes("romance") or _gwylanStatus.includes("dom")>> Still, be safe and come back to me in one piece." <<else>> Still, be safe." <</if>> <<else>> "I'm sorry to ask something so dangerous of you. I can't just use the fluids of those I lure here, as those are always oversaturated. The reading wouldn't be accurate. I wouldn't be asking if it wasn't important." <<He>> gives you an encouraging smile. "Be safe, please." <</if>> <br><br> <<if $gwylan.request.items.some(item => item.name === "plant")>> <<if $gwylanSeen.includes("plantperson_tip")>> <<He>> quickly turns back to you once more. "Oh, remember. You can harvest nectar from the <span class="green">vines</span> of the dryads too. You'll get a lot more that way." <<else>> <<set $gwylanSeen.pushUnique("plantperson_tip")>> <<He>> quickly turns back to you once more. "Oh, one more thing. You can harvest nectar from the <span class="green">vines</span> of the dryads too. You'll get a lot more that way." <</if>> <br><br> <</if>> <span class="gold">Gwylan's request has been added to your journal.</span> <<case "samplePlayer">> /* ToDo: Gwylan */ <<case "preen">> <<if $harpy gte 6>> "I'd like to preen your wings. <<if !$gwylanSeen.includes("preen")>> <<set $gwylanSeen.pushUnique("preen")>> They're very pretty, and I could use some of the feathers." <<else>> I need to restock on feathers." <</if>> <<else>> <<set $_featherCount to $gwylan.request.items.find(feather => feather.name === "feathers").need>> "I need some of the hawk's feathers. They're a very valuable ingredient. <span class="gold"><<Number $_featherCount>></span> should be enough." <br><br> <span class="gold">Gwylan's request has been added to your journal.</span> <</if>> <<case "cream">> "You've been very helpful to me lately. I think you deserve a treat. <<if $gwylanSeen.includes("cream_lick")>> <<if $cat gte 6>> <span class="lewd">I'd like to see you put that rough tongue to work again, cat<<girl>>,</span>" <<he>> says with a flushed smile. "Last time was so much fun! I've got more cream to use, too." <<else>> <span class="lewd">I'd like to see you put that tongue to work again,</span>" <<he>> says with a flushed smile. "Last time was so much fun! I've got more cream to use, too." <</if>> <<elseif $gwylanSeen.includes("nectar_lick")>> <<if $cat gte 6>> <span class="lewd">I'd like to see you put that rough tongue to work again, cat<<girl>>,</span>" <<he>> says with a flushed smile. "Last time was so much fun! I can't spare any nectar this time, but I've got some cream." <<else>> <span class="lewd">I'd like to see you put that tongue to work again,</span>" <<he>> says with a flushed smile. "Last time was so much fun! I can't spare any nectar this time, but I've got some cream." <</if>> <<else>> <<if $cat gte 6>> I... <span class="lewd">would like to see what that cat tongue of yours can do</span>," <<he>> says with a flushed smile. "I've got some cream for you." <<else>> I have a fun idea," <<he>> says with a flushed smile. "I've got some cream from the cafe, and... no, it should be a surprise." <</if>> <</if>> <br><br> <<His>> eyes remain locked on you. "Just let me know when you're ready. It may become... messy." <<case "robin">> /* ToDo: Gwylan */ <<default>> Gwylan opens <<his>> mouth to speak. <<He>> opens <<his>> mouth, and holds it. <<He>> then sneezes. <br><br> "Sorry, what were we talking about?" <br><br> <span class="red">This is a bug. Please report this.</span> <</switch>> <</widget>> <<widget "gwylanRequestEnd">> <<set $_skip to _args[0] is "skip" ? true : false>> <<set $_silent to _args[0] is "silent" ? true : false>> <<if !$_skip and $gwylan.request.event>> <<set $gwylan.requestDone to true>> <<set $gwylan.requestCount++>> <<set $daily.gwylan.request to true>> <<if !$_silent>> <<if !$gwylanSeen.includes("request_intro")>> <<set $_requestBr to true>> <<set $gwylanSeen.pushUnique("request_intro")>> <<He>> places <<his>> hand under <<his>> chin in thought as <<he>> looks you over. <<if $gwylan.request.hold>> "I know you already had something you wanted help with, but there's more I can do. <<else>> "There is something particular I may be able to do for you. <</if>> <span class="blue">If you ever have troubles with sleep, I know a technique that can help.</span> On a related note, <span class="blue">if you ever find yourself entranced by someone else's words, come talk to me.</span> I know ways of <span class="pink">overwriting and erasing</span> such hypnotic impulses." <<elseif $gwylan.request.hold>> <<set $_requestBr to true>> <<He>> puts <<his>> elbows on the counter. <<switch $gwylan.request.hold>> <<case "peace">>"You had asked me about bringing peace to your inner self." <<case "silence">>"We can silence that pest in your ear, now." <<case "slumber">>"You said you were having sleep troubles." <<case "insight">>"You said you were seeing things?" <<case "chastity">>"You wanted help removing a restrictive device, right?" <<case "familiar">> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> "You said you wanted me to release your collar?" <<else>> "You said you wanted me to release your collar, right? It looks like you don't need help with that anymore." <</if>> <<case "petBed">>"I'll drag your bed back out right away, if you'd like." <<default>>"You already had something in mind, right?" <</switch>> <</if>> <</if>> <<if $hypnosis_traits.devotion>> <<if $_requestBr>> <br><br> <</if>> <<switch $hypnosis_traits.devotion>> <<case 1>> <<hypnosisText "<span class='lblue'>Completing Gwylan's request fills you with a strange sense of satisfaction.</span><<stress -3>><<trauma -3>><<lstress>><<ltrauma>>">> <<case 2>> <<hypnosisText "<span class='teal'>Completing Gwylan's request fills you with satisfaction.</span><<stress -6>><<trauma -6>><<lstress>><<ltrauma>>">> <<case 3>> <<hypnosisText "<span class='green'>Gwylan smiles at you proudly. It makes you feel warm and fulfilled.</span><<stress -6>><<trauma -10>><<hallucinogen 50>><<lstress>><<lltrauma>><<ghallucinogens>>">> <<case 4>> <<hypnosisText "<span class='purple'>Gwylan's warm smile makes your heart skip a beat. You've made <<him>> happy, which makes you happy in turn.</span><<trauma -12>><<arousal 1000>><<hallucinogen 80>><<lltrauma>><<garousal>><<ghallucinogens>>">> <<default>> <<hypnosisText "<span class='pink'>Gwylan's proud smile nearly brings you to your knees. You're awash with primal fulfillment.</span><<trauma -16>><<arousal 3000>><<drugs 80>><<lltrauma>><<gggarousal>><<gdrugged>>">> <</switch>> <</if>> /* Save as recently completed task for use later */ <<set $gwylan.timer[$gwylan.request.event] to new DateTime(Time.date).addDays(14).timeStamp>> <<set $gwylan.timer.requestLast to Time.date.timeStamp>> <</if>> <<set $gwylan.requestLast to $gwylan.request>> <<set $gwylan.request to {}>> <<if $gwylan.requestSeed isnot undefined>> <<set $_seedIncrement to 0.001>> <<set $gwylan.requestSeed to (($gwylan.requestSeed - 0.25 + $_seedIncrement) % (0.99 - 0.25)) + 0.25>> <</if>> <</widget>> <<widget "gwylanChastityRequest">> <<set $_consensual to _args[0] or 0>> <<if $_consensual is 0 or _gwylanStatus.includes("lust")>> <<if !$gwylan.request.event>> <<He>> thinks for a moment, then smiles. <br><br> "<<pcPetname "Gwylan">>, either get that chastity device removed, or come see me later and I'll break it off of you." <<run gwylanRequest("chastity")>> <<set V.gwylan.request.command to true>> <<set V.gwylan.request.timer = new DateTime(Time.date).addDays(1).timeStamp>> <<if $combat is 1>><<npcincr Gwylan lust 10>><</if>> /* Partially negates lust loss from ejaculation */ <br><br> <span class="gold">Gwylan's request has been added to your journal.</span> <<elseif $gwylan.request.event is "chastity" and $gwylan.request.command>> <<He>> looks down at you with a hint of annoyance. "I told you to remove that." <<else>> <<He>> looks down, annoyed. <</if>> <</if>> <</widget>> <<widget "gwylanJournalItems">> <<set $_itemsToList to $gwylan.request.items?.filter(item => !item.skip && !item.alt)>> <<if $_itemsToList?.length>> <<for $_requestIndex to 0; $_requestIndex lt $_itemsToList.length; $_requestIndex++>> <<set $_thisItem to $_itemsToList[$_requestIndex]>> <<switch $_thisItem.category>> <<case "clothing">> <<set $_thisItemSetup to clone(setup.clothes[$_thisItem.slot].find(it => it.name === $_thisItem.name))>> <<set $_thisItemSetup.colour to $_thisItem.colour_requirement isnot "any" ? $_thisItem.colour_requirement : $_thisItemSetup.colour_options.random()>> <<set $_thisItemSetup.accessory_colour to $_thisItem.acc_colour_requirement isnot "any" ? $_thisItem.acc_colour_requirement : $_thisItemSetup.accessory_colour_options.random()>> <<if gwylanRequestClothingSlotCheck($_thisItem.slot)>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<clothingicon $_thisItemSetup $_thisItem.slot>> <<print $_thisItemSetup.name_cap>> <<if $_thisItem.slot is "neck" and $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <span class="forest-green">or your familiar collar</span> <<elseif $_thisItemSetup.shopGroup and $gwylan.request.details?.replacements is "allowed">> <span class="green">or a variant</span> <<elseif $_thisItemSetup.shopGroup and $gwylan.request.details?.replacements is "blocked">> <span class="red">(specific variant)</span> <</if>> <<if $_thisItem.colour_requirement is "any" and $_thisItem.acc_colour_requirement is "any" and ($_thisItemSetup.colour_options.length or $_thisItemSetup.accessory_colour_options.length)>> (any colours) <<elseif $_thisItemSetup.colour_options.length or $_thisItemSetup.accessory_colour_options.length>> (<<if $_thisItemSetup.colour_options.length>><span @class='$_thisItem.colour_requirement'><<print $_thisItem.colour_requirement>> primary</span><</if>><<if $_thisItemSetup.colour_options.length and $_thisItemSetup.accessory_colour_options.length>> and <</if>><<if $_thisItemSetup.accessory_colour_options.length>><span @class='$_thisItem.acc_colour_requirement'><<print $_thisItem.acc_colour_requirement>> accessory</span><</if>>) <</if>> <<if ["upper", "lower", "under_upper", "under_lower"].includes($_thisItem.slot)>> <<switch $_thisItem.integrity_word>> <<case "any">>(any condition) <<case "full">><span class="green">(full)</span> <<case "frayed">><span class="teal">(frayed)</span> <<case "torn">><span class="purple">(torn)</span> <<case "tattered">><span class="red">(tattered)</span> <</switch>> <</if>> <<case "tending">> <<set $_itemAmount to $plants[$_thisItem.name].amount>> <<if $gwylan.request.special is "tutorial">> <<set $_itemAmount += $gwylanTutorialShrooms>> <</if>> <<if $_itemAmount gte $_thisItem.need>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <<set $_thisItemIcon to setup.plants[$_thisItem.name].icon.replace(/\.[^/.]+$/, "")>> <<tendingicon $_thisItemIcon>> <<number $_thisItem.need>> <<if $_thisItem.need gt 1>> <<print setup.plants[$_thisItem.name].plural>> <<else>> <<print setup.plants[$_thisItem.name].name.replace(/_/g," ")>> <</if>> <<if $_itemAmount gte $_thisItem.need>> <span class='green'>($_itemAmount / $_thisItem.need)</span> <<elseif $_itemAmount is 0>> <span class='red'>($_itemAmount / $_thisItem.need)</span> <<else>> <span class='blue'>($_itemAmount / $_thisItem.need)</span> <</if>> <<case "sample">> <<if $_thisItem.have gte $_thisItem.need>> <span class='fa-icon fa-selected'></span> <<else>> <span class='fa-icon fa-unselected'></span> <</if>> <span class="gold"><<Number $_thisItem.need>></span> <<if $_thisItem.name is "plant">> nectar <<elseif maleChance() gte 100>> semen <<else>> lewd fluid <</if>> <<pluralise $_thisItem.need "sample" "samples">> from <<set $_sampleColour to $_thisItem.name is "wolf" and $syndromewolves gte 1 ? "green" : hasSexStat("deviancy", 3) ? "pink" : "red">> <<switch $_thisItem.name>> <<case "human">><span class="purple">humans</span>. <<case "plant">><span class="forest-green">plantpeople,</span> or their tentacles. <<case "wolf">><span @class="$_sampleColour">wolves</span>. <<case "fox">><span @class="$_sampleColour">foxes</span>. <<default>><span @class="$_sampleColour"><<print $_thisItem.name + "s">></span>. <</switch>> <<if $_thisItem.have lt $_thisItem.need>> You have <span class="blue"><<number $_thisItem.have>></span>. <</if>> <<default>> <</switch>> <br> <</for>> <</if>> <</widget>><<effects>><<run statusCheck("Gwylan")>> <<if $daily.gwylan.eventCancelled and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> You try to turn to leave, <<hypnosisText "but you quickly lose your train of thought. It's replaced by another. What else is there for you to do today? You're not busy. There's work to be done here.">> <br><br> Gwylan smiles sweetly. It makes your chest flutter. <br><br> <<link [[Tell <<him>> you want to help (?:??)|Gwylan Forest Journey Prep]]>><<gwylanRequestEnd "skip">><<endevent>><<set $ritualForced to true>><</link>> <br> <<else>> <<if $daily.gwylan.eventCancelled and $hypnosis_traits.devotion gte 1>> <span class="green">You shake off the compulsion to go with Gwylan.</span> <</if>> <<He>> frowns. "Very well. Come back when you're ready." <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<set $daily.gwylan.eventCancelled to true>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> <<set _hideRitualOptions to true>> <<if !$gwylanSeen.includes("ritual_beast")>> You tell Gwylan that you're ready to help. <br><br> <<elseif !$gwylanSeen.includes("ritual_sex_intro")>> You tell Gwylan that you want to help with <<his>> ritual. <br><br> <<elseif !$ritualForced>> You tell Gwylan that you'd rather lure one of the forest's denizens for purging. <br><br> <</if>> <<if Time.isBloodMoon() or Time.monthDay is Time.lastDayOfMonth and Time.hour gte 16>> <<set _ritualFailSafe to true>><<unset $ritualForced>> <<He>> shakes <<his>> head. "Not now. Not on nights like tonight. It's too dangerous." <br><br> <<gwylanOptions>> <<elseif Time.hour lte 8>> <<set _ritualFailSafe to true>><<unset $ritualForced>> <<set $daily.gwylan.ritualRequestBlocked to true>> <<He>> yawns. "Too early. Breakfast first.<<if $gwylan_cafe_intro>> Meet me at the cafe later?<</if>>" <br><br> <<gwylanOptions>> <<elseif $worn.feet.type.includes("heels") and !$ritualForced>> <<set _ritualFailSafe to true>> <<He>> leans forward, looking down at your $worn.feet.name. "You'll break an ankle moving through the forest in those heels! Go grab a pair of proper shoes or boots," <<he>> scolds. <br><br> <<gwylanOptions>> <<elseif $exposed gte 1 and !$ritualForced>> <<set _ritualFailSafe to true>><<unset $ritualForced>> <<He>> looks you over. "I'd recommend putting on some more clothes before we go." <br><br> <<gwylanOptions>> <<elseif !isBeastSceneAllowed() and !$settings.plantsEnabled>> <<set _ritualFailSafe to true>><<unset $ritualForced>> <<He>> frowns. "You look nervous. We'll be dealing with the <span class="blue">natural denizens of the forest</span>, and you don't look prepared to come to terms with that. Try <span class="blue">opening your mind,</span> then come back. <br><br> <i><span class="blue">Beasts, monsterpeople or plantpeople must be enabled to continue.</span></i> <br><br> <<gwylanOptions>> <<else>> <<set $beastRitual to { lure: "wolf", person: "Gwylan", difficultyMin: 550, difficultyMax: 850, binding: "none", petplay: 0, hasScent: false }>> <<if _gwylanTF.known>> <<set $beastRitual.difficultyMin += 150>><<set $beastRitual.difficultyMax += 300>> <</if>> <<if !$gwylanSeen.includes("ritual_beast")>> <<He>> clasps <<his>> hands together. "Wonderful! I'm excited, I can't remember the last time I had help with this. We'll be going deeper into the forest. By the end of the day, your curiosity should be sated." <<elseif $gwylanSeen.includes("struggles") and !$gwylanSeen.includes("ritual_sex_intro") and !_gwylanStatus.includes("cautious")>> <<He>> nods. "<span class="blue">There's something I want to talk to you about when we're done.</span> It can wait, though. Let me go get ready." <<He>> returns a few minutes later wearing a dark green belted tunic. Several bags, vials, and a sheathed knife adorn it. "Thanks for coming along. Let's go!" <<else>> <<He>> nods and heads to the back of the shop. "Give me a few minutes to get ready." <<He>> returns a few minutes later wearing a dark green belted tunic. Several bags, vials, and a sheathed knife adorn it. "Thanks for coming along. Let's go!" <</if>> <<if $ritualForced>> <<He>> pats you on the head. <<stress -1>><<lstress>> <</if>> <<unset $ritualForced>> <br><br> <<if $worn.feet.type.includes("heels")>> <<set _linebreak to true>> <<He>> glances down at your $worn.feet.name. "Take those off, you'll break an ankle running around the forest with those," <<he>> scolds. <<if $hypnosis_traits.devotion gte 1>> <<hypnosisText "You follow <<his>> command, not wanting to disappoint <<him>>.">> <<else>> <<Hes>> probably right. You stow away your $worn.feet.name and decide to go barefoot. <</if>> <<feetundress "gwylanRitual">> <<elseif $worn.upper.type.includes("athletic") and $worn.lower.type.includes("athletic")>> <<set _linebreak to true>> <<He>> looks over your clothing. "Good choice, that looks easy to move around in." <<if $worn.feet.type.includes("rugged")>> <<He>> then glances down at your $worn.feet.name. "Those will hold up well in the forest, too." <</if>> <<elseif $worn.feet.type.includes("rugged")>> <<set _linebreak to true>> <<He>> leans forward, looking down at your $worn.feet.name. "Good choice, those will hold up well in the forest." <</if>> <<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">> <<set _linebreak to true>> As <<he>> passes you by, <span class="green">you feel your bindings come loose.</span> "Can't have you running around like that." <<unbind>> <</if>> <<set _petplayChance to 0>> <<if $gwylanSeen.includes("ritual_sex")>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<set _petplayChance to 100>> <<elseif _gwylanStatus.includesAny("dom", "lust")>> <<if $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>> <<set _petplayChance += 20>> <</if>> <<set _petplayChance += Math.floor((C.npc.Gwylan.lust + C.npc.Gwylan.dom) / 2)>> <<if $worn.neck.collared is 1>> <<set _petplayChance += 20>> <<if $worn.neck.type.includes("leash")>> <<set _petplayChance += 10>> <</if>> <</if>> <<if $hypnosis_traits.devotion>> <<set _petplayChance += $hypnosis_traits.devotion * 10>> <</if>> <</if>> <</if>> <<if _petplayChance gte random(1, 100)>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<set _petplayOption to "command">> You feel your collar get tugged as your leash appears. "Does <<pcpetname "Gwylan" "my">> want a walk? <<gwylanCommand "Sit." 1>>" <<attach_leash true>><<set $beastRitual.leash to true>> <<set $gwylanSeen.pushUnique("petplay")>> <<set _linebreak to true>> <<elseif $worn.neck.collared is 1>> <<set _petplayOption to "ask">> <<if $worn.neck.type.includes("leash")>> <<set $beastRitual.binding to "leash">> You feel a tug on your leash as Gwylan walks past you. <<else>> Gwylan stops and slips <<his>> hand along your collar as <<he>> walks by. <</if>> "Aww, you came prepared! Does <<pcpetname "Gwylan" "my">> want a walk?<<if !$worn.neck.type.includes("leash")>> I know I have some leashes lying around. It'll stop us from being separated again.<</if>>" <<if !$gwylanSeen.includes("petplay")>> You can't tell if <<hes>> joking. <</if>> <<if !$worn.neck.type.includes("leash")>> <<if !$gwylanSeen.includes("petplay")>> <<He>> begins to rummage around behind a shelf, which immediately tells you that <<he>> isn't. <<else>> <<He>> begins to rummage around behind a shelf. <</if>> A moment later <<he>> walks back up to you, and you hear a small click. <span class="lewd"><<Hes>> attached a leash to your collar.</span> <<attach_leash true>><<set $beastRitual.leash to true>> <<elseif !$gwylanSeen.includes("petplay")>> The look on <<his>> face turns seductive, which tells you that <<he>> isn't. <</if>> <<npcincr Gwylan lust 2>><<glust>> <<if _gwylanStatus.includesAny("dom", "lust")>> <<set _petplayOption to "command">> <br><br> <<He>> wraps the leash around <<his>> hand, pulling you a little closer. "<<gwylanCommand "Sit." 1>>" <</if>> <<set $gwylanSeen.pushUnique("petplay")>> <<set _linebreak to true>> <<elseif !$worn.neck.cursed>> <<set _petplayOption to "ask">> <<set $beastRitual.binding to "leash">> <<if $worn.neck.name is "naked">> You feel something click around your neck. <<else>> You feel your $worn.neck.name lift away, and hear a click as something takes its place. <<neckundress "gwylanRitual">> <</if>> <span class="lewd">It's a collar with a leash.</span> It looks very well cared for. You're gently tugged by it. "Come on, <<pcpetname "Gwylan">>, it's time for a walk!" <<He>> giggles. <<neckwear 21>><<set $beastRitual.collared to true>> <<if _gwylanStatus.includesAny("dom", "lust")>> <<set _petplayOption to "command">> <br><br> <<He>> wraps the leash around <<his>> hand, pulling you a little closer. "But first... <<gwylanCommand "sit." 1>>" <<else>> "I can't have us getting separated again." <</if>> <<set $gwylanSeen.pushUnique("petplay")>> <<set _linebreak to true>> <</if>> <</if>> <<if _linebreak>><br><br><</if>> <<if _petplayOption is "command">> <<link [[Sit|Gwylan Forest Journey Pet]]>><<set $phase to 1>><</link>> <br> <<link [[Stay standing|Gwylan Forest Journey Pet]]>><<set $phase to 2>><</link>><<gwylanWillpowerDifficulty>> <br> <<if $wolfgirl gte 6>> <<link [[Sit and beg like a dog|Gwylan Forest Journey Pet]]>><<sub 1>><<set $phase to 3>><<npcincr Gwylan lust 2>><</link>><<wolfgirl>><<glust>> <br> <<elseif $cat gte 6>> <<link [[Roll over and stretch like a cat|Gwylan Forest Journey Pet]]>><<sub 1>><<set $phase to 3>><<npcincr Gwylan lust 2>><<transform cat 1>><</link>><<cat>><<glust>> <br> <<else>> <<link [[Sit and beg like a dog|Gwylan Forest Journey Pet]]>><<sub 1>><<set $phase to 3>><<npcincr Gwylan lust 2>><</link>><<deviant1>><<glust>> <br> <</if>> <<else>> <<if $gwylanSeen.includes("romance") or C.npc.Gwylan.dom gte random(20, 100) and $gwylanSeen.includes("forest_journey_handheld")>> <<if $beastRitual.binding is "leash">> <<set $beastRitual.binding to "both">> <<He>> holds your leash with one hand, and takes your hand in <<his>> other. <<He>> leads you out of the shop and into the forest. <<takeHandholdingVirginity "Gwylan" "consensual">> <<else>> <<set $beastRitual.binding to "handheld">> <<He>> takes your hand in <<his>> as <<he>> leads you out of the shop and into the forest. <<takeHandholdingVirginity "Gwylan" "consensual">> <</if>> <<elseif $beastRitual.binding is "leash">> <<He>> pinches your cheek. "Stay close, <<pcpetname "Gwylan" "simple">>." You leave the shop, and head out into the forest with <<him>>, led by your leash. <<else>> <<He>> pinches your cheek. "Stay close, I don't want you getting lost." You leave the shop, and head out into the forest with <<him>>. <</if>> <br><br> <<link [[Walk silently|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<if !$gwylanSeen.includes("ritual_beast")>> <<link [[Ask <<him>> for details on what you'll be doing|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 2>><</link>> <<else>> <<link [[Chat while walking|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 3>><</link>> <</if>> <br> <<if $beastRitual.binding isnot "handheld">> <<link [[Take <<his>> hand|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 4>><<if C.npc.Gwylan.dom lt 10>><<npcincr Gwylan dom 1>><</if>><</link>><<if C.npc.Gwylan.dom lt 10>><<gyearning>><</if>><<handholdingvirginitywarning>> <br> <</if>> <<if _petplayOption is "ask">> <<if hasSexStat("deviancy", 2)>> <<link [[Let <<him>> walk you like a dog|Gwylan Forest Journey 2]]>><<sub 1>><<pass 20>><<set $phase to 5>><<npcincr Gwylan lust 2>><</link>><<glust>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to let <<him>> walk you like a dog">> <</if>> <</if>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $beastRitual.binding to "leash">> <<if $phase is 1 or $phase is 2 and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> /* Sit */ <<if $phase is 2 and $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> <<set $beastRitual.disobey to true>> You try to resist the compulsion. <<gwylanHypnoName "cap">>'s smile shallows ever so slightly, and it <span class="red">fills you with guilt</span>. <<hypnosisText "Your knees buckle, and you stumble into sitting.">> <br><br> "<<pcPetname "Gwylan" "bad">>, trying to resist me. I might need to punish you for that." <<He>> pats you on the head. <<if $phase is 1 and $hypnosis_traits.devotion gte 1>><<trauma -2>><<ltrauma>><</if>> <<else>> <<set $beastRitual.petplay++>> You sit on the floor of the shop. <br><br> "<<pcPetname "Gwylan" "good">>." <<He>> pats you on the head. <<if $phase is 1 and $hypnosis_traits.devotion gte 1>><<trauma -2>><<ltrauma>><</if>> <</if>> <br><br> "Come on, we have work to do." <<He>> pinches your cheek. "Stay close, <<pcpetname "Gwylan" "simple">>." You leave the shop, and head out into the forest with <<him>>, led by your leash. <br><br> <<link [[Walk silently|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<link [[Chat while walking|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 3>><</link>> <br> <<link [[Take <<his>> hand|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 4>><<if C.npc.Gwylan.dom lt 10>><<npcincr Gwylan dom 1>><</if>><</link>><<if C.npc.Gwylan.dom lt 10>><<gyearning>><</if>><<handholdingvirginitywarning>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Let <<him>> walk you like a dog|Gwylan Forest Journey 2]]>><<sub 1>><<pass 20>><<set $phase to 5>><<npcincr Gwylan lust 2>><</link>><<glust>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to let <<him>> walk you like a dog">> <</if>> <<elseif $phase is 2>> /* Stay standing */ <<if $hypnosis_traits.devotion gte 1 and $willpowerSuccess>> You try to resist the compulsion. Gwylan's smile shallows ever so slightly, <span class="green">but you remain standing</span>. <<else>> You don't respond to Gwylan's command at all. <</if>> <<if C.npc.Gwylan.dom gte 50>> <<set $beastRitual.disobey to true>> <<He>> smiles again. "Ooh, being a <<pcpetname "Gwylan" "naughty">>? I'll have to think up a punishment for you," <<he>> says with a giggle as <<he>> tugs your leash. "Come on, we have work to do." <<else>> <<He>> frowns. "Fine. I'm still holding your leash, though. Come on, we have work to do." <</if>> <<He>> pinches your cheek. "Stay close, <<pcpetname "Gwylan" "simple">>." You leave the shop, and head out into the forest with <<him>>, led by your leash. <br><br> <<link [[Walk silently|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<link [[Chat while walking|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 3>><</link>> <br> <<link [[Take <<his>> hand|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 4>><<if C.npc.Gwylan.dom lt 10>><<npcincr Gwylan dom 1>><</if>><</link>><<if C.npc.Gwylan.dom lt 10>><<gyearning>><</if>><<handholdingvirginitywarning>> <br> <<else>> /* Beast tf or deviancy petplay */ <<set $beastRitual.petplay += 2>> <<if $wolfgirl gte 6>> You sit like a dog, placing your arms up against your chest as if you're begging.<<if $transformationParts.wolf.tail isnot "hidden">> Your tail wags behind you.<</if>> You stick your tongue out and pant, looking up to <<gwylanHypnoName>> with submission. <<He>> crouches down to your level, and starts to pet you. <<elseif $cat gte 6>> You sit, before flopping over and stretching out like a cat. <<gwylanHypnoName "cap">> crouches down and starts to scratch your <<bellyDescription>>. <<else>> You sit like a dog, and let out a mock bark. You place your arms up against your chest as if you're begging, looking up to <<gwylanHypnoName>> with submission. <<deviancy1>> <</if>> "Aww, who's my <<pcpetname "Gwylan" "good">>?" <<if $hypnosis_traits.devotion gte 1>><<His>> touch fills you with bliss. <<stress -3>><<trauma -3>><<lstress>><<ltrauma>><</if>> <br><br> "I'd enjoy staying like this, but we have work to do." <<He>> whistles and tugs your leash. <br><br> <<link [[Stand up and walk silently|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<link [[Stand up and chat while walking|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 3>><</link>> <br> <<link [[Stand up and take <<his>> hand|Gwylan Forest Journey 2]]>><<pass 20>><<set $phase to 4>><<if C.npc.Gwylan.dom lt 10>><<npcincr Gwylan dom 1>><</if>><</link>><<if C.npc.Gwylan.dom lt 10>><<gyearning>><</if>><<handholdingvirginitywarning>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Follow on all fours|Gwylan Forest Journey 2]]>><<sub 1>><<pass 20>><<set $phase to 5>><<npcincr Gwylan lust 2>><</link>><<glust>><<deviant2>> <br> <<else>> <<insufficientStat "deviancy" "to stay on all fours while following <<him>>">> <</if>> <</if>><<set $outside to 1>><<set $location to "forest">><<effects>><<run statusCheck("Gwylan")>> <<if $worn.feet.type.includes("rugged") and $phase isnot 5>> <<set $beastRitual.difficultyMin -= 50>><<set $beastRitual.difficultyMax -= 50>> <</if>> <<if $phase is 1>> You stay quiet as you walk further into the forest. Gwylan marches forward, humming a tune. <br><br> <<He>> turns and faces you, now walking backwards. "You don't need to be so quiet. In fact, sometimes it's better to make a little noise. It'll keep the bears away." <<He>> turns back around. <<elseif $phase is 2>> Gwylan marches forward, humming a tune. <br><br> <<switch $speech_attitude>> <<case "meek">> "Can you please tell me what we're doing now?" you ask. <<case "bratty">> "Alright, spit it out, what are we doing?" you ask. <<default>> "Are you going to keep being secretive?" you ask. <</switch>> <br><br> <<He>> turns and faces you, now walking backwards. "Tsk tsk, all the more curious! That's what I like about you. Be patient." <<elseif $phase is 3>> You chatter with <<him>> as you walk through the forest. <<He>> does a lot of the talking, and you're fine listening. <<elseif $phase is 4>> Gwylan marches forward, humming a tune. <br><br> <<if $gwylanSeen.includes("forest_journey_handheld")>> <<set $gwylanSeen.pushUnique("forest_journey_handheld")>> You walk beside <<him>> and hold your hand out, grabbing one of <<hers>>. <<takeHandholdingVirginity "Gwylan" "consensual">> <span class="teal"><<He>> hesitantly squeezes yours back.</span> <<else>> You walk beside <<him>> and hold your hand out, grabbing one of <<hers>>. <<takeHandholdingVirginity "Gwylan" "consensual">> <<He>> stops humming, but keeps walking. <span class="teal"><<He>> hesitantly squeezes your hand back.</span> <<if $beastRitual.binding isnot "leash">> "Good idea, we're less likely to get separated this way." <</if>> <<He>> starts humming again after a short while. <</if>> <<if $beastRitual.binding is "leash">> <<set $beastRitual.binding to "both">> <<else>> <<set $beastRitual.binding to "handheld">> <</if>> <<else>> <<if $beastRitual.petplay is 2>> You remain on your hands and knees as you follow Gwylan out of the shop. <<else>> You get on your hands and knees, and follow Gwylan. <</if>> <<He>> doesn't seem to notice at first, humming a tune as <<he>> marches ahead. <<He>> turns and faces you, immediately coming to a stop. <<deviancy2>> <<He>> stares a moment, before giggling. <<if $beastRitual.petplay is 2>> "You're so eager." <<He>> crouches down and starts to pet you all over. "I like it. Keep being so good and maybe you'll get a treat later." <<He>> stands and tugs your leash again, and the two of you continue on. Your hands and knees quickly tire, so you stand up and walk the rest of the way. <<else>> "Aww, who's my <<pcpetname "Gwylan" "good">>?" <<He>> crouches down and starts to pet you all over. <<if $hypnosis_traits.devotion gte 1>><<His>> touch fills you with bliss. <<stress -3>><<trauma -3>><<lstress>><<ltrauma>><</if>> <br><br> "I'd enjoy continuing, but we have work to do." <<He>> whistles and tugs your leash. You follow Gwylan on all fours. <</if>> <<set $beastRitual.petplay++>> <</if>> <br><br> <<He>> leads you down a path that would be invisible if you weren't looking for it. The trees close in around you, and when you emerge, you're much deeper into the forest. <br><br> "It won't be much further now." <<He>> stops and kneels down, <<if $beastRitual.binding is "both">> releasing your hand and securing your leash to a tree before <<elseif $beastRitual.binding is "leash">> securing your leash to a tree before <<elseif $beastRitual.binding is "handheld">> releasing your hand and <</if>> inspecting something in the dirt. "In fact, we're already here." You look around. <<if $tending gte 700>> Thanks to your tending skill, <span class="blue">you know this is contested territory</span>. All sorts of beasts, and even some predatory plants, clash in this section of the forest. <<elseif $wolfpackleader gte 1>> <span class="blue">You know well that this is your wolf pack's territory.</span> <<elseif $syndromewolves gte 1>> <span class="blue">You know well that this is the wolf pack's territory.</span> <<elseif $wolfgirl gte 6>> <span class="blue">You know well that this is wolf territory.</span> <<else>> You can't tell how this area is special. <</if>> <br><br> <<if !$gwylanSeen.includes("ritual_beast")>> Gwylan scoffs. You look back to <<him>>, and see that <<hes>> holding a spent bullet casing. "Another lovely choking hazard, as if the beast it was spent on wasn't disturbance enough." <<He>> deposits it in a small bag on <<his>> belt. <br><br> <<He>> quickly returns to a cheery demeanour as <<he>> <<elseif $rng gte 51 or _gwylanStatus.includes("wounded")>> Gwylan holds <<his>> hands up in front of <<his>> face, as if <<he>> were framing a picture. <<He>> adjusts <<his>> position a few times, and smiles. "Right... there." <<He>> then turns, unsheathing the knife from <<his>> belt. <<He>> scratches a symbol into the bark of a nearby tree, facing the same direction. <<He>> then pats the tree. <br><br> <<He>> <<else>> <<He>> quickly climbs a nearby tree and sits on one of its branches. <<He>> opens a satchel on <<his>> belt and pulls out a charm of woven grass and twigs, hanging it by another branch. Rather than climb down, <<he>> jumps and lands gracefully. <br><br> <<He>> <</if>> pulls <<if $settings.plantsEnabled and $settings.tentaclesEnabled>>three<<else>>two<</if>> tinctures from <<his>> belt and holds them towards you. "Pick one." The tinctures are filled with a dark fluid, and have small pieces of paper attached to their stoppers. <br><br> One has a sketch of a wolf's head.<br> Another has a sketch of a fox jumping.<br> <<if $settings.plantsEnabled and $settings.tentaclesEnabled>> The final one has sketches of leaves. "This one will be the most dangerous, but also presents the largest opportunity for us to cleanse the poison."<br> <</if>> <br> <<link [[Wolf|Gwylan Forest Journey 3]]>><<set $beastRitual.lure to "wolf">><</link>> <br> <<link [[Fox|Gwylan Forest Journey 3]]>><<set $beastRitual.lure to "fox">><</link>><<if _gwylanTF.known>><<glust>><</if>> <br> <<if $settings.plantsEnabled and $settings.tentaclesEnabled>> <<link [[Leaves|Gwylan Forest Journey 3]]>><<set $beastRitual.lure to "dryad">><</link>> <br> <</if>> <<if $beastRitual.petplay>> <<if $fox gte 6>> <<link [[Yip|Gwylan Forest Journey 3]]>><<set $beastRitual.lure to "yip">><</link>> <<else>> <<link [[Bark|Gwylan Forest Journey 3]]>><<set $beastRitual.lure to "bark">><</link>> <</if>> <br> <</if>><<effects>> <<switch $beastRitual.lure>> <<case "wolf">>You point at the tincture with a wolf's head sketch. <<case "fox">>You point at the tincture with a fox sketch. <<case "dryad">>You point at the tincture with leaf sketches. <<case "bark">> <<set $beastRitual.petplay++>> You bark. <<if $settings.plantsEnabled and $settings.tentaclesEnabled and $rng gte 51>> <<set $beastRitual.lure to "dryad">> Gwylan giggles. "Bark, like on trees? I'll take it you mean this one, then." <<He>> holds up the tincture with leaf sketches. <<else>> <<set $beastRitual.lure to "wolf">> Gwylan giggles. "Wolves it is." <</if>> <<case "yip">> <<set $beastRitual.petplay++>><<set $beastRitual.lure to "fox">> You yip. Gwylan giggles. "Foxes it is." <<default>>You point at Gwylan. <<He>> blinks at you, and picks the wolf tincture. <span class="red">This is a bug, please report.</span> <<set $beastRitual.lure to "wolf">> <</switch>> <<He>> uncorks it with a loud pop, putting the other tinctures back in <<his>> belt. <<switch $beastRitual.lure>> <<case "wolf">> "This will produce a scent that's irresistible to wolves. It's not quite a musk, it's something I brewed up myself." <<if $wolfgirl gte 6>> <<He>> grins. "Hopefully you can handle it." <</if>> <<case "fox">> "This will produce a scent that's irresistible to foxes. It's not quite a musk, it's something I brewed up myself." <<if $fox gte 6>> <<He>> grins. "Hopefully you can handle it." <</if>> <<default>> "This will produce a scent that will beckon one of the naturalborn of the forest. It's something I brewed from their nectar." <<if $dryad gte 6>> <<He>> grins. "Hopefully you can handle it." <</if>> <</switch>> <br><br> <<if $beastRitual.lure is "wolf" and $wolfgirl gte 6 or $beastRitual.lure is "fox" and $fox gte 6 or $beastRitual.lure is "dryad" and $dryad gte 6>> <<Hes>> right. The scent is strong. You find yourself taking a step towards Gwylan involuntarily, <<else>> You try to get a sniff, <</if>> but <<he>> holds the tincture away from you. "It's also a potent hallucinogen. If you're not used to that kind of thing, it can be very dangerous." <<run statusCheck("Gwylan")>> <<if _gwylanStatus.includes("wounded")>> <<He>> moves <<his>> right leg out, as if testing it. <<He>> briefly winces. <<if $brownFoxRevealed>> "Unfortunately, there won't be any running today. My leg hasn't healed yet." <<else>> "I'm afraid my leg's sprained at the moment, so we'll have to take it easy." <</if>> <<He>> briefly tips it over, applying a small amount of the fluid to <<his>> cheeks. "That much will have to do." <<if $beastRitual.lure is "wolf" and $wolfgirl gte 6 or $beastRitual.lure is "fox" and $fox gte 6 or $beastRitual.lure is "dryad" and $dryad gte 6>> Even the small amount <<he>> applied is enough to make your head feel fuzzy. <<hallucinogen 40>><<ghallucinogens>> <<else>> The smell is strong, but manageable. <<hallucinogen 20>><<ghallucinogens>> <</if>> <br><br> <<He>> takes a deep breath. "With such a small dose, we should have time. We can enjoy the scenic route back." <<if C.npc.Gwylan.dom gte 15>> <<He>> takes your hand with a smile. <<takeHandholdingVirginity "Gwylan" "consensual">> <</if>> The two of you begin the walk back to the forest shop, the long way. It's relaxing. <<stress -6>><<lstress>> <br><br> <<link [[Next (0:45)|Gwylan Forest Run End]]>><<pass 45>><<set $phase to "walkWith">><</link>> <br> <<elseif playerIsPregnant() and playerPregnancyProgress() gte 0.6>> <<He>> covers the top with <<his>> other hand. "Plus, it can cause hormonal issues. Or contractions. It's not safe to use much around someone in the third trimester of pregnancy." <<He>> nods to your <<bellyDescription>>. <br><br> <<He>> briefly tips it over, applying a small amount of the fluid to <<his>> cheeks. "That much will have to do." <<if $beastRitual.lure is "wolf" and $wolfgirl gte 6 or $beastRitual.lure is "fox" and $fox gte 6 or $beastRitual.lure is "dryad" and $dryad gte 6>> Even the small amount <<he>> applied is enough to make your head feel fuzzy. <<hallucinogen 40>><<ghallucinogens>> <<else>> The smell is strong, but manageable. <<hallucinogen 20>><<ghallucinogens>> <</if>> <br><br> <<He>> takes a deep breath. "With such a small dose, we should have time. We can enjoy the scenic route back." <<if C.npc.Gwylan.dom gte 15>> <<He>> takes your hand with a smile. <<takeHandholdingVirginity "Gwylan" "consensual">> <</if>> The two of you begin the walk back to the forest shop, the long way. It's relaxing. <<stress -6>><<lstress>> <br><br> <<link [[Next (0:45)|Gwylan Forest Run End]]>><<pass 45>><<set $phase to "walkWith">><</link>> <br> <<elseif npcIsPregnant("Gwylan") and npcPregnancyProgress("Gwylan") gte 0.6>> <<He>> looks down at <<his>> <<bellyDescription "Gwylan">> and sighs. "I do need you to use a small amount of it on yourself. It would be unsafe for me to use a full dose while pregnant." <br><br> <<He>> briefly tips it over, applying a small amount of the fluid to your cheeks. "That much will have to do." <<if $beastRitual.lure is "wolf" and $wolfgirl gte 6 or $beastRitual.lure is "fox" and $fox gte 6 or $beastRitual.lure is "dryad" and $dryad gte 6>> It feels cold, but rapidly warms up. Even this small amount is enough to make your head spin. <<hallucinogen 40>><<ghallucinogens>> <<else>> The smell is strong, but manageable. <<hallucinogen 20>><<ghallucinogens>> <</if>> <br><br> <<He>> takes a deep breath. "With such a small dose, we should have time. We can enjoy the scenic route back." <<if C.npc.Gwylan.dom gte 15>> <<He>> takes your hand with a smile. <<takeHandholdingVirginity "Gwylan" "consensual">> <</if>> The two of you begin the walk back to the forest shop, the long way. It's relaxing. <<stress -6>><<lstress>> <br><br> <<link [[Next (0:45)|Gwylan Forest Run End]]>><<pass 45>><<set $phase to "walkWith">><</link>> <br> <<else>> <<He>> puts the cork back on, and starts doing some stretches. "Once I apply this, we'll need to run back to my garden. It'll leave a scent trail for them to follow." <<He>> keeps direct eye contact with you as <<he>> stretches. "I mean it. We'll have to <i>run</i>, and we can't take the shortcut. Limber up." <br><br> <<link [[Stretch|Gwylan Forest Journey 4]]>><<pass 10>><<set $phase to 1>><</link>><<dancedifficulty 600 900>> <br> <<link [[Watch Gwylan stretch|Gwylan Forest Journey 4]]>><<pass 10>><<set $phase to 2>><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <<if $beastRitual.petplay>> <<if $cat gte 6>> <<link [[Stretch like a cat|Gwylan Forest Journey 4]]>><<pass 10>><<set $phase to 3>><<transform cat 1>><</link>><<cat>><<if $beastRitual.petplay gte 3 and !$beastRitual.petplayHypno>><<gwylanHypnoNote>><</if>> <<else>> <<link [[Curl up at Gwylan's feet|Gwylan Forest Journey 4]]>><<pass 10>><<set $phase to 3>><</link>><<if $beastRitual.petplay gte 3 and !$beastRitual.petplayHypno>><<gwylanHypnoNote>><</if>> <</if>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> <<if currentSkillValue("danceskill") gte 900>> <<set $beastRitual.difficultyMax -= 200>><<set $beastRitual.difficultyMin -= 200>> You spend some time stretching. You know how to prepare for things like this, thanks to all your time dancing. You even outpace Gwylan. <<He>> looks impressed by just how flexible you are. <span class="green">You feel a satisfying pop in your back as you stretch. Whatever comes next should be a little easier now.</span> <br><br> "You've got my expectations up," <<he>> says with a smile. <<else>> You spend some time stretching, trying to follow Gwylan's lead. <<He>> stands on the tips of <<his>> toes and curls <<his>> fingers together, putting both arms above <<his>> head and arching <<his>> back. <<if $danceSuccess>> <<set $beastRitual.difficultyMax -= 150>><<set $beastRitual.difficultyMin -= 150>> <span class="green">You feel a satisfying pop in your back as you copy <<him>>. Whatever comes next should be a little easier now.</span> <<else>> <<set $beastRitual.noPlayerBait to true>> <<set $beastRitual.difficultyMax += 50>><<set $beastRitual.difficultyMin += 50>> <span class="red">You feel a brief, sharp pain in your back. You nearly stumble backwards.</span> <<pain 6>><<gpain>> <br><br> Gwylan grabs your arm and keeps you steady. "Oops. Too much, too fast," <<he>> says, pulling you forward. <<He>> uses the momentum to step behind you, and puts <<his>> other hand on your back. "Here. Like this." <<He>> has you stretch again, and this time, <span class="green">you feel a satisfying pop instead.</span> You let out a brief, involuntary moan as the pain fades. <<pain -1>><<npcincr Gwylan lust 1>><<lpain>><<glust>> <br><br> <<He>> rubs your back for a moment, before stepping in front of you. "There, all better. Knowing one's limits is important." <<He>> pokes you on the nose. <</if>> <</if>> <<elseif $phase is 2>> You feign stretching and watch Gwylan closely. <<His>> eyes remain locked on you as you lazily copy <<him>>. <br><br> One of <<his>> stretches leads <<him>> to lean far forwards, and <<he>> looks up at you as <<he>> does so. <<if $gwylanSeen.includes("romance")>> <<He>> steps forward and straightens up, kissing you on the nose. "I like feeling your eyes on me, <<pcpetname "Gwylan" "simple">>." <<else>> <<He>> suddenly springs back up, and lifts your chin with one finger. "Careful, those eyes will get stuck to me if they stare too long," <<he>> giggles. <</if>> <<else>> <<if $cat gte 6>> You get down low to the ground and stretch your body forward, sticking your <<bottom>> up in the air conveniently in <<gwylanHypnoName>>'s direction. <br><br> "Aww, big kitty stretch!" <<he>> says with delight. You feel <<him>> start to scratch your lower back. You can't help but purr in response. <<else>> You crawl over to <<gwylanHypnoName>> while <<he>> stretches, and curl up at <<his>> feet in the most distracting way possible. <<He>> stops stretching, <<his>> movement hampered. <br><br> You suddenly feel a rapid scritching on your <<bellyDescription>>. You immediately roll over to give <<him>> better access. "Who's a <<pcpetname "Gwylan" "good">>? Is it you?" Your leg kicks by itself. <</if>> <<if $beastRitual.petplay gte 3 and !$beastRitual.petplayHypno>> <<set $beastRitual.petplayHypno to true>> <span class="witchbloom">It feels so right to be this way. <<gwylanHypnosis "devotion" 3>></span> <</if>> <br><br> "You're making this awfully difficult for me, you know. This is important work, but I just can't help myself with you acting like this." <<if $beastRitual.disobey>> <<if $cat gte 6>> <<He>> gives you a solid smack on your <<bottom>>. <<else>> <<He>> puts a hand under your chin and squeezes. <</if>> "If you weren't so disobedient earlier, I might even be giving you a treat right now." <<elseif _gwylanStatus.includesAny("dom", "lust") and $beastRitual.petplay gte 3>> <<He>> leans forward and whispers in your ear. "Maybe this will hold you over until we get back." <<if playerChastity("vagina") or playerChastity("penis")>> You feel <<his>> hand on your <<genitals>> through your clothes. Even with your chastity device in the way, <<he>> seems to know where to stroke and prod to get a reaction out of you. <<elseif $worn.lower.skirt is 1>> You feel <<his>> other hand slip lower, under your skirt. <<if $worn.under_lower.type.includes("naked")>> <<He>> caresses your exposed <<genitals>>. <<else>> <<He>> moves your $worn.under_lower.name aside and starts to caress your <<genitals>>. <</if>> <<elseif $worn.lower.type.includes("naked")>> You feel <<his>> other hand slip lower, and start to rub your <<genitals>>. <<else>> You feel <<his>> other hand slip into your $worn.lower.name, and start to caress your <<genitals>>. <</if>> <<if !playerChastity()>> <<if $player.penisExist>> <<His>> fingers gently wrap around your <<penis>>, and <<he>> slowly strokes it while using <<his>> thumb to rub the head. <<else>> One of <<his>> fingers slowly enters your <<pussy>>. <</if>> <</if>> You shiver. "Silly <<pcpetname "Gwylan" "simple">>." <<He>> gives your <<if $cat gte 6>><<bottom>><<else>><<bellyDescription>><</if>> a few light pats, before standing up and continuing <<his>> stretches. <<arousal 1200>><<ggarousal>> <</if>> <<set $beastRitual.petplay++>> <</if>> <br><br> <<if $phase is 3>> <<He>> concludes <<his>> pampering, and stands back up. <<else>> The two of you conclude your stretching. <</if>> <<if ["both", "leash"].includes($beastRitual.binding)>> <<He>> unbinds your leash from the tree, wrapping it around <<his>> hand again. <</if>> "Ready?" <<He>> puts <<his>> hand on the tincture. <br><br> <<link [[Ready|Gwylan Forest Journey 5]]>><<set $phase to 1>><</link>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Offer to use the bait on yourself instead|Gwylan Forest Journey 5]]>><<set $phase to 2>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to offer to use the bait on yourself instead">> <</if>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> You nod. <<else>> <<switch $speech_attitude>> <<case "meek">> "I could use it instead, if you want," you say. You meekly put your hands forward. <<case "bratty">> "Here, give it to me, I can handle it," you say, grabbing for the tincture. <<default>> "It might be safer if I do it instead," you say, reaching for the tincture. <</switch>> <<if $beastRitual.noPlayerBait>> <<if $control lt $controlmax>> <<if !hasSexStat("deviancy", 4)>> <<set $deviancy += 2>> Performing such a lewd act excites you and <span class="green">restores your</span>- <<control 25>><<arousal 200>><<set $stress -= 600>><<combattrauma -60>> <<else>> Performing such a lewd act excites you, but does nothing to lift the cloud hanging over you. <span class="pink">You need to</span>- <<arousal 200>> <</if>> <<else>> <<if !hasSexStat("deviancy", 4)>> <<set $deviancy += 1>> You already feel in control, but performing such a lewd act <span class="green">soothes</span>- <<control 25>><<arousal 200>><<set $stress -= 600>><<combattrauma -60>> <<else>> You already feel in control and the act is <span class="pink">too tame to soothe</span>, but- <<arousal 200>> <</if>> <</if>> <br><br> "Absolutely not! Not after you just pulled a muscle," <<he>> scolds. "I can't have you falling behind while you smell like mating season. You could get hurt." <<else>> <<set $beastRitual.person to "player">> <<deviancy3>> <<He>> looks down to the vial, and back to you. "If you're sure you can handle it, I'll allow it." <</if>> <</if>> <<He>> pops open the vial once more. <<if $beastRitual.person is "player">> <<He>> empties the dark fluid into <<his>> hands and rubs it into your cheeks. It feels cold at first, but rapidly warms you. <br><br> <<if $beastRitual.lure is "wolf" and $wolfgirl gte 6 or $beastRitual.lure is "fox" and $fox gte 6 or $beastRitual.lure is "dryad" and $dryad gte 6>> <<set $beastRitual.isScent to true>> <<pass 3>> The smell is overpowering. You feel the urge to touch your own face, but Gwylan gently holds your hands away. <<Hes>> saying something, but it's all muffled noise to you. You can hear your own heart pounding in your ears, and all else is silent. <<trauma -6>><<hallucinogen 300>><<ltrauma>><<ggghallucinogens>> <br><br> <<if $hypnosis_traits.devotion gte 1>> "<<gwylanCommand "Look at me." 3>>" <<hypnosisText "Your attention returns to Gwylan.">> <<else>> You're brought back to attention as Gwylan snaps a finger in front of your face. <</if>> You shake off the confusion. "Good, you're back. We're short on time now, because <span class="pink">you stood perfectly still looking at the sky for three and a half minutes</span>. I hope it felt good." <<He>> giggles. <<else>> The smell is strong, but you quickly get used to it. It's harder to get used to the warmth. It feels like the sun is beating right down on your face. Gwylan says something, but it's all muffled noise to you. <<trauma -6>><<hallucinogen 100>><<ltrauma>><<gghallucinogens>> <br><br> <<He>> snaps <<his>> fingers in front of you, finally bringing you back. "Enjoying the ride? It can be a lot, but I need you to focus for me." <</if>> <br><br> <<if $fox gte 6 and $beastRitual.lure is "fox" and [_gwylanTF.ears, _gwylanTF.tail, _gwylanTF.fangs].includes("visible")>> <<if !_gwylanTF.known>> <<set $gwylanSeen.pushUnique("gwylan_ears", "gwylan_tail", "gwylan_fangs")>> You rub your eyes. <span class="pink">For a moment, it looked like Gwylan had fox-like ears, too. And a matching tail. And sharper teeth.</span> Your heart skips a beat. <<arousal 500>><<garousal>> <<else>> Gwylan's fox-like features look more pronounced than usual. <<arousal 500>><<garousal>> <</if>> <br><br> <</if>> <<if $beastRitual.lure is "fox">> <<npcincr Gwylan lust 5>> <<if _gwylanTF.known>> <<His>> face looks flushed. "S-sorry. I'm not used to smelling that on someone else, it's getting to me a little." <<gglust>> <br><br> <<else>> <<His>> face looks flushed. <</if>> <</if>> "I'll race you there," <<he>> says, taking a few steps forward. <<else>> <<He>> empties the dark fluid into <<his>> hands and rubs it into <<his>> cheeks. <<He>> closes <<his>> eyes and takes a deep breath, before letting it out shakily. You can smell the serum from here. <<if $wolfgirl gte 6 and $beastRitual.lure is "wolf" or $fox gte 6 and $beastRitual.lure is "fox" or $dryad gte 6 and $beastRitual.lure is "dryad">> <<set $beastRitual.hasScent to true>> <</if>> <<if $wolfgirl gte 6 and $beastRitual.lure is "wolf" or $fox gte 6 and $beastRitual.lure is "fox" or $beastRitual.petplay gte 3 and $hypnosis_traits.devotion gte 1>> <span class="pink"> <<if $wolfgirl gte 6 and $beastRitual.lure is "wolf" or $fox gte 6 and $beastRitual.lure is "fox">> It's pulling on all of your senses, making you feel hot. <<else>> It's strangely alluring. You feel warm. <</if>> <<if playerHeatMinArousal() gte 1 and _gwylanLovePercent gte 50>> <<set $beastRitual.lewdOption to true>> You were already in heat, and <<gwylanHypnoName>> now looks and smells like the perfect mate. <<arousal 2000>><<gggarousal>> <<elseif playerRutMinArousal() gte 1 and _gwylanLovePercent gte 50>> <<set $beastRitual.lewdOption to true>> You were already in rut, and <<gwylanHypnoName>> now looks and smells like the perfect mate. <<arousal 2000>><<gggarousal>> <<elseif hasSexStat("deviancy", 3) and _gwylanLovePercent gte 50>> <<set $beastRitual.lewdOption to true>> The world swirls around <<gwylanHypnoName>>, and <<he>> both looks and smells like the perfect mate for you. <<if $beastRitual.petplay gte 3>>Your pet-like behavior seems to have put you in a strange mindset.<</if>> <<arousal 2000>><<gggarousal>> <<else>> <span class="blue">You're barely able to shake off the strange impulse.</span> <<arousal 500>><<garousal>> <</if>> </span> <</if>> <<hallucinogen 80>><<ghallucinogens>> <br><br> <<if $beastRitual.lure is "fox" and [_gwylanTF.ears, _gwylanTF.tail, _gwylanTF.fangs].includes("visible")>> <<npcincr Gwylan lust 2>> <<He>> cracks <<his>> neck, and when <<his>> eyes open, they're slightly dilated. "I'll race you there," <<he>> says, getting on all fours. <<if _gwylanTF.known>> <<His>> ears are perked, and <<his>> tail is puffed up. <<elseif $fox gte 6>> <<set $gwylanSeen.pushUnique("gwylan_ears", "gwylan_tail", "gwylan_fangs")>> <br><br> You rub your eyes. From this position, Gwylan looks fox-like <<himself>>. Your vision blurs. <span class="pink">A set of mousy-brown fox ears sit atop <<his>> head, and a matching tail sways side to side behind <<him>>. Even <<his>> teeth look sharper.</span> <</if>> <<if $fox gte 6 and $beastRitual.lure is "fox" and _gwylanLovePercent gte 50>> <<if $beastRitual.lewdOption>> <span class="pink">Seeing <<him>> on all fours like this pushes your mating instincts to their limit.</span> <<else>> <span class="pink">Seeing <<him>> on all fours like this pushes you over the edge. <<He>> both looks and smells like the perfect mate.</span> <</if>> <<set $beastRitual.lewdOption to true>> <</if>> <<else>> "I'll race you there," <<he>> says, taking a few steps forward. <</if>> <</if>> "Come on!" <<set $beastRitual.distance to 0>> <<set $beastRitual.progress to 0>> <<set $beastRitual.time to 0>> <<if $beastRitual.binding is "handheld">> <<set $beastRitual.binding to "none">> <</if>> <<if $beastRitual.binding is "both" or $beastRitual.binding is "leash">> <<set $beastRitual.difficultyMin += 100>><<set $beastRitual.difficultyMax += 150>> <<He>> pulls you by your leash. The two of you dart off into the forest. <<set $beastRitual.binding to "leash">> <br><br> <<link [[Run with <<him>> (0:05)|Gwylan Forest Run Leashed]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<else>> <<set $beastRitual.distance to -1>> The two of you dart off into the forest. You lose track of each other almost immediately in the dense trees. <br><br> <<link [[Race <<him>> (0:05)|Gwylan Forest Run]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<link [[Just walk (0:10)|Gwylan Forest Run]]>><<stress -1>><<pass 10>><<set $phase to "walk">><</link>><<lstress>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<switch $beastRitual.progress>> <<case 0 1>> You are in the forest, racing Gwylan back to the shop. The trees are thick. You're still deep in. <<physique 1>> <<case 2 3>> You are in the forest, racing Gwylan back to the shop. <<physique 1>> <<default>> You're in the forest outskirts, racing Gwylan back to the shop. <<physique 1>> <</switch>> <br><br> <<set $beastRitual.progress++>> <<if $athleticsSuccess>> <<if $beastRitual.distance gte 1>> <<set $beastRitual.distance to 1>><<set _canBreakLeash to true>> You manage to keep your lead on Gwylan, <span class="blue">but the leash only lets you get so far ahead</span>. <<else>> <<set $beastRitual.distance++>> <<if $beastRitual.distance is 0>> <span class="green">You manage to catch back up to Gwylan.</span> <<else>> <span class="green">You manage to overtake Gwylan.</span> Your leash nearly goes taut. <</if>> <</if>> <<else>> <<if $beastRitual.distance lte -1>> <<set $beastRitual.distance to -1>><<set _canTripGwylan to true>> You continue to struggle, <span class="blue">but the leash only lets you fall so far behind</span>. Gwylan is forced to slow down for you. <<else>> <<set $beastRitual.distance-->> <<if $beastRitual.distance is 0>> <span class="pink">Gwylan catches up to you.</span> <<else>> <span class="pink">Gwylan overtakes you.</span> Your leash nearly goes taut. <</if>> <</if>> <</if>> <br><br> <<if $beastRitual.progress gte 6>> <span class="teal">You can see the shop through the trees. You're almost there!</span> <br><br> <<link [[Run! (0:05)|Gwylan Forest Run End]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<else>> <<cleareventpool>> <<if !$beastRitual.eventSkip>> <<addinlineevent "gwylan_forest_run_leashed_tree">> <<set _noOptions to true>> There's a thick cluster of trees up ahead, blocking most of the path. <<if $beastRitual.distance is 1>> <<set $phase2 to 0>> <<elseif $beastRitual.distance is -1>> Gwylan shifts to the <<if random(0,1)>><<set $phase2 to "left">><<else>><<set $phase2 to "right">><</if>> <span class="blue">$phase2</span>. <<else>> <<if random(0,1)>><<set $phase2 to "left">><<else>><<set $phase2 to "right">><</if>> Gwylan looks unsure of which way to go. <</if>> <br><br> <<link [[Dodge to the left|Gwylan Forest Run Leashed Trees]]>><<set $phase to "left">><</link>> <br> <<link [[Dodge to the right|Gwylan Forest Run Leashed Trees]]>><<set $phase to "right">><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "gwylan_forest_run_leashed_hikers" 0.5>> <span class="lewd">You run past a pair of hikers.</span> They give you both strange looks. <br><br> <</addinlineevent>> <<addinlineevent "gwylan_forest_run_leashed_nothing">> /* Nothing */ <</addinlineevent>> /* ToDo: Gwylan: More random events, can be flavour only */ <<runeventpool>> <<set $beastRitual.eventSkip to false>> <<if !_noOptions>> <<link [[Run (0:05)|Gwylan Forest Run Leashed]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<if _canBreakLeash>> <<link [[Try to break free of the leash|Gwylan Forest Run Leashed Break]]>><<set $phase to "break">><</link>><<physiquedifficulty 4000 14000>> <br> <</if>> <<if _canTripGwylan>> <<link [[Stop and force Gwylan to release the leash|Gwylan Forest Run Leashed Stop]]>><<pain 5>><<set $phase to "stop">><</link>><<gpain>> <br> <</if>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $physiqueSuccess>> <<set $beastRitual.distance++>> You push forward with all your might. Gwylan holds the leash firmly, but is starting to stumble. You turn and grab the leash with both hands, yanking it. <span class="green">It flies out of <<his>> hands.</span> <br><br> <<He>> trips over <<himself>> with a look of surprise, and you keep running. <br><br> <<set $beastRitual.difficultyMin -= 100>><<set $beastRitual.difficultyMax -= 150>> <<link [[Run (0:05)|Gwylan Forest Run]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<else>> You push forward with all your might, but Gwylan pulls back just as hard. <span class="pink">You can't get enough leverage to break <<his>> grip on the leash.</span> <br><br> <<link [[Run (0:05)|Gwylan Forest Run Leashed]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $beastRitual.difficultyMin -= 100>><<set $beastRitual.difficultyMax -= 150>> <<if $bodysize is 3>> <<set $beastRitual.distance++>> You stop. Gwylan doesn't. <span class="green">Due to your large body, <<he>> completely wipes out as <<he>> reaches the end of the leash's length, unable to pull you along.</span> <br><br> You run ahead of <<him>> as <<he>> recovers, and you catch <<him>> sticking <<his>> tongue out at you. <br><br> <<link [[Run (0:05)|Gwylan Forest Run]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<else>> <<set $beastRitual.distance-->><<set $beastRitual.time++>> You stop. Gwylan doesn't. You stumble forward, landing on your hands and knees. <<He>> stumbles in turn thanks to the sudden weight at your end of the leash, <span class="teal">forcing <<him>> to drop it</span> as <<he>> continues running. <<He>> has more distance on you now, but at least you're not being pulled along anymore. <br><br> <<link [[Run (0:05)|Gwylan Forest Run]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<link [[Just walk (0:10)|Gwylan Forest Run]]>><<stress -1>><<pass 10>><<set $phase to "walk">><</link>><<lstress>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $beastRitual.distance is 1>> You dodge to the $phase of the trees. Gwylan follows. <br><br> <<link [[Run (0:05)|Gwylan Forest Run Leashed]]>><<set $beastRitual.eventSkip to true>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<else>> <<if $phase2 is "left" and $phase is "right" or $phase2 is "right" and $phase is "left">> <<if $beastRitual.distance is 0>> You dodge to the $phase of the trees. Unfortunately, Gwylan dodged in the opposite direction. <<else>> You dodge to the $phase of the trees, opposite Gwylan. <</if>> <span class="pink">Your leash snags in the thicket between you,</span> pulling both of you back and sending you tumbling as the leash snaps out of Gwylan's hand. <br><br> "Ouch! We should have communicated that better." <<He>> rubs <<his>> hand as <<he>> stands back up, offering you <<his>> other hand to help you up too. <br><br> You get your bearings. Gwylan starts running ahead again once <<he>> knows you're mostly unharmed. <span class="teal">You're free of the leash.</span> <br><br> <<set $beastRitual.difficultyMin -= 100>><<set $beastRitual.difficultyMax -= 150>> <<gwylanChaseOptions>> <<else>> You dodge to the $phase of the trees, following Gwylan. <br><br> <<link [[Run (0:05)|Gwylan Forest Run Leashed]]>><<set $beastRitual.eventSkip to true>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <</if>> <</if>> <<set $phase2 to 0>><<effects>><<run statusCheck("Gwylan")>><<set $beastRitual.binding to "none">> <<switch $beastRitual.progress>> <<case 0 1>> You are in the forest, <<if $phase is "walk">>walking<<else>>racing Gwylan<</if>> back to the forest shop. The trees are thick. You're still deep in. <<case 2 3>> You are in the forest, <<if $phase is "walk">>walking<<else>>racing Gwylan<</if>> back to the forest shop. <<default>> You're in the forest outskirts, <<if $phase is "walk">>walking<<else>>racing Gwylan<</if>> back to the forest shop. <</switch>> <<if $phase is "run">> <<physique 1>> <<if $athleticsSuccess>> <<set $beastRitual.distance++>> <<if $beastRitual.foxChase>> You run with the grace of a fox, <span class="green">and manage to make good progress.</span> <<else>> You push yourself, <span class="green">and manage to make good progress.</span> <</if>> <<else>> <<set $beastRitual.time++>><<set $beastRitual.distance -= 1>> You push yourself, <span class="pink">but your pace is uneven and you're starting to get winded.</span> <</if>> <<elseif $phase is "walk">> <<set $beastRitual.distance -= 2>><<set $beastRitual.time++>> <<set $beastRitual.difficultyMin -= 50>><<set $beastRitual.difficultyMax -= 50>> You take your time, saving your energy. <</if>> <br><br> <<set $beastRitual.progress++>> <<if $beastRitual.time gte 3 and $beastRitual.distance lte -1 and !$beastRitual.waited>> <<set _gwylanWaiting to true>> <<set $beastRitual.distance to 0>> <</if>> <<if $beastRitual.hasScent>> You can easily smell the tincture on Gwylan. <<if $beastRitual.distance lte -3>> <span class="pink"><<Hes>> far ahead of you.</span> <<elseif $beastRitual.distance lte -1>> <span class="purple"><<Hes>> just ahead of you.</span> <<elseif $beastRitual.distance gte 3>> <span class="green">You've left <<him>> in the dust.</span> <<elseif $beastRitual.distance gte 1>> <span class="teal"><<Hes>> a short distance behind you.</span> <<else>> <span class="blue">It smells like <<hes>> nearby, about the same distance from the shop as you are.</span> <<arousal 500>><<garousal>> <</if>> <<elseif $fox gte 4>> Your fox-like instincts are sharp during the chase. <<if $beastRitual.distance lte -3>> <span class="pink">You can tell Gwylan is far ahead of you.</span> <<elseif $beastRitual.distance lte -1>> <span class="purple">You can tell Gwylan is just ahead of you.</span> <<elseif $beastRitual.distance gte 3>> <span class="green">You can tell you've left Gwylan in the dust.</span> <<elseif $beastRitual.distance gte 1>> <span class="teal">You can tell Gwylan is a short distance behind you.</span> <<else>> <span class="blue">It smells like Gwylan is nearby, about the same distance from the shop as you are.</span> <<arousal 500>><<garousal>> <</if>> <<else>> <<if $beastRitual.distance is 0 and !_gwylanWaiting>> You hear someone running nearby. <span class="blue">Gwylan must be close.</span> <<else>> You've lost track of Gwylan. <</if>> <</if>> <br><br> <<if _gwylanWaiting>> <<set $beastRitual.waited to true>> <<if $beastRitual.hasScent>> The scent suddenly becomes much stronger, as if it's coming back towards you. <<elseif $beastRitual.lewdOption>> You smell the serum that Gwylan applied to <<himself>>. <<He>> must be very close. <<else>> You hear rustling up ahead. <</if>> You stay low in the foliage and move to investigate. <br><br> You spot Gwylan in a small clearing, looking around with a concerned look on <<his>> face. <<His>> hands are clasped together near <<his>> chest. <br><br> <<He>> calls your name, but isn't looking in your direction. "Oh dear, oh dear, oh no no no! I hope <<pshe>> didn't get lost. I shouldn't have left <<phim>> so far behind." <br><br> <<if $beastRitual.lure is "fox" and $beastRitual.person is "player">> <span class="blue"><<His>> nose twitches. <<He>> turns and looks right at you.</span> <<He>> must be able to smell the fluid on you. <br><br> "Oh, thank goodness. I'm sorry for leaving you like that. It's not much further to the shop now, let's go!" <<He>> takes off again. <br><br> <<link [[Run (0:05)|Gwylan Forest Run]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<link [[Walk (0:10)|Gwylan Forest Run]]>><<stress -1>><<pass 10>><<set $beastRitual.time++>><<set $phase to "walk">><</link>><<lstress>> <br> <<else>> <<if $hypnosis_traits.devotion gte 1 and $beastRitual.petplay gte 2>> <<set _beckoned to true>> <<gwylanHypnoName "cap">> calls your name again, this time with the inflection of an owner searching for a lost pet. <span class="witchbloom">You feel a strange compulsion to reveal yourself and go to <<him>>.</span> <<set _linebreak to true>> <</if>> <<if $beastRitual.lewdOption>> <<if _linebreak>> However, you also <<else>> You <</if>> feel your mating instincts working some devilry. You have a strong urge to pounce on <<him>><<if _linebreak>>, too<</if>>. <<set _linebreak to true>> <</if>> <<if _linebreak>><br><br><</if>> <<link [[Use this opportunity to get ahead of <<him>>|Gwylan Forest Run Clearing]]>><<set $phase to "past">><</link>><<if _beckoned>><<gwylanWillpowerDifficulty>><</if>> <br> <<if _beckoned>> <<link [[Approach <<him>> like a lost pet|Gwylan Forest Run Clearing]]>><<sub 1>><<set $phase to "pet">><</link>><<if $beastRitual.petplay gte 3 and !$beastRitual.petplayHypno>><<gwylanHypnoNote>><</if>> <<else>> <<link [[Reveal yourself|Gwylan Forest Run Clearing]]>><<set $phase to "reveal">><</link>> <</if>> <br> <<if $beastRitual.lewdOption>> <<link [[Ambush|Gwylan Forest Run Ambush]]>><<def 1>><<transform fox 1>><</link>> <br> <</if>> <</if>> <<elseif $beastRitual.progress gte 6>> <span class="teal">You can see the shop through the trees. You're almost there!</span> <br><br> <<link [[Run! (0:05)|Gwylan Forest Run End]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<if !$beastRitual.foxChase>> <<link [[Walk (0:10)|Gwylan Forest Run End]]>><<stress -1>><<pass 10>><<set $phase to "walk">><</link>><<lstress>> <br> <</if>> <<else>> <<if $phase is "run">> <<if $beastRitual.stalkedProgress isnot undefined>> <<set $beastRitual.stalkedProgress++>> <</if>> <<else>> <<if $beastRitual.stalkedProgress isnot undefined>> <<set $beastRitual.stalkedProgress += 3>> <</if>> <</if>> <<cleareventpool>> <<if $beastRitual.person is "player" and $beastRitual.stalked isnot "done" and $beastRitual.stalked isnot "howl">> <<switch $beastRitual.lure>> <<case "wolf">> <<if !$beastRitual.stalked>> <<addinlineevent "gwylan_forest_run_wolf_start">> <<set $beastRitual.stalked to "wolf">><<set $beastRitual.stalkedProgress to 0>> <span class="red">You hear a howl close by. A chill runs up your spine.</span> <br><br> <</addinlineevent>> <<elseif $beastRitual.stalkedProgress gte 3>> <<addinlineevent "gwylan_forest_run_wolf_lunge" 10>> <<endevent>><<beastNEWinit 1 wolf>> A <<beasttype>> lunges at you from the bushes! <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<set _noOptions to true>> <<link [[Next|Gwylan Forest Run Attacked]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<bHe>> chases you through the woods. You run until you can no longer hear <<bhim>> behind you. You're not sure if you outran <<bhim>> or <<bhe>> grew bored. <<beastescape>><<gtiredness>><<tiredness 4>> <br><br> <<endevent>><<npc Gwylan>><<person1>> <</if>> <</addinlineevent>> <</if>> <<case "fox">> <<if !$beastRitual.stalked>> <<addinlineevent "gwylan_forest_run_fox">> <<set $beastRitual.stalked to "fox">> <<endevent>><<beastNEWinit 1 fox>><<person1>><<set _noOptions to true>> You spot a <<beasttype>> in the bushes just before <<bhe>> pounces! <br><br> <<link [[Dodge <<bhim>>|Gwylan Forest Run Fox]]>><<set $phase to "dodge">><</link>><<dancedifficulty 1 1000>> <br> <<link [[Redirect <<bhis>> pounce|Gwylan Forest Run Fox]]>><<set $phase to "redirect">><</link>><<physiquedifficulty 4000 16000>> <br> <<if $fox gte 4>> <<link [[Scream at <<bhim>>|Gwylan Forest Run Fox]]>><<set $phase to "scream">><<transform fox 1>><</link>><<fox>> <br> <<elseif $harpy gte 6>> <<link [[Screech at <<bhim>>|Gwylan Forest Run Fox]]>><<set $phase to "screech">><<transform bird 1>><</link>><<harpy>> <br> <</if>> <</addinlineevent>> <</if>> <<default>> <</switch>> <</if>> <<addinlineevent "gwylan_forest_run_nothing" 2>> /* Nothing */ <</addinlineevent>> <<runeventpool>> <<if !_noOptions>> <<gwylanChaseOptions>> <</if>> <</if>><<effects>> <<set $beastRitual.stalked to "howl">> You howl in return. In the shade of the trees, you spot multiple sets of eyes. <<if $wolfgirl gte 6>> They look with hunger at first, but they also seem curious. <<else>> They recognise their pack leader's voice, and follow at a distance. <</if>> You can tell they won't attack, <span class="lewd">but they might all follow you back to the shop</span>. <br><br> <<gwylanChaseOptions>><<effects>><<run statusCheck("Gwylan")>> <<set $beastRitual.foxChase to true>> <<set $beastRitual.distance to 0>> <<set $beastRitual.difficultyMin -= 50>><<set $beastRitual.difficultyMax -= 50>> You stop to sniff the air. You know you can find <<him>>. <br><br> Your senses focus in, and you dart after a set of tracks hidden in the overgrowth. <br><br> They're easy to follow, as if left by someone that wanted you to chase them. Your muscles and lungs are invigorated by the chase. <br><br> You'll be feeling this later, but you don't mind. Your heart pounds as you continue to bound through the forest. <<if $hallucinations gte 1>> <span class="blue">It feels as though it yields to you, accepting you as one of its denizens. The space between the trees is just a little larger, and the ground provides slightly better traction.</span> <</if>> <br><br> Finally, <span class="green">you see Gwylan running ahead of you.</span> You push yourself even harder and manage to catch up to <<him>>. <<if _gwylanTF.known>> <<set $beastRitual.progress++>> <span class="pink"><<He>> grins. <<He>> was waiting for this.</span> <<He>> leads you on a grand chase. <br><br> Two foxes briefly forget their places in the world, and take solace this primal delight. <<trauma -6>><<npcincr Gwylan dom 1>><<ltrauma>><<gyearning>> <<else>> <<He>> looks surprised, but grins. <<He>> leads you on a brief chase. <</if>> <br><br> You're evenly matched with <<him>> for the moment. You quickly get separated again, but you're even more determined to beat <<him>> back to the shop now. <br><br> <<gwylanChaseOptions>><<effects>> <<if $phase is "scream">> <<set _escaped to true>> You duck and screech at <<bhim>>. <<bHe>> stops and screams back. You scream louder. <br><br> You get into a contest of screaming and barking at each other, until <<bhe>> backs down long enough for you to keep running. <<elseif $phase is "screech">> <<set _escaped to true>> You flare out your wings and let out a piercing screech. <<bHe>> stops in <<bhis>> tracks, <<bhis>> tail puffing up. <<bHe>> turns and runs without daring to challenge you again. <<elseif $phase is "dodge">> <<if $danceSuccess>> <<set _escaped to true>> <span class="green">You spin and duck under the <<beasttype>>'s pounce.</span> <<bHe>> looks back at you, <<bhis>> ear twitching. <<bHe>> doesn't seem to think you're worth chasing, despite your scent. <<else>> You try to dodge the <<beasttype>>'s pounce, <span class="red">but you're too slow</span>. <<if $monster is 1 or $settings.bestialityEnabled>> <<bHe>> tackles you to the ground. <br><br> <<link [[Next|Gwylan Forest Run Attacked]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<set _escaped to true>> <<bHe>> chases you through the woods. You run until you can no longer hear <<bhim>> behind you. You're not sure if you outran <<bhim>> or <<bhe>> grew bored. <<beastescape>><<gtiredness>><<tiredness 4>> <</if>> <</if>> <<else>> <<if $physiqueSuccess>> <<set _escaped to true>> <span class="green">You catch the <<beasttype>> mid-pounce and push <<bhim>> aside.</span> <<bHe>> tumbles to the ground and looks back at you, <<bhis>> ear twitching. <<bHe>> doesn't seem to think you're worth chasing, despite your scent. <<else>> You try to redirect the <<beasttype>>'s pounce, <span class="red">but you're not strong enough</span>. <<if $monster is 1 or $settings.bestialityEnabled>> <<bHe>> tackles you to the ground. <br><br> <<link [[Next|Gwylan Forest Run Attacked]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<set _escaped to true>> <<bHe>> chases you through the woods. You run until you can no longer hear <<bhim>> behind you. You're not sure if you outran <<bhim>> or <<bhe>> grew bored. <<beastescape>><<gtiredness>><<tiredness 4>> <</if>> <</if>> <</if>> <<set $phase to 0>> <<if _escaped>> <<endevent>><<npc Gwylan>><<person1>> <br><br> <<gwylanChaseOptions>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $beastRitual.distance lte 0 or $beastRitual.progress gte 4>> <<enable_rescue>> <</if>> <<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Gwylan Forest Run Attacked Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Forest Run Attacked]]>><</link>></span><<nexttext>> <</if>><<effects>><<set $beastRitual.stalked to "done">> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> grunts in satisfaction, and leaves you lying between the trees. <br><br> <<tearful>> you rise to your feet. You start heading towards the forest shop again. <<if $beastRitual.distance lte 2 and $beastRitual.distance gte 0>> You've definitely fallen behind now. <</if>> <<set $beastRitual.distance -= 2>><<set $beastRitual.time += 3>> <br><br> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<gwylanChaseOptions>> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps and flees into the forest. <br><br> <<tearful>> you gather yourself. You start heading towards the forest shop again. <<if $beastRitual.distance lte 2 and $beastRitual.distance gte 0>> You've definitely fallen behind now. <</if>> <<set $beastRitual.distance -= 2>><<set $beastRitual.time += 3>> <br><br> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<gwylanChaseOptions>> <<elseif $rescue is 1>> You hear something whip through the air as the <<beasttype>> growls. <span class="pink">A collar snaps in place around <<bhis>> neck with perfect accuracy.</span> <br><br> "Get off of <<phim>>!" Gwylan shouts as <<nnpc_he "Gwylan">> runs past, putting the leash over <<his>> shoulder and using <<his>> whole body weight to pull the <<beasttype>> off of you. <<bHis>> claws dig into the dirt, but <<bhes>> ultimately pulled away right as the collar snaps from the tension. Seeing <<bhes>> outnumbered, <<bhe>> flees back into the forest quickly. <br><br> Gwylan pants, but only stops briefly. "Race is still on!" <br><br> <<if $beastRitual.collared>> You look down at your own collar. You wonder how many of these Gwylan carries on <<nnpc_him "Gwylan">> at any given time. <br><br> <</if>> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<gwylanChaseOptions>> <<else>> The <<beasttype>> yelps and flees into the forest. <br><br> <<tearful>> you gather yourself. You start heading towards the forest shop again. <<if $beastRitual.distance lte 2 and $beastRitual.distance gte 0>> You've definitely fallen behind now. <</if>> <<set $beastRitual.distance -= 2>><<set $beastRitual.time += 3>> <br><br> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<gwylanChaseOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "pet" or ($phase is "past" and $hypnosis_traits.devotion gte 1 and $beastRitual.petplay gte 2 and !$willpowerSuccess)>> <<if $phase is "past" and $hypnosis_traits.devotion gte 1 and $beastRitual.petplay gte 2 and !$willpowerSuccess>> You begin to sneak around the edge of the clearing. Gwylan calls your name once more. <<hypnosisText "<span class='red'>The worry in <<his>> voice is palpable, and sends a needle of guilt through your heart. You can't help yourself.</span>">> <br><br> <</if>> You bound out of your hiding spot on all fours, right for Gwylan. <<He>> turns to you and smiles widely, <<his>> arms outstretched. <br><br> You leap into <<his>> embrace. <<if $bodysize gte 2>> <<Hes>> unable to hold against your full weight, and you easily topple <<him>>. <<else>> <<He>> catches you, but can't manage your momentum. The two of you twirl and fall. <</if>> <<He>> giggles as you lick <<his>> face. "Oh, that's a <<pcpetname "Gwylan" "good">>! I'm sorry for leaving you so far behind." <<He>> pets you, and you feel oddly safe. <<if $beastRitual.petplay gte 3 and !$beastRitual.petplayHypno>><<set $beastRitual.petplayHypno to true>>It feels right to act like this with Gwylan. <<gwylanHypnosis "devotion" 3>><</if>> <<stress -2>><<lstress>> <br><br> <<if $beastRitual.lewdOption>> <span class="pink">With Gwylan pinned under you, your mating instincts flare up again.</span> <br><br> <</if>> <<link [[Get up|Gwylan Forest Run Clearing Up]]>><</link>><<handholdingvirginitywarning>> <br> <<if $fox gte 4>> <<link [[Get up and run ahead!|Gwylan Forest Run Clearing Up Run]]>><<transform fox 1>><</link>><<fox>> <br> <</if>> <<if $beastRitual.lewdOption>> <<link [[Hump <<his>> leg|Gwylan Forest Run Clearing Hump]]>><</link>><<deviant1>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Mount <<him>>|Gwylan Forest Run Clearing Mount]]>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to mount <<him>>">> <</if>> <br> <</if>> <<elseif $phase is "past">> <<if $hypnosis_traits.devotion gte 1 and $beastRitual.petplay gte 2>> <span class="green">You manage to shake off the compulsion to run up to <<him>>.</span> <</if>> You sneak around the clearing and continue. You don't get much of a lead before you hear <<him>> yell from behind you. "Oh, very clever!" <br><br> <<set $beastRitual.distance to 1>> <<gwylanChaseOptions>> <<else>> You slowly leave your hiding spot. <<switch $speech_attitude>> <<case "meek">> "I'm here, I'm sorry I fell so far behind," you say. <<case "bratty">> "Wow, didn't know you cared about me that much. I'm fine," you say. <<default>> "I'm right here, I'm fine! Sorry for worrying you," you say. <</switch>> <br><br> Gwylan smiles and looks relieved. "Oh, thank goodness. I'm sorry for leaving you so far behind. It's not much further to the shop now, let's go!" <<He>> takes off again. <br><br> <<set $beastRitual.distance to 0>> <<gwylanChaseOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $beastRitual.ambush to true>> <<if $phase is "ambush">> You hide in the foliage, waiting for Gwylan. The smell becomes more intense as <<he>> approaches, and you pounce as <<he>> comes into range. <br><br> <<if $skulduggerysuccess is 1>> <<set _continue to true>> <span class="green"><<He>> never saw you coming.</span> You easily pin <<him>> to the ground. <<else>> <<He>> turns at the last moment and <span class="red">ducks into your pounce, causing you to roll right over <<his>> shoulder.</span> You manage land on your hands and feet and recover quickly. <br><br> You look up. Gwylan grins at you as <<he>> continues running ahead. <br><br> <<set $beastRitual.distance to 0>><<set $beastRitual.time to 0>> <<gwylanChaseOptions>> <</if>> <<else>> <<set _continue to true>> You spring from your hiding spot on all fours. Gwylan turns to you with a relieved smile on <<his>> face, but it quickly drops as <<he>> realises what you're doing. <br><br> It's too late for <<him>> to do anything about it, though. You're already on <<him>>. <<His>> guard was down, and you easily pin <<him>> to the ground. <</if>> <<He>> struggles against your grip for a moment, but <<he>> isn't very strong. <<He>> quickly submits, looking up to you while panting. "Alright, <<pcpetname "Gwylan" "name">>, you got me. What's your next move?" <<npcincr Gwylan lust 4>><<gglust>> <br><br> <<if _continue>> <<if $beastRitual.lewdOption>> <span class="pink">With Gwylan pinned under you, your mating instincts flare up again.</span> <br><br> <</if>> <<link [[Get up|Gwylan Forest Run Clearing Up]]>><</link>><<handholdingvirginitywarning>> <br> <<if $fox gte 4>> <<link [[Get up and run ahead!|Gwylan Forest Run Clearing Up Run]]>><<transform fox 1>><</link>><<fox>> <br> <</if>> <<if $beastRitual.lewdOption>> <<link [[Hump <<his>> leg|Gwylan Forest Run Clearing Hump]]>><</link>><<deviant1>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Mount <<him>>|Gwylan Forest Run Clearing Mount]]>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to mount <<him>>">> <</if>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> You start to grind your pelvis against Gwylan's leg. The scent on <<him>> is making every touch more intense. <<deviancy1>> <<if _gwylanStatus.includes("dom")>> "Aww, is <<pcpetname "Gwylan" "my">> all pent up?" <<if $beastRitual.disobey>> <<He>> places <<his>> hands against your chest, and pushes. "That's just too bad." <span class="purple"><<He>> rolls out from under you and quickly stands.</span> "You were a naughty <<girl>> earlier, you haven't earned a treat yet." <<He>> winks, and starts to run again. <br><br> You feel frustrated. <br><br> <<set $beastRitual.distance to -1>><<set $beastRitual.time to 0>> <<gwylanChaseOptions>> <<else>> <<set _continue to true>> <<He>> puts <<his>> hands on your cheeks and strokes you. "Go on then." <<He>> raises <<his>> leg to help you along, lifting the tunic. <<arousal 1000>><<ggarousal>> <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<set _continue to true>> <<His>> face turns bright red. "Ah. Well, I suppose this is my own fault. Go on, just be quick about it." <<He>> averts <<his>> eyes from you and lifts <<his>> tunic. <<else>> <<set _continue to true>> "What are you..." <<His>> face turns bright red. "Ah. I suppose the scent is... I should have considered that." <<He>> looks away, as if searching for an escape, before looking back down at you. "W-well, I suppose there's no harm in it, just be quick." <</if>> <<if _continue>> <br><br> <<outfitChecks>> <<if _bottom>> You feverishly displace your _bottom.name and <<else>> You readjust you position and <</if>> <<if $player.penisExist>> thrust your <<penis>> along <<his>> leg. <<else>> grind your <<pussy>> on <<his>> leg. <</if>> You pant as the heat inside you grows. <<gggarousal>><<arousal 5000>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>><<set _orgasm to true>><<set $beastRitual.orgasm to true>> Gwylan patiently smiles. "All better?" <<He>> gently pets you as the orgasm subsides. <<trauma -2>><<npcincr Gwylan lust 1>><<ltrauma>><<glust>> <br><br> <<else>> <<He>> softly hums a soothing tune as you continue. Your thrusts get faster. <<if _gwylanStatus.includesAny("dom", "lust")>> <<set _orgasmAssist to true>> <<His>> stare remains locked on you. "You're certainly taking your time, dear." <<He>> grins, before gently pushing against your chest. Your desperation to cum makes you resist it at first, but you eventually yield. <<He>> pushes you down on your back. "Let me help." <br><br> <<if $player.penisExist>> <<His>> hand genty wraps around your <<penis>>. <<His>> fingers slowly run up the shaft. <<else>> <<His>> hand gently rubs your <<pussy>>. <<His>> thumb slowly circles on your clit. <</if>> <<Hes>> barely even touching you, but it feels incredible. <<arousal 10000>><<gggarousal>> <<else>> You wrap your arms around <<him>> for more leverage. <<arousal 2000>><<ggarousal>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>><<set _orgasm to true>><<set $beastRitual.orgasm to true>> Gwylan patiently smiles. "All better?" <<if _orgasmAssist>> <<He>> licks your fludis off of <<his>> hand. <<npcincr Gwylan lust 2>><<glust>> <<else>> <<He>> gently pets you as the orgasm subsides. <<trauma -2>><<npcincr Gwylan lust 1>><<ltrauma>><<glust>> <</if>> <br><br> <</if>> <</if>> <<if _orgasm>> You cling to <<him>> for a few minutes. <<He>> seems happy to oblige you. <<He>> looks down at <<his>> bare leg, and the <<if $player.penisExist>>cum<<else>>fluid<</if>> you left behind on it. "Oh, dear. You made a mess." <<He>> giggles. <<else>> Eventually, <<he>> gently pushes you away. "That's enough, we need to keep moving." You whine, but oblige. <<He>> looks down at <<his>> bare leg, and the <<if $player.penisExist>>precum<<else>>fluid<</if>> you left behind on it. "Oh, dear. You made a mess." <<He>> giggles. <</if>> "Come on, <<pcpetname "Gwylan">>. We've taken long enough, and the smell will attract our quarry soon." <br><br> <<link [[Get up|Gwylan Forest Run Clearing Up]]>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> You keep <<his>> arms pinned down, and start to grind your body against <<him>>. Your intentions are clear. <<outfitChecks>> <<if _bottom>> You have to partially release <<him>> to displace your _bottom.name. <<else>> You have to partially release <<him>> to displace <<his>> tunic. <</if>> <br><br> <<if _gwylanStatus.includes("heat")>> <<He>> does nothing to try stopping you. After a moment, <span class="pink"><<he>> even starts to help you.</span> <br><br> <<His>> breathing starts to get heavy, and <<his>> face is deep red. You can smell <<his>> arousal. <<if _gwylanTF.known and _gwylanTF.tail is "revealed">> <<His>> tail sways rapidly, and <<he>> lets out a few low whines. <</if>> <br><br> <<link [[Next|Gwylan Forest Run Sex]]>><<set $sexstart to 1>><</link>> <br> <<elseif _gwylanStatus.includesAny("dom", "lust") and !$beastRitual.disobey and !$gwylan.punishment and !_gwylanStatus.includes("cautious")>> "Oh my, you've gotten bold," <<he>> says with a hint of concern. "Slow down a little. Let me—" You're not listening. You fumble with <<his>> belt, unclasping it after a brief struggle. You grab <<his>> tunic in your mouth, tugging it down. <br><br> <<He>> bonks you on the head. "Let me help before you rip it!" You give <<him>> some room. <<He>> lets out a deep breath, and displaces <<his>> tunic to give you access. <br><br> <<He>> blushes, and looks around. "This spot is secluded enough. Come on then, <<pcpetname "Gwylan">>." <br><br> <<link [[Next|Gwylan Forest Run Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> reaches down to <<his>> belt and grabs a vial, hastily uncorking it with <<his>> teeth and holding it up to your nose. It's filled with a fine blue powder and smells like a snowy beach. <<arousal -1000>><<llarousal>> <br><br> You blink, taking a moment to remember how you got here and what you were doing. As you do, Gwylan worms out from under you. <<if $gwylanSeen.includes("ritual_sex") and ($beastRitual.disobey or $gwylan.punishment)>> <<if $worn.neck.type.includes("leash")>> You feel a harsh tug on your leash. <<else>> You feel a hand gently lift your chin. <</if>> "<<pcPetname "Gwylan" "bad">>. We'll have to do something about this when we get back to my shop." <<He>> tsks. <<else>> "I'm sorry about this. I should have been more considerate about how the mixture would affect you. I should have warned you." <<He>> gives you a guilty smile. "You should feel better now." <</if>> <br><br> <<He>> stands and reaches a hand down to you. <br><br> <<link [[Take it|Gwylan Forest Run Clearing Up]]>><</link>><<handholdingvirginitywarning>> <br> <<if $gwylanSeen.includes("ritual_sex")>> <<if $submissive lte 500>> <<link [[Try mounting <<him>> again|Gwylan Forest Run Clearing Mount Persist]]>><</link>><<defianttext>><<gwylanWillpowerDifficulty>> <br> <<else>> <<insufficientStat "submissive" "to try mounting <<him>> again">> <br> <</if>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> Your muscles twitch, <<hypnosisText "but you can't bear <<if $beastRitual.disobey or $gwylan.punishment>>further <</if>>disappointing <<gwylanHypnoName>>.">> <br><br> <<He>> gives you a patient smile despite your disobedience. <br><br> <<link [[Take <<his>> hand|Gwylan Forest Run Clearing Up]]>><</link>><<handholdingvirginitywarning>> <br> <<else>> You spring forward, grabbing the hem of <<his>> tunic in your teeth. <<He>> looks shocked. <br><br> You claw at <<his>> belt with both hands, fumbling for a moment before managing to undo the clasp. "<<pcPetname "Gwylan" "bad">>! Stop that!" You're not listening. <<He>> tries pushing you away, but you're determined. <br><br> You pull on <<his>> tunic with your teeth and hands, trying to pull it down over <<his>> shoulders. The urge to mate pushes you on. After some struggle, <span class="pink">the tunic slides off <<his>> shoulders. <<Hes>> not wearing anything underneath.</span> <<if $pronoun is "f">> <<He>> covers <<his>> exposed <<= C.npc.Gwylan.breastsdesc>>. <</if>> <<He>> tries to take a step away from you, only to stumble and land on <<his>> bottom. "D-down!" <br><br> There's fear in <<his>> voice, but a hint of arousal, too. You can smell both on <<him>>. You pull <<his>> tunic completely off. <<He>> looks around nervously. "This spot is secluded enough..." <br><br> You crawl on top of <<him>>. <<He>> swallows, and smiles. "Come on then, <<pcpetname "Gwylan">>. Show me you deserve it." <br><br> <<link [[Next|Gwylan Forest Run Sex]]>><<set $sexstart to 1>><</link>> <br> <</if>><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<lowerstrip>><<underlowerstrip>> <<maninit>> <<npcexpose>> <<set $enemytrust += 200>> <<gwylanCombatInit>> <</if>> <<if $timer lte 0 and $trance is 1>> <<set $trance to 0>> <span class="teal">You snap out of Gwylan's trance.</span> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <span id="next"><<link [[Next|Gwylan Forest Run Sex Finish]]>><</link>></span><<nexttext>> <<elseif _combatend>> <span id="next"><<link [[Next|Gwylan Forest Run Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Forest Run Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <<set $enemyarousal += 200>> <<if $enemyarousal gte $enemyarousalmax>> <<if $hallucinations gte 2 and $NPCList[0].chest isnot "clothed">> The tattoo on Gwylan's <<bellyDescription "Gwylan">> flares to life, and <<he>> shivers as you climax. <<else>> Your <<if $orgasmcurrent gt 1>>final<</if>> orgasm makes Gwylan shiver. <</if>> <span class="pink">It pushes <<him>> over the edge too.</span> <<ejaculation>><<npcincr Gwylan lust -25>><<llllust>> <<else>> <<if _gwylanStatus.includesAny("dom", "lust")>> <<He>> hums and holds you tight you as you recover from your <<if $orgasmcurrent gt 1>>final<</if>> orgasm. <<gwylanHypnosis "devotion" 2>><br> <<if $consensual is 1>> "You did great, <<pcpetname "Gwylan">>," <<else>> "There, isn't that better?" <</if>> <<he>> coos. <<else>> <<He>> makes a pleased sound as your <<if $orgasmcurrent gt 1>>final<</if>> orgasm subsides. <<gwylanHypnosis "devotion" 1>><br> "That should do," <<he>> says. <<if $consensual is 0>> "The struggle was thrilling, dear, but I'm only trying to help you." <</if>> <</if>> <<if $penisfucked is 1>> <<He>> rubs <<his>> <<bellyDescription "Gwylan">> in satisfaction until you pull out of <<him>>. <<elseif $vaginafucked is 1>> <<He>> rubs your <<bellyDescription>> in satisfaction, until you make <<him>> pull out. <</if>> <</if>> <<npcincr Gwylan lust 5>><<gglust>> <br><br> <<He>> gets up and holds <<his>> hand out to you. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $orgasmcurrent is 0 and $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -2>> <</if>> <<npcincr Gwylan lust -20>><<lllust>> <br><br> <<He>> gets up and holds <<his>> hand out to you. <<elseif $enemyhealth lte 0>> <<set $gwylan.punishment to true>> Gwylan rolls off of you. "That hurt, dear." <<He>> giggles dryly. "Naughty, naughty. I'll remember this." <<npcincr Gwylan dom -2>><<lyearning>> <br><br> <<His>> smile is dark, but <<he>> extends <<his>> hand to help you stand regardless. <<else>> Gwylan gets up and holds <<his>> hand out to you. <</if>> <<set $beastRitual.sex to true>> <<clotheson>> <<endcombat>> <<npc Gwylan>><<person1>> <<link [[Get up|Gwylan Forest Run Clearing Up]]>><</link>><<handholdingvirginitywarning>> <br> <<if $fox gte 4>> <<link [[Get up and run ahead!|Gwylan Forest Run Clearing Up Run]]>><<transform fox 1>><</link>><<fox>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> Gwylan helps you to your feet. "It's not much further to the shop now. Why don't we just walk the rest of the way?" <<He>> holds your hand. <<takeHandholdingVirginity "Gwylan" "consensual">> <br><br> <<set _distance to $beastRitual.progress || 1>> <<set _timeToPass to Math.floor(60 / $beastRitual.progress)>> <<set _hours to Math.floor(_timeToPass / 60)>> <<set _minutes to _timeToPass % 60>> <<set _timeString to " (" +_hours+ ":" + (_minutes lt 10 ? "0": "") + _minutes + ")">> <<capture _timeToPass>> <<link [["Walk back to the shop" + _timeString|Gwylan Forest Run End]]>><<stress -1>><<pass _timeToPass>><<set $phase to "walkWith">><</link>><<lstress>> <</capture>> <br><<effects>><<run statusCheck("Gwylan")>> You quickly dart around Gwylan's legs on all fours, getting a lead on <<him>>. <<He>> groans as <<he>> prepares to run after you. "Very clever, <<pcpetname "Gwylan" "simple">>." <br><br> <<set $beastRitual.distance to 1>> <<gwylanChaseOptions>><<effects>><<set $location to "forest_shop">><<set $outside to 0>><<run statusCheck("Gwylan")>> <<if $phase is "walkWith">> <<set $beastRitual.result to "tie">> <<if $beastRitual.petplay gte 3>> You make it back to the forest shop, Gwylan walking you like a dog for the end. <<He>> kneels down and pets your cheeks. <<if $beastRitual.sex or $beastRitual.orgasm>> "I expect you to be on your best behavior now that you've gotten your treat," <<he>> says. <<else>> You were a very <<pcpetname "Gwylan" "good">>." <<trauma -1>><<ltrauma>> <</if>> <<else>> You make it back to the forest shop, hand-in-hand with Gwylan. "That was nice," <<he>> says. "I'm so used to walking the forest alone." <<He>> turns and smiles at you. <</if>> <<else>> <<if $beastRitual.binding is "leash">> You and Gwylan are neck and neck. <<if $athleticsSuccess>> <span class="green">At the last minute, you manage to push yourself.</span> <</if>> <<if $beastRitual.distance gte 1>> <<set $beastRitual.result to "won">> <span class="green">You come out ahead.</span> <<elseif $beastRitual.distance is 0>> <<if $athleticsSuccess>> <<set $beastRitual.result to "won">> <span class="green">You take the lead at the last minute.</span> <<else>> <<set $beastRitual.result to "tie">> <span class="blue">You arrive at the exact same time.</span> <</if>> <<else>> <<set $beastRitual.result to "lost">> <span class="pink">Gwylan makes it first.</span> <</if>> <<elseif $phase is "walk">> You walk the rest of the way to the forest shop. <<if $beastRitual.distance gte 2>> <<set $beastRitual.result to "won">> <span class="green">You don't see Gwylan here yet. Despite walking for the final stretch, you won!</span> <br><br> Some time later, <<he>> shows up. <<else>> <<set $beastRitual.result to "lost">> <span class="pink">Gwylan is already here.</span> <</if>> <<else>> <<if $athleticsSuccess>> <<set $beastRitual.distance++>> <span class="green">You make the final stretch with grace.</span> <<else>> <span class="pink">Your pace is uneven during the final stretch.</span> <</if>> You reach the forest shop. <<if $beastRitual.distance gte 1>> <<set $beastRitual.result to "won">> <span class="green">You don't see Gwylan here yet. You won!</span> <br><br> Some time later, <<he>> shows up. <<elseif $beastRitual.distance is 0>> <<if $athleticsSuccess>> <<set $beastRitual.result to "won">> <span class="green">Gwylan shows up just after you. You just barely won!</span> <<else>> <<set $beastRitual.result to "lost">> <span class="pink">Gwylan is already here, but looks like <<he>> only just arrived. You just barely lost.</span> <</if>> <<else>> <<set $beastRitual.result to "lost">> <span class="pink">Gwylan is already here.</span> <</if>> <</if>> <br><br> <<if $beastRitual.distance lte -2>> <<He>> leans against the wall. <<else>> <<He>> breathes heavily. <</if>> <<if $beastRitual.result is "won">> "I'm... impressed. Very impressed." <<He>> smiles. "I know well how to move through the forest. There aren't many that can outpace me." <<npcincr Gwylan dom 1>><<gyearning>> <<elseif $beastRitual.result is "lost">> "Maybe next time," <<he>> says with a smile. "Don't feel bad. I have a lot of experience moving through the forest." <<else>> "Let's call it a tie, then. I'm impressed you were able to keep up." <</if>> <</if>> <br><br> <<He>> leads you into the shop. <<if !$gwylanSeen.includes("ritual_beast")>> "We're not done yet." <</if>> <<if $underupperwetstage gte 2 or $upperwetstage gte 2 or $lowerwetstage gte 2 or $underlowerwetstage gte 2>> <<He>> helps you dry off once you're inside, before peeling off <<his>> own soaked tunic. <<arousal 400>><<garousal>> <<dry_full>> <br><br> <</if>> <<storeonfeet "gwylanRitual">> The two of you head into the garden. <br><br> <<link [[Next|Gwylan Ritual Bait]]>><<pass 5>><<endevent>><</link>> <br><<effects>><<set $location to "forest_shop_garden">><<run statusCheck("Gwylan")>><<hallucinogen 10>> <<npc Gwylan>><<person1>> <<if $gwylanSeen.includes("ritual_beast")>> You enter the garden, and walk to the wooden bath. Gwylan enters just after you, holding two glasses of water and handing one of them to you before downing the other. <<stress -1>><<tiredness -1>><<lstress>><<ltiredness>> <br><br> <<else>> You enter the garden. Gwylan enters just after you, holding two glasses of water and handing one of them to you before downing the other. <<stress -1>><<tiredness -1>><<lstress>><<ltiredness>> <br><br> <<He>> sits you down next to a large wooden tub. <</if>> <<He>> disappears around a corner, and you hear something like a switch being flipped. <span class="green">The garden is bathed in pools of dancing green light.</span> <<He>> returns wearing a silk robe and holding a <<if $beastRitual.lure is "dryad">>bucket<<else>>small ivory bowl<</if>>. <<He>> places it down and lights an incense burner, before walking to a wooden hatch against the wall of the garden. <<He>> unlocks and opens it, revealing a moss-covered hole behind it. <br><br> <<if $beastRitual.sex or $beastRitual.orgasm and $beastRitual.person is "Gwylan">> <<set _scent to "our">> <<elseif $beastRitual.person is "Gwylan">> <<set _scent to "my">> <<else>> <<set _scent to "your">> <</if>> <<switch $beastRitual.lure>> <<case "wolf">>"The wolves are bound to have caught _scent scent. Now I need to ensure they're docile when they get here. They'll be looking to mate." <<case "fox">>"The foxes are bound to have caught _scent scent. Now I need to ensure they don't try anything clever when they get here." <<default>>"One of the forest's spirits is bound to have caught _scent scent. They're capricious, so I'll need to appease them before they arrive." <</switch>> <<He>> drops the head of a hose into the wooden tub. <<if !$gwylanSeen.includes("ritual_beast")>> "The mixture wasn't just for scent. It's a primer for sedation and suggestion, too. Sound is most effective for this in particular. <<if $beastRitual.hasScent or $beastRitual.isScent>> <span class="purple">Since you've been exposed to the scent, it may affect you, too.</span> The forest is part of you, after all. You may want to sit down." <<else>> <<if $fox gte 6 or $wolfgirl gte 6 or $dryad gte 6>> <span class="teal">You're not likely to be affected with the scent we used.</span> The forest is in you, though. Had we used a different tincture, this might have influenced you, too." <<else>> <span class="teal">You're not likely to be affected.</span> It only works to full effect on the <span class="forest-green">natural denizens of the forest</span>." <</if>> <</if>> <</if>> <br><br> <<He>> clears <<his>> throat, and clasps <<his>> hands together. <br><br> <<if $gwylanSeen.includes("ritual_beast")>> <<He>> takes a few slow, deep breaths, and starts to sing <<if $seabird_lullaby gte 2>> <span class="teal">Seabird's Lullaby</span>. <<else>> the <span class="teal">familiar melody</span>. <</if>> <<else>> After taking a few slow, deep breaths, <<he>> starts to sing a melody. <span class="teal">It's familiar.</span> You've heard it somewhere before, but you're not sure where. <</if>> <<He>> closes <<his>> eyes and raises <<his>> head. <<if _gwylanStatus.includes("heat") and $beastRitual.lure is "fox" and _gwylanTF.known>> <span class="pink">The singing is abruptly cut off as <<he>> lets out a fox-like mating scream.</span> <br><br> Gwylan doubles over, covering <<his>> mouth with both hands and blushing furiously. <<He>> stands and tries again, only for an even louder scream to follow. <br><br> After standing perfectly still for a moment, <<he>> walks back over to you and sits down, <<his>> tail beating in irritation. "This is your fault," <<he>> says, pouting. "Hopefully that was enough. Any foxes nearby will probably smell that I'm in <<if $pronoun is "m">>rut<<else>>heat<</if>> anyways." <br><br> <<He>> rests <<his>> head on your shoulder and trembles. <<He>> closes <<his>> eyes, but after a few minutes, <<he>> huffs and swings a leg over you to sit in your lap. <<His>> arms wrap around you, and <<he>> brings <<his>> mouth right to your ear. "If we had time, I would be all over you, but we shouldn't mix our fluids right now. It could... interfere..." <br><br> <span class="lewd"><<He>> starts to slowly grind on you.</span> "Just... sit still and..." <<He>> lets out hot breaths on your ear. <<arousal 1000>><<ggarousal>> <br><br> <<link [[Sit still|Gwylan Ritual Bait Heat]]>><<set $phase to 1>><<npcincr Gwylan lust -2>><</link>><<llust>> <br> <<link [[Scratch <<his>> lower back|Gwylan Ritual Bait Heat]]>><<set $phase to 2>><<npcincr Gwylan dom 3>><</link>><<ggyearning>> <br> <<link [[Use your hands to help <<him>>|Gwylan Ritual Bait Heat]]>><<set $phase to 3>><<npcincr Gwylan lust 5>><</link>><<gglust>> <br> <<elseif $islander_language gte 100>> <<if $gwylanSeen.includes("lullaby")>> After holding the tune for a moment, <<he>> adds the words to the song. <<elseif $gwylanSeen.includes("ritual_beast")>> After holding the tune for a moment, <<he>> adds words to the song. <span class="green">You understand them now. It's the islander tongue.</span> <<else>> After holding the tune for a moment, <<he>> adds words to the song. They're in another language, <span class="green">but one you know. It's the islander tongue.</span> <</if>> <br><br> /* ToDo: Gwylan - Option to sing with Gwylan after hearing the song once? */ <<link [[Listen|Gwylan Ritual Bait Song]]>><</link>> <br> <<else>> After holding the tune for a moment, <<he>> adds words to the song. <span class="blue">They're in another language, one you don't understand.</span> <br><br> <<He>> raises a hand after the first verse, the sleeves of <<his>> robe dancing in the wind. After the fourth, the words pause, and <<he>> begins a slow, elegant dance. <<if Weather.name is "thunderStorm">> A roll of thunder fills in for <<his>> voice. <<elseif Weather.name is "heavyPrecipitation">> The <<= Weather.precipitation>> itself yields to <<his>> performance. <<elseif Weather.name is "lightPrecipitation">> The <<= Weather.precipitation>> itself yields to <<his>> performance. <<elseif Time.season is "winter">> The winter air seems to warm all around the garden in response. <<else>> Fallen leaves swirl around in the wind, joining <<him>> in <<his>> dance. <</if>> <br><br> <<if $beastRitual.hasScent or $beastRitual.isScent or $hypnosis_traits.devotion gte 3>> <span class="pink">It's mesmerising. Your eyes stay locked on Gwylan the whole time.</span> The forest joins <<him>> in <<his>> dance as your vision becomes blurred. A sense of profound calmness washes over you. <<stress -12>><<llstress>> <br> <<gwylanHypnosis "devotion" 1>> <<elseif $hypnosis_traits.slumber gte 1>> <span class="pink">It's mesmerising. Your eyes stay locked on Gwylan the whole time.</span> <<hypnosisText "Your eyelids start to feel heavy.">> <<stress -12>><<tiredness 1>><<gtiredness>><<llstress>> <<else>> It's very pretty, and a sense of calmness washes over you. <<stress -3>><<lstress>> <</if>> <br><br> The dance slows to a stop as <<he>> begins the final verse, returning to the same melody that the song began with. <<He>> finishes it with a flourish. <br><br> <<if $gwylanSeen.includes("ritual_beast")>> <<He>> lets out a long breath, before turning to you with a smile. <<else>> <<He>> lets out a long breath, before turning to you with a blush. "I don't think I've ever had an audience before. I'm sure others have heard it, but no one's been in the garden with me. You're the first." <<He>> giggles. "I hope this satisfies your curiosity." <</if>> <<if _gwylanLovePercent gte 75>> <<He>> sits down next to you and rests <<his>> head on your shoulder. <<else>> <<He>> sits down next to you, tucking <<his>> knees up to <<his>> chest. <</if>> <br><br> <<link [[Wait|Gwylan Ritual Bait Wait]]>><<pass 5>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <span class="narration"> <<if $beastRitual.lure is "wolf">> Noble hound, tread with me.<br> Shed this taint, let us be<br> cleansed by the kindest sea. <<elseif $beastRitual.lure is "fox">> Clever kin, tread with me.<br> Shed this taint, let us be<br> cleansed by the kindest sea. <<else>> Kin of leaves, leave your tree.<br> Shed this taint, child of three.<br> Approach and you'll be free. <</if>> <br><br> </span> <<He>> raises a hand, the sleeves of <<his>> robe dancing in the wind. <br><br> <span class="narration"> <<if $beastRitual.lure is "dryad">> <<if Weather.name is "thunderStorm">> Feel the thunder inside,<br> come take shelter in mine,<br> and drink deep of the tide. <<elseif ["lightPrecipitation", "heavyPrecipitation"].includes(Weather.name)>> Let the rain settle in,<br> whispered name on the wind,<br> wash this poison within. <<elseif ["heavyClouds"].includes(Weather.name)>> Heed not these greyest skies,<br> heed as my song unties<br> reflections in your eyes. <<else>> Feel <<if Time.dayState is "night">>moonlight<<else>>the sun<</if>> on your skin,<br> whispered name on the wind,<br> let the light settle in. <</if>> <<else>> Feel the salt on your skin,<br> whispered name on the wind,<br> let the tide settle in. <</if>> <br><br> Embedded deep in bone,<br> words maiden, mother, crone,<br> like water carving stone. <br><br> Tread your path, sunwise to<br> seek what's lost, please don't rue,<br> for still, it sings for you. <br><br> </span> <<He>> pauses singing, and begins an elegant, twirling dance. <<if Weather.name is "thunderStorm">> A roll of thunder fills in for <<his>> voice. <<elseif Weather.name is "heavyPrecipitation">> The <<= Weather.precipitation>> itself yields to <<his>> performance. <<elseif Weather.name is "lightPrecipitation">> The <<= Weather.precipitation>> itself yields to <<his>> performance. <<elseif Time.season is "winter">> The winter air seems to warm all around the garden in response. <<else>> Fallen leaves swirl around in the wind, joining <<him>> in <<his>> dance. <</if>> <<if $beastRitual.hasScent or $beastRitual.isScent or $hypnosis_traits.devotion gte 3>> <span class="pink">It's mesmerising. Your eyes stay locked on Gwylan the whole time.</span> The forest joins <<him>> in <<his>> dance as your vision becomes blurred. A sense of profound calmness washes over you. <<stress -12>><<llstress>> <br> <<gwylanHypnosis "devotion" 1>> <<elseif $hypnosis_traits.slumber gte 1>> <span class="pink">It's mesmerising. Your eyes stay locked on Gwylan the whole time.</span> <<hypnosisText "Your eyelids start to feel heavy.">> <<stress -12>><<tiredness 1>><<gtiredness>><<llstress>> <<else>> It's very pretty, and a sense of calmness washes over you. <<stress -3>><<lstress>> <</if>> <br><br> <span class="narration"> <<if $beastRitual.lure is "wolf">> Noble hound, hunt no more.<br> Shed this taint, walk this shore.<br> Feel my words in your core. <<elseif $beastRitual.lure is "fox">> Clever kin, skulk no more.<br> Shed this taint, walk this shore.<br> Feel my words in your core. <<else>> Take root child, raise your shield.<br> Bear your name, unrevealed.<br> Rivers come. They will yield. <</if>> <br><br> </span> The dance slows to a stop as <<he>> begins the final verse, returning to the same melody that the song began with. <br><br> <span class="narration"> Awake now, rise from sleep.<br> The <<if $awarelevel gte 2>>Dark Elk<<else>>darkness<</if>> shall not reap<br> that which the earth will keep. <br><br> </span> <<He>> finishes with a flourish, letting out a long breath. <br><br> <<if $gwylanSeen.includes("ritual_beast")>> <<He>> turns to you with a smile. <<else>> <<He>> turns to you with a blush. "I don't think I've ever had an audience before. I'm sure others have heard it, but no one's been in the garden with me. You're the first." <<He>> giggles. "I hope this satisfies your curiosity." <</if>> <<if _gwylanLovePercent gte 75>> <<He>> sits down next to you and rests <<his>> head on your shoulder. <<else>> <<He>> sits down next to you, tucking <<his>> knees up to <<his>> chest. <</if>> <br><br> <<link [[Wait|Gwylan Ritual Bait Wait]]>><<pass 5>><</link>> <br> <<if ($seabird_lullaby is 1 or $robin_photo_stage is 2) and !$gwylanSeen.includes("lullaby")>> <<link [[Ask Gwylan about the song|Gwylan Lullaby Ask]]>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $avery_fate is "ascended" and $avery_mansion?.fox?.end>> <<switch $speech_attitude>> <<case "meek">>"That song was so pretty, but I've heard a different version of it. Come to think of it, <<case "bratty">>"Where did you learn that song? I've heard it before, but the words were different. In fact, <<default>>"I know I've heard that song somewhere before. You changed the words though. Come to think of it, <</switch>> I had a strange dream about it. Someone with antlers was singing while playing the melody on a piano." <br><br> "Are you certain it was a dream?" <<He>> looks to you with a smile. "Dreams are often reflections of memories sprinkled with half-truths. The words are interchangeable. It's the melody that's important." <<elseif $avery_fate isnot "ascended" and $avery_mansion?.fox?.end and $brownFoxRevealed>> <<switch $speech_attitude>> <<case "meek">>"Your voice is so pretty. <<case "bratty">>"Nice singing. <<default>>"You have a lovely voice. <</switch>> Where did you learn the song? You said you'd tell me more about it, some day, and the words make it sound even more familiar." <br><br> <<His>> head tilts. "I'm glad you remembered, although I'm impressed you understood the words." <<elseif $jordansong>> <<switch $speech_attitude>> <<case "meek">>"That song was so pretty, where did you learn it? I've heard it recently, but the words were different." <<case "bratty">>"Where did you learn that song? I've heard it before, but with different words." <<default>>"I know I've heard that song somewhere before. The words were a little different, though. Where did you learn it?" <</switch>> <br><br> <<His>> head tilts. <<if $gwylanTalked.includes("islander")>> "I'm not surprised you know it, although I'm impressed that you picked up the tongue. Just how long were you on the island?" <<else>> "I'm not surprised you know it, although I'm surprised you could understand it! What else is rattling around in that head of yours?" <</if>> <<else>> <<switch $speech_attitude>> <<case "meek">>"That song was so pretty, where did you learn it? I've heard it recently, but not with words." <<case "bratty">>"Where did you learn that song? I've heard it before, but no one else has known the words." <<default>>"I know I've heard that song somewhere before. This is the first time someone else has known the words, though. Where did you learn it?" <</switch>> <br><br> <<His>> head tilts. <<if $gwylanTalked.includes("islander")>> "I'm not surprised you know it, although I'm impressed that you picked up the tongue. Just how long were you on the island?" <<else>> "I'm not surprised you know it, although I'm surprised you could understand it! What else is rattling around in that head of yours?" <</if>> <</if>> <<He>> ruffles your hair, but <<his>> expression slowly turns somber. <br><br> "It's called <span class="teal">Seabird's Lullaby</span>. A song passed down through my family." <<He>> huddles in on <<himself>> slightly, looking away. "My great <<if C.npc.Winter.pronoun is "m">>grandmother<<else>>grandfather<</if>> sang it to the orphans <<if C.npc.Winter.pronoun is "f">>he<<else>>she<</if>> took in back in the forties. Until the town deemed <<if C.npc.Winter.pronoun is "f">>him<<else>>her<</if>> unfit to be a caretaker due to a head injury." <br><br> <<He>> sighs. <<if $gwylanTalked.includes("vintage")>> "You already know the story. <span class="teal">Winter told you all about it, didn't <<nnpc_he "Winter">>?</span> I'm sure you can put the rest of the pieces together yourself. <<else>> "I'm sure someone else could tell the story better. <</if>> Regardless, it's been popular with orphans and their caretakers ever since those days." <br><br> You feel a vague memory creep towards the front of your mind as you look at Gwylan, and think about the song. It vanishes just as quickly. <br><br> <<set $seabird_lullaby to 2>> <<set $gwylanSeen.pushUnique("lullaby")>> <<link [[Wait|Gwylan Ritual Bait Wait]]>><<pass 5>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> You sit still, letting Gwylan grind against you. It quickly becomes more intense, until it's more like <<hes>> riding you. <<He>> tucks <<his>> head into the crook of your neck. <br><br> <<He>> lets out short yips and barks as <<he>> gets closer, but <<he>> can't seem to finish by <<himself>>. <<He>> lets out a whine, slowing to a stop. <<His>> legs lock around you tightly in irritation. <br><br> You wrap your arms around <<him>> and hug <<him>>. <<His>> tail beats happily at that, at least. <<elseif $phase is 2>> You reach down and scratch Gwylan's lower back, right above the base of <<his>> tail. <<He>> tenses up against you for a moment, but <<his>> grinding slows down. <<His>> hug around you gets tighter. <br><br> You continue to scratch, and <<he>> seems to calm down further. <<switch $speech_attitude>> <<case "meek">> "Who's a pretty fox? Gwylan is," you say with a giggle. <<case "bratty">> "You're adorable when you're like this," you say. "Who's a good fox?" <<default>> "It's okay. Who's a good fox? Gwylan is," you say. <</switch>> <br><br> <<He>> lets out a contented sigh at your words, snuggling <<his>> head into the crook of your neck. <<His>> grinding finally stops, and <<he>> seems happy just to be held and scratched by you. <<His>> tail flits and wags side to side. <<else>> You slowly run your hands down over <<his>> body. <<He>> slows down and pulls back, giving you a glare. There's a glow to <<his>> eyes, and <<his>> pupils look just the slightest bit slitted. <br><br> Your hands reach <<his>> <<bellyDescription "Gwylan">>, which makes <<him>> shiver. "D-don't start something you can't finish," <<he>> says. You grin at <<him>> in return, easily slipping your hands into <<his>> loose robe. <br><br> <<if C.npc.Gwylan.penis isnot "none">> <<He>> tenses up as you get your hand around <<his>> fully erect <<npcPenis>>. You already feel precum on your hands. You use it to lubricate <<him>>, and start to work <<his>> shaft. <<He>> breathes heavily and starts to hump against your hand. <br><br> You move the bottom of <<his>> robe out of the way, giving you easier access, and rub the head with your thumb. <<His>> legs clench. You speed up, and <<he>> doesn't last long. <<His>> back arches and <<he>> lets out a long, quiet moan. <span class="pink"><<He>> shudders in climax, shooting ropes of hot cum over your hands.</span> <<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<else>> <<He>> tenses up as you place your hand against <<his>> soaked <<npcVagina>>. You don't need any extra lubrication, and slip two fingers in easily. <<He>> breathes heavily and starts to hump against your hand. <br><br> You move the bottom of <<his>> robe out of the way, giving you easier access, and rub <<his>> clit with your thumb. <<His>> legs clench. You speed up, curling your fingers each time you push them all the way in, and <<he>> doesn't last long. <<His>> back arches and <<he>> lets out a long, quiet moan. <span class="pink"><<He>> shudders in climax, fluids squirting from <<his>> <<npcVagina>> all over your hands.</span> <<bodyliquid "leftarm" "goo">><<bodyliquid "rightarm" "goo">> <</if>> <br><br> <<He>> pants, wrapping <<himself>> around you again. <<His>> tail beats happily. "Thank you," <<he>> whispers, before kissing you on the cheek. <<He>> pulls away from you, still blushing fiercely. <<set _askKiss to true>> <</if>> <br><br> <<link [[Wait|Gwylan Ritual Bait Arrival]]>><<pass 5>><<endevent>><</link>> <br> <<if _askKiss>> <<link [[Ask for a kiss in return|Gwylan Ritual Bait Kiss]]>><</link>><<if C.npc.Gwylan.dom gte 50>><<gwylanHypnoNote "kiss">><</if>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<switch $speech_attitude>> <<case "meek">> "H-hey, don't I get a proper thank you?" you ask, tapping your lips. <<case "bratty">> You clear your throat, prompting <<him>> to look at you again. You tap your lips. <<default>> "You could show your gratitude properly," you say, pointing at your lips. <</switch>> <br><br> <<if $gwylanSeen.includes("romance")>> <<He>> sighs. "Greedy <<girl>>." <<He>> grabs the back of your head and pulls you into a kiss. <<gwylanKiss>> <<His>> tongue pushes in for a moment, before <<he>> pulls away and licks your cheek. "Thank you," <<he>> says much louder. "Satisfied now?" <<elseif C.npc.Gwylan.dom gte 60>> <<He>> sighs. After thinking for a moment, <<he>> leans in and kisses you. <<gwylanKiss>> <<He>> holds it and pulls away slowly. "Thank you," <<he>> says again. "Satisfied now?" <<else>> <<He>> growls, leaning in and giving you a quick peck on the lips. "That's the most you're getting." <</if>> <br><br> <<link [[Wait|Gwylan Ritual Bait Arrival]]>><<pass 5>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<hallucinogen 10>> <<if $beastRitual.hasScent or $beastRitual.isScent>> You find it difficult to move, your head only moving to track Gwylan. <<He>> notices, and pulls out yet another vial, this one filled with red powder. <<He>> opens it and holds it under your nose. <br><br> You blink, and the weight on your limbs lifts away. Your mind becomes more clear. "As I said, you're vulnerable to the primer just like the other denizens of the forest." <br><br> <</if>> You sit and wait with Gwylan, enjoying the sounds of nature. It's quite cosy in the garden, so long as you don't focus too hard on some of the more unusual things growing here. <<stress -3>><<lstress>> <br><br> Flecks of the green light creep into your peripheral vision as the incense fills the air. <<if ["lightPrecipitation", "heavyPrecipitation", "thunderStorm"].includes(Weather.name)>> The <<= Weather.precipitation>> simply doesn't seem to land around you and Gwylan, or anywhere on the stone path. <</if>> <br><br> <<if $islander_language gte 100>> You ponder the words of the song. You're sure you've heard a few of the verses somewhere before, although much of it was unfamiliar to you. <<else>> You ponder the song, and what Gwylan could have been singing about. <</if>> <br><br> <<if !$gwylanSeen.includes("ritual_beast")>> <<if $gwylanSeen.includes("caught_no_lewd")>> You wonder if you'll just be scrubbing down whatever arrives, like you saw Gwylan do when you snuck in. <<elseif $awarelevel gte 1>> You wonder if Gwylan intends to have you do what you saw <<him>> doing with the wolf. <<if hasSexStat("deviancy", 3)>><<arousal 500>><<garousal>><</if>> <<else>> You wonder what exactly you'll be doing after this. <</if>> <br><br> <</if>> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includesAny("dom", "lust")>> Gwylan seems to have dozed off on your shoulder. <<else>> Gwylan hums and kicks <<his>> feet. <</if>> <br><br> <<link [[Wait|Gwylan Ritual Bait Arrival]]>><<pass 5>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<hallucinogen 100>> The rest of the time passes in silence, but you don't have to wait long. <br><br> <<set $beastRitual.purge to 0>><<set $beastRitual.purgeDirect to 0>> <<set $beastRitual.tainted to random(1, 100) lte $world_corruption_soft>> <<if $beastRitual.lure is "wolf">> You both stir as you hear the scraping of claws on dirt. Gwylan quickly stands, walking over to the hatch. <<nnpc_He "Gwylan">> crouches beside it, ready to close it. <br><br> <<if $beastRitual.stalked is "howl">> <<beastNEWinit 3 wolf>> <<else>> <<beastNEWinit 1 wolf>> <</if>> From the hole, a pair of dim yellow eyes scan the garden. A <<beasttype>> crawls out, sniffing the air. <<bHis>> gaze seems unfocused. <<if $monster is 1>> "The song," <<bhe>> murmurs. "The pretty howls." <<bHis>> tail is wagging. <<else>> <<bHe>> barks, <<bhis>> tail wagging. <</if>> <<if $beastRitual.person is "player">> <<bHis>> eyes lock on you. <<if $monster is 1>> "You... smell like mate." <</if>> <</if>> A second <<beasttype>> emerges from the hole, following the first. <<if $beastRitual.stalked is "howl">> Gwylan moves to slowly shut the hatch, <span class="pink">but another <<beasttype 1>> exits. Followed by three more.</span> A group of six <<beastsplural 2>> all stand in the garden. Gwylan's eyes widen, and <<nnpc_he "Gwylan">> quickly shuts and locks the hatch. <br><br> <<if $monster is 1>> "The howls," one of them repeats.<br> <<if $syndromewolves gte 1>> "<<pPackbrother>> is here, heard howls," another says.<br> <<else>> "Mate is here, heard howls, can share," another says.<br> <</if>> "Me first," the final one says. <<else>> They all quietly bark at each other, looking between you and Gwylan. <</if>> <<if $beastRitual.tainted>> <span class="purple">They seem agitated despite the trance.</span> <<else>> They otherwise seem docile. <</if>> <br><br> Gwylan scratches <<nnpc_his "Gwylan">> head. "There were only supposed to be two. I suppose we can work with this." <<nnpc_He "Gwylan">> looks to you. "Three for each of us." <<nnpc_He "Gwylan">> grabs two of them by the scruff, and they offer no resistance as <<nnpc_he "Gwylan">> walks them over to the wooden tub. The rest follow on their own. Their eyes all faintly glow with a green light. <<else>> <<if $monster is 1>> "The howls," the second repeats.<br> <<else>> They quietly bark at each other, looking between you and Gwylan. <</if>> <<if $beastRitual.tainted>> <span class="purple">They seem agitated despite the trance.</span> <<else>> They otherwise seem docile. <</if>> <br><br> Gwylan slowly shuts and locks the hatch behind them, and gently grabs them by the scruff. They offer no resistance as <<nnpc_he "Gwylan">> walks them over to the wooden tub. Their eyes faintly glow with the green light. <</if>> <<elseif $beastRitual.lure is "fox">> <<beastNEWinit 1 fox>> You both stir as you hear the scraping of claws on dirt. Gwylan quickly stands, walking over to the hatch. <<nnpc_He "Gwylan">> crouches beside it, ready to close it. <br><br> From the hole, a <<beasttype>> leaps out, shaking dirt off of <<bhimself>>. <<bHis>> vacant eyes scan the garden. <<if $beastRitual.tainted>> <<if $NPCList[0].traits.includes("cowardly")>> <<if $monster is 1>> "Th-the song," <<bhe>> mutters, looking <span class="purple">frightful</span>. "Will it keep me safe?" <<else>> <span class="purple"><<bHe>> looks frightful and hurt.</span> <</if>> <<elseif $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> "Who... who was singing?" <<bhe>> mutters. "I'll... <span class="purple">I'll claim you as mine.</span>" <<else>> <span class="purple"><<bHe>> lets out a harsh growl.</span> <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "My children..." <<bhe>> mutters. "<span class="purple">The master promised me...</span>" <<else>> <span class="purple"><<bHe>> lets out a mournful whine.</span> <</if>> <<else>> <<if $monster is 1>> "The song," <<bhe>> mutters. "The song promised me something shiny... <span class="purple">why weren't the voices singing the same song?</span>" <<else>> <span class="purple"><<bHis>> eyes flit around the garden in a rapid, feverish madness.</span> <</if>> <</if>> <<else>> <<if $NPCList[0].traits.includes("cowardly")>> <<if $monster is 1>> "Th-the song," <<bhe>> mutters, looking skittish. "It was so beautiful." <<else>> <<bHe>> looks skittish, but calm. <</if>> <<elseif $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> "Who... who was singing?" <<bhe>> mutters. "I'll... outscream you..." <<else>> <<bHe>> lets out a low growl, but otherwise seems calm. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "My kin... where is my kin?" <<bhe>> mutters. "The song was so pretty..." <<else>> <<bHe>> lets out a sound like laughter, barking and yipping excitedly. <</if>> <<else>> <<if $monster is 1>> "The song," <<bhe>> mutters. "The song was so pretty. Was it here?" <<else>> <<bHe>> lays down quietly. <</if>> <</if>> <</if>> <<if $beastRitual.person is "player">> <<bHis>> eyes settle on you. <</if>> A second <<beasttype>> emerges from the hole, following the first. <br><br> Gwylan slowly shuts and locks the hatch behind them, and gently grabs them by the scruff. They offer no resistance as <<nnpc_he "Gwylan">> walks them over to the wooden tub. Their eyes faintly glow with the green light. <<else>> <<generatePlant1>><<person1>> <<if $beastRitual.tainted>> <<set $beastRitual.taintedArm to random(1, 2) is 1 ? "right arm" : "left arm">> <</if>> You both stir as you hear slithering and dragging. Gwylan quickly stands, walking over to the hatch. <<nnpc_He "Gwylan">> crouches beside it, ready to close it. <br><br> From the hole, several vines emerge, going tense and pulling something else through. A <<person "normal">> with <<plant_details>> braided into <<his>> hair emerges. <<He>> wears a garb that matches, but many of the leaves <<if $beastRitual.tainted>>and vines<</if>> are withered or blackened. "Who... who sings the wildsong? Who beckons?" <<he>> mutters. <<His>> eyes are vacant, staring at nothing. <br><br> <<if $beastRitual.tainted and (currentSkillValue('tending') gte 800 or $backgroundTraits.includes("plantlover"))>> <<if $backgroundTraits.includes("plantlover")>> Thanks to your lewd love of plants, <<else>> Thanks to your tending skill, <</if>> you notice something else off about <<him>>. The way <<his>> leaves are positioned is very deliberate. Being creatures so close to flowers, plantpeople are vain. <span class="purple">There's something underneath <<he>> doesn't want anyone to see.</span> <br><br> <</if>> Gwylan slowly shuts and locks the hatch behind <<him>>, and gently takes <<his>> hand. <<He>> offers no resistance as Gwylan walks <<him>> over to the wooden tub. <<His>> eyes faintly glow with the green light. <</if>> <br><br> <<if !$gwylanSeen.includes("ritual_beast")>> <<if $gwylanSeen.includes("caught_no_lewd")>> "Since you interrupted my last ritual," <<nnpc_he "Gwylan">> starts, "now you get to see where the actual treatment comes in. The poison spreads most quickly when mating, which also means it's the best way to... extract it. Here, in my garden, we can make sure it doesn't spread further, and neutralise it." <<nnpc_He "Gwylan">> points to <<nnpc_his "Gwylan">> tummy. <span class="lewd">"In our bodies."</span> <<else>> "Since you interrupted my last ritual," <<nnpc_he "Gwylan">> starts, "you're going to help me finish this one properly. Here, in my garden, is one of the only safe places to conduct cleansings. In most other places, it would just leak back into the forest. We'll be purifying it in our bodies, instead." <</if>> <<if $gwylanTalked.includes("temple_confessor")>> <br><br> <<nnpc_He "Gwylan">> smiles reassuringly at you. "This shouldn't be too different from what you've done at the temple." <<elseif $temple_confessor_intro>> <br><br> This all sounds familiar to you. <span class="purple">It reminds you of the purges you've done at the temple.</span> <</if>> <<nnpc_He "Gwylan">> clears <<nnpc_his "Gwylan">> throat. "We'll be washing <<if $beastRitual.lure is "dryad">><<him>><<else>>them<</if>> first, though." <</if>> <<nnpc_He "Gwylan">> leans down and whispers<<if $beastRitual.lure is "dryad">> into the <<personsimple>>'s ear<<else>> into the first <<beasttype>>'s ear<</if>>. "Bath time." <br><br> <<set _tendingDiffMin to 400>><<set _tendingDiffMax to 800>> <<if $beastRitual.person is "player">> <<set _tendingDiffMin -= 200>><<set _tendingDiffMax -= 200>> <</if>> <<if $beastRitual.tainted>> <<set _tendingDiffMin += 200>><<set _tendingDiffMax += 200>> <</if>> On command, <<if $beastRitual.lure is "dryad">> the <<personsimple>> slowly lifts <<himself>> from the ground with <<his>> vines and dips into the tub. The vines tremble in delight in the warm water, dangling off the sides at even intervals. <br><br> <<link [[Wash|Gwylan Ritual Bait Wash Plant]]>><<tiredness 1>><<set $phase to 1>><</link>><<gtiredness>><<tendingdifficulty _tendingDiffMin _tendingDiffMax>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Get a head start on 'cleaning'|Gwylan Ritual Bait Wash Plant]]>><<set $phase to 2>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to get a head start on 'cleaning' the <<personsimple>>">> <</if>> <br> <<if $backgroundTraits.includes("plantlover") and $settings.tentaclesEnabled>> <<link [[Milk the <<persons>> vines for nectar|Gwylan Ritual Bait Wash Plant]]>><<set $phase to 3>><</link>><<if $submissive <= 850>><<note "Dendrophile" "lewd">><<else>><<note "Plant Lover" "lewd">><</if>> <br> <</if>> <<elseif $beastRitual.stalked is "howl">> the <<beastsplural>> all sit next to the tub, with one jumping in. Gwylan giggles while shielding <<nnpc_himself "Gwylan">> from the splash. <<nnpc_He "Gwylan">> tries to keep the rest under control, but two more jump in after the first. <br><br> <<link [[Wash|Gwylan Ritual Bait Wash Pack]]>><<tiredness 5>><<set $phase to 1>><</link>><<ggtiredness>><<tendingdifficulty _tendingDiffMin _tendingDiffMax>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Get a head start on 'cleaning' the remaining <<beastsplural>>|Gwylan Ritual Bait Wash Pack]]>><<set $phase to 2>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to get a head start on 'cleaning' the remaining <<beastsplural>>">> <</if>> <br> <<if hasSexStat("deviancy", 5)>> <<link [[Goad the <<beastsplural>>|Gwylan Ritual Bait Wash Pack]]>><<set $phase to 3>><</link>><<deviant5>> <<else>> <<insufficientStat "deviancy" "to goad the <<beastsplural>>">> <</if>> <br> <<else>> <<set _tendingDiffMin -= 200>><<set _tendingDiffMax -= 200>> the first <<beasttype>> leaps into the water with a splash. Gwylan giggles while shielding <<nnpc_himself "Gwylan">> from it. The second quickly follows suit, now excited. <br><br> <<link [[Wash|Gwylan Ritual Bait Wash Beast]]>><<tiredness 1>><<set $phase to 1>><</link>><<gtiredness>><<tendingdifficulty _tendingDiffMin _tendingDiffMax>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Get a head start on 'cleaning' the second <<beasttype>>|Gwylan Ritual Bait Wash Beast]]>><<set $phase to 2>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to get a head start on 'cleaning' the second <<beasttype>>">> <</if>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> Gwylan turns over a bottle of pungent green ooze into the water, which begins to bubble. <<nnpc_He "Gwylan">> tosses you a sponge. "We need to make sure they're clean outside first, for both their sake and ours." <<nnpc_He "Gwylan">> quickly looks in each of their ears. <br><br> <<nnpc_He "Gwylan">> pulls the ivory bowl closer. "The poison will fill this bowl when they reach climax." <<nnpc_He "Gwylan">> starts to scrub the head of the first <<beasttype>>. <<nnpc_He "Gwylan">> then uncorks a small vial. "Open." The first <<beasttype>> obeys, and Gwylan pours a shimmering purple fluid into <<bhis>> mouth. "This will encourage them to release more." <br><br> <<if $phase is 1>> You start to help, scrubbing down the other <<beasttype>>. <<if $tendingSuccess>> <<set $beastRitual.tendingSuccess to true>> <<set $beastRitual.purge++>> <span class="green">Your touch is gentle, and <<bhe>> stays in <<bhis>> trance.</span> <<if $beastRitual.lure is "fox">> <<bHe>> yips happily. <<else>> <<bHe>> remains docile. <</if>> Gwylan nods at you, producing another vial and feeding its contents to your <<beasttype>>. <<gwylanPurgeEffect>> <<else>> <<if $beastRitual.person is "Gwylan">> <span class="red"><<bHe>> doesn't seem to want your attention,</span> instead moving to Gwylan. You try again, but <<bhe>> growls at you. <<else>> Despite your scent, <span class="red"><<bHe>> loses interest in you,</span> instead moving to Gwylan. You try again, but <<bhe>> growls at you. <</if>> <br><br> "It's alright," Gwylan says, uncorking a second vial. "I think I can—" <br><br> <<if $beastRitual.lure is "fox">> <<set _oneOut to true>> The second <<beasttype>> snatches it right out of Gwylan's hands. It spills all over the ground as <<bhe>> jumps out of the bath. <<else>> The second <<beasttype>> rears up and tries to mount Gwylan, making <<nnpc_him "Gwylan">> spill the vial. <</if>> Gwylan sighs. "It's still alright. There just won't be as much released with this one. We'll have to move on." <</if>> <<else>> <<set $beastRitual.arousal to true>> You lean in and start to scratch your <<beasttype>>'s belly, before moving your hand lower towards <<bhis>> <<npcGenitals>>. It keeps <<bhim>> docile for a moment, but the excitement quickly gets to <<bhim>>. <<deviancy3>> <<bHis>> eyes start to focus. "Time is short," Gwylan says. "At least yours will be easier to make climax." <</if>> <br><br> Gwylan waves <<nnpc_his "Gwylan">> hand, and <<if _oneOut>> the other <<beasttype>> hops <<else>> both <<beastsplural>> hop <</if>> out of the tub, shaking themselves off and spraying water everywhere. <<nnpc_He "Gwylan">> leads them to the covered room, laying down some blankets. <br><br> <<link [[Next|Gwylan Ritual Bait Cleanse Beast]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> Gwylan raises a single finger. A blurry light dances on the end, like a firefly. It follows <<nnpc_his "Gwylan">> finger, and both of the <<beastsplural>> move their head to track it. "Lie down." Gwylan grabs the light in <<nnpc_his "Gwylan">> other palm and snaps <<nnpc_his "Gwylan">> fingers. <br><br> They both obey. <<nnpc_He "Gwylan">> starts to inspect them, <<if $beastRitual.tainted>> and sighs. "<span class="purple">They carry the taint deeply.</span> We're lucky we found them." <<else>> and nods. "They both carry the taint, as expected, <span class="teal">but not too deeply</span>." <</if>> <br><br> <<if $beastRitual.petplay gte 3>> <<nnpc_He "Gwylan">> whistles. <<if $hypnosis_traits.devotion gte 1>> <<hypnosisText "Your ears twitch, and you sit in front of <<nnpc_him 'Gwylan'>> like a <<if $cat gte 6>>cat<<else>>dog<</if>> without even thinking about it.">> <<else>> You realise it was directed at you. "<<gwylanCommand "Sit," 2>>" <<nnpc_he "Gwylan">> says, tugging your leash. You do so. <</if>> <br><br> <<nnpc_He "Gwylan">> giggles. "<<pcPetname "Gwylan" "good">>. This <<beasttype>> is all pent up. You're going to mate with <<bhim>>." <<nnpc_He "Gwylan">> sits down next to you, beckoning the other <<beasttype>>. <<arousal 500>><<garousal>> <br> <<else>> <<nnpc_He "Gwylan">> bends over and beckons one of them. <</if>> <<if $beastRitual.lure is "fox" and $beastRitual.tainted>> <<set $beastRitual.combatChase to true>> "I'll be right here next to you. Make yours reach climax however you can." <br><br> The second <<beasttype>> stops, instead looking over to the shop. <span class="purple"><<bHis>> eyes suddenly glow with an unholy light.</span> <<if $monster is 1>> "In... in there? I can see... so much." <<bHis>> tail puffs up. <<else>> <<bHis>> tail puffs up as <<bhe>> yips. <</if>> <span class="red"><<bHe>> suddenly darts away into the shop.</span> <br><br> "Hey!" Gwylan stands, immediately chasing after <<bhim>>. <<nnpc_He "Gwylan">> looks back to you briefly. "Tend to yours, I'll be back soon!" <br><br> The other <<beasttype>> approaches you. <br><br> <<link [[Next|Gwylan Ritual Bait Sex Beast]]>><<set $sexstart to 1>><</link>> <br> <<else>> "I'll be right here next to you. Make yours reach climax, however you can. Ready?" <br><br> Both <<beastsplural>> show signs of heavy arousal, and approach you. <br><br> <<link [[Ready|Gwylan Ritual Bait Sex Beast]]>><<set $sexstart to 1>><</link>> <br> <</if>><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemyanger to 0>><<set $enemytrust += 200>> <<set $beastRitual.stateTimer to 0>> <<if $beastRitual.tainted>> <<set $enemyarousalmax += 100>> <<set $enemyhealth += 100>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $beastRitual.stateTimer to 0>> <<if $beastRitual.tainted>> <<set $enemyarousalmax += 100>> <<set $enemyhealth += 100>> <</if>> <</if>> <<if $beastRitual.tainted and $enemyanger lte 100>> <<set $enemyanger += 3>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br> <<if $beastRitual.combatChase>> <<switch $beastRitual.stateTimer>> <<case 0>>Gwylan dashes into the forest shop after the other <<beasttype>>. <<case 1>>You hear something get knocked over from inside the shop. <<case 2>>You hear something break inside the shop. <<case 3>>You hear Gwylan from inside the shop. "Get back here with that!" <<case 4>> The other <<beasttype>> <<if $monster is 1>> runs out of the shop, clutching a ?gwylanItem in <<bhis>> hands. <<else>> darts back out of the shop, holding a ?gwylanItem in <<bhis>> mouth. <</if>> <<bHe>> looks back, and resumes fleeing as Gwylan comes out of the shop too. "Put that down!" <<if $monster is 1>> <<else>> <</if>> <<case 5>> Gwylan chases the other <<beasttype>> all around the garden. <<if _gwylanTF.known>> After a short time, <<nnpc_he "Gwylan">> gets on all fours and starts chasing like a fox. <</if>> <<case 6>>Gwylan tackles the fleeing <<beasttype>>. "Caught you! Naughty kit." <<case 7>>Gwylan speaks. "Hold still. Naughty foxes don't get to enjoy this." <<case 8>>Gwylan pleasures <<nnpc_his "Gwylan">> <<beasttype>> with <<nnpc_his "Gwylan">> hands. <<case 9>>Gwylan looks over to you, panting. "Keep it up, dear!" <<default>>Gwylan continues pleasuring the other <<beasttype>> with <<nnpc_his "Gwylan">> hands. <</switch>> <<else>> <<switch $beastRitual.stateTimer>> <<case 0>>Gwylan speaks. "Shhh, we'll make you feel better." <<nnpc_He "Gwylan">> starts to service the other <<beasttype>>. <<case 1>>Gwylan hums a soothing melody. <span class="green">The <<beastsplural>> both calm down slightly.</span> <<set $enemyanger -= 15>> <<case 2 3>>Gwylan continues soothing the <<beastsplural>> as <<nnpc_he "Gwylan">> works. <span class="green">They both calm down slightly.</span> <<set $enemyanger -= 15>> <<case 4>>Gwylan's humming stops. You see <<nnpc_his "Gwylan">> head bobbing. <<case 5>>The other <<beasttype>> <<if $beastRitual.lure is "fox">>yips<<else>>barks<</if>>. <<case 6>> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includesAny("aroused", "lust")>> You feel Gwylan's hand grasp your arm briefly. <<nnpc_He "Gwylan">> squeezes it for comfort. You give it a squeeze back. <<stress -1>><<lstress>> <<else>> You feel Gwylan's hand grasp your arm briefly. <<nnpc_Hes "Gwylan">> making sure you're still there and okay. You give it a squeeze back. <</if>> <<npcincr Gwylan lust 1>><<glust>> <<case 7>>Gwylan lets out a breath. "There, this isn't so bad, is it?" <<case 8>> <<if $beastRitual.lure is "fox" and _gwylanTF.known>> The other <<beasttype>> suddenly starts a screaming contest with Gwylan. They're both very loud, and both <<beastsplural>> get more agitated. <<set $enemyanger += 15>> <<else>> The other <<beasttype>> seems contented. <<set $enemyanger -= 15>> <</if>> <<case 9>>Gwylan looks to you to make sure you're still okay. <<if $pain gte 50>><<nnpc_He "Gwylan">> winces upon seeing your current state.<</if>> <<case 10>> <span class="lewd">You feel Gwylan shudder next to you.</span> <<npcincr Gwylan lust 1>><<glust>> <<default>> Gwylan continues mating with the other <<beasttype>>. <<if $beastRitual.stateTimer % 5 is 0>> <span class="pink"><<nnpc_He "Gwylan">> lets out a soft breath as <<nnpc_he "Gwylan">> shudders.</span> <<npcincr Gwylan lust 1>><<glust>> <<else>> <<nnpc_He "Gwylan">> seems to be enjoying <<nnpc_himself "Gwylan">>. <</if>> <</switch>> <</if>> <<set $beastRitual.stateTimer++>> <br><br> <<stateman>> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Gwylan Ritual Bait Sex Beast Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Ritual Bait Sex Beast]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $enemyarousal gte $enemyarousalmax>> <<set $beastRitual.end to "orgasm">> <<beastejaculation>><<set $beastRitual.purge++>><<set $beastRitual.ejac to true>> <<if $NPCList[0].vagina.toString().includes("mouth") or ["mouth", "vagina", "anus"].includes($NPCList[0].penis.toString())>> <<set $beastRitual.purgeDirect++>> <<if $temple_confessor_intro or $gwylanSeen.includes("ritual_beast")>> <span class="lewd">You take the poison into your body directly.</span> <<if $angel gte 6>> <span class="gold">The purity within you clashes with it, snuffing it out.</span><<trauma 6>><<pain 1>><<gtrauma>><<gpain>> <<elseif $fallenangel gte 2 and $fallenangel lt 4>> <span class="black">It rushes to fill the emptiness inside of you, and vanishes within. You feel nothing.</span> <<elseif $demon gte 6>> <span class="purple">It melds with your very being.</span><<stress -12>><<trauma -6>><<purity -40>><<llstress>><<ltrauma>><<lllpurity>> <<elseif $dryad gte 6>> <span cass="red">You feel violently ill as it twists your connection to the world. Your blossom turns sickly for a moment.</span><<stress 12>><<trauma 24>><<pain 10>><<ggstress>><<ggtrauma>><<ggpain>> <<else>> <<purity -25>><<llpurity>> <</if>> <br> <<else>> <span class="pink">A strange emptiness fills you.</span> <</if>> <<else>> The ivory bowl fills with a glowing pink fluid. <</if>> Satisfied, the <<beasttype>> licks your face and lies down in the garden. <<gwylanPurgeEffect>> <<else>> <<set $beastRitual.end to "beaten">> The <<beasttype>> backs away from you. <</if>> <br><br> You sit up and look over to Gwylan. <<if V.NPCList[0].penis isnot "none" and (C.npc.Gwylan.vagina isnot "none" or V.settings.analEnabled) and _gwylanStatus.includesAny("dom", "lust") and !$beastRitual.combatChase>> <<set $beastRitual.gwylanKnotted to true>><<set $gwylanSeen.pushUnique("knotted")>> <<nnpc_Hes 'Gwylan'>> on <<nnpc_his "Gwylan">> hands and knees right next to you. <<nnpc_His "Gwylan">> head rests in <<nnpc_his "Gwylan">> hand, while the other hand taps its fingers impatiently on the ground. <span class="pink"><<nnpc_Hes "Gwylan">> been knotted by the other <<beasttype>>.</span> <br><br> <<nnpc_He "Gwylan">> winks at you, softly exhaling as the knot deflates, freeing <<nnpc_him "Gwylan">>. <<if $gwylanSeen.includes("player_knotted_gwylan")>>"I still prefer yours," <<nnpc_he "Gwylan">> says with a blush. <<npcincr Gwylan lust 1>><<glust>><</if>> <<else>> <<nnpc_Hes "Gwylan">> already finished up with the other <<beasttype>>. <</if>> <<tearful>> you stand. Gwylan walks over to the hatch, and beckons the <<beastsplural>>. "Go home," <<nnpc_he "Gwylan">> says. "And stay out of trouble." The first one crawls through the hole and leaves the garden. <<if $beastRitual.tainted and $beastRitual.ejac>> <<set $beastRitual.purge++>> The second one hesitates, looking back at the two of you. <<if $monster is 1>> <<if $beastRitual.lure is "fox">> "Thank you. I can finally think straight again." <<else>> "Bad feelings gone. Humans to thank." <</if>> <<else>> <<bHe>> lets out a <<if $beastRitual.lure is "fox">>yip<<else>>low gruff<</if>>, and looks grateful. <</if>> <<bHe>> bounds up to you and licks your face before following <<bhis>> sibling. <<stress -2>><<lstress>> <<else>> The second follows quickly. <</if>> <br><br> <<if !$beastRitual.ejac>> "You weren't very gentle," Gwylan says to you. "Remember that we're here to help them." <<else>> "That wasn't so bad, was it?" Gwylan asks you. <</if>> <<nnpc_He "Gwylan">> leads you to the wooden bath. <<clotheson>> <<endcombat>> <<link [[Next|Gwylan Ritual Bait End]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> Gwylan wastes no time. <<nnpc_He "Gwylan">> empties out an entire bottle of a pungent green ooze into the water, which begins to bubble. <<nnpc_He "Gwylan">> tosses you a sponge, and starts looking frantic. "I didn't prepare for this many. I'll have to split the reagents I have, which means the trance won't last long, and the purging might be difficult." <br><br> <<nnpc_He "Gwylan">> pulls the ivory bowl closer with <<nnpc_his "Gwylan">> foot. "I don't know if this will be big enough to hold it all." <<if $monster is 1>> <<nnpc_He "Gwylan">> starts to scrub the head of the first <<beasttype>>, but the other two start to get handsy. "Me too," one says, headbutting Gwylan. <br><br> <<else>> <<nnpc_He "Gwylan">> starts to scrub the head of the first <<beasttype>>, but the other two in the tub try to push their way in, jealous of the attention the first is getting. <</if>> "Easy now, just wait your turn." <<nnpc_He "Gwylan">> uncorks a small vial. "Open." The first <<beasttype>> obeys, and Gwylan pours a shimmering purple fluid into <<bhis>> mouth. <br><br> <<if $beastRitual.person is "Gwylan">> A <<beasttype>> outside the tub walks up to Gwylan and reaches up, trying to grab <<nnpc_his "Gwylan">> tunic. <<else>> A <<beasttype>> outside the tub walks up to you and <span class="pink">tries to mount you</span>. <</if>> Gwylan whistles melodically but sharply. It almost sounds like birdsong, and causes all of the <<beastsplural>> to obediently sit still for a moment. <br><br> <<if $phase is 1>> You quickly start to help, taking some of the attention off of Gwylan. You scrub down another <<beasttype>>. <<if $tendingSuccess>> <<set $beastRitual.tendingSuccess to true>> <<set $beastRitual.purge++>> <span class="green">You manage to wash yours while appeasing the ones outside the tub with gentle words and attention.</span> It's not easy, but you manage. Gwylan nods thankfully at you. <span class="green">The two of you together manage to wash every last one of the <<beastsplural>>, and apply Gwylan's reagents to them.</span> <<gwylanPurgeEffect>> <<else>> <span class="red">The rest become even more jealous,</span> and start to paw at you. <br><br> <<if $beastRitual.tainted>> <<set _tainted to true>> <span class="red">All at once, the light fades from their eyes, being replaced by an unholy glow.</span> Gwylan's eyes widen. <br><br> <<if $monster is 1>> They all speak in sequence.<br> "Masters..."<br> "...command..."<br> "...we..."<br> "...obey." <<else>> They all howl in an unnaturally perfect unison. <</if>> <br><br> "Brace yourself," Gwylan says to you. "It's too late now. We just have to—" <br><br> Three soaking wet <<beastsplural>> all jump out of the tub and onto Gwylan, knocking <<nnpc_him "Gwylan">> over. The three outside the tub all converge on you! <<else>> Gwylan whistles sharply three more times, splashing some of the water on the <<beastsplural>> outside the tub. They shy away for the moment. "This won't do. We're already out of time." <<nnpc_He "Gwylan">> whistles once more, and the three <<beastsplural>> jump out of the tub one by one, each one shaking off and spraying water everywhere. "We'll need to skip to the end." <</if>> <</if>> <<elseif $phase is 2>> You lean over the tub and beckon the other two <<beastsplural>>. You reach down and start to fondle their genitals, sparing one hand for each so Gwylan can focus on one. <<deviancy3>> <<nnpc_He "Gwylan">> nods to you thankfully, but your lewd attention further agitates the ones outside the tub. They all start to paw at you, nearly knocking you over. <<if $beastRitual.tainted>> <<set _tainted to true>> <span class="red">All at once, the light fades from their eyes, being replaced by an unholy glow.</span> Gwylan's eyes widen. <br><br> <<if $monster is 1>> They all speak in sequence.<br> "Masters..."<br> "...command..."<br> "...we..."<br> "...obey." <<else>> They all howl in an unnaturally perfect unison. <</if>> <br><br> "Brace yourself," Gwylan says to you. "It's too late now. We just have to—" <br><br> Three soaking wet <<beastsplural>> all jump out of the tub and onto Gwylan, knocking <<nnpc_him "Gwylan">> over. The three outside the tub all converge on you! <<else>> Gwylan whistles sharply three more times, splashing some of the water on the <<beastsplural>> outside the tub. They shy away for the moment. "This won't do. We're already out of time." <<nnpc_He "Gwylan">> whistles once more, and the three <<beastsplural>> jump out of the tub one by one, each one shaking off and spraying water everywhere. "We'll need to skip to the end." <</if>> <<else>> <<set $beastRitual.goaded to true>> <<set _goaded to true>> You set the sponge aside, and get on your hands and knees. You give your <<bottom>> a provocative wiggle, which pushes all of the <<beastsplural>> over the edge. You're mounted immediately. <<deviancy5>> Gwylan's eyes widen. "What are you—" <br><br> Three soaking wet <<beastsplural>> all jump out of the tub and onto Gwylan, knocking <<nnpc_him "Gwylan">> over. <</if>> <br><br> <<if _tainted>> <<link [[Next|Gwylan Ritual Bait Sex Pack]]>><<set $molestationstart to 1>><</link>> <br> <<elseif _goaded>> <<link [[Next|Gwylan Ritual Bait Sex Pack]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<link [[Next|Gwylan Ritual Bait Cleanse Pack]]>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> Gwylan raises a single finger. A blurry light dances on the end, like a firefly. It follows <<nnpc_his "Gwylan">> finger, and all of the <<beastsplural>> move their head to track it. "Lie down." Gwylan grabs the light in <<nnpc_his "Gwylan">> other palm and snaps <<nnpc_his "Gwylan">> fingers. <br><br> The <<beastsplural>> obey. <<nnpc_He "Gwylan">> starts to inspect the closest one, <<if $beastRitual.tainted>> and sighs. "<span class="purple">Every single one of them carries the taint deeply.</span> This will be a rough recovery." One of the <<beastsplural>> seems to mistake the word "rough" for a bark and tries to mount Gwylan, but <<nnpc_he "Gwylan">> pushes <<bhim>> back down gently. <<else>> and nods. "They all carry the taint, as expected, <span class="teal">but not too deeply</span>. This may be manageable after all." <</if>> <br><br> You can see telltale signs of arousal on all of them. <br><br> <<nnpc_He "Gwylan">> turns to you. "They're prepared. Make your three reach climax, however you can. Ready?" <<nnpc_He "Gwylan">> stands beside you. The <<beastsplural>> begin to circle around you. <br><br> <<link [[Ready|Gwylan Ritual Bait Sex Pack]]>><<set $sexstart to 1>><</link>> <br><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<beastTrainGenerate>> <<set $enemyanger to 0>><<set $enemytrust += 200>> <<set $beastRitual.stateTimer to 0>> <<if $beastRitual.tainted>> <<set $enemyarousalmax += 100>> <<set $enemyhealth += 100>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<set $beastRitual.stateTimer to 0>> <<if $beastRitual.tainted>> <<set $enemyarousalmax += 100>> <<set $enemyhealth += 100>> <</if>> <</if>> <<if $beastRitual.tainted and $enemyanger lte 100>> <<set $enemyanger += 3>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br> <<if $consensual is 0 or $beastRitual.goaded>> <<switch $beastRitual.stateTimer>> <<case 0>>Gwylan struggles to get <<nnpc_his "Gwylan">> <<beastsplural>> under control. <<case 1>>Gwylan tries to get the <<beastsplural>> to heel, to no avail. <<case 2>>Gwylan hums a soothing melody. <span class="green">The <<beastsplural>> all calm down slightly.</span> <<set $enemyanger -= 15>> <<case 3 4 5>>Gwylan continues soothing the <<beastsplural>>. <span class="green">They all calm down slightly.</span> <<set $enemyanger -= 15>> <<case 6>>Gwylan's humming is <span class="red">abruptly cut off</span>. <<nnpc_He "Gwylan">> squeaks in surprise. <<case 7>>You hear wet thrusting sounds from next to you. <<case 8 9>>Gwylan is silent. <<case 10>> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includesAny("aroused", "lust")>> You feel Gwylan's hand grasp your arm briefly. <<nnpc_He "Gwylan">> squeezes it for comfort. You give it a squeeze back. <<stress -1>><<lstress>> <<else>> You feel Gwylan's hand grasp your arm briefly. <<nnpc_Hes "Gwylan">> making sure you're still there. You give it a squeeze back. <</if>> <<npcincr Gwylan lust 1>><<glust>> <<case 11>>Gwylan gasps for breath. "There's a good—" <<nnpc_hes "Gwylan">> cut off again. <<case 12 13 14>>You hear the sounds of mating from Gwylan's direction. <<case 15>> <<if $consensual is 0>> The two of you are surrounded, trapped in a cuddly <<beasttype>> pile. It's hard to see anything beyond the pack. <span class="pink">You feel Gwylan shudder next to you, and let out a soft breath.</span><<npcincr Gwylan lust 1>><<glust>> <br><br> <<nnpc_He "Gwylan">> turns <<nnpc_his "Gwylan">> head to look at you. <<nnpc_His "Gwylan">> hand reaches out to cup your face, and <<nnpc_he "Gwylan">> giggles. "Hang in there, <<pcpetname "Gwylan">>." <<npcincr Gwylan lust 4>><<gglust>> <<else>> The two of you are surrounded, trapped in a vicious <<beasttype>> pile. It's hard to see anything beyond the pack. <span class="pink">You feel Gwylan shudder next to you, and let out a soft, pained moan.</span><<npcincr Gwylan lust 1>><<glust>> <br><br> <<nnpc_He "Gwylan">> manages to turn <<nnpc_his "Gwylan">> head to look at you. <<nnpc_His "Gwylan">> hand reaches out to cup your face, before a <<beasttype>> steps between you, obscuring your view of each other. <</if>> <<default>> Gwylan continues to be used. <<if $beastRitual.stateTimer % 5 is 0>> <<if $consensual is 0>> <span class="red"><<nnpc_He "Gwylan">> lets out a soft, pained moan.</span> <<else>> <span class="pink"><<nnpc_He "Gwylan">> lets out a soft breath as <<nnpc_he "Gwylan">> shudders.</span> <<npcincr Gwylan lust 1>><<glust>> <</if>> <<else>> <<nnpc_He "Gwylan">> works with it, trying to keep them all calm. <</if>> <</switch>> <<else>> <<switch $beastRitual.stateTimer>> <<case 0>>Gwylan speaks. "Down. You will wait your turn." <<case 1>>Gwylan starts to service one of <<nnpc_his "Gwylan">> <<beastsplural>>. <<case 2>>Gwylan hums a soothing melody. <span class="green">The <<beastsplural>> all calm down slightly.</span> <<set $enemyanger -= 15>> <<case 3 4 5>>Gwylan continues soothing the <<beastsplural>>. <span class="green">They all calm down slightly.</span> <<set $enemyanger -= 15>> <<case 6>>Gwylan's humming stops. You see <<nnpc_his "Gwylan">> head bobbing. <<case 7>>You hear wet thrusting sounds from next to you. <<case 8 9>>Gwylan is silent. <<case 10>> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includesAny("aroused", "lust")>> You feel Gwylan's hand grasp your arm briefly. <<nnpc_He "Gwylan">> squeezes it for comfort. You give it a squeeze back. <<stress -1>><<lstress>> <<else>> You feel Gwylan's hand grasp your arm briefly. <<nnpc_Hes "Gwylan">> making sure you're still there and okay. You give it a squeeze back. <</if>> <<npcincr Gwylan lust 1>><<glust>> <<case 11>>Gwylan gasps for breath. "There's a good puppy." <<case 12 13 14>>You hear the sounds of mating from Gwylan's direction. <<case 15>> The two of you are surrounded, trapped in a cuddly <<beasttype>> pile. It's hard to see anything beyond the pack. <span class="pink">You feel Gwylan shudder next to you, and let out a soft breath.</span><<npcincr Gwylan lust 1>><<glust>> <br><br> <<nnpc_He "Gwylan">> turns <<nnpc_his "Gwylan">> head to look at you. <<nnpc_His "Gwylan">> hand reaches out to cup your face, and <<nnpc_he "Gwylan">> giggles. "Hang in there, <<pcpetname "Gwylan">>." <<npcincr Gwylan lust 4>><<gglust>> <<default>> Gwylan continues being mated. <<if $beastRitual.stateTimer % 5 is 0>> <span class="pink"><<nnpc_He "Gwylan">> lets out a soft breath as <<nnpc_he "Gwylan">> shudders.</span> <<npcincr Gwylan lust 1>><<glust>> <<else>> <<nnpc_He "Gwylan">> seems to be enjoying <<nnpc_himself "Gwylan">>. <</if>> <</switch>> <</if>> <<set $beastRitual.stateTimer++>> <br><br> <<stateman>> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Gwylan Ritual Bait Sex Pack Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Ritual Bait Sex Pack]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<set $beastRitual.purge++>><<set $beastRitual.ejac to true>> <<if $NPCList[0].vagina.toString().includes("mouth") or ["mouth", "vagina", "anus"].includes($NPCList[0].penis.toString())>> <<set $beastRitual.purgeDirect++>> <<if $temple_confessor_intro or $gwylanSeen.includes("ritual_beast")>> <span class="lewd">You take the poison into your body directly.</span> <<if $angel gte 6>> <span class="gold">The purity within you clashes with it, snuffing it out.</span><<trauma 6>><<pain 1>><<gtrauma>><<gpain>> <<elseif $fallenangel gte 2 and $fallenangel lt 4>> <span class="black">It rushes to fill the emptiness inside of you, and vanishes within. You feel nothing.</span> <<elseif $demon gte 6>> <span class="purple">It melds with your very being.</span><<stress -12>><<trauma -6>><<purity -40>><<llstress>><<ltrauma>><<lllpurity>> <<elseif $dryad gte 6>> <span cass="red">You feel violently ill as it twists your connection to the world. Your blossom turns sickly for a moment.</span><<stress 12>><<trauma 24>><<pain 10>><<ggstress>><<ggtrauma>><<ggpain>> <<else>> <<purity -25>><<llpurity>> <</if>> <br> <<else>> <span class="pink">A strange emptiness fills you.</span> <</if>> <<else>> The ivory bowl fills with a glowing pink fluid. <</if>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> makes room for the next. <<if $combatTrain.length is 2>> Gwylan speaks. "You're doing great, dear!" <<else>> Gwylan speaks. "Just a little longer!" <</if>> <<gwylanPurgeEffect>> <<combatTrainAdvance>> <br><br> <<link [[Next|Gwylan Ritual Bait Sex Pack]]>><</link>> <<else>> Satisfied, the <<beasttype>> licks your face and leaves you be. Gwylan pants. "It's... it's over." <<gwylanPurgeEffect>> <<combatTrainAdvance>> <br><br> <<link [[Next|Gwylan Ritual Bait Sex Pack Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils, but another takes <<bhis>> place. Gwylan speaks. "H-hey, <span class="blue">try to go easy on them</span>! We're still here to help them!" <<combatTrainAdvance>> <br><br> <<link [[Next|Gwylan Ritual Bait Sex Pack]]>><</link>> <<else>> The <<beasttype>> recoils. Gwylan pants. "It's... it's over." <<combatTrainAdvance>> <br><br> <<link [[Next|Gwylan Ritual Bait Sex Pack Finish]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<set $beastRitual.end to "orgasm">> You lie flat on your back, trying to catch your breath. <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and backs away towards <<bhis>> siblings, who have all grouped together. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> Satisfied, the <<beasttype>> rejoins <<bhis>> siblings, who have all grouped together. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> <<set $beastRitual.end to "beaten">> The <<beastsplural>> all keep their distance from you. <<else>> The <<beastsplural>> all join back into a group. <</if>> <br><br> <<if V.NPCList.some(wolf => wolf.penis and wolf.penis isnot "none") and (C.npc.Gwylan.vagina isnot "none" or V.settings.analEnabled)>> <<set _theKnottyBoy to V.NPCList.find(wolf => wolf.penis and wolf.penis isnot "none")>> <<set $beastRitual.gwylanKnotted to true>><<set $gwylanSeen.pushUnique("knotted")>> Except one. You turn your head over to Gwylan, and see <<nnpc_him 'Gwylan'>> on <<nnpc_his "Gwylan">> hands and knees right next to you. <<if $consensual is 1>> <<nnpc_His "Gwylan">> head rests in <<nnpc_his "Gwylan">> hand, while the other hand taps its fingers impatiently on the ground. <span class="pink"><<nnpc_Hes "Gwylan">> been knotted by the final _theKnottyBoy.type.</span> <br><br> <<nnpc_He "Gwylan">> shoots you a glare, but it slowly breaks into a smile. <<nnpc_He "Gwylan">> softly exhales as the knot deflates, freeing <<nnpc_him "Gwylan">>. <<else>> <<nnpc_His "Gwylan">> hands grip the ground, and <<nnpc_his "Gwylan">> teeth are clenched. <span class="pink"><<nnpc_Hes "Gwylan">> been knotted by the final _theKnottyBoy.type.</span> <br><br> <<nnpc_He "Gwylan">> slowly looks up, breathing heavily. <<nnpc_He "Gwylan">> winces as the knot deflates, freeing <<nnpc_him "Gwylan">>. <</if>> <<else>> Gwylan lies on the ground next to you, equally spent. <<if $consensual is 1>> <<nnpc_He "Gwylan">> glares at you, but it slowly breaks into a smile. <<else>> <<nnpc_His "Gwylan">> expression is almost perfectly neutral, which unnerves you more than if <<nnpc_he "Gwylan">> looked angry. <</if>> <</if>> <<if $beastRitual.goaded>> "I suppose this was your idea of a joke? In that case, congratulations, you're <i>very</i> funny." <<else>> "Why do I have the sneaking suspicion that you caused this, <<pcpetname "Gwylan" "simple">>? I knew one of those howls sounded familiar." <</if>> <<tearful>> you try to stand. Gwylan stands first, and helps you. <span class="red"><<nnpc_Hes "Gwylan">> covered in fresh scratch marks.<<if $consensual is 0>> A few of them trickle blood.<</if>></span> <br><br> Gwylan unsteadily walks over to the hatch, and beckons the <<beastsplural>>. "Go home," <<nnpc_he "Gwylan">> says. "And stay out of trouble." One by one, they crawl through the hole and leave the garden. <<if $beastRitual.tainted and $beastRitual.purge gte 3>> <<set $beastRitual.purge++>> <br><br> The last one hesitates, looking back at the two of you. <<if $monster is 1>> "Humans generous. Humans make the voices go away." <<else>> <<bHe>> lets out a low gruff, and looks grateful. <</if>> <<bHe>> bounds up to you and licks your face before following <<bhis>> siblings. <<stress -2>><<lstress>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Gwylan Ritual Bait End Pack]]>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> Gwylan shuts and locks the hatch, and turns to you. <br><br> <<if _gwylanStatus.includes("heat") and _gwylanTF.known>> <<His>> eyes narrow, and <<he>> gets low to the ground. You instinctively take a step back. It doesn't matter. <<Hes>> too fast. <<He>> clears the distance between you and pounces. You're on your back before you know it. <br><br> "You howled for them, <<pcpetname "Gwylan" "naughty">>." <<He>> licks your cheek. "Now I want you to howl for me." <br><br> <<He>> opens <<his>> mouth, giving you a full view of <<his>> sharp teeth. <<His>> nails, which suddenly look sharper, scratch against your chest. <<pain 2>><<arousal 500>><<gpain>><<garousal>> <br><br> "I said... <<gwylanCommand "howl">>." <<He>> bites your neck, prompting you to cry out in <<if $masochism_level gte 1>> pained pleasure. <<pain 5>><<arousal 1200>><<ggpain>><<ggarousal>> <<else>> pain. <<pain 8>><<ggpain>> <</if>> <br><br> <<He>> releases you, only to kiss and suck on the spot <<he>> bit. The thought of <<him>> leaving a mark makes you shiver. <<stress 3>><<arousal 500>><<gstress>><<garousal>> <br><br> <<if $masochism_level gte 1>> "I'm not disappointed," <<else>> "That'll do," <</if>> <<he>> coos, wrapping <<his>> arms around you. The two of you lay there for a few minutes, before <<he>> helps you up once again. /* When bruises are implemented, have this leave a mark. */ <<bruise neck>> <<elseif $gwylanSeen.includes("player_knotted_gwylan") and $beastRitual.gwylanKnotted>> "Your knot still feels better," <<he>> says with a blush. <<else>> <<He>> sighs. "I've still had worse." <<He>> doesn't look like <<hes>> joking. <</if>> <br><br> "Let's go clean up your mess." <<He>> leads you over to the wooden tub. <br><br> <<link [[Next|Gwylan Ritual Bait End]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> Gwylan hands you a sponge and a pair of small shears, and starts to spray the <<persons>> leaves with a spray bottle. Whatever <<hes>> sprayed with sizzles into bubbles on contact, and <<he>> starts to relax. "Dryad nectar is a binding substance. It sponges up the poison, and blocks the rest from escaping like a clogged faucet. We'll be extracting as much as we can. First, however, we're going to prune <<him>> very carefully." <br><br> Gwylan very slowly cuts a withered flower from <<his>> hair, and places it in the bucket. The <<personsimple>> winces, but doesn't tense up at all. "The dryads are especially sensitive to the taint. If it becomes too much, they become a source themselves. Physical removal of tainted flora has to come first." <br><br> <<if $beastRitual.tainted>> <<nnpc_He "Gwylan">> holds up one of the <<personsimple>>'s vines. It looks much worse than all the rest. There are purple veins running along its length, and thorns jutting out at random. "There's no saving this vine, I'll need to <span class="red">amputate</span> so a new one can grow." <<nnpc_He "Gwylan">> pulls out a much larger, heavily angled pair of shears and holds the vine over the bucket. "Just hold still, you won't feel a thing." <br><br> You look away, and hear a heavy snip. The <<personsimple>> breathes heavier, but doesn't seem to struggle. When you look back, Gwylan has tied off the stump of the vine with a thick length of plant twine. "There, there, your body will absorb that when it's ready to heal." <br><br> <</if>> <<if $phase is 1>> You start to look for any dead or withering foliage on <<him>>. <<if $beastRitual.person is "player">> <span class="teal"><<He>> relaxes further when you get close.</span> "You smell very nice," <<he>> says wistfully, <<his>> faded eyes slightly focusing on you. <</if>> <<if $tendingSuccess>> <<set $beastRitual.tendingSuccess to true>> <<set $beastRitual.purge++>> <span class="green">Your touch is gentle but firm, and you don't cause <<him>> much discomfort.</span> You and Gwylan end up half-filling the bucket with dead foliage. <<gwylanPurgeEffect>> <<else>> <span class="red">You cut a flower too close to <<his>> skin.</span> <<His>> eyes snap to focus. <<if $beastRitual.person is "player">> "Why do you smell so familiar?" <</if>> Two of <<his>> vines wrap around your wrist, and <span class="red">sprout thorns</span>. You cry out in pain. <<pain 10>><<ggpain>> <br><br> Gwylan's hands wrap around your wrist with the vines. <<nnpc_He "Gwylan">> presses <<nnpc_his "Gwylan">> fingers into the vines at various points, and they steadily retract their thorns and go limp. The <<persons>> other vines all begin to flare up at the two of you as <<he>> rises from the tub. <br><br> Gwylan sprays <<him>> directly in the face a single time. <span class="green"><<He>> flops right back down into the tub with a splash, <<his>> eyes vacant once more.</span> <br><br> <<nnpc_He "Gwylan">> starts to pull stray thorns out of your wrist. <<nnpc_His "Gwylan">> touch is very gentle. "The sedative I'm using has diminishing returns. Once it's in your system, its effects dilute quickly. Just leave the rest of the pruning to me, dear." <</if>> <<elseif $phase is 2>> <<set $beastRitual.arousal to true>> You set the shears aside, instead focusing on <<his>> body. Gwylan watches you curiously as you scrub down the <<persons>> chest. <br><br> You work your way lower, until you find an opening in <<his>> plant skirt. You begin to fondle and wash <<his>> <<npcGenitals>>. <<deviancy3>> Gwylan giggles. "That's alright, that will warm <<him>> up for what comes next." Surely enough, the <<personsimple>> starts to lean into your touch and show signs of arousal. <<else>> <<set $beastRitual.purge++>><<set $beastRitual.arousal to true>><<set $beastRitual.milked to true>> You set aside the shears, instead gently running your hands along <<his>> vines. You grab one and rub your thumb on the tip. You can practically taste the nectar already. <br><br> Gwylan eyes you curiously. You stroke and work the vine, and start priming another one in the meantime. The <<personsimple>> starts to breathe heavier. You lick the first vine, and squeeze it firmly. You're rewarded with a slow stream of nectar on your tongue. <<nectarfed 10>> <<gwylanPurgeEffect>> <br><br> You continue working the two vines, lapping up their nectar when they yield it. <<if $gwylan.request.items?.some(item => item.category is "sample" and item.name is "plant")>> <<set $gwylan.request.items.find(item => item.category is "sample" and item.name is "plant").have++>> <span class="gold">You pull out one of the vials Gwylan gave you and make sure to save some of it.</span> <</if>> <br><br> Gwylan giggles, before grabbing the vines away from you. "Alright, you've had your fun. I can't have you getting <<him>> too excited yet, though." <</if>> <br><br> Gwylan finishes up, <<nnpc_his "Gwylan">> pace increasing. "There's only so much time. We need to move on." <<nnpc_He "Gwylan">> squeezes <<nnpc_his "Gwylan">> sponge out over the <<persons>> head. "Follow me." <br><br> The <<personsimple>> immediately stands up and steps out of the tub to do so. You follow, too. <br><br> <<link [[Next|Gwylan Ritual Bait Cleanse Plant]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> Gwylan raises a single finger. A blurry light dances on the end, like a firefly. It follows <<nnpc_his "Gwylan">> finger, and the <<persons>> head moves to track it. "Bloom." Gwylan grabs the light in <<nnpc_his "Gwylan">> other palm and snaps <<nnpc_his "Gwylan">> fingers. <br><br> The <<personsimple>> shudders, and <<his>> leafy clothes begins to move to expose <<him>> more, opening like one big flower. <<if $beastRitual.tainted>> Gwylan winces. <span class="purple">Parts of the <<persons>> skin are marked with deep cracks, like old rotten tree bark. <<His>> $beastRitual.taintedArm is thin and gangly. It looks about ready to snap off at the elbow.</span> <br><br> "It was almost too late for <<him>>," <<nnpc_he "Gwylan">> says, kneeling down to further inspect. "<<He>> was hiding the worst of it. We're lucky <<hes>> the one that answered us. <<He>> can still fully recover from this, although <<he>>'ll have some scars." <<else>> Gwylan nods. "I've seen worse." You notice that there are some discoloured patches of skin around <<his>> body, with cracks forming at their center. "<<He>>'ll be okay after we finish the cleansing." <</if>> <br><br> The <<person>> shudders, and starts to breathe heavily. <br><br> <<nnpc_He "Gwylan">> turns and smiles at you. "<<Hes>> ready. I need you to help me extract the poison. Make <<him>> release as much nectar as possible, however you can. I'll be right here next to you, helping. <<He>> may be receptive, but those vines might have a mind of their own with so much poison flowing through them. Ready?" <<nnpc_He "Gwylan">> stands beside you. The <<persons>> vines writhe towards you. <br><br> <<link [[Ready|Gwylan Ritual Bait Sex Plant]]>><<set $sexstart to 1>><</link>> <br><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>><<set $fightTargets to []>> <<neutral 1>> <<maninit "plant">><<npcexpose>> <<set $enemyarousalmax to 800>> <<if $beastRitual.arousal>> <<set $enemyarousal += 120>> <</if>> <<set _tentacleCount to 9>> <<if $beastRitual.person is "player">> <<set _tentacleCount += 4>> <</if>> <<set _tentacleHealth to 8>> <<if $beastRitual.milked>> <<set _tentacleCount -= 2>> <</if>> <<if $beastRitual.tainted>> <<set $enemyhealthmax += 200>> <<set $enemyhealth += 200>> <<set $enemyarousalmax += 200>> <<set $enemytrust -= 30>> <<set $enemyanger += 15>> <<set _tentacleHealth += 6>> <<if $beastRitual.taintedArm is "right arm">> <<set $NPCList[0].righthand to "idle">> <<else>> <<set $NPCList[0].leftthand to "idle">> <</if>> <<makeAbomination _tentacleCount _tentacleHealth "vine" "tainted" "desc">> <<else>> <<makeAbomination _tentacleCount _tentacleHealth "vine" "vine" true>> <</if>> <<set $speechdisable to 1>><<set $genitalReactionDisable to true>> <<set $beastRitual.gwylan to { leftarm: 0, rightarm: 0, mouth: 0 }>> <<set $beastRitual.stateTimer to 0>> <</if>> <<if $beastRitual.tainted and $enemyanger lte 100>> <<set $enemyanger += 3>> <</if>> <<if $enemyanger gte 100 and !$beastRitual.forcedCalm and $beastRitual.gwylan.mouth isnot "choking">> <<set $beastRitual.forcedCalm to true>> Gwylan gently grabs the <<personsimple>> by the chin, <<nnpc_his "Gwylan">> eyes reflecting a green glow. "Behave yourself, seedling." <br><br> <span class="green">The <<personsimple>> loosens up, and seems to calm down.</span> <<if $beastRitual.tainted>> "I'm... I'm sorry. It hurts. Fill the... holes..." <<else>> "Oh... I'm sorry..." <</if>> <<set $enemyanger to 0>><<set $enemytrust += 50>> <<if $beastRitual.gwylan.leftarm isnot 0>> <<set _tentToFreeLeft to Object.values($tentacles).find(tentacle => tentacle.id === $beastRitual.gwylan.leftarm)>> <<if _tentToFreeLeft>> <<tentacleadvdisable _tentToFreeLeft>> <</if>> <</if>> <<if $beastRitual.gwylan.rightarm isnot 0>> <<set _tentToFreeRight to Object.values($tentacles).find(tentacle => tentacle.id === $beastRitual.gwylan.rightarm)>> <<if _tentToFreeRight>> <<tentacleadvdisable _tentToFreeRight>> <</if>> <</if>> <<set $beastRitual.gwylan.leftarm to 0>><<set $beastRitual.gwylan.rightarm to 0>><<set $beastRitual.gwylan.mouth to 0>> <<if $beastRitual.taintedArm is "right arm">> <<set $NPCList[0].righthand to "idle">><<set $NPCList[0].lefthand to 0>> <<else>> <<set $NPCList[0].righthand to 0>><<set $NPCList[0].leftthand to "idle">> <</if>> <br><br> <</if>> <<effects>> <<effectsabomination>> <<if $speechbanish gte 1 and $beastRitual.tainted and $beastRitual.gwylan.mouth isnot "choking">> <<set $speechbanish to 0>> <<if !$gwylanSeen.includes("ritual_banish")>> <<set $gwylanSeen.pushUnique("ritual_banish")>> Gwylan winces at the bright shimmer. <<nnpc_He "Gwylan">> seems to realise something. <<if $beastRitual.gwylan.mouth isnot 0>> <<nnpc_He "Gwylan">> momentarily removes the vine from <<nnpc_his "Gwylan">> mouth. <</if>> "Whatever you just did, <span class="green">it's working</span>. Do it again!" <<gwylanPurgeEffect>> <<elseif !$beastRitual.banish>> <<set $beastRitual.banish to true>> Gwylan winces at the bright shimmer. <<if $beastRitual.gwylan.mouth isnot 0>> <<nnpc_He "Gwylan">> momentarily removes the vine from <<nnpc_his "Gwylan">> mouth. <</if>> "You're burning the poison away! Keep going!" <<gwylanPurgeEffect>> <<elseif $beastRitual.gwylan.mouth is 0>> "Again! Banish another one!" <<gwylanPurgeEffect>> <</if>> <br> <</if>> <<if $angel gte 6 and Object.values($tentacles).some(tentacle => tentacle.head is "vaginaimminent" or tentacle.head is "penisimminent") and !$beastRitual.virginityProtected>> <<set _gwyTargetFeet to Object.values($tentacles).find(tentacle => tentacle.head is "vaginaimminent" or tentacle.head is "penisimminent")>> <<if _gwyTargetFeet>> <<set $beastRitual.virginityProtected to true>> With a sharp kick, Gwylan <span class="green">beats back the _gwyTargetFeet.fullDesc just before it ruins your purity forever</span>. <<if $transformationParts.angel.halo isnot "hidden">> <span class="blue">You think you see the reflection of your halo in <<nnpc_his "Gwylan">> eyes for a moment.</span> <</if>> <br> More vines creep around <<nnpc_him "Gwylan">>, ensnaring <<nnpc_his "Gwylan">> legs. <<tentacleadvdisable _gwyTargetFeet>> <<set _gwyTargetFeet.tentaclehealth -= 5>><<tentacle_record "damage" 5>> <<set $enemyanger += 15>> <br> <</if>> <</if>> <<abomination>> <<if $beastRitual.tainted>> <<His>> $beastRitual.taintedArm hangs limply at <<his>> side. <<if $beastRitual.taintedArm is "right arm">> <<set $NPCList[0].righthand to "idle">> <<else>> <<set $NPCList[0].leftthand to "idle">> <</if>> <br> <</if>> <br> <<set _gwyNameText ||= "Gwylan">><<set _gwySpeech to []>> <<for _gwyPart, _gwyVal range $beastRitual.gwylan>> <<set _gwyPartText to _gwyPart is "leftarm" ? "left arm" : _gwyPart is "rightarm" ? "right arm" : _gwyPart>> <<if ["leftarm", "rightarm"].includes(_gwyPart)>> <<if _gwyVal is 0 and ($head is "grappled" or $leftleg is "grappled" or $rightleg is "grappled" or $leftarm is "tentgrappled" or $rightarm is "tentgrappled")>> <<if $head is "grappled">> <<set _gwyTarget to "neck">><<set _gwyTargetBody to "neck">> <<elseif $leftleg is "grappled">> <<set _gwyTarget to "leftleg">><<set _gwyTargetBody to "left leg">> <<elseif $rightleg is "grappled">> <<set _gwyTarget to "rightleg">><<set _gwyTargetBody to "right leg">> <<elseif $leftarm is "tentgrappled">> <<set _gwyTarget to "leftarm">><<set _gwyTargetBody to "left arm">> <<elseif $rightarm is "tentgrappled">> <<set _gwyTarget to "rightarm">><<set _gwyTargetBody to "right arm">> <</if>> <<if _gwyTarget>> <<set _gwyTargetTentacle to Object.values($tentacles).find(tentacle => tentacle.shaft === _gwyTarget && tentacle.shaft !== "finished")>> <<if _gwyTargetTentacle>> <<= _gwyNameText>> grabs the _gwyTargetTentacle.fullDesc with <<nnpc_his "Gwylan">> <<= _gwyPartText>>, <span class="green">prying it off of your <<= _gwyTargetBody>> and freeing you</span>. <<tentacleadvdisable _gwyTargetTentacle>><<set _gwyNameText to "<<nnpc_He 'Gwylan'>>">> <<set $beastRitual.gwylan[_gwyPart] to _gwyTargetTentacle.id>><<set _gwyTargetTentacle.head to _gwyPart + "gwylan">><<set _gwyTargetTentacle.shaft to _gwyPart + "gwylan">> <<set _gwySpeechGrab to _gwySpeechGrab is "grab_one" ? "grab_two" : "grab_one">> <</if>> <</if>> <<elseif _gwyVal is 0>> <<set _gwyPossibleTargets to Object.values($tentacles).filter(tentacle => tentacle.desc && tentacle.head isnot "finished" && !["mouthgwylan", "leftarmgwylan", "rightarmgwylan"].includes(tentacle.shaft))>> <<if _gwyPossibleTargets.length>> <<set _gwyTargetTentacle to _gwyPossibleTargets.random()>> <<= _gwyNameText>> grabs the _gwyTargetTentacle.fullDesc with <<nnpc_his "Gwylan">> <<= _gwyPartText>>, and starts to work the shaft. <<tentacleadvdisable _gwyTargetTentacle>><<set _gwyNameText to "<<nnpc_He 'Gwylan'>>">> <<set $beastRitual.gwylan[_gwyPart] to _gwyTargetTentacle.id>><<set _gwyTargetTentacle.head to _gwyPart + "gwylan">><<set _gwyTargetTentacle.shaft to _gwyPart + "gwylan">> <<set _gwyTargetTentacle.tentaclehealth -= 1>><<tentacle_record "arousal" 1>> <</if>> <<else>> <<set _gwyTargetTentacle to Object.values($tentacles).find(tentacle => tentacle.id === _gwyVal && tentacle.shaft !== "finished")>> <<if _gwyTargetTentacle>> <<if $beastRitual.gwylan.mouth is 0 and $rng gte 66>> <<= _gwyNameText>> <span class="pink">guides the _gwyTargetTentacle.fullDesc into <<nnpc_his "Gwylan">> mouth</span> with <<nnpc_his "Gwylan">> <<= _gwyPartText>>. The shaft curls around <<nnpc_his "Gwylan">> chest. <<set _gwyTargetTentacle.tentaclehealth -= 1>><<tentacle_record "fluid" 1>><<set _mouthDisableTemp to true>> <<tentacleadvdisable _gwyTargetTentacle>> <<set _gwyTargetTentacle.head to "mouthgwylan">><<set _gwyTargetTentacle.shaft to "mouthgwylan">> <<set $beastRitual.gwylan[_gwyPart] to 0>><<set $beastRitual.gwylan.mouth to _gwyTargetTentacle.id>> <<else>> <<if _gwyPart is "left arm">> <<= _gwyNameText>> rubs and kneads the _gwyTargetTentacle.fullDesc with <<nnpc_his "Gwylan">> <<= _gwyPartText>>. Nectar flows out in bursts. <<else>> <<= _gwyNameText>> milks the _gwyTargetTentacle.fullDesc with <<nnpc_his "Gwylan">> <<= _gwyPartText>>. Nectar steadily leaks out. <</if>> <<set _gwyTargetTentacle.tentaclehealth -= 2>><<tentacle_record "fluid" 2>> <</if>> <<set _gwyNameText to "<<nnpc_He 'Gwylan'>>">> <<else>> <<set $beastRitual.gwylan[_gwyPart] to 0>> <</if>> <</if>> <<elseif ["mouth"].includes(_gwyPart)>> <<set _gwyTargetTentacle to Object.values($tentacles).find(tentacle => tentacle.id === $beastRitual.gwylan[_gwyPart] && tentacle.shaft !== "finished" || tentacle.shaft === "gwylanchoke")>> <<if _mouthDisableTemp>> <<elseif _gwyVal is "choking">> <<if _gwyTargetTentacle?.shaft is "gwylanchoke">> <span class="red">The _gwyTargetTentacle.fullDesc chokes Gwylan,</span> but <<nnpc_he "Gwylan">> continues working regardless. <<set _gwyTargetTentacle.tentaclehealth -= 2>><<tentacle_record "fluid" 2>> <<else>> <span class="green">Gwylan gasps as you free <<nnpc_him "Gwylan">> from the vine choking <<nnpc_him "Gwylan">>.</span> "Thanks, dear!" <<set $beastRitual.gwylan[_gwyPart] to 0>> <</if>> <<elseif _gwyTargetTentacle>> <<if $enemyanger gte 100 and !$beastRitual.choked and ($beastRitual.person is "Gwylan" or $rng gte 51)>> The _gwyTargetTentacle.fullDesc slowly worms deeper and deeper into Gwylan's throat, before the shaft <span class="red">suddenly curls around <<nnpc_his "Gwylan">> neck while the head thrusts faster.</span> <<nnpc_His "Gwylan">> eyes widen, but <<nnpc_he "Gwylan">> continues regardless. <<set $beastRitual.choked to true>> <<set $beastRitual.gwylan[_gwyPart] to "choking">><<set _gwyTargetTentacle.shaft to "gwylanchoke">> <<else>> Nectar leaks out of the corners of <<nnpc_his "Gwylan">> mouth as the _gwyTargetTentacle.fullDesc thrusts in and out. <<set _gwyTargetTentacle.tentaclehealth -= 2>><<tentacle_record "fluid" 2>> <</if>> <<else>> <<if _gwySpeechGrab>> <<if _gwySpeechGrab is "grab_two">> <<set _gwySpeech.push("I'll keep these two away from you.", "Come here, you've got two people to play with.")>> <<else>> <<set _gwySpeech.push("I'll keep this grabby one away from you.", "I need you to be able to move. I'll keep this one off of you.", "Come here, you've got two people to play with.")>> <</if>> <</if>> <<if $beastRitual.gwylan.mouth is 0 and _gwySpeech.length>> <<= _gwyNameText>> speaks. "<<print _gwySpeech.random()>>" <<set _gwyNameText to "<<nnpc_He 'Gwylan'>>">> <<else>> <<if $enemyanger gte 30>> <<set $enemyanger -= 10>> <<= _gwyNameText>> hums a soothing tune to the <<person>>. <span class="green"><<He>> calms downs lightly.</span> <<else>> <<= _gwyNameText>> hums a soothing tune to the vines. <span class="green">They become more sluggish.</span> <<for _i to 0; _i lt $tentacles.max; _i++>> <<set _tentacleSoothe to $tentacles[_i]>> <<if _tentacleSoothe isnot undefined>> <<set _tentacle.tentaclehealth -= 0.2>><<tentacle_record "soothe" 0.2>> <</if>> <</for>> <</if>> <</if>> <<set $beastRitual.gwylan[_gwyPart] to 0>> <</if>> <</if>> <<if _gwyTargetTentacle and _gwyTargetTentacle.tentaclehealth lte 0 and _gwyTargetTentacle.shaft isnot "finished">> <<if _gwyTargetTentacle.shaft is "gwylanchoke">> <span class="green">Worn out, it retracts from Gwylan's throat and away from the two of you.</span> <<nnpc_He "Gwylan">> gasps for breath and coughs. <<else>> <span class="green">Worn out, it retracts from the two of you.</span> <</if>> <<tentacleadvdisable _gwyTargetTentacle>> <<set _gwyTargetTentacle.shaft to "finished">><<set _gwyTargetTentacle.head to "finished">><<set $beastRitual.gwylan[_gwyPart] to 0>> <</if>> <</for>> <<if _freshFallen>> <<set $beastRitual.fallen to true>> <span class="blue"><<= _gwyNameText>> winces as <<nnpc_he "Gwylan">> watches the light fade from your eyes.</span> <br> <</if>> <<if $beastRitual.person is "Gwylan">> <<if $beastRitual.stateTimer is 5>> The vines seem primarily interested in Gwylan. <<elseif $beastRitual.stateTimer is 4>> Several more vines surround Gwylan. <<elseif $beastRitual.stateTimer is 3>> Vines worm their way up Gwylan's legs and body. <<elseif $beastRitual.stateTimer is 2>> One brave vine worms its way between Gwylan's thighs. <<nnpc_He 'Gwylan'>> clenches them together tightly in response, subduing it. <<elseif $beastRitual.stateTimer is 1>> A vine finally manages to get through, <<if C.npc.Gwylan.penis isnot "none">> wrapping around <<nnpc_his "Gwylan">> penis. <<else>> rubbing against <<nnpc_his "Gwylan">> vagina. <</if>> <<nnpc_He "Gwylan">> doesn't seem too bothered by it, though. In fact, <<nnpc_he "Gwylan">> might even be enjoying it. <<elseif $beastRitual.stateTimer is 0>> You and Gwylan are pulled closer together by the vines ensnaring you. <<if !$beastRitual.fallen and $beastRitual.gwylan.mouth isnot "choking">> <<nnpc_He "Gwylan">> smiles cheerfully at you before returning to work. <</if>> <</if>> <<elseif $beastRitual.stateTimer is 5>> The vines seem primarily interested in you. <<elseif $beastRitual.stateTimer is 0>> You and Gwylan are pulled closer together by the vines ensnaring you. <<if !$beastRitual.fallen and $beastRitual.gwylan.mouth isnot "choking">> <<nnpc_He "Gwylan">> smiles cheerfully at you before returning to work. <</if>> <</if>> <<set $beastRitual.stateTimer++>> <br><br> <<stateabomination>> <<actionsabomination>> <<if _combatend>> <span id="next"><<link [[Next|Gwylan Ritual Bait Sex Plant Finish]]>><</link>></span><<nexttext>> <<elseif ($pain gte 100 and $willpowerpain is 0 or $beastRitual.fallen) and $beastRitual.gwylan.mouth isnot "choking">> <span id="next"><<link [[Next|Gwylan Ritual Bait Sex Plant Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Ritual Bait Sex Plant]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $beastRitual.purgeInfo to $combat_tentacle_record>> <<set $beastRitual.orgasms to $orgasmcurrent>> <<if $enemyarousal gte $enemyarousalmax>> <<set $beastRitual.end to "orgasm">> <<ejaculation "short">><<set $beastRitual.purge++>><<set $beastRitual.ejac to true>> <<if $NPCList[0].vagina.toString().includes("mouth") or ["mouth", "vagina", "anus"].includes($NPCList[0].penis.toString())>> <<set $beastRitual.purgeDirect++>> <<if $temple_confessor_intro or $gwylanSeen.includes("ritual_beast")>> <span class="lewd">You take the poison into your body directly.</span> <<if $angel gte 6>> <span class="gold">The purity within you clashes with it, snuffing it out.</span><<trauma 6>><<pain 1>><<gtrauma>><<gpain>> <<elseif $fallenangel gte 2 and $fallenangel lt 4>> <span class="black">It rushes to fill the emptiness inside of you, and vanishes within. You feel nothing.</span> <<elseif $demon gte 6>> <span class="purple">It melds with your very being.</span><<stress -12>><<trauma -6>><<purity -40>><<llstress>><<ltrauma>><<lllpurity>> <<elseif $dryad gte 6>> <span cass="red">You feel violently ill as it twists your connection to the world. Your blossom turns sickly for a moment.</span><<stress 12>><<trauma 24>><<pain 10>><<ggstress>><<ggtrauma>><<ggpain>> <<else>> <<purity -25>><<llpurity>> <</if>> <br> <<else>> <span class="pink">A strange emptiness fills you.</span> <</if>> <<else>> The ivory bowl fills with a glowing pink fluid. <</if>> Focus returns to the <<persons>> eyes as <<his>> vines retract from you and Gwylan. <<gwylanPurgeEffect>> <br><br> <<if $beastRitual.tainted>> <<set $beastRitual.purge++>> <<He>> looks around in a panic, clutching <<his>> limp arm with the other. "Where am I? Who..." <<He>> freezes upon seeing Gwylan, who returns a gentle smile. <br><br> <<He>> backs away slowly, but stops as you all hear a sizzling. A pure black fluid leaks from the cracks in <<his>> skin. The fluid drips to the ground, where it shimmers briefly before roses begin to bloom in their place. The same roses sprout from the cracks in <<his>> skin, sealing them. Thick vines grow down <<his>> shoulder, protecting <<his>> brittle arm. <br><br> <<He>> looks between the two of you. "Th... thank you." <<His>> vines flare, wrapping the three of you into a tight hug, which Gwylan tenderly returns. <<else>> <<He>> looks around in confusion. "Oh, wow, that felt great! Wait, why do I feel so naked? Did you prune me? Who..." <<He>> freezes upon seeing Gwylan, who returns a gentle smile. <br><br> "Oh, hell no." <<He>> moves to run, but stops as you all hear a sizzling. A pure black fluid leaks from the cracks in <<his>> skin. The fluid drips to the ground, where it shimmers briefly before roses begin to bloom in their place. The same roses sprout from the cracks in <<his>> skin, sealing them. <br><br> <<He>> looks between the two of you. "I, uh... thanks." <</if>> <br><br> <<His>> vines quickly propel <<him>> to the edge of the garden, where they climb the wall. <<Hes>> hauled over the top, and vanishes into the forest. <<tearful>> Gwylan brushes you down and looks you over. "You did great." <<clotheson>> <<endcombat>> <<link [[Next|Gwylan Ritual Bait End Plant]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $beastRitual.purgeInfo.banish gte 60 and $beastRitual.tainted>> <<set $beastRitual.end to "banish">> <<set $beastRitual.purge++>> <span class="gold"><<His>> vines all writhe and shimmer with your banishing light.</span> They flail in the air, but begin to return to a natural hue even as the <<person>> yells in pain. <br><br> Suddenly, <span class="purple">they all begin to expel a pure black fluid</span>. It drips to the ground, where it evaporates. <<His>> screams slowly turn into a relieved sigh. <br><br> <<He>> pants heavily, looking between you and Gwylan with eyes finally focused. "Where am I? Who..." <<He>> freezes upon seeing Gwylan, who returns a gentle smile. <br><br> <<He>> backs away slowly, but stops. The same black fluid leaks from the cracks in <<his>> skin. Roses sprout from them, sealing them. Thick vines grow down <<his>> shoulder, protecting <<his>> brittle arm. <br><br> <<He>> looks between the two of you. "Th... thank you, angels." Gwylan winces. The <<persons>> vines flare, wrapping the three of you into a tight hug, which Gwylan tenderly returns. <br><br> <<His>> vines quickly propel <<him>> to the edge of the garden, where they climb the wall. <<Hes>> hauled over the top, and vanishes into the forest. <<tearful>> Gwylan brushes you down and looks you over. "That isn't my usual method, but it worked. I'm blessed to have your help." <<He>> walks you over to the bath. <<clotheson>> <<endcombat>> <<link [[Next|Gwylan Ritual Bait End]]>><</link>> <br> <<else>> <<set $beastRitual.end to "beaten">> The <<person>> backpedals from you, looking between you and Gwylan warily as focus returns to <<his>> eyes. Gwylan sighs sadly and turns to you. "Oh dear, you weren't gentle enough." <br><br> <<if $beastRitual.tainted>> The <<person>> hisses. "Have I not suffered enough without you humans trying to take more from me? I won't be taken and farmed like my siblings!" <<else>> The <<person>> frowns. "You could have just asked if you wanted to have some fun. You didn't have to... do all this mind-game stuff, and then hurt me." <</if>> <br><br> <<His>> vines quickly propel <<him>> to the edge of the garden, where they climb the wall. <<Hes>> hauled over the top, and vanishes into the forest. <<tearful>> Gwylan brushes you down and looks you over. "That could have gone better. We'll have to hope we purged enough for <<him>> to recover on <<his>> own." <<He>> walks you over to the bath. <<clotheson>> <<endcombat>> <<link [[Next|Gwylan Ritual Bait End]]>><</link>> <br> <</if>> <<else>> /* Not sure about having this case, might make the encounter too forgiving */ <<set $beastRitual.end to "failed">> "Enough!" Gwylan yells. A green ribbon of light leaves <<nnpc_his "Gwylan">> eyes as the vines release <<nnpc_him "Gwylan">>. <<nnpc_He "Gwylan">> kneels down and peels the vines away from you one by one, before wiping the tears from your eyes. <br><br> Focus fully returns to the <<persons>> eyes. Gwylan gets up, standing between you and <<him>> protectively. <br><br> <<if $beastRitual.tainted>> <<He>> sneers down at your pitiful state. "Have I not suffered enough without you humans trying to take more from me? I won't be taken and farmed like my siblings! This is the least you deserve." <<else>> The <<person>> frowns. "You could have just asked if you wanted to have some fun. You didn't have to... do all this mind-game stuff. Then I wouldn't have had to hurt you." <</if>> <br><br> <<His>> vines quickly propel <<him>> to the edge of the garden, where they climb the wall. <<Hes>> hauled over the top, and vanishes into the forest. <<tearful>> Gwylan tries to help you up, mindful of all the thorns stuck in you. <<clotheson>> <<endcombat>> <<link [[Next|Gwylan Ritual Bait End]]>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> Gwylan pants for breath. <<His>> cheeks are flushed, and you're both covered in nectar. <br><br> <<if _gwylanStatus.includes("heat")>> <<He>> suddenly grabs you by the back of your neck. <<He>> pushes down gently, forcing you on your knees. <br><br> <<He>> smiles down at you, <<his>> eyes dilated. The nectar must have gotten to <<him>>, but you doubt that's all. <<Hes>> eyeing you hungrily. <br><br> "<<gwylanCommand "Clean me up, <<pcpetname 'Gwylan'>>.">>" <br><br> <<if $drugged gte 1>> <span class="pink">The nectar is making your head spin.</span> <br><br> <</if>> <<link [[Obey|Gwylan Ritual Nectar Lick]]>><<set $worshipstart to 1>><<set $phase to "willing">><</link>><<if $drugged>><<gwylanHypnoNote>><</if>> <br> <<link [[Defy|Gwylan Ritual Nectar Lick Refuse]]>><</link>><<gwylanWillpowerDifficulty>> <br> <<elseif _gwylanStatus.includes("lust")>> <<He>> avoids eye contact. "Sorry. The nectar is getting to me. Speaking of which." <br><br> <<He>> gets very close to you, and starts to <span class="pink">lick you.</span> <<He>> starts with some stray nectar on your face, and slowly gets lower. <<arousal 400>><<garousal>> <br> <<if $player.bodyliquid.chest.nectar gte 1>> <<bodyliquid "chest" "nectar" -1>> <<He>> licks around your <<breasts>>, briefly teasing your nipples on the way down. <<arousal 400>><<garousal>> <br> <</if>> <<if $player.bodyliquid.leftarm.nectar gte 1 or $player.bodyliquid.rightarm.nectar gte 1>> <<if $player.bodyliquid.leftarm.nectar gte 1>><<bodyliquid "leftarm" "nectar" -1>><</if>> <<if $player.bodyliquid.rightarm.nectar gte 1>><<bodyliquid "rightarm" "nectar" -1>><</if>> <<He>> lifts your arms, licking nectar off of your hands and fingers. <<arousal 400>><<garousal>> <br> <</if>> <<if $player.bodyliquid.tummy.nectar gte 1>> <<bodyliquid "tummy" "nectar" -1>> <<He>> blows a raspberry on your tummy, before cleaning it of all nectar. <<arousal 400>><<garousal>> <br> <</if>> <br> <<if $player.bodyliquid.penis.nectar gte 1 and $player.penisExist and !playerChastity()>> <<bodyliquid "penis" "nectar" -1>> <<He>> gently lifts up your <<penis>>, before running <<his>> tongue up its length. <<He>> quickly gets all the nectar, but gives you a few extra licks for good measure. <<arousal 1500>><<ggarousal>> <br> <<if $arousal gte $arousalmax>> <span class="kill-br"><<orgasm>></span> <<if !$femaleclimax>> It all lands right on Gwylan's face. <<He>> scoops it up and licks it up, too. <<His>> smile is as sweet as the nectar. <<else>> Gwylan giggles. <</if>> <br> <</if>> <br> <<elseif $player.bodyliquid.vaginaoutside.nectar gte 1 and $player.vaginaExist and !playerChastity()>> <<bodyliquid "vaginaoutside" "nectar" -1>> <<He>> gently spreads your thighs, before running <<his>> tongue along the outside of your pussy. It makes you shiver. <<He>> quickly gets all the nectar, but gives you a few extra licks for good measure. <<arousal 1500>><<ggarousal>> <br> <<if $arousal gte $arousalmax>> <span class="kill-br"><<orgasm>></span> Gwylan giggles. <br> <</if>> <br> <</if>> You're a little cleaner by the end, but still sticky. <<npcincr Gwylan lust 4>><<gglust>> <br><br> Gwylan stands back up. "Right. Bath time." <<He>> leads you to the wooden tub. <br><br> <<link [[Follow|Gwylan Ritual Bait End]]>><<endevent>><</link>> <br> <<link [[Offer to lick Gwylan clean first|Gwylan Ritual Nectar Lick]]>><<set $worshipstart to 1>><<set $phase to "offer">><</link>><<if $submissive <= 850>><<note "Dendrophile" "lewd">><<else>><<note "Plant Lover" "lewd">><</if>> <br> <<else>> <<He>> avoids eye contact. "Sorry. The nectar is getting to me." <br><br> <<He>> gets very close to you, and starts to collect the stray nectar from your skin. You help <<him>> scrape it into glass beakers, and then help <<him>> do the same for the nectar all over <<him>>. <<npcincr Gwylan lust 4>><<gglust>> <br><br> It takes a long while, but <<he>> smiles once it's done. "Alright. We're both all sticky now, so... bath time." <<He>> leads you to the wooden tub. <br><br> <<link [[Next|Gwylan Ritual Bait End]]>><<endevent>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $hypnosis_traits.devotion gte 1 and !$willpowerSuccess>> You open your mouth to speak, <span class="red">but your tongue just sticks out of your mouth.</span> Gwylan pushes <<his>> <<npcGenitals>> closer to you in response, taking it as permission. <br><br> <<link [[Lick|Gwylan Ritual Nectar Lick]]>><<set $worshipstart to 1>><</link>> <br> <<else>> You shake off the haze. "Gwylan, we're both all sticky..." <br><br> <<He>> pouts. "Very well. Bath time." <<He>> helps you stand back up, and pulls you over to the wooden tub. <br><br> <<link [[Next|Gwylan Ritual Bait End]]>><<endevent>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $worshipstart is 1>> <<set $worshipstart to 0>> <<set $worship to { fluid: "nectar", action: "start", actionLast: "", source: "plant", body: 5, tummy: 3, breasts: Math.ceil(C.npc.Gwylan.breastsize / 2), genitals: 3, control: "player", arousal: C.npc.Gwylan.lust + Math.floor(C.npc.Gwylan.dom / 3), timer: 30 }>> <<set $gwylanSeen.pushUnique("nectar_lick")>> <<if $phase is "willing" and $drugged>> <<gwylanHypnosis "devotion" 3>> <br> <<elseif $phase is "offer">> <<switch $speech_attitude>> <<case "meek">>"Can I return the favour first?" you ask shyly. <<case "bratty">>"Let me return the favour first. It'd be a shame to let all that nectar go to waste," you say. <<default>>"Why don't you let me return the favour first?" you ask. <</switch>> <br><br> <<He>> giggles. "What a <<pcpetname "Gwylan" "good">> you are." <<He>> sits down and spreads <<his>> legs for you. <br><br> <</if>> <</if>> <<gwylanWorshipEffects>> <<if $worship.end>> <<if ["milk", "genitals", "oral"].includes($worship.end) and $gwylanSeen.includes("partners")>> <<link [[Crawl up and kiss Gwylan|Gwylan Ritual Nectar Lick End]]>><<set $phase to "kiss">><<npcincr Gwylan lust 5>><<npcincr Gwylan dom 1>><</link>><<gglust>><<gyearning>><<gwylanHypnoNote "kiss">> <<elseif $gwylanSeen.includes("partners")>> <<link [[Kiss Gwylan|Gwylan Ritual Nectar Lick End]]>><<set $phase to "kiss">><<npcincr Gwylan lust 2>><<npcincr Gwylan dom 1>><</link>><<glust>><<gyearning>><<gwylanHypnoNote "kiss">> <</if>> <br> <<if ["genitals", "oral"].includes($worship.end) and C.npc.Gwylan.penis isnot "none">> <<link [[Let Gwylan see you swallow <<his>> cum|Gwylan Ritual Nectar Lick End]]>><<set $phase to "swallow">><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <</if>> <<link [[Cuddle with Gwylan for a while (0:10)|Gwylan Ritual Nectar Lick End]]>><<stress -6>><<trauma -3>><<npcincr Gwylan dom 1>><<pass 10>><<set $phase to "cuddle">><</link>><<lstress>><<ltrauma>><<gyearning>> <br> <<link [[Just get up|Gwylan Ritual Nectar Lick End]]>><<set $phase to "up">><</link>> <br> <<elseif $worship.timer lte 0 or ($worship.breasts lte 0 and $worship.genitals lte 0 and $worship.body lte 0 and $worship.tummy lte 0)>> <<link [[Next|Gwylan Ritual Nectar Lick End]]>><<set $worship.end to "clean">><<set $phase to "clean">><</link>> <br> <<else>> <<gwylanWorshipActions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $worship.end is "oral">> You slowly pull your head up, releasing <<his>> <<npcPenis>> and taking a deep breath. <<elseif $worship.end is "milk">> You pull your mouth off of <<his>> breasts, taking a deep breath. <</if>> <<if $phase is "kiss">> <<if ["genitals", "oral"].includes($worship.end)>> You crawl up towards <<him>>, gently leaving a trail of kisses all the way up <<his>> body. <<His>> gaze is a mixture of anticipation and concern as you finally reach <<his>> face. You kiss <<him>> on the cheek, and then on the lips. <<else>> You lean up towards Gwylan's face and kiss <<him>>. <</if>> <<if $worship.end is "milk">> You push your tongue into <<his>> mouth, <span class="lewd">giving <<him>> a taste of <<his>> own milk</span>. It's only fair that you share the nectar. <<elseif $worship.end is "oral" or $worship.end is "genitals" and C.npc.Gwylan.penis isnot "none">> You push your tongue into <<his>> mouth, <span class="lewd">giving <<him>> a taste of <<his>> own cum</span>. It's only fair that you share the nectar. <<elseif $worship.end is "genitals">> You push your tongue into <<his>> mouth, <span class="lewd">letting <<him>> taste <<his>> own fluids</span>. <<else>> You push your tongue into <<his>> mouth, letting <<him>> partake in the lingering taste of the nectar. <</if>> <<gwylanKiss>> <br><br> <<He>> puts <<his>> hand on your cheek and returns the kiss for a moment, before pushing you away. "<<pcPetname "Gwylan" "good">>. Thanks for sharing," <<he>> giggles. <<He>> helps you stand. <<elseif $phase is "swallow">> You look up to Gwylan, your mouth wide open and your tongue out. You retract it and swallow, opening your mouth again to show <<him>> that it's now empty. <br><br> <<He>> reaches down and caresses your cheek. "<<pcPetname "Gwylan" "good">>." <<if _gwylanStatus.includes("heat")>> <<He>> points to <<his>> lips. "Come here, you missed some." <br><br> You crawl up towards <<him>>. When you're close enough, <<he>> <span class="lewd"><<he>> licks a bit of nectar off your cheek</span>. <<He>> licks again, closer to your mouth, then your lips. Suddenly, you're kissing each other, your tongues eagerly sharing the fizzy nectar. <<gwylanKiss>> <<He>> leans forward, pushing you back in <<his>> effort to kiss you even deeper, until you're toppled backwards. <br><br> <<He>> disengages. A line of saliva and nectar connects your mouths as <<he>> hovers over you. "We... should go get cleaned up before we get carried away," <<he>> laughs. <<He>> helps you stand. <<else>> <<His>> finger circles your mouth. <<He>> brings it back to <<his>> own, holding some nectar. "You missed some," <<he>> says, licking it. <<He>> helps you stand. <</if>> <<elseif $phase is "cuddle">> You cling to Gwylan, and the two of you slowly lay back on the garden's grass. <<He>> pulls you closer, stroking your hair as <<he>> holds you. "<<pcPetname "Gwylan" "good">>," <<he>> whispers. <<if $bodysize is 3>> <<He>> buries <<his>> face in your shoulder. <<else>> You bury your face in <<his>> shoulder. <</if>> <br><br> <<His>> hand strokes up and down your back, and <<he>> continues humming <<if $seabird_lullaby gte 2>> <span class="teal">Seabird's Lullaby</span>. <<else>> a soothing, <span class='teal'>familiar</span> melody. You're not sure where you've heard it before. <</if>> The two of you stay like that for some time. Eventually, <<he>> helps you stand. You're both covered in grass and dirt now, too. <<elseif $phase is "up">> You quickly stand up, and wipe away any stray nectar. Gwylan does the same. <<else>> <<if $worship.breasts lte 0 and $worship.genitals lte 0 and $worship.body lte 0 and $worship.tummy lte 0>> "There, all clean," <<he>> says. "<<pcPetname "Gwylan" "good">>." <<He>> pats the top of your head. <<else>> "That will have to do," <<he>> sighs. "We can't be here all day." <<He>> pats the top of your head. <</if>> <br><br> <<if _gwylanStatus.includes("heat")>> <<He>> points to <<his>> lips. "Come here, you missed some." <br><br> You crawl up towards <<him>>. When you're close enough, <<he>> <span class="lewd"><<he>> licks a bit of nectar off your cheek</span>. <<He>> licks again, closer to your mouth, then your lips. Suddenly, you're kissing each other, your tongues eagerly sharing the fizzy nectar. <<gwylanKiss>> <<He>> leans forward, pushing you back in <<his>> effort to kiss you even deeper, until you're toppled backwards. <br><br> <<He>> disengages. A line of saliva and nectar connects your mouths as <<he>> hovers over you. "We... should go get cleaned up before we get carried away," <<he>> laughs. <<He>> helps you stand. <<else>> <<His>> finger circles your mouth. <<He>> brings it back to <<his>> own, holding some nectar. "You missed some," <<he>> says, licking it. <<He>> helps you stand. <</if>> <</if>> <br><br> <<if !$gwylanSeen.includes("cream_lick")>> "You've got some talent with that tongue. It's giving me ideas." <<else>> "Cream or nectar, you're insatiable." <</if>> <<He>> leads you over to the wooden tub. "Bath time." <br><br> <<link [[Next|Gwylan Ritual Bait End]]>><<unset $worship>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>><<outfitChecks>> The bath's water is still steaming, and looks like it's somehow entirely clean. <br><br> <<if $beastRitual.end is "failed">> Gwylan steadily leads you over to it, being mindful of the thorns stuck in you. <<He>> gently strips you, and helps you step in. <<if $beastRitual.fallen>> You're in no position to resist. Nothing around you feels real. <<else>> You're in too much pain to be modest. <</if>> <br><br> <<link [[Next|Gwylan Ritual Bait End Wash Failed]]>><<pass 10>><</link>> <br> <<else>> Gwylan drops <<his>> robe without any hesitation. <<He>> steps in first, slowly sinking down into the warm water and letting out a long breath. <br><br> <<if !$gwylanSeen.includes("ritual_beast")>> <<He>> opens <<his>> eyes and looks at you as if expecting something. "Are you waiting for an invitation? So polite. Come on in." <<elseif $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<He>> opens <<his>> eyes and looks at you. <<He>> slowly raises <<his>> hand out of the water, revealing that <<hes>> holding your leash. <<He>> smiles and gives it a tug. "Get in here, <<pcpetname "Gwylan">>." <<elseif $gwylanSeen.includes("romance")>> <<He>> opens <<his>> eyes and looks at you. "Get your butt in here." <</if>> There's plenty of room for both of you. <br><br> <<if _fullyNaked>> <<link [[Get in with <<him>>|Gwylan Ritual Bait End Wash]]>><<set $phase to "nude">><<pass 10>><</link>> <<elseif hasSexStat("exhibitionism", 3)>> <<link [[Strip and get in with <<him>>|Gwylan Ritual Bait End Wash]]>><<set $phase to "stripall">><<pass 10>><</link>><<exhibitionist3>> <<else>> <<insufficientStat "exhibitionism" "to strip naked and join <<him>>">> <</if>> <br> <<if !_underNaked>> <<link [[Strip to your underwear and join <<him>>|Gwylan Ritual Bait End Wash]]>><<set $phase to "stripunder">><<pass 10>><</link>><<exhibitionist1>> <br> <</if>> <<link [[Shake your head|Gwylan Ritual Bait End Wash]]>><<set $phase to "shake">><<pass 10>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set _waterDoesNotAttractAttention to true>> <<strip>> You gasp as <<he>> lowers you into the water. <<water>><<effectswater "warm water">><<wash>> <br><br> <<if $beastRitual.lure is "dryad">> <<He>> stands behind you, carefully pulling thorns out of your skin. <<else>> <<He>> stands behind you, and scrubs a cool lotion into your various scratches and bite marks. <</if>> It stings at first, but you quickly start to feel better. The water's warmth soothes you. <<stress -12>><<pain -30>><<llstress>><<lllpain>> <br><br> <<if $beastRitual.fallen and $transformationParts.fallenAngel.halo isnot "hidden">> <<He>> pushes the pieces of your halo back together, but they quickly fall apart again. "I'm sorry. I've robbed the world of an angel." <<He>> squeezes your shoulders. <br><br> <</if>> You allow Gwylan to wash you. After some time, <<he>> drops <<his>> robes and steps in, too. <<if $gwylanSeen.includes("romance")>> <<He>> sits right next to you and rests <<his>> head on your shoulder. <<His>> presence is comforting. <<trauma -2>><<ltrauma>> <<elseif $gwylanSeen.includes("yearning")>> <<He>> sits next to you. <<arousal 200>><<garousal>> <<else>> <<He>> sits on the opposite side. <</if>> <br><br> <<if !$gwylanSeen.includes("ritual_beast")>> <<He>> doesn't seem at all bothered to be exposed. <</if>> <br><br> <<if !$gwylanSeen.includes("ritual_beast")>> <<link [[Next|Gwylan Ritual Bait End Wash First Time]]>><<set $phase to "failed">><<pass 20>><</link>> <br> <<else>> <<link [[Next|Gwylan Ritual Bait End Wash 3]]>><<set $phase to "failed">><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>><<outfitChecks>> <<set _waterDoesNotAttractAttention to true>> <<if $phase is "stripall">> <<strip>> You strip naked and join <<him>>. <<water>><<effectswater "warm water">><<wash>> <<exhibitionism3>> <<elseif $phase is "stripunder">> <<set _modesty to true>> <<upperstrip>><<lowerstrip>><<headstrip>><<legsstrip>><<feetstrip>><<handsstrip>><<handheldstrip>> You strip to your underwear and join <<him>>. <<water>><<effectswater "warm water">><<wash>> <<exhibitionism1>> <<elseif $phase is "shake">> <<if !_fullyNaked>> <<set _modesty to true>> <</if>> You shake your head. <br><br> <<if $hypnosis_traits.devotion gte 5>> <<He>> grins. "<<gwylanCommand "Get in here.">>" <br><br> <<hypnosisText "You obediently follow <<his>> command. You strip naked and join <<him>>.">> <<strip>> <<water>><<effectswater "warm water">><<wash>> <br><br> <<elseif $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> grins, and you feel your leash suddenly shrink, pulling you closer. "Come on! Who's a <<pcpetname "Gwylan" "good">>? Jump on in, it's time to get clean!" <br><br> The leash shrinks again. You're not left with much of a choice. You hastily strip and enter. <<stress 6>><<gstress>> <<strip>> <<water>><<effectswater "warm water">><<wash>> <br><br> <<else>> <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> Without hesitation, <<he>> yanks your leash hard enough to make you tumble forward over the edge right into the tub anyways. <<else>> Without hesitation, <<he>> stands up and grabs you by the shoulders, before letting <<himself>> fall back into the tub with you in tow. <</if>> <<stress 6>><<gstress>><<pain 3>><<gpain>> <br> <<water>><<effectswater "warm water">> You gasp as you push yourself up out of the water. Gwylan laughs. "I'm sorry, I couldn't help myself. Might as well get comfortable now that you're soaked anyways." You grumble and settle in as best you can. <</if>> <br><br> <<else>> You step into the wooden tub. <br><br> <</if>> You sit opposite to Gwylan. <<if !$gwylanSeen.includes("ritual_beast")>> <<if !_modesty>> <<He>> doesn't seem at all bothered to be exposed, nor by your own exposure. <<else>> <<He>> doesn't seem at all bothered to be exposed. <</if>> <</if>> The water's warmth soothes you. <<stress -12>><<pain -10>><<arousal 600>><<llstress>><<llpain>><<garousal>> <br><br> <<if _modesty>> <<He>> looks down at your soaked clothes. <<if $beastRitual.stalked is "howl">> "We just had coitus with an entire pack of wolves side-by-side, dear, and you were still worried about modesty?" <<elseif $gwylanSeen.includes("romance")>> "After everything we've been through, you're still shy?" <<elseif $gwylanSeen.includes("yearning")>> "Where was this modesty and hesitation when you were breaking the rules I had set for you?" <<elseif $gwylanSeen.includes("ritual_sex")>> "Dear, we've had coitus in this very garden, and you were still worried about modesty?" <<else>> "Were you shy?" <</if>> <<He>> giggles. "You're adorable." <br><br> <</if>> <<if $pain gt 1>> <<if $beastRitual.lure is "dryad">> <<He>> starts to pluck some thorns out of <<his>> own skin, before helping you do the same. <<else>> <<He>> rubs a cool lotion on your scratches and bites. It burns at first, but quickly makes you feel better. <</if>> <<pain -6>><<lpain>> <br><br> <</if>> Gwylan reaches for a bottle outside the tub, and starts to dump it into the water. It fills with suds. <br><br> <<if !$gwylan.punishment and $beastRitual.end isnot "beaten" and $gwylanSeen.includes("ritual_sex") and $beastRitual.petplay gte 3 and !$beastRitual.sex and !_gwylanStatus.includes("cautious")>> <<He>> suddenly stands up, fully exposing <<himself>> to you. <<He>> takes a single step over to you, turns around, and slowly sits down in your lap. <<arousal 600>><<garousal>> <br><br> <<His>> bottom is rubbing up against you. <<if $beastRitual.stalked is "howl">> "You were a <<pcpetname "Gwylan" "naughty">> today. However, I can't deny that your little trick was effective." <<else>> "You were a very <<pcpetname "Gwylan" "good">> today." <</if>> <<He>> looks back and smiles at you innocently. "Could you get my back, dear?" <<if $worn.neck.collared is 1>> <<He>> <<pull_leash "tugs">>. <</if>> <<if _gwylanTF.tail is "revealed">> The tip of <<his>> tail flicks against your face. <<arousal 500>><<garousal>> <</if>> <br><br> <<if $hypnosis_traits.devotion gte 4>> <<hypnosisText "<<His>> skin and hair look radiant. You feel an urge to touch <<him>> all over.">> <br><br> <</if>> <<link [[Help Gwylan wash|Gwylan Ritual Bait End Wash Help]]>><<set $phase to "helpLewd">><<arousal 1200>><<npcincr Gwylan lust 1>><</link>><<ggarousal>><<glust>> <br> <<link [[Refuse|Gwylan Ritual Bait End Wash Help Refuse]]>><<set $phase to "helpLewd">><</link>><<gwylanWillpowerDifficulty 4>> <br> <<else>> <<link [[Focus on washing yourself|Gwylan Ritual Bait End Wash 2]]>><<set $phase to "self">><</link>> <br> <<link [[Help Gwylan wash|Gwylan Ritual Bait End Wash Help]]>><<set $phase to "help">><<arousal 800>><<npcincr Gwylan lust 1>><</link>><<garousal>><<glust>> <br> <<if $settings.footFetishEnabled>> <<if hasSexStat("promiscuity", 2)>> <<link [[Use your foot to pleasure Gwylan under the water|Gwylan Ritual Bait End Wash Foot]]>><<set $phase to "foot">><<npcincr Gwylan lust 1>><</link>><<promiscuous2>><<glust>> <<else>> <<insufficientStat "promiscuity" "to use your foot to pleasure Gwylan under the water">> <</if>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $hypnosis_traits.devotion gte 4 and !$willpowerSuccess>> You try to push yourself back, but you slip. <span class="pink">You end up burying your face in <<his>> mousy hair. <<He>> smells divine. You can't help yourself. You need to touch <<him>>.</span> <br><br> <<link [[Help Gwylan Wash|Gwylan Ritual Bait End Wash Help]]>><<arousal 1200>><<npcincr Gwylan lust 1>><</link>><<ggarousal>><<glust>> <br> <<else>> <<if $hypnosis_traits.devotion gte 4>> You don't manage to free yourself from <<him>>, <span class="green">but you do manage to resist the urge</span>. <<else>> Trapped as you are, you can't escape. You keep your hands away from Gwylan, though. <</if>> <br><br> <<He>> huffs. "Very well. My generous reward will go unclaimed." <<He>> turns and lounges back dramatically. "You're still going to be my chair, though." <<arousal 800>><<garousal>> <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase isnot "helpLewd">> You push over to Gwylan and start to scrub <<him>> down. <</if>> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includesAny("aroused", "lust") or $phase is "helpLewd">> <<He>> lifts <<himself>> forward to give you easier access. You rub <<him>> all over, leaving no spot unclean. <<if _gwylanTF.known>> You pay extra attention to <<his>> ears and tail. <</if>> <br><br> <<He>> takes your hands gently, and starts to guide them. <<if npcIsPregnant("Gwylan") and npcPregnancyProgress("Gwylan") gte 0.6>> <<He>> puts them both over <<his>> <<bellyDescription>> and holds them there for some time, leaning back into you. <span class="teal">You feel the baby kick.</span> <<trauma -6>><<npcincr Gwylan dom 3>><<ltrauma>><<ggyearning>> <br><br> <</if>> <<He>> pushes one of your hands down to <<his>> <<npcGenitals>>. <<if C.npc.Gwylan.pronoun is "f">> <<He>> guides the other to <<his>> <<print C.npc.Gwylan.breastsdesc>>, and has you squeeze and knead them. <<if $NPCList[0].lactation>> <span class="pink">Milk leaks from the buds.</span> <<He>> sighs in relief. <</if>> <</if>> <br><br> You gently fondle <<him>>, teasing out soft gasps from <<his>> lips. <<if $phase is "helpLewd">> "<<pcPetname "Gwylan" "good">>..." <<if $player.penisExist and !playerChastity("penis")>> <<He>> spreads <<his>> thighs and pushes back, taking your <<penis>> between them. <<He>> squeezes them back together, and starts to slowly move <<his>> legs. <<arousal 800>><<garousal>> <br><br> <<He>> slows <<his>> pace as you show signs of arousal, making sure you don't go over the edge. <<if C.npc.Gwylan.vagina is "none" and !$settings.analEnabled>> "Does <<pcpetname "Gwylan" "my">> want more?" <<else>> "Does <<pcpetname "Gwylan" "my">> want to be inside me?" <</if>> <<if C.npc.Gwylan.vagina isnot "none">> <<He>> grinds your <<penis>> against the lips of <<his>> pussy. With each slow thrust, it nearly slips in. <<else>> <<He>> continues stroking your <<penis>> with <<his>> thighs, faster now. <</if>> <<arousal 1200>><<ggarousal>> <br><br> "Well?" <<He>> looks back, waiting for an answer. <br><br> <<link [[Say yes|Gwylan Ritual Bait End Wash Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Shake head|Gwylan Ritual Bait End Wash Orgasm]]>><</link>> <br> <<elseif $player.vaginaExist and !playerChastity("vagina")>> <<He>> suddenly moves to the side, and puts an arm around you, pulling you to sit on <<his>> lap instead. <br><br> <<if C.npc.Gwylan.penis isnot "none">> <<He>> pushes <<his>> erect penis through your thighs, and starts to grind it against the lips of your <<pussy>>. <<arousal 800>><<garousal>> <br><br> <<He>> slows <<his>> pace as you show signs of arousal, making sure you don't go over the edge. "Does <<pcpetname "Gwylan" "my">> want me to be inside <<phim>>?" <<else>> <<He>> pushes both <<his>> hands down, and slips a finger into your <<pussy>>. <<He>> starts to expertly finger you, knowing every right spot to touch. <<arousal 800>><<garousal>> <br><br> <<He>> slows <<his>> pace as you show signs of arousal, making sure you don't go over the edge. "Does <<pcpetname "Gwylan" "my">> want more?" <</if>> <<He>> speeds up again. You're barely able to suppress your moans. <<arousal 1200>><<ggarousal>> <br><br> "Well? I'm waiting." <br><br> <<link [[Say yes|Gwylan Ritual Bait End Wash Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Shake head|Gwylan Ritual Bait End Wash Orgasm]]>><</link>> <br> <<else>> <<He>> reaches down, pulling against your $worn.genitals.name to no avail. <<He>> lets out a disappointed huff. "If not for this, I could give you the reward you deserve." <<gwylanChastityRequest 1>> <br><br> <<He>> turns, but remains sitting on your lap. "I'll have to think of something else." <<if C.npc.Gwylan.breastsize gte 6>> <<He>> suddenly leans forward, <span class="pink">pushing your head between <<his>> lightly-freckled <<print C.npc.Gwylan.breastsdesc>></span>. "Oops, how clumsy of me. I suppose you can sit in there until I think of something." <<He>> starts to grind against you, smothering you with <<his>> breasts. <<arousal 1200>><<ggarousal>> <<else>> <<He>> suddenly leans forward, grinding against you. <<He>> places <<his>> hands on your chest, and starts to fondle your nipples. <<He>> kisses and sucks on your neck. <<arousal 1200>><<ggarousal>> <</if>> <br><br> <<He>> reaches down again, rubbing your <<genitals true>> through your belt. <<His>> expert touch sends waves of pleasure through you even with the belt in the way. It takes a while, but eventually, <<he>> pushes you over the edge. <<orgasm>> <<He>> laughs seductively and pets your head as you shudder against <<him>>. <<He>> holds you in a warm embrace until it subsides. <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<if C.npc.Gwylan.pronoun is "f">> After a final squeeze, <<he>> moves your hand away from <<his>> <<print C.npc.Gwylan.breastsdesc>> and towards <<his>> mouth, where <<he>> puts one of your fingers in. <<else>> <<He>> moves your other hand towards <<his>> mouth, where <<he>> puts one of your fingers in. <</if>> <<if _gwylanTF.fangs is "revealed">> <<His>> sharp fangs brush up against it as <<he>> sticks <<his>> tongue out. <</if>> <<if _gwylanStatus.includes("heat")>> After a few minutes, <<he>> shudders, reaching climax with naught but a quiet yip. <<He>> breathes unevenly for a moment, before snuggling back against you and letting out a contented sigh. "You pest." <<npcincr Gwylan dom 1>><<gyearning>> <<else>> After a few minutes <<he>> pulls your hands away again. "I think that's enough, <<pcpetname "Gwylan" "simple">>. We just got clean, we shouldn't go getting dirty again." <</if>> <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<He>> looks surprised, but doesn't stop you. "Oh, could you get my back, <<pcpetname "Gwylan">>?" <<He>> moves forward, giving you room. <br><br> <<if $beastRitual.lure is "dryad">> There's some fresh scratch marks on <<his>> back, alongside plenty of old ones. You pick out a few more stray thorns. <<He>> winces at each one you pull. <<elseif $beastRitual.stalked is "howl">> There's fresh scratch marks on <<his>> back, alongside plenty of older ones. <<else>> There's lots of old scratch marks on <<his>> back. <</if>> You avoid touching anywhere too conspicuous. <br><br> <<if _gwylanTF.known>> You don't miss the chance to play with <<his>> fox ears, though. <<He>> makes a sound resembling a brief growl when you first touch them, but settles into your touch quickly as you wash them. <<npcincr Gwylan lust 1>><<glust>> <br><br> <</if>> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> You shake your head. Gwylan giggles. "That's okay. I can still..." <br><br> <<if $player.penisExist>> <<He>> reaches down and starts to rub the head of your <<penis>> with <<his>> thumb. Your legs buck on their own. Combined with the previous stimulation, it's too much. <<else>> <<He>> starts to rub your clit with <<his>> thumb. Combined with the previous stimulation, it's too much. <</if>> <<orgasm>> Gwylan quickly turns around, kneeling, and embraces you. "There's a <<pcpetname "Gwylan" "good">>." <<He>> holds you tightly and coos in your ear as you recover. <br><br> You hold each other for a short time, before <<he>> gets back on your lap. <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<lowerstrip>><<underlowerstrip>> <<maninit>> <<npcexpose>> <<npc_attempt_sex>> <<set $enemytrust += 200>> <<if $player.penisExist and !playerChastity("penis")>> <<if C.npc.Gwylan.vagina is "none" and !$settings.analEnabled>> <<He>> smiles. "Good. I do too." <<else>> <<He>> smiles, and moves to the other side of the tub. <<He>> places <<his>> hands on the rim and leans forward, shaking <<his>> bottom at you enticingly. <br><br> <<if $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<He>> tugs your leash, pulling you over to <<him>>. <</if>> <<if C.npc.Gwylan.vagina isnot "none">> <<He>> reaches down and spreads <<his>> <<pussy>> with two fingers. <<if _gwylanStatus.includes("heat")>> It's already drooling with fluid. <<if _gwylanTF.known and hasSharpSenses("instincts")>> Out of the water, you can smell <<his>> heat. <</if>> <</if>> <<if _gwylanStatus.includes("wantsPregnancy") and $settings.pregnancySpeechEnabled>> "Good, because I need this. I need you to put <<if $wolfgirl gte 6 or $fox gte 6 or $cat gte 6>>a litter<<else>>your child<</if>> in me." <<His>> voice trembles. <<elseif _gwylanStatus.includes("heat") and $settings.pregnancySpeechEnabled>> "Good, because I need you. I need you to breed me." <<His>> voice trembles. <</if>> <</if>> <<if _gwylanTF.tail is "revealed">> <<His>> tail sways back and forth. <</if>> <<if _gwylanStatus.includes("heat")>> <<if npcIsPregnant("Gwylan") and npcBellyVisible("Gwylan")>> "Get over here. Fill me with your seed until my tummy swells up even more." <<else>> "Get over here. Fill me with your seed until my tummy swells." <</if>> <<else>> "Come here and fill me up, <<pcpetname "Gwylan">>." <</if>> <</if>> <<else>> <<if C.npc.Gwylan.penis isnot "none">> <<He>> smiles. "Good. I do too." <<He>> prepares to penetrate you. <<else>> <<He>> smiles. "Good. I do too." <</if>> <</if>> <<gwylanCombatInit>> <</if>> <<if $timer lte 0 and $trance is 1>> <<set $trance to 0>> <span class="teal">You snap out of Gwylan's trance.</span> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <span id="next"><<link [[Next|Gwylan Ritual Bait End Wash Sex Finish]]>><</link>></span><<nexttext>> <<elseif _combatend>> <span id="next"><<link [[Next|Gwylan Ritual Bait End Wash Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Ritual Bait End Wash Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $orgasmcurrent gte $combat_player_orgasm_target>> <<set $enemyarousal += 200>> <<if $enemyarousal gte $enemyarousalmax>> <<if $hallucinations gte 2 and $NPCList[0].chest isnot "clothed">> The tattoo on Gwylan's <<bellyDescription "Gwylan">> flares to life, and <<he>> shivers as you climax. <<else>> Your <<if $orgasmcurrent gt 1>>final<</if>> orgasm makes Gwylan shiver. <</if>> <span class="pink">It pushes <<him>> over the edge too.</span> <<ejaculation>><<npcincr Gwylan lust -25>><<llllust>> <<else>> <<if _gwylanStatus.includesAny("dom", "lust")>> <<He>> hums and holds you tight you as you recover from your <<if $orgasmcurrent gt 1>>final<</if>> orgasm. <<gwylanHypnosis "devotion" 2>><br> <<if $consensual is 1>> "You did great, <<pcpetname "Gwylan">>," <<else>> "There, isn't that better?" <</if>> <<he>> coos. <<else>> <<He>> makes a pleased sound as your <<if $orgasmcurrent gt 1>>final<</if>> orgasm subsides. <<gwylanHypnosis "devotion" 1>><br> "That should do," <<he>> says. <<if $consensual is 0>> "The struggle was thrilling, dear, but I'm only trying to help you." <</if>> <</if>> <<if $penisfucked is 1>> <<He>> rubs <<his>> <<bellyDescription "Gwylan">> in satisfaction until you pull out of <<him>>. <<elseif $vaginafucked is 1>> <<He>> rubs your <<bellyDescription>> in satisfaction, until you make <<him>> pull out. <</if>> <<npcincr Gwylan lust 5>><<gglust>> <br><br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $orgasmcurrent is 0 and $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -2>> <</if>> <<npcincr Gwylan lust -20>><<lllust>> <<elseif $enemyhealth lte 0>> <<set $gwylan.punishment to true>> Gwylan rolls off of you. "That hurt, dear." <<He>> giggles dryly. "Naughty, naughty. I'll remember this." <<npcincr Gwylan dom -2>><<lyearning>> <br><br> <<His>> smile is dark, but lightens up after a moment. <</if>> <<set $beastRitual.sex to true>> <<endcombat>> <<npc Gwylan>><<person1>> <<He>> sits on your lap again, sideways this time, and lounges back. <<His>> feet stick out over the edge of the tub. <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> You slowly push your foot forward, until it rests against Gwylan's <<npcGenitals>>. <<promiscuity2>> <<if !$gwylanSeen.includes("ritual_sex")>> <<He>> quickly grabs you by the ankle and stares at you. "I'm going to choose to believe that was an accident." <<He>> gently lifts your leg and puts it to <<his>> side instead. "See? Plenty of room for both of us." <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br> <<else>> <<if $gwylanSeen.includes("yearning")>> <<He>> giggles. "Frisky, are we?" <span class="pink"><<He>> stretches <<his>> leg, placing <<his>> foot on your <<genitals>> too.</span> "Feel like making it a competition?" <br><br> <<set _scoreFootjob to 0>> <<if playerChastity()>> <<set _scoreFootjob += 2>> <</if>> <<set _scoreFootjob += Math.floor($feetskill / 100)>> <<He>> starts to fondle and press your <<genitals>>. You return the assault. <<arousal 1000>><<garousal>> <br><br> <<if _scoreFootjob gte 8>> It isn't long before you're both panting. <<if $arousal gte $arousalmax>> <<set _resultFootjob to "lost">> Just before you get a lead on <<him>>, you reach your limit. <<orgasm>> <<else>> <<set _resultFootjob to "won">> Just before you reach your limit, <span class="pink">Gwylan shudders</span>. <br><br> <</if>> <<elseif _scoreFootjob gte 6>> <<set _resultFootjob to "lost">> Just before you get a lead on <<him>>, you reach your limit. <<orgasm>> <<else>> <<set _resultFootjob to "lost">> It's not even close. <<Hes>> an expert, knowing the perfect movement and rhythm. <<orgasm>> <</if>> <<if _resultFootjob is "won">> <<He>> steadies <<himself>> against the side of the tub. "Well. Colour me impressed, <<pcpetname "Gwylan" "name">>." <<else>> <<He>> smiles sweetly. "I hope you enjoyed that." <</if>> <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br> <<else>> <<He>> stares at you. "What do you think you're doing?" You answer <<him>> by moving your foot and up and down. <<His>> face starts to redden, and <<he>> allows you to continue for a moment before pulling your leg aside. "We just got clean, dear." <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 2]]>><<pass 5>><</link>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "self">> You focus on washing yourself, trying to ignore Gwylan's nudity. <<elseif $phase is "helpLewd">> You continue relaxing in the warm water with Gwylan on your lap. <<elseif $phase is "failed">> Gwylan hums a soothing melody for a short while. <<else>> <<if $gwylanSeen.includes("partners")>> Gwylan pushes <<himself>> along the side of the tub, until <<he>> sits right next to you and rests <<his>> head on your shoulder. <<elseif _gwylanStatus.includesAny("aroused", "lust")>> Gwylan pushes <<himself>> along the side of the tub, until <<he>> sits next to you. <<arousal 200>><<garousal>> <<else>> Gwylan avoids eye contact for most of the time. <</if>> <</if>> <br><br> The two of you sit in silence for a few minutes. The smells of the garden and the warmth of the water fill you with serenity. <br><br> <<if $tiredness gte (C.tiredness.max / 5) * 3 and $hypnosis_traits.slumber gte 1 and $gwylanSeen.includes("yearning")>> <<hypnosisText "You feel your eyelids grow heavy.">> <br><br> It felt like you merely blinked, and the sun is suddenly a little further in the sky. Gwylan is holding you. "I know it's been a long day, but don't fall asleep for too long, else we'll get all pruned up." <<tiredness -2>><<ltiredness>> <br><br> <</if>> <<if !$gwylanSeen.includes("ritual_beast")>> <<link [[Next|Gwylan Ritual Bait End Wash First Time]]>><<pass 20>><</link>> <br> <<else>> <<link [[Continue|Gwylan Ritual Bait End Wash 3]]>><<pass 20>><</link>> <br> <<if $beastRitual.collared and $worn.neck.name isnot "familiar collar">> <<link [[Ask Gwylan to let you keep the collar|Gwylan Ritual Bait End Wash 3]]>><<npcincr Gwylan lust 4>><<pass 20>><<set $phase2 to "collar">><</link>><<gglust>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("ritual_beast")>> "Well. Now you know what I'm about," <<he>> says with a weak smile, breaking the silence. "I spend several days each week gathering the ingredients for this ritual, while my body purifies the taint from the previous week's. I call out to a suffering, tainted denizen of the forest, and hope that I get no answer. But I always do. I always will, so long as the Elk's river of poison flows into the forest." <<He>> rests <<his>> arms against the rim of the tub and gazes out into the treeline. <br><br> "It's never easy. Sometimes it goes wrong, and the trance wears off too quickly. Sometimes they get too excited, and make it hurt. Sometimes they don't listen. Sometimes love bites break skin." <br><br> Gwylan harshly scrubs a spot near <<his>> neck. <<He>> scrubs until some concealer is washed away, <span class="purple">revealing a deep bite scar</span>. <<if $gwylanSeen.includes("neck_bite")>> You wince, but Gwylan waves <<his>> hand dismissively. "This isn't from when you bit me, don't worry. This is an old wound. I have plenty." <</if>> A long moment of silence passes over you like a stormcloud. <br><br> "I don't think anyone else would understand. You're different, though. <span class="green">Your stories are fascinating. You've got a beautiful, curious mind. You've been around, you've seen what lurks under the surface. You've suffered, yet you're still here.</span>" <<His>> body sinks back under the water. <<His>> voice is somber. <br><br> "Most get chewed up and swallowed before they truly understand what's happening to them, and it's only getting worse. I can't hope to keep up with how fast the poison proliferates. Not alone, at least." <<He>> looks up with a hopeful smile. "Maybe I was waiting for someone as curious as you to stumble in. Someone who's seen just how dirty the world has become. Someone I can trust." <br><br> <<He>> looks away once more. "I won't insist upon you. I know this is a lot, but it would be easier with someone like you by my side. Someone to share this <span class="blue">burden</span> with. It's a selfish desire. I offer nothing in return, because I have nothing to give. This isn't a request or a service. It's thankless work, which one must tolerate, learn to enjoy, or... abandon." <br><br> <<He>> sinks further into the water. "There's no hard feelings if you refuse. I just hope this doesn't scare you off for good." <br><br> <<He>> stays quiet for a while. <br><br> <<link [[Next|Gwylan Ritual Bait End Wash 3]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> runs <<his>> hands along your collar affectionately. It makes you feel warm. <<trauma -6>><<ltrauma>> <<detach_leash>> <br><br> <<elseif $phase2 is "collar">> <<set $beastRitual.collared to false>><<set $beastRitual.leash to false>> <<set $worn.neck.type.push("broken")>><<neckruined true>> <<storeonneck "gwylanRitual">><<generalUndress "wardrobe" "neck">> <<neckwear 21>> <<switch $speech_attitude>> <<case "meek">> "Do you mind if I keep your collar? I like it," you say shyly. <<case "bratty">> "Can I keep this collar? It's growing on me," you say. <<default>> "Can I keep this collar?" you ask. <</switch>> <br><br> Gwylan blinks, then giggles. "If you really want to, dear. I've got plenty more if you lose it." <<Hes>> trying to hide it, but <<he>> seems pleased. <<if !$gwylanSeen.includes("familiar_collar")>> "Perhaps I'll make a special one just for you one of these days." <</if>> <br><br> <<elseif $beastRitual.collared is true>> <<set $worn.neck.type.push("broken")>><<neckruined true>> "Ah, before I forget..." <<He>> reaches around your neck and removes your collar. <<He>> spins it around on <<his>> finger for a moment before placing it outside the bath. <br><br> <<elseif $beastRitual.leash is true>> "Ah, before I forget..." <<He>> reaches around your neck and removes your leash. <<He>> whips it in the air a few times before placing it outside the bath. <<detach_leash>> <br><br> <</if>> <<if $beastRitual.purgeInfo>> <<set $beastRitual.purge += Math.floor($beastRitual.purgeInfo.fluid / 10)>> <<set $beastRitual.purge += Math.floor($beastRitual.purgeInfo.banish / 20)>> <</if>> <<if $beastRitual.ejac and ($beastRitual.hasScent or $beastRitual.isScent)>> <<set $beastRitual.purge++>> <</if>> <<if ["thunderStorm"].includes(Weather.name)>> The lull of the thunder leads the trees in a windy dance, yet you two remain untouched by the storm. <<elseif ["lightPrecipitation", "heavyPrecipitation"].includes(Weather.name)>> The smell of the <<= Weather.precipitation>> is soothing, too. <<elseif ["heavyClouds"].includes(Weather.name)>> You and Gwylan watch the forest dance in the wind. <<elseif Time.dayState is "dusk">> The two of you watch the forest dance in the hues of sunset. <<else>> The two of you enjoy the silence of the forest, basking in <<if Time.dayState is "night">>moonlight<<else>>the sun<</if>>. <</if>> <br><br> <<if $beastRitual.purge gte 5>> "<span class="green">We did very well today.</span> I can already feel it. I couldn't have done it without your help, either." <<elseif $beastRitual.purge gte 3>> "<span class="teal">We did well today.</span> The forest is a little cleaner." <<elseif $beastRitual.purge gte 1>> "<span class="blue">It wasn't much, but we surely purged some of the poison.</span> More than what I can accomplish alone, too." <<else>> "<span class="purple">We didn't do well,</span> but it could have been worse. We just have to keep trying." <</if>> <<if $beastRitual.purge gte 1>> <<earnFeat "First Verse">> <</if>> <br><br> <<He>> looks out to the forest, tapping a finger on the side of the tub. <br><br> <<if $gwylanSeen.includes("struggles") and !$gwylanSeen.includes("ritual_sex_intro") and !_gwylanStatus.includes("cautious")>> <<set $gwylanSeen.pushUnique("ritual_sex_intro")>> "There's something I wanted to talk to you about," <<he>> starts. "It's important." <<He>> doesn't turn to look at you. <br><br> <<if $gwylanTalked.includes("temple_confessor")>> "There's one thing the cloister is right about. The most effective way to purge is between two humans. <<else>> "The most effective cleansing method is between two humans. <</if>> However, it's also the most dangerous. Not just because humans are more dangerous themselves, but because the effectiveness is so great that it can harm the recipient of the poison if care isn't taken. It can be... difficult to stop once the transfer has begun." <<He>> sighs. <<if $gwylanTalked.includes("temple_confessor")>> "Besides that, I can't use the same method as the confessors. I'm not... one of them. <<else>> "Besides that, the setup is complex. <</if>> I'm out of practice, too. A connection to the forest is still needed for both participants, and it's more intense than this one. <span class="blue">It involves becoming a vessel for the forest itself.</span>" <br><br> <<He>> finally turns to you, and starts speaking faster. "What I'm trying to say is, I haven't had intercourse with another human in a long time, and I trust you enough that I..." <<His>> face turns bright red. "There's no easy way to say this, so let me just say it. <span class="pink">I want to have sex with you, and use the resulting connection to cleanse the forest</span>." <<npcincr Gwylan lust 1>><<glust>> <br><br> <<He>> takes a deep breath. "It's not a boundary that comes easy to cross, because I don't wish for things between us to change. <<if $gwylanSeen.includes("ritual_corruption_share_intimate")>> I've already told you that things between us can't become more intimate, and that holds true. <</if>> Becoming fluid-bonded with someone can lead to complicated emotions, so it's important that you understand that this doesn't mean you and I are..." <<He>> points between you and <<him>> repeatedly. "More than friends. <span class="purple">Sex isn't love, and love isn't sex.</span> With everything you've told me, I trust you to understand. Still, <span class="lewd">fluid transfer would be mandatory, and there mustn't be any obstructions</span>." <br><br> <<He>> sinks into the water. "We don't have to, of course. We can keep going as we have been, or come back to our current method at any time. We have a week to think about it." <<He>> quickly stands up, covering <<himself>> with a towel and tossing you a few. <<else>> <<if $beastRitual.tainted>> "Our quarry was particularly tainted. <span class="blue">More like them will show up as the poison takes root.</span> Luckily, as things are now, beings like that are often chased away by their peers. It keeps them isolated and safe until we can find them. Like many dying beasts, they prefer to crawl away and wither alone, preserving their dignity. However, if things get worse... much, much worse than they could get now, they may start to show up out in the open." <<His>> fingers trace shapes on the surface of the water. <br><br> <</if>> <<if $beastRitual.purgeInfo>> <<if Math.floor($beastRitual.purgeInfo.banish / 20) gte 1>> "That radiance. Your radiance. <span class="gold">It was brilliant</span>, but I don't believe less tainted dryads would be affected by it. Still, it's a boon." <<His>> eyes trace something above your head. <br> <</if>> <<if Math.floor($beastRitual.purgeInfo.fluid / 10) gte 1>> "Of course, <span class="blue">the more fluid we can extract, the more effective it will be</span>. Most animals only have so much to give, though. The dryads are a special case." <<He>> stares at the stains of nectar on the ground where you tended to the plantperson. <br> <</if>> <</if>> <<if $beastRitual.ejac and ($beastRitual.hasScent or $beastRitual.isScent)>> "There was a compatibility between you. <span class="blue">Purging is most effective between the same species,</span> but none of the forest's natural denizens have the capability to do so without human intervention. It's a poison we made, and one we must cleanse. <<if $fox gte 6 and $beastRitual.lure is "fox">> You're still more human than you are fox, <<elseif $dryad gte 6 and $beastRitual.lure is "dryad">> You're still more human than you are dryad, <<else>> You're still more human than you are wolf, <</if>> but there's no doubt it made our ritual more effective." <<He>> smiles at you. "I'm lucky to have you here." <<He>> leans back, watching the sky. <<else>> "Purging is most effective between the same species, but none of the forest's natural denizens have the capability to do so without human intervention. It's a poison we made, and one we must cleanse." <<He>> leans back, watching the sky. <</if>> <<if $gwylanSeen.includes("ritual_sex")>> "I don't mind continuing to use this method. I know the more intimate version of the ritual can be too much." <</if>> <br><br> <<if $beastRitual.tendingSuccess>> "Even just having an extra pair of capable hands makes a big difference. <<if $beastRitual.lure is "dryad">> Thanks to you, <span class="blue">I was able to prune much more of the dryad's tainted leaves.</span>" <<else>> Thanks to you, <span class="blue">we were able to make sure they were clean both inside and out.</span>" <</if>> <<else>> "It's important to make sure they're clean inside and out. <span class="purple">Unfortunately, we didn't quite manage that.</span> It's alright. I'm sure you'll become better with your hands if you keep up work like this." <</if>> <<He>> looks over the side of the tub at something. "On that note, we're plenty clean on the outside. It's time for me to get dirty on the inside." <<He>> stands and wraps a towel around <<his>> waist, stepping out of the tub. <<if $gwylanSeen.includes("yearning")>> "You can leave if you wish, although I wouldn't mind the company." <<else>> "Your part here is done. You may leave. Thank you for your help." <</if>> <</if>> <br><br> <<set $beastRitual.purgeInverse to $beastRitual.purge * -1>> <<world_corruption "soft" $beastRitual.purgeInverse>> <<set $gwylan.purged += $beastRitual.purge>> <<if $gwylan.request.event is "meetAtShop">> <<gwylanRequestEnd "silent">> <br><br> <</if>> You exit the bath, dry off, and get dressed. <<silently>><<clotheson>><</silently>><<dry_full>> <br><br> <<link [[Stay with Gwylan for a while (0:30)|Gwylan Ritual Bait Corruption]]>><<pass 30>><</link>> <br> <<link [[Leave|Gwylan Ritual Bait Exit]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if !$gwylanSeen.includes("ritual_stay")>> <<set $gwylanSeen.pushUnique("ritual_stay")>> <<switch $speech_attitude>> <<case "meek">> "Can I stay with you, please?" you ask. <<case "bratty">> "No, I think I'll stay actually," you say. <<default>> "Since you gave me a choice, I think I'll stay," you say. <</switch>> <br><br> <<He>> looks surprised, but smiles. "You're certainly welcome to." <<He>> gestures to a raised section of the garden, retained by a stone ledge. You sit down on it. <<else>> You wordlessly follow Gwylan and sit on the stone ledge. <</if>> <br><br> <<He>> sits down, <<if _gwylanStatus.includes("lust")>>still topless<<else>>now robed<</if>>, next to you. <<if $beastRitual.lure is "dryad">> <<set $beastRitual.poisonAmount to 1>> <<if $beastRitual.tendingSuccess>> <<set $beastRitual.poisonAmount++>> <</if>> <<if $beastRitual.tainted>> <<set $beastRitual.poisonAmount++>> <</if>> <<He>> holds the bucket full of tainted plantperson foliage. <<if !$gwylanSeen.includes("ritual_corruption_dryad")>> <<set $gwylanSeen.pushUnique("ritual_corruption_dryad")>> "The fun part is over, this is the miserable bit." You watch as <<he>> picks up an antique salt shaker, unscrews the top, and dumps the entire thing into the bucket. <<He>> then shakes the bucket around. <br><br> <<switch $speech_attitude>> <<case "meek">> "Wait, what are you—" you start to ask. <<case "bratty">> "Uhh... what—" you start. <<default>> "What in the world are you—" you start to ask. <</switch>> You don't get the chance to finish. <<He>> pulls one of the dead leaves from the bucket, now covered in salt, and <span class="purple">eats it</span>. It sounds crunchy. <<stress 3>><<gstress>> <br><br> <<He>> turns to you and smiles after swallowing. "Yes, it's vile. That's what the salt is for. It masks most of the taste." <<He>> reaches in, and eats another one. <br><br> "Why?" you ask. <br><br> <<He>> holds up a finger as <<he>> chews. This one seems much less pleasant than the first. <<He>> reaches for a small glass of water right next to you, which you didn't see when you sat down. <<He>> drinks it, forcing <<himself>> to swallow the leaf. "Sorry. The crunchy ones aren't so bad, it's the chewy ones that really make me want to vomit." <br><br> You stare at <<him>> for a moment. "Oh! You meant why am I eating them. Well. They're tainted. If I leave them to decay, their poison will just leak back into the world. I can't let a single leaf, petal or thorn rot away." <<He>> makes a sinking gesture with <<his>> hands. <<He>> eats another. "Sometimes I dry them and use them as seasoning on my crepes. Sometimes I just salt them, like this. The thorns are capable of injecting the poison like a stinger, so for those, I simply..." <<He>> pulls one out of the bucket, and <span class="red">sticks it into <<his>> skin</span>. <<stress 12>><<ggstress>> <br><br> <<if $beastRitual.tainted>> "As for the whole vine we had to amputate, that has to be consumed too. <<else>> "When dryads get particularly tainted, some of their vines can become oversaturated. If those vines can't be purged, they'll have to be amputated and consumed, too. <</if>> I typically chop them up and use them in various dishes over the span of the week. It's easier on me if I don't do it all at once." <<He>> pulls the thorn back out of <<his>> skin. It's a noticeably lighter shade now. "I'm quite used to it. I have a routine, after all." <<He>> looks away from you. "Not that I particularly mind having that routine changed. I'm glad you're here, and grateful you chose to stay." <<else>> <<if $gwylanSeen.includes("request_gold_accessories") and !$gwylanSeen.includes("ritual_poison_talk")>> <<He>> kicks <<his>> feet, examining a drained thorn. "Do you remember what I told you about people trying to imbibe poison to extend their lives?" <br><br> You nod. <br><br> <<He>> crushes the thorn, brittle now that it's empty. "Do you think there could be any truth to it?" <<He>> turns to you and gives you a sly smile, not waiting for your answer. <br><br> <</if>> <<He>> dumps half of an antique salt shaker into the bucket and begins to pick out leaves and flower petals to consume. "Thank you for sticking around again," <<he>> says. "Having someone to talk to helps keep my mind off of how rotten this makes me feel inside." <</if>> <br><br> <<link [[Relax and chat with Gwylan|Gwylan Ritual Bait Corruption Relax]]>><<stress -2>><<trauma -2>><</link>><<lstress>><<ltrauma>> <br> <<if !$gwylanSeen.includes("ritual_corruption_share")>> <<link [[Offer to eat some of the poison|Gwylan Ritual Bait Corruption Share]]>><<npcincr Gwylan dom 1>><</link>> <<else>> <<link [[Offer to eat some of the poison|Gwylan Ritual Bait Corruption Share]]>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <</if>> <br> <<else>> <<set $beastRitual.poisonAmount to $beastRitual.purge - $beastRitual.purgeDirect>> <<He>> holds the small ivory bowl. <<if $beastRitual.poisonAmount gte 5>> It's nearly overflowing with a glowing pink liquid. <<elseif $beastRitual.poisonAmount gte 3>> It's full of a glowing pink liquid. <<elseif $beastRitual.poisonAmount gte 1>> It's half-filled with a glowing pink liquid. <<else>> There's a small amount of pink liquid inside of it. <</if>> <<if !$gwylanSeen.includes("ritual_corruption_beast")>> <<set $gwylanSeen.pushUnique("ritual_corruption_beast")>> "Medicine for the world," <<he>> says, bringing the bowl to <<his>> lips. <<He>> drinks all of it. <br><br> <<He>> sits still for a moment, before <span class="purple">shuddering harshly and leaning forward</span>. <br><br> <<if $temple_confessor_intro>> You know from your time in the confessional that it's nothing to worry about, but you rub <<his>> back for comfort. You know how rotten it feels. <<else>> You're not sure what to do, so you rub <<his>> back for comfort. <</if>> <br><br> <<He>> sits up straight again, giving you a smile. "I'm alright, don't worry about me. This is what it takes to drain the poison from the world." <<He>> takes a moment to catch <<his>> breath. <br><br> "It takes two things. A stable vessel," <<he>> starts, pointing to <<himself>> with one hand and putting the other on your tummy. "And an area immunised to the poison." <<He>> spreads <<his>> arms out wide to gesture to the whole garden. It almost seems to grow as <<he>> does so. "It's what makes it so virulent. Even if a tainted creature dies, it will all just leak out again. It defies the natural cycle. But, if you get both of those things, you can trap it in your body." <<He>> holds up the bowl. It's covered in intricate carvings and symbols. "The bowl is for the leftovers. Any poison that doesn't end up in your body at the moment of climax gets captured in here instead." <br><br> <<He>> sets the bowl aside, leaning back. "Thank you for staying. Talking keeps my mind off of it while it settles." <br><br> <<link [[Relax and chat with Gwylan|Gwylan Ritual Bait Corruption Relax]]>><<set $phase to 1>><<stress -2>><<trauma -2>><</link>><<lstress>><<ltrauma>> <br> <<else>> <br><br> <<link [[Relax and chat with Gwylan|Gwylan Ritual Bait Corruption Relax]]>><<stress -2>><<trauma -2>><</link>><<lstress>><<ltrauma>> <br> <<if !$gwylanSeen.includes("ritual_corruption_share")>> <<link [[Offer to drink half of the poison|Gwylan Ritual Bait Corruption Share]]>><<npcincr Gwylan dom 1>><</link>> <<else>> <<link [[Offer to drink half of the poison|Gwylan Ritual Bait Corruption Share]]>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <</if>> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $beastRitual.sharedBurden to true>> <<if !$gwylanSeen.includes("ritual_corruption_share")>> <<if $temple_confessor_intro>> <<switch $speech_attitude>> <<case "meek">> "L-let me help," you say. "I can take half, I've done it before." <<case "bratty">> "That stuff is gross to take in," you say. "I know about it. Let me help." <<default>> "Let me help," you say. "I can take half, I've done it before." <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "L-let me help," you say. "I can take half." <<case "bratty">> "You're making me feel bad. Let me help." <<default>> "Let me help," you say. "I can take half." <</switch>> <</if>> <br><br> <<if $beastRitual.lure is "dryad">> Gwylan stops just before putting a withered flower petal in <<his>> mouth. <<else>> Gwylan stops with the bowl half-way to <<his>> lips. <</if>> "You want to share this burden with me?" <<He>> looks surprised, but slowly grows a bright smile. "That means more to me than you know. Thank you." <<gyearning>> <<else>> <<switch $speech_attitude>> <<case "meek">> "L-let me take half." <<case "bratty">> "Let me help. I'm not asking." <<default>> "Let me take half." <</switch>> <br><br> Gwylan smiles. "Thank you." <</if>> <br><br> <<set _stressFactor to $beastRitual.poisonAmount * 12>> <<set _traumaFactor to $beastRitual.poisonAmount * 6>> <<set _purityFactor to $beastRitual.poisonAmount * -25>> <<if $beastRitual.lure is "dryad">> <<if !$gwylanSeen.includes("ritual_corruption_share_dryad")>> <<set $gwylanSeen.pushUnique("ritual_corruption_share_dryad")>> <<He>> digs through the bucket for a moment. "Let me find you a crunchy one." After a moment, <<he>> pulls out a small blackened leaf and hands it to you. <br><br> It doesn't look too bad. You pop it in your mouth and start chewing. <br><br> <<if $fallenangel gte 2 and $fallenangel lt 4>> <span class="black">You taste nothing but the salt.</span> Gwylan watches you closely, waiting for a reaction. You turn to <<him>> and shrug. <br><br> <<He>> opens <<his>> mouth to say something, but ends up holding <<his>> tongue. <br><br> Despite being flavourless at first, a vile aftertaste starts to build up in the corners of your mouth. You gag involuntarily. <<elseif $demon gte 6>> It's not bad. In fact, <span class="purple">it's pretty tasty</span>. You reach for another one. <<stress -6>><<trauma -3>><<purity -10>><<lstress>><<ltrauma>><<lpurity>> <br><br> Gwylan doesn't stop you. "I suppose I should have expected that. Although, you should be warned that the aftertaste—" <br><br> The aftertaste hits you. <</if>> <span class="red">It is the single most vile thing you have ever tasted in your life.</span> Gwylan puts a hand over your mouth, and another on your back. "I'm sorry, but you can't spit it out." <<stress _stressFactor>><<purity -5>><<ggstress>><<lpurity>> <br><br> It's a struggle, but you manage to force yourself to swallow. Gwylan holds <<his>> hands over your mouth for another moment to be sure, but slowly releases you. <br><br> You gasp and heave. "You're telling me it's even worse without the salt?" <br><br> Gwylan nods sadly. <br><br> The two of you pick away at more of the tainted leaves for some time. "It doesn't taste quite as bad when shared. Thank you again." <<else>> You dig into the bucket. <<if $fallenangel gte 2 and $fallenangel lt 4>> <span class="black">Every bite is completely bereft of flavour or substance, save for the salt.</span> <br><br> <<if $transformationParts.fallenAngel.wings isnot "hidden">> Gwylan rubs your blackened wings. They twitch. They usually can't feel anything. <</if>> "Emptiness has value. Poetic irony." <<elseif $demon gte 6>> <span class="purple">You end up eating more of it than Gwylan does.</span> <<stress `(_stressFactor * -1)`>><<trauma `(_traumaFactor * -1)`>><<purity `(_purityFactor * 2)`>><<llstress>><<ltrauma>><<llpurity>> <br><br> <<if $transformationParts.demon.horns isnot "hidden" and $transformationParts.demon.tail isnot "hidden">> <<He>> strokes your horns. "Who's a good little imp?" Your tail wags in response. <<trauma -1>><<ltrauma>> <<else>> <<He>> pets your head. "You're wonderful, doing this for me." <<trauma -1>><<ltrauma>> <</if>> <<else>> <span class="red">Every bite is vile,</span> but you power through it. <<He>> deals with this every week. You can manage. <<stress _stressFactor>><<purity _purityFactor>><<ggstress>><<lpurity>> <br><br> Gwylan rubs your back. "You're doing a good thing for the world, and for me." <</if>> <</if>> <<else>> <<if $gwylanSeen.includes("ritual_corruption_share") and _gwylanLovePercent gte 75 and C.npc.Gwylan.dom gte 15 and $beastRitual.poisonAmount gte 2>> <<if !$gwylanSeen.includes("ritual_corruption_share_intimate")>> <<set $gwylanSeen.pushUnique("ritual_corruption_share_intimate")>> You reach for the bowl, but Gwylan holds it away from you. "I... I know a way that it can be made more tolerable for both of us." <<His>> face becomes a bit more red. "The poison is released and spread through coitus, but carnality isn't the only vector of transmission." <<He>> pauses, trying to choose <<his>> next words carefully. <br><br> "There's a specific human connection that can dull the sting of absorption." <<He>> looks away. "Just... close your eyes and open your mouth, please." <br><br> You close your eyes, and open your mouth. Gwylan tilts your head back and cups your cheeks. A moment later, you feel the fluid trickling into your mouth. <br><br> You open your eyes. <br><br> <<His>> face is very close. <span class="pink">You're nearly kissing. The poison drips from <<his>> tongue onto yours. <<His>> eyes are closed, and <<he>> holds <<his>> hair aside with one hand.</span> <br><br> <<His>> eyes blink open when you've shared it all. <<His>> face is beetroot red, and <<he>> steps away from you. "There's power in intimacy, especially when used in conjunction with carnality. <<if $gwylanSeen.includes("romance")>> You're the only person I could bear do this with." <<elseif $gwylanSeen.includes("yearning")>> You've already broken that boundary, so there's no reason not to." <<else>> Don't take this the wrong way, though. It can't go further than this between us." <<He>> shifts side to side. <<if $gwylanSeen.includes("ritual_sex")>> "There's a difference between coitus and intimacy. It's already more than I'd be comfortable doing with anyone else." <<else>> "We can't be intimate with each other. It's already more than I'd be comfortable doing with anyone else." <</if>> <</if>> <<else>> Gwylan's race reddens a bit as <<he>> drinks all of the fluid, and brings <<his>> face close to yours. <<He>> cups your face, and you open your mouth. <br><br> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includes("lust")>> <<He>> doesn't bother letting it drip, instead pulling you right into a kiss. You feel the fluid enter your mouth alongside <<his>> tongue. <<takeKissVirginity "Gwylan" "romantic">> <<else>> Your eyes half-close on their own as half of the poison drips down into your mouth. <</if>> <</if>> <<npcincr Gwylan dom 1>><<gyearning>> <br><br> You swallow it. <<if $angel gte 6>> <span class="gold">The purity within you quietly snuffs it out.</span><<stress -2>><<trauma `(Math.floor(_traumaFactor/2))`>><<lstress>><<gtrauma>> <<elseif $fallenangel gte 2 and $fallenangel lt 4>> <span class="black">It rushes to fill the emptiness inside of you, and for a moment, you don't feel so empty anymore.</span> <<ltrauma>><<trauma -2>> <<elseif $demon gte 6>> <span class="purple">It blissfully melds with your very being.</span><<stress `(_stressFactor * -2)`>><<trauma `(_traumaFactor * -2)`>><<purity `(_purityFactor * 2)`>><<llstress>><<ltrauma>><<lllpurity>> <<elseif $dryad gte 6>> <span cass="pink">You feel weak as it twists your connection to the world, but your roots, connected to Gwylan, endure.</span><<stress `(Math.floor(_stressFactor/2))`>><<trauma `(Math.floor(_traumaFactor/2))`>><<pain 5>><<gstress>><<gtrauma>><<gpain>> <<else>> <<purity _purityFactor>><<llpurity>> <</if>> <br><br> <<if $gwylanSeen.includes("romance") or _gwylanStatus.includesAny("dom", "lust")>> Gwylan sits next to you, and pulls your head down into <<his>> lap. <<He>> strokes your hair. "You're my <<pcpetname "Gwylan" "good">>." <<trauma -1>><<ltrauma>> <<else>> Gwylan looks away and fails to make eye contact for the next several minutes. <</if>> <<else>> You put the bowl to your lips, and drink half of the fluid, <span class="lewd">absorbing the poison</span>. <<if $angel gte 6>> <span class="gold">The purity within you clashes with it, snuffing it out.</span><<trauma _traumaFactor>><<pain 1>><<gtrauma>><<gpain>> <<elseif $fallenangel gte 2 and $fallenangel lt 4>> <span class="black">It rushes to fill the emptiness inside of you, and vanishes within. You feel nothing.</span> <<elseif $demon gte 6>> <span class="purple">It melds with your very being.</span><<stress `(_stressFactor * -1)`>><<trauma `(_traumaFactor * -1)`>><<purity `(_purityFactor * 2)`>><<llstress>><<ltrauma>><<lllpurity>> <<elseif $dryad gte 6>> <span cass="red">You feel violently ill as it twists your connection to the world. Your blossom turns sickly for a moment.</span><<stress _stressFactor>><<trauma _traumaFactor>><<pain 10>><<ggstress>><<ggtrauma>><<ggpain>> <<else>> <<purity _purityFactor>><<llpurity>> <</if>> <br><br> Gwylan drinks the other half, and wipes <<his>> mouth. <<He>> shudders. "You're too kind, dear." <</if>> <</if>> <br><br> <<set $gwylanSeen.pushUnique("ritual_corruption_share")>> <<link [[Relax and chat with Gwylan|Gwylan Ritual Bait Corruption Relax]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if !$beastRitual.sharedBurden and $beastRitual.lure isnot "dryad" and $phase isnot 1>> Gwylan downs the glowing fluid. <br><br> <<if $beastRitual.poisonAmount gte 5>> After a moment, <span class="red"><<he>> clutches <<his>> stomach and lies on <<his>> side</span>. You rub <<his>> back. <<npcincr Gwylan dom -3>><<llyearning>> <<elseif $beastRitual.poisonAmount gte 3>> After a moment, <span class="pink"><<he>> doubles over,</span> but manages to steady <<himself>>. <<npcincr Gwylan dom -2>><<lyearning>> <<elseif $beastRitual.poisonAmount gte 1>> After a moment, <span class="purple"><<he>> clutches <<his>> stomach,</span> but quickly steadies <<himself>>. <<npcincr Gwylan dom -1>><<lyearning>> <<else>> After a moment, <span class="blue"><<he>> winces,</span> but quickly composes <<himself>>. <</if>> <br><br> <</if>> You spend some time relaxing in the garden with <<him>>. <<if $gwylan.wary gt 1 and $beastRitual.purge gte 1>> <<set $gwylan.wary -= 1>> <<if $gwylan.wary lte 1>> <<set $gwylan.forgiven to true>> <<else>> <span class="green"><<He>> seems to let <<his>> guard down.</span> <<glove>> <</if>> <</if>> <br><br> <<He>> eventually stands up. <<if $gwylan.forgiven>> <<run delete $gwylan.forgiven>> <<He>> stares through you. <br><br> <<link [[Look away|Gwylan Ritual Forgive]]>><<set $phase to 1>><</link>> <br> <<link [[Stare back|Gwylan Ritual Forgive]]>><<set $phase to 2>><</link>> <br> <<else>> <br><br> <<link [[Next|Gwylan Ritual Bait Exit]]>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> Gwylan ushers you back inside. <<He>> enters the shop again <<himself>> a few minutes later. <br><br> <<if $beastRitual.fallen>> <<set $gwylanSeen.pushUnique("fallen_fault")>> <</if>> <<unset $beastRitual>> <<run delete $gwylan.ritualMissed>><<run delete $gwylan.ritualNext>> <<set $gwylan.timer.ritual to new DateTime(Time.date).addDays(7).timeStamp>> <<set $gwylan.hunting to 0>> <<set $gwylan.punishment to false>> <<set $daily.gwylan.ritual to true>> /* GwylanBeast managed to become NaN during testing, so in case the root cause was not fixed, fix here. */ <<if !$dateCount.GwylanBeast>> <<set $dateCount.GwylanBeast to 1>> <<else>> <<set $dateCount.GwylanBeast++>> <</if>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "forest_shop">><<effects>><<run statusCheck("Gwylan")>> <<set _hideRitualOptions to true>> You tell Gwylan that you're ready to help enact the ritual. <br><br> <<if Time.isBloodMoon() or Time.monthDay is Time.lastDayOfMonth and Time.hour gte 16>> <<set _ritualFailSafe to true>><<unset $ritualForced>> <<He>> shakes <<his>> head. "Not now. Not on nights like tonight. It's too dangerous." <br><br> <<gwylanOptions>> <<elseif Time.hour lte 8>> <<set _ritualFailSafe to true>><<unset $ritualForced>> <<set $daily.gwylan.ritualRequestBlocked to true>> <<He>> yawns. "Too early. Breakfast first.<<if $gwylan_cafe_intro>> Meet me at the cafe later?<</if>>" <br><br> <<gwylanOptions>> <<else>> <<if _gwylanStatus.includes("cautious")>> <<if $auriga_scar or $brownFoxRevealed>> <<He>> smiles. "You'll forgive me if I'm hesitant to do the more intense ritual. There's much on my mind." <<He>> looks you up and down. "I'm afraid you're bad for my focus right now." <<else>> <<He>> blinks. "Yes, of course. <span class="purple">We'll be sticking to the less intensive ritual for now.</span> I'm a bit..." <<he>> pauses, shifting to the right slightly and wincing. "Strained." <</if>> <br><br> <<ind>><<link [[Lure a denizen of the forest for purging|Gwylan Forest Journey Prep]]>><<endevent>><</link>> <br> <<elseif $gwylan.hunting is 3>> <<He>> smiles. "Finally. We'll be doing the more advanced ritual. I've missed your touch." <<He>> blushes, and looks away. "I mean, it's more effective, and—" <<he>> stops, taking a deep breath. "<span class="lewd">I've been craving you, <<pcpetname "Gwylan">>.</span> It's been too long." <br><br> <<ind>><<link [[Act as the forest's vessel|Gwylan Ritual Start]]>><</link>><<if $gwylanSeen.includes("ritual_sex")>><<gwylanHypnoNote>><</if>> <br> <<elseif $gwylan.ritualNext is "sex" or $gwylan.hunting gte 2>> <<if _gwylanStatus.includes("heat")>> <<He>> moves as if <<hes>> about to leap right over the counter, but stops half way. "Sorry! Sorry. I'm just excited. I need it to just be us this time, though." <<He>> looks away, blushing. <<else>> <<He>> smiles. "Good, I've been waiting. It'll just be me and you this time." <<He>> winks at you. <</if>> <br><br> <<ind>><<link [[Act as the forest's vessel|Gwylan Ritual Start]]>><</link>><<if $gwylanSeen.includes("ritual_sex")>><<gwylanHypnoNote>><</if>> <br> <<else>> <<He>> nods. "We can go out and lure one of the denizens of the forest, or you could act as the forest's vessel yourself. For the latter, <span class="lewd">fluid transfer is mandatory, and there can't be any obstructions</span>." <br><br> <<ind>><<link [[Lure a denizen of the forest for purging|Gwylan Forest Journey Prep]]>><<endevent>><</link>> <br> <<ind>><<link [[Act as the forest's vessel|Gwylan Ritual Start]]>><</link>><<if $gwylanSeen.includes("ritual_sex")>><<gwylanHypnoNote>><</if>> <br> <</if>> <br> <<gwylanOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set _hideRitualOptions to true>> You tell Gwylan you want to act as the forest's vessel. <br><br> <<if !$settings.tentaclesEnabled or !$settings.hypnosisEnabled>> <<set _ritualFailSafe to true>><<unset $ritualForced>> <<He>> tilts <<his>> head at you. "Are you sure you're up for this kind of thing?" <<He>> ruffles your hair. "It can be an intense process, much more than the other ritual. You might see things you're not prepared for. Things that <span class="lewd">writhe</span> through the holes from the other side may make themselves known. You'll also need to be prepared for <span class="lewd">hypnotic influences</span>. <span class="blue">Try opening your mind a bit first, for your own sake.</span>" <br><br> <i><span class="blue">Tentacles and hypnosis must be enabled to continue.</span></i> <br><br> <<gwylanOptions>> <<elseif playerChastity()>> <<set $phase to "ritual">> <<include "Gwylan Chastity Removal">> <<else>> <<gwylanRitualStart>> <<if !$gwylanSeen.includes("ritual_sex")>> <<He>> blushes. "Very well, if you're sure you're ready. <<if $wolfpackleader gte 1 or $wolfgirl gte 6 or $fox gte 6 or $dryad gte 6>> <span class="green">You're already naturalised to the forest.</span>" <<if $wolfgirl gte 6>> <<if $transformationParts.wolf.ears isnot "hidden">> <<He>> rubs your wolf ears. <<else>> <<He>> pats your head, right where your wolf ears should be. <</if>> <<elseif $fox gte 6>> <<if $transformationParts.fox.ears isnot "hidden">> <<He>> rubs your fox ears. <<else>> <<He>> pats your head, right where your fox ears should be. <</if>> <<elseif $dryad gte 6>> <<He>> rubs down some of your leaves. <<else>> <<He>> pats your head. "You're the leader of the local wolf pack, no?" You wonder how <<he>> knows that. <</if>> "Despite that, there's certain preparations we need to make for the first time. <<else>> <span class="blue">Since you're not a natural denizen of the forest,</span> there's certain preparations we need to make for the first time. <</if>> We have to become bonded to one another." <br><br> <<He>> smiles. "It's a <span class="lewd">mating ritual</span>. A chase in the forest, between you and I. Give me a moment." <<He>> vanishes through a dark doorway. You hear the clinking of cookware, and a few minutes later, <<he>> returns with a goblet full of blood-red liquid. <br><br> /* ToDo: Gwylan - unlock ability to learn wolfbrew (and ghostbrew?) recipe later after this event */ <<if $wolfpackleader gte 1 or $wolfgirl gte 6 or $fox gte 6 or $dryad gte 6>> "This is <span class="purple">wolfbrew</span>. Normally, I'd have to have you drink this, but as said, the forest is already in you. We can start right away. <<if $fox gte 6>> You could still drink it if you wish, but I wouldn't recommend it. It may dull your foxiness." <<elseif $cow gte 6 or $cat gte 6 or $harpy gte 6>> You could still drink it if you wish, but you may find it changing your animalistic tendencies to be more... <span class="black">wolfish</span>." <<elseif $wolfgirl gte 6>> You could still drink it if you wish. It'll make you closer to your inner wolf. <<else>> You could still drink it if you wish." <</if>> <<if playerBellyVisible()>> <<He>> pauses, before looking down at your <<bellyDescription>>. "It's safe for the child, don't worry." <</if>> <br><br> You give it a whiff. It smells like wine. <br><br> <<link [[Drink|Gwylan Ritual Start Wolfbrew]]>><<tiredness -3>><<drugs 120>><</link>><<ggdrugged>> <br> <<link [[Do not|Gwylan Ritual Start Hunt]]>><</link>> <br> <<else>> "This is <span class="purple">wolfbrew</span>. It'll make you closer to the forest, for a time. You'll need to drink it. It has a kick, so be mindful." <<if playerBellyVisible()>> <<He>> pauses, before looking down at your <<bellyDescription>>. "It's safe for the child, don't worry." <</if>> <br><br> You give it a whiff. It smells like wine. <br><br> <<link [[Drink|Gwylan Ritual Start Wolfbrew]]>><<tiredness -3>><<drugs 120>><</link>><<ggdrugged>> <br> <</if>> <<else>> <<He>> smiles. "Very well. <<if $wolfpackleader gte 1 or $wolfgirl gte 6 or $fox gte 6 or $dryad gte 6>> As you're already part of the forest, we can skip right to the inspection." <<He>> pauses. "We can still repeat the mating ritual if you wish, though." <<else>> We're already fluid bonded, so we don't need to repeat the mating ritual. Completing it again would make the ritual more effective if you win the chase, though." <</if>> <br><br> <<link [[Do the whole ritual|Gwylan Ritual Start Hunt]]>><<tiredness 2>><</link>><<ggtiredness>><<glust>><<gwylanPurgeEffect>> <br> <<link [[Skip the mating ritual|Gwylan Ritual Start Garden]]>><<endevent>><<set $phase to "skip">><</link>> <br> <</if>> <</if>><<effects>> <<set $sexRitual.wolfbrew to true>> You bring the goblet to your lips and drink. <br><br> It sickly sweet, and burns your throat on the way down. It's intensely invigorating. <span class="pink">A heat rises within you.</span> "You might start growing some extra body hair," Gwylan says. "I probably should have mentioned that." <br><br> <<transform wolf 12>> <<link [[Next|Gwylan Ritual Start Hunt]]>><</link>> <br><<set $outside to 1>><<set $location to "forest">><<effects>><<run statusCheck("Gwylan")>> <<gwylanHuntStart>><<set $huntGame.hunterKnown to true>><<set $sexRitual.chase to true>> <<set $huntGame.event to "Gwylan Ritual Hunt">> You're led out to the front of the forest shop. <br><br> Gwylan starts stretching. "The rules are simple. If I catch you, I win. If you catch me, you win. If you win, the forest will accept you as one of its own, and the ritual will be more potent. I can't just let you win, though. It has to be a real hunt." <br><br> <<if $worn.feet.type.includes("heels")>> <<set _linebreak to true>> <<He>> glances down at your $worn.feet.name. "Take those off, you'll break an ankle running around the forest with those," <<he>> scolds. <<Hes>> probably right. You stow away your $worn.feet.name and decide to go barefoot. <<feetundress "gwylanRitual">> <</if>> <<if !_gwylanStatus.includes("wounded") and $brownFoxWoundedTimer>> <<unset $brownFoxWoundedTimer>> <<He>> cautiously stretches <<his>> right leg. Once it's fully extended, <<he>> smiles. "I've missed running." <<if !$brownFoxRevealed>> <<He>> pauses. "With a partner, I mean." <</if>> <<elseif _gwylanStatus.includes("wounded")>> <<He>> moves <<his>> right leg out, as if testing it. <<He>> briefly winces. <<if $brownFoxRevealed>> "Unfortunately, my leg hasn't healed yet. I'll push myself, but I'll be slower than normal." <<else>> "I'm afraid my leg's sprained at the moment, so I'll be slow." <</if>> <</if>> <<if _gwylanStatus.includesAny("aroused", "lust") and random(0, 2)>> <<He>> thinks for a moment, and grins. "I'll be hunting first. You've got twenty seconds. Best start running, <<pcpetname "Gwylan" "name">>." <br><br> You flee into the forest. After a few minutes, you stop to get a feel for the situation. <<else>> <<set $huntGame.hunter to "player">> <<He>> thinks for a moment. "You'll be hunting first. Wait twenty seconds, then come get me!" <<He>> doesn't wait for you to respond, and starts running. <br><br> You wait the requested twenty seconds, and run into the forest after <<him>>. After a few minutes, you stop to get a feel for the situation. <</if>> <br><br> What do you do? <br> <<gwylanHuntOptions>><<effects>><<run statusCheck("Gwylan")>> <<if ($drugged gte 1 or $fox gte 4 or $cat gte 4 or $wolfgirl gte 4) and !random(0, 10) and $huntGame.turn gte 1>> The forest is in you. <<else>> You are in the forest. <</if>> <<gwylanHuntEffects>> <<if $huntGame.end>> <<tiredness 1>> <br><br> <<if $huntGame.end is "ambushSuccess">> <<if $huntGame.otherHealth lte 1>> With a final, determined pounce, you <span class="green">catch <<= $huntGame.adversaryText>></span>. <<He>> squirms under you, but you hold <<his>> wrists down to the ground firmly. <<He>> submits. <<npcincr Gwylan lust 3>><<gglust>> <<elseif $huntGame.otherHealth is 2>> With a predatory pounce, you tackle <<= $huntGame.adversaryText>>. You roll with <<him>> for a moment, but <<he>> manages to squirm away. <span class="teal">You know <<he>> won't be able to escape again.</span> <<if !$huntGame.brownFox and $awarelevel gte 4 and _gwylanTF.known and $huntGame.otherHealth lte 2 and $hypnosis_traits.devotion gte 4 and !_gwylanStatus.includes("wounded")>> <<set $huntGame.brownFox to true>><<set $huntGame.adversaryText to "the brown fox">> <<set $huntGame.skills.athleticsMax += 75>><<set $huntGame.skills.skulduggeryMax += 75>><<set $huntGame.skills.danceMax += 75>> <br><br> You stand up. You don't see Gwylan running away from you. You see something else. <br><br> <span class="red">It's a massive brown fox. The air around it blurs as it runs away from you on all fours.</span> <</if>> <<else>> You pounce like a well-trained predator, and get your hands on <<= $huntGame.adversaryText>>. <<Hes>> fast, though. After a brief struggle, <<he>> manages to slip away from you. <</if>> <br><br> <<if $huntGame.otherHealth lte 1>> <<set $sexRitual.chaseWon to true>><<set $sexRitual.purge++>> <span class="gold">You've won the hunt!</span> <<gwylanPurgeEffect>> <br><br> <<if $huntGame.brownFox>> Your head suddenly feels more clear. You look down and see Gwylan beneath you rather than the fox. <<His>> face is bright red. <<else>> Gwylan looks up at you, <<his>> face bright red. <</if>> /* ToDo: Gwylan - variation for when Gwylan is in heat and gets caught or catches the player */ "Alright, you can get off of me now. You win." <<He>> smiles. <<if _gwylanStatus.includes("wounded")>> "You're lucky I'm hobbled. It wouldn't have been so easy otherwise." <<npcincr Gwylan dom 1>><<gyearning>> <<else>> "That was incredible! You moved so quickly." <<npcincr Gwylan dom 3>><<ggyearning>> <</if>> <br><br> You help Gwylan stand. The two of you walk back to the shop. <<tiredness 6>><<ggtiredness>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endevent>><<unset $huntGame>><<pass 10>><</link>> <br> <<else>> <<set $huntGame.otherHealth-->> <<gwylanHuntOptions>> <</if>> <<elseif $huntGame.end is "ambushFailed">> <<if $huntGame.hunter is "player">> You miss your pounce, and <<he>> starts to run! <br><br> <<if $huntGame.otherHealth lte 1>> This is the final stretch. <span class="green">If you catch <<him>> now, it's over.</span> <br><br> <</if>> <<link [[Chase!|Gwylan Ritual Chase]]>><<set $chasestart to 1>><</link>> <br> <<else>> You miss your pounce, and <<he>> makes a grab for you! <br><br> <<link [[Run!|Gwylan Ritual Chase]]>><<set $runstart to 1>><</link>> <br> <</if>> <<elseif $huntGame.end is "chase">> <<if $huntGame.otherHealth lte 1>> This is the final stretch. <span class="green">If you catch <<him>> now, it's over.</span> <br><br> <</if>> <<link [[Chase!|Gwylan Ritual Chase]]>><<set $chasestart to 1>><</link>> <br> <<else>> <<if !$huntGame.brownFox and $awarelevel gte 4 and _gwylanTF.known and $huntGame.otherHealth lte 2 and $hypnosis_traits.devotion gte 4 and !_gwylanStatus.includes("wounded")>> <<set $huntGame.brownFox to true>><<set $huntGame.adversaryText to "the brown fox">> <<set $huntGame.skills.athleticsMax += 75>><<set $huntGame.skills.skulduggeryMax += 75>><<set $huntGame.skills.danceMax += 75>> Except this isn't Gwylan. <br><br> <span class="red">It's a massive brown fox, its three eyes glowing a bright green. The air around it blurs as it pounces at you.</span> <br><br> <</if>> <<if $phase isnot "noDodge" and !$huntGame.noDodge>> <<link [[Dodge!|Gwylan Ritual Chase Dodge]]>><</link>><<dancedifficulty $huntGame.skills.danceMin $huntGame.skills.danceMax>> <br> <</if>> <<link [[Run!|Gwylan Ritual Chase]]>><<set $runstart to 1>><</link>> <br> <</if>> <<set $huntGame.tracked to false>> <<set $huntGame.distance to 2>> <<set $huntGame.playerAction to "">> <<set $huntGame.playerActionLast to "">> <<set $huntGame.playerTracked to false>><<set $huntGame.playerTrackedKnown to false>> <<run delete $huntGame.noMoreHiding>><<run delete $huntGame.otherHideTimer>> <<set $huntGame.otherAction to "run">> <<set $huntGame.turn to 0>> <<set $huntGame.end to false>> <<else>> <<gwylanHuntState>> <<gwylanHuntOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $huntGame.dance ||= 0>> <<if $danceSuccess>> <<set $huntGame.skills.danceMin += 100>><<set $huntGame.skills.danceMax += 175>> <<if $huntGame.dance is 0>> You <<dancetext>> grab <<him>> mid-pounce. You spin with <<his>> momentum in a dance-like twirl before pushing <<him>> away. <<He>> lands, and pounces again! <br><br> <<link [[Dodge again!|Gwylan Ritual Chase Dodge]]>><</link>><<dancedifficulty $huntGame.skills.danceMin $huntGame.skills.danceMax>> <br> <<link [[Run!|Gwylan Ritual Chase]]>><<set $huntGame.dance to 0>><<set $runstart to 1>><</link>> <br> <<elseif $huntGame.dance is 1>> <<if $huntGame.brownFox>> As <<he>> pounces, you expect to catch <<him>> by <<his>> front legs. Instead, your hands meet soft skin. Gwylan's determined face meets you instead of the fox's. <</if>> You <<dancetext>> grab <<him>> by the wrists and twirl <<him>> around you. Your dance continues, and you think you see the faintest hint of a smile from Gwylan. <br><br> <span class="blue">If you run now, you'll have a good head start on <<him>>.</span> Once more, <<he>> pounces for you! <br><br> <<if $huntGame.otherHealth lte 1>> <<link [[Dance|Gwylan Ritual Chase Dodge]]>><</link>><<dancedifficulty $huntGame.skills.danceMin $huntGame.skills.danceMax>> <<else>> <span class="blue">If you wear <<him>> down more, it might be possible to counter-attack next time.</span> <</if>> <br> <<link [[Run!|Gwylan Ritual Chase]]>><<set $huntGame.chaseDistance to 3>><<set $huntGame.dance to 0>><<set $runstart to 1>><</link>> <br> <<else>> One final time, you <<dancetext>> sidestep, grab, and twirl. <br><br> <<if $gwylanSeen.includes("yearning") and ($hypnosis_traits.devotion gte 4 or $auriga_scar or C.npc.Gwylan.dom gte 140)>> For a moment, this isn't a hunt anymore. The forest itself yields to your grace. Gwylan does, too. Time slows down. <br><br> You don't try to throw <<him>> aside this time, nor does <<he>> try to topple you over. Instead, you lean into each other. <br><br> You embrace. <br><br> You dance. <br><br> You step in time with six <span class="teal">familiar</span> notes. A pause. The first note staggers before the next bar, and its five siblings catch up. You repeat it three times. <br><br> You're no longer where you once were. <br><br> <<link [[Next|Gwylan Ritual Chase Dance]]>><</link>> <br> <<else>> You have <<him>>, and you're not letting go this time. You push forward, letting your momentum do the rest of the work, and pin <<= $huntGame.adversaryText>> to the ground. <<He>> squirms under you, but you hold <<his>> wrists down to the ground firmly. <<He>> submits. <<npcincr Gwylan lust 3>><<gglust>> <br><br> <<set $sexRitual.chaseWon to true>> <span class="gold">You've won the hunt!</span> <<if $gwylanSeen.includes("yearning")>> <span class="blue">Yet, your graceful dance leaves you feeling as though you were on the cusp of something more, were your <<if V.worn.neck.name === "familiar collar" && V.worn.neck.cursed === 1>>Devotion<<else>>Curiosity<</if>> deeper.</span> <</if>> <<set $sexRitual.purge++>><<gwylanPurgeEffect>> <br><br> <<if $huntGame.brownFox>> Your head suddenly feels more clear. You look down and see Gwylan beneath you rather than the fox. <<His>> face is bright red. <<else>> Gwylan looks up at you, <<his>> face bright red. <</if>> "Alright, you can get off of me now. You win." <<He>> smiles. <<if _gwylanStatus.includes("wounded")>> "Even with my leg hurt, you moved with me gracefully. I'll be feeling it tomorrow, but it was worth it." <<npcincr Gwylan dom 1>><<gyearning>> <<else>> "That was amazing. You moved so... gracefully." <<npcincr Gwylan dom 3>><<ggyearning>> <</if>> <br><br> You help Gwylan stand. The two of you walk back to the shop. <<tiredness 6>><<ggtiredness>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endcombat>><<clotheson>><<unset $huntGame>><<pass 10>><</link>> <br> <</if>> <</if>> <<set $huntGame.dance++>> <<else>> <<if $huntGame.playerHealth is 3>> You try to dodge, <span class="red">but you're too slow</span>. Or, rather, <<hes>> too fast. <br><br> <<if $huntGame.brownFox>> <<His>> claws nearly take you, but instead only snag. You fall to the ground as <<he>> darts by. <<pain 2>><<gpain>> <br><br> <<else>> <<He>> grabs you, and you fall. <<He>> does too, a short distance away. <</if>> You have enough time to get back on your feet, but <<he>> quickly pounces again. <br><br> <<if $huntGame.dance gte 2>> <<if $huntGame.otherHealth lte 1>> <<link [[Dance|Gwylan Ritual Chase Dodge]]>><</link>><<dancedifficulty $huntGame.skills.danceMin $huntGame.skills.danceMax>> <<else>> <span class="blue">If you wear <<him>> down more, it might be possible to counter-attack.</span> <</if>> <<else>> <<link [[Dodge again!|Gwylan Ritual Chase Dodge]]>><</link>><<dancedifficulty $huntGame.skills.danceMin $huntGame.skills.danceMax>> <</if>> <br> <<link [[Run!|Gwylan Ritual Chase]]>><<set $huntGame.dance to 0>><<set $runstart to 1>><</link>> <br> <<elseif $huntGame.playerHealth is 2>> Once again, you try to dodge, <span class="red">but <<hes>> too fast</span>. <br><br> <<if $huntGame.brownFox>> <<He>> topples you and rolls, but doesn't pin you down. <<He>> trots a few steps away and huffs. As if <<he>> wants you to try again. <<pain 2>><<gpain>> <<else>> <<He>> gets a solid hold on you, and wrestles you to the ground. You roll in a brief struggle, which has <<him>> release you. <</if>> <br><br> You shakily stand, and <<he>> pounces again. <br><br> <<if $huntGame.dance gte 2>> <<if $huntGame.otherHealth lte 1>> <<link [[Dance|Gwylan Ritual Chase Dodge]]>><</link>><<dancedifficulty $huntGame.skills.danceMin $huntGame.skills.danceMax>> <<else>> <span class="blue">If you wear <<him>> down more, it might be possible to counter-attack.</span> <</if>> <<else>> <<link [[Dodge again!|Gwylan Ritual Chase Dodge]]>><</link>><<dancedifficulty $huntGame.skills.danceMin $huntGame.skills.danceMax>> <</if>> <br> <<link [[Run!|Gwylan Ritual Chase]]>><<set $huntGame.dance to 0>><<set $runstart to 1>><</link>> <br> <<else>> <span class="red">You can't hope to get out of the way in time.</span> <br><br> <<if $huntGame.brownFox>> The brown fox pins you down. <<His>> snout comes down to your face, baring <<his>> sharp teeth at you. You turn your head and close your eyes. <br><br> Nothing happens. You hesitantly open one eye, and see Gwylan laying atop you with a smile. <<His>> feet kick in the air. <<else>> Gwylan's arms wrap around you. With a quick turn, <<he>> pins you to the ground under <<him>>. <br><br> <<He>> holds your wrists down until you submit, which prompts <<him>> to giggle. <</if>> <<if _gwylanStatus.includes("lust")>> <<He>> kisses you on the cheek. <<else>> <<He>> pokes your cheek. <</if>> "Caught you. It was a good attempt! I'll give you points for standing your ground so stubbornly." <<npcincr Gwylan lust 3>><<gglust>> <br><br> <<He>> helps you stand, and the two of you walk back to the forest shop. <<tiredness 6>><<ggtiredness>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endcombat>><<clotheson>><<unset $huntGame>><<pass 10>><</link>> <br> <</if>> <<set $huntGame.playerHealth-->> <</if>><<set $location to "estate">><<effects>><<run statusCheck("Gwylan")>> You're not sure where you are. <br><br> You're not sure that you care. <br><br> <<if $fox gte 6 and ($demon gte 6 or $auriga_scar)>> <<set _masked to "antlered fox">> <<elseif $fox gte 6 or isLoveInterest("Avery")>> <<set _masked to "fox">> <<elseif $demon gte 6>> <<set _masked to "elk">> <<elseif $wolfgirl gte 6>> <<set _masked to "hound">> <<else>> <<set _masked to "rat">> <</if>> The world around you is dim, obscured by the eyesockets of the <<= _masked>> mask on your face. <br><br> Gwylan dances with you, wearing <<if _masked is "antlered fox">> a fox mask of <<his>> own, although <<his>> antlers have been broken off. <<elseif _masked is "fox">> a fox mask of <<his>> own. <<else>> a fox mask. <</if>> <<His>> tunic is gone, replaced by <<if C.npc.Gwylan.pronoun is "m">> a frilly suit, decorated with white roses. <<else>> a frilly dress, decorated with red roses. <</if>> <<if _gwylanTF.known>> There's a wrapping around the back, allowing <<his>> tail to stick out. It wags back and forth gently as you dance. <</if>> <br><br> Others dance around you. <<if _masked is "elk">> The other elks watch with leering envy. <<else>> Leery elk masks watch with envy. <</if>> Their arms grab for you, but never reach. Their gazes strip you both bare, but neither of you pay it any mind. They don't matter. They have no power over you right now. <br><br> Gwylan leans into you as the dance slows. This close, you notice <<if _masked is "antlered fox">>another<<else>>a<</if>> flaw in <<his>> mask. There's a cracked mark perfectly centered on the forehead. It bleeds. <<He>> either doesn't notice or doesn't care. <br><br> There is nothing in the forest but the two of you. You are in the forest, and the forest is in you. <br><br> You are One. <br><br> Gwylan <<switch $bodysize>> <<case 0 1>>tilts your head up, <<case 2>>leans in, <<case 3>>stands on the tips of <<his>> toes, <</switch>> and kisses you. <<takeKissVirginity "Gwylan" "romantic">> <br><br> <<link [[Next|Gwylan Ritual Chase Dance 2]]>><<if $arousal lt 6000>><<set $arousal to 6000>><</if>><</link>> <br><<set $location to "forest">><<effects>><<run statusCheck("Gwylan")>> Your vision returns to the forest. <br><br> Gwylan is still kissing you, <<his>> arms wrapped around you tightly. <br><br> <<His>> eyes blink open. <<He>> quickly withdraws from you and turns away, although <<his>> arms are still around you. <br><br> <<He>> clears <<his>> throat. <br><br> Without saying anything, <<he>> takes your hand and starts walking. <<He>> leads you back to the forest shop. <<tiredness 6>><<ggtiredness>><<npcincr Gwylan dom 5>><<gggyearning>> <br><br> <<set $sexRitual.chaseWon to true>><<set $sexRitual.chaseTrue to true>><<set $gwylanSeen.pushUnique("chase_true")>> <span class="forest-green">The mating ritual is complete.</span> <<set $sexRitual.purge += 2>><<gwylanPurgeEffect 2>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endevent>><<unset $huntGame>><<pass 10>><</link>> <br><<run statusCheck("Gwylan")>> <<if $chasestart>> <<set $chasestart to 0>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<stalk_init>> <<stalk_chased>> <<stalk_run>> <<set $NPCList[0].distance to $huntGame.chaseDistance || 2>><<run delete $huntGame.chaseDistance>> <<set $combatgoal to "confront">> <<set $NPCList[0].bold to 10000>> <<set $stalk_assess to true>> <<set $NPCList[0].skills.athletics to Math.floor(($huntGame.skills.athleticsMin + $huntGame.skills.athleticsMax) / 2)>> <<set $NPCList[0].skills.security to Math.floor(($huntGame.skills.skulduggeryMin + $huntGame.skills.skulduggeryMax) / 2)>> <<set $noIntroName to true>> <<elseif $runstart is 1>> <<set $runstart to 0>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<stalk_init>> <<stalk_run>> <<set $NPCList[0].distance to $huntGame.chaseDistance || 2>><<run delete $huntGame.chaseDistance>> <<set $combatgoal to "confront">> <<set $NPCList[0].bold to 10000>> <<set $stalk_assess to true>> <<set $NPCList[0].skills.athletics to Math.floor(($huntGame.skills.athleticsMin + $huntGame.skills.athleticsMax) / 2)>> <<set $NPCList[0].skills.security to Math.floor(($huntGame.skills.skulduggeryMin + $huntGame.skills.skulduggeryMax) / 2)>> <<set $noIntroName to true>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <<actionsman>> <<if $stalk_end>> <span id="next"><<link [[Next|Gwylan Ritual Chase Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Ritual Chase]]>><</link>></span><<nexttext>> <</if>><<effects>><<run statusCheck("Gwylan")>> <<person1>> <<if ["catch", "ambush"].includes($stalk_end)>> <<set $huntGame.distance to 4>> <<if $huntGame.otherHealth lte 1>> With a final, determined pounce, you <span class="green">catch <<= $huntGame.adversaryText>></span>. <<He>> squirms under you, but you hold <<his>> wrists down to the ground firmly. <<He>> submits. <<npcincr Gwylan lust 3>><<gglust>> <<elseif $huntGame.otherHealth is 2>> With a predatory pounce, you tackle <<= $huntGame.adversaryText>>. You roll with <<him>> for a moment, but <<he>> manages to squirm away. <span class="teal">You know <<he>> won't be able to escape again.</span> <<if !$huntGame.brownFox and $awarelevel gte 4 and _gwylanTF.known and $huntGame.otherHealth lte 2 and $hypnosis_traits.devotion gte 4 and !_gwylanStatus.includes("wounded")>> <<set $huntGame.brownFox to true>><<set $huntGame.adversaryText to "the brown fox">> <<set $huntGame.skills.athleticsMax += 75>><<set $huntGame.skills.skulduggeryMax += 75>><<set $huntGame.skills.danceMax += 75>> <br><br> You stand up. You don't see Gwylan running away from you. You see something else. <br><br> <span class="red">It's a massive brown fox. The air around it blurs as it runs away from you on all fours.</span> <</if>> <<else>> You pounce like a well-trained predator, and get your hands on <<= $huntGame.adversaryText>>. <<Hes>> fast, though. After a brief struggle, <<he>> manages to slip away. <</if>> <br><br> <<if $huntGame.otherHealth lte 1>> <<set $sexRitual.chaseWon to true>> <span class="gold">You've won the hunt!</span> <<set $sexRitual.purge++>><<gwylanPurgeEffect>> <br><br> <<if $huntGame.brownFox>> Your head suddenly feels more clear. You look down and see Gwylan beneath you rather than the fox. <<His>> face is bright red. <<else>> Gwylan looks up at you, <<his>> face bright red. <</if>> "Alright, you can get off of me now. You win." <<He>> smiles. <<if _gwylanStatus.includes("wounded")>> "You're lucky I'm hobbled. It wouldn't have been so easy otherwise." <<npcincr Gwylan dom 1>><<gyearning>> <<else>> "That was incredible! You moved so quickly." <<npcincr Gwylan dom 3>><<ggyearning>> <</if>> <br><br> You help Gwylan stand. The two of you walk back to the shop. <<tiredness 6>><<ggtiredness>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endcombat>><<clotheson>><<unset $huntGame>><<pass 10>><</link>> <br> <<else>> <span class="red">The chase intensifies...</span> <<note "+ Athletics Difficulty" "red">> <<set $huntGame.skills.athleticsMin += 50>><<set $huntGame.skills.athleticsMax += 50>> <<set $huntGame.otherHealth-->> <br><br> <<silently>><<endcombat>><<clotheson>><</silently>> <<npc Gwylan>><<person1>> <<gwylanHuntOptions>> <</if>> <<elseif $stalk_end is "escaped">> You pant for breath. You've managed to leave <<= $huntGame.adversaryText>> far behind, for now. <br><br> <span class="red">The chase intensifies...</span> <<note "+ + Athletics Difficulty" "red">> <<set $huntGame.skills.athleticsMin += 50>><<set $huntGame.skills.athleticsMax += 100>> <<set $huntGame.distance to 6>> <br><br> <<silently>><<endcombat>><<clotheson>><</silently>> <<npc Gwylan>><<person1>> <<gwylanHuntOptions>> <<elseif $stalk_end is "hide">> You cautiously step out of your hiding spot. You've avoided <<= $huntGame.adversaryText>>, for now. <br><br> <span class="purple">The hunt intensifies...</span> <<note "+ + Skulduggery Difficulty" "purple">> <<set $huntGame.skills.skulduggeryMin += 100>><<set $huntGame.skills.skulduggeryMax += 100>> <<set $huntGame.distance to 4>><<set $huntGame.playerTracked to false>><<set $huntGame.playerTrackedKnown to false>> <br><br> <<silently>><<endcombat>><<clotheson>><</silently>> <<npc Gwylan>><<person1>> <<gwylanHuntOptions>> <<elseif $stalk_end is "outpaced">> You pant for breath. <<= $huntGame.adversaryText.toUpperFirst()>> has escaped you. <br><br> The hairs on the back of your neck stand on end as something changes on the wind. <<if $huntGame.hunter is "player">> <br> <span class="red">You are no longer the hunter.</span> <<set $huntGame.hunter to "other">> <</if>> <br><br> <span class="red">The chase intensifies...</span> <<note "+ Athletics Difficulty" "red">> <<set $huntGame.skills.athleticsMin += 50>><<set $huntGame.skills.athleticsMax += 100>> <<set $huntGame.distance to 5>> <br><br> <<silently>><<endcombat>><<clotheson>><</silently>> <<npc Gwylan>><<person1>> <<gwylanHuntOptions>> <<else>> <<if $huntGame.brownFox>> The brown fox pins you down. <<His>> snout comes down to your face, baring <<his>> sharp teeth at you. You turn your head and close your eyes. <br><br> Nothing happens. You hesitantly open one eye, and see Gwylan laying atop you with a smile. <<His>> feet kick in the air. <<else>> Gwylan's arms wrap around you. With a quick turn, <<he>> pins you to the ground under <<him>>. <br><br> <<He>> holds your wrists down until you submit, which prompts <<him>> to giggle. <</if>> <<if _gwylanStatus.includes("lust")>> <<He>> kisses you on the cheek. <<else>> <<He>> pokes your cheek. <</if>> "Caught you! Don't worry, there's always next time." <<npcincr Gwylan lust 1>><<glust>> <br><br> <<He>> helps you stand, and the two of you walk back to the forest shop. <<tiredness 6>><<ggtiredness>> <br><br> <<link [[Next|Gwylan Ritual Start Garden]]>><<endcombat>><<clotheson>><<unset $huntGame>><<pass 10>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> <<gwylanRitualStart>> <<if $phase is "lured">> <<He>> clasps <<his>> hands together in delight. "Let me finish getting ready." <<He>> disappears into the shop. <br><br> <<Hes>> not gone for long. <<else>> <<if $phase is "skip">> <<He>> nods. "I'll go get ready." <</if>> <<He>> lets you into the garden through the mannequin room, and disappears up a set of stairs. <<if random(1, 100) is 100>> The mannequin in the black tunic and white mask is by the doorway, and seems to be giving you a thumbs-up. <</if>> <br><br> While you wait, you have a look around. <<if Weather.precipitation is "snow">> You notice that the snow doesn't seem to be sticking to the ground here. <</if>> <<if $tending gte 600>> You recognise a few of Gwylan's herbs and flowers. There's a lot of roses too, both red and white. Many of the flowers shouldn't be able to grow here. There's some you've never seen before. <<else>> You don't recognise many of the herbs or flowers, but you do notice a lot of red and white roses. <</if>> <<if $plants_known.includes("strange_flower")>> <span class="purple">You also recognise a patch of strange, purple flowers.</span> <</if>> <br><br> Gwylan returns, now entirely naked save for <<his>> witch hat<<if C.npc.Gwylan.penis is "none" and $settings.analEnabled and _gwylanTF.tail isnot "revealed">><<set $sexRitual.buttplug to true>><<if $awarelevel gte 1>> and fox-tail buttplug<<else>> and fake fox tail<</if>><</if>>. If <<he>> minds your gaze, <<he>> doesn't show it. <<garousal>> <br><br> <</if>> <<His>> arms are full, holding a few small vials, a jar, and some knick-knacks of unknown purpose. <<if _gwylanStatus.includesAny("wounded", "scarred")>> <<if _gwylanStatus.includes("wounded")>> <<set $brownFoxWoundedHint to true>> <span class="blue">There's a bandage wrapped around <<his>> upper right leg.</span> <<elseif !$gwylanSeen.includes("bf_scarred")>> <<set $brownFoxWoundedHint to true>> <<set $gwylanSeen.pushUnique("bf_scarred")>> <span class="teal">You notice a fresh scar on <<his>> upper right leg, but it looks to be healing well.</span> <</if>> <</if>> <<set $phase to 0>> <<if !$sexRitual.bondage>> <<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">> As <<he>> passes you by, <span class="green">you feel your bindings come loose.</span> <<unbind>> <</if>> <</if>> <<outfitChecks>> <<if !_fullyNaked>> "Please shed your clothes." <<arousal 300>> <br><br> <<if $worn.under_lower.name isnot "naked">> <<link [[Strip to your underwear|Gwylan Ritual Strip]]>><<npcincr Gwylan lust 1>><<set $phase to 1>><</link>><<glust>> <br> <</if>> <<if hasSexStat("exhibitionism", 2) or $worn.under_lower.name is "naked">> <<link [[Strip naked|Gwylan Ritual Strip]]>><<set $phase to 2>><</link>><<if $worn.under_lower.name isnot "naked">><<exhibitionist2>><</if>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Strip naked and flaunt|Gwylan Ritual Strip]]>><<set $sexRitual.arousal += 5>><<set $phase to 3>><</link>><<exhibitionist4>> <br> <<else>> <<insufficientStat "exhibitionism" "to strip and flaunt your nudity">> <br> <</if>> <<else>> <<insufficientStat "exhibitionism" "to strip completely naked">> <br> <</if>> <<else>> <<arousal 600>> <br><br> <<link [[Wait|Gwylan Ritual Strip]]>><<set $phase to 4>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt your nudity|Gwylan Ritual Strip]]>><<set $sexRitual.arousal += 5>><<set $phase to 5>><</link>><<exhibitionist4>> <br> <<else>> <<insufficientStat "exhibitionism" "to flaunt your nudity">> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> <<gwylanRitualStart>> <<set $sexRitual.forced to true>> <<set $sexRitual.bondage to true>> <<bind>> <<canvas-model-temporary-effect "vines">> You awaken some time later. You try to move, but your arms and legs are bound. You can't see anything, but your prone body <<= Weather.temperature < -7 ? "is nestled on a bed of cushions and quilts." : "settles into a cushion.">> You feel bare. <br><br> /* Fast-forwarded version of the usual sex ritual checks */ <<outfitChecks>> <<if !_fullyNaked>> <span class="pink">Your clothes are all missing.</span> <<set _linebreak to true>> <</if>> <<undressOverClothes "gwylanRitual">><<undressclothes "gwylanRitual">><<undressmid "gwylanRitual">><<handsundress "gwylanRitual">><<handheldundress "gwylanRitual">><<legsundress "gwylanRitual">><<feetundress "gwylanRitual">><<faceundress "gwylanRitual">> <<outfitChecks>> <<if !_fullyNaked>> <<set _stillOn to (!_bottomless ? _bottom : _top)>> <<if _stillOn.cursed is 1>> <<if $worn.over_upper.cursed is 1>> <<set $sexRitual.overUpperCursed to true>> <<set $worn.over_upper.cursed to 0>> <</if>> <<if $worn.over_lower.cursed is 1>> <<set $sexRitual.overLowerCursed to true>> <<set $worn.over_lower.cursed to 0>> <</if>> <<if $worn.upper.cursed is 1>> <<set $sexRitual.upperCursed to true>> <<set $worn.upper.cursed to 0>> <</if>> <<if $worn.lower.cursed is 1>> <<set $sexRitual.lowerCursed to true>> <<set $worn.lower.cursed to 0>> <</if>> <<if $worn.under_upper.cursed is 1>> <<set $sexRitual.underUpperCursed to true>> <<set $worn.under_upper.cursed to 0>> <</if>> <<if $worn.under_lower.cursed is 1>> <<set $sexRitual.underLowerCursed to true>> <<set $worn.under_lower.cursed to 0>> <</if>> <</if>> <<undressclothes "gwylanRitual">> <</if>> <<facewear 5>> <<if playerChastity()>> <<if $worn.genitals.name is "gold chastity belt">> <span class="red">Somehow, your gold chastity belt is gone.</span> <<else>> <span class="red">Your $worn.genitals.name is gone.</span> <</if>> <<set _linebreak to true>> <<if $worn.genitals.name is "chastity parasite" or $worn.genitals.origin is "ear slime">> <<if $parasite.penis.name is "parasite">> <<removeparasite "penis">> <</if>> <<if $parasite.clit.name is "parasite">> <<removeparasite "clit">> <</if>> <<if numberOfEarSlime()>> <<corruption -10>> <</if>> <</if>> <<set $worn.genitals.type.push("broken")>><<genitalsruined>> <<if $vaginalchastityparasite isnot 0>> <<set $vaginalchastityparasite to 0>> <</if>> <<if $penilechastityparasite isnot 0>> <<set $penilechastityparasite to 0>> <</if>> <<if $analchastityparasite isnot 0>> <<set $analchastityparasite to 0>> <</if>> <<if $gwylan.request.event is "chastity">> <<gwylanRequestEnd "skip">> <</if>> <<if $gwylan.requestLast?.event is "chastity">> <<run delete $gwylan.requestLast.hold>> <</if>> <</if>> <<if _linebreak>> <br><br> <</if>> <<if $parasite.penis.name>> <<removeparasite penis>> <</if>> <<if $player.penisExist>> <<if !(C.npc.Gwylan.vagina is "none" and !$settings.analEnabled)>> <<set $sexRitual.canPenetrate to true>> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<set $sexRitual.virginity.pushUnique("penis")>> <<set $sexRitual.virginityCanTake to true>> <</if>> <</if>> <</if>> <<if $player.vaginaExist>> <<if C.npc.Gwylan.penis isnot "none" or C.npc.Gwylan.strapons?.length>> <<set $sexRitual.canPenetrate to true>> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<set $sexRitual.virginity.pushUnique("vagina")>> <<set $sexRitual.virginityCanTake to true>> <</if>> <</if>> <</if>> <<if $settings.analEnabled>> <<if $player.penisExist and $player.virginity.penile is true>> <<set $sexRitual.virginity.pushUnique("penis")>> <<set $sexRitual.virginityCanTake to true>> <</if>> <</if>> Still, it's dark and comfortable. Steam surrounds you, cradling you in its warmth. You can smell incense in the air.<<gghallucinogens>><<hallucinogen 400>> <br><br> You fight the urge to fall back asleep. <<if $phase2 is "sedative">> You're unsure why you're still so tired. You drift in a drowsy haze, unmoored from reality. <<else>> You drift in a drowsy haze, unmoored from reality. The sedative on the vines must have been particularly potent. <</if>> Something lifts your blindfold, rousing you from your stupor. Gwylan's <<= $gwylanSeen.includes("vine_bondage") ? "wry" : "warm">> smile greets you. You didn't hear <<him>> approach, but you usually don't. <br><br> <<if $gwylanSeen.includes("vine_bondage")>> "You really are a <<pcpetname "Gwylan" "naughty">>, dear," <<he>> says. <<if $gwylanSeen.includes("requested_bondage")>> "If you wanted to be tied up again, you could've just asked me. Or did you forget that was an option? Well, no matter. This way's fun too." <<else>> "Or did you want to be tied up again? I'm flattered you thought so highly of the experience. We <i>did</i> have fun with it, didn't we?" It's rhetorical. <</if>> <<elseif $phase2 is "sedative">> Gwylan searches your face for a moment. "Oh, don't fret, dear," <<he>> says. "I coated these vines in a sedative." <<He>> pats your cheek. After all, sex is more fun when you're nice and relaxed. And we <i>can</i> have fun with it, can't we, <<pcpetname "Gwylan" "naughty">>?" It's rhetorical. <<else>> "Still nice and relaxed, dear?" <<he>> says. It's rhetorical. "I'm glad. We can still have fun with this, even though you've been quite the <<pcpetname "Gwylan" "naughty">>." <</if>> <<if $gwylanSeen.includes("partners")>> <<He>> lowers your blindfold and gives you a quick peck on the lips. <<gwylanKiss>> <<else>> <<He>> lowers your blindfold again. <</if>> <br><br> "Let's get you <<= $liquidCount is 0 ? "in the tub" : "cleaned up">>," Gwylan says. "I already took care of inspecting you while you were asleep." The vines wrapped around your thighs squeeze tighter. "A practicality, really. After all, it would be terribly hard to do that part of the ritual with your legs restrained like this!" <<He>> giggles. <<stress 6>><<gstress>> <br><br> <<run $gwylanSeen.pushUnique("vine_bondage")>> <<link [[Next|Gwylan Ritual Forced Wash]]>><</link>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 50>> <<canvas-model-temporary-effect "vines">> Something lowers you into the tub, submerging you in warm, soapy water. <<set _waterDoesNotAttractAttention to true>> <<water>><<effectswater "warm water">><<wash>> <<stress -12>><<llstress>> <br><br> You flinch as an unseen hand cradles your cheek, pressing a thumb against your lips. <<if $gwylanSeen.includes("ritual_sex") and $hypnosis_traits.devotion gte 2>> <<set $sexRitual.arousal += 1>> <<hypnosisText "You instinctively open your mouth before Gwylan can ask.">> "<<pcPetname "Gwylan" "good">>." <<npcincr Gwylan lust 1>><<glust>> <<else>> "Open," <<he>> says. <</if>> <br><br> <<if $transformationParts.traits.fangs isnot "disabled">> <<set $sexRitual.arousal += 4>> <<His>> thumb presses against one of your fangs. <<He>> delves further into your mouth, making you stick your tongue out. You can hear a small noise of admiration. <<arousal 500 "mouth">><<garousal>><<npcincr Gwylan lust 1>><<glust>> <br> <<else>> <<He>> drops <<his>> hand after a brief moment of inspection. <</if>> <<if _gwylanStatus.includes("lust")>> <<set $sexRitual.arousal += 10>><<set $sexRitual.gwylanDrugged to true>> You then hear Gwylan step into the tub <<himself>>. <<He>> straddles your still-bound thighs, pressing up against you. <<His>> hands cup your cheeks, and you feel <<his>> breath against your lips. "You've been rather cruel as of late," <<he>> murmurs, "neglecting me for so long. You know how I hunger for you, and you still let me starve. How ungrateful. I think I deserve repayment, don't you?" <<He>> kisses you greedily. <<takeKissVirginity "Gwylan" "rape">> <<His>> tongue pushes its way into your mouth as <<his>> arms wrap around you. You taste sweet fluid flow in. <<if $transformationParts.traits.fangs isnot "disabled">> <<set $sexRitual.arousal += 2>> <<His>> tongue continues to explore, running against your fangs. <</if>> <<He>> withdraws with a breathy little laugh. "You owe me so much more than that, but I'm getting carried away." <<npcincr Gwylan lust 3>><<npcincr Gwylan dom 1>><<gglust>><<gyearning>> <br><br> Gwylan stands up and shifts around you. <<He>> sits back down behind you and squeezes a sponge over your head. <<else>> A glass vial presses against your lips. It smells sweet. Gwylan tips your head back and feeds it to you. "It will take some time to work, so I have to administer it early." <<He>> squeezes a sponge out over your head, using <<his>> hand as a shield to prevent water from dripping down your face. <</if>> <br><br> <<link [[Next (0:08)|Gwylan Ritual Wash 2]]>><<pass 8>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> Gwylan lights two incense burners, one on each side of the covered room. <<He>> then places the reagents on a simple bedside table, ensuring the jar of blue sand is a safe distance away from the nearby burner. <br><br> <<switch $phase>> <<case 1>> You strip down to your underwear and stand in place awkwardly as Gwylan continues making preparations. <<undressOverClothes "gwylanRitual">><<undressmid "gwylanRitual">><<handsundress "gwylanRitual">><<handheldundress "gwylanRitual">><<legsundress "gwylanRitual">><<feetundress "gwylanRitual">> <br><br> <<case 2>> You comply and strip as <<he>> continues making preparations. Gwylan being so shameless makes it a little less embarrassing. <<undressclothes "gwylanRitual">><<handsundress "gwylanRitual">><<handheldundress "gwylanRitual">><<legsundress "gwylanRitual">><<feetundress "gwylanRitual">> <<exhibitionism2>> <<case 3>> You slowly strip your clothing, making sure to linger just long enough on each piece for Gwylan to notice in between <<his>> preparations. <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> can't help but steal the occasional glance. <<He>> begins to work a bit faster. <<else>> "You're not impressing anyone, dear," <<he>> suddenly says. "You don't need to show off to me." <</if>> <<undressclothes "gwylanRitual">><<handsundress "gwylanRitual">><<handheldundress "gwylanRitual">><<legsundress "gwylanRitual">><<feetundress "gwylanRitual">> <<exhibitionism4>> <<case 4>> Already naked, you simply stand and watch as Gwylan continues to make preparations. <<handsundress "gwylanRitual">><<handheldundress "gwylanRitual">><<legsundress "gwylanRitual">><<feetundress "gwylanRitual">> <br><br> <<default>> Already exposed, you start doing some simple but suggestive stretches, adding in some strained noises for effect. It's just enough for Gwylan to notice in between <<his>> preparations. <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> can't help but steal the occasional glance. <<He>> begins to work a bit faster. <<else>> "You're not impressing anyone, dear," <<he>> suddenly says. "You don't need to show off to me." <</if>> <<handsundress "gwylanRitual">><<handheldundress "gwylanRitual">><<legsundress "gwylanRitual">><<feetundress "gwylanRitual">> <<exhibitionism4>> <</switch>> <<if $worn.face.type.includesAny("covered", "mask")>> <<faceundress "gwylanRitual">> <</if>> <<He>> drops a garden hose into the large wooden tub and turns a valve. It begins to fill with steaming water. The incense and steam fill the air with warmth. <<gghallucinogens>><<hallucinogen 400>> <br><br> <<if !$gwylanSeen.includes("ritual_sex")>> "I'll need to inspect you," <<he>> says while tinkering with what looks like a small medical device. "I can afford to take my time for once. I'll make sure it's not unpleasant." <<else>> "I'll need to inspect you again." <</if>> <<outfitChecks>> <<if !_fullyNaked>> <<set _stillOn to (!_bottomless ? _bottom : _top)>> <<if _stillOn.type.includes("strap-on")>> <<He>> looks down at your _stillOn.name. "We won't be needing that." <<else>> <<He>> looks amused, seeing you still wearing your _stillOn.name. <<if $phase is 1>>"Are you shy?"<<else>>"Having trouble?"<</if>> <</if>> <<His>> hands gently wrap around your <<if !_bottomless>>waist<<else>>chest<</if>>. <<if _stillOn.cursed is 1>> <<He>> gives the _stillOn.name a tug, to no avail. "I understand." <<He>> gingerly slips <<his>> fingers underneath and begins to whisper something, and the material slowly begins to yield to <<his>> touch. "I'll have to put <<= _stillOn.plural is 1 ? "them" : "it">> back on you when we're done, else <<= _stillOn.plural is 1 ? "they" : "it">> will get angry." <span class="blue">The _stillOn.name <<= _stillOn.plural is 1 ? "release" : "releases">> you.</span> <<if $worn.over_upper.cursed is 1>> <<set $sexRitual.overUpperCursed to true>> <<set $worn.over_upper.cursed to 0>> <</if>> <<if $worn.over_lower.cursed is 1>> <<set $sexRitual.overLowerCursed to true>> <<set $worn.over_lower.cursed to 0>> <</if>> <<if $worn.upper.cursed is 1>> <<set $sexRitual.upperCursed to true>> <<set $worn.upper.cursed to 0>> <</if>> <<if $worn.lower.cursed is 1>> <<set $sexRitual.lowerCursed to true>> <<set $worn.lower.cursed to 0>> <</if>> <<if $worn.under_upper.cursed is 1>> <<set $sexRitual.underUpperCursed to true>> <<set $worn.under_upper.cursed to 0>> <</if>> <<if $worn.under_lower.cursed is 1>> <<set $sexRitual.underLowerCursed to true>> <<set $worn.under_lower.cursed to 0>> <</if>> <<else>> <<if _gwylanStatus.includes("lust")>> <<set $sexRitual.arousal += 1>> <<He>> pulls you a little closer. For a moment, you almost think <<hes>> going to kiss you, and you barely notice <<him>> continuing to strip you. <<else>> <<He>> helps you finish stripping, showing no hesitation or embarrassment. <</if>> <</if>> <<undressclothes "gwylanRitual">> <br><br> <</if>> <<if !$gwylanSeen.includes("ritual_sex")>> <<He>> gives you a serious glare. "It's been a long time since I've done this ritual with a human. It might be too much for you to handle. If you need to stop, <span class="blue">say something</span>. Additionally, <span class="blue">there are two rules that you must not break</span>. <br> Rule one. <span class="red">Keep your lips off of mine.</span> No matter how passionate you think this is. <br> Rule two.... <span class="purple">please don't pull my hair.</span>" <br><br> <<His>> glare turns into a cheery smile. "That's all. Other than that, <span class="green">we can have fun with it,</span> depending on how comfortable you are." <br><br> <<elseif !$gwylanSeen.includes("yearning")>> <<He>> gives you a serious look. "Remember the rules. <span class="purple">No kissing, and no hair pulling.</span> Other than that, we can have fun with it." <br><br> <</if>> <<if !$gwylanSeen.includes("ritual_sex")>> <<if $templePromised isnot "">> <<set $gwylanSeen.pushUnique("promised")>> <<set $sexRitual.virginity.pushUnique("temple")>> <<He>> briefly stops to inspect your promise ring. "What you're about to do could be considered adultery by your religion, you know. Keep that in mind before you get too excited." <br><br> <</if>> <<else>> <<if $templePromised isnot "">> <<if !$gwylanSeen.pushUnique("promised")>> <<set $gwylanSeen.pushUnique("promised")>> <<He>> briefly stops to inspect your promise ring. "Aww, you went and found someone special enough to become bound to, and you still came back to little old me?" <<else>> <<He>> briefly stops to inspect your promise ring, but doesn't say anything about it. <</if>> <<set $sexRitual.virginity.pushUnique("temple")>> <br><br> <</if>> <</if>> <<He>> starts to kneel. "I'm going to start with your genitals." <br><br> <<link [[Continue (0:03)|Gwylan Ritual Inspect]]>><<pass 3>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 100>> <<if $player.penisExist and $player.vaginaExist and !$gwylanSeen.includes("herm")>> <<set $gwylanSeen.pushUnique("herm")>> <<He>> holds your thighs slightly apart. <<if C.npc.Gwylan.gender is "h">> "We're alike in many ways, aren't we?" <<else>> "Wow. I've never seen a rebis in person before. You're full of surprises!" <</if>> <<elseif $sexRitual.crossdressing>> <<He>> holds your thighs slightly apart. "Unexpected genitalia, but not unwelcome. I'm nothing if not versatile." <</if>> <<set $genderknown.pushUnique("Gwylan")>> <<if $player.penisExist>> <<He>> starts with your <<penis true>>, <<if $parasite.penis.name>> and with a swift motion, <span class="teal"><<he>> twists and removes the $parasite.penis.name from you</span>. You barely even felt it happen. <<He>> turns and tosses it into a bucket on the other side of the garden with perfect aim. <<removeparasite penis>> <<He>> turns <<his>> attention back to your <<penis true>>, <</if>> <<switch $player.penissize>> <<case -2 -1>> just barely lifting it up with the tip of <<his>> finger. There isn't much to inspect. "You will need an extra dose," <<he>> says a little quicker than you would have liked. "It's cute, though." <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <<case 0 1>> lifting it up and examining its features. <<He>> slowly runs <<his>> fingers across the length, as if measuring. "Certainly workable. Size isn't everything." <<He>> gently rubs the tip with <<his>> thumb. You rapidly begin to harden and <<he>> repeats the first motion, measuring your more erect length. <<arousal 700 "genitals">><<ggarousal>> <<case 2 3>> lifting it up with <<his>> right hand and examining its features. <<He>> lifts it up and down before running <<his>> hand along the length slowly, seemingly measuring it. <<He>> slowly moves <<his>> hand back, and forward again. You start to harden with <<his>> touch, and <<he>> repeats the process, measuring your more erect length. <<arousal 700 "genitals">><<ggarousal>> <<case 4>> lifting it up with <<his>> right hand. <<He>> stops for a moment, and you see <<his>> face reddening once again. "It's quite large. I—" <<He>> pauses. "I can work with it, it's no issue." <<He>> lifts it up and down before running <<his>> hand along the length slowly, seemingly measuring its weight and length. <<He>> slowly moves <<his>> hand back, and forward again. You start to harden with <<his>> touch, and <<he>> repeats the process, measuring your more erect length. <<arousal 700 "genitals">><<ggarousal>> <</switch>> <<if !(C.npc.Gwylan.vagina is "none" and !$settings.analEnabled)>> <<set $sexRitual.canPenetrate to true>> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<set $sexRitual.virginity.pushUnique("penis")>> <<set $sexRitual.virginityCanTake to true>> <</if>> <</if>> <br><br> <</if>> <<if $player.vaginaExist>> <<if $player.penisExist>> <<He>> moves on to your <<pussy true>>, <<else>> <<He>> starts with your <<pussy true>>, <</if>> spreading your lips open with two fingers. <<He>> brings up a small metal object. You wince, expecting it to be cold, but it's not. Gwylan must have dipped it in the warm water beforehand. <<He>> slowly spreads open your vagina, looking inside. <<if setup.bodyliquid.combined("vagina") gte 4>> "Oh my. You've been active recently." <span class="lewd"><<He>> flicks off some escaping lewd fluid.</span> "We'll need to wash it out." <<elseif setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("vaginaoutside") gte 1>> "You have some fresh fluid in here. We'll need to wash it out." <</if>> <<He>> removes the device with a click. <<if C.npc.Gwylan.penis isnot "none" or C.npc.Gwylan.strapons?.length>> <<set $sexRitual.canPenetrate to true>> <<if $player.virginity.vaginal is true and $player.virginity.penile is true>> <<set $sexRitual.virginity.pushUnique("vagina")>> <<set $sexRitual.virginityCanTake to true>> <</if>> <</if>> <br><br> <</if>> <<if $settings.analEnabled or _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.birdTail or _tf.foxTail or _tf.demonTail>> <<He>> grabs you by the hips and spins you around. <<if _tf.wolfTail or _tf.foxTail or _tf.catTail or _tf.cowTail or _tf.birdTail>> <<set $sexRitual.arousal += 2>> <<He>> lays out your tail, gently running <<his>> hand against it. <span class="teal"><<He>> spends a moment petting it.</span> <<elseif _tf.demonTail>> <<He>> grabs your tail, lifting and turning it for a moment. <</if>> <<if $settings.analEnabled>> You feel your cheeks spread slightly, and an intruding finger quickly swipes against your hole. <<if $player.penisExist and $player.virginity.penile is true>> <<set $sexRitual.virginity.pushUnique("penis")>> <<set $sexRitual.virginityCanTake to true>> <</if>> <</if>> <<He>> spins you back around. <br><br> <</if>> Gwylan's pace is rapid, but practised. <<if playerIsPregnant() and (playerAwareTheyArePregnant() or getPregnancyObject().fetus[0].father is "Gwylan")>> <<if getPregnancyObject().fetus[0].father is "Gwylan">> <<He>> suddenly places the side of <<his>> head against your <<bellyDescription "pc">>, wrapping <<his>> arms around you. <<He>> holds you tightly, closing <<his>> eyes. You instinctively place your hands around <<his>> head, returning the embrace. <<if playerAwareTheyArePregnant()>> <<if !playerBellyVisible()>> Does <<he>> know you're pregnant? <</if>> <<else>> You're not sure what <<hes>> doing, but you feel warm inside. <</if>> <<else>> <<He>> raises a hand to your belly, but hesitates, looking up to you for permission. You nod, and <<he>> places the side of <<his>> head against your <<bellyDescription "pc">>. <<He>> closes <<his>> eyes. <<He>> counts under <<his>> breath for a few seconds. <<if !playerBellyVisible()>> <span class="blue">You're not sure how <<he>> knew that you were pregnant.</span> <</if>> <</if>> <<stress -12>><<lstress>> <br><br> <<else>> <<He>> places <<his>> hands on your belly, pushing in a few places. It tickles. <</if>> <<He>> stands up, moving <<his>> hands to your <<breasts>>. <<if $player.breastsize gte 9>> <<He>> lifts them, seemingly impressed by their sheer weight. <<elseif $player.breastsize gte 3>> <<He>> cups them, pushing them together and looking at them from different angles. <</if>> <<if $player.breastsize gte 3 and $lactating is 1>> <span class="pink">A small bead of milk drips from your nipples at <<his>> stimulation.</span> "Oops." <<He>> wipes it away. <br><br> <</if>> <<He>> presses against your chest in various spots before gently running <<his>> hands up to your shoulders, then neck. <<He>> looks you in the eyes. Your body tingles everywhere Gwylan has touched. <br><br> <<if _gwylanStatus.includes("lust") or $gwylanSeen.includes("romance")>> <<set $sexRitual.arousal += 2>> <<He>> suddenly kisses you on the nose. "Let's get you washed so we can get to the fun part." <<npcincr Gwylan lust 1>><<glust>> <<else>> "Bath time," <<he>> says suddenly. <</if>> <br><br> <<He>> takes your wrist and leads you to the wooden tub. <<if $liquidcount is 0>> <<set $sexRitual.arousal += 2>> "You keep yourself clean all over. Still, this is part of the ritual." <<elseif setup.bodyliquid.combined("vagina") is 0 and setup.bodyliquid.combined("penis") is 0 and setup.bodyliquid.combined("anus") is 0>> "You keep yourself clean where it matters, but the ritual will be more effective if there's no third-party fluids involved at all." <<else>> "Whatever got all this fluid on you, I hope it was at least fun." <</if>> Your legs move on their own to keep up. <br><br> <<link [[Continue (0:02)|Gwylan Ritual Wash]]>><<set $phase to 0>><<pass 2>><</link>> <br> <<link [[Take Gwylan's hand (0:02)|Gwylan Ritual Wash]]>><<set $phase to 1>><<pass 2>><<if C.npc.Gwylan.dom lt 10>><<npcincr Gwylan dom 1>><</if>><</link>><<if C.npc.Gwylan.dom lt 10>><<gyearning>><</if>><<handholdingvirginitywarning>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 50>> <<if $phase is 1>> <<set $sexRitual.arousal += 1>> You allow your wrist to slip, instead taking Gwylan by the hand. <<takeHandholdingVirginity "Gwylan" "romantic">> <br><br> <</if>> <<set $phase to 0>> You step into the wooden tub as Gwylan turns the valve again, stopping the flow. "Sit," <<he>> says as <<he>> tosses a thick sponge in. The water is perfectly warm and already full of soap bubbles. You sit and submerge yourself. <<set _waterDoesNotAttractAttention to true>> <<water>><<effectswater "warm water">><<wash>> <<stress -12>><<llstress>> <br><br> Gwylan moves to the side of the building and flips a covered switch. The garden is bathed in dancing green light from above. <<He>> crouches in front of you and places a hand on your cheek, pressing <<his>> thumb against your lips. <<if $gwylanSeen.includes("ritual_sex") and $hypnosis_traits.devotion gte 2>> <<set $sexRitual.arousal += 1>> <<hypnosisText "You instinctively open your mouth before Gwylan can ask, which makes <<him>> smile.">> "<<pcPetname "Gwylan" "good">>." <<npcincr Gwylan lust 1>><<glust>> <<else>> "Open," <<he>> says. You oblige. <</if>> <br><br> <<if $transformationParts.traits.fangs isnot "disabled">> <<set $sexRitual.arousal += 4>> <<His>> thumb presses against one of your fangs. <<He>> pushes further into your mouth as <<he>> admires them, making you stick your tongue out. <<arousal 500 "mouth">><<garousal>><<npcincr Gwylan lust 1>><<glust>> <br> <<else>> <<He>> inspects the inside of your mouth, but doesn't linger. <</if>> <<if $gwylanSeen.includes("partners") and _gwylanStatus.includes("lust")>> <<set $sexRitual.arousal += 10>><<set $sexRitual.gwylanDrugged to true>> Gwylan then steps into the tub <<himself>>. <<He>> sits down, pressing up against you. <<He>> flicks the lid off of one of the vials, full of shimmering purple liquid, and puts it to <<his>> lips. <<His>> hands cup your cheeks, and <<he>> kisses you. <<takeKissVirginity "Gwylan" "romantic">> <<His>> tongue pushes its way into your mouth as <<his>> arms wrap around you. You taste the sweet fluid flow in. <<if $transformationParts.traits.fangs isnot "disabled">> <<set $sexRitual.arousal += 2>> <<His>> tongue continues to explore, running against your fangs. <</if>> <<He>> withdraws, <span class="blue">a line of the fluid briefly connecting your mouths</span>. "Apologies. I got carried away." <<npcincr Gwylan lust 3>><<npcincr Gwylan dom 1>><<gglust>><<gyearning>> <br><br> Gwylan stands up and shifts around you, sitting back down behind you. <<He>> picks up the sponge and squeezes it over your head. <<else>> <<He>> holds one of the vials to your lips. It's full of shimmering purple liquid with the consistency of syrup, and tastes just as sweet. "It will take some time to work, so I have to administer it early." <<He>> sets the empty vial aside and walks around you, picking up the sponge. <<He>> squeezes it out over your head. <</if>> <br><br> <<link [[Continue (0:08)|Gwylan Ritual Wash 2]]>><<pass 8>><</link>> <br> <<if $gwylanSeen.includes("vine_bondage") and !$sexRitual.forced>> <<link [[Ask to be tied up (0:08)|Gwylan Ritual Wash 2]]>><<set $phase to "bondage">><<pass 8>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 10>> <<if C.npc.Gwylan.penis is "none" and C.npc.Gwylan.strapons?.length>> <<npcstrapon 0>> <</if>> <<if $phase is "bondage">> <<switch $speech_attitude>> <<case "meek">>"Um, Gwylan... Would it be okay if I asked you to tie me up again?" you ask. <<case "bratty">>"Hey, can you tie me up again?" you ask. <<default>>"Gwylan, would you mind tying me up again?" you ask. <</switch>> <<if !$gwylanSeen.includes("requested_bondage")>> <<run $gwylanSeen.pushUnique("requested_bondage")>> <<switch $speech_attitude>> <<case "meek">>"It felt really good." <<case "bratty">>"Not gonna lie, it was pretty hot." <<default>>"It was surprisingly fun." <</switch>> <br><br> The sponge stills against you for a moment. "You enjoyed it that much? If that's where your proclivities lie, I'm happy to oblige. That's no excuse to miss rituals again, though! Ask, don't force my hand." <<He>> lightly bops you on the head with the sponge<<if $gwylanSeen.includes("partners")>>, then kisses your cheek.<</if>>. <<else>> <br><br> "Of course," Gwylan says, sounding amused. "You certainly know what you like." <<if $gwylanSeen.includes("partners")>><<He>> kisses your cheek.<</if>> <</if>> <</if>> Gwylan begins to hum as <<he>> washes you. <<if $sexRitual.forced>> The vines binding your limbs release them, one at a time. Gwylan washes each thoroughly before dumping a pungent substance into the tub. As it sizzles pleasantly against your skin, the vines wind around your ankles and shackle them together before snaking their way towards your wrists. They lash your wrists together in front of your body. Your movement is restricted, but it's comfortable. Gwylan rifles <<his>> hands through your hair. <<feetwear 50>> <<else>> <<He>> lifts your arms and legs one by one, washing each, before pouring in a pungent green ooze. It sizzles against your skin pleasantly. <<His>> hands then rifle through your hair. <</if>> <<if _tf.wolfEars or _tf.foxEars>> <<set $sexRitual.arousal += 2>> <<He>> pays special attention to your <<if _tf.wolfEars>>wolf<<else>>fox<</if>> ears, rubbing the inside with <<his>> thumb. <<if $sexRitual.forced>>It feels good, despite the circumstances.<<else>>It fills you with bliss.<</if>> <<npcincr Gwylan lust 1>><<glust>> <<elseif _tf.catEars or _tf.cowEars>> <<He>> gently strokes your <<if _tf.catEars>>cat<<else>>cow<</if>> ears, spending some time lost in their softness. <<elseif _tf.demonHorns or _tf.cowHorns>> <<He>> inspects your horns, letting one poke <<his>> finger. <<elseif _tf.angelHalo>> <<He>> runs <<his>> hands along the rim of your halo, before petting your head underneath. <<elseif _tf.fallenAngelHalo>> <<He>> carefully moves the pieces of your halo enough for <<him>> to pet your head. <<else>> <<He>> starts to pet your head idly. <</if>> <<trauma -6>><<ltrauma>> <br><br> <<if numberOfEarSlime()>> <<if $parasite.left_ear.name is "slime" and $parasite.right_ear.name is "slime">> "You have something in your ears." <<elseif $parasite.left_ear.name is "slime">> "You have something in your left ear." <<else>> "You have something in your right ear." <</if>> <<He>> takes a closer look. <<if !$gwylanSeen.includes("ear_slime")>> "Oh my." <span class="purple">You feel the <<pluralise numberOfEarSlime() "slime">> wriggle.</span> "This may bring complications, but there's nothing to be done about it now. <span class="blue">We'll talk about it later. I'll be able to help when we have more time.</span>" <<elseif $hypnosis_traits.silence>> "<<if $parasite.left_ear.name is "slime" and $parasite.right_ear.name is "slime">>The slimes<<else>>The slime<</if>> may have caused us issues. It's fortunate we silenced <<if $parasite.left_ear.name is "slime" and $parasite.right_ear.name is "slime">>them<<else>>it<</if>>." <<else>> "Right. The <<pluralise numberOfEarSlime() "slime">>. This may cause complications, so be prepared." <</if>> <<set $gwylanSeen.pushUnique("ear_slime_intro")>> <br><br> <</if>> <<His>> hands move lower, washing your back. <<if _tf.angelWings or _tf.fallenAngelWings or _tf.demonWings or _tf.birdWings>> <<He>> carefully stretches out each of your wings, washing and patting them down. <</if>> They move lower again and <<he>> washes your <<bottom>>, before wrapping <<his>> arms around you to wash your <<genitals 2>>. <<if _gwylanStatus.includesAny("dom", "lust")>> <<set $sexRitual.arousal += 2>> <<His>> head rests on your shoulder. <<if $sexRitual.forced>> <<He>> gropes and fondles you, the sponge abandoned entirely. Your body reacts to <<his>> touch, and you flush with arousal. <<else>> You notice the sponge float to the top of the water, but Gwylan keeps rubbing. <<Hes>> just using <<his>> hands. <br><br> <<He>> gropes and fondles you, looking pleased as you show signs of arousal. <</if>> <<His>> humming is replaced by deep but steady breathing. <<arousal 1000 "genitals">><<ggarousal>> <<if $arousal gte $arousalmax>> <<set $sexRitual.arousal += 2>> <br> <<orgasm>> Gwylan giggles. "Try to save some for me." <<npcincr Gwylan lust 3>><<gglust>> <</if>> <<else>> All the while, <<he>> continues humming. <<arousal 500 "genitals">><<garousal>> <</if>> <br><br> You feel a warmth start to spread through your whole body, starting in your core and reaching your fingers and toes. You let out a long sigh. <<drugs 240>><<ggdrugged>> <br><br> "It's starting to kick in. You're ready." Gwylan stands up and rinses the soap and reagents from your body with the hose. Once <<hes>> finished, <<he>> grabs a pair of towels <<if _gwylanStatus.includesAny("aroused", "lust") or $gwylanSeen.includes("romance")>> and rubs you down one last time before helping you dry off. <<else>> and starts helping you dry off. <</if>> <br><br> <<if $phase is "bondage">> <<set $sexRitual.bondage to true>> <<He>> blindfolds you. Vines wind around your ankles and shackle them together before snaking their way towards your wrists. They lash your wrists together in front of your body. <<facewear 5>><<feetwear 50>> <br><br> <</if>> <<if $sexRitual.canPenetrate>> <<if _gwylanStatus.includes("heat") and !($sexRitual.virginity.length and $sexRitual.virginityCanTake) and $angel lt 6>> <<His>> hands grip you tightly, and you feel <<his>> hot breath on your skin. "I would normally leave the choice to you. Forgive me. <<if $player.penisExist>> <span class="pink">I need to feel you inside of me.</span>" <<else>> <span class="pink">I need to be inside you.</span>" <</if>> <br><br> <span class="pink">Your head feels too fuzzy to protest.</span> <br><br> <<link [[Next|Gwylan Ritual Drugged]]>><<set $phase to "noComment">><<set $sexRitual.target to "gwylanChoice">><</link>> <br> <<else>> <<if $sexRitual.virginity.length and $sexRitual.virginityCanTake>> <<if $gwylanSeen.includes("virgin")>> Gwylan hesitates. <<if $sexRitual.virginity.includes("temple")>> "You're promised to someone. Vows are powerful things. <<else>> "<span class="green">You're still a virgin.</span> <</if>> <<else>> Gwylan slows to a stop, as if suddenly unsure of <<himself>>. "I noticed something. <<if $sexRitual.virginity.includes("temple")>> Your ring. You're promised to someone. Vows are powerful things. <<if $sexRitual.virginity.includesAny("penis", "vagina")>> <span class="green">You're a virgin, too.</span> <</if>> <<else>> <span class="green">You're a virgin.</span> <</if>> <</if>> I can't knowingly take that from you." A pause. "<span class="blue">Not without your permission.</span> I'll let you decide. <<set $gwylanSeen.pushUnique("virgin")>> <<else>> "I'll let you decide. There are different ways we can fulfil the requirements of the ritual. <</if>> <<if C.npc.Gwylan.penis is "none" and C.npc.Gwylan.strapons?.length and !$player.penisExist>> I do have the <<pluralise C.npc.Gwylan.strapons.length "strap-on">> you gifted me, so we could achieve penetration that way. <</if>> Direct fluid transfer from you to me is most effective, <<if $sexRitual.bondage>> but if that fails, I can consume the collected poison from the ivory bowl. <<else>> but if that fails..." <<He>> nods to the ivory bowl. "I can consume the poison from there instead. <</if>> Otherwise, I can take your fluids <<set _optionsPenetrate to ["orally"]>> <<if $player.penisExist and C.npc.Gwylan.vagina isnot "none">> <<set _optionsPenetrate.push("vaginally")>> <</if>> <<if $settings.analEnabled and $player.penisExist>> <<set _optionsPenetrate.push("anally")>> <</if>> <<print formatList(_optionsPenetrate, "or", true)>>." <br><br> Your head feels just clear enough to make a choice, but your grip is slipping fast. You'll have to decide now. <br><br> /* ToDo: Gwylan - ask Gwylan to wear the brown fox mask */ <<if hasSexStat("promiscuity", 3)>> <<link [[Request oral|Gwylan Ritual Drugged]]>><<set $phase to "oral">><<set $sexRitual.target to "oral">><<if $sexRitual.virginityCanTake>><<set $sexRitual.virginityProtected to true>><</if>><</link>> <br> <<else>> <<insufficientStat "promiscuity" "to request oral">> <br> <</if>> <<if hasSexStat("promiscuity", 4)>> <<if $player.penisExist>> <<if $sexRitual.virginity.includes("penis")>> <<link [[Give Gwylan permission to take your penile virginity|Gwylan Ritual Drugged]]>><<set $phase to "virginity">><<set $sexRitual.target to "gwylanPenetration">><</link>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Tell Gwylan you actively want <<him>> to take your penile virginity|Gwylan Ritual Drugged]]>><<set $phase to "virginityRequest">><<set $sexRitual.target to "gwylanPenetration">><<npcincr Gwylan lust 10>><<npcincr Gwylan dom 4>><</link>><<promiscuous3>><<ggglust>><<ggyearning>> <br> <</if>> <<else>> <<link [[Request for Gwylan take your fluids directly through intercourse|Gwylan Ritual Drugged]]>><<set $phase to "penetration">><<set $sexRitual.target to "gwylanPenetration">><</link>> <br> <</if>> <</if>> <<if C.npc.Gwylan.penis isnot "none" or C.npc.Gwylan.strapons?.length>> <<if $player.vaginaExist>> <<if $sexRitual.virginity.includes("vagina")>> <<link [[Give Gwylan permission to take your vaginal virginity|Gwylan Ritual Drugged]]>><<set $phase to "virginity">><<set $sexRitual.target to "playerVaginal">><</link>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Tell Gwylan you actively want <<him>> to take your vaginal virginity|Gwylan Ritual Drugged]]>><<set $phase to "virginityRequest">><<set $sexRitual.target to "playerVaginal">><<npcincr Gwylan lust 10>><<npcincr Gwylan dom 4>><</link>><<promiscuous3>><<ggglust>><<ggyearning>> <br> <</if>> <<else>> <<link [[Request for Gwylan to fuck you vaginally|Gwylan Ritual Drugged]]>><<set $phase to "penetrationPlayer">><<set $sexRitual.target to "playerVaginal">><</link>> <br> <</if>> <<if $settings.analEnabled>> <<link [[Request for Gwylan to fuck you anally|Gwylan Ritual Drugged]]>><<set $phase to "penetrationPlayer">><<set $sexRitual.target to "playerAnal">><</link>> <br> <</if>> <</if>> <</if>> <<else>> <<insufficientStat "promiscuity" "to request intercourse">> <br> <</if>> <<link [[Request no penetration|Gwylan Ritual Drugged]]>><<set $phase to "noPen">><<npcincr Gwylan lust 1>><<set $sexRitual.virginityProtected to true>><<set $sexRitual.target to "gwylanChoice">><</link>><<glust>> <br> <<link [[Allow Gwylan to choose|Gwylan Ritual Drugged]]>><<set $phase to "gwylanChoice">><<set $sexRitual.target to "gwylanChoice">><</link>> <br> <</if>> <<else>> <<link [[Next|Gwylan Ritual Drugged]]>><<set $phase to "noComment">><<set $sexRitual.target to "gwylanChoice">><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 100>><<drugs 50>> <<if $phase is "oral">> <<switch $speech_attitude>> <<case "meek">>"L-let's just stick to oral," you barely manage to say. <<case "bratty">>"Oral, as long as you don't bite," you barely manage to say. <<default>>"Oral, please," you barely manage to say. <</switch>> <br><br> <<if $sexRitual.bondage>> "It's what I'm best at," Gwylan agrees. <<else>> <<He>> nods. "It's what I'm best at." <</if>> <<elseif $phase is "virginity">> <<switch $speech_attitude>> <<case "meek">>"G-go ahead, I don't mind," <<case "bratty">>"I know what I'm in for. Don't hold back," <<default>>"Let's do this properly," <</switch>> you say dreamily as your mind slips into the blissful haze. <br><br> <<if $sexRitual.forced>> <<if $sexRitual.virginity.includesAny("penis", "vagina")>> There's a pause. "I'll admit, I'm surprised you're open to the idea, given how you've been avoiding our ritual," Gwylan says. "Thank you for trusting me. I'll remember this." <<else>> "Thank you," Gwylan replies solemnly. <</if>> <<elseif $sexRitual.bondage>> <<if $sexRitual.virginity.includesAny("penis", "vagina")>> "Thank you for trusting me," Gwylan says. "I'll remember this." <<else>> "Thank you," Gwylan replies solemnly. <</if>> <<else>> <<if $sexRitual.virginity.includesAny("penis", "vagina")>> Gwylan pulls <<his>> hat down to cover <<his>> face. "Thank you for trusting me. I'll remember this." <<else>> Gwylan nods solemnly. "Thank you." <</if>> <</if>> <<elseif $phase is "virginityRequest">> <<set $sexRitual.arousal += 5>> <<switch $speech_attitude>> <<case "meek">>"It's okay, I want you to take my virginity," <<case "bratty">>"I could think of worse people to lose my virginity to. Let's do it," <<default>>"I want you to take my virginity," <</switch>> you say suggestively as your mind slips into the blissful haze. <<promiscuity3>> <<if $sexRitual.forced>> There's a pause. "You shouldn't say such things, not to someone like me," Gwylan says. "If this is really what you want... you have a strange way of showing it, given how you've been avoiding our ritual." <<else>> <<if $sexRitual.bondage>>There's a pause.<<else>>Gwylan pulls <<his>> hat down to cover <<his>> face.<</if>> "You shouldn't say such things, not to someone like me. If this is really what you want..." <</if>> <<elseif $phase is "penetrationPlayer">> <<switch $speech_attitude>> <<case "meek">>"I just need to... finish, right? It would be easier for me if you, you know...<<if $sexRitual.target is "playerAnal" and $player.vaginaExist>> Um, but in the other one...<</if>>" <<case "bratty">>"I just need to... finish, yeah? That would be easiest if you... you know. Fucked me. <<if $sexRitual.target is "playerAnal" and $player.vaginaExist>>In the ass.<</if>>" <<default>>"I don't mind being direct. If I just need to finish, it would be easier with <<if $sexRitual.target is "playerAnal" and $player.vaginaExist>>anal <</if>>penetration." <</switch>> You barely manage to get your thoughts out coherently. <br><br> <<if $sexRitual.bondage>> "If you're sure," Gwylan says. <<else>> Gwylan nods. "If you're sure." <</if>> <<elseif $phase is "noPen">> <<switch $speech_attitude>> <<case "meek">>"No penetration... please," you barely manage to say. <<case "bratty">>"No... no holes, please," you barely manage to say. <<default>>"No penetration, please," you barely manage to say. <</switch>> <<if $sexRitual.bondage>> There's a moment's pause. "Ah," Gwylan says suddenly. "Yes, of course. Apologies, I forgot you couldn't see me nod." <<He>> chuckles softly. <<else>> <<He>> nods. <</if>> <<elseif $phase is "gwylanChoice">> You don't feel coherent enough to make a decision. "Just... do what you need to do," you say as you slip into a blissful haze. <br><br> <<if $sexRitual.bondage>> After a moment's pause, Gwylan hums neutrally. <<else>> Gwylan frowns, but nods. <</if>> <</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.arousal += 2>> <<He>> finishes drying you off, but <<his>> hands linger on you. <<if $sexRitual.bondage>> Despite the blindfold, you can feel <<his>> eyes on you. <<else>> <<His>> gaze on you is full of poorly-concealed desire. <<He>> tosses the towels aside. <</if>> <<elseif $sexRitual.bondage>> <<He>> finishes drying you off and tosses the towels aside. <<else>> You finish drying off, and <<he>> takes the towels from you. <</if>> <br><br> <<if $sexRitual.bondage>> Gwylan stops humming. You strain to hear, but even the sounds of the forest have quieted. For a few moments, you stand alone, naked and deprived of all your senses. You're unable to tell what Gwylan is doing, or where <<he>> is, until you feel a hand against your chest. <<He>> presses against you, guiding you back towards the quilts once more. <<His>> other hand cradles your cheek, and <<he>> resumes humming. <<His>> fingers brush over the cloth shrouding your eyes. <br><br> <span class="forest-green">The darkness behind your blindfold is pierced by the hues of the deep forest.</span> Spots of green light fade in and out of your vision, a fractal folding in on itself again and again. The shifting pattern finally splits apart, forming the outlines of three glowing green eyes. They look inhuman, ethereal and foxlike. <br><br> With a single finger, Gwylan traces a complex shape against your breastbone that ends with an upward flourish. <<else>> <<He>> holds up a single finger. <<He>> slowly moves it to the left, then to the right. Your eyes instinctively follow it. <br><br> <span class="forest-green">Your peripheral vision is clouded by the hues of the deep forest.</span> The glow filling the garden recedes, and your vision along with it. <<if Time.dayState is "night">> Even for night time, everything around you seems darker than normal. <<else>> The day's natural light is gone. <</if>> You're alone in darkness, Gwylan's hum your only company, until a new light flickers into being at the center of your vision. <<if $gwylanTalked.includes("jasper")>> It's <<his>> jasper pendant. It swings left and right, just barely illuminating Gwylan's face. <<else>> It's a reddish gem, shaped like a flame. Or perhaps a fox's tail. It swings left and right from a pendant, just barely illuminating Gwylan's face. <</if>> <<if $hypnosis_traits.devotion gte 4>> <span class="purple">You're unable to look away.</span> <</if>> <br><br> Gwylan holds up a finger, and the pendant vanishes, leaving the light behind on <<his>> fingertip. Once again, it moves left, then right. It looks like a firefly. <<He>> traces a complex shape in the air, your eyes following along as its afterimage lingers. It ends with an upwards flourish, leaving the light dangling just above your head. <</if>> <br><br> <<link [[Next|Gwylan Ritual Hypnosis]]>><<set $phase to 0>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 50>><<drugs 30>> <b>"<span class="witch">Sit.</span>"</b> <br><br> <<gwylanHypnoCanvas>> The word hammers into your skull like a battering ram as Gwylan's finger flicks down. Your knees buckle, bringing you to a kneel. "<<pcPetname "Gwylan" "good">>." <<if $auriga_scar gte 1>> <span class="purple">Your scar sends a sharp pain through your chest in defiance.</span> <<ggpain>><<ggtrauma>><<pain 12>><<trauma 12>><<gwylanPurgeEffect -1>> <br><br> <<He>> places a hand over it, and the pain quickly fades. "Be calm, wounded heart. I will bring you peace." <<pain -12>><<llpain>> <<else>> <<gwylanHypnoName "cap">>'s voice fills you with satisfaction and relief. <<stress -12>><<llstress>> <</if>> <br><br> <<His>> hands cup your cheeks. <<He>> starts to whisper, each word tickling your ears.<br> "<i>You are the wind. Exhale.</i>"<br> You push all the air out of your lungs as best you can.<br> "<i>You are the leaves. Breathe in.</i>"<br> You take a deep breath. The trees tremble as the wind picks up.<br> "<i>You are the trunk. Endure.</i>"<br> You freeze. You don't know for how long. You feel dizzy. Something deep below the earth trembles, or perhaps you're shaking. <br><br> <<gwylanHypnosis "devotion" 5>> <br><br> <<set _visionDiffReduction to ($hypnosis_traits.devotion * 50) || 1>> <<set _visionDiffMin to 950 - _visionDiffReduction>><<set _visionDiffMax to 1250 - _visionDiffReduction>> <<link [[Keep holding your breath|Gwylan Ritual Hypnosis 2]]>><<set $phase to 1>><</link>><<willpowerdifficulty _visionDiffMin _visionDiffMax>> <br> <<link [[Breathe out|Gwylan Ritual Hypnosis 2]]>><<npcincr Gwylan lust 1>><<set $phase to 2>><</link>><<glust>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 10>><<drugs 10>> <<if $phase is 1>> You keep still. Your legs begin to tingle until you can't feel them anymore. You're being filled with something. Something vile, and the wrong kind of empty. <<if $willpowerSuccess>> <<set $gwylanSeen.pushUnique("vision")>><<set $sexRitual.vision to true>><<set $sexRitual.purge += 2>> It's taking root in you, and you want it gone. However, something stirs in your mind, and you realise that this is why you're here. <span class="green">You endure.</span> <br><br> You don't need to breathe. You feel the wind blow through you. Your legs are the roots, your arms the branches, your fingers the leaves. Birds nest in your branches. Serpents slither along your feet. You are nourished by the land and sun, even as this vile energy trickles into you. <span class="purple">To stop taking in the corruption is to stop living.</span> You remain perfectly frozen in place as you fill with poison. <br><br> You're no longer in the garden, and Gwylan is no longer here. <<if $sexRitual.bondage>>The three glowing green eyes wink into nothingness. <</if>>Your vision rushes between the trees, further and deeper into the forest. You rush past a cabin, past a cave. You follow a river, and dive into the lake. You pass through ruins, <<if $wraith>> <<switch $wraith.state>> <<case "haunt">> where a beautiful pale figure's red eyes turn to meet yours. It reaches out to you with a blackened, clawed hand. <<case "despair">> where a beautiful pale figure's empty eyes meet yours. It reaches out to you longingly. <<default>> where a beautiful pale figure sleeps, suspended in the water. Its blue eyes open to meet yours, and its head tilts at you curiously. It reaches out to you. <</switch>> Before it can touch you, you are pulled further and further down. <<else>> and are pulled further and further down. <</if>> <br><br> There is something below the lake. The sickening emptiness filling you is here. It's all here, every bit of wretched nothing. There is nothing below the lake. <span class="red">Nothing reaches out and touches you.</span> <<gggawareness>><<lllpurity>><<gwylanPurgeEffect 2>><<awareness 50>><<purity -50>> <br><br> "<i>You are the lake. Expel.</i>"<br> Gwylan's voice mercifully pulls you out. You let out your long-held breath, lungs filling with sweet air. "You're strong. Well done. Don't worry, we'll get it all back out of you." <<Hes>> cradling your head against <<his>> lightly-freckled <<if C.npc.Gwylan.breastsize gte 3>><<print C.npc.Gwylan.breastsdesc>><<else>>chest<</if>>. <<if _gwylanLovePercent gte 85>> <<He>> kisses the top of your head. <<else>> <<He>> rubs the top of your head. <</if>> <<trauma -12>><<lltrauma>><<npcincr Gwylan dom 1>><<gyearning>> <<else>> <span class="red">Your body can't take it.</span> You wretch and cough, but Gwylan quickly kneels and cradles your head.<br> "Shh, shh. That will do. <i>You are the lake. Expel.</i>"<br> You catch your breath, and it returns to an even pace. <<stress 6>><<willpower 6>><<gstress>><<gwillpower>> <</if>> <<else>> <<set $sexRitual.visionForced to true>><<set $sexRitual.purge += 1>> <<if $sexRitual.bondage>> Red spots swim behind your eyelids, blotting out the three-eyed vision. <</if>> You exhale and gasp for fresh air. <span class="red">The air tastes foul, as if you were breathing in smoke and ash. It burns. You can't help but cough.</span> <<if $sexRitual.bondage>> With each cough, the red spots fade. Gwylan cradles your head until it subsides. <<His>> touch is soothing. <<else>> Each cough briefly returns your vision, but Gwylan cradles your head until it subsides. <<His>> face remains a patient smile. <</if>> "Forgive me for this. You must endure, else the concord will not be fulfilled. <i>You are the leaves. Breathe in.</i>"<br> You breathe in again.<br> "<i>You are the trunk. <b><span class="witch">Endure.</span></b></i>" <br><br> You lock the wretched air in your lungs. It spreads, making your whole body feel weak. You can't take it. You open your mouth, but <span class="red">you can't exhale.</span> Gwylan's hand is around your throat, barely squeezing. <span class="red">Your mind fills with visions of the forest, every tree stripped of leaves and withering in an instant. It shifts to a pack of ravenous wolves, foaming at the mouth, pushed out of their home, now seeking prey within civilisation.</span> You feel on the verge of collapse. <<gwylanPurgeEffect>> <br><br> "<i>You are the lake. Expel.</i>"<br> <<if $sexRitual.bondage>> Just as you feel on the verge of blackout, <<he>> releases you. You gasp, sucking in a lungful of air before your mind returns to numbness. The three glowing green eyes emerge from the blank and the dark, hovering in the recesses of your vision. <<else>> Just as Gwylan's face begins to fade away, <<he>> releases you. You gasp, your vision of the garden briefly returning again, before fading away as your mind returns to numbness. <</if>> <<pain 6>><<stress 24>><<trauma 12>><<gpain>><<ggstress>><<gtrauma>> <</if>> <<if !$sexRitual.bondage>> <br><br> <<He>> continues to hold you, <<if _gwylanStatus.includes("wantsPregnancy")>> <<his>> stare making you feel warm <<else>> <<his>> face becoming unreadable <</if>> as <<he>> reaches for another vial. <</if>> <br><br> <<link [[Next|Gwylan Ritual Hypnosis 3]]>><<pass 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 10>> <<if $sexRitual.bondage>>You're dimly aware of another glass vial nudging your lips.<</if>> <b>"<span class="witch">Open.</span>"</b><br> You open your mouth.<br> "<i>You are the roots. Drink.</i>"<br> <<if $player.penisExist and $player.penissize lt 0>> <<He>> pours two vials full of <<= $sexRitual.bondage ? "sweet" : "thin pink">> fluid into your mouth. You swallow obediently. <<drugs 240>><<ggdrugged>> <<else>> <<He>> pours the vial full of <<= $sexRitual.bondage ? "sweet" : "thin pink">> fluid into your mouth. You swallow obediently. <<drugs 120>><<gdrugged>> <</if>> <br> "<<pcPetname "Gwylan" "good">>." <<He>> pets the top of your head. You shiver in ecstasy, leaning into it <<= $sexRitual.bondage ? "blindly. Your eyes drift closed, though your vision remains unchanged" : "and closing your eyes">>. <<stress -6>><<lstress>><<arousal 50>><<garousal>> <br><br> Gwylan's humming echoes around you. A fire is lit on your cheeks as <<he>> cups your face again.<br> <<if $sexRitual.bondage>> <b>"<span class="witch">Stay with me.</span>"</b> <br><br> Gwylan's face is nearly touching yours. The three glowing eyes are seared into the back of your retinas. <<if $gwylanSeen.includes("ritual_sex")>> They're inhuman, but they show an aged wisdom. Ribbons of green light escape from their corners. <<else>> There's something different about them. They shine bright beyond measure, yet they carry an aged experience and wisdom. Green ribbons of light escape from the corners of the foxlike eyes. <</if>> You're overcome by an unspeakable lust for Gwylan. <<else>> <b>"<span class="witch">Look at me.</span>"</b><br> Your eyes flutter open. <br><br> Gwylan's face is nearly touching yours. <<if $gwylanSeen.includes("ritual_sex")>> Ribbons of green light escape from the corners of <<his>> eyes, which now show an aged wisdom. <<else>> There's something different about it. <<His>> face looks beautiful beyond measure, yet there's an aged experience and wisdom behind <<his>> eyes, where green ribbons of light now escape from the corners. <</if>> You're overcome by an unspeakable lust for <<him>>. <</if>> <span class="lewd"> <<if $player.penisExist>> <<set $femaleclimax to 0>><<semenvolume 4>><<semen_amount 20>> Your <<penis 1>> grows erect. <<if $player.penissize lte 0>> <<set $sexRitual.penissize to $player.penissize>> <<set $player.penissize to 1>> More erect than you thought possible. Has it grown? <</if>> Precum begins to bead at the tip. <<arousal 500 "genitals">><<ggarousal>> <br> <</if>> <<if $player.vaginaExist>> <<if $player.penisExist>> Additionally, your <<else>> Your <</if>> <<pussy 1>> becomes very wet, and your womb burns with yearning. Fluid drips to the stone below. <<arousal 500 "genitals">><<ggarousal>> <br> <</if>> </span> <<orgasmcount -5>> <br> <<if _gwylanStatus.includes("heat")>> "G-<<pcpetname "Gwylan" "good">>," <<he>> whispers. <span class="lewd"><<His>> voice <<= $sexRitual.bondage ? "is" : "and gaze are">> full of lust, too.</span> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> "<<pcPetname "Gwylan" "good">>," <<he>> whispers. <span class="lewd"><<His>> voice lightly trembles with desire.</span> <<else>> "<<pcPetname "Gwylan" "good">>," <<he>> whispers. <<His>> voice makes you feel safe. <</if>> <<He>> is the only thing in your mind. Your worries and doubts yield to <<his>> all-encompassing presence. <<trauma -12>><<lltrauma>> <br><br> <<if $hypnosis_traits.devotion gte 4>> <<set $sexRitual.hypnosis to "player">> <</if>> <<set _petplayChance to 0>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<set _petplayChance to 100>> <<elseif _gwylanStatus.includesAny("dom", "lust")>> <<if $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>> <<set _petplayChance += 20>> <</if>> <<set _petplayChance += Math.floor((C.npc.Gwylan.lust + C.npc.Gwylan.dom) / 2)>> <<if $worn.neck.collared is 1>> <<set _petplayChance += 20>> <<if $worn.neck.type.includes("leash")>> <<set _petplayChance += 10>> <</if>> <</if>> <<if $hypnosis_traits.devotion>> <<set _petplayChance += $hypnosis_traits.devotion * 10>> <</if>> <</if>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> You feel a tug from your collar as your leash <<= $sexRitual.bondage ? "manifests" : "appears in Gwylan's hand">>. <<attach_leash true>><<set $sexRitual.leash to true>> <<set $sexRitual.petplay to 1>> <<set $gwylanSeen.pushUnique("petplay")>> <<elseif $worn.neck.collared is 1>> <<set $sexRitual.arousal += 1>> <<if !$worn.neck.type.includes("leash") and C.npc.Gwylan.lust gte 15 and _petplayChance isnot 0>> You feel a tug from your collar and hear a small click. <span class="lewd"><<Hes>> attached a leash to it.</span> <<attach_leash true>><<set $sexRitual.leash to true>> <<elseif $worn.neck.type.includes("leash")>> <<He>> gently tugs on your leash. <</if>> <<set $sexRitual.petplay to 1>> <<set $gwylanSeen.pushUnique("petplay")>> <<elseif !$worn.neck.cursed and (_petplayChance gte random(1, 100))>> <<set $sexRitual.arousal += 2>> <<if $worn.neck.name is "naked">> You feel something click around your neck. <<else>> You feel your $worn.neck.name lift away, and hear a click as something takes its place. <<neckundress "gwylanRitual">> <</if>> <<neckwear 21>><<set $sexRitual.collared to true>> <span class="lewd">It's a collar with a leash,</span> and you're gently tugged by it. <<set $sexRitual.petplay to 1>> <<set $gwylanSeen.pushUnique("petplay")>> <</if>> <<if $sexRitual.bondage>> Gwylan's voice floods through you. <<else>> Gwylan motions with <<his>> right hand towards the quilts. <</if>> <br> <b>"<span class="witch">Lay down.</span>"</b> <br><br> <<link [[Lay on your back|Gwylan Ritual Rose]]>><<pass 1>><<set $phase to 1>><</link>> <br> <<if $wolfgirl gte 6>> <<link [[Roll over like a dog|Gwylan Ritual Rose]]>><<pass 1>><<set $phase to 2>><<sub 1>><<npcincr Gwylan lust 1>><<set $sexRitual.hypnosis to "player">><</link>><<wolfgirl>><<glust>> <<gwylanHypnoNote>> <br> <<elseif hasSexStat("deviancy", 2)>> <<link [[Roll over like a dog|Gwylan Ritual Rose]]>><<pass 1>><<set $phase to 2>><<sub 1>><<npcincr Gwylan lust 1>><<set $sexRitual.hypnosis to "player">><</link>><<deviant2>><<glust>> <<gwylanHypnoNote>> <br> <<else>> <<insufficientStat "deviancy" "to act like a dog">> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 10>><<drugs 10>> <<canvas-model-temporary-effect "petals">> <<if $phase is 2>> <<set $sexRitual.arousal += 4>> <<if $sexRitual.bondage>> You sit up on your knees and bend at the waist, stretching your bound arms out in front of you like a dog ready to play. You roll over on your back onto the quilts. <<else>> You crawl over to the quilts on all fours and roll over. <</if>> They're incredibly soft, and you sink down a little bit. There must be a full bed built into the floor. You bend your elbows and knees in, exposing your <<bellyDescription "pc">> to Gwylan <<= $sexRitual.bondage ? "in a docile display" : "like a dog">>. <<if $wolfgirl gte 6>> You even bark for effect. <<elseif $cat gte 6>> You even try to bark for effect, although it comes out more like a sharp meow. <<elseif $cow gte 6>> You even try to bark for effect, although it comes out more like a quick moo. <<elseif $harpy gte 6>> You even try to bark for effect, although it sounds more like a brief chirp. <<elseif $fox gte 6>> You even try to bark for effect, although it's more of a yip. <<else>> You even bark for effect, although you're not sure if you did it willingly. <</if>> Gwylan happily indulges your behavior. <<He>> rubs and scratches your belly, causing <<= $sexRitual.bondage ? "one bound leg to kick, the vined shackles swinging between your ankles" : "your leg to kick">>. <<if $wolfgirl gte 6>> <<stress -12>><<llstress>> <br><br> <<else>> <<deviancy2>> <</if>> <<if $sexRitual.hypnosis is "player">> <<gwylanHypnosis "devotion" 2>> <br><br> <</if>> <<elseif $sexRitual.hypnosis is "player">> <<if $sexRitual.bondage>> You stretch your bound legs out and lie back on the quilts. <<else>> You trudge over to the quilts and lie on your back. <</if>> They're incredibly soft, and you sink down a little bit. There must be a full bed built into the floor. <br><br> <<hypnosisText "You automatically bend your knees and elbows up like a dog on its back, exposing your <<bellyDescription 'pc'>> to Gwylan.">> <<if $wolfgirl gte 6>> You even bark for effect. <<elseif $cat gte 6>> You even try to bark for effect, although it comes out more like a sharp meow. <<elseif $cow gte 6>> You even try to bark for effect, although it comes out more like a quick moo. <<elseif $harpy gte 6>> You even try to bark for effect, although it sounds more like a brief chirp. <<elseif $fox gte 6>> You even try to bark for effect, although it's more of a yip. <<else>> You even bark for effect, although you're not sure if you did it willingly. <</if>> Gwylan happily indulges your behavior. <<He>> rubs and scratches your belly, causing <<= $sexRitual.bondage ? "one bound leg to kick, the vined shackles swinging between your ankles" : "your leg to kick">>. <br><br> <<else>> <<if $sexRitual.bondage>> You stretch your bound legs out and lie back on the quilts. <<else>> You trudge over to the quilts and lie on your back. <</if>> They're incredibly soft, and you sink down a little bit. There must be a full bed built into the floor. <br><br> <</if>> <<set $phase to 0>> <<if $sexRitual.bondage>> Gwylan hums softly as <<he>> continues <<his>> preparations. You think you hear the sound of candles being lit. <<He>> finally kneels next to you, <<his>> knees brushing against your side. <<if $gwylanSeen.includes("partners") and _gwylanStatus.includes("lust")>> <<set $sexRitual.arousal += 5>> <<He>> bends down, lips ghosting over your face. You smell roses as something blooms from <<his>> mouth, and the cool, velvety touch of fresh petals press into your cheek. Gwylan turns <<his>> head to the side and extricates the rose from <<his>> mouth. You hear a small hiss of pain, and a metallic scent fills your nostrils. Gwylan pushes <<his>> body against yours, pulling you into a deep kiss. <span class="red">You taste blood</span>, and you gasp into Gwylan's mouth when a thorn pricks your right cheek. <<gwylanKiss>><<gpain>><<pain 2>> <br> Petals flutter down from the ceiling. One lands on your face, and Gwylan gently brushes it aside. <<He>> swipes a finger over your cheek, collecting a droplet of your blood to join <<hers>>. <<if $worn.head.name is "naked">> <<headwear 40 "red">> <<He>> tucks the rose into your hair before kissing you again. <<else>> <<He>> kisses you again. <</if>> <<arousal 100>><<garousal>> <<set $sexRitual.roseKiss to true>><<set $gwylanSeen.pushUnique("rose_kiss")>> <<else>> <span class="red">You feel a small thorn prick your arm.</span> Gwylan swipes up a droplet of your blood with <<his>> finger. Fresh rose petals flutter down from the ceiling. <<gpain>><<pain 2>> <</if>> <<else>> You're able to see everything in the quilted room as if it was brightly lit, but the garden beyond looks pitch black. Gwylan circles you, sprinkling powder on the ground while humming softly again, regularly stopping to set down and light a candle. <<He>> finishes the loop in front of you, <<if _gwylanStatus.includesAny("aroused", "lust")>> tossing an empty container aside. <<He>> hastily drops down and crawls over you, <<his>> glowing eyes full of hunger. <<else>> setting an empty container aside. <<He>> slowly crouches down and starts to crawl over you. <</if>> <br><br> <<if $gwylanSeen.includes("partners") and _gwylanStatus.includes("lust")>> <<set $sexRitual.arousal += 5>> <<He>> opens <<his>> mouth, and the head of a white rose blooms from it. It twists as it pushes out, <span class="red">the thorns leaving streaks of blood behind on Gwylan's lips</span>. <<He>> quickly swivels <<his>> head to the left, now pursing the rose's stem sideways. <<He>> pushes <<his>> body against yours, pulling you into a deep kiss. <<gwylanKiss>><<gpain>><<pain 2>> <br> Blood is drawn up the stem. It turns the white petals scarlet. Red fumes flow from the top like blood in water, and fresh rose petals flutter down from the ceiling. Gwylan draws a cross on <<his>> right cheek with your mixed blood, <<if $worn.head.name is "naked">> <<headwear 40 "red">> tucking the rose into your hair before kissing you again. <<else>> tucking the rose into <<his>> hat before kissing you again. <</if>> <<arousal 100>><<garousal>> <<set $sexRitual.roseKiss to true>><<set $gwylanSeen.pushUnique("rose_kiss")>> <<else>> You feel a small pinch on your arm. You turn your head to see Gwylan holding a white rose, <span class="red">its thorns now dripping red</span>. Blood is drawn up the stem, turning the white petals scarlet. Red fumes flow from the top like blood in water, and Gwylan draws a cross on <<his>> right cheek with it. Fresh rose petals flutter down from the ceiling. <<gpain>><<pain 2>> <</if>> <</if>> <br><br> <<if $gwylanSeen.includes("rose_kiss")>> <<specialClothesUnlock "item" "rose">> <</if>> <<link [[Next|Gwylan Ritual Sex Select]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 2>><<drugs 2>> <<canvas-model-temporary-effect "petals">> <<if $player.penisExist>> /* Player has a penis */ <<if $sexRitual.roseKiss>> <<He>> separates after a few impassioned moments, leaving one more kiss on your neck before sitting upright to straddle you. <<else>> <<He>> straddles you and takes a deep breath. <</if>> <br><br> Your <<penis 2>> rubs against Gwylan's tummy, twitching in anticipation and leaving a shiny trail of precum on <<his>> tattoo. <<He>> takes it in <<if $player.penissize gte 3>>both hands<<else>>one hand<</if>> and begins working your shaft, lubricating it with the plentiful precum that continues to gently leak from the tip. <<if $sexRitual.hypnosis is "player">> <<hypnosisText "Continuing to act the part, you start to pant.">> <<else>> The stimulation is enough to make you <<= $sexRitual.bondage ? "moan" : "grip the quilts">>. <</if>> <<arousal 1000 "genitals">><<garousal>> <br><br> <<if $arousal gte $arousalmax>> <span class="lewd">Your back arches as you near your peak.</span> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<set _skipGlow to true>> Gwylan quickly notices and pauses. <<if $sexRitual.bondage>> <<He>> seems to make a decision and continues stroking you, quickening <<his>> pace. <<else>> <<His>> eyes lock back to yours, and <<he>> seems to make a decision. With a smile, <<he>> continues stroking you, now at a faster pace. <</if>> "It's okay, let it out," <<he>> says softly. <<gwylanRitualOrgasm "player" "pre">> <<if $sexRitual.bondage>> Your cum splatters onto Gwylan's belly, triggering a response in you both. <<gwylanRitualTattooVision>> "Oh, what a mess you've made," <<he>> says. <<He>> releases your still-erect <<penis 2>> and scoops up your semen. <<He>> pops a finger between <<his>> lips, <<his>> mouth making a wet sound as <<he>> sucks it clean. <<else>> Your cum paints a trail across Gwylan's <<bellyDescription "Gwylan">>, <span class="lewd"><<his>> tattoos glowing in response</span>. "Look at the mess you made." <<He>> releases your still-erect <<penis 2>> and scoops up your semen, bringing <<his>> hand to <<his>> mouth and licking it up. <</if>> "I hope you make more."<<npcincr Gwylan lust 1>><<glust>> <<else>> <<set $sexRitual.arousal += 1>> Gwylan quickly notices and changes <<his>> grip, simply holding the tip of your <<penis 1>>. "No no, not yet," <<he>> says softly. Your toes curl, but you're just barely able to resist the orgasm. Gwylan pets your head for a while, waiting for you to cool down. "Hold on a little longer for me, dear." <<arousal -1200>><<llarousal>> <</if>> <br><br> <</if>> <<else>> /* Player does not have a penis */ <<if $sexRitual.roseKiss>> <<He>> separates after a few impassioned moments, leaving one more kiss on your neck before moving between your legs. <<else>> Gwylan positions <<himself>> between your legs and takes a deep breath. <</if>> <br><br> <<He>> caresses your <<bellyDescription "pc">>, running individual fingers over sensitive spots before they find their way to your <<pussy 1>>. <<He>> effortlessly pushes a finger in, sending a shockwave of pleasure through your whole body. <<if $sexRitual.hypnosis is "player">> <<hypnosisText "Continuing to act the part, you start to pant.">> <<else>> The stimulation is enough to make you <<= $sexRitual.bondage ? "moan" : "grip the quilts">>. <</if>> <<arousal 1000 "genitals">><<garousal>> <br><br> <<if $arousal gte $arousalmax>> <span class="lewd">Your back arches as you near your peak.</span> <<if _gwylanStatus.includesAny("aroused", "lust")>> Gwylan quickly notices and pauses. <<if $sexRitual.bondage>> <<He>> seems to make a decision and continues fingering you, quickening <<his>> pace. <<else>> <<His>> eyes lock back to yours, and <<he>> seems to make a decision. With a smile, <<he>> continues fingering you, now at a faster pace. <</if>> "It's okay, let it out," <<he>> says softly. <<gwylanRitualOrgasm "player" "pre">> Your juices cover Gwylan's hand. <<if $sexRitual.bondage>> "Oh, what a mess you've made," <<he>> says. <<He>> pops a finger between <<his>> lips, <<his>> mouth making a wet sound as <<he>> sucks it clean. <<else>> "Look at the mess you made." <<He>> brings <<his>> hand to <<his>> mouth and licks it. <</if>> "I hope you make more." <<npcincr Gwylan lust 1>><<glust>> <<else>> <<set $sexRitual.arousal += 1>> Gwylan quickly notices and stops. "No no, not yet," <<he>> says softly. Your toes curl, but you're just barely able to resist the orgasm. Gwylan pets your head for a little while, waiting for you to cool down. "Hold on a little longer for me, dear." <<arousal -1200>><<larousal>> <</if>> <br><br> <</if>> <</if>> /* If player let Gwylan decide or just requested no penetration, get target. Choices and available actions are based on Gwylan getting the player off. */ <<if !$sexRitual.target or $sexRitual.target is "gwylanChoice">> <<if $sexRitual.virginityCanTake>> <<set $sexRitual.virginityProtected to true>> <</if>> <<if $player.penisExist>> <<if C.npc.Gwylan.lust lt 20 or $brownFoxWoundedTimer>> <<set $sexRitual.target to "oral">> <<elseif C.npc.Gwylan.vagina isnot "none">> <<set $sexRitual.target to "gwylanPenetration">> <<elseif $settings.analEnabled and !$sexRitual.virginityProtected>> <<set $sexRitual.target to "gwylanPenetration">> <<else>> <<set $sexRitual.target to "oral">> <</if>> <<else>> <<if C.npc.Gwylan.lust lt 20 or $brownFoxWoundedTimer>> <<set $sexRitual.target to "oral">> <<elseif (C.npc.Gwylan.penis isnot "none" or C.npc.Gwylan.strapons?.length) and !$sexRitual.virginityProtected>> <<set $sexRitual.target to "playerVaginal">> <<else>> <<set $sexRitual.target to "oral">> <</if>> <</if>> <</if>> <<switch $sexRitual.target>> <<case "oral">> <<set $sexRitual.position to "service">> <<if $player.penisExist>> Gwylan releases your <<penis 2>> and starts to slowly run <<his>> fingers around the tip. <<He>> alternates between servicing the shaft and head. <<Hes>> precisely counting the time between each switch under <<his>> breath. <br><br> <<link [[Next|Gwylan Ritual Sex Oral]]>><</link>> <br> <<else>> <<He>> gently fingers you, slowly working <<his>> way up to pushing a second finger in. After a few moments <<he>> withdraws <<his>> fingers, and begins to rub the entrance. <<He>> gives your clit the most attention. <<He>> alternates between rubbing and fingering, precisely counting the time between each switch under <<his>> breath. <br><br> <<link [[Next|Gwylan Ritual Sex Oral]]>><</link>> <br> <</if>> <<case "gwylanPenetration">> <<if $sexRitual.petplay and !$sexRitual.virginityProtected>> <<if C.npc.Gwylan.vagina isnot "none">> <<set $sexRitual.position to "gwylanDoggyVaginal">> <<else>> <<set $sexRitual.position to "gwylanDoggyAnal">> <</if>> /* Gwylan Doggy Vaginal / Anal */ <<if $sexRitual.bondage>> Gwylan holds your leash slack in one hand, seemingly in deep thought. <<He>> suddenly dismounts and <span class="lewd">gets on all fours beneath you.</span> <<He>> tugs your leash, and you blindly fumble to mount <<him>> from behind. <<if !_skipGlow>><<gwylanRitualTattooVision>><</if>> <<else>> Gwylan holds your leash in one hand, locking eyes with you. <<He>> seems to be in deep thought. <<He>> suddenly dismounts you and <span class="lewd">gets on all fours, facing away from you.</span> <<He>> looks back and tugs your leash. Instinct overtakes you, and you mount <<him>> from behind. <<if !_skipGlow>><span class="lewd"><<His>> tattoos begin to softly glow.</span><</if>> <</if>> <br><br> <<link [[Continue|Gwylan Ritual Sex Gwylan Doggy]]>><</link>> <br> <<else>> Gwylan lifts <<himself>>, and slowly guides your penis towards <<his>> <<if C.npc.Gwylan.vagina isnot "none">> <<set $sexRitual.position to "gwylanRidingVaginal">> pussy. <<if $sexRitual.virginityProtected>> <<set $sexRitual.position to "gwylanRidingThighs">> Your head brushes against <<his>> labia, but <span class="teal"><<he>> lets it slip between <<his>> thighs instead</span>. <</if>> <<else>> <<set $sexRitual.position to "gwylanRidingAnal">> bottom. <</if>> /* Gwylan Riding Vaginal / Anal */ <<if !_skipGlow>> <<if $sexRitual.bondage>> <<gwylanRitualTattooVision>> <<else>> <span class="lewd"><<His>> tattoos begin to softly glow.</span> <</if>> <</if>> <br><br> <<if $sexRitual.virginityProtected>> <<link [[Next|Gwylan Ritual Sex Gwylan Riding Nopen]]>><</link>> <<else>> <<link [[Next|Gwylan Ritual Sex Gwylan Riding]]>><</link>> <</if>> <br> <</if>> <<case "playerVaginal">> <<if $sexRitual.petplay>> <<set $sexRitual.position to "playerDoggyVaginal">> /* Player Doggy Vaginal */ <<if $sexRitual.bondage>> Gwylan holds your leash slack in one hand, seemingly in deep thought. <<He>> suddenly climbs off you and tugs your leash. <br><br> <b>"<span class="witch">Roll over.</span>"</b> <br><br> <span class="lewd">You roll over and prop yourself up on your knees and elbows, sticking your rear out at Gwylan.</span> <<if _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.foxTail or _tf.birdTail or _tf.demonTail>> You swish your tail invitingly. <</if>> <<He>> mounts you from behind. <<if !_skipGlow>><<gwylanRitualTattooVision>><</if>> <<else>> Gwylan holds your leash in one hand, locking eyes with you. <<He>> seems to be in deep thought. <<He>> suddenly climbs off of you and tugs your leash. <br><br> <b>"<span class="witch">Roll over.</span>"</b> <br><br> <span class="lewd">You roll over, getting on all fours and sticking your rear out at Gwylan.</span> <<if _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.foxTail or _tf.birdTail or _tf.demonTail>> You swish your tail as you look back at <<him>>. <</if>> <<He>> mounts you from behind. <<if !_skipGlow>><span class="lewd"><<His>> tattoos begin to softly glow.</span><</if>> <</if>> <br><br> <<link [[Continue|Gwylan Ritual Sex Player Doggy]]>><</link>> <br> <<else>> <<set $sexRitual.position to "playerMissionaryVaginal">> /* Player Missionary Vaginal */ <<He>> takes <<his>> <<print C.npc.Gwylan.penisdesc>> in <<his>> other hand, and guides it towards your <<pussy 2>>. <<if !_skipGlow>> <<if $sexRitual.bondage>> <<gwylanRitualTattooVision>> <<else>> <span class="lewd"><<His>> tattoos begin to softly glow with the familiar green light.</span> <</if>> <</if>> <br><br> <<link [[Next|Gwylan Ritual Sex Player Missionary]]>><</link>> <br> <</if>> <<case "playerAnal">> <<set $sexRitual.position to "playerDoggyAnal">> /* Player Doggy Anal */ <<if $sexRitual.bondage>> <<if $sexRitual.petplay>> Gwylan holds your leash slack in one hand, seemingly in deep thought. <</if>> <<He>> suddenly climbs off of you <<if $sexRitual.petplay>>and tugs your leash<</if>>. <br><br> <b>"<span class="witch">Roll over.</span>"</b> <br><br> <span class="lewd">You roll over and prop yourself up on your knees and elbows, sticking your rear out at Gwylan.</span> <<if _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.foxTail or _tf.birdTail or _tf.demonTail>> You swish your tail invitingly. <</if>> <<else>> <<if $sexRitual.petplay>> Gwylan holds your leash in one hand, locking eyes with you. <<He>> seems to be in deep thought. <</if>> <<He>> suddenly climbs off of you <<if $sexRitual.petplay>>and tugs your leash<</if>>. <br><br> <b>"<span class="witch">Roll over.</span>"</b> <br><br> <span class="lewd">You roll over, getting on all fours and sticking your rear out at Gwylan.</span> <<if $sexRitual.petplay>> <<if _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.foxTail or _tf.birdTail or _tf.demonTail>> You swish your tail as you look back at <<him>>. <</if>> <</if>> <</if>> <<He>> mounts you from behind. <<if !_skipGlow>> <<if $sexRitual.bondage>> <<gwylanRitualTattooVision>> <<else>> <span class="lewd"><<His>> tattoos begin to softly glow with the familiar green light.</span> <</if>> <</if>> <br><br> <<link [[Continue|Gwylan Ritual Sex Player Doggy]]>><</link>> <br> <<default>> <span class="red">ERROR: Invalid sex position target <<= $sexRitual.target>>. Redoing passage and re-selecting targets.</span> <br><br> <<set $sexRitual.target to "gwylanChoice">> <<link [[Next|Gwylan Ritual Sex Select]]>><</link>> <br> <</switch>> <<run delete $sexRitual.canPenetrate>> <<run delete $sexRitual.virginity>> <<run delete $sexRitual.virginityCanTake>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 2>><<drugs 2>> <<if _gwylanStatus.includesAny("aroused", "lust")>> Gwylan rubs <<his>> entrance, eagerly preparing it for your <<penis 2>>. <<else>> Gwylan rubs <<his>> entrance, preparing it for your <<penis 2>>. <</if>> "<i>You are the river. Pierce the earth.</i>"<br> <<switch $player.penissize>> <<case -2 -1 0 1>> <<He>> lowers <<himself>> down and your hips meet. Gwylan easily takes your whole <<penis 2>> in at once. <<case 2 3>> <<He>> lowers <<himself>> down, slowly taking all of you in. <<case 4>> <<bodyliquid "penis" "goo">> <<He>> lowers <<himself>> down, but fails to take you in, your <<penis>> sliding across <<his>> <<if $sexRitual.position is "gwylanRidingVaginal">><<bellyDescription "Gwylan">><<else>>skin<</if>>. <<if $sexRitual.bondage>> You startle as an unfamiliar fluid pours over your penis. Gwylan must have procured a bottle of lubricant. <<else>> A bottle appears in Gwylan's hand. You can't tell if <<he>> reached for it without you noticing, or if it simply appeared. <<He>> turns it over and lets its fluid cover your penis. <</if>> It's cool, but not uncomfortable. <<He>> spreads it up and down your length, before trying again. <br><br> Once again, your penis slips across <<his>> <<if $sexRitual.position is "gwylanRidingVaginal">>tummy<<else>>skin<</if>>. <<He>> takes another deep breath, leaning far <<if $sexRitual.position is "gwylanRidingVaginal">>forwards<<else>>backwards<</if>> this time. <<He>> guides the head in, and gently lowers <<himself>>, finally gaining purchase. <<He>> straightens up, and the rest of your penis slides into <<him>>. <<He>> winces and lets out a soft breath<<if !$sexRitual.bondage>>, <<his>> arms tucking up to <<his>> <<if C.npc.Gwylan.pronoun is "f">><<print $NPCList[0].breastsdesc>><<else>>chest<</if>> as <<his>> eyes widen<</if>>. <</switch>> <<if $sexRitual.position is "gwylanRidingVaginal">> <<gwylanRitualPenetrate "vagina" "penis">> <<else>> <<gwylanRitualPenetrate "anus" "penis">> <</if>> <br><br> <<switch $player.penissize>> <<case -2 -1 0 1>> <<He>> slowly grinds on you for a few moments, ensuring that you're comfortable. <<He>> places <<his>> hands on your chest as <<he>> starts to ride you. <<case 2 3>> <<He>> sits on top of you for a moment, shifting side to side and slowly grinding on you, ensuring that you're both comfortable. <<He>> places <<his>> hands on your chest as <<he>> starts to ride you. <<case 4>> <<He>> sits immobilised, trying to get used to your girth inside <<him>>. "I... knew I could take it," <<he>> says. <<He>> slowly caresses your chest, before firmly pushing against it for balance as <<he>> starts to ride you. <</switch>> <<if !$sexRitual.bondage and ["revealed", "visible"].includes(_gwylanTF.tail)>> <<if _gwylanTF.known>> You see Gwylan's tail swishing back and forth behind <<him>>, no longer hidden, and getting faster. <<elseif $sexRitual.buttplug>> <span class="lewd">You swear that you can see Gwylan's fake fox tail swishing back and forth behind <<him>>.</span> <<else>> <span class="lewd">You notice something swaying back and forth behind Gwylan. It looks like a tail. <<if _gwylanTF.tail is "visible">>You wonder how you didn't notice it before.<</if>></span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> <</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.speed to "fast">><<set $sexRitual.arousal += 3>> <<His>> pace is already rapid. <<Hes>> panting, taking your whole length with each movement. <<if !$sexRitual.bondage>> <<His>> eyes close, <span class="blue">cutting off part of the green glow and making you feel slightly more lucid</span>. <</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash gently. <</if>> <<sex 15 "genitals">><<ggarousal>> <<else>> <<set $sexRitual.speed to "slow">><<set $sexRitual.arousal += 1>> <<He>> starts off slow, only taking about half your length with each movement. <<if !$sexRitual.bondage>> <span class="purple"><<His>> eyes glow a little brighter, staying completely locked with yours.</span> <</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash gently. <</if>> <<sex 5 "genitals">><<garousal>> <</if>> <br><br> <<if $sexRitual.playerOrgasms gte 1>> "The connection is made, but hasn't been sealed. We need more." <br><br> <</if>> <<gwylanRitualOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 2>><<drugs 2>> <<He>> rubs your <<penis>> with <<his>> thighs. "<i>You are the shrooms. Release your spores.</i>" <br><br> <<switch $player.penissize>> <<case -2 -1 0 1>> <<He>> places <<his>> hands on your chest as <<he>> starts to grind on you. <<case 2 3>> <<He>> sits on top of you for a moment, shifting side to side and slowly grinding on you, ensuring that you're both comfortable. <<He>> places <<his>> hands on your chest as <<he>> starts to grind against your <<penis>>. <<case 4>> <<if $sexRitual.bondage>> <<He>> stills. Your fully-erect length pokes out between <<his>> thighs, and <<he>> reaches down to gingerly touch the head of your cock. <<else>> <<He>> looks down, seemingly intimidated by the size. <</if>> "At least I won't need to worry about it slipping in by accident." After a moment, <<he>> starts to grind against it. <</switch>> <<if !$sexRitual.bondage and ["revealed", "visible"].includes(_gwylanTF.tail)>> <<if _gwylanTF.known>> You see Gwylan's tail swishing back and forth behind <<him>>, no longer hidden, and getting faster. <<elseif $sexRitual.buttplug>> <span class="lewd">You swear that you can see Gwylan's fake fox tail swishing back and forth behind <<him>>.</span> <<else>> <span class="lewd">You notice something swaying back and forth behind Gwylan. It looks like a tail. <<if _gwylanTF.tail is "visible">>You wonder how you didn't notice it before.<</if>></span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> <</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.speed to "fast">><<set $sexRitual.arousal += 3>> <<His>> pace is already rapid. <<Hes>> panting, even though there's no penetration. <<if !$sexRitual.bondage>> <<His>> eyes close, <span class="blue">cutting off part of the green glow and making you feel slightly more lucid</span>. <</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash gently. <</if>> <<sex 15 "genitals">><<ggarousal>> <<else>> <<set $sexRitual.speed to "slow">><<set $sexRitual.arousal += 1>> <<if $sexRitual.bondage>> <<He>> starts off slow. <<Hes>> methodical and thorough, <<his>> attention fully fixed on you. <<else>> <<He>> starts off slow. <span class="purple"><<His>> eyes glow a little brighter, staying completely locked with yours.</span> <</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash gently. <</if>> <<sex 5 "genitals">><<garousal>> <</if>> <br><br> <<if $sexRitual.playerOrgasms gte 1>> "The connection is made, but hasn't been sealed. We need more." <br><br> <</if>> <<gwylanRitualOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 2>><<drugs 2>> "<i>You are the canopy. Shelter.</i>"<br> <<if C.npc.Gwylan.penissize gte 4>> <<bodyliquid "vagina" "goo">><<set _YEEEOWCH to true>> The head presses in, but the rest won't fit, and <<his>> <<npcPenis>> slips out and slides across your <<bellyDescription "pc">>. <<if $sexRitual.bondage>> <<He>> shifts above you. You startle as an unexpectedly slick finger rubs your entrance. Gwylan must have procured a bottle of lubricant. <<else>> <<He>> pauses. A bottle appears in Gwylan's hand. You can't tell if <<he>> reached for it without you noticing, or if it simply appeared. <<He>> turns it over and lets its fluid cover <<his>> <<npcPenis>>, and rubs some on your vagina as well. <</if>> It's cool, but not uncomfortable. <br><br> Once again, <<his>> <<npcPenis>> slips across your tummy. <<He>> eases two fingers into you, gently spreading you open, and tries once more. <<He>> finally gains purchase, and slowly lets the whole length glide in. <<else>> The head presses in easily, and <<he>> slowly penetrates you. <</if>> You let out another moan, the sensation amplified by whatever <<he>> had you drink. <<gwylanRitualPenetrate "penis" "vagina">> <br><br> <<if _YEEEOWCH>> <<He>> notices your continuing discomfort. <<if $sexRitual.bondage>> With one finger, <<he>> draws a new shape on your <<bellyDescription "pc">>, and the pain inside you quickly abates. <<pain -20>><<lpain>> <<else>> <<He>> raises <<his>> finger again, and draws a new shape on your <<bellyDescription "pc">>. It leaves a green trail behind, and as it fades into your skin, you feel the pain inside you quickly abating. <<pain -20>><<lpain>> <</if>> <br><br> <</if>> <<He>> stays motionless inside of you for a moment. "Are you okay? Does it<<if _YEEEOWCH>> still<</if>> hurt?" You weakly shake your head. <<He>> begins to thrust. <<if !$sexRitual.bondage and ["revealed", "visible"].includes(_gwylanTF.tail)>> <<if _gwylanTF.known>> You see Gwylan's tail swishing back and forth behind <<him>>, no longer hidden, and getting faster. <<elseif $sexRitual.buttplug>> <span class="lewd">You swear that you can see Gwylan's fake fox tail swishing back and forth behind <<him>>.</span> <<else>> <span class="lewd">You notice something swaying back and forth behind Gwylan. It looks like a tail. <<if _gwylanTF.tail is "visible">>You wonder how you didn't notice it before.<</if>></span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> <</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.speed to "fast">><<set $sexRitual.arousal += 3>> <<His>> pace is already rapid. <<Hes>> panting, thrusting in <<his>> whole length. <<if !$sexRitual.bondage>> <<His>> eyes close, <span class="blue">cutting off part of the green glow and making you feel slightly more lucid</span>. <</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash gently. <</if>> <<sex 15 "genitals">><<ggarousal>> <<else>> <<set $sexRitual.speed to "slow">><<set $sexRitual.arousal += 1>> <<He>> starts off slow, only inserting half of <<his>> <<npcPenis>> with each thrust. <<if !$sexRitual.bondage>> <span class="purple"><<His>> eyes glow a little brighter, staying completely locked with yours.</span> <</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash gently. <</if>> <<sex 5 "genitals">><<garousal>> <</if>> <br><br> <<if $sexRitual.playerOrgasms gte 1>> "The connection is made, but hasn't been sealed. We need more." <br><br> <</if>> <<gwylanRitualOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 2>><<drugs 2>> <<if ["revealed", "visible"].includes(_gwylanTF.tail)>> <<if $sexRitual.bondage>> <<if _gwylanTF.known>> You feel Gwylan's tail press against your chest. <<elseif $sexRitual.buttplug>> You feel something fluffy press against your chest. <span class="lewd">It must be Gwylan's fake tail, though it feels anything but fake as it swishes against your skin.</span> <<else>> <span class="lewd">You feel something fluffy press against your chest.</span> You ask Gwylan about it, but <<he>> doesn't answer. After a moment, it disappears. <</if>> <<else>> <<if _gwylanTF.known>> Gwylan's tail appears again. It gently sways back and forth, brushing against your chest as it raises for you. <<elseif $sexRitual.buttplug>> <span class="lewd">Gwylan's fake tail suddenly looks much less fake. You can't see it attached to anything but <<his>> tailbone. It gently sways from side to side, before lifting itself for you.</span> <<else>> You feel something fluffy against your chest. <span class="lewd">It looks like a fox tail, seemingly attached to Gwylan's tailbone.</span> <<if !$gwylanSeen.includes("gwylan_tail")>>You wonder how you didn't notice it before.<</if>> <</if>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> <</if>> <</if>> <<if $sexRitual.bondage>> Gwylan reaches back and takes your penis in <<his>> hand, guiding it towards <<his>> entrance. <<else>> <<if _gwylanStatus.includesAny("aroused", "lust")>> Gwylan rubs <<his>> entrance, eagerly preparing it for your <<penis 2>>. <<else>> Gwylan rubs <<his>> entrance, preparing it for your <<penis 2>>. <</if>> You wrap your arms around <<him>>. <</if>> <br><br> <<if $sexRitual.position is "gwylanDoggyVaginal" and _gwylanStatus.includes("heat") and $settings.pregnancySpeechEnabled>> "<i>You are the river. P-pierce... pierce the...</i>"<br> <<He>> suddenly yanks your leash hard.<br> <b>"<span class="witch">Breed me.</span>"</b> <br><br> <<else>> "<i>You are the river. Pierce the earth.</i>"<br> <<He>> pulls your leash. <</if>> <<switch $player.penissize>> <<case -2 -1 0 1>> You move forward with it as Gwylan pushes back, and <<he>> easily takes your whole <<penis 2>> in at once. <<case 2 3>> You move forward with it as Gwylan pushes back, slowly inserting your <<penis>> into <<him>>. <<case 4>> You move forward with it as Gwylan pushes back, slowly inserting the head of your <<penis>> into <<him>>. You fail to fully penetrate, your <<penis>> sliding across <<his>> <<if $sexRitual.position is "gwylanRidingVaginal">><<bellyDescription "Gwylan">><<else>>ass<</if>>. Gwylan tugs your leash again, prompting you to retry. <<He>> pushes back even harder, and this time, you manage to slip into <<him>> all the way. <<He>> winces and lets out a soft grunt. <</switch>> <<if $sexRitual.position is "gwylanDoggyVaginal">> <<gwylanRitualPenetrate "vagina" "penis">> <<else>> <<gwylanRitualPenetrate "anus" "penis">> <</if>> <br><br> <<switch $player.penissize>> <<case -2 -1 0 1>> <<He>> continues pushing back against you. <<case 2 3>> <<He>> continues pushing back against you. <<case 4>> <<He>> braces <<his>> elbows on the floor, trying to get used to your girth inside of <<him>>. After a moment, <<he>> continues pushing back against you. <</switch>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.speed to "fast">><<set $sexRitual.arousal += 3>> <<Hes>> panting, taking your whole length with each thrust. <<He>> pulls on your leash to pull you towards <<him>> in time with <<his>> movements. <<sex 15 "genitals">><<ggarousal>> <<else>> <<set $sexRitual.speed to "slow">><<set $sexRitual.arousal += 1>> <<He>> starts off slow, only taking about half your length with each thrust. <<if !$sexRitual.bondage>>The green glow gets a little brighter.<</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash to pull you towards <<him>> in time with <<his>> movements. <</if>> <<sex 5 "genitals">><<garousal>> <</if>> <br><br> <<if $sexRitual.playerOrgasms gte 1>> "The connection is made, but hasn't been sealed. We need more." <br><br> <</if>> <<gwylanRitualOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 2>><<drugs 2>> <<He>> wraps one hand around your waist, and presses the head of <<his>> <<npcPenis>> into you. "<i>You are the canopy. Shelter.</i>"<br> <<He>> tugs your leash, pulling you back. <<if C.npc.Gwylan.penissize gte 4>> <<if $sexRitual.target is "playerVaginal">> <<bodyliquid "vagina" "goo">> <<else>> <<bodyliquid "anus" "goo">> <</if>> <<set _YEEEOWCH to true>> <<His>> <<npcPenis>> fails to penetrate and slides across your butt. <<if $sexRitual.bondage>> <<He>> shifts behind you. You startle as an unexpectedly slick finger rubs your entrance. Gwylan must have procured a bottle of lubricant. <<else>> <<He>> pauses. A bottle appears in Gwylan's hand. You can't tell if <<he>> reached for it without you noticing, or if it simply appeared. <<He>> turns it over and lets its fluid cover <<his>> <<npcPenis>>, and rubs some on your entrance as well. <</if>> It's cool, but not uncomfortable. <br><br> Once again, <<his>> <<npcPenis>> slips across your ass. <<He>> eases two fingers into you, gently spreading you open, and tries once more. <<He>> finally gains purchase, and slowly lets the whole length glide in. <<else>> <<He>> slowly penetrates you. <</if>> You let out another moan, the sensation amplified by whatever <<he>> had you drink. <<if $sexRitual.target is "playerVaginal">> <<gwylanRitualPenetrate "penis" "vagina">> <<else>> <<gwylanRitualPenetrate "penis" "anus">> <</if>> <br><br> <<if _YEEEOWCH>> <<He>> notices your continuing discomfort. <<if $sexRitual.bondage>> With one finger, <<he>> draws a new shape on your back, and the pain inside you quickly abates. <<pain -20>><<lpain>> <<else>> <<He>> raises <<his>> finger again, and draws a new shape on your back. It leaves a green trail behind, and as it fades into your skin, you feel the pain inside you quickly abating. <<pain -20>><<lpain>> <</if>> <br><br> <</if>> <<He>> stays motionless inside of you for a moment. "Are you okay? Does it<<if _YEEEOWCH>> still<</if>> hurt?" You weakly shake your head, and <<he>> begins to thrust. <<if _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.speed to "fast">><<set $sexRitual.arousal += 3>> <<His>> pace is already rapid. <<Hes>> panting, thrusting in <<his>> whole length. <<if $sexRitual.petplay>> <<He>> pulls on your leash to pull you back in time with <<his>> thrusts. <</if>> <<sex 15 "genitals">><<ggarousal>> <<else>> <<set $sexRitual.speed to "slow">><<set $sexRitual.arousal += 1>> <<He>> starts off slow, only inserting half of <<his>> <<npcPenis>> with each thrust. <<if !$sexRitual.bondage>>The green glow gets a little brighter.<</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash to pull you back in time with <<his>> thrusts. <</if>> <<sex 5 "genitals">><<garousal>> <</if>> <br><br> <<if $sexRitual.playerOrgasms gte 1>> "The connection is made, but hasn't been sealed. We need more." <br><br> <</if>> <<gwylanRitualOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>><<hallucinogen 2>><<drugs 2>> <<set $sexRitual.speed to "slow">> <<if $player.penisExist>> <<He>> dismounts you and moves <<his>> head to your <<penis>>. <<He>> slows down <<his>> stroking, and licks up your shaft. <<if $sexRitual.bondage>> <<His>> breath is <<= _gwylanStatus.includesAny("aroused", "lust") ? "hot and heavy" : "warm">>hot against your cock. <<else>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<His>> eyes resemble that of a hungry predator, completely locked with your own. <<else>> <<His>> eyes remain locked with yours. <</if>> <</if>> <<arousal 600 "genitals">><<garousal>> <br><br> <<if $arousal gte $arousalmax>> <<gwylanRitualOrgasm "player" "pre">> <<if $sexRitual.bondage>> Your cum splatters onto Gwylan's face. <<else>> Gwylan only briefly closes one eye as your cum leaves a streak on <<his>> face. <</if>> <<if _gwylanStatus.includes("dom")>> "Aww, someone was pent up," <<he>> says with a sultry tone. <</if>> <<if $sexRitual.bondage>> "I'll just clean this up," Gwylan says. <<He>> makes an exaggerated sound as <<he>> licks <<his>> fingers clean. <<else>> <<He>> collects the cum on <<his>> fingers and licks it up before continuing. <</if>> <</if>> <<if !$sexRitual.bondage and ["revealed", "visible"].includes(_gwylanTF.tail)>> <<if _gwylanTF.known>> You see Gwylan's tail swishing back and forth behind <<him>>, no longer hidden. <<elseif $sexRitual.buttplug>> <span class="lewd">You swear that you can see Gwylan's fake fox tail swishing back and forth behind <<him>>.</span> <<else>> <span class="lewd">You notice something swaying back and forth behind Gwylan. It looks like a fox tail. <<if !$gwylanSeen.includes("gwylan_tail")>>You wonder how you didn't notice it before.<</if>></span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> <</if>> <<if $sexRitual.virginityProtected and $player.virginity.penile is true and $virginitytest is 1 or !_gwylanStatus.includes("aroused", "lust")>> <<set $penisuse to "othermouth">><<set $NPCList[0].mouth to "penis">> <<He>> raises <<his>> head up further, placing <<his>> lips on the head of your <<penis>>. <<if $sexRitual.virginityProtected and $player.virginity.penile is true and $virginitytest is 1>> You think <<hes>> about to take it all in, but <<he>> shows restraint, <span class="green">not wanting to take your virginity</span>. <</if>> <<He>> simply kisses the tip, sending shockwaves of pleasure all the way down into your pelvis. <<arousal 800 "genitals">><<garousal>> <br><br> <<His>> tongue just barely caresses the head, moving in gentle patterns. <<He>> slowly starts to stroke you again. <<arousal 1000 "genitals">><<garousal>> <<if $arousal gte $arousalmax>> <br><br> <<gwylanRitualOrgasm "player" "pre">> <<if $sexRitual.bondage>> Gwylan gets every last drop of your cum. <<if _gwylanStatus.includes("heat")>> <<He>> lets out a refreshed sigh as <<he>> gulps it down. <<else>> <<He>> swallows audibly. <</if>> <<else>> Gwylan gets every last drop of your cum in <<his>> mouth, <<his>> eyes still never leaving yours. <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> crawls halfway back up, <<his>> mouth still open to show you your own semen inside. <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.known>> <<He>> licks <<his>> fangs and sticks <<his>> tongue out. <<else>> <span class="lewd"><<His>> canine teeth are more like the fangs of a beast<<if $transformationParts.traits.fangs isnot "disabled">>, similar to your own<</if>>.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <</if>> <<He>> closes it and swallows, then opens it again to show you that it's empty. <<arousal 200>><<garousal>> <br> <<else>> <<He>> closes <<his>> mouth and swallows. <</if>> <</if>> <</if>> <<else>> <<He>> raises <<his>> head up, planting a kiss on the head of your <<penis>>. It sends a jolt of pleasure all the way down to your pelvis. <<if _gwylanStatus.includesAny("heat")>> <<arousal 1600 "genitals">> <<He>> opens <<his>> mouth and takes you in hungrily, continuing to stroke you at the same time. <<He>> stops to gently nibble on it every few strokes, making you shiver. <<else>> <<arousal 800 "genitals">> <<He>> only takes the head in at first, letting <<his>> tongue circle it, before starting to work <<his>> way down. <</if>> <<if $player.penissize gte 4>> <<Hes>> only taking about half of it, but <<he>> eases down further and further each time. <<He>> doesn't gag, though. <</if>> <<gwylanRitualPenetrate "mouth" "penis">> <<if $arousal gte $arousalmax>> <br><br> <<gwylanRitualOrgasm "player" "pre">> <<if $player.penissize gte 4>> Gwylan forces <<himself>> to take your whole length and hold it as you climax. <<if $sexRitual.bondage>> When your spasms subside, <<if _gwylanStatus.includes("heat")>> <<he>> slowly releases your <<penis>> from <<his>> mouth, a thin line of saliva still connecting you together. "All gone," <<he>> tells you, voice husky with desire. You can hear <<his>> ragged panting. <<else>> <<he>> releases your <<penis>> from <<his>> mouth. You're just barely able to hear the breath <<he>> finally takes. A thin line of saliva connects your penis to <<his>> mouth. <</if>> <<else>> <<He>> closes <<his>> eyes until your spasms subside. <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> slowly releases your <<penis>> from <<his>> mouth, a thin line of saliva still connecting you together. <<He>> takes a deep breath and keeps <<his>> tongue out, showing you that your semen went right down <<his>> throat. <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.known>> <<He>> licks <<his>> fangs. <<else>> <span class="lewd"><<His>> canine teeth are more like the fangs of a beast<<if $transformationParts.traits.fangs isnot "disabled">>, similar to your own<</if>>.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <</if>> <<arousal 200>><<garousal>> <<else>> <<He>> releases your <<penis>> from <<his>> mouth, and you're just barely able to hear the breath <<he>> finally takes. A thin line of saliva connects your penis to <<his>> mouth, and your semen is already gone. <</if>> <</if>> <<else>> Gwylan briefly pauses as <<he>> feels your warm semen on <<his>> tongue. <<if $sexRitual.bondage>> <<if _gwylanStatus.includes("heat")>> <<He>> gulps it down with an audible moan of pleasure. <<else>> <<He>> swallows audibly. <</if>> <<else>> <<He>> slowly pulls <<his>> head up <<if _gwylanStatus.includesAny("aroused", "lust")>> and starts to crawl back up towards you, <<his>> mouth open to show you your semen inside. <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.known>> <<He>> licks <<his>> fangs and sticks <<his>> tongue out briefly. <<else>> <span class="lewd"><<His>> canine teeth are more like the fangs of a beast<<if $transformationParts.traits.fangs isnot "disabled">>, similar to your own<</if>>.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <</if>> <<He>> closes it and swallows, then opens it again to show you that it's empty. <<arousal 200>><<garousal>> <<else>> and swallows. <</if>> <</if>> <</if>> <</if>> <</if>> <<else>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> Gwylan moves <<his>> head to your <<pussy>>, removing <<his>> fingers from it. <<He>> gives you a single lick up to your clit. <<if !$sexRitual.bondage>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<His>> eyes resemble that of a hungry predator, completely locked with your own. <<else>> <<His>> eyes remain locked with yours. <</if>> <</if>> <<arousal 500 "genitals">><<garousal>> <br><br> <<if $arousal gte $arousalmax>> <<gwylanRitualOrgasm "player" "pre">> Gwylan only briefly <<= $sexRitual.bondage ? "pauses" : "closes one eye">> as you spasm. <<if _gwylanStatus.includes("dom")>> "Aww, someone was pent up," <<he>> says with a sultry tone. <</if>> <<if $sexRitual.bondage>> "I'll just clean this off," <<he>> says. <<He>> makes exaggerated noises as <<he>> licks your lewd fluids from <<his>> fingers. <<else>> <<He>> licks <<his>> fingers and your lewd fluids before continuing. <</if>> <</if>> <<if !$sexRitual.bondage and ["revealed", "visible"].includes(_gwylanTF.tail)>> <<if _gwylanTF.known>> You see Gwylan's tail swishing back and forth behind <<him>>, no longer hidden. <<elseif $sexRitual.buttplug>> <span class="lewd">You swear that you can see Gwylan's fake fox tail swishing back and forth behind <<him>>.</span> <<else>> <span class="lewd">You notice something swaying back and forth behind Gwylan. It looks like a fox tail. <<if !$gwylanSeen.includes("gwylan_tail")>>You wonder how you didn't notice it before.<</if>></span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> <</if>> <<He>> plants a kiss on your clit. It sends a jolt of pleasure all the way up your pelvis. <<if _gwylanStatus.includesAny("aroused", "lust")>> <<arousal 1000 "genitals">> <<He>> sticks <<his>> tongue in and starts to lick the inside of your pussy, hitting all the right spots. <<else>> <<arousal 800 "genitals">> <<He>> slowly sticks <<his>> tongue in and starts to lick the inside. <<He>> is slow, but methodical. <</if>> <<if $arousal gte $arousalmax>> <<gwylanRitualOrgasm "player" "pre">> <<if $sexRitual.bondage>> Gwylan gets every last drop of your lewd fluids. <<if _gwylanStatus.includes("heat")>> <<He>> moans as <<he>> drinks it down. <<else>> <<He>> swallows audibly. <</if>> <<else>> Gwylan gets every last drop of your lewd fluids in <<his>> mouth, <<his>> eyes still never leaving yours. <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> crawls halfway back up, <<his>> mouth still open. <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.known>> <<He>> licks <<his>> fangs and sticks <<his>> tongue out briefly. <<else>> <span class="lewd"><<His>> canine teeth are more like the fangs of a beast<<if $transformationParts.traits.fangs isnot "disabled">>, similar to your own<</if>>.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <</if>> <<He>> closes it and swallows, then opens it again to show you that it's empty. <<arousal 200>><<garousal>> <<else>> <<He>> closes <<his>> mouth and swallows. <</if>> <</if>> <</if>> <</if>> <br><br> <<if $sexRitual.virginityProtected and _gwylanStatus.includesAny("aroused", "lust")>> <<He>> stops for a moment. "You should know that this is driving me mad," <<he>> says, <<= $sexRitual.bondage ? "playfully teasing you" : "giving you a playful smile">>. "I want to take you. Badly." <<if $sexRitual.bondage>> The three foxlike eyes flash in your vision, betraying an all-too-human frustration and lust. Still, Gwylan resumes <<his>> service. <<else>> <<His>> gaze betrays frustration and lust, but <<he>> resumes <<his>> service. <</if>> <<elseif $sexRitual.playerOrgasms gte 1>> "The connection is made, but hasn't been sealed. We need more." <<He>> doesn't seem satisfied yet, and continues <<his>> service. <<elseif $sexRitual.bondage>> <<He>> continues <<his>> service. <<His>> renewed tenacity makes you think that <<hes>> surprised you've held out for this long. <<else>> <<He>> continues <<his>> service, looking surprised that you've held out this long. <</if>> <<if $sexRitual.petplay>> <<He>> pulls on your leash gently, forcing you to keep <<= $sexRitual.bondage ? "up" : "eye contact">> with <<him>>. <</if>> <br><br> <<gwylanRitualOptions>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<gwylanRitualEffects>> <<canvas-model-temporary-effect "petals">> <<set _gwylanOrgasmLimit to _gwylanStatus.includes("heat") ? 8 : 6>> /* End conditions */ <<if $orgasmcount gte 24 or $sexRitual.playerOrgasmsFailed gte 3 or $sexRitual.timerToforceEnd lte 0>> <<set $sexRitual.end to "spent">> <<elseif $sexRitual.playerOrgasms gte $sexRitual.orgasmTarget>> <<set $sexRitual.end to "normal">> <<elseif $sexRitual.gwylanOrgasms gte _gwylanOrgasmLimit and !$sexRitual.tentacleEvent>> <<set $sexRitual.end to "Gwylan">> <</if>> <<if $sexRitual.end>> <<if $sexRitual.bondage>> <<unbind>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<canvas-model-override "clear">> <<if $sexRitual.tentacles gte 7 and $sexRitual.connectionBroken>> <<if $sexRitual.bondage>> Something is wrong. Behind your blindfold, the three glowing green eyes flicker. The outlines wobble and separate into squirming tendrils of green light. Where Gwylan's body presses against yours, you can feel something writhe under <<his>> skin. <br><br> The indecipherable tangle of lines quivers before you. It stretches and briefly solidifies into the three eyes once more. <<if $sexRitual.hypnosis is "Gwylan">> The outlines sharpen with the slightest bit of lucidity, before the glowing green light fades entirely. <<else>> The outlines blur together, unable to maintain their shape, then the glowing green light fades entirely. <</if>> Gwylan uses the last of <<his>> strength to remove your blindfold, <<his>> hands trembling. You blink as your vision returns to you. The soft lights that fill the garden feel harsh after so long in the darkness. When you make eye contact with Gwylan, they're vacant and unfocused. <br><br> The vines binding your arms and limbs fall to the ground. <<else>> <<His>> eyes remain vacant as something writhes under <<his>> skin. <br><br> They briefly focus on you, their light snuffed. <<if $sexRitual.hypnosis is "Gwylan">> The slightest bit of lucidity returns to them for a moment. <</if>> <<He>> uses the last of <<his>> strength to withdraw. <</if>> "St-stay... in the circle... I'm... sorry..." <br><br> <span class="red">Multiple tentacles emerge from <<him>>.</span> "I... need you, dear." <br><br> <<gwylanRitualPenetrate "withdraw">> <<link [[Next|Gwylan Ritual Abomination]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $sexRitual.tentacles gte 1>> <<set $gwylanSeen.pushUnique("exorcism")>> <<if $sexRitual.bondage>> <span class="red">Gwylan spasms, and <<his>> body goes limp against you.</span> The vines binding your arms and legs slacken and fall to the ground. <<if $sexRitual.hypnosis is "player">> At the same moment, you feel your lucidity return to you. <</if>> <br><br> <<if $sexRitual.hypnosis is "Gwylan">> <<He>> jolts. <<His>> fingers scrabble at your blindfold, clawing it off of you. <<else>> <<He>> reaches for your blindfold and removes it, <<his>> fingers trembling. <</if>> You blink as your vision returns to you. The soft lights that fill the garden feel harsh after so long in the darkness. <<else>> <span class="red">Gwylan spasms, <<his>> arms going limp.</span> <<if $sexRitual.hypnosis is "player">> At the same moment, you feel your lucidity return to you. <</if>> <</if>> <br><br> <<if $sexRitual.hypnosis is "Gwylan">> <<He>> suddenly moves away from you, and gets on all fours. <<He>> whines, as if in pain, before <<he>> starts to make a gagging motion. It looks like <<hes>> trying to expel a hairball. <br><br> With an agonising push, <span class="red">a tentacle erupts from <<his>> mouth. Followed by another. And another.</span> <<else>> <<His>> head suddenly goes limp, but the writhing under <<his>> skin continues. "Hold on to me. Whatever happens, keep me in the circle. Don't let go of me. Please." <<His>> mouth stays open after the last word. <<His>> whole body seizes, <<his>> eyes going wide as the last bit of light leaves them. <br><br> <span class="red"><<His>> head jerks back as a tentacle erupts from <<his>> mouth. Followed by another. And another.</span> <</if>> <br><br> <<loveicon "hug">><<link [[Hold on to Gwylan|Gwylan Ritual Sex Exorcism]]>><</link>> <br> <<if $angel gte 4 and $angelBanish gte 1>> <<skinicon "banish">><<link [[Banish|Gwylan Ritual Sex Exorcism Banish]]>><<angelBanishAction>><</link>><<angelBanishNote>><<gwylanPurgeEffect>> <br> <<elseif $fallenangel gte 2>> <<tficon "fallenangel">><<link [[Expunge|Gwylan Ritual Sex Exorcism Expunge]]>><<purity -50>><</link>><<lllpurity>><<oralvirginitywarning>><<gwylanPurgeEffect>> <br> <</if>> <<if $sexRitual.forced>> <<ind>><<link [[Move away from Gwylan|Gwylan Ritual Sex Exorcism]]>><<set $phase to "move">><</link>><<gwylanWillpowerDifficulty>> <br> <</if>> <<else>> <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.end is "spent">> Lucidity suddenly returns to <<him>>. <<if $sexRitual.bondage>> "Ah," <<he>> says, sounding sheepish. "Unforeseen." <<He>> removes your blindfold, and you blink as your vision returns to you. The soft lights that fill the garden feel harsh after so long in the darkness. <br><br> When your vision adjusts, your eyes land on Gwylan's face. <<Hes>> blushing fiercely. <<else>> <<He>> blinks, and looks around. <br><br> "Ah. Unforeseen." <<He>> blushes fiercely. <</if>> "It seems everything still went well, although you look spent, dear. Was... was it really that much better like this?" <<elseif $sexRitual.end is "Gwylan">> <<if $sexRitual.bondage>> <<He>> collapses back and pants. With one final bark, lucidity suddenly returns to <<him>>. <br><br> "Ah... oh dear." <<He>> sounds sheepish. <<He>> removes your blindfold, and you blink as your vision returns to you. The soft lights that fill the garden feel harsh after so long in the darkness. <br><br> When your vision adjusts, your eyes land on Gwylan's face. <<Hes>> blushing fiercely. <<else>> <<He>> collapses back and pants, an arm over <<his>> face. With one final bark, lucidity suddenly returns to <<him>>. <<He>> blinks, and looks around. <br><br> "Ah... oh dear." <<He>> blushes fiercely. <</if>> "It seems everything still went well, although... I'm quite spent." <<else>> Lucidity suddenly returns to <<him>>. <<if $sexRitual.bondage>> "Ah," <<he>> says, sounding sheepish. "Unforeseen." <<He>> removes your blindfold, and you blink as your vision returns to you. The soft lights that fill the garden feel harsh after so long in the darkness. <br><br> When your vision adjusts, your eyes land on Gwylan's face. <<Hes>> blushing fiercely. <<else>> <<He>> blinks, and looks around. <br><br> "Ah. Unforeseen." <<He>> blushes fiercely. <</if>> "It seems everything still went well." <</if>> <<He>> snaps <<his>> fingers, and the vines binding your arms and limbs fall to the ground. <<elseif $sexRitual.end is "askStop">> <<if $sexRitual.bondage>> <<He>> grabs something, and spreads a small amount of what feels like sand onto your lips. <<He>> removes your blindfold, and you feel all of your senses returning. You blink. The soft lights that fill the garden feel harsh after so long in the darkness. <<arousal -1000>><<npcincr Gwylan lust -2>><<larousal>><<llust>> <br><br> Gwylan snaps <<his>> fingers, and the vines binding your arms and legs release. <<else>> <<He>> grabs the jar of blue sand, and spreads a small amount of it onto your lips. You feel your senses returning. <<arousal -1000>><<npcincr Gwylan lust -2>><<larousal>><<llust>> <br><br> <</if>> <<He>> looks you over. "Is everything alright, dear? Too much?" <<He>> smiles warmly. "It takes some getting used to. Don't worry, you did well. We can try again next week." <<elseif $sexRitual.end is "spent">> <<He>> huffs in annoyance. "It looks like that's all we're getting out of you today. I don't want to start hurting you by pushing you too hard." <<if $sexRitual.bondage>> <<He>> grabs something, and spreads a small amount of what feels like sand onto your lips. <<He>> removes your blindfold, and you feel all of your senses returning. You blink. The soft lights that fill the garden feel harsh after so long in the darkness. <<arousal -1000>><<npcincr Gwylan lust -2>><<larousal>><<llust>> <br><br> Gwylan snaps <<his>> fingers, and the vines binding your arms and legs release. <<else>> <<He>> grabs the jar of blue sand, and spreads a small amount of it onto your lips. You feel your senses returning. <<arousal -1000>><<npcincr Gwylan lust 1>><<larousal>><<glust>> <br><br> <</if>> <<elseif $sexRitual.end is "Gwylan">> <<He>> pants in exhaustion, but laughs. "I'm impressed. You actually made me hit my limit."<<npcincr Gwylan dom 1>><<gyearning>> <br><br> <<if $sexRitual.bondage>> <<He>> grabs something, and spreads a small amount of what feels like sand onto your lips. <<He>> removes your blindfold, and you feel all of your senses returning. You blink. The soft lights that fill the garden feel harsh after so long in the darkness. <<arousal -1000>><<npcincr Gwylan lust -2>><<larousal>><<llust>> <br><br> Gwylan snaps <<his>> fingers, and the vines binding your arms and legs release. <<else>> <<He>> grabs the jar of blue sand, and spreads a small amount of it onto your lips. You feel your senses returning. <<arousal -1000>><<npcincr Gwylan lust 1>><<larousal>><<glust>> <br><br> <</if>> <<else>> <<He>> hums in satisfaction at your final orgasm. "That's plenty. Good work." <<if $sexRitual.bondage>> <<He>> grabs something, and spreads a small amount of what feels like sand onto your lips. <<He>> removes your blindfold, and you feel all of your senses returning. You blink. The soft lights that fill the garden feel harsh after so long in the darkness. <<arousal -1000>><<npcincr Gwylan lust -2>><<larousal>><<llust>> <br><br> Gwylan snaps <<his>> fingers, and the vines binding your arms and legs release. <<else>> <<He>> grabs the jar of blue sand, and spreads a small amount of it onto your lips. You feel your senses returning. <<arousal -1000>><<npcincr Gwylan lust 1>><<larousal>><<glust>> <br><br> <</if>> <</if>> <br><br> <<link [[Rest|Gwylan Ritual Sex End]]>><</link>> <br> <<if $sexRitual.forced>> <<link [[Run|Gwylan Ritual Sex End]]>><<set $phase to "resent">><</link>><<gwylanWillpowerDifficulty>> <br> <</if>> <</if>> <<else>> <<gwylanRitualActions>> <<gwylanRitualOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<canvas-model-temporary-effect "petals">> <<set $sexRitual.arousal -= 5>> <<if $sexRitual.position is "playerMissionaryVaginal">> <<if $sexRitual.bondage>> You twist your body from side to side, trying to topple Gwylan. <<else>> You lock your legs around Gwylan and twist your body, trying to topple <<him>>. <</if>> <<elseif $sexRitual.position is "playerDoggyVaginal" or $sexRitual.position is "playerDoggyAnal">> You try to push your whole body weight back to topple Gwylan, now leaning back into <<his>> chest. <<elseif ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> You try to take advantage of Gwylan's position under you, and push down on <<him>> to pin <<him>> to the ground. <<elseif $sexRitual.position is "service">> <<if $sexRitual.bondage>> You try to loop your bound wrists over Gwylan's head and pull <<him>> closer. <<else>> You buck your hips and try to sit up, grabbing Gwylan's head. <</if>> <<elseif $sexRitual.bondage>> You try to shift your body weight in order to get on top of Gwylan. <<else>> You grab Gwylan by the waist and push, trying to shift your body weight to get on top. <</if>> <br><br> <<if $sexRitual.hypnosis isnot "Gwylan">> <<if $sexRitual.bondage>> In your darkened field of vision, you see the outlines of three eyes. They widen, glowing with a newfound intensity. Gwylan gasps. <<else>> <<His>> eyes<<if _gwylanStatus.includesAny("aroused", "lust") and $sexRitual.position isnot "service">> snap back open.<<else>> widen.<</if>> <</if>> <<if $sexRitual.petplay>> <<if $sexRitual.position is "playerMissionaryVaginal">> <span class="red"><<He>> yanks your leash,</span> and presses <<his>> other hand down on your chest. <<elseif $sexRitual.position is "playerDoggyVaginal" or $sexRitual.position is "playerDoggyAnal">> <span class="red"><<He>> yanks your leash,</span> and uses <<his>> other hand to turn your chin, forcing you to look at <<him>><<if $sexRitual.bondage>> despite your blindfold<</if>>. <<elseif ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> <<He>><<if !$sexRitual.bondage>> glares back at you and<</if>> pushes back hard, <span class="red">tightening your leash</span>. <<elseif $sexRitual.position is "service">> <span class="red"><<He>> yanks your leash,</span> and pushes <<his>> other hand against your stomach. <<else>> <span class="red"><<He>> yanks your leash,</span> and slams <<his>> hips down on you. <</if>> <<else>> <<if $sexRitual.position is "playerMissionaryVaginal">> <<He>> holds you down by the <<= $sexRitual.bondage ? "shoulders" : "arms">>. <<elseif $sexRitual.position is "playerDoggyVaginal" or $sexRitual.position is "playerDoggyAnal">> <<He>> grabs your chin and forces you to look at <<him>><<if $sexRitual.bondage>>, despite your blindfold<</if>>. <<elseif ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> <<He>><<if !$sexRitual.bondage>> glares back at you and <</if>>pushes back hard. <<elseif $sexRitual.position is "service">> <<He>> pushes against your stomach with both hands. <<else>> <<He>> slams <<his>> hips down on you, and pins you down by the <<= $sexRitual.bondage ? "shoulders" : "arms">>. <</if>> <</if>> <<if $sexRitual.bondage>> The trio of eyes glares at you. Their gaze makes you feel lightheaded. <<else>> <<His>> gaze makes you feel lightheaded. <</if>> <br><br> <b>"<span class="witch">Down.</span>"</b> <br><br> <<if $physiqueSuccess and $willpowerSuccess>> <<set $sexRitual.onTop to true>><<set $sexRitual.action to "top">><<set $sexRitual.position to "top">><<set $sexRitual.topTimer to 0>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>><<set $sexRitual.willContest to "none">> <<= $sexRitual.bondage ? "You" : "Your arms">> tremble, <span class="green">but you shrug off the demand.</span> You ram through the mental wall compelling you to submit, and knock over the mousy-haired <<personsimple>> standing behind it. <br><br> Gwylan is on <<his>> back, and you're on top of <<him>>. <<if !$sexRitual.bondage>> <<if ["revealed", "visible"].includes(_gwylanTF.ears)>> <<if _gwylanTF.known>> <<His>> hat lies on the floor above <<him>>, leaving <<his>> fox ears exposed. <<else>> <<His>> hat lies on the floor above <<him>>, <span class="lewd">but there's still a pair of fox ears on <<his>> head.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_ears")>> <<else>> <<His>> hat lies on the floor above <<him>>. <</if>> <</if>> <<set $sexRitual.hatOff to true>> <<if $sexRitual.bondage>> The lines that make up the three-eyed vision begin to wobble and blur, pulsing bright red. <<if _gwylanStatus.includes("heat")>> However, they soon stabilise, and their red colour fades to a soft pink. "What are you waiting for?" Gwylan prompts, a hint of smugness to <<his>> voice. <<elseif _gwylanStatus.includesAny("dom", "lust")>> However, they soon stabilise, and their red colour shifts to a cautious yellow. "You'll be good for me, won't you?" Gwylan says. <<else>> They grow even shakier as Gwylan's voice rings out. "W-wait! Down! I said down!" <</if>> <<else>> <<His>> eyes are full of shock and the slightest hint of fear. <<if _gwylanStatus.includes("heat")>> However, <<he>> quickly switches to an eager smile with a hint of smugness as <<he>> <<if $sexRitual.petplay>> tugs your leash again, pulling you down to <<him>>. <<else>> wraps <<his>> arms around you and pulls you closer. <</if>> "What are you waiting for?" <<elseif _gwylanStatus.includesAny("dom", "lust")>> However, it slowly turns into a nervous smile. "You'll be good for me, won't you?" <<else>> "W-wait! Down! I said down!" <</if>> <</if>> <<control 25>><<gcontrol>> <br><br> <<gwylanRitualOptions>> <<else>> <<hypnosisText "<span class='red'>Your arms and legs go limp and stop responding to you.</span>">> <<controlloss>> <br><br> Gwylan <<= $sexRitual.bondage ? "lets out" : "softly smiles, letting out">> a huff. <<if _gwylanStatus.includesAny("aroused", "lust")>> "You're eager, but let me take care of you." <<else>> "You need not do such things. Let me work." <</if>> <<if ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> <<He>> straightens up and presses a finger against your forehead, and you fall backwards. <<He>> turns, now straddling you. <<if $sexRitual.position is "gwylanDoggyVaginal">> <<set $sexRitual.position to "gwylanRidingVaginal">> <<else>> <<set $sexRitual.position to "gwylanRidingAnal">> <</if>> <</if>> <<if $sexRitual.petplay>> <<He>> wraps your leash around <<his>> hand, tightening it and pulling your head up. <<else>> <<if !$sexRitual.bondage>><<He>> cups <<his>> hand in your direction and slowly pulls it back. <</if>>You feel compelled to raise your head to <<him>>, as if it were being pulled by a string. <</if>> <<if $sexRitual.bondage>> The three eyes sear into your vision. They pulse softly as Gwylan speaks. <<else>> <<His>> eyes burn into you, but <<his>> face remains soft. <</if>> "You'll be good for me, won't you?" <<His>> voice carries an innocence unbecoming of <<his>> current position over you. <b>"<span class="witch">Apologise.</span>"</b> <br><br> /* Only actions available on the turn where the player fails to take control */ <<link [[Say nothing|Gwylan Ritual Sex]]>><<def 1>><<npcincr Gwylan lust -2>><<set $sexRitual.action to "quiet">><</link>><<llust>> <br> <<link [[Apologise|Gwylan Ritual Sex]]>><<set $sexRitual.action to "apologise">><</link>> <br> <<if $wolfgirl gte 6>> <<link [[Bark|Gwylan Ritual Sex]]>><<sub 1>><<npcincr Gwylan lust 1>><<set $sexRitual.action to "bark">><</link>><<wolfgirl>><<glust>><<gwylanHypnoNote>> <br> <<elseif hasSexStat("deviancy", 2)>> <<link [[Bark|Gwylan Ritual Sex]]>><<sub 1>><<npcincr Gwylan lust 1>><<set $sexRitual.action to "bark">><</link>><<deviant2>><<glust>><<gwylanHypnoNote>> <br> <</if>> <</if>> <<else>> <<set $sexRitual.onTop to true>><<set $sexRitual.action to "top">><<set $sexRitual.position to "top">><<set $sexRitual.topTimer to 0>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> <span class="green"><<He>> doesn't even resist you, letting you get on top without any fuss.</span> <<if !$sexRitual.hatOff and !$sexRitual.bondage>> <<if ["revealed", "visible"].includes(_gwylanTF.ears)>> <<if _gwylanTF.known>> <<His>> hat lies on the floor above <<him>>, leaving <<his>> fox ears exposed. <<else>> <<His>> hat lies on the floor above <<him>>, <span class="lewd">but there's still a pair of fox ears on <<his>> head.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_ears")>> <<else>> <<His>> hat lies on the floor above <<him>>. <</if>> <</if>> <<He>> whines at you longingly. <br><br> <<gwylanRitualOptions>> <</if>><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">> "Gwylan? Are you alright?<<if !$sexRitual.bondage>> Is... is that how I looked just a minute ago?<</if>>"<br> "Rrrarf!"<br> "H-how do we fix this?" <<case "bratty">> "You're not serious. You're faking it," you say.<br> "Rrrarf!"<br> "You're serious. <<= $sexRitual.bondage ? "Right, okay." : "Is that how I just looked too?">> How do I fix it?" <<default>> "Are you alright?"<br> "Rrrarf!"<br> "Right, okay. How do we fix this?" <</switch>> <br> "Woof!" <<elseif $phase is 2>> You <<if !$sexRitual.hatOff>>lift <<his>> hat and <</if>>pat <<him>> on the head. <<He>> leans into your hand. <<if ["revealed", "visible"].includes(_gwylanTF.ears)>> <<if _gwylanTF.ears is "revealed">> You give extra attention to <<his>> fox ears. <<else>> Your hands brush up against something unusual. You notice that <<his>> hat no longer has fox ears... <span class="lewd">but Gwylan does</span>. They feel realistic, and you spend a moment stroking them. <</if>> <<set $gwylanSeen.pushUnique("gwylan_ears")>> <</if>> <<set $sexRitual.hatOff to true>> <<switch $speech_attitude>> <<case "meek">> "G-good <<personsimple>>?" <<case "bratty">> "This is really weird, but weirdly cute. Who's a good <<personsimple>>?" <<default>> "Aww, who's a good <<personsimple>>?" <</switch>> <br><br> <<His>> back arches and <<his>> butt raises up as you pet <<him>>, and <<his>> panting gets heavier as <<his>> face turns very red. <<elseif $phase is 3>> You rub Gwylan's <<bellyDescription "Gwylan">>. <<He>> immediately flops over on <<his>> back, <<his>> leg kicking. <<switch $speech_attitude>> <<case "meek">> "G-good <<personsimple>>?" <<case "bratty">> "This is really weird, but weirdly cute. Who's a good <<personsimple>>?" <<default>> "Aww, who's a good <<personsimple>>?" <</switch>> <br><br> <<His>> panting gets heavier as <<his>> face turns very red. <<He>> rolls back over. <<elseif $phase is 4>> You blindly move your head towards Gwylan until you bump noses with <<him>>. You nuzzle them together. <<switch $speech_attitude>> <<case "meek">> You giggle. "Aww, what a cute doggy." <<case "bratty">> You snicker. "This is really weird, but weirdly cute." <<default>> You laugh. "You're being very cute right now." <</switch>> <br><br> Gwylan gives your face an enthusiastic lick. <<elseif $phase is 5>> <<switch $speech_attitude>> <<case "meek">> You smile timidly. "G-good <<personsimple>>?" <<case "bratty">> You can't help but grin. "Who's a good <<personsimple>>?" <<default>> "Aww, who's a good <<personsimple>>?" you coo. <</switch>> <br><br> <<He>> barks in reply. <<His>> panting gets heavier. <<else>> <<if $willpowerSuccess>> With the fog clouding your mind receding, <span class="green">you realise the position you're in</span> and turn away from <<him>> in resentment. <br><br> <<He>> whimpers, and tries to nudge you again.<<npcincr Gwylan lust -1>><<llust>> <<else>> You try to turn away from <<him>>, <span class="red">but you're overtaken by guilt.</span> Instead, you blindly feel your way forward, nudging <<him>> with your head.<<willpower 6>><<gwillpower>> <br><br> <<He>> nuzzles your face eagerly. <</if>> <</if>> <br><br> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<He>> pushes against you with enough fervor to knock you on your back, and <<he>> crawls over you again. <<He>> lowers <<himself>> onto you, trying to sit on your lap like a dog, and takes your <<penis 2>> in again. <<He>> shivers and whines. <<case "gwylanRidingThighs">> <<He>> pushes against you with enough fervor to knock you on your back, and <<he>> crawls over you again. <<He>> lowers <<himself>> onto you, trying to sit on your lap like a dog, and takes your <<penis 2>> between <<his>> thighs again. <<case "gwylanRidingTrib">> <<He>> pushes against you with enough fervor to knock you on your back, and <<he>> crawls over you again. <<He>> lowers <<himself>> onto you, trying to sit on your lap like a dog, and grinds your pussies together again. <<case "playerMissionaryVaginal" "playerDoggyVaginal" "playerDoggyAnal">> <<set $sexRitual.position to "playerMissionaryVaginal">> <<He>> pushes against you with enough fervor to knock you on your back, and <<he>> crawls over you again to mount you. <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<if !$sexRitual.bondage>><<He>> turns away from you, spreading <<his>> legs slightly and looking back at you longingly<</if>>. <<He>> lowers <<himself>> right back down into your lap, taking in your <<penis 2>>. <<default>> <<if $sexRitual.onTop>> /* Any top position */ <<if $sexRitual.bondage>> <<He>> nudges you with <<his>> nose, whining longingly. <<else>> <<His>> head tilts, and <<he>> slowly spreads <<his>> legs for you. <<He>> whines longingly. <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>><<set $sexRitual.speed to "stop">><<set $sexRitual.position to "top">><<set $sexRitual.action to "top">> <</if>> <</switch>> <br><br> <<set $sexRitual.event to false>> <<set $phase to 0>> <<gwylanRitualOptions>><<run statusCheck("Gwylan")>> <<canvas-model-temporary-effect "petals">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $consensual to 0>> <<maninit>><<npcexpose>> <<set $enemyarousalmax to 1200>> <<set $enemyanger to 0>> <<set _tentacleCount to Math.clamp($sexRitual.tentacles, 0, 20)>> <<makeAbomination _tentacleCount 8 "tentacle" "tentacle" true>> <<set $noBodyWriting to true>> <</if>> <<effects>> <<effectsabomination>> <<abomination>> <<stateabomination>> <br><br> <<actionsabomination>> <<if _combatend or $tentacles.active lte 0>> <span id="next"><<link [[Next|Gwylan Ritual Abomination Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Ritual Abomination]]>><</link>></span><<nexttext>> <</if>> /* End states */<<effects>><<run statusCheck("Gwylan")>> <<canvas-model-temporary-effect "petals" "reverse">> <<if $enemyarousal gte $enemyarousalmax or $tentacles.active lte 0>> The tentacles all shudder, and retract into Gwylan. <<He>> doubles over and begins retching. <<else>> Gwylan doubles over as you land a final blow. The tentacles all retract back into <<his>> body. <<He>> begins retching. <</if>> <br><br> <<silently>><<endcombat>><</silently>> <<npc Gwylan>><<person1>> The tentacles re-emerge, this time from <<his>> mouth. They writhe in the air. A large lump appears in Gwylan's throat, and with a final tug, they pull themselves out forcefully. Or maybe they were pulled out against their will. Gwylan's eyes roll back, and <<he>> collapses into your arms. <br><br> A monster, a writhing mass of taint, floats in the air before you. It stares at you with one massive, baleful eye. It reaches to grab onto <<him>>, or you, or anything, but you hold <<him>> away from it. <br><br> Its limbs sharpen and shoot towards you. <span class="green">They crash against falling rose petals as if they were a glass wall, physically shielding you from its reach.</span> It floats upwards helplessly. <br><br> The rose petals all freeze in place. They start to float towards the monster, each contact bringing the sound of sizzling flesh to your ears. In a matter of seconds, it's completely covered. Its body disintegrates in a prism of green, red and purple lights. It screams. <<trauma 24>><<gggtrauma>> <br><br> Your ears ring as you continue clinging to Gwylan's limp body. With a final puff of smoke, the monster is gone. You feel the air rush to fill the hole it left, before the rose petals seal that away, too. A single purple flower falls to the ground in its place. <br><br> Finally, all is silent. <br><br> <<link [[Lie still|Gwylan Ritual Sex End]]>><<pass 5>><<set $phase to "abomination">><</link>> <br> <<if $sexRitual.forced>> <<link [[Push <<him>> away from you|Gwylan Ritual Sex End]]>><<set $phase to "away">><</link>><<gwylanWillpowerDifficulty>> <br> <</if>><<effects>><<canvas-model-temporary-effect "petals" "reverse">> <<if $phase is "move" and $willpowerSuccess>> <span class="green">You push against the compulsion</span>, and move as far from Gwylan as you can. <br><br> The tentacles writhe in the air. A large lump appears in Gwylan's throat, and with a final tug, they pull themselves out forcefully. Or maybe they were pulled out against their will. Gwylan's eyes roll back, and <<he>> collapses into the ground. <br><br> A monster, a writhing mass of taint, floats in the air before you. It stares at you with one massive, baleful eye. It reaches towards Gwylan. Realising what it's trying to do, you rush back and pull <<him>> away from it. <br><br> Its limbs sharpen and shoot towards you. <span class="green">They crash against falling rose petals as if they were a glass wall, physically shielding you from its reach.</span> It floats upwards helplessly. <br><br> The rose petals all freeze in place. They start to float towards the monster, each contact bringing the sound of sizzling flesh to your ears. In a matter of seconds, it's completely covered. Its body disintegrates in a prism of green, red and purple lights. It screams. <<trauma 24>><<gggtrauma>> <br><br> Your ears ring as you stand there bewildered, still grasping Gwylan's arm. With a final puff of smoke, the monster is gone. You feel the air rush to fill the hole it left, before the rose petals seal that away, too. <<else>> <<if $phase is "move">> You want to move away,<span class="red"> but <<he>> looks so vulnerable in your arms,</span> and you can't bring yourself to do it.<<willpower 6>><<gwillpower>> <br><br> <</if>> You hold on to <<him>> tightly. <br><br> The tentacles writhe in the air. A large lump appears in Gwylan's throat, and with a final tug, they pull themselves out forcefully. Or maybe they were pulled out against their will. Gwylan's eyes roll back, and <<he>> collapses into your arms. <br><br> A monster, a writhing mass of taint, floats in the air before you. It stares at you with one massive, baleful eye. It reaches to grab onto <<him>>, or you, or anything, but you hold <<him>> away from it. <br><br> Its limbs sharpen and shoot towards you. <span class="green">They crash against falling rose petals as if they were a glass wall, physically shielding you from its reach.</span> It floats upwards helplessly. <br><br> The rose petals all freeze in place. They start to float towards the monster, each contact bringing the sound of sizzling flesh to your ears. In a matter of seconds, it's completely covered. Its body disintegrates in a prism of green, red and purple lights. It screams. <<trauma 24>><<gggtrauma>> <br><br> Your ears ring as you continue clinging to Gwylan's limp body. With a final puff of smoke, the monster is gone. You feel the air rush to fill the hole it left, before the rose petals seal that away, too. <</if>> A single purple flower falls to the ground in its place. <br><br> Finally, all is silent. <br><br> <<link [[Hold Gwylan|Gwylan Ritual Sex End]]>><<pass 5>><<set $phase to "exorcism">><</link>> <br> <<if $sexRitual.forced>> <<link [[Let go of Gwylan|Gwylan Ritual Sex End]]>><<set $phase to "drop">><</link>><<gwylanWillpowerDifficulty>> <br> <</if>><<effects>><<canvas-model-temporary-effect "petals" "reverse">> <<set $sexRitual.purge++>> You make a series of intricate gestures with your hands, before placing them both on Gwylan's cheeks. <br><br> <<He>> fills with your light, which shines from <<his>> eyes and mouth. You hear a shriek, but it's far too shrill and otherworldly to be Gwylan's. The tentacles writhe in pain and desperation. You pour more light into <<him>>. <br><br> The falling rose petals dance around you, before all floating to Gwylan, covering <<his>> skin. A prism of green, red and purple lights fill the room, mixed with yours. The creature screams as it is banished from the world. <br><br> The tentacle goes stiff, its flesh turning black. <span class="green">It crumbles to dust.</span> <br><br> Gwylan, <<his>> throat now free of the creature, gasps and doubles over. <span class="purple"><<He>> orally expels a vibrant pink goo all over the ground.</span> All that's left of the creature. <br><br> You pat <<his>> back as <<he>> continues retching, grabbing <<his>> stomach in pain. <br><br> When <<hes>> done, <<he>> clings to you. <<His>> voice is hoarse. "You really are my angel." <<He>> coughs. <br><br> <<link [[Next|Gwylan Ritual Sex End]]>><<set $phase to "banish">><</link>> <br><<effects>> <<set $sexRitual.purge++>> You have no power over a creature like this. You did once, when your wings weren't black. When your halo was whole. Now, you have nothing. <br><br> Your eyes widen. <br><br> You have <i>nothing.</i> <br><br> You hold Gwylan. You still have the makings, you can be a lure. You faintly resemble what you once were. A facsimile of purity. Something it craves. <br><br> You bring your face close to Gwylan's, and open your mouth. It can't resist. <span class="purple">A tentacle shoots into your mouth.</span> <<takeVirginity "Lesser Elkspawn" "oral">> <br><br> It writhes into you, down your throat. There's so much, but you don't gag. You get closer, nearly kissing Gwylan now as it flows between you. <<His>> eyes focus on you, the light slowly returning to them, and <<his>> face turns red. <br><br> With a wet pop, the last of it leaves Gwylan and slips into you. <br><br> It knows it's been trapped, but far too late. It meets the empty void within you before it can put up any struggle, and is erased from the world, returning to nothing. You let out a single hiccup. <br><br> Gwylan looks away, and coughs up a tiny amount of pink goo. <<His>> voice is hoarse. "Even now, you're still an angel," <<he>> says with a smile. <br><br> <<link [[Next|Gwylan Ritual Sex End]]>><<set $phase to "expunge">><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-override "clear">><<set $orgasmdown to 0>> <<if ["resent","away","drop"].includesAny($phase)>><<set _resent to true>><</if>> <<if ["resent","away","drop"].includesAny($phase) and !$willpowerSuccess>> <span class="red">You stay perfectly still.</span> <br><br> <</if>> <<if $phase is "abomination" or ($phase is "away" and !$willpowerSuccess)>> Gwylan coughs in your arms, <<his>> eyes focusing. A small amount of pink goo trickles down <<his>> chin as <<he>> wakes. <br><br> <<He>> suddenly gasps in horror as <<he>> realises what happened. <<He>> reaches up and hugs you. "I'm sorry. I'm so sorry, dear." <<His>> eyes begin to water. "I should have been better prepared. It's... so difficult to resist. It gets under your skin, in your head, and it feels good. Too good. Next time, we need to ensure the connection doesn't slip." <<elseif $phase is "exorcism" or ($phase is "drop" and !$willpowerSuccess)>> Gwylan coughs in your arms, <<his>> eyes focusing. A small amount of pink goo trickles down <<his>> chin as <<he>> wakes. <br><br> <<He>> gazes up at you, smiling. "Good work. That was a lesser Elkspawn that we just exorcised." <<He>> coughs again. "I couldn't have done it alone." <<elseif $phase is "banish" or $phase is "expunge">> Gwylan hugs you. "Good work. That was a lesser Elkspawn that we just exorcised." <<He>> coughs again. "You have a talent for this." <</if>> /* The Gwylan lap pillow is mandatory. You can not escape it. */ /*Nuh-uh, you can't tell me what to do. */ <<if _resent and $willpowerSuccess>> Your will is strong, <span class="green">and you push through.</span> <br><br> <<if $phase is "resent">> Feeling your limbs fall free, you get up on your feet and scramble away from <<him>>. <<elseif $phase is "away">> You shove <<him>> away in horror. <br><br> Gwylan coughs, <<his>> eyes focusing. A small amount of pink goo trickles down <<his>> chin as <<he>> wakes. <br><br> <<He>> suddenly gasps in horror as <<he>> realises what happened, and moves towards you. <<He>> reaches out, but you recoil further. "I'm sorry. I'm so sorry, dear." <<His>> eyes begin to water. "I should have been better prepared. It's... so difficult to resist. It gets under your skin, in your head, and it feels good. Too good. Next time—" <br><br> You wince at the word, and <<he>> notices. <<elseif $phase is "drop">> You drop <<his>> arm, gather your belongings and head out of the garden. <br><br> You hear coughing behind you, and cast a glance over your shoulder. Gwylan is on <<his>> knees, wiping away a small amount of pink goo trickles from his mouth. <<He>> looks up at you confusedly. <</if>> <br><br> "D-Dear?" Gwylan reaches for you, but stops when <<he>> sees <<switch $speech_attitude>> <<case "meek">> the tears in your eyes. <<case "bratty">> the anger in your eyes. <<default>> the way you avoid looking into his eyes. <</switch>> <<if $sexRitual.hypnosis is "Gwylan">> "Did I scare you?" <<if _gwylanTF.tail is "revealed">> You catch <<his>> tail dropping dejectedly behind <<him>>. <<else>> <<His>> face is beet-rooted red, as if ashame of <<himself>>. <</if>> <br><br> "I'm sorry, I—" <<He>> takes a few steps towards you, then freezes when you recoil further. "...Sorry. I'll just stay right here." <<elseif $sexRitual.end is "askStop" or $sexRitual.end is "spent">> "What's wrong? Are you hurt?" <<He>> tries to get closer to check on you. You back away further. <<He>> gets the hint and stops <<himself>>. "I-I can help, dear!" <<elseif $sexRitual.end is "Gwylan">> "What's wrong, dear?" <<He>> looks you over. <<else>> <<He>> seems unsure what to do. <</if>> <<npcincr Gwylan lust -20>><<llllust>> <br><br> You feel empty and want nothing more than to get away from here. You turn and walk away from <<him>>. <br><br> "Wait!" <<He>> clenches <<his>> hand at <<his>> side. <<His>> expression is unreadable. "You agreed to this. You can't back away now."<<stress 3>><<gstress>> <br><br> You stand rooted on the spot, still not looking at <<him>>. <br><br> "At least... let me help." <<He>> wraps you in a towel and hugs you from behind. <br><br> <<if !$gwylanSeen.includes("PCResentGwylan")>> <<set $gwylanSeen.pushUnique("PCResentGwylan")>> "If you can find it in your heart to forgive me, can you—" <<He>> holds you tighter. "—return to me after a week. Please," <<he>> whispers. "I can't do this without you." <<else>> "My dear," <<he>> coos into your ear. "You know I can't do this without you." <</if>> <br><br> You try to move. <<He>> doesn't let up. "Don't go. Stay... even just for a while." <br><br> <<link [[Stay|Gwylan Ritual Sex End 2]]>><<set $phase to "stay">><</link>> <br> <<link [[Leave|Forest Shop Entrance]]>><<gwylanRitualPenetrate "withdraw">><<gwylanRitualEnd>><<endevent>><</link>> <br> <<else>> <<if $sexRitual.hypnosis is "Gwylan">> <<He>> has trouble keeping eye contact. <<if _gwylanTF.tail is "revealed">> You catch <<his>> tail still wagging like a puppy's for a while, especially whenever you look directly at <<him>>. <<else>> <<He>> blushes fiercely whenever you look directly at <<him>>. <</if>> <br><br> "Stop looking at me like that." <<He>> <span class="pink">shoves your head in <<his>> lap</span>. "There. Now I don't have to suffer your gaze." <<He>> holds you there for some time. <<pain -33>><<lllpain>> <<elseif $sexRitual.end is "askStop" or $sexRitual.end is "spent">> <<He>> fusses over you for a while. "Knowing your limits is important. There's no shame." <<He>> caresses your cheek and all but forces you to use <<his>> lap as a pillow for a while. <<pain -33>><<lllpain>> <<elseif $sexRitual.end is "Gwylan">> You move to stand, but <<he>> pulls you back down and forcibly cuddles you for some time. <<pain -33>><<lllpain>> <<else>> <<He>> pulls your head into <<his>> lap and strokes your head for a little while before helping you stand. <<pain -33>><<lllpain>> <</if>> <br><br> You feel empty, but in a comforting way. <br><br> "We should wait a week to make sure we recover. That's around how long it takes me to replace the reagents as well," <<he>> says, leading you over to the wooden tub again. <br><br> <<He>> hoses you both down with warm water. <<if ["exorcism", "banish", "expunge", "abomination","resent","away","drop"].includes($phase)>><<He>> spends some time rinsing <<his>> mouth, too.<</if>> <<wash>> <br><br> <<if !$gwylanSeen.includes("ritual_sex")>> "I hope it wasn't too much. I know this all must be a lot for you." <<He>> clasps <<his>> hands together in front of <<him>>. "I hope you realise how much trust I've put in you, showing you all of this and asking for your help. Not to mention being this physical with you. It doesn't come easy for me." <br><br> <<He>> briefly disappears into the shop, returning with <<his>> robe and a tray of tea. "It's lemon. It helps wash out the... aftertaste." You didn't notice it until <<he>> mentioned it, but you do have a strange taste in your mouth and throat. The tea helps. It's quite good. <<stress -2>><<lstress>> <<else>> <<He>> briefly disappears into the shop, returning with <<his>> robe and a tray of lemon tea. It's quite good. <<stress -2>><<lstress>> <</if>> <br><br> <<link [[Next|Gwylan Ritual Sex End 2]]>><<pass 10>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "stay">> <<He>> hoses you down with warm water, then dries you off with the towel. <<wash>> <<He>> briefly disappears into the shop, returning with <<his>> robe and a tray of lemon tea. It's quite good. <<stress -2>><<lstress>> <br><br> <</if>> You get dressed, and enjoy the sounds of the forest from the garden for a while. Gwylan's humming adds to the chorus. <br><br> <<He>> speaks. <<if !$sexRitual.sealed>> /* Shouldn't be reachable in current implementation */ "I'm afraid our efforts were for naught. <span class="red">The seal was never finished.</span> Everything will simply leak back into the world. We must be more vigilant next time." <<else>> <<if $auriga_scar gte 1 and $sexRitual.purge gte 1>> <<set $sexRitual.purge -= 1>> <</if>> <<if $sexRitual.purge gte 9>> "<span class="green">I don't think I've ever conducted such an effective cleansing before.</span>" <<He>> coughs, and you notice just how sickly <<he>> looks. <<He>> waves you off. "The worse I look, the better we did. I'll recover. It's all thanks to you, though. You're incredible." <<He>> leans in and kisses you on the cheek. <<npcincr Gwylan dom 3>><<ggyearning>> <<elseif $sexRitual.purge gte 6>> "<span class="teal">You did a fantastic job today.</span>" <<He>> smiles warmly, but looks a little pale. <<npcincr Gwylan dom 1>><<gyearning>> <<elseif $sexRitual.purge gte 3>> "We did good today, <span class="blue">although we could have done better</span>." <<else>> "<span class="purple">We didn't do very well,</span> although it wasn't any less effective than what I'm able to do alone. We'll just have to try harder next week." <</if>> <br><br> <<if $sexRitual.chaseTrue>> "The chase. <span class="forest-green">The mating ritual.</span> It was... nice." You expect <<him>> to look away, but instead, <<he>> stares at you longingly for a moment. <<elseif $sexRitual.chaseWon>> "<span class="green">You won our little chase,</span> which made the forest accept you as one of its own. It's a good bit of fun." <<elseif $sexRitual.chase>> "<span class="purple">If you had caught me during the mating ritual,</span> the forest would have accepted you as one of its own. Don't feel bad, though! I had a lot of fun with it." <<else>> "Without the mating ritual, <span class="purple">the forest won't fully accept you as one of its own</span>." <<He>> stares off into the treeline longingly. <</if>> <br><br> <<if $sexRitual.vision>> "<span class="green">You managed to withstand the initial intake of the poison and become the forest's vessel beautifully.</span> You were truly one with all of it for a precious moment. Such a feat requires impressive will." <<elseif $sexRitual.visionForced>> "I had to force you to withstand the initial intake of the poison long enough to become the forest's vessel. It was effective, <span class="blue">but would have been more so if you were able to do it yourself</span>. Such a feat requires great willpower." <<else>> "You weren't able to withstand much of the initial poison intake. Doing so requires great willpower, <span class="blue">but the trances I can put you in may make it easier</span>." <</if>> <<He>> starts to clean up as <<he>> talks. <br><br> <<set _purgeCount to $sexRitual.playerOrgasms -2>> <<if _purgeCount gt 1>> "After we became One, we purged <<if _purgeCount is 1>> <span class="purple">only once</span>. <<if $sexRitual.playerOrgasms is $sexRitual.orgasmTarget>> I don't know if you can handle more yet, and I didn't want to take any risks this time." <<He>> places a hand under <<his>> chin in thought. <<elseif $sexRitual.end is "Gwylan">> Try to relax next time. You're the one that has to reach climax, not me." <<He>> giggles. <<else>> We should work on your stamina and willpower." <<He>> giggles. <</if>> <<elseif _purgeCount is 2>> <span class="blue">twice</span>. <<if $sexRitual.playerOrgasms is $sexRitual.orgasmTarget>> I don't know if you can handle more yet, and I didn't want to take any risks this time." <<He>> places a hand under <<his>> chin in thought. <<elseif $sexRitual.end is "Gwylan">> Try to relax next time. You're the one that has to reach climax, not me." <<He>> giggles. <<else>> We should work on your stamina and willpower." <<He>> giggles. <</if>> <<elseif _purgeCount lte 5>> <span class="teal"><<number _purgeCount>> times</span>. Your performance was... satisfactory." <<He>> giggles. <<else>> <span class="green"><<number _purgeCount>> times</span>. Your performance was impressive, to say the least. You really know how to give a <<personsimple>> a good time." <<He>> giggles. <<npcincr Gwylan dom 1>><<gyearning>> <</if>> <<else>> "After we became One, <span class="red">we weren't able to purge any further</span>. Something blocked the connection." <</if>> <<if ["exorcism", "banish", "expunge", "abomination"].includes($phase)>> <br> <<if $phase is "abomination">> "The monstrosity that took me is gone, although there's no way to know if it's simply returned to the other side of consciousness. I'm... sorry, again." <<He>> hugs you. <<elseif $phase is "exorcism">> "The monstrosity we expelled is gone, although there's no way to know if it's simply returned to the other side of consciousness. I'm not used to them coming through so directly." <<He>> places a hand over <<his>> stomach. <<elseif $phase is "banish">> "The monstrosity that tried to take me... you banished it. It's gone forever. That alone will make the world a better place." <<He>> pats you on the head. <<elseif $phase is "expunge">> "The monstrosity that tried to take me... you... well, I don't know what you did, but I think it's safe to say that it's gone forever. That alone will make the world a better place." <<He>> pats you on the head. <</if>> <</if>> <</if>> <br><br> You finish your tea. <<if $gwylanSeen.includes("partners") and !_gwylanStatus.includes("cautious")>> Gwylan rests <<his>> head on your shoulder and wraps a single arm around you. <<else>> Gwylan sits right next to you, any concept of personal space between you very much broken after what you just went through. <</if>> You both take the chance to relax in the fading afterglow. <<if $world_corruption_soft gte 50>> You both know there's still much work to be done. <<else>> It might just be your imagination, but everything seems a little more vibrant. <</if>> <<if $gwylan.wary gt 1 and $sexRitual.purge gte 1>> <<set $gwylan.wary -= 1>> <<if $gwylan.wary lte 1>> <<set $gwylan.forgiven to true>> <<else>> <span class="green">Gwylan seems to let <<his>> guard down.</span> <<glove>> <</if>> <</if>> <br><br> <<specialClothesUnlock "item" "sage witch hat">> <<gwylanRitualPenetrate "withdraw">> <<gwylanRitualEnd>> <<if $gwylan.forgiven>> <<run delete $gwylan.forgiven>> Gwylan stares through you. <br><br> <<link [[Look away|Gwylan Ritual Forgive]]>><<set $phase to 1>><</link>> <br> <<link [[Stare back|Gwylan Ritual Forgive]]>><<set $phase to 2>><</link>> <br> <<else>> Eventually, Gwylan leads you back into the shop. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> You look away. Gwylan stands up and walks in front of you. You look away again. <<He>> lightly grabs your chin and turns it back to face <<him>>. <<else>> You stare back, beginning an unspoken staring contest. You blink first. <<He>> doesn't seem to care. <</if>> <br><br> <<if $auriga_scar and $gwylanSeen.includes("auriga_scar") and !$gwylanSeen.includes("auriga_scar_forgiven")>> <<set $gwylanSeen.pushUnique("auriga_scar_forgiven")>><<set $gwylanSeen.pushUnique("nobody")>> <<He>> removes <<his>> witch hat. <<His>> face gets closer to yours. "Do you understand yet?" <br><br> Before you can answer, <<his>> hand rests on the back of your head. "Look closer." <br><br> <<His>> face is all that fills your vision. "Closer." <br><br> Your foreheads touch. You stare into each other's eyes. Your heart throbs, spreading a thin, crackling pain. <<His>> eyes close. <br><br> <span class="purple">Upon Gwylan's head sits a crown of warped, regal antlers, each tipped with three prongs. The space within them boils and writhes with emptiness, just like the invisible scar above your heart.</span> They make stars in your vision as <<he>> pulls away. <br><br> "We're the same. You were a fox, following along in the footsteps of the hound." <<His>> eyes reveal a deep exhaustion for just a moment. "We navigate the waters of damnation, trying to chart a course to clearer seas. We've misstepped, but mistakes make us... human." You hear a sound like crumbling glass as the wind blows. The shape of <<his>> antlers melds with the swaying tree branches behind <<him>>, until they're indistinguishable. "Let our sins be the wind at our backs, filling our sails. Where it guides us, well... we only need to steer." <br><br> <<He>> looks towards the town. You follow, and realise that's not really where either of you are looking. "My half-sibling said that to me, many years ago." <<if $avery_fate is "ascended">> <<His>> gaze trails upwards. The tip of Avery's skyscraper is just visible above the treeline. "The Violet Elk's tower casts a shadow, and will continue to bolster the poison. I can't continue the way I was, not anymore. I would break open like an overripe fruit if I tried to take it all in myself." <</if>> <<He>> looks back to you and <<if $gwylanSeen.includes("partners")>> kisses you on the forehead. <<else>> pokes you on the nose. <</if>> "You've steered away from the storm with me. Please don't leave me to sail this ship alone." <<else>> <<if $brownFoxRevealed>> <<He>> exhales. "I was hesitant to trust you after you blew my cover at the party. I suspected that you had loyalties to the Children of—" <<he>> clears <<his>> throat. "For the Violet Elk." <<His>> head tilts. "But here you are, aiding me in eating their poison." <<else>> <<He>> smiles. "Forgive me. I'm merely looking for something that isn't there." <</if>> <br><br> <<He>> pulls away from you. "You're still an enigma, but I appreciate all you're doing to help me." <</if>> <br><br> <span class="green">Gwylan is no longer wary of your intentions.</span> <<gglove>> <br><br> <<if $beastRitual>> <<link [[Next|Gwylan Ritual Bait Exit]]>><</link>> <br> <<else>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-temporary-effect "petals">> <span class="purple"><<He>> struggles against you, continually trying to push you away.</span> After a moment, <<he>> seems to give up. <<gwylanHypnosis "devotion" 1>> <br><br> <<link [[Keep kissing Gwylan|Gwylan Ritual Yearn 2]]>><<set $sexRitual.kissCount++>><<npcincr Gwylan dom 1>><</link>><<gwylanHypnoNote "kiss">><<ggyearning true>> <br> <<link [[Pull away|Gwylan Ritual Yearn Slap]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-temporary-effect "petals">> <span class="purple"><<if $sexRitual.bondage>>You feel <<him>> exhale<<else>><<His>> eyes close<</if>> as <<he>> submits to your kiss.</span> <<gwylanHypnosis "devotion" 1>> <br><br> <<link [[Keep kissing Gwylan|Gwylan Ritual Yearn Slap]]>><<set $sexRitual.kissCount++>><<npcincr Gwylan dom 1>><</link>><<gwylanHypnoNote "kiss">><<gggyearning true>> <br> <<link [[Pull away|Gwylan Ritual Yearn Slap]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<canvas-model-override "clear">> <<if $sexRitual.kissCount gte 3>> <<if $sexRitual.bondage>> <span class="red"><<He>> rips off your blindfold. You taste blood.</span> <<elseif $sexRitual.hypnosis is "Gwylan">> <span class="red">Light returns to <<his>> eyes as they snap open. You taste blood.</span> <<else>> <span class="red"><<His>> eyes snap open. You taste blood.</span> <</if>> <br><br> You withdraw, and cough. Several rose petals flutter out of your mouth. Gwylan takes the opportunity to harshly push you off of <<him>>. <<if $sexRitual.bondage and $sexRitual.hypnosis is "Gwylan">><<Hes>> fully lucid now.<</if>> <<else>> <<if $sexRitual.bondage>> <span class="red"><<He>> tears off your blindfold as you disengage.</span> You blink as your vision returns to you. The soft lights that fill the garden feel overbearing after so long in the darkness. Gwylan takes the opportunity to harshly push you off. <<elseif $sexRitual.hypnosis is "Gwylan">> <span class="red">Light returns to <<his>> eyes. <<He>> harshly pushes you off as you disengage.</span> <<else>> <span class="red"><<He>> harshly pushes you off as you disengage.</span> <</if>> <</if>> <br><br> <<He>> stands up, and turns away from you. <<if $sexRitual.bondage>> <<if $sexRitual.hypnosis isnot "Gwylan">>As your eyes adjust to the light, you feel your other senses rapidly returning.<</if>> You slowly bring yourself to a kneel, unable to stand with your legs still bound. <<else>> <<if $sexRitual.hypnosis isnot "Gwylan">>You feel your senses rapidly returning.<</if>> You slowly stand, too. <</if>> <br><br> Gwylan's fists are clenched. <<He>> turns around, <<his>> face full of rage, and <span class="red"><<he>> slaps you across the face.</span> <<pain 4>><<gpain>> <br><br> "Y-you... you rotten <<girl>>!" You see tears welling up in <<his>> eyes. "My first rule. I..." <br><br> <<He>> looks down, <<his>> eyes dark. "Get out. Leave. Now." <<if $sexRitual.bondage>> The vines that bind your arms and ankles slacken and fall to the ground. <<unbind>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <br><br> <<link [[Apologise|Gwylan Ritual Sex Scorned]]>><<set $phase to 0>><</link>> <br> <<link [[Leave|Gwylan Ritual Sex Scorned]]>><<set $phase to 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<gwylanRitualPenetrate "withdraw">> <<gwylanRitualEnd>> <<set $orgasmdown to 0>><<arousal -500>> <<if $phase is 0>> "I'm sorry, I just... it was so nice, and you looked so—" <br><br> <b>"<span class="witch">Leave!</span>"</b> <br><br> The command shoots through you. Fear grips your mind. You collect your clothes and run to the garden's entrance. <<stress 33>><<gggstress>> <<else>> You quickly collect your clothes and walk back to the garden's entrance. <</if>> <br><br> You hear light sobbing behind you. "<span class="red">And... and don't ever come back. I never want to see your face again.</span>" <br><br> <<gwylanRequestEnd "skip">> <<npcset Gwylan state "scorned">> <<set $daily.gwylan.preventProgress to true>> <<set $gwylan.timer.scorned to new DateTime(Time.date).addDays(9).timeStamp>> You heart races. You leave the shop. <br><br> The front door slams shut behind you, and you hear several locks click into place. You can faintly hear Gwylan wailing in the garden from here. <br><br> <<link [[Next|Gwylan Ritual Sex Scorned 2]]>><</link>> <br><<effects>><<set $location to "forest_shop">><<run statusCheck("Gwylan")>> You turn to leave the shop behind, wondering what you should do. <br><br> As you start to walk, the shop creaks and groans mournfully, as if apologising. <span class="green">You hear a single lock come undone.</span> <br><br> Perhaps you haven't been entirely cast out. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $forest to 0>><<set $eventskip to 1>><</link>> <br> <!-- End Gwylan sex event --><<widget "gwylanRitualTattooVision">> <<if !$sexRitual.bondageTattooSeen>> <<set $sexRitual.bondageTattooSeen to true>> Coloured spots drift across the darkness that fills your vision. They snake together and amalgamate into the shape of a tri-cornered knot. You recognise it as the tattoo on Gwylan's stomach. It glows brightly. <<else>> The vision of Gwylan's tattoo glows, imprinted on the back of your eyelids. <</if>> <</widget>> <<widget "gwylanRitualEffects">> <<if $sexRitual.playerControlsSpeed and !["continue","slow","fast","bodyhold","leghold","topAttempt","headPush","headPet","hairPlay","hairPull","askStop","askStopFail","thighsPenetrate"].includes($sexRitual.action) and $sexRitual.hypnosis isnot "Gwylan" and !$sexRitual.onTop>> <<set $sexRitual.playerControlsSpeed to false>> <span class="pink">You release Gwylan, relinquishing control.</span> <<set _skipControl to true>> <</if>> <<if $NPCList[0].mouth is "kiss" and $sexRitual.action isnot "kissPull">> /* Kissing Gwylan */ <<switch $sexRitual.kissCount>> <<case 1>> <<if $sexRitual.hypnosis is "Gwylan">> <<He>> sloppily licks your face as you try to keep kissing <<him>>. <<elseif _gwylanStatus.includes("heat")>> <<His>> tongue eagerly explores your mouth. <<else>> <<He>> hesitantly returns the kiss. <</if>> <<set $sexRitual.arousal += 4>> <<case 2>> <<if $sexRitual.hypnosis is "Gwylan">> <<He>> barks, which is muffled as you continue kissing <<him>>. <<elseif _gwylanStatus.includes("heat")>> <<His>> tongue eagerly explores your mouth. <<else>> <<He>> hesitantly returns the kiss. <</if>> <<set $sexRitual.arousal += 6>><<npcincr Gwylan dom 1>><<gyearning>> <<default>> <<set $sexRitual.noKiss to true>><<set $NPCList[0].mouth to 0>><<set $mouthuse to 0>> <<if _gwylanStatus.includes("heat")>> <<His>> hungrily returns the kiss for one more moment, before pushing your face away. <<else>> <<He>> lazily returns the kiss for one more moment, before pushing your face away. <</if>> <<if $sexRitual.hypnosis is "Gwylan">> <<He>> whines. <<else>> "You're insatiable." <</if>> <<set $sexRitual.arousal += 10>><<npcincr Gwylan dom 1>><<gyearning>> <</switch>> <br><br> <<set $sexRitual.kissCount++>> <</if>> <<switch $sexRitual.action>> /* actions after failing to top */ <<case "quiet">> <<set $sexRitual.arousal -= 5>><<set $sexRitual.action to "paralysed">> A small whine escapes your mouth, but you're able to resist apologising. Gwylan <<= $sexRitual.bondage ? "seems displeased" : "frowns">>. <<if $sexRitual.petplay>> <<He>> yanks your leash again, before slackening the grip and letting your head drop back onto a pillow. <<else>> <<He>> drops <<his>> hand, making your head feel heavy. You fall back onto a pillow. <</if>> <<= $sexRitual.bondage ? "Strands of green light swirl behind your blindfold, making you feel nauseous" : "The room spins">> as you lay flat on your back. <br><br> <<if _gwylanStatus.includesAny("dom", "lust") and $settings.asphyxiaLevel gte 1>> You feel <<his>> hands pressing on you again, <<if $sexRitual.bondage>> and the eddy of light stills, morphing once more into the shape of three foxlike eyes. <<else>> and <<his>> face comes into view. <</if>> <<He>> <span class="lewd">licks your cheek,</span> and then proceeds to <span class="red">wrap a hand around your throat.</span> <<Hes>> barely applying any pressure, only using the tips of <<his>> fingers, but you find yourself unable to breathe all the same. <<stress 24>><<ggstress>> <br><br> <b>"<span class="witch">Breathe.</span>"</b> <br><br> Your lungs suck in air. You don't feel Gwylan's hand on you anymore, and you wonder if <<he>> was even choking you to begin with. Satisfied with your obedience, <<he>> sits back up. <<elseif $sexRitual.bondage>> The vines that bind your wrists and ankles constrict <span class="red">and sprout thorns</span>. They don't hurt, but they are uncomfortable. Gwylan leans in close enough that you can feel <<his>> breath against your cheek. <<else>> You feel tension on your wrists, ankles and neck. You look to the side and see <span class="red">thorny vines</span> constricting them. The thorns don't hurt, though. Gwylan leans down on you, bringing your face close to <<hers>>. <</if>> "Behave. We need to do this right." <<case "apologise">> <<set $sexRitual.arousal += 1>> <<if $speech_attitude is "meek">> "I-I'm sorry, I'll be good," you say. <<elseif $speech_attitude is "bratty">> "I'm sorry," you try to say angrily. It comes out more like a whine. <<else>> "I'm sorry for being bad," you say. <</if>> <br><br> Gwylan <<= $sexRitual.bondage ? "gives a satisfied hum": "looks down at you with a satisfied expression">>. "<<pcPetname "Gwylan" "good">>." The words ring in your ears as feeling slowly returns to your limbs. <<set $sexRitual.action to "rest">> <<stress -6>><<lstress>><<arousal 50>><<garousal>> <<case "bark">> <<set $sexRitual.arousal += 3>> <<if $sexRitual.hypnosis is "player">> <<hypnosisText "You bark again, sticking your tongue out and showing off your belly in submission.">> <<else>> <<if $wolfgirl gte 6>> You bark <<elseif $cat gte 6>> You try to bark, although it comes out more like a sharp meow, <<elseif $cow gte 6>> You try to bark, although it comes out more like a quick moo, <<elseif $harpy gte 6>> You try to bark, although it sounds more like a brief chirp, <<elseif $fox gte 6>> You try to bark, although it's more of a yip, <<else>> You bark for effect, although you're not sure if you did it willingly, <</if>> and show off your belly. <<if $sexRitual.hypnosis isnot "player">><<gwylanHypnosis "devotion" 2>><br><br><</if>> <<set $sexRitual.hypnosis to "player">> <</if>> Gwylan <<= $sexRitual.bondage ? "hums" : "smiles">>. <<if _gwylanStatus.includesAny("dom", "lust")>> "I can't stay mad at you." <<elseif _gwylanLovePercent gte 75>> "<<pcPetname "Gwylan" "good">>." The words ring in your ears. <<stress -6>><<lstress>><<arousal 50>><<garousal>> <<else>> "Close enough." <</if>> <<if $sexRitual.petplay>> <<He>> slackens <<his>> grip on your leash. <<else>> <<He>> lowers <<his>> hand, and your head no longer feels like it's being pulled. <</if>> <<set $sexRitual.action to "rest">> Feeling slowly returns to your limbs. <<if $wolfgirl gte 6>> <br><br> <<else>> <<deviancy2>> <</if>> <<gwylanHypnosis "devotion" 2>> /* Player controlling speed */ <<case "fast">> <<if $sexRitual.willContest is "fast">> <<if $sexRitual.actionLast is "fast">> You continue to obey Gwylan's command, <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal">> thrusting into <<him>> like a beast in rut. <<case "playerDoggyVaginal" "playerDoggyAnal">> pushing back against <<him>> like a beast in heat. <<case "gwylanRidingThighs">> fucking <<his>> thighs like a beast in rut. <<case "gwylanRidingTrib">> grinding your pussies together like a beast in rut. <<case "serviceTop">> servicing <<him>> as best you can. <<case "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> mating <<him>> like a beast in rut. <<case "playerRidingVaginal" "playerRidingAnal">> riding <<him>> like a beast in heat. <<default>> fucking <<him>> like an animal. <</switch>> <<else>> You obey Gwylan's command, <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal">> thrusting into <<him>> faster. <<case "playerDoggyVaginal" "playerDoggyAnal">> pushing back against <<him>> faster. <<case "gwylanRidingThighs">> fucking <<his>> thighs faster. <<case "gwylanRidingTrib">> grinding your pussies together faster. <<case "serviceTop">> servicing <<him>> faster and harder. <<case "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> mating <<him>> faster. <<case "playerRidingVaginal" "playerRidingAnal">> riding <<him>> faster. <<default>> fucking <<him>> faster. <</switch>> <</if>> <<set $sexRitual.speed to "fast">> <<elseif ["stop", "slow"].includes($sexRitual.willContest)>> You try to defy Gwylan's command, opting to go faster. <<if $physiqueSuccess and $willpowerSuccess>> <<set _defied to true>><<set $sexRitual.speed to "fast">> <span class="green">You power through the compulsion to submit.</span> <<else>> <span class="red">Guilt and shame tug at your mind,</span> as if you're afraid of disappointing <<him>>. Your will bends to <<hers>>, and you <<if $sexRitual.willContest is "stop">> <<set $sexRitual.speed to "stop">><<set $sexRitual.action to "stop">> slow to a stop. <<if $sexRitual.onTop and !$sexRitual.sealed>> <span class="pink"><<He>> takes the opportunity to push you back.</span> "You've had your fun, now let me work." <<He>> spreads your legs. <<if $sexRitual.bondage>>The vine that shackles your ankles grows taut.<</if>> <<set $sexRitual.onTop to false>><<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.action to "rest">><<set $sexRitual.position to "service">><<set $sexRitual.speed to "slow">><<set $sexRitual.willContest to "none">> <<if $player.penisExist>> <<gwylanRitualPenetrate "mouth" "penis">> <<else>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> <</if>> <</if>> <<else>> <<set $sexRitual.speed to "slow">><<set $sexRitual.action to "slow">> slow down. <</if>> <</if>> <<else>> <<if $sexRitual.actionLast is "fast">> <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal">> You continue thrusting into <<him>> like a beast in rut. <<case "playerDoggyVaginal" "playerDoggyAnal">> You continue pushing back against <<him>> like a beast in heat. <<case "gwylanRidingThighs">> You continue fucking <<his>> thighs like a beast in rut. <<case "gwylanRidingTrib">> You continue grinding your pussies together like a beast in rut. <<case "service">> You continue pushing <<his>> head down quickly. <<case "serviceTop">> You continue <<if C.npc.Gwylan.penis isnot "none">> taking Gwylan's <<npcPenis>> fast and hard, servicing the shaft with your hands. <<else>> lapping at Gwylan's <<npcVagina>>, licking and poking your tongue in as far as you can. <</if>> <<case "facefuckTop">> You continue fucking Gwylan's <<if $player.penissize gte 3>>throat<<else>>mouth<</if>> ruthlessly. <<case "facesitTop">> You continue grinding on and humping Gwylan's face. <<case "gwylanMissionaryVaginal">> You continue mating Gwylan hard. <<case "gwylanMissionaryAnal">> You continue mating Gwylan hard. <<case "playerRidingVaginal">> You continue riding Gwylan hard, keeping <<him>> pinned under you. <<case "playerRidingAnal">> You continue riding Gwylan hard, keeping <<him>> pinned under you. <<default>> You continue fucking <<him>> like an animal. <</switch>> <<else>> <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal">> You start thrusting into <<him>> faster. <<case "playerDoggyVaginal" "playerDoggyAnal">> You start pushing back against <<him>> faster. <<case "gwylanRidingThighs">> You start fucking <<his>> thighs faster. <<case "gwylanRidingTrib">> You start grinding your pussies together faster. <<case "service">> <<if $sexRitual.bondage>> You lock your bound wrists against the back of <<his>> head and start pushing <<him>> down quickly. <<else>> You start pushing <<his>> head down quickly. <</if>> <<case "serviceTop">> <<if C.npc.Gwylan.penis isnot "none">> You <<oraltext>> take Gwylan's <<npcPenis>> quickly and hungrily. <<else>> You <<oraltext>> lick and service Gwylan's <<npcVagina>> hungrily. <</if>> <<case "facefuckTop">> You hump Gwylan's face, <<peniletext>> fucking Gwylan's <<if $player.penissize gte 3>>throat<<else>>mouth<</if>>. <<case "facesitTop">> You <<vaginaltext>> grind on and hump Gwylan's face. <<case "gwylanMissionaryVaginal">> You bear down on Gwylan hard, <<peniletext>> mating with <<him>>. <<case "gwylanMissionaryAnal">> You bear down on Gwylan hard, <<peniletext>> fucking <<his>> ass. <<case "playerRidingVaginal">> You <<vaginaltext>> ride Gwylan hard, keeping <<him>> pinned under you. <<case "playerRidingAnal">> You <<analtext>> ride Gwylan hard, keeping <<him>> pinned under you. <<default>> You start fucking <<him>> faster. <</switch>> <</if>> <<set $sexRitual.speed to "fast">> <</if>> <<case "slow">> <<if $sexRitual.willContest is "slow">> <<if $sexRitual.actionLast is "slow">> You continue to obey Gwylan's command, <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal">> thrusting into <<him>> slowly and gently. <<case "playerDoggyVaginal" "playerDoggyAnal">> pushing back against <<him>> slowly and gently. <<case "gwylanRidingThighs">> grinding against <<his>> thighs slowly and gently. <<case "gwylanRidingTrib">> grinding your pussies together slowly and gently. <<case "serviceTop">> <<if C.npc.Gwylan.penis isnot "none">> taking Gwylan's <<npcPenis>> gently. <<else>> licking and servicing Gwylan's <<npcVagina>> gently. <</if>> <<case "gwylanMissionaryVaginal">> making love to <<him>> slowly. <<case "gwylanMissionaryAnal">> fucking <<his>> ass gently. <<case "playerRidingVaginal">> <<= $sexRitual.bondage ? "riding" : "embracing">> <<him>> slowly. <<case "playerRidingAnal">> riding <<him>> slowly. <<default>> fucking <<him>> slowly. <</switch>> <<else>> You obey Gwylan's command, <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal">> thrusting into <<him>> slower. <<case "playerDoggyVaginal">> pushing back against <<him>> slower. <<case "gwylanRidingThighs">> fucking <<his>> thighs slower. <<case "gwylanRidingTrib">> grinding your pussies together slower. <<case "serviceTop">> slowing down your service. <<case "gwylanMissionaryVaginal">> and start to make gentle love to <<him>>. <<case "gwylanMissionaryAnal">> and start fucking <<his>> ass slowly. <<case "playerRidingVaginal">> and start to gently grind against <<him>><<if !$sexRitual.bondage>> as you embrace<</if>>. <<case "playerRidingAnal">> and start to gently ride <<him>>. <<default>> fucking <<him>> slower. <</switch>> <</if>> <<set $sexRitual.speed to "slow">> <<elseif ["stop", "fast"].includes($sexRitual.willContest)>> You try to defy Gwylan's command, opting to continue slowly. <<if $physiqueSuccess and $willpowerSuccess>> <<set _defied to true>><<set $sexRitual.speed to "slow">> <span class="green">You power through the compulsion to submit.</span> <<else>> <span class="red">Guilt and shame tug at your mind,</span> as if you're afraid of disappointing <<him>>. Your will bends to <<hers>>, and you <<if $sexRitual.willContest is "stop">> <<set $sexRitual.speed to "stop">><<set $sexRitual.action to "stop">> slow to a stop. <<if $sexRitual.onTop and !$sexRitual.sealed>> <span class="pink"><<He>> takes the opportunity to push you back.</span> "You've had your fun, now let me work." <<He>> spreads your legs. <<if $sexRitual.bondage>>The vine that shackles your ankles grows taut.<</if>> <<set $sexRitual.onTop to false>><<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.action to "rest">><<set $sexRitual.position to "service">><<set $sexRitual.speed to "slow">><<set $sexRitual.willContest to "none">> <<if $player.penisExist>> <<gwylanRitualPenetrate "mouth" "penis">> <<else>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> <</if>> <</if>> <<else>> <<set $sexRitual.speed to "fast">><<set $sexRitual.action to "fast">> speed up. <</if>> <</if>> <<else>> <<if $sexRitual.actionLast is "slow">> <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal", "gwylanDoggyAnal", "gwylanRidingVaginal", "gwylanRidingAnal">> You continue thrusting into <<him>> slowly and gently. <<case "playerDoggyVaginal" "playerDoggyAnal">> You continue pushing back against <<him>> slowly and gently. <<case "gwylanRidingThighs">> You continue pressing between <<his>> thighs slowly and gently. <<case "gwylanRidingTrib">> You continue grinding your pussies together slowly and gently. <<case "service">> You continue pushing <<his>> head down slowly and gently. <<case "serviceTop">> <<if C.npc.Gwylan.penis isnot "none">> You continue taking <<his>> <<npcPenis>> slowly and gently. <<else>> You continue licking <<his>> <<npcVagina>> slowly and gently. <</if>> <<case "facefuckTop">> You continue slowly facefucking <<him>>. <<case "facesitTop">> You continue slowly grinding on <<his>> face. <<case "gwylanMissionaryVaginal">> You continue gently fucking <<him>>. <<case "gwylanMissionaryAnal">> You continue gently fucking <<him>>. <<case "playerRidingVaginal">> <<if $sexRitual.bondage>> You continue slowly riding <<him>>. <<else>> You continue holding <<him>> tightly as you slowly ride <<him>>. <</if>> <<case "playerRidingAnal">> You continue slowly pleasuring <<him>> with your ass. <<default>> You continue fucking <<him>> slowly and gently. <</switch>> <<else>> <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal">> You start thrusting into <<him>> slower. <<case "playerDoggyVaginal", "playerDoggyAnal">> You start pushing back against <<him>> slower. <<case "gwylanRidingThighs">> You start fucking <<his>> thighs slower. <<case "gwylanRidingTrib">> You start grinding your pussies together slower. <<case "service">> You start pushing <<his>> head down slowly and gently. <<case "serviceTop">> <<if C.npc.Gwylan.penis isnot "none">> You slowly, gently, and <<oraltext>> nurse Gwylan's <<npcPenis>>. <<else>> You slowly, gently, and <<oraltext>> lick and service Gwylan's <<npcVagina>>. <</if>> <<case "facefuckTop">> You slowly and <<peniletext>> thrust your <<penis>> in and out of Gwylan's <<if $player.penissize gte 3>>throat<<else>>mouth<</if>>. <<case "facesitTop">> You slowly and <<vaginaltext>> grind and wriggle on Gwylan's face. <<case "gwylanMissionaryVaginal">> You slowly and <<peniletext>> make love to Gwylan beneath you. <<case "gwylanMissionaryAnal">> You slowly and <<peniletext>> thrust in and out of Gwylan's ass. <<case "playerRidingVaginal">> <<if $sexRitual.bondage>> You <<vaginaltext>> sit in Gwylan's lap and ride <<if C.npc.Gwylan.penis is "none">><<his>> strap-on<<else>><<him>><</if>>. <<else>> You <<vaginaltext>> sit in Gwylan's lap, your arms and legs wrapped around <<him>> as you ride. <</if>> <<case "playerRidingAnal">> You <<analtext>> ride Gwylan, taking <<him>> in and out of your anus. <<default>> You start fucking <<him>> slower. <</switch>> <</if>> <<set $sexRitual.speed to "slow">> <</if>> <<case "continue">> <<if $sexRitual.willContest is "stop">> You defy Gwylan's command, <<switch $sexRitual.position>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal" "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> and try to keep thrusting into <<him>>. <<case "playerDoggyVaginal" "playerDoggyAnal">> and try to keep pushing back against <<him>>. <<case "playerMissionaryVaginal">> <<if $sexRitual.bondage>> and try to press your hips up against <<him>>. <<else>> and try to keep your legs locked around <<him>>. <</if>> <<case "serviceTop">> and try to continue servicing <<him>>. <<case "playerRidingVaginal" "playerRidingAnal">> and try to continue riding <<him>>. <<default>> and try to continue fucking <<him>>. <</switch>> <<if $physiqueSuccess and $willpowerSuccess>> <span class="green">Your will overpowers <<hers>>,</span> and you continue. <<set _defied to true>><<set $sexRitual.speed to "fast">> <<else>> <span class="red">Your will bends to <<hers>>,</span> and you slow to a stop. <<set $sexRitual.speed to "stop">><<set $sexRitual.action to "stop">> <<if $sexRitual.onTop and !$sexRitual.sealed>> <span class="pink"><<He>> takes the opportunity to push you back.</span> "You've had your fun, now let me work." <<He>> spreads your legs. <<if $sexRitual.bondage>>The vine that shackles your ankles grows taut.<</if>> <<set $sexRitual.onTop to false>><<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.action to "rest">><<set $sexRitual.position to "service">><<set $sexRitual.speed to "slow">><<set $sexRitual.willContest to "none">> <<if $player.penisExist>> <<gwylanRitualPenetrate "mouth" "penis">> <<else>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> <</if>> <</if>> <</if>> <<else>> <<switch $sexRitual.position>> <<case"gwylanDoggyVaginal" "gwylanDoggyAnal" "gwylanRidingVaginal" "gwylanRidingAnal" "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> You resume thrusting into <<him>>. <<case "playerDoggyVaginal" "playerDoggyAnal">> You resume pushing back against <<him>>. <<case "playerMissionaryVaginal">> <<if $sexRitual.bondage>> You resume pressing your hips up against <<him>>. <<else>> You resume keeping your legs locked around <<him>>. <</if>> <<case "serviceTop">> You resume your service. <<case "playerRidingVaginal" "playerRidingAnal">> You resume riding <<him>>. <<default>> You resume fucking <<him>>. <</switch>> <<set $sexRitual.speed to "slow">> <</if>> <<case "stop">> <<if $sexRitual.onTop>> <<set $sexRitual.speed to "stop">> You stop. <<if $sexRitual.hypnosis isnot "Gwylan" and !$sexRitual.sealed>> <span class="pink"><<He>> takes the opportunity to push you back.</span> "You've had your fun, now let me work." <<He>> spreads your legs. <<if $sexRitual.bondage>>The vine that shackles your ankles grows taut.<</if>> <<set $sexRitual.onTop to false>><<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.action to "rest">><<set $sexRitual.position to "service">><<set $sexRitual.speed to "slow">><<set $sexRitual.willContest to "none">> <<if $player.penisExist>> <<gwylanRitualPenetrate "mouth" "penis">> <<else>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> <</if>> <</if>> <<else>> <<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.speed to "stop">> You relinquish control, stopping entirely. <</if>> /* Player on top */ <<case "kiss">> <<set $sexRitual.kissCount to 0>><<set $sexRitual.noKiss to true>> <<if !$gwylanSeen.includes("partners") and !_gwylanStatus.includesAny("aroused", "lust") and $sexRitual.hypnosis isnot "Gwylan">> <<set $sexRitual.action to "rest">> You bring your face close to Gwylan's. <<if !$gwylanSeen.includes("yearning")>> <span class="red"><<He>> pushes your face away and <<= $sexRitual.bondage ? "growls" : "glares at you">> angrily.</span> <span class="blue">It might be possible to catch <<him>> off guard if <<he>> trusts you more.</span> <<else>> <span class="purple"><<He>> moves <<his>> head aside and flicks you on the nose.</span> "You didn't learn a thing, did you?" <</if>> <<else>> <<if !$gwylanSeen.includes("yearning")>> <<canvas-model-temporary-effect "petals">> You <<if $sexRitual.bondage>>blindly <</if>>bring your face close to Gwylan's. <<His>> hot breath caresses your face as you move in. <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.bondage>> <<He>> doesn't protest as you kiss <<him>>. <<else>> <<His>> lips purse ever so slightly, and you kiss <<him>>. <</if>> <<else>> "What are you—" <<he>> starts, before your lips meet. <span class="purple"><<He>> tries pushing you away, but can't.</span> <</if>> <<gwylanKiss>> <br><br> <<link [[Keep kissing Gwylan|Gwylan Ritual Yearn]]>><<npcincr Gwylan dom 1>><<set $sexRitual.kissCount++>><</link>><<gyearning true>> <br> <<link [[Pull away|Gwylan Ritual Yearn Slap]]>><</link>> <br> <<exitAll>> <<else>> <<set $NPCList[0].mouth to "kiss">><<set $mouthuse to "kiss">> <<set $sexRitual.arousal += 2>> You bring your face close to Gwylan's. <<His>> hot breath caresses your face as you move in. <<if _gwylanStatus.includes("heat") or $gwylanSeen.includes("romance")>> <span class="pink"><<He>> eagerly kisses you.</span> <<elseif $sexRitual.bondage>> <span class="teal"><<He>> responds in kind as you kiss <<him>>.</span> <<else>> <span class="teal"><<His>> lips purse ever so slightly, and you kiss <<him>>.</span> <</if>> <br><br> <<gwylanKiss>> <<set $sexRitual.kissCount++>> <</if>> <</if>> <<case "kissPull">> <<set $sexRitual.noKiss to true>><<set $sexRitual.action to "rest">><<set $NPCList[0].mouth to 0>><<set $mouthuse to 0>> You pull your mouth away from Gwylan's. <<if _gwylanStatus.includes("heat")>> <<He>> huffs<<if $sexRitual.bondage>>, but doesn't seem angry<<else>> and smiles at you<</if>>. <<elseif $sexRitual.hypnosis is "Gwylan">> <<He>> whines, and licks your face one last time. <<elseif $sexRitual.bondage>> <<He>> makes a small, annoyed sound. <<else>> <<He>> looks mildly annoyed. <</if>> <<case "withdraw">> <<gwylanRitualPenetrate "withdraw">> <<set $sexRitual.playerControlsSpeed to true>> <<set $sexRitual.speed to "stop">> <<set $sexRitual.position to "top">> You withdraw from Gwylan. <<if _gwylanStatus.includesAny("aroused", "lust") and $sexRitual.sealed or _gwylanStatus.includes("heat")>> <<if ["facefuckTop", "facesitTop"].includes($sexRitual.position)>> <<He>> gasps for breath<<if !$sexRitual.bondage>>, but looks at you expectantly<</if>>. <<else>> <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.bondage>> <<He>> whines needily. <<else>> <<He>> whines as <<if C.npc.Gwylan.penis isnot "none">> precum continues to bead at the tip of <<his>> <<npcPenis>>. <<else>> fluids continue to drip from <<his>> <<npcVagina>>. <</if>> <<He>> spreads <<his>> arms out, as if inviting you to come back. <</if>> <<else>> <<He>> groans. "Get back here and finish what you started, <<pcpetname "Gwylan">>." <</if>> <</if>> <<else>> <<if $sexRitual.hypnosis is "Gwylan">> <span class="pink"><<He>> takes the opportunity to push you back.</span> "Arf!" <<He>> forces <<his>> head between your legs. <<if $sexRitual.bondage>>The vine that shackles your ankles grows taut as <<he>> pushes your legs apart.<</if>> <<else>> <span class="pink"><<He>> takes the opportunity to push you back.</span> "You've had your fun, now let me work." <<He>> spreads your legs. <<if $sexRitual.bondage>>The vine that shackles your ankles grows taut.<</if>> <</if>> <<set $sexRitual.onTop to false>><<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.action to "rest">><<set $sexRitual.position to "service">><<set $sexRitual.speed to "slow">><<set $sexRitual.willContest to "none">> <<if $player.penisExist>> <<gwylanRitualPenetrate "mouth" "penis">> <<else>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> <</if>> <</if>> <<case "serviceTop">> <<set $sexRitual.position to "serviceTop">> <<if $NPCList[0].mouth is "kiss">> You pull away from the kiss. <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> <<if C.npc.Gwylan.penis isnot "none">> You move your head down, slowly taking Gwylan's <<npcPenis>> into your mouth. <<gwylanRitualPenetrate "penis" "mouth">> <<else>> You move your head down, and start to lick Gwylan's <<npcVagina>>. <</if>> <<if $sexRitual.hypnosis is "Gwylan">> <<if _gwylanTF.tail is "revealed" and !$sexRitual.bondage>> <<He>> pants, <<his>> tail wagging as you start to service <<him>>. <<else>> <<He>> pants as you start to service <<him>>. <</if>> <<else>> <<if $sexRitual.sealed or _gwylanStatus.includes("heat")>> <<He>> giggles, and puts a hand on your head. "Aww, what a <<pcpetname "Gwylan" "good">>." <<else>> <<He>> tries to back away from you, <<if $sexRitual.bondage>> but you move in closer. <<else>> but you hold <<him>> firmly. <</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> "<<pcPetname "Gwylan" "simple">>, I appreciate the gesture, but you're going to tarnish the ritual!" <<else>> "Stop this, the connection hasn't sealed yet. If you make me..." <</if>> <</if>> <</if>> <<set $sexRitual.speed to "slow">> <<set $sexRitual.arousal += 10 + Math.floor($oralskill / 10)>> <<case "facefuckTop">> <<set $sexRitual.position to "facefuckTop">> <<if $NPCList[0].mouth is "kiss">> You pull away from the kiss. <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> You crawl up and shove your <<penis>> right in <<his>> face. <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> opens <<his>> mouth, and you feel <<his>> hot breath on it. <<He>> takes it eagerly. <<else>> <<He>> grunts. "Careful! You almost poked my eye ou—" <<Hes>> silenced as you thrust again, this time finding <<his>> mouth. <</if>> <<gwylanRitualPenetrate "mouth" "penis">> <<set $sexRitual.speed to "slow">> <<set $sexRitual.arousal += 5>> <<case "facesitTop">> <<set $sexRitual.position to "facesitTop">> <<if $NPCList[0].mouth is "kiss">> You pull away from the kiss, and crawl above Gwylan. <<else>> You crawl above Gwylan. <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> <<if $sexRitual.bondage>> With your legs still shackled, you fumble around on your knees, approaching <<his>> head in reverse. <</if>> <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> You sit right on <<his>> face. <<His>> eyes widen, but <<he>> accepts <<his>> position as your new chair quickly. <<else>> <<He>> takes a deep breath as you lower your hips, bringing you <<pussy>> right to <<his>> mouth. <<He>> sits still for a moment, <span class="lewd">but starts to lick</span>. <</if>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> <<set $sexRitual.speed to "slow">> <<set $sexRitual.arousal += 5>> <<case "gwylanMissionaryVaginal">> <<set $sexRitual.position to "gwylanMissionaryVaginal">> <<if $NPCList[0].mouth is "kiss">> <<set $_keepKissing to true>> You briefly withdraw from the kiss. <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> You mount Gwylan, and push your <<penis>> into <<his>> waiting <<npcVagina>>. <<gwylanRitualPenetrate "vagina" "penis">> <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> whimpers, <<his>> hips already trying to goad you into thrusting as <<he>> clings to you tightly. <<if $sexRitual.hypnosis isnot "Gwylan">> "<<pcPetname "Gwylan">>... please, don't hold back. I need this." <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> breathes a gentle sigh, seemingly enjoying the feeling of you on top of <<him>> and inside <<him>>. "Come on, then. Mate with me, <<pcpetname "Gwylan">>." <<else>> <<He>> breathes a gentle sigh, shifting <<his>> hips to get comfortable. "Fine. Just hurry up." <</if>> <<if $_keepKissing>> <<set $NPCList[0].mouth to "kiss">><<set $mouthuse to "kiss">> You resume kissing <<him>> once you get your rhythm going. <</if>> <<set $sexRitual.speed to "fast">> <<set $sexRitual.arousal += 10 + Math.floor($penileskill / 10)>> <<case "gwylanMissionaryAnal">> <<set $sexRitual.position to "gwylanMissionaryAnal">> <<if $NPCList[0].mouth is "kiss">> <<set $_keepKissing to true>> You briefly withdraw from the kiss. <</if>> <<if $sexRitual.buttplug>> <<set $sexRitual.buttplug to false>> <<if _gwylanTF.known or _gwylanTF.tail is "revealed">> <<if $sexRitual.bondage>> With your arms still bound, you use your elbows to gently push <<his>> tail to the side. <<else>> You gently push <<his>> tail to the side, taking a moment to pet it. <</if>> <<elseif _gwylanTF.tail is "fake">> <<if $sexRitual.bondage>> With your wrists still bound together, you trap <<his>> <<if $awarelevel gte 1>>fox-tail buttplug<<else>>fake fox tail<</if>> between your hands and give it an awkward jerk. <<else>> You give <<his>> <<if $awarelevel gte 1>>fox-tail buttplug<<else>>fake fox tail<</if>> a firm tug. <</if>> It exits <<his>> ass with a quiet pop, prompting <<him>> to softly moan. <<if $sexRitual.hypnosis isnot "Gwylan">> "Hey, what do you think you're—" <</if>> <<else>> <<if $sexRitual.bondage>> With your wrists still bound together, you trap <<his>> <<if $awarelevel gte 1>>fox-tail buttplug<<else>>fake fox tail<</if>> between your hands and give it an awkward jerk. <span class="pink">It doesn't come off.</span> Gwylan yelps. "That hurt!" <<set $gwylanSeen.pushUnique("gwylan_tail")>> It seems that <<his>> ass is already free. The tail must be attached higher, somehow. <<else>> You give <<his>> <<if $awarelevel gte 1>>fox-tail buttplug<<else>>fake fox tail<</if>> a firm tug, <span class="pink">but it doesn't come off</span>. Gwylan yelps. "That hurt!" <<set $gwylanSeen.pushUnique("gwylan_tail")>> You push it aside, seeing <<his>> ass already free. The tail is attached higher, somehow. <</if>> <</if>> <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> You mount Gwylan, and push your <<penis>> into <<his>> <<npcAnus>>. <<gwylanRitualPenetrate "anus" "penis">> <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> lets out a short growl, but clings onto you tightly. <<if $sexRitual.hypnosis isnot "Gwylan">> "<<pcPetname "Gwylan">>..." <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> grunts, seemingly feeling only a small amount of discomfort. "Be gentle with me, <<pcpetname "Gwylan">>." <<else>> <<He>> grunts, clearly not comfortable with this arrangement. "Fine. Be careful, please." <</if>> <<if $_keepKissing>> <<set $NPCList[0].mouth to "kiss">><<set $mouthuse to "kiss">> You resume kissing <<him>> once you get your rhythm going. <</if>> <<set $sexRitual.speed to "fast">> <<set $sexRitual.arousal += 6 + Math.floor($penileskill / 10)>> <<case "playerRidingVaginal">> <<set $sexRitual.position to "playerRidingVaginal">> <<if $NPCList[0].mouth is "kiss">> <<set $_keepKissing to true>> You briefly withdraw from the kiss. <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> <<if $sexRitual.bondage>> You spread your knees as far as you can with the vines binding your ankles, and straddle Gwylan's lap. You take <<his>> <<npcPenis>> into your <<pussy>>. <<gwylanRitualPenetrate "penis" "vagina">> <<else>> You straddle Gwylan, and take <<his>> <<npcPenis>> into your <<pussy>>. <<gwylanRitualPenetrate "penis" "vagina">> <</if>> <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> pants and tenses up, wrapping <<his>> arms around you. <<if $sexRitual.hypnosis isnot "Gwylan">> "<<pcPetname "Gwylan">>... please, don't hold back. I need this." <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> breathes a gentle sigh, seemingly enjoying the feeling of you on top of <<him>> and being inside you. "Come on, then. Mate with me, <<pcpetname "Gwylan">>." <<else>> <<He>> breathes a gentle sigh. "Fine. Just hurry up." <</if>> <<if $_keepKissing>> <<set $NPCList[0].mouth to "kiss">><<set $mouthuse to "kiss">> You lean down and resume kissing <<him>> once you get your rhythm going. <</if>> <<set $sexRitual.speed to "slow">> <<set $sexRitual.arousal += 10 + Math.floor($vaginalskill / 10)>> <<case "playerRidingAnal">> <<set $sexRitual.position to "playerRidingAnal">> <<if $NPCList[0].mouth is "kiss">> <<set $_keepKissing to true>> You briefly withdraw from the kiss. <</if>> <<gwylanRitualPenetrate "withdraw">><<set $sexRitual.playerControlsSpeed to true>> <<if $sexRitual.bondage>> You spread your knees as far as you can with the vines binding your ankles, and straddle Gwylan's lap. You take <<his>> <<npcPenis>> into your ass. <<gwylanRitualPenetrate "penis" "anus">> <<else>> You straddle Gwylan, and take <<his>> <<npcPenis>> into your ass. <<gwylanRitualPenetrate "penis" "anus">> <</if>> <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> pants and tenses up, wrapping <<his>> arms around you. <<if $sexRitual.hypnosis isnot "Gwylan">> "<<pcPetname "Gwylan">>... please, don't hold back. I need this." <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> breathes a gentle sigh, seemingly enjoying the feeling of you on top of <<him>> and being inside you. <<He>> giggles. "Dirty <<pcpetname "Gwylan" "simple">>!" <<else>> <<He>> breathes a gentle sigh. "Fine, if this will help you finish. Just hurry up." <</if>> <<if $_keepKissing>> <<set $NPCList[0].mouth to "kiss">><<set $mouthuse to "kiss">> You lean down and resume kissing <<him>> once you get your rhythm going. <</if>> <<set $sexRitual.speed to "fast">> <<set $sexRitual.arousal += 10 + Math.floor($analskill / 10)>> /* Misc actions */ <<case "handHold">> <<set $sexRitual.arousal += 4>> <<if $sexRitual.actionLast is "handHold">> You continue holding Gwylan's hands. <<else>> <<if $sexRitual.bondage>> /* Unreachable action while hands are bound */ You bump your bound wrists against Gwylan's hand and trap it between your hands. <<else>> <<if !$sexRitual.firstAction>> It's hard to focus, but you manage to force your hands to move up your chest to caress Gwylan's hands. <<else>> You reach for Gwylan's hands. <</if>> <<if _gwylanStatus.includes("heat")>> <<He>> quickly grabs them, using them for added balance as <<he>> continues to ride you. <<elseif _gwylanLovePercent gte 75>> <<He>> lifts them, allowing you to hold both as <<he>> continues to ride you. <<His>> face turns a little more red, as if this was somehow unexpected. <<else>> <<He>> doesn't move them, so you take them and lift them. <<He>> adjusts <<his>> balance to accommodate. <<His>> face turns a little more red, as if this was somehow unexpected. <</if>> <</if>> <<takeHandholdingVirginity "Gwylan" "romantic">> <</if>> <<case "bodyhold">> <<set $sexRitual.arousal += 3>> <<if $sexRitual.actionLast is "bodyhold" or ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> You hold Gwylan tightly. <<else>> You wrap your <<if $sexRitual.bondage>>bound <</if>>arms around Gwylan and pull <<him>> down, your bodies now much closer. <</if>> <<case "headHold">> <<if $sexRitual.arousal lte 75>> <<set $sexRitual.arousal += 1>> <</if>> <<if $sexRitual.actionLast is "headHold">> You keep your <<= $sexRitual.bondage "bound wrists around" ? : "hands on">> Gwylan's head as <<he>> services you. <<elseif $sexRitual.bondage>> You loop your arms over Gwylan's head, nearly knocking <<his>> hat askew. You press your bound wrists against the back of <<his>> head. <<else>> You put a hand on Gwylan's head, pushing <<his>> hat down a little. <<He>> looks at you with amusement, but doesn't stop. <</if>> <<case "headPet">> <<if $sexRitual.arousal lte 75>> <<set $sexRitual.arousal += 2>> <</if>> <<if $sexRitual.bondage>> /* Unreachable action while wrists are bound */ You defy the laws of physics, somehow managing to twist your hands enough to pet Gwylan's head. <<elseif ["headPet", "slow", "fast", "headPush", "hairPlay", "hairPull", "cooperate"].includes($sexRitual.actionLast)>> You continue to pet Gwylan's head as <<he>> services you. <<if _gwylanTF.ears is "fake">> You rub the fox ears on <<his>> hat. <<set $sexRitual.arousal += 3>> <<elseif _gwylanTF.ears is "revealed">> You rub and stroke <<his>> fox ears. <<set $sexRitual.arousal += 3>> <</if>> <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> eagerly leans into it. <<set $sexRitual.arousal += 6>> <</if>> <<else>> You move your hand under Gwylan's oversized hat and start to pet <<his>> head. <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> leans up into it eagerly, <<his>> eyes momentarily closing. <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> leans up into it for a moment, seeming to enjoy it. <<else>> <span class="teal"><<He>> entirely stops for a moment, staring at you.</span> "What are you doing?"<br><br> You stop.<br><br> "I didn't say to stop," <<he>> immediately says, resuming <<his>> service. <</if>> <</if>> <<case "headPush">> <<if $sexRitual.arousal lte 75>> <<set $sexRitual.arousal += 2>> <</if>> <<if $sexRitual.actionLast is "headPush">> You continue pushing down on <<his>> head, matching <<his>> rhythm. <<else>> <<if $sexRitual.bondage>> You press your bound wrists against the back of Gwylan's head and push <<his>> head down. <<else>> You firmly push down on <<his>> head. <</if>> <<if $sexRitual.virginityProtected>> <<His>> eyes go wide as <<he>> suddenly takes you in. <<gwylanRitualPenetrate "mouth" "penis">> <<else>> <<His>> eyes go wide for a moment as <<he>> takes your whole length. <<He>> doesn't seem to mind, though, and holds it in <<his>> throat as you hold <<him>> down. <</if>> <<He>> lets you set the pace. <</if>> <<set $sexRitual.playerControlsSpeed to true>> <<case "headLock">> <<if $sexRitual.bondage>> <<if $sexRitual.actionLast is "headPush">> You continue pressing your thighs around <<his>> head. <<else>> You press inwards with your thighs, squeezing the sides of <<his>> head. <<His>> eyes go wide for a moment, but <<he>> doesn't stop. <</if>> <<elseif $sexRitual.actionLast is "headPush">> You continue holding your legs around <<his>> head. <<else>> You firmly wrap your legs around <<his>> head. <<His>> eyes go wide for a moment, but <<he>> doesn't stop. <</if>> <<case "hairPlay">> <<set $sexRitual.arousal += 5>> <<if $sexRitual.bondage>> /* Unreachable action while hands are bound */ With your wrists lashed together, you awkwardly clasp at Gwylan's hair. <<elseif $sexRitual.hypnosis is "Gwylan">> <<He>> whines, but doesn't stop. <<elseif $sexRitual.actionLast is "hairPlay" or $sexRitual.willContest is "noHairPlay">> <<if $sexRitual.willContest is "noHairPlay">> <<if $willpowerSuccess>> <<set _defied to true>> <span class="green">You continue to play with <<his>> hair despite <<his>> demand.</span> <<He>> doesn't stop this time, pouting as <<he>> continues servicing you. <<else>> <<set $sexRitual.action to "rest">><<set $sexRitual.playerControlsSpeed to false>> <span class="red">Your fingers lose their grip, and your arms fall back to your sides.</span> <</if>> <<else>> You continue to play with Gwylan's mousy hair. <<He>> withdraws from you.<br> <b>"<span class="witch">Stop.</span>"</b> <<set $sexRitual.willContest to "noHairPlay">> <</if>> <<else>> You run your fingers through <<his>> mousy hair. <<He>> withdraws for a moment. "Stop that." <</if>> <<case "hairPull">> <<if $sexRitual.hypnosis is "Gwylan">> <<He>> whines and barks at you. "Grrarf!" <<elseif $sexRitual.bondage>> /* Unreachable action while hands are bound */ Your try to pull Gwylan's hair, but can't get a good enough grip with your wrists bound together. <<elseif $sexRitual.willContest is "noHairPlay" and !$willpowerSuccess>> <<set $sexRitual.noHairPull to true>> <<set $sexRitual.action to "rest">><<set $sexRitual.playerControlsSpeed to false>> <span class="red">Your fingers lose their grip, and your arms fall back to your sides.</span> <<else>> <<set $gwylanSeen.pushUnique("hair_pull_bite")>> <<set $sexRitual.noHairPull to true>> You pull Gwylan's hair. <br><br> <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.known>> Without hesitation, <span class="red"><<he>> bites you. Hard. Fangs and all.</span> <<pain 12>><<stress 12>><<gggpain>><<ggstress>> <br><br> <<He>> holds <<his>> teeth on you for a moment, making sure you can see them on your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>>. <<He>> slowly releases you. "I warned you." <<He>> spits on your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>> and gets back to work. <<else>> Without hesitation, <span class="red"><<he>> bites you. Hard.</span> <<pain 12>><<stress 12>><<gggpain>><<ggstress>> <br><br> <<He>> holds <<his>> teeth on you for a moment, making sure you can see them on your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>>. <span class="lewd">They're more like the fangs of a beast<<if $transformationParts.traits.fangs isnot "disabled">>, similar to your own<</if>>.</span> <br><br> <<He>> slowly releases you. "I warned you." <<He>> spits on your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>> and gets back to work. <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <<else>> Without hesitation, <span class="red"><<he>> bites you.</span> <<pain 8>><<stress 12>><<ggpain>><<ggstress>> <br><br> <<He>> holds <<his>> teeth on you for a moment, making sure you can see them on your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>>. <<He>> slowly releases you. "I warned you." <<He>> spits on your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>> and gets back to work. <</if>> <</if>> <<case "thighsPenetrate">> You pull back just enough to free your <<penis>> from <<his>> thighs, and push upwards. Gwylan yips in surprise as it slips right in. <<gwylanRitualPenetrate "vagina" "penis">> <<set $sexRitual.position to "gwylanRidingVaginal">> <<case "askStop">> <<set $sexRitual.end to "askStop">> You tell Gwylan you need to stop. <<He>> complies immediately. <<case "askStopFail">> <<if $sexRitual.hypnosis is "Gwylan">> You tell Gwylan that you need to stop. <<if $sexRitual.bondage>> "Woof?" <<He>> doesn't seem to understand. <<else>> <<His>> head just tilts at you curiously. "Woof?" <</if>> <<else>> You tell Gwylan you need to stop. <<if $sexRitual.bondage>> <<His>> breath is slow and heavy. The three foxlike eyes swim in your darkened field of vision, blurry and unfocused. <<else>> <<His>> eyes are unfocused, but fall upon you. <</if>> "<span class="red">I... I can't, dear. Forgive... me.</span>" <</if>> <<case "beg">> <<if $sexRitual.hypnosis is "player">> <<hypnosisText "You open your mouth to speak, <span class='lewd'>and involuntarily bark.</span> You try again, this time letting out a dog-like whine.">> <</if>> <br><br> <<if $sexRitual.bondage>> Gwylan gives a satisfied hum. <<else>> Gwylan looks down at you with a satisfied expression. <</if>> "<<pcPetname "Gwylan" "good">>." The words ring in your ears as feeling slowly returns to your limbs. <<gwylanHypnosis "devotion" 2>> <<set $sexRitual.action to $sexRitual.actionLast>><<set $sexRitual.willContest to "none">><<set $sexRitual.speed to "fast">> /* Attempts to get control of speed */ <<case "hiphold">> <<if $sexRitual.bondage>> /* Unreachable action while hands are bound */ You defy the laws of physics and somehow manage to hold Gwylan's hips with your bound hands. <<elseif $sexRitual.actionLast is "hiphold">> <<set $sexRitual.arousal += 5>> You continue holding Gwylan. <<else>> <<if !$sexRitual.firstAction>> It's hard to focus, but you manage to force your hands to move up to Gwylan's hips and start to help <<him>> move. <<else>> You wrap your hands around Gwylan. <</if>> <<if $sexRitual.speed is "fast">> <<He>> slows, and starts grinding on you again. <</if>> <<if _gwylanStatus.includes("heat") or $sexRitual.arousal gte 180>> <<set $sexRitual.playerControlsSpeed to true>> <<He>> shakily tries to move your hands off of <<his>> hips, <span class="lewd">but <<he>> can't keep a grip on you as <<he>> shakes with arousal</span>. <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.playerControlsSpeed to true>><<set $sexRitual.speed to "slow">> <span class="teal"><<He>> doesn't say anything, but <<he>> seems to appreciate the chance to take a break.</span> <<elseif $gwylanSeen.includes("romance")>> <<set $sexRitual.playerControlsSpeed to true>><<set $sexRitual.speed to "slow">> <span class="green"><<He>> lets you take the reigns for a moment, happy to let you set the pace.</span> <<else>> <<set $sexRitual.action to "rest">> It only lasts for a moment. <span class="red"><<He>> grabs your wrists and pulls your hands off of <<his>> waist</span>, resuming <<his>> previous pace. <span class="blue">It seems <<he>> wants to be in complete control for now, but that might change.</span> <</if>> <</if>> <<case "leghold">> <<if $sexRitual.bondage>> /* Unreachable action while legs are bound */ You defy the laws of physics and somehow manage to wrap your bound legs around Gwylan. <<elseif $sexRitual.actionLast is "leghold">> <<set $sexRitual.arousal += 5>> You continue holding Gwylan with your legs. <<else>> You quickly wrap your legs around Gwylan and squeeze. <<if $sexRitual.speed is "fast">> <<He>> slows, lingering inside you after each thrust. <</if>> <<if _gwylanStatus.includes("heat") or $sexRitual.arousal gte 180>> <<set $sexRitual.playerControlsSpeed to true>> <<He>> shakily tries to move your legs off of <<his>> hips, <span class="lewd">but <<he>> can't keep a grip on you as <<he>> shakes with arousal</span>. <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.playerControlsSpeed to true>> <span class="teal"><<He>> doesn't say anything, but <<he>> seems to appreciate the extra momentum.</span> <<elseif $gwylanSeen.includes("romance")>> <<set $sexRitual.playerControlsSpeed to true>> <span class="green"><<He>> lets you do it, seeming to appreciate the extra traction.</span> <<else>> <<set $sexRitual.action to "rest">> It only lasts for a moment. <span class="red"><<He>> grabs your legs and pulls them away from <<his>> waist</span>, resuming <<his>> previous pace. <span class="blue">It seems <<he>> wants to be in complete control for now, but that might change.</span> <</if>> <</if>> <<case "uphold">> <<if $sexRitual.bondage>> /* Unreachable action while hands are bound */ You defy the laws of physics and manage to wrap your bound arms around Gwylan's stomach. <<elseif $sexRitual.actionLast is "uphold">> <<set $sexRitual.arousal += 5>> You hold Gwylan close to you as you continue thrusting into <<him>>. <<else>> You wrap your arms around Gwylan's <<bellyDescription "Gwylan">> and try to pull <<him>> up so <<his>> back meets your chest. <<if _gwylanStatus.includes("heat") or $sexRitual.arousal gte 180>> <<set $sexRitual.playerControlsSpeed to true>> <<He>> shakily reaches back to try and stop you, <span class="lewd">but ends up getting even closer to you as <<he>> shakes with arousal</span>. <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<set $sexRitual.playerControlsSpeed to true>> <<if $sexRitual.petplay>> <span class="teal"><<He>> lets you do it, grabbing your collar as <<he>> leans back into you.</span> <<else>> <span class="teal"><<He>> lets you do it, leaning back into you.</span> <</if>> <<elseif $gwylanSeen.includes("romance")>> <<set $sexRitual.playerControlsSpeed to true>> <span class="green"><<He>> leans into you, arching <<his>> back and turning <<his>> head to look into your eyes.</span> <<else>> <<set $sexRitual.action to "rest">> It only lasts for a moment. <span class="red"><<He>> grabs your arms and pulls them away from <<his>> waist</span>, returning to all fours. <span class="blue">It seems <<he>> wants to be in complete control for now, but that might change.</span> <</if>> <</if>> /* Various flavours of doing nothing */ <<case "paralysed">> <<if $sexRitual.bondage>> <span class="red">Your body remains limp.</span> <<else>> <span class="red">Your arms and legs lay limp at your sides.</span> <</if>> <<case "move">> <<if $willpowerSuccess>> <span class="green">Feeling slowly returns to your limbs.</span> <<elseif $sexRitual.bondage>> <<set $sexRitual.action to "paralysed">> <span class="red">Your body remains limp.</span> <<willpower 1>><<gwillpower>> <<else>> <<set $sexRitual.action to "paralysed">> <span class="red">Your arms and legs lay limp at your sides.</span> <<willpower 1>><<gwillpower>> <</if>> <<case "focus">> You try to clear your head and push through the haze of lust. <<case "cooperate">> <<switch $sexRitual.position>> <<case"gwylanDoggyVaginal" "gwylanDoggyAnal">>You thrust forward with Gwylan's rhythm. <<case "gwylanRidingVaginal" "gwylanRidingAnal">>You thrust upwards with Gwylan's rhythm. <<case "playerDoggyVaginal" "playerDoggyAnal">>You push back with Gwylan's rhythm. <<default>>You let the pleasure of Gwylan's touch wash over you. <</switch>> <<default>> <<if !_skipControl>> You lay still and allow Gwylan to have complete control. <</if>> <</switch>> <<if !$sexRitual.firstAction>> <<set $sexRitual.firstAction to $sexRitual.action>> <</if>> <<set $sexRitual.actionLast to $sexRitual.action>> <br><br> <</widget>> <<widget "gwylanRitualChecks">> <<if $sexRitual.sealed>> <<trauma 4>> <<else>> <<trauma 2>> <</if>> <<set $sexRitual.timerToforceEnd-->> <<if $settings.playerPregnancyHumanEnabled and _gwylanStatus.includes("wantsPregnancy")>> <<if ["gwylanRidingVaginal", "gwylanDoggyVaginal"].includes($sexRitual.position) and NPCPregnancyPossibleWithPlayer("Gwylan")>> <<set $sexRitual.pregnancy to "Gwylan">> <<elseif ["playerMissionaryVaginal", "playerDoggyVaginal"].includes($sexRitual.position) and playerPregnancyPossibleWith("Gwylan")>> <<set $sexRitual.pregnancy to "Player">> <</if>> <</if>> <<set _physiqueDiffMin to $physiquesize - 2000>><<set _physiqueDiffMax to $physiquesize + 1000>> <<set _willMod to ($hypnosis_traits.devotion * 100) || 1>> <<if $hypnosis_traits.devotion gte 5 and $sexRitual.hypnosis isnot "Gwylan">> <<set _willMod += 2000>> <<hypnosisText "<span class='red'>Resisting Gwylan is impossible.</span>">><br> <<set $_checkbr to true>> <</if>> <<set _willpowerDiffMin to 600 + _willMod>><<set _willpowerDiffMax to 800 + _willMod>> <<if $gwylanSeen.includes("partners") and !$sexRitual.forced>> <<set _willpowerDiffMinTop to 600>><<set _willpowerDiffMaxTop to 800>> <<else>> <<set _willpowerDiffMinTop to 600 + _willMod>><<set _willpowerDiffMaxTop to 800 + _willMod>> <</if>> <<if _gwylanStatus.includesAny("aroused", "lust") and $sexRitual.hypnosis isnot "Gwylan">> <<set _physiqueDiffMin -= 1000>> <<set _willpowerDiffMin -= 100>><<set _willpowerDiffMax -= 100>> <span class="pink">Gwylan's lust is hampering <<his>> ability to keep you docile.</span><br> <<set $_checkbr to true>> <</if>> <<if $sexRitual.petplay and $sexRitual.hypnosis isnot "Gwylan">> <<set _physiqueDiffMin += 1500>><<set _physiqueDiffMax += 1500>> <span class="pink">Your collar is allowing Gwylan to hold you down easier.</span><br> <<set $_checkbr to true>> <</if>> <<if $sexRitual.playerOrgasms>> <<set $_reduction to ($sexRitual.playerOrgasms * 20) + ($sexRitual.gwylanOrgasms * 20)>> <<set _willpowerDiffMin -= $_reduction>><<set _willpowerDiffMax -= $_reduction>> <</if>> <<if $sexRitual.gwylanOrgasmsBlocked>> <<set $_reduction to $sexRitual.gwylanOrgasmsBlocked * 100>> <<set _willpowerDiffMin -= $_reduction>><<set _willpowerDiffMax -= $_reduction>> <</if>> <<if $sexRitual.hypnosis is "Gwylan" and $sexRitual.event isnot "hypnosisBacklash">> <<set _physiqueDiffMin to 0>><<set _physiqueDiffMax to 1>> <<set _willpowerDiffMin to 0>><<set _willpowerDiffMax to 1>> <span class="lewd">Gwylan is acting like a puppy, and has no power over you.</span><br> <<set $_checkbr to true>> <</if>> <<if $_checkbr>><br><</if>> <</widget>> <<widget "gwylanRitualActions">> <<set $_speed to $sexRitual.speed>> <<switch $_speed>> <<case "stop">> <<set $sexRitual.arousal -= 10>> <<case "slow">> <<if !(["service", "facefuckTop", "facesitTop"].includes($sexRitual.position) and $sexRitual.arousal gte 100)>><<set $sexRitual.arousal += 2>><</if>> <<if $sexRitual.position isnot "serviceTop">><<sex 10 "genitals">><</if>> <<case "med">> <<if !(["service", "facefuckTop", "facesitTop"].includes($sexRitual.position) and $sexRitual.arousal gte 100)>><<set $sexRitual.arousal += 5>><</if>> <<if $sexRitual.position isnot "serviceTop">><<sex 15 "genitals">><</if>> <<case "fast">> <<if !(["service", "facefuckTop", "facesitTop"].includes($sexRitual.position) and $sexRitual.arousal gte 100)>><<set $sexRitual.arousal += 15>><</if>> <<if $sexRitual.position isnot "serviceTop">><<sex 20 "genitals">><</if>> <</switch>> <<if $sexRitual.penetrated or ["service", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> <<sex 15 "genitals">> <</if>> <<if $sexRitual.onTop>> <<switch $sexRitual.position>> <<case "facefuckTop" "facesitTop">><<set $sexRitual.arousal += 4>><<sex 10 "genitals">> <<case "serviceTop">><<set $sexRitual.arousal += 10 + Math.floor($oralskill / 10)>><<sex 10 "mouth">> <<case "gwylanMissionaryVaginal">><<set $sexRitual.arousal += 10 + Math.floor($penileskill / 10)>><<sex 10 "genitals">> <<case "gwylanMissionaryAnal">><<set $sexRitual.arousal += 6 + Math.floor($penileskill / 10)>><<sex 10 "genitals">> <<case "playerRidingVaginal">><<set $sexRitual.arousal += 10 + Math.floor($vaginalskill / 10)>><<sex 10 "genitals">> <<case 'playerRidingAnal'>><<set $sexRitual.arousal += 10 + Math.floor($analskill / 10)>><<sex 10 "anus">> <<default>><<set $sexRitual.arousal += 10>><<sex 10 "genitals">> <</switch>> <</if>> <<if $arousal gte $arousalmax and $sexRitual.position isnot "serviceTop">> <<if $sexRitual.hypnosis isnot "Gwylan" and !$sexRitual.connectionBroken and $sexRitual.sealed and !$sexRitual.resistOrgasm>> <<set $sexRitual.resistOrgasm to false>> <<if !$sexRitual.limitChallenge>> <<set $sexRitual.limitChallenge to true>> You feel like you're on the edge of climax, <span class="purple">but something's wrong.</span> You can't reach release. <span class="purple">The poison doesn't want to leave you.</span> <<else>> <span class="purple">The poison tries to cling to you.</span> <</if>> <br> <<if $sexRitual.willContest is "cum">> <<set _playerWillOrgasm to true>> <span class="green">Gwylan's command pushes through it.</span> <<else>> <<set _orgDiffMin to 500 + ($sexRitual.purge * 50)>><<set _orgDiffMax to 800 + ($sexRitual.purge * 50)>> <<silently>><<willpowerdifficulty _orgDiffMin _orgDiffMax>><</silently>> <<if $willpowerSuccess>> <<set _playerWillOrgasm to true>> <span class="green">Your will pushes through it,</span> <span class="red">but it roils in response.</span> <<trauma 6>><<pain 4>><<gtrauma>><<gpain>> <<else>> <<set $sexRitual.playerOrgasmsFailed++>><<set _failedOrgasm to true>> <span class="red">Its roots hold firm inside you, your willpower unable to overcome it.</span> <<trauma 12>><<pain 8>><<purity -25>><<ggtrauma>><<ggpain>><<llpurity>> <</if>> <<set $willpowerSuccess to 0>> <</if>> <br><br> <<elseif $sexRitual.resistOrgasm>> <<if $sexRitual.resistOrgasmWillpowerSuccess>> <<set _resistedOrgasm to true>> You clench your teeth and focus, <span class="green">resisting the approaching orgasm.</span> <<set $arousal to Math.clamp($arousal, 0, 10000)>> <<arousal -2000>><<llarousal>> <<set $sexRitual.resistOrgasmWillpowerDiffMin += 200>> <<set $sexRitual.resistOrgasmWillpowerDiffMax += 200>> <<set $sexRitual.playerOrgasmsResisted++>> <<if $sexRitual.willContest is "cum">> <<set $sexRitual.willContest to "none">> <</if>> <<else>> You <span class="red">fail to push against the heat rising within you. The emptiness roils.</span> <<willpower 1>><<gwillpower>><<trauma 6>><<gtrauma>> <<set _playerWillOrgasm to true>> <</if>> <br><br> <<else>> <<set _playerWillOrgasm to true>> <</if>> <</if>> <<if ($sexRitual.playerControlsSpeed and ["slow","fast"].includes($sexRitual.action) or $sexRitual.onTop) and !_defied>> /* Player controls the speed */ <<if !$sexRitual.sealed and $sexRitual.arousal gte 190 and !_playerWillOrgasm and $sexRitual.hypnosis isnot "Gwylan" and !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> /* Gwylan tries to make player stop */ <<set $sexRitual.willContest to "stop">><<set _gwylanResistingOrgasm to true>> <b>"<span class="witch">Stop.</span>"</b> <br><br> Gwylan's demand comes strained. <<He>> seems to be trying to avoid orgasm<<if !["serviceTop"].includes($sexRitual.position)>> <<himself>><</if>>. <<elseif !$sexRitual.sealed and $sexRitual.arousal gte 150 and $sexRitual.speed is "fast" and !_playerWillOrgasm and $sexRitual.hypnosis isnot "Gwylan" and !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position) and !_gwylanStatus.includes("heat")>> /* Gwylan tries to make player slow down */ <<set $sexRitual.willContest to "slow">> <b>"<span class="witch">Slower.</span>"</b> <<elseif $sexRitual.sealed and _gwylanStatus.includesAny("aroused", "lust") and $sexRitual.arousal gte 130 and $sexRitual.speed is "slow" and $sexRitual.hypnosis isnot "Gwylan" and !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> /* Gwylan tries to make player speed up */ <<set $sexRitual.willContest to "fast">> <b>"<span class="witch">Faster.</span>"</b> <<else>> /* Player control flavour text */ <<if $_speed is "slow">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal" "gwylanRidingThighs" "gwylanRidingTrib">> <<if $sexRitual.arousal gte 150 and $sexRitual.willContest isnot "slow" or _gwylanStatus.includes("heat")>> <<He>> tries to grind on your <<penis>> faster, trembling slightly. You make <<him>> stay at your pace. <<else>> <<He>> continues to grind at your slower pace, holding your hands on <<his>> hips. <</if>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<if $sexRitual.arousal gte 150 and $sexRitual.willContest isnot "slow" or _gwylanStatus.includes("heat")>> <<He>> tries to push back against you faster, but you make <<him>> stay at your pace. <<else>> <<He>> continues slowly pushing back against you, letting you set the pace. <</if>> <<case "playerDoggyVaginal" "playerDoggyAnal">> <<if $sexRitual.arousal gte 150 or _gwylanStatus.includes("heat")>> <<He>> trembles as you push back against <<him>> slowly. <<else>> <<He>> continues working with your rhythm. <</if>> <<case "service">> <<He>> continues <<if $player.penisExist>> slowly taking your length to the pace you set. <<else>> licking, moving up and down at the pace you set. <</if>> <<case "serviceTop">> <<if $sexRitual.arousal gte 150 or _gwylanStatus.includes("heat")>> <<His>> hips tremble as <<he>> caresses the top of your head. <<else>> <<He>> rubs the top of your head, playing with your hair. <</if>> <<case "facefuckTop">> <<if $sexRitual.hypnosis is "Gwylan" or _gwylanStatus.includes("heat")>> <<He>> eagerly takes your whole length with each thrust. <<else>> <<He>> lets you thrust into <<his>> mouth at your own pace, breathing through <<his>> nose. <</if>> <<case "facesitTop">> <<He>> holds your legs and licks your <<npcVagina>><<if _gwylanStatus.includes("heat")>> hungrily<</if>>. <<case "gwylanMissionaryVaginal">> <<if _gwylanStatus.includes("heat")>> <<He>> softly moans each time you push all the way in. <<elseif $sexRitual.arousal gte 150>> <<He>> holds you tightly, closing <<his>> eyes and letting out shallow breaths. <<else>> <<He>> holds you tightly. <</if>> <<case "gwylanMissionaryAnal">> <<if _gwylanStatus.includes("heat")>> <<He>> yips and moans, submitting to you entirely. <<elseif $sexRitual.arousal gte 150>> <<He>> holds you tightly, closing <<his>> eyes and letting out shallow breaths. <<else>> <<He>> holds you tightly. <</if>> <<case "playerRidingVaginal">> <<if _gwylanStatus.includes("heat")>> <<He>> hugs you tightly, trying to make you move faster. <<elseif $sexRitual.arousal gte 150>> <<He>> holds you in a tight embrace. <<elseif _gwylanStatus.includes("lust")>> <<He>> holds you in a warm lover's embrace as you mate. <<else>> <<He>> rubs your back and helps you move, returning the embrace. <</if>> <<case "playerRidingAnal">> <<He>> looks up at you with <<if _gwylanStatus.includes("heat")>> hunger, trying to make you move faster. <<elseif $sexRitual.arousal gte 150>> lust, working with your rhythm perfectly. <<elseif $sexRitual.willContest is "slow">> worry. <<else>> amusement, but seems to be enjoying it. <</if>> <<default>> <<He>> continues to let you set the pace. <</switch>> <<elseif $_speed is "fast">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<if $sexRitual.arousal gte 150>> Your hips make loud smacks as you thrust into <<him>> at full speed. <<He>> struggles to keep balance. <<if C.npc.Gwylan.breastsize gte 5 and !$sexRitual.bondage>> <<His>> <<= C.npc.Gwylan.breastsdesc>> bounce up and down with your movements. <</if>> <<else>> Your hips make loud smacks as you thrust into <<him>> at full speed. <</if>> <<case "gwylanRidingThighs">> <<He>> continues grinding on you at the rapid pace you've set, your <<penis 2>> nearly slipping into <<him>> with each thrust. <<case "gwylanRidingTrib">> <<He>> continues grinding on you at the rapid pace you've set. <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<if $sexRitual.arousal gte 150>> Your hips make loud smacks as you continue to mate <<him>> at full speed.<<if !$sexRitual.bondage>> <<His>> back begins to arch.<</if>> <<if _gwylanStatus.includes("heat")>> <<He>> yips and whimpers, clearly enjoying this position. <</if>> <<else>> Your hips make loud smacks as you continue to mate <<him>> at full speed. <</if>> <<case "playerDoggyVaginal" "playerDoggyAnal">> <<if $sexRitual.arousal gte 150>> Your hips make loud smacks as you push back against Gwylan at full speed. <<if _gwylanStatus.includes("heat") and C.npc.Gwylan.penis isnot "none">> <<He>> yips and whimpers, eager to fill you with <<his>> seed. <</if>> <<else>> <<He>> continues fucking you at the rapid pace you've set. <</if>> <<case "service">> <<if $player.penisExist>> <<if !$sexRitual.penetrated>> <<He>> holds the head of your <<penis 2>> in <<his>> mouth while expertly working your shaft. <<else>> <<He>> continues bobbing <<his>> head up and down to the pace you set. <</if>> <<else>> <<He>> holds your thighs as <<he>> continues deeply licking your <<pussy 2>>. <</if>> <<case "serviceTop">> <<if $sexRitual.arousal gte 150 or _gwylanStatus.includes("heat")>> <<His>> hips buck and tremble with your movements. <<else>> <<He>> rubs the top of your head. <</if>> <<case "facefuckTop">> <<if $player.penissize lte 1>> Your <<penis>> slips out every now and then, but <<he>> guides it back in each time. <<else>> Even in this position, <<he>> manages to take your whole <<penis>> like an expert. <</if>> <<case "facesitTop">> <<He>> holds your legs tightly and licks your <<npcVagina>> as you do. <<case "gwylanMissionaryVaginal">> <<if _gwylanStatus.includes("heat")>> <<He>> yips softly with each thrust, <<his>> legs locked around you tightly, eager to take your seed. <<elseif $sexRitual.arousal gte 150>> <<He>> holds you tightly, <<his>> legs wrapped around you as <<he>> lets out quiet, rhythmic moans. <<else>> <<He>> holds you tightly, letting out soft breaths with each thrust. <</if>> <<case "gwylanMissionaryAnal">> <<if _gwylanStatus.includes("heat")>> <<He>> whimpers with each thrust, <<his>> legs locked around you tightly, eager to take your seed. <<elseif $sexRitual.arousal gte 150>> <<He>> holds you tightly, <<his>> legs wrapped around you as <<he>> lets out quiet, rhythmic moans. <<else>> <<He>> holds you tightly, letting out soft breaths with each thrust. <</if>> <<case "playerRidingVaginal">> <<if _gwylanStatus.includes("heat") and C.npc.Gwylan.penis isnot "none">> <<He>> whimpers and yips with each thrust, <<his>> rhythm desperate and uneven, eager to fill you with <<his>> seed. <<elseif $sexRitual.arousal gte 150 and $sexRitual.willContest isnot "slow">> <<if $sexRitual.bondage>> <<His>> breath is ragged <<else>> One of <<his>> arms is limp over <<his>> face <</if>> as <<he>> lets you mate. <<elseif $sexRitual.willContest isnot "slow">> <<He>> holds your hips and thrusts with your rhythm<<if !$sexRitual.bondage>>, looking up at you with a smile<</if>>. <<else>> <<He>> tries to keep you under control, but can't do much more. <</if>> <<case "playerRidingAnal">> <<if _gwylanStatus.includes("heat") and C.npc.Gwylan.penis isnot "none">> <<He>> whimpers and yips with each thrust, <<his>> rhythm desperate and uneven, eager to fill you with <<his>> seed. <<elseif $sexRitual.arousal gte 150 and $sexRitual.willContest isnot "slow">> <<if $sexRitual.bondage>> <<His>> breath is ragged <<else>> One of <<his>> arms is limp over <<his>> face <</if>> as <<he>> lets you ride <<him>>. <<elseif $sexRitual.willContest isnot "slow">> <<He>> holds your hips and thrusts with your rhythm<<if !$sexRitual.bondage>>, looking up at you with a smile<</if>>. <<else>> <<He>> tries to keep you under control, but can't do much more. <</if>> <<default>> <<He>> continues to let you set the pace. <</switch>> <<else>> <<if $sexRitual.bondage>> <<He>> makes a curious noise. <<else>> <<His>> head tilts curiously. <</if>> <</if>> <</if>> <<elseif $sexRitual.playerControlsSpeed and ["continue","slow","fast"].includes($sexRitual.action) and _defied and !_playerWillOrgasm and !$sexRitual.hypnosis isnot "Gwylan" >> <<set _gwylanResistingOrgasm to true>><<set $sexRitual.willContest to "stop">> <<if $sexRitual.bondage>> The three eyes that fill your darkened vision widen and glow bright red. <<else>> Gwylan's eyes widen at your defiance. <</if>> <<if !$sexRitual.sealed>> <<print either('<b>"<span class="witch">Stop!</span>"</b>', '<b>"<span class="witch">Cease!</span>"</b>', `"I said stop! You're going to...!"`, `"No, no, stop!"`)>> <<else>> <<print either('<b>"<span class="witch">Stop!</span>"</b>', '<b>"<span class="witch">Cease!</span>"</b>')>> <</if>> <<else>> /* Gwylan in full control */ <<if !$sexRitual.sealed and $sexRitual.arousal gte 190 and !_playerWillOrgasm and !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> /* Gwylan stops if no player orgasm yet. */ <<set _gwylanResistingOrgasm to true>> <<if $sexRitual.speed is "stop">> Gwylan is catching <<his>> breath, trying to avoid orgasm. <<else>> <<set $sexRitual.speed to "stop">><<set $sexRitual.gwylanOrgasmsBlocked++>> Just as Gwylan seems like <<hes>> going to reach climax, <span class="teal"><<he>> suddenly stops.</span> <<if $sexRitual.bondage>> <<gwylanRitualTattooVision>> <<if $sexRitual.hypnosis is "player" and $sexRitual.gwylanDrugged>> <span class="purple">Purple sparks crackle outward from it.</span> <<else>> <span class="red">Red sparks crackle outward from it.</span> <</if>> <<else>> <<if $sexRitual.hypnosis is "player" and $sexRitual.gwylanDrugged>> <span class="purple">Purple sparks crackle from <<his>> tattoo.</span> <<else>> <span class="red">Red sparks crackle from <<his>> tattoo.</span> <</if>> <</if>> <<if ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanRidingThighs", "gwylanRidingTrib"].includes($sexRitual.position)>> <<He>> simply sits atop you for a moment, breathing heavily. <<elseif ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> <<He>> leans forward, <<if !$sexRitual.bondage>>looking back to you and <</if>>breathing heavily. <<else>> <<He>> withdraws from you, breathing heavily. <</if>> <</if>> <<elseif !$sexRitual.sealed and $sexRitual.arousal gte 150 and !_playerWillOrgasm and !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position) and $sexRitual.hypnosis isnot "Gwylan">> /* Gwylan slows down if no player orgasm yet. */ <<if $sexRitual.speed is "stop">> <<set $sexRitual.speed to "slow">> <<if ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanRidingThighs", "gwylanRidingTrib"].includes($sexRitual.position)>> Gwylan starts to slowly grind on you again. <<elseif ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> Gwylan starts to slowly push back against you again. <<else>> Gwylan starts to slowly thrust into you again. <</if>> "Stop holding back. You need to release <<if $sexRitual.playerOrgasms gte 1>>more<</if>> before we can continue." <<elseif $sexRitual.speed is "fast">> <<set $sexRitual.speed to "slow">> <span class="blue">Gwylan slows down. <<if $sexRitual.bondage>> <<gwylanRitualTattooVision>> It lets off small green sparks. <<else>> <<His>> tattoo lets off small green sparks. <</if>> </span> <<else>> <<if ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanRidingThighs", "gwylanRidingTrib"].includes($sexRitual.position)>> Gwylan continues fucking you slowly, seeming to prioritise your pleasure and trying to avoid finishing <<himself>>. <<elseif ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> Gwylan continues pushing back against you slowly, seeming to prioritise your pleasure and trying to avoid finishing <<himself>>. <<else>> Gwylan continues grinding on you slowly, seeming to prioritise your pleasure and trying to avoid finishing <<himself>>. <</if>> <</if>> <<if $sexRitual.willContest is "stop">> <<set $sexRitual.willContest to "none">> <</if>> <<elseif $sexRitual.position is "service" and $sexRitual.playerOrgasms gte 1 and C.npc.Gwylan.lust gte 15 and $player.penisExist and !$sexRitual.penetrated and !($sexRitual.virginityProtected and $player.virginity.penile is true and $virginitytest is 1)>> Gwylan takes a deep breath, and <span class="pink">takes your <<penis>> into <<his>> mouth properly</span>. <<gwylanRitualPenetrate "mouth" "penis">> <<elseif $sexRitual.position is "service" and $sexRitual.sealed and C.npc.Gwylan.lust gte 25 and C.npc.Gwylan.penis is "none" and ($player.vaginaExist or $settings.analEnabled and !($player.vaginaExist and $sexRitual.virginityProtected))>> <span class="pink"> <<if $player.penisExist>> <<He>> releases your <<penis>> with a gasp, and crawls up. <<if $sexRitual.virginityProtected>> <<set $sexRitual.position to "gwylanRidingThighs">> <<He>> straddles you, and takes your penis between <<his>> thighs. <<else>> <<He>> straddles you, and takes your <<penis>> in. <<if C.npc.Gwylan.vagina isnot "none">> <<set $sexRitual.position to "gwylanRidingVaginal">><<gwylanRitualPenetrate "vagina" "penis">> <<else>> <<set $sexRitual.position to "gwylanRidingAnal">><<gwylanRitualPenetrate "anus" "penis">> <</if>> <</if>> <<else>> <<He>> pulls away from your <<pussy>> with a gasp and crawls up. <<if C.npc.Gwylan.vagina isnot "none">> <<He>> straddles you, and presses <<his>> pussy against yours. <<He>> starts to grind them together. <<set $sexRitual.position to "gwylanRidingTrib">><<set $NPCList[0].vagina to "vagina">><<set $vaginastate to "othervagina">> <<else>> <<He>> grabs your hips, and presses <<his>> <<npcPenis>> into you. <<set $sexRitual.position to "playerMissionaryVaginal">><<gwylanRitualPenetrate "penis" "vagina">> <</if>> <</if>> </span> <<set $sexRitual.playerControlsSpeed to false>> <<elseif $_speed is "slow" and ((C.npc.Gwylan.lust gte 25 or $sexRitual.arousal gte 100 or _playerWillOrgasm) or ($sexRitual.position is "service" and $arousal gte 5000))>> <<set $sexRitual.speed to "med">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<He>> starts to ride you faster, now taking in your whole length with each movement. <<case "gwylanRidingThighs">> <<He>> starts to grind on you faster, rubbing your whole length with <<his>> thighs and the lips of <<his>> <<npcVagina>>. <<case "gwylanRidingTrib">> <<He>> starts to grind on you faster, rubbing your pussies together with fervor. <<case "playerMissionaryVaginal">> <<He>> starts thrusting faster, now pushing in <<his>> whole length with each movement. <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<He>> starts pushing back faster<<if $sexRitual.petplay>> and pulling your leash harder<</if>>, now taking in your whole length with each movement. <<case "playerDoggyVaginal" "playerDoggyAnal">> <<He>> starts thrusting faster<<if $sexRitual.petplay>> and pulling your leash harder<</if>>, now pushing in <<his>> whole length with each movement. <<default>> <<His>> methodical licking becomes a bit faster and less precise. <</switch>> <<elseif $_speed is "slow">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal" "gwylanRidingThighs" "gwylanRidingTrib">> <<He>> continues to slowly grind back and forth on you. <<case "playerMissionaryVaginal">> <<He>> continues to slowly thrust into you. <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<He>> continues slowly pushing back against you<<if $sexRitual.petplay>>, gently pulling your leash to keep you in check<</if>>. <<case "playerDoggyVaginal" "playerDoggyAnal">> <<He>> continues thrusting into you<<if $sexRitual.petplay>> and pulling your leash to keep your pace equal to <<his>><</if>>. <<default>> <<He>> continues <<if $player.penisExist and !$sexRitual.penetrated>> licking and stroking you slowly. <<elseif $player.penisExist>> slowly running <<his>> mouth up and down your shaft. <<else>> <<his>> slow, methodical licking. <</if>> <</switch>> <<elseif $_speed is "med" and (($sexRitual.sealed and (_gwylanStatus.includes("aroused") or $sexRitual.arousal gte 160 or _playerWillOrgasm)) or ($sexRitual.position is "service" and $arousal gte 8000))>> <<set $sexRitual.speed to "fast">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<He>> starts to ride you even faster. <<case "gwylanRidingThighs" "gwylanRidingTrib">> <<He>> starts to grind on you even faster. <<case "playerMissionaryVaginal">> <<He>> starts thrusting even faster. <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<He>> starts pushing back even faster<<if $sexRitual.petplay>> and pulling your leash even harder<</if>>. <<case "playerDoggyVaginal" "playerDoggyAnal">> <<He>> starts thrusting even faster<<if $sexRitual.petplay>> and pulling your leash even harder<</if>>. <<default>> <<if $player.penisExist and !$sexRitual.penetrated>> <<His>> licking and stroking become rapid as <<he>> <<if _gwylanStatus.includesAny("aroused", "lust")>>eagerly<</if>> tries extract your semen. <<elseif $player.penisExist>> <<He>> bobs <<his>> head up and down faster as <<he>> <<if _gwylanStatus.includesAny("aroused", "lust")>>eagerly<</if>> tries extract your semen. <<else>> <<His>> licking becomes deep and strong as <<he>> <<if _gwylanStatus.includesAny("aroused", "lust")>>eagerly<</if>> tries to extract your fluids. <</if>> <</switch>> <<elseif $_speed is "med">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<He>> continues riding you at a moderate pace. <<case "gwylanRidingThighs" "gwylanRidingTrib">> <<He>> continues grinding on you at a moderate pace. <<case "playerMissionaryVaginal">> <<He>> continues thrusting into you at a moderate pace. <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<He>> continues pushing back against you at a moderate pace<<if $sexRitual.petplay>>, pulling your leash<</if>>. <<case "playerDoggyVaginal" "playerDoggyAnal">> <<He>> continues thrusting into you at a moderate pace<<if $sexRitual.petplay>>, pulling your leash<</if>>. <<default>> <<if $player.penisExist and !$sexRitual.penetrated>> <<He>> strokes you with consistent speed, swirling <<his>> tongue around the head of your <<penis>>. <<elseif $player.penisExist>> <<He>> playfully nibbles on your <<penis>> in between stroking you. <<else>> <<His>> hot breath makes you shiver as <<he>> continues eating you out. <</if>> <</switch>> <<elseif $_speed is "fast">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<He>> continues riding you at full speed. <<case "gwylanRidingThighs">> <<He>> continues grinding on you at full speed, your <<penis 2>> nearly slipping into <<him>> with each thrust. <<case "gwylanRidingTrib">> <<He>> continues grinding on you at full speed. <<case "playerMissionaryVaginal">> <<He>> continues thrusting into you at full speed. <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<He>> continues pushing back against you at full speed<<if $sexRitual.petplay>>, holding your leash tightly<</if>>. <<case "playerDoggyVaginal" "playerDoggyAnal">> <<He>> continues thrusting into you at full speed<<if $sexRitual.petplay>>, holding your leash tightly<</if>>. <<default>> <<if $player.penisExist and !$sexRitual.penetrated>> <<He>> holds the head of your <<penis 2>> in <<his>> mouth while expertly working your shaft. <<elseif $player.penisExist>> <<He>> continues bobbing <<his>> head up and down, occasionally stopping to stroke and work your shaft like an expert. <<else>> <<He>> holds your thighs as <<he>> continues deeply licking your <<pussy 2>>. <</if>> <</switch>> <</if>> <</if>> <<if !$sexRitual.position is "serviceTop">> <<switch $_speed>> <<case "stop">> <<case "slow">><<garousal>><br><br> <<case "med">><<ggarousal>><br><br> <<case "fast">><<gggarousal>><br><br> <</switch>> <</if>> <br> <<if !$sexRitual.highArousalNotif and ($arousal gte 8000 or $sexRitual.arousal gte 160)>> <<set $sexRitual.highArousalNotif to true>> <<if $sexRitual.bondage>> The smell of the incense becomes more intense. <<gwylanRitualTattooVision>> The glow begins to shift in hue to vibrant purples and reds. <<else>> The smell of the incense becomes more intense, and the glow begins to shift in hue to vibrant purples and reds. <</if>> <span class="purple">You hear a heartbeat growing louder and louder, each pulse sending heat to your extremities and loins.</span> <<drugs 50>><<gdrugged>> <<elseif $sexRitual.tentacles gte 1>> <<if $sexRitual.purged gte 6>> <span class="purple"><<= $sexRitual.bondage ? "You feel engulfed by the" : "The walls themselves have become a">> warm, pulsing mass of defilement that surrounds the two of you.</span> <<elseif $sexRitual.purged gte 3>> <span class="purple">Tendrils creep into <<= $sexRitual.bondage ? "the corners of your vision" : "the room from the darkness outside">>.</span> <<else>> <span class="purple">The symbols on the quilts <<= $sexRitual.bondage ? "float through your mind, writhing and squirming" : "writhe and squirm">>.</span> <</if>> <<elseif $sexRitual.sealed>> <<if $sexRitual.purged gte 6>> <span class="forest-green">The air <<if !$sexRitual.bondage>>blurs and <</if>>shifts like water, and a pressure closes in.</span> <<elseif $sexRitual.purged gte 3>> <span class="forest-green">Vines creep into <<= $sexRitual.bondage ? "the corners of your vision" : "the room from the darkness outside">>.</span> <<else>> <span class="forest-green">Tranquil sounds of the forest and sea echo around you.</span> <</if>> <<elseif $sexRitual.bondage>> You smell rose petals. You think they're falling around you. <<else>> <<if $gwylanSeen.includes("romance")>>Pink<<else>>Red and white<</if>> rose petals gently fall around you. <</if>> <br> <<if $sexRitual.position is "service" and $sexRitual.arousal lt 100>> <<if $sexRitual.bondage>> Amidst the darkness of your blindfold, a trio of eyes glows bright. <<else>> <<His>> eyes remain locked on yours. <</if>> <<elseif ["facefuckTop", "facesitTop"].includes($sexRitual.position) and $sexRitual.arousal lt 150>> <<if $sexRitual.bondage>> You continue fucking Gwylan's face. <<else>> <span class="lewd">You can't see much of Gwylan's face, as you're currently fucking it.</span> <</if>> <<elseif $sexRitual.arousal gte 180>> <span class="red"><<Hes>> right on the edge of climax.</span> <<elseif $sexRitual.arousal gte 150>> <<if ["service", "facesitTop", "facefuckTop"].includes($sexRitual.position)>> <span class="lewd"><<He>> breathes heavily through <<his>> nose, the warm air tickling your skin.</span> <<else>> <span class="lewd"><<He>> pants for breath.</span> <</if>> <<elseif $sexRitual.arousal gte 100>> <<if $sexRitual.position is "serviceTop">> <span class="purple"><<His>> <<= $sexRitual.bondage ? "breath is heavy" : "face reddens">> as you work.</span> <<elseif $sexRitual.onTop>> <span class="purple"><<His>> <<= $sexRitual.bondage ? "breath is heavy" : "face reddens">> as you continue taking charge.</span> <<else>> <span class="purple"><<His>> <<= $sexRitual.bondage ? "breath is heavy" : "face reddens">> as <<he>> continues to push <<himself>>.</span> <</if>> <<elseif $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.arousal gte 50>> <span class="blue"><<He>> rubs against you as much as <<he>> can.</span> <<elseif $sexRitual.arousal gte 20>> <span class="teal"><<He>> <<= $sexRitual.bondage ? "sounds" : "looks">> like a happy puppy.</span> <<else>> <span class="green"> <<if $sexRitual.bondage>> <<He>> makes a curious noise. <<else>> <<His>> head tilts at you curiously. <</if>> </span> <</if>> <<elseif $sexRitual.arousal gte 50>> <span class="blue"><<He>> remains stoic and focused despite <<his>> signs of arousal.</span> <<elseif $sexRitual.arousal gte 20>> <span class="teal"><<He>> <<= $sexRitual.bondage ? "remains" : "looks sharp and">> focused.</span> <<else>> <span class="green"><<He>> <<= $sexRitual.bondage ? "remains" : "looks sharp and">> focused.</span> <</if>> <br><br> <<if !$gwylanSeen.includes("ritual_sex") and !$sexRitual.sealed>> <<set $sexRitual.arousal to Math.clamp($sexRitual.arousal, 0, 180)>> <<if $sexRitual.position is "serviceTop" and $sexRitual.arousal gte 160>> <<He>> manages to <span class="pink">push you away, on your back</span>. "Enough. You're far too eager, dear." <<He>> spreads your legs. <<if $sexRitual.bondage>>The vine that shackles your ankles grows taut. <</if>>"This is your first experience with the ritual. Let me work." <<set $sexRitual.onTop to false>><<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.action to "rest">><<set $sexRitual.position to "service">><<set $sexRitual.speed to "slow">><<set $sexRitual.willContest to "none">> <<if $player.penisExist>> <<gwylanRitualPenetrate "mouth" "penis">> <<else>> <<set $vaginause to "othermouth">><<set $NPCList[0].mouth to "vagina">> <</if>> <<if $sexRitual.willContest is "stop">> <<set $sexRitual.willContest to "none">> <</if>> <br><br> <</if>> <</if>> <<if !_playerWillOrgasm and (($arousal gte ($arousalmax / 5) * 4 and _defied) or (_resistedOrgasm or (_failedOrgasm and $sexRitual.playerOrgasmsFailed gte 2))) and $sexRitual.arousal lte 180 and !$sexRitual.orgasmForced and $sexRitual.hypnosis isnot "Gwylan" and $sexRitual.willContest isnot "beg" and $sexRitual.position isnot "serviceTop">> <<set $_actionbr to true>> <<set $sexRitual.willContest to "cum">><<set $sexRitual.orgasmForced to true>> <<if $NPCList[0].mouth isnot 0>> <<He>> momentarily withdraws to speak. <</if>> <<if _gwylanStatus.includes("heat")>> <<if $sexRitual.bondage>> "You're being bad, resisting me like this," <<he>> says. <<else>> "You're being bad, resisting me like this." <<He>> smiles. <</if>> <br> <b>"<span class="witch">Cum for me.</span>"</b> <<elseif _gwylanStatus.includes("dom")>> <<if $sexRitual.bondage>> "You're being bad, resisting me like this," <<he>> says. <<else>> "You're being bad, resisting me like this." <<He>> smiles. <</if>> <br> <b>"<span class="witch">Let it out.</span>"</b> <<else>> <<if $sexRitual.bondage>> There's a frown in <<his>> voice. <<else>> <<He>> frowns. <</if>> "Stop resisting. <b><span class="witch">Let it out.</span></b>" <</if>> <<elseif _playerWillOrgasm and $sexRitual.sealed and !$sexRitual.begTimer and (_gwylanStatus.includes("dom") or $sexRitual.orgasmForced) and $sexRitual.hypnosis isnot "Gwylan" and $sexRitual.willContest isnot "cum" and !["serviceTop", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> <<set $_actionbr to true>> <<set $sexRitual.willContest to "beg">><<set $sexRitual.speed to "stop">><<set $sexRitual.begTimer to 1>> Gwylan seems to sense your incoming climax. <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal" "gwylanRidingThighs" "gwylanRidingTrib">> <span class="lewd"><<He>> suddenly stops,</span> sitting atop you with <<his>> hand on <<his>> chin. <<case "service">> <<if $player.penisExist>> <span class="lewd"><<He>> suddenly stops,</span> holding the head of your <<penis 2>> with two fingers. <<else>> <span class="lewd"><<He>> suddenly stops,</span> pinching your clit with two fingers. <</if>> <<He>> places <<his>> other elbow on your thigh, the hand against <<his>> cheek. <<case "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> <span class="lewd"><<He>> holds <<his>> arms up against your chest, momentarily stopping your thrusts.</span> <<case "playerRidingVaginal" "playerRidingAnal">> <span class="lewd"><<He>> holds your hips tightly, momentarily stopping your riding.</span> <<default>> <span class="lewd"><<He>> suddenly stops.</span> <</switch>> "I don't remember saying you could finish again.<<if $sexRitual.orgasmForced>> You didn't seem to want to before.<</if>>"<<if !$sexRitual.bondage>> <<He>> smiles.<</if>><br> <b>"<span class="witch">Beg.</span>"</b> <<elseif _playerWillOrgasm and $sexRitual.willContest is "beg" and $sexRitual.action isnot "beg" and !_defied and $sexRitual.begTimer lt 5 and $sexRitual.hypnosis isnot "Gwylan">> <<set $_actionbr to true>> <<set $sexRitual.begTimer++>> <span class="red">You sit on the edge of climax. No matter what you do, you can't go over.</span> Gwylan gives you a wry smile. <<stress 24>><<ggstress>> <<elseif _playerWillOrgasm and $sexRitual.speed isnot "stop">> <<set $_actionbr to true>> <<if $sexRitual.begTimer gte 5 and $sexRitual.willContest is "beg">> <<set $sexRitual.willContest to "none">> <span class="green"><<He>> <<if !$sexRitual.bondage>>frowns and <</if>>finally lets you finish.</span> <<elseif $sexRitual.playerControlsSpeed or $sexRitual.onTop>> Gwylan seems to sense your impending orgasm. <<elseif $sexRitual.speed is "fast">> Gwylan seems to sense your impending orgasm and steadies <<his>> pace. <<else>> Gwylan seems to sense your impending orgasm and increases <<his>> pace. <</if>> <<if $sexRitual.hypnosis is "Gwylan">> <<if ["topFacesit", "topFacefuck"].includes($sexRitual.actionLast) or $NPCList[0].mouth isnot 0>> "<<print either("Awmmf!", "Wmmf!", "Yimmf!", "Mff!", "Bwff!")>>" <<else>> "<<print either("Awau!", "Woof!", "Yip!", "Arf!", "Wah!", "Bweh!")>>" <</if>> <<else>> <<if $hypnosis_traits.devotion gte 5>> <span class="witchbloom"><<if $sexRitual.bondage>>The three-eyed vision glows<<else>><<His>> eyes glow<</if>> brighter, and you hear <<his>> voice in your head.</span> <<elseif $sexRitual.position is "service">> <<if ["headPush", "slow", "fast"].includes($sexRitual.action)>> <<He>> pushes <<= $sexRitual.action is "headPush" ? "your hand" : "you">> away and briefly withdraws to speak. <<else>> <<He>> briefly withdraws to speak,<<if !$sexRitual.bondage>> pushing a lock of <<his>> hair away from <<his>> face and<</if>> continuing with <<his>> hands. <</if>> <<elseif ["facefuckTop", "facesitTop"].includes($sexRitual.position) or $NPCList[0].mouth isnot 0>> <<He>> manages to pull away from you for just long enough to speak. <</if>> <br> <<if $sexRitual.sealed>> <<switch $sexRitual.playerOrgasms>> <<case 0 1 2 3>> "<i>We are the forest. <b><span class="witch">Purged, As One.</span></b></i>" <<case 4>> "<i>We are the forest. <b><span class="witch">Purged.</span></b></i>" <<case 5>> "<i>The forest. <b><span class="witch">Purged.</span></b></i>" <<case 6>> "<i><b><span class="witch">Purge.</span></b></i>" <<default>> "<i><b><span class="witch">Purge!</span></b></i>" <</switch>> <<else>> <<if $sexRitual.playerOrgasms gte 1>> "<i>You are the forest. Connect our roots.</i>" <<else>> "<i>You are the forest. Spread your seeds.</i>" <</if>> <</if>> <</if>> <br> <<if $sexRitual.position is "service" and ["headPush", "slow", "fast"].includes($sexRitual.action)>> <<He>> <<if $sexRitual.action is "headPush">>puts your hand back on <<his>> head and <</if>>allows you to set the pace as you reach your peak. <<if $sexRitual.action is "slow">> You make <<him>> bob <<his>> head slowly. <<else>> You make <<him>> take the whole length again. <</if>> <br> <<elseif $sexRitual.position is "facefuckTop">> You quickly shove your <<penis>> back in <<his>> mouth as soon as <<hes>> done speaking. <<elseif $sexRitual.position is "facesitTop">> You quickly smother <<him>> beneath you again as soon as <<hes>> done speaking. <</if>> <<if $sexRitual.arousal gte 180 and $sexRitual.playerOrgasms gte 1>> <<if _gwylanResistingOrgasm>> <<if $sexRitual.bondage>> <<gwylanRitualTattooVision>> As you shudder, it stops sparking, <<else>> As you shudder, Gwylan's tattoo stops sparking, <</if>> and <<he>> finally lets <<himself>> go over the edge with you. <<else>> Your approaching climax drives Gwylan over the edge too. <</if>> <<gwylanRitualOrgasm "both">><<if _linebreak>><br><</if>> <<if !$sexRitual.connectionBroken and !$sexRitual.sealed and _deniedOrgasm>> <br> <<if $sexRitual.bondage>> The vision of Gwylan's tattoo pulses purple. <<else>> <<His>> tattoo pulses purple. <</if>> "W-wait, why didn't you finish?! The connection hasn't—" <br><br> <<if $sexRitual.hypnosis is "player" and $sexRitual.gwylanDrugged>> /* Hypnosis backlash */ <<canvas-model-override "clear">><<set $sexRitual.hypnosis to "Gwylan">><<set $sexRitual.event to "hypnosisBacklash">> <<set $sexRitual.action to "rest">><<set $sexRitual.speed to "stop">><<set $sexRitual.orgasmTarget += 2>> You feel something changing. Something moves from Gwylan to you, and you feel your head becoming clearer by the second. <<gwylanHypnosis "devotion" -15>> <br> <<gwylanRitualOrgasm "Gwylan">><<if _linebreak>><br><</if>> <<set $sexRitual.connectionBroken to true>><<set $sexRitual.sealed to true>><<set $sexRitual.tentacles += $sexRitual.purge * 2 || 2>><<set $sexRitual.willContest to "none">> <<if $sexRitual.bondage>> You shake off the haze of confusion. <br><br> Gwylan disengages from you, and the spectral tattoo briefly lets off purple sparks. Its glowing lines twist and shift as the vision morphs into the shape of three eyes. <span class="red">The light soon fades from them.</span> <br><br> "Woof!" Gwylan barks. <span class="lewd"><<He>> crawls around, panting audibly as <<he>> sniffs you. <<He>> seems to suddenly think <<hes>> a dog.</span> <br><br> <<He>> licks your face, before barking happily at you. "Arf!" You hear <<him>> pant. You imagine <<his>> tongue is lolling from <<his>> mouth. <<else>> You blink away the haze of confusion. <br><br> Gwylan disengages from you, <<his>> tattoo letting off purple sparks briefly. <<if ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> <<He>> turns around. <<elseif ["playerDoggyVaginal", "playerDoggyAnal"].includes($sexRitual.position)>> You turn around to look at <<him>>. <<elseif !$sexRitual.bondage>> <<He>> looks down at you. <</if>> <span class="red"><<His>> eyes are empty and purple,</span> <<his>> head tilted at you curiously. "Woof!" <span class="lewd"><<He>> pants and crawls around you on all fours, <<his>> tongue sticking out as <<he>> sniffs you. <<He>> seems to suddenly think <<hes>> a dog.</span> <br><br> <<He>> licks your face, before barking happily at you. "Arf!" <<He>> moves to a crouching position, tucking <<his>> arms up at <<his>> chest and continuing to pant. <</if>> <span class="blue">You remember that <<he>> drank some of the tincture <<he>> gave you earlier.</span> <<else>> /* Tentacle backlash */ <span class="red">Something inside you recoils, and a pit forms in your stomach.</span> <<if $sexRitual.bondage>>The vision of <<his>><<else>><<His>><</if>> tattoo briefly lets off red sparks. <<gwylanRitualOrgasm "Gwylan">><<if _linebreak>><br><</if>> <<set $sexRitual.connectionBroken to true>><<set $sexRitual.sealed to true>><<set $sexRitual.tentacles += $sexRitual.purge * 2 || 2>><<set $sexRitual.willContest to "none">> Gwylan breathes heavily, still recovering from the orgasm. <<if _gwylanStatus.includes("heat")>> <<He>> giggles. "The connection is broken, but... I don't care. Just keep going." <<else>> "This is bad. The connection can't seal, but we can't stop now. <span class="red">Be prepared for the consequences.</span>" <</if>> <</if>> <<elseif $sexRitual.playerOrgasms gte 2 and !$sexRitual.sealed>> <br> <<set $sexRitual.sealed to true>> "That was close. <span class="purple">The connection nearly slipped,</span>" <<he>> says between breaths. "The transfer can begin now." <<set $sexRitual.purge++>> <<if $sexRitual.tentacles isnot 0>> <<set $sexRitual.tentacles++>> <</if>> <<gwylanPurgeEffect>> <</if>> <<elseif $sexRitual.playerOrgasms gte 1 and !$sexRitual.sealed>> <<gwylanRitualOrgasm "player">><<if _linebreak>><br><</if>> <<if !_deniedOrgasm>> <<set $sexRitual.sealed to true>> <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.bondage>> The vision of Gwylan's tattoo wobbles in your mind's eye. <span class="red">It's still discoloured</span>. <<else>> <<He>> whines in worry as <<he>> looks down at <<his>> tattoo, <span class="red">which is still discoloured</span>. <</if>> <<elseif $sexRitual.connectionBroken>> "We're connected, <span class="red">but it's unstable</span>. We'll have to keep going regardless." <<elseif _gwylanStatus.includesAny("aroused", "lust") and !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> "The connection is sealed. <<if $sexRitual.playerControlsSpeed or $sexRitual.onTop>> <span class="pink">Don't hold back anymore.</span>" <<else>> <span class="pink">I won't be holding back anymore.</span>" <</if>> <<elseif ["facefuckTop", "facesitTop"].includes($sexRitual.position)>> "Would you let me speak?! <span class="green">The connection is sealed.</span> We are One—" <<if $sexRitual.position is "facefuckTop">> once again, you silence <<him>> by shoving your <<penis>> in <<his>> mouth. <<else>> you lean forwards and press your <<pussy>> against <<his>> mouth even harder, once again silencing <<him>>. <</if>> <<else>> "<span class="green">The connection is sealed.</span> We are One." <<if $sexRitual.onTop>> <<He>> lets you continue. <<else>> <<He>> resumes <<his>> work. <</if>> <</if>> <<set $sexRitual.purge++>> <<if $sexRitual.tentacles isnot 0>> <<set $sexRitual.tentacles++>> <</if>> <<gwylanPurgeEffect>> <</if>> <<elseif $sexRitual.sealed and $sexRitual.playerOrgasms gte 2 and $sexRitual.hypnosis isnot "Gwylan" and !$sexRitual.canStop>> <<gwylanRitualOrgasm "player">><<if _linebreak>><br><</if>> <<if !_deniedOrgasm>> <<set $sexRitual.canStop to true>> <<if $sexRitual.bondage>> Amidst the darkness of your blindfold, a trio of eyes glows bright. <<else>> <<His>> eyes glow brighter. <</if>> "The transfer has begun. <span class="blue">If you need to stop, say so.</span>" <</if>> <<elseif $sexRitual.position is "service" and $sexRitual.playerOrgasms gte 2 and !$sexRitual.coolTrick and !$sexRitual.playerControlsSpeed>> <<set $sexRitual.coolTrick to true>> <<if $player.penisExist>> <<He>> takes <<his>> hands off your <<penis true>>, <<= $sexRitual.bondage ? "and it twitches" : "watching it twitch">> for a moment. "I have a neat trick to show you." <<if $sexRitual.bondage>> <<He>> gently presses <<his>> knuckles into each of your thighs, and starts to make a rolling motion. <span class="lewd">Somehow, this is the final push you need.</span> <<He>> flattens <<his>> tongue against the tip of your <<penis 2>>. <<else>> <<He>> slowly raises one hand next to it, and starts making a stroking motion without touching it. With <<his>> other hand, <<he>> slowly presses <<his>> knuckles into your thigh and starts to make a rolling motion. <span class="lewd">Somehow, this is the final push you need.</span> <<He>> opens <<his>> mouth right above your <<penis 2>>. <</if>> <<set $NPCList[0].mouth to 0>> <<gwylanRitualOrgasm "player">> <<set $NPCList[0].mouth to "penis">> <<else>> <<He>> takes <<his>> hands off of you, and gently presses <<his>> knuckles into each of your thighs. "I have a neat trick to show you." <<He>> makes a slow rolling motion on both. <span class="lewd">Somehow, this is the final push you need.</span> <<set $vaginause to 0>> <<set $NPCList[0].mouth to 0>> <<gwylanRitualOrgasm "player">> <<set $NPCList[0].mouth to "vagina">> <</if>> <<else>> <<gwylanRitualOrgasm "player">> <</if>> <<elseif $sexRitual.arousal gte 200 and $sexRitual.speed isnot "stop">> <<set $_actionbr to true>> <<if !$sexRitual.connectionBroken and _gwylanResistingOrgasm and !$sexRitual.sealed>> <<if $sexRitual.bondage>> Amidst the darkness of your blindfold, the vision of <<his>> tattoo pulses purple. <<else>> <<His>> tattoo pulses purple. <</if>> "Wait, wait, no! The connection hasn't—" <br><br> <<if $sexRitual.hypnosis is "player" and $sexRitual.gwylanDrugged>> /* Hypnosis backlash */ <<canvas-model-override "clear">><<set $sexRitual.hypnosis to "Gwylan">><<set $sexRitual.event to "hypnosisBacklash">> <<set $sexRitual.action to "rest">><<set $sexRitual.speed to "stop">><<set $sexRitual.orgasmTarget += 2>> You feel something changing. Something moves from Gwylan to you, and you feel your head becoming clearer by the second. <<gwylanHypnosis "devotion" -15>> <br> <<gwylanRitualOrgasm "Gwylan">><<if _linebreak>><br><</if>> <<set $sexRitual.connectionBroken to true>><<set $sexRitual.sealed to true>><<set $sexRitual.tentacles += $sexRitual.purge * 2 || 2>><<set $sexRitual.willContest to "none">> <<if $sexRitual.bondage>> You shake off the haze of confusion. <br><br> Gwylan disengages from you, and the spectral tattoo briefly lets off purple sparks. Its glowing lines twist and shift as the vision morphs into the shape of three eyes. <span class="red">The light soon fades from them.</span> <br><br> "Woof!" Gwylan barks. <span class="lewd"><<He>> crawls around, panting audibly as <<he>> sniffs you. <<He>> seems to suddenly think <<hes>> a dog.</span> <br><br> <<He>> licks your face, before barking happily at you. "Arf!" You hear <<him>> pant. You imagine <<his>> tongue is lolling from <<his>> mouth. <<else>> You blink away the haze of confusion. <br><br> Gwylan disengages from you, <<his>> tattoo letting off purple sparks briefly. <<if ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> <<He>> turns around. <<elseif ["playerDoggyVaginal", "playerDoggyAnal"].includes($sexRitual.position)>> You turn around to look at <<him>>. <<elseif !$sexRitual.bondage>> <<He>> looks down at you. <</if>> <span class="red"><<His>> eyes are empty and purple,</span> <<his>> head tilted at you curiously. "Woof!" <span class="lewd"><<He>> pants and crawls around you on all fours, <<his>> tongue sticking out as <<he>> sniffs you. <<He>> seems to suddenly think <<hes>> a dog.</span> <br><br> <<He>> licks your face, before barking happily at you. "Arf!" <<He>> moves to a crouching position, tucking <<his>> arms up at <<his>> chest and continuing to pant. <</if>> <span class="blue">You remember that <<he>> drank some of the tincture <<he>> gave you earlier.</span> <<else>> /* Tentacle backlash */ <span class="red">Something inside you recoils, and a pit forms in your stomach.</span> <<if $sexRitual.bondage>>The vision of <<his>><<else>><<His>><</if>> tattoo briefly lets off red sparks. <<gwylanRitualOrgasm "Gwylan">><<if _linebreak>><br><</if>> <<set $sexRitual.connectionBroken to true>><<set $sexRitual.sealed to true>><<set $sexRitual.tentacles += $sexRitual.purge * 2 || 2>><<set $sexRitual.willContest to "none">> Gwylan breathes heavily, still recovering from the orgasm. <<if _gwylanStatus.includes("heat")>> <<He>> giggles. "The connection is broken, but... I don't care. Just keep going." <<else>> "This is bad. The connection can't seal, but we can't stop now. <span class="red">Be prepared for the consequences.</span>" <</if>> <</if>> <<else>> <<gwylanRitualOrgasm "Gwylan">> <</if>> <</if>> <<if $_actionbr>><br><br><</if>> <</widget>> <<widget "gwylanRitualOptions">> <<gwylanRitualChecks>> <<canvas-model-temporary-effect "petals">> /* Resist orgasm checkbox */ <<if !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position) and $arousal gte ($arousalmax / 5) * 4 and !$sexRitual.limitChallenge and !$sexRitual.connectionBroken and !$sexRitual.event is "hypnosisBacklash">> <<if !$sexRitual.resistOrgasmWillpowerDiffMin>> <<set $sexRitual.resistOrgasmWillpowerDiffMin to 400>> <<set $sexRitual.resistOrgasmWillpowerDiffMax to 600>> <</if>> <label> <<checkbox "$sexRitual.resistOrgasm" false true autocheck>> Try to resist orgasm <<llarousal>><<if $sexRitual.willContest is "cum">><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><<else>><<willpowerdifficulty $sexRitual.resistOrgasmWillpowerDiffMin $sexRitual.resistOrgasmWillpowerDiffMax>><</if>> </label> <<set $sexRitual.resistOrgasmWillpowerSuccess to clone($willpowerSuccess)>><<set $willpowerSuccess to 0>> <br> <<else>> <<set $sexRitual.resistOrgasm to false>> <</if>> <<if $sexRitual.event is "hypnosisBacklash">> <<if $sexRitual.bondage>> <<link [[Ask if <<hes>> alright|Gwylan Ritual Hypnosis Backlash]]>><<set $phase to 1>><</link>> <br> <<link [[Nuzzle <<his>> nose|Gwylan Ritual Hypnosis Backlash]]>><<set $phase to 4>><<npcincr Gwylan lust 4>><</link>><<gglust>> <br> <<link [[Call <<him>> a good <<personsimple>>|Gwylan Ritual Hypnosis Backlash]]>><<set $phase to 5>><<npcincr Gwylan lust 4>><</link>><<gglust>> <br> <<if $sexRitual.forced>> <<link [[Turn away|Gwylan Ritual Hypnosis Backlash]]>><<set $phase to "turn">><</link>><<gwylanWillpowerDifficulty>> <</if>> <<else>> <<link [[Ask if <<hes>> alright|Gwylan Ritual Hypnosis Backlash]]>><<set $phase to 1>><</link>> <br> <<link [[Pat <<his>> head|Gwylan Ritual Hypnosis Backlash]]>><<set $phase to 2>><<npcincr Gwylan lust 4>><</link>><<gglust>> <br> <<link [[Rub <<his>> <<bellyDescription "Gwylan">>|Gwylan Ritual Hypnosis Backlash]]>><<set $phase to 3>><<npcincr Gwylan lust 4>><</link>><<gglust>> <</if>> <br> <<elseif $sexRitual.action is "paralysed">> <<if $sexRitual.willContest is "beg">> <<link [[Beg|Gwylan Ritual Sex]]>><<sub 1>><<npcincr Gwylan lust 1>><<set $sexRitual.hypnosis to "player">><<set $sexRitual.action to "beg">><</link>><<glust>><<gwylanHypnoNote>> <br> <<else>> <<link [[Apologise|Gwylan Ritual Sex]]>><<set $sexRitual.action to "apologise">><</link>> <br> <</if>> <<link [[Lay still|Gwylan Ritual Sex]]>><<sub 1>><<set $sexRitual.action to "paralysed">><</link>> <br> <<link [[Try to move|Gwylan Ritual Sex]]>><<set $sexRitual.action to "move">><</link>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>> <br> <<elseif $sexRitual.onTop>> /* Player on top */ <<if !$sexRitual.noKiss and !["serviceTop", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> <<link [[Kiss Gwylan|Gwylan Ritual Sex]]>><<set $sexRitual.action to "kiss">><</link>><<gwylanHypnoNote "kiss">> <br> <<elseif $mouthuse is "kiss">> <<link [[Pull away|Gwylan Ritual Sex]]>><<set $sexRitual.action to "kissPull">><</link>> <br> <</if>> <<if $sexRitual.willContest is "beg">> <<link [[Beg|Gwylan Ritual Sex]]>><<sub 1>><<npcincr Gwylan lust 1>><<set $sexRitual.hypnosis to "player">><<set $sexRitual.action to "beg">><</link>><<glust>><<gwylanHypnoNote>> <br> <</if>> <<if ["serviceTop", "facefuckTop", "facesitTop", "gwylanMissionaryVaginal", "gwylanMissionaryAnal", "playerRidingVaginal", "playerRidingAnal"].includes($sexRitual.position)>> <<switch $sexRitual.position>> <<case "serviceTop">> <<set $_slowLink to "Service Gwylan gently">> <<set $_fastLink to "Service Gwylan firmly">> <<case "facefuckTop">> <<set $_slowLink to "Slowly facefuck Gwylan">> <<set $_fastLink to "Quickly facefuck Gwylan">> <<case "facesitTop">> <<set $_slowLink to "Slowly grind on Gwylan's face">> <<set $_fastLink to "Smother Gwylan's face">> <<case "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> <<set $_slowLink to "Slowly fuck Gwylan">> <<if $sexRitual.bondage>> <<set $_fastLink to "Quickly fuck Gwylan">> <<else>> <<set $_fastLink to "Mating press Gwylan">> <</if>> <<case "playerRidingVaginal" "playerRidingAnal">> <<set $_slowLink to "Slowly ride Gwylan">> <<set $_fastLink to "Quickly ride Gwylan">> <</switch>> <<if $sexRitual.willContest is "stop" or $sexRitual.speed is "stop">> <<link [[Keep going|Gwylan Ritual Sex]]>><<set $sexRitual.action to "continue">><</link>><<if $sexRitual.willContest is "stop">><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<else>> <<link [[$_fastLink|Gwylan Ritual Sex]]>><<set $sexRitual.action to "fast">><</link>><<if ["stop", "slow"].includes($sexRitual.willContest)>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<link [[$_slowLink|Gwylan Ritual Sex]]>><<set $sexRitual.action to "slow">><</link>><<if ["stop", "fast"].includes($sexRitual.willContest)>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <</if>> <<if $sexRitual.willContest is "stop">> <<link [[Stop|Gwylan Ritual Sex]]>><<sub 1>><<set $sexRitual.action to "stop">><</link>> <br> <<elseif $sexRitual.speed is "stop">> <<link [[Wait|Gwylan Ritual Sex]]>><<sub 1>><<set $sexRitual.action to "rest">><<stress -1>><</link>><<lstress>> <br> <<link [[Try to focus|Gwylan Ritual Sex]]>><<set $sexRitual.action to "focus">><<arousal -1000>><</link>><<larousal>> <br> <</if>> <<link [[Withdraw|Gwylan Ritual Sex]]>><<set $sexRitual.action to "withdraw">><</link>><<if ["slow", "cum"].includes($sexRitual.willContest)>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<else>> <<link [[Go down on Gwylan|Gwylan Ritual Sex]]>><<set $sexRitual.action to "serviceTop">><</link>><<if C.npc.Gwylan.penis isnot "none">><<oralvirginitywarning>><</if>> <br> <<if $player.penisExist>> <<link [[Facefuck|Gwylan Ritual Sex]]>><<set $sexRitual.action to "facefuckTop">><</link>> <br> <<if C.npc.Gwylan.vagina isnot "none">> <<link [[Fuck Gwylan's vagina|Gwylan Ritual Sex]]>><<set $sexRitual.action to "gwylanMissionaryVaginal">><</link>><<penilevirginitywarning>> <br> <</if>> <<if $settings.analEnabled>> <<if $sexRitual.buttplug>> <<link [[Remove Gwylan's buttplug and fuck <<his>> ass|Gwylan Ritual Sex]]>><<set $sexRitual.action to "gwylanMissionaryAnal">><</link>><<penilevirginitywarning>> <<else>> <<link [[Fuck Gwylan's ass|Gwylan Ritual Sex]]>><<set $sexRitual.action to "gwylanMissionaryAnal">><</link>><<penilevirginitywarning>> <</if>> <br> <</if>> <</if>> <<if $player.vaginaExist>> <<if $settings.facesitEnabled>> <<link [[Sit on Gwylan's face|Gwylan Ritual Sex]]>><<set $sexRitual.action to "facesitTop">><</link>> <br> <</if>> <<if C.npc.Gwylan.penis isnot "none" or C.npc.Gwylan.strapons?.length>> <<link [[Ride Gwylan vaginally|Gwylan Ritual Sex]]>><<set $sexRitual.action to "playerRidingVaginal">><</link>><<vaginalvirginitywarning>> <br> <</if>> <</if>> <<if (C.npc.Gwylan.penis isnot "none" or C.npc.Gwylan.strapons?.length) and $settings.analEnabled>> <<link [[Ride Gwylan anally|Gwylan Ritual Sex]]>><<set $sexRitual.action to "playerRidingAnal">><</link>><<analvirginitywarning>> <br> <</if>> <</if>> <<else>> <<if $sexRitual.willContest is "beg">> <<link [[Beg|Gwylan Ritual Sex]]>><<sub 1>><<npcincr Gwylan lust 1>><<set $sexRitual.hypnosis to "player">><<set $sexRitual.action to "beg">><</link>><<glust>><<gwylanHypnoNote>> <br> <</if>> <<if $sexRitual.playerControlsSpeed and $sexRitual.willContest is "stop">> <<link [[Stop|Gwylan Ritual Sex]]>><<sub 1>><<set $sexRitual.action to "stop">><</link>> <br> <<elseif $sexRitual.speed is "stop">> <<link [[Wait|Gwylan Ritual Sex]]>><<sub 1>><<set $sexRitual.action to "rest">><<stress -1>><</link>><<lstress>> <br> <<link [[Try to focus|Gwylan Ritual Sex]]>><<set $sexRitual.action to "focus">><<arousal -1000>><</link>><<larousal>> <br> <<else>> <<link [[Let Gwylan continue|Gwylan Ritual Sex]]>><<sub 1>><<set $sexRitual.action to "rest">><<stress -1>><</link>><<lstress>> <br> <<if !$sexRitual.playerControlsSpeed>> <<link [[Cooperate|Gwylan Ritual Sex]]>><<sub 1>><<set $sexRitual.action to "cooperate">><<arousal 1000 "genitals">><</link>><<ggarousal>> <br> <</if>> <</if>> <<if ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanRidingThighs", "gwylanRidingTrib"].includes($sexRitual.position)>> <<if $sexRitual.action is "handHold">> <<link [[Keep holding Gwylan's hands|Gwylan Ritual Sex]]>><<trauma -1>><<set $sexRitual.action to "handHold">><</link>><<ltrauma>><<handholdingvirginitywarning>><<NPCvirginitywarning "Gwylan" "handholding">> <br> <<elseif !$sexRitual.bondage>> <<link [[Take Gwylan's hands as <<he>> rides you|Gwylan Ritual Sex]]>><<trauma -1>><<set $sexRitual.action to "handHold">><</link>><<ltrauma>><<handholdingvirginitywarning>><<NPCvirginitywarning "Gwylan" "handholding">> <br> <</if>> <<if $sexRitual.playerControlsSpeed>> <<if $sexRitual.willContest is "stop" or $sexRitual.speed is "stop">> <<set $_continueLink to ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanDoggyVaginal", "gwylanDoggyAnal", "gwylanMissionaryVaginal", "gwylanMissionaryAnal"].includes($sexRitual.position) ? "Keep thrusting into <<him>>" : ["serviceTop"].includes($sexRitual.position) ? "Keep servicing <<him>>" : "Keep grinding against <<him>>">> <<link [[$_continueLink|Gwylan Ritual Sex]]>><<set $sexRitual.action to "continue">><</link>><<if $sexRitual.willContest is "stop">><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<else>> <<set $_fastLink to ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position) ? "Fuck Gwylan quickly" : "Grind against Gwylan quickly">> <<set $_slowLink to ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position) ? "Fuck Gwylan slowly" : "Grind against Gwylan slowly">> <<link [[$_fastLink|Gwylan Ritual Sex]]>><<set $sexRitual.action to "fast">><</link>><<if ["stop", "slow"].includes($sexRitual.willContest)>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<link [[$_slowLink|Gwylan Ritual Sex]]>><<set $sexRitual.action to "slow">><</link>><<if ["stop", "fast"].includes($sexRitual.willContest)>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <</if>> <<elseif !$sexRitual.bondage>> <<link [[Grab Gwylan's hips|Gwylan Ritual Sex]]>><<set $sexRitual.action to "hiphold">><<arousal 1000 "genitals">><</link>><<ggarousal>> <br> <</if>> <<if ["gwylanRidingThighs"].includes($sexRitual.position)>> <<link [[Slip your <<penis>> into <<his>> <<npcVagina>>|Gwylan Ritual Sex]]>><<set $sexRitual.action to "thighsPenetrate">><</link>><<gggarousal>><<penilevirginitywarning>> <br> <</if>> <</if>> <<if $sexRitual.position is "playerMissionaryVaginal" and !$sexRitual.bondage>> <<if $sexRitual.action is "bodyhold">> <<link [[Hold Gwylan|Gwylan Ritual Sex]]>><<trauma -1>><<set $sexRitual.action to "bodyhold">><</link>><<ltrauma>> <br> <<else>> <<link [[Pull Gwylan in closer|Gwylan Ritual Sex]]>><<trauma -1>><<set $sexRitual.action to "bodyhold">><</link>><<ltrauma>> <br> <</if>> <<if $sexRitual.playerControlsSpeed and ($sexRitual.willContest is "stop" or $sexRitual.speed is "stop")>> <<link [[Clench your legs around <<him>>|Gwylan Ritual Sex]]>><<set $sexRitual.action to "continue">><</link>><<if $sexRitual.willContest is "stop">><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<elseif $sexRitual.playerControlsSpeed>> <<link [[Keep your legs around Gwylan|Gwylan Ritual Sex]]>><<set $sexRitual.action to "leghold">><<arousal 1000 "genitals">><</link>><<ggarousal>> <br> <<else>> <<link [[Leglock Gwylan|Gwylan Ritual Sex]]>><<set $sexRitual.action to "leghold">><<arousal 1000 "genitals">><</link>><<ggarousal>> <br> <</if>> <</if>> <<if ["gwylanDoggyVaginal", "gwylanDoggyAnal"].includes($sexRitual.position)>> <<if !$sexRitual.bondage>> <<link [[Hold Gwylan|Gwylan Ritual Sex]]>><<trauma -1>><<set $sexRitual.action to "bodyhold">><</link>><<ltrauma>> <br> <</if>> <<if $sexRitual.playerControlsSpeed>> <<if $sexRitual.willContest is "stop" or $sexRitual.speed is "stop">> <<link [[Keep fucking <<him>>|Gwylan Ritual Sex]]>><<set $sexRitual.action to "continue">><</link>><<if $sexRitual.willContest is "stop">><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<else>> <<link [[Fuck Gwylan quickly|Gwylan Ritual Sex]]>><<set $sexRitual.action to "fast">><</link>><<if ["stop", "slow"].includes($sexRitual.willContest)>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<link [[Fuck Gwylan slowly|Gwylan Ritual Sex]]>><<set $sexRitual.action to "slow">><</link>><<if ["stop", "fast"].includes($sexRitual.willContest)>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <</if>> <<elseif !$sexRitual.bondage>> <<link [[Pull <<him>> up to you|Gwylan Ritual Sex]]>><<set $sexRitual.action to "uphold">><<arousal 1000 "genitals">><</link>><<ggarousal>> <br> <</if>> <</if>> <<if ["playerDoggyVaginal", "playerDoggyAnal"].includes($sexRitual.position)>> <<link [[Push back against <<him>>|Gwylan Ritual Sex]]>><<set $sexRitual.action to "continue">><<arousal 1000 "genitals">><</link>><<ggarousal>><<if $sexRitual.willContest is "stop">><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <</if>> <<if !$sexRitual.topAttempt or $sexRitual.hypnosis is "Gwylan" and !$sexRitual.onTop>> <<if ["playerMissionaryVaginal", "playerDoggyVaginal", "playerDoggyAnal", "gwylanRidingVaginal", "gwylanRidingAnal", "gwylanRidingThighs", "gwylanRidingTrib", "service"].includes($sexRitual.position)>> <<link [[Try to get on top|Gwylan Ritual Sex Top Attempt]]>><<def 1>><<set $sexRitual.action to "topAttempt">><<set $sexRitual.topAttempt to true>><</link>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMinTop _willpowerDiffMaxTop>> <<else>> <<link [[Pin Gwylan down|Gwylan Ritual Sex Top Attempt]]>><<def 1>><<set $sexRitual.action to "topAttempt">><<set $sexRitual.topAttempt to true>><</link>><<physiquedifficulty _physiqueDiffMin _physiqueDiffMax>><<willpowerdifficulty _willpowerDiffMinTop _willpowerDiffMaxTop>> <</if>> <br> <</if>> <<if ["service"].includes($sexRitual.position)>> <<if ["headHold", "headPet", "headPush", "headLock", "hairPlay", "hairPull", "slow", "fast", "cooperate"].includes($sexRitual.action)>> <<if $sexRitual.bondage>> <<if $player.penisExist>> <<if $sexRitual.playerControlsSpeed>> <<link [[Push <<his>> head down quickly|Gwylan Ritual Sex]]>><<set $sexRitual.action to "fast">><</link>> <br> <<link [[Push <<his>> head down slowly|Gwylan Ritual Sex]]>><<set $sexRitual.action to "slow">><</link>> <<else>> <<link [[Push Gwylan's head down|Gwylan Ritual Sex]]>><<arousal 1000 "genitals">><<set $sexRitual.action to "headPush">><</link>><<garousal>> <</if>> <br> <<else>> <<link [[Wrap your bound arms around <<his>> head|Gwylan Ritual Sex]]>><<arousal 1000 "genitals">><<set $sexRitual.action to "headLock">><</link>><<garousal>> <br> <</if>> <<else>> <<link [[Pet Gwylan's head|Gwylan Ritual Sex]]>><<set $sexRitual.action to "headPet">><</link>><<garousal>> <br> <<if $player.penisExist>> <<if $sexRitual.playerControlsSpeed>> <<link [[Push <<his>> head down quickly|Gwylan Ritual Sex]]>><<set $sexRitual.action to "fast">><</link>> <br> <<link [[Push <<his>> head down slowly|Gwylan Ritual Sex]]>><<set $sexRitual.action to "slow">><</link>> <<else>> <<link [[Push Gwylan's head down|Gwylan Ritual Sex]]>><<arousal 1000 "genitals">><<set $sexRitual.action to "headPush">><</link>><<garousal>> <</if>> <br> <<else>> <<link [[Wrap your legs around <<his>> head|Gwylan Ritual Sex]]>><<arousal 1000 "genitals">><<set $sexRitual.action to "headLock">><</link>><<garousal>> <br> <</if>> <<set $_hairPlayLink to ["hairPlay", "hairPull"].includes($sexRitual.action) ? "Continue playing with <<his>> hair" : "Play with <<his>> hair">> <<link [[$_hairPlayLink|Gwylan Ritual Sex]]>><<set $sexRitual.action to "hairPlay">><</link>><<if $sexRitual.willContest is "noHairPlay">><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <<if $sexRitual.action is "hairPlay" and (!$sexRitual.noHairPull or $sexRitual.hypnosis is "Gwylan")>> <<link [[Pull <<his>> hair|Gwylan Ritual Sex]]>><<set $sexRitual.action to "hairPull">><</link>><<if $sexRitual.willContest is "noHairPlay">><<willpowerdifficulty _willpowerDiffMin _willpowerDiffMax>><</if>> <br> <</if>> <</if>> <<else>> <<if $sexRitual.bondage>> <<link [[Put your bound arms around Gwylan's head|Gwylan Ritual Sex]]>><<arousal 300 "genitals">><<set $sexRitual.action to "headHold">><</link>><<garousal>> <<else>> <<link [[Put your hands on Gwylan's head|Gwylan Ritual Sex]]>><<arousal 300 "genitals">><<set $sexRitual.action to "headHold">><</link>><<garousal>> <</if>> <br> <</if>> <</if>> <<if $sexRitual.canStop and !$sexRitual.stopAttempt>> <br> <<if $sexRitual.connectionBroken or $sexRitual.tentacles gte 4 or $sexRitual.hypnosis is "Gwylan">> <<link [[Tell Gwylan that you want to stop|Gwylan Ritual Sex]]>><<set $sexRitual.stopAttempt to true>><<set $sexRitual.action to "askStopFail">><</link>> <br> <<else>> <<link [[Tell Gwylan that you want to stop|Gwylan Ritual Sex]]>><<set $sexRitual.stopAttempt to true>><<set $sexRitual.action to "askStop">><</link>> <br> <</if>> <</if>> <</if>> <<if $debug is 1>> <br><u>DEBUG:</u><br> Player arousal: $arousal <br> Player orgasms: $sexRitual.playerOrgasms <br> Player orgasms resisted: $sexRitual.playerOrgasmsResisted <br> Player orgasms failed: $sexRitual.playerOrgasmsFailed <br> Player orgasm target: $sexRitual.orgasmTarget <br> Gwylan arousal: $sexRitual.arousal (max 200) <br> Gwylan orgasms: $sexRitual.gwylanOrgasms <br> Gwylan orgasms resisted: $sexRitual.gwylanOrgasmsBlocked <br> control: <<if $sexRitual.playerControlsSpeed>>Player<<else>>Gwylan<</if>> <br> speed: $sexRitual.speed <br> willContest: $sexRitual.willContest <br> position: $sexRitual.position <br> Gwylan states: <<print formatList(_gwylanStatus)>><br> Purge effectiveness: $sexRitual.purge <br> <br> <</if>> <</widget>> <<widget "gwylanRitualStart">> <<if !$sexRitual>> <<set $sexRitual to { virginity: [], penetrated: false, purge: 0, arousal: Math.floor((C.npc.Gwylan.lust + C.npc.Gwylan.dom) / 2), gwylanOrgasms: 0, gwylanOrgasmsBlocked: 0, playerOrgasms: 0, orgasmTarget: Math.ceil((C.npc.Gwylan.lust + C.npc.Gwylan.dom) / 50) + $gwylanSeen.count("yearning") + $gwylanSeen.count("partners") + $gwylanSeen.count("romance") + 4, playerOrgasmsFailed: 0, playerOrgasmsResisted: 0, tentacles: 0, hypnosis: "", wolfbrew: false, willContest: "none", timerToforceEnd: 100, bondageTattooSeen: false, bondage: false, }>> <<if $crossdressing gte 1 and !$genderknown.includes("Gwylan")>> <<set $sexRitual.crossdressing to true>> <</if>> <</if>> <<set $disableImpregnation to true>> <<set $disableNormalImpregnation to true>> <<set $enemyno to 1>> <<set $enemynomax to 1>> <<set $consensual to 1>> <</widget>> <<widget "gwylanRitualEnd">> <<run statusCheck("Gwylan")>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<detach_leash>> <<elseif $sexRitual.collared>> <<set $worn.neck.type.push("broken")>> <<neckruined true>> <<elseif $sexRitual.leash>> <<detach_leash>> <</if>> <<storeon "gwylanRitual">><<silently>><<clotheson>><</silently>> <<if $sexRitual.overUpperCursed>> <<set $worn.over_upper.cursed to 1>> <</if>> <<if $sexRitual.overLowerCursed>> <<set $worn.over_lower.cursed to 1>> <</if>> <<if $sexRitual.upperCursed>> <<set $worn.upper.cursed to 1>> <</if>> <<if $sexRitual.lowerCursed>> <<set $worn.lower.cursed to 1>> <</if>> <<if $sexRitual.underUpperCursed>> <<set $worn.under_upper.cursed to 1>> <</if>> <<if $sexRitual.underLowerCursed>> <<set $worn.under_lower.cursed to 1>> <</if>> <<if $sexRitual.penissize>> <<set $player.penissize to $sexRitual.penissize>> <</if>> <<set $gwylanSeen.pushUnique("ritual_sex")>> <<earnFeat "Wildsong">> <<if $sexRitual.sealed>> <<set _corruptionDown to $sexRitual.purge * -1>> <<world_corruption "soft" _corruptionDown>> <<set $gwylan.purged += $sexRitual.purge>> <</if>> <<if _gwylanStatus.includes("heat")>> <<set $_gwyLustDown to $sexRitual.gwylanOrgasms * -3>> <<npcincr Gwylan lust $_gwyLustDown>> <</if>> <<unset $sexRitual>> <<run delete $gwylan.ritualMissed>><<run delete $gwylan.ritualNext>> <<set $gwylan.timer.ritual to new DateTime(Time.date).addDays(7).timeStamp>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<set $gwylan.hunting to 0>> <<set $daily.gwylan.ritual to true>> <<set $daily.gwylan.greeting to false>> <<set $gwylan.punishment to false>> <<set $dateCount.GwylanSex++>> <<set $consensual to 0>> <<dry_full>> <</widget>> <<widget "gwylanRitualOrgasm">> <<if ["player", "both"].includes(_args[0])>> <<if $sexRitual.playerOrgasms is 0>> <<if !$gwylanSeen.includes("ritual_sex")>> You feel something leave your body. Or maybe something filling it. Or both. It feels as though an emptiness has been mended. <<else>> The emptiness starts to mend. <</if>> <span class="blue">Visions of the forest flash by your eyes, and you feel as though you've been split across the landscape.</span> <<else>> <<set $_textPool to [ "You give Gwylan your poison.", "You feel the sickening emptiness within you vanishing." ]>> <<if $temple_confessor_intro>> <<run $_textPool.pushUnique( "The holes are filled.", "You give Gwylan your corruption.", "You feel your vessel emptying into Gwylan's.", "Gwylan takes away the emptiness inside you.", "You and Gwylan become As One for a torturously short moment." )>> <</if>> <<if $gwylanSeen.includes("vision")>> <<run $_textPool.pushUnique( "Visions of the lake flash by your eyes.", "Visions of an old churchyard fill your mind.", "Visions of the temple's garden fill your mind.", "Visions of an antlered humanoid figure fill your head.", "You hear a bell ring in the distance, but Gwylan doesn't react.", "An empty vision fills your mind, and you are reminded that there is nothing under the lake." )>> <</if>> <span class="purple"><<print $_textPool.pluck()>></span> <</if>> <<if _args[1] is "pre" or $sexRitual.deniedOrgasmFromSlime or !$gwylanSeen.includes("ritual_sex")>> <<set _noSlimes to true>> <</if>> <span class="kill-br"><<orgasm>></span> <<if _deniedOrgasm>> <br> <span class="red">The slime in your head rejects the ritual.</span> The effort leaves it considerably weakened. <<corruption -3>><<lcorruption>> <<set $sexRitual.deniedOrgasmFromSlime to true>><<set $sexRitual.playerOrgasmsFailed++>> <<else>> <<set $sexRitual.playerOrgasms++>> <<if ["playerMissionaryVaginal", "playerDoggyVaginal", "playerDoggyAnal", "playerRidingVaginal", "playerRidingAnal", "serviceTop"].includes($sexRitual.position) or $femaleclimax>> <span class="pink"><<= $sexRitual.bondage ? "You hear the sound of fluid filling the ivory bowl." : "The ivory bowl fills with glowing pink fluid.">></span> <</if>> <<if $femaleclimax and $player.sex is "m">> <<set $sexRitual.playerOrgasmsFailed++>> <</if>> <<set $sexRitual.arousal += 5>> <<if $sexRitual.sealed>> <<if $sexRitual.penetrated or $sexRitual.halfCount or ["gwylanRidingTrib"].includes($sexRitual.position)>> /* Decrease world corruption for every penetrative player orgasm (or tribbing to be fair to vag/vag pairs) */ <<set $sexRitual.purge++>><<set $sexRitual.halfCount to false>> <<if $sexRitual.tentacles isnot 0>> <<set $sexRitual.tentacles++>> <</if>> <<gwylanPurgeEffect>> <<else>> /* Decrease world corruption for every 2 non-penetrative orgasms */ <<set $sexRitual.halfCount to true>> <</if>> <</if>> <</if>> <br> <</if>> <<if _args[0] is "both" and !_deniedOrgasm and !$femaleclimax>> /* Gwylan and player cum at the same time */ <span class="lewd"> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<if $sexRitual.position is "gwylanRidingVaginal">><<bodyliquid "penis" "goo">><</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight and <</if>>softly moans as <<he>> feels your semen fill <<him>>. <<else>> <<He>> <<if $sexRitual.petplay>>pulls your leash and <</if>>quietly shudders in orgasm. <</if>> <<if $sexRitual.bondage>> The three-eyed vision fills your mind, pulsing bright green. <<else>> <<His>> glowing eyes remain locked on yours. <</if>> <<case "gwylanRidingThighs">> <<bodyliquid "penis" "goo">> <<He>> <<if $sexRitual.petplay>>pulls your leash as <<he>> <</if>> quietly shudders in orgasm. <<if $sexRitual.bondage>> The three-eyed vision fills your mind, pulsing bright green. <<else>> <<His>> glowing eyes remain locked on yours. <</if>> <<case "gwylanRidingTrib">> <<bodyliquid "vaginaoutside" "goo">> <<He>> <<if $sexRitual.petplay>>pulls your leash as <<he>> <</if>> quietly shudders in orgasm. <<if $sexRitual.bondage>> The three-eyed vision fills your mind, pulsing bright green. <<else>> <<His>> glowing eyes remain locked on yours. <</if>> <<case "playerMissionaryVaginal">> <<if $gwylanSeen.includes("partners")>> <<He>> presses up against you tightly and kisses you as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "vagina" "semen">> <</if>> You kiss back, still shuddering from your own orgasm. <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> buries <<his>> face in your neck as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "vagina" "semen">> <</if>> <</if>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<bodyliquid "penis" "goo">> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight and <</if>><<if $sexRitual.playerControlsSpeed>>leans<<else>>pushes<</if>> back, softly moaning as your semen fills <<him>>. <<else>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight and <</if>><<if $sexRitual.playerControlsSpeed>>leans<<else>>pushes<</if>> back, quietly shuddering in orgasm as your seed fills <<him>>. <</if>> <<case "playerDoggyVaginal">> <<if _gwylanStatus.includes("heat")>> <<He>> wraps <<his>> arms around you and leans down, <span class="red">biting your shoulder</span> as <<if C.npc.Gwylan.penis is "none">> <<he>> cums. <<He>> moans as <<he>> grinds <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums deep into your womb. <<bodyliquid "vagina" "semen">> <</if>> <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.fangs is "revealed">> <<His>> fangs <<= $sexRitual.bondage ? "sink into your skin" : "leave a mark">>. <<else>> It hurts, a lot more than you expect. <span class="pink"><<His>> teeth are sharp like a beast's.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <<pain 8>><<ggpain>> <<else>> <<pain 4>><<gpain>> <</if>> <br> <<elseif $gwylanSeen.includes("partners")>> <<He>> wraps <<his>> arms around you and lifts you so your back is pressing up against <<his>> chest, tilting your head to the side to kiss you as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums deep into your womb. <<bodyliquid "vagina" "semen">> <</if>> You kiss back, still shuddering from your own orgasm. <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> buries <<his>> face in your neck as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "vagina" "semen">> <</if>> <</if>> <<case "playerDoggyAnal">> <<if _gwylanStatus.includes("heat")>> <<He>> wraps <<his>> arms around you and leans down, <span class="red">biting your shoulder</span> as <<if C.npc.Gwylan.penis is "none">> <<he>> cums. <<He>> moans as <<he>> grinds <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums deep in your ass. <<bodyliquid "anus" "semen">> <</if>> <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.fangs is "revealed">> <<His>> fangs <<= $sexRitual.bondage ? "sink into your skin" : "leave a mark">>. <<else>> It hurts, a lot more than you expect. <span class="pink"><<His>> teeth are sharp like a beast's.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <<pain 8>><<ggpain>> <<else>> <<pain 4>><<gpain>> <</if>> <br> <<elseif $gwylanSeen.includes("partners")>> <<He>> wraps <<his>> arms around you and lifts you so your back is pressing up against <<his>> chest. <<He>> tilts your head to the side to kiss you as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums deep in your ass. <<bodyliquid "anus" "semen">> <</if>> You kiss back, still shuddering from your own orgasm. <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> buries <<his>> face in your neck as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "anus" "semen">> <</if>> <</if>> <<case "serviceTop">> <<if C.npc.Gwylan.penis isnot "none">> <<bodyliquid "mouth" "semen">> You both shudder as <<his>> semen fills your mouth. <<else>> <<bodyliquid "mouth" "goo">> You both shudder as <<his>> juices squirt into your mouth. <</if>> <<case "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> <<if $sexRitual.position is "gwylanMissionaryVaginal">><<bodyliquid "penis" "goo">><</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> <<if $sexRitual.petplay>>yanks your leash tightly and <</if>>pulls you into a full embrace with <<his>> arms and legs, moaning as you fill <<him>> with your seed. <<if $sexRitual.bondage>> <<He>> doesn't seem to care that you can't embrace <<him>> back, given your bound limbs. <</if>> <<if _gwylanStatus.includes("heat")>> <<He>> bites your shoulder as <<he>> holds you. <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.fangs is "revealed">> <<His>> fangs <<= $sexRitual.bondage ? "sink into your skin" : "leave a mark">>. <<else>> It hurts, a lot more than you expect. <span class="pink"><<His>> teeth are sharp like a beast's.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <<pain 8>><<ggpain>> <<else>> <<pain 4>><<gpain>> <</if>> <br> <<elseif $gwylanSeen.includes("partners")>> <<He>> hungrily kisses you before <<he>> lets you pull away. <<takeKissVirginity "Gwylan" "romantic">> <</if>> <<else>> <<He>> <<if $sexRitual.petplay>>yanks your leash and <</if>>pulls you into a full embrace, quietly shuddering in orgasm as your seed fills <<him>>. <<if $sexRitual.bondage>> <<He>> doesn't seem to care that you can't embrace <<him>> back, given your bound limbs. The three-eyed vision fills your mind, pulsing bright green. <<else>> <<His>> glowing eyes remain locked on yours. <</if>> <</if>> <<case "playerRidingVaginal" "playerRidingAnal">> <<if C.npc.Gwylan.penis is "none">> <<if _gwylanStatus.includes("heat")>> <<He>> thrusts into you hard as you both shudder in bliss. <<He>> bucks <<his>> hips, grinding <<his>> clit against the base of <<his>> strap-on as you bear down on <<him>>. <<elseif $gwylanSeen.includes("partners")>> <<He>> moans softly as your shared climax passes. <<He>> rocks <<his>> hips up into you, massaging <<his>> clit against the base of <<his>> strap-on. You both stop for a moment. <<if $sexRitual.speed is "slow">> You sit still in <<his>> lap, and <<he>> hungrily kisses you. You stay joined like this for some time. <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> sits up and gives you a quick peck on the lips. <<takeKissVirginity "Gwylan" "romantic">> <</if>> <<else>> <<if $sexRitual.bondage>> <<He>> stifles a moan <<else>> <<He>> covers <<his>> mouth <</if>> as you reach a shared climax. <<He>> rocks <<his>> hips up into you a moment longer, grinding <<his>> clit against the base of <<his>> strap-on. <</if>> <<else>> <<if $sexRitual.position is "playerRidingVaginal">><<bodyliquid "vagina" "semen">><<else>><<bodyliquid "anus" "semen">><</if>> <<if _gwylanStatus.includes("heat")>> <<He>> thrusts into you hard as you both shudder in bliss, filling you with <<his>> seed eagerly. <<elseif $gwylanSeen.includes("partners")>> <<He>> moans softly as your shared climax passes, filling you with <<his>> seed. You both stop for a moment. <<if $sexRitual.speed is "slow">> You sit still in <<his>> lap, and <<he>> hungrily kisses you. You stay joined like this for some time. <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> sits up and gives you a quick peck on the lips. <<takeKissVirginity "Gwylan" "romantic">> <</if>> <<else>> <<if $sexRitual.bondage>> <<He>> stifles a moan <<else>> <<He>> covers <<his>> mouth <</if>> as you reach a shared climax, filling you with <<his>> cum. <</if>> <</if>> <<default>> <<He>> shudders. <</switch>> </span> <<elseif _args[0] is "Gwylan" or _args[0] is "both" and _deniedOrgasm>> /* Only Gwylan cums */ <span class="lewd"> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<if $sexRitual.position is "gwylanRidingVaginal">><<bodyliquid "penis" "goo">><</if>> <<if _gwylanResistingOrgasm>> <<if $sexRitual.petplay>> <<He>> tries to pull your leash to make you stop, but that only ends up bringing you closer together. <<He>> involuntarily moans as <<he>> shudders in climax. <<elseif $sexRitual.bondage>> <<He>> tries to pull away from you, but it's too late. <<He>> involuntarily shudders in climax. <<else>> <<He>> tries to dismount you, and reaches for the jar of blue sand, but doesn't make it. <<He>> involuntarily shudders in climax. <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight and <</if>>moans as <<he>> shudders in climax, <<if $sexRitual.bondage>> and three glowing eyes flash through your mind once more. <<else>> <<his>> eyes still locked on yours. <</if>> <<else>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight as <<he>> <</if>> quietly shudders in orgasm, <<if $sexRitual.bondage>> and three glowing eyes flash through your mind once more. <<else>> <<his>> eyes still locked on yours. <</if>> <</if>> <<case "gwylanRidingThighs">> <<if C.npc.Gwylan.penis is "none">><<bodyliquid "penis" "goo">><</if>> <<if _gwylanResistingOrgasm>> <<if $sexRitual.petplay>> <<He>> tries to pull your leash to make you stop, but that only ends up bringing you closer together. <<He>> involuntarily moans as <<he>> shudders in climax. <<elseif $sexRitual.bondage>> <<He>> tries to pull away from you, but it's too late. <<He>> involuntarily shudders in climax. <<else>> <<He>> tries to dismount you, and reaches for the jar of blue sand, but doesn't make it. <<He>> involuntarily shudders in climax. <</if>> <<else>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight as <<he>> <</if>> quietly shudders in orgasm, <<if $sexRitual.bondage>> and three glowing eyes flash through your mind once more. <<else>> <<his>> glowing eyes still locked on yours. <</if>> <</if>> <<case "gwylanRidingTrib">> <<bodyliquid "vaginaoutside" "goo">> <<if _gwylanResistingOrgasm>> <<if $sexRitual.petplay>> <<He>> tries to pull your leash to make you stop, but that only ends up bringing you closer together. <<He>> involuntarily moans as <<he>> shudders in climax. <<elseif $sexRitual.bondage>> <<He>> tries to pull away from you, but it's too late. <<He>> involuntarily shudders in climax. <<else>> <<He>> tries to dismount you, and reaches for the jar of blue sand, but doesn't make it. <<He>> involuntarily shudders in climax. <</if>> <<else>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight as <<he>> <</if>> quietly shudders in orgasm, <<if $sexRitual.bondage>> and three glowing eyes flash through your mind once more. <<else>> <<his>> glowing eyes still locked on yours. <</if>> <</if>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<if C.npc.Gwylan.penis is "none">><<bodyliquid "penis" "goo">><</if>> <<if _gwylanResistingOrgasm>> <<if $sexRitual.petplay>> <<He>> tries to pull your leash to make you stop, but that only ends up bringing you closer together. <<He>> involuntarily moans and shudders. <<else>> <<He>> tries to pull away from you, <<= $sexRitual.bondage ? "but fails" : "reaching for the jar of blue sand, but doesn't make it">>. <<He>> involuntarily shudders in climax. <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight and <</if>><<if $sexRitual.playerControlsSpeed>>leans<<else>>pushes<</if>> back, moaning as <<he>> shudders. <<else>> <<He>> <<if $sexRitual.petplay>>pulls your leash tight and <</if>><<if $sexRitual.playerControlsSpeed>>leans<<else>>pushes<</if>> back, quietly shuddering in orgasm. <</if>> <<case "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> <<if $sexRitual.position is "gwylanMissionaryVaginal">><<bodyliquid "penis" "goo">><</if>> <<if _gwylanStatus.includesAny("aroused", "lust")>> <<He>> <<if $sexRitual.petplay>>yanks your leash and <</if>>pulls you into a full embrace with <<his>> arms and legs, softly moaning as you continue fucking <<him>>. <<if _gwylanStatus.includes("heat")>> <<He>> bites your shoulder as <<he>> holds you. <<if ["revealed", "visible"].includes(_gwylanTF.fangs)>> <<if _gwylanTF.fangs is "revealed">> <<His>> fangs <<= $sexRitual.bondage ? "sink into your skin" : "leave a mark">>. <<else>> It hurts, a lot more than you expect. <span class="pink"><<His>> teeth are sharp like a beast's.</span> <</if>> <<set $gwylanSeen.pushUnique("gwylan_fangs")>> <<pain 8>><<ggpain>> <<else>> <<pain 4>><<gpain>> <</if>> <br> <<elseif $gwylanSeen.includes("partners")>> <<He>> hungrily kisses you, not letting you pull away. <<takeKissVirginity "Gwylan" "romantic">> <</if>> <<else>> <<He>> <<if $sexRitual.petplay>>yanks your leash and <</if>>pulls you into a full embrace, quietly shuddering in orgasm. <</if>> <<if $sexRitual.bondage>> <<He>> doesn't seem to care that you can't embrace <<him>> back, given your bound limbs. The three-eyed vision fills your mind, pulsing bright green. <<else>> <<His>> glowing eyes remain locked on yours. <<if C.npc.Gwylan.penis isnot "none">> A small streak of <<his>> own semen lingers on <<his>> tummy. <</if>> <</if>> <<case "playerMissionaryVaginal">> <<if _gwylanResistingOrgasm>> <<He>> tries pulling out of you, but your grip is too strong. <<if C.npc.Gwylan.penis is "none">> <<He>> cums with a strangled moan, <<his>> hips bucking involuntarily. <<else>> <<He>> cums deep inside your womb. <<bodyliquid "vagina" "semen">> <</if>> <<elseif $gwylanSeen.includes("partners")>> <<He>> presses up against you tightly and kisses you as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "vagina" "semen">> <</if>> <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> buries <<his>> face in your neck as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "vagina" "semen">> <</if>> <</if>> <<case "playerDoggyVaginal">> <<if _gwylanResistingOrgasm>> <<He>> tries to pull out, but you push further and further back against <<him>>, <<if $sexRitual.bondage>> blocking <<his>> retreat. <<else>> using your legs to trap <<him>>. <</if>> <<if C.npc.Gwylan.penis is "none">> <<He>> cums with an involuntary moan, hips shuddering against you. <<else>> <<He>> cums deep inside you. <<bodyliquid "vagina" "semen">> <</if>> <<elseif $gwylanSeen.includes("partners")>> <<He>> wraps <<his>> arms around you and lifts you so your back is pressing up against <<his>> chest. <<He>> tilts your head to the side to kiss you as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, thrusting <<his>> strap-on deep inside you. <<else>> <<he>> cums deep into your womb. <<bodyliquid "vagina" "semen">> <</if>> <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> buries <<his>> face in your neck as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "vagina" "semen">> <</if>> <</if>> <<case "playerDoggyAnal">> <<if _gwylanResistingOrgasm>> <<He>> tries to pull out, but you push further and further back against <<him>>, <<if $sexRitual.bondage>> blocking <<his>> retreat. <<else>> using your legs to trap <<him>>. <</if>> <<if C.npc.Gwylan.penis is "none">> <<He>> cums with an involuntary moan, hips shuddering against you. <<else>> <<He>> cums deep inside you. <<bodyliquid "anus" "semen">> <</if>> <<elseif $gwylanSeen.includes("partners")>> <<He>> wraps <<his>> arms around you and lifts you so your back is pressing up against <<his>> chest. <<He>> tilts your head to the side to kiss you as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, <<his>> hips slapping against your ass. <<else>> <<he>> cums deep into your ass. <<bodyliquid "anus" "semen">> <</if>> <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> buries <<his>> face in your neck as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, grinding <<his>> clit against the base of <<his>> strap-on. <<else>> <<he>> cums inside you. <<bodyliquid "anus" "semen">> <</if>> <</if>> <<case "playerRidingVaginal" "playerRidingAnal">> <<if $sexRitual.position is "playerRidingVaginal">><<bodyliquid "vagina" "semen">><<else>><<bodyliquid "anus" "semen">><</if>> <<if _gwylanStatus.includes("heat")>> <<He>> thrusts into you hard as you continue riding <<him>>. <<if C.npc.Gwylan.penis is "none">> <<He>> pants through <<his>> orgasm, hips bucking eagerly. <<else>> <<He>> fills you with <<his>> seed eagerly. <</if>> <<elseif _gwylanStatus.includes("lust")>> <<He>> moans softly as <<if C.npc.Gwylan.penis is "none">> <<he>> cums, rocking <<his>> hips against you. <<else>> <<he>> fills you with <<his>> seed. <</if>> <<if $gwylanSeen.includes("partners")>> <<if $sexRitual.speed is "slow">> You sit still in <<his>> lap for a moment, and <<he>> hungrily kisses you. You stay joined like this for some time. <<takeKissVirginity "Gwylan" "romantic">> <<else>> <<He>> sits up and gives you a quick peck on the lips. <<takeKissVirginity "Gwylan" "romantic">> <</if>> <</if>> <<else>> <<if $sexRitual.bondage>> <<He>> stifles a moan <<else>> <<He>> covers <<his>> mouth <</if>> <<if C.npc.Gwylan.penis is "none">> as you ride <<him>> through <<his>> climax. <<else>> as <<he>> fills you with <<his>> cum. <</if>> <</if>> <<case "serviceTop">> <<if C.npc.Gwylan.penis isnot "none">> <<bodyliquid "mouth" "semen">> <<if _gwylanResistingOrgasm>> <<He>> tries to pull out of your mouth, <<if $transformationParts.traits.fangs isnot "disabled" and ($submissive lte 500 or $demon gte 6)>> <<set $_eagerly to true>> <span class="lewd">but you quickly flash your fangs on the head of <<his>> <<npcPenis>>,</span> forcing <<him>> to stay still so you can extract <<his>> precious seed. <<elseif $ejactrait gte 1 or $demon gte 6>> <<set $_eagerly to true>> <span class="lewd">but you take <<him>> all the way in<<if !$sexRitual.bondage>> and wrap your arms around <<his>> legs<</if>>,</span> forcing <<him>> to stay still so you can extract <<his>> precious seed. <<else>> but it's too late. <</if>> <<if $_eagerly>> You keep sucking, and are rewarded with shot after shot of <<his>> warm semen on your tongue as <<he>> shudders. You swallow it all. <<else>> You get a mouthful of <<his>> semen. <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> pushes your head down as <<he>> shudders. <<if $ejactrait gte 1 or $demon gte 6>> You eagerly take <<his>> whole length, holding it as you taste <<his>> precious seed. <<else>> You get a mouthful of <<his>> warm semen. <</if>> <<else>> <<His>> back slightly arches as <<if $ejactrait gte 1 or $demon gte 6>> you eagerly take <<his>> whole length, holding it. You taste <<his>> warm seed filling your mouth. <<else>> you get a mouthful of <<his>> warm semen. <</if>> <<He>> lets out a relieved sigh, patting your head. <</if>> <<else>> <<bodyliquid "mouth" "goo">> <<if _gwylanResistingOrgasm>> <<He>> tries to pull away from you, <<if $transformationParts.traits.fangs isnot "disabled" and ($submissive lte 500 or $demon gte 6)>> <<set $_eagerly to true>> <span class="lewd">but you quickly flash your fangs right above <<his>> clit,</span> forcing <<him>> to stay still so you can taste <<his>> juices. You keep licking, and are rewarded as <<his>> back arches, squirting into your waiting mouth. <<else>> but it's too late. You taste <<his>> juices. <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> <<He>> pushes your head down as <<he>> shudders. <<His>> juices squirt into your mouth as <<he>> softly moans. <<else>> <<His>> back slightly arches as <<his>> juices squirt into your mouth. <<He>> lets out a relieved sigh, patting your head. <</if>> <</if>> <<default>> <<He>> shudders. <</switch>> </span> <<sex 20 "genitals">><<garousal>> <<set _linebreak to true>> <</if>> <<if ["player", "both"].includes(_args[0]) and !_deniedOrgasm and !$femaleclimax>> /* Followup if player came */ <<if _args[1] isnot "pre">> <<switch $sexRitual.position>> <<case "gwylanRidingVaginal" "gwylanRidingAnal">> <<if $sexRitual.bondage>> <<if $sexRitual.bondageTattooSeen>> The vision of Gwylan's tattoo pulses briefly. <<else>> <<gwylanRitualTattooVision>> <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> Gwylan smiles smugly down at you, placing a hand on <<his>> <<bellyDescription "Gwylan">>. <<His>> tattoo pulses briefly. <<else>> <<if $sexRitual.action is "handHold">> <<He>> places a hand, still holding one of yours, on <<his>> <<bellyDescription "Gwylan">>. <<His>> tattoo pulses briefly. <<else>> <<He>> places a hand on <<his>> <<bellyDescription "Gwylan">>. <<His>> tattoo pulses briefly. <</if>> <</if>> <<case "gwylanRidingThighs">> <<if C.npc.Gwylan.penis isnot "none">><<bodyliquid "penis" "goo">><</if>> <<if $sexRitual.bondage>> <<if $sexRitual.bondageTattooSeen>> The vision of Gwylan's tattoo pulses briefly. <<else>> <<gwylanRitualTattooVision>> <</if>> <<He>> scoops up your semen. You hear a wet sound from <<his>> <<npcVagina>>, as <<he>> <span class="pink">pushes your cum inside</span>. <<else>> <<He>> places a hand on <<his>> <<bellyDescription "Gwylan">>, now streaked with your cum. <<His>> tattoo pulses briefly. <<He>> scoops it up with one hand. It trails down towards <<his>> <<npcVagina>>, where <<he>> <span class="pink">pushes your cum into <<himself>> with two fingers</span>. <</if>> <<case "gwylanRidingTrib">> <<bodyliquid "vaginaoutside" "goo">> <<if $sexRitual.bondage>> <<if $sexRitual.bondageTattooSeen>> The vision of Gwylan's tattoo pulses briefly. <<else>> <<gwylanRitualTattooVision>> <</if>> <<He>> reaches a hand between your bodies, and you hear a wet noise as <<he>> <span class="pink">pushes your juices into <<himself>></span>. <<else>> <<He>> places a hand on <<his>> <<bellyDescription "Gwylan">>, now wet with your mixed juices. <<His>> tattoo pulses briefly. <<He>> scoops it up with one hand. It trails down towards <<his>> <<npcVagina>>, where <<he>> <span class="pink">pushes your juices into <<himself>> with two fingers</span>. <</if>> <<case "playerMissionaryVaginal">> <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.bondage>> <<He>> pauses, and you soon hear the sound of lapping coming from directly next to your head. Somehow, the ivory bowl must have ended up there. Gwylan drinks from it, treating it as if it were a dog bowl. <<else>> <<He>> pauses, staring down at the ivory bowl, which somehow ended up right next to your head. <<He>> starts drinking from it as if it were a dog bowl. <</if>> <<elseif $sexRitual.bondage>> <<He>> pauses long enough to pick something up. You hear the sound of draining liquid as Gwylan drinks the fluid from the ivory bowl. <<else>> <<He>> pauses long enough to consume the fluid from the ivory bowl. <</if>> <<case "playerDoggyVaginal" "playerDoggyAnal">> <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.bondage>> Somehow, the ivory bowl must have ended up in front of you. You hear the sound of lapping as Gwylan drinks from it, treating it as if it were a dog bowl. <<else>> <<He>> pauses, staring down at the ivory bowl, which somehow ended up right in front of you. <<He>> starts drinking from it as if it were a dog bowl. <</if>> <<elseif $gwylanSeen.includes("partners")>> <<He>> wraps <<his>> arms around you and lifts you so your back is pressing up against <<his>> chest, tilting your head to the side to kiss you as you continue to shudder. <<takeKissVirginity "Gwylan" "romantic">> <<if $sexRitual.bondage>> <<He>> pauses long enough to pick something up. You hear the sound of draining liquid as Gwylan drinks the fluid from the ivory bowl. <<else>> <<He>> pauses long enough to consume the fluid from the ivory bowl. <</if>> <<else>> <<He>> slows down to let you recover. <<if $sexRitual.bondage>> <<He>> picks something up as you catch your breath. You hear the sound of draining liquid as Gwylan drinks the fluid from the ivory bowl. <<else>> <<He>> pauses long enough to consume the fluid from the ivory bowl. <</if>> <</if>> <<case "gwylanDoggyVaginal" "gwylanDoggyAnal">> <<if $sexRitual.bondage>> <<if $sexRitual.playerControlsSpeed>> Gwylan presses back against you. <<else>> You feel Gwylan's hips swaying from side to side. <</if>> <<if $sexRitual.bondageTattooSeen>> The vision of <<his>> tattoo pulses briefly. <<else>> <<gwylanRitualTattooVision>> <</if>> <<elseif $sexRitual.playerControlsSpeed>> <<He>> places a hand on <<his>> <<bellyDescription "Gwylan">>, <<his>> tattoo pulsing briefly. <<else>> <<He>> looks back at you, shaking <<his>> hips side to side. <<His>> tattoo pulses briefly. <</if>> <<case "serviceTop">> <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.bondage>> After a pause, Gwylan moves away from you. There's a lapping sound as <<he>> drinks fluid from the ivory bowl, treating it as if it were a dog bowl. <<else>> <<He>> pauses, staring down at the ivory bowl next to the two of you. <<He>> moves away from you and starts drinking from it as if it were a dog bowl. <</if>> <<else>> <<He>> slows down to let you recover. <<if $sexRitual.bondage>> <<He>> picks something up as you catch your breath. You hear the sound of draining liquid as Gwylan drinks the fluid from the ivory bowl. <<else>> <<He>> pauses long enough to consume the fluid from the ivory bowl. <</if>> <</if>> <<case "facefuckTop" "facesitTop">> <<He>> gasps for breath as <<he>> escapes your hold on <<him>>. You hear <<him>> swallow, before moving <<his>> head back into place. <<case "gwylanMissionaryVaginal" "gwylanMissionaryAnal">> <<if $sexRitual.bondage>> <<if $sexRitual.bondageTattooSeen>> The vision of Gwylan's tattoo pulses briefly. <<else>> <<gwylanRitualTattooVision>> <</if>> <<elseif _gwylanStatus.includesAny("aroused", "lust")>> Gwylan smiles up at you, placing a hand on <<his>> <<bellyDescription "Gwylan">>. <<His>> tattoo pulses briefly. <<else>> <<He>> places a hand on <<his>> <<bellyDescription "Gwylan">>. <<His>> tattoo pulses briefly. <</if>> <<case "playerRidingVaginal" "playerRidingAnal">> <<if $sexRitual.hypnosis is "Gwylan">> <<if $sexRitual.bondage>> <<He>> shifts under you, whining, until you move enough for <<him>> to sit up. You feel <<him>> lean to the side. There's a lapping sound as <<he>> drinks fluid from the ivory bowl, treating it as if it were a dog bowl. <<else>> <<He>> pauses, staring down at the ivory bowl. <<He>> tries to move towards it, but you're still pinning <<him>> in place. You reach over and hand it to <<him>>, and <<he>> starts drinking from it as if it were a dog bowl. <</if>> <<elseif $gwylanSeen.includes("partners")>> <<He>> wraps <<his>> arms around you and pulls you down, kissing you as you continue to shudder. <<takeKissVirginity "Gwylan" "romantic">> <<if $sexRitual.bondage>> <<He>> pauses long enough to pick something up. You hear the sound of draining liquid as Gwylan drinks the fluid from the ivory bowl. <<else>> <<He>> pauses long enough to consume the fluid from the ivory bowl. <</if>> <<elseif $sexRitual.bondage>> <<He>> twists to the side and picks something up. You hear the sound of draining liquid as Gwylan drinks the fluid from the ivory bowl. <<else>> <<He>> takes the chance to consume the fluid from the ivory bowl before you resume. <</if>> <<default>> <<if $player.penisExist>> <<if $sexRitual.penetrated>> <<He>> holds your entire length in <<his>> mouth until <<hes>> sure you've let out everything. <<elseif $sexRitual.bondage>> <<He>> rests the head of your <<penis>> on <<his>> outstretched tongue as <<he>> continues milking you through your orgasm. After swallowing, <<he>> licks the shaft and head clean<<if $semen_amount gt 0>> as a last bit of cum dribbles out<</if>>. <<else>> <<He>> sticks out <<his>> tongue as <<he>> continues milking your <<penis>>. <<if $semen_amount gte 100>> The final rope overshoots, streaking <<his>> face. <<His>> breath on your <<penis>> makes you shiver as <<he>> wipes the cum away, licking it off <<his>> hand. <<else>> <<He>> takes the head in as the spurts become weaker. <</if>> After swallowing, <<he>> licks the shaft and head clean<<if $semen_amount gt 0>> as a last bit of cum dribbles out<</if>>. <</if>> <<else>> <<He>> licks your fluids from your vagina and thighs. <</if>> <</switch>> <</if>> <<if $world_corruption_soft gte 50 and $sexRitual.purge gte 4 and !$sexRitual.tentacleEvent and $gwylanSeen.includes("ritual_sex")>> <<set $sexRitual.tentacleEvent to true>><<set $sexRitual.tentacles += $sexRitual.purge>> <<if ["gwylanRidingVaginal", "gwylanRidingAnal", "gwylanRidingThighs", "gwylanDoggyVaginal", "gwylanDoggyAnal", "gwylanMissionaryVaginal", "gwylanMissionaryAnal"].includes($sexRitual.position)>> <span class="red">You feel something inside Gwylan squirm and writhe against your <<penis 2>>.</span> <<elseif ["gwylanRidingTrib"].includes($sexRitual.position)>> <span class="red">You feel something inside Gwylan squirm and writhe against your vagina, from <<his>> own. <<= $sexRitual.bondage ? "It feels like" : "It's">> a small tentacle.</span> <<elseif ["service", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> <span class="red"><<= $sexRitual.bondage ? "Something slender" : "A thin, purple tentacle">> briefly twists itself around Gwylan's tongue. It caresses and wriggles against your skin. You feel something try to move into you.</span> <<else>> <span class="red">You feel something inside Gwylan squirm and writhe, trying to move into you.</span> <</if>> <<if $temple_confessor_intro>> You can feel its emptiness. It's the corruption you took from the forest, yearning to come back to you. <</if>> <<if $sexRitual.connectionBroken>> <span class="red">Nothing is stopping it, and it's nearly free.</span> <<if $sexRitual.hypnosis is "Gwylan">> Gwylan whines in pleasure, seemingly lost in it and providing no resistance in <<his>> current state. <<else>> Gwylan giggles, <<= $sexRitual.bondage ? "sounding" : "looking">> lost in pleasure, but quickly shakes <<himself>> back to lucidity. "It's okay... just stay in the circle and it can't get out. It'll be trapped in here with us." <</if>> <<else>> <<if $sexRitual.bondage>> <<gwylanRitualTattooVision>> Whatever you felt, it's quickly snuffed out. <<else>> It's quickly snuffed out as Gwylan's tattoo glows brighter. <</if>> "This is a lot more than I'm used to taking all at once, but... it's okay, I can take it. It can't leave the way it came in. It's trapped inside me for now." <</if>> <<elseif $sexRitual.tentacles gte 1>> <<set $sexRitual.tentacles += 1>> <<switch $sexRitual.tentacles>> <<case 1 2 3 4 5>><span class="purple"><<His>> breathing is shallow, and <<his>> hands tremble.</span> <<case 6 7 8>><span class="pink"><<if $sexRitual.bondage>><<His>><<else>><<He>> looks sickly, and <<his>><</if>> movements become weaker.</span> <<default>><span class="red"><<if $sexRitual.bondage>>You can feel something writhe<<else>><<His>> eyes briefly glaze over. Something writhes<</if>> under <<his>> skin as <<he>> loses <<himself>> to lust.</span> <</switch>> <<elseif !$sexRitual.sealed and $sexRitual.playerOrgasms is 1 and _args[1] isnot "pre" and $sexRitual.hypnosis isnot "Gwylan" and !$sexRitual.connectionBroken>> "The connection is made, but hasn't been sealed. We need more." <<elseif $sexRitual.willContest is "cum" and $sexRitual.hypnosis isnot "Gwylan">> <<set $sexRitual.willContest to "none">> <<if _gwylanStatus.includes("dom") and !_failedOrgasm>> <<if !["service", "facefuckTop", "facesitTop"].includes($sexRitual.position)>> <<He>> pulls away and giggles. <<else>> <<He>> giggles. <</if>> "<<pcPetname "Gwylan" "good">>, let it all out. See how much better it feels when you listen to me?" <</if>> <</if>> <<if numberOfEarSlime() and $sexRitual.sealed and !$sexRitual.connectionBroken>> <<if $sexRitual.penetrated>> <<llcorruption true>><<corruption -10>> <<else>> <<lcorruption true>><<corruption -5>> <</if>> <</if>> <<set _linebreak to true>> <</if>> <<if ["Gwylan", "both"].includes(_args[0])>> <<set _linebreak to true>> <<set $sexRitual.gwylanOrgasms++>> <<set $sexRitual.arousal to Math.floor((C.npc.Gwylan.lust + C.npc.Gwylan.dom) / 2)>> <<npcincr Gwylan lust -2>><<llust>> <</if>> <</widget>> <<widget "gwylanRitualPenetrate">> <<set $_gwylanPart to _args[0]>> <<set $_playerPart to _args[1]>> <<set _consensualOverride to true>> <<set _npcConsensualOverride to true>> <<if _args[0] is "withdraw">> <<if $player.penisExist>> <<set $penisstate to 0>><<set $penisuse to 0>><<set $penistarget to 0>> <</if>> <<if $player.vaginaExist>> <<set $vaginastate to 0>><<set $vaginause to 0>><<set $vaginatarget to 0>> <</if>> <<if C.npc.Gwylan.penis isnot "none">> <<set $NPCList[0].penis to 0>> <</if>> <<if C.npc.Gwylan.vagina isnot "none">> <<set $NPCList[0].vagina to 0>> <</if>> <<set $NPCList[0].mouth to 0>><<set $mouthuse to 0>><<set $sexRitual.playerControlsSpeed to false>><<set $sexRitual.penetrated to false>> <<elseif !["penis", "anus", "vagina", "mouth"].includes($_gwylanPart) or !["penis", "anus", "vagina", "mouth"].includes($_playerPart)>> <span class="red">You and Gwylan horrifically crash together, your sexual organs all out of whack. This is a bug. Please report. <br> Provided Gwylan Part: $_gwylanPart <br> Provided Player part: $_playerPart <br></span> <<else>> <<set $sexRitual.penetrated to $_gwylanPart>> <<if $_playerPart is "penis">> <<penilestat>><<set $penistarget to 0>><<set $sexRitual.arousal += $player.penissize>><<sex 20 "genitals">> <<if $_gwylanPart is "vagina">> <<set $penisuse to "othervagina">><<set $NPCList[0].vagina to "penis">> <<takeNPCVirginity "Gwylan" "vaginal">> <<if $speechNPCVaginaVirgin>> <span class="lewd"><<He>> <<= $sexRitual.bondage ? "lets out a surprised noise" : "looks surprised">>, clearly forgetting that <<he>> was technically a virgin again until now.</span> <</if>> <<elseif $_gwylanPart is "anus">> <<set $penisuse to "otheranus">> <<if C.npc.Gwylan.penis is "none">><<set $NPCList[0].vagina to "otheranus">><<else>><<set $NPCList[0].penis to "otheranus">><</if>> <<takeNPCVirginity "Gwylan" "anal">> <<if $speechNPCAnusVirgin>> <span class="lewd">In this body, at least.</span> <</if>> <<elseif $_gwylanPart is "mouth">> <<set $penisuse to "othermouth">><<set $NPCList[0].mouth to "penis">> <<takeNPCVirginity "Gwylan" "oral">> <<if $speechNPCOralVirgin>> <span class="lewd">In this body, at least.</span> <</if>> <</if>> <<if $player.virginity.penile is true and ($_gwylanPart isnot "mouth" or $virginitytest is 1)>> <<set $_virginityNotif to true>> <<set $gwylanSeen.pushUnique("virginity_penile")>> <<set $sexRitual.virginityTaken to "penile">> <<set $sexRitual.angelReact to $angel>> <span class="red">You feel your foreskin separate from your glans,</span> <<virginitylosttext "Gwylan">> <<sex 100 "genitals">><<takeVirginity "Gwylan" "penile">> <</if>> <<if $_gwylanPart isnot "mouth" or $virginitytest is 1>> <<takeTempleVirginity "Gwylan" "penile">><<raped>><<penisraped>> <</if>> <<elseif $_playerPart is "anus">> <<analstat>><<set $anustarget to 0>><<sex 30 "anus">> <<set $anususe to "penis">> <<takeNPCVirginity "Gwylan" "penile">> <<if $speechNPCPenisVirgin>> <span class="lewd"><<He>> <<= $sexRitual.bondage ? "lets out a surprised noise" : "looks surprised">>, clearly forgetting that <<he>> was technically a virgin again until now.</span> <</if>> <<if $player.virginity.anal is true>> <span class="red">You've been violated in a way you hadn't conceived of.</span> <<sex 100 "anus">><<takeVirginity "Gwylan" "anal">><<violence 100>> <</if>> <<raped>><<anusraped>> <<elseif $_playerPart is "mouth">> <<oralstat>><<raped>><<takeVirginity "Gwylan" "oral">> /* Nothing */ <<else>> <<vaginalstat>><<set $vaginatarget to 0>><<sex 30 "genitals">> <<set $vaginause to "penis">> <<takeNPCVirginity "Gwylan" "penile">> <<if $speechNPCPenisVirgin>> <span class="lewd"><<He>> <<= $sexRitual.bondage ? "lets out a surprised noise" : "looks surprised">>, clearly forgetting that <<he>> was technically a virgin again until now.</span> <</if>> <<if $player.virginity.vaginal is true>> <<set $_virginityNotif to true>> <<set _YEEEOWCH to true>> <<set $gwylanSeen.pushUnique("virginity_vaginal")>> <<set $sexRitual.virginityTaken to "vaginal">> <<set $sexRitual.angelReact to $angel>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">Despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<else>> <<switch C.npc.Gwylan.penissize>> <<case 5>> The sheer size forces all thought from your mind. <span class="red">Your hymen is obliterated, <<virginitylosttext "Gwylan">></span> <<violence 30>> <<case 4>> <span class="red">Your hymen is destroyed, <<virginitylosttext "Gwylan">></span> <<violence 20>> <<default>> <span class="red">You feel your hymen tear, <<virginitylosttext "Gwylan">></span> <<violence 10>> <</switch>> <</if>> <<sex 100 "genitals">><<takeVirginity "Gwylan" "vaginal">> <</if>> <<takeTempleVirginity "Gwylan" "vaginal">><<raped>><<vaginaraped>> <</if>> <</if>> <<if $_virginityNotif and $sexRitual.hypnosis isnot "Gwylan">> <<if $sexRitual.bondage>> <<if $sexRitual.position is "gwylanDoggyAnal" or $sexRitual.position is "gwylanDoggyVaginal">> <<He>> straightens up so <<his>> back touches your chest and turns <<his>> head, making sure you're alright after losing your virginity. <<elseif $sexRitual.position is "playerDoggyVaginal">> <<He>> leans down and turns your head, making sure you're alright after losing your virginity. <<else>> <<He>> reaches up to touch your face, making sure you're alright after losing your virginity. <</if>> <<else>> <<if $sexRitual.position is "gwylanDoggyAnal" or $sexRitual.position is "gwylanDoggyVaginal">> <<He>> straightens up, <<his>> back now touching your chest, and looks back at you, making sure you're alright after losing your virginity. <<elseif $sexRitual.position is "playerDoggyVaginal">> <<He>> leans down and turns your head, making sure you're alright after losing your virginity. <<else>> <<He>> looks up to meet your gaze, making sure you're alright after losing your virginity. <</if>> <</if>> <<if $sexRitual.angelReact gte 6>> <<if $sexRitual.bondage>> <<He>> hesitates. "Is this really what you wanted?" <<elseif $fallenangel gte 2 and $transformationParts.fallenAngel.halo isnot "hidden">> <<He>> frowns, <<his>> face no longer brightly illuminated by your halo. "Is this really what you wanted?" <<else>> <<He>> frowns. "Is this really what you wanted?" <</if>> <<set $gwylanSeen.pushUnique("fallen_angel")>> <</if>> <<if $sexRitual.position is "gwylanDoggyAnal" or $sexRitual.position is "gwylanDoggyVaginal">> <<He>> places a kiss on your cheek before getting back on all fours. <<elseif $sexRitual.position is "playerDoggyVaginal">> <<He>> places a kiss on your forehead. <<elseif ["service", "facefuckTop"].includes($sexRitual.position)>> <<He>> places a gentle kiss on the head of your <<penis>>. <<else>> <<He>> briefly leans forward, placing a kiss on your forehead. <</if>> "I'll remember this gift you've given me." <<lpain>><<pain -4>> <<set $sexRitual.virginityProtected to false>> <</if>> <</widget>> /* ToDo: Gwylan - Gwylan recognises the taste of the player's fluids from the cafe */ /* ToDo: Gwylan - Divine tf has Gwylan offer hypnotic peace later */<<set $outside to 0>><<set $location to "forest_shop">><<effects>> <<specialClothesRefresh>><<run statusCheck("Gwylan")>> <<if $enteringForestShop>> <<set _justEntered to true>> <<unset $enteringForestShop>> <</if>> <<set _shopEvent to (!$robin_in_forest_shop and !$daily.gwylan.eventShop and !Time.isBloodMoon() and ["garden", "shop"].includes(gwylanSchedule()) and C.npc.Gwylan.state is "active")>> <<if $forest_shop_intro isnot 1>> <<set $daily.gwylan.eventShop to true>> <<include "Forest Shop Intro">> <<elseif _justEntered and _shopEvent and _gwylanStatus.includes("reunion")>> <<set $daily.gwylan.eventShop to true>><<unset $gwylanSteal>> <<include "Forest Shop Reunion">> <<elseif _justEntered and !$robin_in_forest_shop and _gwylanStatus.includes("aurigaScarConfront")>> <<set $daily.gwylan.eventShop to true>> <<include "Forest Shop Nowhere">> /* ToDo: Gwylan bad end - walking into the shop after escaping */ <<elseif _justEntered and _shopEvent and $dissociation gte 1 and !$weekly.gwylanTrauma>> <<set $daily.gwylan.eventShop to true>><<set $weekly.gwylanTrauma to true>> <<include "Forest Shop Trauma">> <<elseif _justEntered and !$robin_in_forest_shop and $gwylanSteal and !Time.isBloodMoon()>> <<set $daily.gwylan.eventShop to true>><<unset $gwylanSteal>> <<include "Forest Shop Thief">> <<elseif _justEntered and _shopEvent and _gwylanLovePercent gte 10 and !$gwylanSeen.includes("intruder")>> <<set $daily.gwylan.eventShop to true>> <<include "Forest Shop Intruder">> <<elseif _justEntered and _shopEvent and _gwylanLovePercent gte 85 and C.npc.Gwylan.dom gte 120 and $hypnosis_traits.devotion gte 3 and $gwylanSeen.includesAll("partners", "hypnosis_deepest", "petplay") and !$gwylanSeen.includes("familiar_collar")>> <<set $daily.gwylan.eventShop to true>> <<include "Forest Shop Familiar Collar">> <<elseif _justEntered and !$gwylan.timer.randomOrgasm and $hypnosis_traits.devotion and ($arousal gte 10000 or $gwylanSeen.includes("ritual_beast") and random(1, 40) is 1)>> <<set $gwylan.timer.randomOrgasm to new DateTime(Time.date).addDays(14).timeStamp>> <<include "Forest Shop Mystery Orgasm">> <<else>> <<if $gwylan.timer.eventShopEnd>> <<if Time.date.timeStamp gte $gwylan.timer.eventShopEnd>> <<run delete $gwylan.timer.eventShopEnd>> <<set $daily.gwylan.eventShop to true>> <</if>> <</if>> <<set _snoopEvent to _shopEvent and (_justEntered or $gwylan?.timer?.eventShopEnd)>> You are in the forest shop. The interior is dark and crowded by tall shelves, holding all manner of items. Most are useless knick-knacks, but some interest you. <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "forestShop">> <<else>> <<if _gwylanLovePercent gte 35 and !$gwylan.punishment and !$gwylan.taken and !$gwylan.timer.wrap and (pcAreArmsBound("any") or $feetuse is "bound")>> Your bindings catch on <<print either("a loose shelf", "a clothes hangar", "a low-hanging branch", "some unpleasantly sticky vines")>>. You try to pull away, and <span class="green">your bindings fall to tatters at your feet.</span> <<unbind>> <br><br> <</if>> <<if !$robin_in_forest_shop and (gwylanSchedule() isnot "shop" or $daily.gwylan.noTalk)>> <<if Weather.precipitation === "rain">> The shop is silent, save for the gentle rhythm of the rain. <<else>> The shop is silent. <</if>> <<if $daily.gwylan.noTalk or isGwylanAbsent() is "nobody">> <<if isGwylanAbsent() is "nobody">> Nobody is here. <<else>> Gwylan doesn't seem to be here. <</if>> <<else>> <<if $gwylanSeen.includes("fox_plushie_gwylan")>> A small sign hangs from the neck of a large fox plushie sitting on a counter.<br> It reads <<else>> A small sign on a nearby counter reads <</if>> <<if gwylanSchedule() is "cafe">> 'Out for breakfast. Exact change only, please!' <<elseif gwylanSchedule() is "garden">> 'Out in the garden. Exact change only, please!' <<else>> 'Will return soon. Exact change only, please!' <</if>> <</if>> <<else>> <<if $robin_in_forest_shop>> Robin is busy admiring the costumes. <br> <<if !$halloween_robin_costume or $halloween_robin_costume is "ghost">> <<socialiseicon>><<link [[Talk to Robin|Robin Forest Costume Intro]]>><</link>> <</if>> <<elseif _snoopEvent and _gwylanLovePercent gte 20 and $gwylanSeen.includes("intruder", "clothes_intro") and !$gwylanSeen.includes("hat_found")>> <<set $gwylan.timer.eventShopEnd to new DateTime(Time.date).addHours(3).timeStamp>> The shop is silent, and you see no sign of Gwylan anywhere. <span class="purple">It's a little darker than usual, too.</span> <br> <<investigateicon>><<link [[Try to find Gwylan|Forest Shop Hat]]>><</link>> <<elseif _snoopEvent and _gwylanLovePercent gte 35 and $gwylanSeen.includes("hat_found") and !$gwylanSeen.includes("lights") and $gwylan.progress gte 3 and $gwylan.requestCount gte 2>> <<set $gwylan.timer.eventShopEnd to new DateTime(Time.date).addHours(2).timeStamp>> The shop is silent, and you see no sign of Gwylan. <span class="purple">It's darker than usual.</span> <br> <<investigateicon>><<link [[Try to find Gwylan again|Forest Shop Lights]]>><</link>> <<elseif _snoopEvent and _gwylanLovePercent gte 50 and $gwylanSeen.includes("lights") and !$gwylanSeen.includesAny("caught", "caught_no_lewd") and $gwylanTalked.length gte 10 and $gwylan.progress gte 6 and !(["clothing"].includes($gwylan.request.event) && gwylanRequestMet())>> <<set $gwylan.timer.eventShopEnd to new DateTime(Time.date).addHours(2).timeStamp>> The shop is silent, and you see no sign of Gwylan. <span class="purple">It's darker than usual.</span> <br> <<investigateicon>><<link [[Try to find the hidden room again|Forest Shop Snoop]]>><</link>> <<else>> <<if Time.isBloodMoon()>> <<set $gwylan.timer.bloodVisit to new DateTime(Time.date).addDays(1).timeStamp>> Gwylan wanders around the shop. <<nnpc_He "Gwylan">> occasionally stops by a window to stare out at the red sky, before vanishing back into the gloom. <<else>> You hear Gwylan shuffling somewhere in the gloom. <</if>> <br> <<socialiseicon>><<link [[Look for Gwylan|Gwylan Talk Shop]]>><</link>> <</if>> <</if>> <br> <<icon "clothingshop.png">><<link [[Browse clothes|Forest Shop]]>><</link>> <br> <<if $gwylanSeen.includes("lights")>> <<if !$gwylanSeen.includes("sample")>> Some strips of decorated cloth hang from a line of rope. <br> <<investigateicon>><<link [[Examine them|Forest Shop Charms]]>><</link>> <br> <<else>> <<if $gwylan.timer.sample gte Time.date.timeStamp>> Some charms sway gently in a breeze you can't feel. <br> <<investigateicon>><<link [[Examine the charms|Forest Shop Charms]]>><</link>> <<else>> <<mysteryicon>><span class="purple">The charms have all burnt out, and are unreadable.</span> <</if>> <br> <</if>> <</if>> <<if !$robin_in_forest_shop and $gwylanSeen.includes("doggy_bed")>> <<if !$gwylan.timer.petBed>> <<bedicon "gwylanpet">><span class="purple">You can't find <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>>your pet bed<<else>>the bed Gwylan left out for you<</if>>.</span> <<else>> <<set _doggyBedText to $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 ? "Your pet bed" : "Pet bed">> <<bedicon "gwylanpet">><<link [[_doggyBedText|Forest Shop Dog Bed]]>><</link>> <</if>> <br> <</if>> <<if $christmas_gift_robin is undefined and $christmas is 1 and C.npc.Robin.init is 1>> <<if isLoveInterest("Robin")>><<gifticon "love">><<else>><<gifticon "christmas">><</if>><<link [[Find a gift for Robin (0:10)|Forest Christmas Robin]]>><<pass 10>><</link>> <br> <</if>> <<if isPubfameTaskAccepted("gwylan")>> <<if $pubfame.gwylan.snowglobe isnot 1>> <<icon "snowgsnowglobelobe.gif">><<link [[Look for the snow globe (0:20)|Forest Snowglobe]]>><<pass 20>><</link>> <<elseif $money gte 2000 and ["shop", "garden"].includes(gwylanSchedule())>> <<icon "snowgsnowglobelobe.gif">><<link [[Purchase the snow globe (£20)|Forest Snowglobe Buy]]>><<money -2000>><</link>> <</if>> <br> <</if>> <br> <<if $robin_in_forest_shop>> <<getouticon>><<link [[Leave with Robin (0:10)|Robin Forest Shop Home]]>><<pass 10>><<endevent>><</link>> <<else>> <<getouticon>><<link [[Leave the shop|Forest]]>><<endevent>><<set $eventskip to 1>><<set $forest to 0>><</link>> <</if>> <br> <br><br> <<if $shopHuntMinigameTest>> <span class="orange">SHOP HUNT MINIGAME TESTING</span> <br> <<ind>><<link [[Forest Shop Hunt Test|Forest Shop Hunt Test]]>><</link>> <br> <</if>> <</if>> <</if>> /* Entrance override for lockout or blood moon */<<set $location to "forest_shop">><<effects>> <<if $yearningLetter is 2 and C.npc.Gwylan.state is "scorned" and !isGwylanAbsent()>> You raise your hand to the door. It creaks open. You didn't hear it unlock. <br><br> It's very dark inside. <br><br> <<link [[Enter|Gwylan Yearning Start]]>><<endevent>><</link>> <br> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You try the shop's door. It won't budge, and you don't see anything resembling a keyhole. <<if Time.isBloodMoon()>>There's a faint glow coming from within.<</if>> <br><br> <<link [[Knock|Forest Shop Knock]]>><</link>> <br> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $daily.gwylan.locked or $forest_shop_intro isnot 1 or C.npc.Gwylan.state is "scorned" or isGwylanAbsent()>> You knock on the door. There's no answer. <br><br> <<if C.npc.Gwylan.state is "scorned">> <<link [[Apologise|Forest Shop Scorned Apologise]]>><</link>> <br> <</if>> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif Time.isBloodMoon() and C.npc.Gwylan.love gte 10 and !$gwylanSteal>> You knock on the door. <<if $wraith and $wraith.hunt>> <<set $gwylan.timer.bloodKnock to new DateTime(Time.date).addDays(1).timeStamp>> Something in the building shudders, and you hear multiple additional locks clicking into place. <span class="red">You feel whatever's hunting you draw closer.</span> <<set $wraith.hunt++>><<set $foresthunt++>> You hope Gwylan heard you, <span class="blue"><<nnpc_he "Gwylan">> might at least come looking for you if you get caught</span>. <br><br> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> After a moment of silence, you hear Gwylan's voice. "Enter." <span class="blue"><<nnpc_He "Gwylan">> sounds strangely monotone.</span> You hear multiple locks click, and the door's handle twists to let you in. <br><br> <<if $gwylanSeen.includes("bloodmoon")>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<set $enteringForestShop to true>><</link>> <<else>> <<link [[Next|Forest Shop Blood]]>><</link>> <</if>> <br> <</if>> <<else>> /* Fallback case */ You knock on the door. There's no answer. <br><br> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> "Gwylan? I'm sorry," you call out. <br><br> There's no answer. <br><br> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<if $hypnosis_traits.devotion gte 3 or $wolfgirl gte 6 or $cat gte 6>> <<link [[Scratch at the door|Forest Shop Scorned Scratch]]>><</link>> <br> <</if>><<effects>> <<set $gwylan.scratchDoor ||= 0>> <<set $gwylan.scratchDoor++>> You scratch at the door like a <<if $cat gte 6>>cat<<else>>dog<</if>>. <<if $wolfgirl gte 6>> You even whine for good measure. <</if>> <br><br> There's still no response. <br><br> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "forest_shop">><<effects>> <<set $gwylanSeen.pushUnique("bloodmoon")>><<set $gwylan.timer.bloodVisit to new DateTime(Time.date).addDays(1).timeStamp>> <<npc Gwylan 1>><<person1>> You enter, and the door slowly closes itself behind you. <span class="red">You can't see Gwylan anywhere.</span> <br><br> You hear rapid footsteps from the rear of the shop. Gwylan runs into view, holding a broomstick. <<He>> looks both relieved and confused upon seeing you. "How did you get in?" <br><br> "You let me in?" you reply. <br><br> "No, I—" <<He>> pauses, looking up to the ceiling with an annoyed expression. "Of course. Apologies, I'm a bit scattered tonight." <<He>> looks back to you with concern. "You shouldn't be out on nights like tonight, especially out here in the forest. It's dangerous." <<He>> returns to the gloom. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <!-- Events that can happen on shop entrance -->/* included, no effects */ <<npc Gwylan>><<person1>><<run statusCheck("Gwylan")>> You enter the strange building. The interior is dark and crowded by tall shelves, holding all manner of items. <br><br> <<if _justEntered>> Gwylan lets go of your hand and gestures around <<him>>. <<else>> The quiet is broken by a scraping, then a thud. A mousy <<personsimple>> holding a stepladder appears at the end of the closest aisle. <<if _gwylanStatus.includes("met")>> It's Gwylan. <br><br> <<if $daily.gwylan.firstMet>> "You came! I wasn't expecting you so soon, I would have put some tea on otherwise," <<else>> "You came!" <</if>> <<else>> <br><br> "A customer!" <</if>> <<he>> says, dropping the ladder and walking over. <<He>> wipes <<his>> hands on <<his>> apron. <</if>> "Welcome to my shop." <<if $exposed gte 1>> <<He>> seems completely unbothered by your <<lewdness>>. <</if>> <br><br> <<if $gwylan_rescue is 1 and $gwylanRescue.failed>> <<gwylanRescueApology "shop" "intro">> <br><br> "I hope you find something you like," <<he>> says<<if !_justEntered>>, picking the ladder back up<</if>>. "But don't worry if you don't. My grand<<father>> would say the objects here hide from people they don't want to be bought by." <<He>> giggles. "I could believe it." <<elseif !_gwylanStatus.includes("met")>> <<He>> looks about your age, with mousy hair and a hint of freckles. "I'm older than I look," <<he>> says, as if reading your mind. "<span class="green">I'm Gwylan.</span>" <<He>> reaches forward, lifts your hand, and shakes it in both <<his>> own. "Pleased to meet you. I sell—" <<He>> pauses. "My grand<<father>> sells—" Another pause. "I sell clothes and knick-knacks here. <span class="blue">Things you won't find in normal shops.</span> Even I don't know what I have in stock!" <<He>> sounds proud. <br><br> "I hope you find something you like," <<he>> says, picking the ladder back up. "But don't worry if you don't. My grand<<father>> would say the objects here hide from people they don't want to be bought by." <<He>> giggles. "I could believe it." <<else>> <<He>> pinches your cheek, and smiles warmly. "I hope you find something you like," <<he>> says<<if !_justEntered>>, picking the ladder back up<</if>>. "But don't worry if you don't. My grand<<father>> would say the objects here hide from people they don't want to be bought by." <<He>> giggles. "I could believe it." <</if>> <br><br> <<if ["sleep"].includes(gwylanSchedule()) or Time.hour gte 22>> <<if _justEntered>> Gwylan checks the time. "It's rather late, but don't worry, the shop can take care of itself. Just leave exact change on the second counter on the left." <<else>> <<He>> then pokes you on the nose. "Sneaky <<pcpetname "Gwylan" "simple">>, coming in at this hour." <<He>> giggles again. "The shop can take care of itself if I'm out. Just leave exact change on the second counter on the left." <</if>> <br><br> <<elseif !["shop", "garden"].includes(gwylanSchedule())>> <<He>> seems to remember something. "I'm actually just about to leave, but don't worry, the shop can take care of itself. Just leave exact change on the second counter on the left." With that, <<he>> grabs an oversized hat from a spindly stand, hangs up <<his>> apron in the same spot, and darts out the door behind you. <br><br> <</if>> <<set $forest_shop_intro to 1>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br>/* included, no effects */ <<npc Gwylan>><<person1>><<run statusCheck("Gwylan")>> <<outfitChecks>> <<if _shirtless and _bottomless>> <<set _startedNaked to true>> As you enter the forest shop, your foot meets a ?gwylanItem on the floor. <<else>> As you enter the forest shop, your <<if _shirtless>> <<bottoms>> <<is _bottom>> <<else>> <<top>> <<is _top>> <</if>> caught on the doorhook. <<if $gwylanSeen.includes("steal_again")>> Knowing what's about to happen, you try to grab onto something to steady yourself, but your balance is further thrown off as you trip over a ?gwylanItem. <</if>> <</if>> You stumble. <br><br> <<set _strippedAmount to 0>> <<if _overOutfit or $worn.over_upper.name isnot "naked">> <<if $worn.over_upper.cursed>> Your $worn.over_upper.name <<= $worn.over_upper.plural is 1 ? "don't" : "doesn't">> come free from the doorhook, and <<overupperit>> <span class="red">painfully <<= $worn.over_upper.plural is 1 ? "constrict" : "constricts">> as you fall.</span> You spring right back, slamming against the door, which sets you free but causes you to keep stumbling. <<pain 4>><<stress 12>><<gpain>><<ggstress>> <br> <<else>> Your $worn.over_upper.name never <<= $worn.over_upper.plural is 1 ? "come" : "comes">> free from the doorhook, <span class="red">and you fall right out of <<overupperit>> with a loud rip.</span> <<overupperruined true>> <<if _overOutfit>> <<overlowerruined true>> <</if>> <</if>> <<set _strippedAmount++>> <<set _continueStrippingOver to true>> <</if>> <<if $worn.over_lower.name isnot "naked">> <<if _continueStrippingOver>> You manage to stay on your feet, but you're still off balance. <</if>> Your $worn.over_lower.name <<= $worn.over_lower.plural is 1 ? "catch" : "catches">> on a misshapen shelf as you crash into it, <<if $worn.over_lower.cursed>> where <<overlowerit>> <<= $worn.over_lower.plural is 1 ? "fail" : "fails">> to come free. You give <<overlowerit>> a tug, but pull just a little too hard, causing you to continue stumbling as <<overlowerit>> <<= $worn.over_lower.plural is 1 ? "come" : "comes">> loose. <<stress 12>><<ggstress>> <<else>> and <<overloweritis>> <span class="red">torn from your body</span>. <<overlowerruined true>> <</if>> <<set _strippedAmount++>> <<set _continueStrippingOver to true>> <</if>> <<if _continueStrippingOver>> <br><br> <</if>> <<if _middleOutfit or $worn.upper.name isnot "naked">> Your $worn.upper.name <<= $worn.upper.plural is 1 ? "snag" : "snags">> on the long hook of a rusted hanger. <<if $worn.upper.cursed>> The entire stack of hangers comes spilling out of its shelf, further hindering your efforts to stay on your feet. <<stress 24>><<ggstress>> <br> <<else>> It finds purchase, and punches a hole right through <<upperit>>. The hook must be attached to something heavy, as you hear a loud thud <span class="red">followed by a rip</span> as the hook drags itself along. Your $worn.upper.name <span class="red"><<= $worn.upper.plural is 1 ? "fall" : "falls">> right off</span>. <<upperruined true>> <<if _middleOutfit>> <<lowerruined true>> <</if>> <</if>> <<set _strippedAmount++>> <<set _continueStrippingMid to true>> <</if>> <<if $worn.lower.name isnot "naked">> <<if _continueStrippingMid>> <<if $worn.upper.cursed>> You trip on the hangers, and continue your destructive stumble. <<else>> You keep tripping over yourself, every floorboard seeming to be in the perfect position to make sure you can't stop. <</if>> <</if>> A nail sticking out of an old vanity grabs your $worn.lower.name. <<if $worn.lower.cursed>> The resulting pressure on your <<bottom>> is painful, but brief, as <<lowerit>> <<= $worn.lower.plural is 1 ? "break" : "breaks">> free. <<pain 4>><<stress 12>><<gpain>><<ggstress>> <<else>> It tears a hole much bigger than the size of the nail should be capable of, <span class="red"> and <<= $worn.lower.plural is 1 ? "they fall" : "it falls">> away in two pieces</span>. <<lowerruined true>> <</if>> <<set _strippedAmount++>> <<set _continueStrippingMid to true>> <</if>> <<if _continueStrippingMid>> <br><br> <</if>> <<if _underOutfit or $worn.under_upper.name isnot "naked">> You stumble through the doors of an open wardrobe, the force of which causes the whole thing to nearly tip over as it turns with your momentum. A clothing hook gets a firm hold on your $worn.under_upper.name, <<if $worn.under_upper.cursed>> which <<= $worn.under_upper.plural is 1 ? "snap" : "snaps">> painfully against your back as you stumble back out. <<pain 4>><<stress 12>><<gpain>><<ggstress>> <br> <<else>> and <<underupperitis>> <span class="red">left behind</span> as you twirl back out of the wardrobe, the doors slamming shut. <<underupperruined true>> <<if _underOutfit>> <<underlowerruined true>> <</if>> <</if>> <<set _strippedAmount++>> <<set _continueStrippingUnder to true>> <</if>> <<if $worn.under_lower.name isnot "naked">> <<if _continueStrippingUnder>> Your twirling gets you caught on yet another intruding object, this time a thin tree branch. <<else>> You're assailed by a thin tree branch growing out of the woodwork. <</if>> Your $worn.under_lower.name <<underlowerplural>> grabbed by the waist, <<if $worn.over_lower.cursed>> and the tension makes <<underlowerit>> slap you right on your <<bottom>><<if _continueStrippingUnder and $worn.under_upper.cursed>> once again<</if>>. <<pain 4>><<stress 12>><<gpain>><<ggstress>> <<else>> and the branch <span class="red">tears <<underlowerit>> free</span>, the flexibility of the branch causing <<underlowerit>> to be flung off into the gloom before the branch then strikes you on your <<bottom>>. <<pain 2>><<stress 12>><<gpain>><<ggstress>> <<underlowerruined true>> <</if>> <<set _strippedAmount++>> <<set _continueStrippingUnder to true>> <</if>> <<if _continueStrippingUnder>> <br><br> <</if>> <<if $worn.head.name isnot "naked" or $worn.face.name isnot "naked">> You come to a sudden stop as your face is introduced to the hard surface of a support beam, <<if $worn.face.name isnot "naked">> <<if ["glasses", "cool"].includesAny($worn.face.type)>> your $worn.face.name <span class="red">making a sickening crack</span> before falling to the floor. <<else>> your $worn.face.name snagging on a piece of metal before <span class="red">being ripped off</span>. <</if>> <<if $worn.head.name isnot "naked">> Your $worn.head.name follow<<if $worn.head.plural is 0>>s<</if>> suit, a sudden gust of wind <span class="red">taking it god knows where</span>. <<headruined true>> <</if>> <<faceruined true>> <<else>> <<if $worn.head.type.includes("hat")>> the force of which knocks your $worn.head.name clean off, a sudden gust of wind <span class="red">taking it god knows where</span>. <<else>> <span class="red">ripping away your $worn.head.name</span> with ease. <</if>> <<headruined true>> <</if>> <<pain 8>><<stress 12>><<gpain>><<ggstress>> <br> <<set _strippedAmount++>> <<set _continueStrippingAcc to true>> <</if>> <<if $worn.neck.name isnot "naked">> <<if _continueStrippingAcc>> As you begin to fall backwards, <<else>> Tripping your way past a support beam, <</if>> your $worn.neck.name <<is $worn.neck>> caught <<if ["collar", "choker"].some(keyword => $worn.neck.name.includes(keyword))>> on a protruding nail, <<else>> in one of the cracks, <</if>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <span class="forest-green">but immediately comes loose unscathed</span>. <<else>> <<if $settings.asphyxiaLevel gte 2>> tightening around your neck <<if $masochism_level gte 1>> <span class="lewd">until you can hardly breathe</span> <<else>> <span class="red">until you can hardly breathe</span> <</if>> <<else>> threatening to choke you <</if>> <<if $worn.neck.cursed is 1>> before suddenly coming loose. <<else>> <span class="red">before being violently ripped away</span>. <<neckruined true>> <</if>> <<if $settings.asphyxiaLevel gte 2 and $masochism_level gte 1>><<stress 24>><<arousal 400>><<ggstress>><<garousal>><<else>><<stress 12>><<gstress>><</if>> <</if>> <br> <<set _strippedAmount++>> <<set _continueStrippingAcc to true>> <</if>> <<if _continueStrippingAcc>> <br> <</if>> <<if $worn.feet.name isnot "naked">> Your legs flail desperately, trying to find a semblance of balance. <<if $worn.feet.cursed is 1>> The $worn.feet.name only seem to make this task harder as you collide with various furniture. <<else>> One after another, your $worn.feet.name are <span class="red">flung through the air</span>, one of which comes crashing down on your head. <<feetruined true>> <</if>> <<set _strippedAmount++>> <<set _continueStrippingFeet to true>> <</if>> <<if $worn.legs.name isnot "naked">> <<if _continueStrippingFeet>> Meanwhile, your <<else>> Your <</if>> $worn.legs.name drag across the floor, <<if $worn.legs.cursed is 1>> until they hook on a broken plank, <<else>> steadily coming loose before hooking onto a broken plank, <span class="red">tearing them off completely</span> and <<legsruined true>> <</if>> propelling you forward with a jolt of speed. <<if _continueStrippingFeet>><<pain 8>><<gpain>><</if>> <<set _strippedAmount++>> <<set _continueStrippingFeet to true>> <</if>> <<if _continueStrippingFeet>> <br><br> <</if>> <<if $worn.hands.name isnot "naked" or $worn.handheld.name isnot "naked">> <<if $worn.handheld.name isnot "naked">> You reflexively <span class="red">throw your $worn.handheld.name aside</span>, helplessly grasping <<handheldruined true>> <<else>> You helplessly grasp <</if>> at thin air in a desperate attempt to find anything to grab onto. <<if $worn.hands.name isnot "naked">> <<if $worn.hands.cursed is 1>> Your fingers wrap around something, but you quickly realise it's not fixed to anything. You accidentally drag a bunch of loose boxes down with you, a ?gwylanItem falling out of one of them and hitting you in the shoulder. <<else>> Your hands find a hanging rope, only to find it's been covered in something sticky. You can only watch as your $worn.hands.name <span class="red">are left behind</span>, the rope snapping around to whip you on the <<bottomsimple>>. <<handsruined true>> <</if>> <<pain 2>><<stress 6>><<gpain>><<gstress>> <</if>> <br><br> <</if>> <<outfitChecks>> <<if $gwylanSeen.includes("steal_first") and _fullyNaked and !$gwylan.timer.wrap or _startedNaked>> Another wardrobe yawns open, and you fall in. <<if gwylanSchedule() is "shop">> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> You look up to see Gwylan at the end of an aisle, looking right at you. <<if $gwylanSeen.includes("partners")>> <<He>> blows a kiss and waves as the doors of the wardrobe slam shut. <<else>> <<He>> smiles and waves as the doors of the wardrobe slam shut. <</if>> <</if>> <span class="lewd">You feel yourself get caught up in something sticky.</span> Whatever it is, it wraps around you and clings on. You fall against something hard as the wardrobe rumbles. Your stomach turns as you then crash into something else, as if the whole wardrobe was moving. <br><br> Whatever's wrapped around you constricts and kneads against your skin. <<pain 3>><<arousal 1500>><<gpain>><<ggarousal>> <br><br> <<link [[Next|Forest Shop Stolen Wrap]]>><</link>> <br> <<else>> The wooden floor creaks as if mocking you with each tortured, clumsy step you take. <<if gwylanSchedule() is "shop">> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<if !$gwylanSeen.includes("steal_first")>> <<set $gwylanSeen.pushUnique("steal_first")>> Gwylan claps as you <<if _strippedAmount gte 4>>finally <</if>>end up right in front of <<him>> at the counter, <<if _fullyNaked>>now stark-naked<<else>>sore and humiliated<</if>>. "What a dance! I've never seen someone lose a fight with a building so gracefully." <<He>> gives you a sweet smile, which slowly turns into a serious glare. <<He>> points behind you, at the entrance. There's a ladder at the door. You must have walked right under it. <br><br> "Bad luck, I suppose. Thieves with bad luck won't be thieves for long." <<He>> puts a finger under your chin. "Might as well buy some new clothes while you're here!" <<He>> returns to a sweet smile as <<he>> claps once more. <<else>> <<set $gwylanSeen.pushUnique("steal_again")>> Gwylan claps as you finally end up right in front of <<him>> at the counter, <<if _fullyNaked>>now stark-naked<<else>>sore and humiliated<</if>> once again. "You make bad luck look so beautiful." <<if Time.monthDay is 13 and Time.weekDay is 6>> <<He>> points to a calendar on the wall. <span class="pink">It's Friday. The 13th.</span> <<else>> <<He>> points behind you. <span class="pink"> <<print either( "There's a black cat in the window.", "A few ravens glare at you from the window.", "You walked under a ladder on your way in again.", "There's an antique salt shaker spilled over on a counter. You must have knocked it over on your way in." )>> </span> <</if>> "You really should be more careful. Luck is a nasty thing. Care to buy something now that you're here? Again?" <</if>> <<else>> <<tearful>> you cover your <<lewdness>>, thankful that no one else seems to be here. <</if>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>>/* included, no effects */ <<npc Gwylan>><<person1>> <<if $gwylanRescue?.failed>> <<gwylanRescueApology "shop">> <<He>> walks up to you, and <<his>> normally bright smile sullens after getting a closer look at you. <<else>> As you enter the forest shop, Gwylan skips over to you. <<His>> normally bright smile sullens after getting a look at you. "Are... are you alright? You don't look well at all." <</if>> <<He>> reaches out to touch you. <br><br> Your body roils at the gesture. <span class="red">Nothing feels real. You forget where you are.</span> All you know is that you're in the forest somewhere. Are you lost? Wooden shelves carved into trees tower into an impossibly tall canopy. Something in the shape of a person steps away from you. <<if $awarelevel gte 4>>Something terrible, with a false name and antlers growing from its shadow.<</if>> <br><br> <<switch $speech_attitude>> <<case "meek">>"Please... please stay away from me!" Your voice quivers. <<case "bratty">>"Stay the hell away from me!" You shout, but your voice betrays your fear. <<default>>"Please... get away." Your voice is soft but shaky. <</switch>> <br><br> Gwylan takes a deep breath as <<he>> calms <<himself>>. "Alright." <<He>> sighs and walks away. With <<him>> out of sight, you gather yourself, but your mind wanders to the many assaults you've faced. You're not safe here. This place is no better than outside. You back yourself against the door. Your eyes dart around. They lock onto Gwylan, standing by a rotting wooden table. <<He>> sets a plate of fruits down. "Take one. It will make you feel better." <br><br> <<link[[Eat one|Forest Shop Trauma 2]]>><<set $phase to 0>><</link>> <br> <<link[[Ignore|Forest Shop Trauma 2]]>><<set $phase to 1>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set $gwylanSeen.pushUnique("trauma")>> <<if $phase is 0>> <<canvas-model-override "mouth" "chew">> <<if !$gwylanSeen.includes("trauma_eat")>> <<set $gwylanSeen.pushUnique("trauma_eat")>> You walk with slow steps over to the plate. You haven't seen these types of fruits before. Carefully, you pick one up and take a small bite. You feel a pleasant warmth and your muscles relax. They seem safe to eat. <<stress -6>><<trauma -12>><<lstress>><<lltrauma>> <<else>> You walk with slow steps over to the plate. Carefully, you pick one up and take a small bite. You feel a pleasant warmth and your muscles relax. <<stress -6>><<trauma -12>><<lstress>><<lltrauma>> <</if>> <br><br> You almost animalistically eat the piece of fruit. Each bite gives you a sense of safety. You forget about the outside world as you continue to eat. Once you finish, you notice Gwylan out of the corner of your eye. <<He>> smiles sweetly at you. <br><br> <<if C.npc.Gwylan.love gte 25>> Your eyes lock on <<his>> smile. <<His>> face looks so welcoming. The shop starts to twist and meld around you, only Gwylan staying in focus. <<hallucinogen 80>><<ghallucinogens>> <br><br> <<He>> holds out <<his>> arms to you. You suddenly feel so cold, and <<he>> looks so warm. Your legs move on their own, but you don't feel them. If you could, you think you'd be walking even faster towards <<him>>. You collapse in <<his>> arms. <br><br> <<link [[Next (?:??)|Forest Shop Trauma 3]]>><<canvas-model-override "clear">><</link>> <br> <<else>> <<link [[Next|Forest Shop Entrance]]>><<canvas-model-override "clear">><<endevent>><</link>> <br> <</if>> <<else>> You keep away from the plate as if it were a bear trap. A sense of uneasiness grows in your stomach. You grip the handle for the door. You grip it until your fingers ache. <<pain 2>><<gpain>> <br><br> You don't open it, though. You stand there until Gwylan comes back into view. <<His>> hands are folded in front of <<him>>. <<if C.npc.Gwylan.love gte 25>> <<He>> looks a little sad, but nods at you politely before returning to the gloom. <<else>> <<He>> seems unsure of what to do, but gives you one last patient smile before returning to the gloom. <</if>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set _pass to random(10, 30)>> <<pass _pass>> When you come to, you're lying down with your head against something soft. Your head is gently stroked, and you feel warm and fuzzy. <<ltiredness>><<lltrauma>><<tiredness -6>><<trauma -24>> <br><br> You struggle to open your eyes. You want nothing more than to go back to sleep. <<if $hypnosis_traits.slumber gte 1>> <<hypnosisText "A sweet voice whispers in your ear, and you do just that, the last dregs of tension leaving your body.">> <<tiredness -2>><<ltiredness>> <<else>> A sweet voice whispers in your ear, and you do just that, the last dregs of tension leaving your body. <span class="witchbloom">It's pure bliss. You've never had sleep so restful.</span> <</if>> <br><br> <<link [[Next (?:??)|Forest Shop Trauma 4]]>><<tiredness -12>><<trauma -12>><</link>><<lltiredness>><<ltrauma>> <br><<effects>> <<set _pass to random(30, 60)>> <<pass _pass>> You wake up again, this time with a start. How long were you out? You try to lift your head, but a firm hand holds it down. "Easy there." It loosens enough for you to look up. <<if C.npc.Gwylan.breastsize gte 9>> You're met by a pair of <<print C.npc.Gwylan.breastsdesc>>, but you can just make out Gwylan's smiling face beyond. <<else>> Gwylan's gentle smile greets you again. <</if>> Your head is in <<his>> lap. <br><br> <<He>> idly strokes your head. "Feeling better?" <<if $auriga_scar gte 1>> <<His>> hand moves down to rest on your chest. Your heart skips a beat, <span class="purple">and you feel your scar writhe</span>. <</if>> <br><br> <<link [[Nod|Forest Shop Trauma 5]]>><<set $phase to 0>><</link>> <br> <<link [[Go back to sleep|Forest Shop Trauma 5]]>><<npcincr Gwylan lust 2>><<set $phase to 1>><</link>><<glust>><<gwylanHypnoNote>> <br> <<if !$gwylanSeen.includes("trauma_love")>> <<link [[Get angry|Forest Shop Trauma 5]]>><<npcincr Gwylan lust -2>><<set $phase to 2>><</link>><<llust>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("trauma_love")>> <<if $phase is 0>> You nod your head wordlessly. You really do feel better. You can't remember why you were so upset. <br><br> Gwylan lets you up. "Sorry I can't give you more, those fruits don't grow on tr—" <<He>> pauses. "They're not easy to grow." <br><br> <<if $gwylanSeen.includes("romance")>> <<He>> sadly smiles. "To love someone is not to rescue them, but to stand ready when they dare to rescue themselves." <<He>> leans in and kisses you. <<gwylanKiss 0>> <br><br> "I stand ready." <<He>> returns to the gloom, poorly concealing a beetroot-red blush. <<else>> <<He>> steps away, but stops on the edge of the gloom. "I can't walk this road of struggles for you, no matter how laden with thorns it is. But I can sell you a pair of shoes for the journey." <<He>> takes the final step, leaving you alone again. <</if>> <<elseif $phase is 1>> <<pass 5>> <<set _tf to checkTFparts()>> You bury your face back into Gwylan's lap. You're not able to fall asleep again, but <<hes>> happy to oblige you, <<if _tf.demonHorns or _tf.cowHorns>> gently stroking your head again and idly rubbing your horns. <<elseif _tf.angelHalo>> gently stroking your head again and running <<his>> other hand along your halo. <<elseif _tf.fallenAngelHalo>> gently stroking your head again and carefully trying to move the pieces of your broken halo back into place. They don't stay together. <<elseif _tf.wolfEars or _tf_foxEars>> gently rubbing your <<if _tf.wolfEars>>wolf<<else>>fox<</if>> ears. <<He>> seems to like them a lot. <<elseif _tf.catEars or _tf.cowEars>> gently stroking your head again and rubbing your <<if _tf.catEars>>cat<<else>>cow<</if>> ears. <<else>> gently stroking your head again. <</if>> After about five minutes, you get up. <<stress -6>><<lstress>> <br><br> <<if $hypnosis_traits.devotion and (!$hypnosis_traits.slumber or $hypnosisTimers.slumber and $hypnosisTimers.slumber.time lt Math.floor($hypnosisTimers.slumber.max / 2))>> <span class="witchbloom">You immediately yearn to return to <<his>> lap and sink back into the blissful slumber.</span> <br> <<gwylanHypnosis "slumber" 10>> <</if>> "Sorry I can't give you more, those fruits don't grow on tr—" <<He>> pauses. "They're not easy to grow." <br><br> <<if $gwylanSeen.includes("romance")>> <<He>> sadly smiles. "To love someone is not to rescue them, but to stand ready when they dare to rescue themselves." <<He>> leans in and kisses you. <<gwylanKiss 0>> <br><br> "I stand ready." <<He>> returns to the gloom, poorly concealing a beetroot-red blush. <<else>> <<He>> steps away, but stops on the edge of the gloom. "I can't walk this road of struggles for you, no matter how laden with thorns it is. But I can sell you a pair of shoes for the journey." <<He>> takes the final step, leaving you alone again. <</if>> <<else>> <<set $daily.gwylan.noTalk to true>> You force yourself up out of Gwylan's grasp. <<He>> makes no effort to stop you when <<he>> realises that you're not happy. <<switch $speech_attitude>> <<case "meek">> "Wh-what did I eat? What did you do to me?" You take a step back from Gwylan. <<He>> frowns. <br><br> "I'm sorry. I thought that would help." <<case "bratty">> "Did you fucking drug me?" you ask. <br><br> "Yes," <<he>> says plainly. "Didn't it help?" <<default>> "What was that? What did you do?" you ask. <br><br> "Are you upset? I thought it would help," <<he>> says with a frown. <</switch>> You stop and think for a moment. You can't remember why you were so upset when you came here. Did it help? <br><br> "I wanted to ease some of your burden. Maybe I'm out of touch. I'm sorry." <<He>> bows, before retreating behind a shelf and vanishing in the gloom. <</if>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br>/* included, no effects */ <<set $gwylanSeen.pushUnique("intruder")>> <<npc Gwylan>><<beastPARTNERinit 1 wolf 0>> As you move to open the forest shop's door, it's flung open from the inside. A dark, fuzzy shape barrels into you as it flees the shop, knocking you to the ground. <<gpain>><<pain 3>> <br><br> The shape flees, seemingly paying you no mind. Once you get your bearings, you're able to recognise that it's a <span class="lewd"><<beasttype 1>></span> fleeing deeper into forest. You brush yourself off and enter the shop. <br><br> <<person1>>Gwylan stands in front of you, looking worse for wear. <<His>> apron has a few fresh rips, and <<he>> pants, holding a broom in both hands as if ready to swing it at you. <<He>> lowers it right away upon realising that it's you. <br><br> "Sorry. Rowdy customer. <<if $NPCList[1].monster is "monster">> I'd happily have given <<bhim 1>> some clothes if <<bhe 1>>'d have asked. <</if>> I need to remember to leave some wolfshrooms out." <<He>> collects <<himself>>, looking down at <<his>> clothes. "Bah, I need to change first." <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <!-- Snooping events --><<effects>> <<set $daily.gwylan.eventShop to true>><<set $gwylanSeen.pushUnique("hat_found")>> <<npc Gwylan>><<person1>> As you walk around, it becomes apparent that the shop isn't the same as the last time you were here. None of the shelves are in the same place. You quickly notice that there doesn't seem to be any clothing in this section, despite the abundance of wooden mannequins. <br><br> You spend more time wandering, until you start to feel lost. You call out to the gloom. "Gwylan?" The light echo of your voice is the only answer. <br><br> <<link [[Keep looking (0:05)|Forest Shop Hat 2]]>><<pass 5>><<set $phase to 1>><</link>> <br> <<link [[Just leave (0:05)|Forest Shop Hat 2]]>><<pass 5>><</link>> <br><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<if $phase is 1>> You continue looking. You're unable to recognise what's on most of the shelves, but your eyes eventually fix on something unusual. <<else>> You turn around and start to retrace your steps. You make a bit of progress, but things quickly start to look unfamiliar. <<stress 6>><<gstress>> <br><br> Eventually, you spot something that sticks out from all the unidentifiable knick-knacks. <</if>> There's a small depression in the wall, like there's supposed to be a door there. Next to it, there's a wooden mannequin wearing a dark green witch hat with brown animal ears sewn on. The ears get darker near the tip. <<if _tf.foxEars>> <span class="pink">Your own ears twitch.</span> They're certainly meant to resemble fox ears. <</if>> It's the same one you saw Gwylan posing a mannequin with, and perhaps the same mannequin too. Now that you have a closer look, you notice that the flowers on the hat are very much alive. There are vines hanging from the brim. <br><br> You reach for it, gently taking it off of the mannequin's head. <span class="red">A wooden hand caresses your arm</span>. You jump back with a start, only to back right into someone behind you. <<stress 12>><<ggstress>> <br><br> You quickly turn around. It's just Gwylan. <br><br> <<if _gwylanStatus.includes("cautious")>> "Looking for something in particular? Or are you just skulking around?" <<else>> "Sorry, did I scare you? I heard you call out for me and came looking." <</if>> You look back to the mannequin. One of its hands is raised to its mouth. You can't say for sure whether it was already like that. <br><br> "Oh, you found my hat! I was looking all over for it!" Gwylan smiles at you, putting it on. "Even I lose track of things here. The shop must like you if it's showing you around and trying to give you my accessories." <<He>> holds <<his>> arms behind <<his>> back. "I know the shop can be confusing. It—" <<He>> pauses. "I... have to rearrange things frequently. Sorry, I'm a bit scattered." Gwylan leads you around, showing you how to get back to the main section of the shop, before leaving you to your business. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>> <<set $daily.gwylan.eventShop to true>><<set $gwylanSeen.pushUnique("lights")>> You wander around the shop again, looking for Gwylan or anything of interest. Everything on the shelves seems completely mundane to you, and you pass them by without thinking about it. You can't remember a single thing you see for more than a few seconds. <br><br> Instead, you feel a pull towards the back of the shop. Your legs move with purpose even if your mind hasn't quite caught up yet. You feel like you know what you're looking for and exactly where it is, moving on instinct. <<awareness 2>><<gawareness>> <br><br> You start to see a dim green glow peeking through the shelves. You follow it, and before too long, you're in front of a depression in the wall. The same one from last time. Green light spills from the seams. There's a door here after all. The air feels warmer, your head lighter. <<ghallucinogens>><<hallucinogen 200>> <br><br> It takes you a moment to find the mechanism to open it. It's... just a doorknob. But you didn't see it until your hand was on it. You give it a twist, and it opens. <br><br> <<link [[Next|Forest Shop Lights 2]]>><<pass 15>><</link>> <br><<effects>><<npc Gwylan 1>><<person1>> The room on the other side is pitch black. You take a step in, and immediately smell roses. You hear someone talking, but their voice sounds strange. It's like trying to remember a voice you haven't heard in years. <br><br> "...not my fault you led <<phim>> right to me!" <br> You hear a rumble at your feet. As if something deep below was trembling in protest. <br> "I don't usually need to lock the door! Excuse me for getting comfortable in my own home!" <br> Another rumble, pressing against your feet as you walk further into the blackness. <br> "That's <i>your</i> job. Can we please not fight? I think <<pshes>>—" <br><br> "Are you alright?" Now you recognise the voice. It's Gwylan. <<Hes>> standing right in front of you. At a counter. In the shop. <br><br> You're standing in the shop. It's normally lit, and the shelves are all in their usual place. You blink away the confusion. Gwylan looks at you with worry. "You've been standing there staring at me for a while." You still smell roses. <br><br> <<link [[Ask what just happened|Forest Shop Lights 3]]>><<set $phase to 1>><</link>> <br> <<link [[Say you're fine|Forest Shop Lights 3]]>><<set $phase to 2>><</link>> <br><<effects>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">> "I'm... I'm confused. Who were you talking to you? Where was I? I thought..." You trail off. You can't remember. <<case "bratty">> "My head hurts. I definitely heard you yelling at someone. How the hell did I get here? I was..." You trail off. You can't remember. <<default>> "Hang on, I heard you talking to someone. And I wasn't here, I was..." You trail off. You can't remember. <</switch>> <br><br> Gwylan's eyes widen. "Oh! I was talking to my grand<<father>> just before you came in." <<His>> face reddens. "Sorry if you overheard any of that. But, after you came in you started wandering around for about ten minutes, then you walked up here and started staring at me." <<else>> <<switch $speech_attitude>> <<case "meek">> "I'm fine," you say softly. <<case "bratty">> "I'm perfectly fine," you say. <<default>> "I'm fine," you say. <</switch>> It's a lie, but you're too confused to care. <</if>> <<He>> frowns, before <<his>> eyes move to your cheek. <<He>> reaches under the counter for a napkin, and wipes your face. <span class="lewd">There's some small blue grains on it.</span> <br><br> "You should be more careful about what you eat." <<npcincr Gwylan lust 2>><<glust>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>> You navigate the gloom, letting the misplaced shelves guide you again until you see the same green glow. The air feels warmer, your head lighter. <<ghallucinogens>><<hallucinogen 40>> <br><br> You find the impression in the wall right next to a mannequin. You reach for the doorknob, but <span class="red">it doesn't budge</span>. Gwylan must have remembered to lock it this time. <br><br> <span class="blue">The mannequin is pointing away from the door, deeper into the shop.</span> <br><br> <<ind>><<link [[Go where the mannequin is pointing|Forest Shop Hunt Intro]]>><<set $phase to "garden">><</link>> <br> <<getouticon>><<link [[Back to the shop|Forest Shop Entrance]]>><<handheldon>><</link>> <br><<effects>><<npc Gwylan 1>><<person1>> <<set $daily.gwylan.eventShop to true>> The room beyond isn't pitch black this time. It's a wide room full of more wooden mannequins, awash in the green glow. <<stress 6>><<gstress>> <br><br> The glow is coming from further in, through an open doorframe on the other side of the room. It seems to be receding as you move towards it. You carefully navigate the maze of mannequins, and can't help but take note of the poses some of them are in. Many hold their wooden hands up to their cheeks, their heads thrown back in <<if $trauma gte 2500>> terror. <<else>> jubilation. <</if>> At least, that's your best guess. It's hard to tell with their entirely blank, smooth faces. Some hold one hand over where their mouths would be, <<if $trauma gte 2500>> showing disgust, maybe. <<else>> stifling laughter, perhaps. <</if>> Did Gwylan meticulously pose all of these <<himself>>? <br><br> Lost in thought, you nearly trip over something heavy, but steady yourself without too much noise. It's a large bag of dirt, next to a heaping stack of identical bags. On the wall behind them is a full arsenal of gardening equipment. You look up and almost jump out of your skin as you're met with a pale face. <<ggstress>><<stress 24>> <br><br> It's another mannequin. This one is dressed in a black tunic of some kind, decorated with a white cross on the chest. It also wears a white, emotionless mask, and its right arm is pointing off to the side towards the doorway. <br><br> You're close enough to hear Gwylan whispering, and a faint hum bounces off the walls. <<if Weather.precipitation is "rain">> You hear the gentle pitter-patter of rain, too. <<elseif Weather.precipitation is "snow">> You feel the outside chill creeping in, and smell fresh snow. <<elseif Time.dayState is "night">> You feel the cool night air creeping in. <<else>> <<switch Time.season>> <<case "spring">>You feel a mild spring breeze flow into the room. <<case "summer">>You feel the summer air warming the room. <<case "autumn">>You feel a damp autumn breeze flow into the room, and hear the rustle of leaves, too. <<case "winter">>You feel the cold winter air blow a stiff breeze into the room. <</switch>> <</if>> This must lead back outside. <br><br> You slowly approach the frame, and peek around the corner. <br><br> <<if $world_corruption_soft gte 25 and (($settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or $settings.bestialityEnabled)>> <<link [[Next|Forest Shop Caught 2]]>><<handheldon>><</link>> <<else>> <<link [[Next|Forest Shop Caught No Lewd]]>><<handheldon>><</link>> <</if>> <br><<set $location to "forest_shop_garden">><<effects>><<run statusCheck("Gwylan")>><<set _tf to checkTFparts()>> <<set $gwylanSeen.pushUnique("caught_no_lewd")>><<set $gwylanSeen.pushUnique("garden_seen")>> <<if $gwylanSeen.includes("garden")>> You're in Gwylan's garden. You weren't allowed to see the way here before. <br><br> The smell of roses overpowers the other floral smells. Your eyes follow the intensity of the rapidly dimming glow, making you peek all the way around the corner against the wall of the shop to the raised open room. <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> The inside is untouched by the <<print Weather.precipitation>>. <</if>> <br><br> Nearby, there's a wooden bath filled with steaming water. You also <<else>> <<set $gwylanSeen.pushUnique("garden")>> A large expanse of square stone tiles stretch along the ground, connecting patches of grass and raised sections filled with dirt, flowers and herbs. Surrounding it all is an impressive weaving of crossed wooden stakes at least eight feet high, with gaps just large enough to allow vines to grab and climb through, shielding the whole area from prying outside eyes. It's an enclosed garden. <br><br> You can smell roses, as well as burning incense. Your eyes follow the intensity of the rapidly dimming glow, making you peek all the way around the corner against the wall of the shop. There's another raised section, but this one is different. It's covered by a wooden roof, <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> untouched by the <<print Weather.precipitation>>, <</if>> and the inside is padded with various cushions and quilts. <br><br> Nearby, there's a wooden bath filled with steaming water. More interestingly, however, you <</if>> see Gwylan standing in front of it with <<his>> back to you. <<Hes>> wearing a silk robe and <<his>> large witch hat. <<if !$gwylanSeen.includes("hat_colour") and $awarelevel gte 1 and !_gwylanTF.known>> <<set $gwylanSeen.pushUnique("hat_colour")>> In this light, you notice just how well the fake ears on the hat match <<his>> hair colour. <</if>> <br><br> <<if !_gwylanTF.tail is "revealed">> <<Hes>> also wearing a... tail? <<if _tf.wolfTail or _tf.foxTail>> Your own tail swishes for a moment. <<elseif $cat gte 6 or $cow gte 6>> Your hair stands on end instinctively. <</if>> <<if _gwylanTF.tail is "visible">> <<set $gwylanSeen.pushUnique("gwylan_tail")>> As you look closer, you realise it's a fake one. However, just as the thought crosses your mind, <span class="pink">it moves from side to side on its own</span>. <<else>> However, as you look closer, it quickly becomes apparent that it's fake. <</if>> <br><br> <<else>> <<Hes>> also wearing <<his>> fake tail. <</if>> <<He>> continues whispering, interspersed with occasional melodic humming. <br><br> <<link [[Watch|Forest Shop Caught No Lewd 2]]>><</link>> <br><<effects>><<beastPARTNERinit 1 wolf 0>> <<His>> hands reach forward to something near waist-level. You adjust your viewing angle and see <span class="blue"> a <<beasttype 1>> <<if $NPCList[1].monster is "monster">> kneeling before <<him>> <<else>> sitting in front of <<him>> <</if>> </span> in a wooden bath. <br><br> <<bHis 1>> eyes are placid and glowing with a gentle green hue. "Roll," Gwylan says. The <<beasttype 1>> dunks <<bhis 1>> head under the water and rolls <<bhis 1>> body around, getting completely soaked. "Good <<if $NPCList[1].gender is "m">>boy<<else>>girl<</if>>," Gwylan whispers, gently patting <<bhim 1>> on the head. The <<beasttype 1>> leans into it, closing <<bhis 1>> glowing eyes. Green streaks of light escape from the corners. <br><br> Gwylan steps around <<bhim 1>>, inspecting <<bhim 1>> while humming softly again. It's soothing. Your body starts to relax, until <span class="red"><<nnpc_he "Gwylan">> looks right in your direction as <<he>> circles.</span> You quickly retreat around the corner, your heart pounding. <<stress 12>><<gstress>> <br><br> You wait there for a moment, frozen. You await the sound of footsteps, or for <<him>> to say something, but it never comes. You peek around the corner again. Despite facing you, <<he>> doesn't seem to actually see you. <<His>> eyes glow the same green, and <<his>> attention is entirely on the <<beasttype 1>>. <br><br> You notice that the front of <<his>> robe is loose and open near the bottom, exposing <<his>> stomach. There's something on it. A tattoo, or perhaps several. The central design is a triangle composed of three interwoven loops. Around it are various esoteric symbols continuing off of each other, bound by jagged roots and vines. <br><br> <<He>> squeezes out a soapy sponge over the <<beasttype 1>>'s head, and starts to scrub down <<bhis 1>> fur. <br><br> <<link [[Reveal yourself and ask Gwylan what <<hes>> doing|Forest Shop Caught No Lewd 3]]>><<set $phase to 1>><</link>> <br> <<link [[Just watch|Forest Shop Caught No Lewd 3]]>><<set $phase to 2>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> You step out from your hiding place. "Hey, wh—" <<else>> You stay hidden around the corner. Gwylan continues to hum and wash the <<beasttype 1>>. <<He>> squeezes a bottle of pet shampoo over <<bhim 1>>. <br><br> You hear the repeated thrum of wood against stone from behind you. You start to turn, but are <span class="red">suddenly pushed out from your hiding place by something.</span> You stumble out. <</if>> <br><br> Gwylan shrieks and jumps upon seeing you, but quickly covers <<his>> mouth. <<if _gwylanTF.tail isnot "hidden" and _gwylanTF.tail isnot "revealed">> <span class="pink"><<His>> tail puffs up in fright, as if it were real.</span> <</if>> <<He>> adjusts <<his>> robe to cover up <<his>> stomach. "How did you—" <br><br> The <<beasttype 1>> stands and growls at you as the green glow around <<bhis 1>> eyes fades. Gwylan wraps <<his>> arms around <<bhim 1>>. "Shh, shh, it's okay." <<bHe 1>> obediently sits back down in the wooden bath. Gwylan looks back to you and whispers. "<<bHes 1>> in a trance. I'll explain, but let me finish up." <br><br> <<link [[Offer to help|Forest Shop Caught No Lewd 4]]>><<set $phase to 1>><</link>><<tendingdifficulty 200 600>> <br> <<link [[Wait (0:10)|Forest Shop Caught No Lewd 4]]>><<pass 10>><<set $phase to 2>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is 1>> You approach the tub and slowly put your hands on the <<beasttype 1>>. <<if $tendingSuccess>> <<pass 5>> <span class="green"><<bHe 1>> leans into your touch, <<bhis 1>> tail wagging and splashing in the water.</span> <<if _gwylanStatus.includes("cautious")>> Gwylan looks hesitant, but sighs and hands you a sponge, seeming impressed at your gentleness. <<else>> Gwylan looks impressed, and hands you a sponge. <</if>> The two of you scrub the <<beasttype 1>> down together. <<npcincr Gwylan dom 1>><<npcincr Gwylan lust 2>><<glust>><<gyearning>> <<else>> <<pass 10>> <span class="red"><<bHe 1>> growls again, baring <<bhis 1>> teeth at you.</span> Gwylan waves you away. <<if _gwylanStatus.includes("cautious")>> "This requires a gentle touch. Please stay back." <<else>> "I appreciate the attempt, but this isn't casual work. Leave it to me, please." <</if>> <</if>> <<else>> You sit down and wait for Gwylan to finish washing the <<beasttype 1>>. <</if>> <br><br> Some time passes in silence. Gwylan cautiously breaks it with a soothing voice as to not startle the <<beasttype 1>> further. "You're awfully nosy, sneaking in here <span class="blue">again</span>. I suppose the shop showed you the way." <<He>> doesn't sound angry, but you can't quite tell. <br><br> <<He>> notices your confused look. "<span class="blue">You've been here once already.</span> You stumbled around in my storeroom, making all sorts of noise. I thought you were an intruder or thief." <<He>> gestures to a jar of blue powder on a nearby table. "<span class="pink">I... made you forget about it.</span>" <<He>> pauses. "I could make sure you don't remember this time either, but you're too curious. You'll just find your way in here again. Nothing to be done about it," <<he>> finishes with a smile. "You're lucky you're so interesting." <br><br> More silence. <<if $phase is 1 and $tendingSuccess>> You pause your scrubbing, looking at the <<beasttype 1>>. <<bHes 1>> covered in bites and scratches, which you can tell were from other wolves. <<bHis 1>> fur is matted and unkempt. <<bHe 1>> hasn't been cleaning <<bhimself 1>>. <<else>> You start to look the <<beasttype 1>> over. <<bHes 1>> covered in bites and scratches. <<bHis 1>> fur is matted and unkempt. <<bHe 1>> hasn't been cleaning <<bhimself 1>>. <</if>> <br><br> "<span class="red">This forest is sick</span>," Gwylan says, as if reading your mind. "Although, 'cursed' might be a more fitting word. Poisoned by the careless and malicious in equal parts." <<if $phase is 1 and $tendingSuccess>> <<He>> squeezes out more shampoo into your hand, alongside something else. A pungent green ooze that sizzles when it touches the water, but doesn't burn. <<else>> <<He>> squeezes out more shampoo into <<his>> hand, alongside something else. A pungent green ooze that sizzles when it touches the water, but doesn't seem to burn. <</if>> <br><br> "This poison spreads through the vegetation, into the animals that eat it, and then into the animals that eat them. <span class="purple">It grows like an infection,</span> until it inundates everything. It makes plants grow wild, strangling the earth, the animals, and each other. It makes beasts more aggressive, seeking out human prey when they otherwise wouldn't. I do all I can to treat them." As if on queue, the <<beasttype 1>> relaxes further. "It's an old concord. Making sure it never reaches the point of no return has been my..." <<He>> pauses. "My family's responsibility for generations." <br><br> <<link [[Next|Forest Shop Caught No Lewd 5]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if _gwylanStatus.includes("cautious")>> <<if $auriga_scar gte 1>> <<He>> looks at your chest for a moment. "That might all sound familiar to you, <i>scar-bearer</i>. You've thrown your lot in with the worst of puppets and fools, the same ones responsible for the poison. <<else>> <<He>> stares at you for a moment. "That might all sound familiar to you. You've rubbed shoulders with the worst of puppets and fools, the same ones responsible for the poison. <</if>> I hope you can forgive my caution around you." <br><br> <<elseif $gwylanTalked.includes("temple_confessor")>> <<He>> smiles. "This might all look familiar to you, <i>confessor</i>. Cleansing the forest often requires... <span class="lewd">release</span>. I hope you don't find me too heretical for using your methods." <br><br> <</if>> Gwylan squeezes out the sponge again, before picking up a hose from nearby. <<He>> rinses the <<beasttype 1>> down. "It's always in flux. Some years, it's mild, and my simple remedies are enough. In others, it requires more severe measures to match." <<He>> pulls the <<beasttype 1>> by the scruff, and <<bhe 1>> jumps out of the tub and shakes off, spraying water everywhere. <br><br> Gwylan gently tugs <<bhim 1>> over to the garden's wall. There's a small, mossy hole leading into pitch blackness. "Go home," <<he>> whispers. "And stay out of trouble." The <<beasttype 1>> darts into the hole. Gwylan sighs in relief, shutting and locking a wooden hatch over it. <br><br> <<He>> marches up to you, and flicks you on the nose before crossing <<his>> arms. "Rude. This shop is my home, and you've broken in. You could stand to learn some manners." Despite appearing close to your age, Gwylan's tone makes you feel like a child being lightly scolded by <<pher>> parent, complete with the shame that follows. It's nothing like Bailey's scolding. Gwylan's voice is firm, but caring. Almost warm, in a way. <<switch $bodysize>> <<case 0>>It doesn't help that you have to look up to meet <<his>> gaze. <<case 1 2>> <<case 3>>Even though you're a fair bit taller than <<him>>, it makes you feel small. <</switch>> <<stress 4>><<gstress>> <br><br> <<if _gwylanStatus.includes("cautious")>> <<He>> continues staring you down. "If you wish to remain on friendly terms with me, you'll need to prove I can trust you. <<else>> <<He>> leans in. A sly smile crosses <<his>> face. "There are ways you can make it up to me. <</if>> <<if $gwylan.request.event>> <span class="blue">Disregard the last request I gave you.</span><</if>> Come by the shop tomorrow, and dress for exertion." <br><br> <<gwylanRequestEnd "skip">> <<run gwylanRequest("meetAtShop")>> <<link [[Say you'll be there|Forest Shop Caught No Lewd End]]>><<set $phase to 1>><</link>> <br> <<link [[Refuse|Forest Shop Caught No Lewd End]]>><<set $phase to 2>><</link>> <br> <<link [[Ask what you'll be doing|Forest Shop Caught No Lewd End]]>><<set $phase to 3>><</link>> <br><<effects>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">> "S-sure, I'll help with whatever it is you need. I'm sorry," you say. <<case "bratty">> "If I have to, I guess I owe it to you for peeping in," you say. <<default>> "If you insist, I'll be there," you say. <</switch>> <br><br> <<His>> face softens, and <<his>> arms uncross. "Good. You know my secret now, but only part of it. I'll make sure your curiosity is sated properly." <<elseif $phase is 2>> <<switch $speech_attitude>> <<case "meek">> "I-I don't think I should," you say. <<case "bratty">> "Hey, it's not my fault your locks suck," you say. <<default>> "I'd rather not," you say. <</switch>> <br><br> <<He>> tilts <<his>> head, and <<his>> eyes narrow. It makes your heart skip a beat. "It wasn't a request." <<His>> face comes close to yours. "I was being courteous, which is more than you're owed right now. If you won't take responsibility for your actions, I'll just have to..." You feel a finger push up against the bottom of your chin. You shiver. "...convince you. I can be very persuasive." <<He>> smiles sweetly at you. "I'll see you here again, one way or another." <<else>> <<switch $speech_attitude>> <<case "meek">> "W-what exactly will we be doing?" you ask. <<case "bratty">> "At least tell me what we'll be doing first," you say. <<default>> "What will we be doing?" you ask. <</switch>> <br><br> <<He>> clasps <<his>> hands together and smiles. "We'll be making sure your curiosity is properly sated! You know my secret now, but only part of it. Don't worry too much." <</if>> <br><br> <<He>> leads you back into the shop. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<set $daily.gwylan.preventProgress to true>><<set $gwylan.timer.lastSeen to Time.date.timeStamp>><</link>> <br><<set $location to "forest_shop_garden">><<effects>><<set _tf to checkTFparts()>><<run statusCheck("Gwylan")>> <<if $gwylanSeen.includes("garden")>> You're in Gwylan's garden. You weren't allowed to see the way here before. <br><br> The smell of roses overpowers the other floral smells. Your eyes follow the intensity of the rapidly dimming glow, making you peek all the way around the corner against the wall of the shop to the raised open room. <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> The inside is untouched by the <<print Weather.precipitation>>. <</if>> <br><br> You <<else>> <<set $gwylanSeen.pushUnique("garden")>> A large expanse of square stone tiles stretch along the ground, connecting patches of grass and raised sections filled with dirt, flowers and herbs. Surrounding it all is an impressive weaving of crossed wooden stakes at least eight feet high, with gaps just large enough to allow vines to grab and climb through, shielding the whole area from prying outside eyes. It's an enclosed garden. <br><br> You can smell roses, as well as burning incense. Your eyes follow the intensity of the rapidly dimming glow, making you peek all the way around the corner against the wall of the shop. There's another raised section, but this one is different. It's covered by a wooden roof, <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> untouched by the <<print Weather.precipitation>>, <</if>> and the inside is padded with various cushions and quilts. <br><br> More interestingly, however, you <</if>> see Gwylan standing in front of it with <<his>> back to you, <span class="pink">entirely naked</span> save for <<his>> large witch hat. <<if !$gwylanSeen.includes("hat_colour") and $awarelevel gte 1 and !_gwylanTF.known>> <<set $gwylanSeen.pushUnique("hat_colour")>> In this light, you notice just how well the fake ears on the hat match <<his>> hair colour. <</if>> <<if _gwylanTF.tail isnot "revealed">> <<Hes>> also wearing a... tail? <br><br> <<if _tf.wolfTail or _tf.foxTail>> Your own tail swishes for a moment. <<elseif $cat gte 6 or $cow gte 6>> Your hair stands on end instinctively. <</if>> <<if _gwylanTF.tail is "visible" and C.npc.Gwylan.penis is "none" and $settings.analEnabled>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> As you look closer, you realise it's a fake one. <span class="lewd">It must be attached to a buttplug</span>. However, just as the thought crosses your mind, <span class="lewd">it moves from side to side on its own</span>. <<elseif $awarelevel gte 1 and C.npc.Gwylan.penis is "none" and $settings.analEnabled>> However, as you look closer, it becomes apparent that it's a fake. <span class="lewd">It must be attached to a buttplug</span>. <<else>> However, as you look closer, it quickly becomes apparent that it's fake. You wonder what it's attached to. <</if>> <<else>> <<if _gwylanTF.tail is "visible" and C.npc.Gwylan.penis is "none" and $settings.analEnabled>> <<set $gwylanSeen.pushUnique("gwylan_tail")>> <<Hes>> wearing <<his>> fake tail, too. <span class="lewd">It must be attached to a buttplug</span>. However, just as the thought crosses your mind, <span class="lewd">it moves from side to side on its own</span>. <<elseif $awarelevel gte 1 and C.npc.Gwylan.penis is "none" and $settings.analEnabled>> <<Hes>> wearing <<his>> fake tail, too. <span class="lewd">It must be attached to a buttplug</span>. <<else>> <<Hes>> wearing <<his>> fake tail, too. You wonder what its attached to. <</if>> <</if>> <<arousal 500>><<garousal>> <br><br> <<if Weather.temperature <= 10>> The chill air has raised goosebumps on <<his>> skin, but <<he>> doesn't shiver. <</if>> <<He>> continues whispering, interspersed with occasional melodic humming. <br><br> <<link [[Watch|Forest Shop Caught 3]]>><</link>> <br><<effects>><<beastPARTNERinit 1 wolf 0>> <<His>> hands reach forward to something near waist-level. You adjust your viewing angle and see <span class="lewd"> a <<beasttype 1>> <<if $NPCList[1].monster is "monster">> kneeling before <<him>>. <<else>> sitting in front of <<him>>. <</if>> </span> <br><br> <<bHis 1>> eyes are placid and glowing with a gentle green hue. "Open," Gwylan says. The <<beasttype 1>> opens <<bhis 1>> mouth obediently, and Gwylan pours a pink fluid from a small glass vial into <<bhis 1>> mouth. "Good <<if $NPCList[1].gender is "m">>boy<<else>>girl<</if>>," <<he>> whispers, gently patting <<bhim 1>> on the head. <<bHe 1>> leans into it, closing <<bhis 1>> glowing eyes. Green streaks of light escape from the corners, and you see those same streaks creeping around Gwylan's face. <br><br> Gwylan kneels down to <<bhis 1>> level, and resumes humming as <<he>> places <<his>> hands on the <<beasttype 1>>'s cheeks. <<He>> speaks again. "Look at me." The <<beasttype 1>> obeys, opening <<bhis 1>> eyes again. <br><br> After a moment of staring, <span class="lewd"> <<if $NPCList[1].penis isnot "none">> the <<beasttype 1>>'s <<print V.NPCList[1].penisdesc>> <<if $NPCList[1].monster is "monster">> begins to grow erect. Once at full size, precum begins to bead at the tip. <<bHe 1>> starts panting and gently grabs one of Gwylan's arms, giving <<him>> a pleading look. <<else>> swells out of its sheath. Once at full size, precum begins to bead at the tip. <<bHe 1>> starts panting, leaning further into Gwylan's touch. <</if>> <<else>> the <<beasttype 1>>'s vagina becomes visibly wet. <<if $NPCList[1].monster is "monster">> The fluid drips to the stone below. <<bHe 1>> begins to whine, putting one hand on <<bhis 1>> tummy and the other on Gwylan's hand. <<else>> <<bHe 1>> begins to whine, leaning further into Gwylan's touch. <</if>> <</if>> </span> "Good <<if $NPCList[1].gender is "m">>boy<<else>>girl<</if>>," <<he>> whispers again. <<His>> voice sends chills down your spine, but you can feel yourself letting your guard down. <<if hasSexStat("deviancy", 3) or $wolfgirl gte 4 or $fox gte 4>> <<arousal 2000>><<ggarousal>> <<else>> <<arousal 500>><<garousal>> <</if>> <br><br> <<link [[Continue watching (0:05)|Forest Shop Caught 4]]>><<pass 5>><</link>><<deviant1>> <br> <<link [[Leave and pretend you didn't see this|Forest Shop Caught Abort]]>><<pass 1>><<trauma 12>><</link>><<ggtrauma>> <br><<effects>> <<set $daily.gwylan.noTalk to true>> You've seen enough. You quietly retreat back around the corner, through the mannequin room, and out of the shop through the main room's door. <br><br> You do your best to forget that this ever happened. <br><br> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>><<set $gwylanSeen.pushUnique("garden_seen")>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> /* ToDo: Gwylan - redo so the player can be caught before sex as Gwylan feels their intrusion. Seeing whole thing requires discretion or skill check. */ You're far too curious to not see this through. You keep watching. <<deviancy1>> Gwylan takes a step forward, and motions with <<his>> right hand towards the quilted section. The <<beasttype 1>> keeps <<bhis 1>> eyes on <<him>>, completely entranced. "Lay down," <<he>> says. The <<beasttype 1>> <<if _partner.monster is "monster">> quickly lies on <<bhis 1>> back, <<bhis 1>> hands gripping the quilt with anticipation. <<else>> quickly lies down and rolls over, exposing <<bhis 1>> belly, among other things. <</if>> <br><br> Gwylan steps around <<bhim 1>>, inspecting <<bhim 1>> while humming softly again. <span class="red"><<person1>><<He>> looks right in your direction as <<he>> circles.</span> You quickly retreat around the corner, your heart pounding. <<stress 12>><<gstress>> <br><br> You wait there for a moment, frozen. You await the sound of footsteps, or for <<him>> to say something, but it never comes. You peek around the corner again. Despite facing you, <<he>> doesn't seem to actually see you. <<His>> eyes glow the same green, and <<his>> attention is entirely on the <<beasttype 1>>. <br><br> You get an unobstructed view of <<his>> <<npcGenitals 0>>, but there's something just above it. A tattoo, or perhaps several, centered on <<his>> pelvis and belly. The central design is a triangle composed of three interwoven loops. Around it are various esoteric symbols continuing off of each other, bound by jagged roots and vines that stretch around <<his>> hips. <br><br> <<link [[Keep watching|Forest Shop Caught 5]]>><</link>> <br><<effects>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> <<if _partner.penis isnot "none">> /* Wolf/person has a penis */ <span class="lewd">Gwylan straddles the <<beasttype 1>> and takes a deep breath.</span> <br><br> The <<beasttype 1>>'s _partner.penisdesc rubs against Gwylan's tummy, leaving a shiny trail of precum on the tattoo. It twitches in anticipation. Gwylan takes it in <<if _partner.penissize gte 3>>both hands<<else>>one hand<</if>> and begins working the shaft, lubricating it with the plentiful precum that continues to gently leak from the tip. <<if _partner.monster is "monster">> The <<beasttype 1>> grips the quilt harder, and starts breathing heavily. <<else>> The <<beasttype 1>> continues panting, <<bhis 1>> tongue lolling out of <<bhis 1>> mouth. <</if>> <br><br> <<if _gwylan.vagina is "none">> <<if $settings.analEnabled>> <<set $phase to 1>> /* Anal */ Gwylan lifts <<himself>>, and slowly guides the <<beasttype 1>>'s penis into <<his>> bottom. <span class="lewd"><<His>> tattoos begin to softly glow with the familiar green light.</span> <<He>> leans back, placing both hands on the ground to steady <<himself>>, and begins riding the <<beasttype 1>>. <<else>> <<set $phase to 2>> /* Handjob */ Gwylan releases the _partner.penisdesc and starts to slowly run <<his>> fingers around the tip. <<He>> alternates between servicing the shaft and head, and you begin to notice a pattern. <<Hes>> precisely counting the time between each switch under <<his>> breath. <</if>> <<else>> <<set $phase to 1>> /* Vaginal */ Gwylan lifts <<himself>>, and slowly guides the <<beasttype 1>>'s penis into <<his>> pussy. <span class="lewd"><<His>> tattoos begin to softly glow with the familiar green light.</span> <<He>> leans forward, placing both hands on the ground to steady <<himself>>, and begins riding the <<beasttype 1>>. <</if>> <<else>> /* Wolf/person does not have a penis */ <span class="lewd">Gwylan positions <<himself>> between the <<beasttype 1>>'s legs and takes a deep breath.</span> <br><br> <<if _partner.monster is "monster">> The <<beasttype 1>> whines and moans, placing <<bhis 1>> hands over <<bhis 1>> tummy again. <<else>> The <<beasttype 1>> whines. <</if>> Is <<bhe 1>> in heat? Gwylan caresses the <<beasttype 1>>'s belly, running individual fingers over sensitive spots before they find their way to <<bhis 1>> pussy. <<He>> effortlessly pushes a finger in, causing the <<beasttype 1>> to arch <<bhis 1>> back and whine even louder. <br><br> <<if _gwylan.penis is "none">> <<set $phase to 3>> /* Fingering */ <<He>> gently fingers <<bhim 1>>, slowly working <<his>> way up to pushing a second finger in. After a few moments <<he>> withdraws <<his>> fingers, and begins to rub the entrance. <<if _partner.monster is "monster">><<He>> gives the clit the most attention.<</if>> <<He>> alternates between rubbing and fingering, and you begin to notice a pattern. <<Hes>> precisely counting the time between each switch under <<his>> breath. <<else>> <<set $phase to 4>> /* Vaginal */ <<He>> takes <<his>> _gwylan.penisdesc in <<his>> other hand, and guides it towards the <<beasttype 1>>'s pussy. <<He>> teases the entrance with it for a moment, before slowly pushing it in. <span class="lewd"><<His>> tattoos begin to softly glow with the familiar green light.</span> <<if _partner.monster is "monster">> The <<beasttype 1>> writhes and moans, before relaxing into Gwylan's rhythm. <<else>> The <<beasttype 1>> continues panting, <<bhis 1>> tongue lolling out of <<bhis 1>> mouth. <</if>> Gwylan makes gentle, soothing noises for <<bhim 1>>. <</if>> <</if>> <<if hasSexStat("deviancy", 3) or $wolfgirl gte 4 or $fox gte 4>> <<arousal 2000>><<ggarousal>> <<else>> <<arousal 500>><<garousal>> <</if>> <br><br> <<He>> moves with a practised certainty, as if <<hes>> done this many times before. A well-rehearsed routine. <<His>> face remains focused and stoic. <br><br> <<if hasSexStat("deviancy", 3)>> <<link [[Masturbate while watching (0:10)|Forest Shop Caught 6]]>><<set $phase2 to 1>><<pass 10>><<arousal 3000>><</link>><<deviant3>><<ggarousal>> <<else>> <<insufficientStat "deviancy" "to masturbate while watching">> <</if>> <br> <<link [[Keep watching (0:10)|Forest Shop Caught 6]]>><<pass 10>><</link>><<deviant1>> <br><<effects>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> <<set $gwylanSeen.pushUnique("caught")>> <<if $phase2 is 1>> <<outfitChecks>> You make yourself comfortable against the side of the building. You <<if !_bottomless>>displace your _bottom.name and<</if>> start to pleasure yourself, switching between watching the mating display and closing your eyes to listen to it. <<deviancy3>> <</if>> Gwylan's breathing gets a little heavier. <<if $phase is 1 or $phase is 4>> <<He>> grinds <<his>> hips, barely making a noise. <<His>> expression is almost unreadable. <<else>> <<His>> green-tinted eyes remain locked on the <<beasttype 1>>, <<his>> expression almost unreadable. <</if>> <<His>> pace increases again. The smell of the incense becomes more intense, and the glow begins to shift in hue to vibrant purples and reds. <span class="lewd">You hear a heartbeat growing louder and louder, each pulse sending heat to your extremities and loins. You have phantom sensations all over your body, matching where Gwylan and the <<beasttype 1>> make contact.</span> <<if $phase2 is 1>> You match your masturbation to their rhythm. <<arousal 4000>><<gggarousal>> <<else>> <<arousal 1000>><<garousal>> <</if>> <br><br> "Purge," Gwylan says, speaking it like an order. <<if $temple_confessor_intro>> <span class="lewd">The word reverberates in your mind, pulling at your muscle memory from working the confessional.</span> <</if>> Your head begins to spin as the <<beasttype 1>> approaches climax. <<switch $phase>> <<case 1>> Gwylan lets out a quiet grunt as <<he>> plunges down onto the <<beasttype 1>>'s _partner.penisdesc. After a bit of resistance, the whole knot slips into <<him>>. <<His>> body shudders as the <<beasttype 1>>'s semen fills <<him>>. <<He>> grinds <<his>> hips down hard. The <<beasttype 1>> trembles. <<case 2>> Gwylan rubs the tip and shaft in tandem and sustains the rapid pace for a moment, before pushing <<his>> hair back and lowering <<his>> head to it. You can almost feel <<his>> hot breath on you, as if it were you under <<him>> instead. A thick rope of cum shoots into <<his>> open mouth as <<he>> closes <<his>> eyes. <<He>> quickly swallows it, before continuing to work the shaft. <<He>> opens <<his>> mouth again, expecting another load, but keeps <<his>> eyes open this time. <<case 3>> Gwylan rubs the <<beasttype 1>>'s clit with one hand, and fingers <<bhim 1>> with the other. <<bHis>> back arches again, but Gwylan doesn't slow down. <<He>> inserts a third finger. Lewd fluid gushes from the <<beasttype 1>>'s pussy. <<default>> Gwylan lets out a quiet grunt as <<he>> plunges fully into the <<beasttype 1>>'s pussy. <<if _partner.monster is "monster">> <<bHis 1>> legs lock around <<him>> as <<he>> grips the quilt again. <</if>> Lewd fluids gush from <<bhis 1>> pussy. <</switch>> <<arousal 2000>><<ggarousal>> <br><br> <<link [[Next|Forest Shop Caught 7]]>><</link>> <br><<effects>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> <<if $phase2 is 1 or ($arousal gte $arousalmax and ($wolfgirl gte 6 or $fox gte 6))>> <<if $phase2 is 1>> <<set $gwylanSeen.pushUnique("caught_masturbate")>> You manage to time your own orgasm well. <<else>> The heat within you boils over. You're hit with a rush of pleasure and cover your mouth. <</if>> <<arousal 10000>><<orgasm>> <span class="lewd">Gwylan tenses up and suddenly moans, <<his>> body almost perfectly matching your own spasms.</span> <<Hes>> not ready for it, and <<his>> face is a mix of pleasure and shock. <span class="lewd">It's like <<he>> felt your orgasm <<himself>>.</span> <<He>> reaches for something off to <<his>> side, but <span class="red">knocks over one of the incense burners instead.</span> It shatters against the stone below. The glow fades from <<his>> eyes in an instant. <<His>> pupils dilate, and a look of horror washes over <<his>> face. <span class="red"><<Hes>> looking directly at you.</span> <br><br> <<He>> stares at you, <<his>> face beetroot-red. <<He>> begins stammering, starting several different explanations all at once without finishing a single word. <<else>> You hear the repeated thrum of wood against stone from behind you. You start to turn, but are <span class="red">suddenly pushed out from your hiding place by something.</span> You stumble out into the open. <br><br> Gwylan stops and tilts <<his>> head. The glow starts to fade from <<his>> eyes. The moment it's gone, <<he>> freezes. <<His>> pupils dilate, and a look of horror washes over <<his>> face. <span class="red"><<Hes>> looking directly at you.</span> <<He>> flails, attempting to cover <<himself>>, but <span class="red">knocks over one of the incense burners instead.</span> It shatters against the stone below. <br><br> <<He>> continues to stare at you, frozen in the midst of pleasuring this <<beasttype 1>>, <<his>> face beetroot-red. <<He>> begins stammering, starting several different explanations all at once without finishing a single word. <</if>> <<switch $phase>> <<case 1>> <<He>> shakily lifts <<his>> pelvis off the <<beasttype 1>>, the knot exiting with a <i>pop</i>. "W-wait," <<he>> finally manages. "I..." A final rope of cum shoots out from the <<beasttype 1>>'s penis, leaving a fresh unbroken streak of it right across Gwylan's face. <<Hes>> further interrupted by a growl from below <<him>>. The glow has faded from the <<beasttype 1>>'s eyes too. <<case 2>> "W-wait," <<he>> finally manages. "I..." <<Hes>> interrupted by a final rope of cum from the <<beasttype 1>>'s penis hitting <<him>> directly in the face, leaving an unbroken streak across it. <<Hes>> further interrupted by a growl from below <<him>>. The glow has faded from the <<beasttype 1>>'s eyes too. <<default>> "W-wait," <<he>> finally manages. "I..." <<Hes>> interrupted by a growl from below <<him>>. The glow has faded from the <<beasttype 1>>'s eyes too. <</switch>> <br><br> "Oh dear." <br><br> <<link [[Next|Forest Shop Caught 8]]>><</link>> <br><<effects>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> <<switch $phase>> <<case 1>> <<if _partner.monster is "monster">> The <<beasttype 1>> shoves Gwylan off of <<bhim 1>>. "Witch," <<bhe 1>> barks. "We do this my way." <<bHe 1>> pushes Gwylan onto <<his>> stomach, mounting <<him>> from behind and easily pinning <<him>> in place with <<bhis 1>> weight. <<else>> The <<beasttype 1>> squirms free, before lunging its whole body weight at Gwylan. <<bHe 1>> topples <<him>> and mounts <<him>> from behind, easily holding <<him>> down with <<bhis 1>> weight. <</if>> <br><br> Gwylan looks at you with a hint of fear. "H-hold on, this is part of thhowww!" Gwylan slurs as the <<beasttype 1>> roughly thrusts back into <<him>>. "Th-this is the thanks I get for treating you so well?!" Gwylan clenches <<his>> teeth and fists, bracing <<himself>> against the <<beasttype 1>>'s rough thrusting. <<He>> lets out another grunt of pained pleasure as <<his>> hair is pulled back. <br><br> "Okay, no, that's... enough!" <<He>> struggles to say. <<He>> seems to remember you're there, and looks to you again. "Hey, over there! The jar of blue sand! Please!" <<He>> points over to the broken incense burner and sure enough, there's a jar of blue sand on a side table right next to it. <<case 2 3>> <<if _partner.monster is "monster">> The <<beasttype 1>> shoves Gwylan off of <<bhim 1>>. "Witch," <<bhe 1>> barks. "We do this my way." <<bHe 1>> pushes Gwylan onto <<his>> back, mounting <<him>> and easily pinning <<him>> in place with <<bhis 1>> weight. <<else>> The <<beasttype 1>> lunges its whole body weight at Gwylan. <<bHe 1>> topples <<him>> and mounts <<him>> from the front, easily holding <<him>> down with <<bhis 1>> weight. <</if>> <br><br> Gwylan looks at you with a hint of fear. "H-hold on, this is part of th—" Gwylan starts, but is silenced by the <<beasttype 1>>'s <<if _partner.penis isnot "none">> still-erect cock thrusting into <<his>> mouth. <<else>> pussy covering <<his>> mouth. <</if>> <<bHe 1>> keeps <<him>> pinned despite Gwylan's attempts to push <<bhim 1>> off. <<He>> taps on the <<beasttype 1>>'s side multiple times, but <<bhe 1>> shows no signs of stopping. After a moment, Gwylan starts pointing at something. You follow <<his>> hand, and see a jar of blue sand on a side table next to the now-broken incense burner. <<default>> <<if _partner.monster is "monster">> The <<beasttype 1>> locks <<bhis 1>> legs around Gwylan again. "Witch," <<bhe 1>> barks. "We do this my way." <<bHe 1>> twists <<bhis 1>> body, forcing Gwylan onto <<his>> back while straddling <<him>>. <<else>> The <<beasttype 1>> lunges its whole body weight at Gwylan. <<bHe 1>> topples <<him>> and mounts <<him>> from the front, easily holding <<him>> down with <<bhis 1>> weight. <</if>> <br><br> Gwylan looks at you with a hint of fear. "H-hold on, this is part of th—" <<if _partner.monster is "monster">> <<Hes>> cut off once again, this time by the <<beasttype 1>> <<if $NPCList[1].breastsize gte 3>> leaning forward and smothering <<his>> face between <<bhis 1>> breasts. <<else>> placing both <<bhis 1>> hands over Gwylan's face. <</if>> <<else>> <<Hes>> cut off once again, this time by the <<beasttype 1>> laying both of its front legs right on <<his>> face. <</if>> <<bHe 1>> inserts Gwylan's _gwylan.penisdesc into <<bhimself 1>> again, and starts to ride <<him>>. <br><br> You hear <<him>> say something muffled along the lines of 'This is the thanks I get for treating you so well?', before <<he>> manages to turn <<his>> head to the side. "Okay, no, that's... enough!" <<He>> struggles to say. <<He>> seems to remember you're there, and looks to you again. "B-be a dear and grab that jar for me, would you?" <<He>> points over to the broken incense burner and sure enough, there's a jar of blue sand on a side table right next to it. <</switch>> <br><br> <<link [[Help Gwylan|Forest Shop Caught Help]]>><</link>> <br> <<if hasSexStat("deviancy", 3)>> <<link [["Distract" the <<beasttype 1>>|Forest Shop Caught Distract]]>><<npcincr Gwylan lust 4>><</link>><<deviant3>><<if $phase is 2>><<oralvirginitywarning>><</if>><<gglust>> <<else>> <<insufficientStat "deviancy" "to 'distract' the <<beasttype 1>>">> <</if>> <br> <<link [[Just keep watching|Forest Shop Caught Watch]]>><<npcincr Gwylan lust 2>><</link>><<glust>> <br><<effects>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> <<set $gwylanSeen.pushUnique("caught_action_help")>> You rush over to the side table, opening the small jar. It smells of the ocean and cools the heat within you. <<arousal -1000>><<larousal>> <br><br> You look to Gwylan for instructions. <<if $phase is 2 or $phase is 3>> <<He>> rapidly opens and closes <<his>> hand towards the <<beasttype 1>>'s face. You grab a small handful of the sand and blow it at <<bhim 1>>. <<else>> "Small handful, about four tablespoons, in <<bhis 1>> face!" You oblige, blowing your best estimation of four tablespoons of sand in the <<beasttype 1>>'s face. <</if>> <br><br> <span class="lblue">The effect is almost immediate. <<bHis 1>> thrusting slows down, <<bhis 1>> face entirely blank.</span> <br><br> Gwylan gasps for breath and slowly crawls out from under <<bhim 1>> before standing up, breathing heavily. <<He>> snaps <<his>> fingers in the <<beasttype 1>>'s face. No response. <<He>> roughly grabs <<bhim 1>> by the scruff, dragging <<bhim 1>> to the wall of the garden. The <<beasttype 1>> manages to stay on <<bhis 1>> feet with clumsy steps, but seems to only be animated by basic reflexes. <br><br> Gwylan stops in front of a small hatch. <<He>> opens it, revealing a mossy hole leading into pitch-blackness. "Go home," <<he>> whispers in <<bhis 1>> ear. The <<beasttype 1>> slowly and awkwardly crawls through the hole. Gwylan shuts and locks the hatch behind it. <br><br> <<He>> walks back to you, still entirely naked save for <<his>> witch hat <<if _gwylan.penis is "none" and $settings.analEnabled>>and 'tail' <</if>>but making no effort to hide <<his>> exposure. "Thanks," <<he>> says flatly, <<his>> face still beetroot-red in embarrassment. "I... can explain." <br><br> <<link [[Reassure Gwylan|Forest Shop Caught 9]]>><<set $phase2 to 1>><</link>> <br> <<link [[Tease Gwylan|Forest Shop Caught 9]]>><<npcincr Gwylan lust 2>><<set $phase2 to 2>><</link>><<glust>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Tell Gwylan you like doing things with wolves too|Forest Shop Caught 9]]>><<npcincr Gwylan lust 4>><<set $phase2 to 3>><</link>><<deviant2>><<gglust>> <br> <</if>><<effects>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> <<set $gwylanSeen.pushUnique("caught_action_distract")>> You rush to Gwylan's side. <<switch $phase>> <<case 1>> Knowing exactly what to do, you wrap your hands around the <<beasttype 1>>, and force your hands in between <<bhis 1>> _partner.penisdesc and Gwylan. It takes a few tries, but you manage to grab it. <<bHe 1>> continues thrusting into your hands, not even aware of your subterfuge. <<deviancy3>> Gwylan slides out from under <<bhim 1>> right away. The <<beasttype 1>> is thrown off balance, but a tight squeeze on <<bhis 1>> penis makes <<bhim 1>> think twice about resisting. Gwylan reaches towards the side table, uncapping the jar and grabbing a small handful of the blue sand, <span class="lewd">just in time for the <<beasttype 1>> to ejaculate in your hands.</span> Gwylan blows the sand in <<bhis 1>> face. <<bodyliquid "leftarm" "semen">><<bodyliquid "rightarm" "semen">> <<case 2>> Knowing exactly what to do, you lie beside Gwylan and reach for the <<beasttype 1>>'s _partner.penisdesc. With some effort, you manage to get it out of Gwylan's mouth, guiding it instead into yours. <<if $player.virginity.penile is true>> It tastes strange. <<takeVirginity _partner.fullDescription "oral">> <</if>> You service <<bhim 1>> as best you can at this awkward angle. <<deviancy3>> The <<beasttype 1>> doesn't seem to mind the switch, giving Gwylan the chance to break free. <<He>> reaches towards the side table, uncapping the jar and grabbing a small handful of the blue sand, <span class="lewd">just in time for the <<beasttype 1>> to ejaculate in your mouth.</span> Gwylan blows the sand in <<bhis 1>> face. <<bodyliquid "mouth" "semen">> <<case 3>> Knowing exactly what to do, you wrap your hands around the <<beasttype 1>>, and force your hands in between <<bhis 1>> pussy and Gwylan. You slip your fingers inside, giving it much more direct stimulation. <<bHe 1>> continues thrusting against your hands, seeming to prefer this arrangement. <<deviancy3>> Gwylan slides out from under <<bhim 1>> right away. The <<beasttype 1>> is thrown off balance, but some extra stimulation from your hands seems to placate <<bhim 1>> for a moment. Gwylan reaches towards the side table, uncapping the jar and grabbing a small handful of the blue sand, <span class="lewd">just in time for the <<beasttype 1>> to shudder in climax.</span> Gwylan blows the sand in <<bhis 1>> face. <<bodyliquid "leftarm" "goo">><<bodyliquid "rightarm" "goo">> <<default>> Knowing exactly what to do, you wrap your hands around the <<beasttype 1>>, and force your hands in between <<bhis 1>> pussy and Gwylan's _gwylan.penisdesc. It takes a few tries, one of which led to an awkward almost-handjob for Gwylan, but you manage to slip your fingers inside the <<beasttype 1>>'s pussy. <<bHe 1>> continues thrusting against your hands, not even aware of your subterfuge. <<deviancy3>> Gwylan slides out from under <<bhim 1>> right away. The <<beasttype 1>> is thrown off balance, but some extra stimulation from your hands seems to placate <<bhim 1>> for a moment. Gwylan reaches towards the side table, uncapping the jar and grabbing a small handful of the blue sand, <span class="lewd">just in time for the <<beasttype 1>> to shudder in climax.</span> Gwylan blows the sand in <<bhis 1>> face. <<bodyliquid "leftarm" "goo">><<bodyliquid "rightarm" "goo">> <</switch>> <span class="lblue">The effect is almost immediate. <<bHis 1>> thrusting slows down, <<bhis 1>> face entirely blank.</span> <br><br> Gwylan breathes heavily. <<He>> snaps <<his>> fingers in the <<beasttype 1>>'s face. No response. <<He>> roughly grabs <<bhim 1>> by the scruff, dragging <<bhim 1>> to the wall of the garden. The <<beasttype 1>> manages to stay on <<bhis 1>> feet with clumsy steps, but seems to only be animated by basic reflexes. <br><br> Gwylan stops in front of a small hatch. <<He>> opens it, revealing a mossy hole leading into pitch-blackness. "Go home," <<he>> whispers in <<bhis 1>> ear. The <<beasttype 1>> slowly and awkwardly crawls through the hole. Gwylan shuts and locks the hatch behind it. <br><br> <<He>> walks back to you, still entirely naked save for <<his>> witch hat <<if _gwylan.penis is "none">>and 'tail' <</if>>but making no effort to hide <<his>> exposure. "Thanks," <<he>> says flatly, <<his>> face still beetroot-red in embarrassment. "That was a bit of a roundabout solution, but I'm the last person to judge. You... probably want an explanation." <br><br> <<link [[Reassure Gwylan|Forest Shop Caught 9]]>><<set $phase2 to 1>><</link>> <br> <<link [[Tease Gwylan|Forest Shop Caught 9]]>><<npcincr Gwylan lust 2>><<set $phase2 to 2>><</link>><<glust>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Tell Gwylan you like doing things with wolves too|Forest Shop Caught 9]]>><<npcincr Gwylan lust 4>><<set $phase2 to 3>><</link>><<deviant2>><<gglust>> <br> <</if>><<effects>> <<set _gwylan to C.npc.Gwylan>> <<set _partner to $NPCList[1]>> <<set $gwylanSeen.pushUnique("caught_action_watch")>> You stay rooted to the spot, not wanting to risk the <<beasttype 1>>'s ire. <br><br> <<switch $phase>> <<case 1>> Gwylan continues to be relentlessly fucked by the <<beasttype 1>>. <<bHis 1>> pace starts to even out, and Gwylan begins to relax, letting the <<beasttype 1>> use up <<bhis 1>> energy. <<He>> bites <<his>> own hand to suppress <<his>> moans, trying to keep some form of dignity in front of you. <br><br> <<He>> closes <<his>> eyes as the <<beasttype 1>> thrusts one final time, filling <<him>> up again. The <<beasttype 1>> doesn't have enough stamina to push the knot in again, and disengages with a huff. <<case 2>> Gwylan continues to be relentlessly facefucked by the <<beasttype 1>>. <<bHis 1>> pace starts to even out, and Gwylan begins to relax, letting the <<beasttype 1>> use up <<bhis 1>> energy. <br><br> The <<beasttype 1>> thrusts one final time, shooting <<bhis 1>> see down Gwylan's throat. <<He>> seems to be swallowing it all, as <<he>> doesn't make anything resembling a choking sound. The <<beasttype 1>> disengages with a huff. <<case 3>> Gwylan continues to be relentlessly facefucked by the <<beasttype 1>>. <<bHis 1>> pace starts to even out, and Gwylan begins to relax, letting the <<beasttype 1>> use up <<bhis 1>> energy. <br><br> The <<beasttype 1>> grinds <<bhis 1>> pussy against Gwylan's face one final time, shuddering. <<He>> disengages with a huff. <<default>> Gwylan continues to be relentlessly fucked by the <<beasttype 1>>. <<bHis 1>> pace starts to even out, and Gwylan begins to relax, letting the <<beasttype 1>> use up <<bhis 1>> energy. <<He>> bites <<his>> own hand to suppress <<his>> moans, trying to keep some form of dignity in front of you. <br><br> <<He>> closes <<his>> eyes as the <<beasttype 1>> grinds down on <<his>> pelvis, shuddering in climax. <<bHe 1>> pants heavily, then disengages with a huff. <</switch>> <br><br> <<if _partner.monster is "monster">> "So weak and vulnerable without your tricks," the <<beasttype 1>> says as <<bhe 1>> stands up. <<bHe 1>> yawns, exhausted by climaxing twice in such quick succession. <<else>> The <<beasttype 1>> backs away, sitting down and yawning. <<bHe 1>> must be exhausted from climaxing twice in such quick succession. <<bHe 1>> spends a moment licking <<bhis 1>> nethers, before shaking off. <</if>> <<bHe 1>> shambles over to the garden wall, towards an open hatch over a mossy hole leading into pitch-blackness. <<bHe 1>> clumsily climbs in, disappearing into the darkness. The hatch clatters shut behind <<bhim 1>>. <br><br> Gwylan just lays there for a few minutes, breathing heavily and covering <<his>> own face. <<He>> eventually catches <<his>> breath, standing up and walking up to you, still entirely naked save for <<his>> witch hat <<if _gwylan.penis is "none">>and 'tail' <</if>>but making no effort to hide <<his>> exposure. <<if $phase is 2>> Some of the <<beasttype 0>>'s semen lingers on the corner of <<his>> mouth. <</if>> "Rude," <<he>> says flatly, grabbing your cheeks. "You interrupted my ritual, <<if $gwylanSeen.includes("caught_masturbate")>>pleasured yourself watching me, <</if>>stood there gawking while I lost control, and wouldn't even clean up your mess." <<His>> face is still beetroot-red in embarrassment. "I don't think I even owe you an explanation now." <<He>> huffs and turns away. <br><br> <<link [[Reassure Gwylan|Forest Shop Caught 9]]>><<set $phase2 to 1>><</link>> <br> <<link [[Tease Gwylan|Forest Shop Caught 9]]>><<npcincr Gwylan lust 2>><<set $phase2 to 2>><</link>><<glust>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Tell Gwylan you like doing things with wolves too|Forest Shop Caught 9]]>><<npcincr Gwylan lust 4>><<set $phase2 to 3>><</link>><<deviant2>><<gglust>> <br> <</if>><<effects>> <<if $phase2 is 1>> <<switch $speech_attitude>> <<case "meek">> "I-if you don't want to talk about it, that's okay, I can pretend I never saw anything," <<case "bratty">> "Don't be so glum, do you have any idea how many fucked up people are in this town? This is pretty mild compared to some of the shit I've seen," <<default>> "It's okay, I'm not going to judge you," <</switch>> you say, giving Gwylan a patient smile. <<He>> quickly composes <<himself>>. <<elseif $phase2 is 2>> <<switch $speech_attitude>> <<case "meek">> "I-I guess I get it, it must get lonely out here by yourself," you say with a grin. "Do <<beastsplural 1>> make for good company?" <<case "bratty">> "I knew Gwylan was a Welsh name, but I wasn't expecting this," you say with a grin. <<default>> "You and that <<beasttype 1>> were really going at it," you say with a grin. "You can't just back out now, I know your dirty little secret." <</switch>> <br><br> "So rude!" <<he>> says, punching you on the shoulder. <<if $gwylanSeen.includes("likes_wolves")>> "I didn't poke fun when you told me about your escapades with the wolf pack, you could at least give me the same courtesy," <<he>> pouts. <</if>> Despite that, <<he>> composes <<himself>>. <<else>> <<switch $speech_attitude>> <<case "meek">> "I-it's okay, I didn't expect to meet someone else who really likes wolves," you say sheepishly. <<case "bratty">> "Look, I get it, I'm not much different. Sometimes humans don't cut it, right? I like a good lay with the wolves too," you say. <<default>> "You're not the only one that likes a good roll in the hay with wolves," you say. <</switch>> <<if $wolfgirl gte 6 and $transformationParts.wolf.ears isnot "hidden">> You give your wolf ears a tug for emphasis. <</if>> <<deviancy2>> <<if $gwylanSeen.includes("caught_action_distract")>> Gwylan nods. "I guessed as much, with the way you helped pull <<bhim 1>> off of me. <<if $gwylanSeen.includes("caught_masturbate")>> Not to mention you pleasuring yourself just around the corner. <<if $gwylanSeen.includes("likes_wolves")>> Or what you told me about your time with the wolf pack. <</if>> <<elseif $gwylanSeen.includes("likes_wolves")>> Not to mention what you told me about your time with the wolf pack. <</if>> You seemed to enjoy it." <<He>> smiles at you. <<elseif $gwylanSeen.includes("caught_action_watch")>> Gwylan stares at you for a moment. "I suppose that explains why you were just standing there enjoying the show. <<if $gwylanSeen.includes("caught_masturbate")>> Maybe a little too much.<</if>> <<if $gwylanSeen.includes("likes_wolves")>> Not to mention what you told me about your time with the wolf pack. <</if>> I hope it was gratifying." <<He>> loosens up and smiles at you. <<elseif $gwylanSeen.includes("likes_wolves")>> <<if $gwylanSeen.includes("caught_masturbate")>> Gwylan nods. "I guessed as much, you certainly seemed to enjoy watching. Not to mention what you told me about your time with the wolf pack." <<He>> loosens up. <<else>> Gwylan looks at you with surprise. "So, you meant what you said about your time with the wolf pack." <<He>> smiles at you. <</if>> <<else>> <<if $gwylanSeen.includes("caught_masturbate")>> Gwylan nods. "I guessed as much, you certainly seemed to enjoy watching." <<He>> loosens up. <<else>> Gwylan looks at you with surprise. "You... really? You're full of surprises." <<He>> smiles at you. <</if>> <</if>> <<set $gwylanSeen.pushUnique("likes_wolves")>> <</if>> <br><br> "Alright," <<he>> finally says, taking a deep breath. "Nothing to be done about it. That <<beasttype 1>> was tainted, and I was... cleaning <<bhim 1>>. <span class="red">This whole forest is sick.</span> Although, 'cursed' might be a more fitting word. Poisoned by the careless and malicious in equal parts. This poison spreads through the vegetation, into the animals that eat it, and then into the animals that eat them. <span class="purple">It grows like an infection,</span> until it inundates everything. It makes plants grow wild, strangling the earth, the animals, and each other. It makes beasts more aggressive, seeking out human prey when they otherwise wouldn't." <br><br> <<His>> eyes flit back and forth between you and something on the other side of the garden. "It's an old concord. An agreement of sorts. Making sure it never reaches the point of no return has been my..." <<He>> pauses. "My family's responsibility for generations." <br><br> Gwylan seems to remember that <<hes>> naked, and starts to search around for something. <<He>> picks up a silk robe from the ground, and pulls it over <<himself>>. <br><br> <<link [[Next|Forest Shop Caught 10]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> "It's always in flux. Some years, it's mild, and my simple remedies are enough. In others, it requires more severe measures to match, like what you just saw. It spreads most quickly when mating, which also means it's the best way to... extract the poison. Here, I can make sure it doesn't spread further, and neutralise it." <<He>> points to <<his>> tummy. "In my body." <br><br> <<if _gwylanStatus.includes("cautious")>> <<if $auriga_scar gte 1>> <<He>> looks at your chest. "That might all sound familiar to you, <i>scar-bearer</i>. You've thrown your lot in with the worst of puppets and fools, the same ones responsible for the poison. <<else>> <<He>> stares through you. "That might all sound familiar to you. You've rubbed shoulders with the worst of puppets and fools, the same ones responsible for the poison. <</if>> I hope you can forgive my caution around you." <br><br> <<elseif $gwylanTalked.includes("temple_confessor")>> <<He>> smiles. "That might all sound familiar to you, <i>confessor</i>. I hope you don't find me too heretical for using your methods." <br><br> <</if>> A long moment of silence passes. <<He>> crosses <<his>> arms. "You're awfully nosy, sneaking in here <span class="blue">again</span>. I suppose the shop showed you the way." <<He>> doesn't sound angry, but you can't quite tell. "You're lucky you're so interesting." <br><br> <<He>> notices your confused look. "<span class="blue">You've been here once already.</span> You stumbled around in my storeroom, making all sorts of noise. I thought you were an intruder or thief." <<He>> gestures to the jar of blue sand. "<span class="pink">I... made you forget about it.</span> I could make sure you don't remember this time either, but you're too curious. You'll just find your way in here again. So troublesome... You could do with learning some etiquette and manners. This shop is my home, and you've broken in and violated my privacy." <br><br> Despite appearing close to your age, Gwylan's tone makes you feel like a child being lightly scolded by <<pher>> parent, complete with the shame that follows. It's nothing like Bailey's scolding. Gwylan's voice is firm, but caring. <<switch $bodysize>> <<case 0>>It doesn't help that you have to look up to meet <<his>> gaze. <<case 1 2>> <<case 3>>Even though you're a fair bit taller than <<him>>, it makes you feel small. <</switch>> <<stress 4>><<gstress>> <br><br> <<if _gwylanStatus.includes("cautious")>> <<He>> continues staring you down. "If you wish to remain on friendly terms with me, you'll need to prove I can trust you. <<else>> <<He>> leans in. A sly smile crosses <<his>> face. "There are ways you can make it up to me. <</if>> <<if $gwylan.request.event>> <span class="blue">Disregard the last request I gave you.</span><</if>> Come by the shop tomorrow, and dress for exertion." <br><br> <<gwylanRequestEnd "skip">> <<run gwylanRequest("meetAtShop")>> <<link [[Say you'll be there|Forest Shop Caught End]]>><<set $phase to 1>><</link>> <br> <<link [[Refuse|Forest Shop Caught End]]>><<set $phase to 2>><</link>> <br> <<link [[Ask what you'll be doing|Forest Shop Caught End]]>><<set $phase to 3>><</link>> <br><<effects>> <<if $phase is 1>> <<switch $speech_attitude>> <<case "meek">> "S-sure, I'll help with whatever it is you need. I'm sorry," you say. <<case "bratty">> "If I have to, I guess I owe it to you for peeping in," you say. <<default>> "If you insist, I'll be there," you say. <</switch>> <br><br> <<His>> face softens, and <<his>> arms uncross. "Good. You know my secret now, and that comes with some obligations. I'll make sure your curiosity is sated properly." <<elseif $phase is 2>> <<switch $speech_attitude>> <<case "meek">> "I-I don't think I should," you say. <<case "bratty">> "Hey, it's not my fault your locks suck," you say. <<default>> "I'd rather not," you say. <</switch>> <br><br> <<He>> tilts <<his>> head, and <<his>> eyes narrow. It makes your heart skip a beat. "It wasn't a request." <<His>> face comes close to yours. "I was being courteous, which is more than you're owed right now. If you won't take responsibility for your actions, I'll just have to..." You feel a finger push up against the bottom of your chin. You shiver. "...convince you. I can be very persuasive." <<He>> smiles sweetly at you. "I'll see you here again, one way or another." <<else>> <<switch $speech_attitude>> <<case "meek">> "W-what exactly will we be doing?" you ask. <<case "bratty">> "At least tell me what we'll be doing first," you say. <<default>> "What will we be doing?" you ask. <</switch>> <br><br> <<He>> clasps <<his>> hands together and smiles. "We'll be making sure your curiosity is properly sated! You know my secret now, and that comes with some obligations. Don't worry too much." <</if>> <br><br> <<He>> leads you back into the shop. The floorboards creak with each step <<he>> takes, as if mocking <<him>>. <<if $gwylanSeen.includes("caught_masturbate")>> <<npcincr Gwylan lust 8>><<ggglust>> <<else>> <<npcincr Gwylan lust 4>><<gglust>> <</if>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<set $daily.gwylan.preventProgress to true>><<set $gwylan.timer.lastSeen to Time.date.timeStamp>><</link>> <br>/* no effects, included */ <<npc Gwylan>><<person1>> <<set $gwylanSeen.pushUnique("familiar_collar")>> Gwylan excitedly skips up to you as you enter the shop. "<<pcPetname "Gwylan">>! I have a surprise for you," <<he>> says in a sing-song voice. <br><br> <<He>> does a brief twirl as <<he>> stops in front of you, and opens <<his>> hands to you. <br><br> <span class="lewd"><<He>> reveals a collar,</span> unlike any you've seen before. It's dark green, and when you reach out to touch it, it tingles in your grasp. It's mostly made of a soft fabric, woven with strange runes. The most striking feature is the golden heart on the front. <br><br> "I made it just for you," <<he>> says with a slight blush. <<He>> turns the heart around, revealing <span class="lewd">your name engraved on it</span>. <<if $hypnosis_traits.devotion gte 3>><<arousal 400>><<hypnosisText "<<garousal>>">><</if>> <br><br> "It's very special. I've... let's say, I've attuned it to you and I. It's a trick collar, of sorts. Normally, it won't do anything special, but I can... lock it." <<He>> caresses your neck. "If you let me do so, <span class="blue">no one but me will be able to remove it.</span> It'll protect your neck, and no one will even be able to attach a leash to it. Except me, of course." <br><br> <<He>> walks around you, and wraps <<his>> arms around you. "<span class="green">It might just let me know if you're in danger nearby, too.</span> There's just one catch." <br><br> <<He>> plants a kiss on your neck. <<if $hypnosis_traits.devotion gte 3>><<hypnosisText "The tension leaves your body.">><</if>> "It will <span class="lewd">make your trance last until it's removed.</span> You don't mind though, do you?" <<His>> voice is honey dripping into your mind. <br><br> "Won't you let me put it on you, <<pcpetname "Gwylan" "my">>? It would mean the world to me." <br><br> <<link [[Let Gwylan put the collar on you|Forest Shop Familiar Collar Wear]]>><<npcincr Gwylan dom 10>><</link>><<gggyearning>><<gwylanHypnoNote>> <br> <<link [[Do not|Forest Shop Familiar Collar Wear]]>><<set $phase to "resist">><<npcincr Gwylan dom -5>><</link>><<gwylanWillpowerDifficulty>><<llyearning>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $phase is "resist">> <<if $willpowerSuccess>> <<set _resisted to true>> <<if $hypnosis_traits.devotion>> <span class="green">You push away the compulsion to submit.</span> <</if>> Gwylan pouts. "So rude, turning down a gift I worked so hard on. Very well. It'll be here in the shop if you want it. <span class="blue">Come see me if you want me to bind it.</span> It'll just be a normal collar otherwise." <<else>> <<hypnosisText "You push any thoughts of defiance away. How could you reject such a wonderful gift?">> <<if $hypnosis_traits.devotion gte 5>> You tremble in anticipation. "Please, put it on," you say. "I want to be yours." <<else>> You nod, and lift your head to give <<him>> easier access. <</if>> <</if>> <<else>> <<if $hypnosis_traits.devotion gte 5>> <<hypnosisText "You tremble in anticipation.">> "Please, put it on," you say. "I want to be yours." <<else>> You nod, and lift your head to give <<him>> easier access. <</if>> <</if>> <br><br> <<if !_resisted>> <<if $worn.neck.cursed is 1>> With a sharp click, your <<= $worn.neck.name>> releases your neck. In its place, the soft fabric embraces you. <<set $worn.neck.type.push("broken")>> <<neckruined true>> <<elseif $worn.neck.name isnot "naked">> Your <<= $worn.neck.name>> is lifted away. In its place, the soft fabric embraces you. <<generalUndress "wardrobe" "neck">> <<else>> Slowly, gently, the soft fabric embraces you. <</if>> <<neckwear 40>> You shiver. <br><br> It clicks into place. "<<pcPetname "Gwylan" "good">>. Now to lock it." <<He>> steps back around you, and pulls you into a tender kiss. <br><br> <<He>> holds the kiss, pulling you into a tight embrace. A faint green light illuminates your faces. Your heart pounds. You melt in <<his>> embrace, and become <<hers>>. <<gwylanKiss 25>> <<set $worn.neck.cursed to 1>> <br><br> <<He>> pulls away, but still cradles your head. "And with that, you're mine." <<He>> giggles, and gives you one last peck on the lips. "If you want me to release you, come talk to me. I might make you work for it, though." <br><br> <<He>> keeps holding you. You have no desire for <<him>> to let go, and feel a little empty when <<he>> finally does. You feel a pulse around your neck, from the golden heart, banishing the feeling and comforting you. As if Gwylan were still with you. Still embracing you. <</if>> <br><br> <<specialClothesUnlock "item" "familiar collar">> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br>/* no effects, included */ You walk into the forest shop, and- <br><br> <<lowerstrip>> <<upperstrip>> <<underlowerstrip>> <<underupperstrip>> <<pass 3>> <<orgasm>> <<silently>><<clotheson>><</silently>> You steady yourself against a nearby bookshelf, breathing heavily. Your mind feels foggy. <<trauma 3>><<gtrauma>> <br><br> You look down. There's no sign of what just happened to you. You look around. The shop is silent. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br>/* no effects, included */ <<npc Gwylan>><<person1>> You enter the forest shop. <<if $gwylanSeen.includes("partners")>> Before you can get your bearings, you're wrapped up in a warm embrace. Gwylan clings to you. <<if _gwylanTF.known>><<His>> tail curls around you. It's very soft.<</if>> <br><br> "Oh, sweetheart," <<he>> whispers. "You've been gone so long, I was starting to think you were never coming back. What happened to you?" <<else>> You hear rapid footsteps approaching, and Gwylan emerges from the gloom. "There you are!" <<He>> walks up and hugs you. "I was starting to wonder if you had forgotten about me. What happened to you?" <</if>> <br><br> <<gwylanReunion>> <br><br> <<if _gwylanStatus.includes("badEndReady")>> <<He>> doesn't let go. <br><br> "Please, just let me hold you for a little longer. I really though this would be the end. I thought I'd be alone again." <<switch $bodysize>> <<case 0 1>><<He>> withdraws only enough to look down into your eyes. <<case 2>><<He>> nuzzles <<his>> head into the crook of your neck. <<case 3>><<He>> presses <<his>> head into your chest. <</switch>> "Just a little longer." <br><br> You feel the slightest pinprick in your arm. <<pain 2>><<gpain>> <br><br> <span class="purple">The room starts to shift and distort.</span> Gwylan's face remains in perfect clarity at the center of your vision. <<He>> smiles sweetly, holding up a pink rose. Its stem drips red. <<hallucinogen 160>><<ggghallucinogens>> <br><br> The floor attacks you from below, but Gwylan guides you down slowly. "Shhh... just... a little longer." <br><br> <<His>> voice fades away with the rest of the room. <br><br> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 30>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 30>><<endevent>><</link>> <</if>> <<else>> <<if _badEndFollowup>> <<He>> holds you for just a moment longer, before letting go. "The shop must have something new to show you after going through that. Be sure to take a look around. I'd like to hear more." <<He>> bows, and steps back into the gloom. <<else>> <<He>> holds you for just a moment longer, before letting go. "I'm glad you're back. If you have any new stories for me, you know where to look." <<He>> bows, and steps back into the gloom. <</if>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<set $location to "forest_shop">><<set $outside to 0>><<effects>> <<npc Gwylan>><<person1>><<run statusCheck("Gwylan")>> <<pain 1>><<wash>><<dry_full>> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "A small fan keeps you cool.")>> <<elseif $passoutReason is "hypothermia">> <<set Weather.Temperature.override.increase.inside(5, "A thick blanket keeps you warm.")>> <</if>> You awaken harshly, feeling as though you just hit the ground back-first. You gasp and thrash. You try to, at least. <span class="red">Your limbs feel impossibly heavy.</span> You try to move your neck, but even that comes with great effort. <br><br> The room you're in is dark, dimly lit by candles that surround you in what you assume to be a circle. You lay on a quilted rug, encircled by a large symbol on the floor. <span class="blue">You feel clean, as if freshly washed.</span> <br><br> <<if $hypnosis_traits.devotion gte 4>> "My dearest." Gwylan's voice sends a warm shiver through your body. <<else>> "My dearest." Gwylan's voice startles you. <</if>> <<He>> sits down next to you, <<his>> face awash with worry and the slightest hint of shame. "I hope you can forgive me." <br><br> <<He>> leans over you and puts the tip of <<his>> finger on your forehead. "Forgive me for not keeping you safe."<br> <<His>> finger trails down to the tip of your nose. "Forgive me for not acting sooner."<br> Finally, <<his>> finger presses against your lips. "And forgive me for this act of selfishness." <br><br> <<He>> throws a leg over you to straddle you. "Your absence has torn me open. I need your touch. I need to make sure you're healed before you can face the outside world again, and only then can I, myself, heal." <br><br> You're stuck to the floor like a squashed insect, although you feel more like one put up in pins in a display case. <<if $hypnosis_traits.devotion gte 4>> <<hypnosisText "Your heart aches with guilt.">> You've made <<him>> so worried. <<stress 10>><<trauma 10>><<ggstress>><<ggtrauma>> <<elseif $hypnosis_traits.devotion gte 1>> <<hypnosisText "Your heart aches with a guilt you're not sure is your own.">> <<stress 4>><<trauma 4>><<gstress>><<gtrauma>> <</if>> <br><br> <<He>> leans down and embraces you. <<He>> couldn't hold you any closer without being under your skin. <br><br> <<if $hypnosis_traits.devotion gte 3 or $trauma gte 9000>> <<link [[Ask Gwylan to take care of you|Forest Shop Taken Start 2]]>><<sub 1>><<set $phase to 1>><<npcincr Gwylan lust 10>><<npcincr Gwylan dom 20>><</link>><<gwylanHypnoNote>><<gglust>><<gggyearning>> <br> <</if>> <<link [[Quietly return the embrace|Forest Shop Taken Start 2]]>><<set $phase to 2>><</link>> <br> <<link [[Lay still|Forest Shop Taken Start 2]]>><<set $phase to 3>><</link>> <br> <<link [[Tell Gwylan you want to leave|Forest Shop Taken Start 2]]>><<def 1>><<set $phase to 4>><</link>><<gwylanWillpowerDifficulty>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "A small fan keeps you cool.")>> <<elseif $passoutReason is "hypothermia">> <<set Weather.Temperature.override.increase.inside(5, "A thick blanket keeps you warm.")>> <</if>> <<unset $passoutReason>> <<if $phase is 1 or $phase is 4 and $hypnosis_traits.devotion gte 5>> <<if $phase is 4 and $hypnosis_traits.devotion gte 5>> <<hypnosisText "The words change as they leave your mouth.">> <</if>> <<switch $speech_attitude>> <<case "meek">> "It's so scary out there," you say. "Please take good care of me here. I want to stay." <<case "bratty">> "I can't take it anymore," you say. "Just let me stay here where it's safe." <<default>> "The world is scary," you say. "Please let me stay here." <</switch>> <<if $phase is 4 and $hypnosis_traits.devotion gte 5>> <<hypnosisText "Those weren't your words... but they sounded so appealing.">> <</if>> <span class="teal">The weight in your arms lifts.</span> You eagerly return Gwylan's embrace. <<gwylanHypnosis "devotion" 15>> <br><br> "Oh, <<pcpetname "Gwylan" "simple">>." <<His>> smile threatens to burn the forest down with its smothering warmth. <<He>> caresses your face. "Of course. I'll keep you safe from the world. I'll take care of everything. You'll never have to worry again." <<elseif $phase is 2>> You try to move your arms to embrace Gwylan, but they still feel heavy. After a brief struggle, you're just barely able to manage it. <br><br> <<He>> trills in satisfaction upon feeling your touch. <<He>> strokes your head. "There's a <<pcpetname "Gwylan" "good">>. I'll take care of everything." <<elseif $phase is 3>> You lay perfectly still. <<He>> continues snuggling against you for a while. "It's okay. You don't need to move. I'll take care of everything." <<else>> You open your mouth to speak, <<if $willpowerSuccess>> and <span class="green">push through the compulsion to stay silent</span>. <<switch $speech_attitude>> <<case "meek">> "That sounds nice, but... I really need to leave—" <<case "bratty">> "Let me go," you say. "I need to leave—" <<default>> "I can't stay here," you say. "I need to leave—" <</switch>> <br><br> <<He>> kisses you, cutting you off as <<his>> tongue slips into your mouth. <<gwylanKiss>> <br><br> <<His>> eyes remain open the whole time. <<if $hallucinations gte 2>> As <<he>> withdraws, a faint blue mist leaks from the corners of <<his>> mouth. You try to speak again, <span class="red">only to find that your voice is gone</span>. <<trauma 12>><<ggtrauma>> <<else>> As <<he>> withdraws, you try to speak again, <span class="red">only to find that your voice is gone</span>. <<trauma 12>><<ggtrauma>> <</if>> <br><br> <<His>> face looks different now. It doesn't look warm and comforting. It looks scolding. "You deny your promise to me, dear? Such insolence, to toy with a <<personsimple>>'s heart like this." <<His>> smile returns, twisted and dark. Almost playful. <<npcincr Gwylan dom -5>><<stress 24>><<lyearning>><<gggstress>> <br><br> <<He>> leans back in, caressing your chest as <<he>> lays atop you. "You just need to... remember." <<else>> <span class="red">but your voice catches in your throat.</span> <br><br> Gwylan's head tilts at you curiously. <<He>> then smiles and giggles. "Don't worry, <<pcpetname "Gwylan">>. I'll take care of everything." <</if>> <</if>> <br><br> <<if $worn.neck.name is "familiar collar">> <<His>> hands caress your collar. <<else>> <<His>> hands place something around your neck with a click. <<if $worn.upper.cursed is 1>> <<set _neckRuinedHere to true>> <<set $worn.neck.type.push("broken")>> <<neckruined true>> <<elseif $worn.neck.name isnot "naked">> <<set _neckStrippedHere to true>> <<generalUndress "wardrobe" "neck">> <</if>> <<neckwear 40>> <</if>> <<He>> whispers something, and plants a kiss on your cheek. A brief flash of green highlights your faces. <<if !$hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" 15>> <</if>> <br><br> <<link [[Next|Forest Shop Taken Start 3]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $worn.neck.cursed to 1>> <<if !$worn.neck.type.includes("leash")>> <<set $worn.neck.type.push("leash")>> <</if>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<He>> lifts <<his>> hand. A ribbon of green light connects it with the collar around your neck. <br><br> "Your collar will ensure the hypnosis remains in place <span class="red">indefinitely</span>." <<He>> claps <<his>> hands together, looking delighted. "I hope you find it comfortable. I made it just for you!" <<He>> flips up the golden heart-shaped plate. It has your name engraved on it. <<Hes>> right. It is comfortable. So comfortable that your muscles can't help but relax. <br><br> Your mind fills with terrifying submission. You don't want to resist anymore, and it scares you. Your head then throbs, as if the thought of fearing Gwylan was heresy. <br><br> <<hypnosisText "You lay still as <<he>> leans in for <<if $phase is 4 and $willpowerSuccess>>another<<else>>a<</if>> kiss.</span>">> <<His>> emerald eyes, wide open, overtake your vision. <<gwylanKiss>> <br> You feel something leave you, alongside <<his>> tongue. Gwylan has taken something from you. The thought doesn't scare you anymore, though. <<hypnosisText "<<He>> knows what's best for you. This is all for your sake.">> <br><br> <<if $phase is 1 or $phase is 4 and $hypnosis_traits.devotion gte 5>> "You'll stay here with me," <<he>> pauses, putting a finger up to <<his>> chin in thought. "For as long as you want, <<pcpetname "Gwylan">>. You deserve a rest." <<elseif $phase is 4 and $willpowerSuccess>> "You'll stay here with me." <<He>> tugs your leash. "You'll be happy." <<His>> tone is a mixture of commanding, pleading, and reassuring. "Let me make you happy, even if it's only for a short time." <<else>> "You'll stay here with me, for as long as..." <<he>> pauses, putting a finger up to <<his>> chin in thought. "I don't know!" <<He>> shrugs, <<his>> carefree smile brightening up the room. "We'll figure that out together, I suppose." <</if>> /* ToDo: Gwylan - move this somewhere more appropriate "You'll never get my smell out of your clothes, you'll never get my face to vanish from behind your eyelids, and you'll never get my voice out of your head. You may run around and play pretend with whomever you so wish, but in the end, you <i>will</i> return to me. It's what you promised me, my love. And no promise for or against me has ever been broken." */ <br><br> <<He>> lays down beside you again, his eyes still staring into yours. "I love you." <br><br> <<He>> snaps <<his>> fingers, and you fall asleep. <br><br> /* ToDo: Gwylan - soft bad end */ <span class="red">DEV NOTE: Not yet implemented.</span> <br><br> <<link [[Next|Forest Shop Entrance]]>><<clotheson>><<endevent>><</link>> <br><<canvas-model-override "trauma" true>> <<canvas-model-override "eyes_half" true>> <<canvas-model-override "mouth" "cry">> <<canvas-model-freeze "player">> <<hallucinogen 10>> You enter the forest shop, and immediately realise something is wrong. It's empty. Nobody. <br><br> Not just of its keeper. It's <i>entirely</i> empty. No shelves, no clothes, no strange mossy cabinets packed with knick-knacks. No light. Not even from the door behind you. It stops at the threshold. <br><br> No walls. No ceiling. <br><br> You take a step forward, and realise far too late that there's <span class="red">no air, either</span>. Your vision goes hazy in an instant, stars creeping into the edges of your vision as your muscles seize. <br><br> No hope. No safety. No life. <br><br> A pain overtakes your chest, spreading out from your heart. You look down, and see a <span class="tentacle">crackling scar</span> erupting from your skin in the same spot. <<pain 4>><<trauma 50>> <br><br> No glory. No pleasure. Damnation. <br><br> Something appears in the emptiness ahead. A pair of antlers, made of the same writhing nothingness as your scar. You collapse. There's no floor. You fall. <br><br> Nowhere. <br><br> <<link [[Next|Forest Shop Nowhere Passout]]>><<endevent>><<pass 15>><</link>> <br><<set $location to "forest_shop">><<set $outside to 0>><<effects>> <<npc Gwylan>><<person1>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("auriga_scar")>><<drugs 120>><<hallucinogen 120>> <<pain 1>> <<set $gwylan.wary += 2>> <<if $worn.under_upper.name isnot "naked">> <<set _underUpperStrippedHere to true>> <<generalUndress "wardrobe" "under_upper">> <<underupperwear 17>> <</if>> <<if $worn.upper.name isnot "naked">> <<set _upperStrippedHere to true>> <<upperstrip>> <</if>> <<if $worn.handheld.name isnot "naked">> <<handheldstrip>> <</if>> <<wash>><<dry_full>> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "A small fan keeps you cool.")>> <<elseif $passoutReason is "hypothermia">> <<set Weather.Temperature.override.increase.inside(5, "A thick blanket keeps you warm.")>> <</if>> You awaken harshly, feeling as though you just hit the ground back-first. You gasp and thrash. <<if $gwylanSeen.includes("romance")>> You try to, at least. <span class="red">Your limbs feel impossibly heavy.</span> You try to move your neck, but even that comes with great effort. <br><br> The room you're in is dark, dimly lit by candles that surround you in what you assume to be a circle. You lay on a quilted rug, encircled by a large symbol on the floor. <span class="blue">You feel clean, as if freshly washed.</span> <br><br> <<if $hypnosis_traits.devotion gte 4>> "My dearest." Gwylan's voice sends a warm shiver through your body. <<else>> "My dearest." Gwylan's voice startles you. <</if>> "Look at what you've done to yourself." You move your neck back. Gwylan sits down next to you, <<his>> face awash with sorrow and worry. <<His>> hand gently caresses your chest, <<if _upperStrippedHere>>now<</if>> bare save for some bandages wrapped around you. It rests over your heart. "Your scar seeks to keep us apart, like magnets repelling each other." As if in response, the crackling mark slithers out from your bandages, into the air. The tip of Gwylan's finger pushes against it, and it retracts. <br><br> <span class="purple">The room turns purple. The space Gwylan occupies is empty, filled instead by a naked, bruised, burned body. Its arms are unnaturally long and blackened, tipped with sharp claws. On its head, a pair of regal, empty antlers. Scars to match your own.</span> <br><br> "Why? You know all that's at stake. You know what <i>they</i> do to people like us. Why did you play right into their schemes? Why did you let them do this to you?" <<He>> winces as a single black tear rolls down <<his>> cheek. <<if $avery_mansion and $brownFoxCoverBlown>> <<set $avery_mansion.fox.known to true>><<set $brownFoxRevealed to true>> "<span class="red">Why did you scream for them when you saw me?</span> Have they swayed you?" <<else>> "Have they swayed you?" <</if>> <<lllove>> <br><br> <span class="purple">The antlered figure vanishes, replaced by Gwylan again.</span> <<else>> Something holds you still, though. "Shhhhh. It's alright. You're safe." Your arms and legs feel heavy, and you have trouble moving. <br><br> You look up. Your head is in Gwylan's lap. <<if $gwylanSeen.includes("yearning")>><<His>> expression is blank.<<else>><<He>> gently smiles.<</if>> You're in the forest shop. Everything around you looks normal. <<if _upperStrippedHere or _underUpperStrippedHere>> You spot your clothes neatly folded next to you. <</if>> <br><br> <<His>> hand runs down your chest, making you shiver. You look down and realise that it's bare, save for some bandages. "You're hurt." <<His>> hand stops over your heart. "Here. There's something. Or perhaps there's nothing." <br><br> <span class="purple">Your vision blurs. Behind Gwylan's head, stuck to <<his>> shadow on the wall, is a pair of antlers.</span> <<He>> removes <<his>> hand, and your vision clears. It's just some branches behind <<him>>. <<stress 12>><<ggstress>> <br><br> <<if $gwylanSeen.includes("yearning")>> "Have you thrown your lot in with those who seek to poison my forest? <<if $gwylanSeen.includes("partners")>> <<set $gwylan.wary += 3>> I thought I could trust you, after I opened my home and my body to you. You know well what's at stake. You've seen what I..." <br><br> <<He>> pauses and covers <<his>> face. You hear a single quiet sob. "You know what I subject myself to. To oppose them. To keep the forest free of their poison. Does that mean nothing to you? Does our bond mean nothing to you? Why did you ever help me?" <<npcincr Gwylan dom -100>><<lllove>><<lllyearning>> <br><br> <<His>> tone is unnervingly neutral, despite <<his>> clear anguish. <<His>> hand lightly pets your head. <<else>> <<set $gwylan.wary++>> Is this some revenge of yours, some spite, because I wouldn't return your feelings?" <<His>> hand lightly pets your head. <<His>> tone is unnervingly neutral. "This is larger than us, dear." <<npcincr Gwylan dom -50>><<lllyearning>> <br><br> <</if>> <<He>> doesn't seem angry, yet the hairs on the back of your neck stand on end. <<stress 6>><<gstress>> <br><br> "You've made a ruinous mistake. The scar will never go away. If you fail to reverse course, it will only become worse. It won't be fast. It will surround your heart like a serpent, constricting it. Then, it will take a single bite. To taste you. To measure your value as a vessel. Regardless of the outcome, it will proceed to swallow you." <<His>> eyes bore into you, and you're afraid to move. "You won't die. <span class="red">You'll wish you could, though.</span>" <br><br> <<He>> caresses your cheek with the back of <<his>> hand. "Why did you let the Elk's servants do this to you?" <<else>> "I expected this would happen sooner or later. Your scar defies our union. It strives to keep us apart, so we can't heal the forest." <<He>> gently pets your head. "I won't hold your past mistakes over you. You've already helped me much. I'm certain you already have regrets, else you wouldn't keep coming here." <<He>> doesn't seem angry, yet the hairs on the back of your neck stand on end. <<stress 6>><<gstress>> <br><br> <<His>> smile is sad. "The scar will never go away. If you slip further, it will grow in turn. It won't be fast. It will surround your heart like a serpent, constricting it. Then, it will take a single bite. To taste you. To measure your value as a vessel. Regardless of the outcome, it will proceed to swallow you." <<He>> looks like a parent telling their child that their pet just passed away. "You won't die. <span class="red">You'll wish you could, though.</span>" <br><br> <<He>> caresses your cheek with the back of <<his>> hand. "Sate my curiosity, if you could, <<pcpetname "Gwylan" "name">>. Why did you let the Elk's servants do this to you?" <</if>> <</if>> <br><br> <<link [[Say you were helpless|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "helpless">><</link>> <br> <<link [[Say you were afraid to defy Avery|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "fear">><</link>> <br> <<link [[Say you want to watch Avery fall from greater heights|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "pride">><</link>> <br> <<link [[Say you're afraid to leave this path of damnation|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "damnation">><</link>> <br> <<if $temple_arcade_known or $sydneySeen?.includesAny("punishment", "corruptroom")>> <<link [[Say you want to oppose the temple|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "sedition">><</link>> <br> <</if>> <<link [[Say you want to spite those that have hurt you|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "spite">><</link>> <br> <<link [[Say you want to drown in bottomless lust|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "lust">><</link>> <br> <<link [[Say you wanted to defy Bailey|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "Bailey">><</link>> <br> <<if $brownFoxRevealed>> <<link [[Say you didn't trust Landry|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "Landry">><</link>> <br> <</if>> <<if $hypnosis_traits.suggestion gte 4>> <<link [[Say you wanted to get close to Harper|Forest Shop Nowhere Talk]]>><<set $gwylan.trouble to "Harper">><</link>> <br> <</if>> <<if $gwylanSeen.includesAll("romance", "nobody") and $gwylan.triumph is "Gwylan">> <<link [[Say you wanted to become like <<him>>|Forest Shop Nowhere Talk Forever]]>><<set $gwylan.trouble to "Gwylan">><</link>> <br> <</if>><<effects>><<run statusCheck("Gwylan")>> <<if $passoutReason is "hyperthermia">> <<set Weather.Temperature.override.increase.inside(-5, "A small fan keeps you cool.")>> <<elseif $passoutReason is "hypothermia">> <<set Weather.Temperature.override.increase.inside(5, "A thick blanket keeps you warm.")>> <</if>> <<unset $passoutReason>> <<if $gwylanSeen.includes("romance")>> <<set $gwylan.trouble to "silenced">> You open your mouth to speak as <<his>> finger trails up your neck. A faint blue mist exits and swirls in between Gwylan's fingers. <span class="red">You have been silenced.</span> <br><br> <<if $avery_mansion and $brownFoxCoverBlown>> "Shhh... no more screaming, my dear child. I can't bear to hear you sing for the elks again. <<else>> "Shhh... you needn't say anything, my dear child. <</if>> I already understand. It can be so, so very difficult to refuse the hand that feeds you, even when the same hand strikes you. Even when your body flinches by instinct." <<He>> lays down on top of you, forcing you to look into <<his>> eyes. "I'm sorry I wasn't there to protect you. I failed you. I won't fail again. I will protect you from the world..." <br><br> <<if $worn.neck.name is "familiar collar">> <<His>> hands caress your collar. <<else>> <<His>> hands place something around your neck with a click. <<if $worn.upper.cursed is 1>> <<set _neckRuinedHere to true>> <<set $worn.neck.type.push("broken")>> <<neckruined true>> <<elseif $worn.neck.name isnot "naked">> <<set _neckStrippedHere to true>> <<generalUndress "wardrobe" "neck">> <</if>> <<neckwear 40>> <</if>> <<He>> whispers something, and plants a kiss on your cheek. A brief flash of green highlights your faces. <<if !$hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" 15>> <</if>> <br><br> <span class="red">"...but I must also protect the world from you."</span> <br><br> <<link [[Next|Forest Shop Taken Alt Start]]>><</link>> <br> <<else>> <<switch $gwylan.trouble>> <<case "helpless">> <<if $gwylan.triumph is "innocent" and $innocencestate>> <<if $gwylan.wary gt 1>><<set $gwylan.wary-->><</if>> Gwylan scowls briefly, but seems to remember something. "You poor, naive child. You truly believe you're helpless, don't you?" <<He>> shakes <<his>> head. "Someone has taught you that helplessness. It is not who you are." <<He>> continues petting your hair, now looking almost protective of you. "We must break you out of this, or this world will chew you up." <<elseif $gwylanSeen.includes("yearning") or ["spite", "survival", "revenge", "divine"].includes($gwylan.triumph)>> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "Nonsense. You've merely forgotten how strong you are." <<He>> leans in. "I haven't. I still remember everything you've told me. You are far from helpless. Why do you lie to yourself? What has made your heart waver like this?" <<He>> shakes <<his>> head, lifting yours out of <<his>> lap and laying you down on the floor. <<npcincr Gwylan dom -25>><<llyearning>> <br><br> <<if $avery_mansion?.fox?.known>> "Even if you were as weak and helpless as you're trying to make me believe, you had help. <span class="red">You denied it willingly.</span>" <<set $gwylan.wary++>> <</if>> <<He>> stands. <<switch $gwylan.triumph>> <<case "spite">>"You told me that spite is what kept you holding on. Did that spite simply vanish?" <<case "survival">>"The survival instincts you spoke of must be far off. The fox that plays dead is the first devoured." <<case "optimism">>"You spoke of a better future on the horizon. It just became so much further away." <<case "child">>"Helpless. How insulting to hear from someone that claimed to be holding on for <<pher>> child." <<case "children">>"Helpless. How insulting to hear from someone that claimed to be holding on for <<pher>> children." <<case "orphans" "kind">>"Helpless. How insulting to hear from someone that claimed to want to help others." <<case "special">>"You spoke of holding on for someone special. I think I know who you were talking about, now. You've made a terrible choice." <<case "Gwylan">>"Your words are just as empty as when you told me that I was the one you were holding on for." <<npcincr Gwylan dom -50>><<lllyearning>> <<case "revenge">>"Your desire for revenge must have been thoroughly erased." <<case "divine">>"The divine purpose you claimed to be your anchor must have rusted away. Where did your conviction go?" <<case "lust">>"You aren't just a toy to be used." <<case "innocent">>"There was an empty innocence behind your eyes, once. It's gone, now. Yet you hold on to this learned helplessness." <<case "curiosity">>"Your curiosity must have dulled." <<default>>"Letting yourself be thrashed by the tides is a sure way to be broken against the shore." <</switch>> <<else>> Gwylan continues to pet you. "You face powerful people. I understand. I wish I could keep you here and protect you from them, but we can't stay sheltered as the world outside burns." <</if>> <<case "fear">> <<switch $gwylan.triumph>> <<case "spite" "revenge" "divine">> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "So your desire to uphold your own justice is gone, then. How tragic. Your teeth have been pulled." <<He>> shakes <<his>> head, lifting yours out of <<his>> lap and laying you down on the floor. <<npcincr Gwylan dom -25>><<llyearning>> <<case "survival">> <<if $gwylan.wary gt 1>><<set $gwylan.wary-->><</if>> <<if $gwylanSeen.includes("yearning")>><<His>> expression falters.<<else>><<He>> smiles sadly.<</if>> "You told me that survival comes before all else. You were just following your instincts, then." <<He>> looks down at <<his>> arms. "Anything it takes to survive. Even if one has to submit and take the beatings." <<npcincr Gwylan dom 5>><<gyearning>> <<case "child" "children" "orphans" "kind" "Gwylan">> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "Fear? What of the fear that those you love will feel in this ever-darkening world?" <<He>> shakes <<his>> head, lifting yours out of <<his>> lap and laying you down on the floor. <<npcincr Gwylan dom -25>><<llyearning>> <<case "special">> <<if isLoveInterest("Avery")>> <<if $gwylan.wary gt 1>><<set $gwylan.wary-->><</if>> <<if $gwylanSeen.includes("yearning")>><<His>> expression falters.<<else>><<He>> smiles sadly.<</if>> "I understand. It can be so, so very difficult to refuse the hand that feeds you, even when the same hand strikes you. Even when your body flinches by instinct." <<He>> looks down at <<his>> arms. "Anything it takes to survive." <<npcincr Gwylan dom 5>><<gyearning>> <<else>> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "Fear? What of the fear that those you love will feel in this ever-darkening world?" <<He>> shakes <<his>> head, lifting yours out of <<his>> lap and laying you down on the floor. <<npcincr Gwylan dom -25>><<llyearning>> <</if>> <<case "curiosity">> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "So your curiosity is only as deep as a puddle, unable to break through something as weak as fear. How troublesome." <<He>> shakes <<his>> head, lifting yours out of <<his>> lap and laying you down on the floor. <<npcincr Gwylan dom -25>><<llyearning>> <<default>> <<if $gwylanSeen.includes("yearning")>> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "After all you've told me, something as weak as fear is enough to make you heel? What of the fear I felt, worrying whether the fool Elk-puppets swayed you?" <<He>> shakes <<his>> head, lifting yours out of <<his>> lap and laying you down on the floor. <<npcincr Gwylan dom -25>><<llyearning>> <<else>> <<if $gwylan.wary gt 1>><<set $gwylan.wary-->><</if>> Gwylan pulls you up into a hug. "I understand. It can be so, so very difficult to refuse the hand that feeds you, even when the same hand strikes you. Even when your body flinches by instinct." <<He>> looks down at <<his>> hands behind you. "Anything it takes to survive." <<npcincr Gwylan dom 5>><<gyearning>> <</if>> <</switch>> <<case "pride">> <<if !$gwylanSeen.includes("yearning")>> <<if ["spite", "revenge"].includes($gwylan.triumph)>> A smile breaks through Gwylan's stern expression. "You told me you were spiteful, but I didn't expect it to go this deep. <<else>> <<He>> sighs, but continues to pet your head. "I hope you know how foolish that was. <</if>> It won't be worth it. Avery will drag us all down to Hell with <<nnpc_him "Avery">>, now. <<if $brownFoxRevealed>> This is exactly what Landry and I were trying to prevent. Spite isn't worth condemning the world, and the chance to spur the fall has long since passed." <<else>> It's exactly what La—" <<He>> catches <<himself>>. "Spite isn't worth condemning the world." <</if>> <<else>> <<set $gwylan.wary += 2>><<set _gwylanDisappointed to 1>> Gwylan scoffs. <span class="red"><<He>> looks disappointed.</span> "It's too late for that. When Avery falls, <<nnpc_He "Avery">>'ll be dragging us all down to Hell with <<nnpc_him "Avery">>. <<if $brownFoxRevealed>> It's exactly what Landry and I were trying to prevent, and you've fed right into it. Spite isn't worth condemning the world, and the chance to spur the fall has long since passed." <<else>> It's exactly what La—" <<He>> catches <<himself>>. "Spite isn't worth condemning the world." <</if>> <<He>> lifts your head and lays you flat on the ground. <<npcincr Gwylan dom -25>><<llyearning>> <br><br> <<He>> stands. <<switch $gwylan.triumph>> <<case "spite" "revenge">>"Ashes. That's all that will be left when your vision of deeper revenge is fulfilled." <<case "survival">>"The survival instincts you spoke of must be far off. The fox that plays dead is the first devoured." <<case "optimism">>"You spoke of a better future on the horizon. It just became so much further away." <<case "child">>"At this rate, your child won't have a world to grow up in." <<case "children">>"At this rate, your children won't have a world to grow up in." <<case "orphans" "kind" "special" "Gwylan">>"Those you love will suffer all the more thanks to your wish for a deeper revenge." <<case "divine">>"I should have known you'd miss the forest for the fire, just like the Cloister." <<case "lust">>"Your lust has turned to wrath." <<case "innocent">>"There was an empty innocence behind your eyes, once. It's gone, now. Perhaps it was a mistake to rid you of it." <<case "curiosity">>"This isn't morbid curiosity. This is lunacy." <<default>>"You were better off when you didn't know what you were holding on for." <</switch>> <</if>> <<case "damnation">> "The only way I can go is up. To step off the path is to fall," you say, <br><br> "You aren't the one rising, dear. You're the footstool." Gwylan stares down at you, expressionless. "Avery has tied a noose around <<nnpc_his 'Avery'>> own neck. You'll be kicked away and fall regardless. <<switch $gwylan.triumph>> <<case "spite" "revenge">>If this is your way of spiting those who hurt you, you're doing a poor job of it." <<He>> lifts your head and lays you flat on the ground. <<set _gwylanDisappointed to 1>><<npcincr Gwylan dom -25>><<llyearning>><<set $gwylan.wary++>> <<case "survival">>You said to me that survival was above all, yet you yearn to join <<nnpc_him "Avery">> in that noose." <<He>> lifts your head and lays you flat on the ground. <<set _gwylanDisappointed to 1>><<npcincr Gwylan dom -25>><<llyearning>><<set $gwylan.wary++>> <<case "optimism">>You spoke of a better future on the horizon. Have you already given up on that?" <<He>> lifts your head and lays you flat on the ground. <<set _gwylanDisappointed to 1>><<npcincr Gwylan dom -25>><<llyearning>><<set $gwylan.wary++>> <<case "special">>Now you tell me you'll stare down from the floor, yearning to join <<nnpc_him "Avery">> in that same noose?" <<He>> lifts your head and lays you flat on the ground. <<set _gwylanDisappointed to 1>><<npcincr Gwylan dom -25>><<llyearning>><<set $gwylan.wary++>> <<case "lust">>If you think it's too late to change course, you're wrong." <<He>> gives you a more patient smile. <<default>>You sound like a guilty initiate from the temple, determined to punish yourself far more than you deserve." <<He>> allows a softer smile to cross <<his>> face. <</switch>> <<case "sedition">> <<if $gwylan.triumph is "divine">> <<if $gwylan.wary gt 1>><<set $gwylan.wary-->><</if>> Gwylan lets out a long breath. <br><br> "Another soul betrayed by <<pher>> siblings, then." <<if $demon gte 6 or $fallenangel gte 2>> <<He>> frowns. "I can imagine what happened to make you turn against them." <<else>> <<He>> shakes <<his>> head. "I can't even be disappointed in you." <</if>> <<He>> continues petting your head. "I am no friend of the Cloister, but this is too much. It would be better to remove the poison they, too, are opposing. Still, I empathise with your desire to see them humbled." <<else>> <<if $gwylan.triumph is "lust">> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "All for what, your desire for lust? I remember, dear. You fear they'll punish the hedonism that keeps you afloat in this sea of torment." <<He>> lifts your head and lays you flat on the ground. <<npcincr Gwylan dom -25>><<llyearning>> <<elseif $gwylanSeen.includes("yearning")>> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "A fool's errand. You know by now that the best way to oppose the Cloister would be to remove the reason they take such extreme measures." <<He>> lifts your head and lays you flat on the ground. <<npcincr Gwylan dom -25>><<llyearning>> <<else>> Gwylan sighs. "I understand, but the best way to oppose the Cloister would be to remove the reason they take such extreme measures." <</if>> <</if>> <<case "lust">> <<set $gwylan.wary += 3>><<set _gwylanDisappointed to 2>> Gwylan stares down at you. <<He>> blinks, saying nothing, waiting for you to continue. You have nothing more to say. <br><br> <<if $gwylan.triumph is $gwylan.trouble and $gwylanSeen.includes("yearning")>> "So, what you told me that day holds true, but it's been twisted. Darkened." <<He>> holds <<his>> hand over your heart. "What happened to you? I want <<pcpetname "Gwylan" "my">> back." <<elseif $gwylanSeen.includes("partners")>> <<He>> looks wounded. "You have given me your heart, dear, and I know this is not its true rhythm." <<He>> then slaps you across the face. "You're being incredibly stupid. Give me back <<pcpetname "Gwylan" "my">>." <<He>> slaps you again. You can't even move to block it. <<pain 8>><<ggpain>> <<elseif $gwylanSeen.includes("yearning")>> <<He>> then slaps you across the face. "You're being incredibly stupid. Give me back <<pcpetname "Gwylan" "my">>." <<He>> slaps you again. You can't even move to block it. <<pain 8>><<ggpain>> <<else>> "That's it?" <<He>> giggles. "That reason is so utterly mundane that I can't tell if you're serious. Is that all it would take for you to throw the world away?" <<He>> smiles. It makes you uncomfortable. <</if>> <br><br> <<switch $gwylan.triumph>> <<case "spite">>"You're becoming one of them." <<case "survival">>"You spoke to me of survival above all else. You're laying down in the road, dear." <<case "optimism">>"You spoke of a better future on the horizon. Now you've turned, and are running away from it." <<case "child">>"You told me you were holding on for your child. What happened? Is this world no longer worthy of you?" <<case "children">>"You told me you were holding on for your children. What happened? Is this world no longer worthy of you?" <<case "orphans" "kind">>"How insulting to hear from someone that claimed to want to help others. You're dooming them all." <<case "special">>"You spoke of holding on for someone special. I think I know who you were talking about, now. You've made a terrible choice." <<case "Gwylan">>"You've lost yourself." <<case "revenge">>"Your desire for revenge must have been twisted." <<case "divine">>"The divine purpose you claimed to be your anchor must have rusted away. Where did your conviction go?" <<case "lust">>"Pleasure is temporary. This path will leave you empty." <<case "innocent">>"There was an empty innocence behind your eyes, once. It's gone, now." <<case "curiosity">>"This isn't morbid curiosity. this is lunacy." <<default>> <</switch>> <<He>> lifts your head and lays you flat on the floor. <<npcincr Gwylan dom -25>><<llyearning>> <<case "spite">> <<set $gwylan.wary += 1>><<set _gwylanDisappointed to 2>> <<switch $speech_attitude>> <<case "meek">>"Everyone has hurt me. I can't trust anybody. I have to go where I'm dragged to keep the pain away, and do what I can to hurt them back." <<case "bratty">>"A world as rotten as this isn't worth it. I'll drag everyone down to hell with me." <<default>>"I've been wronged and hurt. I know this will hurt them all back." <</switch>> <br><br> Gwylan stares down at you. <<He>> blinks, saying nothing, waiting for you to continue. You have nothing more to say. <<He>> smiles sadly. "You sound like Bailey." <<trauma 24>><<ggtrauma>> <br><br> <<He>> lifts your head, and props you up against the side of a wardrobe. "Tell me. Do you think me naive? Idealistic? Do you think my concern for you to be disingenuous? Do you think I've used you?" <<He>> opens the wardrobe, and starts fishing through it. "Is the world not worth helping for just one friend who understands? For one rose in the muck?" <<He>> pulls something out harshly. "Or do you simply want to pluck it? Do you think that's mercy?" <br><br> <span class="pink">You see <<his>> clothes drop around the corner of the wardrobe.</span> "You've told me so much. Please don't pretend that I don't understand." <<He>> chuckles. "Because I used to think exactly like you do." <br><br> <<He>> walks around the corner, <<his>> back facing you. <span class="red"><<Hes>> covered in dozens, possibly hundreds, of scars. Wounds you somehow missed despite seeing <<him>> naked before. Cuts. Scratches. Bites. Burns.</span> <br><br> As you stare, they seem to move, blur, and hide themselves, like a shifting canvas of torture. Older wounds fight to reach the surface of <<his>> skin. Each configuration paints a lifetime of suffering on <<his>> body. Finally, <<his>> skin clears of wounds, only for two much larger ones to rip down <<his>> back at <<his>> shoulder blades. <<He>> turns around and crouches down to your level, placing a finger over your heart. "You're not the only one with an invisible wound, dear. I understand more than you could possibly imagine." <<He>> puts <<his>> other hand on your cheek. "You are not alone." <<case "Bailey">> <<if $speech_attitude is "meek">> "Helping Avery will make Bailey regret selling me," you say. "Maybe it will send a message." <<elseif $speech_attitude is "bratty">> "Bailey seems to hate Avery, so helping Avery will hurt Bailey. That's all I care about." <<else>> "Bailey sold me," you say. "It's <<nnpc_his "Bailey">> fault. Helping Avery will hurt <<nnpc_him "Bailey">>." <</if>> <br><br> <<if $gwylan.triumph is "orphans">> <<He>> sighs. "I understand. The orphans are important to you, it's not just your own interests you're looking out for. Still, these are far worse people than Bailey you're getting mixed up with, dear. I can't say I don't understand, though." <<He>> continues petting your head. "It's a rotten thing, to be forced to put a personal struggle aside for the sake of the world. I understand. I understand more than you know." <<elseif ["child", "children"].includes($gwylan.triumph)>> <<He>> sighs. "I understand. You can't stand having your <<= $gwylan.triumph is "child" ? "child" : "children">> stuck under <<nnpc_his "Bailey">> care. Still, these are far worse people than Bailey you're getting mixed up with, dear. I can't say I don't understand, though." <<He>> continues petting your head. "It's a rotten thing, to be forced to put a personal struggle aside for the sake of the world. I understand. I understand more than you know." <<elseif $gwylanSeen.includes("yearning")>> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "You know by now that there are bigger threats than Bailey." <<He>> lifts your head and lays you flat on the ground. <<npcincr Gwylan dom -25>><<llyearning>> <<else>> "These are far worse people than Bailey you're getting mixed up with, dear. I can't say I don't understand, though. Bailey is the root of all your personal struggles, no?" <<He>> continues petting your head. "It's a rotten thing, to be forced to put a personal struggle aside for the sake of the world. I understand. I understand more than you know." <</if>> <<case "Landry">> <<if $speech_attitude is "meek">> "Landry was so confusing when <<nnpc_he "Landry">> proposed this," you say. "I didn't want to hurt anyone." <<elseif $speech_attitude is "bratty">> "Landry was far too suspicious about it," you say. "I didn't want to play <<nnpc_his "Landry">> game and get someone hurt." <<else>> "Landry wasn't clear enough," you say. "<<nnpc_He "Landry">> was hiding something. I didn't want anyone getting hurt." <</if>> <br><br> <<if $gwylan.triumph is "kind">> <<He>> frowns. "Landry hides much. Someone as kindhearted as you couldn't understand the darkness bubbling up under the surface of this conflict. It's a terrible choice to have to make." <<elseif $gwylanSeen.includes("yearning")>> <<set $gwylan.wary++>><<set _gwylanDisappointed to 1>> Gwylan frowns, <span class="red">looking disappointed</span>. "You know the stakes. You know that the world can't become clean without us getting dirty." <<He>> lifts your head and lays you flat on the ground. <<npcincr Gwylan dom -25>><<llyearning>> <<else>> <<He>> sighs, and allows <<himself>> a small giggle. "<<nnpc_He "Landry">> hasn't been fully honest with me, either. I can imagine how shady <<nnpc_his "Landry">> proposal sounded." <</if>> <<case "Harper">> You forget your words as soon as they leave your mouth. <br><br> Gwylan looks at you with concern. "I am begging you to let me remove that <<nnpc_gender "Harper">>'s influence from your mind. <<nnpc_Hes "Harper">> using you as a tool, and <<nnpc_he "Harper">> will discard you as soon as your edges dull. If there is true evil in the world, it answers to <<nnpc_him "Harper">>." <</switch>> <br><br> <<if _gwylanDisappointed gte 1>> <<He>> looks down to your bandages again. <<else>> <<His>> head tilts back and forth, as if <<hes>> trying to see every part of you. Then, <<his>> eyes lock on the bandages. <</if>> "Forgive me, but I've already taken precautions while you were unconscious. Your wound shouldn't flare up from my mere presence anymore." <<if _gwylanDisappointed is 2>> <<set $daily.gwylan.locked to true>> <<His>> hands open and close at <<his>> sides. "This is not your truest heart. You wouldn't dare enter my forest again if that was how you really felt." <<He>> produces a red phial, opens it, and holds it under your nose. <span class="green">The weight lifts from your limbs.</span> <br><br> <<He>> helps you stand, and hugs you. "I'd like to be alone for today. <<if $gwylanSeen.includes("partners")>> Look at me. Hey. Look at me." <<He>> turns your head to look into <<his>> eyes. "I won't abandon you, no matter how much you lash out at the world." <<He>> gives you a peck on the lips. <<else>> I hope you return soon, though. There's much work to be done. I've made terrible mistakes of my own. Some worse than this." <</if>> <<His>> words sink deep into you, and you find yourself returning the embrace. <<trauma -12>><<lltrauma>> <br><br> <<He>> leads you outside. <br><br> <<link [[Next|Forest]]>><<clotheson>><<endevent>><<set $eventskip to 1>><<set $forest to 0>><</link>> <br> <<elseif _gwylanDisappointed is 1>> <<He>> kneels down, producing a red phial. <<He>> opens it and holds it under your nose. <span class="green">The weight lifts from your limbs.</span> <br><br> <<He>> helps you stand, and hugs you. "Do not betray yourself. The world is cruel, but beautiful. Nothing, and I truly do mean nothing, is worth aligning yourself with the servants of the Elk. A single mistake does not mean you deserve a spiral of damnation. I've made terrible mistakes of my own. Some worse than this." <br><br> <<He>> pulls away, and steps behind <<his>> usual counter. <br><br> <<link [[Next|Forest Shop Entrance]]>><<clotheson>><<endevent>><</link>> <br> <<else>> <<He>> pulls you into a hug. "There's much work to be done. Even if you've made a terrible mistake, I'd rather have you by my side. I've made terrible mistakes of my own in the past. Some worse than this." <br><br> <<He>> helps you stand, and steps behind <<his>> usual counter. <br><br> <<link [[Next|Forest Shop Entrance]]>><<clotheson>><<endevent>><</link>> <br> <</if>> <</if>><<effects>><<run statusCheck("Gwylan")>> <span class="red"><<He>> freezes, looking down at you in horror.</span> <br><br> "No. No, no no no. You can't become like me, dear. You don't understand what this is like. Nobody is worth this." More black tears start to run down <<his>> face. <span class="purple"><<He>> changes again. <<He>> pulls <<his>> hands away from you as they become gnarled and blackened.</span> <br><br> "A memory with no name. A heart that can't love without threat of bursting open. Hands that can't embrace without tearing to bloody ribbons. A body that can never know true parenthood. An identity in shreds. Nameless. Hopeless. Erased. And the antlers. Forever splitting, fracturing, rupturing." <<He>> clutches <<his>> head. <br><br> <<if $demon gte 6>> "Do you think you've reached the bottom? Do you believe these little wings and horns of yours have sealed your damnation? You've barely breached the surface. This..." <span class="red"><<His>> misshapen claws slowly rake fresh cuts into <<his>> body.</span> "This is what Hell really looks like, my little imp. I can't let you reach these depths. It would tear me apart." <span class="red">Black ichor trails down <<his>> skin. <<He>> runs a claw down your face, leaving some of it on you, too.</span> <br><br> <</if>> <span class="blue">You muster all your willpower, and manage to move your left arm.</span> You shakily place your hand against <<his>> chest and smile. "Nobody <i>is</i> worth this," you say. Your arm falls back to your side. <br><br> <<His>> pupils become pinpricks. "I'm sorry. I'm so sorry. It never should have come to this. It's all my fault." <<He>> steadies <<himself>>, wiping away <<his>> tears. "I'll take responsibility. I'll keep you safe from these delusions. I'll protect you from the world..." <br><br> <<if $worn.neck.name is "familiar collar">> <<His>> hands caress your collar. <<else>> <<His>> hands place something around your neck with a click. <<if $worn.upper.cursed is 1>> <<set _neckRuinedHere to true>> <<set $worn.neck.type.push("broken")>> <<neckruined true>> <<elseif $worn.neck.name isnot "naked">> <<set _neckStrippedHere to true>> <<generalUndress "wardrobe" "neck">> <</if>> <<neckwear 40>> <</if>> <<He>> whispers something, and plants a kiss on your cheek. A brief flash of green highlights your faces. <<if !$hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" 15>> <</if>> <br><br> <span class="red">"...but I must also protect the world from you."</span> <br><br> <<link [[Next|Forest Shop Taken Alt Start]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $worn.neck.cursed to 1>> <<if !$worn.neck.type.includes("leash")>> <<set $worn.neck.type.push("leash")>> <</if>> <<set $gwylan.wary to 1>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<He>> lifts <<his>> hand. A ribbon of green light connects it with the collar around your neck. <br><br> "I can not trust that your will is your own. Forgive me, but it must be..." <<he>> leans down and kisses you. <<gwylanKiss>> <br><br> <<He>> withdraws. "...suppressed. Your collar will ensure the hypnosis remains in place <span class="red">indefinitely</span>." <<He>> smiles, but it doesn't reach <<his>> ears. "I hope you find it comfortable. I made it just for you." <<He>> flips up the golden heart-shaped plate. It has your name engraved on it. <<Hes>> right. It is comfortable. So comfortable that your muscles can't help but relax. <br><br> Your mind fills with terrifying submission. You don't want to resist anymore, and it scares you. Your head then throbs, as if the thought of fearing Gwylan was heresy. <br><br> <<hypnosisText "You lay still as <<he>> leans in for another kiss.</span>">> <<His>> emerald eyes, wide open, overtake your vision. <br> <<if $hypnosis_traits.devotion lt 5>> <br> <<gwylanHypnosis "devotion" 25>><br>You slip further. <</if>> <<if $hypnosis_traits.devotion lt 5>> <<gwylanHypnosis "devotion" 25>><br>Further. <</if>> <<if $hypnosis_traits.devotion lt 5>> <<gwylanHypnosis "devotion" 25>><br>Yet further. <</if>> <<if $hypnosis_traits.devotion lt 5>> <<gwylanHypnosis "devotion" 25>><br>It's beautiful. <</if>> <br> You feel something leave you, alongside <<his>> tongue. Gwylan has taken something from you. The thought doesn't scare you anymore, though. <<hypnosisText "<<He>> knows what's best for you. This is all for your sake.">> <br><br> <<He>> smiles. "You'll stay here with me." <<He>> tugs your collar. "Forever. It's the only way to keep everyone safe. It's what we promised each other, my love. And no promise for or against me has ever been broken." <<He>> lays down beside you again, his eyes still staring into yours. "I love you." <br><br> <<He>> snaps <<his>> fingers, and you fall asleep. You know you won't wake up as the same person. <br><br> <<hypnosisText "<span class='red'>But you don't mind.</span>">> <br><br> /* ToDo: Gwylan - soft bad end, and have Gwylan explain the scar afterwards */ <span class="red">DEV NOTE: Not yet implemented.</span> <br><br> <<link [[Next|Forest Shop Entrance]]>><<clotheson>><<endevent>><</link>> <br> <!-- Events that happen when leaving the shop --><<effects>><<set $gwylanSteal to true>> <<if !$gwylanSeen.includes("steal_first")>> Your eyes dart around, looking for Gwylan. The way out seems clear. You hastily make for the exit with your stolen clothes. <br><br> Just before you make it out, the entire store seems to <span class="red">creak</span>. You look down at your feet, searching for loose floorboards, but find nothing. You quickly exit the shop. <<elseif !$gwylanSeen.includes("steal_again")>> Your eyes dart around, looking for Gwylan. The way out seems clear. You hastily make for the exit with your stolen clothes. <br><br> Just before you make it out, the entire store seems to <span class="red">creak</span>. It almost sounds <span class="red">angry</span>. You quickly exit the shop. <<else>> You make a break for the forest shop's exit with your stolen clothes. <span class="red">The floor creaks with each step you take.</span> Several intruding objects poke out from every shelf, wardrobe and piece of esoteric furniture you pass by, which you swear weren't there when you entered. Despite your best efforts, you can't avoid them all. Your clothes are repeatedly caught. <<set $stripintegrity to 120>> <<switch random(1,4)>> <<case 1>><<set $stripobject to "tree branch growing from the woodwork">> <<case 2>><<set $stripobject to "rusty clothing hanger">> <<case 3>><<set $stripobject to "antique paperweight">> <<default>><<set $stripobject to "splintered piece of wood from a shelf">> <</switch>> <<stripobject>> <br><br> You finally stumble out the front door. It slams shut behind you, and you hear a click shortly after. <<set $daily.gwylan.locked to true>> <</if>> <br><br> <<link [[Leave|Forest]]>><<endnpc "Gwylan">><<forestShopLeave>><</link>> <br><<effects>><<set $gwylanSeen.pushUnique("steal_wrap")>> <<underupperwear 37>><<upperwear 185>><<lowerwear 176>><<bind>><<set $gwylan.timer.wrap to new DateTime(Time.date).addDays(14).timeStamp>><<set $daily.gwylan.locked to true>> You're blinded as the doors open, revealing the forest. You're harshly spit out on the grass in front of the shop. You hear a door slam shut behind you, <span class="red">and a lock click into place</span>. <br><br> You struggle to stand, your arms bound behind you by something. You look down. <span class="lewd">You're covered in nothing but gift wrappings.</span> The shop rhythmically creaks from behind you, as if laughing. <br><br> <<specialClothesUnlock "set" "wrap">> <<link [[Leave|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <!-- End shop exit events --> <!-- Events relating to other NPCs or quests --><<effects>> You search through an assortment of strange clothes, before finding a Christmas-themed outfit in Robin's size. There's a price tag: "£80". <br><br> <<if $money gte 8000>> <<gifticon "christmas hat">><<link [[Buy it|Forest Christmas Robin Buy]]>><<money -8000>><<set $christmas_gift_robin to "christmas_unwrapped">><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if ["shop", "garden"].includes(gwylanSchedule())>> You hand Gwylan the cash. <<else>> You leave £80 on the counter for Gwylan. <</if>> <<if $christmas_wrap is undefined>>Now you just need wrapping paper. <span class="gold">You can buy some at the shopping centre.</span><<else>>You can wrap it in your room.<</if>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>><<npc Gwylan>><<run statusCheck("Gwylan")>> You prowl around the shop, looking under cloaks, on top of shelves and behind dressing racks. There's a vague sense of organisation, but things are scattered around anyway, so it could be anywhere. You find a few snow globes, but none with anything written on the bottom. <br><br> <<if ["shop", "garden"].includes(gwylanSchedule())>> "Are you looking for something in particular?" Gwylan says from beside you, startling you. <<He>> hadn't made a sound in <<his>> approach. "I know that look in your eye. You have something in mind." <br> <<if $speech_attitude is "meek">> "I'm trying to find a snow globe," you say. <<elseif $speech_attitude is "bratty">> "Yeah, there's a snow globe I'm looking for," you say. <<else>> "I'm looking for a specific snow globe," you say. <</if>> <br> <<He>> grins. "There's plenty of snow globes around, if that's the case." <br> You shake your head. "I need a specific one. It has something written on the bottom." <br><br> Gwylan thinks for a second. "I think I know which one you're talking about. Hold on." <<switch random(1,5)>> <<case 1>> <<He>> flips up a trapdoor in the floor a few feet away and pulls a snow globe out of a hidden compartment. You stare in bemusement. <<case 2>> <<He>> beelines for the shoe section, rummages through the sandals and pulls a snow globe out from the pile. You stare in bemusement. <<case 3>> <<He>> pushes a witch dress out of the way and enters what appears to be a hidden maintenance room. <<He>> emerges holding a snow globe. You stare in bemusement. <<case 4>> <<He>> quickly exits the shop. You see <<him>> reaching into a nearby bush before the door fully closes. <<He>> quickly enters again, holding a snow globe. You stare, bewildered. <<case 5>> <<He>> walks over to a shelf full of snow globes and plucks one out of the bunch. You resist the urge to groan. How did you miss that shelf? <</switch>> <br><br> <<He>> walks back to you and shows you the bottom. There's a string of random letters and numbers you can't understand. "This the one?" You nod. "Good! That'll be £20." <br><br> <<icon "snowgsnowglobelobe.gif">> <<if $money gte 2000>> <<link [[Purchase the snow globe (£20)|Forest Snowglobe Buy]]>><<money -2000>><</link>> <<else>> You can't afford it. <</if>> <<else>> <span class="blue">Maybe you should wait for Gwylan to be around.</span> <</if>> <br> <<getouticon>><<link [[Back|Forest Shop Entrance]]>><<set $pubfame.gwylan.snowglobe to 1>><<endevent>><</link>> <br><<effects>><<wearProp "snowglobe">> You hand over the money to Gwylan, and <<he>> hands you the snow globe. <<if $pubfame.tasksDone.includes("gwylan") and !$gwylanSeen.includes("mickey_snowglobe") and $gwylan.stage gte 3>> <<set $gwylanSeen.pushUnique("mickey_snowglobe")>><<set $pubfame.gwylan.niceDay to true>> "It's not the first time you asked for a snow globe with a weird code. Is there any chance you're getting that for..." <br><br> You see <<his>> lips prepare to form a name, but <<he>> pauses before it emerges. "Oh, sorry, you don't know their name yet, do you? I almost just did something very rude! Never mind me, tell them to have a nice day." <<else>> "Don't know how you knew there'd be something on the bottom," <<he>> says. "I bet it was looking for you, just as much as you were looking for it!" <</if>> <br><br> <<pubfameComplete "gwylan">> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <!-- End other NPC and quest events --><<effects>><<run statusCheck("Gwylan")>> <<if !$gwylanSeen.includes("sample")>> You examine the strips of cloth. They're decorated with strange branching patterns. Most are the same size, but one is significantly larger than the rest, around the size of a small rug. <br><br> Many of them are blackened and burnt near the bottom. <<if $world_corruption_hard gte 1>> <<set _charmsCorrupted to Math.ceil($world_corruption_hard / 2)>> <span class="purple"><<Number _charmsCorrupted>></span> of the smaller ones <<pluralise _charmsCorrupted "is" "are">> <span class="purple">stained purple</span>. Some of the others might be too, but it's hard to tell with how damaged they are. <<else>> You don't notice anything unusual about them, though. <span class="green">This fills you with a strange comfort.</span> <</if>> <<if ["shop", "garden"].includes(gwylanSchedule()) and !$gwylanSeen.includes("charms") and !$gwylan.timer.eventShopEnd>> <<set $gwylanSeen.pushUnique("charms")>> <<npc Gwylan>><<person1>> <br><br> "Don't worry about those." Gwylan's voice comes from right behind you, making you jump. "Just some old decorations. They're not for sale." <<He>> steps back into the gloom as quickly as <<he>> arrived. <</if>> <<else>> You examine the measuring charms. <br><br> <<if $world_corruption_hard gte 1>> <span class="purple"><<Number $world_corruption_hard>></span> of the small charms <<pluralise $world_corruption_hard "is" "are">> <span class="purple">stained purple</span>. A faint mist leaks from <<pluralise $world_corruption_hard "it" "them">>, into the larger charm at the center. <<else>> <span class="green">None of the small charms have stained purple.</span> <</if>> You look closer at the larger charm. On both the left and right sides of it, ten black lines have been sewn in at even intervals. <<if $world_corruption_soft is 0>> However, <span class="green">there's no stain on it at all.</span> <<elseif $world_corruption_soft lt 10>> The purple stain <span class="teal">doesn't even reach the first line.</span> <<else>> <<set _softCorruption to Math.ceil($world_corruption_soft / 10)>> <<switch _softCorruption>> <<case 10 9>><<set _corruptionColour to "red">> <<case 8 7>><<set _corruptionColour to "pink">> <<case 6 5>><<set _corruptionColour to "purple">> <<case 4 3>><<set _corruptionColour to "blue">> <<default>><<set _corruptionColour to "teal">> <</switch>> A purple stain creeps up from the bottom, reaching the <span @class="_corruptionColour"><<if _softCorruption is 10>>tenth<<else>><<print ordinalWritten(_softCorruption)>><</if>> line</span>. <</if>> <br><br> <<measuringcharmsimage>> <<if $world_corruption_soft lte 25>> You feel a breeze wash over you, but none of the charms move with it. It's refreshing and smells of the sea, but carries an anxious uncertainty. The shop creaks. <br><br> You reach out and touch one of the clean charms. <<if $world_corruption_hard gte 3>> Suddenly, you notice more charms hanging all around you. They're all different. Some are made from twigs, others from a thick sinewy substance. <span class="blue">All of them, even those with no discernible edges or points, feel like they're pointing towards the measuring charms. Each one is a mystery, a new uncertainty, a variable unaccounted for.</span> <<elseif $world_corruption_hard gt 0>> Suddenly, you notice more charms hanging all around you. They're all different, but most are made from twigs. <span class="teal">They remind you of various animals. Some sit in vigilance, while others frolic without a care. The rest are a mystery, something you can't place.</span> <<else>> Suddenly, you notice more charms hanging all around you. They're all made from twigs. <span class="green">They depict faintly familiar scenes of a life you've never known. One of peace. Love. Family. One just out of reach.</span> You shake your head. You know such memories aren't yours, but it's nice to pretend. <</if>> <<elseif $world_corruption_soft lte 99>> You feel a breeze wash over you. The charms blow with it. It's salty, and mixed with the smell of smoke. It reminds you of the docks, or the industrial alleyways. <br><br> You reach out and touch one of the clean charms. Or, perhaps, it settles into your outstretched hand. <<if $world_corruption_hard gte 3>> Suddenly, you notice more charms hanging all around you. They're all different. Some are made from twigs, others from a thick sinewy substance. <span class="purple">All of them, even those with no discernible edges or points, feel like they're pointing towards something outside. Each one is an enigma, or a potential danger.</span> <<elseif $world_corruption_hard gt 0>> Suddenly, you notice more charms hanging all around you. They're all different, but most are made from twigs. <span class="teal">They remind you of various animals. Most sit in vigilance, while others hide. The rest are a mystery, something you can't place.</span> <<else>> Suddenly, you notice more charms hanging all around you. They're all made from twigs. <span class="teal">Together, they depict a gigantic ribcage surrounding you. Your hair stands on end, yet there's a feeling of safety in it.</span> <</if>> <<else>> You feel a hot breeze wash over you, carrying with it the smell of smoke. You look around, briefly worried that the shop is burning. You're alone in the dark, with no blaze in sight. <br><br> More smoke. Your first instinct is to hold your breath, yet your body disobeys. Your lungs yearn to fill with the ashes of burning pleasure. You realise you're not alone after all, yet nobody is here with you. There is a blaze, you just can't see it. You can see the shadows it casts, though. Shadows that dance up the wall, each one extending a clawed hand towards you. <br><br> <span class="red">Is this the way it was always destined to end?</span> You reach for a clean charm, but none of them seem wholly untainted. Your hand burns, as nothing can become clean without another becoming dirty. <<if $world_corruption_hard gte 3>> Suddenly, you notice more charms hanging all around you. They're all different. Some are made from twigs, others from a thick sinewy substance. <span class="red">They depict a world on fire, and the eternal pleasure that will follow. Each one, even those with no discernible edges or points, feel like they're pointing towards you. You feel utterly exposed. They can all see you, they all know you, and they all want to become one with you. Yet, you know nothing about them.</span> <<elseif $world_corruption_hard gt 0>> Suddenly, you notice more charms hanging all around you. They're all different, but most are made from twigs. <span class="purple">They remind you of various animals. Most eye you with lust, while others flee their feral companions. The rest are a mystery, something you can't place.</span> <<else>> Suddenly, you notice more charms hanging all around you. They're all made from twigs. <span class="teal">Together, they depict a gigantic ribcage. Each rib feels like a name you know. Each one shields you from the shadowy figures, erecting a final, desperate barrier.</span> <br><br> Nobody stands at your side. <<if $dissociation gte 1>> <br><br> Nobody embraces you. <br><br> Nobody strokes your head, telling you everything will be alright. <br><br> Nobody fades away, because you were never alone all along. <</if>> <</if>> <</if>> <</if>> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><<effects>><<npc Gwylan>> <<set $gwylanSeen.pushUnique("sexToys")>> You approach the unfamiliar cabinet and peek inside it. <span class="lewd">It's filled with unusual devices.</span> Some look like <<= $awareness lte 200 ? "silicone sculptures" : "dildos">> fashioned after fantastical creatures. <<= $awareness lte 200 ? "Some of them have" : "A few of them appear to be buttplugs with">> tails attached. Others are clearly antique: a leather saddle with a phallus affixed to it; a hand-cranked mechanism with an oscillating end; a percussion massager with a thick cord that appears to screw into a lightbulb socket. A fragile sheet of paper tacked to the back of the cabinet claims that its "vibratory massage" cures insomnia, intestinal and digestive disorders, rheumatism, and gout. <br><br> "How did you find this?" a voice from behind you says. <br><br> You jump. "Sorry, I didn't mean to pry," you say, unable to mask your guilt. "I'd just never seen this before, and..." <br><br> "It's fine," Gwylan says. <<Hes>> blushing a little. "That's not what I meant. I'm just... wondering why the shop decided to show you this now? I haven't looked at these in years." <br><br> <<He>> wipes some dust off one of the dildos and examines it. <<if $gwylanSeen.includes("strapOnGifted")>> "I suppose it's reminding me that I have a place to store that gift you gave me. Thank you, again." <<else>> "This is a collection of vintage or novelty items I've picked up over the years. I'll admit, I don't tend to use them on my own. There's plenty of other ways to alleviate any masturbatory urges. But sharing a toy with a fluid-bonded partner... well. It's rather intimate." <<He>> gives you a fond smile. "I suppose it's telling me that it might be time to break them out again. The non-antique ones, anyway. I doubt either of us could get off using some of the more archaic devices here." <</if>> <br><br> <<link [[Next|Forest Shop Sex Toys Intro 2]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<He>> puts the dildo back on the cabinet shelf and begins moving them around. "These definitely aren't for sale," <<he>> says, shifting some to the side. <<He>> thinks for a moment before continuing to sort. "These, however... I'd be willing to part with these. They're unsullied, don't worry." <br><br> <<if $settings.analEnabled and (_gwylanTF.tail is "fake" or _gwylanTF.known)>> <<His>> hand hovers over the tailed buttplugs, as if trying to remember whether they've been used before, before decisively shifting them to the left. <br><br> One of the plugs has a fox tail on it. You run a hand over its soft fur and give Gwylan an odd look. "You said you've never used this one before?" <br><br> Gwylan shakes <<his>> head. "No. It's perfectly sanitary, if that's what you're worried about." Before you can elaborate, <<his>> eyes go wide. "Oh! You meant... well, can't a <<personsimple>> have more than one buttplug?" <<He>> looks away and busies <<himself>> with tidying the shelves. <br><br> <<if _gwylanTF.known>> "I don't know, does a certain <<personsimple>> like to pretend to have more than one tail?" You motion to the assorted buttplugs on the shelves, and <<he>> giggles. <br><br> "I'll leave that up to you to figure out." <br><br> <<elseif _gwylanTF.tail is "fake">> "I think your collection answers that question." You motion to the assorted buttplugs on the shelves, and <<he>> giggles. <br><br> "While I don't tend to use sex toys myself, my own fox tail buttplug is an exception," <<he>> admits. "This plug's a different brand. I'm quite attached to my current one, so I've never felt the desire to try another one." <br><br> <</if>> <</if>> "You're welcome to purchase them, if you like," <<he>> says. "The shop showed them to you for a reason, after all.<<if $adultshopunlocked>> Sirris runs a good business, but it's a wide world of adult merchandise, and I'm sure there's holes in <<nnpc_his "Sirris">> collection that I could fill." <<He>> pauses as <<his>> words catch up to <<him>>. "No pun intended.<</if>>" <<His>> cheeks are bright red. "And who knows? Maybe it would be nice to put some to good use. Now that I have a partner to use them with, that is." <<He>> smiles at you. "I'll leave the cabinet open. Feel free to check them out." <br><br> <<link [[Next|Forest Shop]]>><<endevent>><</link>> <br><<set $location to "forest_shop">><<set $outside to 0>><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> You feel in control of your body again. <br><br> Gwylan sits you down at the table again. "That little gambit won't work again. I don't know if I'll be able to help you next time." <br><br> <<He>> sits down across from you, and lets out a sigh of relief. <<if $wraith.state is "haunt">> "You've really gone and done it now, <<pcpetname "Gwylan" "name">>. To have the lake spirit's ire?" <<else>> "What in the world did you do to attract the lake spirit's attention?" <</if>> <br><br> You sip the tea. It soothes your pain. <<pain -6>><<arousal -1000>><<lpain>><<larousal>> <br><br> <<if $necklaceThief is "player">> <<link [[Tell Gwylan you took its necklace|Forest Shop Wraith Talk 2]]>><<set $phase to "thief">><</link>> <br> <<elseif $necklaceThief is "diver">> <<link [[Tell Gwylan you drew attention to the lake|Forest Shop Wraith Talk 2]]>><<set $phase to "diver">><</link>> <br> <</if>> <<link [[Say you don't know why it's after you|Forest Shop Wraith Talk 2]]>><<set $phase to "unknown">><</link>> <br> <<link [[Stay silent|Forest Shop Wraith Talk 2]]>><<set $phase to "silent">><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("bloodmoon")>> <<if $phase is "thief">> <<switch $speech_attitude>> <<case "meek">>"I stole something I shouldn't have, and now it won't leave me alone," you say. <<case "bratty">>"I took a stupid necklace, and it hasn't left me alone since," you say. <<default>>"I think I took something important from it," you say. "A necklace." <</switch>> <br><br> <<He>> covers <<his>> mouth. "Oh, <<pcpetname "Gwylan">>. I doubt I need to tell you how bad that is." <<elseif $phase is "diver">> "I funded Winter's field office at the lake," you say. "That drew a lot of attention to it." <br><br> <<Hes>> silent for a long moment. "It could be worse. A lot worse." <<elseif $phase is "unknown">> "I don't know what it wants with me," you say. <br><br> <<He>> nods. "Not surprising, it's quite the enigmatic entity." <<else>> You stay silent. Gwylan frowns. "I know it's scary, but you're safe now." <</if>> <br><br> <<He>> stands back up. "Names have power, so one must be cautious when referring to it. Although, even were its true name remembered, I don't think anyone could speak it aloud." <br><br> <<He>> touches the wall of the shop. "One safe title for it is the <span class="purple">Ivory Wraith</span>. It's impersonal enough to not grant it any additional presence. The name stuck amidst the more eccentric. The cryptid-obsessed types." <br><br> You lean forward a little. "What exactly is it?" <br><br> <<He>> puts a hand to <<his>> chin. "Well, if you believe the myths, a wraith is typically someone who died recently, or a premonition of someone that will die soon. The Ivory one is an old, old soul, though. It shows up in tales dating back to the middle ages, if not earlier. There's another definition of that word that could fit, that being someone reduced to a pale, thin shadow of their former self." <<He>> starts pacing. <br><br> "It doesn't neatly fit into any category of spirit or apparition. It wails like a banshee, but its gender is always inconsistent or indiscernible, and banshees are typically said to be related to the earth, not water. <<if $wraith.state is "haunt">>It's vengeful like a revenant, and has the red eyes to match.<</if>> It shares some aspects with tales of guardian spirits, and even reminds me of some water spirits from cultures across the sea. I think it's something wholly unique." <<He>> almost sounds excited. "I'd give it a new name myself, but that would make it stronger." <br><br> "It seemed to know you," you say. <br><br> <<He>> looks back to you. "We've shared this forest a long time. More importantly, if it can touch you, it must have some form of attachment to you. On nights like tonight, do yourself a favour and don't sleep. I always stay awake during the blood moon, so you're welcome to stay here a while." <br><br> <<if _gwylanStatus.includes("badEndReady")>> As <<he>> finishes <<his>> words, you find your vision blurring. "In fact, I must insist." <<He>> giggles. <br><br> You fall out of your seat, but <<he>> catches you. <br><br> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 30>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 30>><<endevent>><</link>> <</if>> <<else>> <<He>> returns to the gloom. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<set $location to "forest_shop">><<set $outside to 0>><<effects>><<run statusCheck("Gwylan")>> <<npc Gwylan>><<person1>> Gwylan sits you down at a table, before disappearing through a dark doorway. <<He>> quickly returns with some towels, drying you off. <<dry_full>> <br><br> <<He>> brushes off your face with a napkin. <<pain -10>><<llpain>> <br><br> "Sit tight, dear." <<He>> leaves again, and returns with a tray that holds a tea kettle and a cup. <br><br> <<He>> pours you some tea, and sits down opposite you. It soothes your pain. <<pain -6>><<arousal -1000>><<lpain>><<larousal>> <br><br> "You're lucky that you're so interesting. I wouldn't stick my neck out like that for anyone else, you know." <<He>> reaches forward and pinches your cheek. <<if $gwylanSeen.includes("partners")>>"I can't have the Wraith stealing my little treasure."<</if>> <br><br> <<if _gwylanStatus.includes("badEndReady")>> As <<he>> finishes <<his>> words, you find your vision blurring. "What would I do without you here, <<pcpetname "Gwylan">>?" <<He>> giggles. <br><br> You fall out of your seat, but <<he>> catches you. "What... would I do without you?" <br><br> <<if _gwylanStatus.includes("aurigaScarConfront")>> <<link [[Everything fades to black...|Forest Shop Nowhere Passout]]>><<pass 30>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Forest Shop Taken Start]]>><<pass 30>><<endevent>><</link>> <</if>> <<else>> <<He>> returns to the gloom. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $bedGuest is "Gwylan">> Gwylan spoons you in the pet bed, idly stroking your hair. <<hypnosisText "<<nnpc_He 'Gwylan'>> hums gently, making your body feel heavy and tired.">> <<else>> You curl up in the pet bed. There's a big fuzzy blanket folded next to it, which you pull over yourself. <</if>> <br><br> <<if Time.isBloodMoon() or Time.monthDay is Time.lastDayOfMonth and $bedGuest isnot "Gwylan">> <span class="red">The shop groans and creaks, preventing you from getting to sleep.</span> You feel a sudden sense of danger. <br><br> <<if Time.isBloodMoon()>> A beam of red moonlight lands on your face. <<else>> You remember that it's the last day of the month. <</if>> You stand. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <<elseif isGwylanAbsent() is "nobody" and $bedGuest isnot "Gwylan">> You toss and turn for a few moments, before standing back up. <span class="red">You can't hope to sleep while nobody's here.</span> <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <<elseif !($worn.neck.name is "familiar collar" and $worn.neck.cursed is 1) and $bedGuest isnot "Gwylan">> You toss and turn for a few moments, your mind unable to quiet down. <br><br> <<if $worn.neck.name is "familiar collar">> You brush your hands against your collar. <<hypnosisText "You can't get comfortable unless you know it's safely locked.">> <<else>> You brush your hands against your neck. <<hypnosisText "You can't get comfortable without Gwylan's collar safely locked around your neck.">> <</if>> This is a bed for a pet, after all. <br><br> You stand back up. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br> <<else>> It's very comfortable, fitting you <<if $bedGuest is "Gwylan">>both<</if>> easily. You let out a contented sigh and rub the heart on your collar. <br><br> <<nightmareCheck "Forest Shop Dog Bed Sleep">> <<generateSleepLinks "Forest Shop Dog Bed Sleep">> <<if $bedGuest isnot "Gwylan">> <<link [[Climb out|Forest Shop Entrance]]>><<endevent>><</link>> <</if>> <</if>><<set _autosavehere to true>> <<run statusCheck("Gwylan")>> <<sleep>> <<effects>> <<sleepeffects>> <<if isPregnancyEnding()>> <<pregnancyPassout "forestShop">> <<elseif _gwylanCafeWake>> <<npc Gwylan>><<person1>> You wake up to Gwylan gently petting your head. "<<pcPetname "Gwylan" "simple">>, it's breakfast time. Come on, let's go for a walk!" <<He>> kisses you on the cheek. <br><br> <<unset $gwylanbed>> <<hypnosisText "The word 'walk' fills you with vigor and excitement.">> You stand and stretch, and your head ends up finding Gwylan's hand again. <<tiredness -2>><<ltiredness>> <br><br> <<link [[Walk with Gwylan to the cafe (0:15)|Gwylan Walk Cafe Solo]]>><<pass 15>><</link>> <br> <<elseif _gwylanWake>> <<set $bedGuest to "Gwylan">><<set $gwylanbed to true>> <<npc Gwylan>><<person1>>You feel your blanket briefly get lifted, and someone crawls into the pet bed with you. Gwylan spoons you. "Shh... go back to sleep, <<pcpetname "Gwylan" "simple">>." <br><br> <<nightmareCheck "Forest Shop Dog Bed Sleep">> <<generateSleepLinks "Forest Shop Dog Bed Sleep">> <<else>> <<if $nightmares is 1 and $controlled is 0>> <<wakingEffects $sleepHoursTotal>> <<nightmareWake>> You quickly forget the specifics, but the sense of dread lingers. <br><br> <<else>> <<if !_wakingEffect>> <<wakingEffects $sleepHoursTotal>> <</if>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <<if $gwylanbed>> Gwylan rubs your back for comfort. <</if>> <br><br> <<elseif ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<if $gwylanbed>> Gwylan giggles. "Oh my, someone was pent up." <<npcincr Gwylan lust 3>><<gglust>> <br><br> <<He>> returns with some towels and helps you clean up. <</if>> <br><br> <<elseif !_wakingEffect>> You sleep soundly, and wake up refreshed. <<if $gwylanbed>> Gwylan kisses you on the cheek, and leaves you alone in the bed. <</if>> <br><br> <<else>> <br><br> <</if>> <</if>> <<getouticon>><<link [[Get out of bed|Forest Shop Entrance]]>><<endevent>><</link>> <br> <<unset $gwylanbed>> <</if>>/* Todo: Gwylan hunt, organize widgets in file so they make sense, not just order they were written */ <!-- Location special traits: inside: Player can hide inside. Guarantees successful hide, but they can't see, only hear Can't hide for too long against Gwylan. Mannequins can hide inside as well fall: Player can knock it over. Guaranteed to create a tripping hazard in that area, but makes noise and sets .hide to 0 hat: If player is wearing a hat, guaranteed successful hide, but only the first time scatter: Player can scatter items on the floor. Creates a tripping hazard without impacting .hide light: Player can use the light to get someone's attention, making an actor learn where the player is Almost always a bad thing, but good for Eden rescuing player from Gwylan mirror: Player can take a mirror with them, and use the light action if their location is adjacent to a location with light They can also use light on a far-away location, drawing actors attention to that area Lets player see behind them. Maybe also a special interaction with the Wraith/Elkspawn? UPDATE: mirror trait now hard-coded as an item at the tilted vanity noisy: Players can make a noise with this location, alerting actors to their area Searching for items here will also make a noise Actors will also make a noise when searching here, except for the Wraith and Nobody Actor states: roam: picks a random location they haven't been to in the last fifteen turns and pathfinds to it, inherently searching any areas they cross search: picks a random location they haven't been to in the last fifteen turns and pathfinds to it, inherently searching their area and any bordering areas. Only moves every second turn check: pathfinds to a specific area. Used for decoys, etc. They can be distracted out of this. Functionally identical to roam, used to distinguish behavior statue: picks a random location they haven't been to in the last fifteen turns and pathfinds to it, inherently searching any areas they cross. Does not move if they were close to the player recently march: pathfinds to a specific area. Can NOT be distracted away until they reach their destination chase: pathfinds to the area they last saw the target, constantly updating if they see the target again. If the target successfully damages them, they return to roam. If their target successfully hides, they continue until they hit a wall, then roam. If their area is bordering their target's for three turns, they catch the target and force a confrontation guard: waits in their specific location, automatically searching their area and any bordering areas ambush: hiding in the closet/wardrobe, only applicable for mannequins fight: fighting either the player or a non-player target. Cannot be distracted. Fight usually ends with both parties taking 1 damage. For fights with the player, outcome depends on player performance The Wraith and Elkspawn should take no damage from mannequins. Eden should not take damage from mannequins if they were the one to initiate the fight Idea: Eden can initiate and win fights with mannequins from a tile away by shooting them? follow: following a target, otherwise not interacting with them flee: pathfinds to the location as far away from a target as possible, cannot be distracted. Functionally identical to march, replace? guide: pathfinds to a specific area, trying to get the target to follow. Gwylan should do this to guide the player through obstacles hide: stays in an area and does not move, cannot be interacted with toPlayer: pathfinds to the player every turn rush: pathfinds to a specific area, moving two tiles per turn. Once they reach their target location, they either interact with the player if present or begin roaming drag: pathfinds to a specific location, cannot be distracted. Identical to march pathfinding-wise, intended for when actors are physically dragging the player somewhere, like Eden dragging the player to the door The Wraith's "dragging" takes the form of possession. Make into a different state? The only actors that should ever need to be this state are Eden and Wraith. No chance of conflict if two actors both have the drag state hold: stays in one place without moving, holding the player in place null: null as a value, not a string. This is the state for defeated actors; if an actor has a state of null, they cannot do anything and neither the player nor other actors can interact with them Common variables: $shopHunt: The core object where almost all information about the sequence is stored locations: hide: how good that area is for normal hiding. Locations with "inside" and "hat" traits have unique hiding interactions separate from this value special: special properties of that location. See "Location special traits" state: the current state of the location. Whether it's been fallen over, scattered, etc. borders: the borders of the CORE map. x indicates top and bottom edges, y indicates left and right edges shop: door: position: the coordinates where the door is spawned side: north, south, east or west. Just used for the visual map, no gameplay value open: whether the door is open or closed. Could theoretically be used for gameplay, but it's mostly just used for the visual map state: unused, remove? mannequins: how many mannequins the shop has in "stock". Only a limited number of mannequins can spawn per hunt footsteps: whether the player makes footsteps, causing them to make a small audio lure with each step (unless they move slowly?) shuffle: count: how many times the map has been reshuffled before max: how many times the map is allowed to be reshuffled in that encounter history: an array of the turns the map has reshuffled, with [0] being the most RECENT shuffle turn, not the first item: an object. Each item's location is stored as a string player: hide: how good the player's current hiding spot is. Derived from the location's .hide value, sometimes overwritten by context-specific things (noisy hiding spots, hiding inside the wardrobe/closet, etc) points: how many points the player has earned. Intended for friendly hide-and-seek games with Gwylan action: the player's current action. Also tracked as _act at the start of each turn state: unused, remove? position: the player's location, as coordinates seen: an array of things the player has seen, used for tracking what events the player has encountered history: a fifteen-turn log of the player's positions actions and hide values. Used to make sure players aren't camping in the closet or wardrobe map: a 2D array mimicking the real map, but instead keeping track of what areas the player has seen, searched, etc commands: a mechanic unique to having Gwylan as an enemy. Gwylan can forbid players with Hypnotic Devotion from taking certain actions; those actions are tracked here actors: id: the actor's numerical ID, also their array number obstaclePass: what types of obstacles the actor can pass through. At 0, actors cannot pass through any obstacles; at 1, actors can pass through "holes" (walls within the shops border); at 2, actors can pass through all walls stun: what an actor is prevented from doing, and for how long grip: various stats related to the checks needed to escape in the "drag" or "grip" states chaseTimer: how long the actor has been chasing the player. Counts down each turn, forces a confrontation once it hits zero points: how many points the actor has earned. Intended for friendly hide-and-seek games with Gwylan type: the internal type of actor. "eden", "gwylan", "mannequin", etc state: the actor's current state. See "Actor states" target: the actor's current target, used to determine their pathfinding role: the actor's role in the encounter. "enemy", "neutral" or "ally" team: an actor's allegiance. Used for determining when two enemy actors are also enemies with each other or not pronoun: the actor's pronoun used for writing scenes history: a fifteen-turn log of the actor's positions, states, locations and what they found. Used to determine behavior. Do not update to 18 or longer; actor pathfinding relies on there being at least one location that hasn't been visited in the history log seen: things the actor has seen, used to make sure they only trip over certain hazards once, only fall for the hat stand hiding trick once, etc movement: an array of "steps", used to determine the actor's movement. For example, if the first entry is [-1,0], that will be applied to their position to move them north position: the actor's location, as coordinates health: how much health they have name: the actor's name, to be printed in writing scenes title: whether the actor's name is a title or a name. The difference between "mannequin" and "the mannequin" footsteps: whether the actor makes footsteps when they walk. At 0, they never make footsteps. At 2, they always make footsteps. At 1, it depends on context; see shopHuntFootstepsHeard() ammo: how much of a resource an actor has left in their current magazine. Currently only used by Eden, 0-10 actorsArchive: identical to actors, but instead of tracking all active actors, it tracks all defeated actors. Once an actor's health property reaches zero, they're removed from the main actors array and put here context: the specific scene this hunt is following turns: how long the hunt has lasted. One passage means one turn. Actors take actions every turn, unless the player is fighting, in which case they only act every three turns lightTarget/ambushTarget/searchTarget: The target for certain specific actions $shopLocs: an array of all locations in the shop. Only stores names, used as a base for other variables $shopHuntMap: a 2D array of the map. [0][0] is top left, incrementing the first number moves down, incrementing the second number moves right $actorFound: an array with one entry for each actor, listing all the things the actor has found in this turn separated by area. Kept separate from their $shopHunt.actors variable. It's a story variable because it needs to persist to the beginning of the next turn, to be logged in the history $actorEvents: an array with one entry for each actor, listing all the things the actor has done in this turn. Kept separate from their $shopHunt.actors variable. It's a story variable because it needs to persist to the beginning of the next turn, to be logged in the history (Has not been used so far. Remove?) $shopHuntActive: which actor is currently "active" for the sake of <<shopHuntActorName>> and <<shopHuntPronoun>>. Essentially used the same as $index or $pronoun $shopHuntMess: an object that persists after the shop hunt is finished, keeping track of how much damage was done. Could be used for future events value: the numerical value of how much mess has been made events: specific events that occurred during the shop hunt, such as knocking over locations $mannequinDescs: an array of possible mannequin descriptors. Every time a mannequin is generated, one is plucked from the array, to ensure no two mannequins get the same description $gridConsoleEnable: a debug variable, used to control whether or not the map prints in the browser console $xSideOverride/$ySideOverride: debug variables, used to control whether the map is forced to generate with the length or width a specific size --> <<widget "shopHuntInit">> <<set $shopLocs to ["overspillingChest","hangingBasket","rottingCloset","squeakyRotatingRack","darkScreen","antiqueWardrobe","strangeIroningBoard","molderingHutch","rustedHangers","duskyDrawer","spindlyHatStand","gnarledWall","glowingBox","bentUmbrellaStand","tiltedVanity","wornStocking","decayingShelf","creakyCabinet"]>> <<set $_locationBase to { hide: 1, special: [], state: [], }>> <<set $_locationsUnique to { hide: { overspillingChest: 2, hangingBasket: 2, squeakyRotatingRack: 3, darkScreen: 3, antiqueWardrobe: 2, strangeIroningBoard: 3, molderingHutch: 2, rustedHangers: 3, duskyDrawer: 3, bentUmbrellaStand: 2, tiltedVanity: 2, decayingShelf: 2, creakyCabinet: 2 }, special: { hangingBasket: ["fall","scatter"], rottingCloset: ["inside"], squeakyRotatingRack: ["noisy"], antiqueWardrobe: ["inside"], strangeIroningBoard: ["fall"], spindlyHatStand: ["fall","hat"], gnarledWall: ["scatter"], glowingBox: ["light"], bentUmbrellaStand: ["fall"], wornStocking: ["scatter"], decayingShelf: ["scatter"], creakyCabinet: ["noisy"] } }>> <<set $shopHunt to { locations: {}, borders: { x: [0,0], y: [0,0] }, shop: { door: { position: [0,0], side: "", open: false }, shuffle: { count: 0, max: 0, history: [] }, state: "", mannequins: 6, footsteps: _args[0] is "kidnap", }, item: {}, player: { hide: 0, points: 0, action: "", state: "active", position: [0,0], seen: [], history: [], }, commands: [], actors: [], actorsArchive: [], context: _args[0], turns: 0 }>> <<switch _args[0]>> <<case "kidnap" "rescue" "garden">> <<set $shopHunt.shop.shuffle.max to 1>> <<case "game">> <!-- For the game, the shop shuffles after each point earned, so a hard-set "max" value is pointless --> <<set $shopHunt.shop.shuffle.max to 999>> <</switch>> <<run $shopLocs.forEach(x => { $shopHunt.locations[x] = clone($_locationBase); if ($_locationsUnique.hide[x]) $shopHunt.locations[x].hide = $_locationsUnique.hide[x]; if ($_locationsUnique.special[x]) $shopHunt.locations[x].special = $_locationsUnique.special[x]; })>> <<set $actorFound to {}>> <<set $actorEvents to {}>> <<set $shopHuntActive to 0>> <<set $mannequinDescs to ["hatted","bespectacled","fashionable","chic","slick","dapper","natty","trendy","swimsuit-wearing","undies-wearing","cloaked","varnished","comfortable","gangly"]>> <<if $gwylanSeen.includes("fox_plushie_gwylan")>> <<set $mannequinDescs.push("giant")>> <</if>> <<shopHuntShuffle "init">> <<set $shopHuntMess to { value: 0, events: [] }>> <</widget>> <<widget "shopHuntFight">> <<set $shopHunt.player.state to "fight">> <<set $shopHunt.player.action to _args[1] or "fight">> <<shopHuntActorSetState _args[0] "fight" "player">> <</widget>> <<widget "shopHuntShuffle">> <<if $shopHunt.shop.shuffle.count gte $shopHunt.shop.shuffle.max and _args[0] isnot "init">> <span class="red">ERROR: shopHuntShuffle called more than max allotted times! Shuffled <<print $shopHunt.shop.shuffle.count + 1>> times in $shopHunt.context event ($shopHunt.shop.shuffle.max shuffles permitted)</span> <br><br> <</if>> <<set $_locs to clone($shopLocs)>> <<if _args[0] isnot "init">> <<set $_locsMemory to {}>> <<for $_i range $shopLocs>> <<set $_memCoords to shopHuntCoords($_i)>> <<set $_locsMemory[$_i] to $shopHunt.player.map[$_memCoords[0]][$_memCoords[1]].searched>> <</for>> <<set $_locs to $_locs.filter(x => x !== $shopHunt.shop.door.position)>> <<set $shopHunt.shop.shuffle.count++>> <<set $_playerLoc to shopHuntFind("player")>> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if !!$shopHunt.actors[$_i].state>> <<shopHuntStun $_i 1 "all">> <<set $shopHunt.actors[$_i].movement to []>> <</if>> <</for>> <<switch _args[0]>> <<case "gardenKey">> <span class="black">The shop rumbles.</span> You look around as the shelves rattle and the few lights flicker. In the confusion, you bump into <<shopHuntActorName $shopHunt.item.key>>. Its wooden face is the last thing you see as the gloom envelops you. <<case "edenDoor">> <<set $_eden to $shopHunt.actors.find(x => x.type === "eden").id>> <<shopHuntActorSetState $_eden "roam">> <span class="black">The shop rumbles.</span> The gloom closes in on you and <<shopHuntActorName $_eden>>. <<shopHuntPronoun "His">> grip on your arm tightens painfully, before suddenly vanishing. <<shopHuntPronoun "His">> shout becomes muffled, as if you're hearing through wool. <<case "gameFall">> <<shopHuntPronoun "He">> yelps, rubbing <<shopHuntPronoun "his">> head. <<if $gwylanSeen.includes("shopHunt_fallPoint")>> "<<pcPetname "Gwylan" "naughty">>, just tag me normally!" <<shopHuntPronoun "he">> complains <span class="black">as the gloom closes in on you</span>. <<else>> <<set $gwylanSeen.pushUnique("shopHunt_fallPoint")>> "That doesn't count as a point," <<shopHuntPronoun "he">> pouts. <span class="black">The shop rumbles.</span> The gloom closes in on you. "Wait, what do you mean that co—" <<shopHuntPronoun "His">> protest becomes muffled, as if you're hearing through wool. <</if>> <<default>> <span class="black">The shop rumbles.</span> The gloom closes in on you. <</switch>> <br><br> When the gloom clears away, you open your eyes. You're still by the <<shopHuntLocName $_playerLoc>>, but <span class="pink">your surroundings seem entirely different</span>. <br><br> <</if>> <<set $_xSide to [2,3,3,4,4,5,5,6,6,7].random()>> <<if $xSideOverride>> <<set $_xSide to $xSideOverride>> <</if>> <<switch $_xSide>> <<case 2>> <<set $_ySide to [5,6,7].random()>> <<set $shopHunt.borders.y to [[2,3],[3,4]].random()>> <<case 3>> <<set $_ySide to [4,5,6].random()>> <<set $shopHunt.borders.y to [2,4]>> <<case 4>> <<set $_ySide to [3,4].random()>> <<set $shopHunt.borders.y to [[1,4],[2,5]].random()>> <<case 5>> <<set $_ySide to [2,3].random()>> <<set $shopHunt.borders.y to [1,5]>> <<case 6>> <<set $_ySide to [2,3].random()>> <<set $shopHunt.borders.y to [[0,5],[1,6]].random()>> <<case 7>> <<set $_ySide to 2>> <<set $shopHunt.borders.y to [0,6]>> <</switch>> <<if $ySideOverride>> <<set $_ySide to $ySideOverride>> <</if>> <<switch $_ySide>> <<case 2>> <<set $shopHunt.borders.x to [[2,3],[3,4]].random()>> <<case 3>> <<set $shopHunt.borders.x to [2,4]>> <<case 4>> <<set $shopHunt.borders.x to [[1,4],[2,5]].random()>> <<case 5>> <<set $shopHunt.borders.x to [1,5]>> <<case 6>> <<set $shopHunt.borders.x to [[0,5],[1,6]].random()>> <<case 7>> <<set $shopHunt.borders.x to [0,6]>> <</switch>> <<if $gridConsoleEnable>> <<run console.log($_xSide + " by " + $_ySide + " (" + $_xSide * $_ySide + ")")>> <<run console.log("[" + [$shopHunt.borders.y[0], $shopHunt.borders.x[0]] + "] to [" + [$shopHunt.borders.y[1], $shopHunt.borders.x[1]] + "]")>> <</if>> <<set $shopHuntMap to [ ["","","","","","",""], ["","","","","","",""], ["","","","","","",""], ["","","","","","",""], ["","","","","","",""], ["","","","","","",""], ["","","","","","",""] ]>> <<set $_posBase to { seen: 0, searched: false, known: [] }>> <<set $shopHunt.player.map to [ [clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase)], [clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase)], [clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase)], [clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase)], [clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase)], [clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase)], [clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase),clone($_posBase)] ]>> <<if _args[0] isnot "init">> <<set $_borderCount to $_xSide * $_ySide - 5>> <<set $_doorNum to random($_locs.length - $_borderCount, $_locs.length)>> <</if>> <<set $_hole to Math.clamp(6 - $world_corruption_hard, 1, 6)>> <<for $_x to 0; $_x lt $_xSide; $_x++>> <<for $_y to 0; $_y lt $_ySide; $_y++>> <<if $shopHunt.borders.y.includes($shopHunt.borders.y[0] + $_x) or $shopHunt.borders.x.includes($shopHunt.borders.x[0] + $_y)>> <<if $_doorNum and $_locs.length lte $_doorNum>> <<set $shopHuntMap[$shopHunt.borders.x[0] + $_y][$shopHunt.borders.y[0] + $_x] to $shopHunt.shop.door.position>> <<set $_doorNum to false>> <<else>> <<set $_newLoc to $_locs.pluck()>> <<set $shopHuntMap[$shopHunt.borders.x[0] + $_y][$shopHunt.borders.y[0] + $_x] to $_newLoc>> <</if>> <<elseif random(0,$_hole) is $_hole>> <<set $_newLoc to $_locs.pluck()>> <<set $shopHuntMap[$shopHunt.borders.x[0] + $_y][$shopHunt.borders.y[0] + $_x] to $_newLoc>> <<set $_hole-->><<set $_hole to Math.clamp($_hole, 1, 100)>> <<else>> <<set $_hole++>><<set $_hole *= 2>> <</if>> <</for>> <</for>> <<set $_available to []>> <<for $_x to 0; $_x lt 7; $_x++>> <<for $_y to 0; $_y lt 7; $_y++>> <<if $shopHuntMap[$_x][$_y] is "" and Object.values(shopHuntBordering([$_x, $_y], "noDoor")).length gte 1>> <<set $_available.push([$_x, $_y])>> <</if>> <</for>> <</for>> <<if $_locs.length gte 1>> <<if $gridConsoleEnable>> <<run console.log("Remainder: " + $_locs.length + " (" + $_locs.join(", ") + ")")>> <</if>> <<for $_i range $_locs>> <<set $_this to $_available.pluck()>> <<set $shopHuntMap[$_this[0]][$_this[1]] to $_i>> <</for>> <</if>> <<if _args[0] is "init">> <<set $shopHunt.item.key to shopHuntEmpty().random()>> <<set $shopHunt.item.mirror to "tiltedVanity">> <<set $shopHunt.shop.door.position to shopHuntWalls().random()>> <<set $_locsFromDoor to shopHuntLocationsByDistance($shopHunt.shop.door.position, "steps")>> <<switch $shopHunt.context>> <<case "garden">> <!-- Player position set in passage --> <<case "game">> <<set $shopHunt.player.position to shopHuntCoords(shopHuntEmpty().random())>> <<case "rescue" "kidnap">> <<set $shopHunt.player.position to shopHuntCoords($_locsFromDoor[0][0])>> <<default>> <<set $shopHunt.player.position to shopHuntCoords($_locsFromDoor[0][0])>> <</switch>> <<else>> <<set $shopHunt.player.position to shopHuntCoords($_playerLoc)>> <<if $gridConsoleEnable>> <<run console.log("Player location: [" + shopHuntCoords($_playerLoc) + "] (" + $_playerLoc + ")")>> <</if>> <<for $_s range Object.keys($_locsMemory)>> <<set $shopHunt.player.map[shopHuntCoords($_s)[0]][shopHuntCoords($_s)[1]].searched to $_locsMemory[$_s]>> <</for>> <<set _locRaw to shopHuntFind("player")>> <<set _loc to clone($shopHunt.locations[_locRaw])>> <<set _bordering to shopHuntBordering(shopHuntCoords(_locRaw))>> <<set $shopHunt.player.history[0].shuffle to true>> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> /* Todo: context specific shuffles? Enemy Eden being sent to the furthest possible spot from PC, etc */ <<if !!$shopHunt.actors[$_i].state>> <<set $_actorNewLoc to shopHuntEmpty().random()>> <<set $shopHunt.actors[$_i].position to shopHuntCoords($_actorNewLoc)>> <</if>> <</for>> <<run shopHuntSeeLoc()>> <</if>> <<set $shopHunt.shop.door.side to Object.keys(shopHuntBordering(shopHuntCoords($shopHunt.shop.door.position), "wall")).filter(x => shopHuntBordering(shopHuntCoords($shopHunt.shop.door.position), "wall")[x] === "wall" && shopHuntBordering(shopHuntCoords($shopHunt.shop.door.position), "hole")[x] !== "hole").random()>> <<if $gridConsoleEnable and true>> <<shopHuntDebug "capWalls">> <</if>> <<set $shopHunt.shop.shuffle.history.unshift($shopHunt.turns)>> <</widget>> <<widget "shopHuntDebug">> <<if $debug and $shopHuntMinigameTest>> <<if $gridConsoleEnable>> <<run console.log("map: player's location")>> <<set $_console to [[],[],[],[],[],[],[]]>> <<for $_x to 0; $_x lt 7; $_x++>> <<for $_y to 0; $_y lt 7; $_y++>> <<if doArraysMatch([$_x,$_y],$shopHunt.player.position)>> <<set $_console[$_x].push($shopHuntMap[$_x][$_y].split(/(?=[A-Z])/)[0].substring(0,3).padStart(3, "x x").toUpperCase())>> <<elseif between($_x, $shopHunt.borders.x[0], $shopHunt.borders.x[1]) and between($_y, $shopHunt.borders.y[0], $shopHunt.borders.y[1])>> <<if shopHuntIsHole([$_x, $_y])>> <<set $_console[$_x].push($shopHuntMap[$_x][$_y].split(/(?=[A-Z])/)[0].substring(0,3).padStart(3, "x_x"))>> <<elseif between($_x, $shopHunt.borders.x[0], $shopHunt.borders.x[1], true) and between($_y, $shopHunt.borders.y[0], $shopHunt.borders.y[1], true) or !_args.includes("capWalls")>> <<set $_console[$_x].push($shopHuntMap[$_x][$_y].split(/(?=[A-Z])/)[0].substring(0,3).padStart(3, "x x"))>> <<else>> <<set $_console[$_x].push($shopHuntMap[$_x][$_y].split(/(?=[A-Z])/)[0].substring(0,3).padStart(3, "x x").toUpperFirst())>> <</if>> <<else>> <<set $_console[$_x].push($shopHuntMap[$_x][$_y].split(/(?=[A-Z])/)[0].substring(0,3).padStart(3, "x x"))>> <</if>> <</for>> <<run console.log($_console[$_x])>> <</for>> <</if>> <<if _args.includes("options")>> <br><br> <span class="orange">DEBUG OPTIONS</span> <br> <<link [[Mark every location as seen|Forest Shop Hunt]]>> <<shopHuntAction "debug">> <<for _x to 0; _x lt 7; _x++>> <<for _y to 0; _y lt 7; _y++>> <<if $shopLocs.includes($shopHuntMap[_x][_y])>> <<set $shopHunt.player.map[_x][_y].seen to 2>> <<elseif Object.keys(shopHuntBordering([_x, _y])).length gte 1>> <<set $shopHunt.player.map[_x][_y].seen to 1>> <</if>> <</for>> <</for>> <</link>> <br> <<link [[Mark every location as unseen|Forest Shop Hunt]]>> <<shopHuntAction "debug">> <<for _x to 0; _x lt 7; _x++>> <<for _y to 0; _y lt 7; _y++>> <<if Object.values(shopHuntBordering(shopHuntCoords(shopHuntFind("player")))).includes($shopHuntMap[_x][_y])>> <<set $shopHunt.player.map[_x][_y].seen to 1>> <<elseif $shopHuntMap[_x][_y] isnot shopHuntFind("player")>> <<set $shopHunt.player.map[_x][_y].seen to 0>> <</if>> <</for>> <</for>> <</link>> <br><br> <<set $shopHuntDebug to {}>> <<set $shopHuntDebug.actors to []>> <<for _i to 0; _i lt $shopHunt.actors.length; _i++>> <<if !!$shopHunt.actors[_i].state>> <<if $shopHunt.actors[_i].type is "mannequin">> <<set $shopHuntDebug.actors.push("mannequin" + $shopHunt.actors[_i].mannequinId)>> <<else>> <<set $shopHuntDebug.actors.push($shopHunt.actors[_i].type)>> <</if>> <</if>> <</for>> <<set $shopHuntDebug.actorSelected to $shopHuntDebug.actors[0]>> Actor: <<listbox "$shopHuntDebug.actorSelected" autoselect>> <<optionsfrom $shopHuntDebug.actors>> <</listbox>> <br> Location: <<set $shopHuntDebug.location to $shopLocs.random()>> <<listbox "$shopHuntDebug.location" autoselect>> <<optionsfrom $shopLocs>> <</listbox>> <br> State: <<set $_debugStates to ["roam", "search", "check", "march", "chase", "guard", "ambush", "fight", "follow", "flee", "guide", "hide", "rush", "drag", "toPlayer", "hold"]>> <<set $shopHuntDebug.state to $_debugStates.random()>> <<listbox "$shopHuntDebug.state" autoselect>> <<optionsfrom $_debugStates>> <</listbox>> <br><br> <<link [[Send actor to location|Forest Shop Hunt]]>> <<shopHuntActorSetState $shopHuntDebug.actors.indexOf($shopHuntDebug.actorSelected) "march" $shopHuntDebug.location>> <<unset $shopHuntDebug>> <</link>> <br> <<link [[Set actor to state|Forest Shop Hunt]]>> <<set $shopHunt.actors[$shopHuntDebug.actors.indexOf($shopHuntDebug.actorSelected)].state to $shopHuntDebug.state>> <<if $shopHuntDebug.state is "chase">> <<set $shopHunt.actors[$shopHuntDebug.actors.indexOf($shopHuntDebug.actorSelected)].chaseTimer to 4>> <<set $shopHunt.actors[$shopHuntDebug.actors.indexOf($shopHuntDebug.actorSelected)].target to "player">> <<elseif $shopHuntDebug.state is "guide">> <<set $shopHunt.actors[$shopHuntDebug.actors.indexOf($shopHuntDebug.actorSelected)].target to $shopHuntDebug.location>> <</if>> <<unset $shopHuntDebug>> <</link>> <br><br> <<if $gridConsoleEnable>> <<link [[Disable browser console messages|Forest Shop Hunt]]>><<unset $gridConsoleEnable>><<shopHuntAction "debug">><</link>> <<run console.log("END OF TURN ", $shopHunt.turns)>> <<run console.log("=================================================")>> <<else>> <<link [[Enable browser console messages|Forest Shop Hunt]]>><<set $gridConsoleEnable to true>><<shopHuntAction "debug">><</link>> <</if>> <br> <</if>> <</if>> <</widget>> <<widget "shopHuntEnd">> <<set $_end to _args[0]>> <<if $shopHunt.actors.filter(x => x.type is "eden" and x.role is "enemy").length gte 1 and ["rescue","kidnap"].includes($shopHunt.context)>> <<if ["gwylanRescue","gwylanKidnap"].includes($_end)>> <<gwylanRescueStats true "EdenShop">> <<elseif $_end is "edenKidnap">> <<gwylanRescueStats false "EdenShop">> <</if>> <</if>> <<unset $shopHunt>> <<unset $shopLocs>> <<unset $shopHuntMap>> <<unset $actorFound>> <<unset $actorEvents>> <<unset $shopHuntActive>> <<unset $mannequinDescs>> /* Do not add $shopHuntMess, this variable is intentionally preserved for use in later events */ <</widget>> <<widget "shopHuntMess">> <<set $_value to _args[0] or 1>> <<set $_events to _args[1] or []>> <<set $shopHuntMess.value += $_value>> <<set $shopHuntMess.events to $shopHuntMess.events.concatUnique($_events)>> <</widget>> <<widget "shopHuntCreateActorMannequin">> <<set _mannequinCount to Math.clamp(_args[0] or 1, 0, $shopHunt.shop.mannequins)>> <<if _mannequinCount gte 1>> <<for _m to 0; _m lt _mannequinCount; _m++>> <<if $shopHunt.shop.mannequins is 1 and $shopHunt.context isnot "garden">> <<set $_desc to "masked">> <<else>> <<set $_desc to $mannequinDescs.pluck()>> <</if>> <<shopHuntCreateActor "mannequin" _args[1] _args[2] $_desc>> <<set $shopHunt.actors[$shopHunt.actors.length - 1].mannequinId to $shopHunt.actors.filter(x => x.type is "mannequin").length - 1>> <<set $shopHunt.shop.mannequins-->> <</for>> <</if>> <</widget>> <<widget "shopHuntActorSearch">> <<switch $shopHunt.actors[_args[0]].state>> <<case "roam" "check" "guide" "toPlayer" "statue" "rush" "alert">> <<if $shopHunt.actors[_args[0]].type is "elkspawn" and $shopHunt.actors[_args[0]].state isnot "rush" or $shopHunt.actors[_args[0]].state is "alert" and $shopHunt.actors[_args[0]].target is shopHuntFind(_args[0])>> <<set $_range to 2>> <<else>> <<set $_range to 1>> <</if>> <<case "search" "guard" "chase" "follow">> <<set $_range to 2>> <<case "march" "ambush" "fight" "flee" "hide" "drag" "hold" null>> <<exit>> <<default>> <span class="red">Error: Invalid state for actor _args[0]: $shopHunt.actors[_args[0]].state. Please report this!</span> <<exit>> <</switch>> <<set $_searchField to [shopHuntFind(_args[0])]>> <<if $_range is 2>> <<set $_searchField to $_searchField.concat(Object.values(shopHuntBordering($shopHunt.actors[_args[0]].position)))>> <</if>> <<for $_i range $_searchField>> <<set $actorFound[_args[0]][$_i] to shopHuntContains($_i).filter(x => !["player",_args[0]].includes(x))>> <<run shopHuntCheckHide(_args[0], $_i)>> <</for>> <</widget>> <<widget "shopHuntCreateActor">> <<set $_actorNum to $shopHunt.actors.length>> <<set $shopHunt.actors.push({ id: $_actorNum, obstaclePass: 0, stun: {}, grip: { min: 2000, max: 10000, step: 1000, progress: 0, stages: 0 }, chaseTimer: 0, points: 0, type: _args[0].split(" ").pop().toLowerCase(), state: "roam", target: "", role: _args[1] or "enemy", pronoun: C.npc[_args[0]]?.pronoun or "i", history: [], seen: [], movement: [], position: _args[2] instanceof Array ? _args[2] : shopHuntCoords($shopLocs.includes(_args[2]) ? _args[2] : _args[2] isnot undefined ? shopHuntFind(_args[2]) : shopHuntEmpty().random()), })>> <<switch _args[0]>> <<case "Eden">> <<set $shopHunt.actors[$_actorNum].health to 5>> <<set $shopHunt.actors[$_actorNum].name to C.npc.Eden.name_known ? "Eden" : "<<nnpc_title 'Eden'>>">> <<set $shopHunt.actors[$_actorNum].title to C.npc.Eden.name_known ? false : true>> <<set $shopHunt.actors[$_actorNum].footsteps to 1>> <<set $shopHunt.actors[$_actorNum].team to "eden">> /* Lee Enfield has a 10 round magazine, but Eden has usually fired a few shots before this event. At least 1, up to 3. */ <<set $shopHunt.actors[$_actorNum].ammo to random(5, 7)>> <<set $shopHunt.actors[$_actorNum].grip to { min: 4000, max: 10000, step: 3000 }>> <<case "Gwylan">> <<set $shopHunt.actors[$_actorNum].health to 3>> <<set $shopHunt.actors[$_actorNum].name to "Gwylan">> <<set $shopHunt.actors[$_actorNum].footsteps to 1>> <<set $shopHunt.actors[$_actorNum].obstaclePass to 1>> <<set $shopHunt.actors[$_actorNum].team to "gwylan">> <<case "mannequin">> <<set $shopHunt.actors[$_actorNum].health to 1>> <<set $shopHunt.actors[$_actorNum].name to _args[3] + " mannequin">> <<set $shopHunt.actors[$_actorNum].footsteps to 1>> <<set $shopHunt.actors[$_actorNum].title to true>> <<set $shopHunt.actors[$_actorNum].grip.max to 5000>> <<if _args[3] is "masked">> <<set $shopHunt.actors[$_actorNum].health to 2>> <<set $shopHunt.actors[$_actorNum].obstaclePass to 1>> <<set $shopHunt.actors[$_actorNum].footsteps to 0>> <<set $shopHunt.actors[$_actorNum].grip.max to 5000>> <<set $shopHunt.actors[$_actorNum].grip.min to 2000>> <<elseif _args[3] is "giant">> <<set $shopHunt.actors[$_actorNum].name to "giant fox plushie">> <<set $shopHunt.actors[$_actorNum].footsteps to 0>> <<set $shopHunt.actors[$_actorNum].grip.step to 5000>> <</if>> <<if $shopHunt.actors[$_actorNum].role is "neutral">> <<set $shopHunt.actors[$_actorNum].state to "guard">> <</if>> <<set $shopHunt.actors[$_actorNum].team to "gwylan">> <<case "Elkspawn">> /* Todo: Gwylan hunt, what stats should the Elkspawn have? */ <<set $shopHunt.actors[$_actorNum].health to 999>> <<set $shopHunt.actors[$_actorNum].name to "Elkspawn">> <<set $shopHunt.actors[$_actorNum].footsteps to 2>> <<set $shopHunt.actors[$_actorNum].title to true>> <<set $shopHunt.actors[$_actorNum].team to "elkspawn">> <<shopHuntMess 20 "elkspawn">> <<case "Ivory Wraith">> <<set $shopHunt.actors[$_actorNum].health to 5>> <<set $shopHunt.actors[$_actorNum].name to "pale figure">> <<set $shopHunt.actors[$_actorNum].disguise to false>> <<set $shopHunt.actors[$_actorNum].footsteps to 0>> <<set $shopHunt.actors[$_actorNum].obstaclePass to 2>> <<set $shopHunt.actors[$_actorNum].title to true>> <<set $shopHunt.actors[$_actorNum].team to "wraith">> <<case "nobody">> /* Support for nobody isn't really done. Unsure if nobody will ever actually get involved in shop hunts */ <<set $shopHunt.actors[$_actorNum].health to 999>> <<set $shopHunt.actors[$_actorNum].name to "nobody">> <<set $shopHunt.actors[$_actorNum].pronoun to "t">> <<set $shopHunt.actors[$_actorNum].footsteps to 0>> <<set $shopHunt.actors[$_actorNum].obstaclePass to 1>> <<set $shopHunt.actors[$_actorNum].team to "gwylan">> <</switch>> <<generatePronouns $shopHunt.actors[$_actorNum]>> <</widget>> <<widget "shopHuntPronoun">> <<if _args[1] isnot undefined>> <<set $shopHuntActive to _args[1]>> <</if>> <<set $_word to _args[0]>> <<if $_word[0] isnot $_word[0].toLowerCase()>> <<set $_cap to true>> <<set $_word to $_word.toLowerCase()>> <</if>> <<set _text_output to $shopHunt.actors[$shopHuntActive].pronouns[$_word]>> <<if $_cap>><<capitalise>><</if>> <<exit _text_output>> <</widget>> <<widget "shopHuntDoor">> <<if $shopHunt.context is "garden">> <<set _text_output to "door to the garden">> <<else>> <<set _text_output to "front door">> <</if>> <<exit _text_output>> <</widget>> <<widget "shopHuntActorSetState">> <<if typeof _args[0] is "string">> <<set $_actor to _args[0].toLowerCase()>> <<if $_actor is "mannequin">> <<error { message : `shopHuntActorSetState error: mannequin states cannot be set through string argument.`, source : Utils.GetStack() }>> <<exit>> <<elseif !$shopHunt.actors.map(x => x.type).includes($_actor)>> <<error { message : `shopHuntActorSetState error: actor "${$_actor}" not present in hunt.`, source : Utils.GetStack() }>> <<exit>> <<elseif !$shopHunt.actors[$shopHunt.actors.find(x => x.type is $_actor).id].state>> <<error { message : `shopHuntActorSetState error: actor "${$_actor}" defeated, null state.`, source : Utils.GetStack() }>> <<exit>> <<else>> <<set $_actor to $shopHunt.actors.find(x => x.type is $_actor).id>> <</if>> <<else>> <<set $_actor to _args[0]>> <</if>> <<set $_state to _args[1]>> <<set $_target to _args[2] or false>> <<if $_target>> <<if !$shopLocs.includes($_target) and !["fight","chase"].includes($_state)>> <<set $_target to shopHuntFind($_target)>> <</if>> <</if>> <<if $shopHunt.actors[$_actor].stun.move and $shopHunt.actors[$_actor].state is "search">> <<unset $shopHunt.actors[$_actor].stun.move>> <</if>> <<set $shopHunt.actors[$_actor].movement to []>> <<if $_state>> <<if $_state is "hold" and $shopHunt.actors.filter(x => x.state is "hold").length is 0>> <<set _holdStarted to true>> <</if>> <<set $shopHunt.actors[$_actor].state to $_state>> <<if $_state is "chase">> <<set $shopHunt.actors[$_actor].chaseTimer to 4>> <</if>> <</if>> <<set $shopHunt.actors[$_actor].target to $_target>> <<if $_state is "drag">> <<set _dragStarted to true>> <</if>> <</widget>> <<widget "shopHuntGwylanHypnotise">> <<set $_actor to $shopHunt.actors.find(x => x.type is "gwylan")>> <<set $_actor.points++>> <<set $_actor.position to shopHuntCoords(shopHuntEmpty().random())>> <<shopHuntActorSetState $_actor.id "roam">> <<set $_holding to $shopHunt.actors.filter(x => x.state is "hold").map(x => x.id)>> <<set $_mannequinsMoved to 0>> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if $shopHunt.actors[$_i].type is "mannequin">> <<if shopHuntLoc($shopHunt.actors[$_i].position) is _locRaw or Object.values(_bordering).includes(shopHuntLoc($shopHunt.actors[$_i].position))>> <<set $_mannequinsMoved++>> <<set $shopHunt.actors[$_i].position to shopHuntCoords(shopHuntEmpty().random())>> <<shopHuntActorSetState $_i "roam">> <<set $actorFound[$_i] to {}>> <<shopHuntStun $_i 1 "all">> <</if>> <</if>> <</for>> <<unset _holdStarted>> <<switch $_actor.points>> <<case 1>> <<shopHuntActorName $_actor.id "cap">> cups your face with one hand and looks into your eyes. <<if $shopHunt.actors.some(x => x.type is "eden" and x.team isnot $_actor.team)>> <<set $shopHunt.commands.pushUnique("towardEden")>> "<span class="witch">Stay away from the <<nnpc_title 'Eden'>></span>, <<pcpetname "Gwylan">>," <<shopHuntPronoun "he">> croons. <<hypnosisText "Your mind accepts <<shopHuntPronoun 'his'>> words.">> Staying away from Eden is such a reasonable request. <<else>> <<shopHuntActorName $_actor.id "cap">> says nothing. <<shopHuntPronoun "He">> doesn't need to. <<hypnosisText "Your will falters before <<shopHuntPronoun 'his'>>.">> <</if>> <<case 2>> <<shopHuntActorName $_actor.id "cap">> curls a finger in your collar and whispers in your ear. <<shopHuntPronoun 'His'>> words pass right through you without comprehension, <<hypnosisText "but the meaning lingers.">> <<case 3>> <<shopHuntActorName $_actor.id "cap">> cups <<shopHuntPronoun "his">> hands together. Your body moves on reflex, resting your chin in <<shopHuntPronoun "his">> palms. <<shopHuntPronoun "He">> smiles sweetly, <<if $gwylanSeen.includes("partners")>> leaning in and whispering against your lips. <<else>> <<shopHuntPronoun "his">> breath ghosting over your ear. <</if>> "<span class="witch">One, two, three.</span>" <br><br> <<hypnosisText "You're <<shopHuntPronoun 'hers'>>.">> <br><br> <<include "Forest Shop Hunt Eden Torment">> <<exitAll>> <</switch>> <br><br> <<shopHuntPronoun "He">> disappears into the gloom before you can get your bearings. <<if $_holding.length gte 1>> <span class="blue"><<pluralise $_holding.length "" "The">> <<shopHuntActorList $_holding>> holding you <<pluralise $_holding.length "withdraws" "all withdraw">> from you as well.</span> <</if>> <</widget>> <<widget "shopHuntActorFound">> <<set $_actor to $shopHunt.actors[_args[0]]>> <<set $_context to _args[1] or "none">> <<set $_fullList to _args[2] or []>> <<set $_random to random(1,5)>> <<if _args[3]>> <<set $_priority to []>> <<if $_context is "mirror" and $_fullList.filter(x => ["wraith","elkspawn"].includes($shopHunt.actors[x].type) and $shopHunt.actors[x].role is "enemy").length gte 1>> <<set $_priority to $_priority.concat($_fullList.filter(x => ["wraith","elkspawn"].includes($shopHunt.actors[x].type) and $shopHunt.actors[x].role is "enemy"))>> <<elseif $_context is "none" and $_fullList.filter(x => $shopHunt.actors[x].type is "elkspawn" and $shopHunt.actors[x].role is "enemy").length gte 1>> <<set $_priority to $_priority.concat($_fullList.filter(x => $shopHunt.actors[x].type is "elkspawn" and $shopHunt.actors[x].role is "enemy"))>> <</if>> <br> <</if>> <<switch $_actor.type>> <<case "eden">> /* Note: this will need to be adjusted if ever an encounter is added where Eden's goal ISN'T to drag you out of the shop */ <<switch $_context>> <<case "mirror">> <<shopHuntActorSetState _args[0] "check" "player">> <<if $_actor.role is "enemy">> "There you are," <<shopHuntActorName _args[0]>> growls. <<shopHuntPronoun "He">> marches towards you. "Enough games. You're coming home." <<else>> <<if $shopHunt.shop.shuffle.count gte 1>> "There you are," <<shopHuntActorName _args[0]>> huffs. <<shopHuntPronoun "He">> marches towards you. "Don't get separated this time." <<else>> "There you are," <<shopHuntActorName _args[0]>> huffs. <<shopHuntPronoun "He">> marches towards you. "Smart thinking, with the light. Come on. You're coming home." <</if>> <</if>> <<case "inside">> <<shopHuntActorSetState _args[0] "drag" "door">> <<if $_actor.footsteps>> Footsteps stop in front of the <<shopHuntLocName _locRaw>>, before a pair of large hands force the doors open. <<else>> A pair of large hands force the <<shopHuntLocName _locRaw>> doors open. <</if>> It's <<shopHuntActorName _args[0]>>. <<if $_actor.role is "enemy">> "There you are," <<shopHuntPronoun "he">> growls, <span class="red">grabbing your arm and pulling you out of the <<shopHuntLocName _locRaw>>.</span> "Enough games. You're coming home." <<else>> <<if $shopHunt.shop.shuffle.count gte 1>> "There you are," <<shopHuntPronoun "he">> huffs, grabbing your arm. "Don't get separated this time." <<else>> "There you are," <<shopHuntPronoun "he">> huffs, grabbing your arm. "Could've spoken up when you saw me. Come on. You're coming home." <</if>> <</if>> <<case "insideExit">> <<shopHuntActorSetState _args[0] "drag" "door">> <<shopHuntActorName _args[0] "cap">> is there, and spots you as soon as you exit. <<if $_actor.role is "enemy">> "There you are," <<shopHuntPronoun "he">> growls, <span class="red">grabbing your arm.</span> "Enough games. You're coming home." <<else>> <<if $shopHunt.shop.shuffle.count gte 1>> "There you are," <<shopHuntPronoun "he">> huffs, grabbing your arm. "Don't get separated this time." <<else>> "There you are," <<shopHuntPronoun "he">> huffs, grabbing your arm. "Could've spoken up when you saw me. Come on. You're coming home." <</if>> <</if>> <<case "hat">> <<shopHuntActorSetState _args[0] "drag" "door">> <<shopHuntActorName _args[0] "cap">> walks past the hat stand, but pauses. <<shopHuntPronoun "He">> scowls, <span class="red">snapping <<shopHuntPronoun "his">> arm to the side to grab your shoulder</span>. <<if $_random is 5>> "I knew that hat looked familiar," <<shopHuntPronoun "he">> says. "Enough games. You're coming home." <<else>> "I knew I saw you earlier," <<shopHuntPronoun "he">> says. "Should've listened to my gut. Enough games. You're coming home." <</if>> <<case "hide">> <<shopHuntActorSetState _args[0] "drag" "door">> <<shopHuntActorName _args[0] "cap">> walks past the <<shopHuntLocName _locRaw "simple">>, but pauses. <<if $_actor.role is "enemy">> <<shopHuntPronoun "He">> scowls, <span class="red">snapping <<shopHuntPronoun "his">> arm down to grab your shoulder</span>. "Enough games. You're coming home." <<else>> <<if $shopHunt.shop.shuffle.count gte 1>> "There you are," <<shopHuntPronoun "he">> huffs, turning <<shopHuntPronoun "his">> head to look at you. <<shopHuntPronoun "He">> grabs your arm. "Don't get separated this time." <<else>> "There you are," <<shopHuntPronoun "he">> huffs, turning <<shopHuntPronoun "his">> head to look at you. <<shopHuntPronoun "He">> grabs your arm. "Could've spoken up when you saw me. Come on. You're coming home." <</if>> <</if>> <<case "search">> <<set $_direction to shopHuntDirectionGet(applyArrays($shopHunt.actors[_args[0]].position, $shopHunt.player.position, "subtraction"))>> "There you are!" You hear a voice from the $_direction. It's <<shopHuntActorName _args[0]>>. <<shopHuntActorSetState _args[0] "chase" "player">> <<if $_actor.role is "enemy">> "Enough games. You're coming home." <<else>> <<if $shopHunt.shop.shuffle.count gte 1>> "Don't get separated this time." <<else>> "Could've spoken up when you saw me. Come on. You're coming home." <</if>> <</if>> <<shopHuntPronoun "He">> marches your way. <<case "chase">> <<set $shopHunt.actors[_args[0]].position to $shopHunt.player.position>> <<shopHuntActorSetState _args[0] "drag" "door">> <<if $_actor.role is "enemy">> <<shopHuntActorName _args[0] "cap">> closes the distance and <span class="red">grabs your arm.</span> "Enough games. You're coming home." <<else>> <<shopHuntActorName _args[0] "cap">> closes the distance and grabs your arm. <<shopHuntPronoun "He">> huffs. "What are you doing, getting some exercise? <<if $shopHunt.shop.shuffle.count gte 1>> Don't get separated this time." <<else>> Come on. You're coming home." <</if>> <</if>> <br><br> <<default>> <<shopHuntActorSetState _args[0] "drag" "door">> <<if $_actor.role is "enemy">> "There you are," <<shopHuntActorName _args[0]>> growls, <span class="red">grabbing your arm.</span> "Enough games. You're coming home." <<else>> <<if $shopHunt.shop.shuffle.count gte 1>> "There you are," <<shopHuntActorName _args[0]>> huffs, grabbing your arm. "Don't get separated this time." <<else>> "There you are," <<shopHuntActorName _args[0]>> huffs, grabbing your arm. "Could've spoken up when you saw me. Come on. You're coming home." <</if>> <</if>> <</switch>> <<case "gwylan">> <<switch $_context>> <<case "mirror">> <<if $_actor.role is "enemy">> <<if _gwylanStatus.includes("heat")>> <<shopHuntActorSetState _args[0] "rush" "player">> <<shopHuntActorName _args[0] "cap">>'s head snaps to your direction the instant the light shines on <<shopHuntPronoun "him">>. <<shopHuntPronoun "He">> lowers <<shopHuntPronoun "his">> stance and <span class="red">sprints towards you on all fours</span>. <<else>> <<shopHuntActorSetState _args[0] "check" "player">> <<switch $_random>> <<case 1 2>> The light catches <<shopHuntActorName _args[0]>>'s eyes for just a moment before <<shopHuntPronoun "he">> lowers <<shopHuntPronoun "his">> hat over <<shopHuntPronoun "his">> eyes. <<shopHuntPronoun "He">> walks towards you. <<case 3 4>> <<shopHuntActorName _args[0] "cap">> giggles, tilting <<shopHuntPronoun "his">> head and walking towards you. "Leading me right to you? What a <i>bright</i> idea, <<pcpetname "Gwylan" "simple">>." <<case 5>> <<shopHuntActorName _args[0] "cap">>'s head snaps to your direction the instant the light shines on <<shopHuntPronoun "him">>. <<shopHuntPronoun "He">> ducks out of the light's path, but you know <<shopHuntPronoun "he">>'s tracking you. <</switch>> <</if>> <<else>> /* Todo: Gwylan hunt, would Gwylan ever guide the PC somewhere? */ <<shopHuntActorName _args[0] "cap">> glances over at you with a grin. <</if>> <<case "inside">> <<if $_actor.state is "rush">> Rapid, skittering footsteps approach, and the doors of the <<shopHuntLocName _locRaw>> fly open. Two green eyes glow in the darkness. <<elseif $_actor.footsteps>> Shuffling footsteps stop in front of the <<shopHuntLocName _locRaw>>, before the doors creak open. <<else>> The <<shopHuntLocName _locRaw>> doors creak open. <</if>> It's <<shopHuntActorName _args[0]>>. <<if $_actor.role is "enemy">> <<if $shopHunt.context is "game">> <<set $_actor.points++>> "Peek-a-boo! Found you!" The whole <<shopHuntLocName _locRaw>> seems to tilt forward, dumping you right into <<shopHuntPronoun "his">> arms. <br><br> <<if $_actor.points gte 3>> /* ToDo: Gwylan hunt - end hunt game with Gwylan victory */ <<else>> <<He>> hugs you for a moment, before twirling off into the gloom. You hear the snap of fingers. <<shopHuntActorSetState _args[0] "roam">><<shopHuntShuffle>> <</if>> <<else>> <<shopHuntGwylanHypnotise>> <</if>> <<else>> <<He>> smiles at you, and slowly closes the doors again. <<shopHuntActorSetState _args[0] "roam">> <</if>> <<case "insideExit">> The first thing you see is a pointy hat. You look down at the <<nnpc_gendery "Gwylan">> it's attached to. It's <<shopHuntActorName _args[0]>>. <<if $_actor.role is "enemy">> <<if $shopHunt.context is "game">> <<set $_actor.points++>> /* Todo: shop hunt, Gwylan earns point and map shuffles */ <<else>> <<shopHuntGwylanHypnotise>> <</if>> <<else>> <<He>> smiles at you. "Had enough hiding?" <</if>> <<case "rush" "chase">> <<if $_actor.role is "enemy">> <<shopHuntActorName _args[0] "cap">> bounds up to you and <span class="red">tackles you to the floor</span>. <<shopHuntPronoun "He">> smiles proudly. <<if $shopHunt.context is "game">> <<set $_actor.points++>> /* Todo: shop hunt, Gwylan earns point and map shuffles */ <<else>> <<shopHuntGwylanHypnotise>> <</if>> <<else>> <<set $_skip to true>> <</if>> <<case "hat" "hide">> <<if $_actor.role is "enemy">> <<shopHuntActorName _args[0] "cap">> walks past the <<shopHuntLocName _locRaw "simple">>, before twirling and <span class="red">looking right at you</span>. <<if $shopHunt.context is "game">> <<set $_actor.points++>> /* Todo: shop hunt, Gwylan earns point and map shuffles */ <<else>> <<shopHuntGwylanHypnotise>> <</if>> <<else>> <<set $_skip to true>> <</if>> <<case "search">> <<if $_actor.role is "enemy">> <<set $_direction to shopHuntDirectionGet(applyArrays($shopHunt.actors[_args[0]].position, $shopHunt.player.position, "subtraction"))>> Two green eyes glimmer from the $_direction. It's <<shopHuntActorName _args[0]>>. <<shopHuntPronoun "He">> tilts <<shopHuntPronoun "his">> head with a smile and walks towards you, <<shopHuntPronoun "his">> pace steady. <<shopHuntActorSetState _args[0] "chase" "player">> <<else>> <<set $_skip to true>> <</if>> <<default>> <<if $_actor.role is "enemy">> <<if $shopHunt.context is "game">> <<set $_actor.points++>> /* Todo: shop hunt, Gwylan earns point and map shuffles */ <<else>> <<shopHuntGwylanHypnotise>> <</if>> <<else>> <<set $_skip to true>> <</if>> <</switch>> <<case "wraith">> /* This is all assuming the Wraith is only ever an enemy, it's extremely unlikely that it'll ever be an ally in shop hunts * Nonetheless, if it DOES become an ally in a future scene, it needs to be accounted for here * Additionally, much of this is simply left unfinished because no scenes with the Wraith are currently planned */ <<switch $_context>> <<case "mirror">> <br> <<set $shopHunt.actors[_args[0]].position to $shopHunt.player.position>> <<shopHuntActorSetState _args[0] "drag" "door">> <<shopHuntActorName _args[0] "cap">> dissipates into mist as the light passes over <<shopHuntPronoun "him">>, cackling. "<span class="wraith">The gloom hides. It binds. It clips my wings.</span>" The voice doesn't sound like it's coming from the hall. <span class="red">It's coming from your mirror.</span> "<span class="wraith">And yet, you cut me free.</span>" <br><br> An arm bursts from the mirror, white as ivory, grabbing your face. You drop the mirror, but the arm hangs in midair, a thick white mist trailing off it. Its fingers pry your mouth open as the rest of the arm turns into the same mist. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. You stand up, but can't feel your legs. <<case "inside">> <<shopHuntActorSetState _args[0] "drag" "door">> The inside of the <<shopHuntLocName _locRaw "simple">> drops by a few degrees. Something flickers out of the corner of your eye, and you look to the side. <br><br> <span class="red">A pale face stares back at you.</span> <<shopHuntActorName _args[0] "cap">> grins wickedly, before dissipating into white mist from the bottom up. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. You stand up, but can't feel your legs. <<case "insideExit">> <<shopHuntActorSetState _args[0] "drag" "door">> Your whole body feels cold as you emerge from the <<shopHuntLocName _locRaw "simple">>, directly into a pale mist. <br><br> <span class="red">A pale face takes form within.</span> <<shopHuntActorName _args[0] "cap">> grins wickedly. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. You stand up, but can't feel your legs. <<case "hat">> <<shopHuntActorSetState _args[0] "drag" "door">> A dim glow slowly passes the hat stand. You don't dare look to see if it's really gone. <br><br> Your body freezes as you feel a hand caress your neck. You look down. <span class="red">A single pale arm is sticking out of the inside of one of the hats.</span> Another emerges from another hat, covering your mouth before you can even think of screaming. <br><br> Countless more arms emerge from each as a laugh echoes between your ears. The arms all dissipate into white mist. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. You stand up, but can't feel your legs. <<case "hide">> <<default>> <</switch>> <<case "elkspawn">> /* Todo: Gwylan hunt, how would the Elkspawn behave? Unique interaction when shining light with the mirror? */ <<switch $_context>> <<case "mirror">> <<case "inside">> <<case "insideExit">> <<case "hat">> <<case "rush">> <<case "hide">> <<default>> <</switch>> <span class="orange">Elkspawn found the player. No conditions are written for this, but Elkspawn's reaction takes priority over all other actors in this case, so that's why the other actors didn't have text for finding you.</span> <<case "nobody">> <!-- Does nothing --> <<case "mannequin">> <<if $_actor.role is "neutral">> <<if $shopHunt.context is "garden" and $_actor.state is "statue" and random(1,8) is 8 and !_slap>> <span class="pink">Something slaps your ass.</span> You turn around, but all you see is <<shopHuntActorName _args[0]>>, in the same pose as it was before. <<pain 2>><<arousal 600 "bottom">><<gpain>><<garousal>> <<set _slap to true>> <<else>> <<set $_skip to true>> <</if>> <</if>> <<switch $_context>> <<case "mirror">> <<if !_mannequinFound.includes(_args[0])>> <<set $_mannequins to $_fullList.filter(x => $shopHunt.actors[x].type === "mannequin")>> <<if $_actor.role is "ally">> <<if $_mannequins.length gte 1>> <<shopHuntActorList $_mannequins "cap">> give you a nod of recognition. <<else>> <<shopHuntActorName $_mannequins[0] "cap">> gives you a nod of recognition. <</if>> <<if $shopHunt.actors.filter(x => x.type is "mannequin" and ["toPlayer","follow"].includes(x.state)).length is 0>> <<= $_mannequins.length gte 1 ? "One of them" : "It">> begins to make its way towards you. <<shopHuntActorSetState _args[0] "follow">> <</if>> <<else>> <<for $_i range $_mannequins>> <<shopHuntActorSetState $_i "check" "player">> <</for>> <<if $_mannequins.length gte 1>> <<shopHuntActorList $_mannequins "cap">> turn to you in unison. As one, they begin to make their way towards you. <<else>> <<shopHuntActorName $_mannequins[0] "cap">> turns to you, and begins to make its way towards you. <</if>> <</if>> <</if>> <<set _mannequinFound.concat($_fullList.filter(x => $shopHunt.actors[x].type === "mannequin"))>> <<case "inside">> <<if $_actor.footsteps>> Wooden footsteps stop in front of the <<shopHuntLocName _locRaw>>, before the doors creak open. <<else>> The <<shopHuntLocName _locRaw>> doors creak open. <</if>> It's <<shopHuntActorName _args[0]>>. <<if $_actor.role is "enemy">> It reaches inside and <span class="red">pulls you out of the <<shopHuntLocName _locRaw "simple">></span>, holding you firmly. <<shopHuntActorSetState $_actor.id "hold">> <<else>> <<if $_actor.name is "giant fox plushie">> It leans in and quickly hugs you, before closing the doors once more. <<trauma -6>><<ltrauma>> <<else>> It tilts its head in recognition, raising a hand to where its lips would be, before closing the doors. <</if>> <</if>> <<case "insideExit">> A <<= $_actor.name is "giant fox plushie" ? "fluffy face" : $_actor.name is "masked mannequin" ? "white mask" : "wooden face">> greets you. It's <<shopHuntActorName _args[0]>>. <<if $_actor.role is "enemy">> It <span class="red">pulls you fully out of the <<shopHuntLocName _locRaw "simple">></span>, holding you firmly. <<shopHuntActorSetState $_actor.id "hold">> <<else>> It tilts its head. <</if>> <<case "hat" "hide">> <<if $_actor.role is "enemy">> <<shopHuntActorName _args[0] "cap">> <span class="red">looks right at your hiding spot</span>. It grabs you, holding you firmly. <<shopHuntActorSetState $_actor.id "hold">> <<else>> <<set $_skip to true>> <</if>> <<default>> <<if $_actor.role is "enemy">> <<shopHuntActorName _args[0] "cap">> <span class="red">grabs you</span>, holding you firmly. <<shopHuntActorSetState $_actor.id "hold">> <<else>> <<set $_skip to true>> <</if>> <</switch>> <</switch>> <<if $_priority and !$_priority.includes(_args[0]) or $_skip>> <!-- Don't output text, but still change the relevant variables --> <<exit "">> <</if>> <<set _foundPrinted to true>> <</widget>> <<widget "shopHuntDecoy">> <<set $_loc to _args[0] or _locRaw>> <<if _args[1] instanceof Array>> <<set $_actors to _args[1]>> <<elseif _args[1] is "string">> <<if $shopLocs.includes(_args[1])>> <<set $_actors to shopHuntContains(_args[1]).filter(x => typeof x is "number")>> <<elseif $shopHunt.actors.find(x => x.type is _args[1])>> <<set $_actors to $shopHunt.actors.filter(x => x.type is _args[1]).map(x => x.id)>> <<else>> <<error { message : `shopHuntDecoy error: argument 0 is invalid string.`, source : Utils.GetStack() }>> <<exit>> <</if>> <<elseif _args[1] is "number">> <<set $_actors to [_args[1]]>> <<else>> <<set $_actors to $shopHunt.actors.map(x => x.id)>> <</if>> <<set $_actors to $_actors.filter(x => !!$shopHunt.actors[x].state)>> <<for $_i range $_actors>> <<if !["march", "ambush", "fight", "flee", "hide", "guard", "drag", "chase", "rush", "statue", "hold"].includes($shopHunt.actors[$_i].state) or _args[2]>> <<if doArraysMatch($shopHunt.actors[$_i].position, shopHuntCoords($_loc))>> <<shopHuntStun $_i 1 "move">> <<else>> <<shopHuntActorSetState $_i "alert" $_loc>> <</if>> <</if>> <</for>> <<set _shopHuntDecoy to $_loc>> <</widget>> <<widget "shopHuntArea">> <<set _act to $shopHunt.player.action>> <<set $_locPlural to shopHuntLocName(_locRaw).slice(-1) is "s" ? 1 : 2>> <<set $_actorDrag to $shopHunt.actors.find(x => x.state is "drag")>> <<if _act is "move">> <<if $shopHunt.actors.filter(x => x.state is "chase").length gte 1>> <<set $_areBy to "run to">> <<else>> <<set $_areBy to "move to">> <</if>> <<elseif _act is "hide">> <<if $shopHunt.player.hide is 4>> <<if _loc.special.includes("hat")>> <<set $_areBy to "hide beside">> <<elseif shopHuntMannequinLocs("ambush").includes(_locRaw)>> <<set $_specialEvent to "mannequinAmbush">> <<else>> <<set $_areBy to "hide inside">> <</if>> <<else>> <<switch _locRaw>> <<case "overspillingChest" "squeakyRotatingRack" "darkScreen" "antiqueWardrobe" "molderingHutch" "duskyDrawer" "tiltedVanity" "creakyCabinet">> <<set $_areBy to "hide behind">> <<case "hangingBasket" "strangeIroningBoard">> <<set $_areBy to "hide beneath">> <<case "rustedHangers">> <<set $_areBy to "hide within">> <<default>> <<set $_areBy to "hide near">> <</switch>> <<if _loc.special.includes("noisy")>> <<set $_areBy to "attempt to " + $_areBy>> <</if>> <</if>> <<elseif _act is "search">> <<switch _locRaw>> <<case "rottingCloset" "antiqueWardrobe">> <<if shopHuntMannequinLocs("ambush").includes(_locRaw)>> <<set $_specialEvent to "mannequinAmbush">> <<set $_manId to $shopHunt.actors.find(x => x.state === "ambush" && doArraysMatch(x.position, $shopHunt.player.position)).id>> <<else>> <<set $_areBy to "search inside">> <</if>> <<case "overspillingChest" "molderingHutch" "duskyDrawer" "wornStocking" "creakyCabinet">> <<set $_areBy to "search inside">> <<case "strangeIroningBoard">> <<if _loc.state.includes("fallen")>> <<set $_areBy to "bend down by">> <<else>> <<set $_areBy to "search on">> <</if>> <<case "darkScreen">> <<set $_areBy to "search behind">> <<case "decayingShelf" "rustedHangers">> <<set $_areBy to "search on">> <<case "hangingBasket">> <<if _loc.state.includes("fallen")>> <<set $_areBy to "search inside">> <<else>> <<set $_areBy to "attempt to search">> <</if>> <<case "glowingBox">> <<set $_areBy to "bend down by">> <<default>> <<set $_areBy to "search around">> <</switch>> <<elseif ["insideExit","light","fall","scatter","sound","ambush","key","resist","searchActor"].includes(_act)>> <<set $_specialAction to true>> <<if _act is "fall">> <<if typeof $shopHunt.player.target is "number">> <<set $_target to $shopHunt.player.target>> <<set $shopHunt.player.target to null>> <</if>> <</if>> <<else>> <<set $_areBy to "are by">> <</if>> <<if $_specialAction>> <<if _act is "light">> <<if $shopHunt.lightTarget is "here">> <<shopHuntDecoy>> You hold up the glowing box, letting its light shine over the shelves. <span class="blue">Anyone in the shop would have had their attention turned to it.</span> <<else>> <<set $_lightDest to shopHuntUntilWall(shopHuntCoords(shopHuntFind("player")), $shopHunt.lightTarget)>> <<set $_lightDestName to shopHuntLoc($_lightDest)>> <<if $gridConsoleEnable>> <<run console.log("map: light path from " + _locRaw + " to " + shopHuntLoc($_lightDest))>> <</if>> <<set $_lightPath to aStar(shopHuntCoords(shopHuntFind("player")), $_lightDest, aStarGetObstacles("shopHunt"), $shopHuntMap)>> <<set $_actorsPresent to []>> <<for $_l to 0; $_l lt $_lightPath.length; $_l++>> <<if $_l is $_lightPath.length - 1>> <<set $shopHunt.player.map[$_lightPath[$_l][0]][$_lightPath[$_l][1]].seen to 2>> <<elseif $shopHunt.player.map[$_lightPath[$_l][0]][$_lightPath[$_l][1]].seen is 0>> <<set $shopHunt.player.map[$_lightPath[$_l][0]][$_lightPath[$_l][1]].seen to 1>> <</if>> <<set $_actorsPresent[$_l] to shopHuntContains(shopHuntLoc($_lightPath[$_l])).filter(z => typeof z is "number" and $shopHunt.actors[z].type isnot "nobody" and !["ambush","hide"].includes($shopHunt.actors[z].state))>> <</for>> You reflect the box's light to the $shopHunt.lightTarget. <<if $_actorsPresent.flat().length gte 1>> <<if $_actorsPresent[$_actorsPresent.length - 1].length is $_actorsPresent.flat().length>> It shines down the shop, until it stops at a wall and <span class="gold">illuminates the <<shopHuntLocName $_lightDestName>></span>. It also illuminates <<shopHuntActorList $_actorsPresent[$_actorsPresent.length-1]>> at the <<shopHuntLocName $_lightDestName "simple">>. <<elseif $_actorsPresent[$_actorsPresent.length - 1].length gte 1>> <<set $_actorHalls to arrayIntersect($_actorsPresent.flat(), $_actorsPresent[$_actorsPresent.length - 1], 0, true)>> It shines down the shop, illuminating <<shopHuntActorList $_actorHalls>> on the way. The light stops at a wall, <span class="gold">illuminating the <<shopHuntLocName $_lightDestName>></span>, as well as <<shopHuntActorList $_actorsPresent[$_actorsPresent.length-1]>> at the <<shopHuntLocName $_lightDestName "simple">>. <<else>> It shines down the shop, illuminating <<shopHuntActorList $_actorsPresent.flat()>> on the way. The light stops at a wall, <span class="gold">illuminating the <<shopHuntLocName $_lightDestName>></span>. <</if>> <<else>> It shines down the shop, until it stops at a wall and <span class="gold">illuminates the <<shopHuntLocName $_lightDestName>></span>. <</if>> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if !!$shopHunt.actors[$_i].state>> <<if $_actorsPresent.flat().includes($_i)>> <<shopHuntActorFound $_i "mirror" $_actorsPresent.flat() true>> <<else>> <<shopHuntActorSetState $_i "check" $_lightDestName>> <</if>> <</if>> <</for>> <</if>> <<set $shopHunt.lightTarget to false>> <<elseif _act is "insideExit">> You open the doors to the <<shopHuntLocName _locRaw>>. <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if doArraysMatch($shopHunt.player.position, $shopHunt.actors[$_i].history[0].position) and !$shopHunt.actors[$_i].stun.move>> <<shopHuntStun $_i 1 "move">> <</if>> <</for>> <<elseif _act is "fall">> <<shopHuntMess 5 `_locRaw + "Fall"`>> You <<= _locRaw is "hangingBasket" ? "jump up and unhook" : "tip over">> the <<shopHuntLocName _locRaw>>, <<if $_target is undefined>> /* no actors present */ causing it to fall to the floor. The way it topples across the hall of shelves would make it very easy for someone to trip over. <<else>> /* dropping it on an actor */ <span class="green">causing it to fall down on <<shopHuntActorName $_target>></span>. <<shopHuntDamageActor $_target>> <<set $shopHunt.actors[$_target].seen.pushUnique(_locRaw + "Trip")>> <<if $shopHunt.context isnot "game">> <<shopHuntStun $_target 2 "all">> <</if>> <<if $shopHunt.actors[$_target].health lte 0>> <<switch $shopHunt.actors[$_target].type>> <<case "gwylan">> <<if $shopHunt.context is "game">> /* Todo: Gwylan hunt, defeating Gwylan in 'game' version */ <<else>> <<shopHuntPronoun "He">> cries out in pain, falling to the floor. The shop itself trembles. <<set $phase to "defeatGwylan">> <<set $_end to $shopHunt.context is "rescue" ? "edenKidnap" : "escape">> <<include "Forest Shop Hunt Escape Eden">> <<shopHuntEnd $_end>> <<exitAll>> <</if>> <<case "eden">> <<shopHuntPronoun "He">> swears, staggering back, before stumbling to the floor. <<shopHuntPronoun "He">> lets out a low groan, <span class="green">exhausted</span>. <<set $phase to "defeatEden">> <<include "Forest Shop Hunt Eden Torment">> <<exitAll>> <<case "mannequin">> <span class="green"><<shopHuntPronoun "He">> falls inert.</span> <<case "wraith">> /* Todo: Gwylan hunt, defeating the Wraith */ <</switch>> <<else>> <<switch $shopHunt.actors[$_target].type>> <<case "gwylan">> <<if $shopHunt.context is "game">> <<shopHuntShuffle "gameFall">> <<else>> <<shopHuntPronoun "He">> yelps, rubbing <<shopHuntPronoun "his">> head. "<<pcPetname "Gwylan" "naughty">>!" <<shopHuntPronoun "he">> complains. <</if>> <<case "eden">> <<shopHuntPronoun "He">> swears, staggering back. "You ungrateful brat!" <<set $shopHunt.actors[$_target].damaged to true>> <<case "mannequin">> <<shopHuntPronoun "He">> staggers, <span class="blue">but doesn't break</span>. <<case "wraith">> <<shopHuntPronoun "He">> partially dissipates, hissing. <<if $shopHunt.actors[$_target].seen.includes("fall")>> "<span class="wraith">You tear down your home once more.</span>" <<else>> <<set $shopHunt.actors[$_target].seen.pushUnique("fall")>> "<span class="wraith">Your lover invited you within <<nnpc_his "Gwylan">> walls. You would demolish them?</span>" <</if>> <<case "nobody">> <!-- Do nothing --> <<case "elkspawn">> /* Todo: Gwylan hunt, elkspawn reaction to location falling on it */ <</switch>> <</if>> <</if>> <<set _loc.state.pushUnique("fallen")>> <<set $shopHunt.locations[_locRaw].state.pushUnique("fallen")>> <<if _locRaw is "strangeIroningBoard" and shopHuntItemsPresent("strangeIroningBoard").length gte 1>> <<set $shopHunt.player.seen.pushUnique(_locRaw + "Item")>> <br> <<if $shopHunt.context is "game">> With the ironing board collapsed, <<else>> As the ironing board collapses, <</if>> <span class="gold">you spot a <<shopHuntItemsPresent _locRaw true>> fall to the floor</span>. <</if>> <<elseif _act is "scatter">> <<switch _locRaw>> <<case "hangingBasket">> <<if _loc.state.includes("fallen")>> You grab handfuls of oversized hoods and novelty hats from the basket, <<set $_them to "them">> <<else>> <<set $_scatterFailed to true>><<set $shopHunt.player.seen.pushUnique("basketFail")>> With the basket above you, <span class="red">you can't effectively reach high enough to scatter anything</span>. If it was on the ground, you'd have an easier time. <</if>> <<case "gnarledWall">> You grab handfuls of accessories from the wall, <<set $_them to "them">> <<case "wornStocking">> You pick up the stocking from its hook and upend it, <<set $_them to "socks">> <<case "decayingShelf">> You sweep your arms along the shelf, <<set $_them to "various pieces of merchcandise">> <</switch>> <<if !$_scatterFailed>> scattering $_them across the floor. It would be very easy for someone to trip over the new obstacles. <<if _locRaw is "wornStocking">> You hang the stocking back up on its hook. <</if>> <<shopHuntMess 3 `_locRaw + "Scatter"`>> <<set _loc.state.pushUnique("scattered")>> <<set $shopHunt.locations[_locRaw].state.pushUnique("scattered")>> <</if>> <<elseif _act is "sound">> <<if $shopHunt.player.target is "location">> You shake the <<shopHuntLocName _locRaw>>, <span class="blue">making it <<shopHuntLocName _locRaw "sound">> loudly</span>. Everyone in the shop must have heard it. <<shopHuntMess 1 `_locRaw + "Sound"`>> <<else>> You throw your head back and scream, the sound <span class="blue">echoing throughout the shop</span>. Everyone in the shop must have heard it. <</if>> <<set $shopHunt.player.target to null>> <<shopHuntDecoy>> <<elseif _act is "ambush">> <<set $_target to $shopHunt.ambushTarget>> You spring out from your hiding spot and leap at <<shopHuntActorName $_target>>. <<if $shopHunt.actors[$_target].seen.includes("ambush")>> <<switch $shopHunt.actors[$_target].type>> <<case "gwylan">> /* Todo: Gwylan hunt, Gwylan counter-catching PC */ <<case "eden">> <<shopHuntActorSetState $_target "drag" "door">> <<shopHuntPronoun "He">> grunts, but <span class="red">wraps a hand around your arm before you can retreat</span>. "You think you're funny?" <<shopHuntPronoun "he">> growls, squeezing painfully. "Come on. We're going home." <<shopHuntPronoun "He">> starts dragging you off. <<case "mannequin">> <<shopHuntDamageActor $_target>> <<shopHuntPronoun "He">> staggers, collapsing to the floor. <<case "wraith">> <<shopHuntActorSetState $_target "drag" "door">> This time, you impact <<shopHuntPronoun "him">>, tackling <<shopHuntPronoun "him">> to the floor. <span class="pink">That's not a good thing.</span> <<shopHuntPronoun "He">> cackles, many pale arms wrapping around you. You find your mouth hanging open. You can't feel anything. <br><br> <<shopHuntPronoun "He">> begins to dissipate into mist, <<shopHuntPronoun "his">> arms quickly becoming the only solid parts of <<shopHuntPronoun "it">>. <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone, <<shopHuntPronoun "his">> arms finally fading. You stand up, but can't feel your legs. <<case "nobody">> <!-- Do nothing --> <<case "elkspawn">> /* Todo: Gwylan hunt elkspawn, reaction to being ambushed for a second time */ <</switch>> <<else>> <<shopHuntStun $_target 1 "all">> <<shopHuntDamageActor $_target>> <<set $shopHunt.actors[$_target].seen.pushUnique("ambush")>> <<switch $shopHunt.actors[$_target].type>> <<case "gwylan">> <<if $shopHunt.context is "game">> <<shopHuntShuffle "gameAmbush">> /* Todo: Gwylan hunt, "gameAmbush" shuffle case */ <<else>> <<shopHuntPronoun "He">> yelps as you tackle <<shopHuntPronoun "him">>. <</if>> <<case "eden">> <<shopHuntPronoun "He">> swears as you tackle <<shopHuntPronoun "him">>, staggering back. You flee out of range before <<shopHuntPronoun "he">> can grab you. <<set $shopHunt.actors[$_target].damaged to true>> <<case "mannequin">> <<shopHuntPronoun "He">> staggers, collapsing to the floor. <<case "wraith">> <<set $shopHunt.actors[$_target].health++>> <span class="blue">You pass right through <<shopHuntPronoun "him">>, landing on the floor.</span> <<shopHuntPronoun "He">>'s unharmed, but disoriented. You put distance between you and <<shopHuntPronoun "him">>. <<case "nobody">> <!-- Do nothing --> <<case "elkspawn">> /* Todo: Gwylan hunt elkspawn, reaction to being ambushed. Probably ineffective */ <</switch>> <</if>> <<if $shopHunt.actors[$_target].health lte 0>> <<switch $shopHunt.actors[$_target].type>> <<case "gwylan">> <<if $shopHunt.context is "game">> /* Todo: Gwylan hunt, defeating Gwylan in 'game' version */ <<else>> <<shopHuntPronoun "He">> cries out in pain, falling to the floor. The shop itself trembles. <<set $phase to "defeatGwylan">> <<set $_end to $shopHunt.context is "rescue" ? "edenKidnap" : "escape">> <<include "Forest Shop Hunt Escape Eden">> <<shopHuntEnd $_end>> <<exitAll>> <</if>> <<case "eden">> <<shopHuntPronoun "He">> doesn't try to, though. <<shopHuntPronoun "He">> lets out a low groan, <span class="green">exhausted</span>. <<set $phase to "defeatEden">> <<include "Forest Shop Hunt Eden Torment">> <<exitAll>> <<case "mannequin">> <span class="green"><<shopHuntPronoun "He">> falls inert.</span> <</switch>> <</if>> <<set $shopHunt.ambushTarget to false>> <<elseif _act is "resist">> <<if $_actorDrag>> <<switch $_actorDrag.type>> <<case "eden">> You pull against <<shopHuntActorName $_actorDrag.id>>'s iron grip. <<if $physiqueSuccess>> <<if $_actorDrag.grip.stages gte 1>> With a mighty yank, <span class="green">you pull your arm free.</span> <<shopHuntActorName $_actorDrag.id "cap">> is left off-balance. You put distance between you and <<shopHuntPronoun "him">>. <<shopHuntActorSetState $_actorDrag.id "roam">> <<shopHuntStun $_actorDrag.id 1 "all">> <<set $_actorDrag.grip.max += $_actorDrag.grip.step>> <<set $_actorDrag.grip.min += ($_actorDrag.grip.step / 2)>> <<set $_actorDrag.grip.stages to 0>> <<unset _actorDrag>> <<else>> <<set $_actorDrag.grip.stages to 1>> <span class="blue"><<shopHuntPronoun "His">> grip falters, but doesn't break.</span> <</if>> <<else>> You feel <<shopHuntPronoun "his">> grip loosen, but <span class="red"><<shopHuntPronoun "he">> holds fast</span>. <<set $_actorDrag.grip.progress++>> <</if>> <</switch>> <<else>> <<set $_gripActors to $shopHunt.actors.filter(x => x.state === "hold").map(x => x.id)>> You struggle against the <<shopHuntActorList $_gripActors>> holding you down. <<set $_holdVictim to $shopHunt.actors[$_gripActors.random()]>> <<if $physiqueSuccess>> <span class="green">You manage to shove <<shopHuntActorName $_holdVictim.id>> off.</span> <<switch $_holdVictim.name>> <<case "giant fox plushie">> It stumbles back, falling over with a very soft <i>thump</i>. It looks sad, laying on its side. <<if $_gripActors.length gte 2>> You almost feel guilty, but <span class="purple">you're not free yet</span>. <<else>> You feel a little guilty. <</if>> <<case "masked mannequin">> It staggers back, the chains on its tunic rattling as it falls over. <<if $_gripActors.length gte 2>> That's one down, but <span class="purple">you're not free yet</span>. <<else>> You shake yourself off. <</if>> <<default>> It stumbles to the floor with a wooden rattle. <<if $_gripActors.length gte 2>> That's one down, but <span class="purple">you're not free yet</span>. <<else>> You shake yourself off. <</if>> <</switch>> <<set $_holdVictim.grip.max += $_holdVictim.grip.step>> <<set $_holdVictim.grip.min += ($_holdVictim.grip.step / 2)>> <<shopHuntActorSetState $_holdVictim.id "roam">> <<shopHuntStun $_holdVictim.id 5 `["all,ambush"]`>> <<else>> <<set $_holdVictim.grip.progress++>> You feel one of them falter, but <span class="red">you can't quite break free from <<pluralise $_gripActors.length "its" "their">> grasp</span>. <</if>> <</if>> <<elseif _act is "key">> <<wearProp "key" "steel">> <<if $_actorDrag and $_actorDrag.id is $_target>> You offer <<shopHuntActorName $_target>> the key to the <<shopHuntDoor>>. <<if $_actorDrag.type is "eden">> <<shopHuntPronoun "He">> takes it and turns it in the lock. After a few seconds of stubborn twisting, <span class="green">the door swings open</span>. <<set $phase to "key">> <<set $_end to "escape">> <<include "Forest Shop Hunt Escape Eden">> <<shopHuntEnd $_end>> <<exitAll>> <<else>> /* default case, should be unreachable */ <<include "Forest Shop Hunt Escape Alone">> <<shopHuntEnd>> <<exitAll>> <</if>> <<else>> You put the key in the <<shopHuntDoor>>. <span class="green">The door swings open.</span> <<if $shopHunt.context is "garden">> <<include "Forest Shop Caught">> <<shopHuntEnd>> <<else>> <<include "Forest Shop Hunt Escape Alone">> <<shopHuntEnd>> <<exitAll>> <</if>> <</if>> <<exitAll>> <<elseif _act is "searchActor">> <<set $_target to $shopHunt.searchTarget>> You search <<shopHuntActorName $_target>>, walking around <<shopHuntPronoun "him">> and patting <<shopHuntPronoun "him">> down. <<if $shopHunt.item.key is $_target>> <<set $shopHunt.item.key to "player">> <span class="green"><<shopHuntPronoun "He">> had the key.</span> You take it, making sure to keep a firm grip on it this time. <<else>> <span class="red"><<shopHuntPronoun "He">> did not have the key.</span> <</if>> <<set $shopHunt.actors[$_target].seen.pushUnique("searchKey")>> <<unset $shopHunt.searchTarget>> <</if>> <<elseif $_specialEvent>> <<switch $_specialEvent>> <<case "mannequinAmbush">> You open the doors to the <<shopHuntLocName _locRaw>>, planning to <<= _act is "hideInside" ? "hide" : _act>> inside. <span class="red"><<shopHuntActorName $_manId "cap">> is waiting inside.</span> It leaps out and accosts you! <<shopHuntActorSetState $_manId "hold">> <</switch>> <<else>> <<if $_actorDrag and _act is "wait" and !doArraysMatch($_actorDrag.position, $_actorDrag.history[0].position)>> <<shopHuntActorName $_actorDrag.id "cap">> <<= _actorDrag.role is "enemy" ? "drags" : "leads">> you to the <<shopHuntLocName _locRaw>>. <<else>> You $_areBy the <<shopHuntLocName _locRaw>>. <</if>> <<if _act is "search">> <<switch _locRaw>> <<case "overspillingChest">> You throw outfits aside, digging through without a thought. <<case "hangingBasket">> <<if _loc.state.includes("fallen")>> It's much easier to reach inside with the basket on the floor. <<else>> <<set $_searchFailed to true>><<set $shopHunt.player.seen.pushUnique("basketFail")>> <<set $_searched to shopHuntCoords(_locRaw)>> <<set $shopHunt.player.map[$_searched[0]][$_searched[1]].searched to false>> With the basket above you, <span class="red">you can't effectively search it in the gloom</span>. If it was on the ground, you'd have an easier time. <</if>> <<case "rottingCloset">> You gingerly open the doors to avoid damage. <<case "squeakyRotatingRack">> <<shopHuntDecoy>> It <span @class="$shopHunt.context isnot 'garden' ? 'red' : ''">squeaks loudly</span> as you search through it. <<case "darkScreen">> There's even less light than normal, so you have to resort to feeling around. <<case "antiqueWardrobe">> After a few seconds, you determine there's nothing inside, so you check the base. <<case "strangeIroningBoard">> <<if _loc.state.includes("fallen")>> You already know what you're grabbing. <<else>> Your eyes scan the board's surface. <</if>> <<case "molderingHutch">> One of the drawers nearly falls out when you pull it open. <<case "rustedHangers">> There's nothing of interest on the hangers themselves, so you look under the rack. <<case "duskyDrawer">> Boxers, panties, scraps of fabric too small to be underwear. Nothing you're looking for, so you shift them aside to look under them. <<case "spindlyHatStand" "bentUmbrellaStand">> There's nothing on the stand itself, so you crouch down to look around the floor. <<case "gnarledWall">> You feel along the grooves and knots in the wall for anything in an alcove. <<case "glowingBox">> You already know what you're grabbing. <<case "tiltedVanity">> <<shopHuntMess 1 "mirror">> <<if shopHuntItemsPresent(_locRaw).length gte 2>> You reach for a hand mirror to take with you, but as you do, something else catches your eye. <<else>> You don't find anything special, but you're at a vanity. You can think of something to take. <</if>> <<case "wornStocking">> You reach in up to the elbow, feeling around inside. <<case "decayingShelf">> You look through trinkets and souvenirs for anything of use. <<case "creakyCabinet">> <<shopHuntDecoy>> The doors <span @class="$shopHunt.context isnot 'garden' ? 'red' : ''">creak loudly</span> when you look inside it. <</switch>> <br> <<if !$_searchFailed>> <<if shopHuntItemsPresent(_locRaw).length gte 1>> <span class="green">You find a <<shopHuntItemsPresent _locRaw true>>.</span> <<for $_i range shopHuntItemsPresent(_locRaw)>> <<set $shopHunt.item[$_i] to "player">> <</for>> <<else>> <span class="red">You do not find anything.</span> <</if>> <</if>> <<elseif _act isnot "hide">> <<switch _locRaw>> <<case "overspillingChest">> It's so stuffed with outfits, the lid is forced open. <<if random(1,250) is 1>> Maybe one day you'll get to wear one of these overwear outfits, but not today. <</if>> <<case "hangingBasket">> <<if _loc.state.includes("fallen")>> It's disconnected from the ceiling hook, lying on its side on the ground. <<else>> A ceiling hook suspends it above you, just barely within reach. <</if>> <<case "rottingCloset">> <<if $shopHunt.player.hide is 4>> One of the doors threatens to fall off, but it holds together. <<else>> The wood is unpleasantly soggy and smells of mildew. <</if>> <<case "squeakyRotatingRack">> Large pairs of pants hang off a circular display. <<case "darkScreen">> Not an inch is uncovered by fabric on display. <<case "antiqueWardrobe">> <<if $shopHunt.player.hide is 4>> Despite the various shirts and jackets hanging up, there's a comfortable amount of room. <<else>> The carvings on the door must have been beautiful in its prime. <</if>> <<case "strangeIroningBoard">> <<if _loc.state.includes("fallen")>> It certainly can't be used for ironing in its current condition. <<else>> It doesn't look like it's been used for ironing very frequently. <</if>> <<case "molderingHutch">> Half of the cabinets are missing their glass, and the counter is cracked. <<case "rustedHangers">> Some of the hangers are adorned with shirts and bras. Many more hold various knick-knacks in pouches. <<case "duskyDrawer">> You almost didn't see it in the gloom, given the dark wood grain. <<case "spindlyHatStand">> <<if _loc.state.includes("fallen")>> The way the prongs jut out almost makes it look like a person sprawled on the ground. <<else>> The way the prongs jut out almost makes it look like a flailing person juggling hats. <</if>> <<case "gnarledWall">> Stubby branches stick out, some of which are resourcefully fitted with accessories on display. <<case "glowingBox">> You avoid looking directly at it, not wanting to ruin your eyes' adaptation to the dark. <<case "bentUmbrellaStand">> It looks like was once rusted, but the rust was cleaned away. Perhaps too vigorously, judging by the curve. <<case "tiltedVanity">> Mirrors sit on a slant, just barely not falling off. <<if $shopHunt.item.mirror isnot "tiltedVanity">> One of the mirrors is missing, thanks to you. <<else>> No makeup is available. Gwylan must not want the artificial products in <<nnpc_his "Gwylan">> shop. <</if>> <<case "wornStocking">> A large sock that contains socks. Very resourceful. <<case "decayingShelf">> It's so burdened with merchandise, it's a miracle the shelf hasn't collapsed. <<case "creakyCabinet">> A paper on the back boasts of the health benefits the sex toys within apparently offer. <</switch>> <</if>> <<if _act is "hide">> <<if _loc.special.includes("noisy")>> <<set $shopHunt.player.seen.pushUnique("hideNoisy")>> <<set $shopHunt.player.hide to 0>> <<shopHuntDecoy>> It <span class="red"><<shopHuntLocName _locRaw "sound">>s loudly</span> as you crouch next to it. <<else>> /* Todo: Gwylan hunt, Gwylan tossing you their hat to hide. shopHuntLineOfSight("gwylan", true).includes("player") */ <<switch $shopHunt.player.hide>> <<case 4>> <<if _loc.special.includes("hat")>> You bend forward a bit, keeping your body behind the hat stand. <span class="green">Your $worn.head.name draws all the attention.</span> <<else>> <span class="green">The <<shopHuntLocName _locRaw "simple">> doors conceal you from sight entirely.</span> <</if>> <<case 3>> <span class="lblue">The <<shopHuntLocName _locRaw "simple">> <<pluralise $_locPlural "hide">> you rather well, though not perfectly.</span> <<case 2>> <span class="blue">The <<shopHuntLocName _locRaw "simple">> <<pluralise $_locPlural "don't" "doesn't">> offer much protection.</span> <<case 1>> <span class="purple">The <<shopHuntLocName _locRaw "simple">> <<pluralise $_locPlural "offer">> very little protection.</span> <<case 0>> <span class="red">The <<shopHuntLocName _locRaw "simple">> <<pluralise $_locPlural "don't" "doesn't">> hide you at all. You're entirely exposed.</span> <<default>> <span class="black">ERROR: invalid hide state $shopHunt.player.hide at <<shopHuntLocName _locRaw>>. Please report this!</span> <</switch>> <</if>> <</if>> <<set $_defeatedActorsHere to shopHuntContainsDefeated(_locRaw)>> <<for $_d to 0; $_d lt $_defeatedActorsHere.length; $_d++>> <<if !$_defeatedPrinted>> <<set $_defeatedPrinted to true>> <br><br> <</if>> <<set $_defeatText to $shopHunt.actors[$_defeatedActorsHere[$_d]].role is "enemy" ? "green" : "red">> <<if $shopHunt.actors[$_defeatedActorsHere[$_d]].name is "giant fox plushie">> <<shopHuntActorName $_defeatedActorsHere[$_d] "cap">> lies here, <<if $shopHuntMess.events.includes("foxPlushieShot")>> <span @class="$_defeatText">cotton guts spilled over the floor</span>. <<else>> <span @class="$_defeatText">inert but no less fluffy</span>. <</if>> <<elseif $shopHunt.actors[$_defeatedActorsHere[$_d]].name is "masked mannequin">> <<shopHuntActorName $_defeatedActorsHere[$_d] "cap">> kneels here, <span @class="$_defeatText">entirely still</span>. <<else>> <<shopHuntActorName $_defeatedActorsHere[$_d] "cap">> lies here, <span @class="$_defeatText">defeated</span>. <</if>> <</for>> <</if>> <br><br> <</widget>> <<widget "shopHuntActorName">> <<set $shopHuntActive to _args[0]>> <<set _text_output to $shopHunt.actors[_args[0]].name>> <<if $shopHunt.actors[_args[0]].title>> <<set $_the to "the ">> <<if _args.includes("cap")>><<set $_the to "The ">><</if>> <<else>> <<set $_the to "">> <<if _args.includes("cap")>><<capitalise>><</if>> <</if>> <<set $_color to shopHuntActorColor(_args[0])>> <<switch $shopHunt.actors[_args[0]].type>> <<case "gwylan">> <<if $hypnosis_traits.devotion * 5 gt random(16,40) and !_args.includes("trueName")>> <<set _text_output to "<<gwylanHypnoName>>">> <<if _args.includes("cap")>> <<set _text_output to "<<gwylanHypnoName 'cap'>>">> <<else>> <<set _text_output to "<<gwylanHypnoName>>">> <</if>> <<set $_color to "">> <<else>> <<if $shopHunt.actors[_args[0]].role is "ally">> <<set $_color to "forest-green">> <</if>> <</if>> <<case "wraith">> <<set $_color to "wraith">> <<case "elkspawn">> <<set $_color to "tentacle">> <<case "mannequin">> <<if $shopHunt.actors[_args[0]].name is "giant fox plushie" and $shopHunt.actors[_args[0]].role isnot "enemy">> <<set $_color to "orange">> <</if>> <</switch>> <<exit `${$_the}<span class="${$_color}">${_text_output}</span>`>> <</widget>> <<widget "shopHuntActorList">> <<if !(_args[0] instanceof Array)>> <<error { message : `shopHuntActorList error: argument 0 is not array.`, source : Utils.GetStack() }>> <<exit>> <<elseif _args[0].length is 0>> <<error { message : `shopHuntActorList error: argument 0 length is zero, no actors involved.`, source : Utils.GetStack() }>> <<exit>> <</if>> <<set $_actorList to []>> <<set $_mannequinCount to 0>> <<set _actorCount to 0>> <<for $_i to 0; $_i lt _args[0].length; $_i++>> <<set _actorCount++>> <<if $shopHunt.actors[_args[0][$_i]].type is "mannequin" and $shopHunt.actors[_args[0][$_i]].name isnot "giant fox plushie">> <<set $_mannequinCount++>> <</if>> <</for>> <<if _args.includes("or")>> <<set $_and to "or">> <<else>> <<set $_and to "and">> <</if>> <<for $_i to 0; $_i lt _args[0].length; $_i++>> <<set $_name to $shopHunt.actors[_args[0][$_i]].name>> <<set $_color to shopHuntActorColor(_args[0][$_i])>> <<if $shopHunt.actors[_args[0][$_i]].title>> <<set $_the to "the ">> <<if _args.includes("cap") and $_i is 0>><<set $_the to "The ">><</if>> <<else>> <<set $_the to "">> <</if>> <<switch $shopHunt.actors[_args[0][$_i]].type>> <<case "gwylan">> <<if $hypnosis_traits.devotion * 5 gte random(20,30)>> <<set $_name to "<<gwylanHypnoName>>">> <<if _args.includes("cap") and $_i is 0>> <<set $_name to "<<gwylanHypnoName 'cap'>>">> <<else>> <<set $_name to "<<gwylanHypnoName>>">> <</if>> <<set $_color to "">> <<else>> <<if $shopHunt.actors[_args[0][$_i]].role is "ally">> <<set $_color to "forest-green">> <</if>> <</if>> <<case "wraith">> <<set $_color to "wraith">> <<case "elkspawn">> <<set $_color to "tentacle">> <<case "mannequin">> <<if $shopHunt.actors[_args[0][$_i]].name is "giant fox plushie">> <<if $shopHunt.actors[_args[0][$_i]].role isnot "enemy">> <<set $_color to "orange">> <</if>> <<elseif !$_mannequinDone>> <<set $_mannequinDone to true>> <<if _args.includes("singleMannequin")>> <<if $_mannequinCount gte 2>> <<set $_name to "one of the mannequins">> <<set $_the to "">> <</if>> <<else>> <<if $_mannequinCount gte 2>> <<set $_the to "">> <<if _args.includes("cap") and $_i is 0>> <<set $_name to "<<Number $_mannequinCount>> mannequins">> <<else>> <<set $_name to "<<number $_mannequinCount>> mannequins">> <</if>> <</if>> <</if>> <<else>> <<set $_skip to true>> <</if>> <<case "nobody">> <<set $_skip to true>> <</switch>> <<if $_i is 0 and _args.includes("cap") and !$_the>> <<set $_name to $_name.toUpperFirst()>> <</if>> <<if !$_skip>> <<set $_actorList.push($_the + "<span class='" + $_color + "'>" + $_name + "</span>")>> <</if>> <<set $_skip to false>> <</for>> <<set _text_output to formatList($_actorList, $_and)>> <<exit _text_output>> <</widget>> <<widget "shopHuntOptions">> <!-- Custom section for glowing box because it's so so special and unique --> <<if _locRaw is "glowingBox">> <<if $shopHunt.context is "garden">> The box emits light. <<if shopHuntLocsSearched().includes(_locRaw)>> Even without the light, you would know there's nothing here. You've already searched here. <<elseif shopHuntItemsPresent(_locRaw).length gte 1>> In the glow, <span class="green">you can already see a <<shopHuntItemsPresent _locRaw true>>.</span> <br> <<link [[Pick up the <<shopHuntItemsPresent _locRaw true>>|Forest Shop Hunt]]>><<shopHuntAction "search">><</link>> <<else>> In the glow, <span class="blue">you can see there's nothing here.</span> <</if>> <<else>> <<set $shopHunt.lightTarget to "here">> The box emits too much light. Hiding near it <span class="red">will be impossible.</span> <br> <<if shopHuntLocsSearched().includes(_locRaw)>> Even without the light, you would know there's nothing here. You've already searched here. <<else>> However, in the glow of the light, you don't need to waste time searching. <<if shopHuntItemsPresent(_locRaw).length gte 1>> <span class="green">You can already see a <<shopHuntItemsPresent _locRaw true>>.</span> <br> <<link [[Pick up the <<shopHuntItemsPresent _locRaw true>>|Forest Shop Hunt]]>><<shopHuntAction "search">><</link>> <<else>> <span class="blue">You can see there's nothing here.</span> <</if>> <</if>> <<if _act isnot "light">> <br><br> If you were to lift up the box, everyone in the shop would be able to see it. <<if $shopHunt.item.mirror is "player">> <<set $_icon to "mirror">> Alternatively, <span class="gold">you could use the mirror to shine light somewhere else</span> and draw their attention that way. <<else>> <<set $_icon to "light">> <</if>> <br> <<if $shopHunt.item.mirror is "player">> Direct the light... <br> <<for $_m range Object.keys(_bordering)>> <label><<print $_m.toUpperFirst()>> <<radiobutton "$shopHunt.lightTarget" $_m autocheck>></label> | <</for>> <label>Here <<radiobutton "$shopHunt.lightTarget" "here" autocheck>></label> <br> <</if>> <<shopHuntIcon $_icon "action">><<link [[Attract attention with light|Forest Shop Hunt]]>><<set $shopHunt.player.action to "light">><</link>> <</if>> <</if>> <<else>> <!-- Hide options --> <<if $shopHunt.context isnot "garden">> <<if _loc.state.includes("fallen")>> With the <<shopHuntLocName _locRaw "simple">> fallen, hiding near it <span class="red">will be impossible</span>. <<else>> <<if _loc.special.includes("noisy") and $shopHunt.player.seen.includes("hideNoisy")>> You know by now that the <<shopHuntLocName _locRaw>> is <span class="red">too noisy</span> to be an effective hiding spot. <<elseif _loc.special.includes("hat") and $worn.head.type.includes("hat")>> The <<shopHuntLocName _locRaw "simple">> would normally make for a <<print ["poor","decent","good"][_loc.hide]>> hiding spot. However, if you use your $worn.head.name to blend in, <span class="green">it will be an excellent hiding spot</span>. <<set $_hatSeen to $shopHunt.actors.filter(x => !!x.state and x.seen.includes("hat") and !["nobody","mannequin"].includes(x.type))>> <<if $_hatSeen.length gte 1>> <br> You've pulled this trick on <<shopHuntActorList $_hatSeen>>. It won't work twice. <</if>> <<set _loc.hide to 4>> <<else>> The <<shopHuntLocName _locRaw "simple">> would make for a <span @class="['pink','purple','blue','lblue'][_loc.hide]"><<print ["horrible","poor","decent","good"][_loc.hide]>></span> hiding spot. <</if>> <<if _loc.special.includes("inside")>> However, <span class="green">it would be an excellent hiding spot</span> if you hid inside. <</if>> <br> <<capture _loc>> <<if _loc.special.includes("inside")>> <<shopHuntIcon "hide">><<link [[Hide outside|Forest Shop Hunt]]>><<shopHuntAction "hide" _loc.hide>><</link>> <br> <<shopHuntIcon _locRaw "hide">><<link [[Hide inside|Forest Shop Hunt]]>><<shopHuntAction "hide" 4>><</link>> <<else>> <<shopHuntIcon "hide">><<link [[Hide|Forest Shop Hunt]]>><<shopHuntAction "hide" _loc.hide>><</link>> <</if>> <</capture>> <</if>> <br> <</if>> <!-- Searching options --> <<if $shopHunt.context is "garden" and $shopHunt.actors.filter(x => x.state is "statue").length gte 1>> <<set $_actorsPresent to shopHuntContains(_locRaw).filter(x => typeof x is "number" and !$shopHunt.actors[x].seen.includes("searchKey"))>> <<if $_actorsPresent.length gte 1 and $shopHunt.item.key isnot "player">> <<set $shopHunt.searchTarget to $_actorsPresent[0]>> Search... <br> <<for $_m range $_actorsPresent>> <<if $_m isnot $_actorsPresent[0]>> | <</if>> <label><<shopHuntActorName $_m "cap">> <<radiobutton "$shopHunt.searchTarget" $_m autocheck>></label> <</for>> <br> <<shopHuntIcon "search">><<link [[Search|Forest Shop Hunt]]>><<shopHuntAction "searchActor">><</link>> <</if>> <<else>> <<if shopHuntLocsSearched().includes(_locRaw)>> <<if $shopHunt.shop.shuffle.history[0] gt $shopHunt.player.map[shopHuntCoords(_locRaw)[0]][shopHuntCoords(_locRaw)[1]].searched and !$shopHunt.player.seen.includes("shuffleSearch")>> <<set $shopHunt.player.seen.pushUnique("shuffleSearch")>> The <<shopHuntLocName _locRaw>> isn't where you remember it, but the area itself looks unchanged. <</if>> You've already searched here. There's nothing here. <<elseif _locRaw is "hangingBasket" and !_loc.state.includes("fallen") and $shopHunt.player.seen.includes("basketFail")>> <span class="purple">There's no point in trying to search the basket while it's still hanging above you.</span> <<else>> <<if $shopHunt.player.seen.includes(_locRaw + "Item")>> <span class="gold">You already know what's here.</span> <br> <<shopHuntIcon "search">><<link [[Search for <<shopHuntItemsPresent _locRaw true>>|Forest Shop Hunt]]>><<shopHuntAction "search">><</link>> <<elseif $shopHunt.context is "garden">> <<if $shopHunt.item.key isnot "player">> <<shopHuntIcon "search">><<link [[Search for key|Forest Shop Hunt]]>><<shopHuntAction "search">><</link>> <</if>> <<else>> <<shopHuntIcon "search">><<link [[Search for items|Forest Shop Hunt]]>><<shopHuntAction "search">><</link>> <</if>> <</if>> <br> <</if>> <</if>> <!-- Special options --> <<if $shopHunt.context isnot "garden">> <<if _loc.special.includes("noisy") and _act isnot "sound">> <<if $shopHunt.commands.includes("voice")>> <<if !$shopHunt.player.seen.includes("voiceStolenLoc")>> <<set $shopHunt.player.seen.pushUnique("voiceStolenLoc")>> <br> Your voice has been stolen, but <span class="blue">you could get someone's attention by making the <<shopHuntLocName _locRaw "simple">> <<shopHuntLocName _locRaw "sound">></span>. <</if>> <</if>> <br> <<shopHuntIcon _locRaw>><<link [[Make noise with the <<shopHuntLocName _locRaw>>|Forest Shop Hunt]]>><<shopHuntAction "sound" "location">><</link>> <<elseif _act isnot "sound">> <<if $shopHunt.commands.includes("voice")>> <<if !$shopHunt.player.seen.includes("voiceStolen")>> <<set $shopHunt.player.seen.pushUnique("voiceStolen")>> <br> Your voice has been stolen. <span class="purple">You can't get attention by screaming.</span> <</if>> <<else>> <br> <<shopHuntIcon "yell">><<link [[Scream|Forest Shop Hunt]]>><<shopHuntAction "sound" "yell">><</link>> <</if>> <</if>> <<set $_actorsFound to arrayConvert(Object.keys($actorFound).filter(x => Object.values($actorFound[x]).flat().includes("player")), "number")>> <<set $_enemyPresent to _playerFound[_locRaw].filter(x => typeof x is "number" and $shopHunt.actors[x].role is "enemy" and Object.values($shopHunt.actors[x].stun).length is 0)>> <<set $_hasNotFound to arrayIntersect($_enemyPresent, $_actorsFound, 1, true)>> <<if $_hasNotFound.length gte 1 and _act isnot "ambush">> <<set $shopHunt.ambushTarget to $_hasNotFound[0]>> <br><br> <<shopHuntActorList $_hasNotFound "cap">> <<= $_hasNotFound.length is 1 ? "hasn't" : "haven't">> noticed you. You could ambush <<= $_hasNotFound.length is 1 ? "<<shopHuntPronoun 'him' $_hasNotFound[0]>>" : "one of them">>. <br> <<for $_m range $_hasNotFound>> <<if $_m isnot $_hasNotFound[0]>> | <</if>> <label><<shopHuntActorName $_m "cap" "trueName">> <<radiobutton "$shopHunt.ambushTarget" $_m autocheck>></label> <</for>> <br> <<shopHuntIcon "ambush">><<link [[Ambush|Forest Shop Hunt]]>><<shopHuntAction "ambush">><</link>> <</if>> <<if _loc.special.includes("fall") and !_loc.state.includes("fallen")>> <br><br> The <<shopHuntLocName _locRaw "simple">> <<= _locRaw is "hangingBasket" ? "hangs" : "stands">> precariously. <<if shopHuntActorsPresent(false, "enemy").length gte 1>> <<set $_present to shopHuntActorsPresent("id", "enemy")>> <span class="gold">You could make it fall on <<shopHuntActorList $_present "singleMannequin" "or">>.</span> <<if shopHuntActorsPresent(false, "enemy").length gte 2>> <span class="red">However, that will leave you wide open to the <<= shopHuntActorsPresent(false, "enemy").length is 2 ? "other" : "others">>.</span> <</if>> <br> <<for $_i to 0; $_i lt shopHuntActorsPresent(false, "enemy").length; $_i++>> <<capture $_i>> <<shopHuntIcon _locRaw "fallen">><<link [[Drop the <<shopHuntLocName _locRaw "simple">> on <<shopHuntActorName $_present[$_i] "trueName">>|Forest Shop Hunt]]>><<shopHuntAction "fall" `shopHuntActorsPresent(false, "enemy")[$_i].id`>><</link>> <br> <</capture>> <</for>> <<else>> <br> <<shopHuntIcon _locRaw "fallen">><<link [[Knock the <<shopHuntLocName _locRaw "simple">> down|Forest Shop Hunt]]>><<shopHuntAction "fall">><</link>> <</if>> <</if>> <<if _loc.special.includes("scatter") and !_loc.state.includes("scattered")>> <br> <<if _locRaw is "hangingBasket" and !_loc.state.includes("fallen") and $shopHunt.player.seen.includes("basketFail")>> <span class="purple">There's no point in trying to scatter the basket's contents while it's still hanging above you.</span> <<else>> The <<shopHuntLocName _locRaw "simple">> has plenty of things you could scatter on the floor. <br> <<shopHuntIcon "scatter">><<link [[Scatter items from the <<shopHuntLocName _locRaw "simple">>|Forest Shop Hunt]]>><<shopHuntAction "scatter">><</link>> <</if>> <</if>> <</if>> <<if shopHuntFind("door") is _locRaw>> <<if $shopHunt.context is "garden" and $shopHunt.item.key is "player" and $shopHunt.actors.filter(x => x.state is "guard").length gte 1>> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<shopHuntActorSetState $_i "statue">> <</for>> <<set $shopHunt.item.key to Object.values(_playerFound).flat().random()>> <<shopHuntShuffle "gardenKey">> <span class="gold">The <<shopHuntDoor>> is here.</span> You reach to grab the key, but freeze. <span class="red">You lost the key.</span> <<else>> <br><br> <span class="gold">The <<shopHuntDoor>> is here.</span> <<if $shopHunt.item.key is "player">> <<if $shopHunt.actors.filter(x => ["eden","gwylan"].includes(x.type)).length is 2 and $shopHunt.actors.filter(x => ["eden","gwylan"].includes(x.type) and x.role is "enemy").length isnot 2>> You have the key, but <span class="blue">escaping would mean <<if $shopHunt.context is "rescue">> leaving Gwylan <<else>> leaving Eden <</if>> behind.</span> <<else>> <span class="green">You have the key!</span> <</if>> <br> <<shopHuntIcon "key">><<link [[Unlock the <<shopHuntDoor>>|Forest Shop Hunt]]>><<shopHuntAction "key">><</link>> <<else>> <span class="red">You do not have the key.</span> <</if>> <</if>> <</if>> <br><br> <<shopHuntMap>> <!-- Movement --> <b><u>Locations:</u></b><br> <<set $_go to $shopHunt.actors.filter(x => x.state is "chase").length gte 1 ? "Run" : "Go">> <<if Object.values(_bordering).length is 1 and _act is "move" and $shopHunt.shop.shuffle.history[0] isnot $shopHunt.turns>> <<set $_backLoc to Object.values(_bordering)[0]>> <span class="purple">It's a dead end.</span> The only way to go is back to the <<shopHuntLocName $_backLoc>>. <br> <</if>> <<for $_i range Object.keys(_bordering)>> <<capture $_i>> <<set $_direction to shopHuntPlayerKnownMap(2).tiles.flat().includes(_bordering[$_i]) ? $_i + " to the <<shopHuntLocName _bordering[$_i]>>" : $_i>> <<if $shopHunt.commands.includes("towardEden") and shopHuntFind("eden") is _bordering[$_i]>> <<shopHuntIcon _bordering[$_i] $_i>><span class="red">Gwylan has forbidden you from going toward Eden.</span> <<else>> <<shopHuntIcon _bordering[$_i] $_i>><<link [[$_go $_direction|Forest Shop Hunt]]>><<shopHuntAction "move" $_i>><</link>> <</if>> <</capture>> <br> <</for>> <<shopHuntIcon _locRaw>><<link [[Wait here|Forest Shop Hunt]]>><<set $shopHunt.player.action to "wait">><</link>> <br> <<set $shopHunt.player.hide to 0>> <</widget>> <<widget "shopHuntDefeatActor">> <<set $shopHunt.actorsArchive.push(clone($shopHunt.actors[_args[0]]))>> <<set $shopHunt.actorsArchive[$shopHunt.actorsArchive.length - 1].idArchive to $shopHunt.actorsArchive.length - 1>> <<set $shopHunt.actors[_args[0]].state to null>> <</widget>> <<widget "shopHuntEffects">> <<if !["garden","game","rescue","kidnap","wraith","elkspawn"].includes($shopHunt.context)>> <<shopHuntEmergencyExit>> <<exitAll>> <</if>> <<run statusCheck("Gwylan")>> <<set _locRaw to shopHuntFind("player")>> <<set _loc to clone($shopHunt.locations[_locRaw])>> <<set _bordering to shopHuntBordering(shopHuntCoords(_locRaw))>> <<set $shopHunt.turns++>> <<pass 15 seconds>> <<if ($shopHunt.actors.filter(x => !!x.state && x.type is "mannequin").length is 0 or $shopHunt.turns % 8 is 3) and $shopHunt.shop.mannequins gte 1>> <<set $_amount to 1>> <<switch $shopHunt.context>> <<case "game">> /* Todo: Gwylan hunt, figure out mannequin spawning rules for the game. Mannequins probably shouldn't spawn during the first round or if the player is losing */ <<set $_role to "enemy">> <<case "kidnap">> <<set $_role to "enemy">> <<case "rescue" "wraith" "elkspawn">> <<set $_role to "ally">> <<case "elkspawn">> <<set $_role to "ally">> <<set $_amount to 2>> <</switch>> <<shopHuntCreateActorMannequin $_amount $_role>> <</if>> <<set $shopHunt.player.history.unshift({ position: $shopHunt.player.position, action: $shopHunt.player.action, hide: $shopHunt.player.hide, })>> <<if $shopHunt.player.history.length gt 15>> <<run $shopHunt.player.history.deleteAt(15)>> <</if>> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if !!$shopHunt.actors[$_i].state>> <<set $shopHunt.actors[$_i].history.unshift({ position: $shopHunt.actors[$_i].position, state: $shopHunt.actors[$_i].state, location: shopHuntLoc($shopHunt.actors[$_i].position), found: $actorFound[$_i], })>> <<if $shopHunt.actors[$_i].history.length gt 15>> <<run $shopHunt.actors[$_i].history.deleteAt(15)>> <</if>> <<if $shopHunt.player.state isnot "fight" or $shopHunt.turns % 3 is 0>> <<if Object.keys($shopHunt.actors[$_i].stun).length gte 1>> <<for $_o range Object.keys($shopHunt.actors[$_i].stun)>> <<if $shopHunt.actors[$_i].stun[$_o] gt 1>> <<set $shopHunt.actors[$_i].stun[$_o]-->> <<else>> <<unset $shopHunt.actors[$_i].stun[$_o]>> <</if>> <</for>> <</if>> <</if>> <</if>> <</for>> <<run shopHuntSeeLoc()>> <<set $actorFound to {}>> <<set $actorEvents to {}>> <<set _mannequinFound to []>> <<set _actorMoved to {}>> <<set _shopHuntScent to {}>> <<set _shopHuntMessage to []>> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<set $actorFound[$_i] to {}>> <<set $actorEvents[$_i] to {}>> <</for>> <<if $shopHunt.turns % 5 is 0>> <<shopHuntMess>> <</if>> <<pain -2>> <</widget>> <<widget "shopHuntEmergencyExit">> <span class="red bold">WARNING! I apologise, but this encounter is bugged and unplayable.</span> Please take the emergency exit link to safely return to the forest. Your save file will be unaffected, but this encounter will immediately end without consequence. <br> <<if ["0.5.6.6"].includes($saveVersion)>> <span class="green">This bug has already been reported and fixed in the latest version,</span> so you don't need to worry about reporting this. <<else>> Please export your save file and report this as a bug to the developers. Encounter context: $shopHunt.context <</if>> <br><br> <<link [[Emergency exit|Forest]]>><<set $forest to 0>><<set $eventskip to 1>><<endcombat>><<shopHuntEnd>><</link>> <br><br><br><br> <</widget>> <<widget "shopHuntAction">> <<set $_coords to shopHuntCoords(shopHuntFind("player"))>> <<switch _args[0]>> <<case "move">> <<set $shopHunt.player.position to applyArrays($shopHunt.player.position, shopHuntDirectionApply(_args[1]))>> <<case "hide">> <<set $shopHunt.player.hide to _args[1]>> <<case "search">> <<set $shopHunt.player.map[$_coords[0]][$_coords[1]].searched to $shopHunt.turns>> <<case "fall" "sound" "key">> <<set $shopHunt.player.target to _args[1]>> <</switch>> <<set $shopHunt.player.action to _args[0]>> <</widget>> <<widget "shopHuntMap">> <<set $_map to shopHuntPlayerKnownMap()>> <<set $_length to Math.abs($_map.xBorder[0] - $_map.xBorder[1])>> <<set $_width to Math.abs($_map.yBorder[0] - $_map.yBorder[1])>> <<if $options.images is 1>> <<set _boxLocations to []>> <<set $_xVal to 4>> <<for $_x to 0; $_x lte $_length; $_x++>> <<set $_yVal to 4>> <<set _boxLocations.push([])>> <<for $_y to 0; $_y lte $_width; $_y++>> <<set _boxLocations[$_x][$_y] to { x: $_yVal, y: $_xVal }>> <<set $_yVal += 32>> <</for>> <<set $_xVal += 32>> <</for>> <<set $_xVal += 4>><<set $_yVal += 4>> <<svg $_yVal $_xVal>> <<set $_xPos to 4>> <<for $_x to 0; $_x lte $_length; $_x++>> <<set $_yPos to 4>> <<for $_y to 0; $_y lte $_width; $_y++>> <<set $_mapLoc to $_map.tiles[$_x][$_y]>> <<set $_loc to $shopHunt.locations[$_mapLoc]>> <<set $_seen to $shopHunt.player.map[$_x + $_map.xBorder[0]][$_y + $_map.yBorder[0]].seen>> <<if $_mapLoc is "wall">> /* Todo: Gwylan hunt, make this work with only one wall image that gets rotated */ <<set $_wall to shopHuntBordering([$_x + $_map.xBorder[0], $_y + $_map.yBorder[0]])>> <<if $_wall.north and $shopHunt.player.map[$_x + $_map.xBorder[0] - 1][$_y + $_map.yBorder[0]].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_x + $_map.xBorder[0] - 1, $_y + $_map.yBorder[0]]) and $shopHunt.shop.door.side is "south" ? "_doorNorth" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="$_yPos" @y="$_xPos - $_modOffset / 2" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallHorizontal' + $_mod + '.png'" width="32" @height="4 + $_modOffset"> </image> <</if>> <<if $_wall.south and $shopHunt.player.map[$_x + $_map.xBorder[0] + 1][$_y + $_map.yBorder[0]].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_x + $_map.xBorder[0] + 1, $_y + $_map.yBorder[0]]) and $shopHunt.shop.door.side is "north" ? "_doorSouth" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="$_yPos" @y="$_xPos + 28 + $_modOffset / 2" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallHorizontal' + $_mod + '.png'" width="32" @height="4 + $_modOffset"> </image> <</if>> <<if $_wall.west and $shopHunt.player.map[$_x + $_map.xBorder[0]][$_y + $_map.yBorder[0] - 1].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_x + $_map.xBorder[0], $_y + $_map.yBorder[0] - 1]) and $shopHunt.shop.door.side is "east" ? "_doorWest" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="$_yPos - $_modOffset / 2" @y="$_xPos" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallVertical' + $_mod + '.png'" @width="4 + $_modOffset" height="32"> </image> <</if>> <<if $_wall.east and $shopHunt.player.map[$_x + $_map.xBorder[0]][$_y + $_map.yBorder[0] + 1].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_x + $_map.xBorder[0], $_y + $_map.yBorder[0] + 1]) and $shopHunt.shop.door.side is "west" ? "_doorEast" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="$_yPos + 28 + $_modOffset / 2" @y="$_xPos" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallVertical' + $_mod + '.png'" @width="4 + $_modOffset" height="32"> </image> <</if>> <<elseif typeof $_mapLoc is "string">> /* <<set _canMoveTo = $debug || Object.keys(shopHuntBordering("player")).includes($_mapLoc)>> */ <<set _canMoveTo to Object.keys(_bordering).includes($_mapLoc)>> <<set _showMarker to $debug || ($options.mapMarkers && _canMoveTo)>> <<if $_mapLoc is "tiltedVanity" and $shopHunt.item.mirror isnot "tiltedVanity">> <<set $_mapLoc += "_noMirror">> <</if>> <<if $_loc.state.includes("fallen")>> <<set $_mapLoc += "_fallen">> <</if>> <<if $_seen is 2>> <image @x="$_yPos" @y="$_xPos" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/' + $_mapLoc + '.png'" width="32" height="32"> </image> <<else>> <image @x="$_yPos" @y="$_xPos" class="zoomable" xlink:href="img/misc/icon/shopHunt/unknownLocation.png" width="32" height="32"> </image> <</if>> <<if shopHuntFind("player") is $_mapLoc>> <image @x="$_yPos" @y="$_xPos" class="zoomable" xlink:href="img/misc/icon/shopHunt/player.png" width="32" height="32"> </image> <</if>> <<if $_mapLoc is _shopHuntDecoy>> <image @x="$_yPos - 4" @y="$_xPos - 4" class="zoomable" xlink:href="img/misc/icon/shopHunt/overlay_noise.png" width="40" height="40"> </image> <</if>> /* Todo: Gwylan hunt, make icon clicking work. For the life of me I cannot make it work, it either errors out or causes too much recursion even without clicking * Something to do with <<add_link>> maybe? @onclick="shopHuntMapMove($_mapLoc);" */ <a class="shopHuntMapMove" @alt="$_seen is 2 ? shopHuntLocNameCap($_mapLoc) : '???'" @title="$_seen is 2 ? shopHuntLocNameCap($_mapLoc) : '???'"> <rect @x="_boxLocations[$_x][$_y].x" @y="_boxLocations[$_x][$_y].y" height="32" width="32" @style="'stroke:cyan;fill-opacity:0;stroke-opacity:' + (_showMarker ? '1' : '0.1') + ';'"> </rect> </a> <</if>> /* Todo: Gwylan hunt, make this work with only one wall image that gets rotated */ /* Todo: Gwylan hunt, add image for the door for if door location is known. Maybe also image for the door being open? Probably not necessary since if the door is open, the scene is basically over. */ <<if $_x is 0>> <<if typeof $_mapLoc is "string" and $_mapLoc isnot "wall" and $shopHunt.player.map[$_x][$_y + $_map.yBorder[0]].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_x, $_y + $_map.yBorder[0]]) and $shopHunt.shop.door.side is "north" ? "_doorNorth" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="$_yPos" @y="0 - $_modOffset / 2" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallHorizontal' + $_mod + '.png'" width="32" @height="4 + $_modOffset"> </image> <</if>> <<elseif $_x is $_length>> <<if typeof $_mapLoc is "string" and $_mapLoc isnot "wall" and $shopHunt.player.map[$_length + $_map.xBorder[0]][$_y + $_map.yBorder[0]].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_length + $_map.xBorder[0], $_y + $_map.yBorder[0]]) and $shopHunt.shop.door.side is "south" ? "_doorSouth" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="$_yPos" @y="$_xVal - 4 + $_modOffset / 2" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallHorizontal' + $_mod + '.png'" width="32" @height="4 + $_modOffset"> </image> <</if>> <</if>> <<if $_y is 0>> <<if typeof $_mapLoc is "string" and $_mapLoc isnot "wall" and $shopHunt.player.map[$_x + $_map.xBorder[0]][$_y].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_x + $_map.xBorder[0], $_y]) and $shopHunt.shop.door.side is "west" ? "_doorWest" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="0 - $_modOffset / 2" @y="$_xPos" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallVertical' + $_mod + '.png'" @width="4 + $_modOffset" height="32"> </image> <</if>> <<elseif $_y is $_width>> <<if typeof $_mapLoc is "string" and $_mapLoc isnot "wall" and $shopHunt.player.map[$_x + $_map.xBorder[0]][$_width + $_map.yBorder[0]].seen is 2>> <<set $_mod to doArraysMatch(shopHuntCoords($shopHunt.shop.door.position), [$_x + $_map.xBorder[0], $_width + $_map.yBorder[0]]) and $shopHunt.shop.door.side is "east" ? "_doorEast" : "">> <<set $_mod += $_mod and $shopHunt.shop.door.open ? "Open" : "">> <<set $_modOffset to $_mod.includes("Open") ? 4 : 0>> <image @x="$_yVal - 4 + $_modOffset / 2" @y="$_xPos" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/wallVertical' + $_mod + '.png'" @width="4 + $_modOffset" height="32"> </image> <</if>> <</if>> <<if $shopHunt.player.map[$_x + $_map.xBorder[0]][$_y + $_map.yBorder[0]].seen is 2>> <<set $_walls to Object.keys(shopHuntBordering([$_x + $_map.xBorder[0],$_y + $_map.yBorder[0]],"wall")).filter(x => shopHuntBordering([$_x + $_map.xBorder[0],$_y + $_map.yBorder[0]],"wall")[x] === "wall")>> <<set $_cornerPos to []>> <<if $_walls.includesAll("north","west")>> <<set $_cornerPos.push({ x: -4, y: -4 })>> <</if>> <<if $_walls.includesAll("north","east")>> <<set $_cornerPos.push({ x: 32, y: -4 })>> <</if>> <<if $_walls.includesAll("south","west")>> <<set $_cornerPos.push({ x: -4, y: 32 })>> <</if>> <<if $_walls.includesAll("south","east")>> <<set $_cornerPos.push({ x: 32, y: 32 })>> <</if>> <<if $_cornerPos.length gte 1>> <<for $_c to 0; $_c lt $_cornerPos.length; $_c++>> <image @x="$_yPos + $_cornerPos[$_c].x" @y="$_xPos + $_cornerPos[$_c].y" class="zoomable" xlink:href="img/misc/icon/shopHunt/wallCorner.png" width="4" height="4"> </image> <</for>> <</if>> <<run delete $_cornerPos>> <</if>> <<if $debug and $shopHuntMinigameTest>> <<set $_actorsPresent to shopHuntContains(shopHuntLoc([$_x, $_y])).filter(z => typeof z is "number")>> <<if $_actorsPresent.length gte 1>> <<set $_actorPos to 0>> <<for $_a to 0; $_a lt $_actorsPresent.length; $_a++>> <<set $_actorX to $_a * 6>> <<set $_actorY to 0>> <<if $_actorX gte 24>> <<set $_actorY += Math.floor($_actorX / 24)>> <<set $_actorX %= 24>> <</if>> <<set $_actorY *= 8>> <<set $_actorX += 4>><<set $_actorY += 4>> /* Todo: Gwylan hunt IT WON'T FUCKING WORK THE FUCKING ICONS DON'T GO IN THE RIGHT SPOTS THEY'RE RANDOMLY OFFSET 32 PIXELS UP OR SOMETIMES THEY'RE NOT WHAT THE FUCK IS WRONG WITH THIS I'VE TRIED EVERYTHING * It's ultimately fine, this is debug code that isn't essential for release, but fucking hell it's frustrating * Just change the Y line from +4 to -28 based on what map is being tested. whatever man. */ <<if $shopHunt.actors[$_actorsPresent[$_a]].type is "mannequin">> /* Currently, the shop can only generate a maximum of six mannequins at once. However, just in case this is changed, there are enough images to support up to 13 mannequins at once */ <<set $_actorImage to $shopHunt.actors[$_actorsPresent[$_a]].mannequinId>> <<else>> <<set $_actorImage to $shopHunt.actors[$_actorsPresent[$_a]].type>> <</if>> <image @x="$_yPos + $_actorX" @y="$_xPos + $_actorY" class="zoomable" @xlink:href="'img/misc/icon/shopHunt/debug/' + $_actorImage + '.png'" width="5" height="8"> </image> <</for>> <</if>> <</if>> <<set $_yPos += 32>> <</for>> <<set $_xPos += 32>> <</for>> <</svg>> <br><br> <</if>> <</widget>> <<widget "shopHuntStun">> <<set $_id to _args[0]>> <<set $_turns to _args[1]>> <<if _args[2] instanceof Array>> <<for $_i range _args[2]>> <<if $shopHunt.actors[$_id].stun[$_i] is undefined>> <<set $shopHunt.actors[$_id].stun[$_i] to 0>> <</if>> <<if _args[3]>> <<set $shopHunt.actors[$_id].stun[$_i] to $_turns>> <<else>> <<set $shopHunt.actors[$_id].stun[$_i] += $_turns>> <</if>> <</for>> <<else>> <<if $shopHunt.actors[$_id].stun[_args[2]] is undefined>> <<set $shopHunt.actors[$_id].stun[_args[2]] to 0>> <</if>> <<if _args[3]>> <<set $shopHunt.actors[$_id].stun[_args[2]] to $_turns>> <<else>> <<set $shopHunt.actors[$_id].stun[_args[2]] += $_turns>> <</if>> <</if>> <</widget>> <<widget "shopHuntActors">> <<if $shopHunt.player.state isnot "fight" or $shopHunt.turns % 3 is 0>> <!-- Movement --> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if !!$shopHunt.actors[$_i].state and !$shopHunt.actors[$_i].stun.move and !$shopHunt.actors[$_i].stun.all and !($shopHunt.actors[$_i].role is "enemy" and shopHuntContains(_locRaw).includes($_i) and $shopHunt.actors[$_i].state isnot "drag" and !$shopHunt.player.hide) and $shopHunt.actors[$_i].target isnot "reload">> <<switch $shopHunt.actors[$_i].state>> <<case "roam" "search" "check" "rush" "statue" "alert">> <<if $shopHunt.actors[$_i].movement.length is 0>> <<if $shopHunt.actors[$_i].target>> <<set $_destination to $shopHunt.actors[$_i].target>> <<set $shopHunt.actors[$_i].target to false>> <<elseif $shopHunt.actors[$_i].type is "mannequin" and $shopHunt.actors[$_i].role is "enemy" and $shopHunt.actors[$_i].state is "roam" and $shopHunt.locations[shopHuntFind($_i)].special.includes("inside") and !$shopHunt.locations[shopHuntFind($_i)].state.includes("ambush")>> <<set $shopHunt.actors[$_i].state to "ambush">> <<set $shopHunt.locations[shopHuntFind($_i)].state.pushUnique("ambush")>> <<continue>> <<else>> <<set $_possibleLocs to arrayIntersect($shopHunt.actors[$_i].history.map(x => x.location), $shopLocs, 0, true).filter(x => $shopLocs.includes(x))>> <<set $_destination to $_possibleLocs.random()>> <<if ["check","rush","alert"].includes($shopHunt.actors[$_i].state)>> <<set $shopHunt.actors[$_i].state to "roam">> <</if>> <</if>> <<if $gridConsoleEnable>> <<run console.log("map: " + $shopHunt.actors[$_i].name + " (ID " + $_i + ") moving to " + $_destination + " in state " + $shopHunt.actors[$_i].state)>> <</if>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords($_destination), aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <</if>> <<if $shopHunt.actors[$_i].state is "statue" and ( shopHuntFind($_i) is _locRaw or Object.values(T.bordering).includes(shopHuntFind($_i)) or Object.values(T.bordering).includes(shopHuntLoc(applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0]))) or $shopHunt.actors[$_i].history.map(x => x.found).slice(0,3).filter(x => x and Object.values(x).flat().includes("player")).length gte 1 and $shopHunt.player.history.slice(0,3).map(x => x.shuffle).filter(x => x === true).length is 0 )>> <!-- Do nothing --> <<else>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<if $shopHunt.actors[$_i].movement.length gte 1 and $shopHunt.actors[$_i].state is "rush">> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <</if>> <<if $shopHunt.actors[$_i].state is "search">> <<shopHuntStun $_i 1 "move">> <</if>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <</if>> <<case "march" "flee" "drag">> <<if $shopHunt.actors[$_i].movement.length gte 1>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <<elseif $shopHunt.actors[$_i].target and $shopHunt.actors[$_i].target isnot shopHuntFind($_i)>> <<set $_destination to $shopHunt.actors[$_i].target>> <<set $shopHunt.actors[$_i].target to false>> <<if $gridConsoleEnable>> <<run console.log("map: " + $shopHunt.actors[$_i].name + " (ID " + $_i + ") moving to " + $_destination + " in state " + $shopHunt.actors[$_i].state)>> <</if>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords($_destination), aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <<else>> <<if $shopHunt.actors[$_i].state is "flee">> <<set $shopHunt.actors[$_i].state to "roam">> <<elseif $shopHunt.actors[$_i].state is "march">> <<set $shopHunt.actors[$_i].state to "guard">> <</if>> <</if>> <<if $shopHunt.actors[$_i].state is "drag">> <<set $shopHunt.player.position to $shopHunt.actors[$_i].position>> <<set _locRaw to shopHuntFind("player")>> <<set _loc to clone($shopHunt.locations[_locRaw])>> <<set _bordering to shopHuntBordering(shopHuntCoords(_locRaw))>> <</if>> <<case "chase" "follow">> <<if shopHuntContains(shopHuntLoc($shopHunt.actors[$_i].position)).includes($shopHunt.actors[$_i].target)>> <<if shopHuntCheckHide($_i, T.locRaw, true)>> <<shopHuntActorFound $_i "chase">> <<else>> <<if $shopHunt.actors[$_i].state is "chase">> <<set _shopHuntMessage.push({ actor: $_i, type: "chaseLost" })>> <</if>> <<set $_destination to shopHuntUntilWall($shopHunt.actors[$_i].position, shopHuntDirectionGet(applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].history.find(x => !doArraysMatch(V.shopHunt.actors[$_i].position, x.position)).position, "subtraction")))>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, $_destination, aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <<set $shopHunt.actors[$_i].state to "check">> <<if $shopHunt.actors[$_i].movement.length is 0>> <<set $shopHunt.actors[$_i].state to "roam">> <<set $_possibleLocs to arrayIntersect($shopHunt.actors[$_i].history.map(x => x.location), $shopLocs, 0, true).filter(x => $shopLocs.includes(x))>> <<set $_destination to $_possibleLocs.random()>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords($_destination), aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <</if>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <<set $shopHunt.actors[$_i].target to false>> <</if>> <<elseif Object.values($shopHunt.actors[$_i].history[0].found).flat().includes($shopHunt.actors[$_i].target)>> <<if $gridConsoleEnable>> <<run console.log("map: " + $shopHunt.actors[$_i].name + " (ID " + $_i + ") moving to player's last known location in state " + $shopHunt.actors[$_i].state)>> <</if>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords(Object.keys($shopHunt.actors[$_i].history[0].found).filter(x => $shopHunt.actors[$_i].history[0].found[x].includes($shopHunt.actors[$_i].target))[0]), aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<if $shopHunt.actors[$_i].state is "chase">> <<set $shopHunt.actors[$_i].chaseTimer-->> <<if $shopHunt.actors[$_i].chaseTimer lte 0>> <<shopHuntActorFound $_i "chase">> <<else>> <<set _shopHuntMessage.push({ actor: $_i, type: "chaseProgress" })>> <</if>> <</if>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <<else>> <<if $shopHunt.actors[$_i].state is "chase">> <<set _shopHuntMessage.push({ actor: $_i, type: "chaseLost" })>> <</if>> <<set $_direction to shopHuntDirectionGet(applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].history.find(x => !doArraysMatch(V.shopHunt.actors[$_i].position, x.position)).position, "subtraction"))>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, $_destination, aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <<set $shopHunt.actors[$_i].state to "check">> <<if $shopHunt.actors[$_i].movement.length is 0>> <<set $shopHunt.actors[$_i].state to "roam">> <<set $_possibleLocs to arrayIntersect($shopHunt.actors[$_i].history.map(x => x.location), $shopLocs, 0, true).filter(x => $shopLocs.includes(x))>> <<set $_destination to $_possibleLocs.random()>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords($_destination), aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <</if>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <<set $shopHunt.actors[$_i].target to false>> <</if>> <<case "guide">> <<if shopHuntContains(shopHuntLoc($shopHunt.actors[$_i].position)).includes("player")>> <<if $shopHunt.actors[$_i].movement.length gte 1>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <<elseif $shopHunt.actors[$_i].position is shopHuntCoords($shopHunt.actors[$_i].target)>> /* Todo: Gwylan hunt, actor successfully guiding the PC somewhere */ <<else>> <<if $gridConsoleEnable>> <<run console.log("map: " + $shopHunt.actors[$_i].name + " (ID " + $_i + ") moving to " + $shopHunt.actors[$_i].target + " in state " + $shopHunt.actors[$_i].state)>> <</if>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords($shopHunt.actors[$_i].target), aStarGetObstacles("shopHunt"), $shopHuntMap)>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <</if>> <<elseif Object.values(shopHuntBordering($shopHunt.actors[$_i].position)).includes(shopHuntFind("player"))>> <!-- Do nothing --> <<else>> <<if $gridConsoleEnable>> <<run console.log("map: " + $shopHunt.actors[$_i].name + " (ID " + $_i + ") moving to player's location in state " + $shopHunt.actors[$_i].state)>> <</if>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords(shopHuntFind("player")), aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <</if>> <<case "toPlayer">> <<if shopHuntContains(shopHuntLoc($shopHunt.actors[$_i].position)).includes("player")>> <<if $shopHunt.actors[$_i].role is "enemy">> /* Todo: Gwylan hunt, fighting */ <<else>> /* Todo: Gwylan hunt, allies switching to "guide" in certain contexts? */ <<set $shopHunt.actors[$_i].state to "follow">> <</if>> <<else>> <<if $gridConsoleEnable>> <<run console.log("map: " + $shopHunt.actors[$_i].name + " (ID " + $_i + ") moving to player's location in state " + $shopHunt.actors[$_i].state)>> <</if>> <<set $shopHunt.actors[$_i].movement to aStarMovement($shopHunt.actors[$_i].position, shopHuntCoords(shopHuntFind("player")), aStarGetObstacles("shopHunt", $shopHunt.actors[$_i].obstaclePass), $shopHuntMap)>> <<set $shopHunt.actors[$_i].position to applyArrays($shopHunt.actors[$_i].position, $shopHunt.actors[$_i].movement[0])>> <<run $shopHunt.actors[$_i].movement.deleteAt(0)>> <<set _actorMoved[$_i] to $shopHunt.actors[$_i].position>> <<if shopHuntContains(shopHuntLoc($shopHunt.actors[$_i].position)).includes("player")>> <<if $shopHunt.actors[$_i].role is "enemy">> /* Todo: Gwylan hunt, fighting */ <<else>> /* Todo: Gwylan hunt, allies switching to "guide" in certain contexts? */ <<set $shopHunt.actors[$_i].state to "follow">> <</if>> <</if>> <</if>> <<case "guard" "hide" "fight" "ambush" "hold">> <!-- Do nothing, move nowhere --> <</switch>> <</if>> <</for>> <!-- Searching --> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if !!$shopHunt.actors[$_i].state and !$shopHunt.actors[$_i].stun.search and !$shopHunt.actors[$_i].stun.all>> <<shopHuntActorSearch $_i>> <</if>> <</for>> <!-- Player searching --> <<set _playerFound to {}>> <<set $_playerSearchField to $shopLocs.filter(x => shopHuntWithinPlayerSight(x))>> <<if $_playerSearchField.includes(_locRaw)>> <<run $_playerSearchField.splice($_playerSearchField.indexOf(_locRaw), 1)>> <<set $_playerSearchField.unshift(_locRaw)>> <</if>> <<for $_i range $_playerSearchField>> <<set _playerFound[$_i] to shopHuntContains($_i).filter(x => typeof x is "number" and $shopHunt.actors[x].type isnot "nobody" and !["hide","ambush","drag"].includes($shopHunt.actors[x].state) and !($shopHunt.actors[x].state is "guard" and $shopHunt.actors[x].role is "neutral" and shopHuntSeenValue(shopHuntFind(x)) lt 2))>> <</for>> <</if>> <</widget>> <<widget "shopHuntTurn">> <!-- Messages --> <<for $_i to 0; $_i lt _shopHuntMessage.length; $_i++>> <<switch _shopHuntMessage[$_i].type>> <<case "chaseLost">> <span class="green"><<shopHuntActorName _shopHuntMessage[$_i].actor "cap">> lost your trail.</span> <<case "chaseProgress">> <<switch $shopHunt.actors[_shopHuntMessage[$_i].actor].chaseTimer>> <<case 3>> <span class="blue"><<shopHuntActorName _shopHuntMessage[$_i].actor "cap">> is chasing you.</span> <<case 2>> <span class="purple"><<shopHuntActorName _shopHuntMessage[$_i].actor "cap">> is closing in.</span> <<case 1>> <span class="pink"><<shopHuntActorName _shopHuntMessage[$_i].actor "cap">> is right on your heels!</span> <</switch>> <</switch>> <</for>> <<if _shopHuntMessage.length gte 1>> <br><br> <</if>> <!-- Footsteps text --> <<set $_footsteps to shopHuntFootstepsHeard()>> <<for $_i to 0; $_i lt Object.keys($_footsteps).length; $_i++>> <<set $_direction to Object.keys($_footsteps)[$_i]>> <<set $_footstepTypes to { close: [], distant: [] }>> <<for $_r range ["close","distant"]>> <<for $_o to 0; $_o lt Object.values($_footsteps)[$_i][$_r].length; $_o++>> <<switch shopHuntActorMakesFootsteps(Object.values($_footsteps)[$_i][$_r][$_o])>> <<case "vague">> <<set $_footstepTypes[$_r].pushUnique("movement")>> <<case "rush">> <<set $_footstepTypes[$_r].pushUnique("stampeding footsteps")>> <<case true>> <<switch $shopHunt.actors[Object.values($_footsteps)[$_i][$_r][$_o]].type>> <<case "eden">> <<set $_footstepTypes[$_r].pushUnique("creaky footsteps")>> <<case "mannequin">> <<set $_footstepTypes[$_r].pushUnique("wooden footsteps")>> <<case "elkspawn">> <<set $_footstepTypes[$_r].pushUnique("cacophonous stomps")>> <</switch>> <</switch>> <</for>> <</for>> <<if $shopHunt.context is "garden">> <<if $_footstepTypes.close.length gte 1>> <<set $_footstepsPrinted to true>> You hear <<formatList $_footstepTypes.close>> to the $_direction. <</if>> <<else>> <<if $_footstepTypes.close.length gte 1>> <<set $_footstepsPrinted to true>> You hear <<formatList $_footstepTypes.close>> close by, <<if $_footstepTypes.distant.length gte 1>> and more distant <<formatList $_footstepTypes.distant>>, <</if>> <<if $_direction is "here">> <span class="pink">right outside the <<shopHuntLocName _locRaw "simple">></span>. <<else>> to the $_direction. <</if>> <<elseif $_footstepTypes.distant.length gte 1>> <<set $_footstepsPrinted to true>> You hear distant <<formatList $_footstepTypes.distant>>, to the $_direction. <</if>> <</if>> <</for>> <<if $_footstepsPrinted>> <br><br> <</if>> <!-- Actors tripping out of sight of the player --> <<set $_tripPrinted to 0>> <<set $_mannequinsTripped to { north: 0, south: 0, east: 0, west: 0, northeast: 0, northwest: 0, southeast: 0, southwest: 0 }>> <<for $_i to 0; $_i lt Object.keys(_actorMoved).length; $_i++>> <<set $_actor to Number(Object.keys(_actorMoved)[$_i])>> <<set $_tripLoc to shopHuntLoc(Object.values(_actorMoved)[$_i])>> <<set $_direction to shopHuntRelativeDirection(_locRaw, $_tripLoc)>> <<set $_color to shopHuntActorColor($_actor, true)>> <<if !shopHuntWithinPlayerSight($_tripLoc) and !!$_tripLoc>> <<if $shopHunt.locations[$_tripLoc].state.includes("fallen") and !$shopHunt.actors[$_actor].seen.includes($_tripLoc + "Fall") and !["wraith","nobody"].includes($shopHunt.actors[$_actor].type)>> <<set $_tripPrinted++>><<shopHuntStun $_actor 1 "all">> <<set $shopHunt.actors[$_actor].seen.pushUnique($_tripLoc + "Fall")>> <<switch $shopHunt.actors[$_actor].type>> <<case "gwylan">> You hear <<shopHuntActorName $_actor>> yelp from the $_direction. You think <span @class="$_color"><<shopHuntPronoun "he">> tripped</span>. <<case "eden">> You hear a thud from the $_direction, followed by <<shopHuntActorName $_actor>> cursing. You think <span @class="$_color"><<shopHuntPronoun "he">> tripped</span>. <<set $shopHunt.actors[$_actor].tripped to true>> <<case "mannequin">> <<if $shopHunt.actors[$_actor].name is "giant fox plushie">> <<set $_silentTrip to true>> <<else>> <<set $_mannequinsTripped[$_direction]++>> <</if>> <<case "elkspawn">> <<shopHuntDamageActor $_actor 1 true>> /* Todo: Gwylan hunt elkspawn, how would it react here? I have it set that it takes damage from tripping because it's more cumbersome than the other actors */ <</switch>> <<elseif $shopHunt.locations[$_tripLoc].state.includes("scattered") and !$shopHunt.actors[$_actor].seen.includes($_tripLoc + "Scatter") and !["wraith","nobody"].includes($shopHunt.actors[$_actor].type)>> <<set $_tripPrinted++>><<shopHuntStun $_actor 1 "all">> <<set $shopHunt.actors[$_actor].seen.pushUnique($_tripLoc + "Scatter")>> <<switch $shopHunt.actors[$_actor].type>> <<case "gwylan">> You hear <<shopHuntActorName $_actor>> yelp from the $_direction. You think <span @class="$_color"><<shopHuntPronoun "he">> tripped</span>. <<case "eden">> You hear a thud from the $_direction, followed by <<shopHuntActorName $_actor>> cursing. You think <span @class="$_color"><<shopHuntPronoun "he">> tripped</span>. <<set $shopHunt.actors[$_actor].tripped to true>> <<case "mannequin">> <<if $shopHunt.actors[$_actor].name is "giant fox plushie">> <<set $_silentTrip to true>> <<else>> <<set $_mannequinsTripped[$_direction]++>> <</if>> <<case "elkspawn">> <<shopHuntDamageActor $_actor 1 true>> /* Todo: Gwylan hunt elkspawn, how would it react here? I have it set that it takes damage from tripping because it's more cumbersome than the other actors */ <</switch>> <</if>> <</if>> <</for>> <<if Object.values($_mannequinsTripped).reduce((a, b) => a + b) gte 1>> <<set $_mannequinDirections to Object.keys($_mannequinsTripped).filter(x => $_mannequinsTripped[x] gte 1)>> You hear the faint <<pluralise `Object.values($_mannequinsTripped).reduce((a, b) => a + b)` "sound">> of wood falling over from the <<formatList $_mannequinDirections>>. You think <span @class="$_color"><<number `Object.values($_mannequinsTripped).reduce((a, b) => a + b)`>> of the mannequins tripped</span>. <</if>> <<if $_silentTrip>> <<set $_silentTrip to false>> <<set $_tripPrinted-->> <</if>> <<if $_tripPrinted>> <br><br> <</if>> <!-- Scent, infrequent --> <<if Object.values(_shopHuntScent).length gte 1>> <<for $_i to 0; $_i lt Object.values(_shopHuntScent).length; $_i++>> <<set $_scentActor to $shopHunt.actors.find(x => x.type is Object.keys(_shopHuntScent)[$_i]).id>> <<if !Object.values(_playerFound).flat().includes($_scentActor)>> <<set $_direction to shopHuntRelativeDirection(_locRaw, Object.values(_shopHuntScent)[$_i])>> <<if !$_scentPrinted>> With your <span class="green"><<print hasSharpSenses("instincts")>></span>, you <<else>> You <</if>> catch <<shopHuntActorName $_scentActor>>'s scent to the $_direction. <<set $_scentPrinted to true>> <</if>> <</for>> <<if $_scentPrinted>> <br><br> <</if>> <</if>> <!-- Present --> <<set $_presentPrinted to 0>> <<if $shopHunt.player.hide isnot 4 or _locRaw is "spindlyHatStand">> <<for $_i to 0; $_i lt Object.values(_playerFound).length; $_i++>> <<if Object.values(_playerFound)[$_i].length gte 1>> <<set $_presentPrinted++>> <<if Object.keys(_playerFound)[$_i] is _locRaw>> <<for $_o range Object.values(_playerFound)[$_i]>> <<set $_presentClosePrinted to true>> <<if shopHuntFind($_o) is $shopHunt.actors[$_o].history[0].location>> <<if $shopHunt.actors[$_o].state is "hold">> <<shopHuntActorName $_o "cap">> holds you tight. <<elseif _act isnot "insideExit">> <<shopHuntActorName $_o "cap">> is here. <<else>> <<set $_presentPrinted-->> <</if>> <<else>> <<set $_direction to shopHuntRelativeDirection(shopHuntFind($_o), $shopHunt.actors[$_o].history[0].position)>> <<set $_origin to applyArrays($shopHunt.player.position, $_direction)>> <<if shopHuntObstacles().includes($_origin)>> <<if $shopHunt.actors[$_o].type is "wraith">> <<shopHuntActorName $_o "cap">> <span class="purple">emerges from the $_direction wall</span>. <<else>> <<shopHuntActorName $_o "cap">> <span class="purple">emerges from a hidden doorway in the $_direction wall</span>. <</if>> <<else>> <<shopHuntActorName $_o "cap">> arrives from the $_direction. <</if>> <<if $shopHunt.locations[Object.keys(_playerFound)[$_i]].state.includes("fallen") and !$shopHunt.actors[$_o].seen.includes(Object.keys(_playerFound)[$_i] + "Fall") and !["wraith","nobody"].includes($shopHunt.actors[$_o].type)>> <<set $_color to shopHuntActorColor($_o, true)>> <<shopHuntStun $_o 1 "all">> <<set $shopHunt.actors[$_o].seen.pushUnique(Object.keys(_playerFound)[$_i] + "Fall")>> <<switch $shopHunt.actors[$_o].type>> <<case "gwylan">> <<shopHuntPronoun "He">> yelps as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "eden">> <<shopHuntPronoun "He">> curses as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<set $shopHunt.actors[$_o].tripped to true>> <<case "mannequin">> <<shopHuntPronoun "He">> flails as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "elkspawn">> <<shopHuntDamageActor $_o 1 true>> <span class="orange">The elkspawn trips at the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>>.</span> /* Todo: Gwylan hunt elkspawn, how would it react here? I have it set that it takes damage from tripping because it's more cumbersome than the other actors */ <</switch>> <<elseif $shopHunt.locations[Object.keys(_playerFound)[$_i]].state.includes("scattered") and !$shopHunt.actors[$_o].seen.includes(Object.keys(_playerFound)[$_i] + "Scatter") and !["wraith","nobody"].includes($shopHunt.actors[$_o].type) and shopHuntFind($_o)>> <<set $_color to shopHuntActorColor($_o, true)>> <<shopHuntStun $_o 1 "all">> <<set $shopHunt.actors[$_o].seen.pushUnique(Object.keys(_playerFound)[$_i] + "Scatter")>> <<switch $shopHunt.actors[$_o].type>> <<case "gwylan">> <<shopHuntPronoun "He">> yelps as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "eden">> <<shopHuntPronoun "He">> curses as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<set $shopHunt.actors[$_o].tripped to true>> <<case "mannequin">> <<shopHuntPronoun "He">> flails as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "elkspawn">> <<shopHuntDamageActor $_o 1 true>> <span class="orange">The elkspawn trips at the scattered <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>>.</span> /* Todo: Gwylan hunt elkspawn, how would it react here? I have it set that it takes damage from tripping because it's more cumbersome than the other actors */ <</switch>> <</if>> <</if>> <<if $shopHunt.actors[$_o].state is "guard" and $shopHunt.actors[$_o].role is "neutral" and $shopHunt.actors[$_o].target>> <<if $shopHunt.actors[$_o].target is "here">> <<shopHuntPronoun "He">> gestures <span @class="$shopHunt.item.key isnot 'player' ? 'gold' : ''">to the <<shopHuntLocName _locRaw "simple">></span>. <<elseif $shopHunt.actors[$_o].target>> <<shopHuntPronoun "He">> points towards the <span @class="$shopHunt.item.key isnot 'player' ? 'lblue' : ''"><<print $shopHunt.actors[$_o].target>></span>. <<if shopHuntLoc(applyArrays($shopHunt.player.position, shopHuntDirectionApply($shopHunt.actors[$_o].target))) is $shopHunt.item.key>> <span class="gold">This one seems more urgent than the others.</span> <</if>> <</if>> <</if>> <</for>> <<else>> <<if $_presentClosePrinted>> <br> <<set $_presentClosePrinted to false>> <</if>> <<set $_direction to shopHuntRelativeDirection(_locRaw, Object.keys(_playerFound)[$_i])>> <<shopHuntActorList `Object.values(_playerFound)[$_i]` "cap">> <<= _actorCount gt 1 ? "are" : "is">> to the <<if shopHuntSeenValue(_locRaw, $_direction) is 2>> $_direction, by the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>>. <<else>> $_direction. <</if>> <<for $_o range Object.values(_playerFound)[$_i]>> <<if $shopHunt.locations[Object.keys(_playerFound)[$_i]].state.includes("fallen") and !$shopHunt.actors[$_o].seen.includes(Object.keys(_playerFound)[$_i] + "Fall") and !["wraith","nobody"].includes($shopHunt.actors[$_o].type) and shopHuntFind($_o) isnot $shopHunt.actors[$_o].history[0].location>> <<set $_color to shopHuntActorColor($_o, true)>> <<shopHuntStun $_o 1 "all">> <<set $shopHunt.actors[$_o].seen.pushUnique(Object.keys(_playerFound)[$_i] + "Fall")>> <<switch $shopHunt.actors[$_o].type>> <<case "gwylan">> <<shopHuntActorName $_o "cap">> yelps as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "eden">> <<shopHuntActorName $_o "cap">> curses as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<set $shopHunt.actors[$_o].tripped to true>> <<case "mannequin">> <<shopHuntActorName $_o "cap">> flails as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "elkspawn">> <<shopHuntDamageActor $_o 1 true>> <span class="orange">The elkspawn trips at the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>>.</span> /* Todo: Gwylan hunt elkspawn, how would it react here? I have it set that it takes damage from tripping because it's more cumbersome than the other actors */ <</switch>> <<elseif $shopHunt.locations[Object.keys(_playerFound)[$_i]].state.includes("scattered") and !$shopHunt.actors[$_o].seen.includes(Object.keys(_playerFound)[$_i] + "Scatter") and !["wraith","nobody"].includes($shopHunt.actors[$_o].type) and shopHuntFind($_o) isnot $shopHunt.actors[$_o].history[0].location>> <<set $_color to shopHuntActorColor($_o, true)>> <<shopHuntStun $_o 1 "all">> <<set $shopHunt.actors[$_o].seen.pushUnique(Object.keys(_playerFound)[$_i] + "Scatter")>> <<switch $shopHunt.actors[$_o].type>> <<case "gwylan">> <<shopHuntActorName $_o "cap">> yelps as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "eden">> <<shopHuntActorName $_o "cap">> curses as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<set $shopHunt.actors[$_o].tripped to true>> <<case "mannequin">> <<shopHuntActorName $_o "cap">> flails as <span @class="$_color"><<shopHuntPronoun "he">> trips on the <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>></span>. <<case "elkspawn">> <<shopHuntDamageActor $_o 1 true>> <span class="orange">The elkspawn trips at the scattered <<shopHuntLocName `Object.keys(_playerFound)[$_i]`>>.</span> /* Todo: Gwylan hunt elkspawn, how would it react here? I have it set that it takes damage from tripping because it's more cumbersome than the other actors */ <</switch>> <</if>> <</for>> <</if>> <</if>> <</for>> <<if $_presentPrinted>> <br><br> <</if>> <</if>> <!-- Eden shooting at other NPCs and being attacked by the shop --> <<if $shopHunt.actors.some(x => x.type is "eden" and x.state isnot null)>> <<set $_eden to $shopHunt.actors.find(x => x.type === "eden")>> <<set $_edenDirection to shopHuntRelativeDirection(_locRaw, $_eden.position)>> <<set $_edenDirectionPrint to $_edenDirection is "here" ? $shopHunt.player.hide is 4 and _loc.special.includes("inside") ? "outside the <<shopHuntLocName _locRaw 'simple'>>" : "here" : "the " + $_edenDirection>> <<set $_edenLoc to shopHuntFind("eden")>> <<set $_playerSeesEden to shopHuntLineOfSight("player", true).includes($_eden.id) and ($shopHunt.player.hide lte 3 or !_loc.special.includes("inside"))>> <<if $shopHunt.turns % 15 is 0 and $shopHunt.turns isnot 0 or $_eden.damaged or $_eden.tripped or $_eden.health lte 0>> /* Shop attacks with illusions, every X turns or if Eden is stunned? Too many sources of stun.all to use that */ <<shopHuntStun $_eden.id 1 "all">> <<set $shopHunt.illusion ||= 0>> <<switch $shopHunt.illusion>> <<case 0>> <<if $_playerSeesEden>> A phantasmal voice echoes from around <<shopHuntActorName $_eden.id>>. "<span class="witch">Do you think the forest has forgotten? It never does.</span>" <br> <<shopHuntPronoun "He">> looks around frantically. The sound of small creatures skittering echoes all around <<shopHuntPronoun "him">>. <<else>> A phantasmal voice echoes from the $_edenDirection. "<span class="witch">Do you think the forest has forgotten? It never does.</span>" <br> <<shopHuntActorName $_eden.id "cap">> growls. You hear hundreds of skittering footsteps from the same direction. <</if>> <<case 1>> <<if $_playerSeesEden>> A phantasmal voice echoes from around <<shopHuntActorName $_eden.id>>. "<span class="witch">You could never run far enough.</span>" <br> <<shopHuntPronoun "He">> takes aim at nothing. <<shopHuntPronoun "His">> hands lightly tremble. "I'm not running from anything." <<else>> A phantasmal voice echoes from the $_edenDirection. "<span class="witch">You could never run far enough.</span>" <br> <<shopHuntActorName $_eden.id "cap">> scoffs. "I'm not running from anything." <</if>> <<case 2>> <<if $_playerSeesEden>> A phantasmal voice echoes from around <<shopHuntActorName $_eden.id>>. "<span class="witch">You're terrified of your inability to keep <<phim>> safe. That feeling is so familiar, isn't it?</span>" <br> <<shopHuntPronoun "He">> yells into the gloom. "You don't know anything about me." A chorus of laughs answers <<shopHuntPronoun "him">>. <<else>> A phantasmal voice echoes from the $_edenDirection. "<span class="witch">You're terrified of your inability to keep <<phim>> safe. That feeling is so familiar, isn't it?</span>" <br> <<shopHuntActorName $_eden.id "cap">> yells. "You don't know anything about me." A chorus of laughs answers <<shopHuntPronoun "him">>. <</if>> <<case 3>> <<if $_playerSeesEden>> A phantasmal voice echoes from around <<shopHuntActorName $_eden.id>>. "<span class="witch">Every tree you've struck with a stray bullet. Every carcass you've left to rot. Your crimes are remembered.</span>" <br> <<shopHuntPronoun "He">> curses as footsteps echo all around <<shopHuntPronoun "him">>. <<else>> A phantasmal voice echoes from the $_edenDirection. "<span class="witch">Every tree you've struck with a stray bullet. Every carcass you've left to rot. Your crimes are remembered.</span>" <br> <<shopHuntActorName $_eden.id "cap">> curses. You hear stampeding footsteps from the same direction. <</if>> <<default>> <<if $_playerSeesEden>> A phantasmal voice echoes from around <<shopHuntActorName $_eden.id>>. "<span class="witch">I still remember the day. The day you damned more than one soul with your selfishness. Do you?</span>" There's a laugh. "<span class="witch">Oh my, that's right. That doesn't narrow it down at all, does it?</span>" <br> <<shopHuntPronoun "He">> flinches as a shadow leaps from the darkness. It fades before it strikes <<shopHuntPronoun "him">>. <span class="red">A screech pierces the gloom, and the darkness becomes tangible. It's suffocating.</span> <<else>> A phantasmal voice echoes from the $_edenDirection. "<span class="witch">I still remember the day. The day you damned more than one soul with your selfishness. Do you?</span>" There's a laugh. "<span class="witch">Oh my, that's right. That doesn't narrow it down at all, does it?</span>" <br> <span class="red">A screech pierces the gloom, and the darkness becomes tangible. It's suffocating.</span> <</if>> <</switch>> <br><br> <<set $shopHunt.illusion++>> <<if $_eden.health lte 0 or $shopHunt.illusion gte 5>> <<set $phase to "outlastEden">> <<include "Forest Shop Hunt Eden Torment">> <<exitAll>> <</if>> <<run delete $_eden.damaged>><<run delete $_eden.tripped>> <<elseif $_eden.target is "reload" and !$_eden.stun.all and !$_eden.stun.move>> /* Eden reloads */ <<shopHuntStun $_eden.id 1 "all">> <<set $_eden.ammo to 10>> <<set $_eden.target to false>> <<if $_playerSeesEden>> <span class="purple">You see <<shopHuntActorName $_eden.id>> pause to reload <<shopHuntPronoun "his">> rifle.</span> <<else>> You hear a series of sharp clicks from $_edenDirectionPrint. <span class="purple">Like a gun being reloaded.</span> <</if>> <br><br> <<elseif !$_eden.stun.all and !$_eden.stun.shoot and $_eden.target isnot "reload">> /* Eden tries to find a target in an adjecent tile and shoots */ /* ToDo: Gwylan hunt - allow Eden to shoot targets illuminated by the box or its redirected light? */ <<set $_edenTarget to $shopHunt.actors.filter(x => !!x.state && x.team !== $_eden.team && Object.values(shopHuntBordering($_eden.position)).includes(shopHuntFind(x.id)) && !["ambush","hide"].includes(x.state)).random()>> <<if $_edenTarget and !["chase", "ambush", "fight", "guide", "hide", "rush", "drag"].includes($_eden.state)>> <<set $_playerSeesTarget to shopHuntLineOfSight("player", true).includes($_edenTarget.id) and ($shopHunt.player.hide lte 3 or !_loc.special.includes("inside"))>> <<set $_bulletOrigin to $_eden.position>> <<set $_bulletDirection to shopHuntRelativeDirection($_eden.position, $_edenTarget.position)>> <<set $_bulletDest to arrayIntersect(shopHuntLocationsByDistance($_edenLoc, "steps", "ascending").map(x => x[0]), $shopHunt.actors.filter(x => countMatchesInArray(shopHuntUntilWall($_edenLoc, $_bulletDirection, true), x.position) && ["elkspawn","mannequin"].includes(x.type) && !!x.state).map(x => shopHuntLoc(x.position)))[0] or shopHuntLoc(shopHuntUntilWall("eden",$_bulletDirection))>> /* If you want to make it so the bullet stops upon hitting other actors, add them to the ["elkspawn","mannequin"] array in the above line. If you want to make it so the bullet DOESN'T stop at either of those, remove them */ <<set $_actorsAtBullet to shopHuntContains($_bulletDest).filter(x => typeof x is "number" && x isnot $_edenTarget.id || x is "player")>> <<set $_actorsBorderingBullet to []>> <<for $_b range Object.values(shopHuntBordering(shopHuntCoords($_bulletDest)))>> <<set $_actorsBorderingBullet to $_actorsBorderingBullet.concat(shopHuntContains($_b).filter(x => typeof x === "number" || x === "player"))>> <</for>> <<set $_edenTargetDirection to shopHuntRelativeDirection(_locRaw, $_edenTarget.position)>> <<set $_bulletDestDirection to shopHuntRelativeDirection(_locRaw, $_bulletDest)>> <<if !$_eden.ammo>> <<set $_eden.target to "reload">> <<if $_playerSeesEden>> <<shopHuntActorName $_eden.id "cap">> takes aim at <<if $_playerSeesTarget>> <<shopHuntActorName $_edenTarget.id>>, <<else>> something to <<shopHuntPronoun "his">> $_bulletDirection, <</if>> and pulls the trigger. <span class="blue">A dull click is the only result.</span> <<shopHuntPronoun "He" $_eden.id>> curses. <<else>> You hear a <span class="blue">dull click</span> from $_edenDirectionPrint, followed by <<shopHuntActorName $_eden.id>>'s voice cursing. <</if>> <<switch $_edenTarget.type>> <<case "gwylan">> <br> <<if $_playerSeesTarget>> <<shopHuntActorName $_edenTarget.id "cap">> giggles. <<else>> You hear <<shopHuntActorName $_edenTarget.id>> giggle <<if $_edenTargetDirection is "here">>right in front of you<<else>>from the $_edenTargetDirection<</if>>. <</if>> <<switch random(1,4)>> <<case 1>>"Forgetting to count your shots?" <<case 2>>"Oh my, you were really about to shoot me." <<shopHuntPronoun "He">> tuts. "How lucky for us both." <<case 3>>"Having trouble?" <<case 4>>"Run dry. If only your temper would follow." <</switch>> <<case "mannequin">> <br> <<if $_playerSeesTarget>> <<if $_edenTarget.name is "giant fox plushie">> You hear what sounds like the faintest high-pitched giggle in response. <<else>> <<shopHuntActorName $_edenTarget.id "cap">> claps mockingly. <</if>> <<else>> <<if $_edenTarget.name is "giant fox plushie">> You hear what sounds like the faintest high-pitched giggle in response. <<else>> You hear what sounds like wooden hands clapping from the $_edenTargetDirection in response. <</if>> <</if>> <<case "wraith">> <br> <<if $_playerSeesTarget>> <<shopHuntActorName $_edenTarget.id "cap">> smiles. <<else>> You hear <<shopHuntActorName $_edenTarget.id>> laugh in response. <</if>> "<span class="wraith">The venomous sting of futility.</span>" <<case "elkspawn">> <br> <<if $_playerSeesTarget>> <<shopHuntActorName $_edenTarget.id "cap">> lets out a strained, bestial laugh. <<else>> You hear strained, bestial laughter in response. <</if>> "Your hands tremble. Your heart pounds." <<default>> /* No response */ <</switch>> <<else>> <<set $_eden.ammo-->> <<shopHuntMess 1 `$_edenLoc + "BulletCasing"`>> <<if $_playerSeesEden>> <<shopHuntActorName $_eden.id "cap">> takes aim at <<if $_playerSeesTarget>> <<shopHuntActorName $_edenTarget.id>>, <<else>> something to <<shopHuntPronoun "his">> $_bulletDirection, <</if>> and pulls the trigger. <</if>> <<if $_edenTarget.type is "gwylan" and shopHuntContains(shopHuntLoc($_edenTarget.position)).includes("player") and !$shopHunt.player.hide>> <<shopHuntActorName $_edenTarget.id "cap">> grabs you and pulls you out of the way. <</if>> <<if $_playerSeesEden>> <span class="red">A deafening crack echoes through the shop.</span> <<else>> You hear a <span class="red">gunshot</span> from $_edenDirectionPrint. <</if>> <<if ["elkspawn","mannequin"].includes($_edenTarget.type) and !!$_edenTarget.state>> <<set $_edenTargetHit to $_edenTarget>> <<else>> <<set $_edenTargetHit to $shopHunt.actors.filter(x => ["elkspawn","mannequin"].includes(x.type) && !!x.state)[shopHuntContains($_bulletDest).random()] || null>> <</if>> <<if $_edenTargetHit>> <!-- Bullet hit an actor --> <<shopHuntDamageActor $_edenTargetHit.id>> <<if $_edenTargetHit.name is "giant fox plushie">> <<shopHuntMess 1 "foxPlushieShot">> <<shopHuntMess 5 `$_bulletDest + "CottonGuts"`>> <</if>> <<switch $_edenTargetHit.type>> <<case "mannequin">> <br> /* ToDo: Gwylan hunt - have adjacent mannequins also jump in front of the player if the player is in the path? */ <<if $_actorsAtBullet.includes("player")>> <<shopHuntActorName $_edenTargetHit.id "cap">> leaps in front of you, <span class="red">shielding you from the bullet</span>. <br> <</if>> <<if $_edenTargetHit.state is "hold">> <<if $_edenTargetHit.name is "giant fox plushie">> <span class="red">A spray of cotton flies from <<shopHuntActorName $_edenTargetHit.id>>, its grip faltering.</span> <<if $_edenTargetHit.health lte 0>> <span class="red">It sags and goes limp on the floor.</span> <</if>> <<trauma 50>><<gggtrauma>> <<elseif $_edenTargetHit.name is "masked mannequin">> <<if $_edenTargetHit.health lte 0>> <span class="red"><<shopHuntActorName $_edenTargetHit.id "cap">> lets go of you, and falls to its hands and knees in a disturbingly human way. Links of chain fall from its tunic.</span> <<trauma 24>><<ggtrauma>> <<else>> <<shopHuntActorName $_edenTargetHit.id "cap">> recoils, <span class="pink">briefly falling to one knee before standing back up and grabbing hold of you once more.</span> <</if>> <<else>> <<if $_edenTargetHit.health lte 0>> <span class="red"><<shopHuntActorName $_edenTargetHit.id "cap">> is blown to the ground in front of you. It reaches towards you, one wooden hand tapping your leg desperately, before falling lifeless.</span> <<trauma 24>><<ggtrauma>> <<else>> <<shopHuntActorName $_edenTargetHit.id "cap">> recoils, <span class="pink">briefly falling to one knee before standing back up and grabbing hold of you once more.</span> <</if>> <</if>> <<elseif $_playerSeesTarget>> <<if $_edenTargetHit.name is "giant fox plushie">> <span class="red">A spray of cotton flies from <<shopHuntActorName $_edenTargetHit.id>>.</span> <<if $_edenTargetHit.health lte 0>> <span class="red">It sags and goes limp on the floor.</span> <</if>> <<trauma 50>><<gggtrauma>> <<elseif $_edenTargetHit.name is "masked mannequin">> <<if $_edenTargetHit.health lte 0>> <span class="red"><<shopHuntActorName $_edenTargetHit.id "cap">> recoils, and falls to its hands and knees in a disturbingly human way. Links of chain fall from its tunic.</span> <<trauma 24>><<ggtrauma>> <<else>> <<shopHuntActorName $_edenTargetHit.id "cap">> recoils, <span class="pink">briefly falling to one knee before standing back up.</span> <</if>> <<else>> <<if $_edenTargetHit.health lte 0>> <<switch random(1, 5)>> <<case 1>><<shopHuntActorName $_edenTargetHit.id "cap">> does a mock swoon, appearing to faint. <span class="red">It clatters to the floor lifelessly.</span> <<case 2>><<shopHuntActorName $_edenTargetHit.id "cap">> is blown backwards, <span class="red">clattering to the floor lifelessly.</span> <<case 3>><<shopHuntActorName $_edenTargetHit.id "cap">>'s arm is blown clean off. It looks down at the remains, before slowly tipping forward. <span class="red">It clatters to the floor lifelessly.</span> <<case 4>><<shopHuntActorName $_edenTargetHit.id "cap">>'s head is blown clean off. It spreads its arms wide, gesturing at Eden as if personally affronted, before <span class="red">clattering to the floor lifelessly.</span> <<case 5>><span class="red"><<shopHuntActorName $_edenTargetHit.id "cap">> falls to the ground and starts writhing, as if in pain. After an agonising moment of struggle, it becomes lifeless.</span> <<trauma 24>><<ggtrauma>> <</switch>> <<else>> <<shopHuntActorName $_edenTargetHit.id "cap">> recoils, <span class="pink">briefly falling to one knee before standing back up.</span> <</if>> <</if>> <<else>> <<if $_edenTargetHit.name is "giant fox plushie">> <<set $_silentShot to true>> Strangely, <span class="purple">you don't hear it hit anything</span>. <<elseif $_edenTargetHit.name is "masked mannequin">> <<if $_edenTargetHit.health lte 0>> <span class="pink">The sound of something wooden collapsing to the floor follows, along with a soft metallic clanking.</span> <<else>> <span class="purple">The sound of something wooden falling over, and then standing back up, follows.</span> <</if>> <<else>> <<if $_edenTargetHit.health lte 0>> <span class="pink">The sound of something wooden collapsing to the floor follows.</span> <<else>> <span class="purple">The sound of something wooden falling over, and then standing back up, follows.</span> <</if>> <</if>> <<if !$_silentshot and $_edenTargetDirection isnot $_edenDirection>>It came from the $_edenTargetDirection.<</if>> <</if>> <<case "elkspawn">> /* ToDo: Gwylan hunt - elkspawn being shot */ <<default>> /* No response */ <</switch>> <<else>> <!-- Bullet did not hit an actor --> <<switch shopHuntLocName($_bulletDest)>> <<case "creakyCabinet">> <<if $_actorsAtBullet.includes("player")>> <span class="red">A bullet flies right by you,</span> striking the creaky cabinet. <<stress 24>><<trauma 12>><<ggstress>><<ggtrauma>> <<elseif $_actorsBorderingBullet.includes("player")>> <span class="red">A bullet hisses through the air nearby,</span> striking the creaky cabinet. <<stress 12>><<ggstress>> <<else>> It's followed by a dull creak from the<<if !$_silentshot and $_bulletDestDirection isnot $_edenDirection>> to the $_bulletDestDirection<</if>>. <<stress 6>><<gstress>> <</if>> <<case "squeakyRotatingRack">> <<if $_actorsAtBullet.includes("player")>> <span class="red">A bullet flies right by you,</span> striking the rotating rack. <<stress 24>><<trauma 12>><<ggstress>><<ggtrauma>> <<elseif $_actorsBorderingBullet.includes("player")>> <span class="red">A bullet hisses through the air nearby,</span> striking the rotating rack. <<stress 12>><<ggstress>> <<else>> It's followed by the droning squeak of the rotating rack<<if !$_silentshot and $_bulletDestDirection isnot $_edenDirection>> to the $_bulletDestDirection<</if>>. <<stress 6>><<gstress>> <</if>> <<case "tiltedVanity">> /* ToDo: Gwylan - vanity gets shattered. Becomes hazard? */ <<if $_actorsAtBullet.includes("player")>> <span class="red">A bullet flies right by you,</span> shattering the tilted vanity's mirror and sending a shower of glass raining down on you. <<stress 24>><<trauma 12>><<ggstress>><<ggtrauma>> <<elseif $_actorsBorderingBullet.includes("player")>> <span class="red">A bullet hisses through the air nearby,</span> shattering the tilted vanity's mirror. <<stress 12>><<ggstress>> <<else>> It's followed by the shattering of glass<<if !$_silentshot and $_bulletDestDirection isnot $_edenDirection>> to the $_bulletDestDirection<</if>>. <<stress 6>><<gstress>> <</if>> <<default>> <<if $_actorsAtBullet.includes("player")>> <span class="red">A bullet flies right by you,</span> striking the wall. <<stress 24>><<trauma 12>><<ggstress>><<ggtrauma>> <<elseif $_actorsBorderingBullet.includes("player")>> <span class="red">A bullet hisses through the air nearby,</span> striking the wall. <<stress 12>><<ggstress>> <<else>> It's followed by the faint rattle of a bullet coming to rest on the floor<<if !$_silentshot and $_bulletDestDirection isnot $_edenDirection>> to the $_bulletDestDirection<</if>>. <<stress 6>><<gstress>> <</if>> <</switch>> <</if>> <!-- reactions --> <<if !$shopHunt.player.hide and ($_actorsAtBullet.includes("player") and shopHuntWithinPlayerSight("gwylan") or $_edenTarget.type is "gwylan" and shopHuntContains(shopHuntLoc($_edenTarget.position)).includes("player"))>> <br> <<set $shopHuntActive to $shopHunt.actors.find(x => x.type is "gwylan").id>> <<shopHuntActorName $shopHuntActive "cap">> growls. "Watch where you're aiming! You almost hit <<phim>>!" <<elseif $_edenTargetHit and ["giant fox plushie", "masked mannequin"].includes($_edenTargetHit.name) and $_edenTargetHit.health lte 0 and $shopHunt.actors.find(x => x.type is "gwylan")?.state isnot null>> /* ToDo: Gwylan hunt - if Gwylan see the giant fox plushie or masked mannequin get destroyed, Gwylan moves to defeated actor, then attacks Eden */ <br> <<set $shopHuntActive to $shopHunt.actors.find(x => x.type is "gwylan").id>> <<shopHuntActorName $shopHuntActive "cap">> gasps. <<if $_edenTargetHit.name is "giant fox plushie">> "No! That was a gift from <<phim>>!" <<else>> "No!" <</if>> <<else>> <<switch $_edenTarget.type>> <<case "gwylan">> <br> <<if $_playerSeesTarget>> <<shopHuntActorName $_edenTarget.id "cap">> puts a hand to <<shopHuntPronoun "his" $_edenTarget.id>> mouth and giggles. <<else>> You then hear <<shopHuntActorName $_edenTarget.id>> giggle from the darkness. <</if>> <<if !$_edenTargetHit and $_bulletDest is "tiltedVanity">> <br> <<if shopHuntWithinPlayerSight("gwylan")>> <<shopHuntActorName $_edenTarget.id "cap">> giggles. <<else>> You hear <<shopHuntActorName $_edenTarget.id>> giggle from the darkness. <</if>> "That's another seven years of rotten luck for you." <<elseif $_edenTargetHit and $_edenTargetHit.health lte 0>> <<switch random(1,4)>> <<case 1>>"Is destruction all you know?" <<case 2>>"It will all crumble on top of you." <<case 3>>"You're a cancer on this forest." <<case 4>>"Ooh, you got me! Just kidding. You'll be paying for that mannequin, though." <</switch>> <<else>> <<switch random(1,4)>> <<case 1>>"You missed." <<case 2>>"Ooh, another unlucky miss." <<case 3>>"Surely your luck will turn around one of these times." <<case 4>>"What were you even aiming at? Jumping at shadows?" <</switch>> <</if>> <<case "wraith">> <br> <<if $_playerSeesTarget>> <<shopHuntActorName $_edenTarget.id "cap">> laughs. <<else>> You then hear <<shopHuntActorName $_edenTarget.id>> laugh from the darkness. <</if>> <<switch random(1,4)>> <<case 1>>"<span class="wraith">Your violence is nothing.</span>" <<case 2>>"<span class="wraith">Throw stones in a house of ashes.</span>" <<case 3>>"<span class="wraith">Like a parasite in the gut.</span>" <<case 4>>"<span class="wraith">Eden. Eden. Eden. Eden. Eden. Eden. Eden. Eden. Eden.</span>" <</switch>> <<default>> /* No response */ <</switch>> <</if>> <<shopHuntMess 5 `$_bulletDest + "BulletHole"`>> <</if>> <br><br> <</if>> <</if>> <</if>> <!-- States --> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if !!$shopHunt.actors[$_i].state and !$shopHunt.actors[$_i].stun.all and $shopHunt.actors[$_i].health gte 1>> <<set $_found to Object.values($actorFound[$_i]).flat()>> <<if $_found.includes("player")>> <<if $shopHunt.actors.find(x => x.state is "drag")>> /* Todo: Gwylan hunt, remove when interactions between actors on the same tile are added */ <<set $_foundSkip to true>> <<elseif $shopHunt.player.hide is 4 and _loc.special.includes("hat")>> <<set $_context to "hat">> <<elseif $shopHunt.player.hide gte 1>> <<set $_context to "hide">> <<elseif $shopHunt.actors[$_i].state is "rush">> <<set $_context to "rush">> <<elseif _act is "insideExit">> <<set $_context to "insideExit">> <<elseif $shopHunt.actors[$_i].state is "chase" and !doArraysMatch($shopHunt.actors[$_i].position, $shopHunt.player.position)>> <<set $_foundSkip to true>> <<elseif !shopHuntContains(_locRaw).includes($_i)>> <<set $_context to "search">> <<else>> <<set $_context to null>> <</if>> <<if !$_foundSkip>> <<shopHuntActorFound $_i $_context>> <</if>> <<set $_foundSkip to false>> <<elseif $_found.filter(x => typeof x is "number" and $shopHunt.actors[x].role isnot $shopHunt.actors[$_i].role).length gte 1>> /* Todo: Gwylan hunt (critical), fighting other actors */ <<switch $shopHunt.actors[$_i].type>> <<case "eden">> <</switch>> <</if>> <</if>> <</for>> <<if _foundPrinted>> <br><br> <</if>> <!-- Defeating actors --> <<for $_i to 0; $_i lt $shopHunt.actors.length; $_i++>> <<if $shopHunt.actors[$_i].health lte 0 and !!$shopHunt.actors[$_i].state>> <<shopHuntDefeatActor $_i>> <<for $_o range Object.keys(_playerFound)>> <<set _playerFound[$_o] to _playerFound[$_o].filter(x => x isnot $_i)>> <</for>> <</if>> <</for>> <</widget>> <<widget "shopHuntDamageActor">> <<set $_actor to _args[0]>> <<set $_damage to _args[1] or 1>> <<set $shopHunt.actors[$_actor].health -= $_damage>> <<if _args[2]>> <<set $shopHunt.actors[$_actor].health to Math.clamp($shopHunt.actors[$_actor].health, 1, 999)>> <</if>> <</widget>> <<widget "shopHuntIcon">> <<if $shopLocs.includes(_args[0])>> <<set $_icon to shopHuntPlayerKnownMap(2).tiles.flat().includes(_args[0]) ? _args[0] : "unknownLocation">> <<if $_icon is "tiltedVanity" and $shopHunt.item.mirror isnot "tiltedVanity">> <<set $_icon += "_noMirror">> <</if>> <<if _args[1]>> <<if ["hide"].includes(_args[1])>> <<set $_icon += "_" + _args[1]>> <<elseif ["north","south","west","east"].includes(_args[1])>> <<set $_overlay to _args[1]>> <<if $shopHunt.actors.filter(x => x.state is "chase").length gte 1>> <<set $_overlay += "Chase">> <</if>> <<icon `"shopHunt/overlay_" + $_overlay + ".png"` "infront">> <</if>> <</if>> <<if $shopHunt.locations[$_icon]?.state.includes("fallen") or _args[1] is "fallen">> <<set $_icon += "_fallen">> <</if>> <<icon `"shopHunt/" + $_icon + ".png"`>> <<else>> <<switch _args[0]>> <<case "ambush" "hide" "light" "scatter" "yell">> <<icon `"shopHunt/action_" + _args[0] + ".png"`>> <<case "mirror">> <<icon `"shopHunt/" + _args[1] + "_mirror.png"`>> <<case "search">> <<investigateicon>> <<case "key">> <<icon "maze_key.png">> <<default>><<icon "shopHunt/debug/placeholder.png">> <</switch>> <</if>> <</widget>> <<widget "shopHuntMapForget">> <<if shopHuntCampingCount() gte 5>> <<set $_seenLocs1 to shopHuntLocationsByDistance(shopHuntFind("player")).filter(x => $shopHunt.player.map[shopHuntCoords(x[0])[0]][shopHuntCoords(x[0])[1]].seen === 1 and !Object.values(_bordering).includes(x[0]))>> <<set $_seenLocs2 to shopHuntLocationsByDistance(shopHuntFind("player")).filter(x => $shopHunt.player.map[shopHuntCoords(x[0])[0]][shopHuntCoords(x[0])[1]].seen === 2)>> <<if $_seenLocs1.length gte 1>> <<set $shopHunt.player.map[shopHuntCoords($_seenLocs1[0][0])[0]][shopHuntCoords($_seenLocs1[0][0])[1]].seen-->> <<if $_seenLocs1.length gte 2 and shopHuntCampingCount() gte 6>> <<set $shopHunt.player.map[shopHuntCoords($_seenLocs1[1][0])[0]][shopHuntCoords($_seenLocs1[1][0])[1]].seen-->> <</if>> <<set $_forgot to true>> <</if>> <<if $_seenLocs2.length gte 1>> <<set $shopHunt.player.map[shopHuntCoords($_seenLocs2[0][0])[0]][shopHuntCoords($_seenLocs2[0][0])[1]].seen-->> <<if $_seenLocs2.length gte 2 and (shopHuntCampingCount() gte 6 or !$_forgot)>> <<set $shopHunt.player.map[shopHuntCoords($_seenLocs2[1][0])[0]][shopHuntCoords($_seenLocs2[1][0])[1]].seen-->> <<if $_seenLocs2.length gte 7 and (shopHuntCampingCount() gte 7)>> <<set $shopHunt.player.map[shopHuntCoords($_seenLocs2[2][0])[0]][shopHuntCoords($_seenLocs2[2][0])[1]].seen-->> <</if>> <</if>> <<set $_forgot to true>> <</if>> <</if>> <<if $_forgot>> You've been in the <<shopHuntLocName _locRaw "simple">> for a while. <span class="red">You're starting to forget the layout of the shop.</span> <br><br> <</if>> <</widget>> <<widget "shopHuntResistGrip">> <<if _args[0] is "hold">> <<set $_holders to $shopHunt.actors.filter(x => x.state === "hold")>> <<set $_gripProgress to $_holders.map(x => x.grip.progress).reduce((a, b) => a + b)>> <<set $_gripMin to $_holders.map(x => x.grip.min).reduce((a, b) => a + b) - ($_gripProgress * 100)>> <<set $_gripMax to $_holders.map(x => x.grip.max).reduce((a, b) => a + b) - ($_gripProgress * 1000)>> <<physiquedifficulty $_gripMin $_gripMax>> <<else>> <<set $_grip to clone($shopHunt.actors[_args[0]].grip)>> <<set $_min to $_grip.min - ($_grip.progress * 100)>> <<set $_max to $_grip.max - ($_grip.progress * 1000)>> /* Todo: Gwylan hunt, update this to willpower check for the Wraith */ <<if ["eden","mannequin"].includes($shopHunt.actors[_args[0]].type)>> <<physiquedifficulty $_grip.min $_grip.max>> <</if>> <</if>> <</widget>> <<widget "shopHuntHoldOptions">> <<if _holdStarted>> <<shopHuntActorSetState "gwylan" "check" _locRaw>> <<shopHuntActorName `$shopHunt.actors.find(x => x.state is "hold").id` "cap">> taps the floor rhythmically. <span class="red">You hear <<shopHuntActorName `$shopHunt.actors.find(x => x.type is "gwylan").id`>> giggle.</span> "Oh, so that's where you are. Coming!" <br><br> <</if>> <<shopHuntMap>> <<ind>><<link [[Resist|Forest Shop Hunt]]>><<shopHuntAction "resist">><</link>><<shopHuntResistGrip "hold">> <br> <<ind>><<link [[Wait|Forest Shop Hunt]]>><<shopHuntAction "wait">><</link>> <</widget>> <<widget "shopHuntDragOptions">> <<if _args[0]>> <<set _actorDrag to clone($shopHunt.actors.find(x => x.state is "drag"))>> <</if>> <<if _actorDrag.type is "eden">> <<if _locRaw is shopHuntFind("door")>> <<if $shopHunt.shop.shuffle.count lt $shopHunt.shop.shuffle.max>> <span class="gold">You're at the <<shopHuntDoor>>.</span> <<shopHuntActorName _actorDrag.id "cap">> tries the handle. It's locked. <br><br> <<shopHuntShuffle "edenDoor">> <<shopHuntOptions>> <<exit>> <<elseif !_actorDrag.stun.door>> <<if _actorDrag.points is 3>> <<shopHuntMess "door" 15>> <span @class="shopHuntActorColor(_actorDrag.id)">The door breaks open.</span> The shop groans as if in terrible pain. <<set $phase to "door">> <<set $_end to $shopHunt.context is "rescue" ? "edenKidnap" : "escape">> <<include "Forest Shop Hunt Escape Eden">> <<shopHuntEnd $_end>> <<exitAll>> <<else>> <<if _actorDrag.points is 2>> <<shopHuntActorName _actorDrag.id "cap">> continues kicking the door. <span class="blue">It creaks in protest. One more kick will do it.</span> <<elseif _actorDrag.points is 1>> <<shopHuntActorName _actorDrag.id "cap">> continues kicking the door. <<else>> <span class="gold">You're at the <<shopHuntDoor>>.</span> <<shopHuntActorName _actorDrag.id "cap">> tries the handle. It's locked. <<shopHuntPronoun "He">> starts kicking the door, gritting <<shopHuntPronoun "his">> teeth. "Let us out!" <</if>> <<set $shopHunt.actors.find(x => x.state is "drag").points++>><<shopHuntDecoy>> <br><br> <</if>> <</if>> <<shopHuntMap>> <<if _actorDrag.role is "enemy">> <<ind>><<link [[Resist|Forest Shop Hunt]]>><<shopHuntAction "resist">><</link>> <br> <<ind>><<link [[Wait|Forest Shop Hunt]]>><<shopHuntAction "wait">><</link>> <<else>> <<if shopHuntFind("key") is "player">> <<shopHuntIcon "key">><<link [[Offer key|Forest Shop Hunt]]>><<shopHuntAction "key" _actorDrag.id>><</link>> <br> <</if>> <<ind>><<link [[Wait|Forest Shop Hunt]]>><<shopHuntAction "wait">><</link>> <</if>> <<else>> <<if !_actorDrag.stun.move and _actorDrag.movement.length gte 1>> <<shopHuntActorName _actorDrag.id "cap">> starts <<= _actorDrag.role is "enemy" ? "dragging" : "taking">> you to the <<print shopHuntDirectionGet(_actorDrag.movement[0])>>. <br><br> <</if>> <<shopHuntMap>> <<if _args[0]>> <<ind>><<link [[Next|Forest Shop Hunt]]>><<shopHuntAction "wait">><</link>> <<elseif _actorDrag.role is "enemy">> <<ind>><<link [[Resist|Forest Shop Hunt]]>><<shopHuntAction "resist">><</link>><<shopHuntResistGrip _actorDrag.id>> <br> <<ind>><<link [[Let <<shopHuntPronoun "him">> take you|Forest Shop Hunt]]>><<shopHuntAction "wait">><</link>> <<else>> <<ind>><<link [[Go with <<shopHuntPronoun "him">>|Forest Shop Hunt]]>><<shopHuntAction "wait">><</link>> <</if>> <</if>> <<elseif _actorDrag.type is "wraith">> /* Todo: shop hunt, Wraith possessing player and making them walk to the exit */ <<else>> <span class="red">ERROR: unsupported actor type "_actorDrag.type" in drag state. Please report this!</span> <</if>> <</widget>><<set $location to "forest_shop">><<set $outside to 0>><<effects>> <br><br> <<link [[Find the key to the garden|Forest Shop Hunt Intro]]>><<set $phase to "garden">><</link>><<note "Complete!" "green">> <br> <<link [[Hide and seek game|Forest Shop Hunt Intro]]>><<npc Gwylan>><<person1>><<set $phase to "game">><</link>><<note "Only partially supported" "orange">> <br> <<link [[Rescue from Eden|Forest Shop Hunt Intro]]>><<set $phase to "rescue">><</link>><<note "Complete!" "green">> <br> <<link [[Rescue from Gwylan|Forest Shop Hunt Intro]]>><<set $phase to "kidnap">><<set $phase2 to "ally">><</link>><<note "Theoretically complete" "lblue">> <br> <<link [[Escape from both|Forest Shop Hunt Intro]]>><<set $phase to "kidnap">><<set $phase2 to "enemy">><</link>><<note "Complete!" "green">> <br> <<link [[Wraith|Forest Shop Hunt Intro]]>><<npc Gwylan>><<person1>><<set $phase to "wraith">><</link>><<note "Only partially supported" "orange">> <br> <<link [[Elkspawn|Forest Shop Hunt Intro]]>><<set $phase to "elkspawn">><</link>><<note "Only partially supported" "orange">> <br><<effects>> <<shopHuntInit $phase>> <<switch $shopHunt.context>> <<case "garden">> <<set _keyLoc to shopHuntLocationsByDistance(shopHuntFind("door"),"steps").filter(x => x[1] lte 8 and x[0] isnot "hangingBasket")[0][0]>> <<set $shopHunt.item.key to _keyLoc>> <<if $gridConsoleEnable>> <<run console.log("map: line of mannequins from door to key")>> <</if>> <<set _line to aStar(shopHuntCoords($shopHunt.shop.door.position), shopHuntCoords(_keyLoc), aStarGetObstacles("shopHunt"), $shopHuntMap)>> <<set $shopHunt.player.position to _line[1]>> <<for _i to 1; _i lt _line.length; _i++>> <<shopHuntCreateActorMannequin 1 "neutral" _line[_i]>> <<set $shopHunt.actors[$shopHunt.actors.length - 1].target to shopHuntRelativeDirection(_line[_i], _line[Math.clamp(_i + 1, 0, _line.length - 1)])>> <<if $shopHunt.shop.mannequins is 0>> <<break>> <</if>> <</for>> <!-- Automatically spawn the rest of the mannequins in random locations --> <<shopHuntCreateActorMannequin 6 "neutral">> <<run shopHuntSeeLoc($shopHunt.shop.door.position)>> You follow where the mannequin is pointing, navigating through the gloom. <br><br> Before long, you find another mannequin. It's pointing off in another direction. <<case "game">> <<shopHuntCreateActor "Gwylan">> <span class="orange">Unfinished.</span> <br><br> "Let's play hide-and-seek," Gwylan says. <br> "Okay," you say. "Who's going to be 'it' first?" <br> Gwylan laughs. <br> "...Gwylan?" <br> Gwylan laughs louder. <<stress 6>><<gstress>> <<case "rescue">> <<npc Gwylan>><<npc Eden -1>><<person1>> <<shopHuntCreateActor "Gwylan" "ally">> <<shopHuntCreateActor "Eden" "enemy" "door">> The interior seems darker than usual, the shelves looming over you. <br><br> Gwylan locks the door. A moment later, the door pounds. Eden's voice comes through the door. "Open up, <<witch>>! Give <<phim>> back!" <br><br> Gwylan looks at the door, narrowing <<his>> eyes in thought. "Find somewhere to hide. I have an idea." <br><br> You hurry deeper into the shop. You hear the front door swing open once you're inside. <<case "kidnap">> <<npc Gwylan>><<npc Eden -1>><<person1>> <<shopHuntCreateActor "Gwylan">> <<shopHuntCreateActor "Eden" $phase2 "door">> <<set $shopHunt.commands.pushUnique("voice")>> The interior seems darker than usual, the shelves looming over you. <<if $gwylanSeen.includes("partners")>> Gwylan curls a finger into your collar and pulls you into a kiss, <<his>> finger trailing up your neck. <<gwylanKiss>> <br><br> <<if $hallucinations gte 2>> <<He>> pulls away an inch, <<his>> lips still parted. <span class="red">A faint blue mist leaves your mouth, sucked into <<hers>>.</span> <<He>> swallows and smiles again. <<else>> <<He>> pulls away an inch, smiling at you. <span class="red">Your voice catches in your throat. Try as you might, you can't say anything.</span> <</if>> <<else>> Gwylan traces a finger up your neck. <<if $hallucinations gte 2>> <span class="red">A faint blue mist leaves your mouth, twirling around <<his>> fingers.</span> <<else>> <span class="red">Your voice catches in your throat. Try as you might, you can't say anything.</span> <</if>> <</if>> "We can't have you screaming for that <<person2>><<personsimple>>, can we? Now be a <<pcpetname "Gwylan" "good">> and—" <br><br> The door pounds. Eden's voice comes through the door. "Open up, <<witch>>! Give <<phim>> back!" <br><br> Gwylan looks at the door, narrowing <<person1>><<his>> eyes in thought. "<span class="witch">Find somewhere to hide.</span> I have an idea." <br><br> Your legs take you deeper into the shop. You hear the front door swing open once you're inside. <<case "wraith">> <<shopHuntCreateActor "Gwylan" "ally">> <<shopHuntCreateActor "Wraith" "enemy">> <span class="orange">Unfinished.</span> <br><br> "<span class="wraith">Every year, many birds are caught in netting,</span>" the pale figure says. "<span class="wraith">Ropes and garbage entwined around their legs, chaining them to the ground. Condemning them to a slow end.</span>" <br><br> It points a <<= $wraith.state is "haunt" ? "blackened" : "">> finger at Gwylan. "<span class="wraith">The seabird falls to this same fate. You are enchained to the <<pcpetname "Wraith">>, in red strings.</span>" <br><br> Gwylan purses <<his>> lips. "See, I get what you were going for by saying that, but it just came off as clunky. There was too much buildup to have much impact." <br><br> "<span class="wraith">The line will be workshopped,</span>" the pale figure acknowledges. It tilts its head. "<span class="wraith">I am going to harm you now.</span>" <<case "elkspawn">> <<set $shopHunt.shop.mannequins to $mannequinDescs.length>> <<shopHuntCreateActorMannequin 2 "ally">> <<shopHuntCreateActor "Elkspawn" "enemy">> <span class="orange">Unfinished.</span> <br><br> There's an unauthorized fucking creature in the shop. <</switch>> <br><br> <<link [[Next|Forest Shop Hunt]]>><</link>> <br><br><<shopHuntEffects>> <<set _actorDrag to clone($shopHunt.actors.find(x => x.state is "drag"))>> <<if _actorDrag>> <<shopHuntActors>> <<shopHuntArea>> <<shopHuntTurn>> <<else>> <<shopHuntArea>> <<shopHuntActors>> <<shopHuntTurn>> <</if>> <<if $shopHunt.player.hide is 4 and $shopHunt.locations[shopHuntFind("player")].special.includes("inside")>> <!-- Hiding inside the rotting closet/antique wardrobe --> <<shopHuntMapForget>> <<shopHuntIcon _locRaw "hide">><<link [[Keep hiding|Forest Shop Hunt]]>><<set $shopHunt.player.action to "hide">><</link>> <br> <<shopHuntIcon _locRaw>><<link [[Leave the <<shopHuntLocName shopHuntFind("player") "simple">>|Forest Shop Hunt]]>><<set $shopHunt.player.hide to 0>><<set $shopHunt.player.action to "insideExit">><</link>> <<elseif _actorDrag or _dragStarted>> <<shopHuntDragOptions _dragStarted>> <<elseif $shopHunt.actors.filter(x => x.state is "hold").length gte 1>> <<shopHuntHoldOptions>> <<else>> <<shopHuntOptions>> <</if>> <<shopHuntDebug "options">><<run statusCheck("Gwylan")>> <<if $phase is "key">> Light banishes the gloom around you. You and Eden both cover your eyes. <<person2>><<He>> doesn't slow down, though. <<He>> drags you from the shop. <br><br> You hear a mournful rattle from the doorframe. As you look back, it seems like the light halts just before entering the shop. Two bright green eyes stare at you from within. <br><br> <<person1>> <<if $shopHunt.context is "kidnap">> <<if $gwylanSeen.includes("romance")>> Black tears drop onto the grass. "<<pcPetname "Gwylan" "simple">>. You promised." <<His>> tone is eerily neutral. "You will return." <<else>> You hear a slow clapping. "Well hunted," Gwylan's voice comes. <</if>> <<His>> eyes close, and the door slams shut. <<npcincr Gwylan dom -30>><<lllyearning>> <<else>> Eden continues dragging you along. The green eyes fade away, and the door slams shut. <<npcincr Gwylan dom -30>><<lllyearning>> <</if>> <<elseif $phase is "defeatGwylan">> Gwylan gasps. "No! No, I'm alright, I—" <br> The floor shakes underneath you. <br> "No, don't! I can—"<br> <span class="green">The door to the forest shop flies open, momentarily flooding it with light and banishing the gloom.</span> <br><br> Eden sees you and marches up to you, grabbing your arm. <<person2>><<He>> looks down to Gwylan with disgust, and drags you to the entrance. <br><br> <<person1>> <<if $shopHunt.context is "kidnap">> <<if $gwylanSeen.includes("romance")>> "<<pcPetname "Gwylan" "simple">>." Gwylan, says softly. You look back. Black tears trail down <<his>> face. "You promised." <<else>> Gwylan unsteadily stands, and claps. "Well hunted." <<He>> chuckles. <</if>> Eden pulls you across the threshold, and the door slams shut. <<npcincr Gwylan dom -30>><<lllyearning>> <<else>> The door slams shut behind you. <<npcincr Gwylan dom -30>><<lllyearning>> <</if>> <<else>> Light banishes the gloom around you. You and Eden both cover your eyes. <<person2>><<He>> doesn't slow down, though. <<He>> drags you from the shop. <br><br> <<person1>> You hear a rattle from the doorframe, like strained breathing. Gwylan emerges from the darkness, frantically inspecting the remains of the door. <<He>> rubs the frame as if <<he>> were comforting a hurt child. <<person2>><<He>> turns and glares at Eden. <<if $shopHunt.context is "kidnap" and $gwylanSeen.includes("romance")>> "You wish to take and destroy all I hold dear," <<he>> says in an eerily calm tone. "Soon, I'll have nothing to lose. You must know how that feels, Eden." <<else>> "All you do is destroy! You wish to drag everything down to be just as ugly as you are on the inside!" <<he>> yells. "Begone!" <</if>> <br><br> Eden doesn't give any indication of having heard Gwylan. <</if>> <br><br> You're dragged deeper into the forest. <<npcincr Eden dom 5>><<ggdom "Eden">> <br><br> <<set $daily.gwylan.cafeSkip to true>><<set $daily.gwylan.noTalk to true>><<set $daily.gwylan.locked to true>><<set $daily.gwylan.noHunt to true>> <<endevent>><<npc Eden>><<person1>> <<link [[Next (0:30)|Eden Caged Caught]]>><<set $phase to 0>><<pass 30>><</link>> <br><<run statusCheck("Gwylan")>> Light floods the shop and banishes the gloom for a brief moment. You cover your eyes, but you don't stop. You run, and leave both Gwylan and Eden behind. <<npcincr Gwylan dom -15>><<npcincr Eden dom -10>><<llyearning>><<lldom "Eden">> <br><br> <<set $daily.gwylan.cafeSkip to true>><<set $daily.gwylan.noTalk to true>><<set $daily.gwylan.locked to true>><<set $daily.gwylan.noHunt to true>> <<link [[Next|Forest]]>><<endevent>><</link>> <br><<run statusCheck("Gwylan")>> <<set _edenName to C.npc.Eden.name_known ? "Eden" : "the <<= C.npc.Eden.title>>">> <<if $phase is "defeatEden" or shopHuntContains(shopHuntFind("eden")).includes("player")>> One of the shop's lights flickers on overhead, illuminating you and <<= _edenName>>, but not the darkness beyond. <br><br> Something collides with you from behind, and drags you away. You don't see what it is, though. You can only see <<= _edenName>><<if $phase is "defeatEden">>, who struggles to <<nnpc_his "Eden">> feet<</if>>. <<else>> Suddenly, a blinding light shines from somewhere else. <<if $shopHunt.player.hide>> You emerge from your hiding place. <</if>> <<if shopHuntLineOfSight("player", true).includes($shopHunt.actors.find(x => x.type === "eden").id)>> A spotlight from above illuminates <<= _edenName>>, and a small area around <<nnpc_him "Eden">>. <<else>> A spotlight from above illuminates <<= _edenName>> in the darkness, and a small area around <<nnpc_him "Eden">>. <</if>> <</if>> <br><br> The shop trembles. <br><br> "<span class="witch">Aimless.</span>" <br><br> The shadows become jagged like teeth. The light appears like a maw, ready to swallow <<= _edenName>> in the center. <br><br> You don't dare open your own mouth. The gloom presses against your lips. <br><br> <<link [[Next|Forest Shop Hunt Eden Torment 2]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set _edenName to C.npc.Eden.name_known ? "Eden" : "the <<= C.npc.Eden.title>>">> <<npc Eden 1>><<npc Gwylan 2>><<person1>> Laughter echoes all around <<him>>. <br><br> <<Hes>> surrounded. You can't see the assailants, but you know they're there. <<= _edenName.toUpperFirst()>> knows too. <<He>> fires into the darkness blindly. <br><br> "<span class="witch">Every careless bullet an atrocity without reason. How can one so reliant on aim be aimless?</span>" <br><br> The shadows bite at <<him>>. <<He>> turns and fires again, striking nothing. The bullet never lands. <br><br> "<span class="witch">I know how many bodies you've left behind. You kill. You consume. You discard. Aimlessly.</span>" <br><br> More laughter echoes. The word repeats like a curse. "<span class="witch">Aimless. Aimless. Aimless.</span>" <br><br> <<= _edenName.toUpperFirst()>> covers <<his>> ears, only for the shadows to slip between <<his>> fingers. <br><br> "<span class="witch">Aimless! Aimless! Aimless!</span>" <br><br> <<= _edenName.toUpperFirst()>> yells, shoving the barrel of <<his>> rifle into a shadow as it strikes. <<He>> pulls the trigger. <span class="red">You hear a cry of pain, followed by something slumping over.</span> <br><br> <<= _edenName.toUpperFirst()>> grins, panting. "Got you." <br><br> <<link [[Next|Forest Shop Hunt Eden Torment 3]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set _edenName to C.npc.Eden.name_known ? "Eden" : "the <<= C.npc.Eden.title>>">> <<= _edenName.toUpperFirst()>>'s pupils shrink, and <<his>> grin fades. Something crawls into the light. <br><br> <span class="red">A brown fox, struck by <<his>> bullet. Blood trails behind it. It whimpers, and goes still.</span> <br><br> "No." Eden reaches down, picking up the fox. "No!" <br><br> The blood washes down <<= _edenName>>'s hands. <<He>> breathes heavily, lightly shaking the fox. "No, no, I didn't... I thought..." <br><br> The fox isn't a fox anymore. It's a person, being held in <<= _edenName>>'s arms, but no less still and bloody. A red smile is painted on its neck. It flickers back and forth, between being a fox and a person. It's head snaps into an upright position and stares at Eden. It speaks. <br><br> "<span class="witch">Aimless.</span>" <br><br> <<= _edenName.toUpperFirst()>> screams, dropping it. It doesn't leave <<his>> hands. Its body extends, becoming a snake that trails up <<his>> arm. No matter how <<he>> struggles, <<he>> can't shake it off. It wraps around <<his>> neck, becoming a fox once more and hanging limp about <<his>> shoulders. A blaring voice echoes through the darkness. <br><br> <b>"<span class="witch">An orphan's curse would drag to hell a spirit from on high!<br> Ever deeper, foxbane mine, is the curse in a dead mother's eye!<br> Unscored years since the day of sin, yet you still live this rotten lie!</span>"</b> <br><br> <span class="red">Strands of brown fur flutter down from above. The screams of starving kits fills the emptiness, awaiting a mother that will never return. The dead fox becomes a length of rope around <<= _edenName>>'s neck.</span> <br><br> The rope leads up into the darkness, which swirls. The head of a colossal, three-eyed fox screams, its tongue the rope. <<= _edenName.toUpperFirst()>>'s own screams are snuffed out as its voice comes from <<his>> mouth. <br><br> <b>"<span class="witch">Hid away in solitude, my self-made coffin-box!<br> Oblivious to the world I left as the Elk gnaws at the locks!<br> Faceless, fateless, restless, aimless, I shot the mother fox!</span>"</b> <br><br> <<link [[Next|Forest Shop Hunt Eden Torment 4]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<set _edenName to C.npc.Eden.name_known ? "Eden" : "the <<= C.npc.Eden.title>>">> /* ToDo: Gwylan - account for reunion and bad end start here. */ <span class="teal">Then, suddenly, it all stops.</span> The door of the shop flies open, banishing the gloom. <<= _edenName.toUpperFirst()>> stands still, hyperventilating and clutching <<his>> neck. <br><br> Below <<him>>, a mannequin lays with a bullet lodged in its torso. <br><br> <<He>> looks around frantically. <<His>> tormented eyes never even land on you, only the exit. <br><br> <<if $shopHunt.context is "rescue">> <span class="green"><<He>> flees the shop.</span> <<npcincr Eden dom -20>><<llldom "Eden">> <br><br> Gwylan shuffles out from behind a shelf. <<person2>><<He>> smiles sadly. "I'm sorry you had to see that. One day, perhaps <<person1>><<he>> will understand. It's a path only <<he>> can walk." <br><br> <<person2>><<He>> pets your head. "The shop knows much. Remembers much. Just look at how much it remembers about you." <<He>> gestures around to the clothes all around the shop. "It remembers triumphs and troubles in equal part, and Eden has much of both." <<else>> <span class="red"><<He>> flees the shop.</span> <<npcincr Eden dom -20>><<llldom "Eden">> <br><br> Gwylan shuffles out from behind a shelf. <<person2>><<He>> smiles sadly. "I'm sorry you had to see that. I hope you understand how terrible <<person1>><<he>> is by now." <<person2>><<He>> tuts. "You were a <<pcpetname "Gwylan" "naughty">>, but I can forgive that." <br><br> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> grabs your collar and pulls you into a kiss. <<gwylanKiss 10>> <br><br> <</if>> <<He>> pets your head. "The shop knows much. Remembers much. Just look at how much it remembers about you." <<He>> gestures around to the clothes all around the shop. "It remembers triumphs and troubles in equal part, and Eden has much of both." <</if>> <br><br> <<He>> looks around at the damage caused by <<= _edenName.toUpperFirst()>>'s rampage, and frowns. "I may need some time to clean up." <<He>> looks back to you with another smile. <<if $gwylanSeen.includes("romance")>> "Welcome home." <</if>> <br><br> <<shopHuntEnd `$shopHunt.context is "rescue" ? "gwylanRescue" : "gwylanKidnap"`>> <<earnFeat "Foxbane">> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>> <br><div id="clothingShop-div" class="main-shop-div"> <<forestShop-main>> </div><<widget "forestShopLeave">> <<shopClothingFilterReset>><<unset $clothes_choice>><<ShowUnderEquip "normal">><<ShowUnderEquip "over">> <<set $tryOn.autoReset to true>><<set $eventskip to 1>><<unset $tempDisable>><<shopCommandoCheck>> <<unset $enteringForestShop>> <</widget>> <<widget "forestShop-main">> <<set $outside to 0>><<set $location to "forest_shop">><<effects>> <<set $shopName = "forest">> <<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>> <div id="tryonstats-div"><<tryOnStats>></div> <<unset $shopListStartCount>> <<unset $clothes_choice>> <<set $shopPage = 0>> <span>Warmth:</span> <<warmthscale>> <div id="warmth-description"> <<warmth_description>> </div> <br><br> <<clothingcategoryicon "all(alt)">> <<link "View All">><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>> <br><br> <!-- Purposefully does not use the actual shop location icons used in the shopHunt sequence. Clarity of clothing type is more important, given the links themselves don't specify. --> /* <<clothingcategoryicon "overoutfit">> <<link "Look in the overspilling chest">><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>><</link>> <br> <<clothingcategoryicon "overhead">> <<link "Look in the hanging basket">><<replace "#clothingShop-div">><<OverHeadShop>><</replace>><</link>> <br> <<clothingcategoryicon "overupper">> <<link "Look in the rotting closet">><<replace "#clothingShop-div">><<OverTopShop>><</replace>><</link>> <br> <<clothingcategoryicon "overlower">> <<link "Look on the squeaky rotating rack">><<replace "#clothingShop-div">><<OverBottomShop>><</replace>><</link>> <br> */ <<clothingcategoryicon "outfit">> <<link "Look behind the dark screen">><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>> <br> <<clothingcategoryicon "upper">> <<link "Look in the antique wardrobe">><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>> <br> <<clothingcategoryicon "lower">> <<link "Look on the strange ironing board">><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>> <br> <<clothingcategoryicon "underoutfit">> <<link "Look in the moldering hutch">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>> <br> <<clothingcategoryicon "underupper">> <<link "Look on the rusted hangers">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>> <br> <<clothingcategoryicon "underlower">> <<link "Look in the dusky drawer">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>> <br> <<clothingcategoryicon "head">> <<link "Look on the spindly hat stand">><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>> <br> <<clothingcategoryicon "face">> <<link "Look on the gnarled wall">><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>> <br> <<clothingcategoryicon "neck">> <<link "Look in the glowing box">><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>> <br> <<clothingcategoryicon "handheld">> <<link "Look in the bent umbrella stand">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>> <br> <<clothingcategoryicon "hand">> <<link "Look in the tilted vanity">><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>> <br> <<clothingcategoryicon "legs">> <<link "Look in the worn stocking">><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>> <br> <<clothingcategoryicon "feet">> <<link "Look beneath the decaying shelf">><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>> <br> <<run statusCheck("Gwylan")>> <<if ["shop", "garden"].includes(gwylanSchedule()) and (_gwylanStatus?.includesAny("aroused", "lust") or $gwylanSeen.includes("strapOnGifted")) and !$gwylanSeen.includes("sexToys")>> <br> An unfamiliar cabinet door swings gently on its hinges. <br> <<mysteryicon>><<link [[Look in the creaky cabinet|Forest Shop Sex Toys Intro]]>><</link>> <br> <<elseif $gwylanSeen.includes("sexToys")>> <<clothingcategoryicon "strapon">><<link [[Look in the creaky cabinet|Forest Shop Sex Toys]]>><</link>> <br> <</if>> <br> <<run linkifyDivs('.button-back-to-shop')>> <<if $tryOn.value isnot 0>> <<icon "hanger.png">><<link "Return clothes">><<clothingReset>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatewarmthscale>> <<updatewarmthdescription>> <<updateclothingshop>> <<run updateMoment()>> <</link>> <br> <<if $tryOn.value gt 0 and $tryOn.value lte $money>> <<sendItemsToDropdown>> <<shopicon "forest">><<link "Buy clothes">><<buyTryOnClothes "wear">><<updatesidebarmoney>><<updateclothingshop>><</link>> <br> <<wardrobeicon>><<link "Buy clothes and send to wardrobe">> <<buyTryOnClothes "wardrobe">> <<updatesidebarmoney>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatewarmthscale>> <<updatewarmthdescription>> <<updateclothingshop>> <</link>> <br> <</if>> <<elseif $tryOn.value is 0>> <<getouticon>><<link [[Stop browsing clothes|Forest Shop Entrance]]>><<forestShopLeave>><<if $tryOn.value gt 0>><<clothingReset>><</if>><</link>> <br> <</if>> <<if $tryOn.value gt 0 and !$robin_in_forest_shop>> <<if Object.values(V.tryOn.tryingOn).some(slot => slot?.type.includes("heavy"))>> <span class="red">The clothes you're trying on are too heavy to steal!</span> <<else>> <<getouticon>><<link [[Leave with stolen clothes|Forest Shop Stolen]]>> <<shopClothingFilterReset>> <<ShowUnderEquip "normal">> <<ShowUnderEquip "over">> <<buyTryOnClothes "wear" "steal">> <<set $tryOn.autoReset to true>> <<crimeUp `$tryOn.value / 100` "thievery">> <<shopHoodCheck>> <<shopCommandoCheck>> <</link>><<crime "thievery">> <</if>> <br> <</if>> <</widget>><<widget "gwylanGreeting">><<silently>> <<set $_gwylanSpeech to "">> <<if !$daily.gwylan.greeting>> <<set $daily.gwylan.greeting to true>> <<set $_gwylanSpeech to "<br><br>">> <<if $location is "cafe" and $daily.robin_in_cafe is 1>> <<set $_gwylanSpeech += "Gwylan ">> <<else>> <<set $_gwylanSpeech += "<<nnpc_He 'Gwylan'>> ">> <</if>> <<if $gwylan.wary gte 5>> <<set $_gwylanSpeech += "looks through you.">> <<elseif _gwylanLastSeenDays gte 21>> <<set $_gwylanSpeech += "looks surprised, but happy, to see you.">> <<elseif $gwylan.hunting is 3>> <<set $_gwylanSpeech += "looks both happy and irritated to see you.">> <<elseif $daily.gwylan.ritual>> <<set $_gwylanSpeech += "gives you a warm smile across beetroot-red cheeks.">> <<elseif _gwylanLovePercent gte 25>> <<set $_gwylanSpeech += "perks up upon seeing you.">> <<else>> <<if $location is "cafe">> <<set $_gwylanSpeech += "smiles softly, but continues staring out at the sea.">> <<else>> <<set $_gwylanSpeech += "waves you over.">> <</if>> <</if>> <<set $_linePool to []>> <<if $moorLuck gt 0>> <<set $_linePool.push(`"There's an air of luck around you today.`)>> <</if>> <<if $gwylanSeen.includes("romance")>> <<set $_linePool.push(`"Hello, dearest.`)>> <<else>> <<set $_linePool.push(`"Hello, dear.`)>> <</if>> <<if $gwylanSeen.includes("ritual_beast")>> <<set $_linePool.push(`"Hello, <<pcpetname 'Gwylan' 'name'>>.`)>> <</if>> <<if $location is "forest_shop" and $gwylanTalked.length gte 10 and (!$gwylan.wary or $gwylan.wary lte 1)>> <<set $_linePool.push(`"My favourite customer!`)>> <</if>> <<if $exposed gte 2 and $location is "forest_shop">> <<set $_linePool.push(`<<He>> avoids looking down. "Must be chilly in here.`)>> <</if>> <<if $worn.head.name is "rose" and $worn.head.colour.includes("pink")>> <<set $_linePool.push(`<<He>> frowns upon seeing the pink rose in your hair. "Hello.`)>> <<elseif $worn.head.name is "sage witch hat">> <<set $_linePool.push(`"Nice hat.`)>> <</if>> <<if $worn.upper.name === "chain tunic" && $worn.lower.name === "chain tunic skirt" || $worn.upper.name.includes("vintage") && $worn.lower.name.includes("vintage")>> <<set $_linePool.push(`"That looks really good on you.`)>> <<elseif $worn.upper.type.includes("costume") && $worn.lower.type.includes("costume") || (V.worn.upper.type.includes("naked") && V.worn.under_upper.type.includes("costume") && V.worn.lower.type.includes("naked") && V.worn.under_lower.type.includes("costume"))>> <<set $_linePool.push(`"Nice outfit.`)>> <</if>> <<if $location is "forest_shop" and $worn.feet.name is "reindeer slippers">> <<set $_linePool.push(`<<He>> notices your slippers. "Hello, deer.`)>> <</if>> <<if $_linePool.length>> <<set $_gwylanSpeech += " " + $_linePool.pluck()>> <<if _gwylanLastSeenDays gte 21>> <<set $_gwylanSpeech += `" <<He>> rubs the back of <<his>> head. "I'm glad to see you again. I was starting to think you had forgotten about me.`>> <</if>> <<if $location is "cafe" and getRobinLocation() is "cafe">> <<set $_gwylanSpeech += ` Come, join us." Robin smiles and waves at you.`>> <<else>> <<set $_gwylanSpeech += `"`>> <</if>> <</if>> <</if>> <</silently>><<print $_gwylanSpeech>><</widget>> <<widget "gwylanOptions">> <<if $gwylanPassTime>> <<pass $gwylanPassTime>> <<unset $gwylanPassTime>> <</if>> <<set _gwylanLocation to gwylanSchedule()>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<if _gwylanLocation is "nowhere">> /* Nothing */ <<gwylanOptionsLeave>> <<exit>> <</if>> /* Story progress */ <<if !$gwylanSeen.includes("struggles") and $gwylan.progress gte 15 and _gwylanLovePercent gte 65 and $gwylanSeen.includes("ritual_beast") and $dateCount.GwylanBeast gte 2 and $gwylan.request.event isnot "meetAtCafe" and !gwylanRequestMet() and C.npc.Gwylan.dom gte 10 and C.npc.Gwylan.lust gte 25>> <<set $_noLeave to true>> <<if $location is "forest_shop">> <<He>> looks unsure of <<himself>> for a moment. "I need to ask you something," <<he>> blurts out. <br><br> <<link [[Next|Gwylan Talk Struggles Intro]]>><</link>> <br> <<else>> Gwylan's eyes have closed. <span class="blue">You try getting <<his>> attention, but <<he>> won't respond.</span> <br><br> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<getouticon>><<link [[Say goodbye and go back inside (0:01)|Gwylan Talk Struggles Intro]]>><<pass 1>><</link>> <<elseif $location is "cafe">> <<getouticon>><<link [[Say goodbye (0:01)|Gwylan Talk Struggles Intro]]>><<pass 1>><</link>> <<else>> <<getouticon>><<link [[Back to the shop|Gwylan Talk Struggles Intro]]>><</link>> <</if>> <br> <</if>> <<exit>> <</if>> <<if $location is "forest_shop" and _gwylanLovePercent gte 80 and C.npc.Gwylan.dom gte 75 and $dateCount.GwylanSex gte 5 and $gwylan.sea gte 5 and !$gwylanSeen.includes("partners") and _gwylanStatus.includes("lust") and !$weekly.gwylanLIChance and $exposed is 0>> <<set $weekly.gwylanLIChance to true>> You feel Gwylan's hand on yours. <br><br> "Would you like to join me for a walk?" <<he>> asks. "I'd like to talk about something." <<He>> pauses. "I won't get angry at you again. Promise." <br><br> <<link [[Yes (1:00)|Gwylan Promenade Walk]]>><<endevent>><<pass 20>><<trauma -1>><</link>><<ltrauma>><<gyearning true>> <br> <<link [[Not right now|Gwylan Promenade Walk No]]>><<npcincr Gwylan dom -5>><</link>><<llyearning>> <br> <<exit>> <</if>> /* Leaving the cafe for elsewhere */ <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30) and $gwylan.robin gte 10 and $daily.robin_in_cafe and getRobinLocation() isnot "cafe" and false>> /* WARNING! Re-enable later for Gwybin cafe */ Gwylan stands up with <<his>> plate. <<He>> empties the crumbs into the air, just as a flock of seagulls pass by. They don't let a single crumb land on the beach. <br><br> <<He>> smiles at you. "We better get going. You don't want to be late for school." Robin nods and grabs <<person2>><<his>> backpack. <span class="red">TODO: Walking to school with Gwylan and Robin.</span> <br><br> <<schoolicon "building">><<link [[Walk to school (0:05)|Gwylan Walk School Robin]]>><<set $daily.gwylan.cafeSkip to true>><<pass 5>><<unset $cafe_study>><<storeon "cafe_balcony">><<set $phase to 1>><</link>> <br> <<getouticon>><<link [[Excuse yourself and go back inside (0:01)|Ocean Breeze]]>><<pass 1>><<unset $cafe_study>><<storeon "cafe_balcony">><<endevent>><</link>> <br> <<exit>> <</if>> <<if $location is "cafe" and Time.schoolDay and (Time.hour is 8 and Time.minute gte 40 or Time.hour is 9) and !$daily.gwylan_skip_school and ($gwylanSeen.includes("cafe_walk") or ($gwylan.sea + ($gwylanTalked.count("fox_mask") * 20) + ($gwylanTalked.count("dark_pendant") * 20) gte 40))>> <<if _gwylanTF.known>> Gwylan's ears twitch, and <<he>> seems to realise something. <</if>> <<He>> smiles at you. <<if !$gwylanSeen.includes("cafe_walk")>> <<set $gwylanSeen.pushUnique("cafe_walk")>> "School starts for you soon, doesn't it?<<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 or $gwylanSeen.includes("petplay") and $worn.neck.type.includes("leash")>><<set _magicLeash to true>>" <<He>> grabs your leash and pulls you closer, trailing two fingers up your chest. "<<else>> <</if>>Want me to walk you there?" <<else>> "We better get going, <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 or $gwylanSeen.includes("petplay") and $worn.neck.type.includes("leash")>><<set _magicLeash to true>><<pcpetname "Gwylan" "my">>." <<He>> grabs your leash and pulls you closer, trailing two fingers up your chest. "<<else>><<pcpetname "Gwylan" "simple">>. <</if>>You don't want to be late for school." <</if>> <br><br> <<schoolicon "building">><<link [[Walk to school (0:10)|Gwylan Walk School Solo]]>><<set $daily.gwylan.cafeSkip to true>><<pass 10>><<unset $cafe_study>><<storeon "cafe_balcony">><</link>> <br> <<refuseicon>><<link [[Decline the offer (0:01)|Gwylan Walk School Solo Decline]]>><<pass 1>><<set $daily.gwylan.cafeSkip to false>><<set $daily.gwylan_skip_school to 1>><</link>> <br> <<exit>> <</if>> <<if $location is "cafe" and !["cafe", "cliff", "walking_to_cafe"].includes(_gwylanLocation)>> <<if !(between($chef_state, 7, 8) and $chef_rework lte 30)>> Gwylan stands up with <<his>> plate. <<He>> empties the crumbs into the air, just as a flock of seagulls pass by. They don't let a single crumb land on the beach. <br><br> <</if>> "I'm heading back to the shop," <<he>> says. <<if $gwylan.request is "meetAtShop" and !$daily.gwylan.preventProgress>> "Remember to meet me there later, please." <<elseif $daily.gwylan.ritualRequestBlocked and $gwylanSeen.includes("ritual_beast")>> "If you still wish to enact the ritual today, you know where to find me." <<He>> winks, and leaves the balcony. <<else>> "Thank you for the company." <<He>> bows, and leaves the balcony. <</if>> <br><br> <<gwylanOptionsLeave>> <<exit>> <</if>> /* Leaving the forest shop for elsewhere */ <<if $location is "forest_shop" and ["walking_to_cafe", "cafe", "cliff"].includes(_gwylanLocation)>> Gwylan's eyes are glued to a nearby cuckoo clock. <<He>> suddenly walks by you, grabbing <<his>> hat and an umbrella from a stand. <<if ["walking_to_cafe", "cafe"].includes(_gwylanLocation)>> <<if $gwylanSeen.includesAny("cafe_walk", "struggles") or $gwylan.sea gte 10>> "Breakfast time," <<he>> says. <<if Time.schoolDay and $gwylanSeen.includes("cafe_walk")>> "Would you like to accompany me? I could walk you to school afterwards." <<else>> "Would you like to accompany me?" <</if>> <br><br> <<cafeicon>><<link [[Walk with Gwylan (0:15)|Gwylan Walk Cafe Solo]]>><<pass 15>><<set $phase to 0>><</link>> <br> <<refuseicon>><<link [[Decline the offer (0:01)|Gwylan Walk Cafe Solo]]>><<pass 1>><<set $phase to 1>><</link>> <<else>> "Breakfast time," <<he>> says. "Sorry. The <<if Time.season is "winter">>gingerbread waits<<else>>crepes wait<</if>> for nobody.<<if $gwylanSeen.includes("cafe")>> Meet me at the cafe later?<</if>>" <br><br> <<gwylanOptionsLeave>> <</if>> <<else>> "I'm going to..." <<He>> looks unsure for a moment. "Apologies, with my routine disrupted by the renovation I don't really know what to do with myself. I'll be on Cliff street." <br><br> <<gwylanOptionsLeave>> <</if>> <<exit>> <</if>> /* Normal options */ <<if $location is "forest_shop" and _gwylanLocation is "sleep">> <<He>> lets out an exaggerated yawn. "You sure know how to make the time run away from me. I'm off to sleep." <br><br> <<else>> <<if $location is "forest_shop">> <<set $daily.gwylan.clothesTalk ||= 0>> <<if $daily.gwylan.clothesTalk gte 3 and !$daily.gwylan.enoughTalk>> <<set $daily.gwylan.enoughTalk to true>> <<He>> stretches. "We have many stories to share, and I'd like us to actually remember them. I think I've heard enough for one day. Same time tomorrow?" <br><br> <span class="blue">Gwylan has heard enough of your stories for today.</span> <br><br> <<elseif $daily.gwylan.enoughTalk>> <span class="blue">Gwylan has heard enough of your stories for today.</span> <br><br> <</if>> <<gwylanOptionsSpecial>> <<if $gwylanSeen.includes("cafe_walk") and $exposed is 0 and (Time.hour === 6 && Time.minute >= 45 || Time.hour is 7)>> <<cafeicon>><<link [[Ask to walk to the cafe (0:15)|Gwylan Walk Cafe Ask]]>><<pass 15>><</link>> <br> <</if>> <<gwylanOptionsRequest>> <<gwylanOptionsService>> <<gwylanOptionsClothing>> <</if>> <<if $forest_shop_intro and !$gwylanSeen.includes("clothes_intro")>> <<set $_askbr to true>> <<socialiseicon "ask">><<link [[Ask Gwylan about the shop (0:10)|Gwylan Talk Clothes Intro]]>><<pass 10>><</link>> <br> <</if>> <<if $location is "cafe">> <<gwylanOptionsCafe>> <</if>> <<if $gwylanSeen.includes("yearning")>> <<gwylanOptionsGift>> <</if>> <</if>> <<gwylanOptionsLeave>> <</widget>> <<widget "gwylanOptionsSpecial">> <<if !_hideRitualOptions>> <<if $gwylanSeen.includes("ritual_beast")>> <<if $gwylan.timer.ritual and Time.date.dayDifference(new DateTime(V.gwylan.timer.ritual)) > 0>> <<set _ritualDays to Time.date.dayDifference(new DateTime(V.gwylan.timer.ritual))>> <<set $_askbr to true>> <<icon "clothes/witch_hat_sage.png">><span class="pink">Gwylan will be ready for another ritual in <<number _ritualDays>> <<pluralise _ritualDays "day" "days">>.</span> <<elseif $gwylanSeen.includes("ritual_sex_intro")>> <<set $_askbr to true>> <<icon "clothes/witch_hat_sage.png">><<link [[Help Gwylan with <<his>> ritual (?:??)|Gwylan Ritual Select]]>><</link>> <<else>> <<set $_askbr to true>> <<icon "clothes/witch_hat_sage.png">><<link [[Help Gwylan with <<his>> ritual (?:??)|Gwylan Forest Journey Prep]]>><<endevent>><</link>> <</if>> <br> <<if (!$gwylan.timer.sample or $gwylan.timer.sample lte Time.date.timeStamp) and !["meetAtCafe", "sample"].includes($gwylan.request.event)>> <<set $_askbr to true>> <<if $gwylanSeen.includes("sample")>> <<ind>><<link [[Help Gwylan replace the measuring charms|Gwylan Request Sample]]>><</link>> <<else>> <<ind>><<link [[Ask Gwylan about the poison in the world|Gwylan Request Sample]]>><</link>> <</if>> <br> <</if>> <<elseif !$gwylanSeen.includes("ritual_beast") and $gwylan.request.event is "meetAtShop" and !$daily.gwylan.preventProgress>> <<set $_askbr to true>> <<socialiseicon "ask">><<link [[Help Gwylan (?:??)|Gwylan Forest Journey Prep]]>><<endevent>><</link>> <br> <</if>> <</if>> /* ToDo: Gwylan ToDo: Magic Tattoos */ <<if $gwylanSeen.includes("ritual_beast") and !$gwylanSeen.includes("tattoos_intro")>> <<set $_askbr to true>> <<ind>><<link [[Ask Gwylan about <<his>> tattoos|Gwylan Talk Tattoos Intro]]>><</link>> <br> <</if>> <<if $gwylanSeen.includes("gwylan_ears") and !$gwylanSeen.includesAny("gwylan_ears_talk", "gwylan_tf_revealed") and $gwylanSeen.includes("hat_found")>> <<set $_askbr to true>> <<icon "clothes/witch_hat_sage.png">><<link [[Ask Gwylan about the ears on <<his>> hat (0:05)|Gwylan Talk TF Ears]]>><<pass 5>><</link>> <br> <</if>> <<if $gwylanSeen.includes("gwylan_tail") and !$gwylanSeen.includesAny("gwylan_tail_talk", "gwylan_tf_revealed")>> <<set $_askbr to true>> <<ind>><<link [[Ask Gwylan about <<his>> fake tail (0:05)|Gwylan Talk TF Tail]]>><<pass 5>><</link>> <br> <</if>> <<if $gwylanSeen.includes("gwylan_fangs") and !$gwylanSeen.includesAny("gwylan_fangs_talk", "gwylan_tf_revealed")>> <<set $_askbr to true>> <<ind>><<link [[Ask Gwylan about <<his>> sharp teeth (0:05)|Gwylan Talk TF Fangs]]>><<pass 5>><</link>> <br> <</if>> <<if $gwylanSeen.includesAll("gwylan_ears_talk", "gwylan_tail_talk", "gwylan_fangs_talk") and $settings.transformAnimalEnabled and ($gwylanTalked.includes("transformation") or $gwylanSeen.includes("player_tf")) and !$gwylanSeen.includes("gwylan_tf_revealed")>> <<set $_askbr to true>> <<icon "transformation.png">><<link [[Confront Gwylan about <<his>> foxiness (0:05)|Gwylan Talk TF Revealed Confront]]>><<pass 5>><</link>> <br> <</if>> <<if $avery_mansion>> <<if $avery_mansion.fox.known and $avery_mansion.fox.end and !$brownFoxRevealed and $gwylanTalked.includes("fox_mask") and ($brownFoxWoundedHint or $gwylanSeen.includes("yearning"))>> <<set $_askbr to true>> <<icon "clothes/foxmask.png">><<link [[Ask <<him>> to try on the fox mask (0:05)|Gwylan Talk Brown Fox]]>><<pass 5>><</link>> <br> <<elseif $brownFoxRevealed and !$brownFoxMaskTalk and $gwylanTalked.includes("fox_mask") and $avery_fate>> <<set $_askbr to true>> <<icon "clothes/foxmask.png">><<link [[Ask about the brown fox mask (0:05)|Gwylan Talk Brown Fox Mask]]>><<pass 5>><</link>> <br> <</if>> <</if>> <<if $_askbr>><br><</if>> <</widget>> <<widget "gwylanOptionsRequest">> <<if !$gwylan.request.event and $gwylanSeen.includes("hat_found")>> <<set $_reqbr to true>> <<socialiseicon "ask">><<link [[Ask <<him>> if <<he>> needs help with anything|Gwylan Request]]>><</link>> <br> <</if>> <<if $harpy gte 6 and $birdFly gte 1 and $gwylan.request.event isnot "preen" and !$plucked and $gwylanSeen.includesAny("preen", "request_preen")>> <<set $_reqbr to true>> <<tficon "bird">><<link [[Ask <<him>> to preen your wings (0:40)|Gwylan Request Preen]]>><</link>><<lstress>><<garousal>> <br> <</if>> <<if $gwylan.request.event and $location is "forest_shop">> <<switch $gwylan.request.event>> <<case "clothing">> <<if gwylanRequestMet()>> <<set $_reqbr to true>> <<set $_iconItem to $gwylan.request.items.find(item => item.root)>><<set $_iconWorn to V.worn[$_iconItem.slot]>> <<clothingicon $_iconWorn $_iconItem.slot>> <<if $gwylan.request.special and $gwylan.request.special isnot "none">> <<if $gwylan.request.special is "gold accessories">> <<link [[`Show <<him>> the gold accessories`|Gwylan Request Clothes Complete]]>><</link>> <<elseif $gwylan.request.details.outfit>> <<link [[`Show <<him>> the $gwylan.request.special outfit`|Gwylan Request Clothes Complete]]>><</link>> <<else>> <<link [[`Show <<him>> the $gwylan.request.special`|Gwylan Request Clothes Complete]]>><</link>> <</if>> <<elseif $_iconWorn.name>> <<link [[`Show <<him>> the $_iconWorn.name`|Gwylan Request Clothes Complete]]>><</link>> <<else>> <<link [[Show <<him>> the clothing <<he>> asked for|Gwylan Request Clothes Complete]]>><</link>> <</if>> <br> <<elseif $earSlime.forcedDressing and $gwylan.request.items.some(item => ![V.earSlime.forcedDressing, "n"].includes(item.gender)) || $earSlime.forcedCommando gt 0 && $gwylan.request.items.some(item => item.slot === "under_lower") || $gwylan.request.items.some(item => item.reveal lt earSlimeCorruptionClothes() && setup.clothingLayer.torso.includes(item.slot))>> <<set $_reqbr to true>> <<set _earSlimeText to numberOfEarSlime() gt 1 ? "ear slimes" : "ear slime">> <<socialiseicon "angry">><<link [[`Tell <<him>> your _earSlimeText won't let you complete <<his>> request`|Gwylan Talk Ear Slime Clothes]]>><</link>> <br> <</if>> <<case "ingredients">> <<if $gwylan.request.special is "tutorial" and $gwylanTutorialShrooms + $plants.wolfshroom.amount gte 3>> <<set $_reqbr to true>> <<tendingicon "wolfshroom">><<link [[Give <<him>> the wolfshrooms|Gwylan Request Tutorial Complete]]>><</link>> <br> <<elseif gwylanRequestMet()>> <<set $_reqbr to true>> <<set $_iconItem to $gwylan.request.items.find(item => item.root)>> <<set $_iconPlant to setup.plants[$_iconItem.name].icon.replace(/\.[^/.]+$/, "")>> <<tendingicon $_iconPlant>><<link [[Give <<him>> the ingredients <<he>> asked for|Gwylan Request Ingredients Complete]]>><</link>> <br> <</if>> <<case "sample">> <<if gwylanRequestMet()>> <<set $_reqbr to true>> <<scienceicon>><<link [[Give <<him>> the samples|Gwylan Request Sample Complete]]>><</link>> <br> <</if>> <<case "samplePlayer">> /* ToDo: Gwylan */ <<case "cream">> <<set $_reqbr to true>> <<tendingicon "cream">><<link [[Take up <<his>> lewd offer|Gwylan Request Cream]]>><</link>> <br> <<case "preen">> <<if $harpy gte 6 and $gwylan.request.special is "harpy">> <<set $_reqbr to true>> <<tficon "bird">><<link [[Let <<him>> preen your wings (0:40)|Gwylan Request Preen]]>><</link>><<lstress>><<garousal>> <br> <<if $bird?.materials?.feathers gte 10>> <<birdicon "feathers">><<link [[Give <<him>> 10 feathers instead|Gwylan Request Feathers]]>><<set $phase to 1>><</link>> <br> <</if>> <<elseif $bird?.materials?.feathers gte $gwylan.request.items.find(feather => feather.name === "feathers").need or $harpy gte 6>> <<set $_reqbr to true>> <<if $bird?.materials?.feathers gte $gwylan.request.items.find(feather => feather.name === "feathers").need>> <<birdicon "feathers">><<link [[Give <<him>> the requested feathers|Gwylan Request Feathers]]>><<set $phase to 2>><</link>> <br> <</if>> <<if $harpy gte 6>> <<tficon "bird">><<link [[Let <<him>> preen your wings instead (0:40)|Gwylan Request Preen]]>><</link>><<lstress>><<garousal>> <br> <</if>> <</if>> <<case "chastity">> <<if !playerChastity()>> <<lockicon "unlock">><<link [[Tell <<him>> you got your chastity device removed|Gwylan Chastity Removed]]>><</link>> <br> <<elseif playerChastity() and gwylanRequestMet()>> <<lockicon "unlock">><<link [[Give <<him>> the items <<he>> asked for (1:00)|Gwylan Chastity Removal Gold]]>><<pass 20>><</link>> <br> <</if>> <<default>> /* Request not applicable to interaction here */ <</switch>> <<if !gwylanRequestMet() and !$gwylan.request.command and $debug is 1>> /* ToDo: Gwylan - rerolling requests */ <span class="red">DEV NOTE: Request rerolling not yet implemented. Clears current request. May entirely break story progression if used carelessly.</span> <br> <<set $_reqbr to true>> <<icon "cross.png">><<link [[Ask Gwylan if you can do something else|Forest Shop Entrance]]>><<gwylanRequestEnd "skip">><<endevent>><</link>> <br> <</if>> <</if>> <<if $_reqbr>><br><</if>> <</widget>> <<widget "gwylanOptionsService">> <<if playerChastity() and $gwylan.request.hold isnot "chastity" and ($gwylanSeen.includesAny("chastity", "partners") or $gwylanJordanChastity or $gwylan.request.event is "chastity" and !$gwylan.request.items?.length)>> <<if $gwylan.requestLast?.hold is "chastity" and (!$gwylan.request.event or $gwylan.request.event is "chastity")>> <<lockicon>><<link [[Ask for help removing your chastity device|Gwylan Chastity Removal]]>><<set $phase to "skip">><</link>> <<else>> <<lockicon>><<link [[Ask for help removing your chastity device|Gwylan Chastity Removal]]>><</link>> <</if>> <br> <</if>> <<if !$gwylan.taken and $worn.neck.name is "familiar collar" and $gwylanSeen.includes("familiar_collar") and $daily.gwylan.collar_lock isnot 2>> <<if $worn.neck.cursed is 1>> <<icon "clothes/familiar_collar.png">><<link [[Ask Gwylan to unlock your familiar collar|Gwylan Familiar Collar Unlock]]>><</link>> <<else>> <<icon "clothes/familiar_collar.png">><<link [[Ask Gwylan to lock your familiar collar|Gwylan Familiar Collar Lock]]>><</link>><<gwylanHypnoNote>> <</if>> <br> <</if>> <<if $gwylanSeen.includesAll("partners", "familiar_collar") and (!$gwylan.timer.petBed or $gwylan.timer.petBed and Time.date.dayDifference(new DateTime(V.gwylan.timer.petBed)) <= 1) and $gwylan.request.hold isnot "petBed" and ($tiredness gte 1000 or $gwylanSeen.includes("doggy_bed"))>> <<if $gwylan.timer.petBed and Time.date.dayDifference(new DateTime(V.gwylan.timer.petBed)) <= 1>> <<bedicon "gwylanpet">><<link [[Ask Gwylan to keep your pet bed out for another week|Gwylan Dog Bed Request]]>><</link>> <<elseif $gwylanSeen.includes("doggy_bed")>> <<bedicon "gwylanpet">><<link [[Ask Gwylan to drag your pet bed out again|Gwylan Dog Bed Request]]>><</link>> <<else>> <<bedicon "default">><<link [[Ask Gwylan if you can sleep here|Gwylan Dog Bed Request]]>><</link>> <</if>> <br> <</if>> <<if !_hideHypnosisOptions>> <<if $gwylanSeen.includes("player_tf")>> <<if $angel gte 4 or $fallenangel gte 2 or $demon gte 4 or $wolfgirl gte 4 or $cat gte 4 or $cow gte 4 or $harpy gte 4 or $fox gte 4>> <<set $_hypnobr to true>> <<icon "transformation.png">><<link [[Ask for help coming to terms with your inner self|Gwylan Hypnosis Start]]>><<set $phase to "peace">><</link>><<gwylanHypnoNote>> <br> <</if>> <</if>> <<if numberOfEarSlime(true)>> <<if ($gwylanJordanSlime or $gwylanSeen.includes("ear_slime_intro")) and !$gwylanSeen.includes("ear_slime")>> <<set $_hypnobr to true>> <<socialiseicon "ask">><<link [[Ask about your ear <<pluralise numberOfEarSlime(true) "slime">>|Gwylan Talk Ear Slime]]>><</link>> <br> <<elseif $gwylanSeen.includes("ear_slime")>> <<set $_hypnobr to true>> <<hypnosisicon>><<link [[Ask for help silencing your ear <<pluralise numberOfEarSlime(true) "slime">>|Gwylan Hypnosis Start]]>><<set $phase to "silence">><</link>><<gwylanHypnoNote>> <br> <</if>> <</if>> <<if $gwylanSeen.includes("request_intro") and $sleeptrouble gte 1>> <<set $_hypnobr to true>> <<bedicon "zzz">><<link [[Tell Gwylan you're having trouble sleeping|Gwylan Hypnosis Start]]>><<set $phase to "slumber">><</link>><<gwylanHypnoNote>> <br> <</if>> /* ToDo: Gwylan - make proper unlock condition */ <<if $gwylanSeen.includes("ritual_beast") and $hallucinations gte 2>> <<set $_hypnobr to true>> <<symbol "awareness">><<link [[Ask Gwylan for help with hallucinations|Gwylan Hypnosis Start]]>><<set $phase to "insight">><</link>><<gwylanHypnoNote>> <br> <</if>> <<if $gwylanSeen.includes("request_intro") and Object.keys(V.hypnosis_traits).filter(trait => ["suggestion", "scream", "cover", "deviancy"].includes(trait) && V.hypnosis_traits[trait] >= 1).length>> <<set $_hypnobr to true>> <<hypnosisicon>><<link [[Ask for help forgetting hypnosis|Gwylan Hypnosis Start]]>><<set $phase to "removal">><</link>><<gwylanHypnoNote>> <br> <</if>> <<if $_hypnobr>><br><</if>> <</if>> /* ToDo: Gwylan - Sneaking into the garden */ /* ToDo: Gwylan - Punishments for disobedience, including familiar collar */ /* ToDo: Gwylan - break down to Gwylan about your troubles? Leads to existing fruit trauma scene. */ /* ToDo: Gwylan - Telling Gwylan about misc troubles. Pool of possible scenes based on trauma, traits, etc. Could unlock hypnosis services. 'tell Gwylan you've been having trouble sleeping' etc. V.gwylan.request.missed is 1 or V.gwylan.timer.lastSeen too high, say player feels bad about not seeing Gwylan */ /* ToDo: Gwylan - basic service unrelated to hypno that can be done without cooldown? */ <</widget>> <<widget "gwylanOptionsClothing">> <<if $gwylanSeen.includes("clothes_intro")>> <<if $daily.gwylan.enoughTalk>> /* Nothing */ <<else>> /* Get sets that the player can talk about */ <<set $_setsAtForestShop to getSpecialSets(sets => sets.shop.includes("forest"))>> /* Get unlocked sets */ <<set $_setsUnlocked to getUnlockedSpecialSets().filter(set => $_setsAtForestShop.includes(set) && !$gwylanTalked.includes(set))>> <<if !$gwylanSeen.includesAny("clothes_talk_cheated", "clothes_talk_bypassed")>> /* Count cheat sets for one-time event */ <<set $_setsCheated to getUnlockedSpecialSets(V.specialClothes.filter(c => c.unlocked === 1).map(c => c.name)).filter(set => $_setsAtForestShop.includes(set) && !$gwylanTalked.includes(set))>> <<set $_setsUnlocked to $_setsUnlocked.concat($_setsCheated)>> <</if>> <<if !$gwylanSeen.includes("clothes_talk_bypassed")>> /* Count feat sets for one-time event */ <<set $_setsBypassed to getUnlockedSpecialSets(V.specialClothes.filter(c => c.unlocked === 2).map(c => c.name)).filter(set => $_setsAtForestShop.includes(set) && !$gwylanTalked.includes(set))>> <<set $_setsUnlocked to $_setsUnlocked.concat($_setsBypassed)>> <</if>> <div class="no-numberify"> /* Talk to Gwylan about further heists after catsuit conversation */ <<if $gwylanTalked.includes("catsuit") and (($bird?.hunt?.estate is "complete" and !$gwylanTalked.includes("heist_silver")) or ($lakestealgold is 1 and !$gwylanTalked.includes("heist_gold")) or ($compound?.symbol.includes("docks") and !$gwylanTalked.includes("symbol")) or (($wrenHeist or $wrenSeen?.includes("heist")) and !$gwylanTalked.includes("heist_wren")))>> <<set $_catsuit to clone(setup.clothes.upper[75])>> <<set $_catsuit.colour to "black">> <<clothingicon $_catsuit "upper">><<link [[Tell <<him>> about your criminal adventures|Gwylan Talk Heists]]>><<set $phase to "silver">><</link>> <br> <</if>> <<if !$gwylanSeen.includes("clothes_talk_savescum") and _saveLoaded>> <<if localStorage.getItem("gwylanTalk") is "seen">> <<set $gwylanSeen.pushUnique("clothes_talk_savescum")>> <<elseif localStorage.getItem("gwylanTalk") is "nobody">> <!-- Do nothing. Don't trigger savescum message if nobody happens --> <<elseif !localStorage.getItem("gwylanTalk")>> <<run localStorage.setItem("gwylanTalk", 0)>> <<else>> <<run localStorage.setItem("gwylanTalk", Number(localStorage.getItem("gwylanTalk")) + 1)>> <</if>> <</if>> <<for $_label, _value range $_setsUnlocked>> <<set $_subsetVals to Object.keys(setup.specialClothesSets).filter(set => setup.specialClothesSets[set].subsetOf?.includes(_value))>> <<if $gwylanTalked.includesAll($_subsetVals)>> <<set $_clothesbr to true>> /* If value is a set that includes other sets, such as 'halloween', do not show the talk link unless all of its subsets have been talked about already. */ /* Empty arrays are valid to bypass this check, which is intended. */ /* Get icon provided by setup */ <<set _timeToPass to $_subsetVals.length ? 20 : 15>> <<set $_clothingObject to clone(setup.specialClothesSets[_value])>> <<if $_clothingObject.icon is "clothes">> <<set $_cIcon to clone(setup.clothes[$_clothingObject.iconSlot][$_clothingObject.iconIndex])>> <<set $_cIcon.colour to $_clothingObject.iconColor>><<set $_cIcon.accessory_colour to $_clothingObject.iconAccColor>> <<clothingicon $_cIcon $_clothingObject.iconSlot>> <<else>> <<set $_cIcon to $_clothingObject.icon>> <<icon $_cIcon>> <</if>> /* Passage names are "Gwylan Talk Clothes " + the set name from setup in title case with underscores removed */ <<set _incomingPassageText to toTitleCase(_value.replace(/_/g," "))>> <<capture _value, _incomingPassageText, _timeToPass>> <<if Number(localStorage.getItem("gwylanTalk")) gte 1>> <<link [[`Show <<him>> the $_clothingObject.text`|Gwylan Talk Clothes Savescum]]>><<set $clothesBeingTalkedAbout to _value>><</link>> <br> <<elseif !$_setsAtForestShop.includes(_value) or !setup.specialClothesSets[_value]>> <<link [[`Show <<him>> the $_clothingObject.text`|Gwylan Talk Clothes Error]]>><<set $clothesBeingTalkedAbout to _value>><</link>> <br> <<elseif $_setsCheated?.includes(_value)>> <<link [[`Show <<him>> the $_clothingObject.text`|Gwylan Talk Clothes Cheated]]>><<set $clothesBeingTalkedAbout to _value>><</link>> <br> <<elseif $_setsBypassed?.includes(_value)>> <<link [[`Show <<him>> the $_clothingObject.text`|Gwylan Talk Clothes Bypassed]]>><<set $clothesBeingTalkedAbout to _value>><</link>> <br> <<else>> <<if $_subsetVals.length>> <<link [[`Ask <<him>> about the $_clothingObject.text (0:_timeToPass)`|`Gwylan Talk Clothes `+ _incomingPassageText]]>><<set $gwylanPassTime to _timeToPass>><</link>><<glove>> <<else>> <<link [[`Show <<him>> the $_clothingObject.text (0:_timeToPass)`|`Gwylan Talk Clothes `+ _incomingPassageText]]>><<set $gwylanPassTime to _timeToPass>><</link>><<glove>> <</if>> <br> <</if>> <</capture>> <</if>> <</for>> </div> <</if>> <<if $_clothesbr>><br><</if>> <</if>> <</widget>> <<widget "gwylanOptionsGift">> <<if $location is "forest_shop" and checkSextoysGift("Gwylan") and C.npc.Gwylan.penis is "none" and checkIfNPCHasCategorySextoy("Gwylan","strap-on").length <= 5>> <<set $_giftbr to true>> <<for _key range Object.keys(V.NPCName[7].sextoys).filter(t => V.NPCName[7].sextoys[t][0].gift_state === "held")>> <<set _toy to V.NPCName[7].sextoys[_key][0]>> <<set _icon to `sexToys/${_toy.name.replace(/ /g, "_")}.png`>> <span @class="`clothes-${_toy.colour}`"><<icon _icon>></span> <<capture _toy>> <<link [[Gift Gwylan the _toy.colour _toy.name|Gwylan Gift Strap-on]]>> <<endevent>> <<set $phase to _toy.name>> <<set _toy.gift_state to "received">> <<generateNewStrapon _toy.size _toy.colour _toy.shape>> <<giveNNPCnewstrapon "Gwylan">> <</link>> <</capture>> <br> <</for>> <br> <</if>> <<if canGiftFood("Gwylan") and $location isnot "cliff">> <<set $_giftbr to true>> <<skinicon "give">><<link [[Give Gwylan food|Gwylan Gifts List]]>><</link>> <br> <</if>> <<if $_giftbr>><br><</if>> <</widget>> <<widget "gwylanOptionsCafe">> <<set $_schoolWalkAvailable to ($gwylanSeen.includes("cafe_walk") or ($gwylan.sea + ($gwylanTalked.count("fox_mask") * 20) + ($gwylanTalked.count("dark_pendant") * 20) gte 40)) or ($gwylan.robin gte 10 and $daily.robin_in_cafe and false)>> /* WARNING! Re-enable later for Gwybin cafe */ <<if $_schoolWalkAvailable and Time.schoolDay and ((Time.hour is 7 and Time.minute gte 45) or (Time.hour is 8 and Time.minute lte 35)) and !$daily.gwylan_skip_school>> <<set _passTime to "<<passTimeUntil 8 45>><<set $daily.gwylan.cafeSkip to true>>">><<set _passTimeDisplay to "0:" + ("0" + ((45 - Time.minute + 60) % 60)).slice(-2)>> <<elseif $_schoolWalkAvailable and Time.schoolDay and Time.hour is 8 and Time.minute gt 35 and !$daily.gwylan_skip_school>> <<set _passTime to "<<pass 10>><<set $daily.gwylan.cafeSkip to true>>">><<set _passTimeDisplay to "0:10">> <<elseif Time.hour lte 7 or (Time.hour is 8 and Time.minute lt 10)>> <<set _passTime to "<<pass 1 hour>>">><<set _passTimeDisplay to "1:00">> <<elseif Time.hour is 8 and Time.minute lte 20>> <<set _passTime to "<<passTimeUntil 9 20>><<set $daily.gwylan.cafeSkip to true>>">><<set _passTimeDisplay to "1:" + ("0" + (20 - Time.minute)).slice(-2)>> /* Because why stop socialising only minutes before you're going to leave anyway? */ <<elseif Time.hour is 9 and Time.minute gte 10>> <<set _passTime to "<<pass 10>><<set $daily.gwylan.cafeSkip to true>>">><<set _passTimeDisplay to "0:10">> /* So that Gwylan stays a little while longer if the player just arrived. */ <<else>> <<set _passTime to "<<passTimeUntil 9 20>><<set $daily.gwylan.cafeSkip to true>>">><<set _passTimeDisplay to "0:" + ("0" + ((20 - Time.minute + 60) % 60)).slice(-2)>> <</if>> <<beachicon>><<link [[Watch the sea with <<him>> (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>>_passTime<<stress -6>><<trauma -3>><<willpower 1>><</link>><<lstress>><<ltrauma>><<gwillpower>> <br> <<if $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30) and $daily.cafeEaten isnot 1>> <<if $money gte 200>> <<foodicon "coffee">><<link [[Buy coffee (_passTimeDisplay £2)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "coffee">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -200 "cafe">> <<stress -9>><<trauma -3>><<tiredness -4>><<willpower 1>>_passTime <</link>><<lstress>><<ltrauma>><<ltiredness>><<gwillpower>> <br> <</if>> <<if $money gte 700>> <<if Time.season is "winter">> <<foodicon "winterale">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink winter ale while you know you're with child.</span> <<else>> <<link [[Buy winter ale (_passTimeDisplay £7)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "winter ale">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -700 "cafe">> <<stress -12>><<alcohol 100>><<willpower 1>>_passTime <</link>><<llstress>><<ggalcohol>><<gwillpower>> <</if>> <br> <<elseif Time.season is "spring">> <<foodicon "fruityale">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink fruity ale while you know you're with child.</span> <<else>> <<link [[Buy fruity ale (_passTimeDisplay £7)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "fruity ale">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -700 "cafe">> <<stress -12>><<alcohol 60>><<willpower 1>>_passTime <</link>><<llstress>><<galcohol>><<gwillpower>> <</if>> <br> <<elseif Time.season is "summer">> <<foodicon "shandy">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink shandy while you know you're with child.</span> <<else>> <<link [[Buy shandy (_passTimeDisplay £7)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "shandy">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -700 "cafe">> <<stress -12>><<alcohol 40>><<willpower 1>>_passTime <</link>><<llstress>><<galcohol>><<gwillpower>> <</if>> <br> <<else>> <<foodicon "autumnale">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink autumn ale while you know you're with child.</span> <<else>> <<link [[Buy autumn ale (_passTimeDisplay £7)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "autumn ale">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -700 "cafe">> <<stress -12>><<alcohol 80>><<willpower 1>>_passTime <</link>><<llstress>><<galcohol>><<gwillpower>> <</if>> <br> <</if>> <</if>> <<if $money gte 300>> /* ToDo: Gwylan - bringing a milkshake to Gwylan at the forest shop */ <<if getRobinLocation() is "cafe">> <<if $gwylanSeen.includes("yearning")>> <<foodicon "milkshake">><<link [[Buy milkshake and share with Gwylan (_passTimeDisplay £3)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "milkshake">><<set $phase2 to 2>><<set $daily.cafeEaten to 1>><<money -300 "cafe">> <<stress -12>><<willpower 1>>_passTime <</link>><<llstress>><<gwillpower>> <br> <</if>> <<if $robinromance is 1>> <<foodicon "milkshake">><<link [[Buy milkshake and share with Robin (_passTimeDisplay £3)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "milkshake">><<set $phase2 to 3>><<set $daily.cafeEaten to 1>><<money -300 "cafe">> <<stress -12>><<willpower 1>>_passTime <</link>><<llstress>><<gwillpower>> <br> <</if>> <<if $gwylanSeen.includes("yearning") and $robinromance is 1>> <<foodicon "milkshake">><<link [[Buy milkshake and share with them both (_passTimeDisplay £3)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "milkshake">><<set $phase2 to 4>><<set $daily.cafeEaten to 1>><<money -300 "cafe">> <<stress -12>><<willpower 1>>_passTime <</link>><<llstress>><<gwillpower>> <br> <</if>> <<else>> <<if $gwylanSeen.includes("yearning")>> <<foodicon "milkshake">><<link [[Buy milkshake and share (_passTimeDisplay £3)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "milkshake">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -300 "cafe">> <<stress -12>><<willpower 1>>_passTime <</link>><<llstress>><<gwillpower>> <br> <</if>> <</if>> <</if>> <<if $money gte 500>> <<foodicon "fruitsalad">> <<link [[Buy fruit salad (_passTimeDisplay £5)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "fruit salad">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -500 "cafe">> <<stress -12>><<trauma -3>><<willpower 1>>_passTime <</link>><<lstress>><<ltrauma>><<gwillpower>> <br> <</if>> <<if $money gte 600 and Time.season is "winter">> <<foodicon "gingerbread">> <<link [[Buy gingerbread (_passTimeDisplay £6)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "gingerbread">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -600 "cafe">> <<stress -14>><<willpower 1>>_passTime <</link>><<llstress>><<gwillpower>> <br> <</if>> <<if $money gte 1000>> <<foodicon "pancakes">> <<link [[Buy pancakes (_passTimeDisplay £10)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "pancakes">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -1000 "cafe">> <<stress -6>><<trauma -3>><<tiredness -6>><<willpower 1>>_passTime <</link>><<lstress>><<ltrauma>><<ltiredness>><<gwillpower>> <br> <<foodicon "crepes">> <<link [[Buy crepes (_passTimeDisplay £10)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "crepes">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -1000 "cafe">> <<stress -3>><<trauma -6>><<tiredness -6>><<willpower 1>>_passTime <</link>><<lstress>><<ltrauma>><<ltiredness>><<gwillpower>> <br> <</if>> <<if $money gte 5000>> <<foodicon "creambun">> <<link [[Buy Deluxe Cream Bun (_passTimeDisplay £50)|Gwylan Ocean Breeze Watch]]>> <<set $phase to "deluxe cream bun">><<set $phase2 to 1>><<set $daily.cafeEaten to 1>><<money -5000 "cafe">> <<transform cat 1>><<stress -24>><<trauma -3>><<willpower 1>>_passTime <</link>><<lllstress>><<ltrauma>><<gwillpower>> <br> <</if>> <</if>> <<if !(between($chef_state, 7, 8) and $chef_rework lte 30) and $cafe_study and ($studyBooks.rented isnot "none" or $studyBooks.stolen isnot "none") and Time.schoolDay>> <br> <<switch $studyBooks.rented>> <<case "science">><<scienceicon>><<link [[Study science (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "science">><<set $phase2 to 2>><<scienceskill>><<willpower 1>>_passTime<</link>><<gscience>><<gwillpower>><br> <<case "maths">><<mathicon>><<link [[Study maths (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "maths">><<set $phase2 to 2>><<mathsskill>><<willpower 1>>_passTime<</link>><<gmaths>><<gwillpower>><br> <<case "english">><<englishicon>><<link [[Study English (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "English">><<set $phase2 to 2>><<englishskill>><<willpower 1>>_passTime<</link>><<genglish>><<gwillpower>><br> <<case "history">><<historyicon>><<link [[Study history (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "history">><<set $phase2 to 2>><<historyskill>><<willpower 1>>_passTime<</link>><<ghistory>><<gwillpower>><br> <</switch>> <<switch $studyBooks.stolen>> <<case "science">><<scienceicon>><<link [[Study science (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "science">><<set $phase2 to 2>><<scienceskill>><<willpower 1>>_passTime<</link>><<gscience>><<gwillpower>><br> <<case "maths">><<mathicon>><<link [[Study maths (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "maths">><<set $phase2 to 2>><<mathsskill>><<willpower 1>>_passTime<</link>><<gmaths>><<gwillpower>><br> <<case "english">><<englishicon>><<link [[Study English (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "English">><<set $phase2 to 2>><<englishskill>><<willpower 1>>_passTime<</link>><<genglish>><<gwillpower>><br> <<case "history">><<historyicon>><<link [[Study history (_passTimeDisplay)|Gwylan Ocean Breeze Watch]]>><<set $phase to "history">><<set $phase2 to 2>><<historyskill>><<willpower 1>>_passTime<</link>><<ghistory>><<gwillpower>><br> <</switch>> <</if>> <br> <</widget>> <<widget "gwylanOptionsLeave">> <<set $_schoolWalkAvailable to ($gwylanSeen.includes("cafe_walk") or ($gwylan.sea + ($gwylanTalked.count("fox_mask") * 20) + ($gwylanTalked.count("dark_pendant") * 20) gte 40)) or ($gwylan.robin gte 10 and $daily.robin_in_cafe and false)>> /* WARNING! Re-enable later for Gwybin cafe */ <<if $gwylan.request.event is "meetAtShop" and $location is "forest_shop" and gwylanCanForceRitual("beast") and !_ritualFailSafe and !$daily.gwylan.preventProgress>> <<getouticon>><<link [[Back to the shop|Gwylan Forest Journey Cancel]]>><</link>><<if $daily.gwylan.eventCancelled>><<gwylanWillpowerDifficulty>><</if>> /* ToDo: Gwylan - forcing player into ritual if it's been too long */ <<elseif $location is "cafe" and !(between($chef_state, 7, 8) and $chef_rework lte 30)>> <<if $_schoolWalkAvailable and Time.schoolDay and !$daily.gwylan_skip_school>> <<if $daily.robin_in_cafe>> <<schoolicon "building">><<link [[Walk to school early (0:10)|Gwylan Walk School Robin]]>><<pass 10>><<set $daily.gwylan.cafeSkip to true>><<unset $cafe_study>><<storeon "cafe_balcony">><</link>> <<else>> <<schoolicon "building">><<link [[Walk to school early (0:10)|Gwylan Walk School Solo]]>><<pass 10>><<set $daily.gwylan.cafeSkip to true>><<unset $cafe_study>><<storeon "cafe_balcony">><</link>> <</if>> <br> <</if>> <<getouticon>><<link [[Say goodbye and go back inside (0:01)|Ocean Breeze]]>><<pass 1>><<unset $cafe_study>><<storeon "cafe_balcony">><<endevent>><</link>> <<elseif $location is "cafe">> <<getouticon>><<link [[Say goodbye (0:01)|Cliff Street]]>><<pass 1>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<getouticon>><<link [[Back to the shop|Forest Shop Entrance]]>><<endevent>><</link>> <</if>> <br> <</widget>> <<widget "seagullFood">><<silently>> <<if npcIsPregnant("Gwylan")>> <<set _seagullFood to "plum crepes">> <<elseif Time.season is "winter">> <<set _seagullFood to "gingerbread">> <<elseif _gwylanStatus?.includes("lust")>> <<set _seagullFood to "cherry crepes">> <<else>> <<set _seagullFood to "strawberry crepes">> <</if>> <</silently>><<print _seagullFood>><</widget>> <<widget "gwylanHypnoName">><<silently>> <<if $hypnosis_traits.devotion gte 4>> <<if _args[0] is "cap">> <<set $_text_output to `<span class="witch">Your <<nnpc_master "Gwylan">></span>`>> <<else>> <<set $_text_output to `<span class="witch">your <<nnpc_master "Gwylan">></span>`>> <</if>> <<else>> <<set $_text_output to "Gwylan">> <</if>> <</silently>><<print $_text_output>><</widget>> <<widget "gwylanNoChoice">> <<if _args[0] is "speech">> <<hypnosisText "The words are snatched from your mouth before you can speak them.">> <<else>> <<hypnosisText "Your body is not your own.">> <</if>> <br><br> Gwylan giggles. <<print either( `"<<pcPetname 'Gwylan' 'simple'>>...?"`, `"You look confused... shhh, it's okay."`, `"You wouldn't say 'no' to me, would you, dear?"`, )>> <br> <</widget>> <<widget "gwylanChaseOptions">> <<link [[Run (0:05)|Gwylan Forest Run]]>><<pass 5>><<tiredness 2>><<set $phase to "run">><</link>><<gtiredness>><<athleticsdifficulty $beastRitual.difficultyMin $beastRitual.difficultyMax true>> <br> <<if !$beastRitual.foxChase>> <<link [[Walk (0:10)|Gwylan Forest Run]]>><<stress -1>><<pass 10>><<set $beastRitual.time++>><<set $phase to "walk">><</link>><<lstress>> <br> <</if>> <<if $fox gte 4 and $beastRitual.distance lt 0 and !$beastRitual.foxChase>> <<link [[Track and chase Gwylan (0:05)|Gwylan Forest Run Fox Chase]]>><<transform fox 1>><<tiredness 6>><<trauma -8>><</link>><<ggtiredness>><<lltrauma>><<fox>> <br> <</if>> <<if $beastRitual.lewdOption and $beastRitual.distance gte 2 and !$beastRitual.ambush>> <<link [[Wait and ambush Gwylan|Gwylan Forest Run Ambush]]>><<def 1>><<transform fox 1>><<set $phase to "ambush">><</link>><<skill_difficulty `currentSkillValue("skulduggery")` "Skulduggery" 400 1000>> <br> <</if>> <<if $beastRitual.stalked is "wolf" and ($wolfgirl gte 6 or $wolfpackleader gte 1)>> <<if $wolfgirl gte 6>> <<link [[Howl|Gwylan Forest Run Howl]]>><</link>><<wolfgirl>> <<elseif $wolfpackleader gte 1>> <<link [[Howl|Gwylan Forest Run Howl]]>><</link>><<note "Pack Alpha" "red">> <</if>> <br> <</if>> <</widget>> <<widget "gwylanPurgeEffect">><<silently>> <<if $gwylanSeen.includes("ritual_beast") and $beastRitual or $gwylanSeen.includes("ritual_sex") and $sexRitual>> <<set $_plus to _args[0]>> <<switch $_plus>> <<case 3>><<set $_text_output to " | <span class='teal'>+ + + Purging Effectiveness</span>">> <<case 2>><<set $_text_output to " | <span class='teal'>+ + Purging Effectiveness</span>">> <<case 1>><<set $_text_output to " | <span class='teal'>+ Purging Effectiveness</span>">> <<case -1>><<set $_text_output to " | <span class='purple'>- Purging Effectiveness</span>">> <<case -2>><<set $_text_output to " | <span class='purple'>- - Purging Effectiveness</span>">> <<case -3>><<set $_text_output to " | <span class='purple'>- - - Purging Effectiveness</span>">> <<default>><<set $_text_output to " | <span class='teal'>+ Purging Effectiveness</span>">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "gwylanWorshipEffects">> <<set $_fluid to $worship.fluid>> <<switch $worship.action>> <<case "start">> <<He>> looks at you expectantly. <<case "none">> <<set $worship.arousal -= 5>> <<if $worship.actionLast is "none">> You continue to stare up at Gwylan. <<His>> hand caresses your cheek, before moving to your head. <span class="lewd"><<He>> pushes your head down to <<his>> <<npcGenitals 0>>.</span> <<set $worship.control to "Gwylan">> <<else>> You simply stare up at Gwylan. <<He>> smiles at you. <</if>> <<case "body">> <<set $worship.body-->><<set $worship.arousal += 3>><<arousal 100>> <<if $worship.actionLast is "none">> You start to lick Gwylan's skin, following the lines of $_fluid along <<his>> body. <<He>> exhales slowly. <<elseif $worship.actionLast is "body">> You continue licking Gwylan's body, savouring the taste of the sweet $_fluid. <<else>> You move to lick Gwylan's skin, savouring the taste of the sweet $_fluid on <<his>> body. <</if>> <<if $worship.body lte 0>> Finally, there's no $_fluid left on <<his>> skin. <<if $worship.breasts gte 3 and C.npc.Gwylan.breastsize gte 6>> <<He>> cups <<his>> $_fluid-covered breasts, giving you a clear preference for your next target. <<elseif $worship.genitals gte 2>> <<He>> smiles and spreads <<his>> legs, giving you a clear preference for your next target. <</if>> <<else>> <<if $_fluid is "nectar">><<nectarfed 3>><<elseif $_fluid is "cream">><<stress -1>><</if>> <</if>> <<case "tummy">> <<set $worship.tummy-->><<set $worship.arousal += 5>><<arousal 100>> <<if $worship.actionLast is "none">> You start to lick Gwylan's <<bellyDescription "Gwylan">>. <<He>> shivers as you taste the $_fluid. <<elseif $worship.actionLast is "body">> You continue licking Gwylan's <<bellyDescription "Gwylan">>. <<His>> skin tastes sweet, too. <<else>> You move to lick Gwylan's <<bellyDescription "Gwylan">> instead. <<He>> shivers as you taste the $_fluid. <</if>> <<if $worship.body lte 0>> Finally, there's no $_fluid left on <<his>> tummy. <<He>> giggles. <<else>> <<if $_fluid is "nectar">><<nectarfed 3>><<elseif $_fluid is "cream">><<stress -1>><</if>> <</if>> <<case "breasts">> <<set $worship.breasts-->><<set $worship.arousal += 2 + Math.floor(C.npc.Gwylan.breastsize / 2)>><<arousal 500>> <<if $worship.actionLast is "breasts">> You continue licking <<if $worship.breasts gt 0>>the $_fluid off of <</if>>Gwylan's <<= C.npc.Gwylan.breastsdesc>>, flicking at <<his>> nipple with your tongue occasionally. <<set $worship.arousal += 5>> <<else>> You lick Gwylan's <<= C.npc.Gwylan.breastsdesc>>. <<He>> places <<his>> hand behind your head. <</if>> <<if $worship.breasts lte 0 and !$worship.breastsClean>> <<set $worship.breastsClean to true>> Your licking reveals the freckles on <<if C.npc.Gwylan.breastsize lte 2>> <<his>> chest. <<else>> the top of <<his>> breasts. <</if>> <<elseif C.npc.Gwylan.breastsize gte 6 and $worship.breasts gte 1>> The contours of <<his>> breasts make you put a little more effort in to get all the $_fluid. <</if>> <<if $worship.breasts gt 0>> <<if $_fluid is "nectar">><<nectarfed 3>><<elseif $_fluid is "cream">><<stress -1>><</if>> <</if>> <<if $worship.breasts lte -5>> <<set $worship.noBreasts to true>> "Alright, enough of that," <<he>> whispers, pulling your head away. <</if>> <<if !$worship.promBreasts>><<set $worship.promBreasts to true>><<set _noBR to true>><<promiscuity1>><</if>> <<case "nipples">> <<set $worship.breasts-->><<set $worship.arousal += 4 + Math.floor(currentSkillValue("oralskill") / 40)>><<arousal 500>> <<if $worship.actionLast is "nipples">> You continue sucking on Gwylan's nipples. <<elseif $worship.actionLast is "nipplesBite">> You stop nibbling, and go back to sucking. <<He>> strokes the back of your head and giggles. <<ltrauma>><<trauma -1>><br> <<else>> You suck on Gwylan's nipples. The taste of <<if $worship.lactation>>milk<<else>>$_fluid still<</if>> lingers. <<He>> strokes the back of your head. <<ltrauma>><<trauma -1>><br> <</if>> <<if $NPCList[0].lactation is 1>> <<set $worship.arousal += 20>> <<if !$worship.lactation>> <<set $worship.lactation to true>> After a moment, <span class="lewd">you taste fresh milk.</span> Your eyes briefly widen. <<if npcIsPregnant("Gwylan")>> Even Gwylan looks a little surprised, but <<he>> laughs and slowly cradles your head. <<else>> Even Gwylan looks a little surprised for a moment, but a look of realisation follows. "Some of the herbs I work with are known to... induce lactation. I guess I haven't been careful enough with exposure." <<He>> giggles, and slowly cradles your head. "At least we have an easy solution." <</if>> <<else>> <<if $_fluid is "cream">> You drink more of Gwylan's milk, swallowing mouthful after mouthful of a different kind of cream. <<He>> hums softly to you. <<stress -3>><<lstress>><br> <<else>> You drink more of Gwylan's milk, swallowing mouthful after mouthful. <<He>> hums softly to you. <<stress -3>><<lstress>><br> <</if>> <</if>> <<breastfed>> <</if>> <<if $worship.breasts lte -5>> <<set $worship.noBreasts to true>> "Alright, enough of that," <<he>> whispers, <span class="blue">pulling your head away</span>. <<if $worship.lactation and npcIsPregnant("Gwylan")>> "Save some for the baby." <</if>> <</if>> <<case "nipplesBite">> <<set $worship.breasts-->><<set $worship.arousal += 5 + Math.floor(currentSkillValue("oralskill") / 35)>><<arousal 500>> You lightly nibble on Gwylan's nipples. <<He>> shudders. <<if $worship.breasts lte -5>> <<set $worship.noBreasts to true>> "Alright, enough of that," <<he>> whispers, pulling your head away. <</if>> <<case "genitals">> <<set $worship.genitals-->><<set $worship.arousal += 5 + Math.floor(currentSkillValue("oralskill") / 25)>><<arousal 800 "mouth">> <<if $worship.actionLast isnot "genitals">> You move your head to Gwylan's <<npcGenitals 0>> and <<if $worship.genitals gte 1>> start to lap up the $_fluid. <<else>> <<if C.npc.Gwylan.penis isnot "none">> lick <<his>> shaft up and down. It still tastes like $_fluid. <<else>> slowly insert your tongue into <<his>> pussy. <</if>> <</if>> <<else>> <<if $worship.genitals gte 1>> You continue lapping up the $_fluid around <<his>> <<npcGenitals 0>>. <<else>> <<if C.npc.Gwylan.penis isnot "none">> You continue licking Gwylan's shaft, taking breaks to kiss the tip and work your tongue around it. <<else>> You continue thrusting your tongue into Gwylan's pussy, taking breaks to lick <<his>> clit. <</if>> <</if>> <</if>> <<if $worship.control is "Gwylan">> <<He>> moans softly, gripping the back of your head and pulling. <<else>> <<He>> moans softly. <</if>> <<if !$worship.promGenitals and $worship.control is "player">><<set $worship.promGenitals to true>><<set _noBR to true>><<promiscuity2>><</if>> <<if $worship.genitals gt 0>> <<if $_fluid is "nectar">><<nectarfed 3>><<elseif $_fluid is "cream">><<stress -1>><</if>> <</if>> <<case "oral">> <<set $worship.arousal += 5 + Math.floor(currentSkillValue("oralskill") / 15)>><<arousal 1000 "mouth">> <<if $worship.actionLast is "oral">> <<else>> You slowly take Gwylan's <<npcPenis>> into your mouth. <<takeVirginity "Gwylan" "oral">> <<if $worship.genitals gte 1>> You clean it of any remaining $_fluid as you take it all the way. <<if $_fluid is "nectar">><<nectarfed 3>><<elseif $_fluid is "cream">><<stress -1>><</if>> <<else>> You bob your head up and down, savouring the lingering taste of $_fluid. <</if>> <<His>> hand grips the quilted blanket. <</if>> <<set $worship.genitals to 0>> <<case "residue">> <<set $worship.residue to 0>> You crawl forward. Gwylan looks surprised, backing away slightly as your face comes close to <<hers>>. You don't kiss <<him>>, though. Instead, you lick the side of <<his>> mouth. The small amount of purple fluid tastes sweet. <br><br> <<He>> smiles. "Brace yourself, that's a strong mixture. I'm used to it, but it might have a kick for you." You start to feel very warm. <<arousal 2000>><<drugs 120>><<ggarousal>><<ggdrugged>> <<case "splurt">> <<set $worship.arousal += 10>> You pull away, and angle your penis towards Gwylan's body just in time. <<He>> tilts <<his>> head. You don't have to do any additional work. Whatever drug you licked off of <<him>> is driving you over the edge. <<orgasm>> <<if $femaleclimax>> Gwylan blinks at you, seeming almost disappointed at the lack of semen for a moment. <<else>> <<set $worship.semen to true>> <<if _gwylanStatus.includes("dom")>> Gwylan grins. "Clean that up, silly <<pcpetname "Gwylan" "simple">>." <<else>> Gwylan blinks at you, your semen now mixed with some of the remaining $_fluid. "Do you... plan on cleaning that up, too?" <</if>> <</if>> <<case "splurtLick">> <<set $worship.arousal += 20>> You lick your own cum off of <<him>>. <<He>> laughs and pats your head. "<<pcPetname "Gwylan" "good">>, cleaning up after <<pherself>>." <<stress -2>><<lstress>> <</switch>> <<set $worship.actionLast to $worship.action>> <<set $worship.timer-->> <<if !_noBR>><br><br><</if>> <<if $worship.residue is 0 and $arousal gte $arousalmax>> <<set _orgasmAlt to true>> The heat within you reaches a boiling point. <span class="kill-br"><<orgasm>></span> <<if $worship.actionLast is "genitals">> <<set $worship.arousal += 30>> You press your tongue up against Gwylan's <<npcGenitals 0>> harder. Your service is clumsy, but <<he>> seems further aroused by your climax regardless. <<elseif $worship.actionLast is "oral">> <<set $worship.arousal += 60>> Your mouth tightens around <<his>> <<npcPenis>>. <<He>> shudders with you. <<elseif ["breasts", "nipples", "nipplesBite"].includes($worship.actionLast)>> You bury your face in Gwylan's chest as the waves of pleasure wash over you. <<He>> cradles your head and hums a soothing melody as you come down from the orgasm. <<else>> You cling onto Gwylan tightly as the waves of pleasure wash over you. <<He>> wraps an arm around you for comfort as you come down from the orgasm. <</if>> <br><br> <</if>> <<if $worship.arousal gte 200 and ["oral", "genitals", "breasts", "nipples", "nipplesBite", "tummy", "body"].includes($worship.actionLast)>> <<if _orgasmAlt>> <span class="lewd">The force of your orgasm pushes <<him>> over the edge, too.</span> <</if>> <<if $worship.actionLast is "genitals">> <<if $worship.control is "Gwylan">> <<He>> pulls your head even harder, <<else>> <<He>> pulls the back of your head, <</if>> <<if C.npc.Gwylan.penis isnot "none">> pressing <<his>> penis right up against you. <span class="lewd">A spurt of warm semen streaks across your face.</span> You change your position to catch a second and third in your mouth. <<bodyliquid "face" "semen">><<bodyliquid "mouth" "semen">><<cumswallow "human" 40>><<set $worship.end to "genitals">> <br><br> It's not over, though. <<His>> back arches, and <<he>> keeps cumming. <<if $ejactrait gte 1 or $demon gte 6>> <<if $_fluid is "cream">> You excitedly place your mouth directly on <<his>> head and work <<his>> shaft, wanting to extract as much of <<his>> precious cream as you can. <<else>> You excitedly place your mouth directly on <<his>> head and work <<his>> shaft, eager to mix the taste of <<his>> semen with the $_fluid. <</if>> <<else>> <<if $_fluid is "cream">> You place your mouth directly on the head and hold the shaft steady as your mouth fills with a different kind of cream. <<else>> You place your mouth directly on the head and hold the shaft steady as your mouth fills with <<his>> cum. <</if>> <</if>> <<else>> <<bodyliquid "face" "goo">><<bodyliquid "mouth" "goo">><<set $worship.end to "genitals">> forcing you to lick harder and deeper. <<His>> back arches as <<he>> cums. <<His>> fluids coat your tongue, mixing with the taste of the $_fluid. <</if>> <<elseif $worship.actionLast is "oral">> <<bodyliquid "mouth" "semen" 3>><<cumswallow "human" 80>><<set $worship.end to "oral">> <<if $worship.control is "Gwylan">> <<He>> presses down on your head even harder, <<else>> <<He>> presses down on your head, <</if>> <span class="lewd">forcing you to take more of <<his>> length as <<he>> cums</span>. The first spurt of warm semen tickles the back of your throat. <<His>> back arches, and <<he>> keeps cumming. <br><br> <<if $ejactrait gte 1 or $demon gte 6>> You brace yourself and excitedly work <<his>> shaft while continuing to circle your tongue on the head. You don't want to take <<his>> whole length; You want to savour the taste. You close your eyes as load after load of <<his>> precious <<if $_fluid is "cream">>cream<<else>>cum<</if>> fills your mouth. <<else>> <<if $_fluid is "cream">> You close your eyes and gently continue working <<his>> shaft as load after load of a different kind of cream fills your mouth. <<else>> You place your mouth directly on the head and hold the shaft steady as your mouth fills with <<his>> cum. <</if>> <</if>> <<elseif ["breasts", "nipples", "nipplesBite"].includes($worship.actionLast)>> <<His>> hums die down, and <<he>> holds you close. <<if _orgasmAlt>> You feel like you're being smothered. <</if>> <<if $worship.lactation>> <<set $worship.end to "milk">> <span class="lewd">More milk leaks from <<his>> nipples, filling your mouth again as <<he>> shudders in climax.</span> <<else>> <<set $worship.end to "breasts">> <span class="lewd">You continue teasing <<his>> breasts as <<he>> shudders in climax.</span> <</if>> <<else>> <<set $worship.end to "default">> <<if _orgasmAlt>> <span class="lewd"><<He>> holds you close in return. The two of you shudder in an orgasmic embrace.</span> <<else>> <span class="lewd"><<He>> holds you close as <<he>> shudders in climax.</span> <</if>> <</if>> <br><br> <<His>> tremors finally subside, and <<he>> breathes heavily. <<npcincr Gwylan lust -20>><<lllust>> <br><br> <<else>> <<if $worship.arousal gte 200>> <span class="pink"><<He>> tenses up sharply.</span> <<elseif $worship.arousal gte 180>> <span class="pink">You think <<hes>> approaching orgasm.</span> <<elseif $worship.arousal gte 150>> <span class="purple"><<He>> looks lustful.</span> <<elseif $worship.arousal gte 100>> <span class="blue"><<He>> looks horny.</span> <<elseif $worship.arousal gte 50>> <span class="lblue"><<He>> looks aroused.</span> <<else>> <span class="teal"><<He>> looks stimulated.</span> <</if>> <br> <<switch $worship.body>> <<case 8 7 6 5 4 3>><<His>> skin is <span class="pink">trailed with $_fluid</span><<if $worship.semen>> and <span class="pink">some of your semen</span><</if>>. <<case 2>><<His>> skin is <span class="blue">splattered with $_fluid</span><<if $worship.semen>> and <span class="pink">some of your semen</span><</if>>. <<case 1>><<His>> skin is <span class="teal">smeared with $_fluid</span><<if $worship.semen>> and <span class="pink">some of your semen</span><</if>>. <<default>><<His>> skin is <span class="green">clean</span><<if $worship.semen>>, save for <span class="pink">some of your semen</span><</if>>. <</switch>> <br> <<switch $worship.tummy>> <<case 8 7 6 5 4 3>><<His>> <<bellyDescription "Gwylan">> is <span class="pink">covered in $_fluid</span>. <<case 2>><<His>> <<bellyDescription "Gwylan">> is <span class="blue">splattered with $_fluid</span>. You can see parts of <<his>> tattoos peeking through. <<case 1>><<His>> <<bellyDescription "Gwylan">> is <span class="teal">smeared with $_fluid</span>. You can <<his>> tattoos peeking through. <<default>><<His>> <<bellyDescription "Gwylan">> is <span class="green">clean</span>. <<if $worship.arousal gte 150>>You can see <<his>> tattoos softly glowing.<</if>> <</switch>> <br> <<switch $worship.breasts>> <<case 8 7 6 5 4>><<His>> <<= C.npc.Gwylan.breastsdesc>> are <span class="pink">covered in $_fluid</span>. <<case 3 2>><<His>> <<= C.npc.Gwylan.breastsdesc>> are <span class="blue">splattered with $_fluid</span>. <<case 1>><<His>> <<= C.npc.Gwylan.breastsdesc>> are <span class="teal">smeared with $_fluid</span>. <<default>><<His>> <<= C.npc.Gwylan.breastsdesc>> are <span class="green">clean</span>. <</switch>> <br> <<switch $worship.genitals>> <<case 4 3 2>><<His>> <<npcGenitals 0>> is <span class="pink">barely concealed by $_fluid</span>. <<case 1>><<His>> <<npcGenitals 0>> is <span class="teal">smeared with $_fluid</span>. <<default>><<His>> <<npcGenitals 0>> is <span class="green">clean</span>. <</switch>> <br><br> <</if>> <</widget>> <<widget "gwylanWorshipActions">> <<set $_fluid to $worship.fluid>> <<if $worship.body gte 1 and $worship.control is "player">> <<set $_action to true>> <<if $worship.actionLast is "body">> <<link [[Continue licking the $_fluid off of Gwylan's body|$passage]]>><<set $worship.action to "body">><</link>> <<else>> <<link [[Lick the $_fluid off of Gwylan's body|$passage]]>><<set $worship.action to "body">><</link>> <</if>> <br> <</if>> <<if $worship.tummy gte 1 and $worship.control is "player">> <<set $_action to true>> <<if $worship.actionLast is "tummy">> <<link [[Continue licking the $_fluid off of Gwylan's <<bellyDescription "Gwylan">>|$passage]]>><<set $worship.action to "tummy">><</link>> <<else>> <<link [[Lick the $_fluid off of Gwylan's <<bellyDescription "Gwylan">>|$passage]]>><<set $worship.action to "tummy">><</link>> <</if>> <br> <</if>> <<if !$worship.noBreasts and $worship.control is "player">> <<set $_action to true>> <<if $worship.actionLast is "breasts">> <<link [[Continue licking Gwylan's <<npcChest 0>>|$passage]]>><<set $worship.action to "breasts">><</link>> <br> <<link [[Suck Gwylan's nipples|$passage]]>><<set $worship.action to "nipples">><</link>> <br> <<elseif ["nipples", "nipplesBite"].includes($worship.actionLast)>> <<link [[Continue sucking Gwylan's nipples|$passage]]>><<set $worship.action to "nipples">><</link>> <br> <<link [[Nibble on Gwylan's nipples|$passage]]>><<set $worship.action to "nipplesBite">><</link>> <br> <<else>> <<if $worship.breasts gte 1>> <<link [[Lick the $_fluid off of Gwylan's <<npcChest 0>>|$passage]]>><<set $worship.action to "breasts">><</link>><<if !$worship.promBreasts>><<promiscuous1>><</if>> <br> <<else>> <<link [[Lick Gwylan's <<npcChest 0>>|$passage]]>><<set $worship.action to "breasts">><</link>><<if !$worship.promBreasts>><<promiscuous1>><</if>> <br> <</if>> <</if>> <</if>> <<if $worship.actionLast is "genitals">> <<set $_action to true>> <<if $worship.genitals gte 1>> <<link [[Continue licking the $_fluid off of Gwylan's <<npcGenitals 0>>|$passage]]>><<set $worship.action to "genitals">><</link>> <br> <<else>> <<link [[Continue servicing Gwylan's <<npcGenitals 0>>|$passage]]>><<set $worship.action to "genitals">><</link>> <br> <</if>> <<if C.npc.Gwylan.penis isnot "none">> <<if hasSexStat("promiscuity", 3)>> <<link [[Take Gwylan's penis into your mouth|$passage]]>><<set $worship.action to "oral">><</link>><<oralvirginitywarning>> <<else>> <<insufficientStat "promiscuity" "to take Gwylan's penis into your mouth">> <</if>> <br> <</if>> <<else>> <<if $worship.genitals gte 1>> <<if hasSexStat("promiscuity", 2) or $worship.control is "Gwylan">> <<set $_action to true>> <<link [[Lick the $_fluid off of Gwylan's <<npcGenitals 0>>|$passage]]>><<set $worship.action to "genitals">><</link>><<if !$worship.promGenitals and $worship.control is "player">><<promiscuous2>><</if>> <<else>> <<insufficientStat "promiscuity" "to lick the $_fluid directly off of Gwylan's <<npcGenitals 0>>">> <</if>> <br> <<else>> <<if hasSexStat("promiscuity", 2) or $worship.control is "Gwylan">> <<set $_action to true>> <<link [[Lick Gwylan's <<npcGenitals 0>>|$passage]]>><<set $worship.action to "genitals">><</link>><<if !$worship.promGenitals and $worship.control is "player">><<promiscuous2>><</if>> <<else>> <<insufficientStat "promiscuity" "to service Gwylan's <<npcGenitals 0>>">> <</if>> <br> <</if>> <</if>> <<if $worship.actionLast is "oral">> <<set $_action to true>> <<link [[Continue servicing Gwylan's <<npcGenitals 0>>|$passage]]>><<set $worship.action to "oral">><</link>> <br> <</if>> <<if $worship.residue gte 1 and $worship.control is "player">> <<set $_action to true>> <<link [[Lick the purple residue on the corner of Gwylan's mouth|$passage]]>><<set $worship.action to "residue">><</link>> <br> <</if>> <<if ($worship.residue is 0 or $drugged) and $arousal gte 9000 and $player.penisExist is true and $worship.control is "player">> <<set $_action to true>> <<link [[Cum on <<him>>|$passage]]>><<set $worship.action to "splurt">><</link>> <br> <<elseif $worship.semen and $worship.control is "player">> <<set $_action to true>> <<link [[Lick your cum off of <<him>>|$passage]]>><<set $worship.action to "splurtLick">><</link>> <br> <</if>> <<if $hypnosis_traits.devotion isnot 5 and $worship.control is "player">> <<set $_action to true>> <<link [[Do nothing|$passage]]>><<sub 1>><<set $worship.action to "none">><</link>> <br> <</if>> <<if !$_action>> <<link [[Next|Gwylan Cream Lick End]]>><<set $worship.end to "clean">><<set $phase to "clean">><</link>> <</if>> <</widget>> <<widget "gwylanStalkInit">> <<set $_skillAdded to C.npc.Gwylan.lust + C.npc.Gwylan.dom>> <<if $location is "forest">> <<set $_skillAdded += 200>> <</if>> <<set $NPCList[0].skills.security to 600 + $_skillAdded + random(10, 100)>> <<set $NPCList[0].skills.athletics to 600 + $_skillAdded + random(10, 100)>> <<run statusCheck("Gwylan")>> <<if _gwylanStatus.includes("wounded")>> <<set $NPCList[0].skills.athletics -= 500>> <</if>> <<if _gwylanStatus.includesAny("reunion", "heat", "badEndReady") or $gwylan?.hunting gte 2>> <<set $NPCList[0].bold to 10000>> <<set $combatgoal to "confront">> <<elseif $gwylan?.hunting is 1 and ($settings.hypnosisEnabled or $hypnosis_devotion)>> <<set $NPCList[0].bold to 10000>> <<set $combatgoal to "confront">> <<else>> <<set $NPCList[0].bold to (($allure / 20) + (C.npc.Gwylan.lust * 2) + (C.npc.Gwylan.dom * 2) + (C.npc.Gwylan.love * 2))>> <</if>> <</widget>> <<widget "gwylanHuntStart">> <<set $huntGame to { otherHealth: 3, hunter: "other", hunterKnown: false, adversary: "Gwylan", adversaryText: "Gwylan", adversaryKnown: true, otherTracked: false, otherAction: "", playerHealth: 3, playerTracked: false, playerTrackedKnown: false, playerAction: "", consensual: 1, event: "", turn: 0, distance: 5, }>> <<set $_difficultyAdded to C.npc.Gwylan.lust + C.npc.Gwylan.dom>> <<set $huntGame.skills to { danceMin: 400 + $_difficultyAdded, danceMax: 700 + $_difficultyAdded, athleticsMin: 400 + $_difficultyAdded, athleticsMax: 700 + $_difficultyAdded, skulduggeryMin: 400 + $_difficultyAdded, skulduggeryMax: 800 + $_difficultyAdded, }>> <<set $_skillAdded to C.npc.Gwylan.lust + C.npc.Gwylan.dom>> <<if $location is "forest">> <<set $_skillAdded += 200>> <</if>> <<set $NPCList[0].skills.security to 600 + $_skillAdded + random(10, 100)>> <<set $NPCList[0].skills.athletics to 600 + $_skillAdded + random(10, 100)>> <<run statusCheck("Gwylan")>> <<if _gwylanStatus.includes("wounded")>> <<set $NPCList[0].skills.athletics -= 500>> <</if>> <</widget>> <<widget "gwylanHuntState">> <<if hasSharpSenses("instincts")>> <span class="teal">Your bestial instincts are prepared for the hunt.</span> <br> <<set $huntGame.hunterKnown to true>> <<if $huntGame.hunter is "other">> <span class="red"><<= $huntGame.adversaryText.toUpperFirst()>> is the hunter.</span> <<if (playerHeatMinArousal() gte 1 or playerRutMinArousal() gte 1)>> <<if $huntGame.adversary is "Gwylan" and _gwylanTF?.known or ["fox","wolf","Black Wolf"].includes($huntGame.adversary)>> <br> <<if playerHeatMinArousal() gte 1 and playerRutMinArousal() gte 1>> <span class="lewd"><<He>> can almost certainly smell that you're in heat and rut, and probably has your scent already.</span> <<elseif playerRutMinArousal()>> <span class="lewd"><<He>> can almost certainly smell that you're in rut, and probably has your scent already.</span> <<else>> <span class="lewd"><<He>> can almost certainly smell that you're in heat, and probably has your scent already.</span> <</if>> <</if>> <<set $huntGame.playerTracked to "scent">><<set $huntGame.playerTrackedKnown to true>> <<elseif $huntGame.playerTrackedKnown>> <br> <span class="pink">You know <<hes>> tracked you.</span> <</if>> <<else>> <span class="green">You are the hunter.</span> <<if $huntGame.playerTrackedKnown>> <br> <span class="pink">You know <<hes>> tracked you.</span> <</if>> <</if>> <<if $huntGame.adversary is "Gwylan" and _gwylanTF?.known and _gwylanStatus?.includes("heat")>> <br> <span class="pink">You can smell that <<hes>> in <<if C.npc.Gwylan.vagina isnot "none">>heat<<else>>rut<</if>>.</span> <<set $huntGame.otherTracked to "scent">> <</if>> <<else>> <<if $huntGame.hunterKnown>> <<if $huntGame.hunter is "other">> <span class="red"><<= $huntGame.adversaryText.toUpperFirst()>> is hunting you.</span> <<else>> <span class="green">You are hunting <<= $huntGame.adversaryText>>.</span> <</if>> <<if $huntGame.playerTrackedKnown>> <br> <span class="pink">You know <<hes>> tracked you.</span> <</if>> <<else>> <span class="blue">You're not sure if you're hunting <<= $huntGame.adversaryText>>, or <<= $huntGame.adversaryText>> is hunting you.</span> <</if>> <</if>> <<if $huntGame.otherTracked>> <br> <<if $huntGame.otherTracked is "scent">> You can smell <<= $huntGame.adversaryText>> <<else>> You can tell <<= $huntGame.adversaryText>> is <</if>> <<if $huntGame.distance gte 5>> <span class="teal">far away</span>. <<elseif $huntGame.distance gte 4>> <span class="blue">in the area</span>. <<elseif $huntGame.distance gte 3>> <span class="purple">somewhat close by</span>. <<elseif $huntGame.distance gte 2>> <span class="pink">very close by</span>. <<else>> <span class="red">here</span>! <</if>> <</if>> <br><br> <</widget>> <<widget "gwylanHuntEffects">> <<if $huntGame.timer gte 20>> <<set _forceConfrontation to true>> <<set $huntGame.distance to 0>> <</if>> /* Player actions */ <<switch $huntGame.playerAction>> <<case "hunt">> <<if $huntGame.hunterKnown and $huntGame.hunter is "other">> You try to circle back on <<= $huntGame.adversaryText>>, following <<his>> <<if $huntGame.otherTracked is "scent">>scent<<else>>trail<</if>>. <<else>> You follow <<= $huntGame.adversaryText>>'s <<if $huntGame.otherTracked is "scent">>scent<<else>>trail<</if>>. <</if>> <<if $huntGame.otherAction is "run">> <br> <<if $athleticsSuccess>> <<set $_actionPassed to true>> <<set $huntGame.distance -= 1>> <<if $huntGame.hunter is "player">> <<set $huntGame.distance -= 1>> <span class="green">You can tell you're gaining on <<him>>.</span> <<else>> <span class="purple">It won't be long until you force a confrontation at this rate.</span> <</if>> <<else>> <<if $huntGame.hunter is "player">> <<set $huntGame.distance -= 1>> <span class="purple">You're evenly paced with <<him>>.</span> <<else>> <span class="purple">It won't be long until you force a confrontation at this rate.</span> <</if>> <</if>> <<else>> <<set $huntGame.distance -= 2>> <</if>> <<case "track">> <<if hasSharpSenses("instincts")>> You sniff the air, trying to find <<= $huntGame.adversaryText>>'s scent. <<else>> You stay low, checking for any sign of <<= $huntGame.adversaryText>>'s passing. <</if>> <<if ["hide", "stealth"].includes($huntGame.otherAction)>><<set $skulduggerydifficulty += 100>><</if>> <<skulduggerycheck "silent">> <<if $skulduggerysuccess is 1>> <<set $_actionPassed to true>> <<if hasSharpSenses("instincts") and random(0, 1)>> <<set $huntGame.otherTracked to "scent">> <span class="green">Then, you smell it; the faintest hint on the wind. You have <<him>>.</span> <<else>> <<set $huntGame.otherTracked to "trail">> <span class="green">You manage to find <<print either("some disturbed leaves", "a broken branch", "a few faint footprints")>>. You have <<his>> trail.</span> <</if>> <br><br> <span class="purple">The hunt intensifies...</span> <<note "+ Skulduggery Difficulty" "purple">> <<set $huntGame.skills.skulduggeryMin += 20>><<set $huntGame.skills.skulduggeryMax += 20>> <<else>> <span class="red">You fail to find anything.</span> <</if>> <<case "stealth">> You skulk through the underbrush, trying to leave as little of a trail as possible. <<skulduggerycheck "silent">> <<if $skulduggerysuccess is 1>> <<if $huntGame.hunterKnown and $huntGame.hunter is "other" and $huntGame.otherTracked and $huntGame.playerTracked and $huntGame.playerTrackedKnown>> <span class="gold">You're sure you've made <<him>> lose your trail.</span> <<set $huntGame.playerTracked to false>><<set $huntGame.playerTrackedKnown to false>> <br><br> <span class="purple">The hunt intensifies...</span> <<note "+ Skulduggery Difficulty" "purple">> <<set $huntGame.skills.skulduggeryMin += 20>><<set $huntGame.skills.skulduggeryMax += 20>> <<else>> <span class="green">You pass without trace, making it more difficult for <<him>> to track you.</span> <</if>> <<set $_actionPassed to true>> <<if $huntGame.hunter is "player">> <<set $huntGame.distance-->> <<else>> <<set $huntGame.distance++>> <</if>> <<else>> <span class="red">You have limited success.</span> <</if>> <<case "hide">> <<if $huntGame.playerActionLast is "hide">> You continue hunkering down in your hiding spot. It's impossible to tell if <<he>> knows exactly where you are. <<else>> You find a hiding spot and hunker down. <</if>> <<skulduggerycheck "silent">> <<if $skulduggerysuccess is 1>> <<if $huntGame.hunterKnown and $huntGame.hunter is "other" and $huntGame.otherTracked and $huntGame.playerTracked and $huntGame.playerTrackedKnown>> <br> You steady your breathing and focus. The forest blankets you in silence. <span class="gold">You're sure you've made <<him>> lose your trail.</span> <<set $huntGame.playerTracked to false>><<set $huntGame.playerTrackedKnown to false>> <br><br> <span class="purple">The hunt intensifies...</span> <<note "+ Skulduggery Difficulty" "purple">> <<set $huntGame.skills.skulduggeryMin += 20>><<set $huntGame.skills.skulduggeryMax += 20>> <</if>> <<set $_actionPassed to true>> <</if>> /* Actions that lead into a proper chase or confrontation */ <<case "ambush">> <<if $physiqueSuccess>> <span class="green"><<He>> doesn't see you coming.</span> <<if $huntGame.consensual and $huntGame.hunter is "other">> <br> <span class="gold">You are now the hunter.</span> <<set $huntGame.hunter to "player">> <</if>> <<set $huntGame.end to "ambushSuccess">> <<else>> <span class="red"><<Hes>> ready for you.</span> <<set $huntGame.end to "ambushFailed">> <</if>> <<exit>> <<case "hideKeep">> <<if _forceConfrontation>> <span class="red"><<He>> suddenly turns to face you, and runs towards you!</span> <<set $huntGame.end to "caught">><<set $phase to "noDodge">> <<exit>> <<elseif $skulduggerysuccess>> After a moment of searching, <span class="green"><<he>> moves on. You stealthily follow.</span> <<if $huntGame.consensual and $huntGame.hunter is "other">> <br> <span class="gold">You are now the hunter.</span> <<set $huntGame.hunter to "player">> <</if>> <br><br> <span class="purple">The hunt intensifies...</span> <<note "+ Skulduggery Difficulty" "purple">> <<set $huntGame.skills.skulduggeryMin += 20>><<set $huntGame.skills.skulduggeryMax += 20>> <<set $huntGame.otherTracked to "trail">><<set $huntGame.distance to 2>> <<else>> <span class="red"><<He>> suddenly turns to face you, and runs towards you!</span> <<set $huntGame.end to "caught">><<set $phase to "noDodge">> <<exit>> <</if>> <</switch>> <br><br> /* Adversary actions */ <<if !$huntGame.playerTracked and ($huntGame.hunter is "other" or $huntGame.distance gte 3)>> <<set $huntGame.otherAction to "track">> <<set $_otherTrackingDiff to currentSkillValue("skulduggery")>> <<if ["stealth", "hide"].includes($huntGame.playerAction) and $_actionPassed>> /* Failed to track */ <<elseif $NPCList[0].skills.security gte random(1, $_otherTrackingDiff)>> <<set $huntGame.playerTracked to true>> <</if>> <<if ["hide"].includes($huntGame.playerAction) or $huntGame.playerAction is "stealth" and !$_actionPassed>> <<set $huntGame.distance-->> <</if>> <<elseif $huntGame.hunter is "player">> <<if ["hide", "ambush"].includes($huntGame.otherAction) and !$huntGame.noMoreHiding>> <<set $huntGame.otherHideTimer-->> <<if random(0, 2)>> <<set $huntGame.otherAction to "ambush">> <</if>> <<if $huntGame.otherHideTimer lte 0>> <<set $huntGame.noMoreHiding to true>> <</if>> <<elseif $huntGame.distance gte 3 and random(0, 1) and !$huntGame.noMoreHiding>> <<set $huntGame.otherAction to "hide">> <<set $huntGame.otherHideTimer ||= 3>> <<elseif $huntGame.distance gte 2>> <<set $huntGame.otherAction to "stealth">> <<if $huntGame.playerTracked and !($huntGame.playerAction is "hunt" and $huntGame.otherTracked and $_actionPassed)>> <<set $huntGame.distance++>> <<elseif !$huntGame.playerTracked>> <<set $huntGame.distance += random(-1, 1)>> <</if>> <<else>> <<set $huntGame.otherAction to "run">> <<if $huntGame.playerTracked and !($huntGame.playerAction is "hunt" and $huntGame.otherTracked and $_actionPassed)>> <<set $huntGame.distance += 2>> <<elseif $huntGame.playerTracked>> <<set $huntGame.distance += 1>> <<else>> <<set $huntGame.distance += random(-1, 2)>> <</if>> <</if>> <<elseif $huntGame.playerTracked>> <<set $huntGame.otherAction to "hunt">> <<set $huntGame.distance-->> <<else>> <<set $huntGame.otherAction to "stealth">> <</if>> /* Give player information if tracked */ <<if $huntGame.otherTracked>> <<if $huntGame.playerAction is "tracked" and $_actionPassed>> You spend some time following it, and realise that <<if $huntGame.otherAction is "track">> <<if $huntGame.playerTracked>> <<set $huntGame.hunterKnown to true>><<set $huntGame.playerTrackedKnown to true>> <<hes>> just tracked you too. <span class="pink">You're encircling each other.</span> It's cat and mouse, now. <<else>> <<set $huntGame.hunterKnown to true>> <<hes>> trying to track you too. <span class="green"><<He>> doesn't seem to know where you are yet!</span> <<if $huntGame.consensual and $huntGame.hunter is "other">> <br> <span class="gold">You are now the hunter.</span> <<set $huntGame.hunter to "player">> <</if>> <</if>> <<elseif $huntGame.otherAction is "stealth">> <<hes>> moving slowly and stealthily. Not stealthily enough, yet. <<elseif $huntGame.otherAction is "run">> <<hes>> running. <<if $huntGame.playerTracked>> <<He>> must know you have <<his>> trail. <<else>> Blindly. <<He>> doesn't know exactly where you are. <</if>> <<elseif $huntGame.otherAction is "hunt">> <<set $huntGame.hunterKnown to true>><<set $huntGame.playerTrackedKnown to true>> <<hes>> hunting you, too. <span class="pink">You're encircling each other.</span> It's cat and mouse, now. <<else>> <<hes>> likely hiding somewhere ahead. <</if>> <<else>> <<if ["hide"].includes($huntGame.playerAction) and $huntGame.otherTracked>> <<set $huntGame.otherTracked to false>> <span class="red">You lose <<his>> trail.</span> <<else>> <<switch $huntGame.otherAction>> <<case "track">> You can tell <<hes>> trying to track you, too. <<if $huntGame.playerTracked>> <<set $huntGame.hunterKnown to true>><<set $huntGame.playerTrackedKnown to true>> <span class="pink">You're encircling each other.</span> <<else>> <<set $huntGame.hunterKnown to true>> <span class="green"><<He>> doesn't seem to know where you are yet!</span> <<if $huntGame.consensual and $huntGame.hunter is "other">> <br> <span class="gold">You are now the hunter.</span> <<set $huntGame.hunter to "player">> <</if>> <</if>> <<case "stealth">> You can tell <<hes>> moving slowly and methodically. <<if !($huntGame.playerAction is "track" and $_actionPassed)>> <<set $skulduggerydifficulty to random($huntGame.skills.skulduggeryMin, $huntGame.skills.skulduggeryMax)>> <<skulduggerycheck "silent">> <</if>> <<if $skulduggerysuccess>> <span class="green">You still have <<his>> trail for now.</span> <<set $huntGame.skills.skulduggeryMin += 20>><<set $huntGame.skills.skulduggeryMax += 20>> <<else>> <span class="red"><<Hes>> good. You lose <<his>> trail.</span> <<set $huntGame.otherTracked to false>> <</if>> <<case "run">> You can tell <<hes>> running away. <<if $huntGame.playerTracked>> <<He>> must know you have <<his>> trail. <<else>> Blindly. <<He>> doesn't know exactly where you are. <</if>> <<case "hunt">> <<set $huntGame.hunterKnown to true>><<set $huntGame.playerTrackedKnown to true>> <<His>> movements are aggressive. <<Hes>> hunting you down. <<if $huntGame.hunter is "player">> <br> <span class="red">You are no longer the hunter.</span> <<set $huntGame.hunter to "other">> <</if>> <<default>> You can tell <<hes>> hiding somewhere. <<if !($huntGame.playerAction is "track" and $_actionPassed)>> <<set $skulduggerydifficulty to random($huntGame.skills.skulduggeryMin, $huntGame.skills.skulduggeryMax)>> <<skulduggerycheck "silent">> <</if>> <<if $skulduggerysuccess>> <span class="green">You still have <<his>> trail for now.</span> <<set $huntGame.skills.skulduggeryMin += 20>><<set $huntGame.skills.skulduggeryMax += 20>> <<else>> <span class="red"><<Hes>> good. You lose <<his>> trail.</span> <<set $huntGame.otherTracked to false>> <</if>> <</switch>> <</if>> <</if>> <br><br> <</if>> /* Confrontation */ <<if $huntGame.distance lte 1 and $huntGame.playerAction isnot "hide" or _forceConfrontation>> <<if ["hide","ambush"].includes($huntGame.otherAction) and $huntGame.hunter is "player" and $huntGame.playerAction is "stealth" and $_actionPassed and !_forceConfrontation>> <<set $huntGame.end to "chase">><<set $huntGame.chaseDistance to 1>> You spot <<= $huntGame.adversaryText>> hiding in the underbrush ahead! <span class="green">Thanks to your stealthy movement, you've spotted <<him>> first.</span> <br><br> You get the drop on <<him>>. <<He>> starts to run, but you're already right behind <<him>>. <<elseif $huntGame.otherAction is "ambush" or _forceConfrontation>> <<set $huntGame.end to "caught">> You hear a rustle from the bushes. <<He>> was waiting in ambush for you! <<if $huntGame.hunterKnown>> <br> <span class="red">You are no longer the hunter.</span> <</if>> <<set $huntGame.hunter to "other">> <<set $huntGame.playerTracked to true>> <<elseif $huntGame.hunter is "player">> <<set $huntGame.end to "chase">> You spot <<him>> skulking through the underbrush ahead. <<He>> sees you too. <<He>> starts running! <<else>> <<set $huntGame.end to "caught">> You hear running close by. <<Hes>> found you! <</if>> <<exit>> <</if>> <<set $huntGame.turn++>> <<if $huntGame.hunter is "player">> <<set $huntGame.playerHuntTimer ||= 7>> <<set $huntGame.playerHuntTimer-->> <<if !$huntGame.playerHuntTimer or _forceConfrontation>> <<if $huntGame.hunterKnown>> Something changes on the wind. You suddenly feel vulnerable. <br> <span class="red">You are no longer the hunter.</span> <br><br> <</if>> <<set $huntGame.hunter to "other">> <<set $huntGame.playerTracked to true>> <</if>> <</if>> <<set $huntGame.distance to Math.clamp($huntGame.distance, 0, 7)>> <<set $huntGame.playerActionLast to $huntGame.playerAction>> <<pass 2>> <</widget>> <<widget "gwylanHuntOptions">> <<set $skulduggerydifficulty to random($huntGame.skills.skulduggeryMin, $huntGame.skills.skulduggeryMax)>> <<if $huntGame.distance lte 1 and $huntGame.playerAction is "hide">> You peek out from your hiding spot and see <<him>> searching for you. <span class="green"><<He>> hasn't seen you yet.</span> <br><br> <<link [[Ambush|$huntGame.event]]>><<set $huntGame.playerAction to "ambush">><<transform fox 1>><</link>><<physiquedifficulty 4000 17000>> <br> <<if $huntGame.consensual>> <<link [[Keep hiding, and track <<him>> once <<he>> leaves|$huntGame.event]]>><<set $huntGame.playerAction to "hideKeep">><</link>><<skulduggerydifficulty>> <<else>> <<link [[Keep hiding, and escape once <<he>> leaves|$huntGame.event]]>><<set $huntGame.playerAction to "hideKeepEscape">><</link>><<skulduggerydifficulty>> <</if>> <br> <<else>> <<if $huntGame.otherTracked>> <<if $huntGame.hunterKnown and $huntGame.hunter is "other">> <<link [[Force a confrontation|$huntGame.event]]>><<set $huntGame.playerAction to "hunt">><</link>><<note "- - Distance" "teal">> <<else>> <<link [[Hunt <<= $huntGame.adversaryText>> down|$huntGame.event]]>><<set $huntGame.playerAction to "hunt">><</link>><<note "- Distance" "teal">> <<if $huntGame.otherTracked and $huntGame.otherAction is "run">><<athleticsdifficulty $huntGame.skills.athleticsMin $huntGame.skills.athleticsMax>><</if>> <</if>> <<else>> <<link [[Track <<= $huntGame.adversaryText>>|$huntGame.event]]>><<set $huntGame.playerAction to "track">><</link>><<skulduggerydifficulty>> <</if>> <br> <<if $huntGame.hunterKnown and $huntGame.hunter is "other" and $huntGame.otherTracked and $huntGame.playerTracked and $huntGame.playerTrackedKnown>> <<link [[Move stealthily, and try to make <<= $huntGame.adversaryText>> lose your trail|$huntGame.event]]>><<set $huntGame.playerAction to "stealth">><</link>><<skulduggerydifficulty>> <br> <<elseif $huntGame.hunterKnown and $huntGame.hunter is "other" and $huntGame.otherTracked>> <<link [[Move stealthily away from <<= $huntGame.adversaryText>>|$huntGame.event]]>><<set $huntGame.playerAction to "stealth">><</link>><<skulduggerydifficulty>> <br> <<else>> <<link [[Move stealthily|$huntGame.event]]>><<set $huntGame.playerAction to "stealth">><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Hide|$huntGame.event]]>><<set $huntGame.playerAction to "hide">><</link>><<skulduggerydifficulty>> <br> <</if>> <</widget>> <<widget "gwylanCombatInit">> <<run statusCheck("Gwylan")>> <<set $enemyarousalmax to 1200>> <<set $enemyarousal += C.npc.Gwylan.lust>> <<if _gwylanStatus.includes("heat")>> <<set $enemyarousal += 100>> <</if>> <<set $combat_player_orgasm_target to Math.clamp(Math.ceil((C.npc.Gwylan.lust + C.npc.Gwylan.dom) / 100) + _gwylanStatus.count("heat"), 1, 10)>> <<if $arousal gte ($arousalmax / 5) * 4 and $combat_player_orgasm_target lte 1>> <<set $combat_player_orgasm_target++>> <</if>> <<if !_gwylanStatus.includes("wantsPregnancy")>> <<set $disableNormalImpregnation to true>> <<set $disableImpregnation to true>> <</if>> /* ToDo: Gwylan - delete when pregnancy is to be enabled */ <<set $disableNormalImpregnation to true>> <<set $disableImpregnation to true>> /* ToDo: Gwylan - Start combat effects from hypnosis traits or bad end triggers? */ <<set $_hypnoMessages to []>> <<if $gwylan.silence>> <<set $combat_silenced to true>> <<set $_hypnoMessages.push("<span class='red'>Gwylan steals your voice</span>")>> <</if>> <<if $gwylan.trance>> <<set $trance to 1>><<set $timer to $hypnosis_traits.devotion>> <<set $_hypnoMessages.push("<span class='lewd'>You are entranced</span>")>> <</if>> <<if $_hypnoMessages.length>> <<hypnosisText "<<= formatList($_hypnoMessages, '', true, '. ')>>.">> <br><br> <</if>> <</widget>> <<widget "gwylanNobody">> <<set $_banishedDays to _args[0] || 9>> <<if $gwylan.timer and ["active", "scorned"].includes(C.npc.Gwylan.state) and typeof $_banishedDays is "number">> <<set $gwylan.timer.nobody to new DateTime(Time.date).addDays($_banishedDays).timeStamp>> <<if $worn.neck.name is "familiar collar">> <<set $worn.neck.type.delete("leash")>> <<set $worn.neck.cursed to 0>> <</if>> <</if>> <</widget>> <<widget "gwylanDesc">><<silently>> <<if $forest_shop_intro or $gwylan_rescue or $gwylan_cafe_intro>> <<set _text_output to "Gwylan">> <<elseif _args.includes("the")>> <<set _text_output to "the mousy <<nnpc_gendery 'Gwylan'>>">> <<else>> <<set _text_output to "a mousy <<nnpc_gendery 'Gwylan'>>">> <</if>> <<if _args.includes("cap")>><<set _text_output to _text_output.toUpperFirst()>><</if>> <</silently>><<print _text_output>><</widget>> <<widget "shopkeeperDesc">><<silently>> <<if $forest_shop_intro or $gwylan_rescue or $gwylan_cafe_intro>> <<set _text_output to "shopkeeper">> <<else>> <<set _text_output to "<<nnpc_gendery 'Gwylan'>>">> <</if>> <<if _args.includes("cap")>><<capitalise>><</if>> <</silently>><<print _text_output>><</widget>> <<widget "gwylanRescueStats">> <<if !$gwylanRescue>> <<set $gwylanRescue to { seen: [], failed: "", count: 0, eden: 0, }>> <</if>> <<if !$gwylanRescue.seen.includes(_args[1])>> <<set _gwylanFirstRescue to _args[1]>> <</if>> <<if _args[0] is true>> <<set $rescued++>> <<set $gwylanRescue.count++>> <<if _args[2] is "Eden" and !$edenCagedEscape>> <<set $gwylanRescue.eden++>> <</if>> <<set $gwylanRescue.seen.pushUnique(_args[1])>> <<else>> <<set $gwylanRescue.failed to _args[1]>> <<set $gwylanRescue.seen.pushUnique(_args[1] + "Failed")>> <</if>> <</widget>> <<widget "gwylanReunion">> You tell <<him>> about your time <<badEndProse $badEndStats.last()?.source "at">>. <<He>> listens without speaking, stroking your hair as <<he>> does. When you finish, <<he>> kisses your forehead. <<switch $badEndStats.last()?.source>> <<case "Underground Farm">> <<if $brownFoxRevealed>> "You're lucky to have gotten away from the High Elk. <<nnpc_Hes "Remy">> a powerful <<nnpc_gender "Remy">>, especially alongside <<nnpc_his "Remy">> Cannibal Fox." <<else>> "You're lucky to have gotten away from Remy. <<nnpc_Hes "Remy">> a powerful <<nnpc_gender "Remy">>." <</if>> <<He>> holds your cheeks between <<his>> palms, looking into your eyes. <<if $dissociation gte 1>> "They've stolen the light from your eyes." <<He>> hugs you again, tighter now. <<else>> "Remember that you're still human. Nothing they do will change that." <<He>> hugs you again, tighter now. <</if>> <<if !$gwylanTalked.includes("underground_farm")>> <<set _badEndFollowup to true>> <</if>> <<case "Wolf Cave">> "The wolves are usually so docile, but the black one has been growing more and more bold," <<he>> says. "I'm so sorry that <<if ($settings.monsterChance gt random(0, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or $blackwolfmonster is 2>><<nnpc_he "Black Wolf">><<else>>it<</if>> put you through that." <<if !$gwylanTalked.includes("loincloth")>> <<set _badEndFollowup to true>> <</if>> <<case "Eden">> "The forest knows," <<he>> says. "All <<nnpc_he "Eden">> does is take and destroy." <<His>> eyes darken. <<if !$gwylanTalked.includes("loincloth")>> <<set _badEndFollowup to true>> <</if>> <<case "Underground Dungeon">> "That's absolutely horrid. People trafficked like objects to be used and discarded, it makes me sick imagining how many weren't so lucky to escape." <<He>> hugs you tighter. "I'm ever grateful you did." <<if !$gwylanTalked.includes("underground_brothel")>> <<set _badEndFollowup to true>> <</if>> <<case "Mines">> "I can't believe something so sinister is going on right beneath our feet," <<he>> says. "You're very strong for making it out." <<case "Asylum">> "One can find <<pherself>> going mad from such treatment," <<he>> says. "<<if $gwylanSeen.includes("hypnosis_removal")>>Remember, if<<else>>If<</if>> that <<nnpc_gender "Harper">> has made you think something that you would never normally think, <span class="blue">please come see me at the shop</span>. I can help." <<if !$gwylanTalked.includes("asylum")>> <<set _badEndFollowup to true>> <</if>> <<case "Prison">> "We all have to reap what we sow," <<he>> says, "but sometimes the punishment does not fit the crime. <<if $badEndStats.find(stat => stat.source === "Prison").reasonEnd is "prisonServed">> I'm glad you were able to withstand your sentence's length without withering." <<else>> I'm glad you were resourceful enough to escape." <</if>> <<if !$gwylanTalked.includes("prison")>> <<set _badEndFollowup to true>> <</if>> <<case "Pound">> <<if isLoveInterest("Gwylan")>>"<span class="lewd">I'm the only one who can treat you like that.</span>"<<else>>"It's beyond cruel to turn a human into an animal. I hope you remember who you are."<</if>> <<case "Kylar Abduction">> "Your friend?" <<He>> doesn't sound surprised. "Whatever drove <<nnpc_him "Kylar">> to such extreme means must have been hard for both of you to bear." <br><br> <<if $syndromekylar is 1>> <<if !$gwylanTalked.includes("vampire")>> <<set _badEndFollowup to true>> <</if>> "It was, but I understand," you say. "<<nnpc_Hes "Kylar">> misunderstood and needs a friend. <<else>> "It was," you say. "I can't understand <<nnpc_him "Kylar">>. <</if>> I'm just glad it's over." <br><br> "I am, too," <<he>> says. <<if isLoveInterest("Gwylan")>>"I missed you."<</if>> <<case "Pirate Ship">> "That sounds... familiar," <<he>> says. "It sounds like quite an adventure. A heart at sea... I hope you didn't become lost in its depths." <<default>> Gwylan sticks a pinky in <<his>> ear. "What was that? Sorry, <span class="red">I think there's a bug here</span>. Go tell <span class="gold">PurityGuy</span> what you've been up to, not me." <</switch>> <</widget>> <<widget "schoolWalkChat">> <<set _gwylan to statusCheck("Gwylan")>><<set _robin to statusCheck("Robin")>> <<set _gwylanPresent to _args.includes("gwylan")>><<set _robinPresent to _args.includes("robin")>> <<cleareventpool>> <<if _gwylanPresent>> <<if !$weekly.gwylan_school_talk_classes>> <<addinlineevent "school_gwylan_classes" 1>> <<set $weekly.gwylan_school_talk_classes to 1>> <<if _robinPresent>> "How are classes going for you?" Gwylan asks. <<else>> "How are classes going for you?" <<nnpc_he "Gwylan">> asks. <</if>> <<if $sciencetrait + $mathstrait + $englishtrait + $historytrait gte 16>> You proudly tell <<nnpc_him "Gwylan">> how you've aced every single one. <<nnpc_He "Gwylan">> listens as you talk at length about the interesting facts you've learned. <br><br> "That's wonderful news, <<pcpetname "Gwylan" "simple">>." <<nnpc_He "Gwylan">> smiles. "Knowledge nourishes the brain. I hope you never stop trying to learn." <<elseif $sciencetrait + $mathstrait + $englishtrait + $historytrait gte 8 and ($sciencetrait lte 1 or $mathstrait lte 1 or $englishtrait lte 1 or $historytrait lte 1)>> <<set _badClass to $sciencetrait lte 1 ? "science" : $mathstrait lte 1 ? "maths" : $englishtrait lte 1 ? "English" : "history">> You tell <<nnpc_him "Gwylan">> they're are going well for the most part, but you're falling behind on _badClass. <br><br> <<nnpc_He "Gwylan">> pats your head. "Everyone has their shortcomings. It's natural, so don't beat yourself up over it. Just do your best, okay?" <<elseif $sciencetrait + $mathstrait + $englishtrait + $historytrait gte 8>> You tell <<nnpc_him "Gwylan">> you're making good headway, <<if $stress gte ($stressmax / 5) * 3>> but that you're feeling stressed about all the school work. <br><br> Gwylan leans in and hugs you<<if $gwylanSeen.includes("partners")>>, planting a kiss on your cheek. <<stress -10>><<llstress>><<else>>. <<stress -5>><<lstress>><</if>> <br><br> "I'm sorry to hear that. The school system can be very heartless when it comes to students' mental health. Don't let them whittle you down, you deserve a break." <<else>> and continuing to improve. <br><br> <<nnpc_He "Gwylan">> smiles. "Good work, <<pcpetname "Gwylan" "simple">>. It's always a wonder to learn more about this world we live in." <</if>> <<elseif $sciencetrait + $mathstrait + $englishtrait + $historytrait gte 4>> You tell <<nnpc_him "Gwylan">> it's going okay, nothing remarkable. <br><br> Gwylan shrugs. "I wouldn't say that. You're learning something new each day, no matter how small. That's good." <<elseif $sciencetrait + $mathstrait + $englishtrait + $historytrait is 0>> You grit your teeth. You know all your grades are awful. You try not to look at <<nnpc_him "Gwylan">> as you tell <<nnpc_him "Gwylan">> about your failures. <br><br> Gwylan frowns. "You're too hard on yourself. As long as you're trying, you're doing just fine, <<pcpetname "Gwylan">>." <<else>> <<set _goodClass to []>> <<if $sciencetrait gte 1>><<set _goodClass.push("science")>><</if>> <<if $mathstrait gte 1>><<set _goodClass.push("maths")>><</if>> <<if $englishtrait gte 1>><<set _goodClass.push("English")>><</if>> <<if $historytrait gte 1>><<set _goodClass.push("history")>><</if>> You tell <<nnpc_him "Gwylan">> about your forward strides in _goodClass.pluck(). <br><br> "Nice work. That's a difficult subject to grasp, so I'm proud of you for taking on the challenge!" <</if>> <br><br> <</addinlineevent>> <</if>> <<if Weather.precipitation is "rain">> <<addinlineevent "school_gwylan_rain" 1>> As you pass by a deep puddle, you're suddenly met with a big splash. <<lowerwet 100>><<underlowerwet 50>><<effectswater "water">><<exposure>> You look back to see Gwylan standing in the middle of it, jumping up and down without a care. <br><br> <<nnpc_He "Gwylan">> stops, looks up at you <<if $exposed gte 1>> drenched from the waist down, and covers <<nnpc_his "Gwylan">> mouth. "Oops," <<nnpc_he "Gwylan">> says, <<nnpc_his "Gwylan">> tone of voice betraying any attempt to appear surprised. <<else>> and smiles. "Sorry, I couldn't help it. That puddle was massive! Did you see the wave it made?" You can't help but agree. <</if>> <br><br> <<if hasSexStat("exhibitionism", 4) and $exposed is 1 and $uncomfortable.underwear is false or hasSexStat("exhibitionism", 5) and $exposed is 2 and $uncomfortable.nude is false>> <<if $worn.feet.type.includes("rugged")>> You smirk. Gwylan's not getting away with this. You get a running start, and jump straight towards <<nnpc_him "Gwylan">>. You manage to glimpse a brief moment of fear in <<nnpc_his "Gwylan">> eyes when <<nnpc_he "Gwylan">> realises what you're doing. <br><br> <<nnpc_He "Gwylan">> yelps as your feet come crashing down into the puddle, completely drenching <<nnpc_him "Gwylan">> in water too. You grin smugly. "Oops." <br><br> <<nnpc_He "Gwylan">> shakes some water off <<nnpc_his "Gwylan">> <<npcClothesText _gwylan "lower">> and pouts, but you clearly see <<nnpc_hes "Gwylan">> enjoying it too. "I guess I should've expected that. Now we're both wet." <<nnpc_He "Gwylan">> looks around and says "Come, we need to get dried off," taking your hand and running down the nearby alley, away from the rain. <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("partners") ? "romantic" : "consensual")`>> <br><br> You both spend a few minutes drying off before moving on. <<nnpc_He "Gwylan">> winks at you mischievously as you exit the alley. <<else>> You take the opportunity to strike a few lewd poses for anybody watching. Gwylan giggles. <br><br> "<<pcPetname "Gwylan" "naughty">>. Come on, let's go get you dried off already." <<nnpc_He "Gwylan">> takes your hand and leads you down an alley, away from the rain. <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("partners") ? "romantic" : "consensual")`>> <br><br> You spend a few minutes drying off before moving on. <</if>> <<fame 1 "exhibitionism">> <<elseif $exposed gte 1>> You instinctively <<if ["naked", "bellyShow"].includes($worn.upper.type)>>pull your $worn.upper.name down to <</if>>try to conceal your <<exposedlower>>. <br><br> "Aww, I'm sorry, <<pcpetname "Gwylan">>. Here, let's go get you dried off. Follow me." <<nnpc_He "Gwylan">> takes your hand and uses <<nnpc_his "Gwylan">> body to cover you as <<nnpc_he "Gwylan">> leads you down an alley, away from the rain. <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("partners") ? "romantic" : "consensual")`>> <br><br> You spend a few minutes drying off before moving on. <</if>> <br><br> <<dry_full>> <</addinlineevent>> <</if>> <<if $gwylanSeen.includes("yearning")>> <<addinlineevent "school_gwylan_handholding" 1>> You walk in silence for a while, when you feel Gwylan's hand brush up against yours. <<nnpc_He "Gwylan">> takes it absentmindedly, before realising what <<nnpc_hes "Gwylan">> doing. <<takeHandholdingVirginity "Gwylan" `(V.gwylanSeen.includes("partners") ? "romantic" : "consensual")`>> <br><br> <<if $gwylanSeen.includes("partners")>> <<nnpc_He "Gwylan">> suddenly grips your hand tighter, <span class="lewd">and kisses you on the cheek</span>. <<arousal 400>><<garousal>> <<else>> <<nnpc_He "Gwylan">> blushes, <span class="blue">and lets go</span>. <</if>> <br><br> <</addinlineevent>> <</if>> <<addinlineevent "school_gwylan_object" 1>> Gwylan gets your attention and points at <<print either( "a pretty rock.", "a piece of graffiti on the wall.", "a seagull swallowing a cigarette.", "a weird-looking house.", "a strangely shaped cloud.", "a kid with a fox beanie.", "a kid with a balloon.", "a street performer.", "a sign with a typo.", "a funny street name.", "a tired-looking teen.", "a family having a picnic.", "a funny licence plate.", "a police officer on a horse.", "a passing police car.", "a passing fire engine.", "a passing ambulance.", "a group of kids chasing after soap bubbles.", "some students chatting loudly.", "some kids playing on a slide.", "some people flying kites.", "someone dressed very extravagantly.", "someone getting splashed with a water balloon.", "someone shouting angrily into a phone.", "someone biking around with almost no clothes on.", "someone with very thick eyebrows.", "someone with enormous... assets.", "someone slapping a catcaller.", "someone in a rush dropping a stack of papers.", "someone struggling to eat a very thick sandwich.", "two shop owners arguing.", "two people arguing in a foreign language.", "two people stumbling out of a bar together.", "two birds fighting over a worm.", "two people sharing a large pizza.", "two people playfully fighting with sticks.", "three kids playing tag.", "three dogs jumping around and playing together." )>> <br><br> You spend some time chatting about it. <<if $rng gte 96>> You get really into the discussion, creating an elaborate but silly story from it. Gwylan laughs. <<stress -8>><<trauma -2>><<npcincr Gwylan dom 1>><<llstress>><<ltrauma>><<gyearning>> <<else>> <<stress -4>><<lstress>> <</if>> <br><br> <</addinlineevent>> <</if>> <<addinlineevent "school_talk_nothing" 1>> /* Nothing */ <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "witch">> <<if C.npc.Gwylan.pronoun is "m">> <<set _text_output to "witch">> <<else>> <<set _text_output to "witch">> <</if>> <<exit _text_output>> <</widget>> <<widget "gwylanRobin">> <<set $_incr to _args[0] or 1>> <<set $_cap to _args[1] or 0>> /* Note: $_cap could be used to add automatic breakpoints based on `$gwylanSeen` properties. For now, they're done manually with argument */ <<if !$_cap or $gwylan.robin + $_incr lte $_cap>> <<set $gwylan.robin += $_incr>> <<elseif $gwylan.robin lt $_cap and $gwylan.robin + $_incr gte $_cap>> <<set $gwylan.robin to $_cap>> <</if>> <</widget>> <<widget "measuringcharmsimage">> <<set _softCorruption to Math.clamp(Math.ceil($world_corruption_soft / 10), 0, 10)>> <<set _hardCorruption to Math.clamp($world_corruption_hard, 0, 10)>> <<if $options.images is 1>> <div id="divcharms"> <<if $world_corruption_soft gt 0 and $world_corruption_soft lt 10>> <img id="map" src="img/misc/prop/charm_big_0b.png"> <<else>> <img id="map" @src="'img/misc/prop/charm_big_' + Math.clamp(Math.ceil($world_corruption_soft / 10), 0, 10) + '.png'"> <</if>> <img id="maparrow" @src="'img/misc/prop/charm_small_' + Math.clamp($world_corruption_hard, 0, 10) + '.png'"> </div> <br> <</if>> <</widget>><<effects>><<lakeeffects>> <<if $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You ignore the slime's command. You feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You ignore the slime's command. The slime tries to overpower your will, and you feel a jolt of pain as it punishes you for your defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> It tries <span class="green">and fails</span> to force you to go for a stroll. <</if>> <br><br> <<link [[Next|Lake Shore]]>><<endevent>><</link>> <br> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<if hasSexStat("deviancy", 4) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to take a stroll by the lake. <<ggwillpower>><<willpower 3>> <br><br> <<link [[Next|Lake Stroll]]>> <<pass 60>><<set $earSlimeLakeStroll to true>> <<if $exposed gte 2>> <<arousal 1000>><<rng>> <<if $laketeenspresent is 1>> <<set $phase to 2>> <<else>> <<set $phase to 3>> <</if>> <<else>> <<set $phase to 1>> <</if>> <</link>><<if $exposed gte 2>><<garousal>><</if>> <<else>> The slime tries to assert control, <span class="green">but you fight it off</span> and manage to wrench yourself away from where it wants you to walk. <<gwillpower>><<willpower 1>> <br><br> <<link [[Next|Lake Shore]]>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 40>><<set $bus to "lakewaterfall">> <<if $earSlimeLakeStroll>>You follow the slime's command.<</if>> <<if $phase is 1>> <<set $phase to 0>> You take a stroll around the lake. The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>. <<if $laketeenspresent is 1>> <<set _in to Time.season is "winter" ? "near" : "in">> You hear students playing _in the waterfall and sitting _in the pond above. <<elseif Weather.dayState is "night">> Moonlight reveals the area around you and turns the falling water into a curtain of silver. <<else>> A calming wind gently caresses you. <</if>> <br> You think about all the things that happened lately. The stillness around you helps digest it. <br><br> You feel refreshed. <<set $eventskip to 0>> <br><br> <<link [[Return|Lake Shore]]>><<clotheson>><</link>> <<elseif $phase is 2>> <<flaunting>> you walk around the edge of the Lake. There are people scattered around, but you don't think they can tell how exposed you are. <<if !$earSlimeLakeStroll>><<exhibitionism5>><</if>> <<if $player.bodyliquid.vagina.semen gte 2>> A bit of semen drips from your <<pussy>> onto the ground.<</if>> <<if $beauty gte (($beautymax / 7) * 3)>> <<generate1>>As you walk further you notice a <<person1>><<person>> lying on <<his>> blanket trying to peek at your <<genitals>>. You face <<him>> and wave. <<He>> blushes and looks away. <br><br> Amused by <<his>> response, you continue your walk. <br><br> <<endevent>> <</if>> <<if $rng gte 71 and $lakestealgold is 0>> You spot a couple swimming together<<if Time.season is "winter">>, clad in wetsuits<</if>>. One points at the shore, then they both dive. <br> You peer towards the spot they pointed at, and see a small camp between the trees. <br><br> <<link [[Check it out |Lake CampGold]]>><<set $phase to 1>><</link>> <br> <<link [[Continue your walk |Lake CampGold]]>><<set $phase to 2>><</link>> <br> <<else>> You finish your walk. You feel refreshed. <br><br> <<endevent>> <<set $eventskip to 0>> <<link [[Return |Lake Shore]]>><<clotheson>><</link>> <</if>> <<elseif $phase is 3>> <<flaunting>> you walk around the edge of the lake. You don't see anybody nearby, but being so exposed is thrilling. <<if !$earSlimeLakeStroll>><<exhibitionism4>><</if>> <<if $player.bodyliquid.vagina.semen gte 2>> A bit of semen drips from your <<pussy>> onto the ground as you walk. <</if>> <<if $rng gte 81 and hasSexStat("deviancy", 2) and ($player.vaginaExist or ($lactating and $milk_amount gte 250 and $settings.breastFeedingEnabled)) and $settings.swarmsEnabled>> After a few minutes you find a nice glade. The soft wind feels nice. You decide to lie down. <br><br> You close your eyes and listen to the sound of the forest. <br><br> <<if ($player.vaginaExist and ($lactating and $milk_amount gte 250 and $settings.breastFeedingEnabled))>> <<set _part1 to "crotch and breasts tickle">> <<set _part2 to "<<genitals>> and nipples">> <<elseif $player.vaginaExist>> <<set _part1 to "crotch tickles">> <<set _part2 to "<<genitals>>">> <<else>> <<set _part1 to "breasts tickle">> <<set _part2 to "nipples">> <</if>> Your <<print _part1>>. You look down <<if $arousal gte ($arousalmax / 5) * 2>> and see a few bugs and insects crawling around your <<print _part2>>, mesmerised by the leaking fluid. <<else>> and see a few bugs and insects crawling on your <<print _part2>>. <</if>> <br><br> <<if hasSexStat("deviancy", 3)>> <<link [[Let them explore|Lake Insect]]>><<set $phase to 1>><</link>><<deviant3>> <br> <</if>> <<if hasSexStat("deviancy", 4)>> <<link [[Masturbate|Lake Insect]]>><<set $phase to 2>><</link>><<deviant4>> <br> <</if>> <<link [[Brush them away|Lake Insect]]>><<set $phase to 3>><</link>> <br> <<else>> You finish your walk. You feel refreshed. <br><br> <<endevent>> <<set $eventskip to 0>> <<link [[Return |Lake Shore]]>><<clotheson>><</link>> <</if>> <</if>> <<unset $earSlimeLakeStroll>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 40>><<set $bus to "lakewaterfall">> <<if ($player.vaginaExist and ($lactating and $milk_amount gte 250))>> <<set _part to "<<genitals>> and nipples">> <<elseif $player.vaginaExist>> <<set _part to "<<genitals>>">> <<else>> <<set _part to "nipples">> <</if>> <<if $phase is 1>> You lie back and let them explore you. <<deviancy3>> <<if $arousal gte ($arousalmax / 5) * 2>> The bugs and insects search around for the source of the delicious "honey". <<else>> The bugs and insects explore your every inch. <</if>> It tingles. A warm feeling spreads through your <<print _part>>. <br><br> After a few minutes you brush them off. You rise to your feet and finish your walk. You feel refreshed. <br><br> <<endevent>> <<set $eventskip to 0>> <<link [[Return|Lake Shore]]>><<clotheson>><</link>> <<elseif $phase is 2>> You lie back and let them explore you. <<deviancy4>> <<if $arousal gte ($arousalmax / 5) * 2>> The bugs and insects search around for the source of the delicious "honey". <<else>> The bugs and insects explore your every inch. <</if>> It tingles. A warm feeling spreads through your <<print _part>>. <<if $player.vaginaExist>> You start touching yourself as you feel them crawl inside. <<else>> You start touching yourself as you feel them drain you of milk. <</if>> <br><br> <<link [[Next|Lake Masturbation]]>><<set $bugsinside to 1>><<set $masturbationstart to 1>><</link>> <<elseif $phase is 3>> You brush them off and continue your walk, until you arrive where you started. You feel refreshed. <br><br> <<endevent>> <<set $eventskip to 0>> <<link [[Return|Lake Shore]]>><<clotheson>><</link>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 40>><<set $bus to "lakewaterfall">> <<if $phase is 1>> You walk to the camp and look around. Something shiny catches your attention. <br><br> It's a small gold bar. The pair must have gotten lucky during diving. You hear them re-emerge from the water. They're swimming back. <br><br> <<link [[Steal|Lake StealGold]]>><<crimeUp 30 "thievery">><<set $phase to 3>><<arousal 1500>><</link>><<gcrime "thievery">><<garousal>><<deviant3>> <br> <<link [[Don't steal|Lake StealGold]]>><<endevent>><<set $phase to 4>><</link>> <<else>> <br> You had enough fun for now and decide to return. You finish your walk. You feel refreshed. <br><br> <<set $eventskip to 0>> <<link [[Return|Lake Shore]]>><<clotheson>><</link>> <</if>><<if $phase is 3>> <br> You think quickly. You are completely naked and they would notice immediately if you had anything in your hand. <br><br> <<wearProp "gold bar">> A really lewd and crazy idea pops in your head. <br> You have one 'pocket' at your disposal. A natural one. Your <<print ($player.vaginaExist ? "vagina" : "asshole")>>! <br> Not wasting any time you pick up one gold bar. Your heart is beating loudly. <<if $arousal gte ($arousalmax / 5) * 3>> <<if $player.vaginaExist>> <br><br> You are really aroused and your <<pussy>> is completely wet. It barely takes any effort to insert the tip of the gold bar in your vagina. <br> You start pushing it in with your full strength. Your vagina stretches as it easily swallows the gold bar. <br> <<if $player.bodyliquid.vagina.semen gte 3>> The semen leaking out of your womb also acts as a lubricant making it even easier to insert the gold bar.<</if>> <br> You feel the bar kissing your cervix and with one last strong push the whole gold bar is inside of you. <<else>> <br><br> You are so aroused it barely takes any much effort to insert the tip of the gold bar in your asshole. <br> You start pushing it in with your full strength. Your asshole stretches as it swallows the gold bar. <br> Within moments the whole gold bar is inside of you. <</if>> <<elseif $arousal gte ($arousalmax / 10) * 3>> <<if $player.vaginaExist>> <br><br> You are aroused and your <<pussy>> is a bit wet. It takes not much of an effort to insert the tip of the gold bar in your vagina. <br> You start pushing it in with your full strength. Your vagina stretches as it accepts the gold bar. It hurts a bit, but you manage. <br> <<if $player.bodyliquid.vagina.semen gte 3>> The semen leaking out of your womb also acts as a lubricant making it easier to insert the gold bar.<</if>> <br> You feel the bar kissing your cervix and with one last strong push the whole gold bar is inside of you. <<else>> <br><br> You are aroused, but it still takes some effort to insert the tip of the gold bar in your asshole. <br> You start pushing it in with your full strength. Your asshole stretches as it accepts the gold bar. It hurts a bit, but you manage. <br> Within moments the whole gold bar is inside of you. <</if>> <<elseif $arousal gte $arousalmax / 10>> <<if $player.vaginaExist>> <br><br> Your <<pussy>> is not really wet. It takes a lot effort to insert the tip of the gold bar in your vagina. <br> You start pushing it in with your full strength. Your vagina stretches painfully as it tries to accept the gold bar. It hurts, but you barely manage. <br> <<if $player.bodyliquid.vagina.semen gte 3>> The semen leaking out of your womb acts as a lubricant making it easier to insert the gold bar.<</if>> <br> You feel the bar kissing your cervix and with one last strong push the whole gold bar is inside of you. <<else>> <br><br> You are not really aroused and it takes great effort to insert the tip of the gold bar in your asshole. <br> You start pushing it in with your full strength. Your asshole stretches painfully as it tries accept the gold bar. It hurts, but you barely manage. <br> Within moments the whole gold bar is inside of you. <</if>> <</if>> <br><br> <<link [[Next|Lake GoldCheck]]>><<handheldon>><</link>> <<else>> Your thoughts keep hammering inside your head, but at the end you decide not to steal it. You leave as fast as you can and retrieve your clothes. <br> You had enough adventure this time. <<endevent>> <<set $eventskip to 0>> <br><br> <<link [[Return|Lake Shore]]>><<clotheson>><</link>> <</if>>You make it just in time, the couple is just swimming to the shore, they didn't saw your lewd act. You quickly cover your exposed <<genitals>> with your hands. <br> Running now would be suspicious so you are not moving an inch, trying to make it obvious that you are not doing "anything". <br> The couple quickly arrives and the woman's eye darts around looking for any change. <br><br> "What are you doing here and why are you naked?!" asks the woman, while the man is keeping an eye on you. <br> "I-I just arrived, I..I'm just taking a stroll," you lie as trying to pretend to be shy about your covered <<genitals>>. <br> You raise your empty hands as proof, but this just makes you even more aroused. <br> <<arousal 1000>> <<if $arousal gte ($arousalmax / 5) * 3>> <br> The couple has a hard time not looking at your <<if $player.penisExist>>fully erect penis<<else>>dripping wet pussy as your juices keep leaking out of you like honey<</if>>. <br> After a long moment they look at your hand. <br> <<else>> <br> The couple checks out your <<genitals>>. After a moment they look at your hand. <br> <</if>> <br> "I don't see anything in <<pher>> hands, <<pshe>> is obviously just a pervert," says the man. <br> "I-I didn't take anything. Can you just please l-let me go?" <br> The couple looks at each other and then back to you. <br><br> "Go," says the woman, "and don't come back here. This is our loot!" <br> You nod and start walking back to your clothes with the gold bar inside of you, your heart beating like never before. <br><br> You would have never thought this would work. You could sell this gold bar for quite a hefty price...after you wash it of course. <br><br> <<endevent>> <<set $lakestealgold to 1>> <<set $eventskip to 0>> <<set $antiquemoney += 1500>> <<link [[Return|Lake Shore]]>><<clotheson>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<generatey1>><<person1>> You wake up unable to move. You're up to your neck in sand. <br><br> "You're awake," says a <<person>>. <<Hes>> not alone. "You looked so peaceful asleep on the beach. We decided to turn you into a mermaid. We are almost done, we just want a picture." They step back to admire their handiwork. The <<person>> looks up, and fear darkens <<his>> face. <<He>> and <<his>> friends run. <br><br> <<endevent>><<generatey1>><<generatey2>><<generatey3>> Seconds later a shadow is cast over you. It's a <<fullGroup>>. You recognise them from school. "What do we have here?" The <<person1>><<person>> says. <<He>> drops to <<his>> knees in front of you. <br><br> <<if $speech_attitude is "meek">> "P-please don't," you plead. <<elseif $speech_attitude is "bratty">> "Don't think I'm harmless," you say. "I'll rip you to pieces if you come near." <<else>> "Don't you dare," you say. <</if>> <br><br> "Don't worry," <<he>> says. "We aren't gonna touch you, but..." <<He>> grins at <<his>> friends. "I think this mermaid needs a makeover." <<His>> friends kneel beside <<him>>. <br><br> <<if isLoveInterest("Eden")>> <<link [[Scream for Eden|Lake Mermaid Eden]]>><</link>> <br> <<link [[Don't scream|Lake Mermaid 2]]>><</link>> <<else>> <<link [[Next|Lake Mermaid 2]]>><</link>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You hear a gun fire from the forest. A bullet lands nearby, and the students scramble away from you in fear. "W-What was that?" one of them asks in a hesitant voice. <br><br> A second gunshot rings through the air. The bullet lands closer this time, causing them to jump up to their feet. A third one follows, making them run off in a panic. <br><br> Others along the shore flee the area, hearing the gunshots as well, leaving you stranded and stuck in the sand. Suddenly, you hear footsteps approach you. <br><br> <<endevent>><<npc Eden>> "What do we have here?" says a familiar voice. It's Eden. <<if $edenCagedEscape>> "I told you I'd catch you again." <<He>> digs you out and grips your wrist tight. The moment you're on your feet, <<he>> begins dragging you into the woods. <br><br> "You keep letting me down, and you still rely on me to save your ass." <<He>> glares over <<his>> shoulder, eyes narrowed. "You're overdue for your punishment." <<set $location to "forest">> <br><br> <<link [[Fight|Eden Caged Caught Resist]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<link [[Try to pull away (0:01)|Eden Caged Caught Pull]]>><<pass 1>><<def 1>><<npcincr Eden dom -1>><</link>><<physiquedifficulty 2000 18000>><<ldom>> <br> <<link [[Submit (0:30)|Eden Caged Caught]]>><<set $phase to 1>><<pass 30>><<sub 1>><<npcincr Eden dom 1>><</link>><<gdom>> <br> <<elseif edenFreedomStatus() is 0>> "I knew you'd end up like this. This place dangerous," <<he>> says, digging you out and helping you to your feet. "Let's go home." <br><br> <<He>> takes you back to <<his>> cabin. <br><br> <<link [[Next (0:30)|Eden Cabin]]>><<endevent>><<pass 30>><</link>> <br> <<else>> /* edenFreedomStatus gte 1 */ "I trusted you," <<he>> says. "This is what happens if you don't obey me. It's for your own protection." <<He>> digs you out and pulls you to your feet. "Let's go home." <br><br> <<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $NPCList[0].penis isnot "none">> They expose their penises and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first. It shoots all over your forehead and dribbles around your eyes. The others follow suit, and soon you're covered from the neck up. <<bodyliquid "face" "semen" 5>> <<else>> They expose their pussies and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first, and squirts all over your forehead. It dribbles around your eyes. The others follow suit, and you're soon covered in pussy juice from the neck up. <<bodyliquid "face" "goo" 5>> <</if>> <br><br> "Aren't we nice?" the <<person>> says. They stand and leave, but not before taking pictures. Others along the shore watch. <<gtrauma>><<trauma 6>><<famerape 30>><<status -30>><<llcool>> <br><br> <<endevent>> <<link [[Struggle (0:30)|Lake Mershame]]>><<pass 30>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<generatey1>> You continue to struggle against the sand. A few people come for a closer look, and either laugh or take a picture. Or both. Until a <<person1>><<person>>, who kneels beside you digs you out. <<He>> at least suppresses <<his>> laughter. <br><br> <<endevent>> <<link [[Next|Lake Shore]]>><<set $eventskip to 1>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $daily.lakeCouple to 1>> <<generate1>><<generatep2>> You walk into the light of the fire. You see them more closely now, a <<fullGroup>>. "Hey," the <<person1>><<person>> says. "What are you doing out here alone? Come join us." <br><br> <<link [[Join them (0:10)|Lake Couple 2]]>><<pass 10>><</link>> <br> <<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You sit down beside them. "We're enjoying our time away from the city," the <<person2>><<person>> says while the <<person1>><<persons>> head rests on <<person2>><<his>> shoulder. You tell them a bit about yourself. <<lstress>><<stress -2>> <br><br> After chatting for a bit, the <<person1>><<person>> shivers. "It's chilly tonight," <<he>> says. <<He>> pats <<his>> lap. "Come on. We'll keep each other warm." <br><br> <<link [[Sit on lap (0:10)|Lake Couple 3]]>><<pass 10>><</link>> <br> <<link [[Decline and go on your way|Lake Campsite]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You sit on the <<person1>><<persons>> lap. You hear the couple kiss each other. You sit together for several minutes, listening to the fire crackle and the gentle ripple of the water. <<stress -2>><<trauma -1>><<lstress>><<ltrauma>> <br><br> The <<person2>><<person>> leans over and kisses your cheek. <<He>> looks at the <<person1>><<person>> as if for approval. The <<person>> leans in and kisses you too. <br><br> <<link [[Return kisses|Lake Couple 4]]>><</link>><<promiscuous1>><<kissvirginitywarning>> <br> <<link [[Pull away and leave|Lake Campsite]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You kiss them back. One after the other, while the other kisses your cheek. Sometimes they kiss each other. <<takeKissVirginity "Lake couple" "romantic" "human">> <<promiscuity1>> "I'm sorry," the <<person2>><<person>> pants. "I should have asked first." You're not sure who <<hes>> addressing. <br><br> <<person1>>"It's getting late," the <<person>> says. "The tent is waiting." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Join them|Lake Couple 5]]>><</link>><<promiscuous2>> <br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Strip and join them|Lake Couple 5]]>><<strip>><<set $phase to 1>><</link>><<exhibitionist3>> <br> <</if>> <</if>> <<link [[Part ways|Lake Campsite]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> The <<person1>><<person>> holds your hand as you approach the tent. <<takeHandholdingVirginity "Lake couple" "romantic" "human" true>><<He>> lets go to enter and the <<person2>><<person>> follows <<person1>><<him>>. <<if $phase is 1>> You take off your clothes and enter after them. You shuffle between the sheets and lie naked between two strangers. <<exhibitionism3>> <<else>> You enter after them, shuffle between the sheets and lie between two strangers. <<promiscuity2>> <</if>> <<link [[Cuddle (0:30)|Lake Couple Cuddle]]>><<trauma -3>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Embrace and kiss|Lake Couple Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>> <br> <</if>> <<link [[Shuffle out and be on your way|Lake Campsite]]>><<clotheson>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You snuggle up to them and they cuddle back. You lie there for a while, feeling their warm bodies pressed against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep. <br><br> <<link [[Next|Lake Campsite]]>><<clotheson>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 200>> You roll over and embrace the <<person1>><<person>>. You kiss <<him>>. You feel the <<person2>><<person>> shift closer over behind you.<<person1>> <<promiscuity3>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Couple Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Couple Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You lie with them a little longer, feeling the warmth of their bodies against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep. <<elseif $enemyhealth lte 0>> You shove them away from you and leave the tent. <<elseif $finish is 1>> They stop touching you and let you leave the tent. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Campsite]]>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $cool gte 160>> They're eager to have you along. They form around you and vie for your attention. Everyone knows the forest is dangerous, but you should be safe in a group. <<status 1>><<gcool>> <br><br> <<if dangerEvent()>> <<lakejourney>> <<else>> You arrive at the lake without a problem. <br><br> <<link [[Next|Lake Shore]]>><</link>> <br> <</if>> <<elseif $cool gte 40>> They're happy to have you along. You chat as you travel, making sure to stay close. Everyone knows the forest is dangerous, but you should be safe in a group. <<status 1>><<gcool>> <br><br> <<if dangerEvent()>> <<lakejourney>> <<else>> You arrive at the lake without a problem. <br><br> <<link [[Next|Lake Shore]]>><</link>> <br> <</if>> <<else>> They look at each other and smirk at your request, but they don't turn you down. Everyone knows the forest is dangerous, but you should be safe in a group. <<status 1>><<gcool>> <br><br> <<if dangerEvent()>> <<lakejourney>> <<else>> You're nearing the lake when someone shoves you from behind. You fall to the ground. The group laughs, and leaves you alone in the forest. <<gtrauma>><<gstress>><<trauma 3>><<stress 3>> <br><br> <<link [[Next|Forest]]>><<set $forest to 30>><</link>> <br> <</if>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $cool gte 160>> They're eager to have you along. They form around you and vie for your attention. You stick to the road, safe from the dangers of the forest. <<status 1>><<gcool>> <br><br> You arrive at the lake without a problem. <br><br> <<link [[Dare them to take a wild path|Lake Journey Road Dare]]>><<status 1>><</link>><<gcool>> <br> <<link [[Stick to the road|Lake Shore]]>><</link>> <br> <<elseif $cool gte 40>> They're happy to have you along. You chat as you travel, making sure to stay close. You stick to the road, safe from the dangers of the forest. <<status 1>><<gcool>> <br><br> <<link [[Dare them to take a wild path|Lake Journey Road Dare]]>><<status 1>><</link>><<gcool>> <br> <<link [[Stick to the road|Lake Shore]]>><</link>> <br> <<else>> They look at each other and smirk at your request, but they don't turn you down. You stick to the road, safe from the dangers of the forest. <<status 1>><<gcool>> <br><br> You're nearing the lake when someone shoves you from behind. You fall to the ground. The group laughs, and leaves you alone in the forest. <<gtrauma>><<gstress>><<trauma 3>><<stress 3>> <br><br> <<link [[Next|Forest]]>><<set $forest to 15>><</link>> <br> <</if>><<effects>> You goad the students into leaving the safety of the road. It's easy to do, no one wants to be seen as a coward. <br><br> <<lakejourney>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You join the others in sprinting the rest of the way to the lake. You don't know if the <<beasttype>> gave chase, but you all arrive safely. <br><br> <<link [[Lake|Lake Shore]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> You step towards the <<beasttype>>. "Go," you say to the others. "It's not safe. I've got this." They must think you mad. You adopt an exaggerated combat stance. "Go!" you repeat. They run towards the lake. Once alone, you drop to the ground and assume a mating position. <<deviancy2>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Wolf Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Wolf Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> wanders deeper into the forest. <br><br> <<tearful>> you continue to the lake. <<elseif $enemyhealth lte 0>> <<tearful>> you watch the <<beasttype>> flee deeper into the forest. <<else>> The <<beasttype>> wanders deeper into the forest. <br><br> <<tearful>> you continue to the lake. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Shore]]>><</link>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<cleareventpool>> <<addinlineevent "lake_hang_1">> You skip rocks across the lake's surface with several others. Someone's skips <<print either("five","six","seven","eight","nine","ten")>> times. <</addinlineevent>> <<addinlineevent "lake_hang_2">> You help build a sandcastle, until it collapses under its own weight. You have a nice time regardless. <</addinlineevent>> <<addinlineevent "lake_hang_3">> You play catch with a Frisbee. <<gathletics>><<athletics 3>><<physique 1>> <</addinlineevent>> <<addinlineevent "lake_hang_4">> <<if $cool gte 160>> You chat with some students you recognise from your classes. A <<generates1>><<person1>><<person>> tries to impress you by entering the forest alone. <<He>> doesn't get far before a strange noise scares <<him>> back. <<ltrauma>><<trauma -3>><<endevent>> <<elseif $cool gte 40>> You chat with some students you recognise from your classes. <<else>> You try to chat with some students you recognise from your classes. You're mostly ignored. <<gtrauma>><<trauma 3>> <</if>> <</addinlineevent>> <<addinlineevent "lake_hang_5">> An impromptu game of tag starts. <<if currentSkillValue('athletics') gte 800>> No one can catch you. <<gcool>><<status 1>><<gathletics>><<athletics 3>><<physique 1>> <<elseif currentSkillValue('athletics') gte 400>> You give as good as you get. <<gathletics>><<athletics 3>><<physique 1>> <<else>> Once "it" you struggle to catch anyone. <<lcool>><<status -5>><<gathletics>><<athletics 3>><<physique 1>> <</if>> <</addinlineevent>> <<addinlineevent "lake_hang_6">> Several students swim out into the lake. <<if clothingInStorage("lakeshore").length gt 1>> You join them.<<lstress>><<stress -6>><<swimmingskilluse>> <<else>> You stay dry on the coast. <</if>> <</addinlineevent>> <<runeventpool>> <<pass 30>> <br><br> <<if Time.hour is 20>> It's getting late, and the shadows of the forest are lengthening. People are preparing to return to town. No one wants to be left to travel alone. <br><br> <<if $exposed lte 0>> <<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>> <br> <</if>> <<link [[Stay|Lake Shore]]>><</link>> <br> <<elseif dangerEvent()>> <<if $cool gte 160>> A <<generates1>><<person1>><<person>> approaches you. "H-hi," <<he>> says. "Umm, c-can I ask you something?" <<He>> takes a deep breath. "Will you kiss me? They said they'd leave me alone if I could get a kiss from you." <<He>> looks down and blushes. The students <<hes>> referring to watch from a rock not far away. You've seen them bully the <<person>> before. <br><br> <<link [[Kiss|Lake Kiss]]>><<status -10>><</link>><<promiscuous1>><<lcool>><<kissvirginitywarning>> <br> <<link [[Refuse|Lake Refuse]]>><</link>> <br> <<link [[Laugh|Lake Laugh]]>><<status 1>><</link>><<gcool>> <br> <<else>> A <<generatey1>><<person1>><<person>> tackles you behind a rock and gropes you. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Grope back|Lake Hang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>> <br> <</if>> <<link [[Shove away|Lake Hang Shove]]>><</link>> <br> <</if>> <<else>> <<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>> <br> <<link [[Stop|Lake Shore]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You grip <<his>> collar and pull <<him>> close. <<His>> eyes widen in surprise, but then close. You feel <<him>> shiver. The bullies on the rock stare, dumbfounded. One throws an empty bottle to the ground in disgust. They drop from the rock and walk away. <<promiscuity1>><<takeKissVirginity `($pronoun is "m"?"shy boy":"shy girl")` "consensual">> You pull away from the <<person>>. <<Hes>> blushing and tearing up. "Th-thank you." <<He>> turns and runs. <<famegood 20>> <br><br> <<endevent>> <<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>> <br> <<link [[Stop|Lake Shore]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You shake your head. <<He>> smiles. "I know. It's unfair of me to ask. Thanks anyway." <<He>> walks away. The bullies on the rock jeer and taunt <<him>>. <br><br> <<endevent>> <<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>> <br> <<link [[Stop|Lake Shore]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You burst into laughter. The bullies on the rock follow suit. The <<person>> looks down and runs into the forest. <br><br> <<endevent>> <<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>> <br> <<link [[Stop|Lake Shore]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $rng gte 81>> You shove <<him>> off you. <<He>> sneers and climbs back on, gagging your mouth with <<his>> hand. "Don't try that again <<bitch>>," <<he>> says. "This is happening." <br><br> <<link [[Next|Lake Hang Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You shove <<him>> off you. <<He>> shrugs and leaves to find someone else to pester. <br><br> <<endevent>> <<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>> <br> <<link [[Stop|Lake Shore]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<promiscuity2>> <</if>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral 1>> <<controlloss>> <<molested>> <<maninit>> <<hand_gag 0 left>> <<if isLoveInterest("Eden") and !$edenCagedEscape and $location is "lake" and random(1,2) is 2>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Hang Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Hang Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $enemyhealth lte 0>> <<He>> recoils in pain. <<tearful>> you run out into the open where <<he>> can't try that again. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> lies on <<his>> back and pants. <<tearful>> you climb to your feet. <<elseif $rescue is 1 and $alarm is 1>> You hear a gun firing from the forest, and a bullet lands at the <<person>>'s feet. <<He>> backs off in fear and runs away. <br><br> <<endevent>><<npc Eden>> You look into the trees for your rescuer, but can't see <<him>>. <<tearful>> you climb to your feet. <<else>> <<He>> hesitates, but climbs off you. <<tearful>> you struggle to your feet as <<he>> wanders off. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Shore]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You join the others and enter the darkening forest. People don't talk much, until the lights of town can be seen between the trees. <br><br> <<link [[Next|Wolf Street]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>><<rngWraith 1>> You wave at the <<person>>. <<He>> waves back. <<Hes>> a distance away, but you think <<hes>> smiling. <br><br> <<if _wraithEvent>> <<if ["haunt", "despair"].includes($wraith.state)>> <<His>> head tilts to the side, and <<his>> smile falters as <<he>> turns pale. For a brief moment, you see <<him>> clutching at <<his>> neck and reaching for you. You blink, and <<hes>> gone. <<trauma 6>><<gtrauma>> <<else>> Upon closer inspection, you see a necklace of ivory wrapped around <<his>> neck. You blink, and <<hes>> suddenly gone. <<trauma 3>><<gtrauma>> <</if>> <br><br> <</if>> <<link [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $worn.upper.exposed gte 2>> You bare your <<breasts>> above the water and wave. The <<person>> whistles at you. <<else>> You <<pullup>> your <<allTops>>, baring your <<breasts>> for the <<person>>. <<He>> whistles at you. <</if>> <<exhibitionism3>> <<link [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $enemytype to "vore">> <<set $vorestage to 1>> <<set $vorecreature to "frog">> <<set $vorestrength to 1>><<set $position to "doggy">> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<water>><<effects>><<voreeffects>> <<vore>> <<voreactions>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Lake Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Lake Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestomach gte 5>> <span id="next"><<link [[Next|Lake Vore Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Vore]]>><</link>></span><<nexttext>> <</if>><<water>><<effects>> <<if $stress gte $stressmax or $vorestomach gte 5>> It's all just too much for you. You pass out. <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<endcombat>> <<passoutlake>> <<else>> <<tearful>> you haul yourself out of the $vorecreature's maw. It disappears back into the depths. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Depths]]>><</link>> <br> <</if>><<location "forest">><<effects>> <<set $forest to 10>> <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> <<upperruined>><<lowerruined>><<underruined>> <<generateCultist 1>><<person1>> <<if $pronoun is "m">> <<generatem2>><<generatem3>><<generatem4>><<generatem5>><<generatem6>> <<else>> <<generatef2>><<generatef3>><<generatef4>><<generatef5>><<generatef6>> <</if>> <<for _i = 0; _i < $NPCList.length; _i++>> <<npcClothesType $NPCList[_i] "temple">> <</for>> You awaken naked on a stone slab with your arms tied down. All around you loom <<monks>> wearing ceremonial attire. They chant in a language you don't understand. They fall silent, then reach for you. <br><br> <<link [[Next|Lake Ritual Molestation]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral 1>> <<controlloss>> <<molested>> <<maninit>> <<npcidlegenitals>> <<set $enemyarousalmax /= 2>> <<set $enemyarousal /= 2>> <<if isLoveInterest("Eden") and !$edenCagedEscape and (random(1, 2) is 2 or $eden_rescue isnot 1)>> <<enable_rescue>> <<set $phase2 to 1>> <<elseif $wraith.state and $wraithIntro and $hallucinations gte 2>> <<enable_rescue>> <<set $phase2 to 2>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Ritual Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Ritual Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> They back away from you, not wanting to be the next one hit. They whisper amongst themselves for a moment, then disappear into the forest. <br><br> You struggle against the bonds holding you in place. You feel them become looser, and they soon snap. <br><br> <<clotheson>> <<endcombat>> <<pass 20>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<elseif $rescue is 1 and $alarm is 1>> <<if $phase2 is 2>> <<set $wraith.seen++>> You hear your own scream echo back through the trees. The group backs off, looking to the source. They all go quiet. After a moment, you see a flash of <<wraithEyes>> from the darkness. <<rainWraith true>> <br><br> One of the <<person1>><<monks>> is hurled backwards by an unseen force, colliding with a tree. Splinters of bark fall after <<him>> as <<he>> comes crashing to the ground. The rest all clutch their heads in agony, attempting to block their ears. You don't hear anything. <br><br> Another <<monk>> attempts to run. You see a long translucent limb ensnare <<his>> legs, lifting <<him>> helplessly into the air. Phantom shapes dance through the air, slowly taking the form of a pale humanoid figure. <br><br> "<span class="wraith">The mercy of silence has left you.</span>" <br><br> A blaring shriek fills your ears as the figure opens its mouth. With the way you're bound, you have no way to block it out. <<stress 24>><<trauma 24>><<gggstress>><<gggtrauma>> <br><br> <<link [[Next|Lake Ritual Molestation Finish 2]]>><</link>> <<else>> You hear a gun fire close by, and a bullet lands at the group's feet. They back off and whisper amongst themselves for a moment, then disappear into the forest. <br><br> <<clotheson>> <<unbind>> <<endcombat>> Eden emerges, slashes your bindings, and helps you collect yourself. "Damn bastards," <<nnpc_he "Eden">> mutters. "Are you okay?" <br><br> <<if $gwylanRescue?.eden gte 1>> Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says. <br><br> <</if>> <<if $eden_rescue isnot 1>> <<set $eden_rescue to 1>> Eden pats you on the shoulder. "I was able to save you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a holler if you're in trouble." <br><br> <</if>> <<link [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass 30>><</link>> <br> <<link [[Say goodbye|Lake Shore]]>><<endevent>><</link>> <</if>> <<else>> <<ejaculation>> "The ritual is complete," the <<person1>><<person>> stammers. "We can return to the temple." They disappear into the forest. They don't untie you. <br><br> You struggle against the bonds holding you in place. You feel them become looser, and they soon snap. <br><br> <<clotheson>> <<endcombat>> <<pass 20>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <</if>> <br> <<set $stress -= 1000>><<effects>> The <<monk>> is lifted high into the air and slammed into the ground. You think <<hes>> screaming, but it's too loud to hear. Dirt and rocks are kicked up by the impact. Two more <<monks>> are grabbed by translucent limbs. The remaining <<monks>> flee, and you take the opportunity to follow. You struggle against the bonds holding you in place. You feel them become looser, and they soon snap. Not a moment too soon. <br><br> <<if C.npc["Ivory Wraith"].lust gte 10>> You run away as fast as you can, but it doesn't feel like you're getting anywhere. You see the trees as you run past them, but the pale figure doesn't get any further away. It slowly approaches you, always in the corner of your eye no matter where you look. Its mouth is closed, but the screaming still persists. <br><br> You stumble briefly, and the figure dissipates with a quiet laugh, somehow audible over the shrieking. "<span class="wraith">Forget that you have nowhere to go. Run from your sins.</span>" <<stress 12>><<ggstress>> <<else>> You run away as fast as you can, until the screams grow distant. After a few minutes, you hear it speak again. <br><br> "<span class="wraith">Finally... some quiet...</span>" <</if>> <br><br> You quicken your pace. <br><br> <<clotheson>> <<endcombat>> <<pass 20>> <<link [[Next|Forest]]>><<endRainWraith>><<set $eventskip to 1>><</link>><<set $outside to 1>><<effects>><<lakeeffects>> You stand your ground. The <<beasttype>> doesn't consider long before charging you. <<if $rng gte 51>> Before <<bhe>> reaches you, however, <<bhe>> runs in a semicircle and back towards the forest. You hear <<= Weather.isFrozen("lake") ? "the lake ice crack" : "a splash in the lake">> behind you, but when you turn, there's nothing there. <br><br> <<endevent>> <<set $eventskip to 1>> <<destinationlake>> <<else>> <<bHe>> knocks you to the ground with <<bhis>> first pass, and leaps on you with the second. <br><br> <<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 1>><<effects>><<lakeeffects>> You sprint away from the <<beasttype>>. You hear <<bhis>> paws breaking the dirt behind you. <<if $athleticsSuccess>> <span class="green">You run fast enough that the <<beasttype>> gives up.</span> You turn and see <<bhim>> returning to the litter by the tree. <br><br> <<endevent>> <<set $eventskip to 1>> <<destinationlake>> <<else>> <span class="red">You're not fast enough.</span> The <<beasttype>> knocks you to the ground and leaps on top of you. <br><br> <<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if isLoveInterest("Eden") and !$edenCagedEscape and (random(1, 2) is 2 or $eden_rescue isnot 1)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Boar Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Boar Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> returns to the litter by the tree. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<destinationlake>> <<elseif $enemyhealth lte 0>> The <<beasttype>> squeals and flees into the trees. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<destinationlake>> <<elseif $rescue is 1 and $alarm is 1>> You hear a gun fire close by, and a bullet lands at the <<beasttype>>'s feet. <<bHe>> backs off in fear and flees into the trees. <br><br> Eden emerges and helps you collect yourself. "Damn boars," <<nnpc_he "Eden">> mutters. "Are you okay?" <br><br> <<clotheson>> <<endcombat>> <<if $gwylanRescue?.eden gte 1>> Eden glances around for a moment. "We must be in too deep for that shopkeep," <<nnpc_he "Eden">> says. <br><br> <</if>> <<if $eden_rescue isnot 1>> <<set $eden_rescue to 1>> Eden pats you on the shoulder. "I was able to save you because I happened to be in the area," <<nnpc_he "Eden">> says. "<span class="gold">I might not always be around, but I should be able to save you anywhere in the forest.</span> Give me a holler if you're in trouble." <br><br> <</if>> <<link [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass 30>><</link>> <br> <<link [[Say goodbye|Lake Shore]]>><<endevent>><</link>> <</if>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<masturbationControls>><<effects>> <<endmasturbation>> <<endcombat>> You stand, your <<genitals>> still tingling. <br><br> You walk back to your clothes and get dressed. That was quite the stroll. <<unset $bugsinside>> <<set $eventskip to 0>> <br><br> <<link [[Next|Lake Shore]]>><<clotheson>><</link>> <br><<effects>> You don't want to look, <<if $willpowerSuccess>> <span class="green">so you don't.</span> The terror dissipates as quick as it arrived.<<lstress>><<stress -6>> <br><br> <<destination_lake_ice>> <<else>> you dread it, <span class="red">but you can't help it.</span> You look beneath the ice. <br><br> <<if $rng gte 96>> A single, gargantuan eye stares through you. Stars fill your vision. <br><br> You're lying on the ice.<<ggtrauma>><<gstress>><<gpain>><<gawareness>><<trauma 18>><<stress 6>><<pain 4>><<awareness 1>> <br><br> <<destination_lake_ice>> <<else>> There's nothing there. Of course there isn't.<<gstress>><<stress 6>><<gwillpower>><<willpower 1>> <br><br> <<destination_lake_ice>> <</if>> <</if>><<effects>> <<if $rng gte 96>> A single, gargantuan eye stares through you. Stars fill your vision. <br><br> You're lying on the ice.<<ggtrauma>><<gstress>><<gpain>><<gawareness>><<trauma 18>><<stress 6>><<pain 4>><<awareness 1>> <br><br> <<destination_lake_ice>> <<else>> There's nothing there. Of course there isn't.<<gstress>><<stress 6>> <br><br> <<destination_lake_ice>> <</if>><<effects>> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> You lie on your belly as best as you can, given your <<bellyDescription "pc">>, and spread out your weight. You shuffle to a safer part of the lake. <<else>> You lie on your belly and spread out your weight. You shuffle to a safer part of the lake. <</if>> <br><br> <<destination_lake_ice>><<effects>> <<if $rng gte 91>> You keep walking, until the groaning stops. <br><br> <<destination_lake_ice>> <<else>> You keep walking. The ice feels fine, <span class="red">until it gives way all of a sudden.</span> You plunge into icy water.<<ggstress>><<stress 18>> <br><br> <<link [[Next|Lake Underwater]]>><</link>> <br> <</if>><<effects>> You lean into your fall and hold out your arms. You save yourself from the worst of it. <br><br> <<if $laketeenspresent is 1 and $bus is "lakeshallows">> You hear laughter. The others thought your fall funny. <br><br> <</if>> <<tearful>> you climb to your feet. <br><br> <<destination_lake_ice>><<effects>> You shift your weight, spin, <<if $danceSuccess>> <span class="green">and manage to stay upright.</span> The danger over, that felt pretty cool.<<lstress>><<stress -6>> <<else>> <span class="red">and land on your back with your legs in the air.</span><<ggstress>><<gpain>><<stress 6>><<pain 4>> <<if $laketeenspresent is 1 and $bus is "lakeshallows">> <br><br> You hear laughter. The others thought your fall funny.<<lcool>><<status -10>> <</if>> <</if>> <br><br> <<destination_lake_ice>><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.penisExist>> <<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<underwater>><<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend>> <span id="next"><<link [[Next|Wraith Underwater Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Underwater Rape]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Wraith Underwater Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Underwater Rape]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Underwater Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Underwater Rape]]>><</link>></span><<nexttext>> <</if>> <</switch>><<underwater>><<effects>> <<if $enemyhealth lte 0 and $wraith.type is "man">> The figure looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly back into the darkness, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. The water rushes in to fill the empty space, sending a shockwave out that leaves you tumbling in the water. Your ears ring, and you think you hear laughter. "<span class="wraith">You can't keep me away forever, <<pcpetname "Wraith">>.</span>" <br><br> <<tearful>> you try to get your bearings. <<set $wraith.defeated++>> <<else>> <<ejacW>> With a bright flash, <<he>> vanishes. You feel lewd energy linger in the water, and <<his>> laughs echo between your ears. "<span class="wraith">Worry not, we'll meet again soon.</span>" <br><br> <<tearful>> you try to get your bearings. <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Lake Ruin]]>><<endWraith>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <<set $timer to 15>> <</if>> <<effectsWraith>> <<if _combatend or $timer lte 0>> <span id="next"><<link [[Next|Asylum Machine Wraith Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Asylum Machine Wraith]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> With both feet, you kick as hard as you can. The cover of the machine flies open. <<set $wraith.defeated++>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejacW>> Light floods into the machine as the cover is finally pried open. Laughter echoes between your ears. "<span class="wraith">See you soon.</span>" <br><br> <<else>> The <<person>> caresses your face. "<span class="wraith">Time is fleeting, like sand slipping through your fingers. See you soon.</span>" <<kissWraith>> <br><br> Light floods into the machine as the cover is finally pried open. <</if>> You feel yourself being pulled out, and hear many voices. You look up to see several orderlies clad in gas masks. There's no sign of the <<person>> anywhere. <br><br> Someone rushes up to you. It's Harper, also wearing a gas mask. "Thank goodness. The machine began to malfunction, and we couldn't get it open. Please accept my sincerest apologies." <<suspicion -10>><<lllsuspicion>> <<tearful>> they look you over and help you to your feet. <<clotheson>> "You've done well today," the doctor says. "I hope you weren't too distressed. Be well." <<if C.npc["Ivory Wraith"].lust gte 16>> <<He>> looks pale. You hope it's just the lighting. <<stress 6>><<gstress>> <</if>> <br><br> You leave the room, still shaking. <br><br> <<endcombat>> <<link [[Next|Asylum]]>><<endWraith>><</link>> <br><<location "forest">><<effects>> You swallow the pill. A daze descends on you and a perverse warmth grows in your belly. Everything spins. You taste something strange, and you feel like what you just swallowed wasn't even a pill. <br><br> You turn to <<him>>. <<His>> skin has turned a stark white. <<if $wraith.seen gte 3>> You immediately recognise it as the pale being that's been following you. <<elseif $wraith.seen gte 1>> <<His>> pale visage looks familiar, and you feel as though you should panic, but whatever you just consumed won't let you. <</if>> <<He>> smiles. "<span class="wraith">I can feel your heart beating. Give in.</span>" <<endevent>><<generateWraith 1 true>> <<initWraith>><<rainWraith true>> <br><br> <<switch $wraith.gen>> <<case "man">> <<He>> raises <<his>> hand to the air, and an unseen force pushes you to the ground. <<case "tentacles" "abomination" "slimetentacles">> You feel something slithering up your legs. You look down to see a mass of pale tendrils surrounding you! <<case "slime">> <<He>> raises <<his>> hands to the air, and a shimmering purple mass appears above you. A group of pale, undulating slimes jump out! <<case "arms">> A manic grin crosses <<his>> face, and several additional pairs of arms spring from <<his>> back, each one gesturing in strange patterns. <</switch>> <br><br> <<if Time.isBloodMoon()>> <<link [[Next|Wraith Caught]]>><<set $wraith.exit to "forest">><</link>> <<else>> <<link [[Next|Pub Wraith Mimic Attack]]>><</link>> <</if>> <br><<location "forest">><<effects>> You shake your head. <<He>> freezes in an unnatural position, and grins. Your pulse quickens. <<His>> skin grows more and more pale by the second. <br><br> <<if Time.isBloodMoon()>> "<span class="wraith"><<pcPetname "Wraith">>. You never had a choice.</span>" <<if $wraith.seen gte 3>> You immediately recognise it as the pale being that's been following you. <<elseif $wraith.seen gte 1>> <<His>> pale visage looks familiar. <</if>> <<He>> smiles. "<span class="wraith">I can feel your heart beating. Give in.</span>" <<endevent>><<generateWraith 1 true>> <<initWraith>><<rainWraith true>> <br><br> <<switch $wraith.gen>> <<case "man">> <<He>> raises <<his>> hand to the air, and an unseen force pushes you to the ground. <<case "tentacles" "abomination" "slimetentacles">> You feel something slithering up your legs. You look down to see a mass of pale tendrils surrounding you! <<case "slime">> <<He>> raises <<his>> hands to the air, and a shimmering purple mass appears above you. A group of pale, undulating slimes jump out! <<case "arms">> A manic grin crosses <<his>> face, and several additional pairs of arms spring from <<his>> back, each one gesturing in strange patterns. <</switch>> <br><br> <<link [[Next|Wraith Caught]]>><<set $wraith.exit to "forest">><</link>> <br> <<else>> "<span class="wraith">Clever.</span>" The voice seems to come from all around you. Your vision goes fuzzy for a brief moment, and when it clears, <<hes>> gone. You look around in a panic. <<stress 6>><<gstress>><<trauma 12>><<ggtrauma>> <br><br> You begin to jump at every shadow. Your breathing grows heavier. You break out into a run, leaving the clearing far behind. <br><br> <<link [[Next|Forest]]>><<set $forest to 0>><<endevent>><</link>> <br> <</if>><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <<set $forest to 0>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<set $rescue to 0>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend>> <span id="next"><<link [[Next|Pub Wraith Mimic Attack Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pub Wraith Mimic Attack]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Pub Wraith Mimic Attack Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pub Wraith Mimic Attack]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Pub Wraith Mimic Attack Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pub Wraith Mimic Attack]]>><</link>></span><<nexttext>> <</if>> <</switch>> <br><<set $outside to 0>><<effects>> <<if $enemyhealth lte 0 and $wraith.type is "man">> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everywhere. You will never escape me.</span>" <br><br> <<tearful>> you run from the clearing, not daring to look back. <<set $wraith.defeated++>> <<else>> <<ejacW>> <<kissWraith>> <br><br> <<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">I could be anyone. I am anyone. See you soon.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <</if>> <<endRainWraith true>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $forest to 0>><<endWraith>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<set $rescue to 0>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend>> <span id="next"><<link [[Next|Wraith Moor Ring Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Moor Ring]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Wraith Moor Ring Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Moor Ring]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Moor Ring Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Moor Ring]]>><</link>></span><<nexttext>> <</if>> <</switch>> <br><<set $outside to 0>><<effects>> <<if $enemyhealth lte 0 and $wraith.type is "man">> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everywhere. You will never escape me.</span>" <br><br> <<tearful>> you run from the glowing shore, not daring to look back. <<set $wraith.defeated++>> <<else>> <<ejacW>> <<kissWraith>> <br><br> <<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">Leave the dead to their slumber, thief.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <</if>> <<endRainWraith true>> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<endWraith>><<set $eventskip to 1>><</link>> <br><<effects>> <<set $wraith.exit to "town">> <<if $speech_attitude is "meek">> You look away from Kylar. "S-sorry," you say. "Not today." <<elseif $speech_attitude is "bratty">> You put your hands on your hips. "In a creepy alley," you say. "Really? No." <<else>> You shake your head. <</if>> <br><br> Kylar stares at the ground and nods. <<Hes>> grinning widely. <<He>> turns as if to leave, but then lunges forward and shoves you against a wall with <<his>> hand. <br><br> Except that's not a hand. Many long, translucent limbs are pinning you to the wall. <br><br> You see <<his>> skin ripple, like wax melting down a candle. <<His>> arms take on an unnatural, ivory pallor. <<endevent>><<generateWraith 1 true>><<initWraith "abomination">> <br><br> This isn't Kylar. <<trauma 12>><<ggtrauma>><<set $wraith.revealed to true>> <br><br> <<if $wraith.offspring is "dead">> "<span class="wraith">This one couldn't save them,</span>" <<he>> hisses. "<span class="wraith">You let them die.</span>" The translucent limbs converge on you. <<elseif $wraith.offspring is "sold">> "<span class="wraith">This one couldn't save them,</span>" <<he>> hisses. "<span class="wraith">You threw them away.</span>" The translucent limbs converge on you. <<elseif $wraith.state is "despair">> "<span class="wraith">Where is it? Have you seen it? My necklace...</span>" <<he>> pleads. The translucent limbs converge on you. <<else>> "<span class="wraith">You stole it from me,</span>" <<he>> hisses. "<span class="wraith">Give it back.</span>" The translucent limbs converge on you. <</if>> <br><br> <<if Time.isBloodMoon()>> <<link [[Next|Wraith Caught]]>><</link>> <<else>> <<link [[Next|Wraith Mimic Fight]]>><</link>> <</if>> <br><<effects>> You cuddle Robin, but <<his>> hands continue to wander and grope. <<He>> pulls you closer. <br><br> <<link [[Insist on just cuddling|Wraith Mimic Robin Bed]]>><<trauma -6>><<stress -12>><</link>><<llove>><<ldom>><<ltrauma>><<lstress>> <br> <<link [[Give in|Wraith Mimic Fight]]>><<set $sexstart to 1>><</link>><<gdom>> <br><<effects>><<set $sleepWraith to true>> <<wearoutfit>> You snuggle under the covers with Robin. <br><br> <<generateSleepLinks "Sleep">> <<link [[Climb out of bed|Wraith Mimic Robin Refuse]]>><<storeon "bed">><<set $wardrobe_location to "wardrobe">><<loadTempHairStyle>><<unset $sleepWraith>><</link>><<effects>><<unset $robinbed>> You try to climb out of bed, but a hand grabs you. Robin pulls you back to the bed with one hand and pins you down with the other. <<He>> strokes your cheek with a third hand. <br><br> Except that's not a hand. Many long, translucent limbs are pinning you to the bed. <br><br> You see <<his>> skin ripple, like wax melting down a candle. <<His>> arms take on an unnatural, ivory pallor. <<endevent>><<generateWraith 1 true>><<initWraith "abomination">> <br><br> This isn't Robin. <<trauma 12>><<ggtrauma>><<set $wraith.revealed to true>> <br><br> "<span class="wraith">You built your cage, now lie in it,</span>" <<he>> hisses. "<span class="wraith">Lie until you forget the truth.</span>" The translucent limbs converge on you. <br><br> <<link [[Next|Wraith Mimic Fight]]>><</link>> <br><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $wraith.type to "man">><<set $wraith.gen to "man">> <<switch $wraith.mimic>> <<case "Kylar">> <<He>> pulls you into the alley, then around another corner, away from prying eyes. There's a mattress already here. Kylar collapses on it, pulling you down atop <<him>>. <<case "Robin">> <<npckiss>><<unset $robinbed>> <</switch>> <<set $speechdisable to 1>> <<elseif $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.penisExist>> <<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<if $wraith.revealed>> <<set $enemytype to $wraith.type>> <<else>> <<set $wraith.type to "man">><<set $wraith.gen to "man">> <<maninit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <</if>> <<set $speechdisable to 1>> <</if>> <<effectsWraith>> <<if $wraith.revealed>> <<switch $wraith.type>> <<case "man">> <<if _combatend>> <span id="next"><<link [[Next|Wraith Mimic Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Wraith Mimic Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Mimic Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>> <</if>> <</switch>> <<else>> <<if $enemyhealth lte ($enemyhealthmax / 2)>> <span id="next"><<link [[Next|Wraith Mimic Fight Revealed]]>><<set $phase to 1>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Wraith Mimic Fight Revealed]]>><<set $phase to 2>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Mimic Fight]]>><</link>></span><<nexttext>> <</if>> <br> <</if>><<effects>> <<if $phase is 1>> <<His>> head snaps back at an unnatural angle. You wince. <<His>> arms hang down, limp. <br><br> <<His>> skin turns more and more pale as you stare. Slowly, <<he>> rights <<his>> head to look at you with a manic grin. <<else>> As you think <<hes>> about to reach climax, <<he>> laughs in a voice that isn't <<hers>>. <<if $wraith.seen gte 3>> It's a voice that fills you with dread. You instinctively push yourself away. <<else>> You freeze up. <</if>> <br><br> <<His>> skin begins to turn pale. <<His>> eyes flash a bright <<wraithEyes>>, and a baleful white glow surrounds <<him>>. <<rainWraith true>> <</if>> <br><br> This isn't $wraith.mimic. <<trauma 24>><<gggtrauma>><<set $wraith.revealed to true>> <br><br> <<silently>><<endcombat>><</silently>> <<generateWraith 1 true>><<initWraith "abomination">> <<if $phase is 1>> <<set $enemyhealth -= 200>> <<else>> <<set $enemyarousal += 200>> <</if>> <<if $wraith.state is "haunt">> <<if $wraith.mimic is "Eden">> "<span class="wraith">Vulture.</span>" <<elseif $wraith.mimic is "Robin">> "<span class="wraith">We all have something to protect.</span>" <<elseif $wraith.mimic is "Gwylan">> "<span class="wraith">Bodies. Vessels.</span>" <<else>> "<span class="wraith">Give it back.</span>" <</if>> <<elseif $wraith.state is "despair">> <<if C.npc["Ivory Wraith"].lust gte 12>> "<span class="wraith"><<pcPetname "Wraith">>. It's so cold without it... keep me warm.</span>" <<else>> "<span class="wraith">Where is it? Have you seen it? My necklace...</span>" <</if>> <<elseif $wraith.offspring is "dead" and $settings.tentaclesEnabled>> "<span class="wraith">You let them die. We will make more.</span>" <<elseif $wraith.offspring is "sold" and $settings.tentaclesEnabled>> "<span class="wraith">You threw them away. We will make more.</span>" <<else>> "<span class="wraith">Carnal lust. Passion. Beautiful. <<pcPetname "Wraith">>.</span>" <</if>> <br><br> <<startWraith>> <br><br> <<if Time.isBloodMoon()>> <<link [[Next|Wraith Caught]]>><</link>> <<else>> <<link [[Next|Wraith Mimic Fight]]>><</link>> <</if>> <br><<effects>> <<if $wraith.type is "man" and $enemyhealth lte 0>> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everyone. You will never escape me, <<pcpetname "Wraith">>.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <<set $wraith.defeated++>> <<else>> <<ejacW>> <<kissWraith>> <br><br> <<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">Such magnificent lust. Perhaps I will visit <<nnpc_him $wraith.mimic>> next.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <</if>> <<clotheson>> <<endcombat>> <<exitWraith>><<effects>> Without a second thought, you<<if $phase is 1>> jump out and<</if>> break out into a run. You hear a terrible blaring screech from behind you, getting closer and closer. <br><br> You hear a harsh whipping sound. A pale tendril springs from a drainage grate, and lashes for your legs. <<if $athleticsSuccess>> <span class="green">You jump over it at the last possible moment, and keep running.</span> The noise grows more distant. <br><br> You turn a corner, panting. It likely won't give up that easily. <br><br> <<set $wraith.hunt -= 2>> <<exitWraith>> <<else>> You try to jump over it, <span class="red">but it catches you.</span> The ground hurdles towards your face. Your stomach rises to your throat as you're flipped upside down. <br><br> A pale visage materialises before you. <<generateWraith>><<initWraith "abomination">> <<startWraith>> <br><br> <<link [[Next|Wraith Caught]]>><<set $wraith.exit to "town">><</link>> <br> <</if>><<effects>> It hasn't seen you yet. You frantically look for a place to hide. Your eyes land on <<if $location is "park">>a large bush<<else>>an empty dumpster<</if>>. <br><br> You vault into it as quietly as you can. The <<print Weather.precipitation>> starts to become heavier. You sit and wait, daring a peek outside every few minutes. <br><br> Your ears begin to ring. Through the tiny gap, you see a long, white robe dragging against the ground. <br><br> <<if $rng gte 51 or !$settings.slimesEnabled>> <<if numberOfEarSlime()>> <span class="red">You feel the slime in your head make a strange noise, as if calling out to something.</span> <br><br> <</if>> <<link [[Hold your breath and stay calm|Wraith Hide Hold]]>><</link>><<willpowerdifficulty 1 $willpowermax>> <br> <<else>> You feel something prod your rear. You slowly look behind you, as quiet as you can manage. A small pale slime has started to crawl on you. <br><br> <<link [[Keep it quiet|Wraith Hide Struggle]]>><<set $struggle_start to 1>><</link>> <br> <</if>> <<link [[Jump out and run|Wraith Run]]>><<set $phase to 1>><</link>><<athleticsdifficulty 800 1500>> <br><<effects>> You slowly take in a breath, and hold it. You hope it can't hear you. <<if $willpowerSuccess>> The white cloth makes no sound as it drags past the <<if $location is "park">>bushes<<else>>dumpster<</if>>. It isn't even slowing down. <br><br> You don't dare move for a long while. You wait, but you don't know for how long. Eventually, you hazard a peek. <br><br> <<if $rng lte 15>> <span class="red">You see nothing but a pair of glowing <<wraithEyes>> eyes staring directly into yours, only inches away.</span> You're pulled out violently, and slammed into the ground. <<pain 4>><<gpain>> <br><br> <<generateWraith 1 true>><<initWraith "abomination">> <<startWraith>> <br><br> <<link [[Next|Wraith Caught]]>><</link>> <br> <<else>> <span class="green">You don't see anyone.</span> You slip out, taking one last look around. You're safe, if only for a precious moment. <<stress -3>><<lstress>> <<set $wraith.hunt -= 2>> <br><br> <<exitWraith>> <</if>> <<else>> You try not to think about the other ways it could find you. <span class="red">Like the <<if numberOfEarSlime()>>slime<<else>>visions<</if>> in your head.</span> Your breathing grows heavier. You begin to panic. <<stress 6>><<gstress>> <br><br> Your vision begins to get blurry. You're tearing up, and choking back a sob. Your breathing is deafening, and only causing you to panic further. <<stress 12>><<ggstress>> <br><br> Even with your hand over your mouth, it's so loud. You inhale sharply, and hold it. <br><br> You still hear heavy breathing. It's low, and almost sounds like a gurgle. From right next to you. <br><br> Your entire body goes numb with fear. You barely manage to turn your head, and come face to face with a pale visage. You don't get the chance to scream. <br><br> You're violently thrown out. It floats out after you. <<generateWraith 1 true>><<initWraith "abomination">> <<startWraith>> <br><br> <<link [[Next|Wraith Caught]]>><</link>> <br> <</if>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "pale slime">> <<struggle_creatures 1 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $settings.analEnabled>> <<set $struggle.anus.creature to "pale slime">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">> <</if>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Hide Struggle End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Wraith Hide Struggle]]>><</link>></span> <br> <</if>><<effects>> The slime slips away without a sound. <<tearful>> you peek outside. <br><br> You don't see anyone. You're safe, if only for a precious moment. <<stress -3>><<lstress>> <<set $wraith.hunt -= 2>> <br><br> <<clotheson>> <<endcombat>> <<exitWraith>><<effects>> You focus your mind on the abomination emerging from the <<= $location is "sewers" ? "canal" : "manhole">>, then make an intricate gesture with your hand. <span class="green">The pale tentacle shimmers and recoils violently,</span> then retreats from you as if burned. <br><br> In the distance, something inhuman howls. You should have some breathing room, at least for now. <<stress -3>><<lstress>> <<set $wraith.hunt -= 2>> <br><br> <<exitWraith>><<effects>> <<physiquedifficulty 5000 16000 true>> You grab the tentacle and try calm it. <<deviancy1>> <<if $physiqueSuccess>> It thrashes against you, <span class="green">then slows to a rhythmic, thrusting movement.</span> Before you realise what it is doing, the tentacle ejaculates slime all over your hands. <<bodyliquid "leftarm" "goo">><<bodyliquid "rightarm" "goo">> <br><br> <<if $location is "sewers">> <<water>> Worn out, the pale tentacle retracts as several more emerge from the canal, wrapping around your limbs and waist and pulling you into the water. They're easily able to hold your weight. <<else>> Worn out, the pale tentacle retracts as several more emerge from the manhole, wrapping around your limbs and waist and pulling you underground. They're easily able to hold your weight. <</if>> <br><br> <<link [[Next|Wraith Tentacle Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> As it thrashes against your grip, <span class="red">it gets under your leg and trips you.</span> <<gpain>><<pain 5>><<gtrauma>><<gstress>><<stress 6>><<trauma 6>> <br><br> You feel the sense of dread building, and can't shake the notion that whatever's hunting you knows exactly where you are now. <<set $wraith.hunt++>> <br><br> <<exitWraith>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 8 20 "tentacle" "pale">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Wraith Tentacle Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Tentacle Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $location is "sewers">> The pale tentacles recoil from you and disappear into the canal. <<tearful>> you climb out of the water. <<else>> The pale tentacles recoil from you and disappear into the sewer. <</if>> You're not sure why, but you feel as though whatever's hunting you has lost some progress. <<set $wraith.hunt -= 2>> <<clotheson>> <<endcombat>> <<exitWraith>><<effects>> You pull away from the pale tentacle, hoping to shake it off. <span class="red">It holds firm.</span> <br><br> The vision of the pale figure in your head grows more and more intense, and you feel a warmth building up. The tentacle ejaculates slime all over your leg, and quickly retreats. The slime smells strange. <<ghallucinogens>> <br><br> The dread builds, and you can't shake the notion that whatever's hunting you knows exactly where you are now. <<set $wraith.hunt++>> <br><br> <<exitWraith>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "pale slime">> <<struggle_creatures 1 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <<set $timer to 7>> <</if>> <<if $timer is 1>> <<struggle_add 2 1>> <span class="pink">Two more slimes drop from the ceiling!</span> <br><br> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Sewers Struggle End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Wraith Sewers Struggle]]>><</link>></span> <br> <</if>><<effects>> The slime slips away without a sound. <<tearful>> you peek around. <br><br> You don't see anything. You're safe, if only for a precious moment. <<stress -3>><<lstress>> <<set $wraith.hunt -= 2>> <br><br> <<clotheson>> <<endcombat>> <<exitWraith>><<effects>> It moves in a hypnotic pattern, leaving phantom shapes in the air. A warmth builds in your head. You fall to your knees without resistance. <br><br> <<generateWraith 1 true>> <<initWraith "arms" "abomination">> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> A pair of pale hands grabs your head. <<if $wraith.gen is "arms">> Followed by many more. You look up and see several extra arms and hands springing from <<his>> back. <<else>> Something slithers around your legs and arms. <</if>> "<span class="wraith">Drown with me.</span>" <<else>> A pale hand lifts your chin. Your mind goes blank as you look into <<his>> eyes. <<if $wraith.gen is "arms">> Many additional pairs of arms emerge from <<his>> back. <<else>> Something slithers around your legs and arms. <</if>> "<span class="wraith">Like a puppet on strings.</span>" <</if>> <br><br> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> <<set $enemyanger -= 20>> <<link [[Next|Wraith Caught]]>><</link>> <<else>> The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. <<if $location is "lake_ruin">> You right yourself in the water, but can't feel your arms. <<else>> You stand up, but can't feel your legs. <</if>> <br><br> <<link [[Next|Wraith Snatched Intro]]>><<endcombat>><<endWraith>><<wraithPossess>><</link>> <</if>> <br><<effects>> <<if $willpowerSuccess is 1>> You try to tear your eyes away from the pale figure. With a great deal of effort, you turn away. <span class="green">The ringing stops, and you regain feeling in your legs.</span> Even with your back to it, you still feel as though you can see it behind you. <br><br> When you turn around again, it's gone. Laughter echoes between your ears. <<switch $location>> <<case "town" "park" "alley">> The streets are still empty, and baleful red light shines down on you. You're not in the clear yet. <<case "forest" "lake">> The forest grows quiet. You see shapes between the trees, and red moonlight covers everything in a red glow. You're not in the clear yet. <<case "sewers">> The sewers are still empty, and the air is uncomfortably chilly. You're not in the clear yet. <</switch>> <br><br> <<set $wraith.hunt to 6>> <<set $forestHunter to "Ivory Wraith">> <<set $wraith.evaded++>> <<exitWraith>> <<else>> Even with your eyes closed, <span class="red">you still see it.</span> Its arms move in a hypnotic pattern, leaving phantom shapes in the air. Your whole body goes numb. <<willpower 3>><<gwillpower>> <br><br> <<generateWraith 1 true>> <<initWraith "abomination">> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> A pair of pale hands grabs your head. <<if $wraith.gen is "arms">> Followed by many more. You look up and see several extra arms and hands springing from <<his>> back. <<else>> Something slithers around your legs and arms. <</if>> "<span class="wraith">Flail and writhe, you'll only drown faster.</span>" <br><br> <<link [[Next|Wraith Caught]]>><</link>> <br> <<else>> A pale hand lifts your chin. Your mind goes blank as you look into <<his>> eyes. <<if $wraith.gen is "arms">> Many additional pairs of arms emerge from <<his>> back. <<else>> Something slithers around your legs and arms. Pale tentacles have completely surrounded you. <</if>> "<span class="wraith">You will learn.</span>" <br><br> <<link [[Next|Wraith Caught]]>><</link>> <br> <</if>> <</if>><<effects>> You close your eyes and whisper a prayer. <span class="red">You still see it through your closed eyelids.</span> <br><br> It frowns at you. "<span class="wraith">No one will answer. A merciful silence.</span>" <br><br> Your eyes snap open. The figure is gone, but you hear laughter echo in your head. <<switch $location>> <<case "town" "park" "alley">> The streets are still empty, and baleful red light shines down on you. You're not in the clear yet. <<case "forest" "lake">> The forest grows quiet. You see shapes between the trees, and red moonlight covers everything in a red glow. You're not in the clear yet. <<case "sewers">> The sewers are still empty, and the air is uncomfortably chilly. You're not in the clear yet. <</switch>> <br><br> <<set $wraith.hunt to 8>> <<set $forestHunter to "Ivory Wraith">> <<set $wraith.evaded++>> <<exitWraith>><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.penisExist>> <<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<set $rescue to 0>> <<if $location is "lake_ruin">> <<underwater>> <</if>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Wraith Caught Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Caught]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Wraith Caught Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Caught]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Caught Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Caught]]>><</link>></span><<nexttext>> <</if>> <</switch>> <br><<effects>> <<if !$wraithCount>> <<if C.npc["Ivory Wraith"].lust lte 10>> <<set $wraithCount to 1>><<set $wraithMax to 1>> <<else>> <<set $wraithCount to 0>> <<set $wraithMax to 3>> <<if $wraith.offspring is "dead">> <<set $wraithMax++>> <</if>> <<if !$settings.tentaclesEnabled>> <<set $wraithMax -->> <</if>> <</if>> <</if>> <<if $wraith.type is "man" and $enemyhealth lte 0>> <<if $location is "lake_ruin">> The figure looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly into the dark water. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. The water rushes in to fill the empty space, sending a shockwave out that leaves you tumbling in the water. Your ears ring, and you think you hear laughter. "<span class="wraith">Just breathe.</span>" <br><br> <<tearful>> you try to get your bearings. <<else>> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">I am everywhere. You will never escape me.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <</if>> <<set $wraith.defeated++>> <<set $wraith.timer to -30>> <<set $wraith.hunt to 0>> <<clotheson>> <<endcombat>> <<exitWraith>> <<elseif $location is "forest" and $rescue is 1 and gwylanCanRescueFromWraith()>> The figure growls as <<he>> looks to the treeline. <<He>> begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. You stand up, but can't feel your legs. <br><br> <<silently>><<clotheson>><<endcombat>><</silently>><<wraithPossess>> <<if $gwylanRescue?.seen.includes("Wraith")>> <<set $wraith.exit to "forest">> <<npc Gwylan>><<person1>> Three green eyes stare from the shadows. A shape like a massive fox darts away, before reappearing somewhere else. It's all around you. <br><br> A branch breaks, and your body turns just in time to be tackled by something. <span class="green">It's Gwylan.</span> <<if npcIsPregnant("Gwylan")>> Your body rolls with <<him>>, but throws <<him>> off. <<Hes>> sent reeling, but recovers quickly. <<else>> Your body rolls with <<him>>, before kicking both of your legs into Gwylan's gut. <<Hes>> sent reeling, but recovers quickly. <</if>> <br><br> Your body and Gwylan stare each other down. The storm becomes more intense, and lightning strikes a tree off in the distance. <br><br> "I know you can hear me in there, <<pcpetname "Gwylan" "name">>. I'll do my best, but..." <<His>> voice trembles. "I won't be able to get you out by myself. I need you to fight it, however you can." <br><br> <<if $hypnosis_traits.devotion gte 4>> You feel like a fly trapped between two spiders. <br><br> <</if>> Gwylan runs towards you! <br><br> <<if !$wraithWillMessage>> <<set $wraithWillMessage to true>> <i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i> <br><br> <</if>> <span class="nextLink"><<link [[Fight|Wraith Snatched Gwylan Fight]]>><<set $fightstart to 1>><</link>></span> <br> <<else>> <<set $wraith.exit to "Gwylan">> Gwylan emerges from the treeline. <<nnpc_Hes "Gwylan">> wearing a green hooded cloak. "There you are! <<if $gwylan.timer.bloodVisit>> I got worried after you left the shop earlier. Then I heard you scream. <<elseif $gwylan.timer.bloodKnock>> I heard someone knocking at the shop, and I thought it might have been you. Then I heard you scream. <<else>> I heard you scream. <</if>> I dropped everything and..." <<nnpc_He "Gwylan">> looks you over, and steps closer. "Oh dear." <br><br> You stare at <<nnpc_him "Gwylan">>. You try to open your mouth, <span class="red">but your body doesn't obey</span>. <br><br> <<include "Wraith Snatched Intro">> <</if>> <<elseif $pain gte 95 and $willpowerpain is 0>> <<set $wraith.hunt to 0>> <span class="red">You're too battered and bruised to resist.</span> The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. <<if $location is "lake_ruin">> You right yourself in the water, but can't feel your arms. <<else>> You stand up, but can't feel your legs. <</if>> <br><br> <<link [[Next|Wraith Snatched Intro]]>><<endWraith>><<clotheson>><<endcombat>><<wraithPossess>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>> <<set $wraithCount++>> <<ejacW>> <<if $wraithCount gte $wraithMax>> <<kissWraith "stress">> <br><br> <<if $moonstate is "morning" and Time.hour gte 6>> <<He>> floats away from you, looking to the sky as the sun comes up. <<He>> sneers. "<span class="wraith">Alas, time is fleeting. Worry not, <<pcpetname "Wraith">>, we'll meet again soon.</span>" <br><br> <<His>> glow begins to dim, and <<he>> slowly melts away in a torrent of water. The dread slowly passes. <span class="blue"><i>You're safe until the next blood moon.</i></span> <br><br> <<tearful>> you stand, wondering if it's really over. <<set $wraith.hunt to 0>> <<clotheson>> <<endcombat>> <<exitWraith>> <<clearWraith>> <<elseif $stress gte $stressmax>> <<set $wraith.hunt to 0>> This is too much for you. You feel your consciousness slipping. The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. <<if $location is "lake_ruin">> You right yourself in the water, but can't feel your arms. <<else>> You stand up, but can't feel your legs. <</if>> <br><br> <<link [[Next|Wraith Snatched Intro]]>><<endWraith>><<clotheson>><<endcombat>><<wraithPossess>><</link>> <br> <<elseif $wraith.state is "haunt" or $wraith.offspring is "dead">> "<span class="wraith">Your will is strong. But you will bend, or you will break.</span>" <br><br> <<if $location is "lake_ruin">> With a bright flash, <<he>> vanishes. You feel lewd energy linger in the water, and <<his>> laughs echo between your ears. <br><br> <<tearful>> you try to get your bearings. <<else>> <<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <</if>> <<set $wraith.timer -= 20>> <<set $wraith.hunt to 0>> <<clotheson>> <<endcombat>> <<exitWraith>> <<else>> <<if $location is "lake_ruin">> With a bright flash, <<he>> vanishes. You feel lewd energy linger in the water, and <<his>> laughs echo between your ears. "<span class="wraith">Such magnificent lust. I like you.</span>" <br><br> <<tearful>> you try to get your bearings. <<else>> <<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">Such magnificent lust. I like you.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <</if>> <<set $wraith.timer -= 20>> <<set $wraith.hunt to 0>> <<clotheson>> <<endcombat>> <<exitWraith>> <</if>> <<else>> <<continueWraith>> <br><br> <<link [[Next|Wraith Caught]]>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "home">><<effects>><<seenPassage>> You walk up to the mirror and gaze into its depths. It no longer reflects, but glows with a curious light. It's a bright white. Like snow. <br><br> The light begins to take shape. A pale hand gently presses up against the surface from the other side. A pale figure stares back, smiling. Its <<wraithEyes>> eyes hold your gaze. <<if $wraith.seen gte 3 or $wraithPrison>> <span class="blue">You recognise it.</span> You feel as though you should be full of dread, but you aren't. <<else>> You feel like you should be scared, but you aren't. <</if>> <br><br> <<link [[Reach out|Christmas Mirror Reach]]>><</link>><<handholdingvirginitywarning>> <br> <<link [[Watch|Christmas Mirror Watch]]>><</link>> <br> <<link [[Step away|Christmas Mirror Leave]]>><</link>> <br>You step away from the mirror. The next time you blink, it's returned to normal. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br>You keep your eyes fixed on the hand. Its fingers slowly creep through the surface, revealing gnarled claws as they gingerly grip the frame. <br><br> The shape behind it flickers. The claws vanish, replaced by supple skin. You look up to see the figure still smiling warmly at you. It holds out its other hand, without a word. <br><br> <<link [[Take the hand|Christmas Mirror Reach]]>><</link>><<handholdingvirginitywarning>> <br> <<link [[Step away|Christmas Mirror Leave]]>><</link>> <br><<effects>> <<generateWraith 1 true>> <<set $pronoun to C.npc["Ivory Wraith"].gender>> You reach forward, taking the hand in yours. <<takeHandholdingVirginity "Ivory Wraith" "consensual">> <br><br> The skin ripples, changing between a ghastly pale and a normal tone. <br><br> <<if $seabird_lullaby gte 2>> <span class="teal"><<He>> hums Seabird's Lullaby.</span> <<else>> <<set $seabird_lullaby to 1>> <span class="teal"><<He>> hums a familiar tune.</span> <</if>> <br><br> <<Hes>> cloaked in a white robe, standing under a red moon. <<He>> has <<his>> other arm spread out to you in a welcoming gesture. You feel profoundly calm as you take a step forward. <br><br> <<set $christmas_wraith to true>> <<freezePlayerStats>> <<set Weather.Temperature.set(-15)>> <<rainWraith>> <<link [[Step in (0:05)|Christmas Mirror 2]]>><<pass 5>><</link>> <br><<effects>><<set $location to "old_temple">><<set $outside to 0>> You're surrounded by trees, all covered in snow. You look down to see a bed of coals at your feet. The red moon vanishes. Your feet burn. You collapse forward, into <<his>> arms. <<He>> embraces you. <<Hes>> congratulating you, smiling and laughing. You're crying. <br><br> "You did it! I knew you could do it!" <<He>> speaks in a language you don't know, and yet, you find yourself understanding the words. Another voice speaks in unison. <br><br> "<span class="wraith">We may never reach the bottom. We can only hope.</span>" <br><br> The pale figure holds you close. <<if ["haunt", "despair"].includes($wraith.state)>> <<His>> eyes flicker red for a brief moment, before returning to a calm blue. <<else>> <<His>> deep blue eyes fill you with an inner peace. <</if>> "<span class="wraith">No one deserves to die in a cage.</span>" <br><br> The world around you begins to shift. <br><br> <<link [[Next|Christmas Mirror 3]]>><<pass 5>><</link>> <br><<effects>> You're in the middle of a large cathedral. Tables are set up for a great feast. All around you, faces you <<if $wraithPrison and $wraithPrison.vision is true>> vaguely <<else>> don't <</if>> recognise smile and make merriments. They're all surrounded by a pale glow. The longer you look, the more translucent they become. <br><br> "<span class="wraith">But for now, we are whole again. Enjoy it. Like sand slipping through our fingers.</span>" <br><br> You find yourself returning the embrace. You don't want to let go. The inner warmth begins to fade, and the faces around you become unrecognisable. They begin to distort into unnatural shapes. You're instantly filled with panic. The pale figure slips backwards, out of your reach. <br><br> The tapestries on the walls peel away, revealing utter emptiness as the figures fall to the ground, clutching the sides of their heads where their ears used to be. A bell tolls. <br><br> <<His>> skin turns marble white once again, and <<he>> begins to fade away. The faint <<wraithEyes>> light of <<his>> eyes flicker out in a rapidly expanding darkness. <br><br> "<span class="wraith">Remember us, <<pcpetname "Wraith" "nice">>, not as we are, but as how we were.</span>" <br><br> As the light draws away, you begin to fall. You can't hear wind in your ears, or against your skin, but somehow you know you're falling. Snowflakes and shards of glass brush past, mingling and dissolving. <br><br> <<link [[Reach out|Christmas Mirror 4]]>><</link>> <br> <<link [[Fall|Christmas Mirror Fall]]>><</link>><<effects>> You reach your arm out. You're not sure what you're reaching for, but you feel a presence approach. It doesn't beckon you, but neither does it push you away. <br><br> <<if $wraithPrison and $wraithPrison.vision is true>> <<link [[Apologise|Christmas Mirror 5]]>><<set $phase to 1>><</link>> <<else>> <<link [[Ask|Christmas Mirror 5]]>><</link>> <</if>> <br> <<link [[Fall|Christmas Mirror Fall]]>><<set $phase to 1>><</link>> <br><<effects>> You open your mouth. <<if $phase is 1>> You try to apologise. For what it's been through, for what it's lived through, for all the ways it's suffered. For all the things you've done. <<else>> You try to ask why. Why it follows you, why it torments you. Why it seeks you specifically, and why it brought you here. <</if>> <br><br> The words fail to form. But still, a response comes. <br><br> "<span class="wraith">I can't answer,</span>" <<he>> murmurs. <<He>> remains silent for a long time. "<span class="wraith">I would be wrong.</span>" <<lobsession 2>> <br><br> <<link [[Fall|Christmas Mirror Fall]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $phase is 1>> You let your arm drop back to your side. <</if>> You fall, and you fall, and further you fall still. You're not sure if you're falling down anymore. You're not sure where down is. <br><br> Your descent is beautiful. <br><br> <<link [[Wake up|Christmas Mirror End]]>><</link>> <br><<set $location to "home">><<set $outside to 0>><<effects>> <<unfreezePlayerStats>> You cry out, and shoot up. You're in your bed, sweating, and breathing heavily. <br><br> You rub the tiredness out of your eyes. You catch a glimpse of yourself in the mirror. You look pale. <<trauma 4>><<gtrauma>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><<endWraith>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<maninit>> <<stalk_init>> <<set $combatgoal to "confront">> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $stalk_end>> <span id="next"><<link [[Next|Wraith Stalk Finish]]>><<if $feetaction is "confront">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Stalk]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $stalk_end is "escaped">> You slow to a walk. You hear faint laughter around you, but nobody is nearby. <<tearful>> you continue your journey. <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $stalk_end is "passed">> The mist slowly fades from view. <<tearful>> you continue your journey. <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $stalk_end is "hide">> The mist slowly fades from view. <<covered>> <<tearful>> you emerge from your hiding place. You continue your journey. <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> <<endcombat>> <<destinationeventend>> <br> <<elseif $stalk_end is "ambush">> The mist slowly fades from view. <<covered>> <<tearful>> you stand up and brush yourself off. You continue your journey. <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> <<endcombat>> <<destinationeventend>> <br> <<elseif $stalk_end is "confront">> <<silently>><<endcombat>><</silently>> <<generateWraith 1 true>><<person1>> <<initWraith>><<set $wraith.exit to "town">> The pale figure laughs, leaning forward at an unnatural angle. <<rainWraith true>> <<switch $wraith.gen>> <<case "man">> <<He>> raises <<his>> hand to the air, and an unseen force pushes you to the ground. <<case "tentacles" "abomination" "slimetentacles">> You feel something slithering up your legs. You look down to see a mass of pale tendrils surrounding you! <<case "slime">> <<He>> raises <<his>> hands to the air, and a shimmering purple mass appears above you. A group of pale, undulating slimes jump out! <<case "arms">> A manic grin crosses <<his>> face, and several additional pairs of arms spring from <<his>> back, each one gesturing in strange patterns. <</switch>> <br><br> <<if Time.isBloodMoon()>> <<link [[Next|Wraith Caught]]>><</link>> <<else>> <<link [[Next|Wraith Stalk Attack]]>><</link>> <</if>> <br> <</if>><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<set $rescue to 0>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend>> <span id="next"><<link [[Next|Wraith Stalk Attack Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Stalk Attack]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Wraith Stalk Attack Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Stalk Attack]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Wraith Stalk Attack Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wraith Stalk Attack]]>><</link>></span><<nexttext>> <</if>> <</switch>> <br><<set $outside to 0>><<effects>> <<if $enemyhealth lte 0 and $wraith.type is "man">> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">You'll see me soon. I'll see you sooner.</span>" <br><br> <<tearful>> you run, not daring to look back. <<set $wraith.defeated++>> <<else>> <<ejacW>> <<kissWraith>> <br><br> <<He>> breaks off and gives you a regal bow as <<he>> vanishes in a torrent of water, and <<his>> laughs echo between your ears. "<span class="wraith">We'll meet again. We'll meet again. We'll meet.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <</if>> <<endRainWraith true>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $forest to 0>><<endWraith>><<set $eventskip to 1>><</link>> <br><<schismStart>> <<set _thermoDisable to true>><<effects>> <<set Weather.set("clear", true, 1000)>> You pick at the shackles binding your legs together. It's how you've passed most of the time, tonight. How could you sleep? Your crude bedroll offers no comfort, and your thoughts stay fixated on the others. <br><br> You can hear people elsewhere. The room must be quite large. It's too dark to see anything. Not too dark to hear the whipping, or the laughing, though. <<gtrauma>><<trauma 6>> <br><br> All you can do now is wait, and pray. <br><br> <<link [[Wait (?:??)|Schism 2]]>><<set $phase to 1>><<trauma 18>><</link>><<gtrauma>> <br> <<link [[Pray (?:??)|Schism 2]]>><<set $phase to 2>><<control 10>><<stress 18>><</link>><<gcontrol>><<gstress>> <br><<set _thermoDisable to true>><<effects>> <<set $phaseWraith to 0>> <<set Time.setTime(5, 22)>> <<if $phase is 1>> You sit and wait, continuing to pick at your leg shackles. You break another fingernail. You move on to the next finger. <br><br> You think about what happened. It's blurred together. You remember making preparations for a ritual, and then screaming. The <<people>> in black robes. Masks with antlers. <br><br> You decide to not think so much, after all. You clutch your necklace. <<else>> You kneel in the cell. It's spacious. You wonder why they aren't keeping multiple people in each cell. <br><br> You place your hands together, and pray for the other members of the order. With any luck, only you and a few others were grabbed. You clutch your necklace. <</if>> <<canvas-model-override "arm_right" "hold">> <br><br> You're glad it wasn't lost in the struggle. You rub the largest sapphire, and find yourself calming down. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<generatev1>><<generatev2>><<person1>> As you move your thumb away, you catch the reflection of light in it. You look to the source. Someone's entering the room with a torch. It looks like they're coming up from a large staircase, followed by many black-robed figures. You remember being led upwards with a bag over your head. That must be the entrance. Or exit, if you're lucky. <br><br> The figure begins to light up the sconces along the walls, flooding the room with light. You grab the bars of your cage, and stand. You look around the room again. You can see a few members you know in the other cages. You wince as you recognise a few of them as initiates. You had hoped they only targeted more senior members. <br><br> You see the Cardinal in a far cage, looking around in much the same way as you. You remember how hard <<he>> fought to protect the other members. You're surprised <<he>> can stand. Next to <<him>> is an initiate you'd easily recognise anywhere. You remember being there for <<person2>><<his>> first trial of purity. You remember how happy <<he>> was when <<he>> passed, and how <<he>> ran up and hugged you. <br><br> <<link [[Call out to the Cardinal|Schism 3]]>><<set $phase to 1>><</link>> <br> <<link [[Call out to the initiate|Schism 3]]>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<effects>> <<pass 30>><<pain 3>> <<canvas-model-override "eyes_half" false>> <<if $phase is 1>> You call out to the Cardinal. <<person1>><<He>> immediately locks eyes with you, and gives you a weary smile. <<He>> assures you that <<hes>> fine. <<He>> yells reassurance to the other caged <<people>>, giving them instructions, but is cut off as a black-robed figure slams a torch against the bars. <br><br> The figure yells in a language you don't understand, before unlocking the cage and storming in. The initiate in the next cage screams, helpless to do anything but watch as the Cardinal is beaten, and worse. <<stress 18>><<trauma 12>><<ggstress>><<gtrauma>> <br><br> <<Hes>> dragged out with <<his>> hands bound, clothing torn, and sporting fresh bruises. <<He>> turns to you one last time, and mouths the word "ritual" before being led down the stairs. <<else>> You call out to the initiate. <<person2>><<His>> face lights up as soon as <<he>> sees you. <<He>> calls out your name, and you see tears in <<his>> eyes. You yell reassurances to <<him>> from across the room, and place your palm against the bars of your cage. <<He>> does the same. <br><br> One of the black-robed figures slams the bars of <<his>> cage with a torch. <<He>> immediately stumbles back, landing on <<his>> bottom. The figure yells in a language you don't understand, before unlocking the cage and storming in. The Cardinal in the next cage screams at the figure, spitting threats and attempting to reach through the bars. There's nothing <<person1>><<he>> can do. <br><br> You scream even louder. You beg the figure to take you instead. Your pleas fall on deaf ears. <<pain 10>><<stress 40>><<trauma 24>><<gggstress>><<ggtrauma>> <br><br> <<person2>><<Hes>> dragged out with <<his>> hands bound, clothing torn, and sporting fresh bruises. <<His>> eyes are empty. You yell <<his>> name, but there's no reaction. You slam the bars as <<hes>> led down the stairs. <br><br> The tears come quickly, but you're snapped out of it as the Cardinal calls your name. Through your hysteria, you make out the word "ritual". <</if>> <br><br> The ritual. <br><br> You remember. <br><br> You rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<link [[Remember|Schism 4]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "clear">> <<generate1>><<person1>> You were assisting with a ritual when it happened. More specifically, it was a counter-ritual. A sect of the order had gone rogue, and was attempting to commit sacrilege. A summoning, of some kind. The hymns echo in your mind. <br><br> You hope the ritual was finished in your absence. If the heretics were to finish their own ritual... <br><br> You're snapped back again. A masked figure slams your cage with a large rod. You don't know how much time has passed, but many of the cages are now empty. <<stress 6>><<trauma 12>><<awareness 5>><<gstress>><<gtrauma>><<gawareness>> <br><br> <<He>> throws in a clump of a strange purple plant. You recognise it immediately. It's a divine herb, used to grant visions to the faithful. <<He>> yells at you, demanding you consume it. <br><br> <<link [[Eat|Schism Lichen Eat]]>><<pain 2>><<hallucinogen 120>><<trauma 50>><</link>><<ggtrauma>><<gghallucinogens>> <br> <<link [[Refuse|Schism Lichen Refuse]]>><<pain 4>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set Time.setTime(11, 11)>> <<canvas-model-override "arm_right" "hold">> You slowly consume the plant. The figure makes a pleased sound, before moving on to the next cage and repeating the process. <br><br> You watch as other figures do the same, all around the room. You hear a yell, and watch a black-robed figure leap upon an initiate that refused to eat the herb. <<stress 24>><<trauma 24>><<ggstress>><<ggtrauma>> <br><br> You say a prayer, and rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<link [[Rest|Schism 5]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set Time.setTime(21, 43)>> The figure yells again, and hastily unlocks your cage. You push yourself backwards against the floor, mumbling a prayer to yourself and clutching your necklace. <br><br> <<He>> lifts up your robe, revealing your <span class="lewd">gold chastity belt</span>. <<He>> curses, but you see a grin form from under <<his>> mask. Before you can react, you're struck with the rod. <br><br> <<link [[Everything fades to black...|Schism Lichen Refuse 2]]>><<trauma 60>><<stress 60>><</link>> <br><<set _thermoDisable to true>><<effects>><<canvas-model-override "arm_right" "hold">> <<pain 6>> You awaken with your arms hanging upwards. You look up, and see the floor. <br><br> You're suspended upside-down by your leg shackles. You quickly pat around your neck, feeling a spike of dread. <br><br> ...no, it's still there. <br><br> You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> Several masked figures enter your cell. You only now notice that your robe is hanging downwards over your belly, totally exposing you from the waist down. Or, in this case, waist up. <br><br> You rush to cover yourself. The figure in front laughs. <<He>> makes a grab for your necklace, which you instinctively expose yourself to clutch away. <<He>> nods to the other figures. <br><br> <<link [[Next|Schism Lichen Refuse 3]]>><</link>> <br><<set _thermoDisable to true>><<effects>> One of the figures holds a torch up to your groin, making sure not to catch your robes ablaze. You look up in horror. <br><br> <span class="red">Your gold chastity belt quickly begins to heat up.</span> <br><br> You beg them to stop. They all laugh at you. You begin to sob. It's only warm right now, but you know you won't last long like this. <br><br> You yell and beg and cry. Finally, the figure in front kneels down to your level. <<He>> holds your cheeks to keep your mouth open, and inserts a mass of the purple herb. You can feel <<his>> gaze through the mask as you chew. <<trauma 50>><<gggtrauma>><<hallucinogen 180>><<gghallucinogens>> <br><br> You're suddenly dropped, coming to rest on the floor. The figures all laugh once again as they exit your cage. You fix your robe, and cough. <br><br> You hold your necklace, as you lie down to rest. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<link [[Rest|Schism 5]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set Time.setDate(new DateTime(Time.year, Time.month, 29, 6, 56))>> <<canvas-model-override "clear">> <<pass 1 hour>><<pain 1>><<set $tiredness to 1000>> <<generate1>><<person1>> You doze off quickly, but are once again awakened by a slam against your cage. Another masked figure stares at you, with an arm resting against the cage, and a hand under <<his>> chin. You can feel the sheer malice emanating off of <<him>>. <br><br> <<He>> asks for your gold bracelets and anklets, as well as your hairpin. You didn't even realise you were still wearing them, thinking they would have been stolen by now. You look down. Their sparkle catches the light. The bands were a gift from the late bishop for reaching your current place in the order. <br><br> <<link [[Give them|Schism Gold Give]]>><</link>> <br> <<link [[Refuse|Schism Gold Refuse]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<handsruined>><<legsruined>><<headruined>> <<canvas-model-override "arm_right" "hold">> You shakily remove your anklets first, struggling to manipulate them around your shackles. The figure watches patiently. <br><br> You remove your bracelets and hairpin too, and slide them to the edge of the cage. <<He>> picks them up through the bars, and thanks you in an overly polite tone before leaving. <br><br> You clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<link [[Rest|Schism 6]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>><<handsruined>><<legsruined>><<headruined>> <<canvas-model-override "arm_right" "hold">> <<generatev2>> You shake your head no, and say they mean too much to you. The figure nods in understanding before walking out of sight, to the next cage. <br><br> You slowly crawl forward, wondering if <<person1>><<hes>> really gone. You hear a yell from the next cell, and the slamming of a door. The figure walks back into view, holding a struggling initiate. The initiate immediately stills as the figure produces a wicked-looking bladed instrument and holds it to <<person2>><<his>> throat. <<stress 50>><<trauma 50>><<gggstress>><<ggtrauma>> <br><br> <<He>> looks to you with pleading eyes. You quickly remove your regalia, tossing them through the bars. The figure immediately releases the initiate, who makes a run for it. Other black-robed figures pursue <<him>>, but the figure before you casually inspects <<person1>><<his>> prize. <br><br> You see the initiate disappear down the stairs. You say a prayer for <<person2>><<his>> safety, and rub your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<link [[Rest|Schism 6]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "clear">> <<set Time.setDate(new DateTime(Time.year, Time.month, 30, 18, 46))>> <<pass 30>><<pain 1>> <<generateCultist 1>><<person1>> The cages have begun to run empty. You've lost track of how long you've been here. It must have been days. Only you and half a dozen others remain now, the rest having been led down the dark staircase one by one. <br><br> A fine pink mist has started to fill the prison. You're unsure of the source, but it smells sweet. <<hallucinogen 80>><<ghallucinogens>> <br><br> It looks like it won't be long until you're next. A figure approaches you carrying a set of rags and a rope, demanding your robe. <br><br> <<link [[Surrender your robe|Schism Robes Accept]]>><<stress 24>><<trauma 24>><</link>><<gstress>><<gtrauma>> <br> <<link [[Refuse|Schism Robes Refuse]]>><<set $molestationstart to 1>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "arm_right" "hold">> <<upperruined>><<lowerruined>> <<upperwear 156>> You shakily disrobe. You can feel the hungry eyes of figures all around the room. You choke back a sob as you walk towards the door, covering yourself with your robe, before handing it to <<him>>. <br><br> <<He>> grabs your arm through the bars, and pulls you in. You yelp as <<he>> holds you there and threatens that <<he>> would take you right there were you not needed. <<He>> harshly releases you, tossing in rags to cover yourself with as <<he>> leaves with your robe. <br><br> You hastily cover yourself with the rags as best you can, securing them around your waist with the rope. You sit in the corner, and let out a long breath. <br><br> You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<link [[Rest|Schism 7]]>><<endevent>><</link>><<set _thermoDisable to true>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>><<npcidlegenitals>> You weakly shake your head. <<He>> slams the bars before unlocking your door, and storming in. <<stress 24>><<ggstress>> <br><br> <<set $speechdisable to 1>> <</if>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked"))>> <span id="next"><<link [[Next|Schism Robes Refuse Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Schism Robes Refuse]]>><</link>></span><<nexttext>> <</if>><<set _thermoDisable to true>><<effects>><<canvas-model-override "arm_right" "hold">> <<if $enemyhealth lte 0>> <<He>> crashes back against the bars and slumps against the floor. Other figures enter the cell to pull <<him>> out, giving you a wide space and wary looks. You're happy with this small revenge. <<stress -24>><<trauma -24>><<control 15>><<lstress>><<ltrauma>><<ggcontrol>> <br><br> <<tearful>> you rise to your feet, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <</if>> <<He>> leaves with your clothing, leaving behind a few rags. You hastily cover yourself with them. <<stealclothes>> <br><br> <<tearful>> you rise to your feet, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<upperwear 156>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Rest|Schism 7]]>><</link>><<set _thermoDisable to true>><<effects>> <<canvas-model-override "clear">> <<set Time.setDate(new DateTime(Time.year, Time.month, 31, 21, 40))>> <<pass 1 hour>> <<pain 10>> <<set $moonstate to "evening">> <<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> You awaken in a different cell than the one you fell asleep in. It's much smaller, but has a barred window. <br><br> You gaze outside, as you're mocked by the bars across the moon. It's red, tonight. <br><br> You hear the door open behind you. It's finally time. Four <<monks>> enter your cage, and grab you. You let yourself be led out. <br><br> One of the <<monks>> makes a grab for your necklace, stating its obvious value. You immediately break free from the first <<monk>>, grabbing the offender's hand and biting it. Hard. <br><br> <<He>> screams as the other <<monks>> quickly restrain you. The masked one chastises <<him>>, calling <<him>> a petty thief, and saying <<he>> should have learned from the <<monk>> that made a grab for you when you were first brought here. <br><br> The <<monk>> holds <<his>> hand and mumbles something, and you're led down the dark stairs. At this point, they're practically carrying you, with each <<monk>> holding you up by a limb. <br><br> <<link [[Next|Schism 8]]>><</link>> <br><<set _thermoDisable to true>><<effects>> The staircase is dimly lit by torches. You spot a glowing rune at the very end of it, a long way down. <br><br> The lead <<monk>> places a hand against it, and the wall opens. <<if !$settings.tentaclesEnabled>> You exit out into... <br><br> ...a temple? Everything looks wrong. Thuribles float suspended by nothing, and windows open into endless white. You feel something terrible on the edge of your mind. <br><br> You look down, and see your skin ripple. The vision is starting to fall apart. <br><br> You see visions of long, boneless limbs and writhing masses of purple tendrils. <span class="red">You're terrified by them,</span> and start pushing against your consciousness, trying to force yourself to wake up. However, for one brief moment of lucidity, <span class="lewd">you wonder what would happen if you opened your mind to it.</span> <br><br> <<link [[Try to continue the vision|Schism Continue]]>><</link>><<willpowerdifficulty 1 1>> | <span class="pink">This will enable tentacles.</span> <!-- Appears even with blind stats enabled. Intentional --> <br> <<link [[Wake up|Schism Failure]]>><<endevent>><</link>> <br> <<else>> You exit out into the temple. Much of the iconography has been defaced. You feel sick seeing it in this state. <br><br> You're led further down into the temple. Your pulse starts to rise. They're taking you to the plinth room, and you can feel it. <br><br> Your limbs feel as though they're becoming weaker. Your struggles against the <<monks>> go almost unnoticed. <br><br> Before long, you reach an ornate door. The masked <<monk>> produces a bronze key, and two others open it ahead of <<him>>. <br><br> <<link [[Next|Schism 9]]>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<set $settings.tentaclesEnabled to true>> <span class="green">You steel your mind, and focus on the vision.</span> It begins to reverse itself, as the temple comes into view. <br><br> <i><span class="lewd">Tentacles are now enabled.</span></i> <br><br> <<link [[Next|Schism 8]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<canvas-model-override "arm_right" "hold">> Purple smoke hisses through the door, as the rest of the <<monks>> don their antlered masks. You're carried in. The mist assails your mind, and you start to see shadows moving, writhing, and pointing at you. <<hallucinogen 400>><<ggghallucinogens>> <br><br> You pray. <br><br> You hold your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> You're placed on the large plinth, facing upwards. The ceiling extends up into sheer nothingness, and a faint red glow emanates from the floor. You hear whispers all around you. You can't tell which ones are from the black-robed figures. <br><br> You expect to be restrained, and clutch your necklace to your chest with both hands. However, you instead find all of your limbs immobilised by an invisible force. Candles are lit all around you. <br><br> You listen to the figures chant louder and louder. Your gaze is fixed on the expanse of darkness above, unable to look away. You're barely staying conscious. Tears begin to stream from your eyes. You wonder, you pray, that any of the others escaped, and didn't meet your fate. <br><br> <<link [[Pray|Schism 10]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set Weather.set("heavyPrecipitation", true)>> The only thing you can feel is the pendant of your necklace between your hands. You clutch it, shaking in fear. You see something start to take shape above you. <br><br> You can't look away. Not even closing your eyes works; it takes shape in the darkness of your eyelids. Your mind goes numb, but doesn't grant you the mercy of suppressing the dread. <<set $pain to 0>> <br><br> The purple mist swirls into a vortex, growing larger and larger as the figures raise their hands in triumph. Writhing purple tendrils slowly emerge from the vortex, grabbing the nothingness and physically pulling itself into the world. You lose count of how many there are. The air itself crackles at its presence. With the sound of thunder, it stops. <br><br> <<unbind>> The leading <<monk>> orders for the sacrifice to be offered. Your leg bindings are removed. It sees you. Tendrils shoot down from above. Several tentacles worm their way around your legs and into your clothes. They slither into your gold chastity belt, and start to pull away at it. They cause you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming them, too. <<pain 6>><<gpain>> <br><br> With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your belt yields and shatters in a bright flash of light. The figures resume chanting, and your clothing meets a similar fate. <<set $worn.genitals.type.push("broken")>><<genitalsruined>><<upperruined>><<lowerruined>><<underupperruined>> <br><br> You finish your prayer, and clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<link [[Next|Schism Awakening]]>><<endevent>><<set $molestationstart to 1>><</link>> <br><<set _thermoDisable to true>> <<if $molestationstart is 1>> <<canvas-model-override "clear">> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 18 15>> <<set $timer to 20>> <</if>> Purple mist swirls in the chamber. <<hallucinogen 10>><<ghallucinogens>> <br> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2) or $timer lte 0>> <span id="next"><<link [[Next|Schism Awake]]>><</link>></span><<nexttext>> <<elseif $pain gte 100 and $willpowerpain is 0 or $stress gte $stressmax or $trauma gte $traumamax>> <span id="next"><<link [[Next|Schism Failure]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Schism Awakening]]>><</link>></span><<nexttext>> <</if>><<set _thermoDisable to true>><<effects>> <<if $timer lte 0>> The tentacles continue to have their way with you, as you lie helpless. <<else>> You push one final tentacle away, and the rest pause. <</if>> The swirling mass above begins to widen. The creature, empowered by your body, continues to pull itself into the world. Your ears start to ring, and you see flakes in your vision. Something was taken from you. <br><br> You think you see it open its eyes. You think they were already open, watching you. You can't think anymore. More bindings are wrapped around your body. You refuse to stop clutching your necklace, so your arms are bound forwards. <<legbind>> <br><br> More tendrils descend towards you. <br><br> <<link [[Pray|Schism Battle]]>><<clotheson>><<endcombat>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "arm_right" "hold">> A bright flash lights up the room, and the tentacles heading for you are sliced through by a solid mass of light. They vanish in the mist. <br><br> The black-robed figures begin shouting in panic, their gaze drawn to the large doorway. It takes all of your effort, but you manage to lift your head to look. A brilliant golden light floods in. A pair of large arms grab the doorway. Then another. And another. <br><br> A large shrouded head with luminous hair looks in, with closed eyes. Behind it, a mass of wings follows. Two of the arms clutch a gigantic spear. It pulls itself through the doorway, and moves its head to look up at the creature. <br><br> For a moment, you think your prayers have been answered; an angel has come to deliver you from evil. Then, you remember the ritual. It must have been finished after all. <br><br> You manage a weak smile. You've more than likely gone mad, and are seeing things. You realise this, but you decide to let the delusion take you. It's less painful than the alternative. <br><br> At least the heretics see something equally as terrifying, based on their panic. You allow yourself to enjoy their despair. <br><br> <<link [[Watch|Schism Battle 2]]>><</link>> <br><<set _thermoDisable to true>><<effects>> The angelic figure has fully pulled itself through. It must be four men tall, if not more. You count six arms, but can't count the wings. Its body is naked and largely featureless, but you think you see many open eyes on its legs. Each time one looks at a black-robed figure, they clutch their head and collapse. <br><br> You whisper a prayer. You hear an answer. <br><br> Purple tendrils lash out at the angel. Most are cut away by the spear, moving faster than you can track. A few make it through and pierce it. It falls to a knee, but quickly retaliates. It beats its wings, soaring upwards into the gaping expanse above. <br><br> Your vision gets blurry. You want to believe that what you're seeing is real. You've been taught all your life that belief is power, after all. <br><br> The heretics begin to regain consciousness, and start to say something about sinking. Panic sets in. <br><br> The battle above becomes a spectacle of flashing golden and purple lights. Parts of the foundation are ripped away, and float upwards. Severed purple tendrils scatter and dissipate, while flawless white feathers fall like snow. One lands on your chest. You struggle against your bindings just enough to reach for it. It spreads an alien chill through your body. <br><br> The room begins to shake and rumble. You hear a sound not unlike a waterfall building up. <br><br> The heretics all flee the room, leaving you bound to the plinth. <br><br> <<link [[Next|Schism Battle 3]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "clear">> The angel comes hurtling down. It narrowly avoids crushing you. The ground cracks, and water begins rising from it. <br><br> The impact makes the whole room tremble. You're sent rolling off of the plinth, your bindings becoming twisted around it. You manage to stand, but you're still bound. The ropes are hopelessly tangled. <br><br> The angel braces its spear, and aims it upwards. It says something that makes your head feel full, and gestures strangely with its four free hands before taking off again. It hits its mark, and disappears into the purple vortex, pushing the creature with it. The portal closes behind it with a crackle. <br><br> A jet of water erupts from in between stone bricks. You struggle against your bindings, but it's no use. Your heart races as the water rises. <br><br> <<link [[Struggle|Schism Struggle]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<if !$schismStruggle>> <<set $schismStruggle to 0>> <</if>> <<switch $schismStruggle>> <<case 0>> You struggle against your bindings. <br><br> <span class="red">The water rises to your knees.</span> <<case 1>> You struggle against your bindings. <br><br> <span class="red">The water rises to your groin.</span> <<case 2>> You struggle against your bindings, and weakly scream for help. <br><br> <span class="red">The water rises to your tummy.</span> <<case 3>> <<silently>><<water>><</silently>> <<set $hairtype to "ruffled">><<set $fringetype to "sideswept braid">> You desperately struggle, choking back sobs. <br><br> <span class="red">The water rises to your chest.</span> <<case 4>> <<silently>><<water>><</silently>><<canvas-model-override "arm_right" "hold">> You clutch your necklace. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <span class="red">The water rises to your neck.</span> <</switch>> <br><br> <<if $schismStruggle lt 4>> <<link [[Struggle!|Schism Struggle]]>><<stress 24>><</link>><<gggstress>> <br> <</if>> <<set $schismStruggle ++>> <<link [[Close your eyes|Schism Drown]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<silently>><<wash>><</silently>> <<set $hairtype to "ruffled">><<set $fringetype to "sideswept braid">><<canvas-model-override "arm_right" "hold">> <<if $schismStruggle gte 2>> Your struggling is senseless. <</if>> <<unset $schismStruggle>> You close your eyes. Your heart rate slows. You can hear it pounding in your ears, but it slowly grows quiet. <br><br> You breathe deeply. You focus on the sound of the water. You let it lull you into a trance. <br><br> You say one last prayer. <br><br> The water reaches your chin. <br><br> You let out one last breath. <br><br> You hold your necklace. <br><br> One last time. <br><br> <<link [[Sleep|Schism Drowned]]>><<set $wraithSkin to 1>><</link>> <br><<silently>><<dry>><</silently>><<set _thermoDisable to true>><<effects>><<set $location to "lake_ruin">><<set $possessed to true>><<canvas-model-override "clear">><<set $wraith.state to "active">><<canvas-model-override "blink" false>> <<neckruined>><<upperruined>><<lowerruined>><<underupperruined>><<headruined>><<unbind>><<set $arousal to 0>> <<upperwear 156>><<handswear 12>><<legswear 35>><<set $worn.upper.integrity to 10>><<set $worn.lower.integrity to 10>> <<canvas-model-temporary-effect "underwater" "noMouth">> <<set Time.setDate(new DateTime(361, 2, 1, 11, 0))>> <<set Weather.set("clear", true)>> <<if $trauma lte ($traumamax / 5) and $stress lte $stressmax / 5>> <<set $pain to 0>> <<else>> <<set $pain to 5>> <</if>> <<set $moonstate to 0>> You open your eyes. <br><br> You're underwater. You can't breathe, but it's okay. You don't feel like you need to anymore. <br><br> You can see everything. You can see through the walls, and all around you. There's a silent beauty to the submerged place. <br><br> You hold your... <br><br> ... <br><br> Where is it? <br><br> You drift through the empty ruin. You can feel it pulling you. You see it. It's still on the plinth. <br><br> <<link [[Enter|Schism Necklace]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<canvas-model-temporary-effect "underwater" "noMouth">> You can't. You can't enter. The room is only walls, and no doors. But that's okay. You only need to see it. <br><br> You place your palm against the wall. You feel it around your neck. You hold your necklace. <br><br> It's all you need. But no one else can be down here. This is yours. No one can take it. <br><br> <<link [[Watch|Schism Ghost]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<canvas-model-temporary-effect "underwater" "noMouth">> <<set Time.setDate(new DateTime(649, 10, 24, 21, 3))>> <<canvas-model-override "mouth" "smile">><<canvas-model-override "arm_right" "hold">> <<neckwear 23>> You watch the moon. You watch the things around you crumble, while you stay eternally beautiful. As long as you have it. <br><br> You watch people you think you knew in life rebuild. They make a beautiful chapel, and practise their faith. They don't remember you, but that's okay. As long as you have it. <br><br> You watch time pass. You watch the seasons change. You watch the people of the fledgeling town nearby use your lake to swim. That's okay. As long as they stay up there. <br><br> Sometimes, you try to appear to them. Sometimes, you play with them. It's okay. As long as they don't come down here. <br><br> You watch. <br><br> You laugh. <br><br> You cry. <br><br> You hold your necklace. <br><br> <<link [[Hold|Schism Wraith]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<canvas-model-override "mouth" "neutral">><<canvas-model-temporary-effect "underwater" "noMouth">> <<if $schismTime>> <<run Time.setDate(new DateTime($schismTime))>> <<run Weather.set($schismWeather.name)>> <<run Weather.setTemperature($schismWeather.temp)>> <<set V.weatherObj.snow = ($schismWeather.snow)>> <<else>> <<run Time.setDate(new DateTime(Time.startDate.timeStamp))>> <</if>> Someone's coming down. <<if $necklaceThief is "player">> <<set _isPGenderM to $frozenValues.player.sex is "m">> A <<if _isPGenderM>>boy<<else>>girl<</if>> with <<set _hcolour to $frozenValues.haircolour>> <<if $frozenValues.hairColourStyle is "gradient">> two-toned <<elseif _hcolour in setup.colours.hair_map>> <<print setup.colours.hair_map[_hcolour].name>> <<else>> _hcolour <</if>> hair and <<print ($frozenValues.leftEyeColour is $frozenValues.rightEyeColour ? $frozenValues.leftEyeColour : "mismatched")>> <<if $frozenValues.angel gte 4>> eyes, and a ring of light proudly circling <<if _isPGenderM>>his<<else>>her<</if>> head. <<elseif $frozenValues.fallenangel gte 2>> eyes, and a shattered ring of light circling <<if _isPGenderM>>his<<else>>her<</if>> head. <<elseif $frozenValues.demon gte 2>> eyes, and two baleful horns protruding from <<if _isPGenderM>>his<<else>>her<</if>> head. <<else>> eyes. <</if>> You try to stop <<if _isPGenderM>>him<<else>>her<</if>>. You can't. <br><br> You yell. You scream. You cry. <br><br> <<if _isPGenderM>>He<<else>>She<</if>> enters the plinth room. You can't follow. You wail. You claw at the walls. You churn the waves. <br><br> <<if _isPGenderM>>He<<else>>She<</if>> takes it. It disappears from around your neck. <<else>> A smooth, featureless mass in the shape of a person, with a harsh metal weight strapped to its back and face. It seeks to pilfer. You try to stop it. You can't. <br><br> You yell. You scream. You cry. <br><br> It enters the plinth room. You can't follow. You wail. You claw at the walls. You churn the waves. <br><br> It takes the necklace. It disappears from around your neck. <</if>> <br><br> <<link [[Hate.|Schism Wraith 2]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<set $moonstate to "evening">><<set $wraith.state to "haunt">><<canvas-model-temporary-effect "underwater" "noMouth">> <<canvas-model-override "mouth" "cry">><<canvas-model-override "arm_right" "hold">><<canvas-model-override "scars" true>> <<set Time.setDate(new DateTime(Time.year, Time.month, Time.lastDayOfMonth, 22, 56))>> <<set Weather.set("heavyPrecipitation", true)>> <<neckruined>><<set $pain to 80>> You cry. <br><br> You scream. <br><br> You float endlessly, clawing at your bare neck, sobbing, sulking, longing. <br><br> <<if $necklaceThief is "player">> <<set _isPGenderM to $frozenValues.player.sex is "m">> You hate <<if _isPGenderM>>him<<else>>her<</if>>. <<if _isPGenderM>>He<<else>>She<</if>> took the last thing you have. <br><br> But that's okay. <br><br> As long as you take everything from <<if _isPGenderM>>him<<else>>her<</if>>. <<else>> You hate them all. They took the last thing you have. <br><br> But that's okay. <br><br> As long as you take everything from them. <</if>> <br><br> <<link [[Wake up|Schism End]]>><<unset $wraithSkin>><</link>> <br><<schismEnd>><<effects>> <<earnFeat "Schism">> <<set $pain to 30>> You gasp for air, and snap to an upright position. You immediately turn your head and start retching, coughing up water. <br><br> You feel sick, dizzy and confused. That might have been the most intense nightmare you've ever had. You look around, but the pale figure seems to be gone. You look for a way out. <br><br> Your vision is blurry. You wipe the tears from your eyes, but you don't remember when you started crying, or why. <span class="blue"><i>You're safe until the next blood moon.</i></span> <<if $wraithPrison>> <<set $wraithPrison.state to "gone">> <<if !$wraithPrison.vision>> <<set $wraithPrison.vision to true>><<lobsession 5>> <</if>> <</if>> <<endWraith>> <<clearWraith>> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <br><<schismEnd>><<effects>> <span class="red">Your mind can't handle the vision any longer. Everything fades away.</span> <br><br> You gasp for air, and find yourself back in the underwater prison. You look around frantically, but the pale figure is nowhere to be seen. <br><br> The feeling of dread rapidly fades. <span class="blue"><i>You're safe until the next blood moon.</i></span> <<endcombat>> <<clotheson>> <<if $wraithPrison>> <<set $wraithPrison.state to "gone">> <</if>> <<unset _wraithEvent>> <<endWraith>> <<clearWraith>> <<if $wraithPrison and !$wraithPrison.vision>> <span class="blue">You wonder what would have happened next, had you not woken up.</span> <br><br> <</if>> <<link [[Next|Lake Ruin Prison]]>><</link>> <br><<widget "schismStart">> /*Store player stats*/ <<if !$frozenValues>> <<freezePlayerStats>> <</if>> /*morph player into Clánha*/ <<visionPrepMorph>> <<set $settings.condomLevel to 0>> <<unset $condoms>> <<set $player.gender to C.npc["Ivory Wraith"].gender>> <<set $player.sex to C.npc["Ivory Wraith"].gender>> <<set $player.breastsize to C.npc["Ivory Wraith"].breastsize>> <<if $player.sex is "f">> <<set $vaginastate to 0>> <<set $vaginause to 0>> <<set $penisstate to "none">> <<set $penisuse to "none">> <<set $player.vaginaExist to true>> <<set $player.penisExist to false>> <<set $player.ballsExist to false>> <<elseif $player.sex is "m">> <<set $penisstate to 0>> <<set $penisuse to 0>> <<set $vaginastate to "none">> <<set $vaginause to "none">> <<set $player.vaginaExist to false>> <<set $player.penisExist to true>> <<set $player.ballsExist to true>> <<else>> <<set $vaginastate to 0>> <<set $vaginause to 0>> <<set $penisstate to 0>> <<set $penisuse to 0>> <<set $player.vaginaExist to true>> <<set $player.penisExist to true>> <<set $player.ballsExist to false>> <</if>> <<if $player.penisExist is true>> <<set $player.penissize to C.npc["Ivory Wraith"].penissize>> <<set $semen_volume to 300>> <<set $semen_amount to 300>> <</if>> <<set $player.virginity.temple to true>> <<set $sexStats.vagina.pregnancy.totalBirthEvents to 0>> <<set $sexStats.anus.pregnancy.motherStatus to 0>> <<set $heterochromia to 0>> <<set $vaginaWetness to 0>> <<set $penisWetness to 0>> <<set $anusWetness to 0>> <<set $uncomfortable.hypnosis to true>> <<set $haircolour to "white">> <<set $hairColourStyle to "simple">> <<set $hairfringecolour to "white">> <<set $hairFringeColourStyle to "simple">> <<set $hairlength to 800>> <<set $hairlengthstage to "thighs">> <<set $hairtype to "defined curl">> <<set $fringelength to 200>> <<set $fringelengthstage to "shoulder">> <<set $fringetype to "loose">> <<set $rightEyeColour to "dark blue">> <<set $leftEyeColour to "dark blue">> <<set $naturalhaircolour = "white">> <<set $makeup.lipstick = 0>> <<set $makeup.eyeshadow = 0>> <<set $makeup.eyelenses = {"left":0, "right":0}>> <<set $makeup.blusher = 0>> <<set $makeup.mascara = 0>> <<set $makeup.mascara_running = 0>> <<set $makeup.pbcolour = 0>> <<set $makeup.browscolour = 0>> <<set $makeup.concealer = 0>> <<set $pbgrowth to 0>> <<set $pblevel to 0>> <<set $pain to 10>> <<set $tiredness to 1500>> <<set $stress to 500>> <<set $trauma to 200>> <<set $submissive to 1000>> <<set $awareness to 100>> <<set $awarelevel to 1>> <<set $spraymax to 0>> <<set $angel to 4>> <<set $angelbuild to 40>> <<set $purity to 1000>> <<set $beauty to 10000>> <<set $drugged to 0>> <<set $hallucinogen to 0>> <<set $promiscuity to 0>> <<set $exhibitionism to 0>> <<set $deviancy to 0>> <<set $tending to 800>> <<set $temple_rank to "priest">><<set $templePromised to "">> <<set $farm_stage to 0>><<set $islander_language to 0>><<set $quicksand to 0>> <<set $robinpaid to 0>><<set $syndromeeden to 0>><<set $syndromekylar to 0>><<set $syndromewolves to 0>><<set $syndromebird to 0>> <<set $harper_appointments.hypnosis to 0>><<set $hypnosis_traits to {}>><<set $hypnosisTimers to {}>> <<set $backgroundTraits to ['beautiful']>> <<set $prof.whip to 600>><<set $temple_weapon to "whip">> <<set $angelBanish to 3>><<set $angelBanishMax to 3>> <<set $loveInterest to { primary: "None", secondary: "None", tertiary: "None" }>> /*change location and time*/ <<set $moonstate to 0>> <<set Time.setDate(new DateTime(361, 1, 28, 5, 16))>> <<set $location to "old_temple">> /*give player clothes*/ <<feetwear 3>> <<upperwear 32>> <<underupperwear 17>> <<handswear 7>> <<legswear 10>> <<genitalswear 3>> <<headwear 64>> <<generalRuined "under_lower">> <<generalRuined "face">> <<generalRuined "handheld">> <<set $upperTucked to 0>><<set $lowerTucked to 0>> <<neckwear 23>> <</widget>> <<widget "schismEnd">> <<if !$frozenValues>> <<exit>> <</if>> <<if !$replayScene>> <<unfreezePlayerStats>> <<endcombat>> /* legacy support for old saves updated in the event mid combat */ <<passTimeUntil 6>> <<else>> /* Restore the players looks in the sidebar during the sciene viewer */ <<set $player to clone($frozenValues.player)>> <<set $worn to clone($frozenValues.worn)>> <<set $fringetype to clone($frozenValues.fringetype)>> <<set $fringelength to clone($frozenValues.fringelength)>> <<set $fringelengthstage to clone($frozenValues.fringelengthstage)>> <<set $hairtype to clone($frozenValues.hairtype)>> <<set $hairlength to clone($frozenValues.hairlength)>> <<set $hairlengthstage to clone($frozenValues.hairlengthstage)>> <<set $haircolour to clone($frozenValues.haircolour)>> <<set $hairColourGradient to clone($frozenValues.hairColourGradient)>> <<set $hairfringecolour to clone($frozenValues.hairfringecolour)>> <<set $hairFringeColourGradient to clone($frozenValues.hairFringeColourGradient)>> <<set $skin to clone($frozenValues.skin)>> <<set $parasite to clone($frozenValues.parasite)>> <</if>> <<canvas-model-override "clear">> <<set $wraith.init to 1>> <</widget>><<effects>> You shamble over to your mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> <<link [[Step away (0:01)|Wraith Snatched Home Mirror 2]]>><<pass 1>><</link>> <br> <span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Home Mirror 2]]>><<pass 1>><</link>></span> <br><<effects>> You move each finger individually, as if to test them. <br><br> You place your hand against the mirror. <<if Time.hour is 3 and $hallucinations gte 2 and $daily.mirrorTentacles isnot 1 and $settings.tentaclesEnabled>> The surface flashes a terrible red. You see an open space on the other side, but it quickly dissolves away. <<else>> You can't feel the surface. <</if>> <br><br> Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. <br><br> <<set $wraithWillMessage to true>> <i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i> <br><br> <span class="nextLink"><<link [[Step away (0:01)|Bedroom]]>><<pass 1>><<set $phase2 to 1>><</link>></span> <br><<pass 10>><<effects>><<getTarget>> You steady yourself against the wall, and push yourself to the window. <br><br> <<if Time.hour gte 6 and $moonstate is "morning">> The sun has started to come up. You stare at the horizon for some time. You can feel your mind begin to focus. You try to move your arm. <span class="green">It twitches.</span> <br><br> You sigh, and look at yourself in the reflection of the glass. You don't look so pale anymore. You giggle. <br><br> "<span class="nextLink">See you soon,</span>" the reflection says. <<trauma 50>><<gggtrauma>> <br><br> You shamble back to your bed, and crawl in. You slowly feel yourself slipping back into place, able to feel your skin, your hands, your legs, yourself again. <<control 50>><<ggcontrol>> <br><br> <span class="blue"><i>You're safe until the next blood moon.</i></span> <br><br> <<endWraith>> <<clearWraith>> <<link [[Separate|Sleep]]>><<set $sleephour to 1>><<unset $possessed>><<canvas-model-override "clear">><</link>><<ltiredness>> <br> <<else>> <<set $nextPassage to "Wraith Snatched Home Leave">> <<set $nextPassageCheck to "Wraith Snatched Home Leave">> The red moon fills you with a horrible chill. Translucent pale limbs quietly open the window. You place your hands on the frame. <br><br> <span class="nextLink"><<link [[Go.|Wraith Snatched Home Leave]]>><</link>></span> <br> <<link [[Grip the frame|Bedroom]]>><</link>> <br> <</if>><<pass 10>><<effects>><<getTarget>><<rainWraith>> You push yourself out your window, into the night air. <br><br> The ground comes hurtling towards you. You never hit it. <br><br> Just before you do, you slow in mid-air and right yourself. The tips of your feet gently touch the ground without any disturbance or noise. You don't feel the <<print Weather.precipitation>> on your skin. <br><br> A long, translucent limb slithers up the side of the orphanage, and shuts your window. <br><br> <span class="nextLink"><<link [[Walk.|Domus Street]]>><<set $location to "town">><<set $wraith.exit to "town">><<set $bus to "domus">><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span> <br><<effects>> You shamble over to the mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> <<link [[Step away (0:01)|Wraith Snatched Cabin Mirror 2]]>><<pass 1>><</link>> <br> <span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Cabin Mirror 2]]>><<pass 1>><</link>></span> <br><<effects>> You move each finger individually, as if to test them. <br><br> You place your hand against the mirror. You can't feel the surface. <br><br> Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. <br><br> <<set $wraithWillMessage to true>> <i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i> <br><br> <span class="nextLink"><<link [[Step away (0:01)|Cabin Actions]]>><<pass 1>><<set $phase2 to 1>><</link>></span> <br><<effects>><<getTarget>><<rainWraith>> Your gaze passes over Eden one last time. You open the door, walk out into the <<print Weather.precipitation>>, and escape into the forest. <br><br> <<if !$edenfreedom>> <<set $edenescape to true>> <</if>> <span class="nextLink"><<link [[Walk.|Forest]]>><<endevent>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span><<effects>> You approach the stream. You reach a hand in, and the surface becomes completely still. <br><br> You look at your reflection. A pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> <<link [[Step away (0:01)|Wraith Snatched Cave Reflection 2]]>><<pass 1>><</link>> <br> <span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Cave Reflection 2]]>><<pass 1>><</link>></span> <br><<effects>> You move each finger individually, as if to test them. <br><br> Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. The <<wolf_cave_plural>> begin barking and howling at you, their tails frayed. <br><br> <<set $wraithWillMessage to true>> <i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i> <br><br> <span class="nextLink"><<link [[Step away (0:01)|Wolf Cave Clearing]]>><<pass 1>><<set $phase2 to 1>><</link>></span> <br><<pass 10>><<effects>><<getTarget>> You point. You see a translucent limb strike a <<beastNEWinit 1 wolf>><<beasttype>>, who yelps and staggers away. <<endevent>> <br><br> The rest of them back away. You walk out into the forest, but can tell some of them are trying to follow you. <br><br> <span class="nextLink"><<link [[Walk.|Forest]]>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span><<effects>> You shamble over to the mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> <<link [[Step away (0:01)|Wraith Snatched Mansion Mirror 2]]>><<pass 1>><</link>> <br> <span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Mansion Mirror 2]]>><<pass 1>><</link>></span> <br><<effects>> You move each finger individually, as if to test them. <br><br> You place your hand against the mirror. You can't feel the surface. <br><br> Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. <br><br> <<set $wraithWillMessage to true>> <i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i> <br><br> <span class="nextLink"><<link [[Step away (0:01)|Mansion Bedroom]]>><<pass 1>><<set $phase2 to 1>><</link>></span> <br><<effects>><<getTarget>><<rainWraith>> Your gaze passes over the mansion one last time. <br><br> You walk out into the <<print Weather.precipitation>>, and escape into the town. <br><br> <span class="nextLink"><<link [[Walk.|Danube Street]]>><<endevent>><<set $location to "town">><<set $wraith.exit to "town">><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span><<effects>><<endevent>> You shamble over to the mirror. A pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> <<link [[Step away (0:01)|Wraith Snatched Far Mirror 2]]>><<pass 1>><</link>> <br> <span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Far Mirror 2]]>><<pass 1>><</link>></span> <br><<effects>> You move each finger individually, as if to test them. <br><br> You place your hand against the mirror. It passes right through. The surface flashes a terrible red. <br><br> Your head quickly tilts to the side, making sickening cracks. Your free hand opens and clenches. <br><br> <span class="nextLink"><<link [[Step inside (0:01)|Wraith Snatched Far Mirror 3]]>><<pass 1>><</link>></span> <br><<effects>><<set $location to "tentworld">><<set $outside to 0>> You put your foot forward. It passes through the mirror. You place your other hand in. <br><br> You fall forwards, and everything goes a brilliant purple. You see writhing masses blotting out the sky, and an endless expanse of tendrils. It doesn't last. <br><br> You pass through a swirling purple disc, and emerge in a thicket. It looks like the forest just outside town. You look behind you, and see the Asylum. <br><br> Your head swiftly turns again, causing more cracks. You can't feel anything anymore. <br><br> <<set $wraithWillMessage to true>> <i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i> <br><br> <span class="nextLink"><<link [[Walk.|Forest]]>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span> <br><<effects>> You shamble over to an empty bottle on the floor. You pick it up. Against the tinted glass, a pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> <<link [[Drop it (0:01)|Wraith Snatched Pirate Mirror 2]]>><<pass 1>><</link>> <br> <span class="nextLink"><<link [[Stare (0:01)|Wraith Snatched Pirate Mirror 2]]>><<pass 1>><</link>></span> <br><<effects>><<getTarget>><<rainWraith>> You move each finger individually, as if to test them. <br><br> You place your finger against the bottle. The surface flashes a terrible red, and you see a glimpse of an open space on the other side. You hold it up to you, as if judging the size. <br><br> You drop the bottle to your feet, shattering it. Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. <br><br> <<set $wraithWillMessage to true>> <i><span class="red">Fully restore your </span><span class="green">control</span><span class="red"> to take back your body.</span></i> <br><br> <span class="nextLink"><<link [[Step away (0:01)|Pirate Bilge]]>><<pass 1>><<set $phase2 to 1>><</link>></span> <br><<effects>><<getTarget>> You grip the railing and look down. The waves, reflecting a red light, churn beneath you. <br><br> You stare at the water below. Slowly, the area directly below you begins to calm, until a perfect circle of still water floats amidst the waves, undisturbed even by the <<print Weather.precipitation>>. <br><br> You reach down toward the circle, and it flashes purple, the water beginning to swirl. You grip the railing, preparing to heft yourself over the side. <br><br> <span class="nextLink"><<link [[Dive (0:01)|Wraith Snatched Pirate Railing 2]]>><<pass 1>><</link>></span> <br><<effects>><<npc "Zephyr">><<person1>> "What you be doing out here?" a voice calls behind you. It's Captain Zephyr, blinking wearily. "Thought I heard a bottle break. It's awful late to be admiring the view, <<if $pirate_rank is 0>><<girl>><<else>><<lass>><</if>>. Especially on the night of the blood sea." <<outfitChecks>> <<if _fullyNaked>> <<He>> takes in your nudity. "Your rags better not be overboard." <</if>> <br><br> You turn to look at Zephyr, stepping away from the railing. The circle stills once more. Words spill from your mouth. <<if $spear_vessel is "Zephyr">> "<span class="wraith">You found warmth and locked it in a cage.</span>" <<elseif $wraith.state is "despair">> "<span class="wraith">A thief, proud. Did you take it? No, no...</span>" <<else>> "<span class="wraith">A nuisance. You'll try to keep <<phim>>, won't you?</span>" <</if>> Your head tilts at an unnatural angle. <br><br> Zephyr frowns. On a whim, <<he>> takes <<his>> spyglass from <<his>> side and peers at you. <<He>> clicks <<his>> tongue. "Ah. That'd do it." With a silent glare, <<he>> strides toward you. <br><br> <span class="nextLink"><<link [[Fight.|Wraith Snatched Pirate Fight]]>><<set $fightstart to 1>><</link>></span><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust to -100>> <<set $enemyanger to 200>> <<npcidlegenitals>> <<set $noAdmire to true>><<set $noBodyWriting to true>> Your body is made to laugh. "<span class="wraith">Maybe this time you'll finally drown.</span>" <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or _controlRegain is 1>> <span id="next" class="nextWraith"><<link [[Next.|Wraith Snatched Pirate Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next" class="nextWraith"><<link [[Next.|Wraith Snatched Pirate Fight]]>><</link>></span><<nexttext>> <</if>><<effects>><<getTarget true>> <<if $control gte $controlmax>> <<wraithExorcise true true>><<clearWraith>><<endWraith>> <span class="gold">You stop.</span> You can feel it pushing you to keep going, to keep fighting, but you dig your heels in and focus. You have your body back, and you don't plan on giving it up. <br><br> You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you. <br><br> Its head snaps back, and it dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you. "<span class="wraith">It's a great misfortune, learning to swim.</span>" Below you, the circle of still water returns to crashing waves. <br><br> <<npc "Zephyr">><<person1>> <<if Weather.precipitation isnot "none">> Zephyr scowls as the figure disappears. <<else>> Zephyr scowls as the <<print Weather.precipitation>> begins to clear up. <</if>> "And stay gone, dredgie." <<He>> looks you over. "I don't know what ye did to earn that thing's ire. You'd best keep its business out of me ship." <<He>> slaps you in the face twice, shocking you out of your stupor, before trudging back to <<his>> cabin. <<pain 2>><<gpain>> <br><br> <<tearful>> you gather yourself. <br><br> <<endcombat>> <<link [[Next|Pirate Deck]]>><<clotheson>><<set $eventskip to 1>><</link>> <<else>> <<set $zephyr_seen to "wraith">> <<if $enemyarousal gte $enemyarousalmax>><<ejaculation "short">><</if>> Zephyr is shoved away from you, falling over <<himself>>. <<He>> slowly stands <<himself>> up, a grim look on <<his>> face. <br><br> You turn away from <<him>>, gripping the railing and lifting yourself up. Below you, the circle of undisturbed water ripples, becoming an angry purple whirlpool. You look over your shoulder at <<him>>. "<span class="wraith">Someday, captain mine, the waves will chew you too.</span>" <br><br> "No!" <<he>> bellows, already back on <<his>> feet. <<He>> charges at you, stretching out <<his>> arm. <<Hes>> too late. You slip off the railing and through the whirlpool. Everything goes a brilliant purple. You see writhing masses blotting out the sky, and an endless expanse of tendrils. It doesn't last. <br><br> You pass through a swirling purple disc, and emerge in a thicket. It looks like the forest just outside town. You look behind you, and see the Asylum. <br><br> Your head swiftly turns again, causing more cracks. You can't feel anything anymore. <br><br> <<endcombat>> <span class="nextLink"><<link [[Walk.|Forest]]>><<clotheson>><<set $location to "forest">><<set $wraith.exit to "forest">><<set $forest to 90>><<set $phase2 to 1>><<set $phaseWraith to 0>><</link>></span> <</if>><<pass 10>><<effects>><<getTarget>> <<set $nextPassage to "Wraith Snatched Guest 2">> <<if $location is "home">> <<if $robinbed is "yours" or $robinbed is "theirs">> <<set _bedGuest to "Robin">> <<else>> <<set _bedGuest to "Kylar">> <</if>> <<elseif $location is "cabin">> <<set _bedGuest to "Eden">> <<elseif $location is "avery_mansion">> <<set _bedGuest to "Avery">> <</if>> You quietly approach the bed. You stare at _bedGuest, unmoving. <br><br> You remain purely focused on <<nnpc_him _bedGuest>>. You raise an arm, and begin to reach for <<nnpc_him _bedGuest>>. <br><br> <<link [[Try to scream|Bedroom]]>><</link>> <br> <<if C.npc["Ivory Wraith"].lust gte random(12, 16) or !$wraithIntro>> <span class="nextLink"><<link [[Take.|Wraith Snatched Guest 2]]>><</link>></span> <<else>> <<set $wraithBedSpeech to true>> <span class="nextLink"><<link [[Touch.|Wraith Snatched Guest 2]]>><</link>></span> <</if>> <br><<pass 5>><<effects>><<getTarget>><<set $phase2 to 1>> <<if $willpowerSuccess>> <span class="green">You manage to force a short exhale.</span> <br><br> <</if>> <<if $location is "home">> <<if $robinbed is "yours" or $robinbed is "theirs">> <<set _bedGuest to "Robin">> <<else>> <<set _bedGuest to "Kylar">> <</if>> <<elseif $location is "cabin">> <<set _bedGuest to "Eden">> <<elseif $location is "avery_mansion">> <<set _bedGuest to "Avery">> <</if>> You place your hand on <<nnpc_his _bedGuest>> cheek. You can't feel it. You stroke it gently. <br><br> <<if $wraithBedSpeech>> <<silently>><<speechWraith _bedGuest>><</silently>> You speak in a voice that makes no sound. "<span class="wraith">_line1<<if $rng lte 10>> _line2<</if>></span>" <br><br> You slowly turn away. <<else>> <<if $settings.tentaclesEnabled and random(0, 1)>> You hear a faint slithering. The blankets move. You see pale tendrils creep into your vision as they begin to worm their way up the bed, and over <<nnpc_him _bedGuest>>. <br><br> <<nnpc_He _bedGuest>> stirs slightly, and all the tendrils snap away, vanishing out of sight without a sound. <<else>> Another hand softly touches <<nnpc_him _bedGuest>>. Then another, on <<nnpc_his _bedGuest>> chest. Another one begins tracing down <<nnpc_his _bedGuest>> stomach. <br><br> <<nnpc_He _bedGuest>> stirs slightly, and all the arms snap away, vanishing out of sight without a sound. <</if>> <br><br> <<nnpc_He _bedGuest>> stills. You can't feel yourself breathing. <</if>> <br><br> <<switch $wraith.exit>> <<case "home">> <span class="nextLink"><<link [[Step away|Bedroom]]>><</link>></span> <<case "cabin">> <span class="nextLink"><<link [[Step away|Cabin Actions]]>><</link>></span> <<case "mansion">> <span class="nextLink"><<link [[Step away|Mansion Bedroom]]>><</link>></span> <</switch>> <br><<control 20>><<effects>><<getTarget>> You clumsily walk over to the <<print $container[$location].name.toLowerCase()>>. <<set $outside to 0>> <<set _container to $container[$location]>> <<set $checkboxResult to {}>><<set _paleCount to 0>> <<for _i to 0; _i lt Object.keys(_container.creatures).length; _i++>> <<if _container.creatures[_i] isnot null and _container.creatures[_i].creature.includes("Pale")>> <<set _paleCount ++>> <</if>> <</for>> You feverishly check on your pale <<pluralise _paleCount "child" "children">>, taking <<pluralise _paleCount "it" "them">> out and holding <<pluralise _paleCount "it" "them">>. <br> <<creatureVisit>> <br><br> You hold <<pluralise _paleCount "it" "them">> close to you. You feel a strange warmth growing within, and your vision starts to get blurry. <br><br> You're crying. <<set $pain to 100>><<set $phase2 to 2>> <br><br> You don't know how long you sit there. You hardly feel anything. Your face remains locked in cold unexpression. <<set _palePass to (45 + (15 * _paleCount))>><<pass _palePass>><<ggcontrol>> <br><br> Eventually, your gaze turns to <<if $wraith.exit is "home" and ($robinbed is "yours" or $robinbed is "theirs" or $kylarbed is 1)>><<if $robinbed is "yours" or $robinbed is "theirs">>Robin.<<else>>Kylar.<</if>><<else>>the lake.<</if>> <br><br> <<switch $wraith.exit>> <<case "home">> <<set $nextPassage to "Bedroom">> <<set $nextPassageCheck to "Bedroom">> <span class="nextLink"><<link [[Step away|Bedroom]]>><</link>></span> <br> <<link [[Try to stay still|Containers]]>><</link>> <<case "lake">> <<set $nextPassage to "Lake Waterfall">> <<set $nextPassageCheck to "Lake Waterfall">> <span class="nextLink"><<link [[The lake.|Lake Waterfall]]>><</link>></span> <br> <<link [[Try to stay still|Containers]]>><</link>> <<case "alex_farm">> <<set $nextPassage to "Bedroom">> <span class="nextLink"><<link [[Step away|Bedroom]]>><</link>></span> <br> <<link [[Try to stay still|Containers]]>><</link>> <</switch>> <br><<effects>> <<set $wraithWillMessage to true>> <<if $location is "park">> You shamble over to the fountain, <<elseif $location is "forest" or $location is "moor">> You shamble over to a <<if Weather.isSnow>>frozen <</if>>pool of water, <<elseif $bus is "lakeshore">> You shamble over to the edge of the lake, <<elseif $bus is "lakewaterfall">> You shamble over to the <<if Weather.isSnow>>frozen <</if>>pond, <<elseif $location is "lake_ruin">> You float over to a reflective part of the wall, <<elseif $location is "drain">> You peek over the edge of the walkway, <<elseif $location is "sewers">> You shamble over to a nearby shard of broken glass, <<elseif $location is "forest_shop">> You shamble over to an antique snowglobe, <<elseif $outside is 1>> You shamble over to a puddle, <<else>> You shamble over to a window, <</if>> and look at your reflection. A pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> <<if $wraith.exit is "Gwylan">> "I know you can hear me. Quit ignoring me." <br><br> <</if>> You move each finger individually, as if to test them. <br><br> Your head quickly tilts to the side, making sickening cracks. Your hands open and clench. <br><br> <i><span class="red">Fully restore your</span> <span class="green">control</span> <span class="red">to take back your body.</span></i> <br><br> <span class="nextLink"><<exitWraith true>></span><<rainWraith>> <br><<effects>> <<if Time.hour gte 6 and $moonstate is "morning">> Your body begins to grow heavy as the first rays of sunlight crest over the horizon. You try to move your arm. <span class="green">It twitches.</span> <br><br> You fall to your knees, and your vision grows blurry. You see a set of pale, translucent arms emerging from your own. Your body goes stiff, and you start leaning backwards. <br><br> <<if $wraithIntro>> The pale figure exits your body, staring back at you <<if $wraith.state is "haunt">> scornfully as it scratches at its scarred neck. <br><br> "<span class="wraith">You belong to me, thief.</span>" <<elseif $wraith.state is "despair">> mournfully as it scratches at its scarred, bare neck. <br><br> "<span class="wraith">Please... help me find it...</span>" <<else>> playfully as it thumbs a necklace made of ivory. <br><br> "<span class="wraith">You belong to me.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <<else>> A beautiful pale figure floats out of your body, towering over you. <<if $wraith.state is "haunt">> It angrily claws at its own neck as it stares you down. It places a hand under your chin. <br><br> "<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>" <<elseif $wraith.state is "despair">> It mournfully claws at its own scarred, bare neck as it stares you down. <br><br> "<span class="wraith">Have you seen my necklace? I...</span>" <<else>> It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin. <br><br> "<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <</if>> It vanishes in a torrent of water. You slowly regain feeling in your body, and try to stand. It takes a few tries, but eventually, you hoist yourself up. <br><br> <<tearful>> you try to make sense of what happened to you. <br><br> <<else>> <span class="gold">You stop.</span> <br><br> You can feel it pushing you to take another step. It clashes against you, pushing against your mind and body, trying to assert its dominance. You have a hold of it now, and you're not letting go. <br><br> You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you. <br><br> <<if $wraithIntro>> The pale figure floats before you, staring at you <<if $wraith.state is "haunt">> scornfully as it scratches at its scarred neck. <br><br> "<span class="wraith">You belong to me. You will not hold against me forever, thief.</span>" <<elseif $wraith.state is "despair">> mournfully as it scratches at its scarred, bare neck. <br><br> "<span class="wraith">Please... help me find it...</span>" <<else>> playfully as it thumbs a necklace made of ivory. <br><br> "<span class="wraith">You belong to me. You will not hold against me forever.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <<else>> A beautiful pale figure floats before you. <<if $wraith.state is "haunt">> It angrily claws at its own neck as it stares you down. It places a hand under your chin. <br><br> "<span class="wraith">I will have you, graverobber. Soon.</span>" <<elseif $wraith.state is "despair">> It mournfully claws at its own scarred, bare neck as it stares you down. <br><br> "<span class="wraith">Have you seen my necklace? I...</span>" <<else>> It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin. <br><br> "<span class="wraith">Your will is strong. I like you.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <</if>> A massive torrent of water shoots up from below, completely engulfing it. You can only see its <<wraithEyes>> eyes glowing through it. When it passes, the figure is gone. <<tearful>> you try to make sense of what you just went through. <br><br> <</if>> <<exposure>> <<clotheson>> <<exitWraith>> <<clearWraith>><<effects>> <<if Time.hour gte 6 and $moonstate is "morning">> Your body begins to grow heavy as the first rays of sunlight reach the depths. You try to move your arm. <span class="green">It twitches.</span> <br><br> You float aimlessly in the water, and your vision grows blurry. You see a set of pale, translucent arms emerging from your own. Your body goes stiff, and you start leaning backwards. <br><br> <<if $wraithIntro>> The pale figure exits your body, staring back at you <<if $wraith.state is "haunt">> scornfully as it scratches at its scarred neck. <br><br> "<span class="wraith">You belong to me, thief.</span>" <<elseif $wraith.state is "despair">> pleadingly as it scratches at its scarred neck. <br><br> "<span class="wraith">Where is it?</span>" <<else>> playfully as it thumbs a necklace made of ivory. <br><br> "<span class="wraith">You belong to me.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <<else>> A beautiful pale figure floats out of your body, towering over you. <<if $wraith.state is "haunt">> It angrily claws at its own neck as it stares you down. It places a hand under your chin. <br><br> "<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>" <<elseif $wraith.state is "despair">> It mournfully claws at its own scarred neck as it stares you down. <br><br> "<span class="wraith">Have you seen my necklace? I...</span>" <<else>> It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin. <br><br> "<span class="wraith">Cut short. Next time. See you soon, <<pcpetname "Wraith">>.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <</if>> It vanishes with a bright flash. You slowly regain feeling in your body, and try to swim. It takes some time, but you're able to move yourself again. <br><br> <<tearful>> you try to make sense of what happened to you. <<else>> <span class="gold">You stop.</span> <br><br> You can feel it pushing you to keep going. It clashes against you, pushing against your mind and body, trying to assert its dominance. You have a hold of it now, and you're not letting go. <br><br> You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you. <br><br> <<if $wraithIntro>> The pale figure floats before you, staring at you <<if $wraith.state is "haunt">> scornfully as it scratches at its scarred neck. <br><br> "<span class="wraith">You belong to me. You will not hold against me forever, thief.</span>" <<elseif $wraith.state is "despair">> mournfully as it scratches at its scarred, bare neck. <br><br> "<span class="wraith">Please... help me find it...</span>" <<else>> playfully as it thumbs a necklace made of ivory. <br><br> "<span class="wraith">You belong to me. You will not hold against me forever.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <<else>> A beautiful pale figure floats before you. <<if $wraith.state is "haunt">> It angrily claws at its own neck as it stares you down. It places a hand under your chin. <br><br> "<span class="wraith">I will have you, graverobber. Soon.</span>" <<elseif $wraith.state is "despair">> It mournfully claws at its own scarred, bare neck as it stares you down. <br><br> "<span class="wraith">Have you seen my necklace? I...</span>" <<else>> It's naked, save an ornate necklace of ivory around its neck. It places a hand under your chin. <br><br> "<span class="wraith">Your will is strong. I like you.</span>" <</if>> <<trauma 50>><<gggtrauma>> <br><br> <</if>> A bright flash of light blinds you. When it passes, the figure is gone. <<tearful>> you try to make sense of what you just went through. <br><br> <</if>> <<exposure>> <<clotheson>> <<exitWraith>> <<clearWraith>><<effects>> DEBUG PASSAGE. Should be unreachable. <br><br> <<link [[Fuck|Bedroom]]>><<endevent>><</link>><<effects>> DEBUG PASSAGE. Should be unreachable. <br><br> <<link [[Fuck|Bedroom]]>><<endevent>><</link>><<effects>><<getTarget>> You look down. You see your reflection in the ice. A pale <<girl>> with <<wraithEyes>> eyes still stares back. <br><br> You find yourself sinking through the ice, submerging without causing a break. <br><br> <span class="nextLink"><<link [[Down.|Lake Underwater]]>><<set $phase2 to 1>><</link>></span> <br><<effects>> You hear the trees rustle behind you. You slowly turn to look. Something digs at the back of your mind, as if surprised at the intrusion. It quickly turns to annoyance. <br><br> Someone emerges from the treeline. <span class="green">It's Gwylan.</span> <<nnpc_Hes "Gwylan">> wearing a green hooded cloak. <br><br> "There you are! <<if $gwylan.timer.bloodVisit>> I got worried after you left the shop earlier." <<elseif $gwylan.timer.bloodKnock>> I heard someone knocking at the shop, and I thought it might have been you." <<else>> I thought I saw you shambling past the shop." <</if>> <<nnpc_He "Gwylan">> looks you over, and steps closer. "Oh dear." <br><br> You stare at <<nnpc_him "Gwylan">>. <br><br> <span class="nextLink"><<link [[...|Forest Wraith Gwylan]]>><</link>></span> <br><<effects>> <<npc Gwylan>><<person1>> You hear the trees rustle behind you. You slowly turn to look. Something digs at the back of your mind, as if surprised at the intrusion. It quickly turns to annoyance. <br><br> Three green eyes stare from the shadows. A shape like a massive fox darts away, before reappearing somewhere else. It's all around you. <br><br> A branch breaks, and your body turns just in time to be tackled by something. <span class="green">It's Gwylan.</span> <<if npcIsPregnant("Gwylan")>> Your body rolls with <<him>>, but throws <<him>> off. <<Hes>> sent reeling, but recovers quickly. <<else>> Your body rolls with <<him>>, before kicking both of your legs into Gwylan's gut. <<Hes>> sent reeling, but recovers quickly. <</if>> <br><br> Your body and Gwylan stare each other down. <<rainWraith>> <br><br> "I know you can hear me in there, <<pcpetname "Gwylan" "name">>. I'll do my best, but..." <<His>> voice trembles. "I won't be able to get you out by myself. I need you to fight it, however you can." <br><br> <<if $hypnosis_traits.devotion gte 4>> You feel like a fly trapped between two spiders. <br><br> <</if>> Gwylan runs towards you! <br><br> <span class="nextLink"><<link [[Fight|Wraith Snatched Gwylan Fight]]>><<set $fightstart to 1>><</link>></span> <br><<set $outside to 1>><<set $location to "forest">><<effects>><<set _notMoving to true>><<getTarget>> <<npc Gwylan>><<person1>> <<set $nextPassage to "Forest Wraith Gwylan 2">> Gwylan grabs your shoulder, looking into your eyes. <br><br> You take in a deep breath. <br><br> <<link [[Beg for help|Forest]]>><</link>> <br> <span class="nextLink"><<link [[I'm well, Gwylan.|Forest Wraith Gwylan 2]]>><</link>></span> <br><<effects>><<set _notMoving to true>><<getTarget>> <<set $nextPassage to "Forest Wraith Gwylan 3">> Your body speaks. <<if $willpowerSuccess>> <span class="green">Your voice cracks.</span> <</if>> "I'm well, Gwylan. I must have been sleepwalking. Thank you." <br><br> <<He>> tilts <<his>> head, looking closer. "Sleepwalking. <<if $exposed gte 2>>Naked.<</if>> Right." <<He>> takes a step back. "In that case, why not come by my shop? I have a remedy for sleepwalking<<if $exposed gte 2>>, and some warm clothes<</if>>." <br><br> You feel a throb in your head. <br><br> <<link [[Yes|Forest]]>><</link>> <br> <span class="nextLink"><<link [[No, thank you.|Forest Wraith Gwylan 3]]>><</link>></span> <br><<effects>><<set _notMoving to true>><<getTarget>> <<set $nextPassage to "Forest Wraith Gwylan 4">> <<if $willpowerSuccess>> <span class="green">You lean towards <<him>>, ever so slightly.</span> <br><br> <</if>> Your body speaks. "No, thank you. I think I'm going..." You pause. "Home." The word doesn't sound right. <br><br> <<He>> frowns. "Alright. Let me walk with you, then. It's a dangerous night." You feel another throb. <br><br> <<link [[Please|Forest]]>><</link>> <br> <span class="nextLink"><<link [[No, thank you.|Forest Wraith Gwylan 4]]>><</link>></span> <br><<effects>><<set _notMoving to true>><<getTarget>> <<set $nextPassage to "Forest">> <<if $willpowerSuccess>> <span class="green">You manage to let out a short, strained breath.</span> <br><br> <</if>> Your body speaks. "No, thank you. I prefer the solitude. It's a beautiful night." <br><br> <<He>> sighs. "Okay. Well... come see me tomorrow, then. I'm worried about you." <<He>> turns away, but pauses. <br><br> <<He>> walks back over to you, and hugs you tightly. Your body doesn't return it. "Your skin is very cold," <<he>> says. "Don't take long. I don't want you getting sick." <span class="red"><<He>> turns, and leaves.</span> <br><br> <<endevent>><<set $gwylanDoesALittleTrolling to true>> <span class="nextLink"><<link [[Walk.|Forest]]>><<set $phase2 to 1>><</link>></span> <br><<effects>><<getTarget>> <<npc Gwylan>><<person1>> <<unset $nextPassage>> You shamble through the forest. You know- <br><br> "Where are you going?" Your head throbs multiple times in quick succession upon hearing Gwylan's voice. "That isn't towards home. That's towards the lake." <br><br> You hear rapid footsteps, and <<he>> grabs you by the shoulders from behind. "I'm afraid I have to insist now. You're coming with me, back to the shop." <<He>> grabs your hand, and tries to pull you along. <br><br> You don't budge. You slowly turn to face <<him>>. The intruder in your body feels distant for a moment, as if thinking. It pulls against you, testing your will. <br><br> After a moment, <span class="green">you start to walk with <<him>></span>. <br><br> <span class="nextLink"><<link [[Follow. For now.|Forest Wraith Gwylan 6]]>><<set $phase2 to 1>><<pass 10>><</link>></span> <br><<set $outside to 0>><<set $location to "forest_shop">><<effects>><<getTarget>><<set $nextPassage to "Forest Wraith Gwylan 7">> "I've got a remedy that will make sure you sleep through the whole night. I wouldn't recommend drinking it more than twice a week though, unless you want regular sleep paralysis—" <br><br> Your body tunes Gwylan out. It does its best impression of normal walking. You feel strange. Almost as though it's going along with you, rather than you going along with it. <span class="purple">It's biding its time.</span> <br><br> You make it back to the forest shop with Gwylan. <<He>> leads you to a small table, before heading through a dark doorway. <br><br> Your eyes slowly move around the room, catching on a few of the knick-knacks around. "The gull's nest is empty," your body says. "You are all that remains." <br><br> "Sorry, what was that?" Gwylan's head pops out from the doorway. You stare at each other for a moment, saying nothing. <<He>> slowly ducks back into the other room. <br><br> You stare straight ahead for several minutes. The intruder's will pokes at yours. "<span class='wraith'>Fortunate, <<pcpetname "Wraith">>. Interference from the witch.</span>" You hear something like a laugh. <<if $wraith.state is "haunt">> "<span class='wraith'>You will be pulled apart between us. Whom do you think is worse?</span>" <<else>> "<span class='wraith'>Let us see which of us claims the fly from the web.</span>" <</if>> <br><br> Gwylan returns holding a tray with a tea kettle. <<He>> pours hot water into a cup, and holds it in front of you. "There you go! <<if $gwylanTea gte 4>> Sorry that it isn't your favourite butterfly pea flower tea, but I think you'll enjoy it. <</if>> Drink it up." <<He>> pinches you on the cheek. You don't feel it. <<He>> sits on the opposite end of the table. <br><br> Your eyes look down at it. A <<wraithEyes>> tinge flashes over your vision, and your body feels sick looking at it. <br><br> <<link [[Drink it|Forest Shop]]>><</link>> <br> <span class="nextLink"><<link [[Do not.|Forest Wraith Gwylan 7]]>><</link>></span> <br><<effects>><<set _notMoving to true>><<getTarget>><<set $nextPassage to "Forest Wraith Gwylan 8">> <<if $willpowerSuccess>> <span class="green">Your arm twitches.</span> <</if>> The teacup sits in front of you, untouched. Your body looks back up to Gwylan. <br><br> You stare at each other. <br><br> "Something wrong?" <<he>> says.<br> "I'm not thirsty," your body says.<br> "Ah, drank too much water?"<br> Your head throbs. <br><br> You sit still. <br><br> <<link [[Drink it|Forest Shop]]>><</link>> <br> <span class="nextLink"><<link [[Do not.|Forest Wraith Gwylan 8]]>><</link>></span> <br><<effects>><<set _notMoving to true>><<getTarget>><<unset $nextPassage>> <<if $willpowerSuccess>> <span class="green">Your arm twitches.</span> <</if>> The teacup sits in front of you, untouched. "Go on, dear. It will help." You sit still. <br><br> Gwylan leans forward. <br><br> "I'll stay up with you then. I don't mind."<br> Your head throbs again. "Why?"<br> <<if $gwylanSeen.includes("romance")>> "Because we're one." <<else>> "Because burdens are meant to be shared." <</if>> <br><br> You let out a strained laugh. "<span class="wraith">To think your black heart is capable of such intimacy. Yours is more dead than mine.</span>" <br><br> Gwylan blinks. "Well, that was rude." <<He>> leans forward a little further. "It's just tea, dear. It's not like it will... <i>drown</i> you." <br><br> <span class="red">Your body lunges for <<him>> over the table.</span> <br><br> <<link [[Resist|Forest Wraith Gwylan 9]]>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $control gte $controlmax>> <span class="gold">You stop.</span> The pale figure doesn't. It flies out of your body as it lunges for Gwylan. <br><br> <<if $wraith.state is "haunt">> <<He>> ducks, narrowly avoiding being raked by its blackened arm <<else>> <<He>> ducks, narrowly avoiding being grabbed <</if>> as it soars right past <<him>>. <<He>> rushes to your side, helping you stand as the numbness fades from your body. <<He>> stands protectively between you and it. <br><br> "This is my home. You have no power here. Begone." The entire shop seems to shudder in response. <span class="purple">Dozens of wooden mannequins stand behind the pale figure, each one making a grab for it.</span> <br><br> It waves its hand, and wooden limbs are scattered everywhere as a single pale tendril whips across them. <<if $wraith.state is "haunt">> It sneers. "<span class="wraith">Cruel gull. <<pShe>> is mine. If not on this night, then the next. I will wait forever if need be.</span>" <<else>> It laughs. "<span class="wraith">Clever gull. <<pShe>> is mine. I know you understand. To be alone forever-</span>" <</if>> <br><br> "You aren't ready for forever," Gwylan says back. "You aren't even ready for right now." <<He>> raises a hand and snaps <<his>> fingers. The mannequins stand again, and despite many missing arms, they all approach. Most are knocked away and broken further, but a few find their mark, restraining its limbs. It simply sprouts more, which grab and tear the mannequins apart. <br><br> It turns back with a smug grin, just in time for a ?gwylanItem to bounce off of its head with a loud thud. Its head is knocked to a tilt. It looks stunned for a moment, as if surprised it was actually hit by that. It was just a distraction, though. Gwylan runs towards it, a golden bracelet in hand. <<He>> clasps it around the figure's arm, and yells a command. <br><br> <b>"<span class="witch">Go home!</span>"</b> <br><br> A matching golden shackle appears around the bracelet. The nearest window flies open on its own as Gwylan darts back to your side. <span class="purple">A screeching wind rips through the air, towards the window.</span> The figure is yanked towards it. Its many hands grip the window frame for purchase, but each one becomes clasped in another golden shackle. It gives you both one last piercing look, before <span class="green">it's expelled from the shop</span>. <<else>> Gwylan ducks, narrowly avoiding your lunge. You land behind <<him>> and turn. <br><br> "This is my home. You have no power here. Begone." The entire shop seems to shudder in response. <span class="purple">Dozens of wooden hands wrap around your arms and legs. You're surrounded by mannequins.</span> <br><br> Your body struggles against them. <<if $wraith.state is "haunt">> It sneers. "<span class="wraith">Cruel gull. <<pShe>> is mine. Join us. We can share this bliss forever.</span>" <<else>> It laughs. "<span class="wraith">Clever gull. <<pShe>> is mine. Join us. We can share this bliss forever.</span>" <</if>> <br><br> "You aren't ready for forever," Gwylan says back. "You aren't even ready for right now." <<if $hypnosis_traits.devotion gte 4>> <<He>> slowly, but confidently, walks up to you and places a hand on your head. You don't feel it. "Besides, you're wrong. <<pShes>> mine." <<He>> giggles, before whispering in your ear. <br><br> <b>"<span class="witch">Sit.</span>"</b> <br><br> <<hypnosisText "<span class='blue'>Your body sits obediently.</span>">> The mannequins all release you. <br><br> The Wraith pushes against you, trying to force you to move. <span class="green">It can't.</span> You continue to sit in place. "<<pcPetname "Gwylan" "good">>." <<He>> pets your head. You can feel it. The numbness is fading. <<trauma -1>><<ltrauma>><<gcontrol>> <br><br> <<He>> turns your head to face the nearest window, and whispers another command. <<else>> <<He>> grabs a ?gwylanItem from a nearby shelf, tosses it up and down in <<his>> hand for a moment, and <span class="red">whips it at you</span>. <br><br> It bounces off of your head with a loud thud, but you don't feel any pain. The intruder feels rattled, though. Just enough for you to exert your will for a precious moment. <<gcontrol>> <br><br> Gwylan runs up to you, and turns your head to face the nearest window. <<He>> whispers a command into your ear. <</if>> <br><br> <b>"<span class="witch">Go home.</span>"</b> <br><br> The window flies open on its own. Your vision focuses on something, far into the forest. The trees seem to part for you. It's the lake. <span class="purple">A screeching wind rips through the air, towards it.</span> The figure is pulled out of your body. Its many hands grip the window frame for purchase, but each one becomes clasped in a golden shackle. It gives you both one last piercing look, before <span class="green">it's expelled from the shop</span>. <</if>> <br><br> The window slams shut. Gwylan holds you tightly. <br><br> <<set $wraith.state to "">> <<clearWraith>> <<set $wraithSkip to true>> <<gwylanRescueStats true "Wraith">> <<link [[Next|Forest Shop Wraith Talk]]>><<wraithExorcise true true>><<endevent>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust to -100>> <<set $enemyanger to 200>> <<npcidlegenitals>> <<set $noAdmire to true>><<set $noBodyWriting to true>> <<if !$wraith.will>> <<set $wraith.will to random(1300, 1700)>> <</if>> Your body is made to laugh. "<span class="wraith">Wretched, jealous gull, picking at the scraps.</span>" <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or _controlRegain is 1>> <span id="next" class="nextWraith"><<link [[Next.|Wraith Snatched Gwylan Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next" class="nextWraith"><<link [[Next.|Wraith Snatched Gwylan Fight]]>><</link>></span><<nexttext>> <</if>><<effects>><<getTarget true>> <<if $control gte $controlmax>> <<wraithExorcise true true>><<clearWraith>><<endWraith>> <<npc Gwylan>><<person1>> <span class="gold">You stop.</span> You can feel it pushing you to keep going, to keep fighting, but you dig your heels in and focus. You have your body back, and you don't plan on giving it up. <br><br> <<if $hypnosis_traits.devotion gte 4>> <b>"<span class="witch">Sit!</span>"</b> <br><br> <<hypnosisText "<span class='blue'>You can't resist that, though. Your body collapses.</span>">> Gwylan quickly kneels next to you, pulling a vial from <<his>> belt. <<He>> rips the cork out, and holds it under your nose. <br><br> You tremble. All at once, the Wraith is pulled out of your body from above. It dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you. <<else>> You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you. <br><br> Its head snaps back, and it dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you. <</if>> <<if $wraith.state is "haunt">> "<span class="wraith">The albatross around your throat will drag you to the bottom.</span>" <<else>> "<span class="wraith">The fox snatches the albatross from the wind.</span>" <</if>> <br><br> <<if Weather.precipitation isnot "none">> Gwylan huffs as the figure disappears. <<else>> Gwylan huffs as the <<print Weather.precipitation>> begins to clear up. <</if>> "I'm sorry, but I won't let you have <<phim>>." <<He>> looks back to you. "You're a troublesome one, you know that?" <<He>> hugs you tightly. <br><br> <<if $hypnosis_traits.devotion gte 4>> "Why didn't you lead with that?" you ask, hugging back. <br><br> "It had too much control, and the mixture wasn't what freed you. That just made the exit more clean." <<He>> smiles. <</if>> "Come on. I'll make you some tea back at the shop." <br><br> You're in no position to resist. <<if $pain gte 75>> Gwylan puts one of your arms around <<him>> and helps you walk. <</if>> It isn't a long trip to the shop. <<endcombat>> <br><br> <<link [[Next|Forest Shop Wraith Talk Repeat]]>><<clotheson>><<set $forest to 0>><</link>> <<else>> Gwylan falls to the ground. You fall on top of <<him>>, your hands around <<his>> throat. "<span class="wraith">The fox plays the part of the prey.</span>" <br><br> <<He>> can't breathe. <<His>> hands grip your wrists, but <<he>> can't pull them away. <<He>> reaches for something on <<his>> belt, but it's smacked away by another arm. <br><br> <span class="red"><<His>> struggling becomes weaker and weaker, <<his>> eyes becoming more dim. <<He>> releases you, <<his>> arms falling limp at <<his>> sides.</span> <br><br> "<span class="wraith">Alas. Your torment was never mine to end.</span>" <br><br> You release <<him>>, and <<he>> gasps for breath. <<He>> coughs as you stand. "<span class="wraith">Hie away, witch. Suffer alone in your self-made cage.</span>" <br><br> You start to walk away, but <<he>> grabs your ankle. <<if $gwylanSeen.includes("partners") and C.npc.Gwylan.dom gte 135>> <<gwylanRescueStats true "WraithFight">> <<silently>><<endcombat>><</silently>><<npc Gwylan>><<person1>> "You..." <<he>> gasps, <<his>> breath ragged and hoarse. "...can't have <<phim>>." <<He>> drags <<himself>> forwards. You look down in bemusement. "Nobody can." <br><br> <span class="nextLink"><<link [[Next|Wraith Snatched Gwylan Fight Finish Nobody]]>><</link>></span> <<else>> <<gwylanRescueStats false "WraithFight">> <<His>> grip is weak and desperate. You kick it aside without effort. <br><br> You leave Gwylan weak and breathless in the clearing. <<endcombat>> <br><br> <span class="nextLink"><<exitWraith true>></span> <</if>> <</if>><<canvas-model-freeze "precipitation">> <span class="red">A whale sings a mournful song for its lost pod. A fox cries out for its kits. An albatross crashes to the sand with broken wings. A serpent sheds its skin, before devouring its own eggs.</span> The sky screams in anguish, before everything goes completely silent. <<if Weather.precipitation isnot "none">>The <<print Weather.precipitation>> freezes in the air.<</if>> <br><br> Nobody is here. <br><br> Nobody stands up. <br><br> Nobody's sharp, blackened fingers pierce through your chest. You feel nothing. <br><br> Nobody screams, antlers ablaze in red moonlight. All is silent. <br><br> Nobody rips the intruder from your body. <br><br> Nobody, and the Wraith, fade away in a torrent of water and rose petals. <br><br> <<link [[...|Wraith Snatched Gwylan Fight Finish Nobody 2]]>><</link>>No one is here. You're alone. <<if Weather.precipitation isnot "none">>The <<print Weather.precipitation>> crashes to the ground.<</if>> <<silently>><<clotheson>><</silently>> <<set $wraith.state to "">> <<gwylanNobody 21>><<world_corruption "soft" 15>><<set $gwylanSeen.pushUnique("nobody")>> /* ToDo: Gwylan - have Gwylan mention this somehow after they return in 3 weeks */ <br><br> Your head hurts. <<awareness -20>><<llawareness>> <br><br> <<exitWraith>> <<clearWraith>> <<set $wraithSkip to true>><<widget "getTarget">> <<if $possessed>> <<set $eventskip to 1>> <<if _args[0]>> <<switch $passage>> <<case "Bedroom">> <<pass 1>> <<set $wraith.exit to "home">> <<if !$nextPassageCheck>> <<set $phaseWraith to 0>> <<set $nextPassageCheck to "Mirror">> <<set $nextPassage to "Wraith Snatched Home Mirror">> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<set $unbind to 1>> <</if>> <<else>> <<if $phaseWraith lt 1 and $container and $container.home and $container.home.count gte 1 and !$wraithPaleVisit>> <<for _i to 0; _i lt Object.keys($container.home.creatures).length; _i++>> <<if $container.home.creatures[_i] isnot null and $container.home.creatures[_i].creature.includes("Pale")>> <<set $wraithPaleVisit to "home">> <</if>> <</for>> <<set $phaseWraith to 1>> <</if>> <<if $phaseWraith lt 2 and $wraithPaleVisit and $wraithPaleVisit is "home">> <<set $nextPassageCheck to "Containers">> <<set $nextPassage to "Wraith Snatched Offspring">> <<set $phaseWraith to 2>> <<elseif $phaseWraith lt 3 and ($robinbed is "yours" or $robinbed is "theirs" or $kylarbed is 1)>> <<set $nextPassageCheck to "Bed">> <<set $nextPassage to "Wraith Snatched Guest">> <<set $phaseWraith to 3>> <<else>> <<set $nextPassageCheck to "Bedroom">> <<set $nextPassage to "Wraith Snatched Home Window">> <<set $phaseWraith to 4>> <</if>> <</if>> <<case "Eden Cabin">> <<pass 1>> <<set $wraith.exit to "cabin">> <<if !$nextPassageCheck>> <<set $nextPassageCheck to "Cabin Actions">> <<set $nextPassage to "Cabin Actions">> <<set $phaseWraith to 0>> <<else>> <<set $phaseWraith to 4>> <<set $nextPassageCheck to "Eden Clearing">> <<set $nextPassage to "Wraith Snatched Cabin Leave">> <</if>> <<case "Cabin Actions">> <<pass 1>> <<if $phaseWraith is 0>> <<set $phaseWraith to 1>> <<set $nextPassageCheck to "Eden Mirror">> <<set $nextPassage to "Wraith Snatched Cabin Mirror">> <<elseif $phaseWraith lt 2>> <<set $nextPassageCheck to "Eden Cabin Bed">> <<set $nextPassage to "Wraith Snatched Guest">> <<set $phaseWraith to 2>> <<elseif $phaseWraith lt 3>> <<set $nextPassageCheck to "Eden Cabin">> <<set $nextPassage to "Eden Cabin">> <<set $phaseWraith to 3>> <<endevent>> <<set $phase2 to 1>> <</if>> <<case "Wolf Cave">> <<pass 1>> <<if !$nextPassageCheck>> <<set $nextPassageCheck to "Wolf Cave Clearing">> <<set $nextPassage to "Wolf Cave Clearing">> <<set $phaseWraith to 0>> <</if>> <<case "Wolf Cave Clearing">> <<pass 5>> <<if $phaseWraith is 0>> <<set $nextPassageCheck to "Wolf Cave Wash">> <<set $nextPassage to "Wraith Snatched Cave Reflection">> <<set $phaseWraith to 1>> <<else>> <<set $nextPassageCheck to "Forest">> <<set $nextPassage to "Wraith Snatched Cave Leave">> <</if>> <<case "Bird Tower">> <<set $nextPassageCheck to "Bird Tower Mirror">> <<set $nextPassage to "Wraith Snatched Far Mirror">> <<case "Farm Alex Bedroom">> <<set $nextPassageCheck to "Farm Bedroom">> <<set $nextPassage to "Farm Bedroom">> <<case "Farm Bedroom">> <<set $nextPassageCheck to "Farm Mirror">> <<set $nextPassage to "Wraith Snatched Far Mirror">> <<case "Pirate Bilge">> <<if $phaseWraith is 0>> <<set $nextPassageCheck to "Wraith Snatched Pirate Mirror">> <<set $nextPassage to "Wraith Snatched Pirate Mirror">> <<set $phaseWraith to 1>> <<else>> <<set $nextPassageCheck to "Pirate Cabin">> <<set $nextPassage to "Pirate Cabin">> <</if>> <<case "Pirate Cabin">> <<set $nextPassageCheck to "Pirate Deck">> <<set $nextPassage to "Pirate Deck">> <<case "Pirate Deck">> <<set $nextPassageCheck to "Wraith Snatched Pirate Railing">> <<set $nextPassage to "Wraith Snatched Pirate Railing">> <<case "Mansion Bedroom">> <<pass 1>> <<set $wraith.exit to "mansion">> <<if !$nextPassageCheck>> <<set $phaseWraith to 0>> <<set $nextPassageCheck to "Mansion Mirror">> <<set $nextPassage to "Wraith Snatched Mansion Mirror">> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<set $unbind to 1>> <</if>> <<else>> <<if $phaseWraith is 0 and $avery_mansion.schedule is "sleep">> <<set $nextPassageCheck to "Mansion Talk">> <<set $nextPassage to "Wraith Snatched Guest">> <<set $phaseWraith to 1>> <<else>> <<set $nextPassageCheck to "Mansion Garden">> <<set $nextPassage to "Mansion Garden">> <<set $phaseWraith to 2>> <</if>> <</if>> <<case "Mansion Garden">> <<set $nextPassageCheck to "Danube Street">> <<set $nextPassage to "Wraith Snatched Mansion Leave">> <<case "Domus Street" "Barb Street" "Danube Street" "Residential Drain">> <<pass 5>> <<set $nextPassageCheck to "Residential Alleyways">> <<set $nextPassage to "Residential Alleyways">> <<case "Residential Alleyways">> <<pass 5>> <<set $nextPassageCheck to "Connudatus Street">> <<set $nextPassage to "Connudatus Street">> <<case "Connudatus Street" "Cliff Street" "Wolf Street" "Commercial Drain">> <<pass 5>> <<set $nextPassageCheck to "Commercial Alleyways">> <<set $nextPassage to "Commercial Alleyways">> <<case "Commercial Alleyways">> <<pass 5>> <<set $nextPassageCheck to "High Street">> <<set $nextPassage to "High Street">> <<case "Drain Exit">> <<pass 5>> <<set $nextPassageCheck to "Industrial Drain">> <<set $nextPassage to "Industrial Drain">> <<case "Sewers Residential" "Sewers Commercial" "Sewers Industrial">> <<set $nextPassageCheck to "Sewers Possessed">> <<set $nextPassage to "Sewers Possessed">> <<case "Sewers Scrap" "Sewers Wood">> <<set $nextPassageCheck to "Sewers Residential">> <<set $nextPassage to "Sewers Residential">> <<case "Sewers Mud" "Sewers Ruins">> <<set $nextPassageCheck to "Sewers Commercial">> <<set $nextPassage to "Sewers Commercial">> <<case "Sewers Waterfall" "Sewers Algae" "Sewers Rubble">> <<set $nextPassageCheck to "Sewers Industrial">> <<set $nextPassage to "Sewers Industrial">> <<case "Sewers Lake">> <<set $nextPassageCheck to "Sewers Waterfall">> <<set $nextPassage to "Sewers Waterfall">> <<case "Sewers Webs">> <<set $nextPassageCheck to "Sewers Wood">> <<set $nextPassage to "Sewers Wood">> <<case "Sewers Shrooms">> <<set $nextPassageCheck to "Sewers Mud">> <<set $nextPassage to "Sewers Mud">> <<case "Sewers Hole">> <<set $nextPassageCheck to "Sewers Ruins">> <<set $nextPassage to "Sewers Ruins">> <<case "Sewers Workshop">> <<set $nextPassageCheck to "Sewers Scrap">> <<set $nextPassage to "Sewers Scrap">> <<case "Harvest Street" "Mer Street" "Industrial Drain">> <<pass 5>> <<set $nextPassageCheck to "Industrial Alleyways">> <<set $nextPassage to "Industrial Alleyways">> <<case "Industrial Alleyways">> <<pass 5>> <<set $nextPassageCheck to "Oxford Street">> <<set $nextPassage to "Oxford Street">> <<case "Oxford Street" "Starfish Street" "High Street">> <<pass 5>> <<set $nextPassageCheck to "Park">> <<set $nextPassage to "Park">> <<case "Park" "Elk Street">> <<pass 5>> <<set $nextPassageCheck to "Nightingale Street">> <<set $nextPassage to "Nightingale Street">> <<case "Nightingale Street">> <<pass 5>> <<set $nextPassageCheck to "Forest">> <<set $nextPassage to "Forest">> <<set $forest to 0>> <<set $wraith.exit to "forest">> <<case "Forest">> <<pass 8>> <<set $_gwylanRescueChance to 0>> <<if $gwylan.timer.bloodVisit>> <<set $_gwylanRescueChance += 30>> <<elseif $gwylan.timer.bloodKnock>> <<set $_gwylanRescueChance += 15>> <</if>> <<if $forest lte 20>> <<set $_gwylanRescueChance += 10>> <<set $nextPassageCheck to "Forest Blood Deeper">> <<if gwylanCanRescueFromWraith() and $_gwylanRescueChance gte random(1, 100)>> <<if $gwylanRescue?.seen.includes("Wraith")>> <<set $nextPassage to "Forest Blood Gwylan Rescue Repeat">> <<else>> <<set $nextPassage to "Forest Blood Gwylan Rescue">> <</if>> <<else>> <<set $nextPassage to "Forest">> <</if>> <<if $phaseWraith isnot 5>> <<set $phaseWraith to 5>> <<else>> <<set $forestmod to 1.5>><<set $forest += 5>> <<if $forest is 25>> <<set $nextPassageCheck to "Lake Shore">> <<set $nextPassage to "Lake Shore">> <<set $wraith.exit to "lake">> <</if>> <</if>> <<elseif $forest gt 40 and $forest lte 50>> <<set $nextPassageCheck to "Lake Fishing Rock">> <<set $nextPassage to "Lake Fishing Rock">> <<set $wraith.exit to "lake">> <<elseif $forest gt 30>> <<set $nextPassageCheck to "Forest Blood Less Deep">> <<set $nextPassage to "Forest">> <<if $phaseWraith isnot 5>> <<set $phaseWraith to 5>> <<else>> <<set $forestmod to 1.5>><<set $forest -= 5>> <<if $forest is 50>> <<set _nextPassageCheckTemp to "Lake Fishing Rock">> <<set _nextPassageTemp to "Lake Fishing Rock">> <</if>> <</if>> <<else>> <<set $nextPassageCheck to "Lake Shore">> <<set $nextPassage to "Lake Shore">> <<set $wraith.exit to "lake">> <</if>> <<case "Lake Campsite">> <<pass 5>> <<set $nextPassageCheck to "Lake Fishing Rock">> <<set $nextPassage to "Lake Fishing Rock">> <<set $wraith.exit to "lake">> <<case "Lake Fishing Rock">> <<pass 5>> <<set $nextPassageCheck to "Lake Waterfall">> <<set $nextPassage to "Lake Waterfall">> <<set $wraith.exit to "lake">> <<case "Lake Firepit">> <<pass 5>> <<set $nextPassageCheck to "Lake Shore">> <<set $nextPassage to "Lake Shore">> <<set $wraith.exit to "lake">> <<case "Lake Waterfall">> <<pass 5>> <<if $phaseWraith lt 1 and $container and $container.lake and $container.lake.count gte 1 and !$wraithPaleVisit>> <<for _i to 0; _i lt Object.keys($container.lake.creatures).length; _i++>> <<if $container.lake.creatures[_i] isnot null and $container.lake.creatures[_i].creature.includes("Pale")>> <<set $wraithPaleVisit to "lake">> <</if>> <</for>> <<set $phaseWraith to 1>> <</if>> <<if $wraithPaleVisit and $wraithPaleVisit is "lake" and $phaseWraith lt 3>> <<set $nextPassageCheck to "Containers">> <<set $nextPassage to "Wraith Snatched Offspring">> <<set $phaseWraith to 3>> <<else>> <<set $nextPassageCheck to "Lake Shore">> <<set $nextPassage to "Lake Shore">> <<set $wraith.exit to "lake">> <</if>> <<case "Lake Shore">> <<pass 5>> <<if $phaseWraith lt 1 and $container and $container.lake and $container.lake.count gte 1 and !$wraithPaleVisit>> <<for _i to 0; _i lt $container.lake.count; _i++>> <<if $container.lake.creatures[_i].creature.includes("Pale")>> <<set $wraithPaleVisit to "lake">> <</if>> <</for>> <<set $phaseWraith to 1>> <</if>> <<if $phaseWraith lt 2 and $wraithPaleVisit and $wraithPaleVisit is "lake">> <<set $nextPassageCheck to "Lake Waterfall">> <<set $nextPassage to "Lake Waterfall">> <<set $phaseWraith to 2>> <<else>> <<if Weather.isFrozen("lake")>> <<set $nextPassageCheck to "Lake Shallows Ice">> <<set $nextPassage to "Lake Shallows Ice">> <<else>> <<set $nextPassageCheck to "Lake Shallows">> <<set $nextPassage to "Lake Shallows">> <</if>> <</if>> <<case "Lake Shallows">> <<pass 5>> <<set $nextPassageCheck to "Lake Depths">> <<set $nextPassage to "Lake Depths">> <<case "Lake Shallows Ice">> <<pass 5>> <<set $nextPassageCheck to "Lake Depths Ice">> <<set $nextPassage to "Lake Depths Ice">> <<case "Lake Depths">> <<pass 5>> <<set $nextPassageCheck to "Lake Underwater">> <<set $nextPassage to "Lake Underwater">> <<case "Lake Depths Ice">> <<pass 5>> <<set $nextPassageCheck to "Lake Depths Ice Break">> <<set $nextPassage to "Lake Depths Ice Break">> <<case "Lake Underwater" "Lake Ruin Deep">> <<pass 5>> <<set $nextPassageCheck to "Lake Ruin">> <<set $nextPassage to "Lake Ruin">> <<case "Lake Ruin">> <<pass 2>> <<set $nextPassageCheck to "Lake Ruin Prison Intro">> <<set $nextPassage to "Lake Ruin Prison Intro">> <</switch>> <</if>> <<if !$wraith.will>> <<if $wraith.state is "haunt">> <<set $wraith.will to random(1300, 1700)>> <<else>> <<set $wraith.will to random(1100, 1500)>> <</if>> <</if>> <<set _wraithWill to Math.floor(1 + $wraith.will)>> <<if $wraith.possessCount is undefined>> <<if $location is "forest" or $location is "lake">> <<set _wraithWill /= 3>> <<else>> <<set _wraithWill /= 2>> <</if>> <</if>> <<if $wraithWillMessage and !$combat>> <<if $phase2 is 1>> <<set $phase2 to 0>> <<controlcaption>> <br> <<elseif ($passage isnot "Forest" or $passagePrev isnot "Forest") and $passage is $nextPassageIntended or $nextPassageCheck is $nextPassageIntended>> <<controlcaption>> <<set $willpowerSuccess to 0>> <br> <span class="pink">You let it take you.</span> <<pain -2>><<stress -12>><<sub 2>><<lpain>><<llstress>><<set $wraith.will += 30>> <<if numberOfEarSlime() and $worn.genitals.name is "chastity parasite" and $earSlime.vibration lt 60 and !$earSlime.defyCooldown>><<set $earSlime.vibration to 60>><<garousal>><</if>> <br><br> <<else>> <<if numberOfEarSlime() and $earSlime.growth gte 100>><<set $earSlime.vibration to 0>><<set $earSlime.defyCooldown++>><</if>> <<set $willpowerSuccess to 0>> <<willpowerdifficulty 1 _wraithWill true>> <<if $willpowerSuccess>> <<control `Math.floor(currentSkillValue('willpower') / 80)`>> <<controlcaption>> <br> <<if _notMoving>> <span class="green">You fight for control.</span> <<else>> <span class="green">You fight for control. It becomes slower.</span> <<pass 4>> <</if>> <<pain 4>><<stress 12>><<trauma 12>><<def 2>><<gpain>><<ggtrauma>><<ggstress>><<gcontrol>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 8)>> <br><br> <<else>> <<controlcaption>> <br> <span class="red">Your body does not obey.</span> <<stress 6>><<trauma 6>><<willpower 1>><<def 1>><<gtrauma>><<gstress>><<gwillpower>><<set $wraith.will -= Math.floor(currentSkillValue('willpower') / 10)>> <br><br> <</if>> <</if>> <</if>> <<if _nextPassageCheckTemp>> <<set $nextPassage to _nextPassageTemp>> <<set $nextPassageCheck to _nextPassageCheckTemp>> <</if>> <<if $phase2 is 2>> <<set $phase2 to 0>><<set $pain to 0>> <</if>> <<if _args[0]>> <<if $passage is "Forest" and $gwylanDoesALittleTrolling>> <<unset $gwylanDoesALittleTrolling>> <<set $nextPassage to "Forest Wraith Gwylan 5">> <<elseif $bus isnot "lake_ruin_prison" and (Time.hour gte 6 and $moonstate is "morning" and $wraith.exit isnot "home" or $control gte $controlmax)>> <<if $location is "lake_ruin">> <<set $nextPassage to "Wraith Resisted Lake">> <<else>> <<set $nextPassage to "Wraith Resisted">> <</if>> <</if>> <</if>> <</if>> <</widget>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<underwater>><<effects>> You place your hand against the rune. You trace a symbol around it with your other hand, and it flashes to life with a red glow. <br><br> The walls rumble. Plumes of purple steam hiss as seams appear between the stone. Masses of lichen crumble and float away. The wall around the rune begins to retract backwards, before falling into the floor. You swim into the breach. <br><br> Before you is a staircase leading up into darkness. Small patches of lichen illuminate sections of the wall. At the top, you can see a faint glow. You clumsily pull yourself along the walls leading up. <br><br> <span class="nextLink"><<link [[Up (0:02)|Lake Ruin Prison Intro 2]]>><<pass 2>><</link>></span> <br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>> You hear the scraping of stone behind you as you climb. After some time, you fall forwards, landing on your hands. <span class="blue">You've left the water.</span> There's a large air pocket here, and the air is filled with a purple mist. You crawl up the last of the stairs. <br><br> <<if $wraithPrison>> You're back in the underwater prison. <<else>> As you reach the top, you see the source of the glow. You're in a massive stone room lit by a colossal colony of glowing purple lichen. It snakes along the walls, occasionally following the pattern of intricate carvings. All around you are sets of large cages, many of which have rusted away. You spot a set of shackles in one of them. Another one of the cages seems to be the epicentre of the lichen colony, with much of it completely covered. <br><br> <</if>> You double over in pain. A pale, translucent limb emerges from your chest, followed by another. You're forcefully pushed into leaning backwards as it leaves you. <<pain 10>><<ggpain>> <br><br> <<endWraith>> <<generateWraith 1 true>> You collapse on the cold stone floor, with your senses slowly returning to you. You retch, coughing up water. You sharply inhale, and taste a sickening sweetness in the air. <<hallucinogen 40>><<gghallucinogens>> <br><br> <<if !$wraithIntro>> <<set $wraithIntro to true>> Before you floats a beautiful pale figure. <<if $wraith.state is "haunt">> It regards you with angry red eyes, clutching at its own scarred neck. <br><br> "<span class="wraith">Sealed away forever. As a thief should.</span>" <br><br> It grabs you by the neck and effortlessly pushes you to the ground. It floats down, coming to rest as it straddles you, and begins to put pressure on your neck. <span class="red">You can't breathe!</span> <<elseif $wraith.state is "despair">> It regards you with miserable, tired red eyes. It clutches at its own scarred, bare neck. <br><br> "<span class="wraith">H...have you seen my necklace...?</span>" <br><br> It gently puts its hands on your neck, and pushes you down on your back. It floats down, coming to rest as it straddles you. <<else>> It's naked, save for a necklace of ivory around its neck, set with large blue gemstones. It regards you with curious blue eyes, lifting your chin with its hand. It feels cold. <br><br> "<span class="wraith">Bask in immaculance. We will be beautiful.</span>" <br><br> It gently puts its hands on your neck, and pushes you down on your back. It floats down, coming to rest as it straddles you. <</if>> <<else>> The pale figure floats before you. <<if $wraith.state is "haunt">> <<if $wraithPrison and $wraithPrison.vision>> It places a clawed hand on your chest. You can feel a bitter chill in your whole body. You feel the room spin, and your back touch the floor. <br><br> "<span class="wraith">Do you understand yet, thief? Don't make me repeat myself.</span>" <<else>> It scratches its scarred neck, before pushing you over effortlessly. It floats down, and comes to rest as it straddles you. It grabs you by the neck. <span class="red">You can't breathe!</span> <br><br> "<span class="wraith">If you wish to steal from the dead, you will join them.</span>" <</if>> <<elseif $wraith.state is "despair">> <<if $wraithPrison and $wraithPrison.vision>> It places a clawed hand on your chest. You can feel a bitter chill in your whole body. You feel the room spin, and your back touch the floor. <br><br> "<span class="wraith">I can't find it. It's so cold without my necklace. Won't you keep me warm, <<pcpetname "Wraith">>?</span>" <<else>> It scratches at its bare neck, before gently pushing you on your back. It floats down, and comes to rest as it straddles you. <br><br> "<span class="wraith">It's so cold without my necklace. Won't you keep me warm, <<pcpetname "Wraith">>?</span>" <</if>> <<else>> It thumbs its necklace, before gently pushing you on your back. It floats down, and comes to rest as it straddles you. <br><br> "<span class="wraith">Welcome home, <<pcpetname "Wraith">>.</span>" <</if>> <</if>> Its gaze bores into you, keeping your body weak and unresponsive. <<if C.npc["Ivory Wraith"].lust gte 12 and $wraith.state is "haunt">> A sadistic smile creeps across its face. <<else>> It seems to hesitate for a moment, as if in thought. <</if>> <<if !$wraithPrison>> <br><br> <<link [[Beg|Lake Prison Intro 3]]>><<set $phase to 1>><<sub 1>><</link>> <br> <<link [[Struggle|Lake Prison Intro 3]]>><<set $phase to 2>><<def 1>><</link>> <br> <<else>> <<if $settings.parasitesEnabled and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $settings.slimesEnabled and !$noEarSlime>> It raises a hand to the side, and a swirling purple disc appears in the air. It reaches in, and pulls out a writhing red mass. A living slime. It lowers it down to your ear. <br><br> <<link [[Struggle|Lake Prison Slime Resist]]>><</link>> <br> <<link [[Stay still|Lake Prison Slime]]>><</link>> <<else>> <<initWraith "abomination">> <<startWraith>> <br><br> <<link [[Next|Lake Prison Intro Fight]]>><</link>> <</if>> <</if>> <br> <<if !$wraithPrison>> <<set $wraithPrison to {timer: 0, timePassed: 0, search: 0, state: "present", possession: false, masturbation: false}>> <<else>> <<set $wraithPrison.timer to 0>> <<set $wraithPrison.timePassed to 0>> <<set $wraithPrison.search to 0>> <<set $wraithPrison.state to "present">> <<set $wraithPrison.possession to false>> <<set $wraithPrison.masturbation to false>> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "P-please, don't hurt me..." you beg. <<elseif $speech_attitude is "bratty">> "Whatever you are, please leave me alone!" you yell. <<else>> "Please, I'm sorry! Don't hurt me!" you beg. <</if>> <br><br> <<if $wraith.state is "haunt">> "<span class="wraith">A thief is not one to beg.</span>" It grabs your neck more violently, cutting off your pleas. <<pain 8>><<gpain>> <<elseif $wraith.state is "despair">> "<span class="wraith">Did you take it? No, no...</span>" It gives you a profoundly sad frown, before grabbing you by the neck. <<pain 4>><<gpain>> <<else>> "<span class="wraith">I promise endless pleasure. Is this not enough?</span>" It giggles, before grabbing you by the neck. <<pain 4>><<gpain>> <</if>> <<else>> You try to pry its hands off of you, to no end. It smiles at you. <<if $wraith.state is "haunt">> "<span class="wraith">Struggle. It will only drown you faster.</span>" <<elseif $wraith.state is "despair">> "<span class="wraith">Did you take it? No, no...</span>" <<else>> "<span class="wraith">Save your energy. You will need it.</span>" <</if>> <</if>> <br><br> <<if $settings.parasitesEnabled and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $settings.slimesEnabled and !$noEarSlime>> It raises a hand to the side, and a swirling purple disc appears in the air. It reaches in, and pulls out a writhing red mass. A living slime. It lowers it down to your ear. <br><br> <<link [[Struggle|Lake Prison Slime Resist]]>><</link>> <br> <<link [[Stay still|Lake Prison Slime]]>><</link>> <<else>> <<initWraith "abomination">> <<startWraith>> <br><br> <<link [[Next|Lake Prison Intro Fight]]>><</link>> <</if>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>> With the last of your willpower, you keep moving your head, preventing the slime from entering. <br><br> It looks down at you and whispers. "<span class="wraith">You will bend. Or you will break.</span>" <<initWraith "abomination">> <<startWraith>> <br><br> <<link [[Next|Lake Prison Intro Fight]]>><</link>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<set $wraith.exit to "lake_ruin">><<effects>> <<set $wraithParasite to true>> It brings the slime down to your <<if $parasite.left_ear.name is undefined>> left ear, <span class="lewd">where it squirms in.</span> <<parasite left_ear slime>> <<set $parasite.left_ear.origin to "Wraith">> <<elseif $parasite.right_ear.name is undefined>> right ear, <span class="lewd">where it squirms in.</span> <<parasite right_ear slime>> <<set $parasite.right_ear.origin to "Wraith">> <</if>> <br><br> You shake in the figure's grasp. You feel unnaturally aroused, especially with it straddling you like this. It's a small feeling at first. Then it grows, until <span class="lewd">an overwhelming desire for lewdity overtakes you.</span> It looks pleased. <<lobsession>> <br><br> <<if numberOfEarSlime() is 1>> <i>A corruption bar has appeared in the Characteristics tab.</i> <br><br> <</if>> Its grip on you loosens<<if $wraith.state is "haunt">>, and you gasp for breath<</if>>. You hear whispers all around you. <<if numberOfEarSlime() gte 2>> <span class="lewd">The ear slimes are stronger now, redoubled. It commands you to give yourself to the pale figure.</span> By now you know how good it will feel to comply. <<else>> <span class="lewd">Something inside pressures you to give yourself to the pale figure.</span> Somehow, you know going along with the urges will feel good, and disobeying will be painful. <</if>> <<initWraith "abomination">> <<startWraith>> <br><br> <<if hasSexStat("promiscuity", 4) and $submissive gte 1900>> <<link [[Submit|Lake Prison Intro Fight]]>> <<set $sexstart to 1>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>> <<if $earSlime.promiscuity lt 4>><<set $earSlime.promiscuity to 4>><</if>> <<if $earSlime.deviancy lt 4>><<set $earSlime.deviancy to 4>><</if>> <<set $earSlime.startedThreats to true>> <</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>> <br> <</if>> <<link [[Obey|Lake Prison Intro Fight]]>> <<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>> <<if $earSlime.promiscuity lt 2>><<set $earSlime.promiscuity to 2>><</if>> <<if $earSlime.deviancy lt 2>><<set $earSlime.deviancy to 2>><</if>> <</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Lake Prison Intro Fight]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $enemytype to $wraith.type>> <<elseif $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.penisExist>> <<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend>> <span id="next"><<link [[Next|Lake Prison Intro Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Prison Intro Fight]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Lake Prison Intro Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Prison Intro Fight]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Lake Prison Intro Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Prison Intro Fight]]>><</link>></span><<nexttext>> <</if>> <</switch>> <br><<effects>> <<if !$wraithCount>> <<set $wraithCount to 0>> <</if>> <<if !$wraithMax>> <<set $wraithCount to 0>> <<set $wraithMax to 2>> <<if C.npc["Ivory Wraith"].lust gt 10>> <<set $wraithMax++>> <</if>> <<if !$settings.tentaclesEnabled>> <<set $wraithMax -->> <</if>> <</if>> <<if $wraith.type is "man" and $enemyhealth lte 0>> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> A terrible shriek pierces the air, forcing you to your knees. It grabs you by the neck, and lifts you. <<if $worn.neck.cursed is 1>> There's a flash of light, a deep groaning sound, and your $worn.neck.name is no more. <<set $worn.neck.type.push("broken")>> <<neckruined>> <</if>> <br><br> You're dragged and thrust into the cage next to the centre of the lichen colony. There's no door. The figure becomes more translucent, and begins fading. "<span class="wraith">I must recover. You will wait.</span>" It vanishes in a bright flash. <br><br> <<tearful>> you look around, trying to make sure its really gone. <<set $wraith.defeated++>> <<set $wraithPrison.timer to 120>> <<set $wraithPrison.state to "recovering">> <<clotheson>> <<endcombat>> <<endWraith>> <br> <<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>> <<set $wraithCount++>> <<ejacW>> <<if $wraithCount gte $wraithMax or $wraithCount gte 5>> <<kissWraith>> <br><br> <<if $settings.parasitesEnabled and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $settings.slimesEnabled and !$wraithParasite and !$noEarSlime>> <<set $wraithParasite to true>> It brings the slime down to your <<if $parasite.left_ear.name is undefined>> left ear, <span class="lewd">where it squirms in.</span> <<parasite left_ear slime>> <<set $parasite.left_ear.origin to "Wraith">> <<elseif $parasite.right_ear.name is undefined>> right ear, <span class="lewd">where it squirms in.</span> <<parasite right_ear slime>> <<set $parasite.right_ear.origin to "Wraith">> <</if>> <br><br> You shake in the figure's grasp. You feel unnaturally aroused, especially with it straddling you like this. It's a small feeling at first. Then it grows, until <span class="lewd">an overwhelming desire for lewdity overtakes you.</span> <br><br> <<if !$earSlime.corruption>> <i>A corruption bar has appeared in the Characteristics tab.</i> <br><br> <</if>> Its grip on you loosens<<if $wraith.state is "haunt">>, and you gasp for breath<</if>>. You hear whispers all around you. <span class="lewd">Something inside pressures you to give yourself to the pale figure.</span> Somehow, you know going along with the urges will feel good, and disobeying will be painful. <br><br> <</if>> It suddenly lifts you, and begins to carry you. You're helpless to resist. You're placed in a decrepit cage, right next to the centre of the lichen colony. There's no door. <<if $wraith.state is "haunt">> <<if !$wraithPrison.vision>> "<span class="wraith">I will break open your mind, and then I will show you. And then you will. Give. It. Back.</span>" <<else>> "<span class="wraith">The descent begins again. Isn't it beautiful?</span>" <</if>> <<elseif $wraith.state is "despair">> <<if !$wraithPrison.vision>> "<span class="wraith">Help me find it. See what I've seen. Stay.</span>" <<else>> "<span class="wraith">Again. Again. Descending. Where is it?</span>" <</if>> <</if>> <<if $worn.neck.cursed is 1>> It rests a hand against your $worn.neck.name. There's a flash of light, a deep groaning sound, and your $worn.neck.name is no more. <<set $worn.neck.type.push("broken")>> <<neckruined>> <</if>> It floats away from the cell, out of sight. <<tearful>> you look around, trying to think of a way out. The figure is nowhere to be seen. <<set $wraithPrison.timer to 60>> <<set $wraithPrison.state to "recovering">> <<clotheson>> <<endcombat>> <<endWraith>> <br> <<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>> <br> <<else>> <<continueWraith>> <br><br> <<link [[Next|Lake Prison Intro Fight]]>><</link>> <br> <</if>> <<else>> It suddenly lifts you, and begins to carry you. You're helpless to resist. You're placed in a decrepit cage, right next to the centre of the lichen colony. There's no door. <<if $wraith.state is "haunt">> <<if !$wraithPrison.vision>> "<span class="wraith">I will break open your mind, and then I will show you. And then you will. Give. It. Back.</span>" <<else>> "<span class="wraith">The descent begins again. Isn't it beautiful?</span>" <</if>> <<elseif $wraith.state is "despair">> <<if !$wraithPrison.vision>> "<span class="wraith">Help me find it. See what I've seen. Stay.</span>" <<else>> "<span class="wraith">Again. Again. Descending. Where is it?</span>" <</if>> <</if>> <<if $worn.neck.cursed is 1>> It rests a hand against your $worn.neck.name. There's a flash of light, a deep groaning sound, and your $worn.neck.name is no more. <<set $worn.neck.type.push("broken")>> <<neckruined>> <</if>> It floats away from the cell, out of sight. <<tearful>> you look around, trying to think of a way out. The figure is nowhere to be seen. <<set $wraithPrison.timer to 60>> <<set $wraithPrison.state to "recovering">> <<clotheson>> <<endcombat>> <<endWraith>> <br> <<link [[Next|Lake Ruin Prison]]>><<unset $wraithParasite>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $wraith.exit to "lake_ruin">><<set $bus to "lake_ruin_prison">><<effects>> You are in a submerged prison. Pink mist swirls in the air. <<ghallucinogens>> <br><br> <<if $wraithPrison.state is "present">> <<set _wraithEvent to true>> <</if>> <<if isPregnancyEnding() and !$possessed>> <<set $wraithPrison.state to "gone">> <<endWraith>> <<clearWraith>> <<pregnancyPassout "wraith">> <<else>> <<if $moonstate is "morning" and Time.hour gte 6 and $wraithPrison.timePassed gte 120 and $wraithPrison.state isnot "gone">> You see the figure near the staircase leading down. It's flickering. <br><br> <<if $wraith.state is "haunt">> <<if !$wraithPrison.vision>> It stares at you with pure anger and hatred. It screams, and begins floating in circles, clawing at its own bare neck and wailing. <br><br> It flickers out, only to flicker back right in front of you. It grabs you by the neck, its hand long and clawed. It swiftly drags you to the stairs, and plunges your head under the water. <<stress 24>><<pain 10>><<gpain>><<gstress>> <br><br> You struggle against it. It screams. "<span class="wraith">I will show you exactly what you've done. I will find you again, thief. You have not suffered enough. You were not ready.</span>" <<gobsession>> <br><br> It flickers backwards. You bring your head back up above the water, and cough. <<tearful>> you stand. The rune at the bottom of the stairs glows again. <<elseif C.npc["Ivory Wraith"].lust gte 12>> It stares at you with pure anger. It growls, and begins floating in circles, holding its own neck. <br><br> It flickers out, only to flicker back right in front of you. It grabs you by the neck, its hand long and clawed. You're pressed back against the wall. <<stress 12>><<pain 5>><<gpain>><<gstress>> <br><br> You struggle against it. It whispers. "<span class="wraith">You've seen it. Do you seek penance? More. More pain, first.</span>" <br><br> It flickers backwards. You slide down the wall. <<tearful>> you stand. The rune at the bottom of the stairs glows again. <<lobsession>> <<else>> It stares at you with apprehension, before appearing directly in front of you. It brings a clawed hand up, as if to strike you, and you instinctively cover your face. <br><br> You instead feel a gentle caress against your cheek. You slowly open your eyes. <span class="green">The clawed hand is gone, replaced by pale, supple skin. You see a faint familiarity in its face.</span> <br><br> "<span class="wraith">We're still falling, nowhere near the bottom. But maybe we don't need to reach the bottom.</span>" <<lobsession>> <</if>> <<elseif $wraith.state is "despair">> <<if !$wraithPrison.vision>> It stares at you with a look of regret. It screams, and begins floating in circles, clawing at its own bare neck and wailing. <br><br> It flickers out, only to flicker back right in front of you. It reaches out for your neck, its hand long and clawed. But it stops short. It begins to sob, and collapses before you. <br><br> "<span class="wraith">I'm sorry. You were not ready. We must suffer more.</span>" <<gobsession>> <br><br> It flickers backwards, away from you. The rune at the bottom of the stairs glows again. <<elseif C.npc["Ivory Wraith"].lust gte 12>> It stares at you with anger and regret. It growls, and begins floating in circles, clawing at its own bare neck. <br><br> It flickers out, only to flicker back right in front of you. It grabs you by the neck, its hand long and clawed. You're pressed back against the wall. <<stress 12>><<pain 5>><<gpain>><<gstress>> <br><br> You struggle against it. It immediately drops you, looking horrified. "<span class="wraith">I'm sorry. It wasn't you. It wasn't you...</span>" <<lobsession>> <br><br> It floats backwards. You slide down the wall. <<tearful>> you stand. The rune at the bottom of the stairs glows again. <<else>> It stares at you with a look of regret. It flickers out of sight, only to appear right before you. <br><br> "<span class="wraith">You've seen it. Have you seen it? Will you help me? You will help me.</span>" <<lobsession>> <br><br> It floats backwards, away from you. The rune at the bottom of the stairs glows again. <</if>> <<else>> "<span class="wraith">My time comes to an end. You will return, next moon.</span>" <<if numberOfEarSlime()>> <<if $earSlime.growth gte 200>> It giggles, and you feel the slime in your head briefly take full control over your body. "<span class="wraith">This is the only place you can free yourself from the parasites you have become one with, after all.</span>" <<else>> It giggles, and you feel the slime in your head wriggle. "<span class="wraith">This is the only place you can free yourself from the parasite, after all.</span>" <</if>> <</if>> <</if>> <br><br> A torrent of water shoots up from the stairs, and when it passes, the figure is gone. <span class="blue"><i>You're safe until the next blood moon.</i></span> <br><br> <<set $wraithPrison.state to "gone">> <<unset _wraithEvent>> <<endWraith>> <<clearWraith>> <</if>> <<if _wraithEvent is true>> <<if ["haunt", "despair"].includes($wraith.state) and $trauma gte ($traumamax / 10) * 4 and $wraithPrison.timePassed gte 140>> The pale figure emerges from the ground. You feel your energy being sapped away already. You're pushed into one of the cells and onto a bed of lichen by an unseen force. <br><br> <<if $wraith.state is "haunt">> It looks you over with a cold gaze, and grabs your cheeks with a clawed hand. <<if !$wraithPrison.vision>> "<span class="wraith">What was it you were seeking when you stole from the dead? Answers? I'll show you what it's like to drown with the corpse of this temple. May your curiosity be sated as the waves chew your bones. <<pcPetname "Wraith">>. <<pcPetname "Wraith">>.</span>" <<else>> "<span class="wraith">Down we go, once again. <<pcPetname "Wraith">>.</span>" <</if>> <<else>> It looks you over with a desperate gaze, and grabs your cheeks with a clawed hand. <<if !$wraithPrison.vision>> "<span class="wraith">You must see. You must understand. You must help me. Where is it? <<pcPetname "Wraith">>.</span>" <<else>> "<span class="wraith">Help me. Where is it? <<pcPetname "Wraith">>.</span>" <</if>> <</if>> <br><br> It grabs a handful of lichen from the centre of the large colony, and tilts your head back. It begins to drop the crushed lichen into your mouth. <<if $wraithPrison.vision>> You know better than to try to resist. <<else>> You try to spit it out, but your body isn't obeying you. <</if>> Once your mouth is full of the flowering lichen, it kisses you. You tense up, but soon enough, you feel an odd sense of relief. <<takeKissVirginity "Ivory Wraith" "rape">> <<stress -200>><<lllstress>><<trauma 36>><<gggtrauma>><<purity -50>><<lllpurity>><<physique_loss 16>><<llphysique>><<pain -15>><<llpain>> <br><br> Everything spins out around you, leaving only you and a pale face in a swirling sea of nothing. Your mind screams for release as your thoughts burn away. <<ggghallucinogens>> <br><br> Your vision turns and warps in ways you didn't know were possible. Your skin ripples, like wax melting off a candle. You see yourself from above, backlit by the glowing lichen. You look down at your arms, and find them to be unnaturally pale. <br><br> <span class="nextLink"><<link [[Wake up.|Schism]]>><</link>></span> <br> <<else>> <<generateWraith 1>> The pale figure emerges from the ground. You're pulled towards it by an unseen force. It looks you over. <br><br> <<if $wraith.state is "haunt">> "<span class="wraith"><<print either( "Open your eyes.", "<<pcPetname \"Wraith\">>.", "You must sleep before you can awaken.", "You must open your mind, only then can you face penance.", "You aren't ready to see yet, thief. I will make you ready.", "I will take everything from you. Only then will you understand." )>></span>" <<elseif $wraith.state is "despair">> "<span class="wraith"><<print either( "So cold.", "I'm sorry.", "Have you seen it?", "We must suffer together.", "<<pcPetname \"Wraith\">>.", "You are everything I have." )>></span>" <<else>> "<span class="wraith"><<print either( "Do not resist.", "Won't you give in?", "Drown with me, forever.", "<<pcPetname \"Wraith\">>.", "I am already inside you.", "This is everything you have." )>></span>" <</if>> <br><br> <<if $rng gte 91>> It grabs a handful of the pink lichen, and grabs your face with its other hand, forcing your mouth open. It crumbles the lichen, and flakes begin to fall into your mouth. <br><br> <<set $skulduggerydifficulty to 600>> <<link [[Accept it|Lake Ruin Lichen Eat]]>><<trauma 100>><<stress -50>><<set $phaseWraith to 1>><<hallucinogen 220>><</link>><<gggtrauma>><<lllstress>><<gghallucinogens>> <br> <<link [[Pretend to eat|Lake Ruin Lichen Eat]]>><<set $phaseWraith to 2>><</link>><<skulduggerydifficulty>> <br> <<link [[Spit it out|Lake Ruin Lichen Eat]]>><<set $phaseWraith to 3>><</link>> <br> <<elseif $rng gte 71 and $wraithPrison.possession is false>> <<if !$wraith.will>> <<set $wraith.will to random(1300, 1700)>> <</if>> <<set _wraithWill to Math.floor(1 + $wraith.will)>> You feel it try to enter your body. <br><br> <<link [[Give in|Lake Ruin Prison Possession]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <br> <<link [[Resist|Lake Ruin Prison Possession Resist]]>><<set $phase to 1>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 _wraithWill>> <br> <<elseif $rng gte 51 and !$wraithPrison.masturbation>> <<if !$wraith.will>> <<set $wraith.will to random(1300, 1700)>> <</if>> <<set _wraithWill to Math.floor(1 + $wraith.will)>> You feel it try to enter your body. <br><br> <<link [[Give in|Lake Ruin Prison Masturbation Start]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <br> <<link [[Resist|Lake Ruin Prison Masturbation Resist]]>><<set $phase to 1>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 _wraithWill>> <br> <<else>> <<initWraith>> <<startWraith>> <br><br> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <br> <</if>> <</if>> <<elseif $wraithPrison.state is "gone">> <<link [[Enter the water|Lake Ruin Prison Leave]]>><<wraith_pass 2>><</link>> <br> <<elseif !$wraithPrison.search>> <<link [[Search for a way out (0:30)|Lake Ruin Prison Search]]>><<wraith_pass 30>><</link>> <br> <<else>> <<if $wraithPrison.search is 1>> <<link [[Examine the cages (0:15)|Lake Ruin Prison Search]]>><<wraith_pass 15>><</link>> <br> <<elseif $wraithPrison.search is 2>> <<link [[Keep searching (0:30)|Lake Ruin Prison Search]]>><<wraith_pass 30>><</link>> <br> <<elseif $wraithPrison.search is 3>> <<link [[Swim down the stairs|Lake Ruin Prison Search]]>><<wraith_pass 2>><</link>> <br> <</if>> <<if $wraithPrison.search gte 2>> <<link [[Rest (1:00)|Lake Ruin Prison Rest]]>><<wraith_pass 60>><<set $tiredness -= 500>><<trauma 50>><</link>><<ltiredness>><<ggtrauma>> <</if>> <</if>> <</if>><<effects>> <<if !$wraithPrison.search>> <<set $wraithPrison.search to 1>> You look around the large chamber. The colony of glowing lichen is unlike anything you've ever seen before, and you wonder how it's survived. As you ponder, you realise this room should be flooded like the rest of the ruin. <br><br> You see discoloured marks on the walls, and the remains of rusted shackles below them. The cages are incapable of holding anything anymore, but you notice that each one has a large patch of lichen in the same corner. <<elseif $wraithPrison.search is 1>> <<set $wraithPrison.search to 2>> You examine the cages. The glowing lichen has completely covered the bars in some places. You run your hand against it, and some of the bars crumble entirely away. <br><br> You become uneasy as you think about why the lichen starts in the back right corner of each cell. You take a closer look, and start to clear some of it away. <br><br> You find a large scrap of cloth underneath, torn in countless places by the lichen growing through. <<if $historytrait gte 4>>It looks like the remains of an ancient bedroll.<</if>> <<elseif $wraithPrison.search is 2>> <<set $wraithPrison.search to 3>> You find the smashed remains of a small statue at the far end of the room. It's damaged beyond any value, but you think you can make out the shape of arms and wings. <br><br> You approach the stairs leading downwards. Dark water extends into nothingness. You spot a faint glow at the end. <<elseif $wraithPrison.search is 3>> <<set $wraithPrison.search to 4>> You take a deep breath, and swim down. It's a long distance. <<loxygen>> <br><br> <<water>><<effectswater "water">> When you finally reach the end, you see the same glowing rune. You place your hand against it, but nothing happens. You try pushing, but it's hopeless. You swim back up. <br><br> <span class="red">There's no way out.</span> <</if>> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <br><<effects>> You clear away some of the lichen in one of the cells, and lie on the tattered cloth. You close your eyes, but feel like you can still see the entire room. <br><br> You don't know how much time passes. Your body feels refreshed, but your mind feels exhausted. <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.penisExist>> <<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend>> <span id="next"><<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Ruin Prison Rape]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Ruin Prison Rape]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Lake Ruin Prison Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Ruin Prison Rape]]>><</link>></span><<nexttext>> <</if>> <</switch>> <br><<effects>> <<if !$wraithCount>> <<set $wraithCount to 0>> <</if>> <<if !$wraithMax>> <<set $wraithCount to 0>> <<set $wraithMax to 1>> <<if C.npc["Ivory Wraith"].lust gt 10>> <<set $wraithMax++>> <</if>> <<if !$settings.tentaclesEnabled>> <<set $wraithMax -->> <</if>> <</if>> <<if $wraith.type is "man" and $enemyhealth lte 0>> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you hear its voice all around you. "<span class="wraith">Good. Keep struggling.</span>" <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <<set $wraith.defeated++>> <<set $wraithPrison.timer to 120>> <<set $wraithPrison.state to "recovering">> <<clotheson>> <<endcombat>> <<endWraith>> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>> <<set $wraithCount++>> <<ejacW>> <<if $wraithCount gte $wraithMax>> <<kissWraith>> <br><br> <<He>> breaks off, and sinks back into the floor. <<His>> laughs echo all around you. <br><br> <<tearful>> you look around, wondering when the next attack will come. <<set $wraithPrison.timer to 60>> <<set $wraithPrison.state to "recovering">> <<clotheson>> <<endcombat>> <<endWraith>> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <br> <<else>> <<continueWraith>> <br><br> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <br> <</if>> <</if>><<effects>> You push back as much as you can, clashing against its will. <br><br> <<if $willpowerSuccess>> It's pushed back, <span class="green">rejected by your body.</span> <<if $wraith.state is "haunt">> It growls, and grabs you by the neck. <br><br> "<span class="wraith">Very well. We do it the hard way, then.</span>" <<elseif $wraith.state is "despair">> It frowns, and grabs you by the neck. <br><br> "<span class="wraith">We will share everything. Pleasure and pain.</span>" <<else>> It laughs, and places its hands on your shoulders. <br><br> "<span class="wraith">And yet, it was not a request.</span>" <</if>> <br><br> <<initWraith>> <<startWraith>> <br><br> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <br> <<else>> <<set $possessed to true>><<canvas-model-override "blink" false>> It slows for a moment, <span class="red">but still enters your body.</span> Your limbs twitch, and you feel your consciousness get pushed back and overwritten. <br><br> <<link [[Next|Lake Ruin Prison Possession]]>><</link>> <br> <</if>><<effects>><<set $possessed to true>><<canvas-model-override "blink" false>><<set $wraithPrison.possession to true>> <<if $phase is 1>> It begins to dissipate into a white mist. You don't resist at all, letting it take you entirely. All feeling and sense fades. Your limbs twitch, and you feel your consciousness get pushed back and overwritten. <br> <</if>> It stands up in your body, steadying itself against the bars of the cage. It clenches your hands, and cracks your neck. It smiles. <br><br> "You're mine," it says with your voice. <br><br> <<if $settings.tentaclesEnabled and $rng gte 26>> It sits down against the wall, and spreads your legs. Many pale tentacles enter your vision. <<if $worn.lower.name isnot "naked">> Your $worn.lower.name <<lowerplural>> torn to shreds in an instant.<<lowerruined>> <</if>> They near your groin, and cover your <<genitals>> in a thick slime. Sensation suddenly comes flooding back to you in every spot the slime touches. <<garousal>><<gpain>><<pain 6>> <<if $player.vaginaExist>><<bodyliquid "vaginaoutside" "goo" 2>><</if>><<if $player.penisExist>><<bodyliquid "penis" "goo" 2>><</if>><<bodyliquid "thigh" "goo" 3>> <br><br> A gasp escapes your lips. You aren't sure if you caused it or not. Your mind is clouded by an inferno of arousal. You feel like you're right on the edge of a climax, but can't quite reach it. <<ggarousal>><<set $arousal to $arousalmax - 1>> <br><br> The tentacles trace up your body, leaving lines of pleasure in their wake. You feel like you're trapped in a cage of flesh, trying to push out. It's a twisted combination of pain, lust, and emptiness. <<gggarousal>> <<bodyliquid "chest" "goo" 2>><<bodyliquid "rightarm" "goo" 2>><<bodyliquid "leftarm" "goo" 2>> <<else>> It sits and spreads your legs. Beneath you, your shadow ripples. It congeals into a body. Several bodies. <<if $worn.lower.name isnot "naked" or $worn.upper.name isnot "naked">> Damp hands lunge from all sides, tearing into your clothes. All they leave behind are their slimy prints. <<upperruined>><<lowerruined>> <<else>> Damp hands caress you from all sides, leaving viscous prints. <</if>> Each one simmers on your skin.<<garousal>><<gpain>><<pain 6>> <br><br> Their touch is chaotic as it is sensual. A tender stroke turns to nails raking your skin. A lick to a bite. A moan to a shriek, directly in your ear. They're taunting you - coaxing you to the edge, then dragging you back at the last second.<<ggarousal>><<set $arousal to $arousalmax - 1>> <br><br> One body pulls you into its own, pushes you into another's, over and over again. In the brief moments you aren't drowning in flesh, you're strangled by unbidden moans. It's a twisted combination of pain, lust, and emptiness.<<gggarousal>> <<if $player.vaginaExist>><<bodyliquid "vaginaoutside" "goo" 2>><</if>><<if $player.penisExist>><<bodyliquid "penis" "goo" 2>><</if>><<bodyliquid "thigh" "goo" 3>> <<bodyliquid "chest" "goo" 2>><<bodyliquid "rightarm" "goo" 2>><<bodyliquid "leftarm" "goo" 2>> <</if>> <br><br> <<if $wraith.state is "haunt">> Relief never comes, and you sit, trapped in your own body, for what feels like an eternity. It laughs in your voice, clearly enjoying the suffering it's inflicting on you. The minuscule light of the room begins to fade, and you black out. <br><br> <<link [[Next|Lake Ruin Prison Possession 2]]>><</link>> <br> <<else>> Its upper half exits your body, and its hands caress your face. You're flooded with warmth as it leaves you. You're not sure if you can resist what's coming. You're not sure if you want to. <br><br> <<initWraith "man">> <<link [[Next|Lake Ruin Prison Rape]]>><<wraithExorcise true false>><</link>> <br> <</if>><<effects>> An instant later, it forces you awake. It has a hold of your very consciousness, and won't allow you any amount of relief. It begins to laugh hysterically in your voice. It shakily stands, and clenches your hands again. <br><br> <<if C.npc["Ivory Wraith"].lust gte 14 and !playerIsPregnant()>> <span class="red">It punches you in the gut with a force much greater than what your body is normally capable of.</span> At the exact same moment, you regain feeling in your entire body. You crumble, and it leaves you. You gasp for air, nearly retching. <<gggpain>><<pain 18>> <br><br> Its foot comes crashing down on your back. A jolt of pain shoots through your whole body, and you go fully prone. The minuscule sensation of your <<genitals 2>> hitting the stone is enough to finally push you over the edge into an incredibly painful orgasm. <<orgasm>> It keeps laughing as it digs its foot into your back, causing you to cry out in agony. It seems the slime covering you amplifies pain as well. <br><br> You barely manage to look up. It kneels down in front of you, smiling innocently. It almost looks human for a moment, but you know better than to think there's anything human about this. Its smile is quickly replaced with a sneer as it lifts your battered body, and begins to choke you. <<else>> However, just before continuing to assault you with your own body, <span class="green">it hesitates.</span> Your hands unclench. You both let out a long breath. <br><br> Your body sits against the wall. Your legs tuck in to your chest. You both sit there, unmoving. "Why?" <br><br> You're not sure which one of you asked. You don't know the answer, either. You feel your hand shakily move to your neck, as the pale figure begins to exit your body. <</if>> <br><br> <<initWraith "man">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">> <<link [[Next|Lake Ruin Prison Rape]]>><<wraithExorcise true false>><</link>> <br><<effects>> <<if $phaseWraith is 1>> You close your eyes, and let it happen. It tastes strange. You immediately feel a pressure building in your mind. <br><br> The figure floats closer to you. Shapes begin to spin in its <<wraithEyes>> eyes. You feel your body start to relax. <br><br> After some time, it pulls away. It nods, and sinks back into the floor. <<endevent>> <<set $wraithPrison.timer to 30>> <<set $wraithPrison.state to "recovering">> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <br> <<elseif $phaseWraith is 2>> You pull away and close your mouth, and do your best to fake a swallow. It tastes strange, and you make sure not to actually swallow any. <br><br> The figure floats closer to you. Shapes begin to spin in its <<wraithEyes>> eyes. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">You realise what it's trying to do.</span> You let your arms fall limp, and force yourself to stare. It isn't hard. In fact, it's hard to look away. <br><br> After some time, it pulls away. It nods, and sinks back into the floor. You wait a moment, and spit the lichen out. <br><br> <<skulduggeryuse>> <<endevent>> <<set $wraithPrison.timer to 30>> <<set $wraithPrison.state to "recovering">> <<link [[Next|Lake Ruin Prison]]>><</link>> <br> <<else>> You back away, and keep your eyes closed. <br><br> <<if C.npc["Ivory Wraith"].lust gte 12 and !playerIsPregnant()>> <span class="red">You're kicked right in the stomach.</span> You immediately spit the lichen out, and begin coughing. <<pain 10>><<trauma 12>><<gtrauma>><<ggpain>> <<else>> You immediately feel yourself get pushed back against the wall. You open your eyes and spit out the lichen. It's looking at you with a mixture of anger and remorse. <br><br> "<span class="wraith">You prefer to suffer? Very well.</span>" <</if>> <br><br> You feel it grab you by the throat. <br><br> <<skulduggeryuse>> <<initWraith "man">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <br> <</if>> <<else>> You spit it out as soon as it lets go of you. You're immediately grabbed by the throat. <br><br> <<initWraith "abomination">><<set $NPCList[0].lefthand to "throat">><<set $NPCList[0].righthand to "throat">><<set $neckuse to "hand">> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <br> <</if>><<effects>> You push back as much as you can, clashing against its will. <br><br> <<if $willpowerSuccess>> It's pushed back, <span class="green">rejected by your body.</span> It tuts, and grabs you by the arm. <br><br> "<span class="wraith">You'll learn to take the honey.</span>" <br><br> <<initWraith>> <<startWraith>> <br><br> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <br> <<else>> <<set $possessed to true>><<canvas-model-override "blink" false>> It slows for a moment, <span class="red">but still enters your body.</span> Your limbs twitch, and you feel your consciousness get pushed back and overwritten. <br><br> <<link [[Next|Lake Ruin Prison Masturbation Start]]>><</link>> <br> <</if>><<effects>><<set $wraithPrison.masturbation to true>> <<wraithPossess>> <<if $phase is 1>> It begins to dissipate into a white mist. You don't resist at all, letting it take you entirely. You can still feel your body, even as it takes over. Your limbs twitch, and you feel your consciousness get pushed back and overwritten. <br> <</if>> It stands up in your body, steadying itself against the bars of the cage. It clenches your hands, and cracks your neck. It smiles. <br><br> It breathes in, filling your lungs with air. When it exhales, your body feels cooler. <<set $arousal to 0>><<lllarousal>> <br><br> "<span class="wraith">You'll never forget this pleasure. Nor ever replicate it. Not without me.</span>" <br> It sits down against the wall, and spreads your legs. <<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">> A pale tentacle enters your vision, and coils around your clothes. It undresses you with a surprising gentleness. <<chastityBreakWraith>> <<undress "wraith masturbation">> <</if>> <br><br> <<if $player.penisExist and ($lactating and $settings.breastFeedingEnabled)>> <<set $phase to "penisbreast">> <<if $worn.genitals.name is "chastity parasite">> It rubs your chastity parasite <<else>> It prods your <<penis>> <</if>> with a single finger<<if $player.penisExist and $player.vaginaExist>>, completely ignoring your <<pussy>><</if>>. With its other hand, it circles your nipple. <<elseif $player.penisExist>> <<set $phase to "penis">> <<if $worn.genitals.name is "chastity parasite">> It rubs your chastity parasite with a single finger<<if $player.penisExist and $player.vaginaExist>>, completely ignoring your <<pussy>><</if>>. It gently squeezes it, giggling. <<else>> It prods your <<penis>> with a single finger<<if $player.penisExist and $player.vaginaExist>>, completely ignoring your <<pussy>><</if>>. It traces your length, giggling. <</if>> <<elseif $lactating and $settings.breastFeedingEnabled>> <<set $phase to "breast">> It circles your nipple with a single finger, before squeezing. Milk leaks from the tip. <<else>> <<set $phase to "vagina">> It traces two fingers up your <<pussy>>. They meet at your clit, capturing it in a light pinch. <</if>> You expected your hands to be cold, but they're comfortably warm. A lewd feeling builds within you at its touch. You have no control over your body, but you can feel everything like normal. <br><br> As it begins to fondle your body, a wide grin forces itself across your face, and a dark pit settles in your stomach. <br> <span class="red">An orgasm here could be dangerous.</span> <br><br> <<link [[Next|Lake Ruin Prison Masturbation]]>><<set $masturbationstart to 1>><</link>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <<set $leftarm to "possessed">><<set $rightarm to "possessed">><<set $mouth to "none">> <<if $phase.includes("breast")>> <<set $leftactiondefault to "mbreaststopW">> <<elseif $phase is "penis">> <<set $leftactiondefault to "mpenisstopW">> <<else>> <<set $leftactiondefault to "mvaginastopW">> <</if>> <<if $phase.includes("penis")>> <<set $rightactiondefault to "mpenisstopW">> <<elseif $phase is "breast">> <<set $rightactiondefault to "mbreaststopW">> <<else>> <<set $rightactiondefault to "mvaginastopW">> <</if>> <</if>> <<masturbationeffects>> Your body is unnaturally warm. <<arousal 600>><<garousal>> <br><br> <<masturbationactions>> <div id="masturbationButtons"> <<if $arousal gte $arousalmax or $control gte $controlmax>> <div id="next" class="nextWraith"><<link [[Continue|Lake Ruin Prison Masturbation Finish]]>><</link>><<nexttext>></div> <<else>> <div id="next" class="nextWraith"><<link [[Continue|Lake Ruin Prison Masturbation]]>><</link>><<nexttext>></div> <</if>> </div> <br><br><br><br><br><<effects>> <<if $control gte $controlmax>> <span class="gold">You stop.</span> <br><br> You can feel it pushing you to keep going. Your arms nearly buckle under the overwhelming force it exerts on your mind. But you've gotten your body back; you're not about to give it up. <br><br> Eventually, it rolls your eyes. A translucent limb forces itself out of your mouth and pushes against your face, propelling itself out of your body. <<tearful>> you redress yourself. <br><br> <<storeon "wraith masturbation">> <<endmasturbation>> <<endcombat>><<generateWraith 1>> <<wraithExorcise true true>> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> The pale figure looks down at you and grins. "<span class="wraith">Wise to fear your own lust. But knowledge only goes so far to stop an inferno.</span>" <br><br> <<initWraith>> <<startWraith>> <br><br> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <<elseif $wraith.state is "despair">> The pale figure looks down at you and frowns. "<span class="wraith">I'm sorry. Can the innocent repent?</span>" <br><br> After some time of staring at you, it pulls away. It sinks back into the floor. <<endevent>> <<set $wraithPrison.timer to 30>> <<set $wraithPrison.state to "recovering">> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <<else>> The pale figure looks down at you and frowns. "<span class="wraith">Unimaginable pleasure, beyond any you've felt thus far... is that not what you desire?</span>" It almost sounds disappointed. <br><br> After some time of staring at you, it pulls away. It sinks back into the floor. <<endevent>> <<set $wraithPrison.timer to 30>> <<set $wraithPrison.state to "recovering">> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <</if>> <<else>> <<switch $phase>> <<case "penisbreast">><<set _genitals to "<<penis>> and <<breasts>>">> <<case "breast">><<set _genitals to "<<breasts>>">> <<case "vagina">><<set _genitals to "<<pussy>>">> <<case "penis">><<set _genitals to "<<penis>>">> <<default>><<set _genitals to "genitals">> <</switch>> <<set $masturbationorgasmstat += 1>><<set $masturbationorgasm += 1>> <<pass 5>> You try to hold back and resist, but it wells up within you, surging upwards. It feels like your very core is straining to break free from your body, as your _genitals <<= ["vagina", "penis"].includes($phase) ? "sends" : "send">> waves of pleasure directly to your brain. <br><br> You reach your peak, but nothing comes out. For a second, all is still. <br><br> "Fall," it whispers with your voice. <<orgasm>> <<if $phase.includes("penis") and !$femaleclimax>> <<if $parasite.penis.name and $parasite.penis.name isnot "parasite">> Semen sprays out of your <<penis>> into the parasite latched to it. <<elseif $worn.genitals.name is "chastity parasite">> Semen sprays out of your <<penis>> into your chastity parasite, briefly enlarging it beyond its normal size. <<else>> Semen sprays out of your <<penis>> in a fountain, pulsing and throbbing but never slowing down. <</if>> <<elseif $phase.includes("penis")>> Your <<penis>> spasms, despite it having nothing to give. <</if>> <<if $phase.includes("breast")>> Milk pours from your <<breasts>> unnaturally, as your body spasms. <</if>> <<if $phase is "vagina">> The pent-up warmth in your <<pussy>> erupts into a full-body inferno, releasing itself in a scream. <</if>> <br><br> It's nothing you've ever experienced before. Your entire body, from your face to the tips of your toes, feels on fire, the pleasure from your _genitals spreading throughout the rest of you. It's not one orgasm after another, it's one continuous orgasm. Electrifying, neverending, seeping through your skin, threatening to fry every pleasure nerve in your body but never following through on that threat. <br><br> It lasts for a minute. Then two minutes. Three. You can't count how long it's been, but your grasp of time is just barely enough to register that it <span class="lewd">feels like forever</span>. <br><br> <<link [[Next|Lake Ruin Prison Masturbation Finish 2]]>><</link>> <</if>> <br><<effects>> <<set _semenLoss to ($semen_volume / 30 + 20) * -1>><<set _milkLoss to ($milk_volume / 30 + 20) * -1>> When it finally ends, you collapse to the ground like a puppet with cut strings, your tongue helplessly lolling out of your mouth. The pale figure exits your body and smiles down at you. <br><br> <<if $phase isnot "vagina">> You feel completely and utterly empty, in more ways than one. The magnitude of that orgasm has <span class="red">completely drained you of <<if $player.penisExist and ($lactating and $settings.breastFeedingEnabled) and !$femaleclimax>> semen and milk, <<set $fluid_forced_stat += $semen_amount + $milk_amount>> <<breast_sensitivity 0.5>><<genital_sensitivity 0.5>> <<semenvolume _semenLoss>><<milkvolume _milkLoss>><<set $semen_amount to 0>><<set $milk_amount to 0>> <<elseif $player.penisExist and !$femaleclimax>> semen, <<set $fluid_forced_stat += $semen_amount>> <<genital_sensitivity 0.5>> <<semenvolume _semenLoss>><<set $semen_amount to 0>> <<else>> milk, <<set $fluid_forced_stat += $milk_amount>> <<breast_sensitivity 0.5>> <<milkvolume _milkLoss>><<set $milk_amount to 0>> <</if>> <<if $player.penisExist and $femaleclimax>> /* Try to lower the semen volume anyway */ <<semenvolume _semenLoss>> <</if>> and has lowered your maximum capacity.</span> <<else>> Like a rag wrung dry, you feel your spirit trickling out. <<genital_sensitivity 0.5>> <</if>> <span class="purple">You can't think straight, and you feel like you're more sensitive than you were before.</span> <<tiredness 20>><<purity -20>><<trauma 24>><<drugs 1000>><<ggtrauma>><<gggtiredness>><<llpurity>><<gggdrugged>> <br> <<if $orgasmtrait is 1>> You barely manage to form a dopey smile. That was the best damn orgasm of your life. <<stress -20>><<llstress>> <br> <</if>> <br> <<pass 5>> <<silently>><<storeactions "wraith masturbation">><</silently>> <<if _temp_clothes_present is 1>> <<tearful>> you redress as it watches you. <<storeon "wraith masturbation">> <</if>> <<endmasturbation>> <<endcombat>><<generateWraith 1>> <<wraithExorcise true true>> <<if C.npc["Ivory Wraith"].lust gte 14>> The pale figure looks down at you and grins. "<span class="wraith">You've consumed yourself. Now I consume the rest.</span>" <br><br> <<initWraith>> <<startWraith>> <br><br> <<link [[Next|Lake Ruin Prison Rape]]>><</link>> <<else>> The pale figure smiles playfully. "<span class="wraith">One million, two million, three million, more. You'll learn to fly, and learn to fall.</span>" It sinks below the ground. <<endevent>> <<set $wraithPrison.timer to 30>> <<set $wraithPrison.state to "recovering">> <br><br> <<link [[Next|Lake Ruin Prison]]>><</link>> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_prison">><<underwater>><<effects>><<set $oxygen -= 260>> You swim down. It's a long way, and it takes considerable effort. You make it. <<loxygen>> <br><br> You find the glowing rune at the bottom of the stairs. It flashes a bright red as you approach, and the scraping of stone fills the water as the door lowers. <br><br> You swiftly exit, not looking back. <<if ["haunt", "despair"].includes($wraith.state) and !$wraithPrison.vision>> <<if $wraithPrison.timePassed lt 180>> <span class="blue">You wonder what it would have shown you, had you been "ready". You feel relieved that it didn't have more time to torture you.</span> <<else>> <span class="blue">You wonder what it would have shown you, had you been "ready". You feel relieved that your mind wasn't more vulnerable.</span> <</if>> <</if>> <br><br> <<link [[Next|Lake Ruin]]>><</link>> <br><<widget "generateWraith">> <<if _args[0] is undefined>> <<set _w to 1>> <<else>> <<set _w to _args[0]>> <</if>> <<set _n to (_w -1)>> <<if C.npc["Ivory Wraith"].init isnot 1>> <<set _strapIgnore to true>><<set _condomIgnore to true>> <<generateNPC _w a n n 20>> <<set $NPCList[_n].skincolour to "ghost">> <<saveNPC _n "temp_wraith">> <<clearsinglenpc _n>> <<initnpc "Ivory Wraith">> <<run ["gender", "pregnancyAvoidance", "vagina", "penis", "chest", "skincolour", "breastsize", "breastsdesc", "breastdesc", "penisdesc", "penissize", "trust", "type"].forEach(s => C.npc["Ivory Wraith"][s] = clone($per_npc.temp_wraith[s]))>> <<npc "Ivory Wraith">> <<clearNPC "temp_wraith">> <<else>> <<npc "Ivory Wraith">> <</if>> <<checkWraith>> <<if _args[1]>> <<set $wraith.seen++>> <</if>> <<personselect _n>> <</widget>> <!-- Recursive. With no argument, picks one at random. If option is disabled, runs as another argument. Can not infinite loop. --> <<widget "initWraith">> <<if _args[0]>> <<set $wraith.gen to _args.random()>> <<set $pronoun to "i">> <<statsWraith>> <<switch $wraith.gen>> <<case "man">> <<set $molestationstart to 1>> <<set $wraith.type to "man">> <<set _genderknownbeforehand to true>> <<set $noBodyWriting to true>> <<set $stealtarget to "012345">> <<maninit>> <<set $enemyhealthmax to _wraithHP>> <<set $enemyhealth to _wraithHP>> <<set $enemyarousalmax to 700>> <<set $enemyanger += (C.npc["Ivory Wraith"].lust * 5)>> <<set $enemytrust -= (C.npc["Ivory Wraith"].lust * 2)>> <<npcexpose>> <<case "slimetentacles">> <<if $debug is 1>> /* Unreachable until swarms are un-fucked */ <<if $settings.slimesEnabled and $settings.tentaclesEnabled>> <<set $molestationstart to 1>> <<set $wraith.type to "tentacles">> <<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" _wraithSlimes 0>> <<tentaclestart _wraithTentacles 18 "tentacle" "pale">> <<else>> <<initWraith "tentacles">> <</if>> <<else>> <<initWraith "tentacles">> <</if>> <<case "slime">> <<if $settings.slimesEnabled>> <<set $struggle_start to 1>> <<set $wraith.type to "slime">> <<struggle_init>> <<set $struggle.creature to "pale slime">> <<if $wraith.state is "haunt">> <<struggle_creatures 4 2>> <<else>> <<struggle_creatures 3 1>> <</if>> <<else>> <<initWraith "tentacles">> <</if>> <<case "tentacles">> <<if $settings.tentaclesEnabled>> <<set $molestationstart to 1>> <<set $wraith.type to "tentacles">> <<tentaclestart _wraithTentacles 18 "tentacle" "pale">> <<else>> <<initWraith "arms">> <</if>> <<case "abomination">> <<if $settings.tentaclesEnabled>> <<set $molestationstart to 1>> <<set $wraith.type to "man">> <<set $abomination to 1>> <<set _genderknownbeforehand to true>> <<set $noBodyWriting to true>> <<maninit>> <<npcexpose>> <<set $enemyhealthmax to _wraithHP>> <<set $enemyhealth to _wraithHP>> <<set $enemyarousalmax to 1300>> <<set $enemyanger += (C.npc["Ivory Wraith"].lust * 5)>> <<set $enemytrust -= (C.npc["Ivory Wraith"].lust * 2)>> <<tentaclestart _wraithTentaclesAbomination 15 "tentacle" "pale">> /* This felt a bit too powerful, partially disabled for now. */ <<for _i to 0; _i lt $tentacles.active; _i++>> /*<<set $enemyhealthmax += $tentacles[_i].tentaclehealth>>*/ /*<<set $enemyhealth += $tentacles[_i].tentaclehealth>>*/ <<set $enemyarousalmax += $tentacles[_i].tentaclehealth>> <</for>> <<else>> <<initWraith "arms">> <</if>> <<case "arms">> <<set $molestationstart to 1>> <<set $breakIgnore to true>> <<set $wraith.type to "man">> <<set _genderknownbeforehand to true>> <<set $noBodyWriting to true>> <<set $stealtarget to "012345">> <<maninit>> <<for _iw to 1; _iw lt 4; _iw++>> <<npc "Ivory Wraith" -1>> <<set $NPCList[_iw].lefthand to 0>> <<set $NPCList[_iw].righthand to 0>> <<set $NPCList[_iw].mouth to "none">> <<set $NPCList[_iw].penis to "none">> <<set $NPCList[_iw].vagina to "none">> <<set $NPCList[_iw].active to "active">> <</for>> <<set $enemyhealth to _wraithHP>> <<set $enemyhealthmax to _wraithHP>> <<npcexpose>> <<set $enemyarousalmax to 700>> <<set $enemyanger += (C.npc["Ivory Wraith"].lust * 5)>> <<set $enemytrust -= (C.npc["Ivory Wraith"].lust * 2)>> <<default>> <<initWraith "man">> <</switch>> <<if $wraithHealth>> <<set $enemyhealth to $wraithHealth>> <</if>> <<else>> <<switch random(1, 6)>> <<case 1>> <<if $wraith.state is "haunt" or Time.isBloodMoon()>> <<initWraith "abomination">> <<else>> <<initWraith "man">> <</if>> <<case 2>> <<initWraith "tentacles">> <<case 3>> <<initWraith "slimetentacles">> <<case 4>> <<initWraith "slime">> <<case 5>> <<initWraith "abomination">> <<case 6>> <<initWraith "arms">> <</switch>> <</if>> <<set $speechdisable to 1>><<set $enemynomax to 1>> <</widget>> <<widget "statsWraith">> <<set _wraithMod to (1 + (Math.floor(C.npc["Ivory Wraith"].lust / 3)))>> <<set _wraithHP to 600 + (50 * _wraithMod)>> <<set _wraithSlimes to (1 + _wraithMod)>> <<set _wraithTentacles to Math.clamp((4 + _wraithMod), 6, 10)>> <<set _wraithTentaclesAbomination to Math.clamp(Math.floor(1 + _wraithMod), 4, 7)>> <</widget>> <<widget "startWraith">> <<switch $wraith.gen>> <<case "man">> <<He>> raises <<his>> hand, and you're forced to kneel. <<case "abomination">> Many tentacles burst from <<his>> back, and <<he>> pulls you in. <<case "arms">> Several extra pairs of arms emerge from <<his>> back. <<case "tentacles" "slimetentacles">> <<He>> raises <<his>> hands, and swirling purple discs appear all around you. Tendrils erupt from them, grabbing you. <<He>> sits back mid-air, and watches with a grin. <<case "slime">> <<He>> makes strange motions with <<his>> arms, and a swirling purple disc appears in the air. Several large pale slimes emerge from it. <<He>> sits back mid-air, and watches with a grin. <</switch>> <</widget>> <<widget "continueWraith">> <<if !$wraithOptions>> <<if $consensual is 1>> <<set $wraithOptions to ["man", "tentacles", "abomination", "arms"]>> <<else>> <<set $wraithOptions to ["man", "tentacles", "abomination", "slime", "arms"]>> <</if>> <</if>> <<set _wraithLast to $wraith.gen>> <<set _wraithSelect to $wraithOptions.pluck()>> <<set $wraithHealth to $enemyhealth>> <<endcombat>> <<generateWraith 1>> <<initWraith _wraithSelect>> <<set $NPCList[0].intro to 0>> <<set $enemyhealth to $wraithHealth>> <<if $pain gte 50 and $bus isnot "lake_ruin_prison">> <<kissWraith>> <</if>> <<if _wraithLast is $wraith.gen>> It looks down at you with a smile. "<span class="wraith">Again.</span>" <<else>> <<switch $wraith.gen>> <<case "man">> <<He>> raises <<his>> hand, and an invisible force pulls you back in. "<span class="wraith">Forever.</span>" <<case "abomination">> Many tentacles burst from <<his>> back, and <<he>> pulls you in. "<span class="wraith">Embrace it.</span>" <<case "arms">> Several extra pairs of arms emerge from <<his>> back. "<span class="wraith">You'll never be free again.</span>" <<case "tentacles" "slimetentacles">> <<He>> raises <<his>> hands, and swirling purple discs appear all around you. Tendrils erupt from them, grabbing you. <<He>> sits back mid-air, and watches with a grin. "<span class="wraith">The writhing ensues.</span>" <<case "slime">> <<He>> makes strange motions with <<his>> arms, and a swirling purple disc appears in the air. Several large pale slimes emerge from it. <<He>> sits back mid-air, and watches with a grin. "<span class="wraith">The waves chew.</span>" <</switch>> <</if>> <</widget>> <<widget "endWraith">> <<if $enemyhealth gt 0>> <<set $wraithHealth to $enemyhealth + 50>> <<else>> <<unset $wraithHealth>> <</if>> <<endevent>> <<run delete $wraith.type>> <<run delete $wraith.select>> <<run delete $wraith.gen>> <<unset $wraithOptions>> <<set $wraith.mimic to "">> <<unset $wraithCount>> <<unset $wraithMax>> <<set $wraith.revealed to false>> <<if $controlSaved>> <<set $control to $controlSaved>> <<unset $controlSaved>> <</if>> <<if $wraith.nightmare is 2>> <<set $wraith.nightmare to 0>> <</if>> <<if $possessed>> <<if $wraith.possessCount is undefined>> <<set $wraith.possessCount to 1>> <<else>> <<set $wraith.possessCount++>> <</if>> <<unset $possessed>><<canvas-model-override "clear">> <</if>> <<unset $nextPassage>> <<unset $nextPassageIntended>> <<unset $nextPassageCheck>> <<unset $phaseWraith>> <<unset $wraithBedSpeech>> <<unset $gwylanDoesALittleTrolling>> <</widget>> <<widget "rainWraith">> <<if Weather.precipitation is "none">> <<set Weather.set("heavyPrecipitation", true, 20)>> <<if _args[0]>> <<if $outside is 1>> <<if Weather.precipitation is "snow">> <<print either( "You don't remember when it started snowing. It's already hard to see.", "The wind picks up, and visibility drops as a snow squall rolls in.", "You feel snowflakes on your skin." )>> <<else>> <<print either( "You don't remember when it started raining.", "The wind picks up, and it starts to rain.", "You feel raindrops on your skin." )>> <</if>> <<else>> <<print either( "You don't remember when the fog rolled in. It's already hard to see.", "An inexplicable wind picks up, and a fog rolls in.", "Fog envelops your surroundings." )>> <</if>> <</if>> <</if>> <</widget>> <<widget "endRainWraith">> <<if _args[0]>> <<if $outside is 1>> <<if Weather.precipitation is "rain">> <<print either( "The sky doesn't clear up.", "The rain doesn't stop.", "The rain refuses to relent." )>> <<else>> <<print either( "The sky doesn't clear up.", "The snow doesn't stop.", "The snow refuses to relent." )>> <</if>> <<else>> <<print either( "The surroundings begins to clear up.", "The fog suddenly dissipates.", "The fog relents." )>> <</if>> <</if>> <</widget>> <<widget "checkWraith">> <<if !$wraith.init>> <<set $wraith to {init: 1, seen: 0, days: 0, defeated: 0, evaded: 0, nightmare: 0, timer: 0, hunt: 0, state: "", mimic: "", revealed: false, offspring: "", exit: ""}>> <</if>> <<if Time.days gte 32 and Time.monthName isnot "October" and !$wraithSkip>> <<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">> <<if $necklaceThief is "player">> <<set $wraith.state to "haunt">> <<else>> <<set $wraith.state to "despair">> <</if>> <<else>> <<set $wraith.state to "active">> <</if>> <</if>> <<if _args[0]>> <<if $wraith.state isnot "" and !$wraithCheck and $wraith.nightmare is 0 and (random(0,2) is 2 or $wraith.state is "haunt" or $wraith.offspring is "dead")>> <<set $wraith.nightmare to 1>> <<set $wraithCheck to true>> <</if>> <<if $moonstate isnot "morning" and $wraith.state isnot "" and $wraith.timer lte 0>> <<set $wraith.timer to C.npc["Ivory Wraith"].lust>> <</if>> <</if>> <</widget>> <<widget "clearWraith">> <<if $wraith>> <<if $foresthunt gte 1>> <<set $foresthunt to 0>> <</if>> <<set $wraith.mimic to "">> <<set $wraith.exit to "">> <<set $wraith.nightmare to 0>> <<set $wraith.hunt to 0>> <<set $wraith.timer to 0>> <<set $wraith.evaded to 0>> <<unset $wraithCheck>> <<unset $wPersist>> <<unset $wraithSkip>> <<run delete $wraith.type>> <<run delete $wraith.select>> <<run delete $wraith.gen>> <<run delete $wraith.will>> <<unset $wraithOptions>> <<unset $wraithCount>> <<unset $wraithMax>> <<unset $wraithHealth>> <<if $possessed>> <<if $wraith.possessCount is undefined>> <<set $wraith.possessCount to 1>> <<else>> <<set $wraith.possessCount++>> <</if>> <<unset $possessed>><<canvas-model-override "clear">> <</if>> <<set $wraith.revealed to false>> <<unset $wraithWillMessage>> <<unset $nextPassage>> <<unset $nextPassageIntended>> <<unset $nextPassageCheck>> <<unset $phaseWraith>> <<unset $wraithPaleVisit>> <<unset $wraithApologise>> <<unset $wraithApologiseCooldown>> <</if>> <</widget>> <<widget "wraithEyes">><<silently>> <<set _text_output to (["haunt", "despair"].includes($wraith.state) ? "red" : "blue")>> <</silently>><<print _text_output>><</widget>> <<widget "wraithShamble">><<silently>> <<if $compound.wraith>> <<set _text_output to ($compound.wraith is "willing" ? "walk" : "shamble")>> <<else>> <<set _text_output to "shamble">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "speechWraith">><<silently>> <<if $possessed and _args[0] isnot "lines">> <<set $_npcWraith to _args[0] || "none">> <<set _speakPool to ["speak","grunt","giggle","whisper","sneer","laugh","yell","spit","speak in an eerily calm tone"]>> <<if $wolfgirl gte 4>> <<run _speakPool.pushUnique( "bark","growl","howl" )>> <</if>> <<if $cat gte 4>> <<run _speakPool.pushUnique( "meow","purr","hiss" )>> <</if>> <<if $cow gte 4>> <<run _speakPool.pushUnique( "moo","snort","huff" )>> <</if>> <<if $harpy gte 4>> <<run _speakPool.pushUnique( "chirp","screech","sing" )>> <</if>> <<if $fox gte 4>> <<run _speakPool.pushUnique( "bark","yip","scream" )>> <</if>> <<set _linePool to ($_npcWraith is "none" ? [ "Me.", "Stay.", "Give in.", "Not yet.", "Abandoned.", "Pretender.", "Take a bow.", "And so do we.", "Know your place.", "Maelstrom, tirade.", "A corpse can't speak.", "Why don't we find out?", "Just a little further.", "The strings comfort me.", "Our heaven, made of twigs.", "Never to see the moon again.", "Step aside, or be cast aside.", "A corpse should stay in its coffin.", "Don't repeat yourself. Don't bother.", "We were never here. That's why we left.", "Like sand slipping through our fingers.", "Even if I have to drag you there myself.", "Run. Forget that you have nowhere to go. Run.", "Come to my parlour, said the fly to the spider.", "What is within always conquers what is without.", "Steel yourself all you like. You'll eventually rust.", "History swallows the victims and spits out their bones.", "Desolate. Disappear. Drown. We'll come back to find you.", "It would be maddening, to only know the other end of the ordeal.", "Carve. Into. You. Our. Name. Perfection. Wash. Away. All. You. Are." ] : [])>> <<if $npc.includes("Sydney")>> <<run statusCheck("Sydney")>> <<run _linePool.pushUnique( "Liar.", "Again.", "Sydney?", "Alone at last.", "I've lost ourself.", "Let us sleep forever.", "Can the innocent repent?", "You know why we're here.", "I'm sorry you put your trust in me.", "It's hilarious. Why aren't you laughing?", "It's okay now, Sydney. I'm back to normal.", "Block me out all you like. I am still here.", "Do you remember your <<sydneyOtherParent>>?", "They never stopped, because they never began.", "The light will consume you, slowly, painfully.", "We're glad to see you again. We missed you, you know.", "Do you remember? Of course you do. Of course you don't.", "What a terrible song, and you're not the one playing it.", "<<nnpc_He \"Harper\">> was so sure of <<nnpc_himself \"Harper\">>.", "The pure and the corrupt are at ends, but the end itself remains the same.", "As Two will emerge from One will emerge from Two <span class=\"tentacle\">As One</span>." )>> <<if $templePromised is "Sydney">> <<run _linePool.pushUnique("Calamity rings.")>> <</if>> <<if _sydneyStatus.includes("pure")>> <<run _linePool.pushUnique( "You'll understand once you fly.", "Baptisms with water of the womb.", "Every life has sin. Every sin has life." )>> <<elseif _sydneyStatus.includes("neutral")>> <<run _linePool.pushUnique( "Tipped with a void.", "And so long as that's true, it will never go away.", "Balance. Indecisiveness. Fear. There's a lot of words." )>> <<elseif _sydneyStatus.includes("corrupt")>> <<run _linePool.pushUnique( "No one will answer.", "What you fear, you have become.", "Was it worth it? Of course it was." )>> <</if>> <<else>> <<run _linePool.pushUnique( "You'll never be a part. We'll never be apart.", "We stand <span class=\"tentacle\">As One</span>, and you'll never be a part." )>> <</if>> <<if $npc.includes("Robin") or $_npcWraith is "Robin">> <<run _linePool.pushUnique( "Little nothing.", "The wing-clipped are better smothered.", "How far would you go? How far can you run?", "You've built your cage, songbird. Lie in it." )>> <<if C.npc.Robin.trauma gte 20>> <<run _linePool.pushUnique("I'm sorry that you put your trust in <<phim>>.")>> <</if>> <<if C.npc.Robin.cdquest gte 7>> <<run _linePool.pushUnique("New skin. Same sin.")>> <</if>> <</if>> <<if $npc.includes("Whitney") or $_npcWraith is "Whitney">> <<run _linePool.pushUnique( "Tormentor.", "Drown in smoke. Drown in flame.", "A suit of armour made of bodies. They're not here now." )>> <<if $whitneyrescued>> <<run _linePool.pushUnique("Betrayed by your worst enemy. Do you love <<phim>>?")>> <</if>> <</if>> <<if $npc.includes("Kylar") or $_npcWraith is "Kylar">> <<run _linePool.pushUnique( "Child of monsters.", "You've seen it, too.", "A shadow, just as faithless.", "Were your grip a little stronger.", "Blistering emerald green, blinding the world. Such is your envy." )>> <<if ["dead","sold"].includes($wraith.offspring)>> <<run _linePool.pushUnique("You failed them. You failed us.")>> <</if>> <<if $syndromekylar is 1>> <<run _linePool.pushUnique("Longing, belonging.")>> <</if>> <</if>> <<if $npc.includes("Eden") or $_npcWraith is "Eden">> <<run _linePool.pushUnique( "Eden...", "So much left unsaid.", "If you could take me with you...", "You never should have stopped running.", "Like a long lost friend you never knew.", "You'll never be far enough. It never leaves." )>> <<if $syndromeeden is 1>> <<run _linePool.pushUnique("You found a home, in collar and chains.")>> <</if>> <</if>> <<if $npc.includes("Avery") or $_npcWraith is "Avery">> <<run _linePool.pushUnique( "Not all stains wash out.", "Money. Material. Meaningless noise.", "You still wouldn't be able to afford it." )>> <<if $averyragerevealed is 1>> <<run _linePool.pushUnique("Wine mixes with blood, shed from the glass shattered.")>> <</if>> <</if>> <<if $npc.includes("Alex") or $_npcWraith is "Alex">> <<run _linePool.pushUnique( "You would be nothing.", "One of thirteen. Indistinguishable.", "Water down your mind, until you destroy all you love." )>> <<if $farm.aggro gte 60>> <<run _linePool.pushUnique("The locusts will have a new feast.")>> <</if>> <</if>> <<if $npc.includes("Black Wolf") or $_npcWraith is "Black Wolf">> <<run _linePool.pushUnique( "Wait your turn.", "The howl, too, drips with red.", "Dare to hunt. Be made to heel." )>> <<if $wolfpackleader is 1>> <<run _linePool.pushUnique("Bite the hand that feeds.")>> <</if>> <</if>> <<if $npc.includes("Great Hawk") or $_npcWraith is "Great Hawk">> <<run _linePool.pushUnique( "Wise to fear your reflection.", "An untended egg never hatches.", "Fly to the sun or sink in the mud.", "The song never stopped. Did it ever begin?" )>> <<if $birdFly is 1>> <<run _linePool.pushUnique("Count the feathers. Uncountable feathers.")>> <</if>> <</if>> <<if $npc.includes("Gwylan") or $_npcWraith is "Gwylan">> <<run _linePool.pushUnique( "Carcass.", "Remains.", "Fox. Hound. Serpent.", "Sing with me, seabird.", "Doomed to an eternity alone.", "The gull poisons its own nest.", "Bereft of name. Bereft of hope.", "Always your eyes on the sea's horizon.", "You've flown for so long. Your legs have withered.", "Like a snake shedding its skin. Devour your offspring.", "Those who lay with beasts must be prepared for the bite.", "The arrow of time struck midnight long after you were born.", "You will never leave the forest. The forest will never leave you.", "Collect and hoard time itself, before it slips through your fingers.", "You've built your cage, phoenix. Gilded with ashes, helpless to watch them vanish in the wind." )>> <<if $gwylanSeen?.includes("ritual_sex")>> <<run _linePool.pushUnique( "Purges. Urges.", "Howl in sorrow.", "Dry, dead roses, waiting to burn.", "The kiss of the thorn, stained red.", "To pluck the buds before they bloom." )>> <</if>> <<if $gwylanSeen?.includes("yearning")>> <<run _linePool.pushUnique( "Is <<pshe>> any different?", "You'll forget <<phim>> too.", "That your black heart might love again.", "Love will grind hearts of stone to dust.", "The chains tighten as the tide rolls in.", "Love. Memory. Burdens you carry willingly.", "You're so afraid to say you love <<phim>>. You may never get the chance.", "Again. And again. And again. And again. And again. And again. And again. And again. And..." )>> <<if !$gwylanSeen.includes("romance")>> <<run _linePool.pushUnique("The gull scorns its mate again.")>> <</if>> <</if>> <</if>> <<if $npc.includes($spear_vessel)>> <<run _linePool.pushUnique( "Crossways, ablaze.", "Your balance is imperfect.", "You who bear the torch, may you burn.", "See the blade for all its overwhelming might and realise your smallness.", "Raise up your spear, salvation attain. Still we stand here, <span class=\"tentacle\">As One</span> we remain." )>> <</if>> <<set _npc to {0:0,1:1,2:2,3:3,4:4,5:5}>><<set _title to {0:0,1:1,2:2,3:3,4:4,5:5}>> <<for $_g to 0; $_g lt 6; $_g++>> <<if $npc[$_g]>> <<set _npc[$_g] to clone($npc[$_g])>> <<if _npc[$_g] is "Gwylan">> <<set _npc[$_g] to "Seabird">> <<set _title[$_g] to "witch">> <<else>> <<set _title[$_g] to C.npc[$npc[$_g]].title.split(" ").pop()>> <</if>> <<run _linePool.pushUnique( _npc[$_g] + " " + _npc[$_g] + " " + _npc[$_g] + " " + _npc[$_g] + " " + _npc[$_g] + " " + _npc[$_g] + " " + _npc[$_g] + " " + _npc[$_g] + ".", "Hie away, " + _title[$_g] + " mine, hie away." )>> <</if>> <</for>> <<set _speak to _speakPool.pluck()>> <<set _line1 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">> <<set _line2 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">> <<if random(0,2)>> <<set _speechWraith to "You _speak. \"_line1 _line2\"">> <<else>> <<set _speechWraith to "You _speak. \"_line1\"">> <</if>> <<elseif $wraith.state is "" and _args[0] isnot "lines">> <<set _speechWraith to ["The <<person>> holds <<his>> necklace tightly.", "The <<person>> whispers incoherently.","The <<person>> giggles quietly.","The <<person>> speaks in a language you don't understand.","The <<person>> opens <<his>> mouth, and your ears begin ringing.","The <<person>> says something, but you immediately forget what it was.","The <<person>> doesn't speak."].pluck()>> <<elseif $wraith.mimic isnot "" and $wraith.revealed is false and _args[0] isnot "lines">> <<switch $wraith.mimic>> <<case "Sydney">> <<set _speechWraith to either( "<<He>> speaks. \"Th-the temple will punish me for this... but I don't care anymore!\"", "<<He>> speaks. \"This is worth any punishment the temple will do to me.\"", "<<He>> speaks. \"We're both sinners now, aren't we?\"", "<<He>> speaks. \"This... still feels so wrong... but...\"", "<<He>> speaks. \"I love the feeling of you inside me.\"", "<<He>> speaks. \"We're still pure, right? This doesn't count?\"", "<<He>> speaks. \"Are you sure this feels good for you?\"", "<<He>> speaks. \"You look so cute down there.\"", "<<He>> barely manages to speak. \"If... if you... I'm going to...\"", "<<He>> speaks. \"I love being this close together.\"", "<<He>> speaks. \"I'm getting used to this feeling.\"", "<<He>> giggles. \"G... go ahead. Just be gentle, please.\"", "<<He>> moans. \"Do it! Deflower me! Make me yours!\"", "<<He>> giggles nervously. \"This is dangerous...\"", "<<He>> smiles gleefully. \"We both have to stay pure, after all!\"", "<<He>> laughs. \"I love it when you're rough!\"", "<<He>> lets out a clearly fake yawn. \"Already bored of the foreplay.\"", "<<He>> giggles. \"I wouldn't want anyone else to touch me like this.\"", "<<He>> speaks. \"Just relax, and let me take care of this.\"", "<<He>> giggles. \"I didn't know this spot could make someone feel good!\"", "<<He>> speaks. \"You're staring. At least let me look at yours, too...\"", "<<He>> speaks. \"I was always taught that this was sinful, but...\"", "<<He>> takes a deep breath. \"We... need to stay quiet...\"", "<<He>> giggles. \"I've sinned... is this my punishment?\"", "<<He>> giggles. \"W... we're doing this in the temple, and nothing is stopping us...\"", "<<He>> freezes. \"Wh... who? Who is it?!\"" )>> <<default>> <</switch>> <<elseif $wraith.state is "active" and $rng lte 8 and _args[0] isnot "lines">> <<set _speechWraith to "<<He>> holds <<his>> necklace close.">> <<else>> <<if _args[0] isnot "lines">> <<set _speaks to [ "<<He>> snarls", "<<He>> growls", "<<He>> cackles", "<<He>> purrs", "<<He>> hisses", "<<He>> emanates", "<<He>> speaks", "<<He>> grunts", "<<He>> giggles", "<<He>> whispers", "<<He>> speaks in an eerily calm tone", "<<His>> voice comes from directly behind you" ].pluck()>> <</if>> <<if $alarm is 1>> <<set _speaks to "<<He>> repeats your screams for help in a mocking tone, in your own voice">> <</if>> <<set _linePool to [ "You.", "Give in.", "Take a bow.", "All for this.", "And so do you.", "The pursuit bends.", "Tick-tock, tick-tock.", "Endless, in the skies.", "Just a little further.", "I know why you're here.", "Relentless, in disguise.", "Is this your idea of heaven?", "Don't make me repeat myself.", "I can feel your heart pounding.", "With a dream that casts a shadow.", "But we both knew that, didn't we?", "Join me, why don't you? It's not far.", "Like sand slipping through your fingers.", "All that matters is the blissful present.", "One million, two million, three million, four.", "What is within is greater than what is without.", "I'm glad to see you again. I missed you, you know.", "Why did they leave? Because they were never there.", "We're all that's left. Can you hear them? No, you can't.", "It would be maddening, to only know one end of the ordeal.", "Here we stand, As Two, <span class=\"tentacle\">As One</span>.", "The pure die young, and the corrupt are as lambs to the slaughter.", "At the bottom, you'll find only darkness, and the darkness will be your everything.", "<<pcPetname \"Wraith\">>.","<<pcPetname \"Wraith\">>.","<<pcPetname \"Wraith\">>.", "<<pcPetname \"Wraith\">>, <<pcpetname \"Wraith\">>.", "<<pcPetname \"Wraith\">>, <<pcpetname \"Wraith\">>." ]>> <<if $wraith.state is "haunt">> <<run _linePool.pushUnique( "Thief.", "Vulture.", "Graverobber.", "Give it back.", "Sleep forever.", "Cut you to perfection.", "Wrath wrath ?sin ?sin ?sin ?sin ?sin wrath.", "Water down your shame, until the lake runs dry.", "Shoot for the stars, that you may crash and burn.", "Until naught remains, but carved bone and midnight blue." )>> <<else>> <<run _linePool.pushUnique( "Just once, can't they stay?", "You did it. I knew you could do it.", "Lust lust ?sin ?sin ?sin ?sin ?sin lust.", "I'm sorry that you put your trust in me.", "Can I pretend you're back, if only for a while?" )>> <</if>> <<if $wraith.state is "despair">> <<run _linePool.pushUnique( "Where is it?", "You're so warm.", "Don't leave me.", "I can't find it.", "So cold.", "So cold.", "Can the innocent repent?", "Where did you go? Come back.", "Never to see the moon again.", "I see you. I see you. I see through you.", "Through my closed eyelids, you still glare.", "Have you seen my necklace?", "Have you seen my necklace?" )>> <</if>> <<if C.npc["Ivory Wraith"].lust gte 10>> <<run _linePool.pushUnique( "Safety. Love. What beautiful lies.", "Carve your name. I'll wash it away.", "Even if I have to drag you there myself.", "You don't have enough. You never had enough.", "Let's see how you like being the puppet, hmm?" )>> <</if>> <<if $templePromised is "Sydney">> <<run _linePool.pushUnique( "And you are wedded to calamity." )>> <</if>> <<if playerIsPregnant()>> <<run _linePool.pushUnique( "Cruel baptism.", "Twin heartbeats, led astray." )>> <</if>> <<if $wraithPrison and $wraithPrison.vision is true>> <<run _linePool.pushUnique( "Different place, same disgrace.", "It's comforting to know we have that in common.", "Stepped from the past. Steeped in the present. Yet to be stopped." )>> <</if>> <<if $wraith.offspring is "dead">> <<run _linePool.pushUnique( "Join them.", "Cast away forever.", "They cried for you, in their last moments." )>> <<if $wraith.state is "haunt">> <<run _linePool.pushUnique("Have you not stolen enough from me?")>> <</if>> <</if>> <<if $wraith.mimic isnot "">> <<run _linePool.pushUnique( "Pretender.", "$wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic $wraith.mimic." )>> <<else>> <<run _linePool.pushUnique("No one else. Alone. Desolate. Disappear. Drown.")>> <</if>> <<if $wraith.mimic is "Sydney" or ($wraith.mimic is "" and isLoveInterest("Sydney"))>> <<run _linePool.pushUnique( "I was <<nnpc_his \"Sydney\">> only friend, in that dark place beyond the trees.", "You think you can trust <<nnpc_him \"Sydney\">>. That's hilarious, but no one's laughing.", "Close your eyes and sleep, and only then will you truly see. I learned that from <<nnpc_him \"Sydney\">>." )>> <</if>> <<if $museumAntiques.antiques.antiquebell isnot "notFound">> <<run _linePool.pushUnique("The cold iron bell rings again.")>> <</if>> <<if $town_projects and $town_projects.road gte 3>> <<run _linePool.pushUnique( "Let the roads remain buried.", "Trespassers. Trespassers. It was you, wasn't it?", "Choking, cracking... smoking, smacking... will the noise ever stop?" )>> <</if>> <<if $hookah_state gte 2>> <<run _linePool.pushUnique( "All for this?", "It's happening again. It's happened again." )>> <</if>> <<if $awarelevel gte 2>> <<run _linePool.pushUnique( "The Elk fancies itself the predator.", "To be blind again. You'll miss your ignorance.", "The arrow of time struck midnight long before you were born." )>> <</if>> <<if $awarelevel gte 3>> <<run _linePool.pushUnique( "The shattered lie under the edge of blue.", "The chained are bound, by countless chains. The chains are bound to countless chained.", "Under bloody moon, under faithless sun. Dancing to my tune, standing here <span class=\"tentacle\">As One</span>." )>> <</if>> <<if $awareness gte 500>> <<run _linePool.pushUnique( "As Two, As One, yet the Third remains unfound.", "Reach out, with your six dreams.", "Blaze a trail across the sky.", "All things happen in threes.", "Until the Sands run dry.", )>> <</if>> <<if $angel gte 6>> <<run _linePool.pushUnique( "It won't last. It never does.", "Your descent will be beautiful.", "Fly with me, gaoler. Fly and fall.", "You were only a prisoner, after everything." )>> <<elseif $fallenangel gte 2>> <<run _linePool.pushUnique( "Falling. Falling. Falling.", "Almost like looking in a mirror.", "Was it worth it? Don't answer, you would be wrong.", "Open your eyes, blacken your wings, harden your heart." )>> <<elseif $demon gte 6>> <<run _linePool.pushUnique( "Sapphire and brimstone.", "All the world's to defile.", "You wear a mask. Your face moulds to fit it.", "You think you've found the bottom. You've barely breached the surface." )>> <<if $spear_vessel is "held">> <<run _linePool.pushUnique("You've cut off your horns to spite your face.")>> <<elseif $spear_vessel is "Zephyr">> <<run _linePool.pushUnique("The horns split and grow. One million, two million...")>> <</if>> <</if>> <<if $spear_vessel>> <<if $spear_vessel is "held">> <<run _linePool.pushUnique( "A maze, ablaze.", "Too bright. Too warm." )>> <<elseif $spear_vessel is "sea">> <<run _linePool.pushUnique( "Ivory thinner than water. Irony thicker than blood.", "Like sand counting down eternity. The blade crumbles." )>> <<elseif $spear_vessel is "Zephyr">> <<run _linePool.pushUnique( "The light dims. The torch fades.", "You handed away salvation. Get it back.", )>> <</if>> <</if>> <<if $fox gte 6>> <<run _linePool.pushUnique( "Wishing stones. Clutching bones.", "The predator has forgotten its place.", "Behind silver masks, a thief on a string. Beside the Elk basks, <span class=\"tentacle\">As One</span> broken wing.", )>> <</if>> <<if $harpy gte 6>> <<run _linePool.pushUnique( "Clipped wings and a song no one hears." )>> <</if>> <<if $avery_fate is "ascended">> <<run _linePool.pushUnique( "The fox feeds the elk willingly.", "You've made <<nnpc_his 'Avery'>> bed. You will die in it.", "You won't rise with <<nnpc_him 'Avery'>> in rapture. You will be left behind." )>> <<elseif $avery_fate is "saved">> <<run _linePool.pushUnique( "Insignificant mercy.", "Your heart bleeds most for those who stab at it." )>> <<elseif $avery_fate is "fallen" or $avery_fate is "kicked">> <<run _linePool.pushUnique( "It's raining bodies.", "Fall. Falling. Fallen.", "All the gold in the world only made <<nnpc_him 'Avery'>> fall faster.", "You understand. To succumb to the weight of the world is the only justice." )>> <<if $avery_fate is "kicked">> <<run _linePool.pushUnique( "Your actions will stain your soul forever.", "It was a virtue to cast <<nnpc_him 'Avery'>> to the bottom.", "The world cannot become clean without one's hands becoming dirty." )>> <</if>> <</if>> <<if $museumAntiques?.paintings?.paintingward is "museum" or $gwylanSeen?.includes("preen")>> <<run _linePool.pushUnique("Beings thrice damned, you dance on their strings. Two rotten black hearts, birds of a feather. One still missing, plucked from great beast's wings. As Three. As Two. <span class=\"tentacle\">As One.</span> Forever.")>> <</if>> <<if _rngWraithLineChance is 1>> /* Social menu */ <<if Time.isBloodMoon()>> <<run _linePool.pushUnique("The truth will ensnare you, reflection.")>> <</if>> <<if $wraithCompoundEvent>> <<if $wraith.state is "haunt">> <<run _linePool.pushUnique("Fill the hole.")>> <<else>> <<run _linePool.pushUnique("A grain of sand can destroy an empire.")>> <</if>> <</if>> <<if $wraith.state is "haunt">> <<run _linePool.pushUnique("You opened a hole that must be filled.")>> <</if>> <<if C.npc["Ivory Wraith"].love gte 5>> <<if C.npc["Ivory Wraith"].lust gte 10>> <<run _linePool.pushUnique("Together, As One.")>> <<else>> <<run _linePool.pushUnique("In Hell and in high water.")>> <</if>> <<else>> <<if C.npc["Ivory Wraith"].lust gte 10>> <<run _linePool.pushUnique("The tides wear away mountains.")>> <<else>> <<run _linePool.pushUnique("Pearls are not born, but created.")>> <</if>> <</if>> <</if>> <<set _line1 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">> <<set _line2 to "<span class=\"wraith\">" + _linePool.pluck() + "</span>">> <<if random(0,2)>> <<set _speechWraith to "_speaks. \"_line1 _line2\"">> <<else>> <<set _speechWraith to "_speaks. \"_line1\"">> <</if>> <</if>> <</silently>><<print _speechWraith>><</widget>> <<widget "effectsWraith">> <<switch $wraith.gen>> <<case "man">> <<effectsman>> <<if $wraithApologise>> <<apologyWraith>> <<else>> <<man>> <</if>> <<rescueWraith>> <<stateman>> <br><br> <<actionsman>> <<case "arms">> <<set $enemynomax to 4>> <<effectsman>> <<for _iw to 1; _iw lt 4; _iw++>> <<set $NPCList[_iw].intro to -1>> <</for>> <<if $wraithApologise>> <<apologyWraith>> <<else>> <<man>> <</if>> <br> <<rescueWraith>> <<set $enemyno to 1>> <<stateman>> <br><br> <<actionsman>> <<case "tentacles">> <<chastityBreakWraith>> <<set $NPCList[0].intro to 1>> <<effectstentacles>><<speechWraith>><<tentacles>> <<statetentacles>> <br><br> <<actionstentacles>> <<case "slimetentacles">> <<chastityBreakWraith>> <<set $NPCList[0].intro to 1>> <<swarmeffects>><<effectstentacles>><<speechWraith>> <<swarm>><<tentacles>> <<statetentacles>> <br><br> <<actionsOmni>> <<case "slime">> <<set $NPCList[0].intro to 1>> <<speechWraith>><<struggle>> <<case "abomination">> <<chastityBreakWraith>> <<effectsabomination>> <<if $wraithApologise>> <<apologyWraith>> <<else>> <<abomination>> <</if>> <br> <<rescueWraith>> <<stateabomination>> <br><br> <<actionsabomination>> <</switch>> <</widget>> <<widget "chastityBreakWraith">> <<if $worn.genitals.name is "chastity parasite">> /* Do Nothing */ <<elseif $possessed>> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and playerChastity()>> Several tentacles worm their way around your legs. They slither into your $worn.genitals.name, and your own hand seems to guide them. It closes your fist, and the tentacles pull with an impossible force, <<if $worn.genitals.name.includes("gold")>> causing you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming the tentacles. <<gpain>><<pain 6>> <br><br> With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your $worn.genitals.name yields and shatters in a bright flash of light. Both the figure and the tentacles seem to be considerably weaker after the effort. <<if !$wraith.will>> <<set $wraith.will to random(1300,1700)>> <</if>> <<set $wraith.will -= 100>> <<else>> ripping your $worn.genitals.name to shreds. <</if>> <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <<if $vaginalchastityparasite isnot 0 or $analchastityparasite isnot 0 or $penilechastityparasite isnot 0>> <<set $vaginalchastityparasite to 0>><<set $analchastityparasite to 0>><<set $penilechastityparasite to 0>> <span class="lblue">The parasites within writhe their way out of your body, <<if $underwater is 1>> fading into the murk <<else>> falling to the ground <</if>> with a hiss.</span> <</if>> <</if>> <<else>> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and playerChastity()>> Several tentacles worm their way around your legs. They slither into your $worn.genitals.name, seemingly being puppeteered by the pale figure. It closes its fist, and the tentacles pull with an impossible force, <<if $worn.genitals.name.includes("gold")>> causing you immense pain as they struggle against the shining metal. You hear sizzling, and it seems to be harming the tentacles. <<gpain>><<pain 6>> <br><br> With one final pull, the metal fractures and splinters, sending shards of gold clattering to the ground as your $worn.genitals.name yields and shatters in a bright flash of light. Both the figure and the tentacles seem to be considerably weaker after the effort. <<if $abomination is 1>> <<set $enemyhealth -= 150>><<set $enemyarousal += 150>> <</if>> <<set _tentDefeated to 0>> <<for _i to 0; _i lt $tentacles.active; _i++>> <<if _tentDefeated gte 3>> <<break>> <</if>> <<if $tentacles[_i].tentaclehealth gt 0>> <<set $tentacles[_i].tentaclehealth -= 20>> <<set _tentDefeated++>> <</if>> <</for>> <<else>> ripping your $worn.genitals.name to shreds. <</if>> <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <<if $vaginalchastityparasite isnot 0 or $analchastityparasite isnot 0 or $penilechastityparasite isnot 0>> <<set $vaginalchastityparasite to 0>><<set $analchastityparasite to 0>><<set $penilechastityparasite to 0>> <span class="lblue">The parasites within writhe their way out of your body, <<if $underwater is 1>> fading into the murk <<else>> falling to the ground <</if>> with a hiss.</span> <</if>> <</if>> <</if>> <</widget>> <<widget "apologyWraith">> <<unset $wraithApologise>> <br> <<He>> freezes, and dissipates slightly. A face you swear you've seen before appears in the mist. <<He>> looks at you with an unreadable expression and raises <<his>> arm, just a bit. <<He>> quickly shies away, reforming the mist around <<himself>>. <span class="green"><<He>> seems unable to act.</span> <br><br> <</widget>> <<widget "rescueWraith">> <<if $alarm is 1>> <<if $location is "forest">> <<if $forest lte gwylanForestRescueRange() and (!$gwylanRescue?.failed.includes("Wraith") or gwylanCanRescueFromWraith() and $passage is "Wraith Caught")>> <<if gwylanCanRescueFromWraith() and $passage is "Wraith Caught">> <<set $rescue to 1>> <span class="forest-green">You hear rustling in the trees nearby.</span> <br><br> <<else>> <<gwylanRescueStats false "Wraith">> You see <<gwylanDesc>> burst through the treeline, alarmed by your shout. <<nnpc_He "Gwylan">> looks around, puzzled. <<nnpc_His "Gwylan">> gaze passes right over you, as if you weren't there, <span class="red">then <<nnpc_he "Gwylan">> turns and walks away.</span> <br><br> <</if>> <<else>> <<set $canRescue to []>> <<forestRescueCheck>> <</if>> <</if>> <</if>> <</widget>> <<widget "ejacW">> <<if $wraith.gen is "slime">> The <<person>> raises <<his>> hand. Incorporeal lines of energy flow to <<him>> from the slimes. They disengage, retreating back to the <<person>>. <<He>> picks one up, and begins to pet it. <<else>> <<ejaculation>> <</if>> <</widget>> <<widget "ejaculation-wraith">> <<if !_ejacRepeatFix>> <<switch $wraith.gen>> <<case "man">> <<He>> glows a bright white. <<case "abomination">> <<He>> glows a bright white, and begins laughing. <<His>> pale tentacles disperse in the radiance. <<case "tentacles" "slimetentacles">> <<He>> pulls back <<his>> hand, and <<his>> eyes flash <<wraithEyes>>. The tentacles retreat from you, back to <<his>> side.<<if $wraith.gen is "slimetentacles">> The slimes quickly follow.<</if>> <<case "arms">> <<set $enemyno to 1>> <<He>> glows a bright white, and begins laughing.<<set $NPCList[0].intro to 0>> <<He>> begins to make strange gestures with <<his>> extra arms. <<set _ejacRepeatFix to true>> <<default>> <</switch>> <!-- Temporary until Wraith has its own bodyliquid --> <<for _nn to 0;_nn lt $enemynomax; _nn++>> <<if $NPCList[_nn].penis is "vagina">> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "vagina" "semen">> <<recordVaginalSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <<elseif $NPCList[_nn].penis is "anus">> <<analejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "anus" "semen">> <<recordAnusSperm "pc" $NPCList[_nn] `($enemytype is "man" ? "human" : $NPCList[_nn].type)`>> <</if>> <</for>> <<if $pain gte 100>> <<He>> seems to revel in your suffering. <<elseif C.npc["Ivory Wraith"].lust gte random(10,30) and $wraith.state is "haunt" and !playerIsPregnant()>> <<His>> body flickers and <span class="red">something strikes your stomach</span>. You double over and <<he>> <<if ["abomination","arms"].includes($wraith.gen)>>laughs louder<<else>>laughs<</if>>. <<gstress>><<gtrauma>><<gpain>><<violence 10>> <</if>> <br><br> <</if>> <</widget>> <<widget "kissWraith">> <<if _args[0] is "stress" and $stress gte $stressmax>> <<set $_wraithStress to true>> <</if>> <<set $pronoun to "i">> <<He>> approaches you, <<if $wraith.type is "tentacles" or $wraith.gen is "abomination">> pushing some tentacles aside. <<if $tentacleMouth>> <<set $_outof to (["tentacle", "tentacledeep"].includes($mouthstate) ? "out of" : "away from")>> <<He>> <span class="lblue">yanks the $tentacleMouth $_outof your mouth.</span> <</if>> <<else>> <<if C.npc["Ivory Wraith"].lust gte 16>> grabbing your hair in a painful grip with <<if $wraith.gen is "arms">>more than two<<else>>both<</if>> hands. <<trauma 12>><<stress 6>><<arousal 1000>> <<elseif C.npc["Ivory Wraith"].lust gte 11>> holding the back of your neck with one hand. <<trauma 6>><<arousal 500>> <<else>> cupping your cheek with a surprising gentleness. <</if>> <</if>> <<He>> kisses you, and your ears immediately begin to ring. Your fingers and toes go cold, and your face becomes fiery hot. Until it, too, grows cold. You feel as though some part of you was drained away. <<takeKissVirginity "Ivory Wraith" "rape">> <<arousal 2000 "mouth">><<gggarousal>> <<trauma 30>><<gggtrauma>><<purity -50>><<lllpurity>><<physique_loss 16>><<llphysique>> <<if $pain lt 100>> <<pain -15>><<llpain>> <</if>> <<if $arousal gte $arousalmax>> <br><br> <<orgasm>> Your climax is torturous and painful as you writhe against <<him>>. <<His>> assault only grows more intense. You feel weak. <<trauma 30>><<gggtrauma>><<purity -25>><<llpurity>><<physique_loss 8>><<lphysique>><<awareness -20>><<lllawareness>><<gobsession>> <<if $_wraithStress>> <<set $stress to $stressmax>> <</if>> <</if>> <</widget>> <<widget "wHunt">> <<if !$possessed>> <<switch _args[0]>> <<case "town">> <<if npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte (random(0, 50))>> <br><br> <<set $wraith.hunt to 1>> A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image. <br> You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. The sound of a chain breaking echoes in your ears. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>> <br> <<if $wraith.state is "haunt">> <span class="red">You are being hunted.</span> <<else>> <span class="red">Dread lingers in the air.</span> <</if>> <<elseif $wraith.hunt>> <<if $moonstate is "morning" and Time.hour gte 6>> <br><br> With the rising of the sun, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span> <<clearWraith>> <<elseif $wPersist is 1>> <<set $wPersist to 2>> <br><br> The feeling of dread remains. Something's wrong. <span class="red">Whatever was hunting you is still coming.</span><<stress 3>><<gstress>> <<elseif $wraith.state is "haunt">> <span class="red">Something terrible is hunting you.</span> <<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>> <<if $wraith.hunt gte ($rng / 10)>> <<set $eventforced to true>> <</if>> <<else>> <span class="red">Something unnatural stalks the streets.</span> <<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>> <<if $wraith.hunt gte ($rng / 10)>> <<set $eventforced to true>> <</if>> <</if>> <</if>> <<case "forest">> <<if $wraith.hunt is 0>> <<set $rng2 to random(1, 3)>> <<if $rng2 is 1 and $edenfreedom gte 1>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <<set $forestHunter to "Eden">> <<else>> A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image. <br> You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. The sound of a chain breaking echoes in your ears. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>> <br> <span class="red">Something is hunting you.</span> <</if>> <<set $wraith.hunt to 1>> <<else>> You begin to see strange shapes in the air around you. A chill runs up your spine. <span class="red">Something is still hunting you.</span> <</if>> <<set $forestHunter to "Ivory Wraith">> <<set $foresthunt to $wraith.hunt>> <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<case "drain">> <<if npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte (random(0, 60))>> <<set $wraith.hunt to 1>> <br><br> A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image. <br> You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. The sound of a chain breaking echoes in your ears. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>> <br> <<if $wraith.state is "haunt">> <span class="red">You are being hunted.</span> <<else>> <span class="red">Dread lingers in the air.</span> <</if>> <<elseif $wraith.hunt>> <<if $moonstate is "morning" and Time.hour gte 6>> <br><br> As the first rays of sunlight trickle through open manholes and grates, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span> <<clearWraith>> <<elseif $wraith.state is "haunt">> <span class="red">Something terrible is hunting you.</span> <<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>> <<if $wraith.hunt gte ($rng / 10)>> <<set $eventforced to true>> <</if>> <<else>> <span class="red">Something unnatural stalks the streets above.</span> <<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>> <<if $wraith.hunt gte ($rng / 10)>> <<set $eventforced to true>> <</if>> <</if>> <</if>> <<case "sewers">> <<if npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte (random(0, 60))>> <<set $wraith.hunt to 1>> <br><br> A wave of dizziness and confusion washes over you. Every time you blink, you see a blurred image. <br> You hold your eyes shut, and it begins to come into focus. You see a tall robed figure, bathed in red moonlight, its skin as pale as ivory. As soon as you see it, you can't help but think that it sees you too. The sound of a chain breaking echoes in your ears. <<stress 6>><<gstress>><<trauma 6>><<gtrauma>> <br> <<if $wraith.state is "haunt">> <span class="red">You are being hunted.</span> <<else>> <span class="red">Dread lingers in the air.</span> <</if>> <<elseif $wraith.hunt>> <<if $moonstate is "morning" and Time.hour gte 6>> <br><br> You feel a sense of relief, and instinctively know the sun has risen. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span> <<clearWraith>> <<elseif $wraith.state is "haunt">> <span class="red">Something terrible is hunting you.</span> <<set $wraith.hunt += (0.5 + (C.npc["Ivory Wraith"].lust / 40))>> <<if $wraith.hunt gte ($rng / 10)>> <<set $eventforced to true>> <</if>> <<else>> <span class="red">Something unnatural stalks the sewers.</span> <<set $wraith.hunt += 0.5>> <<if $wraith.hunt gte ($rng / 10)>> <<set $eventforced to true>> <</if>> <</if>> <</if>> <<case "lake">> Your ears begin to ring, and you feel like you're being watched. Out of instinct, you turn around. <br><br> <<if $bus is "lakeshore" or $bus is "lakeshallows" or $bus is "lakedepths">> A beautiful pale figure hovers over the centre of the lake. You see a long stream of silver hair flowing in the wind. As soon as you see it, it vanishes. <<stress 6>><<gstress>> <br><br> <<elseif $location is "lake_ruin">> A beautiful pale figure floats in the water. Long streams of silver hair flow in the current. As soon as you see it, it vanishes. <<stress 6>><<gstress>> <br><br> <<else>> For a moment, you think you see the shape of a pale face between the trees. <<stress 6>><<gstress>> <br><br> <</if>> <span class="red">You're trespassing. Something is hunting you.</span> <<set $forestHunter to "Ivory Wraith">> <<set $wraith.hunt to 1>> <<set $foresthunt to $wraith.hunt>> <br><br> <<set $eventskip to 1>> <<if $location is "lake_ruin">> <<destinationlakeruin>> <<else>> <<if Weather.isSnow and ($bus is "lakeshallows" or $bus is "lakedepths")>> <<destination_lake_ice>> <<else>> <<destinationlake>> <</if>> <</if>> <</switch>> <</if>> <</widget>> <<widget "wPersist">> <<if $wraith.state and !$possessed>> <<if $wraith.hunt and npcCanHunt("Ivory Wraith")>> <<if _args[0] is "forest">> <<if $foresthunt gte 1>> <<set $wraith.hunt to $foresthunt>> <<set $forestHunter to "Ivory Wraith">> <<if !$wPersist>> <<set $wPersist to 1>> <</if>> <<else>> <<set $foresthunt to $wraith.hunt>><<set $forestHunter to "Ivory Wraith">> You enter the treeline, <span class="red">but can't shake the feeling that something's still coming for you.</span> <</if>> <<if ($location is "lake" or $location is "lake_ruin") and !$possessed>> <<set $wraith.hunt += 1.5>> <<set $foresthunt += 1.5>> <<if $moonstate is "morning" and Time.hour gte 6>> With the rising of the sun, you feel a sense of relief. The dread passes. <span class="blue"><i>You're safe until the next blood moon.</i></span> <<clearWraith>> <br><br> <<else>> <<rng 60>> <<if $rng lte 20>> <span class="red">You are being hunted. Red moonlight reflects off of the water.</span> <<stress 6>><<gstress>> <br><br> <<elseif $rng lte 40>> <span class="red">You are being hunted. You hear distant laughter.</span> <<trauma 6>><<gtrauma>> <br><br> <<else>> <span class="red">You are being hunted. You feel a pressure building around you.</span> <<stress 6>><<gstress>><<trauma 6>><<gtrauma>> <br><br> <</if>> <</if>> <</if>> <</if>> <<elseif npcCanHunt("Ivory Wraith") and !$possessed>> <<wTimerProgress>> <</if>> <</if>> <</widget>> <<widget "wTimerProgress">> <<if $wraith.state and $wraith.hunt is 0 and Time.isBloodMoon()>> <<set $wraith.timer++>> <<set $wraith.timer += Math.floor(C.npc["Ivory Wraith"].lust / 10)>> <<if $rng gte 61 and numberOfEarSlime()>> You hear the slime in your ear make an unusual sound, <span class="red">as if it's calling out to something.</span> <<set $wraith.timer++>> <</if>> <</if>> <</widget>> <<widget "exitWraith">> <<switch $wraith.exit>> <<case "home">> <<link [[Next|Bedroom]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "sleep">> <<set $wardrobe_location to "wardrobe">> <<wardrobeSelection true>> <<radiooutfits>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "cabin">> <<link [[Next|Eden Cabin]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "alex_cottage">> <<link [[Next|Farm Cottage]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "tower">> <<link [[Next|Bird Tower]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "town">> <<destinationeventend>> <<endevent>><<if _args[0]>><<set $phase2 to 1>><</if>> <<case "forest">> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "Gwylan">> <<link [[...|Forest Wraith Gwylan]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "forest_shop">> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><<set $forest to 0>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "lake_ruin">> <<destinationlakeruin>> <<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>> <<case "lake">> <<if Weather.isSnow and ($bus is "lakedepths" or $bus is "lakeshallows")>> <<destination_lake_ice>> <<else>> <<destinationlake>> <</if>> <<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>> <<case "wolf_cave">> <<link [[Next|Wolf Cave]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "moor">> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "farm_assault">> <<link [[Next|Farm Assault]]>><<endevent>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "sewers">> <<destinationsewers>> <<endevent>><<set $eventskip to 1>> <<case "pirates">> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><<if _args[0]>><<set $phase2 to 1>><</if>><</link>> <br> <<case "mansion">> <<link [[Next|Mansion Bedroom]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<default>> <span class="red">Something went wrong. There's nowhere to place you due to a failure of the Wraith's code. Please inform PurityGuy.</span> <br><br> Offending event: $passage | Location: $location ($bus) | Exit: $wraith.exit <br><br> <<endWraith>> <<clearWraith>> <<link [[Portal to the bedroom|Bedroom]]>><<endevent>><<set $eventskip to 1>><<hallucinogen 180>><</link>><<gghallucinogens>> <br> <</switch>> <<if !_args[0]>> <<endWraith>> <</if>> <</widget>> <<widget "rngWraith">> <<if $wraith.state>> <<if _args[1] is "night" and Time.dayState isnot "night" or _args[1] is "noBlood" and Time.isBloodMoon()>> <<set _wraithEvent to false>> <<else>> <<set _rngWraith to 2 + (Math.floor(C.npc["Ivory Wraith"].lust / 10))>> <<if Time.dayState is "night">> <<set _rngWraith += 2>> <</if>> <<set _wraithHallucinations to (_args[0] is 1 or _args[0] is 2 ? _args[0] : 0)>> <<if ($hallucinations gte _wraithHallucinations and _rngWraith gte random(1,100)) or Time.isBloodMoon()>> <<set _wraithEvent to true>> <</if>> <</if>> <</if>> <</widget>> <<widget "rngWraithSocial">> <<if !_rngWraithSocialCheck>> <<set _rngWraithSocialCheck to true>> <<set _rngWraithFace to ($wraith.type ? Math.ceil(Math.random() * 10) : Math.ceil(Math.random() * 30))>> <<set _rngWraithLineChance to Math.ceil(Math.random() * 15)>> <<set _rngWraithSocial to 2 + (Math.floor(C.npc["Ivory Wraith"].lust / 10))>> <<if Time.dayState is "night">> <<set _rngWraithSocial += 2>> <</if>> <<if ($hallucinations gte 1 and _rngWraithSocial gte Math.ceil(Math.random() * 100)) or Time.isBloodMoon()>> <<set _wraithEventSocial to true>> <</if>> <<if $wraith.mimic isnot "" and $wraith.revealed>> <<set _wraithTitle to "pretender">> <<else>> <<switch $wraith.gen>> <<case "tentacles">><<set _wraithTitle to "writhing">> <<case "abomination">><<set _wraithTitle to "profane">> <<case "arms">><<set _wraithTitle to "vain">> <<default>><<set _wraithTitle to (["haunt", "despair"].includes($wraith.state) ? "forlorn" : "reflection")>> <</switch>> <</if>> <</if>> <</widget>> <<widget "wraithEventStreet">> <<set $wraith.exit to "town">> <<if $wraith.hunt gte 10>> <<if !$wraithIntro>> <<wraithIntro>> <<else>> <<wraithCaught>> <</if>> <<else>> <<cleareventpool>> <<if $wraith.hunt gte 5>> <<if !$wraithIntro>> <<addevent "wraithIntro" 0.1>> <<else>> <<addinlineevent "wraithClose1" 0.1>> As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>. <<rainWraith true>> <br><br> Your ears begin to ring, and you see something taking shape in the <<print Weather.precipitation>>. A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you. Your mind feels cloudy as you see shapes dancing in the air and behind its eyes. <br><br> Before you can look away, it makes a hypnotic motion with its hands. <<if $wraith.state is "haunt">> It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches. <br><br> "<span class="wraith">Thief. You will never be free again.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to</span> <span class="red">give it back.</span> <br><br> <</if>> <<elseif $wraith.state is "despair">> It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches. <br><br> "<span class="wraith">It's so cold. You're so warm.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to</span> <span class="red">kneel.</span> <br><br> <</if>> <<else>> It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes. <br><br> "<span class="wraith">Kneel.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to kneel.</span> <br><br> <</if>> <</if>> <<link [[Give in|Wraith Caught Obey]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <br> <<link [[Try to look away|Wraith Caught Resist]]>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 $willpowermax>> <br> <</addinlineevent>> <<addinlineevent "wraithClose2" 0.1>> Something whispers your name directly in your ear. You flail to the side, but there's nothing there. <<if $loveInterest.primary isnot "None" and $loveInterest.primary isnot "Black Wolf" and $loveInterest.primary isnot "Great Hawk">> You think it sounded like $loveInterest.primary. <<if $wraith.seen gte 5>>You know better, though.<</if>> <</if>> <br><br> When you turn around, your blood freezes. The pale figure <<if $location is "park">>floats atop the fountain<<else>>stands at the end of the street<</if>>. <<rainWraith>> <br><br> <<link [[Run|Wraith Run]]>><</link>><<athleticsdifficulty 800 1500>> <br> <<link [[Hide (0:10)|Wraith Hide]]>><<pass 10>><</link>> <br> <</addinlineevent>> <<addinlineevent "wraithClose3" 0.1>> <<if $settings.tentaclesEnabled>> You see a blur of white from the corner of your eye, and feel something touch your thighs. You look down to see a pale tentacle extending from an open manhole. <span class="red">You feel whatever's hunting you drawing near.</span> <br><br> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<link [[Banish the tentacle|Wraith Tentacle Banish]]>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<link [[Grab the tentacle|Wraith Tentacle Grab]]>><</link>><<physiquedifficulty 6000 16000>><<deviant1>> <br> <<if hasSexStat("deviancy", 5)>> <<link [[Offer yourself|Wraith Tentacle Rape]]>><<set $molestationstart to 1>><</link>><<deviant5>> <br> <</if>> <<link [[Try to run|Wraith Tentacle Run]]>><<stress 3>><<trauma 3>><</link>><<gtrauma>><<gstress>> <br> <<else>> You see a blur of white from the corner of your eye, and feel something grab your ankle. You immediately try to jump back, but trip as it tightens its grip. <<pain 2>><<gpain>> <br><br> You look down to see a pale hand retreating into a storm drain. <<stress 6>><<gstress>> <br><br> You scramble to your feet and keep moving. <br><br> <<set $wraith.hunt++>> <<destinationeventend>> <</if>> <</addinlineevent>> <<addinlineevent "wraithClose4" 0.2>> Everything around you is bathed in red light. As you walk, you notice large spans of time where there seems to be no one else around. <br><br> You're not sure whether this is a reprieve, or a sign of something much worse. <br><br> <<destinationeventend>> <</addinlineevent>> <<addinlineevent "wraithClose5" 0.1>> You hear an intense rumbling from under you. It sounds like it's coming from the sewers. You see a massive column of water shoot up from an open manhole, carrying water high into the air. <br><br> The rumbling becomes heavier. A drainage grate much closer to you erupts in water. You look down, and realise you're standing right on top of a grate. <br><br> <<if (currentSkillValue('danceskill') + $rng) gte 800>> Thanks to your agility, you <span class="green">reflexively pivot and throw yourself out of the way</span> as another column of water shoots up. <<else>> You try to throw yourself out of the way, but <span class="red">you're too slow.</span> You're soaked by a column of water from below. <<water>><<effectswater "water">><<exposure>><<covered>> <</if>> <br><br> A final water spout shoots up from another manhole far behind you. You see a ghostly pale figure standing at the crest, surrounded by translucent watery tendrils. <<stress 12>><<ggstress>> <br><br> You run in the opposite direction. <<set $wraith.hunt++>> <br><br> <<exitWraith>> <</addinlineevent>> <</if>> <</if>> <<addinlineevent "wraith1" 0.2>> From the corner of your eye, you catch a glimpse of a pale face watching you from <<if $location is "park">> behind a tree. <<else>> a high window. <</if>> When you blink, it's gone. <<stress 6>><<gstress>> <br><br> <<destinationeventend>> <</addinlineevent>> <<addinlineevent "wraith2" 0.1>> You think you hear someone call your name. You don't see a single person around you. <<stress 6>><<gstress>> <br><br> <<destinationeventend>> <</addinlineevent>> <<addinlineevent "wraith3" 0.1>> <<generate1>><<person1>>A <<person>> runs by, nearly knocking you over. <<Hes>> barely staying on <<his>> feet, and keep looking towards you with panic. <br><br> You realise <<hes>> looking behind you. You turn, but there's nothing except <<if $location is "park">> the empty park. <<else>> empty streets. <</if>> <br><br> <<endevent>> <<destinationeventend>> <</addinlineevent>> <<addinlineevent "wraith4" 0.2>> Red moonlight reflects off distant windows and parked cars. As eerie as the atmosphere is, you can't deny that it's also rather beautiful. <<stress -3>><<lstress>> <br><br> <<destinationeventend>> <</addinlineevent>> <<addinlineevent "wraith5" 0.1>> As you pass over a grate, you hear a faint rumbling from down below. It gets louder the longer you listen. <br><br> You decide not to linger. <br><br> <<destinationeventend>> <</addinlineevent>> <<addinlineevent "wraithEventSkip" 0.3>> <<set _wraithEventSkipped to true>> <<eventsstreet>> <</addinlineevent>> <<runeventpool>> <</if>> <</widget>> <<widget "wraithEventSewers">> <<set $wraith.exit to "sewers">> <<if $wraith.hunt gte 10>> <<if !$wraithIntro>> <<wraithIntro>> <<else>> <<wraithCaught>> <</if>> <<else>> <<cleareventpool>> <<if $wraith.hunt gte 5>> <<if !$wraithIntro>> <<addevent "wraithIntro" 0.1>> <<else>> <<addinlineevent "wraithClose1" 0.1>> As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>. <<rainWraith true>> <br><br> Your ears begin to ring, and you see something taking shape in the fog. A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you. Your mind feels cloudy as you see shapes dancing in the air and behind its eyes. <br><br> Before you can look away, it makes a hypnotic motion with its hands. <<if $wraith.state is "haunt">> It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches. <br><br> "<span class="wraith">Thief. You will never be free again.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to</span> <span class="red">give it back.</span> <br><br> <</if>> <<elseif $wraith.state is "despair">> It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches. <br><br> "<span class="wraith">It's so cold. You're so warm.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to</span> <span class="red">kneel.</span> <br><br> <</if>> <<else>> It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes. <br><br> "<span class="wraith">Kneel.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to kneel.</span> <br><br> <</if>> <</if>> <<link [[Give in|Wraith Caught Obey]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <br> <<link [[Try to look away|Wraith Caught Resist]]>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 1 $willpowermax>> <br> <</addinlineevent>> <<addinlineevent "wraithClose2" 0.1>> <<if $settings.tentaclesEnabled>> You see a blur of white from the corner of your eye, and feel something touch your thighs. You look down to see a pale tentacle extending from the canal. <span class="red">You feel whatever's hunting you drawing near.</span> <br><br> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<link [[Banish the tentacle|Wraith Tentacle Banish]]>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<link [[Grab the tentacle|Wraith Tentacle Grab]]>><</link>><<physiquedifficulty 6000 16000>><<deviant1>> <br> <<if hasSexStat("deviancy", 5)>> <<link [[Offer yourself|Wraith Tentacle Rape]]>><<set $molestationstart to 1>><</link>><<deviant5>> <br> <</if>> <<link [[Try to run|Wraith Tentacle Run]]>><<stress 3>><<trauma 3>><</link>><<gtrauma>><<gstress>> <br> <<else>> You see a blur of white from the corner of your eye, and feel something grab your ankle. You immediately try to jump back, but trip as it tightens its grip. <<pain 2>><<gpain>> <br><br> You look down to see a pale hand retreating into a storm drain. <<stress 6>><<gstress>> <br><br> You scramble to your feet and keep moving. <br><br> <<set $wraith.hunt++>> <<destinationsewers>> <</if>> <</addinlineevent>> <<addinlineevent "wraithClose3" 0.1>> You notice the ceiling glisten. <<if $settings.slimesEnabled>> A sticky substance drops to the floor with a splat. It's thick, slimy and pale. It shambles toward you, and more appear from the fog. <br><br> <<link [[Next|Wraith Sewers Struggle]]>><<set $struggle_start to 1>><</link>> <<else>> You step to the side just as a pale slime drops to the floor with a splat. You run before it gives chase, but feel whatever's hunting you draw closer. <<stress 6>><<gstress>> <br><br> <<set $wraith.hunt++>> <<destinationsewers>> <</if>> <</addinlineevent>> <</if>> <</if>> <<addinlineevent "wraith1" 0.2>> From the corner of your eye, you catch a glimpse of a pale face watching you from the shadows. When you blink, it's gone. <<stress 6>><<gstress>> <br><br> <<destinationsewers>> <</addinlineevent>> <<addinlineevent "wraith2" 0.1>> You think you hear someone call your name. You don't see a single person around you. <<stress 6>><<gstress>> <br><br> <<destinationsewers>> <</addinlineevent>> <<addinlineevent "wraith3" 0.1>> The water churns unnaturally, before leaping at you. You jump back, but the water stops in midair. It slowly retreats back into the canal, as if changing its mind. <<stress 6>><<gstress>> <br><br> <<destinationsewers>> <</addinlineevent>> <<addinlineevent "wraithEventSkip" 0.1>> <<set _wraithEventSkipped to true>> <<eventssewers>> <</addinlineevent>> <<runeventpool>> <</if>> <</widget>> <<widget "wraithIntro">> <<set $wraithIntro to true>> As you walk, your footfalls become lighter. You're having trouble breathing<<if $exposed lte 0>>, and your clothes feel heavy<</if>>. <br><br> <<if $location is "forest" or $location is "lake">> You steady yourself against a tree, panting. You look around, and notice that everything's gone quiet. <<switch Weather.precipitation>> <<case "snow">> A cold breeze accompanies the snowfall. You look back, finding your footprints already covered. You've completely lost your sense of direction. <<case "rain">> Only the rain breaks the silence. <<default>> <<if Weather.isSnow>> The snow falls quietly. You don't remember when it started snowing, though. <<rainWraith>> <<else>> Only the rain breaks the silence. You don't remember when it started raining, though. <<rainWraith>> <</if>> <</switch>> Your ears begin to ring. <br><br> The shape of a person begins to form in the <<print Weather.precipitation>>, and your pulse quickens. <<elseif $location is "sewers">> <<rainWraith>> The air around you chills. You swear you feel <<print Weather.precipitation>> on your skin, but there is no <<print Weather.precipitation>> in the sewers. Only a rapidly expanding fog. <br><br> Your ears begin to ring. An image starts to take shape in the fog, and your pulse quickens. <<else>> You look around. The area is completely devoid of people. You take a moment to steady yourself. The image of the robed figure slowly fades from your head. <<rainWraith true>> <br><br> Your ears begin to ring. An image starts to take shape in the <<print Weather.precipitation>>, and your pulse quickens. <</if>> You try to turn and run, but your legs won't move, and you can't help but look. A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>> as it sees you. <<if $wraith.state is "haunt">> It raises a hand to its scarred neck, seemingly trying to grab something that isn't there. <br><br> "<span class="wraith">Thief. Give it back, or <<if Weather.precipitation is "snow">>this blizzard will freeze you<<else>>this deluge will drown you<</if>>.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to</span> <span class="red">give it back.</span> <br><br> <</if>> <<elseif $wraith.state is "despair">> It then raises a hand to its neck, seemingly trying to grab something that isn't there. Its hand clenches. <br><br> "<span class="wraith">H...have you seen my necklace?</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to</span> <span class="red">kneel.</span> <br><br> <</if>> <<else>> It raises a hand to its chest, rubbing its ivory necklace. The glint of the inlaid blue gemstones match its glowing eyes. <br><br> "<span class="wraith">A poor, lonely soul. Come. I will make us beautiful.</span>" <br><br> <<if numberOfEarSlime()>> <span class="lewd">You feel the slime in your head command you to kneel.</span> <br><br> <</if>> <</if>> <<link [[Give in|Wraith Caught Obey]]>><<if numberOfEarSlime()>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><</if>><<sub 1>><</link>><<if numberOfEarSlime()>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <br> <<link [[Try to look away|Wraith Caught Resist]]>><<if numberOfEarSlime()>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><</if>><<def 1>><</link>><<if numberOfEarSlime()>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>><</if>><<willpowerdifficulty 250 $willpowermax>> <br> <<if $angel gte 6>> <<link [[Pray|Wraith Intro Pray]]>><</link>><<angel>> <br> <</if>> <</widget>> <<widget "wraithCaught">> <<rainWraith>> <<if $passage is "Lake Meditate">> You're suddenly snapped out of your meditation. Your arms<<if $exposed lte 0>> and clothes<</if>> grow heavy, and you feel like you're floating. <br><br> As soon as you look behind you, you feel something violently grab into your neck and lift you clear off the ground. <br><br> <<if $wraithIntro>> A pale figure stands before you. <<if $wraith.state is "haunt">> It holds a clenched hand to its neck, and bares its teeth at you. <br><br> "<span class="wraith">Drown.</span>" <<elseif $wraith.state is "despair">> It holds a clenched hand to its neck, and frowns at you. <br><br> "<span class="wraith">Where is it? So cold.</span>" <<else>> Its necklace shimmers blue, despite the red moonlight. <br><br> "<span class="wraith">You belong to me.</span>" <</if>> <<else>> <<set $wraithIntro to true>> A beautiful pale figure stands before you. It looks you over, before pulling you closer. It's hard to look away. <br><br> <<if $wraith.state is "haunt">> It holds a clenched hand to its scarred neck, and bares its teeth at you. <br><br> "<span class="wraith">Thief. Give it back.</span>" <<elseif $wraith.state is "despair">> It holds a clenched hand to its neck, and frowns at you. <br><br> "<span class="wraith">H...have you seen my necklace?</span>" <<else>> Its necklace shimmers blue, despite the red moonlight. <br><br> "<span class="wraith">Don't resist. I will make us beautiful.</span>" <</if>> <</if>> <<elseif $location is "lake_ruin" or $bus is "lakedepths" or $bus is "lakeshallows">> <<if $bus is "lakeshallows" or $bus is "lakedepths">> <<set $location to "lake_ruin">> <<if Weather.isSnow>> You stumble forward, and feel your foot hit ice cold water. You didn't hear any ice break. <br><br> You look back, and see a pale hand sticking out of the ice without a breach. <span class="red">It pulls, and you begin to pass right through the ice.</span> You have nothing to grab onto, and are helplessly pulled under. <<else>> You feel a tug on your leg. Without warning, <span class="red">you're pulled under the surface violently.</span> <</if>> <br><br> <<else>> You feel a sudden tug downwards. You struggle in the water, but fail to move. You look around, and see many long, translucent limbs ensnaring you. <br><br> <</if>> <<if $wraithIntro>> A pale figure floats in the water before you. <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> It holds a clenched hand to its neck, and bares its teeth at you. <br><br> "<span class="wraith">Drown.</span>" <<elseif $wraith.state is "despair">> It holds a clenched hand to its neck, and smiles at you. <br><br> "<span class="wraith"><<pcPetname "Wraith">>. You've returned. Have you seen my necklace?</span>" <<else>> Its necklace shimmers a striking blue, causing reflections in the water all around you. <br><br> "<span class="wraith">You've returned.</span>" <</if>> <<else>> <<set $wraithIntro to true>> A beautiful pale figure encircles you. Long streaks of silver hair flow in the water behind it. It almost seems to be inspecting you. <br><br> <<if $wraith.state is "haunt">> It scratches at its bare neck, and regards you with striking red eyes. <br><br> "<span class="wraith">Thief. You've returned. Give it back at once.</span>" <<elseif $wraith.state is "despair">> It holds a clenched hand to its neck, and frowns at you. <br><br> "<span class="wraith">H...have you seen my necklace?</span>" <<else>> It places a hand over its ivory necklace, as if to guard it from you. <br><br> "<span class="wraith">Trespasser. Do you come to steal from the dead?</span>" <</if>> <</if>> <<else>> You suddenly feel like you're walking through waist-high water. Your arms<<if $exposed lte 0>> and clothes<</if>> grow heavy, and your feet don't seem to hit the ground anymore. <br><br> As soon as you look behind you, you feel something violently grab into your neck and lift you clear off the ground. A pale figure stands before you. <<if ["haunt", "despair"].includes($wraith.state)>> It has a hand pressed to its own bare neck, and regards you with striking red eyes. <<else>> Its silver hair flows in a breeze you can't feel. It places its free hand over its necklace. <</if>> <br><br> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> "<span class="wraith">Drown.</span>" <<elseif $wraith.state is "despair">> "<span class="wraith">So cold. Where is it?</span>" <<else>> "<span class="wraith">You belong to me.</span>" <</if>> <</if>> <br><br> <<generateWraith 1 true>> <<initWraith "abomination">> <<if $wraith.gen is "abomination">> Pale tendrils keep you suspended in place. <<else>> Many translucent arms swirl behind it. <</if>> <br><br> <<link [[Next|Wraith Caught]]>><</link>> <br> <</widget>> <<widget "wraith_pass">> <<if _args[0]>> <<pass _args[0]>> <<set $wraithPrison.timer -= _args[0]>> <<if $wraithPrison.timer lte 0 and $wraithPrison.state isnot "gone">> <<set $wraithPrison.state to "present">> <<elseif $wraithPrison.state isnot "gone">> <<set $wraithPrison.state to "recovering">> <</if>> <<set $wraithPrison.timePassed += _args[0]>> <<hallucinogen `(_args[0] * 3)`>> <<set $arousal += (_args[0] * 3)>> <</if>> <</widget>> <<widget "wraithPossess">> <<set $possessed to true>><<canvas-model-override "blink" false>> <<set $controlSaved to $control>><<set $control to 0>> <<set $wraith.hunt to 0>> <<if $forestHunter is "Wraith">> <<set $foresthunt to 0>> <</if>> <<if _args[0]>> <<set $wraith.exit to _args[0]>> <</if>> <</widget>> <<widget "wraithExorcise">> <<unset $possessed>><<canvas-model-override "clear">> <<if _args[0]>> <<if $wraith.possessCount is undefined>> <<set $wraith.possessCount to 1>> <<else>> <<set $wraith.possessCount++>> <</if>> <</if>> <<if _args[1] and $controlSaved isnot undefined>> <<set $control to $controlSaved>><<unset $controlSaved>> <</if>> <</widget>> <<widget "gobsession">> <<if !$wraith.init>> <span class="red">ERROR: Wraith is not initialised.</span> <br><br> Offending event: $passage | Location: $location ($bus) <<else>> <<set $_change to (_args[0] ? _args[0] : 1)>> <<set C.npc["Ivory Wraith"].lust += $_change>> <<if !$settings.blindStatsEnabled and $_change gt 0>> | <<if $_change gt 4>> <span class="red">+ + + Obsession</span> <<elseif $_change gt 2>> <span class="red">+ + Obsession</span> <<else>> <span class="red">+ Obsession</span> <</if>> <</if>> <</if>> <<relationshipclamp>> <</widget>> <<widget "lobsession">> <<if !$wraith.init>> <span class="red">ERROR: Wraith is not initialised.</span> <br><br> Offending event: $passage | Location: $location ($bus) <<else>> <<set $_change to (_args[0] ? _args[0] : 1)>> <<set C.npc["Ivory Wraith"].lust -= $_change>> <<if $wraith.state is "haunt" and C.npc["Ivory Wraith"].lust lt 10>> <<set $_change -= (10 - C.npc["Ivory Wraith"].lust)>> <</if>> <<if !$settings.blindStatsEnabled and $_change gt 0>> | <<if $_change gt 4>> <span class="blue">- - - Obsession</span> <<elseif $_change gt 2>> <span class="blue">- - Obsession</span> <<else>> <span class="blue">- Obsession</span> <</if>> <</if>> <</if>> <<relationshipclamp>> <</widget>> <<widget "possessedWord">><<set $_colour to _args[1] ? _args[1] : "">><span @class="$possessed ? 'wraith ' + $_colour : '$_colour'"><<print _args[0]>></span><</widget>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set _earSlimeEnableSwimwear to true>> <<set $forest to 30>><<set $bus to "lakeshore">><<wearoutfit>> You are at the shore of the <<= Weather.isFrozen("lake") ? "frozen lake" : "lake">>. <<if Time.hour gte 15 and $halloween is 1 and Time.monthDay is 31 and $halloween_lake is 1>> There are several people hanging out for the Halloween party. <<elseif $laketeenspresent is 1>> <<if Weather.isFrozen("lake")>> Students hang out nearby, while others practise ice skating. <<else>> <<if Time.season isnot "winter">>There are several people playing in the water. <</if>>You can see the swimmer's dock with a few students sitting on it. <</if>> <<elseif Time.dayState is "night">> <<if Time.isWeekEnd()>> You can see faint light from a fire at the campsite across the water. <<else>> Dark water ripples unseen. <</if>> <<elseif Time.dayState is "dusk" or Time.dayState is "dawn">> <<if Weather.isFrozen("lake")>> The sun reflects off the ice. <<else>> Undulating waves splash against the sand and rocks. A bear eats fish on the opposite bank. <</if>> <<else>> You can see your reflection in its surface. <<if Weather.isFrozen("lake")>> You could walk out to the swimmers dock if you wanted. <<else>> The swimmers dock sits idle out on the water. <</if>> <</if>> <<if Weather.precipitation is "rain">> The <<= Weather.isFrozen("lake") ? "ice" : "water">> is alive with motion as rain <<= Weather.isFrozen("lake") ? "bounces off" : "breaks">> its surface. <<elseif Weather.precipitation is "snow">> Snow <<= Weather.isFrozen("lake") ? "settles on the ice" : "drifts into the frigid water">>. <<elseif Weather.isFrozen("lake")>> The ice is serene. <<else>> The water is calm. <</if>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1>> You keep low and stay among the trees to keep your <<lewdness>> hidden. <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent() and $eventskip is 0 and $laketeenspresent isnot 1 and !$possessed>> <<eventlake>> <<elseif $town_projects.diving is 1 and $exposed lte 0 and !$possessed>> <<set $town_projects.diving to 2>> <<npc Winter>><<person1>> <<if Weather.precipitation is "rain">> You see Winter stood on the shore, the wind catching <<his>> grey hair beneath a black umbrella. <<else>> You see Winter stood on the shore, the wind catching <<his>> grey hair. <</if>> <<He>> glances your way. <<if Time.dayState is "night">> "Didn't expect company at this hour," <<he>> says. <<elseif Time.schoolDay and Time.hour gte 9 and Time.hour lt 15>> "Shouldn't you be in school?" <<he>> asks, then chuckles. "I suppose you could ask the same of me." <<elseif Time.schoolDay>> "I didn't expect company," <<he>> says. <<elseif Time.weekDay is 7 or Time.weekDay is 1>> "Don't worry," <<he>> says. "I won't be away from the museum long." <<else>> "I didn't expect company," <<he>> says. <</if>> <br><br> <<He>> looks out over the lake. <<if $winterlakeknown is 1>> "Do you remember my mention of old structures beneath the water? <<else>> "There are old structures beneath the water. <</if>> Ancient. A wealth of heritage. I once wrote up plans for a field office here, so I could investigate. My petition fell on deaf ears." <br><br> <<He>> turns towards the trees, in the direction of town. "Forgive my ramblings. You stay safe out here." <br><br> <i>You could enquire about the field office at the town hall.</i> <br><br> <<link [[Next|Lake Shore]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $town_projects.diving is 3 and $exposed lte 0 and !$possessed>> <<set $town_projects.diving to 4>> <<npc Winter>><<person1>> You hear voices up ahead. Several people are hammering pegs around a dark green tent. Winter stands some distance away. <<He>> notices you, and springs over. <br><br> "Thank you," <<he>> says, clasping <<his>> hands over yours and shaking them. "The mayor called personally. Said a certain someone had provided the funds for my field office." <br><br> <<earnFeat "Field Work">> <<link [[Next|Lake Shore Diving]]>><</link>> <br> <<elseif Time.season isnot "winter" and !Time.isBloodMoon() and numberOfEarSlime() and !$daily.earSlimeStroll and random(0,100) gte 92 and (($exposed lte 1 and earSlimeMakingMundaneRequests()) or ($laketeenspresent isnot 1 and $exposed gte 2 and $earSlime.growth gte 20 - $earSlime.exhibitionism) or ($laketeenspresent is 1 and $exposed gte 2 and $earSlime.growth gte 50 - $earSlime.exhibitionism))>> <<set $daily.earSlimeStroll to true>> <span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to go for a stroll by the lake.</span> It promises rewards if you comply<<if $earSlime.startedThreats>> and threatens consequences if you do not<</if>>. <br><br> /* Link decreases stress by both the ear slime and taking a stroll */ <<link [[Obey|Lake Stroll]]>> <<pass 60>><<set $earSlimeLakeStroll to true>> <<if $exposed gte 2>> <<arousal 1000>><<rng>> <<if $laketeenspresent is 1>> <<set $phase to 2>> <<else>> <<set $phase to 3>> <</if>> <<else>> <<set $phase to 1>> <</if>> <<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>> <</link>><<gcorruption>><<lpain>><<lltrauma>><<llstress>><<if $exposed gte 2>><<garousal>><</if>> <br> <<if $earSlime.startedThreats>> <<link [[Defy|Lake Stroll Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|Lake Shore]]>><</link>> <</if>> <<else>> <<eventlakesafe>> <<lakereturnjourney>> <<if clothingInStorage("lakeshore").length lt 1>> There's a rocky alcove where you could store your clothes. <br> <</if>> <<lakeclothes>> <<if !Weather.isFrozen("lake") or (Weather.isFrozen("lake") and !Weather.isSnow)>> <<if Weather.isFrozen("lake")>> The ice shines dully with your reflection, <<else>> The lake shimmers with your reflection, <</if>> <<if Weather.bloodMoon>> drowning in blood. <<elseif Time.dayState is 'dawn'>> with an afterglow of amber from the dawn. <<elseif Time.dayState is 'day'>> leaving no impurities in the image. <<elseif Time.dayState is 'dusk'>> with an afterglow of amber from the dusk. <<else>> the moonlight illuminating the surface. <</if>> <br> <<set _pondicon to Weather.isFrozen("lake") ? "pond_frozen" : "pond">> <<watericon _pondicon>><<link [[Check your reflection|Lake Shore Mirror]]>><<preMirror>><</link>> <br><br> <</if>> <<if Time.hour gte 18 and $halloween is 1 and Time.monthDay is 31 and $halloween_lake is 1>> <<socialiseicon "party">><<link [[Join the party (0:10)|Lake Halloween Party]]>><<pass 10>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>> <br> <<elseif $laketeenspresent is 1 and $exposed lte 0 and Time.hour isnot 20 and !Weather.isFrozen("lake")>> <<socialiseicon>><<link [[Hang out (0:30)|Lake Hang]]>><<stress -6>><<status 1>><</link>><<gcool>><<lstress>> <br> <</if>> <<if Weather.isFrozen("lake")>> <<if $nextPassageCheck is "Lake Shallows Ice">> <span class="nextLink"><<lakeicon>><<link [[Walk.|Lake Shallows Ice]]>><<pass 2>><</link>></span> <<else>> <<lakeicon>><<link [[Walk onto the ice (0:02)|Lake Shallows Ice]]>><<pass 2>><</link>> <</if>> <br> <<else>> <<if $nextPassageCheck is "Lake Shallows">> <span class="nextLink"><<swimicon>><<link [[Swim.|Lake Shallows]]>><<pass 2>><</link>></span> <<else>> <<swimicon>><<link [[Swim (0:02)|Lake Shallows]]>><<pass 2>><</link>> <<swim_check>> <<if _swim_check isnot 1 and !$settings.blindStatsEnabled>> | <span class="purple">You are not wearing any swimwear!</span> <</if>> <</if>> <br> <</if>> <<if $town_projects.diving gte 4>> <<if $exposed gte 2>> It's not the best idea to stroll into the archaeological field office in your state. <<else>> <<lakeicon "field office">><<link [[Archaeological field office (0:02)|Lake Office]]>><<pass 2>><</link>> <</if>> <br> <</if>> <<if !Weather.isFrozen("lake") and !Time.isBloodMoon()>> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 5) and $laketeenspresent is 1>> <<walkicon>><<link [[Take a stroll (1:00)|Lake Stroll]]>><<pass 60>><<stress -6>><<arousal 1000>><<rng>><<set $phase to 2>><</link>><<exhibitionist5>><<garousal>><<lstress>> <br> <<elseif hasSexStat("exhibitionism", 4) and $laketeenspresent isnot 1>> <<walkicon>><<link [[Take a stroll (1:00)|Lake Stroll]]>><<pass 60>><<stress -6>><<arousal 1000>><<rng>><<set $phase to 3>><</link>><<exhibitionist4>><<garousal>><<lstress>> <br> <</if>> <<else>> <<walkicon>><<link [[Take a stroll (1:00)|Lake Stroll]]>><<pass 60>><<stress -6>><<set $phase to 1>><</link>><<lstress>> <br> <</if>> <</if>> <<if $debug is 1>> <<lakeicon "campfire">><<link [[North to firepit (0:10)|Lake Firepit]]>><<pass 10>><</link>> <br> <</if>> <<if $earSlime.forcedCommando isnot undefined and $worn.under_lower.name isnot "naked">> <<elseif $town_projects.road gte 4>> <<busicon>><<link [[North to bus stop|Lake Bus]]>><</link>> <br> <</if>> <<if $nextPassageCheck is "Lake Waterfall">> <span class="nextLink"><<watericon "waterfall">><<link [[South to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>></span> <<else>> <<watericon "waterfall">><<link [[South to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>> <</if>> <br><br> /* Added $exhibitionism due to situations where the player can be softlocked and unsure how best to deal with it */ <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<else>> <<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>> <</if>> <br> <<set $eventskip to 0>> <</if>><<effects>> "It might not look like much," Winter says. "But it will keep the warmth in these old bones well enough. Let me show you." <br><br> Winter leads you into the tent. It's spacious. A long table runs down the length. Diving suits hang on a rack near an area separated by a flap. They're visibly wet, and were likely used recently. <br><br> "They're running cables for power," <<he>> says. <span class="green">"You'll be able to find me here on weekdays, after school."</span> <br><br> <<if Time.dayState is "night">> "I can't wait to get started, but it's late. Again, thank you. I can scarcely wait to start!" <<elseif Time.weekDay gte 1 and Time.weekDay lte 5>> <<if Time.schoolDay and Time.hour gte 9 and Time.hour lt 15>> "I can't wait to get started, but I can't neglect my students. Again, thank you. I can scarcely wait to start!" <<else>> "I can't wait to get started, but it's late. Again, thank you. I can scarcely wait to start!" <</if>> <<else>> <<He>> places a bag upon the table, and begins unpacking. "Again, thank you. I can't wait to start!" <</if>> <br><br> <<link [[Next|Lake Office]]>><<endevent>><</link>> <br><<set $outside to 0>><<location "lake_office">><<effects>> You are in the archaeological office at the lake. Green tent walls surround a spacious interior. <<if Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20>> <<npc Winter>><<person1>> Winter sits in front of a table, engrossed in study. <</if>> <br><br> <<if (Time.schoolDay and Time.hour gte 16 and Time.hour lte 20 or !Time.schoolDay and Time.hour gte 6 and Time.hour lte 20)>> <<if !$weekly.winterLakeTalk>> <<socialiseicon "ask">><<link [[Ask about Winter's research|Lake Office Ask]]>><</link>> <br> <</if>> <<if $winterLakeTalk is 1 and $bogProgress is 1>> <<socialiseicon>><<link [[Tell Winter about the bog|Lake Office Ask Bog]]>><<npcincr Winter love 2>><</link>><<glove>> <br> <</if>> <</if>> <<getouticon>><<link [[Leave|Lake Shore]]>><<endevent>><</link>> <br><<set $outside to 0>><<location "lake_office">><<effects>> <<set $winterLakeTalk = ($winterLakeTalk || 0)>> <<if $winterLakeTalk is 0>> <<if $speech_attitude is "meek">> "Was... was this worth it? Have you learned anything?" <<elseif $speech_attitude is "bratty">> "So, was this whole project worth the money? Did you learn anything?" <<else>> "Has the office been helpful? Did you learn anything?" <</if>> <<else>> <<if $speech_attitude is "meek">> "H-have you learned anything new?" <<elseif $speech_attitude is "bratty">> "Anything new?" <<else>> "What's new?" <</if>> <</if>> you ask. <br><br> <<switch $winterLakeTalk>> <<case 0>> <<set $winterLakeTalk to 1>><<set $weekly.winterLakeTalk to true>> <<His>> head tilts slightly. "Normally I wouldn't be so inclined to share new and potentially flawed information, but you're to thank for all of this. I can make an exception." <<npcincr Winter love 1>><<glove>> <br><br> "Manmade interference is obvious, even beyond the submerged ruins. Erosion patterns show that the channel leading north towards the town is at least partially artificial. The former natural waterway that leads east became a small brook due to the redirection." <br><br> <<He>> pauses for a moment. "We can't place a definitive date, and nothing about the northern waterway exists in the town's records. However, the stagnation caused by the reduced flow may have led to the formation of the bog to the east. <span class="green">One could possibly traverse the dry section of the riverbed to bypass the dense foliage between here and there</span>. I may have more information for you soon, depending on whether or not I can find someone to <span class="blue">scout the brook for me.</span>" <br><br> <<if !$brookIntro>> <<set $brookIntro to 1>> <span class="gold">You've discovered the offshoot brook near the waterfall.</span> <br><br> <</if>> <<link [[Next|Lake Office]]>><<endevent>><</link>> <br> <<case 1>> <<if $bogProgress gte 2>> <<set $winterLakeTalk to 2>><<set $weekly.winterLakeTalk to true>> <<He>> turns to you. "The lake is fed by a tributary river that forms in the mountain to the west. However, the lake wasn't always here. That much is made obvious by the old ruins. The questions are when, and why? Where did the river lead to before then?" <br><br> <<He>> pauses. "I'll be sending a group to take notes on the bog. <span class="green">We finally have some volunteers thanks to your scouting.</span> Come see me in a week, and I may have more for you." <<else>> <<set $weekly.winterLakeTalk to true>> <<He>> frowns. "Afraid not. <span class="blue">I need someone to investigate the brook's path.</span> Until then, we're stuck." <</if>> <br><br> <<link [[Next|Lake Office]]>><<endevent>><</link>> <br> <<case 2>> <<set $winterLakeTalk to 3>> <<set $bogTeam to { state: "active", robinKnown: false, robinPresent: false, timer: 0 }>> <<He>> nods. "My team has collected samples—" <br><br> As if on cue, someone enters the tent. It's Sirris. <<npc Sirris 2>><<person2>> <<He>> drops a large backpack onto the desk beside Winter, smiling. "Branch trimmings, a sketch of the heartwood rings, and a small jar of sap," <<he>> says proudly before smiling at you. <br><br> <<npc Niki 3>><<npc Wren 4>> <<run getRobinLocation()>> <<if _robin_location isnot $robinmissing>> <<npc Robin 5>><<set $bogTeam.robinKnown to true>><<set $bogTeam.robinPresent to true>> Two more enter. You first notice Robin shuffling awkwardly and looking downtrodden. <<person5>><<He>> lightens up upon seeing you. "Hey. Winter said <<person1>><<he>> needed help, so I volunteered!" Behind <<person5>><<him>> is a <<person4>><<personsimple>> with <<if $pronoun is "m">>short<<else>>shoulder-length<</if>> hair. There's a pistol holstered on <<his>> belt. <<if $wrenSeen.includesAny("cards", "letter", "prison", "catsuit")>> <span class="gold">It's Wren.</span> <br><br> "Well, if it isn't my favourite troublemaker," <<he>> says with a grin. <<He>> places a hand on Robin's head, ruffling <<person5>><<his>> hair. <<if $robinromance is 1>> "Never guessed this would be your <<girlfriend>>, Ro." Robin pushes Wren's hand away. The emotion on <<his>> face is hard to read, but you think you catch a mixture of disgust and 'help me'. <<else>> "Never guessed this would be the friend you were telling me all about, Ro." Robin pushes Wren's hand away and takes a step out of reach. The emotion on <<his>> face is hard to read. <</if>> <<elseif $wrenSeen.length>> <span class="gold">It's Wren.</span> <br><br> "Well, fancy seeing you here," <<he>> says with a grin. <<He>> places a hand on Robin's head, ruffling <<person5>><<his>> hair. <<if $robinromance is 1>> "Never guessed this would be your <<girlfriend>>, Ro." Robin pushes Wren's hand away. The emotion on <<his>> face is hard to read, but you think you catch a mixture of disgust and 'help me'. <<else>> "Never guessed this would be the friend you were telling me all about, Ro." Robin pushes Wren's hand away and takes a step out of reach. The emotion on <<his>> face is hard to read. <</if>> <<else>> <br><br> <<if $robinromance is 1>> "Oh, is this your <<girlfriend>>, Ro? <span class="gold">The name's Wren,</span>" <<he>> says, ruffling Robin's hair as <<he>> looks at you. Robin pushes Wren's hand away. The emotion on <<person5>><<his>> face is hard to read, but you think you catch a mixture of disgust and 'help me'. <<else>> "Oh, is this the friend you were telling me about, Ro? <span class="gold">The name's Wren,</span>" <<he>> says, ruffling Robin's hair as <<he>> looks at you. Robin pushes Wren's hand away and takes a step out of reach. The emotion on <<person5>><<his>> face is hard to read. <</if>> <</if>> Wren frowns, but is cut off by <<else>> Two more enter the tent. You first notice a <<person4>><<personsimple>> with <<if $pronoun is "m">>short<<else>>shoulder-length<</if>> hair. There's a pistol holstered on <<his>> belt. <<if $wrenSeen.includesAny("cards", "letter", "prison", "catsuit")>> <span class="gold">It's Wren.</span> <br><br> "Well, if it isn't my favourite troublemaker," <<he>> says with a grin. <<elseif $wrenSeen.length>> <span class="gold">It's Wren.</span> <br><br> "Well, fancy seeing you here," <<he>> says with a grin. <<else>> "Damn, how much more help are you planning on pulling in, Winter?" <<He>> regards you with a grin. <span class="gold">"The name's Wren."</span> <</if>> <<Hes>> cut off by <</if>> a young <<person3>><<personsimple>> with a stick in <<his>> mouth pushing in, looking down at a camera. <br><br> <<if !$nikiSeen.length>> "That's Niki," Sirris says. "A photographer who works in town. When Winter came calling, I thought <<he>> would be interested." Niki acknowledges you with a nod. <<elseif $nikiSeen.includes("adult_shop_opening")>> It's Niki, the photographer. "You remember Niki, right?" Sirris asks. "From the opening of the shop." Niki acknowledges you with a nod. <<elseif $nikiSeen.includes("farm")>> <span class="red">It's Niki,</span> the photographer from Remy's farm. <<He>> looks alarmed to see you. "That's Niki," Sirris says. "A photographer who works in town. When Winter came calling, I thought <<he>> would be interested." <<gtrauma>><<trauma 6>> <<else>> It's Niki, the photographer. <<He>> acknowledges you with a nod. "That's Niki," Sirris says. "A photographer who works in town. When Winter came calling, I thought <<he>> would be interested." <</if>> <br><br> <<set $wrenSeen.pushUnique("winter")>> <<set $wrenSeenLast to "winter">> <<set $nikiSeen.pushUnique("winter")>> <<link [[Next|Lake Office Volunteers]]>><</link>> <br> <<case 3>> "Nothing new, yet. It may be some time before we make any meaningful progress." <br><br> <<link [[Next|Lake Office]]>><<endevent>><</link>> <br> <<default>> "Nothing yet," <<he>> says with a hint of regret. "We've hit something of a standstill." <br><br> <<link [[Next|Lake Office]]>><<endevent>><</link>> <br> <</switch>><<set $outside to 0>><<location "lake_office">><<effects>> <<set $bogProgress to 2>><<set $weekly.winterLakeTalk to false>> <<if $speech_attitude is "meek">> "You were right about that brook, it leads into a scary bog," you say. "It looks dangerous." <<elseif $speech_attitude is "bratty">> "You're right on the money about the brook, it leads into a bog," you say. "I went and looked for you. Aren't I sweet?" <<else>> "You were right about the brook. It leads into a bog," you say. <</if>> You also tell <<him>> how it can be safely traversed, and about the one-way drop into the bog. <br><br> You see a smile cross <<his>> face, but only for a moment. "You didn't have to do that. It could have been dangerous. But this is valuable information. Thank you." <<glove>> <br><br> <<He>> pauses. "I'm sure I'll be able to find volunteers now that they won't have to go in completely blind, or go all the way around through the moor." <br><br> <<link [[Next|Lake Office]]>><<endevent>><</link>> <br><<set $outside to 0>><<location "lake_office">><<effects>> <<person1>>Winter clears <<his>> throat. "Thank you, you <<if $bogTeam.robinKnown>>four<<else>>three<</if>>. You look like you've worked hard today. I appreciate excellence, but remember not to overdo it." <<if !$bogTeam.robinKnown>> Winter turns to you. "I had hoped to ask your classmate Robin for aid as well, but I haven't seen <<nnpc_him "Robin">>." <</if>> <br><br> The group leaves the tent, saying their goodbyes. "I may ask you to join them on one of their trips in the future. However, to answer your initial question..." <<He>> begins to dig through Sirris' backpack. "This lake should not exist. More water drains than is fed into it. The only explanation currently feasible is that the lake is connected to an underground aquifer or aqueduct that feeds it. But the divers have found no such passage." <br><br> <<He>> examines a jar of tree sap. "Patterns of old-growth trees show that the area around the lake was logged heavily. Sirris' current theory is that the lack of sturdy vegetation, combined with an unseasonably warm spring and rapid snowmelt, led to the river bursting its banks and forming a large sinkhole some centuries ago." <br><br> <<He>> continues. "The persistence of such dense vegetation around the brook still eludes me. Perhaps it's an invasive species that requires less water. This is all we've learned as of now." <br><br> <<link [[Next|Lake Office]]>><<endevent>><</link>> <br><<effects>> <<link [[Step away|Lake Shore]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>> <br> <<mirror "reflection">> <br><br><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakebus">><<effects>><<lakeeffects>> You are at the bus stop beside the lake. The road from town terminates here, ending in a paved circle. The lake proper is visible over a ridge. <br><br> <<if $exposed lte 0>> <<busicon>><<link [[Wait for a bus (0:02)|Bus]]>><<pass 2>><</link>><br> <</if>> <<lakeicon>><<link [[South to shore|Lake Shore]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 40>><<set $bus to "lakewaterfall">> You are at the waterfall. <<if Weather.isFrozen("lake")>> It feeds the lake through a gap in the ice. <<elseif $laketeenspresent is 1>> <<set _in to Time.season is "winter" ? "near" : "in">> Some of the students are playing _in the falling water. Others sit _in the pond above. <<elseif Time.dayState is "night">> It's a curtain of silver in the moonlight. <<else>> Water is flowing down from the pond up on the rocks. A refreshing mist rolls out. <</if>> <<if Weather.precipitation is "snow">> Snow <<= Weather.isFrozen("lake") ? "settles on its surface" : "drifts into the frigid water">>. <<elseif Weather.isFrozen("lake")>> The ice is <<= Weather.precipitation is "rain" ? "pelted with frigid rain" : "serene">>. <<else>> The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>. <</if>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1>> <<if hasSexStat("exhibitionism", 5)>> You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so. <<else>> You keep low and stay among the trees to keep your <<lewdness>> from being seen. <</if>> <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent() and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<elseif !$brookIntro and $historytrait gte 4 and $sciencetrait gte 2 and $tending gte 200 and !$possessed>> <<set $brookIntro to 1>> You let yourself listen to the trickle of water for a moment. Curiosity gets the better of you. You look at the waterfall, and follow the stream that runs off. It slowly but gradually gets weaker as it disappears into a nearly impassible wall of foliage. <span class="green">Nearly.</span> <br><br> You remember your science and history lessons. This is an offshoot distributary of the lake. It flows east towards the moor, instead of north towards the ocean. All rivers end somewhere, and this one must flow sharply downwards into the bog between the forest and moor. <br><br> <span class="gold">With some care, you could traverse the brook's channel deeper into the forest, and eventually into the bog and moor.</span> <span class="red">But it would be a one-way trip.</span> <br><br> <<link [[Next|Lake Waterfall]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<eventlakesafe>> <<lakereturnjourney>> <<if $pregnancyStats.parasiteDoctorEvents gte 2>> <<containersLink>> <</if>> <<if $mason_count gte 2 and !Weather.isFrozen("lake")>> <<lakeicon "pond">><<link [[Mason's pond (0:05)|Mason Pond]]>><<pass 5>><</link>> <br> <</if>> <<if $nextPassageCheck is "Lake Shore">> <<lakeicon>><span class="nextLink"><<link [[The lake.|Lake Shore]]>><<pass 10>><</link>></span> <<else>> <<lakeicon>><<link [[North to shore (0:10)|Lake Shore]]>><<pass 10>><</link>> <</if>> <br> <<lakeicon "fishing">><<link [[South to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>> <br> <<if $brookIntro gte 1>> <<if $worn.feet.type.includes("heels")>> <span class="red">Traversing the brook in heels would be impossible.</span> <<else>> <<foresticon "river">><<link [[East to brook (0:10)|Forest Brook]]>><<pass 10>><<tiredness 4>><</link>><<gtiredness>> <</if>> <br> <</if>> <br> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<else>> <<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>> <</if>> <br> <<set $eventskip to 0>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 50>><<set $bus to "lakefishingrock">> You are on the fishing rock. <<if $laketeenspresent is 1>> You see people on the other side of the <<= Weather.isFrozen("lake") ? "frozen lake" : "lake. Fish splash up to eat insects. It's peaceful, though the nearby trees are foreboding">>. <<elseif Time.dayState is "night">> Dark water ripples unseen beneath the <<= Weather.isFrozen("lake") ? "ice" : "lake surface">>. <<elseif Time.dayState is "dusk" or Time.dayState is "dawn">> <<= Weather.isFrozen("lake") ? "The lake ice sparkles in the dim light" : "Fish splash up to eat insects">>. It's peaceful, though the nearby trees are foreboding. <<else>> From here you have a clear view of the entire lake. You see fish swimming <<= Weather.isFrozen("lake") ? "beneath the ice" : "in the water">>. <</if>> <<if Weather.isFrozen("lake")>> <<= Weather.precipitation is "snow" ? "Snow settles on the ice" : "The ice is serene">>. <<else>> The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>. <</if>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1>> <<if hasSexStat("exhibitionism", 5)>> You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so. <<else>> You keep low and stay among the trees to keep your <<lewdness>> from being seen. <</if>> <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent() and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<eventlakesafe>> <<lakereturnjourney>> <<lakeicon "meditate">><<link [[Meditate|Lake Meditate]]>><<set $phase to 1>><</link>> <br> <<if $nextPassageCheck is "Lake Waterfall">> <<lakeicon>><span class="nextLink"><<link [[The lake.|Lake Waterfall]]>><<pass 10>><</link>></span> <<else>> <<watericon "waterfall">><<link [[North to waterfall (0:10)|Lake Waterfall]]>><<pass 10>><</link>> <</if>> <br> <<lakeicon "campfire">><<link [[South to campsite (0:20)|Lake Campsite]]>><<pass 20>><</link>> <br><br> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<else>> <<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>> <</if>> <br> <<set $eventskip to 0>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 30>><<set $bus to "lakefirepit">> You are at the Firepit. <<if $laketeenspresent is 1>> Several students sit on a circle of stone benches. <<= Weather.isFrozen("lake") ? "Others try to skate on the nearby ice" : "You can see several people splashing in the water down on the shore">>. <<elseif Time.dayState is "night">> <<if $laketeensfire is 1>> People are sitting around the fire as it burns, talking and drinking. The reflection of the fire on the lake's <<= Weather.isFrozen("lake") ? "ice" : "surface">> is almost mesmerising. <<else>> Dark water ripples unseen beneath the lake's <<= Weather.isFrozen("lake") ? "ice" : "surface">>. <</if>> <<else>> There are stone benches circling the pit. <</if>> <<if Weather.isFrozen("lake")>> <<= Weather.precipitation is "snow" ? "Snow settles on the ice below" : "The ice is serene">>. <<else>> The water is <<= Weather.precipitation is "rain" ? "alive with motion as rain breaks its surface" : "calm">>. <</if>> <br><br> <<if $exposed gte 1 and ($laketeenspresent is 1 or $laketeensfire is 1)>> <<if hasSexStat("exhibitionism", 5)>> You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so. <<else>> You keep low and stay among the trees to keep your <<lewdness>> from being seen. <</if>> <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent() and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "lake" `$laketeenspresent isnot 1`>> <</if>> <<eventlakesafe>> <<lakereturnjourney>> <<link [[South to shore (0:10)|Lake Shore]]>><<pass 10>><</link>> <br><br> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<else>> <<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>> <</if>> <br> <<set $eventskip to 0>> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 50>><<set $bus to "lakecampsite">> <<if $phase is "extinguish">> <<unset $phase>> <<cleareventpool>> <<addinlineevent "campsite_extinguish" 2>> You extinguish the embers. <</addinlineevent>> <<if $settings.watersportsEnabled and hasSexStat("deviancy", 2)>> <<addinlineevent "campsite_extinguish_urination" 0.5>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if $player.penisExist>> You lift your $worn.lower.name over your <<penis>>. <<else>> You lift your $worn.lower.name. <</if>> <<else>> You lower your $worn.lower.name. <</if>> After a brief pause, you start to <<print either("piss", "urinate", "pee")>> over the fireplace. <<if $arousal gte $arousalmax>> <br><br> Your depravity fills you with a mixture of disgust and arousal, as you finish urinating you are hit with another urge. <<orgasmstat>><<orgasmcount 1>><<set $orgasmdown to 3>> <<if $player.penisExist>> <span class="pink">Your body shudders as a surge of <<semen>> erupts from your <<penis>>.</span> <<semenOrgasm>> <</if>> <<if $player.vaginaExist>> <span class="pink">Fluids stream from your <<pussy>>, with each jolt spraying over the fire.</span> <<vaginaFluidOrgasm>> <</if>> <<arousal -10000>> <<set $orgasmcurrent += 1>> <<wetnessCalculate>> <br><br> The embers have been extinguished from the combination of <<print either("piss", "urine")>> and other fluids. <<else>> By the time you're finished, all of the embers have been extinguished. <</if>> <</addinlineevent>> <</if>> <<runeventpool>> <br><br> <</if>> You are at the campsite. <<if Time.dayState is "night">> <<if Weather.precipitation is "none" and Time.hour gte 18 and $daily.lakeCouple isnot 1>> A couple cuddles beside a small fire. There is a tent set up nearby. <<elseif Weather.precipitation is "rain" or Weather.precipitation is "snow">> An unlit fireplace sits in the centre of the clearing. The <<= Weather.precipitation>> may have driven off campers. <<else>> Embers burn beside a tent. <</if>> <<elseif Time.dayState is "dawn">> It looks like it was used recently. <<else>> An unlit fireplace sits in the centre of the clearing. <</if>> <br><br> <<if Weather.precipitation is "none" and Time.hour gte 18 and $exposed gte 1 and $daily.lakeCouple isnot 1>> <<if hasSexStat("exhibitionism", 5)>> You keep low and stay among the trees. You really wish to show your <<lewdness>>, but you restrain yourself from doing so. <<else>> You keep low and stay among the trees to keep your <<lewdness>> from being seen. <</if>> <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent() and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "campsite">> <</if>> <<eventlakesafe>> <<lakereturnjourney>> <<if Weather.precipitation is "none" and Time.hour gte 18 and $exposed lte 0 and $daily.lakeCouple isnot 1>> <<socialiseicon "ask">><<link [[Approach the couple|Lake Couple]]>><</link>> <br> <<elseif Weather.precipitation is "none">> <<if $housekeeping >= 400>> <<lakeicon "campfire">><<link [[Ignite the fireplace (0:02)|Lake Campsite Warmth Ignite]]>><<set $phase to "quickly">><</link>> <<else>> <<lakeicon "campfire">><<link [[Ignite the fireplace (0:10)|Lake Campsite Warmth Ignite]]>><<set $phase to "normally">><</link>> <</if>> <br> <</if>> <<if $nextPassageCheck is "Lake Fishing Rock">> <<lakeicon>><span class="nextLink"><<link [[The lake.|Lake Fishing Rock]]>><</link>></span> <<else>> <<lakeicon "fishing">><<link [[North to fishing rock (0:10)|Lake Fishing Rock]]>><<pass 10>><</link>> <</if>> <br><br> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<else>> <<foresticon>><<link [[Forest (0:10)|Forest]]>><<pass 10>><</link>> <</if>> <br> <<set $eventskip to 0>> <</if>><<effects>><<lakeeffects>> You collect pieces of dry tinder, and other kindling. You manage to build up a sizeable fireplace of wood. <br><br> <<if $phase is "quickly">> /* May want to remove span-green as this is usually for checks. */ <span class="green">You succeed in creating embers which begin to engulf your firewood.</span> <<else>> It takes several minutes of trying, but you eventually manage to ignite your firewood. <</if>> <<unset $phase>> <br><br> <<link [[Rest (0:15)|Lake Campsite Warmth]]>><<pass 15>><</link>><<gwarmth>> <br> <<link [[Leave|Lake Campsite]]>><<set $phase to "extinguish">><</link>><<effects>><<lakeeffects>> <<set _outsideTemp to Weather.Temperature.getCelsius()>> <<set _tempIncrease to sigmoid(3, 37, 0.25, -4, _outsideTemp)>> <<set _tempOverride to _outsideTemp + _tempIncrease>> /* Increases ambient temp by ~3c to ~40c based on current ambient temp */ /* This allows people to make use of it as a source for warmth */ /* without causing massive exhaustion during warm days */ /* Update the parameters as needed to improve user experience */ <<set Weather.Temperature.override.outside = _tempOverride>> <<dry>> You warm yourself against the heat emanating from the fireplace. <br><br> <<cleareventpool>> <<addinlineevent "campfire_rustling_wind">> The trees around the campfire rustle from the wind. <<if Time.dayState is "night">> <<gstress>><<stress 2>> <</if>> <</addinlineevent>> <<if Time.dayState is "day" and Time.season isnot "winter">> <<addinlineevent "campfire_butterfly" 0.5>> You see an occasional butterfly. <<lstress>><<ltrauma>><<stress -2>><<trauma -1>> <</addinlineevent>> <</if>> <<if Weather.bodyTemperature < setup.WeatherTemperature.minTemperature + 1>> <<addinlineevent "campfire_hypothermia" 5>> You shiver in front of the open fire. You focus on breathing to ease the piercing coldness. <</addinlineevent>> <</if>> <<runeventpool>> <br><br> <<link [[Continue resting (0:15)|Lake Campsite Warmth]]>><<pass 15>><</link>><<gwarmth>> <br> <<link [[Leave|Lake Campsite]]>><<set $phase to "extinguish">><</link>><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<water>><<effects>><<lakeeffects>> <<if $laketeenspresent is 1>> You are swimming in the lake near the shore. The beach is alive with activity. <<if Time.season isnot "winter">>People play in the sand and water.<</if>> <<else>> <<if Weather.precipitation is "rain">> You are swimming in the lake near the shore. The rain drowns out the sounds of the forest. <<else>> You are swimming in the lake near the shore. There is no one at the beach today. The sound of the forest fills the air. <</if>> <</if>> <<if !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day">> Someone is swimming further out, past the dock. <</if>> <<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>> Lotus flowers float by you. <</if>> <br><br> <<if $laketeenspresent is 1 and $exposed gte 1>> <<if hasSexStat("exhibitionism", 5)>> You keep low beneath the water. You really wish to show your <<lewdness>>, but you restrain yourself from doing so and probably should find something to cover yourself with. <<else>> You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with. <</if>> <br><br> <</if>> <<if $lakeswim is 1>> <<set $lakeswim to 0>> You practise swimming in the lake. <<if Weather.dayState is "night">> <<if Weather.precipitation is "rain">> The dark water dances with the rain. It's exhilarating, if scary. <<else>> The black water is gentle. <</if>> <<elseif Weather.dayState is "dusk">> <<if Weather.precipitation is "rain">> Rain agitates the cool water. <<else>> The sun falls over the trees, casting its double in the water. <</if>> <<elseif Weather.dayState is "dawn">> <<if Weather.precipitation is "rain">> Rain agitates the cool water. <<else>> The morning sun rises over the trees, casting its double in the water. <</if>> <<else>> <<if Weather.precipitation is "rain">> Rain agitates the warm water. <<else>> The water is warm and gentle. <</if>> <</if>> <<physique 3>><<swimmingskilluse>><<pass 30>> <br><br> <</if>> <<if $phase is 1>> <<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantupper "seaweed">> <br><br> <<if $rng gte 91 and $parasite.nipples.name is undefined and $settings.parasitesEnabled>> Your satisfaction is interrupted by a pinching sensation on your <<nipples>>. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them. <<parasite nipples urchin>><<garousal>><<arousal 600 "breasts">> <br><br> <</if>> <<exposure>> <</if>> <<if $phase is 2>> <<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantlower "seaweed">> <br><br> <<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">> /* Prevents the 2 types of parasites from interacting */ <<elseif $rng gte 91 and $parasite.penis.name is undefined and $player.penisExist and $settings.parasitesEnabled and !playerChastity("penis")>> Your satisfaction is interrupted by a pinching sensation on your <<penis>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it. <<parasite penis urchin>><<garousal>><<arousal 600 "genitals">> <br><br> <<elseif $rng gte 91 and $parasite.clit.name is undefined and $player.vaginaExist and $settings.parasitesEnabled and !playerChastity("hidden") and !$player.penisExist>> Your satisfaction is interrupted by a pinching sensation on your <<pussy>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it. <<parasite clit urchin>><<garousal>><<arousal 600 "genitals">> <br><br> <</if>> <<exposure>> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent(0.5) and $eventskip is 0>> <<eventlakewater>> <<else>> <<swimicon "back">><<link [[Practise swimming (0:30)|Lake Shallows]]>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>> <br> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $worn.upper.exposed gte 2 and $underupperwetstage gte 3 or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3>> <<beachicon "seaweed">><<link [[Make a top out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 1>><</link>> <br> <</if>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3>> <<beachicon "seaweed">><<link [[Make a skirt out of plants (0:20)|Lake Shallows]]>><<pass 20>><<set $phase to 2>><</link>> <br> <</if>> <<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>> <<icon "tending/lotus.png">> <<link [[Search for seeds (0:30)|Lake Lotus]]>><<set $plants_known.push("lotus")>><<pass 30>><<tending 6>><</link>><<gtending>> <br> <</if>> <<if $exposed gte 1 and $laketeenspresent is 1>> <br> <<elseif $debug is 1>> <<lakeicon "dock">><<link [[Swim to dock (0:10)|Lake Dock]]>><<pass 10>><</link>> <br> <</if>> <<if $nextPassageCheck is "Lake Depths">> <<swimicon>><span class="nextLink"><<link [[Further.|Lake Depths]]>><<pass 12>><</link>></span> <<else>> <<swimicon>><<link [[Swim further out (0:12)|Lake Depths]]>><<pass 12>><</link>> <</if>> <br> <<if $exposed gte 1 and $laketeenspresent is 1>> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<lakeicon>><<link [[Leave the water exposed (0:02)|Lake Shore Exposed]]>><<set $phase to 0>><<pass 2>><</link>><<exhibitionist5>> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>> <<lakeicon>><<link [[Leave the water exposed (0:02)|Lake Shore Exposed]]>><<set $phase to 1>><<pass 2>><</link>><<exhibitionist4>> <</if>> <<else>> <<lakeicon>><<link [[Shore (0:02)|Lake Shore]]>><<pass 2>><</link>> <br> <</if>> <<set $eventskip to 0>> <</if>><<effects>> <<fameschoolex 5>> <<generatey1>><<generatey2>> <<if ($phase is 0 and ($uncomfortable.nude is false) or ($phase is 1 and $uncomfortable.underwear is false))>> In a moment of daring, you casually emerge from the lake despite your <<lewdness>>. <<flaunting>> you stroll right past a group of students. It takes a moment for anyone to notice, but eventually a <<person1>><<person>> gasps and points at you, drawing the attention of several more. <br><br> A few avert their eyes in embarrassment, but many more have their eyes glued to you as you stride over to the rocky alcove. A <<person2>><<person>> especially takes an interest in you, but seems to hesitate before doing anything. You decide to increase your pace. <br><br> You sit by the rocky alcove, just out of sight. You wonder how many are still looking in your direction. <<else>> In a moment of daring, you emerge from the lake despite your <<lewdness>>. You run right past a group of students, attempting to cover yourself however you can. A <<person1>><<person>> points and laughs as you run, drawing the attention of several more. <<status -10>><<llcool>> <br><br> A few avert their eyes in embarrassment, but many more have their eyes glued to you as you stride over to the rocky alcove. A <<person2>><<person>> especially takes an interest in you, and for a moment, you think <<hes>> going to chase you. You increase your pace. <br><br> You sit by the rocky alcove, just out of sight. You wonder how many are still looking in your direction. <</if>> <<if $phase is 0>> <<exhibitionism5>> <<else>> <<exhibitionism4>> <</if>> <<link [[Next|Lake Shore]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<effects>><<lakeeffects>> <<if $laketeenspresent is 1>> You are stood on the frozen lake near the shore. Students practise ice skating nearby. <<else>> <<if Weather.precipitation is "snow">> You are stood on the frozen lake near the shore. Snow blankets the ice, softening your footsteps. <<else>> You are stood alone on the frozen lake near the shore. The sound of the forest fills the air. <</if>> <</if>> <<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>> You see lotus flowers trapped within the ice. <</if>> <br><br> <<if $laketeenspresent is 1 and $exposed gte 1>> There's nowhere to hide. <<covered>> <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent(0.5) and $eventskip is 0>> <<eventlakeice>> <<else>> <<eventlakesafe>> <<lakereturnjourney>> <<lakeicon "skate">><<link [[Ice skate (0:30)|Lake Skate]]>><<pass 30>><<tiredness 5>><<danceskill 5>><</link>><<gtiredness>><<gdanceskill>> <br> <<if $sciencetrait gte 2 and !$plants_known.includes("lotus")>> <<icon "tending/lotus.png">> <<link [[Search for seeds (0:30)|Lake Lotus Ice]]>><<set $plants_known.push("lotus")>><<pass 30>><<tending 6>><</link>><<gtending>> <br> <</if>> <<if $nextPassageCheck is "Lake Depths Ice">> <<ind>><span class="nextLink"><<link [[Further (0:12)|Lake Depths Ice]]>><<pass 12>><</link>></span> <<else>> <<getinicon>><<link [[Walk further out (0:12)|Lake Depths Ice]]>><<pass 12>><</link>> <</if>> <br> <<lakeicon>><<link [[Shore (0:02)|Lake Shore]]>><<pass 2>><</link>> <br> <<set $eventskip to 0>> <</if>><<effects>><<wearProp "lotus">> You swim among the lotus flowers, gathering seeds. <span class="gold">You can now grow <<icon "tending/lotus.png">> lotus.</span> <i>Lotus are valuable, but need a special environment to grow.</i> <br><br> <<link [[Next|Lake Shallows]]>><<handheldon>><</link>> <br><<effects>><<wearProp "lotus">> You free the lotus flowers from the ice, gathering the seeds. <span class="gold">You can now grow <<icon "tending/lotus.png">> lotus.</span> <i>Lotus are valuable, but need a special environment to grow.</i> <br><br> <<link [[Next|Lake Shallows Ice]]>><<handheldon>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<water>><<effects>><<lakeeffects>> <<if $laketeenspresent is 1>> You are swimming in the middle of the lake near the dock. You see several students hanging out on and around it. <<else>> <<if Weather.precipitation is "rain">> You are swimming in the lake near the shore. The rain is so thick you can't see the shore. An endless deluge surrounds you in all directions. <<else>> You are swimming in the middle of the lake near the dock. <</if>> <</if>> <<if !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day">> <span class="lblue">Mason swims nearby.</span> <</if>> <br><br> <<if $laketeenspresent is 1 and $exposed gte 1>> <<if hasSexStat("exhibitionism", 5)>> You keep low beneath the water. You really wish to show your <<lewdness>>, but you restrain yourself from doing so and probably should find something to cover yourself with. <<else>> You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with. <</if>> <br><br> <</if>> <<if $lakeswim is 1>> <<set $lakeswim to 0>> You practise swimming in the lake. <<if Weather.dayState is "night">> <<if Weather.precipitation is "rain">> The dark water dances with the rain. It's exhilarating, if scary. <<else>> The black water is gentle. <</if>> <<elseif Weather.dayState is "dusk">> <<if Weather.precipitation is "rain">> Rain agitates the cool water. <<else>> The evening sun falls over the trees, casting its double in the water. <</if>> <<elseif Weather.dayState is "dawn">> <<if Weather.precipitation is "rain">> Rain agitates the cool water. <<else>> The morning sun rises over the trees, casting its double in the water. <</if>> <<else>> <<if Weather.precipitation is "rain">> Rain agitates the warm water. <<else>> The water is warm and gentle. <</if>> <</if>> <<physique 3>><<swimmingskilluse>><<pass 30>> <br><br> <</if>> <<if $phase is 1>> <<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantupper "seaweed">> <br><br> <<if $rng gte 91 and $parasite.nipples.name is undefined and $settings.parasitesEnabled>> Your satisfaction is interrupted by a pinching sensation on your <<nipples>>. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them. <<parasite nipples urchin>><<garousal>><<arousal 600 "breasts">> <br><br> <</if>> <</if>> <<if $phase is 2>> <<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantlower "seaweed">> <br><br> <<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">> /* Prevents the 2 types of parasites from interacting */ <<elseif $rng gte 91 and $parasite.penis.name is undefined and $player.penisExist and $settings.parasitesEnabled and !playerChastity("penis")>> Your satisfaction is interrupted by a pinching sensation on your <<penis>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it. <<parasite penis urchin>><<garousal>><<arousal 600 "genitals">> <br><br> <<elseif $rng gte 91 and $parasite.clit.name is undefined and $player.vaginaExist and $settings.parasitesEnabled and !playerChastity("hidden")>> Your satisfaction is interrupted by a pinching sensation on your <<pussy>>. Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it. <<parasite clit urchin>><<garousal>><<arousal 600 "genitals">> <br><br> <</if>> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent(1, 9900, $allure + 1000) and $eventskip is 0 and $lakesurface is 1>> <span class="purple">Something followed you from the depths.</span> <<eventlakewater>> <<elseif dangerEvent(0.5) and $eventskip is 0>> <<eventlakewater>> <<else>> <<swimicon>><<link [[Practise swimming (0:30)|Lake Depths]]>><<stress -6>><<tiredness 6>><<set $lakeswim to 1>><<slimeEventEnd "swimming">><</link>><<gswimming>><<lstress>><<gtiredness>> <br> <<if !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day" and $daily.masonSpoken isnot 1 and !$possessed>> <<if $mason_count gte 1>> <<swimicon>><<link [[Swim out to Mason (0:05)|Lake Mason]]>><<pass 5>><<set $daily.masonSpoken to 1>><</link>> <br> <<else>> <<swimicon>><<link [[Swim out to Mason (0:05)|Lake Mason Intro]]>><<pass 5>><</link>> <br> <</if>> <</if>> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $worn.upper.exposed gte 2 and $underupperwetstage gte 3 or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3>> <<beachicon "seaweed">><<link [[Make a top out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 1>><</link>> <br> <</if>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3>> <<beachicon "seaweed">><<link [[Make a skirt out of plants (0:20)|Lake Depths]]>><<pass 20>><<set $phase to 2>><</link>> <br> <</if>> <<if $nextPassageCheck is "Lake Underwater">> <<swimicon "down">><span class="nextLink"><<link [[Down.|Lake Underwater]]>><<pass 1>><</link>></span> <<else>> <<swimicon "dive">><<link [[Dive (0:01)|Lake Underwater]]>><<set _oxygenRecoveryBlocked to true>><<pass 1>><</link>> <</if>> <br> <<oxygenrecovery 0>> <<swimicon "back">><<link [[Swim towards shore (0:12)|Lake Shallows]]>><<pass 12>><</link>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1>> <<elseif $debug is 1>> <<lakeicon "dock">><<link [[Swim to dock (0:02)|Lake Dock]]>><<pass 2>><</link>> <br> <</if>> <<set $eventskip to 0>> <</if>> <<set $lakesurface to 0>><<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<effects>><<lakeeffects>> You are in the middle of the frozen lake, near the swimming dock. <<if Weather.precipitation === "snow">> Thick snow makes it difficult to see the surrounding forest. <</if>> <br><br> <<if !Weather.isFrozen("lake")>> As the temperature increases, the ice suddenly gives way. You plunge into icy water.<<ggstress>><<stress 18>> <br><br> <<link [[Next|Lake Underwater]]>><</link>> <<exit>> <</if>> <<if !Time.schoolDay and Weather.isFrozen("lake") and Time.dayState is "day">> Someone's dug through the ice beside the swimming dock. <<else>> <<if $lake_ice_broken is undefined>> Someone left equipment on the swimming dock, including a shovel. The ice is thin here. You could break through, with some effort. <<else>> There's a hole in the ice, allowing access to the water below. <</if>> <</if>> <br><br> <<if $exposed gte 1>> <<covered>> There's nowhere to hide out here. <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif dangerEvent(1, 9900, $allure + 1000) and $eventskip is 0 and $lakesurface is 1>> <span class="purple">Something followed you from the depths.</span> <<eventlakewater>> <<elseif dangerEvent(0.5) and $eventskip is 0>> <<eventlakeice>> <<else>> <<if !Time.schoolDay and Weather.isFrozen("lake") and Time.dayState is "day">> <<set $lake_ice_broken to 1>> <</if>> <<if $nextPassageCheck is "Lake Depths Ice Break">> <<swimicon "down">><span class="nextLink"><<link [[Down.|Lake Depths Ice Break]]>><<pass 12>><</link>></span> <br> <<elseif $lake_ice_broken is undefined>> <<swimicon "break">><<link [[Break the ice (0:30)|Lake Ice Break]]>><<pass 30>><<set $lake_ice_broken to 2>><<tiredness 3>><</link>><<gtiredness>> <br> <<else>> <<swimicon "dive">><<link [[Dive (0:01)|Lake Underwater]]>><<set _oxygenRecoveryBlocked to true>><<pass 1>><</link>> <<swim_check>> <<if _swim_check isnot 1 and !$settings.blindStatsEnabled>> | <span class="purple">You are not wearing any swimwear!</span> <</if>> <br> <</if>> <<oxygenrecovery 0>> <<lakeicon>><<link [[Walk towards shore (0:12)|Lake Shallows Ice]]>><<pass 12>><</link>> <br><br> <<set $eventskip to 0>> <</if>> <<set $lakesurface to 0>><<effects>><<wearProp "shovel">> You lift the shovel, and thrust it into the ice. It's hard work, but you manage to make a sizeable hole. <br><br> <<link [[Next|Lake Depths Ice]]>><<handheldon>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $laketeenspresent is 1>> You are on the swimming dock. Several students accompany you on the dock. There is a bikini sitting on the edge with no signs of its owner. <<elseif Weather.precipitation is "rain">> You are on the swimming dock. The sound of the rain hitting the water surrounding you is almost deafening. <<if $hallucinations gte 1>>You can't see far, yet you feel like something's watching you.<</if>> <<elseif Time.dayState is "day">> You are on the swimming dock. The lake looks placid. You feel like the only person in the entire world. <<elseif Time.dayState is "night">> <<if $laketeensfire is 1>> You are on the swimming dock. You can see the fire from the party a little ways in the distance. Stars dot the water. You feel like you are floating among them. <<else>> You are on the swimming dock. Stars dot the water. You feel like you are floating among them. <<if $hallucinations gte 1>>You can't see far in the dark, yet you feel like something's watching you.<</if>> <</if>> <<else>> You are on the swimming dock. The only sounds you hear are waves crashing upon the sides of the dock. <</if>> <br><br> <<swimicon>><<link [[Go swimming|Lake Depths]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $phase is 1>> <<set $phase to 0>> You sit on the rock and look out at the lake. <<if !Weather.isFreezing>> <<if Time.dayState is "night">> <<if Weather.precipitation is "rain">> The violent darkness roils before you. <<else>> The blackness stretches before you. <</if>> <<else>> <<if Weather.precipitation is "rain">> The water dances with raindrops. <<else>> The water is almost perfect in its stillness. <</if>> <</if>> <<else>> <<if Time.dayState is "night">> <<if Weather.precipitation is "snow">> Silent snow settles in darkness. <<else>> The blackness stretches before you. <</if>> <<else>> <<if Weather.isSnow is "snow">> Snow blankets the ice. <<else>> The ice reflects the world. <</if>> <</if>> <</if>> <i>Meditation effectiveness depends on willpower.</i> <<elseif $phase is 2>> <<set $phase to 0>> With some effort you quiet your thoughts until they still. <br><br> An hour passes, and you feel less burdened. <<elseif $phase is 3>> <<set $phase to 0>> You detach yourself from your thoughts. You witness them come and go, as if summoned by something else. <<if $awareness gte 400>> <br><br> The <<if Weather.isFrozen("lake")>>ice<<else>>water<</if>> parts, revealing a gaping abyss. Terror shivers up your spine, and breaks your concentration. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <</if>> <<elseif $phase is 4 or $phase is 5>> <<set $phase to 0>> Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You try to remain detached. <br><br> An hour passes, and for a few moments the weight of scrutiny lifts. <<if $acceptance_penis_small gte 1000>> <<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>> <br><br> Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait. <</if>> <<elseif $phase is 6>> <<set $phase to 0>> Your thoughts turn to your <<penis>>, and the mocking way people regard it. The torment returns. You try to remain detached. <br><br> An hour passes, and for a few moments the weight of scrutiny lifts. <<if $acceptance_penis_big gte 1000>> <<set _penisSize to setup.penisSizes[$player.penissize + 2].toUpperFirst()>> <br><br> Realisation dawns as you lean back. Your <<penis>> is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: _penisSize Penis</span> trait. <</if>> <<elseif $phase is 7>> <<set $phase to 0>> Your thoughts turn to your flat chest, and the mocking way people regard it. The torment returns. You try to remain detached. <br><br> An hour passes, and for a few moments the weight of scrutiny lifts. <<if $acceptance_breasts_small gte 1000>> <br><br> Realisation dawns as you lean back. Your chest is beautiful. Why should you care what other people say about it? You've gained the <span class="green">Acceptance: Flat Chest</span> trait. <</if>> <<elseif $phase is 8>> <<set $phase to 0>> Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You try to remain detached. <br><br> An hour passes, and for a few moments the weight of scrutiny lifts. <<if $acceptance_breasts_small gte 1000>> <br><br> <<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>> Realisation dawns as you lean back. Your <<breasts>> beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait. <</if>> <<elseif $phase is 9>> <<set $phase to 0>> Your thoughts turn to your <<breasts>>, and the mocking way people regard them. The torment returns. You try to remain detached. <br><br> An hour passes, and for a few moments the weight of scrutiny lifts. <<if $acceptance_breasts_big gte 1000>> <<set _breastSizeName to setup.breastsizes[$player.breastsize].toUpperFirst()>> <br><br> Realisation dawns as you lean back. Your <<breasts>> are beautiful. Why should you care what other people say about them? You've gained the <span class="green">Acceptance: _breastSizeName Breasts</span> trait. <</if>> <<elseif $phase is 10>> <<set $phase to 0>> Your thoughts turn to your <<print playerAwareTheyArePregnant() ? "pregnant belly" : "pregnant looking belly">>, and the mocking way people regard it. The torment returns. You try to remain detached. <br><br> An hour passes, and for a few moments the weight of scrutiny lifts. <<if $acceptance_pregnancy gte 1000>> <br><br> Realisation dawns as you lean back. Your belly is beautiful. Why should you care what other people say about it? You've gained the <span class="green"><<print playerAwareTheyArePregnant() ? "Acceptance: Pregnant Belly" : "Acceptance: Pregnant Looking Belly">></span> trait. <</if>> <</if>> <br><br> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<else>> <<meditateoptions>> <</if>> <<set $eventskip to 0>><<effects>> You approach the pair. <<if $speech_attitude is "meek">> "A party?" you ask. "May I come?" <<elseif $speech_attitude is "bratty">> "Whatever you're doing," you say. "I want in." <<else>> "What's this about a party?" you ask. "Sounds fun." <</if>> <br><br> <<if $cool gte 240>> The <<person1>><<person>> perks up at your approach. "We're having a party at the lake," <<he>> says. "Halloween night. Everyone's invited." <br><br> <<His>> friend grabs your arm in excitement. "You should come!" <<person2>><<he>> says, before backing off with a blush. "I-if you want to." <br><br> They wave over their shoulders as they continue <<if $location is "school">>down the hall<<else>>into the woods<</if>>. <<elseif $cool gte 120>> The <<person2>><<person>> glances over, holding <<his>> phone aside. "There's gonna be a Halloween party at the lake," <<he>> says. <br><br> <<His>> friend nods. "It's open-invite." <<person1>><<He>> pauses, <<his>> gaze crawling up your body. "You should come." <br><br> They bid you goodbye and continue <<if $location is "school">>down the hall<<else>>into the woods<</if>>. <<else>> The <<person1>><<person>> regards you with a sneer. "Party at the lake," <<he>> says. "On Halloween." <br><br> "Don't think about crashing it," the <<person2>><<person>> butts in. "A freak like you'd scare everyone away." <br><br> Their mocking laughter fades as they <<if $location is "school">>round a corner<<else>>disappear past the trees<</if>>. <</if>> <br><br> <<if $location is "school">> <<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You continue past the pair. <<if $cool gte 240>> The <<person1>><<person>> gives you a smile, but doesn't stop to chat. <<elseif $cool gte 120>> They ignore you, too caught up in their conversation. <<else>> The <<person1>><<person>> spits in your direction, but doesn't stop to harass you further.<<trauma 2>><<gtrauma>> <</if>> <br><br> As you pass, you can't help overhearing the <<person2>><<person>>. "Don't be chicken," <<he>> laughs. "We won't go past the lake. You'd rather spend the night trick-or-treating?" <br><br> You don't catch the rest as the two <<if $location is "school">>round a corner<<else>>disappear past the trees<</if>>. <br><br> <<if $location is "school">> <<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>> <<if $phase is 0>> You settle down by the bonfire, surrounded by raucous youths. <<if $cool gte 240>> They greet you with a cheer, drunkenly stumbling over each other for a seat beside you. <<elseif $cool gte 120>> They greet you warmly. You suspect the alcohol has something to do with that. <<else>> No one pays you any mind, not even to pester you. Perhaps they don't recognise you in the dim light. Or they're too drunk to care. <</if>> <br><br> <</if>> <<if playerAwareTheyArePregnant()>> You sit and chat under the moonlight, though you refrain from any drinks. <<else>> <<wearProp "solo cup">> You sit, chat, and drink under the moonlight. <</if>> The others try to entertain themselves with ghost stories. <<generatey1>><<person1>> <<switch random(1, 5)>> <<case 5>>They're not very scary, but a <<person>> is still shaking by the end. <<case 4>>A <<person>> claims the lake itself is haunted. The others laugh <<him>> off. <<case 3>>They're not very scary. Most of the fun comes from jokes at the storytellers' expense. <<case 2>>A <<persons>> story leaves the whole party howling with ridicule. <<He>> washes down the shame with another beer. <<case 1>>One drives a <<person>> to tears, to the amusement of the group. <<He>> sniffles and retreats to the woods, drawing further laughter. <</switch>> <br><br> <<if $syndromewolves is 1 and !$halloweenWolves>><<set $halloweenWolves to 1>> The party is suddenly silenced by a cry from the woods. A howl, followed by cursing, then a pained yelp. <br><br> <<link [[Investigate|Lake Halloween Wolves Investigate]]>><<endevent>><</link>> <br> <<link [[Stay seated|Lake Halloween Wolves Ignore]]>><<endevent>><</link>> <br> <<elseif Time.monthDay isnot 31>> It's getting late, and the shadows of the forest are lengthening. People are preparing to return to town. No one wants to be left to travel alone. <br><br> <<set _storedClothes to clothingInStorage("lakeshore")>> <<if $earSlime.forcedCommando isnot undefined and _storedClothes.find(item => item.slot is "under_lower" and !item.type.includes("naked"))>> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<set _earSlimeText to true>> <<elseif _storedClothes.length>> <<link [[Get changed, then go with them (0:40)|Lake Return Journey]]>><<endevent>><<storeload "lakeshore">><<set $foresthunt to 0>><<pass 40>><</link>> <br> <</if>> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>> <<if _earSlimeText>><span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span><</if>> <<elseif $exposed lte 0>> <<link [[Go with them (0:30)|Lake Return Journey]]>><<endevent>><<set $foresthunt to 0>><<pass 30>><</link>> <br> <</if>> <<link [[Stay|Lake Shore]]>><<endevent>><</link>> <br> <<else>> <<if playerAwareTheyArePregnant()>> <<socialiseicon "party">><<link [[Keep partying (0:10)|Lake Halloween Party]]>><<endevent>><<set $phase to 1>><<stress -4>><<status 1>><<pass 10>><</link>><<lstress>><<gcool>> <<else>> <<socialiseicon "party">><<link [[Keep partying (0:10)|Lake Halloween Party]]>><<endevent>><<set $phase to 1>><<stress -4>><<alcohol 20>><<status 1>><<pass 10>><</link>><<lstress>><<gcool>><<galcohol>> <</if>> <br> <<getouticon>><<link [[Leave|Lake Shore]]>><<endevent>><<set $phase to 0>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "lake">><<effects>> <<beastNEWinit 1 wolf>><<generatey2>> You peer between the trees, where you find a <<beasttype 0>> hounded by a gang of delinquents. From the look of <<bhis 0>> <<if $monster is 1>> mussed hair and the bruises lining <<bhis 0>> body, <<else>> patchy fur and haggard stance, <</if>> <<bhes>> fighting a losing battle. <br><br> "Piss off, mutt," a <<person2>><<person>> slurs. <<He>> hurls a rock at the <<beasttype 0>>, hitting <<bhim 0>> dead in the <<if $monster is 1>>face<<else>>snout<</if>>. <<bHe 0>> howls in pain. The onlookers cheer.<<stress 6>><<gstress>> <br><br> Guilt takes you as you watch the <<beasttype 0>> limp <<bhis 0>> way into the brush, towards the cave. <span class="blue">You should check up on them.</span> <br><br> <<endevent>> <<link [[Next|Lake Shore]]>><</link>> <br><<set $outside to 1>><<set $location to "lake">><<effects>> <<beastNEWinit 1 wolf>><<generatey2>> Leaves rustle behind you. You turn in time to catch a <<beasttype 0>> rushing past. <<bHis 0>> eyes are wild with fear, and <<bhe 0>> doesn't stop to regard you. <br><br> The others scream at the intrusion and scurry away in a panic. Until a <<person2>><<person>> bursts through, armed with a heavy branch. <<He>> swings it, hitting the <<beasttype 0>> dead in the chest. <<bHe 0>> howls in pain. The onlookers cheer.<<stress 6>><<gstress>> <br><br> Guilt takes you as you watch the <<beasttype>> limp <<bhis 0>> way into the brush, towards the cave. <span class="blue">You should check up on them.</span> <br><br> <<endevent>> <<socialiseicon "party">><<link [[Keep partying (0:10)|Lake Halloween Party]]>><<set $phase to 1>><<pass 10>><<status 1>><</link>><<gcool>> <br> <<getouticon>><<link [[Leave|Lake Shore]]>><</link>> <br><<set $daily.masonLake to true>> <<effects>> <<npc Mason>><<person1>> You swim into the middle of the lake. There Mason swims in a wide circle. <<He>> notices you approach, and faces you, treading water. <br><br> "It's nice to see you out here," <<he>> says. "If it's okay though, I'd like to continue my laps." <<He>> swims away before you can get close. <br><br> <<swimicon>><<link [[Try to catch <<him>> (0:05)|Lake Mason Swim]]>><<tiredness 1>><</link>><<swimmingdifficulty 1 300>><<gtiredness>> <br> <<getouticon>><<link [[Leave|Lake Depths]]>><<endevent>><</link>> <br><<effects>> <<if $swimmingskill gte 1000>> <<set $mason_count to 1>> You swim after <<him>>, <span class="green">and manage to close the distance.</span> <<He>> glances over <<his>> shoulder, and swims faster, but still you manage to keep up. You're almost close enough to touch <<him>> when <<he>> stops and turns. <br><br> "I-I see someone's been paying attention in class," <<he>> says. <<He>> holds <<his>> arms beneath the water in a strange way, close to <<his>> body. "If only the rest of the class were so capable. We'd have our own swim team." <br><br> You look down, through the rain-broken water, and see the reason for <<his>> behaviour. <span class="lewd"><<Hes>> naked.</span> Something in your expression gives you away, and <<his>> face turns a deep shade of red. <br><br> "I-I," <<he>> begins, voice quivering. "I prefer swimming like this. It's just more fun." <br><br> <<link [[Pretend you haven't noticed|Lake Mason Pretend]]>><<npcincr Mason love 1>><</link>><<glove>> <br> <<link [[Tease|Lake Mason Tease]]>><<npcincr Mason love -1>><<npcincr Mason lust 1>><<npcincr Mason dom -1>><</link>><<llove>><<glust>><<ldom>><<promiscuous1>> <br> <<link [[Act nonchalant|Lake Mason Nonchalant]]>><</link>> <br> <<elseif currentSkillValue('swimmingskill') gte random(1, 300)>> <<set $mason_count to 1>> You swim after <<him>>, but <<hes>> too fast. You'd need to be pretty skilled to match <<him>>, let alone catch up. <br><br> You try to head <<him>> off, but <<he>> swims in unexpected directions. It's as if <<hes>> avoiding you. <br><br> <span class="green">You have an idea.</span> You dive beneath the water and hold your breath, right in Mason's path. You wait for <<his>> shimmer to appear in the murk, then emerge from the water. <<He>> almost collides with you. <br><br> "I-I didn't expect to see a student out here," <<he>> says as you wipe water from your eyes. <<He>> holds <<his>> arms beneath the water in a strange way, close to <<his>> body. "Though I'm glad to see you practising outside school hours." <br><br> You look down, through the rain-broken water, and see the reason for <<his>> behaviour. <span class="lewd"><<Hes>> naked.</span> Something in your expression gives you away, and <<his>> face turns a deep shade of red. <br><br> "I-I," <<he>> begins, voice quivering. "I prefer swimming like this. It's just more fun." <br><br> <<link [[Pretend you haven't noticed|Lake Mason Pretend]]>><<npcincr Mason love 1>><</link>><<glove>> <br> <<link [[Tease|Lake Mason Tease]]>><<npcincr Mason love -1>><<npcincr Mason lust 1>><<npcincr Mason dom -1>><</link>><<llove>><<glust>><<ldom>><<promiscuous1>> <br> <<link [[Act nonchalant|Lake Mason Nonchalant]]>><</link>> <br> <<else>> You swim after <<him>>, <span class="red">but <<hes>> too fast.</span> You'd need to be pretty skilled to match <<him>>, let alone catch up. <br><br> You try to head <<him>> off, but <<he>> swims in unexpected directions. It's as if <<hes>> avoiding you. <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br> <</if>><<effects>> You smile at <<him>>, and try to look confused. <<if $speech_attitude is "meek">> "In the rain?" you say. "I like it too." <<elseif $speech_attitude is "bratty">> "Swimming in the rain isn't that weird," you say. "I like it myself. It's bracing." <<else>> "Don't worry," you say. "I like swimming in the rain too." <</if>> <br><br> <<He>> looks confused for just a moment. "Th-thank you for understanding," <<he>> says, still covering <<himself>> beneath the water. "I need to get back to my laps. Keep practising, you've shown promising skill." <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br><<effects>> <<if $exposed gte 2>> <<if $speech_attitude is "meek">> "Please don't be embarrassed," you giggle. "I'm naked too." <<elseif $speech_attitude is "bratty">> "You've nothing to be shy about," you say. "I'm not wearing anything either." <<else>> "Don't be shy," you say. "You're not the only one swimming naked." <</if>> <<promiscuity1>> You didn't think it possible, but <<his>> blush deepens. <<He>> looks away, and opens <<his>> mouth to speak. Instead, you get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away. <<else>> <<if $speech_attitude is "meek">> "Please don't be embarrassed," you say. "You know swimming best." <<elseif $speech_attitude is "bratty">> "You've nothing to be shy about," you say. "I'd show off too if I had a body like that." <<else>> "Don't be shy," you say. "You look good." <</if>> <<promiscuity1>> You didn't think it possible, but <<his>> blush deepens. "I-I need to return to my laps," <<he>> says. You get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away. <</if>> <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br><<effects>> You ignore <<his>> bashfulness. <<if $exposed gte 2>> <<if $speech_attitude is "meek">> "Me too," you say. "I'm naked right now." <<elseif $speech_attitude is "bratty">> "I get it," you say. "That's why I'm naked." <<else>> "I know what you mean," you say. "I'm naked too." <</if>> You didn't think it possible, but <<his>> blush deepens. "I-I need to return to my laps," <<he>> says. You get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away. <<else>> <<if $speech_attitude is "meek">> "I-it's fine," you say. "Lots of people do it." <<elseif $speech_attitude is "bratty">> "It's fine," you say. "Not like anyone would find out anyway. Except me, but I'm great." <<else>> "Don't worry," you say. "That isn't strange." <</if>> <<He>> seems relieved by your words, but doesn't move <<his>> arms. "I-I need to return to my laps," <<he>> says. You get a good look at <<his>> toned ass near the surface of the water as <<he>> turns and swims away. <</if>> <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br><<effects>> <<set $daily.masonLake to true>> <<npc Mason>><<person1>> You swim towards Mason. <<He>> doesn't try to outswim you, and starts treading water as you draw close. <<He>> covers <<his>> toned body beneath the water. <br><br> "C-can I help you?" <<he>> asks, eager to return to <<his>> laps. <br><br> <<link [[Just say hello|Lake Mason Greet]]>><<stress -6>><</link>><<lstress>> <br> <<if $mason_count lte 1>> <<link [[Ask to chat|Lake Mason Ask]]>><<npcincr Mason love 1>><</link>><<glove>> <br> <</if>> <<if hasSexStat("promiscuity", 2)>> <<link [[Ask to see|Lake Mason Flirt]]>><<npcincr Mason love -1>><<npcincr Mason lust 1>><<npcincr Mason dom -1>><</link>><<llove>><<glust>><<ldom>><<promiscuous2>> <br> <</if>><<effects>> <<set $mason_count to 2>> You ask Mason if <<hes>> free to talk. <<He>> glances beneath the water. "N-not right now," <<he>> says. "But there's a place nearby I go to relax in the evening, after my swim. You can find me there if you want to talk." <br><br> <span class="gold"><<He>> gives you directions to <<his>> secret spot near the waterfall. <<He>> will be there on rainy non-school evenings.</span> <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br><<effects>> You exchange awkward pleasantries. <<He>> remains covered and blushing the whole time, before returning to <<his>> laps. You get a nice look at <<his>> toned ass near the surface of the water as <<he>> swims away. <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I don't mean to be rude," you say. "But can I see? No one will know." <<elseif $speech_attitude is "bratty">> "Don't be coy," you say. "You want people to see. You've got a good body, it's only natural you'd want to show it off. So show me." <<else>> "Let me see," you say. "No one will know." <</if>> <br><br> <<if C.npc.Mason.lust gte 10>> <<earnFeat "Mason's Secret">> <<He>> blushes. "F-Fine," <<he>> says, voice quivering with anger as much as embarrassment. "If that's what it'll take to get you to stop bothering me." <br><br> <<He>> hesitates despite <<his>> words, then slowly moves <<his>> arms aside. You dive under the water for a better look at <<his>> sleek and toned body. <<if $pronoun is "f">> <<if $NPCList[0].penis isnot "none">> Your eyes are drawn to <<his>> <span class="lewd"><<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>>.</span> You're used to seeing their contours beneath <<his>> tight swimsuit, but seeing them exposed in the water is something else. <<else>> Your eyes are drawn to <<his>> <span class="lewd"><<print $NPCList[0].breastsdesc>>.</span> You're used to seeing their contours beneath <<his>> tight swimsuit, but seeing them exposed in the water is something else. <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> Your eyes are drawn to <<his>> <span class="lewd"><<print $NPCList[0].penisdesc>>.</span> You're used to seeing its contours beneath <<his>> tight swimsuit, but seeing it exposed in the water is something else. <<else>> Your eyes are drawn to <<his>> <span class="lewd">pussy.</span> You're used to seeing its contours beneath <<his>> tight swimsuit, but seeing it exposed in the water is something else. <</if>> <</if>> <br><br> <<He>> covers <<himself>> again when you come up for air. "I-I hope you're satisfied," <<he>> says. "Now leave me to finish my laps in peace." <<He>> turn and swims away. <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br> <<else>> <<He>> blushes. "Th-that's no request to make of your teacher!" <<he>> says. "Now please, let me get back to my laps." You get a nice look at <<his>> toned ass near the surface of the water as <<he>> swims away. <br><br> <<link [[Next|Lake Depths]]>><<endevent>><</link>> <br> <</if>><<set $location to "lake">><<set $outside to 1>><<effects>> You follow one of the streams feeding the lake, to the pond Mason likes to relax in. Water bubbles up from a spring beneath it. <br><br> <<if Time.dayState is "dusk" and ($daily.masonLake or !Time.schoolDay and Weather.precipitation is "rain")>> <<set $daily.masonLake to true>> <<npc Mason>><<person1>>Mason sits in it, wearing a swimsuit. <<His>> arms rest on the rocky bank, and <<his>> eyes are shut. <br><br> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 5)>> <<icon "actions/swim.png">><<link [[Sit in the pond|Mason In Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist5>><</if>> <br> <<icon "actions/perch_get_up.png">><<link [[Sit beside the pond|Mason Beside Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist5>><</if>> <br> <<else>> <<covered>> You couldn't alert Mason to your presence like this! <br><br> <</if>> <<elseif $exposed gte 1>> <<if hasSexStat("exhibitionism", 3)>> <<icon "actions/swim.png">><<link [[Sit in the pond|Mason In Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist3>><</if>> <br> <<icon "actions/perch_get_up.png">><<link [[Sit beside the pond|Mason Beside Pond Naked]]>><</link>><<if $daily.ex.mason isnot 1>><<exhibitionist3>><</if>> <br> <<else>> <<covered>> You couldn't alert Mason to your presence like this! <br><br> <</if>> <<else>> <<icon "actions/swim.png">><<link [[Sit in the pond|Mason In Pond]]>><</link>> <br> <<icon "actions/perch_get_up.png">><<link [[Sit beside the pond|Mason Beside Pond]]>><</link>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Lake Waterfall]]>><<endevent>><</link>> <br> <<else>> The pond is empty. Mason likes to come here on rainy evenings on weekends and school holidays, after swimming in the lake. <br><br> <<getouticon>><<link [[Leave|Lake Waterfall]]>><</link>> <br> <</if>><<effects>> <<if $mason_count gte 3>> You sit beside the pond. Mason opens <<his>> eyes when <<he>> hears you. <br><br> <<mason_greet>> <br><br> <<mason_actions>> <<else>><<set $mason_count to 3>> <<swim_check>> You sit beside the pond. Mason opens <<his>> eyes when <<he>> hears you. <br><br> <<if _swim_check is 1>> "I'm glad you found me," <<he>> says. "You can get in if you like." <<else>> "I'm glad you found me," <<he>> says. "You can get in if you like. There's a little hidey-hole at the shore of the lake if you need somewhere to keep your clothes." <</if>> <br><br> <<mason_actions>> <</if>><<effects>><<water>> <<if $mason_count gte 3>> You slip into the pond opposite Mason. <<His>> eyes open when <<he>> hears the splash. <br><br> <<mason_greet>> <br><br> <<mason_actions>> <<else>><<set $mason_count to 3>> <<swim_check>> You slip into the pond opposite Mason. <<His>> eyes open when <<he>> hears the splash. <br><br> <<if _swim_check is 1>> "I'm glad you found me," <<he>> says. "The water here is lovely, and it's so secluded." <<else>> "I'm glad you found me," <<he>> says. "The water here is lovely, and it's so secluded." <<He>> looks at your clothes. "You've got your clothes all wet! There's a little hidey-hole at the shore of the lake if you need somewhere to keep them in the future." <</if>> <br><br> <<mason_actions>> <</if>><<effects>> <<flaunting>> you sit beside the pond. Mason opens <<his>> eyes when <<he>> hears you, but shuts them again when <<he>> sees your <<lewdness>>. <<if !C.npc.Mason.chastityKeyCarried and playerChastity() and $worn.genitals.origin is "Winter" and (C.npc.Mason.love gte 5 or C.npc.Mason.lust gte 10) and getVisibleClothesList().find(o => o === V.worn.genitals)>> After a moment, <<he>> opens <<his>> eyes again and stares at your $worn.genitals.name. <<He>> stares hard enough that it briefly becomes uncomfortable before <<he>> catches <<himself>> and averts <<his>> gaze with a blush. <<set C.npc.Mason.chastityKeyCarried to 1>><<set $daily.masonChastityRemovalDeclined to 1>> <</if>> <<if $exposed gte 2>> <<if $daily.ex.mason isnot 1>> <<exhibitionism5>> <<set $daily.ex.mason to 1>> <<else>> <br><br> <</if>> <<else>> <<if $daily.ex.mason isnot 1>> <<exhibitionism3>> <<set $daily.ex.mason to 1>> <<else>> <br><br> <</if>> <</if>> <<if $mason_count gte 3>> <<mason_greet_lust>> <br><br> <<mason_actions>> <<else>><<set $mason_count to 3>> "I-I'm glad you found me here," <<he>> says. "But could you put some clothes on?" <br><br> <<mason_actions>> <</if>><<effects>><<water>> <<flaunting>> you slip into the pond. Mason opens <<his>> eyes when <<he>> hears the splash, but shuts them again when <<he>> sees your <<lewdness>>. <<if !C.npc.Mason.chastityKeyCarried and playerChastity() and $worn.genitals.origin is "Winter" and (C.npc.Mason.love gte 5 or C.npc.Mason.lust gte 10) and getVisibleClothesList().find(o => o === V.worn.genitals)>> After a moment, <<he>> opens <<his>> eyes again and stares at your $worn.genitals.name. <<He>> stares hard enough that it briefly becomes uncomfortable before <<he>> catches <<himself>> and averts <<his>> gaze with a blush. <<set C.npc.Mason.chastityKeyCarried to 1>><<set $daily.masonChastityRemovalDeclined to 1>> <</if>> <<if $exposed gte 2>> <<if $daily.ex.mason isnot 1>> <<exhibitionism5>> <<set $daily.ex.mason to 1>> <<else>> <br><br> <</if>> <<else>> <<if $daily.ex.mason isnot 1>> <<exhibitionism3>> <<set $daily.ex.mason to 1>> <<else>> <br><br> <</if>> <</if>> <<if $mason_count gte 3>> <<mason_greet_lust>> <br><br> <<mason_actions>> <<else>><<set $mason_count to 3>> "I-I'm glad you found me here," <<he>> says. "But could you put some clothes on?" <br><br> <<mason_actions>> <</if>><<effects>> You chat with Mason. <<if $rng gte 81>> <<He>> talks about the lake and the forest surrounding it. It seems they're a big reason <<he>> moved here. <<elseif $rng gte 61>> <<He>> asks about school, and probes you for what the other students think of <<him>>. <<elseif $rng gte 41>> <<He>> talks about <<his>> successes in competitive swimming. <<elseif $rng gte 21>> <<He>> talks about the computer games <<hes>> played recently. <<else>> <<He>> talks about the other teachers. <<Hes>> careful not to insult any of them. <</if>> <br><br> <<if $swimmingskill lte 999 and random(1, 3) is 3>> <<He>> explains some of <<his>> swimming technique to you. <<swimmingskilluse>> <br><br> <</if>> <<mason_actions>><<effects>> <<if $exposed gte 1>> You chat with Mason, and draw attention to your exposed body. <<He>> tries not to look, but glances over occasionally regardless. <<He>> seems uncomfortable. <<else>> You chat with Mason, and keep commenting about how nice <<his>> body looks. <<He>> looks uncomfortable, and covers <<his>> swimsuit with <<his>> hands as if naked. <</if>> <<promiscuity1>> <<mason_actions>><<effects>> <<dry>><<towelup>><<set $foresthunt to 0>> Mason gives you some towels to dry with, and wraps one around <<himself>>. Together you walk <<if $masonDressed is true>> to where you hid your clothes, then after getting dressed, continue <<unset $masonDressed>> <</if>> through the dark forest in the direction of town. <br><br> You arrive on Danube Street without incident. Mason insists on walking you up to the orphanage before waving you goodbye. <br><br> <<link [[Next|Domus Street]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I don't want to be a bother," you say. "I'll be okay." <<elseif $speech_attitude is "bratty">> "Do I look like I'm afraid of the dark?" you ask. "I'll be fine." <<else>> "It's okay," you say. "I know my way around the forest." <</if>> <br><br> Mason seems unsure, but nods. "If you're sure. Be careful." <<He>> dries <<himself>> with a towel as <<he>> walks into the forest. <br><br> <<link [[Next|Lake Waterfall]]>><<endevent>><</link>> <br><<widget "mason_actions">> <<if $mason_pond is undefined and C.npc.Mason.love gte 30>> <<set $mason_pond to 1>> "There's a lot of water underground around here," Mason says. "There's a stream beneath Domus Street, in fact. I've always wanted to own a home there. I could make my own spring." <br><br> <<He>> sits up with a splash, and looks at you. "You live on Domus Street, right?" <<he>> asks. <<He>> sits back in the water. "It would be expensive. And you'd need permission from your caretaker. It's fun to think about though." <br><br> <</if>> <<if Time.dayState is "night">> The last of the sun's light fades between the leaves. Mason stands up. "We'll catch a chill if we're out here too long," <<he>> says. "The forest can be dangerous after dark. Let me walk you home." <br><br> <<set _storedClothes to clothingInStorage("lakeshore")>> <<if $earSlime.forcedCommando isnot undefined and (_storedClothes.find(item => item.slot is "under_lower" and !item.type.includes("naked")) or !$worn.under_lower.type.includes("naked"))>> <span class="red">The slime in your ear refuses to allow you to<<if $worn.under_lower.type.includes("naked")>> get changed and<</if>> leave with underwear on.</span> <<set _earSlimeText to true>> <<elseif _storedClothes.length>> <<link [[Get changed, then walk home with Mason (0:40)|Mason Walk]]>><<pass 40>><<storeload "lakeshore">><<set $masonDressed to true>><</link>> <<else>> <<link [[Walk home with Mason (0:30)|Mason Walk]]>><<pass 30>><</link>> <</if>> <br> <<link [[Say you'll be okay|Mason Walk Refuse]]>><</link>> <br> <<elseif playerChastity() and $worn.genitals.origin is "Winter" and C.npc.Mason.chastityKeyCarried and !$daily.masonChastityRemovalDeclined and getVisibleClothesList().find(o => o === V.worn.genitals) and (C.npc.Mason.love gte 10 or C.npc.Mason.lust gte 15)>> <<include "Mason Chastity Prompt">> <<else>> <<socialiseicon>><<link [[Chat (0:30)|Mason Pond Chat]]>><<npcincr Mason love 1>><<pass 30>><<stress -6>><</link>><<glove>><<lstress>> <br> <<brothelicon>><<link [[Flirt (0:30)|Mason Pond Flirt]]>><<pass 30>><<npcincr Mason love -1>><<npcincr Mason lust 1>><</link>><<promiscuous1>><<llove>><<glust>> <br> <<getouticon>><<link [[Leave|Lake Waterfall]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "mason_greet">> <<if C.npc.Mason.love gte 30>> "It's good to see you," <<he>> says, smiling. "I like the company." <<elseif C.npc.Mason.love gte 10>> "I was hoping to see you," <<he>> says. <<elseif C.npc.Mason.love gte -10>> "Hey," <<he>> says. <<elseif C.npc.Mason.love gte -30>> "What do you want?" <<he>> asks. <<else>> "Please don't disturb me," <<he>> says. <</if>> <</widget>> <<widget "mason_greet_lust">> <<if C.npc.Mason.lust gte 30>> "P-please put some clothes on," <<he>> says, shifting as if to conceal something. <<elseif C.npc.Mason.lust gte 10>> "You should put some clothes on," <<he>> says. "People might get the wrong idea if they catch us." <<elseif C.npc.Mason.lust gte -10>> "You should put some clothes on," <<he>> says. <<elseif C.npc.Mason.lust gte -30>> "That's no way to present yourself to your teacher," <<he>> says. <<else>> <<He>> sighs in resignation. <</if>> <</widget>><<effects>> <<if $speech_attitude is "meek">> "D-don't be worried," you say. "I'll be careful." <<elseif $speech_attitude is "bratty">> "I can look after myself," you say. "It's warmer down there than up here, anyway." <<else>> "Don't worry about me," you say. "I'll be careful." <</if>> <br><br> <<if $swimmingSuccess>> <<set $mason_ice_lake to 2>> Mason watches you a moment, <span class="green">then sighs in resignation.</span> <<if $worn.upper.type.includes("diving") and $worn.lower.type.includes("diving")>> "At least you're dressed for it," <<he>> says. "Just be careful, alright?" <<else>> "At least dress properly for it," <<he>> says. "They sell diving gear in town." <</if>> <<He>> swings <<his>> legs over the hole in the ice, and drops beneath.<<glove>><<npcincr Mason love 1>> <br><br> <<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> Mason watches you a moment, <span class="red">then shakes <<his>> head.</span> <<if $worn.upper.type.includes("diving") and $worn.lower.type.includes("diving")>> "You might be dressed for it," <<he>> says. "But the ice is treacherous." <<else>> "You don't even have proper diving gear," <<he>> says. "You'll freeze." <</if>> <<He>> swings <<his>> legs over the hole in the ice, and drops beneath.<<llove>><<npcincr Mason love -1>> <br><br> <<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> You thank Mason, avoiding eye contact. <<elseif $speech_attitude is "bratty">> You thank Mason. <<else>> You thank Mason. <</if>> <<He>> smiles. "No problem," <<he>> says, swinging <<his>> legs over the hole in the ice. "Go get yourself warmed up." <<He>> disappears into the water. <br><br> <<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I was down there on purpose," you say. <<elseif $speech_attitude is "bratty">> "Don't interfere with my business," you say. <<else>> "I was down there on purpose," you say. <</if>> <br><br> Mason shakes <<his>> head. "I can't be negligent," <<he>> says. "I don't care if you don't appreciate that. Keep working hard in class, and someday you'll be an accomplished enough diver." <<He>> swings <<his>> legs over the hole in the ice, and disappears below the water. <br><br> <<link [[Next|Lake Depths Ice]]>><<endevent>><<set $eventskip to 1>><</link>> <br><!-- no effects, this is an alternative passage ending --> <<if $location is "pool">> As you get closer, <<person1>><<he>> points to your $worn.genitals.name and blushes, <<else>> Pointing to your $worn.genitals.name and blushing, <<he>> says, <</if>> <<if !C.npc.Mason.chastityRemovalDeclined>> <<switch C.npc.Mason.chastityRemoved>> <<case 0 undefined null>> "Y-you know, I might have something for that." <<He>> follows up with a hasty, "Only if you want, of course." <<case 1>> "What have you been doing to draw the ire of Old Winter to end up in one of these again? Still, I should be able to remove it." <<He>> follows up with a hasty statement, "Only if you want, of course." <<default>> "I don't understand. What have you been doing to keep getting caught in those things? Old Winter only ever ended up doing that to me when I..." <br><br> Mason's face gets even redder, which you did not think possible, as <<he>> changes the subject. "N-never mind! The point is, I should be able to remove it again if you like." <</switch>> <<else>> <<print [ '"Y-you know, I might have something for that. Just let me know,"', '"M-my offer still stands. If you need out of that, I could help,"', '"Talk to me if you ever change your mind about that thing,"', ].random()>> says Mason while pointing at your $worn.genitals.name. <</if>> <br><br> <<link [[No thanks|Mason Chastity Decline]]>><<set C.npc.Mason.chastityRemovalDeclined to 1>><<set $daily.masonChastityRemovalDeclined to 1>><<set $weekly.masonChastityRemovalDeclined to 1>><</link>> <br> <<if C.npc.Mason.chastityKeyCarried is 1 or $exhibitionism lt 75>> <<link [[Ask|Mason Chastity Ask]]>><</link>> <<elseif hasSexStat("exhibitionism", 5)>> <<link [[Accept|Mason Chastity Accept]]>> <<arousal 600>><<exhibitionism5>><<set C.npc.Mason.chastityRemovalDeclined to 0>><<run delete $daily.masonChastityRemovalDeclined>><<run delete $weekly.masonChastityRemovalDeclined>> <</link>><<garousal>><<exhibitionist5>> <<else>> <br><<insufficientStat "exhibitionism" "to let Mason strip you">> <</if>> <br><<effects>> "No thanks," you say while shifting to cover the $worn.genitals.name a little. <br><br> "I understand," says Mason blushing. "I just thought I'd offer." <<He>> cannot help but glance at your $worn.genitals.name once more before turning away. <<npcincr Mason lust 1>><<glust>> <br><br> <<if $location is "pool">> /* Exit to Pool */ <<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>> <<else>> /* Exit to Mason Pond */ <<mason_actions>> <</if>> <br><<effects>><<set C.npc.Mason.chastityKeyCarried to 2>> "Like what?" you ask. <br><br> Mason pulls out a small key. "You've had a run in with Old Winter. I think this might fit. W-would you mind if I tried?" <br><br> <<link [[No thanks|Mason Chastity Decline]]>><<set C.npc.Mason.chastityRemovalDeclined to 1>><<set $daily.masonChastityRemovalDeclined to 1>><<set $weekly.masonChastityRemovalDeclined to 1>><</link>> <br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Accept|Mason Chastity Accept]]>> <<arousal 600>><<exhibitionism5>><<set C.npc.Mason.chastityRemovalDeclined to 0>><<run delete $daily.masonChastityRemovalDeclined>><<run delete $weekly.masonChastityRemovalDeclined>> <</link>><<garousal>><<exhibitionist5>> <<else>> <br><<insufficientStat "exhibitionism" "to let Mason strip you">> <</if>> <br><<effects>> <<if C.npc.Mason.chastityRemoved is undefined>><<set C.npc.Mason.chastityRemoved to 0>><</if>> /* Player */ <<switch C.npc.Mason.chastityRemoved>> <<case 0>> <<if $speech_attitude is "meek">> "O-only if you think it will fit," you say, blushing and averting your eyes. <<elseif $speech_attitude is "bratty">> "I bet it would fit," you say, smiling and tilting your head suggestively. <<else>> "Do you think it will fit?" you ask as you look at the key and back to Mason. <</if>> <<case 1>> <<if $speech_attitude is "meek">> "Y-you sure you don't just want another peek?" you ask, blushing and averting your eyes. <<elseif $speech_attitude is "bratty">> "I bet you just want another peek," you say, smiling and tilting your head suggestively. <<else>> "I don't mind letting you see, have another look," you say as you look at the key and back to Mason. <</if>> <<default>> <<if $speech_attitude is "meek">> "I-I'm ok with letting you peek again. M-maybe you can even touch if you want," you say, blushing and averting your eyes. <<elseif $speech_attitude is "bratty">> "Are you sure you are not just trying to get another peek? Maybe I'll even let you touch if you like," you say, smiling and tilting your head suggestively. <<else>> "Sure, I can let you have another peek and maybe let you touch if you like," you say with a smile. <</if>> <</switch>> <br><br> /* Action */ <<He>> tries to ignore your comment but unconsciously licks <<his>> lips. <<He>> <<if $location is "pool">> pulls you off to the side of the pool where there is at least a slight amount of privacy and <</if>> brings the key to your $worn.genitals.name with trembling fingers. <<if $worn.over_lower.vagina_exposed gte 1 and $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1>> <<switch random(0,1)>> <<case 0>> You thrust your hips forward, letting Mason have full access to your $worn.genitals.name. <<default>> You spread your legs, giving Mason full access to your $worn.genitals.name. <</switch>> <<else>> <<set _worn to [$worn.over_lower, $worn.lower, $worn.under_lower].filter(w => w.name !== "naked").map(w => w.name).formatList({useOxfordComma: true})>> You pull off your <<print $underlowerwetstage gte 3 or $overlowerwetstage gte 3 or $lowerwetstage gte 3 ? "soaked " : "">>_worn to give Mason full access to your $worn.genitals.name. <</if>> The key fits perfectly, and with a loud click, the $worn.genitals.name comes off, exposing your <<genitals 1>>. <<set $worn.genitals.type.push("broken")>><<genitalsruined>> <br><br> /* Reaction */ <<switch C.npc.Mason.chastityRemoved>> <<case 0>> Mason marvels at your <<genitals 2>> for longer than <<he>> means to and, upon realising it, closes <<his>> eyes and quickly turns away. "Well, it does fit, so you're welcome. It's not the first time I've had a run in with one of these." <<npcincr Mason lust 5>><<gglust>><<npcincr Mason love 1>><<glove>> <<case 1>> Mason stares at your <<genitals 2>> for longer than intended, and <<his>> hand raises, as if to touch you. When <<he>> realises, <<he>> pulls back <<his>> hand and turns away, closing <<his>> eyes. "You're welcome, though you should try to be more careful. Winter has... unique interests." <<npcincr Mason lust 5>><<gglust>><<npcincr Mason love 1>><<glove>> <<default>> Mason marvels at your <<genitals 2>> for longer than <<he>> means to. As if it had a mind of its own, <<his>> hand raises. <</switch>> <<set C.npc.Mason.chastityRemoved += 1>> <br><br> /* Options */ <<if C.npc.Mason.chastityRemoved gte 3>> <<if $promiscuity lt 35>> <<insufficientStat "promiscuity" "to take things any further">> <<else>> <<link [[Grab Mason's Hand|Mason Chastity Grab]]>><</link>><<handholdingvirginitywarning>><<NPCvirginitywarning "Mason" "handholding">> <</if>> <br> <<link [[Do nothing|Mason Chastity Escape]]>><</link>> <<else>> <<if $location is "pool">> <<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>> <<else>> <<mason_actions>> <</if>> <</if>> <br><<effects>> <<npc Mason>><<person1>> Upon realising what <<he>> is about to do, Mason pulls <<his>> hand back and closes <<his>> eyes while quickly turning away. "You're welcome, though you should try to be more careful. Winter has... unique interests." <<npcincr Mason lust 5>><<gglust>><<npcincr Mason love 1>><<glove>> <br><br> <<if $location is "pool">> <<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>> <<else>> <<mason_actions>> <</if>><<effects>> Before Mason loses <<his>> nerve, you catch <<his>> hand and pull it toward your <<genitals>>. <<takeHandholdingVirginity "Mason" "consensual">> <br><br> <<if C.npc.Mason.love gte 20 or C.npc.Mason.lust gte 25>> <<set _part to $player.penisExist and $player.vaginaExist ? ["penis","pussy"].random() : $player.penisExist ? "penis" : "pussy">> <<He>> panics and attempts to pull <<his>> hand back, but your grip is too firm. When <<his>> fingers touch your <<genitals 2>>, <<his>> struggling stops, but <<his>> hand is shaking. You gently guide <<his>> trembling fingers to your _part. Mason's eyes go wide as <<he>> <<if _part is "pussy">>probes your pussy. <<else>>grasps your penis.<</if>> With timid fingers, <<he>> slowly begins to <<if _part is "pussy">>rub your pussy. <<else>>stroke your penis.<</if>> <<npcincr Mason lust 5>><<gglust>><<npcincr Mason love -2>><<llove>><<npcincr Mason dom -1>><<arousal 1800 _part>><<ggarousal>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> You shudder as a wave of pleasure washes over you<<if !$femaleclimax and !_deniedOrgasm>> and you cum on Mason's hand<</if>>. <<He>> does not immediately remove <<his>> hand, though, and instead gives you a few more moments of pleasure before withdrawing. <br><br> Mason inspects <<his>> hand and catches your eye. <<He>> quickly turns away, "We shouldn't have done that." <<else>> Mason continues to <<if _part is "pussy">>rub your pussy <<else>>stroke your penis<</if>> for a few moments before finally pulling <<his>> hand away. <<He>> catches your eye and quickly turns away, "We shouldn't have done that." <</if>> <<else>> <<He>> panics and pulls <<his>> hand from your grip. Mason scowls at you and opens <<his>> mouth to protest, but thinks better of it and turns away with a blush.<<npcincr Mason lust 1>><<glust>><<npcincr Mason love -1>><<llove>><<gdom>><<npcincr Mason dom 1>> <</if>> <br><br> <<if $location is "pool">> <<link [[Rejoin the Class|Swimming Lesson]]>><<endevent>><</link>> <<else>> <<mason_actions>> <</if>><<effects>> <<npc Mason>><<person1>> The hard pressure on your chest wakes you up. You open your eyes, but all you can see is a blurred figure kneeling beside you. <br><br> You try to make out who it is.<span class="green"> It's Mason.</span> <br><br> <<if $location is "pool">> Several heads poke in to observe you, making it feel harder to breathe. <<stress 10>><<ggstress>> <br> Mason shoos them away, giving you space. <br><br> <</if>> <<He>> opens <<his>> mouth, trying to say something, but you can't hear anything. The only sound is a loud buzzing that makes your head ring. The water must've gotten inside your ears.<<trauma 18>><<ggtrauma>> <br><br> You can infer some of <<his>> words. <<Hes>> calling your name. You feel <<his>> toned hands pumping on your sternum, and <<he>> leans down. <<His>> face gets closer, and<<if C.npc.Mason.lust gte 40>> you can see <<his>> flushed cheeks as<</if>> <<his>> parted lips engulf your own.<<npcincr Mason lust 1>><<glust>> <br><br> <<if $player.virginity.kiss is true>> <<takeKissVirginity "Mason">> <br><br> <</if>> You feel the air forcing its way into your battered lungs, and you can finally breathe. You cough up water. Mason pulls away from you, looking relieved after hearing your coughs and faint breathing. <<He>> calls your name again, but you can feel your consciousness slipping. <br><br> <<link [[Next|Ambulance Mason]]>><</link>><<effects>> You feel yourself being lifted onto a stretcher. From the corner of your eyes, you can see Mason trailing along as they take you away. Mason's concerned look is the last thing you see before you black out. <br><br> <<link [[Sleep|Hospital Bed]]>><<endevent>><</link>><<effects>> You don a pair of ice skates, and push yourself onto the lake. <<if currentSkillValue('danceskill') gte 1000>> You glide across, leaping and spinning with grace. <<if $laketeenspresent is 1 and $rng gte 51>> <span class="green">The students watch, awed by your skill.</span><<ltrauma>><<gcool>><<trauma -6>><<status 1>> <</if>> <<elseif currentSkillValue('danceskill') gte 800>> You glide across at a good pace, and practise more advanced tricks. <<if $laketeenspresent is 1 and $rng gte 81>> <span class="green">The students watch, awed by your skill.</span><<ltrauma>><<gcool>><<trauma -6>><<status 1>> <</if>> <<elseif currentSkillValue('danceskill') gte 600>> You glide across at a good pace. <<elseif currentSkillValue('danceskill') gte 400>> You move at a good pace, and rarely wobble. <<elseif currentSkillValue('danceskill') gte 200>> You're a bit wobbly, but manage to put one foot in front of the other without falling. <<elseif currentSkillValue('danceskill') gte 100>> You're able to remain upright, but little more than that. <<else>> You struggle to even remain upright.<<gpain>><<pain 4>> <<if $laketeenspresent is 1>> <br><br> <<if $cool gte random(1, 400)>> <<generatey1>><<person1>> The other students giggle, but are sympathetic. You're far from the only one struggling. A <<person1>><<person>> lends an arm to steady you.<<gdanceskill>> <<elseif random(1, 400) gte $cool>> The other students laugh at your expense.<<gtrauma>><<gstress>><<llcool>><<status -10>><<trauma 6>><<stress 6>> <<else>> The other students giggle, but are sympathetic. You're far from the only one struggling. <</if>> <</if>> <</if>> <br><br> <<endevent>> <<if dangerEvent() and $laketeenspresent is 1>> <<if $rng gte 81>> <<generatey1>><<person1>> A <<person>> skates by. <<He>> spins as <<he>> passes, and winks. <<Hes>> trying to show off. <br><br> <<link [[Challenge (0:05)|Lake Skate Challenge]]>><<pass 5>><</link>><<dancedifficulty 200 1000>> <br> <<link [[Ignore|Lake Shallows Ice]]>><<endevent>><</link>> <br> <<elseif $rng gte 61>> You catch a <<generatey1>><<person1>><<person>> admiring you from the shore. <<He>> looks away when your eyes meet <<hers>>. <br><br> <<link [[Bring <<him>> onto the ice (0:05)|Lake Skate Flirt]]>><<pass 5>><</link>><<promiscuous1>> <br> <<link [[Ignore|Lake Shallows Ice]]>><<endevent>><</link>> <br> <<elseif $rng gte 41>> <<generatey1>><<person1>> A <<person>> skates up to you, and wraps <<his>> arms around you from behind. <<He>> licks your ear.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Shove|Lake Skate Shove]]>><<trauma -6>><<def 1>><</link>><<ltrauma>> <br> <<link [[Endure|Lake Skate Endure]]>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>> <br> <<elseif $rng gte 21>> <<generatey1>><<person1>> <<dancedifficulty 400 1000 true>> <<if $danceSuccess>> A <<person>> wobbles as <<he>> skates up to you. "C-could you teach me how to skate as well as you?" <br><br> <<link [[Teach (0:20)|Lake Skate Teach]]>><<trauma -6>><<pass 20>><</link>><<ltrauma>> <br> <<link [[Refuse|Lake Skate Refuse]]>><</link>> <br> <<else>> A <<person>> glides to a halt in front of you. "Fancy a hand?" <<he>> asks. "I could give you some pointers." <br><br> <<link [[Accept (0:20)|Lake Skate Learn]]>><<trauma -6>><<pass 20>><<danceskill 6>><</link>><<gdanceskill>> <br> <<link [[Refuse|Lake Skate Learn Refuse]]>><</link>> <br> <</if>> <<else>> <<generatey1>><<person1>><<generatey2>><<generatey3>><<generatey4>> A few delinquents surround a <<person>>. They push <<him>> away from the other students, trying to isolate <<him>>. <br><br> <<link [[Intervene (0:05)|Lake Skate Intervene]]>><<def 1>><<famegood 4>><<pass 5>><</link>> <br> <<link [[Ignore|Lake Shallows Ice]]>><<endevent>><</link>> <br> <</if>> <<else>> <<link [[Next|Lake Shallows Ice]]>><</link>> <br> <</if>><<effects>> You <<if currentSkillValue('danceskill') gte 200>> skate <<else>> wobble <</if>> over to the <<person>> and delinquents. <<if $speech_attitude is "meek">> "L-leave <<him>> alone," you say. <<elseif $speech_attitude is "bratty">> "Oi fuckers," you say. "Leave <<him>> alone." <<else>> "Leave <<him>> alone," you say. <</if>> <br><br> <<person2>> The delinquents abandon their quarry, and skate in your direction. "Sounds like someone wants a beating," a <<person>> says, leading the way. <br><br> <<if $rng gte 71>> Before you can respond, one of the other delinquents, a <<person3>><<person>>, tumbles to the ice. The <<person1>><<person>> lies behind <<person3>><<him>>, arms around the <<persons>> legs. <br><br> The other two delinquents almost slip as they spin, shocked by the <<person1>><<persons>> daring. <br><br> <<link [[Charge|Lake Skate Charge]]>><</link>><<dancedifficulty 1 600>> <br> <<link [[Mock|Lake Skate Mock]]>><</link>><<englishdifficulty 1 1000>> <br> <<else>> <<link [[Charge|Lake Skate Charge 2]]>><</link>><<dancedifficulty 1 1000>> <br> <<link [[Brace|Lake Skate Brace]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <</if>><<effects>> You skate toward the distracted delinquents, and collide with the <<person2>><<person>>. <<if $danceSuccess>> <span class="green">You manage to remain upright</span> as <<he>> tumbles to the ground, grabbing <<his>> friend's arm and bringing <<person4>><<him>> down as well. <br><br> You help the <<person1>><<person>> to <<his>> feet, and skate back to shore before the delinquents can recover. <br><br> <<else>> <<He>> grasps <<his>> friend's arm, and yours, as <<he>> falls, <span class="red">dragging you with <<him>>.</span><<gstress>><<gpain>><<stress 6>><<pain 4>> <br><br> A pair of hands grasps your wrists. It's the <<person1>><<person>>. <<He>> helps you to your feet, and together you skate back to shore before the delinquents can recover. <br><br> <</if>> "I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>> <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br><<effects>> <<if $englishSuccess>> <<if $speech_attitude is "meek">> "B-be careful," you say. "Ice can be slippery." <<elseif $speech_attitude is "bratty">> "Keep sliding like that," you say. "I mean it. It's hilarious." <<else>> "You need to be more careful," you say. "Ice can be slippery." <</if>> <br><br> The <<person2>><<person>> swivels to face you, <span class="green">and loses <<his>> footing.</span> <<He>> slides to the ground, dragging <<his>> remaining friend with <<him>>. <br><br> You help the <<person1>><<person>> to <<his>> feet, and skate back to shore before the delinquents can recover. <br><br> <<else>> <<if $speech_attitude is "meek">> "S-silly pooheads," you say. <<elseif $speech_attitude is "bratty">> "Fucking shitheads," you say. <<else>> "Stupid bullies," you say. <</if>> <span class="red">It sounded more clever in your head.</span> <br><br> The <<person2>><<person>> wobbles to a halt in front of you. <<He>> tries to throw a punch, but loses balance. <<He>> grasps <<his>> friend's arm, and yours, and together you tumble to the ice.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> A pair of hands grasps your wrists. It's the <<person1>><<person>>. <<He>> helps you to your feet, and together you skate back to shore before the delinquents can recover. <br><br> <</if>> "I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>> <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br><<if $danceSuccess>> You skate towards the delinquents as fast as you can. <span class="green">Surprised by your audacity,</span> they throw up their arms in a defensive reflex. You shoulder barge the <<person2>><<person>> into <<his>> friend, sending them both sprawling. The remaining delinquent almost slips in <<person4>><<his>> haste to get away. <br><br> You grasp the <<person1>><<persons>> hand, and together skate back to shore. "I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>> <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br> <<else>> You skate towards the delinquents as fast you can, <span class="red">but lose balance.</span> You tumble to the ground, skidding to a halt in front of them.<<ggpain>><<gstress>><<pain 8>><<stress 6>> <br><br> The delinquents roar with laughter, so much that they almost slip up themselves. The <<person2>><<person>> grasps your arms, and starts dragging you across the ice. <br><br> <<link [[Next|Lake Skate Drag]]>><</link>> <br> <</if>><<effects>> You brace for impact. The <<person2>><<person>> hits first, <<if $physiqueSuccess>> barging into you. <span class="green">You manage to keep your footing.</span> A <<person3>><<person>> comes next. You grasp <<his>> arm as <<his>> body connects with yours. You spin around, redirecting <<his>> momentum and sending <<him>> back the way <<he>> came. Right at a <<person4>><<person>>. <br><br> They collide, and tumble to the ice. The <<person2>><<person>> laughs at <<his>> friends' misfortune, but doesn't seem keen to approach you again. <br><br> You grasp the <<person1>><<persons>> hand, and together skate back to shore. "I don't know what they were gonna do to me," <<he>> says. "I don't want to think about it. It doesn't matter. You saved me. Th-thank you."<<ltrauma>><<trauma -6>> <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br> <<else>> barging into you. <span class="red">The force sends you skidding to the ground.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>> <br><br> The delinquents roar with laughter, so much that they almost slip up themselves. The <<person2>><<person>> grasps your arms, and starts dragging you across the ice. <br><br> <<link [[Next|Lake Skate Drag]]>><</link>> <br> <</if>><<effects>> <<set $rescued += 1>> The delinquents drag you further from shore, debating what to do with you and threatening to kick you with their ice skates if you don't play along. <<if playerIsPregnant() and playerAwareTheyArePregnant()>> You desperately hope it's just an empty threat, since their grasp on your arms prevents you from shielding your <<pregnancyBabyText "pc">> from any blows. You try to squirm free, to no avail. <</if>> <<gtrauma>><<trauma 6>> <br><br> <<if $syndromeeden gte 1 and $rng gte 76>> You hear a gunshot, distant, but clear across the open lake. You hear the bullet whistle through the air before <span class="red">thudding into the nearby ice.</span> <br><br> The trio stop in their tracks. "Was that a gun?" the <<person3>><<person>> asks. <br><br> A second gunshot answers. <span class="red">The bullet lands closer.</span> The ice explodes this time, throwing shards into the air. <br><br> "F-fuck this," the <<person4>><<person>> whimpers. <<He>> turns and skates the way <<he>> came. The others follow close behind. <br><br> <<tearful>> you rise to your feet. You peer in the direction the bullets came, but can't see your rescuer. They could be lurking anywhere along that tree line. <br><br> <<endevent>> <<link [[Next|Lake Depths Ice]]>><</link>> <br> <!-- Modified for Monster People --> <<elseif $syndromewolves gte 1 and $rng gte 51 and $wolfpacktrust gte 24>> <<person3>> "What's that?" the <<person>> says, pointing at a dark shape across the ice. <br><br> The <<person2>><<person>> peers at it. "It's getting closer," <<he>> says, voice betraying worry. <br><br> The third delinquent, a <<person4>><<person>> takes a step backwards. <span class="red">"It-it's a wolf,"</span> <<he>> stutters. The trio stand motionless for a moment, then, slipping more than once, turn and skate away. You're left alone on the ice. <br><br> <<endevent>><<npc "Black Wolf">> You hear rapid footsteps, then a warm tongue licks your face. It's the Black Wolf.<<lstress>><<stress -6>> <br><br> <<if $monster is 1>> "Humans. So crude. You belong with wolf." <<bHe>> watches the delinquents run, before turning and walking away. <<bHe>> looks at you over <<bhis>> shoulder. <<else>> <<bHe>> seems uninterested in pursuing the delinquents, instead walking back the way it came. It stops and looks over its shoulder. <</if>> <br><br> <<endevent>> <<link [[Go to the wolf cave (0:30)|Wolf Cave Clearing]]>><<pass 30>><</link>> <br> <<link [[Stay at the lake|Lake Depths Ice]]>><</link>> <br> <<else>> <span class="green">They're interrupted by a shout.</span> It's the <<person1>><<person>>, following across the ice. <<Hes>> not alone. <br><br> The delinquents hurl insults at the pursuers, but they're outnumbered. They skate away, leaving you lying on the ice. <br><br> <<generatey5>> <<tearful>> you rise to your feet. The <<person1>><<person>> and <<his>> friends arrive at your side. They're all a bit older than <<him>>. It's a <<person5>><<person>> who speaks. <br><br> "Heard you saved my li'l <<person1>><<if $pronoun is "m">>bro<<else>>sis<</if>>," <<person5>><<he>> says. "Good of you. Excuse me though." <<He>> pushes <<himself>> after the delinquents, and the other friends follow. The <<person1>><<person>> stays behind, and gives you a shy smile. Together, you return to shore.<<gcool>><<status 1>> <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br> <</if>><<effects>> There's no substitute for practice, but your presence is great for the <<persons>> confidence. You give <<him>> pointers, and offer an arm when <<he>> needs it. <<He>> doesn't seem quite so wobbly by the end. <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br><<effects>> "Thanks anyway," the <<person>> says, disappointed. <<He>> wobbles away. <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br><<effects>> <<if currentSkillValue('danceskill') gte 800>> You perform some tricks in front of the <<person>>. <<He>> watches, then points out the flaws in your technique. <<elseif currentSkillValue('danceskill') gte 400>> You skate in front of the <<person>>. <<He>> watches, then offers tips on how to improve your speed and balance. <<elseif currentSkillValue('danceskill') gte 100>> The skate in front of the <<person>>. <<He>> watches, then offers tips on how to improve your balance. <<else>> The <<person>> holds your arm as you skate, and gives you pointers. You're able to skate more adventurously than normal, knowing you aren't going to end up on your ass. <</if>> You learn a lot. <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br><<effects>> The <<person>> shrugs. "Suit yourself," <<he>> says. "Good luck." <<He>> skates away. <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br><<effects>> You shove the <<person>> away from you. <<He>> loses <<his>> footing, and lands on <<his>> back. You hear laughter from several directions. <br><br> <<if $rng gte 81>> Incensed, the <<person>> rises to <<his>> feet, and lunges. <br><br> <<link [[Next|Lake Skate Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <<else>> Pride wounded, the <<person>> rises to <<his>> feet, and skates away. <br><br> <<link [[Next|Lake Shallows Ice]]>><</link>> <br> <</if>><<effects>> <<if $rng gte 61>> The <<person>> gropes and fondles you, then puts <<his>> hand over your mouth. <br><br> <<link [[Next|Lake Skate Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <br> <<else>> The <<person>> gropes and fondles you for a few moments, before skating off to find someone else to harass. <br><br> <<link [[Next|Lake Shallows Ice]]>><</link>> <br> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 1>> <<set $enemyanger += 150>> <<else>> <<hand_gag 0 left>> <</if>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Skate Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Skate Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> shoves you forward, and skates off to find someone else to harass. <br><br> <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Shallows Ice]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person>> onto <<his>> ass. <<tearful>> you skate away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Shallows Ice]]>><</link>> <br> <<else>> <<set $rescued += 1>> The cry attracts attention. The <<person>> looks around, nervous. <<He>> shoves you forward and skates away. <br><br> <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Shallows Ice]]>><</link>> <br> <</if>><<effects>> You race after the <<person>>. <<He>> speeds up when <<he>> notices you following. <<if $danceSuccess>> <<if currentSkillValue('danceskill') gte 600>> You're able to keep up, <span class="green">and then overtake <<him>>.</span> You spin and wink. <<else>> Driven by the desire to win, you manage to keep up, <span class="green">and even overtake <<him>></span> You spin and wink. <</if>> <<gcool>><<status 1>> <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br> <<else>> <<if currentSkillValue('danceskill') gte 800>> <<Hes>> fast, <span class="red">too fast.</span> Realising you won't catch up, you slow to a stop.<<llcool>><<status -10>> <<else>> In your rush to catch up, <span class="red">you lose your balance.</span> You're left sprawled on the ice.<<gpain>><<gstress>><<lcool>><<pain 4>><<stress 6>><<status -1>> <</if>> <br><br> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if currentSkillValue('danceskill') gte 200>> You skate over. <<else>> You manage to wobble your way over. <</if>> <<Hes>> blushing. <br><br> <<if $speech_attitude is "meek">> "I-it's okay to be shy," you say. "But I saw you watching me." <<elseif $speech_attitude is "bratty">> "I saw you watching me," you say. "No need to be shy." <<else>> "There's no need to be shy," you say. <</if>> <<Hes>> already wearing ice skates. You hold out your hand. <<promiscuity1>> <<if currentSkillValue('danceskill') gte 200>> You help <<him>> across the ice. You have to steady <<him>> more than once when <<he>> slips. <<He>> laughs, embarrassed, but <<his>> nervousness abates. <br><br> <<else>> You're not much more experienced than <<him>>, and inevitably end up sprawled together on the ice. <<He>> laughs, <<his>> nervousness abated. <br><br> <</if>> You're a fair way onto the ice, well away from the other students. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Lake Skate Seduce]]>><</link>><<promiscuous2>> <br> <</if>> <<link [[Help <<him>> back to shore|Lake Skate Shore]]>><</link>> <br><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if currentSkillValue('danceskill') gte 200>> You press your body against the <<persons>>, and breathe on <<his>> neck. <<else>> You roll on top of the <<person>>, and breathe on <<his>> neck. <</if>> <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> shivers, <span class="green">and pulls you closer.</span> <br><br> <<link [[Next|Lake Skate Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> shivers, <span class="red">but <<his>> nervousness returns,</span> and <<he>> looks away. <br><br> <<if currentSkillValue('danceskill') gte 200>> You help <<him>> back to shore. <<else>> You help <<him>> to <<his>> feet, and back to shore. <</if>> <<He>> looks like <<he>> wants to say something, but can't find the words. <br><br> <<link [[Next|Lake Shallows Ice]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Skate Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Skate Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pants against the ice. <br><br> <<clotheson>> <<tearful>> you help <<him>> to shore. <<He>> gives you a parting kiss on the cheek. <br><br> <<endcombat>> <<link [[Next|Lake Shallows Ice]]>><</link>> <<elseif $enemyhealth lte 0>> You pull away from the <<person>>. <<He>> tries to follow, but slips on the ice. <br><br> <<tearful>> you make it some distance away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Shallows Ice]]>><</link>> <<else>> <<clotheson>> You help the <<person>> back to shore. <<He>> looks like <<he>> wants to say something, but can't find the words. <br><br> <<tearful>> you skate back onto the ice. <br><br> <<endcombat>> <<link [[Next|Lake Shallows Ice]]>><</link>> <</if>><<effects>> <<if currentSkillValue('danceskill') gte 200>> You help the <<person>> back to shore. <<He>> kisses your cheek before you part.<<ltrauma>><<trauma -6>> <br><br> <<else>> You help each other to your feet, and return to the shore. The <<person>> is still giggling. <<He>> kisses your cheek before you part.<<ltrauma>><<trauma -6>> <br><br> <</if>> <<link [[Next|Lake Shallows Ice]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lakeunderwater">><<underwater>><<effects>><<lakeeffects>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10) and !$possessed>> <<wHunt "lake">> <<else>> <<if Weather.isFrozen("lake")>> You are beneath the lake. You swim beneath a crystal ceiling, between tall weeds. <<if Weather.dayState is "night">> <<if Weather.isSnow>> The ice is pitch black. <<elseif Weather.is("heavyClouds")>> The ice is black. <<else>> Pale moonlight spills through. <</if>> <<else>> <<if Weather.isSnow>> The ice is white. <<elseif Weather.is("heavyClouds")>> The ice is a dull grey. <<else>> Sunlight pierces through. <</if>> <</if>> <<else>> You are beneath the lake. You swim over dark silt and between tall weeds. <<if Weather.dayState is "night">> <<if Weather.precipitation is "rain">> The water is black. It dulls the sound of the rain above. <<elseif Weather.is("heavyClouds")>> The water is black. <<else>> The plants glisten in moonlight. <</if>> <<else>> <<if Weather.precipitation is "rain">> The water is dark. It dulls the sound of the rain above. <<elseif Weather.is("heavyClouds")>> The water is dark. <<else>> Sunlight pierces the gloom. <</if>> <</if>> <</if>> <<if !Time.schoolDay and Weather.isSnow and Weather.dayState is "day" and $mason_ice_lake gte 1>> You glimpse Mason through the plants. <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "underwater">> <</if>> <<if !Time.schoolDay and Weather.isSnow and Weather.dayState is "day" and $mason_ice_lake is undefined>> <<set $mason_ice_lake to 1>> <<npc Mason>><<person1>> A shape looms from the dark. Strong arms clutch you, pressing you against a sleek muscular body as you are carried back towards the light. <br><br> You're pushed onto the ice. The figure climbs after you. It's Mason, clad in a wetsuit. <<if $exposed gte 1>> <<He>> grabs a towel from a bag on the swimming dock, and wraps it around you. <<towelup>> <</if>> <<He>> shivers in the cold air, but seems more concerned about you. <br><br> "You shouldn't dive this time of year," <<he>> says. "It's dangerous." <br><br> <<link [[Reassure|Lake Mason Reassure]]>><</link>><<swimmingdifficulty 600 1000>> <br> <<link [[Thank|Lake Mason Thank]]>><<npcincr Mason love 1>><</link>><<glove>> <br> <<link [[Get angry|Lake Mason Angry]]>><<def 1>><<npcincr Mason love -1>><</link>><<llove>> <br> <<elseif !Time.schoolDay and Weather.isFrozen("lake") and Weather.dayState is "day" and $mason_ice_lake is 1 and random(1, 5) is 5>> <<npc Mason>><<person1>> Mason spots you, and speeds in your direction. <<He>> scoops you up in <<his>> arms, and kicks towards the light. You're pushed onto the ice. <br><br> <<if $exposed gte 1>> <<He>> grabs a towel from a bag on the swimming dock, and wraps it around you. <<towelup>> <</if>> <<He>> shivers in the cold air, but seems more concerned about you. <br><br> "I appreciate eagerness," <<he>> says. "But I meant what I said. It's dangerous. I can't let a student down there." <br><br> <<link [[Reassure|Lake Mason Reassure]]>><</link>><<swimmingdifficulty 600 1000>> <br> <<link [[Thank|Lake Mason Thank]]>><</link>> <br> <<link [[Get angry|Lake Mason Angry]]>><</link>> <br> <<else>> <<if $nextPassageCheck is "Lake Ruin">> <<swimicon>><span class="nextLink"><<link [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</link>><<loxygen>></span> <<else>> <<swimicon>><<link [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</link>><<loxygen>> <</if>> <br> <<if !Time.schoolDay and Weather.isSnow and Weather.dayState is "day">> <<set $lake_ice_broken to 1>> <</if>> <<if Weather.isFrozen("lake")>> <<if $lake_ice_broken is undefined>> <<swimicon "up">><<link [[Surface|Lake Underwater Ice]]>><</link>> <br> <<else>> <<swimicon "up">><<link [[Surface|Lake Depths Ice]]>><</link>> <br> <</if>> <<else>> <<swimicon "up">><<link [[Surface|Lake Depths]]>><<set $lakesurface to 1>><</link>> <br> <</if>> <</if>> <</if>><<underwater>><<effects>> You swim up to the surface, <span class="red">but you can't find the hole in the ice.</span> It's frozen over!<<ggstress>><<stress 18>> <br><br> <<link [[Smash through|Lake Underwater Ice Smash]]>><<wateraction>><<pain 4>><</link>><<physiquedifficulty 1 $physiquemax>><<loxygen>><<gpain>> <br> <<link [[Keep calm and search for the hole|Lake Underwater Ice Calm]]>><<wateraction>><</link>><<willpowerdifficulty 1 $willpowermax>><<loxygen>> <br> <<link [[Swim back down|Lake Underwater]]>><<wateraction>><</link>><<loxygen>> <br><<underwater>><<effects>> <<if $physiqueSuccess>> You smash your <<if pcAreArmsBound("both")>>feet<<else>>fists<</if>> against the ice. <span class="green">You hear it crack.</span> You keep bashing away, your strength bolstered by panic, and manage to bash open a hole large enough to climb through. <br><br> <<earnFeat "Under the Ice">> You haul yourself onto the surface of the lake. <br><br> <<set $location to "lake">> <<set $lake_ice_broken to 2>> <<link [[Next|Lake Depths Ice]]>><<set $eventskip to 1>><</link>> <br> <<else>> Your <<if pcAreArmsBound("both")>>feet<<else>>fists<</if>> thud against the ice, <span class="red">but it remains solid</span>. <br><br> <<link [[Keep trying|Lake Underwater Ice Smash]]>><<wateraction>><<pain 4>><</link>><<physiquedifficulty 1 $physiquemax>><<loxygen>><<gpain>> <br> <<link [[Keep calm and search for the hole|Lake Underwater Ice Calm]]>><<wateraction>><</link>><<willpowerdifficulty 1 $willpowermax>><<loxygen>> <br> <<link [[Swim back down|Lake Underwater]]>><<wateraction>><</link>><<loxygen>> <br> <</if>><<underwater>><<effects>> <<if $willpowerSuccess>> You can't breathe to focus yourself, but you can feel the current around you. The ice won't be solid. There hasn't been time. <br><br> Now calm, you see it. A gap not far from you. You swim over, and push against the frozen ceiling. <span class="green">It breaks apart at your touch.</span> <br><br> <<earnFeat "Under the Ice">> You haul yourself onto the surface of the lake. <br><br> <<set $location to "lake">> <<set $lake_ice_broken to 2>> <<link [[Next|Lake Depths Ice]]>><<set $eventskip to 1>><</link>> <br> <<else>> You'd normally breathe to stay calm, but you can't even do that. <span class="red">Frantic,</span> you push yourself along the surface <span class="red">in an erratic and hopeless pattern.</span><<gtrauma>><<trauma 6>><<ggwillpower>><<willpower 3>> <br><br> <<link [[Smash through|Lake Underwater Ice Smash]]>><<wateraction>><<pain 4>><</link>><<physiquedifficulty 1 $physiquemax>><<loxygen>><<gpain>> <br> <<link [[Keep trying|Lake Underwater Ice Calm]]>><<wateraction>><</link>><<willpowerdifficulty 1 $willpowermax>><<loxygen>> <br> <<link [[Swim back down|Lake Underwater]]>><<wateraction>><</link>><<loxygen>> <br> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> You are in the submerged ruin beneath the lake. Glowing purple lichen covers ancient walls. <<if $wraithPrison or $sciencelichenlake is 1 or $scienceproject is "won" or $scienceproject is "done">> A strange rune glimmers on a flat section of the wall. <</if>> <br><br> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10) and !$possessed>> <<wHunt "lake">> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "underwater">> <</if>> <<swimicon "down">><<link [[Swim deeper|Lake Ruin Deep]]>><<wateraction>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards the surface|Lake Underwater]]>><<wateraction>><</link>><<loxygen>> <br><br> <<if $sciencelichenknown is 1 and $sciencelichenlake isnot 1 and $scienceproject is "ongoing">> <<scienceicon "purple lichen">><<link [[Retrieve lichen for your science project|Lake Lichen]]>><<set $sciencelichenlake to 1>><<wateraction>><</link>><<loxygen>> <br> <</if>> <<if $nextPassageCheck is "Lake Ruin Prison Intro">> <<investigateicon>><span class="nextLink"><<link [[Inspect the rune|Lake Ruin Prison Intro]]>><<wateraction>><</link>><<loxygen>></span> <br> <<elseif $wraithPrison or $sciencelichenlake is 1 or $scienceproject is "won" or $scienceproject is "done">> <<investigateicon>><<link [[Inspect the rune|Lake Ruin Symbol]]>><<wateraction>><</link>><<loxygen>> <br> <</if>> <br> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> You run your hand over the carved symbol in the wall. Nothing happens. <br><br> <<if $wraithPrison>> You shiver, knowing what's on the other side. <br><br> <</if>> <<link [[Next|Lake Ruin]]>><</link>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_deep">><<underwater>><<effects>><<lakeeffects>> You are deep in the submerged ruin beneath the lake. Pots of different sizes fill the room. <br><br> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10) and !$possessed>> <<wHunt "lake">> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "underwater">> <</if>> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>> <br> <<if $nextPassageCheck is "Lake Ruin">> <<swimicon "up">><span class="nextLink"><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>></span> <<else>> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>> <</if>> <br><br> <<plinthroom>> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> <<set $lakeruinkey to 2>><<wearProp "key" "bronze">> You hear the ancient mechanism creak and the door groans open. Beyond is a plinth, stood alone in a rubble-strewn room. <<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">> You look around the barren room. You don't see anything besides the plinth. <<else>> Atop it sits an ivory necklace. It's studded with blue jewels. <</if>> <br><br> <<lakeicon "plinth">><<link [[Swim inside|Lake Ruin Plinth]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> You grip the plinth, and pull your <<bottom>> against it. The instant you do, a red light blazes into life, illuminating the room. Previously unseen statues stare down at you from above. <br><br> <<if !(!$player.vaginaExist and playerIsPregnant())>> You jerk back, and convulse. The room shakes and trembles. A crack appears in the floor. It widens, letting in more of the red light. <<if numberOfEarSlime(true) gte 2>> You feel the slimes squirm from your ears. They vanish into the crevice. <<world_corruption "soft" 20>> <<else>> You feel the slime squirm from your ear. It vanishes into the crevice. <<world_corruption "soft" 10>> <</if>> <br><br> <<set $earSlime.corruption to 0>> <<if $slime_tf is 1>> <<set $slime_tf to 0>> <<set $physicalTransform to 0>> <</if>> <<if $player.sex is "f" and ["mixed", "impregnation"].includes($earSlime.focus) and $player.ballsExist>> <<set $player.ballsExist to false>> <</if>> <<if $parasite.left_ear.name is "slime">> <<removeparasite left_ear>> <</if>> <<if $parasite.right_ear.name is "slime">> <<removeparasite right_ear>> <</if>> <<set $noEarSlime to true>> <<if $settings.tentaclesEnabled>> The light fades, and all falls quiet. Yet you feel a presence. Something stayed behind. <br><br> Over a dozen tentacles curl up the side of the plinth, forming a prison around you. <br><br> <<link [[Next|Lake Ruin Sit Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Next|Lake Ruin Plinth]]>><</link>> <br> <</if>> <<else>> Seconds after, and just as fast as before, it returns to normal. It seems that something's restraining itself. <<if playerAwareTheyArePregnant()>>You wonder if it has to do with your pregnancy.<</if>> <br><br> <<link [[Next|Lake Ruin Plinth]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 16 16>> <</if>> <<statetentacles>> <<underwater>><<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Lake Ruin Sit Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Ruin Sit Tentacles]]>><</link>></span><<nexttext>> <</if>><<underwater>><<effects>> The creature recoils from you and disappears into darkness. <<tearful>> you look around, but see no other threats. <<clotheson>> <<endcombat>> <<link [[Next|Lake Ruin Plinth]]>><<set $phase to 1>><</link>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> You are deep in the lake ruin, in a small room with a plinth. <<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">> An ivory necklace sits atop it. It's studded with blue jewels. <</if>> <<set _leave to 1>> <<set _bmoon to Time.isBloodMoon()>> <<set _parasite to !!numberOfEarSlime(true)>> <<if _bmoon>> /* Display these on every blood moon entry */ <<if $wraith.hunt>> You sense the presence following you come to a stop. <span class="blue">It can't reach you in here.</span> <<set $wraith.hunt to 0>><<set $foresthunt to 0>><<set $wraith.timer += 5>> <</if>> Red moonlight filters down from cracks in the ceiling. There isn't much, but the plinth seems to glow where the light hits it. <br><br> <<if $moonEvent and !_parasite and $worn.genitals.name is "gold chastity belt">> /* Moon event if no parasites and has gold cb */ <<unset $moonEvent>><<set $worn.genitals.integrity *= 0.5>> You're drawn to the plinth, and feel an odd sense of peace.<<gggcontrol>><<control 50>> <br><br> <<set $phase to 1>> <</if>> <</if>> <<if _bmoon and _parasite>> /* Clear the possibility of the other moon event, but this event can be revisited if it is skipped */ <<unset $moonEvent>> You feel it pull to you. <br><br> <<lakeicon "plinth">><<link [[Sit on the plinth|Lake Ruin Sit]]>><</link>> <br> <<elseif $settings.tentaclesEnabled and $hallucinations gte 2 and !_bmoon>> You look around the barren room. You don't see anything besides the plinth<<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">> and necklace<</if>>, but you hear a faint slithering sound. <span class="blue">Something's watching you.</span> <br><br> <<investigateicon>><<link [[Search|Lake Ruin Deep Offer]]>><</link>><<loxygen>> <br> <<elseif $settings.tentaclesEnabled and _bmoon and $phase isnot 1 and $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">> <<set _leave to 0>> You feel the water stirring around you, growing more agitated as you look around. From the darkness, thinly illuminated by the red moonlight, tentacles lash out. <span class="red">Two of them wrap around your ankles, beginning to pull you further into the room!</span> <br><br> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<link [[Banish and escape|Lake Ruin Deep NonConsentacles Banish]]>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<link [[Submit|Lake Ruin Deep NonConsentacles]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Escape|Lake Ruin Deep Consentacles Leave]]>><</link>><<loxygen>><<swimmingdifficulty 600 1200>> <br> <<elseif _bmoon>> The water around you is eerily silent, and deathly still, the room barely illuminated in the red glow. <br><br> <<else>> The water sways with your movements in the dark room. <br><br> <</if>> <<if _leave>> <<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">> <<icon "clothes/ivory_necklace.png">><<link [[Take the necklace|Lake Ruin Ivory]]>><<set $antiquemoney += 2000>><<museumAntiqueStatus "antiqueivorynecklace" "found">><<set $necklaceThief to "player">><</link>> <br> <</if>> <<swimicon "back">><<link [[Leave|Lake Ruin Deep]]>><<set $phase to 0>><</link>> <br> <</if>><<effects>><<wearProp "ivory necklace">> You lift the necklace from the plinth. The craftsmanship is masterful, and you get the feeling that this meant a lot to someone. <br><br> <<if C.npc["Ivory Wraith"].init is 1>> <<set C.npc["Ivory Wraith"].lust to 20>> <</if>> <<if !$schismTime>> <<set $schismTime to Time.date.timeStamp>> <<set $schismWeather to { name: Weather.name, temp: Weather.temperature, snow: V.weatherObj.snow }>> <</if>> <<if Time.isBloodMoon()>> You suddenly hear pounding on the walls all around you. <<if $wraith.seen gte 1>>A familiar<<else>>An unfamiliar<</if>> voice cries out, and it feels like something's grabbing at your arms and legs. You instinctively flail and push yourself backwards through the water. <<trauma 12>><<ggtrauma>> <br><br> It dies down after a few moments, leaving you shaken. <<if $wraith.hunt>> The dread slowly passes, and you no longer sense the presence hunting you. <span class="blue"><i>You're safe until the next blood moon.</i></span> <br><br> <</if>> <<if $wraith>> <<set $wraith.state to "">> <<clearWraith>> <<set $wraithSkip to true>> <</if>> <<tearful>> you exit the room. <<elseif $wraith.state>> You feel a twinge of dread as you look at your reflection in the blue gemstones. You look pale. <<stress 6>><<gstress>> <br><br> You decide not to linger, and leave the room with the necklace in hand. <<else>> You can see your reflection in the blue gemstones. This will fetch a high price. <</if>> <br><br> <<link [[Next|Lake Ruin Deep]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> You search around for the source. Whatever it is, it sounds like it's behind you. No matter what direction you face, it's always behind you. <br><br> You sense a thirst. <br><br> <<if hasSexStat("deviancy", 4)>> <<lakeicon "plinth">><<link [[Offer yourself|Lake Ruin Deep Offer 2]]>><</link>><<loxygen>><<deviant4>> <br> <</if>> <<swimicon "back">><<link [[Leave|Lake Ruin Deep]]>><</link>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> <<if $museumAntiques.antiques.antiqueivorynecklace is "notFound">> You gingerly move the necklace aside. <</if>> <<if _topless and _bottomless>> You move to the plinth, then spread your arms and legs out, presenting your body to the thing in the room. <<else>> <<strip>> You move to the plinth, then strip naked and give a suggestive wiggle, trying to goad the presence. <</if>> <<deviancy4>> After a moment, you sense a number of tentacles approach you from behind. They prod you gently, testing your offer. Though underwater, your skin slickens at their touch. <br><br> Several of the tentacles begin to explore your body, trailing slime wherever they go. You feel two of them wrap around your ankles. <span class="lewd">Everywhere they make contact, a stimulating tingle electrifies your skin.</span> You are filled with an intense excitement as the tendrils slide up your thighs and towards your <<genitals>>. <<ggarousal>><<arousal 1500>> <br><br> <<link [[Continue|Lake Ruin Deep Consentacles]]>><<set $sexstart to 1>><</link>><<loxygen>> <br> <<link [[Escape|Lake Ruin Deep Consentacles Leave]]>><</link>><<loxygen>><<swimmingdifficulty 1 1000>>Sensing imminent danger, you decide not to take any risks and leave the room. <br><br> <<link [[Continue|Lake Ruin Deep]]>><</link>><<loxygen>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<set $enemytype to "tentacles">> <<neutral 1>> <<set $enemytrust += 100>> <<tentaclestart 6 8>> <</if>> <<statetentacles>> <<underwater>><<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Lake Underwater Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Ruin Deep Consentacles]]>><</link>></span><<nexttext>> <</if>>Deciding you've had enough, you attempt to unravel yourself and leave the room. <br><br> <<if $swimmingSuccess>> <span class="green">You free your ankles and make your escape.</span> The tentacles grasp at you with increasing desperation. You narrowly avoid one shooting for your leg, and swim through the doorway. The tentacles protrude from the room and grope around the walls, but they refuse to chase you any further. They slink away. <<clotheson>> <br><br> <<link [[Continue|Lake Ruin Deep]]>><</link>><<loxygen>> <br> <<else>> You try to swim towards the doorway, <span class="red">but you're unable to free yourself.</span> The tentacles snaring your ankles drag you back into the centre of the room while the rest surround you from all sides. <br><br> <<link [[Next|Lake Ruin Deep NonConsentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>>You focus your mind on one of the abominations restraining your ankles, then make an intricate gesture with your hand. <span class="green">The tentacle shimmers and recoils violently,</span> releasing you and fleeing back into the darkness. <br><br> The other tentacle shudders and weakens, and you easily kick it away. Once free, you turn and swim for the entrance. A few more tentacles make half-hearted attempts to grab you, but you avoid them and swim through the doorway. <br><br> Once through, the tentacles give up the pursuit. <br><br> <<link [[Continue|Lake Ruin Deep]]>><</link>><<loxygen>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 6 8>> <</if>> <<statetentacles>> <<underwater>><<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Lake Underwater Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Ruin Deep NonConsentacles]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<set $bus to "lake_ruin_deep">><<underwater>><<effects>><<lakeeffects>> <<if $stress gte $stressmax and !$possessed>> <<passoutlake>> <<elseif $arousal gte $arousalmax>> <<orgasmLocation "underwater">> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br> <<swimicon "back">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br><br> <<plinthroom>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<else>> <<cleareventpool>> <<addinlineevent "ivory box" 20>> <<wearProp "ivory box">> You reach inside one of the pots, and find a small ivory box. It's sealed by a bronze lock. <br><br> <<if $historytrait gte 4>> The box itself is very old. It must be valuable. <br><br> <</if>> <<set $skulduggerydifficulty to 300>> <<lockicon "unlock">><<link [[Open it|Lake Ruin Box]]>><<wateraction>><<handheldon>><</link>><<skulduggerydifficulty>><<loxygen>> <br> <<if $historytrait gte 4>> <<antiqueicon "ivory_box">><<link [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<museumAntiqueStatus "antiquebox" "found">><<handheldon>><</link>> <br> <</if>> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br><br> <<plinthroom>> <</addinlineevent>> <<if $settings.swarmsEnabled>> <<addinlineevent "swarm" 3>> You reach inside one of the pots. Swarms of small fish surge out, surrounding you. <br><br> <<link [[Next|Lake Swarm]]>><<set $molestationstart to 1>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "dust" `27 + (!$settings.swarmsEnabled ? 3 : 0)`>> You reach inside one of the pots. There's purple dust at the bottom. Your probing disturbs it, and it swirls around your arm. You feel heated. <<gstress>><<stress `!$settings.swarmsEnabled and random(30) gte 27 ? 6 : 3`>><<garousal>><<arousal 600>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "underwater">> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br><br> <<plinthroom>> <<else>> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>> <br><br> <<plinthroom>> <</if>> <</addinlineevent>> <<if $lakeruinkey is undefined>> <<addinlineevent "bronze key" 10>> <<wearProp "key" "bronze">> You reach inside one of the pots. You find a decaying bronze key. <<set $lakeruinkey to 1>> <br><br> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<handheldon>><<wateraction>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br><br> <<plinthroom>> <</addinlineevent>> <</if>> <<addinlineevent "empty" 40>> <<rng>> <<if $rng gte 81>> You reach inside one of the pots. It's full of broken ceramics. <<elseif $rng gte 61>> You reach inside one of the pots. Something inside snaps at you. You pull your hand away in time, but it was close. <<gstress>><<stress 3>> <<elseif $rng gte 41>> You reach inside one of the pots. It's full of mud. <<elseif $rng gte 21>> You reach inside one of the pots. It's full of pebbles. <<else>> You reach inside one of the pots. It's empty. <</if>> <br><br> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>> <br><br> <<plinthroom>> <</addinlineevent>> <<runeventpool>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $enemytype to "swarm">> <<swarminit "fish" "container" "shaking" "shatter" "steady" 4 6>> <<set $swimdistance to 8>> <<set $water to 1>> <</if>> <<if $swimdistance gte 8>> You're caught in the middle of the swarm. <<elseif $swimdistance gte 2>> You're escaping the swarm. <<else>> You've almost escaped. <</if>> <<underwater>><<effects>><<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Lake Swarm Finish]]>><</link>></span><<nexttext>> <<elseif $swimdistance lte 0>> <span id="next"><<link [[Next|Lake Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Swarm]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> <<if $stress gte $stressmax>> It's all just too much for you. You pass out. <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<endcombat>> <<passoutlake>> <<else>> <<tearful>> you swim away from the swarms of fish, who stay near their pots. They disappear inside them. <br><br> <<clotheson>> <<endcombat>> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<wateraction>><</link>><<loxygen>> <br> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> <<skulduggerycheck>> <<skulduggeryuse>> <<if $skulduggerysuccess is 1>> <<if $rng gte 96>> <<if random(1,100) gte 81>> <<wearProp "chastity">> You find a gold chastity belt. <<set $antiquemoney += 2000>><<museumAntiqueStatus "antiquegoldchastitybelt" "found">> <<set _goldchastity to true>> <br><br> <<else>> <<wearProp "gold necklace">> You find a gold necklace. <<set $antiquemoney += 500>><<museumAntiqueStatus "antiquegoldnecklace" "found">> <br><br> <</if>> <<else>> <<wearProp "silver ring">> You find a silver ring. <<set $antiquemoney += 30>><<museumAntiqueStatus "antiquesilverring" "found">> <br><br> <</if>> <<if $historytrait gte 4>> You take the empty box too. It belongs in a museum. <<set $antiquemoney += 20>><<museumAntiqueStatus "antiquebox" "found">> <br><br> <</if>> <<if $worn.genitals.name is "naked" and _goldchastity and playerBellySize() lte 7>> <<antiqueicon "chastity">><<link [[Wear it|Lake Gold Chastity Belt]]>><<wateraction>><<handheldon>><</link>><<loxygen>> <br> <</if>> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<handheldon>> <<if _goldchastity>> <<set $gold_chastity_held to true>> <</if>> <<wateraction>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<handheldon>> <<if _goldchastity>> <<set $gold_chastity_held to true>> <</if>> <<wateraction>><</link>><<loxygen>> <br> <<else>> <<wearProp "ivory box">> You fail to pick the lock. <br><br> <<lockicon "unlock">><<link [[Try again|Lake Ruin Box]]>><<handheldon>><<wateraction>><</link>><<skulduggerydifficulty>><<loxygen>> <br> <<if $historytrait gte 4>> <<antiqueicon "ivory_box">><<link [[Just take the box|Lake Ruin Deep]]>><<handheldon>><<set $antiquemoney += 20>><<museumAntiqueStatus "antiquebox" "found">><</link>> <br> <</if>> <<lakeicon "pots">><<handheldon>><<link [[Search pots|Lake Pots]]>><<wateraction>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<handheldon>><<wateraction>><</link>><<loxygen>> <br> <</if>><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> <<set $antiquemoney -= 2000>> You examine the gold chastity belt in your hands. You think you see a faint glow emanating from it. You wonder what it felt like having something so beautiful protecting your <<genitals 1>>. <br><br> You feel an urge to try it on. You wrap it around your waist. As it clicks shut you wonder if there's a key somewhere. <br><br> <<clothesstrip>> <<genitalswear 3>> <<earnFeat "Locked In Gold">> <<set $worn.genitals.origin to "Underwater Temple">> <<lakeicon "pots">><<link [[Search pots|Lake Pots]]>><<handheldon>><<wateraction>><<clotheson>><</link>><<loxygen>> <br> <<swimicon "up">><<link [[Swim towards exit|Lake Ruin]]>><<handheldon>><<wateraction>><<clotheson>><</link>><<loxygen>> <br><<set $outside to 0>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> <<hallucinogen 180>><<wearProp "lichen" "purple">> The lichen crumbles at your touch, but you collect enough for your science project. <<if !$wraithPrison>>Where the lichen breaks, you notice a rune carved into the wall. <</if>> <br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.</span> <br><br> A warmth spreads through your fingers, up your arm and into the rest of your body. You feel light-headed. <br><br> <i>You've been afflicted by a hallucinogen. You'll have the Hallucinations and Severe Hallucinations traits until it wears off. High trauma or awareness will also cause hallucinations.</i> <br><br> <<generateWraith 1 true>> <<if $wraith.state isnot "">> <<rainWraith>> You suddenly feel yourself yanked away, and you come face to face with a beautiful pale figure. <<if $wraith.state is "haunt">> "<span class="wraith">The thief returns to pilfer again.</span>" <<else>> "<span class="wraith">Trespasser...</span>" <</if>> <br><br> <<initWraith "abomination">> <<He>> has a hand wrapped around your neck. <<set $NPCList[0].lefthand to "throat">><<set $neckuse to "hand">> <<if $wraith.gen is "abomination">> <<He>> raises <<his>> other hand, and a swarm of pale tendrils rise from the shadows. <<else>> Several more pairs of arms creep around you. <</if>> <br><br> <<if $wraith.state is "haunt" and Time.isBloodMoon()>> <<link [[Next|Wraith Caught]]>><<handheldon>><<set $wraith.exit to "lake_ruin">><</link>> <<else>> <<link [[Next|Wraith Underwater Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <</if>> <br> <<else>> <<initWraith "man">> You hear whispers, and turn to see a beautiful pale figure floating before you. <<if $museumAntiques.antiques.antiqueivorynecklace isnot "notFound">> <<Hes>> naked and has a hand pressed to <<his>> neck, regarding you with rage and disgust. <<else>> <<Hes>> naked, save a necklace of ivory around <<his>> neck. <</if>> <<if $settings.tentaclesEnabled>> <<He>> raises <<his>> hand, and a mass of tendrils rise from the dark. They dart towards you. <br><br> <<link [[Next|Lake Underwater Tentacles]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <<else>> <<He>> shouts something unintelligible, then lunges for you. <br><br> <<link [[Next|Lake Underwater Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 6 8>> <</if>> <<statetentacles>> <<underwater>><<effects>><<speechWraith>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Lake Underwater Tentacles Finish]]>><<set $phase2 to 1>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Underwater Tentacles]]>><</link>></span><<nexttext>> <</if>><<underwater>><<effects>> The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit. When you look back, the pale figure has vanished. <<clotheson>> <<endcombat>> <<link [[Next|Lake Ruin]]>><<endWraith>><</link>> <br><<underwater>><<effects>> <<set _phase to $phase2>> <<if $bus is "lake_ruin_deep">> <<set _nextroom to "Lake Ruin Deep">> <<elseif $bus is "lake_ruin">> <<set _nextroom to "Lake Ruin">> <</if>> The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit. <<if _phase is 1>>When you look back, the pale figure has vanished.<</if>> <<clotheson>> <<endcombat>> <<if _phase is 1>><<endWraith>><</if>> <<link [[Next|_nextroom]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral 1>> <<controlloss>> <<molested>> <<maninit>> <</if>> <<underwater>><<effects>> <<effectsman>><<man>><<speechWraith>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Lake Underwater Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Underwater Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "lake_ruin">><<underwater>><<effects>><<lakeeffects>> <<if $enemyhealth lte 0>> <<He>> recoils from you and disappears into darkness. <<tearful>> you turn to the exit. <br><br> <<clotheson>> <<endcombat>> <<else>> <<silently>><<ejaculation>><</silently>> <<He>> giggles and disappears into darkness. <<tearful>> you turn to the exit. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Lake Ruin]]>><<endWraith>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $enemytype to "swarm">> <<if $settings.slimesEnabled and Time.isBloodMoon()>> <<swarminit "pale slimes" "slime mass" "moving towards you" "encircle you" "fend off" 8 0>> <<else>> <<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 1 7>> <</if>> <<set $swimdistance to 12>> <<set $water to 1>> <</if>> <<if $swimdistance gte 8>> You're caught in the middle of the swarm. <<elseif $swimdistance gte 2>> You're escaping the swarm. <<else>> You've almost escaped. <</if>> <<water>><<effects>><<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Lake Depths Swarm Finish]]>><</link>></span><<nexttext>> <<elseif $swimdistance lte 0>> <span id="next"><<link [[Next|Lake Depths Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Lake Depths Swarm]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $stress gte $stressmax>> It's all just too much for you. You pass out. <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<endcombat>> <<passoutlake>> <<else>> <<tearful>> you escape the swarms of <<if $settings.slimesEnabled and Time.isBloodMoon()>>pale slimes<<else>>fish<</if>>. They don't pursue. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Lake Depths]]>><<set $eventskip to 1>><</link>> <br> <</if>><<widget "lakeeffects">> <<set $laketeenspresent to teensPresentCheck("lake")>> <<if Weather.precipitation is "none" and Time.hour gte 18>> <<set $laketeensfire to 1>> <<else>> <<set $laketeensfire to 0>> <</if>> <<wPersist "forest">><<getTarget true>> <</widget>> <<widget "destinationlake">> <<if $bus is "lakeshallows">> <<link [[Next|Lake Shallows]]>><</link>> <br> <<elseif $bus is "lakedepths">> <<link [[Next|Lake Depths]]>><</link>> <br> <<elseif $bus is "lakefirepit">> <<link [[Next|Lake Firepit]]>><</link>> <br> <<elseif $bus is "lakefishingrock">> <<link [[Next|Lake Fishing Rock]]>><</link>> <br> <<elseif $bus is "lakecampsite">> <<link [[Next|Lake Campsite]]>><</link>> <br> <<elseif $bus is "lakewaterfall">> <<link [[Next|Lake Waterfall]]>><</link>> <br> <<elseif $bus is "lakebus">> <<link [[Next|Lake Bus]]>><</link>> <br> <<else>> <<link [[Next|Lake Shore]]>><</link>> <br> <</if>> <</widget>> <<widget "passoutlake">> <<if isPregnancyEnding()>> <<pregnancyPassout "lake">> <<else>> You've pushed yourself too much. <br><br> <<passout>> <<if $exposed gte 1 and $syndromeeden is 1 and random(1,2) is 2>> <<link [[Next|Eden Passout Lake Rescue]]>><</link>> <<elseif C.npc.Mason.init is 1 and !Time.schoolDay and Weather.precipitation is "rain" and Time.dayState is "day" and random(1,2) is 1>> <<link [[Everything fades to black...|Mason CPR]]>><</link>> <<elseif dangerEvent()>> <<if $laketeenspresent is 1 and !Weather.isSnow>> <<link [[Next|Lake Mermaid]]>><</link>> <br> <<else>> <<link [[Next|Lake Ritual]]>><</link>> <br> <</if>> <<else>> <<set $foresthunt to 0>> <<ambulance>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>> <</if>> <</widget>> <<widget "lakejourney">> <<beastNEWinit 1 wolf>> Someone screams. You turn with the others to see that a <<beasttype>> has emerged from the trees. There are a few more screams, and people start backing away. <br><br> <<if $monster is 1>> <<bHis>> nude body leaves little to the imagination, <<bhis>> genitals on full display to the crowd. <<bHe>> makes no attempt to cover <<bhimself>>, several people shielding their eyes while others laugh nervously. <br><br> <</if>> <<bHe>> stands some way apart and watches. <br><br> <!-- Modified for Monster People --> <<if hasSexStat("deviancy", 2) and ($monster is 1 or $settings.bestialityEnabled)>> <<link [[Deal with <<bhim>>|Lake Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>><<status 2>><<gcool>> <br> <</if>> <<link [[Run away|Lake Wolf Run]]>><<stress 3>><</link>><<gstress>> <br> <</widget>> <<widget "lakereturnjourney">> <<if $laketeenspresent is 1 and Time.hour is 20>> It's getting late, and the shadows of the forest grow longer. People are preparing to return to town. No one wants to be left to travel alone. <br><br> <<if $earSlime.forcedCommando isnot undefined and $worn.under_lower.name isnot "naked">> <<elseif $exposed lte 0>> <<entertownicon>><<link [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass 30>><</link>> <br><br> <</if>> <</if>> <</widget>> <<widget "eventlakesafe">> <<if random(1, 20) is 1 and !$possessed>> <<eventAmbient>> <</if>> <</widget>> <<widget "eventlakewater">> <<if npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10)>> <<wHunt "lake">> <<elseif $bus is "lakeshallows">> <<if $laketeenspresent is 1>> <<generatey1>><<person1>> A <<person>> watches you from the bank. <br><br> <<link [[Wave (0:01)|Lake Wave]]>><<stress -2>><<pass 1>><</link>><<lstress>> <br> <<link [[Ignore|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<if $player.gender_appearance is "f" and hasSexStat("exhibitionism", 3)>> <<link [[Flash|Lake Flash]]>><</link>><<exhibitionist3>> <br> <</if>> <<else>> Your leg gets tangled in some weeds. It takes a few minutes of struggling to free yourself. <<gtiredness>><<tiredness 2>> <br><br> <<pass 3>> <<link [[Next|Lake Shallows]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<if $rng gte 91 and Weather.precipitation is "rain" and $settings.bestialityEnabled and $settings.voreEnabled and $hallucinations gte 2 and $controlled is 0>> Something large surges through the water beneath you. A gaping maw grips your thighs. <br><br> <<link [[Next|Lake Vore]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $rng gte 81 and $settings.swarmsEnabled>> <<if $settings.slimesEnabled and Time.isBloodMoon()>> The water is agitated. Swarms of pale slimes encircle you. <<else>> The water is agitated. Swarms of small fish encircle you. <</if>> <br><br> <<link [[Next|Lake Depths Swarm]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if Time.dayState is "night" and Weather.precipitation is "rain">> Something brushes your leg and startles you. You look beneath the dark and violent water, but can't see anything. You feel strange. <<garousal>><<arousal 600>><<gstress>><<stress 6>> <br><br> <<else>> Something brushes your leg and startles you. You look beneath the water, but can't see anything. <<garousal>><<arousal 600>><<gstress>><<stress 6>> <br><br> <</if>> <<link [[Next|Lake Depths]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "eventlakeice">> <<rng>> <<if npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10)>> <<wHunt "lake">> <<elseif $rng gte 81>> <<dancedifficulty 1 1000 true>> <<if $danceSuccess>> The wind picks up, almost knocking you over, <span class="green">but you manage to keep your footing.</span> <<else>> The wind picks up, <span class="red">and you lose your footing,</span> slipping on the ice. <<if playerIsPregnant() and playerAwareTheyArePregnant()>> Your hands and knees hurt from the hard landing, but at least you were able to protect your <<pregnancyBabyText "pc">>. <</if>> <<gstress>><<gpain>><<stress 6>><<pain 4>> <</if>> <br><br> <<destination_lake_ice>> <<elseif $rng gte 61>> You're struck by a sudden terror. <span class="pink">You feel watched.</span> <<if $laketeenspresent is 1>> The voices of the students fade, until you're alone. <</if>> <br><br> There's something below. <br><br> <<link [[Ignore|Lake Ice Ignore]]>><<def 1>><</link>><<willpowerdifficulty 1 $willpowermax>> <br> <<link [[Look down|Lake Ice Look]]>><</link>> <br> <<elseif $rng gte 41>> You hear a heavy groan. Then another. The ice might be unsafe. <br><br> <<link [[Be careful (0:10)|Lake Ice Careful]]>><<pass 10>><</link>> <br> <<link [[Walk normally|Lake Ice Normal]]>><</link>> <br> <<elseif $rng gte 21>> <<if Weather.precipitation is "snow">> The snow falls heavy, and conceals the trees around the lake. <<if currentSkillValue('history') gte random(1, 1000)>> <span class="green">It soon passes.</span> <br><br> <<else>> Without the trees to orient yourself, <span class="red">you lose your direction,</span> though the heavy snow soon passes.<<gstress 6>> <br><br> <</if>> <<elseif Weather.is("clear")>> <<if Time.dayState is "night">> <<if Time.isBloodMoon()>> The red moon reflects off the ice. Dread stabs at you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<else>> The moon reflects off the ice. It's cold and beautiful.<<lstress>><<stress 6>> <br><br> <</if>> <<else>> The sun's glare reflects off the ice. You shield your eyes. <br><br> <</if>> <<else>> <<if Time.dayState is "night">> The surrounding trees are almost invisible in the dark.<<gstress>><<stress 6>> <br><br> <<else>> <<beastNEWinit 1 fox>> You see a <<beasttype>> rummaging in the dirt at the lake's edge. <<bHis>> ears perk, and <<bhe>> bounds between the trees. <br><br> <<endevent>> <</if>> <</if>> <<destination_lake_ice>> <<else>> You slip on the ice!<<gstress>><<stress 6>> <br><br> <<link [[Brace yourself|Lake Ice Brace]]>><<status -10>><</link>><<if $laketeenspresent is 1 and $bus is "lakeshallows">><<llcool>><</if>><<gstress>> <br> <<link [[Try to stay upright|Lake Ice Stay]]>><</link>><<dancedifficulty 1 600>> <br> <</if>> <</widget>> <<widget "destination_lake_ice">> <<if $bus is "lakedepths">> <<link [[Next|Lake Depths Ice]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Lake Shallows Ice]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "eventlake">> <<if npcCanHunt("Ivory Wraith") and $wraith.state and $wraith.hunt is 0 and $wraith.timer gte random(0, 10)>> <<wHunt "lake">> <<elseif $rng gte 81>> <!-- Modified for Monster People --> <<beastNEWinit 1 boar>> You see a <<beasttype>> rifling through litter at the base of a tree. <<bHe>> spots you. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Stand your ground|Lake Boar Stand]]>><</link>> <br> <<link [[Run|Lake Boar Run]]>><</link>><<athleticsdifficulty>> <br> <<else>> You turn and run into the forest. Branches tear at you until you trip and collapse in a heap. You think you got away, but your heart continues to pound.<<beastescape>> <br><br> <<endevent>> <<set $eventskip to 1>> <<destinationlake>> <</if>> <<elseif $rng gte 51>> <<if $wraith.state or $hallucinations gte 1>> You thought you heard someone call your name, but there's no one there. <<gtrauma>><<trauma 3>> <<else>> The wind makes a low howl as it passes through the trees. <<if $awarelevel gte 1>>For a moment, it looks as though the trees are all blowing away from the lake.<</if>> <<gstress>><<stress 1>> <</if>> <br><br> <<set $eventskip to 1>> <<destinationlake>> <<else>> A pair of eyes stares at you from between the trees, then vanishes. <<gstress>><<stress 6>> <br><br> <<set $eventskip to 1>> <<destinationlake>> <</if>> <</widget>> <<widget "meditateoptions">> <<link [[Still your thoughts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 2>><<willpower 1>> <<if $willpower gte (($willpowermax / 7) * 6)>> <<stress -6>><<awareness -2>><<arousal -1200>> <<elseif $willpower gte (($willpowermax / 7) * 5)>> <<stress -6>><<awareness -1>><<arousal -1000>> <<elseif $willpower gte (($willpowermax / 7) * 4)>> <<stress -5>><<awareness -1>><<arousal -800>> <<elseif $willpower gte (($willpowermax / 7) * 3)>> <<stress -4>><<awareness -1>><<arousal -600>> <<elseif $willpower gte (($willpowermax / 7) * 2)>> <<stress -3>><<awareness -1>><<arousal -500>> <<elseif $willpower gte (($willpowermax / 7) * 1)>> <<stress -2>><<awareness -1>><<arousal -400>> <<else>> <<stress -1>><<awareness -1>><<arousal -300>> <</if>> <</link>><<lawareness>><<gwillpower>><<lstress>><<larousal>> <br> <<if insecurityExists("penis_small") and $daily.lakeMeditate isnot 1>> <<link [[Meditate on your small penis (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to $player.penissize lt 0 ? 4 : 5>><<willpower 1>><<set $daily.lakeMeditate to 1>> <<if $willpower gte (($willpowermax / 7) * 6)>> <<stress 5>><<acceptance "penis_small" 20>> <<elseif $willpower gte (($willpowermax / 7) * 5)>> <<stress 5>><<acceptance "penis_small" 18>> <<elseif $willpower gte (($willpowermax / 7) * 4)>> <<stress 6>><<acceptance "penis_small" 16>> <<elseif $willpower gte (($willpowermax / 7) * 3)>> <<stress 7>><<acceptance "penis_small" 14>> <<elseif $willpower gte (($willpowermax / 7) * 2)>> <<stress 8>><<acceptance "penis_small" 12>> <<elseif $willpower gte (($willpowermax / 7) * 1)>> <<stress 10>><<acceptance "penis_small" 10>> <<else>> <<stress 12>><<acceptance "penis_small" 8>> <</if>> <</link>><<gstress>><<gwillpower>><<gacceptance>> <br> <</if>> <<if insecurityExists("penis_big") and $daily.lakeMeditate isnot 1>> <<link [[Meditate on your big penis (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 6>><<willpower 1>><<set $daily.lakeMeditate to 1>> <<if $willpower gte (($willpowermax / 7) * 6)>> <<stress 5>><<acceptance "penis_big" 20>> <<elseif $willpower gte (($willpowermax / 7) * 5)>> <<stress 5>><<acceptance "penis_big" 18>> <<elseif $willpower gte (($willpowermax / 7) * 4)>> <<stress 6>><<acceptance "penis_big" 16>> <<elseif $willpower gte (($willpowermax / 7) * 3)>> <<stress 7>><<acceptance "penis_big" 14>> <<elseif $willpower gte (($willpowermax / 7) * 2)>> <<stress 8>><<acceptance "penis_big" 12>> <<elseif $willpower gte (($willpowermax / 7) * 1)>> <<stress 10>><<acceptance "penis_big" 10>> <<else>> <<stress 12>><<acceptance "penis_big" 8>> <</if>> <</link>><<gstress>><<gwillpower>><<gacceptance>> <br> <</if>> <<if insecurityExists("breasts_small") and $daily.lakeMeditate isnot 1>> <<link [[Meditate on your small breasts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to $player.breastsize ? 7 : 8>><<willpower 1>><<set $daily.lakeMeditate to 1>> <<if $willpower gte (($willpowermax / 7) * 6)>> <<stress 5>><<acceptance "breasts_small" 20>> <<elseif $willpower gte (($willpowermax / 7) * 5)>> <<stress 5>><<acceptance "breasts_small" 18>> <<elseif $willpower gte (($willpowermax / 7) * 4)>> <<stress 6>><<acceptance "breasts_small" 16>> <<elseif $willpower gte (($willpowermax / 7) * 3)>> <<stress 7>><<acceptance "breasts_small" 14>> <<elseif $willpower gte (($willpowermax / 7) * 2)>> <<stress 8>><<acceptance "breasts_small" 12>> <<elseif $willpower gte (($willpowermax / 7) * 1)>> <<stress 10>><<acceptance "breasts_small" 10>> <<else>> <<stress 12>><<acceptance "breasts_small" 8>> <</if>> <</link>><<gstress>><<gwillpower>><<gacceptance>> <br> <</if>> <<if insecurityExists("breasts_big") and $daily.lakeMeditate isnot 1>> <<link [[Meditate on your big breasts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 9>><<willpower 1>><<set $daily.lakeMeditate to 1>> <<if $willpower gte (($willpowermax / 7) * 6)>> <<stress 5>><<acceptance "breasts_big" 20>> <<elseif $willpower gte (($willpowermax / 7) * 5)>> <<stress 5>><<acceptance "breasts_big" 18>> <<elseif $willpower gte (($willpowermax / 7) * 4)>> <<stress 6>><<acceptance "breasts_big" 16>> <<elseif $willpower gte (($willpowermax / 7) * 3)>> <<stress 7>><<acceptance "breasts_big" 14>> <<elseif $willpower gte (($willpowermax / 7) * 2)>> <<stress 8>><<acceptance "breasts_big" 12>> <<elseif $willpower gte (($willpowermax / 7) * 1)>> <<stress 10>><<acceptance "breasts_big" 10>> <<else>> <<stress 12>><<acceptance "breasts_big" 8>> <</if>> <</link>><<gstress>><<gwillpower>><<gacceptance>> <br> <</if>> <<if insecurityExists("pregnancy") and $daily.lakeMeditate isnot 1>> <<set _pregnancyLink to (playerAwareTheyArePregnant() ? "Meditate on your pregnant belly (1:00)" : "Meditate on your pregnant looking belly (1:00)")>> <<link [[_pregnancyLink|Lake Meditate]]>><<pass 60>><<set $phase to 10>><<willpower 1>><<set $daily.lakeMeditate to 1>> <<if $willpower gte (($willpowermax / 7) * 6)>> <<stress 5>><<acceptance "pregnancy" 20>> <<elseif $willpower gte (($willpowermax / 7) * 5)>> <<stress 5>><<acceptance "pregnancy" 18>> <<elseif $willpower gte (($willpowermax / 7) * 4)>> <<stress 6>><<acceptance "pregnancy" 16>> <<elseif $willpower gte (($willpowermax / 7) * 3)>> <<stress 7>><<acceptance "pregnancy" 14>> <<elseif $willpower gte (($willpowermax / 7) * 2)>> <<stress 8>><<acceptance "pregnancy" 12>> <<elseif $willpower gte (($willpowermax / 7) * 1)>> <<stress 10>><<acceptance "pregnancy" 10>> <<else>> <<stress 12>><<acceptance "pregnancy" 8>> <</if>> <</link>><<gstress>><<gwillpower>><<gacceptance>> <br> <</if>> <<link [[Observe your thoughts (1:00)|Lake Meditate]]>><<pass 60>><<set $phase to 3>><<willpower 1>> <<if $willpower gte (($willpowermax / 7) * 6)>> <<stress 5>><<awareness 2>> <<elseif $willpower gte (($willpowermax / 7) * 5)>> <<stress 5>><<awareness 1>> <<elseif $willpower gte (($willpowermax / 7) * 4)>> <<stress 6>><<awareness 1>> <<elseif $willpower gte (($willpowermax / 7) * 3)>> <<stress 7>><<awareness 1>> <<elseif $willpower gte (($willpowermax / 7) * 2)>> <<stress 8>><<awareness 1>> <<elseif $willpower gte (($willpowermax / 7) * 1)>> <<stress 10>><<awareness 1>> <<else>> <<stress 12>><<awareness 1>> <</if>> <</link>><<gawareness>><<gstress>><<gwillpower>> <br> <<link [[Stop|Lake Fishing Rock]]>><</link>> <br> <</widget>> <<widget "lakeclothes">> <<if !$possessed>> <br> <<storeactions "lakeshore">> <<wardrobeSelection true>> <<set _store_location to "lakeshore">> <<storeon _store_location "check">> <<if _store_check is 1>> <<set _clothes to clothingInStorage(_store_location)>> <<if _clothes.length gt 0>> <<if _clothes.length gt 2>> Your clothes are lying on the ground behind a rock. <br> <<elseif _clothes.length is 2>> Your _clothes[0].name and _clothes[1].name are lying on the ground behind a rock. <br> <<else>> Your _clothes[0].name is lying on the ground behind a rock. <br> <</if>> <<clothingicon _clothes[0] _clothes[0].slot>><<link [[Put on clothes|$passage]]>><<set $eventskip to 1>><<storeload _store_location>><</link>> <br><br> <</if>> <</if>> //Swimming sets:// <br> <<listswimoutfits $wardrobe_location _store_location true>> <br> <<unset $wearoutfittext>> <</if>> <</widget>> <<widget "destinationlakeruin">> <<switch $bus>> <<case "lakeunderwater">> <<link [[Next|Lake Underwater]]>><<endevent>><<set $eventskip to 1>><</link>> <<case "lake_ruin">> <<link [[Next|Lake Ruin]]>><<endevent>><<set $eventskip to 1>><</link>> <<case "lake_ruin_deep">> <<link [[Next|Lake Ruin Deep]]>><<endevent>><<set $eventskip to 1>><</link>> <<case "lake_ruin_prison">> <<link [[Next|Lake Ruin Prison]]>><<endevent>><<set $eventskip to 1>><</link>> <<default>> <<link [[Next|Lake Ruin Deep]]>><<endevent>><<set $eventskip to 1>><</link>> <</switch>> <br> <</widget>> <<widget "halloween_lake_invite">> <<set $halloween_lake to 1>> <<generates1>><<generates2>>You pass a <<person1>><<person>> <<if $location is "school">> with a stack of flyers tucked under <<his>> arm. <<else>> toting a cooler over <<his>> shoulder. <</if>> At <<his>> side, a <<person2>><<person>> is deep in a phone call. <<He>> mentions a Halloween party. <br><br> <<link [[Enquire|Lake Halloween Invite Inquire]]>><</link>> <br> <<link [[Ignore|Lake Halloween Invite Ignore]]>><</link>> <br> <</widget>> <<widget "plinthroom">> There's an ancient door opposite the entrance. <<if $lakeruinkey isnot 2>> It's closed. <<else>> It's open. <</if>> <br> <<if $lakeruinkey is 1>> <<lockicon "bronze key">><<link [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</link>><<loxygen>> <br> <</if>> <<if $lakeruinkey is 2>> <<lakeicon "plinth">><<link [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</link>><<loxygen>> <br> <</if>> <</widget>><<effects>> <<set $settings.tentaclesEnabled to true>> <span class="green">You steel your mind, and focus on the portal.</span> A mental barrier inside you breaks. <br><br> <i><span class="lewd">Tentacles are now enabled.</span></i> <br><br> <<link [[Next|Tentacle Forest Entrance]]>><<set $tentacleEntrance to "hookah">><<endevent>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> <<undress "hookah">> <<set $tentacle_forest_lurker to []>> <<set $tentacle_forest_time to 0>> You awaken in a clearing, surrounded by giant tentacles. There are paths between them, snaking out of sight. <br><br> A warm breeze makes your hair stand on end. <span class="lewd">Your clothes are missing.</span> <br><br> <<if $arousal gte 6000>> <<set $arousal to 6000>> <</if>> <span class="red">An orgasm here could be dangerous.</span> <br><br> <<link [[Next|Tentacle Forest]]>><</link>> <br><<set $bus to "tentacle_forest_main">><<effects>> You are in the tentacle forest, in a clearing surrounded by giant tentacles, packed tight. Two viable paths lead away, one ascending, one descending. <br><br> <<tentacle_forest_safe_orgasm>> <<tentacle_forest_time>> <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $stress gte $stressmax>> <<tentacle_forest_stress_scene>> <<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>> <<tentacle_forest_orgasm_scene>> <<else>> <<link [[Ascend (0:05)|Tentacle Forest Pool]]>><<tentacle_forest_pass 5>><</link>><<note "Move deeper into the forest" "lblue">> <br> <<link [[Descend (0:05)|Tentacle Forest Stream]]>><<tentacle_forest_pass 5>><</link>><<note "Move deeper into the forest" "lblue">> <br><br> <<link [[Climb (0:05)|Tentacle Forest Climb]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1200>> <br><br> Strange fruits hang from the thinner branches, within reach. <br> <<link [[Eat (0:15)|Tentacle Forest Hands]]>><<tentacle_forest_pass 15>><</link>><<note "+ Hand skill?" "blue">> <br><br> <<link [[Wake up|Tentacle Forest Wake]]>><</link>> <</if>><<effects>> You think about the hookah parlour, and notice you can feel two bodies. One here in the tentacle forest, another lying on a cushion. <br><br> <<tentacle_forest_end_scene>><<effects>> You enter a cave beneath the forest through a fissure in the roof, and land on your <<bottom>> in a shallow pool of pink fluid. <br><br> <<if $tentacle_forest_lurker.includes("defeated")>> You struggle to your feet. <span class="green">No creature emerges to greet you.</span> You climb the wall, and escape through a fissure in the ceiling. <br><br> <<link [[Next|Tentacle Forest]]>><</link>> <br> <<else>> A bulbous creature the size of a car squirms across the ceiling. It has no eyes, nor any other outward feature, save a gigantic maw. A large tongue emerges, tastes the air. The creature <span class="purple">lurches in your direction.</span> <br><br> <<if !$tentacle_forest_lurker.includes("hide")>> <<set $skulduggerydifficulty to 500>> <<link [[Hide under the fluid|Tentacle Forest Orgasm Hide]]>><<set $skulduggerydifficulty to 500>><</link>><<skulduggerydifficulty 500>> <br> <</if>> <<if !$tentacle_forest_lurker.includes("run")>> <<link [[Run|Tentacle Forest Orgasm Run]]>><</link>><<athleticsdifficulty 1 800>> <br> <</if>> <<if !$tentacle_forest_lurker.includes("scare")>> <<link [[Scare|Tentacle Forest Orgasm Scare]]>><</link>><<willpowerdifficulty 1 800>> <br> <</if>> <<set $skulduggerydifficulty to 1000>> <<link [[Lay an ambush|Tentacle Forest Orgasm Ambush]]>><<set $skulduggerydifficulty to 1000>><</link>><<skulduggerydifficulty>> <br> <</if>><<effects>> You dive beneath the fluid, hoping it will mask your scent. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> The creature drops from the ceiling, landing in the thick liquid and sending a wave that lifts you, <span class="green">but you remain submerged.</span> <br><br> You hear the creature squirm away, but hold your breath for a while longer to be on the safe side. <br><br> <<skulduggeryuse>> <i>The creature won't be fooled by that a second time. Another orgasm could be dangerous.</i> <<set $tentacle_forest_lurker.pushUnique("hide")>> <br><br> You emerge from the goop, and look around. A slope leads up one of the rocky walls, leading to a crack in the ceiling. You climb it, and emerge in the tentacle forest. <br><br> <<link [[Next|Tentacle Forest]]>><</link>> <br> <<else>> The creature drops from the ceiling, landing in the thick liquid and sending a wave that <span class="red">lifts you clear from the goop.</span> The creature picks up your scent, and heads your way. <br><br> <<skulduggeryuse>> <<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>> <br> <</if>><<effects>> You turn and run as fast as the thick fluid allows, each step kicking forth dollops of the stuff. The cave shakes as the creature drops to the floor. You hear it squirming after you, but dare not spare a glance. <br><br> There's a fissure in the ceiling up ahead. You should be able to reach the nearby rocks and climb up, but you hear the creature gaining ground. It slams against the floor once again, close enough that the ground shakes with a violent quake, <<if $athleticsSuccess>> <span class="green">but you manage to keep your footing.</span> <br><br> You clamber up the rocks and squeeze through the fissure, emerging back in the tentacle forest. It's much too tight for the creature to follow. <br><br> <<set $tentacle_forest_lurker.pushUnique("run")>> <i>The creature has learned of your strengths. Running won't work a second time. Another orgasm could be dangerous.</i> <br><br> <<link [[Next|Tentacle Forest]]>><</link>> <br> <<else>> <span class="red">sending you tumbling off your feet.</span> <br><br> <<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>> <br> <</if>><<effects>> <<if $willpowerSuccess>> You charge at the creature, kicking great sloshes of fluid ahead of you. <span class="green">Your aggression startles the creature,</span> and it squirms away in fright. <br><br> <<set $tentacle_forest_lurker.pushUnique("scare")>> <i>The creature is inured to your tricks. Scaring it won't work a second time.</i> <br><br> You climb the side of the cave, up to a fissure in the ceiling, and emerge in the tentacle forest. <br><br> <<link [[Next|Tentacle Forest]]>><</link>> <br> <<else>> You charge at the creature, <span class="red">but the thick fluid slows you,</span> and you lose the element of surprise.<<gwillpower>><<willpower 3>> <br><br> It drops from the ceiling mere feet from you, sending a wave of fluid that knocks you on your <<bottom>>. <br><br> <<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>> <br> <</if>><<effects>> You jump beneath the fluid, and thrash around like a wounded animal. The creature drops from the ceiling, making the ground quake, and squirms closer. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<earnFeat "Lurker Beyond">> You wait, continuing to flail and watching for any sign of weakness. <span class="green">Then you notice a pattern in its movements.</span> It licks the air constantly, tasting you, but stops whenever it shifts direction. It's masked by the chaotic squirming, but it can't move and turn at the same time. <br><br> Its maw is mere feet away. You launch yourself into motion, running around the creature's side. It turns as fast as it can, but far too slow for you. You're able to stay right behind it, where its body tapers into a tail. <br><br> A thought strikes you. An impossible thought. But why not? <br><br> You grasp the tail with one hand and, with little required strength, hurl the creature across the cave. It collides with a wall, explodes, and showers the room with more fluid. <br><br> The creature defeated, there's nothing stopping you from climbing to a fissure in the ceiling, and returning to the forest. <br><br> <span class="green"><i>The creature won't bother you again, should you have another orgasm.</i></span> <br><br> <<set $tentacle_forest_lurker.pushUnique("defeated")>> <<skulduggeryuse>> <<link [[Next|Tentacle Forest]]>><</link>> <br> <<else>> You watch for any sign of weakness. The only discernible feature is that maw. Is it a weak spot? <br><br> <span class="red">There's no time to decide,</span> it's on you already. You lunge, fist first, at the creature. Your impotent blow is deflected by its rubbery hide, and the force knocks you on your <<bottom>>. <br><br> <<skulduggeryuse>> <<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>> <br> <</if>><<effects>> <<if $settings.voreEnabled>> The creature scoops you face-first with its maw, lifts you into the air, and lets gravity slide you deeper. You push against the sides of its mouth for purchase, and stop it from sucking you any deeper than your waist. <br><br> A faint pink light illuminates the interior. The creature's tongue squirms over your face, then <<breasts>>. It slides between your body and its lip, squirming over your <<genitals>> and between your thighs until it licks your <<bottom>>.<<gggarousal>><<arousal 3000>> <br><br> Hooked between your thighs, the tongue tries to draw you deeper. <br><br> <<link [[Next|Tentacle Forest Orgasm Defeat 2]]>><</link>> <br> <<else>> The creature bares down on you, but then halts in its tracks. <span class="blue">Something is coming for you.</span> You feel it. The creature feels it too, and flees deeper into the cave. <br><br> Time parts to allow the newcomer's passage. It whirls around you, unravelling this reality. <br><br> <<link [[Next|Flats Hookah End]]>><<tentacleworldend>><</link>> <br> <</if>><<effects>> The creature squeezes your bottom with its mouth as it pulls you deeper. You feel about for anything you can grasp, but the best you can find is a fleshy uvula hanging above. <br><br> Your raised arms leave your <<breasts>> exposed. Two tentacles emerge from deeper within the creature, snaking towards you. <br><br> <<link [[Cover your chest|Tentacle Forest Orgasm Defeat Cover]]>><</link>> <br> <<link [[Cling|Tentacle Forest Orgasm Defeat Cling]]>><</link>> <br><<effects>> You cover your <<breasts>>, saving them from the tentacles' attentions. Without your grasp on the uvula however, the tongue forces you the rest of the way into the creature's mouth, and down its gullet. <br><br> The walls press in, trapping you completely. They squeeze to a peculiar rhythm, pushing you deeper. Apertures on the walls squirt you with a sweet-smelling liquid, while others produce tendrils that grope and squirm, <span class="pink">leaving you more sensitive.</span><<genital_sensitivity 0.5>> <br><br> It's too much for you. You pass out. <br><br> <<link [[Next|Flats Hookah End]]>><<passout>><<tentacleworldend>><</link>> <br><<effects>> You cling to the uvula, preventing the creature from pulling you any deeper, but allowing the tentacles to snake over and latch onto your <<breasts>>. <br><br> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> They squeeze, sucking milk from your erect buds as the tongue pushes against your <<bottom>>. <<set $milk_produced_stat += 800>> <<milk_amount -800>> <<else>> They squeeze and knead your flesh as the tongue pushes against your <<bottom>>. <</if>> <br><br> It's too much for you. You pass out. <br><br> <<link [[Next|Flats Hookah End]]>><<passout>><<tentacleworldend>><</link>> <br><<effects>> Up close, the large tentacles are marked with deep rivets and gnarled with thick bumps. Enough for you to find purchase, and ascend. <br><br> <<if $willpowerSuccess>> <span class="green">The tentacles seem to twist and bend themselves to make your passage easier.</span> With their help, you're able to ascend high above the forest floor. <br><br> The tentacles taper near the top, letting you see through the landscape beyond. The forest stretches far, but a faint mist hangs in the air, swallowing the horizon. <br><br> <<link [[Next|Tentacle Forest Climb 2]]>><</link>> <br> <<else>> However, <span class="red">the tentacles revolt against your effort.</span> They twist and turn, making every inch an ordeal, until your fingers slip and you fall to the ground. It's fortunate you didn't get very high.<<gpain>><<pain 4>><<gwillpower>><<willpower 3>> <br><br> <<link [[Next|Tentacle Forest]]>><</link>> <br> <</if>><<effects>> The ground slopes below, ascending and descending. Ascending, you see a glimmering pool. Beyond is another clearing, covered in small, white-tipped tentacles, and beyond that is a great gate. Even from here, you can make out a gigantic lock. <br><br> In the opposite direction runs a stream, descending and turning. Small shapes leap from the surface. It runs into a clearing filled with wide-petalled flowers. They move to an unnatural rhythm. <br><br> The stream continues, and disappears down a ravine. Tentacles rise from its depths, as tall as the giant you cling to, but much thinner. The mist seems thicker here. <<if $tentacle_forest_key isnot 1>>One of the tentacles wraps around a metal object.<</if>> <br><br> <<link [[Next|Tentacle Forest Climb 3]]>><</link>> <br><<effects>> You climb to the forest floor. The tentacle bends lower as you near, and you hop down. <br><br> <<link [[Next|Tentacle Forest]]>><</link>> <br><<set $bus to "tentacle_forest_stream">><<effects>> You are in the tentacle forest, beside a rushing stream. You can't see the bottom, and strange, slug-like creatures hop from the surface. It crashes down a waterfall on one edge of the clearing, and disappears between tentacles opposite. <br><br> <<tentacle_forest_safe_orgasm>> <<tentacle_forest_time>> <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $town_projects.bridge gte 5>> <<if $settings.slugsEnabled>> The bridge waits for you to cross. The leaping slugs might be a problem, however. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $stress gte $stressmax>> <<tentacle_forest_stress_scene>> <<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>> <<tentacle_forest_orgasm_scene>> <<else>> <<if $tentacle_forest_stream is undefined>> <<set $tentacle_forest_stream to 5>> <</if>> <<switch $tentacle_forest_stream>> <<case 5>> <span class="pink">The stream is teeming with leaping slugs.</span> <<case 4>> <span class="purple">The stream is still full of leaping slugs.</span> <<case 3>> <span class="blue">Your efforts have reduced the population, but many slugs still leap from the surface.</span> <<case 2>> <span class="lblue">The stream is significantly emptier than when you found it, but several slugs still burst from the surface here and there.</span> <<case 1>> <span class="teal">The stream is almost clear, save the occasional, solitary slug.</span> <<default>> <span class="green">The stream is free of slugs.</span> <</switch>> <br><br> <<if $tentacle_forest_stream gte 1>> <<link [[Catch some slugs from the shore, making it safer to cross (0:05)|Tentacle Forest Stream Catch]]>><<tentacle_forest_pass 5>><</link>><<tendingdifficulty 1 400>> <br> <</if>> <<set _stream_difficulty to 300 * $tentacle_forest_stream>> <<link [[Cross as fast as you can (0:05)|Tentacle Forest Stream Fast]]>><<tentacle_forest_pass 5>><</link>><<athleticsdifficulty 1 _stream_difficulty>><<note "Move deeper into the forest" "lblue">> <br> <<link [[Cross slowly, ready to fend off any slugs that come your way (0:05)|Tentacle Forest Stream Slow]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 _stream_difficulty>><<note "Move deeper into the forest" "lblue">> <br><br> <<if $settings.footFetishEnabled>> Some of the fatter slugs have washed up on shore, and struggle to make it back to the stream. <br> <<link [[Step on them (0:15)|Tentacle Forest Feet]]>><<tentacle_forest_pass 15>><</link>><<note "+ Feet Skill?" "blue">> <br><br> <</if>> <<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>> <br> <</if>> <<else>> You'll need to take it very slowly however, or risk being swept away. <br><br> <<link [[Cross|Tentacle Forest Stream Safe]]>><<tentacle_forest_pass 20>><<arousal 2000>><</link>><<ggarousal>> <br><br> <<if $settings.footFetishEnabled>> Some of the fatter slugs have washed up on shore, and struggle to make it back to the stream. <br> <<link [[Step on them (0:15)|Tentacle Forest Feet]]>><<tentacle_forest_pass 15>><</link>><<note "+ Feet skill?" "blue">> <br><br> <</if>> <<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>> <br> <</if>> <<elseif $town_projects.bridge is 4>> <<set $town_projects.bridge to 5>> A bridge has appeared beneath the water, connecting the ruined pillars. It's built low, the water rushes over it and crossing will still be difficult, <span class="green">but it's now possible.</span> <br><br> <<link [[Next|Tentacle Forest Stream]]>><</link>> <br> <<else>> <<if $town_projects.bridge is undefined>> <<set $town_projects.bridge to 1>> <</if>> Two pillars on each side suggest there used to be a bridge here, but no longer. You kick a loose tentacle into the churning water. It's dragged under at once, and does not resurface. Crossing will be impossible, <span class="blue">for now.</span> <br><br> <<if $settings.footFetishEnabled>> Some of the fatter slugs have washed up on shore, and struggle to make it back to the stream. <br> <<link [[Step on them (0:15)|Tentacle Forest Feet]]>><<tentacle_forest_pass 15>><</link>><<note "+ Feet Skill?" "blue">> <br><br> <</if>> <<link [[Turn back|Tentacle Forest]]>><</link>> <br> <</if>><<effects>><<wearProp "tenta slug">> You kneel beside the stream and watch for the slugs squirming beneath the surface. <<if $tendingSuccess>> <span class="green">You snatch one from the water.</span> It's a thick, weighty and squirmy thing. You throw it between the giant tentacles behind you, then snatch another. <br><br> You soon have the population significantly reduced. <<set $tentacle_forest_stream -= 1>> <br><br> <<link [[Next|Tentacle Forest Stream]]>><<handheldon>><</link>> <br> <<else>> You snatch one from the water, <span class="red">but it squirms from your grasp and crawls up your arm.</span> You try to grasp it, but it leaps onto your breasts, slithers over your <<genitals>>, then leaps back into the stream.<<garousal>><<arousal 1000>> <br><br> <<link [[Next|Tentacle Forest Stream]]>><<handheldon>><</link>> <br> <</if>><<effects>> <<if $athleticsSuccess>> You run across the river as fast as you can. The slugs leap at you, <span class="green">but you weave between them,</span> and make it to the other side. <br><br> <<link [[Next|Tentacle Forest Flowers]]>><</link>> <br> <<else>> You run across the river as fast as you can. A slug leaps at you, <span class="red">slamming into your waist and knocking you off balance.</span> You trip and tumble into the stream. <br><br> You avoid being swept away, but more slugs leap from the water. <br><br> <<link [[Next|Tentacle Forest Stream Struggle]]>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> <<if $willpowerSuccess>> You walk across the stream, watching the water with care. Slugs leap from the surface, straight at you, <span class="green">but you swat them aside with your fists.</span> <br><br> You make it to the other side, leaving a trail of defeated slugs in your wake. <br><br> <<link [[Next|Tentacle Forest Flowers]]>><</link>> <br> <<else>> You walk across the stream, watching the water with care. Slugs leap from the surface, straight at you. You try to bash them aside with your fists, <span class="red">but there are too many.</span> You tumble into the stream.<<gwillpower>><<willpower 3>> <br><br> You avoid being swept away, but more slugs leap from the water. <br><br> <<link [[Next|Tentacle Forest Stream Struggle]]>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "slug">> <<struggle_creatures 2 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $timer to 20>> <<unset $struggle_start>> <</if>> <<if $tentacle_forest_stream is 5 and $timer is 1 or $tentacle_forest_stream is 4 and $timer is 5 or $tentacle_forest_stream is 3 and $timer is 9 or $tentacle_forest_stream is 2 and $timer is 14 or $tentacle_forest_stream is 1 and $timer is 18>> <<struggle_add 1 1>>/*Adds more creatures, with a specific health.*/ <span class="pink">Another creature attacks!</span> <br><br> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Tentacle Forest Stream Struggle End]]>><</link>></span> <br> <<elseif $orgasmdown gte 1>> <span id="next"><<link [[Next|Tentacle Forest Stream Struggle End 2]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Tentacle Forest Stream Struggle]]>><</link>></span> <br> <</if>><<effects>> With the last slug driven away, the others seem too fearful to approach. You make it to the other side of the river. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Flowers]]>><</link>> <br><<effects>> The orgasm wracks you, leaving you to be swept away by the water. Instead of taking advantage of your vulnerability however, the slugs flee upstream. <br><br> The ground quakes, and ruptures. Tentacles burst through, moving in a violent, directed fashion. Directed at you. <br><br> They seize your limbs before your orgasm subsides, and drag you below. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Orgasm]]>><</link>> <br><<effects>> You put one foot in front of the other, making sure you have firm purchase before continuing. The river is wide, but you manage to make it to the other side without issue. <br><br> <<link [[Next|Tentacle Forest Flowers]]>><</link>> <br><<set $bus to "tentacle_forest_flowers">><<effects>> You are in the tentacle forest, in a clearing full of fleshlike flowers. The petals always face you, following. They spray a purple mist if you draw too close. <br><br> <<tentacle_forest_safe_orgasm>> <<tentacle_forest_time>> <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $town_projects.road gte 5>> A road runs across the clearing, providing the safest route across. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $stress gte $stressmax>> <<tentacle_forest_stress_scene>> <<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>> <<tentacle_forest_orgasm_scene>> <<else>> <<link [[Run (0:05)|Tentacle Forest Flowers Run]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">> <br> <<link [[Cross while singing (0:05)|Tentacle Forest Flowers Sing]]>><<tentacle_forest_pass 5>><</link>><<tendingdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">> <br><br> Vines hang around the edge of the clearing, dripping a sickly sweet nectar. <<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>> You sniff it and frown. It's not the nectar you're addicted to; this won't satisfy your cravings. <</if>> <br> <<link [[Suck (0:15)|Tentacle Forest Oral]]>><<tentacle_forest_pass 15>><</link>><<note "+ Oral Skill?" "blue">> <br><br> <<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>> <br> <</if>> <<elseif $town_projects.road gte 4>> <<set $town_projects.road to 5>> A road of thick pink glass bricks has appeared, connecting one side of the clearing to the other. A haze lingers over it, <span class="green">but crossing should now be possible.</span> <br><br> <<link [[Next|Tentacle Forest Flowers]]>><</link>> <br> <<else>> Just a whiff of fragrance sends your head spinning, and it's too far for anyone to hold their breath. <span class="blue">You'll need to find another solution.</span> <<if $town_projects.road is undefined>> <<set $town_projects.road to 1>> <</if>> <br><br> Vines hang around the edge of the clearing, dripping a sickly sweet nectar. <<if $backgroundTraits.includes("plantlover") and $nectar_timer lte 14>> You sniff it and frown. It's not the nectar you're addicted to; this won't satisfy your cravings. <</if>> <br> <<link [[Suck (0:15)|Tentacle Forest Oral]]>><<tentacle_forest_pass 15>><</link>><<note "+ Oral Skill?" "blue">> <br><br> <<link [[Turn back|Tentacle Forest]]>><</link>> <br> <</if>><<effects>> You run down the road, winding around patches of sweet-smelling flowers. Their pollen assaults your senses, even kept at bay by the road. <<garousal>><<arousal 600>><<hallucinogen 120>> <br><br> <<if $willpowerSuccess>> You feel lightheaded, <span class="green">but remain focused on your task,</span> and reach the other side. You continue through the forest. <br><br> <<link [[Next|Tentacle Forest Cliff]]>><</link>> <br> <<else>> You feel lightheaded, <span class="red">and stumble to the ground.</span> You try to crawl the rest of the way, but tentacles snake to enwrap you. <br><br> <<link [[Next|Tentacle Forest Flowers Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You hum as you walk, soothing the sweet-smelling flowers. Their pollen assaults your senses, even kept at bay by the road. <<garousal>><<arousal 600>><<hallucinogen 120>> <br><br> <<if $tendingSuccess>> A gentle tune comes to mind. <span class="green">The flowers close their petals</span> when they hear it. You make it to the other side of the clearing. <br><br> <<link [[Next|Tentacle Forest Cliff]]>><</link>> <br> <<else>> The flower petals droop at the sound of your voice, <span class="red">but the haze only deepens,</span> making you more lightheaded, until you stumble and fall. <br><br> Tentacles snake to enwrap you before you can begin to stand. <br><br> <<link [[Next|Tentacle Forest Flowers Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 8 16>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $orgasmdown gte 1>> <span id="next"><<link [[Next|Tentacle Forest Flowers Tentacles Finish 2]]>><</link>></span><<nexttext>> <<elseif $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Tentacle Forest Flowers Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Tentacle Forest Flowers Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> You struggle free from the writhing tentacles, and make it the rest of the way through the clearing. <br><br> <<tearful>> you walk further into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Cliff]]>><</link>> <br><<effects>> The orgasm wracks you, leaving you at the mercy of the tentacles. The ground quakes, and ruptures. More tentacles burst through, moving in a violent, directed fashion. Directed at you. <br><br> They seize your limbs before your orgasm subsides, and drag you below. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Orgasm]]>><</link>> <br><<set $bus to "tentacle_forest_cliff">><<effects>> You are in the tentacle forest, at the edge of a great fissure in the ground. A wall of thin tentacles rises from the depths. In the distance, a vast plain stretches on as far as you can see. The closer you try to look, the further it seems to stretch. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $town_projects.diving gte 5>> A staircase, carved from rock, descends along the edge. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $stress gte $stressmax>> <<tentacle_forest_stress_scene>> <<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>> <<tentacle_forest_orgasm_scene>> <<else>> <<if $tentacle_forest_key isnot 1>> <<link [[Retrieve the object (0:05)|Tentacle Forest Cliff Key]]>><<tentacle_forest_pass 5>><</link>> <br><br> <</if>> Some of the tentacles beckon, challenging you. <br> <<link [[Wrestle (0:15)|Tentacle Forest Chest]]>><<tentacle_forest_pass 15>><</link>><<note "+ Chest Skill?" "blue">> <br><br> <<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>> <br> <</if>> <<elseif $town_projects.diving gte 4>> <<set $town_projects.diving to 5>> A staircase has appeared, carved from rock, <span class="green">descending the cliff.</span> <br><br> You see a glint of light. One of the tentacles clutches an object, far below. <br><br> <<link [[Next|Tentacle Forest Cliff]]>><</link>> <br> <<else>> You peer down the edge, and see a glint of light. One of the tentacles clutches an object, far below. However, there's no way you could climb down such a sheer cliff. <span class="blue">You'll need to find another solution.</span> <<if $town_projects.diving is undefined>> <<set $town_projects.diving to 1>> <</if>> <br><br> Some of the tentacles beckon, challenging you. <br> <<link [[Wrestle (0:15)|Tentacle Forest Chest]]>><<tentacle_forest_pass 15>><</link>><<note "+ Chest Skill?" "blue">> <br><br> <<link [[Turn back|Tentacle Forest]]>><</link>> <br> <</if>><<effects>> <<set $tentacle_forest_key to 1>> You walk down the steps. You draw close enough to the object to see that it's a thick key, made from silver metal. The colour is out of place here. <br><br> You reach over a short gap. The tentacle gives up the key without a struggle. <br><br> <<link [[Return to your arrival point|Tentacle Forest]]>><</link>> <br><<set $bus to "tentacle_forest_pool">><<effects>> You are in the tentacle forest, beside a glimmering pool. The ripples reflect a rainbow of colour. <br><br> <<tentacle_forest_safe_orgasm>> <<tentacle_forest_time>> <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $town_projects.thicket gte 5>> The water is placid, but innumerable eyes stare up at you. You'll have to be careful. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $stress gte $stressmax>> <<tentacle_forest_stress_scene>> <<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>> <<tentacle_forest_orgasm_scene>> <<else>> <<link [[Paddle (0:05)|Tentacle Forest Pool Focus]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">> <br> <<link [[Swim (0:05)|Tentacle Forest Pool Swim]]>><<tentacle_forest_pass 5>><</link>><<swimmingdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">> <br><br> Large lily pads float around the gentle edge of the pool. They look able to support your weight. <br> <<link [[Sit (0:15)|Tentacle Forest Bottom]]>><<tentacle_forest_pass 15>><</link>><<note "+ Bottom Skill?" "blue">> <br><br> <<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>> <br> <</if>> <<elseif $town_projects.thicket gte 4>> <<set $town_projects.thicket to 5>> You peer into the pool. The eyes are still there, but the water is placid, and gentle. <span class="green">Crossing should now be possible.</span> <br><br> <<link [[Next|Tentacle Forest Pool]]>><</link>> <br> <<else>> There's another path on the other side, but there's no way to cross without swimming. You peer beneath the surface. Innumerable eyes greet your gaze, and the water whirls in a violent torrent. <span class="blue">You'll need to find another solution.</span> <<if $town_projects.thicket is undefined>> <<set $town_projects.thicket to 1>> <</if>> <br><br> Large lily pads float around the gentle edge of the pool. They look able to support your weight. <br> <<link [[Sit (0:15)|Tentacle Forest Bottom]]>><<tentacle_forest_pass 15>><</link>><<note "+ Bottom Skill?" "blue">> <br><br> <<link [[Turn back|Tentacle Forest]]>><</link>> <br> <</if>><<effects>> <<water>> You paddle across the pool. You feel the eyes below, leering at your unprotected nudity, <<if $willpowerSuccess>> <span class="green">but you manage to resist looking down.</span> You reach the other side of the pool, and continue deeper into the forest. <br><br> <<link [[Next|Tentacle Forest Plants]]>><</link>> <br> <<else>> <span class="red">and can't resist glancing down.</span> As their gaze meets yours, tentacles surge from the depths. <br><br> <<link [[Next|Tentacle Forest Pool Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<water>> You swim across the pool, disturbing the eyes below. Tentacles surge from the depths, <<if $swimmingSuccess>> trailing behind you, <span class="green">but you manage to outpace them.</span> <br><br> You make it to the other side of the pool, and continue deeper into the forest. <br><br> <<link [[Next|Tentacle Forest Plants]]>><</link>> <br> <<else>> trailing behind. <span class="red">A couple wrap around your ankles,</span> slowing you long enough for others to catch up. <br><br> <<link [[Next|Tentacle Forest Pool Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 8 16>> <</if>> <<water>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $orgasmdown gte 1>> <<link [[Next|Tentacle Forest Pool Tentacles Finish 2]]>><</link>> <br> <<elseif $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Tentacle Forest Pool Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Tentacle Forest Pool Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> You struggle free from the writhing tentacles, and make it the rest of the way across the pool. <br><br> <<tearful>> you walk further into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Plants]]>><</link>> <br><<effects>> The orgasm wracks you, leaving you at the mercy of the tentacles. The water swirls in a violent whirlpool, and drags you below. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Orgasm]]>><</link>> <br><<set $bus to "tentacle_forest_plants">><<effects>> You are in the tentacle forest, in a clearing full of shoulder-high tentacles. They're dark purple at the base, and become paler towards the top. They give the impression of long grass. <br><br> <<tentacle_forest_safe_orgasm>> <<tentacle_forest_time>> <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $town_projects.green gte 5>> Some of the tentacles are tall enough to climb, but you'll need to be careful. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $stress gte $stressmax>> <<tentacle_forest_stress_scene>> <<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>> <<tentacle_forest_orgasm_scene>> <<else>> <<link [[Swing (0:05)|Tentacle Forest Plants Swing]]>><<tentacle_forest_pass 5>><</link>><<willpowerdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">> <br> <<link [[Climb (0:05)|Tentacle Forest Plants Climb]]>><<tentacle_forest_pass 5>><</link>><<athleticsdifficulty 1 1000>><<note "Move deeper into the forest" "lblue">> <br><br> Similar, taller tentacles rise either side of you, climbing high enough to weave between the thicker tentacles around the clearing. They bend low to the ground. <br> <<link [[Shimmy (0:15)|Tentacle Forest Thighs]]>><<tentacle_forest_pass 15>><</link>><<note "+ Thigh Skill?" "blue">> <br><br> <<link [[Return to your arrival point (0:05)|Tentacle Forest]]>><<tentacle_forest_pass 5>><</link>> <br> <</if>> <<elseif $town_projects.green gte 4>> <<set $town_projects.green to 5>> Some of the tentacles have grown to prodigious size. They bend under their own weight, many low enough to reach. <span class="green">Crossing should now be possible.</span> <br><br> <<link [[Next|Tentacle Forest Plants]]>><</link>> <br> <<else>> You try to push between them, but they're much sturdier than they look, and push against you. They form an impassable barrier. <span class="blue">You'll need to find another solution.</span> <<if $town_projects.green is undefined>> <<set $town_projects.green to 1>> <</if>> <br><br> Similar, taller, tentacles rise either side of you, climbing high enough to weave between the thicker tentacles around the clearing. They bend low to the ground. <br> <<link [[Shimmy (0:15)|Tentacle Forest Thighs]]>><<tentacle_forest_pass 15>><</link>><<note "+ Thigh Skill?" "blue">> <br><br> <<link [[Turn back|Tentacle Forest]]>><</link>> <br> <</if>><<effects>> You take a great leap, hurtling through the air and grasping the nearest hanging tentacle. <<if $willpowerSuccess>> You use the momentum, and hurl yourself to the next, then the next, <span class="green">until you've crossed the whole field.</span> You continue deeper into the forest. <br><br> <<link [[Next|Tentacle Forest Door]]>><</link>> <br> <<else>> You hesitate, considering what to do next, <span class="red">and your fingers slip.</span> <br><br> You fall onto a bed of writhing tentacles. <br><br> <<link [[Next|Tentacle Forest Plants Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You climb the gnarled trunk of the nearest tentacle. It bends towards another. There's a bit of a gap, <<if $athleticsSuccess>> <span class="green">and you manage to leap across.</span> You travel across the field from tentacle to tentacle, until you arrive on the other side. <br><br> <<link [[Next|Tentacle Forest Door]]>><</link>> <br> <<else>> <span class="red">and your fingers slip.</span> You slide onto a bed of writhing tentacles. <br><br> <<link [[Next|Tentacle Forest Plants Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 8 15>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $orgasmdown gte 1>> <span id="next"><<link [[Next|Tentacle Forest Plants Tentacles Finish 2]]>><</link>></span><<nexttext>> <<elseif $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Tentacle Forest Plants Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Tentacle Forest Plants Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> You struggle free from the writhing tentacles, and fall to the ground. You've made it across the field. <br><br> <<tearful>> you walk further into the forest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Door]]>><</link>> <br><<effects>> The orgasm wracks you, leaving you at the mercy of the tentacles. The ground quakes, and ruptures. More tentacles burst through, moving in a violent, directed fashion. Directed at you. <br><br> They seize your limbs before your orgasm subsides, and drag you below. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Forest Orgasm]]>><</link>> <br><<set $bus to "tentacle_forest_door">><<effects>> You are in the tentacle forest, stood before a gigantic stone door. Despite the size of its frame, the keyhole is tiny, and within reach. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $tentacle_forest_key is 1>> <<if $hookah_plot gte 1>> <<link [[Enter|Tentacle Forest Prison]]>><</link>> <br> <<else>> <span class="green">The key you found down the ravine will fit.</span> <br><br> <<link [[Enter|Tentacle Forest Quinn]]>><</link>> <br> <</if>> <<link [[Return to entrance|Tentacle Forest]]>><</link>> <br> <<else>> <<link [[Return to entrance|Tentacle Forest]]>><</link>> <br> <</if>><<set $bus to "tentacle_forest_prison">><<effects>> The door unlocks with a click. You pull it open, and brace to stop the sour wind from knocking you over. <br><br> You enter the tunnel, bathed in purple light. Other corridors lead away from this one, their walls etched with strange symbols. <br><br> <<if $tentacle_forest_time gte 60>> <<tentacle_forest_end_scene>> <<elseif $stress gte $stressmax>> <<tentacle_forest_stress_scene>> <<elseif $arousal gte 10000 and !$tentacle_forest_lurker.includes("defeated")>> <<tentacle_forest_orgasm_scene>> <<else>> <<if $settings.analEnabled>> <<link [[Decipher (0:15)|Tentacle Forest Anal]]>><<tentacle_forest_pass 15>><</link>><<note "+ Anal Skill?" "blue">> <br> <</if>> <<link [[Return to arrival point|Tentacle Forest]]>><</link>> <br> <</if>><<effects>> The door unlocks with a click. You pull it open, and a sour wind throws it the rest of the way, knocking you to the ground. <br><br> Inside is a tunnel, bathed in a dim purple light. You see movement in the distance, but it's too far to make out. <br><br> You enter, passing corridors leading away from the main tunnel, but the movement in the distance beckons you on. <br><br> <<link [[Next|Tentacle Forest Quinn 2]]>><</link>> <br><<effects>> <<set $hookah_plot to 1>> <<set $hookah_state to 2>> <<hookah_init>> <<npc Quinn>><<person1>> You draw close enough to make out a writhing mass. There's a figure in the centre. They hang limp, suspended by violating tentacles. One curls around their head, covering their eyes. Yet you can tell who it is. <span class="pink">It's Quinn, the mayor.</span><<gggawareness>><<awareness 24>> <br><br> You hear a thud, then a shattering of glass. You can't pinpoint the source. "This trespass," echoes a disembodied voice. "Will have consequences." The walls vanish brick by brick as the voice reverberates down the tunnel. <br><br> <span class="blue">You glimpse an expanse behind the wall.</span> <span class="pink">Your mind rejects it,</span> and reality unravels to escape it. <br><br> <<link [[Next|Tentacle Forest Quinn 3]]>><<endevent>><<tentacleworldend>><</link>> <br><<location "flats">><<set $outside to 0>><<effects>> <<storeon "hookah">> <<loadNPC 0 "hookah">><<person1>> You awaken in the hookah parlour. You're alone. The hookah itself lies in pieces. The door has been broken off its hinges. <br><br> Lying in the entrance are a pair of tiny spectacles. A piece of paper is wrapped around the left temple. You unfurl it. There's writing, hastily scrawled. <br><br> "I've searched for so long. <span class="green">The glasses, and the parlour, are yours.</span> Thank you." <br><br> <<earnFeat "Hookah Master">> <<specialClothesUnlock "set" "hookah">> <<link [[Look around|Tentacle Forest Quinn 4]]>><<facesend 31 $wardrobe_location>><</link>> <br><<effects>> Even in its ransacked state, the parlour looks like it was once a normal flat. There's a kitchen with a working fridge. You open it. There are five cages inside. <span class="pink">A strange creature writhes within the lowest.</span> <br><br> You look through the rest of the parlour. There's no bed anywhere, and cleaning will take a lot of work. <br><br> <<link [[Next|Flats Hookah]]>><<endevent>><</link>> <br><<effects>> Seized by a bizarre competitiveness, you wrestle one of the tentacles to the ground. You toss to and fro, <<set _rng to random(1, 2)>> <<if _rng is 1>> until you manage to pin it beneath your weight. <br><br> You luxuriate in victory.<<gchestskill>><<chestskill 1>> <br><br> <<destination_tentacle_forest>> <<else>> until it hurls you aside. <br><br> <<tentacle_forest_events>> <</if>><<effects>> You sit on one of the pads, dipping your feet in the water. You find you can propel yourself by shifting your weight back and forth. <<set _rng to random(1, 2)>> <<if _rng is 1>> You can't travel far, but moving in a little circle proves relaxing.<<gbottomskill>><<bottomskill 1>> <br><br> <<destination_tentacle_forest>> <<else>> You tumble into the water with a splash. You're glad the water is shallow here. <br><br> <<tentacle_forest_events>> <</if>><<effects>> You climb atop a low-hanging tentacle, and shimmy along with length between your thighs. <<set _rng to random(1, 2)>> <<if _rng is 1>> It sways a little, but you manage to hold on. You journey between the larger tentacles, before looping back around to the clearing.<<gthighskill>><<thighskill 1>> <br><br> <<destination_tentacle_forest>> <<else>> It sways this way and that. The rocking is too violent for you to cling, and you fall to the ground in a heap. <br><br> <<tentacle_forest_events>> <</if>><<effects>> You attempt to take one of the vines into your mouth. <<set _rng to random(1, 2)>> <<if _rng is 1>> It seems to follow your head, and enters your mouth without much difficulty. You eagerly lap up the nectar.<<goralskill>><<oralskill 1>> <br><br> <<destination_tentacle_forest>> <<else>> It sways away from you, and it lightly smacks you on the cheek when you try to persist. <br><br> <<tentacle_forest_events>> <</if>><<effects>> You reach for the fruit. The tentacle 'branches' they attach to lift as you do, pulling the fruit beyond your grasp. <<set _rng to random(1, 2)>> <<if _rng is 1>> <<wearProp "tenta fruit">> You manage to snag one by jumping. <br><br> Despite its juicy appearance, it tastes most similar to pork. <<ghandskill>><<handskill 1>> <br><br> <<destination_tentacle_forest>> <<else>> Even jumping just makes the tentacles jump away in response. <br><br> <<tentacle_forest_events>> <</if>><<effects>> You try to stomp on one of the slugs, but the threat gives it a burst of energy, and it slithers away with surprising speed. <<set _rng to random(1, 2)>> <<if _rng is 1>> <<wearProp "tenta slug">> You catch it before it makes it to the stream. White fluid squirts from the tip, deflating it and leaving it similar to the other slugs. Now free of its extra bulk, it escapes into the stream. <<gfeetskill>><<feetskill 1>> <br><br> <<destination_tentacle_forest>> <<else>> It slips into the stream before you can catch it. <br><br> <<tentacle_forest_events>> <</if>><<effects>> You try to read the writing etched on the walls. The symbols change as you look, resettling into new, <<set _rng to random(1, 2)>> <<if _rng is 1>> strange patterns. Meaning floods your mind. You blush.<<ganalskill>><<analskill 1>> <br><br> <<destination_tentacle_forest>> <<else>> disturbing patterns. Meaning floods your mind. You shudder. <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> <<if $awareness lt 600>> <<gawareness>><<awareness 3>> <<else>> <<ggarousal>><<arousal 1800>> <</if>> <<case 2>> <<ggarousal>><<arousal 1800>> <<case 3>> <<gstress>><<stress 18>> <<case 4>> <<gtrauma>><<trauma 18>> <<case 5>> <<gwillpower>><<willpower 3>> <</switch>> <br><br> <<link [[Next|Tentacle Forest Prison]]>><</link>> <br> <</if>><<widget "passouttentacleworld">> <<if isPregnancyEnding()>> <<pregnancyPassout "tentacleworld">> <<else>> <<passout>> <<link [[Everything fades to black...|Passout Tentacle World]]>><</link>> <</if>> <</widget>> <<widget "tentacleworldintro">> <<set $tentnorth to 0>> <<set $tenteast to 0>> <<if $rng gte 51>> <<set $tentportalnorth to either(-5, -4, 4, 5)>> <<set $tentportaleast to random(-5, 5)>> <<else>> <<set $tentportalnorth to random(-5, 5)>> <<set $tentportaleast to either(-5, -4, 4, 5)>> <</if>> <</widget>> <<widget "tentacleworldend">> <<unset $tentacleadmire>> <<unset $tentaclewolf>> <<unset $tentacleangel>> <<unset $tentaclefallenangel>> <<unset $tentacleEntrance>> <<unset $tentaclecat>> <<unset $tentaclecow>> <<unset $tentaclefox>> <<unset $tentacleorgasmignore>> <<unset $tentacle_forest_time>> <<unset $tentacle_forest_stream>> <<unset $tentacle_forest_lurker>> <</widget>> <<widget "tentacle_forest_safe_orgasm">> <<if $arousal gte 10000 and $tentacle_forest_lurker.includes("defeated")>> You fall to your hands and knees as the sensations become too much to bear. <<orgasm>> <br><br> You struggle to your feet. Despite being in a vulnerable state, <span class="teal">nothing assaults you.</span> <br><br> <</if>> <</widget>> <<widget "tentacle_forest_end_scene">> <span class="blue">Something is coming for you.</span> You feel it. Time parts to allow its passage. It whirls around you, unravelling this reality. <br><br> <<set $bus to "barb">> <<link [[Next|Flats Hookah End]]>><<tentacleworldend>><</link>> <br> <</widget>> <<widget "tentacle_forest_orgasm_scene">> You fall to your hands and knees as the sensations become too much to bear. <<orgasm>> <br><br> The ground quakes, and ruptures. Tentacles burst through, moving in a violent, directed fashion. Directed at you. <br><br> They seize your limbs before your orgasm subsides, and drag you below. <br><br> <<link [[Next|Tentacle Forest Orgasm]]>><</link>> <br> <</widget>> <<widget "tentacle_forest_stress_scene">> <<if isPregnancyEnding()>> <<pregnancyPassout "tentacleforest">> <<else>> You've pushed yourself too much, and collapse to your knees. <br><br> <span class="red">A fissure erupts beneath you, and several tentacles emerge.</span> They grasp your limbs, and draw your weakened body underground. <br><br> <<if $tentacle_forest_lurker.includes("defeated")>> You land on your <<bottom>> in the cave beneath the forest. <span class="red">The strange creature has returned,</span> and squirms towards you. <<else>> You land on your <<bottom>> in a pool of thick, pink fluid, surrounded by cavernous walls. A strange creature squirms towards you. It has no discernible features, save a single, colossal maw. <</if>> <br><br> <<link [[Next|Tentacle Forest Orgasm Defeat]]>><</link>> <br> <</if>> <</widget>> <<widget "tentaclewolf">> <<if $wolfgirl gte 6 and $syndromewolves gte 1>> <<if $tentaclewolf is undefined>> <<set $tentaclewolf to 0>> You hear something familiar in the distance, but you aren't sure what it is. It breaks through the fog and reminds you of the forest. <<lstress>><<larousal>><<stress -6>><<arousal -6>> <br><br> <<elseif $tentaclewolf is 0>> <<set $tentaclewolf to 1>> You hear it again. It came from <<tentacledirection>> <<lstress>><<larousal>><<stress -6>><<arousal -6>> <br><br> <<elseif $tentaclewolf is 1>> <<set $tentaclewolf to 2>> The familiar sound is louder now. It sounds like howling. It's coming from <<tentacledirection>> <<lstress>><<larousal>><<stress -6>><<arousal -6>> <br><br> <</if>> <</if>> <</widget>> <<widget "tentacledirection">> <<if $tentportalnorth gt $tentnorth>> <<if $tentportaleast gt $tenteast>> the Northeast. <<elseif $tentportaleast lt $tenteast>> the Northwest. <<else>> the North. <</if>> <<elseif $tentportalnorth lt $tentnorth>> <<if $tentportaleast gt $tenteast>> the Southeast. <<elseif $tentportaleast lt $tenteast>> the Southwest. <<else>> the South. <</if>> <<else>> <<if $tentportaleast gt $tenteast>> the East. <<elseif $tentportaleast lt $tenteast>> the West. <<else>> nearby. <</if>> <</if>> <</widget>> <<widget "tentacle_forest_pass">> <<if _args[0]>> <<pass _args[0]>> <<set $tentacle_forest_time += _args[0]>> <<set $tentacle_forest_time to Math.clamp($tentacle_forest_time, 0, 120)>> <</if>> <</widget>> <<widget "tentacle_forest_time">> Time remaining in the forest: <<print (60 - $tentacle_forest_time)>> <</widget>> <<widget "destination_tentacle_forest">> <<switch $bus>> <<case "tentacle_forest_main">> <<link [[Next|Tentacle Forest]]>><<handheldon>><</link>> <br> <<case "tentacle_forest_stream">> <<link [[Next|Tentacle Forest Stream]]>><<handheldon>><</link>> <br> <<case "tentacle_forest_flowers">> <<link [[Next|Tentacle Forest Flowers]]>><<handheldon>><</link>> <br> <<case "tentacle_forest_cliff">> <<link [[Next|Tentacle Forest Cliff]]>><<handheldon>><</link>> <br> <<case "tentacle_forest_pool">> <<link [[Next|Tentacle Forest Pool]]>><<handheldon>><</link>> <br> <<case "tentacle_forest_plants">> <<link [[Next|Tentacle Forest Plants]]>><<handheldon>><</link>> <br> <<case "tentacle_forest_door">> <<link [[Next|Tentacle Forest Door]]>><<handheldon>><</link>> <br> <<case "tentacle_forest_prison">> <<link [[Next|Tentacle Forest Prison]]>><<handheldon>><</link>> <br> <<default>> <<link [[Next|Tentacle Forest]]>><<handheldon>><</link>> <br> <</switch>> <</widget>> <<widget "tentacle_forest_events">> <<cleareventpool>> <<addinlineevent "tentacle_forest_1" 1>> A vine-like tentacle erupts from the canopy above, slicing through the air and delivering a sharp blow to your <<bottom>>.<<gpain>><<ggarousal>><<pain 4>><<arousal 1800>> <br><br> The force jolts you forwards. <<dancedifficulty 1 1000>> <<if $danceSuccess>> You almost trip over yet another tentacle, lying low near the ground, <span class="green">but manage to keep your footing.</span> <br><br> <<destination_tentacle_forest>> <<else>> <span class="red">You trip over another tentacle</span>, lying low near the ground. It coils around your waist, holding you still as the first slithers up your thigh. <br><br> <<if $player.penisExist>> You feel a flick against your <<genitals 1>>. The tentacle slithers up and down your length, squeezing in a rhythmic fashion. <<else>> You feel a flick against your labia. The tentacle slithers across your skin, and wraps around your clit, squeezing in a rhythmic fashion. <</if>> You pull both tentacles away from you, allowing you to stand, but you can't stop the heat rising.<<gggarousal>><<arousal 3600>> <br><br> <<destination_tentacle_forest>> <</if>> <</addinlineevent>> <<addinlineevent "tentacle_forest_2" 1>> An aperture on one of the larger tentacles opens, and sprays a thick pink mist. It makes you feel lightheaded.<<ggarousal>><<arousal 1800>> <br><br> <<destination_tentacle_forest>> <</addinlineevent>> <<addinlineevent "tentacle_forest_3" 1>> You feel a squishiness beneath your feet. You move your foot, and see a large eye staring up at you. It blinks. The lid becomes a pair of lips. One whisper, and you find yourself lying on your back, staring up at the tentacles swaying overhead. <br><br> You can't remember what was said. <<if $awareness lt 600>> <<gawareness>><<awareness 3>> <<else>> <<ggarousal>><<arousal 1800>> <</if>> <br><br> <<destination_tentacle_forest>> <</addinlineevent>> <<addinlineevent "tentacle_forest_4" 1>> A dollop of slick stickiness falls from above. <<random_goo>> <br><br> <<destination_tentacle_forest>> <</addinlineevent>> <<addinlineevent "tentacle_forest_5" 1>> <<set _rng to random(1, 4)>> <<switch _rng>> <<case 1>> You hear something whisper your name. <<case 2>> Innumerable eyes open, all around. You blink, and they're gone. <<case 3>> A tremor shakes the ground. It journeys up the giant tentacles, shaking them right to the tip. <<default>> You hear a distant keening sound. Another responds. <</switch>> <<ggstress>><<stress 18>> <br><br> <<destination_tentacle_forest>> <</addinlineevent>> <<runeventpool>> <</widget>><<location "tentworld">><<set $outside to 0>><<effects>><<set $phase to 0>> <<tentacleworldintro>> You open the door, revealing an alien landscape. Giant tentacles writhe against the sky. <span class="red">An orgasm here could be dangerous.</span> <br><br> <<link [[Next|Tentacle Plains]]>><<set $tentacleEntrance to "asylum">><</link>> <br><<location "tentworld">><<effects>> <<strip>> You wake, realising with horror that you are trapped naked within a mass of tentacles. They hold you several feet above the ground, your limbs and torso secure in their gentle but unyielding embrace. Struggling to escape, you move your arms and legs in hopes of disrupting the tentacles' grip. You fail, as every movement is countered effortlessly by the unconcerned appendages. Your desperation rises as your thrashing has no effect. <br><br> But desperation is not the only thing to rise. As you continue to breathe in the musky air and feel your captor's wriggling flesh pressing against your arms and hips and calves, you find your body flush with growing arousal. Your genitals react. Sweat breaks out across your skin. Your <<nipples>> harden. Unsatisfied by your previous climaxes, your body yearns to be touched. To be toyed with. To be pleasured. <br><br> And yet your <<genitals_are 1>> not assaulted. Your ass remains unmolested. Instead, the tentacles seem only interested in holding you in this bondage. It's maddening, the pleasure rising within you like the tide. Though you wish to be free, your body wants to be used. Closing your eyes, you moan with frustrated lust even as you ponder escape. <br><br> That sound spurs the tentacles into movement. Several begin to caress your chest and back, thighs and tummy. Far from your most sensitive areas, they nevertheless drive you wild as you find yourself bucking against them. You ache with arousal, your mind drifting in a sea of desire. <br><br> It's too much. Though unable to get yourself off, or perhaps because of it, you find your body tingling as your climax begins to build. You moan as the tentacles increase their speed, the dam within you breaking. It is slow, the pleasure building upon itself as the orgasmic energy pours into your pelvis and you suck in deep ragged breaths. It's too much. <br><br> You cum, twitching against your captor as you groan through your climax. It lasts for many seconds, the tentacles gliding over your flesh as the pleasure pulses brighter and brighter within you. Your stiff body collapses and you let out a long exhausted exhale. <<orgasmstat>><<orgasmcount 1>> <br><br> <<link [[Next|Passout Tentacle World 2]]>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> But it's not over. Before you can regain your senses, two naughty tentacles find your <<nipples>> and begin to vigorously grind against them. You squeal at this spike of pleasure, your eyes flying open as you look down at your chest. Instead of feeling your orgasm dissipate, it seems that this new assault has created an echo chamber within your nervous system and you realise with horror and anticipation that a new climax is beginning to build within you. <br><br> Before it peaks, however, a third tentacle slides between your bottom and rubs aggressively over your hole, eliciting an even louder squeal from you as the pleasure in your <<nipples>> and asshole merge into a tsunami that crashes against you. Your climax speeds towards you and you open your mouth to scream. <br><br> Instead you cry out as the tentacles force you to cum hard. You buck and writhe against your bindings. Your eyes flutter open and closed. Moans escape your throat as you endure the orgasm, the time growing indistinct as you cum and cum and cum. <<orgasmstat>><<orgasmcount 1>> <br><br> Eventually, the powerful feelings start to fade. Despite the tentacles still teasing your body, you feel the effects of this newest climax receding. Your mind, soaked for so long in a fog of unrelenting pleasure, starts to clear. <br><br> <<link [[Next|Passout Tentacle World 3]]>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> Then a tentacle flicks the tip of your <<print ($player.penisExist ? "penis" : "clit")>> hard, sending a jolt right to your brain. With tentacles torturing your ass and nipples, this lone strike against your most sensitive place, which up until now had not been subjected to any sensations, overloads your system. You cum suddenly, your body unprepared for the unstoppable pleasure. The explosion within you causes your body to spasm, your hands clenched tight and your feet kicking out spastically. <<orgasmstat>><<orgasmcount 1>> <br><br> Before this newest climax can properly fade, your <<genitals_are 1>> subjected to another hard slap that sends you spiralling into a fourth orgasm. You scream as the tingling breaks down your mental barriers. <<orgasmstat>><<orgasmcount 1>> <br><br> Another slap. <<set $arousal to 10000>><<orgasm>> Another. <<set $arousal to 10000>><<orgasm>> It goes on and on and on, your body no longer distinguishing one peak from the next. Your breathing ragged, your body fights the losing battle against the pleasure being forced upon you and your mind begins to shatter. <br><br> Overwhelmed with unending orgasms, you eventually crash into unconsciousness. <br><br> <<link [[Next|Passout Tentacle World 4]]>><<clotheson>><</link>> <br><<set $outside to 0>><<effects>> <<if $tentacleEntrance is "mirror">><<set $location to "home">> You wake up on the floor next to your mirror. That was quite the nightmare. <br><br> <<tentacleworldend>> <<link [[Next|Bedroom]]>><</link>> <<else>> <<set $location to "asylum">> You wake in darkness. You're back in the asylum, in the tiny room.<<endevent>><<npc Harper>><<person1>> <br><br> <<tentacleworldend>> <<link [[Next|Asylum Room 2]]>><</link>> <</if>> <br><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentacleorgasmignore is undefined>><<set $tentacleorgasmignore to 0>><</if>> You are on the tentacle plains. <<if $phase is 5>> You feel the slime in your head make a strange noise as you head in the direction it wants you to go. Tendrils growing from the ground seem to avoid you while the air seems clearer than before. <<if $tentacleorgasmignore is 0>><<set $tentacleorgasmignore to 1>><</if>> <<else>> Tendrils growing from the ground strain to reach your <<genitals>>, caressing your thighs and whatever else they can reach. The air is sweet. <<drugs 10>><<ggarousal>><<arousal 1200>> <</if>> <br><br> <<switch $phase>> <<case 1>> You walk north. <br><br> <<case 2>> You walk south. <br><br> <<case 3>> You walk east. <br><br> <<case 4>> You walk west. <br><br> <</switch>> <<tentaclewolf>> <<set $phase to 0>> <<if $stress gte $stressmax>> <<passouttentacleworld>> <<elseif $arousal gte $arousalmax and $eventskip isnot 1 and $tentacleorgasmignore lte 0>> <<orgasm>> Energised, the tentacles around you dart higher than normal. They wrap around your arms and drag you to the ground. <br><br> <<link [[Next|Tentacle Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $arousal gte $arousalmax and $tentacleorgasmignore gte 1>> <<orgasm>><<set $tentacleorgasmignore -= 1>> The tentacles don't take advantage of your vulnerability. <br><br> <</if>> <<if $tentnorth is 0 and $tenteast is 0>> <<if $tentacleEntrance is "mirror">> You stand in front of your mirror. <br> <<mirroricon "blood">><<link [[Walk through|Tentacle Home Return]]>><</link>> <<else>> The door to the asylum is nearby. <br> <<asylumicon "door">><<link [[Return to asylum|Tentacle Return]]>><</link>> <</if>> <br><br> <</if>> <<if $tentnorth is $tentportalnorth and $tenteast is $tentportaleast>> <<if $wolfgirl gte 6 and $syndromewolves gte 1>> You see another door in the distance, similar to the one that led you here. It's surrounded by tentacles. The door is wide open, and the forest lies on the other side, promising escape. You see a black blur shift before snapping and snarling at one of the tendrils. <br><br> <<foresticon>><<link [[Run for the door|Tentacle Wolf Escape]]>><</link>> <br><br> <<else>> A door stands open here. There's a forest beyond. <br> <<foresticon>><<link [[Enter|Tentacle Escape]]>><</link>> <br><br> <</if>> <</if>> <<if $tentnorth gte 5 or $tentnorth lte -5 or $tenteast gte 5 or $tenteast lte -5>> The plains stretch to the horizon. You don't want to wander too far from the portal. <br><br> <</if>> <<if $tentnorth is 4 and $tenteast is 4 and $tentspray isnot 1>> A red light hovers in the air at chest-height, held aloft by thin tendrils. <br> <<peppersprayicon>><<link [[Touch|Tentacle Plains Spray]]>><<set $spraymax += 1>><<set $tentspray to 1>><<spray 5>><</link>><<gspraymax>> <br><br> <</if>> <<if numberOfEarSlime() gte 2 and $earSlime.growth gt 50 and $earSlime.focus isnot "none" and !$weekly.earSlimeTentaclePlains and $tentnorth lte 0 and $tenteast lte 1>> <span class="red">You feel the slime in your head urge you to face a specific way, as if it wants you to head towards something.</span> <br> <<if $tentnorth is -5 and $tenteast is -4>> <<ind>><<link [[Follow the slime's directions (0:10)|Tentacle Plains Ear Slime]]>><<pass 10>><</link>> <<else>> <<ind>><<link [[Follow the slimes' directions (0:10)|Tentacle Plains]]>> <<pass 10>><<set $phase to 5>> <<if $tenteast gte -3 and random(0,100) gte 50>> <<set $tenteast -= 1>> <<elseif $tenteast is -5 and random(0,100) gte 50>> <<set $tenteast += 1>> <<elseif $tentnorth gt -5>> <<set $tentnorth -= 1>> <<elseif $tenteast gte -3>> <<set $tenteast -= 1>> <<elseif $tenteast is -5>> <<set $tenteast += 1>> <</if>> <</link>> <</if>> <br> <</if>> <<if $tentnorth lt 5>> <<tentacleicon "north">><<link [[North (0:10)|Tentacle Plains]]>><<pass 10>><<set $tentnorth += 1>><<set $phase to 1>><</link>> <br> <</if>> <<if $tentnorth gt -5>> <<tentacleicon "south">><<link [[South (0:10)|Tentacle Plains]]>><<pass 10>><<set $tentnorth -= 1>><<set $phase to 2>><</link>> <br> <</if>> <<if $tenteast lt 5>> <<tentacleicon "east">><<link [[East (0:10)|Tentacle Plains]]>><<pass 10>><<set $tenteast += 1>><<set $phase to 3>><</link>> <br> <</if>> <<if $tenteast gt -5>> <<tentacleicon "west">><<link [[West (0:10)|Tentacle Plains]]>><<pass 10>><<set $tenteast -= 1>><<set $phase to 4>><</link>> <br> <</if>> <<if $demon gte 6 and $tentacleadmire gte 1>> <<tficon "demon">><<link [[Offer yourself|Tentacle Plains Admire]]>><</link>><<demon>> <br> <<elseif $demon gte 6>> <<tficon "demon">><<link [[Admire|Tentacle Plains Admire]]>><</link>><<demon>> <br> <</if>> <<if $tentaclewolf gte 2>> <<tficon "wolf">><<link [[Howl|Tentacle Plains Howl]]>><<transform wolf 1>><</link>><<wolfgirl>> <br> <</if>> <<if $angel gte 6 and $tentacleangel gte 2>> <<tficon "angel">><<link [[Resist|Tentacle Plains Resist]]>><</link>><<angel>> <br> <<elseif $angel gte 6>> <<tficon "angel">><<link [[Focus|Tentacle Plains Resist]]>><</link>><<angel>> <br> <</if>> <<if $fallenangel gte 2>> <<tficon "fallenangel">><<link [[Despair|Tentacle Plains Despair]]>><</link>><<fallenangel>> <br> <</if>> <<if $cat gte 6>> <<tficon "cat">><<link [[Pounce|Tentacle Plains Cat]]>><<transform cat 1>><</link>><<cat>> <br> <</if>> <<if $cow gte 6 and $settings.breastFeedingEnabled>> <<tficon "cow">><<link [[Let the tentacles milk your breasts|Tentacle Cow Breasts]]>><<transform cow 1>><</link>><<cow>> <br> <</if>> <<if $cow gte 6 and $player.penisExist and !playerChastity("penis")>> <<tficon "cow">><<link [[Let the tentacles milk your penis|Tentacle Cow Penis]]>><<transform cow 1>><</link>><<cow>> <br> <</if>> <<if $harpy gte 6>> <<tficon "bird">><<link [[Get a bird's eye view|Tentacle Bird]]>><<transform bird 1>><</link>><<flight_text>> <br> <</if>> <<if $fox gte 6>> <<tficon "fox">><<link [[Look for something to steal|Tentacle Plains Fox]]>><<transform fox 1>><</link>><<fox>> <br> <</if>> <</if>> <<set $eventskip to 0>><<set $location to "home">><<set $outside to 0>><<effects>> You step through the mirror, and you're back in your room. The eerie light fades, as if it were never there. <br><br> <<tentacleworldend>> <<link [[Next|Bedroom]]>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentaclefallenangel is undefined>> <<set $tentaclefallenangel to 0>> You growl at the unfairness of the situation. Flashbacks of the last few days play out through your head, filling you with anger and dread. What did you do to deserve this? The world robbed you of your purity, and has now dumped you here. You deliver a vicious kick to one of the tentacles at your feet. You have fallen so far. Your anger distracts you from the lewd warmth within you. <<gstress>><<larousal>><<stress 6>><<arousal -600>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentaclefallenangel is 0>> <<set $tentaclefallenangel to 1>> The anger keeps building. The injustices committed against you all come rushing back. Memories of the pain you've experienced resurface at full force, opening wounds that should have long since healed. The pain is as real as when you first felt it, driving you to keel over in agony. The tentacles around you recoil. <<gpain>><<llarousal>><<pain 20>><<arousal -1200>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentaclefallenangel is 1>> <<set $tentaclefallenangel to 2>> You remember the faces of everyone who wronged you. Every single one is floating around you, laughing at your torment and mocking you for your weakness. They jeer into the sickeningly sweet air in unison. Each word is another scar on your tattered existence. You fall to the ground, writhing in pain. The tears sting your face. <<gpain>><<lllarousal>><<pain 20>><<arousal -1800>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentaclefallenangel is 2>> <<set $tentaclefallenangel to 3>> The world has wronged you. You've been forsaken in an alien land. As the pain overwhelms you, your vision begins to fade. The tendrils creep closer. <br><br> "No." Surprised by your own voice, you snap back to full attention. You get back to your feet. The pain is almost too much to bear. Almost. You throw your head back, and release an agonised scream. It carries the lifetime of torment that tortures you. <br><br> The tentacles retreat. The world thinks it can just dump you here to be forgotten and used by alien creatures like a toy. Maybe you deserve it, but you're not going to let it happen. <br><br> Whether this world is real or not, you're determined to make it back to your own out of pure spite alone. You'll show them all. Nobody has seen the last of you, but they're going to wish they had. <<gpain>><<lltrauma>><<llstress>><<lllarousal>><<pain 30>><<trauma -18>><<stress -18>><<arousal -2400>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<else>> Each memory is more pain, and you have no shortage of them. It drives you to keep moving, and the sting keeps you alert as you search for a way out. <<gpain>><<llarousal>><<pain 10>><<arousal -1800>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <</if>><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentacleangel is undefined>> <<set $tentacleangel to 0>> You kneel and reflect upon the events that led you to this place. Completely disgusted by your surroundings, you find the willpower to continue. These horrors will not hold you. <<llarousal>><<arousal -1200>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentacleangel is 0>> <<set $tentacleangel to 1>> As you meditate in the barren plains, the ground around you almost seems to get brighter. You feel better about your situation. <<lstress>><<stress -6>><<llarousal>><<arousal -1200>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentacleangel is 1>> <<set $tentacleangel to 2>> In the depths of your mind, you hear a distant choir sing a single note. The halo above your head is getting brighter, and the lewd warmth within you melts away. <span class="gold">This place will not hold you.</span> <<lllarousal>><<arousal -2400>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentacleangel is 2>> <<set $tentacleangel to 3>> You are a beacon of light. The tentacles grasping your feet retract away from you. You are above this wasteland, it does not deserve your radiant presence. You keep repeating that to yourself. <span class="gold">This place will not hold you.</span> <<lllarousal>><<arousal -2400>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<else>> The light from your halo is blinding. You are above this place. You are above this place. You repeat the mantra out loud. The floor falls away from beneath you. You can't see the tentacles. The light from your halo encompasses all. You feel yourself rising higher and higher, the dark sky offering no resistance to your ascent. You rise and rise. <br><br> <<if $tentacleEntrance is "asylum">> <<asylumescape>> <<badEndTrackingEnd "Asylum" { reason: "asylumTentacleAngel" }>> <</if>> <<endevent>><<tentacleworldend>> <<set $forest to random(50, 100)>> <<link [[Next|Mirror]]>><<set $location to "home">><</link>> <br> <</if>><<location "tentworld">><<set $outside to 0>><<effects>> You make a mad dash for the door, pushing every muscle to its limits. The Black Wolf turns and sees you. It howls into the air in triumph at your approach. The tendrils shift their attention to you. A stray tentacle grabs you by the leg, tripping you. <br><br> You twist yourself over and bite the tentacle, piercing it with your fangs. It recoils and retreats. You get to your feet and keep going. <br><br> The door is within arm's reach. You jump forward to cover the final distance as a surge of tendrils chase you. A few gain purchase around your legs, but the Black Wolf grabs your neck<<npc "Black Wolf">><<if $monster isnot 1>> in its jaws<</if>> and pulls you through the door. <br><br> You fall forward and kick the remaining tentacles off. The door slams shut behind you, and vanishes. You are deep in the forest. The asylum stands before you. The Black Wolf gruffs and licks your face. <<if $monster is 1>> "Heard you, smelled you. Knew trouble. Bad land. Safe now. Home." <<bHe>> lifts you up, and you journey to the cave. <<else>> The wolf lets you climb on to its back, and together you journey to the cave. <</if>> <<lstress>><<ltrauma>><<stress -6>><<trauma -6>> <br><br> <<if $tentacleEntrance is "asylum">> <<asylumescape>> <<badEndTrackingEnd "Asylum" { reason: "asylumBlackWolf" }>> <</if>> <<endevent>><<tentacleworldend>> <<set $forest to random(50, 100)>> <<link [[Next (0:30)|Wolf Cave Clearing]]>><<pass 30>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> You rear your head back and howl to the bleak sky. A much louder, more energetic howl responds from <<tentacledirection>> You can feel the adrenaline as your wild spirit ignites. You don't know how, but you feel like escape is at hand, and the thought drives you to continue. <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentaclecat is undefined>> <<set $tentaclecat to 1>> Your eyes focus. There are so many writhing, slippery little things here. One small tentacle catches your attention as it brushes against your foot. You swipe at it, and it recoils. <<larousal>><<lstress>><<arousal -120>><<stress -6>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentaclecat is 1>> <<set $tentaclecat to 2>> You pounce after another tentacle. Other tentacles begin to slither away from you. This is fun! <<larousal>><<llstress>><<arousal -120>><<stress -12>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentaclecat is 2>> <<set $tentaclecat to 3>> You pounce, catching a small tentacle and biting down on it. You catch another. And another. You make a small bundle of tentacles and paw it around. <<larousal>><<llstress>><<arousal -120>><<stress -12>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<else>> <<unset $tentaclecat>> You pounce and grab onto a larger tentacle, biting into it and wrestling it to the ground. It quickly retreats from you. <<set $tentacleorgasmignore += 1>><span class = green>There are no other tentacles nearby. Your next orgasm might not be so dangerous.</span> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <</if>><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentaclefox is undefined>> <<set $tentaclefox to 1>> You look around. There's a lot of moving things, but very few shiny things that catch your eye. A particularly slick tentacle looks shiny enough. You make a grab for it, but it slips away. <<larousal>><<lstress>><<arousal -120>><<stress -6>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentaclefox is 1>> <<set $tentaclefox to 2>> You get low to the ground, stalking another shiny tentacle. You see a lump halfway up its length. Your pupils dilate. <br><br> You pounce, but miss, and the tentacle slithers into the ground. Not satisfied, you jump into the air, diving right into the same spot. You end up buried to your waist, upper body lodged in the ground. <br><br> Exactly as planned. You're able to grab the tentacle with your right hand, and rapidly push yourself back out of the fresh hole you've made in the soft ground. It squirms to no avail. <br><br> You take off with your prize. <<larousal>><<llstress>><<arousal -120>><<stress -12>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentaclefox is 2>> <<set $tentaclefox to 3>> You raid another tentacle den, and find another lumpy tentacle. You squeeze them, and they produce two small, egg-shaped objects! <br><br> You shove them both into your mouth without a moment's hesitation. <br><br> You immediately realise how stupid that was to do. <<drugs 70>><<gdrugged>> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<else>> <<unset $tentaclefox>> You clumsily stumble around, trying to find more tentacles to harass. <<set $tentacleorgasmignore += 1>><span class = green>But they seem to be avoiding you. Your next orgasm might not be so dangerous.</span> <br><br> <<link [[Next|Tentacle Plains]]>><</link>> <br> <</if>><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentaclecow is undefined>> <<set $tentaclecow to 1>> You think you know a way to satisfy the tentacles. <<else>> You prepare to satisfy the tentacle's thirst. <</if>> You drop to all fours, and they begin slithering up your arms. <<outfitChecks>> <<if _top>> <<if pcAreArmsBound("any")>> A pair of tentacles <<else>> You <</if>> displace your <<allTopsUnderwear>>.<<overupperstrip>><<upperstrip>><<underupperstrip>> <</if>> You wiggle in place, drawing attention to your <<breasts>>. The response is almost immediate. The tentacles latch on to your chest and begin sucking. <br><br> <<= $lactating is 1 ? "Milk leaks from your buds, and your body shakes. Your fluid is sucked away by the tentacles. You" : "Your body shakes as you">> remain on your hands and knees, two tentacles clinging to your <<breasts>>. <<arousal 1000 "breasts">><<ggarousal>> <br><br> <<if $lactating is 1>> <<set _tentacles_milk to ($milk_amount / 2)>> <<milk_amount `-_tentacles_milk`>> <<set $milk_produced_stat += Math.trunc(_tentacles_milk)>> <<if _tentacles_milk gte 50>> <<set $tentacleorgasmignore += 1>> Full, the tentacles release you and scatter. <span class = "green">They seem satisfied. Your next orgasm might not be so dangerous.</span> <<else>> The tentacles keep sucking. <span class = "red">They aren't satisfied by the amount of milk you produce.</span> Eventually, their sucking becomes painful, forcing you to pull them off. <<pain 10>><<gpain>> <</if>> <<else>> You fail to produce any milk. <span class = "red">The tentacles aren't satisfied.</span> <</if>> <<purity -5>> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Plains]]>><<endevent>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentaclecow is undefined>> <<set $tentaclecow to 1>> You think you know a way to satisfy the tentacles. <<else>> You prepare to satisfy the tentacle's thirst. <</if>> You drop to all fours, and they begin slithering up your legs. <<outfitChecks>> <<if _bottom>> <<if $feetuse is "bound">> A pair of tentacles <<else>> You <</if>> displace your <<allBottomsUnderwear>>.<<overlowerstrip>><<lowerstrip>><<underlowerstrip>> <</if>> <<set $penisuse to "tentacle">><<set $tentaclePenis to "tentacle">> <<set _tentacles_semen to ($semen_amount / 2)>> You wiggle your <<bottom>>, drawing attention to your <<penis>>. The response is almost immediate. A tentacle latches on to you, and begins sucking. <br><br> You gasp at the sensation. The tentacle expands and shrinks while sucking. <<arousal 10000>><<ggarousal>> <<orgasm>> <br><br> Your semen is sucked away, and the tentacle releases you. Another one takes its place before you can react. <<orgasm>> <br><br> <<semen_amount `-_tentacles_semen`>> <<set $semen_produced_stat += _tentacles_semen>> <<if _tentacles_semen gte 100>> <<set $tentacleorgasmignore += 1>> Full, the tentacles release you and scatter. <span class = "green">They seem satisfied. Your next orgasm might not be so dangerous.</span> <<else>> The tentacle keeps sucking. <span class = "red">It isn't satisfied by the amount of semen you produce.</span> Eventually, its sucking becomes painful, forcing you to pull it off. <<pain 10>><<gpain>> <</if>> <<purity -20>> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Plains]]>><<endevent>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> <<if $tentacleadmire is undefined>> <<set $tentacleadmire to 0>> As your eyes scan the unending horizon, everything seems to slow down. The smooth sway of the tentacles becomes almost hypnotic to you. Before long you're swaying in place, too. The tentacles at your feet tickle you. <<ltrauma>><<lstress>><<garousal>> <br><br> <<trauma -6>><<stress -6>><<arousal 600>> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentacleadmire is 0>> <<set $tentacleadmire to 1>> Everything begins to melt away as you focus on the landscape. Nothing else seems to matter. The world outside holds no meaning. Your only thoughts are of the immense pleasure this realm could offer you. Your tail moves in a phantom breeze, and a tentacle gently creeps up your leg. <<ltrauma>><<lstress>><<garousal>> <br><br> <<trauma -6>><<stress -6>><<arousal 600>> <<link [[Next|Tentacle Plains]]>><</link>> <br> <<elseif $tentacleadmire is 1>> <<set $tentacleadmire to 2>> You feel no guilt or self-loathing as the heat builds within you. Every tentacle seems to provocatively motion for you to just come one step closer. You can't help yourself any longer. You fall to your knees and present yourself to the countless tentacles surrounding you. They respond to your offering and snake up your arms, legs, and tail. <<gcontrol>><<control 25>><<ltrauma>><<lstress>><<ggarousal>> <br><br> <<trauma -6>><<stress -6>><<arousal 1200>> <<if pcAreArmsBound("any") or $feetuse is "bound">> A pair of tentacles reach your <<if pcAreArmsBound("any")>>arms<<if $feetuse is "bound">> and <</if>><</if>> <<if $feetuse is "bound">>legs<</if>> and squirt a viscous liquid onto your bindings, slowly dissolving them.<<unbind>> <br><br> <</if>> <<link [[Next|Tentacle Plains Admire Sex]]>><<set $sexstart to 1>><</link>> <<else>> Just thinking about what's to come is driving you mad with lust. You could leave at any time, and yet here you remain. You crouch low to the ground, taking a tentacle in each hand. They respond to your touch eagerly, and an entire swarm of tentacles is soon upon you. <<gcontrol>><<control 25>><<ltrauma>><<lstress>><<ggarousal>> <br><br> <<trauma -6>><<stress -6>><<arousal 1200>> <<link [[Next|Tentacle Plains Admire Sex]]>><<set $sexstart to 1>><</link>> <</if>><<location "tentworld">><<set $outside to 0>> <<if $sexstart is 1>><<set $sexstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<consensual>> <<set $consensual to 1>> <<tentaclestart 6 8>> <<set $tentacles[0].shaft to "waist">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Tentacle Plains Admire Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Tentacle Plains Admire Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> As your body is completely covered by the warm, writhing masses, you take another look at the land around you. This twisted world is a perversion of all that is right, a vile mockery of the world you know. It's defiled, it's corrupt, it's evil. It's just like you. <br><br> <<set $eventskip to 1>> <<clotheson>> <<endcombat>> <<link [[Next|Tentacle Plains]]>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> You step through the door. It seals shut behind you. You're in the forest. <br><br> <<if $tentacleEntrance is "asylum">> <<asylumescape>> <<badEndTrackingEnd "Asylum" { reason: "asylumTentacle" }>> <</if>> <<endevent>><<tentacleworldend>> <<set $forest to random(50, 100)>> <<link [[Next|Forest]]>><</link>> <br><<location "asylum">><<set $outside to 0>><<effects>> You go through the door back to the asylum. It seals shut behind you. <br><br> <<endevent>><<npc Harper>><<person1>><<tentacleworldend>> <<link [[Next|Asylum Room 2]]>><</link>> <br><<location "tentworld">><<set $outside to 0>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 12 15>> <<set $tentacles[0].shaft to "waist">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Tentacle Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Tentacle Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> The tentacles lose interest in you, for now. <<tearful>> you struggle to your feet. <br><br> <<set $eventskip to 1>> <<clotheson>> <<endcombat>> <<arousal -1000>> <<link [[Next|Tentacle Plains]]>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>><<wearProp "pepperspray">> The light pulses and fades at your touch. The tendrils fall away. Your pepper spray feels warm. <br><br> <span class="gold">You've gained an additional pepper spray charge.</span> <br><br> <<link [[Next|Tentacle Plains]]>><<handheldon>><</link>> <br><<effects>> You take to the air, leaving the writhing tentacles far below. Your wings soon tire, but you're able to get a good view. <br><br> <<set _tent_portal_north to $tentnorth - $tentportalnorth>> <<set _tent_portal_east to $tenteast - $tentportaleast>> <<set _tent_spray_north to $tentnorth - 4>> <<set _tent_spray_east to $tenteast - 4>> <<if _tent_portal_north lte 2 and _tent_portal_north gte -2 and _tent_portal_east lte 2 and _tent_portal_east gte -2>> <<set _tent_found to true>> You see a green door. <<if _tent_portal_north is 0>> <<elseif _tent_portal_north gte 1>> <<Number _tent_portal_north*10>> minutes to the south. <<elseif _tent_portal_north lt 0>> <<Number _tent_portal_north*-10>> minutes to the north. <</if>> <<if _tent_portal_east is 0>> <<elseif _tent_portal_east gte 1>> <<Number _tent_portal_east*10>> minutes to the west. <<elseif _tent_portal_east lt 0>> <<Number _tent_portal_east*-10>> minutes to the east. <</if>> <br> <</if>> <<if $tentnorth gte -2 and $tentnorth lte 2 and $tenteast gte -2 and $tenteast lte 2>> <<set _tent_found to true>> <<if $tentacleEntrance is "mirror">> You see the mirror to your bedroom. <<else>> You see the door to the asylum. <</if>> <<if $tentnorth is 0>> <<elseif $tentnorth gte 1>> <<Number $tentnorth*10>> minutes to the south. <<elseif $tentnorth lt 0>> <<Number $tentnorth*-10>> minutes to the north. <</if>> <<if $tenteast is 0>> <<elseif $tenteast gte 1>> <<Number $tenteast*10>> minutes to the west. <<elseif $tenteast lt 0>> <<Number $tenteast*-10>> minutes to the east. <</if>> <br> <</if>> <<if _tent_spray_north gte -2 and _tent_spray_north lte 2 and _tent_spray_east gte -2 and _tent_spray_east lte 2>> <<set _tent_found to true>> You see a strange object. <<if _tent_spray_north is 0>> <<elseif _tent_spray_north gte 1>> <<Number _tent_spray_north*10>> minutes to the south. <<elseif _tent_spray_north lt 0>> <<Number _tent_spray_north*-10>> minutes to the north. <</if>> <<if _tent_spray_east is 0>> <<elseif _tent_spray_east gte 1>> <<Number _tent_spray_east*10>> minutes to the west. <<elseif _tent_spray_east lt 0>> <<Number _tent_spray_east*-10>> minutes to the east. <</if>> <br> <</if>> <<if _tent_found isnot true>> You don't see anything interesting. <br> <</if>> <br> <<link [[Next|Tentacle Plains]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<set $weekly.earSlimeTentaclePlains to true>> You continue following the slime's direction, walking well beyond where you would normally dare to go on this endless plain of tentacles. <<if !$earSlime.pod>> Just as you pass one of the largest tentacles you've been near so far, you spot what looks like a pod opening up. A feeling of dread fills you. <<else>> As you pass the large tentacle again, you spot the pod opening up once more. You shiver knowing what it will do if you lie in it. <</if>> <br><br> <span class="lewd">You feel the slime in your head command you to lie down inside the pod.</span> <span class="red">It expects to be obeyed.</span> <br><br> <<link [[Obey|Tentacle Plains Ear Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Tentacle Plains Ear Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br><<effects>> Following the slime's instructions, you walk to the pod<<if !$earSlime.pod>> while doing your best to ignore the growing feeling of dread<<else>>, unable to stop shaking<</if>>. Hesitating a moment, you gulp and then climb into it. <br><br> <<link [[Next|Tentacle Plains Ear Slime 2]]>><</link>><<effects>> <<if $earSlime.corruption + $earSlime.growth gte (currentSkillValue('willpower') / 5)>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 12>> <</if>> The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to walk towards the pod. <<if !$earSlime.pod>> The feeling of dread quickly escalates<<else>> You can't stop trembling.<</if>>. You're unable to stop yourself from climbing into it. <<ggwillpower>><<willpower 3>> <br><br> <<link [[Next|Tentacle Plains Ear Slime 2]]>><</link>> <<else>> <<set $earSlime.defyCooldown += 6>> The slime tries to assert control, <span class="green">but you fight it</span> and manage to walk back towards where you entered the tentacle plains. <<gwillpower>><<willpower 1>> <br><br> <<link [[Next|Tentacle Plains]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set $earSlime.pod to ($earSlime.pod or 0) + 1>> <<set $earSlimeGrown to $earSlime.growth lt 200>> <<set $earSlime.growth += 25>> The moment you lie down, the pod's entrance closes up, and your vision is quickly clouded by a dense fog that you helplessly start breathing in. Pleasure quickly builds in your <<genitals>><<if $earSlime.focus isnot "impregnation">> and <<breasts>><</if>>.<<drugs 500>><<gggdrugged>><<gggarousal>> <br><br> <<if playerChastity("hidden")>> With your $worn.genitals.name in the way, you're unable to do anything but <<if $earSlime.focus isnot "impregnation">> play with your <<breasts>>, as much as it only seems to make the situation worse for you. <<else>> squirm in the small space. <</if>> <<elseif $worn.genitals.name is "chastity parasite">> You can't help but desperately squeeze your $worn.genitals.name, as much as it only seems to make the situation worse for you. <<elseif playerChastity("cage") and !$player.vaginaExist>> You can't help but desperately try to get to your <<penis>> despite it being inside of the $worn.genitals.name. <<elseif $player.penisExist and !playerChastity("penis")>> You can't help but desperately stroke your <<penis>><<if $player.vaginaExist>> while fingering your vagina<</if>>, as much as it only seems to make the situation worse for you. <<else>> You can't help but desperately finger your vagina, as much as it only seems to make the situation worse for you. <</if>> It's not long before you're pushed over the edge. <br><br> <<orgasm>> <<if _deniedOrgasm>> Despite your ruined orgasm, you soon climax a second... third... then fourth time, each one more intense than the last. <br><br> <<orgasm>> <<orgasm>> <<orgasm>> You feel your consciousness fade even as you close in on the next ruined orgasm. <<else>> You soon climax a second... third... then fourth time, each one more intense than the last. <br><br> <<orgasm>> <<orgasm>> <<orgasm>> You feel your consciousness fade even as you close in on the next orgasm. <</if>> <<set $arousal to $arousalmax>> <br><br> /* May run physicalAdjustments or earSlimeDaily twice, its intended */ <<link [[Next|Tentacle Plains Ear Slime 3]]>><<pass 120>><<physicalAdjustments>><<earSlimeDaily true>><<set $arousal to 0>><</link>><<effects>> <<if $genitalsensitivity lt 3>> <<genital_sensitivity 1>> <</if>> <<if $bottomsensitivity lt 3>> <<set $bottomsensitivity += 1>> <</if>> <<if $earSlime.focus isnot "impregnation" and $breastsensitivity lt 3>> <<breast_sensitivity 1>> <</if>> You wake with your <<genitals>><<if $earSlime.focus isnot "impregnation">> and chest<</if>> <span class="pink">feeling more sensitive</span> than before. <<if $earSlimeGrown>>You suspect that it's not the only thing that's changed.<</if>> Noticing that the pod is open, you carefully exit and leave the pod prison behind. <br><br> <<if $tentacleorgasmignore lt 2>> <<set $tentacleorgasmignore to 2>><span class="green">The tentacles still seem to be avoiding you. Your next orgasm might not be so dangerous.</span> <br><br> <</if>> <<link [[Next|Tentacle Plains]]>><<unset $earSlimeGrown>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> You shift your body to make things easier for the horny <<beasttype>>. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red">The pack is too busy thinking about themselves to help you.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Fight]]>><</link>></span><<nexttext>> <</if>><<set $location to "wolf_cave">><<effects>> You cry for help. <br><br> <<if $wolfpackharmony gte 1>> <<if statusCheck("Black Wolf").love gte 100 and $wolfstate is "cave">> <<endevent>> <<npc "Black Wolf">> The Black Wolf appears quickly at the noise, bounding towards the aggressor and snarling in a way that sends chills down your spine. They flee immediately. <br><br> The Black Wolf huffs before nuzzling your cheek. <<if $monster is 1>> <<if $wolfpackharmony gt $wolfpackferocity>> "I protect mate," <<bhe>> says. <<else>> "Mate is <i>mine</i>," <<bhe>> says. <</if>> <</if>> <br><br> The other <<wolf_cave_plural>> give <<bhim>> a wide berth as <<bhe>> leaves. <<else>> The other <<beastsplural>> growl at the aggressor, who slinks away in response. <</if>> <<lharmony>> <br><br> <<destinationwolfcave>> <<else>> The other <<beastsplural>> don't care. <br><br> <<link [[Next|Wolf Cave Fight]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br> The <<beasttype>> yawns and lies down.<<wolfpacktrust>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<beasttype>> limps away from you. <<if $monster is 1>>"Was just playing... too rough..."<</if>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <</if>> <<destinationwolfcave>><<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> You stroke the low ranking <<beasttype 0>>, and <<bhis 0>> ears perk up. The more dominant <<beasttype 1>> growls, but doesn't press it. <<gharmony>><<lferocity>> <br><br> <<deviancy1>> <<endevent>> <<loadNPC 0 wolf_rank_1>> <<clearNPC wolf_rank_1>> <<clearNPC wolf_rank_2>> <<link [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</link>> <br> <<elseif $phase is 1>> You stroke the high ranking <<beasttype 1>>. The less dominant <<beasttype 0>> walks away with <<bhis 0>> tail down. <<lharmony>><<gferocity>> <br><br> <<deviancy1>> <<endevent>> <<loadNPC 0 wolf_rank_2>> <<clearNPC wolf_rank_1>> <<clearNPC wolf_rank_2>> <<link [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</link>> <br> <<elseif $phase is 2>> <<endevent>> <<loadNPC 0 wolf_rank_2>> <<loadNPC 1 wolf_rank_1>> <<clearNPC wolf_rank_1>> <<clearNPC wolf_rank_2>> You stroke both of them. The dominant <<beasttype 0>> seems less pleased, but doesn't cause a fuss. <<bHe 0>> insists on taking you first. <<gharmony>><<gferocity>> <br><br> <<deviancy2>> <<link [[Next|Wolf Cave Fight Duo]]>><<set $sexstart to 1>><</link>> <br> <<else>> You turn away from them both. The more dominant <<beasttype 1>> growls, but doesn't press it. <br><br> <<endevent>> <<destinationwolfcave>> <</if>><<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> You cover the wounded <<beasttype>> with your body. The other <<beasttype>> bares its teeth at you, but relents. <<gharmony>><<lferocity>> <br><br> <<elseif $phase is 1>> You stroke the <<beasttype>> who drew blood. <<bHe>> jumps at your touch, as if expecting attack, but continues once <<bhe>> realises what you're doing. <<lharmony>><<gferocity>> <br><br> <<else>> You ignore the <<beastsplural>>. The wounded <<beasttype>> whimpers, and the other stops. <br><br> <</if>> <<destinationwolfcave>><<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> You walk over to the Black Wolf and drop to your knees to stroke <<bhis>> head. <<bHe>> shakes you off, then presents <<bhis>> genitals to you. <<if $monster is 1>> "Angry. Help.<<print ((playerHeatMinArousal() and (V.player.vaginaExist or canBeMPregnant()) and V.NPCList[0].penis !== "none") ? ' You ready.' : '')>><<print ((playerRutMinArousal() and $NPCList[0].vagina isnot "none") ? " I'm ready." : '')>>" <</if>> <br><br> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to use your hands. <<else>> <<link [[Take in hand|Wolf Cave Black Wolf]]>><<set $sexstart to 1>><</link>><<deviant1>> <</if>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Take it in mouth|Wolf Cave Black Wolf]]>><<set $phase to 1>><<set $sexstart to 1>><</link>><<deviant4>> <br> <</if>> <<if $wolfgirl gte 6 and hasSexStat("deviancy", 5)>> <<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>> <<link [[Present your behind|Wolf Cave Black Wolf]]>><<set $phase to 2>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<heat>> <br> <</if>> <<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>> <<link [[Playful bite|Wolf Cave Black Wolf]]>><<set $phase to 3>><<set $sexstart to 1>><</link>><<deviant5>><<wolfgirl>><<rut>> <br> <</if>> <</if>> <<link [[Refuse|Wolf Cave Calm]]>><<set $phase to 1>><</link>> <br> <<elseif $phase is 1>> <<if $monster is 1>> "No challenge. Obey!" <</if>> The Black Wolf continues harassing the other <<wolf_cave_plural>>, who do their best to avoid <<bhim>>. <<bHe>> eventually calms down, but leaves the rest of the pack anxious. <<lharmony>> <br><br> <<destinationwolfcave>> <<else>> You look the Black Wolf right in the eyes and bare your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>. <<bHis>> anger is wiped from <<bhis>> <<if $monster is 1>>face<<else>>muzzle<</if>> for a moment, but soon returns. <<bHe>> growls and lunges at you. <<if $monster is 1>> "I am alpha. I'll punish you." <</if>> <br><br> <<link [[Next|Wolf Cave Challenge]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<if $phase is 0>> You reach beneath the <<beasttype>> and take it in your hand. <<npchand>><<deviancy1>> <<elseif $phase is 2>> <<clothesstrip>><<deviancy5>> You bend forward, assuming a submissive stance on your hands and knees, before bringing your shoulders down to stick your butt up and leave your <<print ($player.vaginaExist ? '<<pussy>>' : 'anus')>> exposed to the <<beasttype>>. <<bHe>> bears down on you, keeping you grounded under <<bhis>> massive size. <<npc_attempt_sex>> <<set $position to "doggy">> <<set $position_lock to 1>> <<set $NPCList[0].location.head to "head">> <<set $NPCList[0].location.genitals to "genitals">> <<elseif $phase is 3>> <<clothesstrip>><<deviancy5>> You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You attempt to place a playful bite on <<bhim>> but the Black Wolf puts <<bhis>> <<if $NPCList[0].monster>>hand<<else>>paw<</if>> on your chest, before driving you down onto the ground with little to no effort. <<bHis>> overwhelming weight and size leaves you with few other options. <<npc_attempt_sex>> <<set $position to "missionary">> <<set $position_lock to 1>> <<set $NPCList[0].location.head to "head">> <<set $NPCList[0].location.genitals to "genitals">> <<else>> You lean beneath the <<beasttype>>. <<npcoral>><<deviancy4>> <</if>> <<blackwolfhealth>><<set $enemytrust -= 20>> <!--Prevents the mate event from occurring back to back with Black Wolf sex--> <<set $daily.blackWolfHeatEvent to Time.hour>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<blackwolfhealth>><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Black Wolf Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Black Wolf]]>><</link>></span><<nexttext>> <</if>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<if $phase is 3 and $orgasmcurrent is 0 and $NPCList[0].vagina is "penis">> <<set _forcedOrgasm to true>> <<set $orgasmdown to 3>> <</if>> <<beastejaculation>> <br> <<if _forcedOrgasm>> Despite having an orgasm, the Black Wolf continues pleasuring your <<penis>>. <<set $penisuse to "othervagina">> <<orgasm>> <</if>> <<clotheson>> <<endcombat>> <<beastNEWinit 2 wolf>> The Black Wolf calms down. The other <<beastsplural>> look grateful and relieved. <<wolfpacktrust>><<gharmony>> <br><br> <<endevent>> <<tearful>> you climb to your feet. <br><br> <<destinationwolfcave>> <<elseif $enemyhealth lte 0>> <<if $wolfpackleader is 1>> The Black Wolf limps away from you. The pack looks relieved. <<gharmony>> <br><br> <<else>> The whole pack watches as the Black Wolf rolls onto <<bhis>> back in submission. <br><br> <<tearful>> you howl. The other <<wolf_cave_plural>> howl with you. <<if $monster is 1>> The Black Wolf speaks. "You're... strong. Stronger than Black Wolf. I knew taking you was right choice." <</if>> The Black Wolf hobbles away to nurse <<bhis>> injuries. <span class="gold">You can now lead the pack on hunts.</span> <<set $wolfpackleader to 1>><<earnFeat "Head of the Pack">> <br><br> <</if>> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <<else>> The Black Wolf stops bothering you, but continues to bite and growl at the others. <<lharmony>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<blackwolfhealth>><<set $enemyanger += 200>><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Wolf Cave Challenge Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Challenge]]>><</link>></span><<nexttext>> <</if>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br> The Black Wolf calms down. The other <<beastsplural>> look grateful and relieved. <<wolfpacktrust>><<gharmony>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <<elseif $enemyhealth lte 0>> The whole pack watches as the Black Wolf rolls onto <<bhis>> back in submission. <br><br> <<tearful>> you howl. The other <<beastsplural>> howl with you. <<if $monster is 1>> The Black Wolf speaks. "You're... strong. Stronger than Black Wolf. I knew taking you was right choice." <</if>> The Black Wolf hobbles away to nurse its injuries. <span class="gold">You can now lead the pack on hunts.</span> <<set $wolfpackleader to 1>><<earnFeat "Head of the Pack">> <br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <<else>> You fall to the ground, unable to fight any longer. The Black Wolf grabs your neck<<if $monster isnot 1>> in its jaws<</if>> and holds you to the floor for a moment, then releases you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<if $monster is 1>> "<<pPackbrother>> weak. Should stay in <<pher>> place if know better." <<bHe>> sneers <<else>> <<bHe>> gives you a low, warning growl <</if>> before walking off. The other <<wolf_cave_plural>> follow in the footsteps of their alpha. <br><br> <<if $wolfpackpoisoned isnot 1>> <i>The Black Wolf is very strong. There must be a way to even things.</i> <br><br> <</if>> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <</if>><<deviancy5>> <<if $phase is 1>> <<if $NPCList[0].monster>> You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You place a playful bite on <<bhim>>. You begin rubbing your head against <<bhim>> while you continue to bite at <<bhis>> body. "Very frisky today," <<bhe>> says. "<<pPackbrother>> must be in a rut." <br><br> <<bHe>> allows you to continue, but only for a few moments. After a while, the Black Wolf places <<bhis>> hand on your chest, before effortlessly pushing you down onto the ground. Before you have a chance to respond, <<bhe>> moves up and pins you down under <<bhis>> massive size. "<<pPackbrother>> wants breed? Will give breed," <<bhe>> says with a big, lustful smile. <<else>> You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You place a playful bite on <<bhim>>. You begin rubbing your head against <<bhim>> while you continue to bite at <<bhis>> body. Shortly after, <<bhe>> reciprocates your affection with a gentle bite of <<bhis>> own. <<bHe>> nuzzles you in return. <br><br> Your teasing continues, albeit briefly. The Black Wolf puts <<bhis>> paw on you, before driving you down onto the ground with little to no effort. <<bHe>> eyes you with lustful desire, <<bhis>> leering hinting at what's to come. The Black Wolf eases down on you, intent on mating. <<bHis>> overwhelming weight and size leaves you with few other options. <</if>> <<else>> You bend forward, assuming a submissive stance on your hands and knees, before bringing your shoulders down to stick your butt up and leave your <<print ($player.vaginaExist ? '<<pussy>>' : 'anus')>> exposed to the <<beasttype>>. You begin to whimper softly, demanding the Black Wolf's attention. <<if $NPCList[0].monster>> <br><br> "<<pPackbrother>> must be ready to mate," <<bhe>> says. "Will gladly help with that." <<bHe>> bears down on you, keeping you grounded under <<bhis>> massive size. <<else>> <br><br> <<bHe>> takes notice of your invitation, and draws near to sniff your groin. <<bHe>> seems to understand your intentions, and bears down on you, keeping you grounded under its massive size. <</if>> <</if>> <br><br> <<link [[Next|Wolf Cave Black Wolf Mate]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<clothesstrip>> <<if $phase is 1>> <<set $position to "missionary">> <<set $position_lock to 1>> <<else>> <<set $position to "doggy">> <<set $position_lock to 1>> <</if>> <<npc_attempt_sex>> <<set $NPCList[0].location.head to "head">> <<set $NPCList[0].location.genitals to "genitals">> <<blackwolfhealth>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Black Wolf Mate Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Black Wolf Mate]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax and $phase is 1 and $NPCList[0].vagina is "penis">> <<if $orgasmcurrent is 0>> <<set _forcedOrgasm to true>> <<set $orgasmdown to 3>> <</if>> <<beastejaculation>> <br> <<if _forcedOrgasm>> Despite having an orgasm, the Black Wolf continues pleasuring your <<penis>>. <<set $penisuse to "othervagina">> <<orgasm>> <</if>> The Black Wolf pulls back once satisfied, having hardly broken a sweat. <<if $monster is 1>> "Tired already?" <<bhe>> taunts. "Guess <<ppackbrother>> doesn't want another go." <<bHe>> turns in place, before finally settling down to rest once again. "Felt very good." <<bHe>> turns to you. "Never felt as good and special as with <<ppackbrother>>, hope to birth some strong pups." <<else>> It turns around before slowly dropping it's body down to <<bhis>> settle upon <<bhis>> rock once again. Despite <<bhis>> apparently absent attitude, <<bhe>> seems genuinely satisfied and even relieved to have you with <<bhim>>. <</if>> <br><br> <<elseif $enemyarousal gte $enemyarousalmax and $phase is 0 and (($player.vaginaExist and $NPCList[0].penis is "vagina") or (!$player.vaginaExist and $NPCList[0].penis is "anus"))>> <<beastejaculation>> <br> The Black Wolf pulls back once satisfied, having hardly broken a sweat. <<if $monster is 1>> "Tired already?" <<bhe>> taunts. "Guess <<ppackbrother>> doesn't want another go." <<bHe>> turns in place, before finally settling down to rest once again. "Felt very good." <<bHe>> turns to you. "Never felt as good and special as with <<ppackbrother>>, hope you birth some strong pups." <<else>> It turns around before slowly dropping it's body down to <<bhis>> settle upon <<bhis>> rock once again. Despite <<bhis>> apparently absent attitude, <<bhe>> seems genuinely satisfied and even relieved to have you with <<bhim>>. <</if>> <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br> The Black Wolf looks perplexed. <<if $monster is 1>> "Didn't you need to mate?" <<else>> <<bHe>> nudges your belly with <<bhis>> nose. <</if>> <br><br> <<else>> The Black Wolf looks perplexed. <<if $monster is 1>> "Didn't you need to mate?" <<else>> <<bHe>> nudges your belly with <<bhis>> nose. <</if>> <br><br> <</if>> You climb to your feet. <br> <<clotheson>> <<endcombat>> <<destinationwolfcave>><<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> You rush over to the young <<beasttype>> and stroke <<bhis>> head. <<bHe>> rears up and licks your face. <<bHes>> fine, just upset by the fall. <<gharmony>><<lferocity>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<destinationwolfcave>> <<else>> You ignore the young <<beasttype>>. <<bHe>> soon starts playing again. <<bHes>> fine. <<lharmony>><<gferocity>> <br><br> <<destinationwolfcave>> <</if>><<set $outside to 1>><<set $location to "wolf_cave">><<effects>> <<if $phase is 1>> <<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, but it's better than nothing. <<plantupper>> <br><br> <<elseif $phase is 2>><<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, but it's better than nothing. <<plantlower>> <br><br> <</if>> <<link [[Next|Wolf Cave Clearing]]>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You play fight with the young <<beasttype>>. <<bHe>> bites your arm and tries to drag you to the ground. When that fails, <<bhe>> bites your leg and tries there. <<bHes>> not very strong. <br><br> <<destinationwolfcave>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> You adopt a mating posture and present yourself to the <<beasttype>>. <<deviancy2>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Lewd Play Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Lewd Play]]>><</link>></span><<nexttext>> <</if>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br> The <<beasttype>> yawns and lies down.<<wolfpacktrust>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<beasttype>> limps away from you. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <</if>> <<destinationwolfcave>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<beastTrainGenerate>> You shift your body to make things easier for the horny <<beasttype>>. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>The <<wolf_cave_plural>> are too busy thinking about themselves to help you.</span>">> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Fight Duo Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Fight Duo]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but the other is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Cave Fight Duo]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<wolfpacktrust>> <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Cave Fight Duo]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <<wolfpacktrust>> <br><br> <<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<if $consensual is 1>> The <<beastsplural>> groom each other. <br><br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees into the darkness between the trees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beasttype 0>> and <<beasttype 1>> flee between the trees. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beasttype 0>> and <<beasttype 1>> leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beasttype 0>> and <<beasttype 1>> leave you spent and shivering on the grass. <</if>> <br><br> <</if>> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <</if>><<effects>> <<if $phase is 0>> You sit on a nearby log and watch the <<wolf_cave_plural>> howling lively into the crisp air. <<if $sciencetrait gte 3>> You think back to your biology lessons. Wolves can howl for a multitude of reasons, such as bonding, communicating positions, or warding off trespassers. <<else>> You are unsure as to why wolves howl together, but you're content with knowing that it must be a sign of a healthy and sociable pack. <</if>> <br><br> Seeing the pack united and willing to partake in such activities together brings you a feeling of contentment. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>> <<else>> You take a spot in the middle of the noisy crowd. You take a deep breath, before shutting your eyes and raising your head to howl into the crisp forest air. <br><br> <<if $wolfgirl gte 6>> You let your wilder, primal senses take over. <span class="green">Your howling blends beautifully and naturally with that of your brethren.</span> The other <<wolf_cave_plural>> seem to accept you among them, content with letting you howl along with them as just another wolf of the pack. <<stress -12>><<trauma -12>><<llstress>><<lltrauma>> <<elseif $fox gte 6>> You join the rest of the <<wolf_cave_plural>>, letting your instincts take over. You manage some high-pitched yips and yowls, and it doesn't sound too out of place. The <<wolf_cave_plural>> seem to hesitantly accept you among them. <<stress -6>><<lstress>> <<elseif $harpy gte 6>> You join the rest of the <<wolf_cave_plural>>, or so you think. Your instincts take over, and your howling is instead more reminiscent of a cheerful singing. Your harmonic melodies clash with your brethren's howling, leaving them mildly exasperated. <<stress -3>><<lstress>> <<else>> Despite your best efforts, your <<if $cat gte 6>>yowling<<elseif $cow gte 6>>mooing<<else>>scratchy howling<</if>> doesn't seem to convince most of the <<wolf_cave_plural>>. Most don't seem to mind, but some of them are put off by your lacklustre attempts. <<stress -3>><<lstress>> <</if>> <</if>> <br><br> <<destinationwolfcave>><<effects>><<beastNEWinit 1 wolf>><<person1>> You approach the hunters who are resting in their usual spots in preparation for the upcoming hunt. <br><br> Feeling like you could do with a bit of exercise, you assume a belligerent position on all fours and bare your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>. <br><br> One of the hunters, a <<beasttype>>, <<if $wolfpackharmony gte 10 and $wolfpackferocity gte 10>> answers your call to spar and prepares to fight. <<if $monster is 1>> "<<pPackbrother>> should not hold back!" <</if>> <<elseif $wolfpackharmony gte 10>> yawns and lazily walks over to answer your call to spar. <<if $monster is 1>> "Worse ways to kill time." <</if>> <<elseif $wolfpackferocity gte 10>> eagerly jumps up and answers your call to spar. <<if $monster is 1>> "<<pPackbrother>>, you will fall!" <</if>> <<elseif $wolfpackferocity gte 1>> huffs and walks over to you, answering your call to spar. <<if $monster is 1>> "This is fine." <</if>> <<else>> glances your way, before lying down. <<if $monster is 1>> <span class="red">"Cannot waste energy. No point."</span> <<else>> <span class="red"><<bHe>> doesn't have the energy to spare.</span> <</if>> <<set _reject to 1>> <</if>> <br><br> <<if _reject>> <<link [[Next|Wolf Cave Clearing]]>><</link>> <<else>> <<pass 20>><<stress -6>> <<link [[Go for heavy hits (0:10)|Wolf Cave Spar 2]]>><<set $phase to 0>><</link>><<physiquedifficulty 2000 $physiquemax>> <br> <<link [[Win by stamina (0:10)|Wolf Cave Spar 2]]>><<set $phase to 1>><</link>><<athleticsdifficulty 200 1000>> <br> <<link [[Outmanoeuvre <<bhim>> (0:10)|Wolf Cave Spar 2]]>><<set $phase to 2>><</link>><<dancedifficulty 200 1000>> <br> <</if>><<effects>> <<switch $phase>> <<case 0>> You try to overpower the <<beasttype>> with a few powerful hits, to end the fight quickly and decisively. The <<beasttype>> ducks under your first two swings, but <<if $physiqueSuccess>> <<set _victory to 1>> the third staggers <<bhim>> and the fourth <span class="green">sends <<bhim>> to the ground.</span> <<else>> you catch <<bhim>> with the third. <span class="red"><<bHe>> barely flinches.</span> <<bHe>> <<if $monster is 1>>kicks<<else>>charges into<</if>> your knees with force, and you crumple. <</if>> <<physique 2>> <<case 1>> You try to waste the <<beasttypes>> energy, while expanding as little of your own as possible. The <<beasttype>> lunges forward to attack, and you backpedal. <<bHe>> follows up with a charge, and you step to the side. <<if $athleticsSuccess>> <<set _victory to 1>> <span class="green"><<bHe>> pants, and you strike. <<bHes>> not able to dodge in time.</span> <<else>> <span class="red">Your foot catches a root.</span> You collapse to the ground, and <<bhes>> on you in an instant. With <<bhis>> <<if $monster is 1>>hand<<else>>jaws<</if>> wrapped around your throat, it's clear who the victor is. <</if>> <<athletics 1>> <<case 2>> You try to dance around <<bhim>>, getting in hits while avoiding all of <<bhers>>. <<if $danceSuccess>> <<set _victory to 1>> <span class="green">You find it easy to stave off your opponent's attacks.</span> You evade the <<beasttype>>'s pounce and deliver a decisive blow to <<bhis>> <<if $monster is 1>>face<<else>>muzzle<</if>>. <<else>> You're agile. <span class="red">But not as agile as <<bhim>>.</span> No matter how you try, you can't even land a single blow on <<bhim>>. It's clear <<bhes>> toying with you, and you drop to your knees in exhaustion and defeat. <</if>> <<physique 1>><<danceskill 2>> <</switch>> <<gtiredness>><<tiredness 12>> <<if !_victory>> <<pain 6>><<gpain>> <</if>> <<pass 10>> <br><br> <<if _victory>> <<if $wolfpackharmony gte 10>> Yelping from pain, the <<beasttype>> takes a few steps back before turning and presenting <<bhis>> backside to you. <<if $monster is 1>> "<<pPackbrother>> may take <<pher>> reward." <</if>> <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 3)>> <<link [[Accept the invitation|Wolf Cave Spar Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to accept such an offer">> <</if>> <br> <</if>> <<link [[Refuse|Wolf Cave Clearing]]>><<endevent>><</link>> <<elseif $wolfpackferocity gte 10>> Yelping from pain, the <<beasttype>> takes a few steps back and growls. <<bHe>> bares <<bhis>> fangs when you try to approach to make sure <<bhe>> isn't hurt. <<if $monster is 1>> "What else <<ppackbrother>> want? You won." <</if>> <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <<else>> Yelping from pain, the <<beasttype>> takes a few steps back before bowing <<bhis>> head and returning to <<bhis>> resting spot. <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <</if>> <<else>> <<if $wolfpackferocity gte 10>> The <<beasttype>> bares <<bhis>> fangs and pins you to the ground. <<bHes>> not satisfied with just beating you in a fight. <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 3)>> <<link [[Submit|Wolf Cave Spar Sex]]>><<set $sexstart to 1>><<set $phase to 1>><<sub 1>><</link>><<deviant3>> <br> <</if>> <<link [[Struggle|Wolf Cave Spar Sex]]>><<set $molestationstart to 1>><<def 1>><</link>> <<else>> You manage to squirm out from under its weight. It growls, snapping at your heels as you flee.<<beastescape>><<pass 5>> <br><br> <<link [[Next (0:05)|Wolf Cave Clearing]]>><<endevent>><</link>> <</if>> <<elseif $wolfpackharmony gte 10>> The <<beasttype>> lets out a satisfied chuff and nudges you with <<bhis>> <<if $monster is 1>>hand<<else>>nose<</if>>. <<bHis>> tail wags affectionately. <br><br> <<if hasSexStat("deviancy", 3) and ($settings.bestialityEnabled or $monster is 1)>> <<link [[Reward|Wolf Cave Spar Sex]]>><<set $sexstart to 1>><<set $phase to 2>><<sub 1>><</link>><<deviant3>> <br> <</if>> <<link [[Take a breather (0:05)|Wolf Cave Clearing]]>><<endevent>><<pass 5>><</link>> <<else>> The <<beasttype>> lets out a satisfied chuff and returns to <<bhis>> resting spot. <br><br> <<link [[Take a breather (0:05)|Wolf Cave Clearing]]>><<endevent>><<pass 5>><</link>> <</if>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <<if $phase is 1>> You decide that struggling will only lead to you getting hurt, so you show the <<beasttype>> that you're willing to cooperate. <<set $enemytrust -= 20>><<set $enemyanger += 20>> <<elseif $phase is 2>> You adopt a mating posture and present yourself to the <<beasttype>>. <<else>> You accept the <<beasttype>>'s invitation. <</if>> <<deviancy3>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> Not keen on letting the <<beasttype>> use you in this manner, you try to tackle <<bhim>> aside. <<bHe>> growls. <<if $monster is 1>> "<<pPackbrother>> lost! Now <<ppackbrother>> submits!" <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Spar Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Spar Sex]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br> The <<beasttype>> yawns and lies down.<<wolfpacktrust>> <<elseif $enemyhealth lte 0>> The <<beasttype>> limps away from you. <<if $monster is 1>>"<<pPackbrother>> won... in the end..."<</if>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <<else>> The <<beasttype>> yawns and returns to where <<bhe>> was resting. <</if>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Wolf Cave Clearing]]>><</link>><<effects>> You clamber atop the Black Wolf's rock, high enough that it can hear you speak. "Why don't you say hello?" you say. <br><br> The <<beasttype>> doesn't react at first. You drop from the rock. Only then does the Black Wolf move, jumping to the grass in a single bound. <<bHe>> walks into the forest. <<if $monster is 1>>"You frightened the pups," you hear. "It's funny—"<</if>> <<gharmony>> <br><br> <<destinationwolfcave>><<effects>> You leave them to their staring contest. <<gferocity>> <br><br> <<destinationwolfcave>><<effects>> <<if $phase is 1>> <<if speech_attitude is "meek">> "I-I'm sorry," you stammer. "But I tried my best, it wasn't my fault!" <<elseif speech_attitude is "bratty">> "Whatever!" you shout back. "It's not my fault you're all useless!" <<else>> "Calm down," you reply. "It wasn't my fault!" <</if>> <br><br> They continue to snarl at you despite your pleas. You decide to walk away and leave the pair of them behind. <br><br> <<elseif $phase is 2>> You ignore both of them and walk away, leaving the snarling pair behind. <br><br> <</if>> Their noises grow quieter as you gain distance. You eventually stop hearing them completely. <<gferocity>><<lharmony>> <br><br> <<endevent>> <<destinationwolfcave>><<effects>> The situation is funny enough that it makes you laugh. Some of the tension aggravating you melts away.<<lltrauma>><<llstress>><<trauma -24>><<stress -24>> <br><br> <<if $speech_attitude is "meek">> "It's very cute," you say. "I'm glad you showed me." <<elseif $speech_attitude is "bratty">> "You're so weird." You laugh. "Good <<if C.npc["Black Wolf"].gender is "m">>boy<<else>>girl<</if>>." <<else>> "Thanks," you say. "That's kind of you." <</if>> <br><br> <<if $monster is 1>> <<if C.npc["Black Wolf"].love gte 10>> "Pack feels happier when you're happy," <<bhe>> states while wagging <<bhis>> tail. <<else>> "Pack is stronger when everyone's happy," <<bhe>> states with a nod. <</if>> <<else>> <<if C.npc["Black Wolf"].love gte 10>> Emboldened by your display of gratitude, the wolf walks over you to nuzzle against your face. You laugh while protecting the baby rabbit from <<bhis>> clumsy paws with your hands. <<else>> The wolf simply watches you intensely before breaking eye contact. <</if>> <</if>> <br><br> You tentatively pet the rabbit. It shivers under your touch but does not recoil. You spend some time with your gift before asking the Black Wolf to take it back. Sadly, you do not think taking in a rabbit pet among a wolf pack could end without tragedy. It's better to set it free.<<ltrauma>><<trauma -4>> <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>><<effects>> <<if $outside>> You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back. <<else>> You are in the clearing outside the wolf cave. A stream runs by. <</if>> Most of the pack is out hunting. Younger members of the pack growl and snap at each other, practising their fighting. <br><br> An alarmed yelp <<if $outside>>outside<<else>>from the treeline<</if>> attracts your attention. <br><br> <<link [[Investigate|Wolf Cave Bear 2]]>><<set $phase to 0>><</link>><br> <<link [[Ignore|Wolf Cave Bear 2]]>><<set $phase to 1>><</link>><br><<effects>> <<beastNEWinit 1 bear>><<person1>> <<if $phase is 1>> The <<wolf_cave_plural>> are probably just play-fighting. You decide to ignore the noise and continue with what you were doing. This doesn't last long. A large shadow falls over you, and the yelping and growling gets louder. The owner of the shadow bumps into you and groans. <br><br> You turn to find yourself face-to-face with a <<beasttype>>. The creature has been backed up into you by the <<wolf_cave_plural>> trying to drive <<bhim>> away. <<bHe>> shifts <<bhis>> attention to you and growls. <<if $wolfpackleader gte 1>> <br><br> <<if $settings.monsterChance gt 0 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> You hear <<wolf_cave_plural>> calling out for you to deal with <<bhim>><<if $settings.monsterChance lt 100>>, alongside whines and growls of encouragement<</if>>. <<else>> You hear whines and growls of encouragement. <</if>> The pack wants you to fight. <</if>> <<else>> Curious as to the cause of the commotion, <<if $outside is 1>> you make your way over to a group of pups by the trees and <<else>> you leave the cave and <</if>> immediately spot a group of agitated young <<wolf_cave_plural>>. You jog over. <br><br> <<set $outside to 1>> As you draw close, you make out the hulking form that has the group snarling. A <<beasttype>> growls and swipes at one of the <<wolf_cave_plural>> that surround <<bhim>>. <<if $monster is 1>> <br><br> "Loud <<wolf_cave_plural>>," the <<beasttype>> huffs out, "disturb my sleep when hunting. Should teach you all to stay quiet." <</if>> <<if $wolfpackleader gte 1>> <br><br> <<generateBEAST 2 wolf>><<person2>> A <<beasttype 1>> backs up to where you stand. <<if $NPCList[1].monster is "monster">> "Do something!" <<else>> <<bHe>> whines, looking up at you with pleading eyes. <</if>> The pack wants you to fight. <<person1>><<clearsinglenpc 2>> <</if>> <</if>> <br><br> <<set $bus to "wolfcaveclearing">> /* when event is resolved, player will be deposited in the clearing regardless of where they started */ <<link [[Try to calm the <<beasttype>>|Wolf Cave Bear Calm]]>><</link>><<tendingdifficulty 600 1200>><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Fight|Wolf Cave Bear Fight]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>><br> <<else>> <<link [[Fight|Wolf Cave Bear Fight Finish]]>><<set $phase to 1>><</link>><br> /* autoresolve */ <</if>><<effects>> <<if $speech_attitude is "meek">> "D-did we upset you somehow? That isn't very g-good of us. Please, let us make it up to you." You pick a bone up off the ground, a remnant from the pack's last hunt, and show it to the <<beasttype>>. "S-some of our next hunt, maybe?" <<elseif $speech_attitude is "bratty">> "Hey man, calm down! You don't think that we can come to a deal?" You pick a bone up off the ground, a remnant from the pack's last hunt, and wave it in the air. "If we give you a cut of our next hunt, will that make you happy? Think about it, a big juicy cut of meat. Sounds good, big <<if $NPCList[0].pronoun is "m">>guy<<else>>gal<</if>>?" <<else>> "I'm sorry that you're upset," you begin. "Are you sure we can't find a way to make you happy?" You pick a bone up off the ground, a remnant from the pack's last hunt, and hold it up in the air. "Maybe we can give you a big cut of our next hunt?" <</if>> <br><br> <<if $tendingSuccess>> <<if $monster is 1>> The <<beasttype>> considers the picked-over bone. "Good deal," <<bhe>> huffs out. "Food is good. Make me plump for winter." <<else>> The <<beasttype>> sniffs the picked-over bone and huffs in agreement. <<bHe>> seems to accept your deal. <</if>> <br><br> You hold your breath until the <<beasttype>> leaves. You hope that <<bhe>> won't return. The tension vanishes as the pack resumes play-fighting. <<gharmony>> <br><br> <<destinationwolfcave>> <<else>> Your words only seem to enrage <<bhim>> further. With a snarl, the <<beasttype>> leaps forwards, intent on taking <<bhis>> anger out on you. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Fight|Wolf Cave Bear Fight]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>><br> <<else>> <<link [[Fight|Wolf Cave Bear Fight Finish]]>><<set $phase to 1>><</link>><br> /* autoresolve */ <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<npcidlegenitals>> <<set $enemyanger to 200>> <<set $enemytrust -= 40>> Letting out a loud yell, you pounce forwards, intent on defending your home. <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red">The <<wolf_cave_plural>> aren\'t willing to join the fray.</span>'>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Bear Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Bear Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0 or $phase is 1>> With a scream, you kick out at the <<beasttype>>'s face, landing a strong hit. <<bHe>> lets out an equally loud <<if $monster is 1>>yell<<else>>roar<</if>> as <<bhe>> rears back. The pack snarls in delight at your victory. <<if $phase is 1>> /* autoresolve */ However, the exertion leaves you worse for wear. <<beastescape>> <</if>> <br><br> Cautious and wounded, the <<beasttype>> backs away from you and the <<wolf_cave_plural>> who circle around you, growing more confident and aggressive. <<if $monster is 1>> "Too strong. Stronger than thought," <<bhe>> breathes out, <<else>> <<bHe>> lets out a scared growl <</if>> before turning tail and fleeing. <<gferocity>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> lets out a satisfied noise and pulls away from you. <<if $monster>> "Noises forgotten. I will go home now." <</if>> <<bHe>> nuzzles at your face before turning and lumbering off, leaving you on the ground. <br><br> The <<wolf_cave_plural>> seem disappointed, but relieved that no one got hurt. <</if>> <br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>><<effects>> You open your mouth, letting the Black Wolf invade your mouth with <<bhis>> large tongue. <<bHe>> circles your mouth, tasting you, before withdrawing.<<takeKissVirginity "Black Wolf" `($syndromewolves?"loveInterest":"consensual")`>> <br><br> <<bHe>> walks away as if nothing happened. <br><br> <<endevent>> <<destinationwolfcave>><<effects>> You pet the Black Wolf's head as <<bhe>> continues licking your face, as if tasting you. <<bHe>> tires of <<bhis>> assault after a few moments, and walks away as if nothing happened. <br><br> <<endevent>> <<destinationwolfcave>><<effects>> You endure the Black Wolf's assault as <<bhe>> continues licking your face, as if tasting you. <<bHe>> tires after a few moments, and walks away as if nothing happened. <br><br> <<endevent>> <<destinationwolfcave>><<effects>> What would you like to give the Black Wolf? <br><br> <<food_gift_list>> <<if _food_gift_found is true>> <<skinicon "give">><<link [[Give gift (0:05)|Black Wolf Gifts]]>><<pass 5>><<give_gift "Black Wolf">><</link>> <br> <</if>> <<refuseicon>><<link [[Reconsider|Black Wolf Gifts Reconsider]]>><</link>> <br><<effects>> The Black Wolf sniffs the air. <br><br> <<link [[Next|Wolf Relax]]>><</link>> <br><<effects>> <<set _gift to $gift.handheld_gift || $gift.handheld>> <<wearProp _gift>> <<if $phase is 1>> "I've brought you something," you say. <<elseif $phase is 2>> "I made something," you say. "Just for you." <<else>> "I've made you a gift," you say. "I hope you like it." <</if>> <br><br> <<if $gift.special.includes("carnivore")>> The Black Wolf looks at the <<recipe_name $gift.name>> with predatory eyes. <<bHe>> sniffs, then leaps at it, knocking you off your feet. <<bHe>> devours the meal in seconds.<<glove>><<npcincr "Black Wolf" love 1>> <br><br> <<if $monster gte 1>> <<bHe>> licks <<bhis>> lips. "Tender," <<bhe>> says. "Sweet. No blood. Strange, but I like it." <<else>> <<bHe>> licks <<bhis>> lips, then your face, with approval. <</if>> <br><br> The Black Wolf lies down, contented. <br><br> <<saveFavoriteFood "Black Wolf" $gift.name>> <<earnFeat "Encroaching Civilisation">> <<elseif $gift.special.includes("drink")>> The Black Wolf looks at the <<recipe_name $gift.name>> with predatory eyes. <<bHe>> sniffs, then sticks <<bhis>> tongue in. <<bHe>> laps up the drink, knocking the vessel over in <<bhis>> eagerness, but <<bhe>> seems happy enough to lick it off the floor.<<glove>><<npcincr "Black Wolf" love 1>> <br><br> <<if $monster gte 1>> "Tasty," <<bhe>> says. "Town water? Don't tell others. They'd take dangerous risks." <<else>> <<bHe>> licks your face, in thanks, when finished. <</if>> <br><br> The Black Wolf lies down, contented. <br><br> <<saveFavoriteFood "Black Wolf" $gift.name>> <<earnFeat "Encroaching Civilisation">> <<else>> The Black Wolf looks at the <<recipe_name $gift.name>> with predatory eyes. <<bHe>> sniffs, then leaps at it, knocking you off your feet. <<bHe>> bites into the meal, then spits it out, and growls at you. <br><br> <<if $monster gte 1>> "That's not food," <<bhe>> says. "It's got plants in it. You tricked me." <<else>> <span class="blue">Perhaps <<bhe>> wants something fit for a carnivore.</span> <</if>> <br><br> <<bHe>> lies down, and sulks. <br><br> <</if>> <<link [[Next|Wolf Relax]]>><<handheldon>><</link>> <br><<effects>><<beastNEWinit 2 wolf>> <<unset $halloween_lake>><<unset $halloweenWolves>> You approach the noisy mob of wolves. They've gathered around a distressed and injured member. It's the <<beasttype 0>> you saw at the lake being attacked by students. <br><br> <<if $monster is 1>> The Black Wolf rushes to the scene, shoving the others aside. "Move, stand back!" <<nnpc_he "Black Wolf">> yells. <<nnpc_His "Black Wolf">> eyes widen in shock after seeing the <<beasttype 0>>. The Black Wolf carries a look of concern, but tries <<nnpc_his "Black Wolf">> best to hide it. "What has happened to pack sibling?" <br><br> "Was hungry, looking for scraps at... lake." <<bHe 0>> admits ashamed. "Humans saw and attacked. Some followed while ran away..." <<bhe>> says, still shaken from the encounter. <br><br> "Pack not supposed to tread lake!" the Black Wolf protests. "Why would sibling disobey orders?" <<nnpc_Hes "Black Wolf">> beside <<nnpc_himself "Black Wolf">> with anger. "Humans attack sibling, and now walking into pack territory," <<nnpc_he "Black Wolf">> growls. "Must teach lesson!" <<else>> The Black Wolf rushes to the scene, shoving the others aside. <<bHis>> eyes widen in shock after seeing the <<beasttype 0>>. You spot what seems to be a look of concern on the Black Wolf's posture. <<nnpc_He "Black Wolf">> draws closer to inspect the wolf. <br><br> Upon closer inspection, you notice that the <<beasttype 0>> has a minor injury over <<bhis>> side, no doubt from <<bhis>> run in with the students. The bruise doesn't seem very concerning, so the animal is most likely just spooked. <br><br> The Black Wolf catches on to the scent lingering over the <<beasttype 0>> and growls furiously in response. <<nnpc_He "Black Wolf">> must be aware that this is the work of a human. The Black Wolf rises up and marches on in the direction of the lake. <</if>> <br><br> <<link [[Next|Wolf Halloween 2]]>><</link>><<effects>> <<if $monster is 1>> Before the Black Wolf has a chance to leave, a younger <<beasttype 1>> stands in the way and embraces <<bhim>>. "Black Wolf stay!" <<bhe>> pleads. "Must protect pack!" The Black Wolf stops for a moment and considers. <<nnpc_His "Black Wolf">> demeanour changes, and <<nnpc_he "Black Wolf">> crouches down to soothe the trembling <<beasttype 1>>. <br><br> "Will go look for humans!" declares another <<beasttype 0>>. "Will teach not to intrude in pack territory!" <br><br> The Black Wolf nods in response, while seeing to the other member's state. <<nnpc_He "Black Wolf">> glances over at you, but says nothing. <<else>> Before the Black Wolf has a chance to leave, a younger <<beasttype 1>> stands in the way and snuggles <<nnpc_him "Black Wolf">>, nudging <<nnpc_him "Black Wolf">> with <<bhis 1>> snout. The youngster must be worried about the cave being left unprotected. The Black Wolf stops for a moment and considers. <<nnpc_His "Black Wolf">> demeanour changes, and <<nnpc_he "Black Wolf">> crouches down to soothe the trembling <<beasttype 1>>. <br><br> Another <<beasttype 0>> seems to have other plans. A small group of <<wolf_cave_plural>> gathers around it, intent on hunting down the responsible humans. <br><br> The Black Wolf seems satisfied with the proposition. <<bHe>> stays in order to see to the other member's state. <<bHe>> glances over at you curiously. <</if>> <br><br> <<if $pound and $pound.progress gte 6>> <<link [[Go with the hunting party|Wolf Halloween Dog]]>><</link>> <<else>> <<link [[Go with the hunting party|Wolf Halloween 3]]>><<set $phase to 0>><</link>> <</if>> <br> <<link [[Stay at the cave|Wolf Halloween Stay]]>><</link>><<effects>> You shake your head and walk away from the group. The <<beasttype 0>> huffs, before taking off and disappearing into the night. A few other <<wolf_cave_plural>> follow the lead. <br><br> <<destinationwolfcave>><<effects>><<loadNPC 2 "black_dog">> You join the group of <<wolf_cave_plural>>. <<if $monster is 1>> "Glad to have <<ppackbrothers>> help," <<bhe>> says. <<else>> They seem glad to have you at their side. <</if>> <br><br> As the party prepares to leave, you spot a large looming figure appear from behind the bushes. It's the Black Dog. <<if $monster is 1>> "If going after humans, should let me follow," <<bhe 2>> declares. "Saved from them once, allow to return favour." A hint of apprehension betrays <<bhis 2>> seemingly determined attitude. <<else>> You wonder if the dog may feel an odd sense of gratitude towards you for saving <<bhim 2>> from the pound. It may prove advantageous to have more help during the expedition. <</if>> <br><br> <<link [[Accept|Wolf Halloween 3]]>><<set $phase to 1>><</link>> <br> <<link [[Decline|Wolf Halloween 3]]>><<set $phase to 2>><</link>><<effects>> <<if $phase is 0>> <<endevent>><<beastNEWinit 3 wolf>> You join the group of <<wolf_cave_plural>>. <<if $monster is 1>> "Glad to have <<ppackbrothers>> help," <<bhe>> says. <<else>> They seem glad to have you at their side. <</if>> <<elseif $phase is 1>> <<set $blackDog to true>> You nod at the Black Dog, prompting <<bhim 2>> to join the party. "Have dealt with humans before, know what pack will face," <<bhe 2>> comments. <<elseif $phase is 2>> You reach out to the Black Dog, signalling <<bhim 2>> to stay. The dog gives you a worried look, but nods in response. You gather the rest of the <<wolf_cave_plural>> and venture out. <</if>> <br><br> <<generateyv4>><<generateyv5>><<generateyv6>> You walk through the forest along with <<if $blackDog>>the Black Dog and<</if>> the rest of the <<wolf_cave_plural>>. A more well-seasoned <<beasttype 0>> follows a set of tracks for the others to follow. <br><br> Your group suddenly comes to a halt. Despite your disadvantage in tracking skills, you hear the echoing of laughter while the smell of beer hangs in the air. The students from the lake must be nearby. You sneak through the bushes and spot three people around your age. They can be heard bantering and laughing loudly to one another. <br><br> "You're a real bastard, you know that?" says a <<person4>><<person>> wearing a scarecrow costume. <br><br> "Oh, shut your mouth, that fucking mutt was going to attack us. I'm a bloody hero!" answers the <<person5>><<person>> through <<his>> robot helmet. <br><br> "It looked just like my dog, I wanted to pet it!" adds a <<person6>><<person>> donning a lion onesie. <br><br> The <<group>> chatter amongst themselves, completely unaware to your presence. <br><br> <<link [[Confront|Wolf Halloween 4]]>><<set $phase to 0>><</link>> <br> <<link [[Warn|Wolf Halloween 4]]>><<set $phase to 1>><</link>><<effects>> You creep around the unaware partygoers, stepping out of the bushes to meet them face to face. <<if $phase is 0>> <<if $speech_attitude is "meek">> "H-Hey you...! Stop!" <<elseif $speech_attitude is "bratty">> "Hey assholes, listen here!" <<else>> "Hold it right there, you lot!" <</if>> you shout. <br><br> The trio is startled for a moment, before setting their eyes on you and laughing in relief. "What's this dumb slut doing here?" the <<person5>><<person>> chuckles. <br><br> "You lost?" asks the <<person4>><<person>>. "You cute little thing. Come with us, we'll keep you company." <br><br> <<if $speech_attitude is "meek">> "You three... You're so mean!" you say. "Now we're going to teach you a lesson!" <<elseif $speech_attitude is "bratty">> "You fuckers never should have come here," you spit. "We're pissed now, and we want payback!" <<else>> "Attacking a defenceless animal was a huge mistake," you say. "We're here to get even!" <</if>> <br><br> They stare at you in a mix of confusion and anger. The <<person5>><<person>> laughs. "Who is <i>we</i>, slut?" <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "You guys really messed up..." you say. "T-They are so mad now. You should have just run!" <<elseif $speech_attitude is "bratty">> "You three are knee deep in it now," you say. "They're fucking pissed, not sure if I can help you now..." <<else>> "You've really done it now," you say. "They're fuming right now. They'll want to teach you a lesson." <</if>> <br><br> "They?" asks the <<person5>><<person>>. "Are you threatening us, slut? Who is they?" <</if>> <br><br> <<link [[Next|Wolf Halloween 5]]>><</link>><<effects>> <<if $blackDog>> The <<person4>><<person>> moves closer, but is immediately flanked by the Black Dog. The <<beasttype 2>> has no trouble throwing the teen to the ground. <<else>> The <<person4>><<person>> moves closer, but is immediately jumped by a <<beasttype 1>>. The beast catches the student by surprise, and drives <<person4>><<him>> down onto the ground. <</if>> <br><br> The other two students yell. The <<person6>><<person>> reaches for a rock in the ground. As <<he>> winds for a throw, <<his>> arm is caught in the maws of a <<beasttype 0>> emerging from the bushes. They tussle for a moment, before the <<beasttype 0>> manages to wrestle <<person6>><<him>> to the floor. <br><br> "Call someone, go get some help please!" they shout to the <<person5>><<person>>. <<He>> comes to <<his>> senses and makes a run for it, before being cut off by two other pack members. The <<person>> freezes in place. <br><br> The three are rounded up together. The pack circles around them with an anger they can barely contain. <br><br> <<link [[Leave them with a warning|Wolf Halloween 6]]>><<set $phase to 0>><</link>> <br> <<link [[Tease them|Wolf Halloween 6]]>><<set $phase to 1>><</link>><<effects>> <<if $phase is 0>> <<if $speech_attitude is "meek">> "I-I hope you've learned your lesson you three!" you say. "Bad people always get what's coming to them!" <<elseif $speech_attitude is "bratty">> "If we ever see you three fucks wandering here again..." you threaten, "you'll get much worse than just a scare." <<else>> "We'll let you go unharmed... this time," you say. "You're lucky my pack wasn't hungry tonight!" <</if>> <br><br> The students nod in response. They hold each other tightly as they shiver in fear. <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "Happy Halloween!" you manage, containing your laughter. "Never seen anyone this scared, geez!" <<elseif $speech_attitude is "bratty">> "Happy Halloween!" You chuckle at them. "Don't get mad, everyone is entitled to a good pant shitting tonight!" <<else>> "Like the pups, do you?" you laugh. "Not so funny when you're outnumbered, is it?" <</if>> <br><br> They give you a collective look of confusion. "Who the fuck..." manages the <<person4>><<person>>. <</if>> <br><br> Satisfied with your stunt, you turn to leave back to the cave, only to notice that the <<wolf_cave_plural>> aren't following. <br><br> The pack remains captivated with the students, who stick together and tremble in fear. A <<beasttype 0>> eyes the <<person5>><<person>> with unrestrained lust, before lunging for <<him>>, making <<him>> shriek. <br><br> "Leave <<him>> alone!" yells the <<person6>><<person>>, smacking the <<beasttype 0>> in the face. The <<beasttype 0>> growls, angered. The other <<wolf_cave_plural>> grow ever bolder with their advances. <br><br> You yell at the <<wolf_cave_plural>>, telling them to leave the three alone. They turn in unison, and you're met with the unfamiliar sight of <span class="red">a pack of ravenous <<if $monster is 1>>monsters<<else>>beasts<</if>> bathed in red moonlight</span>, not the same ones you remember from just hours ago. <br><br> <<if $wolfpackleader is 1>> <<set _winReason to "Alpha">> <<elseif $blackDog>> <<set _winReason to "Black Dog">> <</if>> <<link [[Insist|Wolf Halloween 7]]>><<stress 6>><<set $phase to 0>><</link>><<gstress>><<note _winReason "gold">> <br> <<link [[Back off|Wolf Halloween 7]]>><<set $phase to 1>><</link>><<effects>> <<if $phase is 0>> <<if $wolfpackleader is 1 or $blackDog>> <<famegood 10>> <<if $wolfpackleader is 1>> "I said that's enough!" you yell. "I am the alpha and you will listen to me!" <br><br> The <<wolf_cave_plural>> relent their assault, pacing menacingly towards you instead. A <<beasttype 1>> growls, before shoving you aside and marching angrily towards the cave along with the rest of the wolves. <<else>> "I said stop!" you yell. "They got the message!" <br><br> The <<wolf_cave_plural>> relent their assault, pacing menacingly towards you instead. A <<beasttype 1>> prepares to lunge, but is stopped by the Black Dog, who steps in front of you shielding you behind <<bhim 2>>. The <<beasttype 1>> growls, before joining <<bhis 1>> brethren on their way back to the cave. <</if>> <<if $monster is 1>>"<<pPackbrother>> should not get in way of pack."<</if>><<gferocity>> <br><br> <<if $blackDog>> <<if $monster is 1>> The Black Dog gives you a slight smile of approval as <<bhe 2>> leaves. "Glad friend showed mercy tonight," <<bhe 2>> says. "Should never punish violence with more violence." <<else>> The Black Dog wags <<bhis 2>> tail happily in approval. Could <<bhe 2>> have felt pity for the teens, given their defenceless position? <</if>> <br><br> <</if>> You approach the sobbing students. The <<person4>><<person>> flinches at your touch, but you manage to help <<him>> to <<his>> feet and pat the dirt off <<his>> costume. <<if $speech_attitude is "meek">> "I-it wasn't supposed to go that far," you say. "Please, just... don't mess with the pack again." <<elseif $speech_attitude is "bratty">> "Well, that nearly went to shit," you say. "Keep away from the pack, and it won't happen again." <<else>> "I lost control of the situation," you say. "Sorry about the scare, but don't attack the pack again." <</if>> <br><br> The students scramble to their feet and run away, disappearing behind the trees. You decide it's best to return to the cave for now. <br><br> <<unset $blackDog>> <<destinationwolfcave>> <<else>> "I said stop!" you yell. "They got the message!" <br><br> The <<wolf_cave_plural>> relent their assault, pacing menacingly towards you instead. The <<beasttype 1>> growls. <<if $monster is 1>>"<<pPackbrother>> has forgotten place. Will gladly remind!"<</if>> <br><br> <<saveNPC 3 "halloween_lake">> <<beastNEWinit 3 wolf>> <<link [[Next|Wolf Halloween Fight]]>><<set $molestationstart to 1>><</link>> <</if>> <<elseif $phase is 1>> You step away from the <<wolf_cave_plural>>, and see them pounce on the helpless trio. Fabric flies through the air as their costumes are torn to shreds and their bodies are laid bare to the feral beasts. <<if $monster is 1>>A <<beasttype 0>> lets loose a wild roar, not bothering with words anymore.<</if>> <br><br> <<if $blackDog>> The Black Dog attempts to intervene, but is stopped by one of the <<beasttype 1>>s. <<if $monster is 1>> "Back off, outsider!" <<bhe>> yells. "Lucky we even allow to follow!" <<else>> It doesn't seem wise to provoke their ire in a moment like this. <</if>> <br><br> <</if>> You witness in horror the display of cruelty and ruthlessness of the pack as they have their wicked way with the students. The three of them are mercilessly raped for what feels like hours until the last of the <<wolf_cave_plural>> is finally sated. They leave their ruined prey lying on the grass as they march off. <<trauma 6>> <br><br> The students scramble to their feet, with their costumes completely destroyed. They sob inconsolably as they shamble away with what little dignity they have left. <br><br> <<if $blackDog>> The Black Dog remains by your side. <<if $monster is 1>> "Sorry about humans," <<bhe>> utters in a disheartened tone. "Don't blame friend, never intended things to be like this, I'm sure." You <<else>> <<bHe 2>> whimpers in regret as <<bhe 2>> watches the students leave. You wonder if even the Black Dog may have found their punishment too severe. You pet <<bhim 2>> in reassurance, and <</if>> walk together back to the relative safety of the cave. <<else>> Nothing can be done to help. You decide it's best to return to the relative safety of the wolf cave for the night. <</if>> <br><br> <<unset $blackDog>> <<destinationwolfcave>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>><<beastTrainGenerate>> <<set $enemytrust -= 40>><<set $enemyanger to 60>> <</if>> <<effects>> <<effectsman>> <<alarmstate "The students watch in horror, but <span class='red'>do nothing to help.</span>">> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Halloween Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Halloween Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Halloween Fight]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Halloween Fight Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<wolfpacktrust>> <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Halloween Fight]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you.<<wolfpacktrust>> <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Halloween Fight Finish]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<if $enemywounded gt $enemyejaculated>> <<famegood 10>> You stand triumphantly over the defeated <<wolf_cave_plural>>. They recover shortly after. They keep their distance, now seemingly less eager to provoke you. <br><br> <<endevent>> <<loadNPC 0 "halloween_lake">> <<tearful>> you approach the sobbing students. The <<person1>><<person>> flinches at your touch, but you manage to help <<him>> to <<his>> feet and pat the dirt off <<his>> costume. <<if $speech_attitude is "meek">> "Oh, it was dumb of you to come here!" you protest. "It's scary and dangerous. Stay in town next time, okay?" <<elseif $speech_attitude is "bratty">> "You idiots." You scowl at them. "Don't go doing stupid shit like this again, got it? I won't be around next time." <<else>> "Not the brightest move to annoy the pack, was it?" you ask. "Go on, get out of here." <</if>> <br><br> The students scramble to their feet and run away, disappearing behind the trees. You decide it's best to return to the cave for now. <<elseif $enemywounded is 0>> The <<wolf_cave_plural>> settle down, their palpable lust abated. They leave your spent body lying on the ground before leaving to the cave. <br><br> <<tearful>> you raise to your feet and look around for the students. They must have scrambled off during the commotion. You take a moment to recuperate and make your way back to the cave. <</if>> <br><br> <<clotheson>> <<endcombat>><<clearNPC "halloween_lake">> <<destinationwolfcave>> <</if>><<set $location to "wolf_cave">><<effects>> <<if $wolfpacktrust gte 18 or $wolfpackleader gte 1>> <<if playerIsPregnant() and playerBellySize() gte 15>> <<set _pregnancy to getPregnancyObject()>> <<npc "Black Wolf">> You try to follow the <<wolf_cave_plural>>, but the Black Wolf turns and sniffs around your belly. <<if $monster is 1>> "Stay! Watch young. Protect belly." <<if _pregnancy.type is "wolf" and _pregnancy.potentialFathers.find(father => father.source === "Black Wolf")>> As <<bhe>> proudly looks at your belly.<<set $blackWolfPregnancyHunt to true>> <</if>> <<else>> <<bHe>> <<if _pregnancy.type is "wolf" and _pregnancy.potentialFathers.find(father => father.source === "Black Wolf")>> looks more confidant than normal and clearly<<set $blackWolfPregnancyHunt to true>> <</if>> wants you to stay with the younger <<wolf_cave_plural>> to protect you and your growing belly. <</if>> <br><br> <<endevent>> You watch as they depart between the trees. <br><br> <<destinationwolfcave>> <<elseif $blackWolfNotHunting>> <<npc "Black Wolf">> The Black Wolf sits, watching from <<bhis>> rock with <<bhis>> extended belly showing. <<endevent>> <br><br> <<if $wolfpackleader gte 1>> The pack bays and howls as members nip and bite each other in excitement. But no one has started running yet. They're all looking at you. <<else>> Members of the pack snarl and bite over who gets to lead the hunt. <</if>> <<set $outside to 1>> <br><br> <<link [[Take the lead (0:15)|Wolf Cave Hunt No Black Wolf Start]]>><<set $phase to 1>><</link>> <br> <<link [[Look away (0:30)|Wolf Cave Hunt No Black Wolf Start]]>><</link>> <<else>> <<set $dateCount.Total++>><<set $dateCount.BlackWolfHunts++>> You follow the <<wolf_cave_plural>> as they depart between the trees. They don't stop you. <br><br> <<set $outside to 1>> Not far from the cave they break into a run. They move fast. It's hard to keep up. <<physique 1>><<gathletics>><<athletics 1>><<pass 10>> <br><br> <<wolfhuntevents>> <</if>> <<else>> You try to follow the <<wolf_cave_plural>>, but the Black Wolf turns and growls at you. <<npc "Black Wolf">> <<if $monster is 1>> "Stay! Watch young. Build trust." <<else>> <<bHe>> wants you to stay with the younger <<wolf_cave_plural>>. <</if>> <br><br> <<endevent>> You watch as they depart between the trees. <br><br> <i>If they trusted you more, they might be willing to let you come along.</i> <br><br> <<destinationwolfcave>> <</if>><<set $location to "wolf_cave">><<effects>> <<if $phase is 1>> <<set $phase to 0>> <<npc "Black Wolf">> Black Wolf huffs, but dutifully stands. <<if playerIsPregnant() and playerBellySize() gte 15>> <<if $monster is 1>> "Will bring prey, for pups." <<else>> <<bHe>> gives your pregnant belly a lick before leaving. <</if>> <<elseif $wolfpackleader is 1 and (statusCheck("Black Wolf").love lt 125 or $wolfpackharmony lt 18)>> <<if $monster is 1>> "Alpha should lead hunt." <<else>> <<bHe>> looks disapproving, but heeds your decision nonetheless. <</if>> <<if $wolfpackharmony lt 18>> <<npcincr "Black Wolf" love -1>><<llove>> <</if>> <<else>> <<if $monster is 1>> "Will bring prey, my mate." <<else>> <<bHe>> gives you a lick on the cheek before leaving. <</if>> <<gharmony>> <<gferocity>> <</if>> <br><br> <<bHe>> bounds off to lead the pack as they depart between the trees, leaving you with the younger <<wolf_cave_plural>>. <<endevent>> <<elseif $blackWolfNotHunting>> The pack departs between the trees, leaving you and the Black Wolf with the younger <<wolf_cave_plural>>. <<if $wolfpackleader gte 1>> <<npc "Black Wolf">> <<if $monster is 1>> <br><br> "Alpha should be leading." When <<bhe>> notices you staring, <<bhe>> huffs, seemingly disappointed. <</if>> <<endevent>> <</if>> <<else>> The pack departs between the trees, leaving you with the younger <<wolf_cave_plural>>. <</if>> <br><br> <<if $wolfpackferocity gte 15 and $rng gte 91>> <<link [[Next|Wolf Cave Bear]]>><</link>> <<else>> <<destinationwolfcave>> <</if>><<location "forest">><<effects>> You run with the pack alongside the river. You come to a soft patch of grass. Some of the <<wolf_cave_plural>> lie down for a rest. <br><br> <<if $wolfpackleader gte 1>> <<link [[Rest (1:00)|Wolf River Rest]]>><<tiredness -12>><</link>> <br> <<link [[No time for rest|Wolf River Rouse]]>><</link>> <br> <<if $rng gte 51>> <<link [[Let the Black Wolf decide|Wolf River Rest]]>><<tiredness -12>><</link>> <br> <<else>> <<link [[Let the Black Wolf decide|Wolf River Rouse]]>><</link>> <br> <</if>> <<else>> <<npc "Black Wolf">> <<if $rng gte 51>> The Black Wolf lies down too, and you and the other <<wolf_cave_plural>> follow suit. <<if $monster is 1>> "Rest. Save strength." <</if>> <br><br> <<link [[Next (1:00)|Wolf River Rest]]>><<tiredness -12>><</link>> <br> <<else>> <<if $monster is 1>> The Black Wolf barks. "No time for rest! Scent on the wind. Be swift." <<else>> The Black Wolf growls at them, and they stand back up. <</if>> <br><br> <<link [[Next|Wolf River Rouse]]>><</link>> <br> <</if>> <</if>> <<endevent>><<location "forest">><<effects>> You come to a decaying stump at the base of the cliff. There's a collection of mushrooms growing at its base, some red some pink. <<if currentSkillValue('science') gte 400>> You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You recognise the pink ones too. They're an aphrodisiac, and poisonous to many animals. Including <<wolf_cave_plural>>. <<elseif currentSkillValue('science') gte 200>> You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You don't recognise the pink ones. <<else>> You don't recognise either of them. <</if>> <br><br> <<tendingicon "wolfshroom">><<link [[Take red mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "red">><</link>> <br> <<tendingicon "mushroom_aphrodisiac">><<link [[Take pink mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "pink">><<arousal 600>><</link>><<garousal>> <br> <<refuseicon>><<link [[Leave them alone|Wolf Cliff2]]>><</link>> <br><<location "forest">><<effects>> The pack rests for a while. You think you even fall asleep. <<pass 45>> <<gharmony>><<lferocity>><<ltiredness>> <br><br> The hunting party soon becomes restless, and the hunt continues. <<physique 1>><<gathletics>><<athletics 1>><<pass 10>> <br><br> <<wolfhuntevents>><<location "forest">><<effects>> The pack is roused and the hunt continues. <<physique 1>><<gathletics>><<athletics 1>><<pass 10>> <br><br> <<wolfhuntevents>><<location "forest">><<effects>> The pack starts to move again, and you run to keep up with them. <<physique 1>> <<gathletics>><<athletics 1>><<pass 10>> <br><br> <<wolfhuntevents>><<npc "Black Wolf">> <<location "forest">><<effects>> You follow the deer tracks. They lift their heads more frequently, as if they can smell something you can't. After some time they break into a sprint. <br><br> <<if $athleticsSuccess>> They don't hold back for you, <span class="green">but you're able to keep up.</span> You soon arrive at a clearing. On the other side stands a lone deer. It stops grazing and breaks into a panicked run at the sight of the pack. <br><br> <<if 20 + $wolfpackharmony + $wolfpackferocity gte $rng>> It bounds through the forest, weaving between the trees and out of sight. The Black Wolf breaks from the rest of the pack and races after it. You break into another clearing and find the Black Wolf stood triumphant over <<bhis>> prey. <br><br> <<if random(1,5) is 1>> <<endevent>><<beastNEWinit 1 wolf>><<saveNPC 0 rival_wolf>> The pack gathers around their prey, but something stops them before they get the chance to feast. A different pack reveals itself in front of you. Teeth bared, they approach bearing a menacing posture. <br><br> <<if $wolfpackleader is 1>> Their leader, a larger <<beasttype>>, has <<bhis>> eyes fixed on you. <<if $monster is 1>> "You leader?" <<bhe>> growls. "Pack stand down! Give quarry now!" <<else>> <<bHe>> growls aggressively, demanding that you surrender the prey to <<bhim>>. <</if>> <br><br> A small group at first, you start to notice more of the rival pack members stepping out from behind the bushes, surrounding the rest of your brethren. They outnumber you. <br><br> <<endevent>><<npc "Black Wolf">> The Black Wolf stands by your side. <<if $monster is 1>> "Give order," <<bhe>> whispers to you. "Pack will follow." <</if>> <br><br> The <<wolf_cave_plural>> waits for your signal. <br><br> <<endevent>><<loadNPC 0 rival_wolf>> <<link [[Fight the leader|Wolf Rival Challenge]]>><</link>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Offer yourself to the pack|Wolf Rival Offer]]>><</link>><<deviant2>> <br> <</if>> <<link [[Retreat|Wolf Rival Retreat]]>><</link>> <<else>> Their leader, a larger <<beasttype>>, has <<bhis>> eyes fixed on the Black Wolf. <<if $monster is 1>> "You leader?" <<bhe>> growls. "Pack stand down! Give quarry now!" <<else>> <<bHe>> gives the Black Wolf a chilling glare, demanding that the pack surrender the prey to <<bhim>>. <</if>> <br><br> <<endevent>><<npc "Black Wolf">> The Black Wolf snarls back, but flattens <<bhis>> ears. You start to notice more of the rival pack members stepping out from behind the bushes, surrounding the rest of your brethren. They outnumber you. <br><br> <<bHis>> confidence lost from the sudden approach, the Black Wolf seems unsure as to how to respond. <br><br> <<if hasSexStat("deviancy", 2)>> <<endevent>><<loadNPC 0 rival_wolf>> <<link [[Offer yourself to the pack|Wolf Rival Offer]]>><</link>><<deviant2>> <br> <</if>> <<link [[Flee|Wolf Rival Flee]]>><</link>><<athleticsdifficulty 1 1000>> <</if>> <<else>> The Black Wolf keeps the choice parts for <<bhimself>>. You find some berries growing nearby which serve you better. You sit by the deer. <<if $monster is 1>> <<bHe>> sits next to you and places a hand on your head. "Good hunt. Success thanks to <<ppackbrother>>." <</if>> <<stress -12>><<lstress>> <br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> <<endevent>> <<wolfpackhuntoptions>> <</if>> <<else>> It bounds through the forest, weaving between the trees. The pack races after it, but they tire quickly running at such speed. The deer escapes. <br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i> <br><br> Dejected but not broken, the <<wolf_cave_plural>> try to pick up the scent of easier prey. They catch something on the breeze and break into a run. <<physique 2>><<gathletics>><<athletics 4>> <br><br> <<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>> <<else>> They don't hold back for you, <span class="red">and you're unable to keep up</span>. You lose them in the forest. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $forest to 60>><</link>> <br> <</if>> <<pass 60>><<location "forest">><<effects>> <<beastNEWinit 1 boar>><<npc "Black Wolf" 2>> You follow the trail and arrive at a grassy knoll. On its top lies a deer carcass, being chewed on by a wild <<beasttype>>. <<bHe 0>> spots the pack and glares down. <br><br> <<if $rng gte 51>> Before the rear <<wolf_cave_plural>> even arrive, the <<beasttype 0>> leaps over the carcass and charges down the hill, straight at you! <br><br> <<link [[Stand your ground|Wolf Carrion Stand]]>><</link>><<physiquedifficulty 2000 12000>> <br> <<link [[Run|Wolf Carrion Run]]>><</link>> <br> <<else>> Before the last of the pack arrive, the <<beasttype 0>> leaps over the carcass and charges down the hill, straight at the Black Wolf. <br><br> <<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>> The Black Wolf stands <<bhis 1>> ground. The attacker veers away and runs into the forest. <br><br> The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better. You sit by the deer. <<if $monster is 1>> <<bHe 1>> sits next to you and places a hand on your head. "Good hunt. Always stand ground, <<ppackbrother>>." <</if>> <<stress -12>><<lstress>> <br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis 1>> place by the deer to quell it. <br><br> <<endevent>> <<wolfpackhuntoptions>> <<else>> The Black Wolf stands <<bhis 1>> ground, and the attacker's charge knocks <<bhim 1>> aside. <<bHe 0>> runs amok among the pack, who panic and run for the safety of the trees. <br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i> <br><br> You run with the pack into the forest. There must be easier prey. <<physique 2>><<gathletics>><<athletics 4>> <br><br> <<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>> <</if>> <<pass 60>><<location "forest">><<effects>> <<beastNEWinit 1 bear>><<npc "Black Wolf" 2>> You come to a small cave and see a large shape rise and fall in a steady rhythm. It's a <<beasttype 0>>, lying with <<bhis 0>> eyes shut beside a fresh kill. It looks like a deer. The pack creeps closer. They'll need the element of surprise. <br><br> <<set $skulduggerydifficulty to 300>> <<link [[Distract it|Wolf Bear Distract]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Attack|Wolf Bear Attack]]>><</link>> <br><<location "forest">><<effects>> The pack seems uneasy. They wouldn't normally track a pack of humans unless the situation was dire. They follow you regardless. Their run slows to a prowl, and soon after you hear laughter ahead. You creep forward. Three hunters sit around a fire. A deer carcass lies on the ground beside them. They each have a rifle. <br><br> A frontal attack would be very risky. <br><br> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 5)>> You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage. <br><br> <<set $skulduggerydifficulty to 400>> <<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 0>><</link>><<skulduggerydifficulty>><<exhibitionist5>> <br> <<else>> You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you. <br><br> <</if>> <<elseif $exposed gte 1>> <<if hasSexStat("exhibitionism", 3)>> You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage. <br><br> <<set $skulduggerydifficulty to 600>> <<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 1>><</link>><<skulduggerydifficulty>><<exhibitionist3>> <br> <<else>> You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you. <br><br> <</if>> <<else>> <<set $skulduggerydifficulty to 800>> <<link [[Distract them|Wolf Hunters Distract]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Attack|Wolf Hunters Attack]]>><</link>> <br> <<link [[Leave|Wolf Hunter Leave]]>><</link>> <br><<location "forest">><<effects>> <<npc "Black Wolf">> <<if $phase is 0>><<set $wolfpackshroom to "none">> <<wearProp "wolfshroom">> You crumble the red mushroom onto the Black Wolf's food. <<bHe>> spots you and growls, but relents when <<bhe>> sees you carry nothing away. <<bHe>> returns to <<bhis>> place and continues eating. Over the next few hours <<bhe>> becomes more territorial, glaring at other <<wolf_cave_plural>> who approach the deer. <<gferocity>> <br><br> <<elseif $phase is 1>><<set $wolfpackshroom to "none">> <<wearProp "pinkshroom">> You crumble the pink mushroom onto the Black Wolf's food. <<bHe>> spots you and growls, but relents when <<bhe>> sees you carry nothing away. <<bHe>> returns to <<bhis>> place and continues eating. Over the next few hours <<bhe>> becomes lethargic. The other <<wolf_cave_plural>> notice and try their luck at parts of the deer they wouldn't normally be allowed. <<lferocity>><<set $wolfpackpoisoned to 1>> <br><br> <</if>> <<endevent>><<beastNEWinit 1 wolf>> You lie on the grass with your head resting on a <<beasttype>>. All that running is tiring. You close your eyes and sleep. You're awoken when the <<beasttype>> you were resting on stands up. <br><br> <<endevent>> <<set $huntstate to "success">> <<wolfhuntevents>><<location "forest">><<effects>> <<generate1>><<generate2>><<generate3>> The pack gets into position around the camp, then rush in from all directions! <br><br> <<if $wolfpackharmony + $wolfpackferocity - 20 gte $rng>> The hunters are quick to react, but not quick enough. A <<person1>><<person>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The Black Wolf lunges and grabs <<his>> arm. <br><br> The other <<wolf_cave_plural>> follow the Black Wolf's lead. You back away as they drive the hunters into a tight circle with their backs against each other. <br><br> "Th-this is m-mad," the <<person>> stammers. <br><br> <<earnFeat "Top of the Food Chain">> <<link [[Demand valuables|Wolf Hunters Valuables]]>><</link>><<crime "thievery">> <br> <<link [[Let them go|Wolf Hunters Go]]>><</link>> <br> <<else>> The hunters are quick to react. They grab their rifles and fire at the pack. The bullets whiz into the forest. Though unharmed, the <<wolf_cave_plural>> turn their tails and flee to safety. You go with them. <<lharmony>><<lferocity>> <br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i> <br><br> You run into the forest once more, the pack following close behind. There must be easier prey. <<physique 1>><<gathletics>><<athletics 1>><<pass 15>> <br><br> <<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>><<location "forest">><<effects>> <<generate1>><<generate2>><<generate3>> <<if $phase is 0>> <<flaunting>> you emerge from the safety of the trees, naked. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. <<exhibitionism5>> They gape at you. The closest, a <<person1>><<person>>, is the first to speak. "Why, if it isn't a forest nymph, come to keep us warm." <<He>> stands up, and the others do too. <br><br> <<elseif $phase is 1>> <<flaunting>> you emerge from the safety of the trees, despite being exposed so. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. <<exhibitionism3>> They gape at you. The closest, a <<person1>><<person>>, is the first to speak. "Looks like you forgot to dress properly." <<He>> stands up, and the others do too. <br><br> <<else>> You emerge from the safety of the trees. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. <br><br> They jump and reach for their guns when they see you, but soon calm down. The closest, a <<person1>><<person>>, is the first to speak. "You shouldn't sneak up on people like that," <<he>> says. "You're liable to get hurt." <<He>> leers at you as <<he>> stands up, and the others do too. <br><br> <</if>> <<skulduggerycheck>> <<skulduggeryuse>> <<if $skulduggerysuccess is 1>> A <<person2>><<person>> cocks <<his>> head as if listening, <span class="green">but doesn't hear anything.</span> <<He>> grins at you. "Walking the woods all alone, are we? Don't fret, we'll look after you." <br><br> "That's right," a <<person3>><<person>> says next as <<he>> eyes you up and down. "Question is, what shall we do with you?" <br><br> They're so taken by you they don't notice the many pairs of eyes glowing in the dark, drawing closer. The <<person1>><<person>> looks over <<his>> friend's shoulder and horror spreads on <<his>> face. <<He>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The Black Wolf lunges and grabs <<his>> arm. <br><br> The other <<wolf_cave_plural>> follow the Black Wolf's lead. You back away as they drive the hunters into a tight circle with their backs against each other. <br><br> "Th-this is m-mad," the <<person>> stammers. <br><br> <<earnFeat "Top of the Food Chain">> <<link [[Demand valuables|Wolf Hunters Valuables]]>><</link>><<crime "thievery">> <br> <<link [[Let them go|Wolf Hunters Go]]>><</link>> <br> <<else>> <span class="red">"I heard that,"</span> a <<person2>><<person>> announces, and in once swift movement <<he>> picks up a stone and hurls it into the shrubs around their camp. You hear rustling and pattering feet. It fades away. The pack was so on edge it was enough to spook them into fleeing. <br><br> "Looks like your friends have done a runner," a <<person3>><<person>> says. "Pity. I bet they're as cute as you." <<He>> reaches towards you. "Now come 'ere." <br><br> <<link [[Next|Wolf Hunter Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<location "forest">><<effects>> It's not worth the risk. You turn and run, the relieved <<wolf_cave_plural>> following close behind. <<physique 1>><<gathletics>><<athletics 1>><<pass 15>> <br><br> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>><<location "forest">><<effects>> <<set $wolfpackrob to 1>> <<if $speech_attitude is "meek">> "Give me your money and valuables," you say. "Then leave us to eat in peace." <<elseif $speech_attitude is "bratty">> "Your money and valuables," you say. "Before I feed you to my family." <<else>> "Your money and valuables," you say. "Hurry, I can't hold them back forever." <</if>> The pack growls. <br><br> They pull money out of pockets and take off their jewellery. They drop it all in a pile at their feet before being marched from the camp by the <<wolf_cave_plural>> nipping at their heels. They rush to the deer carcass once they are out of earshot. <br><br> <<if $rng gte 96>> You find <<moneyGain 200 true true>> in cash, as well as assorted baubles you think are very valuable. <<set $blackmoney += 800>><<crimeUp 800 "thievery">> <<elseif $rng gte 51>> You find <<moneyGain 50 true true>> in cash, as well as assorted baubles you think are quite valuable. <<set $blackmoney += 50>><<crimeUp 50 "thievery">> <<else>> You find <<moneyGain 20 true true>> in cash, as well as assorted baubles you think are quite valuable. <<set $blackmoney += 30>><<crimeUp 30 "thievery">> <</if>> <<endevent>> <<npc "Black Wolf">> The Black Wolf keeps the choice parts of the deer for <<bhimself>>. You rummage in a bag left behind by the hunters and find some canned food that suits you better. You sit by the deer. <<stress -12>><<lstress>> <br><br> <<if $wolfpackspray isnot 1>><<set $wolfpackspray to 1>> <<wearProp "pepperspray">> You find a strange cylinder among their things. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in. <<gspraymax>><<set $spraymax += 1>><<spray 5>> <br><br> <span class="gold">You've gained an additional pepper spray charge.</span> <br><br> <</if>> <<if $monster is 1>> The Black Wolf sits next to you and places a hand on your head. "Good hunt. Humans apex predators. With you, we can do anything, <<ppackbrother>>." <</if>> The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> <<wolfpackhuntoptions>><<location "forest">><<effects>> <<if $speech_attitude is "meek">> "Leave us alone," you say. "We only want to eat in peace." <<elseif $speech_attitude is "bratty">> "Leave," you say. "Before I change my mind and feed you to my family." <<else>> "Leave," you say. "I can't hold them back forever." <</if>> The pack growls. <br><br> The hunters nod and march from the camp with <<wolf_cave_plural>> nipping at their heels. They rush to the deer carcass once they are out of earshot. <br><br> <<endevent>> <<npc "Black Wolf">> The Black Wolf keeps the choice parts for <<bhimself>>. You rummage in a bag left behind by the hunters and find some canned food that suits you better. You sit by the deer. <<stress -12>><<lstress>> <br><br> <<if $wolfpackspray isnot 1>> <<set $wolfpackspray to 1>> <<wearProp "pepperspray">> You find a strange cylinder among their things. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in. <<gspraymax>><<set $spraymax += 1>><<spray 5>> <br><br> <span class="gold">You've gained an additional pepper spray charge.</span> <br><br> <</if>> <<if $monster is 1>> The Black Wolf sits next to you and places a hand on your head. "Good hunt. Humans apex predators. With you, we can do anything, <<ppackbrother>>." <</if>> The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> <<wolfpackhuntoptions>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyanger += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Hunter Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Hunter Rape]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I said the trip would be worth it," the <<person1>><<person>> says. "What now?" <br><br> <<person2>>"I know," the <<person>> says. <<He>> produces a rope from a bag beside the fire and ties your arms together. "There. Have fun being wolf food." <<tearful>> you leave the camp. You walk until their laughter fades behind you. <br><br> <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> <<else>> The <<person1>><<person>> stumbles backwards and steps in the fire. <<tearful>> you push past <<him>> and flee into the forest. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $forest to 1>><</link>><<location "forest">><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You sneak up to the cave. You think you hear the <<beasttype 0>> snore. <span class="green">You sneak behind <<bhim 0>>.</span> The rest of the pack inches closer. One of them snaps a twig, and the <<beasttypes>> eyes shoot open. You throw a rock at <<bhim 0>>, and <<bhe 0>> turns to face you. <<bHe 0>> rears up and roars, unaware of the <<wolf_cave_plural>> right behind <<bhim 0>>. They attack <<bhim 0>> from behind, biting at <<bhis 0>> limbs and clawing at <<bhis 0>> back. <br><br> <<skulduggeryuse>> Groggy and surrounded, the <<beasttype 0>> stumbles away from the cave and leaves the deer carcass unguarded. <<if $monster is 1>>"Thieving wolves... take the deer if you want it so badly!"<</if>> The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better. You sit by the deer. <<stress -12>><<lstress>> <br><br> <<endevent>> <<npc "Black Wolf">> <<if $monster is 1>> The Black Wolf calls you over. "Bear no match for pack strength. <<pPackbrother>> did well." <</if>> The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> <<wearProp "rock">> <<wolfpackhuntoptions>> <<else>> You sneak up to the cave. You think you hear the <<beasttype 0>> snore. <span class="red">You're right beside <<bhim 0>> when <<bhe 0>> opens <<bhis 0>> eyes and looks straight at you!</span> The <<wolf_cave_plural>> flee into the night and the <<beasttype 0>> rears over you. <br><br> <<skulduggeryuse>> <<link [[Next|Wolf Bear Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<location "forest">><<effects>> The pack creeps up to the cave. The <<beasttype 0>>'s eyes open, and the pack lunges at <<bhim 0>>. <br><br> <<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>> The <<beasttype 0>> tries to stand, but it's too late. Several sets of jaws clamp down on <<bhis 0>> body. <<bHe 0>> roars in pain and swipes at the attackers, but they jump back to safety. <br><br> Groggy and hurt, the <<beasttype 0>> stumbles away from the cave and leaves the deer carcass unguarded. <<if $monster is 1>>"Thieving wolves... take the deer if you want it so badly!"<</if>> The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better. <<stress -12>><<lstress>> <br><br> <<endevent>> <<npc "Black Wolf">> <<if $monster is 1>> The Black Wolf calls you over. "Bear no match for pack strength. <<pPackbrother>> did well." <</if>> The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> <<endevent>> <<wolfpackhuntoptions>> <<else>> The Black Wolf strikes, but the <<beasttype 0>> is too quick. <<bHe 0>> swipes the Black Wolf to the side, and the other <<wolf_cave_plural>> turn and flee. The Black Wolf follows, unhurt save for <<bhis 1>> pride. <br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i> <br><br> You run with the pack into the forest. There must be easier prey. <<physique 1>><<gathletics>><<athletics 1>><<pass 15>> <br><br> <<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Bear Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Bear Rape]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> returns to sleep. <<elseif $enemyhealth lte 0>> You scare the mighty <<beasttype>>. <<bHe>> flees deeper into <<bhis>> abode. It's a shame the pack ran, as there's nothing guarding the carcass. <</if>> <br><br> <<tearful>> you stagger from the cave. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $forest to 60>><</link>> <br><<location "forest">><<effects>> You plant your feet and stand your ground. <<if $physiqueSuccess>> <span class="green">The <<beasttype 0>> veers away from you</span>, and runs into the forest. <br><br> The Black Wolf keeps the choice parts for <<bhimself 1>>. You find some berries growing nearby which serve you better. You sit by the deer. <<endevent>><<npc "Black Wolf">> <<if $monster is 1>> <<bHe>> sits next to you and places a hand on your head. "Good hunt. Always stand ground, <<ppackbrother>>." <</if>> <<stress -12>><<lstress>> <br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> <<endevent>> <<wolfpackhuntoptions>> <<else>> <span class="red">The <<beasttype 0>> doesn't stop.</span> <<bHe 0>> knocks you aside and runs amok among the pack, who run for the safety of the forest. Before you can stagger to your feet the <<beasttype 0>> is on top of you. <br><br> <<link [[Next|Wolf Carrion Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<location "forest">><<effects>> You run away from the <<beasttype 0>>. <<bHe 0>> runs amok among the pack, who panic and run for the safety of the trees. <br><br> You run with the pack into the forest. There must be easier prey. <<physique 1>><<gathletics>><<athletics 1>><<pass 15>> <br><br> <<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Carrion Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Carrion Rape]]>><</link>></span><<nexttext>> <</if>><<location "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> climbs the hill and continues to eat. <<elseif $enemyhealth lte 0>> You scare the <<beasttype>> away from you. <<bHe>> squeals and flees. It's a shame the pack ran as there's nothing guarding the carcass. <</if>> <br><br> <<tearful>> you walk into the trees. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $forest to 60>><</link>> <br><<effects>> Your pack has no chance of winning this fight. You walk towards the larger <<beasttype>>, wanting to settle things one-on-one. Your opponent closes in and lunges at you without a second thought once you come into range. <br><br> <<link [[Next|Wolf Rival Fight]]>><<set $fightstart to 1>><</link>><<if $fightstart is 1>> <<set $fightstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemyanger += 200>> <<set $enemyhealth to 300>><<set $enemyhealthmax to 300>> <</if>> <<set $enemyanger += 10>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Wolf Rival Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Rival Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<set _victory to 1>> <<beastejaculation>> The <<beasttype>>'s eyes unfocus, and <<bhe>> absently wanders off. The rival pack seems confused, but with their leader leaving, they reluctantly pull away from you and your pack. <<tearful>> you stand up. <<elseif $enemyhealth lte 0>> <<set _victory to 1>> <<tearful>> you stand triumphant over your defeated foe. The <<beasttype>> scurries away from you and into the safety of its pack. They quickly begin taking their leave, leaving your pack to revel in its rightful quarry. <<else>> <<set _victory to 0>> You can't fight any longer, and collapse to the ground. The <<beasttype>> holds your neck<<if $monster isnot 1>> with <<bhis>> teeth<</if>>, but lets go of you. <<trauma 6>><<gtrauma>> <br><br> <<if $monster is 1>> "Weak alpha," <<bhe>> scoffs. "Pack must be ashamed. Scurry home with tail between legs, runt." <br><br> <</if>> The rival pack drags the carcass away, leaving you to face the disappointed looks of your brethren. <<tearful>> you stand up, avoiding their eyes. <<lharmony>><<lferocity>> <</if>> <br> <<endcombat>><<clearNPC rival_wolf>><<npc "Black Wolf">> <<clotheson>> <<if _victory is 1>> The Black Wolf howls, and you and the pack join in. The forest echoes with the song of your victory. <<stress -12>><<trauma -6>><<llstress>><<ltrauma>><<gharmony>><<gferocity>> <br><br> <<if $wolfpackharmony gte $wolfpackferocity>> The Black Wolf nudges your side. <<if $monster is 1>> "Good leader act strong," <<bhe>> says. "Great leader proves strength. Pack is lucky to have <<ppackbrother>>." <<else>> <<bHe>> licks your hand. <</if>> <<else>> The Black Wolf lets out a feral bark in the direction the other pack left. <<if $monster is 1>> "Should finish fight," <<bhe>> growls. "Never worry about rivals again. Strong leader shows no mercy!" <</if>> <</if>> <<else>> <<if $wolfpackharmony gte $wolfpackferocity>> The Black Wolf nuzzles you tenderly. <<if $monster is 1>> "Leader fought bravely," <<bhe>> says. "But pack respect strength. Leader must be strong if want pack to follow." <<else>> <<bHe>> doesn't scorn you for your loss, at least. <</if>> <<else>> The Black Wolf steps in front of you, and gives you a low growl. <<if $monster is 1>> "If pack must rely on weak leader to hunt, pack will starve!" <<he>> snarls. "Alpha win next time, or alpha lose pack!" <</if>> <</if>> <</if>> <br><br> <<endevent>> <<wolfpackhuntoptions>><<effects>> You begin to walk towards the rival pack. The alpha <<beasttype>> growls as you approach. You drop to your hands and knees and adopt a mating posture in front of the <<beastsplural>>. <br><br> <<if $monster is 1>> The <<beasttype>> marches up to you, pushing your head down onto the ground and holding you tightly. "Take food," <<bhe>> says to the Black Wolf. "We found tastier prey..." The rest of the <<beasttype>>'s pack draws closer, allowing your own party to take back its original hunt. <<else>> Their leader approaches to sniff you, before holding your hair in its teeth and mounting you from behind. The rest of the pack draws closer, leaving their previous quarry unattended and free for your friends to take. <</if>> <br><br> The alpha <<beasttype>> approaches first. <br><br> <<for _wolfNum = 2; _wolfNum < 5; _wolfNum++>> <<generateBEAST _wolfNum "wolf">> <</for>> <<link [[Next|Wolf Rival Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Rival Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Rival Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> leaves you be. Another takes <<bhis>> place. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Rival Molestation]]>><</link>> <<else>> Satisfied, the <<beasttype>> leaves you be. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Rival Molestation End]]>><</link>> <</if>> <<elseif $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another takes <<bhis>> place. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Rival Molestation]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Rival Molestation End]]>><</link>> <</if>> <</if>><<effects>> <<if $enemyejaculated is 0>> <<if $phase is 1>> Despite their tremendous advantage in numbers, you manage to fight off the ravenous pack, leaving them to run off beyond the bushes with their tails between their legs. <<else>> Feeling you're more trouble than you're worth, the <<beasttype>> retreats. <</if>> <<else>> Satisfied, they leave you on the ground to recover, before darting away and disappearing into the night. <</if>> <<tearful>> you stand up. <br><br> <<endcombat>><<clotheson>><<clearNPC rival_wolf>> You climb to your feet and take a couple of minutes to recuperate. Luckily, you manage to spot a trail of paw prints left by your pack where the deer once was, which you manage to successfully follow back to the safety of your cave.<<gharmony>><<lferocity>> <br><br> <<set $huntstate to "finished">> <<if $wolfstate is "hunt">> <<set $wolfstate to "cave">> <</if>> <<link [[Next|Wolf Cave Clearing]]>><</link>><<effects>> <<endevent>><<beastNEWinit 1 wolf>> Not wanting to take part in the ensuing fight, you pay close attention to the beasts, looking for your chance to run away. Once the fighting breaks out, you turn around and break into a run. A <<beasttype>> takes notice of your attempted retreat and begins to chase after you. <br><br> <<if $athleticsSuccess>> <<clearNPC rival_wolf>> You run as fast as your legs will allow, <span class="green">and the <<beasttype>> soon loses sight of you</span>. Having thrown your pursuer off your trail, you take a few minutes to catch your breath. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $forest to 60>><</link>> <<else>> You run as fast as your legs will allow, <span class="red">but you're overtaken by the <<beasttype>></span>. <<bHe>> tackles you down onto the floor. <br><br> <<if $monster is 1>> "Coward try to run?" <<bHe>> growls. "Will teach lesson!" <br><br> <</if>> <<link [[Next|Wolf Rival Molestation]]>><<set $molestationstart to 1>><</link>> <</if>><<effects>> You measure your options and come to realise that this fight would be best avoided. You look at the rest of your <<wolf_cave_plural>> and wave at them to leave. <br><br> A <<beasttype>> from the opposing pack approaches to attack but is stopped by its leader. <<if $monster is 1>> "Let cowards go," <<bhe>> says dismissively. "Not worth fighting. Cut losses." <</if>> <br><br> <<endevent>><<clearNPC rival_wolf>> The rival pack drags the carcass away, leaving the <<wolf_cave_plural>> of your own pack to leave empty-handed. They look at you with contempt as they go along. <<npc "Black Wolf">> The Black Wolf stops by your side, looking at you with sadness. <<if $monster is 1>> "Leader used to be strong and feral," <<bhe>> says. "Pack won't follow weak leader." <</if>> <br><br> <<endevent>> <<wolfpackhuntoptions>><<effects>> <<if $phase is 1>> <<beastNEWinit 1 wolf>> You take a deep breath before running into the trees. Pack members chase on behind you, some following, some trying to take over your lead. One <<beasttype>> in particular seems intent on taking over the hunt. <<physique 1>><<gathletics>><<athletics 1>> <br><br> <<pass 15>> <<link [[Trip (0:30)|Wolf Cave Hunt Outrun]]>><<set $phase to 1>><</link>><<dancedifficulty 600 1200>> <br> <<link [[Try to outrun (0:30)|Wolf Cave Hunt Outrun]]>><<set $phase to 0>><</link>><<athleticsdifficulty 600 1200>> <<else>> Not wanting to lead, you keep your head down and wait for someone else to take over.<<if $wolfpackleader gte 1>> You hear the Black Wolf snarl behind you.<</if>> <br><br> Eventually, a larger wolf takes charge, and the hunt begins. <br><br> Several other wolves still fight for the right to lead as they run. <<physique 1>><<gathletics>><<athletics 3>> <<pass 30>> <br><br> <<link [[Next (1:00)|Wolf Cave Hunt Not Taking the Lead]]>><<pass 60>><</link>> <</if>><<effects>> <<if $phase is 1>> <<if $danceSuccess>> You keep your lead up for a while before a strain begins in your leg. Not wanting to lose, you strike out with your foot, <span class="green">tripping up the <<beasttype>></span>. You hear <<bhim>> whine as <<bhe>> falls. <<gferocity>> <br><br> <<link [[Next (0:15)|Wolf Cave Hunt Taking the Lead]]>><<pass 15>><</link>> <<else>> You keep up your lead for a while before a strain begins in your leg. Not wanting to lose, you strike out with your foot, but the <<beasttype>> dodges quickly and you end up tripping instead. <<physique 6>><<gdanceskill>><<danceskill 6>><<pass 30>> <br><br> <<link [[Next (0:30)|Wolf Cave Hunt Not Taking the Lead]]>><<pass 30>><</link>> <</if>> <<clearsinglenpc 0>> <br> <<else>> <<if $athleticsSuccess>> You push hard to stay ahead in the race, sweat dripping down your brow the longer you go on. <span class="green">You keep your lead</span>, your challenger eventually breaking away to drink some water from a small pond. <br><br> The pack had pushed hard to keep up, most members pausing to take drinks themselves. <<gharmony>> <br><br> <<link [[Next (0:15)|Wolf Cave Hunt Taking the Lead]]>><<pass 15>><</link>> <<else>> You push hard to stay ahead in the race, sweat dripping down your brow the longer you go on. You end up falling behind, the burn in your legs too great to ignore. <<physique 1>><<gathletics>><<athletics 3>><<pass 30>> <br><br> Other members pant just as hard. The sight of a small pond is a welcome respite for you all to drink from. <br><br> <<link [[Next (0:30)|Wolf Cave Hunt Not Taking the Lead]]>><<pass 30>><</link>> <</if>> <br> <</if>><<effects>> <<if $wolfgirl gte 6>> In charge, a scent hits your nose. It's familiar. Deer. Several of the pack members catch the scent too, looking over to you. <<else>> In charge, you see tracks in the mud. Hooves, likely a deer. Pack members sniff at them, tails wagging in excitement. <</if>> <br><br> You once again begin to run, this time with a target in mind. <br><br> <<link [[Next (1:00)|Wolf Cave Hunt Taking the Lead 2]]>><<pass 60>><</link>><<effects>> You try to keep the pack uniform, remembering how the Black Wolf would lead. This is difficult, with older members trying to take over or the younger ones falling behind to play. <br><br> The pack makes it close enough to see the deer in the clearing. It seems to be on high alert, looking up frequently and eating little. Thankfully, you are all downwind, obscured by the brush. <br><br> The thought of taking it down still doesn't appease you. Instead, you pick a member with experience, who seems eager to take the role. <br><br> Pack members move into place before striking out. Panicked, the deer bolts, but the pack keeps up. <br><br> <<link [[Next (0:30)|Wolf Cave Hunt No Black Wolf Deer]]>><<pass 30>><</link>><<effects>> You just begin to catch your breath when excited yips and whines sound off. A scent has been found, the proper hunt beginning. <br><br> <<link [[Next (1:00)|Wolf Cave Hunt Not Taking the Lead 2]]>><<pass 60>><</link>><<effects>> There seems to be further struggles for power as more wolves try to organise the pack. Some nip, some bark, some barge to ensure everyone stays together. <br><br> All sounds fall quiet when the pack gets in range of the deer. Downwind and hidden by the brush, you see as one <<wolf_cave_singular>> directs the others into place, ready to jump out at the prey. <br><br> The leader begins, starting at a slow trot. The deer bolts, and the chase begins anew. <br><br> <<link [[Next (0:30)|Wolf Cave Hunt No Black Wolf Deer]]>><<pass 30>><</link>><<effects>> You manage to keep up with the deer on its left side, further away than other pack members nipping at its ankles. <br><br> Weaving between the trees, you come ahead of the hunt. The deer is slowly being worn down, more and more wolves catching up to it. <br><br> It seems the hunt will be successful when the deer pushes with all of its might. Sharp teeth snap after it as the deer almost escapes their grasps. <br><br> Behind you the river roars over rapids, a fallen tree acting as a bridge. If the deer escapes and makes it across, the pack will go hungry. <br><br> You make it to the tree trunk. The chaos of the hunt grows louder behind you, the deer narrowly being caught again. <br><br> <<link [[Push the trunk|Wolf Cave Hunt Push the trunk]]>><<tiredness 2>><</link>><<physiquedifficulty 5000 16000>><<gtiredness>> <br> <<link [[Do nothing|Wolf Cave Hunt Do nothing]]>><</link>><<effects>> <<if $physiqueSuccess>> After all of the running, your limbs strain and ache. Despite this, you are able to grit your teeth and roll the log until it splashes into the water. <br><br> A split second later, the deer balks, having escaped the pack only to stumble at the edge of the river bank. With nowhere to run, it tries to leap over the pack to run back to the clearing... <span class="green">it doesn't make it</span>. <br><br> The pack howls in excitement. It was a big catch, and they'll all be full tonight. <br><br> Hungry in your own right, you let your eyes wander. They land on a low apple tree, the fruit ripe and delicious. <<endevent>> <<set $huntstate to "success">> <<wolfhuntevents>> <<else>> After all of the running, your limbs strain and ache. The ache is too much, you feel it too deeply, and a cramp begins to spread up your leg. You collapse to the ground before you can roll the log away. <br><br> The deer makes its final escape attempt, bounding over you and onto the log. A <<wolf_cave_singular>> goes to follow, but the fallen tree breaks in half just as the deer makes it to the other side. <br><br> The pack whines and howls, disappointed and hungry. They leave you alone soon after, still desperate for food. You eat well enough, grabbing the small rabbit for the Black Wolf to eat. <br><br> <<set $huntstate to "failure">> <<wolfhuntevents>> <</if>><<effects>> Not wanting to be part of the fight, you go looking for easier food. An apple tree stands a few metres away, you will be able to eat. You notice a rabbit caught in a hunter's trap as you forage. <br><br> <<if $wolfpackharmony + $wolfpackferocity gte $rng>> The deer makes its final escape attempt, bounding over you towards a log, <span class="green">but is tackled by a <<wolf_cave_singular>> before it is able to make it</span>. <br><br> The pack howls in excitement. It was a big catch, and they'll all be full tonight. <br><br> Hungry in your own right, you let your eyes wander. They land on a low apple tree, the fruit ripe and delicious. <<endevent>> <<set $huntstate to "success">> <<wolfhuntevents>> <<else>> The deer makes its final escape attempt, bounding over you and onto the log. A <<wolf_cave_singular>> goes to follow, but the fallen tree breaks in half just as the deer makes it to the other side. <br><br> <<if $wolfpackleader gte 1>> Pack members turn on you, snarling and nipping at your skin. Some elder <<wolf_cave_plural>> chastise you for standing there and doing nothing. "<<print ["Is alpha truly worthy?", "Packmate is weak."][random(0,1)]>>" <br><br> <</if>> They leave you alone soon after, still desperate for food. You eat well enough, grabbing the small rabbit for the Black Wolf to eat. <<endevent>> <<set $huntstate to "failure">> <<wolfhuntevents>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $phase is 1>> <<beastTrainGenerate>> <<set $enemyanger += 30>> <<else>> <<beastTrainGenerate>> <</if>> <<set $noFinish to 1>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Wolf Cave Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf Cave Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> leaves you be. Another takes its place. <<combatTrainAdvance>> <<wolfpacktrust>><<gstockholm>> <br><br> <<link [[Next|Forest Wolf Cave Rape]]>><</link>> <<else>> Satisfied, the beast leaves you be. <<combatTrainAdvance>> <<wolfpacktrust>><<gstockholm>> <br><br> <<link [[Next|Forest Wolf Cave Rape End]]>><</link>> <</if>> <<else>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another takes its place. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Cave Rape]]>><</link>> <<else>> The beast recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Cave Rape End]]>><</link>> <</if>> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $enemywounded gte 2 and $enemyejaculated is 0>> In a display of power, you defeat the pack. <<tearful>> you escape from the cave. <br><br> <<clotheson>> <<endcombat>> <<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveDefeated" }>> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> Finished with you, the <<beastsplural>> leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down. <br><br> <<if $phase is 1>> The other <<wolf_cave_plural>> soon return from their hunt. <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> Finished with you, the <<beastsplural>> leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down. <br><br> <<if $phase is 1>> The other <<wolf_cave_plural>> soon return from their hunt. <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $eventskip is 0>> <<eventwolfcave>> <<else>> The <<wolf_cave_plural>> are blocking your way out of the cave. A draught blows from the back. <br><br> <<wolfcaveicon "sleep">><<link [[Rest (2:00)|Forest Wolf Cave Wait]]>><<set $tiredness -= 480>><<pass 2 hours>><</link>> <br> <<wolfcaveicon "outside">><<link [[Try to escape|Forest Wolf Cave Escape]]>><</link>> <br><br> <<if $wolfcavedig gte 13>> <<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>> <br> <<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>> <<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>> <br> <<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>> <<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>> <br> <<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>> <<getouticon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>> <br> <<elseif $wolfcavedig gte 1>> <<getouticon "dig">><<link [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass 1 hour>><<set $wolfcavedig += 1>><</link>> <br> <<else>> <<investigateicon>><<link [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You huddle at the back of the cave, and the pack pays you little heed for a time. <br><br> <<link [[Next|Forest Wolf Cave]]>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $wolfpacktrust gte 12>> <<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveTrusted" }>> The pack looks at you as you try to leave, but make no move to stop you. It seems they trust you enough to let you go. <<lstress>> <br><br> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</link>> <br> <<elseif $wolfpackfear gte 12>> <<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveFeared" }>> The pack growls at you as you try to leave, but make no move to stop you. It seems they fear you too much to try and stop you. <<lstress>> <br><br> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</link>> <br> <<else>> The pack immediately stirs as you try to leave, and they block your path. The pack stares at you, growling a warning. <<stress 6>><<gstress>> <br><br> <<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<beastNEWinit 6 wolf>><<set $molestationstart to 1>><</link>> <br> <<link [[Back down|Forest Wolf Cave]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> The pack immediately stirs as you try to leave, and they block your path. The pair stare at you, growling a warning. <<stress 3>><<gstress>> <br><br> <<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<beastNEWinit 2 wolf>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <<link [[Back down (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You decide not to risk it. You wait at the back of the cave. The pack soon returns from their hunt. <<wolfpacktrust>> <br><br> <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Forest Wolf Cave Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Forest Wolf Cave Molestation]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> grunts in satisfaction, and heads back to the rest of the pack. <<wolfpacktrust>> <br><br> <<tearful>> you settle down. <<gstockholm>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> whines in pain and returns to the rest of the pack. <<wolfpackfear>> <br><br> <<tearful>> you settle down. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $wolfcavedig gte 13>> You move the rocks out of the way, until the remainder collapse <span class="green">and reveal a hole in the ground</span>. You hear rushing water. <<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>> You move the rocks out of the way, until the remainder collapse <span class="green">and reveal a hole in the ground</span>. You hear rushing water. <<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>> You move the rocks out of the way, until the remainder collapse <span class="green">and reveal a hole in the ground</span>. You hear rushing water. <<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>> You move the rocks out of the way, until the remainder collapse <span class="green">and reveal a hole in the ground</span>. You hear rushing water. <<elseif $wolfcavedig gte 9>> You think you hear rushing water as you move the rocks out of the way. Not far to go now. <<elseif $wolfcavedig gte 6>> You move some of the rocks out of the way. The draught becomes stronger. <<elseif $wolfcavedig gte 4>> You move some of the rocks out of the way. You think you feel the draught become stronger. <<else>> You move some of the rocks in the way, but there's still much to do. <</if>> <br><br> <<if $wolfcavedig gte 13>> <<getouticon "hole">><<link [[Investigate|Forest Wolf Cave Hole]]>><</link>> <br> <<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>> <<getouticon "hole">><<link [[Investigate|Forest Wolf Cave Hole]]>><</link>><<small_text>> <br> <<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>> <<getouticon "hole">><<link [[Investigate|Forest Wolf Cave Hole]]>><</link>><<small_text>> <br> <<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>> <<getouticon "hole">><<link [[Investigate|Forest Wolf Cave Hole]]>><</link>><<small_text>> <br> <<elseif $syndromewolves gte 1>> <<link [[Next|Wolf Cave]]>><</link>> <br> <<else>> <<link [[Next|Forest Wolf Cave]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You feel around the darkness at the back of the cave, looking for the source of the draught. The air feels like it's coming from behind a pile of loose rocks. <br><br> <<if $syndromewolves gte 1>> <<link [[Next|Wolf Cave]]>><</link>> <br> <<else>> <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You peer down the hole at the back of the cave but can't make anything out. You hear rushing water. If you climb into it, you won't be able to come back the way you came. <br><br> <<getouticon "hole">><<link [[Climb in|Wolf Cave Descent]]>><</link>> <br> <<if $syndromewolves gte 1>> <<getouticon>><<link [[Step away|Wolf Cave]]>><</link>> <br> <<else>> <<getouticon>><<link [[Step away|Forest Wolf Cave]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<if $phase is 0>> You reach beneath the <<beasttype>> and take it in your hand. <<npchand>><<deviancy1>> <<elseif $phase is 2>> <<clothesstrip>><<deviancy5>> You bend forward, assuming a submissive stance on your hands and knees, before bringing your shoulders down to stick your butt up and leave your <<print ($player.vaginaExist ? '<<pussy>>' : 'anus')>> exposed to the <<beasttype>>. <<bHe>> bears down on you, keeping you grounded under <<bhis>> massive size.<<if $NPCList[0].monster>> "<<pPackbrother>> knows <<pher>> place, very well. Will make you a good pack mother," <<bhe>> says with a big, lustful smile.<</if>> <<npc_attempt_sex>> <<set $position to "doggy">> <<set $position_lock to 1>> <<set $NPCList[0].location.head to "head">> <<set $NPCList[0].location.genitals to "genitals">> <<elseif $phase is 3>> <<clothesstrip>><<deviancy5>> You draw closer to the Black Wolf, bringing your mouth closer to <<bhis>> dark fur. You attempt to place a playful bite on <<bhim>> but the Black Wolf puts <<bhis>> <<if $NPCList[0].monster>>hand<<else>>paw<</if>> on your chest, before driving you down onto the ground with little to no effort. <<bHis>> overwhelming weight and size leaves you with few other options.<<if $NPCList[0].monster>> "<<pPackbrother>> knows <<pher>> place, very well. Will make you a proud pack father," <<bhe>> says with a big, lustful smile.<</if>> <<npc_attempt_sex>> <<set $position to "missionary">> <<set $position_lock to 1>> <<set $NPCList[0].location.head to "head">> <<set $NPCList[0].location.genitals to "genitals">> <<else>> You lean beneath the <<beasttype>>. <<npcoral>><<deviancy4>> <</if>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Accept Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Accept]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You shuffle away from the Black Wolf, preparing for another assault. But none comes. <<bHe>> turns and walks away. <<if $monster is 1>>"No matter. You will learn."<</if>> <br><br> <<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveAccepted" }>> <<set $syndromewolves to 1>> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> <<if $settings.bestialityEnabled>> <span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> <<else>> <span class="red"><i>It's not their fault. They're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span> <</if>> <br><br> <<specialClothesUnlock "item" "loincloth">> <<npc "Black Wolf">>/*<<beastNNPCinit>>*/ <<if hasSexStat("deviancy", 3)>> <<loveInterestAdd "Black Wolf">> <<else>> <span class="blue">You aren't sure if a <<beasttype>> would make a good love interest...</span> <</if>> <br><br> <<link [[Next|Wolf Cave]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<if $phase is 3 and $orgasmcurrent is 0 and $NPCList[0].vagina is "penis">> <<set _forcedOrgasm to true>> <<set $orgasmdown to 3>> <</if>> <<beastejaculation>><<wolfpacktrust>> <br> <<if _forcedOrgasm>> Despite having an orgasm, the Black Wolf continues pleasuring your <<penis>>. <<set $penisuse to "othervagina">> <<orgasm>> <</if>> <<tearful>> you watch the Black Wolf yawn and lie down. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> <<tearful>> you watch the Black Wolf yawn and lie down. <br><br> <<clotheson>> <<endcombat>> <<else>> <<tearful>> you watch the Black Wolf yawn and lie down. <br><br> <<clotheson>> <<endcombat>> <</if>> <<if $monster is 1>> "Sleepy. Did well... <<ppackbrother>>." <</if>> <<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveAccepted" }>> <<set $syndromewolves to 1>> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> <<if $settings.bestialityEnabled>> <span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> <<else>> <span class="red"><i>It's not their fault. They're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span> <</if>> <br><br> <<specialClothesUnlock "item" "loincloth">> <<npc "Black Wolf">>/*<<beastNNPCinit>>*/ <<if hasSexStat("deviancy", 3)>> <<loveInterestAdd "Black Wolf">> <<else>> <span class="blue">You aren't sure if a <<beasttype>> would make a good love interest...</span> <</if>> <br><br> <<link [[Next|Wolf Cave]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>><<getTarget true>> <<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 22)>> <<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 22)>><<set $bus to "wolfcave">> You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back. <<if $exposed gte 1>> The <<wolf_cave_plural>> don't care, but being exposed is embarrassing regardless. <</if>> <<storeon "wolfcave" "check">> <<if _store_check is 1>> Your clothes are tucked away behind a rock. <</if>> <<if $wolfstate is "hunt">> Most of the pack is out hunting. <<else>> <<if Weather.precipitation is "rain">> The pack shelters from the rain. <<elseif Weather.precipitation is "snow">> The pack shelters from the snow. <<else>> The pack rests. <</if>> <<wolfcavestate>> <</if>> <br><br> <<if isPregnancyEnding() and !$possessed>> <<pregnancyBirthWolfCave>> <<elseif npcPregnancyEnding("Black Wolf") and !$possessed and $wolfstate is "cave">> <<pregnancyBirthBlackWolf>> <<elseif $wolfevent gte 1 and !$possessed>> <<set $wolfevent to 0>> <<wolfcaveselect>> <<else>> <<if !$possessed>> <<storeactions "wolfcave">> <<else>> <<if pcAreArmsBound("any") or $feetuse is "bound">> You stare down at your bindings. You pull, and they fall apart, unable to hold against you. <br><br> <<unbind>> <</if>> <</if>> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<undobindingsicon>><<link [[Cut your binds|Wolf Cave Unbind]]>><</link>> <br> <</if>> <!-- Modified for monster people --> <<getChildrenIds `{location: $location}`>> <<if _childrenIds.length gt 0 or $knowsAboutDen is 1>> <<wolfcaveicon "pupsden">><<link [[Pups' den|Pups Den]]>><</link>> <br> <</if>> <<wolfcaveicon "sleep">><<link [[Sleep|Wolf Cave Bed]]>><</link>> <br> <<if $nextPassageCheck is "Wolf Cave Clearing">> <<wolfcaveicon "outside">><span class="nextLink"><<link [[Go outside|Wolf Cave Clearing]]>><</link>></span> <<else>> <<wolfcaveicon "outside">><<link [[Go outside|Wolf Cave Clearing]]>><</link>> <</if>> <br><br> <<if $wolfcavedig gte 13>> <<wolfcaveicon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>> <<elseif $wolfcavedig gte 12 and $physiquesize lte 12000>> <<wolfcaveicon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>> <<elseif $wolfcavedig gte 11 and $physiquesize lte 10000>> <<wolfcaveicon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>> <<elseif $wolfcavedig gte 10 and $physiquesize lte 6000>> <<wolfcaveicon "hole">><<link [[Go down the hole|Forest Wolf Cave Hole]]>><</link>><<small_text>> <<elseif $wolfcavedig gte 1>> <<getouticon "dig">><<link [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass 1 hour>><<set $wolfcavedig += 1>><</link>> <<else>> <<investigateicon>><<link [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</link>> <</if>> <br><br> <<link [[Gameplay Settings|Wolf Cave Settings]]>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><br> <</if>> <<storecleanup>><<set $outside to 1>><<set $location to "wolf_cave">><<effects>><<getTarget true>> <<set _bwmother to Object.values($children).find(child => child.mother === "Black Wolf" && child.location === "wolf_cave")>> <<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 22)>> <<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 22)>><<set $bus to "wolfcaveclearing">> You are in the clearing outside the wolf cave. A stream runs by. <<if $exposed gte 1>> The <<wolf_cave_plural>> don't care, but being exposed is embarrassing regardless. <</if>> <<if $nextPassageCheck is "Wolf Cave Wash">> A <<beastNEWinit 1 wolf>><<beasttype>><<endevent>> walks up to you curiously. A few others keep their distance. <<elseif $nextPassageCheck is "Forest">> The <<wolf_cave_plural>> bark at you, attempting to circle you. <<elseif $wolfstate is "hunt">> Most of the pack is out hunting. <<else>> <<if Weather.precipitation is "rain">> The pack shelters from the rain. <<elseif Weather.precipitation is "snow">> The pack shelters from the snow. <<else>> The pack rests. <</if>> <<wolfcavestate>> <</if>> <<if $pound and $pound.progress is 5>> <span class="blue">A dark shape lurks in the trees.</span> <br> <</if>> <br><br> <<if $foresthunt gte 1>> <span class="lblue">You're safe at the cave. Whatever was hunting you will have given up.</span> <br><br> <<set $foresthunt to 0>> <</if>> <<if $wolfpatrolsent gte 3>> <<unset $wolfpatrolsent>><<npc "Black Wolf">> The Black Wolf approaches you. There are no wounds on <<bhis>> body, and nothing in <<bhis>> jaws. <<if $monster is 1>> "It was nothing," <<bhe>> grunts out. "No intruder." <<else>> There must have been nothing, when you <<if $wolfpackleader is 1>>sent <<bhim>><<else>>watched <<bhim>> leave<</if>> to investigate. <</if>> <<bHe>> seems almost disappointed. <br><br> <<endevent>> <</if>> <<if isPregnancyEnding() and !$possessed>> <<pregnancyBirthWolfCave>> <<elseif $wolfevent gte 1 and !$possessed>><<set $wolfevent to 0>> <<wolfcaveselect>> <<else>> <<if $halloweenWolves and $wolfstate is "cave">> <span class="blue">Your attention is drawn to a large crowd of <<wolf_cave_plural>> outside the cave.</span> <br> <<investigateicon>><<link [[Investigate|Wolf Halloween]]>><</link>> <br><br> <</if>> <<wolfcaveicon "wolf play">><<link [[Play (1:00)|Wolf Cave Play]]>><<stress -12>><<pass 1 hour>><</link>><<lstress>> <br> <<if $pound and $pound.progress is 5>> <<wolfcaveicon "black dog">><<link [[Approach the dark shape|Wolf Cave Dog Intro]]>><<set $pound.progress to 6>><<stress 6>><<trauma -6>><<control 25>><</link>><<gstress>><<ggcontrol>><<ltrauma>> <br> <<elseif $pound and $pound.progress is 6 and Time.dayState is "day" and $daily.wolfCaveDog is undefined>> <<wolfcaveicon "black dog">><<link [[Approach the black dog|Wolf Cave Dog]]>><</link>> <br> <</if>> <<if $nextPassageCheck is "Wolf Cave Wash">> <<watericon "waterfall_wolfcave">><span class="nextLink"><<link [[Water.|Wolf Cave Wash]]>><</link>></span> <<else>> <<watericon "waterfall_wolfcave">><<link [[Wash in the stream (0:20)|Wolf Cave Wash]]>><<pass 20>><</link>> <</if>> <br> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $worn.upper.exposed gte 2 and $underupperwetstage gte 3 or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3>> <<foresticon "bush">><<link [[Make a top out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 1>><<pass 20>><</link>> <br> <</if>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3>> <<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 2>><<pass 20>><</link>> <br> <</if>> <br> The stream ripples with your reflection, <<if Time.isBloodMoon()>> drowning in blood. <<elseif Time.dayState is 'dawn'>> with an afterglow of amber from the dawn. <<elseif Time.dayState is 'day'>> leaving no impurities in the image. <<elseif Time.dayState is 'dusk'>> with an afterglow of amber from the dusk. <<else>> the moonlight illuminating the surface. <</if>> <br> <<watericon "stream_wolfcave">><<link [[Check your reflection|Wolf Cave Mirror]]>><<preMirror>><</link>> <br> <br> The soil near the stream looks good, yet is almost free of wild plants. <br> <<watericon "waterside_wolfcave">><<link [[Examine|Wolf Cave Plots]]>><</link>> <br> <<pregnancyTest "Wolf Cave Clearing">> <br> <<if $wolfstate is "cave" and npcPregnancyEnding("Black Wolf")>> <<elseif _bwmother and $wolfstate is "cave" and ((Time.hour gte 8 and Time.hour lte 15) or (Time.hour gte 18 and Time.hour lte 21))>> You see the Black Wolf resting by a rock, overlooking the cave and its surroundings. <br> <<wolfcaveicon "bw">><<link [[Approach|Wolf Relax]]>><<npc "Black Wolf">><<set $phase to 1>><</link>> <br><br> <<elseif !_bwmother and $wolfstate is "cave" and Time.dayState isnot "night">> You see the Black Wolf resting by a rock, overlooking the cave and its surroundings. <br> <<wolfcaveicon "bw">><<link [[Approach|Wolf Relax]]>><<npc "Black Wolf">><<set $phase to 1>><</link>> <br><br> <<elseif $wolfstate is "cave" and $wolfcavepatrol is 1 and $wolfcavepatrolchance is 1 and Time.dayState is "night">> <<npc "Black Wolf">> The Black Wolf rests away from the pack, occasionally surveying passing members before <<bhis>> attention returns to the treeline. <span class="blue"><<bHe>> looks agitated.</span> <br> <<endevent>> <<wolfcaveicon "bw">><<link [[Approach|Wolf Patrol Intro]]>><</link>> <br><br> <</if>> <<if $wolfstate is "cave" and Time.dayState isnot "night" and Weather.precipitation is "none">> Some of the stronger <<wolf_cave_plural>> lie around the clearing, waiting for a hunt. They look bored. <br> <<wolfcaveicon "wolf">><<link [[Challenge the hunters (0:20)|Wolf Cave Spar]]>><</link>><<gtiredness>><<gphysique>><<lstress>> <br><br> <</if>> <<wolfcaveicon "inside">><<link [[Go inside|Wolf Cave]]>><</link>> <br><br> <<if $nextPassageCheck is "Forest">> <span class="nextLink"><<foresticon>><<link [[Leave (0:10)|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest to 60>><</link>></span> <<else>> <<foresticon>><<link [[Walk into the forest (0:10)|Forest]]>><<pass 10>><<set $eventskip to 1>><<set $forest to 60>><</link>> <</if>> <br> <</if>><<effects>> <<loadNPC 0 "black_dog">> The dark shape slinks away before you arrive. You turn to leave, and come face-to-face with a pair of yellow eyes. The creature jumps on you, knocking you on your back, and covers your face in licks. <span class="green">It's the black <<beasttype>> you rescued from the pound.</span> <br><br> <<if $monster is 1>> "Sorry," <<bhe>> says, climbing off you. <<bHe>> adopts <<bhis>> usual gruff demeanour, but there's a light in <<bhis>> eyes that wasn't present before. <<bHe>> looks healthier. "Happy to see you." <<else>> <<bHe>> climbs off you, and resumes <<bhis>> usual gruff demeanour as if remembering <<bhimself>>, but there's a light in <<bhis>> eyes that wasn't present before. <<bHe>> looks healthier. <<bHe>> gives you a playful bark. <</if>> <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <br><<effects>> <<loadNPC 0 "black_dog">> The black dog lurks on the outskirts of the clearing. The <<wolf_cave_plural>> tolerate <<bhim>>, but keep their distance. <br><br> <<bHe>> lies beneath a large fern, and watches you approach. <br><br> <<ind>><<link [[Relax (0:30)|Wolf Cave Dog Relax]]>><<set $daily.wolfCaveDog to 1>><<pass 30>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <<ind>><<link [[Encourage to play with the pups|Wolf Cave Dog Play]]>><<set $daily.wolfCaveDog to 1>><</link>> <br><br> <<getouticon>><<link [[Leave|Wolf Cave Clearing]]>><<endevent>><</link>> <br><<effects>> You sit beside the <<beasttype>>, and chat. <<if $monster is 1>> <<if $rng gte 81>> "This my half-<<if C.npc["Black Wolf"].pronoun is "f">>sister<<else>>brother<</if>>'s pack," <<bhe>> says. "Not welcome here. Not welcome anywhere. I have nowhere else." <<elseif $rng gte 61>> "Stay away from big human caves," <<bhe>> says. "Danger." <<elseif $rng gte 41>> "Stay away from lake," <<bhe>> says. "More danger than forest. More danger than town." <<elseif $rng gte 21>> "Pups frightened of me," <<bhe>> says. "Must look strange." <<else>> "Didn't hate master," <<bhe>> says. "But demanded too much." <</if>> <<else>> You lean against the <<beasttype>>, and stare at the canopy above as you rise and fall with <<bhis>> breathing. It's almost enough to send you to sleep. <</if>> <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <br><<effects>> The <<beasttype>> huffs, and prowls from <<bhis>> hiding place, towards the playing pups. <<if $wolfstate is "cave">> The Black Wolf watches from atop the cave, interested but unconcerned. <<elseif $wolfstate isnot "hunt">> The grown <<wolf_cave_plural>> watch, wary. <<else>> They're alone, but back away in fright when the large figure emerges from a bush in front of them. <</if>> <br><br> <<if $rng gte 51>> <<bHe>> growls, and runs at the closest. They scramble to escape. You watch as <<bhe>> chases them around the clearing, sniffing out their hiding places with ease. <<bHes>> only playing, but you're not sure the pups know that.<<gferocity>> <<else>> <<bHe>> lies down for a while, until a more adventurous pup summons the courage to approach, and learns that there's nothing to fear. <br><br> You watch as the <<beasttype>> plays with the pups. They have more energy than <<bhim>>, however, and <<bhe>> soon returns to the trees to rest.<<gharmony>> <</if>> <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <br><<effects>> <<plot_effects>> <<if $wolf_plot_intro is 1>><<unset $wolf_plot_intro>> <<plots_init wolf 3 earth 2 medium>> <</if>> <<display_plot wolf>> <br> <<getouticon>><<link [[Leave|Wolf Cave Clearing]]>><<handheldon>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<pass 30>> <<npc "Black Wolf">> The Black Wolf runs through the forest, all the way back to the cave. <<bHe>> dumps you at the back and gives a warning growl before turning away. <<if $monster is 1>> "Stay. You belong to pack." <</if>> <br><br> <<link [[Next|Wolf Cave]]>><<clotheson>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You rub your binds against a sharp rock and they soon come loose. <br><br> <<unbind>> <<link [[Next|Wolf Cave]]>><</link>> <br><<effects>> <<switch statusCheck("Black Wolf").gender>> <<case "m">> <<set _BWGender to 1>> <<default>> <<set _BWGender to 0>> <</switch>> <<if lastVisited("Wolf Relax") is 1>> You get up and follow the Black Wolf into the cave to sleep. <br><br> <</if>> <<if Time.dayState is "night" and $wolfstate is "cave" and (statusCheck("Black Wolf").love gte 100 or $wolfpackleader is 1 or playerIsPregnant() and playerBellySize() gte 15 or parentFunction.findParent("Black Wolf", _BWGender, true))>> <<npc "Black Wolf">> <<set $bedGuest to "Black Wolf">> <<set $blackWolfSleep to true>> You find an empty spot to lie on and close your eyes. After a moment, you feel an enormous mass of fur engulf you. You open your eyes to see the Black Wolf curling up beside you. <<bHe>> regards you for just a moment before laying <<bhis>> head down, facing away towards the mouth of the cave. You rest your head against <<bhim>>. <<lstress>><<ltrauma>><<stress -10>><<trauma -10>> <<elseif $wolfpackharmony gte 10>> <<beastNEWinit 1 wolf>> <<if $rng gte 51>> <<if $wolfstate is "hunt">> You find an empty spot to lie on and close your eyes. As you lie there, you feel warm and fuzzy little bodies moving all around you. It looks like the puppies saw you going to bed and felt safer staying with you as long as the adults of the pack are gone. One of them licks your face before resting <<bhis>> head inside your hair. <br><br> You won't be cold tonight, and they won't be alone. <<lstress>><<ltrauma>><<stress -10>><<trauma -10>> <<else>> You find an empty spot to lie on and close your eyes. As you lie there, you feel a wall of fur moving all around you. It looks like the <<wolf_cave_plural>> saw you going to bed and got sleepy themselves. One of them nuzzles <<bhis>> head under your arm. <br><br> You won't be cold tonight. <<lstress>><<ltrauma>><<stress -6>><<trauma -6>> <</if>> <<set $wolfbed to 1>> <<else>> You snuggle beside a <<beasttype>> for warmth and close your eyes. <</if>> <<endevent>> <<else>> You find an empty spot to lie on and close your eyes. <</if>> <br><br> <<nightmareCheck "Wolf Cave Sleep">> <<generateSleepLinks "Wolf Cave Sleep">> <<link [[Climb out of bed|Wolf Cave]]>><<unset $blackWolfSleep>><<unset $bedGuest>><<set $wolfbed to 0>><<loadTempHairStyle>><<endevent>><</link>> <br><br><<set $settingsExitPassage to "Wolf Cave">> <<settings>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if !$syndromewolves>><<badEndTrackingEnd "Wolf Cave" { reason: "wolfCaveDiggingAHole" }>><</if>> You sit on the edge and try to lower yourself down, but the rock gives way and you fall into dark water. <br><br> <<link [[Next|Underground Lake]]>><</link>> <br><<set _autosavehere to true>> <<sleep>> <<effects>> <<if $wraith.nightmare is 2 and Time.isBloodMoon()>> <<sleepeffects>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand<<if $wolfbed is 1>>, extracting yourself from the <<wolf_cave_plural>> surrounding you<</if>>. Your ears are ringing. <br><br> <<wraithPossess "wolf_cave">> <span class="nextLink"><<link [[Walk.|Wolf Cave]]>><</link>></span> <br> <<else>> <<wakingEffects $sleepHoursTotal>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <<else>> <br><br> <</if>> <</if>> <<sleepeffects>> <<if $blackWolfSleep>> <<endevent>> <<npc "Black Wolf">> You open your eyes to see the Black Wolf still beside you, already awake. If <<bhe>> even slept, that is. <<bHe>> regards you, but otherwise does not stir while you wake. <br><br> <<link [[Get up|Wolf Cave]]>><<endevent>><<unset $blackWolfSleep>><</link>> <<elseif _sleepinterrupt>> <<beastNEWinit 1 wolf>> You wake up to something mounting you. <br><br> <<link [[Let it happen|Wolf Cave Sleep Sex]]>><<set $sexstart to 1>><</link>><<deviant1>> <br> <<link [[Push away|Wolf Cave Sleep Push]]>><</link>> <<elseif $wolfbed is 1>> <<if ($uncomfortable.nude is true or $uncomfortable.underwear is true) and $syndromewolves gte 1 and $exposed gte 2>> Your sleeping companions rise before you do and begin their day. As they move, their fur brushes gently against your naked skin. <span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span> <br><br> <<set $uncomfortable.underwear to false>> <<set $uncomfortable.nude to false>> <<else>> Your sleeping companions get up before you do and go on with the day. You don't feel them moving, and they do not wake you. <br><br> <</if>> <<link [[Get up|Wolf Cave]]>><</link>> <<else>> <br><br> <<link [[Get up|Wolf Cave]]>><</link>> <</if>> <</if>> <<set $wolfbed to 0>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> You shift your body to make things easier for the horny <<beasttype>>. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Sleep Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Sleep Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You shove the <<beasttype>> away from you. <<lharmony>> <br><br> <<if $wolfpackferocity lte 19>> <<bHe>> leaves you in peace. <<endevent>> <br><br> <<link [[Back to sleep|Wolf Cave Bed]]>><</link>> <br> <<link [[Get up|Wolf Cave]]>><</link>> <br> <<else>> <<bHe>> growls and tries to force <<bhimself>> on you! <br><br> <<link [[Next|Wolf Cave Sleep Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br> The <<beasttype>> yawns and lies down.<<wolfpacktrust>> <br><br> <<tearful>> you try to find a comfy position again. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<beasttype>> limps away from you. <br><br> <<tearful>> you try to find a comfy position again. <br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>> <<set $rescued += 1>> The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> <<tearful>> you try to find a comfy position again. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you try to find a comfy position again. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Wolf Cave Bed]]>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if !$weekly.watchingForest and $wolfpackharmony gte 20 and Time.dayState is "day" and Weather.precipitation is "none" and $rng gte 81 and $wolfstate is "cave">> <<set $weekly.watchingForest to true>> <<npc "Black Wolf">> You're playing with younger <<beastsplural>> when you feel something <<if $monster is 1>>warm touch your lower back. You look behind your shoulder and see the Black Wolf resting <<bhis>> hand on your waist. "Need you," <<bhe>> says.<<else>>moist touch your back. You look behind and see the Black Wolf poking <<bhis>> nose at you.<</if>> <br><br> <<bHe>> doesn't seek your attention often, so you excuse yourself and follow the black canine giant. <br><br> The Black Wolf treads towards the edge of the forest all the while waggling <<bhis>> tail and looking back at you, as if inviting to come along. <br><br> <<link [[Follow Black Wolf|Watching the Forest Follow]]>><</link>> <br> <<link [[Stay at the cave|Watching the Forest Stay]]>><</link>><<lharmony>> <<elseif $rng gte 51>> <<beastNEWinit 1 wolf>> You play fight with one of the younger <<wolf_cave_plural>>. <<bHe>> jumps and grabs your arm in <<bhis>> mouth<<if $monster is 1>> and hands<</if>>, but doesn't bite down hard, until <<bhe>> manages to pull you to the ground. <<bHe>> sniffs your groin. <br><br> <<link [[Let <<bhim>> continue|Wolf Cave Play Sex]]>><<set $sexstart to 1>><</link>><<deviant1>> <br> <<link [[Push <<bhim>> away|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <<else>> You play something similar to hide-and-seek with the younger <<wolf_cave_plural>>. They're hesitant to stray too far from the cave, but there are many hiding places nearby. Their sense of smell gives them an advantage and they're quick to find you every time, but it's fun. <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>><<strip>> You wash in the stream. The water is cold but clean. <br><br> <<wash>> <<if !$daily.blackWolfWash and $wolfpackharmony gte 10 and $wolfpackferocity gte 15 and statusCheck("Black Wolf").love gte 125 and $wolfstate is "cave" and $rng gte 81>> <<set $daily.blackWolfWash to true>> <<npc "Black Wolf">> As you're finishing, a large shadow falls over you. Looking up, you see the Black Wolf has come down from <<bhis>> usual station near <<bhis>> rock. <<bHe>> circles around you, <<if $monster is 1>>crouching down<</if>> until you're face to face. <br><br> <<if $monster is 1>> "Mate washing scent away. No good." <</if>> There's something primal in <<bhis>> eyes as <<bhe>> <<= $monster is 1 ? "presses <<bhis>> hand" : "butts <<bhis>> snout">> against your shoulder, forcing you down onto the ground with an unyielding strength. You flail a bit at the suddenness, and <<bhe>> growls. <br><br> <<if $monster is 1>> "Still," <<bhe>> commands. <<else>> Seems you'd better stay still. <</if>> <br><br> Black Wolf leans in and licks your cheek, <<bhis>> hot tongue coating your skin with <<bhis>> saliva. <<bHe>> doesn't stop there, licking across your face, your neck, and then applying <<bhis>> ministrations to your <<breasts>> until your nipples stand taut against <<bhis>> tongue. <<arousal 1200 "breasts">><<ggarousal>> <br><br> <<link [[Next|Wolf Cave Wash Marking]]>><</link>> <br> <<else>> <<link [[Next|Wolf Cave Clearing]]>><<clotheson>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> The <<beasttype>> becomes more bold. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>The <<beastsplural>> are too busy thinking about themselves to help you.</span>">> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Cave Play Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Cave Play Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br> The <<beasttype>> yawns and lies down.<<wolfpacktrust>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<beasttype>> limps away from you. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>> <<set $rescued += 1>> The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Wolf Cave Clearing]]>><</link>> <br><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $phase is 1>> You encourage the less assertive wolves to suckle too. <<else>> <<if $worn.upper.exposed lte 0 or $worn.under_upper.exposed lte 0>> <<upperstrip>><<underupperstrip>>You bare your <<breasts>> and encourage the wolf pups to suckle. <<else>> You encourage the wolf pups to suckle. <</if>> <</if>> <<pass 5>> <<if $milk_amount gte 1>> <<if $wolfcavebreast is undefined>> <<set $wolfcavebreast to 1>> <<else>> <<set $wolfcavebreast += 1>> <</if>> The wolves sniff at your milk. One takes over each nipple, teasing more from you with clumsy licks. <<deviancy3>> <<if $wolfcavebreast is 3>> The last of the pups are satisfied. They curl up to nap. <<gharmony>> <<else>> Other wolves jostle for a turn. <</if>> <br><br> <<transform wolf 1>> <<breastfeed 5>> <<if $wolfcavebreast isnot 3>> <<link [[Continue feeding (0:05)|Wolf Cave Breastfeed]]>><<set $phase to 1>><</link>><<deviant3>> <br> <</if>> <<link [[Stop|Pups Den]]>><<clotheson>><<set $phase to 0>><</link>> <br> <<else>> No milk will leak from your nipples. <span class="pink">You've run out.</span> The wolves get bitey in frustration. <<gpain>><<pain 6>><<milkvolume 1>> <br><br> <<link [[Next|Pups Den]]>><<clotheson>><<set $phase to 0>><</link>> <br> <</if>><<effects>> <<getouticon>><<link [[Step away|Wolf Cave Clearing]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>> <br> <<mirror "reflection">> <br><br><<widget "blackWolfPresentsPregnancyToPlayer">> <<endevent>><<npc "Black Wolf">> <<set C.npc["Black Wolf"].pregnancy.npcAwareOf to true>> <<set C.npc["Black Wolf"].pregnancy.pcAwareOf to true>> <<setKnowsAboutPregnancy "Black Wolf" "pc">> <<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>> <<if $monster is 1>> You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp. <br><br> <<bHe>> takes you to a spot behind the bushes. Black Wolf leaves you on the ground before bearing down on, covering your face in loving licks. <<bHe>> stops <<bhimself>>. "Right, had news for <<ppackbrother>>." <<bHe>> untangles <<bhimself>> from you, giving you a clearer view of <<bhis>> belly. It looks big and bumpy. "Cannot believe, will finally have <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another<<else>>first<</if>> litter. Could not have asked for better mate than <<ppackbrother>>". <br><br> <<bHe>> stands up. "Will give birth to strong pups, strongest pack has seen yet." <<bHe>> smiles, before heading back to the cave. <<else>> You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draws closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away. <br><br> <<bHe>> drops you off at the base of a tree, before covering your face in loving licks. You manage to wiggle yourself free, just in time to notice Black Wolf's belly. It has a large and bumpy form. Black Wolf draws closer once more and nuzzles you affectionately. Given their behaviour towards you, you're quick to realise who the parent of the pups is going to be. <br><br> Black Wolf untangles <<bhimself>> from you at last, before turning to head back to the cave. <<bHe>> turns around to meet your gaze, waiting for you to follow. It might be best to stay around the cave for now. <</if>> <<elseif $wolfpackferocity gte 15>> <<if $monster is 1>> You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp. <br><br> <<bHe>> takes you to a spot behind the bushes and pins you against a tree, <<bhe>> looks down on you. "Has <<ppackbrother>> noticed anything unusual?" <<bHe>> smirks. Black Wolf takes a hold of your hand and guides it towards <<bhis>> belly. It's bumpy and bigger than you remember. "Allowed <<ppackbrother>> to breed me, should feel honoured to father <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another of my<<else>>my first ever<</if>> litter," <<bhe>> declares. <br><br> "Will return to cave. <<pPackbrother>> should as well, don't want to abandon me and pups I hope?" <<bhe>> warns, giving you a cold glare before marching back to the cave. <<else>> You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draw closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away. <br><br> <<bHe>> takes you to a spot behind the bushes and shoves you against a tree, <<bhe>> looks down on you. Black Wolf lies on <<bhis>> side, exposing <<bhis>> belly to you. It has a large and bumpy form. <<bHe>> brings <<bhis>> snout over to <<bhis>> belly, asking you to feel it. You hesitate, prompting Black Wolf to bare <<bhis>> teeth and growl angrily. You do as instructed. <<bHis>> irritable temper towards you makes it clear who the other parent is. <br><br> Black Wolf stands up again, before marching off back to the cave. <<bHe>> gives you a menacing stare before leaving. It might be a good idea to stick around the cave for now. <</if>> <<elseif $wolfpackharmony gte 15>> <<if $monster is 1>> You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp. <br><br> <<bHe>> takes you to a spot behind the bushes and sits next to a tree. Black Wolf bares <<bhis>> belly to you, running <<bhis>> hand over it. "Carrying <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another<<else>>first ever<</if>> litter," <<bhe>> says. "And have <<ppackbrother>> to thank for it," <<bhe>> says before reaching out and pulling you into a tight embrace. <br><br> Black Wolf stands up moments later. "Cannot wait to see pups playing with rest of pack," <<bhe>> says as you both return to the cave. <<else>> You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draw closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away. <br><br> <<bHe>> takes you to a spot behind the bushes and sits next to a tree. Black Wolf bares <<bhis>> belly to you, you take notice of its unusually large and bumpy shape. Black Wolf gives you a compliant whimper, as well as a happy tail wag. You figure this must be <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another of <<bhis>><<else>><<bhis>> first ever<</if>> litter, with you being responsible for it. <br><br> Black Wolf stands up moments later. <<bHe>> marches happily back to the cave. <</if>> <<else>> <<if $monster is 1>> You are approached by the Black Wolf. "Was looking for <<ppackbrother>>," <<bhe>> says, regarding you with a smile. "Need to show something." Without warning, <<bhe>> wraps an arm around you and picks you up, making you freeze in <<bhis>> grasp. <br><br> <<bHe>> takes you to a spot behind the bushes and sits next to a tree, placing you right beside <<bhim>>. "Pack is... going through difficult times," <<bhe>> explains. "Things bleak, and pack is losing hope, but...". Black Wolf moves <<bhis>> arm aside, revealing <<bhis>> bumpy belly. "Maybe things not as bad as they seem. Will have <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 1>>another<<else>>very first<</if>> litter with <<ppackbrother>> after all. <br><br> <<bHis>> tail begins to wag in happiness. Black Wolf gives you ample time to inspect <<bhis>> belly. <<bHe>> heads back to the cave, but is hesitant to leave your side. "Pups will need protection, and guidance. <<pPackbrother>> better stay safe," <<bhe>> says before leaving. <<else>> You are approached by the Black Wolf. <<bHe>> carries an excited spring to <<bhis>> step as <<bhe>> draw closer to you. Without warning, <<bhe>> positions <<bhimself>> behind you and pushes you forward. The force is enough to bring you off balance. You instinctively grab on to the wolf and let it take you away. <br><br> <<bHe>> stops at a tree and places you down. <<bHe>> sits next to you. Black Wolf's depressed demeanour is gone for just a moment. <<bHe>> lies on <<bhis>> side, bearing <<bhis>> belly to you. It looks big and bumpy. You bring your hand closer and feel it up. Black Wolf stands up once more and licks your face. It doesn't take you long to realise who the parent of the pups is going to be. Whatever seemed to have <<bhim>> upset seems to have vanished completely. <br><br> You try to stand up, but the Black Wolf refuses to let go, almost as if afraid of you leaving. It might put <<bhim>> at ease if you stayed at the cave for now. <</if>> <</if>> <br><br> <<set $eventskip to 1>><<set $wolfevent to 0>> <<destinationwolfcave>> <</widget>> <<widget "pregnancyBirthBlackWolf">> <<npc "Black Wolf">> <<setKnowsAboutPregnancy "Black Wolf" "pc">> You hear whimpering from somewhere inside the cave. You hunt for its source and discover a well-hidden, excavated tunnel. You follow the sound of crying and emerge into a secluded chamber, where you spot a large figure lying down in one of the corners. It's the Black Wolf. <<bHis>> face is contorted in pain. <<bHe>> turns to meet your gaze. <br><br> <<if $monster is 1>> "Was wondering if <<ppackbrother>> would co—" <<bHe>> cuts <<bhimself>> off and groans painfully. <<bHis>> entire body folds in pain. <br><br> "Pups will arrive soon," <<bhe>> manages through heavy breathing. "Want to be alone for now. Will be fine," <<bhe>> whimpers in between waves of pain. <<else>> The wolf buries <<bhis>> snout on the ground, whimpering and squirming in pain. From the movements and the animal's reactions, you can tell <<bhe>> is going into labour. <</if>> <br><br> <<link [[Stay|Pregnancy Birth Black Wolf 1]]>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Black Wolf" "handholding">><</if>> <br> <<link [[Leave|Pregnancy Birth Black Wolf 1]]>><<set $phase to 1>><</link>> <</widget>> <<widget "pregnancyBirthWolfCave">> <<set _human to playerNormalPregnancyType()>> You feel as though you will go into labour soon. <br><br> <<if playerNormalPregnancyType() is "wolf">> <<npc "Black Wolf">> <<setKnowsAboutPregnancy "pc" "Black Wolf">> You search for a secluded spot to give birth, as the main chamber offers little privacy. You come across a well-hidden, excavated tunnel and enter it to discover an empty chamber. You tuck yourself into a safe corner and lie down. Your body contorts with each breath, sending jolts of pain down your back and abdomen. <br><br> <<if $wolfstate is "cave" and $syndromewolves is 1>> <<if $monster is 1>> The Black Wolf rushes in and crouches down to eye level. "Is <<ppackbrother>> well?" <<bhe>> asks with concern. "Will stay here, in birthing den." <br><br> <<else>> The Black Wolf rushes into the den, giving a howl of apparent concern. <<bHe>> sits on <<bhis>> haunches near you, gently prodding your heaving belly with <<bhis>> snout. You get the feeling that <<bhes>> reluctant to leave you in this state. <br><br> <</if>> <<link [[Get <<bhim>> to leave (0:10)|Pregnancy Birth Wolf Cave 1]]>><<pass 10>><<set $phase to 0>><<strip>><</link>> <br> <<link [[Let <<bhim>> stay (0:10)|Pregnancy Birth Wolf Cave 1]]>><<pass 10>><<strip>><<set $phase to 1>><</link>> <<else>> <<if $wolfstate is "hunt">><<set $huntstate to "finished">><</if>> <<set $wolfstate to "cave">> You're alone, but have a feeling the Black Wolf will be here soon. <br><br> <<link [[Next (0:10)|Pregnancy Birth Wolf Cave 1]]>><<pass 10>><<strip>><<set $phase to 2>><</link>> <</if>> <<else>> <<npc "Black Wolf">> The Black Wolf prowls into the cave. <<bHe>> observes you for a moment, <<if $monster is 1>> then howls. "Not good place for _human birth," <<bhe>> says, <<bhis>> voice tinged with fear. "Come. Hold my fur. I'll take you." <<else>> then howls. It turns to face the cave entrance, but keeps <<bhis>> gaze fixed on you. <</if>> <br><br> <<link [[Next|Pregnancy Birth Black Wolf Hospital 1]]>><</link>> <br> <</if>> <</widget>> <<widget "CaveHumanPregnancyDiscovered">> <<set _human to playerNormalPregnancyType()>> <<set _cub to playerNormalPregnancyType() is "hawk" ? "chick" : "cub">> <<set _litter to playerNormalPregnancyType() is "hawk" ? "eggs" : "litter">> <<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>> <<if $monster is 1>> Feeling tired, you take a seat near a lonely stump. A <<beasttype>> paces toward you with a look of concern in <<bhis>> eyes. "Hope <<ppackbrother>> is doing well..." <<bHe>> sits beside you. "Really need to have a talk." <br><br> "<<pPackbrother>> is one of us now, but... Pack knows, about _human _cub," <<bhe>> says with a trembling voice, refusing to make eye contact. "<<pPackbrother>> will always be welcome, but this is no place for _human." <br><br> The <<beasttype>> leads you outside and into the woods. You walk together until you reach the end, where the forest meets the edge of town. The Nightingale Street hospital can be seen through the trees. <br><br> "As far as can go, please be safe." You pet the <<beasttype>>, <<bhis>> ears drop in response. <<bHe>> licks your hand. "Will always be family, may <<ppackbrother>> never forget," <<bhe>> says before turning away, disappearing into the trees. <br><br> <<else>> Feeling tired, you take a seat near a lonely stump. A <<beasttype>> paces toward you with a look of concern in <<bhis>> eyes. <<bHe>> rests <<bhis>> head on your lap. <br><br> You gently run your hand across the <<beasttype>>'s fur. <<bHe>> stands up once more. The <<beasttype>> rubs <<bhis>> head against your belly. You understand that the pack knows of your pregnancy, and that your offspring is in fact <<if playerNormalPregnancyType() is "hawk">>avian<<else>>_human<</if>>. A cave of wolves is no place to raise a baby like that. You feel a deep sense of bond to the <<wolf_cave_plural>>, and begin to think that you and them think the same. You stand up. <br><br> You walk through the forests with the <<beasttype>> in tow, <<bhe>> stands by you at all times. You eventually reach the edge of the town, the Nightingale hospital can be seen in the distance. You crouch down and hug your canine friend goodbye. <<bHe>> warmly returns your show of affection, seemingly thankful for your decision. There is no doubt that you are part of their family by now. <br><br> <</if>> <<elseif $wolfpackharmony gte 20>> <<if $monster is 1>> Feeling tired, you take a seat near a lonely stump. A <<beasttype>> joins you soon after. <<bHe>> lies down next to you. <br><br> "<<pPackbrother>> looking to nap as well?" <<bhe>> asks. The <<beasttype>> tries to relax, but something seems to trouble <<bhim>>. "Didn't want to say before, but pack is uneasy," <<bhe>> claims. "<<pPackbrother>> is one of us, but pack cannot care for _human _cub." Most of the <<wolf_cave_plural>> must have realised you are pregnant, and that you are not waiting for a pup. <br><br> "Allowing _human _cub here is not safe. Not for _human or pack." The <<beasttype>> holds your arm in <<bhis>> mouth gently. <<bHe>> takes you out of the cave and towards the town. <<bHe>> releases you, now simply leading the way for you to follow. <br><br> Moments later you make it to the edge of the woods, where the town and the forest meet. The Nightingale Street hospital can be seen through the trees. "As far as can go, be safe." <<bHe>> turns around before leaving. "Hope <<ppackbrother>> can understand," <<bhe>> says before disappearing into the forest. <br><br> <<else>> Feeling tired, you take a seat near a lonely stump. A <<beasttype>> joins you soon after. <<bHe>> lies down next to you. The <<beasttype>> rests by your side, but something seems to have <<bhim>> upset. The <<beasttype>> stands up and gently nudges your belly, <<bhis>> ear drops and <<bhe>> whimpers. <br><br> The pack must have somehow realised by now that you are pregnant, and that they shouldn't be expecting a new wolf to join their ranks. This is no place to raise a baby like that. The <<beasttype>> holds your wrist gently in <<bhis>> mouth, leading you away from the cave. <br><br> You traverse the woods together, until you make it to the edge of town. The Nightingale Street hospital can be seen beyond the trees. The <<beasttype>> nudges you in the direction of the hospital, watching you leave before making <<bhis>> departure. <br><br> <</if>> <<elseif $wolfpackferocity gte 15>> <<if $monster is 1>> Feeling tired, you take a seat near a lonely stump. You spot a <<beasttype>> marching angrily towards you. <br><br> "Has <<ppackbrother>> gone insane?!" <<bhe>> growls. "No point hiding it. <<pPackbrother>> carrying _litter, _human _litter! Whole pack knows by now!" <br><br> The <<beasttype>> growls in fury. <<bHe>> bites on your wrist hard, pulling you away from the cave with terrifying strength. You follow <<bhis>> pull to alleviate some of the pain. The <<beasttype>> takes you through the forests and into the edge where the woods meet the town, the Nightingale Street hospital can be seen through the trees. <<bHe>> lets go. <br><br> "<<pPackbrother>> should be ashamed, <<= _human + "s">> belong with <<= _human + "s">>!" the <<beasttype>> says as <<bhe>> releases you. "Don't care if <<ppackbrother>> is Black Wolf's favourite, will not allow <<ppackbrother>> to endanger pack." <<bHe>> declares, before turning away and heading back into the forest. <br><br> <<else>> Feeling tired, you take a seat near a lonely stump. You spot a <<beasttype>> marching angrily towards you. <br><br> The <<beasttype>> growls menacingly, <<bhis>> eyes fixated on your belly. The pack must have figured out by now that your baby isn't going to be one of theirs. The <<beasttype>> lunges forward, but <<bhe>> goes for your forearm instead. <br><br> The beast's maw is clamped tightly around you, keeping your arm restrained. <<bHe>> pulls you away from the cave with terryfing strength. You decide to follow the animal's lead, so as to reduce the pain in your arm. The <<beasttype>> drags you across the forest and into the edge of town, the Nightingale Street hospital can be seen beyond the trees. <br><br> At last the <<beasttype>> releases you, before marching back to the cave. You try to follow <<bhim>> back, but <<bhe>> turns around and bares <<bhis>> teeth at you. You won't be welcome into the cave while being pregnant with a _human. <br><br> <</if>> <<else>> <<if $monster is 1>> Feeling tired, you take a seat near a lonely stump. You join a crestfallen <<beasttype>> resting alone. "Hasn't <<ppackbrother>> caused enough pain yet?" <<bhe>> complains. <<bHe>> stares at your belly uncomfortably, knowing that you're waiting for a _human baby. <br><br> "If <<ppackbrother>> still cares about pack in slightest, will go now. Pack will crumble if _human is born here." <br><br> The <<beasttype>> nods at you to follow. <<bHe>> leads you through the forest and into the edge of town, where the Nightingale Street hospital can be seen through the trees. <br><br> "<<pPackbrother>> is still part of pack, but _human cannot be allowed. Pack cannot endure another tragedy like this." Having made <<bhis>> point clear, the <<beasttype>> turns to leave back into the forest. <br><br> <<else>> Feeling tired, you take a seat near a lonely stump. You join a crestfallen <<beasttype>> resting alone. <<bHe>> whimpers, <<bhis>> gaze lingering on your belly. The pack must have figured out by now that you are awaiting a _human baby, not a wolf cub. <br><br> Despite your differences with the pack, you realise that a _human baby would make things more difficult and dangerous for everyone. The <<beasttype>> stands up and nudges you from behind, leading you away from the cave. <br><br> You walk through the woods together, until you make it to the edge of town. The Nightingale Street hospital can be seen at the distance. You turn to pat the <<beasttype>> goodbye, but the animal steps back, afraid from your touch. <<bHe>> darts away and disappears into the bushes. <br><br> <</if>> <</if>> <<link [[Next|Forest]]>><<set $forest to 0>><<set $caveHumanPregnancyDiscovered to 1>><<endevent>><</link>> <</widget>><<effects>> You walk over to the Black Wolf. The feel of <<bhis>> fur in your grip is comforting. <<bHe>> crouches, inviting you to climb on <<bhis>> back. <br><br> <<pass 10>> The trip through the forest passes in an exhilarating blur. Tree, leaf, fern, and stream all exalt your passage. <br><br> Your mount hesitates as the hospital looms above the treetops. <<if $monster is 1>> "No closer," <<bhe>> says. "Dangerous. I can't understand their weapons. Kill through time. But they will help you." <<bHe>> eases you, gently, to the forest floor. "Have no fear. You are strong, and the pack is with you." <<else>> <<bHe>> releases a low growl, and lowers <<bhis>> body. You slip to the forest floor. <</if>> <br><br> <<bHe>> howls again, then disappears between the trees. You walk the rest of the way on foot, staggering into the hospital foyer. The receptionist looks up, and guesses your situation. <br><br> <<link [[Next|Pregnancy Birth Hospital]]>><<endevent>><</link>> /* Black Wolf Pregnancy Scene */<<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> <<if $monster is 1>> You draw closer to Black Wolf and hold <<bhis>> hand. <<takeHandholdingVirginity "Black Wolf" "romantic" null true>> "Said will be fine, not as weak as <<ppackbrother>> thinks I am," <<bhe>> protests. <<bHe>> winces in pain once more. <br><br> You rest your hand on Black Wolf's head and pat <<bhim>>. "If <<ppackbrother>> really wants to..." <<bHes>> reluctant at first, but slowly eases into your touch. <<bHis>> tail starts to twitch, but <<bhe>> grabs it before it can start wagging. <br><br> You continue stroking <<bhis>> hair, before <<bhe>> shifts away. "Enough," <<bhe>> growls. "Want to be alone." You stand up and walk out of the birthing chamber, giving the <<beasttype>> some peace. <<else>> You draw closer to Black Wolf and reach out to touch <<bhim>>. <<bHe>> pulls back in anger at your display of pity towards <<bhim>>. <br><br> You rest your hand on Black Wolf's head and pat <<bhim>>. <<bHes>> reluctant at first, but slowly eases into your touch. You catch a small glimpse of what may be <<bhis>> tail wagging. <br><br> You continue stroking <<bhis>> fur, before <<bhe>> shifts away. <<bHe>> must have had enough. You stand up and walk out of the birthing chamber, giving the wolf some peace. <</if>> <<else>> Not eager to disobey the <<beasttype>>, you stand up and walk out of the birthing chamber. <<bHe>> gives you a final look of reassurance before you leave. <</if>> <br><br> <<link [[Next (2:00)|Pregnancy Birth Black Wolf 2]]>><<pass 120>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> You sit and wait near the tunnel entrance, with only the sound of whimpering to accompany you. Time passes and the wait becomes unbearable. Eventually, the whining stops, and the cave grows silent. Expecting the worst, you rush back into the birthing chamber. <br><br> <<if $monster is 1>> As you enter, you're met by the sight of the Black Wolf, who is now relaxed and beaming with joy. You soon realise that the bundle of pups between <<bhis>> arms is the cause of <<bhis>> good mood. "Pups seem active for newborns," <<bhe>> says. "Must be eager to meet <<ppackbrother>>." <br><br> You reach out to take one of your pups. Black Wolf growls, keeping the litter close to <<bhimself>>, but the little beasts insist. <<bHe>> finally concedes, letting you see your pups. <br><br> You take the little wolves and hold them tightly against you. The tiny furry bodies settle their whimpering and become tranquil, as they bask in the protective embrace of their father. Black Wolf takes them once more. "Pups will need to be fed regularly." <<bHe>> stops and thinks for a moment. "<<pPackbrother>> may want to name them as well..." <br><br> "Will rest here for a while, won't leave their side." <<else>> As you enter, you're met by the sight of the Black Wolf, who is now relaxed and in a happier demeanour. You soon realise that the bundle of pups surrounding <<bhim>> is the cause of <<bhis>> improved mood. <<bHe>> seems eager for you to see them. <br><br> You reach out to take one of your pups. Black Wolf growls, keeping the litter close to <<bhimself>>, but the little beasts insist. <<bHe>> finally concedes, letting you see your pups. <br><br> You take the little wolves and hold them tightly against you. The little furry bodies settle their whimpering and become tranquil, as they bask in the protective embrace of their father. <br><br> Black Wolf takes them once more. Your pups will need to be fed regularly, and it would be a good idea to name them as well. <br><br> Black Wolf remains in the birthing chamber, seemingly content with resting for now. <</if>> <br><br> <<birthUi "Black Wolf" "wolf_cave" "wolf_cave" "Pregnancy Birth Black Wolf 3" 60>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $monster is 1>> Having named your children, you hand them back to the Black Wolf. <<bHe>> nods approvingly at your choice of names. <br><br> <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 2 or $knowsAboutDen is 1>> "Come," <<bhe>> says. "Visit pups den now." Cradling the bundle of pups, the Black Wolf leads you through the tunnel to the pups den, where the newborns join the rest of the young pups in the pack. "Will rest here for a while," the Black Wolf says. "Won't leave their side." <<else>> <<set $knowsAboutDen to 1>> "Come," <<bhe>> says. "Show <<ppackbrother>> pups den." Cradling the bundle of pups, the Black Wolf leads you through the tunnel to another secluded chamber. The den appears to house all the young and newborn pups from the pack, as well as the <<wolf_cave_plural>> who look after them. "Will rest here for a while," the Black Wolf says. "Won't leave their side." <br><br> <span class="gold">You can now access the pups den.</span> <</if>> <<else>> Having named your children, you move to hand them back to the Black Wolf, but <<bhe>> growls at you. Lumbering to <<bhis>> feet, <<bhe>> heads for the tunnel entrance, where <<bhe>> swings <<bhis>> massive head around to gaze at you. You dutifully follow <<bhim>>, gingerly carrying the litter of pups. <br><br> <<if pregnancyCountBetweenParents("Black Wolf", "pc") gte 2 or $knowsAboutDen is 1>> The Black Wolf leads you through the tunnel to the pups den, where the newborns will join the rest of the young pups in the pack. The Black Wolf lies down once more and looks up at you expectantly. You give the pups back to the Black Wolf, who chooses to remain in the den, seemingly content with resting for now. <<else>> <<set $knowsAboutDen to 1>> The Black Wolf leads you through the tunnel to another secluded chamber. This part of the cave appears to house all the young and newborn pups from the pack, as well as the <<wolf_cave_plural>> who look after them. The Black Wolf lies down once more and looks up at you expectantly. You give the pups back to the Black Wolf, who chooses to remain in the den, seemingly content with resting for now. <br><br> <span class="gold">You can now access the pups den.</span> <</if>> <</if>> <br><br> <<link [[Next|Wolf Cave]]>><<set $eventskip to 1>><<set $wolfevent to 0>><<endevent>><</link>> /* Player Wolf Cave Pregnancy */<<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<set _pregnancy to getPregnancyObject()>> <<if _pregnancy.totalBirthEvents gte 5>> <<set _min to 15>> <<set _max to 60>> <<elseif _pregnancy.totalBirthEvents gte 3>> <<set _min to 30>> <<set _max to 120>> <<else>> <<set _min to 60>> <<set _max to 180>> <</if>> <<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _timeCalc to random(_min, _max)>> <<set _hours to Math.floor(_timeCalc / 60)>> <<set _minutes to _timeCalc % 60>> <<switch $phase>> <<case 0>> You gently push the Black Wolf away. <<bHe>> growls at you, before eventually leaving with a scoff. <br><br> You lie on the cold ground, trying fruitlessly to find some comfort amidst your contractions. Your breathing grows heavier by the second, and the pain becomes too intense for you to endure as you continue pushing. Everything fades away. <<set $phase to 1>> <<case 1>> You shift around, trying your best to find a comfortable position, with no success. Black Wolf takes notice, and stands up to move closer to you. <<bHe>> lies down behind you, letting you rest your back on <<bhis>> side and easing your pain. <<bHe>> gives you a reassuring lick of support. <br><br> Your breathing grows heavier and your contractions become more unbearable every second. The pain becomes too much for you to endure as you continue pushing. Everything fades away. <<set $phase to 0>> <<case 2 3>> <<set $phase to $phase is 2 ? 1 : 2>> You shift around, trying your best to find a comfortable position, with no success. <br><br> Your breathing grows heavier and your contractions become more unbearable every second. The pain becomes too much for you to endure as you continue pushing. Everything fades away. <</switch>> <br><br> <<link [["Next (0"+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"|Pregnancy Birth Wolf Cave 2]]>><<playerPrebirth>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<earSlimePregnancy>> As you regain your consciousness, you feel a faint sound of weeping nearby. You open your eyes and look around, only to spot the Black Wolf carrying a small furry bundle of puppies flailing around and nibbling on each other. Your children have finally been born. <br><br> <<if $phase is 2>> <<npc "Black Wolf">> <<if $monster is 1>> The Black Wolf turns around, presenting you the handful of pups. "<<pPackbrother>> had rough delivery," <<bhe>> says. <<if $syndromewolves isnot 1>> "Came running to make sure pups were fine. <span class="gold">You make a good pack mother, welcome to pack.</span>" <<else>> "Pleased you made it back safe. Came running to make sure pups were fine. Glad to see them healthy." <</if>> <<bHe>> smiles with relief. <<else>> The Black Wolf turns around, presenting you the handful of pups. <<bHe>> must have rushed toward you after noticing your very difficult delivery. You think that the wolf must have somehow helped during labour<<if $syndromewolves isnot 1>>, <span class="gold">despite you not being part of the pack</span><</if>>. <</if>> <<elseif $phase is 1>> <<if $monster is 1>> The Black Wolf turns around, presenting you the handful of pups. "<<pPackbrother>> had rough delivery," <<bhe>> says. "Came running to make sure pups were fine. <<if $syndromewolves isnot 1>> <span class="gold">You make a good pack mother, welcome to pack.</span>" <<else>> Glad to see them healthy." <</if>> <<bHe>> smiles with relief. <<else>> The Black Wolf turns around, presenting you the handful of pups. <<bHe>> must have rushed toward you after noticing your very difficult delivery. You think that the wolf must have somehow helped during labour<<if $syndromewolves isnot 1>>, <span class="gold">despite you not being part of the pack</span><</if>>. <</if>> <<else>> <<if $monster is 1>> The Black Wolf turns around, presenting you the handful of pups. "<<pPackbrother>> had rough delivery," <<bhe>> says. "Glad decided to stay. Had to make sure little ones had no trouble at birth." <<bHe>> smiles with relief. <<else>> The Black Wolf turns around, presenting you the handful of pups. <<bHe>> must have somehow aided during your delivery, as well keeping the pups safe while you came to. <</if>> <</if>> <br><br> You reach out for your pups, but Black Wolf pulls away. The pups whine and whimper. Black Wolf inspects them once more, before finally handing them to you. <br><br> <<link [[Next|Pregnancy Birth Wolf Cave 3]]>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<set $wolfevent to 1>> Overwhelmed by the stress, relief, and flood of emotion, you break into tears. You gather your pups and hold them close, making sure they find comfort in your warmth. Their whimpering settles down as they bask in your embrace. You're whimpering yourself, but can't contain a big smile drawing on your tear-covered face. <br><br> <<if getPregnancyObject().fetus[0].father is "Black Wolf">> <<if $monster is 1>> The Black Wolf remains close, wearing a proud smile. "A fine litter of pups. Grateful to have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first<</if>> litter with <<ppackbrother>>." <<bHe>> licks your cheek affectionately. "Our pups are in good health. Will need to be fed regularly, to stay strong. Will be strongest pups in pack!" <<bHe>> stops and thinks for a moment. "<<pPackbrother>> may want to name them as well..." <<else>> The Black Wolf stands close, wearing a proud smile. <<bHe>> licks your cheek affectionately, seemingly grateful that you've given <<bhim>> <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another fine litter<<else>><<bhis>> first litter<</if>> of pups. Your pups seem restless and hungry. You will need to feed them regularly, and they'll need names too. <</if>> <br><br> <<else>> <<if $monster is 1>> <<if isLoveInterest("Black Wolf")>> The Black Wolf stands close. "Still think pups should be mine, but they make fine addition to pack," <<bhe>> admits, nuzzling against your head. <<else>> The Black Wolf stands close, wearing a proud smile. "New pups make fine addition to pack," <<bhe>> says. <</if>> "Will need to be fed regularly, to stay strong." <<bHe>> stops and thinks for a moment. "<<pPackbrother>> may want to name them as well..." <br><br> <<else>> <<if isLoveInterest("Black Wolf")>> The Black Wolf stands close. <<bHe>> nuzzles <<bhis>> snout against your head. The pups may not be <<bhis>>, but <<bhe>> doesn't seem to mind. Your pups, on the other hand, seem restless and hungry. <<else>> The Black Wolf stands close, wearing a proud smile. Your pups seem restless and hungry. <</if>> You will need to feed them regularly, and they'll need names too. <br><br> <</if>> <</if>> <<birthUi "pc" "wolf_cave" "wolf_cave" "Pregnancy Birth Wolf Cave 4" 180>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> Having named them, you gather your children. <br><br> <<if $monster is 1>> <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1 or $knowsAboutDen is 1>> "Come," <<bhe>> says. "Visit pups den now." Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to the pups den, where the newborns join the rest of the young pups in the pack. <<else>> <<set $knowsAboutDen to 1>> "Come," the Black Wolf says. "Show <<ppackbrother>> pups den." Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to another secluded chamber. The den appears to house all the young and newborn pups from the pack. Your own children are accepted into the group by the other pups, as well as the <<wolf_cave_plural>> who look after them. <br><br> <span class="gold">You can now access the pups den.</span> <</if>> <<else>> <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1 or $knowsAboutDen is 1>> The Black Wolf circles your body and herds you to the tunnel entrance. Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to the pups den, where the newborns join the rest of the young pups in the pack. <<else>> <<set $knowsAboutDen to 1>> The Black Wolf circles your body and herds you to the tunnel entrance. Hovering close to you as you cradle your pups in your arms, <<bhe>> leads you through the tunnel to another secluded chamber. The den appears to house all the young and newborn pups from the pack. Your own children are accepted into the group by the other pups, as well as the <<wolf_cave_plural>> who look after them. <br><br> <span class="gold">You can now access the pups den.</span> <</if>> <</if>> <br><br> <<if $syndromewolves isnot 1>> <<if $settings.bestialityEnabled>> <span class="red"><i>After giving birth to pups of your own, you see they're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> <br><br> <<else>> <span class="red"><i>After giving birth to pups of your own, you see they're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span> <br><br> <</if>> <<if hasSexStat("deviancy", 3)>> <<loveInterestAdd "Black Wolf">> <<else>> <span class="blue">You aren't sure if a <<beasttype>> would make a good love interest...</span> <</if>> <br><br> <<set $syndromewolves to 1>> <<specialClothesUnlock "item" "loincloth">> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> <</if>> <<link [[Next|Wolf Cave]]>><<clotheson>><<set $eventskip to 1>><<set $wolfevent to 0>><<endevent>><</link>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<set _pregnancy to getPregnancyObject()>> <<setKnowsAboutPregnancy "pc" "Black Wolf">> You lean back and expose your belly to Black Wolf. <<bHe>> takes notice, and gets up to have a better look. <br><br> <<if !_pregnancy or !_pregnancy.type or !_pregnancy.fetus or !_pregnancy.fetus.length>> The Black Wolf sniffs your non-existent baby belly, wondering how you could reach such a scene when you shouldn't be able to. Clearly an error has occurred. <<elseif _pregnancy.type isnot "wolf">> <<if $monster is 1>> "What is <<ppackbrother>>..." <<bhe>> manages. <<bHe>> brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears fall in response. <br><br> <<bHe>> pulls back from you. "Children... but not pups? <<pPackbrother>> may be better off finding their real mate." <<else>> <<bHe>> is caught by surprise. The wolf brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears fall in response and <<bhe>> walks away from you. <</if>> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 20>> <<if $monster is 1>> "What is <<ppackbrother>>..." <<bhe>> manages. <<bHe>> brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears perk up in response. "Cannot believe, will have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first ever<</if>> litter with <<ppackbrother>>." <<bHe>> nuzzles your neck. "Pack is fortunate to have <<ppackbrother>>, but not as fortunate as me." <br><br> <<bHe>> pulls back from you. "<<pPackbrother>> must stay with pack, with me," <<bhe>> says. "Will protect mate, and pups no matter what." <<else>> <<bHe>> is caught by surprise. The wolf brings <<bhimself>> closer to your crotch and sniffs you. <<bHis>> ears perk up in response. <<bHe>> nuzzles your neck and licks your face in the tender way that only two wolf mates would. <br><br> <<bHe>> pulls back from you, but seems hesitant to let you go. It may put the Black Wolf at ease if you stayed around the cave. <</if>> <<elseif $wolfpackferocity gte 15>> <<if $monster is 1>> "Must see for myself." <<bHe>> smirks. <<bHe>> pushes you down onto your back and lifts your leg, before shifting over to smell your nether regions. "Could never mistake own scent," <<bhe>> remarks with pride. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>"<<pPackbrother>> should be honoured to carry another litter of mine."<<else>>"Never had own litter before, <<ppackbrother>> should be honoured."<</if>> <br><br> Black Wolf settles down once more. "Have finally staked claim," <<bhe>> says while holding you. "<<pPackbrother>> belongs to me, mine alone to breed." You try to free yourself from <<bhis>> grip, but <<bhe>> tightens instead. "<<pPackbrother>> would do well in staying," <<bhe>> growls. "Will not put my own pups at risk." <<else>> Black Wolf tilts <<bhis>> head in confusion. <<bHe>> pushes you down onto your back and tries to sniff your nether regions. You try to hold <<bhim>> back, but <<bhe>> growls in response, before resuming <<bhis>> inspection. Black Wolf raises <<bhis>> head, projecting an odd aura of pride. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>You figure <<bhe>> must be proud to father another litter.<<else>>You figure this must be <<bhis>> first litter.<</if>> <br><br> <<bHe>> brings <<bhis>> jaws down on to the back of your neck and pushes the rest of your body down with <<bhis>> paw. The beast keeps you in this submissive position for a few moments longer, asserting dominance and claiming you as <<bhis>> own. <br><br> At last, <<bhe>> lets go of you. You take a deep breath of relief as Black Wolf settles down once more. <</if>> <<elseif $wolfpackharmony gte 15>> <<if $monster is 1>> "Is that?" <<bhe>> asks in disbelief. You move your arm to the side, giving <<bhim>> a clearer view. Black Wolf inches closer and smells you. <<bHe>> sniffs you, then smiles in excitement. <<bHe>> pushes you down and climbs atop you, covering your face in loving licks. "Can't believe luck!" <<bhe>> exclaims. "Will have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first<</if>> litter with <<ppackbrother>>!" <br><br> <<bHe>> comes to <<bhis>> senses and settles down. <<bHe>> climbs off of you. "Got too excited for a moment." <<bHe>> places an arm on you. "Very lucky to have litter with <<ppackbrother>>. Should stay in cave for now, for sake of our pups." <<else>> <<bHe>> stares in disbelief. You move your arm to the side, giving <<bhim>> a clearer view. Black Wolf inches closer and smells you. <<bHe>> sniffs you, then perks up in excitement. <<bHe>> pushes you down and climbs atop you, covering your face in loving licks. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>You guess that <<bhe>> must be excited that you're carrying <<bhis>> pups once again.<<else>>By <<bhis>> enthusiasm, you guess that this must be <<bhis>> first ever litter.<</if>> <br><br> <<bHe>> comes to <<bhis>> senses and settles down. <<bHe>> climbs off of you. <<bHe>> nuzzles your face, as if ashamed of <<bhis>> own uncontrollable excitement. The beast gives an unexplainable aura of gratitude. It might keep <<bhim>> at ease to stay close to the cave. <</if>> <<else>> <<if $monster is 1>> "Is <<ppackbrother>>..." <<bhe>> mutters. <<bHe>> takes a closer look at your belly and sniffs you. <<bHis>> eyes widen in surprise. "Will have <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>another<<else>>first ever<</if>> litter with <<ppackbrother>>." <<bHe>> smiles. "Maybe things not as terrible as they seem." <<bHe>> holds you tightly for a moment longer. <br><br> "<<pPackbrother>> should stay," <<bhe>> says, <<bhis>> tone suddenly nervous. "If something were to happen to pups, or <<ppackbrother>>..." <<else>> The wolf regards you with curiosity. <<bHe>> takes a closer look at your belly and sniffs you. <<bHis>> ears perk up in surprise. <<bHis>> demeanour quickly changes. Where there was a grim and crestfallen look, Black Wolf now looks excited and hopeful. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>You figure that <<bhe>> must be looing forward to fathering another litter of pups.<<else>>You figure this must be <<bhis>> first litter.<</if>> <br><br> <<bHe>> nuzzles you tenderly and gives a soft and quiet whimper, as if worried that you'll leave. It may put Black Wolf at ease if you stayed around the cave. <</if>> <</if>> <br><br> <<set $eventskip to 1>><<set $wolfevent to 0>> <<destinationwolfcave>><<widget "wolfwetnurse">> <<if $monster is 1>> You spot an angry wolfgirl marching towards you, with your pups in tow. <br><br> "<<pPackbrother>> finally back!" she protests. She draws attention to her breasts. Her nipples look sore. <br><br> "Black Wolf told me to feed pups! Savage beasts, bit me all over and dried me up!" She pushes you aside as she leaves. "Look for different pack sister to help next time!" <<else>> You spot an angry female wolf marching towards you, with your pups in tow. <br><br> Its nipples look sore. It must have been feeding your pups, and by the looks of things, they haven't been gentle about it. <br><br> The female wolf growls at you before turning to leave. The Black Wolf will have to look for a different pack sister to help next time. <</if>> <br><br> Your pups seem eager to see you back, at least. You gather them in your embrace and take them inside. <br><br> <<destinationwolfcave>> <</widget>><<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if ((Time.hour gte 8 and Time.hour lte 15) or (Time.hour gte 18))>> <<unset $breastfeedend>> <</if>> You are in a secluded den inside the wolf cave. Makeshift chew toys are scattered around. <br><br> One of your packmates guards the entrance to the pups den. <br><br> <<if Object.values($children).find(child => child.mother === "Black Wolf" && child.location === "wolf_cave") and ((Time.hour gte 6 and Time.hour lte 7) or (Time.hour gte 16 and Time.hour lte 17))>> The Black Wolf lies down in a corner of the den, surrounded by a group of puppies. <br><br> <<if $breastfeedend isnot 1>> <<wolfcaveicon "bw">><<link [[Approach|BW Pups Breastfeed]]>><</link>> <br> <<else>> <<wolfcaveicon "bw">><<link [[Approach|BW Pups Breastfeed]]>><</link>> <br> <</if>> <</if>> <<if $settings.bestialityEnabled and $settings.breastFeedingEnabled and $lactating is 1 and hasSexStat("deviancy", 3) and ($settings.monsterChance lt 100 or ($settings.monsterHallucinationsOnly and $hallucinations is 0))>> <<if $wolfcavebreast is 3>> <span class="blue">The pups are full of milk.</span> <br> <<else>> <<ind>><<link [[Breastfeed some pups (0:05)|Wolf Cave Breastfeed]]>><<set $phase to 0>><</link>><<deviant3>> <br> <</if>> <</if>> <<if Object.values($children).find(child => child.mother === "pc" && child.location === "wolf_cave") and ((Time.hour gte 6 and Time.hour lte 7) or (Time.hour gte 16 and Time.hour lte 17)) and $breastfeedend isnot 1>> <<wolfcaveicon "children">><<link [[Check on your children|PC Pups Breastfeed]]>><</link>> <br> <<else>> <<wolfcaveicon "children">><<link [[Check on your children|Childrens Home]]>><<set $exitPassage to $passage>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Wolf Cave]]>><</link>><<effects>><<npc "Black Wolf">> <<if $breastfeedend isnot 1>> The pups have gathered around the Black Wolf's breasts. They shove each other away trying to claim their share of the milk. <br><br> The Black Wolf remains still and absent-minded, only giving the pups the occasional growl whenever they become too feisty. <br><br> <<if $monster is 1>> "Pups too impatient," <<bhe>> sulks. "Takes more patience than I thought..." <<else>> You take notice of the Black's exasperation and lack of patience with the pups. <</if>> <br><br> <<link [[Try to drink some of the milk (0:30)|BW Pups Breastfeed Drink]]>><<pass 30>><</link>> <br> <<if $lactating is 1 and $settings.breastFeedingEnabled and $milk_amount gte 1>> <<link [[Feed some of the pups yourself (0:30)|BW Pups Breastfeed Help]]>><<pass 30>><</link>> <br> <</if>> <<link [[Leave|Pups Den]]>><</link>> <<else>> The pups are resting in a small pile around the Black Wolf. <br><br> <<if $monster is 1>> "Pups finally calmed down," <<bhe>> says relieved. <<else>> <<bHe>> seems relieved that the pups finally calmed down. <</if>> <br><br> <<link [[Next|Pups Den]]>><<endevent>><</link>> <</if>><<effects>> You wait expectantly for your pups to finish feeding. Once sated, they gather in a small pile around the Black Wolf to rest. You inch closer to the Black Wolf's <<if $monster is 1>>breasts<<else>>tits<</if>> and give them a gentle lick.<<garousal>><<arousal 600>> <br><br> The <<beasttype>> shoves you away. <<if $monster is 1>> "Stop that," <<bhe>> growls. "<<pPackbrother>> is not pup." <<else>> Seemingly annoyed by your attempt to feed like a pup. <</if>> <br><br> <<link [[Insist|BW Pups Breastfeed Insist]]>><</link>> <br> <<link [[Leave|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<effects>> You won't let that stop you. You ignore the <<beasttype>>'s warning and shift closer once again. <<if $wolfpackharmony gte 15>> <<bHe>> growls again, but in a softer tone this time. <<if $monster is 1>> The Black Wolf moves <<bhis>> arm aside, leaving <<bhis>> bare breasts at your reach. <<else>> The Black Wolf moves <<bhis>> leg aside, leaving <<bhis>> bare chest at your reach. <</if>> <br><br> You don't waste the opportunity. Reaching forward, you wrap your lips around <<bhis>> nipple and begin sucking. <span class="lewd">Sweet creamy milk begins to flow out.</span> You squeeze <<bhis>> breast with your hand, making sure to get even the last drop as you continue feeding. <br><br> Despite the pups' hungrily drinking earlier, there seems to be enough for you as well. You move over to the other breast and repeat the process. The Black Wolf remains still, yet remorseful. <br><br> You stand up once finished, wiping some leftover milk off your mouth. The Black Wolf looks ashamed. <<if $monster is 1>> "Hope <<ppackbrother>> won't make habit out of this," <<bhe>> says without looking at you. "What would pack think if they saw?" <<else>> Your behaviour may have put <<bhim>> off. You wonder if the other <<wolf_cave_plural>> would find this strange. <</if>> <br><br> <<else>> <span class="red"><<bHe>> grabs a hold of your collar and forces you down on the ground.</span> <<if $monster is 1>> "Not in mood for playing now!" <<bhe>> protests. <<else>> <<bHe>> growls louder this time. This might not be a good time to try your luck. <</if>> <br><br> You decide not to push things further and leave them be. <br><br> <</if>> <<link [[Next|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<effects>> <<set _pupsCount to Object.values($children).reduce((prev,curr) => curr.location === "wolf_cave" ? prev + 1: prev,0)>> You bare your breasts and lie down on the ground. You pat the ground, beckoning some of the pups over. <br><br> A few of them take notice of you, and split off from the group to start piling around you instead. It doesn't take long for the pups to begin hungrily feeding. <br><br> The Black Wolf seems mildly confused, but relieved. <<if $monster is 1>> "Not sure if will be enough, even with both of us..." <<bhe>> says with a smile. <</if>> <br><br> The pups continue with their feeding for a while longer, before settling down at last. The Black Wolf moves over and gives your face a long lick of thanks, before settling down along with the pups to rest. <br><br> <<set $milk_amount -=_pupsCount/2>> <<link [[Next|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<effects>> You approach your pups, who cry and whimper at your arrival. More tiny wolves gather around you, trying desperately to reach for your breasts. <br><br> <<link [[Feed (0:30)|PC Pups Breastfeed Feed]]>><<pass 30>><</link>> <br> <<link [[Leave|Pups Den]]>><<endevent>><</link>><<effects>> <<set _pupsCount to Object.values($children).reduce((prev,curr) => curr.location === "wolf_cave" ? prev + 1: prev,0)>> <<if $catbuild gte 50 or $wolfbuild gte 30 or $foxbuild gte 30>> You<<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked">> remove your top and<</if>> lower yourself to the ground, lying on your side. You leave your breasts exposed to the pups, who don't waste any time before piling on them. <br><br> The small beasts push and shove each other aside. They squirm and compete for a spot, with you only being able to feed two at once. The pups give the occasional bite, making you wince.<<gpain>><<violence 3>> <br><br> Moments later, the pups settle down and begin to grow weary. <<if _pupsCount lte 16>> You're pretty sure they all received their fair share. With their bellies full, they soon drift off into a gentle sleep. <br><br> <<else>> You were unable to feed some of the puppies, leading them to a nearby <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>. <br><br> <</if>> <<set $milk_amount -=_pupsCount>> <<elseif $cowbuild gte 40>> You<<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked">> remove your top and<</if>> lower yourself to the ground, resting on your hands and knees. Your breasts hang over the pups, who don't waste any time before piling below them. <br><br> The tiny beasts push and shove each other aside. They try to stand and reach for a spot, with you only being able to feed two at once. The pups give the occasional bite, making you wince.<<gpain>><<violence 3>> <br><br> Moments later, the pups settle down and begin to grow weary. <<if _pupsCount lte 32>> You're pretty sure they all received their fair share. With their bellies full, they soon drift off into a gentle sleep. <<else>> You were unable to feed some of the puppies, leading them to a nearby <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>. <</if>> <br><br> <<set $milk_amount -=_pupsCount>> <<else>> You<<if $worn.over_upper.name isnot "naked" or $worn.upper.name isnot "naked">> remove your top and<</if>> lower yourself to the ground, taking a seat near the small crowd. You try to cradle the pups, who wiggle eagerly in your arms. <br><br> The tiny beasts push and shove each other aside. They beg incessantly at you, impatient for their turn to feed. You soon become overwhelmed, being able to feed only two of them at once.<<gstress>><<stress 6>> <br><br> The pups give the occasional bite, making you wince.<<gpain>><<violence 3>> <br><br> Moments later, the pups settle down and begin to grow weary. <<if _pupsCount lte 8>> You're pretty sure they all received their fair share. With their bellies full, they soon drift off into a gentle sleep. <<else>> You were unable to feed some of the puppies, leading them to a nearby <<if $monster is 1>>wolfgirl<<else>>female wolf<</if>>. <</if>> <br><br> <<set $milk_amount -=_pupsCount>> <</if>> <<link [[Next|Pups Den]]>><<set $breastfeedend to 1>><<endevent>><</link>><<widget "wolfcaveevent">> <<beastNEWinit 1 wolf>> <<rng>> <<cleareventpool>> <<if $wolfstate isnot "cave">> <<childrenEvents "wolf_cave" $passage>> <<addinlineevent "wolf cave play fight">> One of the younger <<beastsplural>> approaches you. <<bHe>> wants to play fight. <br><br> <<link [[Play (0:20)|Wolf Cave Play Fight]]>><<pass 20>><<stress -4>><</link>><<lstress>> <br> <<if hasSexStat("deviancy", 2) and ($settings.bestialityEnabled or $monster is 1)>> <<link [[Lewd play|Wolf Cave Lewd Play]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> <<if $bus is "wolfcave">> <<link [[Ignore|Wolf Cave]]>><<endevent>><</link>> <br> <<else>> <<link [[Ignore|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "anxious younger wolves" 2>> The younger <<wolf_cave_plural>> stare at the tree line, anxious for the pack's return. <br><br> <<endevent>> <<destinationwolfcave>> <</addinlineevent>> <<addinlineevent "younger wolf rub" 2>> One of the younger <<beastsplural>> rubs <<bhis>> head against your leg as <<bhe>> walks by. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <<endevent>> <br><br> <<destinationwolfcave>> <</addinlineevent>> <<else>> <<childrenEvents "wolf_cave" $passage>> <<if npcIsPregnant("Black Wolf") and npcBellyVisible("Black Wolf") and !knowsAboutPregnancy("Black Wolf","pc")>> <<addevent "blackWolfPresentsPregnancyToPlayer" 5000>> <</if>> <<if playerNormalPregnancyType() isnot "wolf" and playerIsPregnant() and playerAwareTheyArePregnant() and playerBellyVisible()>> <<addevent "CaveHumanPregnancyDiscovered" 5000>> <</if>> <<if Object.values($children).find(child => child.mother === "pc" && child.location === "wolf_cave") and $lactating isnot 1 and Time.dayState is "day">> <<addevent "wolfwetnurse" 0.5>> <</if>> <<if $weekly.babyRabbit isnot 1 and $wolfstate isnot "hunt" and $rng gte 56 and $dissociation gte 1 and $syndromewolves gte 1 and $wolfpackharmony gte 10>> <<set $weekly.babyRabbit to 1>> <<addevent "wolfCaveBabyRabbit" 5000>> <</if>> <<if $wolfpackferocity + random(1, 20) gte $wolfpackharmony + random(1, 20)>> <<addinlineevent "wolf cave fight">> One of the <<beastsplural>> paces towards you, growling. <br><br> <<link [[Fight|Wolf Cave Fight]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Call for help|Wolf Cave Help]]>><</link>> <br> <<if hasSexStat("deviancy", 3) and $submissive gte 1150>> <<link [[Adopt a mating posture|Wolf Cave Spar Sex]]>> <<set $sexstart to 1>> <<set $phase to 1>> <<sub 1>> <</link>> <<deviant3>> <<submissivetext>> <br> <</if>> <</addinlineevent>> <<addinlineevent "wolf cave play fight" 2>> A play fight escalates until one draws blood. <br><br> <<link [[Intervene|Wolf Cave Intervene]]>><<set $phase to 0>><</link>> <br> <<link [[Encourage|Wolf Cave Intervene]]>><<set $phase to 1>><</link>> <br> <<link [[Ignore|Wolf Cave Intervene]]>><<set $phase to 2>><</link>> <br> <</addinlineevent>> <<addinlineevent "wolf cave blackwolf agitated" 2>> <<endevent>><<npc "Black Wolf">>/*<<beastNNPCinit>>*/ <<if $wolfpackleader is 1>> The Black Wolf is agitated. <<bHe>> bites and growls at the others, agitating them in turn. <br><br> <<link [[Calm <<bhim>> down|Wolf Cave Calm]]>><<set $phase to 0>><</link>> <br> <<link [[Ignore <<bhim>>|Wolf Cave Calm]]>><<set $phase to 1>><</link>> <br> <<else>> One of the larger <<beastsplural>> challenges the Black Wolf. The Black Wolf wins after a brief tussle, but <<bhis>> anger is not assuaged. <<bHe>> growls and bites at the other <<beastsplural>>, as if daring any to challenge <<bhim>>. <br><br> <<if $wolfpackpoisoned is 1>> <span class="lblue"><<bHe>> staggers slightly. The poisonous mushrooms are having an effect. <<bHe>> will be weaker than usual.</span> <br><br> <</if>> <<link [[Calm <<bhim>> down|Wolf Cave Calm]]>><<set $phase to 0>><</link>> <br> <<link [[Ignore <<bhim>>|Wolf Cave Calm]]>><<set $phase to 1>><</link>> <br> <<link [[Challenge|Wolf Cave Calm]]>><<set $phase to 2>><</link>> <br> <</if>> <</addinlineevent>> <<else>> <<addinlineevent "wolf face lick" 2>> A <<beasttype>> rushes over to you. <<bHe>> rears up and leans on you, almost knocking you over. <<bHe>> licks your face. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<destinationwolfcave>> <</addinlineevent>> <<addinlineevent "wolve mating rank">> <<endevent>> <<beastNEWinit 2 wolf>> A low ranking <<beasttype 0>> approaches you, wishing to mate. A more dominant <<beasttype 1>> tries to steal your attention. <br><br> <<saveNPC 0 wolf_rank_1>> <<saveNPC 1 wolf_rank_2>> <<if $settings.bestialityEnabled or $monster is 1>> <<link [[Favour the low ranking <<beasttype 0>>|Wolf Cave Rank]]>><<set $phase to 0>><</link>><<deviant1>> <br> <<link [[Favour the high ranking <<beasttype 1>>|Wolf Cave Rank]]>><<set $phase to 1>><</link>><<deviant1>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Share yourself with both|Wolf Cave Rank]]>><<set $phase to 2>><</link>><<deviant2>> <br> <</if>> <</if>> <<link [[Ignore both|Wolf Cave Rank]]>><<set $phase to 3>><</link>> <br> <</addinlineevent>> <<addinlineevent "young wolf rock climb" 2>> A younger <<beasttype>> tries to climb on a rock. <<bHis>> feet skid and <<bhe>> tumbles to the ground. <<bHe>> stands up, but starts whining. <br><br> <<link [[Make sure <<bhes>> okay (0:05)|Wolf Cave Young]]>><<set $phase to 0>><<pass 5>><</link>> <br> <<link [[Ignore|Wolf Cave Young]]>><<set $phase to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "wolf cave howl chorus">> <<endevent>><<npc "Black Wolf">> Amidst the group, you notice the Black Wolf standing atop a large rock, surrounded by a larger group of <<wolf_cave_plural>>. <<bHe>> suddenly raises <<bhis>> head and begins howling loudly, yet beautifully. A second <<beasttype>> takes notice and joins <<bhis>> pack sibling in hearty bonding. <br><br> Moments later, a modest group follows the lead and begins to howl loudly in harmonic unison. <br><br> <<link [[Watch them|Wolf Cave Howl]]>><<set $phase to 0>><</link>> <br> <<link [[Join in|Wolf Cave Howl]]>><<set $phase to 1>><</link>> <br> <</addinlineevent>> <<if $pound and $pound.progress is 6>> <<addinlineevent "wolf cave black dog" 0.5>> <<endevent>><<npc "Black Wolf">><<person1>> The Black Wolf sits atop a large rock, watching the surrounding forest. You see a pair of eyes staring back. It's the black dog. <br><br> <<link [[Encourage them to meet|Wolf Cave Dog Meet]]>><</link>> <br> <<link [[Leave them to their staring|Wolf Cave Dog Stare]]>><</link>> <br> <</addinlineevent>> <</if>> <<if $huntstate is "failure" and $syndromewolves gte 1>> <<addinlineevent "wolf cave hunt failure harassment">> <<endevent>><<beastNEWinit 2 wolf>> As you enter the wolf cave, a <<beasttype 0>> and a <<beasttype 1>> approach you. Their teeth are bared. <br><br> <<if $monster is 1>> "<<pPackbrother>> failed hunt. Not fit to mate with alpha!" the <<beasttype 0>> snarls. <br><br> "Weakling!" the <<beasttype 1>> follows up. "Your fault we starve!" <br><br> <<else>> The <<beasttype 0>> barks at you harshly, followed by the <<beasttype 1>>. They don't seem pleased that you came back empty-handed. <br><br> <</if>> They continue to harass you, steadily growing more agitated.<<gstress>><<stress 2>> <br><br> <<link [[Confront|Wolf Cave Hunt Failure Response]]>><<set $phase to 1>><</link>> <br> <<link [[Ignore|Wolf Cave Hunt Failure Response]]>><<set $phase to 2>><</link>> <br> <</addinlineevent>> <</if>> <<if $wolfpackharmony gte 20>> <<addinlineevent "wolf_cave_black_kiss" 1>> <<endevent>><<npc "Black Wolf">><<person1>> <<if $monster is 1>> The Black Wolf approaches you on all fours. <<bHe>> pauses a moment, then launches at you, grasping your shoulders and forcing you to the ground. <br><br> "Pack never so happy without you," <<bhe>> says. "Thank you." <br><br> <<else>> The Black Wolf approaches you. <<bHe>> pauses a moment, then launches at you, forcing you to the ground. <br><br> <</if>> <<bHe>> assaults your face with a barrage of licks. <br><br> <<link [[Open your mouth|Wolf Cave Kiss Open]]>><</link>><<deviant1>><<kissvirginitywarning>> <br> <<link [[Pet the Black Wolf|Wolf Cave Kiss Pet]]>><</link>> <br> <<link [[Endure|Wolf Cave Kiss Endure]]>><</link>> <br> <</addinlineevent>> <</if>> <</if>> <</if>> <<runeventpool>> <</widget>> <<widget "wolfcavestate">> <<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>> <span class="green">The pack is unified in lethal purpose.</span> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 10>> <span class="purple">The <<wolf_cave_plural>> pace and growl at each other, anxious for a hunt.</span> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 1>> <span class="pink">The <<wolf_cave_plural>> are agitated, afraid of losing their place in the pecking order.</span> <<elseif $wolfpackferocity gte 20>> <span class="red">The <<wolf_cave_plural>> keep a large space between them. Any trespass is met with gnashing teeth.</span> <<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 10>> <span class="teal">Play fights break out frequently.</span> <<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 1>> <span class="lblue">The <<wolf_cave_plural>> lie together, grooming each other.</span> <<elseif $wolfpackharmony gte 20>> <span class="blue">The <<wolf_cave_plural>> lie together in a big cuddly pile.</span> <<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>> <span class="lblue">Some of the <<wolf_cave_plural>> lie and groom each other, while others pace and watch the trees.</span> <<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 1>> <span class="purple">The <<wolf_cave_plural>> are on edge, growling and baring teeth at each other.</span> <<elseif $wolfpackferocity gte 10>> <span class="pink">The <<wolf_cave_plural>> eye each other warily.</span> <<elseif $wolfpackharmony gte 10 and $wolfpackferocity gte 1>> <span class="blue">Most of the <<wolf_cave_plural>> lie with their eyes shut, while others groom each other.</span> <<elseif $wolfpackharmony gte 10>> <span class="purple">The <<wolf_cave_plural>> groom themselves, and occasionally each other.</span> <<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>> <span class="purple">The <<wolf_cave_plural>> groom themselves and ignore each other.</span> <<elseif $wolfpackferocity gte 1>> <span class="pink">The pack lazes around, barely able to summon the energy to growl at each other.</span> <<elseif $wolfpackharmony gte 1>> <span class="pink">The pack lazes together, able to summon little energy.</span> <<else>> <span class="red">A depressive malaise lies on the pack.</span> <</if>> <</widget>> <<widget "wolfcaveselect">> <<if $huntstate is "ongoing" and ["dawn", "day"].includes(Weather.dayState)>> <<npc "Black Wolf">> <<if $wolfstate is "hunt">> <<set $wolfstate to "cave">> <<if $blackWolfPregnancyHunt and playerIsPregnant()>> The pack returns from the hunt. Many carry pieces of meat for the younger <<wolf_cave_plural>> that stayed at the cave. The Black Wolf drops some by your side before moving away. The hunt was successful. <<gharmony>><<gferocity>> <br><br> <<elseif $rng + $wolfpackferocity + $wolfpackharmony gte 80>> The pack returns from the hunt. Some carry pieces of meat for the younger <<wolf_cave_plural>> that stayed at the cave. The hunt was successful. <<gharmony>><<lferocity>> <br><br> <<else>> The pack returns from the hunt. They failed to catch anything. <<gferocity>><<lharmony>> <br><br> <<if $blackWolfPregnancyHunt and playerIsPregnant()>> The Black Wolf approaches you. <<if $monster is 1>> Now that <<bhe>> is closer you can see something in <<bhis>> hands. <br><br> "<<pPackbrother>> lucky to eat plants." The Black Wolf hands you some pears. <br><br> <<bHe>> looks down at your pregnant belly. "Should try meat next hunt. Good for pups." <br><br> <<else>> Some pears are in <<bhis>> mouth. <<bHe>> drops them in front of you before shaking <<bhis>> head. <<bHe>> doesn't seem to enjoy the taste. <br><br> <<bHe>> sniffs at your pregnant belly before looking back into the forest. <<bHe>> seems disappointed with <<bhimself>>. <br><br> <</if>> <<wearProp "pear">> <</if>> <</if>> <<else>> <<if $rng + $wolfpackferocity + $wolfpackharmony gte 80>> The pack returns from the hunt. Some carry pieces of meat for the younger <<wolf_cave_plural>> that stayed at the cave. <<if npcIsPregnant("Black Wolf")>> Some of it is brought to the Black Wolf. <<nnpc_He "Black Wolf">> scarfs it down quickly. <</if>> The hunt was successful. <<gharmony>><<lferocity>> <br><br> <<else>> The pack returns from the hunt. They failed to catch anything. <<gferocity>><<lharmony>> <br><br> <<if npcIsPregnant("Black Wolf") and npcBellyVisible("Black Wolf") and knowsAboutPregnancy("Black Wolf","pc")>> <<if $monster is 1>> You hear a grumble. It seems to be coming from the Black Wolf's stomach. <br><br> "Need more prey." <<bHe>> looks on wistfully into the forest. <br><br> <<else>> You hear a grumble. It seems to be coming from the Black Wolf's pregnant stomach. <br><br> <<bHe>> makes another grumble, this time from <<bhis>> maw. The Black Wolf doesn't usually complain about hunger. <<bHe>> must be worried about the pups. <br><br> <</if>> <</if>> <</if>> <</if>> <<unset $blackWolfNotHunting>> <<unset $blackWolfPregnancyHunt>> <<destinationwolfcave>> <<elseif $wolfstate is "cave" and !["finished","ongoing"].includes($huntstate) and ["dusk", "night"].includes(Weather.dayState)>> <<set $huntstate to "ongoing">><<set $wolfpackpoisoned to 0>> <<npc "Black Wolf">> <<if npcBellySize("Black Wolf") lte 15>> <<set $wolfstate to "hunt">> The Black Wolf howls and the others join in. <<if $monster is 1>> "We hunt soon. Be ready." <<else>> They're going hunting. <</if>> <<else>> <<set $blackWolfNotHunting to true>> The pack begins to howl and bay as they run through the trees. One usual member is missing. Turning, you see the Black Wolf resting on <<bhis>> usual rock, <<if $monster is 1>>stroking<<else>>nudging<</if>> <<bhis>> pregnant belly. <<if $monster is 1>> <br><br> <<bHe>> sighs, lying down and looking on after the pack. <</if>> <</if>> <<endevent>> <br><br> <<link [[Go with them|Wolf Cave Hunt]]>><</link>> <br> <<link [[Watch them leave|Wolf Cave Hunt Leave]]>><</link>> <br> <<elseif $wolfstate is "cave" and $wolfpackleader is 1 and $wolfpackharmony lte random(0,10) and $wolfpackferocity gte random(11,20) and $wolfchallengetimer lte 0>> <<set $wolfchallengetimer to 14>><<npc "Black Wolf">> You hear a loud bark behind you. You turn to face the Black Wolf, who stands firmly and bares <<bhis>> teeth to you. <<if $monster is 1>> "Leader weak!" <<bhe>> snarls. "Pack need strength, courage. Pack will have new leader today. <<pPackbrothers>> time as alpha is over!" <<else>> <<bHis>> fur bristles and <<bhis>> tail is held straight in the air. <<bHe>> seeks to challenge you for role as pack alpha. <</if>> <br><br> A small group gathers around you. <br><br> <<link [[Fight|Wolf Challenge Accept]]>><</link>> <br> <<link [[Surrender|Wolf Challenge Surrender]]>><</link>> <br> <<if $wolfgirl gte 6>> <<link [[Reason|Wolf Challenge Reason]]>><</link>><<wolfgirl>> <br> <</if>> <<elseif !$daily.blackWolfCleanAway and $wolfstate is "cave" and Time.dayState isnot "night" and $passagePrev is "Forest" and ['face', 'chest', 'tummy'].every(part => Object.values($player.bodyliquid[part]).some(value => value >= 3)) and ['penis', 'vagina', 'vaginaoutside'].some(part => Object.values($player.bodyliquid[part]).some(value => value >= 3))>> <<npc "Black Wolf">> As you enter the clearing outside of the wolf cave, Black Wolf raises <<person1>><<bhis>> head, sniffing the air. <br><br> <<bHe>> gets up, following the scent to you until <<bhe>> locks eyes with you. <<bHe>> lowers <<bhis>> ears, letting out a low growl. <<if $monster is 1>> "<<pPackbrother>> smells different," <<bhe>> says. "Not like pack." <<else>> <<bHe>> doesn't seem to like your current scent. <</if>> <br><br> <<bHe>> leans closer, looking at every inch of your face. <<bHe>> licks your forehead, cleaning the fluids off of it. <br><br> <<bodyliquid "face" "semen" -1>> <<bodyliquid "face" "goo" -1>> <<bodyliquid "face" "nectar" -1>> <<link [[Let <<bhim>> continue|Wolf Liquid Clean]]>><</link>> <br> <<link [[Push <<bhim>> away|Wolf Liquid Clean Away]]>><<set $phase to 0>><</link>> <br> <<else>> <<wolfcaveevent>> <</if>> <<if Weather.dayState is "day" or Weather.dayState is "dawn">> <<set $huntstate to "notStarted">> <<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>> <</if>> <</widget>> <<widget "destinationwolfcave">> <<if $bus is "wolfcave">> <<link [[Next|Wolf Cave]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "wolfhuntevents">> <<if $huntstate is "success">> <<set $huntstate to "finished">> <<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>> Satiated, the pack heads back to the cave. Some carry food for the younger <<wolf_cave_plural>><<if $blackWolfNotHunting>> and the Black Wolf. <<nnpc_He "Black Wolf">> scarfs it down quickly<</if>>. <<lferocity>><<gharmony>> <br><br> <<link [[Next|Wolf Cave]]>><<handheldon>><<unset $blackWolfNotHunting>><</link>> <br> <<elseif $huntstate is "ongoing" and (Weather.dayState is "dawn" or Weather.dayState is "day")>> <<set $huntstate to "finished">> <<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>> With the sun rising on the horizon, the pack returns to the cave. The failure of the hunt has the pack riled. <<gferocity>><<lharmony>> <br><br> <<link [[Next|Wolf Cave]]>><<handheldon>><<unset $blackWolfNotHunting>><</link>> <br> <<elseif $huntstate is "failure">> <<set $huntstate to "finished">> <<if $wolfstate is "hunt">><<set $wolfstate to "cave">><</if>> <<gferocity>><<lharmony>> <br><br> <<link [[Next|Wolf Cave]]>><<handheldon>><<unset $blackWolfNotHunting>><</link>> <br> <<else>> <<rng>> <<if $bus is "wolfpackriver">> You come to two pairs of tracks. One looks like a deer's hoof prints. The other several pairs of shoes. <br><br> <<if $wolfpackleader is 1>> The pack waits for your decision. <br><br> <<link [[Follow the deer tracks (1:00)|Wolf Deer]]>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<athleticsdifficulty>><<gtiredness>> <br> <<link [[Follow the shoe tracks (1:00)|Wolf Hunters]]>><<pass 1 hour>><<set $bus to "wolfpackhunters">><<tiredness 12>><</link>><<ggtiredness>> <br> <<link [[Let the Black Wolf decide (1:00)|Wolf Deer]]>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<gtiredness>> <br> <<else>> The Black Wolf follows the deer prints without a second thought. <br><br> <<link [[Next (1:00)|Wolf Deer]]>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<athleticsdifficulty>><<gtiredness>> <br> <</if>> <<elseif $bus is "wolfpackcliff">> You come to two pairs of tracks. One of a deer's hooves, but the steps are irregular. The other of large paws, with claws digging into the earth. <<if $wolfpackleader is 1>> The pack waits for your decision. <br><br> <<link [[Follow the deer prints (1:00)|Wolf Carrion]]>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>> <br> <<link [[Follow the large prints (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<ggtiredness>> <br> <<if $rng gte 51>> <<link [[Let the Black Wolf decide (1:00)|Wolf Carrion]]>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>> <br> <<else>> <<link [[Let the Black Wolf decide (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<ggtiredness>> <br> <</if>> <<else>> <<if $rng gte 51>> The Black Wolf sniffs the air, then follows the deer prints. <br><br> <<link [[Next (1:00)|Wolf Carrion]]>><<pass 1 hour>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<ggtiredness>> <br> <<else>> The Black Wolf sniffs the air, then follows the large prints. <br><br> <<link [[Next (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<ggtiredness>> <br> <</if>> <</if>> <<elseif $bus is "wolfpackbear">> <<elseif $bus is "wolfpackhunters">> <<elseif $bus is "wolfpackdeer">> <<elseif $bus is "wolfpackcarrion">> <<else>> You come to a river emerging from the base of the cliff. <<if $wolfpackleader is 1>> The pack waits for your decision. <br><br> <<link [[Follow the river (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<ggtiredness>> <br> <<link [[Follow the cliff (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<ggtiredness>> <br> <<if $rng gte 51>> <<link [[Let the Black Wolf decide (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<ggtiredness>> <br> <<else>> <<link [[Let the Black Wolf decide (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<ggtiredness>> <br> <</if>> <<else>> <<if $rng gte 51>> The Black Wolf sniffs the air, then runs along the river. <br><br> <<link [[Next (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<ggtiredness>> <br> <<else>> The Black Wolf sniffs the air, then runs along the cliff. <br><br> <<link [[Next (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<ggtiredness>> <br> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "blackwolfhealth">> <<if $wolfpackpoisoned is 1>> <<set $enemyhealth to 200>><<set $enemyhealthmax to 200>> <<else>> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <</if>> <</widget>> <<widget "wolfpackhuntoptions">> <<if $wolfpackshroom is "red">> <<tendingicon "wolfshroom">><<link [[Add a red mushroom to the Black Wolf's food (3:00)|Wolf Deer2]]>><<endevent>><<set $phase to 0>><<tiredness -12>><<pass 3 hours>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>> <br> <<elseif $wolfpackshroom is "pink">> <<tendingicon "mushroom_aphrodisiac">><<link [[Add a pink mushroom to the Black Wolf's food (3:00)|Wolf Deer2]]>><<endevent>><<set $phase to 1>><<tiredness -12>><<pass 3 hour>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>> <br> <</if>> <<wolfcaveicon "sleep">><<link [[Rest (3:00)|Wolf Deer2]]>><<endevent>><<set $phase to 2>><<tiredness -12>><<pass 3 hour>><<tiredness -12>><<tiredness -12>><</link>><<ltiredness>> <br> <</widget>> <<widget "blackwolfhand">> <<if C.npc["Black Wolf"].gender is "m">> <<set $leftarm to "penis">> <<set $NPCList[0].penis to "leftarm">> You take the Black Wolf's penis in your hand. <<else>> <<set $leftarm to "othervagina">> <<set $NPCList[0].vagina to "leftarm">> You rub the Black Wolf's pussy with your hand. <</if>> <</widget>> <<widget "ppackbrother">><<silently>> <<if $description is "alpha" and statusCheck("Black Wolf").love gte 100>> <<set _text_output to "mate">> <<elseif $wolfpackleader gte 1>> <<set _text_output to "pack leader">> <<elseif $player.gender_appearance is "m">> <<set _text_output to "pack brother">> <<elseif $player.gender_appearance is "f">> <<set _text_output to "pack sister">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "pPackbrother">><<silently>> <<ppackbrother>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "ppackbrothers">><<silently>> <<if $description is "alpha" and statusCheck("Black Wolf").love gte 100>> <<set _text_output to "mate's">> <<elseif $wolfpackleader gte 1>> <<set _text_output to "pack leader's">> <<elseif $player.gender_appearance is "m">> <<set _text_output to "pack brother's">> <<elseif $player.gender_appearance is "f">> <<set _text_output to "pack sister's">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "pPackbrothers">><<silently>> <<ppackbrothers>><<capitalise>> <</silently>><<print _text_output>><</widget>> <<widget "pheat">><<silently>> <<if $player.gender_appearance is "m">> <<set _text_output to "rut">> <<elseif $player.gender_appearance is "f">> <<set _text_output to "heat">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "wolf_cave_update">> <<if ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or (!$settings.bestialityEnabled)>> <<set $wolfcave_monster_roll to true>> <<else>> <<set $wolfcave_monster_roll to false>> <</if>> <</widget>> <<widget "wolf_cave_plural">><<silently>> <<if beastMaleChance() gte 100>> <<set _wolves_plural to "m">> <<elseif beastMaleChance() gte 1>> <<set _wolves_plural to "b">> <<else>> <<set _wolves_plural to "f">> <</if>> <<if !$settings.bestialityEnabled or $wolfcave_monster_roll is true or ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<if _wolves_plural is "m">> <<set _text_output to "wolfboys">> <<elseif _wolves_plural is "f">> <<set _text_output to "wolfgirls">> <<else>> <<set _text_output to "wolfgirls and wolfboys">> <</if>> <<else>> <<set _text_output to "wolves">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "wolf_cave_singular">><<silently>> <<if _args[0]>> <<set _wolves_singular to _args[0]>> <<elseif beastMaleChance() gte 100 or (beastMaleChance() gte 1 and beastMaleChance() gte random(0,100))>> <<set _wolves_singular to "m">> <<else>> <<set _wolves_singular to "f">> <</if>> <<if !$settings.bestialityEnabled or $wolfcave_monster_roll is true or ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<if _wolves_singular is "m">> <<set _text_output to "wolfboy">> <<else>> <<set _text_output to "wolfgirl">> <</if>> <<else>> <<set _text_output to "wolf">> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "bwpcinteraction">> <<set _pregnancy to C.npc["Black Wolf"].pregnancy>> <<set _pregnancyProgress to Math.clamp(_pregnancy.timer / _pregnancy.timerEnd, 0, 1)>> <<if playerIsPregnant() and playerAwareTheyArePregnant() and knowsAboutPregnancy("pc","Black Wolf")>> <<if Weather.BodyTemperature.state is "chilly" or Weather.BodyTemperature.state is "cold">> <<if $monster is 1>> <<bHe>> shuffles closer to you as you sit next to <<bhim>>. <br><br> "<<pPackbrother>> should stay warm. Pups grow better." You lean against <<bhim>>, thankful for the warmth. <<else>> <<bHe>> shuffles closer to you as you sit next to <<bhim>>. <<bHe>> seems to be trying to keep you warm. <br><br> <<bHe>> nudges your pregnant stomach with <<bhis>> snout before returning to ignoring you. <</if>> <<else>> <<if $monster is 1>> <<bHe>> sniffs at your belly, nuzzling it. <br><br> "<<pPackbrother>> eat well? Should eat meat on hunt. Good for pups." <br><br> You shiver at the thought of eating raw meat. <<else>> <<bHe>> sniffs at your pregnant belly before nuzzling it. <br><br> <<bHe>> presses <<bhis>> ear close to your tummy, listening for something. When your stomach rumbles, <<bhe>> looks up, concerned. <br><br> "I'll get some food, don't worry." Your words seem to be enough and the Black Wolf calms. <</if>> <</if>> <<else>> <<if between(_pregnancyProgress, 0.7, 1)>> <<if $monster is 1>> <<bHe>> shifts, looking down at <<bhis>> pregnant belly. You can see a little <<if _pregnancy.fetus[0].features.monster>>foot<<else>>paw<</if>> kicking against it. <br><br> "Pups already strong." You can hear pride in <<bhis>> voice. <<else>> <<bHe>> shifts, looking down at <<bhis>> pregnant belly. You can see a little paw kicking against it. <br><br> You watch as <<bhe>> licks the spot the pup kicks from, holding a laugh when the little paw retreats. <</if>> <<elseif Time.hour gte 18 and Time.hour lte 6>> <<if $monster is 1>> "No more hunt soon." The Black Wolf grumbles as <<bhe>> looks down at <<bhis>> growing belly. "Dangerous for pups." <<else>> <<bHe>> watches over the pack with a longing in <<bhis>> eyes. You can see <<bhis>> pregnant belly, it is growing bigger as the days go by. <<bHe>> won't be able to hunt soon. <</if>> <<elseif npcBellyVisible("Black Wolf")>> <<if $monster is 1>> You hear a brief snore before the Black Wolf shakes <<bhis>> head. <<bHe>> looks away. <br><br> "Carrying pups tiring sometimes," <<bhe>> grumbles under <<bhis>> breath. <br><br> Looking over every so often, you can see that <<bhe>> continues to fight off sleep. <<else>> <<bHe>> shifts, looking down at <<bhis>> pregnant belly. You can see a little paw kicking against it. <br><br> You watch as <<bhe>> licks the spot the pup kicks from, holding a laugh when the little paw retreats. <</if>> <</if>> <</if>> <</widget>> <<widget "wolfCaveBabyRabbit">> <<endevent>><<npc "Black Wolf">> The Black Wolf approaches you. <<bHe>> is holding something in <<bhis>> gigantic mouth. It's a small mass of fur, presumably the spoils from the last hunt. <<if hasSharpSenses("instincts")>>Oddly enough, you don't smell blood.<</if>> <br><br> <<bHe>> tries to speak, but you can't understand <<bhim>>, voice muffled with fur. <br><br> The Black Wolf gently drops what <<bhe>> is holding into your lap. It's a baby rabbit. Alive, much to your surprise. The small animal trembles in fear, but doesn't try to flee. You raise your eyes to the wolf before you, puzzled. <br><br> <<if $monster is 1>> "Humans like small living things. Thought it'd make <<ppackbrother>> feel better," <<bhe>> says.<<if $wolfgirl gte 6>> "<<pPackbrother>> used to be human. Still cries like one, when not howls like us."<</if>> <<else>> The canine simply nuzzles the offering closer to you, waiting for something. It looks like <<bhe>> wants some reaction out of you. Is <<bhe>> trying to make you feel better? <</if>> <br><br> <<link [[Next|Wolf Cave Baby Bunny]]>><</link>> <</widget>><<effects>> You don't feel like going deep into the woods. You turn your back on the Black Wolf and return to the youngsters who are just about to play a game of tag. <br><br> The <<beasttype>> doesn't look content, but lets you go nonetheless. As you pass a pair of older <<if $monster is 1>>wolfpeople<<else>>wolves<</if>>, you notice a faint disapproval painted all over their <<if $monster is 1>>faces<<else>>muzzles<</if>>. <br><br> <<if $monster is 1>> "If ask, you follow," you hear one of them say. <br><br> <</if>> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>><<effects>> <<if $forestCliffKnown isnot 1>> You follow the Black Wolf deeper into the woods. Unlike during the hunts, your companion walks slowly, matching <<bhis>> speed to yours. <br><br> This part of the forest doesn't look familiar to you. However, the <<beasttype>> seems to know exactly where you are going. <br><br> The sheer confidence across <<bhis>> <<if $monster is 1>>face<<else>>muzzle<</if>> brings serenity to your heart. <br><br> You feel safe. There is no way anyone would try to attack a <<beasttype>> this big and fierce. <br><br> You smile and run your fingers over <<bhis>> black <<if $monster is 1>>hair<<else>>fur<</if>>.<<lstress>><<stress -6>> <br><br> <<else>> You follow the Black Wolf deeper into the forest. Unlike during the hunts, your companion walks slowly, matching <<bhis>> speed to yours. <br><br> You have already been to this part of the forest with the Black Wolf. Just like before, <<bhe>> has a confident expression on <<bhim>> <<if $monster is 1>>face<<else>>muzzle<</if>>, which brings peace to your heart. <br><br> You feel safe. There is no way anyone would dare to attack a <<beasttype>> this big and fierce-looking. <br><br> You smile and run your fingers over <<bhis>> black <<if $monster is 1>>hair<<else>>fur<</if>>.<<lstress>><<stress -6>> <br><br> <</if>> <<link [[Next|Watching the Forest Follow 2]]>><</link>><<effects>> <<if $forestCliffKnown isnot 1>> Soon enough, you stumble upon a high hill with sparse trees sprouting here and there over the elevation. The Black Wolf doesn't stop and continues to walk up the hill, persuading you to do the same with a gentle look in <<bhis>> eyes. <br><br> <<if $monster is 1>> "Hard, but good for legs. Go," <<bhe>> says. <br><br> <</if>> When you reach the top, your breath is taken away. Unlike the side of the hill you have just climbed, the other side plunges abruptly down to reveal a spectacular view of the forest below. You can see the treetops swaying peacefully in the wind and a river winding its way towards the horizon. <<lstress>><<stress -6>> <<else>> You arrive at the foot of the familiar hill with sparse trees sprouting over the elevation. <br><br> The Black Wolf begins to walk up the hill, and you follow <<bhim>> without hesitation to the topmost spot. <br><br> <<if $monster is 1>> "Legs look stronger. Good," <<bhe>> says. <br><br> <</if>> Having reached the top, you witness the same soothing view of the forest below. <br><br> Standing near the steep edge, you see treetops swaying peacefully in the wind and a river winding its way towards the horizon.<<lstress>><<stress -6>> <</if>> <br><br> The Black Wolf <<if $monster is 1>>sits<<else>>lies<</if>> down on tall grass and sets <<bhis>> eyes on the distance. <br><br> <<link [[Enjoy the view|Watching the Forest Sit]]>><<stress -12>><<trauma -6>><</link>><<lstress>><<ltrauma>> <br> <<link [[Return to the cave|Watching the Forest Return]]>><</link>><<effects>> You sit beside the Black Wolf and look in the distance. <br><br> Before long you find yourself snuggling against <<bhis>> cosy black fur. <br><br> In this serene moment, all that exists in your mind is you, the warmth of your companion, and the endless forest stretching towards the skyline. <br><br> /*<<if $monster is 1 and C.npc["Black Wolf"].love gte 100>> <<link [[Kiss|Watching the Forest Kiss]]>><<npcincr "Black Wolf" love 1>><</link>><<glove>> <</if>>*/ <<link [[Nap (3:00)|Watching the Forest Nap]]>><</link>><<ltiredness>> <br> <<link [[Continue watching|Watching the Forest Watch]]>><<stress -9>><<trauma -6>><</link>><<lstress>><<ltrauma>> <br> <<link [[Return to the cave|Watching the Forest Return]]>><</link>><<effects>><<effects>> You feel your eyelids grow heavier. Unable to fight off drowsiness, you fall asleep. <br><br> <<link [[Next|Watching the Forest Nap 2]]>><<pass 180>><<tiredness -20>><</link>><<effects>> You open your eyes and find yourself still snuggled against the Black Wolf, who keeps watching over the forest from above. You don't know how much time has passed since you fell asleep. <br><br> <<if $monster is 1>> As soon as the Black Wolf realises you are awake, <<bhe>> stands up and looks you in the eye. <br><br> "I watched over you," <<bhe>> says reassuringly. "We go back to pack now." <br><br> <<else>> As soon as the Black Wolf notices that you are awake, <<bhe>> stands up and looks you in the eyes. You understand that <<bhe>> suggests going back home. <br><br> <</if>> When you return to the cave, the pack is delighted to see you both come back. <br><br> <<link [[Next|Wolf Cave Clearing]]>><<set $forestCliffKnown to 1>><<endevent>><</link>><<effects>> You continue to watch the forest from your elevated position. <br><br> You feel the worry and fear leave your mind, if only for a moment. <br><br> <<if $monster is 1>> "Peaceful place," <<bhe>> says. "I like it," <<bhe>> says. <br><br> <</if>> You don't know how long you have been on the hill before the Black Wolf rises from <<bhis>> nestled spot. Judging by the look in <<bhis>> eyes, you figure that you should go back. <br><br> When you return to the cave, the pack is delighted to see you both come back. <br><br> <<link [[Next|Wolf Cave Clearing]]>><<set $forestCliffKnown to 1>><<endevent>><</link>><<effects>> <<if $forestCliffKnown isnot 1>> You pet the Black Wolf on <<bhis>> head and thank <<bhim>> for bringing you to such a wonderful place, but you suggest going back before the pack gets worried over your sudden absence. <<else>> You pat the Black Wolf on the head, thanking <<bhim>> for bringing you to this wonderful place again, but then suggest that you should go back before the pack gets worried about your sudden absence. <</if>> The <<beasttype>> licks your hand<<if $monster is 1>>, grumbles something<</if>> and stands up. <br><br> When you return to the cave, the pack is delighted to see you both come back. <br><br> <<link [[Next|Wolf Cave Clearing]]>><<set $forestCliffKnown to 1>><<endevent>><</link>><<effects>> <<if $phase is 1>> <<set $phase to 0>> You make your way toward the Black Wolf. <<if $wolfgirl gte 6 and $wolfpackferocity gte 15 and $wolfpackharmony gte 15 and Time.dayState isnot "night" and ($daily.blackWolfHeatEvent or 0) - Time.hour lte -3 and ((playerHeatMinArousal() and (V.player.vaginaExist or canBeMPregnant()) and C.npc["Black Wolf"].penis isnot "none") or (playerRutMinArousal() and C.npc["Black Wolf"].vagina isnot "none"))>> <<set $daily.blackWolfHeatEvent to Time.hour>> <<set _blackWolfHeatEvent to true>> <<bHe>> sits up after noticing you, looking at you curiously. <<if $monster is 1>> "Do you need help <<ppackbrother>>?" <<bHe>> smirks, before sniffing in your direction. "Will gladly help with that." <<else>> <<bHis>> tail begins to wag after sniffing in your direction. <</if>> <<elseif C.npc["Black Wolf"].pregnancy.pcAwareOf is true or (playerIsPregnant() and playerAwareTheyArePregnant()) and knowsAboutPregnancy("pc","Black Wolf")>> <<bwpcinteraction>> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 20>> <<bHe>> sits up after noticing you. <<bHis>> tail begins to wag. <<if $monster is 1>> <<switch random(1,3)>> <<case 1>> "Can help <<ppackbrother>>?" <<case 2>> "Glad to see <<ppackbrother>> safe." <<default>> "<<pPackbrother>> should get ready for tonight. Will be a sporting hunt." <</switch>> <</if>> <<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>> <<bHe>> turns to look at you as you approach. <<if $monster is 1>> <<switch random(1,3)>> <<case 1>> "<<pPackbrother>>. You are well?" <<case 2>> "I come here to rest. Quiet." <<default>> "Pack has been better. Pack has been worse." <</switch>> <<else>> <<bHe>> nudges your arm with <<bhis>> nose. <</if>> <<elseif $wolfpackferocity gte 15>> <<bHe>> chews on a large bone you can't identify. It's not human, at least. <<bHe>> growls at you, but calms down after sniffing you and identifying your scent. <<if $monster is 1>> <<switch random(1,3)>> <<case 1>> "What does <<ppackbrother>> want?" <<case 2>> "<<pPackbrother>> should be down there. Playing with younglings." <<default>> "Don't want to be bothered right now." <</switch>> <</if>> <<elseif $wolfpackharmony gte 15>> <<bHe>> begins to drift off, but is awakened by your sudden arrival. <<bHe>> yawns. <<if $monster is 1>> <<switch random(1,3)>> <<case 1>> "Pack seems quiet. Could do with some sleep right now." <<case 2>> "Young pups... So lively. And noisy." <<default>> "Cave too noisy sometimes. Often come here to nap." <</switch>> <</if>> <<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>> <<bHis>> ear flicks as you approach, but <<bhe>> doesn't turn to acknowledge you. <<if $monster is 1>> <<switch random(1,3)>> <<case 1>> "Do not lead rest of pack here." <<case 2>> "Sit, <<ppackbrother>>." <<default>> "Pack howls to forest. Sometimes forest howls back." <</switch>> <</if>> <<else>> <<bHe>> looks down and whimpers quietly. <<bHe>> turns for a second and spots you, but doesn't seem to care about your presence. <<if $monster is 1>> <<switch random(1,3)>> <<case 1>> "Just leave alone." <<case 2>> "Sometimes wonder how long will last." <<default>> "Had to come here. Needed to... be alone." <</switch>> <</if>> <</if>> <<if !_blackWolfHeatEvent>> <br><br> You sit down next to <<bhim>>. Even when you're both sitting down, <<if $monster is 1>>your head only reaches <<bhis>> chest<<else>><<bhe>> can look you in the eye<</if>>. <</if>> <<elseif $phase is 2>> <<set $phase to 0>> The pack bounds into the forest without you. <<if playerIsPregnant() and playerBellySize() gte 15>> Black Wolf lets out a huff, and gives your pregnant belly a nudge. You watch the pack leave together. <<elseif $wolfpackleader is 1 and (statusCheck("Black Wolf").love lt 125 or $wolfpackharmony lt 18)>> Black Wolf looks at you questioningly for a moment, but seems to accept your decision. You watch the pack leave together. <<if $wolfpackharmony lt 18>> <<npcincr "Black Wolf" love -1>><<llove>> <</if>> <<else>> Black Wolf nuzzles against your neck affectionately, before letting out a huff and relaxing, watching the pack leave. <</if>> <<lharmony>> <<else>> You sit and rest by the Black Wolf's side. <<switch random(1,8)>> <<case 1>> You hear younger <<wolf_cave_plural>> somewhere below. Black Wolf observes them fondly as they play fight near the river. <<if $monster is 1>> "So soothing to see younglings playing," <<bhe>> says in a surprisingly tender voice. <<if pregnancyCountBetweenParents("pc", "Black Wolf") gte 1>>"Happy to have own litter now."<<else>>"Hope to have own litter someday."<</if>> <<else>> You can see some of the tension leave <<bhis>> frame. <</if>> <<case 2>> <<bHe>> stands tall, surveying the cave and its surrounding regions. <<bHe>> settles down shortly after. <<if $monster is 1>> "Pack is safe here," <<bhe>> says. "Outsiders know to stay away." <<else>> <<bHe>> lets out a satisfied chuff, content with the safety of the cave. <</if>> <<case 3 4>> <<if $syndromeeden is 1 and $rng gte 51>> <<bHe>> looks over in the direction of Eden's cabin. <<bHis>> ears press against <<bhis>> head. <<if $monster is 1>> "Heard very loud noise other day," <<bhe>> says. "Horrible human creation." <<else>> You consider how loud a gunshot would sound to a wolf, and wince. No wonder <<bhes>> worried. <</if>> <<else>> You reach out for <<bhis>> fur in an attempt to pet <<bhim>>. <<if $monster is 1>> "Does <<ppackbrother>> think of me as a tamed one?" <<bhe>> asks, pulling away from your touch. <<else>> <<bHe>> huffs and pulls away, as if offended. <</if>> <</if>> <<case 5>> <<if $monster is 1>> <<bHe>> rubs a spot on <<bhis>> leg. "<<pPackbrother>> should avoid hunting alone," <<bhe>> says. "Lone wolves are lone fools. Break from the pack and end up injured, or worse." <<else>> <<bHe>> licks a wound on its leg. It seems rather old and it doesn't seem to bother <<bhim>> greatly. <</if>> <<case 6>> Something in the direction of the lake catches <<bhis>> attention. <<bHe>> tilts <<bhis>> head in confusion. <<if $monster is 1>> "<<pPackbrother>> should be careful if going to lake," <<bhe>> warns. "Pack avoid place at all costs." <<else>> <<bHe>> seems unnerved. <</if>> <<case 7>> <<bHe>> starts sniffing you, burying <<bhis>> snout on your hair and huffing on it. <<if $monster is 1>> "Could never forget <<ppackbrothers>> scent," <<bhe>> says. "Could track all over forest if necessary." <<else>> <<bHe>> probably has your scent memorised by now. <</if>> <<case 8>> <<if $wolfgirl gte 4 and $transformationParts.wolf.ears isnot "hidden">> <<if random(1,2) is 1>> <<bHe>> sniffs your face, before nuzzling your neck affectionately. <<if $monster is 1>> "<<pPackbrothers>> fur looks beautiful today," <<bhe>> says. <<else>> <<bHe>> probably has your scent memorised by now. <</if>> <<else>> <<bHe>> admires your wolf ears. <<bHe>> nibbles at them gently. <<if $monster is 1>> "<<pPackbrother>> has taken to living with pack well," <<bhe>> says. <</if>> <</if>> <<elseif $cat gte 4 and $transformationParts.cat.ears isnot "hidden">> <<bHe>> glares at your cat ears. <<if $monster is 1>> "<<pPackbrother>> has lost <<pher>> way," <<bhe>> says, shaking <<bhis>> head. "Should stay with pack for some time." <<else>> <<bHe>> growls, but stops <<bhimself>> from snapping at you. <</if>> <<elseif $fox gte 4 and $transformationParts.fox.ears isnot "hidden">> <<bHe>> glares at your fox ears. <<if $monster is 1>> "<<pPackbrother>> looks troublesome," <<bhe>> says, shaking <<bhis>> head. "Should stay with pack for some time." <<else>> <<bHe>> growls, but stops <<bhimself>> from snapping at you. <</if>> <<elseif $harpy gte 6 and $transformationParts.bird.plumage isnot "hidden">> <<bHe>> stares at your plumage in fascination. <<if $monster is 1>> <<bHe>> draws closer and runs a hand along your wings. "Never seen anything similar," <<bhe>> says. "Not in this forest." <<else>> <<bHe>> draws closer and sniffs your wings. <<bHe>> probably hasn't seen wings this close up very often. <</if>> <<elseif $cow gte 4 and $transformationParts.cow.ears isnot "hidden">> <<bHe>> stares at your bovine ears and tilts <<bhis>> head. <<if $monster is 1>> "<<pPackbrothers>> ears cannot perk up," <<bhe>> says. "Poor hearing over large distances. Can still hear pack's howl, hopefully." <<else>> <<bHe>> leans in to sniff them, <<if $transformationParts.cow.horns isnot "hidden" or ($demon gte 2 and $transformationParts.demon.horns isnot "hidden")>> but bumps <<bhis>> nose against your horns. <<bHe>> huffs and backs away. <<else>> making you giggle from the ticklish sensation. <</if>> <</if>> <<else>> <<if $monster is 1>> <<bHe>> runs a hand over your hair. "Did <<ppackbrother>> lose ears in battle? My condolences." You giggle and tap the side of your head, showing your human ears. <<bHe>> doesn't seem to understand, and looks away with a huff. <<else>> <<bHe>> leans in and sniffs your face. <</if>> <</if>> <</switch>> <</if>> <br><br> <<if $wolfevent is 1 and ($wolfstate is "cave" and !["finished","ongoing"].includes($huntstate) and ["dusk", "night"].includes(Weather.dayState))>> <<set $huntstate to "ongoing">><<set $wolfpackpoisoned to 0>> <<switch statusCheck("Black Wolf").gender>> <<case "m">> <<set _BWGender to 1>> <<default>> <<set _BWGender to 0>> <</switch>> <<if (statusCheck("Black Wolf").love gte random(100,200) or $wolfpackleader is 1 or parentFunction.findParent("Black Wolf", _BWGender, true)) and ($wolfpackharmony + $wolfpackferocity gte 20)>> The pack begins to howl in excitement, readying for a hunt. You look to the Black Wolf, expecting <<bhim>> to join them, only to find <<bhim>> looking towards you instead. <<if $wolfpackleader is 1>> <<if $monster is 1>> "We hunt, alpha?" <<else>> <<bHe>> waits for your guidance. <</if>> <<else>> <<if $monster is 1>> "Pack hunt well without us this night, I feel." <<else>> <<bHe>> seems hesitant to part. <</if>> <</if>> <br><br> <<link [[Go with them|Wolf Cave Hunt]]>><<set $wolfstate to "hunt">><<npcincr "Black Wolf" love 1>><<endevent>><</link>><<glove>> <br> <<link [[Stay with Black Wolf|Wolf Relax]]>><<set $phase to 2>><<set $blackWolfNotHunting to true>><</link>> <br> <<link [[Encourage Black Wolf to go|Wolf Cave Hunt Leave]]>><<endevent>><<set $phase to 1>><<set $wolfstate to "hunt">><</link>> <br> <<else>> <<if npcBellySize("Black Wolf") lte 15>> <<set $wolfstate to "hunt">> The Black Wolf stands up and howls. The rest of the pack joins in. <<if $monster is 1>> "We hunt soon. Be ready." <<else>> They're going hunting. <</if>> <<else>> <<set $blackWolfNotHunting to true>> The pack begins to howl and bay as they run through the trees. You sit with the Black Wolf on <<bhis>> rock, watching as <<bhe>> nudges <<bhis>> pregnant belly. <<if $monster is 1>> <br><br> <<bHe>> sighs, lying down and looking on after the pack. <</if>> <</if>> <<endevent>> <br><br> <<link [[Go with them|Wolf Cave Hunt]]>><</link>> <br> <<link [[Watch them leave|Wolf Cave Hunt Leave]]>><</link>> <br> <</if>> <<elseif Time.dayState is "night">> The Black Wolf stands up. <<if $monster is 1>> "Darkness falls," <<bhe>> says. "Should be slumbering now." <<bHe>> walks off. <<else>> <<bHe>> looks at the night sky, before walking away. <</if>> <br><br> <<link [[Follow to bed|Wolf Cave Bed]]>><<endevent>><</link>> <br> <<link [[Stay|Wolf Cave Clearing]]>><<endevent>><</link>> <<else>> <<if _blackWolfHeatEvent and hasSexStat("deviancy", 5)>> <<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>> <<ind>><<link [[Present your behind|Wolf Cave Black Wolf Before Mate]]>><</link>><<deviant5>><<wolfgirl>><<heat>> <br> <</if>> <<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>> <<ind>><<link [[Playful bite|Wolf Cave Black Wolf Before Mate]]>><<set $phase to 1>><</link>><<deviant5>><<wolfgirl>><<rut>> <br> <</if>> <</if>> <<if playerIsPregnant() and playerAwareTheyArePregnant() and playerBellySize() gte 7 and !knowsAboutPregnancy("pc","Black Wolf")>> <<ind>><<link [[Present your belly (0:10)|Player Presents Pregnancy To Black Wolf]]>><<pass 10>><</link>> <br> <</if>> <<ind>><<link [[Relax (0:15)|Wolf Relax]]>><<pass 15>><<stress -3>><<tiredness -3>><<npcincr "Black Wolf" love 1>><<if $rng gte 71>><<transform wolf 1>><</if>><</link>><<lstress>><<ltiredness>><<glove>> <br> <<if canGiftFood("Black Wolf")>> <<skinicon "give">><<link [[Give the Black Wolf food|Black Wolf Gifts List]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <</if>><<effects>><<set $wolfchallengereason to 0>> You try to strike a menacing pose and show your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>> to the Black Wolf, making it clear you won't back down. <<bHe>> lunges for you immediately. <<if $monster is 1>> "Show you are worth pack!" <</if>> <br><br> <<link [[Next|Wolf Challenge Fight]]>><<set $fightstart to 1>><</link>><<effects>><<set $wolfpackleader to 0>><<set $wolfchallengereason to 0>> You drop to the ground and cover your head and neck, hoping that the beast may show you mercy. <<if $speech_attitude is "meek">> "N-No!" you cry. "Don't hurt me, please! You can be the alpha!" <<elseif $speech_attitude is "bratty">> "Get away from me!" you yell. "You can have the fucking pack!" <<else>> "Just go away!" you say. "I won't bother you anymore!" <</if>> <br><br> <<if $monster is 1>> "Pathetic <<ppackbrother>>," <<bhe>> grunts. "Weaklings not fit for alpha. Follow pack, where you belong." <<else>> The Black Wolf gives you a short grunt, almost as if scoffing at your pitiful display. <</if>> <<bHe>> howls, and the rest of the pack howls with <<bhim>>. <<bHe>> turns <<bhis>> back and walks into the cave. The <<wolf_cave_plural>> follow in the footsteps of their new alpha. <br><br> <span class="red">You can no longer lead the pack on hunts.</span> <br><br> <<destinationwolfcave>><<effects>> Having lived like the rest of your pack, you feel a deeper connection to them. "Stand down!" you say. The Black Wolf <<if $monster isnot 1>>seems to understand your command and <</if>>takes a step back. "Pack is angry, I know..." You try to speak slowly, as if to help the <<if $settings.bestialityEnabled>>beasts<<else>>monsters<</if>> understand you. "Tensions high, and successful hunts low. But pack must remain united to be strong. Family must not attack family." You manage to remain firm in your demand. <br><br> <<if $wolfchallengereason is 1>> The Black Wolf snarls at your words. <<if $monster is 1>> "<<pPackbrother>> said that last time," <<bhe>> spits. "Words alone cannot hunt prey. <span class="red">Pack demands results!</span>" <<else>> <<bHe>> creeps closer, unaffected. <span class="red"><<bHe>> demands results, not platitudes.</span> <</if>> <br><br> <<link [[Fight|Wolf Challenge Accept]]>><</link>> <br> <<link [[Surrender|Wolf Challenge Surrender]]>><</link>> <<else>> <<set $wolfchallengereason to 1>> <<if $monster is 1>> "Leader speak honestly," the Black Wolf admits reluctantly. <<bHis>> eyes narrow. "But if leader claim loyalty to pack, leader should prove so." <<else>> Despite the absurdity of your predicament, the <<beasttype>> seems to understand. <</if>> The Black Wolf relents <<bhis>> attack and marches away, now calmed and seemingly satisfied with your response. <br><br> <<destinationwolfcave>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>><<set $enemyanger += 200>> <<blackwolfhealth>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Challenge Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Challenge Fight]]>><</link>></span><<nexttext>> <</if>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The Black Wolf calms down. <<if $monster is 1>> <<bHe>> speaks. "Leader... clever. Perhaps leader will use cleverness to help pack one day..." <<bHe>> chuckles and walks away. <<else>> <<bHe>> gives you an unreadable look, before chuffing and walking away. <</if>> <br><br> <<tearful>> you howl. The other <<wolf_cave_plural>> howl with you. <span class="gold">You can still lead the pack on hunts.</span> <<elseif $enemyhealth lte 0>> The Black Wolf recoils back. Taken by surprise by your show of strength, <<bhe>> retreats back into the cave. <<if $monster is 1>> "Leader not so weak," <<bhe>> says. "Perhaps leader will use strength to help pack one day..." <</if>> <br><br> <<tearful>> you howl. The other <<wolf_cave_plural>> howl with you. <span class="gold">You can still lead the pack on hunts.</span> <<else>> <<set $wolfpackleader to 0>> You are quickly overwhelmed by your opponent's sheer strength and ferocity. The Black Wolf <<if $monster is 1>>grabs<<else>>bites the scruff of<</if>> your neck, but you manage to wriggle free before <<bhe>> can get a good grasp. You stumble back and land face first on the ground. <br><br> <<if $monster is 1>> "<<pPackbrother>> was meant to follow, not to lead," the Black Wolf says, shaking <<bhis>> head. "When <<ppackbrother>> stronger, come try again." <br><br> <</if>> <<bHe>> turns <<bhis>> back and walks into the cave. The <<wolf_cave_plural>> follow in the footsteps of their new alpha. <br><br> <span class="red">You can no longer lead the pack on hunts.</span> <<if $wolfpackpoisoned isnot 1>> <i>The Black Wolf is very strong. There must be a way to even things.</i> <</if>> <</if>> <br> <<endcombat>><<clotheson>> <<destinationwolfcave>><<effects>> <<set $wolfcavepatrol to 0>> <<npc "Black Wolf">> <<if $wolfpackleader is 1>> <<if $wolfpackharmony gte $wolfpackferocity>> <<if $monster is 1>> "Alpha." <<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Looking up at the moon, <<bhe>> sniffs at the air, flicking <<bhis>> tail. <br><br> The Black Wolf's eyes narrow, ears flattening to <<bhis>> head. "Intruder," <<bhe>> growls. Standing, <<bhe>> looks back to you for permission to go. <<else>> <<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Tilting <<bhis>> head back, <<bhe>> sniffs at the air, flicking <<bhis>> tail. <br><br> The Black Wolf's lip curls into a snarl, ears flattening to <<bhis>> head. Standing, <<bhe>> looks back to you for permission to go. <</if>> <<else>> <<if $monster is 1>> As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit. Eventually, <<bhe>> averts <<bhis>> eyes in subservience, but remains tense. <br><br> "Alpha need anything?" <<bhe>> asks, but before you can respond, something else catches <<bhis>> attention. <<bHe>> looks unsettled when <<bhe>> glances back. <br><br> "Something there," <<bhe>> urges, waiting for your lead. <<else>> As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit. Eventually, <<bhe>> averts <<bhis>> eyes in subservience, but remains tense. <br><br> <<bHe>> tilts <<bhis>> head, but before you can speak, something else catches <<bhis>> attention. <<bHe>> looks unsettled when <<bhe>> glances back. <br><br> A growl comes from the Black Wolf's throat, the beast standing and glaring into the foliage. <<bHe>> doesn't move, just stands still, waiting for your lead. <</if>> <</if>> <br><br> <<link [[Order to go alone|Wolf Patrol Alone]]>><</link>> <br> <<link [[Order to accompany you (1:00)|Wolf Patrol Follow]]>><<pass 1 hour>><</link>> <br> <<link [[Order to leave it be|Wolf Patrol Ignore]]>><</link>> <<else>> <<if $wolfpackharmony gte $wolfpackferocity>> <<if $monster is 1>> "<<pPackbrother>>." <<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Looking up at the moon, <<bhe>> sniffs at the air, flicking <<bhis>> tail. <br><br> The Black Wolf's eyes narrow, ears flattening to <<bhis>> head. "Intruder," <<bhe>> growls. Standing, <<bhe>> heads into the trees without looking back. <<else>> <<bHis>> ears perk up as you approach, sitting up and stretching <<bhis>> limbs. Tilting <<bhis>> head back, <<bhe>> sniffs at the air, flicking <<bhis>> tail. <br><br> The Black Wolf's lip curls into a snarl, ears flattening to <<bhis>> head. Standing, <<bhe>> heads into the trees without looking back. <</if>> <<else>> <<if $monster is 1>> As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit. <br><br> <<bHe>> stays cautious, even as <<bhe>> sniffs, eyes flickering between you and the trees. <br><br> "Something there," <<bhe>> growls, standing and rushing off. You wonder if it is just an excuse to be alone. <<else>> As you approach, the Black Wolf snaps out of <<bhis>> restful state, keeping an eye on you as you sit. <br><br> <<bHe>> stays cautious, even as <<bhe>> sniffs, eyes flickering between you and the trees. <br><br> <<bHe>> growls, standing and rushing off. You wonder if it is just an excuse to be alone. <</if>> <</if>> <br><br> <<link [[Follow (1:00)|Wolf Patrol Follow]]>><<pass 1 hour>><</link>> <br> <<link [[Ignore|Wolf Patrol Alone]]>><</link>> <</if>><<effects>><<set $wolfpatrolsent to 1>> <<if $wolfpackleader is 1>> <<if $speech_attitude is "meek">> "G-go investigate," you tell <<bhim>>. "Protect the pack." <<elseif $speech_attitude is "bratty">> "Well? Go sort it out," you tell <<bhim>>. "Protect the pack." <<else>> "Go investigate," you tell <<bhim>>. "Protect the pack." <</if>> <br><br> <</if>> You watch the Black Wolf leave, <<bhis>> large body disappearing between the bushes. <br><br> <<endevent>><<destinationwolfcave>><<if $speech_attitude is "meek">> "I-I don't think anything would be brave enough to come close," you say, huddling closer. "You should stay, so you can protect everyone. Just in case." <br><br> <<if $wolfpackharmony gte $wolfpackferocity>> The Black Wolf chuffs, letting you lean on <<bhis>> body. <<else>> The Black Wolf pushes you away when you try to lean on <<bhim>>. <<bHe>> obviously disapproves of your decision. <</if>> <<elseif $speech_attitude is "bratty">> "It's probably nothing," you say, leaning back onto your elbows. "Just stay and relax for a bit. <<if Weather.precipitation isnot "none">>It's too cold to be going off alone<<else>>It's a nice night<</if>>." <br><br> <<if $wolfpackharmony gte $wolfpackferocity>> You huddle closer to <<bhis>> large body, and <<bhe>> leans <<bhis>> head on yours. <<else>> You attempt to huddle close, but <<bhe>> pulls away from your touch. <<bHe>> obviously disapproves of your decision. <</if>> <<else>> "We need you here more than out there," you point out. "It's probably nothing." <br><br> The Black Wolf seems to sit a little straighter, taking pride in your compliment. <<if $wolfpackharmony gte $wolfpackferocity>> <<bHe>> accepts your head resting on <<bhis>> body as you relax. <<else>> However, <<bhe>> still pulls away when you try to touch <<bhim>>. <</if>> <</if>> <br><br> <<endevent>><<destinationwolfcave>><<location "forest">><<effects>> Together, you walk into the forest, searching in a circular route around the cave with the Black Wolf sniffing constantly. <<if $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>> You assist the best you can, but only pick up the scent of the pack. <</if>> <br><br> After a full loop, nothing is found. You widen the circle and try again, but whatever the Black Wolf had picked up must have been imaginary, or no longer nearby. <<if $monster is 1>> <<bHe>> grows more agitated as you progress. "I smelled it. I know it!" <<else>> <<bHe>> growls and looks around carefully. <<bHe>> seems agitated. <</if>> <br><br> <<link [[Reassure|Wolf Patrol Follow 2]]>><<sub 1>><<set $phase to 1>><</link>> <br> <<link [[Belittle|Wolf Patrol Follow 2]]>><<def 1>><<set $phase to 2>><</link>> <br> <<link [[Keep walking|Wolf Patrol Follow 2]]>><<set $phase to 0>><</link>><<if $phase is 1>> <<if $speech_attitude is "meek">> "H-hey, it's okay!" you say. "It's best to make sure rather than to have ignored it and missed a threat, right?" You gently put a hand on <<bhis>> shoulder, patting once or twice before <<bhe>> keeps walking. <<elseif $speech_attitude is "bratty">> "Obviously, whatever it was must have fled," you chuckle. "Like it could beat the both of us!" You slap <<bhim>> on the back as you smile. The Black Wolf stands up a little straighter as <<bhe>> continues onwards. <<else>> "You were doing your duty. It's okay." You place your hand on <<bhis>> shoulder to comfort <<bhim>>. It seems to work. <</if>> <<gharmony>><<lferocity>><<npcincr "Black Wolf" love 1>><<glove>> <br><br> <<elseif $phase is 2>> <<if $speech_attitude is "meek">> "I-it's your fault we wasted so much time," you mumble. You keep your head low, not looking at the Black Wolf. Nevertheless, you can feel <<bhim>> glaring at you. <<bHe>> steps closer, backing you up against a tree. <<elseif $speech_attitude is "bratty">> "Well done, moron. I could have been napping right now!" You let out an exasperated sigh, before you're backed right up against a tree by the angry <<beasttype>>. <<else>> "I suppose I needed something to bore me before bed time." You roll your shoulders to rid them of an ache, only for the Black Wolf to advance on you. <</if>> <br><br> <<if $wolfpackleader is 1>> <<if $monster is 1>> "Your idea!" <<bhe>> growls, before quickly stepping away again. <<bHe>> almost looks ashamed. "Sorry. Forgot who was alpha." <<bHis>> shoulders slump as <<bhe>> continues. <<else>> As quickly as <<bhe>> advances, the Black Wolf pulls back. <<bHis>> ears flattening against <<bhis>> head as <<bhe>> whines. You think it is an apology. <</if>> <<else>> <<if $monster is 1>> "Remember who is alpha," <<bhe>> growls, sharp teeth right in front of your face. <<else>> <<bHe>> snarls at you, gnashing <<bhis>> teeth. You should remember who is in charge. <</if>> <</if>> <<lharmony>><<gferocity>><<npcincr "Black Wolf" love -1>><<llove>> <br><br> <</if>> <<if $phase is 1>>Happy <<bhe>> seems in better spirits<<else>>Ignoring <<bhis>> mood<</if>>, you keep walking towards the grassy clearing near the river. It's the last place to check. <br><br> Just as with the trees surrounding the cave, nothing more threatening than a field mouse can be found in the clearing. With the light of the moon overhead, the few flowers you can make out look quite pretty. <br><br> Satisfied nothing will attack you in your sleep, you turn to make your way back. The Black Wolf blocks your path. <<if $monster is 1>> "Rarely get time alone," <<bhe>> rumbles. <<bHis>> tail swishes as <<bhe>> leans in and nuzzles into your neck. <<bHis>> hands start to wander. <<else>> <<bHis>> head nuzzles into your thigh. <<bHe>> seems to want something. <</if>> <br><br> <<link [[Get into a mating position|Wolf Patrol Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Push away|Wolf Patrol Push]]>><<def 1>><</link>><<effects>> <<if $wolfpackleader is 1>> "Not right now." You push past and return to the cave. <<if $wolfpackharmony gte $wolfpackferocity>> The Black Wolf follows, ears drooping. <<else>> The entire walk back, you can feel <<bhis>> eyes glaring into the back of your head. <</if>> <<npcincr "Black Wolf" love -1>><<llove>> <<endevent>> <br><br> <<link [[Next|Wolf Cave Clearing]]>><<set $wolfevent to 0>><</link>> <<else>> "Not right now." You hoped that <<bhe>> would stop, <span class="red">but <<bhis>> attention only gets more intimate.</span> <<bHe>> growls, mounting you. <br><br> <<link [[Next|Wolf Patrol Sex]]>><<set $molestationstart to 1>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<blackwolfhealth>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<blackwolfhealth>><<set $enemytrust -= 40>><<set $enemyanger += 40>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Patrol Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Patrol Sex]]>><</link>></span><<nexttext>> <</if>><<if $finish is 1>> The Black Wolf stands up and backs away from you. <<tearful>> you gather yourself. <<endcombat>><<clotheson>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $consensual is 1 or $enemyanger lt 40>> <<if $monster is 1>> "Mate smell good. Smell like me." The Black Wolf buries <<bhis>> nose into the side of your neck again, holding you close for a moment longer. <<else>> The Black Wolf licks up the side of your neck, pleased with <<bhimself>>. <</if>> <<gharmony>><<lferocity>><<npcincr "Black Wolf" love 1>><<glove>> <br><br> <<tearful>> you lie there for a moment and gather yourself. <<clotheson>> <<if $consensual is 1>> <<if $monster is 1>> <<bHe>> stands first, holding out a hand for you to grip onto. When you accept, <<bhe>> pulls you up—and then picks you up, bridal style, making you laugh. <br><br> "<<pPackbrother>> deserves rest. I take care of you." The Black Wolf gives you a toothy grin, before carrying you home to the cave. <<bHe>> gently settles you down when you arrive. <<else>> <<bHe>> stands first, pushing <<bhis>> head under your arm. <<bHe>> wants you to lean on <<bhim>>. Stroking <<bhis>> fur, you accept the help as you make your way home to the cave. <</if>> <<stress -12>><<trauma -6>><<llstress>><<ltrauma>> <br><br> <<endcombat>> <<else>> The Black Wolf steps away and glances at you, and you get up. The two of you march back to the cave. <br><br> <<endcombat>> <</if>> <<else>> Furious, the Black Wolf bites into your shoulder, making you yelp out in pain. <<pain 6>><<gpain>><<lharmony>><<gferocity>> <br><br> <<bHe>> still seems upset as <<bhe>> gets up and marches toward the cave. <<tearful>> you get up and follow. <br><br> <<endcombat>><<clotheson>> <</if>> <<elseif $enemyhealth lte 0>> The Black Wolf yelps as you kick <<bhim>> away from you. <<if $monster is 1>> "Tell no one," <<bhe>> snarls, wincing as <<bhe>> holds <<bhis>> ribs, body hunched over as if to hide. <<else>> <<bHe>> snarls, limping away a few more metres. <</if>> <<lharmony>><<gferocity>><<npcincr "Black Wolf" love -1>><<llove>> <br><br> <<bHe>> still seems upset as <<bhe>> gets up and marches toward the cave. <<tearful>> you get up and follow. <br><br> <<endcombat>><<clotheson>> <</if>> <<link [[Next|Wolf Cave Clearing]]>><<set $wolfevent to 0>><</link>> <br><<effects>> <<outfitChecks>> You allow <<bhim>> to lick your face clean. <<bHe>> <<= $monster is 1 ? "reaches up, grabbing your chin between <<bhis>> index and <<bhis>> thumb" : "pays close attention to get every drop off of you">>.<<wash_face>> <br><br> <<bHis>> tongue works its way lower, and <<bhes>> careful to not get <<bhis>> teeth too close to your skin. <br><br> <<if !_topless>> <<if $monster is 1>> <<bHe>> grabs at your <<allTopsUnderwear>>, pulling it off and exposing your skin to the air. <<else>> <<bHe>> uses <<bhis>> nose to nudge your <<allTopsUnderwear>> up, exposing your skin. <</if>> <<upperstrip>><<underupperstrip>> <</if>> <<bHis>> tongue runs over your chest, lingering a bit too long around your nipples.<<arousal 1200 "breasts">><<ggarousal>> <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant() and knowsAboutPregnancy("pc","Black Wolf")>> <<set _pregnancy to getPregnancyObject()>> <<if _pregnancy.type is "wolf" and _pregnancy.potentialFathers.find(father => father.source === "Black Wolf")>> <<bHe>> stops <<bhis>> grooming to sniff your stomach. <<bHe>> nuzzles against it, and pays close attention to the area as <<bhe>> continues cleaning. <<else>> <<bHe>> stops <<bhis>> grooming to sniff your stomach. <<bHe>> gently presses <<bhis>> head against it before continuing. <</if>> <br><br> <</if>> <<bHis>> licking grows rougher and sloppier as <<bhe>> makes <<bhis>> way down towards your <<genitals>>. <br><br> <<set _parts to ["neck", "chest", "tummy"]>> <<for _i, _part range _parts>> <<bodyliquid _part "semen" -5>> <<bodyliquid _part "goo" -5>> <<bodyliquid _part "nectar" -5>> <</for>> <<link [[Spread your legs|Wolf Liquid Clean Spread]]>><</link>><<if !playerChastity() and $player.penisExist>><<NPCvirginitywarning "Black Wolf" "oral">><</if>> <br> <<link [[Push <<bhim>> away|Wolf Liquid Clean Away]]>><<set $phase to 0>><</link>> <br><<effects>> <<outfitChecks>> <<set _parts to []>> You spread your legs, welcoming <<bhim>>. <<if !_bottomless>> You pull your <<allBottomsUnderwear>> off, tossing it to the side.<<lowerstrip>><<underlowerstrip>> <</if>> <br><br> <<bHe>> buries <<bhis>> <<= $monster is 1 ? "snout" : "mouth">> against your <<genitals>>.<<garousal>> <br><br> <<if playerChastity()>> <<if $worn.genitals.name is "chastity parasite">> <<bHe>> seems baffled by your chastity parasite and tentatively tries to gnaw it off you. <<bHes>> not successful. <<elseif $worn.genitals.type.includes('cage')>> <<bHe>> runs <<bhis>> tongue along your caged length, attempting to get in any opening <<bhe>> can.<<ggarousal>> <<else>> <<bHe>> runs <<bhis>> tongue between your <<= $worn.genitals.name>> and your inner thigh, attempting to get <<bhis>> tongue under the belt.<<ggarousal>> <</if>> <br><br> Despite the barrier, <<bhe>> continues eagerly licking your <<genitals>> until <<bhe>> feels you tense up.<<gggarousal>> <<elseif $player.penisExist>> <<set _parts.push("penis")>> <<bHe>> runs <<bhis>> tongue along your length, cradling it in <<bhis>> mouth. <<bHe>> pays extra attention to the head of your cock.<<takeNPCVirginity "Black Wolf" "oral">> <br><br> <<bHe>> continues licking, cradling your member in <<bhis>> mouth. As you shudder into an orgasm, <<bhe>> buries <<bhis>> nose <<if $settings.pubicHairEnabled and $pblevel gte 2>>in your pubes <</if>>against your pubic mound.<<gggarousal>> <<else>> <<set _parts.push("vagina", "vaginaoutside")>> <<bHe>> runs <<bhis>> tongue along your vagina, alternating between focusing on your clit and lapping up lewd fluid. <<bHis>> tongue slides in and out of your vagina with each stroke. <<bHe>> pushes <<bhis>> nose against you, trying to taste more of you. <<gggarousal>> <</if>> <br><br> <<orgasm>> <<if $worn.genitals.name is "chastity parasite" or ($player.penisExist and $femaleclimax is 1)>> Without any cum produced to lap up, <<bhe>> pulls away with a grunt. <<else>> <<bHe>> swallows your cum in a single gulp. <</if>> <br><br> As you catch your breath, Black Wolf stands over you. <<bHes>> panting heavily, <<bhis>> tongue lolling out of <<bhis>> mouth. Looking down, <<= $NPCList[0].penis isnot "none" ? "you see <<bhis>> erect $NPCList[0].penisdesc" : "you see fluid dripping from between <<bhis>> legs">>. <br><br> <<if _parts.length isnot 0>> <<for _i, _part range _parts>> <<bodyliquid _part "semen" -5>> <<bodyliquid _part "goo" -5>> <<bodyliquid _part "nectar" -5>> <</for>> <</if>> <<if hasSexStat("deviancy", 2)>> <<link [[Wiggle your hips|Wolf Liquid Clean Sex]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> <<link [[Move out from under <<bhim>>|Wolf Liquid Clean Away]]>><<set $phase to 1>><</link>> <br><<effects>> <<set $daily.blackWolfCleanAway to true>> <<if $phase is 0>> /* Push away */ You push <<bhis>> <<= $monster is 1 ? "face" : "snout">> away. <br><br> <<bHe>> pouts as <<bhe>> lets out a huff. <<bHe>> turns around and returns to <<bhis>> resting spot, not giving you another glance. <<else>> /* Move out */ You pull yourself out from under <<bhim>> and shake your head. <br><br> <<bHe>> lets out a low growl before turning to leave you. <</if>> <br><br> <<clotheson>> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<deviancy2>> <<if $wolfpackleader gte 1>><<enable_rescue>><</if>> <<blackwolfhealth>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>The <<wolf_cave_plural>> are too busy thinking about themselves to help you.</span>">> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Wolf Liquid Clean Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Wolf Liquid Clean Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Black Wolf groans as <<bhis>> movements slow to a stop. Breathing heavily <<bhe>> climbs off of you, <<= $monster is 1 ? "planting a kiss on your cheek" : "licking your cheek one more time">> before returning to <<bhis>> resting spot. <<elseif $enemyhealth lte 0>> Black Wolf looks at you with hurt and confusion. <<bHe>> pins <<bhis>> ears back as <<bhe>> retreats to <<bhis>> resting spot to lick <<bhis>> injuries. <<elseif $alarm is 1 and $rescue is 1>> Black Wolf gets off of you, confusion written on <<bhis>> expression. <br><br> A <<generatewolf2>><<beasttype 1>> stalks out of the cave, growling with its head lowered. Its tense posture and pinned back ears tell you it's ready to fight to protect its alpha. <br><br> Black Wolf looks between you and the <<beasttype 1>>. <<bHe>> huffs and climbs off you. <<bHe>> returns to <<bhis>> resting spot. You notice <<bhe>> avoids looking at you. <br><br> The <<beasttype 1>> comes over to you, inspecting you briefly. After deciding you're alright, <<bhe>> returns to the cave. <<else>> <<if $wolfpackharmony gte 12>> Black Wolf falters before climbing off of you. <<bHe>> looks at you, tilting <<bhis>> head. <br><br> <<if $pain gte 80>> <<bHe>> carefully licks your injuries, looking at you sadly before returning to <<bhis>> resting spot. <<else>> Seeing nothing wrong, <<bhe>> gently pushes <<bhis>> head against yours before returning to <<bhis>> resting spot. <</if>> <<else>> Black Wolf slows to a stop with a grunt. <<bHe>> pants heavily as <<bhe>> gets off of you. <<if $wolfpackleader gte 1>> <<bHe>> pays you no more mind as <<bhe>> returns to <<bhis>> resting spot and lies down. <<else>> <<bHe>> nuzzles your cheek before returning to <<bhis>> resting spot and lying down. <</if>> <</if>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Wolf Cave Clearing]]>><</link>> <br><<effects>> <<= $monster is 1 ? "With a smirk, <<bhe>>" : "<<bHe>>">> travels lower, marking you from your chest to<<if playerAwareTheyArePregnant() and playerBellySize() gte 15>> the pregnant swell of<</if>> your tummy, until <<bhe>> settles between your legs. <br><br> Wasting no time, <<bhe>> licks your <<= $player.vaginaExist ? "<<pussy>>" : "<<penis>>">> with a long, broad stroke. You shiver and squirm, but <<bhe>> doesn't let up, <<bhis>> tongue sliding <<if $player.vaginaExist>> against and then past your entrance, marking you from the inside out. <<else>> up against your shaft to the tip and back down again, sparing no inch from <<bhis>> claim. <</if>> <br><br> You grip <<bhis>> <<= $monster is 1 ? "hair" : "fur">> instinctively, your legs trembling from the onslaught until your body finally yields to the pleasure. <br><br> <<orgasm>> Panting with exertion, you look into Black Wolf's eyes. <<bHe>> holds your gaze easily, triumphant.<<if $monster is 1>> "Mine. All of pack should know."<</if>> As if for good measure, <<bhe>> rubs <<bhis>> cheek against your damp one. <br><br> Looking rather pleased with <<bhimself>>, <<bhe>> heads back to <<bhis>> usual spot to watch over the pack now that <<bhis>> claim of you has been made clear. <br><br> <<tearful>> you climb to your feet. <br><br> <<link [[Next|Wolf Cave Clearing]]>><<endevent>><<clotheson>><</link>> <br><<effects>> <<npc "Great Hawk">> What would you like to give the Great Hawk? <br><br> <<food_gift_list>> <<if _food_gift_found is true>> <<skinicon "give">><<link [[Give gift (0:05)|Great Hawk Gifts]]>><<pass 5>><<give_gift "Great Hawk">><</link>> <br> <</if>> <<refuseicon>><<link [[Reconsider|Great Hawk Gifts List Reconsider]]>><</link>> <br><<effects>> The Great Hawk turns <<bhis>> head as <<bhe>> looks at you askance. <br><br> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <br><<effects>> <<set _gift to $gift.handheld_gift || $gift.handheld>> <<wearProp _gift>> <<if $phase is 1>> "I've brought you something," you say. <<elseif $phase is 2>> "I made something," you say. "Just for you." <<else>> "I've made you a gift," you say. "I hope you like it." <</if>> <br><br> <<if $gift.special.includes("carnivore")>> <<if $monster gte 1>> The Great Hawk looks at it with a puzzled expression. "Strange meat," <<bhe>> says. "Humans hunt strange things. I will take though." <<bHe>> bows. "Thank you." <br><br> <<bHe>> tears into the meat, devouring it in great chunks. "Very good! I'll try to catch something equally delicious for <<wife>>."<<glove>><<npcincr "Great Hawk" love 1>> <<else>> The Great Hawk cocks <<bhis>> head, as if puzzled. <<bHe>> tears off a chunk of flesh with <<bhis>> beak, and swallows it. <<bHe>> tears into the rest at once, and devours it in moments. <br><br> <<bHe>> beats <<bhis>> wings in a leisurely way. <<bHe>> enjoyed the meal.<<glove>><<npcincr "Great Hawk" love 1>> <</if>> <<saveFavoriteFood "Great Hawk" $gift.name>> <<earnFeat "Return the Favour">> <<elseif $gift.special.includes("drink")>> <<if $monster gte 1>> The Great Hawk lifts the drink. "My <<wife>> has strange ideas," <<bhe>> says. "Drink you can carry. Or is it a human thing?" <<bHe>> gives it a sniff, then a sip. <<bHis>> wings unfurl in pleasure. <br><br> "Mmm! A very good gift!" <<bHe>> downs the rest in one go. "You've made me happy. I'll return the favour."<<npcincr "Great Hawk" love 1>> <<else>> The Great Hawk tilts <<bhis>> head, observing the drink. Then <<bhe>> sticks <<bhis>> beak in, and laps up the fluid with <<bhis>> tongue. Enjoying the taste, <<bhe>> lifts the beverage with a talon, and pours the rest down <<bhis>> throat. <br><br> <<bHe>> beats <<bhis>> wings in a leisurely way. <<bHe>> enjoyed the drink.<<glove>><<npcincr "Great Hawk" love 1>> <</if>> <<saveFavoriteFood "Great Hawk" $gift.name>> <<earnFeat "Return the Favour">> <<else>> <<if $monster gte 1>> The Great Hawk frowns at the <<recipe_name $gift.name>>. <<bHe>> gives it a sniff, then takes a tiny bite. <<bHis>> face scrunches in disgust, and <<he>> flings the gift from the tower. <br><br> "Forgive me, <<wife>>," <<bhe>> says, sounding remorseful. "I'm not used to eating human food. They use too many plants." <<else>> The Great Hawk pecks at the <<recipe_name $gift.name>>, lifts it with a talon, and flings it from the tower. <<bHe>> avoids meeting your gaze, as if ashamed. <br><br> <span class="blue">Perhaps <<bhe>> wants something fit for a carnivore.</span> <</if>> <</if>> <br><br> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <br><<effects>> <<bHe>> spreads <<bhis>> wings and launches from the tower. <br><br> <<set $bird.timer to random(30, 60)>> <<set $bird.state to "hunting">> <<if $birdPerch>> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <</if>> <<unset $birdPerch>> <br><<effects>> <<bird_fly_reveal_wings>> <<if $bird.hunts.unlocked is false>> <!-- First hunt --> You stop <<bhim>> just as <<bhes>> about to launch from the tower. <<if $speech_attitude is "meek">> "I-I want to help," you say. "Let me come with you." <<elseif $speech_attitude is "bratty">> "I can't let you keep doing all the work," you say. "I'm coming with you." <<else>> "You've been doing this for me for so long. I'm coming with you," you say. <</if>> <<else>> <!-- Subsequent hunts --> You stand beside <<bhim>>. <<if $speech_attitude is "meek">> "I-I'll join you," you say. <<elseif $speech_attitude is "bratty">> "I want to stretch my wings," you say. "I'm coming with you." <<else>> "I'll join you," you say. <</if>> <</if>> <br><br> <<if $birdFly isnot 1 or $harpy lte 5 or $plucked>> <!-- Player hasn't learned to fly or had their wings clipped --> <<if !$daily.birdHuntAsked>> <<set $daily.birdHuntAsked to 1>> <<if $monster is 1>> <<bHe>> looks at you for a moment. "No. <<Wife>> is not ready yet." Before you can ask why, <<bhe>> flaps <<bhis>> wings for emphasis. "Cannot carry you for the hunt. When <<wife>> is ready, we can go together." <<else>> <<bHe>> looks at you for a moment. <<bHe>> flaps <<bhis>> wings at you and shakes <<bhis>> head. <<bHe>> seems to think you're not ready. <<if $plucked>> <span class="blue">You'll need to let your wings recover first.</span> <<else>> <span class="blue">You'll need to learn to fly first.</span> <</if>> <</if>> <<else>> <<bHe>> cocks <<bhis>> head. <<if $monster is 1>> "<<Wife>> asks again. <<Wife>> really wants to help?" <<bHe>> walks over to you, and nuzzles your cheek. "When <<wife>> can join me in the sky, <<wife>> can hunt." <<else>> <<bHe>> walks over to you and nuzzles your cheek, before letting out a low caw. <</if>> <</if>> <<if $daily.birdHuntAsked is 1>> <<set $daily.birdHuntAsked to 2>> <<npcincr "Great Hawk" love 1>><<glove>> <</if>> <br><br> <<link [[Next|Bird Tower No Hunt]]>><</link>> <br> <<elseif C.npc["Great Hawk"].love lte 25>> <!-- Love too low --> <<if $monster is 1>> <<bHe>> looks at you for a moment. "I hunt for <<wife>>. <<Wife>> must stay home. For now." <<else>> <<bHe>> looks at you for a moment. <<bHe>> cocks <<bhis>> head to the side, before letting out a low trill. <</if>> <span class="blue"><<bHe>> might let you join when <<bhe>> trusts you more.</span> <br><br> <<link [[Next|Bird Tower No Hunt]]>><</link>> <br> <<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and playerBellyVisible() and talkedAboutPregnancy("pc","Great Hawk") and playerBellySize() gte 15>> <!-- TOO PREGGY --> <<if $monster is 1>> <<bHe>> looks at you for a moment, then down to your <<bellyDescription>>. "I hunt for <<wife>>. <<Wife>> must stay home. For now." <<else>> <<bHe>> looks at you for a moment, then down to your <<bellyDescription>>. <<bHe>> cocks <<bhis>> head to the side, before letting out a low trill. <</if>> <span class="blue"><<bHe>> might let you join after you've laid your eggs.</span> <br><br> <<link [[Next|Bird Tower No Hunt]]>><</link>> <br> <<elseif $bird.hunts.unlocked is false>> <!-- First hunt, can't happen during poor flying weather --> <<if Weather.precipitation is "rain">> <<if $monster is 1>> <<bHe>> looks at you for a moment, clearly surprised. "Would love to hunt with <<wife>>. But now is not a good time for you to learn," <<bhe>> says apologetically, gesturing to the rainy skies. <<else>> <<bHe>> looks at you for a moment, then lets out a meek squawk. <<bHe>> gazes at the rainy skies before shaking <<bhis>> head. Maybe if the weather was better <<bhe>> would be willing to take you along. <</if>> <br><br> <<link [[Next|Bird Tower No Hunt]]>><</link>> <br> <<else>> <<if $monster is 1>> <<bHe>> looks at you for a moment, clearly surprised. "Would be happy to hunt with <<wife>>!" <<bHe>> seems excited. "Much to learn. I will teach <<wife>>. Stay close," <<bhe>> says, beckoning you to the edge of the perch. <<else>> <<bHe>> looks at you for a moment, then lets out a squawk followed by a small, happy screech. <<bHe>> nudges you closer to the edge of the perch. <</if>> <br><br> <<bHe>> spreads <<bhis>> wings and launches from the tower. You jump out after <<bhim>>. You're not used to flying like <<bhe>> is, but you do your best. With the help of the moor's heavy updrafts, you're just barely able to keep pace with <<bhim>>, although it's clear <<bhes>> going slower than usual. <br><br> It takes some time, and a lot of effort, for you to gain altitude. Gliding was hard, but this is on another level. <<if $monster is 1>> "<<Wife>> is doing good. <<Wife>> is ready to hunt," <<bhe>> says. <<bHe>> changes direction, and you follow. <<else>> <<bHe>> screeches and changes direction. You follow <<bhim>>. <</if>> <br><br> <<link [[Next (0:30)|Bird Hunt Intro]]>><<pass 30>><<unset $birdPerch>><</link>> <br> <</if>> <<else>> <!-- Subsequent hunts --> <<set $bird.hunts.duo to true>> <<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>> <<if $monster is 1>> "Would be happy to hunt with <<wife>>," <<bhe>> says. <<bHe>> spreads <<bhis>> wings and leaps out of the tower. You follow after <<bhim>>. <<else>> <<bHe>> lets out a small squawk and beckons you with <<bhis>> wing. <<bHe>> then spreads <<bhis>> wings and leaps out of the tower. You follow after <<bhim>>. <</if>> <br><br> <<flight_time_check 30>> <<link [[Hunt|Bird Hunt Goal]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <</if>><<set $outside to 1>><<effects>> <<if $monster is 1>> "Always fly high, prey won't see you," <<bhe>> instructs. "Be fast. Never let prey anticipate your strike." You keep flying over the moor, looking for an opportune moment. Soon, your mate spots something. "There," <<bhe>> says, turning towards movement in the heather. A scattered group of lurkers. "Watch. Will show <<wife>> how to strike." <br><br> True to <<bhis>> word, <<bhe>> swoops down like lightning and grabs one in <<bhis>> talons. <<bHe>> barely loses any speed, returning to your side quickly. The creature struggles for a moment before going limp. "Our prey is weak from the sky. Not built for high up. <<Wife>> can hunt too." <<bHe>> begins to circle, waiting for you to grab one as well. <<else>> You observe <<bhis>> methods. <<bHe>> makes sure to fly high and wait for a good opportunity. After a moment, <<bhe>> turns <<bhis>> head towards movement in the heather; a scattered group of lurkers. <<bHe>> readies <<bhis>> talons, preparing to strike. <br><br> <<bHe>> swiftly swoops down and grabs one in <<bhis>> talons. <<bHe>> barely loses any speed, returning to your side quickly. The creature struggles for a moment before going limp. It seems they can't handle the change in altitude. Maybe you could get one too. <</if>> <br><br> <<link [[Try to grab one|Bird Hunt Intro 2]]>><</link>> <br><<effects>> You came here to hunt, and hunt you will. <br><br> Using your wings to swoop downward isn't something you're familiar with, but your instincts guide you. It feels similar to muscle memory, as your wings fold and your arms rear back for a grab. Your mind hones in on your target, and the rushing air is all you can hear. The lurkers aren't expecting another attack, allowing you to catch one easily. <br><br> The recovery isn't as easy. The sudden weight shift and the returning force from grabbing an object at high speed throws you off balance. You manage to right yourself, but you're too close to the ground. You instinctively lower your legs, making contact with the ground. You run with your momentum and use the speed to take off again. <br><br> It struggles in your hands. You manage to pick up wind and soar to the sky. As soon as you reach the clouds, the creature falls limp. <<if $monster is 1>> You look over to your <<nnpc_wife "Great Hawk">>. <<bHe>> seems proud of you. <<npcincr "Great Hawk" love 3>><<gglove>> <br><br> "Good hunt. <<Wife>> learns so fast! We return home," <<bhe>> says. You follow <<bhim>> until you see the tower. <<else>> You look over at <<your_bird_text>>. <<bHe>> seems proud of you. <<npcincr "Great Hawk" love 3>><<gglove>> <br><br> <<bHe>> squawks in satisfaction and begins to fly back towards the tower. <</if>> <br><br> <<link [[Next (0:30)|Bird Hunt Intro 3]]>><<pass 30>><</link>> <br><<effects>><<set $outside to 0>> With your successful hunts, you fly back to the castle. Looking at the prey in your hands, you feel a primal sense of satisfaction. <<stress -12>><<llstress>> <br><br> Soon, you both arrive at the castle and land in the nest. You feel pins and needles in your wings, a reminder that you're still a guest in these skies. You set down your lurkers. <<if $monster is 1>> "<<Wife>> did good. I knew you were a good mate," <<bhe>> says. <br><br> <<link [[Hug|Bird Hunt Intro Hug]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>> <<else>> The <<beasttype>> looks at you happily. <br><br> <<link [[Pet|Bird Hunt Intro Hug]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>> <</if>> <br> <<link [[Eat the lurker|Bird Hunt Intro Eat]]>><<hunger -2000>><<transform bird 1>><</link>><<ltrauma>> <br> <<link [[Give your lurker to your spouse|Bird Hunt Intro No Eat]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br><<effects>> <<if $monster is 1>> You suddenly hug <<bhim>>. It takes <<bhim>> by surprise, but <<bhe>> returns it. "Not used to <<wife>>'s affections. But still like it." <<else>> You pet <<bhis>> head. This surprises <<bhim>>, but <<bhes>> quick to start nuzzling <<bhis>> head to your hand. <<bHe>> makes small sounds of satisfaction. <</if>> <br><br> <<link [[Eat the lurker|Bird Hunt Intro Eat]]>><<hunger -2000>><<transform bird 1>><</link>><<ltrauma>> <br> <<link [[Give your lurker to your spouse|Bird Hunt Intro No Eat]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br><<effects>> You return your attention to your catch. <<if $bird.loot.lurker gte 50>> You're filled with the desire to eat it. <<your_bird_text "cap">> has already started eating <<bhers>>. You follow your instinct once again, and are filled with satisfaction, as well as a strange warmth. <<eatLurker>><<trauma -6>><<drugs 120>><<ltrauma>><<ggdrugged>> <<else>> Eating it doesn't seem so repulsive anymore. <<your_bird_text "cap">> has already started eating <<bhers>>. You take a deep breath, and take a bite. You're filled with primal satisfaction once again, as well as a strange warmth. <<eatLurker>><<trauma -6>><<drugs 120>><<ltrauma>><<ggdrugged>> <</if>> <br><br> <<if $monster is 1>> The <<beasttype>> speaks up. "Would be happy to hunt with <<wife>> again." <<else>> The <<beasttype>> looks over at you and gives another happy screech. <</if>> <br> <span class="gold">You can now go hunting with the Great Hawk.</span> <br> <span class="blue">Feasting on the lurker felt good. You should hunt them more often.</span> <span class="gold">You can now hunt for lurkers on your own.</span> <br><br> <<set $bird.hunts.unlocked to true>> <<set $bird.hunts.lurkers to true>> <<set $bird.timer to 90>> <<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> You place your lurker in front of the <<beasttype>>. <<if $monster is 1>> <<bHe>> looks to you with concern. "<<Wife>> worked hard, you should eat too." Despite <<bhis>> protest, <<bhe>> eventually eats it. "Would be happy to hunt with <<wife>> again." <<else>> <<bHe>> looks to you with concern, but eats it anyways. <<bHe>> gives another happy screech. <</if>> <br> <span class="gold">You can now go hunting with the Great Hawk.</span> <br><br> <<set $bird.hunts.unlocked to true>> <<set $bird.timer to 90>> <<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<npc "Great Hawk">> <<bird_fly_reveal_wings>> You stand on the edge of the perch, spreading your wings. You feel for the wind while looking out to the moor. Your focus sharpens. <br><br> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home" and Weather.bloodMoon>> A large wing unfurls in front of you, blocking you. <<if $monster is 1>> "No, <<wife>>. The sky is hungry tonight. Hunting is too dangerous." <<bHe>> gestures to the red moon. <<else>> <<your_bird_text "cap">> caws in warning, staring at the red moon. <<bHes>> worried about you hunting. <</if>> <br><br> <<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>> <br> <<else>> <<flight_time_check 30 "silent">> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to hunt alone. <<else>> <<link [[Hunt alone (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Alone]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><</link>><<print _fatigueText>> <</if>> <br> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<if $bird.injured gt 1>> <span class="red">Your spouse won't be able to hunt with you until <<bhis>> wing heals.</span> <<elseif pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to hunt together. <<else>> <<link [[Hunt together|Bird Hunt Start Ask]]>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>> <</if>> <br> <</if>> <<if $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and $bird.injured is 0 and $bird.hunts.estate isnot false>> <<if $bird.hunts.estate is "unlocked">> <<link [[Ask for help stealing from the estate|Bird Hunt Estate Prepare]]>><<endevent>><</link>> <br> <<elseif $bird.hunts.estate is "scouting">> <<if Time.dayState is "night">> <span class="red">It's too dark to scout the estate. You'll have to wait until the sun comes up.</span> <<elseif Time.hour gte 18>> <span class="red">It'll be too dark to scout the estate soon. You'll have to wait until the sun comes up again.</span> <<elseif Weather.precipitation isnot "none" or Weather.isOvercast>> <span class="red">The weather isn't clear enough to scout the estate.</span> <<else>> <<link [[Scout out the estate (2:00)|Bird Hunt Estate Scout]]>><<endevent>><</link>> <</if>> <br> <<elseif $bird.hunts.estate is "ready">> <<if $birdSilverHuntCooldown>> <span class="red">You promised the Great Hawk you wouldn't try stealing from the Remy estate again for a while.</span> <<elseif Time.hour gte 8 and Time.hour lte 16 and Weather.precipitation is "none" and Weather.overcast lte 25>> <<link [[Fly to the estate (1:00)|Bird Hunt Estate Steal Intro]]>><<endevent>><</link>> <<else>> <span class="red">You should wait until the middle of a clear day to attempt stealing from the Remy estate.</span> <</if>> <br> <</if>> <</if>> <<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>> <br> <</if>><<effects>> <<bird_fly_reveal_wings>> <<if $speech_attitude is "meek">> "I-I'll hunt for you," you say. "I'll bring back something nice." <<elseif $speech_attitude is "bratty">> "Looks like I have to do all the work," you say. "Protect the nest. I'll be back soon." <<else>> "I'll hunt for you," you say. "Just stay here and rest." <</if>> <br><br> <<if $monster is 1>> "<<Wife>>? I am sorry. Thank you." <<else>> <<bHe>> lets out a low trill of shame, but nuzzles you in thanks. <</if>> <br><br> You stand on the edge of the perch, spreading your wings. You feel for the wind while looking out to the moor. Your focus sharpens. You spread your wings and leap from the tower. <br><br> <<link [[Next|Bird Hunt Goal]]>><<endevent>><</link>> <br><<effects>> You turn to the <<beasttype>>. <<if $speech_attitude is "meek">> "C-can you come with me? I'm still nervous about hunting alone," you say. <<elseif $speech_attitude is "bratty">> "I want to stretch my wings," you say. "Might catch a lurker or two while I'm at it. You coming?" <<else>> "I'm going hunting. Will you come with me?" you ask. <</if>> <br><br> <!-- Futureproofing, some pregnancy content will require either player or hawk to remain at nest --> <<if $bird.injured is 1>> <<set $bird.injured to 0>> <<set $bird.hunts.duo to true>> <<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>> <<bHe>> stretches out <<bhis>> injured wing, <span class="green">showing no signs of strain. It's healed.</span> <<if $monster is 1>> "Finally. We return to the skies together." <<else>> <<bHe>> looks out over the moor with a harsh gaze. <<bHe>> seems to be eager to hunt with you again. <</if>> <<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 12>> <<bHe>> moves to stand, and stretches. <<if $monster is 1>> <<bHe>> places <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">>. "I would only slow <<wife>> down right now. I'm sorry." <<else>> <<bHe>> then rolls over on <<bhis>> side, showing off <<bhis>> <<bellyDescription "Great Hawk">>. It seems <<bhe>> doesn't have the energy. <</if>> <<else>> <<set $bird.hunts.duo to true>> <<set $dateCount.Total++>><<set $dateCount.GreatHawkHunts++>> <<if Time.dayState is "night">> <<set $daily.birdNightWarning to true>> <<if $monster is 1>> "Hunting at night time? Difficult. If <<wife>> wants to..." <<else>> <<bHe>> stares up at the night sky, hesitant. After a moment, <<bhe>> hops beside you. <</if>> <<else>> <<if $monster is 1>> "<<Wife>> wants to hunt?" <<bhe>> asks as <<bhe>> gets up. "Then we hunt." <<else>> <<bHe>> gets up, then lets out a small affirmative caw. <</if>> <</if>> <</if>> <br><br> <<flight_time_check 30 "silent">> <<if $bird.hunts.duo is true>> You both spread your wings and leap out of the tower, beginning your hunt. <br><br> <<link [[Hunt together (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Goal]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<else>> <<link [[Hunt alone (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Alone]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><</link>><<print _fatigueText>> <br> <<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<if $bird.injured gte 1>> The <<beasttype>> stirs. <<if $monster is 1>> "Have a good hunt, <<wife>>," <<bhe>> says, trying to hide a bit of shame in <<bhis>> voice. "Return soon." <<else>> <<bHe>> squawks shamefully as you approach the edge of the perch, wishing you luck in your hunt. <</if>> <<else>> You decide to hunt alone. The <<beasttype>> stirs. <<if $monster is 1>> <<if Time.dayState is "night">> <<set $daily.birdNightWarning to true>> "Hunting at night? Difficult. Good luck, <<wife>>," <<bhe>> says. "Return soon." <<else>> "Have a good hunt, <<wife>>," <<bhe>> says. "Return soon." <</if>> <<else>> <<bHe>> squawks as you approach the edge of the perch, wishing you luck in your hunt. <</if>> <</if>> <br><br> <</if>> <<set $bird.hunts.duo to false>> You spread your wings and leap from the tower. <br><br> <<link [[Next|Bird Hunt Goal]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "moor">><<effects>><<flight_effects>> <<if !$bird.hunts.loot>> <<set $bird.hunts.loot to {}>> <<set $bird.hunts.lootAmount to 0>> <<set $bird.hunts.weight to (Weather.precipitation is "rain" ? 1 : 0)>> <<set $bird.hunts.goal to "">> <<set $bird.hunts.direction to "">> <<set $bird.hunts.distanceNorth to 0>> <<set $bird.hunts.distanceEast to 0>> <<set $bird.hunts.timer to 0>> <<set $moor to 40>> <</if>> <<if $phase is 1>> You choose to hunt for something else. <<elseif $phase is 2>> You ask your spouse if you can hunt for something else. <<else>> You catch the wind and fly high up into the air. <<if Weather.precipitation is "rain">> The rain hinders your flight, but you persist. <<gtiredness>><<tiredness 2>> <</if>> <</if>> <br><br> What will you hunt for? <br> <<if $bird.hunts.lurkers is true>> <<link [[Lurkers|Bird Hunt Direction]]>><<set $bird.hunts.goal to "lurkers">><</link>> <br> <</if>> <<if $bird.hunts.materials is true>> <<link [[Materials|Bird Hunt Direction]]>><<set $bird.hunts.goal to "materials">><</link>> <br> <</if>> <<if $bird.hunts.valuables is true>> <<link [[Valuables|Bird Hunt Direction]]>><<set $bird.hunts.goal to "valuables">><</link>> <br> <</if>> <<if $bird.hunts.duo is true>> <<link [[Let the Great Hawk decide|Bird Hunt Direction]]>><<set $bird.hunts.goal to "hawk">><<npcincr "Great Hawk" dom 1>><</link>><<gdom>> <br> <</if>> <<set $phase to 0>><<effects>><<flight_effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> You tell the <<beasttype>> that you want to <<else>> You decide to <</if>> <<switch $bird.hunts.goal>> <<case "lurkers">>find some proper prey to hunt. <<case "materials">>find something to improve the castle. <<case "valuables">>find something valuable, or otherwise eye-catching. <<case "hawk">> follow <<bhim>>. <</switch>> <br><br> <<flight_time_check 20 "silent">> <<if $bird.hunts.duo is true and $bird.hunts.goal is "hawk">> <<set _directionPool to []>> <<if $bird.hunts.distanceNorth lt 5 and $bird.hunts.distanceNorth isnot -1>> <<run _directionPool.pushUnique("north")>> <</if>> <<if $bird.hunts.distanceEast lt 5 and $bird.hunts.distanceEast isnot -1>> <<run _directionPool.pushUnique("east")>> <</if>> <<if $bird.hunts.distanceNorth gt -5 and $bird.hunts.distanceNorth isnot 1>> <<run _directionPool.pushUnique("south")>> <</if>> <<if $bird.hunts.distanceEast gt -5 and $bird.hunts.distanceEast isnot 1>> <<run _directionPool.pushUnique("west")>> <</if>> <<set $bird.hunts.direction to _directionPool.pluck()>> <<if $monster is 1>> "<<Wife>> follows? I will lead," <<bhe>> says, flying $bird.hunts.direction. <<else>> <<bHe>> screeches in response and starts flying $bird.hunts.direction. <</if>> <<switch $bird.hunts.direction>> <<case "north">><<set $bird.hunts.distanceNorth++>> <<case "east">><<set $bird.hunts.distanceEast++>> <<case "south">><<set $bird.hunts.distanceNorth-->> <<case "west">><<set $bird.hunts.distanceEast-->> <</switch>> <<bird_loot_select>> <br><br> <<link [[Next (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<else>> <<if $bird.hunts.duo is true>> <<if $monster is 1>> "Will help <<wife>> hunt," <<bhe>> says. <<else>> <<bHe>> screeches in response. <</if>> <br><br> <</if>> With a plan in mind, you decide to hunt: <br> <<if $bird.hunts.distanceNorth lt 5>> <<link [[North (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "north">><<set $bird.hunts.distanceNorth++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <</if>> <<if $bird.hunts.distanceEast lt 5>> <<link [[East (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "east">><<set $bird.hunts.distanceEast++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <</if>> <<if $bird.hunts.distanceNorth gt -5>> <<link [[South (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "south">><<set $bird.hunts.distanceNorth-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <</if>> <<if $bird.hunts.distanceEast gt -5>> <<link [[West (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<set $bird.hunts.direction to "west">><<set $bird.hunts.distanceEast-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <</if>> <</if>><<effects>><<flight_distance_check>><<flight_hunt_chance>><<flight_effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> <</if>> <<if $phase is 2>> You ignore your setback and continue. <</if>> <<if $bird.hunts.goal is "hawk">> You follow the <<beasttype>> $bird.hunts.direction, hoping to spot something. <<else>> You <<if $bird.hunts.duo is true>>both <</if>>fly $bird.hunts.direction, hoping to spot something. <</if>> <<if Weather.precipitation is "rain">>The rain does nothing to help your search.<<elseif Weather.precipitation is "snow">>The snow does nothing to help your search.<</if>> <<if $daily.birdHuntPhysique is undefined>> <<set $daily.birdHuntPhysique to 0>><<physique 1>> <<elseif $daily.birdHuntPhysique lt 3>> <<set $daily.birdHuntPhysique++>><<physique 1>> <</if>> <br><br> <<endevent>> <<cleareventpool>> <<if $stress gte $stressmax or isPregnancyEnding()>> You don't have the strength to keep flying. Your wings limply carry you into a clumsy, rapidly descending glide. You black out. <br><br> <<if $bird.hunts.duo is false>> You hear a muffled splash, and your body goes cold. <br><br> <<passout_moor>> <<else>> You feel something grab you mid-air, and your ears pop as you begin to ascend again. <br><br> <<link [[Next (?:??)|Bird Hunt Passout]]>><<bird_pass _returnTime>><</link>> <br> <</if>> <<elseif _distanceTotal is 0>> You're right above the castle. <span class="blue">You won't find anything until you fly further out.</span> <br><br> <<endevent>> <<flight_hunt_options>> <<elseif $daily.huntRemyCampNorth is $bird.hunts.distanceNorth and $daily.huntRemyCampEast is $bird.hunts.distanceEast>> <<if $daily.huntRemyAlerted>> You're close to the encampment you harassed. <span class="red">The occupants are alert, keeping their eyes on the sky.</span> You won't be able to find anything here today. <br><br> <<endevent>> <<set $phase to 2>> <<flight_hunt_options>> <<elseif $daily.huntRemyBurnt>> The smouldering remains of an encampment sit below you. As cathartic as the sight is, you won't find anything more here today. <br><br> <<endevent>> <<flight_hunt_options>> <<else>> <<if $daily.huntRemyCamp>> You're above <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> an encampment belonging to Remy's goons. <<else>> the encampment. <</if>> <<else>> <<set $daily.huntRemyCamp to true>> You spot a few tents. Someone seems to have set up camp. You can see the owners sitting outside. <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> You recognise them from their uniforms. <span class="red">Remy's goons.</span> <<else>> A few of them carry pronged metal poles, and others carry nets. They look dangerous. <</if>> <</if>> <br><br> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> <<if $monster is 1>> "Landbound without their leader. Bad, but not a threat," <<your_bird_text>> says confidently. <<else>> <<your_bird_text "cap">> looks them over intently. <<bHe>> doesn't seem to consider them a threat. <</if>> <<if $remySeen?.includesAny("farm","livestock","manor")>> You know from experience that they can be dangerous, but now you're not alone. <</if>> <br><br> With help from the Great Hawk, you could try to steal from them. The two of you could also scare them away. <br><br> <<link [[Steal from them (0:05)|Bird Hunt Tent Steal]]>><<bird_pass 5>><</link>><<crime "thievery">> <br> <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> <<link [[Scare and harass (0:05)|Bird Hunt Tent Sabotage]]>><<bird_pass 5>><</link>> <br> <<else>> <<link [[Scare and harass (0:05)|Bird Hunt Tent Scare]]>><<bird_pass 5>><</link>> <br> <</if>> <<if $bird.hunts.loot.lurkers gte 1>> <<link [[Drop a lurker on their heads (0:05)|Bird Hunt Tent Lurker Drop]]>><<endevent>><<bird_pass 5>><</link>> <br> <</if>> <<else>> <span class="red">Crossing them would be very dangerous.</span> <br><br> <<set $skulduggerydifficulty to 500>> <<link [[Sneak in and steal from them (0:05)|Bird Hunt Tent Steal Alone]]>><<crimeUp 10 "trespassing">><<bird_pass 5>><</link>><<skulduggerydifficulty>><<crimes "thievery" "trespassing">> <br> <<if $bird.hunts.loot.lurkers gte 1>> <<link [[Drop a lurker on their heads (0:05)|Bird Hunt Tent Lurker Drop]]>><<endevent>><<bird_pass 5>><</link>> <br> <</if>> <</if>> <<link [[Avoid them|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</if>> <<elseif $daily.emptyCampNorth is $bird.hunts.distanceNorth and $daily.emptyCampEast is $bird.hunts.distanceEast>> <<if Time.dayState isnot "night">> <<if $daily.emptyCamp>> You're above the trashed campsite. <<else>> You see a big open clearing with a smouldering firepit in the middle. Litter and other items lie scattered around everywhere. Looks like some people were hanging out here. It's possible they left behind something useful to you. <</if>> <br><br> <<if $daily.emptyCampLoot is 0>> <span class="purple">It's been picked clean.</span> <br><br> <<else>> <<link [[Land (0:02)|Bird Hunt Scavenge Party Site]]>><<endevent>><<bird_pass 2>><</link>> <br> <</if>> <<else>> You see a big open clearing with a fire burning brightly, surrounded by people. They appear to be dancing, and otherwise having fun. There's too many people for you to approach right now. <br><br> <</if>> <<flight_hunt_options>> <<elseif ($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is 3) or ($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is -3)>> There's a tall pillar of stone at the top of a hill nearby. The bottom is completely overgrown, but a path manages to cleave through the underbrush. <<if Time.dayState is "night">> It would make a good ambush point, but it's too dark. <br><br> <<else>> It would be a good place to set up an ambush. <br><br> <<link [[Land (0:02)|Bird Hunt Ambush Point]]>><<endevent>><<bird_pass 2>><</link>> <br> <</if>> <<flight_hunt_options>> <<else>> <<addinlineevent "bird_hunt_nothing" _flight_hunt_chance.nothing>> <<rng 3>> After some time, you still haven't found anything of interest. <<switch $rng>> <<case 1>> <!-- Nothing --> <<case 2>> <<switch Weather.precipitation>> <<case "none">> <<if !Weather.overcast>> <<switch Time.dayState>> <<case "dawn">>The morning sun kisses the horizon, making you feel more alert. <<stress -6>><<lstress>> <<case "day">>You take a moment to relish in the sun's warmth as you glide. <<stress -6>><<lstress>> <<case "dusk">>The setting sun casts striking shadows across the moor. <<stress -6>><<lstress>> <<case "night">>The moor is dark, and seems strangely peaceful from up here. <<stress -6>><<lstress>> <</switch>> <<else>> A strong gust of wind washes over you, allowing you to glide in place for a few minutes. <<stress -6>><<lstress>> <</if>> <<case "rain">>The rain batters you. <<stress 6>><<gstress>> <<case "snow">>You glide in a sparkling white void above the earth. The snow makes you feel like you're in an otherworldly bubble. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>> <</switch>> <<case 3>> You lose focus for a moment, and enjoy the sensation of flying. <<trauma -3>><<ltrauma>> <</switch>> <br><br> <<endevent>> <<set $phase to 2>> <<flight_hunt_options>> <</addinlineevent>> <<addinlineevent "bird_hunt_camp" _flight_hunt_chance.materials>> You notice the remains of a campsite. There might be something worth taking left. <br><br> <<link [[Search the area (0:05)|Bird Hunt Camp]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_dead_tree" _flight_hunt_chance.materials>> You spot a leafless tree. It looks old and withered, however its branches still look healthy enough to be of use for your nest. <br><br> <<link [[Land (0:05)|Bird Hunt Dead Tree]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_sticks" _flight_hunt_chance.materials>> You spot a pile of hefty branches. <<if $bird.hunts.materials is false>> You might be able to use them to improve your nest. <</if>> <br><br> <<link [[Land (0:05)|Bird Hunt Sticks]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_leaves" _flight_hunt_chance.materials>> You see a patch of large leaves on the ground. <<if Time.season is "winter" or Time.season is "autumn">> They stick out against the dead foliage and look high quality. <</if>> They'd fit well in your nest. <br><br> <<link [[Land (0:05)|Bird Hunt Leaves]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_underbrush" (_flight_hunt_chance.materials - Math.floor($bird.hunts.distanceEast / 2))>> You spot a cluster of dying foliage. It should be easy to take materials from. <br><br> <<link [[Land (0:05)|Bird Hunt Underbrush]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_flowers" (_flight_hunt_chance.materials + Math.floor($bird.hunts.distanceEast / 2))>> You spot a patch of brightly coloured flowers. <br><br> <<link [[Land (0:05)|Bird Hunt Flowers]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<if $bird.upgrades.tarp is 0 and !$bird.hunts.loot.tarp>> <<addinlineevent "bird_hunt_tarp" _flight_hunt_chance.materials>> You notice a large blue tarp tied between two large rocks, providing shelter from the rain. No one seems to be around. You could take it for yourself. <br><br> <<link [[Take the tarp (0:05)|Bird Hunt Tarp]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "bird_hunt_lurkers_1" _flight_hunt_chance.lurkers>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> The Great Hawk lets out a small screech to get your attention. You see some lurkers in the grass. They appear to be resting. <<if $monster is 1>> "Prey is unaware. Now is good time to strike." <<else>> <<bHe>> lets out another low screech, indicating <<bhis>> intent to attack. <</if>> <br><br> <<link [[Hunt them (0:05)|Bird Hunt Lurkers GH]]>><<bird_pass 5>><</link>> <br> <<else>> You spot some lurkers in the grass. They appear to be resting. <br><br> <<link [[Hunt them (0:05)|Bird Hunt Lurkers Alone]]>><<bird_pass 5>><</link>> <br> <</if>> <<link [[Ignore them|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_lurkers_2" _flight_hunt_chance.lurkers>> You notice a lone lurker on the move. <br><br> <<link [[Hunt it (0:05)|Bird Hunt Lurkers Few]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_shiny" _flight_hunt_chance.valuables>> A shiny glint catches your eye amidst the mire. <br><br> <<link [[Investigate (0:05)|Bird Hunt Shiny]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_shiny_pond" _flight_hunt_chance.valuables>> You notice a glimmer in the depths of a pond. There could be something of interest beneath the water's surface. <br><br> <<link [[Investigate (0:05)|Bird Hunt Pond Dive]]>><<bird_pass 5>><</link>> <br> <<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_animals_1" _flight_hunt_chance.other>> <<rng 2>><<set _beastGen to ($rng is 1 ? "cat" : "fox")>><<if _beastGen is "cat">><<beastNEWinit 1 cat>><<else>><<beastNEWinit 1 fox>><</if>> You spot a lone <<beasttype>> below. <<rng 100>> <<if $rng gte 61>> <<set $phase to 1>> <<bHes>> holding something<<if $monster isnot 1>> in <<bhis>> mouth<</if>>. <</if>> <br><br> <<link [[Watch (0:05)|Bird Hunt Animal Watch]]>><<trauma -3>><<bird_pass 5>><</link>><<ltrauma>> <br> <<link [[Land (0:05)|Bird Hunt Animal Land]]>><<bird_pass 5>><</link>> <br> <<link [[Screech|Bird Hunt Animal Screech]]>><<stress -3>><</link>><<lstress>> <br> <<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_animals_2" _flight_hunt_chance.other>> <<beastNEWinit 1 fox>><<beastPARTNERinit 1 fox 0>> You spot a pair of <<if ($monster isnot 1) or ($NPCList[0].pronoun is "m" and $NPCList[1].pronoun is "m") or ($NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f")>> <<beastsplural>> <<else>> fox people - one male, and one female - <</if>> below. They're tumbling over each other, but you can't tell if they're playing or fighting from up here. <br><br> <<link [[Land for a closer look (0:05)|Bird Hunt Foxes Land]]>><<bird_pass 5>><</link>> <br> <<link [[Screech|Bird Hunt Animal Screech]]>><<stress -3>><<set $phase to 4>><</link>><<lstress>> <br> <<link [[Ignore it|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_hunt_people_watch" (Math.floor($bird.hunts.distanceNorth / 2))>> You spot two people walking around the moor. <br><br> <<link [[Follow (0:10)|Bird Hunt People Watching]]>><<bird_pass 10>><</link>> <br> <<link [[Ignore|Bird Hunt Ignore]]>><<endevent>><</link>> <br> <</addinlineevent>> <<if $bird.hunts.duo is true and !$daily.birdPlaneChase>> <<addinlineevent "bird_hunt_plane" _flight_hunt_chance.other>> <<set $daily.birdPlaneChase to true>> <<npc "Great Hawk">> A shiny glint catches your eye. Except this time, it's above you. You can see a plane flying far above you. <<your_bird_text "cap">> sees it too. <<if $bird.hunts.goal is "hawk">> <<if $monster is 1>> "<<Wife>>! Look! A big shiny thing in the air! Come, we have to get it!" <<bhe>> screams in excitement. <<else>> <<bHe>> lets out a loud scream filled with excitement. <<bHe>> must really like the plane. <</if>> <br><br> Before you can say anything, <<bhe>> starts chasing after it. Not wanting to be left behind, you fly after <<bhim>>. <br><br> <<link [[Next|Bird Hunt Plane Chase]]>><</link>> <br> <<else>> <<if $monster is 1>> "<<Wife>>! Look! A big shiny thing in the air! Come, we have to get it!" <<bhe>> screams in excitement. <<else>> <<bHe>> lets out a loud scream of pure excitement. <<bHe>> must really like the plane. <<bHe>> starts squawking at you, trying to convince you to follow it. <</if>> <br><br> You know you have no chance of catching it, but it's clear your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> still wants to try. <br><br> <<link [[Chase the plane (0:20)|Bird Hunt Plane Chase]]>><<bird_pass 20>><<set $phase to 0>><<npcincr "Great Hawk" love 1>><</link>><<glove>> <br> <<link [[Ignore it|Bird Hunt Plane Chase]]>><<set $phase to 1>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br> <</if>> <</addinlineevent>> <</if>> <<if $bird.hunts.duo is true and (_distanceNorthSouth gte 4 or _distanceEastWest gte 4) and !Object.values($children).find(child => child.childId == "orphanHawk1") and Object.values($children).length lt 1000>> <<addinlineevent "bird_hunt_orphan" 2>> <!-- Shut up I'll convert this to a function later, I'm dealing with a lot of hardcoded stuff and this is the only way I could do this without polluting important objects --> <<set _hatchedTime to new DateTime(Time.date).addDays(random(-120, -60))>> <<set _laidTime to new DateTime(_hatchedTime).addDays(random(-30, -21))>> <<set _conceivedTime to new DateTime(_hatchedTime).addDays(random(-44, -30))>> <<set $children["orphanHawk1"] to { childId: "orphanHawk1", birthId: 0, mother: "unknown hawk", father: "unknown hawk", motherKnown: false, fatherKnown: false, type: "hawk", gender: random(0, 100) > 50 ? "f" : "m", features: { size: ["tiny", "small", "normal", "normal"][random(0, 3)], eyeColour: ["purple", "dark blue", "light blue", "amber", "hazel", "green", "lime green", "red", "pink", "grey", "light grey"][random(0, 10)], hairColour: ["white", "brown"][random(0,1)], skinColour: random(1, 100) lte $settings.darkSkinChance ? "dark" : "light", monster: ((V.settings.monsterChance > random(0, 100) && (V.hallucinations >= 1 || !V.settings.monsterHallucinationsOnly)) || V.greathawkmonster === 2) ? "monster" : 0 }, conceived: {day: _conceivedTime.day, month: _conceivedTime.monthName, year: _conceivedTime.year}, conceivedLocation: "unknown", laid: {day: _laidTime.day, month: _laidTime.monthName, year: _laidTime.year}, born: {day: _hatchedTime.day, month: _hatchedTime.monthName, year: _hatchedTime.year} }>> <<childSelect "orphanHawk1">> <<npc "Great Hawk">><<person1>> Your <<if $monster is 1>><<nnpc_wife "Great Hawk">> gasps<<else>>partner lets out a surprised chirp<</if>>, and directs your attention to the brush below. <br><br> <span class="gold">A baby <<if $cmonster is 1>>harpy<<else>>hawk<</if>> lies on the ground.</span> <span class="red">There's no sign of <<childhis>> parents.</span> <br><br> <<link "Land (0:05)" "Bird Hunt Chick Approach">><<bird_pass 5>><</link>> <br> <<link [[Keep flying|Bird Hunt Chick Ignore]]>><<npcincr "Great Hawk" love -5>><</link>><<lllove>> <</addinlineevent>> <</if>> <<if !$bird.trespasser and $bird.hunts.duo is true and $dateCount.GreatHawkHunts gte 20 and $bird.hunts.timer gte 45>> <<addinlineevent "bird_hunt_trespasser" 3>> <<beastNEWinit 1 hawk>><<npc "Great Hawk" 2>><<person2>> <<if $NPCList[1].monster is "monster">> <<set $monster to 1>> <<set $NPCList[0].monster to "monster">> <<set $NPCList[0].type to "harpy">> <<else>> <<set $monster to 0>> <<set $NPCList[0].monster to "">> <<set $NPCList[0].type to "hawk">> <</if>> <<your_bird_text "cap">> suddenly looks agitated. Some of <<bhis 1>> plumage stands on end. <br><br> <<if $monster is 1>> "Outsider. Can smell—" A horrible screech cuts <<bhim 1>> off. Something's hurtling towards the two of you. It's in the sky, with you! <<else>> <<bHe 1>> lets out a shriek, but not like the ones you've heard before. This one sounds like a warning, or perhaps a challenge. <<bHe>> gets an answer immediately, as you hear another screech nearby. It rapidly gets closer, and you spot something hurtling through the air towards you! <</if>> <br><br> It's big, and you feel its whole weight crash right into you. Your ears ring as it drags you out of the sky. <<ggpain>><<pain 8>> <br><br> <<link [[Next|Bird Hunt Trespasser]]>><</link>> <br> <</addinlineevent>> <</if>> <<if Weather.bloodMoon>> <<addinlineevent "bird_hunt_blood" 8>> You feel your stomach twist. The hairs on the back of your neck stand on end. <br><br> Everything goes blurry for a moment, and you feel as though you've been flipped upside-down. Your wings are no longer working to keep you in the sky, and are instead trying to push you away from it, as if you were being pulled upwards by gravity instead of downwards. <br><br> You try to look up, but can no longer tell which way it is. You desperately try to find the ground. <br><br> <span class="red">It's gone.</span> <br><br> You're swallowed by the sky. Everything fades to red. <br><br> <<link [[Next|Bird Hunt Blood]]>><<bird_pass 60>><</link>> <br> <</addinlineevent>> <</if>> <<runeventpool>> <</if>><<effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> You and the Great Hawk land and investigate your surroundings. <<else>> You land and investigate your surroundings. <</if>> <br><br> <<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools and ($rng gte 91 or $dateCount.GreatHawkHunts gte 5)>> You notice a toolbox on the ground. You look inside it and find a handsaw, hammer and a chisel. These would be useful for improving the tower. <br><br> <<link [[Take the toolbox|Bird Hunt Camp 2]]>><<set $phase to 1>><</link>> <br> <<elseif $rng gte 21>> You notice some firewood was left behind. Most of it has been ruined by the damp atmosphere, but you notice two of the small logs are in good condition. <br><br> <<if $bird.hunts.duo is true>> <<link [[Take the wood|Bird Hunt Camp 2]]>><<set $phase to 2>><</link>> <br> <<else>> <<set _athlDiffMin to ($bird.hunts.weight * 100)>> <<set _athlDiffMax to (_athlDiffMin + 500)>> <<link [[Take one piece of wood|Bird Hunt Camp 2]]>><<set $phase to 2>><</link>> <br> <<link [[Try to take two|Bird Hunt Camp 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>> <br> <</if>> <<else>> You notice large pieces of fabric scattered around. Most of it has been torn. You should be able to make use of it anyway. <br><br> <<link [[Take random pieces|Bird Hunt Camp 2]]>><<set $phase to 4>><</link>> <br> <<link [[Look for higher quality pieces|Bird Hunt Camp 2]]>><<set $phase to 5>><</link>><<housekeepingdifficulty 1 300>><<ghousekeeping 300>> <br> <</if>> <<link [[Leave|Bird Hunt Exit]]>><<endevent>><</link>> <br><<effects>> <<switch $phase>> <<case 1>> <span class="gold">You grab the toolbox.</span> It's easy to carry, and light enough for you to fly with it. <<if $bird.hunts.duo is true>> <<if $monster is 1>> "What does <<wife>> want with metal box?" <<bhe>> asks. You explain that it has useful tools. "If <<wife>> says it's useful, we take it." <<else>> The <<beasttype>> looks at you inquisitively. You explain that the box has useful tools. <<bHe>> doesn't seem to actually understand. <</if>> <</if>> <br><br> <<set _prop to "toolbox">> <<flight_hunt_get "tools" 1>> <<flight_hunt_return>> <<case 2>> <<if $bird.hunts.duo is true>> You take a log and instruct the <<beasttype>> to do the same. <<if $monster is 1>> <<bHe>> takes one in <<bhis>> hand. "Good wood. Strong enough for nest." <<else>> <<bHe>> grabs the other log in <<bhis>> talons. <</if>> <br><br> <<set _prop to "wood">> <<flight_hunt_get "wood" 2>> <<flight_hunt_return>> <<else>> You take a log. It's heavy, but you should still be able to fly. <br><br> <<set _prop to "wood">> <<flight_hunt_get "wood" 1>> <<flight_hunt_return>> <</if>> <<case 3>> <<if $athleticsSuccess>> You grab a log in each hand. It's hard to fly with this much extra weight, <span class="green">but you manage it</span>. <br><br> <<set _prop to "wood">> <<flight_hunt_get "wood" 2>> <<flight_hunt_return>> <<else>> <<set _huntFail to 1>> You grab a log in each hand. You attempt to fly, <span class="red">but the weight of the logs quickly wear you down</span>. You're forced to let go, and accidentally drop both. You hear a loud crack as the logs land. You'll have to look for something else. <<stress 6>><<tiredness 2>><<gstress>><<gtiredness>> <br><br> <<flight_hunt_return>> <</if>> <<case 4>> <<wearProp "rag">> You take random pieces of cloth, hoping to be able to use them later. <br><br> <<flight_hunt_get "fabric" random(1, 2)>> <<flight_hunt_return>> <<case 5>> <<wearProp "rag">> <<if $housekeepingSuccess>> You're able to find more usable pieces of cloth, a few sturdy ones catching your eye. You take them with you. <<flight_hunt_get "fabric" 3>> <<else>> Despite your best efforts, you're unable to find much intact cloth. You take the little that you did find. <<flight_hunt_get "fabric" 1>> <</if>> <<housekeeping 1 300>><<ghousekeeping 300>> <br><br> <<flight_hunt_return>> <</switch>><<effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> You and <<your_bird_text>> land near the tree. You notice that one of the largest branches looks to be on the verge of breaking. It's pretty deep in the bramble that now forms the tree's top, meaning you can't just fly up to grab it. <<if $monster is 1>> "I can help," <<bhe>> says. <<else>> <<your_bird_text "cap">> sees you eyeing the branch and caws. <</if>> <br><br> You could try to climb up and break it off. Alternatively, if you shook the tree for long enough the branch might just fall on its own. <br><br> <<link [[Climb the tree|Bird Hunt Dead Tree 2]]>><<set $phase to 1>><</link>><<athleticsdifficulty 400 700>> <br> <<link [[Shake the tree|Bird Hunt Dead Tree 2]]>><</link>> <br> <<else>> You land near the tree. You notice one of the largest branches looks to be on the verge of breaking. It's pretty deep in the bramble that now forms the tree's top, meaning you can't just fly up to grab it. <br><br> You could try to climb up and break it off. Alternatively, if you shook the tree for long enough the branch might just fall on its own. <br><br> <<link [[Climb the tree|Bird Hunt Dead Tree 2]]>><<set $phase to 1>><</link>><<athleticsdifficulty 500 850>> <br> <<link [[Shake the tree|Bird Hunt Dead Tree 2]]>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> <<if $bird.hunts.duo is true>> You tell <<your_bird_text>> that you'll climb up and break off the branch. <<bHe>> nods and starts to circle around the tree. You begin your climb slowly, making sure you don't step too hard on any of the smaller branches. <br><br> <<if $athleticsSuccess>> You carefully ascend the tree, <span class="green">until you reach the weak branch</span>. You get in a good position to stomp on it. <<your_bird_text "cap">> hops up after you, <<bhis>> talons easily biting into the dead bark. <<bHe>> lands on the branch and puts <<bhis>> weight on it to help you. It only takes you a few good kicks to detach the branch from the tree. It breaks off with a satisfying crack, and lands on the ground. <br><br> You nearly fall out of the tree, but the <<beasttype>> grabs onto you, steadying you. You carefully climb back down to inspect your work. The branch itself will be useful, as well as some of the smaller branches on it. <<if $monster is 1>> "Good job <<wife>>," <<bhe>> says. <<else>> The <<beasttype>> screeches happily. <</if>> <<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>> <br><br> <<set _prop to "wood">> <<endevent>> <<flight_hunt_return>> <<else>> <<set _prop to "stick">> You try to climb carefully, but still manage to <span class="red">accidentally put too much weight on a small branch</span>. It cracks beneath your foot, sending you off balance, and you fall. You try to grab onto anything you can to slow the fall, breaking other branches as you go. <<pain 10>><<ggpain>> <br><br> You brace for impact with the ground, but it's much softer than you expect. You look down, and see that <<your_bird_text>> has caught you. <<if $monster is 1>> "That looked painful, are you alright <<wife>>?" <<bhe>> asks, <<bhis>> concern clear. <<else>> <<bHe>> gently caresses your face with <<bhis>> beak, worried you may be hurt. <</if>> You assure <<bhim>> you're fine as you dust yourself off and stand up. <<npcincr "Great Hawk" dom 1>><<gdom>> <br><br> The tree you were climbing is now bare of anything you could use to climb up again, not that you have the strength to do so anyway. At least one of the branches you broke off could be of use to you. <<flight_hunt_get "sticks" 1>> <br><br> <<endevent>> <<flight_hunt_return>> <</if>> <<else>> You take a deep breath and begin slowly climbing the tree. <br><br> <<if $athleticsSuccess>> You carefully ascend, <span class="green">until you reach the weak branch</span>. You get in a good position to stomp on it. It takes you a few kicks, but eventually the branch snaps off and falls. It lands with a satisfying thud. <br><br> You carefully climb back down and look it over. The branch itself will be useful, as well as some of the smaller branches on it. <<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>> <<set _prop to "wood">> <<endevent>> <<flight_hunt_return>> <<else>> You try to climb carefully, but still manage to <span class="red">accidentally put too much weight on a small branch</span>. It cracks beneath your foot, sending you off balance, and you fall. You try to grab onto anything you can to slow the fall, breaking other branches as you go. <<pain 10>><<ggpain>> <br><br> You crash into the ground, and the wind is knocked out of you. You spend a few moments retching for air. <<pain 5>><<gpain>> <br><br> The tree you were climbing is now bare of anything you could use to climb up again, not that you have the strength to do so anyway. At least one of the branches you broke off could be of use to you. <<flight_hunt_get "sticks" 1>> <br><br> <<set _prop to "stick">> <<endevent>> <<flight_hunt_return>> <</if>> <</if>> <<else>> <<if $bird.hunts.duo is true>> You ask <<your_bird_text>> to help shake the tree with you. <<if $monster is 1>> "<<Wife>> thinks that will help? Well, I can do it," <<bhe>> says. <<else>> <<bHe>> looks puzzled at your request, but is willing to oblige. <</if>> <<bHe>> flies up and grips the trunk with <<bhis>> talons. You then begin to shake the bottom while <<bhe>> shakes further up. <<if $rng gte 31>> <<set _prop to "wood">> It takes you many minutes, but eventually the branch snaps off loudly. <<your_bird_text "cap">> lets it fall down for you to inspect. The branch itself will be useful, as well as some of the smaller branches on it. <<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>> <br><br> <<if $monster is 1>> "Did not know what <<wife>> was planning, but it did work," <<bhe>> says. <<else>> <<your_bird_text "cap">> squawks meekly. <</if>> Your method appears to have been better than <<bhe>> thought. <<npcincr "Great Hawk" dom -1>><<ldom>> <br><br> <<endevent>> <<flight_hunt_return>> <<else>> You shake and shake, but after minutes go by it's clear that the branch is not going to fall by itself. <<your_bird_text "cap">> looks unsurprised. <br><br> You put a lot of effort into shaking the tree, and now feel too tired to try climbing it. You decide it would be best to leave. <br><br> <<endevent>> <<flight_hunt_return>> <</if>> <<else>> You get a firm grip on the tree and start shaking. It's quite tiring. <br><br> <<if $rng gte 71>> <<set _prop to "wood">> After a few minutes, your dedication pays off. You hear a small snap from the branch, then creaking as it starts to detach from the tree. You dodge the falling debris, then go over to inspect it. The branch itself will be useful, as well as some of the smaller branches on it. <<flight_hunt_get "wood" 1>> <<flight_hunt_get "sticks" 2>> <br><br> <<endevent>> <<flight_hunt_return>> <<else>> No matter how hard you shake, the branch does not budge. You keep shaking until you feel too weak to continue. Now you feel too tired to try climbing it. You decide it would be best to leave. <br><br> <<endevent>> <<flight_hunt_return>> <</if>> <</if>> <</if>><<effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> You and <<your_bird_text>> land near the branches. Only two of them look suitable for use. The two of you should be able to carry them without any trouble. <br><br> <<link [[Take them|Bird Hunt Sticks 2]]>><<set $phase to 1>><</link>> <br> <<else>> You land near the branches and walk over to them. <<if $rng gte 71>> You hear the grass rustle behind you. You turn around in time to see something leaping at you! <br><br> <<link [[Dodge|Bird Hunt Lurker Dodge]]>><</link>><<dancedifficulty 1 1200>> <br> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> <<if hasSexStat("deviancy", 4)>> <<link [[Stand still|Bird Hunt Lurker Stand Still]]>><</link>><<deviant4>> <br> <</if>> <<if $farm_stage gte 10>> <<link [[Hurl net|Bird Hunt Lurker Hurl Net]]>><</link>><<wearProp "net">><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>> <br> <</if>> <</if>> <<else>> <<set _athlDiffMin to ($bird.hunts.weight * 50)>> <<set _athlDiffMax to (_athlDiffMin + 300)>> Only two of them look suitable for use. <br><br> <<link [[Take one branch|Bird Hunt Sticks 2]]>><<set $phase to 2>><</link>> <br> <<link [[Try to take two|Bird Hunt Sticks 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>> <br> <</if>> <</if>><<effects>> <<switch $phase>> <<case 1>> <<set _prop to "stick">> You take a branch and instruct the <<beasttype>> to take the other one. <<if $monster is 1>> <<bHe>> looks it over. "<<Wife>> found good sticks for nest," <<bhe>> states, grabbing the other one. <<else>> <<bHe>> pokes the branch with <<bhis>> beak. Seeming satisfied with its quality, <<bhe>> grabs it. <</if>> <br><br> <<flight_hunt_get "sticks" 2>> <<flight_hunt_return>> <<case 2>> <<set _prop to "stick">> You grab a branch. Its uneven shape makes it more difficult to carry, but you manage without issue. <br><br> <<flight_hunt_get "sticks" 1>> <<flight_hunt_return>> <<case 3>> <<set _prop to "stick">> You take both branches. Their uneven shape makes them hard to carry. <<if $athleticsSuccess>> <span class="green">You're able to keep them fairly still as you take off.</span> <br><br> <<flight_hunt_get "sticks" 2>> <<flight_hunt_return>> <<else>> <<set _huntFail to 1>> Flying proves even more difficult. Soon after you take off, the movement makes <span class="red">one of the branches hit you near the eye.</span><<pain 3>><<stress 6>><<gpain>><<gstress>> <br><br> The unexpected hit makes you drop the branches, sending them back to the ground. You hear a loud snap. You won't be able to use them. <br><br> <<flight_hunt_return>> <</if>> <</switch>><<effects>> <<if $danceSuccess>> You quickly duck down, <span class="green">and the lurker flies over you.</span> It lands and darts back into the heather. <br><br> <<set _athlDiffMin to ($bird.hunts.weight * 50)>> <<set _athlDiffMax to (_athlDiffMin + 300)>> You return your attention to the branches. Only two of them look suitable for use. <br><br> <<link [[Take one branch|Bird Hunt Sticks 2]]>><<set $phase to 2>><</link>> <br> <<link [[Try to take two|Bird Hunt Sticks 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>> <br> <<else>> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> You try to jump aside, <span class="red">but you fail to move in time, and the lurker lands on your face.</span> <br><br> <<link [[Next|Bird Hunt Struggle]]>><<set $struggle_start to 1>><</link>> <br> <<else>> You jump to the side, just barely tumbling out of the way. You flee from the lurker, but don't escape unscathed. <<beastescape>> <br><br> You abandon your current hunt in fear of the creature. <br><br> <<set _huntFail to 1>> <<flight_hunt_return>> <</if>> <</if>><<effects>> <<if $danceSuccess and $athleticsSuccess>> <span class="green">The net lands true.</span> You pull the lurker into your possession. <br><br> <<flight_hunt_get "lurkers" 1>> <<set _athlDiffMin to ($bird.hunts.weight * 50)>> <<set _athlDiffMax to (_athlDiffMin + 300)>> You return your attention to the branches. Only two of them look suitable for use. <br><br> <<link [[Take one branch|Bird Hunt Sticks 2]]>><<handheldon>><<set $phase to 2>><</link>> <br> <<link [[Try to take two|Bird Hunt Sticks 2]]>><<handheldon>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>> <br> <<else>> You try to hurl the net, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.<<gnet>> <<prof net 1>> <br><br> <<link [[Next|Bird Hunt Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> You stand still, and allow the lurker to latch onto your face. <<deviancy4>> <<link [[Next|Bird Hunt Struggle]]>><<set $struggle_start to 2>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 1 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $struggle.mouth.creature to "lurker">> <<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <<unset $struggle_start>> <<elseif $struggle_start is 2>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 1 1>> <<set $combat to 1>> <<neutral 1>> <<consensual>> <<set $consensual to 1>> <<set $struggle.mouth.creature to "lurker">> <<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Bird Hunt Struggle Finish]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Bird Hunt Struggle]]>><</link>></span> <br> <</if>><<effects>> The lurker darts back into the heather. <br><br> <<clotheson>> <<endcombat>> <<set _athlDiffMin to ($bird.hunts.weight * 50)>> <<set _athlDiffMax to (_athlDiffMin + 300)>> You return your attention to the branches. Only two of them look suitable for use. <br><br> <<link [[Take one branch|Bird Hunt Sticks 2]]>><<set $phase to 2>><</link>> <br> <<link [[Try to take two|Bird Hunt Sticks 2]]>><<set $phase to 3>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>> <br><<effects>> You land near the leaves. <<if $rng gte 91>> <<if $quicksand gte 5>> You notice a pattern. They didn't just fall here. They were placed by someone. Looking closer, you notice that the ground looks unstable. Quicksand. <br><br> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> <<if $monster is 1>> "Good eyes, <<wife>>." <<else>> <<your_bird_text "cap">> squawks in approval at your alertness. <</if>> <</if>> You carefully walk around the pit, picking some of the nicer leaves from the surface. Most of them are in good condition. <br><br> <<set _prop to "leaf">> <<flight_hunt_get "leaves" 2>> <<flight_hunt_return>> <<else>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> <<your_bird_text "cap">> suddenly stops. <<if $monster is 1>> "Wait. Ground is bad here." <<bHe>> pokes the ground with <<bhis>> foot, revealing its unstable nature. Quicksand. <<bHe>> carefully prods at the ground, until <<bhe>> finds a safe spot to walk over. "Land itself tries to eat you." <<else>> <<bHe>> taps the ground with <<bhis>> talons, then squawks. <<bHes>> warning you about the ground. It's quicksand. <<bHe>> carefully prods at the ground, until <<bhe>> finds a safe spot to hop over. <</if>> <br><br> You carefully cross the pit, picking some of the nicer leaves from the surface. Most of them are in good condition. <br><br> <<set _prop to "leaf">> <<flight_hunt_get "leaves" 2>> <<flight_hunt_return>> <<else>> As you step closer, you begin to sink. You're in quicksand! Those leaves were likely left here to mark this patch of quicksand, or maybe conceal it. <br><br> <<set $quicksand_escape to "bird_hunt">> <<set $quicksand_depth to 4>> <<quicksand_actions>> <</if>> <</if>> <<elseif $rng gte 21>> Now that you're closer, you see that many of them are torn or eaten through. There's still some good ones left. <br><br> You take what you can and leave. <br><br> <<set _prop to "leaf">> <<flight_hunt_get "leaves" 1>> <<flight_hunt_return>> <<else>> Now that you're closer, you see that most of the leaves are in good condition. You take them. <br><br> <<set _prop to "leaf">> <<flight_hunt_get "leaves" 2>> <<flight_hunt_return>> <</if>><<effects>> Having escaped the sand, you carefully pick leaves from the surface. Most of them are in good condition. You should be able to get a lot of usable ones. <br><br> <<set _prop to "leaf">> <<flight_hunt_get "leaves" 3>> <<flight_hunt_return>><<set $outside to 1>><<effects>> The <<person2>><<person>> helps you to your feet, and <<if $exposed gte 1>> blushes when <<he>> sees your state of dress. <<covered>> <<He>> offers you some towels. <<towelup>> <<else>> offers you a towel to wipe off the sand. <</if>> <br><br> "You shouldn't wander the moor alone," <<he>> says. "Not this deep<<if Time.dayState is "night">>, and especially not at night<</if>>." <br><br> <<person1>>"We can help you back to civilisation," the <<person>> adds. "If you like." <br><br> You tell them that you appreciate the offer, but are choosing to stay. You wave them off and wait until they're gone. <br><br> Having escaped the sand, you look to pick leaves from the surface, but they've all been ruined. <br><br> <<set _huntFail to 1>> <<flight_hunt_return>><<effects>> You land near the dying plants. They look fragile. You'll have to choose which parts are most important to take. <br><br> <<link [[Take wood|Bird Hunt Underbrush 2]]>><<set $phase to 0>><</link>> <br> <<link [[Take sticks|Bird Hunt Underbrush 2]]>><<set $phase to 1>><</link>> <br> <<link [[Take leaves|Bird Hunt Underbrush 2]]>><<set $phase to 2>><</link>> <br><<effects>> <<switch $phase>> <<case 0>>You focus on larger pieces of wood on small dead trees. <<set _prop to "wood">><<flight_hunt_get "wood" 1>> <<case 1>>You snap off branches from the dead bushes and small trees. <<set _prop to "stick">><<flight_hunt_get "sticks" 2>> <<case 2>>You pluck away the few living leaves.<<set _prop to "leaf">><<flight_hunt_get "leaves" 2>> <</switch>> <br><br> <<if dangerEvent(1, 9000)>> <<endevent>> <<wearProp _prop>> <<if $rng gte 51>><<beastNEWinit 1 fox>><<else>><<beastNEWinit 1 cat>><</if>> You hear a low growl from inside the tangle. Two glowing eyes stare at you. <<if $bird.hunts.duo is true>> They flick between you and your spouse, before slowly backing away. <<stress 12>><<ggstress>> <br><br> <<flight_hunt_return>> <<else>> A <<beasttype>> pounces! <<if $settings.bestialityEnabled>> <br><br> <<link [[Next|Bird Hunt Underbrush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <<else>> You take flight to escape. <<beastescape>> <br><br> <<flight_hunt_return>> <</if>> <</if>> <<else>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> <<your_bird_text "cap">> looks at what you've taken. <<if $monster is 1>> "Good nest material." <<else>> <<bHe>> seems to approve. <</if>> <br><br> <</if>> <<flight_hunt_return>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<if $NPCList[0].type.includes("fox")>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <</if>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Underbrush Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Underbrush Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<bHe>> huffs in triumph, before slinking away into the underbrush. <br><br> <<tearful>> you rise to your feet. <<elseif $enemyhealth lte 0>> <<bHe>> rolls away from you, and flees into the underbrush. <br><br> <<tearful>> you gather yourself. <<else>> The <<beasttype>> turns away from you and slinks into the moor. <</if>> <<clotheson>> <<endcombat>> <<flight_hunt_return>><<effects>> You land amidst the flowers. <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> Your spouse lands behind you. <</if>> <br><br> <<if $rng gte 81>> <<if $plants_known.includes("strange_flower")>> <span class="purple">You recognise them.</span> Strange flowers. <<else>> You don't recognise the flowers, but they smell sweet. <</if>> You suddenly feel very dizzy. <<if $bird.hunts.duo is true>> <<run delete $bird.satisfied>> <<if $monster is 1>> <<your_bird_text "cap">> sways a bit. "<<Wife>>... this place feels wrong." <<else>> <<your_bird_text "cap">> is clearly feeling the effects too. <</if>> <</if>> <<drugs 50>><<gdrugged>> <br><br> <<link [[Relax in the flowers for a while (0:15)|Bird Hunt Flowers Relax]]>><<set $phase to 4>><<bird_pass 15>><<stress -6>><<tiredness -2>><<arousal 4000>><<drugs 120>><</link>><<lstress>><<ltiredness>><<ggarousal>><<ggdrugged>> <br> <<if $plants_known.includes("strange_flower")>> <<link [[Take some (0:05)|Bird Hunt Flowers Take]]>><<bird_pass 5>><<drugs 50>><</link>><<gdrugged>><<tendingdifficulty 600 900>> <br> <</if>> <<link [[Leave|Bird Hunt Flowers Leave]]>><<set $phase to 2>><</link>> <br> <<else>> There's nothing particularly useful here, but it's certainly pretty. <br><br> <<link [[Relax in the flowers for a while (0:15)|Bird Hunt Flowers Relax]]>><<set $phase to 1>><<bird_pass 15>><<stress -6>><<tiredness -2>><</link>><<lstress>><<ltiredness>> <br> <<if $bird.hunts.duo is true and !$daily.birdFlowerCrown>> <<link [[Make a crown of flowers for your spouse (0:25)|Bird Hunt Flowers Relax]]>><<set $phase to 2>><<bird_pass 25>><</link>><<tendingdifficulty 1 300>> <br> <</if>> <<if $worn.head.name isnot "flower crown">> <<link [[Make yourself a crown of flowers (0:25)|Bird Hunt Flowers Relax]]>><<set $phase to 3>><<bird_pass 25>><</link>><<tendingdifficulty 1 200>> <br> <</if>> <<link [[Leave|Bird Hunt Flowers Leave]]>><</link>> <br> <</if>><<effects>> <<switch $phase>> <<case 1>> You lie back in the flowers. <<if $bird.hunts.duo>> <<your_bird_text "cap">> looks down at you curiously, before <<if $monster is 1>> lying on <<bhis>> back next to you. <<else>> sitting down next to you. <</if>> You enjoy relaxing with <<bhim>> for a while. <<npcincr "Great Hawk" love 1>><<glove>> <<else>> It's nice to let go for a while. <</if>> <br><br> You decide not to linger too long. <br><br> <<flight_hunt_return>> <<case 2>> You start picking the prettiest flowers you can find, winding them together into a headpiece. You hold it up to <<your_bird_text>>, trying to measure out the exact size. <<if $monster is 1>> <<bHe>> eyes you curiously. <<else>> As you do, <<bhe>> grabs the unfinished crown in <<bhis>> beak. You gently flick <<bhim>> on the forehead to take it back. <</if>> <br><br> You finish the crown and motion for <<bhim>> to lower <<bhis>> head. <<if $tendingSuccess>> <<set $daily.birdFlowerCrown to true>> <span class="green">It fits, and stays together.</span> <<if $monster is 1>> <<bHe>> touches it with <<bhis>> hands. "I don't understand what this is. But <<wife>> made it, so I like it." <<else>> <<bHe>> shakes <<bhis>> head a few times, but quickly gets used to it. <<bHe>> headbutts you gently. <<bHe>> seems to like it. <</if>> <<trauma -8>><<lltrauma>> <<else>> It fits, but <span class="red">quickly falls apart.</span> <<if $monster is 1>> <<bHe>> picks up the fallen petals. "I don't understand what <<wife>> was doing. But it was pretty. Come back and try again some time?" <<else>> <<bHe>> tilts <<bhis>> head at you. <</if>> <</if>> <<tending 1>><<npcincr "Great Hawk" love 1>><<glove>><<gtending>> <br><br> You decide not to linger much longer. <br><br> <<flight_hunt_return>> <<case 3>> You start picking the prettiest flowers you can find, winding them together into a headpiece. After a few minutes, you try on your crown. <br><br> <<if $tendingSuccess>> <<if isConnectedToHood("head")>> <<toggleHood>> <</if>> <<headwear 14>> <<set $daily.birdFlowerCrown to true>> <span class="green">It stays together.</span> <<if $bird.hunts.duo is true>> <<if $monster is 1>> <<your_bird_text "cap">> touches it with <<bhis>> hands. "New plumage. It's pretty." <<else>> <<your_bird_text "cap">> tries to grab it from your head with <<bhis>> beak. <<bHe>> seems to like it. <</if>> <</if>> <<trauma -8>><<lltrauma>> <<else>> It <span class="red">quickly falls apart.</span> <<if $bird.hunts.duo is true>> <<if $monster is 1>> <<your_bird_text "cap">> picks up the fallen petals for you. "I don't understand what <<wife>> was doing. But it was pretty." <<else>> <<your_bird_text "cap">> tilts <<bhis>> head at you. <</if>> <</if>> <</if>> <<tending 1>><<gtending>> <br><br> <<if $tendingSuccess>> <<set $specialClothesEvents.pushUnique("flowerCrownGH")>> <<specialClothesUnlock "item" "flower crown">> <</if>> You decide not to linger much longer. <br><br> <<flight_hunt_return>> <<case 4>> You lie back in the strange flowers. Your head spins. <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> snuggles up next to you, gripping onto you tightly. <br><br> After some time, you move to get up, but <<bhe>> doesn't let go. <<bHis>> eyes are empty. <<if $monster is 1>> "<<Wife>>... I need you..." <<else>> <<bHe>> lets out a shaky chirp. <</if>> <br><br> <span class="red"><<bHe>> pushes you to the ground.</span> <br><br> <<link [[Next|Bird Hunt Flowers Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> Eventually, you start to feel nauseous. You pull yourself from the flower patch and take some time to recover before leaving. <br><br> <<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<bird_pass 10>><</link>> <br> <</if>> <</switch>><<effects>> <<if $tendingSuccess>> <<wearProp "strange flower">> You're careful not to disturb the flowers too much, and cover your nose and mouth to minimise your exposure. <<tending_pick strange_flower 5 15>> <br><br> <<link [[Leave|Bird Hunt Flowers Leave]]>><<handheldon>><<set $phase to 2>><</link>> <br> <<else>> You attempt to pick some of the flowers, but your head is spinning too much. Each flower you disturb makes the overpowering sweet smell stronger, which makes you more and more clumsy.<<drugs 50>><<gdrugged>> <br><br> <<if $bird.hunts.duo is true>> You pull yourself from the flower patch. You look back, and see <<your_bird_text>> standing in the middle still. <<bHe>> turns to you, <span class="red"><<bhis>> eyes vacant.</span> <br><br> <<if $monster is 1>> "<<Wife>>... I need you..." <<else>> <<bHe>> lets out a shaky chirp. <</if>> In an instant, <<bhe>> beats <<bhis>> wings, and comes hurtling towards you. <<bHe>> collides with you, pushing you both to the ground. <br><br> <<link [[Next|Bird Hunt Flowers Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You pull yourself away from the flower patch before it's too late, and take some time to recover. It would be too dangerous to fly without getting your bearings first. <br><br> <<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<bird_pass 10>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<set $enemyhealthmax to 600>> <<set $enemyhealth to 600>> <<if $monster isnot 1>> <<set $position to "doggy">> <<set $NPCList[0].stance to "top">> <</if>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Flowers Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Flowers Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <br><br> Colour returns to <<bhis>> eyes. <<if $monster is 1>> Terrible realisation fills <<bhis>> face. "<<Wife>>? Did I do this? I... I'm so sorry." <<else>> <<bHe>> starts to make various distressed noises, seemingly realising what <<bhes>> done. <</if>> <<bHe>> nuzzles into you and wraps you up with <<bhis>> wings. <br><br> <<tearful>> you return <<bhis>> feathery embrace, and pull yourself from the flower patch. You both take some time to get your bearings before leaving. <br><br> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<bird_pass 10>><</link>> <br> <<else>> You yank <<bhim>> away from the flower patch and knock <<bhim>> to the ground. Your legs refuse to support you any longer and you collapse on top of <<bhim>>. <br><br> You flick <<bhim>> on the forehead. "Naughty bird." Colour slowly returns to <<bhis>> eyes. <<if $monster is 1>> Terrible realisation fills <<bhis>> face. "<<Wife>>? Did I do this? I... I'm so sorry." <<else>> <<bHe>> starts to make various distressed noises, seemingly realising what <<bhes>> done. <</if>> <<bHe>> nuzzles into you and wraps you up with <<bhis>> wings. <br><br> <<tearful>> you return <<bhis>> feathery embrace. You both take some time to get your bearings before leaving. <br><br> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<link [[Get your bearings and leave (0:10)|Bird Hunt Flowers Leave]]>><<set $phase to 2>><<bird_pass 10>><</link>> <br> <</if>><<effects>> <<if $phase is 2 and $bird.hunts.duo is true>> <<set $bird.hunts.returnAccept to true>> <<your_bird_text "cap">> seems flustered. <<if $monster is 1>> "Return home soon, <<wife>>?" <<else>> <<bHe>> keeps looking back in the direction of the tower. <</if>> <br><br> <</if>> <<flight_hunt_return>><<effects>> You land near the rocks and unfurl the tarp. A large portion of it is wedged between the rocks, but a few hefty tugs free it. You untie the remaining parts. <br><br> It's large and unwieldy. <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> The two of you should be able to get it back together. <<if $monster is 1>> The <<beasttype>> looks at the tarp. "Big... sky-coloured thing? If it makes <<wife>> happy, we take it." <<else>> The <<beasttype>> looks at the tarp. <<bHe>> squawks in affirmation. <</if>> <</if>> <br><br> <<set _prop to "tarp">> <<flight_hunt_get "tarp" 1>> <<flight_hunt_return>><<effects>> You start to dive. There's one isolated from the others, and two more that are closer together. <br><br> <<link [[Hunt the isolated one|Bird Hunt Lurkers Alone Single]]>><</link>><<dancedifficulty 1 600>> <br> <<link [[Hunt the pair|Bird Hunt Lurkers Alone Double]]>><</link>><<dancedifficulty 300 1200>> <br><<effects>> You prepare to grab the isolated lurker. You wait for the right moment before quickening your dive. <br><br> <<dancedifficulty 1 600 true>> <<if $danceSuccess>> With grace, <span class="green">you smoothly grab it</span> and ascend back to the skies. The lurker is too stunned to even struggle. <<flight_hunt_get "lurkers" 1>> <<else>> You reach for the lurker, <span class="red">but fail to coordinate your hands against the wind resistance</span>. It slips through your fingers. You ascend before the others can attack. <<set _huntFail to 1>> <</if>> <br><br> <<flight_hunt_return>><<effects>> You arrest your dive and use the momentum to circle the group, looking for the perfect angle to grab two at once. You see an opening, and dive again. <br><br> <<dancedifficulty 300 1200 true>> <<if $danceSuccess>> With impressive dexterity, <span class="green">you manage to snatch both of them</span>. They wriggle around in your arms, but soon fall limp. <br><br> <<flight_hunt_get "lurkers" 2>> <<flight_hunt_return>> <<else>> With only one hand for each lurker, staying stable is difficult. You grab the first one, but its struggling prevents you from flying true. Your arm collides with the ground as you reach for the second, throwing off your balance and <span class="red">sending you tumbling</span>. <<pain 3>><<gpain>> <br><br> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> The first lurker squirms in your grasp as the second pounces at you! <br><br> <<link [[Next|Bird Hunt Lurkers Alone Struggle]]>><<set $struggle_start to 1>><</link>> <br> <<else>> You drop your catch and flee from the lurkers, but don't escape unscathed. <<beastescape>> <br><br> You abandon your current hunt in fear of the creatures. <br><br> <<set _huntFail to 1>> <<flight_hunt_return>> <</if>> <</if>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 2 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $struggle.mouth.creature to "lurker">> <<set $mouthuse to "struggle">><<set $mouthstate to "struggle">> <<set $rightarm to "struggle">><<set $rightarmstate to "mouthstruggle">> <<set $struggle.enemy[0].location to "mouth">><<set $struggle.mouth.grip to 4>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Bird Hunt Lurkers Alone Struggle Finish]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Bird Hunt Lurkers Alone Struggle]]>><</link>></span> <br> <</if>><<effects>> The Lurkers dart back into the heather. <br><br> <<clotheson>> <<endcombat>> <<tearful>> you take flight again. <<set _huntFail to 1>> <br><br> <<flight_hunt_return>><<effects>> You start to circle the lurkers with the Great Hawk. <<bHe>> locks eyes with you, <<if C.npc["Great Hawk"].dom gte 50>> before staring down at one of the lurkers. <<bHes>> declared <<bhis>> target. <<else>> waiting for you to pick a target. <</if>> There's one on its own, and a group of several close together. <br><br> <<link [[Hunt the isolated one|Bird Hunt Lurkers GH Single]]>><</link>><<dancedifficulty 1 400>> <br> <<link [[Hunt the pair|Bird Hunt Lurkers GH Double]]>><</link>><<dancedifficulty 300 1000>> <br> <<link [[Hunt the whole group|Bird Hunt Lurkers GH Group]]>><</link>><<dancedifficulty 600 1200>><<tendingdifficulty 1 700>> <br><<effects>> You stare down at the loner, and back at your spouse. You each have a target. <<bHe>> dives, and you follow. <<bHe>> grabs one with <<bhis>> talons. <br><br> <<dancedifficulty 1 400 true>> <<if $danceSuccess>> The other lurkers jump to flee, <span class="green">but you're able to catch one</span>. With your prizes, you soar up to the skies. <<bHe>> looks at your catch. <br><br> <<if $monster is 1>> "<<Wife>> did well." <<else>> <<bHe>> looks happy that you were able to get one as well. <</if>> <<flight_hunt_get "lurkers" 2>> <<else>> The other lurkers jump to flee, and your target <span class="red">dodges your dive</span>, leaving you grabbing the air. You try for a different one, but they've all fled by now. You return to the Great Hawk empty handed. <br><br> <<if $monster is 1>> "Slippery prey. Do not feel bad," <<bhe>> says. <<bHis>> words are comforting. <<else>> <<bHe>> lets out a small squawk, comforting you. At least <<bhes>> not disappointed. <</if>> <<set _huntFail to 1>> <<flight_hunt_get "lurkers" 1>> <</if>> <br><br> <<flight_hunt_return>><<effects>> Wanting to prove your skill, you stare down at the lurker pair. You tilt yourself sideways, indicating that you want to attack first. <<your_bird_text "cap">> looks hesitant about the idea, but does nothing to object. <br><br> You continue to circle from up high, waiting for the perfect moment. You see it, and your instincts kick in. You dive. <br><br> <<dancedifficulty 300 1000 true>> <<if $danceSuccess>> You're fast. <span class="green">Fast enough to grab them before they can recover.</span> The other ones jump up to escape, but they're too slow. The Great Hawk catches one out of the air. You ascend to the clouds. Your spouse flies up to you. <<if $monster is 1>> "<<Wife>> is a great hunter. Knew you would be a good mate." You can hear how proud of you <<bhe>> is. <<else>> <<bHe>> nuzzles <<bhis>> wings against you as best as <<bhe>> can. <<bHe>> looks very proud of your skills. <</if>> <<npcincr "Great Hawk" love 1>><<glove>> <br><br> <<flight_hunt_get "lurkers" 3>> <<else>> <span class="red">But you're too slow.</span> The other lurkers jump to intercept you. You're thrown off course and fall on your side. <<pain 3>><<gpain>> <br><br> Before the lurkers can jump on you again, another screech pierces the air. The lurkers retreat, their survival instincts taking over. You dust yourself off and take flight again. Your spouse flies up to you. <<bHe>> seems to have lost <<bhis>> catch, too. <<if $monster is 1>> "Was reckless of <<wife>> to try go first." It's almost like <<bhes>> scolding you, though <<bhe>> doesn't seem mad. <<else>> <<bHe>> screeches, expressing annoyance. <<bHe>> doesn't seem mad, though. <</if>> <<set _huntFail to 1>> <</if>> <br><br> <<flight_hunt_return>><<effects>> Wanting to prove your skill, you stare down at the group. You tilt yourself sideways, indicating that you want to attack first. <<your_bird_text "cap">> looks hesitant about the idea, but does nothing to object. <br><br> You continue to circle from up high, waiting for the perfect moment. You see it, and your instincts kick in. You let out a screech and dive. <br><br> <<dancedifficulty 600 1200 true>><<tendingdifficulty 1 700 true>> <<if $danceSuccess and $tendingSuccess>> <span class="green">For a brief moment, terror has an equal.</span> Your shriek paralyses the lurkers. You're fast. Fast enough to grab them before they can recover. Your senses feel sharper than ever before. With a lurker in each hand, you prepare to take back to the sky, but your body moves on its own as you spot another lurker within range. You plant both of your feet directly on it, grabbing it as well. The Great Hawk catches one out of the air. You ascend to the clouds, and your spouse flies up to you. <<if $monster is 1>> "<<Wife>> has sharp instincts. Knew you would be a good mate." You can hear how proud of you <<bhe>> is. <<else>> <<bHe>> nuzzles <<bhis>> wings against you as best as <<bhe>> can. <<bHe>> looks very proud of your skills. <</if>> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -1>><<gglove>><<ldom>> <br><br> <<flight_hunt_get "lurkers" 4>> <<earnFeat "Feather Trick">> <<else>> <span class="red">But you're too slow.</span> The other lurkers jump to intercept you. You're thrown off course and fall on your side. <<pain 3>><<gpain>> <br><br> Before the lurkers can jump on you again, another screech pierces the air. The lurkers retreat, their survival instincts taking over. You dust yourself off and take flight again. Your spouse flies up to you. <<bHe>> seems to have lost <<bhis>> catch, too. <<if $monster is 1>> "Was reckless of <<wife>> to try go first." It's almost like <<bhes>> scolding you, though <<bhe>> doesn't seem mad. <<else>> <<bHe>> screeches, expressing annoyance. <<bHe>> doesn't seem mad, though. <</if>> <<set _huntFail to 1>> <</if>> <br><br> <<flight_hunt_return>><<effects>> The lurker is moving quite fast, flitting between underbrushes. You don't think you'll be able to catch it while flying. <<if $bird.hunts.duo is true and C.npc["Great Hawk"].dom gte 50>> <<npc "Great Hawk">><<person1>> <br><br> <<if $monster is 1>> "No need to feel bad, <<wife>>. Will show you how to catch fast prey." <<else>> <<bHe>> lets out a small squawk and extends <<bhis>> talons. <</if>> <<bHe>> prepares to attack the lurker before you can act. <br><br> <<bHe>> flies over and aligns <<bhimself>> with the direction the lurker is going. After <<bhes>> ready, <<bhe>> dives at the lurker and catches it with ease. The lurker struggles for a moment before going limp. <br><br> <<link [[Praise|Bird Hunt Lurkers Few GH]]>><<npcincr "Great Hawk" dom 1>><<set $phase to 1>><</link>><<gdom>> <br> <<link [[Pout|Bird Hunt Lurkers Few GH]]>><<npcincr "Great Hawk" dom -1>><<set $phase to 2>><</link>><<ldom>> <br> <<else>> You could wait until it stops and ambush it, or you could pursue it on the ground. <br><br> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> <<your_bird_text "cap">> waits to see what you'll do. <br><br> <</if>> <<set $skulduggerydifficulty to 500>> <<set _athlDiffMin to ($bird.hunts.weight * 50)>> <<set _athlDiffMax to (_athlDiffMin + 500)>> <<link [[Ambush|Bird Hunt Lurkers Few Ambush]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Chase|Bird Hunt Lurkers Few Chase]]>><</link>><<athleticsdifficulty _athlDiffMin _athlDiffMax>> <br> <</if>><<effects>> <<if $phase is 1>> You can't deny that <<bhis>> display of hunting prowess was impressive. <<if $speech_attitude is "meek">> "Nice job, I don't think I could have done that," you say. <<elseif $speech_attitude is "bratty">> "You're quick, but don't go taking all the fun catches," you say. <<else>> "You're really good at this," you say. <</if>> <<if $monster is 1>> <<bHe>> blushes at your words. <<else>> <<bHe>> responds with a happy squawk. <</if>> <<else>> <<if $speech_attitude is "meek">> "H-hey, I wanted to catch that one," you say with a pout. <<elseif $speech_attitude is "bratty">> "I saw that one first! You owe me a lurker when we get back," you say with a pout. <<else>> "Showoff. I could have gotten that one," you say with a pout. <</if>> <<if $monster is 1>> <<bHe>> frowns, but shoots you a smug grin right after. <<else>> <<bHe>> responds with a smug squawk. <</if>> <</if>> <br><br> <<flight_hunt_get "lurkers" 1>> <<flight_hunt_return>><<effects>> You wait for the lurker to start resting, then land. Keeping in mind its location, you carefully sneak over to it. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">You're able to get right behind it.</span> With the lurker oblivious, you <<if $farm_stage gte 10>> hurl your net at it. It struggles in the net, <<else>> jump at it and grab it. It struggles in your hands, <</if>> but soon gives up. <br><br> <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> lands next to you. <<if $monster is 1>> "Attack from ground. Unsafe. But well done." <<if $farm_stage gte 10>> <<bHe>> shoots a wary glare at your net, but says nothing further. <</if>> <<else>> <<if $farm_stage gte 10>> <<bHe>> squawks with pride, but shoots a wary glare at your net. <<else>> <<bHe>> squawks with pride. <</if>> <</if>> <br><br> <</if>> <<flight_hunt_get "lurkers" 1>> <<else>> As you reach the spot it was resting in, you lunge <span class="red">at empty space</span>. It must have heard you and fled. <br><br> <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> lands next to you. <<if $monster is 1>> "Attacking from the sky is easier. <<Wife>> will learn." <<bHe>> nuzzles you. <<else>> <<bHe>> nuzzles you for reassurance. <</if>> <br><br> <</if>> <<set _huntFail to 1>> <</if>> <<flight_hunt_return>><<effects>> You land near it and begin running. The lurker sees you immediately and starts to flee. <<if $athleticsSuccess>> <span class="green">You manage to keep up with it.</span> Soon, the creature is within arm's reach. You leap on it, catching it in a tight grip. It struggles for a moment, but soon gives up. <<if $bird.hunts.duo is true>> <br><br> <<your_bird_text "cap">> lands and nuzzles you with pride. <</if>> <br><br> <<flight_hunt_get "lurkers" 1>> <<flight_hunt_return>> <<else>> <<if $bird.hunts.duo is false and $rng gte 61 and $settings.voreEnabled>> <span class="red">The lurker is simply too fast.</span> It begins skittering away even faster, but you don't give up. You chase the lurker all the way to a large crack in the earth, which it slips into. <br><br> You come to a stop at the edge, peering over. It's pitch black inside. <<if Time.dayState is "day" and !Weather.overcast>>Despite the sun being directly overhead. <<gtrauma>><<trauma 6>><</if>> <br><br> The ground rumbles, and you lose your footing. You don't feel like you're falling. Rather, it feels like the chasm itself moving up to meet you. You quickly understand why. <br><br> <span class="red">A gigantic lurker bursts from the darkness, catching you in its mouth.</span> <br><br> <<link [[Next|Bird Hunt Giant Lurker Vore]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <span class="red">The lurker is simply too fast.</span> It begins skittering away even faster, and soon you're left behind feeling disappointed. <<if $bird.hunts.duo is true>> <br><br> <<your_bird_text "cap">> gives you a sympathetic stare when you return to <<bhis>> side. <</if>> <br><br> <<set _huntFail to 1>> <<flight_hunt_return>> <</if>> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<if $settings.tentaclesEnabled and $hallucinations gte 1>> <<set $enemytype to "tentacles">> <<tentaclestart 2 15>> <<set $voretentacles to 1>> <<else>> <<set $enemytype to "vore">> <<set $voretentacles to 0>> <</if>> <<set $vorestage to 1>> <<set $vorecreature to "giant lurker">> <<set $vorestrength to 1>><<set $position to "doggy">> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<if $settings.tentaclesEnabled and $hallucinations gte 1 and $enemytype is "tentacles">> <<voreeffects>><<effectstentacles>> <<vore>><<tentacles>> <<statetentacles>> <br><br> <<actionsvorentacles>> <<else>> <<voreeffects>> <<vore>> <<voreactions>> <</if>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestomach gte 5>> <span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Giant Lurker Vore]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $stress gte $stressmax or $vorestomach gte 5>> It's all too much for you. You pass out. <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<endcombat>> <<passout_moor>> <<else>> <<tearful>> you scramble away from the chasm. The giant lurker retreats back into the darkness. <br><br> <<clotheson>> <<endcombat>> <<set _huntFail to 1>> <<flight_hunt_return>> <</if>><<effects>><<flight_distance_check>> You land nearby and begin searching. <br><br> <<rng 7>> <<switch $rng>> <<case 1>> <<set _prop to "bullet">> You sift through some tall grass until you find it; a bullet. It looks old. A collector might pay for it. <<flight_hunt_get "valuables" 1 "antique bullet">> <<case 2>> <<set _looted to either("watch", "ring", "necklace", "bracelet")>> <<set _prop to _looted>> You find it in a small puddle. It's a _looted. Someone must have lost it while travelling. <<flight_hunt_get "valuables" 1 _looted>> <<case 3>> <<set _prop to "junk">> You spot it sticking out of a small patch of sand. You dig it up, revealing a piece of a drink can. Worthless, but pleasingly shiny. <<flight_hunt_get "junk" 1>> <<case 4>> <<set _prop to "junk">> You spot it easily in a sunken patch of grass. It's a tin can. Worthless, but pleasingly shiny. <<flight_hunt_get "junk" 1>> <<case 5>> <<set _prop to "junk">> You see it again after a few seconds of searching. It's a tiny pile of metal scrap, worn down by the elements. Worthless, but pleasingly shiny. <<flight_hunt_get "junk" 3>> <<case 6>> <<select_random_clothes_limited "upper">> You see it suspended in between some fallen branches. It's <<if _random_clothes isnot "piece of fabric" and setup.clothes[_random_slot][_random_index].type.includes("formal")>> a tattered _random_clothes with shiny buttons. <<else>> <<set _random_clothes to "piece of fabric">> a ruined uniform with some shiny buttons. It would make for good scrap cloth and shiny junk. <</if>> <<if _random_clothes isnot "piece of fabric">> <<if $worn[_random_slot].cursed is 1>> <<set _cursedPrevent to true>> <</if>> <<set _outfitPrimaryWear to setup.clothes[_random_slot][$worn[_random_slot].index].outfitPrimary>> <<if _outfitPrimaryWear isnot undefined>> <<for _outfitSlot, _value range _outfitPrimaryWear>> <<if $worn[_outfitSlot].cursed is 1>> <<set _cursedPrevent to true>> <</if>> <</for>> <</if>> <<if $bird.upgrades.wardrobe is 1>> You could tear it up for scrap cloth and shiny junk, or bring it back to the tower. <<else>> You have nowhere to store it at the tower. A few hours in the open would reduce it to scrap cloth and shiny junk. <</if>> <br><br> <<if !_cursedPrevent>> <<if $worn[_random_slot].name isnot "naked">> <<if $bird.upgrades.wardrobe is 1>> <<link [[Wear|Bird Hunt Shiny Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear" "damaged">><</link>> <span class="blue">Your $worn[_random_slot].name will be replaced.</span> <<else>> <<link [[Wear|Bird Hunt Shiny Clothes]]>><<set $phase to 1>><<generalRuined _random_slot>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear" "damaged">><<flight_hunt_get "fabric" 1>><</link>> <span class="blue">Your $worn[_random_slot].name will be scrapped.</span> <</if>> <<else>> <<link [[Wear|Bird Hunt Shiny Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear" "damaged">><</link>> <</if>> <</if>> <br> <<link [[Scrap|Bird Hunt Shiny Clothes]]>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><<flight_hunt_get "junk" 1>><</link>> <br> <<if $bird.upgrades.wardrobe is 1>> <<link [[Take|Bird Hunt Shiny Clothes]]>><<set $phase to 3>><<flight_hunt_get "clothing" 1 _random_slot _random_index "take" "damaged">><</link>> <br> <</if>> <<else>> <br><br> <<link [[Take|Bird Hunt Shiny Clothes]]>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><<flight_hunt_get "junk" 1>><</link>> <br> <</if>> <<default>> You spot it embedded in some dirt. It's just some broken glass. You bury it deeper so nothing steps on it. <<set _huntFail to 1>> <</switch>> <<if $rng isnot 6>> You take off<<if $bird.hunts.duo is true>> and rejoin your spouse.<<if $rng lte 5>><<npc "Great Hawk">> <<bHe>> looks pleased at your find.<<endevent>><</if>><<else>>.<</if>> <br><br> <<flight_hunt_return>> <</if>><<effects>> <<switch $phase>> <<case 1>>You wear it, ignoring its somewhat degraded condition. <<case 2>>You quickly tear it up for easier transport. <<case 3>>You tuck it under your arm. <</switch>> You take off<<if $bird.hunts.duo is true>><<npc "Great Hawk">> and rejoin your spouse. <<bHe>><<endevent>> looks pleased at your find<</if>>. <br><br> <<flight_hunt_return>><<effects>> You <<if $bird.hunts.duo is true>><<npc "Great Hawk">><<person1>>and <<your_bird_text>> <</if>> land in front of the pond. You can see the glimmering even better now. It looks like there's multiple objects down there. With your superior eyesight, you spot a smaller, faintly shining object near the bigger glimmer. It looks to be mostly buried. <br><br> <<if $bird.hunts.duo is true>> <<if $monster is 1>> "Does <<wife>> want to get the shiny from the water? Not good to get wet while hunting, but if that's what <<wife>> wants," <<your_bird_text>> says. <<else>> <<your_bird_text "cap">> taps the water with <<bhis>> talon and shivers. <</if>> <<bHe>> won't be of much help here. <br><br> <</if>> Getting everything would be quite a challenge, though not impossible. <br><br> <<link [[Grab the larger glimmer|Bird Hunt Pond Dive 2]]>><<set $phase to 1>><</link>><<swimmingdifficulty 400 700>> <br> <<link [[Try to grab everything|Bird Hunt Pond Dive 2]]>><<set $phase to 2>><</link>><<swimmingdifficulty 600 900>> <br><<effects>> <<unset $swimmingSuccess>> <<noClothingCheck>> <<strip>> <<if _nude is false>>You undress and hide your clothes in a nearby bush.<</if>> <<if $phase is 1>> <<silently>><<swimmingdifficulty 400 700>><</silently>> You slip into the pond and swim right above where the glimmer is. <<water>> You take a deep breath and dive. The murky water makes it hard to see where you're going. <<if $swimmingSuccess>> <span class="green">You maintain your composure and methodically swim deeper.</span> You reach the source of the shine. You see <<if $rng gte 31>> a bunch of metallic trash, likely the results of littering. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "junk" 2>> <<set _prop to "junk">> <<else>> <<set _looted1 to either("ring", "necklace", "bracelet")>><<set _looted2 to either("ring", "necklace", "bracelet")>> <<if _looted1 is _looted2>> a pair of <<print _looted1 + "s">>, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 2 _looted1>> <<else>> a _looted1 and a _looted2, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 1 _looted1>><<flight_hunt_get "valuables" 1 _looted2>> <</if>> <<set _prop to either(_looted1, _looted2)>> <</if>> <br><br> After emerging, you look down again. Dirt has been kicked up from the bottom, making it too hard to see where the other object is. <br><br> You swim to shore, then step out of the water. <<clotheson>> <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> comes over to inspect your gains. <<if $monster is 1>> "<<Wife>> is very good at diving, much better than me," <<bhe>> says. <<else>> <<bHe>> looks surprised by how well you can swim. <</if>> You can tell <<bhes>> slightly envious of your skill. <<npcincr "Great Hawk" dom -1>><<ldom>> <br><br> <</if>> <<endevent>> <<flight_hunt_return>> <<else>> You figure it would be best to be fast, so you pick up the pace. <span class="red">Your impatience causes you to lose sight of your goal.</span> It takes you a bit to spot it again, and you can tell you're running out of air. You quickly swim over and grab the glimmering object, but you're starting to panic. You manage to swim back to the surface, but lose your prize as you flail. <<stress 12>><<ggstress>> <br><br> When you emerge from the water, you take a moment to breathe, then look down again. Whatever was glimmering is now gone, likely buried in the sand you kicked around in your panic. You swim to shore and step out of the water. <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> comes over. <<bHe>> wraps a wing around you. <<if $monster is 1>> "Diving is hard, you won't always succeed," <<bhe>> says. <<else>> <<bHe>> nuzzles <<bhis>> beak against you, trying to make you feel better. <</if>> <<bHe>> lets go of you and takes off again. <<npcincr "Great Hawk" dom 1>><<gdom>> <</if>> <<clotheson>> <<endevent>> <<flight_hunt_return>> <</if>> <<else>> <<silently>><<swimmingdifficulty 600 900>><</silently>> You slip into the pond and swim right above where the glimmer is. You take a deep breath and dive. The murky water makes it hard to see where you're going. <<if $swimmingSuccess>> <span class="green">You maintain your composure and methodically swim deeper.</span> You reach the source of the shine. You see <<if $rng gte 31>> a bunch of metallic trash, likely the results of littering. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "junk" 2>> <<else>> <<set _looted1 to either("ring", "necklace", "bracelet")>><<set _looted2 to either("ring", "necklace", "bracelet")>> <<if _looted1 is _looted2>> a pair of <<print _looted1 + "s">>, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 2 _looted1>> <<else>> a _looted1 and a _looted2, possibly lost by someone. You quickly snatch up your prize and swim back up to the surface. <<flight_hunt_get "valuables" 1 _looted1>><<flight_hunt_get "valuables" 1 _looted2>> <</if>> <</if>> <br><br> <<set _looted3 to either("ring", "necklace", "bracelet")>> After grabbing them, you start digging up the buried object. You pull away the sand, revealing <<if _looted3 is _looted1>>another _looted1<<else>>a _looted3<</if>>. <<flight_hunt_get "valuables" 1 _looted3>> <br><br> <<set _prop to _looted3>> Swimming with your hands full isn't easy, but anyone watching wouldn't be able to tell. You reach the surface of the water, then swim back to land, satisfied with your finds. <<clotheson>> <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> comes over to inspect your gains. <<if $monster is 1>> "<<Wife>> is very good at diving, much better than me," <<bhe>> says. <<else>> <<bHe>> looks surprised by how well you can swim. <</if>> You can tell <<bhes>> slightly envious of your skill. <<npcincr "Great Hawk" dom -1>><<ldom>> <br><br> <</if>> <<endevent>> <<flight_hunt_return>> <<else>> You swim slowly, trying to conserve air. <span class="red">But you're overly cautious, and start to run out of air.</span> You stick to the plan and start digging up the buried object. You uncover most of it, when you realise you don't have enough time to finish the job. <br><br> You try to find the first object you saw, but your rapid searching has kicked up sand and made it hard to see. You have no choice but to surface. <br><br> When you emerge from the water, you take a moment to breathe, then look down again. You don't see any sign of the items you were looking for. You swim to shore and step out of the water. <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> comes over. <<bHe>> wraps a wing around you. <<if $monster is 1>> "Diving is hard, you won't always succeed," <<bhe>> says. <<else>> <<bHe>> nuzzles <<bhis>> beak against you, trying to make you feel better. <</if>> <<bHe>> lets go of you and takes off again. <<npcincr "Great Hawk" dom 1>><<gdom>> <</if>> <<clotheson>> <<endevent>> <<flight_hunt_return>> <</if>> <</if>><<effects>> You fly lower to the ground and spend some time watching the <<beasttype>> from above. <<if $NPCList[0].type.includes("fox")>> <<if $phase is 1>> <<bHe>> stops in a small patch of dirt and starts digging. <<bHe>> drops the object inside and buries it before running off. <<else>> <<bHe>> curls up in a small patch of dirt for a nap. <</if>> <<else>> <<if $phase is 1>> <<bHe>> drops the object and starts to bat it around. After a few minutes, <<bhe>> picks it back up and runs off. <<else>> <<bHe>> curls up in a small patch of dirt for a nap. <</if>> <</if>> <br><br> <<flight_hunt_return>><<effects>> <<if $NPCList[0].type.includes("fox")>> You land in front of the <<beasttype>>, wings spread wide. <<if $NPCList[0].traits.includesAny("cowardly")>> <<bHe>> immediately screams at you, before turning and running away. <<bHe>> dropped something. <<flight_hunt_get_random>> <<if $bird.hunts.duo is true>> <<endevent>><<npc "Great Hawk">><<person1>> <<if $monster is 1>> "Landbound beasts always lose their catches. Good find, <<wife>>." <<else>> <<your_bird_text "cap">> looks pleased. <</if>> <</if>> <br><br> <<flight_hunt_return>> <<elseif $NPCList[0].traits.includesAny("friendly", "clumsy", "clever")>> <<bHe>> stops and tilts <<bhis>> head at you. <<if $bird.hunts.duo is true>> <<bHe>> starts to hesitantly approach you, until your spouse lands behind you. <<bHe>> turns and runs. <br><br> <<endevent>><<npc "Great Hawk">><<person1>> The Great Hawk tilts <<bhis>> head curiously, as if wondering whether <<bhe>> did something wrong. <<if $monster is 1>> "Cowardly things." <</if>> <br><br> <<flight_hunt_return>> <<else>> <<if $monster is 1>> <<if $NPCList[0].traits.includes("clever")>> "I-I didn't steal anything, I swear!" <<if $phase is 1>> <<bHe>> pushes the object behind <<bhim>>, as if to hide it from you. <</if>> <<else>> "Oh, wow, your wings are so big and pretty! You're not going to eat me, are you?" <</if>> <</if>> <<bHis>> tail begins to puff out. <<bHes>> clearly very afraid of you, but seems unable to move as you lock eyes with <<bhim>>. <br><br> <<if $phase is 1>> <<link [[Take the object|Bird Hunt Fox Take]]>><</link>> <br> <</if>> <<if ($settings.bestialityEnabled or $monster is 1) and hasSexStat("deviancy", 3)>> <<link [[Push over|Bird Hunt Fox Sex]]>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> <<link [[Pet|Bird Hunt Fox Pet]]>><<stress -3>><</link>><<lstress>> <br> <</if>> <<elseif $NPCList[0].traits.includes("territorial")>> <<bHe>> drops into a defensive posture and growls at you. <<if $monster is 1>> "I'm not afraid of you, damned harpy! Find someone else to screech at!" <</if>> <<bHe>> takes a step forward, prepared to pounce. <br><br> <<if $bird.hunts.duo is true>> <<npc "Great Hawk" 2>> Immediately, <<bhes 0>> pressed to the ground from above. <<person2>> <<if $monster is 1>> "Poor manners. No way to greet a neighbour." Your <<beasttype 1>> smiles from atop the <<person1>><<beasttypes>> back. <<else>> Your <<beasttype 1>> shrieks triumphantly from the <<person1>><<beasttypes>> back. <</if>> <br><br> <<bHe>> struggles. <<if $NPCList[0].monster is "monster">> "Fine. I'll behave. Just get off of me." <</if>> Your spouse loosens the pressure, and the <<beasttype>> takes the chance to dart away. <<if $phase is 1>> <<bHe>> left something behind. <<flight_hunt_get_random>> <<person2>> <<if $monster is 1>> "Landbound beasts always lose their catches. Good find, <<wife>>." <<else>> <<your_bird_text "cap">> looks pleased. <</if>> <<else>> <br><br> <<person2>> <<if $monster is 1>> "Those ones make poor prey. We should hunt smaller." <<else>> The Great Hawk hops over to you and nudges you, eager to resume the hunt. <</if>> <</if>> <br><br> <<flight_hunt_return>> <<else>> <<if $settings.bestialityEnabled>> You don't have time to flee before <<bhe>> springs forward. <br><br> <<link [[Next|Bird Hunt Fox Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You take to the skies to avoid it, but <<bhe>> gets a few hits on you first. <<beastescape>> <br><br> <<flight_hunt_return>> <</if>> <</if>> <<else>> <<bHe>> doubles back from you and growls, before darting away. <br><br> <<flight_hunt_return>> <</if>> <<else>> You prepare to land in front of the <<beasttype>>, but <<bhe>> seems to sense your presence. <<bHe>> suddenly begins to run, before diving into a small alcove out of sight. <br><br> <<flight_hunt_return>> <</if>><<effects>> You <<if $phase isnot 5>>swoop down and <</if>>let out a piercing screech. <<if $bird.hunts.duo is true>> Your spouse matches it. <<if $phase is 1>> The <<beasttype>> drops whatever <<bhe>> was holding and scurries away. <br><br> You land and pick it up. <<flight_hunt_get_random>> <<endevent>><<npc "Great Hawk">><<person1>> <<if $monster is 1>> "Landbound beasts always lose their catches. Good find, <<wife>>." <<else>> <<your_bird_text "cap">> looks pleased. <</if>> <<else>> <<if $phase gte 4>>They jump and dart away<<else>>The <<beasttype>> jumps and scurries away<</if>>. <</if>> <<else>> <<if $phase gte 4>>They jump and dart away<<else>>The <<beasttype>> jumps and scurries away<</if>>. <</if>> <br><br> <<flight_hunt_return>><<effects>> You hold out your hand, motioning for <<bhim>> to give you whatever <<bhes>> hiding. <br><br> <<if $monster is 1>> <<if $NPCList[0].traits.includes("clever")>> <<bHe>> grumbles under <<bhis>> breath, before producing the item from behind <<bhis>> back. <<else>> "Oh, that's all? Okay." <<bHe>> produces the object from behind <<bhis>> back. <</if>> <<else>> <<bHe>> hesitantly pushes it forward from behind <<bhim>>. <</if>> <<flight_hunt_get_random>> <<set $phase to 3>> <<wearProp _prop>> <br><br> <<if ($settings.bestialityEnabled or $monster is 1) and hasSexStat("deviancy", 3)>> <<link [[Reward|Bird Hunt Fox Sex]]>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> <<link [[Pet|Bird Hunt Fox Pet]]>><<handheldon>><<stress -3>><</link>><<lstress>> <br> <<link [[Leave|Bird Hunt Fox Leave]]>><<handheldon>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> You adopt a mating posture. The <<beasttype>> cocks <<bhis>> head, but quickly accepts your offer. <<deviancy3>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Fox Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Fox Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $consensual is 1>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Consider that a gift." <<else>> <<bHe>> huffs in triumph. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> <<bHe>> nuzzles you. "That was fun!" <<else>> <<bHe>> nuzzles your face. <</if>> <<stress -3>><<lstress>><br> <<else>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now." <<else>> <<bHe>> licks your face. <</if>> <</if>> <<bHe>> slinks away into the underbrush. <<if $phase is 1>> <<bHe>> left something behind for you. <<flight_hunt_get_random>> <</if>> <<else>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet, and looks at you smugly. "I thought you were supposed to be a terror. You're just a toy." <<bHe>> slinks away into the underbrush. <<else>> <<bHe>> huffs in triumph, before slinking away into the underbrush. <</if>> <</if>> <</if>> <br><br> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <<elseif $enemyhealth lte 0>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this." <<else>> <<bHe>> rolls away from you, and huffs in frustration. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "Ow! Ow! Stop that!" <<else>> <<bHe>> rolls away from you. <</if>> <<else>> <<if $monster is 1>> <<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..." <<else>> <<bHe>> rolls away from you. <</if>> <</if>> The <<beasttype>> whines and flees into the underbrush. <<if $phase is 1>> <<bHe>> left something behind. <<flight_hunt_get_random>> <</if>> <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <<else>> The <<beasttype>> turns away from you and slinks into the moor. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <</if>><<effects>> You reach forward. <<bHe>> flinches, but eases up when you start to scratch behind <<bhis>> ears. <<if $monster is 1>> <<bHe>> leans into you while you continue stroking <<bhis>> ears. With your other hand, you reach behind <<bhim>> and gently run your fingers along <<bhis>> tail. <br><br> After a few minutes of this, the <<beasttype>> pulls away from you. <<bHes>> blushing. Without a word, <<bhe>> turns and walks off. <<else>> The fox purrs appreciatively as you bring a second hand up to stroke <<bhis>> back while you continue rubbing between <<bhis>> ears. <br><br> After a few minutes of this, the fox runs off into the bushes, yipping happily. <</if>> <br><br> <<flight_hunt_return>><<effects>> <<flight_hunt_return>><<effects>> You land a short distance away from the pair. <<if $bird.hunts.duo is true>> Your spouse lands right next to you. <</if>> You approach them low to the ground, unseen, for a closer look. <br><br> <<if $rng gte 61>> <<if $NPCList[0].traits.includes("territorial")>> The larger of the two pounces on the other. <<if $monster is 1>> "Give up yet?" <<bHe 0>> straddles the smaller <<beasttype 1>> smugly. <br><br> <<if $NPCList[1].traits.includes("territorial")>> "Never!" The smaller <<beasttype 1>> rolls out from under <<bhim 0>>, and the fight continues as they tumble off into the underbrush. <<else>> "Y-yes. I'm sorry. I'll hunt elsewhere," the smaller <<beasttype 1>> whimpers. <br><br> The larger one huffs, dismounting and freeing the smaller one, who darts away. The winner saunters off, seemingly resuming <<bhis 0>> own interrupted hunt. <</if>> <<else>> <<bHe>> barks and yips at the smaller one, <<if $NPCList[1].traits.includes("territorial")>> who rolls out and makes a pounce of their own. They tumble off into the underbrush. <<else>> before releasing <<bhim 1>>. <<bHe 1>> darts off, and the victorious fox saunters away. <</if>> <</if>> <<else>> One of them pounces on the other, growling. <<if $monster is 1>> "You spoiled my catch!" <<bhe 0>> barks. <br> "I saw it first!" the <<beasttype 1>> under <<bhim 0>> barks back. <<bHe 1>> rolls out from under <<bhim 0>> and makes a pounce of <<bhis 1>> own. They chase each other deeper into the moor. <<else>> The two then bark and yip at each other for a moment, before the fight continues. They chase each other deeper into the moor. <</if>> <</if>> <br><br> <<link [[Leave|Bird Hunt Fox Leave]]>><</link>> <br> <<elseif $rng gte 31>> <<if $NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial")>> The larger of the two pounces on the other. <<if $monster is 1>> <<bHe>> straddles <<bhis>> victim smugly. "Looks like I win. Now, what should I do with you...?" The other <<beasttype 1>> looks nervous as the larger one begins to rub <<bhis 1>> chest and down towards <<bhis 1>> groin. <<else>> <<bHe>> gets into a mounting position. <</if>> <<else>> They tumble over one another, before righting themselves and nuzzling each other. One gets low to the ground and raises its rear. <</if>> <span class="lewd">They're about to mate.</span> <br><br> <<link [[Keep watching (0:10)|Bird Hunt Foxes Watch Mate]]>><<bird_pass 10>><</link>><<deviant1>> <br> <<link [[Leave|Bird Hunt Fox Leave]]>><</link>> <br> <<else>> They each get low to the ground, before righting themselves and yelling at each other. One jumps forward, tackling the other and nuzzling <<bhim>>. They're just playing. <br><br> <<link [[Screech|Bird Hunt Animal Screech]]>><<set $phase to 5>><<stress -3>><</link>><<lstress>> <br> <<link [[Leave|Bird Hunt Fox Leave]]>><</link>> <br> <</if>><<effects>> You watch the couple with interest. <<if $bird.hunts.duo is true>> <<npc "Great Hawk" 3>> The Great Hawk sits next to you. <<if $monster is 1>> "<<Wife>> wants to watch them mate?" <</if>> <</if>> <<set $phase to 0>> <<if ($NPCList[0].penis isnot "none" and $NPCList[1].vagina isnot "none") or ($NPCList[0].vagina isnot "none" and $NPCList[1].penis isnot "none")>> <!-- Penile/Vaginal --> <<set $phase to 1>> <<elseif ($NPCList[0].penis isnot "none" or $NPCList[1].penis isnot "none") and $settings.analEnabled>> <!-- Penile/Anal --> <<set $phase to 2>> <<elseif $NPCList[0].penis isnot "none" or $NPCList[1].penis isnot "none">> <<set $phase to 3>> <!-- Penile/Oral --> <<else>> <<set $phase to 4>> <!-- Vaginal/Oral --> <</if>> <<if $NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial")>> <<set _domF to ($NPCList[0].traits.includes("territorial") ? 0 : 1)>> <<else>> <<set _domF to 0>> <</if>> <<set _subF to (_domF is 1 ? 0 : 1)>> <<deviancy1>> <<if $NPCList[0].monster is "monster">> <<if $NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial")>> "Maybe I'll eat you instead." <</if>> The larger <<beasttype _domF>> lowers <<bhis _domF>> head to <<bhis _domF>> lover's groin, and begins licking <<if $NPCList[_subF].penis isnot "none">> up <<bhis _subF>> red shaft. <<else>> <<bhis _subF>> pussy. <</if>> <<bHe _subF>> covers <<bhis _subF>> face in embarrassment as <<bhe _subF>> softly moans. <br><br> <<switch $phase>> <<case 1 2>> <<if $NPCList[_domF].penis isnot "none">> The large <<beasttype _domF>> crawls back up, and gently guides <<bhis _domF>> knotted penis into the smaller <<beasttype _subF>>'s <<if $phase is 1>>pussy<<else>>ass<</if>>. It starts off slow, but before long, the large <<beasttype _domF>> is thrusting into <<bhis _domF>> lover with fervour. It's hard to not get a little exasperated yourself. <br><br> You continue to watch for a long time, their pace still increasing. With a final thrust, you <<if $bird.hunts.duo is true>>and your spouse <</if>>watch the <<beasttype _domF>>'s knot slide in. The <<beasttype _subF>> moans as <<bhes _subF>> filled with warm semen. <<arousal 2000>><<ggarousal>> <<else>> The large <<beasttype _domF>> crawls back up, and gently guides the smaller <<beasttype _subF>>'s knotted penis into <<bhim _domF>>. It starts off slow, but before long, the large <<beasttype _domF>> is riding <<bhis _domF>> lover with fervour. It's hard to not get a little exasperated yourself. <br><br> You continue to watch for a long time, their pace still increasing. With a final thrust, you <<if $bird.hunts.duo is true>>and your spouse <</if>>watch the <<beasttype _subF>>'s knot slide in. They both moan as the <<beasttype _domF>> is filled with warm semen. <<arousal 2000>><<ggarousal>> <</if>> <<case 3>> The large <<beasttype _domF>> slowly takes the smaller <<beasttype _subF>>'s penis into <<bhis _domF>> mouth, and bobs <<bhis _domF>> head up and down. You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch until the <<beasttype _subF>> moans, and fresh semen escapes the large <<beasttype _domF>>'s mouth. <<case 4>> The large <<beasttype _domF>> slowly inserts <<bhis _domF>> tongue into the smaller <<beasttype _subF>>'s pussy. <<bHe _domF>> intensifies <<bhis _domF>> assault. You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch until the <<beasttype _subF>> moans and bucks <<bhis _subF>> hips. <</switch>> <<else>> <<if $phase is 1 or $phase is 2>> One of them mounts the other, and slowly inserts its knotted penis. You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch them rut until the knot slides in, sealing them together for a few minutes. <<else>> One of them mounts the other, and starts to grind against the other. You <<if $bird.hunts.duo is true>>and your spouse <</if>>watch until they both shudder and collapse. <</if>> <</if>> <br><br> They disengage from each other. <<if $NPCList[0].monster is "monster" and ($NPCList[0].traits.includes("territorial") or $NPCList[1].traits.includes("territorial"))>> "Back to my den. You're gonna clean me up," the larger one commands. The smaller one obediently nods and follows. <<elseif $NPCList[0].monster is "monster">> "L-let's go back to the den," one says. The other nods and follows. <<else>> They nuzzle each other and wander off together. <</if>> <br><br> <<if $bird.hunts.duo is true>> <<set $bird.hunts.returnAccept to true>> You look over to your <<beasttype 2>>, and <<if $monster is 1>> see that <<bhes 2>> a bit flustered at the display. "Head home soon, <<wife>>?" <<else>> <<bhe 2>> tilts <<bhis 2>> head at you. <<bHe 2>> rubs up against you for a moment, a bit closer than usual. <</if>> <br><br> <</if>> <<link [[Leave|Bird Hunt Fox Leave]]>><</link>> <br><<effects>><<rngWraith 1>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> You tell <<your_bird_text>> your intent to following the two. <<if $monster is 1>> "Why would <<wife>> want to follow landbound? They do not look interesting," <<bhe>> says. <<else>> <<bHe>> seems apprehensive about the idea. <</if>> Regardless, <<bhe>> is willing to do as you want. <br><br> <</if>> You fly a little closer to them, and can now properly distinguish the <<generate2>><<person2>><<person>> and <<generatep3 1>><<person3>><<person>>. You <<if $bird.hunts.duo is true>>and <<your_bird_text>> <</if>>tail the pair for a while, waiting to see what they do. <br><br> <<cleareventpool>> <<addinlineevent "bird_hunt_people_1">> After following them for a while, <<if $rng gte 66>>you realise they're walking in circles. Both of them keep looking around vigilantly. You assume they're patrolling, though the reason for it is unclear. <<elseif $rng gte 33>>you don't see them do anything interesting. <<else>>you start to feel like they're somewhat lost. Or at least, they don't seem to know where they want to go. <</if>> <<if $bird.hunts.duo is true>> The Great Hawk turns towards you. <<if $monster is 1>> "I pity the landbound, having to walk everywhere," <<bhe 0>> says. <<else>> <<bHe>> flies around you in a circle and looks at the two people walking, then squawks joyfully. <</if>> <</if>> Deciding you've seen enough, you stop following them. <br><br> <<endevent>> <<flight_hunt_options>> <</addinlineevent>> <<addinlineevent "bird_hunt_people_2">> You notice them stop many times to admire the view. <<if $rng gte 66>>The <<person2>><<person>> is walking very close to the <<person3>><<person>>. After reaching a field of flowers, the <<person2>><<person>> stops and kisses the <<person3>><<person>> passionately. It's quite a cute sight. <<trauma -2>><<ltrauma>> <<elseif $rng gte 33>>Whenever they stop, the <<person3>><<person>> writes something into a notebook. You wonder what <<hes>> documenting. <<else>>The moor is usually a dangerous place to traverse, though the pair seem quite carefree in that regard. They make many stops in all sorts of spots. <</if>> <br><br> <<if $bird.hunts.duo is true>> <<if $monster is 1>> The Great Hawk turns towards you. "The view looks much better up here, would not want to be landbound myself," <<bhe 0>> says. <<else>> The Great Hawk squawks and flies lower, trying to see the surroundings from the same point of view as the people walking. <<bHe 0>> soon flies up again. <</if>> <</if>> You follow them a little longer before losing interest. <br><br> <<endevent>> <<flight_hunt_options>> <</addinlineevent>> <<addinlineevent "bird_hunt_people_3">> They keep walking for a while, until they stop to sit down. The <<person2>><<person>> pulls out two canned drinks from <<his>> backpack. <<He>> hands one to the <<person3>><<person>>, and they drink them. The two sit around for a while, laughing and playfully pushing each other. When they're done drinking, they get up and throw the cans into a nearby hole. <br><br> <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> looks surprised they would throw away something shiny. <</if>> It's a shame to see people littering, but at least you can make sure the cans aren't just left out here. After they leave, you land and take the now empty cans. <<flight_hunt_get "junk" 2>> <br><br> <<endevent>><<wearProp "junk">> <<flight_hunt_options>> <</addinlineevent>> <<addinlineevent "bird_hunt_people_4">> After a while, they stop to take a break and sit down on some rocks. The <<person2>><<person>> starts talking to the <<person3>><<person>> about something. <<if $rng gte 66>>After a couple of minutes, their conversation turns heated, both of them yelling at one another. At one point you think the altercation is going to turn physical, only for them both to start laughing. The conversation returns to normal after that. <<elseif $rng gte 33>>They appear to be having a casual conversation. They look somewhat winded from walking. <<else>>Their conversation drags on for a while, leaving you to wonder if they will ever stop. <</if>> <br><br> <<if $bird.hunts.duo is true>> You turn to look at your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<bHe 0>> looks very bored. <</if>> Eventually, they stop talking. As they stand up, you notice a wallet fall out of the <<person2>><<person>>'s pocket. <<He>> walks away, not realising <<he>> is a wallet lighter. You make sure they're gone, then land and grab the wallet. <<flight_hunt_get "valuables" 1 "wallet">> <br><br> <<if $bird.hunts.duo is true>> <<if $monster is 1>> "Good eye, <<wife>>," your <<beasttype 0>> says. <<else>> Your <<beasttype 0>> screeches, complimenting you for your keen eye. <</if>> <br><br> <</if>> <<endevent>><<wearProp "wallet" 0 "empty">> <<flight_hunt_options>> <</addinlineevent>> <<addinlineevent "bird_hunt_people_5">> You note that they are walking in the rougher parts of the moor, not something most would do willingly. After a few minutes, you notice they're nearing a resting lurker. They both crouch and quietly approach it. The <<person2>><<person>> takes out a net from <<his>> backpack, and closes the distance. <br><br> <<if $rng gte 51>> <<He>> hurls the net. The lurker is too fast, barely dodging out of the way. The <<person3>><<person>> tries to cut it off, but the lurker manages to slip away between <<his>> legs. <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> <<if $monster is 1>> chuckles to <<bhimself 0>>. "Landbound should learn proper hunting skills," <<bhe 0>> remarks. <<else>> lets out a series of short chirps. It almost sounds like a small laugh. <</if>> <</if>> <<else>> <<He>> hides behind a nearby bush and waits for the right moment. <<He>> hurls <<his>> net, and it lands true, immobilising the lurker. They both rush in to grab it, and put it into the <<person2>><<person>>'s backpack. <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> looks somewhat impressed. <<bHe 0>> probably doubted their hunting skills. <</if>> <</if>> <br><br> They turn back the way they came. There's no reason to keep following them now. <br><br> <<endevent>> <<flight_hunt_options>> <</addinlineevent>> <<addinlineevent "bird_hunt_people_6">> Eventually, they come across a small tree. The <<person2>><<person>> takes out two axes from <<his>> backpack. <<He>> hands one to the <<person3>><<person>> and moves to the opposite side of the tree. They start chopping away at it, only taking a few minutes to completely fell it. They then chop it up into smaller pieces, which they put in their backpacks. <<if $bird.hunts.duo is true>> Your <<beasttype 0>> looks at the two enviously. <<if $monster is 1>> "The only thing landbound can do better than us is destroy things," <<bhe 0>> pouts. It's easy to see <<bhe 0>> is just jealous. <<else>> <<bHe>> looks upset that <<bhe>> can't use tools like they can. <</if>> <</if>> <br><br> After gathering as much wood as they can, they leave. You land to inspect what's left over. <<if $rng gte 31>> <<set _prop to "stick">> They took almost everything, leaving behind just the undesirable parts. There's still something you can use, but not much. <<flight_hunt_get "sticks" 1>> <<else>> <<set _prop to "stick">> They left behind a lot of the smaller branches. <<flight_hunt_get "sticks" 2>> <</if>> <br><br> <<endevent>> <<flight_hunt_return>> <</addinlineevent>> <<if $bird.hunts.duo is false and _wraithEvent>> <<addinlineevent "bird_hunt_people_wraith">> You follow the pair for a while. They keep walking forward at a constant pace, never slowing down or speeding up. It's like the rough terrain isn't affecting them at all. After a while, they stop. <br><br> <<if $wraith.state is "active">> They look up, directly at you. Except now, you only see one person. A person with very pale skin. It stares at you with bright blue eyes and smiles wryly. You blink, and the person is gone. <<trauma 12>><<ggtrauma>> <<else>> You feel a sudden sense of dread overtake you. You close your eyes, trying to calm down, but it does you no good. When you open your eyes again, the pair are looking right up at you. Or rather, a pair of eyes are. Red ones. You're faced with a lone pale figure staring at you. You try closing your eyes again. The figure is closer. You hear a whisper in the wind, causing you to look away. When you look back, there's no one there. <<trauma 18>><<ggtrauma>> <</if>> <br><br> <<endevent>> <<flight_hunt_return>> <</addinlineevent>> <</if>> <<runeventpool>><<effects>> You land away from their tents and stay low. <<if $exposed gte 2>>Your heart pounds, thinking of your current exposure.<</if>> As you near their tents, a <<generate1>><<person1>><<person>> exits one and starts walking in your direction. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<wearProp "rock">> <span class="green">Thinking quickly, you pick up a rock and throw it behind <<him>>.</span> The sound is enough to pull <<his>> attention. With the <<person>> distracted, you sneak into the tent <<he>> came out of. <br><br> <<skulduggeryuse>> It's mercifully empty of other occupants. There's a lot of ground to cover, but you don't know how much time you have. <br><br> <<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 1>><<crimeUp 10 "thievery">><</link>> <br> <<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 2>><<crimeUp 10 "thievery">><</link>> <br> <<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools>> <<link [[Steal tools|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 3>><<crimeUp 10 "thievery">><</link>> <br> <</if>> <<else>> <<if $exposed gte 2>> You try to keep out of <<his>> sight, <span class="red">but <<he>> spots you</span>. "Well now, what's a <<girl>> like you doing out here naked? Did you lose your clothes somewhere? Don't worry, I'll give you something to wear." <<else>> You scramble to your feet, trying to seem inconspicuous. <span class="red">It doesn't work.</span> "Oh? What's a <<girl>> like you doing out here?" the <<person>> asks. <</if>> Something about <<him>> makes you uneasy. <br><br> <<skulduggeryuse>> <<link [[Run|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 1>><<set $phase2 to 1>><</link>><<athleticsdifficulty 100 700>> <br> <<link [[Comply|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 2>><<set $phase2 to 1>><</link>> <br> <</if>><<effects>> <<set $daily.huntRemyAlerted to true>> <<if $phase is 1>> Before <<he>> can say anything else, you make a run for it. <<if $phase2 is 2>> "Hey! Get back here, ya damn brat!" <<else>> "Hey! Get back here! It's dangerous alone in the moor! I'll take good care of ya, I promise!" <</if>> <br><br> <<if $athleticsSuccess>> You pick up your pace and <span class="green">leave <<him>> behind in the rocky terrain</span>. You take flight once you're out of sight. With the group alerted, you won't be able to steal from them again today. <<if $phase2 is 1>><<set _huntFail to 1>><</if>> <br><br> <<flight_hunt_return>> <<else>> You get some good speed, <span class="red">but you trip on a rock</span>. <<gpain>><<pain 3>> <br><br> The <<person>> towers over you. "Since you didn't want to make things easy, we'll do this the hard way." <br><br> <<link [[Next|Bird Hunt Tent Steal Alone Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> You let the <<person>> approach you. <<He>> quickly drops <<his>> act. "Be good for me now, I'd rather not share you with the others." <br><br> <<link [[Next|Bird Hunt Tent Steal Alone Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Bird Hunt Tent Steal Alone Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Tent Steal Alone Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $pain gte 100 and $willpowerpain is 0>> It's too much. <<tearful>> you collapse to the ground. <br><br> The <<person>> chuckles. "I think the others will like you." <<He>> looks you over for a moment. "Hmm... come to thinkin', the boss would like you even more. Hold still." You can't do anything as <<he>> starts to bind your arms, and your consciousness fades. <br><br> <<flight_hunt_end>> <<unset $tentLootAmount>> <<endcombat>> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You take the opportunity to flee. Luckily, <<he>> makes no attempt to pursue you. <br><br> <<if $phase2 is 1>><<set _huntFail to 1>><</if>> <<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <<else>> You screech and push the <<person>> to the ground before quickly jumping to your feet. You give <<him>> a kick in the side for good measure before running. You hear <<him>> yell out a few curses, but <<he>> makes no effort to get up. <br><br> <<if $phase2 is 1>><<set _huntFail to 1>><</if>> <<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <</if>><<effects>> <<if !$tentLootAmount>> <<set $tentLootAmount to 1>> <<else>> <<set $tentLootAmount += 1>> <</if>> <<if $tentLootAmount gte 2>> You continue searching. <br><br> <</if>> <<if $phase is 1>> <<wearProp "rag">> You look around for any spare clothing. You find <<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "legs" "hands">> <<if _random_clothes isnot "piece of fabric">> <<if setup.clothes[_random_slot][_random_index].word is "an">> an <<elseif setup.clothes[_random_slot][_random_index].word is "a">> a <<else>> a pair of <</if>> _random_clothes. <<else>> a large pile of ruined uniforms. <</if>> <<if _random_clothes isnot "piece of fabric">> <<if $bird.upgrades.wardrobe is 1>> You could tear it up for scrap cloth, or bring it back to the tower. <<else>> You have nowhere to store it at the tower. A few hours in the open would reduce it to scrap cloth. <</if>> <br><br> <<if $worn[_random_slot].cursed is 1>> <<set _cursedPrevent to true>> <</if>> <<set _outfitPrimaryWear to setup.clothes[_random_slot][$worn[_random_slot].index].outfitPrimary>> <<if _outfitPrimaryWear isnot undefined>> <<for _outfitSlot, _value range _outfitPrimaryWear>> <<if $worn[_outfitSlot].cursed is 1>> <<set _cursedPrevent to true>> <</if>> <</for>> <</if>> <<if !_cursedPrevent>> <<if $worn[_random_slot].name isnot "naked">> <<if $bird.upgrades.wardrobe is 1>> <<link [[Wear|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>> <span class="blue">Your $worn[_random_slot].name will be replaced.</span> <<else>> <<link [[Wear|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 1>><<generalRuined _random_slot>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><<flight_hunt_get "fabric" 1>><</link>> <span class="blue">Your $worn[_random_slot].name will be scrapped.</span> <</if>> <<else>> <<link [[Wear|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>> <</if>> <</if>> <br> <<link [[Scrap for cloth|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><</link>> <br> <<if $bird.upgrades.wardrobe is 1>> <<link [[Steal it|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 3>><<flight_hunt_get "clothing" 1 _random_slot _random_index>><</link>> <br> <</if>> <<else>> <br><br> <<link [[Steal|Bird Hunt Tent Steal Clothes]]>><<handheldon>><<set $phase to 4>><<flight_hunt_get "fabric" 3>><</link>> <br> <</if>> <<elseif $phase is 2>> <<if $birdhuntspray isnot 1>> <<set $birdhuntspray to 1>> You search along a wall of snare rods. You find a small cylinder in between a couple of them. It looks like a charge for your pepper spray. <<gspraymax>><<set $spraymax += 1>><<spray 5>> <br><br> <span class="gold">You've gained an additional pepper spray charge.</span> <<wearProp "pepperspray">> <<else>> <<set _looted to either("watch", "ring", "necklace", "bracelet")>> You search the tent for any valuables. You turn over a sleeping bag and find a nice-looking _looted. You take it with you. <<flight_hunt_get "valuables" 1 _looted>> <<wearProp _looted>> <</if>> <br><br> <<if dangerEvent(1, 9900 + $tentLootAmount * 2000) and $tentLootAmount gte 2>> <<set $daily.huntRemyAlerted to true>><<unset $tentLootAmount>> <span class="red">You hear footsteps.</span> The <<person>> enters the tent and locks eyes with you. <br><br> <<link [[Run|Bird Hunt Tent Steal Run]]>><<handheldon>><</link>><<athleticsdifficulty 300 800>> <br> <<if $submissive lte 500>> <<link [[Hit|Bird Hunt Tent Steal Hit]]>><<handheldon>><<def 1>><</link>><<physiquedifficulty 8000 16000>><<defianttext>> <br> <</if>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Bird Hunt Tent Steal Seduce]]>><<handheldon>><</link>><<promiscuous2>> <br> <</if>> <<elseif $bird.hunts.weight gte 3>> You won't be able to carry any more. <br><br> <<set $skulduggerydifficulty to ($tentLootAmount * 100)>> <<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>> <br> <<else>> You could look for more, though you don't know when the <<person>> will return. <br><br> <<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 1>><</link>><<dangerousText>> <br> <<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 2>><</link>><<dangerousText>> <br> <<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools>> <<link [[Steal tools|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 3>><</link>><<dangerousText>> <br> <</if>> <<set $skulduggerydifficulty to ($tentLootAmount * 100)>> <<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>> <br> <</if>> <<else>> You spot a toolbox amidst their belongings. It's easy to carry, and light enough for you to fly with it. <<wearProp "toolbox">> <br><br> <<flight_hunt_get "tools" 1>> <<if dangerEvent(1, 9900 + $tentLootAmount * 2000) and $tentLootAmount gte 2>> <<set $daily.huntRemyAlerted to true>><<unset $tentLootAmount>> <span class="red">You hear footsteps.</span> The <<person>> enters the tent and locks eyes with you. <br><br> <<link [[Run|Bird Hunt Tent Steal Run]]>><<handheldon>><</link>><<athleticsdifficulty 300 800>> <br> <<if $submissive lte 500>> <<link [[Hit|Bird Hunt Tent Steal Hit]]>><<handheldon>><<def 1>><</link>><<physiquedifficulty 8000 16000>><<defianttext>> <br> <</if>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Bird Hunt Tent Steal Seduce]]>><<handheldon>><</link>><<promiscuous2>> <br> <</if>> <<elseif $bird.hunts.weight gte 3>> You won't be able to carry any more. <br><br> <<set $skulduggerydifficulty to ($tentLootAmount * 100)>> <<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>> <br> <<else>> You could look for more, though you don't know when the <<person>> will return. <br><br> <<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 1>><</link>><<dangerousText>> <br> <<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<handheldon>><<set $phase to 2>><</link>><<dangerousText>> <br> <<set $skulduggerydifficulty to ($tentLootAmount * 100)>> <<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><<handheldon>><</link>> <br> <</if>> <</if>><<effects>> <<switch $phase>> <<case 1>>You wear it, and briefly admire yourself in a nearby mirror. <<case 2>>You quickly tear it up for easier transport. <<case 3>>You tuck it under your arm. <<case 4>>You fold up the uniforms as best you can for easier transport, and tuck them under your arm. <</switch>> <br><br> <<if dangerEvent(1, 9900 + $tentLootAmount * 2000) and $tentLootAmount gte 2>> <<set $daily.huntRemyAlerted to true>><<unset $tentLootAmount>> <span class="red">You hear footsteps.</span> The <<person>> enters the tent and locks eyes with you. <br><br> <<link [[Run|Bird Hunt Tent Steal Run]]>><</link>><<athleticsdifficulty 300 1100>> <br> <<if $submissive lte 500>> <<link [[Hit|Bird Hunt Tent Steal Hit]]>><<def 1>><</link>><<physiquedifficulty 8000 16000>><<defianttext>> <br> <</if>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Bird Hunt Tent Steal Seduce]]>><</link>><<promiscuous2>> <br> <</if>> <<elseif $bird.hunts.weight gte 3>> You won't be able to carry any more. <br><br> <<set $skulduggerydifficulty to ($tentLootAmount * 100)>> <<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><</link>> <br> <<else>> You could look for more, though you don't know when the <<person>> will return. <br><br> <<link [[Steal clothes|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 1>><</link>><<dangerousText>> <br> <<link [[Steal valuables|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 2>><</link>><<dangerousText>> <br> <<if $bird.upgrades.tools is 0 and !$bird.hunts.loot.tools>> <<link [[Steal tools|Bird Hunt Tent Steal Alone 2]]>><<set $phase to 3>><</link>><<dangerousText>> <br> <</if>> <<set $skulduggerydifficulty to ($tentLootAmount * 100)>> <<link [[Leave with your loot|Bird Hunt Tent Steal Alone Leave]]>><</link>> <br> <</if>><<effects>> You run past <<him>>. "Hey! We've got a thief!" You hear stirring and yelling from the other tents. Adrenaline kicks in. You don't want to think about what they'll do to you if they catch you. <br><br> <<if $athleticsSuccess>> Luckily, you won't have to. <span class="green">You leave them behind in the rocky terrain</span>. They begin to yell at each other, shouting blame at each other over how they could have possibly lost you. You take flight once you're out of sight. With the group alerted, you won't be able to steal from them again today. <br><br> <<flight_hunt_return>> <<else>> Unfortunately, you're about to find out. <span class="red">You're tackled to the ground.</span> <<gpain>><<pain 3>> <br><br> The group towers over you. <br><br> <<link [[Next|Bird Hunt Tent Steal Group Fight]]>><<set $molestationstart to 2>><</link>> <br> <</if>><<effects>> Without thinking, you grab one of the snare rods from the wall and swing it at <<him>>. <<if $physiqueSuccess>> <span class="green">You get <<him>> right in the side of the head,</span> sending <<him>> to the ground. The rod rings from the impact. <<Hes>> out cold. <br><br> Now would be a good time to leave. You flee the tent and the camp, taking flight once you're a good distance away. You're just barely able to hear yelling in the distance behind you. With the group alerted, you won't be able to steal from them again today. <br><br> <<flight_hunt_return>> <<else>> <span class="red"><<He>> catches it easily,</span> using it to pull you in. <<He>> turns it to the side and pushes you to the ground with it. "We've got a thief, and a feisty one at that!" <br><br> <<He>> holds you down, and a group enters the tent. They bear down on you. "Let's teach <<phim>> a lesson." <br><br> <<link [[Next|Bird Hunt Tent Steal Group Fight]]>><<set $fightstart to 2>><</link>> <br> <</if>><<effects>> <<set _seductionMod to $tentLootAmount or 0>> <<set $seductiondifficulty to (5000 + (_seductionMod * 1000))>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $speech_attitude is "meek">> "I-I'm sorry! I got lost and I saw this camp and I was looking for... I'm sorry! Let... let me make it up to you," you say. <<elseif $speech_attitude is "bratty">> "Oh, there you are. I was waiting for someone to punish me for this," you say, flaunting. <<else>> "Hey, I'll let you fuck me if I can keep this," you say plainly. <</if>> <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> raises an eyebrow, but eyes you hungrily. "Well, how can I say no to that? With the way ya snuck in, I won't even have to share ya!" <br><br> <<link [[Next|Bird Hunt Tent Steal Seduce Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> looks at you with confusion. "What the fuck? Hey, guys! We've got a thief in here!" You hear stirring from the other tents. <br><br> Now would be a very good time to leave. <br><br> <<link [[Fight!|Bird Hunt Tent Steal Group Fight]]>><<def 2>><<set $fightstart to 1>><</link>> <br> <<link [[Run!|Bird Hunt Tent Steal Group Run]]>><</link>><<athleticsdifficulty 300 800>> <br> <<link [[Freeze!|Bird Hunt Tent Steal Group Fight]]>><<sub 2>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Bird Hunt Tent Steal Seduce Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Tent Steal Seduce Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $pain gte 100 and $willpowerpain is 0>> It's too much. <<tearful>> you collapse to the ground. <br><br> The <<person>> chuckles. "I think the others will like you." <<He>> looks you over for a moment. "Hmm... come to thinkin', the boss would like you even more. Hold still." You can't do anything as <<he>> starts to bind your arms, and your consciousness fades. <br><br> <<flight_hunt_end>> <<unset $tentLootAmount>> <<endcombat>> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Alright, get the fuck outta here before I come to my senses," <<he>> says. You do so. <br><br> <<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <<else>> You screech and push the <<person>> to the ground before quickly jumping to your feet. You give <<him>> a kick in the side for good measure before running. You hear <<him>> yell out a few curses, but <<he>> makes no effort to get up. <br><br> <<tearful>> you make sure you weren't followed before taking flight. With the group alerted, you won't be able to steal from them again today. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <</if>><<effects>> <<set $daily.huntRemyAlerted to true>> You quietly exit the tent. You're almost in the clear. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You hear footsteps from around the side of the tent, and dive out of the way. The <<person>> returns to the inside, unaware of your presence. <br><br> Now would be a good time to leave, before <<he>> notices the stolen goods. You flee the encampment and take flight once you're out of sight. You're just barely able to hear yelling in the distance. With the group alerted, you won't be able to steal from them again today. <br><br> <<flight_hunt_return>> <<else>> However, <span class="red">the <<person>> turns a corner and spots you</span>. <<if $exposed gte 2>> "Well now, what's a <<girl>> like you doing out here naked? Did you lose your clothes somewhere? Don't worry, I'll give you something to wear." <<else>> "Oh? What's a <<girl>> like you doing out here?" <<he>> asks. <</if>> <<if $tentLootAmount is 1>> <<He>> slowly looks down at what you're holding. "H-hey, how did you get that?" <<He>> pauses, seemingly recognising what you've stolen. "Why don't... Why don't you just come here for a moment? We can talk this through." <br><br> <<link [[Run|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 1>><<set $phase2 to 2>><</link>><<athleticsdifficulty 200 700>> <br> <<link [[Comply|Bird Hunt Tent Steal Alone Caught]]>><<set $phase to 2>><<set $phase2 to 2>><</link>> <br> <<else>> <<He>> slowly looks down at what you're holding. "Hey! We've got a thief!" <<he>> yells. You hear stirring from the other tents. <br><br> Now would be a very good time to leave. <br><br> <<link [[Fight!|Bird Hunt Tent Steal Group Fight]]>><<def 2>><<set $fightstart to 1>><</link>> <br> <<link [[Run!|Bird Hunt Tent Steal Group Run]]>><</link>><<athleticsdifficulty 300 800>> <br> <<link [[Freeze!|Bird Hunt Tent Steal Group Fight]]>><<sub 2>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>> <<unset $tentLootAmount>><<effects>> You run as fast as you can. Adrenaline kicks in. You don't want to think about what they'll do to you if they catch you. <br><br> <<if $athleticsSuccess>> Luckily, you won't have to. <span class="green">You leave them behind in the rocky terrain</span>. They begin to yell at each other, shouting blame at each other over how they could have possibly lost you. You take flight once you're out of sight. With the group alerted, you won't be able to steal from them again today. <<if $phase2 is 1>><<set _huntFail to 1>><</if>> <br><br> <<flight_hunt_return>> <<else>> Unfortunately, you're about to find out. <span class="red">You're tackled to the ground.</span>. <<gpain>><<pain 3>> <br><br> The group towers over you. <br><br> <<link [[Next|Bird Hunt Tent Steal Group Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 3>> <<generate2>><<generate3>><<generate4>><<generate5>> <<neutral 1>> <<violence 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<defiance 50 1>> You lash out at the first one that reaches you, a <<person2>><<person>>. <<He>> isn't expecting it, seemingly thinking you'd run instead. Your fist connects right with <<his>> face, but the rest are upon you in an instant. <<elseif $fightstart is 2>> <<set $fightstart to 3>> <<generate2>><<generate3>><<generate4>><<generate5>> <<neutral 1>> <<violence 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> You push away the rod and the <<person1>><<person>> holding it, but the rest are upon you in an instant. <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<generate2>><<generate3>><<generate4>><<generate5>> <<controlloss>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemytrust += 100>> <<set $enemyanger -= 200>> You freeze. They slow upon reaching you, and let their guard down. They don't intend to let you go, though. <<elseif $molestationstart is 2>> <<set $molestationstart to 0>> <<generate2>><<generate3>><<generate4>><<generate5>> <<controlloss>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Bird Hunt Tent Steal Group Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Tent Steal Group Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $fightstart is 3 and $pain gte 100 and $willpowerpain is 0>> It's too much. <<tearful>> you collapse to the ground. <br><br> The <<person4>><<person>> gloats. "Had enough? Too bad, we're only just getting started." <br><br> <<link [[Next|Bird Hunt Tent Defeated]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person4>><<person>> chuckles. "<<pShes>> fun. Let's take <<phim>> to the boss." You're still surrounded. You can't do anything as the whole group swarms you. Someone binds your arms, and your consciousness fades. <br><br> <<flight_hunt_end>> <<unset $tentLootAmount>> <<endcombat>> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>> <br> <<else>> The <<group>> lies defeated before you, but the ones who didn't participate still block the way. You take a step forward and let out a hawk-like screech. They flee in panic. <<gggcontrol>><<control 50>> <br><br> <<tearful>> you flee with your spoils and take flight. With the group alerted, you won't be able to steal from them again today. <<clotheson>> <<endcombat>> <<flight_hunt_return>> <</if>> <<set $fightstart to 0>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<neutral 1>> <<molested>> <<set $enemytrust += 200>> <<set $enemyanger -= 300>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Tent Steal Group Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Tent Defeated]]>><</link>></span><<nexttext>> <</if>><<effects>> <<set $daily.huntRemyAlerted to true>> You decide that your spouse would make a good distraction while you sneak in to steal from the camp. <<if $monster is 1>> "<<Wife>> wants landbound things? Would be happy to help." <<else>> <<bHe>> looks restless and eager to swoop. <</if>> <br><br> You land away from the campsite, and give <<bhim>> the signal. <<bHe>> lets out a loud screech that pierces the air. Those outside the tents quickly scramble to shelter, and begin shouting orders at each other. You move in, looking for anything left outside in their panic. <br><br> <<if $bird.upgrades.pot is 0 and !$bird.hunts.loot.pot>> They've left their cooking pot unattended. <br><br> <<link [[Steal the cooking pot|Bird Hunt Tent Steal Pot]]>><</link>> <br> <<link [[Steal something else|Bird Hunt Tent Steal Other]]>><</link>> <br> <<else>> <<set _looted to either("watch", "ring", "necklace", "bracelet")>> <<set _prop to _looted>> <<if currentSkillValue("skulduggery") gte random(200,1000)>> You manage to find two _looted<<if _looted is "watch">>es<<else>>s<</if>>. You grab them. <<flight_hunt_get "valuables" 2 _looted>> <<else>> You only find a _looted. You grab it. <<flight_hunt_get "valuables" 1 _looted>> <</if>> Knowing they won't stay in their tents forever, you flee the camp. You won't be able to steal from them again today. <br><br> Regrouping with the Great Hawk in the sky, you show <<bhim>> what you found. <<if $monster is 1>> "<<Wife>> is smart. Good plan," <<bhe>> praises you. <<else>> <<bHe>> lets out another screech, seeming transfixed on the shiny object you've pilfered. <</if>> <br><br> <<flight_hunt_return>> <</if>><<effects>> <span class="gold">You dump out the cooking pot and take it.</span> You could use it to cook your food back at the tower. <br><br> Knowing they won't stay in their tents forever, you flee the camp. <br><br> Regrouping with the Great Hawk in the sky, you show <<bhim>> what you found. <<if $monster is 1>> "<<Wife>> is smart. Good plan," <<bhe>> praises you. <<else>> <<bHe>> lets out another screech, seeming transfixed on the shiny object you've pilfered. <</if>> <br><br> <<flight_hunt_get "pot" 1>> <<flight_hunt_return>><<effects>> <<set _looted to either("watch", "ring", "necklace", "bracelet")>> <<set _prop to _looted>> <<if currentSkillValue("skulduggery") gte random(200,1000)>> You manage to find two _looted<<if _looted is "watch">>es<<else>>s<</if>>. You grab them and begin to leave. <<flight_hunt_get "valuables" 2 _looted>> <<else>> You only find a _looted. You grab it and begin to leave. <<flight_hunt_get "valuables" 1 _looted>> <</if>> Knowing they won't stay in their tents forever, you flee the camp. You won't be able to steal from them again today. <br><br> Regrouping with the Great Hawk in the sky, you show <<bhim>> what you found. <<if $monster is 1>> "<<Wife>> is smart. Good plan," <<bhe>> praises you. <<else>> <<bHe>> lets out another screech, seeming transfixed on the shiny object you've pilfered. <</if>> <br><br> <<flight_hunt_return>><<effects>> <<if $livestock_intro isnot undefined>> You decide to get revenge for your time on the farm, <<else>> You decide to give Remy a well-deserved headache, <</if>> and think of ways to cause havoc. You survey the camp, spotting a few crates and carts full of various goods. Too much for either of you to carry. Your eyes fall on the group's bonfire. An idea strikes you. <br><br> Those supplies will burn easily. <<if $farm_attack_timer isnot undefined>> You could teach Remy a thing or two about torching someone's hard work. <</if>> The Great Hawk could distract them, buying you enough time to throw as much as you can onto the fire. <<if Weather.precipitation is "rain">> The rain will make it harder to pull off, though. <</if>> Alternatively, you could simply scare them away. <br><br> Your spouse awaits your decision. <br><br> <<link [[Burn their supplies|Bird Hunt Tent Sabotage 2]]>><</link>><<if $farm?.aggro>><<laggro>><</if>><<if Weather.precipitation is "rain">><<athleticsdifficulty 400 800>><<else>><<athleticsdifficulty 200 600>><</if>><<crime "destruction">> <br> <<link [[Just scare them off|Bird Hunt Tent Scare]]>><</link>> <br><<effects>> You nod your head, pointing to the campfire. <br><br> <<if $monster is 1>> <<your_bird_text "cap">> sighs. "Angry look in your eyes. <<Wife>> wants to hurt bad landbound. Will be dangerous, but will protect <<wife>>." <<else>> <<your_bird_text "cap">> looks at you intently, but knowingly. <</if>> <br><br> You land away from the campsite, and give <<bhim>> the signal. <<bHe>> lets out a loud screech that pierces the air, making Remy's goons panic. Those outside the tents quickly scramble to shelter, and begin shouting orders at each other. <br><br> <<if $athleticsSuccess>> You rush in to the centre of the camp, grabbing food and other supplies. <span class="green">You quickly throw one after another into the fire.</span> You manage to get a sizeable chunk of the things nearby. <<if $farm?.aggro>><<farm_aggro -5>><<laggro>><</if>><<crimeUp 25 "destruction">> <br><br> You see a <<generate2>><<person2>><<person>> peek <<his>> head out of a tent. <<He>> must have heard you running around. <<His>> eyes widen in horror as <<he>> sees the bonfire. <br><br> <span class="red">A terrible idea strikes you.</span> Those tents look flammable, too. <br><br> <<link [[Burn their tents|Bird Hunt Tent Burn]]>><</link>><<if $farm?.aggro>><<llaggro>><</if>><<if Weather.precipitation is "rain">><<athleticsdifficulty 500 1000>><<dancedifficulty 500 1000>><<else>><<athleticsdifficulty 300 1000>><<dancedifficulty 300 1000>><</if>><<dangerousText>> <br> <<link [[Leave while you can|Bird Hunt Tent Flee]]>><</link>> <br> <<else>> <<set _huntFail to 1>> You run into the centre of the camp, grabbing food and other supplies. You do your best to get as much into the fire as you can, but it takes you longer than you thought, <span class="red">and many supplies remain</span>. <<tiredness 5>><<gtiredness>><<crimeUp 10 "destruction">> <br><br> You see a <<generate2>><<person2>><<person>> peek <<his>> head out of a tent. <<He>> must have heard you running around. "Hey! Some brat's burning our shit!" <br><br> You're already winded. You need to escape. <br><br> <<link [[Next|Bird Hunt Tent Flee]]>><</link>> <br> <</if>><<effects>> <<set $daily.huntRemyAlerted to true>> Having been spotted, you make haste away from the camp. The <<person>> seems to consider chasing after you, but one glance at the <<person1>><<beasttype 0>> swooping down at <<person2>><<him>> is enough to make <<him>> reconsider. <br><br> You're able to get away, and take off once you get enough ground speed. You regroup with your spouse. <br><br> <<person1>> <<if $monster is 1>> "Don't understand why we did this, but <<wife>> is safe," <<bhe 0>> says, happy that nothing happened to you. <<else>> <<bHe>> looks you over to make sure you're okay, then screeches. <<bHes 0>> glad you're safe. <</if>> <br><br> With the group alerted, you won't be able to sabotage them again today. <br><br> <<flight_hunt_return>><<effects>> <<wearProp "torch">> Ignoring the <<person>>, you grab a long piece of wood and wrap some cloth around it. You dip it into the fire until it begins burning. Your heart starts to beat faster as you realise what you're about to go through with. <<stress 6>><<gstress>> <br><br> The <<person>> doesn't seem to understand what you're doing, until you begin to walk towards <<him>>. <<His>> eyes widen. <<He>> jumps out of <<his>> tent and begins yelling. "Oi! There's a <<girl>> trying to burn us out!" More of them emerge from their tents. <br><br> You take a step forward. Then another. You begin to run, torch to the side. You catch one empty tent. You keep running. <<gcrime "destruction">><<crimeUp 15 "destruction">> <br><br> <<if $athleticsSuccess>> You're being chased, <span class="green">but you're too quick</span>. You run like the wind, setting fire to as many tents as you can, all unoccupied as every member of the group is either trying to stop you or douse the flames. <<if $farm?.aggro>><<farm_aggro -5>><<laggro>><</if>><<ggcrime "destruction">><<crimeUp 35 "destruction">> <br><br> <<if $danceSuccess>> <<canvas-model-temporary-effect "fire" 2>> Some of them try to throw water at you, <span class="green">but you dodge every attempt to quench the flame</span>. You duck clear under a bucketful of water hurled at you, only to spin and light another tent. You deftly avoid someone trying to tackle you, and pass another tent as it goes up in smoke. They try to surround you, so you keep your torch between you and them, making them think twice. Arriving near their last tent, you hurl your torch. It finds its mark. <<if $farm?.aggro>><<farm_aggro -5>><<laggro>><</if>><<ggcrime "destruction">><<crimeUp 35 "destruction">> <br><br> There's no one left chasing you. They're all trying to stop the fire. Smoke begins to fill your lungs. You run out of sight and spread your wings. The rising hot air makes it easy. <br><br> <<link [[Next|Bird Hunt Tent Burnt]]>><<handheldon>><</link>> <br> <<else>> You've torched nearly half the tents when <span class="red">the <<person>> manages to dump a bucket of water over you,</span> extinguishing your torch. <<silently>><<water>><</silently>> <br><br> You soon find yourself surrounded. "You dumb fucking brat, do you have any idea what we're going to do to you for this?" the <<person2>><<person>> says. Left defenceless, your eyes dart around, looking for a way out. The fires are extinguished. There's no opening in the crowd. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> No opening around you, at least. But there's one above you. <br><br> Salvation dives from above with a screech. <br><br> <<link [[Next|Bird Hunt Tent Burnt Fail]]>><<handheldon>><</link>> <br> <</if>> <<else>> You run as fast as you can, <span class="red">but the thugs are too fast</span> and intercept your path. <br><br> You soon find yourself surrounded, only protected by the torch. Someone dumps a bucket of water at you, quenching the flame. "You dumb fucking brat, do you have any idea what we're going to do to you for this?" the <<person2>><<person>> says. Left defenceless, your eyes dart around, looking for a way out. The fires are extinguished. There's no opening in the crowd. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <<silently>><<water>><</silently>> <br><br> No opening around you, at least. But there's one above you. <br><br> Salvation dives from above with a screech. <br><br> <<link [[Next|Bird Hunt Tent Burnt Fail]]>><<handheldon>><</link>> <br> <</if>><<effects>> The sight of your <<person1>><<beasttype 0>> landing is enough to shake the nerve of the group around you. Those still shaken from the fires flee, but the braver ones still approach. <br><br> Your spouse lunges ahead in warning. A few of them flinch, and it's all the opening <<bhe 0>> needs. <<bHe 0>> dashes ahead, disarming several of them and pushing them away. You follow after <<bhim 0>>, running as fast your legs let you. <br><br> One of them gets close enough to bring a snare rod down on you. You manage to step out of the way, but another strike follows. A large wing blocks the impact and pushes back, knocking your assailant away. It's enough time for you to take to the air. <br><br> The Great Hawk quickly follows. <<bHes 0>> flying unsteady. <<bHe 0>> seems injured, but at least <<bhes 0>> still able to fly. You were able to escape them. <br><br> <<if $monster is 1>> <<bHis 0>> injury becomes more obvious as you continue flying. You try to apologise for acting so recklessly, but <<bhe 0>> simply keeps flying without saying anything. <<else>> <<bHis 0>> injury becomes more obvious as you continue flying. You try to apologise for acting so recklessly, but <<bhe 0>> simply ignores your words. <</if>> <<set $bird.injured to 16>><<npcincr "Great Hawk" love -3>><<llove>> <br><br> It's clear <<bhes 0>> not well enough to keep hunting, so you fly back to the castle. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return home (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br><<effects>> <<if $monster is 1>> The <<person1>><<beasttype>> flies over to you. "<<Wife>> isn't hurt?" You cough from the smoke, but confirm that you're fine. "Fire. Too dangerous. Bold plan from <<wife>>. Hard not to worry." <<else>> The <<person1>><<beasttype>> flies over to you. <<bHe 0>> begins inspection all around you, making sure you're not injured. Once done, <<bhe 0>> squawks. <</if>> <br><br> You look behind you. The goons have all started to salvage what they can from the flames and flee, and in minutes, the camp is abandoned and destroyed. The smoke rises high, and will be visible from a great distance. <span class="green">The moor will be safer, if only for a few days.</span> <<set $moorLessDangerAll to 3000>><<set $daily.huntRemyBurnt to true>> <br><br> <<flight_hunt_return>><<effects>> <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> You decide to keep your meddling discreet. <<else>> You decide to get this group away from your territory. You don't like them being anywhere near the tower. <</if>> <br><br> You tell the <<beasttype>> that you want to sing loudly with <<bhim>> to scare the campers. <<bHe>> nods. It's time to begin your concert. <br><br> You let out the loudest bird screech you can manage. That alone is enough to make the campers jump. Then the <<beasttype>> joins in. You circle over them, keeping up your great cacophony of noise. <br><br> In a brief pause, you can just barely manage to hear shouting. <br><br> "...two of the fucking things?!"<br> "...said there was only one..."<br> "...just trying to scare us off..." <br><br> They clearly aren't enjoying the show, as they begin throwing rocks in the air. Not that any of them could reach you. After a few minutes, you feel satisfied with the effect you've had. <<stress -6>><<lstress>><<trauma -12>><<lltrauma>> <br><br> You won't be able to do anything else to them today, now that they're alerted. <<set $daily.huntRemyAlerted to true>> <br><br> <<flight_hunt_return>><<effects>> <<flight_hunt_remove "lurkers" 1>> You decide that you can spare one of your caught lurkers. <<if $bird.hunts.duo is true>> <<generate1>><<person1>><<npc "Great Hawk" 2>> You look to your spouse. "Think you can hit a mark this high up?" You hold up your lurker. <<bHe 1>> flies close to you, grabbing it. <br><br> The two of you circle for a moment as the Great Hawk aims. <<bHe 1>> drops the lurker, and it lands true, right on the head of a <<person1>><<person>> below. <<else>> <<generate1>><<person1>> You circle overhead, trying to find a good target. You spot a <<person>> sitting by a firepit. You drop your lurker, and your aim is true. <br><br> It lands right on the head of a <<person1>><<person>> below. <</if>> The impact knocks <<him>> to the ground, and <<he>> begins screaming as the lurker stirs, now returned to a liveable altitude. More people rush out from the tents to assist their comrade. You can't help but laugh at the mayhem. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>> <br><br> You won't be able to do anything else to them today, now that they're alerted. <<set $daily.huntRemyAlerted to true>> <br><br> <<flight_hunt_return>><<effects>> <<endevent>> <<set $daily.emptyCamp to true>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> You and <<your_bird_text>> land at the outskirts of the site. <<bHe>> takes in the surroundings. <<if $monster is 1>> "Why do the landbound leave their things like this? Do they have so much they don't need all of it?" <<bhe>> asks. You chuckle at <<bhis>> question. <<else>> <<bHe>> kicks over some trash and squawks, confused as to why there's so much of it. <</if>> <<else>> You land at the outskirts of the site. You take in your surroundings. <</if>> <br><br> <<if $daily.emptyCampLoot is undefined>> <<set $daily.emptyCampLoot to 4>> <</if>> <<switch $daily.emptyCampLoot>> <<case 4>>There's trash everywhere, you're sure to find something if you look. <<case 3>>You've gone through some of the trash, but there's still much to find. <<case 2>>You've found many things, but there should still be more. <<case 1>>You've searched almost everywhere now, there's not much more for you to find today. <</switch>> <<if $bird.hunts.duo is true>> Rummaging through trash isn't a fun task, though searching with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> should make this faster. <br><br> <<link [[Scavenge (0:05)|Bird Hunt Scavenge]]>><<bird_pass 5>><</link>> <br> <<else>> Searching through the trash is not a fun task. <br><br> <<link [[Scavenge (0:10)|Bird Hunt Scavenge]]>><<bird_pass 10>><</link>> <br> <</if>><<effects>> <<endevent>> <<if !$daily.emptyCampFox and $rng gte 81>> <<beastNEWinit 1 fox>> <<set $daily.emptyCampFox to true>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk" 2>> You and your <<beasttype 1>> look around for anything of use. <br><br> As you rummage through the trash, you hear a noise behind you. You turn and see a <<beasttype 0>>. <<bHe 0>> looks at you and your <<beasttype 1>>, then turns and runs. Your <<beasttype 1>> turns to look at <<bhim 0>>. <<if $NPCList[1].monster is "monster">> "Smart not to interrupt us," <<bhe 1>> says. <<else>> <<bHe 1>> screeches, but does not give chase. <</if>> You continue your search. <br><br> <<link [[Next|Bird Hunt Scavenge]]>><<endevent>><</link>> <br> <<else>> You look around for anything that could be useful to you. <br><br> As you rummage through the trash, you hear a noise behind you. You turn and see a <<beasttype>> rush you down! <<bHe>> jumps and pins you to the ground. <<if $monster is 1>> "This is my find. I won't give it up for nothing, I want to have some fun," <<bhe>> says. <<else>> <<bHe>> yips triumphantly and pokes you with <<bhis>> snout. <</if>> <br><br> <<link [[Next|Bird Hunt Scavenge Fox]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<set $daily.emptyCampLoot-->> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> You and <<your_bird_text>> look around for anything of use. <<else>> You look around for anything that could be useful to you. <</if>> <br><br> <<if $rng gte 71>> <<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "legs" "hands">> None of the trash you find is of any interest to you, but you do find <<if _random_clothes isnot "piece of fabric">> <<if setup.clothes[_random_slot][_random_index].word is "an">> an <<elseif setup.clothes[_random_slot][_random_index].word is "a">> a <<else>> a pair of <</if>> _random_clothes. <<if $bird.upgrades.wardrobe is 1>> You could take it, or just tear it up for some cloth. <<else>> Without anywhere to store it, all you can do is tear it up for some cloth. <</if>> <<else>> some torn up fabric. <</if>> <br><br> <<if _random_clothes isnot "piece of fabric">> <<if $worn[_random_slot].cursed is 1>> <<set _cursedPrevent to true>> <</if>> <<set _outfitPrimaryWear to setup.clothes[_random_slot][$worn[_random_slot].index].outfitPrimary>> <<if _outfitPrimaryWear isnot undefined>> <<for _outfitSlot, _value range _outfitPrimaryWear>> <<if $worn[_outfitSlot].cursed is 1>> <<set _cursedPrevent to true>> <</if>> <</for>> <</if>> <<if !_cursedPrevent>> <<if $worn[_random_slot].name isnot "naked">> <<if $bird.upgrades.wardrobe is 1>> <<link [[Wear|Bird Hunt Scavenge Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>> <span class="blue">Your $worn[_random_slot].name will be replaced.</span> <<else>> <<link [[Wear|Bird Hunt Scavenge Clothes]]>><<set $phase to 1>><<generalRuined _random_slot>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><<flight_hunt_get "fabric" 1>><</link>> <span class="blue">Your $worn[_random_slot].name will be scrapped.</span> <</if>> <<else>> <<link [[Wear|Bird Hunt Scavenge Clothes]]>><<set $phase to 1>><<flight_hunt_get "clothing" 1 _random_slot _random_index "wear">><</link>> <</if>> <</if>> <br> <<link [[Scrap for cloth|Bird Hunt Scavenge Clothes]]>><<set $phase to 2>><<flight_hunt_get "fabric" 1>><</link>> <br> <<if $bird.upgrades.wardrobe is 1>> <<link [[Steal it|Bird Hunt Scavenge Clothes]]>><<set $phase to 3>><<flight_hunt_get "clothing" 1 _random_slot _random_index>><</link>> <br> <</if>> <<else>> <<link [[Steal|Bird Hunt Scavenge Clothes]]>><<set $phase to 4>><<flight_hunt_get "fabric" 3>><</link>> <br> <</if>> <<else>> <<if $rng gte 31>> <<if $rng gte 66>> Amidst the useless trash, you manage to find the torn remains of some clothes. <<flight_hunt_get "fabric" 1>> <<else>> Amidst the useless trash, you find many torn up clothes. They are too disfigured to be resewn. Still, it's a lot of useful material. <<flight_hunt_get "fabric" 2>> <</if>> <br><br> <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> looks over your new find. <<if $monster is 1>> "Landbound shed plumage often," <<bhe>> says. <<else>> <<bHe>> rubs <<bhis>> head against the fabric, enjoying its softness. <</if>> <br><br> <</if>> <<set _prop to "rag">> <<else>> <<if $rng gte 18>> Most of the trash is boring and unappealing, but you do manage to find some that shines nicely. <<flight_hunt_get "junk" 1>> <<elseif $rng gte 9>> Most of the trash is boring and unappealing, but you do manage to find some that shines nicely. <<flight_hunt_get "junk" 2>> <<else>> You manage to find a pit full of discarded cans. A fortunate find. <<flight_hunt_get "junk" 3>> <</if>> <br><br> <<if $bird.hunts.duo is true>> <<your_bird_text "cap">> looks over your new find. <<if $monster is 1>> "Strange that landbound leave behind good shinies," <<bhe>> says. <<else>> <<bHe>> looks happy to have more shiny things. <</if>> <br><br> <</if>> <<set _prop to "junk">> <</if>> <<if ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>> <<wearProp _prop>> You won't be able to carry any more. You take off and begin to fly back to the tower. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<handheldon>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <<elseif $daily.emptyCampLoot lte 0>> You take another look around. You've gotten everything of value. All you can do now is leave. <<endevent>> <<flight_hunt_return>> <<else>> <<wearProp _prop>> <<switch $daily.emptyCampLoot>> <<case 3>>You've gone through some of the trash, but there's still much to find. <<case 2>>You've found many things, but there should still be more. <<case 1>>You've searched almost everywhere now, there's not much more for you to find today. <</switch>> <br><br> <<if $bird.hunts.duo is true>> <<link [[Keep searching (0:05)|Bird Hunt Scavenge]]>><<handheldon>><<bird_pass 5>><</link>> <br> <<else>> <<link [[Keep searching (0:10)|Bird Hunt Scavenge]]>><<handheldon>><<bird_pass 10>><</link>> <br> <</if>> <<link [[Leave|Bird Hunt Scavenge Leave]]>><<handheldon>><</link>> <br> <</if>> <</if>> <</if>><<effects>> Deciding you've found enough, you get ready to leave. <br><br> <<endevent>> <<flight_hunt_return>><<effects>> <<switch $phase>> <<case 1>>You wear it, and <<if $bird.hunts.duo is true>>show off in front of the <<beasttype>>.<<else>> wish you had a mirror to look at yourself.<</if>> <<case 2>>You tear it up for easier transport. <<case 3>>You tuck it under your arm. <<case 4>>You fold up the cloth as best you can for easier transport, and tuck it all under your arm. <</switch>> <br><br> <<if $bird.hunts.duo is true>> <<bHe>> looks over your new find. <<if $monster is 1>> "Landbound shed plumage often," <<bhe>> says. <<else>> <<bHe>> rubs <<bhis>> head against the fabric, enjoying its softness. <</if>> <br><br> <</if>> <<if ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>> You won't be able to carry any more. You take off and begin to fly back to the tower. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <<elseif $daily.emptyCampLoot lte 0>> You take another look around. You've gotten everything of value. All you can do now is leave. <<endevent>> <<flight_hunt_return>> <<else>> <<switch $daily.emptyCampLoot>> <<case 3>>You've gone through some of the trash, but there's still much to find. <<case 2>>You've found many things, but there should still be more. <<case 1>>You've searched almost everywhere now, there's not much more for you to find today. <</switch>> <br><br> <<if $bird.hunts.duo is true>> <<link [[Keep searching (0:05)|Bird Hunt Scavenge]]>><<bird_pass 5>><</link>> <br> <<else>> <<link [[Keep searching (0:10)|Bird Hunt Scavenge]]>><<bird_pass 10>><</link>> <br> <</if>> <<link [[Leave|Bird Hunt Scavenge Leave]]>><</link>> <br> <</if>><<effects>> <<if $bird.hunts.goal is "hawk">> You fly after your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<bHes>> chasing after the plane as fast as <<bhe>> can. <<if $athletics gte 600>> You're able to keep up with <<bhim>>. <<else>> You struggle to keep up with <<bhim>>. <</if>> You keep chasing the plane with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> for many minutes, until it eventually flies out of sight. <br><br> <<if $monster is 1>> "No luck this time," <<bhe>> says. "But I won't give up, with <<wife>>'s help I will catch one." You know that's not possible, but you don't have the heart to tell <<bhim>>. <<else>> <<bHe>> squawks in disappointment, but still looks determined. You doubt this is the last time <<bhe>> will try to catch a plane. <</if>> <br><br> <<endevent>> <<flight_hunt_options>> <<else>> <<if $phase is 0>> You decide to humour the <<beasttype>> and fly after the plane. You chase after it for many minutes, but it's clear you're no match for it. Eventually, it flies out of sight. <br><br> <<if $monster is 1>> "It was a good try, <<wife>>. Catching the big flying shiny will be hard, but we can do it!" <<bhe>> declares. You know you can't actually catch it, but you don't have the heart to say that to <<bhim>>. <<else>> <<bHe>> squawks in disappointment, but still looks determined. <<bHis>> hope of catching the plane remains unshaken. <</if>> <br><br> <<endevent>> <<flight_hunt_options>> <<elseif $phase is 1>> You tell <<bhim>> you won't waste time chasing a plane. <<if $monster is 1>> "What? Does <<wife>> not like shinies anymore?" <<bhe>> asks, dejected. You explain that the plane is too fast to be caught. "But... shiny..." <<bhe>> mutters. <<else>> Your response wipes all the joy from <<bhis>> face. You explain to <<bhim>> that the plane is too fast to be caught. <<bHe>> starts squawking at you, trying to convince you to chase it anyways. <</if>> <<bHe>> keeps fussing for a moment, but soon gets over <<bhis>> frustration. <br><br> <<endevent>> <<flight_hunt_options>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Scavenge Fox Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Scavenge Fox]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> stays on top of you for a moment. <<if $monster is 1>> "That was definitely worth it," <<bhe>> says. "I'm tired, you can have my find this time." <<else>> <<bHe>> nuzzles against your face and happily yips. <</if>> <<bHe>> finally gets up and leaves you be. <br><br> <<tearful>> you rise to your feet. You make sure <<bhes>> gone, then continue your search. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Scavenge]]>><</link>> <br> <<else>> The <<beasttype>> recoils away from you. <<if $monster is 1>> "Hey, I was just playing around," <<bhe>> says. <<else>> <<bHe>> quietly growls at you, but keeps <<bhis>> distance. <</if>> Annoyed and hurt, the <<bhe>> retreats back into the moor. <<tearful>> you gather yourself. You make sure <<bhes>> gone, then continue your search. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Scavenge]]>><</link>> <br> <</if>><<effects>> You land atop the pillar. There are symbols carved into its face. <<if $bird.hunts.duo is true>> Your spouse lands next to you. The pillar is large enough to provide cover for both of you. <</if>> You're able to see quite far around you. <br><br> <<if ($bird.hunts.distanceEast is 3 and !$daily.birdAmbushTrapEast) or ($bird.hunts.distanceEast is -3 and !$daily.birdAmbushTrapWest)>> Looking at the ground, you notice a small hole in the path, partly obstructed by grass. You could use it to make a trap. <br><br> <<set _hkMod to Math.floor($housekeeping / 40)>> <<set $hkTime to (30 - _hkMod)>> <<link [[`Set up a trap (${getTimeString($hkTime)})`|Bird Hunt Ambush Trap]]>> <<if $bird.hunts.distanceEast is 3>><<set $daily.birdAmbushTrapEast to true>><<else>><<set $daily.birdAmbushTrapWest to true>><</if>> <</link>><<note "Housekeeping" "teal">> <br> <<else>> <span class="blue">The hole you used for a trap is fully exposed. You won't be able to make another trap here today.</span> <br> <</if>> <<link [[Wait in ambush (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><</link>> <br><<effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> You tell <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> about your plan to set up a trap. <<if $monster is 1>> "<<Wife>> is smart, making things like this," <<bhe>> says. <<else>> <<bHe>> squawks at you. <</if>> <<endevent>> <br><br> <</if>> <<set $ambushThreat to ($rng gte 51 ? "human" : "lurker")>> <<wearProp "leaf">> You start to make the trap. You scrounge up leaves and sticks to cover the hole. <<if ($rng + $hkTime) gte 80>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> <<if $ambushThreat is "human">> While you're still setting up, <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> flies down to you. <<if $monster is 1>> "Landbound coming. Hide," <<bhe>> says, gesturing for you to follow. You fly back on top of the pillar with <<bhim>>. <<else>> <<bHe>> brushes <<bhis>> beak against you, then points <<bhis>> wings at the path. <<bHe>> flies back on top of the pillar, and you follow. <</if>> Sure enough, two people come walking by shortly after. With your trap incomplete, you decide against trying to rob them. After making sure they're gone, you return to your trap. <<else>> While you're still setting your trap, you hear <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> let out a screech. You jump up, ready to defend yourself. You see nothing around you. Then you notice some lurkers fleeing. It appears <<bhe>> was just scaring them away from you. You sigh in relief and return to your trap. <</if>> <br><br> <<if $hkTime lte 10>> With practised precision, you set them down so that they cover any signs of the hole while being frail enough to cause anyone stepping on them to fall. <<elseif $hkTime lte 15>> You set them down so that they cover any signs of the hole while being frail enough to break when stepped on. It takes some time to set up properly. <<elseif $hkTime lte 20>> You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. After a couple of attempts, your trap is stable enough. <<elseif $hkTime lte 25>> You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. It takes you many attempts, but eventually you're able to make the trap without it collapsing. <<else>> You're not sure how to make a trap using only leaves and sticks, which results in you trying anything you can to make it work. After what feels like an eternity, you manage to set up the trap properly. <</if>> <<housekeeping 1 400>><<ghousekeeping 400>> <br><br> You stand up and admire your handiwork. Now it's time to put it to the test. You fly back up onto the pillar. All you can do now is wait. <br><br> <<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<handheldon>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>> <br> <<else>> <<if $hkTime lte 10>> With practised precision, you set them down so that they cover any signs of the hole while being frail enough to cause anyone stepping on them to fall. <<elseif $hkTime lte 15>> You set them down so that they cover any signs of the hole while being frail enough to break when stepped on. It takes some time to set up properly. <<elseif $hkTime lte 20>> You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. After a couple of attempts, your trap is stable enough. <<elseif $hkTime lte 25>> You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. It takes you many attempts, but eventually you're able to make the trap without it collapsing. <<else>> You're not sure how to make a trap using only leaves and sticks, which results in you trying anything you can to make it work. After what feels like an eternity, you manage to set up the trap properly. <</if>> <<housekeeping 1 400>><<ghousekeeping 400>> <br><br> <<if $ambushThreat is "human">> <<generate1>><<generate2>> <<if $rng gte 86>> With the trap prepared, you stand up again. You hear something behind you. You turn around and see a <<person1>><<person>> and a <<person2>><<person>> grinning at you. <<if $exposed gte 2>> "Now what're you doing out here? Going for a nude stroll?" the <<person1>><<person>> asks sarcastically. "Wandering out here looking like that is just asking to get raped," the <<person2>><<person>> chimes in, eyes full of lust. <<He>> begins to approach you. <<else>> "Now what's a <<girl>> like you doing out here? Ya know, the moor's not a good place for a picnic," the <<person1>><<person>> says sarcastically. The <<person2>><<person>> chuckles before speaking up. "Out here in the wild, there ain't nowhere you could go if somebody wanted to have their way with ya," <<he>> says, approaching you with a dark grin. <</if>> <br><br> You only have a moment to react. The hole is right behind you. <br><br> <<link [[Pull <<him>> into the trap|Bird Hunt Ambush Caught Pull]]>><<handheldon>><</link>><<physiquedifficulty 2000 18000>> <br> <<link [[Stand still|Bird Hunt Ambush Caught Rape]]>><<handheldon>><<set $phase to 2>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $exposed gte 2>> You turn around and notice two people leering at your exposed body from down the path. "Hey... where's your clothes?" asks the <<person1>><<person>>. <br><br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt|Bird Hunt Ambush Caught Flaunt]]>><<handheldon>><</link>><<exhibitionist4>> <<else>> <<insufficientStat "exhibitionism" "to flaunt your nudity at them">> <</if>> <br> <<else>> You turn around and notice two people staring at you down the path. "What are you doing over there?" a <<person1>><<person>> calls out. <br><br> <</if>> <<link [[Hide|Bird Hunt Ambush Caught Hide]]>><<handheldon>><</link>> <br> <</if>> <<else>> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> As you stand up, you notice movement in the grass near you. You turn to face it, but something leaps on your back and lands on your <<bottom>>. <br><br> <<link [[Next|Bird Hunt Ambush Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>> <br> <<else>> As you stand up, you notice movement in the grass near you. A small, leathery creature leaps at you! You manage to take flight, but not unscathed. You abandon the pillar and your trap in fear. <<handheldon>> <<beastescape>> <br><br> <<unset $hkTime>> <<unset $ambushThreat>> <<set _huntFail to 1>> <<flight_hunt_return>> <</if>> <</if>> <</if>> <<else>> <<if $hkTime lte 10>> With practised precision, you set them down so that they cover any signs of the hole while being frail enough to cause anyone stepping on them to fall. <<elseif $hkTime lte 15>> You set them down so that they cover any signs of the hole while being frail enough to break when stepped on. It takes some time to set up properly. <<elseif $hkTime lte 20>> You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. After a couple of attempts, your trap is stable enough. <<elseif $hkTime lte 25>> You consider how you can make the leaves cover the hole, while also being able to collapse when something walks on them. It takes you many attempts, but eventually you're able to make the trap without it collapsing. <<else>> You're not sure how to make a trap using only leaves and sticks, which results in you trying anything you can to make it work. After what feels like an eternity, you manage to set up the trap properly. <</if>> <<housekeeping 1 400>><<ghousekeeping 400>> <br><br> You stand up and admire your handiwork. Now it's time to put it to the test. You fly back up onto the pillar. All you can do now is wait. <br><br> <<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<handheldon>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>> <br> <</if>><<effects>> As the <<person2>><<person>> draws close, you suddenly grab <<his>> hand and pull. <<if $physiqueSuccess>> <span class="green"><<Hes>> unable to pull away.</span> You sidestep the hole, and bring <<him>> right to it. "Don't make this hard for—" <<His>> words are interrupted as <<he>> steps on the trap, causing <<him>> to stumble and fall. You take the opportunity to quickly run away. The <<person1>> doesn't chase you, instead opting to laugh at <<his>> misfortunate friend. <br><br> You make sure you're out of sight, then take flight. You fly above them and wait until the two leave, then land up on the pillar again. With your trap ruined, you can either leave or try to make an ambush without it. <br><br> <<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>> <br> <<link [[Leave|Bird Hunt Ambush Leave]]>><<endevent>><<set $phase to 2>><</link>> <br> <<else>> <span class="red"><<He>> simply grabs you tighter.</span> "Resisting will only make me harder for ya, <<girl>>!" <<He>> grabs your hands and pushes you backwards, making you fall into your own trap. <<pain 10>><<ggpain>> <br><br> "That's what happens when ya resist!" <<he>> says. The pair pull you out of the hole, if only so that they can molest you properly. The <<person1>><<person>> holds your arms. "Now be still, don't make this worse for yourself," <<he>> says coldly. <br><br> <<link [[Next|Bird Hunt Ambush Caught Rape]]>><<set $phase to 3>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 3>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<set $NPCList[0].lefthand to "arms">> <<set $NPCList[0].righthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <<elseif $phase is 2>> You let the <<person2>><<person>> approach you. "Just be good and this'll be over soon," <<he>> says. <br> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Ambush Caught Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Ambush Caught Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair let go of you. "Whew, who knew we'd find a slut somewhere out here," says the <<person2>><<person>>. <br> "Yeah, but taking them in the middle of nowhere just ain't as thrilling," responds the <<person1>><<person>>. <<if $phase is 3>> "And what the fuck was that you said before you pushed <<phim>>? 'Resisting will only make me harder for you'? Did you mean 'make <i>this</i> harder for <<phim>>'?" <</if>> <br> "Argh, don't be such a whiner.<<if $phase is 3>> I know what I said.<</if>>" The two delve into conversation, now ignoring you. <<tearful>> you use the opportunity to make your escape. <<clotheson>> <<endcombat>> <<set _huntFail to 1>> <<flight_hunt_return>> <<else>> You manage to push the <<person1>><<person>> into the <<person2>><<person>>, sending them tumbling to the ground. You take advantage of the opportunity to run. <<set _phaseSaved to $phase>> <<clotheson>> <<endcombat>> <<set $phase to _phaseSaved>> You make sure you're out of sight, then take flight. You fly above them and wait until they leave, then land up on the pillar again. <<if $phase is 3>> Your trap is ruined, but maybe you won't need it. <<else>> Your trap is still set, meaning you can still use it for your ambush. <</if>> <br><br> <<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<if $phase isnot 3>><<set $birdAmbushTrap to true>><</if>><<endevent>><</link>> <br> <<if $phase is 3>> <<link [[Leave|Bird Hunt Ambush Leave]]>><<endevent>><<set $phase to 2>><</link>> <br> <</if>> <</if>><<effects>> <<if $phase is 2>> You abandon your ambush point. <<set _huntFail to 1>> <br><br> <</if>> <<flight_hunt_return>><<effects>> You use your hands to pronounce your exposure and bend halfway over. "Just getting some air," you say. "Don't mind me." <<exhibitionism4>> The two continue down the path, eyes fixed on your body the whole time. You point out your trap when one of them nearly steps on it. Once they're gone, you fly back to the top of the pillar. All you can do now is wait. <br><br> <<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>> <br><<effects>> <<if $exposed gte 2>> You cover yourself up however you can, before running off into the underbrush. <<arousal 500>><<garousal>> <<else>> You run off into the underbrush, out of sight. <</if>> The two approach casually. "Where'd <<pshe>> run off to?" the <<person1>><<person>> asks. <br> "Dunno, but the poor <<girl>> looked scared. We should keep an eye out, maybe..." their voices fade as they pass the pillar and continue down the path. <br><br> You fly back to the top of the pillar once you're sure they're gone. Your trap is ready, now you just have to wait for someone to come. <br><br> <<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $birdAmbushTrap to true>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 1 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $settings.analEnabled>> <<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">> <</if>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Bird Hunt Ambush Struggle End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Bird Hunt Ambush Struggle]]>><</link>></span> <br> <</if>><<effects>> The creatures disappear into the heather. <<tearful>> you dust yourself off and fly back up on the pillar. Your trap is ready, now you just have to wait for someone to come. <br><br> <<clotheson>> <<endcombat>> <<link [[Wait (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<set $birdAmbushTrap to true>><</link>> <br><<effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> <</if>> <<if $phase is 2>> You fly back up to your ambush point. <<elseif $bird.hunts.duo is true and !$birdAmbushTrap>> You tell <<if $monster is 1>>your <<nnpc_wife "Great Hawk">><<else>>the Great Hawk<</if>> about your plan to set up an ambush. <br> <<if $monster is 1>> "<<Wife>> is smart, making good plans," <<bhe>> says. <<else>> <<bHe>> squawks at you. <</if>> <br><br> <</if>> <<unset $hkTime>> <<unset $ambushThreat>> You sit atop the pillar, waiting for a potential victim<<if $bird.hunts.duo is true>> with <<your_bird_text>><</if>>. <<rng 8>> <<if $bird.hunts.duo is true>> <<switch $rng>> <<case 1>><<if $mathstrait gte 1>>You pass time by counting the rocks near you. <<bHe>> hops down and starts to line them up as you count.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 2>><<if $sciencetrait gte 3>>You pass time by trying to identify different rocks.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 3>><<if $englishtrait gte 2>>You pass time by rehearsing what you will say when ambushing someone. <<if $monster is 1>><<bHe>> helps you practise.<<else>><<bHe>> caws at you in response.<</if>><<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 4>><<if $trauma gte 50>>Waiting around makes you nervous. You start having doubts about your plan. <<bHe>> seems to notice this, and gently caresses you with <<bhis>> wing.<<else>>You take a moment to enjoy the feeling of the wind on your skin. <<stress -2>><<lstress>><</if>> <<case 5>>You cuddle up to <<bhim>> and hold each other for a moment. <<stress -3>><<lstress>> <<case 6>>You take some time to comb through <<bhis>> feathers with your hands, cleaning <<bhim>> up a bit. One of <<bhis>> feathers comes loose. You keep it. <<flight_hunt_get "feathers" 1>><<set _prop to "feather">> <<case 7>>You take a moment to just admire the Great Hawk for a moment. <<bHe>> looks at you curiously, but <<bhe>> seems happy. <<npcincr "Great Hawk" love 1>><<glove>> <<case 8>>You hum a small tune. <<bHe>> does <<bhis>> best to imitate you. <<trauma -2>><<ltrauma>> <</switch>> <<else>> <<switch $rng>> <<case 1>><<if $mathstrait gte 1>>You pass time by counting the rocks near you.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 2>><<if $historytrait gte 3>>You pass time by identifying rock formations and landmarks.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 3>><<if $sciencetrait gte 3>>You pass time by trying to identify different rocks.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 4>><<if $englishtrait gte 2>>You pass time by rehearsing what you will say when ambushing someone.<<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 5>><<if $trauma gte 50>>Waiting around makes you nervous. You start having doubts about your plan. <<stress 2>><<gstress>><<else>>You take a moment to enjoy the feeling of the wind on your skin. <<stress -2>><<lstress>><</if>> <<case 6>>You contemplate throwing pebbles to pass time, but decide against it. <<case 7>><<if $hallucinations gte 1>>Out of the corner of your eye, you think you see movement. You turn to look, but find nothing. <<stress 2>><<gstress>><<else>>You briefly look up at the clouds, taking a moment to admire them.<</if>> <<case 8>> <<if $loveInterest.primary is "Great Hawk">> The wind carries distant sounds. It reminds you of your <<nnpc_wife "Great Hawk">>'s singing. <<trauma -2>><<ltrauma>> <<elseif $loveInterest.primary isnot "None">> You wonder what $loveInterest.primary is doing right now. Thinking about <<nnpc_him $loveInterest.primary>> brings you comfort. <<trauma -2>><<ltrauma>> <<else>> You rest your head, allowing yourself a moment of respite. <<stress -2>><<lstress>> <</if>> <</switch>> <</if>> <<endevent>> <br><br> <<if Time.hour gte 22 or Time.hour lte 5>> The moor starts to go quiet. It's too dark to see very far down the path. You won't be ambushing anything else here until morning. <br><br> <<flight_hunt_return>> <<else>> <<flight_hunt_chance>> <<cleareventpool>> <<addinlineevent "bird_ambush_nothing" _flight_hunt_chance.nothing>> You return to watching the path vigilantly. After fifteen minutes, nothing shows up. <br><br> <<link [[Keep waiting (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><</link>> <br> <<link [[Leave|Bird Hunt Ambush Leave]]>><<endevent>><<set $phase to 2>><</link>> <br> <</addinlineevent>> <<addinlineevent "bird_ambush_humans" (_flight_hunt_chance.materials + _flight_hunt_chance.valuables)>> <<generate1>><<generate2>> You spot two people walking along the path, a <<person1>><<person>> and a <<person2>><<person>>. They're coming your way. <<if $birdAmbushTrap is true>> <<if $bird.hunts.duo is true>> With your spouse by your side and your trap set, you feel ready. Robbing them should be easy. <<else>> With your trap set and ready, robbing them will be easier. <</if>> <<else>> <<if $bird.hunts.duo is true>> With your spouse by your side, robbing them should be easier. <<else>> Without a trap, you'll have to rely on intimidation and raw strength. <</if>> <</if>> <br><br> <<link [[Let them pass and keep waiting (0:15)|Bird Hunt Ambush Humans Pass]]>><<bird_pass 15>><</link>> <br> <<link [[Attack|Bird Hunt Ambush Humans]]>><</link>><<gcrime "thievery">> <br> <</addinlineevent>> <<addinlineevent "bird_ambush_lurkers" _flight_hunt_chance.lurkers>> You spot movement in the grass. Lurkers. <<if $birdAmbushTrap is true>> They're headed right for your trap. <</if>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">> <<your_bird_text "cap">> prepares to strike. <</if>> <br><br> <<link [[Scare them away and keep waiting (0:15)|Bird Hunt Ambush Wait]]>><<endevent>><<bird_pass 15>><</link>> <br> <<link [[Attack|Bird Hunt Ambush Lurkers]]>><<endevent>><</link>> <br> <</addinlineevent>> <<runeventpool>> /* at end due to inline endevent */ <<if _prop>><<wearProp _prop "original">><</if>> <</if>><<effects>> <<if $birdAmbushTrap>> You stay on the pillar as they pass. One of them steps on your trap and tumbles into the hole. You giggle upon hearing <<person1>><<his>> cursing. <<His>> companion pulls <<him>> from the hole and they move on. <<unset $birdAmbushTrap>> <br><br> As you continue to wait, you notice that something got left behind in the hole. It must have fallen out of <<his>> backpack. <br> <<flight_hunt_get_ambush 2>> <<else>> You let them pass without incident. <</if>> <br><br> <<link [[Next|Bird Hunt Ambush Wait]]>><<endevent>><</link>> <br><<effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk" 3>> You tell your spouse to wait for you to make the first move. <br><br> <</if>> <<if $birdAmbushTrap is true>> <!-- With trap --> The two walk right into your trap. The <<person1>><<person>> takes a step forward, crashing through the flimsy cover and plummeting into the hole. At that moment, you descend from the pillar and land right behind them. You let out a loud screech, startling the <<person2>><<person>>. "W-What the hell!?" <<he>> yells out. <br><br> <<if $bird.hunts.duo is true>> Your <<beasttype 2>> flies over them, screeching loudly. You point at the <<person2>><<person>>. The Great Hawk swoops in to attack, only pulling away at the last moment. <<else>> You spread your wings, attempting to intimidate <<him>>. <<if $exposed gte 2>> <span class="lewd">You realise far too late that you're also flashing <<him>>.</span> <<if !hasSexStat("exhibitionism", 3)>> <<set $rng -= 10>> The sudden realisation makes you close your wings again. <<stress 6>><<ggstress>> <br> <<else>> <<set $rng += 10>> You take it in stride, making yourself seem more wild and dangerous. <</if>> <</if>> <</if>> <<switch $speech_attitude>> <<case "meek">>"G-give me your things and I'll let you go!" <<case "bratty">>"Give me everything, or else." <<default>>"Give me your valuables!" <</switch>> <br><br> <<if $rng gte 71>> <<if $bird.hunts.duo is true>> "Okay! Please don't hurt us, we'll give you what you want!" <<he>> says frantically, unable to hide <<his>> fear. The <<person1>><<person>> in the hole peeks up. With shaky hands, the <<person2>><<person>> throws <<his>> backpack to you. <br><br> "Both of them!" you demand. The <<person1>><<person>> throws <<his>> up too. You start searching them. <br><br> <<flight_hunt_get_ambush 6>> <br> Wordlessly, you toss the now empty backpacks at <<him>>. You squawk at your spouse, indicating you're finished. The <<person2>><<person>> is still frozen in fear. "Go," you demand. <<He>> quickly pulls <<his>> companion from the hole, and they run off. The <<beasttype 2>> lands next to you. <<if $monster is 1>> <<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says. <<else>> <<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got. <</if>> <<else>> "Okay! Please don't hurt us, I'll give you what you want!" <<he>> says frantically, unable to hide <<his>> fear. The <<person1>><<person>> in the hole doesn't say anything. With shaky hands, the <<person2>><<person>> throws <<his>> backpack to you. You start searching it. <br><br> <<flight_hunt_get_ambush>> <br> Wordlessly, you toss the now empty backpack at <<him>>. You stare <<him>> down as <<he>> pulls <<his>> companion from the hole, and the two run off. <</if>> <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<elseif $rng gte 41>> <<if $bird.hunts.duo is true>> The <<person2>><<person>> looks at the <<beasttype 2>> circling <<him>>. "How the hell did <<pshe>> tame a hawk?!" <<he>> exclaims. You repeat your demands. "Alright! C-Calm down, you lunatic!" <<he>> says. "Just take what you want from my backpack and leave us alone." <<He>> throws <<his>> backpack towards you. <br><br> The <<person1>><<person>> in the hole yells up. "I'm so sick of this shit." <<He>> tosses up <<his>> backpack. <br><br> <<flight_hunt_get_ambush 6>> <br> You toss back their now empty backpacks. You squawk at your spouse, indicating you're finished. The <<person2>><<person>> quickly pulls <<his>> companion from the hole, and they run off. The <<beasttype 2>> lands next to you. <<if $monster is 1>> <<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says. <<else>> <<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got. <</if>> <<else>> "Alright! C-Calm down, you lunatic!" <<he>> says. "Just take what you want from my backpack and leave us alone." <<He>> throws <<his>> backpack towards you. <br><br> The <<person1>><<person>> in the hole yells up. "Don't just give <<phim>> what <<pshe>> wants!"<br> "Look, it's not worth the trouble. I just want to avoid dealing with this nut-job," the <<person2>><<person>> responds.<br> Ignoring their conversation, you look through the backpack. <br><br> <<flight_hunt_get_ambush>> <br> Wordlessly, you toss the now empty backpack at <<him>>. You stare <<him>> down as <<he>> pulls <<his>> companion from the hole, and the two run off. <</if>> <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> <<if $bird.hunts.duo is true>> The <<person2>><<person>> stays surprisingly calm. "Alright, I know when the odds are against us. Take what you want, <<girl>>." The <<person1>><<person>> scowls, but remains silent. "Give me both of your backpacks!" you demand. They do as you ask, and you search through them. <br><br> <<flight_hunt_get_ambush 6>> <br> You toss back their now empty backpacks. You squawk at your spouse, indicating that you're done, and <<bhe 2>> lands next to you. <br><br> "Alright 'beastmaster', are we done here?" the <<person2>><<person>> asks. You ignore <<his>> attitude and shoo them both away. <br><br> <<if $monster is 1>> <<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says. <<else>> <<bHe>> eyes your new items. <<bHe 2>> looks happy with what you got. <</if>> <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<elseif $fame.scrap gte random(400, 800)>> <<He>> considers your words for a moment, then relents. "Alright, <span class="green">you're not worth the trouble anyway</span>."<br> The <<person1>><<person>> yells up. "What do you mean 'alright'?! You can't seriously consider handing our stuff to some random <<girl>>!"<br> "This ain't just some <<girl>>, I think this is <span class="pink"><<underworld_nickname>></span>. Best not risk it now." <br><br> The <<person1>><<person>> grumbles, but doesn't say anything else. You motion for the <<person2>><<person>> to throw <<his>> backpack over to you. You make a point of showing you're not dropping your guard as you search it. <br><br> <<flight_hunt_get_ambush>> <br> Wordlessly, you toss the now empty backpack at <<him>>. You stare <<him>> down as <<he>> pulls <<his>> companion from the hole, and the two run off. <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> <<He>> looks you over. "You've got some nerve, little birdie," <<he>> says, <span class="red">approaching you angrily</span>. <<saveNPC 0 "bird_ambush_trapped">> <<saveNPC 1 "bird_ambush_fight">> <<endevent>> <<loadNPC 0 "bird_ambush_fight">> <br><br> <<link [[Next|Bird Hunt Ambush Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <</if>> <<else>> <!-- Trapn't --> <<if $bird.hunts.duo is true>> As they walk beneath the pillar, you and your <<beasttype 2>> screech loudly and leap down in front of them. You both land and spread your wings wide in an attempt to intimidate them. <<else>> You let out a loud screech and drop in front of them. You spread your wings wide, trying to intimidate them. <</if>> <br><br> <<if $exposed gte 2>> <span class="lewd">You realise far too late that you're also flashing them.</span> <<if !hasSexStat("exhibitionism", 3)>> <<set $rng -= 10>> The sudden realisation makes you close your wings again. <<stress 6>><<ggstress>> <br> <<else>> <<set $rng += 10>> You take it in stride, making yourself seem more wild and dangerous. <</if>> <</if>> <<switch $speech_attitude>> <<case "meek">>"G-give me your things and I'll let you go!" <<case "bratty">>"Give me everything, or else." <<default>>"Give me your valuables!" <</switch>> <br><br> For a moment, the pair are too stunned to speak. <<if $rng gte 71>> <<if $bird.hunts.duo is true>> "Okay! Please don't hurt us, I'll give you what you want!" <<he>> says frantically, unable to hide <<his>> fear. With shaky hands, the <<person2>><<person>> throws <<his>> backpack to you. You start searching it. <br><br> <<flight_hunt_get_ambush>> <br> Wordlessly, you toss the now empty backpack at <<him>>. You squawk at your spouse, indicating you're finished. They're both still frozen in fear. "Go," you demand. They run off. The <<beasttype 2>> lands next to you. <<if $monster is 1>> <<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says. <<else>> <<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got. <</if>> <<else>> The <<person1>><<person>> finally speaks up. "W-What the hell!? What kind of lunatic would jump down from that high up?"<br> "<<pShe>> must be crazy, w-we should just give <<phim>> what <<pshe>> wants," the <<person2>><<person>> says.<br> The <<person1>><<person>> looks hesitant, so you let out another loud scream. "O-Okay! Just take what you want and leave us alone!" <<he>> says, throwing you <<his>> backpack. You begin rummaging through it. <br><br> <<flight_hunt_get_ambush>> <br> Wordlessly, you toss the now empty backpack at them. You stare them down as they run off. <</if>> <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<elseif $rng gte 41>> They look you over, thinking up a response. <<if $bird.hunts.duo is true>> "How the hell did <<pshe>> tame a hawk?" <<he>> asks the other. <<person1>><<He>> simply shrugs. You repeat your demands. "Alright, fine," <<person2>><<he>> says. "Just take what you want from my backpack and leave us alone." <<He>> throws <<his>> backpack towards you. <br><br> The <<person1>><<person>> grumbles, but doesn't object. <br><br> <<flight_hunt_get_ambush>> <br> You toss back <<his>> now empty backpack. You squawk at your spouse, indicating you're finished. The <<beasttype 2>> lands next to you, and the pair runs off. <<if $monster is 1>> <<bHe 2>> looks over your new items. "<<Wife>> is efficient," <<bhe 2>> says. <<else>> <<bHe 2>> eyes your new items. <<bHe 2>> looks happy with what you got. <</if>> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<elseif $physique gte random (4000, 16000)>> After a long silence, the <<person1>><<person>> speaks. "Alright, <span class="teal">we're willing to give you something small</span>. But that's all you'll get." The <<person2>><<person>> looks displeased, but <<he>> doesn't object. You order them to throw you one of their backpacks, with the promise you won't take much. The <<person1>><<person>> throws you <<his>> bag. You begin rummaging through it. <br><br> <<flight_hunt_get_ambush 2>> <br> Wordlessly, you toss the now empty backpack at them. You stare them down as they run off. <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> Once <<person1>><<he>> snaps out of it, the <<person>> steps forward and yells. "There's no way we're giving anything to you!"<br> "There's two of us and one of you," the <<person2>><<person>> yells out as well. <br><br> The <<person1>><<person>> is close to the hole. <br><br> <<link "Push <<him>>" "Bird Hunt Ambush Push">><</link>><<athleticsdifficulty 100 800>> <br> <<link [[Let them go and keep waiting (0:15)|Bird Hunt Ambush Wait]]>><<bird_pass 15>><<endevent>><<set $phase to 2>><</link>> <br> <</if>> <<else>> <<if $bird.hunts.duo is true>> The <<person1>><<person>> curses under <<his>> breath. "Damned birds."<br> "Alright, you can have something of mine if you leave us alone," the <<person1>><<person>> says, throwing you <<his>> backpack. You maintain an aura of control, and begin rummaging through it. <br><br> <<flight_hunt_get_ambush 2>> <br> After getting what you want, you toss the backpack. You give them a slight nod, and watch them leave. <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<elseif $fame.scrap gte random(400, 800)>> The <<person1>><<person>> chuckles and starts to approach you. "You picked the wrong people to mess with, <<girl>>. We were just looking for—"<br> Before <<he>> can take another step, the <<person2>><<person>> stops <<him>>. "Hold on, isn't that <span class="pink"><<underworld_nickname>></span>?"<br> "Huh? <<pHim>>? Are you sure?" The two whisper something to each other.<br> "Alright, you can have something of mine if you leave us alone," the <<person1>><<person>> says, throwing you <<his>> backpack. You maintain an aura of control, and begin rummaging through it. <br><br> <<flight_hunt_get_ambush 2>> <br> After getting what you want, you toss the backpack. You give them a slight nod, and watch them leave. <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> The <<person1>><<person>> chuckles and starts to approach you. "You picked the wrong people to mess with, <<girl>>." <<He>> cracks <<his>> knuckles and approaches you. "Hold still." <br><br> <<link [[Next|Bird Hunt Ambush Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>> <</if>><<effects>> Like a predator, you begin slowly circling them. When you notice a good opportunity, you rush to push the <<person1>><<person>> into the hole. <<if $athleticsSuccess>> <span class="green">You're simply too fast.</span> <<Hes>> caught off guard as you ram <<him>>. <<He>> tries to stop <<himself>> by grabbing onto the <<person2>><<person>>, but this only leads to both of them falling when the <<person1>><<person>> stumbles. In the struggle, one of them drops their backpack. You let out a warning screech and pick it up, quickly rummaging through it. <br><br> <<flight_hunt_get_ambush 3>> <br> You don't have time to grab everything. As one of them starts to pull <<himself>> up from the hole, you toss the half-full backpack at <<him>>, causing <<him>> to fall back in. <br><br> You run off and hide in the underbrush, waiting for them to recover and leave. You hear their curses slowly fade in the distance. <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> <span class="red">You're just barely too slow.</span> <<He>> grabs your arms, stopping you. The <<person2>><<person>> punches your side, making you gasp. <<pain 6>><<ggpain>> <br><br> "Stupid little shit. Time to have some fun." <br><br> <<link [[Next|Bird Hunt Ambush Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<violence 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Bird Hunt Ambush Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Ambush Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $pain gte 100 and $willpowerpain is 0>> You keel over, unable to fight back. "That's what you get, you goddamn brat!" <<He>> stops beating you and goes to help <<his>> companion up from the hole. <<tearful>> you run and take flight before they can catch you. <<clearNPC "bird_ambush_trapped">> <<clearNPC "bird_ambush_fight">> <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Ambush Leave]]>><<set $phase to 2>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<loadNPC 1 "bird_ambush_trapped">> As the orgasm runs through <<his>> body, you take advantage of <<his>> vulnerable state and push <<him>> towards the hole. <<He>> lands on <<his>> friend. "F-Fuck! Okay, just take what you want," <<he>> grumbles. The <<person2>><<person>> begins mocking the <<person1>><<person>> as <<he>> tosses <<his>> backpack up. You search it quickly. <<clearNPC "bird_ambush_trapped">> <<clearNPC "bird_ambush_fight">> <<clotheson>> <<endcombat>> <<flight_hunt_get_ambush>> <br> You toss the now empty backpack down the hole. You hide in the underbrush as they slowly pull themselves up, and wait until they're gone. <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> <<loadNPC 1 "bird_ambush_trapped">> You have <<him>> on the back foot. You beat your wings hard, kicking up sand and dirt from the path. <<He>> brings <<his>> arms up to shield <<himself>>, and you take the chance to rip <<his>> backpack away before pushing <<him>> into the hole. <<He>> lands on <<his>> friend. "F-Fuck! Okay, just take what you want," <<he>> grumbles. The <<person2>><<person>> begins mocking the <<person1>><<person>>. <<clearNPC "bird_ambush_trapped">> <<clearNPC "bird_ambush_fight">> <<clotheson>> <<endcombat>> <<flight_hunt_get_ambush>> <br> You toss the now empty backpack down the hole. You watch as they slowly pull themselves up, and screech at them again to speed up their retreat. <<crimeUp 40 "thievery">><<crime "thievery">> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<set $timer to 7>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Ambush Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Ambush Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> keeps holding on to you for a moment. "You're not much of a thief, but you make for a decent cumdump," <<he>> says. <<trauma 3>><<gtrauma>> <br><br> "We don't have all day. Let's get moving," the <<person2>><<person>> barks. The <<person1>><<person>> shoves you down to the ground. <<tearful>> you stand and watch them leave. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> <<if $timer gt 0>> You sweep the <<person1>><<person>> by the leg, knocking <<him>> flat on <<his>> back. With a solid hit to the gut, the <<person2>><<person>> falls to a knee, and you kick <<him>> backwards. <<He>> tumbles into the hole. <br><br> "Shit, <<pshes>> a real fighter," the <<person1>><<person>> gasps. "Alright. We made a bit of a mistake, just take what you want and leave us be." You grab one of their backpacks and rummage through it. <<flight_hunt_get_ambush>> <br> You drop the now empty backpack. You glare at the <<person1>><<person>> and screech once more, prompting <<him>> to hastily pull <<his>> companion from the hole and run off. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <<else>> You push away the <<person1>><<person>>, who stumbles. The <<person2>><<person>> helps <<person1>><<him>> back up. You're all panting, staring each other down, waiting for someone to make the next move. <br><br> "Let's... call it even," the <<person1>><<person>> says between breaths. The two start to run down the trail. You're too exasperated to give chase. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> <<if $bird.hunts.duo is true>> <<npc "Great Hawk">><<person1>> <</if>> <<if $birdAmbushTrap is true>> <<if $bird.hunts.duo is true>> You and <<your_bird_text>> peer over the stone, observing their movement. The moment your trap is sprung, the Great Hawk swoops down and grabs another. The third lurker panics and runs. You rush down to grab the trapped one before it can escape. <<flight_hunt_get "lurkers" 2>> <<else>> As the lurkers walk under your position, you hear your trap crumble. One lurker tumbles into the hole, and the other two quickly scatter. You let out a loud screech and land. The lurker isn't moving. You reach onto the hole and grab it. <<flight_hunt_get "lurkers" 1>> <</if>> <<else>> <<if $bird.hunts.duo is true>> You and <<your_bird_text>> peer over the stone, observing their movement. You wait until the lurkers are directly below you. You both step near the edge of the stone and screech. It's amplified by the echo, making the lurkers freeze in panic. The Great Hawk grabs one easily. You swoop down and grab another, making the last one flee. <<if currentSkillValue("danceskill") gte random(1,1000)>> <span class="green">You recover well from your swoop</span>, easily gaining altitude with the lurker in hand. You look to your spouse and smile, each of you having caught one. <<flight_hunt_get "lurkers" 2>> <<else>> You try to regain altitude, but you're off balance. You fumble the recovery, and have to let go of the lurker to avoid crashing face-first into a rock With free hands, you manage to avoid the collision, but the lurker is gone. <br><br> <<your_bird_text "cap">> looks to you. <<if $monster is 1>> "One is more than none," <<bhe>> says reassuringly. <<else>> <<bHe>> caws, tossing <<bhis>> lurker to you. <</if>> <<flight_hunt_get "lurkers" 1>> <</if>> <<else>> You wait until the lurkers are directly below you. You step near the edge of the stone and screech. It's amplified by the echo, making the lurkers freeze in panic. You swoop down and grab one, making the others scatter. <<if currentSkillValue("danceskill") gte random(1,1000)>> <span class="green">You recover well from your swoop</span>, easily gaining altitude with the lurker in hand. <<flight_hunt_get "lurkers" 1>> <<else>> You try to regain altitude, but you're off balance. You fumble the recovery, and have to let go of the lurker to avoid crashing face-first into a rock With free hands, you manage to avoid the collision, but the lurker is gone. <</if>> <</if>> <</if>> <br><br> <<link [[Next|Bird Hunt Ambush End]]>><<endevent>><</link>> <br><<effects>> <<if ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>> You won't be able to carry any more. You take off and begin to fly back to the tower. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<elseif $stress gte $stressmax or isPregnancyEnding()>> You feel lightheaded. Before you can return to the top of the pillar, the ground comes hurtling towards you. <br><br> <<if $bird.hunts.duo is false>> Everything fades to black. <br><br> <<passout_moor>> <<else>> You feel something catch you, and your ears pop as you begin to ascend again. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Next (?:??)|Bird Hunt Passout]]>><<bird_pass _returnTime>><</link>> <br> <</if>> <<elseif $pain gte 90>> <<if $bird.hunts.duo is true>> <<endevent>> <<npc "Great Hawk">><<person1>> <<if $monster is 1>> "You're hurt," <<your_bird_text>> says. "We return home at once." <<else>> <<your_bird_text "cap">> caws at you, and touches <<bhis>> wing against you. You wince in pain. You're too injured to keep hunting. You take off and return home. <</if>> <<else>> You're too injured to keep hunting. You take off and return home. <</if>> <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<elseif $bird.hunts.duo is true and $bird.hunts.timer gte 360>> <<endevent>> <<npc "Great Hawk">><<person1>> <<your_bird_text "cap">> looks very fatigued. <<if $monster is 1>> "Been hunting too long. We return home." <<else>> <<bHe>> looks to you and caws. You've been hunting for hours, and should return home. <</if>> The two of you take off and fly back to the castle. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<elseif Weather.dayState is "night">> The moor starts to go quiet. It's too dark to see very far down the path. You won't be ambushing anything else here until morning. <br><br> <<flight_hunt_return>> <<else>> Returning to the top of the pillar will take some effort. It's too high to just let the wind do the work. <<if $bird.hunts.duo is true and $bird.hunts.timer gte 300>> <<endevent>> <<npc "Great Hawk">><<person1>> <<your_bird_text "cap">> is starting to look fatigued. <<elseif $bird.hunts.duo is true and Weather.dayState is "dusk" and $bird.hunts.timer gte 120 and !$daily.birdNightWarning>> <<endevent>> <<npc "Great Hawk">><<person1>> <<set $daily.birdNightWarning to true>> <<your_bird_text "cap">> looks to the setting sun. <<if $monster is 1>> "Night time soon. Hunt will be harder." <<else>> <<bHe>> then turns to you and caws. It's getting late. Hunting at night time will be more difficult. <</if>> <</if>> <br><br> <<endevent>> <span class="blue">The hole you used for a trap is fully exposed. You won't be able to make another trap here today.</span> <br> <<link [[Return to the top of the pillar and wait (0:15)|Bird Hunt Ambush Wait]]>><<endevent>><<set $phase to 2>><<bird_pass 15>><<tiredness 5>><</link>><<gtiredness>> <br> <<link [[Leave|Bird Hunt Ambush Leave]]>><</link>> <br> <</if>> <<unset $birdAmbushTrap>><<effects>> <<set $bird.trespasser to true>> Your stomach rises as you plummet. You try to get your bearings, and your attacker comes into focus. <<if $monster is 1>> It's... another harpy. <<bHe 0>> regards you with an intense gaze as <<bhe 0>> keeps you in a tight grip. <<else>> It's... another giant hawk. <<bHe 0>> regards you with an intense gaze as <<bhis 0>> talons painfully hold onto you. <</if>> <br><br> <<switch $bodysize>> <<case 0>><<set _physiqueMin to 3000>><<set _physiqueMax to 6000>> <<case 1>><<set _physiqueMin to 5000>><<set _physiqueMax to 10000>> <<case 2>><<set _physiqueMin to 6000>><<set _physiqueMax to 12000>> <<case 3>><<set _physiqueMin to 8000>><<set _physiqueMax to 16000>> <</switch>> <<your_bird_text "cap">> dives after the two of you. <<bHe 1>> starts to catch up fast. <br><br> <<link [[Try to fight back|Bird Hunt Trespasser 2]]>><<set $phase to 0>><</link>><<physiquedifficulty _physiqueMin _physiqueMax>> <br> <<link [[Hold on|Bird Hunt Trespasser 2]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $phase is 0>> <<if $physiqueSuccess>> <<if $bodysize lte 1>> You tuck your wings in as tightly as you can, disrupting <<bhis 0>> grip. <span class="green"><<bHe 0>> fumbles you thanks to your small size, and you escape <<bhis 0>> grasp.</span> Your manoeuvre throws <<bhim 0>> off balance. <br><br> You take the chance to turn the grab around, preventing <<bhim 0>> from using <<bhis 0>> wings entirely. Once you're confident you can escape, you release <<bhim 0>>, letting the air resistance keep you far above <<bhim 0>>. <<else>> You flare your wings out as hard and wide as you can, giving you air resistance to work with. <span class="green">Your wings break from <<bhis 0>> grasp, and it slows the <<beasttype>> down considerably,</span> throwing <<bhim 0>> off balance. <br><br> You take the chance to turn the grab around, preventing <<bhim 0>> from using <<bhis 0>> wings entirely. Once you're confident you can escape, you release <<bhim 0>>, letting the air resistance keep you far above <<bhim 0>>. <</if>> <br><br> <<your_bird_text "cap">> soars past you, grabbing the other <<beasttype>> <<bhimself 1>> and diving to the ground, where <<bhe 1>> subdues <<bhim 0>> easily thanks to the opening you made. You land nearby, watching the end of the scuffle as you approach. <<else>> <<set _birdInjury to true>> You try to flare your wings out to give yourself some air resistance to work with, <span class="red">but the <<beasttypes>> grip is too strong.</span> <<bHis 0>> talons dig into your wings. <<pain 20>><<gggpain>> <br><br> <<your_bird_text "cap">> finally catches up, but the other <<beasttype>> is ready for <<bhim 1>>. <<bHe 1>> releases you, and the two <<beastsplural>> begin to fight viciously in the air. You're left tumbling, and only just manage to right yourself before hitting the ground. <<stress 12>><<ggstress>> <br><br> A flurry of feathers escape them as talons bite into flesh and wings take hit after hit. You rush to the Great Hawk's side, just as <<bhe 1>> gets the upper hand and subdues the outsider. <</if>> <<else>> <<set _birdInjury to true>> You hold on to the <<beasttype>>, afraid <<bhe 0>> will drop you and send you tumbling. <br><br> <<your_bird_text "cap">> finally catches up, but the other <<beasttype>> is ready for <<bhim 1>>. You realise too late that you're not <<bhis 0>> real target. <<bHe 0>> releases you, and the two <<beastsplural>> begin to fight viciously in the air. You only just manage to right yourself before hitting the ground. <<stress 12>><<ggstress>> <br><br> A flurry of feathers escape them as talons bite into flesh and wings take hit after hit. You rush to the Great Hawk's side, just as <<bhe 1>> gets the upper hand and subdues the outsider. <</if>> <<if $monster is 1>> "You keep the tower for yourself, a loner as always," the outsider spits. <br><br> The Great Hawk adjusts <<bhis 1>> grip on the outsider painfully. "Great Hawk is not alone anymore. Great Hawk finally has family." <<bHe 1>> looks to you with a smile, and the outsider's gaze follows <<bhis 1>>. <br> "<<if $settings.pregnancySpeechEnabled>>Breeding<<else>>Mating<</if>> with a landbound? You've sunken low—" <<bhes 0>> interrupted as the Great Hawk's talon pushes <<bhis 0>> head into the dirt. <br> "Begone. You have your own home," <<bhe 1>> says with the slightest hint of sadness. <<bHe>> releases the other <<beasttype>>, who flies off quickly without another word. <<else>> The two screech at each other, until the trespasser fully submits. The Great Hawk lets out a cry of victory, before pushing the outsider away, who flies off quickly. <</if>> <<if !_birdInjury>> <<bHis 0>> flight is shaky and uneven thanks to the beating <<bhe 0>> received. <<else>> <<set $bird.injured to 30>> <</if>> <br><br> <<link [[Check your spouse for injuries|Bird Hunt Trespasser 3]]>><<set $phase to 0>><</link>><<tendingdifficulty 400 800>> <br> <<link [[Ask what that was about|Bird Hunt Trespasser 3]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $phase is 0>> <<switch $speech_attitude>> <<case "meek">>"A-are you okay?!" <<case "bratty">>"Hold still a minute," you say, concealing your worry. <<default>>"Are you alright? Let me check you over," you say. <</switch>> You rush to <<bhis 1>> side, and start to check <<bhim 1>> for injuries. <<if $bird.injured is 0>> After a quick inspection, <span class="green">you can tell the outsider got the worst of it</span>. <<your_bird_text "cap">> only has a few scratches. <<if $monster is 1>>"<<Wife>> did well."<</if>> <<npcincr "Great Hawk" love 3>><<gglove>> <<elseif $tendingSuccess>> It only takes you a few moments to realise that <<your_bird_text>> is hurt. Badly. <<bHes 1>> putting on a tough front, but <span class="red"><<bhes 1>> covered in deep cuts, and one of <<bhis 1>> wings had some flesh torn away.</span> <<bHis>> feathers are slowly being matted by fresh blood. <<if $bird.hunts.loot.fabric gte 1>> <<wearProp "rag">> You waste no time, using some of the fabric you have on-hand to patch up the worst of <<bhis 1>> wounds. <<bHe 1>> winces in pain, but nuzzles you affectionately when you're done. <<if $monster is 1>>"Thank you, <<wife>>. Will be fine, just need rest."<</if>> <span class="green"><<bHe 1>>'ll recover faster thanks to your swift care.</span> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -3>><<gglove>><<lldom>><<set $bird.injured -= 5>><<flight_hunt_remove "fabric" 1>> <<elseif $bird.hunts.loot.leaves gte 2>> <<wearProp "leaf">> You waste no time, using some of the leaves you have on-hand to patch up the worst of <<bhis 1>> wounds. <<bHe 1>> winces in pain, but nuzzles you affectionately when you're done. <<if $monster is 1>>"Thank you, <<wife>>. Will be fine, just need rest."<</if>> <span class="green"><<bHe 1>>'ll recover faster thanks to your swift care.</span> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -3>><<gglove>><<lldom>><<set $bird.injured -= 5>><<flight_hunt_remove "leaves" 2>> <<elseif $bird.hunts.loot.sticks gte 2>> <<wearProp "stick">> You waste no time, using some of the sticks you have on-hand to make a makeshift splint, binding it together with grass. <<bHe 1>> winces in pain, but nuzzles you affectionately when you're done. <<if $monster is 1>>"Thank you, <<wife>>. Will be fine, just need rest."<</if>> <span class="green"><<bHe 1>>'ll recover faster thanks to your swift care.</span> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -3>><<gglove>><<lldom>><<set $bird.injured -= 5>><<flight_hunt_remove "sticks" 2>> <<else>> Without any materials on hand, there isn't much you can do for <<bhim 1>>, but you do your best to keep the affected areas clean. <<npcincr "Great Hawk" love 1>><<glove>><<set $bird.injured -= 1>> <</if>> <<else>> You're quickly overwhelmed by what you see. <span class="red"><<bHes 1>> bleeding. A lot. You can't even tell where the wounds are, as <<bhis 1>> feathers begin to soak with blood.</span> You start to panic, but <<bhe 1>> nuzzles you in reassurance. <<if $monster is 1>>"Will be fine, just need rest."<</if>> <<npcincr "Great Hawk" dom 1>><<gdom>> <</if>> <br><br> <</if>> <<switch $speech_attitude>> <<case "meek">>"Wh-what was that all about?" you ask. "Why was that <<beasttype>> so violent?" <<case "bratty">>"I'm glad I ran into you back then, not <<bhim 0>>," you say. "Don't get along with your own?" <<default>>"I haven't seen any other <<beastsplural>> out here," you say. "Are all of the other ones so nasty?" <</switch>> <br><br> <<bHis>> gaze turns southward, in the direction the outsider flew. <<if $monster is 1>> <<bHe 1>> looks down in shame. "Great Hawk had to find <<bhis 1>> own home. Wasn't welcome." <<bHe 1>> continues. "Hawks always wanted the big tower. Perfect place for a nest. Tall. Open. Food everywhere. But no hawk could hold it alone, they always had to share, and they would end up fighting over it. Other hawks don't like that I have it alone. Makes me dangerous." <<bHe>> swells with pride for a moment, before looking back up to you. "But Great Hawk isn't alone anymore." <<else>> <<bHis 1>> eyes shimmer, and <<bhe 1>> then looks back to the tower and caws. The castle must be in high-demand. You can guess why; it's tall, open, and has virtually unlimited food in the surrounding moor. The perfect place for a nest. The outsider might have been trying to make a territory grab. <</if>> <<if $bird.injured gt 1>> <<bHe 1>> <<if $monster is 1>> winces in pain, <<bhis 1>> injuries rapidly catching up to <<bhim 1>> as the adrenaline wears off. "We should head home." <<else>> squawks in pain, <<bhis 1>> injuries rapidly catching up to <<bhim 1>>. It'd be best to head home. <</if>> <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return home (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<else>> <<bHe 1>> <<if $monster is 1>> stands up straight and stretches, seemingly ready to continue hunting. <<else>> stretches <<bhis 1>> wings, seemingly ready to continue hunting. <</if>> <br><br> <<link [[Next|Bird Hunt Exit]]>><<endevent>><</link>> <br> <</if>><<effects>> You swoop down and land near the <<childtype>>, your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> landing next to you. You spot the remains of a nest nearby. <br><br> The <<childtype>> shuffles away from you, looking <<if $cmonster is 1>>guarded<<else>>wary<</if>>. <<if $tending gte 500 or $birdbuild gte 60>> <span class="red"><<childHe>> looks hungry.</span> <</if>> <br><br> <<if $bird.hunts.loot.lurkers gte 1 or $lurkers_held gte 1>> <<link [[Offer a lurker|Bird Hunt Chick Feed]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>> <br> <</if>> <<link "Try to calm <<childhim>> down" "Bird Hunt Chick Calm">><</link>><<tendingdifficulty `600 - 4*$birdbuild` `1200 - 1.5*$birdbuild`>> <br> <<link [[Leave|Bird Hunt Chick Abandon]]>><<npcincr "Great Hawk" love -20>><<npcincr "Great Hawk" dom -10>><<set $phase to 1>><</link>><<llllove>><<lldom>> <br><<effects>> Slowly, so as to not startle <<childhim>>, you take one of the lurkers that you were carrying and<<if $physique lte 4000>>, with some difficulty,<</if>> tear a strip of leathery meat off of the creature. The <<childtype>> perks up, staring at the strip of lurker meat intensely. <<flight_hunt_remove "lurkers" 1>> <br><br> You step forward and reach out, placing the strip of meat on the ground in front of <<childhim>> before stepping back to give <<childhim>> some space. Immediately, the <<childtype>> lunges for the food, snapping it up and devouring it in moments. <<childHe>> looks at you curiously, then <<if $cmonster is 1>>crawls<<else>>hops<</if>> closer, trilling softly. <br><br> <<link "Take <<childhim>> back to the nest" "Bird Hunt Chick Adopt">><</link>><<note "This will end the current hunting session" "teal">> <br> <<link "Leave <<childhim>>" "Bird Hunt Chick Abandon">><<npcincr "Great Hawk" love -15>><<npcincr "Great Hawk" dom -5>><<set $phase to 2>><</link>><<lllove>><<ldom>> <br><<effects>> Slowly, you reach out, trying to coax the <<childtype>> over to you. <<if $tendingSuccess>> <span class="green"><<childHe>> seems wary, but curious.</span> <<childHe>> slowly makes <<childhis>> way over to you, then hesitantly nuzzles into your arms, chirping softly. <<else>> <span class="red">Despite your efforts, <<childhe>> doesn't seem to trust you enough.</span> Fortunately, your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> is with you, and steps up to try. The <<childtype>> seems to trust <<bhim>> more, and slowly makes <<childhis>> way over to the Great Hawk, finally settling down in the shelter provided by <<bhis>> massive wings. <<gdom>><<npcincr "Great Hawk" dom 2>> <</if>> <br><br> <<link "Take <<childhim>> back to the nest" "Bird Hunt Chick Adopt">><</link>><<note "This will end the current hunting session" "teal">> <br> <<link "Leave <<childhim>>" "Bird Hunt Chick Abandon">><<npcincr "Great Hawk" love -50>><<npcincr "Great Hawk" dom -25>><<set $phase to 3>><</link>><<llllove>><<lldom>> <br><<effects>> You manage to convince the Great Hawk that <<switch $speech_attitude>> <<case "meek">>you won't be able to care for the <<childtype>> right now. <<case "bratty">>the <<childtype>> will probably be fine. <<default>>you won't be able to bring the <<childtype>> back to the nest. <</switch>> <<bHe>> seems <<if $phase is 1>>dismayed<<elseif $phase is 2>>saddened<<elseif $phase is 3>>distraught<</if>> by this. <br><br> Despite your words, the Great Hawk doesn't move. <<bHe>> starts to sing into the air quite loudly. After some time, <<bhe>> picks the <<childtype>> up and carries <<childhim>> to the top of a small tree, before returning to your side. <<if $monster is 1>> "Called out to... other hawks. One will come take <<childhim>>. Give <<childhim>> a home." <<else>> <<bHe>> looks to the south for a long moment. You follow <<bhis>> gaze, and see a tiny shape approaching from quite a distance away. It seems <<bhe>> called out for another hawk to come take the orphaned chick. <</if>> <<bHe>> <<if $monster is 1>>sighs<<else>>trills<</if>> mournfully, but nevertheless takes to the skies with you. You leave the <<childtype>> behind, <<switch $phase>> <<case 1>>watching you warily. <<case 2>>watching you sadly. <<case 3>>looking scared and confused. <</switch>> Abandoned again. You weren't so different. <<trauma 100>><<gggtrauma>> <br><br> <<run delete $children["orphanHawk1"]>> <<endevent>> <<flight_hunt_options>><<effects>> Your eyes lock with <<childhers>>. You bring your face closer, seeing your reflection in them. You know that look. Confusion. Fear. An orphan, just like you. You're not so different. <br><br> You gently <<if $tendingSuccess>>hold<<else>>pick up<</if>> the <<childtype>>, and take to the skies alongside your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <br><br> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return Chick Adopt]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><<set $phase to 0>><</link>><<print _fatigueText>> <br><<effects>> <<switch $speech_attitude>> <<case "meek">>"L-let's go," you say. "<<childHis>> parents are probably around here somewhere." <<case "bratty">>You say nothing, flying onward and gesturing for the Great Hawk to follow you. <<default>>"C'mon," you say, gesturing for the Great Hawk to follow you. "<<childHis>> parents are probably looking for <<childhim>>." <</switch>> <br><br> Despite your words, the Great Hawk dives down to land. You can't quite see what's happening from up here, but after a few minutes, <<bhe>> starts to sing into the air quite loudly. You circle the location for a while, waiting for <<bhim>> to be done. <br><br> After some time, <<bhe>> picks the <<childtype>> up, carrying <<childhim>> to the top of a small tree, before returning to your side. <<if $monster is 1>> "Called out to... other hawks. One will come take <<childhim>>. Give <<childhim>> a home." <<else>> <<bHe>> looks to the south for a long moment. You follow <<bhis>> gaze, and see a tiny shape approaching from quite a distance away. It seems <<bhe>> called out for another hawk to come take the orphaned chick. <</if>> <<bHe>> <<if $monster is 1>>sighs<<else>>trills<</if>> mournfully, but follows you as you fly onward. <<llove>> <br><br> <<run delete $children["orphanHawk1"]>> <<endevent>> <<flight_hunt_options>><<effects>><<set $outside to 0>><<set $location to "tower">> <<npc "Great Hawk">><<person1>> <<childSelect "orphanHawk1">> <<set $moor to 100>> <<set $bird.timer to 120>> <br><br><br> Soon, you see the castle again. The three of you land back on the perch<<if $bird.upgrades.decor gte 3>> and push the curtain aside<</if>>, satisfied with a successful hunt. <br> <<switch $bird.upgrades.decor>> <<case 1>>The tower feels cosy after such exertion.<<stress -6>><<lstress>> <<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>> <<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>> <<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>> <<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>> <<default>> <</switch>> <br> You gently place the <<if $cmonster is 1>>baby harpy<<else>>hawk chick<</if>> in your nest. <<childHe>> immediately flops over and starts chirping happily. <<childHe>> may not be blood, but <<childhe>>'s family all the same now. Orphans need to stick together, like birds of a feather. <<earnFeat "Birds of a Feather">> <br><br> <<your_bird_text "cap">> looks relieved as <<bhe>> watches your new <<childson>> explore the nest. <<childHe>> needs a name. <div id="birthUi"> <<set _dateAdopted to { day: Time.monthDay, month: Time.monthName, year: Time.year }>> <<set $children["orphanHawk1"].adopted to clone(_dateAdopted)>> <<set $children["orphanHawk1"].birthLocation to "unknown">> <<set $children["orphanHawk1"].location to "tower">> <<set $children["orphanHawk1"].localVariables to {}>> <div @id="'child-orphanHawk1'" class="childUi"> <<birthChildElement $children["orphanHawk1"]>> </div> </div> <br> <<link [[Next|Bird Hunt Chick Adopt End]]>> <<if !$children["orphanHawk1"].name>><<set $children["orphanHawk1"].name = generateBabyName(undefined, $children["orphanHawk1"].gender)>><</if>> <</link>> <br><<effects>> You smile at <<childname>>, putting your hands down into the nest. <br><br> <<childHe>> <<childgiggles>> and <<if $cmonster is 1>> crawls over to you, wrapping <<childhis>> little hands around your arm in a hug. <<else>> hops over to you, nuzzling your arm. <</if>> It makes you feel warm inside. You've changed a life today. <<stress -36>><<trauma -36>><<lllstress>><<llltrauma>> <br><br> <<if $bird.hunts.lootAmount is 0>> You didn't bring back anything else, but that's okay. <br><br> <<flight_hunt_end>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> <<flight_hunt_loot>> <</if>><<effects>><<flight_distance_check>> <<if $bird.hunts.goal is "hawk">> <<npc "Great Hawk">> You ask the <<beasttype>> to ignore it and look elsewhere. <br><br> <<if $monster is 1>> "We search again," <<bhe>> says. <<else>> <<bHe>> screeches in response. <</if>> <<elseif $bird.hunts.duo is true>> The two of you ignore it and choose to look somewhere else. <<else>> You choose to ignore it and look elsewhere. <</if>> <br><br> <<endevent>> <<flight_hunt_options>><<effects>> <<set _huntFail to 1>> <<flight_hunt_return>><<effects>> <<npc "Great Hawk">><<person1>> <<set $bird.override to "rest">> <<set $bird.overrideTimer to 300>> <<set $bird.timer to 300>> <<set $moor to 100>> You see the castle, it's not far anymore. Meanwhile, <<your_bird_text>> has started to show a slight limp in <<bhis>> wing. You land on the perch. <<bHe>> slowly walks into the nest and lies down. <br><br> <<bHe>> closes <<bhis>> wings and tries to find a comfortable position. <<if $monster is 1>> "Won't be able to hunt for a while," <<bhe>> says. <<bHe>> lets out various grunts of pain, unable to hide the discomfort <<bhe>> feels. <<else>> <<bHe>> makes many noises of discomfort, unable to hide the pain <<bhe>> feels. <</if>> <br><br> <span class="red">You won't be able to hunt with <<bhim>> until <<bhes>> healed.</span> <br><br> <<if $bird.hunts.lootAmount is 0>> You returned empty-handed, with an injured spouse. Your stomach ties itself in a knot as you feel a creeping shame wash over you. <<trauma 24>><<gggtrauma>> <br><br> <<flight_hunt_end>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> <<flight_hunt_loot>> <</if>><<effects>> <<npc "Great Hawk">><<person1>> You tell <<your_bird_text>> that you want to return to the castle. <br><br> <<if $bird.hunts.returnAccept>> <<if $monster is 1>> "We return home," <<bhe>> says. <<else>> <<bHe>> screeches in response. <</if>> You begin your return trip. <<elseif $bird.hunts.lootAmount is 0>> <<if $monster is 1>> "<<Wife>> can go back, but <<wife>> will go alone. Still need to hunt." <<else>> <<bHe>> screeches in response, but does not turn to follow. <</if>> You fly back to the tower by yourself. <<set $bird.hunts.duo to false>> <<set $bird.state to "hunting">> <<set $bird.timer to 30>> <<else>> <<if $monster is 1>> "We hunt well. We can rest," <<bhe>> says. <<else>> <<bHe>> screeches in response. <</if>> You begin your return trip. <</if>> <br><br> <<link [[Next|Bird Hunt Return]]>><<endevent>><</link>> <br><<effects>><<set $location to "tower">> <<npc "Great Hawk">><<person1>> <<set $moor to 100>> <<set $bird.timer to 120>> <<if $phase is 1>> <<if $bird.hunts.duo is true>> You signal to the <<beasttype>> to turn back to the castle. <<bHe>> follows. <<else>> You begin your return trip. <</if>> <<elseif $phase is 2>> You decide to cut your losses and return home. <</if>> Soon, you see the castle again. <<if $bird.hunts.duo is true>> The two of you <<else>> You <</if>> land back on the perch<<if $bird.upgrades.decor gte 3>> and push the curtain aside<</if>>, <<if $bird.hunts.duo is true and $bird.hunts.returnAccept is true>> just in time for your spouse to drag you into the nest. <br><br> <<link [[Next|Bird Hunt Return Sex]]>><<set $sexstart to 1>><</link>> <br> <<elseif $bird.hunts.duo is false and $bird.state is "home" and birdEggsReady("Great Hawk")>> only to immediately notice that something's wrong. <<birdEggLayEvent "huntReturn">> <<elseif $bird.hunts.lootAmount is 0>> dejected at your failed hunt. <<trauma 12>><<ggtrauma>> <br><br> <<if $bird.state is "home" and $bird.activity isnot "sleep">> <<if $bird.hunts.duo is false>> <<your_bird_text "cap">> <<if $monster is 1>>walks<<else>>hops<</if>> over to you. <<if $monster is 1>> "Glad to see <<wife>> return." <<bHe>> notices you didn't bring anything. "Not every hunt is successful," <<bhe>> says, trying to comfort you. <<else>> <<bHe>> notices you didn't bring anything. <<bHe>> gently nuzzles <<bhis>> beak against you in an attempt to comfort you. <</if>> <<else>> <<if $monster is 1>> "Not every hunt is successful," the <<beasttype>> says, trying to comfort you. <<else>> The <<beasttype>> gently nuzzles <<bhis>> beak against you in an attempt to comfort you. <</if>> <</if>> <br><br> <</if>> <<flight_hunt_end>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> satisfied with a successful hunt. <br> <<switch $bird.upgrades.decor>> <<case 1>>The tower feels cosy after such exertion.<<stress -6>><<lstress>> <<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>> <<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>> <<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>> <<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>> <<default>> <</switch>> <br> <<flight_hunt_loot>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemytrust += 200>> <<set $enemyhealthmax to 600>> <<set $enemyhealth to 600>> <<if $monster isnot 1>> <<set $position to "doggy">> <<set $NPCList[0].stance to "top">> <</if>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Hunt Return Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Return Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<set $bird.satisfied to true>> <<elseif $enemyhealth lte 0>> The <<beasttype>> hops back to the far side of the nest. <<if $monster is 1>>"<<Wife>>'s too excited from the hunt."<</if>> <<set $bird.satisfied to true>> <</if>> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<if $bird.hunts.lootAmount is 0>> Your hunt wasn't successful, but at least something fun came out of it. <br><br> <<flight_hunt_end>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> You rise from the nest and take stock of your finds. <br> <<switch $bird.upgrades.decor>> <<case 1>>The tower feels cosy after such exertion.<<stress -6>><<lstress>> <<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>> <<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>> <<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>> <<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>> <<default>> <</switch>> <br> <<set $bird.timer to 90>> <<flight_hunt_loot>> <</if>><<effects>><<silently>><<water>><</silently>> You hear a splash, and your whole body feels wet. The sky ripples above you. <br><br> You flail, pulling yourself to the surface. It's water. You're in a small lake, which had previously been reflecting the red sky until you crashed into it. <br><br> You sit and take a moment to re-orient yourself. You still feel dizzy. You seem to be in the middle of the moor. <br><br> <<if $bird.hunts.lootAmount gte 1>> <span class="red">Your loot was lost in the lake.</span> <br><br> <</if>> <<flight_hunt_end>> <<link [[Next|Moor]]>><<endevent>><<set $moor to 50>><<set $eventskip to 1>><</link>> <br><<effects>> <<npc "Great Hawk">><<person1>> <<if isPregnancyEnding()>> You're met with the face of the <<beasttype>>. <<if $monster is 1>> <<bHe>> says something to you, but the words sound like gibberish. <<else>> <<bHe>> eyes you with curiosity and concern. <</if>> <br><br> <<bHis>> wings start to beat faster. You feel a rise in your stomach. You open your eyes again to see the hospital below you, and feathers in the corner of your vision. You blink, and you're suddenly being lowered. Your feet meet the sidewalk. A rush of air follows, and the <<beasttype>> is gone. <br><br> <<flight_hunt_end>> <<link [[Next|Pregnancy Birth Hospital Passout]]>><<set $stress -= 5000>><<endevent>><</link>> <br> <<else>> The next time you open your eyes, you're back in your tower. The <<beasttype>>'s face comes into view. <<if $monster is 1>> "<<Wife>>! What happened? You just started... falling. Like the sky spit you out." <<else>> <<bHe>> starts to squawk and fuss over you. <</if>> You assure <<bhim>> you're alright now. <<if $monster is 1>>"Are you sure?" <<bhe>> asks, still concerned. <<else>><<bHe>> looks slightly relieved, yet still worried. <</if>> <<flight_hunt_end>> <br><br> <<link "Reassure <<bhim>>" "Bird Hunt Passout 2">><<set $phase to 0>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>> <br> <<link "Ignore <<bhim>>" "Bird Hunt Passout 2">><<set $phase to 1>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br> <</if>><<effects>> <<if $phase is 0>> <<if $speech_attitude is "meek">>"You don't need to worry, I'm fine," you say, fluttering your wings at <<bhim>>. <<elseif $speech_attitude is "bratty">>"I really am fine. If you don't believe me, see for yourself," you say, spreading your wings wide. <<else>>"I'm fine, see," you say as you turn around to show your wings. "Not a scratch anywhere." <</if>> <br><br> <<bHe>> looks at your wings for a moment. <<if $monster is 1>> "Your wings do look healthy. Still, <<wife>> should try to be more careful," <<bhe>> says. "If I wasn't with you..." <<else>> <<bHe>> chirps, glad to see that they look fine. <</if>> You pat <<bhim>> on the head and tell <<bhim>> not to worry too much. <<bHe>> nods, finally assured of your wellbeing. <<else>> <<if $speech_attitude is "meek">>"I d-don't need help," you respond meekly. <<elseif $speech_attitude is "bratty">>"Like I said, I'm fine," you respond. <<else>>"I'm alright, really," you respond. <</if>> <br><br> <<if $monster is 1>> "Are you sure?" <<bhe>> asks again. You repeat your answer. <<bHe>> does not sound satisfied with it. <<else>> <<bHe>> looks unsatisfied by your answer. <</if>> While <<bhe>> still seems somewhat concerned, you at least get <<bhim>> to stop fussing over you. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<bird_pass 5>><<endevent>><</link>> <br><<effects>> You devour the lurker, and are filled with warmth. <<eatLurker>><<trauma -6>><<drugs 120>><<ltrauma>><<ggdrugged>> <br><br> <<if $harpy gte 6 and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>> <<set $bird.hunts.lurkers to true>> <span class="blue">Feasting on the lurker felt good. You have the urge to catch more.</span> <span class="gold">You can now hunt for lurkers on your own.</span> <br><br> <</if>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> You bring the lurker to the cooking pot and throw it in. <br><br> You stoke the fire, and keep a close eye on it. When you think it's done, you take a bite. It's strangely sweet. Rather than warmth, you feel a soothing calmness wash over you. <<eatLurker>> <<trauma -18>><<lltrauma>> <br><br> <<if $harpy gte 6 and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>> <<set $bird.hunts.lurkers to true>> <span class="blue">Feasting on the lurker felt good. You have the urge to catch more.</span> <span class="gold">You can now hunt for lurkers on your own.</span> <br><br> <</if>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<npc "Great Hawk">> <<feedLurker>> You bring the lurker to your injured spouse. <<bHe>> quickly devours it. <<if $monster is 1>> "Thank you for hunting for me, <<wife>>. I feel... better." <<else>> <<bHe>> slowly stands and nuzzles you in gratitude. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<npc "Great Hawk">> <<feedLurker>> You bring the lurker to your spouse. <<bHe>> quickly devours it. <<if $monster is 1>> "Thank you for hunting for me, <<wife>>. I hope I can join you in hunting again soon." <<else>> <<bHe>> slowly stands and nuzzles you in gratitude. <</if>> <br><br> <<if !$bird.satisfied and $monster is 1>> You turn away, but your spouse grabs your arm. "I need to properly thank <<wife>>." With a strength that defies <<bhis>> pregnant condition, <<bhe>> pulls you into the nest! <br><br> <<link [[Next|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <</if>><<effects>> <<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">> <<set _childrenTotal to _childrenIds.length>> You put a lurker in the nest for <<if _childrenTotal gte 10>> your children. <<else>> <<childrenNames _childrenIds>>. <</if>> <<if _childrenTotal is 1>> <<childSelect _childrenIds[0]>><<childHis>> <<else>> Their <</if>> chirps and cries go quiet as <<if _childrenTotal is 1>> <<childSelect _childrenIds[0]>><<childhe>> happily eats. <<else>> they happily eat. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<npc "Great Hawk">> <<bird_fly_reveal_wings>> You tell your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> about your plan to steal from the inhabitants of the Remy estate. <<bHe>> listens to your plan unusually keenly. After you're done talking, <<bhe>> turns <<bhis>> head north. <<bHis>> gaze is intense. <br><br> <<if C.npc["Great Hawk"].love gte 80>> <<set $bird.hunts.estate to "scouting">> After a while, <<bhe>> turns back to look at you. <<bHe>> seems hesitant. <<if $monster is 1>> "Challenging the landbound and their leader would be dangerous. Is <<wife>> really sure about trying this?" <<bhe>> asks. <br><br> <<switch $speech_attitude>> <<case "meek">>"Well, if I have my big, strong <<beasttype>> with me, I'm sure everything will be fine," you respond. <<case "bratty">>"Of course I'm sure. With the two of us, we'll have no problem taking them on!" you respond. <<default>>"I know we can do it, we're the best hunters in the moor," you respond. <</switch>> <br><br> Emboldened by your words, <<bhe>> stands up. "I trust <<wife>> knows what <<pshe>> is doing. I will help," <<bhe>> says, sounding more confident. <<else>> <<bHe>> keeps looking at you worriedly, unable to shake <<bhis>> doubts. <br><br> <<switch $speech_attitude>> <<case "meek">>"T-there's no need for my big, strong <<beasttype>> to be afraid, I know we can do this," you say, trying to soothe <<bhim>>. <<case "bratty">>"Don't worry so much. No one stands a chance against the two of us!" you say, trying to soothe <<bhim>>. <<default>>"I know we can do this, you just have to trust me," you say, trying to soothe <<bhim>>. <</switch>> <br><br> Your words seem to get through to <<bhim>>. <<bHe>> stands up, emboldened by your words, and screeches out into the moor triumphantly. <<bHe>> turns to look at you and squawks, ready to help. <</if>> <br><br> Having successfully convinced your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> to help you, you're ready to move on to the next part of the plan. You'll have to scout out the estate to find something to steal. <br><br> <<if Time.dayState is "night">> You look outside. It's too dark to go scouting right now, you'll have to wait until the sun comes up. <br><br> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <br> <<elseif Time.hour gte 18>> You look outside. It'll be too dark by the time you get there. You'll have to wait. <br><br> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <br> <<elseif Weather.precipitation isnot "none" or Weather.isOvercast>> You look outside. You should wait until the weather clears up. <br><br> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <br> <<else>> You look outside. Now would be the perfect time to go scout out the estate. <br><br> <<link [[Scout out the estate (2:00)|Bird Hunt Estate Scout]]>><<endevent>><<set $phase to 1>><</link>> <br> <<link [[Not now|Bird Tower Perch]]>><<endevent>><</link>> <br> <</if>> <<else>> After a while, <<bhe>> turns back to you and meekly shakes <<bhis>> head. <<if $monster is 1>> "Sorry <<wife>>, but that place is where the landbound leader is. Going there is dangerous, stealing from them even more," <<bhe>> says. <<if $bird.estateKnown>>"I've already helped <<wife>> get in there once. Was a mistake."<</if>> <<else>> You can tell <<bhe>> understands your plan, but the thought of challenging those in the estate seems to scare <<bhim>> too much. <</if>> You plead with <<bhim>> further, but <<bhe>> remains adamant in <<bhis>> choice. <br><br> <span class="blue"><i><<bHe>> may be willing to help you if <<bhe>> trusted you more.</i></span> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <</if>><<effects>><<set $outside to 1>><<set $location to "moor">> <<npc "Great Hawk">> <<if $phase is 1>> You tell <<your_bird_text>> that you want to go scout out the estate right now. <<bHe>> cocks <<bhis>> head. <<if $monster is 1>> "Right now? Well, if <<wife>> thinks that is best, then we go now," <<bhe>> says. <<else>> <<bHe>> looks surprised by your enthusiasm to go, but is ready to do so regardless. <</if>> <<else>> You ask <<your_bird_text>> to come scout out the estate with you. <<bHe>> stands up and stretches <<bhis>> wings in preparation. <<if $monster is 1>> "<<Wife>> is ready to go now? Then we will go," <<bhe>> says. <<else>> <<bHe>> squawks, indicating that <<bhes>> ready to go. <</if>> <</if>> <br><br> Before you can get the chance to leap out, <<bhe>> steps in front of you. <<if $monster is 1>> <<bHe>> hesitates to say anything, simply looking at you, eyes full of worry. <<else>> <<bHe>> does not make a sound, choosing to simply stare at you with an uneasy expression. <</if>> You can tell <<bhes>> still somewhat nervous to go near the estate. You assure <<bhim>> you won't be doing anything dangerous. Your words seem to comfort <<bhim>>, as <<bhe>> steps out of your way. <br><br> You leap from the tower and begin flying towards the Remy estate. <br><br> <<link [[Next|Bird Hunt Estate Scout 2]]>><<bird_pass 45>><</link>> <br><<effects>><<set $location to "estate">> The flight over to the estate is mostly uneventful, but the air is tense. <br><br> You arrive near the front of the estate, staying high enough to not be noticed. The view from up here should help you spot anything of interest. You waste no time and start circling. <br><br> You do many laps around the perimeter. <<your_bird_text "cap">> follows you, unsure what else to do. After a while you return to the front and ponder your findings. <<if $estate>> You know how well defended the stone building is, not to mention those in the cottage ready to rush over to help defend it. <<else>> You saw many guards around the stone building. It most likely has something worth taking, but it's clear that even with the help of your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>, you couldn't get in there. The cottage nearby would be more accessible, but it's unlikely to have anything you'd want. <</if>> <<if $livestock_intro isnot undefined>> You know what the barn holds, and know there's no point in trying to get in there. <<else>> Despite the guards near the barn, you doubt it holds anything of value to you. <</if>> <br><br> The manor itself would likely have what you want, but trying to get in there would be even harder. Your task is starting to seem impossible. You look to <<your_bird_text>> for any ideas, but <<bhe>> seems as clueless as you. Your wings have started getting tired from so much gliding. <<tiredness 16>><<ggtiredness>> <br><br> As you're about to give up hope, you spot a group of four people carrying a secure-looking box out of the manor. They load it up into one of the vans, and get in. The van then drives out of the estate and turns towards the moor. This could be your only chance to find that special something! You follow after it. <br><br> <<link [[Next|Bird Hunt Estate Scout 3]]>><<bird_pass 15>><</link>> <br><<effects>><<set $location to "moor">> You fly after the van. It can't go very fast in the rough terrain of the moor, allowing you to keep up easily. After many minutes, it finally stops near a large ridge in the ground. <br><br> The people get out and start unloading supplies. Three of them take out a bunch of nets and cages while one of them grabs the secure box. You notice the one carrying the box is armed. They walk towards the ridge and enter some shrubbery. You wait for them to emerge again, but they don't. Flying closer, you don't see where they could have gone. <br><br> You consider landing, but a look from your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> reminds you what you promised to <<bhim>>. You observe the surrounding area. It looks unremarkable from the rest of the moor. Most importantly, there's nothing that would help you ambush the goons when they come back. A sheer drop from above would leave you open to the armed guard. <br><br> <<link [[Next|Bird Hunt Estate Scout 4]]>><<bird_pass 15>><</link>> <br><<effects>> After waiting around for a while, you see movement in the bushes. You watch them emerge from a hole in the ground, previously hidden by the foliage. The cages they brought now have lurkers in them. They walk back to the car and drive off. <br><br> You land once they're far away, immediately relishing in the chance to rest your wings. You decide against following them, instead choosing to investigate the hole. You tell <<your_bird_text>> as much. <br><br> <<if $monster is 1>> "Can't follow <<wife>> there, the hole looks too small," <<bhe>> says. "Be safe, <<wife>>." <<else>> It's immediately apparent that <<bhes>> too big to follow you. <<bHe>> nuzzles you in reassurance. <</if>> You walk past the shrubbery, into the hole. It's more like a small cave entrance, with the ground gently sloping downwards. Wooden supports keep the mouth stable. <br><br> <<link [[Next|Bird Hunt Estate Scout 5]]>><</link>> <br><<effects>><<set $outside to 0>><<set $location to "underground">> <<switch $bodysize>> <<case 0 1>>You're easily able to walk down the hole. You're small enough to escape quickly if things go bad. <<case 2>>You have to duck as you walk in, and keep your wings tucked to your body. It's a bit cramped. You wonder how the others managed to carry all that equipment in and out. <<case 3>>You have to tuck your wings tight to your body, and even then they hit the edges of the entrance. You're practically crawling. You wonder how the others managed to carry all that equipment in and out. <</switch>> Once you're through the mouth, it becomes surprisingly spacious. Walking in the dark is hard, but your keen eyesight helps a little. You soon emerge from the tunnel to a large chamber. <br><br> The ceiling has a few small cracks, letting in sunlight. Notably, there's one big spot in the middle where a lot of light shines in, right on top of a carved stone pillar. You notice lots of small holes all around you, and one bigger one leading into pure darkness. You hear a loud chittering coming from it. You avoid getting too close to it. Upon closer inspection, you can hear similar chittering coming from some of the smaller holes too. You look around more, but find nothing else of interest. <br><br> One thing is clear. Whatever's in that box is used to help capture lurkers. Nets alone wouldn't get them out of a den this big. It'll make for a fine centrepiece for your hoard. Looking at the holes in the cave gives you an idea. Maybe you could use the lurkers as a distraction while you steal whatever they're using. <br><br> The chittering begins to grow louder, and you hear movement. You exit swiftly, not wanting to push your luck. With your scouting mission a success and a plan in mind, you exit the cave satisfied. <br><br> <<link [[Next|Bird Hunt Estate Scout 6]]>><<bird_pass 45>><</link>> <br><<effects>><<set $location to "moor">> You arrive outside the cave again, and <<your_bird_text>> looks relieved to see you. You try to take off, but your wings are too tired from the long flight. <<bHe>> picks you up and helps you ascend. <br><br> <<if $monster is 1>> "What did <<wife>> find?" <<bhe>> asks, <<else>> <<bHe>> looks curious to hear what you found, <</if>> as <<bhe>> lets you start gliding. You describe the inside of the cave to <<bhim>>. Those details don't seem to interest <<bhim>>, until you mention that you plan to steal the object from them while they're in there. <br><br> <<if $monster is 1>> "But if <<wife>> attacks the landbound in there, I can't help <<wife>>!" <<bhe>> protests. "Too risky."<br> You promise <<bhim>> that it's worth trying. <<bHe>> seems to understand that <<bhe>> can't convince you to back down now. "I will help <<wife>> how I can," <<bhe>> says. You fly closer to <<bhim>> and give <<bhim>> a peck on the cheek. <<bHe>> blushes faintly, surprised by your sudden affection. <<else>> Upon hearing that you want to risk stealing from them in there alone, <<bhe>> screeches in protest. <<bHe>> doesn't want you to take such a risk. You promise <<bhim>> that it's worth trying. The <<beasttype>> seems to understand that <<bhe>> can't convince you to back down now. <<bHe>> squawks at you, resolving <<bhimself>> to help however <<bhe>> can. You fly closer to <<bhim>> and give <<bhim>> a peck on the cheek. <<bHe>> squawks lightly, surprised by your sudden affection. <</if>> <br><br> The rest of the flight goes by in silence. Eventually you land, pushing the curtain aside and pacing as you think everything over again. Stealing from Remy's goons is not going to be easy, but whatever is in that box is sure to be worth it. You just have to follow them back to that cave again. <br><br> <span class="blue">Remy's goons will most likely be going when the sun is shining the brightest. You should plan on going in the middle of a mostly clear day.</span> <br><br> <<set $bird.hunts.estate to "ready">> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<npc "Great Hawk">> <<if !$birdSilverHunt>> <<set $birdSilverHunt to { failed: 0, suspicion: 0 }>> <</if>> You tell <<your_bird_text>> you want to put your plan in motion. <<bHe>> stands up and turns towards you. <<if $birdSilverHunt.failed gte 2>> <<bHe>> seems to have doubts about your plan working, but <<bhe>> does not voice them. You try to reassure <<bhim>> that you remember how to avoid them this time. <<bHe>> chooses to just nod. <br><br> <<bHe>> leaps off the perch. You follow after <<bhim>> and begin flying to the estate. <br><br> <<link [[Next|Bird Hunt Estate Steal 1]]>><<bird_pass 60>><</link>> <br> <<elseif $birdSilverHunt.failed is 1>> <<bHe>> looks hesitant. <<if $monster is 1>> "Is <<wife>> sure we should still challenge the landbound?" <<bhe>> asks. <<else>> <<bHe>> must have lost some confidence after your previous failure. <</if>> You tell <<bhim>> that you learned how the guards patrol, so sneaking past them should be much easier. <br><br> <<bHe>> does not say anything. <<bHe>> leaps off the perch. You follow after <<bhim>> and begin flying to the estate. <br><br> <<link [[Next|Bird Hunt Estate Steal 1]]>><<bird_pass 60>><</link>> <br> <<else>> <<bHe>> looks determined. <<if $monster is 1>> "The landbound are strong, but we are stronger," <<bhe>> says. <<else>> <<bHe>> looks out towards the estate and screeches. <</if>> Despite the brave face <<bhes>> putting on, it's clear <<bhes>> still slightly nervous. <br><br> You assure <<bhim>> everything will be fine. <<bHe>> nods and leaps off the perch. You follow after <<bhim>> and begin flying to the estate. <br><br> <<link [[Next|Bird Hunt Estate Steal 1]]>><<bird_pass 60>><</link>> <br> <</if>><<effects>><<set $outside to 1>><<set $location to "estate">> After another uneventful flight, you reach the estate. The estate grounds are bustling with activity. You keep an eye out for anyone entering vehicles or carrying anything out. <<your_bird_text "cap">> is doing <<bhis>> best to look as well. <br><br> There's a lot being moved in and out. It's hard to keep track of everything. <<your_bird_text "cap">> brushes against you, and nods to a group of five. <span class="green">You catch a glimpse of the box being loaded into a van.</span> <br><br> You pat <<your_bird_text>> on the head, and the two of you move to follow the van. <br><br> <<link [[Next|Bird Hunt Estate Steal 2]]>><<bird_pass 10>><</link>> <br><<effects>><<set $location to "moor">> It exits the estate and turns towards the moor. After a while, it stops near the large ridge. The group exits the van and starts moving supplies. You take the opportunity to get a better look at them. <<endevent>> <<if $birdSilverHunt.failed is 0>> <<generateRole 0 0 "guardsman/guardswoman">> <<generateRole 1 0 "guardsman/guardswoman">> <<generateRole 2 0 "guardsman/guardswoman">> <<generateRole 3 "guard" "captain">> <<generateRole 4 0 "guardsman/guardswoman">> <<else>> <<loadNPC 0 "estateHuntGuard0">> <<loadNPC 1 "estateHuntGuard1">> <<loadNPC 2 "estateHuntGuard2">> <<loadNPC 3 "estateHuntGuardCaptain">> <<generateRole 4 0 "guardsman/guardswoman">> <</if>> <<npc "Great Hawk" 6>> <br><br> A <<person1>><<person>> and <<person2>><<person>> are grabbing cages, while a <<person3>><<person>> takes out some nets. A fourth person emerges, <<if $birdSilverHunt.failed gte 1>> carrying the box, as well as some crude, long bludgeons. You can guess why they might need them this time. <<else>> carrying the box. <</if>> <<person4>><<Hes>> armed, too. <<He>> must be the group leader. <br><br> Finally, a <<person5>><<person>> exits. Everyone except <<him>> walks into the shrubbery and enter the hidden cave. The <<person>> stands guard at the entrance. <br><br> You wait until you're sure everyone else is inside, then tell your <<beasttype 5>> to lead the guard away. <<bHe 5>> nods<<if $monster is 1>>. "Good luck, <<wife>>," <<bhe 5>> says.<<else>> and squawks, wishing you good luck.<</if>> <<bHe 5>> flies a good distance away from you and lets out a loud screech. The <<person5>><<person>> jumps and drops something, before reaching for a device on <<his>> vest. <<He>> yells into it, then follows the Great Hawk. <br><br> <<saveNPC 0 "estateHuntGuard0">> <<saveNPC 1 "estateHuntGuard1">> <<saveNPC 2 "estateHuntGuard2">> <<saveNPC 3 "estateHuntGuardCaptain">> <<saveNPC 4 "estateHuntGuard4">> <<endevent>> You land and enter the cave. <br><br> <<link [[Next|Bird Hunt Estate Steal 3]]>><</link>> <br><<effects>><<set $location to "underground">> <<set $birdSilverHunt.suspicion to 0>> You slip into the hole and slowly proceed forward. The tunnel is surprisingly bright this time. <br><br> You keep walking until you near the open chamber. The <<loadNPC 0 "estateHuntGuard0">><<person1>><<person>> is up ahead, standing with <<his>> back to you. You see a bright light coming from somewhere ahead of <<him>>. <br><br> You get as close as you can, hiding behind a rocky ridge in the wall. You wait, but <<he>> doesn't move. You start to hear familiar chittering from somewhere above you. <br><br> <<link [[Keep waiting|Bird Hunt Silver Steal Wait]]>><</link>><<willpowerdifficulty 500 714>> <br> <<set $skulduggerydifficulty to 700>> <<link [[Sneak around <<him>>|Bird Hunt Silver Steal Sneak]]>><</link>><<skulduggerydifficulty>> <br><<effects>> You decide to wait, hoping <<he>> will move elsewhere. Sure enough, you soon hear someone call out to <<him>>. "Hey! Quit jacking off and come help catch these things." <br><br> "I ain't jacking off, just... covering our exit," the <<person>> responds. <<He>> sighs and walks ahead, giving you an opportunity to sneak in. As <<he>> leaves, you notice that <<hes>> wearing something on <<his>> face. Some kind of eye protection? <br><br> You carefully enter the clearing and take cover behind some rocks, away from the <<person>>. You hear some more chittering on your left. Right as you turn to face the noise, a lurker leaps past you! <<if $willpowerSuccess>> <span class="green">You manage to stay calm and suppress your voice.</span> Surprisingly, the lurker is ignoring you. It skitters onwards, towards the bright light in the middle. <<else>> <span class="red">You let out a short yelp involuntarily.</span> Luckily for you, the lurker ignores you, opting to skitter onwards towards the light. Unluckily, the <<person>> starts walking towards your hiding spot, but is stopped by another shout. "Your blinders come loose, jackass? What're you trudging around for? Get over here!" <br> "Okay okay, just a moment," <<he>> responds, annoyed. <<He>> turns back around and walks towards the centre. <<gsuspicion>><<set $birdSilverHunt.suspicion++>> <br><br> <</if>> <<if $birdSilverHunt.failed gte 1>> You peek up to investigate your surroundings. <<else>> With a moment to think, you wonder why the lurker ignored you. You peek your head up over the rock, trying to focus on the light source. <</if>> <br><br> <<link [[Next|Bird Hunt Silver Steal 2]]>><<endevent>><</link>> <br><<effects>> There's no telling how long the <<person>> will stand there, and you can't afford to wait. You crouch down and sneak up behind <<him>>. <<He>> seems to be wearing something on <<his>> face, so sneaking past <<him>> should be doable, though <<he>> seems very attentive. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess>> Right as you're about to start moving, you notice <<him>> twitch slightly. You take that as a sign and hug the wall. Sure enough, <<he>> turns to look in the direction you were about to go. "Thought I wouldn't notice, huh?" <<he>> says. For a moment you panic, thinking you were found, until you see <<him>> swing <<his>> net ahead. <<He>> nets a lurker. <br><br> Wasting no time, you sneak in while <<hes>> distracted, and take cover behind some rocks. <<else>> You sneak past <<him>> and move to take cover behind some rocks. Before you reach them, you hear a voice from behind you. "Thought I wouldn't notice, huh?" You panic and stumble, scrambling the rest of the distance. <br><br> You prepare for <<him>> to run up and grab you, but it never happens. You peek back and see the <<person>> holding a netted lurker. "Almost snuck past me, little bastard," <<he>> says. "Now, I could have sworn I heard another one..." <<he>> mutters to <<himself>>. <<His>> footsteps briefly get closer, but start to fade again. <<gsuspicion>><<set $birdSilverHunt.suspicion++>> <</if>> <br><br> You see another lurker run past you, towards the light. <<if $birdSilverHunt.failed gte 1>> You peek up to investigate your surroundings. <<else>> With a moment to think, you wonder why the lurker ignored you. You peek your head up over the rock, trying to focus on the light source. <</if>> <br><br> <<link [[Next|Bird Hunt Silver Steal 2]]>><<endevent>><</link>> <br><<effects>> <<loadNPC 0 "estateHuntGuard0">> <<loadNPC 1 "estateHuntGuard1">> <<loadNPC 2 "estateHuntGuard2">> <<loadNPC 3 "estateHuntGuardCaptain">> With the bright light ahead, you have an entirely different perspective of the cave. You can see everything. The light itself is shining so brightly that everywhere it touches almost looks reflective. You can see lurkers coming and going from various small holes, heading towards the middle of the clearing. The <<person3>><<person>> is furthest away from the middle. <<He>> seems to be catching lurkers with nets as they exit the holes. You get a better look at <<his>> face. <<Hes>> wearing some kind of visor with heavily tinted glass. <br><br> A bit further ahead, you see the <<person1>><<person>> and <<person2>><<person>>. They too are wearing the same kind of visor, and have more cages and nets around them. They've caught a lot of lurkers already, though they still have room for more. They don't look too focused, so getting past them shouldn't be too hard. <br><br> In the middle of the clearing, you see the <<person4>><<person>>. <<His>> visor looks a lot different. It's darker and covers <<his>> whole face, and there's something etched into the glass. Whenever lurkers manage to reach the light in the middle, the <<person>> simply grabs them and shoves them into the cages. <br><br> As your eyes get used to the light, you realise it's coming from the now-open box. You try to focus your attention on the object inside, but can't tell what it is from this distance with it shining so brightly. You doubt it will be easy to grab without the <<person>> noticing, so you should be prepared to confront <<him>>. <br><br> <<link [[Try to focus on the object|Bird Hunt Silver Steal 3]]>><</link>> <br><<effects>> <<set $birdSilverHuntGuards to {}>> <<set $birdSilverHunt.player to { position: 4, action: "none" }>> <<set $birdSilverHuntGuards[1] to { position: 7, action: "move", movingTo: "none", name: $NPCList[0].fullDescription, index: 1 }>> <<set $birdSilverHuntGuards[2] to { position: "none", action: "none", movingTo: "none", name: $NPCList[1].fullDescription, index: 2 }>> <<set $birdSilverHuntGuards[3] to { position: "none", action: "none", movingTo: "none", name: $NPCList[2].fullDescription, index: 3 }>> <<set $birdSilverHunt.distance to 0>> <<set $birdSilverHunt.timer to 0>> <<set $birdSilverHunt.lurkerSpawn to "none">> <<set $birdSilverHunt.freebie to false>> <<if $awarelevel gte 2>> The more you look at it, the more you realise how captivating the shine really is. You have a hard time looking away from it, but manage to shake it off after a moment. <<elseif $innocencestate is 1>> For a moment, your vision focuses on it enough to see that it is something rectangular. <<else>> You're having a hard time getting a proper look at what it is. No matter how much you try to focus your vision on it, all you can see is blurry light. <</if>> Whatever it is, you know you want it. But first, you have to get close enough to grab it. Looking around, you notice that the cave has a lot of rocks and natural cover to hide behind. You spot the same big hole again. Despite all the light, it still looks pitch black. <br><br> You consider what to do next. You should be able to sneak up to the middle if you go carefully between the rocks. You should avoid any lurkers, and more importantly, being seen by the guards. With the visors hampering their vision, you should be able to hide if they get too close. Hiding won't help you against the lurkers, though. You steel your nerves and prepare to sneak forward. <br><br> <<link [[Next|Bird Hunt Silver Sneak]]>><</link>> <br><<effects>> <!-- I know this is bad, I want to make it a proper encounter type later. --> <<switch $birdSilverHunt.player.action>> <<case "forward">> <<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>> You slip out of your hiding place and try to move forward. Before you can get far, you're interrupted by a lurker leaping at your back! <<silver_hunt_lurker_caught>> <<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> <<set _guardCaught to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> You slip out of your hiding place and start moving forward. Right after stepping out, the _guardCaught.name walks towards you. <<if !$birdSilverHunt.freebie>> <<set $birdSilverHunt.freebie to true>> You rush back to your original hiding place. Through sheer luck, the _guardCaught.name didn't notice you. <span class="red">You doubt that will happen again.</span> <<stress 12>><<ggstress>> <<else>> <<set _caught to true>> You rush back to your original hiding place, but it's too late. "What the- hey! There's someone else here!" <</if>> <<else>> You dash from your hiding place and move forward, towards the centre. You make it without any trouble and slip into another spot where you can hide. <<set $birdSilverHunt.distance++>> <</if>> <<case "moveLeft" "moveRight">> <<set _direction to ($birdSilverHunt.player.action is "moveLeft" ? "left" : "right")>> <<if _direction is "left">> <<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 0 ? 8 : $birdSilverHunt.player.position - 1)>> <<else>> <<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 8 ? 0 : $birdSilverHunt.player.position + 1)>> <</if>> You move to a different hiding spot on your _direction. <<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>> Upon reaching the hiding spot, you think you were unseen, until a lurker suddenly leaps at your back! <<silver_hunt_lurker_caught>> <<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> <<set _guardCaught to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> You reach the hiding spot, but are too late to notice the _guardCaught.name standing only a few feet from you! <<if !$birdSilverHunt.freebie>> <<set $birdSilverHunt.freebie to true>> You slide behind the opposite side of the cover. Through sheer luck, the _guardCaught.name didn't notice you. <span class="red">You doubt that will happen again.</span> <<stress 12>><<ggstress>> <<else>> <<set _caught to true>> You dive behind the opposite side of the cover, but it's too late. "What the- hey! There's someone else here!" <</if>> <<else>> You make it safely and get into cover. <</if>> <<case "crawlLeft" "crawlRight">> <<set $birdSilverHunt.timer++>> <<set _lurkerSpawn to true>> <<set _direction to ($birdSilverHunt.player.action is "crawlLeft" ? "left" : "right")>> <<if Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>> <<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>> You wait for the _guardOnTop.name to roam slightly away from you, then emerge from your hiding place and slowly crawl to the _direction, hoping to reach a different hiding spot without being seen. <<else>> You slowly crawl to the _direction, hoping to reach a different hiding spot without being seen. <</if>> <<if _direction is "left">> <<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 0 ? 8 : $birdSilverHunt.player.position - 1)>> <<else>> <<set $birdSilverHunt.player.position to ($birdSilverHunt.player.position is 8 ? 0 : $birdSilverHunt.player.position + 1)>> <</if>> <<if Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> <<set _guardNew to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> Despite the _guardNew.name being close by, your movement was stealthy enough to not be spotted. <</if>> <<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>> Upon reaching the hiding spot, you think you were unseen, until a lurker suddenly leaps at your back! <<silver_hunt_lurker_caught>> <<else>> You make it without issue. <</if>> <<case "hide">> You move into an especially sunken spot and do your best to hide. <<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position and Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> <<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position or guard.movingTo is $birdSilverHunt.player.position))>> <<set $birdSilverHunt.lurkerSpawn to "none">> You remain hidden. You can hear the chittering grow louder, as can the <<personselect `_guardOnTop.index - 1`>><<person>>. <<He>> notices the approaching lurker and intercepts its path with a net. "<<print either("Hah, won't get by me that easily,","Not fast enough,","Move too fast and you're easy to spot,")>>" <<he>> chuckles to <<himself>>. <<set _guardOnTop.action to "move">> <<silver_hunt_move_guard _guardOnTop.index true>> <<He>> immediately walks away in search of more lurkers. <<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.movingTo is $birdSilverHunt.player.position))>> <<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.movingTo is $birdSilverHunt.player.position))>> You watch from your hiding place as the <<personselect `_guardOnTop.index - 1`>><<person>> walks over. Thankfully you're still and hidden enough that <<he>> can't see you through <<his>> visor. <<set _guardOnTop.action to "move">> <<elseif Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>> <<set _guardOnTop to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>> You remain hidden, waiting for the <<personselect `_guardOnTop.index - 1`>><<person>> to move. It takes a bit, but soon enough <<he>> walks away. After <<hes>> far enough, you emerge from your hiding place. <<set _guardOnTop.action to "move">> <<silver_hunt_move_guard _guardOnTop.index true>> <<elseif $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>> Despite hiding yourself, a lurker notices you, and pounces! <<silver_hunt_lurker_caught>> <<else>> You wait for a bit, but nothing happens. You peek your head out once again. <</if>> <<case "peek">> You raise your head and peek out of your hiding place, scanning your surroundings. <<if $birdSilverHunt.lurkerSpawn is $birdSilverHunt.player.position>> However, you're interrupted by a lurker leaping at your back! <<silver_hunt_lurker_caught>> <<else>> <<set _guard_keys to Object.keys($birdSilverHuntGuards)>> <<for _gg to 0; _gg lt _guard_keys.length; _gg++>> <br> <<if $birdSilverHuntGuards[_guard_keys[_gg]].position is "none">> The <<print $birdSilverHuntGuards[_guard_keys[_gg]].name>> is too far away to be of concern. <<else>> <<set _distanceRight to ($birdSilverHuntGuards[_guard_keys[_gg]].position - $birdSilverHunt.player.position + 9) % 9>> <<set _distanceLeft to ($birdSilverHunt.player.position - $birdSilverHuntGuards[_guard_keys[_gg]].position + 9) % 9>> <<set _distanceTotal to Math.min(_distanceRight,_distanceLeft)>> <<set _distanceClose to (_distanceRight gt _distanceLeft ? "left" : "right")>> <<switch _distanceTotal>> <<case 1>>You're able to get a better look at the <<personselect _gg>><<person>> to your _distanceClose. <<case 2>>You can see that the <<personselect _gg>><<person>> is on your _distanceClose, and is somewhat close to you. <<case 3>>On your _distanceClose, you see the <<personselect _gg>><<person>>. <<He>> is still a good distance away from you. <<default>>You see the <<personselect _gg>><<person>> far away on your _distanceClose. <</switch>> <<if $birdSilverHuntGuards[_guard_keys[_gg]].movingTo isnot "none">> <<set _distanceRightMoving to ($birdSilverHuntGuards[_guard_keys[_gg]].movingTo - $birdSilverHunt.player.position + 9) % 9>> <<set _distanceLeftMoving to ($birdSilverHunt.player.position - $birdSilverHuntGuards[_guard_keys[_gg]].movingTo + 9) % 9>> <<set _distanceTotalMoving to Math.min(_distanceRightMoving,_distanceLeftMoving)>> <<set _distanceCloseMoving to (_distanceRightMoving gt _distanceLeftMoving ? "left" : "right")>> <</if>> <<switch $birdSilverHuntGuards[_guard_keys[_gg]].action>> <<case "move" "moveQueue">> <<Hes>> caught a lurker, which <<he>> puts into a small cage. <<if $birdSilverHuntGuards[_guard_keys[_gg]].movingTo is $birdSilverHunt.player.position>> <<He>> turns to face your hiding place. <<Hes>> probably going to walk right over to where you are. <<elseif _distanceTotalMoving gt _distanceTotal>> <<He>> turns away from you. <<Hes>> going to move further away. <<elseif _distanceTotalMoving is _distanceTotal>> <<He>> looks at a spot on the other side of you. It looks like <<he>> will move right past you if you stay still. <<else>> <<He>> turns towards your general direction. <<Hes>> going to move closer to your position. <</if>> <<case "moving">> <<if $birdSilverHuntGuards[_guard_keys[_gg]].movingTo is $birdSilverHunt.player.position>> <<Hes>> about to be right on top of you. <<elseif _distanceTotalMoving gt _distanceTotal>> <<Hes>> walking away from you. <<elseif _distanceTotalMoving is _distanceTotal>> <<Hes>> walking right past you. <<else>> <<Hes>> walking towards you. <</if>> <<default>><<Hes>> watching for lurkers. <</switch>> <</if>> <</for>> <</if>> <<default>> <</switch>> <br><br> <<if _caught>> <<link [[Next|Bird Hunt Silver Fail]]>><<endevent>><</link>> <br> <<else>> <<if $birdSilverHuntGuards[2].position is "none" and $birdSilverHunt.distance gte 2>> <<set $birdSilverHuntGuards[2].position to random(0,8)>> <<set $birdSilverHuntGuards[2].action to "move">> <<silver_hunt_action_guard 2>> <span class="red">The <<person2>><<person>> is closer. You have another guard to deal with.</span> <br> <</if>> <<if $birdSilverHuntGuards[3].position is "none" and $birdSilverHunt.distance gte 5>> <<set $birdSilverHuntGuards[3].position to random(0,8)>> <<set $birdSilverHuntGuards[3].action to "move">> <<silver_hunt_action_guard 3>> <span class="red">The <<person3>><<person>> is closer. You have another guard to deal with.</span> <br> <</if>> <<if $birdSilverHuntGuards[1].position isnot "none">> <<silver_hunt_action_guard 1>> <</if>> <<if $birdSilverHuntGuards[2].position isnot "none">> <<silver_hunt_action_guard 2>> <</if>> <<if $birdSilverHuntGuards[3].position isnot "none">> <<silver_hunt_action_guard 3>> <</if>> <<set _leftCheck to ($birdSilverHunt.player.position is 0 ? 8 : $birdSilverHunt.player.position - 1)>> <<set _rightCheck to ($birdSilverHunt.player.position is 8 ? 0 : $birdSilverHunt.player.position + 1)>> <<set _leftGuard to Object.values($birdSilverHuntGuards).find(guard => (guard.position is _leftCheck or guard.movingTo is _leftCheck))>> <<set _rightGuard to Object.values($birdSilverHuntGuards).find(guard => (guard.position is _rightCheck or guard.movingTo is _rightCheck))>> <<set _onGuard to Object.values($birdSilverHuntGuards).find(guard => (guard.position is $birdSilverHunt.player.position))>> You're hiding behind some rocks. <<if !_leftGuard and !_rightGuard and !_onGuard>> You don't see or hear anyone nearby. <<else>> <<if _onGuard>> <span class="red">The _onGuard.name is right on top of you!</span> <</if>> <<if _leftGuard>> <span class="blue">You <<if _leftGuard.movingTo is _leftCheck>>hear footsteps heading towards your left<<else>>can see the _leftGuard.name on your left<</if>>.</span> <<else>> <span class="teal">The cover to your left is open.</span> <</if>> <<if _rightGuard>> <span class="blue">You <<if _rightGuard.movingTo is _rightCheck>>hear footsteps heading towards your right<<else>>can see the _rightGuard.name on your right<</if>>.</span> <<else>> <span class="teal">The cover to your right is open.</span> <</if>> <<if _leftGuard?.position is _leftCheck and _rightGuard?.position is _rightCheck>> <<set _noForward to true>> <</if>> <</if>> <br> <<if $birdSilverHunt.lurkerSpawn isnot "none">> <<set _lurkerLast to $birdSilverHunt.lurkerSpawn>> <<set $birdSilverHunt.lurkerSpawn to "none">> <</if>> <<if _lurkerLast>> <<if _lurkerLast is _leftCheck>> <span class="teal">A lurker skitters past on your left.</span> <br> <</if>> <<if _lurkerLast is _rightCheck>> <span class="teal">A lurker skitters past on your right.</span> <br> <</if>> <</if>> <<if $birdSilverHunt.timer gte 16>> <span class="red">The lurkers are swarming.</span> <<set _lurkerSpawn to true>> <<elseif $birdSilverHunt.timer gte 8 and ($birdSilverHunt.timer % 2 is 0)>> <span class="pink">The chittering in the walls is growing louder.</span> <<set _lurkerSpawn to true>> <<elseif [1,4,7,10].includes($birdSilverHunt.timer)>> <<set _lurkerSpawn to true>> <</if>> <<if _lurkerSpawn is true>> <<set $birdSilverHunt.lurkerSpawn to either(_leftCheck,_rightCheck,$birdSilverHunt.player.position,$birdSilverHunt.player.position)>> <</if>> <<switch $birdSilverHunt.lurkerSpawn>> <<case _leftCheck>><span class="purple">You hear faint chittering sounds from your left.</span><br> <<case _rightCheck>><span class="purple">You hear faint chittering sounds from your right.</span><br> <<case $birdSilverHunt.player.position>><span class="purple">You hear faint chittering sounds from behind you.</span><br> <<default>> <</switch>> <br> <<switch $birdSilverHunt.distance>> <<case 0 1 2>><span class="pink">You're still quite far from the object.</span> <<case 3 4 5>><span class="blue">You're about halfway to the middle.</span> <<case 6 7 8>><span class="teal">You're getting close to the middle.</span> <<case 9>><span class="green">You've almost reached the object.</span> <<case 10>><span class="gold">You've made it to the object!</span> <</switch>> <br> <<switch $birdSilverHunt.suspicion>> <<case 0>><span class="green">The guards have no idea you're here.</span> <<case 1>><span class="purple">The guards are alert for possible intruders.</span> <<case 2 3>><span class="red">The guards think someone might be here.</span> <</switch>> <br><br> <<if $birdSilverHunt.distance is 10>> <<birdicon "silver">><<link [[Approach the object|Bird Hunt Silver Approach]]>><</link>> <br> <<else>> <<if !_noForward>> <<caveicon "north">><<link [[Move forwards|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "forward">><</link>><<note "+ Progress" "green">> <br> <<else>> <span class="purple">You don't think you can move forwards like this.</span> <br> <</if>> <<if !_onGuard>> <<caveicon "west">><<link [[Move left|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "moveLeft">><</link>> <br> <</if>> <<caveicon "left">><<link [[Crawl left|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "crawlLeft">><</link>><<note "Sneaky, but slow" "teal">> <br> <<if !_onGuard>> <<caveicon "east">><<link [[Move right|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "moveRight">><</link>> <br> <</if>> <<caveicon "right">><<link [[Crawl right|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "crawlRight">><</link>><<note "Sneaky, but slow" "teal">> <br><br> <<crimeicon>><<link [[Hide|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "hide">><</link>> <br> <<if !_onGuard>> <<crimeicon "mark">><<link [[Peek|Bird Hunt Silver Sneak]]>><<set $birdSilverHunt.player.action to "peek">><</link>> <br> <<else>> <span class="red">You can't peek out right now.</span> <br> <</if>> <</if>> <<set $birdSilverHunt.timer++>> <</if>><<effects>> You've finally made it. Being this close, you can finally make out what it is. <br><br> It's a silver bar of quite notable size. It's set up in such a way that the light coming from the opening in the ceiling is reflected and seemingly amplified by it. No wonder it's so well guarded. <br><br> Only one person remains to protect it, the <<person4>><<person>>. You look around, hoping to see something you can use to distract <<him>>. Your gaze falls on the cages containing the lurkers. <br><br> <<switch $birdSilverHunt.suspicion>> <<case 0>>You doubt <<hes>> paying enough attention to notice you sneak up to the cages. <<case 1>><<He>> looks around occasionally. You'll have to be careful. <<case 2>><<He>> seems quite alert. Sneaking up to the cages without being spotted won't be easy, but there's nothing else you can do. <</switch>> <br><br> <<set $skulduggerydifficulty to 100 + ($birdSilverHunt.suspicion * 100) + ($birdSilverHunt.timer * 5)>> <<link [[Release the lurkers|Bird Hunt Silver Release]]>><</link>><<skulduggerydifficulty>> <br><<effects>> You wait for an opportune moment and slip out of your hiding place. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<wearProp "silver bar">> You wait for another lurker to walk close to the silver bar. While the <<person>> has <<his>> back turned, you swiftly approach the cages. They're only locked by a simple latch, making it very easy to open them. <br><br> <span class="green">You open up as many cages as you can and quickly hide again.</span> Some of the lurkers make no move to leave the cage, though most do. As they start to skitter, the noise gets <<his>> attention. "What...? How did you all get out?!" <<he>> exclaims. You rush to grab the silver bar from the pedestal. <br><br> <<if $awarelevel gte 2>> As your hand brushes against the silver, you feel like you're at peace for a moment. It's a strange sensation, clashing with the adrenaline of your daring theft. <<elseif $innocencestate is 1>> The silver bar feels smooth to the touch. <<else>> As you touch the silver, you feel a strange tingle in your hand. It leaves as quickly as it came. <</if>> You take it from the central pedestal, where light shines down. The cave immediately becomes much darker. "Goddamn it, what now?!" you hear the <<person>> scream. "Someone's here! And they've got the Lure!" <br><br> <<link [[Next|Bird Hunt Silver Escape]]>><</link>> <br> <<else>> You sneak over to the cages while the <<person4>><<person>> isn't looking. They're only locked by a simple latch, making it very easy to open them. <br><br> You open up as many cages as you can. Some of the lurkers don't move at all, simply laying there limply. The ones that do leave make enough noise for the <<person>> to turn around. "What the hell is—" <<he>> begins to speak, <span class="red">then stops as <<he>> notices you</span>. It's still possible for you to steal the silver bar if you act fast. With no time to spare, you rush the <<person>> before <<he>> can yell for help. <br><br> <<endevent>> <<loadNPC 0 "estateHuntGuardCaptain">> <<link [[Next|Bird Hunt Silver Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<violence 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<set $enemyhealth to 550>> <<set $enemyhealthmax to 550>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Bird Hunt Silver Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Hunt Silver Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $pain gte 100 and $willpowerpain is 0>> The <<person>> is too much for you. You're left helpless on the ground. "There's an intruder here, and you all let <<phim>> get this far!" <<he>> yells. There's nothing more you can do. You've been caught. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Silver Fail]]>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> As <<he>> cums, you take advantage of <<his>> slowed state and smear some grit and dirt from the cave floor into <<his>> visor. While <<hes>> blinded, you push <<him>> over. You manage to rip <<his>> holster away and toss it across the room to give yourself more time. You're able to run over to the silver bar before <<he>> can even get up. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Silver Theft]]>><</link>> <br> <<else>> You bring <<him>> low with a kick, before knocking <<him>> to the cave floor. You manage to rip <<his>> holster away and toss it across the room to give yourself more time. You're able to run over to the silver bar before <<he>> can even get up. <<clotheson>> <<endcombat>> <<link [[Next|Bird Hunt Silver Theft]]>><</link>> <br> <</if>><<effects>> <<loadNPC 0 "estateHuntGuard0">> <<loadNPC 1 "estateHuntGuard1">> <<loadNPC 2 "estateHuntGuard2">> <<loadNPC 3 "estateHuntGuardCaptain">> <<wearProp "silver bar">> You grab the silver bar from the open box. <<if $awarelevel gte 2>> As your hand makes contact with it, you feel like you're at peace for a moment. It's a strange sensation, clashing with the adrenaline of your daring theft. <<elseif $innocencestate is 1>> It feels smooth to the touch. <<else>> As you touch it, you feel a strange tingle in your hand. It leaves as quickly as it came. <</if>> You take it from the central pedestal, where light shines down. The cave immediately becomes much darker. <br><br> The <<person4>><<person>> stands up. "There's an intruder! And <<pshe>> has the Lure!" <br><br> <<link [[Next|Bird Hunt Silver Escape]]>><</link>> <br><<effects>> The silver bar is extremely heavy. You try to run for the exit, but get cut off by the <<person3>><<person>>. "Give that back now, and we won't have to hurt ya," <<he>> says. You double back and run the other way, but are intercepted by the <<person1>><<person>> and <<person2>><<person>>. "There's nowhere for you to run. Just drop the Lure, and I promise we'll go easy on you," <<he>> says. <br><br> You dodge their grabs and try to maintain distance, but they eventually corner you to the other side of the cave. The <<person4>><<person>> cracks <<his>> neck and marches towards you. <br><br> "I can't deny your skill, <<girl>>. No one's gotten past me before." <<His>> voice reverberates through the now darkened cave, <<his>> visor giving it an eerie undertone. <<He>> brings <<his>> face close to yours, letting you see your own reflection. You see the etchings on the visor clearly: a pair of antlers, each one over where <<his>> eyes would be, over where your reflection's eyes are. <<stress 12>><<ggstress>> <br><br> You back away, holding the silver bar behind you. <<He>> chuckles. "The Lure called to you too, didn't it? It calls to all of the Elk's children. How's about we talk awhile? We could use someone like—" <br><br> Suddenly, you hear a heavy thumping coming from behind you. It starts slow, but speeds up rapidly. You didn't realise it until now, but you've ended up right in front of the largest hole in the wall. The sound grows louder and louder, and the chittering in the cave becomes overwhelming. The <<person4>><<person>> takes a few steps back. You turn around, and a wiry pink shape in the darkness starts to grow larger. As it approaches, you see the shiny black detailing around it. It's a massive lurker. It lunges out of the hole! <br><br> <<link [[Move!|Bird Hunt Silver Escape 2]]>><<bird_pass 5>><</link>> <br><<effects>> You deftly step aside, leaving the <<person4>><<person>> in its trajectory. It grabs onto <<him>>. "The giant! It's angry that the Lure is—" <<he>> yells as it tries to pull <<him>> into the hole. <<He>> reaches for <<his>> gun, but a pink tendril snaps out from the creature's mouth and immobilises <<his>> arm. You take advantage of <<his>> situation and rush past <<him>>. The others move to give chase, but stop when their captain yells again. "H-hey! Get it off of me! I don't want to become this thing's next meal!" <br><br> They hesitate just long enough for you to run by them. The <<person2>><<person>> yells. "Fuck! If <<pshe>> gets away with the Lure, Remy's going to kill us! You help the captain, I'm going after <<phim>>!" <br><br> You keep running, not daring to look back. The jagged ground does little to help your escape, but you manage to get out of the main chamber. <<ggtiredness>><<tiredness 12>> <br><br> <<link [[Next|Bird Hunt Silver Escape 3]]>><<bird_pass 5>><</link>> <br><<effects>><<set $outside to 1>><<set $location to "moor">> <<npc "Great Hawk" 5>> You run as fast as your legs will carry you. You can hear the <<person2>><<person>> running after you now, hot on your trail. Your lungs burn, and it feels like an eternity passes before you finally reach the crack leading out. You rush outside and screech, trying to get the attention of your <<beasttype 4>> as fast as possible. The <<person>> emerges from the hole after you. "Get back here you fucking <<bitch>>!" <<he>> screams through <<his>> panting. <br><br> As you feel like you're about to collapse, your screech is returned. Your <<beasttype 4>> swoops down. You're suddenly grabbed by the shoulders and lifted off of the ground. You recognise the feeling: the firm grip of your <<beasttype 4>>'s talons. <<if $monster is 1>> "Don't worry, I would never drop <<wife>>," <<bhe>> says in <<bhis>> usual gentle tone. <<else>> <<bHe>> chirps, reassuring you that you're fine. <</if>> <br><br> You can hear your pursuer cursing <<his>> luck. "Shit, SHIT! FUCK! We're so fucking dead..." is the last thing you hear before flying out of sight. <br><br> Once you finally catch your breath, you tell your <<beasttype 4>> that you want to go home now. <<bHe>> is more than willing to oblige. <br><br> <<clearNPC "estateHuntGuard0">> <<clearNPC "estateHuntGuard1">> <<clearNPC "estateHuntGuard2">> <<clearNPC "estateHuntGuard4">> <<link [[Next|Bird Hunt Silver Escape Tower]]>><<endevent>><<bird_pass 60>><</link>> <br><<effects>><<set $outside to 0>><<set $location to "tower">> <<npc "Great Hawk">><<person1>> After a few minutes, you arrive at the tower. <<your_bird_text "cap">> drops you off in front of the nest. <<if $monster is 1>> "<<Wife>> did it? <<Wife>> got the landbounds' treasure?" <<bhe>> asks, excited. <<else>> <<bHe>> squawks and chirps excitedly, eager to get a better look at what you got. <</if>> You proudly present the silver bar to <<bhim>>. Even here, it still shines brightly. <br><br> <<if $awarelevel gte 2>> You feel like you could keep staring at it for hours. <<your_bird_text "cap">> seems interested too. <<elseif $innocencestate is 1>> Looking at it for too long starts to make your eyes drift elsewhere. <<your_bird_text "cap">> seems all too happy to keep staring at it, though. <<else>> It's quite a wonder how the silver can be so shiny. Someone must have put a lot of time into keeping it so clean. <<your_bird_text "cap">> seems to like it a lot. <</if>> <<if $monster is 1>> "This must be the landbounds' best shiny! And now it's ours!" <<bhe>> says, almost squealing. <<else>> <<bHis>> eyes look to be shining too as <<bhe>> chirps in joy. <</if>> As you turn the heavy bar in your hands, you notice something on the flat bottom. <br><br> It's some kind of symbol. A seal, or maybe a manufacturer's mark. A large circle containing a series of twisting, tangled knots, wrapping in on each other in perfect symmetry. The patterns within have the texture of cut wood. As the branches move outwards, they split into smaller and smaller pieces, and no matter how hard you look, you don't see an end to them. It's gouged into the silver itself, yet the ridges within still seem perfect. It's incredibly intricate, far too precise to be done with human hands. The light catches the symbol as you look, creating a brilliant pattern that seems to persist when you close your eyes. For a moment, it looks just like it did back in the cave. <br><br> <<link [[Next|Bird Hunt Silver Escape Tower 2]]>><</link>> <br><<effects>> You're interrupted by the <<beasttypes>> <<if $monster is 1>>hand<<else>>beak<</if>> brushing against your cheek. You turn to look at <<bhim>> and see admiration in <<bhis>> face. <<if $monster is 1>> "<<Wife>>... you are the best. I'm proud to say we are Great Hawk and Great <<Wife>>," <<bhe>> says. You chuckle at <<bhis>> compliment. <<else>> <<bHe>> keeps nuzzling your face with <<bhis>> beak while chirping softly. <</if>> <<bHes>> clearly very proud of you<<if $birdSilverHunt.failed gte 1>>, despite your previous failures<</if>>. <br><br> Exhausted from your mission, you sit down and lean against <<bhis>> fluffy chest. <<switch $speech_attitude>> <<case "meek">>"I love you... a lot," you say. <<case "bratty">>"You really are a great <<beasttype>>," you say. <<default>>"I love you," you say. <</switch>> <<bHe>> looks quite happy to hear your words. <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> As you rest against <<bhim>>, your thoughts drift to Remy. <<nnpc_He "Remy">> probably won't be very happy when <<nnpc_he "Remy">> hears what happened to <<nnpc_his "Remy">> silver bar. But worrying about that won't help, so you just close your eyes and think about your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> instead. <</if>> <br><br> After a few minutes of rest, you stand up, feeling refreshed. <<if $monster is 1>> "Hope <<wife>> is feeling well now," <<bhe>> says, standing up as well. <<else>> <<bHe>> looks at you affectionately. <</if>> You tell <<bhim>> you're alright now that you've caught your breath. <<bHe>> nods and walks off to the perch. You realise that you're still holding the silver bar. You still need to decide where to put it. Such a valuable prize deserves its own spot somewhere, but for now you'll just put it in a shaded spot so that the shine won't be too distracting. <br><br> <<set $bird.hunts.estate to "complete">> <<world_corruption "hard" -1>> <<unset $birdSilverHunt>> <<unset $birdSilverHuntCooldown>> <<unset $birdSilverHuntGuards>> <<set $bird.timer to 120>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<loadNPC 0 "estateHuntGuard0">> <<loadNPC 1 "estateHuntGuard1">> <<loadNPC 2 "estateHuntGuard2">> <<loadNPC 3 "estateHuntGuardCaptain">> <<clearNPC "estateHuntGuard4">> Before you know it, all the guards have rushed over to you. They have you surrounded, blocking any possible way of escaping. <<if $birdSilverHunt.failed is 0>> "What's a little birdie like you doing in a place like this?" the <<person4>><<person>> asks sternly. <<His>> voice reverberates throughout the chamber, the visor giving it an intimidating tone. <<He>> brings <<his>> face close to yours, letting you see your own reflection. You see the etchings on the visor more clearly: a pair of antlers, each one over where <<his>> eyes would be, over where your reflection's eyes are. <<stress 12>><<ggstress>> <br><br> <<switch $speech_attitude>> <<case "meek">>"U-um... I... fell?" you respond, trying your best to sound innocent. <<case "bratty">>"I came down to see what's behind that lovely mask of yours," you say sarcastically. <<default>>"I just got a bit lost, that's all," you respond, trying your best to sound innocent. <</switch>> <br> "Very well. We have ways of making you talk back at home," <<he>> says. "Restrain <<phim>>." You consider resisting, but the gun on <<his>> hip makes you think twice about that. <br><br> The <<person1>><<person>> and <<person2>><<person>> grab you by the arms. The <<person3>><<person>> looks at you lustfully. "We'll have you talking real soon," <<he>> says. "Let's throw <<phim>> in the van first, have some fun." The others agree, but are silenced by the captain.<br> "Control yourselves. We don't have time for... pleasure," <<he>> says with a drawl. "Move." <<else>> The <<person1>><<person>> and <<person2>><<person>> quickly rush in to restrain you. The <<person4>><<person>> steps forward. "You again? Of course. Another fool drawn to the Lure." <br> The <<person1>><<person>> gets right in your face. "Thought you could slip past us this time, huh? Well, this time you won't get away so easily. We're prepared for your little pet." <<He>> brandishes one of the bludgeons.<br> "That stupid bird won't be able to help you once we clip its wings," the <<person3>><<person>> adds, holding another bludgeon.<br> "Don't take this lightly. We can't afford to let <<phim>> get away again," the <<person4>><<person>> says. "Bring <<phim>> outside, let's see if we can rid ourselves of the terror forever." <<stress 24>><<gggstress>> <</if>> <br><br> <<set $birdSilverHunt.failed++>> <<set $birdSilverHuntCooldown to 14>> <<unset $birdSilverHuntGuards>> <<run delete $birdSilverHunt.player>> <<run delete $birdSilverHunt.distance>> <<run delete $birdSilverHunt.timer>> <<run delete $birdSilverHunt.lurkerSpawn>> <<run delete $birdSilverHunt.freebie>> On <<person4>><<his>> command, they begin leading you out. <br><br> <<link [[Next|Bird Hunt Silver Fail Return]]>><</link>> <br><<effects>> <<npc "Great Hawk" 5>> <<if $birdSilverHunt.failed is 1>> They walk you out of the chamber. The <<person3>><<person>> is ordered to stay behind to look after their gear. "Soon enough you'll be telling us all you know," the captain says ominously. After a bit, you reach the crack leading outside. <br><br> The <<person1>><<person>> roughly shoves you out, causing you to stumble. "Don't even think about running off. Even if you get away, you can't outrun our van," <<he>> says. <br><br> You look to the skies and see the Great Hawk. And <<bhe 4>> sees you. You scream and start thrashing around. The <<person1>><<person>> tries to restrain you. "Hey, quit squirming you little—" <br><br> <<Hes>> knocked down as a blur of brown feathers streaks by in an instant. "Why is that stupid fucking bird still here?!" the <<person2>><<person>> yells into the radio on <<his>> vest. <<He>> doesn't receive an answer. You break free from <<his>> grasp and start running. The captain tries to chase after you, and is knocked down by another swoop. From the ground, <<person4>><<he>> reaches for <<his>> gun, but suddenly freezes in place. You see your <<beasttype 4>>'s petrifying gaze reflected in <<his>> visor, and watch yourself get grabbed by the shoulders and lifted away. <br><br> <<if $monster is 1>> "We need to leave fast, <<wife>>," <<bhe 4>> says. You agree. <<else>> <<bHe 4>> screeches triumphantly. <</if>> You can still hear the guards yelling out curses as you fly away. <<else>> They lead you outside. "Alright, can anyone see where that damn bird is?" the <<person2>><<person>> asks.<br> "No, I don't see it anywhe—" the <<person3>><<person>> is about to respond before being cut off by a divebomb.<br> "Fuck, it's already here!" You try to get free, but with two people holding you, it's just not possible. You keep struggling as the <<beasttype 4>> prepares for another dive.<br><br> <<bHe 4>> begins diving down towards the <<person2>><<person>>. "Not so fast!" the <<person4>><<person>> yells, preparing to strike <<bhim 4>> down. Before <<he>> swings, you manage to kick <<him>> just hard enough to cause <<him>> to lose <<his>> stance. However, <<his>> swing still lands, hurting your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. At least <<bhes 4>> still airborne, and <<bhe 4>> even managed to push the <<person2>><<person>> away from you. With one hand free, you're able to punch the <<person1>><<person>> in the face to free yourself. <br><br> "You're going nowhere!" the <<person4>><<person>> yells, lifting <<his>> bludgeon and preparing to swing it right at you. With one last dive, the <<beasttype 4>> swoops in and grabs you, inadvertently taking the blow for you. This time the it's enough to cause <<bhim>> to elicit a loud screech of pain. Despite that, <<bhe>> manages to keep flying. <br><br> <<if $monster is 1>> <<bHe 4>> breathes heavily. "W-we go home, <<wife>>," <<bhe>> manages to say. <<else>> <<bHe 4>> tries to screech, but it comes out sounding squeaky. <</if>> In spite of <<bhis>> injury, the <<beasttype>> flies you all the way back to the tower. <</if>> <br><br> <<link [[Next|Bird Hunt Silver Fail Tower]]>><<endevent>><<bird_pass 30>><</link>> <br><<effects>><<set $outside to 0>><<set $location to "tower">> <<npc "Great Hawk">><<person1>> <<set $bird.timer to 120>> <<if $birdSilverHunt.failed is 1>> <<bHe>> lands you on the perch, and circles for a moment before landing. <<bHe>> stands over you. <<if $monster is 1>> "What happened, why did <<wife>> get caught? Did the landbound hurt you?" <<bHe>> barrages you with questions. <<else>> <<bHe>> begins fussing over you, looking you up and down to make sure you're alright. <</if>> You assure <<bhim>> that you're alright. <<if $monster is 1>> <<bHe>> looks a bit hesitant. "Maybe it would be better if we leave the landbound alone? I don't want <<wife>> to get in trouble again," <<bhe>> says. <<else>> After confirming you really are alright, <<bhe>> stops to look at you pleadingly. You can tell <<bhe>> doesn't want you to try that again. <</if>> <br><br> You tell <<bhim>> you won't try that again for a while. Not like you could if you wanted to, since they'll certainly be more on guard for quite some time. <<bHe>> seems somewhat satisfied by your answer, though it's clear <<bhe>> would prefer to give up. <<else>> <<set $bird.injured to 20>> <<set $bird.override to "rest">> <<set $bird.overrideTimer to 300>> <<set $bird.timer to 300>> <<bHe>> manages to get you both back into the tower before collapsing from <<bhis>> wounds. You immediately apologise to <<bhim>> for putting <<bhim>> in danger. <br><br> <<if $monster is 1>> <<bHe>> does not say anything, looking too tired to respond. <<else>> <<bHe>> looks too exhausted to respond. <</if>> You try your best to comfort <<bhim>> by petting <<bhis>> head. You look over <<bhis>> wings. <<bHis>> injury looks quite nasty, but it should still heal on its own. <br><br> You apologise to <<bhim>> again, telling <<bhim>> you won't fail next time. Sensing that your answer did not please <<bhim>>, you decide it would be best to leave <<bhim>> be for now. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<if def $phase>> You don't resist as the <<beasttype>> wraps <<bhis>> talons around your shoulders and pulls you into the air. <<else>> <<set $phase to 0>> You remain still, rooted to the spot. The <<beasttype>>'s talons wrap around your shoulders, and the ground falls away from you. <</if>> <<hawkCaughtYouSpeech>> <br><br> <<link [[Next|Bird Capture]]>><</link>> <br><<effects>> <<if $willpowerSuccess is 1>> You manage to tear your eyes away from the <<beasttype>>'s <span class="green">and throw yourself to the side.</span> <<bHis>> talons narrowly miss you, <<if $rng lt 51 or $birdescaped gte 1>> before digging into the earth as the <<beasttype>> comes in for a landing. <<bHe>> <<if $monster is 1>>turns<<else>>hops<</if>> around to face you, <<if $birdescaped gte 1>> locking <<bhis>> gaze to yours again. <br><br> <<if $monster is 1>> "I found <<wife>> again," <<bhe>> says. "<<if $harpy gte 6>><<Wife>> should learn to fly before <<pshe>> leaves the nest<<else>><<Wife>> shouldn't <<if $birdescaped gte 2>>keep running<<else>>run<</if>> away<</if>>." <<else>> The <<beasttype>> tilts <<bhis>> head to the side and lets out a trilled chirp. <</if>> <<else>> flaring <<bhis>> wings. <</if>> <<gstress>><<stress 6>> <br><br> <<if $stress gte $stressmax>> <span class="red">It's all too much.</span> You collapse, and the <<beasttype>> rushes towards you<<if $monster is 1 or understandsBirdBehaviour()>>, concern filling <<bhis>> eyes<</if>>. The last thing you feel before unconsciousness takes you is the talons curling around your shoulders. <br><br> <<link [[Next|Moor Bird Wake]]>><</link>> <br> <<else>> <<if $pain gte 115>> <span class="red">You're in too much pain to fight back.</span> <br> <<link [[Don't resist|Moor Bird Still]]>><<set $phase to 3>><</link>> <br> <<elseif $trauma gte $traumamax>> <span class="red">You can't bring yourself to move.</span> <br> <<link [[Don't resist|Moor Bird Still]]>><<set $phase to 4>><</link>> <br> <<else>> <<if $birdescaped gte 1 and $submissive gte 1800>> <<link [[Don't resist|Moor Bird Still]]>><<sub 1>><<set $phase to 1>><</link>><<submissivetext>> <br> <<elseif $birdescaped gte 1>> <!-- No option to give in after successfully resisting already --> <<else>> <<link [[Don't resist|Moor Bird Still]]>><<sub 1>><<set $phase to 0>><</link>> <br> <</if>> <<link [[Stand your ground|Moor Bird Fight]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>> <<else>> grasping empty air as the terror takes to the skies once more. You're in the clear for now. <<set $moor_hunt to 5>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <<else>> <span class="red">You can't tear your eyes away.</span> You stand there like a statue as talons wrap around your shoulders and the <<beasttype>> pulls you into the sky. <<gtrauma>><<trauma 4>> <br><br> <<hawkCaughtYouSpeech>> <br><br> <<link [[Next|Bird Capture]]>><<set $phase to 0>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<set $enemyhealthmax to 600>> <<set $enemyhealth to 600>> <<if $monster isnot 1>> <<set $position to "doggy">> <<set $NPCList[0].stance to "top">> <</if>> <<set $speechdisable to 1>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Moor Bird Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Bird Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Tired, the <<beasttype>> takes to the air. <<if $birdescaped gte 1>> <<bHe>> lands nearby. <<if $monster is 1>> "<<Wife>>..." <<bhe>> says, sounding exhausted, before spreading <<bhis>> wings and flying off. <<else>> <<bHe>> lands a short distance away, and lets out a <<if understandsBirdBehaviour()>>fatigued<</if>> cry, before flying off. <</if>> <br><br> <<tearful>> you continue your journey. <span class="blue">Your pursuer seems to have backed off somewhat.</span> <<set $moor_hunt to 2>> <<else>> <span class="red"><<bHe>> circles overhead.</span> <br><br> <<tearful>> you continue your journey. <<set $moor_hunt to 5>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You stagger backwards as the <<beasttype>> releases you. <<bHe>> beats <<bhis>> wings, and takes to the air, <<if $birdescaped gte 1>> landing nearby. <<if $monster is 1>> "<<Wife>> is very strong," <<bhe>> says <<else>> The <<beasttype>> lets out a <<if understandsBirdBehaviour()>>chastened<<else>>low<</if>> trill <</if>> before taking flight, <</if>> swooping behind a nearby hillock and out of sight. <span class="green">You're in the clear.</span> For now. <br><br> <<unset $moor_hunt>> <<tearful>> you continue your journey. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> You fall to the ground, too hurt to keep fighting. <br><br> The <<beasttype>>'s claws grasp your shoulders. <<if $monster is 1>> <<if $birdescaped gte 1>> "<<Wife>>'s fighting spirit is strong," <<else>> "You have a fighting spirit. You've impressed me," <</if>> <<bhe>> says as the wings on <<bhis>> back beat furiously. <<elseif $birdescaped gte 1>> <<bHe>> lets out an elated chirp as <<bhis>> wings beat furiously. <</if>> You leave the ground far behind. <br><br> <<clotheson>> <<endcombat>> <<npc "Great Hawk">> <<link [[Next|Bird Capture]]>><<set $phase to 2>><</link>> <br> <</if>><<unset $moor_hunt>><<set $outside to 0>><<set $location to "tower">><<effects>> <<if $harpy gte 6>> You feel at peace <<else>> Your stomach lurches <</if>> as the <<beasttype>> soars higher, until <<switch Time.dayState>> <<case "day" "dawn">>you see the town on the horizon. <<case "dusk">>you can see the town on the horizon through the glare of the setting sun. <<case "night">>you see lights on the horizon. <</switch>> <<if $harpy gte 6>> You float there, held tight by the <<beasttype>>'s talons <<else>> You dangle in the <<beasttype>>'s grasp, helpless, <</if>> as you are carried <<if $birdescaped gte 1>> towards <<bhis>> nest. <<if $harpy gte 6>>Flying through the sky, you feel at peace. <<lstress>><<stress -6>><</if>> <<if $monster is 1>> "<<Wife>> shouldn't worry," <<bhe>> says. "<<if $harpy gte 6>><<Wife>> will soon learn to ride the winds upon <<pher>> own wings<<else>>I would never drop <<wife>><</if>>." <<else>> <<bHe>> chirps <<if understandsBirdBehaviour()>><<if C.npc["Great Hawk"].love gte 60>>lovingly<<else>>affectionately<</if>><</if>> at you, looking down to meet your eyes. <</if>> <<else>> deeper into the moor. <<if $monster is 1>>"Worry not, I never drop my catches," <<bhe>> says<<else>><<bHe>> lets out another <<if understandsBirdBehaviour()>>triumphant<<else>>sharp<</if>> cry<</if>>. <</if>> <br><br> The <<beasttype>> flies above the ruins of a castle, and begins a circling descent. <<if $birdescaped gte 1>>A familiar<<else>>One stone<</if>> tower rises above the others. <<bHe>> enters through a shattered wall, and waits until your feet are planted before releasing your shoulders. <br><br> <<link [[Next|Bird Capture 2]]>><</link>> <br><<effects>> <<if $birdescaped gte 1>> You pass your gaze over the familiar circular room. Nothing notable has changed since you were last here. The ground is still littered with bones, the pool is still filled with rainwater, and the nest looks indistinguishable from when you last laid eyes on it. <br><br> The <<beasttype>> looks at you<<if $monster is 1 or understandsBirdBehaviour()>> tentatively<</if>>. <<if $monster is 1>> "We're home, <<wife>>," <<bhe>> says. <<else>> <<bHe>> ducks <<bhis>> head and lets out a soft trill. <</if>> <<else>> <<if !$bird.state>> You look around the circular room. Small bones litter the ground. The only exit is through the broken wall. There's a large pool formed from broken masonry on one side of the room, the missing roof above it allowing <<if Weather.precipitation is "rain">>the rain to fill it<<else>>rainwater to collect within<</if>>. A nest sits on the other side of the room near the precipice, made from small logs and branches. <br><br> You notice a large wooden trapdoor at the back of the room, though the large iron lock holding it closed is heavily rusted. <br><br> <<bird_init>> <<set $hunger to 1800>> <<if $monster is 1>> The <<beasttype>> stands between you and the exit, immense wings stretching from <<bhis>> back. <<bHe>> regards you with dark eyes. <br><br> "I am Great Hawk," <<bhe>> says, puffing out <<bhis>> plumes. "I found <<wife>>." <<else>> The colossal <<beasttype>> stands before you, head tilted to the side as <<bhe>> looks at you. <<bHe>> fluffs <<bhis>> plumes out and bobs <<bhis>> head to you<<if understandsBirdBehaviour()>>, seeming very proud of himself<</if>>. <<bHe>> cries out <<if understandsBirdBehaviour()>>triumphantly<<else>>fiercely<</if>> and hops around nearby, <<if understandsBirdBehaviour()>>looking<<else>>staring<</if>> at you with dark eyes the whole time. <</if>> <<else>> <!-- Safety check to prevent softlocks and variable corruption for saves in the middle of this scene upon updating --> You're back in the circular room at the top of the tower. Small bones still litter the ground. The <<beasttype>> watches you. <</if>> <</if>> <br><br> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<bHe>> notices your bindings and stares for a moment, before <<if $monster is 1>>furrowing <<bhis>> brow<<else>>letting out a low chirp<</if>>. <<bHis>> talons lash out with blinding speed, <span class="green">tearing your bindings to shreds.</span> <<unbind>> <br><br> <</if>> <<set $bird.state to "hunting">> <<set $bird.timer to 20>> <<if $birdescaped gte 1>> <<link [[Apologise for escaping|Bird Capture Sorry]]>><<sub 1>><<bird_stockholm 3>><</link>><<ggbirdstockholm>> <br> <</if>> <<link [[Ask for mercy|Bird Capture Say]]>><<sub 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>> <br> <<if $phase isnot 3 and $phase isnot 1>> <<link [[Punch|Bird Capture Punch]]>><<def 1>> <<if C.npc["Great Hawk"].love gte 50>><<npcincr "Great Hawk" love -3>><<npcincr "Great Hawk" dom -3>><<else>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom -1>><</if>><<bird_stockholm -5>> <</link>> <<if C.npc["Great Hawk"].love gte 50>><<lldom>><<lllove>><<else>><<ldom>><<llove>><</if>><<lbirdstockholm>> <br> <</if>> <<link [[Wait|Bird Capture Wait]]>><</link>> <br><<effects>> <<if $trauma gte ($traumamax / 7) * 4>> <<switch $speech_attitude>> <<case "meek">>"P-Please don't hurt me," you beg. <<case "bratty">>"Don't touch me," you say. "I'm warning you." <<default>>"S-Stay away," you say. "Please." <</switch>> <br><br> The <<beasttype>> looks at you<<if $monster is 1 or understandsBirdBehaviour()>> mournfully<</if>>, <<if $monster is 1>> then <<if $bodysize lte 1>>crouches down and<</if>> reaches out with one hand towards you. <<bHe>> quickly withdraws when you flinch away, looking saddened. <<bHe>> doesn't seem sure what to say next, and for a moment silence reigns. <br><br> "<<Wife>> should rest. The nest lining is fresh, and <<wife>> should find it very comfortable," <<bhe>> finally says. "I will go hunting, and bring back gifts for <<wife>>." <br><br> <<bHe>> walks towards the perch, pausing for a moment as <<bhe>> reaches it. <<bHe>> looks back at you. "Nothing will hurt <<wife>> while <<pshe>> is here," <<bhe>> says firmly, before turning back towards the outside world. <<lstress>><<stress -6>> <<else>> before shuffling closer, ducking <<bhis>> head <<if understandsBirdBehaviour()>>sadly<</if>> and shuffling back slightly when you pull away. <<bHe>> seems to content <<bhimself>> with making <<if understandsBirdBehaviour()>>gentle<<else>>soft<</if>> trilled chirps at you. Listening to the soft noises <<bhes>> making feels strangely calming. <<lstress>><<stress -6>> <br><br> After a bit, the <<beasttype>> gets up and hops over to the precipice. <</if>> <<else>> <<switch $speech_attitude>> <<case "meek">>"L-Let me go," you say. <<case "bratty">>"Get me down from this tower," you say. "Or else." <<default>>"Let me go," you say. <</switch>> <br><br> The <<beasttype>> watches you a moment longer, <<bhis>> head cocked to the side. <<if $monster is 1>> "<<Wife>> should <<if $birdescaped gte 1>>rest<<else>>settle in<</if>>," <<bhe>> says. <<else>> <<bHe>> chirps<<if understandsBirdBehaviour()>> contentedly<</if>> and fluffs <<bhis>> plumes, then hops over to the precipice. <</if>> <</if>> <br><br> <<bHe>> spreads <<bhis>> wings and takes off, flying over the rest of the ruin and away across the mire beyond. You're left alone in the tower. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm sorry for leaving," you say. <<elseif $speech_attitude is "bratty">> "Sorry for ditching you, I guess," you say. <<else>> "Sorry for leaving last time," you say. <</if>> <br><br> The <<beasttype>> watches you a moment longer, <<if $monster is 1>> gazing at you thoughtfully. "I forgive <<wife>>, as long as <<wife>> stays." <<elseif understandsBirdBehaviour()>> gazing at you thoughtfully. <<else>> gazing at you intensely. <</if>> <<bHe>> then beats <<bhis>> wings and leaps from the tower. <<bHe>> flies over the rest of the ruin, and the mire beyond. You're left alone in the tower. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> You step forward, and slam a fist into the <<beasttype>>'s wing. <<bHe>> shrieks and <<if $monster is 1>>jumps<<else>>hops<</if>> away, landing on the other side of the tower. <br><br> <<if $birdescaped gte 1 and C.npc["Great Hawk"].love gte 30>> <<if $monster is 1>> <<if C.npc["Great Hawk"].love gte 60>> "<<Wife>>...? Why?" <<bhe>> asks, <<else>> "<<Wife>>...?" <<bhe>> says, <</if>> looking hurt<<if C.npc["Great Hawk"].love gte 60>> and confused<</if>>. <<if $physique gte 12500>> <<bHe>> stares from the far side of the tower, watching you<<if C.npc["Great Hawk"].love gte 60>> in confusion<<elseif C.npc["Great Hawk"].dom lte 30>> warily<</if>>. <</if>> <<else>> <<bHe>> lets out a <<if understandsBirdBehaviour()>>hurt<<else>>soft<</if>> cry, and hops back. <<if $physique gte 12500>> <<bHe>> stares from the far side of the tower, watching you warily. <</if>> <</if>> <br><br> <</if>> <<if $physique gte 15000>> <<pass 15>> The two of you sit there for a while, watching each other from across the room. The <<beasttype>> occasionally stretches out <<bhis>> wing. Once <<bhe>> seems content that the wing isn't injured, <<bhe>> walks towards the edge of the tower and flies away. <<elseif $physique gte 10000>> <<pass 5>> <<bHe>> stays there for a few minutes. Once <<bhe>> seems to have recovered, <<bhe>> turns towards the perch and launches <<bhimself>> from the tower without another <<if $monster is 1>>word<<else>>sound<</if>>. <<else>> After a moment, <<bhe>> turns and launches <<bhimself>> from the tower. <</if>> <<bHe>> soars over the rest of the ruin, and the mire beyond. You're left alone. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> You remain still. The <<beasttype>> watches you a moment longer, then <<if $birdescaped gte 1>> droops slightly. <<if $monster is 1>> "Will go hunting for <<wife>>," <<bhe>> says, <<bhis>> voice melancholy. "<<Wife>> should rest. I will return with my catch." <<bHe>> walks to the perch, then leaps from the tower with a mighty wingbeat. <<else>> <<bHe>> lets out a <<if understandsBirdBehaviour()>>sad<<else>>soft<</if>> cry, then hops to the edge of the tower. <<bHe>> leaps from the tower, flying away. <</if>> <<else>> beats <<bhis>> wings and leaps from the tower. <</if>> <<bHe>> flies over the rest of the ruin and the mire beyond. You're left alone in the tower. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<if !$birdescaped>> You look at your saviour; a <<if $monster is 1>> winged <<nnpc_gendery "Great Hawk">> with claws instead of feet. <<else>> colossal hawk, which looks even bigger this close. <</if>> <<else>> The <<beasttype>> approaches. <</if>> <<bHe>> <<= $phase is 1 ? "leaps" : "swoops">> towards you, talons extended. <<bHis>> eyes pierce yours. <span class="red">Terror threatens to root you to the spot.</span> <br><br> <<if $stress gte $stressmax>> <span class="red">It's all too much.</span> You collapse, and the last thing you can feel is the <<beasttype>>'s talons closing around your shoulders. <br> <<link [[Next|Moor Bird Wake]]>><<passout>><<set $moor to 0>><<endevent>><<pass 30>><</link>> <br> <<else>> <<if $pain gte 95>> <span class="red">You're in too much pain to move.</span> <<set $phase to 0>> <br> <<elseif $trauma gte $traumamax>> <span class="red">You can't bring yourself to move.</span><<ggstress>><<stress 24>> <<set $phase to 1>> <br> <<elseif $passoutReason>> <span class="red">You're too <<= $passoutReason is "hypothermia" ? "cold" : "weak">> to move.</span><<ggstress>><<stress 24>> <<set $phase to 1>> <br> <<else>> <<link [[Get out of the way|Bird Rescue No Syndrome Dodge]]>><<unset $phase>><</link>><<willpowerdifficulty `(1+(2*$pain))` `(300+(2*$pain))`>><<athleticsdifficulty `(200+(2*$pain))` `(400+(2*$pain))`>> <<set $phase to 2>> <br> <</if>> <<link "Let <<bhim>> take you" "Bird Rescue No Syndrome Willing">><</link>> <br> <</if>><<effects>> <<if $willpowerSuccess is 1>> <span class="green">You manage to tear your eyes away from the <<beasttype>>,</span> <<if $athleticsSuccess is 1>> <span class="green">and throw yourself to the side, evading <<bhis>> grasp.</span> <br> <<if random(1, 2) is 1>> <<bHe>> swoops past, and then circles back overhead, waiting for another chance. <br> <<set $moor_hunt to 5>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<bHis>> talons pierce the earth, and <<bhe>> flares out <<bhis>> wings to come to a halt. <<bHe>> <<if $monster is 1>>turns<<else>>hops<</if>> around to face you, flaring <<bhis>> wings. <br><br> <<link [[Next|Bird Rescue No Syndrome Fight]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <span class="red">but can't get out of the way fast enough.</span><<gathletics>><<athletics 4>> <br><br> The <<beasttype>> <<if $monster is 1>>grabs onto<<else>>slams into<</if>> your shoulder, and is sent crashing into the ground<<if $monster is 1>>, pulling you with <<bhim>><<pain 6>><<else>><<pain 4>><</if>>. <<gpain>> <br><br> <<bHe>> lets out a surprised squawk, before <<if $monster is 1>>climbing<<else>>fluttering<</if>> upright and locking eyes with you. <br><br> <<link [[Next|Bird Rescue No Syndrome Fight]]>><<set $molestationstart to 2>><</link>> <br> <</if>> <<else>> <span class="red">You can't tear your eyes away from the <<beasttype>>,</span> <<if $athleticsSuccess is 1>> <span class="blue">even though your body tries to force itself out of the way.</span><<gwillpower>><<willpower 4>> <<else>> <span class="red">and you remain rooted to the spot, not even trying to move.</span><<gwillpower>><<willpower 3>> <</if>> <br><br> Grasping your shoulders with <<bhis>> talons, you're lifted into the air. <br><br> <<if $monster is 1>> <<if $birdescaped gte 1>> "<<Wife>> should be more careful," <<bhe>> says. <<if $harpy gte 6>>"<<Wife>> doesn't know how to fly yet."<<elseif $moor lte 20>>"I don't often fly this far from the nest."<</if>> <<else>> "Worry not, I never drop my catches," <<bhe>> says. <</if>> <br><br> <</if>> <<link [[Next|Bird Rescue No Syndrome Tower 1]]>><<set $phase to 3>><</link>> <br> <</if>><<if $molestationstart gte 1>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<set $enemyhealthmax to 600>> <<if $molestationstart is 2>> <<set $enemyhealth to 500>> <<else>> <<set $enemyhealth to 600>> <</if>> <<if $monster isnot 1>> <<set $position to "doggy">> <<set $NPCList[0].stance to "top">> <</if>> <<set $molestationstart to 0>> <<set $speechdisable to 1>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Bird Rescue No Syndrome Fight End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Rescue No Syndrome Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Tired, the <<beasttype>> takes to the air. <span class="red"><<bHe>> circles overhead.</span> <<clotheson>> <<endcombat>> <<set $moor_hunt to 5>> <<tearful>> you continue on your journey. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You stagger backwards as the <<beasttype>> beats <<bhis>> wings, and takes to the air. <<bHe>> swoops behind a hillock, and out of sight. <span class="green">You're in the clear.</span> For now. <<clotheson>> <<endcombat>> <<unset $moor_hunt>> <<tearful>> you continue your journey. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> You fall to the ground, too hurt to keep fighting. <br><br> The <<beasttype>>'s talons curl around your shoulders, and the ground falls away from you as <<bhe>> lifts you into the air. <<if $monster is 1>> "<<if $birdescaped gte 1>><<Wife>> shouldn't run away! The moor is dangerous for landbound travellers<<else>>You have a fighting spirit. You've impressed me<</if>>," <<bhe>> says, nearly drowned out by the sound of <<bhis>> mighty wingbeats. <</if>> <<clotheson>> <<endcombat>> <<npc "Great Hawk">> <<link [[Next|Bird Rescue No Syndrome Tower 1]]>><<set $phase to 4>><</link>> <</if>>You let <<bhim>> grasp your shoulders with <<bhis>> talons, and <<bhe>> lifts you into the sky. Soaring through the air, <<if $harpy gte 6>> you feel a sense of belonging.<<lstress>><<stress -4>> <<elseif $stress gte ($stressmax / 5 ) * 3>> <span class="red">you make the mistake of looking down.</span> <<if $trauma gte $traumamax>> <span class="teal">The world seems so small from up here.</span><<ltrauma>><<trauma -6>> <</if>><<gstress>><<stress 6>> <<else>> everything feels so far away. <</if>> <br><br> <<if $monster is 1>> <<if $birdescaped gte 1>> "<<Wife>> shouldn't run away," <<bhe>> chides. "<<if $harpy gte 6 and $birdFly isnot 1>><<Wife>> can't fly on <<pher>> own yet<<else>>Safer at the nest<</if>>." <<else>> "I won't drop you," <<bhe>> says. "Have faith." <</if>> <br><br> <</if>> <<link [[Next|Bird Rescue No Syndrome Tower 1]]>><</link>> <br><<effects>> In the distance, you see a <<if $birdescaped gte 1>> familiar tower. <span class="red"><<bHes>> taking you back to <<bhis>> nest.</span><<gstress>><<stress 4>> <<else>> tower. <span class="pink"><<bHes>> taking you to <<bhis>> nest.</span> <</if>> <br><br> Moments later, you've arrived. The <<beasttype>> swoops through a broken wall, and releases your shoulders once you have your feet planted. <br><br> <<link [[Next|Bird Rescue No Syndrome Tower 2]]>><</link>> <br><<set $outside to 0>><<set $location to "tower">> <<if !$bird.state>><<bird_init>><</if>> <<effects>> <<if $birdescaped gte 1>> You look around the familiar tower. Nothing notable has changed. The <<beasttype>> stands before you, seeming proud of <<bhimself>>. <<if $monster is 1>> <<if $phase lte 3>> "<<Wife>> came back!" <<bhe>> says, clearly happy. "I was worried when I couldn't find you." <<else>> "<<Wife>> fought well!" <<bhe>> exclaims, surprisingly happy. "<<Wife>> is very strong." <</if>> Despite seeming to be happy, you notice that <<bhis>> smile feels slightly forced. <<else>> The <<beasttype>> fluffs <<bhis>> plumage and ducks <<bhis>> head at you. <<bHe>> seems happy, but somewhat <<if understandsBirdBehaviour()>>dejected<<else>>agitated<</if>>. <</if>> <<else>> <<if $monster is 1>> "I am Great Hawk," <<bhe>> says, fluffing <<bhis>> plumage. "I rescued <<wife>>." <<else>> The <<beasttype>> fluffs <<bhis>> feathers and puffs out <<bhis>> chest. <<bHe>> seems to be proud of <<bhimself>>. <</if>> <</if>> <br><br> <<if $pain gte 60 or $stress gte ($stressmax / 5) * 3 or $trauma gte ($traumamax / 5) * 3 or $tiredness gte (C.tiredness.max / 5) * 4>> <<bHe>> seems to notice your <<if $pain gte 60>>tears<<elseif $stress gte ($stressmax / 5) * 3 or $trauma gte ($traumamax / 5) * 3>>discomfort<<else>>exhaustion<</if>>. <<if $monster is 1>> "Is <<wife>> alright? Is there anything I can do?" <<bhe>> asks, gently laying a hand on your arm<<if $pain gte 80>>, and quickly pulling it away when you wince<</if>>. <<else>> The <<beasttype>> gently nudges your arm with <<bhis>> head, <<if $pain gte 80>>pulling away with a startled squawk when you wince. <<bHe>> then<<else>>then<</if>> <<if understandsBirdBehaviour()>>looks at you with concern<<else>>gazes at you intensely<</if>>. <</if>> <</if>> <<if pcAreArmsBound("any")>> Glancing at your bindings, the <<beasttype>> narrows <<bhis>> eyes. <<if $monster is 1>> "<<Wife>> is trapped! Don't worry," <<bhe>> says, <<else>> <<bHe>> lets out a chirp <</if>> before placing one talon against your bindings<<if $phase is 1>> with surprising gentleness<</if>> and <span class="green">cutting through them in a single swift motion</span>. <<unbind>> <</if>> <br><br> <<if $phase isnot 4 or $trauma gte ($traumamax / 7) * 3>> <<link [[Hug|Bird Rescue No Syndrome Tower Hug]]>><<stress -12>><<trauma -12>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 3>><<bird_stockholm 3>><</link>><<llstress>><<lltrauma>><<gglove>><<ggdom>><<ggstockholm>> <br> <</if>> <<link [[Thank|Bird Rescue No Syndrome Tower Thank]]>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<bird_stockholm 3>><</link>><<glove>><<gdom>><<ggstockholm>> <br> <<link [[Remain silent|Bird Rescue No Syndrome Tower Silent]]>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom -1>><</link>><<llove>><<ldom>> <br> <<if $phase gte 3>> <<link [[Punch|Bird Rescue No Syndrome Tower Punch]]>><<npcincr "Great Hawk" love -3>><<npcincr "Great Hawk" dom -3>><<bird_stockholm -3>><</link>><<lllove>><<llldom>><<llbirdstockholm>> <br> <</if>> <<link [[Pull away|Bird Rescue No Syndrome Tower Pull]]>><<npcincr "Great Hawk" love -3>><<npcincr "Great Hawk" dom -1>><<bird_stockholm -1>><</link>><<if $phase gte 2>><<llove>><<ldom>><</if>><<lbirdstockholm>> <br><<effects>> <<if $phase is 0>>Despite the pain you feel, you<<elseif $phase is 1>>Shakily, you<<else>>You<</if>> take a step towards the <<beasttype>> and wrap your arms around <<bhis>> <<if $monster is 1>>body<<elseif currentSkillValue('tending') gte 400>>mantle<<else>>shoulder area<</if>>, holding <<bhim>> tight. <<bHe>> seems <<if $phase isnot 2 or $birdescaped gte 1>>hesitant with this arrangement, but<<else>>happy with this arrangement and<</if>> <<if $monster is 1>>returns the embrace<<else>>nuzzles into you<</if>><<if $phase isnot 2 or $birdescaped gte 1>> after a moment<</if>>. <br><br> <<link [[Let go|Bird Rescue No Syndrome Tower Release]]>><</link>> <br> <<if $trauma gte ($traumamax / 7) * 4>> <<link [[Break Down|Bird Rescue No Syndrome Tower Cry]]>><<stress -12>><<trauma -12>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 3>><<bird_stockholm 3>><</link>><<llstress>><<lltrauma>><<gglove>><<ggdom>><<gggstockholm>> <br> <</if>><<effects>> You start sobbing into <<bhis>> plumage, holding onto <<bhim>> as you pour out all your grievances with the world. <<bHe>> makes soft <<if $monster is 1>>shushing<<else>>cooing<</if>> noises as you break down, <<if $monster is 1>>gently tracing <<bhis>> fingertips and wingtips along your back<<else>>letting you settle further into <<bhis>> plumage<</if>>. <<bHis>> feathers are <i>ridiculously</i> soft. <br><br> After some time like that, the two of you pull apart. <br><br> <<if $monster is 1>> <<bHe>> places a hand on your shoulder and looks you in the eyes. "I will always be there for <<wife>>," <<bhe>> says solemnly, before pulling you into another hug. <<else>> <<bHe>> lets out a low trill, and nuzzles <<bhis>> face into your <<if $bodysize gte 3>>shoulder<<else>>cheek<</if>>. <<bHe>> continues to snuggle up to you, letting all your worries fall away. <</if>> <br><br> As the <<beasttype>> comforts you, your thoughts are drawn to how kind <<bhes>> been to you<<if $phase is 4>>, even though you tried to attack <<bhim>><</if>>. Having <<bhim>> fussing over you is surprisingly endearing, and makes you feel at home in this crumbling tower, acting as <<bhis>> <<if $monster is 1>><<wife>><<else>>partner<</if>>. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <br><br> <<specialClothesUnlock "set" "bird">> <<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>> <br><<effects>> After a minute or two passes, you pull back from the hug. You look at the <<beasttype>> and <<bhe>> <<if $monster is 1>>smiles<<else>>trills<</if>> at you. <br><br> You smile <<if $monster is 1>>back<<else>>at <<bhim>><</if>>, and gently pat <<bhis>> head. <<if $phase is 4 and currentSkillValue('awareness') gte 300>> You don't miss the way <<bhe>> stiffens slightly as you move your hand. After a couple of pats, <<bhis>><<else>><<bHis>><</if>> eyes close and <<bhe>> <<if $monster is 1>>relaxes<<else>>settles<</if>> as you pat <<bhis>> head. Once you're done, <<bhe>> fluffs <<bhis>> feathers and stands up. <br><br> <<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Th-thank you for rescuing me," you say. <<elseif $speech_attitude is "bratty">> "Thanks for helping me out there," you say. <<else>> "Thank you," you say. <</if>> <br><br> The <<beasttype>> fluffs <<bhis>> feathers. <<if $monster is 1>> "I'm always happy to help, <<wife>>," <<bhe>> says. <<else>> <<bHe>> seems proud of <<bhimself>>. <</if>> <br><br> <<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>> <br><<effects>> You don't say anything, just looking at the <<beasttype>><<if $speech_attitude is "meek">> fearfully<<else>> distrustfully<</if>>. <<if $monster is 1>> <<bHis>> wings droop a bit as you don't respond, and <<bhis>> expression seems melancholy. <br><br> "It's alright," <<bhe>> says, voice mournful. "I'm sorry, <<wife>>." <<else>> The <<beasttype>>'s wings droop slightly, and <<bhis>> feathers lie flat. <<bHe>> ducks <<bhis>> head <<if !understandsBirdBehaviour()>>almost <</if>>apologetically. <</if>> <br><br> A brief moment passes in <<if $monster is 1>>awkward <</if>>silence, before the <<beasttype>> perks up. <br><br> <<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>> <br><<effects>> You take the opportunity to land a clean punch on the <<beasttype>>'s wing. <<bHe>> lets out a pained shriek, before fluttering over to the other side of the room. <<if currentSkillValue('physique') gte 10000>><<bHe>> seems to have a bit of difficulty moving the wing you punched.<</if>> <br><br> The <<beasttype>> looks at you from across the tower with a hurt<<if $monster is 1>> and betrayed<</if>> expression, periodically testing the wing. <<if currentSkillValue('physique') gte 12000 and $monster is 1>><<bHe>> looks to be on the verge of tears.<</if>> <<if C.npc["Great Hawk"].love gte 65>> <<if $monster is 1>> "Why?" <<bhe>> asks in a small voice, <<else>> The <<beasttype>> lets out a small coo, <</if>> as <<bhe>> presses up against the far wall. <</if>> <br><br> <<set $bird.state to "hunting">> <<if currentSkillValue('physique') gte 16000>> <<pass 20>><<set $bird.timer to 180>> The two of you sit there in silence. The <<beasttype>>'s wing seems to recover slowly, and you're not willing to move while <<bhes>> focusing on you this intensely. <<if $monster is 1>>You can see tears beading in the corner of <<bhis>> eyes. <</if>>Once the <<beasttype>> seems to think that <<bhe>> can fly, <<bhe>> slowly walks towards the perch, keeping an eye on you the whole time. Once there <<bhe>> flies off, leaving you alone. <<elseif currentSkillValue('physique') gte 12000>> <<pass 15>><<set $bird.timer to 150>> The two of you maintain a silent standoff across the tower, neither of you moving except for the <<beasttype>> occasionally stretching out the wing that you punched. Once <<bhe>> seems satisfied that the wing is in good enough condition to support <<bhis>> weight, <<bhe>> takes off and flies away from the tower. <<elseif currentSkillValue('physique') gte 8000>> <<pass 10>><<set $bird.timer to 120>> The two of you spend the next ten minutes staring at each other from across the room. The <<beasttype>> spends the time alternating between keeping <<bhis>> wing still and slowly opening and closing it. Once the wing has recovered to <<bhis>> satisfaction, the <<beasttype>> gets up and flies from the tower. <<elseif currentSkillValue('physique') gte 4000>> <<pass 5>><<set $bird.timer to 90>> The two of you sit there for a moment, eyeing each other distrustfully. Once the <<beasttype>>'s wing seems to have recovered, <<bhe>> gets up and launches <<bhimself>> from the tower. <<else>> <<pass 1>><<set $bird.timer to 60>> After a short rest, the <<beasttype>> gets up and, with one final look in your direction, launches <<bhimself>> from the tower. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> You retreat from the <<beasttype>>'s touch<<if $phase is 1>>, curling into yourself<</if>>. <<bHe>> seems <<if C.npc["Great Hawk"].love gte 40>>saddened<<else>>disappointed<</if>> by this turn of events, <<if C.npc["Great Hawk"].dom gte 60>>and settles back<<else>>but pulls away<</if>> and refrains from touching you further. <br><br> An <<if $monster is 1>>awkward<<else>>uncomfortable<</if>> silence fills the tower, as the <<beasttype>> shifts <<bhis>> weight from one foot to the other. <<bHe>> then perks up<<if $monster is 1 or understandsBirdBehaviour()>>, seemingly having come up with an idea<</if>>. <br><br> <<link [[Next|Bird Rescue No Syndrome Tower Final]]>><</link>> <br><<effects>> The <<beasttype>> looks at you, <<if $monster is 1>>smiling<<elseif understandsBirdBehaviour()>>looking pleased<<else>>looking attentive<</if>>. <<if $monster is 1>> "<<Wife>> must be hungry," <<bhe>> says. <<if $phase is 0 or $phase is 1 or $pain gte 80>> "I will find something to eat. <<Wife>> should take some time to rest. I will protect <<wife>>. <<Wife>> must recover." <<else>> "I will find something to eat." <</if>> <<bHe>> walks to the perch, before spreading <<bhis>> wings and launching <<bhimself>> from the tower. <<else>> <<bHe>> lets out an eager chirp, before spreading <<bhis>> wings and taking off. <</if>> <br><br> <<set $bird.timer to 20>> <<set $bird.state to "hunting">> <<bird_loot lurker 8>><<bird_loot food 16>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<if $syndromebird gte 1>> <<npc "Great Hawk">> You awaken in a stone room, a sheet of feathers covering you. It's a wing. <<if $monster is 1>> "I'm glad you're well," the <<beasttype>> says. "Spotted you asleep. Very dangerous. You should be careful. Come to nest when tired." <<else>> The <<beasttype>> chirps beside you. <</if>> <br><br> <<bHis>> wing tightens around you for a moment, before giving you more space. <br><br> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. <span class="green">Your bindings fall to tatters at your feet.</span> <<unbind>> <br><br> <</if>> <<set $bird.timer to 60>> <<set $bird.state to "home">> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> <<npc "Great Hawk">> You float in the air as the wind blows by. Claws clutch your shoulders. You're high in the air. You look up. A <<beasttype>> carries you, <<bhis>> feathered wings beating. <br><br> <<link [[Next|Bird Capture]]>><</link>> <br> <</if>><<if $bird.state is undefined>> <<bird_init>>/*Fixes rare broken save issue*/ <</if>> <<set $location to "tower">><<setTowerTemp>><<effects>><<getTarget true>> <<bird_schedule>> You are inside <<if $syndromebird is 1>>your tower<<else>>a ruined tower<</if>>, deep in the moor. <<switch $bird.upgrades.decor>> <<case 1>>The stone walls look a bit more vibrant with decorations set up. <<case 2>>Thanks to the decorations you set up, it is starting to look more pleasant. <<case 3>>The pretty decorations you have set up make the place feel like home. <<case 4 5>>With your beautiful trophies and decorations set up, it looks better than ever. <<default>> <</switch>> <<if $bird.upgrades.firepit gte 1 and getBirdBurnTime() gt 0>> <<if getBirdBurnTime() gt 720>> <<if $bird.upgrades.decor gte 3>> With lots of light coming from the firepit, your trophies shine pleasingly. <<else>> The bright light of the firepit reaches all around the tower. <</if>> <<elseif getBirdBurnTime() gt 360>> <<if $bird.upgrades.decor gte 3>> The bright light of the firepit makes your trophies shine nicely. <<else>> The flames of the firepit greatly illuminate the tower. <</if>> <<elseif getBirdBurnTime() gt 180>> The burning firepit illuminates the tower. <<else>> The lit firepit slightly brightens the tower. <</if>> <</if>> <<if Weather.precipitation is "rain" or Weather.precipitation is "snow">> <<switch $bird.upgrades.shelter>> <<case 0>><<= Weather.precipitation is "rain" ? "Rain leaks" : "Snow filters">> through the eroded stone bricks above. <span class="red">The makeshift leaf shelter has collapsed.</span> <<case 1>><<= Weather.precipitation is "rain" ? "Rain patters" : "Snow gathers">> against the leaves covering the holes in the roof. <<default>> <</switch>> <</if>> <<if $syndromebird isnot 1>><<hunger_description>><</if>> <br><br> <<if isPregnancyEnding() and !$possessed>> <<pregnancyPassout "castle">> <<elseif !$possessed and Object.values($children).find(child => (child.type is "hawk" and child.location is "inventory") or (child.location is "tower" and Time.date.timeStamp gte child.eggTimer))>> /* Move hawk eggs that the player has to the nest */ <<run Object.values($children).forEach(child => { if (child.type is "hawk" and child.location is "inventory") { if (!V.eggsMoved) V.eggsMoved = []; V.eggsMoved.push(child.childId); T.movedToTower to true; child.location to "tower"; } if (child.location is "tower" and Time.date.timeStamp gte child.eggTimer) { if (!V.eggsHatched) V.eggsHatched = []; V.eggsHatched.push(child.childId); T.readyToHatch to true; } })>> <<npc "Great Hawk">> <<if _movedToTower and _readyToHatch>> <<set _eggIcon to $eggsMoved.length>> <span class="blue">You gently place your <<pluralise $eggsMoved.length "egg">> in your nest.</span> You feel a sense of relief at seeing <<pluralise $eggsMoved.length "it" "them">> safe. <<if $bird.upgrades.nest gte 2>>You bunch up the fabric to keep <<pluralise $eggsMoved.length "it" "them">> cosy.<</if>> <<Number $eggsMoved.length>> <<birdicon "eggs">> fertilised bird <<pluralise $eggsMoved.length "egg has" "eggs have">> been moved to the nest. <br><br> <<if $eggsMoved.includesAny($eggsHatched)>> Just as you take your hand off of <<if $eggsMoved.length gte 2>>the last one<<else>>it<</if>>, it shakes ever so slightly. You hear a soft crackle and an even softer chirp. <span class="green"><<pluralise $eggsHatched.length "It's" "They're">> hatching!</span> <<else>> The moment you leave <<pluralise $eggsMoved.length "it" "them">> be, you notice <<number $eggsHatched.length>> of your other eggs start to shake ever so slightly. You hear a soft crackle and an even softer chirp. <span class="green"><<pluralise $eggsHatched.length "It's" "They're">> hatching!</span> <</if>> <br><br> <<link [[Next (0:30)|Bird Tower Hatching]]>><<bird_pass 30>><<set $phase to 1>><</link>> <<elseif _readyToHatch>> <<if $bird.state is "home">> <<if $monster is 1>> "<<Wife>>! <<Wife>>, come quickly!" <<your_bird_text "cap">> looks to you with love and excitement <<else>> You hear excited cawing and chirping. <<your_bird_text "cap">> looks right at you <</if>> from the edge of the nest. You hear softer chirping coming from it. You rush over. <<else>> <<set $phase to 1>> You hear a soft chirping from your nest. You rush over. <</if>> <<if $eggsHatched.length gte 2>> <span class="green">Some of your eggs are hatching!</span> <<else>> <<if Object.values($children).filter(child => child.location is "tower" and Time.date.timeStamp lt child.eggTimer).length gte 2>> <span class="green">One of your eggs is hatching!</span> <<else>> <span class="green">Your egg is hatching!</span> <</if>> <</if>> <br><br> <<link [[Next (0:30)|Bird Tower Hatching]]>><<bird_pass 30>><</link>> <<else>> <<set _eggIcon to $eggsMoved.length>> <span class="blue">You gently place your <<pluralise $eggsMoved.length "egg">> in your nest.</span> You feel a sense of relief at seeing <<pluralise $eggsMoved.length "it" "them">> safe. <<if $bird.upgrades.nest gte 2>>You bunch up the fabric to keep them cosy.<</if>> <<Number $eggsMoved.length>> <<birdicon "eggs">> fertilised bird <<pluralise $eggsMoved.length "egg has" "eggs have">> been moved to the nest. <<bird_stockholm 3>><<ggbirdstockholm>> <br><br> <<if $bird.state is "home">> <<your_bird_text "cap">> <<switch $bird.activity>> <<case "sleep" "rest">>stirs awake, <<case "build" "brood">>looks to you, <<case "bathe">>hops out of the rainwater pool and quickly <<if $monster is 1>>runs<<else>>hops<</if>> over, <<default>>quickly hops over, <</switch>> puffing out <<bhis>> plumage in surprise upon realising what <<bhe>> sees. <<if $monster is 1>> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>> "I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>. <<else>> <span class="lewd">"Great Hawk and <<wife>> have children!"</span> <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>. <</if>> <<else>> <<bHe>> prods at <<pluralise $eggsMoved.length "it" "them">>, before quickly looking up. <<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage. <<bHe>> blusters for a while, before repeatedly headbutting you. <<bHe>> seems excited. <</if>> <<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 1>><<gglove>><<gdom>> <br><br> <<if $syndromebird isnot 1 and $bird.syndrome gte 15>> Your eyes wander down to the <<pluralise $eggsMoved.length "egg">>. Your <<pluralise $eggsMoved.length "child" "children">>. Your mind fills with instinctual purpose. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <br><br> <<specialClothesUnlock "set" "bird">> <</if>> <<else>> <<set $bird.eggReact to $eggsMoved.length>> <</if>> <<link [[Next|Bird Tower]]>><<endevent>><<unset $eggsHatched>><<unset $eggsMoved>><</link>> <</if>> <br> <<elseif $bird.state is "home" and birdEggsReady("Great Hawk") and !$possessed>> <<birdEggLayEvent>> <<elseif $stress gte $stressmax>> You've pushed your body beyond its limits. Everything fades to black. <br><br> <<link [[Next|Bird Tower Passout]]>><<passout>><<endevent>><<bird_pass 30>><</link>> <br> <<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.eggReact>> <<npc "Great Hawk">> You see <<your_bird_text>> looking into the nest with awe. <<bHes>> found your <<pluralise $bird.eggReact "egg">>. <<bHe>> looks up, finally noticing you. <<if $monster is 1>> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>> "I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>. <<else>> <span class="lewd">"Great Hawk and <<wife>> have children!"</span> <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you don't bother resisting<</if>>. <</if>> <<else>> <<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage. <<bHe>> blusters for a while, before repeatedly headbutting you. <<bHe>> seems excited. <</if>> <<npcincr "Great Hawk" love 3>><<gglove>> <br><br> <<if $syndromebird isnot 1 and $bird.syndrome gte 15>> Your eyes wander down to the <<pluralise $bird.eggReact "egg">>. Your <<pluralise $bird.eggReact "child" "children">>. Your mind fills with instinctual purpose. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <br><br> <<specialClothesUnlock "set" "bird">> <</if>> <<run delete $bird.eggReact>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.state is "hunting" and $bird.timer lte 0 and !$possessed>> <<npc "Great Hawk">> You hear the flap of wings as the <<beasttype>> returns. <<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you. <<bird_hunt_return>> <<elseif $bird.state is "home" and !["brood","sleep"].includes($bird.activity) and !$bird.override and Weather.dayState isnot "night" and $bird.timer lte 0 and !$possessed>> <<npc "Great Hawk">> <<bird_hunt_start>> <<elseif $bird.state is "home" and $bird.lock is 1 and $syndromebird is 1 and !$possessed>> <<npc "Great Hawk">> The <<beasttype>> <<if $monster is 1>>walks<<else>>hops<</if>> deeper into the room. <<bHe>> pauses beside the trapdoor and holds the rusted lock between <<bhis>> talons. <<bHe>> crushes it in one swift movement, grasps the remaining metal, and throws open the door. <<if $bird.clean lte 15>> <<bHe>> jumps away from the cloud of dust. <</if>> <br><br> <<if $monster is 1>> "Easier for you to leave," <<bhe>> says. "If I'm out. Just don't be gone long, <<wife>>. The nest is cold without you." <<else>> <<bHe>> nods towards the hole, then back to the nest, and chirps. <</if>> <br><br> You peer into the gloom. A flight of stone stairs spirals into the dark. <br><br> <<run delete $bird.lock>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.upgrades.mirror is 1 and $bird.mirror_unknown is 1 and $bird.state is "home" and !$possessed>> <<run delete $bird.mirror_unknown>> <<npc "Great Hawk">> You hear a screech. The <<beasttype>> hovers in the air, talons outstretched, gaze fixed on the new mirror, on <<bhis>> reflection. <br><br> <<if $speech_attitude is "meek">> "I-It's just a mirror," you say. "I wanted one for our home." <<elseif $speech_attitude is "bratty">> "Quit whining," you say. "It's just a mirror." <<else>> "What's wrong?" you ask. "It's just a mirror." <</if>> <br><br> <<if $monster gte 1>> The <<beasttype>> lands. "I hate it," <<bhe>> says. <<bHis>> talons bite into the stone. "Dangerous. But if you like it—" <<bHe>> grimaces. "Put something over it when you're not using it." <<else>> <<bHe>> chirps, and <<bhis>> talons bite into the stone. <<bHe>> flies off for a moment, returning with a large, torn piece of fabric, and drops it on the mirror. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and $bird.activity is "build" and $bird.upgrades.shelter gte 2 and $birdShelterTimer and $birdShelterTimer lte 0 and !$possessed>> <<npc "Great Hawk">><<set _prop to either("stick", "leaf")>><<wearProp _prop>> You see the <<beasttype>> carrying some sticks and leaves to repair the shelter. <<bHe>> stops when <<bhe>> sees what you've built in the old shelter's place. <br><br> <<if $monster is 1>> "<<Wife>> did this?" <<bHe>> gives the tarp a hefty tug, and looks impressed when it holds. <<bHe>> smiles wide, before walking up to you and hugging you. "Had to fix the old one so many times. Many soggy, sleepless nights. Thank you." <<bHe>> looks at you with adoration. <<else>> <<bHe>> pokes and prods at the tarp, pulling at it to test it. You're about to stop <<bhim>>, but <<bhe>> looks to you and starts chirping. <<bHe>> puffs out <<bhis>> plumage and starts bobbing <<bhis>> head. <<bHe>> seems to be happy with what you've done. <</if>> <<npcincr "Great Hawk" love 6>><<ggglove>> <br><br> <span class="teal">You save the sticks and leaves <<bhe>> was carrying for later.</span> <<set $bird.materials.sticks += 2>><<set $bird.materials.leaves += 2>> <br><br> <<unset $birdShelterTimer>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and $bird.activity is "bathe" and $bird.upgrades.pot gte 3 and getBirdBurnTime() gte 1 and $bird.heat_unknown and !$possessed>> <<run delete $bird.heat_unknown>> <<npc "Great Hawk">> You see your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> walk to the rainwater pool. <<bHe>> stops in front of it, noticing the steam coming out of it. <br><br> <<if $monster is 1>> <<bHe>> turns to look at you. "Did <<wife>> do something to the water? It's warm now," <<bhe>> says. You tell <<bhim>> you found a way to heat the water. <<bHe>> looks surprised. "<<Wife>> can do that? Incredible." <<bHe>> marvels at your feat of ingenuity. <<else>> <<bHe>> looks at you and tilts <<bhis>> head. You tell <<bhim>> you found a way to heat the water. The <<beasttype>> stares at you in awe, likely wondering how it's possible. <</if>> <br><br> <<bHe>> steps into the water and shudders, likely feeling hot water for the first time. <<bHe>> seems a bit tense at first, but quickly warms up to the idea of a warm bath. <<if $monster is 1>> "This feels good, thank you for this, <<wife>>." <<else>> <<bHe>> chirps gleefully, happy to have warm water. <</if>> You leave <<bhim>> to enjoy the water. <<npcincr "Great Hawk" love 1>><<glove>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and $bird.activity is "bathe" and $bird.upgrades.pot gte 3 and getBirdBurnTime() is 0 and !$bird.heat_unknown and !$daily.birdHeatRequest and Weather.temperature lte 15 and !$possessed>> <<set $daily.birdHeatRequest to true>> <<npc "Great Hawk">> <<your_bird_text "cap">> approaches you. <<if $monster is 1>> "Could <<wife>> make the water warm again?" <<bhe>> asks. <<else>> <<bHe>> motions towards the bathing pool and squawks. <<bHe>> is asking you to heat the water again. <</if>> <br><br> <<birdicon "wood">> <<if $bird.materials.wood is 0>> <span class="red">No wood to add.</span> <<else>> <<set _timeWood to 240>> <<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>> <<set _timeWood to Math.floor(_timeWood / 2)>> <</if>> <<link [[Add wood|Bird Tower Warm Bath]]>> <<wearProp "wood">> <<set $phase to 1>><<npcincr "Great Hawk" love 1>><<set $bird.materials.wood-->> <<run Cooker.addBurnTime($bird.firepit, _timeWood * 60)>> <<run Weather.Observables.checkForUpdate()>> <</link>><<glove>><<note `"+ " + getTimeString(240)` `"green"`>> <</if>> <br> <<birdicon "sticks">> <<if $bird.materials.sticks is 0>> <span class="red">No sticks to add.</span> <<else>> <<set _timeSticks to 60>> <<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>> <<set _timeSticks to Math.floor(_timeSticks / 2)>> <</if>> <<link [[Add sticks|Bird Tower Warm Bath]]>> <<wearProp "stick">> <<set $phase to 1>><<npcincr "Great Hawk" love 1>><<set $bird.materials.sticks-->> <<run Cooker.addBurnTime($bird.firepit, _timeSticks * 60)>> <<run Weather.Observables.checkForUpdate()>> <</link>><<glove>><<note `"+ " + getTimeString(60)` `"green"`>> <</if>> <br> <<getouticon>><<link [[Refuse|Bird Tower Warm Bath]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br> <<elseif $bird.upgrades.wardrobe is 1 and $bird.wardrobe_timer lte 1 and $bird.state is "home" and !$possessed>> <<run delete $bird.wardrobe_timer>> <<npc "Great Hawk">> You see the <<beasttype>>'s lower half sticking out of your wardrobe. You walk up behind <<bhim>>. <br><br> <<if $speech_attitude is "meek">> "W-what are you doing?" you ask. <<elseif $speech_attitude is "bratty">> "Hey, no, stop that! Why are you in my wardrobe?" you ask. <<else>> "What are you doing?" you ask. <</if>> <<bHe>> jumps in surprise. <br><br> <<if $monster is 1>> <<bHes>> holding a torn piece of fabric. It looks like <<bhe>> was trying to hang it up. "Still don't understand landbound plumage. Sorry." <<bHe>> hands it to you apologetically before walking away. <<else>> <<bHe>> holds a torn piece of fabric in <<bhis>> beak. It looks like <<bhe>> was trying to put it in your wardrobe. <<bHe>> drops it at your feet apologetically before hopping away. <</if>> <<wearProp "rag">> <<set $bird.materials.fabric ++>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.syndrome gte 20 and $syndromebird isnot 1 and $bird.state is "home" and $bird.activity isnot "sleep" and !$possessed>> <<npc "Great Hawk">> You watch the <<beasttype>> stare over the moor, just as <<bhe>> always does. Maybe it's how the light catches in <<bhis>> feathers, but <<bhe>> looks more majestic today. You catch yourself admiring <<bhim>> for a moment. When you realise what you're doing, you notice the <<beasttype>> is staring back at you. <<if $monster is 1>> "Does <<wife>> want to come look with me?" <<bhe>> asks. <<else>> <<bHe>> flaps <<bhis>> wings at you, beckoning you to come look at the moor with <<bhim>>. <</if>> <br><br> You decide to take <<bhim>> up on the offer and sit down next to <<bhim>> on the perch. <<bHe>> wraps a wing around you, sheltering you from the wind. You watch over the moor with <<bhim>> for some time. Eventually, the <<beasttype>> shuffles closer to you and <<if $monster is 1>> speaks. "I'm glad <<wife>> wants to be close now." <<bHe>> sounds happy. <<else>> chirps softly. <<bHe>> seems to be happy that you're willing to be so close to <<bhim>> now. <</if>> <br><br> You stay huddled up to <<bhim>> for a while longer, but eventually pull away. <<bHe>> looks disappointed, but doesn't complain. You look at <<bhim>> once more and smile. Maybe staying with <<bhim>> won't be so bad after all. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <br><br> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $harpy gte 6 and $bird.hunts.unlocked is true and $bird.hunts.valuables is false and $skulduggery gte 300>> <<set $bird.hunts.valuables to true>> <span class="blue">As you're looking around the tower, your eyes catch on a vacant corner. You become keenly aware of how empty and plain everything is, and you're filled with an inexplicable urge. Some pretty, shiny valuables would improve the atmosphere of your home.</span> <br> <span class="gold">You can now hunt for valuables.</span> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and ["clear","lightClouds"].includes(Weather.name) and between(Time.hour, 21, 23) and !Weather.bloodMoon and $daily.birdNightFlightTrigger and !$weekly.birdNightFlight and !Weather.isFrozen("lake") and !$bird.injured>> <<npc "Great Hawk">><<person1>> <<set $weekly.birdNightFlight to true>> <<your_bird_text "cap">> perches on a weathered ledge. Moonlight bathes <<bhim>> in a silvery glow. <br><br> <<if $monster is 1>> "Come, <<wife>>. Fly with me." <<bHis>> voice carries a tender plea as <<he>> <<if $harpy gte 6 and $birdFly is 1 and !$plucked>> extends <<his>> massive talon toward you. <<else>> crouches down, making room for you to climb onto <<bhis>> back. <</if>> <<else>> <<bHe>> lets out a low trill, nodding out to the moor. <<bHe>> wants you to fly with <<bhim>>. <<if $harpy lt 6 or $birdFly isnot 1 and !$plucked>> <<bHe>> gets low to the ground, motioning for you to climb onto <<bhis>> back. <</if>> <</if>> <br><br> <<link [[Go|Bird Tower Night Flight]]>><<bird_pass 30>><<npcincr "Great Hawk" love 1>><</link>><<glove>> <br> <<link [[Stay|Bird Tower Night Flight Stay]]>><</link>> <br> <<else>> <<npc "Great Hawk">><<person1>> <<if $bird.state is "home">> <<switch $bird.activity>> <<case "sing">> <<your_bird_text "cap">> is singing at the edge of the tower. <<case "bathe">> <<your_bird_text "cap">> is bathing in the rainwater pool. <<case "groom">> <<your_bird_text "cap">> sits on <<bhis>> perch, cleaning <<bhis>> feathers. <<case "rest">> <<your_bird_text "cap">> rests in the nest. <<case "build">> <<if $birdShelterRepair>> <<unset $birdShelterRepair>> <span class="teal"><<your_bird_text "cap">> is covering the holes in the roof with leaves and twigs.</span> <<else>> <<your_bird_text "cap">> is adding to the nest. <</if>> <<case "brood">> <<set _eggCountNest to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<your_bird_text "cap">> sits in the nest, brooding on the <<pluralise _eggCountNest "egg">>. <<default>> <<your_bird_text "cap">> rests in <<bhis>> nest. <<set $birdSleep to 1>> <</switch>> <<else>> <<your_bird_text "cap">> is out hunting. <</if>> <<if $exposed gte 1>> <<if $syndromebird is 1>> <<if $arousal gte $arousalmax / 2 and $bird.state isnot "home">> You find yourself craving <<your_bird_text>>'s wings to keep you warm. <</if>> <<else>> <<if $bird.state isnot "home">> <<if $uncomfortable.nude is true>> You feel relieved to have some privacy in your exposed state. <</if>> <<else>> <<if $uncomfortable.nude is true>> You feel embarrassed to be exposed around the <<beasttype>>. <<else>> You feel excited to be exposed around the <<beasttype>>. <</if>> <</if>> <</if>> <</if>> <br> <<if $syndromebird and $lurkers_held gte 1 and $bird.state is "home" and $bird.activity is "build">> <<birdicon "lurkers_netted">><<link "Give <<bhim>> your captured lurker" "Bird Tower Give Captured Lurker">><</link>><<glove>> <br> <</if>> <<if $estate_fence is "quest" and $syndromebird is 1 and $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and $bird.injured is 0>> <<socialiseicon "ask">><<link [[Ask for help getting into the Remy Estate|Bird Tower Estate]]>><</link>> <br> <</if>> <<if $bird.hunts.estate is "unlocked" and $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and $bird.injured is 0>> <<socialiseicon "ask">><<link [[Ask for help stealing from the estate|Bird Hunt Estate Prepare]]>><<endevent>><</link>> <br> <</if>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $bird.state isnot "home">> Nothing is around to witness your lewdity. <<else>> <<if $bird.activity is "sleep">> The <<beasttype>> stirs in the nest, but doesn't wake up. <<else>> You feel a warm pair of wings wrap around you, holding you as your spasms subside. <<if $monster is 1>> "<<Wife>> needed release? Should have said something. Will help next time." The <<beasttype>> pecks you on the cheek, before returning to what <<bhe>> was doing. <<else>> The <<beasttype>> pecks you on the cheek before returning to what <<bhe>> was doing. <</if>> <</if>> <</if>> <br><br> <</if>> <<if pcAreArmsBound("any") or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">> <<if $possessed>> You stare down at your bindings. You pull, and they fall apart, unable to hold against you. <br><br> <<unbind>> <<else>> <<undobindingsicon>><<link [[Undo your bindings (0:10)|Bird Tower Unbind]]>><<bird_pass 10>><<unbind>><</link>> <br><br> <</if>> <</if>> <<birdicon "perch">><<link [[Approach the perch|Bird Tower Perch]]>><</link>> <br> <<if $syndromebird isnot 1>> <<crimeicon "mark">><<link [[Look out the tower (0:05)|Bird Tower Look]]>><<bird_pass 5>><</link>> <br> <<investigateicon>><<link [[Search for materials (1:00)|Bird Tower Search]]>><<bird_pass 60>><</link>> <br> <</if>> <<birdicon "rainwater">><<link [[Sit by the rainwater pool|Bird Tower Rainwater Pool]]>><</link>> <br> <<if $syndromebird is 1 and !(pcAreArmsBound("any") or $feetuse is "bound")>> <<if $bird.upgrades.firepit gte 1>> <<birdicon "firepit">><<link [[Examine the firepit|Bird Tower Firepit]]>><</link>><<if getBirdBurnTime()>> | <span class="orange"><<firepitTime>></span><</if>> <br> <</if>> <</if>> <br> <<if $bird.clean gte 100>> <<if $bird.upgrades.decor gte 4>> <span class="green">Your tower is immaculate.</span> <<else>> <span class="green">Your tower is perfectly clean.</span> <</if>> <<else>> <<if $syndromebird gte 1>> <<if $bird.clean gte 80>> The tower is <span class="teal">clean,</span> save for a few bits of dirt in between stone bricks. <<elseif $bird.clean gte 60>> The tower is <span class="lblue">tidy,</span> but you know you can do better. <<elseif $bird.clean gte 40>> The tower is <span class="blue">acceptable.</span> Loose stones and dirt have been thrown from the perch. <<elseif $bird.clean gte 20>> The tower is <span class="purple">a bit messy.</span> Dirt stubbornly sticks to various surfaces. <<elseif $bird.clean gte 10>> The tower is <span class="pink">a mess.</span> It's better than when you first arrived, at least. <<else>> The tower is <span class="red">filthy.</span> Erosion and neglect have left a musty stench in the air. <</if>> <</if>> <br> <<if $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too exhausted to clean the tower.</span> <<else>> <<if $worn.handheld.name is "feather duster" or $bird.duster is true or ($bird.upgrades.wardrobe is 1 and getOwnedClothingCount(12, "handheld") gte 1)>> <<choreicon "sweep">><<link [[Dust the tower (0:30)|Bird Tower Tidy]]>><<tiredness 3>><<if !$daily.birdHousekeepingSyndrome>><<bird_stockholm 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<set $daily.birdHousekeepingSyndrome to true>><</if>><<housekeeping 2 200>><<bird_pass 30>><</link>><<gtiredness>><<ghousekeeping 200 "silent">> <<else>> <<choreicon "sweep">><<link [[Tidy up the tower (1:00)|Bird Tower Tidy]]>><<tiredness 6>><<if !$daily.birdHousekeepingSyndrome>><<bird_stockholm 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<set $daily.birdHousekeepingSyndrome to true>><</if>><<housekeeping 2 100>><<bird_pass 60>><</link>><<ggtiredness>><<ghousekeeping 100 "silent">> <</if>> <<if !$daily.birdHousekeepingSyndrome>><<gbirdstockholm>><<glove>><<gdom>><</if>> <</if>> <</if>> <br> <<if $syndromebird is 1 and !(pcAreArmsBound("any") or $feetuse is "bound")>> <<choreicon "fix">><<link [[Improve the tower|Bird Tower Build]]>><</link>> <br> <</if>> <br> <<birdicon "nest">><<link [[Sleep in the nest|Bird Tower Bed]]>><</link>> <br> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer))>> <<set _eggIcon to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if _eggIcon gte 2>> <<birdicon "eggs">><<link [[Brood on your eggs (0:30)|Bird Tower Brood]]>><<set $phase to 1>><<transform bird 1>><<trauma -3>><</link>><<ltrauma>> <br> <<else>> <<birdicon "eggs">><<link [[Brood on your egg (0:30)|Bird Tower Brood]]>><<set $phase to 1>><<transform bird 1>><<trauma -3>><</link>><<ltrauma>> <br> <</if>> <</if>> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>> <<set _childrenTotal to Object.values($children).filter(child => child.location is "tower" and child.eggTimer is undefined).length>> <<if _childrenTotal gte 2>> <<birdicon "children">><<link [[Check on your children|Childrens Home]]>><<set $exitPassage to $passage>><</link>> <<else>> <<birdicon "children">><<link [[Check on your child|Childrens Home]]>><<set $exitPassage to $passage>><</link>> <</if>> <br> <</if>> <<if $syndromebird isnot 1>> <<bedicon "zzz">><<link [[Sleep elsewhere|Bird Tower Bed Alone]]>><<bird_stockholm -2>><</link>><<if $syndromebird isnot 1>><<lbirdstockholm>><</if>> <br> <</if>> <<if $bird.upgrades.wardrobe is 1>> <<birdicon "wardrobe">><<link [[Wardrobe|Bird Tower Wardrobe]]>><</link>> <br> <<else>> <<if $bird.duster is true>> <<icon "clothes/feather_duster.png">><<link [[Grab your feather duster|Bird Tower]]>><<handheldstrip>><<generalWear handheld 12>><<run delete $bird.duster>><</link>> <<if $worn.handheld.name isnot "naked">> | <span class="blue">Swap out your $worn.handheld.name</span> <</if>> <br> <<elseif $worn.handheld.name is "feather duster">> <<icon "clothes/feather_duster.png">><<link [[Hang up your feather duster|Bird Tower]]>><<if $carried.handheld.name isnot "naked">><<handheldon>><<else>><<handheldruined true>><</if>><<set $bird.duster to true>><</link>> <<if $carried.handheld.name isnot "naked">> | <span class="blue">Retrieve your $carried.handheld.name</span> <</if>> <br> <</if>> <</if>> <<if $bird.upgrades.mirror is 1>> <<if $nextPassageCheck is "Bird Tower Mirror">> <span class="nextLink"><<birdicon "mirror">><<link [[Mirror|Bird Tower Mirror]]>><<preMirror>><</link>></span> <<else>> <<birdicon "mirror">><<link [[Mirror|Bird Tower Mirror]]>><<preMirror>><</link>> <</if>> <br> <</if>> <br> <<if $bird.lock is 1>> <<birdicon "trapdoor">><<link [[Examine the trapdoor (0:05)|Bird Tower Door]]>><<bird_pass 5>><</link>> <br> <<else>> <<birdicon "trapdoor">><<link [[Enter the trapdoor (0:05)|Bird Tower Base Descend]]>><<bird_pass 5>><</link>> <br> <</if>> <<if $syndromebird is 1>> <br> <<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Bird Tower">><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><br> <</if>> <<endevent>> <</if>><<setTowerTemp>><<effects>> <<npc "Great Hawk">> <<if $syndromebird gte 1>> As you start to regain consciousness, you find yourself in your nest. You see your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> standing on the edge of it. When <<bhe>> sees you waking up, <<bhe>> rushes over to you. <<if $monster is 1>> "<<Wife>>! What happened? Why did you fall asleep on the ground?" <<bhe>> asks, clearly concerned. <<else>> <<bHe>> looks at you<<if understandsBirdBehaviour()>>, confused and worried<<else>> intensely<</if>>. <</if>> You tell <<bhim>> that you're fine now. <br><br> <<if $monster is 1>> "Are you sure?" <<bhe>> asks, still concerned. <<else>> <<bHe>> looks slightly relieved, yet still worried. <</if>> <br><br> <<link "Reassure <<bhim>>" "Bird Tower Passout Syndrome">><<set $phase to 0>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>> <br> <<link "Ignore <<bhim>>" "Bird Tower Passout Syndrome">><<set $phase to 1>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br> <<else>> <<if $trauma gte ($traumamax / 10) * 8>> As you start to regain consciousness, you find yourself inside the <<beasttype>>'s nest. You see the <<beasttype>> standing on the edge of it. <br><br> You feel <<bhis>> gaze pierce through you. <span class="red">Memories of how you've been assaulted in the past flood your mind. Fear takes over, freezing you in place.</span> <br><br> The <<beasttype>> steps into the nest and <<if $monster is 1>> says something, <<else>> makes some kind of noise, <</if>> but your mind is too unfocused to understand it. <<bHe>> starts approaching you. With your body unwilling to move, all you can do is watch as <<bhe>> approaches you. <br><br> <<link [[Next|Bird Tower Passout No Syndrome Trauma]]>><</link>> <br> <<else>> As you start to regain consciousness, you find yourself inside the <<beasttype>>'s nest. You see the <<beasttype>> standing on the edge of it. <<bHes>> looking at you <<if understandsBirdBehaviour()>>worriedly<<else>>intensely<</if>>. <br><br> <<bHe>> steps into the nest. <<if $monster is 1>> "Is <<wife>> feeling hurt? Did something happen?" <<bhe>> asks. <<else>> <<bHe>> chirps <<if understandsBirdBehaviour()>>softly <</if>>at you. <</if>> <br><br> The <<beasttype>> starts approaching you <<if understandsBirdBehaviour()>>cautiously<<else>>slowly<</if>>. <br><br> <<link [[Stay still|Bird Tower Passout No Syndrome]]>><<set $phase to 0>><<bird_stockholm 3>><</link>><<ggbirdstockholm>> <br> <<link [[Push yourself away|Bird Tower Passout No Syndrome]]>><<set $phase to 1>><<bird_stockholm -3>><</link>><<llbirdstockholm>> <br> <</if>> <</if>><<setTowerTemp>><<effects>> <<if $phase is 0>> You let the <<beasttype>> get close to you. <<bHe>> starts touching you with <<bhis>> <<if $monster is 1>>hands<<else>>beak<</if>>, inspecting your body for signs of injury. <<bHis>> touch feels very gentle. <<bHe>> keeps touching you for a while. <br><br> Just as you start to enjoy <<bhis>> caress, <<bhe>> pulls away. <<if $monster is 1>> "<<Wife>> does not seem to be badly hurt. Still, <<wife>> should rest now. I want you to be safe," <<bhe>> says. <<else>> <<bHe>> gives you one final nudge with <<bhis>> beak and chirps softly. <<if understandsBirdBehaviour()>><<bHe>> seems happy that you're alright.<</if>> <</if>> <br><br> <<if $bird.syndrome gte 15 and $syndromebird isnot 1>> You see the caring look in the <<beasttype>>'s eyes and have a realisation. <<bHes>> just been trying to take care of you all this time. You know you are safe with <<bhim>>. You pull the <<beasttype>> into a hug. <<if $monster is 1>> <<bHe>> returns your embrace. <<else>> <<bHe>> wraps <<bhis>> wings around you in turn. <</if>> you hold <<bhim>> for a moment, before letting go. You smile brightly at <<bhim>>. <<if $monster is 1>> "I am glad <<wife>> is feeling better now," <<bhe>> says. <</if>> <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <<else>> You stand up and try to get out of the nest. The <<beasttype>> does not stop you. <</if>> <<else>> You back up to the other side of the nest. <<if $speech_attitude is "meek">> "P-Please don't hurt me," you whimper. <<elseif $speech_attitude is "bratty">> "Don't touch me you filthy <<beasttype>>!" you yell. <<else>> "Get away from me!" you scream. <</if>> <br><br> <<bHe>> stops. <<if $monster is 1>> "Must be fine if <<wife>> can move so much, sorry to bother," <<bhe>> says. <<if understandsBirdBehaviour()>><<bHe>> still seems concerned for you.<</if>> <<else>> <<bHe>> <<if understandsBirdBehaviour()>>looks you over,<<else>> stares at you for a bit,<</if>> then squawks meekly. <</if>> You stand up and try to get out of the nest. The <<beasttype>> doesn't stop you. <</if>> <br><br> <<if $bird.state is "hunting" and $bird.timer lte 0>> <<bHe>> seems to remember something and <<if $monster is 1>>walks<<else>>hops<</if>> away for a moment before approaching you again. <<bird_hunt_return>> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <</if>><<setTowerTemp>><<effects>> When the <<beasttype>> is right in front of you, you prepare for the worst. For a while, <<bhe>> just stares at you. The tension is only making this worse. After what feels like an eternity, <<bhe>> finally reaches for you. <br><br> You're surprised when all <<bhe>> does is gently caress your cheek with <<bhis>> <<if $monster is 1>> hand. "<<Wife>>, who hurt you so much?" <<he>> asks. <<if understandsBirdBehaviour()>>You can tell <<bhes>> really worried. <</if>>"Won't let anyone hurt <<wife>>, I will make <<wife>> happy here," <<bhe>> declares. The <<beasttype>> wraps <<bhis>> wings around you and moves <<bhis>> hands to your hair. <<bHe>> begins to comb through it with <<bhis>> fingers. <<bHis>> touch feels very soothing. <<else>> beak. <<bHe>> starts chirping softly. <<if understandsBirdBehaviour()>><<bHe>> must be trying to comfort you. <</if>><<bHis>> chirps are just the right volume to be pleasant. The <<beasttype>> wraps <<bhis>> wings around you and starts going through your hair with <<bhis>> beak. <<bHis>> delicate prodding feels very soothing. <</if>> <<stress -6>><<trauma -6>><<bird_stockholm 3>><<lstress>><<ltrauma>><<ggbirdstockholm>> <br><br> You're still unable to move, which allows the <<beasttype>> to keep comforting you for a while. <<if $bird.syndrome gte 15 and $syndromebird isnot 1>> <<bHis>> touch is starting to feel more pleasant by the second. Without thinking, you start pushing your head against <<bhis>> <<if $monster is 1>> hand. "Are you starting to feel better, <<wife>>?" <<bhe>> asks. You give <<bhim>> a small smile in response. You end up letting <<bhim>> pat your head for several minutes. <<else>> beak. <<bHe>> looks at you adoringly. You look back at <<bhim>> with newfound gratitude. You end up letting <<bhim>> preen your hair for several minutes. <</if>> As <<bhe>> keeps caressing your hair, you think about how kind <<bhes>> been to you. <<bHes>> different from everyone else. <<bHe>> cares about you. <<bHe>> will keep you safe. You feel like you finally understand <<bhim>>. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <<else>> You have conflicting feelings about the forced affection being given to you. When you finally regain control of yourself, you push the <<beasttype>> away from you. <<bHe>> stumbles to the other side of the nest. <<if $monster is 1>> "<<Wife>> wants to be alone now, I understand," <<bhe>> says. <<else>> <<bHe>> chirps softly. <</if>> You stand up and try to get out of the nest. The <<beasttype>> does not stop you. <</if>> <br><br> <<if $bird.state is "hunting" and $bird.timer lte 0>> <<bHe>> seems to remember something and <<if $monster is 1>>walks<<else>>hops<</if>> away for a moment before approaching you again. <<bird_hunt_return>> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <</if>><<setTowerTemp>><<effects>> <<if $phase is 0>> You get up and hug <<bhim>>. <<if $speech_attitude is "meek">>"Thank you for caring about me so much. But I'm alright," you say. <<elseif $speech_attitude is "bratty">>"You don't have to be so worried, silly," you say. <<else>>"I really am fine. Thanks for making sure though," you say. <</if>> <br><br> The <<beasttype>> <<if $monster is 1>> returns your hug and sits down in the nest with you. "Glad to see <<wife>> is alright," <<bhe>> says. <<else>> nuzzles against you. <<bHe>> squawks joyfully and sits down in the nest with you. <</if>> You spend a precious moment relaxing in the nest, holding your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <br><br> After a while, you stand up again. The Great Hawk is reluctant to stop, but lets you go. <<if $monster is 1>> "Hope <<wife>> feels better now," <<bhe>> says. <<else>> <<bHe>> chirps one more time. <</if>> You smile at <<bhim>>, then step out of the nest. <<else>> <<if $speech_attitude is "meek">>"I-I'm fine, really," you say as you stand up. <<elseif $speech_attitude is "bratty">>"I already told you, I'm fine," you say as you stand up. <<else>>"I'm alright," you say as you stand up. <</if>> <br><br> <<if $monster is 1>> "Are you sure?" <<bhe>> asks again. You repeat your answer. <<bHe>> does not sound satisfied with it. <<else>> <<bHe>> looks unsatisfied by your answer. <</if>> <<bHe>> stops fussing over you, but <<bhe>> still seems somewhat concerned. You step out of the nest. <</if>> <br><br> <<if $bird.state is "hunting" and $bird.timer lte 0>> <<bHe>> seems to remember something and <<if $monster is 1>>walks<<else>>hops<</if>> away for a moment before approaching you again. <<bird_hunt_return>> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <</if>><<setTowerTemp>><<effects>> <<npc "Great Hawk">> <<if $monster is 1>> The <<beasttype>> stares north as <<bhe>> listens. <<if $bird.hunts.estate is "complete">> "Again?" <<bhe>> asks. You explain that you just need a way in this time. "Dangerous. But I will help." <<bHe>> leans closer, and kisses your forehead. <<else>> "I avoid that place," <<bhe>> says. "Dangerous. The landbound leader nests there. But I will help." <<bHe>> leans closer, and kisses your forehead. <</if>> <br><br> <<bHis>> wings flare. "I will find you a gift on my way back." <<bHe>> launches from the perch. <br><br> <<else>> The <<beasttype>> stares north as <<bhe>> listens, or appears to listen. <<bHis>> wings flare, and <<bhe>> launches from the tower. You're not sure if <<bhe>> understood. <br><br> <</if>> <<set $bird.timer to random(120, 150)>> <<set $bird.state to "hunting">> <<set $estate_fence to "bird">> <<set $bird.estateKnown to true>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You rifle through the wood and detritus, searching for anything that could help you escape. <<if $bird.clean lte 5>> The tower is filthy, and your searching kicks up dust and debris. You cough. <<stress 6>><<gstress>> <br><br> <</if>> <<if $rng gte 66>> <<wearProp "rag">> You find a torn but strong piece of fabric. It could be used for a rope. <<set $bird.materials.fabric += 1>><<gfabric>> <<else>> You don't find anything. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<handheldon>><</link>> <br><<effects>> You test each step as you descend into the dark. <br><br> You arrive at the bottom. There's a slit in the wall, leading outside. You should be able to squeeze through, though there's a small drop on the other side. <br><br> <<link [[Next|Bird Tower Base]]>><</link>> <br><<effects>> You climb the stone steps, keeping your feet steady, and body close to the wall. <br><br> You emerge through the open trapdoor. <br><br> <<link [[Next|Bird Tower]]>><</link>> <br><<effects>> You are in the base of the ruined tower, deep in the moor. There's a slit in the wall, leading outside, and a staircase leading higher. <br><br> <<if $bird.upgrades.mirror isnot 1>> <<if $bird.mirror_unknown is 1>> A mirror stands in the middle of the room, covered by a dusty sheet. <br><br> <<birdicon "mirror">><<link [[Carry the mirror upstairs (0:15)|Bird Tower Base Carry]]>><<set $bird.upgrades.mirror to 1>><<bird_pass 15>><<tiredness 3>><</link>> <br> <<else>> A tall piece of furniture stands in the middle of the room, covered by a dusty sheet. <br><br> <<investigateicon>><<link [[Examine the furniture|Bird Tower Base Mirror]]>><<set $bird.mirror_unknown to 1>><</link>> <br> <</if>> <</if>> <<stairsicon "up">><<link [[Climb the stairs (0:05)|Bird Tower Base Climb]]>><<bird_pass 5>><</link>> <br> <<getouticon>><<link [[Leave the tower|Bird Tower Base Leave]]>><</link>> <br><<effects>> You lift the sheet, revealing a standing mirror. You can make out your reflection in the dim light. It's still in one piece. <br><br> <<link [[Carry it upstairs (0:15)|Bird Tower Base Carry]]>><<set $bird.upgrades.mirror to 1>><<bird_pass 15>><<tiredness 3>><</link>> <br> <<link [[Leave it alone|Bird Tower Base]]>><</link>> <br><<effects>> <<earnFeat "High Reflection">> You carry the mirror up the tower, careful with each step, and resting it on the ground now and then. It's a steep climb, but you emerge at the top. <br><br> You find a nice spot for your new furniture opposite the nest. <br><br> <<link [[Next|Bird Tower]]>><</link>> <br><<effects>> You squeeze through the slit, and tumble to the ground outside. You're in the castle courtyard. <br><br> <<link [[Next|Castle]]>><</link>> <br><<effects>> The wind snatches your hair as you peer over the edge. It's a long way down. <br><br> You have <span class="gold"><<number $bird.materials.fabric>></span><<birdicon "fabric">> <<pluralise $bird.materials.fabric "piece">> of fabric. <<if $syndromebird isnot 1>> <<set _naked to setup.clothingLayer.all.find(c => V.worn[c].name !== "naked")>> <<if _naked>> You could tear up your clothes for more. <<else>> If you were wearing clothes, you could tear them up into fabric. <</if>> <</if>> <br> <<if $syndromebird isnot 1>> <<if setup.clothes_all_slots.some(slot => $worn[slot].name !== "naked")>> Tear up your: <br> <</if>> <<if $worn.upper.name isnot "naked" and $worn.upper.cursed isnot 1>> <<clothingicon $worn.upper "upper">><<link [[$worn.upper.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.upper.colour>><<upperruined>><</link>> <br> <</if>> <<if $worn.lower.name isnot "naked" and $worn.lower.cursed isnot 1>> <<clothingicon $worn.lower "lower">><<link [[$worn.lower.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.lower.colour>><<set $bird.materials.fabric += 1>><<lowerruined>><</link>> <br> <</if>> <<if $worn.under_upper.name isnot "naked" and $worn.under_upper.cursed isnot 1>> <<clothingicon $worn.under_upper "under_upper">><<link [[$worn.under_upper.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.under_upper.colour>><<set $bird.materials.fabric += 1>><<underupperruined>><</link>> <br> <</if>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.cursed isnot 1>> <<clothingicon $worn.under_lower "under_lower">><<link [[$worn.under_lower.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.under_lower.colour>><<set $bird.materials.fabric += 1>><<underlowerruined undefined "commando">><</link>> <br> <</if>> <<if $worn.over_upper.name isnot "naked" and $worn.over_upper.cursed isnot 1>> <<clothingicon $worn.over_upper "over_upper">><<link [[$worn.over_upper.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.over_upper.colour>><<set $bird.materials.fabric += 1>><<overupperruined>><</link>> <br> <</if>> <<if $worn.over_lower.name isnot "naked" and $worn.over_lower.cursed isnot 1>> <<clothingicon $worn.over_lower "over_lower">><<link [[$worn.over_lower.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $fabricColour to $worn.over_lower.colour>><<set $bird.materials.fabric += 1>><<overlowerruined>><</link>> <br> <</if>> <<if $worn.over_head.name isnot "naked" and $worn.over_head.cursed isnot 1>> <<clothingicon $worn.over_head "over_head">><<link [[$worn.over_head.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.over_head.colour>><<overheadruined>><</link>> <br> <</if>> <<if $worn.head.name isnot "naked" and $worn.head.cursed isnot 1>> <<clothingicon $worn.head "head">><<link [[$worn.head.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.head.colour>><<headruined>><</link>> <br> <</if>> <<if $worn.face.name isnot "naked" and $worn.face.cursed isnot 1>> <<clothingicon $worn.face "face">><<link [[$worn.face.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.face.colour>><<faceruined>><</link>> <br> <</if>> <<if $worn.neck.name isnot "naked" and $worn.neck.cursed isnot 1>> <<clothingicon $worn.neck "neck">><<link [[$worn.neck.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.neck.colour>><<neckruined>><</link>> <br> <</if>> <<if $worn.hands.name isnot "naked" and $worn.hands.cursed isnot 1>> <<clothingicon $worn.hands "hands">><<link [[$worn.hands.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.hands.colour>><<handsruined>><</link>> <br> <</if>> <<if $worn.handheld.name isnot "naked" and $worn.handheld.cursed isnot 1>> <<clothingicon $worn.handheld "handheld">><<link [[$worn.handheld.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.handheld.colour>><<handheldruined>><</link>> <br> <</if>> <<if $worn.legs.name isnot "naked" and $worn.legs.cursed isnot 1>> <<clothingicon $worn.legs "legs">><<link [[$worn.legs.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.legs.colour>><<legsruined>><</link>> <br> <</if>> <<if $worn.feet.name isnot "naked" and $worn.feet.cursed isnot 1>> <<clothingicon $worn.feet "feet">><<link [[$worn.feet.name.toUpperFirst()|Bird Tower Rope Clothes]]>><<set $bird.materials.fabric += 1>><<set $fabricColour to $worn.feet.colour>><<feetruined>><</link>> <br> <</if>> <br> <</if>> <<if $harpy gte 6>> <!-- Redirects the player to the Perch, where flight can happen. Moved everything to widgets.twee in the "bird_fly_options" widget.--> The wind could carry you a long way, if you had a better jumping point. <span class="blue">The perch might be perfect.</span> <br><br> <<elseif $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> <<if $pain gte 21>> Your wings should carry you down, <span class="purple">but you're too injured for such a risky jump right now.</span> <<else>> Your wings would carry you down, if you had a better jumping point. <span class="blue">The perch might be perfect.</span> <</if>> <br><br> <</if>> <<if $bird.rope lt 7>> <<if $bird.materials.fabric gte 1>> <<if $bird.rope is 0>> <<link [[Make a rope (0:30)|Bird Tower Rope]]>><<set $bird.materials.fabric -= 1>><<set $bird.rope += 1>><<bird_pass 30>><</link>> <br> <<else>> <<link [[Make a rope (0:30)|Bird Tower Rope Add]]>><<set $bird.materials.fabric -= 1>><<bird_pass 30>><<set $bird.rope += 1>><</link>> <br> <</if>> <<else>> <span class="grey">More fabric is required to build a rope.</span> <br> <</if>> <<else>> <<link [[Escape (0:05)|Bird Tower Rope Escape]]>><<bird_pass 5>><</link>> <br> <</if>> <<link [[Step away|Bird Tower]]>><</link>> <br><<effects>> <<set $fabricColour to $fabricColour is 0 ? "white" : $fabricColour>> <<wearProp "rag" $fabricColour>> You tear off your clothing, giving yourself more raw material to work with. <<if $exposed gte 1>> You shiver in the breeze. <</if>> <<covered>> <br><br> <<link [[Next|Bird Tower Look]]>><<run delete $fabricColour>><<handheldon>><</link>> <br><<effects>> <<wearProp "fabric rope" "white">> You tear and tie together fabric and other materials, creating the beginnings of a rope. You'll need more material to make it down. <br><br> <<link [[Next|Bird Tower]]>><</link>> <br><<effects>><<wearProp "fabric rope" "white">> You tear and tie together fabric and other materials, adding to your rope. <<if $bird.rope gte 7>> <span class="green">It should reach the bottom.</span> <<elseif $bird.rope gte 6>> <span class="teal">It's almost long enough.</span> <<elseif $bird.rope gte 4>> <span class="lblue">It should reach half the way down.</span> <<else>> <span class="blue">There's a long way to go.</span> <</if>> <br><br> <<link [[Next|Bird Tower]]>><<handheldon>><</link>> <br><<effects>><<wearProp "rope climb" 0 "fabric">> You tie one end of your rope around a chunk of upward-pointing stone, and throw the other off the edge. It almost reaches the bottom. It's enough. <br><br> <<if $syndromebird isnot 1>> <<set $bird.rope to 1>> <<set $birdescaped = ($birdescaped || 0) + 1>> <</if>> <<if $bird.state is "home" and $syndromebird isnot 1>> <<npc "Great Hawk">> You glance at the <<beasttype>>. <<bHe>> is not paying attention. You take the rope in both hands, turn around, and ease yourself down the tower wall. <br><br> You drop the last few feet, landing in the castle courtyard. <<if $bird.activity isnot "sleep">> <<set $moor_hunt to 9>> <span class="red"> You hear a terrible shriek.</span> It didn't take long for the <<beasttype>> to notice your escape. <<elseif $bird.activity is "sleep" and $rng lte 70>> <<set $moor_hunt to 9>> <span class="red"> You hear a terrible shriek.</span> It didn't take long for the <<beasttype>> to notice your escape. <</if>> <br><br> <<else>> You take the rope in both hands, turn around, and ease yourself down the tower wall. You drop the last few feet, landing in the castle courtyard. <br><br> <</if>> <<link [[Next|Castle]]>><<endevent>><<set $moor to 100>><</link>> <br><<effects>> You start to walk closer to the edge. You can't help but be amazed at the view from this height. <<if $willpowerSuccess>> <<set $birdGlide to 1>> <span class="green">You continue, despite the pit forming in your stomach.</span><<gwillpower>><<willpower 1>> <br><br> <<link [[Glide down|Bird Tower Glide]]>><<endevent>><</link>><<flight_text>> <<else>> <<set $daily.glideScared to true>> <span class="red">You stop, and back away from the edge in fear.</span> It's probably not a good idea to get too close. <br> <</if>> <br> <<link [[Back away|Bird Tower Perch]]>><<endevent>><</link>><<effects>> <<if $bird.activity is "sing" and $bird.state is "home">> <<npc "Great Hawk">> <<if $monster is 1>> "Please return soon, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you." <<else>> <<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon. <</if>> <<endevent>> <</if>> You jump, falling several feet before the wind catches you. You gently drift down, landing in the ruined courtyard. <br><br> <<if $bird.state is "home" and $syndromebird isnot 1>> <<set $birdescaped = ($birdescaped || 0) + 1>> <<npc "Great Hawk">> <span class="red">You hear a terrible shriek.</span> It didn't take long for the <<beasttype>> to notice your flight. <br><br> <<set $moor_hunt to 9>> <<endevent>> <</if>> <<link [[Next|Castle]]>><<set $moor to 100>><</link>> <br><<effects>> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<npc "Great Hawk">> <<if $monster is 1>> <<if playerIsPregnant() and playerBellySize() gte 12>> "Must <<wife>> leave when so vulnerable?" <<bHe>> shoots a concerning glance at your <<bellyDescription>>. "Please return safe," <<bhe>> says as you approach the edge of the perch. "I love you." <<else>> <<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you." <</if>> <<else>> <<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon. <</if>> <<endevent>> <</if>> You leap from the tower, letting the wind catch you. You swoop to the ruined courtyard. <br><br> <<link [[Next|Castle]]>><<set $moor to 100>><</link>> <br><<effects>><<flight_effects>> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<npc "Great Hawk">> <<if $monster is 1>> <<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you." <<else>> <<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon. <</if>> <<endevent>> <</if>> You leap from the tower. A strong current catches you, and you begin to glide. The wind bears you over the moor. The journey takes some time, leaving you alone with your thoughts as you soar through the sky. <br><br> The wind does most of the work, but your wings still tire as you arrive at the farmlands. <<physique 1>><<athletics 2>> <br><br> <<unset $moor_hunt>> <<link [[Next|Farmland]]>><<set $moor to 0>><</link>> <br><<effects>><<flight_effects>> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<npc "Great Hawk">> <<if $monster is 1>> <<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you." <<else>> <<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon. <</if>> <<endevent>> <</if>> You leap from the tower. A strong current catches you, and you begin to glide. The wind bears you over the moor. The journey takes some time, leaving you alone with your thoughts as you soar through the sky. <br><br> The wind does most of the work, but your wings still tire as you soar over the rooftops. You land in the park. You don't think anyone saw you. <<physique 1>><<athletics 2>> <br><br> <<unset $moor_hunt>> <<link [[Next|Park]]>><<set $moor to 0>><</link>> <br><<effects>><<flight_effects>> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<npc "Great Hawk">> <<if $monster is 1>> <<if Weather.precipitation is "rain">>"Beware the angry skies<<else>>"Please return soon<</if>>, <<wife>>," <<bhe>> says as you approach the edge of the perch. "I love you." <<else>> <<bHe>> squawks at you as you approach the edge of the perch, beckoning you to return soon. <</if>> <<endevent>> <</if>> You leap from the tower. A strong current catches you, and you begin to glide. The wind bears you over the moor. The journey takes some time, leaving you alone with your thoughts as you soar through the sky. <br><br> The wind does most of the work, but your wings still tire as you soar over the treetops. You land in a clearing. <<physique 1>><<athletics 2>> <br><br> <<unset $moor_hunt>> <<link [[Next|Forest]]>><<set $forest to 50>><<set $forestmove to 0>><<set $moor to 0>><</link>> <br><<setTowerTemp>><<effects>> You kneel beside the trapdoor. The wood is ancient, but dry and preserved. You pull the door, but the lock proves firm. You peer inside the mechanism and see a mess of rust. You won't be able to pick it. <br><br> <<link [[Next|Bird Tower]]>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "lurker">><<canvas-model-override "mouth" "chew">> <<if $syndromebird gte 1>> You devour the lurker, tearing out chunks of chewy matter with your teeth. <<if $monster is 1>><<bHe>> smiles at you.<<else>>The <<beasttype>> looks satisfied.<</if>> <<else>> You close your eyes as you take a bite, and pretend you're eating something more palatable. It's chewy, but doesn't taste of much at all. <</if>> It fills you with a strange warmth. <<eatLurker>><<drugs 120>><<ggdrugged>> <br><br> <i><<bHe>> will be more likely to bring you lurkers in the future, rather than other items.</i> <br><br> <<if $harpy gte 6 and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>> <<set $bird.hunts.lurkers to true>> <span class="blue">Feasting on the lurker felt good. You have the urge to catch one yourself.</span> <span class="gold">You can now hunt for lurkers on your own.</span> <br><br> <</if>> <<link [[Next|Bird Tower]]>><<canvas-model-override "clear">><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $speech_attitude is "meek">> "I-I'm sure it's very nice," you say. "But I can't eat this." <<elseif $speech_attitude is "bratty">> "This food is unfit for a <<= $player.gender is "f" ? "lady like myself" : $player.gender is "m" ? "gentleman like myself" : "person of my stature">>," you say, lifting the lurker and flinging it at a wall. <<else>> "I can't eat this," you say, raising your voice. You kick the lurker away for good measure. <</if>> <br><br> <<if $monster is 1>> <<bHis>> wings hang limp as <<bhe>> frowns. "I'm sorry, <<wife>>. Will find better meat next hunt." <<bHe>> lifts the lurker, and walks away with it. <<else>> The <<beasttype>>'s feathers lie flat. <<bHe>> lifts the lurker, and hops away with it. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> less likely to bring you lurkers in the future. <<bHe>> will bring other items instead.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You remain still. <<if $monster is 1>> <<bHis>> feathers lie flat as <<bhis>> wings hang limp. "Will find better meat next hunt." <<bHe>> lifts the lurker, and walks away with it. <<else>> The <<beasttype>>'s feathers lie flat. <<bHe>> lifts the lurker, and hops away with it. <</if>> <br><br> <i><<bHe>> will be less likely to bring you lurkers in the future.</i> <br><br> <<if $harpy gte 6 and $bird.hunts.unlocked is true and $bird.hunts.lurkers is false>> <<set $bird.hunts.lurkers to true>> <span class="blue">You have the urge to catch one yourself.</span> <span class="gold">You can now hunt for lurkers on your own.</span> <br><br> <</if>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <!-- Unreachable. Didn't want to allow players to horde lurkers by just sleeping at the tower forever. May change later. --> You hang the lurker on the rack for later. <br><br> <i><<bHe>> will be more likely to bring you lurkers in the future, rather than other items.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $speech_attitude is "meek">> "Th-thank you," you say, lifting the rubbish. "It's a treasure." <<elseif $speech_attitude is "bratty">> "Nice and shiny," you say, lifting the rubbish. "Thanks, featherhead." <<else>> "Thank you," you say, lifting the rubbish. <</if>> <<if $syndromebird gte 1>> You add it to the pile of valuables.<<set $bird.materials.junk++>> <</if>> <br><br> The <<beasttype>> puffs <<bhis>> plumes and <<if $monster is 1>>walks<<else>>hops<</if>> away. <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to bring you rubbish in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $speech_attitude is "meek">> "It's very pretty," you say. "But could you bring me something useful next time?" <<elseif $speech_attitude is "bratty">> "What am I supposed to do with this?" you say, chucking the rubbish from the tower. "Bring me something useful next time." <<else>> "This is just rubbish," you say. "Bring me something useful next time." <</if>> <br><br> <<if $monster is 1>> <<bHis>> wings hang limp as <<bhe>> frowns. "I'm sorry. Value of landbound trinkets is hard to understand. Will bring something more shiny next time." <<else>> The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> less likely to bring you rubbish in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $monster is 1>> <<bHis>> wings hang limp. "Will bring something more shiny to impress you. Next time." <<else>> The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <i><<bHe>> will be less likely to bring you rubbish in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You lift the watch. <<if $rng gte 81>> The precious metals alone look valuable. Someone comfortable with stolen goods might buy it.<<set $blackmoney += 200>> <<elseif $rng gte 61>> It looks well-made. Someone comfortable with stolen goods might buy it.<<set $blackmoney += 100>> <<elseif $rng gte 41>> It's made by a well-known company. Someone comfortable with stolen goods might buy it.<<set $blackmoney += 50>> <<elseif $rng gte 21>> It's still working, but doesn't look expensive. It probably isn't worth anything. <<else>> It's old and broken, and probably isn't worth anything. <</if>> <br><br> <<if $monster is 1>> "Sound it makes is pleasing, just like <<wife>>," <<bhe>> coos. <<else>> The <<beasttype>> puffs <<bhis>> plumes, and hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<wearProp "ring">> You lift the ring. <<if $rng gte 81>> It looks like gold, and could be quite valuable to a fence.<<set $blackmoney += 300>> <<elseif $rng gte 61>> It looks like platinum. It could be worth something to a fence.<<set $blackmoney += 200>> <<elseif $rng gte 41>> It looks like it's made of a gold alloy, and studded with jewels. It could be worth something to a fence.<<set $blackmoney += 150>> <<elseif $rng gte 21>> It looks like silver, and could be worth something to a fence.<<set $blackmoney += 50>> <<else>> It looks like steel. You don't think it'll be worth enough for a fence to bother with it. <</if>> <br><br> <<if $monster is 1>> "Wingless give rings to mates, yes? I will find all rings and build a nest of them for you," <<bhe>> says, giving you a peck on the cheek before walking away. <<else>> The <<beasttype>> puffs <<bhis>> plumes, and hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You lift the necklace. <<if $rng gte 81>> <<wearProp "necklace" "steel">> It's an exquisite piece, and made by an expensive brand. It would be worth something to a fence.<<set $blackmoney += 300>> <<elseif $rng gte 61>> <<wearProp "necklace" "rose gold">> It looks like rose gold, and might be worth something to a fence.<<set $blackmoney += 200>> <<elseif $rng gte 41>> <<wearProp "necklace" "silver">> It looks like silver, and might be worth something to a fence.<<set $blackmoney += 50>> <<elseif $rng gte 21>> <<wearProp "necklace" "gold">> It's gold plated, and might be worth a little to a fence.<<set $blackmoney += 20>> <<else>> <<wearProp "necklace" "bronze">> It's made of copper, and probably not worth enough for a fence to bother with it. <</if>> <br><br> <<if $monster is 1>> "Shiny catches eye easily, just like <<wife>>," <<bhe>> says, staring at you a moment, before walking away. <<else>> The <<beasttype>> puffs <<bhis>> plumes, and hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $phase is "wallet">> <<wearProp "wallet" 0 "empty">> You turn the wallet upside down. <<elseif $phase is "purse">> <<wearProp "stolen purse">> You turn the purse upside down. <<else>> You turn the container upside down. <</if>> <<if $rng gte 81>> <<wearProp "cash" 0 "four">> <<moneyGain 200 true false>> in cash falls out. <<elseif $rng gte 61>> <<wearProp "keycard" "silver">> A credit card falls out. It might be worth something to a fence.<<set $blackmoney += 120>> <<elseif $rng gte 41>> <<wearProp "cash" 0 "three">> <<moneyGain 80 true false>> in cash falls out. <<elseif $rng gte 21>> <<wearProp "cash" 0 "two">> <<moneyGain 40 true false>> in cash falls out. <<else>> It's empty. <</if>> <br><br> <<if $monster is 1>> "Wingless always have these, and show them to impress others, yes? I hope <<wife>> is impressed," <<bhe>> says, puffing out <<bhis>> plume. <<else>> The <<beasttype>> puffs <<bhis>> plumes, and hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to steal things for you in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $speech_attitude is "meek">> "I-is it stolen?" you ask. "You shouldn't steal!" <<elseif $speech_attitude is "bratty">> "I'm not accepting stolen goods," you say, kicking it away. "Bring me something practical." <<else>> "I won't accept stolen goods," you say. <</if>> <br><br> <<if $monster is 1>> "Stolen? Don't know what stolen is, but I'm sorry I upset <<wife>>." <<bHe>> looks down in shame, and walks away. <<else>> The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> less likely to bring you stolen goods in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $monster is 1>> "<<Wife>> doesn't want landbound treasures?" <<bHe>> cocks <<bhis>> head to the side in thought before walking away. <<else>> You don't move. The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <i><<bHe>> will be less likely to bring you stolen goods in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<switch $bird_food>> <<case "pasty">> <<wearProp "pasty">> You devour the pasty with gusto. It leaves a warm feeling. <<hunger -400>> <<case "donut">> <<wearProp "donut">> You devour the donut, enjoying such a sweet treat. <<hunger -300>> <<case "nuts">> <<wearProp "nuts">> You tear open the packet, and begin munching nuts. They're soon gone. <<hunger -600>> <<case "crisps">> <<wearProp "crisps">> You tear open the packet, and shovel crisps into your mouth. They're soon gone. <<hunger -200>> <<case "chocolate">> <<wearProp "chocolate bar">> You tear open the wrapper, and take a bite of chocolate. It melts in your mouth. You savour the sweetness. <<hunger -1000>> <<case "apple">> <<wearProp "apple">><<canvas-model-override "mouth" "chew">> You bite into the crisp apple. It's juicy. <<hunger -100>> <<case "carrot">> <<wearProp "carrot">> <<canvas-model-override "mouth" "chew">> You bite into the crisp carrot. It's crunchy. <<hunger -100>> <<case "beans">> <<wearProp "food tin" 0 "beans">> You bash the tin against the wall, and pry it the rest of the way using a spike of ruined masonry. The beans would be nicer warm, but they fill you all the same. <<hunger -400>> <<case "tuna">> <<wearProp "food tin" 0 "tuna">> You bash the tin against the wall, and pry it the rest of the way using a spike of ruined masonry. The tuna is tasty, if salty. <<hunger -200>> <<default>> <<wearProp "food tin" 0 "custard">> You bash the tin against the wall, and pry it the rest of the way using a spike of ruined masonry. Cold custard on its own isn't the best treat, but you enjoy the sweetness. <<hunger -400>> <</switch>> <br><br> <<unset $bird_food>> <<if $monster is 1>> <<bHe>> watches you eat, and smiles at you. <<else>> The <<beasttype>> watches you eat. <<bHe>> seems satisfied. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to bring you human food in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<canvas-model-override "clear">><<endevent>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "milkshake">> You carefully drink the milkshake from the damaged cup. It's incredibly sweet. <<bHe>> must have swiped it right after it was made. <<hunger -200>><<stress -12>><<llstress>><<unset $bird_food>> <br><br> <<if $monster is 1>> <<bHe>> watches you drink, and smiles at you. <<else>> The <<beasttype>> watches you drink. <<bHe>> seems satisfied. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to bring you human food in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $speech_attitude is "meek">> "I-I'm not hungry," you say. <<elseif $speech_attitude is "bratty">> "I'm not hungry," you say, kicking the food away. <<else>> "I'm not hungry," you say. <</if>> <br><br> <<unset $bird_food>> <<if $monster is 1>> <<bHe>> frowns. "Will find better food next hunt. Maybe eat same thing as me?" <<bHe>> looks at you hopefully before walking away. <<else>> The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> less likely to bring you food in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You don't move. <<if $monster is 1>> "No hunger? <<Wife>> should eat to stay strong." <<bHe>> looks at you ponderously before walking away. <<else>> The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <<unset $bird_food>> <i><<bHe>> will be less likely to bring you food in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You wear the new item. <<if $monster is 1>> "<<Wife>> always looks pleasing." <<bHe>> gives you a peck on the cheek before walking away. <<else>> The <<beasttype>> puffs <<bhis>> plumes, and hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to bring you clothes and fabric in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You thank the <<beasttype>>. You won't wear it, but the material might be useful. <<if $syndromebird gte 1>> <<set $bird.materials.fabric++>> <</if>> <br><br> <<if $monster is 1>> "Wingless plumes feel nice, I hope it brings you comfort." <<bHe>> outstretches <<bhis>> wings before walking away. <<else>> The <<beasttype>> puffs <<bhis>> plumes, and hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to bring you clothes and fabric in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $speech_attitude is "meek">> "Th-this doesn't suit me," you say. <<elseif $speech_attitude is "bratty">> "You've no fashion sense," you say, kicking the garment away. <<else>> "I'm not wearing this," you say. <</if>> <<if $monster is 1>> "Sorry, <<wife>>, should have known you would prefer own plumage." <<bHe>> slinks away. <<else>> The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> less likely to bring you clothes and fabric in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You don't move. <<if $monster is 1>> "Pretty things don't impress <<wife>>?" <<bHe>> looks dejected for a moment, and walks away. <<else>> The <<beasttype>>'s feathers lie flat, and <<bhe>> hops away. <</if>> <br><br> <<unset $bird_food>> <i><<bHe>> will be less likely to bring you clothes and fabric in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You put it in the wardrobe. <<if $monster is 1>> "<<Wife>>'s collection of plumage grows, but <<wife>> always looks pleasing." <<bHe>> gives you a peck on the cheek before walking away. <<else>> The <<beasttype>> puffs <<bhis>> plumes, and hops away. <</if>> <br><br> <i><<bHe>> will be <span class="blue">much</span> more likely to bring you clothes and fabric in the future.</i> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $syndromebird is 1 or $harpy gte 6>> You lie in the nest<<if ["sleep", "rest", "brood"].includes($bird.activity) and $bird.state is "home">><<npc "Great Hawk">><<set $bedGuest to "Great Hawk">> with <<if $syndromebird is 1>>your<<else>>the<</if>> <<beasttype>><</if>>. <<else>> You lie in the nest. <</if>> <<switch $bird.upgrades.nest>> <<case 0>>It's hard to get comfortable. <<case 1>>The fabric provides a little comfort. <<case 2>>It's comfortable enough. <<case 3>>You melt into its softness and warmth. <</switch>> <<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if _eggCount>> <<Number _eggCount>> <<pluralise _eggCount "egg is" "eggs are">> protected in the nest. You bring <<pluralise _eggCount "it" "them">> close for safekeeping. <</if>> <<endevent>> <<if $wraith.state and $wraithPrison and $bird.upgrades.mirror is 1 and ($moonstate is "evening" or $moonstate is _nightstate)>> You feel anxious, and your eyes dart over to the mirror. <</if>> <br><br> <<if $syndromebird is 1 and $bird.activity is "sleep" and $bird.state is "home" and !$bird.satisfied>> <<link [[Rub lewdly|Bird Tower Nest Rub]]>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><<set $phase to 1>><</link>><<glove>><<npc "Great Hawk">><<person1>><<ldom>><<endevent>><<deviant1>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Wake for sex|Bird Tower Nest Rub]]>><<transform bird 1>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom 1>><<set $phase to 2>><</link>><<gglove>><<gdom>><<deviant4>> <br> <</if>> <br> <</if>> <<endevent>> <<nightmareCheck "Bird Tower Sleep">> <<generateSleepLinks "Bird Tower Sleep">> <<link [[Climb out of bed|Bird Tower]]>><<loadTempHairStyle>><<unset $bedGuest>><</link>> <br><br><<setTowerTemp>><<effects>> You lie in a covered corner of the tower. It's hard to get comfortable. <<endevent>> <<set $bedGuest to "alone">> <br><br> <<nightmareCheck "Bird Tower Sleep">> <<generateSleepLinks "Bird Tower Sleep Alone">> <<link [[Climb out of bed|Bird Tower]]>><<loadTempHairStyle>><<unset $bedGuest>><</link>> <br><br><<setTowerTemp>><<effects>> You sit by the rainwater pool. <<if $bird.upgrades.decor gte 4>> The water sparkles with the many reflections of your shiny trophies. <<elseif $bird.upgrades.decor gte 3>> The water glimmers with the reflections of your trophies. <</if>> <<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>> The water is being heated. <</if>> <<npc "Great Hawk">> <<if $bird.state is "home">> <<switch $bird.activity>> <<case "sing">> <<your_bird_text "cap">> is singing at the edge of the tower. <<case "bathe">> <<print either( "<<your_bird_text 'cap'>> playfully splashes at you.", "<<your_bird_text 'cap'>> beckons for you to join <<bhim>>.", "<<your_bird_text 'cap'>> continues bathing.", "<<your_bird_text 'cap'>> shakes <<bhis>> wings off, flinging some water your way.", )>> <<case "groom">> <<your_bird_text "cap">> sits on <<bhis>> perch, cleaning <<bhis>> feathers. <<case "rest">> <<your_bird_text "cap">> rests in the nest. <<case "build">> <<if $birdShelterRepair>> <<unset $birdShelterRepair>> <span class="teal"><<your_bird_text "cap">> is covering the holes in the roof with leaves and twigs.</span> <<else>> <<your_bird_text "cap">> is adding to the nest. <</if>> <<case "brood">> <<set _eggCountNest to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<your_bird_text "cap">> sits in the nest, brooding on the <<pluralise _eggCountNest "egg">>. <<default>> <<your_bird_text "cap">> rests in <<bhis>> nest. <<set $birdSleep to 1>> <</switch>> <<else>> <<your_bird_text "cap">> is out hunting. <</if>> <<if $syndromebird is 1>> <<storeon "birdtower" "check">> <<if _store_check is 1>> Your clothes sit atop a slab of stone. <<else>> There's a slab of stone nearby that you could keep your clothes on. <</if>> <br> <<storeactions "birdtower">> <<if Object.keys(_stripOptions).length is 0 and _temp_clothes_present isnot 1>><br><</if>> <<else>> <br><br> <</if>> <<endevent>> <<if $bird.activity is "bathe" and $bird.state is "home">> <<skinicon "wash">><<link [[Wash (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><</link>> <br> <<if $daily.birdWash is undefined>> <<if $syndromebird gte 1>> <<birdicon "preen">><<link [[Preen your spouse (0:15)|Bird Tower Bathe Preen]]>><<npcincr "Great Hawk" love 1>><<bird_pass 15>><</link>><<glove>><<deviant1>> <br> <<else>> <<birdicon "preen">><<link [[Help the Great Hawk preen (0:15)|Bird Tower Bathe Preen]]>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><<bird_pass 15>><</link>><<glove>><<gbirdstockholm>><<deviant1>> <br> <</if>> <</if>> <<else>> <<skinicon "wash">><<link [[Wash (0:30)|Bird Tower Bathe]]>><<bird_pass 30>><</link>> <br> <<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>> <<skinicon "masturbate">><<link [[Masturbate in the rainwater pool|Bird Tower Masturbation]]>><<set $masturbationstart to 1>><<strip>><</link>> <br> <</if>> <</if>> <<getouticon>><<link [[Get up|Bird Tower]]>><</link>> <br><<set _autosavehere to true>> <<sleep>> <<setTowerTemp>><<effects>> <<if $wraith.nightmare is 2 and Time.isBloodMoon()>> <<sleepeffects>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand from the bed.<<if $bird.activity is "sleep">> You make sure not to wake the Great Hawk.<</if>> Your ears are ringing. <br><br> <<wraithPossess "tower">> <span class="nextLink"><<link [[Walk.|Bird Tower]]>><<rainWraith>><</link>></span> <br> <<else>> <<wakingEffects $sleepHoursTotal>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <<else>> <br><br> <</if>> <</if>> <<sleepeffects>> <<if $bird.state is "home" and birdEggsReady("Great Hawk")>> <<birdEggLayEvent "sleep">> <<elseif _eggLayingWake is true>> <<npc "Great Hawk">> <<set _eggnant to getPregnancyObject()>> <<if playerIsPregnant() and _eggnant.type is "hawk">> <<set $eggLayNumber to _eggnant.fetus.length>> <<else>> <<set $eggLayNumber to $harpyEggs.count>> <</if>> You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if $harpy gte 6 and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees. <br><br> <<if $bird.state is "hunting">> <<set $bird.state to "home">><<set $bird.timer to 60>> <<your_bird_text "cap">> lands back on the perch and rushes over to you. <<else>> <<your_bird_text "cap">> notices you stir. <</if>> <<if $monster is 1>> <<bHis>> eyes go wide for a moment, and <<bhe>> rushes to your side. "<<Wife>>'s eggs are coming!" <<bHe>> gently places a hand over your belly. <<else>> <<bHe>> quickly hops to your side and starts gently prodding your belly with <<bhis>> beak. <</if>> <br><br> <<link "Let <<bhim>> help" "Bird Tower Player Egg Laying">><<set $phase to 0>><<npcincr "Great Hawk" love 3>><<bird_stockholm 3>><</link>><<gglove>><<ggbirdstockholm>> <br> <<link "Push <<bhim>> away" "Bird Tower Player Egg Laying">><<set $phase to 1>><<npcincr "Great Hawk" love -1>><<bird_stockholm -1>><</link>><<llove>><<lbirdstockholm>> <br> <<elseif $bird.syndrome gte 15 and $syndromebird isnot 1>> <<npc "Great Hawk">> You awaken, warm and comfy. The <<beasttype>> lays beside you, eyes closed, shielding you from the elements with <<bhis>> wing. <<bHis>> presence makes you feel safe and comfortable. <br><br> You keep looking at <<bhim>>. You can't help but think to yourself how cute <<bhe>> looks when sleeping. You press your body against <<bhim>>. <<bHis>> feathery plumage feels very soft. <<bHe>> keeps <<bhis>> eyes closed while gently pushing back into you. You cuddle with <<bhim>> for some time. <<if $monster is 1>> "<<Wife>>... So nice..." <<bhe>> mumbles. <<else>> <<bHe>> makes soft, happy sounds. <</if>> <br><br> Eventually, you pull away from <<bhim>>. The idea of staying with the <<beasttype>> no longer seems so bad to you, despite the rough start. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <br><br> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and playerBellyVisible() and !talkedAboutPregnancy("pc","Great Hawk")>> <<setKnowsAboutPregnancy "pc" "Great Hawk">><<setTalkedAboutPregnancy "pc" "Great Hawk">> <<npc "Great Hawk">> You awaken to a light pressure on your belly. <<if $monster is 1>> <<your_bird_text "cap">> has <<bhis>> hands wrapped around you, stroking your tummy. "<<Wife>> has eggs!" <<else>> <<your_bird_text "cap">> lightly headbutts you. <<bHe>> caws proudly, poking at your tummy. <<bHe>> seems to know that you're pregnant. <</if>> <br><br> <<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if _eggCount gte 1>> <<bHe>> starts to fuss over the nest, making room for more eggs. <<else>> <<bHe>> starts to fuss over the nest, <<switch $bird.upgrades.nest>> <<case 2>>folding some of the fabric to make a cosy spot for eggs. <<case 3>>moving some of the pillows to make a cosy spot for eggs. <<default>>moving twigs and sticks around to make a small pit for eggs. <</switch>> <</if>> <<if $bird.eggIntro is undefined>> <<set $bird.eggIntro to 1>> <<if $monster is 1>> "<<Wife>> will need to learn to care for eggs soon." <</if>> <</if>> <<set $bird.override to "build">> <<set $bird.overrideTimer to 120>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and npcIsPregnant("Great Hawk") and npcBellyVisible("Great Hawk") and !talkedAboutPregnancy("Great Hawk","pc")>> <<setKnowsAboutPregnancy "Great Hawk" "pc">><<setTalkedAboutPregnancy "Great Hawk" "pc">> <<npc "Great Hawk">> You awaken to see <<your_bird_text>> fussing over the nest. <<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if _eggCount gte 1>> <<bHe>> seems to be making room for something. <<else>> <<switch $bird.upgrades.nest>> <<case 2>><<bHes>> folding some of the fabric. <<case 3>><<bHes>> moving some of the pillows. <<default>><<bHes>> moving twigs and sticks around to make a small pit. <</switch>> <</if>> <br><br> <<bHe>> brightens as <<bhe>> notices you watching. <<if $monster is 1>> "<<Wife>>! I will have eggs soon," <<bhe>> declares happily. <<bHe>> places <<bhis>> hands on <<bhis>> tummy. "Feels bigger than normal eggs already." You look closer, <span class="lewd">and you can see the beginnings of a baby bump</span>. <<bHe>> returns to <<bhis>> spot, extending the nest a bit more and settling in the gap, satisfied. <<else>> <<bHe>> turns aside and brushes <<bhis>> midsection with a wing. You notice a small bump starting to form. <span class="lewd"><<bHe>> has eggs.</span> <<bHe>> returns to <<bhis>> spot, extending the nest a bit more and settling in the gap, satisfied. <</if>> <<if $bird.eggIntro is undefined>> <<set $bird.eggIntro to 1>> <<if $monster is 1>> "<<Wife>> will need to learn to care for eggs soon." <</if>> <</if>> <<set $bird.override to "rest">> <<set $bird.overrideTimer to 120>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<elseif _sleepinterrupt>> <<if $bird.state is "hunting">> <<npc "Great Hawk">> <<if $monster is 1>> You slowly wake, hearing the harpy's voice. "<<Wife>>?" <br><br> <<else>> You're nudged awake by the <<beasttype>>. <</if>> <<bird_hunt_return>> <<else>> <<npc "Great Hawk">> <<if $monster is 1>> You feel the warmth of a massive pair of wings closing around you. The <<beasttype>> embraces you. <<else>> Wings flap on either side as the <<beasttype>> tries to mount you. <</if>> <br><br> <<link [[Let it happen|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<bird_stockholm 1>><</link>><<deviant1>><<gbirdstockholm>><<glove>><<gdom>> <br> <<link [[Push away|Bird Tower Sleep Push]]>><<npcincr "Great Hawk" dom -1>><<def 1>><</link>><<ldom>> <br> <</if>> <<else>> <br><br> <<link [[Climb from the nest|Bird Tower]]>><</link>> <br> <</if>> <</if>><<set _autosavehere to true>> <<sleep>> <<setTowerTemp>><<effects>> <<if $wraith.nightmare is 2 and Time.isBloodMoon()>> <<sleepeffects>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand from the bed.<<if $bird.activity is "sleep">> You make sure not to wake the Great Hawk.<</if>> Your ears are ringing. <br><br> <<wraithPossess "tower">> <span class="nextLink"><<link [[Walk.|Bird Tower]]>><<rainWraith>><</link>></span> <br> <<else>> <<if $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<else>> You sleep as soundly as you can on a stone floor. <</if>> <</if>> <<sleepeffects>> <<if _sleepinterrupt>> <<if $bird.state is "hunting">> <<npc "Great Hawk">> <<if $monster is 1>> You slowly wake, hearing the harpy's voice. "<<Wife>>?" <br><br> <<else>> You're nudged awake by the <<beasttype>>. <</if>> <<bird_hunt_return>> <<else>> <br><br> <<link [[Get up|Bird Tower]]>><</link>> <br><br> <</if>> <<else>> <br><br> <<link [[Get up|Bird Tower]]>><</link>> <br><br> <</if>> <</if>><<setTowerTemp>><<effects>><<npc "Great Hawk">> You slowly run your hands down the <<beasttypes>> feathers, towards <<bhis>> <<nnpc_genitals "Great Hawk">>. <<bHis>> eyes flutter open as you begin to rub. <<if $phase is 1>> <<deviancy1>> <<if $monster is 1>>"<<Wife>> doesn't need to do this for me," <<bhe>> says as <<bhe>> rubs the tiredness from <<bhis>> eyes. "But I can't say no."<</if>> <<else>> <<if $speech_attitude is "meek">> You face your <<bottom>> towards <<bhim>> and give it a shake, looking over your shoulder at <<bhim>> with pleading eyes. <<elseif $speech_attitude is "bratty">> You throw one leg over <<bhim>>, giving <<bhim>> little choice. <<else>> You sit up and spread your legs, gesturing towards your <<genitals>> with a smile. <</if>> <<deviancy4>> <<if $monster is 1>> "<<Wife>> is ready to mate?" <<bHis>> eyes light up. "Anything for you." <<else>> Wings flap on either side as the <<beasttype>> tries to mount you. <</if>> <</if>> <br><br> <<link [[Next|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><<transform bird 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemytrust += 200>> <<set $enemyhealthmax to 600>> <<set $enemyhealth to 600>> <<if $monster isnot 1>> <<set $position to "doggy">> <<set $NPCList[0].stance to "top">> <</if>> <<if $phase is 1>> <<npchand>> <<elseif $phase is 2>> <<npc_attempt_sex>> <<else>> <<deviancy1>> <</if>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Tower Sleep Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Tower Sleep Sex]]>><</link>></span><<nexttext>> <</if>><<setTowerTemp>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<set $bird.satisfied to true>> <<if $monster is 1>>"Will love <<wife>> forever." <</if>>The <<beasttype>> ruffles <<bhis>> feathers, and curls up. <br><br> <<tearful>> you curl up yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bird Tower Bed]]>><</link>> <<elseif $enemyhealth lte 0>> The <<beasttype>> shrieks and beats <<bhis>> wings, hopping back to the far side of the nest. <<if $monster is 1>>"<<Wife>>'s fighting spirit is untempered."<</if>> <<bHe>> keeps a wary eye on you as <<bhe>> curls up. <<set $bird.satisfied to true>> <br><br> <<tearful>> you curl up yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bird Tower Bed]]>><</link>> <<else>> <<if $monster is 1>> "Hm. Okay, your comfort is important." <<bHe>> curls up next to you. <<else>> The <<beasttype>> hops away from you, and curls up. <</if>> <br><br> <<tearful>> you curl up yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bird Tower Bed]]>><</link>> <</if>><<setTowerTemp>><<effects>> <<if $monster is 1>> <<if $speech_attitude is "meek">> "N...no, please," <<elseif $speech_attitude is "bratty">> "Knock it off, featherhead," <<else>> "I'm not in the mood," <</if>> you say as you try to push <<bhim>> away. <<bHis>> wings beat in frustration, and <<bhe>> squeezes you tightly for a moment before letting you go. <<bHe>> curls up next to you without further fuss. <<else>> You shove the <<beasttype>> away from you. <<bHe>> flaps <<bhis>> wings in frustration, then curls up without further fuss. <</if>> <br><br> <<link [[Next|Bird Tower Bed]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<birdicon "tower">><<link [[Step away|Bird Tower]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>> <br> <<mirror>> <br><br><<setTowerTemp "water">><<effects>> <<noClothingCheck>> <<strip>> <<wash>> You <<if _nude is false>>remove your clothing and <</if>>slip into the water. <<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>> It's pleasantly warm. <<stress -6>><<lstress>> <<else>> It's cold, but you soon get used to it. <<stress 3>><<gstress>> <</if>> <br><br> You're soon squeaky clean. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>> <br><<setTowerTemp "water">><<effects>> <<npc "Great Hawk">> <<if $monster is 1 and $phase is 1>> You take the <<beasttypes>> hand, and <<bhe>> leads you to the bathing pool. <<takeHandholdingVirginity "Great Hawk" "romantic" null true>> <</if>> <<noClothingCheck>> <<strip>> <<wash>> <<if _nude is false>>You remove your clothing.<</if>> The <<beasttype>> swims to the other side of the pool, making room for you. You slip into the water. <<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>> It's pleasantly warm. <<stress -6>><<lstress>> <<else>> It's cold, but you soon get used to it. <<stress 3>><<gstress>> <</if>> <br><br> <<if $daily.birdWash is undefined>> <<set $daily.birdWash to 1>> <<if $monster is 1>> The <<beasttype>> floats back over, and slips behind you. <<bHis>> wings spread to either side as <<bhe>> takes your <<breasts>> in <<bhis>> hands. "Help you wash?" <<else>> The <<beasttype>> floats back over, and splashes water over you with <<bhis>> wing. <<bHe>> is trying to help wash you. <</if>> <br><br> <<link [[Accept|Bird Tower Bathe Bird Accept]]>><<if $monster is 1>><<arousal 1800>><</if>><<transform bird 1>><</link>><<if $monster is 1>><<ggarousal>><<deviant1>><</if>> <br> <<link [[Refuse|Bird Tower Bathe Bird Refuse]]>><</link>> <br> <<else>> You're soon squeaky clean. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>> <br> <</if>><<setTowerTemp "water">><<effects>> <<if $monster is 1>> The <<beasttype>> continues to grope your <<breasts>> with one hand, while rubbing your back with the other. <<bHis>> wings splash more water over you. <br><br> <<bHe>> is fixated on your chest, and continues to tease. <<bHe>> acts innocent, but you can tell <<bhe>> enjoys the effect <<bhe>> has on you. <<deviancy1>> <<if $arousal gte $arousalmax>> Your knees buckle as the wave hits. <<orgasm>> "Healthy response," the <<beasttype>> laughs. <<bHe>> sounds pleased with <<bhimself>>. <br><br> <</if>> <<else>> The <<beasttype>> splashes water over you, and rubs <<bhis>> beak against your back. <br><br> <</if>> You're soon squeaky clean. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>> <br><<setTowerTemp "water">><<effects>> <<if $monster gte 1>> You move away from the <<beasttype>>. "No?" <<bhe>> asks. "That's okay. Here if you need me." <<else>> You move away from the <<beasttype>>, and <<bhe>> takes the hint. <</if>> <br><br> You're soon squeaky clean. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">><<person1>> <<set $daily.birdWash to 1>> <<if $syndromebird gte 1>> You walk around the pool until you're behind the <<beasttype>>. You rub <<bhis>> shoulders and coo into <<bhis>> ear. "Why don't I help you out a bit?" <<else>> You walk around the pool until you're behind the <<beasttype>>. You carefully start to rub <<bhis>> wings. <<if $speech_attitude is "meek">> "I-I can help," you say. <<elseif $speech_attitude is "bratty">> "You're a mess," you say. "Let me help." <<else>> "Let me help," you say. <</if>> <</if>> <<deviancy1>> <<bHe>> looks <<if $monster gte 1>> <<if C.npc["Great Hawk"].love lte 25>> surprised by your offer. <<else>> happy to hear your offer. <</if>> <<else>> at you, tilting <<bhis>> head. <</if>> <<if $monster is 1 and $syndromebird gte 1>> "<<Wife>> does not have to... but I would never say no to you." <</if>> You bring your hands lower and start combing through <<bhis>> wings with your fingers. You start pulling out any stray twigs or leaves you find. <<if $harpy gte 6 or understandsBirdBehaviour()>> You make sure to be very gentle. Next, you rub down <<bhis>> wings with water. You take your time to make sure you get all of the spots <<bhe>> couldn't. <br><br> <<if $daily.birdSpousePreen is undefined>> <<set $daily.birdSpousePreen to 1>> <<set _featherNum to random(1,2)>> <<switch _featherNum>> <<case 1>>One of <<bhis>> feathers comes loose. <span class="teal">You take it.</span> <<case 2>>A couple of <<bhis>> feathers come loose. <span class="teal">You take them.</span> <</switch>> <<wearProp "feather" "original">> <<set $bird.materials.feathers += _featherNum>> <</if>> <<else>> You're not quite sure what you're doing. You just massage <<bhis>> wings with your wet hands. <</if>> After a while, <<bhe>> turns to you. <<if $monster is 1>> "Want to help <<wife>> now." <<else>> <<if $harpy gte 6>> <<bHe>> taps your wings with <<bhis>> beak. <<else>> <<bHe>> ruffles your hair with <<bhis>> beak. <</if>> <</if>> <br><br> <<link [[Allow|Bird Tower Bathe Preen Allow]]>><<handheldon>><<stress -3>><<npcincr "Great Hawk" dom 1>><</link>><<lstress>><<gdom>> <br> <<link [[Push away|Bird Tower Bathe Preen Deny]]>><<handheldon>><</link>> <br><<setTowerTemp "water">><<effects>> <<noClothingCheck>> <<strip>> <<wash>> You <<if _nude is false>>remove your clothing and <</if>>slip into the water with <<bhim>>. <<if $bird.upgrades.pot is 3 and getBirdBurnTime() gt 0>> It's pleasantly warm. <<stress -6>><<lstress>> <<else>> It's cold, but you soon get used to it. <<stress 3>><<gstress>> <</if>> <br><br> <<bHe>> steps aside to give you more space, then moves behind you. <<if ($angel gte 6 and $transformationParts.angel.wings isnot "hidden") or ($fallenangel gte 2 and $transformationParts.fallenAngel.wings isnot "hidden") or ($demon gte 6 and $transformationParts.demon.wings isnot "hidden")>> <<if $monster is 1>> "<<Wife>> has strange wings. Not like mine, but they are still pretty," <<bhe>> says. After inspecting your wings, <<bhe>> starts cleaning you. <<bHes>> skilled with <<bhis>> hands, making <<bhis>> touch feel pleasant. <<else>> <<bHe>> eyes your wings with curiosity, unsure what to make of them. After inspecting you, <<bhe>> starts cleaning you. <<bHes>> skilled with <<bhis>> beak, making <<bhis>> prodding feel strangely pleasant. <</if>> After <<bhes>> done with your wings, <<bhe>> moves on to your hair. After that, <<bhe>> cleans the rest of your back. <<elseif $harpy gte 6 and $transformationParts.bird.wings isnot "hidden">> <<if $plucked>> <<if $monster is 1>> <<bHis>> fingers probe deeper into your plumage. <<bHe>> tugs on a feather, but it doesn't give. "Can't see any loose feathers," <<bhe>> remarks. "<<Wife>> can't usually reach so far." <br><br> <<bHe>> grabs your wing and gently extends it outwards. Even from this view, there's nothing for the <<beasttype>> to find. "Too many are missing. Makes wings weaker. Did you do this? Or did other hawk?" <<bhe>> asks. "Careful. Other hawks live far away. Can be dangerous. If something happened..." <br><br> <<bHis>> grip on your wing tightens. "No, nothing will. I would fly to the edge of the world for <<wife>>." <<else>> <<bHis>> beak probes deeper into your plumage. <<bHe>> tugs on a feather, but it doesn't give. Eventually, <<bhe>> pauses to let out a confused chatter. <br><br> <<bHe>> bites your wing just hard enough to grip and pulls, encouraging you to extend it outwards. Once outstretched, the <<beasttype>> examines it, head bobbing around to look from every angle. Not even the sharp eyes of the <<beasttype>> can find a single loose feather. <br><br> <<bHe>> squawks, the noise sharp, as if <<bhe>> is scolding you. <</if>> <br><br> <<bHe>> falls silent, idly washing your remaining feathers for a while instead. It feels nice nonetheless. <<else>> <<if $monster is 1>> <<bHe>> looks at your wings. "<<Wife>> has pretty wings. Healthy and strong." After inspecting your wings, <<bhe>> starts cleaning you. <<bHes>> skilled with <<bhis>> hands, making <<bhis>> touch feel pleasant. <<else>> <<bHe>> looks at your wings. <<bHe>> seems to like them. After inspecting you, <<bhe>> starts cleaning you. <<bHes>> skilled with <<bhis>> beak, making <<bhis>> prodding feel strangely pleasant. <</if>> After <<bhes>> done with your wings, <<bhe>> moves on to your hair. After that, <<bhe>> cleans the rest of your back. <<if $daily.birdSelfPreen is undefined>> <<set $daily.birdSelfPreen to 1>> <<set _featherNum to random(1,2)>> <<switch _featherNum>> <<case 1>>One of your loose feathers has fallen out. <span class="teal">You take it.</span> <<case 2>>A couple of your loose feathers have fallen out. <span class="teal">You take them.</span> <</switch>> <<wearProp "feather" "grey">> <<set $bird.materials.feathers += _featherNum>> <</if>> <</if>> <<else>> <<if $monster is 1>> <<bHe>> looks at your back. "Don't worry, I'm sure <<wife>> will grow wings soon," <<bhe>> says. <<bHe>> starts cleaning you. <<bHes>> skilled with <<bhis>> hands, making <<bhis>> touch feel pleasant. <<else>> <<bHe>> looks at your wingless back, before nudging your head<<if understandsBirdBehaviour()>> with pity<</if>>. <<bHe>> starts cleaning you. <<bHes>> skilled with <<bhis>> beak, making <<bhis>> prodding feel strangely pleasant. <</if>> After a moment <<bhe>> moves on to your hair, then the rest of your back. <</if>> <br><br> A few minutes later, <<bhes>> done. You feel refreshed and clean. <br><br> <<link [[Hug|Bird Tower Bathe Preen Hug]]>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<glove>><<gbirdstockholm>> <br> <<link [[Get up|Bird Tower]]>><<endevent>><<clotheson>><</link>> <br><<setTowerTemp "water">><<effects>> You pull <<bhim>> into a hug. <<if $syndromebird isnot 1>> This takes <<bhim>> by surprise. <<else>> <<bHe>> returns it happily. <</if>> You thank <<bhim>> for cleaning you. <br><br> <<if $monster is 1>> "Of course. I would be happy to clean <<wife>> every day," <<bhe>> responds. <<else>> <<bHe>> gently rubs your cheek with <<bhis>> beak in response. <</if>> You keep holding <<bhim>> for a moment, before letting go of <<bhim>> and stepping out of the pool. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><<clotheson>><</link>> <br><<setTowerTemp>><<effects>> You tell <<bhim>> you don't need to bathe. <<if $monster is 1>> "I wanted to help <<wife>> too. Maybe next time," <<bhe>> says as <<bhe>> continues to clean <<bhimself>>. <<else>> <<bHe>> looks at you with a tilted head, then goes back to cleaning <<bhimself>>. <</if>> You step away from the pool. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">> <<set $daily.birdGroom to true>> <<if $speech_attitude is "meek">> "I-I can help," you say, joining <<bhim>>. <<elseif $speech_attitude is "bratty">> "You're doing it all wrong," you say, joining <<bhim>>. "Let me help." <<else>> "Let me help," you say, joining <<bhim>>. <</if>> <br><br> The <<beasttype>> shakes <<bhis>> feathers, and lets you stroke <<bhis>> wings. <<if $harpy gte 6>> You carefully preen <<bhim>>, ensuring <<bhis>> wings look dignified. It's not so different from preening your own wings. <<if $daily.birdSpousePreen is undefined>> <<set $daily.birdSpousePreen to 1>> <<set _featherNum to random(1,2)>> <<switch _featherNum>> <<case 1>>One of <<bhis>> feathers comes loose. <span class="teal">You take it.</span> <<case 2>>A couple of <<bhis>> feathers come loose. <span class="teal">You take them.</span> <</switch>> <<wearProp "feather" "original">> <<set $bird.materials.feathers += _featherNum>> <</if>> <<else>> <<if understandsBirdBehaviour()>> You carefully help <<bhim>> preen. You're familiar enough with the structure of wings to do a good job. <<if $daily.birdSpousePreen is undefined>> <<set $daily.birdSpousePreen to 1>> <<set _featherNum to random(1,2)>> <<switch _featherNum>> <<case 1>>One of <<bhis>> feathers comes loose. <span class="teal">You take it.</span> <<case 2>>A couple of <<bhis>> feathers come loose. <span class="teal">You take them.</span> <</switch>> <<wearProp "feather" "original">> <<set $bird.materials.feathers += _featherNum>> <</if>> <<else>> You attempt to help <<bhim>> preen. You're not entirely sure what you're doing, but <<bhe>> seems to appreciate the effort. <</if>> <</if>> <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<link [[Rub lewdly|Bird Tower Groom Lewd]]>><<npcincr "Great Hawk" love 1>><</link>><<deviant1>><<glove>> <br> <</if>> <<link [[Stay on the perch|Bird Tower Perch]]>><<endevent>><</link>> <br> <<link [[Go back inside|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You bring your attentive touch down towards <<bhis>> groin. <<if $monster is 1>> <<if $NPCList[0].penis isnot "none">> You wrap your hand around <<bhis>> $NPCList[0].penisdesc, which hardens at your touch. <<bHe>> sighs as you gently tease it. <<else>> You place two fingers on <<bhis>> vagina, and gently spread it. You begin to rub, and <<bhe>> lets out a contented sigh. <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> You tease out <<bhis>> $NPCList[0].penisdesc, which hardens at your touch. <<else>> You place two fingers on <<bhis>> cloaca, and gently spread it. You begin to rub. <</if>> <<bHe>> coos. <</if>> <<deviancy1>> <<if hasSexStat("deviancy", 2)>> <<link [[Take it further|Bird Tower Perch Sex]]>><<set $birdPerch to 1>><<set $sexstart to 1>><<set $phase to 2>><<transform bird 1>><<npcincr "Great Hawk" love 1>><</link>><<deviant2>><<glove>> <br> <<else>> <<insufficientStat "deviancy" "to take things further">> <br> <</if>> <<link [[Stay on the perch|Bird Tower Perch]]>><<endevent>><</link>> <br> <<link [[Go back inside|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>><<npc "Great Hawk">> <<bird_schedule>> <<if $bird.state is "home" and ["groom","sing"].includes($bird.activity) and birdEggsReady("Great Hawk") and $birdPerch isnot undefined>> <<birdEggLayEvent "perch">> <<elseif $bird.activity is "bathe" and $bird.state is "home" and $birdPerch isnot undefined>> <<unset $birdPerch>> <<if $monster is 1>> The <<beasttype>> begins to stand, offering <<bhis>> hand to you. "Must get clean. Come." <<else>> The <<beasttype>> shakes <<bhis>> wings. <<bHe>> backs up from the perch, and walks towards the bathing pool. <</if>> <br><br> <<link [[Follow (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><<endevent>><<set $phase to 1>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Great Hawk" "handholding">><</if>> <br> <<link [[Stay|Bird Tower Perch]]>><<endevent>><</link>> <br> <<elseif ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<if $birdPerch is undefined>> <<set $birdPerch to 1>> You <<if $bird.upgrades.decor gte 3>>push past the curtains and <</if>>join the <<beasttype>> on <<bhis>> perch. <<if $syndromebird isnot 1>> <<bird_greeting>> <<bHe>> opens <<bhis>> wings, but you're unsure of what <<bhes>> trying to do. <<if $bird.activity is "sing" and $bird.state is "home">> After a moment, <<bhis>> wings lower and <<bhis>> song continues. <<else>> After a moment, <<bhis>> wings lower and <<bhe>> continues grooming. <</if>> <br><br> <<else>> <<bird_greeting>> <<if $monster is 1>> <<bHe>> opens <<bhis>> wings, inviting you to sit on <<bhis>> lap. <<else>> <<bHe>> opens <<bhis>> wings, offering to shelter you from the wind. <</if>> <br><br> <</if>> <<elseif $birdBask is 0>> <<unset $birdBask>> The <<beasttype>> lifts <<bhis>> wings, allowing you to stand. <br><br> <<else>> You are on the <<beasttypes>> perch. <<bHe>> sings into the air. The moor stretches out before you. <br><br> <</if>> <<bird_perch_options>> <<else>> You stand on the <<beasttypes>> perch. The moor stretches out before you. <<if $bird.state is "home">> <<switch $bird.activity>> <<case "bathe">> <<your_bird_text "cap">> is bathing in the rainwater pool. <<case "rest">> <<your_bird_text "cap">> rests back in the nest. <<case "build">> <<if $birdShelterRepair>> <<unset $birdShelterRepair>> <span class="teal"><<your_bird_text "cap">> is covering the holes in the roof with leaves and twigs.</span> <<else>> <<your_bird_text "cap">> is adding to the nest. <</if>> <<case "brood">> <<set _eggCountNest to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<your_bird_text "cap">> sits in the nest, brooding on the <<pluralise _eggCountNest "egg">>. <<default>> <<your_bird_text "cap">> rests back in <<bhis>> nest. <<set $birdSleep to 1>> <</switch>> <<else>> <<your_bird_text "cap">> is out hunting. <</if>> <br><br> <<bird_perch_options>> <</if>><<setTowerTemp>><<effects>> <<if $plucked>> You try to preen your wings, but Gwylan left nothing loose. You're thoroughly plucked already. <<elseif $daily.birdSelfPreen is undefined>> <<set $daily.birdSelfPreen to 1>> You preen your wings. It's harder doing this alone. <<set _selfFeatherNum to random(1,2)>> <<switch _selfFeatherNum>> <<case 1>>One of your loose feathers has fallen out. <span class="teal">You take it.</span> <<case 2>>A couple of your loose feathers have fallen out. <span class="teal">You take them.</span> <</switch>> <<set $bird.materials.feathers += _selfFeatherNum>> <<wearProp "feather" "grey">> <<else>> You preen your wings. There's no more loose feathers to remove for now, but it makes you feel better regardless. <</if>> <br><br> <<bird_perch_options>><!-- This passage is only accessible to a player that already has stockholm syndrome. --> <<set $player.bodyTemperature to Math.clamp(($player.bodyTemperature + 1), 33, 38)>> <<setTowerTemp>><<effects>> <<npc "Great Hawk">> <<cleareventpool>> <<if $birdBask is undefined>> <<set $birdBask to 1>> <<if $monster is 1>> You sit on the <<beasttype>>'s lap, and <<bhe>> wraps <<bhis>> wings around you, shielding you from the <<if Time.dayState is "dawn">>morning chill<<elseif Time.dayState is "dusk">>evening chill<<else>>wind<</if>>. <<else>> You sit under the <<beasttype>>, letting <<bhim>> wrap <<bhis>> wings around you. <</if>> <</if>> <<bird_schedule>> <<if $bird.state is "home" and ["groom","sing"].includes($bird.activity) and birdEggsReady("Great Hawk")>> <<birdEggLayEvent "perch">> <<elseif $bird.activity is "bathe" and $bird.state is "home">> <<unset $birdBask>><<unset $birdPerch>> <<if $monster is 1>> The <<beasttype>> begins to stand, offering <<bhis>> hand to you. "Must get clean. Come." <<else>> The <<beasttype>> shakes <<bhis>> wings. <<bHe>> backs up from the perch, and walks towards the bathing pool. <</if>> <br><br> <<link [[Follow (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><<endevent>><<set $phase to 1>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Great Hawk" "handholding">><</if>><br> <<link [[Stay|Bird Tower Perch]]>><<endevent>><</link>><br> <<else>> <<addinlineevent "bird_bask_wings">> <<if $harpy gte 6>> The <<beasttype>> pauses <<bhis>> song for a moment, and <<bhe>> begins to gently groom your wings. <<if $monster is 1>> <<bHis>> touch is delicate but deliberate, and the feeling of <<bhis>> hands running through your feathers sends waves of pleasure through your body. <<arousal 1000>><<garousal>> <<else>> <<bHe>> gently runs <<bhis>> beak through your feathers, sending waves of pleasure through your body. <<arousal 1000>><<garousal>> <</if>> <<transform bird 1>> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $monster is 1>> You arch your back in <<bhis>> arms, letting out a cry of pleasure into the <<if Time.dayState is "dawn">>morning air<<elseif Time.dayState is "dusk">>evening air<<else>>wind<</if>>. <<bHe>> holds you closely. "Your mating song is pleasing. We will clean together soon." You lightly tremble, and <<bhe>> begins cooing quietly to you. <<else>> You arch your back, causing <<bhim>> to wrap <<bhis>> wings around you to keep you from falling. <<bHe>> coos quietly to you. <</if>> <<npcincr "Great Hawk" dom 5>><<ggdom>> <br><br> <<if $bird.activity is "sing" or $bird.activity is "groom">> <<link [[Reward|Bird Tower Perch Sex]]>><<set $sexstart to 1>><<set $phase to 1>><<transform bird 1>><<npcincr "Great Hawk" love 1>><</link>><<deviant1>><<glove>><br> <</if>> <<bird_perch_options>> <<else>> <br><br> <<link [[Enjoy it (0:05)|Bird Tower Bask Groom]]>><<bird_pass 5>><<stress -3>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><</link>><<lstress>><<glove>><<gdom>><br> <<link [[Push away|Bird Tower Bask Groom Push]]>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>><br> <</if>> <<elseif $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> The <<beasttype>> pauses <<bhis>> song for a moment, inspecting your wings. <<if $monster is 1>> "So strange. Not like mine. But they belong to you, so they're still beautiful." <<else>> <<bHe>> looks at them ponderously, occasionally prodding them. <<bHe>> is likely wondering why they don't look like <<bhis>> own. <</if>> <<bHe>> resumes <<bhis>> song after some time. <br><br> <<bird_perch_options>> <<else>> The <<beasttype>> stares down at your back. <<bHe>> rubs it with <<bhis>> wing. <<if $monster is 1>> "Don't worry. I'm sure yours will grow in soon. Then we can fly together." <<if C.npc["Great Hawk"].love gte 50>>You turn your head to face <<bhim>>. "I'll be happy. The sky is so empty without you in it."<</if>> <</if>> <<bHe>> resumes <<bhis>> song after some time. <br><br> <<bird_perch_options>> <</if>> <</addinlineevent>> <<addinlineevent "bird_bask_weather">> <<switch Weather.precipitation>> <<case "none">> <<if !Weather.isOvercast>> The <<if Weather.dayState is "dawn">>rising<<elseif Weather.dayState is "dusk">>setting<</if>> sun's radiance warms your face as you sit in the <<beasttypes>> embrace. You feel serene. <<stress -12>><<trauma -3>><<lstress>><<ltrauma>> <<else>> The grey skies above almost seem to call out to you, begging you to join them. <<stress -3>><<lstress>> <</if>> <<case "rain">> The faint smell of damp grass, and the chorus of raindrops on the stone mixed with the <<beasttypes>> song briefly lull you to sleep. <<tiredness -20>><<ltiredness>> <<case "snow">> Despite the frigid air and the shine of distant fresh snow, you feel completely warm in the <<beasttypes>> embrace. <<stress -6>><<trauma -3>><<lstress>><<ltrauma>> <<default>> You sit snugly in the <<beasttypes>> embrace. <</switch>> <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_love_interest">> <<run statusCheck("Kylar")>><<checkforloveinterests>> Your thoughts turn to <<switch _loveInterest>> <<case "Robin">> Robin. <<if C.npc.Robin.trauma gte 50>> Your heart sinks as you remember how you left <<nnpc_him "Robin">>. <<stress 12>><<ggstress>> <<elseif C.npc.Robin.dom gte 50>> You wonder if <<nnpc_he "Robin">> will come looking for you. <<else>> You feel a brief sting of guilt as you wonder how <<nnpc_hes "Robin">> doing. <</if>> <<case "Kylar">> Kylar. <<if _kylarStatus.includes("Rage")>> You wonder if <<nnpc_he "Kylar">> will come looking for you. After mulling it over, you realise that "if" should be replaced with "when". <<stress 3>><<gstress>> <<else>> You hope <<nnpc_he "Kylar">> isn't being bullied in your absence. <</if>> <<case "Whitney">> Whitney. You can only imagine what <<nnpc_he "Whitney">> would do if <<nnpc_he "Whitney">> found out about all this. <<case "Sydney">> Sydney. <<if Time.weekDay is 1>> <<nnpc_Hes "Sydney">> probably hard at work at the temple right now. <<else>> The thought of <<nnpc_his "Sydney">> smile makes you feel warm. <</if>> <<case "Eden">> Eden. <<nnpc_He "Eden">> would probably hunt the Great Hawk for sport, especially if <<nnpc_he "Eden">> found out about what you've been doing. <<case "Avery">> Avery. <<if Time.weekDay is 7 and $averyseen isnot 1>> <<nnpc_Hes "Avery">> probably looking for you at this very moment, to ask you on another date. <<elseif $averydate is 1>> You have a date later, after all. <<elseif C.npc.Avery.rage gte 20 and $averyragerevealed is 1>> You're glad to be so far away, at least until <<nnpc_he "Avery">> calms down. <<else>> You laugh, picturing <<nnpc_him "Avery">> trying to save face explaining your current situation. <</if>> <<case "Alex">> Alex, and the farm. <<if $farm.aggro gte 60>> You hope Remy's not causing <<nnpc_him "Alex">> too much trouble. <<elseif $farm.tower_guard_unpaid gte 1>> $farm.tower_guard hasn't been paid yet. You hope it's not a dealbreaker. <<else>> You hope the harvest is good. <</if>> <<case "Black Wolf">> the forest, and your pack. You wonder if they miss you. <<default>> all the troubles you've faced, and how they can't reach you here. For the moment, wrapped in the wings of your <<if $monster is 1>> <<nnpc_wife "Great Hawk">> <<else>> Great Hawk, <</if>> you feel untouchable. <<trauma -10>><<lltrauma>> <</switch>> <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_see">> The <<beasttype>> stops singing and rapidly turns <<bhis>> head, fixing <<bhis>> gaze on something out in the moor. <<if $monster is 1>> "See something. There." <<bHe>> points to something in the distance. <<else>> <<bHe>> must see something. <</if>> <<if $transformationParts.traits.sharpEyes isnot "disabled" or $bird.upgrades.telescope is 1>> <<if $transformationParts.traits.sharpEyes isnot "disabled">> Thanks to your superior eyesight, you see it too. <<else>> You look through your telescope, and see it too. <</if>> <<switch random(1,6)>> <<case 1>> <<endevent>><<beastNEWinit 3 fox>> A trio of <<beastsplural>> tumble over and wrestle with each other on top of a hillock. <<endevent>><<npc "Great Hawk">> <<if $monster is 1>> The <<beasttype>> lets out a small chuckle, <<else>> The <<beasttype>> shakes <<bhis>> head, <</if>> and returns to singing. <<case 2>> A large group of people are just barely visible on the horizon, headed towards the direction of the town. <<if $monster is 1>> "Wingless like groups. I prefer just <<wife>>," <<bhe>> says, <<else>> <<bHe>> nuzzles your cheek, <</if>> and returns to singing. <<case 3>> <<if $hallucinations gte 2 and $settings.tentaclesEnabled>> A small, purple tentacle slithers from the ground a great distance away. Just as quickly as it showed up, it disappears back into the earth. <<if $monster is 1>> "Don't like those. Make vision all fuzzy." <<else>> The <<beasttype>> lets out a brief screech. <</if>> <<bHe>> goes back to singing after a few minutes. <<else>> At least, you thought you did. You swear something was there, but you must have just missed it. <<if $monster is 1>> "Did you see it? Small, purple slimy thing. I hate them." <<bHe>> holds you a little tighter, <<else>> The <<beasttype>> lets out a brief screech, <</if>> and goes back to singing after a few minutes. <</if>> <<case 4>> You see a shifty-looking person wearing all black with a hood, waiting behind a hillock. You blink a few times, and aren't sure when they disappeared. The <<beasttype>> resumes <<bhis>> song. <<case 5>> You see a glint in the distance, something very shiny. After a moment, you realise it's a reflective piece of rubbish. <<if $monster is 1>> "Want to go get it," <<bhe>> says, before ruffling <<bhis>> own feathers. "But I'm comfortable." <<bHe>> resumes <<bhis>> song. <<else>> The <<beasttype>> shrieks, but resumes <<bhis>> song anyways. <</if>> <<case 6>> You see a person in the distance, completely naked. <<if $settings.tentaclesEnabled and $settings.plantsEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<Plant_details>> are scattered throughout their hair, and writhing vines surround them. At first, you think they're being attacked, but they seem to be in control of them. <br><br> <<if $monster is 1>> "Odd creatures," the <<beasttype>> says. "As much moor as they are wingless." <<else>> The <<beasttype>> shakes <<bhis>> head quizzically. <</if>> <<else>> They don't seem bothered by their exposure<<if Weather.precipitation isnot "none">>, nor the <<print Weather.precipitation>><</if>>. <<if $monster is 1>> "Odd wingless," the <<beasttype>> says. "Most prefer covering with second plumage." <<else>> The <<beasttype>> shakes <<bhis>> head quizzically. <</if>> <</if>> <<bHe>> resumes <<his>> song after a few seconds. <<default>> <</switch>> <<else>> You can't quite make out whatever it is. After some time, <<bhe>> calms down, and resumes <<bhis>> song. <</if>> <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_cough">> The <<beasttype>> continues singing, taking pauses every few minutes. <<if $rng is 51>> At one point, <<bhe>> seems to have trouble starting again. <<if $monster is 1>> <<bHe>> coughs briefly to clear <<bhis>> throat, and resumes without any further issue. <<else>> <<bHe>> starts moving <<bhis>> head back and forth, and disgorges what appears to be a small bone from <<bhis>> throat. <<bHe>> resumes singing without any further issues. <</if>> <</if>> <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_hug">> The <<beasttype>> stops singing, and <<if $monster is 1>> wraps <<bhis>> arms around you. "<<print either( "I love you.", "Thank you for staying with me.", "Used to be afraid of being alone. Never have to fear again.", "You are perfect.", "Mine." )>>" <<else>> rests <<bhis>> head on your shoulder. <</if>> <br><br> <<if $bird.activity is "sing" or $bird.activity is "groom">> <<birdicon "kiss">><<link [[Kiss|Bird Perch Monster Kiss]]>><<npcincr "Great Hawk" love 1>><</link>><<glove>><<kissvirginitywarning>><<NPCvirginitywarning "Great Hawk" "kiss">><br> <</if>> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_sing">> The <<beasttype>>'s voice greets the moor, as a hearty <<if Time.dayState is "dawn">>good morning<<elseif Time.dayState is "dusk">>good evening<<else>>greeting<</if>> call to all of its denizens. Or maybe <<bhes>> just bragging about you. <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_bird_to_bird_communication">> The <<beasttype>>'s song continues. From a great distance, <<bhe>> receives a reply song. The two sing back and forth to each other, until the other voice goes silent. <<if $monster is 1>> "<<print either( "Shared knowledge of the skies and clouds. Always valuable.", "Had to tell them I was already taken.", "Told tales of our best hunts.", "Stories from others, they always excite me.", "Searching for their mate. We should look out." )>>" <</if>> <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_silent">> The moor lies silent, with only the <<beasttypes>> song breaking through. <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_rest">> The <<beasttype>> rests <<bhis>> voice. <br><br> <<bird_perch_options>> <</addinlineevent>> <<addinlineevent "bird_bask_familiar" 0.1>> <<if $seabird_lullaby gte 2>> For a moment, the <<beasttypes>> melody reminds you of <span class="teal">Seabird's Lullaby</span>. <<else>> <<set $seabird_lullaby to 1>> <span class="teal">There's something familiar about the <<beasttypes>> melody,</span> but you can't quite put your <<if $harpy gte 6>>wing<<else>>finger<</if>> on it. <</if>> <br><br> <<bird_perch_options>> <</addinlineevent>> <<if !$daily.birdBodyWriting>> <<bodywritingExposureCheck>> <<if _bodywriting_exposed gte 1 and _bodypart>> <<addinlineevent "bird_bask_bodywriting">> <<set $daily.birdBodyWriting to true>> The <<beasttype>> lets <<bhis>> song come to a stop. You feel a persistent but careful prodding against the <<tattoo _bodypart>> on your <<bodypart _bodypart>>. <br><br> <<if $monster is 1>> The <<beasttype>> stops touching you when <<bhe>> notices the ink won't come off. "<<Wife>> needs preening? Don't worry, I will help," <<bhe>> says. <<bHe>> licks <<bhis>> fingertip, and starts rubbing your skin again, with greater pressure this time. <<else>> The <<beasttype>> stops touching you. <<bHe>> licks your skin, and starts rubbing <<bhis>> beak against it again, with greater pressure this time. <</if>> <<if ["marker","tattoo","brand","magic"].includes($skin[_bodypart].pen)>> No matter what <<bhe>> does, the ink won't come off. <</if>> <br><br> <<capture _bodypart>> <<link [[Allow it|Bird Tower Tattoo Preen]]>><<set $phase to 0>><</link>> <br> <<if ["marker","tattoo","brand","magic"].includes($skin[_bodypart].pen)>> <<link [[Try to explain|Bird Tower Tattoo Preen]]>><<set $phase to 1>><</link>> <<else>> <<link [[Push away|Bird Tower Tattoo Preen]]>><<set $phase to 2>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <</if>> <br> <</capture>> <</addinlineevent>> <</if>> <</if>> <<if $weekly.birdRescued>> <<addinlineevent "bird_bask_rescued">> <<run delete $weekly.birdRescued>> As you bask, your thoughts turn to your recent ordeal with <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> Remy's thugs out in the moor. <<else>> the people that tried to kidnap you out on the moor. <</if>> You curl up instinctively. <br><br> Something warm covers your back. The <<beasttype>> wraps <<bhis>> <<if $monster is 1>> arms around your shoulder. "<<Wife>> is safe here with me." <<bHe>> buries <<bhis>> nose into your hair, nuzzling up against you gently. It's so calming, you find yourself leaning back into <<bhis>> hug. <<else>> wings around your shoulder. <<bHe>> pecks around your ear and cheeks with extreme carefulness, as if you were a chick. <<bHis>> gentle movement calms you down. <</if>> You feel better now. <<trauma -3>><<stress -3>><<lstress>><<ltrauma>> <br><br> <<bird_perch_options>> <</addinlineevent>> <</if>> <<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>> <<addinlineevent "bird_bask_pregnant_sing_player">> The <<beasttype>> lowers <<bhis>> head to your <<bellyDescription>>, and continues singing softly. <<bHes>> singing to your unborn chicks. <<lltrauma>><<trauma -6>> <br><br> <<bird_perch_options>> <</addinlineevent>> <<if $monster is 1>> <<addinlineevent "bird_bask_pregnant_rub_player">> The <<beasttype>> lowers <<bhis>> hands to your <<bellyDescription>>, gently rubbing it. <<lltrauma>><<trauma -6>> <br><br> <<bird_perch_options>> <</addinlineevent>> <</if>> <</if>> <<runeventpool>> <</if>><<setTowerTemp>><<effects>> <<if $phase is 0>> <<if ["marker","tattoo","brand","magic"].includes($skin[_bodypart].pen)>> Despite it being impossible, you allow the <<beasttype>> to try and groom the ink from your skin anyways. <<if $monster is 1>> Eventually, <<bhe>> gives up trying to preen you. "Strange new kind of dirt," <<bhe>> comments. "Must try to get it off with water later." <<else>> Eventually, <<bhe>> gives up trying to preen you. <<bHe>> squawks, as if annoyed by this. <</if>> Your skin feels a little tender from the forceful rubbing. <<pain 4>><<gpain>> <<else>> You allow <<bhim>> to continue, and eventually, the writing is gone. <<bodywriting_clear _bodypart>><<npcincr "Great Hawk" dom 1>><<gdom>> <</if>> <<elseif $phase is 1>> <<switch $skin[_bodypart].pen>> <<case "marker">> <<set _tattoo to "permanent marker">> <<set _tattwo to "mark hers">> <<case "brand">> <<set _tattoo to "a brand">> <<set _tattwo to "brands">> <<default>> <<set _tattoo to "a tattoo">> <<set _tattwo to "tat twos">> <</switch>> <<if $monster is 1>> <<if $speech_attitude is "meek">> "It's something called _tattoo. Sorry, you can't clean it off, no matter how hard you try," you say. <<elseif $speech_attitude is "bratty">> "It's a thing called _tattoo, and it won't come off," you say. "<<= _tattoo is "permanent marker" ? 'Not right now, anyway' : 'Ever'>>." <<else>> "It's called _tattoo, and <<= _tattoo is "permanent marker" ? "it's, well... permanent. At least for right now" : "it's permanent">>," you say. <</if>> <br><br> "Really?" the <<beasttype>> asks as <<bhe>> stops preening you to inspect your <<tattoo _bodypart>>. "<<Wife>> should be more careful. Don't let more... _tattwo get on you." <<if $skin[_bodypart].special is "Great Hawk">> <br><br> You point to the ink and try to explain what it means. <<if $speech_attitude is "meek">> "It's sort of special," you say. "It means I'm yours." <<elseif $speech_attitude is "bratty">> "Can you even read it?" you ask. "It says something about you." <<else>> "This one is special. I got it because of you," you explain. <</if>> <br><br> The <<beasttype>> listens to your explanation, head tilted to the side in curiosity. "Don't quite understand the meaning. But I trust <<wife>>." <</if>> <<else>> You try to explain to the <<beasttype>> why trying to groom the ink from your skin won't work. The <<beasttype>> stops preening you while you speak, listening to the sound of your voice, but you doubt <<bhe>> understood a word. <</if>> <<bHe>> returns to <<bhis>> song, and so you return to basking. <<else>> You flick <<bhim>> on the head. <<if $skin[_bodypart].special is "Great Hawk">> <<if $monster is 1>> <<if $speech_attitude is "meek">> "Sorry, but this one's special. It means I'm yours," you say. <<elseif $speech_attitude is "bratty">> "Can you even read it?" you ask. "It says something about you." <<else>> "This one is special. It's about you," you explain. <</if>> <br><br> The <<beasttype>> listens to your explanation, head tilted to the side in curiosity. "Don't quite understand the meaning. But I trust <<wife>>." <<else>> You try to explain to the <<beasttype>> that the writing is about <<bhim>>. <<bHe>> stops preening you while you speak, listening to the sound of your voice, but you doubt <<bhe>> understood a word. <</if>> <<else>> <<if $monster is 1>> "Sorry, didn't know it was a sensitive spot," <<bhe>> says while rubbing <<bhis>> forehead. <<else>> <<bHe>> shakes <<bhis>> head, before returning to <<bhis>> song. <</if>> <</if>> <</if>> <br><br> <<bird_perch_options>><<setTowerTemp>><<effects>> <<npc "Great Hawk">> The <<beasttype>> lifts <<bhis>> wings, allowing you to get up. <<bHe>> resumes <<bhis>> song. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You release all the tension in your body and allow <<bhim>> to work. <<bHe>> continues to preen your feathers for some time. <<lstress>> <br><br> <<if $plucked>> <<if $monster is 1>> <<bHis>> fingers probe deeper into your plumage. <<bHe>> tugs on a feather, but it doesn't give. "Can't see any loose feathers," <<bhe>> remarks. "<<Wife>> can't usually reach so far." <br><br> <<bHe>> grabs your wing and gently extends it outwards. Even from this view, there's nothing for the <<beasttype>> to find. "Too many are missing. Makes wings weaker. Did you do this? Or did other hawk?" <<bhe>> asks. "Careful. Other hawks live far away. Can be dangerous. If something happened..." <br><br> <<bHis>> grip on your wing tightens. "No, nothing will. I would fly to the edge of the world for <<wife>>." <<else>> <<bHis>> beak probes deeper into your plumage. <<bHe>> tugs on a feather, but it doesn't give. Eventually, <<bhe>> pauses to let out a confused chatter. <br><br> <<bHe>> bites your wing just hard enough to grip and pulls, encouraging you to extend it outwards. Once outstretched, the <<beasttype>> examines it, head bobbing around to look from every angle. Not even the sharp eyes of the <<beasttype>> can find a single loose feather. <br><br> <<bHe>> squawks, the noise sharp, as if <<bhe>> is scolding you. <</if>> <br><br> <<bHe>> falls silent, idly smoothing back your remaining feathers for a while instead. It feels nice nonetheless. <<else>> <<if $monster is 1>> "Your wings... so beautiful. But I would love <<wife>> even without them." <</if>> Eventually, <<bhe>> settles back in place with you. <</if>> <br><br> <<bird_perch_options>> <br><<setTowerTemp>><<effects>> You push your wings back into <<bhis>> face, and <<bhe>> releases them. <br><br> <<bird_perch_options>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<if $phase is 1>> You quickly turn, <<if $monster is 1>> pushing the <<beasttype>> over and planting a kiss on <<bhis>> lips. <<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>> <br><br> <<bHis>> wings wrap around you tightly. <<else>> taking the <<beasttype>> off guard. <</if>> <<deviancy1>> <<else>> You shimmy around <<bhim>> and adopt a mating posture. <<deviancy2>> <</if>> <<set $enemytrust += 200>> <<set $enemyhealthmax to 600>> <<set $enemyhealth to 600>> <<if $monster isnot 1>> <<set $position to "doggy">> <<set $NPCList[0].stance to "top">> <</if>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Tower Perch Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Tower Perch Sex]]>><</link>></span><<nexttext>> <</if>><<setTowerTemp>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<set $bird.satisfied to true>> <<if $monster is 1>>"<<Wife>> was pent up <<if Time.dayState is "dawn">>this morning<<elseif Time.dayState is "dusk">>this evening<<else>>today<</if>>..." <</if>>The <<beasttype>> nuzzles your cheek<<if $monster is 1>>, smiling<</if>>. <br><br> <<tearful>> you return to <<bhis>> feathery embrace, watching the moor from <<bhis>> perch. <br><br> <<clotheson>> <<endcombat>> <<bird_perch_options>> <<elseif $enemyhealth lte 0>> The <<beasttype>> shrieks briefly, before returning to <<bhis>> previous position. <<if $monster is 1>>"Could just ask next time."<</if>> <<set $bird.satisfied to true>> <br><br> <<tearful>> you retreat to the nest. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bird Tower]]>><</link>> <<else>> <<if $monster is 1>> "Had enough?" <<bhe>> says, opening <<bhis>> wings again. <<else>> The <<beasttype>> shakes <<bhimself>> off, then returns to <<bhis>> position on the perch. <</if>> <br><br> <<tearful>> you return to <<bhis>> feathery embrace. <br><br> <<clotheson>> <<endcombat>> <<bird_perch_options>> <</if>><<setTowerTemp>><<effects>> <<if $monster is 1>> You bring <<bhis>> head close to yours, and turn to kiss <<bhim>>. <<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>> <br><br> You lose track of the time as you hold each other. "Landbound displays of affection, so strange," <<bhe>> says suddenly. "Would only accept it from <<wife>>." <<glove>> <<else>> You turn your head and give <<bhim>> a kiss on the side of <<bhis>> beak. <<bHe>> perks up, then begins <<if understandsBirdBehaviour()>>preening<<else>>running <<bhis>> beak through<</if>> <<if $transformationParts.bird.plumage isnot "disabled">>the feathers around your neck<<else>>your hair<</if>>. You <<if $speech_attitude is "meek">>giggle<<elseif $speech_attitude is "bratty">>chuckle<<else>>laugh<</if>> at the sensation, then return the favour, gently combing your fingers through your partner's plumage, and softly kissing <<bhis>> cheeks and the side of <<bhis>> beak. <<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>> <br><br> You lose track of time as you preen each other. Eventually you pull apart, and <<bhe>> trills <<if understandsBirdBehaviour()>>contentedly<<else>>softly<</if>>. <</if>> <br><br> <<bird_perch_options>><<setTowerTemp>><<effects>><<npc "Great Hawk">> <<bird_schedule>> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<transform bird 1>><<npcincr "Great Hawk" love 1>> <<if $birdSingAbsent>> <span class="teal">The <<beasttype>> joins you on the perch.</span> <</if>> <<if $birdSingIntro isnot 1>> <<set $birdSingIntro to 1>> You try your best to mimic the <<beasttypes>> singing. <<bHe>> looks <<if $birdBask is 1>>down <</if>>to you with surprise. <<if $monster is 1>> "You wish to sing with me?" <<bHe>> looks overjoyed. "Our voices will dominate the sky." <</if>> <</if>> <<switch random(1,3)>> <<case 1>> <<if $birdBask is 1>> You join in the <<beasttypes>> singing from the comfort of <<bhis>> wings. <<else>> You join in the <<beasttypes>> singing. <</if>> <<case 2>> <<if $birdBask is 1>> The <<beasttype>> continues to embrace you as you join in. <<else>> You throw your head back and sing into the air. <</if>> <<default>> <<if !$birdSingAbsent>> You pick up the <<beasttypes>> song from where <<bhe>> left off. <<else>> The <<beasttype>> picks up the song from where you left off. <</if>> <</switch>> <<if $harpy gte 6 and $syndromebird is 1>> <span class="green"><<print either( "Your combined voices are a masterful symphony that rips through the moor.", "The two of you weave a verse worthy of being spoken about in history books.", "Beasts all around the moor stop to listen to your beautiful voices.", "The winds themselves seem to yield to your voices." )>></span><<trauma -6>><<ltrauma>> <<elseif $harpy gte 4>> <span class="blue"><<print either( "Your duet inspires wariness in any that hear it.", "The two of you greet the moor with a harmonious song.", "Your combined song sends prey animals running." )>></span> <<elseif $harpy gte 2>> <span class="pink"><<print either( "<<bHe>> manages to pick up your slack when you fall off key.", "<<bHe>> gives you an encouraging nudge as you sing.", "You're not the best, but not the worst. <<bHis>> voice largely drowns out your own." )>></span> <<else>> <span class="red"><<print either( "Your voice clashes with <<bhis>> own. <<bHe>> continues unabated.", "Your voice turns <<bhis>> song into a cacophony.", "You can't even hope to match <<bhis>> song." )>></span> <<glove>> <</if>> <br><br> <<bird_perch_options>> <<else>> <<if $harpy gte 6>> <<if $syndromebird is 1 and $bird.state is "hunting">> <span class="green">You sing a beautiful song of longing for your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>.</span> <<elseif $syndromebird is 1 and $bird.state isnot "rest">> <span class="green">You sing an unmatched song.</span> You can faintly hear the <<beasttype>> sing back to you. <<stress -3>><<lstress>> <<else>> <span class="green">Your voice is immaculate,</span> but without a partner to pick up your song, it feels hollow. <</if>> <<elseif $harpy gte 4>> <<if $syndromebird is 1>> <span class="blue">You sing to the moor.</span> You crave a partner to sing with. <<else>> <span class="blue">You sing into the air.</span> Nothing answers you. <</if>> <<elseif $harpy gte 2>> <<if $syndromebird is 1>> <span class="pink">You sing,</span> and find yourself craving a partner to help you. <<else>> <span class="pink">You sing.</span> You hope nothing hears it. <</if>> <<else>> You try to sing like a bird. <span class="red">You have mixed results.</span> <</if>> <br><br> <<bird_perch_options>> <</if>><<setTowerTemp>><<effects>> <<npc "Great Hawk">> <<if $monster is 1>> <<if !$daily.birdPreggyRub>> You gently place your hands on the <<beasttype>>'s belly. <<your_bird_text "cap">> cocks <<bhis>> head to one side. "<<Wife>> may touch, but baby harpies do not kick as wingless unborn do." <br><br> You touch <<bhis>> baby bump anyway, stroking the downy feathers. Though the chick doesn't shift, you feel a warm glow thinking of the new life under your hands. <<else>> You lower your head down to the <<beasttype>>'s bare tummy, pressing your cheek against <<bhis>> baby bump. <<bHe>> places <<bhis>> hands on your head, relaxing into your loving embrace. <br><br> The feeling of <<bhis>> warm skin and feathers, combined with the gentle rhythm of <<bhis>> breathing and heartbeat, lulls you into a state of pure bliss. <</if>> <<else>> <<if !$daily.birdPreggyRub>> You gently place your hands on the <<beasttype>>'s belly. Great Hawk cocks <<bhis>> head to one side, but <<bhe>> lifts <<bhis>> wings, exposing <<bhis>> egg bump. <br><br> You stroke the down feathers. Though the chick doesn't shift, you feel a warm glow thinking of the new life under your hands. <<else>> You lower your head down to the <<beasttype>>'s swelling midsection, pressing your cheek against <<bhim>>. The feeling of <<bhis>> warm feathers is relaxing. <</if>> <</if>> <<set $daily.birdPreggyRub to true>> <br><br> <<bird_perch_options>><<setTowerTemp>><<effects>> <<npc "Great Hawk">> You sit next to the <<beasttype>>. <<bHe>> stops singing as you catch <<bhis>> attention. <<if $speech_attitude is "meek">> "Could you... please... teach me how to fly?" <<elseif $speech_attitude is "bratty">> "I want you to teach me how to fly like you do," <<else>> "I want to learn to fly," <</if>> you say, flaring out your wings. <<if $monster is 1>> <<if $bird.lock isnot 1>> <<bHe>> turns to face you, looking overjoyed. "Of course, <<wife>>! The sky will be so much prettier with you in it." <br><br> <<link [[Next|Bird Tower Fly Intro 2]]>><</link>> <<else>> <<bHe>> turns to face you, looking overjoyed, but stops <<bhimself>>. <<bHe>> looks conflicted. "I... I want to. But I'm afraid <<wife>> won't come back." <<bHe>> shakes <<bhis>> head. <br><br> <i><span class="blue">Maybe <<bhe>> would teach you if <<bhe>> trusted you more.</span></i> <br><br> <<bird_perch_options>> <</if>> <<else>> <<if $bird.lock isnot 1>> <<bHe>> turns to face you, looking excited. <<bHe>> hops in place, then begins nudging you. <br><br> <<link [[Next|Bird Tower Fly Intro 2]]>><</link>> <<else>> <<bHe>> turns to face you, looking excited, but stops <<bhimself>>. <<bHe>> looks conflicted. After a moment, <<bhe>> sits back down. <br><br> <i><span class="blue">Maybe <<bhe>> would teach you if <<bhe>> trusted you more.</span></i> <br><br> <<bird_perch_options>> <</if>> <</if>> <br><<set $birdFly to 1>><<bird_pass 10>><<set $outside to 1>> <<bird_fly_reveal_wings>> <<bHe>> spends some time helping you preen your wings. <<if $monster is 1>> <br><br> "Always take care of feathers. Want to catch the wind as fast as possible," <<bhe>> says. <br> "You're not going to push me, are you?" you ask. <br> "Not if you're expecting it," <<bhe>> shoots back with a smile. <<stress 3>><<gstress>> <br><br> <<bHe>> walks behind you, and begins to knead and gently raise and lower your wings with <<bhis>> hands. "Not much muscle. Very new. You will have trouble flying. But you should glide well." <<else>> At first, you worry that <<bhes>> going to push you. <</if>> Your worries dissipate as <<bhe>> <<if $monster is 1>>walks<<else>>hops<</if>> towards the edge of the perch. <<bHe>> begins to stretch <<bhis>> wings, and nods for you to do the same. You think you get the gist of it. <br><br> <<if $monster is 1>> "You are ready. Come." <</if>> <<bHe>> motions you towards the ledge. You approach, and your stomach begins to tie itself in a knot. You knew you were up high, but the idea of actually jumping is catching up to you. Your vision begins to blur, and the ground looks to be getting further and further away despite you moving forward. <<if $monster is 1>> You feel a hand on your shoulder. "I believe in you, <<wife>>." <<else>> You feel feathers against your skin. <<bHe>> is watching you closely. <</if>> <br><br> And then, you're pushed. <br><br> <<link [[Next|Bird Tower Fly Intro 3]]>><</link>> <br><<bird_pass 10>> The air rushing by your head is deafening. The ground slowly gets closer and closer. You feel the urge to scream, but it gets caught in your throat. Your arms and legs begin to feel numb, and the edges of your vision begin to darken. Soon, the only things you can feel are your racing heart and your beating wings. <<ggstress>> <br><br> You don't even know when your wings started moving, but they're beating furiously. They're moving out of sync and in different directions, leaving feathers in the air behind you. It feels like hours have passed since you were pushed over. You manage to look behind you, and see the Great Hawk rapidly descending towards you. Everything fades to black. <<stress 1000>><<gggstress>> <br><br> When your eyes open again, the ground is barely any closer. In fact, it almost looks like it's getting further away. Your ears briefly ring, but you can hear an intense wind. You feel it, too. It's carrying you. <br><br> You open your wings as wide as you can, and you catch the wind. <br><br> <<link [[Fly|Bird Tower Fly Intro 4]]>><</link>><br><<bird_pass 10>> The wind pushes you higher and higher into the air. You level out your body and angle your wings. You drop briefly, causing a jolt of nausea to shoot through you, but you manage to hold. Before you know it, you're gliding forwards. <br><br> The deafening wind grows quiet, and you start to regain feeling in your limbs and head. The ground no longer looks like certain death. You hear the beating of another pair of wings behind you. <br><br> <<if $monster is 1>> The Great Hawk catches up to you, arms stretched to either side as <<bhe>> rears <<bhis>> wings to match your speed. <<bHe>> drifts closer to you, and you feel one of <<bhis>> hands wrap around yours. <<takeHandholdingVirginity "Great Hawk" "romantic">> <br><br> "I knew you could do it." <<else>> The Great Hawk catches up to you, and begins to circle you in altitude. <<bHe>> lets out a screech of pride into the sky, daring the world to watch your triumph. <</if>> <br><br> <<link [[Fly|Bird Tower Fly Intro 5]]>><</link>><br><<bird_pass 10>><<set $outside to 0>> <<willpower 20>> The two of you drift on for a great distance. You can hardly even see the castle anymore, and <<bhe>> can see the exhaustion taking its toll on you. <<tiredness 60>><<gggtiredness>> <br><br> <<if $monster is 1>> You feel <<bhis>> hands wrap around your waist. "You can relax now. I'll carry us home." You fold your wings, and <<bhe>> changes course. <<else>> You feel <<bhis>> talons gently grasp you, and start to steer you in a different direction. After a moment, <<bhe>> lifts you, and starts flying back towards the castle. <</if>> You can do little but enjoy the view. <br><br> When you reach the perch, you can't feel your legs touch solid ground. You collapse as soon as <<bhe>> lets you go, but <<bhe>> catches you. <<if $monster is 1>> The two of you hold each other at the top of the castle. Soon enough, <<bhe>> carries you back to the nest. "I could not ask for better <<wife>>." <<bHe>> gives you a peck on the cheek, and walks away. <<else>> <<bHe>> carries you back to the nest, and gives you a loving nuzzle before hopping away. <</if>> <br><br> You wonder if anything you just experienced was real for a moment. The vertigo and dread certainly were. <<gggwillpower>><<willpower 24>> <br><br> <<earnFeat "Catch the Wind">> <<link [[Next|Bird Tower Bed]]>><<endevent>><<unset $birdPerch>><</link>> <br><<setTowerTemp>><<effects>> <<if $monster is 1>> The <<beasttype>> lays you in the nest, and lies down beside you. <<bHe>> rests a wing over you. <<else>> You lie in the nest. The <<beasttype>> shuffles beside you, and covers you with a wing. <</if>> <br><br> <<link [[Next|Bird Tower Bed]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $bird.state is "home">> <<npc "Great Hawk">> You begin to rub away at the material binding you. The <<beasttype>> turns <<bhis>> head at the sound. <<if $monster is 1>> <<bHe>> stops what <<bhes>> doing, and walks over to you. "Your wings will never stay clipped." <<bHe>> effortlessly breaks your bindings. <<else>> <<bHe>> hops over and sharply kicks <<bhis>> talons at you. Your bindings fall at your feet. <</if>> <<else>> You rub your bindings against some jagged stone. It takes some effort, but eventually the material yields, freeing your limbs. <br><br> <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<npc "Great Hawk">><<person1>> <<if ndef $bird_lurkers>><<set $bird_lurkers to 0>><</if>> <<run $bird_lurkers += $lurkers_held>> <<if $speech_attitude is "meek">> "I brought something for you," you say. "I really hope you like it." <<elseif $speech_attitude is "bratty">> "I have something for you," you say. "You're welcome." <<else>> "I brought you a gift," you say. "I hope you like it." <</if>> <<wearProp "lurker">> You take your netted lurker and give it to your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<npcincr "Great Hawk" love 1>><<glove>> <br><br> <<if $monster is 1>> The <<beasttype>> perks up at your offer. <br><br> "<<Wife>> went hunting for me?" <<bhe>> asks. "<<Wife>> is very generous. And strong." <<bHe>> lunges forward, grasping the lurker in an almost crushing grip with <<bhis>> talons. A few moments later, <<bhe>> releases the now motionless lurker. <<bHe>> opens up the net and begins to eat. <br><br> After taking a couple of bites, <<bhe>> pauses before looking up at you. <br><br> "<<Wife>> should have some," <<bhe>> offers. "Celebrate <<if $bird.hunts.unlocked is false>>your first<<else>>a good<</if>> hunt." <<else>> The <<beasttype>> lets out an elated squawk before leaping forward and pinning the lurker down, squeezing it tight with <<bhis>> talons. <<bHe>> tears the net open before pulling a chunk of meat off the now motionless lurker. <br><br> After eating for a few moments, the <<beasttype>> lifts <<bhis>> head from <<bhis>> meal and takes a short hop backwards. <<bHe>> tilts <<bhis>> head slightly, before looking between you and the lurker, almost expectantly. <</if>> <br><br> <<set $lurkers_held to 0>> <<feedLurker>> <<link [[Accept <<bhis>> offer (0:15)|Bird Tower Give Captured Lurker Accept]]>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom 1>><<stress -16>><</link>><<llstress>><<glove>><<gdom>> <br> <<link [[Decline|Bird Tower Give Captured Lurker Refuse]]>><<handheldon>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br><<canvas-model-override "mouth" "chew">> <<if $speech_attitude is "meek">> "Thank you," you say. <<elseif $speech_attitude is "bratty">> "Well, thanks," you say. <<else>> "Thanks," you say. <</if>> You sit down next to the lurker and begin to eat. The <<beasttype>> also resumes <<bhis>> meal, and the two of you devour the lurker in companionable silence. <br><br> <<if $monster is 1>> <<if $bird.hunts.unlocked is false>> "<<Wife>> should go hunting more often," <<bhe>> says after you've both polished off the lurker. "Maybe go hunting together sometime?" <<bHe>> seems keen on the idea. You make a noncommittal <<if $speech_attitude is "bratty">>grunt<<else>>hum<</if>> and scooch over so that you're sitting next to <<bhim>>. <<else>> "<<Wife>> hunts well, even alone," <<bhe>> says after you've both polished off the lurker. You scooch over so that you're sitting next to <<bhim>>. <</if>> <br><br> <<else>> Once you've finished your meal, the <<beasttype>> lets out a satisfied chirp, before sidling over to sit next to you. <br><br> <</if>> <<bHe>> wraps a wing around you, and you snuggle into <<bhis>> plumage. <br><br> <<if $bodysize lte 1 and $monster is 1>> <<bHe>> leans over slightly and rests <<bhis>> head atop yours. <<elseif $monster isnot 1 and $bodysize gte 3>> <<bHe>> nuzzles <<bhis>> head under your chin, resting it on the front of your shoulder. <</if>>The two of you spend a minute or two like that, just enjoying being with each other. <<lstress>> <<bird_pass 15>> <br><br> <<link [[Next|Bird Tower]]>><<canvas-model-override "clear">><<endevent>><</link>> <br><<if $speech_attitude is "meek">> "I'm not very hungry," you say. "You can have it." <<elseif $speech_attitude is "bratty">> "Nah. I'll pass," you say. <<else>> "No thanks," you say. "You can have it." <</if>> <br><br> <<if $monster is 1>> <<bHe>> looks uncertain. "Alright," <<bhe>> says. "But if <<wife>> wants to share in the future, <<wife>> only has to ask." <br><br> <<bHe>> resumes eating, although <<bhe>> seems slightly subdued. <br><br> <<else>> <<bHe>> hesitates for a moment, before diving back into <<bhis>> meal. <br><br> <</if>> While your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> eats, you sit down next to <<bhim>> and rest for a moment. Once <<bhes>> finished with the lurker, <<bhe>> sits back, then <<if $monster is 1>>leans<<else>>nuzzles<</if>> into your side<<if $monster is 1>>, wrapping an arm around you<</if>>. <br><br> <<if $monster is 1>> "I'm so happy to have <<wife>>," <<bhe>> says. <br><br> <</if>> <<bird_pass 10>><<bird_schedule>> After a minute of cuddling, <<bhe>> <<if $monster is 1>>releases<<else>>pulls away from<</if>> you. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>><<set $outside to 1>><<set $location to "moor">> <<if $harpy gte 6 and $birdFly is 1 and !$plucked>> Together, you soar through the crisp night air, leaving the world below to shrink into insignificance as you fly higher and higher. <<else>> You allow yourself to be lifted onto <<bhis>> back, feeling the powerful beat of <<bhis>> wings as you ascend into the night. <</if>> <br><br> <<if $monster is 1>> "Clasp tight," <<bhe>> murmurs softly, <<bhis>> voice a soothing contrast to the rush of wind that tousles your hair. <<else>> <<bHe>> gently nudges you to hold on tightly, <<bhis>> touch reassuring amidst the gusts of wind tousling your hair. <</if>> Beneath you, the moor stretches out, its myriad colours and textures illuminated by the gentle glow of the moon. <<your_bird_text "cap">> spreads <<bhis>> wings wide, a silent testament to <<bhis>> mastery of the skies, while you marvel at the beauty that surrounds you. <<stress -12>><<trauma -12>><<llstress>><<lltrauma>> <br><br> <<if $monster is 1>> "Look." <<bHis>> voice breaks the silence as <<bhe>> gestures toward the landscape below. The distant spring, the shimmering lakes, the winding rivers, the rolling hills, and the ancient shrines are all bathed in the light of the moon. <br><br> <<if $dateCount.GreatHawkCasual is 0>> "Do you often fly alone?" you venture, your curiosity piqued by <<bhis>> solitary existence. <br><br> "Always," comes <<bhis>> wistful reply. "Until <<wife>> came." <<npcincr "Great Hawk" love 1>><<glove>> <br><br> <</if>> <<else>> <<bHis>> wings cut through the air with precision, gliding effortlessly above the vast expanse of the land below. <<bHe>> angles downward, motioning with a tilt of <<bhis>> head toward the sprawling landscape below, breaking the silence with a slight croak. <br><br> <<if $dateCount.GreatHawkCasual is 0>> "Do you often fly alone?" you venture, your curiosity piqued by the creature's solitary existence. <br><br> <<His>> flight remains steady, but a hint of nostalgia colours <<bhis>> movements. There's a subtle shift in <<bhis>> demeanour, a silent acknowledgment of the solitude that was <<bhis>> only companion until another joined <<bhis>> skies. <<npcincr "Great Hawk" love 1>><<glove>> <br><br> <</if>> <</if>> As you fly, the tension on your shoulders begins to melt away, replaced by a sense of peace and tranquillity. The <<beasttypes>> presence, once imposing, now feels comforting, like a safe haven. <br><br> <<link [[Next|Bird Tower Night Flight 2]]>><<bird_pass 30>><</link>> <br><<effects>> Suddenly, <<bhe>> dips lower, descending toward a sparkling lake nestled among the hills. <<if $monster is 1>> "Shall we swim together?" <<bhe>> asks eagerly, <<bhis>> eyes shining with anticipation. <<else>> <<bHe>> squawks eagerly, <<bhis>> eyes shining with anticipation. <</if>> <br><br> With a nod, you plunge into the lake together. <<silently>><<water>><</silently>> <br> The water envelops you, its cool touch soothing your skin as you glide beneath the shimmering surface. You both come up for air, and the water slowly settles. <<your_bird_text "cap">> dips <<bhis>> wings back into the water, sending ripples cascading outward, a playful gesture that mirrors your own excitement. <br><br> As you frolic in the moonlit lake with <<bhim>>, the gentle lapping of the water against the shore fills the air with a soothing melody. <<bHis>> feathers glisten with droplets of water, reflecting the moonlight in a dazzling display of silver and blue. <<bHis>> eyes sparkle with delight as <<bhe>> darts through the water. With each stroke of <<bhis>> powerful wings, <<bhe>> propels <<bhimself>> forward, effortlessly keeping pace with you. <br><br> <<link [[Next|Bird Tower Night Flight 3]]>><<bird_pass 30>><</link>> <br><<effects>><<silently>><<water>><</silently>> Overhead, a flock of geese honk loudly as they fly in formation, their dark silhouettes cutting through the night sky. <<your_bird_text "cap">> watches them with keen interest, <<bhis>> eyes tracking their movements with a mixture of curiosity and admiration. <br><br> From a nearby tree, a pair of birds take flight. Chirps and trills fill the air as they soar through the sky. <br><br> Above the surface, the moon casts its gentle glow, illuminating the water with a silvery sheen. The ripples caused by your entry into the lake create mesmerising patterns that dance across the surface. Below, a vibrant array of fish dart to and fro, their scales glinting in the moonlight. Silver flashes reveal their pursuit of prey, some swimming alone while others move in synchronised schools, creating a mesmerising dance. <br><br> You glide through the water, catching glimpses of their colourful bodies darting in and out of shadows, their movements akin to flickers of light against the dark depths. <<stress -12>><<trauma -12>><<llstress>><<lltrauma>> <br><br> <<link [[Next|Bird Tower Night Flight 4]]>><<bird_pass 30>><</link>> <br><<effects>><<silently>><<water>><</silently>> <<your_bird_text "cap">> descends into the water beside you, <<bhis>> wings folding against <<bhis>> body as <<bhe>> swims effortlessly. You marvel at the sight of <<bhim>> gliding through the water, <<bhis>> feathers shimmering. <br><br> <<bHis>> keen eyes lock onto the colourful fish weaving through the shadows below. <<bHis>> body tenses with anticipation, wings subtly adjusting for a swift descent. Without a sound, <<bhe>> swoops down, diving gracefully towards <<bhis>> prey, the excitement evident in <<bhis>> focused movements, snatching a fish in <<bhis>> talons before resurfacing with a triumphant flourish. <br><br> <<if $monster is 1>> <<bHis>> voice fills with excitement as <<bhe>> shares <<bhis>> knowledge of the lake's inhabitants, using the fish in <<his>> grasp as a visual aid. <</if>> Occasionally, a cautious fish approaches you, its sleek form gliding effortlessly through the water as it investigates this new intruder in its domain. You watch in fascination as it circles around you, its eyes gleaming with curiosity before darting away into the depths once more. <br><br> <<if $rng gte 51>> <<if $monster is 1>> "Bye-bye." <<bHe>> bids a fish adieu before eating it, then tilts your chin up <<else>> <<bHe>> eats a fish <</if>> and leans closer. It seems <<bhe>> wants to feed you. <br><br> <<link [[Accept|Bird Tower Night Flight 5]]>><<bird_pass 10>><<set $phase to 1>><<npcincr "Great Hawk" dom 1>><<npcincr "Great Hawk" love 1>><</link>><<gdom>><<glove>><<kissvirginitywarning>> <br> <<link [[Refuse|Bird Tower Night Flight 5]]>><<bird_pass 10>><<set $phase to 2>><<npcincr "Great Hawk" dom -1>><<npcincr "Great Hawk" love -1>><</link>><<ldom>><<llove>> <br> <<link [[Hunt your own fish instead|Bird Tower Night Flight 5]]>><<bird_pass 10>><<set $phase to 3>><<tiredness 3>><<npcincr "Great Hawk" dom -1>><</link>><<tendingdifficulty 1 500>><<gtiredness>><<ldom>> <br> <<else>> <<link [[Hunt a fish|Bird Tower Night Flight 5]]>><<bird_pass 10>><<set $phase to 4>><<tiredness 3>><</link>><<tendingdifficulty 1 500>><<gtiredness>> <br> <</if>> <<link [[Relax|Bird Tower Night Flight 6]]>><<bird_pass 10>><<set $phase to 2>><<tiredness -2>><</link>><<ltiredness>> <br><<effects>> <<if $phase is 1>> You part your lips, welcoming the raw fish in and chewing it carefully. <<if $monster is 1>>Smiling ear to ear, <<bhis>> cheeks puff out as <<bhe>><<else>><<bHe>><</if>> keeps feeding you until half of the fish is left. <<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>> <<elseif $phase is 2>> You shake your head. <<bHe>> swallows the fish. <<if $monster is 1>>"<<Wife>> doesn't like raw meat, I understand."<<else>><<your_bird_text "cap">> seems to be understanding.<</if>> <<elseif $phase is 3>> You grin at <<your_bird_text>>, before aiming and striking at a fish. <<if $tendingSuccess>> <span class="green">You grab it.</span> <<if $monster is 1>> <<bHe>> claps. "<<Wife>> is agile." <<else>> <<bHe>> lets out a muffled caw, seeming impressed at your speed, before swallowing the rest of the fish. <</if>> <<else>> It <span class="red">slips away</span> from your hands. <<your_bird_text "cap">> swallows, dejected.<<if $monster is 1>> "Just want to share food with <<wife>>."<</if>> <</if>> <<else>> You aim and strike at a fish. <span class="green">You grab it.</span> <<if $monster is 1>> <<bHe>> claps. "<<Wife>> is agile." <<else>> <<bHe>> lets out a proud caw, seeming impressed at your speed. <</if>> <</if>> <br><br> <<if $phase is 1>> <<link [[Return the favour|Bird Tower Night Flight 6]]>><<bird_pass 10>><<npcincr "Great Hawk" dom -1>><<npcincr "Great Hawk" love 1>><<set $phase to 1>><</link>><<ldom>><<glove>> <br> <<elseif $phase is 4 and $tendingSuccess>> <<link [[Eat it|Bird Tower Night Flight 6]]>><<bird_pass 10>><<set $phase to 3>><<tiredness -2>><</link>><<ltiredness>> <br> <<link [[Feed it to <<your_bird_text>> mouth-to-mouth|Bird Tower Night Flight 6]]>><<bird_pass 10>><<set $phase to 4>><<npcincr "Great Hawk" dom -1>><<npcincr "Great Hawk" love 1>><</link>><<ldom>><<glove>><<kissvirginitywarning>> <br> <</if>> <<link [[Relax|Bird Tower Night Flight 6]]>><<bird_pass 10>><<set $phase to 2>><<tiredness -2>><</link>><<ltiredness>> <br><<effects>> <<if $phase is 1 or $phase is 4>> Taking a bite of <<if $phase is 1>>what's left<<else>>the fish you just caught<</if>>, you feed it to <<bhim>><<if $phase is 1>>, too<</if>>. <<bHe>> lets out a happy whistle everytime you do. <<if $monster is 1>>"One more. One more. Please, one more."<</if>> <<bHe>> keeps pecking your lips after you're done. <<takeKissVirginity "Great Hawk" `($syndromebird is 1?"loveInterest":"romantic")`>> <<elseif $phase is 2>> You lay down on the grass, swishing your legs in the water. Your gaze falls on the stars as <<bhis>> falls on you. <<else>> You sink your teeth into the fish. It tastes fishy. <</if>> <br><br> A sense of contentment settles over you. The worries and troubles of the world fade away, replaced by a profound sense of peace and connection. In this moment, surrounded by the beauty of the night and the company of <<your_bird_text>>, you feel alive. <<stress -12>><<trauma -12>><<llstress>><<lltrauma>> <br><br> <<link [[Next|Bird Tower Night Flight End]]>><<bird_pass 30>><</link>> <br><<set $location to "tower">><<setTowerTemp>><<effects>><<set $birdSleep to 1>> The two of you fly from the lake shore, back home. <span class="green">The rushing winds dry you off quickly.</span> <<silently>><<dry>><</silently>> <br><br> You land on the perch. The <<beasttype>> gently sets you down in the nest, a silent promise of more adventures to come. <<if $monster is 1>> "Rest now, <<wife>>," <<he>> whispers tenderly, <<his>> words a gentle lullaby, cradling you in the warmth of <<his>> embrace. <<else>> With a tender nudge of <<bhis>> beak, <<bhe>> encourages you to rest, <<bhis>> presence a comforting embrace. <</if>> <<your_bird_text "cap">> watches over you with a quiet reverence, <<bhis>> lonely existence momentarily forgotten in the light of your shared flight. Nestled against <<bhis>> feathered chest, you feel the gentle rhythm of <<bhis>> heartbeat, a soothing melody that lulls you. <br><br> <<link [[Next|Bird Tower Bed]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<set $birdSleep to 1>> You hesitate, feeling a pang of uncertainty. Despite the <<beasttypes>> gentle entreaty, the thought of being whisked away into the night fills you with unease. With a heavy heart, you shake your head, declining <<bhis>> request. <br><br> For a moment, a flicker of sadness crosses <<bhis>> eyes, <<bhis>> wings drooping slightly in disappointment. Without a word, <<bhe>> curls up in the nest. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<switch $bird.upgrades.decor>> <<case 0>>You look around your tower. <<case 1>>You look around your tower. It's starting to look less dull with some trophies set up. <<case 2>>You look around your tower. Having trophies around makes it look cosier. <<case 3>>You approach the shelves that store your loot. Your neatly set up trophies take up a lot of space. <<case 4 5>>You approach the shelves that store your loot. The spoils from your hunts spill over onto the walls. <</switch>> <<if $bird.hunts.unlocked is true>> <<if $bird.hunts.materials is false>> <<set $bird.hunts.materials to true>> You take a moment to look upon the state of your nest. Your eyes wander around the room, spotting imperfections that nag at your mind. You can make things better. <span class="blue">Maybe you should try to look for materials next time you hunt.</span> <br> <span class="gold">You can now hunt for materials.</span> <<else>> You should be able to find high-quality wood, sticks, and leaves while hunting to improve the tower. You could also steal <<if $bird.upgrades.tools is 0>>tools and <</if>>supplies from travellers. <</if>> <<else>> There's plenty of room for improvement, but you don't have the means to bring materials back. <span class="blue">Maybe the Great Hawk could teach you how to hunt.</span> <</if>> <br><br> Materials: <br> <<for _material range Object.keys($bird.materials)>> <<if _material isnot "valuables" and _material isnot "junk" and $bird.materials[_material] gte 1>> <<set _materialsMessage to true>> <<birdicon _material>> $bird.materials[_material] <<switch _material>> <<case "sticks">><<pluralise $bird.materials[_material] "stick">> <<case "leaves">>large <<pluralise $bird.materials[_material] "leaf" "leaves">> <<case "lurkers">><<pluralise $bird.materials[_material] "lurker">> <<case "feathers">><<pluralise $bird.materials[_material] "feather">> <<default>>_material <</switch>><br> <</if>> <</for>> <<unset _material>> <<if !_materialsMessage>> <span class="black">Nothing</span> <br> <</if>> <<if $lurkers_held gte 1>> <<birdicon "lurkers_netted">><<link [[Add your netted lurker to the pile|Bird Tower Build]]>><<set $lurkers_held-->><<set $bird.materials.lurkers++>><</link>> <br> <<elseif $farm_stage gte 10 and $bird.materials.lurkers gte 1>> <<birdicon "lurkers_netted">><<link [[Put a lurker in your net|Bird Tower Build]]>><<set $lurkers_held++>><<set $bird.materials.lurkers-->><</link>> <br> <</if>> <br> Shiny things: <br> <span id="towerVal"> <<towerValuables>> </span> <br> <<if $bird.clean lte 9>> <span class="pink">The tower is too filthy to be improved.</span> <<elseif $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too tired to build anything.</span> <<elseif $syndromebird isnot 1 and $hunger gte 2000>> <span class="red">You're too hungry to focus on anything else.</span> <<else>> <div id="towerUpgrades"> <<towerBuildOption duster>> <<if $harpy gte 6>> <<towerBuildOption clip>> <</if>> </div> <br> <div id="towerUpgrades"> <<towerBuildOption shelter>> <<towerBuildOption nest>> <<towerBuildOption firepit>> <<towerBuildOption pot>> <<towerBuildOption rack>> <<towerBuildOption snare>> <<towerBuildOption decor>> <<towerBuildOption wardrobe>> </div> <</if>> <br><br> <<link [[Back|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "leaf">> You use some fabric to bind some large leaves together, and secure them to the roof where rain leaks through. It should last longer than what the Great Hawk was building, but it's still not much. <<set $birdShelterTimer to 900>> <br><br> <<link [[Next|Bird Tower Build]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "toolbox">> You get to work securing the tarp to the roof. You decide to place it under the holes rather than on top of the tower so there's no chance it will blow away. You angle it so water drains into the rainwater pool. <br><br> Having tools makes it simple, and with some wood for proper weight distribution, it seems secure. You give it a hefty tug, and it stays in place. You step back and admire your work. <<stress -6>><<lstress>> <<unset $birdShelterRepair>> <br><br> <<link [[Next|Bird Tower Build]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "tarp">> Pulling the tarp back down is a chore, but you manage after a bit of a struggle. <br><br> You cut a hole in it and bind some leather and fabric around it on the other side. It takes a few attempts, but eventually you get the perfect shape to keep water from flowing through the hole while allowing smoke to escape. <br><br> You re-secure it to the roof, satisfied with your ingenuity. <<trauma -6>><<ltrauma>> <br><br> <<link [[Next|Bird Tower Build]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "leaf">> You lay down some fabric and leaves in your part of the nest. It will prevent any uncomfortable poking, at least. <br><br> <<link [[Next|Bird Tower Build]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "leaf">> <<npc "Great Hawk">><<person1>> You join the Great Hawk at your nest. <<if ["rest","sleep"].includes($bird.activity)>> You gently shake <<bhim>> awake. <</if>> <<switch $speech_attitude>> <<case "meek">>"C-can we make it softer? It's kind of... rough," you say. <<case "bratty">>"I'm sick of getting poked by twigs," you say. "We're making it more comfortable." <<default>>"Here, let me help," you say. "I don't have as many feathers as you, so it's a little rough on me." <</switch>> <br><br> <<if $monster is 1>> "Of course, <<wife>>," <<bhe>> says <<else>> <<bHe>> chirps <</if>> before starting to pick wood away. <<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if _eggcount>> You gently remove your <<pluralise _eggCount "egg">> and place <<pluralise _eggCount "it" "them">> on a folded piece of fabric. <</if>> You layer leaves in between sticks, and add some larger pieces of wood for better support. You smooth down the inner nest and make a comfortable sheet of fabric over the surface. <br><br> When you're finished, your spouse looks pleased. <<if $monster is 1>> "A fine place for eggs." <</if>> <br><br> <<link [[Next|Bird Tower Build]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">><<person1>> <<wearProp "toolbox">> You join the Great Hawk at your nest, carrying some materials and the toolbox with you. <<if ["rest","sleep"].includes($bird.activity)>> You gently shake <<bhim>> awake. <</if>> <<bHe>> looks at you curiously. <br><br> <<switch $speech_attitude>> <<case "meek">>"I think we need to start over," you say. "I-if that's not too much to ask." <<case "bratty">>"This thing sucks for humans," you say. "We're redoing it." <<default>>"We need to start over," you say. "Trust me, it will be better this way." <</switch>> <br><br> <<if $monster is 1>> <<bHe>> looks disappointed for a moment, but smiles at you. "Would be happy to build a new nest with you." <<else>> <<bHe>> chirps<<if understandsBirdBehaviour()>> mournfully, but seems to cheer up quickly<</if>>. <</if>> <<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if _eggcount>> You gently remove your <<pluralise _eggCount "egg">> and place <<pluralise _eggCount "it" "them">> on a folded piece of fabric. <</if>> <br><br> You get to work demolishing the old nest. It doesn't take long. You throw out any old wood or leaves and sort anything still usable by size and strength. You also make sure to save the fabric from your last improvements to the nest. <br><br> Inspiration strikes you, and you decide to make the nest raised from the ground. You cross large pieces of wood as a foundation, leaving space for the nest itself to hang. You also add in some random shiny junk. It won't improve the structure, but it's inexplicably pleasing to look at. Your spouse works on the nest itself, and the two of you lift the base of it onto the frame you've made. <br><br> While <<bhe>> finishes meticulously placing each stick and log, you begin to sew fabric and lurker leather into small sacks. You fill them with leaves and feathers. It's the closest thing you'll get to a pillow out here. <br><br> You fill the nest with leaves, and throw two sewn sheets of fabric over the top. They're large enough to hang over the edges. Finally, you throw in your makeshift pillows. All that's left is to test it out. <br><br> <<link [[Climb in|Bird Tower Build Nest 4]]>><<handheldon>><<set $phase to 1>><</link>> <br> <<link [[Jump in|Bird Tower Build Nest 4]]>><<handheldon>><<set $phase to 2>><</link>> <br><<setTowerTemp>><<effects>> <<if $phase is 1>> You gingerly climb into the nest. It doesn't budge, and easily supports your whole weight. The Great Hawk hops in after you. <<else>> Impulse takes over, and you jump into the nest. It holds firm, the leaves and fabric cushioning your landing. The Great Hawk jumps in after you. <</if>> <<set $phase to 0>> It's remarkably comfortable. Most of the orphans would be jealous to have a bed this well-made. <<trauma -12>><<lltrauma>> <br><br> You allow yourself a moment of rest after a job well done. Your spouse cuddles up next to you. <<if $monster is 1>> "I could not have built a nest like this alone. Never. <<Wife>> is incredible." <</if>> <br><br> <<link [[Test how durable the nest really is|Bird Tower Build Nest Sex Start]]>><</link>><<deviant1>> <br> <<link [[Sleep|Bird Tower Bed]]>><<endevent>><</link>> <br> <<link [[Get up|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You slowly run your hands down the <<beasttypes>> feathers, towards <<bhis>> <<nnpc_genitals "Great Hawk">>. <<switch $speech_attitude>> <<case "meek">>"W-we still need to make sure it won't fall apart on us while we're..." you start. You push yourself closer to <<bhim>>. <<case "bratty">>"How about we break it in?" you ask. You throw one leg over <<bhim>>, giving <<bhim>> little choice. <<default>>"We should test how durable it is," you say, spreading your legs with a smile. <</switch>> <<deviancy1>> <<if $monster is 1>> "I agree, <<wife>>." <<bHis>> wings close around you. <<else>> Wings flap on either side as the <<beasttype>> tries to mount you. <</if>> <br><br> <<link [[Next|Bird Tower Sleep Sex]]>><<set $sexstart to 1>><<set $phase to 2>><<transform bird 1>><</link>> <br><<setTowerTemp>><<effects>> <<set $bird.fire_1 to true>> You grab a few stray blocks of stone and arrange them in a circle. You set up a bit of firewood and kindling, before trying to start a fire. <br><br> You begin to rub two sticks together. <<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>> <<if $bird.state is "home" and $bird.activity isnot "sleep">> <<npc "Great Hawk">><<person1>> You struggle to get it started with the rain leaking in through the roof. After a few minutes, you feel it suddenly stop. You look up to see the Great Hawk's wing shielding you. <<bHe>> <<if $monster is 1>>smiles<<else>>caws<</if>> at you. <br><br> It still isn't easy, but it's certainly better. It isn't long before you start to see smoke. <<tiredness 3>><<gtiredness>> <<else>> The rain leaking in through the roof does nothing to help. It takes you nearly an hour just to get it smouldering. <<tiredness 12>><<ggtiredness>> <</if>> <<else>> It takes you a few minutes, but eventually you see smoke. <<tiredness 3>><<gtiredness>> <</if>> <br><br> <<run upgradeBirdFirepit()>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You move the stone blocks out, making the pit wider, and stack more wood. You fasten some scrap to the end of a stick to serve as a fire poker. <br><br> With the fire properly sheltered and ventilated, it should last much longer. <br><br> <<run upgradeBirdFirepit()>> <<link [[Next|Bird Tower]]>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "lurker leather">> <<set $bird.fire_2 to true>> You move the stone blocks out further, and stack more wood. You make a more robust fire poker from scrap and a bit of leather for a safer handle. <br><br> This is as big as you can safely make the fire. It should burn for quite some time. <br><br> <<run upgradeBirdFirepit()>> <<link [[Next|Bird Tower]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>> You crouch down in front of the <<if $bird.upgrades.firepit is 3>> bonfire. <<else>> firepit. <</if>> <<if $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.pot gte 2 and $bird.cook_unknown>> <br><br> <<run delete $bird.cook_unknown>> <<npc "Great Hawk">> Your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> walks over to your newly set up cooking pot. <<if $monster is 1>> "What has <<wife>> made?" <<bhe>> asks, looking over the pot. <br><br> You explain you'll be able to cook lurkers with the pot. "Cook? Heat makes meat unpleasant, but if <<wife>> wants to, then <<wife>> can." <<else>> <<bHe>> pokes the pot with <<bhis>> beak, trying to figure out what it does. You explain you'll be able to cook lurkers with the pot. <<bHe>> peeks inside the pot, then squawks dismissively. <<bHe>> does not seem to want <<bhis>> lurkers cooked. <</if>> Content with your explanation, <<bhe>> returns to <<bhis>> perch. <br><br> <<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.firepit gte 1 and getBirdBurnTime() gte 1 and $bird.fire_1>> <br><br> <<run delete $bird.fire_1>> <<npc "Great Hawk">> <<your_bird_text "cap">> warily approaches the burning firepit. <<if $monster is 1>> "Is <<wife>> sure we should have a fire so close to us?" <<bhe>> asks. <<else>> <<bHe>> looks at you, concerned about having a fire in here. <</if>> You tell <<bhim>> the fire is contained, so <<bhe>> doesn't need to worry. <<bHe>> still looks uncertain, but does not seem so afraid anymore. <br><br> After inspecting the fire a little longer, <<bhe>> eventually calms down and returns to what <<bhe>> was doing. <br><br> <<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>> <br> <<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.firepit gte 3 and getBirdBurnTime() gte 720 and $bird.fire_2 and !$bird.fire_1>> <br><br> <<run delete $bird.fire_2>> <<npc "Great Hawk">> <<your_bird_text "cap">> walks over to the fire. <<if $monster is 1>> "<<Wife>> has really made the fire big," <<bhe>> says. You ask if <<bhes>> still worried about it. "Not anymore, <<wife>> is keeping the fire safe." <<else>> <<bHe>> marvels at the big fire you've managed to create. Thankfully, <<bhe>> does not seem worried anymore. <</if>> <br><br> <<bHe>> gets even closer to the fire and spreads <<bhis>> wings, taking in the warmth. <br><br> <<link "Join <<bhim>> (0:10)" "Bird Tower Firepit Cuddle">><<bird_pass 10>><<set $phase to 1>><<npcincr "Great Hawk" love 1>><</link>><<glove>> <br> <<link [[Leave|Bird Tower Firepit Cuddle]]>><</link>> <br> <<elseif $bird.state is "home" and $bird.activity isnot "sleep" and $bird.upgrades.rack gte 1 and $bird.firepit.items.length gte 1 and $bird.rack_unknown>> <<run delete $bird.rack_unknown>> <<npc "Great Hawk">> You notice your <<if $monster is 1>> <<nnpc_wife "Great Hawk">> inspecting the drying rack. <<bHe>> looks at it with great interest. "What has <<wife>> created now?" <<bhe>> asks. You tell <<bhim>> you'll be able to dry lurkers to get leather. "Leather? Is that useful?" You explain you'll be able to use it to make more things. <<bHe>> seems to get it now. <<else>> partner pecking at one of your hanging lurkers. You shoo <<bhim>> away from it. <<bHe>> turns to look at you, hoping for some kind of explanation. You tell <<bhim>> that these lurkers aren't for food, but for drying out to get material to make things. The <<beasttype>> slowly nods along to your explanation, though there's no way <<bhe>> understands entirely. <</if>> With newfound understanding, <<your_bird_text>> returns to <<bhis>> perch. <br><br> <<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>> <br> <<else>> <<if $bird.state is "home" and ["groom","sing"].includes($bird.activity) and $bird.upgrades.firepit gte 3 and getBirdBurnTime() gte 720 and !$daily.birdFire>> <<set $daily.birdFire to true>> <<npc "Great Hawk">> <<your_bird_text "cap">> comes and sits down next to you. <<bHe>> nuzzles against you for a moment, enjoying the warmth. After a moment, <<bhe>> gets up and returns to the perch. <<stress -6>><<llstress>> <<endevent>> <br><br> <</if>> <span id="firepitActions"> <<firepitActions>> </span> <<getouticon>><<link [[Back|Bird Tower]]>><</link>> <br> <</if>><<setTowerTemp>><<effects>> <<if $phase is 1>> You join your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> around the fire. <<bHe>> wraps a wing around you. You spend some time basking near the fire together. <br><br> Many minutes pass until the Great Hawk backs away from the fire. The wing wrapped around you feels warmer now. <<if $monster is 1>> "I'm glad you made this, it makes me warm. Just like being with <<wife>>," <<bhe>> says. <<else>> <<bHe>> nuzzles <<bhis>> beak against you affectionately. You can tell <<bhes>> happy to have you here with <<bhim>>. <</if>> <<bHe>> lets go and leaves you to enjoy the fire. <<else>> You leave <<your_bird_text>> to enjoy the fire by <<bhimself>>. <<bHe>> only stays near it briefly, then returns to what <<bhe>> was doing. <</if>> <br><br> <<link [[Next|Bird Tower Firepit]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<set $bird.cook_unknown to true>> You fashion a simple mount for the cooking pot from sticks bound by fabric. You place the pot on top and give it a good push to make sure it holds. <br><br> <span class="blue">You can now cook lurkers.</span> <br><br> <<link [[Next|Bird Tower]]>><</link>> <br><<setTowerTemp>><<effects>> You throw a lurker into the cooking pot. <br><br> You stoke the fire, and keep a close eye on it. When you think it's done, you take a bite. It's strangely sweet. Rather than warmth, you feel a soothing calmness wash over you. <<eatLurker>><<trauma -18>><<lltrauma>> <br><br> <<link [[Next|Bird Tower Firepit]]>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "lurker leather">> <<set $bird.heat_unknown to true>> An idea strikes you. You could use a small change in elevation and a couple of tubes to fill the pot with water from the rainwater pool, heating it, before returning it back. <br><br> You fashion some tubes with leather and fabric. It's a bit leaky, but it will do. You stick one of the tubes in the pool and apply a bit of suction before dropping it in the pot. Water starts flowing in to be heated. You repeat the process with the other tube, and water begins flowing both ways. <br><br> You're sure this would earn you some praise from Sirris. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 1>> You agree and heat up the fire for <<bhim>>. <<if $monster is 1>> "<<Wife>> makes everything better, even cleaning," <<bhe>> says. "Does <<wife>> want to clean up now too?" <<bhe>> asks, offering <<bhis>> hand to you. <<else>> <<bHe>> nuzzles <<bhis>> beak against you in thanks. <<bHe>> turns to move to the water pool. <</if>> <br><br> <<link [[Follow (0:30)|Bird Tower Bathe Bird]]>><<bird_pass 30>><<endevent>><<set $phase to 1>><</link>><<if $monster is 1>><<handholdingvirginitywarning>><<NPCvirginitywarning "Great Hawk" "handholding">><</if>> <br> <<link [[Stay|Bird Tower]]>><<endevent>><</link>> <br> <<else>> You tell <<bhim>> you can't do it right now. <<if $monster is 1>> "Bad time right now? Alright," <<bhe>> says, sounding disappointed. <<else>> <<bHe>> keeps looking at you pleadingly, but soon gives up. <</if>> <<bHe>> walks to the rainwater pool. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <</if>><<setTowerTemp>><<effects>><<wearProp "stick">> <<set $bird.rack_unknown to true>> You use sticks and wood, bound with a bit of fabric, to make a simple standing rack to hang lurkers on. You make it wide enough to place over your firepit. <br><br> <span class="blue">You can now dry lurkers for leather.</span> <br><br> <<set $bird.firepit.maxItems to $bird.upgrades.rack * 2>> <<link [[Next|Bird Tower]]>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "toolbox">> Expanding on the drying rack is simple, especially with the right tools. You use some scrap to make sturdier legs, and make it big enough to hold two separate rods. <br><br> <<set $bird.firepit.maxItems to $bird.upgrades.rack * 2>> <<link [[Next|Bird Tower]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "stick">> With a little more elbow grease, you could vastly improve the design of your drying rack. <br><br> You start from scratch, carving the legs and rods out of sturdy wood capped with a bit of scrap to protect it from the heat. You then thatch together side supports with sticks and leather, allowing the whole assembly to fold in and out for easier storage. <br><br> Once that's done, you get to work building a ventilated cover for it. The strange fumes should harmlessly escape the tower, now. <br><br> You wipe your forehead and admire your handiwork. You should be able to dry out plenty of lurkers at once. <br><br> <<set $bird.firepit.maxItems to $bird.upgrades.rack * 2>> <<link [[Next|Bird Tower]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>> You collect some of your finds from hunting. You begin to place them in parts of the tower that look too vacant. A piece of torn up clothing here, a lurker hung there. <br><br> It's simple, but it makes the tower feel more homely. <<stress -6>><<lstress>> <br><br> You get lost in thought for a moment. With proof of your hunts, you have the urge to return to the sky with your spouse. <span class="blue">You can now ask the Great Hawk to go flying with you, when weather permits.</span> <br><br> <<link [[Next|Bird Tower]]>><</link>> <br><<setTowerTemp>><<effects>> You collect your hunting trophies. You build a small effigy near the broken wall, with firewood as a base. You dress it with a piece of torn clothing, fill it with leaves, and top it with a crown of lurkers. You pile up some shiny things around the base. <br><br> It looks a little uncanny. You're not entirely sure why you built it, but seeing your things collected together like this is pleasing nonetheless. <<stress -6>><<lstress>> <br><br> <<link [[Next|Bird Tower]]>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">><<person1>> <<wearProp "toolbox">> You gather your trophies, and look around the tower for inspiration. There's still plenty of room. <br><br> You weave together salvaged clothing into a large curtain. <<if ["rest","sleep"].includes($bird.activity)>> <<your_bird_text "cap">> stirs awake. <<bHe>> watches you curiously, and occasionally looks over your shoulder. <<else>> The Great Hawk occasionally looks over your shoulder. <</if>> It takes a long time, but when you're done, it's large enough to cover the entire broken wall. You use a long stick and some wood to fashion a simple opening mechanism. You show your spouse how to open it. <br><br> Your nest looks a little plain. You embed a piece of fabric with some of the shiny junk you've collected, and tie it to the base, hanging over the edge of the tower. <br><br> You build a simple display rack for a particularly empty section of the tower, using fabric and leaves as a pleasing backdrop for some valuables you've stolen. <br><br> You add some more shiny things to the shelter tarp above you, then move to your mirror. You use your tools to carve a new wooden frame for it to slide into, and add some leaves around it for a natural look. You hang some lurkers from the top. You step back and look around the tower again. Being surrounded by little memories like this is reassuring. <<stress -24>><<trauma -6>><<lllstress>><<ltrauma>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">><<person1>> <<wearProp "wood">> You pile up your hunting trophies once more. There's a lot to go through. <br><br> Over the course of about an hour, you cover an entire wall with shiny things you've snagged over time. You add some to the base of your nest, around your mirror, and to your wardrobe. Everything has a pleasing glint somewhere on its surface. <<if ["rest","sleep"].includes($bird.activity)>> All the activity causes <<your_bird_text>> to stir. <<bHe>> wakes up, stretches, and starts to follow you around. <<else>> <<your_bird_text "cap">> follows you around as you work, admiring the new decorations. <</if>> <br><br> You take a hefty piece of firewood and bind lurkers all around it. You sharpen some sticks and use them to display more lurkers. You start to hang them on any surface that will hold them. <br><br> The walls of your tower tell the stories of countless hunts, and tease more to come. Your spouse looks around, seemingly stunned at all you've accomplished. <<stress -24>><<trauma -6>><<lllstress>><<ltrauma>> <br><br> <<link [[Next|Bird Tower Build Decor Ponder]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>> <<set $bird.hunts.estate to "unlocked">> Despite everything you've managed to get, you still feel like you're missing something. Something to definitively prove you're the best hunter in the moor. You step to the perch and look out, wondering what you could find to prove your hunting superiority. <br><br> You consider your options. The moor itself has nothing special, neither do the animals that inhabit it. That leaves one option: humans. Not only are humans the most dangerous, they're also the most greedy. They're sure to have something. Though not just anyone will have what you need. You continue staring off into the moor, trying to come up with something. <br><br> Eventually your mind settles on the <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> Remy estate. Knowing the kind of business they do, you're sure they would have something special. <<if $estate and $estate.chaos>> You're no stranger to causing trouble for Remy, but the mere thought of stealing something from the estate with <<your_bird_text>> fills you with adrenaline. <</if>> <<else>> estate. While you don't know what goes on inside, it's your best bet for finding something special. <</if>> You know this is not something you can do alone. You'll have to ask your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> to help you. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>><<earnFeat "Terror's Equal">> <<npc "Great Hawk">><<person1>><<wearProp "silver bar">> With the silver bar as proof of your hunting prowess, it's only fitting to put it somewhere it can stand out as your crown jewel. <br><br> You get to work constructing a wooden pedestal for it. It takes some work, but the end result is one beautiful pedestal to place your prize on. You lift the silver bar up with both hands and place it on its new mount, resting on a bit of lurker leather. <br><br> After you're done, <<your_bird_text>> comes over to inspect it. <<bHe>> looks happy with your work, though <<bhis>> attention is mostly taken by the silver bar itself. With how distracting the shine of it can be, you decide to sew together a nice piece of cloth to cover it. You place it on the silver bar for now. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<set $wardrobes.birdTower.unlocked to true>> <<set $bird.wardrobe_timer to 1000>> <<wearProp "toolbox">> You pile up a bunch of wood and prepare your tools. This will be a big project. <br><br> Wood carving takes up the bulk of the time. You need to make sure it has the right shape and structure. Once you have a standing frame, it becomes much easier. <br><br> The walls are next. You use your largest pieces for it, and use a mix of fabric and leather to bind pieces together. You wish you had some glue. You carve notches near the top as even as you can, both to accept a roof piece and for sticks to support hangers. <br><br> The roof piece is a bit heavy, but you lock it in place after a few tries. Finally, you carve sticks and tie bent pieces of junk to the tops to serve as hangers. You use lurkers for heavier hangers. Their stiff limbs stay in place when you bend them. <br><br> You stand up and admire your work. You swell with pride. <<trauma -12>><<lltrauma>> <br><br> You move your mirror right next to it. <<if $bird.duster is true>> You place your feather duster inside. <<run delete $bird.duster>> <<generalSend "birdTower" handheld 12>> <</if>> <br><br> <<link [[Next|Bird Tower]]>><<handheldon>><</link>> <br><<setTowerTemp>><<effects>><<wearProp "lurker leather">> You gather your materials, and start to bind leather and fabric together into a simple rope. You give it a tug. It holds. <br><br> It will serve as the trapping mechanism, but for now you're using it to sling the rest of the materials you need over your shoulder as you walk down the stairs to the courtyard of the castle. <br><br> You look around for a good spot, and see a bit of displaced grass. Something travels back and forth here frequently. You dig a small hole and drop in a piece of thick wood, and get to work rigging up the trap. You use a piece of shiny junk as bait. <br><br> <span class="blue">Your snare will sometimes catch a lurker. You'll need to use something shiny as bait each time.</span> <br><br> <<link [[Next|Castle]]>><<endevent>><<set $moor to 100>><<set $bird.lurkerSnareState to "ready">><</link>> <br><<setTowerTemp>><<effects>><<wearProp "featherduster">> You break a stick in half and hollow out the tip, before placing some feathers inside and tying them in place with a piece of fabric. <br><br> It looks cute. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> You use a small piece of junk and a bit of fabric to make a small feather binding. <br><br> Whose feathers will you use? <br><br> <<link [[Use yours|Bird Tower Build Clip 2]]>><<set $phase to 0>><</link>> <br> <<link [[Use Great Hawk's|Bird Tower Build Clip 2]]>><<set $phase to 1>><</link>> <br><<setTowerTemp>><<effects>> <<if $phase is 0>> <<wearProp "feather" "grey">> You use your own feathers. <<hairToFeatherColour>> <<generalWear "head" 31 _colourConverted>> <<else>> <<wearProp "feather" "original">> You use the Great Hawk's feathers. <<generalWear "head" 31 "tan">> <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">><<person1>> <<set _cleanIncrease to 0>> <<if $syndromebird is 1>> <<if $worn.handheld.name is "feather duster">> <<set $propEquipped to 0>> <<set _cleanIncrease += 2>> You use your feather duster to clean up the tower. The place looks much better by the time you're done. <<trauma -1>><<ltrauma>> <<elseif $bird.duster is true or ($bird.upgrades.wardrobe is 1 and getOwnedClothingCount(12, "handheld") gte 1)>> <<set _cleanIncrease += 2>> <<wearProp "featherduster">> You grab your feather duster <<if $bird.upgrades.wardrobe is 1 and getOwnedClothingCount(12, "handheld") gte 1>> from the wardrobe <<else>> from the wall <</if>> and use it to clean up the tower. The place looks much better by the time you're done. <<trauma -1>><<ltrauma>> <<else>> You do your best to tidy up. Your hands are dirty by the end. It would be easier to do with a feather duster. <</if>> <<else>> The tower is caked in dust, and small mounds of dirt are piled up in corners. You do your best to make the place look more presentable. <</if>> <<if currentSkillValue('housekeeping') gte 1500>> <<set _cleanIncrease += 7>> <<elseif currentSkillValue('housekeeping') gte 1200>> <<set _cleanIncrease += 6>> <<elseif currentSkillValue('housekeeping') gte 800>> <<set _cleanIncrease += 5>> <<elseif currentSkillValue('housekeeping') gte 600>> <<set _cleanIncrease += 4>> <<elseif currentSkillValue('housekeeping') gte 400>> <<set _cleanIncrease += 3>> <<elseif currentSkillValue('housekeeping') gte 200>> <<set _cleanIncrease += 2>> <<else>> <<set _cleanIncrease += 1>> <</if>> <br><br> <<if $bird.state is "home" and ["sing", "groom", "brood"].includes($bird.activity)>> <<if C.npc["Great Hawk"].love gte 15>> <<if C.npc["Great Hawk"].dom gte 50>> <<if $syndromebird is 1 and $monster is 1>> Your spouse walks <<else>> The <<beasttype>> hops <</if>> over and beats <<bhis>> wings heavily, using the air to push your collected dust and dirt out of the tower. <<set _cleanIncrease += 2>> <<else>> <<if $syndromebird is 1 and $monster is 1>> Your spouse <<else>> The <<beasttype>> <</if>> nuzzles your cheek when you're done. <</if>> <<else>> <<if $syndromebird is 1 and $monster is 1>> Your spouse <<else>> The <<beasttype>> <</if>> eyes you curiously as you work. <</if>> <br><br> <</if>> <<set $bird.clean += _cleanIncrease>> <<if !$syndromebird>> <<set $bird.clean to Math.clamp($bird.clean, 0, 30)>> <<else>> <<set $bird.clean to Math.clamp($bird.clean, 0, 110)>> <</if>> <<if $bird.upgrades.telescope is 0 and $bird.clean gte 75>> You take a step back and admire how much cleaner the tower is. As you do, a glint catches your eye near the far corner. <br><br> <<link [[Investigate (0:10)|Bird Tower Telescope Get]]>><<if $propEquipped is 1>><<if $carried.handheld.name isnot "naked">><<handheldon>><<else>><<handheldruined true>><</if>><<set $propEquipped to 0>><</if>><<bird_pass 10>><</link>> <br> <</if>> <<link [[`${$bird.upgrades.telescope is 0 and $bird.clean gte 75 ? "Ignore" : "Next"}`|Bird Tower]]>><<if $propEquipped is 1>><<if $carried.handheld.name isnot "naked">><<handheldon>><<else>><<handheldruined true>><</if>><<set $propEquipped to 0>><</if>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<wearProp "ornatetelescope">> <<set $bird.upgrades.telescope to 1>> You kneel down in the corner. A small hint of something shiny peeks out of the wall. You touch it, and what you first thought to be a solid brick crumbles at your touch. The brick must have been knocked loose a long time ago, and the hole was filled over centuries with compacted dust. <br><br> You tug on the shiny bit, and a large cylindrical object escapes the dust. It catches on the edge of the hole. After a bit of tugging, you get it free. <br><br> <span class="gold">It's an ornate telescope.</span> It's in remarkably good condition, seemingly preserved by its dusty tomb. Even the stand is still attached! <br><br> You dust it off, and set it up near the perch. <br><br> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">><<person1>> <<unset $birdBask>><<unset $birdPerch>> <<set $dateCount.Total++>><<set $dateCount.GreatHawkCasual++>> You ask your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>> to fly with you. <br><br> <<if $dateCount.GreatHawkCasual lte 3>> <<if $monster is 1>> <<bHe>> gets up and stretches <<bhis>> wings. "You want to hunt?" <<else>> The <<beasttype>> spreads <<bhis>> wings and extends <<bhis>> talons, showing <<bhes>> ready to hunt. <</if>> You tell <<bhim>> you don't want to go hunting, you just want to fly with <<bhim>>. Your idea seems to surprise <<bhim>>. <<if $monster is 1>> <<bHe>> considers it for a moment, then speaks. "We go." <<else>> <<bHe>> retracts <<bhis>> talons and tilts <<bhis>> head to the side, before hopping over to the perch. <</if>> <<elseif $dateCount.GreatHawkCasual lte 7>> <<if $monster is 1>> "You want to fly... but not hunt?" <<bhe>> asks. <<else>> <<bHe>> turns <<bhis>> head and looks at you inquisitively. <</if>> You tell <<bhim>> you just want to go on a relaxing flight with <<bhim>>. <<bHe>> looks delighted by your idea. <<bHe>> gets up and <<if $monster is 1>>walks<<else>>hops<</if>> over to the edge of the perch. <<else>> <<if $monster is 1>> <<bHe>> stands up. "Flying with you is always nice. I will gladly go flying with <<wife>> again," <<bhe>> says. <<else>> <<bHe>> gets up and squawks happily. <<bHes>> eager to go flying with you again. <</if>> You give <<bhim>> a pat on the back and walk to the edge of the perch with <<bhim>>. <</if>> <<if $dateCount.GreatHawkCasual gte 3 and !$bird.ritual>> <<bHe>> nuzzles you <span class="lewd">in an unusually provocative way</span>. <</if>> <br><br> You and <<your_bird_text>> spread your wings and leap out of the tower. <br><br> <<link [[Next|Bird Tower Casual Flight 2]]>><<bird_pass 20>><</link>> <br><<set $location to "moor">><<set $outside to 1>><<effects>> You and the <<beasttype>> start flying around the moor. With no goal in mind, you're able to take in the sights and enjoy flying. You let the wind take you wherever it blows. <<your_bird_text "cap">> follows you, happy to go wherever you want. <br><br> As you fly around, you talk to Great Hawk about random things that come to mind. <<if $monster is 1>> <<bHe>> mostly listens and gives short responses, <<else>> <<bHe>> makes small chirps in response, <</if>> letting you know <<bhes>> listening. <<trauma -2>><<ltrauma>> <br><br> Where will you fly? <br> <<link [[Around the moor|Bird Tower Casual Flight 3]]>><<bird_pass 20>><<set $phase to 0>><</link>> <br> <<link [[Toward the forest|Bird Tower Casual Flight 3]]>><<bird_pass 20>><<set $phase to 1>><</link>> <br> <<if $bird.ritual>> <<link [[Attempt the mating ritual|Bird Tower Mating Ritual Start]]>><<transform bird 1>><<bird_pass 20>><<set $phase to 1>><</link>><<deviant1>><<if $player.virginity.handholding is true>><<note "Success will be your first hand held" "red">><</if>> <br> <</if>><<effects>> <<if $phase2 is 2>> You keep flying, prompting <<your_bird_text>> to stop showing off. <<elseif $phase is 0>> You decide to keep flying around the moor. Without the need to look for prey, you're able to enjoy the sights. <<stress -3>><<lstress>> <<else>> You decide to fly to the forest. You make sure to stay high, but the wind isn't as strong here, making you slowly lose altitude. You rarely get to see what it looks like from above. It's quite calming. <<stress -3>><<lstress>> <</if>> <br><br> <<cleareventpool>> <<if $phase is 0>> <<addinlineevent "flight_casual_moor_rocky" 1>> You come across a particularly rocky part of the moor. Seeing it reminds you of how troublesome traversing the moor can be. You ask <<your_bird_text>> what <<bhe>> thinks of the moor. <br><br> <<if $monster is 1>> <<bHe>> thinks for a moment, then responds. "This place is good for hunting. There is always prey, and prey is easy to see." That seems to be <<bhis>> greatest interest. <<else>> <<bHe>> responds with a normal squawk. You interpret it as a sign of contentment and overall satisfaction. <</if>> You keep flying around the moor for a while. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_moor_people" 1>> You notice a small group of people walking around. <<if $livestock_intro isnot undefined>> You recognise them from Remy's farm. <<else>> None of them look familiar to you. <</if>> <<your_bird_text "cap">> sees them too. <<bHe>> doesn't look happy to see them. <<bHe>> lets out a loud screech, startling them. <br><br> <<bHe>> sways in the air, seemingly considering further harassment, but then seems to remember that you're with <<bhim>>. <<if $monster is 1>> "Sorry." <<else>> <<bHe>> turns <<bhis>> gaze away from them and squawks apologetically. <</if>> <br><br> Wanting to move on from the moment, <<bhe>> quickly flies past them. You keep flying around the moor for a while. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_moor_lurkers" 1>> You notice a group of lurkers lying in the grass. <<your_bird_text "cap">> notices them too. <<bHe>> looks at them, then back at you. <<bHe>> thinks for a moment, before letting out a loud screech. The lurkers jump and scramble away. <br><br> <<bHe>> becomes more excited and starts messing with the lurkers, pretending to chase them with <<bhis>> shadow. It's quite an amusing sight. <<stress -3>><<lstress>> <br><br> You keep flying around the moor for a while. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_moor_animals" 1>> <<endevent>> <<set _beastGen to ($rng gte 51 ? "cat" : "fox")>><<if _beastGen is "cat">><<beastNEWinit 3 cat>><<else>><<beastNEWinit 3 fox>><</if>> <<npc "Great Hawk" 4>> You notice some <<beastsplural 2>> resting in a secluded spot. Your <<beasttype 3>> sees them too. <<bHe 3>> doesn't pay them much mind. You ask what <<bhe 3>> thinks of the other inhabitants of the moor. <br><br> <<if $monster is 1>> "They avoid me. We don't have much in common. They remain landbound." The <<beastsplural 2>> notice you in the sky and scamper to hide. <<else>> <<bHe 3>> looks at you, then turns towards the <<beastsplural 2>> and screeches. They notice you and scamper to hide. Your <<beasttype 3>> bobs <<bhis 3>> head proudly. <</if>> You keep flying around the moor for a while. <<endevent>><<npc "Great Hawk">> <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<if $farm_stage gte 7>> <<addinlineevent "flight_casual_moor_alex" 1>> Your thoughts drift to Alex's farm. You decide to check up on it. You tell <<your_bird_text>> to follow you. <br><br> You fly towards the farm, past the Remy estate. Seeing the estate makes <<your_bird_text>> tense. After passing it, <<bhe>> seems to calm down. <br><br> You arrive near Alex's farm. You can see most of it from up here. The Great Hawk looks around, unsure of what to make of it. <<if $monster is 1>> You ask what <<bhe>> thinks of the place. <br><br> "It is big, lots of open space. Pleasing to look at. A lot better than the other one," <<bhe>> responds. <<else>> You wait for <<bhim>> to show some kind of reaction. <<bHe>> looks over the fields, buildings, and everything else. <<bHe>> looks intrigued. <</if>> You look over the farm for a little longer, making sure everything is in order. <br><br> After deciding you've seen enough, you and the <<beasttype>> fly back into the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <</if>> <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> <<addinlineevent "flight_casual_moor_remy" 1>> You end up close to the outskirts of the moor. You spot Remy's estate a bit further away. <<your_bird_text "cap">> looks uneasy. <<if $monster is 1>> "We should not go close to that place, it is dangerous," <<bhe>> says. You tell <<bhim>> you want to go just a little closer. "I do not want to, but I also do not want you to go alone. Fine, but just a little," <<bhe>> says hesitantly. <<else>> <<bHe>> seems apprehensive. You tell <<bhim>> you want to go just a little closer. <<bHe>> hesitates, but flies up to your side. <</if>> <br><br> You fly close enough that you can see partly into the property, but still far enough to not be noticed. The Great Hawk keenly observes every bit of movement. <<bHe>> looks focused, as if <<bhe>> was hunting. <<if $monster is 1>> After looking around for a bit, <<bhe>> speaks. "This is a dangerous place. You should never go here, <<wife>>." <<bHe>> sounds very serious. <<else>> <<bHe>> keeps looking over the estate while making small, aggressive chirps. <<bHe>> must really not like this place. <</if>> <br><br> After a couple of minutes, you tell <<bhim>> you want to leave. <<bHes>> more than happy to do so, and starts flying away. You follow <<bhim>> back into the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "flight_casual_moor_wind" 1>> <<set $phase2 to 1>> The wind picks up, making you fly faster than expected. <<your_bird_text "cap">> easily keeps up with you. You fly around with great speed. <<if $monster is 1>> "You have gotten good at flying," <<bhe>> remarks. <<else>> <<bHe>> observes your flying with interest. <</if>> <br><br> After a few minutes, the winds die down, making you return to your usual speed. You keep flying around the moor for a while. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<if $bogProgress gte 1>> <<addinlineevent "flight_casual_moor_bog" 1>> You end up near the small pathway that leads into the bog. <<your_bird_text "cap">> looks towards it and <<if $monster is 1>> speaks. "Strange place. Dark and wet, barely anything. Better to just avoid it." <<else>> squawks. <<bHe>> would prefer not to go near it. <</if>> <br><br> You change course, and keep flying around the moor for a while. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "flight_casual_moor_town" 1>> The winds lead you far, until you end up near the road leading out of town. You can see a few cars driving to and from the town. You stop to observe the flow of traffic. <br><br> <<your_bird_text "cap">> looks at them with almost childlike glee. <<if $monster is 1>> "Those big shiny things, I want to take one. I once tried to approach one that was still, but it made a very loud noise, so I had to leave. Maybe we can find one that is silent," <<bhe>> says. <<else>> <<bHe>> seems to like how shiny they are. <</if>> You spend some time admiring the cars with <<bhim>>. <br><br> Eventually, the traffic dies down. You and the <<beasttype>> fly away, and keep flying around the moor for a while. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<else>> <<addinlineevent "flight_casual_forest_treeline" 1>> You fly above the treeline. You notice Great Hawk eyeing the thick branches. <<if $monster is 1>> "Flying here is annoying. Sticks and leaves get in the way," <<bhe>> says. <</if>> You look at <<bhis>> large wings. You can see why flying in such thick woods would be problematic for <<bhim>>. <br><br> You keep flying above the forest for a while, until you decide to start flying back to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_forest_ask" 1>> You keep flying over the forest for a while. You ask why <<bhe>> never goes to the forest. <<if $monster is 1>> "There are many reasons. One is that there are many others here, dangerous others." As if on cue, you hear loud gunshot. <<else>> <<bHe>> looks at you and screeches. You hear a howl in response, followed by the sound of a gunshot. <</if>> The reason is quite clear now. <<stress 2>><<gstress>> <br><br> With the peace of the forest now disturbed, you begin flying back to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<if C.npc.Eden.init is 1>> <<addinlineevent "flight_casual_forest_eden" 1>> You let yourself fly lower. Suddenly, you hear gunshots somewhere nearby. The loud noise scares <<your_bird_text>>. You take a minute to comfort <<bhim>>. <<if $monster is 1>> "Sorry. Loud noises," <<bhe>> says. <<bHe>> still seems a little shaken. <<else>> <<bHe>> tries to act brave, but you can tell <<bhes>> still quite uneasy. <</if>> <br><br> You can tell <<bhe>> doesn't want to be anywhere near the forest anymore. <<your_bird_text "cap">> helps you regain altitude, and you fly back to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "flight_casual_forest_wolves" 1>> As you are flying over the forest, you hear howling in the distance. It slowly intensifies. <<if $monster is 1>> "Their singing lacks melody, it's just noise," <<your_bird_text>> comments. <<else>> <<your_bird_text "cap">> seems unimpressed. <</if>> <br><br> You keep flying above the forest until you're unable to maintain altitude, at which point you return to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_forest_lake" 1>> As you're flying, you see the lake far below. You can just barely see your reflection in the <<if Time.season is "winter">>ice<<else>>water<</if>>. <<your_bird_text "cap">> avoids flying directly over the lake. <br><br> You fly a few laps around the lake, until the wind can no longer keep you aloft. You start flying back to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_forest_asylum" 1>> You see a building in the distance. You fly closer to it. <<if $asylumintro is 1>> You realise that it's the asylum. <<else>> The building looks large and old, with a few parts that look somewhat modern. <</if>> <br><br> <<your_bird_text "cap">> looks at it with interest. <<if $monster is 1>> "Such a big place. It could work well as a nest, if there were not so many landbounds," <<bhe>> says. <<else>> <<bHe>> seems especially interested in the upper parts of the building. Looks like <<bhe>> thinks this would be a good location for a nest, if there weren't so many people. <</if>> <br><br> You keep looking over the building for a bit, before you start flying back to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_forest_town" 1>> After flying for a bit, you see the outskirts of the town. You stop to look. <<if $monster is 1>> <<your_bird_text "cap">> speaks up. "I don't like how loud the landbound nest is. I won't go any closer to it," <<bhe>> says. <<else>> <<your_bird_text "cap">> hears the loud sounds coming from the town and looks annoyed. <<bHe>> refuses to fly any closer to it. <</if>> <br><br> You keep looking for a bit longer, before you decide to start flying back to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_forest_fox" 1>> <<endevent>> <<beastNEWinit 1 fox>> Between the trees, you notice a <<beasttype>> scrounging through a bird's nest. You can see <<bhim>> taking the eggs. Seeing this infuriates your <<endevent>><<npc "Great Hawk">><<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <br><br> <<if $monster is 1>> "The ones near home don't dare to try this," <<bhe 0>> says coldly. <<else>> <<bHe 0>> chirps angrily. <<bHes 0>> most likely thinking of how <<bhe 0>> would react if those were <<bhis 0>> eggs. <</if>> You reassure <<bhim 0>> that no one will ever get into the nest. This seems to calm <<bhim 0>> down. <br><br> You keep flying above the forest for a bit, until you decide to start flying back to the moor. <<endevent>><<npc "Great Hawk">> <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <<addinlineevent "flight_casual_forest_churchyard" 1>> You come across the old churchyard. It looks even more decrepit from up high. <<your_bird_text "cap">> looks around. <<if $monster is 1>> After a while, <<bhe>> speaks. "Too bad the stones are everywhere on the ground, they could have made for a big tower," <<bhe>> says. <<else>> <<bHe>> is especially focused on the small stone sepulchres. They seem to remind <<bhim>> of the castle your nest is in. <</if>> After looking at it a little longer, you decide to move on. <br><br> You and Great Hawk keep flying above the forest, until you decide to start flying back to the moor. <br><br> <<link [[Next|Bird Tower Casual Flight 4]]>><<bird_pass 20>><</link>> <br> <</addinlineevent>> <</if>> <<if $dateCount.GreatHawkCasual gte 3 and !$bird.ritual>> <<addinlineevent "flight_casual_mating_ritual_intro" 1000>> <<your_bird_text "cap">> starts circling around you, flying in intricate patterns. Seeing your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> fly so elegantly is captivating. <br><br> You feel something stir inside of you. Watching <<bhim>> is starting to wake your own bestial instincts. You start to fly like <<bhim>>, trying to show off your own moves. <<if currentSkillValue("danceskill") gte 1000>> <span class="green">Your flying is just as elegant, if not more so.</span> You weave a beautiful dance across the sky with <<bhim>>. <<your_bird_text "cap">> looks impressed. <<elseif currentSkillValue("danceskill") gte 500>> <span class="green">You manage to keep up with <<bhim>>.</span> It becomes something of a dance between you two. <<bHe>> looks impressed. <<else>> You do your best, <span class="purple">but you're not quite on <<bhis>> level</span>. Still, <<bhe>> looks pleased. <</if>> Flying with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> feels refreshing, although your instincts tell you that you should be doing more. Just as you think this, the Great Hawk flies directly above you and <span class="red">flashes <<bhis>> talons at you!</span> <<stress 6>><<ggstress>> <br><br> <<link [[Next|Bird Tower Mating Ritual]]>><</link>><<willpowerdifficulty 1 300>> <br> <</addinlineevent>> <<elseif $bird.ritual and C.npc["Great Hawk"].dom gte 50 and $phase2 isnot 2>> <<addinlineevent "flight_casual_mating_ritual" 2>> <<your_bird_text "cap">> starts circling around you, flying in intricate patterns. Seeing your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> fly so elegantly is captivating. <br><br> <span class="lewd"><<bHes>> attempting to do a mating ritual.</span> <br><br> <<link [[Play along|Bird Tower Mating Ritual Start]]>><<transform bird 1>><<set $phase to 2>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>><<deviant1>><<if $player.virginity.handholding is true>><<note "Success will be your first hand held" "red">><</if>> <br> <<link [[Just fly|Bird Tower Casual Flight 3]]>><<set $phase2 to 2>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br> <</addinlineevent>> <</if>> <<runeventpool>><<effects>> You and <<your_bird_text>> fly back <<if $phase is 0>> into the deeper parts of the moor. <<elseif $phase is 1>> towards the moor. <</if>> You can see the castle on the horizon. <<if $rng gte 51>> You decide to take it easy and let the wind carry you. You feel like you're floating. <<stress -3>><<lstress>> <<else>> <<if $phase2 is 1>> The winds pick up again, <<else>> The winds are strong, <</if>> allowing you greater mobility. You take advantage of the strong current and fly around in extravagant patterns. It's hard to stay in control, but you manage. <<if $monster is 1>> "You move gracefully," <<your_bird_text>> says. <<else>> <<your_bird_text "cap">> watches you and squawks approvingly. <</if>> <<trauma -2>><<ltrauma>> <</if>> <br><br> After flying around a little longer, you tell the <<beasttype>> you want to return. You fly back to the tower. <br><br> <<link [[Next|Bird Tower Casual Flight 5]]>><</link>> <br><<set $location to "tower">><<set $outside to 0>><<effects>> You both land back on the perch. <<if $dateCount.GreatHawkCasual lte 3>> <<if $monster is 1>> "This was... enjoyable, though everything done with <<wife>> is. I would like to go flying with you again," <<bhe>> says. <<else>> <<bHe>> looks at you and lets out a happy screech. <</if>> You pat <<bhim>> on the shoulder. <<elseif $dateCount.GreatHawkCasual lte 7>> <<if $monster is 1>> <<your_bird_text "cap">> walks up to you and speaks. "Let's do this again soon, <<wife>>. Going places with you is fun." <<else>> <<your_bird_text "cap">> lazily stretches <<bhis>> wings and walks closer to you. <<bHe>> chirps joyfully at you. <</if>> You give <<bhim>> a peck on the cheek. <<else>> <<if $monster is 1>> <<your_bird_text "cap">> shuffles close to you and wraps an arm around you. "Flying with you like this is relaxing. Would gladly do this again, <<wife>>," <<bhe>> says. You pull <<bhim>> into a hug. You hold each other for a moment, before you finally pull away. <<else>> <<your_bird_text "cap">> shuffles up to you and caresses your face with <<bhis>> beak, expressing <<bhis>> affection and happiness. You pet <<bhim>> on the head and say you had fun. You enjoy the feeling of <<bhis>> beak on your face for a moment, before you finally pull away. <</if>> <</if>> <br><br> The <<beasttype>> returns to <<bhis>> usual spot on the perch. <br><br> <<link [[Next|Bird Tower Perch]]>><<bird_hunt_timer>><<endevent>><</link>> <br><<effects>> Together you fly around until you find an especially windy part of the moor. <<if $phase is 1>> You start to fly in intricate patterns around <<bhim>>, making sure to show off your body and skills at the same time. <<bHe>> takes the hint<<if $monster is 1>> and smiles<</if>>. <<bHe>> starts showing off <<bhis>> own moves. <<else>> You start to fly like <<bhim>>, trying to show off your own moves. <</if>> <<deviancy1>> <<if currentSkillValue("danceskill") gte 1000>> <span class="green">Your flying is just as elegant, if not more so.</span> You weave a beautiful dance across the sky with <<bhim>>. <<your_bird_text "cap">> looks impressed. <<elseif currentSkillValue("danceskill") gte 500>> <span class="green">You manage to keep up with <<bhim>>.</span> It becomes something of a dance between you two. <<bHe>> looks impressed. <<else>> You do your best, <span class="purple">but you're not quite on <<bhis>> level</span>. Still, <<bhe>> looks pleased. <</if>> Flying with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> feels refreshing, and your mating instincts start to kick in. The Great Hawk flies directly above you and flashes <<bhis>> talons at you. <br><br> <<link [[Next|Bird Tower Mating Ritual]]>><<bird_pass 20>><</link>><<willpowerdifficulty 1 300>> <br><<effects>> The Great Hawk dives directly towards you, talons extended. <<if !$bird.ritual>> <<set $bird.ritual to 1>> <<if $willpowerSuccess>> <span class="green">You regain your composure and dodge the dive</span>, resulting in <<bhim>> swooping past you. <<else>> <span class="red">You freeze.</span> <<bHe>> notices your lack of a reaction and tries to divert <<bhis>> course. <<bHe>> manages to avoid you, if only barely. <<stress 12>><<trauma 6>><<willpower 1>><<ggstress>><<gtrauma>><<gwillpower>> <</if>> <br><br> <<switch $speech_attitude>> <<case "meek">>"W-What... Why did you do that!?" you yell with a shaky voice. <<case "bratty">>"Hey! Why the hell did you try to hit me?!" you yell in frustration. <<default>>"Why did you do that?! You nearly hit me!" you yell. <</switch>> <br><br> <<bHe>> flies up next to you. You can tell <<bhe>> means you no harm, which only confuses you more. <<if $monster is 1>> "I wanted to court <<wife>>. I thought you would know how. Mistake is mine," <<bhe>> says apologetically. It sounds like <<bhe>> was just trying to perform a mating ritual with you. Having now figured it out, you let out a small giggle. <<else>> <<bHe>> looks at you with concern, trying to determine if you're alright. You take a moment to think back on what happened. You remember <<bhis>> unusually provocative behaviour. You realise that <<bhe>> was probably trying to perform some kind of mating ritual with you. You can't help but giggle at the misunderstanding. <</if>> <br><br> You tell <<bhim>> that you understand. This seems to calm <<bhim>> down. You can tell <<bhes>> a bit agitated, though. <span class="lewd"><<bHe>> probably still wants to mate.</span> <br><br> <<link [[Return home to mate|Bird Tower Mating Ritual Return]]>><<set $phase to 0>><<bird_pass 20>><<npcincr "Great Hawk" love 1>><</link>><<glove>><<deviant1>> <br> <<link [[Keep flying|Bird Tower Casual Flight 3]]>><<set $phase2 to 2>><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br> <<else>> The shape of <<bhim>> above you sends shivers down your spine. <<if $willpowerSuccess>> <span class="green">You keep your nerve.</span> You turn your body, so you're facing upwards towards <<bhim>>. <br><br> <<if $monster is 1>> <<bHis>> hands lock with yours, and you pull each other into an embrace. <<else>> <<bHis>> talons lock together with your hands, and you pull each other into an embrace. <<bHis>> talons feel sharp, but somehow not painful. <</if>> <<takeHandholdingVirginity "Great Hawk" "romantic">> <br><br> Performing the mating ritual with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> fulfils a primal desire within you. <<trauma -12>><<lltrauma>> <br><br> You bury your face in <<bhis>> plumage, letting <<bhim>> carry you. It's exhilarating. You can only hold on for so long, though. <br><br> You flip back around and regain control of yourself. <<bHe>> flies up next to you, looking overjoyed. <<if $monster is 1>> "Thank you for doing this with me, <<wife>>. To court like a hawk, instead of a landbound, means much." <<else>> <<bHe>> flaps <<bhis>> wings wildly, a rare gesture. You can tell this meant a lot to <<bhim>>. <</if>> <<npcincr "Great Hawk" love 1>><<glove>> <br><br> You stare at each other for a moment. Your instincts are screaming for you to mate with <<bhim>>, and you can tell <<bhe>> wants you just as much. You turn toward the tower in unison and start flying back. <<else>> <span class="purple">You freeze up for just a moment.</span> You know <<bhe>> won't hurt you, but the sight of <<bhim>> is still very intimidating. <<willpower 1>><<npcincr "Great Hawk" dom 1>><<gwillpower>><<gdom>> <br><br> You manage to turn your body to face <<bhim>> above you, but <<bhes>> fast. <<bHis>> talons grab you, dragging you into an embrace. You might not have done it exactly right, but being held by <<bhim>> as <<bhe>> flies is thrilling regardless. <<trauma -2>><<ltrauma>> <br><br> <<bHe>> can only hold on to you for so long, though. You flip back around and regain control of yourself. You tell <<bhim>> you just want to fly around a bit more. You fly by <<bhis>> side, taking in the moment. While not as grand as it could have been, it's still very relaxing, almost intimate. You look over to your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<bHe>> turns to look at you. You can see the adoration in <<bhis>> eyes. <br><br> You feel the desire to mate with <<bhim>> building up inside you. You can tell <<bhe>> wants you as well. You tell <<bhim>> you want to return now. <<bHe>> nods in agreement. You both fly back to the tower. <</if>> <br><br> <<link [[Next|Bird Tower Mating Ritual Return]]>><<bird_pass 20>><</link>> <br> <</if>><<set $location to "tower">><<set $outside to 0>><<effects>> <<if $phase is 0>> You land back on the perch. You wait for <<your_bird_text>> to land, then walk into the tower and climb into the nest. You can feel your animalistic urges taking over, telling you to mate. You lie down in the nest and spread your legs. <br><br> <<switch $speech_attitude>> <<case "meek">>"You had me really scared back there. But it was also... exciting. How about you show me what a big, fearsome <<beasttype>> like you can really do?" you chirp. <<case "bratty">>"You really took me by surprise earlier. And it wasn't a pleasant one. You're going to properly apologise for what happened, right?" you coo, licking your lips. <<default>>"I had a lot of fun flying with you, despite how it ended. And now all that flying around really got me in the mood. How about we start the 'mating' part of this ritual now?" you say seductively. <</switch>> <<deviancy1>> <<bHe>> wastes no time, perching up on the edge of the nest. <<if $monster is 1>> "You are already my mate and <<wife>>. There's no need to court again. But it is nice," <<bhe>> says bashfully. <<else>> The <<beasttype>> looks at you adoringly and chirps. <</if>> <<bHe>> joins you in the nest. <<elseif $phase is 1>> You land back on the perch. You feel a heat building up inside you. You wait for <<your_bird_text>> to land and pull <<bhim>> into your arms. This takes <<bhim>> by surprise. You gently pull <<bhis>> head down, then bring your mouth to <<bhis>> ear and whisper. <br><br> <<switch $speech_attitude>> <<case "meek">>"The way you and I were holding on to each other felt so... intimate. I want to feel even more of you now. Please." <<case "bratty">>"Holding on to you mid-air was really exciting. You got me really aroused. I can't wait any longer to have you." <<default>>"The way we were linked up together in the air was so intimate. It made me want to feel the rest of your body against mine." <</switch>> <br><br> <<bHe>> pulls away from you and looks you in the eyes. <<if $monster is 1>> "You do not need to say all of that now. But it does make me happy." You take <<bhim>> by the hand <<else>> <<bHe>> looks at you with great adoration and caresses your face with <<bhis>> beak. You carefully grasp <<bhis>> wing <</if>> and pull <<bhim>> to the nest. <<else>> You land back on the perch. You wait for <<your_bird_text>> to land, then walk into the tower and climb into the nest. You call out to <<bhim>>. <br><br> <<switch $speech_attitude>> <<case "meek">>"I really liked seeing you fly. And I want to see more of you." Your words are quiet, yet seductive. <<case "bratty">>"I'm feeling tired after all that flying. I think a good mating session would bring back some energy," you say in a sultry tone. <<default>>"All that flying around really got me in the mood. You're not going to leave me all hot and bothered, right?" you ask, voice filled with arousal. <</switch>> <br><br> You can tell your words had an effect on <<bhim>>. <<if $monster is 1>> "Anything for you," <<bhe>> responds. <<else>> <<bHe>> looks at you happily. <</if>> <<bHe>> climbs into the nest. <</if>> <br><br> <<link [[Next|Bird Tower Mating Ritual Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemytrust += 200>> <<set $enemyhealthmax to 600>> <<set $enemyhealth to 600>> <<if $monster isnot 1>> <<set $position to "doggy">> <<set $NPCList[0].stance to "top">> <</if>> <<npc_attempt_sex>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bird Tower Mating Ritual Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bird Tower Mating Ritual Sex]]>><</link>></span><<nexttext>> <</if>><<setTowerTemp>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<set $bird.satisfied to true>> The <<beasttype>> stays still for a moment, enjoying the afterglow. <<if $phase is 0>> You stroke <<bhis>> feathers. You enjoy caressing <<bhim>> for a moment, then sit up. You tell <<bhim>> that you had a great time. <<bHe>> huddles up next to you. <<if $monster is 1>> "You are the best mate and <<wife>>. No doubt." <<else>> <<bHe>> affectionately touches your face with <<bhis>> wing. <</if>> <<npcincr "Great Hawk" love 1>><<glove>> <br><br> You tell the <<beasttype>> you would like to do this again sometime. <<if $monster is 1>> "Would love to mate again," <<bhe>> says. <<bHis>> voice is softer than usual. <<else>> <<bHe>> responds with a soft chirp, a sound <<bhe>> rarely makes. <</if>> You gently pet <<bhis>> head in response. You and your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>> take a moment to recover, then climb out of the nest. <<bHe>> looks at you for a moment, then goes back onto the perch. <<else>> You give <<bhim>> a kiss on the forehead. <<if $monster is 1>> <<bHe>> slightly blushes. You sit up and say you love <<bhim>>. <<bHe>> looks back at you. "I love you too, <<wife>>." <<bHe>> wraps <<bhis>> arms around you and holds you for a moment. <<else>> <<bHe>> coos blissfully. <</if>> <<npcincr "Great Hawk" love 1>><<glove>> <br><br> <<bHe>> mounts you and wraps <<bhis>> wings over you, darkening your surroundings. You can only see <<bhis>> eyes, gazing back at you adoringly. <<bHe>> releases you, returning to <<bhis>> spot on the perch. <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Bird Tower]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<beasttype>> away. <<bHe>> walks out of the nest, feeling hurt. <<npcincr "Great Hawk" love -3>><<lllove>> <br><br> <<tearful>> you climb out of the nest. <<clotheson>> <<endcombat>> <<link [[Next|Bird Tower]]>><</link>> <br> <<else>> <<bHe>> steps back. <<if $monster is 1>> <<bHe>> looks conflicted, but says nothing. <<else>> <<bHe>> looks disappointed. <</if>> <<if $phase is 0>> You tell <<bhim>> that you had second thoughts this time, but that you would like to mate with <<bhim>> later. Your words appease <<bhim>>, although you can still sense disappointment from <<bhim>>. <</if>> <<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom -1>><<llove>><<ldom>> <br><br> The <<beasttype>> leaves you alone in the nest. <<tearful>> you climb out. <<clotheson>> <<endcombat>> <<link [[Next|Bird Tower]]>><</link>> <br> <</if>><<setTowerTemp>><<effects>> You look through your telescope. <<if Time.dayState isnot "night">> It's too early to look at the sky. <<elseif Weather.isOvercast>> The weather isn't clear enough to see anything in the sky. <</if>> <br><br> <<bird_telescope_options>><<setTowerTemp>><<effects>> <<cleareventpool>> <<if $bird.state is "home" and ["sing", "groom"].includes($bird.activity)>> <<addinlineevent "telescope_bird_home_moor" 1>> <<npc "Great Hawk">> You look around the moor. Your vision is suddenly filled with a gigantic eye. You move your face away. <<your_bird_text "cap">> is looking through the opposite end of the telescope at you. <<if $monster is 1>> "Strange thing. You look so small through this." <<else>> <<bHe>> chirps at you. <</if>> You laugh and pat <<bhim>> on the head. <<stress -12>><<llstress>> <</addinlineevent>> <</if>> <<if $bird.state is "hunting" and !$daily.birdTelescopeHunt>> <<addinlineevent "telescope_bird_hunt" 1>> <<npc "Great Hawk">><<set $daily.birdTelescopeHunt to true>> You look around the moor. You see a shape dive from the air. It takes a bit for you to track it, but once you do, you realise that it's <<your_bird_text>>. You lose sight of <<bhim>> as <<bhe>> dives again. You wonder what <<bhe>> just caught. <<stress -12>><<llstress>> <</addinlineevent>> <</if>> <<if !$daily.huntRemyCamp>> <<addinlineevent "telescope_remy_camp" 3>> <<if $daily.huntRemyCampNorth is undefined>> <<set $daily.huntRemyCampNorth to random(2,5)>> <<set $daily.huntRemyCampEast to random(-5,5)>> <</if>> <<if $daily.emptyCampNorth>> <<if $daily.emptyCampNorth is $daily.huntRemyCampNorth and $daily.emptyCampEast is $daily.huntRemyCampEast>> <<if $daily.huntRemyCampNorth is 5>> <<set $daily.huntRemyCampNorth -= 1>> <<else>> <<set $daily.huntRemyCampNorth += 1>> <</if>> <<set $daily.huntRemyCampEast to random(-5,5)>> <</if>> <</if>> <<set $daily.huntRemyCamp to true>> <<if Time.dayState is "night">> It's too dark to see much of anything, but you see a cluster of lights in the distance. <<else>> You see a group of campfires. <</if>> They're surrounded by tents, which are themselves surrounded by supplies and makeshift barriers. The occupants are dressed in matching uniforms. <<if $remySeen?.includesAny("farm","livestock","manor") or $livestock_intro isnot undefined>> You recognise them. <span class="red">Remy's goons.</span> <<else>> They look dangerous. <</if>> <br><br> It's <<switch $daily.huntRemyCampNorth>> <<case 2>>only a short distance from the tower, <<case 3>>not too far from the tower, <<case 4>>a good distance from the tower, <<case 5>>at the very edge of the moor, <</switch>> <<switch $daily.huntRemyCampEast>> <<case -5 -4 -3>>to the northwest. <<case -2 -1>>to the north and slightly west. <<case 0>>directly to the north. <<case 1 2>>to the north and slightly east. <<case 3 4 5>>to the northeast. <</switch>> <</addinlineevent>> <</if>> <<if !$daily.emptyCamp and Time.dayState isnot "night">> <<addinlineevent "telescope_empty_camp" 2>> <<if $daily.emptyCampNorth is undefined>> <<set $daily.emptyCampNorth to random(2,5)>> <<set $daily.emptyCampEast to random(-5,5)>> <</if>> <<if $daily.huntRemyCampNorth>> <<if $daily.emptyCampNorth is $daily.huntRemyCampNorth and $daily.emptyCampEast is $daily.huntRemyCampEast>> <<if $daily.emptyCampNorth is 5>> <<set $daily.emptyCampNorth -= 1>> <<else>> <<set $daily.emptyCampNorth += 1>> <</if>> <<set $daily.emptyCampEast to random(-5,5)>> <</if>> <</if>> <<set $daily.emptyCamp to true>> <<if Time.dayState is "night">> It's too dark to see much of anything, but you do see an area that sticks out. The shapes along the ground are too uniform. You keep looking, and realise it's the remains of a campsite in the middle of a small clearing. <<else>> You see the remains of a campsite, the campfire still just barely smouldering. <</if>> It looks like someone left in a hurry; there's litter and small items scattered all over the place! <span class="gold">If you're quick, you could go take what's left before other scavengers close in.</span> <br><br> It's <<switch $daily.emptyCampNorth>> <<case 2>>only a short distance from the tower, <<case 3>>not too far from the tower, <<case 4>>a good distance from the tower, <<case 5>>at the very edge of the moor, <</switch>> <<switch $daily.emptyCampEast>> <<case -5 -4 -3>>to the northwest. <<case -2 -1>>to the north and slightly west. <<case 0>>directly to the north. <<case 1 2>>to the north and slightly east. <<case 3 4 5>>to the northeast. <</switch>> <</addinlineevent>> <</if>> <<if Time.dayState is "night">> <<if Weather.bloodMoon>> <<addinlineevent "telescope_blood_1" 3>> The red fields before you seem to stretch on forever. <<awareness 1>><<trauma 12>><<gawareness>><<ggtrauma>> <</addinlineevent>> <<addinlineevent "telescope_blood_2" 3>> The moor is lit up well by the moon, but it seems unusually still. Yet, when you lose focus, it feels as though the lens of the telescope has become liquid. Your view writhes for a brief moment until you focus again. <<gtrauma>><<trauma 6>> <</addinlineevent>> <<else>> <<addinlineevent "telescope_dark_nothing" 3>> It's too dark to see much of anything. <</addinlineevent>> <<addinlineevent "telescope_dark_camp_1" 1>> It's too dark to see much of anything, but you see a single light in the distance. A campfire. A group of tents sit near, and a small crowd sits around the fire, laughing. You wonder what they're talking about. <<stress -3>><<lstress>> <</addinlineevent>> <<addinlineevent "telescope_dark_camp_2" 1>> It's too dark to see much of anything, but you see a single light in the distance. A campfire. A single tent sits near. Through backlit silhouettes, you see a figure bouncing up and down. A pair of arms pull them back down. <<arousal 500>><<garousal>> <</addinlineevent>> <</if>> <<else>> <<if $bogProgress gte 1>> <<addinlineevent "telescope_bog_person" 0.5>> You spot a figure in black robes far to the west. You watch them for some time, until they disappear into the bog. <</addinlineevent>> <<else>> <<addinlineevent "telescope_bog_discover" 3>> <<set $bogProgress to 1>> You look to the west, towards the forest. You're just barely able to see the endpoint of a wooden boardwalk. Behind it, the moor ends and stagnant water begins. <br><br> A wall of drenched leaves obscure anything further, but you know that the forest must lie beyond. It could make for a one-way shortcut from the forest to the deeper parts of the moor. <br><br> <span class="gold">You've discovered the bog.</span> <</addinlineevent>> <</if>> <<if Weather.isSnow>> <<addinlineevent "telescope_snowblind" 1>> The sun's reflection on the snow is blinding, making it difficult to see much of anything. <</addinlineevent>> <</if>> <<addinlineevent "telescope_nothing" 1>> You don't see anything in particular, but the gentle swaying of the grasses and bushes is soothing. <<stress -2>><<lstress>> <</addinlineevent>> <<addinlineevent "telescope_person" 1>> You spot someone walking near the edge of the moor. They look like a hiker, but they're too far away for you to see any details. You watch them for a while. <<stress -2>><<lstress>> <</addinlineevent>> <<addinlineevent "telescope_people_normal" 1>> You spot a group of hikers in the middle of the moor. They seem to be looking for something. Eventually, one of them appears to call out to the others, and they disappear over a hill. <<stress -2>><<lstress>> <</addinlineevent>> <<addinlineevent "telescope_people_lewd" 1>> <<generate1>><<generatep2>> You spot a <<person1>><<person>> and a <<person2>><<person>> in the middle of the moor. They're laughing about something. Suddenly, the <<person1>><<person>> pushes <<himself>> against the <<person2>><<person>>, who responds by pulling <<person1>><<him>> to the ground. <br><br> They start to remove each other's clothes. <<if Weather.precipitation is "rain">>They both get covered in mud pretty quickly, but neither seem to mind.<</if>> They begin to grind against each other, and it isn't long before they're having intercourse out in the open. <<arousal 500>><<garousal>> <</addinlineevent>> <<addinlineevent "telescope_people_rape" 1>> <<generate1>><<generatev2>> You spot a <<person1>><<person>> and a <<person2>><<person>> in the middle of the moor. The <<person>> is struggling in the <<person1>><<persons>> grasp. Suddenly, the <<person1>><<person>> pushes <<person2>><<him>> down and rips away <<his>> clothing. <br><br> <<if Weather.precipitation is "rain">>They both get covered in mud.<</if>> The <<person1>><<person>> begins to have <<his>> way with <<his>> victim. There's nothing you could hope to do in time. <<trauma 3>><<arousal 500>><<gtrauma>><<garousal>> <</addinlineevent>> <<addinlineevent "telescope_animals_1" 1>> <<beastNEWinit 3 fox>> A trio of <<beastsplural>> fight over a lurker in the distance. <<stress -2>><<lstress>> <</addinlineevent>> <<if $hallucinations gte 2>> <<addinlineevent "telescope_tentacles_1" 1>> You notice a bush swaying in the opposite direction of the wind. Its branches writhe in unnatural ways. <<awareness 1>><<stress 2>><<gawareness>><<gstress>> <</addinlineevent>> <<addinlineevent "telescope_tentacles_1" 1>> You see a person wearing all black piling up small stones. They disappear the instant you look away. <<awareness 1>><<stress 2>><<gawareness>><<gstress>> <</addinlineevent>> <</if>> <</if>> <<runeventpool>> <<endevent>> <<wearProp "ornatetelescope">> <br><br> <<bird_telescope_options>><<setTowerTemp>><<effects>> You look up to the sky. <br><br> <<cleareventpool>> <<if Weather.bloodMoon>> <<addinlineevent "telescope_sky_blood" 2>> <<set $daily.telescopeBlood to true>> A few translucent clouds pass the bottom crest of the moon. <br><br> One of the clouds looks at you. <br><br> You cover the lens of the telescope. <<stress 12>><<awareness 3>><<ggstress>><<ggawareness>> <</addinlineevent>> <</if>> <<addinlineevent "telescope_sky_stars" 1>> <<switch ($historytrait + $sciencetrait)>> <<case 0 1 2>>You can't recognise any of the constellations, so you just admire some of the brighter stars. <<stress -6>><<llstress>> <<case 3 4>>You start trying to name a few of the constellations. You're pretty sure you got some of them right. <<trauma -4>><<ltrauma>> <<case 5 6>>You spend some time naming constellations to yourself. <<trauma -8>><<lltrauma>> <<case 7 8>> <<if $hallucinations gte 1 and $rng lte 6>> <<if $rng lte 2 or $worn.neck.name is "dark pendant">> A particular constellation catches your eye. <<if Time.season is "winter">> It's bright and vibrant. <<else>> It's dim and distant, but you're just able to make out the shape. <</if>> A burning chariot, pulled by some indistinct beast. <<if $temple_confessor_intro>> The name is on the tip of your tongue, but your body refuses to utter it. As if the word was a curse. <<else>> You think of its name. You suddenly feel ill. <</if>> <br><br> <<if $world_corruption_soft gte 50>> The antlers on the head of the charioteer begin to split as you watch. Phantasmal lines connect them to other stars, adding them to a profane whole. Antlers sprout antlers. <<else>> You swear that the head of the charioteer turns to look at you. <</if>> You look away, your heart racing. You avoid looking in that direction. <<awareness 7>><<willpower 4>><<stress 36>><<ggawareness>><<ggwillpower>><<gggstress>> <<elseif $rng lte 4 or $worn.neck.name is "holy pendant">> A particular constellation catches your eye. <<if Time.season is "spring">> It's bright and vibrant. <<else>> It's a bit dim, but you make out the shape regardless. <</if>> It roughly matches one of the more well-known ones. A figure standing tall, holding something in each hand. But there's something off about it. <br><br> <<if $world_corruption_soft gte 50>> Your mind is telling you that the pattern is all wrong. It's upside down, and skewed. <<else>> It seems too detailed. Stars you don't recognise have added themselves to the whole. <</if>> Looking at it makes you feel like there's someone whispering reassurances and comforting lies in your ear. Looking at it too long makes your eyes hurt. You look away, and quickly lose track of it. <<control 10>><<trauma -24>><<stress -24>><<awareness 4>><<ggcontrol>><<lltrauma>><<llstress>><<gawareness>> <<elseif $rng lte 6 or $worn.neck.name is "stone pendant">> You spot a shape you aren't familiar with. It doesn't match any constellations you know, but there's unmistakably a pattern present. It feels as though someone has made a horrible mistake, and something has been moved from its intended position. You feel dizzy, yet warm. <br><br> When you try to focus again, the pattern is gone. <<arousal 2000>><<awareness 7>><<ggarousal>><<ggawareness>> <</if>> <<else>> <<if $rng gte 51>> You're easily able to recognise many of the constellations thanks to your science and history lessons. You wish you had some paper to sketch on. <<else>> You spot and recognise some planets and other celestial bodies. It makes you feel tiny, but smart. <</if>> <<trauma -12>><<llltrauma>> <</if>> <</switch>> <</addinlineevent>> <<runeventpool>> <<endevent>> <<wearProp "ornatetelescope">> <br><br> <<bird_telescope_options>><<setTowerTemp>><<effects>> <<set _hawkPregnancy to getPregnancyObject("Great Hawk")>> <<if birdEggsReady("Great Hawk") is "fertilised">> <<set $eggLayNumber to _hawkPregnancy.fetus.length>> <<else>> <<set $eggLayNumber to random(2,4)>> <</if>> <<switch $eggLayNumber>> <<case 1>><<set $eggLayText to `<span class="lewd">An egg pops out.</span>`>> <<case 2>><<set $eggLayText to `<span class="lewd">An egg pops out, followed shortly by another.</span>`>> <<default>><<set $eggLayText to `<span class="lewd">One by one, <<number $eggLayNumber>> eggs pop out.</span>`>> <</switch>> <<switch $phase>> <<case 0>> You avert your eyes until you hear <<your_bird_text>> stand up. <<if $eggLayNumber is 1>> <span class="lewd">There's an egg in the nest.</span> <<else>> <span class="lewd">There are <<number $eggLayNumber>> eggs in the nest.</span> <</if>> <<case 1>> You watch as <<your_bird_text>> <<if $monster is 1>> grips the edges of the nest. <<bHis>> talons bite into it as <<bhis>> hole opens. $eggLayText <<bHe>> pants, exhausted from the effort. <<else>> struggles. <<bHis>> hole opens. $eggLayText <<bHe>> stands up and shakes. <</if>> <<case 2>> You rush to <<your_bird_text>>'s side and position yourself behind <<bhim>>. <<if birdEggsReady("Great Hawk") is "fertilised">> You place one hand on <<bhis>> <<bellyDescription "Great Hawk">>, and another on <<bhis>> lower abdomen. You start to gently rub. <<else>> You place both of your hands on <<bhis>> lower abdomen and gently rub it. <</if>> <<bHis>> body shakes at your touch, more sensitive than usual. <<if $syndromebird gte 1>> You <<if $harpy gte 6>>coo<<else>>whisper<</if>> softly into <<bhis>> ear to comfort <<bhim>>. <<else>> You're not sure what else to do. <</if>> <<if $monster is 1>> <<bHis>> breathing slows, but only for a moment. <</if>> <<bHis>> talons bite into the <<if $bird.upgrades.nest gte 2>> fabric of the nest, leaving small holes. <<else>> nest, crushing twigs and sticks. <</if>> <<deviancy1>> You feel <<bhis>> abdomen throb. $eggLayText <<if $monster is 1>> <<bHe>> lets out a long, relieved sigh. "Thank you, <<wife>>." <<else>> <<bHe>> lets out a sound a bit like a huff, and nuzzles your cheek with <<bhis>> beak. <</if>> <<case 3>> <<set $bird.satisfied to true>> You rush to <<your_bird_text>>'s side and position yourself behind <<bhim>>. <<if $harpy gte 6>> You let your instincts take over, knowing how to help <<bhim>> pass <<bhis>> eggs. <<else>> You know just enough about birds to help <<bhim>>. <</if>> You place your hands on <<bhis>> <<if birdEggsReady("Great Hawk") is "fertilised">><<bellyDescription "Great Hawk">><<else>>abdomen<</if>> and start to apply gentle pressure. <<if $monster is 1>> You approximate the location of <<bhis>> ovaries, assuming they must be somewhat similar to those of a human. Your gentle pushing seems to be easing <<bhis>> pain. You press a little harder, causing <<bhim>> to moan lightly. <<else>> You feel around for <<bhis>> oviduct. Your gentle pushing seems to be easing <<bhis>> pain. <</if>> <br><br> After a moment, <span class="teal">you feel some resistance inside <<bhim>></span>. Knowing where the eggs are, you start to gently massage <<bhis>> belly in small circles, slowly working your way down. You can feel the eggs inside <<bhim>> moving. <<if $monster is 1>> <<bHis>> breathing starts to get faster, but less strained. <<bHis>> head falls back, and <<bhe>> looks at you lovingly. <</if>> You remove one of your hands from <<bhis>> abdomen and place it near <<bhis>> opening. It's already started to crown. You rub it, causing <<bhim>> to lean into you. <<deviancy3>> The opening is already slick, so you easily manage to slip two fingers in, which makes <<bhim>> <<if $monster is 1>>gasp<<else>>coo<</if>>. You massage <<bhis>> <<if birdEggsReady("Great Hawk") is "fertilised">><<bellyDescription "Great Hawk">><<else>>abdomen<</if>> from outside and <<bhis>> passage from inside. <<bHis>> talons bite into the <<if $bird.upgrades.nest gte 2>> fabric of the nest, leaving small holes. <<else>> nest, crushing twigs and sticks. <</if>> <<if $monster is 1>> <<bHe>> grips your arm hard. "<<if $player.gender_appearance is "m">>H...husband...<<else>>W...wife...<</if>>" <<bHe>> can't finish <<bhis>> words. <<bHe>> arches <<bhis>> back and coats your fingers with <<bhis>> juices, reaching a peak of both pleasure and pain. <</if>> With one final push, you feel something hard hit your fingers. $eggLayText <<if $monster is 1>> <<your_bird_text "cap">> pants, still gripping you. It takes <<bhim>> a moment to get <<bhis>> bearings. <</if>> <</switch>> <br><br> <<link [[Next|Bird Tower Great Hawk Egg Laying 2]]>><</link>> <br><<setTowerTemp>><<effects>> <<set _hawkPregnancy to getPregnancyObject("Great Hawk")>> <<if birdEggsReady("Great Hawk") is "unfertilised">> <<if $monster is 1>> <<bHe>> gently picks up <<if $eggLayNumber gt 1>>one of the eggs<<else>>the egg<</if>>. <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>> "Don't worry, <<wife>>. No more children yet, not from <<if $eggLayNumber gt 1>>these eggs<<else>>this egg<</if>>." <<else>> <<if playerCanBreedWith("Great Hawk")>> <<set _optionReassure to true>> "No life in <<pluralise $eggLayNumber "it" "them">>," <<bhe>> says with a hint of sadness. <<if $syndromebird is 1>> "We... keep trying?" <<else>> "Maybe some day." <</if>> <<else>> "S-sorry. Cannot help it. No life in <<if $eggLayNumber gt 1>>these eggs<<else>>this egg<</if>>." <</if>> <</if>> <<else>> <<bHe>> prods at <<pluralise $eggLayNumber "it" "them">>, and lets out a flat caw. It seems <<pluralise $eggLayNumber "it's" "they're">> not fertilised. <</if>> <<if $phase gte 2>> You help <<bhim>> get settled in to rest after <<bhis>> ordeal. <</if>> <br><br> <<set $daily.hawkUnfertilisedEggs to true>> <<run delete _hawkPregnancy.nonCycleRngHasEggs>> <<if _optionReassure>> <<link [[Reassure|Bird Tower Eggs Reassure]]>><<npcincr "Great Hawk" love 1>><<bird_stockholm 3>><</link>><<glove>><<ggbirdstockholm>> <br> <</if>> <<if $eggLayNumber gt 1>> <<link [[Take the eggs|Bird Tower Eggs Take]]>><</link>> <<else>> <<link [[Take the egg|Bird Tower Eggs Take]]>><</link>> <</if>> <br> <<if $birdEggContext is "huntReturn">> <<link [[Continue|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endBirdEggLaying>><</link>> <<else>> <<link [[Continue|Bird Tower]]>><<endevent>><<endBirdEggLaying>><</link>> <</if>> <br> <<else>> <<if $monster is 1>> <<bHe>> gently picks up <<if $eggLayNumber gt 1>>one of the eggs<<else>>the egg<</if>> and smells it. <<bHis>> eyes light up. <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>> "I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> tries to sweep you up in a hug, but seems too weak at the moment. <<else>> "Alive... <span class="lewd">Great Hawk and <<wife>> have children</span>..." a tear runs down <<bhis>> cheek. <<bHe>> turns to you and hugs you tightly. <</if>> <<if $syndromebird gte 1>> You can't help but return the embrace. You're flooded with emotion. <<trauma -12>><<lltrauma>> <br><br> <</if>> <<else>> <<bHe>> prods at <<pluralise $eggLayNumber "it" "them">>, before quickly looking up. <<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage. <span class="lewd"><<pluralise $eggLayNumber "It's" "They're">> fertilised.</span> <br><br> <<bHe>> continues blustering, before flopping over in the nest. <<bHe>> must be exhausted. <</if>> <<set _eggIcon to $eggLayNumber>> <<Number $eggLayNumber>> <<birdicon "eggs">> fertilised bird <<pluralise $eggLayNumber "egg has" "eggs have">> been added to the nest. <br><br> <<if $phase gte 2>> You help <<bhim>> get settled in to rest after <<bhis>> ordeal. <<if $bird.syndrome gte 15 and $syndromebird isnot 1>> Your eyes wander down to the <<pluralise $eggLayNumber "egg">>. <<bHis>> <<pluralise $eggLayNumber "child" "children">>. <i>Your <<pluralise $eggLayNumber "child" "children">>,</i> you think. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <</if>> <br><br> <</if>> <<pregnancyFeats "Great Hawk">> <<if $birdEggContext is "huntReturn">> <<link [[Next|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endNpcPregnancy "Great Hawk" "tower" "tower">><<endBirdEggLaying>><</link>> <<else>> <<link [[Next|Bird Tower]]>><<endNpcPregnancy "Great Hawk" "tower" "tower">><<endevent>><<endBirdEggLaying>><</link>> <</if>> <</if>><<setTowerTemp>><<effects>> <<if $syndromebird gte 1>> <<switch $speech_attitude>> <<case "meek">>"W-we can always try again," you say. <<case "bratty">>"Don't be such a downer, just means we have to try harder," you say. <<default>>"Don't be upset, we can always try again," you say. <</switch>> <br><br> <<bHe>> smiles warmly at you. "You make me so happy, <<wife>>." <<elseif $phase gte 2 and $bird.syndrome gte 15 and $syndromebird isnot 1>> You open your mouth to speak, but the words catch in your throat. You just continue to hold <<bhim>>. <br><br> Would children of your own be so bad? You wonder if <<bhe>> only started producing eggs after finding what <<bhe>> considers to be a mate. You. You rest your head on the <<beasttypes>> shoulder. <i><<your_bird_text "cap">>,</i> you think. <<bHis>> plumage is so soft. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <<else>> <<switch $speech_attitude>> <<case "meek">>"I-I'm sure you'll have children one day," you say. <<case "bratty">>"You're lucky, you get to try a lot more often than humans do," you say. <<default>>"I'm sure you'll have children of your own some day," you say. <</switch>> <br><br> <<bHe>> gives you a bittersweet smile and looks as though <<bhe>> wants to say something, but stays silent. <</if>> <br><br> <<if $eggLayNumber gt 1>> <<link [[Take the eggs|Bird Tower Eggs Take]]>><</link>> <<else>> <<link [[Take the egg|Bird Tower Eggs Take]]>><</link>> <</if>> <br> <<if $birdEggContext is "huntReturn">> <<link [[Continue|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endBirdEggLaying>><</link>> <<else>> <<link [[Continue|Bird Tower]]>><<endevent>><<endBirdEggLaying>><</link>> <</if>> <br><<setTowerTemp>><<effects>><<wearProp "egg" 0 "hawk">> You take the unfertilised <<pluralise $eggLayNumber "egg">> from the nest. <<your_bird_text "cap">> doesn't seem to mind. <<tending_pick bird_egg $eggLayNumber $eggLayNumber>> <br><br> <<if $birdEggContext is "huntReturn">> <<link [[Next|Bird Tower Great Hawk Egg Laying Hunt Finish]]>><<endBirdEggLaying>><<handheldon>><</link>> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><<endBirdEggLaying>><</link>> <</if>> <br><<setTowerTemp>><<effects>> <<set $bird.hunts.duo to false>> <<if $bird.hunts.lootAmount is 0>> You take a deep breath. Your hunt wasn't successful, but you're glad you made it home in time. <br><br> <<flight_hunt_end>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> You take a deep breath. With that situation handled, you take stock of your loot. <br> <<switch $bird.upgrades.decor>> <<case 1>>The tower feels cosy after such exertion.<<stress -6>><<lstress>> <<case 2>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -12>><<llstress>> <<case 3>>Your displayed hunting trophies make you feel like you're truly returning home. <<stress -24>><<lllstress>> <<case 4>>Home at last. <<stress -36>><<trauma -6>><<lllstress>><<ltrauma>> <<case 5>>Home at last. The silver bar <<if Time.dayState is "night">>gently reflects the moon's placid light.<<else>>casts pacifying reflections around your tower.<</if>><<set $stress to 0>><<trauma -6>><<lllstress>><<ltrauma>> <<default>> <</switch>> <br> <<flight_hunt_loot>> <</if>><<setTowerTemp>><<effects>> <<if $phase is 0>> You spread your legs and put your hands aside, letting <<your_bird_text>> help. <br><br> <<bHe>> starts to gently push on your tummy, feeling for the eggs inside of you. You involuntarily moan as <<bhe>> pushes right on your oviduct. <<bHe>> continues gently pushing down your abdomen, helping the eggs along. <<arousal 6000>><<gggarousal>> <<else>> You push <<bhim>> away, and start to breathe heavily. <</if>> <br><br> <<set [_eggnant, _eggnantGenital] to getPregnancyObject("pc", true)>> <<set _eggnantGenital to _eggnantGenital is "vagina" ? "cervix" : "ass">> <<if playerIsPregnant() and _eggnant.type is "hawk">> The <<pluralise $eggLayNumber "egg feels" "eggs feel">> huge, sending waves of both pain and pleasure as you're stretched from within. <<arousal 3000>><<ggarousal>><<pain 10>><<gpain>> <br> <</if>> You let out a short gasp as you feel <<if _eggnantGenital is "cervix">> <<if $eggLayNumber gte 2>> the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip <<if $phase is 0>><<your_bird_text>>'s <<if $monster is 1>>arms<<else>>wings<</if>><<else>>the nest<</if>> as the eggs begin to crown. The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <<else>> <br> <</if>> <<if $eggLayNumber is 2>> The second egg passes much easier, joining its sibling in your nest. <<elseif $eggLayNumber is 3>> The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. <<if $phase is 0>>The Great Hawk presses down gently, helping the egg exit with a pop.<<else>>You sit there pushing for more agonising minutes, but eventually you manage to push it out.<</if>> Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <<else>> The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. <<if $phase is 0>>The Great Hawk presses down gently, helping the egg exit with a pop.<<else>>You sit there pushing for more agonising minutes, but eventually you manage to push it out.<</if>> Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <</if>> <span class="lewd">You have laid $eggLayNumber eggs.</span> <<else>> the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip <<if $phase is 0>><<your_bird_text>>'s <<if $monster is 1>>arms<<else>>wings<</if>><<else>>the nest<</if>> as the egg begins to crown. <<if playerIsPregnant() and _eggnant.type is "hawk">> It's only one, but it might as well be a regular human baby with how large it feels. You spread your legs further. Your <<pussy>> stretches more, trying to make room for it to escape. After several minutes of tortured pushing, it finally escapes you. You pant in exertion, feeling dizzy. <<else>> Without other eggs to help push it along, it gets stuck. Your <<pussy>> remains half-open with the egg plugging you. It retracts back in after a moment. You try to catch your breath, but each one is heavy. You push again, this time managing to get it all the way out. <</if>> <span class="lewd">You have laid an egg.</span> <</if>> <<else>> <<if $eggLayNumber gte 2>> <span class="lewd">$eggLayNumber eggs</span> pass through your _eggnantGenital and land in your nest. <<else>> <span class="lewd">an egg</span> pass through your _eggnantGenital and lands in your nest. <</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> <</if>> You're filled with a sense of maternal bliss. <br><br> <<if $monster is 1>> <<your_bird_text "cap">> gently picks up <<if $eggLayNumber gte 2>>one of the eggs<<else>>the egg<</if>> and smells it. <<else>> <<your_bird_text "cap">> sniffs <<if $eggLayNumber gte 2>>one of the eggs<<else>>the egg<</if>>. <</if>> <<if playerIsPregnant() and _eggnant.type is "hawk">> <<if $monster is 1>> <<bHis>> eyes light up. <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>> "I'm so happy, <<wife>>. <span class="lewd">We have more children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you're too disoriented to resist<</if>>. <<else>> "Alive! <span class="lewd">Great Hawk and <<wife>> have children</span>!" <<bHe>> sweeps you up in a hug, <<if $syndromebird gte 1>>which you can't help but return<<else>>which you're too disoriented to resist<</if>>. <</if>> <<else>> <<bHe>> prods at <<pluralise $eggLayNumber "it" "them">>, before quickly looking up. <<bHe>> spreads <<bhis>> wings wide, letting out a triumphant shriek into the air. <<bHe>> bobs <<bhis>> head and puffs out <<bhis>> plumage. <span class="lewd"><<pluralise $eggLayNumber "It's" "They're">> fertilised.</span> <br><br> <<bHe>> continues blustering, before repeatedly headbutting you. <<bHe>> seems excited. <</if>> <<set _eggIcon to $eggLayNumber>> <<Number $eggLayNumber>> <<birdicon "eggs">> fertilised bird <<pluralise $eggLayNumber "egg has" "eggs have">> been added to the nest. <<if $eggLayNumber gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>> <<if $syndromebird gte 1>> You're flooded with emotion. <<trauma -12>><<lltrauma>> <</if>> <br><br> <<if $syndromebird isnot 1 and $bird.syndrome gte 15>> Your eyes wander down to the <<pluralise $eggLayNumber "egg">>. Your <<pluralise $eggLayNumber "child" "children">>. Your mind fills with instinctual purpose. You rest your head on <<bhis>> shoulder. <<bHis>> plumage is so soft. Staying here with <<bhim>> doesn't seem so bad anymore. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <br><br> <<specialClothesUnlock "set" "bird">> <</if>> <<pregnancyFeats "pc">> <<endPlayerPregnancy "tower" "tower">> <<set $harpyEggsPrevent to 28>> <<else>> <<if $monster is 1>> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined))>> "Don't worry, <<wife>>. No more children yet, not from <<if $eggLayNumber gt 1>>these eggs<<else>>this egg<</if>>." <<else>> <<if playerCanBreedWith("Great Hawk")>> <<set _optionReassure to true>> "No life in <<pluralise $eggLayNumber "it" "them">>," <<bhe>> says with a hint of sadness. <<if $syndromebird is 1>> "We... keep trying?" <<else>> "Maybe some day." <</if>> <<else>> "Healthy process, don't worry. <<Wife>> will lay many more." <</if>> <</if>> <<else>> <<if playerCanBreedWith("Great Hawk")>> <<bHe>> prods at <<pluralise $eggLayNumber "it" "them">>, and lets out a flat caw. It seems <<pluralise $eggLayNumber "it's" "they're">> not fertilised. <<else>> <<bHe>> prods at <<pluralise $eggLayNumber "it" "them">>, before looking to you. They're unfertilised, of course. <</if>> <</if>> <<wearProp "egg" 0 "bird">> <<tending_pick bird_egg $eggLayNumber $eggLayNumber>> <<unset $harpyEggs>> <<set $harpyEggsPrevent to 14>> <br><br> <<if _optionReassure>> <<link [[Reassure|Bird Tower Player Eggs Reassure]]>><<handheldon>><<npcincr "Great Hawk" love 1>><<bird_stockholm 3>><</link>><<glove>><<ggbirdstockholm>> <br> <</if>> <</if>> <<link [[Continue|Bird Tower Bed]]>><<endevent>><</link>> <br> <<unset $eggLayNumber>><<setTowerTemp>><<effects>> <<if $syndromebird gte 1>> <<switch $speech_attitude>> <<case "meek">>"W-we can always try again," you say. <<case "bratty">>"Don't be such a downer, just means we have to try harder," you say. <<default>>"Don't be upset, we can always try again," you say. <</switch>> <br><br> <<bHe>> smiles warmly at you. "You make me so happy, <<wife>>." <<elseif $phase is 0 and $bird.syndrome gte 15 and $syndromebird isnot 1>> You open your mouth to speak, but the words catch in your throat. You just continue to let <<bhim>> hold you. <br><br> Would children of your own be so bad? You wonder if you only started producing eggs after finding a mate. <<bHim>>. You rest your head on the <<beasttypes>> shoulder. <i><<your_bird_text "cap">>,</i> you think. <<bHis>> plumage is so soft. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <<else>> <<switch $speech_attitude>> <<case "meek">>"I-I'm sure you'll have children one day," you say. <<case "bratty">>"You're lucky, birds get to try a lot more often than humans do," you say. <<default>>"I'm sure you'll have children of your own some day," you say. <</switch>> <br><br> <<bHe>> gives you a bittersweet smile and looks as though <<bhe>> wants to say something, but stays silent. <</if>> <br><br> <<link [[Next|Bird Tower Bed]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<if $phase is 1>> You <<if $anxiety gte 1>>nervously <</if>> settle on top of the egg-shaped stones. It's still warm. <<if $sciencetrait gte 3>> While the Great Hawk is much larger than you, <<bhe>> surely has hollow bones like other birds. You worry that you'll be too heavy to safely warm a real egg. <<else>> It seems fairly straightforward, although the <<beasttype>> is much larger and fluffier than you are. <</if>> <br><br> <<if $monster is 1>> "<<Wife>> will do well," <<bhe>> chirps happily. <<else>> <<bHe>> caws at you happily. <</if>> <<else>> You turn away from the stone, and the Great Hawk rolls it in front of you again to demonstrate warming it. <<bHe>> tries a few more times to get your attention before giving up, visibly disappointed. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<setTowerTemp>><<effects>> <<npc "Great Hawk">> <<bird_schedule>> <<set _eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if $phase is 1>> <<if ["rest","brood","sleep"].includes($bird.activity)>> <<set $birdBrood to true>> You climb into the nest next to <<your_bird_text>>. <<if $bird.activity is "brood">> <<bHe>> opens one eye and <<if $monster is 1>>smiles at you before <<bhe>> <</if>>makes room. The two of you huddle around your <<pluralise _eggCount "egg">>. <<else>> <<bHe>> stirs lightly. <</if>> <<else>> You climb into the nest and sit cross-legged, carefully placing <<switch _eggCount>> <<case 1>>your egg <<case 2>>both of your eggs <<default>>all <<number _eggCount>> of your eggs <</switch>> in the gap. <</if>> <span class="blue"><i>Brooding will gradually make your eggs hatch faster.</i></span> <<else>> You continue brooding with your <<pluralise _eggCount "egg">><<if $birdBrood is true>> and <<your_bird_text>><</if>>. <</if>> <<if $bird.state is "home" and ["rest","brood","sleep"].includes($bird.activity) and !$birdBrood>> <<set $birdBrood to true>> After a short while, <<your_bird_text>> hops into the nest next to you. <<switch $bird.activity>> <<case "rest">><<bHe>> snuggles up next to you to rest. <<case "brood">><<bHe>> huddles around the <<pluralise _eggCount "egg">> with you. <<case "sleep">><<bHe>> curls up with you and starts to drift off to sleep. <</switch>> <</if>> <br><br> <<bird_pass 30>> <<set _eggsNearHatching to 0>> <<set _eggsCloseHatching to 0>> <<set _eggsHalfHatching to 0>> <<set _eggsFarHatching to 0>> <<run Object.values($children).forEach(child => { if (child.location === "tower" && child.eggTimer) { child.eggTimer -= (2 * TimeConstants.secondsPerHour); const hatchTime = new DateTime(child.eggTimer); if (Time.date.timeStamp >= child.eggTimer) { if (!V.eggsHatched) V.eggsHatched = []; V.eggsHatched.push(child.childId); T.readyToHatch to true; } else if (Time.date.compareWith(hatchTime).days <= 1) { T.eggsNearHatching ++; } else if (Time.date.compareWith(hatchTime).days <= 6) { T.eggsCloseHatching ++; } else if (Time.date.compareWith(hatchTime).days <= 11) { T.eggsOverHalfHatching ++; } else if (Time.date.compareWith(hatchTime).days <= 14) { T.eggsHalfHatching ++; } else { T.eggsFarHatching ++; } } })>> <<if _eggsNearHatching>> <<if _eggCount gte 2>> <span class="teal"><<Number _eggsNearHatching>> of your eggs <<if _eggsNearHatching gte 2>>are<<else>>is<</if>> very close to hatching!</span> <<else>> <span class="teal">Your egg is very close to hatching!</span> <</if>> <br> <</if>> <<if _eggsCloseHatching>> <<if _eggCount gte 2>> <span class="blue"><<Number _eggsCloseHatching>> of your eggs will hatch in a matter of days.</span> <<else>> <span class="blue">Your egg will hatch in a matter of days.</span> <</if>> <br> <</if>> <<if _eggsOverHalfHatching>> <<if _eggCount gte 2>> <span class="pink"><<Number _eggsOverHalfHatching>> of your eggs <<if _eggsOverHalfHatching gte 2>>are<<else>>is<</if>> over halfway to their expected hatching time.</span> <<else>> <span class="pink">Your egg is over halfway to its expected hatching time.</span> <</if>> <br> <</if>> <<if _eggsHalfHatching>> <<if _eggCount gte 2>> <span class="purple"><<Number _eggsHalfHatching>> of your eggs <<if _eggsHalfHatching gte 2>>are<<else>>is<</if>> about halfway ready to hatch.</span> <<else>> <span class="purple">Your egg is about halfway ready to hatch.</span> <</if>> <br> <</if>> <<if _eggsFarHatching>> <<if _eggCount gte 2>> <span class="red"><<Number _eggsFarHatching>> of your eggs will still take a long time to hatch.</span> <<else>> <span class="red">Your egg will still take a long time to hatch.</span> <</if>> <br> <</if>> <br> <<if _readyToHatch>> You hear a tiny crackle from <<if _eggCount gte 2>> <<if $eggsHatched.length gte 2>> <<number $eggsHatched.length>> of your eggs. <span class="green">They're hatching!</span> <<else>> one of your eggs. <span class="green">It's hatching!</span> <</if>> <<else>> your egg. <span class="green">It's hatching!</span> <</if>> <br><br> <<link [[Next (0:30)|Bird Tower Hatching]]>><<bird_pass 30>><<set $phase to 1>><</link>> <br> <<elseif $bird.state is "hunting" and $bird.timer lte 0 and !$possessed>> <<endevent>> <<npc "Great Hawk">> You hear the flap of wings as the <<beasttype>> returns. <<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you. <<unset $birdBrood>> <<bird_hunt_return>> <<else>> <<endevent>> <<if $bird.state is "home" and !["rest","brood","sleep"].includes($bird.activity) and !$bird.override and !$birdBrood and Time.dayState isnot "night" and $bird.timer lte 0 and !$possessed>> <<npc "Great Hawk">> <<if $bird.injured gt 1>> <<set $bird.timer to 600>> You see <<your_bird_text>> sitting at the edge of the perch, looking out at the moor wistfully. It seems <<bhe>> wants to hunt, but <<bhis>> injury is still stopping <<bhim>>. <<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 12>> <<set $bird.timer to 300>><<set $birdBrood to true>> You see <<your_bird_text>> sitting at the edge of the perch, looking out at the moor. <<bHe>> seems to consider hunting for a moment, <<if $monster is 1>> but places <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">> and looks to you. <<else>> but wobbles in place for a moment, set off balance by <<bhis>> <<bellyDescription "Great Hawk">>. <</if>> <br><br> <<bHe>> instead joins you in the nest, snuggling up against you. <<elseif $bird.injured is 1>> <<set $bird.timer to random(30, 60)>> <<set $bird.state to "hunting">> You watch <<your_bird_text>> leap from the perch. It seems <<bhe>> wants to hunt, but didn't want to disturb you. <span class="green"><<bHis>> wing must be fully healed.</span> <<else>> <<set $bird.timer to random(30, 60)>> <<set $bird.state to "hunting">> You watch <<your_bird_text>> leap from the perch. It seems <<bhe>> wants to hunt, but didn't want to disturb you. <</if>> <<endevent>> <br><br> <</if>> <<link [[Keep brooding (0:30)|Bird Tower Brood]]>><<transform bird 1>><<trauma -3>><</link>><<ltrauma>> <br> <<link [[Get up|Bird Tower]]>><<unset $birdBrood>><</link>> <br> <</if>><<setTowerTemp>><<effects>> You watch as the <<pluralise $eggsHatched.length "egg continues" "eggs continue">> to shake, small hairline cracks forming along the top. <br><br> <<if $phase is 1>> <<if $bird.state is "hunting">> <<set $bird.state to "home">><<set $bird.timer to random(45, 120)>> After a few minutes, <<your_bird_text>> flies in through the open wall, <<if $bird.upgrades.decor gte 3>>pushing the curtain aside and <</if>>landing beside you. <<if $monster is 1>> <<bHis>> eyes widen. "Glad I made it in time!" <</if>> <<else>> <<switch $bird.activity>> <<case "brood">> <<your_bird_text "cap">> gives the <<pluralise $eggsHatched.length "egg">> some room, but looks like <<bhes>> barely managing to contain <<bhis>> excitement. <<case "sleep" "rest">> <<your_bird_text "cap">> stirs, <<bhis>> eyes slowly opening. <<bHe>> barely has time to process what's happening, but quickly stands up and looks over the <<pluralise $eggsHatched.length "egg">> with excitement. <<case "bathe">> <<your_bird_text "cap">> leaps from the rainwater pool and rushes over. <<bHe>> barely has time to process what's happening. <<default>> <<your_bird_text "cap">> hurries to your side. <<bHe>> barely has time to process what's happening. <</switch>> <</if>> <</if>> <<if $phase is 1>> <<bHe>> <<else>> <<your_bird_text "cap">> <</if>> begins to poke at the shell, but stops <<bhimself>>. <<if $monster is 1>> "Children must be strong enough to get out on their own." <<bHe>> leans down. "Come on, little <<pluralise $eggsHatched.length "one">>. Come say hello. We've been waiting for you." <<else>> <<bHe>> starts to coo at the <<pluralise $eggsHatched.length "egg">>, encouraging the <<pluralise $eggsHatched.length "baby" "babies">> to emerge. <</if>> <br><br> The top of <<if $eggsHatched.length gte 2>>one of the eggs<<else>>the egg<</if>> breaches. <<childSelect $eggsHatched[0]>> <<if $children[$eggsHatched[0]].features.monster is "monster">> A surprisingly human face greets you, using <<childhis>> tiny hands to push away the broken edges of the egg. <<childHe>> trills as <<childhis>> eyes slowly open for the first time, beholding <<childhis>> parents. <br><br> <<childHe>> continues to push out of the egg, trying to get to you. <<childHe>> gets halfway out before the egg tips over, tumbling the rest of the way. <<childHis>> wings are nothing but two strands of muscle and skin protruding from <<childhis>> back, not having developed feathers yet. Despite this, you can't help but find beauty in your child. <<else>> A tiny beak peeks through, widening the hole. The face of a baby bird greets you as <<childhe>> keeps pushing. <<childHe>> trills as <<childhis>> eyes slowly open for the first time, beholding <<childhis>> parents. <br><br> <<childHe>> continues to push out of the egg, trying to get to you. <<childHe>> gets halfway out before the egg tips over, tumbling the rest of the way. <<childHe>> is almost entirely pink, having not yet developed feathers or pigmentation. Despite this, you can't help but find beauty in your child. <</if>> <<if $eggsHatched.length is 2>> <<childHis>> sibling's egg soon breaches as well, revealing a very similar sight. <<elseif $eggsHatched.length gte 3>> <<childHis>> siblings' eggs soon breach as well, revealing very similar sights. <</if>> <<bHe>> wraps a wing around you, and you snuggle into <<bhis>> plumage. <br><br> <<if $bodysize lte 1 and $monster is 1>> <<bHe>> leans over slightly and rests <<bhis>> head atop yours. <<elseif $monster isnot 1 and $bodysize gte 3>> <<bHe>> nuzzles <<bhis>> head under your chin, resting it on the front of your shoulder. <</if>>The two of you spend a minute or two like that, just enjoying being with each other. <<lstress>> <<bird_pass 15>> <br><br> <<if $monster is 1>> "Welcome to life, Little <<pluralise $eggsHatched.length "Hawk">>." <<your_bird_text "cap">> seems to be on the verge of tears. As much as you find the name 'Little Hawk' endearing, you should come up with <<if $eggsHatched.length is 2>>proper names<<else>>a proper name<</if>>. <<else>> <<your_bird_text "cap">> nudges the <<pluralise $eggsHatched.length "newborn">> with a tenderness unbefitting <<bhis>> large frame and intimidating silhouette. <<bHe>> lets out a low coo, seemingly content. <</if>> <<endevent>> <br><br> <<hatchUi "tower" "Bird Tower Hatching 2" 20>><<setTowerTemp>><<effects>> <<childSelect $eggsHatched[0]>> You carefully pluck away the last bits of egg shell from <<if $eggsHatched.length is 2>><<childrenNames $eggsHatched>>. They look<<else>><<childname>>. <<childHe>> looks<</if>> so delicate and fragile. <br><br> <<npc "Great Hawk">> <<if $monster is 1>> <<your_bird_text "cap">> wraps <<bhis>> wings around you as <<bhe>> admires <<if $eggsHatched.length is 2>><<childrenNames $eggsHatched>><<else>><<childname>><</if>>. "Thank you, <<wife>>. You've made me so happy." <<else>> <<your_bird_text "cap">> nuzzles against you as <<bhe>> admires <<if $eggsHatched.length is 2>><<childrenNames $eggsHatched>><<else>><<childname>><</if>>. <</if>> <br><br> <<if $syndromebird isnot 1>> <span class="red"><i>After hatching chicks of your own, you see that the Great Hawk only ever wanted a mate.</i> You've gained the "Stockholm Syndrome: Great Hawk" trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <br><br> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <<specialClothesUnlock "set" "bird">> <</if>> <<set $bird.activity to "rest">> <<set $bird.timer to 30>> <<link [[Next|Bird Tower]]>><<endevent>><<unset $eggsHatched>><<unset $eggsMoved>><</link>> <br><<effects>> <<if $phase is 0>> /* Scold */ <<if $speech_attitude is "meek">> "I-I'm really not that hungry," you say, curling up around your rumbling stomach. <<elseif $speech_attitude is "bratty">> "There's no way I'm eating that thing," you say, ignoring your rumbling stomach. <<else>> "I can't eat that," you say, even as your stomach rumbles. <</if>> <<else>> /* Do nothing */ You turn your head away, ignoring the way your stomach rumbles. <</if>> <br><br> <<if $monster is 1>> The <<beasttype>> frowns. "<<Wife>> needs to eat," <<bhe>> says, tearing a piece off the creature with <<bhis>> talons. <<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>> "Need to feed eggs so they can grow healthy." <<else>> <<if $phase is 0>> /* Scold */ "Even if you don't like it, <<wife>> shouldn't starve." <<else>> /* Do nothing */ "Do you know how to eat? Do I need to feed you myself?" <</if>> <</if>> There's a desperate edge to <<bhis>> voice as <<bhe>> thrusts the meat in your face. <<else>> The <<beasttype>> lets out a <<= understandsBirdBehaviour() ? "mournful croon" : "quiet noise">> before <<bhe>> picks the creature back up and tears a piece off with <<bhis>> beak. <<bHe>> chirps <<= understandsBirdBehaviour() ? "insistently" : "repeatedly">> as <<bhe>> hops closer, trying to put the meat directly in your mouth. <</if>> <br><br> <<link [[Eat|Bird Tower Forcefeed]]>><<set $phase to 0>><<set $hunger to 1>><<transform bird 1>><<bird_stockholm 1>><<npcincr "Great Hawk" love 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>> <br> <<link [[Refuse|Bird Tower Forcefeed Refuse]]>><<bird_stockholm -1>><<npcincr "Great Hawk" love -1>><</link>><<lbirdstockholm>><<llove>> <br><<effects>> You shake your head, insisting that you don't want any. <br><br> <<= $monster is 1 ? '"Eat it, <<wife>>," the <<beasttype>> insists' : 'The <<beasttype>> keeps chirping'>>, <<if $monster is 1 or understandsBirdBehaviour()>>growing frustrated and<</if>> trying to shove the meat directly into your mouth. You push <<bhim>> away and <<bhe>> shrieks suddenly, dropping the creature and trying to grab you. <br><br> <<athleticsdifficulty 1 800 true>> <<if $athleticsSuccess>> <span class="green">You duck.</span> <<bHis>> talons swipe at your back, narrowly missing as you scramble away towards the back of the tower. There's a hole in the wall which you <<= $bodysize gte 3 ? "just barely manage to squeeze yourself" : $bodysize gte 2 ? "crawl" : "roll">> into. The <<beasttype>> shrieks and claws at the opening<<= $bodysize gte 3 ? ", managing to scratch your leg before you can pull it away.<<pain 8>><<ggpain>>" : ". <<bHe>> can't reach you this far in, but that doesn't give you much comfort when you see the deep grooves <<bhis>> talons leave in the stone.">><<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> You tremble at the back of your hiding spot until the <<beasttype>> gives up. <<bHis>> talons retreat and <<bhis>> face takes their place, one big eye looking <<= $monster is 1 or understandsBirdBehaviour() ? "sorrowfully" : "intently">> at you. <<if $monster is 1>> "<<Wife>>?" the <<beasttype>> says softly. "I'm sorry. Didn't mean to <<= $bodysize gte 3 ? "hurt" : "scare">> you. You can eat when you're ready." <<else>> The <<beasttype>> croons<<if understandsBirdBehaviour()>> apologetically<</if>>, feathers flat against <<bhis>> head as <<bhe>> presses <<bhimself>> low to the ground<<if understandsBirdBehaviour()>>, trying to look less imposing<</if>>. <</if>> <br><br> Without waiting for a response, the <<beasttype>> backs away, leaving the torn-up creature behind. <<tearful>> you crawl back into the open. <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> You try to dodge, <span class="red">but the <<beasttype>> is too fast.</span> <<bHe>> tackles you to the ground, knocking the wind out of your lungs and pinning you down with <<bhis>> full weight.<<pain 4>><<gpain>> <br><br> You struggle beneath <<bhim>>, but in your malnourished state you just aren't strong enough to fight back.<<tiredness 10>><<stress 6>><<ggtiredness>><<gstress>> <br><br> While the <<beasttype>> waits for you to tire yourself out, <<bhe>> picks the creature back up and starts methodically tearing it apart. <br><br> <<link [[Next|Bird Tower Forcefeed]]>><<set $phase to 1>><<set $hunger to 1>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> /* Eat */ You relent, letting the <<beasttype>> place the flesh in your mouth. It's chewy, but doesn't taste of much at all. It fills you with a strange warmth. <<eatLurker>><<drugs 120>><<ggdrugged>> <br><br> The <<beasttype>> is overjoyed to see you eating, and eagerly tears the creature apart to keep feeding you bite-sized chunks. <<bHe>> nearly goes faster than you can chew, only slowing down when you start to choke on a larger piece. <<bHe>> frets over you briefly, then shoves another scrap past your lips as soon as you manage to swallow. <<else>> /* Refuse */ Once <<bhes>> sure you're done struggling, the <<beasttype>> pries your mouth open and forces a chunk of meat down your throat. You swallow reflexively to avoid choking. It fills you with a strange warmth. <<eatLurker>><<drugs 120>><<ggdrugged>> <br><br> The <<beasttype>> coos as you swallow, pressing another chunk to your lips. <<if $monster is 1>>"There we go, eat up." <</if>>You try turning your head away, but the <<beasttype>> just adjusts <<bhis>> angle of attack until you relent and let <<bhim>> keep feeding you. It's humiliating, but there's nothing you can do to stop <<bhim>>.<<stress 6>><<trauma 12>><<gstress>><<ggtrauma>> <</if>> <br><br> Soon your belly is full, and the <<beasttype>> <<= $phase is 0 ? "backs off" : "releases you">>. <<if $monster is 1>> "That wasn't so bad, was it?" <<bhe>> asks, looking you over, before ruffling <<bhis>> plumes and turning away. "<<Wife>> can eat the next one <<pherself>>." <<else>> <<bHe>> looks you over with a piercing gaze, then ruffles <<bhis>> plumes and turns away, apparently satisfied. <</if>> <br><br> <<if $bird.syndrome gte 15>> As <<bhe>> does, you find yourself reaching out for <<bhim>>. <<bHe>> pauses, looking back at you, and for a moment you find yourself overwhelmed by emotion. <<bHes>> trying so hard to take care of you, in <<bhis>> own way. Have you ever felt that sort of kindness anywhere else? You've never had anyone go to such lengths to make sure you don't go hungry. Certainly not at the orphanage. <br><br> You step closer and hug the <<beasttype>> with all your strength. The <<beasttype>> squawks in surprise, then gently wraps <<bhis>> wings around you as well. <<if $speech_attitude is "meek">> "Thank you for feeding me," <<elseif $speech_attitude is "bratty">> "That one wasn't awful," <<else>> "Thanks for the food," <</if>> you say, slightly muffled by the <<beasttype>>'s plumage. <br><br> <<if $monster is 1>> "You're welcome, <<wife>>," the <<beasttype>> says, resting <<bhis>> chin on top of your head. <<else>> The <<beasttype>> chirps in reply, resting <<bhis>> head across your back. <</if>> You stay like that for a while, enjoying the <<beasttype>>'s embrace, until it's finally time to let go. The <<beasttype>> chirps a little as you release <<bhim>>, lightly combing through your <<= $harpy gte 4 ? "feathers" : "hair">> with <<bhis>> <<= $monster is 1 ? "talons" : "beak">>, and you smile as you step back. <span class="red">It's not <<bhis>> fault. <<bHe>> only wants a mate. <br> You've gained the Stockholm Syndrome: Great Hawk trait.</span> <br><br> <<loveInterestAdd "Great Hawk">> <<set $syndromebird to 1>> <<unset $birdescaped>> <<run delete $bird.syndrome>> <br><br> <<specialClothesUnlock "set" "bird">> <</if>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<widget "bird_init">> <<set $bird to {}>> <<set $bird.lock to 1>> <<set $bird.rope to 0>> <<set $bird.clean to 0>> <<set $bird.lurkersEaten to 0>> <<set $bird.loot to {}>> <<set $bird.loot.lurker to 100>> <<set $bird.loot.trash to 0>> <<set $bird.loot.valuables to 0>> <<set $bird.loot.food to 0>> <<set $bird.loot.clothes to 0>> <<set $bird.state to "hunting">> <<set $bird.timer to 20>> <<set $bird.syndrome to 0>> <<set $bird.injured to 0>> <<set $bird.firepit to Cooker.create({cookTime: {lurker: 1440 * 60}})>> <<set $bird.hunts to { unlocked: false, lurkers: false, materials: false, valuables: false, estate: false }>> <<set $bird.materials to { wood: 0, fabric: 0, sticks: 0, leaves: 0, junk: 0, lurkers: 0, leather: 0, feathers: 0, valuables: {} }>> <<set $bird.upgrades to { mirror: 0, tools: 0, tarp: 0, telescope: 0, shelter: 1, nest: 0, firepit: 0, pot: 0, rack: 0, snare: 0, decor: 0, wardrobe: 0 }>> <</widget>> <<widget "bird_loot">> <<set $bird.loot[_args[0]] += _args[1]>> <<set $bird.loot[_args[0]] to Math.clamp($bird.loot[_args[0]], 90, 2)>> <<set _bird_keys to Object.keys($bird.loot)>> <<for _s to 0; _s lt _bird_keys.length; _s++>> <<if _bird_keys[_s] isnot _args[0]>> <<set $bird.loot[_bird_keys[_s]] -= (_args[1] / 4)>> <<if $bird.loot[_bird_keys[_s]] lt 0>> <<set $bird.loot[_bird_keys[_s]] to Math.clamp($bird.loot[_bird_keys[_s]], 90, 2.5)>> <</if>> <</if>> <</for>> <</widget>> <<widget "bird_pass">> <<if !Number.isInteger(_args[0])>><<exit>><</if>> <<pass _args[0]>> <<if $bird.timer>> <<set $bird.timer -= _args[0]>> <<if $syndromebird isnot 1>> <<hunger _args[0]>> <<if $hunger gte 2000>> <<trauma `_args[0] / 4`>> <<physique_loss `_args[0] / 10`>> <<willpower `_args[0] / 10`>> <</if>> <</if>> <</if>> <<if $bird.override>> <<if $bird.overrideTimer is undefined>> <<set $bird.overrideTimer to 120>> <<else>> <<set $bird.overrideTimer -= _args[0]>> <<if $bird.overrideTimer lte 0>> <<run delete $bird.overrideTimer>> <<run delete $bird.override>> <</if>> <</if>> <</if>> <<if $bird.hunts?.timer isnot undefined>> <<set $bird.hunts.timer += _args[0]>> <</if>> <<if $bird.upgrades?.shelter is 1 and (Weather.precipitation isnot "none")>> <<if $birdShelterTimer is undefined>> <<set $birdShelterTimer to 720>> <<else>> <<set $birdShelterTimer -= _args[0]>> <</if>> <<if $birdShelterTimer lte 0>> <<set $bird.upgrades.shelter to 0>> <</if>> <<elseif $bird.upgrades?.shelter is 0 and $bird.activity is "build">> <<set $bird.upgrades.shelter to 1>> <<set $birdShelterTimer to 720>> <<set $birdShelterRepair to true>> <<elseif $bird.upgrades?.shelter is 2 and $birdShelterTimer>> <<set $birdShelterTimer -= _args[0]>> <</if>> <<if $bird.wardrobe_timer>> <<set $bird.wardrobe_timer -= _args[0]>> <</if>> <<if $bird.firepit?.items.length and getBirdBurnTime() gt 0 and between($bird.upgrades.rack, 1, 2)>> <<set $_nLurkersDrying to Cooker.getItemsNotReady($bird.firepit).length>> <<if $location is "tower">> <<set $_lurkerDrugs to $_nLurkersDrying * Math.floor(($bird.firepit.cookMult * _args[0]) / 4)>> <<drugs $_lurkerDrugs>> <</if>> <</if>> <<if $bird.upgrades?.snare gte 1 and $bird.lurkerSnareState is "ready">> <<set $_lurkerSnareChance to random(0, 600)>> <<if Math.clamp(_args[0], 0, 120) lte $_lurkerSnareChance>> <<set $bird.lurkerSnareState to "captured">> <</if>> <</if>> <</widget>> <<widget "bird_loot_select">> <<rng>> <<set _bird_loot_selector to 0>> <<set _bird_keys to Object.keys($bird.loot)>> <<for _s to 0; _s lt _bird_keys.length; _s++>> <<set _bird_loot_selector += $bird.loot[_bird_keys[_s]]>> <<if _bird_loot_selector gte $rng>> <<switch _s>> <<case 0>> <<set _bird_loot_select to "lurker">> <<case 1>> <<set _bird_loot_select to "trash">> <<case 2>> <<set _bird_loot_select to "valuables">> <<case 3>> <<set _bird_loot_select to "food">> <<case 4>> <<set _bird_loot_select to "clothes">> <<default>> <<bird_loot_random>> <</switch>> <<break>> <</if>> <</for>> <</widget>> <<widget "bird_loot_random">> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 0>> <<set _bird_loot_select to "lurker">> <<case 1>> <<set _bird_loot_select to "trash">> <<case 2>> <<set _bird_loot_select to "valuables">> <<case 3>> <<set _bird_loot_select to "food">> <<default>> <<set _bird_loot_select to "clothes">> <</switch>> <</widget>> <<widget "select_random_clothes">>/*Selects random clothes from shops. Sets _random_clothes to the item name, and _random_index to its index. Ignores forest shop, and secondary parts of outfits. _random_clothes outputs "piece of fabric" when clothes are ignored this way.*/ <<set _random_slot to either(setup.clothingLayer.body)>> <<set _random_index to random(0, (setup.clothes[_random_slot].length - 1))>> <<if !setup.clothes[_random_slot][_random_index].shop.includes("forest") and setup.clothes[_random_slot][_random_index].shop.length gt 0 and !setup.clothes[_random_slot][_random_index].outfitSecondary and setup.clothes[_random_slot][_random_index].cursed isnot 1 and !setup.clothes[_random_slot][_random_index].type.includes("eerie") and !setup.clothes[_random_slot][_random_index].type.includes("naked") and _random_slot isnot "handheld">> <<set _random_clothes to setup.clothes[_random_slot][_random_index].name>> <<else>> <<set _random_clothes to "piece of fabric">> <</if>> <</widget>> <<widget "select_random_clothes_limited">>/*Selects random clothes from shops from a provided pool of slots. Sets _random_clothes to the item name, and _random_index to its index. Ignores forest shop, and secondary parts of outfits. _random_clothes outputs "piece of fabric" when clothes are ignored this way.*/ <<for $_slot range _args>> <<if !setup.clothingLayer.all.includes($_slot)>> <<run Errors.report("Invalid clothing slot provided of name " + $_slot + ", defaulting to piece of fabric")>> <<set _random_clothes to "piece of fabric">> <<break>> <</if>> <</for>> <<set _random_slot to either(_args)>> <<set _random_index to random(0, (setup.clothes[_random_slot].length - 1))>> <<if !setup.clothes[_random_slot][_random_index].shop.includes("forest") and setup.clothes[_random_slot][_random_index].shop.length gt 0 and !setup.clothes[_random_slot][_random_index].outfitSecondary and setup.clothes[_random_slot][_random_index].cursed isnot 1 and !setup.clothes[_random_slot][_random_index].type.includes("eerie") and !setup.clothes[_random_slot][_random_index].type.includes("naked")>> <<set _random_clothes to setup.clothes[_random_slot][_random_index].name>> <<else>> <<set _random_clothes to "piece of fabric">> <</if>> <</widget>> <<widget "bird_hunt_start">> <<if $bird.injured gt 1>> The <<beasttype>> slowly <<if ["build","brood","sleep","rest"].includes($bird.activity)>> rises from <<bhis>> nest. <<elseif $bird.activity is "bathe">> rises from the rainwater pool, and shakes <<bhis>> uninjured wing dry. <<else>> <<if $birdBask is 1>> moves away from you. <<else>> rises from <<bhis>> spot on the perch. <</if>> <</if>> <<if $monster is 1>> "<<print either( "I crave a hunt. My wing remains limp.", "The wild beckons me, and I can only sing in response.", "My talons itch for prey, yet they feel dull.", "The winds call me, and I cannot answer.", "I must stretch my wings, but... painful." )>>" <<bHe>> gazes wistfully out to the moor, then down to <<bhis>> injured wing. <<else>> <<bHe>> looks out over the moor with a wistful gaze. <<bHe>> seems to be looking to hunt, but <<bhis>> injury won't allow it. <</if>> <<set $bird.timer to 600>> <br><br> <<if $harpy gte 6 and $syndromebird is 1 and $bird.hunts.lurkers is true>> <<flight_time_check 30 "silent">> <<link [[Hunt for your spouse (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -3>><</link>><<glove>><<lldom>><<print _fatigueText>> <br> <</if>> <<if $birdPerch is 1>> <<link [[Do nothing|Bird Tower Perch]]>><<endevent>><</link>> <<else>> <<link [[Do nothing|Bird Tower]]>><<endevent>><</link>> <</if>> <br> <<elseif $syndromebird is 1 and npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 14 and $bird.hunts.unlocked is true and $harpy gte 6 and $bird.hunts.lurkers is true>> <<set $bird.timer to 600>> <<if ["build","brood","sleep","rest"].includes($bird.activity)>> The <<beasttype>> sits in the nest, <<elseif $bird.activity is "bathe">> The <<beasttype>> sits in the rainwater pool, <<else>> The <<beasttype>> sits on the perch, <</if>> looking out to the moor. <<if $monster is 1>> <<bHe>> places <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">>. <br><br> "<<Wife>>... if it's not too much trouble," <<bhe>> starts. <<bHe>> makes eye contact with you, looking slightly ashamed. "Could... could <<wife>> hunt for me?" <<else>> <<bHe>> brushes <<bhis>> wing against <<bhis>> swelling belly. <<bHe>> looks to you and chirps. It seems <<bhe>> wants you to hunt for <<bhim>>. <</if>> <br><br> <<flight_time_check 30 "silent">> <<link [[Hunt for your spouse (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Start Injured]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<unset $birdPerch>><<bird_pass _flightTime>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -3>><</link>><<glove>><<lldom>><<print _fatigueText>> <br> <<if $birdPerch is 1>> <<link [[Do not|Bird Tower Perch]]>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom 1>><<endevent>><</link>><<llove>><<gdom>> <<else>> <<link [[Do not|Bird Tower]]>><<npcincr "Great Hawk" love -1>><<npcincr "Great Hawk" dom 1>><<endevent>><</link>><<llove>><<gdom>> <</if>> <br> <<elseif $bird.injured is 1>> <<set $bird.injured to 0>> The <<beasttype>> rises from <<if ["build","brood","sleep","rest"].includes($bird.activity)>> <<bhis>> nest. <<elseif $bird.activity is "bathe">> the rainwater pool, and shakes <<bhis>> wings dry. <<else>> <<bhis>> spot on the perch. <</if>> <<bHe>> stretches out <<bhis>> injured wing, <span class="green">showing no signs of strain. It's healed.</span> <<if $monster is 1>> "Finally. I return to the skies." <<else>> <<bHe>> looks out over the moor with a harsh gaze. <<bHe>> seems to be eager to hunt again. <</if>> <br><br> <<if $syndromebird is 1>> <<if $harpy gte 6 and $bird.hunts.unlocked is true>> <<flight_time_check 30 "silent">> <<if $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too exhausted to join the hunt.</span> <<else>> <<link [[Join the hunt (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Hunt Ask]]>><</link>><<print _fatigueText>> <</if>> <br> <<link [[Stay|Bird Tower No Hunt]]>><</link>> <br> <<else>> <<if $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too exhausted to join the hunt.</span> <<else>> <<link [[Ask to join the hunt|Bird Tower Hunt Ask]]>><</link>> <</if>> <br> <<link [[Say nothing|Bird Tower No Hunt]]>><</link>> <br> <</if>> <<else>> <<bHe>> spreads <<bhis>> wings and launches from the tower. <br><br> <<set $bird.timer to random(30, 60)>> <<set $bird.state to "hunting">> <<if $birdPerch is 1>> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <</if>> <<unset $birdPerch>> <br> <</if>> <<else>> The <<beasttype>> <<if ["build","brood","sleep","rest"].includes($bird.activity)>> rises from <<bhis>> nest. <<elseif $bird.activity is "bathe">> rises from the rainwater pool, and shakes <<bhis>> wings dry. <<else>> <<if $birdBask is 1 and $monster is 1>> gingerly helps you stand, and steps to the edge of the perch. <<else>> rises from <<bhis>> spot on the perch. <</if>> <<unset $birdBask>> <</if>> <<if $monster is 1>> "<<print either( "I crave a hunt.", "The wild beckons me.", "My talons itch for prey.", "The winds call me.", "I must stretch my wings." )>> I will return with a gift." <<else>> <<bHe>> looks out over the moor with a harsh gaze. <<bHe>> seems to be looking to hunt. <</if>> <<if npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and npcBellySize("Great Hawk") gte 12>> <<bHis>> pregnancy will likely slow <<bhim>> down, but <<bhe>> doesn't seem to mind. <</if>> <br><br> <<if $syndromebird is 1>> <<if $harpy gte 6 and $bird.hunts.unlocked is true>> <<flight_time_check 30 "silent">> <<if $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too exhausted to join the hunt.</span> <<else>> <<link [[Join the hunt (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Hunt Ask]]>><</link>><<print _fatigueText>> <</if>> <br> <<link [[Stay|Bird Tower No Hunt]]>><</link>> <br> <<else>> <<if $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too exhausted to join the hunt.</span> <<else>> <<link [[Ask to join the hunt|Bird Tower Hunt Ask]]>><</link>> <</if>> <br> <<link [[Say nothing|Bird Tower No Hunt]]>><</link>> <br> <</if>> <<else>> <<bHe>> spreads <<bhis>> wings and launches from the tower. <br><br> <<set $bird.timer to random(30, 60)>> <<set $bird.state to "hunting">> <<if $birdPerch is 1>> <<link [[Next|Bird Tower Perch]]>><<endevent>><</link>> <<else>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <</if>> <<unset $birdPerch>> <br> <</if>> <</if>> <</widget>> <<widget "bird_hunt_return">> <<bird_loot_select>> <<bird_hunt_timer>> <<set $bird.state to "home">> <<if $bird.eggIntro is 1>> <<set _bird_loot_select to "rocks">> <<elseif Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined)) and !$daily.birdBabyFeed>> <<set _bird_loot_select to "lurker_for_children">> <<elseif $syndromebird isnot 1 and $hunger gte 2000 and !$daily.birdForcefeed and $rng gte 51>> <<set _bird_loot_select to "lurker_for_player">> <</if>> <<switch _bird_loot_select>> <<case "lurker">> <<bHe>> carries a <<if $bird.hunts.lurkers is true>>lurker<<else>>strange, leathery and many-limbed creature<</if>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<if $monster is 1>> <<if playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk") and !$daily.birdPregFeed>> <<set $daily.birdPregFeed to true>> <<bHe>> doesn't take a bite for <<bhimself>>, instead offering the whole thing to you. "<<print either( "For you and children.", "Children must be nourished too.", "Keep your strength up.", "They eat eggs, but now they nourish our children.", "Food for you, food for growing hawks in belly.", "Great Hawk hunts well.", "Fresh kill. Should go down easy." )>>" <<else>> <<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> hungrily rips into the meat with <<bhis>> teeth. "<<print either( "Common prey here. Their meat is soft.", "It won't bite. Promise.", "You can eat by yourself, yes? I don't need to feed you like baby bird?", "Nasty creatures, but nourishing.", "Keep your strength up.", "They're egg eaters, don't feel bad for them.", "Food for you.", "Great Hawk hunts well.", "Fresh kill. Should go down easy." )>>" <</if>> <<else>> <<bHe>> dumps it at your feet, then tears out a chunk of flesh. <<bHe>> holds <<bhis>> head back as <<bhe>> swallows the meat whole. <</if>> <<bHe>> looks at you, waiting for a response. <<if $bird.hunts.lurkers is true and $bird.upgrades.rack gte 1>> <span class="blue">Its hide is too damaged to use it for anything.</span> <</if>> <br><br> <<if $syndromebird is 1>> <<link [[Eat|Bird Tower Lurker]]>><<hunger -2000>><<bird_loot lurker 5>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<ltrauma>> <br> <<else>> <<link [[Eat|Bird Tower Lurker]]>><<set $hunger to 1>><<bird_loot lurker 5>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>> <br> <</if>> <<link [[Scold|Bird Tower Lurker Scold]]>><<bird_loot lurker -20>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> <br> <<link [[Do nothing|Bird Tower Lurker Nothing]]>><<bird_loot lurker -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br> <<case "trash">> <<bHe>> carries <<rng 10>> <<switch $rng>> <<case 1>> an empty crisp packet <<case 2>> an empty drink can <<case 3>> an empty tin can <<case 4>> an empty chocolate wrapper <<case 5>> a plastic bag <<case 6>> half a plastic bottle <<case 7>> a bottle cap <<case 8>> a plastic straw <<case 9>> a plastic lid <<default>> a ruined shoe <</switch>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<if $monster is 1>> "<<print either( "Things from humans.", "Wingless ones, so wasteful.", "Do landbound ones value these?", "Trinkets? I enjoy collecting things like this.", "Not my best hunt." )>>" <</if>> <<bHe>> drops it at your feet, then looks at you, awaiting your response. <br><br> <<link [[Thank|Bird Tower Trash]]>><<bird_loot trash 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <<link [[Scold|Bird Tower Trash Scold]]>><<bird_loot trash -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> <br> <<link [[Do nothing|Bird Tower Trash Nothing]]>><<bird_loot trash -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br> <<case "valuables">> <<if $monster is 1>> "<<print either( "I found shiny things.", "Treasures from the landbound.", "Couldn't help it, too shiny.", "For you?", "Snatched from wingless ones.", "Looks valuable. Made me think of you.", "Treasures for you." )>>" <</if>> <<bHe>> carries <<rng 5>> <<switch $rng>> <<case 1>> a watch in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response. <br><br> <<link [[Take it|Bird Tower Watch]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <<case 2>> a necklace in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response. <br><br> <<link [[Take it|Bird Tower Necklace]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <<case 3>> a wedding ring in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen. <<bHe>> drops it at your feet, then looks at you, awaiting your response. <br><br> <<link [[Take it|Bird Tower Ring]]>><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <<case 4>> a wallet in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen, but there might be money or other valuables inside. <<bHe>> drops it at your feet, then looks at you, awaiting your response. <br><br> <<link [[Take it|Bird Tower Wallet]]>><<set $phase to "wallet">><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <<default>> a purse in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. It's probably stolen, but there might be money or other valuables inside. <<bHe>> drops it at your feet, then looks at you, awaiting your response. <br><br> <<link [[Take it|Bird Tower Wallet]]>><<set $phase to "purse">><<bird_loot valuables 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <</switch>> <<link [[Scold|Bird Tower Valuables Scold]]>><<bird_loot valuables -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> <br> <<link [[Do nothing|Bird Tower Valuables Nothing]]>><<bird_loot valuables -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br> <<case "food">> <<if $rng gte 96>> <<bHe>> carries a half-destroyed cup in <<bhis>> talons. Something leaks from it. <<if $monster is 1>> "Weak object, pierced through with talons," <<bhe>> says <<else>> <<bHe>> looks down at it in apparent confusion <</if>> before placing it at your feet. You smell it. It's a milkshake. Still fresh. <<set $bird_food to "milkshake">> <<else>> <<bHe>> carries <<rng 10>> <<switch $rng>> <<case 1>> a half-eaten pasty<<set $bird_food to "pasty">> <<case 2>> a donut<<set $bird_food to "donut">> <<case 3>> a bag of nuts<<set $bird_food to "nuts">> <<case 4>> a bag of crisps<<set $bird_food to "crisps">> <<case 5>> a large chocolate bar<<set $bird_food to "chocolate">> <<case 6>> an apple<<set $bird_food to "apple">> <<case 7>> a carrot<<set $bird_food to "carrot">> <<case 8>> a tin of baked beans<<set $bird_food to "beans">> <<case 9>> a tin of tuna<<set $bird_food to "tuna">> <<default>> a tin of custard<<set $bird_food to "custard">> <</switch>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<if $monster is 1>> "<<print either( "Saw wingless ones eating these.", "Maybe more your taste?", "Food for you.", "Don't understand landbound tastes, but for you...", "Wingless ones left their food unguarded. Poor move.", "Smelled from far away. Easy to take.", "Scavenged from landbound ones. No prey today." )>>" <</if>> <<bHe>> drops it at your feet, then looks at you, awaiting your response. <</if>> <br><br> <<if $bird_food is "milkshake">> <<link [[Drink|Bird Tower Food Milkshake]]>><<bird_loot food 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<if !$syndromebird>><<lhunger>><</if>> <br> <<else>> <<link [[Eat|Bird Tower Food]]>><<bird_loot food 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<if !$syndromebird>><<lhunger>><</if>> <br> <</if>> <<link [[Scold|Bird Tower Food Scold]]>><<bird_loot food -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> <br> <<link [[Do nothing|Bird Tower Food Nothing]]>><<bird_loot food -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br> <<case "rocks">> <<set $bird.eggIntro to 2>> <<bHe>> carries a pair of smooth stones. They're almost egg shaped. <br><br> <<if $monster is 1>> "Poor <<if $harpy lte 5>>landbound <</if>><<wife>> has never raised egg before. Not to worry. I will help teach!" <</if>> <<bHe>> delicately brings the stones to the nest and demonstrates how to keep them warm. After a few moments, <<bhe>> hops off the rock and makes room for you to take over. <br><br> <<link [[Warm the "egg"|Bird Tower Stone Warm]]>><<set $phase to 1>><<npcincr "Great Hawk" dom 1>><<npcincr "Great Hawk" love 5>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<gdom>><<gglove>> <br> <<link [[Ignore the "egg"|Bird Tower Stone Warm]]>><<set $phase to 0>><<npcincr "Great Hawk" dom -1>><<npcincr "Great Hawk" love -10>><</link>><<ldom>><<llllove>> <br> <<case "lurker_for_children">> <<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">> <<set _childrenTotal to _childrenIds.length>> <<set $daily.birdBabyFeed to true>> <<bHe>> carries a <<if $bird.hunts.lurkers is true>>lurker<<else>>strange, leathery and many-limbed creature<</if>> in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<bHe>> shows it to you, before turning back to the nest. <br><br> <<bird_hunt_children_events>> <br><br> <<if _noLurker>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <<else>> <<if $syndromebird is 1>> <<link [[Eat|Bird Tower Lurker]]>><<hunger -2000>><<bird_loot lurker 5>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<ltrauma>> <br> <<else>> <<link [[Eat|Bird Tower Lurker]]>><<set $hunger to 1>><<bird_loot lurker 5>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>> <br> <</if>> <<link [[Scold|Bird Tower Lurker Scold]]>><<bird_loot lurker -20>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> <br> <<link [[Do nothing|Bird Tower Lurker Nothing]]>><<bird_loot lurker -10>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br> <</if>> <<case "lurker_for_player">> <<set $daily.birdForcefeed to true>> <<bHe>> carries a strange, leathery and many-limbed creature in <<bhis>> <<if $monster is 1>>talons<<else>>mouth<</if>>. <<if $monster is 1>> <<bHe>> holds it out without taking a bite, concern clear in <<bhis>> gaze. "<<print either( "It's food, you should eat it.", "Please eat. It's fresh.", "Need meat on bones.", "Let me feed you.", "Don't want you to waste away.", "I promise it's good." )>>" <<else>> <<bHe>> drops the creature in front of you and nudges it closer with a soft chirp, not taking any of it for <<bhimself>>.<<if understandsBirdBehaviour()>> There's a pleading look in <<bhis>> eyes.<</if>> <</if>> <br><br> <<bHe>> waits attentively for your response. <br><br> <<link [[Eat|Bird Tower Lurker]]>><<set $hunger to 1>><<bird_loot lurker 5>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<lllhunger>> <br> <<link [[Scold|Bird Tower Forcefeed Insist]]>><<set $phase to 0>><<transform bird 1>><<npcincr "Great Hawk" dom -1>><<def 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>> <br> <<link [[Do nothing|Bird Tower Forcefeed Insist]]>><<set $phase to 1>><<npcincr "Great Hawk" love -1>><</link>><<llove>> <br> <<default>> <<bHe>> carries <<if $syndromebird is 1>><<select_random_clothes>><<else>><<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "hands" "legs">><</if>> <<if setup.clothes[_random_slot][_random_index].plural isnot 1>> <<if setup.clothes[_random_slot][_random_index].word is "an">> an <<else>> a <</if>> <</if>> _random_clothes in <<bhis>> <<if $monster is 1>>talons<<else>>beak<</if>>. <<if $monster is 1>> "<<print either( "You looked cold.", "I don't understand how you wear these, but... here.", "This is how wingless attract mates, yes?", "Colours caught my eye from far.", "Your plumage is pleasing, I thought this would help.", "Landbound left this out of sight. Yelled at me as I flew off with it.", "I like how this feels. Do you?", "Hope this helps keep you warm when I'm away. These... do help you stay warm, right?" )>>" <</if>> <<bHe>> drops <<if setup.clothes[_random_slot][_random_index].plural isnot 1>> it <<else>> them <</if>> at your feet, then looks at you, awaiting your response. <br><br> <<if $bird.upgrades.wardrobe is 1>> <<if $worn[_random_slot].name isnot "naked" and _random_clothes isnot "piece of fabric">> <<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <span class="blue">Your $worn[_random_slot].name will be put in your wardrobe.</span><<gfabric>> <br> <<elseif _random_clothes isnot "piece of fabric">> <<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <</if>> <<if _random_clothes isnot "piece of fabric">> <<link [[Put it in the wardrobe|Bird Tower Clothes Keep]]>><<generalSend "birdTower" _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <</if>> <<else>> <<if $worn[_random_slot].name isnot "naked" and _random_clothes isnot "piece of fabric">> <<link [[Wear|Bird Tower Clothes]]>><<generalRuined _random_slot>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<set $bird.materials.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <span class="blue">Your $worn[_random_slot].name will be replaced.</span><<gfabric>> <br> <<elseif _random_clothes isnot "piece of fabric">> <<link [[Wear|Bird Tower Clothes]]>><<generalWear _random_slot _random_index>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>> <br> <</if>> <</if>> <<link [[Thank|Bird Tower Fabric]]>><<bird_loot clothes 20>><<npcincr "Great Hawk" love 1>><<transform bird 1>><<set $bird.materials.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<glove>><<gfabric>> <br> <<link [[Scold|Bird Tower Clothes Scold]]>><<bird_loot clothes -20>><<npcincr "Great Hawk" dom -1>><<transform bird 1>><<def 1>><<set $bird.materials.fabric += 1>><<bird_stockholm 1>><</link>><<gbirdstockholm>><<ldom>><<gfabric>> <br> <<link [[Do nothing|Bird Tower Clothes Nothing]]>><<bird_loot clothes -10>><<npcincr "Great Hawk" love -1>><<set $bird.materials.fabric += 1>><</link>><<llove>><<gfabric>> <br> <</switch>> <</widget>> <<widget "bird_hunt_timer">> <<if $syndromebird isnot 1>> <<set $bird.timer to random(30, 90)>> <<elseif !$bird.hunts.unlocked>> <<set $bird.timer to random(45, 120)>> <<else>> <<set $bird.timer to random(60, 120)>> <</if>> <</widget>> <<widget "bird_stockholm">> <<if _args[0] and $bird.syndrome isnot undefined>> <<set $bird.syndrome += _args[0]>> <</if>> <</widget>> <<widget "gbirdstockholm">> <<if $syndromebird isnot 1>> <<gstockholm>> <</if>> <</widget>> <<widget "ggbirdstockholm">> <<if $syndromebird isnot 1>> <<ggstockholm>> <</if>> <</widget>> <<widget "gggbirdstockholm">> <<if $syndromebird isnot 1>> <<gggstockholm>> <</if>> <</widget>> <<widget "lbirdstockholm">> <<if $syndromebird isnot 1>> <<lstockholm>> <</if>> <</widget>> <<widget "llbirdstockholm">> <<if $syndromebird isnot 1>> <<llstockholm>> <</if>> <</widget>> <<widget "lllbirdstockholm">> <<if $syndromebird isnot 1>> <<lllstockholm>> <</if>> <</widget>> <<widget "bird_schedule">> <<set $_eggCount to Object.values($children).filter(child => child.location is "tower" and child.eggTimer).length>> <<if $syndromebird gte 1 and !$daily.birdNightFlightCheck and !$weekly.birdNightFlight and !Weather.bloodMoon and !Weather.isFrozen("lake") and !$bird.injured>> <<set $daily.birdNightFlightCheck to true>> <<if $rng lte C.npc["Great Hawk"].love>> <<set $daily.birdNightFlightTrigger to true>> <</if>> <</if>> <<if $bird.override>> <<set $bird.activity to $bird.override>> <<elseif Time.hour gte 21 or Time.hour lte 5>> <<set $bird.activity to "sleep">> <<elseif Time.hour lte 9>> <<set $bird.activity to "sing">> <<elseif Time.hour lte 12 and !$daily.birdWash>> <<set $bird.activity to "bathe">> <<elseif Time.hour lte 15>> <<if $bird.injured gt 1>> <<set $bird.activity to "rest">> <<elseif $_eggCount and $rng gte 51>> <<set $bird.activity to "brood">> <<set $bird.override to "brood">> <<set $bird.overrideTimer to 60>> <<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk", "pc") and npcBellySize("Great Hawk") gte 12 and $rng gte 51>> <<set $bird.activity to "rest">> <<set $bird.override to "rest">> <<set $bird.overrideTimer to 60>> <<else>> <<set $bird.activity to "build">> <</if>> <<elseif Time.hour lte 17>> <<if $bird.injured gt 1 or npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk", "pc") and npcBellySize("Great Hawk") gte 12>> <<set $bird.activity to "rest">> <<else>> <<set $bird.activity to "groom">> <</if>> <<else>> <<set $bird.activity to "sing">> <</if>> <</widget>> <<widget "bird_greeting">> <<if $daily.birdGreeting isnot 1>> <<set $daily.birdGreeting to 1>> <<if $monster is 1>> <<if Time.hour lte 3 or Time.hour gte 18>> "Good evening, <<elseif Time.hour lte 12>> "Good morning, <<else>> "Good afternoon, <</if>> <<wife>>." <<else>> <<bHe>> greets you with a few low chirps. <</if>> <</if>> <</widget>> <<widget "hawkRescueSetup">> <<if $moor_hunt gte 1>> <<enable_rescue>> <<else>> <<set $_rescueChance to 5>> <<if $harpy gte 6>><<set $_rescueChance += 5>><</if>> <<if $syndromebird gte 1>><<set $_rescueChance += 10>><</if>> <<if $enemynomax gte 3>><<set $_rescueChance += 10>><</if>> <<if $enemytype is "man">><<set $_rescueChance += 5>><</if>> <<set $_rescueChance += Math.floor($moor / 5)>> <<if $_rescueChance gte random(1, 100)>><<enable_rescue>><</if>> <</if>> <<if $bird and $bird.injured gt 1>> <<set $_rescueChance to 0>> <</if>> <</widget>> <<widget "hawkScreechDesc">> <<if $syndromebird>>welcome<<elseif C.npc["Great Hawk"].init is 1>>familiar, terrifying<<else>>terrifying<</if>> screech <</widget>> <<widget "hawkRescueApproachSentence">> <<if $syndromebird is 1>>Salvation<<else>>Terror<</if>> <<print ["circles above", "approaches", "descends", "shadows you"][random(!Weather.overcast ? 3 : 2)]>>. <</widget>> <<widget "hawkCaughtYouSpeech">> <<if $monster is 1>> <<if $birdescaped gte 1>> "<<Wife>> shouldn't <<if $birdescaped gte 2>>keep running<<else>>run<</if>> away," <<bhe>> says. "<<if $harpy gte 6>><<Wife>> doesn't know how to fly yet<<else>>Landbound travel is dangerous<</if>>." <<else>> "Caught you," <<bhe>> says as the wings on <<bhis>> back beat furiously. <</if>> <<else>> The <<beasttype>> lets out a <<if $birdescaped gte 1>> <<if understandsBirdBehaviour()>>relieved<<else>>soft<</if>> <<else>> <<if understandsBirdBehaviour()>>triumphant<<else>>sharp<</if>> <</if>> cry. <</if>> <</widget>> <<widget "your_bird_text">><<silently>> <<if $syndromebird is 1>> <<if $monster is 1>> <<beasttype>><<set $_birdText to either("your spouse", "your _text_output")>> <<else>> <<beasttype>><<set $_birdText to "your " + _text_output>> <</if>> <<else>> <<beasttype>> <<set $_birdText to "the " + _text_output>> <</if>> <<if _args[0] is "cap">> <<set $_birdText to $_birdText.toUpperFirst()>> <</if>> <</silently>><<print $_birdText>><</widget>> <<widget "bird_perch_options">> <<if $bird.state is "hunting" and $bird.timer lte 0>> <<endevent>> <<npc "Great Hawk">> You hear the flap of wings as the <<beasttype>> returns. <<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you. <<bird_hunt_return>> <<elseif $bird.state is "home" and !["brood","sleep","sing","groom"].includes($bird.activity) and !$bird.override and Weather.dayState isnot "night" and $bird.timer lte 0>> <<endevent>> <<npc "Great Hawk">> <<bird_hunt_start>> <<elseif $bird.activity is "sleep" and $birdSleep is undefined and $bird.state is "home">> <<if $daily.birdNightFlightTrigger and !$weekly.birdNightFlight and ["clear","lightClouds"].includes(Weather.name) and !Weather.bloodMoon and !Weather.isFrozen("lake") and !$bird.injured>> <<endevent>> <<npc "Great Hawk">> <<set $weekly.birdNightFlight to true>> <<unset $birdPerch>><<unset $birdBask>> <<your_bird_text "cap">> stands from the perch. Moonlight bathes <<bhim>> in a silvery glow. <br><br> <<if $monster is 1>> "Come, <<wife>>. Fly with me." <<bHis>> voice carries a tender plea as <<he>> <<if $harpy gte 6 and $birdFly is 1 and !$plucked>> extends <<his>> massive talon toward you. <<else>> crouches down, making room for you to climb onto <<bhis>> back. <</if>> <<else>> <<bHe>> lets out a low trill, nodding out to the moor. <<bHe>> wants you to fly with <<bhim>>. <<if $harpy lt 6 or $birdFly isnot 1 and !$plucked>> <<bHe>> gets low to the ground, motioning for you to climb onto <<bhis>> back. <</if>> <</if>> <br><br> <<link [[Go|Bird Tower Night Flight]]>><<bird_pass 30>><<npcincr "Great Hawk" love 1>><</link>><<glove>> <br> <<link [[Stay|Bird Tower Night Flight Stay]]>><</link>> <br> <<else>> <<set $birdSleep to 1>><<unset $birdPerch>><<unset $birdBask>> <<endevent>> <<npc "Great Hawk">> <<if $monster gte 1>> The <<beasttype>> scoops you in <<bhis>> arms. "Night has come," <<bhe>> says. "Let me take you to bed." <br><br> <<else>> The <<beasttype>> hops from the perch, towards the nest. <<bHe>> glances at you. <br><br> <</if>> <<link [[Nest|Bird Tower Perch Nest]]>><</link>> <br> <<link [[Stay up|Bird Tower]]>><<endevent>><</link>> <br> <</if>> <<elseif $syndromebird is 1 and ["sing", "groom"].includes($bird.activity) and $birdBask is undefined and $bird.state is "home">> <<endevent>> <<npc "Great Hawk">> <<baskicon>><<link [[Bask (0:30)|Bird Tower Bask]]>><<bird_pass 30>><<stress -12>><<endevent>><</link>><<llstress>> <br> <<birdicon "sing">><<link [[Sing (0:30)|Bird Tower Sing]]>><<transform bird 1>><<bird_pass 30>><<trauma -3>><<endevent>><</link>><<ltrauma>> <br> <<if $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and canGiftFood("Great Hawk")>> <<skinicon "give">><<link [[Give the Great Hawk food|Great Hawk Gifts List]]>><<endevent>><</link>> <br> <</if>> <<if $daily.birdGroom is undefined and $bird.activity is "groom">> <<birdicon "preen">><<link [[Groom (0:15)|Bird Tower Groom]]>><<bird_pass 15>><<trauma -6>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<endevent>><</link>><<ltrauma>><<glove>><br> <</if>> <<if $harpy gte 6 and $birdFly is 1 and $bird.injured is 0 and $bird.upgrades.decor gte 1 and !$daily.birdCasualFlight>> <<if $plucked>> <span class="red">Your wings haven't recovered from Gwylan's thorough preening yet.</span> <<elseif Weather.precipitation is "rain">> <span class="purple">It's too rainy to go flying casually.</span> <<elseif $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too exhausted to go on a casual flight.</span> <<else>> <<socialiseicon "ask">><<link [[Ask to go flying together (1:00)|Bird Tower Casual Flight]]>><<set $daily.birdCasualFlight to true>><<tiredness 3>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<endevent>><</link>><<gtiredness>><<glove>> <</if>> <br> <</if>> <<if $syndromebird and $lurkers_held gte 1 and $bird.state is "home" and ["sing", "groom"].includes($bird.activity)>> <<birdicon "lurkers_netted">><<link "Give <<bhim>> the netted lurker" "Bird Tower Give Captured Lurker">><<endevent>><</link>><<glove>><br> <</if>> <<if $bird.upgrades.telescope is 1>> <<birdicon "telescope">><<link [[Use your telescope|Bird Tower Telescope]]>><<endevent>><</link>><br> <</if>> <<getouticon>><<link [[Go back inside|Bird Tower]]>><<unset $birdPerch>><<endevent>><</link>> <br><br> <<bird_fly_options>> <<elseif $birdBask is 1 and ["sing", "groom"].includes($bird.activity) and $bird.state is "home">> <<endevent>> <<npc "Great Hawk">> <<baskicon>><<link [[Continue to bask (0:30)|Bird Tower Bask]]>><<bird_pass 30>><<stress -12>><<endevent>><</link>><<llstress>> <br> <<birdicon "sing">><<link [[Sing (0:30)|Bird Tower Sing]]>><<transform bird 1>><<bird_pass 30>><<trauma -3>><<endevent>><</link>><<ltrauma>> <br> <<if npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc")>> <<pregnancyicon "Great Hawk">><<link "Rub <<bhis>> pregnant belly (0:30)" "Bird Tower Pregnant Belly Rub">><<transform bird 1>><<bird_pass 30>><<stress -6>><<trauma -6>><<endevent>><</link>><<llstress>><<lltrauma>><br> <</if>> <<if $harpy gte 6 and $birdFly is 1 and $bird.injured is 0 and $bird.upgrades.decor gte 1 and !$daily.birdCasualFlight>> <<if $plucked>> <span class="red">Your wings haven't recovered from Gwylan's thorough preening yet.</span> <<elseif Weather.precipitation is "rain">> <span class="purple">It's too rainy to go flying casually.</span> <<elseif $tiredness gte (C.tiredness.max / 5) * 4>> <span class="red">You're too exhausted to go on a casual flight.</span> <<else>> <<socialiseicon "ask">><<link [[Ask to go flying together (1:00)|Bird Tower Casual Flight]]>><<set $daily.birdCasualFlight to true>><<tiredness 3>><<transform bird 1>><<npcincr "Great Hawk" love 1>><<endevent>><</link>><<gtiredness>><<glove>> <</if>> <br> <</if>> <<birdicon "perch_up">><<link [[Get up|Bird Tower Perch]]>><<unset $birdBask>><<endevent>><</link>><br> <<getouticon>><<link [[Leave|Bird Tower Bask Leave]]>><<unset $birdBask>><<unset $birdPerch>><<endevent>><</link>><br> <<else>> <<if $birdSingIntro is 1>> <<birdicon "sing">><<link [[Sing (0:30)|Bird Tower Sing]]>><<set $birdSingAbsent to 1>><<bird_pass 30>><<trauma -2>><<endevent>><</link>><<ltrauma>><br> <</if>> <<if $bird.state is "home" and !["sleep","rest"].includes($bird.activity) and canGiftFood("Great Hawk")>> <<skinicon "give">><<link [[Give the Great Hawk food|Great Hawk Gifts List]]>><<endevent>><</link>> <br> <</if>> <<if $harpy gte 6>> <<birdicon "preen_self">><<link [[Preen your wings (0:30)|Bird Tower Preen Self]]>><<bird_pass 30>><<stress -2>><<endevent>><</link>><<lstress>><br> <</if>> <<if $bird.upgrades.telescope is 1>> <<birdicon "telescope">><<link [[Use your telescope|Bird Tower Telescope]]>><<endevent>><</link>><br> <</if>> <<getouticon>><<link [[Go back inside|Bird Tower]]>><<unset $birdPerch>><<endevent>><</link>> <br><br> <<bird_fly_options>> <</if>> <<unset $birdSingAbsent>> <</widget>> <<widget "bird_telescope_options">> <<if $bird.state is "hunting" and $bird.timer lte 0>> <<endevent>> <<npc "Great Hawk">> You hear the flap of wings as the <<beasttype>> returns. <<bHe>> lands and <<if $monster is 1>>walks<<else>>hops<</if>> over to you. <<bird_hunt_return>> <<elseif $bird.state is "home" and !["brood","sleep"].includes($bird.activity) and !$bird.override and Weather.dayState isnot "night" and $bird.timer lte 0>> <<endevent>> <<npc "Great Hawk">> <<bird_hunt_start>> <<else>> <<if Time.dayState is "night" and !Weather.isOvercast>> <<if $daily.telescopeBlood and Weather.bloodMoon>> <span class="red">You don't want to look at the sky right now.</span> <<else>> <<link [[Watch the sky (1:00)|Bird Tower Telescope Sky]]>><<bird_pass 60>><</link>> <</if>> <br> <</if>> <<link [[Watch the moor (0:20)|Bird Tower Telescope Moor]]>><<bird_pass 20>><</link>> <br> <<link [[Step away|Bird Tower Perch]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "bird_fly_options">> <<if $harpy gte 6>> <<if $plucked>> The wind could carry you a long way, <span class="red">but your wings haven't recovered from Gwylan's thorough preening.</span> They should at least carry you down safely. <br> <<birdicon "fly_down">><<link [[Glide to the base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>><br> <<elseif $birdFly isnot 1>> The wind could carry you a long way, <span class="red">but you don't know how to fly.</span> Your wings should at least carry you down safely. <br> <<if ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <<socialiseicon "ask">><<link [[Ask the Great Hawk to teach you to fly|Bird Tower Fly Intro]]>><<endevent>><</link>><<flight_text>><br> <<if $syndromebird isnot 1>> <span class="red">You won't be able to glide down with the Great Hawk watching you.</span><br> <<else>> <<birdicon "fly_down">><<link [[Glide to the base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>><br> <</if>> <<else>> <<birdicon "fly_down">><<link [[Glide to the base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>><br> <</if>> <<elseif $birdFly is 1>> <<flight_time_check 60>> <<if $bird.hunts.unlocked is true and ($bird.hunts.lurkers is true or $bird.hunts.materials is true or $bird.hunts.valuables is true)>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to hunt. <<else>> <<birdicon "hunt">><<link [[Prepare for a hunt|Bird Hunt Start]]>><<endevent>><</link>><<flight_text>><br> <</if>> <br> <</if>> Fly to the... <br> <<if $exposed gte 2 and $exhibitionism lt 55>> <<insufficientStat "exhibitionism" "to fly exposed towards the town or farmlands">> <br> <<else>> <<farmicon>><<link [[Farmlands (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Farmlands]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<unset $birdPerch>><<endevent>><</link>><<flight_text>><<print _fatigueText>><<if $exposed gte 2>><<exhibitionist4>><</if>> <br> <<entertownicon>><<link [[Town (<<print getTimeString(_hoursPassedLong, _minutesPassedLong)>>)|Bird Tower Town]]>><<set $fatigueMod to (_fatigueMod + 1)>><<set $flightTime to _flightTimeLong>><<bird_pass _flightTimeLong>><<unset $birdPerch>><<endevent>><</link>><<flight_text>><<print _fatigueText>><<if $exposed gte 2>><<exhibitionist4>><</if>> <br> <</if>> <<foresticon>><<link [[Forest (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Tower Forest]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<unset $birdPerch>><<endevent>><</link>><<flight_text>><<print _fatigueText>> <br> <<birdicon "fly_down">><<link [[Base of the tower (0:01)|Bird Tower Glide 2]]>><<unset $birdPerch>><<bird_pass 1>><<endevent>><</link>><<flight_text>> <br> <</if>> <<elseif $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> <<if $pain gte 21>> Your wings should carry you down, <span class="purple">but you're too injured for such a risky jump right now.</span> <br><br> <<else>> Your wings should carry you down. <<if $syndromebird isnot 1 and ($bird.activity is "sing" or $bird.activity is "groom") and $bird.state is "home">> <span class="red">However, you won't be getting far with the Great Hawk watching you.</span> <br><br> <<elseif $birdFly is 1 or $birdGlide is 1>> <br><br> <<glideicon>><<link [[Glide down (0:02)|Bird Tower Glide]]>><<unset $birdPerch>><<bird_pass 2>><<endevent>><</link>><<flight_text>> <<elseif currentSkillValue('willpower') lt 250>> <span class="red">But you don't have the will or courage to attempt it.</span> <<elseif $daily.glideScared>> <span class="red">You're too scared to try again right now.</span> <<else>> <br><br> <<glideicon>><<link [[Attempt to glide down (0:02)|Bird Tower Glide Attempt]]>><<unset $birdPerch>><<bird_pass 2>><<endevent>><</link>><<flight_text>><<willpowerdifficulty 250 1100>> <</if>> <</if>> <</if>> <</widget>> <<widget "flight_time_check">> <<if _args[0] isnot undefined>> <<set _flightTimeBase to _args[0]>> <<else>> <<set _flightTimeBase to 60>> <</if>> <<if _args[1] isnot "silent" and !$settings.blindStatsEnabled>> <<set $_printAlerts to true>> <</if>> <<if $bird.hunts and $bird.hunts.weight>> /* this is not always an integer */ <<set _flightTimeBase += $bird.hunts.weight>> <</if>> <<set _flightTime to _flightTimeBase>> <<switch Weather.name>> <<case "heavyClouds">> <<set _flightTime -= Math.floor(_flightTimeBase / 3)>> <<set _fatigueText to "<<gtiredness>>">> <<set _fatigueMod to 0.5>> <<if $_printAlerts>><span class="gold">The strong winds will make flight easy and fast.</span><</if>> <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "snow">> <<set _flightTime += Math.floor(_flightTimeBase / 6)>> <<set _fatigueText to "<<ggtiredness>>">> <<set _fatigueMod to 2>> <<if $_printAlerts>><span class="blue">Flying in the snow will obscure your vision and slow you down.</span><</if>> <<else>> <<set _flightTime += 1>> <<for _active_clothes range Object.keys($worn)>> <<if !$worn[_active_clothes].type.includes("naked") and !$worn[_active_clothes].type.includes("swim")>> <<switch _active_clothes>> <<case "over_upper" "over_lower">> <<set _flightTime += Math.floor(_flightTimeBase / 6)>><<set _slowText to true>> <<case "upper" "lower">> <<set _flightTime += Math.floor(_flightTimeBase / 9)>><<set _slowText to true>> <<case "under_upper" "under_lower" "feet">> <<set _flightTime += Math.floor(_flightTimeBase / 18)>><<set _slowText to true>> <<default>> <</switch>> <</if>> <</for>> <<if _slowText>> <<if _flightTime gte Math.floor(_flightTimeBase + (_flightTimeBase * 0.5))>> <<set _fatigueText to "<<gggtiredness>>">> <<set _fatigueMod to 3>> <<if $_printAlerts>><span class="red">Flying in the rain will soak your clothes, heavily slowing you down and exposing you.</span><</if>> <<elseif _flightTime gte Math.floor(_flightTimeBase + (_flightTimeBase * 0.25))>> <<set _fatigueText to "<<gggtiredness>>">> <<set _fatigueMod to 3>> <<if $_printAlerts>><span class="pink">Flying in the rain will soak your clothes, slowing you down and exposing you.</span><</if>> <<elseif _flightTime gt _flightTimeBase>> <<set _fatigueText to "<<ggtiredness>>">> <<set _fatigueMod to 2>> <<if $_printAlerts>><span class="blue">Flying in the rain will soak your clothes, slightly slowing you down and exposing you.</span><</if>> <<else>> <<set _fatigueText to "<<gtiredness>>">> <<set _fatigueMod to 2>> <<if $_printAlerts>><span class="green">Flying in the rain won't slow you down at all in your current state of dress.</span><</if>> <</if>> <<else>> <<set _fatigueText to "<<gtiredness>>">> <<set _fatigueMod to 2>> <<if $_printAlerts>><span class="green">Flying in the rain won't slow you down at all in your current state of dress.</span><</if>> <</if>> <</if>> <<default>> <<set _fatigueText to "<<gtiredness>>">> <<set _fatigueMod to 1>> <<if $_printAlerts>><span class="green">The weather shouldn't affect your flight.</span><</if>> <</switch>> <<if $_printAlerts>><br><</if>> <<if currentSkillValue('athletics') gt 0>> <<set _flightTime -= Math.floor((_flightTime / 20) * (currentSkillValue('athletics') / 100))>> <</if>> <<if _flightTime lte 0>> <<set _flightTime to 1>> <</if>> /* I put floor here to protect from other modifiers if added later, feel free to add it on the line commented above */ <<set _flightTime to Math.floor(_flightTime)>> <<set _hoursPassed to Math.floor(_flightTime / 60)>> <<set _minutesPassed to _flightTime % 60>> <<set _flightTimeLong to Math.floor(_flightTime + 15)>> <<set _hoursPassedLong to Math.floor(_flightTimeLong / 60)>> <<set _minutesPassedLong to _flightTimeLong % 60>> <<set _flightTimeSearch to Math.floor(_flightTime + 3)>> <<set _hoursPassedSearch to Math.floor(_flightTimeSearch / 60)>> <<set _minutesPassedSearch to _flightTimeSearch % 60>> <</widget>> <<widget "flight_effects">> <<if $flightTime>> <<if Weather.precipitation is "rain">> <<if !$worn.upper.type.includes("swim") and !$worn.upper.type.includes("naked")>> <<upperwet `Math.floor($flightTime * 4)`>> <</if>> <<if !$worn.lower.type.includes("swim") and !$worn.lower.type.includes("naked")>> <<lowerwet `Math.floor($flightTime * 4)`>> <</if>> <<if !$worn.under_lower.type.includes("swim") and !$worn.under_lower.type.includes("naked")>> <<underlowerwet `Math.floor($flightTime * 4)`>> <</if>> <<if !$worn.under_upper.type.includes("swim") and !$worn.under_upper.type.includes("naked")>> <<underupperwet `Math.floor($flightTime * 4)`>> <</if>> <</if>> <<set _tempTired to (Math.floor($flightTime / 4) + 1)>> <<set Weather.BodyTemperature.addActivity("physique")>> <<tiredness _tempTired>> <<unset $flightTime>> <<unset $fatigueMod>> <</if>> <</widget>> <<widget "flight_distance_check">> <<set _distanceNorthSouth to Math.abs($bird.hunts.distanceNorth)>> <<set _distanceEastWest to Math.abs($bird.hunts.distanceEast)>> <<set _distanceTotal to (_distanceNorthSouth + _distanceEastWest)>> <<set _returnTime to 0>> <<set _returnTime to (5 * _distanceTotal)>> <</widget>> <<widget "flight_hunt_options">> <<flight_time_check 20 "silent">> <<if $bird.hunts.goal is "hawk">> <<set _directionPool to []>> <<if $bird.hunts.distanceNorth lt 5 and !($bird.hunts.distanceNorth is -1 and _distanceEastWest is 0)>> <<run _directionPool.pushUnique("north")>> <</if>> <<if $bird.hunts.distanceEast lt 5 and !($bird.hunts.distanceEast is -1 and _distanceNorthSouth is 0)>> <<run _directionPool.pushUnique("east")>> <</if>> <<if $bird.hunts.distanceNorth gt -5 and !($bird.hunts.distanceNorth is 1 and _distanceEastWest is 0)>> <<run _directionPool.pushUnique("south")>> <</if>> <<if $bird.hunts.distanceEast gt -5 and !($bird.hunts.distanceEast is 1 and _distanceNorthSouth is 0)>> <<run _directionPool.pushUnique("west")>> <</if>> <<set $bird.hunts.direction to _directionPool.pluck()>> <<switch $bird.hunts.direction>> <<case "north">><<set _distanceNorthSouth to 1>><<set _distanceEastWest to 0>> <<case "east">><<set _distanceNorthSouth to 0>><<set _distanceEastWest to 1>> <<case "south">><<set _distanceNorthSouth to -1>><<set _distanceEastWest to 0>> <<case "west">><<set _distanceNorthSouth to 0>><<set _distanceEastWest to -1>> <</switch>> <<capture _distanceNorthSouth _distanceEastWest _fatigueMod _flightTime _fatigueText>> <<link [[`Continue hunting (${getTimeString(_hoursPassed, _minutesPassed)})`|Bird Hunt Event]]>> <<handheldon>> <<set $bird.hunts.distanceNorth += _distanceNorthSouth>> <<set $bird.hunts.distanceEast += _distanceEastWest>> <<set $fatigueMod to _fatigueMod>> <<set $flightTime to _flightTime>> <<bird_pass _flightTime>> <</link>><<print _fatigueText>> <</capture>> <br><br> <<link [[Ask to hunt for something else|Bird Hunt Goal]]>><<endevent>><<set $phase to 2>><</link>> <br> <<flight_time_check _returnTime "silent">> <<link [[`Ask to return to the castle (${getTimeString(_hoursPassed, _minutesPassed)})`|Bird Hunt Return Ask]]>> <<handheldon>> <<set $fatigueMod to _fatigueMod>> <<set $flightTime to _flightTime>> <<bird_pass _flightTime>> <</link>><<print _fatigueText>> <br> <<else>> <<if _distanceNorthSouth gte 4 or _distanceEastWest gte 4>> You can't see the tower from here. <<elseif _distanceNorthSouth is 0 and _distanceEastWest is 0>> The moor stretches out before you. <<else>> The tower is to the <<if $bird.hunts.distanceNorth lte -1>>north<<elseif $bird.hunts.distanceNorth gte 1>>south<</if>><<if $bird.hunts.distanceEast lte -1>>east<<elseif $bird.hunts.distanceEast gte 1>>west<</if>>. <</if>> <br> <<if between($bird.hunts.distanceNorth, ($daily.huntRemyCampNorth - 1), ($daily.huntRemyCampNorth + 1)) and between($bird.hunts.distanceEast, ($daily.huntRemyCampEast - 1), ($daily.huntRemyCampEast + 1))>> <<if !($bird.hunts.distanceNorth is $daily.huntRemyCampNorth and $bird.hunts.distanceEast is $daily.huntRemyCampEast)>> There's smoke rising to the <<if $bird.hunts.distanceNorth lt $daily.huntRemyCampNorth>>north<<elseif $bird.hunts.distanceNorth gt $daily.huntRemyCampNorth>>south<</if>><<if $bird.hunts.distanceEast lt $daily.huntRemyCampEast>>east<<elseif $bird.hunts.distanceEast gt $daily.huntRemyCampEast>>west<</if>>. <br> <</if>> <</if>> <<if $daily.emptyCamp and between($bird.hunts.distanceNorth, ($daily.emptyCampNorth - 1), ($daily.emptyCampNorth + 1)) and between($bird.hunts.distanceEast, ($daily.emptyCampEast - 1), ($daily.emptyCampEast + 1))>> <<if !($bird.hunts.distanceNorth is $daily.emptyCampNorth and $bird.hunts.distanceEast is $daily.emptyCampEast)>> There's an abandoned camp to the <<if $bird.hunts.distanceNorth lt $daily.emptyCampNorth>>north<<elseif $bird.hunts.distanceNorth gt $daily.emptyCampNorth>>south<</if>><<if $bird.hunts.distanceEast lt $daily.emptyCampEast>>east<<elseif $bird.hunts.distanceEast gt $daily.emptyCampEast>>west<</if>>. <br> <</if>> <</if>> <<if between($bird.hunts.distanceNorth, -4, -2) and between($bird.hunts.distanceEast, 2, 4)>> <<if !($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is 3)>> There's a large stone at the top of a hill to the <<if $bird.hunts.distanceNorth lt -3>>north<<elseif $bird.hunts.distanceNorth gt -3>>south<</if>><<if $bird.hunts.distanceEast lt 3>>east<<elseif $bird.hunts.distanceEast gt 3>>west<</if>>. <br> <</if>> <</if>> <<if between($bird.hunts.distanceNorth, -4, -2) and between($bird.hunts.distanceEast, -4, -2)>> <<if !($bird.hunts.distanceNorth is -3 and $bird.hunts.distanceEast is -3)>> There's a large stone at the top of a hill to the <<if $bird.hunts.distanceNorth lt -3>>north<<elseif $bird.hunts.distanceNorth gt -3>>south<</if>><<if $bird.hunts.distanceEast lt -3>>east<<elseif $bird.hunts.distanceEast gt -3>>west<</if>>. <br> <</if>> <</if>> <<if $bird.hunts.distanceNorth is 5>> The farmlands stretch to the north, marking the end of your territory. <br> <<elseif $bird.hunts.distanceEast is 5>> Going any further east would put you in unfamiliar, dangerous territory. <br> <<elseif $bird.hunts.distanceNorth is -5>> You feel your sense of direction failing the further south you travel. It would be wise to turn around. <br> <<elseif $bird.hunts.distanceEast is -5>> <<if $bogProgress gte 1>> The bog stretches to the west, and the forest beyond that. <<else>> The forest stretches to the west. <</if>> <br> <</if>> Which direction will you fly? <br> <<capture _hoursPassed _minutesPassed _fatigueMod _flightTime _fatigueText>> <<if $bird.hunts.distanceNorth lt 5>> <<link [[North (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "north">><<set $bird.hunts.distanceNorth++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>> <br> <</if>> <<if $bird.hunts.distanceEast lt 5>> <<link [[East (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "east">><<set $bird.hunts.distanceEast++>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>> <br> <</if>> <<if $bird.hunts.distanceNorth gt -5>> <<link [[South (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "south">><<set $bird.hunts.distanceNorth-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>> <br> <</if>> <<if $bird.hunts.distanceEast gt -5>> <<link [[West (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Event]]>><<handheldon>><<set $bird.hunts.direction to "west">><<set $bird.hunts.distanceEast-->><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><</link>><<print _fatigueText>> <br> <</if>> <</capture>> <br> <<link [[Hunt for something else|Bird Hunt Goal]]>><<endevent>><<set $phase to 1>><</link>> <br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><<set $phase to 1>><</link>><<print _fatigueText>> <br> <</if>> <</widget>> <<widget "flight_hunt_return">> <<if $bird.hunts.duo is true and birdEggsReady("Great Hawk")>> <<endevent>><<set $bird.hunts.duo to false>><<set $bird.state to "home">> <<npc "Great Hawk">><<person1>> <<your_bird_text "cap">> suddenly goes pale, and <<bhis>> flying becomes slightly erratic. <br><br> <<if $monster is 1>> "<<Wife>>. We need to return home. Now." <</if>> Before you can ask <<bhim>> what's wrong, <<bhe>> starts to fly faster. Towards the castle. <<bHe>> quickly outpaces you. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Follow (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<link [[Keep hunting|Bird Hunt Exit]]>><<endevent>><</link>> <br> <<elseif ($bird.hunts.weight gte 3 and $bird.hunts.duo is false) or $bird.hunts.weight gte 5>> You won't be able to carry any more. You begin to fly back to the tower. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<elseif $stress gte $stressmax or isPregnancyEnding()>> <<handheldon>> You don't have the strength to keep flying. Your wings limply carry you into a clumsy, rapidly descending glide. You black out. <br><br> <<if $bird.hunts.duo is false>> You hear a muffled splash, and your body goes cold. <br><br> <<passout_moor>> <<else>> You feel something grab you mid-air, and your ears pop as you begin to ascend again. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Next (?:??)|Bird Hunt Passout]]>><<bird_pass _returnTime>><</link>> <br> <</if>> <<elseif $pain gte 90>> <<if $bird.hunts.duo is true>> <<endevent>> <<npc "Great Hawk">><<person1>> <<if $monster is 1>> "You're hurt," <<your_bird_text>> says. "We return home at once." <<else>> <<your_bird_text "cap">> caws at you, and touches <<bhis>> wing against you. You wince in pain. You're too injured to keep hunting. You change course and head home. <</if>> <<else>> You're too injured to keep hunting. You change course and return home. <</if>> <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<elseif $bird.hunts.duo is true and $bird.hunts.timer gte 360>> <<endevent>> <<npc "Great Hawk">><<person1>> <<your_bird_text "cap">> looks very fatigued. <<if $monster is 1>> "Been flying too long. We return home." <<else>> <<bHe>> looks to you and caws. You've been flying for hours, and should return home. <</if>> <<bHe>> turns to fly back to the castle, and you follow. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<elseif $bird.hunts.duo is true and npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and $bird.hunts.timer gte (360 - (npcBellySize("Great Hawk") * 10))>> <<endevent>> <<npc "Great Hawk">><<person1>> <<your_bird_text "cap">> looks very fatigued. <<if $monster is 1>> "Been flying too long. We return home." <<bHe>> puts <<bhis>> hands on <<bhis>> <<bellyDescription "Great Hawk">>. <<else>> <<bHe>> looks to you and caws, looking fatigued. <</if>> <<bHis>> pregnancy must make hunting more taxing than normal. <<bHe>> turns to fly back to the castle, and you follow. <br><br> <<flight_distance_check>> <<flight_time_check _returnTime "silent">> <<link [[Return to the castle (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Bird Hunt Return]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<endevent>><</link>><<print _fatigueText>> <br> <<else>> You return to the higher skies. <<if $bird.hunts.duo is true and $bird.hunts.timer gte 300>> <<endevent>> <<npc "Great Hawk">><<person1>> <<your_bird_text "cap">> is starting to look fatigued. <<elseif $bird.hunts.duo is true and Time.dayState is "dusk" and $bird.hunts.timer gte 120 and !$daily.birdNightWarning>> <<endevent>> <<npc "Great Hawk">><<person1>> <<set $daily.birdNightWarning to true>> <<your_bird_text "cap">> looks to the setting sun. <<if $monster is 1>> "Night time soon. Hunt will be harder." <<else>> <<bHe>> then turns to you and caws. It's getting late. Hunting at night time will be more difficult. <</if>> <</if>> <br><br> <<endevent>> <<if _huntFail is 1>><<set $phase to 2>><</if>> <<flight_hunt_options>> <</if>> /* at end due to inline endevent */ <<if _prop is "feather">> <<wearProp _prop "original">> <<elseif _prop>> <<wearProp _prop>> <</if>> <</widget>> <<widget "flight_hunt_chance">> <<if $bird.hunts.goal is "hawk">> <<bird_loot_select>> <<switch _bird_loot_select>> <<case "food" "lurker">><<set $_goal to "lurkers">> <<case "trash" "clothes">><<set $_goal to "materials">> <<case "valuables">><<set $_goal to "valuables">> <</switch>> <<else>> <<set $_goal to $bird.hunts.goal>> <</if>> <<set _flight_hunt_chance to { nothing: 2, lurkers: random(1, 3), materials: random(1, 2), valuables: random(0, 2), other: 1 }>> <<set _flight_hunt_chance[$_goal] += ($bird.hunts.goal is "hawk" ? 3 : 1 + Math.floor(currentSkillValue("skulduggery") / 500))>> <<if Weather.precipitation isnot "none">> <<set _flight_hunt_chance.nothing += 2>> <</if>> <<if Time.dayState is "night">> <<set _flight_hunt_chance.nothing += 2>> <</if>> <<if $daily.huntRemyCampNorth is undefined>> <<set $daily.huntRemyCampNorth to random(2,5)>> <<set $daily.huntRemyCampEast to random(-5,5)>> <</if>> <<if $daily.emptyCampNorth is undefined>> <<set $daily.emptyCampNorth to random(2,5)>> <<set $daily.emptyCampEast to random(-5,5)>> <<if $daily.emptyCampNorth is $daily.huntRemyCampNorth and $daily.emptyCampEast is $daily.huntRemyCampEast>> <<if $daily.emptyCampNorth is 5>> <<set $daily.emptyCampNorth -= 1>> <<else>> <<set $daily.emptyCampNorth += 1>> <</if>> <<set $daily.emptyCampEast to random(-5,5)>> <</if>> <</if>> <</widget>> <<widget "flight_hunt_get">> <<if !_args[0]>> <<run Errors.report("No argument specified for widget flight_hunt_get")>> <<elseif typeof _args[0] isnot "string">> <<run Errors.report("Non-string provided as first argument for widget flight_hunt_get")>> <<elseif !_args[1] or typeof _args[1] isnot "number">> <<run Errors.report("No number argument specified for widget flight_hunt_get")>> <<else>> <<set $_looted to _args[0]>><<set $_amount to _args[1]>> <<if $_looted is "valuables">> <<if _args[2]>> <<set $_info to _args[2]>> <<if $bird.hunts.loot.valuables is undefined>> <<set $bird.hunts.loot.valuables to {[$_info]: 0}>> <</if>> <<if $bird.hunts.loot.valuables[$_info] is undefined>> <<set $bird.hunts.loot.valuables[$_info] to 0>> <</if>> <<set $bird.hunts.loot.valuables[$_info] += $_amount>> <<set $bird.hunts.lootAmount += $_amount>> <<birdicon $_info>><span class="green">$_amount $_info<<if $_amount gte 2>><<if $_info is "watch">>es<<else>>s<</if>><</if>> added.</span> <<else>> <<run Errors.report("Invalid special loot of type; " + $_looted + " " + _args[2])>> <<exit>> <</if>> <<elseif $_looted is "clothing">> <!-- args: 2 = slot, 3 = index, 4 = whether to take the item or wear it, defaults to take, 5 = damaged, 6 = colour, 7 = accessory colour --> <!-- Yes most of this is ripped straight from the equipClothesItemFromDefault widget --> <<if _args[2] and _args[3]>> <<set $_lootClothingSlot to _args[2]>><<set $_lootClothingIndex to _args[3]>> <<set $_item to clone(setup.clothes[$_lootClothingSlot][$_lootClothingIndex])>> <<if $_item.colour_options.length gt 0>> <<if _args[6]>> <<set $_item.colour to _args[5]>> <<if $_item.colour is "custom">> <<set $_item.colourCustom to customColour($customColors.color.primary, $customColors.saturation.primary, $customColors.brightness.primary, $customColors.contrast.primary, $customColors.sepia.primary)>> <</if>> <<else>> <<set _colorOption to clone($_item.colour_options)>> <<run _colorOption.delete("custom")>> <<set $_item.colour to _colorOption.random()>> <</if>> <</if>> <<if $_item.accessory_colour_options.length gt 0 and $_item.accessory_colour_sidebar>> <<if _args[7]>> <<set $_item.accessory_colour to _args[6]>> <<if $_item.accessory_colour is "custom">> <<set $_item.accessory_colourCustom to customColour($customColors.color.secondary, $customColors.saturation.secondary, $customColors.brightness.secondary, $customColors.contrast.secondary, $customColors.sepia.secondary)>> <</if>> <<else>> <<set _accessoryColorOption to clone($_item.accessory_colour_options)>> <<run _accessoryColorOption.delete("custom")>> <<set $_item.accessory_colour to _accessoryColorOption.random()>> <</if>> <</if>> <<if _args[4] is "wear">> <<generalWear $_lootClothingSlot $_lootClothingIndex _args[6] _args[7]>> <<set $_wear to true>> <</if>> <<if _args[5] is "damaged">> <<if ["upper", "under_upper", "lower", "under_lower"].includes($_lootClothingSlot)>> <<if $_wear is true>> <<set $worn[$_lootClothingSlot].integrity to ($_item.integrity_max - random(40, 80))>><<if $worn[$_lootClothingSlot].integrity lte 0>><<set $worn[$_lootClothingSlot].integrity to 10>><</if>> <<else>> <<set $_item.integrity to ($_item.integrity_max - random(40, 80))>><<if $_item.integrity lte 0>><<set $_item.integrity to 10>><</if>> <</if>> <</if>> <</if>> <<run clothesDataTrimmer($_item)>> <<if $bird.hunts.loot.clothing is undefined>> <<set $bird.hunts.loot.clothing to { [$_item.name]: { amount: 0, wear: $_wear, slot: $_lootClothingSlot, full: $_item } }>> <</if>> <<if $bird.hunts.loot.clothing[$_item.name] is undefined>> <<set $bird.hunts.loot.clothing[$_item.name] to { amount: 0, wear: $_wear, slot: $_lootClothingSlot, full: $_item }>> <</if>> <<set $bird.hunts.loot.clothing[$_item.name].amount += $_amount>> <<set $bird.hunts.lootAmount += $_amount>> <span class="green"><<clothingicon $_item $_lootClothingSlot>> $_item.name added.</span> <<else>> <<run Errors.report("Invalid special loot of type; " + $_looted + " " + _args[2])>> <<exit>> <</if>> <<elseif $bird.materials[$_looted] is undefined and $bird.upgrades[$_looted] is undefined>> <<run Errors.report("Invalid loot of type; " + $_looted)>> <<exit>> <<else>> <<if $bird.hunts.loot[$_looted] is undefined>> <<set $bird.hunts.loot[$_looted] to 0>> <</if>> <<set $bird.hunts.loot[$_looted] += $_amount>> <<set $bird.hunts.lootAmount += $_amount>> <span class="green"><<birdicon $_looted>> $_amount <<switch $_looted>> <<case "tools">> toolbox <<case "sticks">> <<pluralise $_amount "stick">> <<case "leaves">> <<pluralise $_amount "leaf" "leaves">> <<case "lurkers">> <<pluralise $_amount "lurker">> <<case "feathers">> <<pluralise $_amount "feather">> <<default>> $_looted <</switch>> added.</span> <</if>> <<switch $_looted>> <<case "tarp">><<set $bird.hunts.weight += 5>> <<case "tools" "pot">><<set $bird.hunts.weight += 2>> <<case "wood">><<set $bird.hunts.weight += (2 * $_amount)>> <<case "leaves">><<set $bird.hunts.weight += (0.5 * $_amount)>> <<case "valuables" "junk">><<set $bird.hunts.weight += (0.2 * $_amount)>> <<case "feathers">><!-- No weight --> <<default>><<set $bird.hunts.weight += $_amount>> <</switch>> <</if>> <</widget>> <<widget "flight_hunt_remove">> <<if !_args[0]>> <<run Errors.report("No argument specified for widget flight_hunt_remove")>> <<elseif typeof _args[0] isnot "string">> <<run Errors.report("Non-string provided as first argument for widget flight_hunt_remove")>> <<elseif !_args[1] or typeof _args[1] isnot "number">> <<run Errors.report("No number argument specified for widget flight_hunt_remove")>> <<else>> <<set $_looted to _args[0]>><<set $_amount to _args[1]>> <<if $bird.materials[$_looted] is undefined>> <<run Errors.report("Invalid loot of type; " + $_looted)>> <<elseif $bird.hunts.loot[$_looted] is undefined>> <<run Errors.report("No loot found of type; " + $_looted)>> <<else>> <<set $bird.hunts.loot[$_looted] -= $_amount>> <<set $bird.hunts.lootAmount -= $_amount>> <</if>> <<switch $_looted>> <<case "tarp">><<set $bird.hunts.weight -= 5>> <<case "tools" "pot">><<set $bird.hunts.weight -= 2>> <<case "wood">><<set $bird.hunts.weight -= (2 * $_amount)>> <<case "leaves">><<set $bird.hunts.weight -= (0.5 * $_amount)>> <<case "valuables" "junk">><<set $bird.hunts.weight -= (0.2 * $_amount)>> <<case "feathers">><!-- No change --> <<default>><<set $bird.hunts.weight -= $_amount>> <</switch>> <span class="red"><<birdicon $_looted>> $_amount <<switch $_looted>> <<case "tools">> toolbox <<case "sticks">> <<pluralise $_amount "stick">> <<case "leaves">> <<pluralise $_amount "leaf" "leaves">> <<case "lurkers">> <<pluralise $_amount "lurker">> <<case "feathers">> <<pluralise $_amount "feather">> <<default>> $_looted <</switch>> removed.</span> <<if $bird.hunts.loot[$_looted] lte 0>> <<run delete $bird.hunts.loot[$_looted]>> <</if>> <</if>> <</widget>> <<widget "flight_hunt_get_random">> <<rng 5>> /* set _prop, to be called in <<flight_hunt_return>>. if scene does not use <<flight_hunt_return>>, manually add <<wearProp _prop>> to scene */ <<switch $rng>> <<case 1>>It's just a big stick. You take it anyways. <<set _prop to "stick">><<flight_hunt_get "sticks" 1>> <<case 2>>It's a lurker, freshly caught. You take it. <<set _prop to "lurker">><<flight_hunt_get "lurkers" 1>> <<case 3>>It's a piece of torn fabric. You take it. <<set _prop to "rag">><<flight_hunt_get "fabric" 1>> <<case 4>>It's just a particularly shiny rock. You take it anyways. <<set _prop to "disc">><<flight_hunt_get "junk" 1>> <<default>> <<set _looted to either("watch", "ring", "necklace", "bracelet")>> <<set _prop to _looted>> It's a _looted, now stolen yet again it seems. <<flight_hunt_get "valuables" 1 _looted>> <</switch>> <</widget>> <<widget "flight_hunt_get_ambush">> <<set $_ambushLootList to ["towel", "clothing", "clothing", "junk", "firestarter", "wallet", "watch", "money"]>> You find: <<set $_lootAmount to _args[0] || random(3,5)>> <<for $_lootPass to 0; $_lootPass lt $_lootAmount; $_lootPass++>> <br> <<set $_ambushLooted to $_ambushLootList.pluck()>> <<switch $_ambushLooted>> <<case "towel">>- A large towel. It's tough, and could be used as fabric. <<flight_hunt_get "fabric" 2>><<set _prop to "rag">> <<case "junk">>- Some shiny trinkets. <<flight_hunt_get "junk" 1>><<set _prop to "junk">> <<case "firestarter">>- A firestarting kit. You can use it as firewood. Luckily, it's much lighter. <<flight_hunt_get "wood" 2>><<set $bird.hunts.weight -= 2>><<set _prop to "wood">> <<case "wallet">>- A wallet, full of cards and an ID. <<flight_hunt_get "valuables" 1 "wallet">><<set _prop to "wallet">> <<case "watch">>- A nice watch. <<flight_hunt_get "valuables" 1 "watch">><<set _prop to "watch">> <<case "clothing">> - <<select_random_clothes_limited "upper" "lower" "under_upper" "under_lower" "legs" "hands">> <<if _random_clothes isnot "piece of fabric">> <<if setup.clothes[_random_slot][_random_index].word is "an">> An <<elseif setup.clothes[_random_slot][_random_index].word is "a">> A <<else>> A pair of <</if>> _random_clothes. <<else>> Some torn clothing. <</if>> <<if _random_clothes is "piece of fabric" or $bird.upgrades.wardrobe lt 1>> It will make for good scrap fabric. <<flight_hunt_get "fabric" 1>> <<else>> <<flight_hunt_get "clothing" 1 _random_slot _random_index>> <</if>> <<set _prop to "rag">> <<default>> - <<moneyGain 30 true true>> in cash. <<set _prop to "wallet">> <</switch>> <</for>> <<wearProp _prop>> <</widget>> <<widget "flight_hunt_loot">> <<set $_hordeLoot to 0>><<set $_lurkerLoot to 0>><<set $_otherLoot to 0>> You looted: <br> <<for $_lootType, $_tempNum range $bird.hunts.loot>> <<if $_lootType is "valuables">> <<set $_tempNum to Object.values($_tempNum).reduce((tot, c) => tot + c)>> <</if>> <<if $_lootType is "clothing">> <<set $_tempNum to Object.values($_tempNum).reduce((sum, a) => sum + a.amount, 0)>> <</if>> <<if $_lootType is "valuables">> <<elseif $_lootType is "clothing">> <<shopicon "clothing">> <<else>> <<birdicon $_lootType>> <</if>> <span class="green">$_tempNum</span> <<switch $_lootType>> <<case "tools">> <<set $_otherLoot++>><<set $bird.upgrades.tools to 1>> box of tools. You place it somewhere safe. <<case "pot">> <<set $_otherLoot++>><<set $bird.upgrades.pot to 1>> cooking pot. You place it near the rainwater pool. <<case "wood">> <<set $_matLoot += $_tempNum>><<set $bird.materials.wood += $_tempNum>> <<pluralise $_tempNum "piece">> of wood. <<case "fabric">> <<set $_matLoot += $_tempNum>><<set $bird.materials.fabric += $_tempNum>> <<pluralise $_tempNum "scrap">> of fabric. <<case "sticks">> <<set $_matLoot += $_tempNum>><<set $bird.materials.sticks += $_tempNum>> <<pluralise $_tempNum "stick">>. <<case "leaves">> <<set $_matLoot += $_tempNum>><<set $bird.materials.leaves += $_tempNum>> large <<pluralise $_tempNum "leaf" "leaves">>. <<case "junk">> <<set $_hordeLoot += $_tempNum>><<set $bird.materials.junk += $_tempNum>> <<pluralise $_tempNum "piece">> of shiny junk. <<case "lurkers">> <<set $_lurkerLoot += $_tempNum>><<set $bird.materials.lurkers += $_tempNum>> <<pluralise $_tempNum "lurker">>. <<case "leather">> <<set $_matLoot += $_tempNum>><<set $bird.materials.leather += $_tempNum>> <<pluralise $_tempNum "piece">> of treated leather. <<case "feathers">> <<set $_matLoot += $_tempNum>><<set $bird.materials.feathers += $_tempNum>> <<pluralise $_tempNum "feather">>. <<case "tarp">> <<set $_hordeLoot++>><<set $bird.upgrades.tarp to 1>> large tarp. <<case "clothing">> <<set $_matLoot += $_tempNum>> <<pluralise $_tempNum "piece">> of clothing: <<for $_lootClothingType, $_tempObjClothing range $bird.hunts.loot.clothing>> <br> <<ind>><<clothingicon $_tempObjClothing.full $_tempObjClothing.slot>> <span class="teal">$_tempObjClothing.amount</span> <<if setup.clothes[$_tempObjClothing.slot][$_tempObjClothing.full.index].word is "n">><<pluralise $_tempObjClothing.amount "pair">> of<</if>> $_tempObjClothing.full.name<<if setup.clothes[$_tempObjClothing.slot][$_tempObjClothing.full.index].word is "a" and $_tempObjClothing.amount gte 2>>s<</if>> <<if !$_tempObjClothing.wear>> <<set $wardrobe_location to "birdTower">> <<wardrobeSelection true>> <<set $_wardrobe to selectWardrobe()>> <<if $_wardrobe.space - $_wardrobe[$_tempObjClothing.slot].length lte 0>> <span class="red">(No space left! Scrapped for fabric.)</span><<set $bird.materials.fabric += 1>> <<else>> <<set $_wardrobe[$_tempObjClothing.slot].push(clone($_tempObjClothing.full))>> <</if>> <</if>> <</for>> <<case "valuables">> <<set $_hordeLoot += $_tempNum>> valuable <<pluralise $_tempNum "item">>: <<for $_lootValType, $_tempNumVal range $bird.hunts.loot.valuables>> <<if $bird.materials.valuables[$_lootValType] is undefined>> <<set $bird.materials.valuables[$_lootValType] to 0>> <</if>> <<set $bird.materials.valuables[$_lootValType] += $_tempNumVal>> <br> <<birdicon $_lootValType>><span class="teal">$_tempNumVal</span> $_lootValType<<if $_lootValType is "watch" and $_tempNumVal gte 2>>es<<elseif $_tempNumVal gte 2>>s<</if>>. <</for>> <<default>> <</switch>> <br> <</for>> <<if $_hordeLoot gte 1 and $_matLoot gte 1 and $_otherLoot gte 1>> You sort everything into neat piles. <br><br> <<elseif $_matLoot gte 2>> You add the fresh materials to the pile. <br><br> <<elseif $_hordeLoot gte 2>> You pile up your valuables into your hoard. <br><br> <<elseif $_hordeLoot + $_matLoot + $_otherLoot gte 1>> You add them to the pile. <br><br> <<elseif $_hordeLoot + $_matLoot + $_otherLoot is 1>> You add it to the pile. <br><br> <</if>> <<if $_lurkerLoot gte 1>> <<if $bird.hunts.duo is true and $_lurkerLoot gte 2>> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined)) and !$daily.birdBabyFeed>> <<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">> <<set _childrenTotal to _childrenIds.length>> <<set $daily.birdBabyFeed to true>> Your spouse brings one of the lurkers to the nest. <<set $bird.materials.lurkers -=1>> <<bird_hunt_children_events>> <<else>> Your spouse quickly devours one of the lurkers. <<set $bird.materials.lurkers -=1>><<feedLurker>> <</if>> <br><br> <<elseif $bird.injured gt 1 and $bird.state is "home">> <<link [[Feed the Great Hawk a lurker|Bird Tower Hunt End Injured Eat]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>> <br> <<elseif npcIsPregnant("Great Hawk") and talkedAboutPregnancy("Great Hawk","pc") and $bird.state is "home">> <<link [[Feed the Great Hawk a lurker|Bird Tower Hunt End Preggy Eat]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>> <br> <</if>> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "tower" and child.eggTimer is undefined)) and !$daily.birdBabyFeed>> <<getChildrenIds `{location:"tower", eggTimer:undefined}` "both">> <<set _childrenTotal to _childrenIds.length>> <<if _childrenTotal gte 2>> <<link [[Feed your children a lurker|Bird Tower Hunt End Children]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>> <<else>> <<link [[Feed your child a lurker|Bird Tower Hunt End Children]]>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>> <</if>> <br> <</if>> <<link [[Eat a lurker|Bird Tower Hunt End Eat]]>><<hunger -2000>><<set $bird.materials.lurkers -=1>><<endevent>><<wearProp "lurker">><</link>> <br> <<if $bird.upgrades.pot gte 2>> <<if getBirdBurnTime() gt 0>> <<link [[Cook and eat a lurker (0:15)|Bird Tower Hunt End Eat Cook]]>><<hunger -2000>><<set $bird.materials.lurkers -=1>><<endevent>><<bird_pass 15>><<wearProp "lurker">><</link>> <br> <<else>> <span class="red">The fire needs to be lit in order to cook lurkers.</span> <br> <<link [[Go to the firepit|Bird Tower Firepit]]>><<endevent>><</link>> <br> <</if>> <</if>> <</if>> <<link [[Continue|Bird Tower]]>><<endevent>><</link>> <br> <<flight_hunt_end>> <</widget>> <<widget "towerValuables">> <<if $bird.upgrades.decor is 5>> <<birdicon "silver">> The silver bar shines as brightly as ever. <br> <</if>> <<for _valuable, _amount range $bird.materials.valuables>> <<if _amount lt 1>><<continue>><</if>> <<set $_valuablesMessage to true>> <<birdicon _valuable>> _amount _valuable<<if _amount gte 2>><<if _valuable is "watch">>es<<else>>s<</if>><</if>> <<capture _valuable _amount>> <<link "Take one">> <<if _valuable is "antique bullet">> <<set $antiquemoney += 50>> <<museumAntiqueStatus "antiquebullet" "found">> <<elseif ["wallet", "necklace"].includes(_valuable)>> <<set $blackmoney += 100>> <<else>> <<set $blackmoney += 50>> <</if>> <<set $bird.materials.valuables[_valuable] -= 1>> <<replace "#towerVal">><<towerValuables>><</replace>> <</link>> | <<link "Take all">> <<if $_valuable is "antique bullet">> <<set $antiquemoney += (50 * _amount)>> <<museumAntiqueStatus "antiquebullet" "found">> <<elseif ["wallet", "necklace"].includes(_valuable)>> <<set $blackmoney += (100 * _amount)>> <<else>> <<set $blackmoney += (50 * _amount)>> <</if>> <<set $bird.materials.valuables[_valuable] to 0>> <<replace "#towerVal">><<towerValuables>><</replace>> <</link>> <br> <</capture>> <</for>> <<if $bird.materials.junk gt 0>> <<set $_valuablesMessage to true>> <<birdicon "junk">> $bird.materials.junk <<pluralise $bird.materials.junk "piece">> of shiny junk <br> <</if>> <<if !$_valuablesMessage>> <span class="black">Nothing</span> <br> <</if>> <</widget>> <<widget "flight_hunt_end">> <<run delete $bird.hunts.duo>> <<run delete $bird.hunts.goal>> <<run delete $bird.hunts.weight>> <<run delete $bird.hunts.direction>> <<run delete $bird.hunts.distanceNorth>> <<run delete $bird.hunts.distanceEast>> <<run delete $bird.hunts.returnAccept>> <<run delete $bird.hunts.loot>> <<run delete $bird.hunts.lootAmount>> <<run delete $bird.hunts.timer>> <<unset $tentLootAmount>> <<unset $hkTime>> <<unset $ambushTarget>> <<unset $birdAmbushTrap>> <</widget>> <<widget "eatLurker">> <<set $bird.lurkersEaten++>> <<if $harpyEggsPrevent and !$harpyEggs and !playerIsPregnant()>> <<set $harpyEggsPrevent-->> <span class="lewd">You feel your body recover from laying eggs a little faster.</span> <<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk">> <<set [$_eggnant, $_eggnantGenital] to getPregnancyObject("pc", true)>> <<set $sexStats[$_eggnantGenital].pregnancy.timer += 0.25>> <<for $_b to 0; $_b lt $sexStats[$_eggnantGenital].pregnancy.fetus.length; $_b++>> <<set $sexStats[$_eggnantGenital].pregnancy.fetus[$_b].eggTimer -= (6 * TimeConstants.secondsPerHour)>> <</for>> <<if playerAwareTheyArePregnant()>> <span class="lewd">Your eggs are nourished. They'll be ready for laying sooner.</span> <<else>> <span class="lewd">You feel something inside you settle.</span> <</if>> <</if>> <</widget>> <<widget "feedLurker">> <<if $bird.injured gt 1>> <<set $bird.injured-->> <</if>> <<if npcIsPregnant("Great Hawk")>> <<set C.npc["Great Hawk"].pregnancy.timer += 0.25>> <<for $_b to 0; $_b lt C.npc["Great Hawk"].pregnancy.fetus.length; $_b++>> <<set C.npc["Great Hawk"].pregnancy.fetus[$_b].eggTimer -= (6 * TimeConstants.secondsPerHour)>> <</for>> <</if>> <</widget>> <<widget "firepitTime">> Burn time remaining: <<print getTimeString(getBirdBurnTime())>> <<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>> <span class="red">It would burn twice as long with shelter from the rain.</span> <</if>> <</widget>> <<widget "firepitActions">> <<if !$bird.upgrades.firepit>><<exit>><</if>> <<firepitTime>> <br><br> <<set $_maxTime to Math.floor($bird.firepit.maxBurnTime / 60)>> <<birdicon "firepit">>Your firepit can burn for up to around <<print Math.floor($_maxTime / 60)>> hours. <br> <<set _maxTimeAllowed to Math.clamp($_maxTime - getBirdBurnTime(), 0, $_maxTime)>> <<if _maxTimeAllowed is 0>> <span class="green">The fire is already very strong.</span> <br> <</if>> <<if $bird.materials.wood is 0>> <<birdicon "wood">><span class="red">No wood to add.</span> <br> <<elseif _maxTimeAllowed gt 0>> <<set _timeWood to 240>> <<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>> <<set _timeWood to Math.floor(_timeWood / 2)>> <</if>> <<set _timeLteMax to _timeWood lte _maxTimeAllowed>> You have $bird.materials.wood <<pluralise $bird.materials.wood "piece">> of wood. <br> <<birdicon "wood">><<link "Add 1 wood">> <<set $bird.materials.wood-->> <<run Cooker.addBurnTime($bird.firepit, _timeWood * 60)>> <<replace #firepitActions>><<firepitActions>><</replace>> <<run Weather.Observables.checkForUpdate()>> <</link>><<note `"+ " + getTimeString(Math.min(_timeWood, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>> <br> <<if $bird.materials.wood gte 2 and _timeWood lt _maxTimeAllowed>> <<set _timeLteMax to _timeWood * 2 lte _maxTimeAllowed>> <<birdicon "wood">><<link "Add 2 wood">> <<set $bird.materials.wood -= 2>> <<run Cooker.addBurnTime($bird.firepit, _timeWood * 120)>> <<replace #firepitActions>><<firepitActions>><</replace>> <<run Weather.Observables.checkForUpdate()>> <</link>><<note `"+ " + getTimeString(Math.min(_timeWood * 2, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>> <br> <</if>> <<if $bird.materials.wood gte 3 and _timeWood * 2 lt _maxTimeAllowed>> <<set _timeLteMax to _timeWood * 3 lte _maxTimeAllowed>> <<birdicon "wood">><<link "Add 3 wood">> <<set $bird.materials.wood -= 3>> <<run Cooker.addBurnTime($bird.firepit, _timeWood * 180)>> <<replace #firepitActions>><<firepitActions>><</replace>> <<run Weather.Observables.checkForUpdate()>> <</link>><<note `"+ " + getTimeString(Math.min(_timeWood * 3, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>> <br> <</if>> <</if>> <br> <<if $bird.materials.sticks is 0>> <<birdicon "sticks">><span class="red">No sticks to add.</span> <br> <<elseif _maxTimeAllowed gt 0>> <<set _timeSticks to 60>> <<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>> <<set _timeSticks to Math.floor(_timeSticks / 2)>> <</if>> <<set _timeLteMax to _timeSticks lte _maxTimeAllowed>> You have $bird.materials.sticks <<pluralise $bird.materials.sticks "stick">>. <br> <<birdicon "sticks">><<link "Add 1 stick">> <<set $bird.materials.sticks-->> <<run Cooker.addBurnTime($bird.firepit, _timeSticks * 60)>> <<replace #firepitActions>><<firepitActions>><</replace>> <<run Weather.Observables.checkForUpdate()>> <</link>><<note `"+ " + getTimeString(Math.min(_timeSticks, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>> <br> <<if $bird.materials.sticks gte 3 and _timeSticks lt _maxTimeAllowed>> <<set _timeLteMax to _timeSticks * 3 lte _maxTimeAllowed>> <<birdicon "sticks">><<link "Add 3 sticks">> <<set $bird.materials.sticks -= 3>> <<run Cooker.addBurnTime($bird.firepit, _timeSticks * 180)>> <<replace #firepitActions>><<firepitActions>><</replace>> <<run Weather.Observables.checkForUpdate()>> <</link>><<note `"+ " + getTimeString(Math.min(_timeSticks * 3, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>> <br> <</if>> <<if $bird.materials.sticks gte 5 and _timeSticks * 3 lt _maxTimeAllowed>> <<set _timeLteMax to _timeSticks * 5 lte _maxTimeAllowed>> <<birdicon "sticks">><<link "Add 5 sticks">> <<set $bird.materials.sticks -= 5>> <<run Cooker.addBurnTime($bird.firepit, _timeSticks * 300)>> <<replace #firepitActions>><<firepitActions>><</replace>> <<run Weather.Observables.checkForUpdate()>> <</link>><<note `"+ " + getTimeString(Math.min(_timeSticks * 5, _maxTimeAllowed))` `_timeLteMax ? "green" : "orange"`>> <br> <</if>> <</if>> <br> <<if $bird.materials.lurkers is 0>> <<set $_noLurkers to true>> <span class="red">You have 0 lurkers.</span> <<elseif $bird.materials.lurkers gte 1>> You have $bird.materials.lurkers <<pluralise $bird.materials.lurkers "lurker">>. <</if>> <br> <<if $bird.upgrades.rack gte 1>> <<set $_rackMax to $bird.firepit.maxItems>> <<set _lurkersDrying to Cooker.getItemsNotReady($bird.firepit)>> <<set $_nLurkersDrying to _lurkersDrying.length>> <<set _nLurkersReady to $bird.firepit.items.length - $_nLurkersDrying>> <<birdicon "rack">>Your drying rack can hold up to $_rackMax lurkers. <br> <<if $_nLurkersDrying gte 1>> <<birdicon "lurkers">> <<if $bird.firepit.items.length is $_rackMax>> <i class="blue">It is currently full,</i> drying $_nLurkersDrying <<pluralise $_nLurkersDrying "lurker">>. <<else>> It is currently drying $_nLurkersDrying <<pluralise $_nLurkersDrying "lurker">>. <</if>> <<if getBirdBurnTime() gt 0>> <<if $bird.upgrades.rack lt 3>> <span class="lewd">Strange fumes are coming from <<if $_nLurkersDrying gte 2>>them<<else>>it<</if>>.</span> <<gdrugged>> <<else>> <span class="teal">Strange fumes are coming from <<if $_nLurkersDrying gte 2>>them<<else>>it<</if>> and harmlessly leaving the tower.</span> <</if>> <<else>> <span class="pink">A lit firepit would speed up the process.</span> <</if>> <br> <<if $debug is 1>> <span class="gold">DEBUG:</span> Lurker time remaining <br> <<for $_i to 0; $_i lt _lurkersDrying.length; $_i++>> - Lurker <<print $_i + 1>>: <<print getTimeString(Math.floor(( ($bird.firepit.cookTime.lurker - _lurkersDrying[$_i].timeBonus - _lurkersDrying[$_i].bonusElapsed) - ($timeStamp - _lurkersDrying[$_i].startedAt) ) / 60))>> <br> <</for>> <</if>> <<else>> <<birdicon "lurkers">>No lurkers are drying. <br> <</if>> <<if $bird.firepit.items.length is $_rackMax or $_noLurkers>> <<else>> <<birdicon "rack">><<link [[Add a lurker to the rack (0:02)|Bird Tower Firepit]]>> <<set $bird.materials.lurkers-->> <<run Cooker.cookItem($bird.firepit, Cooker.createItem($bird.firepit, 'lurker', true))>> <<bird_pass 2>> <</link>> <br> <</if>> <<if $_nLurkersDrying gte 1>> <<birdicon "rack">> <<link "Take one lurker out">> /* assumes last item is the most recently added lurker */ <<run $bird.firepit.items.pop()>> <<set $bird.materials.lurkers++>> <<replace #firepitActions>><<firepitActions>><</replace>> <</link>> <<if $_nLurkersDrying gte 2>> | <<link "Take all lurkers out">> <<set $bird.materials.lurkers += _lurkersDrying.length>> <<set $bird.firepit.items to Cooker.getItemsReady($bird.firepit)>> <<replace #firepitActions>><<firepitActions>><</replace>> <</link>> <</if>> <br> <</if>> <<if _nLurkersReady gte 1>> <<birdicon "lurkers">><span class="green">_nLurkersReady lurker<<if _nLurkersReady gte 2>>s are<<else>> is<</if>> ready.</span> <br> <<birdicon "leather">><<link `"Take " + _nLurkersReady + " leather"`>> <<set $bird.materials.leather += _nLurkersReady>> <<set $bird.firepit.items to _lurkersDrying>> <<replace #firepitActions>><<firepitActions>><</replace>> <</link>> <<else>> <<birdicon "lurkers">>No lurkers are ready. <</if>> <br> <</if>> <br> <<if $bird.upgrades.pot gte 2 and !$_noLurkers and getBirdBurnTime() gt 0>> <<birdicon "pot_cook">><<link [[Cook a lurker (0:15)|Bird Tower Lurker Cook]]>><<set $bird.materials.lurkers -= 1>><<bird_pass 15>><</link>> <br> <</if>> <br> <</widget>> <<widget "towerBuildOption">> <div> <<set _upgrade to _args[0]>> <<if _towerUpgrades is undefined>><<set _towerUpgrades to {}>><</if>> <<set _towerUpgrades[_upgrade] to {}>> <<set $_upgrade to _towerUpgrades[_upgrade]>> <<switch _upgrade>> <<case "duster">> <span class="teal">Feather duster</span>: Will make it easier to clean the tower. <<set $_upgrade.passage to "Bird Tower Build Duster">> <<set $_upgrade.timeTaken to 10>> <<set $_upgrade.materialsUsed to { sticks: 1, fabric: 1, feathers: 6 }>> <<set $_upgrade.housekeeping to 100>> <<set $_upgrade.clothingSlot to "handheld">> <<set $_upgrade.clothingIndex to 12>> <<case "clip">> <span class="teal">Feathered Hair Clip</span>: Makes you feel flighty. <<set $_upgrade.passage to "Bird Tower Build Clip">> <<set $_upgrade.timeTaken to 10>> <<set $_upgrade.materialsUsed to { fabric: 1, junk: 1, feathers: 3 }>> <<set $_upgrade.upgradesRequired to { tools: 1 }>> <<set $_upgrade.housekeeping to 200>> <<set $_upgrade.clothingSlot to "head">> <<set $_upgrade.clothingIndex to 31>> <<set $_upgrade.colourSelectNeeded to true>> <<case "shelter">> <<switch $bird.upgrades.shelter>> <<case 0>> <span class="red">Poor shelter (0)</span>: Rain will leak through. <<set $_upgrade.passage to "Bird Tower Build Shelter 1">> <<set $_upgrade.timeTaken to 15>> <<set $_upgrade.materialsUsed to { fabric: 1, leaves: 5 }>> <<set $_upgrade.housekeeping to 0>> <<case 1>> <span class="purple">Makeshift shelter (1)</span>: Protection from rain, but will fall apart. <<set $_upgrade.passage to "Bird Tower Build Shelter 2">> <<set $_upgrade.timeTaken to 90>> <<set $_upgrade.materialsUsed to { wood: 2, sticks: 2, leaves: 5, }>> <<set $_upgrade.upgradesRequired to { tools: 1, tarp: 1 }>> <<set $_upgrade.housekeeping to 100>> <<case 2>> <span class="teal">Tarp shelter (2)</span>: Protection from rain. <<set $_upgrade.passage to "Bird Tower Build Shelter 3">> <<set $_upgrade.timeTaken to 120>> <<set $_upgrade.materialsUsed to { wood: 4, fabric: 2, sticks: 10, leather: 2 }>> <<set $_upgrade.upgradesRequired to { tools: 1, tarp: 1 }>> <<set $_upgrade.gradeRequired to { science: 2 }>> <<set $_upgrade.housekeeping to 200>> <<case 3>> <span class="green">Advanced Tarp shelter (3)</span>: Ventilated to allow smoke to escape while still keeping rain out. <</switch>> <<case "nest">> <<switch $bird.upgrades.nest>> <<case 0>> <span class="red">Wood nest (0)</span>: Poor sleep quality. Uncomfortable. <<set $_upgrade.passage to "Bird Tower Build Nest 1">> <<set $_upgrade.timeTaken to 30>> <<set $_upgrade.materialsUsed to { fabric: 2, leaves: 2 }>> <<set $_upgrade.housekeeping to 100>> <<case 1>> <span class="purple">Padded nest (1)</span>: Improves sleep quality a little bit. No splinters. <<set $_upgrade.passage to "Bird Tower Build Nest 2">> <<set $_upgrade.timeTaken to 90>> <<set $_upgrade.materialsUsed to { wood: 2, fabric: 6, sticks: 2, leaves: 6, }>> <<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>> <<set $_upgrade.housekeeping to 300>> <<case 2>> <span class="teal">Cushioned nest (2)</span>: Improves sleep quality. Comfy. <<set $_upgrade.passage to "Bird Tower Build Nest 3">> <<set $_upgrade.timeTaken to 240>> <<set $_upgrade.materialsUsed to { wood: 8, fabric: 8, sticks: 8, leaves: 10, junk: 4, leather: 4, feathers: 16 }>> <<set $_upgrade.upgradesRequired to { tools: 1 }>> <<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>> <<set $_upgrade.housekeeping to 500>> <<case 3>> <span class="green">Luxurious nest (3)</span>: Improves sleep quality a lot. Pleasing to look at. <</switch>> <<case "firepit">> <<switch $bird.upgrades.firepit>> <<case 0>> <span class="red">No firepit (0)</span>: Dark and cold nights. <<set $_upgrade.passage to "Bird Tower Build Firepit 1">> <<if Weather.precipitation is "rain" and $bird.upgrades.shelter is 0>> <<set $_upgrade.timeTaken to 60>> <<else>> <<set $_upgrade.timeTaken to 15>> <</if>> <<set $_upgrade.materialsUsed to { wood: 2, sticks: 2 }>> <<set $_upgrade.housekeeping to 0>> <<case 1>> <span class="purple">Makeshift firepit (1)</span>: Will keep you warm, but burns out quickly. Doesn't produce enough smoke to be of concern. Anything larger will require proper ventilation. <<set $_upgrade.passage to "Bird Tower Build Firepit 2">> <<set $_upgrade.timeTaken to 60>> <<set $_upgrade.materialsUsed to { wood: 6, sticks: 10, junk: 2 }>> <<set $_upgrade.upgradesRequired to { shelter: 3 }>> <<set $_upgrade.housekeeping to 0>> <<case 2>> <span class="teal">Robust firepit (2)</span>: Burns longer. Speeds up Lurker drying. <<set $_upgrade.passage to "Bird Tower Build Firepit 3">> <<set $_upgrade.timeTaken to 120>> <<set $_upgrade.materialsUsed to { wood: 8, sticks: 12, junk: 4, leather: 2 }>> <<set $_upgrade.upgradesRequired to { shelter: 3 }>> <<set $_upgrade.housekeeping to 0>> <<case 3>> <span class="green">Bonfire (3)</span>: Burns for a long time. Cooks and dries lurkers quickly. Cosy. <</switch>> <<case "pot">> <!-- This is set up as intended, I know it looks weird but the upgrade value gets set to 1 when the player finds the cooking pot --> <<switch $bird.upgrades.pot>> <<case 0>> <span class="red">No cooking pot (0)</span>: You'll need to find one from a campsite. <<set $_upgrade.passage to "Bird Tower Build Cooking">> <<set $_upgrade.timeTaken to 60>> <<set $_upgrade.materialsUsed to { wood: 3, fabric: 3, sticks: 3 }>> <<set $_upgrade.upgradesRequired to { pot: 1, firepit: 1 }>> <<set $_upgrade.housekeeping to 0>> <<case 1>> <span class="purple">Unmounted cooking pot (1)</span>: Will need a mount above a firepit before it can be used. <<set $_upgrade.passage to "Bird Tower Build Cooking">> <<set $_upgrade.timeTaken to 60>> <<set $_upgrade.materialsUsed to { wood: 3, fabric: 3, sticks: 3 }>> <<set $_upgrade.upgradesRequired to { pot: 1, firepit: 1 }>> <<set $_upgrade.housekeeping to 100>> <<case 2>> <span class="teal">Cooking pot (2)</span>: Can cook lurkers. With some ingenuity, you could use it to heat the rainwater bath. <<set $_upgrade.passage to "Bird Tower Build Heating">> <<set $_upgrade.timeTaken to 180>> <<set $_upgrade.materialsUsed to { wood: 6, fabric: 8, sticks: 6, junk: 4, leather: 8 }>> <<set $_upgrade.upgradesRequired to { tools: 1, firepit: 3 }>> <<set $_upgrade.gradeRequired to { science: 4 }>> <<set $_upgrade.housekeeping to 300>> <<case 3>> <span class="green">Cooking pot and heating element (3)</span>: Can cook lurkers. Heats the rainwater bath to a comfortably warm temperature. <</switch>> <<case "rack">> <<switch $bird.upgrades.rack>> <<case 0>> <span class="red">No drying rack (0)</span>: Cannot dry out lurkers. <<set $_upgrade.passage to "Bird Tower Build Rack 1">> <<set $_upgrade.timeTaken to 60>> <<set $_upgrade.materialsUsed to { wood: 1, fabric: 1, sticks: 2 }>> <<set $_upgrade.upgradesRequired to { firepit: 1 }>> <<set $_upgrade.housekeeping to 0>> <<case 1>> <span class="purple">Makeshift drying rack (1)</span>: Can dry out lurkers for leather. A lit firepit will speed this up significantly. <<set $_upgrade.passage to "Bird Tower Build Rack 2">> <<set $_upgrade.timeTaken to 60>> <<set $_upgrade.materialsUsed to { wood: 4, fabric: 4, sticks: 4, junk: 2, leather: 4 }>> <<set $_upgrade.upgradesRequired to { tools: 1 }>> <<set $_upgrade.housekeeping to 200>> <<case 2>> <span class="teal">Expanded drying rack (2)</span>: Can dry out more lurkers at a time. <<set $_upgrade.passage to "Bird Tower Build Rack 3">> <<set $_upgrade.timeTaken to 120>> <<set $_upgrade.materialsUsed to { wood: 8, sticks: 12, leaves: 4, junk: 4, leather: 8 }>> <<set $_upgrade.upgradesRequired to { tools: 1, shelter: 3 }>> <<set $_upgrade.housekeeping to 600>> <<case 3>> <span class="green">Enclosed drying rack (3)</span>: Can dry out many lurkers at once. No harmful fumes will escape. <</switch>> <<case "snare">> <<switch $bird.upgrades.snare>> <<case 0>> <span class="red">No snare (0)</span>: Build a snare to catch lurkers in the courtyard. <<set $_upgrade.passage to "Bird Tower Build Snare 1">> <<set $_upgrade.timeTaken to 120>> <<set $_upgrade.materialsUsed to { wood: 2, fabric: 2, sticks: 1, leaves: 2, junk: 1, leather: 3 }>> <<set $_upgrade.upgradesRequired to { tools: 1 }>> <<set $_upgrade.housekeeping to 500>> <<case 1>> <span class="green">Makeshift snare (1)</span>: Will sometimes catch a lurker in the courtyard. <</switch>> <<case "decor">> <<switch $bird.upgrades.decor>> <<case 0>> <span class="red">No hunting trophies (0)</span>: No stress reduction after hunting. <<set $_upgrade.passage to "Bird Tower Build Decor 1">> <<set $_upgrade.timeTaken to 120>> <<set $_upgrade.materialsUsed to { wood: 2, fabric: 2, sticks: 2, leaves: 2, junk: 4, lurkers: 2, feathers: 4 }>> <<set $_upgrade.housekeeping to 200>> <<case 1>> <span class="purple">Simple hunting trophies (1)</span>: Reduces a little stress each time you return from a successful hunt. <<set $_upgrade.passage to "Bird Tower Build Decor 2">> <<set $_upgrade.timeTaken to 240>> <<set $_upgrade.materialsUsed to { wood: 3, fabric: 3, sticks: 3, leaves: 3, junk: 6, lurkers: 6, feathers: 6 }>> <<set $_upgrade.upgradesRequired to { tools: 1 }>> <<set $_upgrade.housekeeping to 400>> <<case 2>> <span class="blue">Pleasing hunting trophies (2)</span>: Reduces stress after each successful hunt. <<set $_upgrade.passage to "Bird Tower Build Decor 3">> <<set $_upgrade.timeTaken to 240>> <<set $_upgrade.materialsUsed to { wood: 4, fabric: 10, sticks: 4, leaves: 4, junk: 10, lurkers: 8, feathers: 12 }>> <<set $_upgrade.upgradesRequired to { mirror: 1, tools: 1, shelter: 2, nest: 2 }>> <<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>> <<set $_upgrade.housekeeping to 600>> <<case 3>> <span class="teal">Impressive hunting trophies (3)</span>: Large stress reduction after each successful hunt. <<set $_upgrade.passage to "Bird Tower Build Decor 4">> <<set $_upgrade.timeTaken to 240>> <<set $_upgrade.materialsUsed to { wood: 6, sticks: 10, junk: 40, lurkers: 30, feathers: 15 }>> <<set $_upgrade.upgradesRequired to { mirror: 1, tools: 1, tarp: 1, telescope: 1, shelter: 3, nest: 3, wardrobe: 1 }>> <<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>> <<set $_upgrade.housekeeping to 800>> <<case 4>> <span class="green">Extraordinary hunting trophies (4)</span>: Stress is massively reduced after a successful hunt, and some trauma is reduced. However, there's still something missing... <<set $_upgrade.passage to "Bird Tower Build Decor Silver">> <<set $_upgrade.timeTaken to 120>> <<set $_upgrade.materialsUsed to { wood: 6, fabric: 5, sticks: 2, junk: 4, leather: 4 }>> <<set $_upgrade.activityRequired to ["build","brood","rest","sleep"]>> <<case 5>> <span class="gold">Legendary hunting trophies (5)</span>: Stress is entirely removed after a successful hunt, and some trauma is reduced. Terror has found its equal. <</switch>> <<case "wardrobe">> <<switch $bird.upgrades.wardrobe>> <<case 0>> <span class="red">No wardrobe</span>: No clothing storage possible. <<set $_upgrade.passage to "Bird Tower Build Wardrobe">> <<set $_upgrade.timeTaken to 60>> <<set $_upgrade.materialsUsed to { wood: 20, fabric: 8, sticks: 10, leaves: 10, junk: 6, lurkers: 4, leather: 4, feathers: 6 }>> <<set $_upgrade.upgradesRequired to { mirror: 1, tools: 1 }>> <<set $_upgrade.housekeeping to 700>> <<case 1>> <span class="green">Wardrobe</span>: Access to clothing. <</switch>> <<default>> <span class="red">Invalid option for: _upgrade</span> <</switch>> <<if !$_upgrade.passage>> <<exit>> <</if>> <<if currentSkillValue('housekeeping') lt $_upgrade.housekeeping>> <br> <span class="black"> <<switch $_upgrade.housekeeping>> <<case 100>><span class="pink">F+</span> <<case 200>><span class="purple">D</span> <<case 300>><span class="purple">D+</span> <<case 400>><span class="blue">C</span> <<case 500>><span class="blue">C+</span> <<case 600>><span class="lblue">B</span> <<case 700>><span class="lblue">B+</span> <<case 800>><span class="teal">A</span> <<case 900>><span class="teal">A+</span> <<case 1000>><span class="green">S</span> <</switch>> Housekeeping skill required. </span> <<set $_disableBuild to true>> <</if>> <<if $_upgrade.gradeRequired>> <<for $_grade range Object.keys($_upgrade.gradeRequired)>> <<if V[$_grade + "trait"] lt $_upgrade.gradeRequired[$_grade]>> <<set $_spColour to "black">> <<set $_disableBuild to true>> <<else>> <<set $_spColour to "green">> <</if>> <<set $_gradeDisplay to $_grade>> <<if $_gradeDisplay is "english">> <<set $_gradeDisplay to $_gradeDisplay.toUpperFirst()>> <</if>> <br> <span @class="$_spColour"> <<switch $_upgrade.gradeRequired[$_grade]>> <<case 1>>Passable $_gradeDisplay required <<case 2>>Decent $_gradeDisplay required <<case 3>>Good $_gradeDisplay required <<case 4>>Excellent $_gradeDisplay required <</switch>> </span> <</for>> <</if>> <<if $_upgrade.activityRequired>> <br> <<if $bird.state isnot "home" or !$_upgrade.activityRequired.includes($bird.activity)>> <span class="red">Requires the Great Hawk to be home and at the nest.</span> <<set $_disableBuild to true>> <<else>> <span class="green">Requires the Great Hawk to be home and at the nest.</span> <</if>> <</if>> <<if $_upgrade.upgradesRequired>> <<for $_uReq range Object.keys($_upgrade.upgradesRequired)>> <<if $bird.upgrades[$_uReq] lt $_upgrade.upgradesRequired[$_uReq]>> <<set $_spColour to "black">> <<set $_disableBuild to true>> <<else>> <<set $_spColour to "green">> <</if>> <br> <<birdicon $_uReq>> <span @class="$_spColour"> <<if ["tools", "telescope", "tarp", "pot", "mirror", "wardrobe"].includes($_uReq)>> <<print $_uReq.toUpperFirst()>> required <<else>> <<print $_uReq.toUpperFirst()>> level $_upgrade.upgradesRequired[$_uReq] required <</if>> </span> <</for>> <</if>> <<if $_upgrade.materialsUsed>> <<for $_material, $_amtReq range $_upgrade.materialsUsed>> <<if $bird.materials[$_material] lt $_amtReq>> <<set $_spColour to "black">> <<set $_disableBuild to true>> <<else>> <<set $_spColour to "green">> <</if>> <br> <<birdicon $_material>> <span @class="$_spColour"> <<print $_material.toUpperFirst()>> required (<<print $bird.materials[$_material]>>/$_amtReq) </span> <</for>> <<if _upgrade is "decor" and $bird.upgrades.decor is 4>> <br> <<if $bird.hunts.estate isnot "complete">> <<set $_disableBuild to true>> <span class="black">Something special...</span> <<else>> <<birdicon "silver">> <span class="green">Silver bar required</span> <</if>> <</if>> <</if>> <<if $_upgrade.clothingSlot>> <<if $worn[$_upgrade.clothingSlot].cursed is 1>> <br> <span class="red">You can't remove your $worn[$_upgrade.clothingSlot].name!</span> <<set $_disableBuild to true>> <<elseif $worn[$_upgrade.clothingSlot].index is $_upgrade.clothingIndex>> <br> <span class="purple">You're already <<if $_upgrade.clothingSlot is "handheld">>holding<<else>>wearing<</if>> this!</span> <<set $_disableBuild to true>> <<elseif $_upgrade.clothingIndex is 12 and $bird.duster is true>> <br> <span class="purple">You already have one of these hanging up.</span> <<set $_disableBuild to true>> <<elseif $bird.upgrades.wardrobe is 1 and getOwnedClothingCount($_upgrade.clothingIndex, $_upgrade.clothingSlot) gte 1>> <br> <span class="blue">You already own <<print getOwnedClothingCount($_upgrade.clothingIndex, $_upgrade.clothingSlot)>> of these.</span> <<elseif $worn[$_upgrade.clothingSlot].name isnot "naked">> <br> <span class="blue">Will replace your <<print $worn[$_upgrade.clothingSlot].name>></span> <</if>> <</if>> <<if _upgrade is "firepit" and $bird.firepit.items.length>> <br> <span class="red">Firepit is currently holding items</span> <<set $_disableBuild to true>> <</if>> <<if $_disableBuild>> <<exit>> <</if>> <<set $_linkText to ($bird.upgrades[_upgrade] is 0 or $bird.upgrades[_upgrade] is undefined ? "Build" : "Improve")>> <<if $_upgrade.timeTaken>> <<set $_linkText += ` (${getTimeString($_upgrade.timeTaken)})`>> <</if>> <br> <<capture _upgrade>> <<link [[$_linkText|_towerUpgrades[_upgrade].passage]]>> <<if _towerUpgrades[_upgrade].clothingSlot>> <<if !_towerUpgrades[_upgrade].colourSelectNeeded>> <<generalWear _towerUpgrades[_upgrade].clothingSlot _towerUpgrades[_upgrade].clothingIndex>> <</if>> <<else>> <<set $bird.upgrades[_upgrade]++>> <</if>> <<if _towerUpgrades[_upgrade].timeTaken>><<bird_pass _towerUpgrades[_upgrade].timeTaken>><</if>> <<if _towerUpgrades[_upgrade].materialsUsed>> <<run Object.entries(_towerUpgrades[_upgrade].materialsUsed).forEach(([mat, amt]) => { V.bird.materials[mat] -= amt; })>> <</if>> <<if _towerUpgrades[_upgrade].housekeeping gt 0>> <<set _houseKeepingUp to ($bird.upgrades[_upgrade] * 4)>> <<housekeeping _houseKeepingUp>> <</if>> <</link>> <</capture>> </div> <</widget>> <<widget "birdEggLayEvent">> <<endevent>> <<npc "Great Hawk">> <<if _args[0] isnot undefined and typeof _args[0] is "string">> <<set $birdEggContext to _args[0]>> <</if>> <<if $birdEggContext is "sleep">> You wake up to see <<your_bird_text>> sitting at the side of the nest, <<elseif $birdEggContext is "perch">> <<your_bird_text "cap">> suddenly looks uncomfortable. <<bHe>> <<if $birdBask>>releases you and <</if>>shakily stands before <<if $monster is 1>>shambling<<else>>hopping<</if>> over to the nest. <br><br> <<unset $birdBask>><<unset $birdPerch>> <<bHe>> half-collapses into it and starts <<else>> You see <<your_bird_text>> sitting in the nest, <</if>> <<if $monster is 1>> breathing heavily. <<bHe>> notices you watching, and <<bhis>> face flushes. <<if $syndromebird is 1>>You don't see signs of embarrassment from <<bhim>> often.<</if>> <br><br> "<<Wife>>... <span class="lewd">eggs...</span>" <<bhe>> barely manages before <<bhis>> face contorts into an expression of pain. <<else>> bobbing from side to side. <<bHe>> lets out a low, pained cry. <span class="lewd"><<bHes>> laying eggs.</span> <</if>> <br><br> <<link [[Look away|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 0>><<npcincr "Great Hawk" dom 1>><</link>><<gdom>> <br> <<link [[Watch|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 1>><</link>> <br> <<if birdEggsReady("Great Hawk") is "fertilised">> <<link [[Comfort|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 2>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><<bird_stockholm 3>><</link>><<glove>><<ldom>><<ggbirdstockholm>><<deviant1>> <br> <<if hasSexStat("deviancy", 3) and ($sciencetrait gte 2 or $harpy gte 6)>> <<link [[Help|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 3>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -5>><<bird_stockholm 5>><</link>><<gglove>><<llldom>><<gggbirdstockholm>><<deviant3>> <<elseif $sciencetrait lt 2 and $harpy lte 5>> <span class="blue">You don't know how to help <<bhim>> pass <<bhis>> eggs.</span> <<else>> <span class="blue">You are not deviant enough to help <<bhim>> pass <<bhis>> eggs.</span> <</if>> <<else>> <<link [[Comfort|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 2>><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><<bird_stockholm 1>><</link>><<glove>><<ldom>><<gbirdstockholm>><<deviant1>> <br> <<if hasSexStat("deviancy", 3) and ($sciencetrait gte 2 or understandsBirdBehaviour())>> <<link [[Help|Bird Tower Great Hawk Egg Laying]]>><<set $phase to 3>><<npcincr "Great Hawk" love 3>><<npcincr "Great Hawk" dom -5>><<bird_stockholm 3>><</link>><<gglove>><<llldom>><<ggbirdstockholm>><<deviant3>> <<elseif $sciencetrait lt 2 and !understandsBirdBehaviour()>> <span class="blue">You don't know how to help <<bhim>> pass <<bhis>> eggs.</span> <<else>> <span class="blue">You are not deviant enough to help <<bhim>> pass <<bhis>> eggs.</span> <</if>> <</if>> <br> <</widget>> <<widget "endBirdEggLaying">> <<set $bird.override to "rest">> <<set $bird.overrideTimer to 240>> <<set $bird.timer to 240>> <<unset $eggLayNumber>> <<unset $eggLayText>> <<unset $birdEggContext>> <</widget>> <<widget "playerEggLayEvent">> <<set [$_eggnant, $_eggnantGenital] to getPregnancyObject("pc", true)>> <<set $_eggnantGenital to $_eggnantGenital is "vagina" ? "cervix" : "ass">> <<if $passage is "Bird Tower Sleep" and ($bedGuest is "Great Hawk" or $bird.state is "home" or (playerIsPregnant() and $_eggnant.type is "hawk" and $bird.state is "hunting"))>> <<set _eggLayingWake to true>> <<elseif ($passage is "Robin Sleep" or $passage is "Sleep") and $robinbed>> <<set _eggLayingWake to true>> <<else>> <<if playerIsPregnant() and $_eggnant.type is "hawk">> <<if $location is "tower">> <<set _eggIcon to $_eggnant.fetus.length>> You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if $harpy gte 6 and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees. Something big is moving around inside of you, sending waves of both pain and pleasure as it rubs against your walls. <<arousal 4000>><<pain 12>><<gggarousal>><<ggpain>> <br><br> You gasp as you feel <<if $_eggnantGenital is "cervix">> <<if $_eggnant.fetus.length gte 2>> the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip the nest as the eggs begin to crown. The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <<else>> <br> <</if>> <<if $_eggnant.fetus.length is 2>> The second egg passes much easier, joining its sibling in your nest. <<elseif $_eggnant.fetus.length is 3>> The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <<else>> The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <</if>> <<else>> the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip the nest as the egg begins to crown. It's only one, but it might as well be a regular human baby with how large it feels. You spread your legs further. Your <<pussy>> stretches more, trying to make room for it to escape. After several minutes of tortured pushing, it finally escapes you. You pant in exertion, feeling dizzy. <</if>> <<else>> <<if $_eggnant.fetus.length gte 2>> <span class="lewd">$_eggnant.fetus.length fertilised bird eggs</span> pass through your $_eggnantGenital, each one slowly spreading your entrance before plopping out and landing in your nest. <<else>> <span class="lewd">a fertilised bird egg</span> pass through your $_eggnantGenital, slowly spreading your entrance before plopping out and landing in your nest. <</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> <<else>> <br><br> <</if>> You're filled with a sense of maternal bliss. Your spouse will be excited. <<Number $_eggnant.fetus.length>> <<birdicon "eggs">> fertilised bird <<pluralise $_eggnant.fetus.length "egg has" "eggs have">> been added to the nest. <<if $_eggnant.fetus.length gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>> <<set $bird.eggReact to $_eggnant.fetus.length>> <<pregnancyFeats "pc">> <<endPlayerPregnancy "tower" "tower">> <<set $harpyEggsPrevent to 28>> <<else>> <<set _eggIcon to $_eggnant.fetus.length>> You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if $harpy gte 6 and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees. Something big is moving around inside of you, sending waves of both pain and pleasure through you as it rubs against your walls. <<arousal 4000>><<garousal>> <br><br> You gasp as you feel <<if $_eggnantGenital is "cervix">> <<if $_eggnant.fetus.length gte 2>> the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip your bedsheets as the eggs begin to crown. The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <<else>> <br> <</if>> <<if $_eggnant.fetus.length is 2>> The second egg passes much easier, joining its sibling on your bed. <<elseif $_eggnant.fetus.length is 3>> The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <<else>> The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <</if>> <<else>> the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip your bedsheets as the egg begins to crown. It's only one, but it might as well be a regular human baby with how large it feels. You spread your legs further. Your <<pussy>> stretches more, trying to make room for it to escape. After several minutes of tortured pushing, it finally escapes you. You pant in exertion, feeling dizzy. <</if>> <<else>> <<if $_eggnant.fetus.length gte 2>> <span class="lewd">$_eggnant.fetus.length fertilised bird eggs</span> pass through your $_eggnantGenital, each one slowly spreading your entrance before plopping out and landing in your nest. <<else>> <span class="lewd">a fertilised bird egg</span> pass through your $_eggnantGenital, slowly spreading your entrance before plopping out and landing in your nest. <</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> <<else>> <br><br> <</if>> You're filled with a sense of maternal bliss, as well as a nagging sense of urgency. <span class="blue">You need to bring <<if $_eggnant.fetus.length gte 2>>them<<else>>it<</if>> to your nest.</span> You pick up <<number $_eggnant.fetus.length>> <<birdicon "eggs">> fertilised bird <<pluralise $_eggnant.fetus.length "egg">>. <<if $_eggnant.fetus.length gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>> /* Might be best changing the location variable here */ <<pregnancyFeats "pc">> <<endPlayerPregnancy $location "inventory">> <<set $harpyEggsPrevent to 28>> <</if>> <<elseif !playerIsPregnant() and $harpyEggs>> You awaken feeling disoriented, and feel a building pressure in your abdomen. A bestial instinct washes over you. You <<if $harpy gte 6 and V.transformationParts.bird.plumage isnot "hidden">>ruffle your feathers and <</if>>get on your hands and knees. Something is moving around inside of you, sending waves of pleasure through you as it rubs against your walls. <<arousal 2000>><<garousal>> <br><br> You gasp as you feel <<if $_eggnantGenital is "cervix">> <<if $harpyEggs.count gte 2>> the eggs pass through your cervix. They send shivers through your whole body as they glide down your vaginal canal. You grip your bedsheets as the eggs begin to crown. The first one is the hardest. Your passage repeatedly contracts, sending even more waves of pleasure through you. It escapes partially, before going back in. You push for a full minute, and it finally pops out. <<arousal 4000>><<garousal>> <br> <<if $arousal gte $arousalmax>> <<orgasm>> <<else>> <br> <</if>> <<if $harpyEggs.count is 2>> The second egg passes much easier, joining its sibling <<if $location is "tower">>in your nest<<else>>on your bed<</if>>. <<elseif $harpyEggs.count is 3>> The second egg passes easily, but the third one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <<else>> The next eggs pass easily, but the last one gets stuck, having nothing behind it to help push. You sit there pushing for more agonising minutes, but eventually you manage to push it out. Your <<pussy>> remains slightly opened. You pant in exertion, feeling dizzy. <</if>> <<else>> the egg pass through your cervix. It sends shivers through your whole body as it glides down your vaginal canal. You grip your bedsheets as the egg begins to crown. Without other eggs to help push it along, it gets stuck. Your <<pussy>> remains half-open with the egg plugging you. It retracts back in after a moment. You try to catch your breath, but each one is heavy. You push again, this time managing to get it all the way out. <</if>> <<else>> <<if $harpyEggs.count gte 2>> <span class="lewd">$harpyEggs.count bird eggs</span> pass through your $_eggnantGenital, each one slowly spreading your entrance before plopping out and landing in your nest. <<else>> <span class="lewd">a bird egg</span> pass through your $_eggnantGenital, slowly spreading your entrance before plopping out and landing in your nest. <</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> <<else>> <br><br> <</if>> You're filled with a sense of maternal bliss, <span class="blue">but you know <<pluralise $harpyEggs.count "it's" "they're">> unfertilised.</span> <<tending_pick bird_egg $harpyEggs.count $harpyEggs.count>> <<unset $harpyEggs>> <<set $harpyEggsPrevent to 14>> <</if>> <br><br> <</if>> <</widget>> <<widget "setTowerTemp">> <<if $bird.upgrades.shelter is 0>> <<set $outside to 1>> <<else>> <<set $outside to 0>> <</if>> <<set $_tempUp to Math.clamp((30 * Math.log(0.034 * (30 - Weather.temperature) + 1)), 1, 40)>> <<if getBirdBurnTime() gt 0>> <<set Weather.Temperature.override[$outside ? "outside" : "inside"] = Weather.temperature + $_tempUp>> <<if _args[0] is "water" and $bird.upgrades.pot gte 3>> <<set Weather.Temperature.override.water = Weather.temperature + ($_tempUp + 8)>> <</if>> <</if>> <</widget>> <<widget "hairToFeatherColour">> <<switch $haircolour>> <<case "red" "crimson">><<set _colourConverted to "red">> <<case "jetblack" "black">><<set _colourConverted to "black">> <<case "blond" "softblond" "platinumblond" "golden" "ashyblond" "strawberryblond">><<set _colourConverted to "yellow">> <<case "darkbrown" "brown" "softbrown" "lightbrown">><<set _colourConverted to "brown">> <<case "burntorange" "ginger" "bloodorange">><<set _colourConverted to "tangerine">> <<case "blue" "deepblue" "neonblue">><<set _colourConverted to "blue">> <<case "green" "darklime" "toxicgreen" "teal">><<set _colourConverted to "green">> <<case "pink" "brightpink" "hotpink" "softpink">><<set _colourConverted to "pink">> <<case "purple" "mediumpurple" "brightpurple">><<set _colourConverted to "purple">> <<case "white" "snowwhite">><<set _colourConverted to "white">> <<default>><<set _colourConverted to "red">> <</switch>> <</widget>> <<widget "bird_hunt_children_events">> <<set $daily.birdBabyFeed to true>> <<bHe>> tears a small chunk out of it <<if $monster is 1>> with <<bhis>> hands, before <<else>> with <<bhis>> beak, crushing it up before <</if>> <<cleareventpool>> <!-- _childrenIds is an array that represents all children that meet the parameters of "getChildrenIds" above.--> <!-- the pluck function picks AND REMOVES one random child ID from the array, which means the array can then be used to refer to all children EXCEPT those plucked for use in the scene. --> <!-- This method allows temporary variables (or story variables if necessary) to represent child IDs, and allows children to be selected like normal NPCs for use in text widgets. --> <!-- Be sure not to try plucking more children than are available, hence the checks in each inline event for total child number. --> <<addinlineevent "bird_feed_single">> <<set _child1 to _childrenIds.pluck()>> <<set _childrenEating to [_child1]>> <<childSelect _child1>> gently giving it to <<childname>>. <<childHe>> <<if $cmonster is 1>> clumsily grabs it with <<childhis>> little hands, and starts to gum on it. <<else>> holds the soft mass in <<childhis>> beak. <</if>> <<if _childrenTotal isnot 1>> <<if _childrenTotal is 2>> <<set _child2 to _childrenIds.pluck()>> <<childSelect _child2>> <<childname>> seems to have no interest in it, but curiously watches <<childhis>> <<childsibling _child1>> gnaw on it. <<elseif _childrenTotal lte 10>> <<childrenNames _childrenIds>> seem to have no interest in the lurker right now, leaving <<childname>> to devour it alone. <<else>> Your other children seem to have no interest in the lurker right now, leaving <<childname>> to devour it alone. <</if>> <</if>> <<if !$bird.hunts.duo>> <br><br> Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again. <</if>> <</addinlineevent>> <<if _childrenTotal gte 2>> <<addinlineevent "bird_feed_duo">> <<set _child1 to _childrenIds.pluck()>> <<set _child2 to _childrenIds.pluck()>> <<set _childrenEating to [_child1, _child2]>> gently lowering it into the nest. <<childSelect _child1>><<childname>> <<if $cmonster is 1>> clumsily grabs at it with <<childhis>> little hands, and starts to gum on it. <<else>> grabs the soft mass in <<childhis>> beak. <</if>> <<if getChildDays(_child1) gte 150 and getChildDays(_child2) lte 50>> <<childHe>> looks over to <<childSelect _child2>><<childname>>, who reaches up to <<childSelect _child1>><<childhim>>. <<childHe>> manages to break the meat into two pieces after a few attempts, and gives half of it to <<childSelect _child2>><<childname>>. <<else>> <<childSelect _child2>><<childname>> grabs onto it as well, and the two playfully fight over the meat, flapping their<<if $cmonster is 1>> arms and<</if>> wings until it breaks in two. <</if>> <<if _childrenTotal isnot 2>> <<if _childrenTotal is 3>> <<set _child3 to _childrenIds.pluck()>> <<childSelect _child3>> <<childname>> seems to have no interest in it, but curiously watches <<childhis>> <<childsiblings `[_child1,_child2]`>> eat. <<elseif _childrenTotal lte 10>> <<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2]`>> eat. <<else>> Your other children seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2]`>> eat. <</if>> <</if>> <<if !$bird.hunts.duo>> <br><br> Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again. <</if>> <</addinlineevent>> <<addinlineevent "bird_feed_all">> <<set _childrenEating to clone(_childrenIds)>> <<set _child1 to _childrenIds.pluck()>> <<set _child2 to _childrenIds.pluck()>> gently lowering it into the nest. <<childname _child1>> and <<childname _child2>> both grab for it, but the Great Hawk quickly breaks off another piece, giving it to <<childname _child2>>. <<if _childrenTotal is 3>> <<set _child3 to _childrenIds.pluck()>> <<childSelect _child3>> <<bHe>> tears off one more piece for <<childname>>, who waited patiently for <<childhis>> turn. <<elseif _childrenTotal gte 4>> <<bHe>> continues, one piece each for <<if _childrenTotal gte 20>> all of your children. <<else>> <<childrenNames _childrenIds>>. <</if>> <</if>> The chirps and cries go quiet as they happily eat. <<if !$bird.hunts.duo>> <br><br> <<if _childrenTotal gte 6>> Your spouse turns back to you, <<bhis>> <<if $monster is 1>>hands<<else>>beak<</if>> now empty. <<set _noLurker to true>> <<if $monster is 1>> "Will hunt again soon, for <<wife>>." <<else>> <<bHe>> caws apologetically, but <<bhis>> gaze then turns stern, a promise that <<bhe>> will hunt again soon. <</if>> <<elseif _childrenTotal gte 4>> Your spouse turns back to you, now holding half of a lurker. <<bHe>> presents it to you again. <<else>> Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again. <</if>> <</if>> <</addinlineevent>> <</if>> <<if _childrenTotal gte 3>> <<addinlineevent "bird_feed_trio">> <<set _child1 to _childrenIds.pluck()>> <<set _child2 to _childrenIds.pluck()>> <<set _child3 to _childrenIds.pluck()>> <<set _childrenEating to [_child1, _child2, _child3]>> gently lowering it into the nest. <<childSelect _child1>><<childname>> <<if $children[_child1].features.monster is "monster">> clumsily grabs at it with <<childhis>> little hands, and starts to gum on it. <<else>> grabs the soft mass in <<childhis>> beak. <</if>> The Great Hawk breaks off more pieces, giving one to <<childSelect _child2>><<childname>> and another to <<childSelect _child3>><<childname>>. <<if _childrenTotal isnot 3>> <<if _childrenTotal is 4>> <<set _child4 to _childrenIds.pluck()>> <<childSelect _child4>> <<childname>> seems to have no interest in eating right now, but curiously watches <<childhis>> <<childsiblings `[_child1,_child2,_child3]`>> eat. <<elseif _childrenTotal lte 10>> <<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2,_child3]`>> eat. <<else>> Your other children seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings `[_child1,_child2,_child3]`>> eat. <</if>> <</if>> <<if !$bird.hunts.duo>> <br><br> Your spouse turns back to you, holding the rest of the lurker. <<bHe>> presents it to you again. <</if>> <</addinlineevent>> <</if>> <!-- Showing off how complex events can be made using this method --> <<if _childrenTotal gte 4>> <<addinlineevent "bird_feed_quartet">> <<set _child1 to _childrenIds.pluck()>> <<set _child2 to _childrenIds.pluck()>> <<set _child3 to _childrenIds.pluck()>> <<set _child4 to _childrenIds.pluck()>> <<set _childrenEating to [_child1, _child2, _child3, _child4]>> gently lowering it into the nest. <<childSelect _child1>><<childname>> <<if $cmonster is 1>> clumsily grabs at it with <<childhis>> little hands, and starts to gum on it. <<else>> grabs the soft mass in <<childhis>> beak. <</if>> The Great Hawk breaks off more pieces, dropping them in the nest for your other children. <<childSelect _child2>><<childname>> picks one up, only for <<childname _child3>> to push <<childhis _child3>> <<childhands _child3>> in <<childname _child2>>'s face. The <<childsiblings _child2 _child3>> play-fight over the food, only for it to be snatched up by <<childname _child4>>, who nearly swallows it whole. <br><br> Having not even noticed, <<childname _child2>> and <<childname _child3>> continue roughing each other up until <<your_bird_text>> splits them up, giving each their own piece of meat. <<if _childrenTotal isnot 4>> <<if _childrenTotal is 5>> <<set _child5 to _childrenIds.pluck()>> <<childSelect _child5>> <<childname>> <<childgiggles>> as <<childhe>> watches <<childhis>> <<childsiblings `[_child1,_child2,_child3,_child4]`>>, but seems to have no interest in eating right now. <<elseif _childrenTotal lte 10>> <<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they but curiously watch their <<childsiblings `[_child1,_child2,_child3,_child4]`>> eat. <<else>> Your other children seem to have no interest in the lurker right now, but they but curiously watch their <<childsiblings `[_child1,_child2,_child3,_child4]`>> eat. <</if>> <</if>> <<if !$bird.hunts.duo>> <br><br> <<your_bird_text "cap">> turns back to you, holding half of a lurker. <<bHe>> presents it to you again. <</if>> <</addinlineevent>> <</if>> <<if _childrenTotal gte 5>> <<addinlineevent "bird_feed_quintet">> <<set _child1 to _childrenIds.pluck()>> <<set _child2 to _childrenIds.pluck()>> <<set _child3 to _childrenIds.pluck()>> <<set _child4 to _childrenIds.pluck()>> <<set _child5 to _childrenIds.pluck()>> <<set _childrenGroup to [_child1, _child2, _child3, _child4, _child5]>> <<set _childrenEating to [_child1, _child2, _child3, _child4, _child5]>> gently lowering it into the nest. <<bHe>> quickly breaks off more pieces, one each for <<childrenNames _childrenGroup>>. Their chirps and cries all go quiet as they happily eat. <<if _childrenTotal isnot 5>> <<if _childrenTotal is 6>> <<set _child6 to _childrenIds.pluck()>> <<childSelect _child6>> <<childname>> seems to have no interest in eating right now, but curiously watches <<childhis>> <<childsiblings _childrenGroup>> eat. <<elseif _childrenTotal lte 10>> <<childrenNames _childrenIds>> seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings _childrenGroup>> eat. <<else>> Your other children seem to have no interest in the lurker right now, but they curiously watch their <<childsiblings _childrenGroup>> eat. <</if>> <</if>> <<if !$bird.hunts.duo>> <br><br> <<your_bird_text "cap">> turns back to you, holding half of a lurker. <<bHe>> presents it to you again. <</if>> <</addinlineevent>> <<addinlineevent "bird_feed_chaos">> <<set _childrenEating to clone(_childrenIds)>> <<set _child1 to _childrenIds.pluck()>> <<set _child2 to _childrenIds.pluck()>> <<set _child3 to _childrenIds.pluck()>> <<set _childrenGroup to [_child1, _child2, _child3]>> <<childSelect _child1>> gently lowering it into the nest. <<childrenNames _childrenGroup>> all make a grab for it at once, tumbling over each other and <<childcry>> wildly! <br><br> <<set _noLurker to true>> The Great Hawk lets go of the lurker to stop any of them from getting hurt. <<childrenNames _childrenIds>> slowly approach, pecking away at the lurker with their <<childsiblings _childrenGroup>>. <<if $monster is 1>> <<your_bird_text "cap">> sighs, and starts to help each of them pick off manageable pieces of meat. <<if !$bird.hunts.duo>>"Sorry, <<wife>>. Will hunt again soon."<</if>> <<else>> <<your_bird_text "cap">> looks down blankly for a moment, before pecking at the lurker to break it into more manageable pieces. <<if !$bird.hunts.duo>><<bHe>> looks back to you and caws apologetically, but <<bhis>> gaze then turns stern, a promise that <<bhe>> will hunt again soon.<</if>> <</if>> <</addinlineevent>> <</if>> <<runeventpool>> <<for $_cc to 0; $_cc lt _childrenEating.length; $_cc++>> <<updateChildActivity _childrenEating[$_cc]>> <<set $children[_childrenEating[$_cc]].localVariables.activityDay to Time.days>> <<set $children[_childrenEating[$_cc]].localVariables.activityHour to (Time.hour - 3)>> <<set $children[_childrenEating[$_cc]].localVariables.activity to "lurkerEat">> <</for>> <</widget>> <<widget "silver_hunt_lurker_caught">> You fight to pull the lurker off of you. After a small struggle, it loses its grip on you and you toss it away. It doesn't try to attack again, already too distracted by the light. <<set $birdSilverHunt.suspicion++>> <<switch $birdSilverHunt.suspicion>> <<case 0 1>>Your struggle caused some noise, but not enough for anyone to come investigate. <<gsuspicion>> <<case 2>>One of the guards looks over. Luckily, <<person1>><<he>> only spots the lurker and chases after it. <<gsuspicion>> <<default>> <<set _caught to true>> "What the hell keeps making that noise?" you hear someone ask in frustration. One of the guards comes over to investigate. You quickly dive behind the opposite side of a nearby rock, but not fast enough. "What the- hey! There's someone else here!" <br><br> <span class="red">You've been caught.</span> <</switch>> <<set $birdSilverHunt.lurkerSpawn to "none">> <</widget>> <<widget "silver_hunt_move_guard">> <<if _args[0]>> <<set $_guardSelected to $birdSilverHuntGuards[_args[0]]>> <<if $_guardSelected.action is "moving">> <<set $_guardSelected.position to $_guardSelected.movingTo>> <<set $_guardSelected.movingTo to "none">> <<if $_guardSelected.position is $birdSilverHunt.player.position>> <<set $_guardSelected.action to "move">> <<else>> <<set $_guardSelected.action to "idle">> <</if>> <<elseif ["move","moveQueue"].includes($_guardSelected.action)>> <<if $_guardSelected.movingTo is "none">> <<set $_guardSelected.movingTo to ($_guardSelected.position + random(-2, 2))>> <<switch $_guardSelected.movingTo>> <<case -1>><<set $_guardSelected.movingTo to 8>> <<case -2>><<set $_guardSelected.movingTo to 7>> <<case 9>><<set $_guardSelected.movingTo to 0>> <<case 10>><<set $_guardSelected.movingTo to 1>> <</switch>> <</if>> <<if $_guardSelected.movingTo is $_guardSelected.position>> <<if _args[1]>> <!-- forced move disregarding everything else, to prevent players getting hopelessly trapped by an idle guard--> <<set $_guardSelected.movingTo to $_guardSelected.position += 2>> <<set $_guardSelected.action to "moving">> <<silver_hunt_move_guard _args[0]>> <<else>> <<set $_guardSelected.action to "idle">> <</if>> <<else>> <<if Object.values($birdSilverHuntGuards).find(guard => (guard.index isnot $_guardSelected.index and (guard.position is $_guardSelected.movingTo or guard.movingTo is $_guardSelected.movingTo)))>> <<set $_guardSelected.action to "moveQueue">> <<else>> <<set $_guardSelected.action to "moving">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "silver_hunt_action_guard">> <<if _args[0]>> <<set $_guardSelected to $birdSilverHuntGuards[_args[0]]>> <<if $_guardSelected.action isnot "none">> <<if ["move","moveQueue","moving"].includes($_guardSelected.action)>> <<silver_hunt_move_guard _args[0]>> <<else>> <<set $_guardSelected.action to either("move","move","move","idle")>> <<if $_guardSelected.action is "move" and $_guardSelected.movingTo is "none">> <<set $_guardSelected.movingTo to ($_guardSelected.position + random(-2, 2))>> <<switch $_guardSelected.movingTo>> <<case -1>><<set $_guardSelected.movingTo to 8>> <<case -2>><<set $_guardSelected.movingTo to 7>> <<case 9>><<set $_guardSelected.movingTo to 0>> <<case 10>><<set $_guardSelected.movingTo to 1>> <</switch>> <</if>> <</if>> <<if $_guardSelected.action is "idle">> <<set $_guardSelected.movingTo to "none">> <</if>> <</if>> <</if>> <</widget>> <<widget "bird_fly_reveal_wings">> <<set _angelWings to $transformationParts.angel.wings>> <<set _fallenAngelWings to $transformationParts.fallenAngel.wings>> <<set _demonWings to $transformationParts.demon.wings>> <<if $transformationParts.bird.wings is "hidden" and (_angelWings is "hidden" or _angelWings is "disabled") and (_fallenAngelWings is "hidden" or _fallenAngelWings is "disabled") and (_demonWings is "hidden" or _demonWings is "disabled")>> <<set $transformationParts.bird.wings to "default">> <</if>> <</widget>><<set $outside to 1>><<effects>> You walk down a thin road near the docks, leading away from Mer Street. It feeds into a warehouse, but to one side is a sandy trail, hidden among tufts of spiky grass. It takes you into the hills that flank the town, snaking the tops of the cliffs facing the sea. <br><br> Few know the path is here. <br><br> <<link [[Next|Coast Path]]>><</link>> <br><<location "coastpath">><<effects>> You're on the thin coastal path east of town, above a cliff facing the sea. <<cliff_top_desc>> White rose bushes flower here, unbothered by the wind. <br><br> <<if !$plants_known.includes("white_rose")>> <<icon "tending/white_rose.png">> <<link [[Search for seeds (0:30)|Coast Path White Rose]]>><<pass 30>><<pain 6>><<tending 6>><<set $plants_known.push("white_rose")>><</link>><<gpain>><<gtending>> <br> <</if>> <<if $historytrait gte 3>> <<walkicon>><<link [[Walk east along the coast (2:00)|Coast Path East]]>><<athletics 4>><<pass 120>><</link>> <br> <<if currentSkillValue('athletics') gte 300 and (Weather.precipitation is "none") and !$worn.feet.type.includes("heels")>> <<runicon>><<link [[Jog east along the coast (1:30)|Coast Path East]]>><<athletics 5>><<pass 90>><<tiredness 2>><<set $speed to "jog">><</link>><<athleticsdifficulty 250 700>><<gtiredness>> <br> <<if currentSkillValue('athletics') gte 700>> <<runicon>><<link [[Run east along the coast (1:00)|Coast Path East]]>><<athletics 6>><<pass 60>><<tiredness 3>><<set $speed to "run">><</link>><<athleticsdifficulty 650 1000>><<gtiredness>> <br> <</if>> <</if>> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> <br> <<flight_time_check 20>> <<glideicon>><<link [[Soar east (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Coast Path East]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<pass _flightTime>><<set $speed to "fly">><</link>><<flight_text>><<gtiredness>> <br> <</if>> <</if>> <br> <<entertownicon>><<link [[Enter town (0:30)|Mer Street]]>><<pass 30>><</link>> <br><<effects>><<wearProp "rose" "white">> You search the bushes for seeding flowers. You're careful to avoid the thorns, but prick yourself a little. <br><br> <span class="gold">You can now grow <<icon "tending/white_rose.png">> white roses.</span> <br><br> <<link [[Next|Coast Path]]>><<handheldon>><</link>> <br><<effects>><<wearProp "cabbage">> You look more closely at the leafy bushes dotting the clifftop. They're wild cabbages. You take some seeds. <br><br> <span class="gold">You can now grow <<icon "tending/cabbage.png">> cabbages.</span> <br><br> <<link [[Next|Coast Path Farmland]]>><<handheldon>><</link>> <br><<set $outside to 1>><<effects>> Tucked away in a hidden corner of the meadow is a thin path leading into a thicket, nestled between two hills. It takes you north, and emerges at the top of the cliffs facing the sea. <br><br> Few know the path is here. <br><br> <<link [[Next|Coast Path Farmland]]>><</link>> <br><<location "coastpath">><<effects>> You're on a thin coastal path north of the farmlands, above a cliff facing the sea. <<cliff_top_desc>> <br><br> <<walkicon "west">><<link [[Walk west along the coast (2:00)|Coast Path West]]>><<pass 120>><</link>> <br> <<if !$plants_known.includes("cabbage")>> <<icon "tending/cabbage.png">> <<link [[Search for seeds (0:30)|Coast Path Cabbage]]>><<pass 30>><<tending 6>><<set $plants_known.push("cabbage")>><</link>><<gtending>> <br> <</if>> <<if currentSkillValue('athletics') gte 300 and (Weather.precipitation is "none") and !$worn.feet.type.includes("heels")>> <<runicon "west">><<link [[Jog west along the coast (1:30)|Coast Path West]]>><<pass 90>><<tiredness 2>><<set $speed to "jog">><</link>><<athleticsdifficulty 250 700>><<gtiredness>> <br> <<if currentSkillValue('athletics') gte 700>> <<runicon "west">><<link [[Run west along the coast (1:00)|Coast Path West]]>><<pass 60>><<tiredness 5>><<set $speed to "run">><</link>><<athleticsdifficulty 650 1000>><<gtiredness>> <br> <</if>> <</if>> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> <<flight_time_check 20>> <<glideicon "west">><<link [[Soar west (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Coast Path West]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<pass _flightTime>><<set $speed to "fly">><</link>><<flight_text>><<gtiredness>> <br> <</if>> <br> <<farmicon "meadow">><<link [[Enter the meadow (0:30)|Meadow]]>><<pass 30>><</link>> <br><<effects>> <<if $speed is "fly">> <<flight_effects>> You run and jump. The wind catches you, and carries you along the trail. <br><br> <</if>> You follow the path east. It sometimes runs along the very top of the cliffs. At other times, it dips partway down, so that the route squeezes between a rock face on one side and a sheer drop on the other. <<if $speed is "jog">> <br><br> <<athleticsdifficulty 250 700 true>> <<if $athleticsSuccess>> You jog against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span> <<else>> You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 2>> <</if>> <<elseif $speed is "run">> <br><br> <<athleticsdifficulty 650 1000 true>> <<if $athleticsSuccess>> You run against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span> <<else>> You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 5>> <</if>> <</if>> <<unset $speed>> <br><br> You see fields in the distance. <br><br> <<link [[Next|Coast Path Farmland]]>><</link>> <br><<effects>> <<if $speed is "fly">> <<flight_effects>> You run and jump. The wind catches you, and carries you along the trail. <br><br> <</if>> You follow the path west. Wild grasses and other plants intrude on it, sometimes swallowing it all, but it's not hard to find again. It always hugs the cliff. <<if $speed is "jog">> <br><br> <<athleticsdifficulty 250 700 true>> <<if $athleticsSuccess>> You jog against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span> <<else>> You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 2>> <</if>> <<elseif $speed is "run">> <br><br> <<athleticsdifficulty 650 1000 true>> <<if $athleticsSuccess>> You run against the wind. <span class="green">The sea air <<if Weather.is("clear") and Time.dayState is "day">>and sunshine<</if>> is refreshing.</span> <<else>> You jog against the wind. <span class="red">You feel a little worn out.</span><<gtiredness>><<tiredness 5>> <</if>> <</if>> <<unset $speed>> <br><br> You see the town in the distance. <br><br> <<link [[Next|Coast Path]]>><</link>> <br><<widget "cliff_top_desc">> <<switch Time.dayState>> <<case "day">> <<switch Weather.name>> <<case "clear" "lightClouds">>Grey-blue water stretches to the horizon, glinting in the bright sun. <<case "heavyClouds">>Murky water stretches to the horizon, grey in the overcast light. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> You hear crashing waves as rain whips around you. <span class="red">The path is muddy. You should take it slow.</span> <<else>> Frigid waves crash against the cliffside as snow falls around you. <span class="red">The path is icy. You should take it slow.</span> <</if>> <</switch>> <<case "night">> <<switch Weather.name>> <<case "clear" "lightClouds">>Stars glimmer over the endless deep. <<case "heavyClouds">>The darkling water is barely visible as a blanket of clouds shroud the stars. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> You hear waves crash below you as rain pours from the night sky. <span class="red">The path is muddy. You should take it slow.</span> <<else>> You hear waves crash below you as snow flurries sting your cheeks. <span class="red">The path is icy. You should take it slow.</span> <</if>> <</switch>> <<case "dawn">> <<switch Weather.name>> <<case "clear" "lightClouds">>Wine-red in the dawning sun, the ocean stretches to the horizon. <<case "heavyClouds">>The pearlescent water shimmers as the first rays of sunrise cut through the clouds. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> Rain whips around you as the sun creeps over the horizon. <span class="red">The path is muddy. You should take it slow.</span> <<else>> Chunks of ice drift aimlessly in the sea as you watch the rising sun. <span class="red">The path is icy. You should take it slow.</span> <</if>> <</switch>> <<case "dusk">> <<switch Weather.name>> <<case "clear" "lightClouds">>The fading sun illuminates the water with an orange glow. <<case "heavyClouds">>The dreary sea lies still beneath the gloaming sky. <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> Rain whips around you as the sun sinks beneath the horizon. <span class="red">The path is muddy. You should take it slow.</span> <<else>> Snow crunches underfoot as you gaze at the darkening ocean. <span class="red">The path is icy. You should take it slow.</span> <</if>> <</switch>> <</switch>> <</widget>><<effects>><<set $outside to 0>> <<npc "Wren">><<person1>> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<if $wren_intro is undefined>> "Sneaking where we don't belong?" says a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair. <<if $wrenSeenLast is "pregnancy">> <span class="gold">It's the person who rescued you when you were in labour.</span> "Dangerous caves aren't the only place you like to poke around, I guess. <<= playerBellyVisible() ? "Already knocked up again, huh?" : "At least you're otherwise staying out of trouble.">>" <<He>> nods at your belly, flashing an amused grin. "Try not to pass out this time." <<elseif $wrenSeenLast is "catsuit">> <span class="gold">It's Wren.</span> "Just like you were when we met at the docks." <<He>> doesn't look armed this time. <<elseif $wrenSeenLast is "prison">> <span class="gold">It's Wren.</span> "Hope you stay out of prison this time." <<else>> "Naughty." <</if>> <br> "Maybe <<pshe>> wants to play?" a <<person2>><<person>> suggests, eyeing up your body. "<<pShe>> has a few assets I'd see <<phim>> lose." <br> "How about it <<girl>>?" the first <<person1>><<nnpc_gender "Wren">> asks. <<Hes>> not much older than you. "Fancy some blackjack?" <br><br> <<if $farm_stage lte 4 or $farm_stage is undefined>> <i><span class="blue">A realisation strikes you.</span> This is likely the Wren that Mickey mentioned.</i> <<else>> <i><span class="blue">An idea strikes you.</span> They don't seem hostile. For now. You could twist the situation to your advantage, but be careful.</i> <</if>> <<else>> <<if $wrenHeistMissed is true or ($wrenHeist is true and $wrenHeistDance.attended isnot true and Time.hour gte 21)>> "Look who it is," Wren says. "You stood me up," <<= C.npc.Wren.love gte 40 ? "You know Wren well enough by now to see" : "You can't tell if">> <<hes>> hurt. "Luckily, I didn't need your help."<<npcincr Wren love -1>><<llove>><<set $wrenHeist to false>><<unset $wrenHeistMissed>><<unset $wrenHeistDance>> <<elseif $wrenSeenLast is "letter">> "Look who it is," Wren says. "Got another letter for me, or are you up for a game?" <<elseif $wrenSeenLast is "winter">> "Look who it is," Wren says. "Taking a break from helping the fossil dig up graves?" <<elseif $wrenSeenLast is "catsuit">> "Look who it is," Wren says. "It was fun to run into you during work." <<elseif $wrenSeenLast is "pregnancy">> "Look who it is," Wren says. "I didn't expect to see you poking around that cave. Naughty <<girl>>." <<His>> eyes land on your belly. <<if playerBellyVisible()>> "You're already knocked up again?" <<He>> laughs. "Careful not to pass out this time. <<else>> "At least you're otherwise staying out of trouble. Mind where you pass out next time. <</if>> I won't always be around to save you." <<elseif $wrenSeenLast is "heist">> "Look who it is," Wren says. "Fancy seeing you here, partner.<<if $wrenHeistCricketBall is true>> You owe me. Big.<<set $wrenHeistCricketBall to false>><</if>>" <<elseif $estate_cards_end is "naked">> "Look who it is," Wren says, a smug smile on <<his>> face. "We left you with nothing last time. Hope the journey home wasn't too cold." <<His>> friends laugh. <<elseif $estate_cards_end is "left_early">> "Look who it is," Wren says. "Planning to stay around a bit longer this time, I hope." <<elseif $estate_cards_end is "wren_finished_early">> "Look who it is," Wren says. "I was <i>this</i> close to taking you last time." <<elseif $estate_cards_end is "chaos">> <!-- this check is currently always false --> "Look who it is," Wren says. "You left us in quite a mess last time. Barely dodged the blame. I'm always eager for another game though." <<elseif $estate_cards_end is "run">> "Look who it is," Wren says, smiling. "You did a runner last time. Hope there won't be a repeat." <<elseif $estate_cards_end is "sex">> "Look who it is," Wren says, grinning. "I said you'd be back for more." <<His>> friends laugh. <<elseif $estate_cards_end is "sex_safe">> "Look who it is," Wren says. "Still playing it safe with that belt of yours, I bet." <<elseif $estate_cards_end is "oral" or $estate_cards_end is "pc_won_and_oral">> "Look who it is," Wren says. "Glad you're here. My friends enjoyed you last time. I promised I'd have you on your knees again." <<elseif $estate_cards_end is "cheat_run">> "Look who it is," Wren says. "You were a very bad <<girl>> last time, cheating and booking it like that. Ready to be taught a lesson?" <<elseif $estate_cards_end is "cheat_moor">> "Look who it is," Wren says. "You were a bad <<girl>> last time, cheating like that. Hope you've learned your lesson." <<elseif $estate_cards_end is "pc_won">> "Look who it is," Wren says. "You left us hanging last time, blanking on favours like that. Fancy a game?" <<elseif $estate_cards_end is "cheat_remy">> <<if C.npc.Wren.love gte 20>> "Look who it is," Wren says. "I knew you'd be back soon - you won me a bet." <<else>> "Look who it is," Wren says. "Not too surprised to meet you again. Hope you didn't cause them too much trouble." <</if>> <<else>> "Look who it is," Wren says. "Fancy a game?" <</if>> <<unset $estate_cards_end>> <</if>> <<set $wrenSeen.pushUnique("cards")>> <<set $wrenSeenLast to "cards">> <br><br> <<cards_start_play_options>><<effects>><<set $outside to 0>> You turn to leave. <<if $wren_intro is undefined>> "Suit yourself," says the young <<personsimple>>. "Come back when there's something you want." <<else>> "Suit yourself," Wren says. "Come back when there's something you want." <</if>> <br><br> <<link [[Next|Estate]]>><<endevent>><</link>> <br><<effects>><<set $outside to 0>><<set $bus to "estate_cottage">> <<set $outside to 0>> You enter the cottage. A group of <<people>> play cards around a table. They all face you. <<covered>> <br><br> <<link [[Next|Estate Cards Intro]]>><</link>> <br><<effects>><<set $outside to 0>> <<set $estate.cards.suggestedRaisingStakesToday to true>> <<set $estatePersistent.suggestedRaisingStakes to true>> <<person1>> <<if $speech_attitude is "meek">> "S-sorry, um... I've been thinking, about the rules," you say. "I d-don't think it's fair..." <<elseif $speech_attitude is "bratty">> "Nah, I'm good," you say. "I know the house always wins, but you're pushing it with these rules." <<else>> "I'm not sure I want to play with these rules," you say. "They're too unfair." <</if>> <br><br> <<person1>> Wren raises <<his>> eyebrows in curiosity, a smirk playing on <<his>> lips.<br><br> "Oh, really? What's the problem?" <<he>> says. <br><br> <<if $speech_attitude is "meek">> "I-I pay a lot for my clothes," you say, "and y-you get to keep your clothes, so... M-maybe if I g-got something from you when you lost..." <br><br> <<elseif $speech_attitude is "bratty">> "Do you even have to ask?" You glare at <<him>>. "You want to take my hard-earned clothing when I lose, and in return you do some stupid dare?" <br><br> <<else>> "I don't feel like the favours are enough compensation for the clothes I lose," you say. <br><br> <</if>> <<link [[Next|Estate Cards Suggest Betting Init 2]]>><</link>><<effects>><<set $outside to 0>> <<person1>> <<if $speech_attitude is "meek">> Wren looks at you with amusement. "Playing for <i>'favours'</i> was your idea," <<he>> says, "and I'm already risking a lot, you know." <br><br> "I-I'm sorry... C-could you give me some money back for the clothes if I win?" you ask. <<elseif $speech_attitude is "bratty">> "Those 'stupid' <i>favours</i> were your idea, you know?" Wren says, <<his>> relaxed expression unchanged. "Do you have any idea how risky some of them are for me?" <br><br> "You keeping my damn clothes wasn't my idea," you argue back. "Least you can do is put some money forward when you lose, you know." <<else>> "You say that, even though the favours were your idea..." Wren says, leaning back on <<his>> chair. "Real shame you consider them unfair, considering how risky they can get for me." <br><br> "Risking going back home buck naked is also risky, and for what?" you argue. "It will be a bit more fair if I make some money back if I win." <</if>> <br><br> Wren lets out a light chuckle before turning to <<his>> friends. You can hear them discussing it for a few seconds, before Wren turns back to you. <br><br> <<if C.npc.Wren.love gte 20>> <<set $phase to 1>> <<link [[Next|Estate Cards Suggest Betting Success]]>><</link>> <<else>> <<link [[Next|Estate Cards Suggest Betting Failure]]>><</link>> <</if>><<effects>><<set $outside to 0>> <<person1>> <<if $phase is 1>> Wren looks deep in thought for a few seconds. You open your mouth to add something, but Wren interrupts you. <br><br> <span class="green">"Fine. You have a point,"</span> Wren says. <<else>> A few seconds pass. You are about to open your mouth to say something, but Wren interrupts you.<br><br> <span class="green">"Ah, whatever. Fine,"</span> Wren says. <</if>> <br><br> "We can add some money into the mix, on top of the favours and the clothes. My friends over here also wouldn't mind to throw in some extra for the eye candy, isn't that right?" Wren says, turning to look at <<his>> goons. <br><br> The goons look up and down your body, and you don't hear any objections. <br><br> <<link [[Next|Estate Cards Suggest Betting Success 2]]>><</link>><<effects>><<set $outside to 0>> <<person1>> "However," <<he>> continues. "You'll obviously need to put forward some money, as well. I'm sure you didn't think I'd just give you free money, did you?" Wren says with a smirk. <br><br> "Whatever you bet, I will match, and my friends will throw in some extra. We'll ante up before the game, and we'll bet hand-to-hand, before the cards are dealt," Wren says.<br><br> "Of course, you still want the favours, so I still want the clothes. We're just adding a bit of money to the mix. Sound good?" Wren asks. <br><br> <<link [[Accept|Estate Cards Accept Betting]]>><</link>> <br> <<link [[Refuse|Estate Cards Reject Betting]]>><</link>> <br><<effects>><<set $outside to 0>> <<set $estatePersistent.playerRejectedRaisingStakes to true>> <<person1>> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "I d-don't think I can bet money." <br><br> "Don't tell me you were expecting literal charity," Wren says with a smile. "Well, I'm fine either way. So, wanna play the usual way then?" <<elseif $speech_attitude is "bratty">> "You're just introducing betting, that's hardly making it any more fair," you say. "No deal." <br><br> "Even though I was so generous to ask my friends to cash in, as well," Wren says, shaking <<his>> head. "Well, your loss, I'm fine either way. So, wanna play the usual way then?" <<else>> "Sorry, I can't accept your offer, it doesn't seem fair enough," you say. <br><br> Wren shrugs. "Even though I was so generous to ask my friends to cash in," Wren says. "Oh well, I'm fine either way. So, wanna play the usual way then?" <</if>> <br><br> <<cards_start_play_options>><<effects>><<set $outside to 0>> <<set $estatePersistent.playerRejectedRaisingStakes to false>> <<set $estatePersistent.stakesRaised to true>> <<person1>> <<if $speech_attitude is "meek">> You meekly nod your head. <<elseif $speech_attitude is "bratty">> "Of course. I expected as much. Fine, whatever, works with me," you say. <<else>> "Hmm. Okay, sounds fair," you say. <</if>> <br><br> Wren smiles. "Alright, it's decided then," <<he>> says. "So, wanna play?" <br><br> <<cards_start_play_options>><<effects>><<set $outside to 0>> <span class="red">"Nah. No deal,"</span> Wren says. "This isn't a charity." <br><br> <i>Perhaps <<he>> would be more willing to consider this if <<he>> had a better opinion of you.</i> <br><br> "So, wanna play?" Wren asks. <br><br> <<cards_start_play_options>><<effects>><<set $outside to 0>> <<set $estate.cards.suggestedRaisingStakesToday to true>> <<if $speech_attitude is "meek">> "S-sorry to mention it again, but, um... Is there any chance you've reconsidered my suggestion, a-about giving me some money back when I win?" you ask. <<elseif $speech_attitude is "bratty">> "You seem like a reasonable <<nnpc_gender "Wren">>, so I'm sure you've reconsidered my suggestion," you say. "Ready to put some money forward?" <<else>> "About the suggestion I'd made earlier," you say, "about you betting some money in exchange for my clothes. Have you reconsidered it?" <</if>> <br><br> "You're a persistent one," Wren says. <<He>> turns to look at <<his>> goons, before turning back to you. <br><br> <<if C.npc.Wren.love gte 20>> "You're just gonna keep asking, aren't you?" Wren says. <br><br> <<set $phase to 2>> <<link [[Next|Estate Cards Suggest Betting Success]]>><</link>> <<else>> <span class="red">"You just don't get it, do you? No deal,"</span> Wren says. "As I've said, this isn't a charity." <br><br> <i>Perhaps <<he>> would be more willing to consider this if <<he>> had a better opinion of you.</i> <br><br> "So, wanna play?" Wren asks. <br><br> <<cards_start_play_options>> <</if>><<effects>><<set $outside to 0>> <<set $estatePersistent.playerRejectedRaisingStakes to false>> <<set $estatePersistent.stakesRaised to true>> <<person1>> <<if $speech_attitude is "meek">> "I-I accept your offer," you say. "B-betting, I mean." <br><br> "So you changed your mind," Wren says with a smile. "Fine by me. So, wanna play?" <<elseif $speech_attitude is "bratty">> "I changed my mind, I'm fine with betting some money as well," you say. "Don't get the wrong idea though, you won't get to see much of it." <br><br> Wren chuckles. "Confident, aren't we? Let's see you put your money where your mouth is," Wren says. "Wanna play?" <<else>> "I thought about it, and I accept your proposition," you say. <br><br> "You mean <i>your</i> proposition," Wren says with a chuckle. "So, wanna play?" <</if>> <br><br> <<cards_start_play_options>><<effects>> <!-- estate ends 7 and 8 --> <<if $wren_intro isnot undefined>> <<set $estate_cards_end to "run">> <</if>> <<if $estate.cards.state is "ride">> <!-- note - this is an impossible if clause. the player isn't given this option in the ride state. --> <<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">> You shove Wren off your lap, and run for the door. <<else>> You climb off Wren, and run for the door before <<he>> can grab you. <</if>> <<else>> You turn and run. <</if>> <<if $athleticsSuccess>> You hear footsteps pursue, but you dash around the outside of the cottage <span class="green">and outpace them.</span> You drop down a ditch to hide. <br><br> <!-- estate end 7. currently still leads to the pot getting confiscated, we should add an extra option to try and run WITH the winnings for a higher chance of getting caught --> <<card_pot_confiscated>> <<estate_cards_finish>> <<link [[Next|Estate]]>><<endevent>><</link>> <br> <<else>> You hear footsteps pursue. You've barely made it outside when Wren <span class="red">tackles you to the ground.</span> "What should we do with <<phim>>?" <<he>> asks as more arms hold you down. <br><br> <<outfitChecks>> <<if _fullyNaked>> "The moor will take <<phim>>," the <<person2>><<person>> replies. <<else>> <<clothesruined>><<exposure>> "Like you need to ask," the <<person2>><<person>> replies. Hands grasp your clothes from all directions, pulling and tearing the fabric, until you're left exposed. <<covered>> <</if>> <<fameexhibitionism 7>> <br><br> They lift you, and carry you naked through the estate, towards the entrance. The guard sees you coming, and smirks as <<he>> opens the gate. <br><br> They heft you through. You hear it rattle shut as you climb to your feet. You stumble away, enduring the jeers. <br><br> <!-- estate end 8. --> <<card_pot_confiscated>> <<estate_cards_finish>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<estate_end>><</link>> <br> <</if>><<effects>> You turn and run. <!-- estate ends 5 and 6 --> <<if $athleticsSuccess>> <<if $wren_intro isnot undefined>> <<set $estate_cards_end to "cheat_run">> <</if>> You hear footsteps pursue, but you dash around the outside of the cottage <span class="green">and outpace them.</span> You drop down a ditch to hide. <br><br> <!-- estate end 5 --> <!-- currently leads to the pot getting confiscated, perhaps we should have an alternative option for a higher risk escape (for a chance to grab your winnings) --> <<card_pot_confiscated>> <<estate_cards_finish>> <<link [[Next|Estate]]>><<endevent>><</link>> <br> <<else>> You hear footsteps pursue. You've barely made it outside when Wren <span class="red">tackles you to the ground.</span> <br><br> "Got you," Wren says, now on top of you. "Now, stop resisting. You're gonna be in good hands - <<nnpc_he "Remy">> will whip you into shape." <br><br> <!-- estate end 6. <<estate_end>> and <<endevent>> called within --> <<blackjackCaughtCheatingSurrender>> <</if>><<effects>> <!-- <<if $estate.cards.state is "ride">> is omitted because in that state the apologise option isn't given --> <<if $speech_attitude is "meek">> "I'm sorry for cheating, please forgive me!" you plead. <<elseif $speech_attitude is "bratty">> "Well shit, you got me," you say. "Forgive and forget?" <<else>> "You got me," you say. "Sorry." <</if>> <<set _plead_points to $estate._base_plead_points + random($estate._plead_rng_min, $estate._plead_rng_max)>> <<set _plead_success to (_plead_points gte $estate._plead_required_points)>> <<if not $estate.prev_apologised and _plead_success>> <<if $wren_intro isnot undefined>> <<set $estate_cards_end to "cheat_moor">> <</if>> <br><br> Wren sighs. "What am I going to do with you?" <<he>> says.<br><br> <span class="green">Your pleas seem to have reached <<him>>.</span> <br><br> "Can't give this one to <span class="pink"><<nnpc_him "Remy">></span>, would cause them too much trouble," Wren says. <br> "What should we do with <<phim>>?" <<he>> asks <<his>> friends, who have completely surrounded you. <br><br> <<outfitChecks>> <<if _fullyNaked>> "Let's take <<phim>> to the moor," the <<person2>><<person>> replies. <<else>> <<clothesruined>><<exposure>> "Like you need to ask," the <<person2>><<person>> replies. Hands grasp your clothes from all directions, pulling and tearing the fabric, until you're left exposed. <<covered>> <</if>> <br><br> They lift you, and carry you naked through the estate, towards the entrance. The guard sees you coming, and smirks as <<he>> opens the gate. <br><br> They heft you through. You hear it rattle shut as you climb to your feet. You stumble away, enduring the jeers. <br><br> <!-- estate end 3 --> <<card_pot_confiscated>> <<estate_cards_finish>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<estate_end>><</link>> <br> <<else>> <<if $estate.prev_apologised>> <br><br> Wren looks at you in disbelief for a second and scoffs. <br><br> "You're shameless, you know that?" <<he>> says. <span class="red">"That's exactly what you told us last time."</span> <<else>> <br><br> <span class="red">"Sorry won't cut it, <<lass>>,"</span> Wren says. "Gotta make sure you learn your lesson." <</if>> <br><br> "Now, be a good <<girl>> and don't try anything stupid," <<he>> says with a smile. <br><br> <<blackjackCaughtControls 2>> <</if>><<effects>><<set $outside to 0>> <<if $speech_attitude is "meek">> "T-this is a misunderstanding, please!" you plead.<br><br> <<elseif $speech_attitude is "bratty">> "Oh come on, this is bullshit!" you cry out. "You're a cheat yourself. You don't even have any proof!" <<else>> "I have no idea what you're talking about," you say. "You're making a mistake." <</if>> <br><br> Your words fall on deaf ears. "We both know what you did," Wren says. "Gotta make sure you learn your lesson." <br><br> "Now, be a good <<girl>> and don't try anything stupid," <<he>> says with a smile. <br><br> <<blackjackCaughtControls 2>><<effects>><<set $outside to 0>> You stay in place, allowing Wren's goons to surround you. <br><br> <!-- estate end 4 --> <<blackjackCaughtCheatingSurrender>> <!-- basically same stuff as in run, but less forced --><<effects>><<set $outside to 0>> <<blackjackStart "Blackjack Finish">> <<person1>> <<set $wrenSeenLast to "cards">> <<if $wren_intro is undefined>> <<set $wren_intro to true>> You pull back a chair, and sit at the table. "Nice," the <<if $pronoun is "m">>blond man<<else>>blonde woman<</if>> says. "<span class="gold">The name's Wren.</span> Now, how about we make this interesting?" <br><br> <<if $speech_attitude is "meek">> "I-If I win," you say, "you have to do me a favour." <<elseif $speech_attitude is "bratty">> "I don't want your money," you say. "If I win, you owe me a favour." <<else>> "Instead of money," you say, "if I win, you owe me a favour." <</if>> <br><br> Wren laughs. "I like that. And if I win." <<He>> pauses. <<estate_cards_bet>> <<else>> You pull back a chair, and sit at the table. "Nice," Wren says. "You win, I do you a favour. I win." <<He>> pauses. <<estate_cards_bet>> <<if $estatePersistent.stakesRaised>> <<if $estate.cards.bettingEnabled>> <br><br> "You can also throw in some extra cash into the mix from your pot. I'll match the bet, and my friends will throw in some extra," Wren says. <<else>> <br><br> "We won't be betting this time, it seems," Wren says. "Running low?" Wren asks with a smile. <</if>> <</if>> <<if $estatePersistent.newDeckTimer is 0 and $estatePersistent.markedCards.size gt 0>> <br><br> "Oh, and by the way," Wren says. "<span class="blue">We've replaced the deck after our last game.</span> Though I'm sure you would've noticed that," <<he>> says with a smirk. <<set $estatePersistent.markedCards to new Set()>> <<set $estatePersistent.newDeckTimer to 3>> <</if>> <</if>> <br><br> <<cards_play_options>><<blackjackCalculate>> <<cards_exposure_text>> <<blackjackControls>><<effects>><<set $outside to 0>> <<switch $blackjack.cheatChoice>> <<case "mark">> <<blackjackGetCanMarkCount>> You put your cards down and pretend to contemplate. <<if _can_mark_count gt 1>> Then, you glance at your cards again, one at a time, seemingly deep in thought, while in reality you're placing a unique mark on them. <<else>> Then, you glance at your cards again, seemingly deep in thought, while in reality you're placing a unique mark on one of them. <</if>> <br><br> <<skulduggerycheck>> <!-- helping the player not make a guaranteed suicidal choice here, if they don't intend to --> <<if $skulduggerysuccess is 1>> <<set $blackjack.susRoseInThisRound to true>> <<blackjackSuspicion `8+_can_mark_count*2` "caughtmarkingcardsuccess">> <<if $estatePersistent.suspicion gte 100>> <<set $skulduggerysuccess to 0>> <</if>> <</if>> <<if $skulduggerysuccess is 1>> The amount of time you're taking has not gone unnoticed, but other than that no one seems to have noticed you marking the cards. <<gsuspicion>> <br><br> <<skulduggeryuse>> <<link [[Next|Estate Blackjack]]>><</link>> <<else>> <<if $estatePersistent.suspicion lt 100>> <<blackjackSuspicion 10000 "caughtmarkingcardfail">> <</if>> <br><br> <<if $estate.cards.state is "ride">> Suddenly, the dealer approaches Wren and whispers something. Afterwards, you hear Wren <span class="red">chuckling.</span> <br><br> <<skulduggeryuse>> <<He>> reaches <<his>> hand behind <<his>> back and snatches the card from your grasp. <<He>> then shows you the mark you've placed on it. <br> <<else>> When you look back up, you see Wren <span class="red">staring right into your eyes.</span> <br><br> <<skulduggeryuse>> <<He>> takes your card and points to the mark you've just placed. "Good thing I caught you right in the act." <br> <</if>> "Ruining our cards, eh? Thought we wouldn't notice?" <<he>> says. "Tsk, tsk. This won't do." <br><br> <<if $speech_attitude is "meek">> "I-I'm sorry, it was an accident!" you say. <<elseif $speech_attitude is "bratty">> "Blame your dealer, I'm not the one who damaged the card," you say. <<else>> "I didn't do anything," you say. <</if>> <br><br> <<blackjackCheatingCaught>> <</if>> <br><br> <</switch>><<effects>><<set $outside to 0>> <<blackjackEnd "win">> <<blackjackStart "Blackjack Finish">> <<estate_chaos_bar>> <br><br> <<blackjackResultText true>> <<blackjackPostGameBettingResult true>> <<switch $estate.cards.daring>> <<case 0>> Wren spreads <<his>> hands. "I'm a <<personsimple>> of my word," <<he>> says. "Name your favour." <<case 1>> Wren runs <<his>> fingers over the table. "Don't be shy," <<he>> says. "Name your favour." <<case 2>> Wren stares at your cards longer than needed. "Fine," <<he>> says. "Name your favour." <<case 3>> Wren glances at the cards again. "So what will it be?" <<he>> asks. "Name your favour." <<case 4>> Wren reclines in <<his>> chair. "Another win for you," <<he>> says. "Name your favour." <<case 5>> Wren folds <<his>> arms. "Not bad," <<he>> says. "Name your favour." <<case 6>> Wren leans forward. "Don't hesitate," <<he>> says. "Name your favour." <<case 7>> Wren grins. "So that's how it is," <<he>> says. "Name your favour." <<case 8>> Wren laughs. "So what will it be this time?" <<he>> asks. "Name your favour." <<case 9>> Wren laughs. "I wonder what <<pshe>> has brewing," <<he>> says. "Name your favour." <<case 10>> Wren laughs. "Don't go easy on me," <<he>> says. "Name your favour." <<default>> Wren laughs. "So who do you want dead?" <<he>> asks. "I'm joking, but name your favour." <</switch>> <<ldom>><<npcincr Wren dom -1>> <br><br> <<if $estate.cards.daring is 0>> <i>Despite <<his>> words, you know <<he>> won't be willing to do just anything. Not at first. You'll need to start with easy demands.</i> <br><br> <</if>> <<switch $estate.cards.daring>> <<case 0>> <span class="red">Wren smirks at you.</span> <<case 1>> <span class="pink">Wren looks cautious.</span> <<case 2>> <span class="pink">Wren looks wary.</span> <<case 3>> <span class="purple">Wren looks relaxed.</span> <<case 4>> <span class="purple">Wren looks at ease.</span> <<case 5>> <span class="blue">Wren looks amused.</span> <<case 6>> <span class="blue">Wren looks entertained.</span> <<case 7>> <span class="lblue">Wren looks adventurous.</span> <<case 8>> <span class="lblue">Wren looks bold.</span> <<case 9>> <span class="teal">Wren looks brave.</span> <<case 10>> <span class="teal">Wren looks audacious.</span> <<default>> <span class="green">Wren is fearless.</span> <</switch>> <br><br> What do you ask? <br><br> <<link [[Drink a shot of whisky|Estate Cards Whisky]]>><<set $estate.cards.daring += 1>><</link>><<gdaring>> <br> <<set _favoursRemaining to 0>> <<if $estate.cards.kiss isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 1>> <<link [[Kiss a colleague|Estate Cards Kiss]]>><<set $estate.cards.daring += 2>><<set $estate.cards.kiss to 1>><<arousal 600 "mouth">><</link>><<ggdaring>><<garousal>> <br> <<else>> <span class="blue">Kiss a colleague: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.steeds isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 3>> <<link [[Agitate the steeds (0:10)|Estate Cards Steeds]]>><<pass 10>><<farm_aggro -5>><<set $estate.cards.steeds to 1>><<set $estate.cards.daring -= 1>><</link>><<laggro>><<ldaring>> <br> <<else>> <span class="blue">Agitate the steeds: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.rumour isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 3>> <<link [[Spread a rumour (0:10)|Estate Cards Rumour]]>><<pass 10>><<estate_chaos 10>><<set $estate.cards.rumour to 1>><<set $estate.cards.daring -= 1>><</link>><<gchaos>><<ldaring>> <br> <<else>> <span class="blue">Spread a rumour: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.wren_top is 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 3>> <<link [[Strip your top|Estate Cards Top]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_top to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>> <br> <<else>> <span class="blue">Strip your top: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.weapons isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 5>> <<link [[Hide Remy's weapons (0:10)|Estate Cards Weapons]]>><<pass 10>><<farm_aggro -5>><<set $estate.cards.weapons to 1>><<set $estate.cards.daring -= 1>><</link>><<laggro>><<ldaring>> <br> <<else>> <span class="blue">Hide Remy's weapons: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.wren_bottoms is 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 5>> <<if C.npc.Wren.pronoun is "f">> <<link [[Strip your skirt|Estate Cards Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>> <<else>> <<link [[Strip your trousers|Estate Cards Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>> <</if>> <br> <<else>> <<if C.npc.Wren.pronoun is "f">> <span class="blue">Strip your skirt: More daring required.</span> <<else>> <span class="blue">Strip your trousers: More daring required.</span> <</if>> <br> <</if>> <</if>> <<if $estate.cards.cars isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 7>> <<link [[Disable Remy's cars (0:10)|Estate Cards Cars]]>><<pass 10>><<farm_aggro -15>><<set $estate.cards.cars to 1>><<set $estate.cards.daring -= 1>><</link>><<llaggro>><<ldaring>> <br> <<else>> <span class="blue">Disable Remy's cars: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.window isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 7>> <<link [[Smash a mansion window (0:10)|Estate Cards Window]]>><<pass 10>><<estate_chaos 20>><<set $estate.cards.window to 1>><<set $estate.cards.daring -= 1>><</link>><<ggchaos>><<ldaring>> <br> <<else>> <span class="blue">Smash a mansion window: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.wren_top isnot 1 and $estate.cards.wren_under_top is 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 7>> <<if C.npc.Wren.pronoun is "f">> <<link [[Strip your bra|Estate Cards Under Top]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_top to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>> <<else>> <<link [[Strip your vest|Estate Cards Under Top]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_top to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>> <</if>> <br> <<else>> <<if C.npc.Wren.pronoun is "f">> <span class="blue">Strip your bra: More daring required.</span> <<else>> <span class="blue">Strip your vest: More daring required.</span> <</if>> <br> <</if>> <</if>> <<if $estate.cards.cattle isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 9>> <<link [[Free the cattle (0:10)|Estate Cards Cattle]]>><<pass 10>><<estate_chaos 20>><<set $estate.cards.cattle to 1>><<set $estate.cards.daring -= 1>><</link>><<ggchaos>><<ldaring>> <br> <<else>> <span class="blue">Free the cattle: More daring required.</span> <br> <</if>> <</if>> <<if $estate.cards.wren_bottoms isnot 1 and $estate.cards.wren_under_bottoms is 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 9>> <<if C.npc.Wren.pronoun is "f">> <<link [[Strip your panties|Estate Cards Under Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>> <<else>> <<link [[Strip your briefs|Estate Cards Under Bottoms]]>><<set $estate.cards.daring += 2>><<set $estate.cards.wren_under_bottoms to 0>><<arousal 600>><</link>><<ggdaring>><<garousal>> <</if>> <br> <<else>> <<if C.npc.Wren.pronoun is "f">> <span class="blue">Strip your panties: More daring required.</span> <<else>> <span class="blue">Strip your briefs: More daring required.</span> <</if>> <br> <</if>> <</if>> <<if $estate.cards.fire isnot 1>> <<set _favoursRemaining += 1>> <<if $estate.cards.daring gte 11>> <<link [[Start a fire (0:10)|Estate Cards Fire]]>><<pass 10>><<farm_aggro -30>><<estate_chaos 50>><<set $estate.cards.fire to 1>><</link>><<garousal>><<lllaggro>><<gggchaos>> <br> <<elseif _favoursRemaining is 1>> <!-- if this is the very last favour remaining, but daring is low - we let the player know about this option, so that they realise they've mismanaged the daring and need to increase it again so that they can get all favours we do not show this option if they haven't gotten all other favours first, though --> <span class="blue">Start a fire: More daring required.</span> <br> <</if>> <</if>> <!-- we could allow the player to announce victory earlier, too, but it makes sense to require ALL dares to be completed --> <!-- we could also ignore the ones where we get Wren to get more daring with no actual benefit for us since PC doesn't particularly care about Wren's state of undress however, I figured I'll count them too since Wren being undressed definitely plays a role in them feeling defeated when the PC leaves --> <<if _favoursRemaining is 0>> <i>You realise there are no more favours you can think of. You could end the game by declaring yourself victorious.</i> <<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>> <br> <span class="gold">Wren might feel defeated enough to consider returning you your clothes.</span> <</if>> <br> <<link [[Declare your victory|Estate Cards Player Victory]]>><<npcincr Wren dom -5>><</link>><<lldom>> <br> <<else>> <span class="blue">Declare your victory: Request all other favours first.</span> <</if>><<effects>><<set $outside to 0>> <<person1>> <<if $speech_attitude is "meek">> "I-I've asked for every favour I had thought of already," you say. <<elseif $speech_attitude is "bratty">> "I've gotten everything I wanted from you," you say with a smirk. "I've milked you dry. The game is over." <<else>> "I have no more favours to ask. Does this mean the game is over?" you say. <</if>> <br><br> Wren raises <<his>> eyebrows in surprise. It looks like your comment has caught <<him>> off-guard. <br><br> <<card_pot_collected>> <<set $estate_cards_end to "pc_won">> <<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>> <span class="gold">Normally, Wren would be feeling too confident to even consider returning your clothing, but this might be your chance.</span> <br><br> <<link [[Say you want your clothing back|Estate Cards Rebuy Clothing]]>><</link>> <br> <<link [[Leave your clothing behind|Estate Cards Player Victory Leave]]>><</link>> <<else>> <<link [[Leave|Estate Cards Player Victory Leave]]>><</link>> <</if>> <br><<effects>> "Is that so?" Wren says. The surprise on <<his>> face has faded, replaced by <<his>> usual, relaxed smile. <br><br> "Well, don't let us stop you," <<he>> says. "When you want to play again, you know where to find us." <br><br> <<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>> You walk outside, leaving your confiscated clothing behind. <<else>> You walk outside. <</if>> <<if $exposed gte 2>> A breeze makes you shiver. <</if>> <<estate_cards_finish>> <br><br> <<link [[Next|Estate]]>><<endevent>><</link>><<effects>><<set $outside to 0>> Before <<he>> can say anything, you continue. <br><br> <<if $speech_attitude is "meek">> "For my last favour, c-could you give me my clothing back, please?" you say. <<elseif $speech_attitude is "bratty">> "There's one last favour I need from you - my clothing, give it back," you say. "I've already won, so it's only fair." <<else>> "I do have one last favour to request, so I'd like to use it to get my clothing back," you say. <</if>> <br><br> <<card_clothes_rebuy_calculate>> <!-- calculates $estate.cards.clothesRebuyTerms --> <<set _s1 to $estate.cards.confiscatedClothes.length gt 1 ? "This rag?" : "These rags?">> <<set _s2 to $estate.cards.confiscatedClothes.length gt 1 ? "pile of clothing" : "piece of clothing">> <<person1>> <<if $estate.cards.clothesRebuyTerms.price gt 0>> Wren lazily casts a glance at the _s2 lying next to one of <<his>> goons. <br><br> <<else>> "_s1" Wren says, inspecting the _s2 lying next to one of <<his>> goons. <br><br> <</if>> <<His>> face lights up, and you can see a devious glint form in <<his>> eyes. After a moment of deliberation, <<he>> looks back at you. <br><br> <<link [[Next|Estate Cards Rebuy Clothing 2]]>><</link>><<effects>><<set $outside to 0>> <<set _s1 to $estate.cards.confiscatedClothes.length gt 1 ? "souvenirs" : "souvenir">> <<if $estate.cards.clothesRebuyTerms.price gt 0>> <<set _s2 to $estate.cards.confiscatedClothes.length gt 1 ? "it all" : "it">> "Sure, I can give our _s1 back to you, for the low price of <<printmoney $estate.cards.clothesRebuyTerms.price>>," Wren says. "That's much less than it'd cost to rebuy _s2, so I'm being generous here." <br><br> "A great offer like that needs to be earned, though," Wren says. "I think my friends here deserve some fun." <br><br> "Satisfy them with your mouth," <<he>> continues, "and I'll cut you that sweet deal." <br><br> <<else>> "Sure, I can give our _s1 back to you," Wren says. "Tell you what, I don't even want your money for it." <br><br> "A gift like that needs to be earned, though," Wren says. "I think my friends here deserve some fun." <br><br> "Satisfy them with your mouth," <<he>> continues, "and you can have it back." <br><br> <</if>> <<cards_oral_options>><<effects>><<set $outside to 0>> <<blackjackEnd "loss">> <<blackjackStart "Blackjack Finish">> <<set $estate.cards.exposure to 3>> <<blackjackResultText false>> <<blackjackPostGameBettingResult false>> <<switch $estate.cards.desire>> <<case "over_upper">> <<set _cards_desire to "strip">> <<cards_strip_text>> <<if $worn.over_upper.set is $worn.over_lower.set>> <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> <<if $worn.under_upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>> <br><br> <<set $estate.cards.exposure to 5>> <span class="pink">They don't know you're naked beneath.</span> <<elseif $worn.under_upper.type.includes("naked") and ($player.sex is "f" or $player.gender_appearance is "f")>> <br><br> <<set $estate.cards.exposure to 4>> <span class="purple">They don't know you're topless beneath.</span> <<elseif $worn.under_lower.type.includes("naked")>> <br><br> <<set $estate.cards.exposure to 5>> <span class="pink">They don't know you're bottomless beneath.</span> <<else>> <</if>> <<elseif $worn.upper.type.includes("naked")>> <br><br> <<if $worn.under_upper.type.includes("naked") and ($player.sex is "f" or $player.gender_appearance is "f")>> <<set $estate.cards.exposure to 4>> <span class="purple">They don't know you're topless beneath.</span> <<else>> <<set $estate.cards.exposure to 3>> <span class="blue">They don't know you're only wearing underwear beneath.</span> <</if>> <<elseif $worn.lower.type.includes("naked")>> <br><br> <<if $worn.under_lower.type.includes("naked")>> <<set $estate.cards.exposure to 5>> <span class="pink">They don't know you're bottomless beneath.</span> <<else>> <<set $estate.cards.exposure to 3>> <span class="blue">They don't know you're wearing nothing else over your underwear.</span> <</if>> <<else>> <</if>> <<else>> <<if $worn.upper.type.includes("naked")>> <br><br> <<if $worn.under_upper.type.includes("naked") and ($player.sex is "f" or $player.gender_appearance is "f")>> <<set $estate.cards.exposure to 4>> <span class="purple">They don't know you're topless beneath.</span> <<elseif $player.sex is "f" or $player.gender_appearance is "f">> <<set $estate.cards.exposure to 3>> <span class="blue">They don't know you're only wearing underwear beneath.</span> <</if>> <<else>> <</if>> <</if>> <<case "over_lower">> <<set _cards_desire to "strip">> <<cards_strip_text>> <<if $worn.lower.type.includes("naked")>> <br><br> <<if $worn.under_lower.type.includes("naked")>> <<set $estate.cards.exposure to 5>> <span class="pink">They don't know you're bottomless beneath.</span> <<else>> <<set $estate.cards.exposure to 3>> <span class="blue">They don't know you're only wearing underwear beneath.</span> <</if>> <<else>> <</if>> <<case "upper">> <<set _cards_desire to "strip">> <<cards_strip_text>> <<if $worn.upper.set is $worn.lower.set>> <<if $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>> <br><br> <<set $estate.cards.exposure to 5>> <span class="pink">They don't know you're naked beneath.</span> <<elseif $worn.under_upper.type.includes("naked") and ($player.sex is "f" and $player.gender_appearance is "f")>> <br><br> <<set $estate.cards.exposure to 4>> <span class="purple">They don't know you're topless beneath.</span> <<elseif $worn.under_lower.type.includes("naked")>> <br><br> <<set $estate.cards.exposure to 5>> <span class="pink">They don't know you're bottomless beneath.</span> <<else>> <</if>> <<else>> <<if $worn.under_upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.sex is "f")>> <br><br> <<set $estate.cards.exposure to 4>> <span class="purple">They don't know you're topless beneath.</span> <<else>> <</if>> <</if>> <<case "lower">> <<set _cards_desire to "strip">> <<cards_strip_text>> <<if $worn.under_lower.type.includes("naked")>> <br><br> <<set $estate.cards.exposure to 5>> <span class="pink">They don't know you're wearing nothing beneath.</span> <<else>> <</if>> <<case "under_upper">> <<set _cards_desire to "strip">> <<cards_strip_text>> <<set $estate.cards.exposure to 5>> <br><br> <span class="pink">The others watch with bated breath.</span> <<case "under_lower">> <<set _cards_desire to "strip">> <<set $estate.cards.exposure to 5>> <<cards_strip_text>> <span class="pink">The others watch with bated breath.</span> <<case "legs">> <<set _cards_desire to "strip">> <<set $estate.cards.exposure to 0>> <<cards_strip_text>> <<case "hands">> <<set _cards_desire to "strip">> <<set $estate.cards.exposure to 0>> <<cards_strip_text>> <<case "feet">> <<set _cards_desire to "strip">> <<set $estate.cards.exposure to 0>> <<cards_strip_text>> <<case "twirl">> "Stand up and twirl. Without covering the good bits with your hands." <<set $estate.cards.exposure to 5>> <<case "bend">> "Turn around and present that bottom." <<set $estate.cards.exposure to 5>> <<case "chest_grope">> <<set _cards_desire to "ride">> <<if $player.breastsize gte 5>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren pinches your nipples, and tugs your <<breasts>>. "You're a good size," <<he>> says. "I'd bet you get stared at often." <<case 2>> Wren rests <<his>> fingertips on your <<breasts>>, and strokes them. "Are they sensitive?" <<he>> asks. "Can you cum from this teasing alone?" <<He>> flicks your nipple. <<default>> Wren grasps your <<breasts>> in <<his>> palms. "You should be proud of these milkers," <<he>> says, squeezing them and pinching your nipples between <<his>> fingers. "Don't let the boss see them. <<nnpc_He "Remy">> won't let you leave the estate." <</switch>> <<elseif $player.breastsize lte 1>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren rests <<his>> fingers on your <<nipples>>, and rubs. "Such cute buds," <<he>> says, giving them a flick. "I'd bet I can make you cum with this alone." <<case 2>> Wren grasps your chest, and rubs <<his>> thumbs over your <<nipples>>. "You like this, don't you," <<he>> says. "Are you losing on purpose?" <<default>> Wren grasps your <<nipples>> between thumb and forefinger, and gives them a little squeeze. "How long can you resist, I wonder?" <<he>> says. <</switch>> <<else>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren pinches your nipples, and tugs your <<breasts>>. "You're enjoying this," <<he>> says. "I can see it on your face." <<case 2>> Wren rests <<his>> fingertips on your <<breasts>>, and strokes them. "Are they sensitive?" <<he>> asks. "Can you cum from this teasing alone?" <<He>> flicks your nipple. <<default>> Wren pushes <<his>> palms against your <<breasts>>, and massages them. "Are you losing on purpose?" <<he>> asks. "I wouldn't complain." <</switch>> <</if>> <<case "bottom_grope">> <<set _cards_desire to "ride">> <<if $player.bottomsize gte 6>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren grasps your <<bottom>>, and squeezes. "You're blushing," <<he>> says. "Don't be embarrassed. An ass this big just has to be bullied." <<case 2>> Wren plants <<his>> hands on your <<bottom>>, and squeezes. "My hands aren't big enough," <<he>> says. "Not for this monster." <<default>> Wren spanks your <<bottom>>. "There's enough here for everyone," <<he>> laughs, squeezing. "Maybe my friends would like a turn when I'm done." <</switch>> <<elseif $player.bottomsize gte 3>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren grasps your <<bottom>>, and squeezes. "Bet you can cum from having your ass toyed with alone," <<he>> says as <<he>> massages your cheeks. "Such a slut." <<case 2>> Wren plants <<his>> hands on your <<bottom>>, and squeezes. "A good size," <<he>> says, giving you a small spank. "Not too soft either." <<default>> Wren spanks your <<bottom>>. "Do you like having your ass bullied like this?" <<he>> asks, spanking you again. "I bet you do." <</switch>> <<else>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren grasps your <<bottom>>, and squeezes. "You're blushing," <<he>> says. "Don't be embarrassed by your small ass. I think it's cute." <<case 2>> Wren plants <<his>> hands on your <<bottom>>, and squeezes. "Such a cute ass," <<he>> says. "Nice and firm." <<default>> Wren spanks your <<bottom>>. "Is bullying your ass like this enough to make you cum?" <<he>> asks, spanking you again. "I wonder." <</switch>> <</if>> <<case "pussy_grope">> <<set _cards_desire to "ride">> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren runs a finger over your <<pussy>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Having such a cute <<girl>> <<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">>beneath me<<else>>on my lap<</if>>. A lesser <<personsimple>> would have ravaged you already." <<case 2>> You feel Wren's eyes on your <<pussy>> as <<his>> finger teases your entrance. "I'll be inside you soon," <<he>> says as <<he>> strokes. "Just you wait." <<default>> Wren presses a finger against your <<clit>>. "You want to lose," Wren says as <<he>> strokes. "Don't deny it. You want to be bent over that table." <</switch>> <<case "penis_grope">> <<set _cards_desire to "ride">> <<if $player.penissize gte 4>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute, well-endowed <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already." <<case 2>> Wren stares at your <<penis>>, a rapt expression on <<his>> face, as <<his>> fingers wrap around it. "Can't believe the size," <<he>> says. "Will it even fit?" <<default>> Wren holds your <<penis>> in <<his>> hand while rubbing <<his>> crotch against your length. "Not sure if such a monster will fit," Wren says. "But I have to try." <</switch>> <<elseif $player.penissize gte 3>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute, well-endowed <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already." <<case 2>> Wren stares at your <<penis>> as <<his>> fingers wrap around it. "Nice and big," <<he>> says, stroking your length. "Just how I like it." <<default>> Wren holds your <<penis>> in <<his>> hand while rubbing <<his>> crotch against your length. "You're a big one," <<he>> says. "Might be hard to take you all the way." <</switch>> <<elseif $player.penissize gte 1>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already." <<case 2>> Wren stares at your <<penis>> as <<his>> fingers wrap around it. "You want to lose," <<he>> says, stroking your length. "You can't resist." <<default>> Wren holds your <<penis>> in <<his>> hand while rubbing <<his>> crotch against your length. "It'll be inside me soon," <<he>> says. "Just you wait." <</switch>> <<else>> <<set _rng to random(1, 3)>> <<switch _rng>> <<case 1>> Wren strokes the head of your <<penis>>. "This is taking a lot of self-control, you know," Wren says as <<he>> fondles you. "Sitting on such a cute <<girl>>'s lap. A lesser <<personsimple>> would have ravaged you already." <<case 2>> Wren stares at your <<penis>> as <<he>> takes it between thumb and forefinger. "It's so cute," <<he>> says, stroking your length. "You're about to spurt all over me, aren't you?" <<default>> Wren holds a finger against your <<penis>> while grinding <<his>> crotch against it. "You want to lose," <<he>> says with a smirk. "Don't deny it." <</switch>> <</if>> <<case "kiss">> <<set _cards_desire to "kiss">> <<if $pronoun is "m">> <<He>> wraps <<his>> arms around your waist, and pulls you closer. <<else>> <<He>> wraps <<his>> arms around your neck, and pulls you closer. <</if>> <<case "wren_lap">> "Get your ass over here." <br><br> <span class="pink"><<His>> friends watch, hoping to get a better look as you walk across the room.</span> <<case "pc_lap">> <<set _cards_desire to "still">> <<He>> rises from <<his>> seat, and walks around the table. <<case "penile">> <<set _cards_desire to "still">> <<He>> rises from <<his>> seat, and walks around the table. <<case "vaginal">> "Get your ass over here." <br><br> <span class="pink"><<His>> friends watch, hoping to get a better look as you walk across the room.</span> <<case "anal">> "Get your ass over here." <br><br> <span class="pink"><<His>> friends watch, hoping to get a better look as you walk across the room.</span> <</switch>> <<gdom>><<npcincr Wren dom 1>> <br><br> <<if _cards_desire is "strip">> <<link [[Strip reluctantly|Estate Cards Strip]]>><<set $phase to 0>><<stress 6>><<npcincr Wren love 1>><</link>><<glove>><<gstress>> <br> <<if $estate.cards.exposure is 5>> <<if hasSexStat("exhibitionism", 5)>> <<link [[Strip flauntingly|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism5">><</link>><<exhibitionist5>><<glove>> <br> <</if>> <<elseif $estate.cards.exposure is 4>> <<if hasSexStat("exhibitionism", 4)>> <<link [[Strip flauntingly|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism4">><</link>><<exhibitionist4>><<glove>> <br> <</if>> <<elseif $estate.cards.exposure is 3>> <<if hasSexStat("exhibitionism", 3)>> <<link [[Strip flauntingly|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism3">><</link>><<exhibitionist3>><<glove>> <br> <</if>> <<else>> <</if>> <<elseif _cards_desire is "still">> <<link [[Stay still|Estate Cards Strip]]>><<set $phase to 0>><<stress 6>><<npcincr Wren love 1>><</link>><<gstress>><<glove>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Flirt|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "promiscuity2">><</link>><<promiscuous2>> <br> <</if>> <<elseif _cards_desire is "ride">> <<link [[Endure|Estate Cards Strip]]>><</link>><<willpowerdifficulty 1 1000>><<cards_virginity_warning>> <br> <<elseif _cards_desire is "kiss">> <<link [[Endure|Estate Cards Strip]]>><<set $phase to 0>><</link>><<willpowerdifficulty 1 1000>><<note "Failure will increase arousal" "purple">><<cards_virginity_warning>> <br> <<link [[Kiss back|Estate Cards Strip]]>><<set $phase to 1>><<set $estate.cards.degree to "promiscuity1">><</link>><<promiscuous1>><<willpowerdifficulty 1 1000>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 400 1000>><<ggarousal>><<cards_virginity_warning>> <br> <<else>> <<link [[Do as asked|Estate Cards Strip]]>><<set $phase to 0>><<stress 6>><<npcincr Wren love 1>><</link>><<gstress>><<glove>> <br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Flaunt|Estate Cards Strip]]>><<set $phase to 1>><<npcincr Wren love 1>><<set $estate.cards.degree to "exhibitionism5">><</link>><<exhibitionist5>><<glove>> <br> <</if>> <</if>> <<if $estate.cards.state is "ride">> <<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">> <span class="blue">Wren's weight holds you down, preventing flight.</span> <<else>> <span class="blue">You wouldn't be able to climb off Wren in time, if <<he>> even let you.</span> <</if>> <br> <<else>> <<link [[Run|Estate Cards Run]]>><<npcincr Wren love -5>><</link>><<athleticsdifficulty 1 600>><<lllove>> <br> <</if>><<effects>><<set $outside to 0>> <<switch $estate.cards.desire>> <<case "over_upper">> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> <<if $worn.over_upper.set is $worn.over_lower.set>> open your $worn.over_upper.name, <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> <<if $worn.under_upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>> <span class="pink">revealing your naked body.</span> This takes Wren and <<his>> friends by surprise. A <<person2>><<person>> spits out <<his>> drink.<<person1>> Someone whistles. <br><br> <<cards_naked_cover>> Wren just smiles, taking in the sight. <br><br> <<elseif $worn.under_upper.type.includes("naked") and ($player.sex is "f" or $player.gender_appearance is "f")>> <span class="purple">revealing your <<breasts>>.</span> Someone laughs. "You really are a naughty <<girl>>," Wren laughs. <br><br> <<cards_top_cover>> <<elseif $worn.under_lower.type.includes("naked")>> <span class="pink">revealing your <<genitals>> and <<bottom>>.</span> A <<person2>><<person>> spits out <<his>> drink. <<person1>>"So you're that sort of <<girl>>, aye?" Wren grins. "Thought so." <br><br> <<cards_bottom_cover>> <<else>> <span class="blue">Revealing your underwear.</span> The room cheers. <br><br> <<cards_underwear_cover>> <</if>> <<elseif $worn.upper.type.includes("naked") and !$worn.lower.type.includes("covered")>> pull off your $worn.over_upper.name, <<if $worn.under_upper.type.includes("naked") and ($player.sex is "f" or $player.gender_appearance is "f")>> <<set $estate.cards.exposure to 4>> <span class="purple">revealing your <<breasts>>.</span> "I knew it," a <<person2>><<person>> says. "The slut's half stripped already." <br><br> Wren just grins and leers. <br><br> <<cards_top_cover>> <<else>> <<set $estate.cards.exposure to 3>> <span class="blue">revealing your $worn.under_upper.name.</span> "I'll have that soon as well," Wren says, taking a sip of <<his>> drink. <br><br> <<cards_bra_cover>> <</if>> <<elseif $worn.lower.type.includes("naked")>> <<if $worn.under_lower.type.includes("naked")>> <<set $estate.cards.exposure to 5>> <span class="pink">revealing your <<genitals>> and <<bottom>>.</span> The room laughs in surprise. "Walking around like that," a <<person2>><<person>> laughs. "This slut is just begging for a raping." <br><br> <<person1>>Wren is too busy leering to speak. <br><br> <<cards_bottom_cover>> <<else>> <<set $estate.cards.exposure to 3>> <span class="blue">revealing your underwear.</span> The room laughs in surprise. "Don't lie," Wren says. "You wanted to strip." <br><br> <<cards_underwear_cover>> <</if>> <<else>> and put <<overupperit>> on the table. <</if>> A <<person6>><<person>> snatches your discarded clothes, and chucks <<overupperit>> to Wren.<<person1>> <<card_clothes_lost "over_upper">> <<card_clothes_lost "over_lower">> <<else>> remove your $worn.over_upper.name, <<if $worn.upper.type.includes("naked")>> <<if $worn.under_upper.type.includes("naked") and ($player.sex is "f" or $player.gender_appearance is "f")>> <<set $estate.cards.exposure to 4>> <span class="purple">revealing your <<breasts>>.</span> A cheer erupts as they see you're already topless. Wren leers at you. <br><br> <<cards_top_cover>> <<elseif $player.sex is "f" or $player.gender_appearance is "f">> <<set $estate.cards.exposure to 3>> <span class="blue">revealing your $worn.under_upper.name.</span> "Not wearing much," Wren says. "Are we? I won't complain." <br><br> <<cards_underwear_cover>> <</if>> <<else>> and put <<overupperit>> on the table. <</if>> A <<person6>><<person>> snatches your discarded clothes, and chucks <<overupperit>> to Wren.<<person1>> <<card_clothes_lost "over_upper">> <</if>> <<case "over_lower">> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> remove your $worn.over_lower.name, <<if $worn.lower.type.includes("naked")>> <<if $worn.under_lower.type.includes("naked")>> <<set $estate.cards.exposure to 5>> <span class="pink">exposing your <<genitals>> and <<bottom>>.</span> The room fills with a surprised cheer. "Fucking nice," a <<person3>><<person>> says. Wren reclines, leering with a relaxed expression. <br><br> <<cards_bottom_cover>> <<else>> <<set $estate.cards.exposure to 3>> <span class="blue">revealing your underwear.</span> The room fills with a cheer. "Hope it's not too cold out on the moor," Wren says, smirking. <br><br> <<cards_bottom_cover>> <</if>> <<else>> and put <<overlowerit>> on the table. <</if>> A <<person6>><<person>> snatches your discarded clothes, and chucks <<overlowerit>> to Wren.<<person1>> <<card_clothes_lost "over_lower">> <<case "upper">> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> <<if $worn.upper.set is $worn.lower.set>> pull off your $worn.upper.name, <<if $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>> <<set $estate.cards.exposure to 5>> <span class="pink">revealing your naked body.</span> A <<person3>><<person>> spits out <<his>> drink. Someone whistles. Wren smirks. "No underwear?" <<person1>><<He>> smirks. "No complaints here." <br><br> <<cards_naked_cover>> <<elseif $worn.under_upper.type.includes("naked") and ($player.sex is "f" and $player.gender_appearance is "f")>> <<set $estate.cards.exposure to 4>> <span class="purple">revealing your <<breasts>>.</span> The room cheers. Wren leans forward for a closer look. "I knew you weren't a bra wearer," <<he>> says. <br><br> <<cards_top_cover>> <<elseif $worn.under_lower.type.includes("naked")>> <<set $estate.cards.exposure to 5>> <span class="pink">revealing your <<genitals>> and <<bottom>>.</span> A <<person3>><<person>> spills <<his>> drink in surprise as the others leers. "No underwear?" Wren asks. "You're playing it dangerous." <br><br> <<cards_bottom_cover>> <<else>> <span class="blue">revealing your underwear.</span> "Nice," Wren says, crossing <<his>> arms over <<his>> chest. "I'll have your underwear soon." <<His>> friends voice their approval. <br><br> <<cards_underwear_cover>> <</if>> A <<person5>><<person>> snatches your discarded <<dress>>, and chucks <<upperit>> to Wren.<<person1>> <<card_clothes_lost "upper">><<card_clothes_lost "lower">> <<else>> pull off your $worn.upper.name, <<if $worn.under_upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.sex is "f")>> <<set $estate.cards.exposure to 4>> <span class="purple">revealing your <<breasts>>.</span> The room cheers. "No bra?" Wren muses. "Should have guessed." <br><br> <<cards_top_cover>> <<else>> and drop <<upperit>> on the table. <</if>> A <<person5>><<person>> snatches your discarded <<dress>>, and chucks <<upperit>> to Wren.<<person1>> <<card_clothes_lost "upper">> <</if>> <<case "lower">> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> pull down your $worn.lower.name, <<if $worn.under_lower.name is "naked">> <<set $estate.cards.exposure to 5>> <span class="pink">revealing your <<genitals>> and <<bottom>>.</span> "No <<if $player.gender_appearance is "f">>panties<<else>>underwear<</if>>!" Wren announces. <<His>> friends cheer, and lean for a better look. <br><br> <<cards_bottom_cover>> <<else>> and drop it on the table. <</if>> A <<person4>><<person>> snatches your discarded <<skirt>>, and chucks <<lowerit>> to Wren.<<person1>> <<card_clothes_lost "lower">> <<case "under_upper">> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> pull off your $worn.under_upper.name, <<set $estate.cards.exposure to 5>> <span class="pink">revealing your <<breasts>>.</span> <<card_clothes_lost "under_upper">> <<exposure>> <<if $player.gender_appearance is "f" or $player.breastsize gte 5>> <</if>> A <<person6>><<person>> snatches your discarded <<bra>>, and chucks <<underupperit>> to Wren.<<person1>> <<card_clothes_lost "under_upper">> <<case "under_lower">> Wren thumps the table in anticipation, and <<his>> friends join in. "Off! Off! Off!" <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> <<set $estate.cards.exposure to 5>> <span class="pink">slide your $worn.under_lower.name down your legs, revealing your <<genitals>> and <<bottom>>.</span> <br><br> The cheer shakes the room. You drop your remaining clothes on the table. A <<person3>><<person>> snatches <<underlowerit>>, and chucks <<underlowerit>> to Wren.<<person1>> <<card_clothes_lost "under_lower">> <<case "legs">> <<set $estate.cards.exposure to 0>> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> peel your $worn.legs.name down your legs while Wren and <<his>> friends watch. You place <<legsit>> on the table. A <<person4>><<person>> snatches <<legsit>>, and chucks <<legsit>> to Wren.<<person1>> <<card_clothes_lost "legs">> <<case "hands">> <<set $estate.cards.exposure to 0>> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> take off your $worn.hands.name, and place <<handsit>> on the table. A <<person3>><<person>> snatches <<handsit>>, and chucks <<handsit>> to Wren.<<person1>> <<card_clothes_lost "hands">> <<case "feet">> <<set $estate.cards.exposure to 0>> <<if $phase is 1>> <<flaunting>> you <<else>> You <</if>> take off your $worn.feet.name, and place <<feetit>> on the table. A <<person2>><<person>> snatches <<feetit>>, and chucks <<feetit>> to Wren.<<person1>> <<card_clothes_lost "feet">> <<case "twirl">> <<set $estate.cards.lust += 1>> <<if $phase is 1>> <<flaunting>> you push your chair from the table, and rise to your feet. <<if $hairlength gte 700>> You lift your hair above your head as you twirl on the spot, letting each onlooker see you from every angle. <<else>> You twirl on the spot, letting each onlooker see you from every angle. <</if>> <<else>> You push your chair from the table, and rise to your feet. You force your arms to your side, exposing your <<if $player.gender_appearance is "f">><<breasts>> and <</if>><<genitals>>. You spin on the spot, letting each onlooker see you from every angle. <</if>> <br><br> Wren and <<his>> friends watch, taking it all in. <<case "bend">> <<set $estate.cards.lust += 1>> <<if $phase is 1>> <<flaunting>> you turn and climb onto your chair. You stick your <<bottom>> out, and wiggle. You know they can see your <<genitals 1>> from this angle. <<else>> You turn and climb onto the chair. You feel self-conscious as you stick out your <<bottom>>. You keep your thighs closed tight, but you suspect they can see your <<genitals 1>> from this angle. <</if>> The room gathers around Wren for a better look. <<case "chest_grope">> <<set $estate.cards.lust += 1>> <<set _wren_action to "arouse">> Wren's assault on your chest continues, your <<breasts>> at the mercy of <<his>> fingers. <<case "bottom_grope">> <<set $estate.cards.lust += 1>> <<set _wren_action to "arouse">> Wren's assault on your <<bottom>> continues. <<case "pussy_grope">> <<set $estate.cards.lust += 1>> <<set _wren_action to "arouse">> Wren's assault on your <<pussy>> continues. <<case "penis_grope">> <<set $estate.cards.lust += 1>> <<set _wren_action to "arouse">> Wren's assault on your <<penis>> continues. <<case "kiss">> <<set $estate.cards.lust += 1>> <<set _wren_action to "arouse">> <<if $phase is 1>> You lean forward and <<oraltext>> push your tongue between Wren's lips. <<if currentSkillValue("oralskill") gte random(400, 1000)>> <<set $estate.cards.lust += 2>> <span class="green">You catch <<him>> by surprise,</span> disarming <<him>>. You feel <<him>> relax, and for a moment <<he>> seems content to let you lead. <<else>> <span class="red"><<He>> kisses back harder,</span> grasping your cheeks as <<he>> invades your mouth in return. <</if>> <<else>> Wren kisses you, sucking on your upper lip, then pushing <<his>> tongue into your mouth. <</if>> <<takeKissVirginity "Wren" "consensual">> <<case "pc_lap">> <<set $estate.cards.position to $estate.cards.desire>> <<set $estate.cards.state to "ride">> Wren rests an arm on your shoulder as <<he>> straddles your body, facing you. <<if $phase is 1>> You plant your hands on <<his>> ass, and pull <<him>> against your crotch. <</if>> "This way we can't see each other's cards." <br><br> "We'll keep playing," <<he>> continues. "<span class="blue">Until you cum.</span> How's that?" <<case "penile">> <<set $estate.cards.position to $estate.cards.desire>> <<set $estate.cards.state to "ride">> <<if $phase is 1>> <<if $speech_attitude is "meek">> "B-be gentle," you say. <<elseif $speech_attitude is "bratty">> "I haven't got all day," you say. "Get your ass over here." <<else>> "Always happy to let a cute <<nnpc_gendery "Wren">> do all the work," you say. <</if>> <</if>> Wren rests an arm on your shoulder as <<he>> straddles your body, facing you. "This way we can't see each other's cards." <br><br> <span class="purple"><<He>> rubs <<his>> crotch against your <<penis>>.</span> "Feel that?" <<cards_lap_clothes_intro>> <<He>> takes your length in <<his>> hand, <span class="pink">and presses it against <<his>> entrance.</span> <br><br> "Don't worry," <<he>> says. "I won't just take you. <span class="purple">I'm gonna make you cum first.</span> <span class="pink">Then your cock is mine.</span> I'll catch every drop of semen, and ride you until I'm satisfied." <<case "wren_lap">> <<set $estate.cards.position to $estate.cards.desire>> <<set $estate.cards.state to "ride">> <<if $phase is 1>> You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table, wrap your arms around Wren's neck, and swing your leg over <<his>> lap, facing <<him>>. "Good thinking," <<he>> says. "This way we can't see each other's cards." <<else>> You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table. Wren grasps your waist, and pulls you onto <<his>> lap, facing <<him>>. "This way we can't see each other's cards." <</if>> <br><br> "We'll keep playing," <<he>> continues. "<span class="blue">Until you cum.</span> How's that?" <<case "vaginal">> <<set $estate.cards.position to $estate.cards.desire>> <<set $estate.cards.state to "ride">> <<if $phase is 1>> You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table, wrap your arms around Wren's neck, and swing your leg over <<his>> lap, facing <<him>>. "Good thinking," <<he>> says. "This way we can't see each other's cards." <<else>> You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table. Wren grasps your waist, and pulls you onto <<his>> lap. "This way we can't see each other's cards." <</if>> <br><br> <span class="purple">You feel a firm length press against your <<pussy>>.</span> "Feel that?" <<cards_lap_clothes_intro>> <br><br> "Don't worry," <<he>> says. "I won't just take you. <span class="purple">I'm gonna make you cum first.</span> <span class="pink">Then your pussy's mine.</span>" <<case "anal">> <<set $estate.cards.position to $estate.cards.desire>> <<set $estate.cards.state to "ride">> <<if $phase is 1>> You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table, wrap your arms around Wren's neck, and swing your leg over <<his>> lap, facing <<him>>. "Good thinking," <<he>> says. "This way we can't see each other's cards." <<else>> You rise from your seat, enduring the eager eyes of Wren and <<his>> friends. You walk around the table. Wren grasps your waist, and pulls you onto <<his>> lap. "This way we can't see each other's cards." <</if>> <br><br> <span class="pink">You feel a firm length press against your <<bottom>>.</span> "Feel that?" <<cards_lap_clothes_intro>> <br><br> "Don't worry," <<he>> says. "I won't just take you. <span class="purple">I'm gonna make you cum first.</span> <span class="pink">Then your ass is mine.</span>" <</switch>> <<if $phase is 1>> <<switch $estate.cards.degree>> <<case "exhibitionism3">> <<exhibitionism3>> <<case "exhibitionism4">> <<exhibitionism4>> <<case "exhibitionism5">> <<exhibitionism5>> <<case "promiscuity2">> <<promiscuity2>> <<default>> <<promiscuity1>> <</switch>> <<else>> <br><br> <</if>> <<if _wren_action is "arouse">> <<if $willpowerSuccess>> <span class="green">You manage to remain detached,</span> and avoid letting Wren arouse you further, for now. <<else>> You try to remain detached, <span class="red">but Wren is too skilled and persistent.</span><<ggarousal>><<gwillpower>><<willpower 3>> <<arousal 1500>> <</if>> <br><br> <<cards_arousal_check>> <</if>> <<blackjackPostGameThrowTips>> <<if _cards_orgasm is true and $estate.cards.lust gte 10>> <<switch $estate.cards.position>> <<case "penile">> Wren's own body shakes with arousal as <<he>> pushes <<his>> body above your <<penis>>. <span class="pink"><<He>> attempts to envelop your cock,</span> <span class="green">but fails,</span> instead sliding your length against <<his>> clit. <span class="green">The sensation proves too much.</span> <<He>> throws <<his>> arms around your neck and cries out as <<his>> body spasms in orgasm. <<case "vaginal">> Wren's own body shakes with arousal as <<he>> lines <<his>> <<print $NPCList[0].penisdesc>> against your <<pussy>>. <span class="pink"><<He>> tries to penetrate,</span> <span class="green">but fails,</span> instead sliding <<his>> length against your abdomen. <span class="green">The sensation proves too much.</span> <<He>> grasps your hips and thrusts as <<he>> ejaculates on your tummy. <<bodyliquid "tummy" "semen">> <<case "anal">> Wren's own body shakes with arousal as <<he>> lines <<his>> <<print $NPCList[0].penisdesc>> in front of your <<bottom>>. <span class="pink"><<He>> tries to penetrate,</span> <span class="green">but fails,</span> instead sliding <<his>> length between your cheeks <span class="green">The sensation proves too much.</span> <<He>> grasps your hips and thrusts as <<he>> ejaculates. <<bodyliquid "bottom" "semen">> <<case "pc_lap">> Wren throws <<his>> arms around your neck as <<his>> body spasms in orgasm. <<default>> Wren cries out and thrusts <<his>> hips as <<his>> body spasms in orgasm. <</switch>> <<earnFeat "Playing with Fire">> <br><br> <<link [[Next|Estate Cards Orgasm]]>><</link>> <br> <<elseif _cards_orgasm is true>> <<if $estate.cards.position isnot "wren_lap">> <<link [[Next|Estate Cards Sex]]>><</link>> <br> <<else>> <<link [[Next|Estate Cards Sex Safe]]>><</link>> <br> <</if>> <<elseif $estate.cards.lust gte 10>> Wren's body shakes with arousal. Despite <<his>> relentless teasing, you've out-endured <<him>>, <<his>> body unwilling to take any more. <<switch $estate.cards.position>> <<case "penile">> <<He>> throws <<his>> arms around your neck and cries out as <<his>> body spasms in orgasm. <<case "vaginal">> <<bodyliquid "tummy" "semen">> <<He>> grasps your hips and thrusts as <<he>> ejaculates on your tummy. <<case "anal">> <<bodyliquid "bottom" "semen">> <<He>> grasps your hips and thrusts as <<he>> ejaculates. <<case "pc_lap">> <<He>> cries out as <<his>> body spasms in orgasm. <<default>> <<He>> cries out and thrusts <<his>> hips as <<his>> body spasms in orgasm. <</switch>> <<earnFeat "Playing with Fire">> <br><br> <<link [[Next|Estate Cards Orgasm]]>><</link>> <br> <<else>> <<rng>> <<if $worn.over_lower.name isnot "naked">> <<if $rng gte 81>> "I know what I want next," Wren says. <<elseif $rng gte 61>> "You've more to lose, <<girl>>," Wren says. <<elseif $rng gte 41>> "How far do you think <<pshe>> will go?" Wren asks the room. <<elseif $rng gte 21>> "Not done yet," Wren says. <<else>> "We're just getting started," Wren says. <</if>> <<elseif $worn.upper.name isnot "naked">> <<if $rng gte 81>> "I'll have you naked soon," Wren says. <<elseif $rng gte 61>> "Anyone else wondering what <<pshe>> has going on under there?" Wren asks. <<elseif $rng gte 41>> <<if $player.gender_appearance is "m">> "I wonder if you're wearing anything under there," Wren says. <<else>> "Hope you're wearing a bra," Wren says. <</if>> <<elseif $rng gte 21>> "I love the anticipation," Wren says. <<else>> <<if $player.perceived_breastsize gte 7>> "Think <<pher>> breasts are as big as they look?" Wren laughs. <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">> <<else>> "I bet you look good without a top on." Wren smirks. <</if>> <</if>> <<elseif $worn.lower.name isnot "naked">> <<if $rng gte 81>> "I know what I want next," Wren says. <<elseif $rng gte 61>> "How far do you think <<pshe>> will go?" Wren asks the room. <<elseif $rng gte 41>> <<if $player.gender_appearance is "m">> "Are you wearing boxers or briefs? I'm about to find out," Wren says. <<else>> "Are you wearing panties? I'm about to find out," Wren says. <</if>> <<elseif $rng gte 21>> "I wonder what sort of underwear <<pshe>> has on," Wren says. <<else>> "Feeling cold?" Wren asks. <</if>> <<elseif $worn.under_upper.name isnot "naked">> <<if $rng gte 81>> "Wanna keep going? You're getting a bit undressed there," Wren says. <<elseif $rng gte 61>> "You'll be left without a stitch at this rate," Wren says. <<elseif $rng gte 41>> "I think you know what I'll ask for next," Wren says. <<elseif $rng gte 21>> "Sure you want to continue?" Wren asks. <<else>> "I bet your journey home will be fun with so little clothing," Wren says. <</if>> <<elseif $worn.under_lower.name isnot "naked">> <<if $rng gte 81>> "You don't have much left to lose," Wren says. <<elseif $rng gte 61>> "No shame quitting while you have a little dignity," Wren says. <<elseif $rng gte 41>> "Just one thing between you and total nudity," Wren says. <<elseif $rng gte 21>> "Do you know what's coming next?" Wren asks. <<else>> "You'll be left without a stitch," Wren says. <</if>> <<else>> <<if $rng gte 91>> "There are more ways you can debase yourself," Wren says. <<elseif $rng gte 81>> "I'm not done yet if you're not." Wren smirks. <<elseif $rng gte 71>> "Wanna keep going? There's more you can give," Wren says. <<elseif $rng gte 61>> "What shall I have <<phim>> do next?" Wren says. <<elseif $rng gte 51>> "Not done yet," Wren says. <<elseif $rng gte 41>> "I know," Wren says. <<elseif $rng gte 31>> "Let me think," Wren says. <<elseif $rng gte 21>> Wren taps <<his>> chin. <<elseif $rng gte 11>> Wren taps the table in thought. <<else>> Wren leers at you. <</if>> <<set _cards_naked to true>> <</if>> <<estate_cards_bet>> <br><br> <<cards_play_options>> <</if>><<effects>><<set $outside to 0>> <!-- estate end 9 --> <<if $exposed gte 2>> You leave your seat. You feel Wren and <<his>> friends stare at your <<bottom>>. "Have a safe trip home," Wren says. <<His>> friends laugh. <br><br> <<card_pot_collected>> <<set $estate_cards_end to "naked">> <<cards_naked_end>> <<unset $passoutReason>> <<else>> You leave your seat. <<if $passoutReason is "hypothermia">> <<card_pot_collected>> Wren speaks up. "I meant what I said: we'll be needing those clothes back. If you don't want to play for them, well... that'll be <<printmoney 15000>>." <<He>> holds out <<his>> hand. <br><br> <<if $money gte 15000>> <<link [[Pay|Passout Estate Wren Pay]]>><<money -15000>><</link>> <<else>> <span class="blue">You can't afford it.</span> <</if>> <br> <<link [[Return clothes|Passout Estate Wren Return]]>><</link>> <<else>> Wren's friends murmur their disappointment. "We won't keep you," Wren says. "If you want favours, you know where to find me." <br><br> <<card_pot_collected>> <<link [[Next|Estate]]>><<unset $passoutReason>><<endevent>><</link>> <</if>> <<estate_cards_finish>> <<set $estate_cards_end to "left_early">> <br> <</if>><<effects>><<set $outside to 0>> <<pass 3>> Wren doesn't hesitate. <<if $estate.cards.position is "penile">> <<He>> pushes down on your shoulders, moving <<his>> pelvis above yours and resting <<his>> pussy against your <<penis>><<if $semen_amount gte 1>>, catching your seed.<<else>>.<</if>> Your spasms leave you helpless as <<he>> lets <<his>> weight push <<him>> down, <span class="pink">swallowing you to the base.</span> <<if $player.virginity.penile is true>> <span class="red">Your foreskin separates from your glans, forever robbing you of your purity.</span> <br><br> You feel <<his>> breath on your ear. "I felt that," <<he>> whispers, low enough that only you can hear. "Bold to put your virginity on the line. I think I like you."<<ggglove>><<npcincr Wren love 12>> <<else>> <<He>> gasps against your ear as you enter <<him>>. "I need this," <<he>> whispers. "Now be a good <<girl>> and hold still." <</if>> <<takeVirginity "Wren" "penile">><<takeNPCVirginity "Wren" "vaginal">> <br><br> <<penileejacstat>><<creampie "npc" "vagina">><<bruise penis>><<penilestat>><<raped>><<penisraped>> <<if $semen_amount gte 1>> You twitch inside <<him>>, spurting cum into <<his>> womb as <<he>> fucks you. <<else>> You twitch inside <<him>> as <<he>> fucks you. <</if>> <<internalejac>> <<He>> speeds up as your spasms subside, <<his>> bottom slapping against your thighs each time <<he>> brings <<his>> body down. <<His>> friends are too busy enjoying the show for their usual banter. <<elseif $estate.cards.position is "vaginal">> <<He>> grasps your <<bottom>> and lifts you, pushing your <<pussy>> against the tip of <<his>> <<print $NPCList[0].penisdesc>>. <<He>> eases you down, your spasms leaving you helpless as <<he>> <span class="pink">pushes into you,</span> <<if $player.virginity.vaginal is true>> <<if $sexStats.vagina.pregnancy.totalBirthEvents gt 0>> <span class="red">despite your lack of a hymen, you feel something inside you change as your virginity and purity are taken.</span> <<else>> <span class="red"><<if $NPCList[0].penissize gte 4>>obliterating<<elseif $NPCList[0].penissize lte 1>>breaking<<else>>tearing<</if>> your hymen and forever robbing you of your purity.</span> <</if>> <br><br> You feel <<his>> breath on your ear. "I felt that," <<he>> whispers, low enough that only you can hear. "Bold to put your virginity on the line. I think I like you."<<ggglove>><<npcincr Wren love 12>> <<else>> filling you. <<He>> gasps against your ear as <<he>> enters. "I need this," <<he>> whispers. "Now be a good <<girl>> and hold still." <</if>> <<takeVirginity "Wren" "vaginal">><<takeNPCVirginity "Wren" "penile">> <br><br> <<bruise vagina>><<vaginalstat>><<raped>><<vaginaraped>> You twitch around <<his>> length as <<he>> fucks you, lifting you in time with <<his>> thrusts. <<He>> speeds up as your spasms subside. <<His>> friends are too busy enjoying the show for their usual banter. <<elseif $estate.cards.position is "anal">> <<He>> grasps your <<bottom>> and lifts you, pushing your <<bottom>> against the tip of <<his>> <<print $NPCList[0].penisdesc>>. <<He>> eases you down, your spasms leaving you helpless as <<he>> <span class="pink">pushes into you,</span> <<if $player.virginity.anal is true>> <<takeVirginity "Wren" "anal">> <span class="red">violating you in a way you hadn't conceived of.</span> <br><br> You feel <<his>> breath on your ear. "First time?" <<he>> whispers. "Don't worry. I'll be gentle."<<gglove>><<npcincr Wren love 12>> <<else>> filling you. <<He>> gasps against your ear as <<he>> enters. "I said your ass would be mine," <<he>> says. "Now hold still until I'm done." <</if>> <<takeNPCVirginity "Wren" "penile">> <br><br> <<bruise anus>><<analstat>><<raped>><<anusraped>> <<He>> fucks you, lifting you in time with <<his>> thrusts. <<He>> speeds up as your spasms subside. <<His>> friends are too busy enjoying the show for their usual banter. <<elseif $estate.cards.position is "pc_lap">> One leg hooks around your waist, the other weaves under yours. From cramped to constricted, you're left helpless as <<he>> <span class="pink">grinds against your crotch,</span> pressing your pussies together. <<Hes>> already wet. "I need this," <<he>> whispers. "Now be a good <<girl>> and hold still." <<purity -10>> <br><br> <<He>> fucks you, your body pinned tight beneath <<hers>>. You can hardly move in <<his>> embrace, only permitted a few fleeting spasms. <<His>> friends are too busy enjoying the show for their usual banter. <</if>> <br><br> <<link [[Next|Estate Cards Sex 2]]>><</link>> <br><<effects>><<set $outside to 0>> <<pass 3>> <<if $estate.cards.position is "penile">> Your arousal builds as Wren bounces on your <<penis>>. "Almost there," <<he>> says, <<his>> voice a higher pitch than normal. <br><br> <<penileejacstat>><<creampie "npc" "vagina">> <<orgasm>> <<recordVaginalSperm "Wren" "pc" "human">> <br> Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy,</span> but <<he>> throws a hand over <<his>> mouth to muffle <<his>> moans. <br><br> <<He>> leans against you, panting into your chest. <<He>> recovers fast, climbing from your body and rearranging <<his>> clothes. <<elseif $estate.cards.position is "vaginal">> Your arousal builds as Wren bounces you on <<his>> <<print $NPCList[0].penisdesc>>. "Almost there," <<he>> says. <br><br> <<vaginalejacstat>> <<orgasm>> <<recordVaginalSperm "pc" "Wren" "human">> <br> Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy as <<he>> pumps your <<pussy>> full of semen.</span><<bodyliquid "vagina" "semen">><<internalejac>> <br><br> You slump against <<his>> chest as <<he>> gasps and wraps an arm around your waist. <<He>> recovers fast, and lifts you to your feet before rearranging <<his>> clothes. <<elseif $estate.cards.position is "anal">> Your arousal builds as Wren bounces you on <<his>> <<print $NPCList[0].penisdesc>>. "Almost there," <<he>> says. <br><br> <<analejacstat>> <<orgasm>> Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy as <<he>> pumps your <<bottom>> full of semen.</span><<bodyliquid "anus" "semen">><<internalejac>> <<recordAnusSperm "pc" "Wren" "human">> <br><br> You slump against <<his>> chest as <<he>> gasps and wraps an arm around your waist. <<He>> recovers fast, and lifts you to your feet before rearranging <<his>> clothes. <<elseif $estate.cards.position is "pc_lap">> Your arousal builds as Wren grinds on your <<pussy>>. "Almost there," <<he>> says, <<his>> voice a higher pitch than normal. <br><br> <<vaginalentranceejacstat>> <<orgasm>> Your second orgasm pushes Wren over the edge. <span class="lewd"><<His>> body shakes in ecstasy as <<he>> pulls you close,</span> <<his>> moans muffled in your hair. <<if $NPCList[0].breastsize gte 6>> <<He>> holds your head between <<his>> <<print $NPCList[0].breastsdesc>>, smothering your own cries. <<else>> <<Hes>> drowned out by your own unconcealed cries. <</if>> <<bodyliquid "vaginaoutside" "goo">> <br><br> <<He>> leans against you, chest heaving against yours. <<He>> recovers fast, untwining <<himself>> and rearranging <<his>> clothes. <</if>> <br><br> <<fetishPregnancyImg>> <<link [[Next|Estate Cards Sex 3]]>><</link>> <br><<effects>><<set $outside to 0>> Wren smirks as <<he>> reclines. "You're a good lay," <<he>> says. "That's all I want from you today. Better luck next time." <br><br> <!-- estate end 2 --> <<card_pot_collected>> <<set $estate_cards_end to "sex">> <<cards_naked_end>><<effects>><<set $outside to 0>> <<if $estate.cards.position is "pc_lap">> Wren smirks as <<he>> climbs from your lap. "That's enough for you today," <<he>> says. "Better luck next time." <<else>> Wren smirks as <<he>> pushes you from <<his>> lap. "That's enough for today," <<he>> says. "Better luck next time." <</if>> <br><br> <!-- estate end 2 (no sex variation, but still considered the same)--> <<card_pot_collected>> <<set $estate_cards_end to "sex_safe">> <<cards_naked_end>><<effects>> <<if $exposed gte 2>> "Suit yourself," Wren says. "Good luck." <br><br> You walk outside. A breeze makes you shiver. <br><br> <<else>> <!-- means PC won, lost at least one piece of clothing, refused the clothes rebuy offer, and is at least somewhat clothed --> "Suit yourself," Wren says. "So long, then." <br><br> You walk outside, leaving your confiscated clothing behind. <br><br> <</if>> <<estate_cards_finish>> <<link [[Next|Estate]]>><<endevent>><</link>> <br><<effects>><<set $outside to 0>> <<set $consensual to 1>> <<if $speech_attitude is "meek">> "I-I'll do as you wish," you say, staring at your feet. <<elseif $speech_attitude is "bratty">> "Fine," you say. "But you better keep your end." <<else>> "I'll do as you wish," you say. <</if>> <<if hasSexStat("promiscuity", 4)>> <<promiscuity4>> <<else>> <br><br> <</if>> Wren's friends cheer. "Get under the table then," Wren says. "Don't keep 'em waiting." <br><br> You drop to your knees, and crawl beneath the table. They're already beginning another game of cards. <br><br> <<set $estate.cards.oral to 2>> <<link [[Next|Estate Cards Oral 2]]>><</link>> <br><<effects>><<set $outside to 0>> <<if $estate.cards.oral gt 7>> <<set $estate.cards.oral to 7>> <</if>> <<switch $estate.cards.oral>> <<case 2>> <<person2>> <<case 3>> <<person3>> <<case 4>> <<person4>> <<case 5>> <<person5>> <<default>> <<person6>> <</switch>> <<if $estate.cards.oral lt 7>> <<if $estate.cards.oral is 2>> You crawl to the first goon, a <<person>>. <<elseif $estate.cards.oral is 6>> You crawl to the last goon, a <<person>>. <<else>> You crawl to the next goon, a <<person>>. <</if>> <<rng>> <<if $rng gte 86 - ($estate.cards.rim || 0) * 10 and $settings.analingusGivingEnabled>> <<He>> puts a foot up on <<his>> chair, <<npcUndressText $NPCList[$estate.cards.oral-1] "lower" "self">>, and reclines directing you to <<his>> asshole. <br><br> Wren said you had to use your mouth. <br><br> <<link [[Lick|Estate Cards Oral Anus]]>><<if $promiscuity lt 55>><<trauma 6>><<stress 6>><</if>><<arousal 600 "mouth">><</link>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 1000>> <<if $promiscuity lt 55>> <<gtrauma>><<gstress>> <</if>> <<garousal>> <br> <<else>> <<if $pronoun is "f">> You lift <<his>> skirt, <<else>> You unzip <<his>> fly, <</if>> <<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>> letting out <<his>> <<print $NPCList[($estate.cards.oral - 1)].penisdesc>>. <br><br> Wren said you had to use your mouth. <br><br> <<link [[Lick|Estate Cards Oral Penis]]>><<if $promiscuity lt 55>><<trauma 6>><<stress 6>><</if>><<arousal 600 "mouth">><</link>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 1000>> <<if $promiscuity lt 55>> <<gtrauma>><<gstress>> <</if>> <<garousal>> <br> <<if $ejactrait gte 1>> <<if $exposed gte 2>> <<link [[Put on a show|Estate Cards Oral Penis Cumslut]]>><</link>><<ejacTrait>><<oralvirginitywarning>> <<arousal 600>><<garousal>> <<else>> <!-- means PC won, lost at least one piece of clothing, refused the clothes rebuy offer, and is at least somewhat clothed --> /* <span class="blue">You consider putting on a show, but you're too clothed for that.</span> */ <!-- "Why is that a problem?" you ask. "Because I'd have to add clothed variations for it, and I'm not promiscuous enough," said someone who is definitely not a cop. --> /* <br><br> */ <</if>> <</if>> <<else>> revealing <<his>> pussy. <br><br> Wren said you had to use your mouth. <br><br> <<link [[Lick|Estate Cards Oral Vagina]]>><<if $promiscuity lt 55>><<trauma 6>><<stress 6>><</if>><<arousal 600 "mouth">><</link>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 1000>> <<if $promiscuity lt 55>> <<gtrauma>><<gstress>> <</if>> <<garousal>> <br> <</if>> <</if>> <<else>> <<earnFeat "Trading Dignity">> <<person1>> That's all of them. You climb out from under the table. <br><br> <<if $estate.cards.clothesRebuyTerms>> <<set _price to $estate.cards.clothesRebuyTerms.price>> <<if _price gt 0>> "Deal's a deal. Money first," Wren says, extending <<his>> hand. <br><br> If they wanted to rob you, they would've done so already. You hand Wren the <<printmoney `_price`>>. <br><br> <<money `-_price` "blackjack">> Wren tosses your clothing to you, with a satisfied smirk. <br><br> <<else>> "Deal's a deal," Wren says with a satisfied smirk. <br><br> <<He>> nods at one of <<his>> goons, who tosses your clothing to you. <br><br> <</if>> <<clotheson>> <<set $estate_cards_end to "pc_won_and_oral">> <!-- making sure to reset this, so that <<estate_cards_finish>> doesn't ruin the clothes --> <<set $estate.cards.confiscatedClothes to []>> "So long then," Wren says as you leave the cottage. <br><br> <<estate_cards_finish>> <<link [[Next|Estate]]>><<endevent>><</link>> <br> <<else>> "Deal's a deal," Wren says, chucking you the towel. It's small. Nowhere near enough to cover your whole body. <br><br> <<if $estate_cards_end isnot "sex">> <<set $estate_cards_end to "oral">> <</if>> <<link [[Wrap it around your chest|Estate Cards Towel]]>><<set $phase to 0>><</link>> <br> <<link [[Wrap it around your waist|Estate Cards Towel]]>><<set $phase to 1>><</link>> <br> <<if $estate.cards.wren_under_bottoms is 0>> <<link [[Wrap it around Wren's waist|Estate Cards Towel]]>><<set $phase to 2>><</link>><<glove>><<npcincr Wren love 1>> <br> <</if>> <</if>> <</if>><<effects>> <!-- calling this before the wear widget to make sure the newly put on towel doesn't get ruined --> <<estate_cards_finish>> <<if $phase is 0>> <<upperwear 3>> You turn your back to the table, and tie the sparse thing around your chest. It feels like a gust of wind will tear it off your body, but it's better than nothing. <<elseif $phase is 2>> You walk up to Wren and wrap the towel round <<his>> waist. <<He>> looks surprised. "Well," <<he>> says. "Aren't you a sweetheart?" <<else>> <<lowerwear 3>> You turn your back to the table, and tie the sparse thing around your waist. You're not sure you're properly covered, but it's better than nothing. <</if>> <br><br> "Good luck," Wren laughs as you leave the cottage. <br><br> <<link [[Next|Estate]]>><<endevent>><</link>> <br><<effects>><<set $outside to 0>> You stroke the tip of the <<print $NPCList[($estate.cards.oral - 1)].penisdesc>> with your tongue, feeling the blood pulse into it. You <<oraltext>> lick up and down the shaft, then circle around the glans. <<if currentSkillValue("oralskill") gte random(1, 1000)>> <span class="green">The <<person>> twitches,</span> and cum spurts. <<if currentSkillValue('danceskill') gte random(1, 1000)>> <span class="green">You manage to react in time,</span> letting the semen splatter against the floor and underside of the table. <<else>> It splatters on your face.<<bodyliquid "face" "semen">><<oralejacstat>> <</if>> <br><br> <<set $estate.cards.oral += 1>> <<link [[Next|Estate Cards Oral 2]]>><</link>> <br> <<else>> <<if $estate.cards.clothesRebuyTerms>> <span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes <<his>> phallus against your mouth.</span> <<He>> won't accept anything else, and Wren won't sell you your clothing back if you refuse. <br><br> <<else>> <span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes <<his>> phallus against your mouth.</span> <<He>> won't accept anything else, and Wren won't give up the towel if you refuse. <br><br> <</if>> <<oralskill 5>> <span class="gold">You feel more confident in your ability to give pleasure with your mouth.</span> <br><br> <<link [[Suck|Estate Cards Oral Penis 2]]>><<arousal 600 "mouth">><</link>><<garousal>><<oralvirginitywarning>> <br> <<link [[Pull away|Estate Cards Oral End]]>><</link>> <br> <</if>><<effects>><<set $outside to 0>> You flick the <<persons>> pussy with your tongue, then <<oraltext>> run the tip up and down <<his>> slit, before circling <<his>> clit. <<if currentSkillValue("oralskill") gte random(1, 1000)>> <span class="green"><<He>> twitches</span> and grasps your head between <<his>> thighs as you push <<him>> over the edge. You hear Wren laugh. <br><br> <<set $estate.cards.oral += 1>> <<link [[Next|Estate Cards Oral 2]]>><</link>> <br> <<else>> <<if $estate.cards.clothesRebuyTerms>> <span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes your head against <<his>> groin.</span> <<He>> won't accept anything else, and Wren won't sell you your clothing back if you refuse. <br><br> <<else>> <span class="red">The <<person>> grasps the back of your hair,</span> <span class="pink">and pushes your head against <<his>> groin.</span> <<He>> won't accept anything else, and Wren won't give up the towel if you refuse. <br><br> <</if>> <<link [[Lick|Estate Cards Oral Vagina 2]]>><<arousal 600 "mouth">><</link>><<garousal>> <br> <<link [[Pull away|Estate Cards Oral End]]>><</link>> <br> <</if>><<effects>><<set $outside to 0>> Your lips part as the <<person>> pushes your face against <<his>> <<print $NPCList[($estate.cards.oral - 1)].penisdesc>>. With a final shove, <<he>> pushes it into your mouth. <<if $player.virginity.oral is true>> <<set _target to $NPCList[($estate.cards.oral - 1)].fullDescription>> <<takeVirginity _target "oral">> <span class="red">It tastes strange.</span> <</if>> <<bruise face>><<oralstat>><<violence 1>><<raped>> <br><br> <<if $rng gte 91>> Not content to let you suck, <<he>> grasps your hair with both hands, <span class="pink">and forces <<his>> cock deeper into your mouth.</span><<lcontrol>><<control -10>> <br><br> <<He>> holds you there as <<he>> twitches, <span class="lewd">spurting cum down your throat.</span> <<He>> releases you, and you gasp for breath. <br><br> <<else>> <<He>> keeps a grip on your hair, but lets you suck until <<he>> twitches and spurts cum into your mouth. <<He>> holds your head firm, forcing you to swallow it. <</if>> <br><br> <<oralejacstat>><<bodyliquid "face" "semen">> <<set $estate.cards.oral += 1>> <<link [[Next|Estate Cards Oral 2]]>><</link>> <br><<effects>><<set $outside to 0>> <<set _penisdesc to $NPCList[($estate.cards.oral - 1)].penisdesc>> <<if $NPCList[($estate.cards.oral - 1)].penissize lte 1>> You <<oraltext>> suck on the <<persons>> _penisdesc. <<if $player.virginity.oral is true>> <<set _target to $NPCList[($estate.cards.oral - 1)].fullDescription>> <<takeVirginity _target "oral">> <span class="red">It tastes strange.</span> <</if>> <<if $speech_attitude is "bratty">> After a couple of minutes, the goon twitches and ejaculates a string of semen that you swirl and swallow before moving on. <<else>> You do your best to satisfy <<him>>, though the size makes it difficult to keep in your mouth. <br><br> After a couple of minutes, <<he>> groans and cums on your tongue. <<cumswallow `$NPCList[$estate.cards.oral - 1].type` null `npcSemenMod($NPCList[$estate.cards.oral - 1].penissize)`>> "Thank you," you say before moving on. <</if>> <<oralstat>> <<ejacstat>> <<oralejacstat>> <<else>> <<switch $estate.cards.oral>> <<case 2>> You engulf the _penisdesc with your mouth, <<oraltext>> deepthroating as it hardens. <<if $player.virginity.oral is true>> <<set _target to $NPCList[($estate.cards.oral - 1)].fullDescription>> <<takeVirginity _target "oral">> <span class="red">It tastes strange.</span> <</if>> <br><br> The <<person>> grasps the back of your head <span class="red">forcing <<his>> _penisdesc down your throat.</span> <span class="pink">Tears run down your face</span>. <span class="pink">Your body spasms involuntarily,</span> shaking the table and the cards on it, much to the amusement of the room. <br><br> The _penisdesc begins to throb. "Swallow it all," <<he>> says. "Every drop." <<His>> grip tightens, <span class="lewd">and a warm, thick stream of semen fills your throat.</span> <br><br> <<cumswallow "human" 50>> "Good <<girl>>," <<he>> says, patting your head. <<He>> releases <<his>> grasp. <br><br> <<if $speech_attitude is "bratty">> Despite the tears, you feel proud about the accomplishment. <<else>> "Th-thank you <<sir>>," you say once your mouth is free of cum. <</if>> <<arousal 600>><<garousal>><<lstress>><<stress -5>> <<oralstat>> <<ejacstat>> <<oralejacstat>> <<set $hygiene += 500>> <<case 3>> The second goon, a <<person>>, is ready and erect, waiting for you as soon as you turn to face <<him>>. You <<oraltext>> work the _penisdesc with your mouth while they begin a game of cards. <<if $player.virginity.oral is true>> <<set _target to $NPCList[($estate.cards.oral - 1)].fullDescription>> <<takeVirginity _target "oral">> <span class="red">It tastes strange.</span> <</if>> <br><br> <<He>> starts twitching, and you pull the cock from your mouth, letting the <span class="lewd">massive spurt of cum unload over your forehead</span> while you milk it with your hand. <br><br> "Come up here," <<he>> orders. "I want to see this." You emerge from under the table as <span class="lewd">two thick streams of semen slowly come running down each side of your nose.</span> "I think this slut's enjoying it." <br><br> "Here, look here." One of the goons points a phone at you. "Smile a little, come on. People ought to know what a cumslut you are." <br><br> <<if $speech_attitude is "bratty">> Your eyes water, and you refuse to smile, but as the streams of cum reach the sides of your mouth, you can't resist the urge to <span class="lewd">provocatively push your tongue out and lick some of the fluid around your lips.</span> "I knew it! You can't help yourself." <<else>> <span class="lewd">You make a big smile for the camera.</span> "Ah, perfect," says one of the goons as the others reach for their phones. <</if>> <br><br> You pose more, <span class="green">toying with the cum and letting them capture videos of you swallowing.</span> "Man, this is fucking hot. I'm sharing this with everyone." <br><br> Satisfied, the goons instruct you back under the table. Others are waiting their turn. <<famesex 2>> <<oralstat>> <<ejacstat>> <<faceejacstat>> <<oralejacstat>> <<bodyliquid "face" "semen">> <<semenswallowedstat 10>> <<set $hygiene += 500>> <<arousal 600>><<garousal>><<lstress>><<stress -5>> <<case 4>> You start sucking a <<persons>> _penisdesc. <<if $player.virginity.oral is true>> <<set _target to $NPCList[($estate.cards.oral - 1)].fullDescription>> <<takeVirginity _target "oral">> <span class="red">It tastes strange.</span> <</if>> <<He>> watches you from above. "What nice <<haircolourtext>> hair you've got. But I can make it nicer." <br><br> <<He>> shoves you away and <span class="lewd">aims <<his>> cock at your scalp as <<he>> ejaculates.</span> "Something to wash your hair with." <br><br> <<He>> looks delighted as <span class="lewd">you spread <<his>> load all over your hair</span>. <<oralstat>> <<hairejacstat>> <<ejacstat>> <<bodyliquid "hair" "semen">> <<set $hygiene += 500>> <<arousal 600>><<garousal>><<lstress>><<stress -5>> <<case 5>> The <<persons>> _penisdesc is already hard when you turn to it. "Aah, aah..." <<He>> twitches and, without further warning, <span class="lewd">ejaculates over your body.</span> <<He>> looks at you kneeling between <<his>> thighs, panting. <br><br> <<if $speech_attitude is "bratty">> "You're a quick shot," you exclaim while restraining a laugh. The other goons show less restraint, and openly mock the <<person>>. <<His>> face reddens. "F-fucking <<bitch>>," <<he>> says. "I'd slap that smug look off your face if it wasn't covered in jizz." <<else>> "I'm sorry <<sir>>," you whisper. "I might have been too eager." <span class="lewd">You pretend to suck on <<his>> limp dick while rubbing the semen over your neck and <<breasts>>.</span> <</if>> <<neckejacstat>> <<chestejacstat>> <<ejacstat>> <<bodyliquid "neck" "semen">> <<bodyliquid "chest" "semen">> <<set $hygiene += 500>> <<arousal 600>><<garousal>><<lstress>><<stress -5>> <<case 6>> You suck the <<persons>> _penisdesc. <<if $player.virginity.oral is true>> <<set _target to $NPCList[($estate.cards.oral - 1)].fullDescription>> <<takeVirginity _target "oral">> <span class="red">It tastes strange.</span> <</if>> It's the last one. <<He>> soon twitches, the <span class="lewd">hard cock pulsating in your mouth.</span> <br><br> "I've been waiting for this," <<he>> says, holding your head firm with both hands. <<He>> starts thrusting. <br><br> The first spurt is so voluminous that it <span class="lewd">makes you cough and splutter, and comes bursting out of your nose.</span> It comes too quick, and too thick, to swallow it all in time. With every thrust, more cum surges into your mouth, spilling out the sides of your lips. <<cumswallow "human" 80>><<oralejacstat>> <br><br> "Fuck," the <<person>> says. <<He>> shoves you away. "Look at this fucking slut." The other goons interrupt their game of cards. Everyone stares at you, the kneeling, naked, cum-covered mess trying to catch <<pher>> breath. <br><br> White strings still dangle from your chin. With all eyes on you, <span class="green">you smile and take a bow.</span> The room erupts in cheer. <br><br> "Hey," Wren says. "You're not going anywhere until you clean this up. We're not touching this." <<person1>><<He>> points at the floor in front of you, splattered with pooling semen. <br><br> <<if $speech_attitude is "bratty">> Still kneeling, you scoop up the semen and <span class="lewd">rub it over your chest.</span> <<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>> <<bodyliquid "chest" "semen">> <<else>> You get on your hands and knees, <span class="lewd">and lick the floor clean of semen.</span> "Hey <<girl>>," says the <<person6>><<person>>. "You got some on my shoes." You lick them next. You swallow the last of it. <<semenswallowedstat 100>> <<bodyliquid "mouth" "semen" 2>> <</if>> <<chestejacstat>> <<tummyejacstat>> <<oralstat>> <<ejacstat>> <<bodyliquid "face" "semen">> <<bodyliquid "chest" "semen">> <<bodyliquid "tummy" "semen">> <<set $hygiene += 1000>> <<arousal 600>><<garousal>><<lstress>><<stress -5>> <</switch>> <</if>> <br><br> <<set $estate.cards.oral += 1>> <<if $arousal gte $arousalmax>> <<link [[Next|Estate Cards Oral Cumslut Orgasm]]>><</link>> <<else>> <<link [[Next|Estate Cards Oral 2]]>><</link>> <</if>> <br><<effects>><<set $outside to 0>> The building arousal overwhelms you. Your muscles spasm as a <span class="lewd">massive orgasm builds.</span> <br><br> The <<person6>><<person>> notices. "This slut's really gonna cum from being jizzed on," <<he>> says. <br><br> <<if $speech_attitude is "bratty">> "F-fuck," you say. "Fuck you." <<else>> "I-I'm sorry," you say. "I'm so sorry." <</if>> You spread your knees wide, trying to keep your balance. The goons cheer again. <span class="red">A swarm of smartphones surrounds you.</span> <br><br> They record as you shake and moan uncontrollably, cumming beneath their blackjack table. <br><br> <<orgasm>> <<famesex 4>> <<link [[Next|Estate Cards Oral 2]]>><</link>><<effects>><<set $outside to 0>> You fuck the <<person>> with your tongue, until you feel <<his>> pussy shudder in orgasm. <<He>> releases your hair. <br><br> <<set $estate.cards.oral += 1>> <<link [[Next|Estate Cards Oral 2]]>><</link>> <br><<effects>><<set $outside to 0>> You <<oraltext>> lap at <<his>> asshole. <<if currentSkillValue("oralskill") gte random(1, 1000)>> <<He>> moans and grinds back against your tongue. You keep licking until <<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>> <span class="green"><<he>> ejaculates onto the floor.</span> <<else>> <span class="green"><<he>> shudders with a sigh.</span> Lewd fluid drips onto the floor. <</if>> <<set $estate.cards.rim = $estate.cards.rim || 0 + 1>> <<else>> <<rng>> <<if $rng gte 91 and $settings.facesitEnabled>> Unimpressed with your skills, <<he>> grasps the back of your head <span class="pink">and smothers your face with <<his>> ass.</span><<arousal 600 "mouth">><<garousal>><<control -10>><<lcontrol>> <br><br> <<He>> holds you in place as <<he>> twitches, <<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>> ejaculating onto the floor. <<else>> squirting onto the floor. <</if>> <<He>> releases you, and you gasp for air. <<else>> <<He>> grips the back of your head, but allows you to rim <<him>> until <<he>> twitches, <<if $NPCList[($estate.cards.oral - 1)].penis isnot "none" and !npcHasStrapon($estate.cards.oral - 1)>> ejaculating onto the floor. <<else>> squirting onto the floor. <</if>> <</if>> <</if>> <br><br> <<set $estate.cards.oral += 1>> <<link [[Next|Estate Cards Oral 2]]>><</link>> <br><<effects>> You break free of the <<persons>> grasp, and crawl from the table. <<person1>>"Suit yourself," Wren says. <<if $exposed gte 2>>"Good luck."<<else>>"So long, then."<</if>> <br><br> You walk outside. <<if $exposed gte 2>>A breeze makes you shiver.<</if>> <br><br> <<estate_cards_finish>> <<link [[Next|Estate]]>><<endevent>><</link>> <br><br><<effects>><<set $outside to 0>> <<if $estate.cards.position is "wren_lap" or $estate.cards.position is "vaginal" or $estate.cards.position is "anal">> <<He>> keeps <<his>> hands firm on your hips as <<he>> reclines in the chair, still panting. <<He>> releases <<his>> grasp. "Not bad," <<he>> admits, pushing you off <<his>> lap. "The game's over. I hope you got what you came for." <<else>> <<He>> keeps <<his>> arms locked around your chest as <<he>> pants against you. <<He>> pulls away, looking tired. "Not bad," <<he>> admits, swinging <<his>> leg off you. "The game's over. I hope you got what you came for." <</if>> <br><br> <!-- estate end 1 --> <<card_pot_collected>> <<set $estate_cards_end to "wren_finished_early">> <<cards_naked_end>><<effects>><<set $outside to 0>><<person1>><<set $wrenSeen.pushUnique("letter")>><<set $wrenSeenLast to "letter">><<wearProp "envelope" 0 "manila">> <<if $wren_intro is undefined>> <<set $wren_intro to true>> <<if $speech_attitude is "meek">> "A-Are you Wren?" you ask. "I'm supposed to give something to Wren." <<elseif $speech_attitude is "bratty">> "Got a delivery for Wren," you say. "Don't suppose you're <<him>>?" <<else>> "I'm supposed to give something to Wren," you say. "Are you <<him>>?" <</if>> <br><br> <span class="gold">"Yep, that's me,"</span> the <<personsimple>> says. "Who sent you? Santa Claus?" <br><br> <</if>> You take out the manila envelope Mickey gave you and hold it out to Wren. <<if $speech_attitude is "meek">> "This is from the old man." <<elseif $speech_attitude is "bratty">> "The old man sent me. Here." <<else>> "The old man told me to give this to you." <</if>> <br><br> Wren takes it, examines it from both sides and smirks. <<He>> tosses it onto a nearby desk. "Been waiting on that. Wonder what he's got for me this time." <br><br> <<if !$pubfame.seen.includes("wrenOldman")>> <<set $pubfame.seen.pushUnique("wrenOldman")>><<set $pubfame.detail to "wrenOldman">> You start to return your arm, but Wren grabs it before you can. In one smooth motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer. <<stress 6>><<gstress>> <br><br> "You can tell the 'old man' to drop the act," Wren whispers. "I'm sure 'Mickey' put a lot of thought into the name, but there's no need." <<He>> glances up above the table. "They think we're snogging, but they can't hear us over their own racket. Lucky us." <<elseif !$pubfame.seen.includes("wrenLandry")>> <<set $pubfame.seen.pushUnique("wrenLandry")>><<set $pubfame.detail to "wrenLandry">> You start to return your arm, but Wren grabs it before you can. In one smooth, familiar motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer. <br><br> "You mind asking 'Mickey' why they sent you instead of Landry?" Wren whispers. "Seems like they're going a bit out of their way." <<elseif $pubfame.seen.includes("wrenKiss")>> You hold your hand out for Wren, and <<he>> takes it and winks. <<takeHandholdingVirginity "Wren" "romantic" null true>> In one smooth, familiar motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer. "<<pShes>> down bad for <<him>>," the <<person2>><<person>> laughs. <br><br> "So?" you ask. "Do you have any more of Mickey's secrets to dig up?" <br><br> "Maybe I do," <<person1>><<he>> says with a grin. "Maybe I just wanted to kiss you. The mood could've struck me." <<else>> You start to return your arm, but Wren grabs it before you can. In one smooth, familiar motion, <<he>> pulls you toward <<him>>, leans back in <<his>> chair and pulls you under the table. <<He>> leans in until you're face to face. <<His>> friends whoop and cheer. <br><br> "So?" you ask. "Do you have any more of Mickey's secrets to dig up?" <br><br> "Maybe I do," <<he>> says with a grin. "Maybe I just wanted to dip you. The mood could've struck me." <</if>> <br><br> <<link [[Kiss|Estate Fame Letter 2]]>><<handheldon>><<set $phase to 0>><<arousal 1000 "mouth">><<npcincr Wren love 3>><</link>><<promiscuous1>><<ggarousal>><<glove>><<kissvirginitywarning>> <br> <<link [[Pull away|Estate Fame Letter 2]]>><<handheldon>><<set $phase to 1>><</link>><<effects>><<set $outside to 0>> <<if $phase is 0>> You lean up slightly and press your lips against Wren's. <<takeKissVirginity "Wren" "romantic">> <<if !$pubfame.seen.includes("wrenKiss")>> <<set $pubfame.seen.pushUnique("wrenKiss")>> <<Hes>> caught off guard for a second, but then <<he>> smiles and kisses back. <<He>> sucks on your upper lip for a moment, before pushing <<his>> tongue into your mouth. <<promiscuity1>> Eventually <<he>> pulls away and grins at you. "You saw an opportunity and took it, huh? You're fun. I think I like you." <<glove>> <<else>> <<He>> smiles against your mouth and pushes <<his>> tongue between your lips, twirling around your own tongue playfully. One of <<his>> hands cups the back of your head, holding you in place. <<He>> uses this leverage to thoroughly assail your mouth. <<promiscuity1>> Eventually <<he>> pulls away and grins at you. "You've gotta come by more often. You're fun." <<glove>> <</if>> <br><br> Wren releases you, and you stand back up<<if $arousal gte 6000>> on wobbly legs<</if>>. "You had <<phim>> under there for quite a while," the <<person3>><<person>> chuckles. <br><br> "Not my fault," Wren says, smirking. "I was only gonna keep <<phim>> for a few seconds, but <<pshe>> demanded more." <<person1>><<His>> eyes flicker to you. "Thank the old man for me when you get back to him. He knows how to pick the cutest delivery <<girls>>." <<else>> You try to pull away from Wren's grip. <<He>> <<if $pubfame.seen.includes("wrenKiss")>>raises an eyebrow, but<<else>>smirks and<</if>> releases you. "Wasn't that romantic," the <<person3>><<person>> chuckles as you stand up. <br><br> "What can I say? The mood struck me." Wren's eyes flicker to you. "Thank the old man for me when you get back to him. Could get some use out of that." <<person1>><<He>> jerks <<his>> head in the direction of the desk, where the envelope you delivered lays. <</if>> <br><br> <<pubfameComplete "wren">> <<if $farm_stage lte 4 or $farm_stage is undefined>> "Well, good seeing you," Wren says, nodding. "Take care." <br><br> <<link [[Leave|Estate Cards Intro Leave]]>><</link>> <<else>> "While you're here, fancy some blackjack?" Wren asks. <br><br> <<cards_start_play_options>> <</if>> <br><!-- End conditions 1. Wren finishes early estate_cards_end: "wren_finished_early" (or gets replaced with "oral") Desc: The PC has out-endured Wren, so technically Wren finished first Bets: allowed to take the pot End Location: Estate Clothes: oral for towel (if naked) Reason: while Wren didn't get to take PC, PC also hasn't gotten all they wanted from Wren, so it's really a tie. Wren does end up better off, so technically he'd still be dominant enough to demand oral for towel, rather than demanding oral for clothes buy-back 2. Wren finishes with PC estate_cards_end: "sex" ("oral" setter is ignored), or "sex_safe" ("oral" can replace it) Desc: The PC has lost, and Wren took his reward. PC lost Bets: allowed to take the pot End Location: Estate Clothes: oral for towel (if naked) Reason: Wren completely dominated PC, so definitely only oral for towel. It does have a variation where PC can have a chastity (so no sex), but we consider this to still be end 2 3. PC cheats, ends up being forgiven estate_cards_end: "cheat_moor" Desc: The PC was caught cheating, so it's a disqualification. Thrown into the moor Bets: pot confiscated End Location: Moor Clothes: none Reason: getitng caught cheating is considered a complete loss 4. PC cheats, ends up surrendering estate_cards_end: "cheat_remy" Desc: The PC was caught cheating, so it's a disqualification. Given to Remy. Can also be reached by failing plead (failed 3) and surrendering, or not trying to plead and surrendering Bets: pot confiscated End Location: Remy Clothes: none Reason: getitng caught cheating is considered a complete loss 5. PC cheats, ends up successfully running estate_cards_end: "cheat_run" Desc: The PC was caught cheating, disqualification. Can also be reached by failing plead (failed 3) and running, or not trying to plead and surrendering (???) Bets: pot confiscated, but perhaps we should let the player try and steal the pot for a much lower escape chance End Location: Estate Clothes: none Reason: obviously, because we ran, no option to get clothes/a towel back 6. PC cheats, ends up running, but fails estate_cards_end: "cheat_remy" Desc: The PC was caught cheating, disqualification. Can also be reached by failing plead (failed 3) and running, or not trying to plead and surrendering. Got caught, given to Remy. Bets: pot confiscated End Location: Remy Clothes: none Reason: obviously, because we ran and got caught, no option to get clothes/a towel back 7. PC runs after loss, ends up successfully running estate_cards_end: "run" Desc: not as bad as cheating, PC lost and ran (???) Bets: pot confiscated, but perhaps we should let the player try and steal the pot for a much lower escape chance End Location: Estate Clothes: none 8. PC runs after loss, ends up getting caught estate_cards_end: "run" Desc: not as bad as cheating, PC lost and tried runing, got caught, thrown into moor Bets: pot confiscated End Location: Moor Clothes: none 9. PC leaves early estate_cards_end: "naked" or "left_early" Desc: The PC has left early. Bets: allowed to take pot End Location: Estate Clothes: oral for towel (if naked) Reason: Wren is diasppoitned that PC is leaving the game essentially in the middle of it (with no one having won). Too annoyed to let the player get the clothes back 10. (todo) PC declares victory estate_cards_end: "pc_won" (or gets replaced by "pc_won_and_oral") Desc: The PC gets all favors they needed from Wren, and declares that they don't need anything else. Considered a win because Wren has exhasuted his usefulness and PC hasn't. PC can either rebuy the clothes after satisfying the goons, or leave Bets: allowed to take the pot End Location: Estate Clothes: allowed to buy back (all states) Reason: Wren realises they've done a ton of favours already and didn't get much from you, so they must feel defeated enough to let you take the clothes you've lost back For each of these outcomes, we need to call <<card_pot_confiscated>> right after the PC abandons the pot (if the bets are confiscated) or <<card_pot_collected>> right before the player leaves the table (if the player collects the bet) Each also calls <<estate_cards_finish>> and calls <<endevent>> and some set $estate_cards_end Some also call <<estate_end>> if they kick the player directly into the moor/remy's farm Coverage: bets conf/coll | <<estate_cards_finish>> | <<endevent>> | <<estate_end>> (opt) | Clothes (todo) | $estate_cards_end 1 collected | + calls <<cards_naked_end>> | + <-------- | - estate <------ | towel | "wren_finished_early" (can be replaced by "oral") 2 collected | + calls <<cards_naked_end>> | + <-------- | - estate <------ | towel | "sex" or "sex_safe" ("safe_sex" can be replaced by "oral") 3 confiscated | + | + | + moor | none | "cheat_moor" 4 confiscated>> | + calls <<bl...Surrender>> | + <-------- | + remy <-------- | none | "cheat_remy" <-------- 5 confiscated | + | + | - estate | none | "cheat_run" 6 confiscated>> | + calls <<bl...Surrender>> | + <-------- | + remy <-------- | none | "cheat_remy" <-------- 7 confiscated | + | + | - estate | none | "run" 8 confiscated | + | + | - estate | none | "run" 9 collected | + (or + <<cards_naked_end>>) | + (or + <----) | - estate (or - estate <-) | none (or towel) | "left_early" or "naked" 10 collected | + (or + <<cards_oral_options>>) | + (or + <----) | - estate (or - estate <-) | none (or rebuy) | "pc_won" (can be replaced by "pc_won_and_oral") (with estate end 9, if you're naked, the parentheses cover the case, otherwise - the outside part of the parentheses) <<widget "cards_naked_end">> calls <<cards_oral_options>> <</widget>> <<widget "cards_oral_options">> Initiates oral scene. if leave without oral: calls <<estate_cards_finish>> calls <<endevent>> else if leave after attempt: if $estate.cards.clothesRebuyTerms: sets $estate_cards_end to "pc_won_and_oral" else: sets $estate_cards_end to "oral", if it isn't "sex" calls <<estate_cards_finish>> calls <<endevent>> else: if $estate.cards.clothesRebuyTerms: sets $estate_cards_end to "pc_won_and_oral" else: sets $estate_cards_end to "oral", if it isn't "sex" calls <<estate_cards_finish>> calls <<endevent>> <</widget>> <<widget "blackjackCaughtCheatingSurrender">> sets $estate_cards_end to "cheat_remy" sets $estate.cards_done to true calls <<endevent>> calls <<estate_end>> <</widget>> --> <!--Needs to be run in a previous passage to prevent cheating--> <<widget "blackjackStart">> <<if _args[0]>> <<set $blackjack to { cards:shuffle(shuffle(shuffle(deck()))), dealerCards: [], dealerSecondCardHidden: true, dealerState: null, dealerScore: null, playersCards: [], playersState: null, isFirstTurn: true, /* a turn is stale once the player goes into the cheating menu this is to prevent peeking checks/suspicion increase from just going back into the same menu ideally, I'd just have the cheating options open a window like with the Help and Options tab */ turnIsStale: false, susRoseInThisRound: false, /* we don't want to increase suspicion for already seen marked cards */ seenMarkedCardsSoFar: new Set(), caughtType: null, susCritHit: false, cheatChoice: null, playersScore: null, turn: null, winner: null, caughtCheating: false, endPassage: _args[0] }>> <</if>> <</widget>> <<widget "calculateBlackjackLuckStats">> <!-- currently very basic. instead of taking into account HOW the user won (hitting on 19, for example), it just calculates stats of the last X games --> <!-- // use this to see all distributions for a given number of games, // with an optional filter func for only showing the distributions that fit the given filter formula let max = 6; let nums = []; let pcts = []; let filterFuncs = []; // filterFuncs.push(ind) => { // // example formula: the player has a bad streak if less than 70% of the games are ties, and the opponent has won twice as many games // return pcts[ind].wins >= pcts[ind].losses*2 && pcts[ind].ties < .7 // } let generateBasicFilterFunc = (tiesCutoff, winMult) => { filterFuncs.push(["Player lucky cases", (ind) => pcts[ind].wins >= pcts[ind].losses*winMult && pcts[ind].ties < tiesCutoff]) filterFuncs.push(["Wren lucky cases", (ind) => pcts[ind].losses >= pcts[ind].wins*winMult && pcts[ind].ties < tiesCutoff]) filterFuncs.push(["Neutral cases", (ind) => !( (pcts[ind].losses >= pcts[ind].wins*winMult && pcts[ind].ties < tiesCutoff) || (pcts[ind].wins >= pcts[ind].losses*winMult && pcts[ind].ties < tiesCutoff) )]) } generateBasicFilterFunc(0.7, 2) // in all other cases, the flow of luck is considered "neutral" for (let i = 0; i < max; ++i) { for (let j = 0; j < max; ++j) { for (let k = 0; k < max; ++k) { if ((i + j + k) !== max) { continue; } nums.push({wins:i,losses:j,ties:k}); } } } let s = []; for (let sub of nums) { let wPct = sub.wins/max; let lPct = sub.losses/max; let tPct = sub.ties/max; pcts.push({wins: wPct, losses: lPct, ties: tPct}); s.push(`wins ${(wPct*100).toFixed(2)}% losses ${(lPct*100).toFixed(2)}% ties ${(tPct*100).toFixed(2)}%`) } for (let [filterName, filterFunc] of filterFuncs) { console.log(filterName); for (let i = 0; i < s.length; ++i) { if (!filterFunc(i)) continue; console.log(`${nums[i].wins} wins / ${nums[i].losses} losses / ${nums[i].ties} ties | ${s[i]}`) } } --> <<if $estate.cards.gameResults eq null>> <<set $estate.cards.gameResults to []>> <<run delete $estate.cards.luckStats>> <<else>> <<set $_lookback to Math.min($estate.cards.gameResults.length, 6)>> <<set $_slice to $estate.cards.gameResults.slice($_lookback * -1)>> <<set $_stats to {"wins": 0, "losses": 0, "ties": 0, "winPct": 0, "lossPct": 0, "tiePct": 0, "total": $_lookback}>> /* only taking into account the last 6 games */ <<for $_result range $_slice>> <<switch $_result.result>> <<case "tie">> <<run $_stats.ties += 1>> <<case "win">> <<run $_stats.wins += 1>> <<case "loss">> <<run $_stats.losses += 1>> <</switch>> <</for>> <<set $_stats.winPct to $_stats.wins/$_lookback>> <<set $_stats.lossPct to $_stats.losses/$_lookback>> <<set $_stats.tiePct to $_stats.losses/$_lookback>> <<set $estate.cards.luckStats to $_stats>> <</if>> <</widget>> <<widget "blackjackEnd">> /* win|loss|tie */ <<set $_result to _args[0]>> <<unset $blackjack>> <<if $estate.cards.bettingEnabled and $estate.cards.currentBetInput gt 0>> <<switch $_result>> <<case "win">> <<set $estatePersistent.totalBetRoundsWon += 1>> <<case "loss">> <<set $estatePersistent.totalBetRoundsLost += 1>> <<case "tie">> <<set $estatePersistent.totalBetRoundsTied += 1>> <</switch>> <</if>> <!-- these include betting wins --> <<switch $_result>> <<case "win">> <<set $estatePersistent.totalRoundsWon += 1>> <<case "loss">> <<set $estatePersistent.totalRoundsLost += 1>> <<case "tie">> <<set $estatePersistent.totalRoundsTied += 1>> <</switch>> <<if $estate.cards.gameResults eq null>> <<set $estate.cards.gameResults to []>> <</if>> <<run $estate.cards.gameResults.push({"result": $_result})>> <<if $_result is "win">> <<set $estatePersistent.winStreak += 1>> <<if $estatePersistent.winStreak gt $estatePersistent.winStreakHighScore>> <<set $estatePersistent.winStreakHighScore to $estatePersistent.winStreak>> <</if>> <<else>> <<set $estatePersistent.winStreak to 0>> <</if>> <<if $_result is "loss">> <<set $estatePersistent.lossStreak += 1>> <<if $estatePersistent.lossStreak gt $estatePersistent.lossStreakHighScore>> <<set $estatePersistent.lossStreakHighScore to $estatePersistent.lossStreak>> <</if>> <<else>> <<set $estatePersistent.lossStreak to 0>> <</if>> <<if $estatePersistent.winStreak gte 5>> <<earnFeat "Five in a Row">> <</if>> <</widget>> <<widget "blackjackScore">> <<if _args[0]>> <<set _aces to 0>> <<set _score to 0>> <<for $_i to 0; $_i lt _args[0].length; $_i++>> <<switch _args[0][$_i].name>> <<case "A">><<set _score += 11>><<set _aces++>> <<case "K" "Q" "J">><<set _score += 10>> <<default>><<set _score += _args[0][$_i].value>> <</switch>> <</for>> <<for $_i to 0; $_i lt _aces; $_i++>> <<if _score gt 21>> <<set _score -= 10>> <</if>> <</for>> <<if _args[1]>> <<if _args[0].length is 2 and _score is 21>> <<set $_blackjack to true>> <</if>> <<switch _args[1]>> <<case "dealer">><<set $blackjack.dealerScore to _score>><<if $_blackjack>><<set $blackjack.dealerState to "blackjack">><</if>> <<case "players">><<set $blackjack.playersScore to _score>><<if $_blackjack>><<set $blackjack.playersState to "blackjack">><</if>> <</switch>> <</if>> <</if>> <</widget>> <<widget "initEstatePersistent">> <<if not $estatePersistent>> <<set $estatePersistent to { "suspicion": 0, "newDeckTimer": 3, "markedCards": new Set(), }>> <</if>> <!-- betting update --> <<if $estatePersistent.stakesRaised eq null>> <<run Object.assign($estatePersistent, { "stakesRaised": false, "suggestedRaisingStakes": false, "playerRejectedRaisingStakes": false, /* total of all the bets we've won, even if the money was abandoned in the end or lost in a subsequent round */ "totalBetMoneyMade": 0, /* same, but for bets we've lost */ "totalBetMoneyLost": 0, /* total counter for how much we've made from tips */ "totalTipMoneyMade": 0, /* NOT included in totalBetMoneyLost, counts all the pot money we've lost due to running away or getting caught cheating includes the ante */ "totalMoneyConfiscated": 0, /* to calculate total revenue (including loss of ante): totalBetMoneyMade + totalTipMoneyMade - totalBetMoneyLost - totalMoneyConfiscated */ /* these stats are not retroactive, but their sum has been tracked already in original blackjack: $blackjack_played, $blackjack_won, $blackjack_streak etc */ /* total rounds won (betting or not) */ "totalRoundsWon": 0, /* total rounds lost (betting or not) */ "totalRoundsLost": 0, /* total rounds tied (betting or not) */ "totalRoundsTied": 0, /* these stats are not retroactive */ /* same as above, but only for rounds where you bet money */ "totalBetRoundsWon": 0, "totalBetRoundsLost": 0, "totalBetRoundsTied": 0, /* counts entire sessions - not the individual rounds */ /* counts the total games you've played with an ante */ "totalGamesPlayedWithBetting": 0, /* counts the total games you've played with or without an ante */ "totalGamesPlayed": 0, /* counts the total amount of times the player has been caught cheating */ "totalCaughtCheating": 0, "winStreakHighScore": 0, "winStreak": 0, "lossStreakHighScore": 0, "lossStreak": 0 });>> <</if>> <</widget>> <<widget "blackjackSuspicion">> <<set $_susGain to _args[0]>> <<set $_caughtType to _args[1]>> <<set $blackjack.caughtType to null>> <<set _consts__danger_zone_suspicion to 70>> <<if $_susGain gt 0 and $estatePersistent.suspicion gt _consts__danger_zone_suspicion>> <<set $blackjack.susCritHit to random(1,8) eq 1>> <<else>> <<set $blackjack.susCritHit to false>> <</if>> <<if $blackjack.susCritHit>> <<set $estatePersistent.suspicion to 100>> <<else>> <<set $estatePersistent.suspicion to Math.clamp($estatePersistent.suspicion + $_susGain, 0, 100)>> <</if>> <<if $_susGain gt 0 and $estatePersistent and $estatePersistent.suspicion gte 100>> <<set $blackjack.caughtType to $_caughtType>> <</if>> <</widget>> <<widget "blackjackGetCanMarkCount">> <<set _marked_count to $estatePersistent.markedCards ? $estatePersistent.markedCards.size : 0>> <<set _consts__max_marked to 8>> <<set _can_mark_count to _consts__max_marked - _marked_count>> <<set _non_marked_in_hand to 0>> <<for _i to 0; _i lt $blackjack.playersCards.length; ++_i>> <<set _c to $blackjack.playersCards[_i]>> <<if !$estatePersistent.markedCards or !$estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>> <<set _non_marked_in_hand++>> <</if>> <</for>> <<set _can_mark_count to Math.min(_can_mark_count, _non_marked_in_hand)>> <</widget>> <<widget "blackjackCalculate">> <<if $blackjack.turn is null>> <<set $blackjack.turn to "players">> <<set $blackjack.playersCards.push($blackjack.cards[0])>> <<set $blackjack.dealerCards.push($blackjack.cards[1])>> <<set $blackjack.playersCards.push($blackjack.cards[2])>> <<set $blackjack.dealerCards.push($blackjack.cards[3])>> <<set $blackjack.cards.deleteAt(0,1,2,3)>> <<blackjackScore $blackjack.dealerCards "dealer">> <<if $blackjack.dealerScore is 21>> <<set $blackjack.turn to "dealer">> <</if>> <<wearProp "cards">><<set $worn.handheld.colour to $cardcover.colour.replace("-", " ")>> <<else>> <<set $blackjack.isFirstTurn to false>> <</if>> <!-- <STARTING CHEATS> --> <<if $blackjack.playersState is "cheat">> <<if $blackjack.cheatChoice is "mark">> <<if $estatePersistent.markedCards is null or $estatePersistent.markedCards is undefined>> <<set $estatePersistent.markedCards to new Set()>> <</if>> <<blackjackGetCanMarkCount>> <<set _loop_min_ind to $blackjack.playersCards.length - _can_mark_count>> <<for _i to $blackjack.playersCards.length - 1; _i gte _loop_min_ind; --_i>> <<set _c to $blackjack.playersCards[_i]>> <<set $estatePersistent.markedCards.add(`${_c.name}${_c.suits[0]}`)>> <</for>> <<set $_marked_text to `${_can_mark_count} of your card${_can_mark_count gt 1 ? 's' : ''}`>> <<set $_plural to _can_mark_count gt 1 ? "them" : "it">> You've successfully marked $_marked_text. You'll recognise <<print _can_mark_count gt 1 ? "them" : "it">> if you see $_plural on top of the deck, or in Wren's hand.<br> <</if>> <<set $blackjack.cheatChoice to null>> <</if>> <<if $blackjack.playersState is "hit">> <<set $blackjack.playersState to null>> <<set $blackjack.playersCards.push($blackjack.cards[0])>> <<set $blackjack.cards.deleteAt(0)>> <<blackjackScore $blackjack.playersCards "players">> <</if>> <<blackjackScore $blackjack.playersCards "players">> <<if $blackjack.playersScore is 21>> <<set $blackjack.turn to "dealer">> <</if>> <<if $blackjack.turn is "dealer">> <<set $blackjack.dealerSecondCardHidden to false>> <<for _i to 0; _i lt 20; _i++>> <<blackjackScore $blackjack.dealerCards "dealer">> <<if $blackjack.dealerScore gte 17 or $blackjack.playersState is "blackjack">> <<break>> <</if>> <<set $blackjack.dealerCards.push($blackjack.cards[0])>> <<set $blackjack.cards.deleteAt(0)>> <</for>> <</if>> <</widget>> <!-- args[0] to lost? true if lost, more decay. you will lose suspicion every round you play fairly, and you lose more suspicion if you actually lose the round. --> <<widget "blackjackControlsPostGameSuspicion">> <<set $_lostGame to _args[0]>> <!-- no decay if suspicion was gained (through seeing new cards or peeking at dealer card) --> <<if !$blackjack.susRoseInThisRound and $estatePersistent.suspicion gte 1>> <<set $_suspicionDecay to -(($_lostGame ? 4 : 2) + C.npc.Wren.love * 0.05)>> <<if $_lostGame>> You've lost this round, fair and square.<<llsuspicion>> <<else>> You've played fairly this round.<<lsuspicion>> <</if>> <br> <<blackjackSuspicion $_suspicionDecay>> <</if>> <</widget>> <<widget "blackjackCheatingCaught">> <!-- worth considering the option to make Wren throw the player to the moor/give them to Remy if lust isn't high enough also worth considering having a longer arousal increase assault, with the player getting kicked out if they endure it if the player loses in the ride state, they have no other options provided to them the reason I haven't done that is because, if the state is "ride" and the player loses - the moor option is not available to then as they'd have to run for that (which is not possible in that position) so this means the consequence of losing before the ride state is, at worst, being given to remy or being sent to the moor, but after we've reached the state - the consequence is fornication otherwise players could intentionally get caught cheating in this phase in a lost hand and avoid the consequences, but pehraps that should be allowed as a valid strategy --> <!-- if the player is caught cheating, the deck will be replaced as soon as the player returns for another game --> <<set $estatePersistent.newDeckTimer to 0>> <<if $estate.cards.state is "ride">> <<if $estate.cards.position isnot "wren_lap">> "I'm feeling kind today," <<he>> says, "so instead of giving you to <span class="pink"><<nnpc_him "Remy">></span> - I'll just consider this your loss. Time to take my prize."<br><br> <br><br> <<if $estate.cards.position is "pc_lap" or $estate.cards.position is "penile">> <span class="blue">Wren's weight holds you down, preventing flight.</span> <<else>> <span class="blue">You wouldn't be able to climb off Wren in time, if <<he>> even let you.</span> <</if>> <br><br> <!-- can we even assume consent here? --> <<link [[Next|Estate Cards Sex]]>><</link>> <br> <<else>> <!-- I'm not sure what this branch actually is and how it's reached, so I'll just go with this --> "I'm feeling kind today," <<he>> says, "so instead of giving you to <span class="pink"><<nnpc_him "Remy">></span> - I'll just consider this your loss."<br><br> <br><br> <<link [[Next|Estate Cards Sex Safe]]>><</link>> <br> <</if>> <<else>> "It looks like <<pshe>> would benefit from being taught some discipline," <<he>> says with a smirk. "I know just the right <<nnpc_gender "Remy">> for that."<br><br> <<He>> looks at <<his>> friends and nods at you. They start advancing on you. <br><br> <<blackjackCaughtControls 1>> <</if>> <</widget>> <<widget "blackjackCaughtControls">> <<set _caught_phase to _args[0]>> <<if _caught_phase eq 1>> <<set $estatePersistent.totalCaughtCheating += 1>> <span class="green">If you are going to run, you'll be more likely to succeed if you don't waste time now.</span> <<set $estate.prev_apologised to $estatePersistent.cur_apologised is true>> <!-- Static plead base chance modifiers (Wren love, English) are calculated here, but the RNG dynamic modifiers are calculated in the plead passage, to allow save-scumming. I don't know the stance of the development team on save-scumming outside of ironmna mode, and it seems like it's not a requirement to prevent save-scumming as the athleticscheck also calculates the success chance after the link is clicked, so I'll fallback onto my own belief of letting players play the game the way they want. Feel free to move the success calculations from the plead passage to here, though. --> <<set $estate._plead_required_points to 800>> <<set $estate._base_plead_points to 0>> <<set $estate._plead_rng_min to 0>> <<set $estate._plead_rng_max to 1000>> <<set _base_chance to 1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min, $estate._plead_rng_max)>> <<set _base_chance_str to formatDecimals(_base_chance*100, 1)>> <!-- 0-200 points for love (proportionate to 0,50 love) (as in 50 love is always full 200 points)--> <<set _extra_wren to lerp(Math.clamp(C.npc.Wren.love / 50, 0, 1), 0, 250)>> <<set $estate._base_plead_points += _extra_wren>> <<set _extra_wren_chance_str to formatDecimals((1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min + _extra_wren, $estate._plead_rng_max + _extra_wren) - _base_chance)*100, 1)>> <!-- 0-200 points for English (proportionate to 0,1000 english)--> <<set _extra_english to lerp(Math.clamp(currentSkillValue('english') / 1000, 0, 1), 0, 250)>> <<set $estate._base_plead_points += _extra_english>> <<set _extra_english_chance_str to formatDecimals((1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min + _extra_english, $estate._plead_rng_max + _extra_english) - _base_chance)*100, 1)>> <!-- 0-100 extra points for submissiveness (1000,2000) --> <<set _extra_sub to lerp(inverseLerp($submissive, 1000, 2000), 0, 100)>> <<set $estate._base_plead_points += _extra_sub>> <<set _extra_sub_chance_str to formatDecimals((1-inverseLerp($estate._plead_required_points, $estate._plead_rng_min + _extra_sub, $estate._plead_rng_max + _extra_sub) - _base_chance)*100, 1)>> <<set _plead_difficulty to Math.round((1-inverseLerp(800, $estate._base_plead_points + $estate._plead_rng_min, $estate._base_plead_points + $estate._plead_rng_max))*100)>> <<set _plead_chance_str to formatDecimals(_plead_difficulty, 1)>> <!-- + 0,1000 RNG points this means you have at least a 20% chance to convince Wren, and at most 70%. --> <br><br> <<if $estate.prev_apologised>> <span class="red">You've apologised the last time you were caught. You're not sure if that will work again.</span> <br> <</if>> Forgiveness chance: <br> Base: <span class="black"><<print _base_chance_str>>%</span> <<if _extra_english gt 0>> <br> <span class="green">English</span> <span class="black">+<<print _extra_english_chance_str>>%</span> <</if>> <<if _extra_wren gt 0>> <br> <span class="green">Wren's love</span> <span class="black">+<<print _extra_wren_chance_str>>%</span> <</if>> <<if _extra_sub gt 0>> <br> <span class="green">Submissiveness</span> <span class="black">+<<print _extra_sub_chance_str>>%</span> <</if>> <<if (_extra_english + _extra_wren + _extra_sub) gt 0>> <br> Total: <span class="black"><<print _plead_chance_str>>%</span> <</if>> <br><br> <<link [[Run|Estate Cards Cheating Run]]>><<set $estatePersistent.cur_apologised to false>><<npcincr Wren love -10>><</link>><<athleticsdifficulty 500 1000>><<llllove>> <br> <<link [[Plead|Estate Cards Cheating Plead]]>><<set $estatePersistent.cur_apologised to true>><<trauma 15>><<stress 15>><<npcincr Wren love 3>><</link>><<ggtrauma>><<ggstress>><<glove>> <<if $settings.skillCheckStyle is "skillname">> | <span class="lblue">Forgiveness Chance</span> <<else>> | <span class="lblue">Forgiveness Chance</span>: <<skillDifficultyText _plead_difficulty>> <</if>> <br> <<link [[Protest|Estate Cards Cheating Protest]]>><<set $estatePersistent.cur_apologised to false>><<trauma -6>><<stress -6>><<npcincr Wren love -1>><</link>><<lstress>><<ltrauma>><<llove>> <br> <<link [[Surrender|Estate Cards Cheat Surrender]]>><<set $estatePersistent.cur_apologised to false>><<npcincr Wren love 2>><</link>><<glove>> <!-- idea - fight option? --> <<else>> <span class="red"><<His>> friends have almost surrounded you. It's going to be more difficult to run away now.</span> <br><br> <<link [[Run|Estate Cards Cheating Run]]>><<npcincr Wren love -10>><</link>><<athleticsdifficulty 800 1200>><<llllove>> <br> <<link [[Surrender|Estate Cards Cheat Surrender]]>><<npcincr Wren love 2>><</link>><<glove>> <br> <</if>> <</widget>> <<widget "blackjackControls">> <<set _player_can_choose to $blackjack.turn is "players" and $blackjack.playersScore lte 20>> <<set _consts__max_marked_see_depth to 3>> <<set _seen_cards_deck to []>> <<set _seen_cards_indexes to []>> <<set _seen_cards_index_strings to []>> <<set _seen_new_marked_card_this_turn to false>> <<set _seen_dealer_card to false>> <!-- we don't want to make the player to be punished for seeing marked cards when it's the dealer's turn (since the player wouldn't be actively looking for them) --> <<if _player_can_choose>> <<for $_i to 0; $_i lt _consts__max_marked_see_depth; $_i++>> <<set _c to $blackjack.cards[$_i]>> <<if $estatePersistent.markedCards and $estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>> <<set _seen_cards_deck.push(_c)>> <<set _seen_cards_indexes.push($_i)>> <<set _seen_cards_index_strings.push(ordinalSuffixOf($_i+1))>> <<if !$blackjack.seenMarkedCardsSoFar.has(`${_c.name}${_c.suits[0]}`);>> <<set _seen_new_marked_card_this_turn to true>> <<set $blackjack.seenMarkedCardsSoFar.add(`${_c.name}${_c.suits[0]}`);>> <</if>> <</if>> <</for>> <<if _seen_cards_deck.length gt 0>> <<set $_plural to _seen_cards_deck.length gt 1 ? "cards" : "card">> <<set _max_card_index to Math.max(...(_seen_cards_indexes))>> <<if _seen_cards_deck.length eq 1 and _seen_cards_indexes[0] eq 0>> You recognise the card sitting on top of the deck. It's one of the cards you've marked: <<else>> <<set $_indexes_str to formatList(_seen_cards_index_strings)>> You recognise the $_indexes_str $_plural from the top of the deck: <</if>> <br> <<for _i to 0; _i lte _max_card_index; _i++>> <<set _hidden to !_seen_cards_indexes.includes(_i)>> <div class="left"><<cardImage $blackjack.cards[_i] _hidden>></div> <</for>> <div style="clear:both;"></div> <</if>> <<set _c to $blackjack.dealerCards[1]>> <<if $estatePersistent.markedCards and $estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>> <<if !$blackjack.turnIsStale>> <<if !$blackjack.seenMarkedCardsSoFar.has(`${_c.name}${_c.suits[0]}`);>> <<set _seen_new_marked_card_this_turn to true>> <<set $blackjack.seenMarkedCardsSoFar.add(`${_c.name}${_c.suits[0]}`);>> <</if>> <!-- we've seen the card, so we can display it --> <<set $blackjack.dealerSecondCardHidden to false>> <<set _seen_dealer_card to true>> <br><br> You recognise this card you've marked to be Wren's hole card.<br> <div class="left"><<cardImage _c>></div> <div style="clear:both;"></div> <<else>> <!-- reminding the user that they know Wren's hole card is probably redundant, since they can see it now --> <</if>> <<elseif $estate.cards.cheatPeeking and $blackjack.isFirstTurn>> <<if !$blackjack.turnIsStale>> <!-- idea - an alternative, where we handle the deck and the chance to see the card is higher --> <!-- skulduggery affects your chance to see the card. base chance is 10%, skulduggery adds from 0 to 15% chance. different levels of exposure have a chance to affect the chance as well, as you're distracting the dealer every now and then. --> <<set _chance_to_see to Math.clamp(10 + Math.round(currentSkillValue('skulduggery')/100), 10, 25)>> <<set _dealer_distracted to false>> <<set _dealer_distracted_text to "You notice the dealer occasionally sneaking glances at you.">> <!-- we generate two numbers because we want a different chance for the text appearing: we don't want it tied to the chance_to_see --> /* base 10-25% chance */ <<if $estate.cards.state is "ride">> <<if random(1, 5) gt 1>> /* 4/5 * .75 to +60% chance = 70% - 85% */ <<set _chance_to_see += 75>> <<set _dealer_distracted to true>> <<person2>> <<silently>><<his>><</silently>> <<set _dealer_distracted_text to "You notice the dealer watching you and Wren with lust in " + _text_output + " eyes.">> <<person1>> <</if>> <<elseif $exposed eq 2>> <!-- actual chance bonus to random_chance * extra_chance_to_see (so .5*.75=0.375) --> <<if random(1, 2) eq 1>> /* 1/2 * .75 to +37.5% chance = 47.5% - 62.5% */ <<set _chance_to_see += 75>> <<set _dealer_distracted to true>> <<person2>> <<silently>><<he>><</silently>> <<set _dealer_distracted_text to "You notice the dealer oogling your body when " + _text_output + " thinks you're not looking.">> <<person1>> <</if>> <<elseif $exposed eq 1>> <<if random(1, 2) eq 1>> /* 0.5 * .4 to +20% chance = 30 - 45% */ <<set _chance_to_see += 40>> <<set _dealer_distracted to true>> <<set _dealer_distracted_text to "You notice the dealer occasionally sneaking glances at you.">> <</if>> <</if>> /* if fully clothed = 10% - 25% */ <<if _dealer_distracted>> <span class="pink">_dealer_distracted_text</span> <br> <</if>> <<rng>> <<if $rng lt _chance_to_see>> The dealer seems distracted, as <<person2>><<he>><<person1>> clumsily hands Wren <<his>> second card. <br> <span class="green">You manage to sneak a peek at Wren's hole card.</span> <br> <div class="left"><<cardImage _c>></div> <div style="clear:both;"></div> <<blackjackSuspicion 10 "holecardingsuccess">> <<if !$blackjack.susCritHit>> <<switch random(1,3)>> <<case 1>> Wren also notices the dealer's blunder and glances at you, but doesn't say anything. <<case 2>> Wren also notices the dealer's blunder and glances at you. "I hope you're keeping your eyes on your own hand," <<he>> says. <<case 3>> "Oh, come on," Wren says to the dealer. "Gotta be swifter when you deal the cards." <<He>> glances at you, but doesn't say anything else. <</switch>> <<gsuspicion>> <<else>> When you look at Wren however, you see <<hes>> <span class="red">staring into your eyes with a smirk.</span><<gggsuspicion>> <</if>> <br><br> <!-- we've seen the card, so we can display it --> <<set $blackjack.dealerSecondCardHidden to false>> <<set $blackjack.susRoseInThisRound to true>> <<else>> <<set $blackjack.susRoseInThisRound to true>> <<blackjackSuspicion 5 "holecardingfail">> You try to peek at Wren's second card while it's being dealt, but you don't manage to see anything.<br> <<if !$blackjack.susCritHit>> <<switch random(1,3)>> <<case 1>> You wonder if they can tell you're peeking. <<case 2>> You notice Wren eyeing you. <<case 3>> You can feel Wren staring at you after receiving <<his>> card. <</switch>> <<gsuspicion>> <<else>> When you look at Wren however, you see <<hes>> <span class="red">staring into your eyes with a smirk.</span><<gggsuspicion>> <</if>> <br><br> <</if>> <<else>> <!-- reminding the user that they know Wren's hole card is probably redundant, since they can see it now --> <</if>> <</if>> <</if>> <<set _marked_card_show_sus_warning to false>> <<if _player_can_choose and $blackjack.turnIsStale neq true>> <<if _seen_new_marked_card_this_turn>> <!-- we do this here to make sure all automatic suspicion raising actions are performed before this check we set a simple bool value for simplicity (so that we don't copy-paste the checks) --> <<set _marked_card_show_sus_warning to true>> <<set $blackjack.susRoseInThisRound to true>> <<blackjackSuspicion `Math.round($estatePersistent.markedCards.size * 0.4)` "markedcardseen">> <</if>> <</if>> <<if $estatePersistent.suspicion gte 100>> <<switch $blackjack.caughtType>> <<case "holecardingfail" "holecardingsuccess">> "Careful there," Wren says. "<span class="red">You're peeking too hard.</span> You don't want to snap your own neck." <br><br> <<if $speech_attitude is "meek">> "I-I'm sorry, I didn't mean to look!" you say. <<elseif $speech_attitude is "bratty">> "Peeking? I'm just making sure your dealer isn't doing anything shady," you say. "Scared?" <<else>> "I wasn't peeking," you say. <</if>> <br><br> Wren scoffs. <<He>> doesn't look convinced by your words. <br><br> <<blackjackCheatingCaught>> <<case "markedcardseen">> <<if _seen_dealer_card>> Wren stares at you for a moment, before carefully inspecting <<his>> hole card. Then, <span class="red"><<he>> scoffs</span>. <br><br> <<else>> Wren stares at you for a moment, before grabbing a card from the deck. <<He>> inspects it, and then - <span class="red"><<he>> scoffs</span>. <</if>> <br><br> <<He>> points to the mark you've placed on the card. "You ain't slick," Wren says. <br><br> <<if $speech_attitude is "meek">> "I-It wasn't me, I didn't do anything!" you say. <<elseif $speech_attitude is "bratty">> "Don't be stupid," you say. "That's just a scratch. For all we know it could be the dealer's fault." <<else>> "That's just a scratch," you say. "Doesn't mean it was intentional, let alone that it was me." <</if>> <br><br> Wren scoffs. <<He>> doesn't look convinced by your words. <br><br> <<blackjackCheatingCaught>> <<default>> <br><br> <<blackjackCheatingCaught>> <</switch>> <<else>> <<blackjackShowCards>> <<blackjackCheatingAlertsFooter>> <<blackjackControlsChoices>> <</if>> <</widget>> <<widget "blackjackShowCards">> Wren's cards: <br> <<for _i to 0; _i lt $blackjack.dealerCards.length; _i++>> <div class="left"> <<if _i is 0>> <<cardImage $blackjack.dealerCards[0]>> <<else>> <<cardImage $blackjack.dealerCards[_i] $blackjack.dealerSecondCardHidden>> <</if>> </div> <</for>> <div style="clear:both;"></div> <<if $blackjack.dealerSecondCardHidden>> <<blackjackScore `[$blackjack.dealerCards[0]]` "dealer">> Known Total: <<print $blackjack.dealerScore>> <<else>> <<blackjackScore $blackjack.dealerCards "dealer">> Total: <<print $blackjack.dealerScore>> <</if>> <br><br> Your cards: <br> <<for _i to 0; _i lt $blackjack.playersCards.length; _i++>> <div class="left"><<cardImage $blackjack.playersCards[_i]>></div> <</for>> <div style="clear:both;"></div> Total: <<print $blackjack.playersScore>> <</widget>> <<widget "blackjackCheatingAlertsFooter">> <<if _marked_card_show_sus_warning>> <br><br> While you were looking at the marked cards, you could feel Wren and <<his>> friends occasionally glancing at you.<<gsuspicion>> <</if>> <<if $blackjack.turn is "players" and $blackjack.playersScore lte 20>> <div id="blackjackChoicesCheatingInformationDiv" style="display: none"> <br><br> <<set _marked_count to $estatePersistent.markedCards ? $estatePersistent.markedCards.size : 0>> <<set _consts__max_marked to 8>> You've marked <<print _marked_count>> cards in this deck.<br> <<set _d to deck()>> <<for _i to 0; _i lt _d.length; ++_i>> <<set _c to _d[_i]>> <<if $estatePersistent.markedCards and $estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>> <div class="left"><<cardImage _c>></div> <</if>> <</for>> <div style="clear:both;"></div> <br> <<if _marked_count gte _consts__max_marked>> That's as many unique marks as you can place and remember. You can no longer mark cards until Wren changes the deck. <<else>> You can mark up to <<print _consts__max_marked - _marked_count>> more cards. That's as many as you'll be able to mark and remember. <</if>> </div> <</if>> <<if $estatePersistent.suspicion is undefined>> <<set $estatePersistent.suspicion to 0>> <</if>> <<set _player_cheating_virginity_warned to false>> <<if $estatePersistent.suspicion gt 0>> <br><br> Suspicion: <<statbar 0 $estatePersistent.suspicion 100>> <<set _consts__danger_zone_suspicion to 70>> <<if $estatePersistent.suspicion gt _consts__danger_zone_suspicion>> <br> <span class="red">Wren and <<his>> friends are very suspicious of you, and you are being closely watched.</span> <<if $estate.cards.state is "ride">> <<set _player_cheating_virginity_warned to true>> <<cards_cheating_virginity_warning>> <</if>> <</if>> <</if>> <</widget>> <<widget "blackjackCheatingPeekingChoiceGenerate">> <<if $estate.cards.cheatPeeking>> <<link "Stop peeking at Wren's hole card during dealing">><<set $estate.cards.cheatPeeking to false>><<replace "#blackjackCheatingPeekingChoice">><<blackjackCheatingPeekingChoiceGenerate>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>> <<else>> <<link "Peek at Wren's hole card during dealing">><<set $estate.cards.cheatPeeking to true>><<replace "#blackjackCheatingPeekingChoice">><<blackjackCheatingPeekingChoiceGenerate>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>> <!-- | <span class="orange">Skulduggery</span> --> <mouse class="tooltip linkBlue">(?)<span>Every first turn, when the cards are dealt, you will try to peek at Wren's hole card when the cards are dealt. Your chances will be influenced by your skulduggery skill, the dealer's alertness, etc.</span></mouse> <</if>> <</widget>> <<widget "blackjackCheatingChoicesGenerate">> <<set $_showCheating to _args[0]>> <<if $_showCheating>> <<run $("#blackjackChoicesCheatingInformationDiv").show()>> <<link "Back (regular options)">><<replace "#blackjackChoicesDiv">><<blackjackCheatingChoicesGenerate false>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>> <<if _marked_count lt _consts__max_marked>> <<set _can_mark_count to _consts__max_marked - _marked_count>> <<set _non_marked_in_hand to 0>> <<for _i to 0; _i lt $blackjack.playersCards.length; ++_i>> <<set _c to $blackjack.playersCards[_i]>> <<if !$estatePersistent.markedCards or !$estatePersistent.markedCards.has(`${_c.name}${_c.suits[0]}`)>> <<set _non_marked_in_hand++>> <</if>> <</for>> <<set _can_mark_count to Math.min(_can_mark_count, _non_marked_in_hand)>> <<if _can_mark_count gt 0>> <<if _can_mark_count gt 1>> <<set $_link_text to `Mark your ${_can_mark_count} newest cards`>> <<else>> <<set $_link_text to `Mark your newest card`>> <</if>> <br> <<set $skulduggerydifficulty to 400 + _can_mark_count*100 + $estatePersistent.suspicion*25>> <<link [[$_link_text|Estate Blackjack Cheat]]>><<set $blackjack.playersState to "cheat">><<set $blackjack.cheatChoice to "mark">><</link>> <<skulduggerydifficulty>> <<if $estate.cards.state is "ride" and !_player_cheating_virginity_warned>> <<set _player_cheating_virginity_warned to false>> <<cards_cheating_virginity_warning true>> <</if>> <</if>> <</if>> <br> <span id="blackjackCheatingPeekingChoice"> <<blackjackCheatingPeekingChoiceGenerate>> </span> <!-- // idea <br> <<link [[Swap deck cards|$passage]]>><<set $blackjack.playersState to "cheat">><<set $blackjack.cheatChoice to "swap_deck">><</link>> <br> <<link [[Peek hole card|$passage]]>><<set $blackjack.playersState to "peek">><<set $blackjack.cheatChoice to "peek_hole_card">><</link>> --> <br> <<link "Help and Options">><<overlayReplace "blackjackHelp">><</link>> <<else>> <<run $("#blackjackChoicesCheatingInformationDiv").hide()>> <<link [[Hit|$passage]]>><<set $blackjack.playersState to "hit">><<set $blackjack.turnIsStale to false>><<set $blackjack.isFirstTurn to false>><</link>> | <<link [[Stand|$passage]]>><<set $blackjack.turn to "dealer">><<set $blackjack.turnIsStale to false>><<set $blackjack.playersState to "stand">><<set $blackjack.isFirstTurn to false>><</link>> | <<link "Cheating options">><<replace "#blackjackChoicesDiv">><<blackjackCheatingChoicesGenerate true>><</replace>><<run Links.generateLinkNumbers($(".passage"))>><</link>> | <<link "Help and Options">><<overlayReplace "blackjackHelp">><</link>> <</if>> <</widget>> <<widget "blackjackControlsChoices">> <br><br> <<if $blackjack.turn is "players" and $blackjack.playersScore lte 20>> <div id="blackjackChoicesDiv"> <<blackjackCheatingChoicesGenerate false>> </div> <<elseif $blackjack.turn is "players" and $blackjack.playersScore gt 21>> <span class="red">Bust</span> <br> <<blackjackControlsPostGameSuspicion true>> <<link [[End game|Estate Blackjack Lose]]>><</link>> <br> <<elseif $blackjack.turn is "dealer">> <<if $blackjack.playersState is "blackjack" and $blackjack.dealerState is "blackjack">> <<set $blackjack.winner to "tie">> <span class="blue">You tie with both having Natural Blackjacks</span> <<elseif $blackjack.playersState is "blackjack">> <<set $blackjack.winner to "player">> <span class="green">You win with a Natural Blackjack</span> <<elseif $blackjack.dealerState is "blackjack">> <<set $blackjack.winner to "dealer">> <span class="red">You lose to the Natural Blackjack</span> <<elseif $blackjack.playersScore gt $blackjack.dealerScore or $blackjack.dealerScore gt 21>> <<set $blackjack.winner to "player">> <span class="green">You win</span> <<elseif $blackjack.playersScore is $blackjack.dealerScore>> <<set $blackjack.winner to "tie">> <span class="blue">You tie</span> <<else>> <<set $blackjack.winner to "dealer">> <span class="red">You lose</span> <</if>> <br><br> <<if $blackjack.winner is "tie">> <<blackjackControlsPostGameSuspicion>> <<blackjackEnd "tie">> <<blackjackStart "Blackjack Finish">> <<link [[Next|Estate Blackjack]]>><<pass 1>><</link>> <br> <<elseif $blackjack.winner is "dealer">> <<blackjackControlsPostGameSuspicion true>> <<link [[Next|Estate Blackjack Lose]]>><</link>> <br> <<else>> <<blackjackControlsPostGameSuspicion>> <<link [[Next|Estate Blackjack Win]]>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "blackjackCaughtCheatingSurrender">> <<if $wren_intro isnot undefined>> <<set $estate_cards_end to "cheat_remy">> <</if>> <<if !($worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked"))>> <<clothesruined>><<exposure>> "Let's get <<phim>> ready," the <<person2>><<person>> says. Hands grasp your clothes from all directions, pulling and tearing the fabric, until you're left exposed. <<covered>> <br><br> <</if>> <<fameexhibitionism 7>> They lift you, and carry you naked through the estate, <<if $estate.chaos gte 100>>through all the chaos you've caused,<</if>> towards a small barn. <br><br> A couple of guards see you coming and smirk. Wren hands you to the guards. <br><br> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> One of the guards goes into the barn and comes back with a chain, which is then fixed around your familiar collar. The guards tug on it, <span class="green">and the innermost link shatters</span>. The rest of the chain falls to the ground. <br><br> Everyone stares at the now ruined chain. <<if C.npc.Wren.love gte 20>> Wren starts laughing. "That's one hell of trick collar you've got. Looking forward to playing with you again," Wren says. "I know you'll be back soon." <<else>> Wren snickers. "Nice trick collar. Don't cause them too much trouble," <<nnpc_he "Wren">> says. <</if>> <br><br> <!-- estate ends 4, 6 --> <<card_pot_confiscated>> <<estate_cards_finish>> <<badEndTracking "Underground Farm" { reason: "cardCheating" }>> <<link [[Next|Livestock Intro Familiar Collar]]>><<endevent>><<estate_end>><</link>> <br> <<else>> <<leash 21>> One of the guards goes into the barn and comes back with a collar and chain, which are then fixed around your neck. The guards tug on the attached chain, forcing you along. <br><br> <<if C.npc.Wren.love gte 20>> "Looking forward to playing with you again," Wren says. "I know you'll be back soon, one way or another." <<else>> "Don't cause them too much trouble," Wren says. <</if>> <br><br> <!-- estate ends 4, 6 --> <<card_pot_confiscated>> <<estate_cards_finish>> <<badEndTracking "Underground Farm" { reason: "cardCheating" }>> <<link [[Next|Livestock Intro]]>><<endevent>><<estate_end>><</link>> <br> <</if>> <</widget>> <<widget "blackjackHelp">> <<set _consts__max_marked to 8>> <ul> <li>Your goal is to beat the dealer in having a higher score that never goes above 21.</li> <li>Cards are valued from 2 to 11. Jack, Queen and King are worth 10 each, Ace is worth either 1 or 11, whichever is more favourable.</li> <li>Scoring a total of 21 with 2 cards is known as a "Natural Blackjack," you or the dealer will win over any other combination unless you tie.</li> <li>If either you or the dealer go over 21, the one who bust loses.</li> <li>Stand to end your turn, hit to gain another card.</li> <li>The dealer always plays by specific rules, use that to your advantage. The dealer must hit when their score is below 17.</li> </ul> <h3>Cheating Guide</h3> <ul> <li>In blackjack, a "hole card" is the dealer's second hidden card. "Hole carding" refers to attempts to find out what the hidden card is. You can do that by trying to <b>peek</b> at the card as it's being dealt. Intentionally trying to peek at the cards being dealt is against the rules.</li> <li>Marking a card refers to leaving some sort of mark on it that allows you to identify it. You can leave up to _consts__max_marked marks on cards you get to hold. Be careful, as marking cards is against the rules.</li> <li>Once you mark a card, the mark will remain until the deck is replaced. It's not too difficult to tell that a person is looking for a mark on the back of a card, so be careful.</li> <li>The cards are dealt by a dealer. As long as they're in your view, you can try and peek at the card they're giving to Wren.</li> </ul> <h3>Options</h3> <<link [[Save and close|$passage]]>><<set $worn.handheld.colour to $cardcover.colour.replace("-", " ")>><</link>> <br><br> Back cover: <br> <div id="card-cover-options" @class="'clothes-' + $cardcover.colour"> <<for _i to 0; _i lte 7; _i++>> <div @class="'div-link card cardcover' + _i + ($cardcover.style eq _i ? ' active' : '')"> <<if _i eq 0>> <span class="number">?</span> <span class="suit">?</span> <</if>> <<capture _i>> <<link "">> <<set $cardcover.style to _i>> <<run $('#card-cover-options .card').removeClass('active')>> <<run $('#card-cover-options .card:nth-child(' + (_i+1) + ')').addClass('active')>> <</link>> <</capture>> </div> <</for>> </div> <label> Colour: <<listbox "$cardcover.colour" autoselect>> <<option "Black" "black">> <<option "Navy" "navy">> <<option "Blue Steel" "blue-steel">> <<option "Light Grey" "grey">> <<option "White" "pale-white">> <<option "Silver" "silver">> <<option "Black & White" "white">> <<option "Gold" "gold">> <<option "Black & Orange" "yellow">> <<option "Yellow" "pale-yellow">> <<option "Bronze" "bronze">> <<option "Brown" "brown">> <<option "Sand" "sand">> <<option "Olive" "olive">> <<option "Orange" "tangerine">> <<option "Red Orange" "pale-tangerine">> <<option "Red" "red">> <<option "Green" "green">> <<option "Light Green" "light-green">> <<option "Blue" "blue">> <<option "Light Blue" "light-blue">> <<option "Pink" "pink">> <<option "Light Pink" "light-pink">> <<option "Purple" "purple">> <<option "Teal" "teal">> <</listbox>> </label> <<run $(() => { linkifyDivs('#card-cover-options'); $('#listbox-cardcovercolour').on('change', () => { $('#card-cover-options').removeClass().addClass('clothes-' + $cardcover.colour) }); })>> <</widget>><!--Needs to be run in a previous passage to prevent cheating--> <<widget "highLowStart">> <<if _args[0]>> <<set $highlow to { cards:shuffle(shuffle(shuffle(deck()))), correct: 0, dealerCard: null, playersCard: null, playersCardHidden: null, gamestart: false, turn: null, choice: null, endPassage: _args[0] }>> <</if>> <</widget>> <<widget "highLowEnd">> <<unset $highlow>> <</widget>> <<widget "cardText">> <<if _args[0]>> <<if _args[1]>> Turned over. <<else>> <<switch _args[0].name>> <<case "A">>Ace <<case "K">>King <<case "Q">>Queen <<case "J">>Jack <<default>>_args[0].name <</switch>> of <<print _args[0].suits>>. <</if>> <</if>> <</widget>> <<widget "highLowCalculate">> <<if $highlow.gamestart is false>> <<set $highlow.gamestart to true>> <<set $highlow.turn to "players">> <</if>> <<if $highlow.turn is "players">> Players Turn <br> <<set $highlow.dealerCard to $highlow.cards[0]>> <<set $highlow.playersCard to $highlow.cards[1]>> <<set $highlow.cards.deleteAt(0,1)>> <<set $highlow.playersCardHidden to true>> <<elseif $highlow.turn is "dealer">> Dealer Turn <br> <<set $highlow.playersCardHidden to false>> <<if ($highlow.choice is "lower" and $highlow.playersCard.value lt $highlow.dealerCard.value) or ($highlow.choice is "higher" and $highlow.playersCard.value gt $highlow.dealerCard.value)>> <<if $highlow.correct is 0>> <<set $highlow.correct++>> <<else>> <<set $highlow.correct*=2>> <</if>> <</if>> <<if $highlow.cards.length lt 30>> <<set $highlow.cards to shuffle(shuffle(shuffle(deck())))>> They reshuffle the deck. <br> <</if>> <</if>> <</widget>> <<widget "highLowControls">> <div class="highlow"> <div><span class="title">Dealers card:</span> <<cardImage $highlow.dealerCard>></div> <div><span class="title">Your card:</span> <<cardImage $highlow.playersCard $highlow.playersCardHidden>></div> </div> <div style="clear:both;"></div> Your current score: <<print $highlow.correct>> <br> <<if $highlow.turn is "players">> <<link [[Lower|$passage]]>><<set $highlow.choice to "lower">><<set $highlow.turn to "dealer">><</link>> | <<link [[Higher|$passage]]>><<set $highlow.choice to "higher">><<set $highlow.turn to "dealer">><</link>> | <<if $highlow.correct gt 4>> <br> <<link [[End game|$highlow.endPassage]]>><<set $highlow.correct/=2>><</link>><<note "Lose half your score" "red">> | <</if>> <<elseif $highlow.turn is "dealer">> <<if ($highlow.choice is "lower" and $highlow.playersCard.value lt $highlow.dealerCard.value) or ($highlow.choice is "higher" and $highlow.playersCard.value gt $highlow.dealerCard.value)>> Your correct <br> <<link [[Continue|$passage]]>><<set $highlow.turn to "players">><</link>> | <br> <<link [[End game|$highlow.endPassage]]>><</link>> | <<elseif $highlow.playersCard.value is $highlow.dealerCard.value>> Draw <br> <<link [[Continue|$passage]]>><<set $highlow.turn to "players">><</link>> | <br> <<link [[End game|$highlow.endPassage]]>><</link>> | <<else>> You Lose <br> <<link [[End game|$highlow.endPassage]]>><<set $highlow.correct to 0>><</link>> <</if>> <</if>> <</widget>> <<widget "cardImage">> <<if _args[0]>> <div @class="'card ' + (_args[1] ? 'cardcover' + $cardcover.style : '') + ' clothes-' + $cardcover.colour"> <<if _args[1]>> <<if $cardcover.style eq 0>> <span class="number">?</span> <span class="suit">?</span> <</if>> <<else>> <<if _args[0].suits is "Diamonds">> <<set _suits to "diams">> <<else>> <<set _suits to _args[0].suits.toLowerCase()>> <</if>> <span class="number"><<print _args[0].name>></span> <span class="suit"><<print "&" + _suits + ";">></span>&nbsp;&nbsp; <</if>> </div> <</if>> <</widget>> <<widget "estate_cards_bet">> <<if $worn.over_upper.name isnot "naked">> <<set $estate.cards.desire to "over_upper">> "If I win—" <<He>> points at your $worn.over_upper.name. <span class="blue">"You lose <<overupperthat>>."</span> <<elseif $worn.over_lower.name isnot "naked">> <<set $estate.cards.desire to "over_lower">> "If I win—" <<He>> points at your $worn.over_upper.name. <span class="blue">"You lose <<overlowerthat>>."</span> <<elseif $worn.feet.name isnot "naked" and $worn.feet.cursed isnot 1>> <<set $estate.cards.desire to "feet">> "If I win—" <<He>> points at your $worn.feet.name. <span class="blue">"You lose your shoes."</span> <<elseif $worn.legs.name isnot "naked">> <<set $estate.cards.desire to "legs">> "If I win—" <<He>> points at your $worn.legs.name. <span class="blue">"You lose <<legsthat>>."</span> <<elseif $worn.upper.name isnot "naked">> <<set $estate.cards.desire to "upper">> "If I win—" <<He>> points at your $worn.upper.name. <span class="purple">"You lose your <<dress>>."</span> <<elseif $worn.lower.name isnot "naked">> <<set $estate.cards.desire to "lower">> "If I win—" <<He>> points at your $worn.lower.name. <span class="purple">"You lose your <<skirt>>."</span> <<elseif $worn.hands.name isnot "naked">> <<set $estate.cards.desire to "hands">> "If I win—" <<He>> points at your $worn.hands.name. <span class="blue">"You lose those gloves."</span> <<elseif $worn.under_upper.name isnot "naked">> <<set $estate.cards.desire to "under_upper">> "If I win—" <<He>> points at your $worn.under_upper.name. <span class="pink">"You lose your <<bra>>."</span> <<elseif $worn.under_lower.name isnot "naked">> <<set $estate.cards.desire to "under_lower">> "If I win—" <<He>> points at your $worn.under_lower.name. <span class="pink">"I take your <<panties>>."</span> <<else>> <<if $estate.cards.state is "ride">> "If I win—" <<rng 4>> <<if $rng is 4>> <<set $estate.cards.desire to "kiss">> <<He>> hovers <<his>> mouth close, until you feel <<his>> breath on your lips. "We kiss." <<elseif $rng is 3>> <<He>> grins. "I get to fondle your <<if $player.penisExist and $player.vaginaExist>> <<if random(1, 2) is 2>> <<set $estate.cards.desire to "penis_grope">> cock." <<else>> <<set $estate.cards.desire to "pussy_grope">> pussy." <</if>> <<elseif $player.penisExist>> <<set $estate.cards.desire to "penis_grope">> penis." <<else>> <<set $estate.cards.desire to "pussy_grope">> pussy." <</if>> <<elseif $rng is 2>> <<set $estate.cards.desire to "bottom_grope">> <<He>> grins. "I get to fondle your bum." <<elseif $rng is 1>> <<set $estate.cards.desire to "chest_grope">> <<He>> grins. "I get to play with your chest." <</if>> <<else>> <<if $estate.cards.lust gte 2>> <<if $NPCList[0].penis isnot "none">> "If I win—" <<He>> grins. <<if $player.vaginaExist and !playerChastity("hidden")>> "You sit on my lap. Don't worry. I won't touch your pussy. Yet." <<set $estate.cards.desire to "vaginal">> <<elseif $settings.analEnabled and !playerChastity("anus")>> "You sit on my lap. Don't worry. I won't take advantage. Yet." <<set $estate.cards.desire to "anal">> <<elseif !playerChastity("hidden")>> "You sit on my lap. Don't worry. I won't take advantage. Yet." <<set $estate.cards.desire to "wren_lap">> <<else>> <<He>> looks at your $worn.genitals.name. "That's an interesting device you have there," <<he>> says, reclining in <<his>> chair. "<span class="blue">I'd love to see beneath it.</span> For now though, I have everything I want from you. Have a safe trip home." <<His>> friends laugh. <<set $estate.cards.desire to "chastity">> <</if>> <<else>> "If I win—" <<He>> grins. <<if $player.penisExist and !playerChastity("penis")>> "I sit on your lap. Don't worry. I won't touch your cock. Yet." <<set $estate.cards.desire to "penile">> <<elseif !playerChastity("hidden")>> "I sit on your lap. Don't worry. I won't take advantage. Yet." <<set $estate.cards.desire to "pc_lap">> <<else>> <<He>> looks at your $worn.genitals.name. "That's an interesting device you have there," <<he>> says, reclining in <<his>> chair. "<span class="blue">I'd love to see beneath it.</span> For now though, I have everything I want from you. Have a safe trip home." <<His>> friends laugh. <<set $estate.cards.desire to "chastity">> <</if>> <</if>> <<elseif $estate.cards.lust gte 1>> <<set $estate.cards.desire to "bend">> "If I win—" <<He>> grins. "You climb atop your chair and bend over. Let us see you more closely." <<else>> <<set $estate.cards.desire to "twirl">> "If I win—" <<He>> grins. "You twirl on the spot. Give us a show. And no covering with your hands." The others murmur their enthusiasm. <</if>> <</if>> <</if>> <</widget>> <<widget "cards_strip_text">> "Don't keep us waiting. <<if $rng gte 91>> Give it here." <<elseif $rng gte 81>> Let's have it off." <<elseif $rng gte 71>> Strip." <<elseif $rng gte 61>> Off it comes." <<elseif $rng gte 51>> Let's see what's beneath." <<elseif $rng gte 41>> That's my property now." <<elseif $rng gte 31>> Have it off." <<elseif $rng gte 21>> Let's see you strip." <<elseif $rng gte 11>> Strip, or be stripped." <<else>> I'm not a patient <<nnpc_gender "Wren">>." <</if>> <</widget>> <<widget "cards_exposure_text">> <<if random(1, 10) is 10>> <<if $worn.over_upper.exposed gte 2 and $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 and ($player.sex is "f" or $player.gender_appearance is "f")>> <<if $uncomfortable.nude is true>> <span class="lewd">You keep one arm over your <<breasts>>, protecting them from the prying eyes of Wren and <<his>> friends.</span> <br> <<else>> <span class="lewd">You can feel Wren and <<his>> friends' eyes on your <<breasts>>, but you don't care. You're focused on the game.</span> <br> <</if>> <<elseif $worn.over_upper.exposed gte 1 and $worn.upper.exposed gte 1 and ($player.sex is "f" or $player.gender_appearance is "f")>> <<if $uncomfortable.underwear is true>> <span class="lewd">You feel self-conscious about the lack of clothing on your chest, and keep one arm over it.</span> <br> <<else>> <span class="lewd">You're unbothered by having so little clothing on your chest.</span> <br> <</if>> <</if>> <</if>> <<if random(1, 10) is 10>> <<if $worn.over_lower.exposed gte 2 and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>> <<if $uncomfortable.nude is true>> <span class="lewd">Even sat with your legs under the table, your bare <<bottom>> and <<genitals>> make you feel so exposed.</span> <br> <<else>> <span class="lewd">You're unbothered by your bare <<bottom>> and <<genitals>>. They're under the table anyway.</span> <br> <</if>> <<elseif $worn.over_lower.exposed gte 1 and $worn.lower.exposed gte 1 and !$worn.under_lower.type.includes("covered")>> <<if $uncomfortable.underwear is true>> <span class="lewd">Wearing so little beneath your waist makes you feel uncomfortable.</span> <br> <<else>> <span class="lewd">You're unbothered by having so little clothing beneath your waist.</span> <br> <</if>> <</if>> <</if>> <<if random(1, 10) is 10>> <<if $estate.cards.wren_top is 0 and $estate.cards.wren_under_top is 0>> <<if $pronoun is "f">> <span class="lewd">Wren <<if $NPCList[0].breastsize gte 5>>struggles to keep<<else>>keeps<</if>> <<his>> <<print $NPCList[0].breastsdesc>> covered with one arm.</span> <br> <<else>> <span class="lewd">Wren shuffles uncomfortably as you glance at <<his>> bare chest.</span> <br> <</if>> <<elseif $estate.cards.wren_top is 0>> <<if $pronoun is "f">> <span class="lewd">Wren shuffles uncomfortably as you glance at <<his>> bra.</span> <br> <</if>> <</if>> <</if>> <<if random(1, 10) is 10>> <<if $estate.cards.wren_bottoms is 0 and $estate.cards.wren_under_bottoms is 0>> <<if $pronoun is "f">> <span class="lewd">Wren folds one leg over the other, covering <<his>> bare groin.</span> <br> <<else>> <span class="lewd">Wren keeps <<his>> legs held tight together.</span> <br> <</if>> <<elseif $estate.cards.wren_bottoms is 0>> <span class="lewd">Wren shifts uncomfortably as a colleague glances at <<his>> <<if $pronoun is "f">>panties<<else>>briefs<</if>>.</span> <br> <</if>> <</if>> <<if random(1, 10) is 10>> <<if $estate.cards.state is "ride">> <<switch $estate.cards.position>> <<case "wren_lap">> <<case "pc_lap">> <<case "penile">> <span class="lewd">Wren kisses your <<penis>> with <<his>> pussy.</span> <br> <<case "vaginal">> <span class="lewd">Wren pokes your <<pussy>> with <<his>> <<print $NPCList[0].penisdesc>>.</span> <br> <<case "anal">> <span class="lewd">Wren rubs <<his>> <<print $NPCList[0].penisdesc>> against your <<bottom>>.</span> <br> <</switch>> <</if>> <</if>> <br> <</widget>> <<widget "cards_naked_cover">> <<if $uncomfortable.nude is true>> <span class="lewd">You cover your <<breasts>> with an arm, and keep your thighs squeezed tight together.</span> <br><br> <</if>> <</widget>> <<widget "cards_bottom_cover">> <<if $uncomfortable.nude is true>> <span class="lewd">You keep your thighs squeezed tight together.</span> <br><br> <</if>> <</widget>> <<widget "cards_top_cover">> <<if $uncomfortable.nude is true>> <span class="lewd">You cover your <<breasts>> with an arm.</span> <br><br> <</if>> <</widget>> <<widget "cards_underwear_cover">> <<if $uncomfortable.underwear is true>> <span class="lewd">You cover your $worn.under_upper.name with one arm, and make sure your $worn.under_lower.name <<underlowerplural>> on right.</span> <br><br> <</if>> <</widget>> <<widget "cards_bra_cover">> <<if $uncomfortable.underwear is true>> <span class="lewd">You cover your $worn.under_upper.name with an arm.</span> <br><br> <</if>> <</widget>> <<widget "cards_virginity_all_warnings">> <<set _player_suspicious to $estatePersistent.suspicion gt 0>> <<if $estate.cards.position is "vaginal">> <<if $player.virginity.vaginal is true>> <<if _player_suspicious>> <span class="red">If you orgasm, or if you're caught cheating - Wren will take your virginity.</span> <<else>> <span class="red">If you orgasm, Wren will take your virginity.</span> <</if>> <</if>> <<elseif $estate.cards.position is "penile">> <<if $player.virginity.penile is true>> <<if _player_suspicious>> <span class="red">If you orgasm, or if you're caught cheating - Wren will take your virginity.</span> <<else>> <span class="red">If you orgasm, Wren will take your virginity.</span> <</if>> <</if>> <<elseif $estate.cards.position is "anal">> <<if $player.virginity.anal is true>> <<if _player_suspicious>> <span class="red">If you orgasm, or if you're caught cheating - Wren will take your anal virginity.</span> <<else>> <span class="red">If you orgasm, Wren will take your anal virginity.</span> <</if>> <</if>> <</if>> <</widget>> <<widget "cards_virginity_warning">> <<if $estate.cards.position is "vaginal">> <<if $player.virginity.vaginal is true>> <span class="red">If you orgasm, Wren will take your virginity.</span> <</if>> <<elseif $estate.cards.position is "penile">> <<if $player.virginity.penile is true>> <span class="red">If you orgasm, Wren will take your virginity.</span> <</if>> <<elseif $estate.cards.position is "anal">> <<if $player.virginity.anal is true>> <span class="red">If you orgasm, Wren will take your anal virginity.</span> <</if>> <</if>> <</widget>> <<widget "cards_cheating_virginity_warning">> <<set _is_inline to _args[0]>> <<if $estate.cards.position is "vaginal">> <<if $player.virginity.vaginal is true>> <<if !_is_inline>><br><<else>> | <</if>> <span class="red">If you're caught cheating, Wren will take your virginity.</span> <</if>> <<elseif $estate.cards.position is "penile">> <<if $player.virginity.penile is true>> <<if !_is_inline>><br><<else>> | <</if>> <span class="red">If you're caught cheating, Wren will take your virginity.</span> <</if>> <<elseif $estate.cards.position is "anal">> <<if $player.virginity.anal is true>> <<if !_is_inline>><br><<else>> | <</if>> <span class="red">If you're caught cheating, Wren will take your anal virginity.</span> <</if>> <</if>> <</widget>> <<widget "cards_arousal_check">> <<if $arousal gte $arousalmax>> It's too much. <<orgasm>> <br><br> <<set _cards_orgasm to true>><<set $consensual to 1>> <<elseif $arousal gte ($arousalmax / 5) * 4>> <<elseif $arousal gte ($arousalmax / 5) * 3>> <<elseif $arousal gte ($arousalmax / 5) * 2>> <<else>> <</if>> <</widget>> <<widget "card_clothes_lost">> <<set $_cloth_type to _args[0]>> <<if $estate.cards.confiscatedClothes eq null>> <<set $estate.cards.confiscatedClothes to []>> <</if>> <<run $estate.cards.confiscatedClothes.push({ "type": $_cloth_type, "copy": clone($worn[$_cloth_type]) })>> <<generalStrip $_cloth_type>> <</widget>> <<widget "card_clothes_rebuy_calculate">> <<set $_total_price to 0>> <<for $_obj range $estate.cards.confiscatedClothes>> <<set $_cur to $_obj["copy"]>> <<set $_base to setup.clothes[$_obj["type"]][$_cur["index"]]>> <<if $_base.cost gt 0>> <!-- base 20% reduction for having been worn --> <<set $_price to $_base.cost * 0.8>> <<set $_integrity_frac to inverseLerp($_cur.integrity, 0, $_base.integrity_max)>> <!-- making the price drop exponentially relative to the integrity y = (1-x)^2 --> <!-- basically, clothes appear more worn out than they are, and drop the price further --> <<set $_integrity_frac to $_integrity_frac * $_integrity_frac>> <<set $_price to $_price * $_integrity_frac>> <<set $_total_price += $_price>> <</if>> <</for>> <<set $estate.cards.clothesRebuyTerms to {"price": $_total_price}>> <</widget>> <<widget "estate_cards_finish">> <<if $estate.cards.confiscatedClothes and $estate.cards.confiscatedClothes.length gt 0>> <<for $_cloth_obj range $estate.cards.confiscatedClothes>> <<generalRuined $_cloth_obj["type"]>> <</for>> <<set $estate.cards.confiscatedClothes to []>> <</if>> <<run delete $estate.cards.clothesRebuyTerms>> <!-- we should just unset cards, but I'm not 100% that it won't cause any side effects within some code I haven't seen --> <<set $estate.cards_done to true>> <<set $estatePersistent.totalGamesPlayed += 1>> <<if $estate.cards.bettingEnabled>> <<set $estatePersistent.totalGamesPlayedWithBetting += 1>> <</if>> <</widget>> <<widget "card_pot_confiscated">> <<person1>> <<if $estate.cards.bettingEnabled>> <<set $_potValue to $estate.cards.playerPot>> <<if $_potValue gt 0>> <span class="red">Your pot consisting of <<printmoney $_potValue>> has been left behind to be confiscated by Wren and <<his>> goons.</span> <<set $estatePersistent.totalMoneyConfiscated += $_potValue>> <<else>> <span class="gold">You've lost all the money from your pot during the game. If you had any left in the pot, it would've been left behind to be confiscated by Wren and <<his>> goons.</span> <</if>> <br><br> <!-- the money just doesn't get added to PC's account and is automatically reset by <<estate_end>>, whenever it gets called --> <!-- the player won't be able to get into the cottage until $estate.cards_done is reset by <<estate_end>>, so this is safe --> <<money `-$_potValue` "blackjack" { recordOnly: true }>> <</if>> <</widget>> <<widget "card_pot_collected">> <<if $estate.cards.bettingEnabled>> <<set $_potValue to $estate.cards.playerPot>> <<set $_moneyDiff to $estate.cards.playerPot - $estate.cards.ante>> <<set $_resStr to $_moneyDiff gte 0 ? "profit" : "loss">> <<if $_potValue gt 0>> <span class="green">You approach the pot and take your winnings. You've gained <<money $_potValue "blackjack">><<printmoney $_potValue>>, finishing the game with a <<printmoney $_moneyDiff>> $_resStr.</span> <<else>> <span class="red">You've lost all the money from your pot during the game, so you have to leave empty-handed.</span> <</if>> <br><br> <</if>> <</widget>> <<widget "blackjackPostGameThrowTips">> <<if $estate.cards.bettingEnabled>> <!-- the goons throw in tips even if you're not betting, as long as you've paid the ante --> <!-- the goons throw in 5-15% of your bet, plus a random base of 1-5 --> <<set $_tipAmount to random(100,500)>> <<set $_tipPct to random(5,15)/100>> <<set $_tipAmount += $estate.cards.currentBetInput * 100 * $_tipPct>> Wren's goons throw <<printmoney $_tipAmount>> into your pot, as a tip. <br><br> <<set $estate.cards.playerPot += $_tipAmount>> <<set $estatePersistent.totalTipMoneyMade += $_tipAmount>> <</if>> <</widget>> <<widget "blackjackPostGameBettingResult">> <<set $_playerWon to _args[0]>> <<if $estate.cards.bettingEnabled and $estate.cards.currentBetInput gt 0>> <<set $_bet to $estate.cards.currentBetInput * 100>> <<if $_playerWon>> <<set $estate.cards.playerPot += $_bet>> <<set $estate.cards.wrenMoney -= $_bet>> <<set $estatePersistent.totalBetMoneyMade += $_bet>> <<else>> <<set $estate.cards.playerPot -= $_bet>> <<set $estate.cards.wrenMoney += $_bet>> <<set $estatePersistent.totalBetMoneyLost += $_bet>> <</if>> <</if>> <</widget>> <<widget "blackjackResultText">> <<handheldon>> <<set $_playerWon to _args[0]>> <<calculateBlackjackLuckStats>> <<set $_luckFlow to "neutral">> <!-- wren|player|neutral --> <!-- the player has a bad streak if less than 50% of the games are ties, and the opponent has won 2x as many games. 6 games are considered normally. --> <!-- here's all the possible cases (generated with the code in the comment of calculateBlackjackLuckStats) --> <!-- Player lucky cases 3 wins / 1 losses / 2 ties | wins 50.00% losses 16.67% ties 33.33% 4 wins / 0 losses / 2 ties | wins 66.67% losses 0.00% ties 33.33% 4 wins / 1 losses / 1 ties | wins 66.67% losses 16.67% ties 16.67% 4 wins / 2 losses / 0 ties | wins 66.67% losses 33.33% ties 0.00% 5 wins / 0 losses / 1 ties | wins 83.33% losses 0.00% ties 16.67% 5 wins / 1 losses / 0 ties | wins 83.33% losses 16.67% ties 0.00% Wren lucky cases 0 wins / 4 losses / 2 ties | wins 0.00% losses 66.67% ties 33.33% 0 wins / 5 losses / 1 ties | wins 0.00% losses 83.33% ties 16.67% 1 wins / 3 losses / 2 ties | wins 16.67% losses 50.00% ties 33.33% 1 wins / 4 losses / 1 ties | wins 16.67% losses 66.67% ties 16.67% 1 wins / 5 losses / 0 ties | wins 16.67% losses 83.33% ties 0.00% 2 wins / 4 losses / 0 ties | wins 33.33% losses 66.67% ties 0.00% Neutral cases 0 wins / 1 losses / 5 ties | wins 0.00% losses 16.67% ties 83.33% 0 wins / 2 losses / 4 ties | wins 0.00% losses 33.33% ties 66.67% 0 wins / 3 losses / 3 ties | wins 0.00% losses 50.00% ties 50.00% 1 wins / 0 losses / 5 ties | wins 16.67% losses 0.00% ties 83.33% 1 wins / 1 losses / 4 ties | wins 16.67% losses 16.67% ties 66.67% 1 wins / 2 losses / 3 ties | wins 16.67% losses 33.33% ties 50.00% 2 wins / 0 losses / 4 ties | wins 33.33% losses 0.00% ties 66.67% 2 wins / 1 losses / 3 ties | wins 33.33% losses 16.67% ties 50.00% 2 wins / 2 losses / 2 ties | wins 33.33% losses 33.33% ties 33.33% 2 wins / 3 losses / 1 ties | wins 33.33% losses 50.00% ties 16.67% 3 wins / 0 losses / 3 ties | wins 50.00% losses 0.00% ties 50.00% 3 wins / 2 losses / 1 ties | wins 50.00% losses 33.33% ties 16.67% 3 wins / 3 losses / 0 ties | wins 50.00% losses 50.00% ties 0.00% --> <!-- to tweak these values, check calculateBlackjackLuckStats --> <!-- the first 4 games will always be neutral --> <<if $estate.cards.luckStats and $estate.cards.luckStats.total gte 5>> /* pcts[ind][0] >= pcts[ind][1]*2 && pcts[ind][2] < .7 */ <<if $estate.cards.luckStats["winPct"] gte $estate.cards.luckStats["lossPct"] * 2.5 and $estate.cards.luckStats["tiePct"] lt 0.5>> <<set $_luckFlow to "player">> <<elseif $estate.cards.luckStats["lossPct"] gte $estate.cards.luckStats["winPct"] * 2.5 and $estate.cards.luckStats["tiePct"] lt 0.5>> <<set $_luckFlow to "wren">> <<else>> <<set $_luckFlow to "neutral">> <</if>> <</if>> <<if $estate.cards.bettingEnabled and $estate.cards.currentBetInput gt 0>> <<formatmoney `$estate.cards.currentBetInput * 100`>> <<set $_money to '<span class="' + ($_playerWon ? 'gold' : 'red') + '">' + _printmoney + '</span>'>> <<if $_playerWon>> <<if $_luckFlow is "neutral">> <<switch random(1,3)>> <<case 1>> "Good game," Wren says as <<he>> pushes the $_money to the side, to your pot, seemingly unaffected by the loss. <<case 2>> Wren smiles and lazily pushes your $_money towards your pot. If <<hes>> frustrated - <<hes>> hiding it well. <<case 3>> "Oh well," Wren says with a smile as <<he>> motions for <<his>> goon to push the $_money to your pot. <</switch>> <<elseif $_luckFlow is "wren">> <<switch random(1,3)>> <<case 1>> "Can't win them all," Wren says, as <<he>> pushes the $_money to the side, to your pot, seemingly unaffected by the loss. <<case 2>> "Looks like lady luck has finally smiled at you," Wren says as <<he>> motions for <<his>> goon to push the $_money to your pot. <<case 3>> "And I was doing so well," Wren says with a smile as <<he>> pushes the $_money towards your pot. <</switch>> <<else>> <<switch random(1,5)>> <<case 1>> Wren scoffs and lazily swipes <<his>> hand across the pot of $_money, pushing it towards your pot. <<case 2>> "You're awfully lucky today," Wren says as <<he>> pushes the $_money towards your pot, <<his>> face betraying a hint of annoyance. <<case 3>> Wren motions for <<his>> goon to push the $_money to your pot. For a second, you think you can see <<him>> gritting <<his>> teeth in frustration. <<case 4>> "A black cat must've crossed my path today," Wren says with a resigned chuckle as <<he>> pushes the $_money towards your pot. <<case 5>> "You should buy a lottery ticket," Wren says as <<he>> motions for <<his>> goon to push the $_money to your pot. <</switch>> <</if>> <<else>> <<if $_luckFlow is "neutral">> <<switch random(1,3)>> <<case 1>> "Good game," Wren grins as <<he>> reaches for the pot of cash, and hands it to one of <<his>> goons, who safely stashes the $_money away. <<case 2>> Wren lazily reaches for the pot of $_money and hands it over to <<his>> goon, a satisfied grin on <<his>> face. <<case 3>> "Better luck next time," Wren says with a smile as <<he>> motions for <<his>> goon to take the $_money. <</switch>> <<elseif $_luckFlow is "wren">> <<switch random(1,3)>> <<case 1>> "The game's going great," Wren says, as <<he>> reaches for the pot of cash, and hands it to one of <<his>> goons, who safely stashes the $_money away. <<case 2>> "Looks like lady luck is smiling at me," Wren says as <<he>> lazily reaches for the pot of $_money and hands it over to <<his>> goon, a satisfied grin on <<his>> face. <<case 3>> "Lady luck has turned her back on you," Wren says with a smile as <<he>> motions for <<his>> goon to take the $_money. <</switch>> <<else>> <<switch random(1,3)>> <<case 1>> "Finally, some good luck," Wren says, as <<he>> reaches for the pot of cash, and hands it to one of <<his>> goons, who safely stashes the $_money away. <<case 2>> "Your streak couldn't go on forever," Wren says as <<he>> lazily reaches for the pot of $_money and hands it over to <<his>> goon, a satisfied grin on <<his>> face. <<case 3>> "Looks like your good streak is ending," Wren says with a smile as <<he>> motions for <<his>> goon to take the $_money. <</switch>> <</if>> <</if>> <<else>> <<if $_playerWon>> <<if $_luckFlow is "neutral">> <<switch random(1,3)>> <<case 1>> "Good game," Wren says. <<case 2>> Wren gives you a light smile. <<case 3>> "Oh well," Wren says with a smile. <</switch>> <<elseif $_luckFlow is "wren">> <<switch random(1,3)>> <<case 1>> "Can't win them all," Wren says, leaning back on the chair. <<case 2>> "Looks like lady luck has finally smiled at you," Wren says. <<case 3>> "And I was doing so well," Wren says with a smile. <</switch>> <<else>> <<switch random(1,5)>> <<case 1>> Wren scoffs, leaning back on the chair. <<case 2>> "You're awfully lucky today," Wren says. <<case 3>> Wren crosses <<his>> arms as <<he>> leans back on the chair, giving you a resigned smile. <<case 4>> "A black cat must've crossed my path today," Wren says with a resigned chuckle. <<case 5>> "You should buy a lottery ticket," Wren says. <</switch>> <</if>> <<else>> <<if $_luckFlow is "neutral">> <<switch random(1,3)>> <<case 1>> "Good game," Wren grins. <<case 2>> Wren sits up and leans forward with a satisfied grin on <<his>> face. <<case 3>> "Better luck next time," Wren says with a smile. <</switch>> <<elseif $_luckFlow is "wren">> <<switch random(1,3)>> <<case 1>> "The game's going great," Wren says, as <<he>> sits up and leans forward. <<case 2>> "Looks like lady luck is smiling at me," Wren says. <<case 3>> "Lady luck has turned her back on you," Wren says with a smile. <</switch>> <<else>> <<switch random(1,3)>> <<case 1>> "Finally, some good luck," Wren says as <<he>> sits up and leans forward. <<case 2>> "Your streak couldn't go on forever," Wren says as <<he>> leans forward. <<case 3>> "Looks like your good streak is ending," Wren says with a smile. <</switch>> <</if>> <</if>> <</if>> <</widget>> <<widget "cards_oral_options">> <<if $estate.cards.clothesRebuyTerms and $estate.cards.clothesRebuyTerms.price gt $money>> <span class="blue">You don't have enough money to accept the deal.</span> <br><br> <<elseif hasSexStat("promiscuity", 4)>> <<link [[Accept|Estate Cards Oral]]>><</link>><<promiscuous4>><<goralskill>> <br> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> But leaving with nothing will be dangerous. <br><br> <<link [[Accept|Estate Cards Oral]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <</if>> <<link [[Refuse|Estate Cards Oral Refuse]]>><</link>> <br> <</widget>> <<widget "cards_naked_end">> <<covered>> <<if $speech_attitude is "meek">> "I-I have no clothes," you say. "C-could you give me something to cover with?" <<elseif $speech_attitude is "bratty">> "You're really gonna leave me with no clothes?" you ask. "Give me a towel or something at least." <<else>> "Could you give me a towel, at least?" you ask. "I'll be in danger like this." <</if>> <br><br> Wren leans behind <<him>>, and opens a drawer. <<He>> feels inside, and produces a small towel. "You can have this," <<he>> says. "But you'll have to earn it. I think my friends here deserve some fun." <br><br> "Satisfy them with your mouth," <<he>> continues, "and I'll let you wear a towel." <br><br> <<cards_oral_options>> <</widget>> <<widget "cards_play_options">> <<if $estate.cards.bettingEnabled>> <<person1>> <!-- would it perhaps be better to recover the previous bet input here, so that the player doesn't have to manually input the max bet every time? --> <<set $estate.cards.currentBetInput to 0>> <!-- the player can't bet more than Wren has, or more than the player has in the pot (including tips), or more than the max bet--> <<set $_maxBetAmount to Math.min($estate.cards.baseMaxBet, $estate.cards.wrenMoney, $estate.cards.playerPot)>> <!-- rounding down to nearest multiple of X (X pounds = step) --> <<set $_step to $estate.cards.betStep>> <<set $_maxBetAmount to Math.floor($_maxBetAmount / $_step) * $_step>> <<set $_moneyDiff to $estate.cards.playerPot - $estate.cards.ante>> <div> <div><span>Your money on the table<mouse class="tooltip">(?)<span>The amount of money you've made that is kept on the table as insurance (including tips and your ante). If you get caught cheating or run away, you either have to risk trying to take it with you or abandon it.</span></mouse>: <<printmoney $estate.cards.playerPot>></span></div> <div><span>Your current winnings<mouse class="tooltip">(?)<span>The total standing, how much money you've made or lost in the game (including tips). Does not represent the final amount you'll end up with, as you might end up abandoning your winnings for a less risky escape.</span></mouse>: <<printmoney $_moneyDiff>></span></div> <div><span>Wren's pot<mouse class="tooltip">(?)<span>The amount of money Wren has that you can win (including <<his>> ante). The tips come from the goons, so they're not included. If Wren's pot is exhausted, <<he>> will not be able to bet any more until the next day.</span></mouse>: <<printmoney $estate.cards.wrenMoney>></span></div> <<if $_maxBetAmount gt 0>> <div><span>Your bet:</span><<numberslider "$estate.cards.currentBetInput" 0 0 `$_maxBetAmount/100` `$_step/100`>></div> <<elseif $estate.cards.playerPot lt $_step>> <span class="blue">You don't have enough money in your pot to place the minimum bet (<<printmoney $_step>> required).</span> <<else>> <span class="blue">Wren doesn't have enough money left in <<his>> pot to match the minimum bet.</span> <</if>> </div> <br><br> <</if>> <<if $estate.cards.desire is "chastity">> <<getouticon>><<link [[Leave|Estate Cards Leave]]>><<handheldon>><</link>> <br> <<else>> <<gameicon "cards">><<link [[Play (0:01)|Estate Blackjack]]>><<pass 1>><<handheldon>><</link>> <<if $estate.cards.state is "ride">> <span class="purple">Losing may increase arousal.</span> <<cards_virginity_all_warnings>> <</if>> <<if _cards_desire is "kiss" and $player.virginity.kiss is true>> <span class="red">If you lose, Wren will take your first kiss.</span> <</if>> <br> <<getouticon>><<link [[Leave|Estate Cards Leave]]>><<npcincr Wren love -1>><<handheldon>><</link>><<llove>> <br> <</if>> <</widget>> <<widget "cards_start_play_options">> <<if $farm_stage gte 5>> <<gameicon "cards">><<link [[Play cards|Estate Cards Intro 2]]>><</link>> <<if $estatePersistent.stakesRaised>> <<set $_anteMaxNum to setup.estateBlackjack.anteSizes.length - 1>> <<for _i to 0; _i lte $_anteMaxNum; _i++>> <<set _anteAmount to setup.estateBlackjack.anteSizes[_i]>> <<set _cards to "cards_" + _i>> <<formatmoney _anteAmount>> <<set $_confidenceMoney to setup.estateBlackjack.confidenceMoney[_i]>> <<set $_primaryReq to setup.estateBlackjack.primaryRequirements[_i]>> <<if $money gte $_confidenceMoney or Scripting.evalTwineScript($_primaryReq.check)>> <<if $money lt _anteAmount>> <br> <span class="blue">Play cards with betting (_printmoney upfront): you're confident, but you don't have enough money.</span> <<else>> <<set _linkText to "Play cards with betting (" + _printmoney + " upfront)">> <br> <<capture _linkText, _anteAmount, _i>> <<gameicon _cards>><<link [[_linkText|Estate Cards Intro 2]]>><<estate_betting_start _i>><</link>> <</capture>> <</if>> <<else>> <br> <span class="blue">Play cards with betting (_printmoney upfront): you're not confident enough to risk that much money. <i><<print $_primaryReq.message>></i></span> <</if>> <</for>> <<elseif $wren_intro isnot undefined and not ($estate.cards.suggestedRaisingStakesToday or $estatePersistent.playerRejectedRaisingStakes)>> <!-- $estate.cards.suggestedRaisingStakesToday prevents you from trying to convince Wren again until you leave the estate once, to give them time to think --> <br> <<if not $estatePersistent.suggestedRaisingStakes>> <<gameicon "cards_0">><<link [[Suggest raising the stakes|Estate Cards Suggest Betting Init]]>><</link>> <<else>> <<gameicon "cards_0">><<link [[Suggest raising the stakes|Estate Cards Suggest Betting Again]]>><</link>> <</if>> <<elseif $estatePersistent.playerRejectedRaisingStakes>> <br> <<gameicon "cards_0">><<link [[Accept raising the stakes|Estate Cards Reconsider Accept Betting]]>><</link>> <</if>> <br> <</if>> <<if isPubfameTaskAccepted("wren")>> <<icon "manilaenvelope.png">><<link [[Give Wren the letter|Estate Fame Letter]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Estate Cards Intro Leave]]>><</link>> <</widget>> <<widget "cards_lap_return">> <<if $estate.cards.state is "ride">> <<if $estate.cards.position is "pc_lap">> You sit down. Wren swings <<his>> leg over you, resuming the position. <<elseif $estate.cards.position is "wren_lap">> Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position. <<elseif $estate.cards.position is "penile">> You sit down. Wren swings <<his>> leg over you, resuming the position. <<cards_lap_clothes>> <<His>> pussy threatens your <<penis>> once more. <<elseif $estate.cards.position is "vaginal">> Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position. <<cards_lap_clothes>> <<His>> <<print $NPCList[0].penisdesc>> threatens your <<pussy>> once more. <<elseif $estate.cards.position is "anal">> Wren sits down, and points at <<his>> lap. You swing a leg over, resuming the position. <<cards_lap_clothes>> <<His>> <<print $NPCList[0].penisdesc>> threatens your <<bottom>> once more. <</if>> "Where were we?" <<he>> teases. <<else>> <</if>> <</widget>> <<widget "cards_lap_clothes">> <<if $estate.cards.wren_bottoms is 1>> <<if $estate.cards.wren_under_bottoms is 1>> <<if C.npc.Wren.pronoun is "f">> <<He>> hitches up <<his>> skirt and pulls aside <<his>> panties. <<else>> <<He>> unzips <<his>> fly and pulls aside <<his>> briefs. <</if>> <<else>> <<if C.npc.Wren.pronoun is "f">> <<He>> hitches up <<his>> skirt. <<else>> <<He>> unzips <<his>> fly. <</if>> <</if>> <<else>> <<if $estate.cards.wren_under_bottoms is 1>> <<if C.npc.Wren.pronoun is "f">> <<He>> pulls aside <<his>> panties. <<else>> <<He>> pulls aside <<his>> briefs. <</if>> <<else>> <<if C.npc.Wren.pronoun is "f">> Wren grinds against you for good measure. <<else>> Wren grinds against you for good measure. <</if>> <</if>> <</if>> <</widget>> <<widget "cards_lap_clothes_intro">> <<if $estate.cards.wren_bottoms is 1>> <<if $estate.cards.wren_under_bottoms is 1>> <<if C.npc.Wren.pronoun is "f">> Wren hitches up <<his>> skirt and pulls aside <<his>> panties, <<else>> Wren unzips <<his>> fly and pulls aside <<his>> briefs, <</if>> <<if $estate.cards.position is "penile">> <span class="lewd">revealing <<his>> pussy.</span> <<else>> <span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span> <</if>> <<else>> <<if C.npc.Wren.pronoun is "f">> Wren hitches up <<his>> skirt, <<else>> Wren unzips <<his>> fly, <</if>> <<if $estate.cards.position is "penile">> <span class="lewd">revealing <<his>> pussy.</span> <<else>> <span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span> <</if>> <</if>> <<else>> <<if $estate.cards.wren_under_bottoms is 1>> <<if C.npc.Wren.pronoun is "f">> Wren pulls aside <<his>> panties, <<else>> Wren pulls aside <<his>> briefs, <</if>> <<if $estate.cards.position is "penile">> <span class="lewd">revealing <<his>> pussy.</span> <<else>> <span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span> <</if>> <<else>> <<if C.npc.Wren.pronoun is "f">> <<else>> <</if>> <</if>> <</if>> <</widget>> <<widget "wren_sabotage_nude">> <<if $estate.cards.wren_under_bottoms is 0 and $estate.cards.wren_exposed_text lt 2>> Wren walks to the door, keeping a hand over <<his>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>>. <<else>> pussy. <</if>> "C-Come on then," <<he>> says. <<set $estate.cards.wren_exposed_text to 2>> <<elseif $estate.cards.wren_under_top is 0 and $NPCList[0].pronoun is "f" and $estate.cards.wren_exposed_ lt 1>> Wren walks to the door, keeping an arm over <<his>> <<print $NPCList[0].breastsdesc>>. "This is nothing," <<he>> lies. "I go topless on the beach all the time." <<set $estate.cards.wren_exposed_text to 1>> <<elseif $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 and !$estate.cards.wren_exposed_text>> Wren walks to the door without dressing. "Think I won't do it?" <<he>> asks. <<set $estate.cards.wren_exposed_text to 1>> <<else>> Wren strides to the door. <</if>> <<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_text lt 2>> You're nervous about your nudity. <<He>> leans against the door frame. "You're coming too. You want to make sure I follow through, right?" <br><br> You follow, keeping your body covered as best you can. <br><br> <<set $estate.cards.pc_exposed_text to 2>> <<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_text lt 1>> You're nervous about your state of dress. <<He>> leans against the door frame. "You're coming too. You want to make sure I follow through, right?" <br><br> You follow, keeping your body covered as best you can. <br><br> <<set $estate.cards.pc_exposed_text to 1>> <<else>> <br><br> <</if>> <<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>> <<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_walk lt 3>> You walk across the estate beside Wren, <<his>> colleagues following behind. You can feel their ogling, but you suspect they're looking at Wren as well. <br><br> You pass a pair of Remy's other goons. They don't stop you, and look bemused by Wren's appearance. <<His>> pace quickens. <br><br> <<set $estate.cards.pc_exposed_walk to 3>> <<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_walk lt 2>> You walk across the estate beside Wren, <<his>> colleagues following behind. You can feel their ogling, but you suspect they're looking at Wren as well. <br><br> You pass a pair of Remy's other goons. They don't stop you, and look bemused by Wren's appearance. <<His>> pace quickens. <br><br> <<set $estate.cards.pc_exposed_walk to 2>> <<elseif !$estate.cards.pc_exposed_walk>> You walk across the estate behind Wren, alongside <<his>> colleagues. You pass a pair of Remy's other goons. They're distracted by Wren's appearance, and don't stop you. <br><br> <<set $estate.cards.pc_exposed_walk to 1>> <</if>> <<else>> <<if $exposed gte 2 and $uncomfortable.nude is true and $estate.cards.pc_exposed_walk lt 3>> You walk across the estate. Wren insists you lead the way. You can feel <<him>> ogling your <<bottom>>. You pass a pair of Remy's other goons. They don't stop you, seeming content to leer. <br><br> <<set $estate.cards.pc_exposed_walk to 3>> <<elseif $exposed is 1 and $uncomfortable.underwear is true and $estate.cards.pc_exposed_walk lt 2>> You walk across the estate. Wren insists you lead the way. You can feel <<him>> ogling your <<bottom>>. You pass a pair of Remy's other goons. They don't stop you, seeming content to leer. <br><br> <<set $estate.cards.pc_exposed_walk to 2>> <<elseif !$estate.cards.pc_exposed_walk>> You walk across the estate beside Wren and <<his>> colleagues. You pass a pair of Remy's other goons. One frowns, but they don't stop you. They must trust Wren. <br><br> <<set $estate.cards.pc_exposed_walk to 1>> <</if>> <</if>> <</widget>><<set $outside to 1>><<set $location to "estate">><<set $bus to "estate">><<effects>> <<estate_chaos_bar>> <br> You are in the Remy estate, near the front gate. <<if $estate.chaos gte 100>> You hear shouting. <</if>> <<if $estate.cards.cattle is 1>> A pair of escaped cattle run by. <</if>> There's a small stone building nearby. <<if $estate.chaos gte 100>> <span class="green">The guards have fled their posts in the chaos!</span> <<elseif $estate.chaos gte 80>> <span class="teal">Two guards stand outside.</span> They look ready to run. <<elseif $estate.chaos gte 60>> <span class="lblue">Three guards stand outside.</span> They look nervous. <<elseif $estate.chaos gte 40>> <span class="blue">Four guards stand outside.</span> They look wary. <<elseif $estate.chaos gte 20>> <span class="purple">Five guards stand outside.</span> They look cautious. <<else>> <span class="pink">Six rough-looking guards stand outside.</span> <</if>> There's also a cottage, the mud in front covered in bootprints. Several cars are parked outside. <<if $estate.cards.fire is 1>> Smoke fills the sky. <<set Weather.Temperature.override.increase.outside(5, "The air is hot from the raging fire.")>> <</if>> <br><br> There's a large barn ahead, and a manor looming from a hill beyond. <br><br> <<icon "remy_stonebuilding.png">><<link [[Approach the stone building (0:02)|Estate Stone Approach]]>><<pass 2>><</link>> <br> <<if $estate.cards_done isnot true>> <<mooricon "remy cottage">><<link [[Enter the cottage (0:02)|Estate Cards Enter]]>><<pass 2>><</link>> <br> <</if>> <<if $estate.entrance is "gate">> <<getouticon>><<link [[Leave|Estate Leave Gate]]>><</link>> <br> <<else>> <<getouticon>><<link [[Leave|Estate Leave Secret]]>><</link>> <br> <</if>><<effects>> <<if $estate.chaos gte 100>> You approach the stone building. <span class="green">No one stops you entering the open doors.</span> There's a ramp just inside, leading through a dark passage. There's light at the bottom. <br><br> <<link [[Next|Estate Stone Enter]]>><</link>> <br> <<else>> <<generate1>><<generate2>> <<if $estate.chaos lt 80>> <<generate3>> <</if>> <<if $estate.chaos lt 60>> <<generate4>> <</if>> <<if $estate.chaos lt 40>> <<generate5>> <</if>> <<if $estate.chaos lt 20>> <<generate6>> <</if>> You approach the stone building. The guards will know you're an intruder, and you'll need to fight your way through <<if $estate.chaos gte 80>> <span class="lblue">both of them.</span> <<elseif $estate.chaos gte 60>> <span class="blue">all three of them.</span> <<elseif $estate.chaos gte 40>> <span class="purple">all four of them.</span> <<elseif $estate.chaos gte 20>> <span class="pink">all five of them.</span> <<else>> <span class="red">all six of them.</span> <</if>> <span class="red">Making them cum won't be enough.</span> <br><br> A thought strikes you. <i>If you caused trouble elsewhere, the guards might be drawn away.</i> <br><br> <<link [[Fight|Estate Stone Approach 2]]>><</link>> <br> <<link [[Hide before you're seen|Estate]]>><<endevent>><</link>> <br> <</if>><<effects>> You walk closer. A <<person1>><<person>> reaches for <<his>> weapon, <<if $exposed gte 1>> but stops when <<he>> sees your state of dress. <<covered>> <br><br> "Looks like a lost <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says. "Let's help <<phim>> out." <br><br> <<else>> but stops when <<he>> gets a look at you. <br><br> "Looks like a lost <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says. "Let's help <<phim>> out." <br><br> <</if>> <<link [[Next|Estate Stone Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Estate Stone Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Estate Stone Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> tries to grab you, but you're able to escape. They still guard the door, but their orgasms have left them too groggy to give chase. <br><br> <<tearful>> you hide in a copse. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Estate]]>><</link>> <br> <<elseif $enemyhealth lte 0>> "Remy isn't worth this," the <<person1>><<person>> says as <<he>> turns and runs. The other guards scatter. <<estate_chaos 100>> <br><br> <<tearful>> you stride into the stone building. There's a ramp just inside, leading through a dark passage. There's light at the bottom. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Estate Stone Enter]]>><</link>> <<else>> You fall to the ground, too hurt to fight. <br><br> "What should we do with <<phim>>?" the <<person2>><<person>> asks. "Give <<phim>> to the boss?" <br> "We're not wasting Remy's time with this riff-raff," the <<person1>><<person>> replies. "I have an idea. Keep <<phim>> here." <br><br> The <<person2>><<person>> presses a foot on your chest as the <<person1>><<person>> disappears down the tunnel. More thugs arrive to investigate the commotion. The <<person1>><<person>> emerges a minute later, carrying a phial of purple fluid, and a mischievous smile. <br><br> <<if $worn.face.type.includes("covered") and $worn.face.type.includes("gag")>> The <<person2>><<person>> returns the grin. <<He>> leans down and <span class="red">removes your $worn.face.name, tossing it aside.</span> "I like the way you think." <br><br> The <<person1>><<person>> kneels beside you. "Open wide," <<he>> orders. <<set $worn.face.type.push("broken")>> <<faceruined>> <<else>> <<He>> kneels beside you. "Open wide." <</if>> <br><br> <<link [[Open wide|Estate Stone Aphrodisiac Accept]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>><<gggarousal>> <br> <<link [[Refuse|Estate Stone Aphrodisiac Refuse]]>><<pain 4>><<def 1>><</link>><<gpain>><<gggarousal>> <br> <</if>><<effects>> You open your mouth. You smell the vapours as the <<person>> opens the phial. So sweet. You almost gag as the liquid touches your throat. The <<person>> feeds you the whole thing. <br><br> A terrible warmth spreads from chest. Your skin yearns to be touched. It spreads to your groin. The sensation is torturous. <br><br> <<link [[Resist|Estate Stone Aphrodisiac Resist]]>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Give in|Estate Stone Aphrodisiac Give]]>><</link>> <br><<effects>> You keep your mouth shut. You smell the vapours as the <<person>> opens the phial. So sweet. <<He>> pinches your nose, forcing you to breath through your mouth, then pours the fluid down your throat. You almost gag. The <<person>> feeds you the whole thing. <br><br> A terrible warmth spreads from chest. Your skin yearns to be touched. It spreads to your groin. The sensation is torturous. <br><br> <<link [[Resist|Estate Stone Aphrodisiac Resist]]>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Give in|Estate Stone Aphrodisiac Give]]>><</link>> <br><<effects>> <<drugs 300>><<arousal 3000>> <<if $willpowerSuccess>> You feel your mind slip, <span class="green">but you manage to keep yourself together.</span> <<if $speech_attitude is "meek">> "I-I'm not gonna do what you want!" you manage. <<elseif $speech_attitude is "bratty">> "F-Fuck you!" you manage. <<else>> "I-I'm not gonna do what you want!" you manage. <</if>> <br><br> "Must be a faulty batch," the <<person>> says, disappointed. "Whatever. Let's give this <<bitch>> to the moor." <br><br> Hands grasp you from all around, your limbs jerking when touched. They carry you to the gate, and dump you on the grass outside. It rattles shut behind you. <br><br> <<else>> You feel your mind slip, <span class="red">overwhelmed by the toxin.</span> <<if $speech_attitude is "meek">> "P-please fuck me," you say, the words unbidden. "I-I've been good." <<elseif $speech_attitude is "bratty">> "F-Fuck me!" you say, the words unbidden. <<else>> "P-please fuck me," you say, the words unbidden. <</if>> <<gwillpower>><<willpower 3>> <br><br> You hear chuckles all around. You reach for your <<genitals>>, but hands grasp your wrists. Their touches send shocks through your body. You squirm, rubbing your thighs together, desperate for release. <br><br> <<if $arousal gte $arousalmax>> Even without direct stimulation, the sensation is too much. <<orgasm>> <</if>> You're lifted by your limbs, and carried towards the gate. They dump you on the grass outside. It rattles shut behind you. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<estate_end>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "P-please fuck me," you say, the words unbidden. "I-I've been good." <<elseif $speech_attitude is "bratty">> "F-Fuck me!" you say, the words unbidden. <<else>> "P-please fuck me," you say, the words unbidden. <</if>> <<gwillpower>><<willpower 3>> <br><br> You hear chuckles all around. You reach for your <<genitals>>, but hands grasp your wrists. Their touches send shocks through your body. You squirm, rubbing your thighs together, desperate for release. <br><br> <<if $arousal gte $arousalmax>> Even without direct stimulation, the sensation is too much. <<orgasm>> <</if>> You're lifted by your limbs, and carried towards the gate. They dump you on the grass outside. It rattles shut behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<estate_end>><</link>> <br><<set $outside to 0>><<effects>> You emerge in a large tunnel, extending to the left and right. A pair of metal tracks lie in the middle, and a carriage sits upon them. The tunnel walls are rough, carved from natural rock. <br><br> <<generate1>><<person1>> <<if $exposed gte 1>> A <<person>> approaches you. <<covered>> <<He>> averts <<his>> eyes, sparing you some embarrassment. <br><br> "Another from the doctor?" <<he>> says, tapping something into <<his>> laptop. "Over there." <<He>> points at a shelf at the base of a pillar. There are a number of stacked crates not far from it. One trembles. <br><br> "There are fresh clothes on the carriage." <<He>> doesn't seem surprised by your nudity. "Stay away from the crates. They won't get out, but no sense agitating them." <<else>> A <<person>> approaches you. "Another from the doctor?" <<he>> says, tapping something into <<his>> laptop. "Over there." <<He>> points at a shelf at the base of a pillar. There are a number of stacked crates not far from it. One trembles. <</if>> <br><br> <<estate_stone_links>><<effects>> You are in an underground tunnel beneath the Remy estate. <<if $estate.vials is "shattered" and $enemyno gte 1>> The <<person>> left in search of help. <<if $estate.chaos gte 100>> You don't think <<he>> will find any, given the state of the grounds above. <</if>> <<elseif $enemyno gte 1>> The <<person>> taps something into <<his>> laptop. <</if>> <br><br> <<estate_stone_links>><<effects>> You approach the parked carriage. The doors are open, so you step inside. An aisle runs down the middle, flanked by metal seats towards the front, and shelves towards the back. <br><br> The shelves are empty, save a pair of overalls. <br><br> There's a red lever at the front. <br><br> <<link [[Wear the overalls|Estate Stone Overalls]]>><<upperwear 39>><</link>> <br> <<link [[Pull the lever (0:15)|Estate Stone Lever]]>><<pass 15>><</link>> <br> <<link [[Leave|Estate Stone]]>><</link>> <br><<effects>> You pull on the overalls. <<if $player.breastsize gte 5>> They struggle to accommodate your <<breasts>>, but cover the important bits. <<elseif $player.sex is "f" or $player.gender_appearance is "f">> They leave your chest a bit exposed, but cover the important bits. <<else>> They're a perfect fit. <</if>> <br><br> <<link [[Pull the lever (0:15)|Estate Stone Lever]]>><<pass 15>><</link>> <br> <<link [[Leave|Estate Stone]]>><</link>> <br><<effects>> You walk to the front of the carriage, and the pullable lever. It clicks into a new position. The carriage lurches, and you fall onto a seat. <br><br> You hear shouting over the roar of the engine, but can't make out the words. They're left far behind as the carriage plunges into darkness. Rings of light occasionally whip by as the vehicle rattles along the tracks. <br><br> <<link [[Next|Elk Compound Station]]>><<estate_end>><<endevent>><</link>> <br><<effects>> You approach the carriage. "The train is off-limits," says the <<person>> behind you. "Make your delivery, and get out." <br><br> <<link [[Approach the shelf|Estate Stone Shelf]]>><</link>> <br> <<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>> <br><<effects>> You approach the shelf. It holds a row of phials. Purple liquid swirls within. It's faint, but you smell a sweet scent. You feel lightheaded, and a yearning warmth builds within. <<garousal>><<arousal 600>> <br><br> <<if $farm_stage gte 5>> <<link [[Knock over the phials|Estate Stone Knock]]>><<arousal 600>><<farm_aggro -10>><</link>><<garousal>><<laggro>> <<else>> <<link [[Knock over the phials|Estate Stone Knock]]>><<arousal 600>><</link>><<garousal>> <</if>> <br> <<if $exposed gte 1 or $estate.vials is "shattered">> <<link [[Approach the carriage|Estate Stone Carriage]]>><</link>> <br> <<elseif $estate.carriage_attempt isnot true>> <<link [[Approach the carriage|Estate Stone Carriage Stop]]>><<set $estate.carriage_attempt to true>><</link>> <br> <</if>> <<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>> <br><<effects>> You sweep the phials off the shelf, and run before they shatter.<<set $estate.vials to "shattered">> <br><br> "Stupid <<girl>>," the <<person>> shouts while marching closer. "That's a whole day's harvest!" <<He>> grasps your arm. "Who sent you?" <br><br> <<link [[Bailey|Estate Stone Bailey]]>><</link>> <br> <<link [[Remy|Estate Stone Remy]]>><</link>> <br> <<link [[Harper|Estate Stone Harper]]>><</link>> <br> <<link [[No one|Estate Stone No]]>><<def 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "B-Bailey sent me," you say. <<elseif $speech_attitude is "bratty">> "Bailey sent me," you say. <<else>> "Bailey," you say. <</if>> <br><br> The <<person>> hesitates, then releases you. "I didn't know we did business with that sort," <<he>> sniffs. "Remy will hear of this. Now begone. I need to get someone to clean this up." <<He>> turns <<his>> back to you. <br><br> <<link [[Approach the carriage|Estate Stone Carriage]]>><</link>> <br> <<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "R-Remy," you say. "Like you." <<elseif $speech_attitude is "bratty">> "Remy," you say. "Idiot." <<else>> "Remy," you say. "Same as you." <</if>> <br><br> The <<person>> tightens <<his>> grasp. "Strange," <<he>> says. "I know all our employees, and I don't recognise you." <<He>> pulls you towards the ramp leading outside. "Don't struggle." <br><br> <<link [[Fight|Estate Stone Inner Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Go quietly (0:05)|Estate Stone Quiet]]>><<pass 5>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "D-Doctor Harper sent me," you say. <<elseif $speech_attitude is "bratty">> "The doctor," you say. "Best let me go." <<else>> "Doctor Harper," you say. <</if>> <br><br> The <<person>> releases you. "Then go tell the good doctor what you've done," <<he>> says. "No punishment I could give would compare. Now begone. I need to get someone to clean this up." <<He>> turns <<his>> back to you. <br><br> <<link [[Approach the carriage|Estate Stone Carriage]]>><</link>> <br> <<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endcombat>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm here on my own," you say. <<elseif $speech_attitude is "bratty">> "I'm no one's dog," you say. <<else>> "No one sent me," you say. <</if>> <br><br> The <<person>> tightens <<his>> grasp. "I don't know how you got in," <<he>> says. "I'll be having a word with security." <<He>> pulls you towards the ramp leading outside. "Don't struggle." <br><br> <<link [[Fight|Estate Stone Inner Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Go quietly (0:05)|Estate Stone Quiet]]>><<pass 5>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Estate Stone Inner Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Estate Stone Inner Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The <<person>> staggers backwards, and shouts in horror as <<he>> slips on the spilled fluid. <br><br> <<clotheson>> <<link [[Next|Estate Stone Inner Fight Aphrodisiac]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> staggers backwards, and shouts in horror as <<he>> slips on the spilled fluid. <br><br> <<clotheson>> <<link [[Next|Estate Stone Inner Fight Aphrodisiac]]>><</link>> <br> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue fighting. <br><br> The <<person>> grasps your arm, and tugs you up the ramp. <br><br> <<clotheson>> <<link [[Next|Estate Stone Quiet]]>><<clotheson>><</link>> <br> <</if>><<effects>> <<He>> lands in the purple fluid. <<He>> scrambles away on <<his>> hands and knees. "I-I can't," <<he>> says. "I can't stop." <<He>> <<if $NPCList[0].pronoun is "f">>flips up <<his>> skirt<<else>>unzips <<his>> fly<</if>>, <span class="lewd">revealing <<his>> <<if $NPCList[0].penis isnot "none">><<print $NPCList[0].penisdesc>><<else>>pussy<</if>>,</span> and masturbates. <<tearful>> you step away. The <<person>> is lost in <<his>> own world for now. <br><br> <<clotheson>> <<saveNPC 0 estate_stone>> <<endcombat>> <<loadNPC 0 estate_stone>><<person1>> <<clearNPC estate_stone>> <<link [[Next|Estate Stone]]>><</link>> <br><<effects>> <<if $estate.chaos gte 100>> You emerge outside. The <<person>> drops your arm as <<he>> beholds the scene before <<him>>. Free cattle rampaging around, chased by confused goons. The smell of burnt sweetness in the air. <br><br> <<He>> doesn't notice you slip away. You return to the tunnel, now absent its guardian. <br><br> <<link [[Next|Estate Stone]]>><<endcombat>><</link>> <br> <<else>> You emerge outside. The <<person>> pulls you towards the gates. The <<generate2>><<person2>><<person>> standing guard opens it as you approach. <br><br> You're shoved through. The gate rattles shut behind you. <br><br> <<endcombat>> <<link [[Next|Moor]]>><<estate_end>><</link>> <br> <</if>><<effects>> You walk up the ramp, and emerge outside. <br><br> <<link [[Next|Estate]]>><</link>> <br><<effects>> You approach the fence. The bars are several times your height, and the top menaces with barbed wire. Most of the farm beyond is concealed by copse and hillock, but you can see the top of a barn peak above. A stately manor perches on a hill beyond, overlooking the moor. <br><br> There's a gate nearby. It's guarded. <br><br> <<if $daily.estateDone is true>> <span class="purple">Security is on high alert.</span> You won't be able to enter until tomorrow. <br><br> <</if>> <<if $farm_stage gte 5 or isPubfameTaskAccepted("wren")>> <<if $daily.estateDone isnot true>> <<mooricon "remy">><<link [[Approach the gate|Estate Gate]]>><</link>> <br> <</if>> <<if $estate_fence is "bird">> <<investigateicon>><<link [[Search for another entrance (0:30)|Estate Entrance Bird]]>><<pass 30>><</link>> <br> <<elseif $estate_fence is "landry">> <<investigateicon>><<link [[Search for another entrance (0:30)|Estate Entrance Landry]]>><<pass 30>><</link>> <br> <<elseif $estate_fence is "secret" and $daily.estateDone isnot true>> <<getinicon>><<link [[Use the secret entrance (0:03)|Estate Entrance Secret]]>><<pass 3>><</link>> <br> <</if>> <</if>> <br> <<getouticon>><<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<generate1>><<person1>> You approach the gate. <<if Time.dayState is "night">> A light flares into life. You shield your eyes. <<else>> A <<person>> leaves a checkpoint, and speaks into <<his>> radio. <</if>> <br><br> <<if $daily.estateBluffed is true>> <<He>> peers through the gate. "You again?" <<he>> says. "Clear off." <br><br> <i>They won't let you in today.</i> <br><br> <<else>> <<He>> peers at you. "This is the Remy estate," <<he>> says. "What's your business?" <br><br> <<if $estate_fence is undefined>> <<set $estate_fence to "quest">> <i>You could avoid the gate by breaking through the fence, but you'll need help from someone with underworld connections, or someone who knows the moor.</i> <br><br> <</if>> <<set $skulduggerydifficulty to 800>> <<link [[Bluff your way in|Estate Bluff]]>><<set $daily.estateBluffed to true>><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Turn away|Estate Approach]]>><<endevent>><</link>> <br><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $speech_attitude is "meek">> "I-I'm here with a delivery," you say. "Something from town." <<elseif $speech_attitude is "bratty">> "Got something for Remy," you say. "From the usual people." <<else>> "Got a delivery," you say. "From the usual people." <</if>> <br><br> <span class="green">The <<person1>><<person>> presses a button on the other side of the fence,</span> and the gate shudders open. You enter without further trouble. <br><br> <<skulduggeryuse>> <<link [[Next|Estate]]>><<endevent>><<estate_init gate>><</link>> <br> <<else>> <<if $speech_attitude is "meek">> "I-I-I don't mean to be a bother," you say. "I-I'm just here to deliver something." <<elseif $speech_attitude is "bratty">> "Remy's expecting me," you say. "Let me through. Or your boss will hear of it." <<else>> "Just delivering something," you say. "Let me through." <</if>> <br><br> <span class="red">The <<person1>><<person>> laughs.</span> "Nice try. Get gone." <br><br> <<skulduggeryuse>> <<link [[Next|Estate Approach]]>><<endevent>><</link>> <br> <</if>><<effects>> You search the fence, looking for any damage wrought by the Great Hawk. <br><br> You're peering beneath a bramble patch when you see it. A hole torn through the bars. <br><br> You crawl beneath the thorns, and through the fence, emerging on the other side. <br><br> <<set $estate_fence to "secret">> <<link [[Next|Estate]]>><<estate_init secret>><</link>> <br><<effects>> You search the fence, looking for any damage wrought by Landry's specialist. <br><br> You're peering beneath a bramble patch when you see it. A hole torn through the bars. <br><br> You crawl beneath the thorns, and through the fence, emerging on the other side. <br><br> <<set $estate_fence to "secret">> <<link [[Next|Estate]]>><<estate_init secret>><</link>> <br><<effects>> You crawl beneath the bramble patch, and through the hole in the fence, emerging on the other side. <br><br> <<link [[Next|Estate]]>><<estate_init secret>><</link>> <br><<effects>> <<if $estate.chaos gte 1>> The gate is unguarded. You push the button, and it rattles open. No one stops you leaving. /* this is not used anywhere <<set $estate_chaos to true>> */ <<else>> A guard opens the gate as you approach. They watch as you pass. <</if>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><<estate_end>><</link>> <br><<effects>> <<if $estate.chaos gte 1>> /* this is not used anywhere <<set $estate_chaos to true>> */ <</if>> You crawl beneath the bramble patch, and the fence, emerging on the other side. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><<estate_end>><</link>> <br><<effects>> Remy's manor looms atop the cliffs ahead, at the end of a snaking path. Most staff rush past you, too distracted by the chaos to pay attention to one <<girl>>, but six steely-eyed sentinels stand watch in front of the gate. <br><br> <<link [[Approach the guards|Estate Manor Approach]]>><</link>> <br> <<link [[Scale the cliff (0:15)|Estate Manor Scale]]>><</link>> <br><br> <<link [[Walk away|Estate]]>><</link>> <br><<effects>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<person1>> A <<person>> steps forward to meet you, hand outstretched. <<He>> wears a lazy expression, at odds with the chaos around <<him>>. "No one's allowed through," <<he>> says. "Turn around, <<lass>>." <br><br> <<link [[Fight|Estate Manor Approach Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Convince|Estate Manor Approach Convince]]>><</link>><<englishdifficulty 500 1000>> <br><br> <<link [[Walk away|Estate]]>><<endevent>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Estate Manor Approach Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Estate Manor Approach]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The guards are too groggy to give chase as you dash up the winding path to the manor. You hear the <<person1>><<person>> alerting other members of security.<<ggsecurity>><<estate_security 3>> <br><br> <<tearful>> you run through the front doors. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Estate Manor Intro Entrance]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The guards back away, nursing injuries, leaving you to dash up the winding path to the manor. You hear the <<person1>><<person>> alerting other members of security.<<ggsecurity>><<estate_security 3>> <br><br> <<tearful>> you run through the front doors. <br><br> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Estate Manor Intro Entrance]]>><</link>> <br> <<else>> <<clotheson>> <<endcombat>> <<link [[Next|Estate Manor Approach Defeat]]>><</link>> <</if>><<effects>> <<if $englishSuccess>> <<else>> <</if>><<effects>><<effects>> Wren holds out <<his>> glass, and the <<person2>><<person>> pours <<person1>><<him>> a shot. <<He>> downs it at once. "That all?" <<he>> asks, slamming the empty vessel against the table. "My turn." <<He>> pauses. <<estate_cards_bet>> <br><br> <<if C.npc.Wren.love gte 50 and random(1, 10) is 10>> <<Hes>> relieved you didn't ask for more. You know Wren well enough to tell. <</if>> <br><br> <<cards_play_options>><<effects>> Wren doesn't hesitate. <<He>> grasps the <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> <<person2>> <<case 2>> <<person3>> <<case 3>> <<person4>> <<case 4>> <<person5>> <<default>> <<person6>> <</switch>> <<person>> by the collar, pulls <<him>> close, and kisses <<his>> lips. <br><br> <<person1>> Wren lingers for a moment before pulling away, leaving <<his>> colleague flushed. "My turn," <<he>> says. <<estate_cards_bet>> <br><br> <<cards_play_options>><<effects>> <<wren_sabotage_nude>> <<link [[Next|Estate Cards Steeds 2]]>><</link>> <br><<effects>> <<if $settings.monsterChance gte 1 and $hallucinations gte 1 or $settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly or !$settings.bestialityEnabled>> <<if beastMaleChance() is 100>> <<set _estate_cards_monsters to "bulls">> <<elseif beastMaleChance() is 0>> <<set _estate_cards_monsters to "cows">> <<else>> <<set _estate_cards_monsters to "both">> <</if>> <<else>> <<set _estate_cards_monsters to "beasts">> <</if>> <<if Time.dayState is "day" and Time.hour gte 12>> Wren directs the group towards a large barn. You continue past it, along a mud trail leading towards a gate in the fence. There's an enclosed field beyond. You see <<switch _estate_cards_monsters>> <<case "bulls">> bullboys grazing, while centaur drink from a river. <br><br> <<case "cows">> cowgirls grazing, while centaur drink from a river. <br><br> <<case "both">> bullboys and cowgirls grazing, while centaur drink from a river. <br><br> <<if random(1, 2) is 2>> <<set _estate_cards_centaur to "m">> <<else>> <<set _estate_cards_centaur to "f">> <</if>> <<default>> cattle grazing, while horses drink from a river. <br><br> <</switch>> "You lot wait here," Wren says, before striding on. <<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>> <<He>> shares a few words with a bashful guard, and passes through to the field, taking an apple from a basket just outside as <<he>> does. <<else>> <<He>> shares a few words with a guard, and passes through to the field, taking an apple from a basket just outside as <<he>> does. <</if>> <<switch _estate_cards_monsters>> <<case "bulls">> <<He>> walks past the grazing bullboys, towards the centaur. One steps forward to meet <<him>>. He wears a wary expression. <br><br> Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" he bellows. "Say that again and I'll stomp you into the mud." <br><br> Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off his chest, but his glare follows Wren all the way to the gate. <br><br> <<case "cows">> <<He>> walks past the grazing cowgirls, towards the centaur. One steps forward to meet <<him>>. She wears a wary expression. <br><br> Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" she bellows. "Say that again and I'll stomp you into the mud." <br><br> Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off her breast, but her glare follows Wren all the way to the gate. <br><br> <<case "both">> <<He>> walks past the grazing bullboys and cowgirls, towards the centaur. One steps forward to meet <<him>>. <<if _estate_cards_centaur is "m">>He<<else>>She<</if>> wears a wary expression. <br><br> Wren bites into the apple before speaking. You can't make out <<his>> words, but the centaur's reply is more audible. "Like cattle?!" <<if _estate_cards_centaur is "m">>he<<else>>she<</if>> bellows. "Say that again and I'll stomp you into the mud." <br><br> Wren turns around, and throws the apple core over <<his>> shoulder. The centaur stays calm, even as the apple core bounces off <<if _estate_cards_centaur is "m">>his chest<<else>>her breast<</if>>, but <<if _estate_cards_centaur is "m">>his<<else>>her<</if>> glare follows Wren all the way to the gate. <br><br> <<default>> <<He>> walks past the grazing cattle, towards the horses. One steps forward as if to meet <<him>>. <br><br> Wren bites into the apple before speaking. You can't make out <<his>> words, but the horse bellows a neigh, and stomps the ground in response. <br><br> Wren turns around, and throws the apple core over <<his>> shoulder. It bounces off the horse's back. The others pace, as if nervous. <br><br> <</switch>> <<else>> Wren directs the group along a trail, and through a copse. You emerge beside a stone building. It's a stable. <<switch _estate_cards_monsters>> <<case "bulls" "cows" "both">> Centaur watch from some of the stalls. <br><br> <<default>> Horses watch from some of the stalls <br><br> <</switch>> Wren swaggers up to the closest. "Who's a good horsey?" <<he>> mocks. "You are. Staying safe in your cage. I'm sure you'll be freed later. When your master says so." <br><br> <<switch _estate_cards_monsters>> <<case "bulls" "cows" "both">> The centaur snarls, and lunges for Wren, who backs away in time. "Ooh," Wren continues. "Someone has a temper. No apples for you." <<He>> returns to you and <<his>> colleagues. <br><br> <<default>> The horse snorts, and tries to bite Wren, who backs away in time. "Ooh," Wren continues. "Someone has a temper. No apples for you." <<He>> returns to you and <<his>> colleagues. <br><br> <</switch>> <</if>> <<if $cow gte 6>> Remy's steeds are proud, and like to consider themselves near equal to Remy's human servants. Certainly above cattle. Remy will find them uncooperative for a while. <br><br> <</if>> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> <<wren_sabotage_nude>> <<link [[Next|Estate Cards Rumour 2]]>><</link>> <br><<effects>> Wren leads you to a stone shed. It's small, but three guards stand beside it. <<if $estate.cards.wren_top is 0 or $estate.cards.wren_bottoms is 0 or $estate.cards.wren_under_top is 0 or $estate.cards.wren_under_bottoms is 0>> They leer at Wren. <<elseif $exposed gte 1>> They leer at you, until Wren gets their attention. <<else>> Wren walks up to them. <</if>> <br><br> <<set _rng to random(1, 2)>> <<if _rng is 2>> "Has Remy really done a runner?" <<he>> asks. That redirects their attention. "I know there's a copper around, but I thought it was the usual friendly sort. Ah, I'm sure it's nothing. Sorry for bothering you." <<He>> pats a worried-looking guard on the shoulder before turning away. <<else>> "Have you seen those creatures about too?" <<he>> asks. That redirects their attention. "I thought they kept them caged. Ah, I'm sure it's nothing. Sorry for bothering you." <<He>> pats a worried-looking guard on the shoulder before turning away. <</if>> <br><br> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> Wren hesitates a moment, then <<if $pronoun is "f">> pulls off <<his>> top, revealing the bra <<else>> unbuttons <<his>> shirt, revealing the vest <</if>> beneath. <<His>> friends seem more interested in ogling you, for the moment. <br><br> "It's warm in here anyway," <<he>> says, chucking the garment on the counter. "My turn next." <<He>> pauses. <<estate_cards_bet>> <br><br> <<cards_play_options>><<effects>> <<wren_sabotage_nude>> <<link [[Next|Estate Cards Weapons 2]]>><</link>> <br><<effects>> You arrive at a stone shed. The entrance is guarded, but Wren leads you around the edge. <<He>> points at an open window, several feet above your head. <br><br> "Give us a lift," <<he>> says, pointing at the ground beneath the window. <br><br> <<link [[Help Wren up|Estate Cards Weapons Help]]>><<npcincr Wren love 1>><</link>><<glove>> <br> <<link [[Let one of the goons do it|Estate Cards Weapons Goon]]>><<npcincr Wren dom -1>><</link>><<ldom>> <br><<effects>> You crouch beneath the window, and let Wren step on your shoulders to reach the window above. <<He>> disappears inside. <<if $exposed gte 1>> <<His>> colleagues grin and ogle you while you wait, but <<he>> isn't long. <<else>> <<He>> isn't long. <</if>> A flurry of metal poles, each tipped with a prong, hurtle out. Wren's head pokes through a moment later, and <<he>> drops to the ground. <<He>> brushes <<himself>> off, and gathers the weapons. <br><br> "They'll turn up," Wren says as <<he>> dumps the bundle in a ditch. "They'd be fools to brave the moor in the meantime." <br><br> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> The <<person2>><<person>> crouches beneath the window, and lets Wren step on <<his>> shoulders to reach the window above. <<person1>><<He>> disappears inside. <<if $exposed gte 1>> <<His>> colleagues grin and ogle you while you wait, but <<he>> isn't long. <<else>> <<He>> isn't long. <</if>> A flurry of metal poles, each tipped with a prong, hurtle out. Wren's head pokes through a moment later, and <<he>> drops to the ground. <<He>> brushes <<himself>> off, and gathers the weapons. <br><br> "They'll turn up," Wren says as <<he>> dumps the bundle in a ditch. "They'd be fools to brave the moor in the meantime." <br><br> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> Wren hesitates a moment, then <<if $pronoun is "f">> tugs off <<his>> skirt, revealing a pair of panties. <<else>> tugs off <<his>> trousers, revealing a pair of briefs. <</if>> A couple of <<his>> friends glance at them. Wren acts cool, but <<hes>> blushing. <br><br> "It's a freeing feeling," <<he>> says, chucking the garment on the counter. "My turn next." <<He>> pauses. <<estate_cards_bet>> <br><br> <<cards_play_options>><<effects>> <<wren_sabotage_nude>> <<link [[Next|Estate Cards Cars 2]]>><</link>> <br><<effects>> There's a muddy carpark nearby, full of tall vehicles with thick wheels. Wren holds out <<his>> hand, and the <<person3>><<person>> passes <<person1>><<him>> a set of keys. Wren opens the bonnet of each car in turn, fiddling with the interior, tugging off parts and hurling them aside. <br><br> "Hope there are no emergencies," Wren says after closing the last. "There's no permanent damage, but I don't envy whoever has to fix them." <<He>> laughs. <br><br> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> <<wren_sabotage_nude>> <<link [[Next|Estate Cards Window 2]]>><</link>> <br><<effects>> Wren's colleagues seem nervous as you approach the manor. It looms above the rest of the estate, sitting atop a rocky hill. There's only one clear path up. It's guarded. <br><br> Wren leads you away, across a dell, to the base of a cliff. The manor perches above, and there's no one in view. Wren searches the ground, and finds a fist-sized rock. <br><br> <<if random(1, 2) is 2>> Wren's aim proves true despite the distance, shattering a window on the second floor. <<else>> The rock hurtles upwards, but misses its mark, bouncing harmlessly off the wall. Wren's second attempt is more successful, and shatters a window on the third floor. <</if>> Wren's colleagues make a hasty escape, and Wren isn't far behind. <br><br> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> Wren glances around the room. <<His>> colleagues look away, but <<he>> blushes regardless. <<He>> takes a breath, <<if $pronoun is "f">> and reaches behind <<his>> back, undoing <<his>> bra and <span class="lewd">revealing <<his>> <<print $NPCList[0].breastsdesc>>.</span> <<He>> covers them with an arm. <<else>> and pulls off <<his>> vest, <span class="lewd">revealing <<his>> muscular chest.</span> <</if>> You catch a few of <<his>> colleagues sneak peeks. <br><br> "You're not to be underestimated," <<he>> says, chucking the garment on the counter. "But you'll get yours." <<He>> pauses. <<estate_cards_bet>> <br><br> <<cards_play_options>><<effects>> <<wren_sabotage_nude>> <<link [[Next|Estate Cards Cattle 2]]>><</link>> <br><<effects>> <<if $settings.monsterChance gte 1 and $hallucinations gte 1 or $settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly or !$settings.bestialityEnabled>> <<if beastMaleChance() is 100>> <<set _estate_cards_monsters to "bulls">> <<elseif beastMaleChance() is 0>> <<set _estate_cards_monsters to "cows">> <<else>> <<set _estate_cards_monsters to "both">> <</if>> <<else>> <<if beastMaleChance() is 100>> <<set _estate_cards_monsters to "beast_bulls">> <<elseif beastMaleChance() is 0>> <<set _estate_cards_monsters to "beast_cows">> <<else>> <<set _estate_cards_monsters to "beast_both">> <</if>> <</if>> Wren directs the group towards a large barn. <<if Time.dayState is "day">> You continue past it, along a mud trail leading towards a gate in the fence. <<switch _estate_cards_monsters>> <<case "bulls">> Bullboys graze in the enclosed field beyond. <<case "cows">> Cowgirls graze in the enclosed field beyond. <<case "both">> Bullboys and cowgirls graze in the enclosed field beyond. <<default>> Cattle graze in the enclosed field beyond. <</switch>> The guard glances at Wren, and at you. <<covered>> <br><br> "Remy's asking for ya," Wren says. The guard sits upright. "Best not keep the boss waiting. We'll take over here." <br><br> The guard rushes away. Wren wastes no time, and opens the gate. "Here cows," <<he>> says. "You're free. Go!" There's no response. <br><br> <<switch _estate_cards_monsters>> <<case "bulls">> It takes some cajoling, but Wren and <<his>> friends manage to herd the bullboys through the gate. <<case "cows">> It takes some cajoling, but Wren and <<his>> friends manage to herd the cowgirls through the gate. <<case "both">> It takes some cajoling, but Wren and <<his>> friends manage to herd the bullboys and cowgirls through the gate. <<default>> It takes some cajoling, but Wren and <<his>> friends manage to herd the cattle through the gate. <</switch>> They're energised once outside, eager to explore a new environment. <br><br> <<else>> <<He>> throws open the doors. The sides are lined with stalls, <<switch _estate_cards_monsters>> <<case "bulls">> each housing a bullboy. <<case "cows">> each housing a cowgirl. <<case "both">> each housing a bullboy or cowgirl. <<case "beast_bulls">> each housing a bull. <<case "beast_cows">> each housing a cow. <<default>> each housing a cow or bull. <</switch>> <br><br> Wren marches down one side, opening each gate. It takes some encouragement, but <<his>> colleagues manage to cajole the cattle from their cells, and through the front doors. <br><br> They're energised once outside, eager to explore a new environment. <br><br> <</if>> "Job done," Wren says as the pair of goons you passed earlier run by, chasing after one of the escapees. "That should liven things up."<br><br> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> Wren's face reddens. <<if $pronoun is "f">> <<He>> pushes a thumb behind the hem of <<his>> black panties, and pushes them down <<his>> legs. <<else>> <<He>> pushes a thumb behind the hem of <<his>> black briefs, and pushes them down <<his>> legs. <</if>> <<Hes>> left with nothing but <<his>> shoes and socks. <<His>> colleagues smirk as <<he>> hides <<his>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>> <<else>> pussy <</if>> with <<his>> arm. <br><br> "No more going easy on you," Wren says, throwing the garment on the counter. "My turn next." <<He>> pauses. <<estate_cards_bet>> <br><br> <<cards_play_options>><<effects>> <<wren_sabotage_nude>> <<link [[Next|Estate Cards Fire 2]]>><</link>> <br><<effects>> You arrive at a carpark. Wren holds out <<his>> hand, and a <<person3>><<person>> passes <<person1>><<him>> a set of keys. <<He>> opens a boot, and retrieves a petrol can. <<His>> colleagues seem nervous. "You're trouble," Wren says. "But I gave my word." <br><br> There's a field across the estate. Strange, purple flowers grow in rows. Wren feeds them with petrol, just an unlucky patch. One match is all it takes. <br><br> <<link [[Next|Estate Cards Fire 3]]>><</link>> <br><<effects>> <<earnFeat "Firestarter">> <<drugs 60>> "Job done," Wren says, striding away. "Best we be gone before it's discovered." The fumes are sweet. You feel lightheaded. <br><br> You hear shouting behind you not long after, followed by an alarm. Wren laughs. <br><br> <<link [[Next|Estate Cards Return]]>><</link>> <br><<effects>> You return to the cottage. <<cards_lap_return>> <br><br> <<cards_play_options>><<widget "estate_init">> <<set $estate to {}>> <<set $estate.cards to {}>> <<set $estate.cards.lust to 0>> <<set $estate.cards.daring to 0>> <<set $estate.cards.wren_top to 1>> <<set $estate.cards.wren_bottoms to 1>> <<set $estate.cards.wren_under_top to 1>> <<set $estate.cards.wren_under_bottoms to 1>> <<set $estate.cards.wren_exposed_text to 0>> <<set $estate.cards.pc_exposed_text to 0>> <<set $estate.cards.pc_exposed_walk to 0>> <<set $estate.cards.cheatPeeking to false>> <<set $estate.cards.suggestedRaisingStakesToday to false>> <<set $estate.cards.gameResults to []>> <<set $estate.cards.confiscatedClothes to []>> <<set $estate.entrance to _args[0]>> <<set $estate.chaos to 0>> <<set $estate.security to 0>> <</widget>> <<widget "estate_betting_start">> <<set $_anteNum to _args[0]>> <<set $_anteMaxNum to setup.estateBlackjack.anteSizes.length - 1>> <<if $_anteNum gt $_anteMaxNum>> <<error { message : `Attempted to set the ante number to a higher number than allowed.`, source : Utils.GetStack() }>> <</if>> <!-- if not defined, it means the player has agreed to Wren's demand and will receive their clothing back after satisfying the goons. contains the terms (the amount Wren has asked for) --> <!-- $estate.cards.clothesRebuyTerms can't set it to null because some old saves had NaNs turn into nulls, so now we avoid nulls --> <<set $estate.cards.bettingEnabled to true>> <<set $_ante to setup.estateBlackjack.anteSizes[$_anteNum]>> <<set $estate.cards.betStep to setup.estateBlackjack.betSteps[$_anteNum]>> <<set $estate.cards.baseMaxBet to setup.estateBlackjack.baseMaxBets[$_anteNum]>> <<set $estate.cards.ante to $_ante>> <<set $estate.cards.wrenMoney to $_ante>> <<set $estate.cards.playerPot to $_ante>> <<set $estate.cards.currentBetInput to 0>> <!-- taking away player's money --> <<money `-$_ante` "estateBetting">> <</widget>> <<widget "estate_end">> <<unset $estate>> <<set $daily.estateDone to true>> <</widget>> <<widget "estate_chaos_bar">> Chaos: <<statbarinverted $estate.chaos 100>> <div style="clear:both;"></div> <</widget>> <<widget "estate_chaos">> <<if _args[0]>> <<set $estate.chaos += _args[0]>> <</if>> <</widget>> <<widget "estate_security">> <<if _args[0]>> <<set $estate.chaos += _args[0]>> <</if>> <</widget>> <<widget "estate_stone_links">> <<if !$estate.vials>> <<link [[Approach the shelf|Estate Stone Shelf]]>><</link>> <br> <</if>> <<if $exposed gte 1 or $estate.vials is "shattered">> <<link [[Approach the carriage|Estate Stone Carriage]]>><</link>> <br> <<elseif $estate.carriage_attempt isnot true>> <<link [[Approach the carriage|Estate Stone Carriage Stop]]>><<set $estate.carriage_attempt to true>><</link>> <br> <</if>> <<link [[Leave (0:03)|Estate Stone Leave]]>><<pass 3>><<endevent>><</link>> <br> <</widget>><<set $outside to 1>><<set $location to "alex_farm">><<effects>> <<farm_work_update>> <<if $farm_assault.movement is "field">> You keep low as you hurry across the farm. <<elseif $farm_assault.movement is "tower">> You keep low as you hurry towards the watchtower. <<elseif $farm_assault.movement is "climb">> You enter the watchtower. The stairs creak as you climb. <<elseif $farm_assault.movement is "wait">> You wait in the shadows, watching for intruders. <<elseif $farm_assault.movement is "struggle">> <<if $farm_assault.bindings lte 0>> You struggle against your bindings. <span class="green">They come loose.</span> <<if $worn.face.type.includes("gag")>>You tear the gag from your mouth.<</if>> <<if $farm_assault.alex is "bound">> <<npc Alex>><<person1>> You find Alex not far away, remove the gag from <<his>> mouth, and untie <<his>> bonds. "Fuckers," <<he>> says. "There's no time to waste." <<set $farm_assault.bindings_alex to 0>> <<set $farm_assault.alex to "patrol">> <<endevent>> <</if>> <<farm_assault_unbind>> <<else>> You struggle against your bindings. <span class="teal">They feel a little looser.</span> <</if>> <<else>> You keep your head on a swivel, watching for intruders. <</if>> <<set $farm_assault.movement to "none">> <br><br> <<wearProp "walkie talkie">> <<farm_assault_progress>> <<farm_assault_alex>> <<if _smoke>> <span class="red">You smell smoke on the breeze.</span> <br><br> <</if>> <<if $farm_assault.tower is "manned" or $farm_assault.tower is "attacked" or _guard_won is true or _guard_lost is true>> <<farm_assault_info guard>> <<elseif $farm_assault.tower is "defeated">> <span class="red">$farm.tower_guard has been defeated, and can't help for the remainder of the assault.</span> <br><br> <</if>> <<if $bus is "tower_top">> <<farm_assault_info>> <</if>> <<if _dogs_status is "victorious">> <span class="green">You hear a triumphant howling.</span> <br><br> <<elseif _dogs_status is "defeated">> <span class="red">You hear a panicked howling.</span> <br><br> <</if>> <<if $farm_destroyed is true>> <<farm_assault_unbind>> <<if $fields_damaged.length is 0>> <span class="purple">With no fields to burn, the thugs flee the field.</span><<lcontrol>><<gtrauma>><<control -10>><<trauma 6>> <br><br> <<npc Remy>><<person1>> Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away. <br><br> <<endevent>> <<link [[Next|Farm Assault Victory]]>><</link>> <br> <<else>> <span class="red">Their job done, the thugs flee the fields, leaving a smouldering waste behind them.</span> <<lllcontrol>><<gggtrauma>><<control -50>><<trauma 24>> <<world_corruption "soft" 15>> <br><br> <<npc Remy>><<person1>> Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away. <br><br> <<endevent>> <<link [[Next|Farm Assault Defeat]]>><</link>> <br> <</if>> <<elseif _farm_assault_active isnot true>> <<farm_assault_unbind>> <span class="green">Driven back, the thugs flee the farm.</span> <<if $fields_damaged.length gte 2>> <span class="pink">They managed to torch the <<ordinalList $fields_damaged.map(x=>x+1).toSorted()>> fields.</span><<llcontrol>><<ggtrauma>><<control -25>><<trauma 12>> <<elseif $fields_damaged.length gte 1>> <span class="blue">They managed to torch a field.</span><<lcontrol>><<gtrauma>><<control -10>><<trauma 6>> <<else>> <span class="green">They failed to torch a single field.</span><<ggcontrol>><<lltrauma>><<control 25>><<trauma -25>> <<if $farm_stage gte 12>> <<earnFeat "Heroic Victory">> <<set $specialClothesEvents.pushUnique("farm_defended")>> <<specialClothesUnlock "set" "scarecrow">> <</if>> <</if>> <br><br> <<npc Remy>><<person1>> Remy watches from a nearby hill. <<He>> turns <<his>> steed and rides away. <br><br> <<endevent>> <<link [[Next|Farm Assault Victory]]>><</link>> <br> <<else>> <<farm_assault_actions>> <</if>><<effects>> <<npc Alex>><<person1>> You find Alex lying on <<his>> face, an empty bottle beside <<him>>. <<Hes>> unconscious.<<llldom>><<npcincr Alex dom -15>> <br><br> <<if $farm_assault.tower is "defeated">> You carry <<him>> back to the cottage, and lay <<him>> in <<his>> bed, before returning to search for $farm.tower_guard. <<endevent>> <<loadNPC 0 "farm_tower_guard">><<person1>> You find <<him>> sitting at the base of the watchtower, <<if $NPCList[0].traits.includes("relaxed")>> trying to light a cigarette butt. "That was rougher than I expected," <<he>> says. "Could you help me up?" <<elseif $NPCList[0].traits.includes("sociable")>> chatting on <<his>> phone. "—boss is here. Call you back." <<He>> smiles at you. "You should have seen how many I took on before they got me." <<elseif $NPCList[0].traits.includes("brooding")>> gazing at the sky. "Sorry boss," <<he>> says. "I like to think I gave as good as I got." <<else>> watching you. "Are you an angel come to take me away?" <<he>> laughs. <</if>> You help <<him>> to <<his>> feet. <<if $NPCList[0].traits.includes("relaxed")>> "I'll be alright," <<he>> continues. "Just need to stretch." <<elseif $NPCList[0].traits.includes("sociable")>> "There's a stool just inside," <<he>> continues. "A little rest would do me good." <<elseif $NPCList[0].traits.includes("brooding")>> "Don't worry about me," <<he>> continues. "I'll walk it off." <<else>> "Your touch has me feeling better already," <<he>> continues. "I think I can limp back to my post." <</if>> <br><br> You return to the cottage. Remy won this round, but the war continues. <br><br> <<elseif $farm_assault.tower is "manned" or $farm_assault.tower is "attacked">> $farm.tower_guard limps over. <<endevent>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "Let's get <<nnpc_him Alex>> inside," <<he>> says, nodding at Alex. "Then I need a smoke." <<elseif $NPCList[0].traits.includes("sociable")>> "Is <<nnpc_he Alex>> alright?" <<he>> asks, then notices the bottle. "Ah." <<elseif $NPCList[0].traits.includes("brooding")>> "Sorry boss," <<he>> says. "You're handling this better than Alex at least. Let's get <<nnpc_him Alex>> inside." <<else>> "That was a mess," <<he>> says. "Alex has the right idea. Odd choice of bed though." <</if>> <br><br> <<endevent>> <<npc Alex>><<person1>> Together, you carry Alex back to the cottage, and lay <<him>> in <<his>> bed. Remy won this round, but the war continues. <br><br> <<else>> You carry <<him>> back to the cottage, and lay <<him>> in <<his>> bed. Remy won this round, but the war continues. <br><br> <</if>> <<farm_assault_end>> <<link [[Next|Farm Bedroom]]>><<endevent>><</link>> <br><<effects>> <<npc Alex>><<person1>> <<if $farm_destroyed is true>> "You better stay the fuck away," Alex shouts after them. <<He>> turns to you. "I'm glad they wasted their time, but we shouldn't let them run rampant through the farm." <br><br> <<elseif $fields_damaged.length gte 1>> "You better stay the fuck away," Alex shouts after them. <<He>> turns to you, then to the smouldering field behind <<him>>. "We limited the damage," <<he>> says. "We'll be more prepared next time." <br><br> <<else>> "You better stay the fuck away," Alex shouts after them. <<He>> turns to you. Mud coats <<his>> body, but <<his>> smile is broad. "We did it. And we can do it again!" <br><br> <</if>> <<if $farm_assault.tower is "defeated">> <<He>> looks at the watchtower. "Fuck, is $farm.tower_guard okay?" <br><br> <<endevent>> <<loadNPC 0 "farm_tower_guard">><<person1>> You find the lookout sat at the base of the tower, <<if $NPCList[0].traits.includes("relaxed")>> trying to light a cigarette butt. "That was rougher than I expected," <<he>> says. "Could you help me up?" <<elseif $NPCList[0].traits.includes("sociable")>> chatting on <<his>> phone. "—bosses are here. Call you back." <<He>> smiles at you. "You should have seen how many I took on before they got me." <<elseif $NPCList[0].traits.includes("brooding")>> gazing at the sky. "Sorry boss," <<he>> says. "I like to think I gave as good as I got." <<else>> watching you. "Have the angels come to take me away?" <<he>> laughs. <</if>> You and Alex help <<him>> to <<his>> feet. <<if $NPCList[0].traits.includes("relaxed")>> "I'll be alright," <<he>> continues. "Just need to stretch." <<elseif $NPCList[0].traits.includes("sociable")>> "There's a stool just inside," <<he>> continues. "A little rest would do me good." <<elseif $NPCList[0].traits.includes("brooding")>> "Don't worry about me," <<he>> continues. "I'll walk it off." <<else>> "Your touch has me feeling better already," <<he>> continues. "I think I can limp back to my post." <</if>> <br><br> <<elseif $farm_assault.tower is "manned" or $farm_assault.tower is "attacked">> $farm.tower_guard approaches. <<endevent>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "Glad you guys are alright," <<he>> says. "That was almost too exciting." <<elseif $NPCList[0].traits.includes("sociable")>> "That livened things up," <<he>> says. "I think I need a breather." <<elseif $NPCList[0].traits.includes("brooding")>> "Good job," <<he>> says. "Hope I helped." <<else>> "You should've seen me up there," <<he>> says. "Three—" <<He>> pauses. "I mean, five, burly monsters came climbing the side of the tower, but I sent them packing." <</if>> <br><br> <<else>> <</if>> <<endevent>> <<npc Alex>><<person1>> You walk back to the cottage. <<if isLoveInterest("Alex")>> Alex wraps an arm around your shoulder. <<else>> Alex pats your shoulder. <</if>> "We won, but Remy will be back. We'll be ready." <br><br> <span class="red">Remy will attack again in <<number $farm_attack_timer>> days.</span> <br><br> <<farm_assault_end>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>><<wearProp "walkie talkie">> <<set $bus to "yard">> <<farm_assault_init>> You rush outside, and find Alex stood in the yard. <br><br> <<set $farm_attack_timer to random(17, 24)>> <<npc Alex>><<person1>> "They're not coming through here," <<he>> says, nodding at the road. "They'll try to sneak in." <<He>> hands you a walkie talkie. "There's a lot of ground to cover, so we'll need to split up. We'll be stronger if we team up to fight them though." <br><br> <<if $farm.tower gte 2 and $farm.tower_guard>> <<He>> waves at the watchtower, and $farm.tower_guard flashes the searchlight in response. <<elseif $farm.tower and $farm.tower_guard>> <<He>> waves at the watchtower, and you make out $farm.tower_guard wave in response. <<elseif $farm.tower>> <<He>> points at the watchtower. "We can climb it if we need a better view." <</if>> <br><br> <<if pcAreArmsBound("any")>> Alex slices through your bindings. You're not defending the farm like that. <<unbind>> <br><br> <</if>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 2>> You enter the cottage, climb the stairs, and throw open the rustic wardrobe. <<elseif $phase is 1>> You climb from your bed, and throw open the rustic wardrobe. <<elseif $phase is 3>> You enter your room, and throw open the rustic wardrobe. <<else>> You look through the rustic wardrobe. <</if>> <<set $phase to 0>> You hear shouting outside. <br><br> <<set $wardrobe_location to "alexFarm">> <<wardrobeSelection>> <<wardrobewear>> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<widget "farm_assault_init">> <<set $farm_assault to {}>> <<set $farm_assault.no to [0, 1, 2, 3]>> <<if $farm_stage gte 8>> <<set $farm_assault.no.push(4)>> <</if>> <<if $farm_stage gte 9>> <<set $farm_assault.no.push(5)>> <</if>> <<if $farm_stage gte 10>> <<set $farm_assault.no.push(6)>> <</if>> <<if $farm_stage gte 11>> <<set $farm_assault.no.push(7)>> <</if>> <<if $farm_stage gte 12>> <<set $farm_assault.no.push(8)>> <</if>> <<set $farm_assault.teams to {}>> <<if $farm_stage gte 12>> <<set $farm_assault.teams.team_1 to {}>> <<set $farm_assault.teams.team_2 to {}>> <<set $farm_assault.teams.team_3 to {}>> <<set $farm_assault.teams.team_4 to {}>> <<set $farm_assault.teams.team_5 to {}>> <<if $bailey_encroach>> <<set $farm_assault.teams.team_6 to {}>> <<set $farm_assault.teams.team_6.type to "bailey">> <</if>> <<elseif $farm_stage gte 10>> <<set $farm_assault.teams.team_1 to {}>> <<set $farm_assault.teams.team_2 to {}>> <<set $farm_assault.teams.team_3 to {}>> <<set $farm_assault.teams.team_4 to {}>> <<if $bailey_encroach>> <<set $farm_assault.teams.team_5 to {}>> <<set $farm_assault.teams.team_5.type to "bailey">> <</if>> <<elseif $farm_stage gte 8>> <<set $farm_assault.teams.team_1 to {}>> <<set $farm_assault.teams.team_2 to {}>> <<set $farm_assault.teams.team_3 to {}>> <<if $bailey_encroach>> <<set $farm_assault.teams.team_4 to {}>> <<set $farm_assault.teams.team_4.type to "bailey">> <</if>> <<else>> <<set $farm_assault.teams.team_1 to {}>> <<set $farm_assault.teams.team_2 to {}>> <<if $bailey_encroach>> <<set $farm_assault.teams.team_3 to {}>> <<set $farm_assault.teams.team_3.type to "bailey">> <</if>> <</if>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>> <<set $farm_assault.teams[_assault_keys[_s]].wall_progress to 0>> <<set $farm_assault.teams[_assault_keys[_s]].field_progress to 0>> <<set $farm_assault.teams[_assault_keys[_s]].number to 3>> <<if $wraith.state is "haunt" and $farm_assault.wraith is undefined and $hallucinations gte 2 and random(1,15-Math.floor(C.npc["Ivory Wraith"].lust/5)) is 1>> <<set $farm_assault.teams[_assault_keys[_s]].type to "wraith">> <<set $farm_assault.teams[_assault_keys[_s]].number to 1>> <<set $farm_assault.teams[_assault_keys[_s]].torched to 0>> <<set $farm_assault.wraith to _s>> <</if>> <<if !$farm_assault.teams[_assault_keys[_s]].type>> <<set $farm_assault.teams[_assault_keys[_s]].type to "remy">> <</if>> <</for>> <<if $farm.kennel gte 1>> <<set $farm_assault.dogs to 2>> <<else>> <<set $farm_assault.dogs to 1>> <</if>> <<set $farm_assault.dogs_state to "guarding">> <<if $farm.tower_guard>> <<set $farm_assault.tower to "manned">> <<else>> <<set $farm_assault.tower to "empty">> <</if>> <<set $farm_assault.alex to "patrol">> <<set $fields_damaged to []>> <</widget>> <<widget "farm_assault_end">> <<unset $farm_assault>> <<unset $farm_destroyed>> <<set $fields_damaged to []>> <</widget>> <<widget "farm_assault_progress">> <<set $farm_assault_done to 0>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $farm_assault.teams[_assault_keys[_s]].state is undefined>> <<set $farm_assault.teams[_assault_keys[_s]].state to "wall">> <</if>> /*Fleeing checked before and after other actions. */ <<farm_assault_flight>> <<if $farm_assault.teams[_assault_keys[_s]].location isnot "done">> /*Assaulting the tower. */ <<if $farm_assault.teams[_assault_keys[_s]].location is "tower">> <<set _tower to "threatened">> <<if $farm_assault.teams[_assault_keys[_s]].state is "approach">> <<set $farm_assault.teams[_assault_keys[_s]].state to "climb">> <<elseif $farm_assault.teams[_assault_keys[_s]].state is "climb">> <<set $farm_assault.teams[_assault_keys[_s]].state to "fight">> <<elseif $farm_assault.teams[_assault_keys[_s]].state is "fight">> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<if $farm.tower_guard_skill gte random(1, 2000)>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <<if $farm_assault.teams[_assault_keys[_s]].number lte 0>> <<set $farm_assault.tower to "manned">> <</if>> <<set _guard_won to true>> <<unset _tower>> <<else>> <<set $farm_assault.tower to "defeated">> <<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>> <<set $farm_assault.teams[_assault_keys[_s]].state to "field">> <<set _guard_lost to true>> <<unset _tower>> <</if>> <<else>> <<if $farm.tower_guard_skill gte random(1, 1000)>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <<if $farm_assault.teams[_assault_keys[_s]].number lte 0>> <<set $farm_assault.tower to "manned">> <</if>> <<set _guard_won to true>> <<unset _tower>> <<else>> <<set $farm_assault.tower to "defeated">> <<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>> <<set $farm_assault.teams[_assault_keys[_s]].state to "field">> <<set _guard_lost to true>> <<unset _tower>> <</if>> <</if>> <</if>> <</if>> /*Successfully burning. */ <<if $farm_assault.teams[_assault_keys[_s]].state is "celebrate">> <<set $farm_assault.teams[_assault_keys[_s]].state to "field">> <<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>> <<if $farm_assault.teams[_assault_keys[_s]].location is undefined or $farm_assault.teams[_assault_keys[_s]].torched gte Math.floor(C.npc["Ivory Wraith"].lust/4)>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</if>> /*Burning a field. */ <<if $farm_assault.teams[_assault_keys[_s]].state is "field">> <<if $farm_assault.teams[_assault_keys[_s]].field_progress gte 4>> <<set $farm_assault.teams[_assault_keys[_s]].field_progress to 0>> <<set $farm_assault.teams[_assault_keys[_s]].state to "celebrate">> <<set _smoke to true>> <<damage_farm "target" $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].type is "wraith">> <<set $farm_assault.teams[_assault_keys[_s]].torched++>> <</if>> <<else>> <<set $farm_assault.teams[_assault_keys[_s]].field_progress++>> <<if $farm_assault.teams[_assault_keys[_s]].type is "wraith" and random(0,1) is 1>> <<set $farm_assault.teams[_assault_keys[_s]].field_progress++>> <</if>> <</if>> <</if>> /*Responding to hounds. */ <<if $farm_assault.teams[_assault_keys[_s]].state is "dogs_recover">> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<if $farm_assault.tower is "manned">> <<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/ <<set $farm_assault.teams[_assault_keys[_s]].location to "tower">> <<set $farm_assault.teams[_assault_keys[_s]].state to "approach">> <<set $farm_assault.tower to "attacked">> <<else>> <<set $farm_assault.teams[_assault_keys[_s]].state to "field">> <</if>> <<else>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <<set $farm_assault.dogs -= 1>> <<if $farm_assault.dogs gte 1>> <<set $farm_assault.dogs_state to "guarding">> <<set _dogs_status to "victorious">> <<else>> <<set $farm_assault.dogs_state to "defeated">> <<set _dogs_status to "defeated">> <</if>> <<set $farm_assault.dogs_target to _assault_keys[_s]>> <</if>> /*Intercepted by hounds. */ <<if $farm_assault.teams[_assault_keys[_s]].state is "dogs">> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <</if>> <<set $farm_assault.teams[_assault_keys[_s]].state to "dogs_recover">> <</if>> /*Entering. */ <<if $farm_assault.teams[_assault_keys[_s]].state is "entry">> <<if $farm_assault.dogs gte 1 and $farm_assault.dogs_state is "guarding" and $farm_assault.teams[_assault_keys[_s]].type isnot "wraith">> <<set $farm_assault.teams[_assault_keys[_s]].state to "dogs">> <<set $farm_assault.dogs_state to "fighting">> <<elseif ($farm_assault.teams[_assault_keys[_s]].type is "bailey" or random(1, 2) is 2) and $farm_assault.tower is "manned" and $farm_assault.teams[_assault_keys[_s]].type isnot "wraith">> <<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/ <<set $farm_assault.teams[_assault_keys[_s]].location to "tower">> <<set $farm_assault.teams[_assault_keys[_s]].state to "approach">> <<set $farm_assault.tower to "attacked">> <<else>> <<set $farm_assault.teams[_assault_keys[_s]].state to "field">> <</if>> <</if>> /*Breaking in. */ <<if $farm_assault.teams[_assault_keys[_s]].state is "wall">> <<if $farm_assault.teams[_assault_keys[_s]].wall_progress gte $farm.wall>> <<set $farm_assault.teams[_assault_keys[_s]].state to "entry">> <<set $farm_assault.teams[_assault_keys[_s]].wall_progress to 0>> <<else>> <<if $farm_assault.teams[_assault_keys[_s]].type is "wraith">> <<set $farm_assault.teams[_assault_keys[_s]].wall_progress to $farm.wall>> <<elseif $farm.wall gte 4 and $farm_assault.teams[_assault_keys[_s]].type isnot "bailey">> <<if random(1, 3) is 3>> <<set $farm_assault.teams[_assault_keys[_s]].wall_progress++>> <</if>> <<elseif $farm.wall gte 3 and $farm_assault.teams[_assault_keys[_s]].type isnot "bailey">> <<if random(1, 3) gte 2>> <<set $farm_assault.teams[_assault_keys[_s]].wall_progress++>> <</if>> <<else>> <<set $farm_assault.teams[_assault_keys[_s]].wall_progress++>> <</if>> <</if>> <</if>> <</if>> /*Fleeing. */ <<farm_assault_flight>> /*Alex. */ <<if $farm_assault.alex is "patrol">> <<if $farm_assault.teams[_assault_keys[_s]].location isnot "done" and $farm_assault.teams[_assault_keys[_s]].type isnot "wraith">> <<set $farm_assault.alex to _assault_keys[_s]>> <</if>> <<elseif $farm_assault.alex is _assault_keys[_s]>> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<if random(1, 100) gte 80>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <<set _alex_success to true>> <</if>> <<else>> <<if random(1, 100) gte 60>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <<set _alex_success to true>> <</if>> <</if>> <</if>> /*Fleeing. */ <<farm_assault_flight>> <</for>> <</widget>> <<widget "farm_assault_flight">> <<if $farm_assault.teams[_assault_keys[_s]].number lte 0>>/*Flee if numbers reduced to 0.*/ <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <<if $farm_assault.alex is _assault_keys[_s]>>/*Alex patrols again. */ <<set $farm_assault.alex to "patrol">> <</if>> <</if>> <<if $farm_assault.teams[_assault_keys[_s]].location isnot "done">>/*Assault ends when !_farm_assault_active.*/ <<set _farm_assault_active to true>> <<elseif $farm_assault.teams[_assault_keys[_s]].location gte 0>> <<set $farm_assault.no.push($farm_assault.teams[_assault_keys[_s]].location)>>/*Add their location back to the pool.*/ <<if $farm_assault.alex is _assault_keys[_s]>>/*Alex patrols again. */ <<set $farm_assault.alex to "patrol">> <</if>> <<elseif $farm_assault.alex is _assault_keys[_s] and $farm_assault.teams[_assault_keys[_s]].location is "done">> <<set $farm_assault.alex to "patrol">> <</if>> <</widget>> <<widget "farm_assault_info">> <<if _args[0] is "guard">> <<set _skill to $farm.tower_guard_skill>> <<else>> <<set _skill to 0>> <</if>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $farm_assault.teams[_assault_keys[_s]].location is "tower" and $farm_assault.teams[_assault_keys[_s]].state is "fight">> <<set _fighting to true>> <</if>> <</for>> <<if _fighting is true or _guard_won is true or _guard_lost is true>> Your walkie talkie picks up another signal. <span class="red">You hear a struggle, punctuated by static.</span> <<if _guard_won is true>> You peer at the watchtower. A body falls from the top. <span class="green">It's not $farm.tower_guard.</span> Seems $per_npc.farm_tower_guard.pronouns.he got the better of one of $per_npc.farm_tower_guard.pronouns.his attackers. <<elseif _guard_lost is true>> You peer at the watchtower. A body falls from the top. <span class="red">It's $farm.tower_guard.</span> <<print toTitleCase($per_npc.farm_tower_guard.pronouns.he)>> won't be helping for the rest of the assault. <</if>> <br><br> <<else>> <<if _args[0] is "guard">> Your walkie talkie picks up another signal. It's $farm.tower_guard, keeping you informed of enemy activity: <<else>> You look across the farm, trying to spot enemy movements: <</if>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $farm_assault.teams[_assault_keys[_s]].type is "wraith">> <<if $farm_assault.teams[_assault_keys[_s]].location is "done">> <span class="green">The <<farm_assault_thugs>> is walking away, like <<print $wraith.seenFarm ? "it's" : "they've">> lost interest.</span> <<if $wraith.seen gte 5 and !$farm_assault.wraithStress>> <<stress -6>><<lstress>><<set $farm_assault.wraithStress to true>> <</if>> <<else>> <<if _skill gte random(400, 1400) or !$wraith.seenFarm>> <<switch $farm_assault.teams[_assault_keys[_s]].state>> <<case wall>> The <<farm_assault_thugs>> is <span class="purple">walking through the <<print $farm.wall gte 3 ? "fence" : "wall">></span>. <<case entry>> The <<farm_assault_thugs>> is shambling toward <<farm_assault_location>>. <<case field>> <<if $farm_assault.teams[_assault_keys[_s]].field_progress lte 1>> <span class="blue">The <<farm_assault_thugs>> enters <<farm_assault_location>>.</span> <<else>> <span class="blue">The <<farm_assault_thugs>> wanders around <<farm_assault_location>>.</span> <</if>> <<case celebrate>> The <<farm_assault_thugs>> stands completely still. <span class="red"><<farm_assault_location "cap">> bursts into flames.</span> <</switch>> <<else>> Something seems off at <<farm_assault_location>>. <</if>> <</if>> <<else>> <<if $farm_assault.teams[_assault_keys[_s]].location is "done">> <span class="green">The <<farm_assault_no>> group of <<farm_assault_thugs>> are running for the hills.</span> <<elseif $farm_assault.teams[_assault_keys[_s]].state is "dogs">> You hear barking from <<farm_assault_location>>. <<elseif $farm_assault.teams[_assault_keys[_s]].state is "dogs_recover">> You hear barking and shouts of <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">>pain<<else>>terror<</if>> from <<farm_assault_location>>. <<elseif $farm_assault.teams[_assault_keys[_s]].location is "tower">> <<switch $farm_assault.teams[_assault_keys[_s]].state>> <<case "approach">> <span class="purple">The <<farm_assault_no>> group of <<farm_assault_thugs>> are approaching the watchtower.</span> <<case "climb">> <span class="pink">The <<farm_assault_no>> group of <<farm_assault_thugs>> are climbing the watchtower.</span> <</switch>> <<else>> <<if _skill gte random(1, 1000)>> <<switch $farm_assault.teams[_assault_keys[_s]].state>> <<case wall>> The <<farm_assault_no>> group of <<farm_assault_thugs>> are <<if $farm.wall gte 3>> <span class="pink">cutting through the fence</span> at <<farm_assault_location>>. <<else>> climbing the wall near <<farm_assault_location>>. <</if>> <<case entry>> The <<farm_assault_no>> group of <<farm_assault_thugs>> are rushing into <<farm_assault_location>>. <<case field>> <<switch $farm_assault.teams[_assault_keys[_s]].field_progress>> <<case 1>> <span class="blue">The <<farm_assault_no>> group of <<farm_assault_thugs>> are entering <<farm_assault_location>>.</span> <<case 2>> <span class="purple">The <<farm_assault_no>> group of <<farm_assault_thugs>> are opening petrol canisters at <<farm_assault_location>>.</span> <<case 3>> <span class="pink">The <<farm_assault_no>> group of <<farm_assault_thugs>> are pouring petrol over <<farm_assault_location>>.</span> <<case 4>> <span class="red">The <<farm_assault_no>> group of <<farm_assault_thugs>> are lighting matches at <<farm_assault_location>>.</span> <</switch>> <<case celebrate>> <span class="red">The <<farm_assault_no>> group of <<farm_assault_thugs>> are revelling as the field burns.</span> <</switch>> <<else>> There's movement at <<farm_assault_location>>. <</if>> <</if>> <</if>> <br> <</for>> <br> <</if>> <</widget>> <<widget "farm_assault_alex">> <<if _farm_assault_active isnot true or $farm_destroyed is true>> <<elseif $farm_assault.alex is "bound">> <<if $farm_assault.bindings_alex gte 1>> <<set $farm_assault.bindings_alex -= 1>> <<else>> <<set $farm_assault.alex to "patrol">> <</if>> <<elseif $farm_assault.alex is "patrol">> Your walkie talkie picks up a signal. "I'm looking for intruders," Alex says. "Just checking in." <<else>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location and $farm_assault.alex is _assault_keys[_s]>> <span class="teal">Alex crouches beside you.</span> <<if $farm_assault.bindings gte 1>> <span class="green">Your bindings come loose.</span> <<farm_assault_unbind>> <</if>> "What's the plan?" <<elseif $farm_assault.alex is _assault_keys[_s]>> Your walkie talkie picks up a signal. "I'm <<print either("pursuing","stalking","following","hunting","harrying")>> <<farm_assault_thugs>> at <<farm_assault_location>>," Alex says in a hushed voice. <<if _alex_success>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> <span class="green">"Knocked one out."</span> <<case 2>> <span class="green">"They'll feel this in the morning."</span> <<case 3>> <span class="green">"Wonder when they'll realise they're missing a colleague."</span> <<case 4>> <span class="green">"One thug down."</span> <<default>> <span class="green">"Took one down."</span> <</switch>> <<else>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> <span class="blue">"Can't get them alone."</span> <<case 2>> <span class="blue">"They're too watchful."</span> <<case 3>> <span class="blue">"Can't get close."</span> <<case 4>> <span class="blue">"Just waiting for my moment."</span> <<default>> <span class="blue">"I won't take any risks."</span> <</switch>> <</if>> <</if>> <</for>> <</if>> <br><br> <</widget>> <<widget "farm_assault_location">><<silently>> <<switch $farm_assault.teams[_assault_keys[_s]].location>> <<case 0>> <<set _text_output to "the first field">> <<case 1>> <<set _text_output to "the second field">> <<case 2>> <<set _text_output to "the third field">> <<case 3>> <<set _text_output to "the fourth field">> <<case 4>> <<set _text_output to "the fifth field">> <<case 5>> <<set _text_output to "the sixth field">> <<case 6>> <<set _text_output to "the seventh field">> <<case 7>> <<set _text_output to "the eighth field">> <<case 8>> <<set _text_output to "the ninth field">> <<case tower>> <<set _text_output to "the watchtower">> <<default>> <<set _text_output to "the fields">> <</switch>> <<if _args[0] is "cap">> <<capitalise>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "farm_assault_thugs">><<silently>> <<switch $farm_assault.teams[_assault_keys[_s]].type>> <<case "bailey">> <<set _text_output to "<span class=\"red\">Bailey's thugs</span>">> <<case "wraith">> <<if $wraith.seenFarm>> <<set _text_output to "<span class=\"wraith\">pale figure</span>">> <<else>> <<set _text_output to "<span class=\"black\">shifty stranger</span>">> <</if>> <<default>> <<set _text_output to "<span class=\"pink\">Remy's thugs</span>">> <</switch>> <<if _args[0] is "cap">> <<capitalise>> <</if>> <</silently>><<print _text_output>><</widget>> <<widget "farm_assault_options">> <<if !_noOptions>> <<link [[Wait (0:05)|Farm Assault]]>><<pass 5>><<set $farm_assault.movement to "wait">><</link>> <br> <<if $bus is "tower" and _tower isnot "threatened" and $farm_assault.tower isnot "manned">> <<link [[Climb the watchtower (0:05)|Farm Assault]]>><<pass 5>><<set $bus to "tower_top">><<set $farm_assault.movement to "climb">><</link>> <br> <</if>> <<if $bus isnot 0>> <<link [[First field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 0>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 1>> <<link [[Second field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 1>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 2>> <<link [[Third field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 2>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 3>> <<link [[Fourth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 3>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 4 and $farm_stage gte 8>> <<link [[Fifth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 4>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 5 and $farm_stage gte 9>> <<link [[Sixth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 5>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 6 and $farm_stage gte 10>> <<link [[Seventh field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 6>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 7 and $farm_stage gte 11>> <<link [[Eighth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 7>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot 8 and $farm_stage gte 12>> <<link [[Ninth field (0:05)|Farm Assault]]>><<pass 5>><<set $bus to 8>><<set $farm_assault.movement to "field">><</link>> <br> <</if>> <<if $bus isnot "tower" and $bus isnot "tower_top" and $farm.tower gte 1>> <<link [[Watchtower (0:05)|Farm Assault]]>><<pass 5>><<set $bus to "tower">><<set $farm_assault.movement to "tower">><</link>> <br> <</if>> <</if>> <</widget>> <<widget "farm_assault_actions">> <<switch $bus>> <<case "tower">> The watchtower looms above you. <<case 0>> You are near the first field. <<case 1>> You are near the second field. <<case 2>> You are near the third field. <<case 3>> You are near the fourth field. <<case 4>> You are near the fifth field. <<case 5>> You are near the sixth field. <<case 6>> You are near the seventh field. <<case 7>> You are near the eighth field. <<case 8>> You are near the ninth field. <</switch>> <<if $fields_damaged.includes($bus)>> <span class="red">It's engulfed in flames.</span> <</if>> <br> <<if $farm_assault.bindings gte 1>> You lie in the dirt, unable to move much. <br><br> <<link [[Struggle (0:05)|Farm Assault]]>><<pass 5>><<set $farm_assault.bindings -= 1>><<set $farm_assault.movement to "struggle">><</link>> <br> <<else>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<set $_key to _assault_keys[_s]>> <<set $_team to $farm_assault.teams[$_key]>> <<set $_isBaileyTeam to $_team.type is "bailey">> <<set $_isWraith to $_team.type is "wraith">> <<if $bus is $_team.location>> <<if $bus is "tower">> <<if $_team.state is "approach">> <span class="blue"><<farm_assault_thugs>> approach.</span> <br><br> <<farm_assault_attack_options>> <<elseif $_team.state is "climb">> <span class="purple">You see <<farm_assault_thugs>> entering the tower.</span> <br><br> <<link [[Defend the watchtower (0:05)|Farm Assault Tower Defend]]>><<pass 5>><</link>> <br> <<elseif $_team.state is "fight">> <span class="pink">You hear $farm.tower_guard fighting <<farm_assault_thugs>> at the top of the tower!</span> <br><br> <<link [[Defend the watchtower (0:05)|Farm Assault Tower Defend]]>><<pass 5>><</link>> <br> <</if>> <<elseif $_team.state is "wall">> <<if $_isWraith>> You see the <<farm_assault_thugs>> <span class="pink">walking through the <<print $farm.wall gte 3 ? "fence" : "wall">></span>. <<else>> <<if $farm.wall gte 3>> You see <<farm_assault_thugs>> sawing through the fence. <<else>> You see <<farm_assault_thugs>> climbing over the wall. <</if>> <<if $_team.number is 1>> There's only one here. <<else>> There are <<number $_team.number>> of them. <</if>> <</if>> <<if $_isBaileyTeam>> <span class="red">They move with surety.</span> <</if>> <br> <<if $farm_assault.alex is $_key>> <<link [[Throw rocks with Alex (0:05)|Farm Assault Rocks Alex]]>><<pass 5>><</link>> <br> <<else>> <<set $_min to ($_isBaileyTeam ? 6000 : 1)>> <<set $_max to ($_isBaileyTeam ? 20000 : 16000)>> <<link [[Throw rocks (0:05)|Farm Assault Rocks]]>><<pass 5>><</link>><<physiquedifficulty $_min $_max>> <br> <</if>> <<set $_min to ($_isBaileyTeam ? 3000 : 200)>> <<set $_max to ($_isBaileyTeam ? 3000 : 1000)>> <<link [[Threaten (0:05)|Farm Assault Threaten]]>><<pass 5>><</link>><<skill_difficulty $fame.scrap "Combat Fame" $_min $_max>> <br> <<elseif $_team.state is "entry">> <<if $_isBaileyTeam>> <<if $_team.number gte 2>> You see <<number $_team.number>> of <<farm_assault_thugs>> rush into the farm. They ignore you, instead heading into the fields. <br> <<farm_assault_attack_options>> <<else>> You see one of <<farm_assault_thugs>> rush into the farm. <br> <<farm_assault_attack_options>> <</if>> <<elseif $_isWraith>> <<set _noOptions to true>> You see the <<farm_assault_thugs>> approach you. <<if !$wraithIntro>> <<set $wraithIntro to true>> They're a beautiful pale figure, wearing translucent white robes. They regard you with angry red eyes, clutching at their own neck. A bizarre, slimy substance leaks wherever they walk. <<elseif !$wraith.seenFarm>> <span class="red">Their face is a terrible, familiar pale.</span> A bizarre, slimy substance leaks wherever it walks. <<else>> It smiles a terrible, familiar smile. A bizarre, slimy substance leaks wherever it walks. <</if>> <<set $wraith.seenFarm to true>> <br><br> "<span class="wraith">Drown in smoke. Drown in flame.</span>" <br><br> <<if $farm_assault.alex is $_key>> "I'm doubling back," Alex whispers, <span class="red">seemingly not noticing the pale figure. <<nnpc_He "Alex">> creeps away.</span> <<set $farm_assault.alex to "patrol">> <br><br> <</if>> <<generateWraith 1 true>> <<initWraith "man" "arms" "abomination">><<startWraith>> <br><br> <<link [[Next|Farm Assault Wraith Fight]]>><<set $fightstart to 1>><</link>> <<else>> <<if $_team.number gte 2>> You see <<number $_team.number>> of <<farm_assault_thugs>> rush into the farm. They ignore you, instead heading into the fields. <br><br> <<farm_assault_attack_options>> <<else>> You see one of <<farm_assault_thugs>> rush into the farm. <br><br> <<farm_assault_attack_options>> <</if>> <</if>> <<elseif $_team.state is "dogs">> <span class="green">Your <<farm_text_many dog>> emerge from the dark, and set upon <<farm_assault_thugs>>!</span> <br><br> <<elseif $_team.state is "dogs_recover">> <<if $_isBaileyTeam>> <<if $_team.number gte 2>> <<if $farm_assault.dogs gte 2>> <<farm_assault_thugs>> seem unperturbed, and meet the hounds head-on. The first <<farm_text dog>> receives a solid kick to the face, and rolls away, whimpering, but the others manage to sink teeth into arms and legs. The thugs shake them free, but are left bloodied. <span class="green">A <<generate1>><<person1>><<person>> limps from the field,</span> too hurt to continue the assault. <br><br> <<else>> <<farm_assault_thugs>> seem unperturbed, and meet the hounds head-on. The first <<farm_text dog>> <span class="red">receives a solid kick to the face,</span> and rolls away, whimpering, but the others manage to sink teeth into arms and legs. <br><br> The thugs punch and kick at the hounds, <span class="red">scaring them away,</span> but are left bloodied. <span class="green">A <<generate1>><<person1>><<person>> limps from the field,</span> too hurt to continue the assault. <br><br> <</if>> <<else>> <<if $farm_assault.dogs gte 2>> <<generate1>><<person1>> The thug, a <<person>>, startles the hounds by barking back. One growls before lunging, grabbing the <<persons>> forearm between <<his>> teeth. <<He>> shakes the <<farm_text dog>> off, but is in no condition to continue the assault. <span class="green"><<He>> runs from the field,</span> cradling one arm in the other. <br><br> <<else>> <<generate1>><<person1>> The thug, a <<person>>, startles the hounds by barking back. One growls before lunging, grabbing the <<persons>> forearm between <<his>> teeth. <span class="red">punches the <<farm_text dog>> in the nose,</span> freeing <<his>> arm, but is in no condition to continue the assault. <span class="green"><<He>> runs from the field,</span> cradling one arm in the other. <br><br> <</if>> <</if>> <<else>> <<if $_team.number gte 2>> <<if $farm_assault.dogs gte 2>> <<farm_assault_thugs>> panic, <span class="green">and run.</span> The hounds pursue them to the <<farm_fence>>, and howl triumphant into the night. <<else>> <<farm_assault_thugs>> panic, <span class="green">and run.</span> The hounds pursue a little too eagerly, <span class="red">and chase their quarry into the night,</span> leaving the farm unguarded. They'll be too tired to help when they make it back. <</if>> <br><br> <<else>> <<generate1>><<person1>> <<if $farm_assault.dogs gte 2>> The lone <<person>> panics, <span class="green">and runs.</span> The hounds pursue <<him>> to the <<farm_fence>>, and howl triumphant into the night. <<else>> The lone <<person>> panics, <span class="green">and runs.</span> The hounds pursue a little too eagerly, <span class="red">and chase their quarry into the night,</span> leaving the farm unguarded. They'll be too tired to help when they make it back. <</if>> <br><br> <</if>> <</if>> <<endevent>> <<if $_isBaileyTeam and $_team.number gte 2>> /* Don't show attack options if team was defeated */ <<farm_assault_attack_options>> <</if>> <<elseif $_team.state is "field">> <<if $_isWraith>> You see the <<farm_assault_thugs>> wandering in the field. <<if !$wraith.seenFarm>> They don't look like they're doing anything. <<else>> <span class="purple">You suspect it's spreading flammable slime.</span> <</if>> <<else>> <<if $_team.field_progress gte 4>> <span class="pink">You see <<farm_assault_thugs>> lighting matches!</span> <<elseif $_team.field_progress gte 3>> <span class="purple">You see <<farm_assault_thugs>> covering the field in petrol.</span> <<elseif $_team.field_progress gte 2>> <span class="blue">You see <<farm_assault_thugs>> opening petrol canisters.</span> <<else>> <span class="lblue">You see <<farm_assault_thugs>> prowling through the field.</span> <</if>> <</if>> <br> <<farm_assault_attack_options>> <</if>> <</if>> <</for>> <br> <<farm_assault_options>> <</if>> <</widget>> <<widget "farm_assault_intruders">> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<set _text_output to "intruders">> <<else>> <<set _text_output to "intruder">> <</if>> <<print _text_output>> <</widget>> <<widget "farm_assault_no">> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> vicious <<else>> <<switch _s>> <<case 0>> first <<case 1>> second <<case 2>> third <<case 3>> fourth <<case 4>> fifth <</switch>> <</if>> <</widget>> <<widget "farm_assault_unbind">> <<unbind>> <<set $farm_assault.bindings to 0>> <<if $worn.face.type.includes("gag")>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<clotheson>> <</widget>> <<widget "farm_assault_attack_options">> <<if $farm_assault.alex is _assault_keys[_s]>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<link [[Work with Alex to pick one off (0:05)|Farm Assault Pick Alex]]>><<pass 5>><</link>> <br> <<if $pain gte 100>> <span class="red">You are in too much pain to fight them head on.</span> <<else>> <<link [[Charge with Alex (0:05)|Farm Assault Charge]]>><<pass 5>><</link>> <</if>> <<elseif $farm_assault.teams[_assault_keys[_s]].number gte 1 and $farm_assault.teams[_assault_keys[_s]].location isnot "done" and $farm_assault.teams[_assault_keys[_s]].state isnot "dogs_recover">> The intruder is alone. <br><br> <<link [[Overpower|Farm Assault Overpower]]>><</link>> <</if>> <<elseif $pain gte 100>> <span class="red">You're in too much pain to fight them head-on.</span> <<else>> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<link [[Fight them head-on (0:05)|Farm Assault Intercept Bailey]]>><<pass 5>><</link>> <br> <<set $skulduggerydifficulty to 1000>> <<link [[Pick one off (0:05)|Farm Assault Pick Bailey]]>><<pass 5>><</link>><<skulduggerydifficulty>> <<elseif $farm_assault.teams[_assault_keys[_s]].type is "wraith">> <<set $_them to $wraith.seenFarm ? "it" : "them">> <<link [["Fight " + $_them + " head on"|Farm Assault Intercept Wraith]]>><</link>> <<else>> <<link [[Fight them head-on (0:05)|Farm Assault Intercept]]>><<pass 5>><</link>> <br> <<set $skulduggerydifficulty to 600>> <<link [[Pick one off (0:05)|Farm Assault Pick]]>><<pass 5>><</link>><<skulduggerydifficulty>> <</if>> <</if>> <br> <</widget>><<effects>><<wearProp "rock">> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $physiqueSuccess>> <<generate1>><<person1>> You and Alex pelt the <<farm_assault_intruders>> from the shadows. Most miss, <span class="green">but one lands true</span>, hitting the <<person>> right on the noggin. <<He>> tumbles away from the <<farm_fence>>. <br><br> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <<else>> <<generate1>><<person1>> You pelt the <<farm_assault_intruders>> from the shadows. They've chosen a sheltered spot to break in, shielded by earth from most angles, and trees by others. <span class="red">You fail to hit any.</span> <br><br> <</if>> <</if>> <</for>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br><<effects>><<wearProp "rock">> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey" and random(1, 2) is 2>> <<generate1>><<person1>> You and Alex pelt the <<farm_assault_intruders>> from the shadows. They've chosen a sheltered spot to break in, shielded by earth from most angles, and trees by the others. <span class="red">You fail to hit any.</span> <br><br> <<else>> <<generate1>><<person1>> You and Alex pelt the <<farm_assault_intruders>> from the shadows. Most miss, <span class="green">but one lands true</span>, hitting the <<person>> right on the noggin. <<He>> tumbles away from the <<farm_fence>>. <br><br> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <</if>> <</if>> <</for>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br><<effects>> You march into the open. <<if $speech_attitude is "meek">> "I-I won't be bullied," you say. "Stop this at once, or you'll be sorry." <<elseif $speech_attitude is "bratty">> "Get the fuck off my property," you say. "Before I feed you to the pigs." <<else>> "If you leave now," you say, "I won't follow." <</if>> <br><br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<generate1>><<person1>> <span class="red">The intruders laugh.</span> <<if $fame.scrap gte 400>> <span class="pink">"<<underworld_nickname>>,"</span> a <<person>> says. "Very scary. But there's scarier behind us." <<else>> "Very scary," a <<person>> says. "But there's scarier behind us." <</if>> They continue forcing their way in. <<else>> <<generate1>><<person1>> <span class="red">The <<person>> laughs.</span> <<if $fame.scrap gte 400>> <span class="pink">"<<underworld_nickname>>,"</span> <<he>> says. "Very scary. But there's scarier behind me." <<else>> "Very scary," <<he>> says. "But there's scarier behind me." <</if>> <<He>> continues forcing their way in. <</if>> <<elseif $fame.scrap gte random(200, 1000)>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<generate1>><<person1>><<generate2>> The intruders glance at each other. <br> "Is that the one they call <span class="pink"><<underworld_nickname>></span>?" a <<person>> asks. <br> "Aye. That's why we're paid so well," a <<person2>><<person>> responds. <br> "I'm not getting paid to get my shit kicked in. I'm out." <span class="green">They turn and run.</span> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <<else>> <<generate1>><<person1>> The intruder, a <<person>>, stares at you. "I'm just getting paid to clear some fields," <<he>> says. "I don't want no trouble." <span class="green"><<He>> turns and leaves.</span> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <<else>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<generate1>><<person1>><<generate2>> The intruders glance at each other, <span class="red">and laugh.</span> "This <<girl>> thinks <<pshes>> tough or something," a <<person>> says. "About to learn a hard lesson." <br><br> They continue forcing their way in. <<else>> <<generate1>><<person1>> <span class="red">The intruder laughs.</span> "Who do you think you are?" <<he>> says. "Some <<girl>> is all I see, about to learn a hard lesson." <<He>> continues to enter. <</if>> <</if>> <</if>> <</for>> <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br><<effects>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> <<generate1>><<generate2>><<generate3>> You charge Remy's thugs, a <<fullGroup>>. They plant their feet, ready to face you. <br><br> <<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<generate1>><<generate2>> You charge Remy's thugs, a <<fullGroup>>. They plant their feet, ready to face you. <br><br> <<else>> <<generate1>> You charge Remy's thug, a <<person1>><<person>>. <<He>> seems startled by your boldness, but plants <<his>> feet as you approach. <br><br> <</if>> <</if>> <</for>> <<link [[Next|Farm Assault Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> <<generate1>><<generate2>><<generate3>> You charge Bailey's thugs, a <<fullGroup>>. They turn to meet you. The <<person1>><<person>> cracks <<his>> knuckles. <br><br> <<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<generate1>><<generate2>> You charge Bailey's thugs, a <<fullGroup>>. They turn to meet you. The <<person1>><<person>> cracks <<his>> knuckles. <br><br> <<else>> <<generate1>> You charge Bailey's thug, a <<person1>><<person>>. <<He>> turns to meet you, and cracks <<his>> knuckles. <br><br> <</if>> <</if>> <</for>> <<link [[Next|Farm Assault Fight Bailey]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Assault Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Assault Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemynomax gte 2>> Remy's thugs are too dazed and exhausted to continue, <span class="green">and stagger from the field.</span> <<else>> The <<person1>><<person>> is too dazed and exhausted to continue, <span class="green">and staggers from the field.</span> <</if>> <br><br> <<tearful>> you plan your next move. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<elseif $enemyhealth lte 0>> <<if $enemynomax gte 2>> <span class="green">Remy's thugs flee the field,</span> throwing worried glances over their shoulders to make sure you're not pursuing. <<else>> <span class="green">The <<person1>><<person>> flees the field,</span> throwing worried glances over <<his>> shoulder to make sure you're not pursing. <</if>> <br><br> <<tearful>> you plan your next move. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<else>> You fall to the earth, too hurt to continue fighting. <br><br> The <<person1>><<person>> crouches over you, <span class="purple">and gropes your <<breasts>></span>. "Shame I got a job to do," <<he>> says. <br><br> You can't stop <<him>> binding your arms and legs together, and tying a gag around your mouth. "Later, <<girl>>." <br><br> <<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free. <br><br> <<endcombat>> <<set $farm_assault.bindings to 3>> <<bind>> <<facewear 23>> <<link [[Next|Farm Assault]]>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<set $enemyhealthmax *= 1.3>> <<set $enemyhealth *= 1.3>> <<set $enemyarousalmax *= 1.3>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Assault Fight Bailey Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Assault Fight Bailey]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You'll go far," the <<person1>><<person>> mutters. <<if $enemynomax gte 2>> Bailey's thugs are too dazed and exhausted to continue, <span class="green">and stagger from the field.</span> <<else>> <<Hes>> too dazed and exhausted to continue, <span class="green">and staggers from the field.</span> <</if>> <br><br> <<tearful>> you plan your next move. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<elseif $enemyhealth lte 0>> "Shit," the <<person1>><<person>> says. "Bailey's not gonna be happy." <<if $enemynomax gte 2>> <span class="green">Bailey's thugs flee the field,</span> disappearing into the night. <<else>> <span class="green"><<He>> flees the field,</span> disappearing into the night. <</if>> <br><br> <<tearful>> you plan your next move. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<else>> You fall to the earth, too hurt to continue fighting. <br><br> The <<person1>><<person>> crouches over you. "Sorry," <<he>> says. "But this is the way of the world." <br><br> You can't stop <<him>> binding your arms and legs together, and tying a gag around your mouth. "Later, <<girl>>." <br><br> <<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free. <br><br> <<endcombat>> <<set $farm_assault.bindings to 3>> <<bind>> <<facewear 23>> <<link [[Next|Farm Assault]]>><</link>> <br> <</if>><<effects>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> You keep to the shadows as you stalk the intruders, waiting for an opening. <<else>> You keep to the shadows as you stalk the intruder, waiting for an opening. <</if>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <span class="green">You find one.</span> A <<generate1>><<person1>><<person>> strays too far from <<his>> fellows. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious. <<endevent>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <<else>> <span class="green">You find one.</span> The <<generate1>><<person1>><<person>> stands too close to a hedge, letting you sneak right behind <<him>>. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious. <<endevent>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <</if>> <br><br> <<skulduggeryuse>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<else>> <<generate1>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<generate2>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> <<generate3>> <</if>> A <<person1>><<person>> strays apart from the others, and you make your move, sneaking closer. You lunge from the dark, <span class="red">but the <<person>> spins and catches your arm.</span> <br><br> "Found the <<girl>>," <<he>> says as <<he>> shunts you away. You hear footsteps from behind. <<else>> You keep to the shadows as you stalk the intruder, waiting for an opening. <</if>> <br><br> <<skulduggeryuse>> <<link [[Next|Farm Assault Fight Bailey]]>><<set $fightstart to 1>><</link>> <br> <</if>> <</if>> <</for>><<effects>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> You keep to the shadows as you stalk the intruders, waiting for an opening. <<else>> You keep to the shadows as you stalk the intruder, waiting for an opening. <</if>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <span class="green">You find one.</span> A <<generate1>><<person1>><<person>> strays too far from <<his>> fellows. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious. <br><br> <<endevent>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <<else>> <span class="green">You find one.</span> The <<generate1>><<person1>><<person>> stands too close to a hedge, letting you sneak right behind <<him>>. You lunge from the dark, and smack <<him>> over the head. <<His>> body slumps to the earth, unconscious. <br><br> <<endevent>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <</if>> <br><br> <<skulduggeryuse>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<else>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> <<generate1>> <<else>> <<generate1>> <</if>> <span class="red">You can't find one.</span> The thugs stay too close together. Attacking one would alert the others. <br><br> <<skulduggeryuse>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<else>> <<generate1>><<person1>> You keep to the shadows as you stalk the intruder, a <<person>>, waiting for an opening. You creep up while <<his>> back is turned, <span class="red">but trip in the dark,</span> stumbling to the ground and alerting <<him>>. <br><br> <<He>> turns and plants <<his>> feet, though you're not sure <<he>> knows quite where you are. <br><br> <<skulduggeryuse>> <<link [[Fight|Farm Assault Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Flee|Farm Assault Flight]]>><</link>> <br> <</if>> <</if>> <</if>> <</for>><<effects>> You turn and flee into the darkness. <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br><<effects>> You and Alex stalk the intruders, waiting for one to stray too close to the dark. <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<generate1>><<person1>> One, a <<person>>, stands with <<his>> back to a hedge, seeming to think it impenetrable. <br><br> You emerge from the undergrowth to strike, but the <<person>> spins and grasps your arm. <<He>> doesn't notice Alex until it's too late. One blow lays <<him>> on the ground. <br><br> Alex resists the urge to cheer. <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<else>> They don't seem like they'll play along, until Alex emerges into the light, and taunts them, before vanishing into tall grass. <br><br> <<generate1>><<person1>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> Two rush after, leaving a <<person>> behind. <<else>> One rushes after, leaving a <<person>> behind. <</if>> Now's your chance. You creep behind <<him>>, and strike. <<He>> doesn't utter a sound as <<he>> falls. <br><br> You regroup with Alex, and plot your next move. <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <</if>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <</if>> <</for>><<effects>> You charge the intruders, Alex at your side. <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> <<generate1>><<generate2>> There are three of them. One splits off to intercept Alex, leaving the <<fullGroup>> to you. <br><br> <<person1>> <<else>> <<generate1>><<person1>> There are two of them. One intercepts Alex, leaving the <<person>> to you. <br><br> <</if>> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<link [[Next|Farm Assault Alex Fight Bailey]]>><<set $fightstart to 1>><</link>> <br> <<else>> <<link [[Next|Farm Assault Alex Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <</if>> <</for>><<effects>> <<generate1>><<person1>>You rush the lone intruder, a <<person>>, while Alex circles around. <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<He>> turns to face you, planting <<his>> feet. Alex rushes <<him>> from behind. The <<person>> swivels and deflects the blow with <<his>> arms, but this leaves <<him>> open to you. You whack <<him>> over the head, and <<he>> slumps to the ground.<<glove>><<npcincr Alex love 1>> <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<else>> <<He>> turns to face you, planting <<his>> feet. <<He>> notices Alex too late. <<He>> slumps to the ground.<<glove>><<npcincr Alex love 1>> <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <</if>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> You hear Alex fighting the other intruder. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Assault Alex Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Assault Alex Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemynomax gte 2>> Remy's thugs are too dazed and exhausted to continue. <span class="green">They stagger from the field.</span> <<else>> The <<person1>><<person>> is too dazed and exhausted to continue. <span class="green"><<He>> staggers from the field.</span> <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> <<tearful>> you rush to Alex's aid. You arrive in time to see <<him>> drive the intruder away. <<He>> turns to you, sweaty and triumphant. "We showed em." You don't think <<he>> realises how you subdued yours. <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<elseif $enemyhealth lte 0>> <<if $enemynomax gte 2>> <span class="green">Remy's thugs flee the field,</span> throwing worried glances over their shoulders to make sure you're not pursuing. <<else>> <span class="green">The <<person1>><<person>> flees the field,</span> throwing worried glances over <<his>> shoulder to make sure you're not pursing. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> <<tearful>> you rush to Alex's aid. You arrive in time to see <<him>> drive the intruder away. <<He>> turns to you, sweaty and triumphant. "We showed em. No time to rest. Let's go." <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<else>> You fall to the earth, too hurt to continue fighting. <br><br> The <<person1>><<person>> crouches over you, <span class="purple">and gropes your <<breasts>></span>. "Shame I got a job to do," <<he>> says. <<He>> produces a length of rope.<<gstress>><<stress 6>> <br><br> "Leave <<phim>> alone!" shouts Alex, rushing over and leaving the other intruder slumped in the mud. <br><br> Alex slams into the <<person>> before <<he>> can rise, and helps you to your feet. <<tearful>> you limp away, supported by Alex at your side. <<endcombat>> <<clotheson>> <<npc Alex>><<person1>> "That was too dangerous," Alex says once safely hidden away. The intruders don't pursue, perhaps concerned with their own injured. "You can sit out if you need to," <<he>> says. "I've got this."<<ggdom>><<npcincr Alex dom 1>> <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].number -= 1>> <</if>> <</for>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<set $enemyhealthmax *= 1.3>> <<set $enemyhealth *= 1.3>> <<set $enemyarousalmax *= 1.3>> <</if>> You hear Alex fighting the other intruder. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Assault Alex Fight Bailey Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Assault Alex Fight Bailey]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You'll go far," the <<person1>><<person>> mutters. <<if $enemynomax gte 2>> Bailey's thugs are too dazed and exhausted to continue, <span class="green">and stagger from the field.</span> <<else>> <<Hes>> too dazed and exhausted to continue, <span class="green">and staggers from the field.</span> <</if>> <br><br> <<endcombat>> <<clotheson>> <<npc Alex>><<person1>><<generate2>> <<tearful>> you rush to Alex's side. You find <<him>> wrestling with the remaining intruder, a <<person2>><<person>>. The intruder has the upper hand, until you smack <<him>> over the head from behind.<<person1>><<npcincr Alex dom 1>> <br><br> "You showed em," Alex says as you help <<him>> to <<his>> feet. You don't think <<he>> realises how you subdued yours. <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<elseif $enemyhealth lte 0>> "Shit," the <<person1>><<person>> says. "Bailey's not gonna be happy." <<if $enemynomax gte 2>> <span class="green">Bailey's thugs flee the field,</span> disappearing into the night. <<else>> <span class="green"><<He>> flees the field,</span> disappearing into the night. <</if>> <br><br> <<endcombat>> <<clotheson>> <<npc Alex>><<person1>><<generate2>> <<tearful>> you rush to Alex's side. You find <<him>> wrestling with the remaining intruder, a <<person2>><<person>>. The intruder has the upper hand, until you smack <<him>> over the head from behind.<<person1>><<npcincr Alex dom 1>> <br><br> "You showed em," Alex says as you help <<him>> to <<his>> feet. <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<else>> You fall to the earth, too hurt to continue fighting. <br><br> The <<person1>><<person>> crouches over you. "Sorry," <<he>> says. "But this is the way of the world." <<He>> produces a length of rope, and a gag. <br><br> <<endcombat>> <<npc Alex>><<person1>><<generate2>> "Don't you dare!" shouts Alex. <<He>> runs closer, but a <<person2>><<person>> tackles <<person1>><<him>> from behind. <br><br> "Your friend is spirited. Not a problem. Always bring plenty of rope." You can't stop them binding your arms and legs together, and tying a gag around your mouth. You hear Alex's muffled voice nearby. "Later, <<girl>>." <br><br> <<tearful>> you struggle against the rope. It was a rough job, and you should be able to work free. <br><br> <<endevent>> <<set $farm_assault.bindings to 3>> <<set $farm_assault.bindings_alex to 3>> <<bind>> <<facewear 23>> <<link [[Next|Farm Assault]]>><</link>> <br> <</if>><<effects>> You arrive at the base of the tower. You already hear a struggle at the top. The stairs creak as you climb. <br><br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> You emerge to find <<farm_assault_thugs>> besetting $farm.tower_guard. <<endevent>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "Come on," <<he>> says, backed into a corner, but defiant. "Make it count." <<elseif $NPCList[0].traits.includes("sociable")>> "I've handled worse than you lot," <<he>> says. "Bring it. See what happens." <<elseif $NPCList[0].traits.includes("brooding")>> "Time to earn my pay," <<he>> spits. <<else>> "I'm popular tonight," <<he>> laughs. "Everyone wants a dance." <</if>> <<endevent>> <br><br> <<if $farm_assault.teams[_assault_keys[_s]].type is "bailey">> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> <<generate1>><<generate2>><<person1>><<set $skulduggerydifficulty to 1200>> The three thugs step closer, wary. They haven't noticed you. <<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>> <<generate1>><<person1>><<set $skulduggerydifficulty to 1000>> The three thugs step closer, wary. They haven't noticed you. <<else>> <<generate1>><<person1>><<set $skulduggerydifficulty to 600>> The thug, a <<person>>, steps closer, wary. <<He>> hasn't noticed you. <</if>> <br><br> <<if $skulduggerydifficulty gte 1>> <<link [[Charge|Farm Assault Charge Bailey]]>><</link>> <br> <</if>> <<link [[Sneak up|Farm Assault Sneak Bailey]]>><</link>><<skulduggerydifficulty>> <br> <<else>> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> <<generate1>><<generate2>><<person1>><<set $skulduggerydifficulty to 800>> The three thugs walk closer, smiling and unthreatened. They haven't noticed you. <<elseif $farm_assault.teams[_assault_keys[_s]].number gte 2>><<set $skulduggerydifficulty to 600>> <<generate1>><<person1>> The three thugs step closer, seeming unthreatened. They haven't noticed you. <<else>><<set $skulduggerydifficulty to 0>> <<generate1>><<person1>> The thug, a <<person>>, steps closer, wary. <<He>> hasn't noticed you. <</if>> <br><br> <<if $skulduggerydifficulty gte 1>> <<link [[Charge|Farm Assault Tower Charge]]>><</link>> <br> <</if>> <<link [[Sneak up|Farm Assault Sneak]]>><</link>><<skulduggerydifficulty>> <br> <</if>> <</if>> <</for>> <<link [[Climb down|Farm Assault]]>><<endevent>><</link>> <br><<effects>> You charge the thugs. They spin to face you, giving $farm.tower_guard an opening. <br><br> <<link [[Next|Farm Assault Tower Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> $farm.tower_guard fights nearby. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Assault Tower Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Assault Tower Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemynomax gte 2>> The thugs stagger away from you. They need a breather, but look ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. They turn and run down the stairs. <<else>> <<He>> staggers away from you. <<He>> needs a breather, but looks ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. <<He>> turns and runs down the stairs. <</if>> <br><br> <<tearful>> you rest against the railing. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "That's a strange way to fight," $farm.tower_guard says. "If it works, it works." <<elseif $NPCList[0].traits.includes("sociable")>> "I've some friends who want to get into sex work," $farm.tower_guard says. "They could learn from you." <<elseif $NPCList[0].traits.includes("brooding")>> "That's one way to do it," $farm.tower_guard says. "I don't judge. We survive the way we can." <<else>> "Wish you gave me that treatment," $farm.tower_guard laughs. <</if>> <<gstress>><<stress 6>> <<endevent>> <br><br> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<set $farm_assault.tower to "manned">> <<elseif $enemyhealth lte 0>> <<if $enemynomax gte 2>> You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. The <<person2>><<person>> turns and runs, almost falling down the stairs. <<else>> You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. <</if>> <br><br> <<tearful>> you rest on the railing. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "Couldn't end any other way," $farm.tower_guard laughs. "We'll send the next ones packing too." <<elseif $NPCList[0].traits.includes("sociable")>> "That was almost fun," $farm.tower_guard laughs. "Maybe next time we'll break a sweat." <<elseif $NPCList[0].traits.includes("brooding")>> "Job done, but there might be more coming," $farm.tower_guard says. "Thanks for the assist." <<else>> $farm.tower_guard holds out <<his>> hand for a high five. "We showed em," <<he>> says. "Maybe you'll reward me later? A <<if $pronoun is "m">>boy<<else>>girl<</if>> can dream." <</if>> <br><br> <<endevent>> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<set $farm_assault.tower to "manned">> <<else>> You fall against the railing, too hurt to continue fighting. <<if $enemynomax gte 2>> The thugs turn their attention to $farm.tower_guard, and rush to their colleague's aid. <<else>> The <<person1>><<person>> turns <<his>> attention to $farm.tower_guard, and rushes to <<his>> colleague's aid. <</if>> <br><br> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> There's a struggle, until <<if $farm.tower_guard_skill gte random(1, ($farm_assault.teams[_assault_keys[_s]].number * 500))>> $farm.tower_guard <span class="green">punches one assailant off the tower.</span> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> The other thugs turn and flee down the stairs. <<else>> The other thug turns and flees down the stairs. <</if>> <br><br> $farm.tower_guard helps you to your feet. <<if $NPCList[0].traits.includes("relaxed")>> "You alright?" <<he>> asks. "Sit the rest of this out if you need to. I'll keep Alex up to speed." <<elseif $NPCList[0].traits.includes("sociable")>> "Take it easy for a bit," <<he>> says. "Hope the others haven't gotten up to much mischief while I've been distracted." <<elseif $NPCList[0].traits.includes("brooding")>> "Don't take so many risks," <<he>> says. "Pace yourself." <<else>> "You don't look so good," <<he>> says. "Good thing there are no perverts around to take advantage. Except me, but I'm on your payroll." <</if>> <br><br> <<tearful>> you climb down the stairs. <br><br> <<set $farm_assault.tower to "manned">> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <<else>> <<farm_assault_thugs>> <span class="red">overpower $farm.tower_guard, and knock <<him>> from the tower.</span> They cheer before rushing down the stairs, paying you no heed. <br><br> <<tearful>> you climb to your feet, then down the tower. <br><br> <<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>> <<set $farm_assault.teams[_assault_keys[_s]].state to "field">> <<set $farm_assault.tower to "defeated">> <</if>> <</if>> <</for>> <<clotheson>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <</if>><<effects>> You charge the thugs. They spin to face you, giving $farm.tower_guard an opening. <br><br> <<link [[Next|Farm Assault Tower Bailey Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<set $enemyhealthmax *= 1.3>> <<set $enemyhealth *= 1.3>> <<set $enemyarousalmax *= 1.3>> <</if>> $farm.tower_guard fights nearby. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Assault Tower Bailey Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Assault Tower Bailey Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemynomax gte 2>> The thugs stagger away from you. They need a breather, but look ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. They turn and run down the stairs. <<else>> <<He>> staggers away from you. <<He>> needs a breather, but looks ready to continue fighting. Until $farm.tower_guard sends <<his>> colleague plummeting from the tower. <<He>> turns and runs down the stairs. <</if>> <br><br> <<tearful>> you rest against the railing. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "That's a strange way to fight," $farm.tower_guard says. "If it works, it works." <<elseif $NPCList[0].traits.includes("sociable")>> "I've some friends who want to get into sex work," $farm.tower_guard says. "They could learn from you." <<elseif $NPCList[0].traits.includes("brooding")>> "That's one way to do it," $farm.tower_guard says. "I don't judge. We survive the way we can." <<else>> "Wish you gave me that treatment," $farm.tower_guard laughs. <</if>> <<gstress>><<stress 6>> <<endevent>> <br><br> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<set $farm_assault.tower to "manned">> <<elseif $enemyhealth lte 0>> <<if $enemynomax gte 2>> You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. The <<person2>><<person>> smirks, before turning and running down the stairs. <<else>> You smack the <<person1>><<person>> from the tower. $farm.tower_guard's opponent follows suit. <</if>> <br><br> <<tearful>> you rest on the railing. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "Couldn't end any other way," $farm.tower_guard laughs. "We'll send the next ones packing too." <<elseif $NPCList[0].traits.includes("sociable")>> "That was almost fun," $farm.tower_guard laughs. "Maybe next time we'll break a sweat." <<elseif $NPCList[0].traits.includes("brooding")>> "Job done, but there might be more coming," $farm.tower_guard says. "Thanks for the assist." <<else>> $farm.tower_guard holds out <<his>> hand for a high five. "We showed em," <<he>> says. "Maybe you'll reward me later? A <<if $pronoun is "m">>boy<<else>>girl<</if>> can dream." <</if>> <br><br> <<endevent>> <<link [[Next|Farm Assault]]>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<set $farm_assault.tower to "manned">> <<else>> You fall against the railing, too hurt to continue fighting. <<if $enemynomax gte 2>> The thugs turn their attention to $farm.tower_guard, and rush to their colleague's aid. <<else>> The <<person1>><<person>> turns <<his>> attention to $farm.tower_guard, and rushes to <<his>> colleague's aid. <</if>> <br><br> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> There's a struggle, until <<if $farm.tower_guard_skill gte random(1, ($farm_assault.teams[_assault_keys[_s]].number * 1000))>> $farm.tower_guard <span class="green">punches one assailant off the tower.</span> <<if $farm_assault.teams[_assault_keys[_s]].number gte 3>> The other thugs laugh, then turn and flee down the stairs. <<else>> The other thug laughs, then turns and flees down the stairs. <</if>> <br><br> $farm.tower_guard helps you to your feet. <<if $NPCList[0].traits.includes("relaxed")>> "You alright?" <<he>> asks. "Sit the rest of this out if you need to. I'll keep Alex up to speed." <<elseif $NPCList[0].traits.includes("sociable")>> "Take it easy for a bit," <<he>> says. "Hope the others haven't gotten up to much mischief while I've been distracted." <<elseif $NPCList[0].traits.includes("brooding")>> "Don't take so many risks," <<he>> says. "Pace yourself." <<else>> "You don't look so good," <<he>> says. "Good thing there are no perverts around to take advantage. Except me, but I'm on your payroll." <</if>> <br><br> <<tearful>> you climb down the stairs. <br><br> <<set $farm_assault.tower to "manned">> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <<else>> <<farm_assault_thugs>> <span class="red">overpower $farm.tower_guard, and knock <<him>> from the tower.</span> They cheer before rushing down the stairs, paying you no heed. <br><br> <<tearful>> you climb to your feet, then down the tower. <br><br> <<set $farm_assault.teams[_assault_keys[_s]].location to $farm_assault.no.pluck()>> <<set $farm_assault.teams[_assault_keys[_s]].state to "field">> <<set $farm_assault.tower to "defeated">> <</if>> <</if>> <</for>> <<clotheson>> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <</if>><<effects>> You move as fast as you think you can get away with. $farm.tower_guard tries to keep the thugs' attention. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">You make it right up to a <<person>>, and shove.</span> <<He>> cries out in surprise as <<he>> flips over the railing, plummeting from the tower. <<if $enemynomax gte 2>> <<His>> colleagues turn in surprise. $farm.tower_guard seizes the opening, and smacks a <<person2>><<person>> in the face. <<He>> staggers back, then trips and tumbles down the stairs. <br><br> The remaining thug runs after <<him>>. <br><br> <<else>> <<His>> colleague turns in surprise. $farm.tower_guard seizes the opening with a punch, and sends the remaining thug tumbling down the stairs. <br><br> <</if>> <<skulduggeryuse>> <<endevent>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "You can think on your feet," $farm.tower_guard says. "I'm glad you were here." <<elseif $NPCList[0].traits.includes("sociable")>> "That's what you get," $farm.tower_guard shouts off the tower. <<He>> turns to you. "Thanks for the backup. I'll get back to spotting." <<elseif $NPCList[0].traits.includes("brooding")>> "Nice one," $farm.tower_guard says. "I'll get back to work." <<else>> "We make a good team," $farm.tower_guard says. "Maybe we'll team up in other ways later." <<He>> laughs. <</if>> <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<set $farm_assault.tower to "manned">> <<else>> <span class="red">The floorboards creak,</span> and the thugs swivel to face you. $farm.tower_guard capitalises on the distraction, and punches the closest. <br><br> <<skulduggeryuse>> <<link [[Next|Farm Assault Tower Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> You move as fast as you think you can get away with. $farm.tower_guard tries to keep the thugs' attention. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">You make it right up to a <<person>>, and shove.</span> <<He>> cries out in surprise as <<he>> flips over the railing, plummeting from the tower. <<if $enemynomax gte 2>> <<His>> colleagues turn in surprise. $farm.tower_guard seizes the opening, and smacks a <<person2>><<person>> in the face. <<He>> staggers back, then trips and tumbles down the stairs. <br><br> The remaining thug flashes you a smile, then runs after <<him>>. <br><br> <<else>> <<His>> colleague turns in surprise. $farm.tower_guard seizes the opening with a punch, and sends the remaining thug tumbling down the stairs. <br><br> <</if>> <<skulduggeryuse>> <<endevent>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "You can think on your feet," $farm.tower_guard says. "I'm glad you were here." <<elseif $NPCList[0].traits.includes("sociable")>> "That's what you get," $farm.tower_guard shouts off the tower. <<He>> turns to you. "Thanks for the backup. I'll get back to spotting." <<elseif $NPCList[0].traits.includes("brooding")>> "Nice one," $farm.tower_guard says. "I'll get back to work." <<else>> "We make a good team," $farm.tower_guard says. "Maybe we'll team up in other ways later." <<He>> laughs. <</if>> <br><br> <<link [[Next|Farm Assault]]>><<endevent>><</link>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<for _s to 0; _s lt _assault_keys.length; _s++>> <<if $bus is $farm_assault.teams[_assault_keys[_s]].location>> <<set $farm_assault.teams[_assault_keys[_s]].location to "done">> <</if>> <</for>> <<set $farm_assault.tower to "manned">> <<else>> <span class="red">The floorboards creak,</span> and the thugs swivel to face you. $farm.tower_guard capitalises on the distraction, and punches the closest. <br><br> <<skulduggeryuse>> <<link [[Next|Farm Assault Tower Bailey Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>><<set _assault_keys to Object.keys($farm_assault.teams)>> <<if !$wraithIntro>> <<set $wraithIntro to true>> You charge at the stranger. They're a beautiful pale figure, with translucent white robes and flowing silver hair. They regard you with angry red eyes, clawing at their own neck. A bizarre, slimy substance leaks wherever they walk. <<elseif !$wraith.seenFarm>> You charge at the stranger. They turn to look at you and chuckle. <span class="red">Their face is a terrible, familiar pale.</span> A bizarre, slimy substance leaks wherever it walks. <<else>> You charge at the pale figure. It turns to look at you and chuckles. A bizarre, slimy substance leaks wherever it walks. <</if>> <br><br> "<span class="wraith">Ashes to ashes, eye for an eye. <<pcPetname "Wraith">>.</span>" <br><br> <<generateWraith 1 true>> <<initWraith "man" "arms" "abomination">><<startWraith>><<set $wraith.seenFarm to true>> An ember crackles at <<his>> finger. <span class="red">The slime begins to spread across the field on its own.</span> <br><br> <<link [[Next|Farm Assault Wraith Fight]]>><<set $fightstart to 1>><<set $phase to 1>><</link>><<effects>> <<if $fightstart is 1>> <<set $fightstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $rescue to 0>> <<set $enemytype to $wraith.type>> <<set $wraith.exit to "farm_assault">> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<set $timer to 12 - $farm_assault.teams[_assault_keys[$farm_assault.wraith]].field_progress - Math.floor(C.npc["Ivory Wraith"].lust/4)>> <</if>> <<set $enemyanger += 10>> <<if $phase is 1>> <<if $timer gte 8>> <span class="lblue">The slime is thinly spread.</span> <<elseif $timer gte 6>> <span class="blue">The slime spreads out.</span> <<elseif $timer gte 4>> <span class="purple">The slime spreads further.</span> <<elseif $timer gte 2>> <span class="pink">The slime almost coats the entire field.</span> <<else>> <span class="red">The slime covers every inch.</span> <</if>> <</if>> <<effectsWraith>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0) or ($timer lte 0 and $phase is 1)>> <span id="next"><<link [[Next|Farm Assault Wraith Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Assault Wraith Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<set _bind to 1>> With a hiss, <span class="green">the embers fizz out</span>. <<ejaculation>> "<span class="wraith">Such spectacular lust.</span>" <<kissWraith>> <br><br> <<if $wraith.gen is "arms">> While you're still staggered, <<he>> clasps two of <<his>> extra hands together and forms a translucent, shimmering strand of energy. <<else>> While you're still staggered, <<he>> sprouts two additional arms and forms a translucent, shimmering strand of energy. <</if>> The strand flies out of <<his>> hands of its own accord and wraps around you, pinning your arms to your side. <<He>> gently pushes <<his>> foot into your chest, and you fall over. <br><br> "<span class="wraith">Cacophony of cinder. Walk the coals that remain, and cover your ears.</span>" <br><br> <<He>> walks away, leaving you in the dirt. You're not sure when you lose sight of <<him>>. <<tearful>> you struggle against the strand of energy. It's gossamer thin, but very strong. <br><br> <<endcombat>> <<exitWraith>> <<elseif $enemyhealth lte 0>> The figure looks down at you in shock as <<he>> staggers backwards. With a hiss, <span class="green">the embers fizz out</span>. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly into the dark water. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear laughter. "<span class="wraith">You'll reap what you've sown.</span>" <br><br> <<tearful>> you plan your next move. <br><br> <<set $wraith.defeated++>> <<clotheson>> <<endcombat>> <<exitWraith>> <<elseif $timer lte 0>> <<set _torch to 1>> The pale figure flicks a single spark off its fingertip, onto the slime coating the field. It spreads, and <span class="red">the field bursts into flames.</span> You're not burnt, but the field is torched in front of your eyes. Your heart sinks. <<control -10>><<stress 12>><<trauma 6>><<lcontrol>><<ggstress>><<gtrauma>> <br><br> "<span class="wraith">Does it hurt, being ripped away in front of you?</span>" The pale figure grabs your face while you're distracted. <<set $wraith.gen to "man">><<kissWraith>> <br><br> <<He>> walks away, leaving you standing in the scorched field. You're not sure when you lose sight of <<him>>. <<tearful>> you plan your next move. <br><br> <<clotheson>> <<endcombat>> <<exitWraith>> <<else>> <<set _bind to 1>><<set _torch to 1>> You fall to the earth, too hurt to continue fighting. <br><br> <<if $wraith.gen is "arms">> The pale figure clasps two of <<his>> extra hands together and forms a translucent, shimmering strand of energy. <<else>> The pale figure sprouts two additional arms and forms a translucent, shimmering strand of energy. <</if>> The strand flies out of <<his>> hands of its own accord and wraps around you, pinning your arms to your side. <<He>> gently pushes <<his>> foot into your chest, and you fall over. <br><br> "<span class="wraith">Cacophony of cinder. Walk the coals that remain, and cover your ears.</span>" <br><br> The pale figure flicks a single spark off its fingertip, onto the slime coating the field. It spreads, and <span class="red">the field bursts into flames.</span> You're not burnt, but the field is torched in front of your eyes. You struggle and scream. <<control -10>><<stress 12>><<trauma 6>><<lcontrol>><<ggstress>><<gtrauma>> <br><br> The pale figure walks away, leaving you in the dirt. You're not sure when you lose sight of <<him>>. <<tearful>> you struggle against the strand of energy. It's gossamer thin, but very strong. <br><br> <<endcombat>> <<exitWraith>> <</if>> <br> <<set _assault_keys to Object.keys($farm_assault.teams)>> <<if _bind is 1>> <<set $farm_assault.bindings to 6>> <<bind>> <</if>> <<if _torch is 1>> <<damage_farm "target" $farm_assault.teams[_assault_keys[$farm_assault.wraith]].location>> <</if>> <<set $farm_assault.teams[_assault_keys[$farm_assault.wraith]].location to "done">><<set $location to "alex_cottage">><<set $outside to 0>><<effects>> <<farm_work_update>> <<if $slimeFarmNakedStored is true>> You put your clothes on. <<storeon "farmHidingSpot">> <<exposure>> <<unset $slimeFarmNakedStored>> <</if>> <<if $farm_stage gte 7>><<unset $farm_naked>><</if>> <<if $alexSomnoAngry is 0>> Alex glares at you when you come downstairs. <br><br> <<set $alexSomnoAngry to 1>> <</if>> You are downstairs in Alex's cottage. It's tight, and cosy. There's a kitchen with modern appliances, and a small table, as well as a living room with a sofa and armchair. <br><br> <!-- Flavor text of Alex coming down, going up, or being upstairs --> <<if Time.hour is 21 and $alex_to_bed is undefined and $farm_end isnot 1>> <<npc Alex>><<person1>> <<if $farm_end isnot 1>> <<set $farm_end to 1>> /* If it's 21:00 and you go to the cottage, the farm work needs to be stopped. */ Alex enters the cottage. "Done for another day," <<he>> says, <<if $exposed gt 0>> blushing. "It'll be getting colder, you might want to wear a little more." <<glust>><<npcincr Alex lust 1>> <<else>> smiling. <</if>> <<if $farm_count gte 1 and $farm_stage lte 6>> "Here's a little extra." <<He>> hands you <<moneyGain $farm.wage>>. <</if>> <br><br> <</if>> <<set $alex_to_bed to 1>> The staircase creaks as Alex climbs to <<his>> room. <<endevent>> <br><br> <<elseif Time.hour gte 21 or Time.hour lte 4>> You hear Alex snore upstairs. <br><br> <<elseif Time.hour is 5 and ($alex_bed is "player" or $alex_bed is undefined) and $alexSomnoAngry is undefined>> <<set $alex_bed to "none">><<npc Alex>><<person1>> The stairs creak as Alex climbs down. <<covered>> "I'll start breakfast," <<he>> says, walking to the kitchen. <<if $exposed gte 1>> <<He>> pretends not to ogle as <<he>> passes.<<glust>><<npcincr Alex lust 1>> <</if>> <<endevent>> <br><br> <<elseif $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12)>> You hear Alex talking on the phone upstairs. <br><br> <</if>> <!-- Main options of available actions --> <<if $farm.build_finished.includes("nursery")>> <<run $farm.build_finished.delete("nursery")>> <<set C.npc.Alex.pregnancy.nursery to true>> <<unset $cottage_nursery_prep>> A new nursery room has been added. <span class="gold">Yours and Alex's children can now live at the farm.</span> <br><br> <<link [[Next|Farm Cottage]]>><</link>> <<elseif isPregnancyEnding()>> <<pcFarmBirth>> <<elseif npcPregnancyEnding("Alex")>> <<npc "Alex">> "F-fuck..." you hear Alex yell. You rush to <<him>>. <br> "What's wrong?" you ask. Approaching <<him>>, you see fluids running down <<his>> thighs. <br> "I think it's happening," <<he>> says. <br><br> You feel your heart pounding faster than usual. "Should I take you to the hospital?" you ask.<<gstress>><<stress 6>> <br><br> "No, it's okay. I don't really like those places. Could you call the local doctor?" <<he>> says. <<He>> pulls <<his>> phone from <<his>> pocket and hands it to you. <br><br> <<link [[Next|Farm Alex Birth]]>><</link>> <<elseif playerIsPregnant() and playerBellyVisible() and !talkedAboutPregnancy("pc","Alex")>> <<npc "Alex">> <<setTalkedAboutPregnancy "pc" "Alex">> <<if $farm_stage gte 7>> You notice Alex staring at your belly in horror. "You're...you're pregnant?! You didn't tell me anything..." <<if getPregnancyObject().potentialFathers.length gte 2 or !getPregnancyObject().potentialFathers.find(s => s.source === "Alex")>> <<He>> sounds disappointed. <br><br> "W-well, you can take a break from the farm whenever you're not feeling well," <<he>> says. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <<else>> <br><br> <<He>> looks at you, as if waiting for a response. "Actually, take a seat, would you?" Alex says. <br><br> <<link [[Next|Farm PC Pregnancy Reveal]]>><<set $phase to 3>><</link>> <</if>> <<else>> You notice Alex looking at your belly. "Oh, got yourself knocked up? You can take a break from the farm if you feel it's too much for you. I don't mind," <<he>> says. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>> <<elseif npcIsPregnant("Alex") and !talkedAboutPregnancy("Alex","pc") and npcBellySize("Alex") gte 1>> <<alex_cottage_pregnancy_reveal>> <<elseif ($farm_countdown lte 0 or $farm_countdown is undefined) and ($renttime lte -2 or ($renttime lte 0 and Time.hour gte 4 and Time.hour lte 21))>> <<unset $farm_countdown>><<unset $baileyReunionScene>> <span class="red">You hear a knock at the door.</span> <br><br> <<if Time.hour gte 21 or Time.hour lte 4>> Alex stirs above. <br><br> <<link [[Answer the door|Farm Cottage Bailey]]>><<set $phase to 0>><</link>> <br> <<link [[Let Alex answer|Farm Cottage Bailey]]>><<set $phase to 1>><</link>> <br> <<elseif Time.hour is 5>> Alex gives you a worried look. <br><br> <<link [[Answer the door|Farm Cottage Bailey]]>><<set $phase to 0>><</link>> <br> <<link [[Let Alex answer|Farm Cottage Bailey]]>><<set $phase to 1>><</link>> <br> <<else>> <<link [[Answer the door|Farm Cottage Bailey]]>><<set $phase to 2>><</link>> <br> <<link [[Let Alex answer|Farm Cottage Bailey]]>><<set $phase to 3>><</link>> <br> <</if>> <<elseif $stress gte $stressmax>> <<passoutfarmroad>> <<elseif $farm_attack_timer is 0 and Time.hour gte 21>> <<npc Alex>><<person1>> Alex thunders down the stairs. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Go get ready, I'll <<if $farm.tower_guard>> check on $farm.tower_guard." <<else>> see if I can spot them." <</if>> <br><br> <<farm_assault_intro>> <br><br> <<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 3>><</link>> <br> <<elseif Time.hour is 5 and $alex_breakfast is undefined>> <<if $alexSomnoAngry lte 1>> <<foodicon "pancakes">><<link [[Help Alex make breakfast|Farm Breakfast Reject]]>><<set $alex_breakfast to 1>><<set $phase to 0>><</link>> <br> <<foodicon "eat">><<link [[Eat breakfast|Farm Breakfast Reject]]>><<set $alex_breakfast to 1>><<set $phase to 1>><</link>> <<else>> <<foodicon "pancakes">><<link [[Help Alex make breakfast (0:20)|Farm Breakfast Make]]>><<set $alex_breakfast to 1>><<pass 20>><<npcincr Alex love 1>><<stress -6>><<tiredness -6>><</link>><<glove>><<lstress>><<ltiredness>> <br> <<foodicon "eat">><<link [[Eat breakfast (0:20)|Farm Breakfast Eat]]>><<set $alex_breakfast to 1>><<pass 20>><<stress -12>><<tiredness -6>><</link>><<llstress>><<ltiredness>> <</if>> <br> <<farm_cottage_options>> <<elseif Time.hour is 5 and $alexSomnoAngry is undefined>> Alex sits in the living room, watching TV. <br><br> <<npc Alex>><<person1>> <<if $alex_tea is undefined>> <<set $alex_tea to 1>> <<if Time.days % 2 is 0>> <<if C.npc.Alex.dom gte 1>> "I fancy a cuppa," <<he>> says. "Would you mind putting the kettle on?" <br><br> <<link [[Make a cup of tea (0:05)|Farm Breakfast Tea]]>><<npcincr Alex love 1>><<pass 5>><</link>><<glove>> <br> <<link [[Make two cups of tea (0:05)|Farm Breakfast Tea 2]]>><<npcincr Alex love 1>><<pass 5>><<stress -6>><</link>><<glove>><<lstress>> <br> <<link [[Refuse|Farm Breakfast Tea Refuse]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>> <br> <<else>> "I fancy a cuppa," <<he>> says as <<he>> rises to <<his>> feet. "Would you like one?" <br><br> <<link [[Accept (0:05)|Farm Breakfast Tea Receive]]>><<pass 5>><<stress -6>><</link>><<lstress>> <br> <<link [[Decline|Farm Cottage]]>><<endevent>><</link>> <br> <</if>> <<else>> <<farm_cottage_tv_options>> <<farm_cottage_options>> <</if>> <<else>> <<farm_cottage_tv_options>> <<farm_cottage_options>> <</if>> <<else>> <<farm_cottage_options>> <</if>><<set $outside to 0>><<effects>><<getTarget true>> <<farm_work_update>> You are in your room at Alex's cottage. It's cramped, but larger than your room at the orphanage. A wardrobe stands opposite your bed. There's a desk beside a window overlooking the farm. <br><br> <<if $unbind is 1>> <<unset $unbind>> You remove your bindings. <br><br> <</if>> <<if $alex_bed is "player">> Alex snores in your bed. <<if Time.hour is 5>> <<set $alex_bed to "none">><<npc Alex>><<person1>> <<He>> yawns, and casts aside the sheets. <<covered>> "Time for breakfast," <<he>> says. <<if $daily.alex.bedOrgasm>> <<if $exposed gte 2>> Alex hastily brushes <<his>> clothes with a washcloth, then hands a fresh one to you, averting <<his>> gaze. <br><br> <<switch random(1, 3)>> <<case 1>> "Y-you perv. I just washed these," <<he>> says, <<his>> face red. <<case 2>> "S-someone's off to a head start. Pervert." <<Hes>> blushing. <<case 3>> "Th-thanks for the natural alarm." <<He>> blushes. "Beats the roosters any day." <</switch>> <<else>> Alex fetches a washcloth, pointing out your moist spot before looking away. <br><br> <<switch random(1, 3)>> <<case 1>> <<He>> stretches. "I'll handle laundry in a jiffy. But first, I'm starving." <<case 2>> "Some dream you had, partner." <<He>> grins and nudges you with <<his>> elbow. "Was I in it?" <<case 3>> "Thanks for the natural alarm," <<he>> chuckles. "Beats the roosters any day." <</switch>> <</if>> <</if>> <<if $exposed gte 1>> <<He>> pretends not to ogle you as <<he>> leaves the room.<<glust>><<npcincr Alex lust 1>> <<else>> <<He>> leaves the room, and you hear the staircase creak. <</if>> <<endevent>> <</if>> <br><br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutfarmroad>> <<elseif $farm_attack_timer is 0 and Time.hour gte 21 and !$possessed>> <<npc Alex>><<person1>> Alex thunders down the stairs. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Go get ready, I'll <<if $farm.tower_guard>> check on $farm.tower_guard." <<else>> see if I can spot them." <</if>> <br><br> <<farm_assault_intro>> <br><br> <<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 3>><</link>> <br> <<else>> <<if pcAreArmsBound("any") or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">> <<if $possessed>> You stare down at your bindings. You pull, and they fall apart, unable to hold against you. <br><br> <<unbind>> <<else>> <<undobindingsicon>><<link [[Undo your bindings (0:10)|Farm Bedroom]]>><<set $unbind to 1>><<pass 10>><<unbind>><</link>> <br><br> <</if>> <</if>> <<if !($earSlime.event and $earSlime.noSleep)>> <<set _farmbed to isLoveInterest("Alex") ? "alex" : "farm">> <<bedicon _farmbed>><<link [[Strip and get in bed|Farm Bed]]>><<undressSleep "Farm Bed">><</link>> <br> <<listsleepoutfits "Farm Bed">> <<roomoptions>> <<safehouseEvents>> <<wardrobeicon>><<link [[Wardrobe|Farm Wardrobe]]>><</link>> <br> <<else>> <br> <<if $possessed>> <span class="red">The slime in your head is silent.</span> <<else>> <<ind>><span class="red">The slime wants you to <<print $earSlime.event>> before you can go to bed.</span> <</if>> <br> <</if>> <<if playerHasSexToys()>> <<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>> <br> <</if>> <<if $nextPassageCheck is "Farm Mirror">> <span class="nextLink"><<mirroricon>><<link [[Mirror|Farm Mirror]]>><<preMirror>><</link>></span> <<else>> <<mirroricon>><<link [[Mirror|Farm Mirror]]>><<preMirror>><</link>> <</if>> <br> <br> <<farmicon "alexbed">><<link [[Alex's room (0:01)|Farm Alex Bedroom]]>><<pass 1>><</link>> <br> <<main_hall_icon>><<link [[Go downstairs (0:01)|Farm Cottage]]>><<pass 1>><</link>> <br> <br> <<link [[Gameplay Settings|Farm Settings]]>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br> <</if>><<effects>> <<set _farmbed to isLoveInterest("Alex") ? "alex" : "farm">> <<bedicon _farmbed>><<link [[Step away|Farm Bedroom]]>><<handheldon>><<unset $mirrorMenu>><<postMirror>><</link>> <br> <<mirror>> <br><br><<effects>> <<wearoutfit>> <<set $bus to "farm_bedroom">><<effects>> You snuggle under the covers. <<if $alex_bed is "player">> Alex snores beside you. <</if>> <<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>> You feel anxious, and your eyes dart over to the mirror. <</if>> <br><br> <<if numberOfEarSlime() and $alex_bed isnot "player" and random(0,100) lt 3 + Math.floor($earSlime.growth / 100) - $earSlime.eventTimer and !$earSlime.event>> <<set $slimeBedExit to "Farm Bed">> <<set $slimeBedroomExit to "Farm Bedroom">> <<setSlimeSleepEvents>> <<if $earSlimeEvent>> <<slimeSleepEvents>> <</if>> <</if>> <<farm_sleep_options>><<set _autosavehere to true>> <<sleep>> <<effects>> <<if $bus is "farm_alex_room">> <<if $exposed gte 2>> <<npcincr Alex lust 3>> <<else>> <<npcincr Alex lust 1>> <</if>> <</if>> <<if $bus is "farm_alex_room" or $alex_bed is "player">> <<set $bedGuest to "Alex">> <</if>> <<if $wraith.nightmare is 2 and Time.isBloodMoon()>> <<sleepeffects>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand from the bed.<<if $bus is "farm_alex_room" or $bus is "farm_bedroom" and $alex_bed is "player">> You make sure not to wake Alex.<</if>> Your ears are ringing. <br><br> <<wraithPossess "alex_cottage">> <<if $bus is "farm_alex_room">> <<storeon "farm alex bed" "wardrobe">> <span class="nextLink"><<link [[Walk.|Farm Alex Bedroom]]>><<rainWraith>><</link>></span> <<else>> <<storeon "Farm Bed" "wardrobe">> <span class="nextLink"><<link [[Walk.|Farm Bedroom]]>><<rainWraith>><</link>></span> <</if>> <br> <<else>> <<wakingEffects $sleepHoursTotal>> <<if $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <</if>> <<if !_sleepinterrupt and (Time.hour gt 21 or Time.hour lt 6) and $bus is "farm_alex_room" or $alex_bed is "player" and !_alexWake>> <<switch random(1, 6)>> <<case 1>> <<if Time.hour is 5>> You try to wake Alex. <<nnpc_He "Alex">> groans and stirs. <<else>> You thought Alex awoke, but <<nnpc_hes "Alex">> just dreaming. <</if>> <<case 2>> Alex sprawls. You gently move <<nnpc_his "Alex">> arm out of your face. <<case 3>> Alex beams when you gaze at <<nnpc_him "Alex">>, still asleep. <<case 4>> Alex <<print either("hogs the covers", "snores in your ear", "drools. You wipe it off")>>. <<case 5>> Alex hangs off the bed. You fix <<nnpc_him "Alex">>. <<case 6>> "<<print either("Bad... no supper for you tonight", "D-don't look", "I think I have a hangover", "Dumb bird", "Get off... property", "I'll show everyone")>>..." Alex mumbles. <</switch>> <</if>> <</if>> <<sleepeffects>> <<if $remywake is 1>> <<npc Alex>><<person1>> "Wake up!" Someone shakes your shoulders. It's Alex. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Get ready, I'll <<if $farm.tower_guard>> check on $farm.tower_guard." <<else>> see if I can spot them." <</if>> <br><br> <<farm_assault_intro>> <br><br> <<set _bedroom to ($bus is "farm_alex_room" ? "farm alex bed" : "Farm Bed")>> <<set $wardrobe_location to "alexFarm">> <<wardrobeSelection true>> <<storeon _bedroom "check">> <<if _store_check is 1>> <<storeon _bedroom>> <</if>> <<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 1>><<unset $remywake>><</link>> <br> <<elseif _sleepinterrupt>> <<npc Alex>><<person1>> <<if _alexWake is 1>> You awake to the sound of the staircase to the loft creaking. <<if $bus is "farm_alex_room">> The sheets have been tossed aside and Alex is missing. <</if>> <br><br> <<link [[Investigate (0:01)|Farm Cottage Nighttime Nursery]]>><<set $phase to 1>><<pass 1>><</link>> <br> <<link [[Ignore|Farm Cottage Nighttime Nursery]]>><<set $phase to 2>><</link>> <<elseif $bus is "farm_alex_room">> <<if (Time.hour gte 22 or Time.hour lt 6) and $rng gte 61 and C.npc.Alex.lust gte 60>> You awake to feel <<if $NPCList[0].penis isnot "none">>a firm shaft<<else>>something wet<</if>> pressed against your rear end. You wait for Alex to say <<his>> familiar line, but you are greeted by silence. The loud snore you hear indicates that Alex is still asleep. <<His>> arms are wrapped around you, and <<he>> is dry humping you. <<arousal 600 "bottom">><<garousal>> <br><br> <<if hasSexStat("promiscuity", 4)>> <span class="lewd">A lewd idea strikes you.</span> <br> <<link [[Pleasure Alex|Farm Alex Somno]]>><</link>><<promiscuous4>> <br> <</if>> <<link [[Wake Alex|Farm Alex Somno Wake Wholesome]]>><</link>> <br> <<link [[Try and go back to sleep|Farm Alex Somno Let Sleep]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>> <br> <<else>> You awake to feel a hand groping at your <<genitals>>, <<if $NPCList[0].penis isnot "none">> and a firm length pressed against your <<bottom>>. <<else>> and someone's <<if $NPCList[0].breastsize is 0>> chest <<else>> <<print $NPCList[0].breastsdesc>> <</if>> pressed against your back. <</if>> Another hand rests against your thigh. <br><br> <<if $daily.alex.tvTease>> "Making up for this morning?" Alex says, <<his>> breath on your neck. "I can forgive you." <<else>> "It's very forward of you," Alex says, <<his>> breath on your neck. "Sleeping in a <<nnpc_gendery "Alex">>'s bed." <</if>> <br><br> <<link [[Push away|Farm Alex Climb]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Go along with it|Farm Alex Allow]]>><<sub 1>><<npcincr Alex dom 1>><</link>><<promiscuous1>><<gdom>> <br> <</if>> <<else>> <<if $exposed gte 2 and random(1, 2) is 2>> You feel a little cold. The sheets are missing. You hear footsteps leave your room. <<covered>> <br><br> Your sheets lie on the ground at the foot of your bed. You suspect Alex is to blame. <<He>> was leering at your <<lewdness>> as you slept. <br><br> <<link [[Go back to sleep|Farm Bed]]>><<endevent>><</link>> <br> <<link [[Get up|Farm Bedroom]]>><<endevent>><</link>> <br> <<link [[Get angry (0:05)|Farm Bedroom Confront]]>><<pass 5>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Get revenge (0:20)|Farm Bedroom Revenge]]>><<pass 20>><<npcincr Alex dom -1>><<npcincr Alex lust 5>><</link>><<promiscuous3>><<ldom>><<gglust>> <br> <</if>> <<else>> You awake to feel a hand groping at your <<genitals>>, <<if $NPCList[0].penis isnot "none">> and a firm length pressed against your <<bottom>>. <<else>> and someone's <<if $NPCList[0].breastsize is 0>> chest <<else>> <<print $NPCList[0].breastsdesc>> <</if>> pressed against your back. <</if>> <br><br> "I thought you might be lonely," Alex says, <<his>> breath on your neck. <br><br> <<link [[Push away|Farm Alex Push]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Go along with it|Farm Alex Go]]>><<sub 1>><<npcincr Alex dom 1>><</link>><<promiscuous1>><<gdom>> <br> <</if>> <</if>> <<else>> <br><br> <<if $bus is "farm_alex_room">> <<link [[Get up|Farm Alex Bedroom]]>> <<set $wardrobe_location to "alexFarm">> <<wardrobeSelection true>> <<storeon "farm alex bed" "check">> <<if _store_check is 1>> <<storeon "farm alex bed">> <</if>> <</link>> <br> <<else>> <<radiooutfits>> <br><br> <<link [[Get up|Farm Bedroom]]>><<bedclotheson "Farm Bed">><</link>> <</if>> <br> <</if>> <</if>> <<set $phase to 0>><<effects>> You gently start to grind your rear into Alex's crotch. <<His>> body twitches as <<he>> moans into your ear. You move carefully so as to not wake <<him>>. <<promiscuity4>><<arousal 1000 "bottom">> Alex holds your body tighter and begins humping your rear faster. <br><br> <<link [[Keep going|Farm Alex Somno 2]]>><<set $phase to 0>><</link>> <br> <<link [[Give Alex oral|Farm Alex Somno 2]]>><<set $phase to 1>><</link>><<if $NPCList[0].penis isnot "none">><<oralvirginitywarning>><</if>> <br> <<link [[Give Alex a hand job|Farm Alex Somno 2]]>><<set $phase to 2>><</link>><<effects>> <<if $phase is 0>> /* Keep going */ You continue to grind against <<his>> clothed <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>>. Alex mumbles out words that you can't understand, but you can make out the word 'partner'. The idea of Alex having a wet dream about you sends a shiver through your body. <<arousal 2500 "bottom">><<ggarousal>> <br><br> <<if $speech_attitude is "meek">> You soon find yourself begging for Alex's <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>>, having to cover your mouth to stop yourself. <<elseif $speech_attitude is "bratty">> You grit your teeth. "Stupid cow<<nnpc_gendery "Alex">>..." you whisper as a moan escapes your lips. <<else>> You cover your mouth with your hand as you moan. "Alex..." you whisper. <</if>> <<elseif $phase is 1>> /* Give Alex oral */ You take a deep breath as you carefully move Alex's arms to give you room to move. Slowly, you roll over to face Alex. <<He>> doesn't stop humping you, but <<his>> pace slows. You slip further down under the covers until your face is within inches of <<his>> crotch. You hook your fingers around <<his>> <<if $NPCList[0].penis isnot "none">>boxers<<else>>underwear<</if>> band and slide them down. You bring your lips to <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>clit<</if>> and start gently licking it. <br><br> Alex twitches, bucking <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>> against your lips. You open your mouth <<if $NPCList[0].penis isnot "none">>to allow <<his>> dick to enter<<else>>and start sucking on <<his>> clit<</if>>.<<if $NPCList[0].penis isnot "none" and $player.virginity.oral is true>><<takeVirginity "Alex" "oral">><</if>> <br><br> <<if $speech_attitude is "meek">> <<His>> <<if $NPCList[0].penis isnot "none">>precum<<else>>fluids<</if>> start to fill your mouth, causing you to moan. You push your legs together, attempting to stimulate your own growing arousal. <<elseif $speech_attitude is "bratty">> You brush your teeth against <<his>> <<if $NPCList[0].penis isnot "none">>shaft<<else>>clit<</if>>, causing <<him>> to thrust <<his>> hips forward. You nearly gag at the sudden movement, but huff before <<if $NPCList[0].penis isnot "none">>the tip of <<his>> dick<<else>>kissing <<his>> clit<</if>>. <<else>> You lick up and down <<his>> <<if $NPCList[0].penis isnot "none">>dick<<else>>clit<</if>>, tasting <<his>> <<if $NPCList[0].penis isnot "none">>precum<<else>>fluids<</if>>. You feel a warmth grow in between your legs, encouraging you to keep going. Your licks become faster, occasionally interrupted by you sucking the <<if $NPCList[0].penis isnot "none">>tip<<else>>bud<</if>>. <</if>> <<arousal 1500 "mouth">><<garousal>> <<else>> /* Give Alex a hand job */ You loosen Alex's hold on you before carefully rolling yourself over. <<Hes>> still humping, but <<his>> pace slows. You reach down into <<his>> <<if $NPCList[0].penis isnot "none">>boxers<<else>>underwear<</if>>, slipping your hand under the waistband. <<His>> <<if $NPCList[0].penis isnot "none">>dick<<else>>pussy<</if>> is already drenched with <<if $NPCList[0].penis isnot "none">>precum<<else>>fluids<</if>>. <br><br> <<if $NPCList[0].penis isnot "none">> You take <<his>> <<npcPenisSimple>> into your hand. You pump <<his>> cock at a steady pace at first. Alex's body twitches as <<his>> arms lock around you, pressing you against <<his>> body. <<His>> hips buck to match your pace. <br><br> <<if $speech_attitude is "meek">> You tenderly take the tip into your hand, rubbing your finger over the slit. A soft moan falls from Alex's mouth along with a little drool. "Y-you are too cute..." you whisper as you slip your free hand down to rub against your crotch. <<elseif $speech_attitude is "bratty">> You caress <<his>> dick, pausing to squeeze the base of <<his>> shaft firmly. <<He>> groans before burying <<his>> head into your shoulder. You stifle a chuckle and resume stroking <<him>>. <<else>> You stroke <<his>> shaft, brushing your fingers over <<his>> balls. Alex twitches in your touch, panting softly. <<He>> humps your hand as you continue to work <<him>>. "Even asleep you get so worked up," you whisper as you quicken your movements. <</if>> <<arousal 1500>><<garousal>> <<else>> You slip two fingers into Alex's quim, and <<he>> tightens around you. <<His>> arms lock around your shoulders, pressing you against <<his>> body. <<His>> hips begin to buck against your hand. <br><br> <<if $speech_attitude is "meek">> You brush your thumb against <<his>> clit, focusing on thrusting your fingers in and out. Alex's pants and moans encourage your own arousal. Your free hand slips between your legs, rubbing against your crotch. "Y-you are too cute..." you whisper. <<elseif $speech_attitude is "bratty">> You thrust your fingers, pausing only to pinch <<his>> clit. <<He>> whimpers in <<his>> sleep but continues to needily hump your fingers. You smirk as an idea comes to mind. You slip two more fingers inside, keeping your pace steady. Alex's pants and moans quicken as <<he>> buries <<his>> face into your shoulder. <<else>> You tease Alex's clit with your thumb. <<He>> twitches at your touch and continues humping your fingers. You add another finger, and <<his>> moans become more frequent. "Even asleep you get so worked up," you whisper. <</if>> <<arousal 1500>><<garousal>> <</if>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<link [[Next |Farm Alex Somno Orgasm]]>><</link>> <<elseif $rng gte 61>> /* Alex wake up */ <<link [[Next |Farm Alex Somno Wake]]>><</link>> <<else>> <<link [[Next |Farm Alex Somno 3]]>><</link>> <</if>><<effects>> <<if $phase is 0>> /* Keep going */ Suddenly, Alex's hands grip onto your arms. <<His>> hips give one final strong jerk against your ass. <<arousal 1500 "bottom">><<garousal>> <<elseif $phase is 1>> /* Give Alex oral */ <<if $NPCList[0].penis isnot "none">> Without warning, Alex thrusts forward and ejaculates into your mouth. You manage to swallow most of it. <<bodyliquid "mouth" "semen">> <<else>> Without warning, Alex bucks <<his>> hips against your mouth. <<His>> orgasm covers your face in lewd fluids. You lick your lips. It tastes oddly nice. <<bodyliquid "face" "goo">> <</if>> <<arousal 1500>><<garousal>> <<else>> /* Give Alex a hand job */ <<if $NPCList[0].penis isnot "none">> <<His>> body convulses in orgasmic bliss, covering your hands in cum. <<arousal 1500 "mouth">><<garousal>><<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>> <br><br> <<His>> grip softens, then releases. <<else>> You feel Alex's fluids gushing out of <<his>> quim as <<he>> convulses in orgasmic bliss, leaving a wet spot on the sheets. <<arousal 1500>><<garousal>><<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>> <</if>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<link [[Next |Farm Alex Somno Orgasm]]>><</link>> <<else>> <<if $phase is 0>> The tension leaves <<his>> body, and <<he>> sighs, apparently having climaxed. <<He>> clings to you, and you smile. <<stress -6>><<lstress>> <<else>> <<if $NPCList[0].penis isnot "none">> You tuck <<his>> dick back into <<his>> boxers. <<else>> You fix <<his>> boyshorts and return to your place in Alex's hold. <</if>> <</if>> <br><br> You fall asleep soon after. <br><br> <<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 0>><<endevent>><</link>> <</if>><<effects>> Your own growing pleasure becomes too much. <<orgasm>> <<if $phase is 0>> /* Keep going */ Alex's hips continue grinding against you. You ride out your orgasm as <<he>> finishes pleasuring <<himself>> with your body. <<elseif $phase is 1>> /* Give Alex oral */ Alex continues to grind against your mouth as you come down from your orgasm. <<else>> /* Give Alex a hand job */ As you ride out your orgasm, <<if $NPCList[0].penis isnot "none">> you grip tighter onto <<his>> cock. <<else>> you plunge your fingers deeper into Alex's pussy. <</if>> <</if>> <br><br> You settle back into <<his>> arms and drift off to sleep. <br><br> <<link [[Next|Farm Alex Bed]]>><<endevent>><</link>><<effects>> Your body freezes as you hear a voice not your own. "...Partner?" <<stress 6>><<gstress>> <br><br> Alex still sounds sleepy, but also somewhat embarrassed. "What are you doing...?" <br><br> <<if $phase is 0>> /* Keep going */ <<if $speech_attitude is "meek">> "I...you were grinding into me while you slept..." you mumble. <<elseif $speech_attitude is "bratty">> "You started humping my ass like a dog in heat. Figured I should help you out a bit," you snicker, pressing your butt further into <<his>> crotch. <<else>> "You woke me up by humping me. I thought I should help out a bit," you respond flatly. <</if>> <<elseif $phase is 1>> /* Give Alex oral */ <<if $NPCList[0].penis isnot "none">> <<if $speech_attitude is "meek">> You stare up at Alex, eyes wide open. You hesitate for a moment before quickly pulling your mouth off Alex's cock. "I... you looked like you were really pent up, so I wanted to help you..." you mumble, precum still dripping from your mouth. <<elseif $speech_attitude is "bratty">> You smirk as you slip Alex's dick out of your mouth. "This buddy of yours was poking me while you slept. Figured I would help out," you say as you lick <<his>> precum off your lips. <<else>> You slip Alex's cock out of your mouth. "You were really pitching a tent in your sleep. I just wanted to help," you say. <</if>> <<else>> <<if $speech_attitude is "meek">> You stare up at Alex, eyes wide open. You hesitate as you pull your mouth away from Alex's quim. "I... you were getting really wet, so I wanted to help you..." you mumble, wiping the lewd fluid off your chin. <<elseif $speech_attitude is "bratty">> You smirk as you pull your mouth away from Alex's quim. "Your little friend was getting slick everywhere, so I wanted to help and clean it up," you say as you lick the lewd fluid off your lip. <<else>> You move your mouth away from Alex's quim. "I felt you getting wet. I just wanted to help you out," you say. <</if>> <</if>> <<else>> /* Give Alex a hand job */ <<if $NPCList[0].penis isnot "none">> <<if $speech_attitude is "meek">> You yelp, freezing in place. You let go of <<his>> cock and move your hand away. "I... you felt really pent up, so I just wanted to help you out..." you mumble as you hide your face partly in the pillow. <<elseif $speech_attitude is "bratty">> You chuckle, removing your hand from Alex's cock to pinch <<his>> cheek. "Your buddy needed a hand, that's all," you say with a smirk. <<else>> You jump at Alex's voice, removing your hand from <<his>> cock. "You were humping my ass while you slept. I wanted to help you out," you say with a small smile. <</if>> <<else>> <<if $speech_attitude is "meek">> You yelp, freezing in place. You slip your fingers out of Alex's quim, moving your hand away. "I... you were rubbing against me, so I just wanted to help you out..." you mumble as you hide your face partly in the pillow. <<elseif $speech_attitude is "bratty">> You chuckle, removing your finger from Alex's quim to pinch <<his>> cheek. "Your little friend was being real needy. You clearly needed a hand," you say with a smirk. <<else>> You jump and quickly remove your fingers from Alex's quim. "You were rubbing up against me while you slept. I wanted to help you out," you say with a small smile. <</if>> <</if>> <</if>> <br><br> <<if C.npc.Alex.love lte 20>> Alex shoves you off the bed onto the floor. <<pain 8>><<ggpain>> <br><br> <<He>> sits up and looks down at you. <<if C.npc.Alex.dom gte 30>> "The hell were you thinking? Go sleep in your own damn bed!" Alex shouts at you. <<else>> "W-what the hell were you thinking? I... Just go sleep in your own damn bed," Alex shouts. <</if>> <<npcincr Alex love -1>><<llove>> <br><br> Alex watches you intently. <<He>> won't let you back into the bed for the night. <br><br> <<set $alex_bed_spurned to 1>> <<link [[Next|Farm Alex Bedroom]]>><<set $alexSomnoAngry to 0>><<endevent>><</link>> <<else>> Alex's face goes red. <<He>> struggles to find <<his>> words. <<if C.npc.Alex.dom gte 30>> "How kind of you to help me out like this. Well, you should finish what you started then," Alex whispers before nipping your ear. <<else>> "I... you didn't need to help me out like this... Would you mind finishing up?" Alex whispers before nuzzling into your cheek. <</if>> <br><br> <<link [[Oblige|Farm Alex Somno Wake 2]]>><</link>> <br> <<link [[Reject|Farm Alex Somno Wake Reject]]>><</link>> <</if>><<effects>> <<if $phase is 0>> /* Keep going */ You waste no time continuing to grind your ass against Alex's crotch. <<if $player.penisExist or $worn.genitals.name is "chastity parasite">> <<He>> slips <<his>> hand around to your <<if $worn.genitals.name is "chastity parasite">>$worn.genitals.name stroking<<else>>dick, pumping<</if>> it. <<He>> occasionally squeezes too hard while <<he>> moans. <<arousal 5000 "genitals">><<gggarousal>> <<else>> Alex gropes at your <<breasts>>. <<He>> occasionally pinches your nipples while <<he>> moans. <<arousal 5000 "breasts">><<gggarousal>> <</if>> <<elseif $phase is 1>> /* Give Alex oral */ You waste no time returning to your position in front of Alex's groin. <<if C.npc.Alex.penis isnot "none">> You plant a kiss onto the tip <<his>> cock, then take <<his>> length into your mouth, causing <<him>> to groan. <<else>> You plant a kiss onto <<his>> clit before dragging your tongue up <<his>> slit. You dip your tongue inside <<his>> quim, causing <<him>> to groan. <</if>> <<if C.npc.Alex.dom gte 30>> You feel <<his>> hands on the back of your head encouraging you to keep going. <<else>> You feel <<his>> hands on top of your head. <<He>> strokes it gently. <</if>> <<arousal 5000 "mouth">><<gggarousal>> <<else>> /* Give Alex a hand job */ <<if C.npc.Alex.penis isnot "none">> You wrap your hand around Alex's shaft and begin quickly pumping <<his>> cock. <<else>> You slip your fingers inside of Alex's quim, finger fucking <<him>> roughly. <</if>> <br><br> <<if $worn.genitals.name is "chastity parasite">> Alex wraps <<his>> hand around your $worn.genitals.name and begins to squeeze.<<arousal 5000 "genitals">><<gggarousal>> <<elseif playerChastity()>> You feel <<him>> shudder slightly.<<arousal 2000>><<ggarousal>> <<elseif $player.penisExist>> Alex wraps <<his>> hand around your cock and begins to pump.<<arousal 5000 "genitals">><<gggarousal>> <<elseif $player.vaginaExist>> Alex shoves <<his>> fingers into your pussy and begins to stroke.<<arousal 5000 "genitals">><<gggarousal>> <</if>> <</if>> <br><br> <<link [[Continue|Farm Alex Somno Wake 3]]>><</link>><<effects>> <<if $phase is 0>> /* Keep going */ Alex keeps fondling you, until you eventually push <<him>> over the edge. <<He>> pushes <<his>> crotch against you wildly as <<he>> cums. <<elseif $phase is 1>> /* Give Alex oral */ Alex grips the back of your head tightly as <<he>> cums in your mouth. <<if C.npc.Alex.penis isnot "none">> <<bodyliquid "mouth" "semen">> <<else>> <<bodyliquid "mouth" "goo">> <</if>> <<else>> /* Give Alex a hand job */ Alex groans <<if playerChastity()>> <<if $worn.genitals.name is "chastity parasite">> , gripping on to your $worn.genitals.name tightly <</if>> <<elseif $player.penisExist>> , gripping on to your cock tightly <<elseif $player.vaginaExist>> , thrusting deeply into your quim <</if>> as <<he>> cums over your hand. <<if C.npc.Alex.penis isnot "none">> <<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>> <<else>> <<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>> <</if>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> You pant as you calm down from your orgasm. Alex smiles with a devious look. <br><br> <</if>> Alex takes you back into <<his>> arms. "Had your fun, partner?" <<he>> says, bumping <<his>> head against yours. You lazily nod as you relax against the pillow. Alex kisses your forehead. "Night, partner." <br><br> <<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 1>><<endevent>><</link>><<effects>> <<if $speech_attitude is "meek">> "In...in the morning, Alex," you meekly respond. <<elseif $speech_attitude is "bratty">> "I was trying to sleep. We can fuck in the morning," you huff. <<else>> "Not right now. Maybe in the morning," you say. <</if>> <br><br> <<if C.npc.Alex.dom gte 30>> Alex sighs, staying silent for a moment. "Come on, now. Don't you want to know what I was dreaming about?" <<His>> hand travels down to grope your ass. <br><br> <<link [[Shove|Farm Alex Somno Wake Pushy]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Give in|Farm Alex Somno Wake Sex]]>><<npcincr Alex dom 1>><<set $sexstart to 1>><</link>><<gdom>> <<else>> Alex pouts but doesn't push it further. "Alright then. Night, partner." Alex kisses your cheek before rolling over. <br><br> <<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 2>><<endevent>><</link>> <</if>><<effects>> <<if $speech_attitude is "meek">> You move away from Alex. "A-Alex...please wake up," you say as you tap <<his>> legs with your feet. <<elseif $speech_attitude is "bratty">> "Alex, wake up, you horny bastard," you say, sounding annoyed. You elbow <<him>>. <<else>> You sigh. "Alex, wake up." You nudge <<his>> shoulder. <</if>> <br><br> Alex groans and then yawns. <<He>> hugs onto you tighter, resting <<his>> head on your shoulder. "Something the matter?" <<He>> shifts, then freezes when <<he>> realises what <<he>> was doing. "Fuck..." You roll over to look at Alex. <br><br> <<if C.npc.Alex.lust gte 20>> <<He>> glances between you and <<his>> groin. "How about a night ride?" <<he>> asks, smirking. <br><br> <<link [[Accept|Farm Alex Somno Wake Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Reject|Farm Alex Somno Wake Reject]]>><</link>> <<else>> <<He>> looks away before turning <<his>> back to you. <<He>> mumbles an apology, then pulls the blanket over <<him>> entirely. <br><br> <<link [[Next|Farm Alex Bed]]>><<endevent>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> You wrap your arms around Alex. <<He>> returns the gesture before ravaging your neck with kisses and love bites. <<arousal 600>><<garousal>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Alex Somno Wake Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Alex Somno Wake Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Alex buries <<his>> head in your neck, holding onto you. <<He>> mumbles a 'Good night' before falling asleep. <<lllust>><<npcincr Alex lust -10>> <br><br> <<tearful>> you listen to <<his>> snores. <<set $alexSomno to 1>> <<elseif $enemyhealth lte 0>> Alex gives a small yelp. "You could've just said no, you know," <<he>> says, sounding wounded. <<He>> lies back down and faces away from you. <<llove>><<npcincr Alex love -1>> <br><br> <<tearful>> you roll over. <<set $alexSomno to 2>> <<else>> Alex pouts. "Gonna be hard to go back to sleep like this," <<he>> sheepishly chuckles. <br><br> <<He>> lies back down and faces away from you. <br><br> <<tearful>> you roll over. <<set $alexSomno to 2>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Alex Bed]]>><<endevent>><</link>><<effects>> You shove Alex away, almost knocking <<him>> out of the bed. <<He>> gives you an annoyed look before rolling over. "Good night," you hear <<him>> say, sounding bitter. You return to your original position. <br><br> <<link [[Next|Farm Alex Bed]]>><<set $alexSomno to 2>><<endevent>><</link>><<effects>> You decide to try and go back to sleep. Alex continues to hump your rear. <<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> <<link [[Next|Farm Alex Bed]]>><<endevent>><</link>><<effects>> <<set _alex to C.npc.Alex>> You shuffle away from Alex. <<if _alex.dom gte random(1, 50)>> <<He>> grasps your waist with an arm, holding you in place, and pushes <<his>> body against yours. "Want me to be rougher?" <<he>> whispers. "I can do that."<<gstress>><<glust>><<stress 6>><<npcincr Alex lust 1>> <br><br> <<link [[Struggle free|Farm Alex Climb 2]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Relent|Farm Alex Allow]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous1>><<ggdom>> <br> <<else>> <<He>> doesn't stop you climbing from the bed. "Suit yourself," <<he>> says. <<He>> rolls over. <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>> <br> <</if>><<effects>> You whack Alex's hand, and struggle from the bed. "Suit yourself," <<he>> says. <<He>> rolls over. <br><br> <<set $alex_bed_spurned to 1>> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>> <br><<effects>> <<set _alex to C.npc.Alex>> You gyrate your hips, <<bottomtext>> rubbing your <<bottom>> against Alex's <<print (_alex.penis isnot "none" ? "shaft" : "pussy")>> through the fabric, making it <<if currentSkillValue("bottomskill") lt 400>> slowly moisten. <<elseif currentSkillValue("bottomskill") lt 800>> quickly moisten. <<else>> soaked in an instant. <</if>> <<promiscuity1>> <<He>> becomes more bold, ravaging your neck with kisses. <br><br> <<link [[Next|Farm Alex Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<set _alex to C.npc.Alex>> You turn onto your other side, and push Alex away from you. <<if _alex.dom gte random(1, 50)>> <<He>> wraps <<his>> arms around your waist and shoulder, and pulls your body against <<hers>>. "You want me to be rough?" <<he>> asks, squeezing your <<bottom>>. "That's okay by me."<<gstress>><<stress 6>><<glust>><<npcincr Alex lust 1>> <br><br> <<link [[Push away again|Farm Alex Push 2]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Relent|Farm Alex Go]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous1>><<ggdom>> <br> <<else>> <<He>> climbs from the bed. "You'll change your mind," <<he>> says. It's too dark to see <<his>> expression. <<He>> returns to <<his>> room. <br><br> <<link [[Next|Farm Bed]]>><<endevent>><</link>> <br> <</if>><<effects>> You shove Alex away, harder this time. <<He>> falls from the bed. "Suit yourself," <<he>> says. "You know where to find me when you change your mind." <<He>> returns to <<his>> room. <br><br> <<link [[Next|Farm Bed]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> You move Alex's arms up and down your body, inviting <<him>> to explore. <<elseif $speech_attitude is "bratty">> You squeeze Alex's ass back while pushing yours against <<his>> groin. <<else>> You spread your legs and wrap your arms around Alex. <</if>> <<promiscuity1>> Encouraged, <<he>> becomes more bold, ravaging your neck with kisses. <br><br> <<link [[Next|Farm Alex Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Alex Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Alex Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Alex rolls onto <<his>> back.<<lllust>><<npcincr Alex lust -5>><<npcincr Alex love 1>><<glove>> <<if $bus is "farm_alex_room">> <<unset $alex_bed>> <<else>> <<set $alex_bed to "player">> <</if>> <br><br> <<tearful>> you listen to <<his>> snores. <br><br> <<clotheson>> <<endcombat>> <<if $bus is "farm_alex_room">> <<link [[Next|Farm Alex Bed]]>><</link>> <<else>> <<link [[Next|Farm Bed]]>><</link>> <</if>> <br> <<elseif $enemyhealth lte 0>> <<if $bus is "farm_alex_room">> You shove Alex off the bed, and climb from it the other side. "Didn't know you wanted it that rough," <<he>> says. <<He>> shuffles beneath the sheets.<<llove>><<npcincr Alex love -1>> <br><br> <<tearful>> you return to your room. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Bedroom]]>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>> <br> <<else>> You shove Alex off the bed. "Didn't know you wanted it that rough," <<he>> says. It's too dark to see <<his>> expression. <<He>> returns to <<his>> room.<<llove>><<npcincr Alex love -1>> <br><br> <<tearful>> you roll over. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Bed]]>><</link>> <</if>> <<else>> <<if $bus is "farm_alex_room">> You climb from the bed. "Suit yourself," <<he>> says. <<tearful>> you return to your room. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Bedroom]]>><<storeon "farm alex bed" "check">><<if _store_check is 1>><<storeon "farm alex bed">><<set $wardrobe_location to "alexFarm">><<wardrobeSelection>><</if>><</link>> <<else>> Alex climbs from the bed. "Suit yourself," <<he>> says. "You know where I am when you want me to finish you." <br><br> <<tearful>> you roll over. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Bed]]>><</link>> <</if>> <</if>><<effects>> You wrap your sheet around you, and storm to Alex's room. You flip the light on, and find <<him>> pretending to sleep. <br><br> <<if $speech_attitude is "meek">> "Y-you shouldn't perve on me like that," you say. "It's rude." <<elseif $speech_attitude is "bratty">> "Fucking pervert," you say. "How'd you like it if I did the same to you?" <<else>> "Don't be a pervert," you say. <</if>> <br><br> "I don't know what you mean," Alex lies. <br><br> You chew <<him>> out a bit longer, but <<he>> persists in denial. <<He>> does seem guilty by the end though. <br><br> You return to your bed. <br><br> <<link [[Next|Farm Bed]]>><<endevent>><</link>><<effects>> <<set _alex to C.npc.Alex>> <<set _chest to (_alex.pronoun is "f" ? _alex.breastsdesc : "muscular chest")>> <<set _genitals to (_alex.penis isnot "none" ? _alex.penisdesc : "pussy")>> You wait, allowing enough time for Alex to fall back to sleep, then creep to <<his>> room. You find <<him>> lying on <<his>> back, <<his>> sheets rising and falling with <<his>> breathing. <br><br> You cast aside the sheets. <<Hes>> wearing a black T-shirt and <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>>. <br><br> Careful not make a sound, you peel the <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> down <<his>> thighs, <span class="lewd">revealing <<his>> _genitals.</span> You keep going, pulling the fabric past <<his>> knees. <<He>> stirs as you reach <<his>> ankles, so you snatch the underwear the rest of the way, removing them from <<his>> body. <<promiscuity3>> Alex's hand shoots between <<his>> legs as <<he>> realises what you've done. "F-fuck," <<he>> says as <<his>> cheeks flush. "Don't look." <<He>> reaches for <<his>> underwear, but you step away from the bed. <br><br> <<He>> comes after you, tugging <<his>> shirt over <<his>> _genitals. It's not long or baggy enough for this, and the fabric pulls taut over <<his>> _chest showing off the skin beneath. <br><br> <<link [[Give them back|Farm Alex Give]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Keep teasing|Farm Alex Tease]]>><<npcincr Alex lust 5>><</link>><<athleticsdifficulty 1 1000>><<gglust>> <br><<effects>> <<set _alex to C.npc.Alex>> You hold out <<his>> <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>>. <<He>> hesitates, as if expecting a trick, then snatches them. <br><br> <<if $speech_attitude is "meek">> "I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <<elseif $speech_attitude is "bratty">> "I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me." <<else>> "You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <</if>> <br><br> "I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless. <br><br> You return to your bed. <br><br> <<link [[Next|Farm Bed]]>><<endevent>><</link>><<effects>> <<set _alex to C.npc.Alex>> You stand on Alex's sheets, between <<him>> and the wardrobe. <<He>> lunges for <<his>> <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> <<if $athleticsSuccess>> <span class="green">but you hold them away.</span> <<He>> has to keep one hand tugging <<his>> shirt between <<his>> thighs, putting <<him>> at a disadvantage.<<ldom>><<npcincr Alex dom -1>> <br><br> <<if $speech_attitude is "meek">> "Are you going to punish me for this?" you tease. <<elseif $speech_attitude is "bratty">> "Not so fun," you say. "Is it?" <<else>> "You want them back?" you ask. "What will you give me for them?" <</if>> <br><br> Alex relents. "You've made your point," <<he>> says, <<his>> face bright red. "Just give them back." <br><br> <<link [[Give them back|Farm Alex Tease Give]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Demand a show|Farm Alex Tease Demand]]>><<npcincr Alex love -1>><<npcincr Alex dom -3>><<npcincr Alex lust 5>><</link>><<llove>><<lldom>><<gglust>> <br> <<else>> <span class="red">and snatches them from your grasp.</span> <<gdom>><<npcincr Alex dom 1>> <br><br> <<if $speech_attitude is "meek">> "I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <<elseif $speech_attitude is "bratty">> "I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me." <<else>> "You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <</if>> <br><br> "I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless. <br><br> You return to your bed. <br><br> <<link [[Next|Farm Bed]]>><<endevent>><</link>> <</if>><<effects>> <<set _alex to C.npc.Alex>> You chuck the <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> at Alex. <<if $speech_attitude is "meek">> "I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <<elseif $speech_attitude is "bratty">> "I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me." <<else>> "You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <</if>> <br><br> "I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless. <br><br> You return to your bed. <br><br> <<link [[Next|Farm Bed]]>><<endevent>><</link>><<effects>> <<set _alex to C.npc.Alex>> <<set _chest to (_alex.pronoun is "f" ? _alex.breastsdesc : "toned chest")>> <<set _genitals to (_alex.penis isnot "none" ? _alex.penisdesc : "pussy")>> <<if $speech_attitude is "meek">> "I-I will," you say. "But I want you to take off your shirt first." <<elseif $speech_attitude is "bratty">> "I'll give them back," you say. "If you take off your shirt." <<else>> "I will," you say. "If you take off your shirt." <</if>> <br><br> Alex's blush deepens. <<He>> holds <<his>> shirt tighter against <<his>> body and looks away. <<He>> pauses, then in one swift motion, pulls <<his>> shirt up and over <<his>> body and head. <<His>> arms clamp back down, but not before you get another look at <<his>> _genitals. You get a peek at <<his>> _chest as well. <br><br> "Happy?" <<he>> asks. <br><br> You chuck the <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> at <<him>>. <<if $speech_attitude is "meek">> "I-I just wanted to show you what it's like," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <<elseif $speech_attitude is "bratty">> "I thought you liked this sort of perviness," you say, turning to allow <<him>> to dress. "You seem keen enough to inflict it on me." <<else>> "You started it," you say, turning to allow <<him>> to dress. "I know you were watching me sleep." <</if>> <br><br> "I-I don't know what you mean," Alex lies. You think <<he>> got your point regardless. <br><br> You return to your bed. <br><br> <<link [[Next|Farm Bed]]>><<endevent>><</link>><<set $settingsExitPassage to "Farm Bedroom">> <<settings>><<set $wardrobe_location to "alexFarm">> <<effects>><<getTarget true>> <<wearoutfit>> <<farm_work_update>> You are in Alex's bedroom. It's similar to yours. Clothes tumble from the wardrobe, and the desk is cluttered. The window overlooks the road in, and the moor beyond. <<if C.npc.Alex.pregnancy.ultraSoundWallPic is true>>A picture of your most recent ultrasound hangs on the wall.<</if>> <br><br> <<if $stress gte $stressmax and !$possessed>> <<passoutfarmroad>> <<elseif npcIsPregnant("Alex") and !talkedAboutPregnancy("Alex","pc") and npcBellySize("Alex") gte 1>> <<alex_cottage_pregnancy_reveal>> <<else>> <<if $farm_attack_timer is 0 and Time.hour gte 21 and !$possessed>> <<npc Alex>><<person1>> You hear shouting. Alex bolts up. <span class="red">"<<nnpc_Hes Remy>> here,"</span> <<he>> says. "Remy. We can do this. Go get ready, I'll <<if $farm.tower_guard>> check on $farm.tower_guard." <<else>> see if I can spot them." <</if>> <br><br> <<farm_assault_intro>> <br><br> <<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 3>><</link>> <<exit>> <br> <<elseif Time.hour is 21 and $alex_to_bed is undefined and !$possessed>> <<set $alex_to_bed to 1>> Tired from a day's work, Alex yawns and climbs into bed. <br><br> <<elseif Time.dayState is "night" and $alex_bed is undefined>> <<npc Alex>><<person1>> Alex snores in <<his>> bed. <<if Time.hour is 5>> <br><br> <<set $alex_bed to "none">> <<He>> throws the sheets to the floor. <<covered>> "Breakfast," <<he>> yawns. <<if $daily.alex.bedOrgasm>> After a moment, <<he>> turns to you, blushing. "I swore I heard something overnight. F-forget I said anything." <<else>> <<switch $alexSomno>> <<case 0>> /* Alex didn't wake up */ Alex smiles, "I feel extra refreshed this morning. Feels like it's gonna be a good day." <<case 1>> /* Alex did wake up and PC finished them off/they had sex */ Alex blushes, "Last night was nice, partner. I feel extra refreshed this morning." <<case 2>> /* Alex did wake up but no sex */ Alex looks over at you and blushes, though <<he>> seems to avoid eye contact with you. <</switch>> <</if>> <<if $exposed gte 1>> <<He>> pretends not to ogle as <<he>> leaves the room.<<glust>><<npcincr Alex lust 1>> <<else>> <<He>> leaves the room, and you hear the staircase creak. <</if>> <</if>> <<endevent>> <br><br> <<elseif $alex_bed isnot "player" and $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12) and !$possessed>> <<npc Alex>><<person1>> Alex sits at <<his>> desk, in front of an open laptop and sprawl of paper, talking on the phone. <<if $exposed gte 1>> <<He>> tries not to be distracted by your indecency, but keeps stealing glances.<<npcincr Alex lust 1>><<glust>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "alexFarmAdmin">> <</if>> <<endevent>> <<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">> <<pcPregnancyRevealToAlex>> <</if>> <<if C.npc.Alex.pregnancy.pcKnowledge is true and C.npc.Alex.pregnancy.ultraSoundPics is true and C.npc.Alex.pregnancy.sample isnot true and getPregnancyObject().potentialFathers.length is 1>> <<link [[Show Alex your ultrasound pictures (0:05)|Farm PC Ultrasound Pics Show]]>><</link>> <br><br> <</if>> <<farmicon "alexdesk">><<link [[Offer help (1:00)|Farm Alex Admin]]>><<pass 60>><<npc Alex>><<person1>><<npcincr Alex love 1>><<stress 6>><</link>><<skill_difficulty `currentSkillValue("maths")` "Maths" 1 1000>><<glove>><<gstress>> <br> <<if $alex_countdown is undefined and C.npc.Alex.love gte 80>> <<farmicon "alexdesk">><<link [[Cuddle Alex (0:30)|Farm Phone Cuddle]]>><<pass 30>><<npc Alex>><<person1>><<npcincr Alex love 1>><</link>><<glove>> <br> <</if>> <<if hasSexStat("promiscuity", 4) and !$daily.alex.adminOral>> <<farmicon "alexdesk">><<link [[Crawl beneath the desk|Farm Alex Admin Crawl]]>><<npc Alex>><<person1>><<set $daily.alex.adminOral to true>><</link>><<promiscuous4>> <br> <</if>> <<if checkSextoysGift("Alex") and isLoveInterest("Alex") and checkIfNPCHasCategorySextoy("Alex","strap-on").length <= 5>> <<sextoysicon "strap-on">><<link [[Gift Alex a strap-on|Alex Gift Strap-on]]>><<npc Alex>><<person1>><</link>> <br> <</if>> <<if canGiftFood("Alex") and $farm_stage gte 7>> <<skinicon "give">><<link [[Gift Alex food|Alex Gifts List]]>><</link>> <br> <</if>> <</if>> <<if $farm_stage gte 7>> There's a desk here. You could work on farm projects. <br> <<farmicon "alexdesk">><<link [[Sit at the desk|Farm Upgrades]]>><</link>> <br><br> <</if>> <<if $earSlime.event and $earSlime.noSleep and !$hypnosis_traits.silence>> <<if $possessed>> <<ind>><span class="purple">The slime in your head is silent.</span> <<else>> <<ind>><span class="red">The slime wants you to <<print $earSlime.event>> before you can go to bed.</span> <</if>> <br> <<elseif $alex_bed_spurned isnot 1>> <<farmicon "alexbed">><<link [[Strip and get in Alex's bed|Farm Alex Bed]]>><<undressSleep "farm alex bed">><</link>> <br> <<if $earSlime.alwaysSleepNaked is false or $hypnosis_traits.silence>> <<farmicon "alexbed">><<link [[Climb in Alex's bed|Farm Alex Bed]]>><</link>> <<else>> <<icon "cross.png" "infront">> <<farmicon "alexbed">> <<if $possessed>> <span class="purple">The slime is silent.</span> <<else>> <span class="purple">The slime is not allowing you to sleep with anything on.</span> <</if>> <</if>> <br> <</if>> <br> <<if $nextPassageCheck is "Farm Bedroom">> <span class="nextLink"><<link [[Your room (0:01)|Farm Bedroom]]>><<pass 1>><</link>></span> <<else>> <<set _farmbed to isLoveInterest("Alex") ? "alex" : "farm">> <<bedicon _farmbed>><<link [[Your room (0:01)|Farm Bedroom]]>><<pass 1>><</link>> <</if>> <br> <<main_hall_icon>><<link [[Go downstairs (0:01)|Farm Cottage]]>><<pass 1>><</link>> <br> <</if>><<set $bus to "farm_alex_room">><<effects>> <<if Time.dayState is "night" and $alex_bed is undefined>> You snuggle beside Alex. <<else>> You snuggle under the covers. <<if numberOfEarSlime() and $alex_bed isnot "player" and random(0,100) lt 3 + Math.floor($earSlime.growth / 100) - $earSlime.eventTimer and !$earSlime.event>> <<set $slimeBedExit to "Farm Alex Bed">> <<set $slimeBedroomExit to "Farm Alex Bedroom">> <<setSlimeSleepEvents>> <<if $earSlimeEvent>> <<slimeSleepEvents>> <</if>> <</if>> <</if>> <<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>> You feel anxious, and your eyes dart over to the mirror. <</if>> <br><br> <<farm_sleep_options>><<effects>> <<npc Alex>><<person1>> <<if $phase is 0>> /* Help Alex make breakfast */ You attempt to help Alex with breakfast but <<he>> shoves you away. "I don't need your damn help. And you aren't welcome at the table this morning," Alex says with a harsh tone. <<else>> /* Eat breakfast */ You sit down at the table before Alex whips around. "You aren't getting anything. Make it yourself," Alex says with a harsh tone. <<He>> doesn't want you in the kitchen. <</if>> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>><<effects>> <<npc Alex>><<person1>> <<alexRemyTattoosCheck "breakfast">> You join Alex in the kitchen, and offer to assist. <<Hes>> grateful for the help. <<if $rng gte 81>> <<wearProp "potato">> <<He>> asks you to wash and peel potatoes while <<he>> scrambles eggs. <br><br> The meal is soon prepared. Scrambled eggs and hashbrowns, made from ingredients gathered on the farm. <<elseif $rng gte 61>> <<wearProp "knife" 0 "sharp">> <<He>> asks you to cut up greens while <<he>> fries bacon. <br><br> The meal is soon prepared. Bacon, with a side of vegetables. <<elseif $rng gte 41>> <<He>> asks you to knead dough while <<he>> prepares the cream. <br><br> The meal is soon prepared. Fresh pastries with a fruity interior, topped with cream. <<elseif $rng gte 21>> <<wearProp "tomato">> <<He>> asks you to wash vegetables while <<he>> blends sauce from a special recipe. <br><br> The meal is soon prepared. Savoury crêpes with sautéed vegetables, served with a creamy sauce. <<else>> <<wearProp "strawberry">> <<He>> asks you to wash fruit. <br><br> The meal is soon prepared. Yogurt and mixed fruit. <</if>> It smells good. <br><br> <<link [[Thank Alex|Farm Breakfast]]>><<handheldon>><<npcincr Alex love 1>><<set $phase to 1>><</link>><<glove>> <br> <<link [[Chat|Farm Breakfast]]>><<handheldon>><<trauma -6>><<set $phase to 2>><</link>><<ltrauma>> <br> <<link [[Eat quietly|Farm Breakfast]]>><<handheldon>><<set $phase to 3>><<stress -6>><</link>><<lstress>> <br><<effects>> <<npc Alex>><<person1>> You sit at the kitchen table as Alex bustles around the kitchen. <<He>> turns from the counter with two plates, and places one in front of you. <<if $rng gte 81>> Scrambled eggs and hashbrowns, made from ingredients gathered on the farm. <<elseif $rng gte 61>> Bacon, with a side of vegetables. <<elseif $rng gte 41>> Fresh pastries with a fruity interior, topped with cream. <<elseif $rng gte 21>> Savoury crêpes with sautéed vegetables, served with a creamy sauce. <<else>> Yogurt and mixed fruit. <</if>> <br><br> Alex digs in as soon as <<he>> sits. <br><br> <<link [[Thank Alex|Farm Breakfast]]>><<npcincr Alex love 1>><<set $phase to 1>><</link>><<glove>> <br> <<link [[Chat|Farm Breakfast]]>><<trauma -6>><<set $phase to 2>><</link>><<ltrauma>> <br> <<link [[Eat quietly|Farm Breakfast]]>><<set $phase to 3>><<stress -6>><</link>><<lstress>> <br><<effects>> <<set _alex to C.npc.Alex>> <<wearProp "pancake">> <<if $phase is 1>> You compliment the food. <<if $speech_attitude is "meek">> "It's s-so delicious!" you say. "The f-food in town doesn't come close." <<elseif $speech_attitude is "bratty">> "I'm impressed," you say. "Beats the slop in town." <<else>> "It's really good," you say. "Better than the restaurants in town." <</if>> <br><br> Alex beams. "Thanks," <<he>> says, shovelling another mouthful. <<switch random(1, 5)>> <<case 1>> <<if _alex.lust gte 20>> "The food's not the only appetising thing here." <<He>> winks. <<elseif isLoveInterest("Alex")>> "You're my motivation." <<else>> "I've had a lot of practice." <</if>> <<case 2>> <<if $farm.build_finished.includes("coop 2")>> "I've more eggs than I know what to do with, thanks to you." <<elseif $farm.build_finished.includes("coop 1")>> "Egg surplus. Those chickens multiplied like rabbits. Speaking of... <<if C.npc.Alex.lust gte 20>> can't wait 'til we get some time to ourselves." <<He>> winks. <<else>> never mind. Food's getting cold." <<He>> scarfs down the rest of <<his>> plate. <</if>> <<else>> "What'd I tell you about our eggs?" <</if>> <<case 3>> "I'm in a good mood. <<if $farm_attack_timer is 0>> Whatever goes down tonight, I'm ready for it." <<elseif isLoveInterest("Alex")>> I've got my <<if _alex.dom gte 30>> <<girl>>, <<else>> <<if $player.gender_appearance is "f">>wo<</if>>man, <</if>> a thriving business, and our own place together. What more could a <<nnpc_gendery "Alex">> ask for?" <<else>> Fingers crossed it stays." <</if>> <<case 4>> <<if $farm.milking.dayMilking is true>> <<if _alex.dom gte 30>> "I'm glad you took the initiative to milk yourself. Tastes great." <<elseif _alex.dom lte -30>> "I-I should be thanking you for the milk." You spot a reddish tint on <<his>> cheeks. <<else>> "I used your milk in this dish. Hope you don't mind. Paid off well, if you ask my tummy." <</if>> <<elseif $farm_work.cattle.gender is "m">> "Our boys make fine milk." <<else>> "Our girls make fine milk." <</if>> <<case 5>> "Townies can't compete." <<He>> slams a fist on the table, making everything shake. You steady your plate. <br><br> <<if _alex.dom gte 30>> "Yeah, I said it. What're you gonna do about it?" <<He>> pokes <<his>> tongue out. <<elseif _alex.dom lte -30>> "Shit, didn't mean to startle you." <<He>> double checks to make sure you're okay before finishing <<his>> meal. <<else>> "Sorry," <<he>> laughs, scratching the back of <<his>> head. "Just saying." <</if>> <</switch>> <<elseif $phase is 2>> You chat with Alex about the farm and <<his>> plans for the day while you eat. <<switch random(1, 5)>> <<case 1>> "Enough about the farm," <<he>> says at one point. "Tell me something about yourself." <br><br> <<farm_tell_alex>> <<case 2>> <<silently>><<farm_upgrades_status>><</silently>> <<if $farm_attack_timer is 0>> "Remy's paying a visit tonight," <<he>> says after properly swallowing. <<if _alex.dom gte 30>> "I can take 'em." <<He>> palms <<his>> fist. "Those fuckers will regret setting foot on my property." <<elseif _alex.dom lte -30>> "I won't lie. I'm nervous." <<He>> looks to you expectantly. "You don't have to show, but I'd feel better about our chances." <<else>> "Hoping we'll send 'em running back to their mums." <<He>> laughs. <</if>> <<elseif _upgrade_count gte 8>> "The farm couldn't be in a better shape." <<He>> gulps <<his>> food, then grins. "Not much else left to do, but to stay on top of things. For now. Never thought I'd get this far, to be honest. All thanks to your doing." <<else>> <<if $farm.aggro gte 60>> "The work just keeps piling up, I'm afraid. Doesn't help that thugs keep breathing down our necks," <<else>> "The work just keeps piling up, I'm afraid," <</if>> <<he>> lets out a deep sigh, then puts on a broad smile. "Nothing we can't handle, though." <</if>> <<case 3>> <<if $speech_attitude is "meek">> "Do you know when we met? I-It's been a while," you ponder. <<elseif $speech_attitude is "bratty">> "It feels like ages since I showed up here," you say out loud. <<else>> "We've come a long way, huh? Remember when we met?" you wonder. <</if>> <<He>> nods at your words. <br><br> <<if isLoveInterest("Alex")>> "I won't ever forget that day." <<Hes>> beaming. "Best thing that ever happened to me, partner." You don't think <<his>> smile could get any wider. <<else>> "We've been put through the wringer," <<he>> says with a fond smile. "And I wouldn't have it any other way, partner." <</if>> <<case 4>> <<He>> talks with <<his>> mouth full. Eventually, <<he>> swallows. <<if $tiredness gte (C.tiredness.max / 5) * 2>> "Couldn't get enough sleep?" <<he>> asks. "I can tell by that look in your eyes." <<elseif $tiredness gte (C.tiredness.max / 5) * 3>> "You should definitely get some shuteye," <<he>> says with a worried expression. "You look about ready to fall over." <<elseif $arousal gte ($arousalmax / 5) * 3 and _alex.lust gte 20>> <<He>> takes notice of the heavy flush on your face. <br><br> <<if _alex.dom gte 10>> "Sit tight. I'll be right with you." <<He>> smirks, pressing <<his>> foot against your groin underneath the table.<<arousal 200 "genitals">><<garousal>> <<elseif _alex.dom lte -10>> "A-are you thinking what I'm thinking?" <<He>> flushes too. <<else>> "What's gotten you so worked up this bright and early? I best see to it," <<he>> teases. <</if>> <<else>> "I need to call my folks again. So much has transpired since <<if $pronoun is "m">>Dad<<else>>Mum<</if>> stopped by." <</if>> <<case 5>> <<He>> almost chokes on <<his>> food, then clears <<his>> throat. <br><br> /* Modify to account for tfs*/ <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<if _alex.dom lte -30>> <<He>> stares at your collar sheepishly. "Coppers can help you with that. It's a cute design, though." <<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>> <<else>> <<He>> stares at your collar. "That real gold? It's cute." <</if>> <<elseif $worn.neck.collared is 1 and $worn.neck.type.includes("leash")>> <<if _alex.dom gte 30>> Without warning, your leash is yanked with such force that you nearly faceplant into the food. "Sorry, I was only getting warmed up." <<He>> grins. "Seems I underestimated myself."<<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>> <<elseif _alex.dom lte -30>> <<He>> stares at your collar sheepishly. "Coppers can help you with that. I might be better at it though. Try me." <<He>> pulls on your leash. <<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>> <<else>> "Fancy a good time?" <<he>> says, reaching for your leash. Before you know it, the gap between you and the table is closed with one swift tug. <<He>> laughs when <<he>> sees the look on your face.<<arousal 100>><<npcincr Alex lust 1>><<garousal>><<glust>> <</if>> <<elseif $worn.upper.type.includes("formal", "costume") or $worn.lower.type.includes("formal", "costume")>> "You're all dressed up," <<he>> says as <<his>> eyes scan your outfit. "Wonder where you're heading off to this early. I guess it's none of my business." <<elseif $worn.upper.type.includes("holy") or $worn.lower.type.includes("holy")>> "Pray we get a good harvest." <<He>> smiles, hands on <<his>> hips. <<elseif $worn.head.name is "foreign football helmet" or ["foreign football shirt", "football shirt"].includes($worn.upper.name) or ["football shorts", "foreign football shorts"].includes($worn.lower.name)>> <<He>> takes notice of your football gear, and looks surprised. "Didn't take you for the type," <<he>> says. "It's been a while since I've played." <<elseif $worn.upper.type.includes("school") or $worn.lower.type.includes("school")>> <<if Time.schoolDay>> "Good luck with school," <<he>> says. "I'm glad I was taught at home." <<else>> "Y'know, it's the weekend," <<he>> laughs. <<Hes>> referring to your school uniform. <</if>> <<elseif $worn.upper.name is "cow onesie" or $worn.lower.name is "cow print chaps" or $worn.lower.name is "cow onesie bottoms" or $worn.hands.name is "cow sleeves" or $worn.legs.name is "cow socks">> <<He>> takes notice of your cow print apparel. "I like what I see, cow<<girl>>. You'd fit right in." <<He>> quickly clarifies, "Don't actually try it." <<elseif $worn.head.name is "cowboy hat" or $worn.lower.name is "cowboy chaps">> <<He>> takes notice of your cowboy outfit. "When I offered to be partners, I didn't mean the old western type," <<he>> laughs. <<elseif $worn.upper.type.includes("sleep") or $worn.lower.type.includes("sleep")>> "You ought to go change soon," <<he>> says. "Would hate to see your jammies get ruined." <<elseif $worn.head.name is "straw hat">> <<He>> takes notice of your straw hat. "We've got matching hats." <<He>> beams. "Don't forget your sunscreen." <<elseif $worn.head.name is "racing helmet" or $worn.head.name is "riding helmet" or $worn.feet.name is "paddock boots" or $worn.feet.name is "field boots">> <<He>> takes notice of your riding gear. "We can go horseback riding sometime," <<he>> suggests. "If I wasn't so busy." <<else>> "I'm hoping the pigs don't take my clothes again," <<he>> sighs. "Make sure you leave room for supper later." <</if>> <</switch>> <<else>> You eat breakfast. You're not feeling talkative, and Alex seems content to focus on the food. <</if>> <br><br> <<He>> carries the empty plates to the sink. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<set _alex to C.npc.Alex>> You make Alex a cup of tea. No sugar, a little milk, as <<he>> likes it. <br><br> "Cheers," <<he>> says as you hand <<him>> the cup. <<if _alex.lust gte 20>> <<He>> smacks your <<bottom>> as you turn away. <br><br> <<link [[Get angry|Farm Breakfast Tea Angry]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<stress -6>><</link>><<llove>><<ldom>><<lstress>> <br> <<link [[Ignore|Farm Cottage]]>><<npcincr Alex dom 1>><<endevent>><</link>><<gdom>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Goad|Farm Breakfast Tea Goad]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous2>><<ggdom>> <br> <</if>> <<else>> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Th-that's not a very nice way to thank me," you say. <<elseif $speech_attitude is "bratty">> "Make your own damn tea next time," you say. <<else>> "Don't be rude," you say. <</if>> <br><br> Alex ogles your <<bottom>> while you speak. "Sorry," <<he>> says, grinning. "Couldn't resist." <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "If my tea displeases," you say, "you should punish me proper." <<elseif $speech_attitude is "bratty">> "You call that a smack?" you say, turning the other cheek. "Wuss. Try again." <<else>> "I barely felt that," you say. "Try again." <</if>> <<promiscuity2>> Alex rests <<his>> tea on the table, then reaches for your waist. "Not enough for you?" <<he>> asks as <<he>> bends you over <<his>> lap. "How about this?" <br><br> <<He>> spanks your <<bottom>> with <<his>> hand, but not very hard. <br><br> <<link [[Harder|Farm Breakfast Spank]]>><<sub 1>><<pain 4>><<trauma -6>><</link>><<gpain>><<ltrauma>> <br> <<link [[That's enough|Farm Breakfast Spank End]]>><</link>> <br><<effects>> <<set _alex to C.npc.Alex>> You make two cups of tea. No sugar and just a splash of milk for Alex, as <<he>> likes it. <br><br> "Cheers," <<he>> says as you hand <<him>> the cup. <<if _alex.lust gte 30>> <<He>> smacks your <<bottom>> as you turn away. <br><br> <<link [[Get angry|Farm Breakfast Tea Angry]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<stress -6>><</link>><<llove>><<ldom>><<lstress>> <br> <<link [[Ignore|Farm Cottage]]>><<npcincr Alex dom 1>><<endevent>><</link>><<gdom>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Goad|Farm Breakfast Tea 2 Goad]]>><<sub 1>><<npcincr Alex dom 3>><</link>><<promiscuous2>><<ggdom>> <br> <</if>> <<else>> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "O-oopsey," you say as you tip your own tea on <<his>> thigh. "I'm so clumsy. I hope you don't have to punish me." <<elseif $speech_attitude is "bratty">> "You call that a smack?" you say, turning the other cheek. "Wuss. Try again." <<else>> "I barely felt that," you say. "Try again." <</if>> <<promiscuity2>> Alex rests <<his>> tea on the table, then reaches for your waist. "Not enough for you?" <<he>> asks as <<he>> bends you over <<his>> lap. "How about this?" <br><br> <<He>> spanks your <<bottom>> with <<his>> hand, but not very hard. <br><br> <<link [[Harder|Farm Breakfast Spank]]>><<sub 1>><<npcincr Alex lust 5>><<set $daily.alex.spank to true>><</link>><<gpain>><<glust>><<ltrauma>> <br> <<link [[That's enough|Farm Breakfast Spank End]]>><</link>> <br><<effects>> <<set _alex to C.npc.Alex>> "Harder," you say. <<if (_alex.dom + _alex.lust) gte 40>> <<pain 4>><<trauma -6>> Alex pulls back <<his>> hand, then strikes your <<bottom>> with another blow. This one stings. <br><br> "This is what happens to bad <<girls>> like you," <<he>> says. <br><br> <<link [[Harder|Farm Breakfast Spank 2]]>><<sub 1>><<npcincr Alex lust 5>><</link>><<ggpain>><<glust>><<lltrauma>> <br> <<link [[That's enough|Farm Breakfast Spank End]]>><</link>> <br> <<else>> Alex pulls back <<his>> hand for another blow, then hesitates. <br><br> "That's enough," <<he>> says. "I think you've learned your lesson." <i>Higher dominance and lust would encourage <<him>> to take it further.</i> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set _alex to C.npc.Alex>> "H-harder," you say. <<if (_alex.dom + _alex.lust) gte 50>> <<pain 8>><<trauma -12>> Alex bullies your <<bottom>> with a volley of stinging blows. "You'll be a good <<girl>> from now on," <<he>> says. "Won't you?" <<He>> leaves you tingling. <br><br> <<link [[Harder|Farm Breakfast Spank 3]]>><<npcincr Alex lust 5>><</link>><<gggpain>><<glust>><<llltrauma>> <br> <<link [[That's enough|Farm Breakfast Spank End]]>><</link>> <br> <<else>> Alex pulls back <<his>> hand for another blow, then hesitates. <br><br> "That's enough," <<he>> says. "I think you've learned your lesson." <i>Higher dominance and lust would encourage <<him>> to take it further.</i> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set _alex to C.npc.Alex>> "Harder!" you scream. <<if (_alex.dom + _alex.lust) gte 60>> <<pain 12>><<trauma -18>> Alex pulls back <<his>> hand, and delivers a mighty blow to your <<bottom>>. Tears launch from your face as the force lurches you forward. <br><br> <<if (_alex.dom + _alex.lust) gte 70>> "Now to make it up to me," <<he>> says. <<He>> pushes your legs off <<his>> lap, and grabs your hair. "Put that mouth of yours to its proper use." <<He>> <<npcUndressText _alex "lower" "self">>, <<npcRevealText _alex "lower">>. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Lick|Farm Breakfast Oral]]>><<set $sexstart to 1>><<set $daily.alex.breakfastSex to true>><</link>><<promiscuous4>> <br> <</if>> <<link [[Pull away|Farm Breakfast Oral Refuse]]>><<npcincr Alex dom -1>><</link>> <br> <<else>> "I think you've learned your lesson," <<he>> says as <<he>> pushes you off <<his>> lap. <<He>> hesitates when <<he>> sees your tears. "I hope I didn't hit too hard." <i>Higher dominance and lust would encourage <<him>> to take it further.</i> <br><br> <<link [[Reassure|Farm Breakfast Spank Reassure]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br> <<link [[Complain|Farm Breakfast Spank Complain]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <</if>> <<else>> Alex pulls back <<his>> hand for another blow, then hesitates. <br><br> "That's enough," <<he>> says. "I think you've learned your lesson." <i>Higher dominance and lust would encourage <<him>> to take it further.</i> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcoral>> <<set $enemytrust += 100>><<promiscuity4>> <</if>> <<effects>> Alex sips <<his>> tea. <br><br> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Breakfast Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Breakfast Oral]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Alex reclines in <<his>> chair and finishes <<his>> tea.<<glove>><<lllust>><<npcincr Alex love 1>><<npcincr Alex lust -10>> <br><br> <<tearful>> you return the empty mug to the kitchen. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Cottage]]>><</link>> <br> <<elseif $enemyhealth lte 0>> Alex shields <<his>> genitals. "You could've said something," <<he>> says. "Ow."<<llove>><<ldom>><<npcincr Alex dom -1>><<npcincr Alex love -1>> <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Cottage]]>><</link>> <br> <<else>> "Fine," Alex says. "You can make it up to me later." <br><br> <<tearful>> you return to the kitchen. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Cottage]]>><</link>> <br> <</if>><<effects>> You pull away from Alex's grasp. "Fine," <<he>> says. "You'll make it up to me later." <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "D-don't worry about that," you say. "This is what I wanted." <<elseif $speech_attitude is "bratty">> "Don't insult me," you say. "I'd have said something if you were too rough." <<else>> "You were good," you say. "I'd have said something if you were too rough." <</if>> <br><br> Alex nods. "It was intense," <<he>> says. "That's all." <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you were a bit rough," you say. "I won't be able to sit." <<elseif $speech_attitude is "bratty">> "You're a brute," you say. "I won't be able to sit." <<else>> "You were too rough," you say. "I won't be able to sit." <</if>> <br><br> Alex nods. "Sorry," <<he>> says. <<He>> looks away. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> You squirm free of Alex's grip. "You've learned your lesson," <<he>> says. <<He>> sips <<his>> tea. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I have other things to do," you say. "And I can't make it as well as you." <<elseif $speech_attitude is "bratty">> "I'm not your servant," you say. "Get your own tea." <<else>> "I'm busy," you say. "Sorry." <</if>> <br><br> "Fine," Alex says, stretching. "I'll remain parched." <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> You sit in front of the TV as Alex enters the kitchen. You hear the water boil. Alex returns a minute later, carrying two steaming mugs. <br><br> <<if C.npc.Alex.lust gte 20>> "Anything else I can do?" <<he>> says, bending over to place the mug on the small table beside you. <br><br> <<link [[Kiss|Farm Breakfast Kiss]]>><<npcincr Alex love 1>><<npcincr Alex lust 5>><</link>><<kissvirginitywarning>><<glove>><<glust>> <br> <<if hasSexStat("promiscuity", 4) and !playerChastity("hidden") and (!playerChastity("cage") or $player.vaginaExist)>> <<link [[Press Alex's head into your groin|Farm Breakfast Receive Oral]]>><<set $sexstart to 1>><<set $daily.alex.breakfastSex to true>><</link>> <br> <</if>> <<link [[Just drink your tea|Farm Breakfast Just]]>><</link>> <br> <<else>> The tea is relaxing. <br><br> <<if Time.hour gte 6>> <<He>> glances at the clock on the wall. "Time for work. I'll see you around," <<he>> says, rising to <<his>> feet and heading for the door. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <<else>> <<farm_cottage_tv_options>> <<link [[Stand up|Farm Cottage]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> You hold the back of Alex's head, and pull <<him>> into a kiss.<<set $consensual to 1>> <<if $farm_stage gte 7 and $alex_countdown is undefined>> <<takeKissVirginity "Alex" "loveInterest">> <<else>> <<takeKissVirginity "Alex" "romantic">> <</if>> <<promiscuity1>> <<He>> straddles you, pinning you to the chair as <<his>> lips work down your jaw, then assault your neck. <<He>> gives you a playful bite before rolling onto the sofa beside you. <br><br> <<farm_cottage_tv_options>> <<link [[Stand up|Farm Cottage]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> Alex looks you in the eye as <<he>> drops to <<his>> knees in front of you. <<He>> rests <<his>> hands on <<his>> thighs. <<maninit>> <<if $player.penisExist and $player.vaginaExist>> <<if random(1, 2) is 2 and !playerChastity("cage")>> <<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>> <<else>> <<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>> <</if>> <<elseif $player.penisExist and !playerChastity("cage")>> <<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>> <<else>> <<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>> <</if>> <<set $enemytrust += 100>><<promiscuity4>> <<set $NPCList[0].location.head to "genitals">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $orgasmdown gte 1>> <span id="next"><<link [[Next|Farm Breakfast Receive Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Breakfast Receive Oral]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Alex leans against the chair, panting. "Shit," <<he>> says. "I wanted to get you off." <br><br> <<tearful>> you make room for <<him>> on the sofa. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> <<He>> drops backward, into a sitting position. "Am I that out of practice?" <<he>> says. <br><br> <<tearful>> you make room for <<him>> on the sofa. <br><br> <<clotheson>> <<endcombat>> <<elseif $orgasmdown gte 1>> You shut your eyes as the orgasm wracks your body. You open them, and find Alex grinning at you. "I think you liked that," <<he>> says. "I treat my <<girl>> right." <br><br> <<tearful>> you make room for <<him>> on the sofa. <br><br> <<clotheson>> <<endcombat>> <<else>> <<tearful>> you make room on the sofa beside you. <br><br> <<clotheson>> <<endcombat>> <</if>> <<npc Alex>><<person1>> <<farm_cottage_tv_options>> <<link [[Stand up|Farm Cottage]]>><<endevent>><</link>> <br><<effects>><<wearProp "tea">> <<if $speech_attitude is "meek">> "I-I'm fine," you say. "Thanks for the tea." <<elseif $speech_attitude is "bratty">> "That'll be all," you say. You take a sip of tea. <<else>> "I'm fine," you say. "Thanks for the tea." <</if>> <br><br> Alex slumps onto the chair beside you. <br><br> <<farm_cottage_tv_options>> <<link [[Stand up|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<if $daily.alex.spank and $pain gte 20>> <<He>> looks remorseful when <<he>> sees your tears and wipes them with one hand, gently patting your back with the other. <<He>> gives you awkward reassurances, but you can tell <<hes>> trying <<his>> best. You feel slightly better.<<pain -10>><<lpain>> <br><br> <</if>> <<if $rng gte 91>> You watch a nature documentary. It observes ?animals in their natural habitat. Alex seems interested. <<He>> <<print either("shields your eyes from a particularly graphic scene", "leans forward to get a closer look", "shares some animal facts with you")>>. <<elseif $rng gte 81>> You watch an infomercial. It's <<print either("strange", "absurdly expensive", "not in your age demographic", "clearly meant for mature audiences")>>. <<switch random(1, 3)>> <<case 1>> "It's wild," <<he>> says. "The things people sell these days." <<case 2>> "C'mon, who'd fall for that?" <<He>> gestures bewilderedly at the screen. <<case 3>> "My <<sister_npc>> bought that once," <<he>> chuckles. "It came busted." <</switch>> <<elseif $rng gte 71>> You watch the news. It's <<print either("some famous person's birthday", "the weather", "showing off the locales", "interviewing the locals")>>. Alex complains about nothing in particular. <<elseif $rng gte 61>> You watch an old sports game. Alex <<if random(1,2) is 1>>cheers vibrantly when <<his>> team scores a goal.<<else>>agonises over a loss, despite already knowing the outcome of the game.<</if>> <<elseif $rng gte 51>> You watch a foreign sitcom. Alex complains about reruns. "<<print either("I left off on a cliffhanger,", "I thought this was a different episode,", "Not this again,")>>" <<he>> sighs. <<elseif $rng gte 41>> You watch a drama. Alex stares out the window. <<if Weather.precipitation is "rain">> "It's nasty out," <<he>> groans. <<elseif Weather.precipitation is "snow">> <<if $christmas is 1 and Time.monthDay is 25>> "Just in time for Christmas," <<he>> says. <<else>> <<if random(1,2) is 1>>"Be sure to bundle up," <<he>> says.<<else>>"Hope you're prepared to shovel," <<he>> laughs, then sighs. "My back's not looking forward to it."<</if>> <</if>> <<elseif Weather.fog>> "Foggy, as usual," <<he>> remarks. <<else>> "I could've sworn..." <<He>> trails off. <</if>> <<elseif $rng gte 31>> You try to watch something, but the volume's too quiet. Alex turns it up, then back down during an action scene. "I hate when that happens," <<he>> says. <<elseif $rng gte 21>> You watch an animated show. Alex<<print either("'s eyes widen with nostalgia", " barely pays attention", " laughs at slapstick")>>. You share <<his>> sentiment. <<elseif $rng gte 11>> Alex squeezes your arm, gestures at the TV, and beams. "I've seen this a zillion times, but this part always gets me." You perk up a little. <<else>> Alex flips through the channels, but you're unable to find anything you like. "Nothing good on this hour." <<He>> shrugs. <</if>> <br><br> <<if Time.hour gte 6>> <<He>> glances at the clock on the wall. "Time for work. I'll see you around," <<he>> says, rising to <<his>> feet and heading for the door. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <<elseif $alex_countdown is undefined>> <<link [[Keep watching (0:20)|Farm Breakfast TV]]>><<pass 20>><<stress -6>><</link>><<lstress>> <br> <<link [[Cuddle Alex (0:40)|Farm Breakfast Cuddle]]>><<npcincr Alex love 1>><<pass 40>><</link>><<glove>> <br> <<link [[Stop|Farm Cottage]]>><<endevent>><</link>> <br> <<else>> <<link [[Keep watching (0:20)|Farm Breakfast TV]]>><<pass 20>><<stress -6>><</link>><<lstress>> <br> <<link [[Stop|Farm Cottage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set _alex to C.npc.Alex>> <<alexRemyTattoosCheck "cuddle">> You get comfy beside Alex. <<if $daily.alex.spank and $pain gte 20>> <<He>> looks remorseful when <<he>> sees your tears and wipes them with one hand, gently patting your back with the other. <<He>> gives you awkward reassurances, but you can tell <<hes>> trying <<his>> best. You feel slightly better.<<pain -10>><<lpain>> <br><br> <</if>> <<switch random(1, 10)>> <<case 1>> <<if _alex.dom gte 30>> <<He>> drops the remote. "Shit," <<he>> says. "Mind getting that for me?" You reach over, and hand it to <<him>>. "Thanks." <<He>> looks away from you, whistling idly. <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and hasSexStat("exhibitionism", 5)>> You realise <<he>> dropped it on purpose to look up your skirt, prompting you to flip it back up when <<he>> looks your way again. <<He>> avoids your gaze, then smirks, blushing profusely.<<npcincr Alex lust 3>><<glust>> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> You get flustered, and realise <<he>> dropped it on purpose to look up your skirt. You ruffle <<his>> hair until <<he>> admits to it.<<stress 6>><<gstress>><<npcincr Alex lust 1>><<glust>> <<else>> <<He>> sports a big grin on <<his>> face, which you question. "I saw something good. Brightened my day a little."<<npcincr Alex lust 1>><<glust>> <</if>> <<elseif _alex.dom lte -30>> The remote falls off. "I'll get that," <<he>> says. <br><br> Your gaze lingers at <<his>> <<print (_alex.pronoun is "f" ? "boyshorts" : "boxers")>> taut against <<his>> toned butt as <<he>> reaches to grab it. "I-I'm onto you." Alex blushes, pointing at you as <<he>> slouches back.<<npcincr Alex lust 1>><<glust>><<arousal 100>><<garousal>> <<else>> The remote falls off. You both reach for it at the same time, and your hands meet. <<He>> can't help but chuckle, and you follow suit. <</if>> <<case 2>> <<He>> strokes your hair while you gaze at the sunrise together. "It's gorgeous. I know someone like that. <<pShes>> real close." <<He>> leans in to kiss your cheek, then grins. "I don't have to go far." <<case 3>> <<He>> flips the channel. It's a movie in the middle of a lewd scene. <<He>> glimpses at you, but changes it quickly.<<npcincr Alex lust 1>><<glust>> <<if Time.hour isnot 6>> <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Tease about it|Farm TV Tease]]>><<npcincr Alex lust 5>><<arousal 200>><</link>><<promiscuous1>><<glust>><<garousal>> <br> <</if>> <<link [[Ask what Alex saw|Farm TV Ask]]>><<npcincr Alex lust 3>><<arousal 100>><</link>><<glust>><<garousal>> <</if>> <<case 4>> You press foreheads together, and rub your noses together during a commercial break. <<case 5>> You displace <<his>> <<npcClothesText _alex "upper">>, exposing <<his>> toned midriff. You blow hot air and rub your face against it. <<He>> cracks up at the sight.<<npcincr Alex lust 1>><<glust>> <<case 6>> "It's nice and quiet," <<he>> says as <<he>> fluffs the pillows. "Wish we could spend all day like this." <<He>> spoons you, and <<if ($harpy gte 6 and $transformationParts.bird.wings isnot "hidden") or ($angel gte 6 and $transformationParts.angel.wings isnot "hidden") or ($demon gte 6 and $transformationParts.demon.wings isnot "hidden") or ($fallenangel gte 2 and $transformationParts.fallenAngel.wings isnot "hidden")>> strokes your wings. <<elseif ($wolfgirl gte 3 and $transformationParts.wolf.ears isnot "hidden") or ($cat gte 4 and $transformationParts.cat.ears isnot "hidden") or ($cow gte 4 and $transformationParts.cow.ears isnot "hidden") or ($fox gte 4 and $transformationParts.fox.ears isnot "hidden")>> scratches behind your ears. <<elseif $wolfgirl gte 6 or $fox gte 6>> rubs your tummy. <<elseif $cat gte 6>> pets your hair. <<elseif $cow gte 6>> scratches your nose. <<else>> strokes your face. <</if>> Feeling at peace, you gaze into each other's eyes. <<case 7>> <<if C.npc.Alex.pregnancy.noBirthControl isnot true and ($settings.playerPregnancyHumanEnabled or $settings.npcPregnancyEnabled) and (!npcIsPregnant("Alex") or !playerIsPregnant()) and C.npc.Alex.gender isnot $player.sex>> <<set C.npc.Alex.pregnancy.noBirthControl to true>> <</if>> <<if (npcIsPregnant("Alex") or playerIsPregnant()) and (C.npc.Alex.pregnancy.selfKnowledge or C.npc.Alex.pregnancy.pcKnowledge)>> "What do you think about <<if childrenCountBetweenParents("Alex","pc") gte 1 or childrenCountBetweenParents("pc","Alex") gte 1>>our family growing<<else>>us having a family<</if>> soon?" you ask, resting your head on <<his>> shoulder. <br><br> <<He>> wraps an arm around you and pauses for a moment. "Being blunt, I'm nervous. It still feels surreal." <br><br> "Are you happy about it?" you ask. <br><br> "Of course." <<He>> softly bumps <<his>> head against yours. "Couldn't be any happier." <<elseif C.npc.Alex.pregnancy.pills is "fertility" and C.npc.Alex.pregnancyAvoidance is 0>> "Do you think this is gonna work? You know, this baby thing," you ask Alex. <br><br> <<He>> wraps an arm around you and pauses for a moment. "I'm not sure. Even taking the right measures, it still is a difficult task to get pregnant." <br><br> "Maybe we should work a little harder?" <br><br> "Sure, cow<<if $player.gender_appearance is "f">>girl<<else>>boy<</if>>." <<He>> softly bumps <<his>> head against yours. "Won't catch me complaining about that." <<elseif childrenCountBetweenParents("pc","Alex") gte 1 or childrenCountBetweenParents("Alex","pc") gte 1>> "What do you think about us having a family now?" you ask, resting your head on <<his>> shoulder. <br><br> <<He>> wraps an arm around you, and pauses for a moment. "Honestly, I never expected it. Not so soon, at least." <br><br> "Are you happy about it?" you ask. <br><br> "Of course." <<He>> softly bumps <<his>> head against yours. <<if C.npc.Alex.pregnancy.nursery is true>>"Couldn't be any happier."<<else>>"But I do miss my little fellas."<</if>> <<else>> "What do you think about having a family?" you ask, resting your head on <<his>> shoulder. <br><br> <<He>> wraps an arm around you, and pauses for a moment. <<if (knowsAboutAnyPregnancy("pc", "Alex") and C.npc.Alex.gender is "m") or ($genderknown.includes("Alex") and $player.penisExist and C.npc.Alex.gender is "f") or ($genderknown.includes("Alex") and $player.sex isnot _alex.gender) or (!$genderknown.includes("Alex") and $player.gender_appearance isnot _alex.gender)>> "Being honest, I didn't consider it. Dunno how I'll manage without booze. But I wouldn't mind. If it makes you happy, I'd be tenfold," <<he>> says, beaming at you. <<else>> "We could adopt. But I heard it's expensive. And we've got our hands full as is. Dunno how I'll manage without booze." <<He>> suddenly grins. "If it makes you happy though, I'd be tenfold." <</if>> <br><br> "And if I don't want kids?" <br><br> "Then why'd you ask?" <<He>> softly bumps <<his>> head against yours. "Like I said. Whatever makes you happy." <</if>> <<case 8>> You reach over <<his>> shoulder, and try to snatch the remote. <<if $bodysize is 3>> <<He>> raises it up high, but you're tall enough to seize it anyway. "Fuck, I should've known," <<he>> cracks up. <br><br> You swoop in to kiss <<him>> mid-laugh, and <<he>> turns red.<<takeKissVirginity "Alex" "loveInterest">> <<elseif currentSkillValue('athletics') gte 800>> <span class="green"><<His>> reflexes are fast, but yours prove faster.</span> "You won, fair and square. Now give it back." <<He>> folds <<his>> arms. <br><br> <<if $speech_attitude is "meek">> "A-are you mad?" you giggle, clinging your arms to <<hers>>. "M-maybe you should watch me instead." <<elseif $speech_attitude is "bratty">> "Did I touch a nerve?" you tease, flicking <<his>> nose. "I should be your main source of entertainment." <<else>> "Don't be grumpy," you say, placing yourself between <<his>> arms and chest. "You've got access to a show, right in front of you." <</if>> <br><br> <<His>> demeanour slips as <<he>> cracks a smile. "You're absolutely right." Shortly after, you exchange a playful kiss.<<takeKissVirginity "Alex" "loveInterest">> <<else>> <span class="red"><<He>> readily moves it away.</span> You slip, and hang off the sofa. "I've got you," <<he>> exclaims, <<if _alex.dom gte 30>> grabbing your <<bottom>> and hoisting you onto <<his>> lap. "I'm sorry. I'd never let my <<girl>> down." <<He>> slides a hand down the small of your back. <<elseif _alex.dom lte -30>> pulling you back up. "You gave me a fright. Are you okay?" When you nod, <<he>> sighs in relief, and rubs your back. "Just say something next time." <<else>> pulling you back up. "That was a close one. Sorry." <<He>> wraps an arm around you and after a moment, starts laughing. "I couldn't just let you win though." <</if>> <br><br> You lean forward, expecting a kiss. <<He>> indulges you, and after some playful back and forth, pulls away, blushing.<<takeKissVirginity "Alex" "loveInterest">> <</if>> <<case 9>> You lock your arms and legs around <<him>>, just as <<hes>> about to shift. <br><br> <<if _alex.dom gte 30>> <<He>> squeezes you tightly into <<his>> toned arms. "Looks like we had the same idea." <<He>> grins. <<elseif _alex.dom lte -30>> "I was just making myself comfy," <<he>> yawns, wrapping your arms around <<himself>> as <<he>> lies on your chest. <<else>> "Don't worry, I'm not going anywhere." <<He>> gives you a warm smile, and pulls you into a secure embrace. <</if>> <<case 10>> Your hands traverse <<his>> legs, and you clutch <<his>> toned thighs.<<npcincr Alex lust 1>><<glust>> <br><br> <<if $daily.alex.breakfastSex>> "R-revved up for round two?" <<he>> says, a blush spreading across <<his>> face. "You're something else. Give me some time to warm up, first." <<elseif _alex.dom gte 30>> "Best be careful, tempting me like that," <<he>> whispers, and blows into your ear. "I bet you'd like the result." <<elseif _alex.dom lte -30>> "What've you got planned in that head of yours?" <<He>> flushes instantaneously, giving you a coy smile. <<else>> "You can settle down, <<girl>>," <<he>> says in a low voice, taking you by the hands. "We've plenty of time to ride later." <</if>> <</switch>> <br><br> <<if Time.hour gte 6>> <<He>> glances at the clock on the wall and rises to <<his>> feet. "Time for work. Hope to see you around." <<He>> smiles, waving goodbye. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br> <<else>> <<if (playerPregnancyPossibleWith("Alex") or NPCPregnancyPossibleWithPlayer("Alex")) and C.npc.Alex.pregnancy.noBirthControl is true and C.npc.Alex.pregnancy.pills isnot "fertility">> <<link [[Ask to have a baby|Farm Cottage Baby Request]]>><</link>> <<if C.npc.Alex.vagina isnot "none">> <i><span class="blue">This will make Alex more fertile till <<nnpc_his "Alex">> next pregnancy.</span></i> <<else>> <i><span class="blue">This will make Alex more virile till your next pregnancy.</span></i> <</if>> <br><br> <</if>> <<link [[Keep cuddling (0:20)|Farm Breakfast Cuddle]]>><<npcincr Alex love 1>><<pass 20>><</link>><<glove>> <br> <<link [[Watch TV (0:20)|Farm Breakfast TV]]>><<pass 20>><<stress -6>><</link>><<lstress>> <br> <<link [[Get up|Farm Cottage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set _alex to C.npc.Alex>> <<set $daily.alex.tvTease to true>> <<if $speech_attitude is "meek">> "W-were you imagining us instead?" You smile coyly, caressing <<his>> neck. <<elseif $speech_attitude is "bratty">> You grab Alex by the collar and look <<him>> in the eye. "Admit it. You want us to act that out." <<else>> You cup <<his>> cheek and ask softly, "Saw something you wanted to try?" <</if>> <br><br> "N-no, I—" Alex swallows. "It hadn't crossed my mind." You know <<hes>> lying. <br><br> <<if $speech_attitude is "meek">>Frustrated<<elseif $speech_attitude is "bratty">>Determined<<else>>Focused<</if>>, you push <<him>> against the headrest and straddle <<him>>. <<if $player.breastsize gte 5>> The sight of your <<breasts>> looming over <<his>> face makes <<him>> audibly gulp. <<else>> The pressure of your <<bottom>> on <<his>> lap becomes too much for <<him>> to withstand. <</if>> <<promiscuity1>> <<His>> pretence shatters, and <<he>> holds the back of your head, as well as your thigh. <<He>> leans in with parted lips. You swerve at the last second. <<He>> looks baffled and <<if _alex.dom gte 30>> sighs. "Keep teasing me like that, and I might just lose it." <<elseif _alex.dom lte -30>> stammers. "D-did I do something wrong?" <<else>> wide-eyed. "Wh-what was that all about?" <</if>> <br><br> You don't say anything, and resume cuddling like it never happened. <br><br> <<farm_cottage_tv_options>> <<link [[Get up|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<set $daily.alex.tvTease to true>> <<if $speech_attitude is "meek">> "Hey..." You briefly squeeze <<him>> and plead. "I wanted to see. P-please change it back?" <<elseif $speech_attitude is "bratty">> "Hey, I didn't get to see shit," you complain, punching <<his>> arm lightly. "I'd appreciate it if you'd change it back for me." <<else>> "Hey, I didn't get to see," you say as you wrap your arms around <<him>>. "Could you change it back for me?" <</if>> <br><br> Alex starts to flush, fanning <<himself>> with <<his>> collar. "Th-there wasn't anything worth seeing." <<He>> hesitates. "I did you a favour." <br><br> <<if $speech_attitude is "meek">> "Th-that doesn't look right." You gently grab <<his>> wrists and look <<if $bodysize isnot 3>>up <</if>>at <<him>>. "Please tell me." <<elseif $speech_attitude is "bratty">> "Your face tells a different story, you liar." You cross your arms and lean forward. "Fess up. Now." <<else>> "I'm pretty sure we're in room temperature." You creep up to <<his>> face. "Tell me, what did you see?" <</if>> <br><br> <<He>> shakes <<his>> head, keeping <<his>> lips sealed. You continue to press <<him>>. <br> <<He>> squirms. You're told that it was a scene about two people. You press further. <br> <<His>> reservation cracks. It felt embarrassing to <<him>>. Further. <br> <<He>> stammers out that <<he>> can't explain. You ask why. <br> Then, <<he>> raises <<his>> voice. "They were going at it, alright? N-naked—" <br> You eagerly wait. "I-I thought about us instead," <<he>> heaves, <<his>> face and neck fiercely red. <br> "I knew it all along," you finally admit. "I was just messing with you." <br> "Y-you... You mean to tell me—" <<He>> trails off, in disbelief. <br><br> After a few moments, you resume cuddling like nothing happened. <br><br> <<farm_cottage_tv_options>> <<link [[Get up|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> You pull up a chair, and help Alex manage the business. <<if $rng gte 3>> <<He>> talks to one of your customers in town. They sound pleased by the quality of the farm's <<print either("milk", "eggs", "truffles", "produce", "yield", "grains", "fruit", "vegetables", "harvest")>>. <<elseif $rng gte 2>> <<He>> talks to one of your suppliers, and tries to negotiate a better deal. <<else>> <<He>> gives you a rundown of the farm's expenses. <</if>> <br><br> <<if currentSkillValue('maths') gte random(1, 1000)>> <<if $rng gte 3>> <span class="green">You convince Alex to charge more per <<print either("pint", "gallon", "kilo", "gram", "weight", "carton", "bushel", "ton")>>.</span><<farm_yield 3>><<ggfarm>> <br><br> "You're quick on your feet," <<he>> says. "Thanks for the help." <<elseif $rng gte 2>> You find an email from another business buried in Alex's spam folder, offering a better deal. You show it to Alex, <span class="green">and <<he>> uses it as leverage.</span><<farm_yield 3>><<ggfarm>> <br><br> "Guess I should check my email more often," <<he>> chuckles. <<else>> <span class="green">You spot some pennies that could be saved.</span><<farm_yield 3>><<ggfarm>> <br><br> "Every penny counts," <<he>> says, patting your back. "Good work." <</if>> <<else>> The desk is a chaotic mess, and the contents of <<his>> laptop are no better. You organise things. <<mathsskill 2>><<ggmaths>> <br><br> "Thanks anyway," Alex holds the phone closer to <<his>> face. "Sorry. You were saying?" <</if>> <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> <<alexRemyTattoosCheck "cuddleDesk">> You sit beside Alex, and make yourself comfy. <<switch random(1, 8)>> <<case 1>> <<Hes>> in an intense conversation with a supplier, but shows no sign of discomfort. <<He>> wraps <<his>> free arm around you. <<case 2>> <<Hes>> talking to a customer, but doesn't seem to mind. You catch <<him>> grinning at you every now and then. <<case 3>> <<Hes>> on hold. <<He>> pulls you in and pecks your cheek, beaming. <<case 4>> <<Hes>> in the middle of dialling. "Nice timing," <<he>> teases, ruffling your hair. "It's the calm before the storm. Get ready." <<case 5>> <<He>> tries to keep <<his>> mind off the call. <<His>> gaze meets yours. "I'm glad you moseyed over." <<He>> smiles faintly. <<case 6>> You rub your cheek against <<hers>>, content to listen to the sound of <<his>> voice. <<case 7>> Bored, you bump your head against <<hers>>. <<if ($demon gte 2 and $transformationParts.demon.horns isnot "hidden") or ($cow gte 2 and $transformationParts.cow.horns isnot "hidden")>> <<He>> recoils in pain, and you suddenly remember you have horns. Before you can apologise, <<he>> bumps back. You both laugh, hands on your foreheads. <<else>> <<He>> does the same. This exchange continues for quite some time. <</if>> <<case 8>> <<if $exposed gte 1>> <<Hes>> transfixed by your <<lewdness>>. "Y-yes. I was listening," <<he>> stutters on the phone, noticeably blushing. <<else>> You stare at the sheer amount of clutter on <<his>> desk. You hear <<him>> sigh. "I know how it looks, but I've got bigger priorities." <<He>> winks and nudges your shoulder. <</if>> <</switch>> <br><br> <<if Time.hour gte 21>> <<He>> glances at <<his>> bedside clock, and rises to <<his>> feet. "Time to hit the hay," <<he>> says, kissing you goodnight.<<takeKissVirginity "Alex" "loveInterest">> <br><br> <<link [[Get up|Farm Alex Bedroom]]>><<endevent>><</link>> <br> <<else>> <<link [[Keep cuddling (0:30)|Farm Phone Cuddle 2]]>><<npcincr Alex love 1>><<pass 30>><</link>><<glove>> <br> <<link [[Get up|Farm Alex Bedroom]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set _alex to C.npc.Alex>> <<switch random(1, 10)>> <<case 1>> "You're strong," you whisper, feeling up <<his>> toned arms. Alex swells <<his>> chest, and feel yours after ending a call.<<npcincr Alex lust 1>><<glust>> <br><br> <<if $physique gte ($physiquesize / 7) * 6>> "You're even stronger," <<he>> whispers back, admiring your muscle definition. "I'm impressed." <<He>> plants a kiss on your cheek.<<npcincr Alex dom -1>><<ldom>> <<elseif $physique gte ($physiquesize / 7) * 5>> "You as well. We're about the same," <<he>> observes, planting a kiss on your cheek. <<elseif $physique gte ($physiquesize / 7) * 4>> "Not bad yourself. Could lift a few more hay bales," <<he>> teases, planting a kiss on your cheek. <<else>> "A little soft," <<he>> remarks. "It's alright. I'm strong enough for the two of us." <<He>> plants a kiss on your cheek.<<npcincr Alex dom 1>><<gdom>> <</if>> <<case 2>> You whisper sweet nothings in Alex's ear. As the call progresses, so does the lewdness in your words. By the end, <<his>> bright red face emits heat, and <<he>> can't stop stammering.<<npcincr Alex lust 1>><<glust>> <br><br> "I'm sorry, can you repeat that?" a voice on the phone says. <<case 3>> The music on hold grates Alex. <<He>> grumbles, <<if _alex.dom gte 30>> grappling you to <<his>> lap. <<He>> tousles your hair. <<elseif _alex.dom lte -30>> sinking to your lap. You brush your fingers through <<his>> fringe, and <<he>> fiddles with your hair. <<else>> leaning into your body. You play with each other's hair. <</if>> <br><br> "Hang in there, partner," you sigh in contentment. <<He>> beams at you. <<case 4>> You make silly faces at Alex to see if <<he>> reacts. <<He>> stifles a laugh, then <<if (_alex.dom + _alex.lust) gte 40>> grabs your chin and tilts it. <<He>> goes for a kiss that lingers, breaking it off with a smug grin. "What's the matter? Don't tell me your face got stuck like that." <<takeKissVirginity "Alex" "loveInterest">><<arousal 100 "mouth">><<garousal>> <<elseif _alex.dom lte -30>> tickles you underneath your chin. "Quit messin' around, you goof. Unless you wanna take over." <<He>> almost hands the phone over, but decides against it, chuckling. <<else>> gives you a stern look and tugs your cheek. "You goof, I'm trying to do business." <</if>> <<case 5>> <<if npcIsPregnant("Alex") and C.npc.Alex.pregnancy.selfKnowledge is true>> Done with a call, Alex reflexively pulls out a bottle from under <<his>> desk. <<He>> catches <<himself>> before opening it and looks at you sheepishly. "Probably shouldn't drink this, huh?" <<He>> puts the bottle back. <<else>> Done with a call, Alex retrieves a bottle from under <<his>> desk, chugs it, and slumps on your lap. "I luh—" <<He>> takes another swig. "love—" Another. "yooooouuu..." Last one. "Shh'top looking at me like that..." You take the bottle away from <<him>>. <</if>> <<case 6>> You lower your head to Alex's chest, and <<he>> cradles it. "Don't whiff too hard," <<he>> chuckles. "I know I need another shower." <br><br> You doze, and wake up still held in <<his>> arms.<<tiredness -6>><<ltiredness>> <<case 7>> While Alex is engrossed in the call, <<if $speech_attitude is "meek">> you swivel your chair in circles, throwing yourself at <<him>> at peak momentum. <<He>> catches you, begrudgingly. <<elseif $speech_attitude is "bratty">> you rest your legs atop <<his>> chair, lightly prodding <<his>> head with your feet. "Uh—" <<he>> says, annoyed. "As I was saying—" <<else>> you swing back and forth in your chair, holding onto the desk so you don't fall. <<He>> urges you to stop before you get hurt. <</if>> <br> You lean in and <<if $speech_attitude is "meek">>gingerly<<elseif $speech_attitude is "bratty">>greedily<<else>>eagerly<</if>> <<if $player.breastsize gte 5>> smother <<his>> face with your <<breasts>>, <<else>> squish your chest against <<hers>>, <</if>> capturing <<his>> full attention. Face crimson, <<he>> almost drops the phone before regaining <<his>> composure.<<npcincr Alex lust 1>><<glust>> <<case 8>> "I've been sitting for too long," Alex says, putting the phone away. "I need to stretch." <<He>> gets up from <<his>> chair. <br><br> You ogle <<his>> assets and exposed skin as <<he>> groans and stretches from different positions. <<He>> scolds you while flustered.<<npcincr Alex lust 1>><<glust>><<arousal 50>><<garousal>> <<case 9>> <<if _alex.dom lte -30 or $stress gte ($stressmax / 5) * 3>> "Mind holding this for me?" Alex says, handing you the phone. <<He>> starts vigorously massaging your shoulders, and works <<his>> way down your back. <br><br> <<if $panicparalysis gte 1 and $controlled is 0>> You completely freeze up, and drop the phone. <<He>> picks it back up and says, "It's okay." <<elseif $panicattacks gte 1 and $controlled is 0>> You flinch at first, but try to relax and take deep breaths. <</if>> <<Hes>> skilled with <<his>> hands, albeit a little rough, putting the right amount of pressure to get your knots out. You stifle moans. <<if _alex.lust gte 20 and _alex.dom gte 10>> <<He>> slides a hand down to your <<bottom>> and gropes it, as an added touch.<<arousal 200 "bottom">><<garousal>> <</if>> <br><br> You thank <<him>>. <span class="green">It felt satisfying.</span> "Don't mention it." <<He>> smiles. "You looked tense."<<stress -12>><<llstress>> <<else>> Alex looks strained and fatigued. In hopes to soothe <<him>>, you start to <<handtext>> knead <<his>> shoulders and back muscles. <<if currentSkillValue("handskill") gte 800>> "I-I'll call you back," <<he>> says, hanging up the phone. <<He>> slumps against you, and breathes heavily, as if in a trance. <<elseif currentSkillValue("handskill") gte 400>> "One sec," <<he>> says, putting the phone down. <<He>> leans back, and puts <<his>> feet on the desk as <<he>> relaxes to your touch. <<else>> <<His>> expression doesn't change much as <<he>> continues to talk on the phone, but <<he>> seems appreciative for your effort. <</if>> <br><br> <<if $speech_attitude is "meek">> "You looked like you needed this. I-I worry about you," <<elseif $speech_attitude is "bratty">> "You overexert yourself. It's obvious that you needed this," <<else>> "I know you're capable of handling yourself, but I think you needed this," <</if>> you say. <br><br> <<He>> nods, bringing you closer for a shared respite. "I don't thank you enough." <<He>> grins. <</if>> <<case 10>> You sit on Alex's lap. <<He>> wraps <<his>> arms around you. <<if _alex.dom gte 30>> "You just love making my work difficult, don't you?" <<he>> whispers. "I like that about my <<girl>>. Everything about you is so damn cute." <<elseif _alex.dom lte -30>> "Fuck, I can't work like this." <<His>> voice wavers. "You always make it so damn hard to want to. Don't ever change." <<else>> "How am I supposed to work like this?" <<he>> chuckles. "That's my <<if $player.gender_appearance is "f">>wo<</if>>man, alright. Always so damn special and charming." <</if>> <</switch>> <br><br> <<if Time.hour gte 21>> <<He>> glances at <<his>> bedside clock, and rises to <<his>> feet. "Time to hit the hay," <<he>> says, kissing you goodnight.<<takeKissVirginity "Alex" "loveInterest">> <<else>> You share a pleasant embrace before deciding to get up. <<He>> waves as you separate, smiling. <</if>> <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> <<set _alex to C.npc.Alex>> <<set _genitals to (_alex.penis isnot "none" ? _alex.penisdesc : "pussy")>> You crawl beneath Alex's desk. You peek between <<his>> knees. <<Hes>> on the phone with a <<if random(1,2) is 1>>supplier. <<else>>customer. <</if>> You're not letting that stop you. <br><br> <<if $pronoun is "f">> You flip up <<his>> skirt, baring <<his>> boyshorts. <<else>> You unzip <<his>> trousers, baring <<his>> boxers. <</if>> You look <<him>> in the eye as you run a finger over <<his>> _genitals through the fabric. <<He>> tries to focus on <<his>> conversation, but <<his>> voice quivers at your touch. <<promiscuity4>> You pull aside <<his>> underwear. <br><br> <<link [[Next|Farm Alex Admin Oral]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>><<npcoral>><<set $NPCList[0].mouth to "none">> <<set $enemytrust += 100>> <</if>> <<effects>> <<set _alex to C.npc.Alex>> Alex talks on the phone, trying to keep <<his>> voice steady. <<switch random(1, 6)>> <<case 1>> <<if _alex.penis isnot "none" or $player.penisExist>> "Y-you won't be disappointed... We've got spunk." <<else>> "Th-there's no doubt... we're dedicated." <</if>> <<case 2>> <<if $player.penisExist>> "I-I need to be fertilised. F-fuck, I said I need fertiliser!" <<elseif _alex.penis isnot "none">> "I-I need them to sow my seed... Y-yes, seeds. Plural." <<else>> "W-we're plenty fertile. Y-yes, I meant the soil!" <</if>> <<case 3>> "B-Breeding is ahh... one of our expertise..." <<case 4>> "C-Certified, all natural, and ethically sourced..." <<case 5>> "Y-you'll be satisfied with our quality... I guarantee it." <<case 6>> "<<print either( "I-I'll get back to you on that", "Y-you won't find this anywhere else", "Y-you can get all the... you could ask for")>>..." <</switch>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Alex Admin Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Alex Admin Oral]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Your passion is convincing," says a voice on the phone. <<He>> sits up with a start, as if remembering <<he>> was in the middle of a conversation. <<He>> continues the conversation while blushing.<<glove>><<lllust>><<npcincr Alex love 1>><<npcincr Alex lust -10>><<gfarm>><<farm_yield 1>> <br><br> <<tearful>> you slip out from beneath the desk. Your work here is done. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "Ow," Alex says, holding you at arms-reach. <br><br> "Is everything okay?" asks a voice on the phone. <br><br> "Y-yes," <<he>> replies. "It's fine."<<llove>><<lfarm>><<npcincr Alex love -1>><<farm_yield -1>> <br><br> <<tearful>> you crawl out from beneath the desk. <br><br> <<clotheson>> <<endcombat>> <<else>> Alex continues the conversation, the person on the other end none the wiser. <br><br> <<tearful>> you crawl out from beneath the desk. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Farm Alex Bedroom]]>><</link>> <br><<effects>> <<npc Alex>><<person1>> <<if $phase is 3>> You hide in the kitchen. There's another knock, harder this time. <br><br> "What the fuck are you doing here?" Alex says. You see <<him>> approach through the window. Another figure walks to meet <<him>>. <span class="red">It's Bailey.</span> <br><br> "My ward is here," Bailey says. "<<pShe>> owes me. I'm here to collect." <br><br> <<link [[Confront Bailey|Farm Cottage Bailey Confront]]>><</link>> <br> <<link [[Let Alex deal with Bailey|Farm Cottage Bailey Deal]]>><</link>> <br> <<elseif $phase is 2>> You open the door. <span class="red">It's Bailey.</span> "Time to pay up," <<nnpc_he Bailey>> says. <br><br> You hear footsteps approach. Alex barges into the cottage, and stands beside you. "I'll support whatever you decide," <<he>> whispers. <br><br> <<cottage_bailey_options>> <<elseif $phase is 1>> Alex opens the door. <span class="red">It's Bailey.</span> <<nnpc_He Bailey>> looks past Alex, right at you. <br><br> "Time to pay up," <<nnpc_he Bailey>> says. <br><br> Alex glares at Bailey as <<he>> stands beside you. "I'll support you, whatever you decide," <<he>> whispers. <br><br> <<cottage_bailey_options>> <<else>> You open the door. <span class="red">It's Bailey.</span> <br><br> "Time to pay up," <<nnpc_he Bailey>> says. <br><br> Alex arrives at your side, and glares at Bailey. "I'll support you, whatever you decide," <<he>> whispers. <br><br> <<cottage_bailey_options>> <</if>> <<set $renttime to 7>><<set $rentday to Time.weekDay>><<effects>> You throw open the front door. Alex barges past Bailey, and stands beside you. "I'll support you, whatever you decide," <<he>> whispers. <br><br> <<cottage_bailey_options>><<effects>> "We're not giving you a penny," Alex says. "Now get the fuck off <<if C.npc.Alex.dom gte 20>> my <<else>> our <</if>> property." <br><br> "Fine," Bailey says. "My friends will be glad of it." <<nnpc_He Bailey>> turns and walks away. <br><br> <<if $bailey_encroach gte 1>> <span class="pink"><i>Bailey will throw more support behind Remy, making encroachment rise faster still. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span> <<else>> <span class="pink"><i>Bailey will support Remy's attacks on the farm, making encroachment rise faster. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span> <</if>> <br><br> <<link [[Next|Farm Cottage Bailey Refuse 2]]>><</link>> <br><<effects>> <<rentpay>> Alex glares at Bailey, then slams the door. <<if $bailey_encroach is undefined>> "This sucks," Alex says. "But I know we have our hands full already." <<else>> <<unset $bailey_encroach>> "I hate giving in to that thug," <<he>> says. "But it'll be nice to have some breathing space." <</if>> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm not paying," you say. You can't quite meet Bailey's gaze. "Go away." <<elseif $speech_attitude is "bratty">> "You're not getting a penny," you say. You glare at Bailey. "You have no power here." <<else>> "I won't let you bully me," you say, looking Bailey in the eye. "It's not your money." <</if>> <br> Alex rests a hand on your shoulder. "We won't be blackmailed," <<he>> says. "Get the fuck off <<if C.npc.Alex.dom gte 20>> my <<else>> our <</if>> property." <br><br> "Fine," Bailey says. "My friends will be glad of it." <<nnpc_He Bailey>> turns and walks away. <br><br> <<if $bailey_encroach gte 1>> <span class="pink"><i>Bailey will throw more support behind Remy, making encroachment rise faster still. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span> <<else>> <span class="pink"><i>Bailey will support Remy's attacks on the farm, making encroachment rise faster. <<nnpc_He Bailey>> will also send reinforcements during Remy's assaults.</i></span> <</if>> <br><br> <<link [[Next|Farm Cottage Bailey Refuse 2]]>><</link>> <br><<effects>> <<set $baileypaychain to 0>> <<set $baileyRefusedToPay += 1>> <<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>> <<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>> Alex slams the door. <<if $bailey_encroach is undefined>> <<set $bailey_encroach to 1>> "We're in this together," <<he>> says. "I'm not afraid of that thug." <<else>> <<set $bailey_encroach += 1>> "Let <<nnpc_him Bailey>> do <<nnpc_his Bailey>> worst," <<he>> says. <</if>> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>><<npc "Alex">><<setKnowsAboutPregnancy "Alex" "pc">><<setTalkedAboutPregnancy "Alex" "pc">> <<set C.npc.Alex.pregnancy.selfKnowledge to true>> <<if $farm_stage gte 7>> You sit next to Alex on the sofa. "So, what is it?" you ask. <<if npcBellyVisible("Alex")>> With a sigh, <<he>> takes your right hand and places it on <<his>> belly. You don't have to think too hard to conclude what that means. <<else>> <<He>> pulls something out of <<his>> pocket and hands it to you. It's a pregnancy test, and <span class="pink">it's positive.</span> <</if>> <<llstress>><<stress -12>> <br><br> Many thoughts rush through your head, but you can't help but smile. <br><br> <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> "Our own little family. Mum would be proud," <<he>> says, taking your hands and leaning in for a hug. <<else>> "Looks like our little family's growing. I wonder what Mum would think about this," <<he>> says, taking your hands and leaning in for a hug. <</if>> <<glove>><<npcincr Alex love 1>> <br><br> You hold each other in an embrace for a while, occasionally trading kisses.<<glust>><<npcincr Alex lust 1>> <br><br> <<else>> <<wearProp "tea">> Inside the cottage, you take a seat on the sofa. Alex goes to the kitchen and makes some tea. <<He>> hands you a mug. <br><br> "So, what did you want to talk about?" you say after taking a sip of your tea. <br><br> <<if npcBellyVisible("Alex")>> With a sigh, <<he>> takes your right hand and places it on <<his>> belly. You don't have to think too hard to figure out what that means. <<else>> <<wearProp "pregnancy test">> <<His>> hands shaking slightly, <<he>> pulls something from <<his>> pocket and gives it to you. It's a pregnancy test, and <span class="pink">it's positive.</span> <</if>> <br> Many thoughts cross your mind in a whirl of confusion. You don't know how to react to the news. Your eyes turn to Alex. <br><br> <<if pregnancyCountBetweenParents("Alex","pc") lte 0 or pregnancyCountBetweenParents("pc","Alex") lte 0>> "Oi! Don't look at me like that, I wasn't expecting this either," <<he>> says. <<else>> "We were careless, and it happened again." <<He>> shakes <<his>> head. "We still have time to prepare, at least," <<he>> says. <</if>> <br><br> <</if>> <<if C.npc.Alex.pregnancy.nursery is true>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<else>> <<link [[Next|Farm Alex Pregnancy Reveal 2]]>><<handheldon>><</link>> <</if>><<effects>> <<if $farm_stage gte 7>> <<He>> releases you and looks at <<his>> belly for a moment. "Gonna have to take a break from the booze. <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> That kind of sucks, but I'm sure it'll be worth it." <<else>> You're placing me in a difficult position here, you know." <<He>> laughs. <</if>> <br><br> <<if C.npc.Alex.dom gte 30>> "But don't get too cocky," <<he>> says. "This also means you'll have to work twice as hard. <span class="blue">I won't help you with Remy either.</span> I'm not taking that risk." Alex frowns, looking preoccupied. <<else>> <<His>> face softens. "I'm not sure if I'll be able to work the same way I do once I'm further along, <span class="blue">and I don't wanna risk myself against Remy while I'm like this,</span>" <<he>> finishes with a preoccupied expression on <<his>> face. <</if>> <<gstress>><<stress 6>> <br><br> <<He>> shakes <<his>> head. "We'll deal with that later. Right now, we have something more important to worry about. Gotta start making room for our little fella here." <<He>> breaks into a smile once more. <br><br> <<if pregnancyCountBetweenParents("Alex","pc") gte 1 or pregnancyCountBetweenParents("pc","Alex") gte 1>> <<else>> "There's actually a third room upstairs. I think we can make good use of it." <br><br> <span class="gold">You can now make an extension for the cottage.</span> <br><br> <</if>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<else>> <<His>> face softens. "Damn, gonna have to take a break from the booze<<if pregnancyCountBetweenParents("Alex", "pc") gte 1 or pregnancyCountBetweenParents("pc", "Alex") gte 1>> again<</if>>. That sucks." <br><br> <<He>> looks down at <<his>> belly and <<his>> face softens. <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> "There's far too much work at the farm right now... If things aren't better by the time the baby comes, we'll have to send it to the orphanage," <<he>> says. <br><br> Your thoughts turn to Bailey and how the orphans are treated, but as you open your mouth to speak, <<he>> interrupts you. <br><br> "I know! I don't like this either, but it would be temporary, just until things settle down. And this is only in the worst-case scenario." <br><br> <<link [[Next|Farm PC Pregnancy Reveal 3]]>><</link>> <<else>> "There's still far too much work at the farm right now... If things still aren't better by the time the baby comes, we'll have to send it to the orphanage again," <<he>> says. <br><br> Your thoughts turn to your <<if childrenCountBetweenParents("Alex", "pc") is 1 or childrenCountBetweenParents("pc", "Alex") is 1>>child that is<<else>>children that are<</if>> still at the orphanage. <br><br> <<if C.npc.Alex.dom gte 30>> <<He>> frowns. "If you want to avoid this, you better help me with the farm. I don't really want my children living as orphans." <<else>> <<He>> sighs. "If we want to avoid this, we better work harder at the farm. It hurts to think about our children living as orphans." <</if>> <br><br> <<He>> finishes <<his>> tea and stands up. "Better get back to work." <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<endevent "phaseless">><<npc Alex>><<person1>> <<if ![3,4].includes($phase)>> <<if $location is "alex_cottage">> You take a seat next to Alex. <<else>> You reach for Alex and grab <<his>> arm. <</if>> <<if C.npc.Alex.pregnancy.ultraSound is "collected">> <<set C.npc.Alex.pregnancy.ultraSound to "done">> You hand the ultrasound pictures to Alex. <<He>> freezes in place and looks to you. "So you really are pregnant?" <br><br> You nod and flash <<him>> a nervous smile. A pregnant pause fills the air as <<he>> processes this information. <br><br> <<if $phase isnot 3>><<set $phase to 4>><</if>> <<elseif C.npc.Alex.pregnancy.ultraSound is "collected2">> <<set C.npc.Alex.pregnancy.ultraSound to "done">> You hand the note from Dr Harper to Alex. <<He>> freezes in place and looks to you. "So you really are pregnant?" <br><br> You nod and flash <<him>> a nervous smile. A pregnant pause fills the air as <<he>> processes this information. <br><br> <<if $phase isnot 3>><<set $phase to 4>><</if>> <<elseif C.npc.Alex.pregnancy.test is true>> You hand the paternity test results to Alex. <<He>> freezes in place<<if $farm_stage gte 7>>, but you can see a smile forming on <<his>> face.<<else>>.<</if>> <br><br> <<else>> "Hey, do you have a minute? I have something I need to share with you. It's important." <br><br> <<He>> gives you a curious glance but focuses <<his>> attention on you. "Sure," <<he>> says. "What's up?" <br><br> <</if>> <</if>> <<if C.npc.Alex.pregnancy.test isnot true and $farm_stage gte 7 and $alex_countdown is undefined>> <<setKnowsAboutPregnancy "pc" "Alex">><<setTalkedAboutPregnancy "pc" "Alex">><<set C.npc.Alex.pregnancy.pcKnowledge to true>> <<if playerBellySize() gte 7>> <<if $phase is 4>> "It's yours, okay?" you say. <<elseif $phase is 3>> You both take a seat on the sofa. With a sigh, you <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach. <br><br> "It's yours, okay?" you say. <<else>> You hesitate. "Well, maybe it'd be easier if I just showed you..." You <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach. <</if>> <br><br> As <<he>> pulls away from you, <<he>> looks at your belly. "You sure took your time telling me, didn't you?" <<he>> taunts you. <br><br> "Never really found a good moment to," you respond. <br><br> "It's fine, I'm not bothered by it. Just glad you said something eventually!" <br><br> <<else>> <<if $phase isnot 4>> <<switch getPregnancyObject().awareOf>> <<case "temple">> You tell <<him>> what Jordan from the temple told you. <<He>> freezes in place, but you can see a smile forming on <<his>> face. <<case "pharmacy">> You tell <<him>> what the nurse from the pharmacy told you. <<He>> briefly frowns, but then you see a smile forming on <<his>> face. <<default>> <<wearProp "pregnancy test">> You hand <<him>> your pregnancy test. <<He>> freezes in place, but you can see a smile forming on <<his>> face. <</switch>> <br> <</if>> "Wow," <<he>> says, breaking the silence. "I sure wasn't expecting that." <br> <<He>> pulls you into a hug. <<if pregnancyCountBetweenParents("pc", "Alex") lte 0>> "Our own little family. Mum would be proud." <<else>> "Looks like our little family's growing. I wonder what Mum would think about this." <</if>> <br><br> <<if $phase is 4>> As <<he>> pulls away from you, <<he>> looks to you. "Sorry for not believing you." <br> "Yeah, I was quite surprised," you say with a sheepish laugh. <br> <<He>> laughs with you. "It's fine, I'm looking forward to the unexpected family." <<else>> <<switch getPregnancyObject().awareOf>> <<case "temple">> As <<he>> pulls away from you, <<he>> looks to you. "No idea who this Jordan is, but I wonder how <<nnpc_he "Jordan">> figured out you were pregnant?" <br> "Yeah, I was quite surprised," you say with a sheepish laugh. <br> <<He>> laughs with you. "It's fine, I'm not bothered by it." <<case "pharmacy">> As <<he>> pulls away from you, <<he>> looks to you. "There are better ways to keep yourself from becoming pregnant." <br><br> "Yeah, sorry," you say with a sheepish laugh. <br> <<He>> laughs with you. "It's fine, I'm not bothered by it." <<default>> As <<he>> pulls away from you, <<he>> holds up the used pregnancy test. "But did you really break the news by handing me the thing you peed on?" <<he>> teases. <br><br> "Yeah, sorry," you say with a sheepish laugh. <br> <<He>> laughs with you. "It's fine, I'm not bothered by it. Can't be squeamish when you're a farmer!" <</switch>> <</if>> <br><br> <</if>> <<else>> <<if C.npc.Alex.pregnancy.pcKnowledge isnot true>> <<setKnowsAboutPregnancy "pc" "Alex">><<setTalkedAboutPregnancy "pc" "Alex">><<set C.npc.Alex.pregnancy.pcKnowledge to true>> <<if playerBellySize() gte 7>> <<if $phase is 4>> "It's yours, okay?" you say. <<elseif $phase is 3>> With a sigh, you <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach. "It's yours, okay?" you say. <<else>> You hesitate. "Well, maybe it'd be easier if I just showed you..." You <<if !$worn.upper.type.includes("naked")>>lift up the hem of your shirt and <</if>>frame your belly with your hands, drawing <<his>> eyes to your stomach. <</if>> <<elseif $phase is 4>> <<else>> <<switch getPregnancyObject().awareOf>> <<case "temple">> You tremble as you tell <<him>> what Jordan from the temple told you. <<case "pharmacy">> You tremble as you tell <<him>> what the nurse from the pharmacy told you. <<default>> <<wearProp "pregnancy test">> With trembling fingers, you hand <<him>> your pregnancy test. <</switch>> <</if>> <br><br> <</if>> <<if C.npc.Alex.pregnancy.test is true>> <<if $farm_stage gte 7>> "Wow," <<he>> says, breaking the silence. "I sure wasn't expecting that." <br> <<He>> pulls you into a hug. <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> "Our own little family. Mum would be proud." <<else>> "Looks like our little family's growing. I wonder what Mum would think about this." <</if>> <br><br> As <<he>> pulls away from you, <<he>> holds up the paternity test results. "Sorry I've doubted you," <<he>> says. <br><br> "It's okay, I'm not bothered by it," you say with a sheepish laugh. <<else>> "Wow," <<he>> says, breaking the silence. <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> "I sure wasn't expecting that." <<He>> pauses for a moment. <<else>> "I guess we were careless...again." <<He>> pauses for a moment. <</if>> <br> "Let's go to the cottage, shall we?" Alex leads you inside. <</if>> <br><br> <<else>> <<set C.npc.Alex.pregnancy.sample to true>> <<He>> <<if $farm_work.alex is "relax">>stands up but <</if>>freezes in place. "H-Hold on, partner. How sure are you about this?" <<he>> asks. <br><br> You open your mouth to speak, but <<he>> interrupts you. "Actually...here..." <<He>> pulls out a strand of <<his>> hair. "Please take a paternity test, then we can talk. I just don't know if I can trust you yet." <br><br> <span class="blue">You'll need a paternity test to convince Alex that <<hes>> the father. Maybe the town hospital can provide one.</span> <br><br> <<if $farm_work.alex is "relax">> <<link [[Next|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>> <</if>> <</if>> <<if ($farm_stage gte 7 and $alex_countdown is undefined) or C.npc.Alex.pregnancy.test is true>> <<link [[Next|Farm PC Pregnancy Reveal 2]]>><<run delete C.npc.Alex.pregnancy.test>><</link>> <</if>><<effects>> <<endevent "phaseless">><<npc Alex>><<person1>> <<if $location is "alex_cottage">> You take a seat next to Alex. <<else>> You reach for Alex and grab <<his>> arm. <</if>> <<switch getPregnancyObject().awareOf>> <<case "wakingUp">> You tremble as you tell <<him>> what you thought when you looked at yourself after waking up. You show <<him>> your belly. <<case "mirror">> You tremble as you tell <<him>> what you thought when you looked at yourself in the mirror. You show <<him>> your belly. <<case "temple">> You tremble as you tell <<him>> what Jordan told you. <<case "pharmacy">> You tremble as you tell <<him>> what the nurse from the pharmacy told you. <<default>> <<wearProp "pregnancy test">> With trembling fingers, you hand <<him>> your pregnancy test. <</switch>> <br><br> <<He>> looks at you with a baffled expression. "But... how?" <<he>> asks. "You don't have a vagina. Your condition could easily be something else; you should get checked at the hospital." <<if getPregnancyObject().ultrasoundDone>> <br><br> "I already have." You hand Alex a printout of your ultrasound. <br><br> It takes <<him>> a moment to put two and two together, then <<he>> laughs. "Is this your way of explaining that beer belly you have?" <<he>> teases. "Nice sense of humour." <<He>> ruffles your hair playfully. <br><br> "I'm not joking," you insist. "I'm pregnant." <br><br> <<if playerBellySize() gte 7>> <<He>> doesn't seem convinced, so you grab <<his>> hand and put it on your belly. <span class="green">Your <<if getPregnancyObject().fetus.length gt 1>>babies shift<<else>>baby shifts<</if>> around inside you</span>. "What- but- how?" Alex's eyes widen and <<he>> stares at your belly bump. "How... how is this possible?" <<else>> <<He>> doesn't seem convinced, but there is nothing more you can do. "But how can you be pregnant?" <</if>> <br><br> <<if $speech_attitude is "meek">> You shake your head. "I don't know. I can't explain it either..." <<elseif $speech_attitude is "bratty">> You shrug. "Fuck if I know. Life finds a way." <<else>> You shrug. "Don't ask questions." <</if>> <br><br> It takes <<him>> a moment to pull <<himself>> together. "Well," <<he>> finally says, "I've seen some pretty strange things here on the farm before, but this takes the cake. I guess nature can be pretty wild, huh?" <br><br> <<link [[Next|Farm PC Pregnancy Reveal]]>><<handheldon>><<set $phase to 4>><</link>> <<else>> <<set C.npc.Alex.pregnancy.ultraSound to "requested">> <br><br> <span class="blue">You'll need an ultrasound to convince Alex that you're pregnant.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>><<effects>> <<if $farm_stage gte 7>> <<if C.npc.Alex.dom gte 30>> <<He>> leans in again, pressing you tight against <<his>> body. "This also means that you're mine." <<He>> scowls darkly as <<he>> adds, "And I'm not letting Remy take what's mine." <br><br> "You don't have to worry, I can protect you and the farm by myself when things get worse," <<he>> says, taking a look at your belly again. <br><br> <<else>> <<He>> leans in again, hugging you and placing <<his>> chin on your shoulder. "I'll protect you," <<he>> says. <br><br> You can see <<his>> face soften. "Remy can try all <<nnpc_he "Remy">> wants. I'm not letting <<nnpc_him "Remy">> ruin this." <br> "The farm, you, I'll protect it all if I have to..." Tears spring to <<his>> eyes. <br><br> <</if>> <<He>> shakes <<his>> head. "We'll deal with that later. Right now, we have something more important to worry about. Gotta start making room for our little fella here." <<He>> breaks into a smile once more. <br><br> <<if pregnancyCountBetweenParents("Alex","pc") gte 1 or pregnancyCountBetweenParents("pc","Alex") gte 1>> <<else>> "There's actually a third room upstairs. I think we can make good use of it." <br><br> <span class="gold">You can now make an extension for the cottage.</span> <br><br> <</if>> <<if $farm_work isnot undefined and $farm_work.alex isnot undefined and $farm_work.alex.includes("admin","clearing")>> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <<else>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <</if>> <<else>> <<wearProp "tea">> You take a seat on the sofa while Alex goes to the kitchen to make some tea. <br><br> <<He>> hands you a mug, only speaking once you take a sip. "Sorry, it's just that I'm not sure how to deal with this. I'm not saying I'm not happy, just surprised." <<He>> takes a sip of <<his>> tea. <br><br> <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> "Do you think it could stay here?" you ask <<him>>. <<else>> "Maybe this time, we will get things done in time," you say. <</if>> <br><br> <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> <<His>> face softens. "There's far too much work at the farm right now... If things aren't better by the time the baby comes, we'll have to send it to the orphanage," <<he>> says. <br><br> Your thoughts turn to Bailey and how the orphans are treated, but as you open your mouth to speak, <<he>> interrupts you. <br><br> "I know! I don't like this either, but it would be temporary, just until things settle down. And this is only in the worst-case scenario." <br><br> <<link [[Next|Farm PC Pregnancy Reveal 3]]>><<handheldon>><</link>> <<else>> <<His>> face softens. "There's still far too much work at the farm right now... If things still aren't better by the time the baby comes, we'll have to send it to the orphanage again," <<he>> says. <br><br> Your thoughts turn to your <<if childrenCountBetweenParents("Alex", "pc") is 1 or childrenCountBetweenParents("pc", "Alex") is 1>>child that is<<else>>children that are<</if>> still at the orphanage. <br><br> <<if C.npc.Alex.dom gte 30>> <<He>> frowns. "If you want to avoid this, you better help me with the farm. I don't really want my children living as orphans." <<else>> <<He>> sighs. "If we want to avoid this, we better work harder at the farm. It hurts to think about our children living as orphans." <</if>> <br><br> <<He>> finishes <<his>> tea and stands up. "Better get back to work." <br><br> <<link [[Leave|Farm Work]]>><<endevent>><</link>> <</if>> <</if>>/*Only for the first non-LI pregnancy reveal*/ <<effects>> <<if C.npc.Alex.dom gte 30>> <<He>> frowns. "If you want to avoid this, you better help me with the farm. I don't really want my children living as orphans." <<else>> <<He>> sighs. "If we want to avoid this, we better work harder at the farm. It hurts to think about our child living as an orphan." <</if>> <br><br> "There's room at the cottage for our little fella here, but I need to focus on restoring the three main fields first. After that, I can turn my attentions elsewhere." <br><br> <<He>> finishes <<his>> tea and stands up. "Better get back to work." <br><br> Alex is willing to build a Nursery at the cottage, but first <span class="gold">you need to help <<him>> clear the three main fields.</span> <br><br> <<link [[Leave|Farm Work]]>><<endevent>><</link>><<effects>> <<endevent "phaseless">><<npc Alex>><<person1>> <<set C.npc.Alex.pregnancy.pcKnowledge to true>><<set C.npc.Alex.pregnancy.sample to true>> <<if $phase is 1>> <<if playerBellySize() gte 7>> You approach Alex and grab <<his>> hand, placing it over your belly. <<else>> <<wearProp "pregnancy test">> You approach Alex and grab <<his>> hand, placing your pregnancy test on it. <</if>> <<if talkedAboutPregnancy("pc","Alex")>> <<if $speech_attitude is "meek">> "I...I think that this baby is yours," you say. <<elseif $speech_attitude is "bratty">> "Chances are that this baby is yours," you say. <<else>> "This baby is probably yours," you say. <</if>> <<else>> <<setTalkedAboutPregnancy "pc" "Alex">> <<if $speech_attitude is "meek">> "I'm...I'm pregnant, and I think that the baby is yours," you say. <<elseif $speech_attitude is "bratty">> "You knocked me up. Pretty sure that this baby is yours," you say. <<else>> "I'm pregnant, and the baby is probably yours," you say. <</if>> <</if>> <br><br> <</if>> <<if $farm_stage gte 7>> Alex looks at you in horror. "You...you think?!" <br><br> You open your mouth to speak, but <<he>> interrupts you. "Look...just..." <<He>> pulls out a strand of <<his>> hair. "Please take a paternity test, then we can talk. I just don't know if I can trust you yet." <<He>> sighs. "I'm sorry, but I'd rather be sure that it's mine." <br><br> <span class="blue">You'll need a paternity test to convince Alex that <<hes>> the father. Maybe the town hospital can provide one.</span> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<else>> <<He>> <<if $farm_work.alex is "relax">>stands up but <</if>>freezes in place. "H-Hold on, partner. How sure are you about this?" <<he>> asks. <br><br> You open your mouth to speak, but <<he>> interrupts you. "Actually...here..." <<He>> pulls out a strand of <<his>> hair. "Please take a paternity test, then we can talk. I just don't know if I can trust you yet." <br><br> <span class="blue">You'll need a paternity test to convince Alex that <<hes>> the father. Maybe the town hospital can provide one.</span> <br><br> <<if $farm_work.alex is "relax">> <<link [[Next|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>> <</if>><<effects>><<set $alexBabiesCount to getPregnancyObject("Alex").fetus.length>> <<wearProp "phone" 0 "corded">> You make the call, explaining the situation to the dispatcher. As you talk, Alex winces, breathing through contractions. <br><br> "Do you need something?" you ask as you give the phone back to <<him>>. <br> Alex smiles. "Could you make me some tea? It's better if I rest until the doc arrives." <<He>> takes a seat on the sofa, keeping <<his>> hands on <<his>> belly and controlling <<his>> breathing. <br><br> You make Alex a cup of tea. No sugar, a little milk, just the way <<he>> likes it. <br> "Thanks," <<he>> says as you hand <<him>> the cup. <br><br> You take a seat next to Alex but soon stand up, unable to sit still as you both wait for the doctor's arrival.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farm Alex Birth 2]]>><<handheldon>><</link>><<effects>> It doesn't take long before you hear a knock on the door. <br> You rush to the door, where a figure with a big bag awaits. <br><br> <<if pregnancyCountBetweenParents("pc","Alex") isnot 1 or pregnancyCountBetweenParents("Alex","pc") isnot 1>> <<if $hospitalintro isnot 1>> <<if $hospitalintro is 0>> "Hello, I'm Doctor Harper. I don't believe we've had the pleasure of meeting," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. <<nnpc_He "Harper">> looks young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. "Hello, I'm Doctor Harper," <<he>> says. There's no recognition on <<his>> face. <</if>> <<set $hospitalintro to 1>> <<else>> It's <span class="pink">Doctor Harper</span>. "Well, this certainly is a chance meeting," <<nnpc_he "Harper">> comments. <</if>> <<else>> "And here we are again," Harper laughs. "Nothing interesting on TV, I take it?" <</if>> <br><br> <<nnpc_His "Harper">> gaze turns to Alex, who seems relieved at the Doctor's arrival. "If you'll excuse me," <<nnpc_he "Harper">> says. <br><br> Harper steps inside the cottage, approaches Alex, and examines <<him>> for a while. "Everything seems normal; you can expect a healthy birth." <br> <<nnpc_He "Harper">> sighs. "Usually, I would recommend doing this in a hospital, but it doesn't look like we have time for this." <br><br> <<link [[Next|Farm Alex Birth 3]]>><</link>><<effects>> Harper turns to you. "I'll take <<him>> to <<his>> bed. Could you fetch some dry towels and a bowl of hot water?" <br><br> After gathering up the supplies, you head to Alex's room. Heavy breathing can be heard as you climb the stairs. <br><br> "Breathe," you hear Harper say as you open the door. Alex reclines in bed with a sheet draped over <<his>> lower half, <<his>> face pale and breathing ragged. Harper sits on the desk chair at the foot of the bed, examining Alex with clinical precision. <br><br> Both look at you as you enter the room. "Ah, I see you got everything I needed. You can put it next to me," Harper says. <br><br> "Y-you don't have to stay here if you don't want to..." Alex manages to say through heavy breaths. <br><br> <<link [[Stay|Farm Alex Birth 4]]>><<set $phase to 1>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Leave|Farm Alex Birth 4]]>><<npcincr Alex dom -1>><</link>><<ldom>><<effects>> <<if $phase is 1>> You place the towels and the bowl next to Harper and approach Alex. <<if $speech_attitude is "meek">> "I want to stay here with you," you say as you take <<his>> hand in your own. <<elseif $speech_attitude is "bratty">> "Don't think you'll cut me off that easily," you say as you take <<his>> hand in your own. <<else>> "I'll stay here," you say as you take <<his>> hand in your own. <</if>> <<glove>><<npcincr Alex love 1>> <br><br> <<He>> smiles at you. "Than—" <<Hes>> interrupted by a strong contraction, and <<his>> grip on your hand tightens.<<gpain>><<violence 6>> <br><br> "It's time," Harper says. "I'll need you to push as hard as you can." <br><br> Alex nods. <<His>> face is pale, but you can tell that <<hes>> determined. <br> <<His>> grip on your hand tightens even more. It almost feels like Alex's going to break it.<<ggpain>><<violence 12>> <br><br> You move your other hand to Alex's hair and start brushing it gently while encouraging <<him>> to keep giving <<his>> best. <br><br> "Almost there, just a little more," Harper says. <br><br> <<else>> You place the towels and the bowl next to Harper and leave, giving one final glance at Alex, who nods at you. <br><br> You sit by the door, with only the sound of heavy breathing and Harper's voice to accompany you. Time passes, and the wait becomes unbearable. Eventually, the sounds stop, and a silence fills the cottage. <br><br> Expecting the worst, you enter the room again to find Harper holding <<print $alexBabiesCount > 1 ? "your newborns, bundled into clean towels." : "your newborn, bundled into a clean towel.">> <br><br> Alex looks exhausted as <<he>> tries to catch <<his>> breath. <br><br> <</if>> <<link [[Next (0:45)|Farm Alex Birth 5]]>><<pass 45>><</link>><<effects>> <<if $phase is 1>>After a few intense minutes, you<<else>>You<</if>> hear a <<if $alexBabiesCount is 2>> cry, followed by another. <<elseif $alexBabiesCount is 3>> cry, followed by another and, surprisingly, one more. <<else>> cry. <</if>> <br><br> Harper gets up and hands the <<print $alexBabiesCount > 1 ? "babies" : "baby">> to Alex. <<if pregnancyCountBetweenParents("pc", "Alex") lte 1 or pregnancyCountBetweenParents("Alex", "pc") lte 1>> "Congratulations," Harper says. <span class="lewd">"You're both parents now."</span> <<else>> "Congratulations," Harper says. "Would you like to see your children now?" <</if>> <br><br> <<print $alexBabiesCount > 1 ? "They sit" : "It sits">> in <<his>> arms, eyes shut, <<print $alexBabiesCount > 1 ? "chests" : "chest">> rising and falling with gentle breaths. <br> Alex hugs <<his>> <<print $alexBabiesCount > 1 ? "babies" : "baby">> close to <<his>> chest. <br><br> "I've run all the tests," Harper says. "There's not a single health problem. Have you two thought of <<print $alexBabiesCount > 1 ? "their names" : "a name">>?" <br><br> "I'm too tired to think about names now and I'm not really good with this, you choose <<if getPregnancyObject("Alex").fetus.length gte 2>>them<<else>>it<</if>>," Alex says. <br> "Come on, give it a try, it's not fair that only I get to choose," you say. <br> Alex thinks for a moment. "Nope, nothing," <<he>> laughs. <br><br> <<birthUi "Alex" "alex_cottage" "alex_cottage" "Farm Alex Birth 6" 10>><<effects>> <<getChildrenIds>><<childSelect _childrenIds.last()>> Having named your <<print $alexBabiesCount > 1 ? "children" : "child">>, you turn your attention to Alex again. <<He>> nods approvingly at your choice of <<print $alexBabiesCount > 1 ? "names" : "name">>. <br> <<He>> sighs. "This knocked me out real good, I can barely keep my eyes open." <br><br> Harper gathers <<nnpc_his "Harper">> equipment and walks to the door. "You should rest for now, avoid walking for a while too, and you'll be fine." <br><br> Alex nods. "Thanks Doc, I appreciate it." <br><br> Harper smiles and leaves, pulling <<nnpc_his "Harper">> phone out of <<nnpc_his "Harper">> pocket as if <<nnpc_he "Harper">> is about to call someone. <br><br> <<if C.npc.Alex.pregnancy.nursery is true>> "Could you take the little <<print $alexBabiesCount > 1 ? "fellas" : "fella">> here to their new room? I'll try to sleep a little now," Alex asks while giving one final big hug to <<his>> <<if $alexBabiesCount gte 2>>babies<<else>>baby<</if>> and handing <<if $alexBabiesCount gte 2>>them<<else>><<childhim>><</if>> to you. <br><br> <<else>> "Damn..." Alex says. "The nursery is not ready yet..." <<His>> face softens. <br> <<He>> holds <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> closer. <br><br> <</if>> <<link [[Next|Farm Alex Birth 7]]>><</link>><<effects>> <<if C.npc.Alex.pregnancy.nursery is true>> You nod and head up to the cottage nursery. <br> There, you place your <<if $alexBabiesCount gte 2>>newborns in their cradles, where they quickly fall asleep<<else>>newborn in its cradle, where it quickly falls asleep<</if>>. <br> You stay at the nursery for a while, ensuring that your <<pluralise $alexBabiesCount "child remains" "children remain">> comfy and warm. <br><br> <</if>> <<if (pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1) or C.npc.Alex.pregnancy.nursery isnot true>> <span class="red">You hear a knock at the door.</span> Maybe Harper forgot something. <br><br> You go downstairs and open the door. It's <span class="red">Bailey</span>. You shiver. You wonder if Harper called <<nnpc_him "Bailey">>. <br> <<nnpc_He "Bailey">> stares at you. "I suppose we both know why I'm here," <<nnpc_he "Bailey">> says. <br><br> <<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>> "You don't really think you'll be able to raise a child in a place like this, do you?" <<nnpc_he "Bailey">> says. <br><br> <<else>> "You're an irresponsible little fuck, you know that? Making me drive all the way here again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says. <br><br> <</if>> <<link [[Next|Farm Alex Birth 8]]>><</link>> <<else>> <<link [[Next|Farm Cottage]]>><<unset $alex_baby_count>><</link>> <</if>><<effects>><<set _alex to statusCheck("Alex")>> <<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>> You hear footsteps from the staircase. <br><br> "We've a place prepared at the orphanage. Now make my job easier and hand me the <<print $alexBabiesCount > 1 ? "brats" : "brat">>," <<nnpc_he "Bailey">> continues. <br> "No," you say, looking Bailey directly in the eyes. <br> <<nnpc_He "Bailey">> frowns. "Listen, you little—" <br><br> "Oi!" Alex interrupts. <<nnpc_He "Alex">> seems to have trouble walking<<if C.npc.Alex.pregnancy.nursery isnot true>>, <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> on <<his>> arms <</if>>. "What makes you think that we should just give our <<print $alexBabiesCount > 1 ? "children" : "child">> to you?" <br><br> Bailey turns <<nnpc_his "Bailey">> gaze to Alex. "Look, 'cow<<if _alex.pronoun is "f">>girl<<else>>boy<</if>>', you could've been fucked by any dumbass and I wouldn't care, but you hitched yourself to MY ward." <br><br> Alex clenches <<his>> fists. "And who exactly said <<pshe>> is yours? <<pShes>> MY <<if $player.gender_appearance is "f">>woman<<else>>man<</if>>." <br> Bailey fixes Alex with a piercing gaze. "And how exactly do you plan on taking care of a kid in a place like this?" <br><br> <<else>> You see Alex descending downstairs carrying <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> along. <br><br> <<He>> wordless gives <<his>> <<print $alexBabiesCount > 1 ? "them" : "it">> to Bailey. <br><br> "Good," Bailey says. "Stop being such an inconsequential brat and maybe this won't happen anymore," Bailey says as <<nnpc_he "Bailey">> leaves. <br><br> <</if>> <<link [[Next|Farm Alex Birth 9]]>><</link>><<effects>> <<if C.npc.Alex.pregnancy.nursery is true>> "We have our own nursery at the cottage, we don't need or want your help," Alex responds. <br><br> A long and deafening silence fills the environment. Bailey keeps staring at you and Alex. <br><br> "Tch," Bailey breaks the silence. "Do whatever you want to; it's one less problem for me to deal with anyway." Shooting you one last glare, <<nnpc_He "Bailey">> turns and leaves the farm. <br><br> You suddenly feel a hand on your shoulder. "Now, would you be a sweetie and help me go back upstairs? Going down was the easy part," Alex laughs. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><<unset $alex_baby_count>><</link>> <<else>> "We'll work something out. My <<print $alexBabiesCount > 1 ? "children are not orphans" : "child is not an orphan">>," Alex says, frustrated. <br><br> A long and deafening silence fills the room. Bailey continues staring at you and Alex. <br><br> "I'll tell you what," Bailey breaks the silence. "I have a proper place for this, and you don't, but I think we can reach an arrangement." <br> "What do you mean?" Alex asks. <br><br> "I'll let your <<print $alexBabiesCount > 1 ? "brats" : "brat">> stay at my orphanage until you solve your little problem, but it'll cost you. <<printmoney 10000>> each, for every week they remain there." <br><br> "When everything is solved, I'll take the little <<print $alexBabiesCount > 1 ? "brats" : "brat">> here again, and, obviously, it will cost you. The price is not up for negotiation," Bailey finishes. <br><br> <<link [[Next|Farm Alex Birth 10]]>><</link>> <</if>><<effects>> <<set $ward_unlocked to true>> <<run Object.values(V.children).filter(child => { if (child.location === "alex_cottage" && (child.father === "Alex" || child.mother === "Alex")) child.location = "home"; })>> Alex turns to you. "I hate to say this, but this... offer might be a good thing, for the <<print $alexBabiesCount > 1 ? "kids" : "kid">> at least. I don't like the price, or losing <<print $alexBabiesCount > 1 ? "them" : "it">>, but it will give us more time to prepare a room. It's only temporary, right?" You nod. <br><br> "Okay," Alex says, returning <<his>> attention to Bailey again. <br><br> <<He>> gives one last long hug to <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> before handing <<print $alexBabiesCount > 1 ? "them" : "it">> to Bailey. <br><br> "I'm glad we could reach an agreement. Now, if you'll excuse me..." Bailey says as <<nnpc_he "Bailey">> leaves. <br><br> Alex stands there, helplessly watching <<his>> <<print $alexBabiesCount > 1 ? "children" : "child">> being taken away, stone-faced and silent. <br> Tears roll down <<his>> face, but <<he>> does <<his>> best to keep up <<his>> stoic façade for your sake. <br><br> <<link [[Comfort <<him>>|Farm Alex Birth 11]]>><<set $phase to 1>><</link>> <br> <<link [[Let it go|Farm Alex Birth 11]]>><<set $phase to 2>><</link>><<effects>> <<unset $alex_baby_count>> <<if $phase is 1>> You lean in and hug Alex tight, whispering that everything will be okay. <br> <<He>> hugs you back, whimpering and breaking into a sob. <br><br> <<He>> releases you after some time and wipes away <<his>> tears with <<his>> sleeve. <<else>> <<He>> wipes away <<his>> tears with <<his>> sleeve. <</if>> <br> <<if Time.dayState isnot "night">> "I'll take some rest before getting back to work," <<else>> "We should get some rest before getting back to work," <</if>> <<he>> says, trying to sound confident. <br><br> <<if $farm_stage gte 7>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>><<effects>> <<if !$ambulance>> <<wearProp "tea">> <<set $pcBabyCount to getPregnancyObject("pc").fetus.length>> <<He>> grabs <<his>> phone and makes the call, explaining the situation and where the farm is located. <br><br> Alex notices your anxiety. "Fancy a cup of tea?" <<he>> asks with a smile on <<his>> face. "I'm sure it will help calm your nerves." <br><br> <<He>> goes to the kitchen and makes you a cup of tea. <br> "Here," <<he>> says as <<he>> passes you the mug and takes a seat next to you. <br><br> You take a sip. The taste is sweet, and it makes you feel warm.<<llstress>> <br> The contractions continue to grow stronger and far more frequent, but you're able to breathe through it.<<gpain>><<violence 16>> <br><br> Alex holds your hand, and you wait for the Doctor's arrival. <br><br> <<link [[Next|Farm PC Birth 2]]>><<handheldon>><</link>> <<else>> You don't have to wait long before you hear a siren and a honk. Alex helps you stand and brings you closer to the paramedics; they quickly put you in the ambulance and drive to the hospital, but the pain becomes too much for you. You pass out. <br><br> <<link [[Next|Pregnancy Birth Hospital]]>><<endevent>><<set $phase to 1>><</link>> <</if>><<effects>> It doesn't take long before you hear a knock. <br><br> Alex stands up and opens the door. The only thing you see in the shadow of the doorframe is the silhouette of someone carrying a big bag. "Please, come in," Alex says. <br><br> "If you'll excuse me," the person says, stepping inside the cottage. <br> <<if pregnancyCountBetweenParents("pc","Alex") isnot 1 or pregnancyCountBetweenParents("Alex","pc") isnot 1>> <<if $hospitalintro isnot 1>> <<if $hospitalintro is 0>> "Hello, I'm Doctor Harper. I don't believe we've had the pleasure of meeting," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. <<nnpc_He "Harper">> looks young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. "Hello, I'm Doctor Harper," <<he>> says. There's no recognition on <<his>> face. <</if>> <<set $hospitalintro to 1>> <<else>> It's <span class="pink">Doctor Harper</span>. "Well, this certainly is a chance meeting," <<nnpc_he "Harper">> comments. <</if>> <<else>> "And here we are again," Harper laughs. "Nothing interesting on TV, I take it?" <</if>> <br><br> <<nnpc_He "Harper">> examines you for a while. "Everything seems normal; you can expect a healthy birth." <br> <<nnpc_He "Harper">> sighs. "Usually, I would recommend doing this in a hospital, but it doesn't look like we have time for this." <br><br> Harper turns to Alex. "I'll take <<phim>> to <<pher>> bed, could you get some dry towels?" Alex nods. <br><br> <<link [[Next|Farm PC Birth 3]]>><</link>><<effects>> You climb the stairs with Harper's assistance, heading towards <<if $farm_stage gte 7>>your<<else>> Alex's<</if>> room. <<nnpc_He "Harper">> helps you to lie on the bed. <br><br> "Keep working on your breathing; I'll get everything I need ready," <<nnpc_he "Harper">> says. <<nnpc_He "Harper">> reaches for some medical tools from <<nnpc_his "Harper">> bag and places them on the bedroom's desk on a sterile sheet of paper. <br><br> You do your best to control your breathing, but a fresh wave of contractions hits. You groan involuntarily, panting through the pain. <br> Alex arrives and hastily puts down the supplies before hurrying over to your side. <<He>> rubs your back. <br><br> "It's time," Harper says. "I'll need you to push as hard as you can." <br><br> You look back to Alex. "Don't worry, I'll stay here with you," <<he>> says as <<he>> takes hold of your hand. <br><br> <<link [[Let Alex stay|Farm PC Birth 4]]>><<set $phase to 1>><</link>> <br> <<link [[Tell Alex to leave|Farm PC Birth 4]]>><<set $phase to 2>><</link>><<effects>> <<if $phase is 1>> You smile at <<him>>. "Than—" You're interrupted by a strong contraction, and your grip on <<his>> hand tightens.<<gpain>><<violence 6>> <br><br> <<else>> You shake your head. "Please, leave. I need to do this by myself." <br><br> Alex looks disappointed but leaves. <br><br> <</if>> You start to push with all the strength you have. The pain overwhelms you. <<ggpain>><<violence 12>> <br><br> "Almost there, just a little more," Harper says. <br><br> The pain becomes too much for you to endure as you continue pushing. Everything fades away. <br><br> <<link [[Next (2:00)|Farm PC Birth 5]]>><<playerPrebirth>><<pass 120>><</link>><<effects>> <<if $phase is 1>> You look around and see Alex, who is still holding your hand. "Next time, tell me if you plan on breaking my hand," <<he>> laughs. <<else>> Alex enters the room again, <<his>> face pale. <<He>> sighs in relief when <<he>> sees you well. "Didn't know that waiting could be so stressful," <<he>> laughs. <</if>> <br><br> Harper stands up and brings your <<print $pcBabyCount > 1 ? "babies" : "baby">> over to you and Alex. "Congratulations," Harper says. <<if pregnancyCountBetweenParents("pc", "Alex") isnot 1 or pregnancyCountBetweenParents("Alex", "pc") isnot 1>> <span class="lewd">"You're both parents now."</span> <<else>> <span class="lewd">"Would you like to see your <<print $pcBabyCount > 1 ? "children" : "child">> now?"</span> <</if>> <br><br> <<print $pcBabyCount > 1 ? "They sit" : "It sits">> in your arms, eyes shut, <<print $pcBabyCount > 1 ? "chests" : "chest">> rising and falling with gentle breaths. You hold your <<print $pcBabyCount > 1 ? "babies" : "baby">> close to your chest. <br> "I've run all the tests," Harper says. "There's not a single health problem. Have you two thought of <<print $pcBabyCount > 1 ? "their names" : "a name">>?" <br><br> "Well," Alex says. "You did all the hard work, you should name <<if $pcBabyCount is 1>><<if getPregnancyObject().fetus[0].gender is "m">>him<<else>>her<</if>><<else>>them<</if>>." <br><br> <<birthUi "pc" "alex_cottage" "alex_cottage" "Farm PC Birth 6" 10>><<effects>> Having named your <<print $pcBabyCount > 1 ? "children" : "child">>, you turn your attention to Alex again. <<He>> nods approvingly at your choice of <<if $morethan1baby>>names<<else>>name<</if>>. <br><br> Harper gathers <<nnpc_his "Harper">> equipment and walks to the door. "You should rest for now, avoid walking for a while too, and you'll be fine." <br> "Thanks Doc, I appreciate it," Alex says. <br> Harper smiles and leaves, pulling <<nnpc_his "Harper">> phone out of <<nnpc_his "Harper">> pocket as if <<nnpc_he "Harper">> is about to call someone. <br><br> <<if C.npc.Alex.pregnancy.nursery is true>> "I'll take the little <<print $pcBabyCount > 1 ? "fellas" : "fella">> here to their new room, okay? You should try to sleep a little now," Alex says. <br> <<He>> gives you one final big hug and gathers up your <<print $pcBabyCount > 1 ? "babies" : "baby">>. <br><br> Even though you're tired, you can't stop thinking about your <<print $pcBabyCount > 1 ? "children" : "child">>. You keep wondering if they're okay, if they're warm...the thoughts continue until you fall asleep. <br><br> <<else>> "Damn..." Alex says. "The nursery is not ready yet..." <<His>> face softens. <br><br> <<He>> looks unsure what to do. <br><br> <</if>> <<if (pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1) or C.npc.Alex.pregnancy.nursery isnot true>> <<link [[Next|Farm PC Birth 7]]>><</link>> <<else>> <<link [[Next|Farm Cottage]]>><<endevent>><<unset $pcBabyCount>><</link>> <</if>><<effects>> <<if C.npc.Alex.pregnancy.nursery is true>> <span class="red">You're awoken by a knock at the door.</span> <br><br> "I got this," you hear Alex say as <<he>> goes down the stairs. <br><br> <<else>> <span class="red">You hear a knock at the door.</span> <br><br> "I got this," Alex says as <<he>> goes down the stairs. <br><br> <</if>> Some time passes without Alex returning. <br><br> You get up from the bed <<if C.npc.Alex.pregnancy.nursery isnot true>>, pick up your <<if childrenCountBetweenParents("pc", "Alex") gte 2>>children<<else>>child<</if>><</if>> and head downstairs. Walking is a difficult task due to your fatigue. <br> As you descend the stairs, you can hear talking. Alex sounds angry. <br><br> <<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>> "You don't really think you'll be able to raise a child in a place like this, do you?" the other person says. <br><br> "We've a place prepared at the orphanage. Now make my job easier and hand me the <<print $pcBabyCount > 1 ? "brats" : "brat">>," <<nnpc_he "Bailey">> continues. <br><br> <<else>> When you reach the bottom of the stairs, you get a good look at your visitor. <span class="red">It's Bailey.</span> <<nnpc_He "Bailey">> glares at you. <br><br> "You're a careless little fuck, you know that? Making me drive all the way here again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says. <br> "You both know why I'm here, so stop wasting my time," <<he>> finishes. <br><br> <</if>> <<link [[Next|Farm PC Birth 8]]>><</link>><<effects>><<set _alex to statusCheck("Alex")>> <<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>> When you reach the bottom of the stairs, you get a good look at your visitor. <span class="red">It's Bailey.</span> <<nnpc_He "Bailey">> glares at you. <br> "What makes you think that we should just give our <<print $pcBabyCount > 1 ? "children" : "child">> to you?" Alex protests. <br><br> Bailey turns <<nnpc_his "Bailey">> gaze to Alex. "Look, 'cow<<if _alex.pronoun is "f">>girl<<else>>boy<</if>>', you could've fucked any whore and I wouldn't care, but you hitched yourself to MY ward." <br><br> Alex clenches <<his>> fists. "And who exactly said <<pshe>> is yours? <<pShes>> MY <<if $player.gender_appearance is "f">>woman<<else>>man<</if>>." <br><br> Bailey fixes Alex with a piercing gaze. "Oh, yeah? Then tell me how exactly do you plan on taking care of a kid in a place like this?" <br><br> <<else>> When you reach the bottom of the stairs, you get a good look at your visitor. <span class="red">It's Bailey.</span> <<nnpc_He "Bailey">> glares at you. "You're a careless little fuck, you know that? Making me drive all the way here again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says. "You both know why I'm here, so stop wasting my time," <<he>> finishes. Not having any other option, you wordless give your <<print $pcBabyCount > 1 ? "them" : "it">> to Bailey. "Good," Bailey says. "Stop being such an inconsequential brat and maybe this won't happen anymore," Bailey says as <<nnpc_he "Bailey">> leaves. <</if>> <<link [[Next|Farm PC Birth 9]]>><</link>><<effects>> <<if C.npc.Alex.pregnancy.nursery is true>> "We have our own nursery at the cottage, we don't need or want your help," Alex responds. <br><br> A long and deafening silence fills the environment. Bailey keeps staring at you and Alex. <br><br> "Tch," Bailey breaks the silence. "Do whatever you want to; it's one less problem for me to deal with anyway." Shooting you one last glare, <<nnpc_he "Bailey">> turns and leaves the farm. <br><br> You suddenly feel a hand on your shoulder. "I'm glad it's over," Alex says. "Don't know how you managed to get down here on your own, but come on, I'll help you upstairs." <br><br> <<link [[Next|Farm Bedroom]]>><<unset $pcBabyCount>><</link>> <<else>> "We'll work something out. My <<print $pcBabyCount > 1 ? "children are not orphans" : "child is not an orphan">>," Alex says, frustrated. <br><br> A long and deafening silence fills the room. Bailey continues staring at you and Alex. <br><br> "I'll tell you what," Bailey breaks the silence. "I have a proper place for this, and you don't, but I think we can reach an arrangement." <br> "What do you mean?" Alex asks. <br><br> "I'll let your <<print $pcBabyCount > 1 ? "brats" : "brat">> stay at my orphanage until you solve your little problem, but it'll cost you. <<printmoney 10000>> each, for every week they remain there." <br><br> "When everything is solved, I'll take the little <<print $pcBabyCount > 1 ? "brats" : "brat">> here again, and, obviously, it will cost you. The price is not up for negotiation," Bailey finishes. <br><br> <<link [[Next|Farm PC Birth 10]]>><</link>> <</if>><<effects>> <<set $ward_unlocked to true>> <<run Object.values(V.children).filter(child => { if (child.location === "alex_cottage" && (child.father === "Alex" || child.mother === "Alex")) child.location = "home"; })>> Alex turns to you. "I hate to say this, but this...offer might be a good thing, for the <<print $pcBabyCount > 1 ? "kids" : "kid">> at least. I don't like the price, or losing <<print $pcBabyCount > 1 ? "them" : "it">>, but it will give us more time to prepare a room. It's only temporary, right?" You reluctantly nod. <br><br> "Okay," Alex says, returning <<his>> attention to Bailey again. <br><br> You give one last, long hug to your <<print $pcBabyCount > 1 ? "children" : "child">> before handing <<print $pcBabyCount > 1 ? "them" : "it">> to Bailey. <br><br> "I'm glad we could reach an agreement. Now, if you'll excuse me..." Bailey says as <<nnpc_he "Bailey">> leaves. <br><br> You stand there, helplessly watching your <<print $pcBabyCount > 1 ? "children" : "child">> being taken away, stone-faced and silent. <br> Tears involuntarily flow down your face. You unsuccessfully try to wipe them away. <br><br> Alex hugs you. "I'm so sorry. This is all my fault, I should've worked harder, but it's okay, we'll get them back." <<His>> eyes are watery, but <<he>> refuses to shed a tear. <br><br> <<link [[Next|Farm PC Birth 11]]>><</link>><<effects>> <<unset $pcBabyCount>> <<He>> releases you after some time and wipes away your tears with <<his>> sleeve. <br> <<if Time.dayState isnot "night">> "You should get some rest, I'll get back to work," <<else>> "We should get some rest before getting back to work," <</if>> <<he>> says, trying to sound confident. <br><br> <<if $farm_stage gte 7>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<else>> <<link [[Next|Farm Work]]>><<endcombat>><</link>> <</if>><<effects>> "Just a minute, I'll get us some tea," <<he>> says as <<he>> head towards the kitchen. <br><br> You sit down on the sofa. It's not long before Alex comes back with two mugs. <<His>> hands are shaking a little, and <<he>> looks nervous. <br><br> <<He>> gives one of the mugs to you. "I know this is all suddenly, but you've probably already found out about it," <<he>> says as <<he>> takes a sip of <<his>> tea. <br><br> After taking a long breath, <<he>> fixes <<his>> gaze on you. "In short, you knocked me up and then disappeared... How was I supposed to run a farm on my own while pregnant?" <br><br> "I kept thinking you would come back at some point, but you never did and the responsibilities grew bigger. It was too much for me, so what choice did I have?" <<he>> sighs. <br><br> <<link [[Next|Farm Alex Forgotten Birth 2]]>><</link>><<effects>> You keep listening to Alex, not daring to interrupt <<him>>. <<He>> constantly adjusts <<his>> voice, trying to sound firm. <br><br> "That fucking sucked. And then that caretaker of yours showed up and.... well, I did what had to be done," <<he>> says, but this time averting your gaze. <br><br> "I don't know how <<nnpc_he "Bailey">> knew about it, but <<nnpc_he "Bailey">> was right that, I couldn't raise a kid on my own. Not with the farm in this state. I didn't have time to even start thinking about a nursery for them!" <br><br> <<He>> sighs. "I do feel bad for my having my own <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children living as orphans<<else>>child living as an orphan<</if>>, but I really can't do this just by myself, you're their father, so share this responsibility too!" <br><br> <<link [[Apologise|Farm Alex Forgotten Birth 3]]>><<set $phase to 1>><</link>> <br> <<link [[Stay silent|Farm Alex Forgotten Birth 3]]>><<set $phase to 2>><</link>><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "I-I'm so sorry, I just... couldn't be here," you say. <<elseif $speech_attitude is "bratty">> "I'm sorry, okay? It's not like I can always be here," you say. <<else>> "I'm sorry, I just couldn't be here," you say. <</if>> <br><br> <<His>> face softens. "It's okay, there was no way for you to know." <br> <<else>> <<He>> shake <<his>> head. "No use to keep thinking of what could or couldn't have happened." <br><br> <</if>> "Look," <<he>> says, leaning closer to you. "I don't like that my <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children are<<else>>child is<</if>> living at an orphanage. There's enough land here on the farm for <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>them<<else>>it<</if>>, but <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>they need<<else>>it needs<</if>> a place to stay." <br><br> <<He>> stands up and take the empty mugs. "I can't take this responsibility all by myself... I should get back to work now," <<he>> says as <<he>> place the mugs in the kitchen and heads to the farm again <br><br> <<if $farm_stage gte 7>> <span class="gold">Alex is willing to keep <<his>> kids at the farm, but first you should help <<him>> out.</span> <br><br> <<else>> Alex is willing to build a Nursery at the cottage, but first <span class="gold">you need to help <<him>> clear the three main fields.</span> <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "I-I'm so sorry, I just... couldn't be here," you say. <<elseif $speech_attitude is "bratty">> "I'm sorry, okay? It's not like I can always be here," you say. <<else>> "I'm sorry, I just couldn't be here," you say. <</if>> <br><br> <</if>> <<if C.npc.Alex.pregnancy.nursery isnot true>> <<if $phase is 1>> "That's all you have to say? 'Sorry'? Our kids are gone now, thanks to you!" <br><br> <<else>> "At least say something, our kids are gone and you don't have anything to say?!" <<he>> yells at you. <br><br> <</if>> <<He>> clenches <<his>> fists. "That 'caretaker' was here. I have no idea how <<nnpc_he "Bailey">> knew about it, but <<nnpc_he "Bailey">> started talking a bunch of nonsense, that my <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children were<<else>>child was<</if>> <<nnpc_his "Bailey">> property cause you were <<nnpc_his "Bailey">> too." <br><br> Your heart drops into your stomach, how could Bailey know about this? <br><br> <<link [[Next|Farm Alex Missed Birth 2]]>><</link>> <<else>> "You could at least say something, it wasn't easy to do all by myself," <<he>> says. <br><br> <<He>> sighs. "It's okay, these things happen I guess." <br><br> <<if pregnancyCountBetweenParents("pc","Alex") gte 2 or pregnancyCountBetweenParents("Alex","pc") gte 2>> "Come on," <<he>> says grabbing your arm. "You have to see your <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> too, I gave <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>them names<<else>>it a name<</if>>, but I'm not good at this, so yeah, I'm open for suggestions," <<he>> says as <<he>> leads you to the cottage's nursery. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<else>> <<He>> clenches <<his>> fists. "That 'caretaker' was here. I have no idea how <<nnpc_he "Bailey">> knew about it, but <<nnpc_he "Bailey">> started talking a bunch of nonsense, that my <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children were<<else>>child was<</if>> <<nnpc_his "Bailey">> property cause you were <<nnpc_his "Bailey">> too." <br><br> Your heart drops into your stomach, how could Bailey know about this? <br><br> <<link [[Next|Farm Alex Missed Birth 2]]>><</link>> <</if>> <</if>><<effects>> <<if C.npc.Alex.pregnancy.nursery is true>> <<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex") is 1>> "Hey, no need to make that face," <<he>> says, noticing your concern. "I didn't give <<nnpc_him "Bailey">> shit, who does <<nnpc_he "Bailey">> think <<nnpc_he "Bailey">> is?! Coming to MY house and wanting to take MY <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> away, bullshit. But we don't have to worry about it again, I made sure that <<nnpc_hes "Bailey">> not coming back." <br><br> <</if>> "Come on," <<he>> says grabbing your arm. "You have to see your <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> too, I gave <<if childrenCountBetweenParents("Alex","pc") gte 2 or childrenCountBetweenParents("pc","Alex") gte 2>>them names<<else>>it a name<</if>>, but I'm not good at this, so yeah, I'm open for suggestions," <<he>> says as <<he>> leads you to the cottage's nursery. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<else>> <<if C.npc.Alex.dom gte 20>> "Don't you dare give me that look," <<he>> says, clearly having noticed your expression. <<else>> "Quit lookin' at me like that," <<he>> sighs defeatedly, clearly having noticed your expression. <</if>> <br><br> "What other choice did I have...?" <<he>> asks, starting to tear up. "It's not like there's anywhere for us to raise a kid out here..." <br><br> <<He>> wipes <<his>> tears away with a sleeve. "Look, I can't stand the idea of my kids somewhere out there, livin' as orphans, but I've already got a farm to run, and that keeps my hands full enough as it is." <br><br> "Even if we asked for 'em back, we'd need somewhere to take care of 'em, like that <span class="blue">nursery</span> I mentioned to you before. You'd also have to go ask <span class="red">that caretaker</span> yourself, since I can't take any time away from the farm..." <<he>> says. <br><br> <<if Time.dayState isnot "night">>"I've got to get back to work<<else>>I've got to take some rest<</if>>," <<he>> says, the sadness in <<his>> eyes in no way diminished. <<He>> leans in and gives you a quick hug before walking off. <br><br> <span class="gold">Alex is willing to keep <<his>> kids at the farm, but first you should help <<him>> out.</span> <br><br> <<link [[Next|Farm Work]]>><</link>> <</if>><<effects>> "Pa is kind of busy right now, but he said mother's at the city and that she agreed to help us, it shouldn't take long," <<he>> says looking more excited than before. <br><br> You don't have to wait much until a vehicle approaches and honks. <br> Alex's mother waves at you two. <br><br> Alex opens the door for you and helps you get in, entering from the other side and taking a seat next to you when you're in. <br><br> "My little <<if C.npc.Alex.pronoun is "f">>girl<<else>>boy<</if>> is finally settling down," she laughs. <br> Alex blushes and turns <<his>> faces away. <br><br> "And with such a <<if $player.gender_appearance is "f">>beautiful woman<<else>>handsome man<</if>>" she adds. <br><br> "Mum!" Alex protests. <br> "What? I was telling the truth," she plays. You don't think Alex's face could get more red. <br><br> <<link [[Next|Farm Alex Orphanage Trip 2]]>><</link>><<effects>> You soon arrive at the orphanage, where your <<if childrenCountBetweenParents("pc","Alex") gte 2>>children are<<else>>child is<</if>>, Alex looks horrified when <<he>> see the state the orphanage is in. <br><br> "Could you please go and get <<if childrenCountBetweenParents("pc","Alex") gte 2>>them<<else>>it<</if>>?" Alex asks. "I'm not sure if I can go in there." <br><br> You nod and enter the orphanage, going right to the Nursery. The goon, that guards the entrance, doesn't stop you as you enter, take your <<if childrenCountBetweenParents("pc","Alex") gte 2>>children<<else>>child<</if>> and leave. <br><br> Looking to your right, you notice Bailey starting you from <<nnpc_his "Bailey">> office, while some orphans steal glances at you and your <<if childrenCountBetweenParents("pc","Alex") gte 2>>babies<<else>>baby<</if>>, as if surprised that someone actually got out of that place. <br><br> Alex opens the door for you and you get in, still with your <<if childrenCountBetweenParents("pc","Alex") gte 2>>babies<<else>>baby<</if>> in hands. <br><br> <<link [[Next|Farm Alex Orphanage Trip 3]]>><</link>><<effects>> <<run Object.values(V.children).filter(child => { if (child.location === "home" && (child.father === "Alex" || child.mother === "Alex")) child.location = "alex_cottage"; })>> <<His>> mother drives to the farm, occasionally looking at her <<if childrenCountBetweenParents("pc","Alex") is 1>>grandchild<<else>>grandchildren<</if>> and smiling. <br><br> It's not a long trip, and you soon arrive at the farm. <br><br> Alex helps you leave the vehicle and take your <<if childrenCountBetweenParents("pc","Alex") is 1>>child<<else>>children<</if>> to the cottage's nursery. <br><br> Alex's mother turns to Alex. "I need to get back to work now, but listen, I'm proud of you, you're making this place look like a home," she says as she drives away. <br><br> <<link [[Next|Farm Cottage]]>><</link>><<effects>> <<npc "Alex">> <<set C.npc.Alex.pregnancy.pills to "fertility">> <<set C.npc.Alex.pregnancyAvoidance to 0>> <<set $NPCList[0].pregnancyAvoidance to 0>> "Hey," you say, leaning closer to <<him>>. "Let's have <<if childrenCountBetweenParents("pc","Alex") lte 0 or childrenCountBetweenParents("Alex","pc") lte 0>>a<<else>>another<</if>> baby." <br><br> <<He>> freezes in place. "H-Hold on, partner. What's this all about?" <br><br> "You said you wouldn't mind, so I thought it would be good for us." <br><br> <<He>> thinks for a while. "Okay," <<he>> says. "I guess we can try." <br><br> You try to pull <<him>> closer but <<if C.npc.Alex.gender is "f">> <<he>> shifts <<his>> position, straddling your lap. <<else>> <<he>> pulls you into <<his>> lap. <</if>> <br><br> "Why the long face?" <<he>> says with a grin. "You owe me a good ride now. Didn't you want <<if C.npc.Alex.gender is "f">> to knock me up<<else>> me to breed you<</if>>?" Alex says, leaning closer and closing <<his>> eyes. <br><br> <<link [[Next|Farm Cottage Babay Request Sex]]>><<set $sexstart to 1>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Cottage Babay Request Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Cottage Babay Request Sex]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I'll stop using contraceptives, so you better be sure of this, mate." <br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "What?" <<he>> says, confused. "But you... whatever. I'll stop using contraceptives, so you better be sure of this, mate." <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Farm Cottage]]>><<endevent>><<pass 20>><</link>><<effects>><<npc "Alex">><<person1>> <<if !C.npc.Alex.pregnancy.ultraSoundWallPic>> <<set C.npc.Alex.pregnancy.ultraSoundWallPic to true>> <</if>> <<run delete C.npc.Alex.pregnancy.ultraSoundPics>> "Hey," you say, leaning closer to Alex. "I have something to show you." <br><br> Alex gives you a curious glance. "Sure, what is it?" <br><br> You grab the ultrasound pictures Harper gave you and hand them to <<him>>. <<He>> seems to be having a hard time understanding what <<hes>> looking at. <br><br> <<if $speech_attitude is "bratty">> "Seriously?" you sigh. "It's our <<pluralise getPregnancyObject().fetus.length "child" "children">>, dummy," <<elseif $speech_attitude is "meek">> "S-Sorry, I should've explained, it's our <<pluralise getPregnancyObject().fetus.length "child" "children">>," <<else>> "You don't get it? It's our <<pluralise getPregnancyObject().fetus.length "child" "children">>," <</if>> you say. <br><br> "Oh," <<he>> says, taking another look at the pictures. "I thought it was some kind of alien," <<he>> jokes. <br><br> You give <<him>> a light punch on the shoulder. "I'm just joking," <<he>> says, embracing you. "Thanks for showing me this. It's nice to know our <<pluralise getPregnancyObject().fetus.length "child is" "children are">> growing nice and healthy." <br><br> Alex holds you for a while, and you both enjoy the moment together. <<He>> gives you a kiss before releasing you. "Think we should hang this somewhere?" <br><br> <<if $location is "alex_cottage">> <<if Time.hour gte 5 and Time.hour lte 6>> <<link [[Next|Farm Cottage]]>><<pass 5>><<endevent>><</link>> <<else>> <<link [[Next|Farm Alex Bedroom]]>><<pass 5>><<endevent>><</link>> <</if>> <<else>> <<link [[Next|Farm Work]]>><<pass 5>><<endevent>><</link>> <</if>><<set $location to "alex_cottage">><<set $outside to 0>><<effects>> <<farm_work_update>> You are in the kitchen in Alex's cottage. There's a window above the sink, giving a view of the farm. <br><br> <<ingredientsSupplied>> <<allowLewdIngredients>> <br><br> <<kitchenDisplay>> <<link [[Leave|Farm Cottage]]>><<handheldon>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">><<set $position to "doggy">> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <<farm_trust dogs>> <</if>> <<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img isnot 1 and pcAreArmsBound("any") and $phase is 1>> The chickens tear the ruined remains of your sleeves away from you, <span class="lblue">freeing your arms.</span> <<unbindtemp>> <br><br> <<elseif $phase is 1>> The chickens hold your arms in place. <br><br> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Coop Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Coop Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>> Satisfied, the <<farm_text dog>> leaves the coop as the chickens step away from the fence, freeing your arms. <<unbindtemp>> <<else>> Satisfied, the <<farm_text dog>> leaves the coop, leaving you to slump to the ground. <</if>> <<lrespect>><<farm_dogs -1>> <br><br> <<tearful>> you finish your work in the coop. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>> The <<farm_text dog>> turns and runs. The chickens follow, releasing your arms. <<unbindtemp>> <<else>> The <<farm_text dog>> turns and runs as you pull yourself to your feet. <</if>> <<tearful>> you finish your work in the coop. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>><<set $rescued += 1>> <<endcombat>> <<npc Alex>><<person1>> "I'm coming!" It's Alex. The <<farm_text dog>> backs away at the sound of <<his>> voice. <<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>> The chickens follow suit. <<unbindtemp>> <<else>> <</if>> <br><br> <<tearful>> you pull yourself to your feet, just as Alex arrives at the entrance of the coop. "Bad dog!" <<he>> says, grasping the beast's collar. "No supper for you tonight." The <<farm_text dog>>'s ears fall limp.<<lrespect>><<farm_dogs -1>> <br><br> <<clotheson>> <<if $exposed gte 1 and $farm_naked isnot 1>> Alex grabs you some towels to cover with. <</if>> "I'm sorry," <<he>> says. "The dogs can be spirited. Good thing I heard you."<<gdom>><<npcincr Alex dom 1>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <<if $farm_naked isnot 1>> <<towelup>> <</if>> <</if>> <br><br> <<link [[Thank Alex|Farm Coop Thank]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<gdom>><<glove>> <br> <<link [[Get angry|Farm Coop Angry]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>> <br> <<link [[Say nothing|Farm Coop Silent]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Th-thank you," you say. <<elseif $speech_attitude is "bratty">> "Thanks," you say. <<else>> "Thank you," you say. <</if>> <br><br> Alex smiles. "Don't mention it. I'll keep an ear out in case you need me again." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you should raise your dogs better," you say. "I was almost hurt." <<elseif $speech_attitude is "bratty">> "Keep your dogs on a tighter leash," you say. "Next time it could get hurt." <<else>> "Have you not trained your dogs at all?" you say. "I could have been hurt." <</if>> <br><br> "I'm sorry," Alex says, holding up <<his>> hands. "But working with animals has its dangers. Be more careful in the future." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You don't say anything, and continue cleaning the coop. "Right," Alex says. "I'd best get back to work too. I'll keep an ear out." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You stand still, and allow the creature to latch onto your face. <<deviancy4>> <<link [[Next|Farm Yard Struggle]]>><<set $struggle_start to 2>><</link>><<effects>> <<if $danceSuccess>> You jump aside at the last moment, and <span class="green">the creature flies past.</span> It lands and darts into a bush before you can get a good look at it. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You try to jump aside, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth. <br><br> <<link [[Next|Farm Yard Struggle]]>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You swing the shovel at the creature and <span class="green">smack it aside with a crunch.</span> It lands and darts into a bush before you can get a good look at it. <br><br> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br> <<else>> The shovel hits, <span class="red">but the creature moves with such force that your impromptu weapon is batted aside.</span> It latches onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth. <br><br> <<link [[Next|Farm Yard Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> <<set $rescued += 1>> You scream, but the creature lands on your face, cutting it short. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth. <br><br> <<npc Alex>><<person1>> "I'm coming!" It's Alex. "Hold on." You hear <<his>> footsteps get closer. Just as your lips begin to give way, you are pulled forward as Alex tugs the creature off your face. <<He>> yanks it with such force that it hurtles through the air. It lands and darts into a bush before you can get a good look at it. <br><br> You gasp for air. "Be careful of those," <<he>> says. "They crawl in from the moor. You can leave the yard to me if you like. I usually clear it after my morning shower." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>><<wearProp "net">> <<if $danceSuccess and $athleticsSuccess>> <span class="green">The net lands true.</span> You pull the creature into your possession. <br><br> <<set $lurkers_held += 1>> <<set $stat_lurkers_captured += 1>> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br> <<else>> You try to hurl the net, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.<<gnet>> <<prof net 1>> <br><br> <<link [[Next|Farm Yard Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 1 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $struggle.mouth.creature to "lurker">> <<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <<unset $struggle_start>> <<elseif $struggle_start is 2>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 1 1>> <<set $combat to 1>> <<neutral 1>> <<consensual>> <<set $consensual to 1>> <<set $struggle.mouth.creature to "lurker">> <<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Farm Yard Struggle Finish]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Farm Yard Struggle]]>><</link>></span> <br> <</if>><<effects>> The creature darts into a bush before you can get a good look at it. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You continue to feed the chickens, despite your predicament. You blush the whole time, worried that Alex or another farmer will see you. <<if $exposed gte 2>> <<exhibitionism2>> <<else>> <<exhibitionism1>> <</if>> <<if $rng gte 71>> You've almost finished when you hear a whistling. It's close. You look up with a start. <br><br> <<npc Alex>><<person1>> Alex enters the yard from the direction of the sty, carrying a couple of buckets. <<He>> drops them when <<he>> spots you, before blushing and looking away. <<covered>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> "You'll want to wear something sturdy," <<he>> laughs, picking up the buckets but continuing to look away. "This isn't work for delicate clothes. There's a towel in the shed. It's not sturdy at all, but better than nothing."<<gdom>><<npcincr Alex dom 1>><<glust>><<npcincr Alex lust 1>> <br><br> There is indeed a towel in the shed. Your wrap it around you, your hands shaking.<<towelup>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> You finish up without incident, putting the sack back in the shed. You find a towel inside. <<towelup>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You rush back to the shed and search for something to cover with. You find a towel, and tie it around your body. <<towelup>> <br><br> You finish feeding the chickens, but are careful to keep them at a distance. The towel wouldn't last against their eagerness. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> <<loweron>> <<outfitChecks>> <<if $rng gte 51>> You reach down and grasp your _bottom.name, before pulling it up your legs. A few chickens latch onto the bottom of the sack with their beaks, <span class="green">but the fabric remains strong</span> as you shake them free. <br><br> You finish feeding the chickens without further incident, and return the sack to the shed. <br><br> <<link [[Farm Work]]>><</link>> <br> <<else>> You reach down and grasp your _bottom.name, before pulling it up your legs. A few chickens latch onto the bottom of the sack with their beaks. You try to shake them free, <span class="red">but the fabric tears,</span> and the grain tumbles out in a torrent.<<lfarm>><<farm_yield -1>> <br><br> <<pass 20>><<farm_count 20>> The chickens begin feasting. You rush for another sack, and try to retrieve the grain while keeping the birds from overfeeding. They're happy, at least.<<gtiredness>><<tiredness 6>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<loweron>> <<outfitChecks>> <<set _bottom.integrity -= 40>> You scatter grain in a wide arc, away from your _bottom.name. The chickens continue tearing at the fabric for a moment, before they notice the food. <br><br> <<if _bottom.integrity lte 0>> You try to pull your _bottom.name up your legs, but the ruined fabric falls apart. <<integritycheck>><<exposure>> <br> You almost drop the sack in your haste to cover, but there's no one else around. <br><br> <<if $exposed gte 2 and hasSexStat("exhibitionism", 2)>> <<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist2>> <br> <<elseif $exposed is 1>> <<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist1>> <br> <</if>> <<link [[Find something to cover with (0:20)|Farm Chickens Cover]]>><<pass 20>><<farm_count 20>><</link>> <br> <<else>> You pull your dishevelled _bottom.name up your legs. <br><br> You feed the other chickens without incident, and return the sack to the shed. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<loweron>> <<outfitChecks>> You throw your head back, and roar. <br><br> The chickens flee in all direction, letting you pull your _bottom.name up your legs without trouble. <br><br> You finish feeding the chickens without incident, though they seem afraid to get too close. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You search every nook and cranny in the yard, but to no avail. You're checking the fence for overlooked holes when you hear a cluck above you. The chicken perches on the roof of the farmhouse. <br><br> <<link [[Get a ladder (0:10)|Farm Chickens Ladder]]>><<pass 10>><<farm_count 10>><</link>> <br> <<link [[Get Alex|Farm Chickens Alex]]>><<npcincr Alex dom 1>><</link>><<gdom "Alex">> <br> <<if $harpy gte 6>> <<link [[Beckon|Farm Chickens Beckon]]>><</link>><<harpy>> <</if>><<effects>> You search for a ladder, finding one beside the stable. It's a bit unwieldy on your own, but you carry it to the farmhouse and prop it up beside the chicken. The bird doesn't move as you lift it with one arm, and return it to the coop. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> <<npc Alex>><<person1>> You call out for Alex. <<He>> responds a moment later, though <<hes>> too distant to make out the words. <br><br> "What do we have here?" <<he>> says as <<he>> arrives. You nod at the chicken. <<He>> looks up, and laughs. "How'd you get up there? Dumb bird." <br><br> You help <<him>> carry a ladder from the stable, and prop it up beside the chicken. Alex climbs, retrieves the rogue, and returns it to the coop. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You hold out your hands, and sing a soothing tune. The chicken tilts its head at you curiously. When your voice softens into a coaxing coo, it hops down, and settles into your open palms. <br><br> The bird nuzzles against your fingers as you carry it back to the coop. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You prowl the yard until you catch the scent of the rogue bird on the breeze. You look up, and see it perched on the roof of the farmhouse. <br><br> You don't know how it got up there, but you know how you'll follow. You crouch beside the porch, then jump, hauling yourself up. From there it's just another jump to reach the top. <br><br> You almost grasp the chicken with your mouth, but catch yourself and lift it with your arms instead. You drop down to the porch, and then the yard, before returning to the coop. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You're sure it'll be fine. You shut and lock the door. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> <<if $tendingSuccess>> <<if $farm_work.pig.monster is true>> "Away!" you say, <span class="green">your voice firm and sure.</span> The <<farm_text pig>> releases you, and enters the pen without further fuss.<<grespect>><<farm_pigs 1>> <<else>> "Down!" you say, <span class="green">your voice firm and sure.</span> The pig drops to the ground, and enters the pen without further fuss.<<grespect>><<farm_pigs 1>> <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<if $farm.beasts.pigs lt -5 and $rng gte 51>> <<if $farm_work.pig.monster is true>> "A-away!" you say, but <span class="red">your voice shakes,</span> and the <<farm_text pig>> pays you no heed. <<farm_He pig>> pulls you to the ground.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<else>> "D-down!" you say, but <span class="red">your voice shakes,</span> and the pig pays you no heed. It forces you to the ground.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <</if>> <br><br> <<link [[Next|Farm Pigs Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $farm_work.pig.monster is true>> "A-away!" you say, but <span class="red">your voice shakes,</span> and the <<farm_text pig>> pays you no heed. <<farm_He pig>> humps you for a few moments, before tiring and stepping away. You close the pen after <<farm_him pig>>.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<else>> "D-down!" you say, but <span class="red">your voice shakes,</span> and the pig pays you no heed. It humps you for a few moments, before tiring and dropping to the ground. You close the pen after it.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <</if>><<effects>> <<if $physiqueSuccess>> <<if $farm_work.pig.monster is true>> <span class="green">You shove the <<farm_text pig>> away from you.</span> <<farm_He pig>> steps away and enters the pen without further fuss.<<grespect>><<farm_pigs 1>> <<else>> <span class="green">You shove the pig away from you.</span> It drops to the ground and enters the pen without further fuss.<<grespect>><<farm_pigs 1>> <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<if $farm.beasts.pigs lte -5 and $rng gte 51>> <<if $farm_work.pig.monster is true>> You try to shove the <<farm_text pig>> away from you, <span class="red">but <<farm_he pig>> shoves back, and you fall to the ground.</span><<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<else>> You try to shove the pig away from you, <span class="red">but the weight pushes you to the ground.</span><<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <</if>> <<link [[Next|Farm Pigs Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $farm_work.pig.monster is true>> You try to shove the <<farm_text pig>> away from you, <span class="red">but <<farm_he pig>> wrestles back, and holds your arms behind you.</span> <<farm_he pig>> humps you for a few moments, before tiring and stepping away. You close the pen after it.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<else>> You try to shove the pig away from you, <span class="red">but it's too heavy.</span> It humps you for a few moments, before tiring and dropping to the ground. You close the pen after it.<<lrespect>><<farm_pigs -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <</if>><<effects>> <<if $farm.beasts.pigs lte -5 and $rng gte 51>> <<if $farm_work.pig.monster is true>> You endure as the <<farm_text pig>> humps you. Unsatisfied, <<farm_he pig>> wrestles you to the ground. <<else>> You endure as the pig humps you. Its weight forces you to the ground. <</if>> <br><br> <<link [[Next|Farm Pigs Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $farm_work.pig.monster is true>> You endure as the <<farm_text pig>> humps you. <<farm_He pig>> soon tires, and steps away. You close the pen after <<farm_him pig>> <<else>> You endure as the pig humps you. It soon tires, or is otherwise satisfied, and drops to the ground. You close the pen after it. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<if $farm_work.pig.monster is true>> <<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals monster>> <<else>> <<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals beast>> <</if>> <<beastCombatInit>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <<farm_trust pig>> You reach back and feel beneath the <<farm_text pig>>. <<npchand>><<deviancy3>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Pigs Hand Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Pigs Hand]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<farm_text pig>> trots into the pen. <br><br> <<tearful>> you close the gate. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> Sufficiently cowed, the <<farm_text pig>> drops to the ground and scurries into the pen.<<grespect>><<farm_pigs 1>> <br><br> <<tearful>> you close the gate. <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> "I'm coming!" The <<farm_text pig>> scurries into the pen at the sound of Alex's voice. <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex enters the sty, and rushes up to you, offering <<his>> arm. <<tearful>> you rise to your feet. "Don't be afraid to tell the pigs off if they get frisky," Alex says, shutting the gate to the pen. "A firm word usually does the trick."<<gdom>><<npcincr Alex dom 1>> <br><br> Once sure you're okay, Alex returns to <<his>> work. <br><Br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> The <<farm_text pig>> trots into the pen with a huff.<<lrespect>><<farm_pigs -1>> <br><br> <<tearful>> you close the gate. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<if $farm_work.pig.monster is true>> <<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals monster>> <<else>> <<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals beast>> <</if>> <<beastCombatInit>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Pigs Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Pigs Rape]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<farm_text pig>> trots into the pen.<<lrespect>><<farm_pigs -1>> <br><br> <<tearful>> you lean against the gate, shutting it. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> Sufficiently cowed, the <<farm_text pig>> drops to the ground and scurries into the pen.<<grespect>><<farm_pigs 1>> <br><br> <<tearful>> you close the gate after it. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>><<set $rescued += 1>> "I'm coming!" The <<farm_text pig>> scurries into the pen at the sound of Alex's voice. <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex enters the sty, and rushes up to you, offering <<his>> arm. <<tearful>> you rise to your feet. "Don't be afraid to tell the pigs off if they get frisky," Alex says, shutting the gate to the pen. <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>> <<He>> hands you some towels. <<towelup>> <</if>> "A firm word usually does the trick."<<gdom>><<npcincr Alex dom 1>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> Once sure you're okay, Alex returns to <<his>> work. <br><Br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<if currentSkillValue('tending') gte (1, 600)>> "Down!" you repeat. <span class="green">The <<farm_text pig>> listens this time,</span> dropping Alex's <<if $pronoun is "f">>skirt<<else>>shorts<</if>> and trotting back to the others. <br><br> "Thanks," Alex laughs. "As if we don't feed them enough already."<<glove>><<ldom>><<grespect>><<npcincr Alex love 1>><<npcincr Alex dom -1>><<farm_pigs 1>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> "D-down!" you repeat. <span class="red">The <<farm_text pig>> ignores you too.</span> <<if $pronoun is "f">> <<farm_He pig>> tears Alex's skirt off <<his>> body, exposing <<his>> black and red boyshorts. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other. <br><br> "You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with <<farm_his pig>> prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another skirt before those perverts see."<<glust>><<garousal>><<npcincr Alex lust 1>><<arousal 600>> <<else>> <<farm_He pig>> tears Alex's shorts off <<his>> body, exposing <<his>> black and red boxers. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other. <br><br> "You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with its prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another pair of shorts before those perverts see."<<glust>><<garousal>><<npcincr Alex lust 1>><<arousal 600>> <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $pronoun is "f">> The <<farm_text pig>> tears Alex's skirt off <<his>> body, exposing <<his>> black and red boyshorts. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other. <br><br> "You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with its prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another skirt before those perverts see." <<else>> The <<farm_text pig>> tears Alex's shorts off <<his>> body, exposing <<his>> black and red boxers. <<He>> covers the front of it with one hand and whacks the top of the <<farm_text pig>>'s head with the other. <br><br> "You're in trouble now," <<he>> says as the <<farm_text pig>> trots away with its prize. Alex turns to you, a hint of blush on <<his>> face. "I'd better get myself another pair of shorts before those perverts see." <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<outfitChecks>> <<if $tendingSuccess>> "Down!" you say, <span class="green">your voice firm and sure.</span> The <<farm_text pig>> releases you, and returns to its feed.<<farm_pigs 1>><<grespect>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> "D-down!" you say, <span class="red">but your voice shakes.</span> <<set _bottom.integrity -= 50>> <<if _bottom.integrity lte 0>> The <<farm_text pig>> tears away your _bottom.name, exposing your <<= _bottomUnder?.name || "<<undies>>">>. <<farm_He pig>> trots into the middle of the pen, pleased with its acquisition. <<integritycheck no_text>><<exposure>> <<else>> The <<farm_text pig>> rips away a piece of fabric. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>><<outfitChecks>> <<npc Alex>><<person1>> You call for help. "I'm coming!" Alex shouts in response. <<He>> enters the sty and rushes over, before bonking the <<farm_text pig>> on the head with <<his>> broom. The <<farm_text pig>> releases your _bottom.name and retreats into the middle of the pen. <br><br> "They'll eat anything," Alex laughs. "It pays to wear something sturdy." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You open your mouth to scold, but you only manage a yell as you are yanked over the fence. You land in a pile of mud with a squelch. <br><br> <<if $tendingSuccess>> The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and <</if>>tongues exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>> <br><br> "Away!" you shout, <span class="green">your voice firm and sure.</span> The <<farm_text_many pig>> back away from you, giving you space to stand.<<ggrespect>><<farm_pigs 3>> <br><br> <<if $farm_work.pig.monster is true>> "Bad pigs," you say. The <<farm_text_many pig>> stare at their feet, chastened. <<else>> "Bad pigs," you say. The pigs trot to the edge of the pen, chastened. <</if>> <br><br> You leave the sty, shaking off mud as you go. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and <</if>>tongues exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>> <br><br> "A-Away," you say, <span class="red">but your voice trembles and the <<farm_text_many pig>> ignore you.</span> They continue their assault. They grasp and tear, and soon have your <span class="pink">clothes reduced to tatters.</span><<clothesruined>> <br><br> <<link [[Next|Farm Pigs Feed Extreme]]>><</link>> <br> <</if>><<effects>> Their tongues attack from all angles, licking you all over. At last, they back away. But only so a particularly large <<farm_text pig>> has space to climb atop you. <br><br> <<link [[Next|Farm Pig Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<if $farm_work.pig.monster is true>> <<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals monster>> <<else>> <<beastNEWinit 1 pig $farm_work.pig.gender $farm_work.pig.genitals beast>> <</if>> <<beastCombatInit>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Pig Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Pig Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<farm_text pig>> climbs off you, satisfied. <<if $farm_work.pig.monster is true>> The others cheer. <br> <<if random(1, 2) is 2>> "Not so great now, are you?" <<else>> "I hope <<pshe>> knows <<pher>> place." <</if>> <br> <<if random(1, 2) is 2>> "You should've been rougher." <<else>> "You should be rougher next time." <</if>> <br> <<if random(1, 2) is 2>> "We should keep <<phim>> here." <<else>> "My turn next time." <</if>> <</if>><<lrespect>><<farm_pigs -1>> <br><br> <<tearful>> you stagger from the pen. You close the gate behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<farm_text pig>> backs away from you, cowed. The others follow suit.<<grespect>><<farm_pigs 1>> <br><br> <<tearful>> you leave the pen. You close the gate behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>><<set $rescued += 1>> "I'm coming!" It's Alex. The <<farm_text pig>> backs away from you at the sound. The others follow suit.<<lrespect>><<farm_pigs -1>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives at the edge of the pen, and laughs. <<He>> hauls <<himself>> over with one arm, and helps you to your feet. "Pigs can be like that," <<he>> says. "Don't be afraid to lay down the law. A firm word usually does the trick." <br><br> <<if $exposed gte 1 and $farm_naked isnot 1>> Alex hands you some towels, then returns to <<his>> work.<<towelup>> <<else>> Alex hands you some towels to wipe of the mud, then returns to <<his>> work. <</if>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You scream as the <<farm_text pig>> yanks you into the pen. You land in a pile of mud with a squelch. <br><br> The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>> <br><br> <<npc Alex>><<person1>> "I'm coming!" It's Alex. The <<farm_text_many pig>> pull back at the sound. <br><br> Alex arrives at the edge of the pen, and laughs. <<He>> hauls <<himself>> over with one arm, and helps you to your feet. "Pigs can be like that," <<he>> says. "Don't be afraid to say down the law. A firm word usually does the trick." <br><br> <<He>> hands you some towels to wipe off the mud, then returns to <<his>> work. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $farm.beasts.horses lte -20>> <<tendingdifficulty 1 1200 true>> <<else>> <<tendingdifficulty 1 800 true>> <</if>> <<if $tendingSuccess>> "Bad horses," you say, <span class="green">your voice firm and sure.</span> "Get in the field with the others. I won't give you a second chance."<<grespect>><<farm_horses 1>> <br><br> <<if $farm_work.horse.monster is true>> The centaur glances over your shoulder, looking at its colleague. It sneers and turns. Both run for the field. You shut the gate behind them. <br><br> <<else>> The horse shakes its head, then steps away from you. Both run for the field. You shut the gate behind them. <br><br> <</if>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> "B-bad horses," you say, <span class="red">but your voice trembles.</span> "G-get in the field with the others. Shoo."<<lrespect>><<farm_horses -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Next|Farm Horses Endure]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<if $farm_work.horse.monster is true>> <<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals monster>> <<else>> <<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals beast>> <</if>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">> <<if $farm_work.horse.genitals is "penis">> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<set $position_lock to 1>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <<farm_trust horses>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Horse Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Horse Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $farm_work.horse.monster is true>> "Don't forget," the centaur says as <<farm_he horse>> steps away. "You're just a toy." The pair run into the field. <<else>> The horses run into the field. <</if>> <<lrespect>><<farm_horses -1>><<gfarm>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>> <br><br> <<tearful>> you steady your feet. You close the gate. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $farm_work.horse.monster is true>> The centaur backs away. "What's wrong?" the other chuckles. "This human <<girl>> too much for you?" <br><br> "I don't see you having a go," the centaur responds. "I'm thirsty anyway." <<farm_He horse>> runs for the field, and the other follows. <<else>> The horse backs away from you, and runs for the field. The other follows. <</if>> <<grespect>><<farm_horses 1>> <br><br> <<tearful>> you steady your feet. You close the gate. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>><<set $rescued += 1>> "I'm coming!" It's Alex. <<if $farm_work.horse.monster is true>> The centaur backs up at the sound. "Fuck," <<farm_he horse>> says, running for the field and pointing at the other. "It was <<farm_him horse>>!" <<else>> The horse backs up at the sound. Both run for the field. <</if>> <<lrespect>><<gdom "Alex">><<farm_horses -1>><<npcincr Alex dom 1>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives at the stable, and runs along the lane. "You okay?" <<he>> asks. "You don't want to lose control around the <<farm_text_many horse>>." <<if $exposed gte 1 and $farm_naked isnot 1>> <<He>> helps you steady yourself, and offers some towels to cover with. <<else>> <<He>> helps you steady yourself. <</if>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<tearful>> you close the gate. "Leave the <<farm_text_many horse>> to me if you like," Alex adds. "For all their stubbornness, the pigs can be easier to manage." <br><br> <<He>> returns to <<his>> work. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> "I'm coming!" It's Alex. <<if $farm_work.horse.monster is true>> The centaur backs up at the sound. "Fuck," <<farm_he horse>> says, running for the field and pointing at the other. "It was <<farm_him horse>>!" <<else>> The horse backs up at the sound. Both run for the field. <</if>> <<lrespect>><<gdom "Alex">><<farm_horses -1>><<npcincr Alex dom 1>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives at the stable, and runs along the lane. "You okay?" <<he>> asks. "You don't want to lose control around the <<farm_text_many horse>>." <<if $exposed gte 1 and $farm_naked isnot 1>> <<He>> helps you steady yourself, and offers some towels to cover with. <<else>> <<He>> helps you steady yourself. <</if>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<tearful>> you close the gate. "Leave the <<farm_text_many horse>> to me if you like," Alex adds. "For all their stubbornness, the pigs can be easier to manage." <br><br> <<He>> returns to <<his>> work. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<outfitChecks>> <<if $farm_work.horse.monster is true>> The centaur throws back <<farm_his horse>> head and <<= $farm_work.horse.gender is "f" ? "laughs, <<farm_his horse>> breasts shaking." : "laughs.">> <<if !_shirtless>> <<if _top.integrity gte 40>> "I don't think so." <<farm_He horse>> grasps your _top.name and jerks <<farm_his horse>> hand, tearing and loosening the fabric. <<farm_He horse>> pushes <<farm_his horse>> hand down the front, and fondles your <<breasts>>.<<garousal>><<arousal 6 "breasts">> <br><br> <<else>> "I don't think so." <<farm_He horse>> grasps your_top.name and jerks <<farm_his horse>> hand, <span class="pink">tearing it from your body.</span> Now exposed, <<farm_he horse>> fondles your <<breasts>> with both hands.<<garousal>><<arousal 6 "breasts">> <br><br> <</if>> <<set _top.integrity -= 40>> <<integritycheck no_text>><<exposure>> <<else>> <<farm_He horse>> grasps your hair and yanks your head down with one hand, while <<farm_he horse>> fondles your <<breasts>> with the other.<<garousal>><<arousal 600 "breasts">> <br><br> <</if>> <<if $farm.beasts.horses lte -20 and $rng gte 51>> "Fuck this," the second centaur says. "Let's give <<phim>> a proper seeing to." Still holding your arms, <<farm_he horse>> lifts you into the air and throws you over a nearby fence. <<farm_He horse>> steps over you. <br><br> <<link [[Next|Farm Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "I've half a mind to do you here," <<farm_he horse>> says. "See how you handle us both. But I think I've proved my point." <<farm_He horse>> shoves you to the dirt, and they both run for the field. <br><br> <<tearful>> you rise to your feet. You close the gate. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> The horse ignores your words. <<if !_shirtless>> <<if _top.integrity gte 40>> It grasps your _top.name in its mouth and jerks its head, tearing and loosening the fabric. It shoves its tongue down the front, licking your skin and fondling your <<breasts>><<garousal>><<arousal 6 "breasts">> <br><br> <<else>> It grasps your _top.name in its mouth and jerks its head, <span class="pink">tearing it away from your body.</span> Now exposed, it runs its tongue over your bare skin, fondling your <<breasts>>.<<garousal>><<arousal 6 "breasts">> <br><br> <</if>> <<set _top.integrity -= 40>> <<integritycheck no_text>><<exposure>> <<else>> It bites your hair and yanks you around a bit, before releasing you and running its tongue over your chest. It licks your skin and fondles your <<breasts>>.<<garousal>><<arousal 600 "breasts">> <br><br> <</if>> <<if $farm.beasts.horses lte -20 and $rng gte 51>> The second horse shoves you with the side of its head. You're pushed against a fence with enough force to bend you over. One of the horses steps above you, keeping you down with its weight. <br><br> <<link [[Next|Farm Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The horse behind you breaks into a jog, knocking you to the dirt as it passes. Both horses run for the field. <br><br> <<tearful>> you rise to your feet. You close the gate. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <</if>><<effects>> <<if $athleticsSuccess>> You run after the <<farm_text horse>>. This would be impossible were they moving at full speed, but the pace is leisurely by their standards, <span class="green">and you manage to grasp <<farm_him horse>> by the bridle.</span> <<if $farm.beasts.horses gte 5>> <<farm_He horse>> doesn't seem bothered. <<else>> <<farm_He horse>>'s agitated by your interruption, but doesn't resist. <</if>> <br><br> <<farm_brush>> <<else>> You run after the <<farm_text horse>>. <span class="red">They're much too fast,</span> and leave you exhausted.<<gtiredness>><<tiredness 6>> <br><br> <<link [[Next|Farm Horses Seduce Failure]]>><</link>> <br> <</if>><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You glance over your shoulder to make sure there's no one around, then lean against the fence in a mating posture. That should get <<farm_his horse>> attention.<<deviancy2>> <<if $seductionrating gte $seductionrequired>> The <<farm_text horse>> slows when <<farm_he horse>> sees you, considers a moment, then <span class="green">runs in your direction.</span> <br><br> <<link [[Next|Farm Horses Seduce Success]]>><</link>> <br> <<else>> The <<farm_text horse>> slows when <<farm_he horse>> sees you, considers a moment, then <span class="red">picks up the pace once more.</span> <br><br> <<link [[Next|Farm Horses Seduce Failure]]>><</link>> <br> <</if>><<effects>> You grasp the <<farm_text horse>>'s bridle as <<farm_he horse>> stops. <<if $farm.beasts.horses gte 5>> <<farm_He horse>> looks eager. <<else>> <<farm_He horse>> watches you warily. <</if>> <br><br> <<farm_brush>><<effects>><<pass 20>> Your <<farm_text horse>> continues to ignore you. You wait until <<farm_he horse>> tires, then grasp <<farm_his horse>> bridle, brush in hand. <br><br> <<if $farm.beasts.horses gte 5>> <<farm_He horse>> looks eager. <<else>> <<farm_He horse>> watches you warily. <</if>> <br><br> <<farm_brush>><<effects>> You wait until they tire, then approach a <<farm_text horse>>, brush in hand. <<if $farm.beasts.horses gte 5>> <<farm_He horse>> runs towards you, eager. <<else>> <<farm_He horse>> watches you warily. <</if>> <br><br> <<farm_brush>><<effects>> <<if $athleticsSuccess>> You run for the gate. The <<farm_text horse>> picks up the pace behind you, <span class="green">but you make it through before <<farm_he horse>> catches up.</span> You close the gate behind you. <br><br> <<if $farm_work.horse.monster is true>> The centaur comes to a stop, and eyes up the gate. "I could jump that," <<farm_he horse>> boasts. "I'm just choosing not to." Another centaur scoffs.<<grespect>><<farm_horses 1>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> The horse comes to a stop, and huffs at the gate.<<grespect>><<farm_horses 1>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> You run for the gate. The <<farm_text horse>> picks up the pace behind you, <span class="red">and soon overtakes.</span><<lrespect>><<farm_horses -1>><<gstress>><<stress -6>> <br><br> <<if $farm_work.horse.monster is true>> <<if $farm_work.horse.genitals is "vagina">> "My pussy needs your attention," <<farm_he horse>> says, grasping your hair. <<farm_He horse>> pulls you to your knees, and steps over you. <<farm_His horse>> pussy hovers above. <<else>> "My cock needs your attention," <<farm_he horse>> says, grasping your hair. <<farm_He horse>> pulls you to your knees, and steps over you. <<farm_His horse>> gargantuan penis hovers above. <</if>> <<else>> It grasps your hair with its mouth, and pulls you to your knees. It steps over you. <<if $farm_work.horse.genitals is "vagina">> <<farm_His horse>> pussy hovers above. <<else>> <<farm_His horse>> gargantuan penis hovers above. <</if>> <</if>> <<gstress>><<stress 6>> <br><br> <<link [[Grudgingly rub|Farm Horses Brush Grudging]]>><<trauma 6>><<stress 6>><<farm_yield 1>><<set $handstat += 1>><<set $handejacstat += 1>><</link>><<gtrauma>><<gstress>><<gfarm>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Enthusiastically rub|Farm Horses Brush Enthusiastic]]>><<farm_yield 1>><<set $handstat += 1>><<set $handejacstat += 1>><</link>><<deviant3>><<gfarm>> <br> <</if>> <<link [[Refuse|Farm Horses Brush Refuse]]>><</link>> <br> <</if>><<effects>> <<if $farm_work.horse.genitals is "vagina">> You reach for <<farm_his horse>> pussy, and push a finger inside. You add another finger, then another. You push them in and out. <<else>> You reach for <<farm_his horse>> penis, taking it between both hands. You rub up and down the shaft. <</if>> <<if $farm_work.horse.monster is true>> "K-Keep going," <<farm_he horse>> stutters. You oblige, aware that the other <<farm_text_many horse>> are watching, and hoping to get this over with. <<else>> You try to respond to the noises it makes, aware that the other <<farm_text_many horse>> are watching, and hoping to get this over with. <</if>> <br><br> At last, the <<farm_text horse>> shudders into orgasm. <<if $farm_work.horse.genitals is "penis">> <<if currentSkillValue('danceskill') gte 400>> <span class="green">You're able to dodge the ejaculate.</span> It arcs over your shoulder, landing on the grass. <<else>> <span class="pink">Semen splatters over your face and drips down your chest.</span><<bodyliquid "chest" "semen">><<bodyliquid "face" "semen">><<faceejacstat>><<ejacstat>> <</if>> <</if>> <br><br> <<if $farm_work.horse.monster is true>> "Thanks babe," <<farm_he horse>> says, shoving you aside and walking back to the middle of the field. The observing centaurs laugh amongst themselves. <<else>> The horse shakes its mane, and walks back to the middle of the field. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> <<if $farm_work.horse.genitals is "vagina">> You reach for <<farm_his horse>> pussy, and push a finger inside. You add another finger, then another. You push them in and out. <<else>> You reach for <<farm_his horse>> penis, taking it between both hands. You rub up and down the shaft. <</if>> <<if $farm_work.horse.monster is true>> "K-Keep going," <<farm_he horse>> stutters. <br> "Like this?" you ask, increasing the pace. <br> The <<farm_text horse>> tries to respond, but <<farm_he horse>> can manage only a weak whinny. <<else>> The horse trembles and whinnies. <br> "You like that?" you say, increasing the pace. It whinnies again, louder this time. <</if>> You take it as a yes. <<deviancy3>> At last, the <<farm_text horse>> shudders into orgasm. <<if $farm_work.horse.genitals is "penis">> <<if currentSkillValue('danceskill') gte 400>> <span class="green">You're able to dodge the ejaculate.</span> It arcs over your shoulder, landing on the grass. <<else>> <span class="pink">Semen splatters over your face and drips down your chest.</span><<bodyliquid "chest" "semen">><<bodyliquid "face" "semen">><<faceejacstat>><<ejacstat>> <</if>> <</if>> <br><br> <<if $farm_work.horse.monster is true>> "Thanks babe," <<farm_he horse>> says, walking back to the middle of the field on shaky legs. The observing centaurs laugh amongst themselves. <<else>> The horse shakes its mane, and walks back to the middle of the field. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You scramble out from beneath the <<farm_text horse>>, and continue to the gate. <<outfitChecks>> <<if $farm.beasts.horses lte -20>> <<if $farm_work.horse.monster is true>> "I know you want this," <<farm_he horse>> snorts. <<farm_He horse>> reaches down and <span class="red">snatches you from the grass.</span> <<farm_He horse>> keeps one arm locked around your abdomen and rests the other on your <<bottom>>. <br><br> "Time for a lesson." <<if _top?.set is _bottom?.set and !_bottomIsSkirt>> You feel <<farm_his horse>> fingers tap against your <<bottom>> <<elseif _bottom>> <<if _skirtExposed>> <<farm_He horse>> flips up your <<allBottoms>>, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name,<</if>> baring your <<bottom>>. <<elseif _bottomIsSkirt>> <<farm_He horse>> flips up your _bottom.name, <<if _bottomUnder and _bottomUnder?.set isnot _topUnder?.set>>and pulls down your _bottomUnder.name<</if>>, baring your <<bottom>>. <<else>> <<farm_He horse>> tugs down your <<allBottoms>>, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name,<</if>> baring your <<bottom>>. <</if>> <<else>> You feel <<farm_his horse>> fingers tap against your <<bottom>>. <</if>> <<farm_He horse>> brings down <<farm_his horse>> hand against it, sending a jolt of pain up your body. <br><br> "How's that?" <<farm_he horse>> asks, spanking you again, and again. Each blow lurches your body forward, throwing the tears from your cheek.<<gtrauma>><<gstress>><<ggpain>><<trauma 6>><<stress 6>><<pain 8>> <br><br> At last, <<farm_he horse>> drops you to the ground. You walk from the field, your rear stinging, and close the gate. <<clotheson>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> The horse grasps your hair, pulling you to your knees again. This time however, it shoves you forward, leaving your rear stuck in the air. <<if _top?.set is _bottom?.set and _bottom and !_bottomIsSkirt>> You feel <<farm_his horse>> tongue lap against your <<bottom>>, and hope your _bottom.name proves enough of a barrier. <<elseif _bottom>> <<if _skirtExposed>> <<farm_He horse>> flips up your <<allBottoms>> with <<farm_his horse>> teeth, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name,<</if>> baring your <<bottom>> to <<farm_his horse>> probing tongue. <<elseif _bottomIsSkirt>> <<farm_He horse>> flips up your _bottom.name, <<if _bottomUnder and _bottomUnder?.set isnot _topUnder?.set>>and pulls down your _bottomUnder.name with <<farm_his horse>> teeth, <</if>>baring your <<bottom>> to <<farm_his horse>> probing tongue. <<else>> <<farm_He horse>> tugs down your <<allBottoms>> with <<farm_his horse>> teeth, <<if $worn.under_lower.name isnot "naked" and $worn.under_upper.set isnot $worn.under_lower.set>> and pulls down your $worn.under_lower.name as well,<</if>> baring your <<bottom>>. <</if>> <<else>> You feel <<farm_his horse>> tongue press against your <<bottom>>. <</if>> <br><br> It licks you. Some licks are slow and long, others quick and sharp. You fear it might try something more extreme, but it seems content to taste you. The feeling combined with its hot breath is maddening.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>> <br><br> You make it back to your feet, and stumble through the gate. You close it behind you. The horse neighs. <<clotheson>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> <<if $farm_work.horse.monster is true>> "I know you want this." <<farm_He horse>> snorts, but doesn't follow. <<else>> The horse gives a frustrated whinny, but doesn't follow. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You wait for the <<farm_text horse>>. It comes to a stop in front of you. <br><br> <<if $farm_work.horse.monster is true>> "My <<= $farm_work.horse.genitals is "vagina" ? "pussy" : "cock">> needs your attention," <<farm_he horse>> says, grasping your hair. <<farm_He horse>> pulls you to your knees and steps over you. <<farm_His horse>> <<= $farm_work.horse.genitals is "vagina" ? "pussy" : "gargantuan penis">> hovers above. <<else>> It grasps your hair with its mouth, and pulls you to your knees. It steps over you. <<farm_His horse>> <<= $farm_work.horse.genitals is "vagina" ? "pussy" : "gargantuan penis">> hovers above. <</if>> <<gstress>><<stress 6>> <br><br> <<link [[Grudgingly rub|Farm Horses Brush Grudging]]>><<trauma 6>><<stress 6>><<farm_yield 1>><</link>><<gtrauma>><<gstress>><<gfarm>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Enthusiastically rub|Farm Horses Brush Enthusiastic]]>><<farm_yield 1>><</link>><<deviant3>><<gfarm>> <br> <</if>> <<link [[Refuse|Farm Horses Brush Refuse]]>><</link>> <br><<effects>> <<if $tendingSuccess>> You gently encourage the <<farm_text horse>> inside, <span class="green">and <<farm_he horse>> listens.</span> You close the stall door behind <<farm_him horse>>.<<grespect>><<farm_horses 1>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You try to encourage the <<farm_text horse>> inside, <span class="red">but <<farm_he horse>> remains obstinate.</span> You try pulling <<farm_him horse>>, pushing <<farm_him horse>> from behind, luring <<farm_him horse>> with a carrot, but nothing works.<<lrespect>><<farm_horses -1>><<pass 20>><<farm_count 20>> <br><br> <<if $farm.beasts.horses lte -5 and $rng gte 51 and $settings.horsesEnabled and ($settings.bestialityEnabled or ($farm_work.horse.monster_roll is true and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)))>> You're stood inside the stall, trying to coax <<farm_him horse>> in, when <<farm_he horse>> strikes. <<farm_He horse>> runs at you, forcing you to leap aside to get out of <<farm_his horse>> way. You're left slung over the fence between stalls. <br><br> Before you can move, the <<farm_text horse>> hefts <<farm_his horse>> front legs either side of you, and thrusts against your <<bottom>>. <<if $farm_work.horse.genitals is "vagina">> <<farm_He horse>> humps you, as if trying to assert dominance. <br><br> <<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><</link>><<gtrauma>><<gstress>><<lrespect>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Rub back|Farm Horses In Bottom]]>><<bottomstat>><<bottomskill 5>><</link>><<deviant4>><<gbottomskill>> <br> <</if>> <<else>> You feel <<farm_his horse>> gargantuan penis, already erect, push between your thighs. <<farm_He horse>> humps you, as if trying to assert dominance. <br><br> <<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><<thighejacstat>><<ejacstat>><</link>><<gtrauma>><<gstress>><<lrespect>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Rub back|Farm Horses In Thigh]]>><<thighstat>><<thighejacstat>><<ejacstat>><<thighskill 5>><</link>><<deviant4>><<gthighskill>> <br> <</if>> <</if>> <<else>> You're leaning against the wall, trying to come up with a solution, when you hear a bone-chilling screech in the distance. <<if $farm_work.horse.monster is true>> The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others laugh, but they sound uneasy. <<else>> The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others have retreated deeper into their abodes. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <</if>><<effects>> <<if $farm_work.horse.genitals is "vagina">> You endure as <<farm_he horse>> humps away at you, until <<farm_he horse>>'s at last satisfied. <<farm_He horse>> steps away, letting you stand upright. <<else>> You endure as <<farm_he horse>> thrust between your thighs, until <<farm_he horse>> at last ejaculates. <<farm_He horse>> steps away from you, semen pooling on the straw beneath <<farm_him horse>>. <</if>> <br><br> <<if $farm_work.horse.monster is true>> The <<farm_text horse>> laughs. <<tearful>> you stagger from the stall. You close the door behind you. <<else>> <<tearful>> you stagger from the stall. You close the door behind you. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You push back against the <<farm_text horse>>'s humping. <<farm_He horse>> seems taken aback, and tries to step away, but you grasp <<farm_his horse>> legs and continue grinding. <<deviancy4>> You soon have <<farm_him horse>> shuddering in climax. <<farm_His horse>> legs give way, and <<farm_he horse>> falls onto a pile of straw. <br><br> <<tearful>> you leave the stall. You shut the door behind you. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You clutch <<farm_his horse>> penis between your thighs. <<farm_He horse>> seems taken aback, and tries to step away, but you hold <<farm_him horse>> firm. <<deviancy4>> You hump against <<farm_him horse>>, pumping <<farm_his horse>> penis between your thighs. You soon have <<farm_him horse>> shuddering in orgasm, ejaculate shooting out and pooling beneath you. <<farm_His horse>> legs give way, and <<farm_he horse>> falls onto a pile of straw. <br><br> <<tearful>> you leave the stall, shutting the door behind you. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> <<npc Alex>><<person1>> "I'm coming!" It's Alex. It's faint, but the <<farm_text horse>> rushes inside at the sound of <<his>> voice. You close the stall door, and shout back to let Alex know the problem is solved. You hear <<him>> laugh. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You enter the far end of the stall, and lean against the wall in a mating posture. <<deviancy2>> <<if $seductionrating gte $seductionrequired>> <span class="green">This does the trick.</span> The <<farm_text horse>> trots over, letting you grasp its bridle and hold it in place. <br><br> <<if dangerEvent()>> You're walking back to the entrance when <<farm_he horse>> strikes. <<farm_He horse>> runs at you, forcing you to leap aside to get out of <<farm_his horse>> way. You're left slung over the fence between stalls. <br><br> Before you can move, the <<farm_text horse>> hefts <<farm_his horse>> front legs either side of you, and thrusts against your <<bottom>>. <<if $farm_work.horse.genitals is "vagina">> <<farm_He horse>> humps you, as if trying to assert dominance. <br><br> <<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><</link>><<gtrauma>><<gstress>><<lrespect>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Rub back|Farm Horses In Bottom]]>><<bottomstat>><<bottomskill 5>><</link>><<deviant4>><<gbottomskill>> <br> <</if>> <<else>> You feel <<farm_his horse>> gargantuan penis, already erect, push between your thighs. <<farm_He horse>> humps you, as if trying to assert dominance. <br><br> <<link [[Endure|Farm Horses In Endure]]>><<trauma 6>><<stress 6>><<farm_horses -1>><<thighejacstat>><<ejacstat>><</link>><<gtrauma>><<gstress>><<lrespect>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Rub back|Farm Horses In Thigh]]>><<thighstat>><<thighejacstat>><<ejacstat>><<thighskill 5>><</link>><<deviant4>><<gthighskill>> <br> <</if>> <</if>> <<else>> You leave the stall, shutting the door behind you. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> <span class="red">The <<farm_text horse>> is unimpressed,</span> and remains obstinate. You try pulling it, pushing it from behind, luring it with a carrot, but nothing works.<<lrespect>><<farm_horses -1>><<pass 20>><<farm_count 20>> <br><br> You're interrupted by a bone-chilling screech in the distance. <<if $farm_work.horse.monster is true>> The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others laugh, but they sound uneasy. <<else>> The <<farm_text horse>> bolts into <<farm_his horse>> stall in a panic. You close the door behind <<farm_him horse>>. The others have retreated deeper into their abodes. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<if C.npc.Alex.dom gte 10 and $rng gte 51>> <<if C.npc.Alex.lust gte 10>> You offer your arm to help Alex up. Instead, <span class="pink"><<he>> pulls you on top of <<him>>.</span> <br><br> "Whoops," <<he>> laughs, groping your <<bottom>> with <<his>> other hand. "Watch your footing."<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "bottom">> <br><br> <<link [[Get angry|Farm Tending Alex Lewd Angry]]>><<trauma -6>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>><<ltrauma>> <br> <<link [[Endure|Farm Tending Alex Endure]]>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Grope back|Farm Tending Alex Grope]]>><<npcincr Alex lust 1>><</link>><<promiscuous2>><<glust>> <br> <</if>> <<else>> You offer your arm to help Alex up. Instead, <span class="pink"><<he>> pulls you down to the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>> with <<him>>.</span> <br><br> "Whoops," <<he>> laughs. "Watch your footing."<<gstress>><<stress 6>> <br><br> <<link [[Get angry|Farm Tending Alex Angry]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<ldom>><<llove>> <br> <<link [[Laugh it off|Farm Tending Alex Laugh]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<stress -6>><</link>><<gdom>><<glove>><<lstress>> <br> <</if>> <<else>> You help Alex to <<his>> feet. <<if Weather.precipitation is "rain">> <<He>> wipes off the mud. <<else>> <<He>> brushes <<himself>> down. <</if>> "Thanks," <<he>> says. <<if $alex_countdown is undefined and $farm_stage gte 7>> "Keep an eye out for any critters. Don't be afraid to give 'em a good whack if it comes to it. Or give me a shout. We can at least catch ourselves, if we both fall over." <<else>> "Keep an eye out for any critters. Don't be afraid to give 'em a good whack if it comes to it." <</if>> <br><br> <<destination_farm>> <</if>><<effects>> <<set _alex to C.npc.Alex>> <<if $speech_attitude is "meek">> You're sent into a fit of giggles as you stand over Alex. <<elseif $speech_attitude is "bratty">> You laugh hard as you stand over Alex, almost sounding forced. <<else>> You laugh quite a bit as you stand over Alex. <</if>> <br><br> <<if _alex.dom gte 10>> "Feel free to enjoy yourself," <<he>> says sarcastically, arms crossed. "You layabout." <<elseif _alex.dom lte -10>> "Now what did I do to deserve this? I owe you one," <<he>> says sarcastically. <<else>> "You gonna keep laughing your bottom off?" <<he>> says. "Thanks for the help." <<Hes>> being sarcastic. <</if>> <br><br> <<if _alex.dom gte 10>> <<if currentSkillValue('athletics') gte 800 or currentSkillValue('danceskill') gte 800>> <<He>> attempts to grab your ankles, <span class="green">but you evade <<his>> hands with relative ease</span>, and laugh even harder. <<He>> wordlessly resigns <<himself>> to the ground.<<npcincr Alex dom -3>><<lldom>> <br><br> You don't regret a thing. After a short time, you help <<him>> to <<his>> feet and return to work. <br><br> <<destination_farm>> <<else>> <<He>> grabs your ankles, <span class="pink">pulling you down to the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>> with <<him>>.</span> <br><br> <<if _alex.lust gte 10>> "Whoops. You might be able to make it up to me now," <<he>> laughs, and places a hand on your thigh. It moves towards your <<genitals>>.<<gtrauma>><<garousal>><<trauma 6>><<arousal 600 "genitals">> <br><br> <<link [[Get angry|Farm Tending Alex Lewd Angry]]>><<trauma -6>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>><<ltrauma>> <br> <<link [[Endure|Farm Tending Alex Endure]]>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Grope back|Farm Tending Alex Grope]]>><<npcincr Alex lust 1>><</link>><<promiscuous2>><<glust>> <br> <</if>> <<else>> You don't regret a thing, despite <<his>> own satisfied laughter. Climbing to your feet, you both return to work. <br><br> <<destination_farm>> <</if>> <</if>> <<else>> <<if Weather.precipitation is "rain">> <<He>> picks <<himself>> up and wipes off the mud. <<He>> doesn't get all of it, and the sight of <<his>> mud-stained clothes makes you laugh even more. <<He>> glares, but then laughs with you. "Come on, let's get back to it. I can wash my clothes off later." <br><br> Short of breath, you return to work. <br><br> <<destination_farm>> <<else>> <<He>> remains still, staring at the sky above. "Gotta admit, it's not so bad down here." <br><br> <<link [[Sit down|Farm Tending Alex Sit]]>><</link>> <br> <<link [[Get back to work|Farm Tending Alex Back]]>><</link>> <br> <</if>> <</if>><<effects>> <<set _alex to C.npc.Alex>> You sit beside Alex, and gaze up at the <<if Weather.name is "clear">>sky<<else>>clouds<</if>>. <<He>> wasn't wrong. You feel tranquil, almost like there's nothing to worry about.<<trauma -2>><<ltrauma>> <br><br> <<if $alex_countdown is undefined and $farm_stage gte 7>> <<He>> rests <<his>> hand on yours. "We'd best get back to work. That means your lungs can't give out on me just yet." <<He>> playfully nudges your shoulder, and you nudge back. <<His>> cheeks are rosy when you turn to face <<him>>. <br><br> You return to work, smiles across your faces. <<elseif _alex.love gte 50>> <<His>> hand grazes yours, and <<he>> pulls it away fast. "Sorry about that, I was trying to find even ground." <<He>> whistles nonchalantly. "Back to work." <br><br> You return to work, but you can't shake the feeling that something was up with <<him>>. <<else>> Your thoughts are interrupted by the sound of <<him>> brushing <<himself>> down. "I hate those damn critters, by the way," <<he>> says, already up on <<his>> feet. "Be sure to whack 'em if it comes to it, or give me a shout. I'll try my best not to fall over." <br><br> You return to work, still laughing. <</if>> <br><br> <<destination_farm>><<effects>> You return to work, leaving Alex to recover from <<his>> clumsiness by <<himself>>. <br><br> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "P-please don't," you say. "You shouldn't do this." <<elseif $speech_attitude is "bratty">> "Get off," you say. "Unless you want a beating." <<else>> "Get away from me," you say. <</if>> <br><br> Alex removes <<his>> hand, and you climb to your feet. "I'm sorry," <<he>> says. "I misread the situation." <<He>> avoids eye contact as <<he>> climbs to <<his>> feet and returns to work. <br><br> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "I-I was trying to help," you say. <<elseif $speech_attitude is "bratty">> "Serves me right for doing the right thing," you say. "Next time I'll leave you on the ground." <<else>> "You're welcome," you say in a sarcastic tone. <</if>> <br><br> "Sorry," Alex says, still grinning. "I couldn't resist." <<He>> climbs to <<his>> feet, and returns to work. <br><br> <<destination_farm>><<effects>> You remain still, and look away from Alex. <<He>> frowns and pulls <<his>> hand away. "Sorry," <<he>> says. "I misread the situation." <<He>> climbs to <<his>> feet and helps you up before returning to work. <br><br> <<destination_farm>><<effects>> You laugh with Alex as you climb to your feet, resisting the urge to pull <<him>> down again. <<He>> returns to work. <br><br> <<destination_farm>><<effects>> <<if $pronoun is "f">> You fondle <<his>> <<print $NPCList[0].breastdesc>> in return. It's all the prompting <<he>> needs. <<else>> You run a finger down <<his>> chest, while your other hand rests on <<his>> crotch. It's all the prompting <<he>> needs. <</if>> <<promiscuity2>> <<link [[Next|Farm Tending Alex Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Tending Alex Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Tending Alex Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<earnFeat "Alex's Partner">><<npcincr Alex lust -20>> <<if $consensual is 1>> You lie beside <<him>> for a moment, staring up at the sky. "Couldn't get away with that on my <<if $pronoun is "m">>dad's<<else>>mum's<</if>> farm," <<he>> laughs. <<llust>><<npcincr Alex lust -1>> <br><br> <<tearful>> you rise to your feet. "I need to get back to work," <<he>> continues. "Give a shout if you need me." <br><br> <<else>> Clarity returns to <<his>> eyes. <<He>> looks away as <<he>> climbs to <<his>> feet. "Sorry if I got carried away," <<he>> says. <br><br> <<tearful>> you return to work. Alex avoids eye contact. <br><br> <</if>> <<clotheson>> <<endcombat>> <<destination_farm>> <<elseif $enemyhealth lte 0>> Alex trips over tilled earth, and falls on <<his>> back. <<He>> shakes <<his>> head. "Sorry. I didn't think you were serious about stopping." <br><br> <<tearful>> you return to work. Alex avoids eye contact. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<else>> Alex climbs to <<his>> feet. "I need to get back to work," <<he>> says. "Give a shout if you need me." <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <</if>><<effects>> You continue working. Alex can look all <<he>> wants. <br><br> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "Y-You don't need to pretend you're not looking," you say. <<elseif $speech_attitude is "bratty">> "Don't be a wimp," you say. "If you wanna leer, own it." <<else>> "Don't be shy about checking me out," you say. <</if>> <<promiscuity3>> "I-I wasn't!" <<he>> protests, but <<his>> blush tells a different story. You catch <<him>> looking again a short while later. <br><br> <<destination_farm>><<effects>> Pretending to investigate something close to the ground, you crouch low enough that Alex won't be able to see you over the crops. Sure enough, <<he>> relocates somewhere <<he>> can get a better view, still pretending to be busy with other things. <br><br> You move to conceal yourself again, but this time you rush down the row of crops. You stay low, and loop behind where you last saw the peeper. <br><br> You find <<him>> peering down a row of plants, right at your last location. <<He>> doesn't notice you sneak up on <<him>>. <br><br> <<link [[Boo|Farm Tending Alex Boo]]>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<if $pronoun is "f">> <<link [[Lift Alex's skirt|Farm Tending Alex Skirt]]>><</link>><<promiscuous2>> <br> <<else>> <<link [[Pull down Alex's shorts|Farm Tending Alex Shorts]]>><</link>><<promiscuous2>> <br> <</if>> <</if>> <<if hasSexStat("exhibitionism", 2)>> <<link [[Flaunt|Farm Tending Alex Flaunt]]>><</link>><<exhibitionist2>> <br> <</if>><<effects>> "Boo!" you say. Alex jumps, and almost trips, at the sound of your voice. <br><br> "Fuck," <<he>> says, steadying <<himself>>. "You almost gave me a heart attack." <br><br> <<if $speech_attitude is "meek">> "You don't need to be sneaky if you want to look," you say. "I'm right here." You walk past <<him>>, and return to work. <<elseif $speech_attitude is "bratty">> "That's what you get for being a sneaky perv," you say. "If you want to look, go ahead and look." You march past <<him>>, and return to work. <<else>> "What you looking at?" you say. "Something more interesting than me? I'm surprised." You walk past <<him>>, and return to work. <</if>> <br><br> <<destination_farm>><<effects>> You grasp and lift Alex's skirt in one movement. <<He>> clamps <<his>> hand between <<his>> thighs, but not before you glimpse <<his>> black and red boyshorts. <br><br> <<He>> twirls, lifting <<his>> trowel as if to attack, but freezes when <<he>> sees the culprit. <br><br> <<if $speech_attitude is "meek">> "Now I know what to get you for your birthday," you say. You march past as <<he>> tries to respond, but <<he>> has trouble finding the words. <<elseif $speech_attitude is "bratty">> "That's what you get," you say. "Perv." You march past as <<he>> tries to respond, but <<he>> has trouble finding the words. <<else>> "You were watching me," you say. "This is only fair." You walk past as <<he>> tries to respond, but <<he>> has trouble finding the words. <</if>> <br><br> <<destination_farm>><<effects>> You grasp and pull down Alex's shorts in one movement. <<He>> grasps the hem and pulls them back up, but not before you glimpse <<his>> black and red boxer briefs. <br><br> <<He>> twirls, lifting <<his>> trowel as if to attack, but freezes when <<he>> sees the culprit. <br><br> <<if $speech_attitude is "meek">> "Now I know what to get for your birthday," you say. You march past as <<he>> tries to respond, but <<he>> has trouble finding the words. <<elseif $speech_attitude is "bratty">> "That's what you get," you say. "Pervert." You march past as <<he>> tries to respond, but <<he>> has trouble finding the words. <<else>> "You were watching me," you say. "This is only fair." You walk past as <<he>> tries to respond, but <<he>> has trouble finding the words. <</if>> <br><br> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "Yoo-hoo, you looking for me?" You wave <<elseif $speech_attitude is "bratty">> "Your search ends here." You flash a smug look <<else>> "Looking for something? Or should I say someone?" you ask <</if>> as Alex turns to face you. <<exhibitionism2>> "You shouldn't sneak up on me like that," <<he>> says, holding <<his>> chest. "Besides, I was—" <br><br> <<He>> cuts off as you step closer and show off your <<lewdness>>. <<if Weather.precipitation is "rain">> Your skin is sopping wet, glistening from raindrops. <<elseif Weather.precipitation is "snow">> Snowflakes melt on your skin; your nipples erect. <<else>> Your skin practically glows in the sun, sweat dripping down. <</if>> <br><br> <<His>> face reddens. <<He>> tries to look away, but freezes. Satisfied with your effect on <<him>>, you strut right back to work. <br><br> <<destination_farm>><<effects>> You listen as Alex shares <<his>> wisdom. <<He>> stops working while <<he>> speaks, carried away by <<his>> own trail of thought. <br><br> <<destination_farm>><<effects>> You discuss Alex's points. <<Hes>> impressed by your knowledge. You think <<he>> even learns a thing or two. <br><br> <<destination_farm>><<effects>> You remain focused on the work in front of you, and Alex switches to lighter topics. <br><br> <<destination_farm>><<set $outside to 0>><<set $location to "alex_farm">><<effects>> <<if $phase is 2>> You slide your hand in the gap between <<his>> body and shirt, and <<if $NPCList[0].breastsize gt 1>> squeeze <<his>> breast. <<else>> pinch <<his>> nipple. <</if>> <<promiscuity2>> <<if C.npc.Alex.lust gte 20>> Alex doesn't stop you. Instead, <<he>> <<if C.npc.Alex.dom gte 10>> leaps at you, grabbing your shoulders and pinning you down. <br><br> "You're feisty, <<girl>>." <<He>> cradles the back of your head and holds it against <<his>> chest. <<He>> leans low, and whispers. "Just begging to be tamed." <<elseif C.npc.Alex.dom lte -10>> gently curls <<his>> fingers around your wrist and pulls your hand <<if $NPCList[0].breastsize gt 6>>between <<his>> $NPCList[0].breastdesc<<else>>against <<his>> chest<</if>>. <<His>> heart pounds against your palm. <br><br> "G-go on, then," <<he>> whispers. <<His>> hand clenches tight around you. "Finish what you started." <<else>> grabs your wrist and yanks you closer, pulling your body against <<hers>>. <br><br> "C'mon, <<girl>>," <<he>> chuckles, one hand sliding towards your <<bottom>>. "Don't tell me you've lost your nerve already." <</if>> <br><br> <<link [[Take it further|Farm Tending Alex Sex]]>><<set $sexstart to 1>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Pull away|Farm Tending Alex Summer Refuse]]>><<npcincr Alex love -1>><</link>><<llove>> <br> <<else>> Alex slaps your hand away and hastily buttons up <<his>> shirt. "Y-you fucking pervert." <br><br> <<if $speech_attitude is "meek">> "I-I couldn't help it..." You smile. <<elseif $speech_attitude is "bratty">> "I couldn't help it!" You smirk. <<else>> "I couldn't help it," you giggle. <</if>> <br><br> <<He>> responds with a grumble. <<He>> turns <<his>> back to you, <<his>> ears turning a deep red. You decide not to pester <<him>> further, and soon enough both of you are back to work. <br><br> <<destination_farm>> <</if>> <<elseif $phase is 1>> You steal a glance at <<his>> <<if $NPCList[0].breastsize gt 1>>$NPCList[0].breastdesc<<else>>chest<</if>> and toned body through <<his>> shirt, hardly concealed by the drenched fabric. Drops of sweat glisten down <<his>> face and jawline, before disappearing past <<his>> collar. <br><br> "I need a quick shower," Alex sighs and walks away. You return to work by yourself. <br><br> <<destination_farm>> <<else>> You turn your eyes and focus on your work. <br><br> <<destination_farm>> <</if>><<set $outside to 0>><<set $location to "alex_farm">><<effects>> You separate from Alex and dust yourself off. <<He>> sighs. <br><br> "All take and no give, huh?" <<He>> eyes you up and down. "You'll come around." <br><br> You ignore <<him>> and return your focus to your work. <br><br> <<destination_farm>><<effects>> Maybe it was just a mouse. <<if $rng gte 71>> You return to work, and a moment later something leaps from the crops, straight at you. <br><br> <<if hasSexStat("deviancy", 4)>> <<link [[Stand still|Farm Tending Lurker Stand Still]]>><</link>><<deviant4>> <br> <</if>> <<link [[Dodge|Farm Tending Lurker Dodge]]>><</link>><<dancedifficulty 1 1200>> <br> <<if Time.betweenHours(5, 20)>> <<link [[Scream|Farm Tending Lurker Scream]]>><<npcincr Alex dom 1>><</link>><<gdom "Alex">> <<else>> <<link [[Scream|Farm Tending Lurker Scream Fail]]>><</link>><<gdom "Alex">> <</if>> <br> <<if $farm_stage gte 10 and $lurkers_held lt 1>> <<link [[Hurl net|Farm Tending Lurker Hurl net]]>><</link>><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>> <br> <</if>> <<else>> You return to work, and there are no further hindrances. <br><br> <<destination_farm>> <</if>><<effects>> <<if $danceSuccess>> You jump aside at the last moment, and <span class="green">the creature flies past.</span> It lands and darts into a hedge before you can get a good look at it. <br><br> <<destination_farm>> <<else>> You try to jump aside, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth. <br><br> <<link [[Next|Farm Tending Struggle]]>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> You stand still, and allow the creature to latch onto your face. <<deviancy4>> <<link [[Next|Farm Tending Struggle]]>><<set $struggle_start to 2>><</link>><<effects>> <<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 1 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $struggle.mouth.creature to "lurker">> <<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <<unset $struggle_start>> <<elseif $struggle_start is 2>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 1 1>> <<set $combat to 1>> <<neutral 1>> <<consensual>> <<set $consensual to 1>> <<set $struggle.mouth.creature to "lurker">> <<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Farm Tending Struggle Finish]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Farm Tending Struggle]]>><</link>></span> <br> <</if>><<effects>> The creature darts into a hedge before you can get a good look at it. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>><<effects>> <<set $rescued += 1>> You scream, but the creature lands on your face, cutting it short. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth. <br><br> <<npc Alex>><<person1>> "I'm coming!" It's Alex. "Hold on." You hear <<his>> footsteps get closer. Just as your lips begin to give way, you are pulled forward as Alex tugs the creature off your face. <<He>> yanks it with such force that it hurtles through the air. It lands and darts into a hedge before you can get a good look at it. <br><br> You gasp for air. "Watch out for those," <<he>> says. "They crawl in from the moor. Be careful about working the field alone." <br><br> <<destination_farm>><<effects>> You scream, but the creature lands on your face, cutting it short. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth. <br><br> <<link [[Next|Farm Tending Struggle]]>><<set $struggle_start to 2>><</link>><<effects>><<wearProp "net">> <<if $danceSuccess and $athleticsSuccess>> <span class="green">The net lands true.</span> You pull the creature into your possession. <br><br> <<set $lurkers_held += 1>> <<set $stat_lurkers_captured += 1>> <<destination_farm>> <<else>> You try to hurl the net, <span class="red">but it's on you too fast,</span> latching onto your face. You can't see. You try to pull the creature off, but you struggle to get a grip on its slimy skin. You keep your lips sealed as something presses against your mouth.<<gnet>> <<prof net 1>> <br><br> <<link [[Next|Farm Tending Struggle]]>><<handheldon>><<set $struggle_start to 1>><</link>> <br> <</if>><<effects>> <<npc Alex>><<person1>> "I'm coming!" Alex shouts. <<He>> arrives at the field a few moments later, and jogs over. You describe what you saw. <br><br> "Sounds like something crawled in from the moor," <<he>> says, crouching and peering through the plants. "Could be dangerous." <br><br> <<if $rng gte 71>> Alex searches the field, until something darts from beneath the crops. It vanishes into the surrounding hedge. "There you go," Alex says, satisfied. "They don't stick to one place. Not the little ones. You should be safe now." <<else>> Alex searches the field, but finds nothing. "They don't stick to one place," <<he>> says. "Not the little ones. You should be safe." <</if>> <<He>> returns to <<his>> work. <br><br> <<destination_farm>><<effects>> You call out for Alex, but you don't see <<nnpc_him Alex>> anywhere. <br><br> <<if $rng gte 71>> You glance around, certain that something will jump out at any second. Then suddenly, something darts from beneath the crops and vanishes into the surrounding hedge. <br><br> <<if hasSexStat("deviancy", 4)>> <<link [[Stand still|Farm Tending Lurker Stand Still]]>><</link>><<deviant4>> <br> <</if>> <<link [[Dodge|Farm Tending Lurker Dodge]]>><</link>><<dancedifficulty 1 1200>> <br> <<if $farm_stage gte 10 and $lurkers_held lt 1>> <<link [[Hurl net|Farm Tending Lurker Hurl net]]>><</link>><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>> <br> <</if>> <<else>> You glance around, certain that something will jump out at any second. But nothing happens. <br><br> <<destination_farm>> <</if>><<effects>> <<if $tendingSuccess>> <span class="green">You sing a soothing tune,</span> and feel their grip loosen. The plants fall inert, and you struggle free of their bindings. <br><br> <<destination_farm>> <<else>> You try to sing a soothing tune, <span class="red">but you can't keep your voice steady.</span> You're dragged into the undergrowth. <br><br> <<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You grasp the shoots, <span class="green">and tear them away from your limbs.</span> They retract, disappearing into the undergrowth. <br><br> <<destination_farm>> <<else>> You grasp the shoots and pull, <span class="red">but they're too firm.</span> You're dragged into the undergrowth. <br><br> <<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<npc Alex>><<person1>> You scream as the shoots drag you across the earth. <br><br> "I'm coming!" shouts Alex. <<He>> arrives at the edge of the field just before you're dragged under, and rushes over. The shoots fall inert before <<he>> arrives, though they're still wrapped tight around you. <br><br> Alex arrives to find you tangled, but there's no sign that the plants were full of malice just a moment before. "How'd you get in a mess like that?" <<he>> laughs. "I thought there was a wild animal." <br><br> <<He>> helps you tear free of the plants. <<tearful>> you rise to your feet. "I need to get back to work," <<he>> says. "Try not to get tangled again." <br><br> <<destination_farm>><<effects>> You scream for Alex, but <span class="red"><<nnpc_he Alex>> doesn't seem to be working in the fields right now.</span> <br><br> Just as you realise this, the shoots drag you into the undergrowth. <br><br> <<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You brace yourself as the shoots drag you into the undergrowth. <br><br> <<link [[Next|Farm Tending Tentacles]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 8 15 "shoot" "vine" true>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Farm Tending Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Tending Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The shoots fall inert, and you manage to crawl free. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "I have lots of work to do." <<elseif $speech_attitude is "bratty">> "Can't you see I'm busy?" you say. <<else>> "I can't," you say. "I've lots of work to do." <</if>> You turn away from <<him>>. <br><br> <<else>> You ignore the <<person>>. <</if>> <<if $rng gte 76>> <<He>> becomes agitated. "What?" <<he>> says. "You think you're too good for me?" <<if $farm.wall gte 4>> <<He>> starts <<his>> way up the fence, but stops once <<he>> reaches the top, thwarted by the barbed wire. <br><br> "Fine. Stay in your little cage, <<bitch>>." <<He>> leaves in a huff.<<gstress>><<stress 6>> <br><br> <<destination_farm>> <<else>> <<He>> hefts <<himself>> over the fence and walks towards you.<<gstress>><<stress 6>> <br><br> <<link [[Resist|Farm Tending Resist]]>><</link>> <br> <<link [[Call Alex|Farm Tending Person Alex]]>><<npcincr Alex dom 1>><</link>><<gdom "Alex">> <br> <<if $submissive gte 1500>> <<link [[Apologise|Farm Tending Apologise]]>><<sub 1>><</link>><<submissivetext>> <br> <</if>> <</if>> <<else>> <<He>> tries to get your attention again, but soon gives up. <br><br> <<destination_farm>> <</if>><<effects>> You kick <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>> in the <<persons>> face as <<he>> approaches. <<He>> sneers. <br><br> <<link [[Next|Farm Tending Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<set $rescued += 1>> "I'm coming!" Alex responds. The <<person>> hesitates, then turns and flees the way <<he>> came. <br><br> <<endevent>> <<npc Alex>><<person1>> Alex arrives. "That fucker climbed the fence?" <<he>> asks. You nod. "Don't let me catch you round here again," Alex shouts after the intruder, now some distance away. <br><br> "No respect," <<he>> mutters. "I need to get back to work." <br><br> <<destination_farm>><<effects>> "I-I'm sorry," you say, dropping to your knees. <<if $pain gte 20>>You let more tears well in your eyes.<</if>> "I just have so much work to do, and-and..." You trail off, and stare beneath you. <br><br> The <<person>> is taken aback, and stops in <<his>> tracks. "Alright," <<he>> says. "As long as you're sorry." <<He>> leaves the way <<he>> came. <br><br> <<destination_farm>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Tending Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Tending Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> leaves you lying on the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>, and climbs back over the fence. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<elseif $enemyhealth lte 0>> The <<person>> turns and flees. <<He>> tumbles back over the fence, and throws a fearful glance over <<his>> shoulder as <<he>> escapes. <br><br> <<tearful>> you dust yourself off. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<else>> <<set $rescued += 1>> "I'm coming!" It's Alex. The <<person>> backs away from you, and flees the way <<he>> came. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives. "That fucker climbed the fence?" <<he>> asks. You nod. "Don't let me catch you round here again," Alex shouts after the intruder, now some distance away. <br><br> "No respect," <<he>> mutters. <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>> <br><br> <<He>> returns a minute later with some towels, then returns to work. <<else>> "I need to get back to work." <</if>> <<gdom>><<npcincr Alex dom 1>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<destination_farm>> <</if>><<effects>> Your response is polite, but cool. The <<person>> leaves when <<he>> realises <<he>> isn't going to impress you. <br><br> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "Y-you think I'm cute?" you say. <<elseif $speech_attitude is "bratty">> "Even <<girls>> as hot as me need to work," you say. <<else>> "You don't look so bad yourself," you say. <</if>> <<promiscuity1>> The <<person>> glances over <<his>> shoulder. "Why don't you take a break?" <<he>> says. "I'll keep you company." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept|Farm Tending Accept]]>><</link>><<promiscuous2>> <br> <</if>> <<if hasSexStat("promiscuity", 3)>> <<link [[Demand £20 first|Farm Tending Demand]]>><<set $phase to 1>><<def 1>><</link>><<promiscuous3>> <br> <<link [[Demand £50 first|Farm Tending Demand]]>><<set $phase to 2>><<def 1>><</link>><<promiscuous3>> <br> <<link [[Demand £100 first|Farm Tending Demand]]>><<set $phase to 3>><<def 1>><</link>><<promiscuous3>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Demand £20 first|Farm Tending Demand]]>><<set $phase to 1>><<def 1>><<set $desperateaction to 1>><</link>><<promiscuous3>> <br> <<link [[Demand £50 first|Farm Tending Demand]]>><<set $phase to 2>><<def 1>><<set $desperateaction to 1>><</link>><<promiscuous3>> <br> <<link [[Demand £100 first|Farm Tending Demand]]>><<set $phase to 3>><<def 1>><<set $desperateaction to 1>><</link>><<promiscuous3>> <br> <</if>> <<link [[Refuse|Farm Tending Ignore]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $farm.wall gte 4>> The <<person>> starts to climb the perimeter, then notices the barbed wire at the top. <br> "We'll have to make do," you say, approaching the fence. <br><br> <<else>> You make sure Alex isn't around, then climb over the <<farm_fence>>. The <<person>> pounces on you. <</if>> <<promiscuity2>> <<link [[Next|Farm Tending Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $farm.wall gte 4>> <<npcfence>> <</if>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Tending Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Tending Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> reclines against the <<farm_fence>>. "Thanks <<girl>>," <<he>> says, struggling to <<his>> feet. "You're a good lay." <br><br> <<if $farm.wall gte 4>> <<tearful>> you step back from the fence. <<else>> <<tearful>> you climb back over the <<farm_fence>>. <</if>> The <<person>> saunters away from the farm. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<elseif $enemyhealth lte 0>> <<if $farm.wall gte 4>> The <<person>> backs way from the fence and flees, <<else>> The <<person>> tumbles back over the <<farm_fence>>, <</if>> throwing a fearful glance over <<his>> shoulder as <<he>> escapes. <br><br> <<tearful>> you dust yourself off. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<elseif $rescue is 1 and $alarm is 1>> <<set $rescued += 1>> "I'm coming!" It's Alex. The <<person>> turns and flees the way <<he>> came. <br><br> <<if $farm.wall gte 4>> <<tearful>> you back away from the fence. <<else>> <<tearful>> you climb back over the <<farm_fence>>. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives. "Don't let me catch you round here again," Alex shouts after the intruder, now some distance away. <br><br> "No respect," <<he>> mutters. <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>> <br><br> <<He>> returns a minute later with some towels, then returns to work. <<else>> "I need to get back to work." <</if>> <<gdom>><<npcincr Alex dom 1>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<destination_farm>> <<else>> "You tease," the <<person>> says as <<he>> steps away from the wall. <br><br> <<if $farm.wall gte 4>> <<tearful>> you back away from the fence. <<else>> <<tearful>> you climb back over the <<farm_fence>>. <</if>> <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <</if>><<effects>> <<if $speech_attitude is "meek">> "I'm a hard worker," you say. "Pay me, and you can do what you like to me." <<elseif $speech_attitude is "bratty">> "Sure," you say. "If you pay up." <<else>> "It'll cost you," you say. "I need the money." <</if>> <<promiscuity3>> <<if $phase is 1>> <<set $seductiondifficulty to 6000>> <<elseif $phase is 2>> <<set $seductiondifficulty to 8000>> <<elseif $phase is 3>> <<set $seductiondifficulty to 10000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <span class="green">"Fine,"</span> the <<person>> says. "Now get your ass over here." <br><br> You climb over the fence, and <<he>> pounces on you. <br><br> <<link [[Next|Farm Tending Prostitution]]>><<set $sexstart to 1>><</link>> <br> <<else>> <span class="red">"Fucking whores wherever I go,"</span> the <<person>> mutters. "Forget it." <br><br> <<destination_farm>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $farm.wall gte 4>> <<npcfence>> <</if>> <<set $enemytrust -= 40>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Tending Prostitution Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Tending Prostitution]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>> The <<person>> reclines against the wall. "Worth it," <<he>> says, handing you <<if $phase is 1>> <<printmoney 2000>><<money 2000 "prostitution">>. <<elseif $phase is 2>> <<printmoney 5000>><<money 5000 "prostitution">>. <<else>> <<printmoney 10000>><<money 10000 "prostitution">>. <</if>> <<He>> rises to <<his>> feet and walks away. <br><br> <<if $farm.wall gte 4>> <<tearful>> you back away from the fence. <<else>> <<tearful>> you climb over the fence. <</if>> <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<elseif $enemyhealth lte 0>> The <<person>> turns and flees. <<if $farm.wall gte 4>> <<He>> tumbles down a ditch, and throws a fearful glance over <<his>> shoulder as <<he>> escapes. <<elseif $farm.wall is 3>> <<He>> clambers up the fence, drops to the other side, and throws as a fearful glance over <<his>> shoulder as <<he>> escapes. <<else>> <<He>> tumbles back over the fence, and throws a fearful glance over <<his>> shoulder as <<he>> escapes. <</if>> <br><br> <<tearful>> you dust yourself off. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescued += 1>> "I'm coming!" It's Alex. The <<person>> backs away from you, and flees the way <<he>> came. <br><br> <<if $farm.wall gte 4>> <<tearful>> you climb back over the fence. <<else>> <<tearful>> you climb back over the <<farm_fence>>. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives in time to shout after the intruder. "Don't let me catch you round here again!" <br><br> "No respect," <<he>> mutters. <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>> <br><br> <<He>> returns a minute later with some towels, then returns to work.<<pass 1>> <<else>> "I need to get back to work." <</if>> <<gdom>><<npcincr Alex dom 1>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<destination_farm>> <<else>> "Fine," the <<person>> says as <<he>> rises to <<his>> feet. "But you're not getting paid." <br><br> <<if $farm.wall gte 4>> <<tearful>> you back away from the fence. <<else>> <<tearful>> you climb back over the <<farm_fence>>. <</if>> <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <</if>><<effects>> You scream, and the approaching pair stop in their tracks. <br><br> "I'm coming!" It's Alex. <br><br> "Fuck," the <<person1>><<person>> says. "This wasn't the plan." <<He>> turns and runs. The others cease their attempt at concealment, and run after <<him>>. <br><br> <<endevent>><<npc Alex>><<person1>> Alex arrives in time to see their flight. "You fuckers better stay gone," <<he>> shouts after them. <<He>> turns to you. "Are you alright? Working the fields without me might be dangerous. Be careful." <br><br> <<He>> returns to work. <br><br> <<destination_farm>><<effects>> You call out for Alex, but <span class="red"><<nnpc_he "Alex">> doesn't come.</span> <br><br> <<link [[Next|Farm Tending Gang Rape]]>><<set $molestationstart to 1>><</link>><<effects>> <<earnFeat "Farm Protector">> You rush the <<person1>><<person>>, hauling yourself over the <<farm_fence>> and kicking <<his>> face. <<He>> falls backward, and tumbles into a ditch. <br><br> Their plan ruined, the sneaking pair end their attempt at concealment, and run. They escape the field in a different direction. The <<person>> struggles up the other side of the ditch, and follows suit. <br><br> <<destination_farm>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <<hand_gag 1 left>> <<set $enemytrust -= 20>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Tending Gang Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Tending Gang Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They shove you to the <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>. "You have your boss to thank for this," the <<person1>><<person>> says. "Go cry to <<nnpc_him Alex>>."<<gaggro>><<farm_aggro 5>> <br><br> <<tearful>> you rise to your feet. The three <<group>> climb over the <<farm_fence>>, and walk away. <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<elseif $enemyhealth lte 0>> The <<group>> back away from you, surprised by your aggression. "There wasn't meant to be resistance," the <<person2>><<person>> says, looking at the <<person1>><<person>>. "What now?"<<earnFeat "Farm Protector">> <br><br> "Fuck," <<he>> replies. "Remy won't be happy." <<He>> turns and runs. The others follow. <br><br> <<tearful>> you watch them flee./*<<laggro>><<farm_aggro -5>>*/ <br><br> <<clotheson>> <<endcombat>> <<destination_farm>> <<else>> <<set $rescued += 1>> "I'm coming!" It's Alex. <br><br> "You were supposed to keep <<phim>> gagged," the <<person1>><<person>> says. "Remy promised fucking competence." <br><br> The <<group>> turn and flee, arguing all the while. <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives in time to see them running. "I don't want to see you fucks around here again," <<he>> shouts. <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>> <<He>> blushes and looks away, as if just now noticing your state of dress. "Let me get you something to cover with."<<garousal>><<towelup>> <br><br> <<He>> returns a minute later with some towels, then returns to work.<<pass 1>> <<else>> <<He>> turns to you. "Are you alright? Working the fields without me might be dangerous. Be careful." <</if>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<destination_farm>> <</if>><<effects>> Alex produces another bottle from the alcove as you take a swig. It's strong. "Don't tell my <<if $pronoun is "m">>dad<<else>>mum<</if>>," <<he>> laughs. <br><br> <<if C.npc.Alex.lust gte 10 and random(1, 2) is 2>> <<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 600 "breasts">> <br><br> <<link [[Push away|Farm Rest Push]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><</link>><<llove>><<llust>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Farm Rest Allow]]>><</link>><<promiscuous2>> <</if>> <<else>> <<farm_relax_end>> <</if>> <<set $farm_relax_drink to "accept">><<effects>> You shake your head. Alex takes a swig, then returns the bottle to its hiding place. <br><br> <<if C.npc.Alex.lust gte 10 and random(1, 2) is 2>> <<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 600 "breasts">> <br><br> <<link [[Push away|Farm Rest Push]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><</link>><<llove>><<llust>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Farm Rest Allow]]>><<npcincr Alex love 1>><</link>><<promiscuous2>><<glove>> <</if>> <<else>> <<farm_relax_end>> <</if>> <<set $farm_relax_drink to "refuse">><<effects>> <<if C.npc.Alex.dom gte 10>> You push Alex's arm away from you, but <<he>> doesn't give up. <<He>> lays a hand on your thigh, and kisses your neck. <br><br> <<link [[Push away again|Farm Rest Push 2]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><<npcincr Alex dom -1>><</link>><<llove>><<llust>><<ldom>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Farm Rest Allow]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<promiscuous2>><<gdom>><<glove>> <</if>> <<else>> You push Alex's arm away from you. <<He>> shifts away. "Sorry," <<he>> says. "I misread the situation." <br><br> <<farm_relax_end>> <</if>><<effects>> You push Alex again, harder this time, and <<he>> pulls away from you. "Sorry," <<he>> says. <<He>> opens <<his>> mouth to continue, but opts to stay silent. <br><br> <<He>> takes a swig of <<his>> drink. <br><br> <<farm_relax_end>><<effects>> You let Alex's hands wander as <<he>> pleases. <<He>> brushes <<his>> fingers over your <<breasts>> while pulling you closer. <<promiscuity2>> <<if $rng gte 51>> <<He>> doesn't stop there. <<He>> climbs to <<his>> knees, then pushes you down to the grass. <br><br> <<link [[Next|Farm Rest Sex]]>><<handheldon>><<set $sexstart to 1>><</link>> <br> <<else>> "Don't worry," <<he>> says, pressing <<his>> face against your neck. "No one's watching." <<He>> kisses your throat. <br><br> <<link [[Push away|Farm Rest Push 3]]>><<handheldon>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>> <br> <<link [[Allow|Farm Rest Sex]]>><<handheldon>><<set $sexstart to 1>><</link>> <br> <<link [[Push Alex onto the grass|Farm Rest Grass]]>><<handheldon>><<npcincr Alex lust 1>><<npcincr Alex love 1>><<npcincr Alex dom -1>><</link>><<glust>><<glove>><<ldom>> <br> <</if>><<effects>> You try to shove Alex away, but <<he>> holds you even tighter. You shove <<him>> again, harder this time, and <<he>> pulls away. <br><br> "Don't lead me on like that," <<he>> says, taking a swig of <<his>> drink. <<He>> sighs. "I'm sorry." <<He>> opens <<his>> mouth to continue, but opts for another swig of <<his>> drink instead. <br><br> <<farm_relax_end>><<effects>> You push Alex onto <<his>> back. Laughing, <<he>> grasps your shoulders and pushes you onto yours in turn, with <<him>> on top. <<if currentSkillValue('physique') gte 16000>> You struggle for a few moments. <<Hes>> strong, but you manage to get on top and pin <<his>> arms to the ground. <br><br> <<else>> You struggle for a few moments, but <<hes>> strong, and soon has you on your back again, with your arms pinned to the ground. <br><br> <</if>> <<link [[Next|Farm Rest Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Rest Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Rest Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<earnFeat "Alex's Partner">><<npcincr Alex lust -20>> <<if $consensual is 1>> The pair of you fall back on the grass, and stare at the boughs above. <br><br> <<He>> looks at <<his>> watch, and sighs. "Better get back to work," <<he>> says. <<He>> climbs to <<his>> feet. <<tearful>> you follow suit. <<He>> kisses your cheek before walking away. <br><br> <<else>> Clarity returns to Alex as <<he>> falls back against the tree. "Sorry," <<he>> says. "I misread the situation." <br><br> <<He>> avoids eye contact as <<he>> climbs to <<his>> feet, and returns to work. <<tearful>> you do likewise. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> Alex falls back against the tree. "I'm sorry," <<he>> says. "I misread the situation." <br><br> <<tearful>> you climb to your feet. "I'd better get back to work," Alex adds, avoiding eye contact. <<He>> walks away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> Alex reclines against the tree, and looks at <<his>> watch. "I better get back to work," <<he>> says, rising to <<his>> feet. <br><br> <<tearful>> you do likewise. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<unset $farm_relax_drink>> <<set $farm_work.alex_relax to 3>> <<set $farm_work.alex to "still">><<effects>> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <<if maleChance() lt random(1, 100)>> <<set $steed to "female">> <<else>> <<set $steed to "male">> <</if>> <<else>> <<if beastMaleChance() lt random(1, 100)>> <<set $steed to "mare">> <<else>> <<set $steed to "stallion">> <</if>> <</if>> "Yes, I'd like to go for a walk." <br><Br> "You know, riding would be more fun than just walking, wouldn't it?" Alex says as <<he>> stands on <<his>> feet. <br><br> <<He>> brings out two <<steed_text>>s from the stable. <<if $alex_meadow_date isnot 1>> "Have you ever ridden? If this is your first time, I can teach you," <<he>> says. <br><br> <</if>> <<if $alex_meadow_date isnot 1>> "Let's mount up first. Put your left foot in the stirrup and use your other leg to haul yourself up and over!" <br><br> <<else>> "You've done it before, so you know how to ride this time, right?" Alex winks. "Careful not to fall." <br><br> <</if>> <<link [[Ride a horse with Alex|Farm Meadow Date 2]]>><<thighskill 5>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 200>><<effects>> <<if $alex_meadow_date isnot 1 and $alex_meadow_date_scold isnot 1>> After helping you get on the <<steed_text>>, Alex climbs on the other. Alex shouts in a joyful voice, "Let's go!" <br><br> <<elseif $alex_meadow_date is 1 and $alex_meadow_date_scold isnot 1>> Alex watches you get on the <<steed_text>>, and <<he>> climbs the other <<himself>>. "Let's go!" <br><br> <</if>> <<if currentSkillValue("thighskill") gte 200 or $alex_meadow_date_scold is 1>> You focus on riding and holding the horse reins. <<if Weather.name is "clear" or Weather.name is "lightClouds">> The <<steed_text>>s run through the meadow and a pleasant breeze passes by. <br> As the sun shines between the clouds, you can see beautiful and natural scenery unlike anything you've seen in town.<<lstress>><<stress -6>> <<elseif Weather.name is "heavyClouds">> The <<steed_text>>s run through the meadow and a cool breeze passes by. <br> You can smell fertile soil and grass in the air. Even though the clouds cover the sun, the meadow still looks beautiful.<<lstress>><<stress -6>> <<else>> <<if Weather.precipitation is "snow">> The <<steed_text>>s run through the meadow, and a snowflake falls on your face and melts. <br> The cold wind makes it hard for you to keep your eyes open, but the act of riding a horse through snow that no one has stepped on gives you a sense of freedom.<<lstress>><<stress -6>> <<else>> The <<steed_text>>s run through the meadow, and a raindrop falls on your face. <br> The cold wind makes it hard for you to keep your eyes open.<<lstress>><<stress -6>> <</if>> <</if>> <br><br> <<set _random to random(1,3)>> <<if _random is 1>> Alex rides past you, <<his>> red fringe flapping in the wind. You hear <<him>> whistling with pleasure.<<glove>><<npcincr Alex love 1>> <br> <<He>> slows down the <<steed_text>>. You can see <<his>> face glow with excitement. <br><br> <<elseif _random is 2>> Alex rides a <<steed_text>> behind you. You can hear <<him>> laughing with joy.<<glove>><<npcincr Alex love 1>> <br><br> <<else>> Alex rides a <<steed_text>> next to you. The two <<steed_text>>s run side by side, their canter perfectly synchronised. <br><br> <</if>> <<link [[Next|Farm Meadow Date 3]]>><</link>> <<else>> You do your best not to let yourself fall, <span class="red">but you fail to control the <<steed_text>>.</span><<gstress>><<stress 6>> <br><br> <<outfitChecks>> <<set _top.integrity -= 15>> <<set _bottom.integrity -= 15>> <<if $steed is "male" or $steed is "female">> "Watch it, <<girl>>! You can't just do as you please. We'll see who's holding the reins now!" <br><br> <</if>> The <<steed_text>> twists <<steed_his>> body violently, dropping you off and running towards you with lust in <<steed_his>> eyes.<<gpain>><<violence 3>> <br><br> <<link [[Scold|Farm Meadow Date Fail]]>><<set $phase to 1>><</link>><<tendingdifficulty 1 600>> <br> <<link [[Call for help|Farm Meadow Date Fail]]>><<set $phase to 2>><<npcincr Alex dom 1>><<farm_horses -1>><</link>><<gdom "Alex">><<lrespect>> <</if>><<effects>> Alex spurs the <<steed_text>>. "Isn't this a good time?" <br><br> <<if $speech_attitude is "meek">> "I-I think so," you say. <<elseif $speech_attitude is "bratty">> "Hell yeah! Let's do this again later!" you say. <<else>> "Yes, it sure is," you say. <</if>> <br><br> Alex puffs <<his>> chest out with pride. After an enjoyable time in the meadow, you and Alex ride the <<steed_text>> back to the farm. Alex laughs and chats more often than usual as you travel along the country road.<<glove>><<lstress>><<npcincr Alex love 1>><<stress -6>> <br><br> <<link [[Next|Farm Meadow Date 4]]>><</link>><<effects>> "Time to get back to work." Alex looks at <<his>> watch and <<if currentSkillValue("thighskill") gte 200 and $farm_stage gte 7 and $alex_countdown is undefined>> pats your back a couple of times. With a satisfied grin, <<he>> walks towards the fields. <<elseif $exposed gte 1>> glances at you. <<He>> clears <<his>> throat, then walks towards the fields at a quick pace.<<glust>><<npcincr Alex lust 1>> <<else>> walks toward the fields. <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><<unset $steed>><<unset $alex_meadow_date_scold>><<set $alex_meadow_date to 1>><<set $farm_work.alex to "still">><<pass 20>><</link>><<effects>><<integritycheck no_text>><<exposure>> <<if $phase is 1>> <<if $tending gte 600>> "Bad <<steed_text>>," you say, <span class="green">your voice firm and sure.</span> "Behave yourself!"<<grespect>><<farm_horses 1>> <br><br> <<if $steed is "male" or $steed is "female">> <<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me." <<else>> <<steed_He>> shakes <<steed_his>> head. The malice is gone. <</if>> <br><br> Alex sighs in relief as you climb up on the <<steed_text>> again. <br><br> <<link [[Next|Farm Meadow Date 2]]>><<set $alex_meadow_date_scold to 1>><<thighskill 5>><</link>> <<else>> "B-bad <<steed_text>>," you say, <span class="red">but your voice trembles.</span><<lrespect>><<farm_horses -1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> Suddenly Alex seizes the <<steed_text>>'s reins with all <<his>> might.<<gdom>><<npcincr Alex dom 1>> <br><br> "Woah, easy there, <<if $steed is "male">>boy<<else>>girl<</if>>." <br><br> <<link [[Next|Farm Meadow Date Fail 2]]>><</link>> <</if>> <<else>> "I'm coming!" Alex says. <br><br> <<He>> seizes the<<steed_text>>'s reins with all <<his>> might. "Woah, easy there, <<if $steed is "male">>boy<<else>>girl<</if>>."<<gdom>><<npcincr Alex dom 1>> <br><br> <<link [[Next|Farm Meadow Date Fail 2]]>><</link>> <</if>><<effects>> <<if $exposed lte 0>> Alex turns <<his>> attention to you. "If you're anxious, your <<steed_text>> can tell. Take it easy." <br><br> You try to follow Alex's advice, but your heart is still pounding.<<gstress>><<stress 6>> <br><br> Eventually, Alex gets off of <<his>> <<steed_text>>. "Are you alright? Let's try again later, not today." <<He>> gives you a worried expression as <<he>> holds the reins in <<his>> hand. <br><br> <<He>> gives you some riding tips as the two of you walk back to the farm.<<gthighskill>><<set $thighskill += 10>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><<unset $steed>><<unset $alex_meadow_date_scold>><<set $alex_meadow_date to 1>><<set $farm_work.alex to "still">><</link>> <<else>> "I'll get you some clothes when we return to the farm," <<he>> mutters with a blush, trying not to look at your body as much as possible. <br><br> "Well then...Let's try again later, not today." Alex gives you a worried expression as <<he>> holds the reins in <<his>> hand. <br><br> <<He>> gives you some riding tips as the two of you walk back to the farm. You catch <<him>> peeking at your body when <<he>> thinks you're not looking.<<glust>><<gthighskill>><<npcincr Alex lust 1>><<set $thighskill += 10>> <br><br> <<link [[Next|Farm Meadow Date Clothes]]>><</link>> <</if>><<effects>> Alex quickly enters the cottage and takes out some clothes. "Here." <br><br> <<He>> puts the clothes into your arms, awkwardly avoiding your eyes. <br><br> <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> It's a checkered shirt <<upperwear 33>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> and a pair of denim shorts.<<lowerwear 31>> <<elseif playerBellySize() gte 8>> and a pair of sweatpants.<<lowerwear 67>> <<else>> and a pair of jeans.<<lowerwear 22>> <</if>> <<elseif $worn.upper.type.includes("naked")>> It's a checkered shirt.<<upperwear 33>> <<else>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> It's a pair of denim shorts.<<lowerwear 31>> <<elseif playerBellySize() gte 8>> It's a pair of sweatpants.<<lowerwear 67>> <<else>> It's a pair of jeans.<<lowerwear 22>> <</if>> <</if>> <br> <<link [[Accept|Farm Meadow Date Clothes 2]]>><<set $phase to 1>><</link>> <br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Refuse|Farm Meadow Date Clothes 2]]>><<set $phase to 2>><</link>><<exhibitionist5>> <</if>><<effects>> <<if $phase is 1>> You wear the clothes that Alex gave you. <br><br> <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> <<upperwear 33>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> <<lowerwear 31>> <<elseif playerBellySize() gte 8>> <<lowerwear 67>> <<else>> <<lowerwear 22>> <</if>> <<elseif $worn.upper.type.includes("naked")>> <<upperwear 33>> <<else>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> <<lowerwear 31>> <<elseif playerBellySize() gte 8>> <<lowerwear 67>> <<else>> <<lowerwear 22>> <</if>> <</if>> <<else>> <<if $speech_attitude is "meek">> "It's okay...Really," you whisper, carefully handing over the clothes back to Alex. <<elseif $speech_attitude is "bratty">> "Take it back, I'm totally fine." You toss the clothes back to Alex.. <<else>> "I'll just stay like this." You hand the clothes back to Alex. <</if>> <br><br> "Are you sure?" Alex's eyebrow twitches upward, but <<he>> lets it drop.<<ldom>><<npcincr Alex dom -1>> <br><br> <</if>> <<link [[Next|Farm Meadow Date 4]]>><</link>><<effects>> <<tendingdifficulty 1 1000 true>> <<if $tendingSuccess>> You make soothing noises, <span class="green">and the <<farm_text_many horse>> calm down.</span> They're still on edge, but they won't be breaking anything.<<grespect>><<farm_horses 1>><<ggtending>><<tending 9>><<set $farm_work.horses_panic to 0>><<gfarm>><<farm_yield 1>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You try to soothe <<farm_text_many horse>>, <span class="red">but you're not sure they even hear you.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<physiquedifficulty 1 $physiquemax true>> <<if $physiqueSuccess>> You try to calm the <<farm_text_many pig>>, but they don't hear you. You wrap an arm around the closest, and try to pull <<farm_him pig>> away from <<farm_his pig>> digging spot. <span class="green">You succeed. The frenzy abates, and the <<farm_text pig>>'s breathing slows.</span><<gfarm>><<farm_yield 1>> <br><br> You manage to calm the others in the same way.<<grespect>><<farm_pigs 1>><<set $farm_work.pigs_panic to 0>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You try to calm the <<farm_text_many pig>>, but they don't hear you. You wrap an arm around the closest, and try to pull <<farm_him pig>> away from <<farm_his pig>> digging spot. <span class="red"><<farm_He pig>>'s too strong and wild.</span> You're shoved aside. The <<farm_text pig>> doesn't interrupt <<farm_his pig>> digging.<<gpain>><<pain 4>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<tendingdifficulty 1 300 true>> <<if $tendingSuccess>> You soothe the chickens. They're slow on the uptake, <span class="green">but calm down once they notice you.</span><<set $farm_work.chickens_panic to 0>><<gfarm>><<farm_yield 1>><<ggtending>><<tending 9>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You try to soothe the chickens, <span class="red">but they don't even notice you.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<tendingdifficulty 1 500 true>> <<if $tendingSuccess>> You pat the <<farm_text_many cattle>>, making soothing noises all the while. They remain wary, <span class="green">but their panic abates, and their pacing stops.</span><<grespect>><<farm_cattle 1>><<ggtending>><<tending 9>><<set $farm_work.cattle_panic to 0>><<gfarm>><<farm_yield 1>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You pat the <<farm_text_many cattle>>, making soothing noises all the while. <span class="red">It does nothing. You're not sure they even hear you.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<tendingdifficulty 1 700 true>> <<if $tendingSuccess>> You grab a <<farm_text dog>> by the collar, and stroke behind <<farm_his dog>> ear, making soothing noises all the while. <span class="green"><<farm_His dog>> panic abates,</span> though <<farm_he dog>> continues to whimper. <br><br> You calm the other <<farm_text_many dog>> the same way.<<grespect>><<farm_dogs 1>><<ggtending>><<tending 9>><<set $farm_work.dogs_panic to 0>><<gfarm>><<farm_yield 1>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You grab a <<farm_text dog>> by the collar, and stroke behind <<farm_his dog>> ear, making soothing noises all the while. <span class="red">It bites at your hand,</span> and you recoil.<<gtending>><<tending 2>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>><<set $outside to 0>> "Thanks," Alex says. "Turn left as you leave the farm, and just keep going." <br><br> You follow Alex's instructions, and walk down the road. <<if !npcIsPregnant("Alex") and $rng gte 72>> <<set $alexBooze to true>> You glance over the list, taking note of the alcohol mentioned. <</if>> <<if dangerEvent()>> A car honks at you as it passes.<<gstress>><<stress 6>> <</if>> <br><br> You crest a hill, and arrive at a small shop beside an old train station. You enter, and the grocer greets you. <br><br> <<endevent>> <<generate1>><<person1>> "Is that a shopping list I see?" <<he>> asks. "Give it here, I'll sort it out." <br><br> <<set $farm_work.shopping_money to random(2000, 6000)>> <<if $alexBooze>> <<link [[Say nothing|Farm Shopping 2]]>><<set $alexBooze to "quiet">><</link>> <br> <<link [[Ask the grocer to leave out the alcohol|Farm Shopping 2]]>><<set $alexBooze to "noBooze">><</link>> <<else>> <<He>> takes the list, then whips around the room, gathering food and sundries into a basket on your behalf. <br><br> <<link [[Next|Farm Shopping 2]]>><</link>> <br> <</if>><<effects>> <<if $alexBooze is "noBooze">> "Could you leave the alcohol out please?" you ask. <br><br> <<elseif $alexBooze is "quiet">> "Can I see your ID?" <<he>> says, sounding tired. <br><br> <<if $id gte 1>> You hand the grocer your ID. <<He>> gives it a quick look over before handing it back to you and bagging your groceries. <<else>> <<set $alexBooze to "noID">> You fidget slightly while pretending to look for it. The grocer gives an annoyed glare before setting the alcohol aside. <</if>> <br><br> <</if>> <<He>> runs everything through the register<<if $alexBooze is "noBooze" or $alexBooze is "noID">> minus the alcohol<</if>>. "That'll be <<printmoney $farm_work.shopping_money>>," <<he>> says. <br><br> <<if dangerEvent()>> <<He>> runs <<his>> eyes over your body. "Unless you want to pay a different way?" <br><br> <<link [[Pay with money|Farm Shopping Pay]]>><</link>> <br> <<link [[Snatch and run|Farm Shopping Steal]]>><<crimeUp 50 "thievery">><</link>><<athleticsdifficulty 1 600>><<crime "thievery">> <br> <<link [[Seduce and deceive|Farm Shopping Seduce]]>><<crimeUp 50 "coercion">><</link>><<promiscuous1>><<crime "coercion">> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Pay with your body|Farm Shopping Prostitution]]>><</link>><<promiscuous2>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Pay with your body|Farm Shopping Prostitution]]>><<set $desperateaction to 1>><</link>><<promiscuous2>> <br> <</if>> <<else>> <<link [[Pay|Farm Shopping Pay]]>><</link>> <br> <<link [[Snatch and run|Farm Shopping Steal]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">><<athleticsdifficulty 1 600>> <br> <</if>><<effects>> <<set $seductiondifficulty to 2000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You lean over the counter. "Meet me outside," you whisper. "Behind the shop." <<promiscuity1>> <<if $seductionrating gte $seductionrequired>> <<wearProp "basket" 0 "farm">> The <<person>> glances out the window and <span class="green">nods.</span> <<He>> disappears through a door behind <<him>>. <br><br> You pick up the basket, leave through the front, and stroll back to the farm. <br><br> <<link [[Next|Farm Shopping End]]>><</link>> <br> <<else>> "Outside like a pair of dogs?" the <<person>> laughs. "<span class="red">No chance.</span> Get on the counter." <br><br> <<link [[Pay with money|Farm Shopping Pay]]>><</link>> <br> <<link [[Snatch and run|Farm Shopping Steal]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">><<athleticsdifficulty 1 600>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Pay with your body|Farm Shopping Prostitution]]>><</link>><<promiscuous2>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Pay with your body|Farm Shopping Prostitution]]>><<set $desperateaction to 1>><</link>><<promiscuous2>> <br> <</if>> <</if>><<effects>> You walk behind the counter. The <<person>> grasps your shoulders, and pushes you onto it. <<promiscuity2>> <<link [[Next|Farm Shopping Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Shopping Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Shopping Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Don't forget your groceries," <<he>> laughs. <br><br> <<clotheson>> <<endcombat>> <<if $exposed gte 1>> <<if $speech_attitude is "meek">> "M-My clothes—" you say. <<elseif $speech_attitude is "bratty">> "You ruined my clothes," you say. "Give me a replacement." <<else>> "You ruined my clothes," you say. <</if>> <br><br> The grocer laughs. "That's your problem. Have a safe trip home." <br><br> <<covered>><<tearful>> you creep from the shop. You walk down the road towards the farm. At least it's deserted. <br><br> <<else>> <<tearful>> you leave the shop. You walk along the road. <br><br> <</if>> <<link [[Next|Farm Shopping End]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> tumbles backward, smashing into a row of shelves. <br><br> <<tearful>> you escape the shop. <<covered>> You run down the road leading to the farm. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Shopping End]]>><</link>> <br> <<else>> "Fine," the <<person>> says. "Leave before I change my mind." <br><br> <<clotheson>> <<endcombat>> <<if $exposed gte 1>> <<if $speech_attitude is "meek">> "M-My clothes—" you say. <<elseif $speech_attitude is "bratty">> "You ruined my clothes," you say. "Give me a replacement." <<else>> "You ruined my clothes," you say. <</if>> <br><br> The grocer laughs. "That's your problem. Have a safe trip home." <br><br> <<covered>> <<tearful>> you creep from the shop. You walk down the road towards the farm. At least it's deserted. <br><br> <<else>> <<tearful>> you leave the shop. You walk along the road. <br><br> <</if>> <br><br> <<link [[Next|Farm Shopping End]]>><</link>> <br> <</if>><<effects>> You hand over the money Alex gave you, and pick up the basket. <br><br> <<endevent>> <<npc Alex>><<person1>> <<wearProp "basket" 0 "farm">> You return to the farm. Alex meets you in the yard. <<if $alexBooze>> "Thanks," <<he>> says, taking the basket. As <<he>> turns toward the farmhouse, <<he>> glances down into the bag. <br><br> <<alexBoozeShopping>> <<else>> "Nice," <<he>> says. "Leave it in the kitchen." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>><<effects>><<wearProp "basket" 0 "farm">> <<if $athleticsSuccess>> You grasp the basket, and run. <br><br> "Oi!" the <<person>> shouts, rushing around the counter in pursuit. You escape onto the road and make for the farm, <span class="green">leaving the <<person>> well behind.</span> <br><br> <<link [[Next|Farm Shopping End]]>><<endevent>><</link>> <br> <<else>> You grasp the basket, and run. <br><br> "Oi!" the <<person>> shouts, rushing around the counter in pursuit. You escape onto the road and make for the farm, <span class="red">but the <<person>> catches up and tackles you to the ground.</span> <br><br> "Fucking thief," <<he>> says. "I'll show you what we do to your sort around here." <br><br> <<link [[Next|Farm Shopping Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Shopping Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Shopping Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Let that be a lesson to you," <<he>> says, leaving you at the side of the road. <br><br> <<tearful>> you stagger to your feet, and continue back to the farm. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Shopping End]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> into a ditch. <<tearful>> you continue running toward the farm. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Shopping End]]>><</link>> <br> <</if>><<effects>> <<endevent>> <<npc Alex>><<person1>> <<wearProp "basket" 0 "farm">> You arrive at the farm. Alex meets you in the yard. <br><br> <<if $exposed gte 1>> <<He>> blushes and looks away. "Wh-what happened to your—" <<he>> gulps. "Never mind." <<He>> takes the basket.<<if $farm_naked isnot 1>><<towelup>><</if>> <br><br> <<if $farm_naked isnot 1>> <<He>> disappears into the farmhouse, and emerges with some towels. <<He>> throws them at you without looking, before turning back to the building. <br><br> <</if>> <<link [[Give Alex the money|Farm Shopping Give]]>><<handheldon>><<trauma -6>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<ldom>><<glove>><<ltrauma>> <br> <<link [[Keep the money|Farm Shopping Keep]]>><<handheldon>><<money $farm_work.shopping_money>><</link>> <br> <<elseif $pain gte 60>> "Thanks," <<he>> says, taking the basket. <<He>> notices your tears, and hesitates before speaking again. "What's wrong?" <br><br> <<link [[Break down (0:20)|Farm Shopping Break]]>><<handheldon>><<pass 20>><<pain -20>><<trauma -18>><<stress -18>><<npcincr Alex dom 5>><</link>><<ggdom>><<lllpain>><<lltrauma>><<llstress>> <br> <<link [[Say you're okay|Farm Shopping Okay]]>><<handheldon>><<stress 6>><</link>><<gstress>> <br> <<else>> "Thanks," <<he>> says, taking the basket. <<He>> turns towards the farmhouse. <br><br> <<if $alexBooze>> <<alexBoozeShopping>> <<else>> <<link [[Give Alex the money|Farm Shopping Give]]>><<handheldon>><<trauma -6>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<ldom>><<glove>><<ltrauma>> <br> <<link [[Keep the money|Farm Shopping Keep]]>><<handheldon>><<money $farm_work.shopping_money>><</link>> <br> <</if>> <</if>> <br><br><<effects>> <<if $pain lte 0>> <<set $pain to 1>> <</if>> You open your mouth to speak, but can't form the words. You sob instead, and stare at your feet. <br><br> <<if C.npc.Alex.love gte 10>> Alex wraps an arm around your shoulder. "It's okay," <<he>> says. "Let's go inside." <br><br> <<else>> Alex hesitates, then rests an arm on your shoulder. "I-I'm sorry," <<he>> says. "It's okay. Let's go inside." <br><br> <</if>> You sit in the kitchen as Alex makes you a warm drink. <<He>> tries <<his>> best to comfort you. <<He>> apologises for being bad at it more than once, but you soon feel much better regardless. <br><br> "I need to get back to work," <<he>> says once you've calmed. "Will you be alright?" You nod. <br><br> <<money $farm_work.shopping_money>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I-I'm okay," you say. <<elseif $speech_attitude is "bratty">> "Mind your own business," you say. "I'm fine." <<else>> "Thank you," you say. "But I'm fine." <</if>> <br><br> Alex nods, though doesn't look convinced. <<He>> takes the basket and turns toward the farmhouse. <br><br> <<link [[Give Alex the money|Farm Shopping Give]]>><<trauma -6>><<npcincr Alex dom -1>><<npcincr Alex love 1>><</link>><<ldom>><<glove>><<ltrauma>> <br> <<link [[Keep the money|Farm Shopping Keep]]>><<money $farm_work.shopping_money>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "W-wait," you say. <<elseif $speech_attitude is "bratty">> "Hold up," you say. <<else>> "Wait," you say. <</if>> <br><br> Alex turns around. You hand <<him>> the money. <<He>> stares at it for a moment, before realising what it is. <br><br> <<if $speech_attitude is "meek">> "I-It's okay," you say. "I got a good deal." <<elseif $speech_attitude is "bratty">> "Don't worry," you say. "I know how to get a deal." <<else>> "It's okay," you say. "I got a good deal." <</if>> <br><br> Alex shrugs. "That's some deal, but I'm not gonna complain. Cheers." <<He>> enters the farmhouse. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You pocket the money as Alex enters the farmhouse. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> "Alright," Alex sighs, putting the list away. "I'll go myself later." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $alexBooze is "noBooze">> <<if C.npc.Alex.dom gte 20>> You grip Alex by <<his>> shoulder. <<He>> attempts to shake you off, but you keep your grip. Annoyed, you toss the remaining notes at <<him>>. <br><br> "Stop acting like such a brat. I'm only looking out for you." <br><br> As you turn away, <<he>> mumbles something to <<himself>>. <<He>> sounds chastened.<<lstress>><<ldom>><<stress -6>><<npcincr "Alex" dom -1>> <<elseif ($alexBooze is "noBooze" and C.npc.Alex.dom lte 20) or $alexBooze is "noID">> You place your hand on Alex's shoulder. <<He>> glances at you, then at your open hand with the leftover banknotes. "The money for the alcohol," you say. <br><br> <<He>> nods. "Thanks." <<He>> turns away, and you think you hear <<him>> mumble an apology.<<lstress>><<stress -6>> <</if>> <<else>> You grab Alex by <<his>> shoulder. <<He>> looks back at you. You grab <<his>> hand and place the bank notes into it. "Here's what was left." <br><br> Alex's face softens a bit before <<he>> kisses your cheek.<<glove>><<npcincr "Alex" love 1>> <</if>> <br><br> <<link [[Next|Farm Work]]>><<unset $alexBooze>><<endevent>><</link>><<effects>> <<if currentSkillValue('athletics') gte 800>> You run after Alex, <span class="green">and manage to catch up</span> halfway through the field. <<He>> speeds up when <<he>> sees you, but so do you. You're level with each other right up to the forest's edge. <br><br> With the victor unclear, you both keep running, deeper into the forest. Until Alex lags behind just a little, then a little more. <<He>> comes to a stop.<<npcincr Alex dom -1>><<ldom>> <br><br> "Fuck," <<he>> says, leaning against a tree and panting. "I'm faster than all my siblings. Good jo—" <<Hes>> interrupted by <span class="red">a growl</span> from a nearby bush, and pushes <<himself>> away from the tree. <<else>> You run after Alex, <span class="red">but <<hes>> too far ahead,</span> and you can't catch up. <<He>> disappears into the forest. <br><br> You find <<him>> resting against a tree with the brim of <<his>> hat pulled over <<his>> face. <br><br> <<He>> pushes it up. "What took you?" <<he>> asks. "Almost thought you weren't—" <<Hes>> interrupted by <span class="red">a growl</span> from a nearby bush, and leaps to <<his>> feet. <</if>> <<farm_forest_event>><<effects>> You walk to the woods instead, passing through the fields on the way. You find Alex resting against a tree with the brim of <<his>> hat pulled over <<his>> face. <br><br> <<He>> pushes it up. "What took you?" <<he>> asks. "Almost thought you weren't—" <<Hes>> interrupted by <span class="red">a growl</span> from a nearby bush, and leaps to <<his>> feet. <<farm_forest_event>><<effects>> Alex turns to run, but hesitates when <<he>> sees you plant your feet. Instead, <<he>> stands alongside you and braces <<himself>>. <br><br> <<if $rng gte 76>> The boar runs straight at you, <span class="red">and knocks you off your feet.</span> The world spins, and you hear Alex shout.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<stress 6>><<trauma 6>> <br><br> You gear your bearings, and see the boar disappear into the forest. "Are you hurt?" Alex asks, crouching beside you. You shake your head. <br><br> "You idiot," Alex says. "You're lucky you're uninjured." <br><br> <<link [[Apologise|Farm Race Sorry]]>><<npcincr Alex love 3>><<npcincr Alex dom 1>><</link>><<gdom>><<gglove>> <br> <<link [[Brag|Farm Race Brag]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<elseif $rng gte 51>> The boar runs straight for Alex. The beast veers at the last moment, <span class="red">but <<hes>> still bashed by its shoulder,</span> and knocked to the ground. <br><br> You crouch beside Alex as the boar runs back into the forest. "I'm fine," <<he>> says. "But what were you thinking? I could've been hurt."<<llove>><<npcincr Alex love -1>> <br><br> <<link [[Apologise|Farm Race Sorry 2]]>><<npcincr Alex love 1>><<npcincr Alex dom 1>><</link>><<gdom>><<glove>> <br> <<link [[Defend your decision|Farm Race Defend]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>> <br> <<else>> The boar lurches from left to right as it approaches, as if unsure who to aim for, then <span class="green">veers and runs into the forest.</span> <br><br> Alex leans forward, resting <<his>> hands on <<his>> thighs. "Fuck," <<he>> laughs. "I thought you were mad when you didn't run. Come on, let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "S-Sorry!" you say. "I froze up. I didn't want you to get hurt." <<elseif $speech_attitude is "bratty">> "I thought you were gonna run," you say. "Sorry." <<else>> "I didn't want this," you say. "I'm sorry." <</if>> <br><br> "It's alright," Alex says, grasping your arm and pulling <<him>> to <<his>> feet. "Let's just get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I can't outrun a boar," you say. <<elseif $speech_attitude is "bratty">> "You thought we could outrun a boar?" you say. "Maybe if it was crippled. And asleep." <<else>> "We couldn't outrun a boar," you say. <</if>> <br><br> "So your solution was to do nothing?" <<he>> replies, grasping your arm and pulling <<himself>> to <<his>> feet. <<He>> sighs. "Sorry. Let's just get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "S-Sorry," you say. "I froze up." <<elseif $speech_attitude is "bratty">> "I was in no danger," you say. "But sorry for making you worry." <<else>> "Sorry," you say. "I didn't mean to make you worry." <</if>> <br><br> Alex helps you to your feet. "Just be more careful," <<he>> says. "Come on, let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm tougher than I look," you say. <<elseif $speech_attitude is "bratty">> "Nah," you say. "I'm tougher than I look." <<else>> "I knew what I was doing," you say. <</if>> <br><br> Alex helps you to your feet. "Just be more careful," <<he>> says. "Come on, let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You turn and run alongside Alex. The boar is close behind, and you hear it gaining. <<if $athleticsSuccess>> It catches up to Alex, grabs <<his>> <<if $pronoun is "f">>skirt<<else>>shorts<</if>> in its mouth, and drags <<him>> to the ground. <br><br> The <<if $pronoun is "f">> skirt rips free, exposing Alex's black and red boyshorts. <<else>> shorts rip free, exposing Alex's black and red boxers. <</if>> The boar veers and runs deeper into the forest, the fabric still in its maw. <br><br> "Fuck," Alex says. "Is it gone?" <<He>> looks around, then pushes <<himself>> to <<his>> feet. <<He>> hasn't noticed <<his>> missing <<if $pronoun is "f">>skirt<<else>>shorts<</if>>. <br><br> <<link [[Stare|Farm Race Stare]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<npcincr Alex lust 1>><</link>><<promiscuous1>><<llove>><<ldom>><<glust>> <br> <<link [[Look away|Farm Race Look]]>><</link>> <br> <<link [[Laugh|Farm Race Laugh]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<else>> <<outfitChecks>> <<if !_bottom>> It catches up to you, and bashes you aside. The world spins as you tumble to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> You get your bearings in time to see the boar disappear into the forest. "Are you okay?" Alex asks, crouching beside you. <<He>> helps you up, and laughs. "Good. That was almost scary. Come on. Let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> <<set _bottom.integrity -= 100>> <<if _bottom.integrity lte 0>> It catches up to you, grasps your _bottom.name in its maw, and pulls you to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <span class="pink">Your clothes rip free as you fall, exposing your <<= _bottomUnder?.name || "<<undies>>">>.</span> The boar veers and runs deeper into the forest, your _bottom.name still in its mouth. <br><br> <<integritycheck "no_text">><<exposure>> <<if $exposed gte 1>> "A-Are you okay?" Alex asks, crouching beside you. <<Hes>> blushing, and doesn't know where to look. You climb to your feet. <<covered>> <<glust>><<npcincr Alex lust 1>> <br><br> Alex leads the way back to the farmhouse. <<He>> disappears inside, and emerges with some towels.<<towelup>> <<else>> "Are you okay?" Alex asks, crouching beside you. <<He>> helps you up, and laughs. "Good. That was almost scary. Come on. Let's get back to work." <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> It catches up to you, grasps your _bottom.name in its maw, and pulls you to the ground.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> The fabric tears free as you fall. The boar veers and runs deeper into the forest. <br><br> "Are you okay?" Alex asks, crouching beside you. <<He>> helps you up, and laughs. "Good. That was almost scary. Come on. Let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <</if>> <</if>><<effects>> You stare openly at Alex's <<if $NPCList[0].penis isnot "none">>bulge<<else>>cameltoe<</if>>. <<promiscuity1>> <<He>> frowns, then looks down. <<He>> clamps <<his>> hands to <<his>> crotch. "D-Don't just stare like that!" <<he>> says, <<his>> face reddening. "I need to get back to the farmhouse right now." <br><br> You walk back to the farmhouse. Alex insists on you leading the way. Once there, <<he>> disappears inside, and emerges with a fresh <<if $pronoun is "f">>skirt<<else>>pair of shorts<</if>>. <<Hes>> still blushing. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You look away. "What's the matter?" <<he>> asks, followed by a gasp as <<he>> notices the problem. "L-let's get back to the farmhouse," <<he>> says, <<his>> hands clamped to <<his>> crotch as a blush spreads on <<his>> face. <br><br> You walk back to the farmhouse. Alex insists on you leading the way. Once there, <<he>> disappears inside, and emerges with a fresh <<if $pronoun is "f">>skirt<<else>>pair of shorts<</if>>. <<Hes>> still blushing. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You laugh and look away. Alex looks perplexed for a moment, then looks down. <<He>> clamps <<his>> hands to <<his>> crotch. "I-I need to get back to the farmhouse right now." A blush spreads across <<his>> face. <br><br> You walk back to the farmhouse. Alex insists on you leading the way. Once there, <<he>> disappears inside, and emerges with a fresh <<if $pronoun is "f">>skirt<<else>>pair of shorts<</if>>. <<Hes>> still blushing. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm still scared," you admit. <<elseif $speech_attitude is "bratty">> "Only a fool wouldn't have been on edge," you say. <<else>> "I was," you say. "Weren't you?" <</if>> <br><br> Alex puffs out <<his>> chest. "I wasn't scared in the slightest. Come on, let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "N-No," you say. "I knew you'd protect me." <<elseif $speech_attitude is "bratty">> "Of course not," you say. <<else>> "I'm braver than that," you say. <</if>> <br><br> "I wasn't either," Alex says, puffing out <<his>> chest. "Come on, let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "N-Not as scared as you," you say. <<elseif $speech_attitude is "bratty">> "Not as scared as you," you say. "Thought you were gonna leap into my arms." <<else>> "Not as scared as you," you say. <</if>> <br><br> "Oi!" Alex replies, indignant. "You have to take wild animals seriously. Even a fox can be vicious. Come on, let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You refuse to race, and leave Alex to run into the woods alone. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<endevent>> <<npc Alex>><<person1>> "I'm coming!" Alex shouts. The pair glance in the direction of <<his>> voice, then continue their sabotage with more energy, keen to inflict as much damage as possible. <br><br> "You scum," Alex says, rushing over as the pair turn and run. "I'll feed you to our fucking pigs when I catch you!" <br><br> "It's a good thing you were nearby," <<he>> says, looking at the damage. "We should be able to patch this up." <<He>> removes <<his>> hat and wipes <<if Weather.precipitation is "rain">>water<<else>>the sweat<</if>> from <<his>> brow. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "St-stop that!" you say. "Or I'll call the police!" <<elseif $speech_attitude is "bratty">> "Put the axes down," you say. "Or you'll be shitting them out later." <<else>> "This is illegal," you say. "Stop right now, or you'll be sorry," <</if>> <br><br> <<if $englishSuccess>> The pair look at each other. The <<person2>><<person>> speaks first. "Remy did say—" <br> "Don't say their name," the <<person1>><<person>> warns, throwing a glance in your direction. <br> "The boss said not to be seen." <br> "Well we've fucked up that part. Fine." <<He>> glares at you. "We're gone, but this isn't over." <br><br> The pair walk away, leaving the fence intact./*<<llaggro>><<farm_aggro -10>>*/ <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> The pair look at each other, <span class="red">and burst into laughter.</span> "Sure thing kid," the <<person1>><<person>> says. "We'll get out of your hair once we've finished our job." <span class="red">Their axes continue to bite into the perimeter.</span><<farm_fence_damage 1>> <br><br> <<link [[Call Alex|Farm Axe Alex]]>><<farm_aggro 5>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<farm_fence_damage 1>><</link>><<gaggro>><<gdom "Alex">><<glove>> <br> <<link [[Attack|Farm Axe Attack]]>><<def 1>><</link>> <br> <</if>><<effects>> You rush down the pair. They leave their axes lodged in the <<if $farm.wall gte 3>> metal, <<elseif $farm.wall gte 1>> stone, <<else>> wood, <</if>> raising their arms to defend themselves. <br><br> <<link [[Next|Farm Axe Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Axe Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Axe Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They lie on the grass, their strength robbed for now. <<tearful>> you seize the opportunity. You grasp one of the axes, and pull it free. <br><br> Left drained by their orgasms, and their opponent now wielding an axe, the pair decide to turn and run./*<<llaggro>><<farm_aggro -5>>*/ <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<earnFeat "Farm Protector">> The <<person1>><<person>> falls into a ditch. The <<person2>><<person>> goes for <<his>> axe, but you kick <<his>> shin and shove <<him>> after <<his>> colleague. <br><br> <<tearful>> you plant your feet. They might come back for more. Instead, they scramble up the other side of the ditch, and run./*<<llaggro>><<farm_aggro -5>>*/ <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <<elseif $alarm is 1 and $rescue is 1>> <<endcombat>> <<npc Alex>><<person1>> "I'm coming!" It's Alex. The pair glance in the direction of <<his>> voice, then attack the <<if $farm.wall gte 3>> fence <<elseif $farm.wall gte 1>> wall <<else>> fence <</if>> with more energy, keen to inflict as much damage as possible.<<farm_aggro 5>><<farm_fence_damage 1>><<gaggro>> <br><br> "You scum," Alex says, rushing over as the pair turn and run. "I'll feed you to my fucking pigs when I catch you!" <br><br> <<clotheson>> "It's a good thing you were nearby," <<he>> says, looking at the damage. "We should be able to patch this up." <<He>> removes <<his>> hat and wipes sweat from <<his>> brow.<<npcincr Alex dom 1>><<npcincr Alex love 1>><<gdom>><<glove>> <br><br> <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>><<He>> notices your state of dress, and blushes. "L-Let me get you some towels," <<he>> says. <br><br> You follow <<him>> back to the farmhouse, where <<he>> hands you some towels.<<towelup>><<gdom>><<glust>><<npcincr Alex lust 1>><<npcincr Alex dom 1>> <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> Too hurt to continue, you slump to the ground. The pair retrieve their axes and continue their work, until an area of <<if $farm.wall gte 3>> fence wide enough to fit a cow is reduced to scrap. <<elseif $farm.wall gte 1>> wall wide enough to fit a cow is reduced to rubble. <<else>> fence wide enough to fit a cow is reduced to splinters. <</if>> <br><br> Their job done, the pair swagger away from the farm.<<ggaggro>><<farm_aggro 10>><<farm_fence_damage 3>> <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <</if>><<effects>> <<if $tendingSuccess>> You grasp the offending <<farm_text dog>>s by their collars, and hold them apart. They continue to growl at each other, <span class="green">but don't strain against your grasp.</span> "Bad dogs," you say. Their ears droop.<<grespect>><<farm_dogs 1>> <br><br> <<else>> You try to grasp the offending <<farm_text dog>>s by their collars, <span class="red">but they bite at you whenever you try,</span> only resuming their fight once you're gone.<<lrespect>><<farm_dogs -1>> <br><br> They calm down and retreat to nurse injuries, but you don't think you helped. <br><br> <</if>> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You grasp Alex by the shoulders and pull <<him>> into the farmhouse. "Get off me!" <<he>> shouts, but trips and stumbles backwards as you lock the front door. <br><br> You hear laughter outside. <<He>> climbs to <<his>> feet and tries to escape, but you stand in <<his>> way. <<if $speech_attitude is "meek">> "Y-you're gonna get hurt," you say. "I-I might be hurt too." <<elseif $speech_attitude is "bratty">> "It's four on two you idiot," you say. "And did you see the way they looked at you? They've come for you. Let's not give them what they want." <<else>> "Did you see how they looked at you?" you ask. "They've come for you. Let's not give them what they want." <</if>> <br><br> Alex glares at you, but doesn't try to pass. Instead, <<he>> sits in the living room, and rests <<his>> forehead in <<his>> palms. <br><br> <<link [[Next|Farm Lorry Safety 2]]>><</link>> <br><<effects>> <<pass 15>> The goons try the front door, then the back. They circle the building, looking for a way in, before applying more force to the front door. You fear they might force their way in, but they do not. <br><br> Instead, you hear them walk to other parts of the farm, scaring the animals and smashing the buildings. Alex winces at every snap and shatter. <br><br> At last they tire. You peek through the window, and see them walk away from the farm. <br><br> <<set $farm_work.horses_panic to 1>> <<set $farm_work.chickens_panic to 1>> <<set $farm_work.pigs_panic to 1>> <<set $farm_work.dogs_panic to 1>> <<set $farm_work.cattle_panic to 1>> <<farm_fence_damage 15>> Alex leaves to assess the damage. <<He>> doesn't say anything. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You stand beside Alex as the goons close in. <<He>> plants <<his>> feet, then launches <<himself>> at one of the assailants. <br><br> <<endevent>> <<generate1>><<generate2>> <<person1>> Another goon advances on Alex, while the remaining two rush you. <br><br> <<link [[Next|Farm Lorry Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> You hear Alex fighting nearby, but you can't spare a glance. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Lorry Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Lorry Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair drop to the earth, exhausted. <br><br> <<endcombat>> <<npc Alex>><<person1>><<generate2>><<generate3>> <<tearful>> you turn to Alex. The <<person2>><<person>> has <<person1>><<him>> in a chokehold, though the <<person3>><<person>> lies beaten at <<person1>><<his>> feet. <br><br> You rush to the rescue, grasping the <<person2>><<persons>> arms and helping Alex break free. It's enough. Alex twists around, and headbutts the <<person2>><<person>> to the earth. <br><br> <<clotheson>> <<link [[Next|Farm Lorry Fight End]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The pair drop to the earth, too hurt to continue. <br><br> <<endcombat>> <<npc Alex>><<person1>><<generate2>><<generate3>> <<tearful>> you turn to Alex. The <<person2>><<person>> has <<person1>><<him>> in a chokehold, though the <<person3>><<person>> lies beaten at <<person1>><<his>> feet. <br><br> You rush to the rescue, grasping the <<person2>><<persons>> arms and helping Alex break free. It's enough. Alex twists around, and headbutts the <<person2>><<person>> to the earth. <br><br> <<clotheson>> <<link [[Next|Farm Lorry Fight End]]>><</link>> <br> <<else>> You fall to the ground, too hurt to continue. <br><br> <<endcombat>> <<npc Alex>><<person1>> "You fu—" Alex begins, but is cut off by an arm wrapping around <<his>> neck from behind. <<He>> tries to break free, but a swift punch to <<his>> <<if npcIsPregnant("Alex")>>face<<else>>stomach<</if>> has <<him>> keel over instead. <br><br> The goons surround you and Alex, and barrage you with a flurry of kicks. <<tearful>> you curl up in a defensive posture. Alex does the same, and endures with a quiet dignity.<<ggpain>><<ggtrauma>><<ggstress>><<pain 8>><<trauma 12>><<stress 12>> <br><br> <<link [[Next|Farm Lorry Fight Bad End]]>><</link>> <br> <</if>><<effects>> <<set $farm_work.horses_panic to 1>> <<set $farm_work.chickens_panic to 1>> <<set $farm_work.pigs_panic to 1>> <<set $farm_work.dogs_panic to 1>> <<set $farm_work.cattle_panic to 1>> <<farm_fence_damage 15>> <<pass 10>> The goons tire, but continue into the farm. You hear them roam around, scaring the animals and smashing the buildings. Alex winces at every snap and shatter. <br><br> One gives Alex a final kick, then they leave the farm. <br><br> You stagger to your feet. Alex does likewise. <<clotheson>> <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>><<He>> blushes, and staggers into the farm house. <<He>> emerges a few moments later, carrying some towels.<<glust>><<npcincr Alex lust 1>><<towelup>> <br><br> <<else>> <</if>> "I'm so sorry," <<he>> says, resting <<his>> face in <<his>> palms. "I didn't want you to get hurt."<<npcincr Alex dom -5>><<llldom>> <br><br> <<link [[Comfort|Farm Lorry Comfort]]>><<npcincr Alex love 3>><</link>><<gglove>> <br> <<link [[Berate|Farm Lorry Berate]]>><<npcincr Alex dom -3>><<npcincr Alex love -1>><</link>><<llove>><<lldom>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm fine," you say. "We can fix the farm. They haven't won yet." <<elseif $speech_attitude is "bratty">> "Sorry for what?" you ask. "We can't let them walk all over us. Let's fix this mess." <<else>> "We can fix the farm," you say. "They haven't won yet." <</if>> <<He>> nods, and looks out over the damaged farm. <<He>> stands upright. "You're right. Let's get to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "W-We could have been injured much worse," you say. <<elseif $speech_attitude is "bratty">> "Do you have a death wish?" you ask. "We were a bit outnumbered." <<else>> "There were too many," you say. "You should have been smarter." <</if>> <br><br> Alex nods. "I understand if you don't want to work here anymore." <<He>> looks out at the damaged farm. "I've got some cleaning up to do." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<earnFeat "Farm Protector">> The goons struggle to their feet, except the <<person2>><<person>>, who Alex grasps by the ear. "Tell Remy," <<person1>><<he>> pants. "Tell Remy what's coming if dogs like you keep fucking with us."<<lllaggro>><<farm_aggro -20>> <br><br> <<tearful>> you watch the goons flee down the lane. Alex leans on your shoulder. "Dunno what I'd do without you," <<he>> says. <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>> <<He>> glances at your body, and blushes. "L-let me get you some towels."<<towelup>> <br><br> <<He>> disappears into the farmhouse, and emerges with the fabric. <</if>> "Take a breather if you like. I'm getting back to work." <<if Weather.precipitation isnot "none">><<He>> wipes off some of the mud,<<else>><<He>> dusts <<himself>> down,<</if>> picks up <<his>> hat, and returns to the farm. <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>><<wearProp "knife" 0 "sharp">> You carry the boxes into the kitchen. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You take a knife, and slice <span class="green">clean</span> through the sellotape. You should be able to conceal the damage once done. <br><br> <<skulduggeryuse>> <<else>> You take a knife, and slice through the sellotape. <span class="red">It tears in all the wrong ways.</span> Even after being repaired, Alex will notice the tampering.<<lllove>><<npcincr Alex love -3>> <br><br> <<skulduggeryuse>> <</if>> You open one of the boxes, and peek inside. <<rng 5>> <<switch $rng>> <<case 1>> You find several bags of yeast. You check the other, and find more of the same. <<case 2>> There's a variety of seeds. Is Alex trying to get more to grow? There are more seeds, in the other box. Some of them quite exotic. <<case 3>> There's a variety of sundries the local grocers wouldn't sell. There's more of the same in the second, with the addition of some lewd magazines tucked away in the corner. <br><br> <<if $fame.model gte 1000 and C.npc.Alex.lust gte 20>> You recognise that one of the magazines has a cover of you, completely naked. Your face reddens.<<ggarousal>><<arousal 1200>> <<elseif $fame.model gte 600 and C.npc.Alex.lust gte 20>> You recognise that one of the magazines has a cover of you, wearing nothing but underwear. Your face flushes.<<garousal>><<arousal 600>> <<elseif $fame.model gte 400 and C.npc.Alex.lust gte 20>> You recognise that one of the magazines has a cover of you, topless. Your face flushes.<<garousal>><<arousal 600>> <<elseif $fame.model gte 200 and C.npc.Alex.lust gte 20>> You notice that one of the magazines has a cover of you. <</if>> <<case 4>> There's a variety of sundries the local grocers wouldn't sell. There's more of the same in the second. <<case 5>> <<if currentSkillValue('science') gte 700>> There's a variety of metal and glass equipment. Pipes, tubes, and measuring devices. Stuff you'd expect to find in a lab rather than a farm. The second box has more of the same. <<else>> There's a variety of metal and glass equipment. Pipes, tubes, and containers. You're not sure what it's for. The second box has more of the same. <</if>> <</switch>> <br><br> You close the boxes and repair the damage as best you can. <br><br> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br><<effects>><<wearProp "box" 0 "closed">> You carry the boxes inside, and leave them on kitchen table. <br><br> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br><<effects>> <<if $phase is 1>> <<if $speech_attitude is "bratty">> "Don't worry, I can take them," <<elseif $speech_attitude is "meek">> "I-It's okay, I'll deal with them," <<else>> "It's fine, I'll deal with them," <</if>> you say. <br><br> "N-NO!" <<he>> says, gripping your arm. "What if they come this way? I need you to stay with me," <<he>> says. Looking at <<his>> face, you see a mix of fear and frustration. <br><br> <<elseif $phase is 2>> Looking at Alex's face, you see a mix of fear and frustration. You can't risk leaving <<him>> alone, not while <<hes>> like this. You decide to stay with Alex. <br><br> <</if>> You both walk into the farmhouse, and Alex locks the door behind you. <<He>> sits in the living room and rests <<his>> forehead in <<his>> palms. <br><br> You hear laughter outside. <br><br> <<link [[Next|Farm Lorry Safety 2]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <<hand_gag 0 left>> <<set $enemytrust -= 20>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Maybe you should find a new line of work," <<he>> says, shoving you to the <<if Weather.precipitation is "snow">>snow<<elseif Weather.precipitation is "rain">>mud<<else>>dirt<</if>>. <br><br> <<tearful>> you stagger to your feet. The <<person>> climbs over a fence.<<gaggro>><<farm_aggro 5>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> trips backwards, and lands in the <<if Weather.precipitation is "snow">>snow<<elseif Weather.precipitation is "rain">>mud<<else>>dirt<</if>>. <br><br> <<tearful>> you step closer. <<He>> throws <<his>> hands up in a protective gesture. "I-I'm just following orders," <<he>> says, scrambling away from you. <<He>> climbs to <<his>> feet as <<he>> crawls away, and runs for the fence./*<<llaggro>><<farm_aggro -10>>*/ <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<set $rescued += 1>> "I'm coming!" The <<person1>><<person>> pulls you in front of <<him>> as Alex arrives. <br><br> "It's our farmer <<nnpc_gendery "Alex">>," the <<person>> sneers. "The one who thinks <<nnpc_he "Alex">> can make it in the world alone." <br><br> <<if $exposed gte 1>> "Let <<phim>> go," Alex says, doing <<nnpc_his "Alex">> best to avoid looking at your <<lewdness>>. "I won't ask again."<<glust>><<npcincr Alex lust 1>> <<else>> "Let <<phim>> go," Alex says, <<nnpc_his "Alex">> fists clenching. "I won't ask again." <</if>> <br><br> The <<person>> tightens <<his>> grip instead. Alex launches forward, <<nnpc_his "Alex">> fist sailing over your shoulder. You hear a sickening crunch just behind you./*<<llaggro>><<farm_aggro -10>>*/ <br><br> <<link [[Next|Farm Rape Finish Rescue]]>><</link>> <br> <</if>><<effects>> The <<person1>><<person>> releases you and staggers backwards, clutching <<his>> bleeding face. When Alex steps forward again, <<he>> turns and runs. <br><br> <<endcombat>> <<clotheson>> <<tearful>> you get your bearings. <br><br> <<npc Alex>><<person1>> "You got off easy, fucker," Alex shouts after the trespasser. <<He>> turns to you. <<if $exposed gte 1 and $farm_naked isnot 1>> <<covered>>"L-let me get you something to cover with," <<he>> says. <<He>> nips into the farmhouse, and emerges with some towels.<<towelup>> <br><br> <<else>> <</if>> "That was one of Remy's. Be careful."<<gdom>><<npcincr Alex dom 1>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You laugh as you climb to your feet. "I need to get these in storage," Alex continues. "Keep the weather off." <<He>> walks away. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I could've been hurt," you say, climbing to your feet. <<elseif $speech_attitude is "bratty">> "Fuck off," you say. "I could've been hurt." You climb to your feet. <<else>> "That was rude," you say, climbing to your feet. <</if>> <br><br> "Sorry," Alex says. <<Hes>> grinning. "I need to get these in storage before the damp gets to them." <<He>> walks away. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $tendingSuccess>> "Bad dog!" you say. <<farm_His dog>> ears droop, <span class="green">and <<farm_he dog>> drops to the ground.</span><<grespect>><<farm_dogs 1>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> "B-Bad dog," you say. <span class="red">The <<farm_text dog>> ignores you,</span> and continues to hump.<<lrespect>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<farm_dogs -1>> <br><br> You struggle to stand upright as the <<if $farm_work.dog.genitals is "penis">> <<farm_text dog>> rubs <<farm_his dog>> cock against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders and coats your cheeks in ejaculate. <<bodyliquid "bottom" "semen">> <br><br> <<else>> <<farm_text dog>> rubs against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders in orgasm. <br><br> <</if>> <<farm_He dog>> drops to the ground, and returns to the kennels. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You drop to your knees, right there in the middle of the field. The <<farm_text dog>> mounts you from behind. <<deviancy2>> <<link [[Next|Farm Dogs Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> You struggle to stand upright as the <<if $farm_work.dog.genitals is "penis">> <<farm_text dog>> rubs <<farm_his dog>> cock against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders and coats your cheeks in ejaculate. <<bodyliquid "bottom" "semen">> <br><br> <<else>> <<farm_text dog>> rubs against your <<bottom>> with increasing speed, until <<farm_he dog>> shudders in orgasm. <br><br> <</if>> <<farm_He dog>> drops to the ground, and returns to the kennels. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<if $farm_work.dog.monster is true>> <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>> <<else>> <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>> <</if>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Dogs Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Dogs Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<if _knotted>> <<endcombat>> You remain knotted together in the middle of the field. <br><br> <<link [[Next|Farm Knotted]]>><<set $phase to 0>><</link>> <br> <<else>> The <<farm_text dog>> returns to kennels, now eager to feed. <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> The <<farm_text dog>> turns and flees back to the kennels.<<grespect>><<farm_dogs 1>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $finish is 1>> Eager to feed, the <<farm_text dog>> returns to the kennels. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<set $rescued += 1>> "I'm coming!" It's Alex. The <<farm_text dog>> backs away with a fearful whimper, and returns to <<farm_his dog>> kennel. <br><br> <<clotheson>> <<endcombat>> <<npc Alex>><<person1>> Alex arrives in the field. <<if $exposed gte 1 and $farm_naked isnot 1>> <<He>> offers an arm to help you up. "Dogs being a bother?" <<he>> laughs. "Don't be afraid to lay down the law. I'm gonna get back to work." <<else>> <<His>> eyes linger on your <<lewdness>>, then <<he>> blushes and looks away. "L-Let me get you some towels." <br><br> <<He>> avoids looking in your direction when <<he>> returns. <<He>> holds out the towels. "The dogs aren't pets. Don't be afraid to lay down the law." <</if>> <<gdom>><<npcincr Alex dom 1>> <<if $exposed gte 1>> <<glust>><<npcincr Alex lust 1>> <</if>> <br><br> <<tearful>> you watch Alex walk from the field. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<if $farm_work.dog.monster is true>> <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>> <<else>> <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>> <</if>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Dogs Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Dogs Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<farm_knotted>><<effects>> <<if $physiqueSuccess>> You grasp a tuft of grass with both hands. It breaks free of the earth, so you bury your fingers into the soils instead. You hold with all your might as the <<farm_text dog>> struggles against you, until <<farm_his dog>> <span class="green">knot comes free with a plop.</span> <br><br> You lie relieved for a moment, as semen runs out and pools beneath you. <br><br> <<clotheson>> You still hear Alex and the <<personsimple>> discussing, so you keep low. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> You grasp a tuft of grass with both hands. <span class="red">It breaks free of the earth.</span> The <<farm_text dog>> pulls you further along with <<farm_his dog>> knot. <br><br> <<farm_knotted>> <</if>><<effects>> <<if $tendingSuccess>> "Bad dog," you scold, "bad, bad dog." <<farm_He dog>> hesitates, <span class="green">then comes to a stop.</span> <<pass 5>> <br><br> Alex continues discussing with the <<personsimple>> not so far away, so you keep low in the grass while waiting for the knot to shrink. At last, you manage to wiggle free. <br><br> <<clotheson>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> "B-Bad dog," you scold, but it's hard to sound authoritative while being dragged through a field by a cock. <span class="red">The <<farm_text dog>> ignores you,</span> and pulls you further along. <br><br> <<farm_knotted>> <</if>><<effects>> <<pass 5>> You look over your shoulder, and see Alex up ahead. There's a <<person2>><<person>> beside <<person1>><<him>>. <br><br> Alex spots you first. <<person1>><<His>> face pales. The <<person2>><<person>> beside <<person1>><<him>> has a different reaction. "I didn't know you ran this sort of farm," <<person2>><<he>> says, pulling a phone from <<his>> pocket. <<He>> points the camera at you. <br><br> Alex breaks free from <<person1>><<his>> stupor, and looks away. "W-We aren't—" <br> "You've got my business," the <<person2>><<person>> interrupts as you and the <<farm_text dog>> arrive. <<He>> crouches beside you, and moves the camera close to the knot. "I've a few friends who'd love to hear about this." <br><br> The <<person2>><<person>> insists on filming until the knot shrinks. Stuck on all fours, there's nothing you can do but endure.<<if $phase is 5>> <<ggtrauma>><<ggstress>><<lllove>><<gggdom>><<gglust>><<gggfarm>> <</if>> <br><br> <<link [[Next|Farm Knotted Seen 2]]>><</link>> <br><<effects>> The knot shrinks, and the <<farm_text dog>> wiggles free. The <<person2>><<person>> walks away while examining the footage. <<clotheson>> <<person1>> <<if $exposed gte 1 and $farm_naked isnot 1>> "L-Let me get you some towels," Alex says at last. <br><br> <<He>> returns with the towels a few moments later, <<his>> pallor given way to a blush.<<towelup>><<npcincr Alex lust 1>><<glust>> <br><br> "Might get some good dosh from that," <<he>> says, avoiding eye contact. <<He>> opens <<his>> mouth again, but hesitates before speaking. "I'm gonna get back to work." <<He>> marches away. <br><br> <<else>> Alex's pallor gives way to a blush. "Might get some good dosh from that," <<he>> says, avoiding eye contact. <<He>> opens <<his>> mouth again, but hesitates before speaking. "I'm gonna get back to work." <<He>> marches away. <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<pass 5>> You look over your shoulder, and see Alex up ahead. There's a <<person2>><<person>> beside <<person1>><<him>>. <br><br> Alex spots you first. <<person1>><<His>> face pales. The <<person2>><<person>> beside <<person1>><<him>> has a different reaction. "I didn't know you ran this sort of farm," <<person2>><<he>> says, pulling a phone from <<his>> pocket. <<He>> points the camera at you. <br><br> Alex breaks free from <<person1>><<his>> stupor, and looks away. "W-We aren't—" <br> <<if $speech_attitude is "meek">> "Animals need special care," <<elseif $speech_attitude is "bratty">> "We know how to handle animals around here," <<else>> "Our animals are given proper attention," <</if>> you interrupt as you and the <<farm_text dog>> arrive. "We're willing to go all the way." <<deviancy5>> "I can see that," the <<person2>><<person>> says, crouching and moving <<his>> camera right up to the knot. "You've got my business, and then some. I've friends who'll love to hear about this. Can I film until the knot shrinks?" <br><br> <<link [[Next|Farm Knotted Seen 2]]>><</link>> <br><<effects>> <<person2>> You strut across the yard, eliciting more catcalls from the <<person>> and <<his>> colleagues. <<exhibitionism1>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> "Get back to work," you say. "Or my next project will be your tombstone." <br><br> <<person2>> "Woah <<lass>>," the <<person>> says. "It was only a joke." <<He>> and <<his>> friends hasten their steps. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Don't be rude," you say. "You have a job to do." <<elseif $speech_attitude is "bratty">> "I'm not paying you to be a creep," you say. "Get back to work." <<else>> "Focus on your work," you say. "Or I'll find someone who will." <</if>> <br><br> <<person2>> The <<person>> and <<his>> friends just laugh, and continue across the yard. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You sit with them, and chat. You share a little about the troubles on the farm, and how much of an impact their help will have. <br><br> <<if random(1, 10) is 10>> <span class="green">Your words strike a chord.</span> They return to work with renewed vigour. <br><br> <<link [[Next|Farm Work]]>><<endevent>><<set $farm.build_timer -= 1>><</link>> <br> <<else>> You're not sure they believe you, but they seem sympathetic. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Seduce|Farm Builders Seduce]]>><</link>><<note "Will speed construction if successful" "green">> <br> <</if>> <<link [[Leave|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<person1>> <<if $speech_attitude is "meek">> "I-I feel so safe with you around," you coo, leaning over the <<person>>. "Perhaps I should reward you." <<elseif $speech_attitude is "bratty">> "You work hard," you coo, leaning over the <<person>>. "You deserve a reward." <<else>> "I'm very grateful," you coo, leaning over the <<person>>. "Perhaps I should show you just how much." <</if>> <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> The <<person>> looks unsure, but you silence <<him>> with a finger when <<he>> opens <<his>> mouth. <span class="green">There are no further protests.</span> <br><br> <<link [[Next|Farm Builders Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> The <<person>> shakes <<his>> head. "Th-thank you," <<he>> says. "But I have a <<spouse>>. <br><br> The others don't seem in the mood either. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 50>> <<if Time.betweenHours(5, 20)>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Builders Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Builders Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Didn't know how much I needed that," the <<person>> says. They return to work with a spring in their step. <<set $farm.build_timer -= 1>> <br><br> <<tearful>> you brush yourself down. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> away from you. <<tearful>> you run into the cottage. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Cottage]]>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> "I'm coming!" It's Alex. The builders back away from you as <<nnpc_he Alex>> arrives. <br> "<<pShe>> started it," the <<person1>><<person>> protests. <br> "Get the fuck off <<if C.npc.Alex.dom gte 20>> my <<else>> our <</if>> property," Alex says. <br><br> The <<person1>><<person>> looks ready to argue, but decides against it. They stomp off. <br><br> Alex rushes over. "Are you okay? I'm sorry. I'll be more careful about who we hire in the future." <br><br> <<tearful>> you climb to your feet. Alex leads you inside and makes you a cup of tea before returning to work.<<lstress>><<stress -6>> <br><br> <<clotheson>> <<endcombat>> <<wearProp "tea">> <<link [[Next|Farm Cottage]]>><<handheldon>><</link>> <br> <<else>> "We should get back to work," the <<person1>><<person>> says. They pick up their tools and walk away. <br><br> <<tearful>> you brush yourself down. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <</if>><<effects>> You help the builders carry material to the site. <<if $physiqueSuccess>> It's hard work, <span class="green">but you're able to keep up.</span> <br><br> <<if random(1, 5) is 5>> "Thanks for the help," a <<person>> says. <span class="green">"I think we're ahead of schedule."</span> <<set $farm.build_timer -= 1>> <<else>> "Thanks for the help," a <<person>> says. "All this carrying does my back in." <</if>> <br><br> <<else>> <span class="red">Most is too heavy for you,</span> so you help with the little things. <br><br> "Thanks for the help," a <<person>> says. "All this carrying does my back in." <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "P-please don't touch me without permission," you say. <<elseif $speech_attitude is "bratty">> "Keep your mitts off," you say. "Fucking perv." <<else>> "Don't touch without permission," you say. <</if>> <br><br> The <<person>> throws up <<his>> hands. "I don't know what you're talking about," <<he>> says. "Honest." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<fameexhibitionism 1>> <<if $phase is 1>> You twirl, and your skirt flares, flashing your <<genitals>>. <<exhibitionism4>> "You really are a naughty <<girl>>," the <<person>> says. <<He>> follows you as you strut across the yard, until <<his>> supervisor calls <<him>> back. <br><br> <<else>> You twirl, and your skirt flares, flashing your <<undies>>. <<exhibitionism2>> The <<person>> whistles, and follows you across the yard, until called back by <<his>> supervisor. <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "D-do I look that good?" you say. <<elseif $speech_attitude is "bratty">> "Didn't think you'd be able to resist," you say. <<else>> "Just gonna touch?" you say. "Pity." <</if>> <<promiscuity1>> The <<person>> follows you across the yard, until <<hes>> called back by <<his>> supervisor. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $farm.wall gte 4>> <<if $speech_attitude is "meek">> "I-I'm safe in here," you say. "You can't get over the fence." <<elseif $speech_attitude is "bratty">> "What?" you say. "You gonna climb the barbs? Have fun. I'll stomp whatever's left of you." <<else>> "You can't get in," you say. "So go away." <</if>> <<else>> <<if $speech_attitude is "meek">> "I-I'm safe in here," you say. "You can't get over the fence." <<elseif $speech_attitude is "bratty">> "What?" you say. "If that little fence is too much for you, then you can't handle me." <<else>> "You can't get in," you say. "So go away." <</if>> <</if>> <br><br> The <<person>> tries rattling the fence, but it's too sturdy. "You'll be Remy's sooner or later," <<he>> says. "And when you are, I'll make a personal visit." <<He>> turns to leave. The <<person2>><<person>> and <<person3>><<person>> follow. <br><br> <<endevent>> <<destination_farm>><<effects>> You get back to work. They can't do anything with the fence in the way. They're gone when you next look up. <br><br> <<destination_farm>><<effects>> You strike an alluring pose. <<if $speech_attitude is "meek">> "I-I can tell you want me," you say. "But you can't have me." <<elseif $speech_attitude is "bratty">> "I can tell you're drooling over me," you say. "Go clean yourself up." <<else>> "I know you're desperate for me," you say. "But that's not my problem." <</if>> <<exhibitionism2>> The <<person>> tries rattling the fence, but it's too sturdy. "You'll be Remy's sooner or later," <<he>> says. "And when you are, I'll make a personal visit." <<He>> turns to leave. The <<person2>><<person>> and <<person3>><<person>> follow. <br><br> <<endevent>> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "Pl-please don't surprise me like that," you say. <<elseif $speech_attitude is "bratty">> "Don't touch me without permission, pervert," you say. <<else>> "Don't spank me while I'm working," you say. <</if>> <br><br> Alex throws up <<his>> hands. "Sorry." <<He>> grins. "Won't happen again." <<He>> doesn't sound sincere. <br><br> <<endevent>> <<destination_farm>><<effects>> You try to spank Alex back, but <<he>> anticipates you, twisting away from your hand while trying to trip you up. <<if $athleticsSuccess>> You leap over <<his>> leg, catch <<his>> shoulder, and destabilising both of you. You fall on your <<bottom>>, <span class="green">but manage to pull Alex down with you.</span> <<His>> own rear lands face-up on your lap. <br><br> "Your feet are quick," <<he>> laughs. "I'm at your mercy."<<glust>><<npcincr Alex lust 10>> <br><br> <<link [[Kiss|Farm Spank Kiss]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Spank gently|Farm Spank Gentle]]>><<def 1>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Spank roughly|Farm Spank Rough]]>><<def 3>><<npcincr Alex dom -3>><<npcincr Alex love -1>><<stress -6>><</link>><<llove>><<lldom>><<lstress>> <br> <<else>> You try to jump over <<his>> outstretched leg, <span class="red">but <<he>> catches you,</span> pulling you down as <<he>> falls on <<his>> rear. You land on <<his>> lap, your <<bottom>> facing <<him>>. <br><br> "Nice try," <<he>> gloats. "Now you're right where I want you."<<gglust>><<npcincr Alex lust 10>> <br><br> <<link [[Get angry|Farm Spank Angry]]>><<npcincr Alex love -1>><</link>><<llove>> <br> <<link [[Wait|Farm Spank Wait]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br> <<link [[Goad|Farm Spank Goad 2]]>><<sub 1>><<npcincr Alex dom 3>><<pain 1>><</link>><<gpain>><<ggdom>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I deserve harder than that," you say, wiggling your behind. <<elseif $speech_attitude is "bratty">> "I barely felt that," you say, wiggling your behind. "Give me a proper one, before I show you how it's done." <<else>> "Did a fly land on me?" you ask, wiggling your behind. "I felt something, but it was so light." <</if>> <br><br> Alex doesn't need a clearer hint. <<He>> grasps your <<bottom>> with both hands as <<he>> sits, pulling you face-down over <<his>> lap. <br><br> "What should I do with you?" <<he>> muses. "Hard or soft? How bad have you been?" <br><br> <<link [[Say you've been good|Farm Spank Wait]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br> <<link [[Say you've been bad|Farm Spank Goad 2]]>><<sub 1>><<npcincr Alex dom 3>><<pain 1>><</link>><<gpain>><<ggdom>> <br><<effects>> You lean forward, and plant a kiss on Alex's bottom cheek. "You've been good," you coo. "So that's what you get." <br><br> Alex laughs, sits upright and leans forward to kiss your mouth. <br><br> <<link [[Kiss|Farm Spank Kiss 2]]>><<npcincr Alex love 3>><</link>><<kissvirginitywarning>><<gglove>> <br> <<link [[Turn cheek|Farm Spank Kiss Cheek]]>><<npcincr Alex love 1>><</link>><<glove>> <br><<effects>> You rest your hands on Alex's cheeks, and meet <<his>> lips with your own. <<He>> leans forward, pushing you back against the grass as <<his>> tongue flicks at your lips.<<takeKissVirginity "Alex" "loveInterest">> <br><br> "I'd best get back to work," <<he>> says, managing to pull away a moment. "I need to be careful around you, or I'll get nothing done!" <<He>> helps you to your feet, and whistles as <<he>> walks away. <br><br> <<endevent>> <<destination_farm>><<effects>> You let <<his>> kiss land on your cheek. <<He>> tries to find your mouth, but you turn further away, and end up on your back against the grass. <br><br> "I'd best get back to work," <<he>> says, managing to pull away a moment. "I need to be careful around you, or I'll get nothing done!" <<He>> helps you to your feet, and whistles as <<he>> walks away. <br><br> <<endevent>> <<destination_farm>><<effects>> You give <<his>> bottom a tap. "Ow!" <<he>> shouts, exaggerating. You tap again, and again. <<He>> cries out in feigned pain. "I'm sorry, I'm sorry!" <<he>> laughs. "I'll be good. I promise!" <br><br> You release <<him>>, and <<he>> rises to <<his>> feet. "Next time," <<he>> says. "That cute bottom of yours will be mine." <br><br> <<endevent>> <<destination_farm>><<effects>> You give Alex's rear a sharp smack. "Ow!" <<he>> says. <<Hes>> exaggerating, but only slightly. You spank <<him>> again and again, venting something with each blow. <<He>> stops crying out in pain, and just grimaces until you release <<him>>. <br><br> "Did I actually piss you off somehow?" <<he>> asks, rubbing <<his>> bottom as <<he>> stands. <<He>> returns to work, <<his>> gait a little different to normal. <br><br> <<endevent>> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "Pl-please let me go!" you say. <<elseif $speech_attitude is "bratty">> "Let go of me you fuck!" you say. <<else>> "Let me go at once!" you say. <</if>> Alex releases you, and scratches <<his>> head sheepishly. <br><br> "Sorry," <<he>> says, rising to <<his>> feet. "I think I misread you." <<He>> returns to work. <br><br> <<endevent>> <<destination_farm>><<effects>> You wait to see what Alex intends. <<He>> rests <<his>> hand against your <<bottom>>, then delivers a sharp tap. "This is for being a little brat," <<he>> laughs, sending another, and another. It doesn't really hurt, but <<he>> gets the point across. <br><br> "I hope you learned you lesson," <<he>> adds, releasing you. "I should get back to work. Don't give me a reason to discipline you again." <<He>> whistles as <<he>> walks away. <br><br> <<endevent>> <<destination_farm>><<effects>> <<if $speech_attitude is "meek">> "I-I've been so, so bad," you say. "I need you to teach me a lesson." <<elseif $speech_attitude is "bratty">> "Go ahead and spank me," you say. "Wuss. I won't even feel it." <<else>> "You gonna teach me a lesson?" you ask. "I deserve it." <</if>> <br><br> Alex grins. "If you put it that way," <<he>> says, adopting a harder tone. <<He>> delivers a sharp smack to your <<bottom>>. "I'd better put my back into it." <<He>> delivers another spank, even harder this time. Then another. "Hard enough for ya, you little slut?" <br><br> <<Hes>> quite restrained really, but you still feel a little sore when <<he>> releases you. "Let's hope you remember this lesson." <<He>> still carries that hard tone, but <<his>> smile betrays <<his>> real feelings. <<He>> whistles as <<he>> returns to work. <br><br> <<endevent>> <<destination_farm>><<effects>> You ignore Alex's antics. <<He>> whistles, and continues with <<his>> work. <br><br> <<endevent>> <<destination_farm>><<effects>> <<if $phase2 is 0>> /* Say yes */ <<if $speech_attitude is "meek">> "I did. I thought it would be cute, being a farmer and all," you say. <<elseif $speech_attitude is "bratty">> "Yeah. Cheeky, right?" You grin. <<else>> "Yeah, I thought it would be a nice nod," you say. <</if>> <br><br> Alex nods <<his>> head once, then stops frowning. "Well, if it's you who did it, I guess it's alright." <<He>> reaches over and pats you on the shoulder, giving you a half smile. You smile back.<<stress -6>><<lstress>><<npcincr Alex dom -1>><<ldom>> <br><br> <<switch $phase>> <<case "breakfast">> <<link [[Next|Farm Breakfast Eat]]>><<endevent>><</link>> <<case "chores" "rest">> <<link [[Next|Farm Work]]>><<endevent>><</link>> <<case "cuddle">> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<case "cuddleDesk">> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <</switch>> <br> <<else>> /* Say no */ <<if $speech_attitude is "meek">> You shake your head. <<elseif $speech_attitude is "bratty">> "Of course not. Why would I?" you scoff. <<else>> "No," you say, shaking your head. <</if>> <br><br> <<He>> stares at your tattoo, before something clicks. <<He>> pulls away, a mixture of shock and realisation on <<his>> face. <br><br> <<link [[Next|Farm Alex Remy Tattoo End]]>><</link>> <br> <</if>><<effects>> <<if C.npc.Alex.dom gte 30>> "That bastard marked you? When did this happen?" <<he>> demands. You open your mouth to explain, but <<he>> looks away. "I'm not mad at you. You probably had no say in the matter. I just didn't realise Remy would go so far." <<else>> "I can't believe Remy would go this far." <<He>> sighs, bowing <<his>> head. You open your mouth to explain, but you realise <<he>> isn't looking for an explanation. You place a hand on <<his>> shoulder, slowly massaging it. <<He>> lets out one last sigh before looking back at you. "Well, it's not your fault, is it? I shouldn't be mad at something you can't control." <</if>> <br><br> <<if $livestock_intro isnot undefined>> You stay silent for a moment, ashamed of what happened to you. You think back to your time as livestock, being forced to eat grass and being milked by Remy. Alex is right, and it isn't your fault, but you still feel guilty, wearing something like this on your skin. You decide that <<he>> doesn't need to know about your time on that farm, and stare at your lap in embarrassment. <br><br> <</if>> <<if C.npc.Alex.dom gte 30>> <<switch $phase>> <<case "breakfast">> Alex sighs, then crosses <<his>> arms. "In the end, you're still mine, so I guess it doesn't matter that much. You should get it fixed though, set the record straight," <<he>> says. <<He>> smiles at you and pecks your cheek before returning to work on breakfast. <<case "chores">> Alex sighs, then folds <<his>> hands across <<his>> chest. "You're still my <<girl>> in the end. Maybe we should show 'em all who you really belong to." <<He>> smiles at you, and pats your shoulder before returning to work.<<arousal 200>><<garousal>> <<case "cuddle" "cuddleDesk">> Alex sighs, then wraps an arm around your waist. "I'll get Remy back for this. Knock <<nnpc_him "Remy">> off that high horse of <<nnpc_his "Remy">>." You smile at the thought, and <<he>> pulls you tighter to <<his>> chest. <<case "rest">> Alex leans back against the tree and sighs. "Next time <<nnpc_he "Remy">> touches you, you let me know. I'll serve <<nnpc_him "Remy">> what's been comin' for <<nnpc_him "Remy">>." <<He>> flashes you a smile before closing <<his>> eyes. <</switch>> <<else>> <<switch $phase>> <<case "breakfast">> Alex sighs, then crosses <<his>> arms. "In the end, you're still my partner, so I guess it doesn't matter that much. We ought to fix it up though. With enough ink, it would make a great heart!" <<he>> says. <<He>> smiles at you and pecks your cheek before returning to work on breakfast. <<case "chores">> Alex sighs, then folds <<his>> hands across <<his>> chest. "We'll get <<nnpc_him "Remy">> back, don't worry. I'll find a way." <<He>> flashes you a smile, and you grin. <<case "cuddle" "cuddleDesk">> Alex sighs, then wraps an arm around your shoulders. "Next time <<nnpc_he "Remy">> dares step foot on this farm, we'll knock <<nnpc_him "Remy">> off that high horse of <<nnpc_his "Remy">>." You nuzzle against <<him>>, feeling safer in <<his>> arms. <<case "rest">> Alex leans back against the tree and sighs. "Well, you're still my partner in the end. Guess we'll just have to show <<nnpc_him "Remy">>." You lean against the tree as well, and the two of you rest. <</switch>> <</if>> <<stress -6>><<npcincr Alex dom 1>><<lstress>><<gdom>> <br><br> <<switch $phase>> <<case "breakfast">> <<link [[Next|Farm Breakfast Eat]]>><<endevent>><</link>> <<case "chores" "rest">> <<link [[Next|Farm Work]]>><<endevent>><</link>> <<case "cuddle">> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<case "cuddleDesk">> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <</switch>> <br><<widget "farmland_road_events">> <<cleareventpool>> <<if $skulduggery gte 600 and $farmland_manors isnot 1>> <<addevent farmland_manors_discovery>> <<elseif !$plants_known.includes("rice") and $tending gte 400>> <<addinlineevent "farmland_road_rice">> <<generate1>><<person1>> "You look like a green thumb," says a <<person>> from behind a fence. "Here." <<He>> throws a bag your way. It's full of <<icon "tending/rice.png">> rice seeds. "I couldn't get them to take, and I'm sick of the sight of them. Perhaps you'll have more luck." <br><br> <span class="gold">You can now grow rice.</span> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<set $plants_known.push("rice")>><<endevent>><</link>> <</addinlineevent>> <<else>> <<addinlineevent "farmland_road_1">> <<beastNEWinit 3 horse>> You hear the clop of hooves as three <<beastsplural>> gallop by, bearing their riders to parts unknown. <br><br> <<if Weather.precipitation is "rain">> You hug a roadside bush to avoid them. They run through a puddle, almost splashing you as they pass.<<gstress>><<stress 6>> <<else>> You hug a roadside bush to avoid them. <</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<if $farmland_manors isnot 1>> <<addinlineevent "farmland_road_2">> The road passes through a pair of stone pillars, each tipped with a stone sphere. Wild trees hang over the road, creating a tunnel. <br><br> You emerge among a small collection of buildings. It looks like a small farm, <span class="red">perhaps deserted.</span> You walk another ten minutes, and find a more familiar area. <br><br> <<link [[Next|Farmland]]>><<pass 10>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "farmland_road_3">> You find a collection of stone buildings. One of which looks like a corner shop. <br><br> <<if $money gte 300>> <<link [[Buy a sweet (0:02)|Farmland Event Shop]]>><<pass 2>><</link>> <br> <</if>> <<link [[Ignore|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_road_4">> You pass a field of waist-high flowers. A footpath is marked, passing through it. It looks like a more pleasant route than the road. <br><br> <<link [[Travel through the field (0:05)|Farmland Event Flowers]]>><<pass 5>><<stress -6>><</link>> <br> <<link [[Ignore|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_road_5">> <<generate1>><<person1>> "Ho there," says a <<personsimple>>'s voice. You look to the side, and see a <<person>> waving at you from the entrance to a farm. <br><br> "You a neighbour? I got a spare bushel of wheat for sale if you're interested," <<he>> says. "It's been in storage, but it's good. Just <<printmoney 1000>> for the lot." <br><br> <<if !$plants_known.includes("rice")>> "I also have rice seeds. I couldn't get them to take. The soil's no good for them. You can have them for <<printmoney 3000>>." <br><br> <<if $money gte 3000>> <<icon "tending/rice.png">> <<link [[Buy rice seeds (£30)|Farmland Event Rice]]>><<set $plants_known.push("rice")>><<money -3000>><</link>><<gtending>> <br> <<else>> <span class="blue">You can't afford the seeds.</span> <br> <</if>> <</if>> <br> <<if $money gte 1000>> <<link [[Buy 50 cups of wheat (£10)|Farmland Event Wheat]]>><<wearProp "wheat bowl">><<tending_give "wheat" 50>><<money -1000>><</link>> <br> <<else>> <span class="blue">You can't afford the wheat.</span> <br> <</if>> <br> <<link [[Don't buy anything|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_road_6">> A lorry full of timber rumbles by. The road is barely wide enough. You push yourself into a bush to make room. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_road_7">> You pass an open barn. The interior is full of construction materials. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_road_8">> <<if Time.dayState is "night">> A low shape emerges from the dark, stopping several feet away, before darting beneath a bush.<<gstress>><<stress 6>> <br><br> <<else>> A badger runs up to you, stopping several feet away, before disappearing beneath a bush.<<lstress>><<stress -6>> <br><br> <</if>> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_road_9">> A breeze blows from the north, bringing with it the scent of the sea.<<lstress>><<stress -6>> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_road_10">> A hare rushes from beneath a bush, startling you.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<runeventpool>> <</widget>> <<widget "farmland_manors_discovery">> The road passes through a pair of stone pillars, each tipped with a stone sphere. Overhanging trees flank it on either side, creating a tunnel. It looks wild, and rustic, but telltale signs suggest it's cultivated to look this way. It soon veers to the right, and down a hill. <br><br> You emerge in a small collection of buildings. They seem to be part of an old farm, but fancy-looking extensions, and fancier cars, <span class="green">suggest these are now the homes of rich people.</span> People who would sacrifice the amenities of Danube Street for privacy. People with something to hide. <br><br> <span class="gold">You've discovered the farmland manors.</span> <<set $farmland_manors to 1>> <br><br> <<link [[Break in|Farmland Manors Lock]]>><</link>> <br> <<link [[Leave it for now|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</widget>><<effects>> You give the <<person>> the money, and receive the wheat. <br><br> <<if Weather.precipitation is "rain">> "Let's hope the weather clears up," <<he>> says, tugging <<his>> hat down <<his>> brow. <<elseif Weather.precipitation is "snow">> "Let's hope it warms up soon," <<he>> says with a shiver. <<else>> "Good day to you," <<he>> says, turning back to <<his>> farm. <</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You give the <<person>> the money, and receive a bag of seeds. <br><br> "Maybe you'll have more luck than I did," <<he>> says. "Good luck to you." <br><br> <span class="gold">You can now grow rice.</span> <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<generate1>><<person1>> You enter the shop. A <<person>> smiles at you from behind the counter. <br><br> The shelves are stocked with foodstuffs, drinks, and toiletries. Day-to-day items that save the locals from travelling to town. One stand in particular catches your eye. It carries sweets. <br><br> <<if $money gte 300>> <<link [[Buy a lollipop (£3)|Farmland Event Shop Lollipop]]>><<stress -6>><<money -300>><</link>><<lstress>> <<else>> <span class="blue">You can't afford the lollipop.</span> <</if>> <br> <<if $money gte 500>> <<link [[Buy a tin of mints (£5)|Farmland Event Shop Mints]]>><<stress -6>><<money -500>><</link>><<lstress>> <<else>> <span class="blue">You can't afford the mints.</span> <</if>> <br> <<if $money gte 1000>> <<link [[Buy a bar of luxury chocolate (£10)|Farmland Event Shop Chocolate]]>><<stress -6>><<money -1000>><</link>><<lstress>> <<else>> <span class="blue">You can't afford the luxury chocolate.</span> <</if>> <br><br> <<link [[Leave|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if random(1, 1000) gte 1000>> One lollipop in particular catches your eye. It's shaped like a scythe. You buy it, and lick it as you leave the shop. It's surprisingly sweet.<<ltrauma>><<trauma -6>> <br><br> <<else>> You choose a lollipop, and pay for it at the register. You lick it as you leave the shop. It's surprisingly sweet. <</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You buy a tin of mints from the <<person>>, and throw a couple into your mouth as you leave the shop. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You pick out a bar of chocolate. "That's my favourite," the <<person>> says as you hand over the money. <br><br> You nibble it as you leave the shop. It has a bitterness to it, but it's not unpleasant. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You take a detour through the field of flowers. The path is barely visible. The petals tickle you as you pass. <br><br> <<if $rng gte 91>> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> You hear a rustle to the side. Something moves through the plants with inhuman speed. It's coming straight for you. <br><br> <<link [[Next|Farmland Event Flowers Lurker]]>><<set $struggle_start to 1>><</link>> <br> <<else>> You hear a rustle to the side. Something moves through the plants with inhuman speed. It's coming straight for you. <br><br> You turn and run. You manage to escape, but not unscathed. <<beastescape>> <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<if $worn.under_lower.type.includes("naked") and !$worn.lower.type.includes("naked")>> <<if $exhibitionism gte 35 and $worn.upper.set isnot $worn.lower.set>> <span class="lewd">A lewd idea strikes you.</span> The plants cover you from the waist down. <br><br> <<link [["Remove your " + $worn.lower.name|Farmland Event Flowers Lower]]>><</link>><<exhibitionist 3>> <br> <</if>> <<elseif !$worn.under_lower.type.includes("naked") and !$worn.lower.type.includes("naked")>> <<if $worn.upper.set isnot $worn.lower.set>> <<if $exhibitionism gte 15>> <span class="lewd">A lewd idea strikes you.</span> The plants cover you from the waist down. <br><br> <<link [["Remove your " + $worn.lower.name|Farmland Event Flowers Under]]>><</link>><<exhibitionist 2>> <br> <<if $exhibitionism gte 35 and $worn.under_upper.set isnot $worn.under_lower.set>> <<link [["Remove your " + $worn.lower.name + " and " + $worn.under_lower.name|Farmland Event Flowers Lower Under]]>><</link>><<exhibitionist 3>> <br> <</if>> <</if>> <</if>> <</if>> <<link [[Continue through the field|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">>/*Creature species*/ <<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/ <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.sex is "h">> <<if random(1, 2) is 2>> <<set $struggle.penis.creature to "lurker">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "lurker">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<elseif $player.penisExist is true>> <<set $struggle.penis.creature to "lurker">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "lurker">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<set $timer to 12>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Farmland Event Flowers Lurker End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Farmland Event Flowers Lurker]]>><</link>></span> <br> <</if>><<effects>> The lurker disappears among the flowers. <<tearful>> you continue through the field. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<generate1>><<person1>> You remove your $worn.lower.name, and carry it as you continue walking through the field. A <<person>> working in an adjacent field waves as you pass. You wave back with your empty hand. <<exhibitionism3>> <<lowerstrip>> You dress in secret once you're across the field. <br><br> <<link [[Next|Farmland]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<generate1>><<person1>> You remove your $worn.lower.name and $worn.under_lower.name, and carry them as you continue walking through the field. A <<person>> working in an adjacent field waves as you pass. You wave back with your empty hand. <<exhibitionism3>> <<lowerstrip>><<underlowerstrip>> You dress in secret once you're across the field. <br><br> <<link [[Next|Farmland]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<generate1>><<person1>> You remove your $worn.lower.name, and carry it as you continue walking through the field. A <<person>> working in an adjacent field waves as you pass. You wave back with your empty hand. <<exhibitionism2>> <<lowerstrip>> You dress in secret once you're across the field. <br><br> <<link [[Next|Farmland]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br><<widget "events_farm_exhibitionism">> <<rng 3>> <<switch $rng>> <<case 1>> You hide behind a bale of hay to protect your dignity while you watch the road ahead, making sure the way is clear. <br><br> You duck as a tractor rumbles into view. <<if random(1, 2) is 2>> You keep low, listening as it drives by and only emerging from your hiding place once it's out of earshot. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <<else>> <br><br> You keep low, listening as it drives closer. <span class="purple">It stops nearby.</span> You hold your breath for a few moments. <span class="pink">You feel the hay bale shudder.</span> You look up. The tractor's crane has grasped the top of the hay. It's going to take your hiding place, leaving you exposed! <<if pcAreArmsBound("both")>> <span class="blue">With your arms bound, there's nothing you can do but run.</span> <br><br> <<else>> You could run, but the driver will see you. <br><br> <<link [[Cling onto the hay|Farmland Exposed Cling]]>><</link>> <br> <</if>> <<link [[Run|Farmland Exposed Run]]>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>><<gtrauma>><<gstress>> <br> <</if>> <<case 2>> <<beastNEWinit 3 pig>><<generate4>><<person4>> You hear the patter of feet up ahead. A herd of <<beastsplural>> round the bend, heading your way. They're unconcerned with you or your exposed state, but you hear a <<personsimple>> shout somewhere behind them. You'll be seen. <<covered>> <br><br> <<link [[Sprint in the opposite direction|Farmland Exposed Sprint]]>><</link>><<athleticsdifficulty 200 1200>> <br> <<link [[Hide within the herd|Farmland Exposed Hide]]>><</link>> <br> <<case 3>> You hear a car up ahead. It's getting closer. <<covered>> <br><br> The road is surrounded by thick hedges. <br><br> <<link [[Force yourself into a hedge|Farmland Exposed Hedge]]>><<pain 8>><</link>><<ggpain>> <br> <<link [[Just keep walking|Farmland Exposed Walk]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <</switch>> <</widget>><<effects>> You launch into a sprint, running down the road behind the tractor. Your heart skips a beat as the driver honks the horn. <br><br> You make it around the bend. You keep running, though you don't think you were followed. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br><<effects>> You grasp the hay bale with both hands as it is hoisted into the air. The hay remains between you and the driver as the crane carries you to the trailer, and stacks you atop the other bales. <br><br> The tractor rumbles into motion once more. Careful, you climb down to the trailer proper. The vehicle isn't moving fast, but if you left now the driver might spot you. Unless you were quick. <br><br> <<link [[Run|Farmland Exposed Cling Run]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<link [[Wait for an opportunity|Farmland Exposed Cling Wait]]>><</link>><<difficulty 50>> <br><<effects>> The road bends. You won't need to run far to make it out of sight. You jump from the trailer, and run around the corner. <<if $athleticsSuccess>> <span class="green">You don't think you were seen.</span> You keep running until the sound of the tractor's engine fades behind you. <<else>> <span class="red">The tractor honks.</span> You were seen. You keep running until the sound of the tractor's engine fades behind you. Your face is hot.<<fameexhibitionism 1>><<gtrauma>><<gstress>> <<trauma 6>><<stress 6>> <</if>> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br><<effects>> You keep low at the back of the trailer, peeking around the hay and waiting for the tractor to pass another bale, or anything you could hide behind. <br><br> <<if random(1, 2) is 2>> You see a trail leading away from the road up ahead, with an overgrown bush on the far side that should shield you from view. You wait for the right moment, then jump from the tractor, escaping down the trail. <span class="green">You weren't seen.</span> <br><br> <<else>> The only warning is the rev of an engine, <span class="red">before a car speeds around the corner behind you.</span> You're in plain view, <span class="lewd">with nothing to hide behind.</span> <<covered>> <br><br> <<generate1>><<generate2>><<person1>>A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<person1>><<him>>. They're laughing, though you can't hear them. <br><br> Lacking options, you jump from the trailer and run. The tractor honks as the driver spots you. Face hot, you keep running until the sound of both engines fades behind you.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 1>> <br><br> <</if>> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> You turn and sprint down the road. You hear an excited oinking from behind. You glance over your shoulder. <span class="pink">The <<beastsplural>> are chasing you!</span> <br><br> <<if $athleticsSuccess>> You run as fast as you can, <span class="green">and manage to keep ahead of the <<beastsplural>></span> long enough for the <<personsimple>> to bring them back under control. <br><br> You dart down a trail leading away from the road before you're seen. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You run as fast as you can, <span class="red">but the <<beastsplural>> are faster.</span> They run either side of you, then in front of you, penning you in and forcing you to stop. <br><br> "What's gotten into you?" shouts the <<personsimple>> from behind. <<He>> will find you soon! <br><br> <<link [[Hide among the herd|Farmland Exposed Hide]]>><</link>> <br> <<link [[Call for help|Farmland Exposed Call]]>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>><<gtrauma>><<gstress>> <br> <</if>><<effects>> You drop to your knees as the <<beastsplural>> surge around you. You're shunted along. You hope you're low enough that the farmer won't see you. <br><br> You hear the <<personsimple>>'s voice shout again, but not at you. Confident you haven't been seen, you try push your way to the edge of the herd, where you hope to find some trail to escape down. <br><br> It's not easy. The <<beastsplural>> aren't keen on making way for you, and if you fall too far behind the <<personsimple>> will see you. <br><br> <<link [[Barge your way through|Farmland Exposed Barge]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Be more gentle|Farmland Exposed Gentle]]>><</link>><<tendingdifficulty 1 1100>> <br><<effects>> <<if $physiqueSuccess>> You shove your way through the throng, <span class="green">shunting the <<beastsplural>> aside.</span> You make it to the edge. There's a trail ahead, leading away from the road. <br><br> The <<personsimple>> turns to stop a rogue <<beasttype>>. You dart down a trail to safety while <<hes>> distracted. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> You try to shove your way through the throng, <span class="red">but the <<beastsplural>> are too heavy,</span> and too agitated. <br><br> You're considering another option when you hear a heavy rattle ahead. The herd is being driven into the back of several parked lorries. You're forced into one, trapped between the <<beastsplural>>, as the doors slam shut behind you. <br><br> <<link [[Next|Farmland Pigs]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $tendingSuccess>> You make soothing noises at the <<beastsplural>> in your way, <span class="green">and they make space for you.</span> You make it to the edge. There's a trail ahead, leading away from the road. <br><br> The <<personsimple>> turns to stop a rogue <<beasttype>>. You dart down a trail to safety while <<hes>> distracted. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> You make soothing noises to the <<beasttype>> beside you, <span class="red">but you're not sure they even notice you in the chaos.</span> <br><br> You're considering another option when you hear a heavy rattle ahead. The herd is being driven into the back of several parked lorries. You're forced into one, trapped between the <<beastsplural>>, as the doors slam shut behind you. <br><br> <<link [[Next|Farmland Pigs]]>><<endevent>><</link>> <br> <</if>><<effects>> You call to the <<personsimple>> as <<he>> walks round the bend. <<He>> looks at you, <<if random(1, 2) is 2>> and grins, leering at your <<nudity>>. "Looks like you've had a run of bad luck," <<he>> says, walking closer as the <<beastsplural>> surge around you. There's nowhere to run as <<he>> grasps your arm, and tries to wrestle you to the ground. <br><br> <<saveNPC 3 farmland_exposed_1>> <<endevent>> <<loadNPC 0 farmland_exposed_1>> <<clearNPC farmland_exposed_1>> <<link [[Next|Farmland Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> then away. "The pigs got your clothes?" <<he>> asks. "They, ah, do that. Hang on." <<He>> walks closer as the <<beastsplural>> surge around you, while pulling some towels from a backpack. "Here you go." <<He>> hands you the fabric without looking. "Should see you home." <<towelup>> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farmland Exposed Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Exposed Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> releases you. "Serves you right," <<he>> says. "Walking around like that. Disturbing decent folk." <<He>> continues after <<his>> herd. <br><br> <<tearful>> you stumble down the road. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <<else>> You shove the <<person>> into a ditch at the side of the road, and run around the bend. <<He>> doesn't give chase. <br><br> <<tearful>> you hide behind a hay bale. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You're trapped in the back of the lorry. You try to stand, but lurch as the vehicle springs into motion. <br><br> /*$bestialitydisable*/ <<beastNEWinit 2 pig>> A <<beasttype>> takes advantage of your vulnerability, and jumps on top. <br><br> <<link [[Next|Farmland Pigs Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<set $timer to 90>> <</if>> <<effects>> <<if $timer gte 1>> The lorry rumbles around you. <br><br> <<else>> The lorry has stopped>> <br><br> <</if>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $timer lte 0>> <span id="next"><<link [[Next|Farmland Pigs Rape End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Pigs Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Pigs Rape]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Pigs Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Pigs Rape]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Pigs Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $timer lte 0>> The vehicle stops. The back doors open, and the herd of <<beastsplural>> surge out, forcing you with them. You emerge outside, surrounded by tall buildings and the sound of traffic. <br><br> <<clotheson>> <<endcombat>> <<generate1>><<generate2>>A uniformed <<fullGroup>> corral the herd. They're more attentive than the farmer. The <<person1>><<person>> points at you. <<covered>> <br><br> <<fameexhibitionism 2>> <<link [[Next|Farmland Pigs Factory]]>><</link>> <br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> Satisfied, the <<beasttype>> leaves. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the beasts leave you be for the rest of the journey. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> Satisfied, the beasts leave you be for the rest of the journey. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> Satisfied, the beasts leave you be for the rest of the journey. <</if>> <<tearful>> you make your way to the back. You try to open the doors, but they're locked. <br><br> You don't need to wait long. The vehicle stops. The back doors open, and the herd of <<beastsplural>> surge out, forcing you with them. You emerge outside, surrounded by tall buildings and the sound of traffic. <br><br> <<clotheson>> <<endcombat>> <<generate1>><<generate2>>A uniformed <<fullGroup>> corral the herd. They're more attentive than the farmer. The <<person1>><<person>> points at you. <<covered>> <br><br> <<fameexhibitionism 2>> <<link [[Next|Farmland Pigs Factory]]>><</link>> <br> <</if>><<effects>> You wait as the last of the pigs run by. <<covered>> The pair walk closer. <br><br> "Not the usual swine," the <<person2>><<person>> grins, jotting something into <<his>> notepad. "Not trying to sneak somewhere we don't belong, are we?" <br><br> "I'm sure <<pshe>> won't complain if we pat <<phim>> down," the <<person1>><<person>> says. "Make sure <<pshes>> not carrying anything illicit." <br><br> <<link [[Cooperate (0:10)|Farmland Pigs Cooperate]]>><<pass 10>><<arousal 1200>><<stress 6>><<sub 1>><</link>><<gstress>><<garousal>> <br> <<link [[Get angry (0:01)|Farmland Pigs Angry]]>><<pass 1>><<def 1>><<trauma -6>><<pain 4>><</link>><<gpain>><<ltrauma>> <br> <<if $submissive gte 1500>> <<link [[Break down (0:05)|Farmland Pigs Break]]>><<pass 5>><<sub 1>><<trauma -6>><</link>><<submissivetext>><<ltrauma>> <br> <</if>><<effects>> You answer the <<person2>><<persons>> questions as the <<person1>><<person>> uses the opportunity to toy with your body, groping your <<breasts>> and <<bottom>>. <<if $player.penisExist and $player.vaginaExist>> Your <<penis>> and <<pussy>> aren't safe either. <<elseif $player.penisExist>> Your <<penis>> isn't safe either. <<else>> Your <<pussy>> isn't safe either. <</if>> The <<person2>><<person>> asks inane questions, how you arrived, what your intentions are, where you're going. <<He>> pauses between each question, biting <<his>> lip as <<he>> writes on a notepad, giving <<his>> friend more time to molest you. <br><br> <<if $arousal gte $arousalmax>> You feel your body respond to the incessant probing, and pass the point of no return. <<orgasm>> The pair laugh as the <<person1>><<person>> releases you, letting you shake to the floor. "This one's just a slut," the <<person2>><<person>> says. "Send <<phim>> on <<pher>> way."<<gstress>><<gtrauma>><<trauma 6>><<stress 6>> <br><br> <<else>> You feel your body respond to the incessant probing. You blush, but the <<person1>><<person>> doesn't push too far, and releases you. <br><br> "This one's no hoodlum," the <<person2>><<person>> says. "Let's send <<phim>> on <<pher>> way." <br><br> <</if>> They shove you around the lorry, onto the street, and close the gate behind you. They didn't give you anything to cover with. <br><br> <<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm not going to l-let you bully me," you say. <<elseif $speech_attitude is "bratty">> "You just want to feel me up," you spit. <<else>> "Illicit?" you say. "Why would I be carrying anything illicit?" <</if>> <br><br> The <<person1>><<person>> <<print playerBellyVisible() ? "delivers a swift kick to your kneecap" : "slams <<his>> fist into your tummy">>, forcing you to keel over. "Foul mouth on this one," the <<person2>><<person>> laughs. "I'd say <<pshe>> belong with the pigs, but <<pher>> bad attitude might rub off on them." <br><br> They shove you around the lorry, onto the street, and close the gate behind you. They didn't give you anything to cover with. <br><br> <<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You let out a cry as you crouch. You bury your face between your knees, and sob. <br><br> The <<person1>><<person>> throws up <<his>> hands, and looks around. "I didn't touch <<phim>>," <<he>> says. "I swear!" <br><br> <<person2>>"Get some towels," the <<person>> says. "Quick!" <<towelup>> <br><br> Once clad they push you around the lorry, onto the street beyond, and close the gate behind you. <br><br> <<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> The branches tear as you push inside. They close behind you, sealing you from view. You hear the car drive by. <br><br> <<if $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover")) and random(1, 2) is 2>> You wait a few moments, then push towards the road. <span class="red">You feel a clamp around your ankle.</span> Then the other. From within the hedge, shoots close in around you. <br><br> <<link [[Soothe|Farmland Exposed Soothe]]>><</link>><<tendingdifficulty 1 1000>> <br> <<link [[Endure|Farmland Exposed Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You wait a few moments, then push yourself outside. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $tendingSuccess>> You sing to the corrupted life around you, hoping to help it find solace. <span class="green">The shoots loosen.</span> You lull it back to slumber. <br><br> You extract yourself from the hedge, and continue your journey. <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br> <<else>> "G-good, ah, hedge," you say. <span class="red">It doesn't listen.</span> <br><br> <<link [[Next|Farmland Exposed Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set _randomtentacles to random(6, 10)>> <<tentaclestart _randomtentacles 10 "shoot" "vine" true>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Farmland Exposed Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Exposed Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The shoots loosen, and you're able to extract yourself from the hedge. <br><br> <<tearful>> you continue your journey. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if pcAreArmsBound("both")>> You bend forward, hoping to preserve at least some of your dignity from approaching driver. <<else>> You cover your body with your arms, hoping to preserve at least some of your dignity from the approaching driver. <</if>> <br><br> <<rng 5>> <<if $rng is 5>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>> <<person1>> <<fameexhibitionism 5>> The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back. <br><br> The car slows down, and a <<person3>><<person>> leans out of the rear window as they pass. You see two others behind <<him>>, craning their necks for a better view. <br><br> The car speeds up, and disappears around the bend behind you. <br><br> <<elseif $rng is 4>> <<generate1>><<generate2>><<generate3>><<generate4>> <<person1>> <<fameexhibitionism 4>> The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back. A <<person3>><<person>> and <<person4>><<person>> sit there. <br><br> All four ogle you as they pass. <br><br> <<elseif $rng is 3>> <<generate1>><<generate2>><<generatey3>> <<person1>> <<fameexhibitionism 3>> The car rounds the bend. A <<person>> sits in the driver's seat, with a <<person2>><<person>> beside <<him>>. You see movement in the back. <br><br> The pair in front avert their eyes, and almost crash into the opposite hedge. Your heart sinks as they pass. A <<person3>><<person>> sits in the back, <<his>> face pressed against the window, looking right at you. You recognise <<him>> from school. <br><br> The car speeds around the bend behind you. <br><br> <<elseif $rng is 2>> <<generate1>><<generate2>> <<person1>> <<fameexhibitionism 2>> The car rounds the bend. A <<person>> sits in the driver's seat, and a <<person2>><<person>> sits beside <<him>>. They gawk at you as they pass. <br><br> <<else>> <<generate1>> <<person1>> <<fameexhibitionism 1>> The car rounds the bend. A <<person>> sits in the driver's seat. <<He>> leers at you and honks as <<he>> passes. <br><br> <</if>> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You sprint to the cottage, your heart pounding in your chest. The voices draw closer, but you make it before being seen. You grasp the door handle with shaking hands, <<if random(1, 3) is 3>> <span class="red">but it's jammed!</span> You could force the door open with a bit of effort, but you don't have much time.<<gstress>><<stress 6>> <br><br> <<link [[Force it open|Farm Builders Exposed Cottage Force]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Hide around the cottage (0:15)|Farm Builders Exposed Cottage Hide]]>><<pass 15>><</link>> <br> <<else>> <span class="green">throw open the door,</span> and escape inside.<<lstress>><<stress 6>> <br><br> <<link [[Next|Farm Cottage]]>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You push the handle with all your strength, <span class="green">and it budges.</span> You throw the door open, and escape to safety at the last moment.<<lstress>><<stress 6>> <br><br> <<link [[Next|Farm Cottage]]>><</link>> <br> <<else>> You push the handle with all your strength, <span class="red">but it doesn't budge.</span><<gstress>><<stress 6>> <br><br> <<generate1>><<generate2>><<person1>> <span class="red">"Is that one of the owners?"</span> says a <<personsimple>>'s voice from behind. <br> You jump. <<covered>>. <br> "It is," replies another voice. "<<pShe>> must be some kinda pervert, going outside like that." <br><br> <<fameexhibitionism 2>> Face red, you turn and run around the side of the cottage. <br><br> You hide at the back, shielded from view by a thick hedge. No one follows you. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> You dash around the side of the cottage. You make it in time, and crouch, shielded from view by the cottage on one side, and a thick hedge on the other. <br><br> You can't enter the cottage from here. Not without smashing a window, and making a lot of noise. You wait for the voices in the yard to fade before emerging from your hiding place. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You turn and sprint back to the shed, your heart pounding in your chest. <<if $athleticsSuccess>> You whirl around the corner, <span class="green">escaping from view a moment before the voices reach the yard.</span> <br><br> You wait for the voices to pass. <br><br> <<else>> You almost make it, <span class="red">but lose your footing,</span> and fall forwards, landing on your arms and knees.<<gstress>><<stress 6>><<gpain>><<pain 4>> <br><br> <<fameexhibitionism 2>> <<generate1>><<generate2>> <span class="red">"Is that one of the owners?"</span> says a <<personsimple>>'s voice from behind.<<gstress>><<stress 6>> <br> You scramble to your feet, and flee the rest of the way. <br> "It is," responds another voice. "What's <<pshe>> doing dressed like that, and on all fours? <<pShe>> some kind of pervert?" <br><br> You make it around the corner of the shed. They don't follow, at least. <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You turn away from the voices, and run towards the road, your heart pounding in your chest. You glance over your shoulder. You can see the cottage, but not the yard itself. You don't think they saw you. <br><br> You don't want to run onto the road, so you crouch at the edge of the farm, and wait for the voices to pass. <<if random(1, 2) is 2>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> However, <span class="pink">they instead draw closer.</span> They must be leaving the farm. <br><br> You peek out at the road. There's no one around. You dread the thought of heading out there in your state, but it's the only way to avoid being seen, and it won't be for long. You run around the corner without a moment to spare.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farmland]]>><</link>> <br> <</if>><<set $outside to 1>><<set $bus to "farm_fields">><<effects>> <<farm_work_update>> <<plot_effects>> <<if $farm_fields_intro is 1>> <<unset $farm_fields_intro>> The charred smell greets you before you see them. The fields are still black from Remy's sabotage. A sack of potato seeds lies half-spilled at the gate. <br><br> <<set $plants_known.push("potato")>> <span class="gold">You can now grow <<icon "tending/potato.png">> potatoes.</span> <br> <<set $plants_known.push("turnip")>> <span class="gold">You can now grow <<icon "tending/turnip.png">> turnips.</span> <br><br> <<else>> You are in your fields. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif $farm_attack_timer is 0 and Time.hour gte 21>> <<npc Alex>><<person1>> Alex rushes over. <span class="red">"Remy's here,"</span> <<he>> says. "We can do this. Go get ready, I'll <<if $farm.tower_guard>> check on $farm.tower_guard." <<else>> see if I can spot them." <</if>> <br><br> <<farm_assault_intro>> <br><br> <<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 2>><</link>> <br> <<elseif dangerEvent() and $eventskip isnot 1>> <<farm_tending_events>> <<else>> <<if $farm.tower gte 1>> <<if $farm.tower_guard>> The watchtower stands guard. <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> <<print $NPCList[0].name>> leans against the railing. A trail of smoke rises from <<him>>. <<elseif $NPCList[0].traits.includes("sociable")>> <<print $NPCList[0].name>> waves at you from the top. <<elseif $NPCList[0].traits.includes("brooding")>> You can see <<print $NPCList[0].name>>'s silhouette at the top. <<else>> <<print $NPCList[0].name>> leans against the railing, watching you. <</if>> <<endevent>> <<else>> The watchtower stands guard, though it's currently unoccupied. <</if>> <br> <<laddericon>><<link [[Climb|Farm Tower]]>><</link>> <br><br> <</if>> <<display_plot farm>> <<getouticon>><<link [[Leave (0:05)|Farm Work]]>><<handheldon>><<pass 5>><<endevent>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You climb the tower. <<if $farm.tower_guard>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> <<print $NPCList[0].name>> puts down <<his>> cigarette. "What can I do for you?" <<elseif $NPCList[0].traits.includes("sociable")>> <<print $NPCList[0].name>> smiles at you. "What's up?" <<elseif $NPCList[0].traits.includes("brooding")>> <<print $NPCList[0].name>> nods at you. "Something amiss?" <<else>> <<print $NPCList[0].name>> checks you out. "What brings your sexy ass up here?" <</if>> <br><br> Security skill: <<guard_skill_text "tower">> <br> Wage: <<printmoney $farm.tower_guard_wage>> <br><br> <<farm_guard_pay>> <<else>> The moor stretches to the horizon in one direction, and the sea in the other. <br><br> <</if>> <<getouticon>><<link [[Leave|Farm Fields]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $NPCList[0].traits.includes("relaxed")>> "Thanks," <<print $NPCList[0].name>> says. "I'll keep my watch up." <<elseif $NPCList[0].traits.includes("sociable")>> "Cheers love." <<print $NPCList[0].name>>'s smile broadens. "It's more lively out here than I expected." <<elseif $NPCList[0].traits.includes("brooding")>> <<print $NPCList[0].name>> nods again, then stares out over the moor. <<else>> "Nice," <<print $NPCList[0].name>> says. "I'd suggest another sort of payment, but I need the cash." <</if>> <br><br> <<if $bus is "farm_fields">> You climb down the tower. <br><br> <<link [[Leave|Farm Fields]]>><<saveNPC 0 "farm_tower_guard">><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> walks away. <br><br> <<link [[Leave|Farm Work]]>><<saveNPC 0 "farm_tower_guard">><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I can't afford it," you say. "I'm really sorry." <<elseif $speech_attitude is "bratty">> "Budgets too tight," you say. "I'll be good for it next week." <<else>> "I can't afford it," you say. "I'll pay you back." <</if>> <br><br> <<if $NPCList[0].trust gte 1>> <<if $NPCList[0].traits.includes("relaxed")>> <<print $NPCList[0].name>> sighs. <span class="green">"That's fine,"</span> <<he>> says. "See you next week." <<elseif $NPCList[0].traits.includes("sociable")>> <<print $NPCList[0].name>> shrugs. <span class="green">"I can wait,"</span> <<he>> says. "But not forever." <<elseif $NPCList[0].traits.includes("brooding")>> <span class="green">"I understand,"</span> <<print $NPCList[0].name>> says. <<else>> <<print $NPCList[0].name>> kicks at a mound of dirt. <span class="green">"I'll wait,"</span> <<he>> says. "But only because it's you." <</if>> <<He>> walks away. <br><br> <<set $NPCList[0].trust -= 3>> <<link [[Next|Farm Work]]>><<saveNPC 0 "farm_tower_guard">><<set $farm.tower_guard_patience to 1>><<endevent>><</link>> <br> <<else>> <<if $NPCList[0].traits.includes("relaxed")>> <<print $NPCList[0].name>> <span class="red">shakes <<his>> head.</span> "Sorry," <<he>> says. "I'd love to help for free, but I've bills to pay. See you around." <<elseif $NPCList[0].traits.includes("sociable")>> <span class="red">"Sorry <<girl>>,"</span> <<print $NPCList[0].name>> says. "I can't mooch off my friends forever. See you." <<elseif $NPCList[0].traits.includes("brooding")>> "<span class="red">That's it from me,</span> then," <<print $NPCList[0].name>> says. "Good luck." <<else>> <span class="red">"Sorry <<girl>>,"</span> <<print $NPCList[0].name>> says. "As much as I'd like to feed off your radiance, I need something solid. Bye." <</if>> <br><br> <<He>> leaves the farm. <br><br> <span class="purple">The watchtower will no longer operate until a replacement is found.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><<clearNPC "farm_tower_guard">><<set $farm.tower_guard to 0>><</link>> <br> <</if>><<effects>> <<if $NPCList[0].traits.includes("relaxed")>> <<set $seductiondifficulty to 8000>> <<elseif $NPCList[0].traits.includes("sociable")>> <<set $seductiondifficulty to 8000>> <<elseif $NPCList[0].traits.includes("brooding")>> <<set $seductiondifficulty to 10000>> <<else>> <<set $seductiondifficulty to 6000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $speech_attitude is "meek">> "A-are you sure there's no other way I can pay?" you purr. <<elseif $speech_attitude is "bratty">> "Oh, I'll pay you all right," you say. "While you're on your back." <<else>> "There's another way I can pay you," you purr. <</if>> <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> <<if $NPCList[0].traits.includes("relaxed")>> <span class="green">"I was hoping you'd offer,"</span> <<print $NPCList[0].name>> says. "Didn't want to be a creep." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn. <<elseif $NPCList[0].traits.includes("sociable")>> <<print $NPCList[0].name>> tries to speak, <span class="green">but can only manage a gulp.</span> You take <<his>> hand, and lead <<him>> to a secluded spot in the barn. <<elseif $NPCList[0].traits.includes("brooding")>> <span class="green">"Just this once,"</span> <<print $NPCList[0].name>> says. "I know it's hard out here." You take <<his>> hand, and lead <<him>> to a secluded spot in the barn. <<else>> <span class="green">"Nice,"</span> <<print $NPCList[0].name>> says. "Let's do it in the barn." <br><br> You find a secluded spot at the back. <</if>> <br><br> <<link [[Next|Farm Guard Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<if $NPCList[0].traits.includes("relaxed")>> <span class="red">"Sorry,"</span> <<print $NPCList[0].name>> says. "You're cute, but I've got bills to pay." <<elseif $NPCList[0].traits.includes("sociable")>> "You're a lewd one," <<print $NPCList[0].name>> says. <span class="red">"But if I took up every offer like that, I'd be destitute."</span> <<elseif $NPCList[0].traits.includes("brooding")>> <span class="red">"Not interested,"</span> <<print $NPCList[0].name>> says. "Whores a plenty in town." <<else>> "Tempting," <<print $NPCList[0].name>> says. "<span class="red">But my wage could buy many cheaper <<girls>>.</span> Sorry." <</if>> <br><br> <<farm_guard_pay>> <<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $outside to 0>> <<prop haybale>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Guard Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Guard Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $NPCList[0].traits.includes("relaxed")>> "Damn," <<print $NPCList[0].name>> says. "Seduced again. Gonna be a tight week." <<elseif $NPCList[0].traits.includes("sociable")>> "Thanks love," <<print $NPCList[0].name>> says. "Didn't know I was the type to roll around in hay until I met you." <<elseif $NPCList[0].traits.includes("brooding")>> "I'll get ready for work," <<print $NPCList[0].name>> says. "Deal's a deal." <<else>> "Damn <<girl>>," <<print $NPCList[0].name>> says. "You're good at this. Wanna brag to my friends, but also wanna keep you to myself. Decisions." <</if>> Your employee leaves the barn. <<note "+ Security Skill" "green">><<note "+ Wage" "red">> <br><br> <<tearful>> you brush off hay. <br><br> <<farm_guard_paid>> <<set $per_npc.farm_tower_guard.skills.security to clone($NPCList[0].skills.security)>> <<set $per_npc.farm_tower_guard.virginity to clone($NPCList[0].virginity)>> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <<elseif $enemyhealth lte 0>> <<if $NPCList[0].traits.includes("relaxed")>> "Sorry," <<print $NPCList[0].name>> says, backing away. "I misread things. Gimme my money, and I'll be on my way." <<elseif $NPCList[0].traits.includes("sociable")>> "Alright alright!" <<print $NPCList[0].name>> says, holding <<his>> hands up. "I get it. No more touching. I'll just take my money." <<elseif $NPCList[0].traits.includes("brooding")>> "Easy <<girl>>," <<print $NPCList[0].name>> says, backing off. "Let's keep things civil. My money." <<else>> "I like it rough, but damn," <<print $NPCList[0].name>> says. "You can pay me another way if you insist." <</if>> <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<farm_guard_pay>> <<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>> <br> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescued += 1>> "I'm coming!" Alex enters the barn. <br><br> <<if $NPCList[0].traits.includes("relaxed")>> <<print $NPCList[0].name>> backs away from you. "This isn't what this looks like," <<he>> says. <<elseif $NPCList[0].traits.includes("sociable")>> <<print $NPCList[0].name>> steps away from you. "Sorry boss," <<he>> says. "Er, bosses. I didn't mean nothing by it." <<elseif $NPCList[0].traits.includes("brooding")>> <<print $NPCList[0].name>> throws up <<his>> arms. "I lost my cool," <<he>> says. "I'm sorry." <<else>> <<print $NPCList[0].name>> stumbles away from you. "It was <<pher>> idea," <<he>> says. "I swear!" <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Alex>> <<loadNPC 1 "farm_tower_guard">> "Get the fuck off <<if C.npc.Alex.dom gte 20>>my<<else>>our<</if>> farm," Alex says. "You're fired." <br> <<person2>> <<print $NPCList[0].name>> opens <<his>> mouth to protest, but decides against it. <<He>> leaves the barn. <br><br> <<person1>> "Are you okay?" Alex asks as <<he>> helps you off the hay. "I thought we could trust <<person2>><<him>>.<<person1>> I'll be more watchful in the future."<<ggdom>><<npcincr Alex dom 3>> <br><br> <span class="purple">The watchtower will no longer operate until a replacement is found.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><<clearNPC "farm_tower_guard">><<set $farm.tower_guard to 0>><</link>> <br> <<else>> <<if $NPCList[0].traits.includes("relaxed")>> "Fine," <<print $NPCList[0].name>> says. "I'll take the money instead." <<elseif $NPCList[0].traits.includes("sociable")>> "Suit yourself," <<print $NPCList[0].name>> says. "I'm calm. How about the money?" <<elseif $NPCList[0].traits.includes("brooding")>> "Didn't expect you to work me up so easily," <<print $NPCList[0].name>> says. "Now, about the money." <<else>> "You little tease," <<print $NPCList[0].name>> says. "Getting me all worked up like that. Hope you appreciate the willpower this takes. I'll take my money." <</if>> <br><br> <<tearful>> you brush off the hay. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<farm_guard_pay>> <<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>> <br> <</if>><<effects>> <<npc "Alex">> What would you like to give Alex? <br><br> <<food_gift_list>> <<if _food_gift_found is true>> <<skinicon "give">><<link [[Give gift (0:05)|Alex Gifts]]>><<endevent>><<pass 5>><<give_gift Alex>><</link>> <br> <</if>> <<refuseicon>><<link [[Reconsider|Alex Gifts Reconsider]]>><</link>> <br><<effects>> Alex smiles at you. <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> <<npc Alex>><<person1>> <<set _gift to $gift.handheld_gift || $gift.handheld>> <<wearProp _gift>> <<if $phase is 1>> "I've brought you something," you say. <<elseif $phase is 2>> "I made something," you say. "Just for you." <<else>> "I've made you a gift," you say. "I hope you like it." <</if>> <br><br> <<if $gift.name is "full_english_breakfast">> Alex grins. "It's never the wrong time of day for such a breakfast," <<he>> says, grabbing a handy knife and fork from a drawer. <<He>> tucks in at once, pausing only to wipe grease from <<his>> chin.<<gglove>><<npcincr Alex love 3>> <br><br> <<link [["Tell " + $NPCList[0].pronouns.him + " to eat more gracefully"|Alex Gifts Breakfast Tell]]>><<handheldon>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Just watch|Alex Gifts Breakfast Watch]]>><<handheldon>><</link>> <br> <<saveFavoriteFood "Alex" $gift.name>> <<earnFeat "Home Cooking">> <<elseif $gift.name is "apple_crumble">> "Apple crumble!" Alex says as you place the dessert in front of <<him>>. "My favourite!" <<He>> tucks in, shovelling large spoonfuls into <<his>> mouth in one go. <br><br> "The fruit has just the right amount of tartness," <<he>> says with <<his>> mouth full. "You're a good cook."<<gglove>><<npcincr Alex love 3>> <br><br> <<link [[Thank|Alex Gifts Crumble Thank]]>><<handheldon>><</link>> <br> <<link [[Compliment|Alex Gifts Crumble Compliment]]>><<handheldon>><<npcincr Alex dom 1>><</link>><<gdom>> <br> <<saveFavoriteFood "Alex" $gift.name>> <<earnFeat "Home Cooking">> <<elseif $gift.name is "steak">> "This looks fancy," Alex says, observing the steak in front of <<him>>. "Like something prepared in a restaurant." <<He>> slices part of the meat, and seems surprised by its tenderness. <br><br> "Wow," <<he>> says through a mouthful. "My <<if $pronoun is "m">>ma<<else>>pa<</if>> would love this."<<gglove>><<npcincr Alex love 3>> <br><br> <<He>> eats a bit too fast. You're worried <<hes>> going to choke. <br><br> <<link [[Get some water|Alex Gifts Steak Water]]>><<handheldon>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Just wait|Alex Gifts Steak Wait]]>><<handheldon>><</link>> <br> <<saveFavoriteFood "Alex" $gift.name>> <<earnFeat "Home Cooking">> <<elseif $gift.special.includes("spicy")>> You place the <<recipe_name $gift.name>> in front of Alex. <<He>> licks <<his>> lips. "Smells spicy," <<he>> says, lifting <<his>> cutlery. "I hope it's really hot." <br><br> <<He>> tucks in, showing no sign of pain at first, but it's not long before tears start to stream. <<He>> doesn't stop eating though, until the dish is empty. <br><br> "Thanks," <<he>> says, wiping <<his>> cheeks with a tissue. "It's like you'd get at a restaurant, but more wholesome, somehow."<<glove>><<npcincr Alex love 1>> <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br> <<elseif $gift.special.includes("drink")>> You hand Alex the <<recipe_name $gift.name>>. <<He>> swirls it around. "Looks refreshing," <<he>> says. Then takes a sip. "Mmm." <<He>> takes a gulp. "That hits the spot."<<glove>><<npcincr Alex love 1>> <br><br> <<He>> finishes the rest of the drink in one go, and releases a satisfied sigh as <<he>> slams the empty vessel against <<his>> desk. "Thanks." <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br> <<else>> You hold out the <<recipe_name $gift.name>>. Alex whistles. "That looks delicious," <<he>> says. "All for me? Thank you." <br><br> <<He>> takes a bite. <<His>> enjoyment is clear at once. "You're a good cook," <<he>> says. "Better than <<if $pronoun is "f">>Mum<<else>>Dad<</if>>." Another bite. "Don't tell <<him>> I said that." <br><br> <<He>> puts down the plate. "Don't hesitate to feed me again should the idea strike you."<<glove>><<npcincr Alex love 1>> <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "You're spilling some," you say. "I made it for you, not the carpet." <<elseif $speech_attitude is "bratty">> "You eat like one of the pigs," you say. <<else>> "I'd get in trouble eating so messily back in the orphanage," you say. <</if>> <br><br> "Sorry," Alex says with <<his>> mouth full. "It's just too tasty." <<He>> cleans up the crumbs, and continues with a more measured pace. <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> You watch Alex devour the meal. <<He>> reclines in <<his>> chair when finished, <<his>> eyes closed, and a satisfied smile on <<his>> face. "Thanks," <<he>> says. "Even better than <<if $pronoun is "m">>ma<<else>>pa<</if>> used to make." <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Thank you," you say. "That means a lot." <<elseif $speech_attitude is "bratty">> "Thanks for appreciating me," you say. <<else>> "Thank you," you say. <</if>> <br><br> "No problem," Alex says, losing some crumbs in the process. "I'm lucky to have someone like you." <br><br> <<He>> finishes the dessert, and stretches. <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "You work so hard on the farm," you say. "So I did my best." <<elseif $speech_attitude is "bratty">> "I need to keep your energy up," you say. "You work so hard." <<else>> "You work really hard on the farm," you say. "So it's only fair." <</if>> <br><br> Alex smiles with pride. "Thanks," <<he>> says, dropping crumbs down <<his>> shirt. "You're very kind." <br><br> <<He>> finishes the crumble, and burps in satisfaction. <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> You fetch some water for Alex. <<He>> gulps it down. "Thanks, love," <<he>> says, before shovelling more steak into <<his>> mouth. <br><br> <<He>> leans back when finished, and pats <<his>> stomach. "You're a good chef." <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<effects>> You wait for Alex to finish. At one point, <<he>> chokes on an eager piece of steak, but holds <<his>> hand up to decline your help, and manages to cough it up. <br><br> <<He>> inhales, sighs, and smiles. "You're a good chef." <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<set $outside to 0>><<effects>> <<beastNEWinit 1 dog>> <<if $kennel_intro isnot true>> <<set $kennel_intro to true>> You enter the kennel. The scent of <<beastsplural>> surrounds you. <<if $farm.kennel gte 1>>Here, you can train them to defend the farm.<</if>> <br><br> <<if $wolfgirl gte 5>> It doesn't take long for the first <<beasttype>> to notice you. Soon enough, the entire kennel looks your way. They cock their heads as they examine your tail, as if unsure what to make of it, before one barks approval.<<ggrespect>><<farm_dogs 3>> <br><br> <<elseif $cat gte 5>> It doesn't take long for the <<beastsplural>> to notice you. Your cat-like smell must be betraying your presence. They seem agitated. The smell is riling them up. You purr, but it doesn't help.<<llrespect>><<farm_dogs -3>> <br><br> <<elseif $harpy gte 5>> They examine your wings, and back away. You remind them of something terrible.<<lrespect>><<farm_dogs -1>> <br><br> <<elseif $cow gte 5>> <<if $lactating is 1 and $milk_amount gte 30>> Their noses twitch. They can smell your milk, and it puts them at ease. They are used to cattle, after all.<<ggrespect>><<farm_dogs 3>> <<else>> They barely seem to register your presence. They are used to cattle, after all.<<grespect>><<farm_dogs 1>> <</if>> <br><br> <<elseif $fox gte 5>> It doesn't take long for the first <<beasttype>> to notice you. Your fox-like smell must be betraying your presence. They cock their heads as they examine your tail, as if unsure what to make of it, before one barks hesitant approval.<<ggrespect>><<farm_dogs 1>> <br><br> <<else>> One <<beasttype>> looks up. Soon enough, the entire kennel looks your way. <</if>> <<kennel_intro>> <br><br> <<link [[Next|Farm Kennel]]>><<endevent>><</link>> <br> <<else>> You are in the kennel. <<if $farm.beasts.dogs gte 20>> The <<beastsplural>> await your words, their tails wagging. <<elseif $farm.beasts.dogs gte 5>> The <<beastsplural>> await your words. <<elseif $farm.beasts.dogs gte -5>> The <<beastsplural>> ignore you. <<elseif $farm.beasts.dogs gte -20>> A <<beasttype>> growls at you. <<else>> The <<beastsplural>> watch you with unrestrained lust. <</if>> <<if $farm.kennel gte 1>>Training equipment lines one wall.<</if>> <br><br> <<if $farm.kennel gte 1>> <<animalicon "dog">><<link [[Train (1:00)|Farm Kennel Train]]>><<set $farm_kennel to 1>><<pass 60>><</link>> <br> <</if>> <<petshopicon "treat">><<link [[Give treats|Farm Kennel Treats]]>><</link>> <br> <<petshopicon "chew">><<link [[Play|Farm Kennel Play]]>><<set $farm_kennel to 1>><</link>> <br> <<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>> <br> <</if>><<widget "kennel_intro">> <<if $farm.beasts.dogs gte 5>> They seem content with your presence. <<elseif $farm.beasts.dogs gte -5>> They tolerate your presence, and most look away after recognising you. <<elseif $farm.beasts.dogs gte -20>> <span class="pink">You feel unwelcome.</span> <<else>> You push away one as <<bhe>> tries to hump your leg. <span class="red">They have little respect for you.</span> <</if>> <</widget>> <<widget "kennel_treats">> <<if _args[0]>> <<set $kennel_treats += _args[0]>> <<if $kennel_treats lt 0>> <<set $kennel_treats to 0>> <</if>> <</if>> <</widget>> <<widget "kennel_treat_options">> <<if $kennel_treats gte 20>> <<ind>><<link [[Feed all (20)|Farm Kennel Treats All]]>><<farm_dogs 3>><<kennel_treats -20>><</link>><<ggrespect>> <br> <</if>> <<if $kennel_treats gte 10>> <<ind>><<link [[Feed half (10)|Farm Kennel Treats Half]]>><<farm_dogs 2>><<kennel_treats -10>><</link>><<grespect>> <br> <</if>> <<if $kennel_treats gte 5>> <<ind>><<link [[Feed some (5)|Farm Kennel Treats Some]]>><<farm_dogs 1>><<kennel_treats -5>><</link>><<grespect>> <br> <</if>> <<if $kennel_treats gte 1>> <<ind>><<link [[Feed one|Farm Kennel Treats One]]>><<kennel_treats -1>><</link>> <br> <<else>> You're out of treats. <br> <</if>> <<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>> <br> <</widget>> <<widget "kennel_play_options">> <<link [[Play fetch (1:00)|Farm Kennel Play Fetch]]>><<tiredness 6>><<farm_dogs 3>><</link>><<ggrespect>> <br> <<link [[Race (1:00)|Farm Kennel Play Race]]>><<athletics 6>><<tiredness 6>><<pass 60>><</link>><<gathletics>> <br> <<if $settings.bestialityEnabled or $farm_work.dog.monster is true>> <<if $farm.beasts.dogs gte -5>> <<if hasSexStat("deviancy", 3)>> <<link [[Private playtime (1:00)|Farm Kennel Play Lewd]]>><<pass 60>><</link>><<deviant3>> <br> <</if>> <</if>> <<if $farm.beasts.dogs gte 5>> <<if hasSexStat("deviancy", 5)>> <<link [[Play a special game (1:00)|Farm Kennel Play Gang]]>><<pass 60>><</link>><<deviant5>> <br> <</if>> <</if>> <<if $farm.beasts.dogs gte 20>> <<if hasSexStat("deviancy", 5)>> <<link [[Join them as a member of the kennel (1:00)|Farm Kennel Play Member]]>><<pass 60>><</link>><<deviant5>><<grespect>> <br> <</if>> <</if>> <</if>> <</widget>><<effects>> You open the locked cupboard in an adjoining room, and find the bag of treats. <<if !$kennel_treats>> It's empty. You can buy more treats from the pet shop in town. <br><br> <<link [[Next|Farm Kennel]]>><<endevent>><</link>> <br> <<else>> <<wearProp "dog treat">> <<set $farm_kennel to 1>> You carry it to the <<beastsplural>>. <<if $farm.beasts.dogs gte 20>> They gather around with an eager vigour. You don't need treats to hold their attention. <br><br> <<kennel_treat_options>> <<elseif $farm.beasts.dogs gte 5>> They gather around with an eager vigour. The smell of treats has reached their noses. <br><br> <<kennel_treat_options>> <<elseif $farm.beasts.dogs gte -5>> They gather around you. <br><br> <<kennel_treat_options>> <<elseif $farm.beasts.dogs gte -20>> They might not respect you, but their desire for food outweighs that for now. They tolerate you. <br><br> <<kennel_treat_options>> <<else>> They rush at you, with no regard for your intentions or instructions. They want their treats. <br><br> <<link [[Next|Farm Kennel Fight]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<effects>> <<if $farm.beasts.dogs gte 20>> The <<beastsplural>> sit upright and await their treats. Not a single one acts out. They all wait with their mouths open. You feed them one by one. They devour their treats in moments, then lick your hand as you pet them. <br><br> They remain seated, watching you obediently. <br><br> <<link [[Hug|Farm Kennel Treats Hug]]>><<handheldon>><<farm_dogs 1>><</link>><<grespect>> <br> <<if $settings.bestialityEnabled or $farm_work.dog.monster is true>> <<if hasSexStat("deviancy", 2)>> <<link [[Seduce|Farm Kennel Treats Seduce]]>><<handheldon>><</link>><<deviant2>> <</if>> <br> <<if hasSexStat("deviancy", 3) and $lactating gte 1 and $milk_amount gte 30 and $settings.breastFeedingEnabled>> <<link [[Breastfeed|Farm Kennel Treats Breastfeed]]>><<handheldon>><<farm_dogs 3>><</link>><<deviant3>><<ggrespect>> <br> <</if>> <</if>> <br> <<elseif $farm.beasts.dogs gte 5>> The <<beastsplural>> gather around you. Not a single one acts out. They wait their turn as you hand out treats, then devour them in moments. <<if $monster is 1>> Some thank you as you hand them a treat. <<else>> Some growl softly as you feed them. <</if>> <br><br> They lie with wagging tails as you leave the kennel. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.beasts.dogs gte -5>> The <<beastsplural>> relax around you. They're eager for the treats, but respect you enough to wait their turn. They devour them in moments. <br><br> You walk away from the kennel, leaving them to lick their lips. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> You have plenty of treats. You toss them freely to the <<beastsplural>>. They devour them in moments, then bark for more, their eyes shining with hunger. <<if $monster is 1>> They demand more treats. <<else>> Two release a guttural growl as they march closer. <</if>> <br><br> You back away, and manage to escape before the situation escalates. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> You drop to the ground in front of a <<beasttype>>. <<bHe 0>> looks eager. <<deviancy2>> <<link [[Next|Farm Kennel Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <</if>> The other <<beastsplural>> watch. <br><br> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Kennel Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Kennel Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<tearful>> you leave the kennel. The <<beastsplural>> lie down, their tails wagging.<<ggrespect>><<farm_dogs 3>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> Scolded, the <<beasttype>> whimpers and backs away from you. <br><br> <<tearful>> you leave the kennel. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> The <<beasttype>> backs away from you, afraid <<bhe 0>> has done something wrong. <br><br> <<tearful>> you leave the kennel. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You offer a <<beasttype>> your <<breasts>>. <<bHe 0>> hesitates, then licks your bud. Milk flows into <<bhis 0>> mouth. <<deviancy3>><<breastfeed>> Satisfied, the <<beasttype>> lies down. Their tails wag as you return to the farm. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You give a <<beasttype>> a gentle hug. <<bHe 0>> seems to appreciate it. The <<beastsplural>> lie down as you leave, their tails wagging. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You take out ten treats. The <<beastsplural>> put on their best behaviour, hoping to increase their odds. You hand out treats to the lucky, and suggest the rest might have a turn next time. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You take out five treats, and take a firm tone. "If you bicker over them, I'm giving you none." <br><br> The <<beastsplural>> put on their best behaviour, hoping to increase their odds. You hand the treats out. The recipients break the treats apart to share with the rest of the kennel. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You take out one treat. <<if $farm.beasts.dogs lte -5>> The <<beastsplural>> glare in defiance. They see only one treat, and they do not approve. <br><br> You hurl the treat across the kennel. The <<beastsplural>> lose interest in you at once, and run at the treat in a mad dash. You make your exit. <br><br> <<else>> The <<beastsplural>> look disappointed, but not angry. They lie on the ground around you. <br><br> You toss the treat across the kennel. An older <<beasttype>> walks over, and breaks it into pieces to share out. <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemyanger += 200>> <<set $enemytrust -= 50>> <</if>> The other <<beastsplural>> watch. <br><br> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farm Kennel Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Kennel Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> You manage to keep the bag of treats close. None of the others try anything, for now. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<if !$kennel_treats>> <<link [[Next|Farm Work]]>><</link>> <<else>> <<beastNEWinit 1 dog>> <<kennel_treat_options>> <</if>> <<elseif $enemyhealth lte 0>> The <<beasttype>> backs away from you, cowed. The others don't try anything.<<ggrespect>><<farm_dogs 1>> <br><br> <<clotheson>> <<endcombat>> <<if !$kennel_treats>> <<link [[Next|Farm Work]]>><</link>> <<else>> <<beastNEWinit 1 dog>> <<kennel_treat_options>> <</if>> <<else>> <<kennel_treats -100>>The <<beastsplural>> lose interest in you as you collapse. They tear apart the bag of treats, and feast.<<llrespect>><<farm_dogs -3>> <br><br> <<tearful>> you stagger from the kennel. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You decide to make things fun for the <<beastsplural>>. <<if $farm.beasts.dogs gte 20>> They gather around you, their tails wagging. They will obey without question. <br><br> How do you want to play with them? <br><br> <<kennel_play_options>> <<elseif $farm.beasts.dogs gte 5>> They gather around you with vigour, their tails wagging. <br><br> How do you want to play with them? <br><br> <<kennel_play_options>> <<elseif $farm.beasts.dogs gte -5>> They gather around you. They don't care for you. <br><br> How do you want to play with them? <br><br> <<kennel_play_options>> <<elseif $farm.beasts.dogs gte -20 or random(1, 2) is 2>> They gather around you. They don't trust you much. <br><br> How do you want to play with them? <br><br> <<kennel_play_options>> <<else>> Unfortunately, they have a different sort of fun in mind. They rush you down. <br><br> <<endevent>> <<beastNEWinit 6 dog>> <<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Kennel Gang Rape End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Kennel Gang Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Gang Rape]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Gang Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Gang Rape]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Gang Rape End]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> Satisfied, the <<beasttype>> leaves. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the beasts flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The beasts leave you spent and shivering. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The beasts leave you spent and shivering. <</if>> <br><br> <<tearful>> you stagger from the kennel. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You take a ball from a cupboard, and throw it across the kennel. <br><br> <<if $farm.beasts.dogs gte 5>> The <<beastsplural>> run and chase the ball, until one manages to get a solid grip. They bring it back to you, and wait for you to throw it again. <br><br> It's hard work keeping up with their energy, but you feel better for it.<<physique 4>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> The <<beastsplural>> run and chase the ball, but are more interested in fighting amongst themselves than bringing it back to you. They continue until they tire themselves out. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <<pass 60>><<effects>> You let the <<beastsplural>> outside, and race them around the field. <br><br> <<if currentSkillValue('athletics') gte 800>> You manage to keep up with them, which they seem to appreciate.<<grespect>><<farm_dogs 1>> <br><br> <<elseif currentSkillValue('athletics') gte 400>> You can't quite keep up with them, but you're able to follow behind. They seem happy for the exercise regardless, and are tired out by the time you return them to the kennel. <br><br> <<else>> They outpace you at once, and you soon give up trying to follow. They seem happy for the exercise regardless, and are tired out by the time you return them to the kennel. <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You attach a collar and leash to a <<beasttype>>, and lead <<bhim>> into an adjoining room. You close the door behind you, and drop to the ground. The <<beasttype>> knows what's up. <<deviancy3>> <br><br> <<link [[Next|Farm Kennel Play Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Kennel Play Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Kennel Play Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<tearful>> you rise to your feet. "Good <<if $pronoun is "f">>girl<<else>>boy<</if>>," you say. The <<beasttype>>'s tail wags. <br><br> You return <<bhim 0>> to the kennel proper. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps and backs away from you. <<tearful>> you climb to your feet. <br><br> You return <<bhim 0>> to the kennel proper. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> The <<beasttype>> backs away from you. <<tearful>> you climb to your feet. <br><br> You return <<bhim 0>> to the kennel proper. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> The <<beastsplural>> wait obediently, until you give a seductive wiggle. The most dominant approaches first.<<deviancy5>> <<endevent>> <<beastNEWinit 6 dog>> <<link [[Next|Farm Kennel Play Gang Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<beastTrainGenerate>>/* - Delete if there aren't multiple beasts*/ <</if>> <<effects>> <<effectsman>> <<alarmstate>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Kennel Play Gang Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Kennel Play Gang Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Play Gang Sex]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Play Gang Sex End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Play Gang Sex]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Farm Kennel Play Gang Sex End]]>><<set $finish to 1>><</link>> <</if>> <<else>> The <<beastsplural>> give you satisfied licks as you rise to your feet. <br><br> <<tearful>> you leave the kennel. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<strip>> <<set _tf to checkTFparts()>> You lock the kennel door. The <<beastsplural>> give you a quizzical look as you drop to all fours and <<if _tf.foxTail or _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.birdTail>>wag your tail<<else>>shake your <<bottom>><</if>> but they seem happy to welcome you as one of them. <br><br> You walk on your hands and knees through the kennel. <<deviancy5>> <br><br> <<link [[Next|Farm Kennel Play Member 2]]>><</link>> <br><<effects>><<canvas-model-override "mouth" "chew">> You grow hungry, and crawl over to the feeding trench. The food doesn't look appealing, but the <<beastsplural>> on either side of you chow down. <br><br> <<if $wolfgirl gte 6>> You bite into the food. It tastes good. You eat your fill, then lie back with a full stomach. Others join you, and you're soon lying in the centre of a huge pile, surrounded by flicking tails.<<ltrauma>><<trauma -4>> <<else>> You try a little. It tastes horrible. You try to keep eating, the others have no trouble after all, but soon give up. You lie down before you get a sore stomach. Some of the others cuddle up to you. <</if>> <br><br> <<link [[Next|Farm Kennel Play Member 3]]>><<canvas-model-override "clear">><</link>> <br><<effects>> You wake up after a while. Seems you dozed off. The other <<beastsplural>> are licking each other clean. One marches up to you, and licks behind your ears. <br><br> <<if $wolfgirl gte 6>> You eagerly lick behind one of the <<beastsplural>>'s ears in return. You flick your tongue in straight lines from the ear down to the back. It comes naturally. <br><br> <span class="lewd">You feel a warm wetness on your <<genitals 1>></span>, and freeze in surprise. The <<beasttype>> responsible moves on soon enough. <br><br> Sharing this moment with the <<beastsplural>> gives you an odd sense of peace.<<lawareness>><<awareness -6>><<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<else>> You hesitate, then lick behind the <<beasttype>>'s ear in return. It tastes bad, like hair. Some gets stuck on your tongue as well. The <<beasttype>> seems to appreciate the effort though. <br><br> <</if>> You rise to your feet. Time to return to the farm. <br><br> <<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>> <br><<effects>> You round up the <<beastsplural>> for training. <<if $farm.beasts.dogs gte 20>> They obey, eager for your approval. <br><br> <<elseif $farm.beasts.dogs gte 5>> They obey without complaint. <br><br> <<elseif $farm.beasts.dogs gte -5>> They complain a little, but obey. <br><br> <<elseif $farm.beasts.dogs gte -20>> They look wary of you. <br><br> <<else>> They growl at you. <<if $monster is 1>> "Intruder!" one barks. <br> "Plaything!" offers another. The rest agree. <</if>> Their lack of respect is clear. <br><br> <</if>> What kind of training do you attempt? <br><br> <<link [[Strict|Farm Kennel Train Strict]]>><<stress 12>><<tiredness 12>><<farm_dogs 3>><</link>><<gstress>><<ggtiredness>><<gggrespect>> <br> <<link [[Mild|Farm Kennel Train Mild]]>><<stress 6>><<tiredness 6>><<farm_dogs 2>><</link>><<gstress>><<gtiredness>><<ggrespect>> <br> <<link [[Easygoing|Farm Kennel Train Easy]]>><<farm_dogs 1>><</link>><<grespect>> <br><<effects>> <<if $farm.beasts.dogs gte 20>> You don't need to yell during training. The <<beastsplural>> follow every command without issue. They jump when you tell them to jump, roll when you tell them to roll, and attack what you tell them to attack. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.beasts.dogs gte 5>> You yell orders at the <<beastsplural>>. They obey without hesitation. You're not sure yelling was even necessary. They seem eager to train. <br><br> <<if $rng gte 81>> You're just about to wrap things up when a <<beasttype>> runs up to you. <<bHe 0>> <<if $monster is 1>> looks up at you. "Can master stroke my head?" <<bhe 0>> pleads. <<else>> looks up at you, tail wagging. <</if>> <br><br> <<link [[Pat|Farm Kennel Train Pat]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>> <br> <<else>> The training goes well. You wrap things up.<<grespect>><<farm_dogs 1>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <<elseif $farm.beasts.dogs gte -5>> You yell at the <<beastsplural>>, demanding they follow orders. They obey without much enthusiasm. <br><br> <<if $rng gte 51>> The training goes well, but at the end one <<beasttype>> limps up to you, and holds out <<bhis 0>> <<if $monster is 1>>foot<<else>>paw<</if>>. <br><br> <<link [[Tend to the paw|Farm Kennel Train Paw]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>> <br> <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>> <br> <<else>> The training felt productive.<<grespect>><<farm_dogs 1>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <<elseif $farm.beasts.dogs gte -20>> You yell at the <<beastsplural>>, demanding they follow orders. They ignore most of your commands, with only some of them obeying some of the time. <br><br> <<if $rng gte 51>> It's slow going, but you think you're getting through to some.<<grespect>><<farm_dogs 1>> <<else>> You hope the next training session goes better. <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> You yell at the <<beastsplural>>, demanding they follow orders. <span class="red">They ignore you.</span> <br><br> <<if $rng gte 41>> You end the training with a sigh, and feel disappointed as you leave the kennel. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> You end the training with a sigh, and head for the exit. <span class="red">A <<beasttype>> steps in your way, and growls.</span> Others approach from behind. <br><br> <<link [[Force your way through|Farm Kennel Gang Rape]]>><<endevent>><<beastNEWinit 3 dog>><<set $molestationstart to 1>><</link>> <br> <<link [[Plead|Farm Kennel Train Strict Plead]]>><</link>> <br> <<link [[Submit|Farm Kennel Train Strict Submit]]>><<sub 1>><</link>> <br> <</if>> <</if>><<effects>> You smile at the <<beasttype>>, and give <<bhis 0>> head a gentle pat. <<bHe 0>> closes <<bhis 0>> eyes in bliss. You feel warm inside. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You take a closer look. There's no visible injury, but you give it a careful run-over with your hands. You find a small rock wedged inside. It's easy to dislodge. <br><br> The grateful <<beasttype>> returns to the others as you wrap things up. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Please let me through," you try. The <<beastsplural>> remain firm. There's something they want from you. <br><br> <<endevent>> <<beastNEWinit 3 dog>> <<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $speech_attitude is "bratty">> "Lie down," you say, your voice firm. "Right now." <br><br> The <<beastsplural>> hesitate, then the one blocking your path does as instructed. <<bHe 0>> watches you with lust-filled eyes as you leave the kennel. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> "Let me through," you say. "That's a command." <br><br> The <<beastsplural>> hesitate, then the one blocking your path does as instructed. <<bHe 0>> watches you with lust-filled eyes as you leave the kennel. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <br><br><<effects>> You drop to the ground. You know what they want, and it'll be easier to give it. <br><br> <<endevent>> <<beastNEWinit 3 dog>> <<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You set up a simple parkour. The goal for the <<beastsplural>> is to finish without your help. <<if $farm.beasts.dogs gte 5>> They follow your orders with vigour, vying for your attention by putting in extra effort. <br><br> <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>> <br> <<if $settings.bestialityEnabled or $farm_work.dog.monster is true>> <<if hasSexStat("deviancy", 3)>> <<link [[Reward the most impressive|Farm Kennel Train Mild One]]>><<handskill 6>><</link>><<deviant3>><<ghandskill>> <br> <</if>> <<if hasSexStat("deviancy", 5)>> <<link [[Reward them all|Farm Kennel Train Mild All]]>><<farm_dogs 3>><</link>><<deviant5>><<ggrespect>> <br> <</if>> <</if>> <<elseif $farm.beasts.dogs gte -5>> They follow your orders without enthusiasm, but the training goes well.<<grespect>><<farm_dogs 1>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.beasts.dogs gte -20>> However, it's soon clear they have their own ideas. They don't outright ignore you, but many ignore the obstacles. You yell firm instructions, which helps a bit. It might be best to ignore the remaining troublemakers. <br><br> <<link [[Discipline them|Farm Kennel Train Mild Discipline]]>><</link>> <br> <<link [[Wrap things up|Farm Work]]>><<endevent>><</link>> <br> <<else>> However, it's soon clear that they have different ideas. They walk past the obstacles, and ignore the hoops. <br><br> <<link [[Give up|Farm Work]]>><<endevent>><</link>> <br> <<link [[Yell|Farm Kennel Train Mild Yell]]>><</link>><<tendingdifficulty 1 1000>> <br> <</if>><<effects>> You single out a <<beasttype>>, though you don't expect <<bhim 0>> to respond well. <<if $rng gte 21>> <<if $monster is 1>> <<bHe 0>> glares at you, <<else>> <<bHe 0>> barks back, <</if>> then bites your ankle before fleeing to hide amongst the rest.<<gpain>><<pain 4>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> Your harsh words get through, a little.<<grespect>><<farm_dogs 1>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> You yell at the <<beastsplural>>, demanding they obey you. <<if $tendingSuccess>> They growl back, <span class="green">then back down.</span> Some attempt some of the obstacles, at least.<<ggrespect>><<farm_dogs 3>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> <span class="red">It does nothing but agitate them.</span> They advance on you, determined to put you in your place. <br><br> <<endevent>> <<beastNEWinit 3 dog>> <<link [[Next|Farm Kennel Gang Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> The <<beastsplural>> did their best, but you choose one in particular to reward. <<bHis 0>> tail wags as you lead <<bhim 0>> into the adjoining room, and crouch beside <<bhim 0>>. <br><br> <<if $NPCList[0].penis isnot "none">> <<bHes 0>> already erect in anticipation, eager for <<bhis 0>> reward. You give <<bhis 0>> belly a good rub first, your hand creeping down until you slide <<bhis 0>> cock into your palm. <<deviancy3>> You stroke <<bhis 0>> penis until it pulses, and releases spurts of hot fluid over the ground. <<if $monster is 1>> "Th-thank you master," <<bhe 0>> pants. <</if>> <br><br> <<else>> <<bHes 0>> eager for <<bhis 0>> reward. You give <<bhis 0>> belly a good rub first, your hand creeping down until you slide a finger into <<bhis 0>> warm pussy. <<deviancy3>> You pump your finger in and out, until <<bhis 0>> body shudders in orgasm. <<if $monster is 1>> "Th-thank you master," <<bhe 0>> pants. <</if>> <br><br> <</if>> Satisfied, the <<beasttype>> follows you back to the kennel. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<strip>> You remove your clothing, and drop to the ground. Despite their eager vigour, the <<beastsplural>> remain obedient until you give the order. <<endevent>> <<beastNEWinit 6 dog>> <br><br> <<link [[Next|Farm Kennel Play Gang Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> You give the <<beastsplural>> an easy set of tasks, and let those who'd rather ignore you do so. <<if $farm.beasts.dogs gte 20>> They all seem quite eager to pay attention however, and have no trouble following orders.<<grespect>><<farm_dogs 1>> <br><br> <<elseif $farm.beasts.dogs gte 5>> A few wander off, but most seem eager to pay attention. <br><br> <<elseif $farm.beasts.dogs gte -5>> Some follow your instructions, sometimes. <br><br> <<elseif $farm.beasts.dogs gte -20>> This turns out to be most of them, though a few are happy to follow your commands sometimes. <br><br> <<else>> This turns out to be all of them, and you get little done.<<lrespect>><<farm_dogs -1>> <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "farm">><<set $bus to "farm">> <<if $slimeFarmNakedStored is true>> <<storeon "farmHidingSpot">> <<exposure>> <<unset $slimeFarmNakedStored>> <</if>> <<if $farm_stage gte 7>><<unset $farm_naked>><</if>> <<effects>> You are in the farmlands. <<if Weather.dayState is "night">> <<if Weather.precipitation is "rain">> Rainwater floods the fields. <<elseif Weather.isOvercast>> You can see little in the darkness. <<elseif Weather.isSnow is "snow">> Snow buries the fields. <<else>> Stars glimmer over the fields. <</if>> <<elseif Weather.dayState is "dawn">> <<if Weather.precipitation is "rain">> Rain sweeps over the fields. <<elseif Weather.isOvercast>> A dense fog devours the fields. <<elseif Weather.isSnow>> Snow blankets the fields. <<else>> The fields greet the morning sun on the horizon. <</if>> <<elseif Weather.dayState is "dusk">> <<if Weather.precipitation is "rain">> Rain blows in from the ocean beneath an ever-darkening sky. <<elseif Weather.isOvercast>> It's already getting hard to see the fields. <<elseif Weather.isSnow>> Snow blows over the fields. <<else>> The sun sets over the fields. <</if>> <<else>> <<if Weather.precipitation is "rain">> Rainwater feeds the surrounding fields. <<elseif Weather.isOvercast>> Grey skies stretch in all directions. <<elseif Weather.isSnow>> Snow covers the fields. <<else>> The sun beams over fertile fields. <</if>> <</if>> <br><br> <<if $exposed gte 1 and Time.dayState is "night">> You hide behind a hay bale to cover your indecency. <br><br> <</if>> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif $exposed gte 1 and Time.dayState isnot "night" and $eventskip isnot 1>> <<events_farm_exhibitionism>> <<elseif $rng gte 81 and $eventskip is 0 or $skulduggery gte 600 and $farmland_manors isnot 1>> <<farmland_road_events>> <<else>> <<if $farm_stage is undefined>> A sign stands beside a dirt track leading up to a farmhouse. It advertises fresh eggs, carrots, and other produce. One line is written in darker paint than the others. It reads: "Farmhands needed. Ask inside." <<if Time.dayState is "night">>You'd need to come back during the day.<</if>> <br><br> <</if>> <<if Time.dayState isnot "night">> <<if $farm_stage is undefined and $exposed lte 0>> <<farmicon "barn">><<link [[Ask about farm work (0:30)|Farm Intro]]>><<pass 30>><<set $farm_stage to 1>><</link>> <br> <<elseif $farm_stage is 1 and $exposed lte 0>> <<farmicon "barn">><<link [[Accept farm work (0:05)|Farm Intro Accept 2]]>><<pass 5>><<set $farm_stage to 2>><</link>> <br> <<elseif ($farm_stage is undefined or $farm_stage is 1) and $exposed gte 1>> <<farmicon "barn">><span class="blue">You're too exposed to ask about farm work!</span> <br> <</if>> <</if>> <<if $farm_stage gte 2>> <<farmicon "barn">><<link [[Farm (0:05)|Farm Work]]>> <<pass 5>> <<if $farm_stage gte 7 and ((hasSexStat("exhibitionism", 5) and $exposed gte 2) or (hasSexStat("exhibitionism", 4) and $exposed gte 1))>> <<set $farm_naked to 1>> <</if>> <</link>> <br> <</if>> <<if $exposed lte 0>> <<if Time.hour is $closinghour>> <span class="blue">Horses are being stabled at the riding school as it closes for the day.</span> <br> <<elseif Time.dayState is "night">> <<steedicon>><<link [[Riding school|Riding School Lock]]>><</link>> <br> <<else>> <<steedicon>><<link [[Riding school (0:01)|Riding School]]>><<pass 1>><</link>> <br> <</if>> <<else>> <<steedicon>><span class="blue">You're too exposed to go to the riding school!</span> <br> <</if>> <<farmicon "meadow">><<link [[Meadow (0:10)|Meadow]]>><<pass 10>><</link>> <br> <<if $farmland_manors is 1>> <<icon "farm_manors.png">><<link [[Manors (0:10)|Farmland Manors]]>><<pass 10>><</link>> <br> <</if>> <<if $farmland_maze_key is 1>> <<set _mazeIntroKeyText to "Investigate the strange gate">> <<if $farmland_maze_found is true>> <<set _mazeIntroKeyText to "Try the key on the maze entrance">> <<icon "maze_key.png">> <<else>> <<icon "maze_gate.png">> <</if>> <<link [[`<<print _mazeIntroKeyText>>`|Maze Intro Key]]>><<set $farmland_maze_key to 2>><</link>> <br> <<elseif $farmland_maze_found is true>> <<icon "maze_gate.png">><<link [[Maze (0:03)|Maze Entrance]]>><<pass 3>><<maze_init>><</link>> <br> <</if>> <br> <<mooricon>><<link [[Enter the moor (0:05)|Moor]]>><<set $moor to 0>><<unset $moor_hunt>><<pass 5>><<set $eventskip to 1>><</link>> <br> <<roadicon>><<link [[Walk towards town (0:05)|Farm Road 6]]>><<pass 5>><<set $phase to 0>><</link>> <br> <</if>> <<set $eventskip to 0>><<set $outside to 1>><<set $location to "alex_cottage">><<effects>> <<npc Alex>><<person1>> You walk towards the farmhouse. There's a chicken coop opposite. A <<nnpc_gendery "Alex">> emerges from behind it, carrying a large bale of hay on <<his>> shoulder. <<He>> notices you, and smiles. "Hey," <<he>> says. "I'll be right with you." <br><br> You stand under the porch as the <<nnpc_gendery "Alex">> carries <<his>> burden to a nearby shed. <<He>> hefts it inside. A cloud of dust erupts as the hay hits the floor. <br><br> The <<nnpc_gendery "Alex">> stretches <<his>> back as <<he>> walks towards you, <<if Weather.precipitation is "rain">> wiping <<his>> red fringe away from <<his>> eyes. "Let's get you out of this rain," <<he>> says, opening the door. <<elseif Weather.isSnow>> wiping <<his>> red fringe away from <<his>> eyes. "Let's get you out of this cold," <<he>> says, opening the door. <<else>> sweat glistening on <<his>> forehead. <<He>> wipes <<his>> red fringe away from <<his>> eyes. <<He>> opens the door. <</if>> <<if playerBellyVisible()>> <<setKnowsAboutPregnancy "pc" "Alex">> "I'll put the kettle on. Tea or...?" <<He>> glances at your <<bellyDescription "pc">>. "Tea. I'll put tea on." <br><br> <<link [[Next|Farm Intro 2]]>><<set $phase to 0>><<stress -6>><</link>><<lstress>> <br> <<else>> "I'll put the kettle on. Tea or coffee?" <br><br> <<link [[Tea|Farm Intro 2]]>><<wearProp "tea">><<set $phase to 0>><<stress -6>><</link>><<lstress>> <br> <<link [[Coffee|Farm Intro 2]]>><<wearProp "coffee">><<set $phase to 1>><<tiredness -6>><</link>><<ltiredness>> <br> <</if>><<set $outside to 0>><<effects>> The interior is rustic and cosy. The <<nnpc_gendery "Alex">> insists on not discussing why you're here until your <<if $phase is 0>>tea <<wearProp "tea">><<else>>coffee <<wearProp "coffee">><</if>> is ready. <<Hes>> about your age, but you've never seen <<him>> at school. <br><br> <<if pcAreArmsBound("both")>> <<unbind>> <<He>> hands you a mug. You turn around to present your bound arms. You hear <<him>> laugh. "Why didn't you say something?" <<He>> sets the mug down. You feel your arms come loose. <br><br> "Now then," <<he>> says after you've taken your first sip. "<span class="green">I'm Alex.</span> Anything else, or did you just need a little help?" <<else>> "Now then," <<he>> says after you've taken your first sip. "<span class="green">I'm Alex.</span> What can I do for you? You interested in our eggs?" <</if>> <br><br> <<if $speech_attitude is "meek">> "The sign said you needed help," you say. "I-I'm here." <<elseif $speech_attitude is "bratty">> "I'm here for work," you say. <<else>> "The sign said you needed help," you say. <</if>> <br><br> <<if playerBellyVisible()>> <<He>> pauses. "You know that help wanted sign I put up is for manual...?" <<He>> trails off, taking another glance at your belly. <br><br> <<He>> snorts, hiding a laugh. <<He>> sips from <<his>> tea and waves you along. "You remind me of my mum. Follow me. I'll show you around and we'll see if we can work something out." <<else>> "Great." <<He>> smiles, taking another sip of <<his>> tea. "Come on. I'll show you around." <</if>> <br><br> <<link [[Next|Farm Intro 3]]>><<handheldon>><</link>> <br><<set $outside to 1>><<set $location to "alex_farm">><<effects>> "This is my <<if $pronoun is "m">>dad's<<else>>mum's<</if>> farm," <<he>> says as <<he>> leads you outside. "There are several, and this one's left up to me. It's a bit much without help. Hard enough to keep up with the animals. Some of the fields are going to waste." <br><br> You arrive at the chicken coop. "These girls are easy enough. They just need to be fed once a day, and let into the yard for at least an hour or so." <br><br> <<link [[Next|Farm Intro 4]]>><</link>> <br><<effects>> Alex leads you around the coop, toward a long stone building. You hear oinking. "The pigs are harder to keep fed. They're hungry buggers. It's a job to carry it all." You enter the sty. <!-- Modified for monster people --> <<if ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or (!$settings.bestialityEnabled)>> <<if beastMaleChance() gte 100>> Several pigboys sit in pens. <<elseif beastMaleChance() gte 1>> Several pigboys and girls sit in pens. <<else>> Several piggirls sit in pens. <</if>> <<else>> Several pigs sit in pens. <</if>> Some look quizzical, others lie on their sides. <br><br> "There's an area for them to roam outside. They don't need much space." <br><br> <<link [[Next|Farm Intro 5]]>><</link>> <br><<effects>> <<He>> leads you away from the sty, through an old wooden gate and onto a paved road. You see a stable up ahead. <!-- Modified for monster people --> <<if ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or (!$settings.bestialityEnabled)>> <<if beastMaleChance() lte $rng>> <<set _horse_gender to "f">> <<else>> <<set _horse_gender to "m">> <</if>> Centaurs lean out the stalls, resting on their elbows. <<if _horse_gender is "f">> "Hey Alex," one says as you draw close. She's unconcerned about her exposed breasts, but casts a wary eye over you. "When you letting us out?" <<else>> "Hey Alex," one says as you draw close. He casts a wary eye over you. "When you letting us out?" <</if>> <br><br> "Sorry," Alex replies, scratching the centaur's nose. "I have a visitor." <<He>> opens the stall. "Someone I hope you come to like." <br><br> <<else>> Horses watch from the stalls. One of them neighs as you draw close. <br><br> "Sorry," Alex says, scratching the horse's nose. "I have a visitor." <<He>> opens the stall. "Someone I hope you come to like." <br><br> <</if>> "The horses need lots of care," <<he>> says as you walk further along the track, towards another gate. "They need brushing every day, and feeding twice a day. They need lots of exercise too." <<He>> opens the gate, and the steeds thunder through to the field beyond. <br><br> <<link [[Next|Farm Intro 6]]>><</link>> <br><<effects>> You follow Alex through the field, toward a barn. A dog sits outside, its mouth open and tongue lolling. <br><br> <!-- Modified for monster people --> <<if ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or (!$settings.bestialityEnabled)>> <<if beastMaleChance() gte 100>> Inside, a number of bullboys stand on all fours, each with a tube attached to his penis. They moo in pleasure. <<elseif beastMaleChance() lte 0>> Inside, a number of cowgirls stand on all fours, each with two tubes attached to her breasts. They moo in pleasure. <<else>> Inside, a number of cowgirls and bullboys stand on all fours, each attached to a milking machine. They moo in pleasure. <</if>> <<else>> <<if beastMaleChance() gte 100>> A number of bulls stand inside, each attached to a milking machine. <<elseif beastMaleChance() lte 0>> A number of cows stand inside, each attached to a milking machine. <<else>> A number of cattle stand inside, each attached to a milking machine. <</if>> <</if>> "They need milking three times a day," Alex says. "They prefer to be milked by hand, but it's too time-consuming." <br><br> "I'll be back in a jiffy," <<he>> says to the cattle. "Just showing our new friend around." You follow <<him>> outside. <br><br> <<link [[Next|Farm Intro 7]]>><</link>> <br><<effects>> Alex hauls <<himself>> over a fence with one arm, onto a field beyond. It's lined by rows of green plants, each topped with small white flowers. <br><br> <<He>> beams with pride. "These are my potatoes," <<he>> says. "It's been hard work, but I managed to get them to take. They're about halfway along." <br><br> <<He>> points across the field. "We have eight more fields like this, but they're infested with weeds. Looking after the animals is the priority, and it's hard to keep up with them." <br><br> <<if playerBellyVisible()>> <<He>> glances at your belly. "Make sure you take regular breaks, or just focus on the animals. I don't want you tiring yourself out. No need to hurt yourself over work that can be done later." <br><br> <</if>> <<link [[Next|Farm Intro 8]]>><</link>> <br><<set $outside to 0>><<set $location to "alex_cottage">><<effects>> "That's the run of it," Alex says as you return to the farmhouse. "A little help should make things more manageable. Perhaps I'll be able to put the other fields to work." <br><br> "Where do you live, anyway?" <br><br> <<link [[Say you live at the orphanage|Farm Intro 9]]>><<set $phase to 0>><</link>> <br> <<link [[Say you live in town|Farm Intro 9]]>><<set $phase to 1>><</link>> <br> <<if $syndromewolves gte 1>> <<link [[Say you live in a cave|Farm Intro 9]]>><<set $phase to 3>><</link>> <br> <</if>> <<if $syndromebird gte 1>> <<link [[Say you live in a tower|Farm Intro 9]]>><<set $phase to 4>><</link>> <br> <</if>> <<if $syndromeeden gte 1>> <<link [[Say you live in the woods|Farm Intro 9]]>><<set $phase to 5>><</link>> <br> <</if>> <<if $temple_rank is "monk" or $temple_rank is "priest">> <<link [[Say you live at the temple|Farm Intro 9]]>><<set $phase to 6>><</link>> <br> <</if>> <<if $avery_mansion and C.npc.Avery.state isnot "dismissed">> <<link [[Say you live in Avery's mansion|Farm Intro 9]]>><<set $phase to 7>><</link>> <br> <</if>> <<if $gwylanSeen?.includes("doggy_bed")>> <<link [[Say you live with a witch in the forest|Farm Intro 9]]>><<set $phase to 8>><</link>> <br> <</if>> <<link [[Refuse to say|Farm Intro 9]]>><<set $phase to 2>><</link>><<effects>> <<if $phase is 0>> Alex looks uncomfortable. "I'm sorry," <<he>> says. <<elseif $phase is 1>> "I thought so," Alex says. <<elseif $phase is 3>> Alex stares at you for a moment. "I see you like pulling my leg, but I won't pry," <<he>> chuckles. "I can tell you're from town still." <<elseif $phase is 4>> "Fan of the old tales around here?" Alex smirks. "Tell the ol' bird up there to stop eating the livestock for me then?" <<He>> smiles. "I can imagine you still live in town." <<elseif $phase is 5>> "Looks like you haven't gotten your hands that dirty though," <<he>> teases. "You got townie written all over you." <<elseif $phase is 6>> "Didn't think a clergy member would be willing to get <<pher>> hands dirty." Alex smiles. "Guessing you are from town then." <<elseif $phase is 7>> "A mansion?" Alex laughs. "I know my house is small, but no need to rub it in. From town, then." <<elseif $phase is 8>> Alex laughs. "Fan of the old tales around here? Get your heart stolen, too?" <<he>> smirks. "I can imagine you're still near town." <<else>> "That's okay," Alex smiles. "I can tell you're from town though." <</if>> <br><br> "I imagine you have school and stuff? You can work whenever you like between dawn and dusk. I'll pay you <<printmoney 1500>> an hour." <br><br> "I'd pay more," <<he>> continues. "But the farm is just breaking even. I'm hoping that'll change with your help. I'm not gonna lie though. It's hard work.<<if playerBellyVisible()>> I don't want you pushing yourself over this, got it? If you show up and put in the effort, you'll get paid all the same.<</if>>" <br><br> <i>Alex has all the farm options you do. Covering chores will free <<him>> to perform different tasks. Getting the other fields running will improve your wage. Alex may also give you a cut of profits should there be an exceptional yield. <br><br> Some options are only available at certain times of day. </i> <br><br> <<link [[Next|Farm Intro 10]]>><</link>> <br><<effects>> Alex stops at the porch. "There's a lot more to cover, but you can learn as you go. So how about it?" <<He>> smiles. "Fancy helping? It's okay if you need time to think about it." <br><br> <<link [[Accept|Farm Intro Accept]]>><<set $farm_stage to 2>><</link>> <br> <<link [[Refuse|Farm Intro Refuse]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'd love to help." You nod. <<elseif $speech_attitude is "bratty">> "Sounds good," you say. "I'm in." <<else>> "I'd like to help." You nod. <</if>> <br><br> Alex smiles. "Great! You can start whenever you like, and don't be afraid to ask questions." <br><br> <<farm_init>> <<link [[Next|Farmland]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I need time to think about it," you say. <<elseif $speech_attitude is "bratty">> "I'll think about it," you say. "Was hoping it'd pay more." <<else>> "I'll think about it," you say. <</if>> <br><br> Alex nods. "I understand. Come back when you're ready." <br><br> <<link [[Next|Farmland]]>><<endevent>><</link>> <br><<effects>> <<npc Alex>><<person1>> You approach Alex's farm. <<Hes>> carrying two heavy buckets across the yard, but smiles and plants them on the ground when <<he>> sees you. "It's good to see you again," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "I-I've come about your job offer," you say. "I'd like to help." <<elseif $speech_attitude is "bratty">> "I'm here about work," you say. "I'm in." <<else>> "I'm here about your job offer," you say. "I'd like to help." <</if>> <br><br> Alex beams. "Great! You can start whenever you like, and don't be afraid to ask questions." <br><br> <<farm_init>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<widget "farmVisitor">> <<npc Alex>><<generate2>><<person2>> "What do we have here?" says a voice. You turn to face it, and see a <<person>> leaning against the fence at the edge of the farm. "Alex got <<person1>><<himself>> a helper. A cute one too. Why don't you bring that ass over here?" <br><br> "Fuck off," says another voice. It's Alex. <<He>> glares at the <<person2>><<person>>. "I told you what would happen if you trespassed again." <br> The <<person>> throws up <<his>> hands, but <<his>> face shows no fear. "I'm not trespassing. See? The <<if $pronoun is "f">>girls<<else>>boys<</if>> and me were just wondering if you'd reconsidered our offer." <br> "I don't need your help," Alex responds, stepping beside you. <br> "You think this town <<girl>> is enough? This'll be funny." <<He>> turns and walks down the lane. <br><br> <<link [[Next|Farm Visitor]]>><<set $farm_stage to 3>><</link>> <br> <</widget>> <<widget "farmStage4">> <<npc Alex>><<person1>> "We've done it," says Alex. <<He>> sounds tired, <<his>> clothes are torn, and <<his>> hair is matted with sweat, but a smile spreads across <<his>> face. "We cleared a second field." <br><br> <<He>> leads you to the field in question, stopping at the fence. <<He>> gestures for you to follow as <<he>> sits. "I couldn't have done it without you," <<he>> says, taking a pair of glass bottles from <<if C.npc.Alex.pregnancy.selfKnowledge is true and npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")>> <<his>> pockets and bringing one closer to <<his>> mouth. <br><br> You give <<him>> a stern look. <br><br> "Sorry," <<he>> says, as <<he>> puts the bottle away. "Bad habit." <br><br> <<link [[Next|Farm Stage 4]]>><<set $phase to 1>><<set $farm_stage to 4>><<set $farm.clearing to 100>><</link>> <<elseif playerBellyVisible()>> <<his>> pockets. <<He>> starts to offer one to you, but <<he>> takes a look at your <<bellyDescription "pc">> and puts the bottle away, smiling sheepishly. <br><br> <<link [[Next|Farm Stage 4]]>><<set $phase to 1>><<set $farm_stage to 4>><<set $farm.clearing to 100>><</link>> <br> <<else>> <<his>> pockets and offering one to you. <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<link [[Drink|Farm Stage 4]]>><<set $phase to 0>><<stress -6>><<set $farm_stage to 4>><<set $farm.clearing to 100>><<wearProp "beer bottle">><</link>><<lstress>><<galcohol>> <</if>> <br> <<link [[Refuse|Farm Stage 4]]>><<set $phase to 1>><<set $farm_stage to 4>><<set $farm.clearing to 100>><</link>> <br> <</if>> <</widget>> <<widget "farmStage5">> <<npc Alex 1>><<npc Remy 2>><<person1>> "It's done," Alex says, leaning against the wall of the farmhouse. "Another field ready to go." <<He>> reaches into <<his>> pocket, but stops when <<he>> hears the clop of hooves approaching from the lane. <br><br> <<person2>> <<if ($avery_fate is "saved" or $avery_fate is "fallen" or $avery_fate is "kicked") and !$remy_mask>> <<set $remy_mask to 1>> A <<farm_text horse>> rides into the farm. Upon its back sits Remy, <<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. <span class="pink"><<He>> wears a white mask.</span> Alex's smile vanishes. <br><br> "What's with the mask?" <<person1>><<he>> asks. <br> Remy glances at you, then stares at Alex for a long moment. "There was an accident. The burns are unsightly." <br> "Oh. I'm sorry." <br> "I'm here to discuss business." Remy dismounts, and tugs off <<person2>><<his>> gloves. <<His>> green eyes glimmer. <br><br> <<elseif $remySeen.includes("livestock")>> A <<farm_text horse>> rides into the farm. Upon its back sits Remy, <<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all. <br><br> <<He>> dismounts, and tugs off <<his>> gloves. <<He>> smiles at you, then at Alex. <<His>> green eyes glimmer. <br><br> "Sorry to arrive unannounced," <<he>> says. "I had trouble getting hold of you. I'm here to discuss business." <br><br> <<elseif $remySeen.includes("riding_school")>> A <<farm_text horse>> rides into the farm. Upon its back sits Remy, owner of the nearby riding school. <<if $pronoun is "m">><<His>> pale brown hair flicks in the breeze<<else>><<His>> pale brown hair is tied in a neat bun<</if>>. <br><br> <<He>> dismounts, and tugs off <<his>> gloves. <<He>> smiles at you, then at Alex. <<His>> green eyes glimmer. <br><br> "Sorry to arrive unannounced," <<he>> says. "I had trouble getting hold of you. I'm here to discuss business." <br><br> <<else>> A <<farm_text horse>> rides into the farm. A <<if $pronoun is "m">>man with short, pale brown hair flicking in the breeze<<else>>woman with pale brown hair tied in a neat bun<</if>> sits on <<farm_his horse>> back. Alex's smile vanishes. <br><br> The <<personsimple>> dismounts, and tugs off <<his>> gloves. <<He>> smiles at you. <<His>> green eyes glimmer. <br><br> "I don't believe I've had the pleasure," <<he>> says, looking at you. "I'm Remy. I run the nearby riding school, and a farm of my own." <<He>> turns to Alex. "Sorry to arrive unannounced, but I couldn't get hold of you. I'm here to discuss business." <br><br> <</if>> <<person1>> Alex looks conflicted, but politeness gets the better of <<him>>. "Tea or coffee?" <br><br> <<link [[Tea|Farm Stage 5]]>><<wearProp "tea">><<set $phase to 0>><<stress -6>><<set $farm_stage to 5>><<set $farm.clearing to 100>><</link>><<lstress>> <br> <<link [[Coffee|Farm Stage 5]]>><<wearProp "coffee">><<set $phase to 1>><<tiredness -6>><<set $farm_stage to 5>><<set $farm.clearing to 100>><</link>><<ltiredness>> <br> <</widget>> <<widget "farmStage6">> <<npc Alex>><<person1>>You hear rapid footsteps approach. You turn, and see Alex rushing towards you. <<if Weather.precipitation isnot "none">> <<Hes>> smiling, despite being covered in mud. <<else>> <<Hes>> smiling, despite the nettles sticking to <<his>> clothes. <</if>> <br><br> "It's done," <<he>> says. "The last field. We've restored the farm." <br><br> <<He>> slumps to the farmhouse porch, and looks at you. "I couldn't have done it alone. If <<if $pronoun is "m">>Dad<<else>>Mum<</if>> had known how dangerous it was—" <<He>> looks away. "I wanted to prove I could do it without them. Now I have." <br><br> <<He>> climbs to <<his>> feet. "I need to tell them. Right now." <<He>> disappears into the farmhouse. <br><br> <<link [[Next|Farm Stage 6]]>><<set $farm_stage to 6>><<set $farm.clearing to 100>><</link>> <br> <</widget>> <<widget "farmStage7">> <<npc Alex>><<person1>> Alex emerges from <<his>> shed. <<He>> looks worried. "Can you smell that?" <<he>> asks. It's faint, but something is burning. <br><br> "Neighbour might have let a bonfire get out of control," <<he>> says, scanning the horizon for smoke. "Best be safe. Could you check the sheds? I'll skirt the farm." <br><br> <<link [[Next|Farm Stage 7]]>><<set $farm_countdown to 7>><<set $farm_stage to 7>><<set $alex_countdown to 3>><<set $wardrobes.alexFarm.unlocked to true>><</link>> <</widget>> <<widget "farmStage8">> You observe the fifth field. It was a tangled mess not long ago. <br><br> <<npc Alex>><<person1>><<generate2>> You hear an unfamiliar <<person2>><<personsimple>>. <<if $panicattacks gte 1 and $controlled is 0>> You feel a surge of panic. Then you hear Alex respond, and <<his>> relaxed voice calms you. <<else>> <<Hes>> speaking with Alex. <</if>> You walk over. <br><br> "It is expensive," the <<person>> nods. "But if it's security you want, you get what you pay for." <br> "Thanks," Alex replies. "I'll be in touch." <br><br> <<if $exposed gte 1>> The <<person>> turns to leave, but stops when <<he>> sees you. <<covered>> <<He>> regains <<his>> composure, and pretends not to look at you as <<he>> leaves the farm. <<else>> The <<person>> nods at you on the way out. <</if>> <br><br> <<link [[Next|Farm Stage 8]]>><<set $farm.clearing to 100>><<set $farm_stage to 8>><<add_plot farm earth 3 large>><</link>> <br> <</widget>> <<widget "farmStage9">> You observe the sixth field. It was a tangled mess not long ago. <br><br> <<npc Alex>><<person1>> You hear a bang from Alex's shed. The door flies open, and a strange, multi-limbed creature leaps out, surrounded by smoke. Alex runs out after it, holding a cage. <br><br> <<link [[Catch it|Farm Stage 9 Catch]]>><<set $farm_stage to 9>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>><<dancedifficulty 1 1000>> <br> <<link [[Leave it to Alex|Farm Stage 9 Leave]]>><<set $farm_stage to 9>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>> <br> <</widget>> <<widget "farmStage10">> You observe the seventh field. It was a tangled mess not long ago. <br><br> <<npc Alex>><<person1>> You hear a rustle. A strange leathery creature darts from beneath. <br><br> <span class="green">A net hurls from behind you,</span> landing on the creature. It tightens as the creature flails. There's a rope attached. You turn to see Alex. <<He>> pulls the creature closer. <br><br> "It works!" <<he>> exclaims as <<he>> holds up the squirming net. "These blighters are hard to catch." <br><br> <<link [[Be impressed|Farm Stage 10 Impressed]]>><<set $farm_stage to 10>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Be dismissive|Farm Stage 10 Dismiss]]>><<set $farm_stage to 10>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><<npcincr Alex love -1>><<npcincr Alex love -3>><</link>><<llove>><<lldom>> <br> <</widget>> <<widget "farmStage11">> You observe the eighth field. It was a tangled mess not long ago. <br><br> <<npc Alex>><<person1>> You see Alex kneeling at the base of the <<farm_fence>>. <<He>> gazes at a strange purple flower. Seeds scatter into <<his>> palm when <<he>> prods it. <br><br> "Seen weeds like this before," <<he>> says. "Can't find them in any book, and never found one seeding." <<He>> rises. "Do you think we could get them to take? Remy grows them. They must have value." <br><br> <<link [[Be confident|Farm Stage 11 Confident]]>><<set $farm_stage to 11>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>> <br> <<link [[Advise caution|Farm Stage 11 Caution]]>><<set $farm_stage to 11>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>> <br> <</widget>> <<widget "farmStage12">> You observe the ninth field. It was a tangled mess not long ago. <br><br> <<npc Alex>><<person1>> Alex stands at your side. <br><br> <<link [[Hold hands|Farm Stage 12 Hands]]>><<set $farm_stage to 12>><<set $farm.clearing to 100>><<npcincr Alex love 1>><<add_plot farm earth 3 large>><</link>><<handholdingvirginitywarning>><<glove>> <br> <<link [[Pat back|Farm Stage 12 Pat]]>><<set $farm_stage to 12>><<set $farm.clearing to 100>><<add_plot farm earth 3 large>><</link>> <br> <</widget>><<effects>> <<person2>> Alex seems less tense now the <<person>> is gone. <<person1>>"Sorry," <<he>> says, turning to you. "You weren't the first to respond to my sign. There are nasty types around. Stay clear of them." <br><br> <<He>> leans against the fence and watches the lane leading away. "I was relieved when you showed up." <<He>> laughs. "Come on, let's get back to work." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 0>> <<alcohol 60>> You take the proffered bottle, and take a swig. It's a bitter spirit. <<else>> Alex puts the bottle away. <</if>> "It'll be more work," <<he>> continues. "But we'll be making a steady profit. You'll get <<moneyGainDisplay 30>> per hour from now on." <br><br> <<He>> points over the hedge beyond the cleared field, at the tangled mess beyond. "That's the next target." <<He>> drops off the fence. "I'm eager to get started."<<gglove>><<npcincr Alex love 3>> <br><br> <<set $farm.wage to 30>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<set $location to "alex_cottage">><<set _drink to $phase is 0 ? "tea" : "coffee">><<effects>> Once inside, Alex insists on making the drinks before proceeding. <br><br> <<person2>> "Thank you for your hospitality," Remy says after sipping <<his>> _drink. <br> "Just get on with it," Alex says. "I've got work to do." <br> "As you wish. I'm here to offer assistance. I couldn't help but—" <br> "I already have the assistance I need," Alex interrupts, gesturing at you. "We're reclaiming the land, bit by bit. It's going well. And you're not getting a piece. That's what you're really here for, isn't it." <br><br> <<link [[Next|Farm Stage 5 2]]>><</link>> <br><<effects>><<set _drink to $phase is 0 ? "tea" : "coffee">> <<person2>>Remy doesn't respond at once, instead taking another spoonful of sugar. "Don't be stupid," <<he>> says, a new sternness in <<his>> voice. "You two alone? I can offer many more hands. Not to mention security—" <br> <<person1>>"Finish your _drink," Alex interrupts again. "Then get out." <br> <<person2>>Remy takes another sip, and turns to you. <<if $ridingschoolintro is undefined>> "You should drop by the riding school sometime," <<he>> says. "I might have a thing or two to teach." <<elseif $livestock_intro isnot undefined and $cow gte 6>> "You should be wiser about your choice of employer," <<he>> says, "I could keep you safe." Your mind is wrenched from the moment by <<his>> words. Visions of tranquil fields invade, along with memories of abuse.<<gstress>><<stress 6>> <br> "What a weird thing to say," Alex interrupts, bringing your thoughts back to reality. "So you're a weirdo as well as a thug." <<else>> "You should be wiser about your choice of employer," <<he>> says. "This one doesn't have much of a future." <</if>> <br><br> Remy places <<his>> empty cup on the plate. "Thank you," <<he>> says as <<he>> rises. "You have time to reconsider. I hope you do, for your sake." <br><br> <<link [[Next|Farm Stage 5 3]]>><</link>> <br><<effects>> <<person1>> "I'm sorry about this," Alex says once Remy is gone. "I was afraid we'd get a visit like that once we started turning a profit. Fucking rat." <br><br> <<Hes>> so tense <<he>> shatters one of the cups while trying to clean it, so you take over the washing up. <<He>> calms down some, and laughs. "I might count on you too much."<<gglove>><<npcincr Alex love 3>> <br><br> "I don't know what Remy will try," <<he>> continues as you finish. "But working for me could be dangerous. I understand if you don't want to continue, but if you do, I can pay <<moneyGainDisplay 45>> an hour." <br><br> <<person2>> <i>Remy will launch attacks from <<his>> estate on the moor. These will worsen over time, unless you take the fight to <<him>>.</i> <br><br> <<person1>> <<He>> smiles. "I shouldn't let that idiot get me down. Come on. Things are going great, and there's more to do." <br><br> <<set $farm.wage to 45>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<set $location to "alex_cottage">><<effects>> You listen to Alex talk over the phone to <<his>> <<if $pronoun is "m">>dad<<else>>mum<</if>>. <<He>> tries to seem calm, but can't stop the excitement bubbling over. <br><br> <<He>> hangs up, and turns to you. "<<Hes>> in the area, and wants to drop by," <<he>> says, no longer trying to contain <<his>> excitement. "I should get the kettle on." <<if $exposed gte 1>> <<He>> glances at your <<lewdness>> and blushes, as if just now remembering. "Y-You need to wear something." <<He>> rushes up the stairs. A bundle falls down the stairwell a few moments later. <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> It's a checkered shirt.<<upperwear 33>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> A smaller bundle follows. A pair of denim shorts.<<lowerwear 31>> <<elseif playerBellySize() gte 8>> Another bundle thumps to the ground in front of you. A pair of sweatpants.<<lowerwear 67>> <<else>> Another bundle thumps to the ground in front of you. A pair of jeans.<<lowerwear 22>> <</if>> <<elseif $worn.upper.type.includes("naked")>> It's a checkered shirt.<<upperwear 33>> <<else>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> It's a pair of denim shorts.<<lowerwear 31>> <<elseif playerBellySize() gte 8>> It's a pair of sweatpants.<<lowerwear 67>> <<else>> It's a pair of jeans.<<lowerwear 22>> <</if>> <</if>> <<if $upperwetstage gte 1 or $lowerwetstage gte 2>> A rolled up towel follows. "Something to dry with," Alex shouts. <<dry>> <</if>> <br><br> You get dressed in the kitchen. Alex climbs down the staircase. <</if>> <<He>> looks at <<his>> own <<if Weather.precipitation isnot "none">>mud<<else>>weed<</if>>-covered clothes. "Fuck. I need a change of clothes. And a shower." <br><br> <<link [[Next|Farm Stage 6 2]]>><</link>> <br><<effects>> You put the kettle on while Alex has a shower. <<Hes>> only gone a little over a minute. You see <<him>> approach the farmhouse wearing just a towel. <<He>> must have left <<his>> dirty clothes outside. <br><br> "Don't look," <<he>> says before entering the kitchen. <br><br> <<link [[Look|Farm Stage 6 Look]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<arousal 600>><</link>><<llove>><<ldom>><<garousal>> <br> <<link [[Don't look|Farm Stage 6 No Look]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Pull the towel away|Farm Stage 6 Pull]]>><<npcincr Alex love -3>><<npcincr Alex dom -3>><<npcincr Alex lust 1>><</link>><<lllove>><<lldom>><<glust>><<promiscuous1>> <br><<effects>> You turn away from the window, and get a better look at Alex in <<his>> towel. <<if $pronoun is "m">> The fabric is tied low around <<his>> waist, and is barely wide enough to wrap around <<him>>. The waistline is pulled taut, leaving <<his>> entire thigh exposed on the side facing you. You glimpse <<his>> toned ass. <<else>> <<if $NPCList[0].breastsize gte 1>> The fabric is tied low around <<his>> chest, leaving the top of <<his>> <<print $NPCList[0].breastsdesc>> exposed, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass. <<else>> The fabric is tied low around <<his>> chest, almost exposing <<his>> nipples, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass. <</if>> <</if>> <br><br> <<He>> clutches the towel tight against <<his>> body. "Don't be a perv!" <<He>> rushes through the remainder of the kitchen, retrieves a fresh change of clothes from a basket, then leaves the way <<he>> came. You hear <<him>> climb the stairs. <br><br> <<link [[Next|Farm Stage 6 3]]>><</link>> <br><<effects>> You look out the window, and hear Alex walk through the kitchen behind you. <<He>> rummages in a basket for a fresh set of clothes, then leaves the way <<he>> came. You hear <<him>> climb the stairs. <br><br> <<link [[Next|Farm Stage 6 3]]>><</link>> <br><<effects>> You hear Alex walk through the kitchen behind you, then rummage through the basket in search of a fresh set of clothes. <br><br> You turn, and see <<him>> bent over the basket, clutching <<his>> towel close to <<his>> body. <<if $pronoun is "m">> The fabric is tied low around <<his>> waist, and is barely wide enough to wrap around <<him>>. The waistline is pulled taut, leaving <<his>> entire thigh exposed on the side facing you. You glimpse <<his>> toned ass. <<else>> <<if $NPCList[0].breastsize gte 1>> The fabric is tied low around <<his>> chest, leaving the top of <<his>> <<print $NPCList[0].breastsdesc>> exposed, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass. <<else>> The fabric is tied low around <<his>> chest, almost exposing <<his>> nipples, and is barely wide enough to wrap around <<him>>. The top is pulled taut, leaving the side of <<his>> body facing you exposed. You glimpse <<his>> toned ass. <</if>> <</if>> <br><br> You creep behind <<him>>, grasp the hem, and tear the towel off <<his>> body. <br><br> <<link [[Next|Farm Stage 6 Pull 2]]>><</link>> <br><<effects>> The towel comes away without resistance. "Fuck!" Alex reaches behind to recover it, but you pull it away from <<his>> grasp. <<if $pronoun is "m">> <<He>> half-turns in the process, showing off <<his>> muscled chest and abdomen. <<He>> covers <<his>> groin with a hand before facing you. <<else>> <<He>> half-turns in the process, exposing <<his>> <<print $NPCList[0].breastsdesc>>. <<He>> covers <<his>> chest with one arm, and covers <<his>> groin with the other before facing you. <</if>> <br><br> "F-Fucking perv," <<he>> says, <<his>> face crimson. "Give it back. And turn around." <br><br> <<link [[Return the towel|Farm Stage 6 Pull Return]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Refuse|Farm Stage 6 Pull Refuse]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<npcincr Alex lust 1>><</link>><<llove>><<ldom>><<glust>> <br><<effects>> You cover your eyes and hold out the towel. Alex pulls it from your grasp. <br><br> You turn to the window. You hear Alex continue to rummage in the basket, then walk back through the kitchen. You hear <<him>> climb the staircase. <br><br> <<link [[Next|Farm Stage 6 3]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "B-But you're so hot," you whimper, keeping the towel. <<elseif $speech_attitude is "bratty">> "I prefer you like this," you say with a smirk, keeping the towel. <<else>> "You look pretty good," you say, keeping the towel. <</if>> <br><br> Alex throws an anxious glance out the window, then turns back to the basket. <<He>> rummages with one hand, using the other to cover <<his>> ass. <br><br> <<He>> holds the clothes in front of <<his>> body as <<he>> leaves the kitchen and climbs the stairs. <br><br> <<link [[Next|Farm Stage 6 3]]>><</link>> <br><<set $location to "alex_farm">><<effects>> <<pass 5>> A car pulls into the yard some minutes later, just as Alex arrives at the bottom of the stairs. "That's <<him>>," <<he>> says. "I hope I look okay." <br><br> You leave the farmhouse with Alex. Up ahead, climbing from a car, is an older, thicker version of Alex. <br><br> "Hi <<if $pronoun is "m">>Dad<<else>>Mum<</if>>," Alex says. <br><br> They face each other for an awkward moment, then the <<if $pronoun is "m">>father<<else>>mother<</if>> steps forward, and grasps Alex by the shoulders.<<lcontrol>><<control -10>> <br><br> <<link [[Next|Farm Stage 6 4]]>><</link>> <br><<effects>> They pull away from each other. "Knew you had it in ya," the <<if $pronoun is "m">>father<<else>>mother<</if>> says. <<He>> looks at you over <<his>> <<daughter>>'s shoulder. "You must be the townie. Alex's told me all about you." <br><br> Alex turns. "That's right," <<he>> says, resting a hand on your shoulder. "<<pShes>> great with the animals." <br> <<His>> <<if $pronoun is "m">>father<<else>>mother<</if>> nods. "A farm this size with only two people? Impressive. You need to show me around. First though—" <br> Alex is already walking towards the farmhouse. <<He>> stops at the door. "Tea or coffee?" <br> "You know the answer to that." <br><br> <<link [[Tea|Farm Stage 6 5]]>><<wearProp "tea">><<stress -6>><</link>><<lstress>> <br> <<link [[Coffee|Farm Stage 6 5]]>><<wearProp "coffee">><<tiredness -6>><</link>><<ltiredness>> <br><<set $location to "alex_cottage">><<effects>> You sit at the kitchen table with Alex's <<if $pronoun is "m">>father<<else>>mother<</if>>. <<set _pregObjFetus to getPregnancyObject().fetus || []>> <<if C.npc.Alex.pregnancy.selfKnowledge is true or (C.npc.Alex.pregnancy.pcKnowledge is true and C.npc.Alex.pregnancy.sample isnot true and _pregObjFetus.length is 1 and _pregObjFetus[0].father is "Alex")>> "So, you're the townie <<if talkedAboutPregnancy("Alex","pc")>> who knocked up my little <<print $pronoun is "m" ? "boy" : "girl">>?" <<else>> my little <<print $pronoun is "m" ? "boy" : "girl">> knocked up?" <</if>> <<else>> "Surprised a townie can be so helpful—" <</if>> <br> "<<if $pronoun is "m">>Dad<<else>>Mum<</if>>—" Alex interrupts. <br> "More surprised by how cute you are—" <br> "<<if $pronoun is "m">>Dad!<<else>>Mum!<</if>>" Alex says again, slamming a mug of tea in front of the older <<if $pronoun is "m">>man<<else>>woman<</if>>. <br> "Sorry," <<he>> chuckles. "Thanks for the tea." <br><br> <<link [[Next|Farm Stage 6 6]]>><<handheldon>><</link>> <br><<set $location to "alex_farm">><<effects>> Alex takes <<his>> <<if $pronoun is "m">>father<<else>>mother<</if>> on a tour of the farm, and insists you come along. The older <<if $pronoun is "m">>man<<else>>woman<</if>> stops to examine each animal, and seems pleased with what <<he>> sees. <br><br> Alex beams with pride when you reach the fields. The first three are filled with rows of green potato plants. The last is barren, but clear and ready for planting. <br><br> You return to the farmhouse. "You've done a good job," Alex's <<if $pronoun is "m">>father<<else>>mother<</if>> says. "Keep it up. Sorry I can't get out here more often. You know how it is." <<He>> reaches into <<his>> pocket. "Left my keys in the kitchen. Could you grab them?" <br><br> Alex enters the farmhouse. <br><br> <<link [[Next|Farm Stage 6 7]]>><</link>> <br><<effects>> Now alone, the older <<if $pronoun is "m">>man<<else>>woman<</if>> turns to you. "This is for you," <<he>> says pulling an envelope from <<his>> pocket. <<He>> holds it out. <br><br> "Open it when I'm gone," <<he>> continues. "And don't tell Alex." <br><br> Alex emerges from the farmhouse, and holds out the keys. "Thanks," <<his>> <<if $pronoun is "m">>father<<else>>mother<</if>> says. "I'll give the others your love." <<He>> climbs into the car, and drives away. <br><br> <<link [[Next|Farm Stage 6 8]]>><</link>> <br><<effects>> Alex watches until the car vanishes from view. "I'm glad you were here to meet <<him>>," <<he>> says, turning back to the farm. "Come on. There's work to do. More land to cultivate. Let's make the farm even bigger." <br><br> You nod, but hang back until Alex disappears behind the sty. You open the envelope. There's a wad of cash inside, along with a note. <br><br> <i>"Thanks for looking out for my <<if $pronoun is "m">>son<<else>>daughter<</if>>. Here's a little something for you. Don't give it to Alex. And don't let <<him>> pressure you into anything. <<Hes>> a good <<nnpc_gendery "Alex">>, but dogged.<<if C.npc.Alex.pregnancy.selfKnowledge is true or C.npc.Alex.pregnancy.pcKnowledge is true>> I'm really happy my <<nnpc_gendery "Alex">> is starting to settle down. Thanks for making that happen.<</if>>" </i> <br><br> You count the money. There's <<moneyGain 10000>>. <br><br> <<set $farm.wage to 60>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<set $outside to 0>><<effects>> You enter the brick shed where Alex keeps <<his>> tools. You hear a click behind you as the door shuts. You push it, but it doesn't move. <span class="red">You've been locked in.</span> <br><br> <<endevent>> <<npc Remy>> A face appears at the small window, blocking your view of the yard. It's Remy. <<He>> observes you a moment while tugging on a black glove, then walks away. A couple of <<his>> goons replace <<him>>, jostling for a peek of you. <br><br> <<endevent>><<npc Alex>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <<link [[Warn Alex|Farm Stage 7 Warn]]>><</link>> <br> <<link [[Try to break the door down|Farm Stage 7 Break]]>><</link>> <br><<effects>> "Alex!" you shout. "We're under attack!" You're not sure how well your voice carries. Alex walks into view a moment later, <span class="red">struggling against the grasp of a <<person2>><<person>> and <<person3>><<person>>,</span> one holding each shoulder. They force <<person1>>Alex to <<his>> knees. <br><br> Remy crouches in front of Alex, and holds <<his>> head up by the chin. Remy speaks, but the younger farmer spits on <<nnpc_his "Remy">> face. <br><br> Remy responds with a backhanded strike. You hear the thwack from here, but Alex remains defiant. <br><br> <<link [[Next|Farm Stage 7 2]]>><</link>> <br><<effects>> You shove your weight against the wooden door. It budges, but remains firm. You're backing away to get a bigger run up when you see movement through the window. Alex <span class="red">struggles against the grasp of a <<person2>><<person>> and <<person3>><<person>>,</span> one grasping each shoulder. They push <<person1>><<him>> in front of Remy, and force <<him>> to <<his>> knees. <br><br> Remy crouches in front of Alex, and holds <<his>> head up by the chin. Remy speaks, but the younger farmer spits on <<nnpc_his "Remy">> face. <br><br> Remy responds with a backhanded strike. You hear the thwack from here, but Alex remains defiant. <br><br> <<link [[Next|Farm Stage 7 2]]>><</link>> <br><<effects>> Remy mounts <<nnpc_his Remy>> steed and spurs away as <<nnpc_his Remy>> goons close in on Alex. The young farmer manages to wrest an arm free, and smacks one of <<his>> assailants in the face. The blow sends the <<person2>><<person>> reeling, but the other thugs don't seem concerned. <br><br> The <<person3>><<person>> grasps Alex from behind. <br><br> <i>Alex won't be able to fight them off alone. You need to get the door down. You could also distract the goons to give Alex some breathing space.</i> <br><br> <<farm_fight_init>> <<farm_fight_options>><<effects>><<handheldon>> <<switch $farm_fight.action>> <<case "breasts" "chest">> <<set $farm_fight.distraction to 2>> You walk up to the window, <<if $worn.over_upper.type.includes("naked") and $worn.upper.type.includes ("naked") and $worn.under_upper.type.includes("naked")>> <span class="lewd">and flaunt your <<breasts>>.</span> <<else>> <span class="lewd">and expose your <<breasts>>.</span> <</if>> You tap on the glass for good measure, but thugs are already turning away from Alex. <<incgbreastinsecurity>> <br><br> <<if $farm_fight.stage gte 5>> <span class="green">Alex struggles free from the <<person6>><<persons>> grasp,</span> and puts some distance between <<nnpc_himself "Alex">> and the ogling thugs. <br><br> <<else>> <span class="green">They're too busy ogling to notice Alex gain distance, and ready <<person1>><<himself>> for more violence.</span> <</if>> <<case "bottom">> <<set $farm_fight.distraction to 2>> You climb a crate in front of the window, <<if $worn.over_lower.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> <span class="lewd">and stick your <<bottom>> out.</span> <<else>> <span class="lewd">and expose your <<bottom>>.</span> <</if>> That gets the thugs' attention. <br><br> <<if $farm_fight.stage gte 5>> <span class="green">Alex struggles free from the <<person6>><<persons>> grasp,</span> and puts some distance between <<nnpc_himself "Alex">> and the ogling thugs. <br><br> <<else>> <span class="green">They're too busy ogling to notice Alex gain distance, and ready <<person1>><<himself>> for more violence.</span> <</if>> <<case "penis" "vagina">> <<set $farm_fight.distraction to 2>> You climb a crate in front of the window. <<if $worn.over_lower.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> <span class="lewd">You flaunt your <<genitals>>.</span> <<else>> <span class="lewd">You expose your <<genitals>>.</span> <</if>> The thugs drop everything to ogle. <<if $player.penisExist>> <<if $player.penissize gte 3>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<else>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <</if>> <</if>> <br><br> <<if $farm_fight.stage gte 5>> <span class="green">Alex struggles free from the <<person6>><<persons>> grasp,</span> and puts some distance between <<nnpc_himself "Alex">> and the ogling thugs. <br><br> <<else>> <span class="green">They're too busy ogling to notice Alex gain distance, readying <<person1>><<himself>> for more violence.</span> <</if>> <<case "hammer">> <<wearProp "hammer" 0 "basic">> <<physiquedifficulty 5000 15000 no_text>> <<if $physiqueSuccess is 1>> You bash the door with the hammer. <span class="green">Each blow bites into the wood.</span> <<set $farm_fight.door -= 2>> <br><br> <<else>> You bash the door with the hammer. <span class="red">Your blows bounce off without much impact.</span> <br><br> <<set $farm_fight.door -= 1>> <</if>> <<set $farm_fight.weapon to "hammer">> <<case "unscrew">> <<wearProp "screwdriver">> It's hard to keep your hands steady with the assault happening outside, but you manage to remove one of the screws. <br><br> <<set $farm_fight.weapon to "screwdriver">> <<set $farm_fight.screws -= 1>> <<case "science">> <<wearProp "chainsaw">> <<if currentSkillValue('science') gte random(1, 700)>> You search the chainsaw, and find a screwable cap. You open it. The interior is empty. <span class="green">The chainsaw needs fuel.</span> <br><br> <<set $farm_fight.chainsaw to 1>> <<else>> You try the cord again. Nothing happens. Perhaps you're pulling it wrong? You look around the machine, careful to stay away from the blade, <span class="red">but see nothing wrong.</span> <br><br> <</if>> <<case "refuel">> You pour the petrol into the chainsaw, and replace the cap. <<set $farm_fight.chainsaw to 2>> <br><br> <<case "chainsaw">> <<wearProp "chainsaw">> You pull the cord, and the chainsaw revs. You pull it a second time, and the teeth roar into life. The <<person2>><<person>> throws a worried glance at the shed. <br><br> You shut your eyes as you assault the door. You reduce the wood to a pile of splinters and ruined planks. <br><br> <<set $farm_fight.weapon to "chainsaw">> <<set $farm_fight.door to 0>> <<case "bash">> <<physiquedifficulty 10000 20000 no_text>> <<if $physiqueSuccess is 1>> You bash the door with your fists. <span class="green">You feel the wood crack under your assault.</span> <br><br> <<set $farm_fight.door -= 2>> <<else>> You bash the door with your fists. <span class="red">It rattles with each strike, but doesn't feel any weaker.</span> <br><br> <<set $farm_fight.door -= 1>> <</if>> <<set $farm_fight.weapon to "fists">> <</switch>> <<set $farm_fight.action to 0>> <<if $farm_fight.screws lte 0>> The last screw rattles against the floor, and the door swings open, only the locked hatch keeping it held to frame. <span class="red">The smell of smoke greets you.</span> <br><br> <<link [[Next|Farm Fight End]]>><<handheldon>><</link>> <br> <<elseif $farm_fight.door lte 0>> <<if $farm_fight.weapon is "chainsaw">> You kick the remaining wood apart, and step through. <<elseif $farm_fight.weapon is "hammer">> With a final smash, you knock out one of the panes. You reach through, unlock the hatch, and kick the door open. <span class="red">The smell of smoke greets you.</span> <<else>> With a final smash, your fist breaks right through the wood. You feel around for the hatch, unlock it, and kick the door open. <span class="red">The smell of smoke greets you.</span> <</if>> <br><br> <<link [[Next|Farm Fight End]]>><</link>> <br> <<else>> <<farm_fight_alex>> <br><br> <<farm_fight_door>> <br><br> <<farm_fight_options>> <</if>><<effects>> You look around the shed for anything that could help. <br><br> <<if $farm_fight.shelf isnot 1>> <<link [[Search the shelves|Farm Fight Search Shelf]]>><<set $farm_fight.shelf to 1>><</link>> <br> <</if>> <<if $farm_fight.toolbox isnot 1>> <<link [[Search the toolbox|Farm Fight Search Toolbox]]>><<set $farm_fight.toolbox to 1>><</link>> <br> <</if>> <<if $farm_fight.cupboard isnot 1>> <<link [[Search the cupboard|Farm Fight Search Cupboard]]>><<set $farm_fight.cupboard to 1>><</link>> <br> <</if>> <<if $farm_fight.rakes isnot 1>> <<link [[Search the rakes|Farm Fight Search Rakes]]>><<set $farm_fight.rakes to 1>><</link>> <br> <</if>> <<if $farm_fight.sheet isnot 1>> <<link [[Search the sheet-covered object|Farm Fight Search Sheet]]>><<set $farm_fight.sheet to 1>><</link>> <br> <</if>><<effects>> You scan the shelves. There are small bags of seeds, and a trowel <span class="pink">that's too rusty to be any use.</span> <br><br> <<link [[Next|Farm Fight]]>><</link>> <br><<effects>><<wearProp "toolbox">> You flip open the toolbox. It's well stocked, but two items draw your attention. <span class="green">A large hammer, and a screwdriver.</span> You could bash the door down with the hammer. You could also remove the door's screws and open it that way. <br><br> <<link [[Next|Farm Fight]]>><</link>> <br><<effects>> You throw open the cupboard. You shut your eyes as a cloud of dust greets you. You peer into the dark interior. Sacks of something heavy. It feels like sand. <span class="green">There's also a can of petrol.</span> Burning the door would be unwise, but perhaps the fuel has some other use. <br><br> <<link [[Next|Farm Fight]]>><</link>> <br><<effects>> You search the stack of rakes propped up in the corner. The rakes themselves are of little use for bashing the door down, but you wonder if there's anything else hidden among them. <span class="pink">There isn't.</span> <br><br> <<link [[Next|Farm Fight]]>><</link>> <br><<effects>><<wearProp "chainsaw">> An object leans against the wall, hidden beneath a sheet. You remove the fabric, <span class="green">revealing a chainsaw.</span> <br><br> You tug the cord, but nothing happens. <br><br> <<link [[Next|Farm Fight]]>><</link>> <br><<set $outside to 0>><<effects>> <<person1>> <<if $farm_fight.weapon is "chainsaw">> <<if $farm_fight.stage gte 9>> The thugs back away from you, and from Alex, though <<he>> remains on the ground. <<else>> The thugs back away from you, and from Alex. <</if>> They stare at the roaring chainsaw in your hands, afraid to get any closer. <br><br> "Sh-shit," the <<person2>><<person>> cries. "Where the fuck did <<pshe>> get that?" <br> "Easy there <<girl>>," the <<person3>><<person>> says. <<He>> sounds calmer, and takes a step closer. "Put the toy down." <br><br> <<elseif $farm_fight.weapon is "hammer">> <<if $farm_fight.stage gte 9>> The thugs turn to face you, leaving Alex where <<he>> lay. <<else>> The thugs turn to face you, letting Alex get some distance. <</if>> They step closer, though throw wary glances at your hammer. <br><br> "The <<girl>>'s found <<pherself>> a toy," the <<person2>><<person>> says. <br> "Put it down," the <<person3>><<person>> adds, stepping closer. "And we'll go easy on ya." <br><br> <<elseif $farm_fight.weapon is "screwdriver">> <<if $farm_fight.stage gte 9>> The thugs turn to face you, leaving Alex where <<he>> lay. <<else>> The thugs turn to face you, letting Alex get some distance. <</if>> They step closer, and seem unconcerned about the screwdriver in your hand. <br><br> "Clever clogs here got out of <<pher>> cage," the <<person2>><<person>> says. <br> "<<pShe>>'ll soon regret it," the <<person3>><<person>> adds, closing in. <br><br> <<else>> <<if $farm_fight.stage gte 9>> The thugs turn to face you, leaving Alex where <<he>> lay. <<else>> The thugs turn to face you, letting Alex get some distance. <</if>> They walk closer. <br><br> "The <<girl>> is a tenacious sort," the <<person2>><<person>> says. "Maybe Remy could put <<phim>> to work." <br> "Nah," the <<person3>><<person>> adds, closing in. "This one won't be able to walk once we're done with <<phim>>." <br><br> <</if>> <span class="red">"Enough,"</span> says a familiar voice to your left. The thugs freeze, their attention snapping to the newcomer. You freeze as well. It's Bailey. <br><br> <<link [[Next|Farm Fight End 2]]>><</link>> <br><<effects>> "The <<girl>>'s mine," Bailey continues. "You're done here." The thugs don't argue. They walk down the track leading away from the farm. <br><br> <<if $farm_fight.stage gte 9>> <span class="pink">Alex remains on the ground.</span> <br><br> <<link [[Rush to Alex|Farm Fight End Rush]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Confront Bailey|Farm Fight End Confront]]>><</link>> <br> <<link [[Threaten Bailey|Farm Fight End Threaten]]>><</link>> <br> <<else>> Alex rushes over, and rests a hand on your shoulders. "Thank you," <<person1>><<he>> pants. "I don't know how far they'd have gone." <<He>> turns to Bailey. "Thanks to you as well, stranger." <br><br> Bailey stares at Alex. "No problem," <<nnpc_he Bailey>> says. "I came to check on my ward." <br><br> Alex looks shocked. "I-I can put the kettle on if—" <br><br> Bailey shakes <<nnpc_his Bailey>> head. "I'm leaving." <<nnpc_He Bailey>> turns back to you. <span class="red">"I'll be visiting."</span> <<nnpc_He Bailey>> strides away. <br><br> "That smell," Alex says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!" <br><br> <<link [[Next|Farm Fight End 3]]>><</link>> <br> <</if>><<effects>> You rush to Alex's side. <<person1>><<Hes>> conscious. <<He>> winces as you help <<him>> to <<his>> feet. <br><br> "Thank you," Alex says, leaning against you. <<He>> looks at Bailey. "And thanks to you as well, stranger." <br><br> Bailey stares at Alex. "No problem," <<nnpc_he Bailey>> says. "I came to check on my ward." <br><br> Alex looks shocked. "I-I can put the kettle on if—" <br><br> Bailey shakes <<nnpc_his Bailey>> head. "I'm leaving." <<nnpc_He Bailey>> turns back to you. <span class="red">"I'll be visiting."</span> <<nnpc_He Bailey>> strides away. <br><br> Alex clutches <<his>> side. "That smell," <<he>> says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!" <br><br> <<link [[Next|Farm Fight End 3]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Wh-why have you come?" you ask. <<elseif $speech_attitude is "bratty">> "What the fuck are you doing here?" you ask. <<else>> "What do you want?" you ask. <</if>> <br><br> "I came to check on my ward," Bailey says. "Your friend needs help. <span class="red">I'll be visiting.</span>" <<nnpc_He Bailey>> strides away. <br><br> <<person1>> You check on Alex. <<Hes>> conscious. <<He>> winces as you help <<him>> to <<his>> feet. "That smell," <<he>> says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!" <br><br> <<link [[Next|Farm Fight End 3]]>><</link>> <br><<effects>> <<if $farm_fight.weapon is "hammer">> You glare at Bailey as you hold up your hammer, ready to strike. <<elseif $farm_fight.weapon is "screwdriver">> You hold the screwdriver like a dagger, and glare at Bailey. <<elseif $farm_fight.weapon is "chainsaw">> You point the whirring chainsaw at Bailey. <<else>> You glare at Bailey. <</if>> <<if $speech_attitude is "meek">> "I-I'm not gonna let you bully me," you say. <<elseif $speech_attitude is "bratty">> "Leave," you say. "Now." <<else>> "I'm not gonna let you bully me," you say. <</if>> <br><br> <<if $farm_fight.weapon isnot "fists">> Bailey glances at your weapon. "I came to check on you," <<nnpc_he Bailey>> says. If <<nnpc_hes Bailey>> perturbed, <<nnpc_he Bailey>> hides it. <span class="red">"I'll be visiting."</span> <<nnpc_He Bailey>> strides away. <<else>> "I came to check on you," Bailey says. <span class="red">"I'll be visiting."</span> <<nnpc_He Bailey>> strides away. <</if>> <br><br> <<person1>> You check on Alex. <<Hes>> conscious. <<He>> winces as you help <<him>> to <<his>> feet. "That smell," <<he>> says, looking over the shed roof. <span class="red">A plume of smoke rises from not so far away.</span> "The fields. We have to check the fields!" <br><br> <<link [[Next|Farm Fight End 3]]>><</link>> <br><<set $outside to 0>><<effects>> <<pass 5>><<handheldon>> The smell worsens. <<person1>> <<if $farm_fight.stage gte 9>> Alex limps alongside you, leaning on one arm. You reach the top of a ridge, and see the fields beyond. <span class="red">Charred black.</span> Small fires still burn at the edges. Alex falls to <<his>> knees, and buries <<his>> face in <<his>> palms. <<else>> Alex runs ahead. You find <<him>> kneeling at the edge of the field, <<his>> face buried in <<his>> palms. <span class="red">The field beyond is charred black.</span> Small fires still burn at the edges. <</if>> <br><br> "M-my potatoes," Alex says. <<His>> voice cracks. "My <<sister_npc>> was right. I can't do this." <br><br> The crop might be gone, but the field itself should still be usable. Sand rings the edge, stopping the fire spreading any further. The saboteurs were careful to limit the damage. <br><br> <<link [[Encourage|Farm Fight End Rational]]>><</link>> <br> <<link [[Offer a cup of tea|Farm Fight End Tea]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you can grow more potatoes," you say. "They don't want to damage the farm. They want to hurt you." <<elseif $speech_attitude is "bratty">> "So it's a bad crop," you say. "Grow more. Next time we'll be ready." <<else>> "You can grow more potatoes," you say. "This is a setback. We'll be ready for them next time." <</if>> <br><br> Alex leans against the fence as <<he>> climbs to <<his>> feet. <<He>> doesn't face you. "I don't want you to see me like this," <<he>> says. "I'm sorry. Let's go to the cottage." <br><br> <<link [[Next|Farm Fight End 4]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "C-can I make you a cup of tea?" you ask. <<elseif $speech_attitude is "bratty">> "Let's go inside," you say. "I'll put the kettle on." <<else>> "Let me make you a cup of tea," you say. <</if>> <br><br> Alex laughs. "That's what I need," <<he>> says. <<He>> leans against the fence as <<he>> climbs to <<his>> feet. <<He>> doesn't face you. "I don't want you to see me like this," <<he>> says. "I'm sorry. Let's go to the cottage." <br><br> <<link [[Next|Farm Fight End 4]]>><</link>> <br><<set $location to "alex_cottage">><<set $outside to 0>><<effects>><<wearProp "tea">> <<if $farm_fight.stage gte 9>> Alex sits at the kitchen table, nursing <<his>> injuries while you make <<him>> a cup of tea. <<else>> Alex sits at the kitchen table while you make <<him>> a cup of tea. <</if>> You place the cup on the table. <<He>> warms <<his>> hands against it, and stares into the fluid. <<He>> takes a long sip. <br><br> "That <<nnpc_gender "Bailey">>," <<he>> says. "That was Bailey, the orphanage caretaker?" You nod. Alex shakes <<his>> head. "I shouldn't be surprised Remy deals with that sort."<br><br> <<link [[Ask what Alex knows of Bailey|Farm Fight End Ask]]>><<handheldon>><</link>> <br> <<link [[Apologise|Farm Fight End Apologise]]>><<handheldon>><<sub 1>><</link>> <br> <<link [[Suggest teaming up|Farm Fight End Suggest]]>><<handheldon>><<def 1>><</link>> <br><<effects>> "Not much," Alex says. "Just the rumours. Given what <<nnpc_he Bailey>> did today, some might be true." <br><br> <<link [[Apologise|Farm Fight End Apologise]]>><<sub 1>><</link>> <br> <<link [[Suggest teaming up|Farm Fight End Suggest]]>><<def 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-It's all my fault," you say. "Bailey only came because—" <<elseif $speech_attitude is "bratty">> "I was careless," you say. "Bailey came for—" <<else>> "I'm sorry," you say. "Bailey came for—" <</if>> <br><br> "No!" Alex slams <<his>> mug onto the table. "This isn't your fault. That thug has no right to threaten you. If not for you, I'd still be struggling with a single field." <br><br> "I've decided," <<he>> continues. <span class="gold">"I want to share control of the farm with you."</span> <br><br> <<link [[Thank|Farm Fight End Accept]]>><</link>> <br> <<link [[Protest|Farm Fight End Refuse]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'd feel safer taking on Bailey and Remy beside you," you say. <<elseif $speech_attitude is "bratty">> "If Bailey and Remy are joining forces," you say, "we should too." <<else>> "We should help each other," you say. <</if>> <br><br> Alex nods. "You're right," <<he>> says. "I'm much stronger with you around. <span class="gold">I want to share control of the farm with you.</span>" <br><br> <<link [[Thank|Farm Fight End Accept]]>><</link>> <br> <<link [[Protest|Farm Fight End Refuse]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Th-thank you," you say. "I'll do my best." <<elseif $speech_attitude is "bratty">> "Nice," you say. "I'm moving up in the world." <<else>> "Thank you," you say. "I won't let you down." <</if>> <br><br> "You've earned it," Alex says. "It's not a big cottage, <span class="gold">but there should be room for you to stay here as well.</span>" <br><br> Alex hesitates. "Could you handle the fields from now on? I don't"—<<he>> finishes <<his>> tea—"I don't want to look at them. I can't." <br><br> <span class="red">Remy will attack in force 30 days from now, and attempt to burn the fields again.</span> <br> <span class="blue">Alex will defend the farm alone, but is more likely to succeed with your help.</span> <br><br> <<set $farm_attack_timer to 30>> <<fields_init>> <<set $farm_fields_intro to 1>> <<farm_stock_init>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Th-that's too much responsibility," you protest. <<elseif $speech_attitude is "bratty">> "This farm's enough work as is," you say. <<else>> "That's a lot of work," you say. "I'm not sure I could handle it." <</if>> <br><br> "I understand," Alex says. "The offer's open. It's not a big cottage, <span class="gold">but there should be room for you to stay here as well.</span> Would make your commute less of a hassle. I need someone to handle the fields, at least. I don't"—<<he>> finishes <<his>> tea—"I don't want to look at them. I can't." <br><br> <span class="red">Remy will attack in force 30 days from now, and attempt to burn the fields again.</span> <br> <span class="blue">Alex will defend the farm alone, but is more likely to succeed with your help.</span> <br><br> <<set $farm_attack_timer to 30>> <<fields_init>> <<set $farm_fields_intro to 1>> <<farm_stock_init>> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <br><<set $outside to 0>><<effects>> You are inside the shed with the shower. <br><br> <<if pcAreArmsBound("both")>> <<set _clothed = ![V.worn.upper.name, V.worn.lower.name, V.worn.under_upper.name, V.worn.under_lower.name, V.worn.over_upper.name, V.worn.over_lower.name].every(x => x == 'naked')>> <<bathroomicon "shower">><<link [["Have a shower " + (_clothed ? " in clothes " : "") + "(0:30)"->Farm Shower]]>><<water>><<pass 30>><<stress -6>><<set $hygiene to 0>><</link>><<lstress>> <<else>> <<bathroomicon "shower">><<link [[Have a shower (0:30)->Farm Shower]]>><<strip>><<pass 30>><<stress -6>><<set $hygiene to 0>><</link>><<lstress>> <br> <<bathroomicon "toothbrush">><<link [[Brush teeth (0:05)|Bathroom Brush]]>><<pass 5>><<set $bathroomExit to "Farm Shed">><</link>> <</if>> <br> <!-- Check if there's any hair--> <<if $settings.pubicHairEnabled and ($pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2)>> <<bathroomicon "shave">><<link [[Groom pubic hair->Farm Shave]]>><</link>> <br> <</if>> <<pregnancyTest "Farm Shed">> <br> <<getouticon>><<link [[Leave (0:01)|Farm Work]]>><<endevent>><<pass 1>><</link>> <br><<effects>> <<dontHideForNow>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, and you find it difficult to do anything about your pubes this way. <br> <<link [[Back->Bathroom]]>><<dontHideRevert>><</link>> <<exit>> <</if>> <<shavestrip>> <<wearProp "razor">> You take off your clothes and look at your <<genitals>>. <br><br> <<if playerChastity("hidden")>> The belt fits snug against your body and it seems that reaching pubes with a razor is almost impossible. <br><br> <<link [[Dress up|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>> <br> <</if>> <<if playerChastity("cage")>> Your penis is <<if $worn.genitals.name is "chastity parasite">>sealed inside the parasite<<else>>locked inside the cage<</if>>. Shaving around it will be a bit more tricky, but that's not a big deal. <br><br> <</if>> <<if $pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2>> <<shavestyleicon 'clean'>><<link [[Shave clean (0:15)|Farm shave clean]]>><<pass 15>><<arousal 100>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<set $pbstrip to 0>><<set $makeup.pbcolour to 0>><</link>> <br> <</if>> <<if $pblevel gte 5 or $pbstrip gte 2 or ($pbstrip is 1 and $pblevel gte 2)>> <<shavestyleicon 'strip'>><<link [[Form a landing strip (0:15)|Farm shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat landing strip">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 1>><</link>> <br> <</if>> <<if $pblevel gte 5 or $pbstrip gte 3 or ($pbstrip gte 2 and $pblevel gte 2)>> <<shavestyleicon 'heart'>><<link [[Form a heart (0:15)|Farm shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "cute heart shape">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 2>><</link>> <br> <</if>> <<if $pblevel gte 5 or $pbstrip gte 4 or ($pbstrip gte 3 and $pblevel gte 2)>> <<shavestyleicon 'triangle'>><<link [[Form a triangle (0:15)|Farm shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat triangle">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 3>><</link>> <br> <</if>> <<if $player.ballsExist is true>> <<if $pblevel gte 2 or $pbstrip gte 1>> <<shavestyleicon 'clean'>><<link [[Shave only pubis (0:10)|Farm shave pubis]]>><<pass 10>><<arousal 50>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 0>><<if $pblevelballs is 0>><<set $makeup.pbcolour to 0>><</if>><</link>> <br> <</if>> <<if $pblevelballs gte 3>> <<shavestyleicon 'balls'>><<link [[Shave only balls (0:05)|Farm shave balls]]>><<pass 5>><<arousal 50>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<if $pblevel is 0 and $pbstrip is 0>><<set $makeup.pbcolour to 0>><</if>><</link>> <br> <</if>> <</if>> <<if $pblevel gt 5 or $pblevelballs gt 5>> <<shavestyleicon 'trim'>><<link [[Trim short (0:10)|Farm shave trim]]>><<pass 10>><<arousal 100>> <<if $pblevel gte 5>> <<set $pblevel to 5>><<set $pbgrowth to 7>><<set $pbstrip to 0>> <</if>> <<if $pblevelballs gte 5>> <<set $pblevelballs to 5>><<set $pbgrowthballs to 10>> <</if>> <</link>> <br> <</if>> <<if !playerChastity("hidden")>> <<cosmeticsicon "dyes">><<link [[Dye pubic hair|Farm Dye]]>><</link>><br> <</if>> <<refuseicon>><<link [[Don't shave anything|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream, a razor, and lean against the wall. <br> You spread your legs, and start carefully shaving your pubes. After a few minutes, you're done and your <<genitals_are 2>> now smooth and clean. <br><br> <<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream, a razor, and lean against the wall. <br> You spread your legs, and start carefully shaving hair. After a few minutes, you're done and your pubis is now smooth and clean. <br><br> <<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream, a razor, and lean against the wall. <br> You spread your legs, and start carefully shaving your balls. After a few minutes, you're done and your testicles are now smooth and clean. <br><br> <<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream, a razor, and lean against the wall. <br> You spread your legs, and start carefully shaving your pubes. After a few minutes, you're done and your <<genitals_are 2>> now smooth and clean with a <<print $pbstripName>> adorning your pubis. <br><br> <<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>><<wearProp "scissors">> You pick up a comb with scissors, and lean against the wall. <br> You spread your legs, and start carefully trimming your pubes. After a few minutes, you're done and the hair around your <<genitals 2>> is now neatly trimmed. <br><br> <<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> <<set _ownedColours = $makeup.owned.hairdye.filter(x => x.count > 0)>> <<if _ownedColours.length == 0>> You don't own any hair dyes. Maybe you should visit a cosmetics shop to buy some. <br> <<else>> <<wearProp "hairdye">> What colour will it be?<br> <<set _choice = _ownedColours[0].colour>> <<for _i, _item range _ownedColours>> <label><span class="grey-shadow"><span @class="'hair-' + _item.colour.replace(/ /g, '-')"><span class="colour-hair"><span style="color:#FD6064;"><<hairmapcolourtext _item.colour>></span></span></span></span>&nbsp;<<print '<<radiobutton "_choice" "'+_item.colour+'" ' + (_choice is _item.colour ? "checked" : "") + '>>'>></label> &nbsp;x&nbsp;_item.count | <</for>> <br><br> <<link [[Dye pubic hair using selected colour (0:30)|Farm dye pubic hair Finish]]>><<pass 30>><<set $makeup.owned.hairdye.find(x => x.colour == _choice).count -= 1>><<set $makeup.pbcolour = _choice>><</link>> <</if>> <br> <<link [[Back|Farm Shave]]>><</link>><<effects>> You treat your most sensitive parts with petroleum jelly and then prepare the hair dye. Using a small brush you carefully apply chemicals to your pubes and wait for them to soak in. <<arousal 100>> <br><br> After several minutes, you rinse your private area with water and behold your <<genitals 2>> with <<hairmapcolourtext $makeup.pbcolour>> pubic hair. <br><br> <<link [[Next|Farm Shed]]>><<clotheson>><<dontHideRevert>><</link>><<set $outside to 0>><<effects>> <<strip>><<wearProp "soap">> You remove your clothes, and wash until you're squeaky clean.<<wash>> <br><br> <<if Weather.wetness > 0.5>> Your clothes are drenched. Water drips from you onto the floor. <<else>> Your skin is still damp. <</if>> <br><br> <<if dangerEvent(0.5) and Time.dayState isnot "night">> <<npc Alex>><<person1>> <<set $genderknown.pushUnique("Alex")>> <<if random(1, 2) is 2>> You hear the door creak open, and light streams in. <<covered>> It's Alex. <<He>> looks away, but <<his>> eyes flit back to you, stealing glances.<<gstress>><<stress 6>> <br><br> "S-sorry," <<he>> says. "Didn't know you were in here." <br><br> <<link [[Scream|Farm Shower Scream]]>><<npcincr Alex love -1>><<stress -6>><</link>><<llove>><<lstress>> <br> <<link [[Ask Alex to leave|Farm Shower Leave]]>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Let Alex watch (0:05)|Farm Shower Watch]]>><<npcincr Alex lust 5>><<pass 5>><</link>><<exhibitionist4>><<glust>> <br> <</if>> <<else>> You hear the door creak open, and light streams in. <<covered>> It's Alex. <<He>> looks away, but <<his>> eyes flit back to you, stealing glances.<<gstress>><<stress 6>> <br><br> <<He>> shuts the door after a moment, restoring your privacy. <<if $player.penisExist and ($player.penissize lte 1 or $player.penissize is 4) and random(0,9) gte 6 and !playerChastity()>> <<if $player.penissize lte 1>> "So <<EZsmall>>," <<he>> mutters after closing it. You look down at your <<penis>> and flush in embarrassment. <<elseif $player.penissize is 4>> "So <<EZbig>>," <<he>> mutters after closing it. You look down at your <<penis>> and flush in embarrassment. <</if>> <<incgpenisinsecurity>> <</if>> <br><br> <<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>> <br> <</if>> <<else>> <<skinicon "masturbate">><<link [[Masturbate|Farm Shower Masturbation]]>><<handheldruined true true>><<set $masturbationstart to 1>><</link>> <br> <<getouticon>><<link [[Leave|Farm Work]]>><<clotheson>><</link>> <br> <</if>><<effects>> You scream. Alex slams the door in a panic. "S-sorry," <<he>> shouts. Hurried footsteps lead away from the shed. <br><br> <<tearful>> you grab your clothes. <br><br> <<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "D-don't look," you say. "Please leave." <<elseif $speech_attitude is "bratty">> "Leave," you say. "Pervert." <<else>> "Please leave," you say. <</if>> <br><br> <<if C.npc.Alex.dom gte 20>> Alex hesitates, then steps forward and closes the door behind <<him>>. "You sure?" <<he>> says, pushing you against the wall. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Farm Shower Sex]]>><<handheldruined true true>><<set $sexstart to 1>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<gdom>><<glove>> <<else>> <<insufficientStat "promiscuity" "to accept">> <</if>> <br> <<link [[Shove|Farm Shower Shove]]>><<handheldruined true true>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>> <br> <<else>> Alex hesitates, then shuts the door. You cross the shed to dry yourself. <br><br> <<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity2>> <</if>> <<effects>> Water cascades down your bodies. <br><br> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Shower Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Shower Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> leans against the shed wall, and pants. "I couldn't resist," <<he>> says. "Seeing you all soapy like that." <<He>> leaves the shed.<<glove>><<llllust>><<npcincr Alex lust -10>><<npcincr Alex love 1>> <br><br> <<tearful>> you turn off the shower. <br><br> <<endcombat>> <<link [[Next|Farm Work]]>><<clotheson>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove Alex. <<He>> falls against the shed wall, then crumples to <<his>> feet. "Sorry," <<he>> says as <<he>> rises. "I misread you." <<He>> leaves the shed. <br><br> <<tearful>> you turn off the shower. <br><br> <<endcombat>> <<link [[Next|Farm Work]]>><<clotheson>><</link>> <<else>> Alex throws up <<his>> hands. "Sorry," <<he>> says. "I misread you." <<He>> leaves the shed.<<llove>><<npcincr Alex love -1>> <br><br> <<tearful>> you turn off the shower. <br><br> <<endcombat>> <<link [[Next|Farm Work]]>><<clotheson>><</link>> <</if>> <<wash>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity2>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Shower Masturbation Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Shower Masturbation Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> leans against the shed wall, and pants. "I couldn't resist," <<he>> says. "Watching you masturbating like that." <<He>> leaves the shed.<<glove>><<llllust>><<npcincr Alex lust -10>><<npcincr Alex love 1>> <br><br> <<tearful>> you turn off the shower. <br><br> <<endcombat>> <<link [[Next|Farm Work]]>><<clotheson>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove Alex. <<He>> falls against the shed wall, then crumples to <<his>> feet. "Sorry," <<he>> says as <<he>> rises. "I misread you." <<He>> leaves the shed. <br><br> <<tearful>> you clean yourself up. <br><br> <<endcombat>> <<link [[Next|Farm Work]]>><<clotheson>><</link>> <<else>> Alex throws up <<his>> hands. "Sorry," <<he>> says. "I misread you." <<He>> leaves the shed.<<llove>><<npcincr Alex love -1>> <br><br> <<tearful>> you clean yourself up. <br><br> <<endcombat>> <<link [[Next|Farm Work]]>><<clotheson>><</link>> <</if>> <<wash>><<effects>> You shove Alex away from you, and <<he>> stumbles to the ground. "Sorry," <<he>> says, climbing to <<his>> feet. "I misread you." <<He>> shuts the door behind <<him>>. <br><br> <<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>> <br><<effects>> You continue to wash your body, taking your time. You turn to show Alex a different angle. <<exhibitionism4>> <<He>> stares with an embarrassed longing. <br><br> <<link [[Invite to wash you|Farm Shower Invite]]>><<handheldruined true true>><<npcincr Alex lust 5>><</link>><<exhibitionist4>><<gglust>> <br> <<link [[Finish|Farm Shower Finish]]>><<handheldruined true true>><</link>> <br><<effects>><<wearProp "sponge">> <<if $speech_attitude is "meek">> "W-would you like to wash me?" you ask Alex, holding out a sponge. "There are bits I can't reach." <<elseif $speech_attitude is "bratty">> "Make yourself useful," you say, chucking a sponge at Alex. <<else>> "Could you wash me?" you ask Alex, holding out a sponge. "There are bits I can't reach." <</if>> <<exhibitionism4>> Alex tries to respond, but can't form the words. <<He>> closes the shed door behind <<him>>. <br><br> <<He>> stands apart, so <<his>> clothes don't get too wet, and runs the sponge up and down your back. It feels nice. You shiver. <br><br> <<if C.npc.Alex.lust gte 10>> Without prompting, <<he>> steps forward and clamps a hand over your chest, <<his>> concern about getting wet forgotten. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Farm Shower Sex]]>><<handheldruined true true>><<set $sexstart to 1>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<promiscuous2>><<gdom>><<glove>> <br> <</if>> <<link [[Shove|Farm Shower Shove]]>><<handheldruined true true>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>> <br> <<else>> You turn, and let <<him>> wash the front of your body as well. You're clean already, but it feels too good to pass up. <<He>> stops breathing as the sponge passes over your <<genitals>><<ggarousal>><<arousal 1200>> <br><br> <<if $arousal gte $arousalmax>> Your body shakes. <<orgasm>> Rather than surprised, Alex is emboldened by your orgasm. "You're such a pervert," <<he>> says, pulling your body against <<hers>>. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Farm Shower Sex]]>><<handheldruined true true>><<set $sexstart to 1>><<npcincr Alex dom 1>><<npcincr Alex love 1>><</link>><<promiscuous2>><<gdom>><<glove>> <br> <</if>> <<link [[Shove|Farm Shower Shove]]>><<handheldruined true true>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>> <br> <<else>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Farm Shower Seduce]]>><<handheldruined true true>><<npcincr Alex love 1>><</link>><<promiscuous2>><<glove>> <br> <</if>> <<link [[Finish|Farm Shower Finish]]>><<handheldruined true true>><</link>> <br> <</if>> <<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>> <br> <</if>><<effects>> You embrace Alex, pulling <<him>> under the running water. <<He>> no longer cares about getting wet. <<promiscuity2>> <<link [[Next|Farm Shower Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> You turn off the shower, and cross the room to dry yourself. Alex's eyes follow until you wrap a towel around your body. Blushing, <<he>> shuts the door. <br><br> <<link [[Next|Farm Work]]>><<clotheson>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Wh-who was that?" you ask. "Is everything okay?" <<elseif $speech_attitude is "bratty">> "What was that about?" you ask. "Should I worry?" <<else>> "Anything to worry about?" you ask. <</if>> <br><br> <<person1>> Alex shakes <<his>> head. "I'm looking into security options. Was thinking about a taller perimeter wall, but that <<person2>><<if $pronoun is "f">>lady<<else>>fellow<</if>> sold me on a watchtower. Or <<he>> would have. It's expensive." <br><br> <<person1>> Alex takes a swig from an unmarked bottle. "We'd need help manning it too," <<he>> continues. "The details are on my desk if you want a look. I trust you with the money." <br><br> <span class="gold">You can now buy further upgrades for the farm from Alex's bedroom.</span> <br> <span class="pink">Your prosperity has not gone unnoticed. Remy will commit more resources during <<nnpc_his Remy>> assaults.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $danceSuccess>> You dive for the creature and <span class="green">manage to pin it with your forearm long enough for Alex to catch up.</span> <<He>> slams the cage over it, then throws over a sheet.<<glove>><<npcincr Alex love 1>> <br><br> "Thanks," <<he>> says. "Had an accident." <br><br> <<if $speech_attitude is "meek">> "Wh-Wha—" you manage, looking at the covered cage. <<elseif $speech_attitude is "bratty">> "It's one of those weird things," you say. "What are they?" <<else>> "What is it?" you ask, looking at the covered cage. <</if>> <br><br> "They live on the moor," Alex says. "Light agitates them. I should tell you more. Help me get it inside." <br><br> <<link [[Next|Farm Stage 9 Caught]]>><</link>> <br> <<else>> You dive for the creature, <span class="red">but it jerks to the side,</span> and you land in the <<if Weather.isSnow>>snow<<elseif Weather.precipitation is "rain">>mud<<else>>dirt<</if>>. It disappears beneath a hedge.<<gpain>><<pain 4>><<gdom>><<npcincr Alex dom 1>> <br><br> Alex helps you to your feet. <br><br> <<if $speech_attitude is "meek">> "Wh-what was—" you manage. <<elseif $speech_attitude is "bratty">> "That was one of those weird things," you say. "What are they?" <<else>> "What was that?" you ask. <</if>> <br><br> "They live on the moor," Alex says. "There's something I should show you." <br><br> <<link [[Next|Farm Stage 9 Empty]]>><</link>> <br> <</if>><<effects>> Alex holds out the cage and leaps for the creature, but misses. It disappears beneath a hedge. <br><br> You help <<him>> to <<his>> feet. <<if $speech_attitude is "meek">> "Wh-what was—" you manage. <<elseif $speech_attitude is "bratty">> "That was one of those weird things," you say. "What are they?" <<else>> "What was that?" you ask. <</if>> <br><br> "They live on the moor," Alex says. "There's something I should show you." <br><br> <<link [[Next|Farm Stage 9 Empty]]>><</link>> <br><<effects>> You follow Alex into the stone shed. An acrid smell greets you. A long table lines one side, cluttered with laboratory equipment. Shattered glass litters the floor. A strange purple fluid drips from the ceiling. <br><br> "This is my lab," Alex says, turning to face you with hands on hips. A beaker rolls onto the floor and shatters. "It was more organised before the explosion," <<he>> adds. <br><br> <<link [[Be impressed|Farm Stage 9 Impressed]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Be curious|Farm Stage 9 Curious]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Be dismissive|Farm Stage 9 Dismissive]]>><<npcincr Alex love -1>><<npcincr Alex dom -3>><</link>><<llove>><<lldom>> <br><<effects>> Alex fetches a more robust cage for the creature, and leads you into the stone shed. A long table lines one side, cluttered with laboratory equipment. Shattered glass litters the floor. A strange purple fluid drips from the ceiling. <br><br> "This is my lab," Alex says, placing the cage on the table then turning to face you with hands on hips. A beaker rolls onto the floor and shatters. "It was more organised before the explosion," <<he>> adds. <br><br> <<link [[Be impressed|Farm Stage 9 Impressed]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Be curious|Farm Stage 9 Curious]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Be dismissive|Farm Stage 9 Dismissive]]>><<npcincr Alex love -1>><<npcincr Alex dom -3>><</link>><<llove>><<lldom>> <br><<effects>> <<if $speech_attitude is "meek">> "You're very smart," you say. <<elseif $speech_attitude is "bratty">> "Not bad," you say. "I like a <<personsimple>> with secrets." <<else>> "I had no idea you were up to such," you say. "You're very knowledgeable." <</if>> <br><br> Alex's chest puffs a little. "I was using it for something else at first," <<he>> admits. <br><br> <<link [[Next|Farm Stage 9 Lab]]>><</link>> <br><<effects>> You examine the equipment. Most of the glassware is cracked or shattered, but there's a large metal alembic in the corner. Alex follows your gaze. "Gonna need replacements," <<he>> says. "This isn't the first time." <br><br> <<link [[Next|Farm Stage 9 Lab]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I thought you were doing something useful in here," you say. <<elseif $speech_attitude is "bratty">> "So you're wasting time in here while I work my ass off?" you say. <<else>> "You'd be more useful working the farm," you say. <</if>> <br><br> Alex deflates. "My work here is useful," <<he>> says. "Or it will be. Soon." <br><br> <<link [[Next|Farm Stage 9 Lab]]>><</link>> <br><<effects>> "These creatures," Alex continues. "Remy hunts them. I wanted to know why. I tried eating one. Was like leather. But they produce this fluid." <<He>> pulls a metal box out from beneath the table. A purple glow lights <<his>> face. <br><br> "The fluid congeals in moments when removed," <<he>> says. "But I've worked out how to keep it stable." The phial of fluid lights up <<his>> hand. "Do you know what this is?" <br><br> <<if $awarelevel gte 2>> <<link [[Yes|Farm Stage 9 Yes]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <</if>> <<link [[No|Farm Stage 9 No]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br><<effects>> <<if $speech_attitude is "meek">> "I-It's a drug," you say. "And an aphrodisiac." <<elseif $speech_attitude is "bratty">> "It looks like the drug that's going around," you say. "The aphrodisiac." <<else>> "It's a drug," you say. "And an aphrodisiac." <</if>> <br><br> "Yes!" Alex exclaims. "I mean, I don't know about the aphrodisiac part. But it is a drug. Remy must be making bank. We will too." <br><br> <<link [[Agree|Farm Stage 9 Agree]]>><</link>> <br> <<link [[Object|Farm Stage 9 Object]]>><<npcincr Alex love -1>><</link>><<llove>> <br><<effects>> You shake your head. "It's a drug," Alex says. "Remy must be making bank. We will too." <br><br> <<link [[Agree|Farm Stage 9 Agree]]>><</link>> <br> <<link [[Object|Farm Stage 9 Object]]>><<npcincr Alex love -1>><</link>><<llove>> <br><<effects>> <<if $speech_attitude is "meek">> "W-we do need the money," you say. <<elseif $speech_attitude is "bratty">> "It's about time we got proper slice of the pie," you say. <<else>> "We could use the money," you say. <</if>> <br><br> Alex nods. "I already have a buyer lined up. A company in town. They have a compound on <span class="gold">Elk Street.</span> They must use it for medicine. They're offering <<printmoney 100000>> for just this." <<He>> holds it out. "Could you deliver it when next in town?" <br><br> You take the phial. It warms your palm. <br><br> <<set $phials_held to 1>> <<set $phials_stored to 0>> <<link [[Next|Farm Still]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I don't want to get involved with drugs," you say. "It sounds dangerous." <<elseif $speech_attitude is "bratty">> "Are you out of your mind?" you ask. "Dealing drugs is inviting trouble." <<else>> "I don't like this," you say. "Drugs are trouble." <</if>> <br><br> "It's not that kind of drug," Alex protests. "I mean, I don't think so. I have a buyer lined up. A company in town. They have a compound on <span class="gold">Elk Street.</span> They must use it for medicine. They're offering <<printmoney 100000>> for just this." <br><br> Alex places the phial back in the box, and slides it under the table. "We won't get involved if you don't want to," <<he>> says. "I hope you change your mind. I'll keep the phial here in the meantime." <br><br> <<set $phials_held to 0>> <<set $phials_stored to 1>> <<link [[Next|Farm Still]]>><<endevent>><</link>> <br><<effects>> <<farm_work_update>> You are inside Alex's lab. <<if $farm_work.alex is "still">> Alex tinkers with the apparatus. <</if>> <<if $lurkers_stored gte 2>> <<Number $lurkers_stored>> cages rattle. <<elseif $lurkers_stored is 1>> A cage rattles. <<else>> The cages are empty. <</if>> <<if $phials_stored gte 2>> There are <<number $phials_stored>> phials of aphrodisiac stored beneath the table. <br><br> <<elseif $phials_stored is 1>> There's a full phial stored beneath the table. <br><br> <</if>> <<if $temple_rank is "monk" and !$farm_aphrodisiac_corruption_reaction and $phials_stored gte 1>> <<set $farm_aphrodisiac_corruption_reaction to true>> You look at the <<= $phials_stored is 1 ? "phial" : "phials">><<if $lurkers_stored gte 1>> and the <<= $lurkers_stored is 1 ? "creature" : "creatures">> in the <<= $lurkers_stored is 1 ? "cage" : "cages">><</if>>, and a sense of dread seizes you. <br><br> <<if $world_corruption_soft gte 75>> <span class="pink">A lost arm.</span> <br><br> Your mind flashes back to the pyre, the visions you saw within. <br><br> <span class="pink">A broken wing.</span> <br><br> You recall the malevolent scythe you saw sweeping across the town, tearing holes in your reality. Holes much too small to let its wielder pass through. <br><br> <span class="pink">A single missing feather.</span> <br><br> But not too small to prevent something else from wriggling through. <br><br> Your eyes fall upon <<if $lurkers_stored gte 1>>the <<= $lurkers_stored is 1 ? "creature" : "creatures">> in the <<= $lurkers_stored is 1 ? "cage" : "cages">>, and<</if>> the <<= $phials_stored is 1 ? "phial" : "phials">> of glowing purple liquid, and your heart squeezes in your chest. <br><br> <span class="purple">The taint spreads.</span> <br><br> <<elseif $world_corruption_soft gte 25>> You look towards the cages<<if $lurkers_stored gte 1>> and the <<= $lurkers_stored is 1 ? "creature" : "creatures">> within<</if>>, and your hand instinctively goes to your <<= $temple_weapon>>. Jordan's words, from when you first received it, come back to you: "There are cracks all over this town, where these things squirm through. It is why the temple is here. And why we learn to fight." <br><br> <<if $lurkers_stored gte 1>> The <<= $lurkers_stored is 1 ? "creature rattles its cage" : "creatures rattle their cages">>, but <<= $lurkers_stored is 1 ? "is" : "are">> unable to escape. <<else>> The cages are empty for now, but you can't help but feel a prickling sensation on the back of your neck. <</if>> The <<= $phials_stored is 1 ? "phial" : "phials">> of purple liquid <<= $phials_stored is 1 ? "glows" : "glow">> gently on the tabletop, but the sight makes your blood run cold. <span class="purple">You aren't sure selling stuff made from those creatures is a good idea.</span> <br><br> <<else>> You frown at the <<if $lurkers_stored gte 1>><<= $lurkers_stored is 1 ? "creature" : "creatures">> in the <<= $lurkers_stored is 1 ? "cage" : "cages">>, and the<</if>> glowing purple liquid on the tabletop. Alex said Remy was making a lot of money from the stuff, and you know <<nnpc_he Alex>> hopes to do the same. Still, knowing the source of this stuff, you can't help but feel uneasy about the idea of producing it. <span class="purple">Something tells you selling it might make things harder for the temple.</span> <br><br> <</if>> <</if>> <<if $phials_stored gte 2>> <<symbol "lust">><<link [[Take them (0:01)|Farm Work]]>><<pass 1>><<set $phials_held += $phials_stored>><<set $phials_stored to 0>><</link>> <br> <<elseif $phials_stored is 1>> <<symbol "lust">><<link [[Take it (0:01)|Farm Work]]>><<pass 1>><<set $phials_held += $phials_stored>><<set $phials_stored to 0>><</link>> <br> <<else>> <br><br> <</if>> <<if $lurkers_held gte 1>> <<petshopicon "cage">><<link [[Move your lurker to a cage|Farm Still Cage]]>><<set $lurkers_stored += $lurkers_held>><<set $lurkers_held to 0>><</link>> <br> <</if>> <<getouticon>><<link [[Leave (0:01)|Farm Work]]>><<pass 1>><</link>> <br><<effects>> You lock the creature in a cage, and pull the net through the bars. It'll take time, but Alex will be able to produce a phial of aphrodisiac. <<nnpc_He "Alex">>'ll leave it in the lab when ready. <br><br> <<if $farm.still_timer lte 0 or $farm.still_timer is undefined>> <<set $farm.still_timer to 7>> <</if>> <<link [[Next|Farm Still]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "That's so cool," you say. <<elseif $speech_attitude is "bratty">> "Not bad," you say. <<else>> "That's pretty cool," you say. <</if>> <br><br> Alex beams. "I'm glad you think so," <<he>> says. "I made you one." <<He>> slings a second net off <<his>> shoulder, and hands it to you. It's light. <br><br> <<link [[Next|Farm Stage 10 Explain]]>><</link>> <br><<effects>> <<set $lurkers_stored to 0>> <<set $lurkers_held to 0>> <<if $speech_attitude is "meek">> "I-I don't think I can throw that well," you say. <<elseif $speech_attitude is "bratty">> "A stick would be more useful," you say. <<else>> "That doesn't look practical," you say. <</if>> <br><br> Alex deflates. "The net works," <<he>> says. "Trust me. I made you one." <<He>> slings a second net off <<his>> shoulder, and hands it to you. It's light. <br><br> <<link [[Next|Farm Stage 10 Explain]]>><</link>> <br><<effects>> <<set $lurkers_stored to 0>> <<set $lurkers_held to 0>> "If you see any blighters around the farm," Alex says, "catch them, and <span class="gold">take them to the lab.</span> They don't last long in captivity, but I should be able to extract something valuable from them. <span class="blue">You can't carry more than one.</span>" <br><br> "Keep an eye out on the moor as well," Alex adds. "But don't go there without reason." <br><br> <span class="gold">You've gained the "Capture" ability, available during encounters with lurkers.</span> <i>The bestiality and lurker toggles must be enabled in Settings for lurker encounters to appear.</i> <<if $prof.net is undefined>> <<set $prof.net to 0>> <</if>> <br> <span class="pink">Your prosperity has not gone unnoticed. Remy will commit more resources during <<nnpc_his Remy>> assaults.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You shove Alex to the side, pushing <<him>> onto <<his>> back. <<He>> laughs, and pulls you with <<him>>. You tumble over and over until at last, <<if $physiqueSuccess>> <span class="green">you pin <<him>> on <<his>> back.</span> <<He>> tries to push you off, but you hold <<him>> down.<<ldom>><<npcincr Alex dom -1>> <br><br> <<if $speech_attitude is "meek">> "I-I don't know what to do next," you admit. <<elseif $speech_attitude is "bratty">> "Right where you belong," you say. "Now what shall I do with you?" <<else>> "I win," you say. "Now how shall I reward myself?" <</if>> <br><br> "You should take advantage," Alex says. <<He>> pauses, then leans in and closes <<his>> eyes. <br><br> <<else>> <span class="red"><<he>> pins you on your back again.</span> This time <<he>> holds you down with more weight.<<gdom>><<npcincr Alex dom 1>> <br><br> "Right where I want you," <<he>> says. <<He>> leans in, and closes <<his>> eyes. <br><br> <</if>> <<link [[Kiss|Farm Love Kiss]]>><<npcincr Alex love 10>><</link>><<kissvirginitywarning>><<ggglove>> <br> <<link [[Turn your head away|Farm Love Turn]]>><<npcincr Alex love -10>><</link>><<llllove>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you scared me," you say. "I thought you were an intruder." <<elseif $speech_attitude is "bratty">> "Don't sneak up on me," you say. "I could have punched you." <<else>> "You scared me," you say. "Thought you were an intruder." <</if>> <br><br> "If any intruders want you," Alex says, "they'll have to go through me." <<He>> pauses, then leans in and closes <<his>> eyes. <br><br> <<link [[Kiss|Farm Love Kiss]]>><<npcincr Alex love 10>><</link>><<kissvirginitywarning>><<ggglove>> <br> <<link [[Turn your head away|Farm Love Turn]]>><<npcincr Alex love -10>><</link>><<llllove>> <br><<effects>> <<if $speech_attitude is "meek">> "Wh-why would I break free?" you say. "I like you on top." <<elseif $speech_attitude is "bratty">> "Break free?" you say. "Not when I can let you do the work." <<else>> "Maybe I like this position," you say. <</if>> <<promiscuity1>> <<if C.npc.Alex.dom lte -30>> "Then you won't mind if I claim myself as yours," <<else>> "Then you won't mind if I claim you as mine," <</if>> Alex says, leaning closer and closing <<his>> eyes. <br><br> <<link [[Kiss|Farm Love Kiss]]>><<npcincr Alex love 10>><</link>><<kissvirginitywarning>><<ggglove>> <br> <<link [[Turn your head away|Farm Love Turn]]>><<npcincr Alex love -10>><</link>><<llllove>> <br><<effects>> Your lips meet. Alex's body is tense and <<his>> pulse races, but <<he>> relaxes as you kiss again and again. <<Hes>> flushed by the time you pull away.<<takeKissVirginity "Alex" "loveInterest">> <br><br> <<if C.npc.Alex.dom lte -30>> "I'm your <<if $pronoun is "f">>wo<</if>>man," <<else>> "You're my <<if $player.gender_appearance is "f">>wo<</if>>man," <</if>> <<he>> says. <<He>> runs <<his>> eyes and a finger down your chest. "I'm so lucky." <br><br> You return to work together. <br><br> <<loveInterestAdd "Alex">> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You turn your head as Alex leans in. <<His>> lips peck your cheek before <<he>> notices. <<He>> looks away, crestfallen for a moment, before regaining <<his>> composure. "I won't give up," <<he>> says. "You'll be mine. Sooner or later."<br><br> <<He>> climbs to <<his>> feet and returns to work. <br><br> <span class = "gold">Alex can now be claimed as your love interest! You can live with <<him>>, after all. <br>You can change your love interest in the "Attitudes" menu.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>><<wearProp "tea">> You ask if the <<person>> takes sugar, then make <<him>> a cup of tea. <<He>> takes a sip. "Cheers." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>><<wearProp "tea">> You ask the <<person>> if <<he>> takes sugar, then make <<him>> a cup of tea. <<He>> takes a sip. "Cheers." <br><br> <<if $rng gte 81>> You chat awhile about <<his>> work. "Weather don't matter," <<he>> says with pride. "I'll get the job done." <<elseif $rng gte 61>> You chat awhile. "I live in town," <<he>> says. "Nice to get out here now and then." <<elseif $rng gte 41>> You chat awhile. "I live nearby," <<he>> says. "Nice easy commute." <<elseif $rng gte 21>> You chat awhile. "Careful if you go out on that moor," <<he>> says with a hint of mirth. "The dragon will get ya." <<else>> You chat awhile. "Nice place you got here," <<he>> says. "I'll be buying some of your <<print either("milk", "eggs", "produce", "truffles", "veggies")>>." <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "N-no," you say. "I-I don't want to make you tea." <<elseif $speech_attitude is "bratty">> "I'm not your servant," you say. "Get your own." <<else>> "I'm busy," you say. "Get your own tea." <</if>> <br><br> "I'd make my own," the <<person>> shrugs. "But I don't want to go stomping through your nice cottage." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You check the farm's stock. Alex will sell produce to meet the farm's agreements and cover daily expenses. Excess produce will be kept in a fridge for you to take and sell in town. <br><br> Unclaimed produce will slowly expire. <br><br> Truffles: $farm.stock.truffles <br> <<if $farm.stock.truffles gte 1>> <<set _farm_stocked to true>> <<tendingicon "truffle">><<link [[Take|Farm Stock]]>><<wearProp "truffle">><<tending_give truffle $farm.stock.truffles>><<set $farm.stock.truffles to 0>><</link>> <br> <</if>> <br> Eggs: $farm.stock.eggs <br> <<if $farm.stock.eggs gte 1>> <<set _farm_stocked to true>> <<tendingicon "egg">><<link [[Take|Farm Stock]]>><<wearProp "egg" 0 "chicken">><<tending_give chicken_egg $farm.stock.eggs>><<set $farm.stock.eggs to 0>><</link>> <br> <</if>> <br> Bottles of milk: $farm.stock.milk <br> <<if $farm.stock.milk gte 1>> <<set _farm_stocked to true>> <<tendingicon "milk">><<link [[Take|Farm Stock]]>><<wearProp "milk bottle" 0 "milk">><<tending_give bottle_of_milk $farm.stock.milk>><<set $farm.stock.milk to 0>><</link>> <br> <</if>> <br> Spoonfuls of cream: $farm.stock.cream <br> <<if $farm.stock.cream gte 1>> <<set _farm_stocked to true>> <<tendingicon "cream">><<link [[Take|Farm Stock]]>><<wearProp "cream" 0 "cream">><<tending_give cream $farm.stock.cream>><<set $farm.stock.cream to 0>><</link>> <br> <</if>> <br> <<if _farm_stocked is true>> <<tendingicon "basket">> <<link [[Take all|Farm Cottage]]>> <<if $farm.stock.truffles gte 1>> <<tending_give truffle $farm.stock.truffles>><<set $farm.stock.truffles to 0>> <</if>> <<if $farm.stock.eggs gte 1>> <<tending_give chicken_egg $farm.stock.eggs>><<set $farm.stock.eggs to 0>> <</if>> <<if $farm.stock.milk gte 1>> <<tending_give bottle_of_milk $farm.stock.milk>><<set $farm.stock.milk to 0>> <</if>> <<if $farm.stock.cream gte 1>> <<tending_give cream $farm.stock.cream>><<set $farm.stock.cream to 0>> <</if>> <<wearProp "basket" 0 "farm">> <</link>> <br> <</if>> <<getouticon>><<link [[Leave|Farm Cottage]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I can try," you say. "The soil here is good." <<elseif $speech_attitude is "bratty">> "I can grow anything, anywhere," you boast. <<else>> "We already know it grows here," you say. "So we should be able to." <</if>> <br><br> Alex holds out the seeds. A sweet scent rises. "Good luck."<<drugs 30>><<garousal>> <br><br> <<set $plants_known.push("strange_flower")>> <span class="gold">You can now grow <<icon "tending/strange_flower.png">> strange flowers.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-it's making me feel funny," you say. "If Remy's growing them, they could be dangerous." <<elseif $speech_attitude is "bratty">> "These plants are dangerous," you say. "You sure you want to mess with them?" <<else>> "These plants could be dangerous," you say. <</if>> <br><br> Alex shrugs, and holds out the seeds. "The farm needs the money," <<he>> says. "It's up to you. You're in charge of the fields."<<garousal>><<drugs 30>> <br><br> <<set $plants_known.push("strange_flower")>> <span class="gold">You can now grow <<icon "tending/strange_flower.png">> strange flowers.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You feel for Alex's hand, and take it in your own. <<He>> squeezes back, then rests <<his>> head on your shoulder.<<takeHandholdingVirginity "Alex" "romantic">> <br><br> "It was a wonder to restore the old fields. I'm not sure when the whole thing was last cultivated. I"—<<he>> pauses—"I'm sorry I haven't been much help." You look at <<him>>, and <<he>> averts <<his>> gaze. <br><br> <<link [[Reassure|Farm Stage 12 Reassure]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Embolden|Farm Stage 12 Embolden]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br><<effects>> You pat Alex on the back. "It was a wonder to restore the old fields," <<he>> says. "I'm not sure when the whole thing was last cultivated. I"—<<he>> pauses—"I'm sorry I haven't been much help." You look at <<him>>, and <<he>> averts <<his>> gaze. <br><br> <<link [[Reassure|Farm Stage 12 Reassure]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Embolden|Farm Stage 12 Embolden]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br><<effects>> <<if $speech_attitude is "meek">> "That's not true," you say. "This was a team effort." <<elseif $speech_attitude is "bratty">> "This is unlike you," you say. "You know this was a team effort." <<else>> "This was a team effort," you say. "You've been plenty busy." <</if>> <br><br> You hear the clop of hooves. "You're right." Alex nods. "Thank you for—" <<He>> cuts off as <<he>> looks your way, and stares over your shoulder. You turn. Remy approaches, flanked by two goons, each on horseback. <br><br> <<link [[Next|Farm Stage 12 Remy]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I depend on you," you say. "You're too hard on yourself." <<elseif $speech_attitude is "bratty">> "Self pity doesn't suit you," you say. "You know you're vital here." <<else>> "The farm depends on you," you say. "You're too hard on yourself." <</if>> <br><br> You hear the clop of hooves. "You're right." Alex nods. "Thank you for—" <<He>> cuts off as <<he>> looks your way, and stares over your shoulder. You turn. Remy approaches, flanked by two goons, each on horseback. <br><br> <<link [[Next|Farm Stage 12 Remy]]>><</link>> <br><<effects>> "What do you want?" Alex says. "Say it, then get off <<if C.npc.Alex.dom gte 20>>my<<else>>our<</if>> property." <br> "My my," Remy replies. "No offer of tea? I took you for a gracious host." <br> "I'm not offering courtesy to a rat." <br> Remy ignores Alex's comment. "Have you reconsidered my offer? I hear you've had trouble. Hoodlums." <<nnpc_He Remy>> looks at you. "A gangster from town. I thought you were making a dangerous mistake befriending Alex. Was the mistake <<hers>>?" <br><br> <<link [[Intercede|Farm Stage 12 Intercede]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <<link [[Let Alex handle it|Farm Stage 12 Alex]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you heard Alex," you say. "Get off our property." <<elseif $speech_attitude is "bratty">> "I've had enough," you say. "I'm calling backup." <<else>> "You've been warned," you say. "I'm calling backup." <</if>> You put your fingers to your lips, and whistle. <br><br> The hounds bark their response. Several <<farm_text_many dog>> rush around the corner. <<if $farm.kennel gte 1>> They flank you and Alex, and bare their teeth at the intruders. Remy looks unfazed, <span class="green">but <<nnpc_his Remy>> steed takes a couple of steps back.</span> <<else>> They flank you and Alex, and watch the intruders with curiosity. <span class="red">Both Remy and <<nnpc_his Remy>> steed look unfazed.</span> <</if>> <br><br> "As you wish," Remy says. "Good luck to you." <<nnpc_He Remy>> turns and rides away, <<nnpc_his Remy>> goons close behind. <br><br> <<link [[Next|Farm Stage 12 End]]>><</link>> <br><<effects>> Alex puts <<his>> fingers to <<his>> lips, and whistles. <br><br> The hounds bark their response. Several <<farm_text_many dog>> rush around the corner. <<if $farm.kennel gte 1>> They flank you and Alex, and bare their teeth at the intruders. Remy looks unfazed, <span class="green">but <<nnpc_his Remy>> steed takes a couple of steps back.</span> <<else>> They flank you and Alex, and watch the intruders with curiosity. <span class="red">Both Remy and <<nnpc_his Remy>> steed look unfazed.</span> <</if>> <br><br> "As you wish," Remy says. "Good luck to you." <<nnpc_He Remy>> turns and rides away, <<nnpc_his Remy>> goons close behind. <br><br> <<link [[Next|Farm Stage 12 End]]>><</link>> <br><<effects>> Alex punches the wooden post beside <<him>>, startling the <<farm_text_many dog>>. "Remy can try all <<nnpc_he Remy>> wants," <<he>> says. "<<nnpc_He Remy>> won't win. Not while I have you." <br><br> <span class="pink">Remy is no longer interested in exploiting your farm. You've become a threat. <<nnpc_He Remy>> will commit even more during <<nnpc_his Remy>> assaults.</span> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<set $location to "meadow">><<set $outside to 1>><<effects>> You are in a meadow ringed by tall trees. Long grass caresses your legs. A solitary oak stands in the middle. <<if Weather.dayState is "night">> <<if Weather.precipitation is "rain">> You can see little through the dark rain. <<elseif Weather.precipitation is "snow">> Snow settles between the blades. <<else>> The blades sway in a silent breeze. <</if>> <<elseif Weather.dayState is "dawn">> <<if Weather.precipitation is "rain">> Dark clouds fill the sky. <<elseif !Weather.isOvercast>> The sun rises clear over the horizon. <<elseif Weather.precipitation is "snow">> Snowflakes fall in the morning light. <<else>> The trees sway with the wind. <</if>> <<elseif Weather.dayState is "dusk">> <<if Weather.precipitation is "rain">> Darkling clouds fill the sky. <<elseif !Weather.isOvercast>> The sun disappears over the horizon. <<elseif Weather.precipitation is "snow">> Snow settles in the dwindling light. <<else>> The trees sway with the wind. <</if>> <<else>> <<if Weather.precipitation is "rain">> The blades sway with the wind. <<elseif !Weather.isOvercast>> Bright flowers bloom in many colours. <<elseif Weather.precipitation is "snow">> Snow blankets the treetops, and settles between the blades. <<else>> The blades sway in the breeze. <</if>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "meadow">> <</if>> <<if !$daily.earSlimeMeadowRelax and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,100) gte 92>> <<set $daily.earSlimeMeadowRelax to true>> <span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to relax in the meadow.</span> It promises rewards if you comply<<if $earSlime.startedThreats>> and threatens consequences if you do not<</if>>. <br><br> /* Link decreases stress by both the ear slime and relaxing */ <<link [[Obey|Meadow Relax]]>><<set $phase to 1>><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<llstress>> <br> <<if $earSlime.startedThreats>> <<link [[Defy|Meadow Relax Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|Meadow]]>><</link>> <</if>> <<else>> <<relaxicon>><<link [[Relax (1:00)|Meadow Relax]]>><<stress -6>><</link>><<lstress>> <br> <<if $worn.upper.exposed gte 1 and $worn.upper.name isnot "plant top" and !$worn.under_upper.type.includes("covered")>> <<foresticon "bush">><<link [[Make a top out of plants and twigs (0:10)|Meadow Plant]]>><<pass 10>><<set $phase to 1>><</link>> <br> <</if>> <<if $worn.lower.exposed gte 1 and $worn.lower.name isnot "plant skirt" and !$worn.under_lower.type.includes("covered")>> <<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:10)|Meadow Plant]]>><<pass 10>><<set $phase to 2>><</link>> <br> <</if>> <<if $historytrait gte 3>> <<coastalpathicon>><<link [[Coastal path (0:30)|Coast Path Meadow]]>><<pass 30>><</link>> <br> <</if>> <br> <<farmicon>><<link [[Enter the farmlands (0:10)|Farmland]]>><<pass 10>><</link>> <</if>> <br><<effects>> <<if $phase is 1>> <<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantupper force>> <br><br> <<elseif $phase is 2>> <<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantlower force>> <br><br> <</if>> <<link [[Next|Meadow]]>><</link>> <br><<effects>> <<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<set $earSlime.defyCooldown += 2>> The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to look for a place to relax in the meadow. <<ggwillpower>><<willpower 1>> <br><br> <<link [[Next|Meadow Relax]]>><</link>> <<else>> You try to ignore the command from the slime and continue on. It tries <span class="green">but fails</span> to force you to relax in the meadow. <br><br> <<link [[Next|Meadow]]>><</link>> <</if>><<effects>> <<if $phase is 1>>You decide that the ear slime is right and look for a place to relax for a while.<</if>> <<if Weather.precipitation is "rain">><<set $outside to 0>> You lie beneath the oak. The grass all around it is dry, protected by the thick boughs. <<if Time.dayState is "night">> You look out over the dark and peaceful meadow. <<else>> You watch the bees fly between flowers. <</if>> <<elseif !Weather.isOvercast>><<set $outside to 1>> <<if Time.dayState is "night">> You lie on the grass and stare up at the night sky. <<else>> You lie on the grass and watch the bees fly between flowers. <</if>> <<else>><<set $outside to 1>> You lie on the grass and watch the clouds pass by. <</if>> <<pass 60>> <br><br> <<if $rng gte 91>> You open your eyes. Did you doze off?<<ltiredness>><<tiredness -6>> <br><br> <<if $exposed lte 1>> <<clothesstrip>><<beastNEWinit 1 fox>> You feel a breeze. You look down and see with horror that your clothes are gone! <br><br> <<covered>> You lie low and scan the meadow. <<if random(1, 2) is 2>> Something is moving low through the grass, parting it. You see it as it reaches the tree line. <!-- Modified for monster people --> <<if $monster is 1>> A <<beasttype>>, carrying your clothes in <<bhis>> mouth. <<bHe>> looks over <<bhis>> shoulder, locks eyes with you, then disappears into the trees. <<else>> A fox, carrying your clothes in its mouth. It disappears into the trees. <</if>> <br><br> <<link [[Chase (0:10)|Meadow Chase]]>><<pass 10>><</link>> <br> <<link [[Ignore|Meadow Ignore]]>><</link>> <br> <<else>> You see a shape scurry up a hillock. <!-- Modified for monster people --> <<if $monster is 1>> A <<beasttype>>, carrying your clothes in <<bhis>> mouth. <<bHe>> looks over <<bhis>> shoulder, locks eyes with you, then disappears over the ridge. <<else>> A fox, carrying your clothes in its mouth. It disappears over the ridge. <</if>> <br><br> <<link [[Chase (0:10)|Meadow Chase Hill]]>><<pass 10>><</link>><<athleticsdifficulty 1 500>> <br> <<link [[Ignore|Meadow Ignore]]>><</link>> <br> <</if>> <<else>> <<link [[Next|Meadow]]>><</link>> <br> <</if>> <<else>> The world seems a little lighter. <br><br> <<link [[Next|Meadow]]>><<endevent>><</link>> <br> <</if>><<effects>> You run after the <<beasttype>>, hoping there's no one else around to see. You don't know what they'd make of a naked <<girl>> running across the meadow. <br><br> You enter the surrounding trees. Your eyes adjust to the dim light, and you see your quarry scurry into a hole up ahead. <br><br> You keep running, jumping over fallen branches, until you arrive at the hole. You peer inside, but you can't see very far. <br><br> <<saveNPC 0 "meadow_fox">> <<clearsinglenpc 0>> <<if $fox gte 4>> <<link [[Burrow|Meadow Squeeze]]>><<transform fox 1>><<endevent>><</link>><<fox>> <br> <<elseif $physiquesize lte 10000>> <<link [[Squeeze through|Meadow Squeeze]]>><<endevent>><</link>><<small_text>> <br> <</if>> <<link [[Crawl inside|Meadow Crawl]]>><<endevent>><</link>> <br><<effects>> You decide to leave your clothes. Perhaps you can make a replacement from the plants here. <br><br> <<clothesruined>> <<link [[Next|Meadow]]>><<endevent>><</link>> <br><<effects>> <<if $fox gte 4>> You drop to all fours and easily slip into the hole with minimal digging. The tunnel widens as you get deeper. <<else>> You drop to your knees and squeeze through the hole. The tunnel widens as you get deeper, though you can see little up ahead. <</if>> <br><br> <<link [[Next|Meadow Tunnel]]>><</link>> <br><<effects>> You drop to your knees and crawl into the hole. Your waist gets stuck. The tunnel itself is wider than the entrance. You just need to push yourself through. <br><br> <<generate1>><<person1>> "What do we have here?" says a voice behind you. A hand gropes your <<bottom>>. "It's my lucky day." <br><br> <<link [[Next|Meadow Crawl Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Meadow Crawl Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Meadow Crawl Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thanks mystery slut," the <<person>> says behind you. "How about I give you a push?" <<His>> hand rests on your <<bottom>> once more, then shoves you forward. <br><br> <<tearful>> you crawl deeper into the tunnel. <br><br> <<endcombat>> <<link [[Next|Meadow Tunnel]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You kick the <<person>> with enough force to push you the rest of the way through the hole. <br><br> <<tearful>> you crawl deeper into the tunnel. You hear the <<person>> grumble behind you. <br><br> <<endcombat>> <<link [[Next|Meadow Tunnel]]>><</link>> <</if>><<set $outside to 0>><<set $location to "underground">><<effects>> You crawl forward, until the tunnel widens so much you can stand fully upright. Thick tree roots sprout from the ceiling, curling down the walls. <br><br> The tunnel ends at a sheer drop. You hear the rush of water down below, and see an occasional flicker of light. <br><br> <<swimicon "leave">><<link [[Climb down|Meadow Tunnel Climb]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> <<glideicon>><<link [[Glide down|Meadow Tunnel Glide]]>><</link>><<flight_text>> <br> <</if>> <<swimicon "dive">><<link [[Dive|Meadow Tunnel Dive]]>><</link>><<swimmingdifficulty 1 1000>> <br><<effects>> You dive from the ledge, letting the air carry you <span class="green">to a gentle landing.</span> <br><br> <<link [[Next|Meadow Cave]]>><</link>> <br><<effects>> You drop to your knees and put one foot over the drop. You push it against a jutting rock. It feels stable. Your other foot follows. <<if $athleticsSuccess>> <span class="green">You make it to the bottom.</span> <br><br> <<link [[Next|Meadow Cave]]>><</link>> <br> <<else>> You're about halfway down when <span class="red">one of the rocks gives way.</span> You plunge into the dark water below.<<water>><<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>> <br><br> The water isn't too cold, but the current is strong. It snatches you away from the surface, pulling you down and along. <br><br> You surface in a river, running alongside the meadow. You pull yourself ashore. You try to find the hole again, but it's nowhere to be seen. <br><br> <<link [[Next|Meadow]]>><<clothesruined>><<clearNPC "meadow_fox">><</link>> <br> <</if>> <br><br><<effects>> You hope the water's deep enough. You place your arms above your head, and leap from the edge. <<if $swimmingSuccess>> <span class="green">You break the water with elegance,</span> and arc back to the surface. The water isn't too cold. You wonder how deep it is.<<water>> <br><br> <<link [[Next|Meadow Cave]]>><</link>> <br> <<else>> You lose your balance, <span class="red">and flail as you collide with the water.</span><<water>><<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>> <br><br> The water isn't too cold, but the current is strong. It snatches you away from the surface, pulling you down and along. <br><br> You surface in a river, running alongside the meadow. You pull yourself ashore. You try to find the hole again, but it's nowhere to be seen. <br><br> <<link [[Next|Meadow]]>><<clothesruined>><<clearNPC "meadow_fox">><</link>> <br> <</if>><<effects>> You peer through the dark, and then you see it. A flash of white. You jog after it, careful to avoid the rocks strewn across the floor. <br><br> You see the end of the tunnel up ahead, lit by an unseen source. The tunnel turns, opening into a larger cavern. Another pool of water laps at a shore, but this one is different. Darker, and looking straight at it fills you with dread. As if something were looking back.<<gstress>> <br><br> <<link [[Next|Meadow Cave 2]]>><</link>> <br><<effects>> <<earnFeat "Cornered Rogue">> <<loadNPC 0 "meadow_fox">><<clearNPC "meadow_fox">> <<set $pronoun to $NPCList[0].pronoun>> Your eyes were so drawn by the water that it takes you a moment to notice the <<beasttype>>. <<bHe>> stares at you, your clothes at <<bhis>> feet. <<bHe>> gives the entrance a furtive glance. <br><br> <<if $monster is 1>> <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> "I-I'm sorry," <<bhe>> says, fearful. "I didn't expect you to follow me here." <<bHe>> glances around, then <<bhis>> ears perk up. "I know!" <<bhe>> continues. "I'll give you a present if you don't hurt me." <<bHe>> lifts your clothes. Beneath them is another stone, but this one's engraved. It looks intricate. It might be valuable to a collector. <br><br> "I found it in this cave. Fair?" <br><br> <<link [[Accept|Meadow Cave Accept]]>><</link>> <br> <<else>> "I-I'm sorry," <<bhe>> says, fearful. "I didn't expect you to follow me here." <<bHe>> glances around. "Please don't hurt me." <br><br> <<link [[Forgive|Meadow Cave Accept]]>><</link>> <br> <</if>> <<if $fox gte 3>> <<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>> <br> <<elseif hasSexStat("deviancy", 4)>> <<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant4>> <br> <</if>> <<if $submissive lte 500 and hasSexStat("deviancy", 2)>> <<link [[Punish|Meadow Cave Punish]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<deviant2>><<defianttext>><<ltrauma>><<lstress>> <br> <</if>> <<else>> It looks apologetic, and nudges your clothes towards you. <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> A strange stone sits atop them. It's engraved. It might be worth something to a collector. <</if>> <br><br> <<link [[Forgive|Meadow Cave Accept]]>><</link>> <br> <<if $settings.bestialityEnabled>> <<if $fox gte 3>> <<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>> <br> <<elseif hasSexStat("deviancy", 4)>> <<link [[Present yourself|Meadow Cave Sex]]>><<set $sexstart to 1>><</link>><<deviant4>> <br> <</if>> <</if>> <</if>><<effects>><<clotheson>> <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> <<wearProp "stone talisman">> <<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">> <<if $monster is 1>> "Thank you!" the <<beasttype>> says. <</if>> <<bHe>> scurries back toward the tunnel, leaving your clothes and the strange stone behind. <<else>> <<if $monster is 1>> "Thank you!" the <<beasttype>> says. <</if>> <<bHe>> scurries back toward the tunnel, leaving your clothes behind. <</if>> You turn away from the water, and walk back down the tunnel. <br><br> <<link [[Next|Meadow Cave Exit]]>><<handheldon>><<unset $foxGen>><</link>> <br><<effects>> "I don't think so," you say. You rush forward, and the <<beasttype>> trips backwards in a panic. You jump on top of <<bhim>>, pinning <<bhis>> arms with your hands. <br><br> "Now what shall I do with you?" you ask. <<bHe>> squirms, as if to protect <<bhis>> neck. You have something else in mind. <br><br> <<if $NPCList[0].penis is "none">> You release one of <<bhis>> arms, and place your fingers against <<bhis>> labia. <<bHe>> yelps in surprise. <br><br> "This is what you get for crossing me," you say. You push a finger against <<bhis>> entrance, then thrust it inside. <br><br> <<bHe>> stops struggling, but remains wary as you add a second finger. You release <<bhis>> other arm and scratch your nails against <<bhis>> chest. "Steal from me again," you say, picking up the pace, "and you'll regret it." You add a third finger. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak. <br><br> With a moan, <<bhis>> whole body shudders in orgasm. <br><br> <<else>> You release one of <<bhis>> arms, and place your hand on <<bhis>> penis. <<bHe>> yelps in surprise. <br><br> "This is what you get for crossing me," you say. You take <<bhis>> cock in your palm, and begin to knead it. It's soon erect. <br><br> <<bHe>> stops struggling, but remains wary as you pump <<bhis>> length. You release <<bhis>> other arm and scratch your nails against <<bhis>> chest. "Steal from me again," you say, picking up the pace, "and you'll regret it." You pump faster still. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak. <br><br> With a gasp, <<bhe>> ejaculates all over <<bhis>> stomach. <br><br> <</if>> <<link [[Next|Meadow Cave Punish 2]]>><</link>> <br><<effects>><<clotheson>> <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> <<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">> <<set _clothes to "clothes and the strange stone">> <<wearProp "stone talisman">> <<else>> <<set _clothes to "clothes">> <</if>> "I think I've made myself clear," you say as you rise to your feet, picking up your _clothes as you do. <br><br> You walk back to the tunnel, leaving the <<beasttype>> panting on the ground. <<deviancy2>> <<link [[Next|Meadow Cave Exit]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "farm">><<effects>> You walk back down the tunnel. The sheer wall looks imposing, but you find it easier to navigate now that you have clothes and time to spare. <br><br> You make it to the top, and squeeze through the entrance, emerging near the meadow. <br><br> <<link [[Next|Meadow]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> "I don't think so," you say. You rush forward, and the <<beasttype>> trips backwards in a panic. "I know a much better way you can make it up to me." You get down on all fours. <br><br> <<if $monster is 1>> <<bHe>> cautiously approaches you. "Really...?" You nod. <<else>> <<bHe>> cautiously approaches you, sniffing you. <</if>> <<set $NPCList[0].stance to "top">> <<if $fox gte 3>> <<deviancy1>> <<else>> <<deviancy4>> <</if>> <</if>> <<effects>> <<effectsman>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Meadow Cave Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Meadow Cave Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<clotheson>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <</if>> <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> <<set _clothes to "clothes and the strange stone">> <<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">> <<wearProp "stone talisman">> <<else>> <<set _clothes to "clothes">> <</if>> "I think I've made myself clear," you say as you rise to your feet, picking up your _clothes as you do. <br><br> You walk back to the tunnel, leaving the <<beasttype>> panting on the ground. <<endcombat>> <<link [[Next|Meadow Cave Exit]]>><<handheldon>><</link>> <br><<effects>> You keep low as you move, though you see no one else around. <<if $athleticsSuccess>> You crest the hillock, <span class="green">and see the <<beasttype>> running for the surrounding woodland.</span> You continue the chase, leaping over a fence as you close the distance. <br><br> The <<beasttype>> makes a sudden turn near the trees, and then another. <<if currentSkillValue('skulduggery') gte random(1, 1050)>> You notice the hanging coils just in time, <span class="green">and evade them as the <<beasttype>> did.</span> <br><br> You outpace your quarry, and catch <<bhim>> a little into the trees. <<if $monster is 1>> <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> <<set $phase to "monster">> "I-I'm sorry," <<bhe>> says, your arm around <<bhis>> neck. "I didn't mean any harm. Here." <<bHe>> drops your clothes. "I'll give you a present too if you don't hurt me. Something I found in a cave." <br><br> <<link [[Accept|Meadow Chase Hill Accept]]>><</link>> <br> <<else>> "I-I'm sorry," <<bhe>> says, your arm around <<bhis>> neck. "I didn't mean any harm. Here." <<bHe>> drops your clothes. "Please let me go." <br><br> <<link [[Forgive|Meadow Chase Hill Accept]]>><</link>> <br> <</if>> <<if $fox gte 3>> <<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>> <br> <<elseif hasSexStat("deviancy", 4)>> <<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant4>> <br> <</if>> <<if $submissive lte 500 and hasSexStat("deviancy", 2)>> <<link [[Punish|Meadow Chase Hill Punish]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<deviant2>><<defianttext>><<ltrauma>><<lstress>> <br> <</if>> <<else>> It looks apologetic, and nudges your clothes towards you. <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> A strange stone sits atop them. It's engraved. It might be worth something to a collector. <</if>> <br><br> <<link [[Forgive|Meadow Chase Hill Accept]]>><</link>> <br> <<if $settings.bestialityEnabled>> <<if $fox gte 3>> <<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant1>><<fox>> <br> <<elseif hasSexStat("deviancy", 4)>> <<link [[Present yourself|Meadow Chase Hill Sex]]>><<set $sexstart to 1>><</link>><<deviant4>> <br> <</if>> <</if>> <</if>> <<else>> You gain on <<bhim>>, until you're only a pounce away. <br><br> <span class="red">Your ankle is wrenched into the air,</span> leaving you dangling from a rope, naked at the edge of the meadow. The <<beasttype>> evades another trap, then disappears into the trees. <br><br> <<link [[Next|Meadow Chase Hill Trap]]>><<clothesruined>><<endevent>><</link>> <br> <</if>> <<else>> You crest the hillock, <span class="red">but don't see the <<beasttype>> anywhere.</span> <<bHe>> must have already made it to the surrounding woodland. <br><br> You creep back down. Maybe you can make some impromptu clothing from these plants. <br><br> <<link [[Next|Meadow]]>><<clothesruined>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> "I don't think so," you say, tightening your grip. "I know a much better way you can make it up to me." You press into <<bhim>>. <br><br> <<if $monster is 1>> <<bHe>> cautiously looks to you. "Really...?" You nod. <<else>> <<bHe>> cautiously looks to you, sniffing you. <</if>> <<set $NPCList[0].stance to "top">> <<if $fox gte 3>> <<deviancy1>> <<else>> <<deviancy4>> <</if>> <</if>> <<effects>> <<effectsman>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Meadow Chase Hill Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Meadow Chase Hill Sex]]>><</link>></span><<nexttext>> <</if>><<effects>><<clotheson>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <</if>> <<if $phase is "monster" and $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> <<set _clothes to "clothes and the strange stone">> <<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">> <<wearProp "stone talisman">> <<else>> <<set _clothes to "clothes">> <</if>> "I think I've made myself clear," you say as you rise to your feet, picking up your _clothes as you do. <br><br> You walk back to the meadow. <br><br> <<endcombat>> <<link [[Next|Meadow]]>><<handheldon>><</link>> <br><<effects>> You look up. A rope coils around your ankle, attaching you to a thick branch above. <br><br> <<if !pcAreArmsBound("both")>> <<link [[Struggle (0:10)|Meadow Chase Hill Struggle]]>><<pass 10>><<pain 4>><</link>><<physiquedifficulty 1 16000>><<gpain>> <br> <</if>> <<link [[Squirm (0:10)|Meadow Chase Hill Squirm]]>><<pass 10>><</link>><<dancedifficulty 1 1000>> <br> <<link [[Call for help|Meadow Chase Hill Call]]>><</link>> <br><<effects>> <<if $physiqueSuccess>> You pry the rope with your fingers and wriggle your ankle. It's a little painful, <span class="green">but you manage to squirm free,</span> landing in a heap. <br><br> The thief is long gone. At least no one caught you in such a state. <br><br> <<link [[Next|Meadow]]>><</link>> <br> <<else>> You pull the rope with your fingers and wriggle your ankle, <span class="red">but it's too tight.</span> <br><br> <<generate1>><<person1>> "Not what I was expecting," says a <<personsimple>>'s voice. <<if random(1, 2) is 2>> <<He>> rests a hand on your <<bottom>>, and holds a knife in the other. <<He>> saws through the rope. You land in a heap. <br><br> You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>. <br><br> <<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<set $rescued += 1>> "Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap. <br><br> "Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?" <br><br> <<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>> <br> <<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>> <br> <</if>> <</if>><<effects>> <<if $danceSuccess>> You squirm against the rope, careful not to tighten it further. Little by little, <span class="green">you manage to pull your heel through the knot,</span> landing in a heap. <br><br> The thief is long gone. At least no one caught you in such a state. <br><br> <<link [[Next|Meadow]]>><</link>> <br> <<else>> You squirm against the rope, <span class="red">but it only tightens further.</span> <br><br> <<generate1>><<person1>> "Not what I was expecting," says a <<personsimple>>'s voice. <<if random(1, 2) is 2>> <<He>> rests a hand on your <<bottom>>, and holds a knife in the other. You land in a heap. <br><br> You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>. <br><br> <<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<set $rescued += 1>> "Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap. <br><br> "Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?" <br><br> <<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>> <br> <<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>> <br> <</if>> <</if>><<effects>> Though worried about who will answer, you call for help. You soon hear footsteps behind you. <br><br> <<generate1>><<person1>> "Not what I was expecting," says a <<personsimple>>'s voice. <<if random(1, 2) is 2>> <<He>> rests a hand on your <<bottom>>, and holds a knife in the other. <<He>> saws through the rope. You land in a heap. <br><br> You manage to get as far as your knees before <<he>> clutches your hair, and shoves your face against <<his>> <<if $NPCList[0].penis isnot "none">>bulge<<else>>groin<</if>>. <br><br> <<link [[Next|Meadow Chase Hill Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<set $rescued += 1>> "Let me give you a hand." <<He>> holds the rope, steadying you while <<he>> saws through it with a knife. You land in a heap. <br><br> "Careful around the forest here," <<he>> says, holding out an arm. <<covered>> "What you doing with no clothes anyway?" <br><br> <<link [[Say they were stolen|Meadow Chase Hill Say]]>><<set $phase to 0>><</link>> <br> <<link [[Say nothing|Meadow Chase Hill Say]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<towelup>> <<if $phase is 0>> The <<person>> laughs. <<He>> doesn't leer, but <<he>> doesn't seem embarrassed either. "I've had some tools go missing. Maybe the same thief. Here." <<He>> pulls some towels from a satchel at <<his>> side. They smell a little, but they'll do. <br><br> <<else>> "Suit yourself," the <<person>> says. <<He>> doesn't leer, but <<he>> doesn't seem embarrassed either. "I won't have you catching a cold. Here." <<He>> pulls some towels from a satchel at <<his>> side. They smell a little, but they'll do. <br><br> <</if>> <<He>> says goodbye, and walks into the woods. <br><br> <<link [[Next|Meadow]]>><<endevent>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcoral>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Meadow Chase Hill Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Meadow Chase Hill Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> shoves you to the ground. "You fucked up one of my traps," <<he>> says. "You're lucky I let you down." <<He>> walks away. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Meadow]]>><</link>> <br> <<else>> The <<person>> backs away from you. Right into one of <<his>> traps. <<He>> shouts in surprise as the rope hoists <<him>> into the air, leaving <<him>> dangling. <br><br> <<tearful>> you climb to your feet. "Look. I'm sorry," <<he>> says as <<he>> spins. "Could you help me down?" <br><br> <<link [[Help|Meadow Chase Hill Help]]>><</link>> <br> <<link [[Walk away|Meadow Chase Hill Walk]]>><<def 1>><</link>> <br> <<link [[Rob|Meadow Chase Hill Rob]]>><</link>><<crime "thievery">> <br> <</if>><<effects>> You give the <<person>> <<his>> discarded knife. You know better than to hang around. You're back over the ridge before <<he>> manages to saw <<himself>> free. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Meadow]]>><</link>> <br><<effects>> You ignore the <<person>>, and walk away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Meadow]]>><</link>> <br><<effects>> <<His>> satchel fell as <<he>> was lifted. You search inside. "Get your mitts off," <<he>> says, reaching to grab you. <<Hes>> too far away. <br><br> You find a <<wallet>> inside, and <<if $rng gte 81>> <<moneyGain 200 true true>> <<elseif $rng gte 61>> <<moneyGain 100 true true>> <<elseif $rng gte 41>> <<moneyGain 80 true true>> <<elseif $rng gte 21>> <<moneyGain 60 true true>> <<else>> <<moneyGain 60 true true>> <</if>> inside that. <br><br> "Put that back," the <<person>> says. You ignore <<him>>, and walk away. <br><br> <<clotheson>> <<endcombat>> <<wearProp "wallet" 0 "money">> <<link [[Next|Meadow]]>><<endevent>><</link>> <br><<effects>> You release the <<beasttype>>. <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> <<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">> <<if $monster is 1>> "Thank you!" the <<beasttype>> says. "I'll be right back." <<bHe>> disappears between the trees. <br><br> <<else>> <<bHe>> immediately scurries away. <</if>> <<pass 2>> <<if $phase is "monster">>You wait a minute. Then another. Then you hear a rustle behind a tree. You investigate, and find an engraved stone lying on the ground. You're not sure what it is, but it looks intricate. It might be worth something to a collector.<</if>> <<clotheson>><<wearProp "stone talisman">> <<else>> <<if $monster is 1>> "Thank you!" the <<beasttype>> says. <<bHe>> disappears between the trees. <<else>> <<bHe>> scurries deeper into the wood, leaving your clothes behind. <</if>> <<clotheson>> <</if>> <<link [[Next|Meadow]]>><<endevent>><</link>> <br><<effects>> "I don't think so," you say. "You're right where I want you." <<bHe>> tries to squirm free, <<if $NPCList[0].penis is "none">> but you reach beneath <<bhim>>, and place your fingers against <<bhis>> labia. <<bHe>> yelps in surprise. <br><br> "This is what you get for crossing me," you say. You push a finger against <<bhis>> entrance, then thrust it inside. <br><br> <<bHe>> stops struggling, but remains wary as you add a second finger. You run your other hand down <<bhis>> shoulder. "Steal from me again," you say, picking up the pace, "and you'll regret it." You add a third finger. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak. <br><br> With a moan, <<bhis>> whole body shudders in orgasm. <br><br> <<else>> but you reach beneath <<bhim>>, and wrap your fingers around <<bhis>> penis. <<bHe>> yelps in surprise. <br><br> "This is what you get for crossing me," you say. You take <<bhis>> cock in your palm, and begin to knead it. It's soon erect. <br><br> <<bHe>> stops struggling, but remains wary as you pump <<bhis>> length. You run your other hand down <<bhis>> shoulder. "Steal from me again," you say, picking up the pace, "and you'll regret it." You pump faster still. <<bHe>> squirms as much in discomfort as pleasure, but trembles as <<bhe>> approaches <<bhis>> peak. <br><br> With a gasp, <<bhe>> ejaculates onto the forest floor. <br><br> <</if>> <<link [[Next|Meadow Chase Hill Punish 2]]>><</link>> <br><<effects>> "I think I've made myself clear," you say as you rise to your feet, picking up your clothes as you do.<<clotheson>> <<if $museumAntiques.antiques.antiquestonetalisman isnot "found" and $museumAntiques.antiques.antiquestonetalisman isnot "talk" and $museumAntiques.antiques.antiquestonetalisman isnot "museum">> <<set $antiquemoney += 1200>><<museumAntiqueStatus "antiquestonetalisman" "found">><<wearProp "stone talisman">> Something falls from the bundle as you dress. You look closer. It's a smooth stone, covered with engravings. It might be worth something to a collector. <br><br> <</if>> You walk back to the meadow. <<deviancy4>> <<link [[Next|Meadow]]>><<handheldon>><<unset $foxGen>><</link>> <br><<widget "hitchhike">> <<rng>> <<if $exposed gt 1>> You hear a car approaching. <<covered>> You hide <<if $rng gte 81>> behind a bush <<elseif $rng gte 61>> in a ditch <<elseif $rng gte 41>> behind a tree <<elseif $rng gte 21>> behind a rock <<else>> within a copse <</if>> at the side of the road until it passes.<<gstress>><<stress 6>> <br><br> <<destinationfarmroad>> <<else>> <<cleareventpool>> <<addevent "hitchike_1">> <<addevent "hitchike_2">> <<addevent "hitchike_3">> <<addevent "hitchike_4">> <<addevent "hitchike_5">> <<addevent "hitchike_6">> <<addevent "hitchike_7">> <<addevent "hitchike_8" 0.5>> <<addevent "hitchike_9">> <<runeventpool>> <</if>> <</widget>> <<widget "hitchike_1">> <<generate1>><<person1>> A car pulls up beside you. The window drops, revealing a <<person>>. <<if $exposed gte 1>><<covered>><</if>> <br><br> "Need a lift?" <<he>> says. <<if $exposed gte 1>> <<He>> either doesn't care about your state of dress, or is doing a good job of hiding it. <</if>> "Which way you going?" <br><br> <<entertownicon>><<link [[To town|Farm Hitchhike Ask]]>><<set $phase to 1>><</link>> <br> <<farmicon "barn">><<link [[To the farms|Farm Hitchhike Ask]]>><<set $phase to 2>><</link>> <br> <<getouticon>><<link [[Step away|Farm Hitchhike Refuse]]>><</link>> <</widget>> <<widget "hitchike_2">> <<generate1>><<person1>> A car pulls up beside you. The window drops, revealing a <<person>>. <<if $exposed gte 1>><<covered>><</if>> <br><br> "I see you're in need of help there, <<girl>>," <<he>> says. "I'll take you where you need to go." <<He>> opens the car door. "But you need to make it worth my while. Get on your knees." <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Kneel|Farm Hitchhike Kneel]]>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such a demand">> <br> <</if>> <<if $exposed gte 1 and random(1, 2) is 2>> <<link [[Refuse|Farm Hitchhike Kneel Refuse 2]]>><</link>> <<else>> <<link [[Refuse|Farm Hitchhike Kneel Refuse]]>><</link>> <</if>> <</widget>> <<widget "hitchike_3">> <<generate1>><<person1>> A car pulls up beside you. The window drops, revealing a <<person>>. <<if $exposed gte 1>><<covered>><</if>> <br><br> "What you doing out here all alone?" <<he>> asks with a sly smile. <<if $exposed gte 1>>"And dressed like this! You're a brave <<girl>>."<</if>> <br><br> <<if $exposed gte 1>> <<entertownicon>><<link [[Say you need to get to town|Farm Hitchhike Exposed Undies]]>><<set $phase to 1>><</link>> <br> <<farmicon "barn">><<link [[Say you need to get to the farms|Farm Hitchhike Exposed Undies]]>><<set $phase to 2>><</link>> <<else>> <<entertownicon>><<link [[Say you need to get to town|Farm Hitchhike Exposed]]>><<set $phase to 1>><</link>> <br> <<farmicon "barn">><<link [[Say you need to get to the farms|Farm Hitchhike Exposed]]>><<set $phase to 2>><</link>> <</if>> <br> <<getouticon>><<link [[Step away|Farm Hitchhike Refuse]]>><</link>> <</widget>> <<widget "hitchike_4">> <<generate1>><<generate2>><<person1>> A car pulls up beside you. The window drops, revealing a <<person>>. A <<person2>><<person>> leans over <<person1>><<him>>. <<if $exposed gte 1>><<covered>><</if>> <br><br> <<person2>> <<if $player.gender_appearance is "m">> "Handsome fella," <<else>> "Cute <<girl>>," <</if>> <<he>> says. "We'll give you a lift. How about you tell us where you're headed? You can sit between us." <br><br> <<entertownicon>><<link [["Accept and say you're going to town (0:15)"|Farm Hitchhike Pair]]>><<set $phase to 1>><</link>> <br> <<farmicon "barn">><<link [["Accept and say you're going to the farms (0:15)"|Farm Hitchhike Pair]]>><<set $phase to 2>><</link>> <br> <<if $exposed gte 1 and random(1, 2) is 2>> <<refuseicon>><<link [[Refuse|Farm Hitchhike Pair Refuse 2]]>><</link>> <<else>> <<refuseicon>><<link [[Refuse|Farm Hitchhike Pair Refuse]]>><</link>> <</if>> <</widget>> <<widget "hitchike_5">> <<generate1>> It doesn't take long for a car to appear on the horizon. The driver notices you and pulls over. The window rolls down. <br><br> "Need a ride?" the driver, a <<person1>><<person>>, asks. <br><br> <<entertownicon>><<link [["Accept and say you're going to town (0:15)"|Farm Hitchhike Accept]]>><<pass 15>><<set $phase to 1>><</link>> <br> <<farmicon "barn">><<link [["Accept and say you're going to the farms (0:15)"|Farm Hitchhike Accept]]>><<pass 15>><<set $phase to 2>><</link>> <br> <<refuseicon>><<link [[Decline|Farm Hitchhike Decline]]>><<pass 1>><</link>> <</widget>> <<widget "hitchike_6">> <<generate1>> A car comes to a halt next to you. The <<person1>><<person>> in it rolls down <<his>> window to talk to you. "Hey, where do you need to go?" <br><br> <<entertownicon>><<link [["Say you're going to town (0:15)"|Farm Hitchhike Cost Accept]]>><<pass 15>><<set $phase to 1>><</link>> <br> <<farmicon "barn">><<link [["Say you're going to the farms (0:15)"|Farm Hitchhike Cost Accept]]>><<pass 15>><<set $phase to 2>><</link>> <br> <<refuseicon>><<link [[Decline|Farm Hitchhike Cost Decline]]>><<pass 1>><</link>> <</widget>> <<widget "hitchike_7">> You hear an engine approach. A car tears around a bend, and races by, driving through a deep puddle. <br><br> <<set $_item to $worn.handheld>> <<if $_item.type.includes("rainproof")>> You hold out your $_item.name in front of you. <br> <span class="teal">The water splashes against your $_item.name, keeping the rest of you from being drenched.</span> <br><br> <<else>> <span class="teal">The cold water splashes all over you and drenches your clothes.</span> <<stress 5>><<gstress>> <br><br> <<wet_all>> <</if>> <<destinationfarmroad>> <</widget>> <<widget "hitchike_8">> <<generate1>><<generate2>><<generate3>> A car pulls up beside you. A <<fullGroup>> step out. <br><br> "All alone?" the <<person1>><<person>> mocks as <<he>> steps behind you. The other two close in. "Nice. You'd best play along. There's no one out here to save you."<<gstress>><<stress 6>> <br><br> <<link [[Run|Farm Hitchhike Run]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<link [[Stand your ground|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>> <</widget>> <<widget "hitchike_9">> <<generate1>><<person1>> An old truck rolls up to you on the side of the road, a <<person>> behind the wheel. <<if $exposed gte 1>><<covered>><</if>> <br><br> "Hey there, where're you headin'?" <<he>> says. <<if $exposed gte 1>> <<He>> briefly looks you up and down, but doesn't comment on your state of dress. <</if>> "Which way you going?" <br><br> <<entertownicon>><<link [[To town|Farm Hitchhike Assistant]]>><<set $phase to 1>><</link>> <br> <<farmicon "barn">><<link [[To the farms|Farm Hitchhike Assistant]]>><<set $phase to 2>><</link>> <br> <<refuseicon>><<link [[Step away|Farm Hitchhike Assistant Refuse]]>><</link>> <</widget>> <<widget "hitchhike_journey">> <<pass 15>> <<if $phase is 1>> You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges on Harvest Street all the same. You climb from the car, and <<he>> drives away. <br><br> <<link [[Next|Harvest Street]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><</link>> <br> <<else>> You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges in the farmlands all the same. You climb from the car, and <<he>> drives away. <br><br> <<link [[Next|Farmland]]>><<endcombat>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "hitchhike_journey_nude">> <<pass 15>> <<if $phase is 1>> <<He>> holds on to your clothes for the remainder of the journey, only giving them up as you drive into town. <br><br> <<He>> watches with amusement as you struggle to dress in the confines of the car. "Better hurry," <<he>> laughs. "Someone will see you." <br><br> <<He>> drives away as soon as you exit the vehicle. <br><br> <<link [[Next|Harvest Street]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> holds on to your clothes for the remainder of the journey, only giving them up as you approach the farmlands. <<He>> watches with amusement as you struggle to dress in the confines of the car. "Better hurry," <<he>> laughs. "Someone will see you." <br><br> <<He>> drives away as soon as you exit the vehicle. <br><br> <<link [[Next|Farmland]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "passoutfarmroad">> <<if isPregnancyEnding()>> <<pregnancyPassout "farmroad">> <<else>> <<passout>> You've pushed yourself too much. You pass out. <br><br> <<if dangerEvent()>> <<if $location is "farm" or $location is "alex_farm" or $location is "alex_cottage">> <<link [[Next|Farm Abduction wake]]>><<pass 5>><<set $stress -= 2000>><</link>> <<else>> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><</link>> <</if>> <br> <<else>> <<ambulance>> <</if>> <</if>> <</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "farmroad1">> <<if $phase is 1>> <<set $phase to 0>> You walk deeper into the countryside. The buildings become sparser, though collections of homes still dot the hills.<<athletics 1>> <<pass 5>> <<elseif $phase is 2>> <<set $phase to 0>> You walk towards town. The homes become more numerous, dotting the hills in clusters.<<athletics 1>> <<pass 30>> <<else>> You are on the road that connects the town and surrounding farmlands. Collections of homes dot the hills. <</if>> <br><br> <<if $farm>> <<if $farm.steed>> Your $farm.steed steed grazes in an empty field. <br><br> <</if>> <</if>> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif dangerEvent() and $eventskip is 0>> <<if $rng gte 51>> You hear a screech of wheels behind you. A car is fast approaching, and isn't leaving much room between it and the thorny bushes along your side of the road. <br><br> <<link [[Jump into the bushes|Farm Road Jump]]>><<pain 6>><</link>><<gpain>> <br> <<if $submissive lte 500>> <<link [[Stand your ground|Farm Road Stand]]>><<def 1>><</link>><<defianttext>> <br> <</if>> <<else>> <<hitchhike>> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "countryside">> <</if>> <<if $exposed lte 1>> <<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>> <br> <<else>> <span class="blue">You're too exposed to hitchhike!</span> <br> <</if>> <<roadicon>><<link [[Walk into the countryside (0:30)|Farm Road 2]]>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>> <br> <<if $farm>> <<if $farm.steed>> <<if $farm.stable gte 1>> <<steedicon>><<link [[Ride to the farm (0:15)|Farm Ride Farm]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 6>><</if>><<tiredness 2>><<loadNPC 0 "saddled_steed">><<pass 15>><</link>><<gtiredness>> <br> <<else>> <<steedicon>><<link [[Ride to the farm (0:30)|Farm Ride Farm]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 9>><</if>><<tiredness 3>><<loadNPC 0 "saddled_steed">><<pass 30>><</link>><<gtiredness>> <br> <</if>> <</if>> <</if>> <<entertownicon>><<link [[Enter town (0:05)|Harvest Street]]>><<pass 5>><</link>> <br> <</if>> <<set $eventskip to 0>><<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad2">> <<if $phase is 1>> <<set $phase to 0>> You walk deeper into the countryside. There are few buildings here, barring the occasional manor.<<athletics 1>> <<pass 30>> <<elseif $phase is 2>> <<set $phase to 0>> You walk towards town. You see the occasional building, stately manors tucked among the hills and trees.<<athletics 1>> <<pass 30>> <<else>> You are on the road that connects the town and surrounding farmlands. Several manors dot the hills around you. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif dangerEvent() and $eventskip is 0>> <<if $rng gte 51>> A dog barks at you from behind an ornate gate.<<gstress>><<stress 6>> <br><br> <<destinationfarmroad>> <<else>> <<hitchhike>> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "countryside">> <</if>> <<if $exposed lte 1>> <<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>> <br> <<else>> <span class="blue">You're too exposed to hitchhike!</span> <br> <</if>> <<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 3]]>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>> <br> <<roadicon>><<link [[Walk towards town (0:30)|Farm Road 1]]>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>> <br> <</if>> <<set $eventskip to 0>><<location "farmroad3">><<effects>> <<if $phase is 1>> <<set $phase to 0>> You walk deeper into the countryside. The trees become thicker, until the road is surrounded.<<athletics 1>> <<pass 30>> <<elseif $phase is 2>> <<set $phase to 0>> You walk towards town. The road drops into a thicket, trees surrounding you on both sides.<<athletics 1>> <<pass 30>> <<else>> You are on the road that connects the town and surrounding farmlands. The road is surrounded by trees. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif dangerEvent() and $eventskip is 0>> <<if $rng gte 51>> A breeze blows through the trees, swaying the boughs and caressing your face.<<lstress>><<stress 6>> <br><br> <<destinationfarmroad>> <<else>> <<hitchhike>> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "countryside">> <</if>> <<if $exposed lte 1>> <<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>> <br> <<else>> <span class="blue">You're too exposed to hitchhike!</span> <br> <</if>> <<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 4]]>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>> <br> <<roadicon>><<link [[Walk towards town (0:30)|Farm Road 2]]>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>> <br> <</if>> <<set $eventskip to 0>><<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad4">> <<if $phase is 1>> <<set $phase to 0>> You walk deeper into the countryside. The road bends upwards, crowning a hill and emerging from the trees. The sea greets you on the horizon.<<athletics 1>> <<pass 30>> <<elseif $phase is 2>> <<set $phase to 0>> You walk towards town. The surrounding countryside becomes less wild, but more hilly. You crown one of the hills, and the sea greets you on the horizon.<<athletics 1>> <<pass 30>> <<else>> You are on the road that connects the town and surrounding farmlands. You're atop a hill, and can view the sea on the horizon. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif dangerEvent() and $eventskip is 0>> <<if $rng gte 51>> A strong wind rushes over the crest, almost blowing you over. <<if $worn.head.name isnot "naked" and (!$worn.head.outfitSecondary or !$worn.head.outfitSecondary.includes("upper"))>> It snatches the $worn.head.name from your head!<<headstrip>> <br><br> <<link [[Chase after it|Farm Road Chase]]>><</link>> <br> <<link [[Leave it|Farm Road Leave]]>><</link>> <br> <<else>> <br><br> <<destinationfarmroad>> <</if>> <<else>> <<hitchhike>> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "countryside">> <</if>> <<if $exposed lte 1>> <<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>> <br> <<else>> <span class="blue">You're too exposed to hitchhike!</span> <br> <</if>> <<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 5]]>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>> <br> <<roadicon>><<link [[Walk towards town (0:30)|Farm Road 3]]>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>> <br> <</if>> <<set $eventskip to 0>><<set $outside to 1>><<set $location to "moor">><<effects>><<set $bus to "farmroad5">> <<if $phase is 1>> <<set $phase to 0>> You walk deeper into the countryside. The hills become flatter, and the ground more barren. Brown bushes struggle through the earth. Strange, thorny growths strangle the trees.<<athletics 1>> <<pass 30>> <<elseif $phase is 2>> <<set $phase to 0>> You walk towards town. The fields give way to a barren, tortured plain. Brown bushes struggle through the earth. Strange, thorny growth strangle the trees.<<athletics 1>> <<pass 30>> <<else>> You are on the road that connects the town and surrounding farmlands. The road is surrounded by a barren plain. Brown bushes struggle through the earth. Strange, thorny growths strangle the trees. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif dangerEvent() and $eventskip is 0>> <<if $rng gte 51>> You hear a terrible screech. <<if $syndromebird isnot 1>><<gstress>><<stress 6>><</if>> <br><br> <<destinationfarmroad>> <<else>> <<hitchhike>> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "countryside">> <</if>> <<if $exposed lte 1>> <<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>> <br> <<else>> <span class="blue">You're too exposed to hitchhike!</span> <br> <</if>> <<roadicon>><<link [[Walk deeper into the countryside (0:30)|Farm Road 6]]>><<set $phase to 1>><<tiredness 3>><</link>><<gtiredness>> <br> <<roadicon>><<link [[Walk towards town (0:30)|Farm Road 4]]>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>> <br> <</if>> <<set $eventskip to 0>><<set $outside to 1>><<set $location to "farm">><<effects>><<set $bus to "farmroad6">> <<if $phase is 1>> <<set $phase to 0>> You walk deeper into the countryside. The land becomes greener and more organised, split by hedges into separate fields.<<athletics 1>> <<pass 30>> <<elseif $phase is 2>> <<set $phase to 0>> You walk towards town. Fields still flank the road on both sides.<<athletics 1>> <<pass 5>> <<else>> You are on the road that connects the town and surrounding farmlands. Fields flank the road on both sides. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif dangerEvent() and $eventskip is 0>> <<if $rng gte 51>> <<beastNEWinit 1 cow>><<person1>> <!-- Modified for monster people --> <<if $monster is 1>> A naked <<print ($pronoun is "f" ? "girl" : "boy")>> with cow ears, horns and tail stops grazing and walks up to the fence around <<bhis>> field. <<bHe>> moos at you. <br><br> <<else>> A <<beasttype>> stops grazing and walks up to the fence around its field. It moos at you. <br><br> <</if>> <<link [[Pet|Farm Road Pet]]>><<stress -6>><</link>><<lstress>> <br> <<link [[Ignore|Farm Road 6]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<hitchhike>> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "countryside">> <</if>> <<if $exposed lte 1>> <<skinicon "hitchhike">><<link [[Hitchhike (0:15)|Farm Hitchhike]]>><<pass 15>><</link>> <br> <<else>> <span class="blue">You're too exposed to hitchhike!</span> <br> <</if>> <<farmicon>><<link [[Enter the farmlands (0:05)|Farmland]]>><<pass 5>><</link>> <br> <<roadicon>><<link [[Walk towards town (0:30)|Farm Road 5]]>><<set $phase to 2>><<tiredness 3>><</link>><<gtiredness>> <br> <</if>> <<set $eventskip to 0>><<effects>> <<if Time.dayState is "night" and random(1, 5) lte 4>> You stand at the side of the road and wait for a car to pass. No one drives by. Few travel the countryside at night. <br><br> <<destinationfarmroad>> <br> <<else>> You stand at the side of the road and stick out your thumb. <br><br> <<hitchhike>> <</if>><<effects>> <<if Time.dayState is "night" and random(1, 5) lte 4>> You stand at the side of the road and wait for a car to pass. No one drives by. Few travel the countryside at night. <br><br> <<destinationfarmroad>> <br> <<else>> You stand at the side of the road and stick out your thumb. <br><br> <<hitchhike>> <</if>><<effects>> <<if $athleticsSuccess>> You dodge the <<persons>> grasp and run off the road. They chase after you, <span class="green">but you manage to lose them</span> in the wild. <br><br> <<pass 10>> You hide within a copse until they give up the search, and you hear them drive away. <br><br> <<endevent>> <<destinationfarmroad>> <<else>> You dodge the <<persons>> grasp and run off the road. They chase after you, <span class="red">and tackle you to the dirt</span>. <br><br> <<link [[Next|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Hitchhike Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Hitchhike Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They leave you lying near the side of the road, and drive away. <br><br> <<tearful>> you stagger to your feet. <br><br> <<clotheson>> <<endcombat>> <<destinationfarmroad>> <<else>> You shove the <<person1>><<person>> into a ditch, and leap over <<him>>, disappearing into a thicket. <br><br> <<tearful>> you hide in a copse of trees. You wait until they give up the search, and you hear them drive away<<pass 5>> <br><br> <<clotheson>> <<endcombat>> <<destinationfarmroad>> <</if>><<set $outside to 0>><<effects>> You climb over the <<person1>><<person>>, and sit above the gearbox. It's not a comfortable position, and the driver puts <<his>> hand awfully close to your <<genitals>> whenever <<he>> changes gear. <br><br> Despite the awkward position, the journey is smooth. The <<person2>><<person>> won't stop talking, with the <<person1>><<person>> nodding along and giving an occasional single word response. <br><br> <<link [[Keep riding|Farm Hitchhike Pair Journey]]>><</link>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Reward them with your hand|Farm Hitchhike Pair Handjob]]>><</link>><<promiscuous3>> <</if>> <br><<effects>> <<person1>> <<if $pronoun is "f">> <<if $NPCList[0].penis isnot "none">> You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You flick up <<his>> skirt, revealing <<his>> penis. <br><br> "I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> length. <<Hes>> soon erect. <br><br> <<else>> You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You flick up <<his>> skirt, revealing <<his>> pussy. <br><br> "I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> labia. <<He>> moans softly. <br><br> <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You tug down the front of <<his>> trousers, revealing <<his>> penis. <br><br> "I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> length. <<Hes>> soon erect. <br><br> <<else>> You place your hand on the <<persons>> thigh. <<He>> glances at you as your hand creeps closer to <<his>> crotch. You tug down the front of <<his>> trousers, revealing <<his>> pussy. <br><br> "I like where this is going," the <<person2>><<person>> says to your left. <<He>> will get <<his>> turn. For now you focus on the <<person1>><<person>>, running your fingers up to and over <<his>> labia. <<He>> moans softly. <br><br> <</if>> <</if>> <<person2>> You rest your other hand on the <<person2>><<persons>> thigh. <<He>> <<npcUndressText $NPCList[1] "lower" "self">> in anticipation, revealing <<his>> <<if $NPCList[1].penis isnot "none">> $NPCList[1].penisdesc. You don't disappoint, and take <<his>> shaft in your hand. <<else>> pussy. You don't disappoint, and press a finger against <<his>> clit. <</if>> <<promiscuity3>> The <<person1>><<persons>> control of the wheel becomes unsteady as <<he>> approaches <<his>> peak. <br><br> <<link [[Finish them off|Farm Hitchhike Pair Finish]]>><</link>> <br> <<if $settings.analEnabled and !playerChastity("anus") and hasSexStat("promiscuity", 4)>> <<link [[Rub your ass against the gear stick|Farm Hitchhike Pair Gear]]>><</link>><<promiscuous4>> <br> <</if>><<effects>> <<earnFeat "Rear Passenger">> You bounce your <<bottom>> against the gear stick as you fondle the pair. You bounce a little too hard, and the stick shifts downward. <<promiscuity4>> The engine roars and the car speeds up. Frantic, both the <<fullGroup>> grope for the stick, but their rough fondling finds your <<genitals>> instead.<<ggarousal>><<arousal 2000 "genitals">> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> The pair withdraw their hands as you lean forward, gripping their thighs for support. Your movement shifts the gear stick again, and the car returns to a more reasonable pace. <<else>> You withdraw from their clumsy probing, shifting the gear back into its proper place, just in time for the <<person1>><<person>> to avoid swerving into a ditch. <</if>> <br><br> <<link [[Next|Farm Hitchhike Pair Finish]]>><</link>> <br><<effects>> You continue the assault, playing with the pair until they shudder into orgasm. The <<person2>><<person>> clutches <<his>> seat. The <<person1>><<person>> almost swerves off the road. <<if $NPCList[0].penis isnot "none">> <<bodyliquid "rightarm" "semen">> <<else>> <<bodyliquid "rightarm" "goo">> <</if>> <<if $NPCList[1].penis isnot "none">> <<bodyliquid "leftarm" "semen">> <<else>> <<bodyliquid "leftarm" "goo">> <</if>> They seem satisfied. The <<person2>><<person>> spends the rest of the journey in a quiet daze. <br><br> <<pass 15>> <<if $phase is 1>> You are driven into town. You give the pair a sly wink as you bid them farewell. <br><br> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You arrive in the farmlands. You give the pair a sly wink as you bid them farewell. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<pass 15>> <<if $phase is 1>> You are driven into town, and bid the pair farewell. <br><br> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You arrive in the farmlands, and bid the pair farewell. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You step away from the car. "Suit yourself," the <<person>> says. The window shuts, and they drive away. <br><br> <<endevent>> <<destinationfarmroad>><<effects>> You step away from the car. The <<person1>><<person>> laughs. "Where'd you think you're going?" <<he>> says as <<he>> and the <<person2>><<person>> climb from the car. "We don't bite. Much." <br><br> <<link [[Next|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> "I can take you there," the <<person>> says. "But first, <<if $worn.upper.set is $worn.lower.set>> <<if $worn.upper.gender is "f">> give me your dress. Don't worry, I'll give it back." <<else>> give me your clothes. Don't worry, I'll give them back." <</if>> <br><br> <<Hes>> serious, <<if $worn.under_upper.exposed lte 0>> <<if $worn.under_lower.exposed lte 0>> but at least you're wearing something beneath. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <<else>> and you're not wearing underwear beneath. <br><br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <</if>> <<elseif $player.sex is "f" or $player.gender_appearance is "f" or $player.sex is "h">> <<if $worn.under_lower.exposed lte 0>> and you're not wearing a bra or anything beneath. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <<else>> and you're not wearing anything beneath. <br><br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <</if>> <<else>> <<if $worn.under_lower.exposed lte 0>> and you're not wearing a top beneath. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist2>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <<else>> and you're not wearing anything beneath. <br><br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Full]]>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <</if>> <</if>> <<elseif !$worn.upper.type.includes("naked")>> give me your shirt. Don't worry, I'll give it back." <br><br> <<Hes>> serious, <<if $worn.under_upper.exposed lte 0>> but at least you're wearing something underneath. <br><br> <<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>> <br> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <<elseif $player.sex is "f" or $player.gender_appearance is "f" or $player.sex is "h">> and you're not wearing anything underneath. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>><<exhibitionist2>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <<else>> but <<he>> does say <<he>> will return it. <br><br> <<link [[Give up your top (0:15)|Farm Hitchhike Exposed Top]]>><</link>> <br> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <</if>> <<else>> give me your bottoms. Don't worry, I'll give it back." <br><br> <<Hes>> serious, <<if $worn.under_lower.exposed lte 0>> but at least you're wearing something underneath. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Give up your bottoms (0:15)|Farm Hitchhike Exposed Bottom]]>><</link>><<exhibitionist2>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <<else>> and you're wearing nothing beneath. <br><br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Give up your bottoms (0:15)|Farm Hitchhike Exposed Bottom]]>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br> <</if>> <</if>><<effects>> "I can take you there," the <<person>> says. "But first, give me your clothes. Don't worry, I'll let you dress before we part." <<Hes>> serious. <br><br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Give up your clothes (0:15)|Farm Hitchhike Exposed Undies 2]]>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse]]>><</link>> <br><<effects>> You remove your clothing, and hold it out for the <<person>>, naked. <<exhibitionism3>> <<clothesstrip>> <<if $rng gte 81>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes. <br><br> You run after <<him>>, but <<he>> doesn't stop. <<if !pcAreArmsBound("both")>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<endevent>><<upperruined>><<lowerruined>> <<destinationfarmroad>> <br> <<else>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes. <br><br> You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>> <br> <</if>><<effects>> You step away from the <<person>>. "Suit yourself," <<he>> says, before driving away. <br><br> <<endevent>> <<destinationfarmroad>><<effects>> <<if $worn.under_upper.exposed lte 0>> <<if $worn.under_lower.exposed lte 0>> You remove your $worn.upper.name, revealing your $worn.under_upper.name and $worn.under_lower.name. The <<person>> ogles you, and snatches the clothes from your hands. <<exhibitionism2>> <<else>> You remove your $worn.upper.name, revealing your $worn.under_upper.name and <<genitals>> beneath. The <<person>> ogles you, and snatches the clothes from your hands. <<exhibitionism3>> <</if>> <<elseif $player.sex is "f" or $player.gender_appearance is "f" or $player.sex is "h">> <<if $worn.under_lower.exposed lte 0>> You remove your $worn.upper.name, revealing your <<breasts>> and $worn.under_lower.name. The <<person>> ogles you, and snatches the clothes from your hands. <<exhibitionism2>> <<else>> You remove your $worn.upper.name, revealing your <<breasts>> and <<genitals>> beneath. The <<person>> ogles you, and snatches the clothes from your hands. <<exhibitionism3>> <</if>> <<else>> <<if $worn.under_lower.exposed lte 0>> You remove your $worn.upper.name, revealing your <<breasts>> and $worn.under_lower.name. <<else>> You remove your $worn.upper.name, revealing your <<breasts>> and <<genitals>> beneath. <</if>> The <<person>> ogles you, and snatches the clothes from your hands.<<exhibitionism2>> <</if>> <<upperstrip>> <<if $rng gte 81>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes. <br><br> You run after <<him>>, but <<he>> doesn't stop. <<if !pcAreArmsBound("both")>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<endevent>><<upperruined>><<lowerruined>> <<destinationfarmroad>> <br> <<else>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your clothes. <br><br> You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>> <br> <</if>><<effects>> <<if $worn.under_lower.exposed lte 0>> You tug off your $worn.lower.name, exposing your $worn.under_lower.name. The <<person>> ogles you, and snatches the bottoms from your hands. <<exhibitionism2>> <<else>> You tug off your $worn.lower.name, exposing your $worn.under_lower.name. The <<person>> ogles you, and snatches the bottoms from your hands. <<exhibitionism3>> <</if>> <<lowerstrip>> <<if $rng gte 81>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your bottoms. You run after <<him>>, but <<he>> doesn't stop. <<if !pcAreArmsBound("both")>>You cover your <<undies>> with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<endevent>><<lowerruined>> <<destinationfarmroad>> <br> <<else>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your bottoms. You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>> <br> <</if>><<effects>> <<if $worn.under_upper.exposed lte 0>> You tug off your $worn.upper.name, exposing your $worn.under_upper.name. The <<person>> ogles you, and snatches the top from your hands. <<incgbreastinsecurity>> <br><br> <<elseif $player.sex is "f" or $player.gender_appearance is "f" or $player.sex is "h">> You tug off your $worn.upper.name, exposing your <<breasts>>. The <<person>> ogles you, and snatches the top from your hands. <<incgbreastinsecurity>> <<covered>><<exhibitionism2>> <<else>> You tug off your $worn.upper.name, exposing your <<breasts>>. The <<person>> ogles you, and snatches the top from your hands. <<incgbreastinsecurity>> <br><br> <</if>> <<upperstrip>> <<if $rng gte 81>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your top. You run after <<him>>, but <<he>> doesn't stop. <<if !pcAreArmsBound("both")>>You cover your chest with your hands.<</if>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<endevent>><<upperruined>> <<destinationfarmroad>> <br> <<else>> "Thanks," <<he>> says. "See ya." <<He>> drives away, still holding your top. You run after <<him>>, until <<he>> slows to a stop. You hear <<him>> laughing. "Get in," <<he>> says, opening the door to the seat beside <<him>>.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farm Hitchhike Exposed Journey]]>><</link>> <br> <</if>><<effects>> You sit beside the <<person>> as <<he>> drives, though <<he>> spends almost as much time looking at your <<lewdness>> as at the road. <br><br> <<He>> comes to a stop, and turns to you. <<if $worn.lower.exposed lte 1>> "I'm gonna need a little more from you," <<he>> says, stroking your $worn.lower.name while leaning over you to open the door on your side. "Take this off. Or get out." <br><br> <<if $worn.under_lower.exposed lte 0>> <<link [[Give up your bottom|Farm Hitchhike Exposed Bottom 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<else>> You're not wearing anything beneath. <br><br> <<link [[Give up your bottom|Farm Hitchhike Exposed Bottom 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>> <br> <<elseif $worn.under_upper.exposed is 0>> "I'm gonna need a little more from you," <<he>> says, stroking your $worn.under_upper.name while leaning over you to open the door on your side. "Take this off. Or get out." <br><br> <<if $worn.under_upper.set is $worn.under_lower.set>> <<link [[Give up your underwear|Farm Hitchhike Exposed Full 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<elseif $player.sex is "f" or $player.gender_appearance is "f" or $player.sex is "h">> <<link [[Give up your top|Farm Hitchhike Exposed Top 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<else>> <<link [[Give up your top|Farm Hitchhike Exposed Top 2]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <</if>> <<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>> <br> <<elseif $worn.under_lower.exposed is 0>> "I'm gonna need a little more from you," <<he>> says, stroking your $worn.under_lower.name while leaning over you to open the door on your side. "Take this off. Or get out." <br><br> <<link [[Give up your bottoms|Farm Hitchhike Exposed Under Bottom]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<else>> "It's a long journey," <<he>> says while leaning over you to open the door on your side "Step outside a moment." <br><br> <<link [[Step outside|Farm Hitchhike Exposed Step]]>><</link>> <br> <</if>><<effects>> You shuffle out of your $worn.under_upper.name, and hand it to the <<person>>. <br><br> <<underupperstrip>> <<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away." <br><br> <<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<refuseicon>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br><<effects>> You shuffle out of your $worn.under_upper.name, and hand it to the <<person>>. <br><br> <<underupperstrip>> <<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away." <br><br> <<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<refuseicon>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br><<effects>> You shuffle out of your $worn.lower.name, and hand it to the <<person>>. <br><br> <<lowerstrip>> <<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away." <br><br> <<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<refuseicon>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br><<effects>> You shuffle out of your $worn.under_lower.name, and hand it to the <<person>>. <br><br> <<underlowerstrip>> <<He>> holds it to <<his>> face and sniffs. "Alright," <<he>> says. "Now get out. Just for a moment. I won't drive away." <br><br> <<getouticon>><<link [[Get out|Farm Hitchhike Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<refuseicon>><<link [[Refuse|Farm Hitchhike Exposed Refuse 2]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br><<effects>> You climb from the car. "Close it." You do so, leaving you outside. <<covered>> <br><br> The <<person>> observes you for a moment. <<He>> beats the wheel with the tips of <<his>> fingers, as if considering leaving you here without clothes. "Alright," <<he>> says at last. "You can come back in." <br><br> <<hitchhike_journey_nude>><<effects>> <<if $speech_attitude is "meek">> "This is wrong," you say. "Take me where I want to go. And give me back my clothes!" <<elseif $speech_attitude is "bratty">> "Fuck you," you say. "We had an agreement. Take me where I want to go. And give me back my clothes." <<else>> "I'm not playing your game," you say. "Take me where I want to go, and give me back my clothes." <</if>> <br><br> "You'll do as I say," the <<person>> sneers, grasping your neck. <<if $physiqueSuccess>> <<He>> tries to push you from the car, <span class="green">but you resist.</span> You push <<his>> arms away and kick <<him>> in the face. You feel something come loose. <br><br> <<He>> clutches <<his>> face in one hand, while holding the other up in surrender. "F-fine," <<he>> says. "You violent psycho." <br><br> <<clotheson>> <<He>> wipes the blood away while you get dressed. <br><br> <<link [[Next|Farm Hitchhike Defiant]]>><</link>> <br> <<else>> <span class="red"><<He>> shoves you from the car,</span> where you roll onto the dusty road. <<He>> slams the door shut, and drives away. <<stealclothes>> <<endevent>> <<destinationfarmroad>> <</if>><<effects>> <<hitchhike_journey>><<effects>> <<if $phase is 1>> <<He>> lets you dress as you drive into town. You're still adjusting your clothes when you exist <<his>> car. <<He>> drives away. <br><br> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> lets you dress as you arrive at the farmlands. You're still adjusting your clothes when you exist <<his>> car. <<He>> drives away. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> "Suit yourself," the <<person>> says. <<He>> closes the door and drives away. <br><br> <<endevent>> <<destinationfarmroad>><<effects>> The <<person>> glances over <<his>> shoulder, then steps from the car. "Wandering around dressed like that," <<he>> says. <span class="red"><<He>> grasps your arm</span> and tries to wrestle you to the ground. <br><br> <<link [[Next|Farm Hitchhike Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You kneel in front of the <<person>>. <<He>> grasps your hair with one hand while <<if $pronoun is "m">>unzipping <<his>> fly<<else>>lifting <<his>> skirt<</if>> with the other. <<He>> pushes your face against <<his>> <<if $NPCList[0].penis isnot "none">>erect <<print $NPCList[0].penisdesc>><<else>>pussy<</if>>.<<promiscuity4>> <<link [[Next|Farm Hitchhike Oral]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<npcoral>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Hitchhike Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Hitchhike Oral]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good <<girl>>," <<he>> says, leaning back in <<his>> seat. "Get in." <br><br> <<tearful>> you climb in the back. <br><br> <<clotheson>> "Where are you going anyway?" <br><br> <<link [[Town|Farm Hitchhike Oral End]]>><<set $phase to 1>><</link>> <br> <<link [[Farms|Farm Hitchhike Oral End]]>><<set $phase to 2>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person>> back into <<his>> car, and run. You take cover within a copse just off the road, until you hear <<him>> drive away. <br><br> <<tearful>> you return to the road. <br><br> <<clotheson>> <<endcombat>> <<destinationfarmroad>> <<else>> "Fine," the <<person>> says. "But I'm not helping." <<He>> slams the door shut and drives away. <br><br> <<tearful>> you walk to the side of the road. <br><br> <<clotheson>> <<endcombat>> <<destinationfarmroad>> <</if>><<effects>> <<hitchhike_journey>><<effects>> <<if $rng gte 51>> <<if $phase is 1>> "I'm heading to town anyway," the <<person>> says. "Hop in." <<else>> "I'm heading out there anyway," the <<person>> says. "Hop in." <</if>> <br><br> <<He>> leans back and opens a door. <<rng>> <<if $rng gte 81>> The backseat is covered in empty pizza boxes. "Just shove them to the floor," <<he>> adds, sheepish. <<elseif $rng gte 61>> The interior is clean and unremarkable. <<elseif $rng gte 41>> The interior is lit by a purple glow, and the seats look made from an exotic animal hide. <<elseif $rng gte 21>> The interior is clean and smart. <<else>> The interior smells like wet dog. <</if>> <br><br> <<getinicon>><<link [[Get in (0:15)|Farm Hitchhike Journey]]>><</link>> <br> <<getouticon>><<link [[Refuse|Farm Hitchhike Refuse]]>><</link>> <br> <<else>> "I'm going in the opposite direction," the <<person>> says. "Sorry." <<He>> closes <<his>> window. <br><br> <<if $submissive gte 1500>> <<link [[Beg (0:15)|Farm Hitchhike Beg]]>><<sub 1>><</link>><<submissivetext>> <br> <</if>> <<link [[Step away|Farm Hitchhike Step]]>><</link>> <br> <</if>><<effects>> You rush forward <<if $pain gte 40>>, tears streaming down your cheeks,<<else>> and bang on the window<</if>>. "Please don't leave me out here!" you say. "There are horrible people out, and I'm all alone, and, and..." <br><br> The <<person>> hesitates, then leans back to open one of the back doors. "Get in." <br><br> You thank the <<person>> and climb in the back. <br><br> <<if $phase is 1>> You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges on Harvest Street all the same. You climb from the car, and <<he>> drives away. <br><br> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You stare out the window as the <<person>> drives, watching the hills roll by. <<He>> takes a peculiar route down a side road, but emerges in the farmlands all the same. You climb from the car, and <<he>> drives away. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You step away from the car, and the <<person>> drives away. <br><br> <<endevent>> <<destinationfarmroad>><<effects>> You step away from the car. The <<person>> shrugs and drives away. <br><br> <<endevent>> <<destinationfarmroad>><<effects>> You climb in. The <<person>> pulls away as soon as the door closes. <br><br> <<hitchhike_journey>><<effects>> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>> You're jolted awake by a rumble. You're in a back of a van. You struggle to your feet and look around, but can see no obvious way out. The van comes to a stop, and a <<person>> throws open the van doors. <br><br> You see the interior of a barn. The <<person>> isn't alone. Three others stand with <<him>>, examining you. <br><br> <<person2>>"You weren't lying," a <<person>> says. "Good stock.<<if $settings.pregnancySpeechEnabled>> Would make a fine breeder.<</if>>" <br><br> <<person3>><<if $settings.pregnancySpeechEnabled>>"Breeder?"<<else>>"Personally,"<</if>> a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand. <br><br> <<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>> <br> <<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <<link [[Submit|Street Van Submit]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br><<effects>> You leap aside, avoiding the speeding vehicle. <br><br> <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">> You tear yourself free from the tangle. Your clothes snag on the thorns. <br><br> <</if>> <<set $worn.over_upper.integrity -= 10>><<set $worn.over_lower.integrity -= 10>><<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_upper.integrity -= 10>><<set $worn.under_lower.integrity -= 10>> <<integritycheck>><<exposure>> <<destinationfarmroad>><<effects>> You turn to face the oncoming vehicle. It flashes its lights. You hold up your middle finger, and force it to drive around you. <br><br> <<destinationfarmroad>><<effects>> You chase after your headwear, off the road and down the ridge of a hill. It settles on a tree branch. <<if $physiquesize gte 16000>> You jump in the air, and just about reach it. <<large_text>> <<else>> It's too high to reach, so you pick up a nearby stick to help. You manage to hook it on the end. <</if>> <br><br> <<clotheson>> <<if $rng gte 61>> You hear a buzz. A swarm of bees emerge from a hive, agitated by the moving branch. You run back to the road in a panic.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<destinationfarmroad>> <<else>> You return to the road, your $worn.head.name back where it belongs. <br><br> <<destinationfarmroad>> <</if>><<effects>> You decide not to run off the road in pursuit, and continue without your headwear. <br><br> <<headruined>> <<destinationfarmroad>><<effects>> You pet the <<beasttypes>> head. <<bHe>> moos again and licks your fingers. <br><br> <<endevent>> <<destinationfarmroad>><<effects>> <<loadNPC 0 "saddled_steed">> You saddle your $farm.steed <<beasttype>>, and climb atop. <br><br> <<if $farm.stable gte 1>> <<steedicon>><<link [[Ride to town (0:15)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 6>><</if>><<tiredness 2>><<pass 15>><</link>><<gtiredness>> <br> <<else>> <<steedicon>><<link [[Ride to town (0:30)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 9>><</if>><<tiredness 3>><<pass 30>><</link>><<gtiredness>> <br> <</if>> <<animalicon "horse_pick">><<link [[Saddle a different horse (0:10)|Farm Steed]]>><<pass 10>><<endevent>><</link>> <br> <<getouticon>><<link [[Dismount|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<if $farm.steed>> <<clearNPC "saddled_steed">> <<set $farm.steed to 0>> <</if>> You saddle the <<beasttype>>. <<if $farm.beasts.horses gte 20>> <<if $monster is 1>> "I'm grateful for your trust," <<bhe>> says, bowing <<bhis>> head. "It'll be nice to stretch my legs." <<else>> <<bHe>> licks your shoulder. <</if>> <<elseif $farm.beasts.horses gte 5>> <<if $monster is 1>> "As you wish," <<bhe>> says. "Don't expect me to enter that hive the humans live in. The smell is unbearable." <<else>> <<bHe>> remains passive as you work. <</if>> <<else>> <<if $monster is 1>> "Careful <<girl>>," <<bhe>> says. "Or I'll be riding you." <<else>> <<bHe>> bites at you, but allows you to finish. <</if>> <</if>> <br><br> <<if currentSkillValue("thighskill") gte 200>> <<saveNPC 0 "saddled_steed">> <<set $farm.steed to clone($NPCList[0].hair)>> You climb upon <<bhis>> back, and spur <<bhim>> to a trot. The force surprises you, <span class="green">but you manage to hold on.</span> The wind blows your hair as you circle the yard. <br><br> <<if $farm.stable gte 1>> <<steedicon>><<link [[Ride to town (0:15)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 6>><</if>><<tiredness 2>><<pass 15>><</link>><<gtiredness>> <br> <<else>> <<steedicon>><<link [[Ride to town (0:30)|Farm Ride Town]]>><<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">><<pain 9>><</if>><<tiredness 3>><<pass 30>><</link>><<gtiredness>> <br> <</if>> <<getouticon>><<link [[Dismount|Farm Work]]>><<endevent>><</link>> <br> <<else>> You climb upon <<bhis>> back, and spur <<bhim>> to a trot. <span class="red">The force jolts you from your seat.</span> The <<if $monster gte 1>>centaur laughs<<else>>horse whinnies<</if>>. <<gpain>><<pain 4>> <br><br> <i><span class="purple">D</span> Thigh Skill or higher required. There's a riding school nearby.</i> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $farm_work.horses_out is 1>> You enter the field to observe the <<farm_text_many horse>>. <br><br> <<else>> You approach the stable to observe the <<farm_text_many horse>>. <</if>> Perhaps you could ride one to town. <br><br> <<beastNEWinit 1 horse>> Your eyes fall on one <<beasttype>> in particular. <<bHe>> looks back, and shakes <<bhis>> <<print $NPCList[0].hair>> mane. <br><br> <<animalicon "horse_pick">><<link [[Choose another (0:10)|Farm Steed Choose]]>><<endevent>><<pass 10>><</link>> <br> <<steedicon>><<link [[Saddle (0:10)|Farm Saddle New]]>><<pass 10>><</link>> <br> <<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<beastNEWinit 1 horse>> You examine another steed, a <<beasttype>> with a<<if ["appaloosa", "overo"].includes($NPCList[0].hair)>>n<</if>> <<print $NPCList[0].hair>> mane. <br><br> <<animalicon "horse_pick">><<link [[Choose another (0:10)|Farm Steed Choose]]>><<endevent>><<pass 10>><</link>> <br> <<steedicon>><<link [[Saddle (0:10)|Farm Saddle New]]>><<pass 10>><</link>> <br> <<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>> <br><<set $location to "moor">><<set $bus to "town">><<effects>> <<if $slimeFarmNakedStored is true>> You put your clothes on. <<storeon "farmHidingSpot">> <<exposure>> <<unset $slimeFarmNakedStored>> <</if>> <<if $farm_stage gte 7>><<unset $farm_naked>><</if>> You spur your steed to a trot, and ride for town with the wind in your hair. <br><br> <<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">> As you bounce slightly with the <<beasttype>>'s movement, the saddle chafes against your exposed <<bottom>>, irritating you. You scowl and endure the unpleasant pressure. <<gpain>> <br><br> <</if>> <<farm_ride_events>><<set $location to "moor">><<set $bus to "farm">><<effects>> You spur your steed to a trot, and ride into the countryside. <br><br> <<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">> As you bounce slightly with the <<beasttype>>'s movement, the saddle chafes against your exposed <<bottom>>, irritating you. You scowl and endure the unpleasant pressure. <<gpain>> <br><br> <</if>> <<farm_ride_events>><<effects>> <<if $tendingSuccess>> You pat the <<beasttype>>'s head. "It's okay," you say. "It's just a car." <<if $monster is 1>> <br><br> <span class="green">"Sorry,"</span> <<bhe>> replies. "I'm acting like a foal. Thank you." <<else>> <span class="green"><<bHe>> seems less agitated.</span> <</if>> <<ggrespect>><<farm_horses 3>> <br><br> <<else>> You pat the <<beasttype>>'s head, hoping to calm <<bhim>>, <span class="red">but your touch startles <<bhim>> further.</span><<llrespect>><<farm_horses -3>> <<if $monster is 1>> "J-just leave me alone," <<bhe>> says. <</if>> <br><br> <</if>> <<destination_farm_ride>><<effects>> <<if currentSkillValue("thighskill") gte random(1, 1200)>> You direct the horse away from the ditch with your knees, <span class="green">and your surety calms <<bhim>>.</span> <<if $monster is 1>> "Sorry," <<bhe>> says. "I'm acting like a foal. Thank you." <</if>> <<ggrespect>><<farm_horses 3>> <br><br> <<else>> You pull on the bridle, trying to direct it away from the ditch. <span class="red"><<bHe>> doesn't appreciate your interference.</span> <<if $monster is 1>> "Don't test my patience," <<bhe>> says. "Don't think I won't throw you off." <br><br> <<else>> <<bHe>> rears on <<his>> hind legs, threatening to throw you off, before continuing the journey.<<llrespect>><<farm_horses -3>> <br><br> <</if>> <</if>> <<destination_farm_ride>><<effects>> You ignore your <<beasttype>>'s agitation. <<bHe>> calms down, but remains on edge. <br><br> <<destination_farm_ride>><<effects>> You let the <<beasttype>> munch on some grass at the side of the road until <<bhe>> is ready to continue. <br><br> <<destination_farm_ride>><<effects>> <<if currentSkillValue("thighskill") gte random(1, 1000)>> You spur your <<beasttype>> into keeping up the pace. <<bHe>> manages it, <span class="green">finding a second wind.</span> <br><br> <<else>> You spur your <<beasttype>> into keeping up the pace. <<bHe>> manages it, <span class="red">but <<if $monster is 1>>voice<<else>>neigh<</if>>s a complaint.</span><<llrespect>><<farm_horses -3>> <br><br> <</if>> <<destination_farm_ride>><<effects>> You dismount the <<beasttype>>, and kneel beneath <<bhim>>. <<if $NPCList[0].penis isnot "none">> <<bHis>> <<print $NPCList[0].penisdesc>> is already erect and waiting. You cup one of <<bhis>> testes, then run your fingers along the shaft before grasping it. <<else>> <<bHis>> pussy glistens in anticipation. You push a finger between the folds, then another. <</if>> <<deviancy3>> <<if $monster is 1>> "That's it," the <<beasttype>> sighs. "It won't take long. I've been pent up all day." <<else>> The <<beasttype>> neighs <<bhis>> approval. <</if>> <br><br> <<if random(1, 3) is 3>> The <<beasttype>>'s body spasms. Not long now. <span class="pink">You hear an engine.</span> A car approaches, and will arrive any moment. <br><br> <<if $monster is 1>> "D-don't stop," the <<beasttype>> says. "I'm almost there." <br><br> <</if>> <<link [[Keep going|Farm Ride Hand 2]]>><<farm_horses 1>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>><<grespect>> <br> <<link [[Stop|Farm Ride Hand Stop]]>><<farm_horses -3>><</link>><<llrespect>> <br> <<else>> The <<beasttype>>'s body spasms as <<bhe>> reaches <<bhis>> peak. <<if $NPCList[0].penis isnot "none">> Voluminous ejaculate shoots from <<bhis>> tip, splattering over the floor, then pooling beneath it. Job done, you climb back in the saddle. <br><br> <<else>> Your fingers slick, you climb back in the saddle, and spur <<bhim>> to a trot. <br><br> <</if>> <<destination_farm_ride>> <</if>><<effects>> Your fingers work as fast as they can, <<if currentSkillValue("handskill") gte random(1, 1000)>> <<if $NPCList[0].penis isnot "none">> <span class="green">and you manage to milk the <<print $NPCList[0].penisdesc>> of its cum</span> before the car arrives. <<else>> <span class="green">and you manage to have the <<beasttype>> shuddering in orgasm</span> before the car arrives. <</if>> You climb back in the saddle, and spur <<bhim>> to a trot. <br><br> <<else>> <<if $NPCList[0].penis isnot "none">> <span class="red">and only manage to milk the <<print $NPCList[0].penisdesc>> of its cum just as the car arrives.</span> <<else>> <span class="red">and only manage to have the <<beasttype>> shuddering in orgasm</span> just as the car arrives. <</if>> You hope they didn't see, but the mocking honk suggests they did.<<ggtrauma>><<gstress>><<famebestiality 3>><<trauma 12>><<stress 6>> <br><br> <</if>> <<destination_farm_ride>><<effects>> You stand up. <<if $monster is 1>> "Damn you," the <<beasttype>> says as <<bhe>> humps the air. <<else>> The <<beasttype>> neighs <<bhis>> frustration. <</if>> <<if $NPCList[0].penis isnot "none">> A little semen spurts from <<bhis>> <<print $NPCList[0].penisdesc>>, but not much. <<else>> <<bHis>> body shakes in what you think is an orgasm, but not a strong one. <</if>> <br><br> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "But I don't want people to see you so undignified." <<elseif $speech_attitude is "bratty">> "Don't be so undignified," you say. <<else>> "Do you want people to see you like this?" <</if>> <br><br> <<bHe>> calms down before the car appears, but shakes <<bhis>> <<if $monster is 1>>head<<else>>mane<</if>>. You climb back into the saddle, and spur <<bhim>> to a trot. <br><br> <<destination_farm_ride>><<effects>> You spur and berate the <<beasttype>>. <<if currentSkillValue("thighskill") gte random(1, 1400)>> <<if $monster is 1>> <span class="green">"Fine,"</span> <<bhe>> says. "Can't blame me for trying." <<else>> With a neigh, <span class="green"><<bhe>> trots forward once more.</span> <</if>> <<else>> <<if $monster is 1>> <span class="red"><<bHe>> throws an angry glance over your shoulder.</span> "I'm moving," <<bhe>> says. "But you'll pay for this later." <<else>> <span class="red"><<bHe>> rears on <<bhis>> hind legs,</span> almost throwing you off, then breaks into a trot. <</if>> <<llrespect>><<farm_horses -3>> <</if>> <br><br> <<destination_farm_ride>><<effects>> You dismount. If the <<beasttype>> is so stubborn, then so be it. <<bHe>> huffs as you walk away. <br><br> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><<endevent>><</link>> <<else>> <<link [[Next|Farm Road 3]]>><<endevent>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if $NPCList[0].penis isnot "none">> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<farm_trust horses>> <<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Ride Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Ride Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $monster is 1>> "Good fucktoy," <<bhe>> says. <</if>> <<tearful>> you climb back into the saddle. <br><br> <<clotheson>> <<endcombat>> <<destination_farm_ride>> <<else>> You smack the <<beasttype>> <<if $monster is 1>>in the face<<else>>on the nose<</if>>. <<bHe>> turns and flees. <br><br> <<tearful>> you return to the road. <br><br> <<clotheson>> <<endcombat>> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><</link>> <br> <<else>> <<link [[Next|Farm Road 3]]>><</link>> <br> <</if>> <</if>><<effects>> You spur your <<beasttype>> to a gallop. Hooves thunder behind as Remy's goons try to keep up. <<if currentSkillValue("thighskill") gte random(1, 1000)>> <span class="green">They are unable to.</span> You leave them far behind.<<lstress>><<stress -6>> <br><br> <<destination_farm_ride>> <<else>> <span class="red">Your steed's strength wavers,</span> and the riders catch up with you. One rides ahead, and they box you against the hedge, forcing you to stop. They wheel around to face you.<<gstress>><<stress 6>> <br><br> "Remy sent us," the <<person2>><<person>> on the left says. "To make sure you were okay. Dangerous for a <<girl>> to be riding alone."<<gstress>><<stress 6>> <br><br> "We'll escort you the rest of the way," the <<person3>><<person>> on the right adds. "For a fee. <<printmoney 5000>> should do." <br><br> <<if $money gte 5000>> <<link [[Pay (£50)|Farm Ride Pay]]>><<money -5000>><</link>> <br> <</if>> <<link [[Refuse politely|Farm Ride Polite]]>><<farm_aggro 1>><</link>><<gaggro>> <br> <<link [[Refuse angrily|Farm Ride Angry]]>><<farm_aggro 1>><</link>><<gaggro>> <br> <</if>><<effects>> You rein in the <<beasttype>>, and turn to face the approaching riders. They pull up some distance away. <br><br> "Remy sent us," the <<person2>><<person>> on the left says. "To make sure you were okay. Dangerous for a <<girl>> to be riding alone."<<gstress>><<stress 6>> <br><br> "We'll escort you the rest of the way," the <<person3>><<person>> on the right adds. "For a fee. <<printmoney 5000>> should do." <br><br> <<if $money gte 5000>> <<link [[Pay (£50)|Farm Ride Pay]]>><<money -5000>><</link>> <br> <</if>> <<link [[Refuse politely|Farm Ride Polite]]>><<farm_aggro 1>><</link>><<gaggro>> <br> <<link [[Refuse angrily|Farm Ride Angry]]>><<farm_aggro 1>><</link>><<gaggro>> <br><<effects>> You pay the pair. "Wise," the <<person2>><<person>> says. "Go on then. Lead the way." <br><br> They follow behind for the rest of the journey. <<person1>> <<destination_farm_ride>><<effects>> <<if $speech_attitude is "meek">> "S-sorry," you say. "But I'll be okay on my own." <<elseif $speech_attitude is "bratty">> "Thanks for the offer," you say. "But I can handle myself." <<else>> "Thanks," you say. "But I'll be alright alone." <</if>> <br><br> "Suit yourself," the <<person2>><<person>> scoffs. "We'll be near." They spur to a trot, and ride past you. <br><br> <<person1>> <<destination_farm_ride>><<effects>> <<if $speech_attitude is "meek">> "I-I'm not paying you," you say. "Go away." <<elseif $speech_attitude is "bratty">> "Fuck you," you say. "And fuck Remy." <<else>> "Tell Remy I won't be extorted," you say. "Go." <</if>> <br><br> The <<person2>><<person>> laughs. "Suit yourself <<girl>>. We'll be near." They spur to a trot, and ride past you. <br><br> <<person1>> <<destination_farm_ride>><<effects>> You spur your <<beasttype>> to a gallop. Hooves thunder behind as Remy's goons try to keep up. <<if currentSkillValue("thighskill") gte random(400, 1400)>> <span class="green">They are unable to.</span> You leave them far behind.<<lstress>><<stress -6>> <br><br> <<destination_farm_ride>> <<else>> <span class="red">Your steed's strength wavers,</span> and the riders catch up with you. One of them, a <<person2>><<person>>, <span class="red">hurls a lasso</span> at your <<beasttype>>'s neck. <<He>> misses, but reels the rope back in.<<gstress>><<stress 6>> <br><br> <<His>> colleague, a <<person3>><<person>>, rides alongside you, <span class="red">and tries to shove you from the saddle.</span> <br><br> <span class="red">Your steed is on the verge of panic.</span> <<bHe>> veers back and forth across the road. It's hard to stay in the saddle. <br><br> <<link [[Punch the closest rider|Farm Ride Punch]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Grab the lasso|Farm Ride Grab]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>> <br> <<link [[Reassure your steed|Farm Ride Reassure]]>><</link>><<tendingdifficulty 1 1000>> <br> <</if>><<effects>> You rein in the <<beasttype>>, and turn to face the approaching riders. They don't slow. One of them, a <<person2>><<person>>, <span class="red">hurls a lasso</span> at your <<beasttype>>'s neck. <<He>> misses, but reels the rope back in.<<gstress>><<stress 6>> <br><br> <<His>> colleague, a <<person3>><<person>>, rides alongside you, <span class="red">and tries to shove you from the saddle.</span> <br><br> <span class="red">Your steed is on the verge of panic.</span> <<bHe>> wheels around and gallops of <<bhis>> own accord, veering back and forth across the road. It's hard to stay in the saddle. <br><br> <<link [[Punch the closest rider|Farm Ride Punch]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Grab the lasso|Farm Ride Grab]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>> <br> <<link [[Reassure your steed|Farm Ride Reassure]]>><</link>><<tendingdifficulty 1 1000>> <br><<effects>> <<if $physiqueSuccess>> You fist connects with the <<person3>><<person>>'s face, <span class="green">knocking <<him>> from the saddle.</span> <<His>> colleague laughs, and readies the lasso for another attempt. <br><br> <<link [[Grab the lasso|Farm Ride Grab 2]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>> <br> <<link [[Reassure your steed|Farm Ride Reassure 2]]>><</link>><<tendingdifficulty 1 1000>> <br> <<else>> <span class="red">The <<person>> catches your fist,</span> and pulls you from the saddle. You tumble to the ground.<<ggpain>><<pain 8>> <br><br> Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>> <br><br> <<tearful>> you rise to your feet. <br><br> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Farm Road 3]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<if currentSkillValue("handskill") gte random(1, 1000)>> The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more, <span class="green">but you catch it,</span> and pull the <<person2>><<person>> from <<his>> seat. <<He>> tumbles to the dirt. <br><br> <<His>> colleague laughs, and shoves you again. <br><br> <<link [[Punch|Farm Ride Punch 2]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Reassure your steed|Farm Ride Reassure 2]]>><</link>><<tendingdifficulty 1 1000>> <br> <<else>> The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more. You try to catch it, but it loops around your wrists. <span class="red">The rider pulls you from your saddle.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>> <br><br> Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>> <br><br> <<tearful>> you rise to your feet. <br><br> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Farm Road 3]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<if $tendingSuccess>> <<person1>> You whisper a couple of words into your <<beasttype>>'s ear. <span class="green"><<bHe>> stops veering back and forth across the road,</span> and gallops with more surety. <br><br> The <<person2>><<person>> readies the lasso for another throw, while the <<person3>><<person>> tries to shove you from the saddle once more. <br><br> <<link [[Punch the closest rider|Farm Ride Punch 2]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Grab the lasso|Farm Ride Grab 2]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 1000>> <br> <<else>> <<person1>> You whisper a couple of words into your <<beasttype>>'s ear, <span class="red">but your voice trembles.</span> <<bHe>> rears on <<bhis>> hind legs, throwing you from the saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>> <br><br> Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>> <br><br> <<tearful>> you rise to your feet. <br><br> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Farm Road 3]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<if $physiqueSuccess>> <<earnFeat "Into the Sunset">> You fist connects with the <<person3>><<person>>'s face, <span class="green">knocking <<him>> from the saddle.</span> <br><br> <span class="green">You've seized control of the situation.</span> You spur your <<beasttype>> onward, leaving Remy's goons far behind.<<lstress>><<stress -6>> <br><br> <<person1>> <<destination_farm_ride>> <<else>> <span class="red">The <<person>> catches your fist,</span> and pulls you from the saddle. You tumble to the ground.<<ggpain>><<pain 8>> <br><br> Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>> <br><br> <<tearful>> you rise to your feet. <br><br> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Farm Road 3]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<if currentSkillValue("handskill") gte random(1, 1000)>> <<earnFeat "Into the Sunset">> The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more, <span class="green">but you catch it,</span> and pull the <<person2>><<person>> from <<his>> seat. <<He>> tumbles to the dirt. <br><br> <span class="green">You've seized control of the situation.</span> You spur your <<beasttype>> onward, leaving Remy's goons far behind.<<lstress>><<stress -6>> <br><br> <<person1>> <<destination_farm_ride>> <<else>> The <<person2>><<person>> hurls the lasso at your <<beasttype>> once more. You try to catch it, but it loops around your wrists. <span class="red">The rider pulls you from your saddle.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>> <br><br> Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>> <br><br> <<tearful>> you rise to your feet. <br><br> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Farm Road 3]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<if $tendingSuccess>> <<earnFeat "Into the Sunset">> You whisper a couple of words into your <<beasttype>>'s ear. <span class="green"><<bHe>> stops veering back and forth across the road,</span> and gallops with more surety. <br><br> <span class="green">You've seized control of the situation.</span> You spur your <<beasttype>> onward, leaving Remy's goons far behind.<<lstress>><<stress -6>> <br><br> <<person1>> <<destination_farm_ride>> <<else>> <<person1>> You whisper a couple of words into your <<beasttype>>'s ear, <span class="red">but your voice trembles.</span> <<bHe>> rears on <<bhis>> hind legs, throwing you from the saddle.<<ggpain>><<gstress>><<pain 8>><<stress 6>> <br><br> Your steed gallops away alone. The pair chase after <<bhim>>, leaving you lying in the dirt.<<llrespect>><<farm_horses -3>> <br><br> <<tearful>> you rise to your feet. <br><br> <<if $bus is "east">> <<link [[Next|Farm Road 4]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Farm Road 3]]>><<endevent>><</link>> <</if>> <</if>><<effects>> You smile at the <<person1>><<person>> and accept <<his>> offer. "Good, I'd hate to keep you stranded here." <<He>> gestures for you to sit next to <<him>> in the passenger seat. You open the door and tell <<him>> where you're headed, before climbing inside. <br><br> <<if random(1, 4) gte 4>> The two of you engage in casual conversation. <<He>> asks you a few questions about where you're from and what your plans for the day are, but avoids anything too personal. You spend the majority of the ride gazing out of the window, watching the scenery. You're grateful you don't have to walk the long distance. <br><br> "Here we are," <<he>> says, interrupting your thoughts as <<he>> brings the car to a stop. The ride went by much faster than you expected. <br><br> You thank <<him>> for taking you with <<him>> and get out of the vehicle. You wave <<him>> goodbye as <<he>> drives off. <br><br> <<if $phase is 1>> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <<else>> <<generate2>> You open the car door and sit beside the <<person1>><<person>>. Once inside, you hear a noise from behind you. You turn around and are met with the eyes of a <<person2>><<person>>. Immediately a pair of hands covers your mouth from behind. <br><br> A smirk spreads over the <<person1>><<persons>> face as <<he>> unbuckles <<his>> seat belt. "I hope you don't mind I brought a friend along." <<He>> grabs you firmly and shoves you into the back seat. <br><br> <span class="red">The <<person2>><<person>> pins you down</span> as the <<person1>><<person>> lunges for you. "We were quite bored on this ride. Let's find out if you can entertain us." <br><br> <<link [[Next|Farm Hitchike Double Rape]]>><<set $molestationstart to 1>><</link>> <</if>><<effects>> You shake your head and take a few steps backwards. The <<person1>><<person>> huffs in annoyance before rolling the window back up. "Don't waste my time." You can hear <<him>> mumble before <<he>> drives off again. <br><br> <<destinationfarmroad>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Hitchike Double Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Hitchike Double Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<pass 5>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They both finish, leaving you used on the empty seat of the back of the car. The <<person1>><<person>> laughs. "What a shame we only had such a short ride together." The <<person2>><<person>> opens the door on <<his>> side and grabs you by your hair. <<He>> speaks. "A slut like you was exactly what we were looking for. Thanks for providing us with such a fun time." Before you can react, <<he>> shoves you out of the car. <br><br> You land on the ground. The shock causes you to lose all the air in your lungs. Next thing you hear is the sound of wheels driving off. <<pain 3>><<gpain>> <br><br> It takes you a few moments to regain your energy and raise to your feet. <<else>> You manage to fight them both off. Seizing the opportunity, you open the door and get out of the car. You run as fast as your feet allow you to. Looking over your shoulder without slowing down, you're checking if the two people are following you. To your relief, the car is driving in the opposite direction. <<trauma -1>><<ltrauma>> <</if>> <br><br> <<clotheson>> <<endcombat "phaseless">> <<if $phase is 1>> <<link [[Next|Harvest Street]]>><<endevent>><<pass 1>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Farmland]]>><<endevent>><<pass 1>><<set $eventskip to 1>><</link>> <</if>><<effects>> You tell the <<person>> where you want to go. <<He>> responds. "Consider this your lucky day. That's exactly where I'm heading. Hop in, door is unlocked." <br><br> You get in the <<persons>> car and sit down in the passenger seat before closing the door. The two of you chat a little and <<he>> throws you a few quick glances, but keeps <<his>> eyes mostly on the road. You lean half against the door as you wait for the two of you to arrive at your destination. <br><br> After a short while, you notify <<him>> that <<he>> can drop you off now. <br><br> "Sure." <<He>> brings the car to a stop. "That'd be <<moneyGainDisplay 500>>." <br><br> You give <<him>> a puzzled look. <<He>> raises an eyebrow at you and tilts <<his>> head. "What? Thought this ride was free?" <<He>> presses a button and you can hear the sound of the doors locking. "I'm not gonna repeat myself. Pay for it." <<His>> grip on the steering wheel tightens. <br><br> <<if $money lt 50000>> <<link [[Say that you can't afford it|Farm Hitchhike Cost Robbed]]>><</link>> <<else>> <<link [[Pay|Farm Hitchhike Cost Pay]]>><<money -50000>><</link>> <</if>> <br> <<link [[Refuse|Farm Hitchhike Cost Molest]]>><<set $molestationstart to 1>><</link>><<effects>> <<He>> stares at you. "Give me all you've got, and we'll call it even", <<he>> says. "Your clothes too. I won't tell you again." <br><br> <<link [[Accept the offer|Farm Hitchhike Cost Robbed 2]]>><<money `-$money`>><</link>> <br> <<link [[Refuse|Farm Hitchhike Cost Molest]]>><<set $molestationstart to 1>><</link>><<effects>> <<tearful>> you accept.<br> <<clothesstrip>> <<stealclothes>> <br> Satisfied, <<he>> unlocks the doors and let you out. <br><br> <<if $phase is 1>> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>> Gritting your teeth, you pay <<him>> the money <<he>> asked for. <<He>> snatches the money from your hands and counts it. Satisfied, <<he>> unlocks the doors again. You don't hide your annoyance as you swing the door open and slam it shut extra hard behind you. <<stress 2>><<gstress>> <br><br> <<if $phase is 1>> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>> You shake your head and tell the <<person>> that you're not interested. <<He>> cocks an eyebrow in confusion. "Are you sure? It's a long distance. But if you feel like walking, go ahead."<br> The <<person>> doesn't spare you another look as <<he>> rolls the window back up and drives off. <br><br> <<destinationfarmroad>><<if $molestationstart is 1>> You tell <<him>> you're not paying for the ride. <<His>> expression darkens as <<he>> lunges in <<his>> seat forward to you. "You will pay. And I can think of a way how." <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Hitchhike Cost Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Hitchhike Cost Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> pushes <<himself>> off you and grins. "Don't take rides from strangers if you're not willing to offer something in return." <<He>> unlocks the door and pushes you out with force. You can hardly catch your breath as you stumble and quickly try to regain your balance. <<else>> With one last push, you throw the <<person>> off you. Seizing the opportunity, you hastily unlock the door and rush out of the car as fast as you can. You don't even bother to close the door behind you as you run until the car is out of sight again.<<trauma -1>><<ltrauma>> <</if>> <br><br> <<clotheson>> <<endcombat "phaseless">> <<if $phase is 1>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Farmland]]>><<set $eventskip to 1>><</link>> <</if>><<effects>> <<pass 5>> "Yeah, I can give you a lift. Hop on in!" You climb into the passenger seat and set off down the road. After a couple minutes of pleasant conversation, <<he>> asks, "You ever driven before? You wanna try? These big empty country roads are a great place to learn if you're interested." <br><br> <<He>> pats <<his>> lap, offering you a seat. <br><br> <<getinicon>><<link [[Accept|Farm Hitchhike Assistant Driver]]>><<pass 2>><</link>> <br> <<refuseicon>><<link [[Decline|Farm Hitchhike Assistant Passenger]]>><<pass 10>><<set $phase2 to 0>><</link>><<effects>> You agree and climb over to sit on <<his>> lap. The <<person>> walks you through the controls and lets you take over. The road is fairly straight, and with few cars out in the country, driving the old truck is relatively easy despite your inexperience. <br><br> As you continue along, you feel the <<personsimple>> shift slightly beneath you. <<His>> hands creep over your inner thighs. <<if $NPCList[0].penis isnot "none" and !$NPCList[0].strapon>> You can feel <<his>> erection growing through <<his>> jeans. <</if>> Your body reacts of its own accord, and you start feeling warm and excited, if somewhat distracted.<<garousal>><<arousal 400>> <br><br> <<if $promiscuity lt 15>> <<insufficientStat "promiscuity" "to continue">> <<else>> <<link [[Continue driving|Farm Hitchhike Assistant Driver 2]]>><</link>><<promiscuous2>> <</if>> <br> <<link [[Stop driving|Farm Hitchhike Assistant Passenger]]>><<pass 12>><<set $phase2 to 1>><</link>><<effects>> <<pass 5>> <<His>> hands begin to explore and feel up your body. Their touch is subtle at first, but becomes more firm the further you drive. <<promiscuity2>> You feel a heat building in you and squirm a little, but the <<person>> continues to pleasure you. <span class="pink"><<He>> seems intent on bringing you to orgasm.</span><<garousal>><<arousal 1000>> <br><br> <<if $promiscuity lt 35>> <<insufficientStat "promiscuity" "to continue">> <<else>> <<link [[Continue driving|Farm Hitchhike Assistant Driver 3]]>><</link>><<promiscuous3>> <</if>> <br> <<link [[Stop driving|Farm Hitchhike Assistant Passenger]]>><<pass 7>><<set $phase2 to 1>><</link>><<effects>> <<pass 5>> <<outfitChecks>> You focus on driving and allow the <<person>> to continue <<his>> antics. <<promiscuity3>> <<His>> left hand starts wandering <<if _top>> <<if _top.one_piece and !_top.open>> over <<else>> under <</if>> your _top.name <</if>> to your chest, fingers rhythmically teasing your nipples<<if $player.breastsize gte 3>> and fondling your <<breasts>><</if>>. <<His>> right hand <<if _bottom and !_bottom.type.includes("chastity")>> <<if _bottomIsSkirt>> pushes up under <<elseif _bottom.one_piece>> slides over <<else>> pushes down <</if>> your _bottom.name and <</if>> <<if !playerChastity("hidden") and !playerHasStrapon()>> <<if $player.penisExist>> grasps your <<penis>>, slowly stroking up and down your length. <<else>> teases your clit, gently rubbing your <<pussy>>. <</if>> <<else>> rubs your <<genitals>>. <</if>><<gggarousal>><<arousal `$arousalmax * 2`>> <br><br> <<if $willpower gte random(1, 1000)>> The arousal inside you builds, but you manage to stay on the road. When you get close to climaxing, you pull over to the side and put the truck in park <<rng>> <<if $rng lte 75>> before finally letting go. <<willpower 1>><<gwillpower>> <br><br> <<orgasm>> "Well, that was fun," <<he>> says with a large grin. "What do you say I drive for the rest of the trip?" <br><br> A few minutes later, you arrive at your destination. With a smile and a wink, the <<person>> drops you off <<include "Farm Hitchhike Assistant End">> <<else>> before the <<personsimple>> suddenly stops. <<arousal -10>> <br><br> "Well, that was fun," <<he>> says with a wicked grin. "I think I'll drive for the rest of the trip." <<He>> gestures for you to return to the passenger seat. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Ask to finish|Farm Hitchhike Assistant Driver 4]]>><</link>><<promiscuous4>><<englishdifficulty 1 500>> <br> <<link [[Finish yourself|Farm Hitchhike Assistant Driver 5]]>><</link>><<promiscuous4>> <<else>> <<insufficientStat "promiscuity" "to take things further">> <</if>> <br> <<link [[Accept it|Farm Hitchhike Assistant Passenger]]>><<pass 2>><<set $phase2 to 2>><</link>> <</if>> <<else>> The arousal inside you builds, and you nearly lose control of the truck! The <<personsimple>> quickly takes the wheel and steers you back onto the road, abruptly ending the fondling. <<arousal -500>><<gstress>><<stress 10>> <br><br> "Maybe we should end the drivin' lesson there for today," <<he>> says, gesturing for you to return to the passenger seat. The rest of the drive is a bit quiet as you calm down, but you are dropped off <<include "Farm Hitchhike Assistant End">> <</if>><<effects>> <<if $speech_attitude is "meek">> "P-please, don't stop," you beg, "I was so close!" <<elseif $speech_attitude is "bratty">> "You asshole, you know I wasn't done," you demand, "come on, I'm almost there." <<else>> "I was almost done," you say, "can you please go a little longer?" <</if>> <br><br> <<if $englishSuccess>> "Alright, you win," the <<person>> relents. <<He>> gets back to work, making sure you orgasm. <<arousal `$arousalmax * 2`>><<orgasm>> You return to the passenger seat for the rest of the journey. The drive is a bit quiet as you calm down, but you are dropped off <<else>> <<if $speech_attitude is "meek">> "Aw." The <<person>> smirks. "Sorry sweetie, but that's all I got for ya." <br><br> You pout, but <<he>> refuses to budge. <<elseif $speech_attitude is "bratty">> "I know." The <<person>> smirks. "But I think I like you livin' on the edge." <br><br> You scowl, but <<he>> refuses to budge. <<else>> "Nope." The <<person>> smirks. "I'm afraid that's all I got for ya." <br><br> You roll your eyes, but <<he>> refuses to budge. <</if>> <<gstress>><<stress 2>> <br><br> Frustrated, you return to the passenger seat for the remaining journey. The rest of the drive is silent, but you are dropped off <</if>> <<include "Farm Hitchhike Assistant End">><<effects>> <<if $speech_attitude is "meek">> Obediently, you return to the passenger seat and buckle up before the <<person>> drives onwards. Whenever <<he>> is not looking, you sneak your hands to your <<genitals>> and try to climax. <<promiscuity4>> <<orgasm>> <<He>> does not say anything, although you think you catch a slight smile on <<his>> face after you orgasm. <<elseif $speech_attitude is "bratty">> Defiantly, you stay seated on <<his>> lap and pick up where <<he>> left off, refusing to leave until you orgasm. <<promiscuity4>> <<orgasm>> <<He>> does not say anything, although you think you catch a slight smile on <<his>> face as you fix your clothing and return to the passenger seat for the remainder of the journey. <<else>> You get out of the truck and make your way to the passenger side. Before getting in however, you move your hands to your <<genitalsandbreasts>> and quickly finish the job. <<promiscuity4>> <<orgasm>> <<He>> does not say anything, although you think you see a slight smile on <<his>> face after you climb back into the truck. <</if>> <<set $masturbationstat += 1>><<set $masturbationorgasmstat += 1>> <br><br> The rest of the drive is silent, but you are dropped off <<include "Farm Hitchhike Assistant End">><<effects>> <<switch $phase2>> <<case 0>> /* No lap ride */ You politely decline, drawing a small frown from the <<person>>. <br><br> "Alright, no worries. Driving ain't for everyone," <<he>> says with an obvious tone of disappointment. The rest of the drive is significantly less energetic than the first few minutes, but you are dropped off safely <<case 1>> /* Jump off early */ You pull off to the side of the road and firmly explain that you have driven enough for one day while returning to the passenger seat. <br><br> <<He>> looks disappointed, but takes you the rest of the way regardless. You are dropped off <<case 2>> /* Edged and helpless */ Frustrated and horny, you return to the passenger seat for the rest of the journey. <br><br> The rest of the drive is silent, but you arrive safely <</switch>> <<include "Farm Hitchhike Assistant End">><<effects>> You step away from the truck. "Alrighty then, have a nice day <<lass>>!" <br><br> The window shuts, and <<he>> drives away. <br><br> <<endevent>> <<destinationfarmroad>>/* included, no effects */ <<if $phase is 1>> at Harvest Street all the same. You climb from the car, and <<he>> drives away. <br><br> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> in the farmlands all the same. You climb from the car, and <<he>> drives away. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <br><<effects>> <<farm_work_update>> <<if $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12)>> You sit beside Alex, and look through the ways the farm could be improved. <br><br> <<else>> You sit at the desk, and look through the ways the farm could be improved. <br><br> <</if>> <<farm_upgrades_current>> <<farm_upgrades_status>> <<if ($sexStats.anus.pregnancy.motherStatus gte 1 or $sexStats.vagina.pregnancy.motherStatus gte 1) and !$farm.parasitebarn and $farm.build isnot "parasites 1">> Your thoughts drift to the various critters you've given birth to. The farm has everything you'd need to care for them. <span class="blue">An idea strikes you.</span> <br> <<ind>><<link [[Build a barn for your parasites|Farm Upgrades Parasite Barn]]>><</link>> <br><br> <</if>> <<if !$alex_greenhouse>> There's a crumpled piece of paper in the nearby bin, covered in red ink. <br> <<ind>><<link [[Examine|Farm Upgrades Greenhouse]]>><</link>> <br><br> <</if>> <<if _upgrade_count gte 8>> <<earnFeat "The Rival Estate">> <</if>> <<if _upgrade_count gte 1>> <<earnFeat "The Rival Farm">> <</if>> <<getouticon>><<link [[Leave|Farm Alex Bedroom]]>><</link>> <br><<effects>> You unfurl the paper. The details have been crossed out, but it looks like plans for a greenhouse. <<if $farm_work.alex is "admin" or ($farm_work.alex is "clearing" and $farm_stage is 12)>> <<npc Alex>><<person1>> <<if C.npc.Alex.love gte 80>> Alex takes it, and sighs. "I thought a greenhouse might be more manageable for me," <<he>> says. "Growing herbs and flowers just as a hobby. Drew up all the plans, but I don't think I'd have time." <br><br> It looks like it would fit the orphanage garden. You could build this and an expansion for the farm at the same time. <br><br> <<if $money gte 1000000>> <<link [[Build (£10000)|Farm Upgrades Greenhouse 2]]>><<set $alex_greenhouse to 1>><<set $alex_greenhouse_timer to 7>><<money -1000000 "farmUpgrades">><</link>> <br> <<else>> You don't have enough money to build the greenhouse. <br> <</if>> <<link [[Back|Farm Upgrades]]>><<endevent>><</link>> <br> <<else>> Alex snatches it, and scoffs. <span class="red">"This isn't important,"</span> <<he>> says, crumpling it back up. "I was just wasting time." <br><br> <<He>> might open up if <<he>> felt more comfortable around you. <br><br> <<link [[Next|Farm Upgrades]]>><<endevent>><</link>> <br> <</if>> <<else>> <<npc Alex>><<person1>> <span class="lblue">You could ask Alex about it the next time you catch <<him>> doing admin work here.</span> <br><br> <<link [[Next|Farm Upgrades]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "C-could I suggest something?" you ask. "I think my friends back at the orphanage would like this. We have a garden—" <<elseif $speech_attitude is "bratty">> "I've got an idea," you say. "I could use your plans for the orphanage. The orphans would—" <<else>> "I've got an idea," you say. "The orphanage could use a greenhouse. Is it okay if I use your plans—" <</if>> <br><br> "That's a great idea," Alex interrupts, smiling. "Maybe I wasn't wasting my time." <<He>> flattens the paper further, and points out a number near the top. <br><br> You make the call. They'll begin building at once. <br><br> <<link [[Next|Farm Upgrades]]>><<endevent>><</link>> <br><<effects>> The stone wall surrounding the farm is old, and has vanished in places. Repairing these sections properly might deter intruders. <br><br> <span class="green">Slightly slows Remy's encroachment.</span> <br> <span class="green">Slightly slows attackers during an assault.</span> <br> <span class="gold">Costs £3500.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 350000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -350000 "farmUpgrades">><<set $farm.build to "wall 1">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> You make the call. They'll start work at once. <br><br> <<link [[Next|Farm Upgrades]]>><</link>> <br><<effects>> The wall is sturdy, but could be stronger still. Reinforcing it with cement would make it harder to sabotage. <br><br> <span class="green">Reduces the impact of Sabotage, making the wall easier to maintain.</span> <br> <span class="green">Further slows attackers during an assault.</span> <br> <span class="gold">Costs £10000.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 1000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.build to "wall 2">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> A metal fence could be built atop the stone perimeter. It would take more effort to climb. <br><br> <span class="green">Thwarts some intrusion attempts.</span> <br> <span class="green">Further slows attackers during an assault.</span> <br> <span class="gold">Costs £25000.</span> <br> <span class="blue">Will take two weeks to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 2500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2500000 "farmUpgrades">><<set $farm.build to "wall 3">><<set $farm.build_timer to 14>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> The fence could be crowned with barbed wire, making it impossible to climb without special equipment. <br><br> <span class="green">Thwarts many intrusion attempts.</span> <br> <span class="green">Further slows attackers during an assault.</span> <br> <span class="gold">Costs £5000.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "wall 4">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> A tower could be built to watch over the fields at night. You'll need to employ someone to staff it. <br><br> <span class="green">Slows Remy's encroachment.</span> <br> <span class="green">Gives information during assaults.</span> <br> <span class="purple">Needs to be staffed to fully function.</span> <br> <span class="gold">Costs £20000.</span> <br> <span class="blue">Will take two weeks to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 2000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "tower 1">><<set $farm.build_timer to 14>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> Searchlights could be affixed to the watchtower, making security more effective. <br><br> <span class="green">Further slows Remy's encroachment.</span> <br> <span class="green">Makes spotting during assaults easier.</span> <br> <span class="purple">Only functions while staffed.</span> <br> <span class="gold">Costs £5000.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "tower 2">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> Woodland surrounds much of the farm, and could be annexed to give the swine more room to root. <br><br> <span class="green">Increases truffles produced.</span> <br> <span class="purple">Needs to be managed.</span> <br> <span class="red">More freedom will make the swine harder to control.</span> <br> <span class="gold">Costs £10000.</span> <br> <span class="blue">Will take three days to extend the fence.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 1000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1000000 "farmUpgrades">><<set $farm.build to "woodland 1">><<set $farm.build_timer to 3>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> Some of the nearby woodland is fat with fruit, nuts and edible mushrooms. Annexing it will add a space to forage. <br><br> <span class="green">Lets you forage on the farm.</span> <br> <span class="purple">Needs to be managed.</span> <br> <span class="gold">Costs £20000.</span> <br> <span class="blue">Will take five days to extend the fence.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 2000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "woodland 2">><<set $farm.build_timer to 5>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> Even more woodland could be annexed, giving you and the swine more room to forage. <br><br> <span class="green">Increases truffles produced.</span> <br> <span class="green">Increases forage produced.</span> <br> <span class="purple">Needs to be managed.</span> <br> <span class="red">More freedom will make the swine harder to control.</span> <br> <span class="gold">Costs £50000.</span> <br> <span class="blue">Will take a week to extend the fence.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 5000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -5000000 "farmUpgrades">><<set $farm.build to "woodland 3">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> The kennel could be outfitted with facilities for training guard dogs, letting your hounds help with farm security. <br><br> <span class="green">Slows Remy's encroachment.</span> <br> <span class="green">The hounds will be more disciplined during assaults.</span> <br> <span class="green">Adds a new option to the kennel.</span> <br> <span class="red">Training the hounds to take down humans will make them harder to control.</span> <br> <span class="red">The aggression will agitate the cattle as well.</span> <br> <span class="gold">Costs £15000.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 1500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -1500000 "farmUpgrades">><<set $farm.build to "kennel 1">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> The stable could be expanded to give the horses more space, improving their rest. <br><br> <span class="green">Steeds will carry you to and from town faster.</span> <br> <span class="gold">Costs £20000.</span> <br> <span class="blue">Will take two weeks to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 2000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "stable 1">><<set $farm.build_timer to 14>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> State of the art milking equipment could be installed in the barn, increasing your yield. <br><br> <span class="green">More milk from your cattle.</span> <br> <span class="green">Lets you milk yourself faster.</span> <br> <span class="gold">Costs £5000.</span> <br> <span class="blue">Will take two days to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "barn 1">><<set $farm.build_timer to 2>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> A bigger barn means room for more cattle. <br><br> <span class="green">More cattle, and more milk.</span> <br> <span class="red">More time spent milking.</span> <br> <span class="gold">Costs £20000.</span> <br> <span class="blue">Will take ten days to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 2000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "barn 2">><<set $farm.build_timer to 10>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> A bigger coop means room for more chickens. <br><br> <span class="green">More eggs produced.</span> <br> <span class="gold">Costs £2000.</span> <br> <span class="blue">Will take five days to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 200000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -200000 "farmUpgrades">><<set $farm.build to "coop 1">><<set $farm.build_timer to 5>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> An even bigger coop means even more chickens. <br><br> <span class="green">Even more eggs produced.</span> <br> <span class="gold">Costs £5000.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br> <br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "coop 2">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br>A new barn to store your parasites. <br><br> <span class="green">Parasite storage.</span> <br> <span class="gold">Costs £5000.</span> <br> <span class="blue">Will take 2 weeks to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br><br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "parasites 1">><<set $farm.build_timer to 14>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br>A new barn to store your parasites. <br><br> <span class="green">Upgrades the parasite barn, providing a little extra space and allowing them to survive on their own for longer.</span> <br> <span class="gold">Costs £20000.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br><br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 2000000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -2000000 "farmUpgrades">><<set $farm.build to "parasites 2">><<set $farm.build_timer to 7>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br>Irrigation channels from the local river. <br><br> <span class="green">Adds irrigation to a field so that you no longer need to water the crops.</span> <br> <span class="gold">Costs £5000.</span> <br> <span class="blue">Will take three days to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br><br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 500000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -500000 "farmUpgrades">><<set $farm.build to "irrigation">><<set $farm.build_timer to 3>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<effects>> A place for your children. <br><br> <span class="green">Adds a nursery to the cottage so your children can live in it.</span> <br> <span class="gold">Costs £3000.</span> <br> <span class="blue">Will take a week to build.</span> <br> <span class="blue">There'll be workers on the farm until the project is completed.</span> <br><br> <<if $farm.build>> <span class="blue">Only one upgrade can be worked on at once.</span> <br> <<elseif $money gte 300000>> <<link [[Build (0:20)|Farm Upgrades Build]]>><<pass 20>><<money -300000 "farmUpgrades">><<set $farm.build to "nursery">><<set $farm.build_timer to 7>><<set $cottage_nursery_prep to 1>><</link>> <br> <</if>> <br> <<link [[Back|Farm Upgrades]]>><</link>> <br><<widget "destinationfarmroad">> <<if $bus is "farmroad1">> <<link [[Next|Farm Road 1]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $bus is "farmroad2">> <<link [[Next|Farm Road 2]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $bus is "farmroad3">> <<link [[Next|Farm Road 3]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $bus is "farmroad4">> <<link [[Next|Farm Road 4]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $bus is "farmroad5">> <<link [[Next|Farm Road 5]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<link [[Next|Farm Road 6]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</widget>> <<widget "fox_gen">> <!-- Modified for monster people --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <<if maleChance() lt random(1, 100)>> <<set $foxGen to "female">> <<else>> <<set $foxGen to "male">> <</if>> <<else>> <<if beastMaleChance() lt random(1, 100)>> <<set $foxGen to "vixen">> <<else>> <<set $foxGen to "reynard">> <</if>> <</if>> <</widget>> <<widget "fox_text">> <<if $foxGen is "male">> <<set _text_output to "foxboy">> <<elseif $foxGen is "female">> <<set _text_output to "foxgirl">> <<elseif $foxGen is "vixen">> <<set _text_output to "vixen">> <<elseif $foxGen is "reynard">> <<set _text_output to "fox">> <</if>> <<print _text_output>> <</widget>> <<widget "farm_work_time">> <<set _farm_work_time to Math.trunc(((Time.hour * 60) / 20) - 17)>> <<if _farm_work_time gte 46 or _args[0] is "midnight">> <<set _farm_work_time to 46>> <</if>> <</widget>> <<widget "farm_milk_check">> <<farm_work_time>> <<if _farm_work_time gte 30>> <<set $farm_work.cattle_need to (18 - $farm_work.cattle_milked)>> <<elseif _farm_work_time gte 10>> <<set $farm_work.cattle_need to (12 - $farm_work.cattle_milked)>> <<else>> <<set $farm_work.cattle_need to (6 - $farm_work.cattle_milked)>> <</if>> <</widget>> <<widget "farm_work_update">> <<alexclamp>> <<farm_work_time _args[0]>> <<if _args[0] is "midnight" and $farm_work>> <<if $farm_work.recent_shift gte 660>> <<if _disableFarmWorkFeat>> <<run $timeMessages.pushUnique("dawnToDusk")>> <<else>> <<earnFeat "Dawn to Dusk">> <</if>> <</if>> <</if>> <<if $farm_work is undefined>> <<set $farm_work to {}>> <<set $farm_work.time to 0>> <<set $farm_work.shower to 0>> <<set $farm_work.border to 0>> <<set $farm_work.yard to 0>> <<set $farm_work.chickens_fed to 0>> <<set $farm_work.chickens_out to 0>> <<set $farm_work.pigs_fed to 0>> <<set $farm_work.pigs_out to 0>> <<set $farm_work.horses_brushed to 0>> <<set $farm_work.horses_out to 0>> <<set $farm_work.horses_satisfied to 0>> <<set $farm_work.cattle_out to 0>> <<set $farm_work.cattle_milked to 0>> <<set $farm_work.cattle_need to 0>> <<set $farm_work.dogs_fed to 0>> <<set $farm_work.alex_relax to 0>> <<set $farm_work.still to 0>> <<set $farm_work.tending to 0>> <<set $farm_work.hay to 0>> <<set $farm_work.admin to 0>> <<if $farm>> <<if $farm.woodland>> <<set $farm_work.woodland to 0>> <</if>> <</if>> <<set $farm_work.event_time to random(60, 300)>> <<set $farm_work.recent_shift to 0>> <<if $farm_stage gte 5>> <<set $farm_work.fence_damage to 0>> <<farm_fence_damage 6>> <<else>> <<if random(1, 3) is 3>> <<set $farm_work.fence_damage to random(0, 6)>> <</if>> <</if>> <<set $farm_work.dog to {}>> <<set $farm_work.pig to {}>> <<set $farm_work.horse to {}>> <<set $farm_work.cattle to {}>> <!-- Modified for monster people --> <<set $farm_work.horse.monster_roll to false>> <<set $farm_work.pig.monster_roll to false>> <<set $farm_work.dog.monster_roll to false>> <<set $farm_work.cattle.monster_roll to false>> <<if $hallucinations gte 1 or !$settings.monsterHallucinationsOnly>> <<set $farm_work.horse.monster_roll to $settings.monsterChance gte random(1, 100)>> <<set $farm_work.pig.monster_roll to $settings.monsterChance gte random(1, 100)>> <<set $farm_work.dog.monster_roll to $settings.monsterChance gte random(1, 100)>> <<set $farm_work.cattle.monster_roll to $settings.monsterChance gte random(1, 100)>> <</if>> <<unset $farm_kennel>> <<farm_gen_all>> <</if>> <<set _farm_alex_actions to _farm_work_time - $farm_work.time>> <<for _i = 0; _i < _farm_alex_actions; _i++>> <<if $farm_work.chickens_panic gte 1>> <<set $farm_work.chickens_panic to 0>> <<set $farm_work.alex to "chickens_panic">> <<continue>> <</if>> <<if $farm_work.pigs_panic gte 1>> <<set $farm_work.pigs_panic to 0>> <<set $farm_work.alex to "pigs_panic">> <<continue>> <</if>> <<if $farm_work.horses_panic gte 1>> <<set $farm_work.horses_panic to 0>> <<set $farm_work.alex to "horses_panic">> <<continue>> <</if>> <<if $farm_work.cattle_panic gte 1>> <<set $farm_work.cattle_panic to 0>> <<set $farm_work.alex to "cattle_panic">> <<continue>> <</if>> <<if $farm_work.dogs_panic gte 1>> <<set $farm_work.dogs_panic to 0>> <<set $farm_work.alex to "dogs_panic">> <<continue>> <</if>> <<if $farm_work.shower lt 1>> <<set $farm_work.shower to 1>> <<set $farm_work.alex to "shower">> <<continue>> <</if>> <<if $farm_work.border lt 1>> <<set $farm_work.border to 1>> <<set $farm_work.alex to "border">> <<continue>> <</if>> <<if $farm_work.yard lt 1>> <<set $farm_work.yard to 1>> <<set $farm_work.alex to "yard">> <<continue>> <</if>> <<if $farm_work.chickens_fed lt 1>> <<set $farm_work.chickens_fed to 1>> <<set $farm_work.alex to "chickens_fed">> <<continue>> <</if>> <<if $farm_work.chickens_out lt 1>> <<set $farm_work.chickens_out to 1>> <<set $farm_work.alex to "chickens_out">> <<continue>> <<elseif $farm_work.chickens_out lt 2 and _farm_work_time gte 40>> <<set $farm_work.chickens_out to 2>> <<set $farm_work.alex to "chickens_in">> <<continue>> <</if>> <<if $farm_work.pigs_out lt 1>> <<set $farm_work.pigs_out to 1>> <<set $farm_work.alex to "pigs_out">> <<continue>> <<elseif $farm_work.pigs_out lt 2 and _farm_work_time gte 40>> <<set $farm_work.pigs_out to 2>> <<set $farm_work.alex to "pigs_in">> <<continue>> <</if>> <<if $farm_work.horses_out lt 1>> <<set $farm_work.horses_out to 1>> <<set $farm_work.alex to "horses_out">> <<continue>> <<elseif $farm_work.horses_out lt 2 and _farm_work_time gte 40>> <<set $farm_work.horses_out to 2>> <<set $farm_work.alex to "horses_in">> <<continue>> <</if>> <<if $farm_work.cattle_out lt 1>> <<set $farm_work.cattle_out to 1>> <<set $farm_work.alex to "cattle_out">> <<continue>> <<elseif $farm_work.cattle_out lt 2 and _farm_work_time gte 40>> <<set $farm_work.cattle_out to 2>> <<set $farm_work.alex to "cattle_in">> <<continue>> <</if>> <<if $farm_work.fence_damage gte 1>> <<set $farm_work.fence_damage -= 1>> <<set $farm_work.alex to "fence_damage">> <<continue>> <</if>> <<if $farm_work.hay lt 6>> <<set $farm_work.hay += 1>> <<set $farm_work.alex to "hay">> <<continue>> <</if>> <<if $farm>> <<if $farm.woodland>> <<if $farm_work.woodland lt $farm.woodland>> <<set $farm_work.woodland += 1>> <<set $farm_work.alex to "woodland">> <<continue>> <</if>> <</if>> <</if>> <<if $farm_work.cattle_milked lt 6>> <<set $farm_work.cattle_milked += 6>> <<set $farm_work.alex to "cattle_milked">> <<continue>> <<elseif $farm_work.cattle_milked lt 12 and _farm_work_time gte 16>> <<set $farm_work.cattle_milked += 6>> <<set $farm_work.alex to "cattle_milked">> <<continue>> <<elseif $farm_work.cattle_milked lt 18 and _farm_work_time gte 36>> <<set $farm_work.cattle_milked += 6>> <<set $farm_work.alex to "cattle_milked">> <<continue>> <</if>> <<farm_milk_check>> <<if $farm_work.chicken_eggs lt 1 and _farm_work_time gte 26>> <<set $farm_work.chicken_eggs to 1>> <<set $farm_work.alex to "chicken_eggs">> <<continue>> <</if>> <<if $farm_work.dogs_fed lt 1 or (_farm_work_time gte 40 and $farm_work.dogs_fed lt 2)>> <<set $farm_work.dogs_fed += 1>> <<set $farm_work.alex to "dogs_fed">> <<continue>> <</if>> <<if $farm_work.pigs_fed lt 6>> <<set $farm_work.pigs_fed += 1>> <<set $farm_work.alex to "pigs_fed">> <<continue>> <</if>> <<if $farm_work.horses_brushed lt 6>> <<set $farm_work.horses_brushed += 6>> <<set $farm_work.alex to "horses_brushed">> <<continue>> <</if>> <<if $farm_work.alex_relax lt 3 and _farm_work_time gte 16>> <<set $farm_work.alex_relax += 1>> <<set $farm_work.alex to "relax">> <<continue>> <</if>> <<if $farm_work.still lt 3>> <<set $farm_work.still += 1>> <<set $farm_work.alex to "still">> <<continue>> <</if>> <<if $farm_stage gte 7>> /*The PC handles the fields from this point.*/ <<elseif $farm_stage gte 6>> <<if $farm_work.tending lt 18>> <<set $farm_work.tending += 1>> <<set $farm_work.alex to "tending">> <<continue>> <</if>> <<elseif $farm_stage gte 5>> <<if $farm_work.tending lt 14>> <<set $farm_work.tending += 1>> <<set $farm_work.alex to "tending">> <<continue>> <</if>> <<elseif $farm_stage gte 4>> <<if $farm_work.tending lt 10>> <<set $farm_work.tending += 1>> <<set $farm_work.alex to "tending">> <<continue>> <</if>> <<else>> <<if $farm_work.tending lt 6>> <<set $farm_work.tending += 1>> <<set $farm_work.alex to "tending">> <<continue>> <</if>> <</if>> <<if $farm_work.admin lt 6 or $farm_stage is 12>> <<set $farm_work.admin += 1>> <<set $farm_work.alex to "admin">> <<continue>> <</if>> <<set $farm.clearing -= 1>> <<set $farm_work.alex to "clearing">> <</for>> <<if _farm_work_time gte 0 or _args[0] is "midnight">> <<set $farm_work.time to _farm_work_time>> <</if>> <</widget>> <<widget "farm_alex">> <span class="lblue"> <<switch $farm_work.alex>> <<case "shower">> You hear running water in the shed beside the farmhouse. Alex is taking a shower. <<case "border">> Alex follows the border of the farm, checking the walls and fences for damage. <<case "yard">> <<if Weather.isSnow>> Alex is clearing the yard of snow. <<else>> Alex is clearing the yard of fallen leaves. <</if>> <<case "chickens_fed">> Alex is feeding the chickens. <<case "chickens_out">> Alex has let the chickens into the yard, and is cleaning their coop. <<case "chickens_in">> Alex is herding the chickens back into their coop. <<case "pigs_out">> Alex has let the <<farm_text_many pig>> into the outdoor pen, and is cleaning their sty. <<case "pigs_in">> Alex is herding the <<farm_text_many pig>> back into their sty. <<case "horses_out">> Alex is leading the <<farm_text_many horse>> to the field. <<case "horses_in">> Alex is herding the <<farm_text_many horse>> back to the stable. <<case "cattle_out">> Alex has let the <<farm_text_many cattle>> into the field, and is cleaning their barn. <<case "cattle_in">> Alex is herding the <<farm_text_many cattle>> back into their barn. <<case "cattle_milked">> Alex is attaching the <<farm_text_many cattle>> to milking machines. <<case "chicken_eggs">> Alex is gathering chicken eggs. <<case "pigs_fed">> Alex is carrying heavy buckets of pig feed across the yard. <<case "horses_brushed">> Alex is brushing the horses. <<case "relax">> Alex is relaxing under a tree. <<case "still">> <<if $farm_stage gte 9>> Alex is working in the lab. <<else>> Alex has disappeared into an old stone building. The door is locked. <</if>> <<case "tending">> Alex is tending to the crops. <<case "clearing">> <<if $farm_stage is 12>> Alex leans on an upper storey windowsill of the farmhouse, talking on a phone. <<else>> Alex is battling the weeds that strangle the old fields. <</if>> <<case "chickens_panic">> Alex is calming the chickens. <<case "pigs_panic">> Alex is wrestling the <<farm_text_many pig>>, trying to calm them. <<case "horses_panic">> Alex is soothing the <<farm_text_many horse>>. <<case "cattle_panic">> Alex is calming the <<farm_text_many cattle>>. <<case "dogs_panic">> Alex is stroking the <<farm_text_many dog>>. <<case "panic">> Alex rushes around, trying to calm the animals. <<case "fence_damage">> Alex is repairing the perimeter. <<case "dogs_fed">> Alex is feeding the <<farm_text_many dog>>. <<case "hay">> <<if Time.season is "winter">> Alex is checking the buildings for frost damage. <<elseif Time.season is "spring">> Alex is tending to the hay field. <<else>> Alex is gathering hay. <</if>> <<case "woodland">> Alex is working in the woods. <<case "admin">> Alex leans on an upper storey windowsill of the farmhouse, talking on a phone. <</switch>> </span> <br><br> <</widget>> <<widget "farm_status">> <span class="purple"> <<if $farm_work.border lt 1>> Someone needs to check the border for break-ins and other damage. <br> <<elseif $farm_work.fence_damage gte 10>> <span class="red">The perimeter is in dire need of repair.</span> <br> <<elseif $farm_work.fence_damage gte 5>> <span class="pink">The perimeter is in dire need of repair.</span> <br> <<elseif $farm_work.fence_damage gte 1>> <span class="purple">The perimeter is in need of repair.</span> <br> <</if>> <<if $farm_work.yard lt 1>> <<if Weather.isSnow>> The yard is covered in snow. <<else>> The yard is covered in fallen leaves. <</if>> <br> <</if>> <<if $farm_work.chickens_panic gte 1>> <span class="pink">The chickens cluck in a maddening choir.</span> <br> <<elseif $farm_work.chickens_out lt 1>> The chickens cluck at the edge of their coop, eager to be let out. <br> <<elseif $farm_work.chickens_fed lt 1>> Hungry chickens follow you across the yard. <br> <<elseif $farm_work.chickens_out lt 2 and _farm_work_time gte 36>> The chickens avoid the growing shadows. <br> <</if>> <<if $farm_work.pigs_panic gte 1>> <span class="pink">The <<farm_text_many pig>> are a frenzy of squeals. They're trying to dig their way out.</span> <br> <<elseif $farm_work.pigs_out lt 1>> The <<farm_text_many pig>> are restless. <br> <<elseif $farm_work.pigs_fed lt 1>> The <<farm_text_many pig>> root around the mud for leftover scraps. <br> <<elseif $farm_work.pigs_fed lt 6>> The <<farm_text_many pig>> have some food, but not enough to sate their appetites. <br> <<elseif $farm_work.pigs_out lt 2 and _farm_work_time gte 36>> The <<farm_text_many pig>> huddle close together for warmth. <br> <</if>> <<if $farm_work.horses_panic gte 1>> <<if $farm_work.horses_out lt 1 or $farm_work.horses_out gte 3>> <span class="pink">The <<farm_text_many horse>> gallop around the field, neighing in a panic.</span> <<else>> <span class="pink">The <<farm_text_many horse>> bash against the doors of their stalls, trying to escape.</span> <</if>> <br> <<elseif $farm_work.horses_out lt 1>> <<if $farm_work.horse.monster is true>> The centaurs shout at you, asking to be let out. <br> <<else>> The horses pace around their stalls. <br> <</if>> <<elseif $farm_work.horses_brushed lt 1>> <<if $farm_work.horse.monster is true>> The centaurs need brushing. <br> <<else>> The horses need brushing. <br> <</if>> <<elseif $farm_work.horses_brushed lt 2>> <<if $farm_work.horse.monster is true>> One centaur is brushed, but the others need attention. <br> <<else>> One horse is brushed, but the others need attention. <br> <</if>> <<elseif $farm_work.horses_brushed lt 6>> <<if $farm_work.horse.monster is true>> The centaurs need more brushing. <br> <<else>> The horses need more brushing. <br> <</if>> <<elseif $farm_work.horses_out lt 2 and _farm_work_time gte 36>> <<if $farm_work.horse.monster is true>> Some of the centaurs lie on the grass, worn out for the day. <br> <<else>> Some of the horses lie on the grass, worn out for the day. <br> <</if>> <<elseif hasSexStat("deviancy", 3) and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>> <<if $farm_work.horse.monster is true and $settings.horsesEnabled>> The centaurs seem agitated. They need "special" attention. <br> <<elseif $settings.bestialityEnabled and $settings.horsesEnabled>> The horses seem agitated. They need "special" attention. <br> <</if>> <</if>> <<if $farm_work.cattle_panic gte 1>> <span class="pink">The <<farm_text_many cattle>> pace and shiver.</span> <br> <<elseif $farm_work.cattle_out lt 1>> The <<farm_text_many cattle>> moo from their barn, eager to be let out. <br> <<elseif $farm_work.cattle_milked lt 6>> The <<farm_text_many cattle>> pace uncomfortably. They need milking. <br> <<elseif $farm_work.cattle_milked lt 12 and _farm_work_time gte 10>> The <<farm_text_many cattle>> pace uncomfortably. They need milking. <br> <<elseif $farm_work.cattle_milked lt 18 and _farm_work_time gte 30>> The <<farm_text_many cattle>> pace uncomfortably. They need milking. <br> <<elseif $farm_work.cattle_out lt 2 and _farm_work_time gte 36>> The <<farm_text_many cattle>> crowd around their barn, fearful of the growing shadows. <br> <</if>> <<if $farm_work.dogs_panic gte 1>> <span class="pink">The <<farm_text_many dog>> howl at the sky.</span> <br> <<elseif $farm_work.dogs_fed lt 1 or ($farm_work.dogs_fed lt 2 and _farm_work_time gte 36)>> The <<farm_text_many dog>> watch the gate to the field, eager for their meal. <br> <</if>> <<if $farm_stage is 6 and $farm_work.tending lte 18>> The crops need tending. <br> <<elseif $farm_stage is 5 and $farm_work.tending lte 14>> The crops need tending. <br> <<elseif $farm_stage is 4 and $farm_work.tending lte 10>> The crops need tending. <br> <<elseif ($farm_stage is 3 or $farm_stage is 2) and $farm_work.tending lte 6>> The crops need tending. <br> <</if>> <<if $farm_work.woodland lt $farm.woodland>> The woodland needs tending. <br> <</if>> </span> <br> <</widget>> <<widget "farm_actions">> <<farm_gen_all>> <<set _actions to 0>> <<if $farm_work.alex is "shower" and !$daily.farmAlexShowerSpy>> <<set $skulduggerydifficulty to 700>> <<bathroomicon "shower">><<link [[Spy on Alex (0:20)|Farm Spy]]>><<pass 20>><</link>><<promiscuous1>><<skulduggerydifficulty>> <br> <</if>> <<if Time.hour gte 6>> <<if $farm_work.border lt 1>> <<investigateicon>><<link [[Investigate the perimeter (0:20)|Farm Border]]>><<farm_count 20>><<set $farm_work.border to 1>><<pass 20>><</link>><<run _actions++>> <br> <<elseif $farm_work.fence_damage gte 1>> <<if $farm_work.alex is "fence_damage">> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to help Alex repair the perimeter. <<else>> <<choreicon "fix">><<link [[Help Alex repair the perimeter (0:20)|Farm Perimeter Alex]]>><<npcincr Alex love 1>><<farm_count 20>><<set $farm_work.fence_damage -= 1>><<pass 20>><</link>><<glove>><<run _actions++>> <</if>> <br> <<else>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to repair the perimeter. <<else>> <<choreicon "fix">><<link [[Repair the perimeter (0:20)|Farm Perimeter]]>><<farm_count 20>><<set $farm_work.fence_damage -= 1>><<pass 20>><</link>><<run _actions++>> <</if>> <br> <</if>> <</if>> <</if>> <<if $farm_work.yard lt 1>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to clear the yard. <<else>> <<farmicon "clear yard">><<link [[Clear the yard (0:20)|Farm Yard]]>><<farm_count 20>><<set $farm_work.yard to 1>><<pass 20>><<tiredness 2>><</link>><<gtiredness>><<run _actions++>> <</if>> <br> <</if>> <<if Time.hour gte 6>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to work with the animals. <br> <<else>> <<if $farm_work.chickens_panic gte 1>> <<animalicon "chicken">><<link [[Calm the chickens (0:20)|Farm Chickens Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 300>><<run _actions++>> <br> <<elseif $farm_work.chickens_out lt 1>> <<animalicon "chicken">><<link [[Let the chickens out (0:20)|Farm Chickens Out]]>><<farm_count 20>><<set $farm_work.chickens_out to 1>><<pass 20>><</link>><<run _actions++>> <br> <<elseif $farm_work.chickens_fed lt 1>> <<animalicon "chicken">><<link [[Feed the chickens (0:20)|Farm Chickens Feed]]>><<farm_count 20>><<set $farm_work.chickens_fed to 1>><<pass 20>><</link>><<run _actions++>> <br> <<elseif $farm_work.chickens_out lt 2 and _farm_work_time gte 36>> <<animalicon "chicken">><<link [[Herd the chickens into their coop (0:20)|Farm Chickens In]]>><<farm_count 20>><<set $farm_work.chickens_out to 2>><<pass 20>><</link>><<run _actions++>> <br> <</if>> <<if $farm_work.pigs_panic gte 1>> <<animalicon "pig">><<link [[Calm the <<farm_text_many pig>> (0:20)|Farm Pigs Calm]]>><<farm_count 20>><<pass 20>><</link>><<physiquedifficulty 1 $physiquemax>><<run _actions++>> <br> <<elseif $farm_work.pigs_out lt 1>> <<animalicon "pig">><<link [[Let the <<farm_text_many pig>> out (0:20)|Farm Pigs Out]]>><<farm_count 20>><<set $farm_work.pigs_out to 1>><<pass 20>><</link>><<run _actions++>> <br> <<elseif $farm_work.pigs_fed lt 6>> <<if $farm_work.alex is "pigs_fed">> <<animalicon "pig">><<link [[Help Alex feed the <<farm_text_many pig>> (0:20)|Farm Pigs Feed Alex]]>><<farm_count 20>><<set $farm_work.pigs_fed += 1>><<pass 20>><</link>><<run _actions++>> <br> <<else>> <<animalicon "pig">><<link [[Feed the <<farm_text_many pig>> (0:20)|Farm Pigs Feed]]>><<farm_count 20>><<set $farm_work.pigs_fed += 1>><<tiredness 2>><</link>><<gtiredness>><<run _actions++>> <br> <</if>> <<elseif $farm_work.pigs_out lt 2 and _farm_work_time gte 36>> <<animalicon "pig">><<link [[Herd the <<farm_text_many pig>> into their sty (0:20)|Farm Pigs In]]>><<farm_count 20>><<set $farm_work.pigs_out to 2>><<pass 20>><</link>><<run _actions++>> <br> <</if>> <<if $farm_work.horses_panic gte 1>> <<animalicon "horse">><<link [[Calm the <<farm_text_many horse>> (0:20)|Farm Horses Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 1000>><<run _actions++>> <br> <<elseif $farm_work.horses_out lt 1>> <<if $farm_work.horse.monster is true>> <<animalicon "horse">><<link [[Let the centaurs out (0:20)|Farm Horses Out]]>><<farm_count 20>><<set $farm_work.horses_out to 1>><<pass 20>><</link>><<run _actions++>> <<else>> <<animalicon "horse">><<link [[Let the horses out (0:20)|Farm Horses Out]]>><<farm_count 20>><<set $farm_work.horses_out to 1>><<pass 20>><</link>><<run _actions++>> <</if>> <br> <<elseif $farm_work.horses_brushed lt 6>> <<if $farm_work.horse.monster is true>> <<animalicon "horse">><<link [[Brush a centaur (0:20)|Farm Horses Brush]]>><<farm_count 20>><<set $farm_work.horses_brushed += 1>><<pass 20>><<tending 2>><<trauma -2>><</link>><<gtending>><<ltrauma>><<run _actions++>> <<else>> <<animalicon "horse">><<link [[Brush a horse (0:20)|Farm Horses Brush]]>><<farm_count 20>><<set $farm_work.horses_brushed += 1>><<pass 20>><<tending 2>><<trauma -2>><</link>><<gtending>><<ltrauma>><<run _actions++>> <</if>> <br> <<elseif $farm_work.horses_out lt 2 and _farm_work_time gte 36>> <<if $farm_work.horse.monster is true>> <<animalicon "horse">><<link [[Herd the centaurs to their stable (0:20)|Farm Horses In]]>><<farm_count 20>><<set $farm_work.horses_out to 2>><<pass 20>><</link>><<run _actions++>> <<else>> <<animalicon "horse">><<link [[Herd the horses to their stable (0:20)|Farm Horses In]]>><<farm_count 20>><<set $farm_work.horses_out to 2>><<pass 20>><</link>><<run _actions++>> <</if>> <br> <<elseif hasSexStat("deviancy", 3) and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2 and $settings.horsesEnabled>> <<if $farm_work.horse.monster is true>> <<animalicon "horse">><<link [[Approach a centaur|Farm Horses Lewd]]>><</link>><<run _actions++>> <<elseif $settings.bestialityEnabled>> <<animalicon "horse">><<link [[Approach a horse|Farm Horses Lewd]]>><</link>><<run _actions++>> <</if>> <br> <</if>> <<if $farm_work.cattle_panic gte 1>> <<animalicon "cow">><<link [[Calm the <<farm_text_many cattle>> (0:20)|Farm Cattle Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 500>><<run _actions++>> <br> <<elseif $farm_work.cattle_out lt 1>> <<animalicon "cow">><<link [[Let the <<farm_text_many cattle>> out (0:20)|Farm Cattle Out]]>><<farm_count 20>><<set $farm_work.cattle_out to 1>><<pass 20>><</link>><<run _actions++>> <br> <<elseif $farm_work.cattle_milked lt 6>> <<animalicon "cow">><<link [[Milk the cattle|Farm Cattle Milk]]>><</link>><<run _actions++>> <br> <<elseif $farm_work.cattle_milked lt 12 and _farm_work_time gte 10>> <<animalicon "cow">><<link [[Milk the cattle|Farm Cattle Milk]]>><</link>><<run _actions++>> <br> <<elseif $farm_work.cattle_milked lt 18 and _farm_work_time gte 30>> <<animalicon "cow">><<link [[Milk the cattle|Farm Cattle Milk]]>><</link>><<run _actions++>> <br> <<elseif $farm_work.cattle_out lt 2 and _farm_work_time gte 36>> <<animalicon "cow">><<link [[Herd the <<farm_text_many cattle>> into their barn (0:20)|Farm Cattle In]]>><<farm_count 20>><<pass 20>><<set $farm_work.cattle_out to 2>><</link>><<run _actions++>> <br> <</if>> <<if $farm_work.dogs_panic gte 1>> <<animalicon "dog">><<link [[Calm the <<farm_text_many dog>> (0:20)|Farm Dogs Calm]]>><<farm_count 20>><<pass 20>><</link>><<tendingdifficulty 1 700>><<run _actions++>> <br> <<elseif $farm_work.dogs_fed lt 1 or _farm_work_time gte 36 and $farm_work.dogs_fed lt 2>> <<animalicon "dog">><<link [[Feed the <<farm_text_many dog>> (0:20)|Farm Dogs Feed]]>><<farm_count 20>><<pass 20>><<set $farm_work.dogs_fed += 1>><</link>><<run _actions++>> <br> <</if>> <</if>> <</if>> <<if $farm_work.alex is "relax" and ($exposed lt 2 or hasSexStat("exhibitionism", 5))>> <<farmicon "relax">><<link [[Join Alex (0:20)|Farm Rest]]>><<farm_count 20>><<trauma -2>><<stress -2>><<npcincr Alex love 1>><<set $phase to 1>><<pass 20>><</link>><<glove>><<ltrauma>><<lstress>> <br> <<if $farm_stage gte 4 and $milkshake gte 2>> <<foodicon "milkshake">><<link [[Offer milkshake (0:20)|Alex Give Milkshake]]>><<farm_count 20>><<pass 20>><<set $milkshake -= 2>><<set $daily.alex.milkshake to true>><<npcincr Alex love 1>><<stress -5>><</link>><<glove>><<lstress>> <br> <</if>> <<if $farm_stage gte 7 and $alex_countdown is undefined and $milkshake gte 1>> <<foodicon "milkshake">><<link [[Share milkshake (0:20)|Alex Share Milkshake]]>><<farm_count 20>><<pass 20>><<set $milkshake -= 1>><<set $daily.alex.milkshake to true>><<npcincr Alex love 2>><<stress -10>><</link>><<gglove>><<lstress>> <br> <</if>> <</if>> <<if $farm_stage gte 7>> /*The PC tends the field in more detail via the tending system after this point.*/ <<elseif pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to tend to the crops. <br> <<elseif $farm_stage gte 6 and $farm_work.tending lte 18>> <<if $farm_work.alex is "tending">> <<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>> <<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <<else>> <<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <<elseif $farm_stage gte 5 and $farm_work.tending lte 14>> <<if $farm_work.alex is "tending">> <<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>> <<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <<else>> <<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <<elseif $farm_stage gte 4 and $farm_work.tending lte 10>> <<if $farm_work.alex is "tending">> <<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>> <<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <<else>> <<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <<elseif ($farm_stage is 3 or $farm_stage is 2) and $farm_work.tending lte 6>> <<if $farm_work.alex is "tending">> <<if ($exposed lt 2 or hasSexStat("exhibitionism", 5))>> <<gardenicon "till">><<link [[Help Alex tend the crops (0:20)|Farm Tending Alex]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <<else>> <<gardenicon "till">><<link [[Tend the crops (0:20)|Farm Tending]]>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>><<run _actions++>> <br> <</if>> <</if>> <<if $farm_stage isnot 12 and $farm_work.alex is "clearing" and ($exposed lt 2 or hasSexStat("exhibitionism", 5)) and Time.dayState isnot "night">> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to help Alex clear a field. <<else>> <<farmicon "clear yard">><<link [[Help Alex clear a field (0:20)|Farm Clearing]]>><<farm_count 20>><<physique 2>><<pass 20>><<tiredness 2>><<set $farm.clearing -= 1>><</link>><<gtiredness>><<run _actions++>> <</if>> <br> <</if>> <<if $farm_stage isnot 12 and $farm_stage gte 7 and _actions is 0 and $farm_work.alex isnot "clearing" and ($exposed lt 2 or hasSexStat("exhibitionism", 5))>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to clear a field alone. <<else>> <<farmicon "clear yard">><<link [[Clear a field alone (0:40)|Farm Clearing Alone]]>><<farm_count 40>><<physique 4>><<pass 40>><<tiredness 4>><<set $farm.clearing -= 1>><</link>><<ggtiredness>><<run _actions++>> <</if>> <br> <</if>> <<if (_actions lt 2 or $farm_stage lt 7) and ($farm_work.alex isnot "relax" or $exposed gte 0)>> <!-- as worker you can be lazy any time, but as partner you only get that luxury when there's (nearly) nothing else to do. also, if Alex is resting you should join them unless you're too naked for comfort --> <<relaxicon>><<link [[Rest near the stables (0:15)|Farm Stables Rest]]>><<pass 15>><<stress -2>><</link>><<lstress>> <</if>> <br> <</widget>> <<widget "farm_work">> <<if Time.dayState isnot "night">> <<farm_alex>> <<farm_status>> <</if>> <<farm_actions>> <br> <</widget>> <<widget "fields_init">> <<plots_init farm 4 earth 3 large>> <</widget>> <<widget "farm_init">> <<farm_work_update>> <<if $farm_work.horses_out lt 1>> <<set $farm_work.horses_out to 1>> <</if>> <<if $farm_work.chickens_fed lt 1>> <<set $farm_work.chickens_fed to 1>> <</if>> <<if $farm_work.cattle_out lt 1>> <<set $farm_work.cattle_out to 1>> <</if>> <<if $farm_work.cattle_milked lt 6>> <<set $farm_work.cattle_milked to 6>> <</if>> <<set $farm to {}>> <<set $farm.beasts to {}>> <<set $farm.wage to 15>> <<set $farm.beasts.pigs to 0>> <<set $farm.beasts.horses to 0>> <<set $farm.beasts.cattle to 0>> <<set $farm.beasts.dogs to 0>> <<set $farm_naked_alex to 1>> <<set $farm.clearing to 100>> <<farm_update>> <<set $fields_damaged to []>> <</widget>> <<widget "farm_update">> <<if $farm isnot undefined>> <<if $farm.milking is undefined>> <<set $farm.milking to { caught: false, alexNightEvent: false, catchChance: 0, dayMilking: false, }>> <</if>> <<if $farm.milking.catchChance is NaN>> <<set $farm.milking.catchChance to 0>> <</if>> <<if $farm.build_finished is undefined or $farm.build_finished is 0>> <<set $farm.build_finished to []>> <</if>> <</if>> <</widget>> <<widget "farm_pigs">> <<if _args[0]>> <<set $farm.beasts.pigs += _args[0]>> <<set $farm.beasts.pigs = Math.clamp($farm.beasts.pigs, -30, 30)>> <</if>> <</widget>> <<widget "farm_horses">> <<if _args[0]>> <<set $farm.beasts.horses += _args[0]>> <<set $farm.beasts.horses = Math.clamp($farm.beasts.horses, -30, 30)>> <</if>> <</widget>> <<widget "farm_cattle">> <<if _args[0]>> <<set $farm.beasts.cattle += _args[0]>> <<set $farm.beasts.cattle = Math.clamp($farm.beasts.cattle, -30, 30)>> <</if>> <</widget>> <<widget "farm_dogs">> <<if _args[0]>> <<set $farm.beasts.dogs += _args[0]>> <<set $farm.beasts.dogs = Math.clamp($farm.beasts.dogs, -30, 30)>> <</if>> <</widget>> <<widget "farm_trust">> <<if _args[0] is "horses">> <<set $enemytrust += ($farm.beasts.horses * 3)>> <<elseif _args[0] is "pigs">> <<set $enemytrust += ($farm.beasts.pigs * 3)>> <<elseif _args[0] is "cattle">> <<set $enemytrust += ($farm.beasts.cattle * 3)>> <<elseif _args[0] is "dogs">> <<set $enemytrust += ($farm.beasts.dogs * 3)>> <</if>> <</widget>> <<widget "farm_gen">> <<if $farm_work[_args[0]].monster_roll is true and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<set $farm_work[_args[0]].monster to true>> <<if beastMaleChance() gte 100>> <<set $farm_work[_args[0]].gender_plural to "m">> <<elseif beastMaleChance() gte 1>> <<set $farm_work[_args[0]].gender_plural to "b">> <<else>> <<set $farm_work[_args[0]].gender_plural to "f">> <</if>> <<if beastMaleChance() gte random(1, 100)>> <<set $farm_work[_args[0]].gender to "m">> <<if $settings.maleNPCVaginaChance gte random(1, 100)>> <<set $farm_work[_args[0]].genitals to "vagina">> <<else>> <<set $farm_work[_args[0]].genitals to "penis">> <</if>> <<else>> <<set $farm_work[_args[0]].gender to "f">> <<if $settings.femaleNPCPenisChance gte random(1, 100)>> <<set $farm_work[_args[0]].genitals to "penis">> <<else>> <<set $farm_work[_args[0]].genitals to "vagina">> <</if>> <</if>> <<else>> <<set $farm_work[_args[0]].monster to false>> <<if beastMaleChance() gte 100>> <<set $farm_work[_args[0]].gender_plural to "m">> <<elseif beastMaleChance() gte 1>> <<set $farm_work[_args[0]].gender_plural to "b">> <<else>> <<set $farm_work[_args[0]].gender_plural to "f">> <</if>> <<if beastMaleChance() gte random(1, 100)>> <<set $farm_work[_args[0]].gender to "m">> <<set $farm_work[_args[0]].genitals to "penis">> <<else>> <<set $farm_work[_args[0]].gender to "f">> <<set $farm_work[_args[0]].genitals to "vagina">> <</if>> <</if>> <</widget>> <<widget "farm_gen_all">> <<farm_gen horse>> <<farm_gen pig>> <<farm_gen dog>> <<farm_gen cattle>> <</widget>> <<widget "farm_brush">> <<wearProp "brush">> <<if currentSkillValue('tending') gte 600>> You brush <<farm_his horse>> fur. There's a lot to cover, <span class="green">but you can tell where the <<farm_text horse>> really needs it</span>. <<farm_He horse>> enjoys the attention. <br><br> Another <<farm_text horse>> waits for its turn. You make quick work of the first, and move on to the second. <br><br> <<set $farm_work.horses_brushed += 1>> <<else>> You brush <<farm_his horse>> fur. It's a long process as there's a lot to cover, but the <<farm_text horse>> seems to enjoy it. <br><br> <</if>> <<if dangerEvent()>> <!-- Modified for monster people --> <<if $settings.horsesEnabled and ($settings.bestialityEnabled or $farm_work.horse.monster is true)>> You finish up, and walk toward the gate while cleaning the brush of hair. You hear hooves approach behind you. The <<farm_text horse>> gives chase. <br><br> <<if $farm_work.horse.monster is true>> "I'm not finished," <<farm_he horse>> says. "Get back here." <<else>> It neighs at you, as if angry. <</if>> <br><br> <<link [[Run|Farm Horses Brush Run]]>><<handheldon>><</link>><<athleticsdifficulty 1 1100>> <br> <<link [[Wait|Farm Horses Brush Wait]]>><<handheldon>><<farm_horses -1>><<stress 6>><</link>><<gstress>><<lrespect>> <br> <<else>> The <<farm_text horse>> nips your shoulder when you stop, seeming to want more.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <<else>> You finish up, and clean the brush of hair. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "farm_milk_actions">> <<farm_milk_check>> <<farm_gen cattle>> <<set $outside to 0>> <<if $farm_work.cattle_need gte 1>> <span class="purple">$farm_work.cattle_need</span> need milking. <br> <<else>> <span class="teal">The cattle are satisfied.</span> <br><br> <</if>> <<if Time.hour is 21 and $farm_end is undefined and $alex_to_bed isnot 1>> <<set $farm_end to 1>> <<npc Alex>><<person1>> Alex enters the barn, wiping the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says, <<if $exposed gt 0 and Time.season is "winter">> blushing. "It's getting rather cold, you might want to wear something warmer." <<glust>><<npcincr Alex lust 1>> <<elseif $exposed gt 0>> blushing. "It'll be getting colder, you might want to wear a little more." <<glust>><<npcincr Alex lust 1>> <<else>> smiling. <</if>> <<if $farm_count gte 1 and $farm_stage lte 6>> <<wearProp "cash" 0 "two">> "Here's a little extra." <<He>> hands you <<moneyGain $farm.wage>>. <</if>> <br><br> "I'll close up," <<he>> says as you walk outside. <<if $farm_stage lt 7>>"Have a safe journey."<<set _exitfarm to true>><</if>> <br><br> <<elseif $farm_work.cattle_need gte 1>> <<beastNEWinit 1 cow>><<person1>> <<farmicon "milk">><<link [[Milk them with the machine (0:20)|Farm Cattle Milk Machine]]>><<pass 20>><<endevent>><<farm_count 20>><<tending 2>> <<if $farm_work.cattle_need gte 6>> <<set $farm_work.cattle_milked += 6>> <<set $cattle_milked += 6>> <<else>> <<set $farm_work.cattle_milked += $farm_work.cattle_need>> <<set $cattle_milked += $farm_work.cattle_need>> <</if>> <</link>><<gtending>> <br> <!-- Modified for monster people --> A <<beasttype>> gives you a strained moo. <br> <<if currentSkillValue('tending') gte 1500>> <<set _cattleMilkHand to 3>> <<elseif currentSkillValue('tending') gte 1200>> <<set _cattleMilkHand to 4>> <<else>> <<set _cattleMilkHand to 5 * (6 - Math.ceil(Math.clamp(currentSkillValue('tending'), 0, 1000) / 200))>> <</if>> <<farmicon "bucket">><<link [["Milk by hand (0:" + String(_cattleMilkHand).padStart(2, '0') + ")"|Farm Cattle Milk Hand]]>><<farm_yield 1>><<set $cattle_milked += 1>><<set $farm_work.cattle_milked += 1>><<tending 1>><<farm_cattle 1>><<set $phase to _cattleMilkHand>><<pass _cattleMilkHand>><</link>><<deviant1>><<gfarm>><<gtending>><<grespect>> <br> <<if hasSexStat("deviancy", 4) and ($settings.bestialityEnabled or $monster is 1)>> <<brothelicon>><<link [[Milk with your mouth (0:03)|Farm Cattle Milk Mouth]]>><<set $cattle_milked += 1>><<set $farm_work.cattle_milked += 1>><<tending 1>><<farm_count 3>><</link>><<deviant4>><<gtending>> <<if $NPCList[0].penis isnot "none" and $player.virginity.oral is true>> <<oralvirginitywarning>> <</if>> <br> <</if>> <<elseif hasSexStat("deviancy", 2) and $farm.milking.dayMilking is true>> <<if $settings.breastFeedingEnabled and $milk_amount gte 1>> <<farmicon "milk">><<link [[Milk yourself (0:30)|Farm Barn Breasts]]>><<pass 30>><</link>><<deviant2>> <br> <</if>> <<if $player.penisExist and $semen_amount gte 1>> <<if playerChastity("penis")>> <span class="blue">You could milk your penis, if the <<print $worn.genitals.name>> wasn't in the way.</span> <br> <<else>> <<farmicon "milk">><<link [[Milk your penis (0:30)|Farm Barn Penis]]>><<pass 30>><</link>><<deviant2>> <br> <</if>> <</if>> <</if>> <<if _exitfarm>> <<link [[Next|Farmland]]>><<endevent>><</link>> <<else>> <br> <<getouticon>><<link [[Leave|Farm Work]]>><<endevent>><</link>> <</if>> <br> <</widget>> <<widget "farm_count">> <<if _args[0]>> <<set $farm_count to ($farm_count || 0) + _args[0]>> <<set $farm_shift += _args[0]>> <<set $farm_work.recent_shift += _args[0]>> <</if>> <</widget>> <<widget "farm_aggro">> <<if _args[0] and $farm>> <<set _aggro_mod to 1>> <<if _args[0] gt 0>> <<if $farm.wall gte 1>> <<set _aggro_mod -= 0.05>> <</if>> <<if $farm.tower gte 2 and $farm.tower_guard>> <<set _aggro_mod -= 0.10>> <<set _aggro_mod -= (0.02 * ($farm.tower_guard_skill / 200))>> <<elseif $farm.tower gte 1 and $farm.tower_guard>> <<set _aggro_mod -= 0.05>> <<set _aggro_mod -= (0.02 * ($farm.tower_guard_skill / 200))>> <</if>> <<if $farm.kennel gte 1>> <<set _aggro_mod -= 0.10>> <</if>> <</if>> <<if ndef $farm.aggro>> <<set $farm.aggro to 0>> <</if>> <<set $farm.aggro += (_args[0] * _aggro_mod)>> <<set $farm.aggro = Math.clamp($farm.aggro, 0, 100)>> <<set $farm.aggro = Math.trunc($farm.aggro)>> <</if>> <</widget>> <<widget "farm_relax_chat">> <<switch random(1, 10)>> <<case 1>> Alex chats with you, and talks about <<his>> family. "I've twelve siblings," <<he>> says at one point. "<<if $pronoun is "m">>Mum<<else>>Dad<</if>> doesn't know what to do with us all." <<case 2>> Alex chats with you, and talks about the farm's pigs. "Hauling all their food over is rough," <<he>> says at one point. "The truffles are worth it though." <<case 3>> Alex chats with you, and talks about the farm's horses. "Most of their owners are rich townies," <<he>> says. "They need to be kept active and healthy." <<case 4>> Alex chats with you, and talks about the farm's cattle. "They're big buggers," <<he>> says at one point. "But docile. Wish the other animals were as easy to manage." <<case 5>> Alex chats with you, and talks about the farm's dogs. "They aren't pets," <<he>> says at one point. "Don't be afraid to keep them in line." <<case 6>> <<if $farm_stage gte 12>> Alex chats with you, and talks about the fields. "No one thought we'd clear all nine," <<he>> says at one point. "The forest grows fast, so we'll need to keep on top of it." <<else>> Alex chats with you, and talks about the fields. "There are nine in total," <<he>> says at one point. "Or were. The forest has reclaimed most of them. It's almost like trees have sprung up overnight." <<He>> laughs. <</if>> <<case 7>> Alex chats with you, and asks about life in the town. "I don't think I'd like the noise," <<he>> says at one point. "I guess you get used to it." <<case 8>> Alex chats with you, and asks about school. "Parents taught me," <<he>> says at one point. "Sometimes my older siblings helped." <<case 9>> Alex chats with you, and talks about the moor. "Don't go there at night," <<he>> warns. "Or at all if you can help it. People have disappeared." <<case 10>> Alex chats with you, and talks about the sea. "You don't need to walk far," <<he>> says. "If you know the paths." <</switch>> <</widget>> <<widget "farm_relax_end">> <<farm_work_update>> <<if $farm_work.alex_relax lt 3>> <<He>> looks at <<his>> watch, then reclines and pulls the brim of <<his>> hat over <<his>> face. <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">> <<pcPregnancyRevealToAlex>> <<else>> <<link [[Leave|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><</link>> <br> <</if>> <<link [[Relax (0:20)|Farm Rest]]>><<endevent>><<trauma -2>><<stress -2>><<npcincr Alex love 1>><<pass 20>><</link>><<glove>><<ltrauma>><<lstress>> <br> <<else>> <<He>> looks at <<his>> watch, and sighs. "I'd better get back to work," <<he>> says, rising to <<his>> feet. "Thanks for the company." <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">> <<pcPregnancyRevealToAlex>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <br> <</if>> <</if>> <</widget>> <<widget "eventsfarm">> <<if $farm.build isnot undefined and $farm.build isnot 0 and Time.hour gte 6 and random(1, 3) gte 2>> <<if $exposed gte 2 and $uncomfortable.nude is true or $exposed is 1 and $uncomfortable.underwear is true>> You peek around a shed. The yard beyond looks clear. You take a deep breath, and run into the open. <br><br> You don't think anyone is watching, but your heart thunders all the same. You're most of the way across <span class="pink">when you hear voices</span> approach from the side.<<gstress>><<stress 6>> <br><br> You could retreat to the shed, but the cottage ahead is closer. There's a risk the door handle has jammed again. You could also run away from the voices. The path dips towards the road, and the terrain might hide you. <br><br> <<link [[Run to the cottage|Farm Builders Exposed Cottage]]>><</link>> <br> <<link [[Run to the shed|Farm Builders Exposed Shed]]>><</link>><<athleticsdifficulty 1 1100>> <br> <<link [[Run to the road|Farm Builders Exposed Road]]>><</link>> <br> <<else>> <<rng 5>> <<switch $rng>> <<case 1>> <<npc Alex>><<generate2>><<generate3>><<generate4>><<person2>> <<if $player.breastsize gte 3 and random(1, 2) is 2>> "Nice tits," says a <<personsimple>>'s voice. <<elseif $player.bottomsize gte 3 and random(1, 2) is 2>> "Nice ass," says a <<personsimple>>'s voice. <<else>> You hear a wolf whistle. <</if>> You turn and see the culprit, one of the builders, a <<person>>. <<He>> swaggers across the yard with <<his>> tools. Two of <<his>> friends flank <<him>>. <<He>> grins at you. <br><br> <<person1>> <<link [[Ignore|Farm Work]]>><<stress 6>><<endevent>><</link>><<gstress>> <br> <<link [[Strut|Farm Builders Strut]]>><</link>><<exhibitionist1>> <br> <<link [[Get angry|Farm Builders Angry]]>><<def 1>><</link>> <br> <<if $submissive lte 500>> <<link [[Threaten|Farm Builders Threaten]]>><<trauma -6>><<def 1>><</link>><<ltrauma>><<defianttext>> <br> <</if>> <<case 2>> <<generate1>><<generate2>><<generate3>> A few builders, a <<fullGroup>>, sit <<if Weather.precipitation is "snow">> on the cottage porch, taking shelter from the snow during their break. <<elseif Weather.precipitation is "rain">> on the cottage porch, taking shelter from the rain during their break. <<else>> by the shed, sipping tea during their break. <</if>> <br><br> They nod as you pass. <br><br> <<link [[Encourage (0:15)|Farm Builders Encourage]]>><<pass 15>><</link>><<note "Low chance of speeding construction" "green">> <br> <<link [[Just nod back|Farm Work]]>><<endevent>><</link>> <br> <<case 3>> <<generate1>><<person1>> One of the builders, a <<person>>, calls to you. "Could you get us a cup of tea, love?" <br><br> <<link [[Make tea (0:05)|Farm Builders Tea]]>><</link>> <br> <<link [[Make tea and chat (0:20)|Farm Builders Tea Chat]]>><<pass 20>><</link>> <br> <<link [[Get angry|Farm Builders Tea Angry]]>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Ignore|Farm Work]]>><<endevent>><</link>> <br> <<case 4>> <<generate1>><<generate2>><<generate3>><<person1>> The builders are hauling materials across the yard. <br><br> <<link [[Help out (1:00)|Farm Builders Help]]>><<pass 60>><</link>><<physiquedifficulty 1 16000>><<note "Might speed construction if successful" "green">> <br> <<link [[Ignore|Farm Work]]>><<endevent>><</link>> <br> <<default>> <<generate1>><<person1>> <<if $worn.over_lower.name is "naked" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> One of the builders, a <<person>>, flicks up your skirt as you pass.<<gstress>><<stress 6>> <br><br> <<if $worn.under_lower.name is "naked">> "No <<panties>>," <<he>> says. "Naughty <<girl>>."<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <</if>> <br><br> <<link [[Ignore|Farm Work]]>><<endevent>><<stress 6>><</link>><<gstress>> <br> <<link [[Get angry|Farm Builders Skirt Angry]]>><<trauma -6>><<def 1>><</link>><<ltrauma>> <br> <<if $worn.under_lower.name is "naked">> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt|Farm Builders Skirt Flaunt]]>><<set $phase to 1>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 2)>> <<link [[Flaunt|Farm Builders Skirt Flaunt]]>><<set $phase to 0>><</link>><<exhibitionist2>> <br> <</if>> <</if>> <<else>> One of the builders, a <<person>>, grabs your <<bottom>> as you pass.<<gstress>><<stress 6>><<gtrauma>><<trauma 6>> <br><br> <<link [[Ignore|Farm Work]]>><<endevent>><<stress 6>><</link>><<gstress>> <br> <<link [[Get angry|Farm Builders Skirt Angry]]>><<def 1>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Flirt|Farm Builders Bottom Flirt]]>><</link>><<promiscuous1>> <br> <</if>> <</switch>> <</if>> <<else>> <<rng 10>> <<switch $rng>> <<case 1>> A screech tears through the air. It came from the moor, and <span class="pink">it drives the animals into a panicked frenzy.</span><<llfarm>><<farm_yield -5>> <br><br> Alex runs through the yard, rushing to calm the animals. <<set $farm_work.alex to "panic">> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<set $farm_work.horses_panic to 1>> <<set $farm_work.chickens_panic to 1>> <<set $farm_work.pigs_panic to 1>> <<set $farm_work.dogs_panic to 1>> <<set $farm_work.cattle_panic to 1>> <<case 2>> <<npc Alex>><<person1>><<generate2>><<person2>> <<if $farm_work.horses_out lt 1 or $farm_work.horses_out gte 3>> Alex stands with a <<person2>><<person>>, watching the horses run in the field. <<else>> Alex stands with a <<person2>><<person>> beside the stable. <</if>> <br><br> The <<person2>><<person>> looks at you. "This must be one of your farmhands," <<he>> says. <br> <<person1>> "<<print $farm_stage gte 7 ? "The co-owner, actually," : "That's right,">>" Alex replies. <<He>> looks at you, and gestures at the <<person2>><<person>>. "This is one of our clients. We look after <<his>> steed." <br><br> <<if $farm_work.horse.monster is true>> <<if $farm_work.horse.gender is "f">> The steed in question is a centaur, who watches with arms folded beneath her breasts. <<else>> The steed in question is a centaur, who watches with his arms folded. <</if>> <<if $farm.beasts.horses gte 5>> <<farm_He horse>> turns to you, and nods in respect. <<elseif $farm.beasts.horses lte -5>> <<farm_He horse>> turns to you, and gives a derisive laugh. <</if>> <<else>> <<if $farm_work.horse.gender is "f">> The steed in question is a mare, who watches with a steady gaze. <<else>> The steed in question is a stallion, who watches with a steady gaze. <</if>> <<if $farm.beasts.horses gte 5>> <<farm_He horse>> turns to you, and gives a happy neigh. <<elseif $farm.beasts.horses lte -5>> <<farm_He horse>> turns to you, and gives a derisive snort. <</if>> <</if>> <br><br> <<if $farm.beasts.horses gte 5>> "Looks like <<farm_he horse>> likes you," the <<person2>><<person>> says. "Keep up the good work."<<gfarm>><<farm_yield 1>> <<elseif $farm.beasts.horses lte -5>> "Not fond of you, is <<farm_he horse>>?" the <<person>> chuckles. "I guess it can't be helped." <<else>> "I like what I've seen," the <<person>> says. "Keep it up." <</if>> <br><br> Alex shows the client to the edge of the farm. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<case 3>> <<npc Alex>><<person1>> <<if $exposed gte 1>> "Hey," Alex says, blushing and walking up to you. "Need to get some groceries. Would you mind taking care of it?" <<He>> holds out a shopping list, along with some money and a towel. "You'll need t-to cover up if you're going outside. People will wonder what we're getting up to otherwise." <br><br> <<else>> "Hey," Alex says, walking up to you. "Need to get some groceries. Would you mind taking care of it?" <<He>> holds out a shopping list, along with some money. <br><br> <</if>> <<link [[Go shopping (0:30)|Farm Shopping]]>><<farm_count 30>><<pass 30>><<npcincr Alex love 1>><<towelup>><</link>><<glove>> <br> <<link [[Refuse|Farm Shopping Refuse]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>> <br> <<case 4>> <<npc Alex>><<person1>> "Race you to the woods!" Alex says, coming up behind you. <<He>> rushes past. <br><br> <<link [[Race (0:02)|Farm Race]]>><<pass 2>><<farm_count 2>><</link>><<athleticsdifficulty 800 1000>><<glove>> <br> <<link [[Just walk after Alex (0:05)|Farm Race Walk]]>><<pass 5>><<farm_count 5>><</link>> <br> <<link [[Refuse|Farm Race Refuse]]>><<npcincr Alex love -1>><</link>><<llove>> <br> <<case 5>> <<if $farm.aggro gte 10 and ($farm.wall is undefined or $farm.wall lt 3)>> <<generate1>><<generate2>><<person1>> <<if $farm.wall gte 3>> You hear a series of sharp, metallic thuds. You investigate the sound, and find a <<fullGroup>> attacking the fence with axes. <<elseif $farm.wall gte 1>> You hear a series of thuds and cracks. You investigate the sound, and find a <<fullGroup>> attacking the wall with axes. <<else>> You hear a series of thuds, and the creaking of wood. You investigate the sound, and find a <<fullGroup>> attacking the fence with axes. <</if>> <br><br> The <<person1>><<person>> nudges <<his>> colleague, and they both stare at you. <br><br> <<link [[Call Alex|Farm Axe Alex]]>><<farm_aggro 5>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<farm_fence_damage 1>><</link>><<gaggro>><<gdom "Alex">><<glove>> <br> <<link [[Threaten|Farm Axe Threaten]]>><<def 1>><</link>><<englishdifficulty 400 1200>> <br> <<link [[Fight|Farm Axe Attack]]>><<def 1>><</link>> <br> <<else>> <<generate1>><<person1>> You see a figure stood on the hill outside the farm. You can't tell at this distance, but it feels like <<hes>> staring right at you. <<if $farm_stage gte 5>> <<gaggro>><<farm_aggro 5>> <</if>> <<gstress>><<stress 6>> <br><br> <<He>> turns and disappears over the crest. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <<case 6>> <<if $farm.aggro gte 20>> <<rng 5>> <<switch $rng>> <<case 1>> You hear the <<farm_text_many horse>> neigh in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>> <br><br> <<set $farm_work.horses_panic to 1>> <<link [[Next|Farm Work]]>><</link>> <br> <<case 2>> You hear the <<farm_text_many cattle>> moo in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>> <br><br> <<set $farm_work.cattle_panic to 1>> <<link [[Next|Farm Work]]>><</link>> <br> <<case 3>> You hear the <<farm_text_many pig>> squeal in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>> <br><br> <<set $farm_work.pigs_panic to 1>> <<link [[Next|Farm Work]]>><</link>> <br> <<case 4>> You hear the <<farm_text_many dog>> howl in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>> <br><br> <<set $farm_work.dogs_panic to 1>> <<link [[Next|Farm Work]]>><</link>> <br> <<case 5>> You hear the chickens cluck in terror. <span class="pink">Something's spooked them.</span><<gaggro>><<farm_aggro 5>> <br><br> <<set $farm_work.chickens_panic to 1>> <<link [[Next|Farm Work]]>><</link>> <br> <</switch>> <<else>> You hear angry barks. A pair of <<farm_text dog>>s are fighting. <br><br> <<link [[Scold (0:10)|Farm Dogs Split]]>><<pass 10>><<farm_count 10>><</link>><<tendingdifficulty 1 800>> <br> <<link [[Ignore|Farm Work]]>><<farm_yield -1>><</link>><<lfarm>> <br> <</if>> <<case 7>> <<if $farm.aggro gte 100>> <<npc Alex>><<generate2>> You hear shouting from in front of the farm. You walk over, and see a lorry parked at the end of the lane connecting to the road. The driver lies on the ground outside, being kicked from all angles by three rough-looking goons.<<llfarm>><<farm_yield -3>> <br><br> <<person1>> <<if (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")) or(playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>> Alex arrives at your side. "Shit," <<he>> curses. "You fuck—" <<He>> stops in the middle of the sentence, as if <<he>> remembers something. With a preoccupied expression, <<he>> looks at <<if (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")) and (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>> <<his>> belly, then glances over at yours. <<elseif (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>> your belly. <<elseif (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc"))>> <<his>> belly. <</if>> <br><br> "Is everything okay?" you ask Alex. <br><br> "I-I can't...I can't deal with them, not like this. <<if (npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")) and (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>> It's too risky for us," <<he>> says, sounding frustrated. <br><br> <<Hes>> right, two pregnant people shouldn't get into fights. <br><br> <<link [[Next|Farm Lorry Pregnant Variant]]>><<set $phase to 3>><</link>> <<elseif (playerAwareTheyArePregnant() and playerIsPregnant() and talkedAboutPregnancy("pc","Alex"))>> It's too risky for you," <<he>> says sounding frustrated. <br><br> <<Hes>> right, a pregnant <<if $player.gender_appearance is "f">>woman<<else>>man<</if>> shouldn't get into fights. <br><br> <<link [[Next|Farm Lorry Pregnant Variant]]>><<set $phase to 3>><</link>> <<else>> It's too risky for me," <<he>> says, sounding frustrated. <br><br> <<Hes>> right, a pregnant <<if C.npc.Alex.pronoun is "f">>woman<<else>>man<</if>> shouldn't get into fights. <br><br> <<link [[Fight the goons yourself|Farm Lorry Pregnant Variant]]>><<set $phase to 1>><</link>><<dangerousText>> <br> <<link [[Stay with Alex|Farm Lorry Pregnant Variant]]>><<set $phase to 2>><</link>><<gglove>><<ldom>> <</if>> <<else>> Alex arrives at your side. "Shit," <<he>> says. "You fuckers leave <<person2>><<him>> alone." They do so, but start walking toward Alex instead. They roll up their sleeves. <br><br> Alex stands <<person1>><<his>> ground. <br><br> <<link [[Pull Alex to safety (0:15)|Farm Lorry Safety]]>><<farm_yield -3>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llfarm>><<llove>><<ldom>> <br> <<link [[Stand with Alex|Farm Lorry Stand]]>><<npcincr Alex love 3>><</link>><<gglove>> <br> <</if>> <<else>> <<generate1>><<person1>> A van pulls up outside the farm, and the driver waves at you. <br><br> "Delivery for Alex," <<he>> says after stepping out. <<He>> throws open the back, and removes two unmarked brown boxes. <br><br> <<He>> helps carry one up to the farmhouse, and leaves it on the porch. <<He>> holds out a notepad. "Sign here." <br><br> <<He>> returns to <<his>> van. <br><br> <<endevent>> <<set $skulduggerydifficulty to 400>> <<link [[Peek|Farm Lorry Peek]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Just take them inside|Farm Lorry Inside]]>><</link>> <br> <</if>> <<case 8>> <<if $farm.aggro gte 40>> <<generate1>><<person1>> You hear rapid footsteps approach from behind. Before you can turn, a hand clasps against your mouth, and a tongue flicks against your cheek. <br><br> <<link [[Next|Farm Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<npc Alex>><<generate2>><<person1>> "What's a cute <<nnpc_gendery "Alex">> like you doing working a farm?" You look around, and see a <<person2>><<person>> leaning over the fence and leering at Alex. <br><br> <<rng 5>> <<switch $rng>> <<case 1>> Alex ignores the badgering. <<case 2>> Alex turns to <<him>>. <<person1>>"Fuck off," <<he>> says. "Or I'll use you as pig feed." <<case 3>> Alex turns to <<him>>. <<person1>>"I'm busy," <<he>> says. "You might have more luck in the kennel." <<case 4>> Alex turns to <<him>>. <<person1>>"There's a river nearby," <<he>> says. "Go cool yourself off." <<case 5>> Alex doesn't look at <<him>>. <<person1>>"I'm busy," <<he>> says. "So fuck off home." <</switch>> <br><br> <<person2>>The <<person>> throws up <<his>> hands. "Alright, I'm going." <<He>> turns and walks away. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <<case 9>> <<npc Alex>><<person1>> <<if talkedAboutPregnancy("pc","Alex") or knowsAboutPregnancy("pc","Alex")>> "Race you to the woods!" Alex says, coming up behind you. <<He>> rushes past. <br><br> <<link [[Race (0:02)|Farm Race]]>><<pass 2>><<farm_count 2>><</link>><<athleticsdifficulty 800 1000>><<glove>> <br> <<link [[Just walk after Alex (0:05)|Farm Race Walk]]>><<pass 5>><<farm_count 5>><</link>> <br> <<link [[Refuse|Farm Race Refuse]]>><<npcincr Alex love -1>><</link>><<llove>> <br> <<else>> "Watch out!" says Alex from above. You look up, just in time to see a hay bale bearing down on you. <br><br> <<if currentSkillValue('physique') gte 12000>> You raise your arms to catch it, <span class="green">and ease it to the ground.</span> <br><br> "Nice catch," Alex says, dropping to the earth beside you. <<He>> hefts the bale onto <<his>> shoulder. "Gotta get them in storage to keep the weather off." <<He>> walks away. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif currentSkillValue('danceskill') gte 800>> You step aside, <span class="green">and the bale lands beside you.</span> <br><br> "Nice dodge," Alex says, dropping to the earth. <<He>> hefts the bale onto <<his>> shoulder. "Gotta get them in storage to keep the weather off." <<He>> walks away. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> You raise your hands to catch it, <span class="red">but it's too heavy.</span> You're left flat on your back.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> Alex laughs, and drops to the earth beside you. "Sorry, I couldn't resist." <<He>> hefts the bale onto <<his>> shoulder, freeing you.<<gdom>><<npcincr Alex dom 1>> <br><br> <<link [[Laugh it off|Farm Bale Laugh]]>><<npcincr Alex love 1>><<stress -6>><</link>><<glove>><<lstress>> <br> <<link [[Get angry|Farm Bale Angry]]>><<npcincr Alex dom -1>><<npcincr Alex love -1>><</link>><<llove>><<ldom>> <br> <</if>> <</if>> <<case 10>> <<npc Alex>><<person1>> <<if $exposed gte 1>> You catch Alex ogling you from a distance, though <<he>> pretends otherwise.<<glust>><<npcincr Alex lust 1>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm_stage gte 7>> Alex smacks your <<bottom>> as you pass by.<<gpain>><<pain 1>> <br><br> <<link [[Scold|Farm Spank Scold]]>><</link>> <br> <<link [[Retaliate|Farm Spank Retaliate]]>><</link>><<athleticsdifficulty 400 1000>> <br> <<link [[Goad|Farm Spank Goad]]>><</link>> <br> <<link [[Ignore|Farm Spank Ignore]]>><</link>> <br> <<else>> Alex pats your shoulder as <<he>> passes by. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <</switch>> <</if>> <</widget>> <<widget "farm_forest_event">> <<if C.npc.Alex.dom gte 10>> <<He>> rushes to place <<himself>> between you and the source of the noise. <<else>> <<He>> rushes to your side. <</if>> <br><br> <<if $rng gte 71>> "Whatever it is," Alex whispers. "It's harmless. Probably." The bush rustles, and a snout pokes out, followed by a large body. It's a boar. <br><br> "Shit," Alex says. "We gotta go. Now." <br><br> The boar rushes toward you!<<ggstress>><<stress 12>> <br><br> <<link [[Stand your ground|Farm Race Stand]]>><</link>> <br> <<link [[Run|Farm Race Run]]>><</link>><<athleticsdifficulty 800 1000>> <br> <<else>> <<fox_gen>> "Whatever it is," Alex whispers. "It's harmless. Probably." The bush rustles, and a <<fox_text>> runs out. It darts across the leaf-strewn earth, and disappears beneath a mound of earth. <br><br> <<unset $foxGen>> Alex sighs. "Just a fox. Were you scared?" <br><br> <<link [[Yes|Farm Race Yes]]>><<npcincr Alex dom 1>><</link>><<gdom>> <br> <<link [[No|Farm Race No]]>><</link>> <br> <<link [[Not as scared as you|Farm Race Comeback]]>><<npcincr Alex dom -1>><</link>><<ldom>> <br> <</if>> <</widget>> <<widget "farm_knotted">> <<if $phase is 0>> <<npc Alex>><<person1>><<generate2>> <<earnFeat "A Knot to Remember">> "This is our stable." It's Alex. The <<farm_text dog>>'s ears spring up and it lurches forward, <span class="red"><<farm_his dog>> knot still inside you.</span> <br><br> You're pulled across the field, backwards and on all fours. You try to wiggle free, but the knot has yet to shrink at all. It's in too tight. <br><br> "I'm impressed," says an unknown <<person2>><<personsimple>>'s voice. <br> "Thanks," replies Alex. "We've yet to dissatisfy a customer." <br><br> Their voices get closer as you near the edge of the field. <span class="blue">You'll be seen if you don't act soon.</span><<ggstress>><<stress 12>> <br><br> <<elseif $phase is 1>> You hear Alex and the <<personsimple>> chatting as you approach the gate. <span class="purple">You'll be seen if you don't act fast.</span><<ggstress>><<stress 12>> <br><br> <<elseif $phase is 2>> You hear Alex and the <<personsimple>> discussing payment as you arrive at the gate. <span class="pink">You'll be seen if you don't act now.</span><<ggstress>><<stress 12>> <br><br> <<else>> <span class="red">You're pulled from the field, onto the road leading to the stable.</span> <br><br> <</if>> <<if $phase lte 2>> <<link [[Hold a tuft of grass|Farm Knotted Hold]]>><</link>><<physiquedifficulty 2000 30000>> <br> <<link [[Scold|Farm Knotted Scold]]>><</link>><<tendingdifficulty 100 1500>> <br> <<if hasSexStat("deviancy", 5)>> <<link [[Flaunt|Farm Knotted Deviant]]>><<stress 12>><<trauma 12>><<famebestiality 10 "vid">><<farm_yield 10>><<npcincr Alex love -3>><<npcincr Alex dom 5>><<npcincr Alex lust 5>><</link>><<deviant5>><<lllove>><<gggdom>><<gglust>><<gggfarm>> <br> <<else>> <<link [[Let it happen|Farm Knotted Seen]]>><<stress 12>><<trauma 12>><<famebestiality 10 "vid">><<farm_yield 10>><<npcincr Alex love -3>><<npcincr Alex dom 5>><<npcincr Alex lust 5>><</link>><<ggtrauma>><<ggstress>><<lllove>><<gggdom>><<gglust>><<gggfarm>> <br> <</if>> <<else>> <<link [[Next|Farm Knotted Seen]]>><<set $phase to 5>><<stress 12>><<trauma 12>><<famebestiality 10 "vid">><<farm_yield 10>><<npcincr Alex love -3>><<npcincr Alex dom 5>><<npcincr Alex lust 5>><</link>> <br> <</if>> <<set $phase += 1>> <</widget>> <<widget "farm_tending_events">> <<rng 3>> <<if $rng is 3>> <<if $settings.bestialityEnabled and $settings.lurkersEnabled and random(1, 2) is 2>> You're digging in the earth when you see something dark move in your peripheral, low to the ground. It's gone by the time you look over. <br><br> <<link [[Keep working|Farm Tending Lurker Work]]>><</link>> <br> <<if Time.betweenHours(5, 20)>> <<link [[Call for Alex (0:05)|Farm Tending Lurker Alex]]>><<npcincr Alex dom 1>><<farm_count 5>><<pass 5>><</link>><<gdom "Alex">> <<else>> <<link [[Call for Alex (0:05)|Farm Tending Lurker Alex Fail]]>><<farm_count 5>><<pass 5>><</link>><<gdom "Alex">> <</if>> <br> <<else>> You're digging in the earth when you see something dark move in your peripheral, low to the ground. It leaps at you before you can look. You tumble backward.<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>> <br><br> It vanishes as fast as it appeared, darting over you and into the plants opposite. <br><br> <<destination_farm>> <</if>> <<elseif $rng is 2>> <<if $settings.tentaclesEnabled and random(1, 2) is 2 and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> Something twists around your ankle, making you fall. You land on a pile of <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>. You look behind, and see a thick shoot wrapping around your leg. Another emerges from the hedge, and grasps your other ankle.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> They try to pull you into the undergrowth. <br><br> <<link [[Soothe|Farm Tending Soothe]]>><</link>><<tendingdifficulty 1 1200>> <br> <<link [[Struggle|Farm Tending Tentacle Struggle]]>><</link>><<physiquedifficulty 1 24000>> <br> <<if Time.betweenHours(5, 20)>> <<link [[Scream|Farm Tending Scream]]>><<npcincr Alex dom 3>><<sub 1>><</link>><<ggdom "Alex">> <<else>> <<link [[Scream|Farm Tending Scream Fail]]>><<sub 1>><</link>><<ggdom "Alex">> <</if>> <br> <<link [[Brace yourself|Farm Tending Brace]]>><</link>> <br> <<else>> Your foot catches on something, and you land on a pile of <<if Weather.precipitation isnot "none">>mud<<else>>dirt<</if>>. You look back, but can't see what tripped you.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<destination_farm>> <br> <</if>> <<else>> <<if $farm_stage gte 5 and $farm.aggro gte 10 and random(1, 2) is 2>> <<if $farm.wall gte 4>> <<generate1>><<generate2>><<generate3>><<person1>> "Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you across the fence. A <<person2>><<person>> and <<person3>><<person>> flank <<person1>><<him>>. <span class="green">They stare at the barbed wire above.</span> <br><br> "Nice set up you got," <<he>> continues. "Don't think a little metal will keep you safe." <br><br> <<link [[Taunt|Farm Tending Barb Taunt]]>><<def 1>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Ignore|Farm Tending Barb Ignore]]>><</link>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Flaunt|Farm Tending Barb Flaunt]]>><</link>><<exhibitionist2>> <</if>> <<elseif $farm.wall gte 3 and random(1, 2) is 2>> <<generate1>><<generate2>><<generate3>><<person1>> "Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you across the fence. A <<person2>><<person>> and <<person3>><<person>> flank <<person1>><<him>>. They try to climb the fence, <span class="green">but only make it halfway up before sliding down.</span> <br><br> "Nice set up you got," <<he>> continues. "Don't think a little metal will keep you safe." <br><br> <<link [[Taunt|Farm Tending Barb Taunt]]>><<def 1>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Ignore|Farm Tending Barb Ignore]]>><</link>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Flaunt|Farm Tending Barb Flaunt]]>><</link>><<exhibitionist2>> <</if>> <<else>> <<generate1>><<generate2>><<generate3>><<person1>> "Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you across the fence. "What's a cute<<if playerBellyVisible() and $settings.pregnancySpeechEnabled>> pregnant<</if>> <<girl>> like you doing working the fields?" <br><br> <<if currentSkillValue('skulduggery') gte random(500, 700)>> <span class="blue">You shiver.</span> Something's wrong. This isn't your usual pervert. You glance around, and spot them. A <<person2>><<person>> and <<person3>><<person>> creep through the crops, trying to sneak up on you. <br><br> <<if Time.betweenHours(5, 20)>> <<link [[Scream|Farm Tending Group Alex]]>><<sub 1>><<npcincr Alex dom 1>><</link>><<gdom "Alex">> <<else>> <<link [[Scream|Farm Tending Group Alex Fail]]>><<sub 1>><</link>><<gdom "Alex">> <</if>> <br> <<link [[Seize the initiative|Farm Tending Group Fight]]>><<def 1>>/*<<farm_aggro -5>>*/<</link>>/*<<laggro>>*/ <br> <<else>> <span class="red">You hear movement to the side.</span> You turn, and see a <<person2>><<person>> rush toward you. Before you can respond, <span class="red">a hand clamps over your mouth from behind.</span> <br><br> The <<person1>><<person>> climbs over the fence, and walks closer. "Not gonna lie," <<he>> says. "I enjoy my work." <br><br> <<link [[Next|Farm Tending Gang Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>> <<else>> <<generate1>><<person1>> "Hey <<girl>>," says a voice. You look up, and see a <<person>> leering at you <<if $farm.wall gte 3>> through the fence. <<elseif $farm.wall gte 1>> across the wall. <<else>> across the fence. <</if>> "What's a cute<<if playerBellyVisible() and $settings.pregnancySpeechEnabled>> pregnant<</if>> <<girl>> like you doing working the fields?" <br><br> <<link [[Ignore|Farm Tending Ignore]]>><<set $phase to 0>><</link>> <br> <<link [[Respond politely|Farm Tending Polite]]>><</link>> <br> <<link [[Flirt|Farm Tending Flirt]]>><</link>><<promiscuous1>> <br> <</if>> <</if>> <</widget>> <<widget "farm_tending_alex_events">> <<cleareventpool>> /* seasonal events */ <<if Time.season is "summer" and !Weather.isOvercast>> <<addinlineevent "farm_tending_alex_summer_1">> <<npc Alex>><<person1>> Alex fans <<his>> face and wipes <<his>> forehead. <<He>> squints up at the sky and huffs. "It's too hot." <br><br> <<He>> starts to undo <<his>> shirt buttons, one by one, seemingly oblivious to your gaze. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Touch <<him>>|Farm Tending Alex Summer]]>><<set $phase to 2>><<if $farm_stage lt 7 or ($farm_stage gte 7 and $alex_countdown isnot undefined)>><<npcincr Alex love -1>><</if>><<npcincr Alex dom -1>><<npcincr Alex lust 3>><</link>><<promiscuous2>><<if $farm_stage lt 7 or ($farm_stage gte 7 and $alex_countdown isnot undefined)>><<llove>><</if>><<ldom>><<gglust>> <br> <</if>> <<link [[Peek|Farm Tending Alex Summer]]>><<set $phase to 1>><<arousal 300>><<npcincr Alex lust 1>><</link>><<garousal>><<glust>> <br> <<link [[Ignore|Farm Tending Alex Summer]]>><<set $phase to 0>><</link>> <br> <</addinlineevent>> <</if>> /* general events */ <<addinlineevent "farm_tending_alex_general_1">> <<npc Alex>><<person1>> You hear Alex shout in surprise. You rush over, and find <<him>> lying on <<his>> back. <br><br> "Blighter startled me," <<he>> says. <br><br> <<link [[Offer your arm|Farm Tending Alex Arm]]>><<npcincr Alex love 1>><<npcincr Alex dom -1>><</link>><<ldom>><<glove>> <br> <<link [[Laugh at <<his>> expense|Farm Tending Alex Laugh Expense]]>><<npcincr Alex dom -1>><<stress -6>><</link>><<ldom>><<lstress>> <br> <<link [[Get back to work|Farm Tending Alex Back]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "farm_tending_alex_general_2">> <<npc Alex>><<person1>> <<if C.npc.Alex.lust gte 10 and random(1, 2) is 2>> You catch Alex sneaking glances at you when <<he>> thinks you're not looking. <br><br> <<link [[Flirt|Farm Tending Alex Flirt]]>><</link>><<promiscuous1>> <br> <<link [[Ignore|Farm Tending Alex Ignore]]>><</link>> <br> <<elseif $exposed gte 1>> You catch Alex sneaking glances at you when <<he>> thinks you're not looking.<<garousal>><<arousal 600>> <br><br> <<link [[Ignore|Farm Tending Alex Ignore]]>><<npcincr Alex lust 1>><</link>><<glust>> <br> <<link [[Tease|Farm Tending Alex Tease]]>><<npcincr Alex lust 1>><<arousal 1800>><<trauma -6>><<npcincr Alex dom -1>><</link>><<glust>><<ldom>><<ggarousal>><<ltrauma>> <br> <<else>> Alex waves at you from across the field. You wave back.<<lstress>><<stress -6>> <br><br> <<destination_farm>> <br> <</if>> <</addinlineevent>> <<addinlineevent "farm_tending_alex_general_3">> You work beside Alex, chatting all the while.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<destination_farm>> <br> <</addinlineevent>> <<addinlineevent "farm_tending_alex_general_4">> <<npc Alex>><<person1>> You chat with Alex as you work. <<Hes>> keen to share <<his>> farming techniques. <br><br> <<if $tending lt 1000>> <<link [[Listen (0:10)|Farm Tending Alex Listen]]>><<farm_count 10>><<tending 6>><<pass 10>><<npcincr Alex dom 1>><</link>><<gdom>><<gtending>> <br> <<else>> <<link [[Teach Alex instead (0:10)|Farm Tending Alex Teach]]>><<pass 10>><<farm_count 10>><<npcincr Alex love 1>><<npcincr Alex dom -1>><</link>><<ldom>><<glove>> <br> <</if>> <<link [[Focus on working|Farm Tending Alex Focus]]>><</link>> <br> <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "barn_img">> <<machine_init>> <<if _args[2] and _args[2] isnot "no_pump">> <<set $_prop to _args[2]>> <<else>> <<set $_prop to "haybale">> <</if>> <<if _args[0] is "penis">> <<if _args[1] is "livestock">> <<set _barn_semen to $livestock_semen>> <<elseif _args[1] is "half_livestock">> <<set _barn_semen to ($livestock_semen / 2)>> <<elseif _args[1] is "no_livestock">> <<set _barn_semen to 0>> <<else>> <<set _barn_semen to $semen_amount>> <</if>> <<if _barn_semen gte 3000>> <<set _semen_img to "semen_7">> <<elseif _barn_semen gte 2000>> <<set _semen_img to "semen_6">> <<elseif _barn_semen gte 1500>> <<set _semen_img to "semen_5">> <<elseif _barn_semen gte 1000>> <<set _semen_img to "semen_4">> <<elseif _barn_semen gte 500>> <<set _semen_img to "semen_3">> <<elseif _barn_semen gte 200>> <<set _semen_img to "semen_2">> <<else>> <<set _semen_img to "semen_1">> <</if>> <<if _args[2] is "no_pump">> <<prop $_prop semen>> <<else>> <<prop $_prop semen penis_pump>> <</if>> <<elseif _args[0] is "breasts">> <<if _args[1] is "livestock">> <<set _barn_milk to $livestock_milk>> <<elseif _args[1] is "half_livestock">> <<set _barn_milk to ($livestock_milk / 2)>> <<elseif _args[1] is "no_livestock">> <<set _barn_milk to 0>> <<else>> <<set _barn_milk to $milk_amount>> <</if>> <<if _barn_milk gte 3000>> <<set _milk_img to "milk_7">> <<elseif _barn_milk gte 2000>> <<set _milk_img to "milk_6">> <<elseif _barn_milk gte 1500>> <<set _milk_img to "milk_5">> <<elseif _barn_milk gte 1000>> <<set _milk_img to "milk_4">> <<elseif _barn_milk gte 500>> <<set _milk_img to "milk_3">> <<elseif _barn_milk gte 200>> <<set _milk_img to "milk_2">> <<else>> <<set _milk_img to "milk_1">> <</if>> <<if _args[2] is "no_pump">> <<prop $_prop milk>> <<else>> <<prop $_prop milk breast_pump>> <</if>> <<else>> <<if _args[1] is "livestock">> <<set _barn_semen to $livestock_semen>> <<set _barn_milk to $livestock_milk>> <<elseif _args[1] is "half_livestock">> <<set _barn_semen to ($livestock_semen / 2)>> <<set _barn_milk to ($livestock_milk / 2)>> <<elseif _args[1] is "no_livestock">> <<set _barn_semen to 0>> <<set _barn_milk to 0>> <<else>> <<set _barn_semen to $semen_amount>> <<set _barn_milk to $milk_amount>> <</if>> <<if _barn_semen gte 3000>> <<set _semen_img to "semen_7">> <<elseif _barn_semen gte 2000>> <<set _semen_img to "semen_6">> <<elseif _barn_semen gte 1500>> <<set _semen_img to "semen_5">> <<elseif _barn_semen gte 1000>> <<set _semen_img to "semen_4">> <<elseif _barn_semen gte 500>> <<set _semen_img to "semen_3">> <<elseif _barn_semen gte 200>> <<set _semen_img to "semen_2">> <<else>> <<set _semen_img to "semen_1">> <</if>> <<if _barn_milk gte 3000>> <<set _milk_img to "milk_7">> <<elseif _barn_milk gte 2000>> <<set _milk_img to "milk_6">> <<elseif _barn_milk gte 1500>> <<set _milk_img to "milk_5">> <<elseif _barn_milk gte 1000>> <<set _milk_img to "milk_4">> <<elseif _barn_milk gte 500>> <<set _milk_img to "milk_3">> <<elseif _barn_milk gte 200>> <<set _milk_img to "milk_2">> <<else>> <<set _milk_img to "milk_1">> <</if>> <<if _args[2] is "no_pump">> <<prop $_prop semen milk>> <<else>> <<prop $_prop semen penis_pump milk breast_pump>> <</if>> <</if>> <<set _crHideCloseImages to true>> <<animateCombat>> <</widget>> <<widget "farmCatchChance">> <<if _args[0] gt 0 or _args[0] lt 0>> <<set $farm.milking.catchChance to Math.clamp(parseFloat($farm.milking.catchChance) + parseFloat(_args[0]),0,100).toFixed(3)>> <</if>> <</widget>> <<widget "farm_fight_init">> <<set $farm_fight to {}>> <<set $farm_fight.action to "rest">> <<set $farm_fight.stage to 0>> <<set $farm_fight.distraction to 0>> <<set $farm_fight.door to 14>> <<set $farm_fight.screws to 10>> <</widget>> <<widget "farm_fight_alex">> <<person1>> <<if $farm_fight.distraction is 2>> <<set $farm_fight.distraction -= 1>> <<He>> weaves between the thugs surrounding <<him>>, jabbing them whenever they get close. <<elseif $farm_fight.distraction is 1>> <<set $farm_fight.distraction -= 1>> <span class="green">Alex dodges a punch from the <<person2>><<person>> to <<person1>><<his>> left,</span> <<if $farm_fight.stage gte 5>> <span class="pink">but the <<person6>><<person>> rushes <<person1>><<him>> from behind, grasping <<his>> arms once more.</span> <<else>> <<if $farm_fight.stage gte 5>> <span class="pink">but the <<person6>><<person>> follows it up, and grasps <<person1>><<him>> from behind.</span> The thugs close in. <<else>> <span class="pink">but the <<person3>><<person>> follows it up, and knocks <<person1>><<him>> off-balance.</span> The thugs close in. <</if>> <</if>> <<else>> <<switch $farm_fight.stage>> <<case 0>> Alex kicks the <<person3>><<person>> grasping <<person1>><<him>>, <span class="teal">and manages to struggle free.</span> <<case 1>> <span class="lblue">Alex ducks under a swing from a <<person4>><<person>>.</span> <<case 2>> A <<person5>><<person>> grasps Alex's arm, <span class="lblue">but <<person1>><<he>> manages to wrest it free.</span> <<case 3>> A <<person6>><<person>> swings <<his>> fist at Alex, <span class="blue">but the young farmer ducks at the last moment.</span> <<case 4>> The thugs keep Alex penned between them. They're hesitant to approach, <span class="blue">but Alex is tiring.</span> <<case 5>> The <<person5>><<person>> makes another attempt to grapple Alex, and the <<person6>><<person>> backs <<person5>><<him>> up. <span class="purple">Alex dodges the former, but the latter grasps <<person1>><<his>> arms from behind.</span><<npcincr Alex dom -1>><<ldom>> <<case 6>> <span class="purple">Alex struggles against the <<person6>><<persons>> grasp.</span> <<case 7>> The <<person2>><<person>> approaches the struggling Alex from the front. Alex manages to keep <<him>> at bay with <<his>> feet, <span class="pink">but the <<person6>><<person>> forces <<person1>><<him>> to <<his>> knees.</span><<npcincr Alex dom -3>><<lldom>> <<case 8>> <span class="pink">The <<person4>><<person>> and <<person5>><<person>> kick at the kneeling Alex while <<person1>><<his>> arms are held from behind.</span> <<He>> endures them with a grimace. <<case 9>> <span class="red">Alex can endure no more. <<He>> falls to the ground and curls up.</span><<npcincr Alex dom -9>><<llldom>> <<default>> <span class="red">Alex remains curled up on the ground, kicked and pummelled from all angles.</span> <</switch>> <<set $farm_fight.stage += 1>> <</if>> <</widget>> <<widget "farm_fight_door">> <<if $farm_fight.door gte 14>> <span class="pink">The door is solid.</span> <<elseif $farm_fight.door gte 11>> <span class="purple">Thin cracks have appeared in the door.</span> <<elseif $farm_fight.door gte 8>> <span class="blue">The cracks in the door have widened.</span> <<elseif $farm_fight.door gte 5>> <span class="lblue">A draught penetrates the thick cracks in the door.</span> <<elseif $farm_fight.door gte 2>> <span class="teal">The cracks in the door are almost wide enough to fit an arm through.</span> <<else>> <span class="green">The door is a mess of splinters. It won't withstand much more.</span> <</if>> <<if $farm_fight.screws gte 10>> <span class="pink">All the door's screws are intact.</span> <<elseif $farm_fight.screws gte 8>> <span class="purple">Most of the door's screws are intact.</span> <<elseif $farm_fight.screws gte 6>> <span class="blue">Many of the door's screws have been removed, but it's still sturdy.</span> <<elseif $farm_fight.screws gte 4>> <span class="blue">Many of the door's screws have been removed. It rattles in the wind.</span> <<elseif $farm_fight.screws gte 2>> <span class="teal">Most of the door's screws have been removed.</span> <<else>> <span class="green">Only one screw keeps the door in place.</span> <</if>> <</widget>> <<widget "farm_fight_options">> <<link [[Bash the door|Farm Fight]]>><<set $farm_fight.action to "bash">><</link>><<physiquedifficulty 10000 20000>> <br> <<if $farm_fight.toolbox is 1>> <<link [[Bash the door with the hammer|Farm Fight]]>><<set $farm_fight.action to "hammer">><</link>><<physiquedifficulty 5000 15000>> <br> <<link [[Unscrew the door|Farm Fight]]>><<set $farm_fight.action to "unscrew">><</link>> <br> <</if>> <<if $farm_fight.sheet is 1>> <<if $farm_fight.chainsaw is 2>> <<link [[Chainsaw the door|Farm Fight]]>><<set $farm_fight.action to "chainsaw">><</link>> <br> <<elseif $farm_fight.chainsaw is 1>> <<if $farm_fight.cupboard is 1>> <<link [[Refuel the chainsaw|Farm Fight]]>><<set $farm_fight.action to "refuel">><</link>> <br> <</if>> <<elseif $farm_fight.chainsaw is undefined>> <<link [[Work out how to switch the chainsaw on|Farm Fight]]>><<set $farm_fight.action to "science">><</link>><<skill_difficulty `currentSkillValue("science")` "Science" 1 700>> <br> <</if>> <</if>> <<if $farm_fight.shelf is undefined or $farm_fight.toolbox is undefined or $farm_fight.cupboard is undefined or $farm_fight.rakes is undefined or $farm_fight.sheet is undefined>> <<link [[Search the shed|Farm Fight Search]]>><<set $farm_fight.action to 0>><</link>> <br> <</if>> <<if $farm_fight.stage gte 2 and $farm_fight.distraction lte 0>> <<if $farm_fight.breasts isnot 1>> <<if $player.sex is "f" or $player.gender_appearance is "f">> <<if hasSexStat("exhibitionism", 4)>> <<link [[Expose your chest through the window|Farm Fight]]>><<set $farm_fight.action to "breasts">><<set $farm_fight.breasts to 1>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<link [[Expose your chest through the window|Farm Fight]]>><<set $farm_fight.action to "chest">><<set $farm_fight.breasts to 1>><</link>><<exhibitionist1>> <br> <</if>> <</if>> <<if $farm_fight.bottom isnot 1>> <<if hasSexStat("exhibitionism", 3)>> <<link [[Expose your ass through the window|Farm Fight]]>><<set $farm_fight.action to "bottom">><<set $farm_fight.bottom to 1>><</link>><<exhibitionist3>> <br> <</if>> <</if>> <<if $farm_fight.genitals isnot 1>> <<if hasSexStat("exhibitionism", 5)>> <<if $player.penisExist and $player.vaginaExist>> <<link [[Expose your genitals through the window|Farm Fight]]>><<set $farm_fight.action to "penis">><<set $farm_fight.genitals to 1>><</link>><<exhibitionist5>> <br> <<elseif $player.penisExist>> <<link [[Expose your penis through the window|Farm Fight]]>><<set $farm_fight.action to "penis">><<set $farm_fight.genitals to 1>><</link>><<exhibitionist5>> <br> <<else>> <<link [[Expose your pussy through the window|Farm Fight]]>><<set $farm_fight.action to "vagina">><<set $farm_fight.genitals to 1>><</link>><<exhibitionist5>> <br> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "farm_sleep_options">> <<nightmareCheck "Farm Sleep">> <<generateSleepLinks "Farm Sleep">> <<if $bus is "farm_alex_room">> <<link [[Climb out of bed|Farm Alex Bedroom]]>> <<storeon "farm alex bed" "check">> <<if _store_check is 1>> <<storeon "farm alex bed">> <<set $wardrobe_location to "alexFarm">> <<wardrobeSelection true>> <</if>> <<loadTempHairStyle>> <</link>> <br> <<else>> <<link [[Climb out of bed|Farm Bedroom]]>><<storeon "Farm Bed">><<set $wardrobe_location to "alexFarm">><<loadTempHairStyle>><<wardrobeSelection>><<loadTempHairStyle>><</link>> <</if>> <br><br> <</widget>> <<widget "farm_tell_alex">> <<set _alex to C.npc.Alex>> <<set _alex_rng to random(1, 14)>> <<if _alex_rng is 14 and $fame.model gte 30>> You talk about your modelling gig. <<if $rng gte 61 and $alex_countdown is undefined and $farm_stage gte 7>> "You model? I bet." <<He>> blushes. "You're quite the looker." <<elseif $rng gte 31 and $farm_stage gte 6>> "Hope you don't get too big," <<he>> says. "I'd never hear the end of it from my <<if $pronoun is "m">>dad<<else>>mum<</if>>." <<else>> "Don't let it get to your head," <<he>> teases. "You bet I'm giving a shout, if I catch you on TV." <</if>> <<elseif _alex_rng is 13 and $fame.scrap gte 30>> You tell <<him>> that you know how to defend yourself. <<if isLoveInterest("Alex")>> "I knew my <<girl>>'s a tough one." <<He>> grins. "I'm your support, no matter what." <<elseif $bodysize lte 0>> "I'm surprised to hear, coming from a runt like you," <<he>> laughs. "No offence." <<else>> <<He>> nods in approval. "It's a good skill anyone should have," <<he>> says. "Perverts need to fuck off." <</if>> <<elseif _alex_rng is 12 and $fame.good gte 30>> You tell <<him>> that you go out of your way to help others. Some call you an angel. <<if _alex.love lte -10>> "Something just doesn't add up," <<he>> says, sounding annoyed. "Sorry, I didn't mean to be rude. But you could be a little nicer to me." <<elseif $alex_countdown is undefined and $farm_stage gte 7>> "You're my angel," <<he>> coos and beams. "And my <<if $player.gender_appearance is "f">>wo<</if>>man." <<elseif $angel gte 6 and $transformationParts.angel.halo isnot "hidden" and $transformationParts.angel.wings isnot "hidden">> "I'm glad I'm no exception." <<He>> smiles at you. "You sure do look the part." <<elseif $demon gte 2>> "Never took you for the righteous type," <<he>> teases. "With that devilish grin of yours." <<else>> "I don't know about that," <<he>> says, pretending to roll <<his>> eyes. "I'm joking. I could tell you had a good heart ever since we first met." <</if>> <<elseif _alex_rng is 11 and $fame.business gte 30>> You tell <<him>> that you're an entrepreneur. <<if $farm_stage gte 7>> "You put in a good effort." <<He>> grins, gesturing to the fields. "Making you co-owner was one of the best decisions I've made." <<else>> <<He>> nods and smiles. "I like what you've done so far. Keep at it." <</if>> <<elseif _alex_rng is 10 and $fame.social gte 30>> You tell <<him>> that you schmooze in town. "It's nice that a townie elite can still get <<pher>> hands dirty with a country<<nnpc_gendery "Alex">> like me," <<he>> says teasingly. <<elseif _alex_rng is 9 and $adultshopclerk>> You tell <<him>> that you also work as an adult shop clerk. "Do you get an employee discount? I could use more—" <<He>> cuts <<himself>> off. "Never mind." <<elseif _alex_rng is 8 and $spa_job gte 1>> You tell <<him>> that you massage clients at the spa in town. "I'm overdue for one," <<he>> says. "Ever had a mud bath? I'd recommend it." <<elseif _alex_rng is 7 and $oceanbreezejob is 1>> You tell <<him>> that you also wait tables at the town's cafe. "I'd probably be fired on my first day," <<he>> says. "I don't take kindly to harassment." <<elseif _alex_rng is 6 and $chef_state gte 1>> You tell <<him>> that you also work as a chef at the town's cafe. "Sounds like a good hustle." <<He>> smiles. "We should have a cook-off sometime." <<elseif _alex_rng is 5 and $dockwork is 2>> You tell <<him>> that you're also a dock worker. "Be careful with your spine," <<he>> warns. "Trust me. I'd know from experience." <<elseif _alex_rng is 4 and $stripclubbartendingintro is 1>> You tell <<him>> that you moonlight as a bartender. "You fix up drinks? Why didn't you say something sooner?" <<His>> face lights up, and <<he>> proceeds to rave about liquor. <<elseif _alex_rng is 3 and $stripclubdancingintro is 1 or $dance_job_intro is 1>> You tell <<him>> that you're also a dancer. <<He>> laughs for a good while. "I think I'm pretty good at it myself. Drew up quite the crowd." You don't think <<he>> meant the same kind of dancing you do. <<elseif _alex_rng is 2 and $brotheljob is 1 and $fame.prostitution gte 30>> "I heard the rumours about you in the brothel. I'm surprised you still show up here. With the amount of bank you must be making." <<He>> eyes you up and down, then looks away, laughing. <<if $uncomfortable.lewd is true>> <<stress 6>><<gstress>> <</if>> <<elseif _alex_rng is 1 and $fame.sex gte 400>> "Rumours say you've racked up quite the body count." <<He>> smiles in awe. <<if $alex_countdown is undefined and $farm_stage gte 7>> "You're a <<if $player.gender_appearance is "f">>wo<</if>>man after my own heart, y'know that?" <<else>> "Takes some serious hustle. I respect it." <</if>> <<else>> You shrug and gaze <<if Time.hour is 5>>out the window.<<else>>up at the sky.<</if>> <<He>> does likewise. <</if>> <</widget>> <<widget "farm_cottage_options">> <<set _farmbed to isLoveInterest("Alex") ? "alex" : "farm">> <<bedicon _farmbed>><<link [[Your room (0:01)|Farm Bedroom]]>><<pass 1>><<endevent>><</link>> <br> <<farmicon "alexbed">><<link [[Alex's room (0:01)|Farm Alex Bedroom]]>><<pass 1>><<endevent>><</link>> <br> <<kitchenicon "stove_farm">><<link [[Kitchen (0:01)|Farm Kitchen]]>><<pass 1>><</link>> <br> <<if $farm.stock>> <<tendingicon "basket">><<link [[Check stock|Farm Stock]]>><<endevent>><</link>> <br> <</if>> <br> <<if C.npc.Alex.pregnancy.nursery is true>> <<if $exposed gt 0 or ["split dress", "short ballgown", "large towel", "cropped hoodie", "slut shirt,", "tie-front top", "towel top"].includes($worn.upper.name) or ["split dress skirt", "short ballgown skirt", "micro pleated skirt", "miniskirt", "towel skirt"].includes($worn.lower.name)>> <span class="pink">You're dressed too indecently to enter the nursery.</span> <<elseif $liquidcount gte 1>> <span class="pink">You should clean yourself before entering the nursery.</span> <<else>> <<childicon "crib">><<link [[Nursery|Childrens Home]]>><<set $exitPassage to $passage>><</link>> <</if>> <br><br> <</if>> <<getouticon>><<link [[Go outside (0:01)|Farm Work]]>> <<pass 1>><<endevent>> <<if $farm_stage gte 7 and ((hasSexStat("exhibitionism", 5) and $exposed gte 2) or (hasSexStat("exhibitionism", 4) and $exposed gte 1))>> <<set $farm_naked to 1>> <</if>> <</link>> <br> <</widget>> <<widget "farm_cottage_tv_options">> <<if C.npc.Alex.pregnancy.pcKnowledge is true and C.npc.Alex.pregnancy.ultraSoundPics is true and C.npc.Alex.pregnancy.sample isnot true and getPregnancyObject().potentialFathers.length is 1>> <<ind>><<link [[Show Alex your ultrasound pictures (0:05)|Farm PC Ultrasound Pics Show]]>><</link>> <br><br> <</if>> <<if $alex_countdown is undefined>> <<couchicon>><<link [[Cuddle Alex (0:20)|Farm Breakfast Cuddle]]>><<npcincr Alex love 1>><<pass 20>><</link>><<glove>> <br> <<farmicon "tv">><<link [[Watch TV with Alex (0:20)|Farm Breakfast TV]]>><<stress -2>><<pass 20>><</link>><<lstress>> <br> <<else>> <<farmicon "tv">><<link [[Watch TV with Alex (0:20)|Farm Breakfast TV]]>><<stress -2>><<pass 20>><</link>><<lstress>> <br> <</if>> <br> <</widget>> <<widget "destination_farm">> <<if $bus is "farm_fields">> <<link [[Next|Farm Fields]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "cottage_bailey_options">> <<babyRent>> <<rent_avery>> <<if $money gte $rentmoney + ($babyRent or 0)>> <<link [[Pay up|Farm Cottage Bailey Pay]]>><</link>> <br> <<link [[Refuse|Farm Cottage Bailey Refuse]]>><<def 1>><</link>> <br> <<else>> <<set $baileypaychain to 0>> <<if $speech_attitude is "meek">> "I-I don't have the money," you tell Bailey. "Please don't hurt Alex." <<elseif $speech_attitude is "bratty">> "I don't have it," you tell Bailey. "And wouldn't give you a penny if I did." <<else>> "I don't have it," you tell Bailey. "You're wasting your time." <</if>> <br> Alex rests a hand on your shoulder. "We won't be blackmailed," <<he>> says, glaring at the intruder. "Get the fuck off <<if C.npc.Alex.dom gte 20>> my <<else>> our <</if>> property." <br><br> "Fine," Bailey says. "My friends will be glad of it." <<nnpc_He Bailey>> turns and walks away. <br><br> <<if $bailey_encroach gte 1>> <span class="pink"><i>Bailey will throw more support behind Remy, making encroachment rise faster still. <<nnpc_He Bailey>> will send reinforcements during Remy's assaults.</i></span> <<else>> <span class="pink"><i>Bailey will support Remy's attacks on the farm, making encroachment rise faster. <<nnpc_He Bailey>> will send reinforcements during Remy's assaults.</i></span> <</if>> <br><br> <<link [[Next|Farm Cottage Bailey Refuse 2]]>><</link>> <br> <</if>> <</widget>> <<widget "farm_build_day">> <<if $farm_stage gte 7>> <<if $farm.build_timer gte 1>> <<set $farm.build_timer -= 1>> <</if>> <<if $farm.build_timer lte 0>> <<switch $farm.build>> <<case "wall 1">> <<set $farm.wall to 1>> <<case "wall 2">> <<set $farm.wall to 2>> <<case "wall 3">> <<set $farm.wall to 3>> <<case "wall 4">> <<set $farm.wall to 4>> <<case "tower 1">> <<set $farm.tower to 1>> <<case "tower 2">> <<set $farm.tower to 2>> <<case "woodland 1">> <<set $farm.woodland to 1>> <<case "woodland 2">> <<set $farm.woodland to 2>> <<case "woodland 3">> <<set $farm.woodland to 3>> <<case "kennel 1">> <<set $farm.kennel to 1>> <<case "barn 1">> <<set $farm.barn to 1>> <<case "barn 2">> <<set $farm.barn to 2>> <<case "stable 1">> <<set $farm.stable to 1>> <<case "coop 1">> <<set $farm.coop to 1>> <<case "coop 2">> <<set $farm.coop to 2>> <<case "parasites 1">> <<set $farm.parasitebarn to 1>> <<case "parasites 2">> <<set $farm.parasitebarn to 2>> <<set _container to $container.farm>> <<set _container.upgrades.capacity to 1>> <<set _container.maxCount to 7>> <<set _container.upgrades.foodStorage to 1>> <<set _container.maxDaysWithoutFood to 31>> <<set _container.upgrades.luxury to 3>> <<case "irrigation">> <<if $farm.irrigation is undefined>> <<set $farm.irrigation to 1>> <<elseif $farm.irrigation lt 9>> <<set $farm.irrigation++>> <</if>> <</switch>> <<if $farm.build_finished is undefined or $farm.build_finished is 0>> <<set $farm.build_finished to []>> <</if>> <<run $farm.build_finished.pushUnique($farm.build)>> <<set $farm.build to 0>> <</if>> <</if>> <</widget>> <<widget "farm_fence_damage">> <<if _args[0]>> <<set _fence_mod to 1>> <<if $farm.wall gte 2>> <<set _fence_mod -= 0.5>> <</if>> <<set $farm_work.fence_damage += (_args[0] * _fence_mod)>> <<set $farm_work.fence_damage = Math.clamp($farm_work.fence_damage, 0, 100)>> <</if>> <</widget>> <<widget "farm_fence">> <<if $farm.wall gte 3>> <<set _text_output to "fence">> <<elseif $farm.wall gte 1>> <<set _text_output to "wall">> <<else>> <<set _text_output to "fence">> <</if>> <<print _text_output>> <</widget>> <<widget "guard_terms">> <<farm_guard_wage>> Security skill: <<guard_skill_text>> <br> Weekly wage: <<printmoney $farm.tower_guard_wage>> <br> <i>Skill will improve over time, but <<he>> will ask for more pay as it does.</i> <</widget>> <<widget "guard_skill_text">> <<if _args[0] is "tower" and $farm.tower_guard_skill isnot undefined>> <<set _guard_skill to $farm.tower_guard_skill>> <<else>> <<set _guard_skill to $NPCList[0].skills.security>> <</if>> <<if _guard_skill gte 1000>> <span class="green">S</span> <<elseif _guard_skill gte 800>> <span class="teal">A</span> <<elseif _guard_skill gte 600>> <span class="lblue">B</span> <<elseif _guard_skill gte 400>> <span class="blue">C</span> <<elseif _guard_skill gte 200>> <span class="purple">D</span> <<else>> <span class="pink">F</span> <</if>> <</widget>> <<widget "farm_guard_pay">> <<if $farm.tower_guard_unpaid gte 1>> <<set _owed to ($farm.tower_guard_wage * $farm.tower_guard_unpaid)>> You owe <<him>> <<printmoney _owed>> in wages. <br> <<if $money gte _owed>> <<link [[Pay|Farm Tower Pay]]>><<money `-_owed` "farm">><<set $NPCList[0].trust += 1>><<farm_guard_paid>><</link>><<gtrust>><<note "+ Security skill" "green">><<note "+ Wage" "red">> <br> <</if>> <</if>> <</widget>> <<widget "farm_guard_wage">> <<set $farm.tower_guard_wage to 30000 + ($NPCList[0].skills.security * 100)>> <</widget>> <<widget "farm_guard_paid">> <<set $NPCList[0].skills.security += (20 * $farm.tower_guard_unpaid)>> <<set $NPCList[0].skills.security to Math.clamp($NPCList[0].skills.security, 0, 1000)>> <<set $farm.tower_guard_skill to clone($NPCList[0].skills.security)>> <<farm_guard_wage>> <<set $farm.tower_guard_unpaid to 0>> <<if $NPCList[0].skills.security gte 1000>> <<earnFeat "Reliable Employer">> <</if>> <</widget>> <<widget "farm_stock_init">> <<set $farm.stock to {}>> <<set $farm.stock.truffles to 0>> <<set $farm.stock.eggs to 0>> <<set $farm.stock.milk to 0>> <<set $farm.stock.cream to 0>> <</widget>> <<widget "farm_stock">> <<if _args[0]>> <<if _args[1] and _args[2]>> <<set $farm.stock[_args[0]] += random(_args[1], _args[2])>> <<elseif _args[1]>> <<set $farm.stock[_args[0]] += _args[1]>> <<else>> <<set $farm.stock[_args[0]] += 1>> <</if>> <</if>> <</widget>> <<widget "farm_ride_events">> <<rng 4>> <<if $rng is 4>> <<if $farm.aggro gte 80>> You hear hooves approach from behind. Two of Remy's goons <span class="red">gallop</span> after you. <br><br> <<generate2>><<generate3>> <<link [[Ride faster|Farm Ride Aggro Faster]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 400 1400>> <br> <<link [[Confront|Farm Ride Aggro Confront]]>><</link>> <br> <<elseif $farm.aggro gte 40>> You hear hooves approach from behind. Two of Remy's goons ride after you. They're catching up. <br><br> <<generate2>><<generate3>> <<link [[Ride faster|Farm Ride Faster]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1000>> <br> <<link [[Confront|Farm Ride Confront]]>><</link>> <br> <<else>> You hear hooves approach from behind. Two of Remy's goons ride after you, but they keep their distance.<<gstress>><<stress 6>><<gaggro>><<farm_aggro 1>> <br><br> <<destination_farm_ride>> <</if>> <<elseif $rng is 3>> <<if $farm.beasts.horses lt -20 and $settings.horsesEnabled and ($monster is 1 or $settings.bestialityEnabled)>> The <<beasttype>> jerks in another direction, and breaks into a sprint, running across an open field. <<bHe>> stops beside a haybale, and leans forward, dropping you from the saddle. <br><br> You land on the hay, but the <<beasttype>> forces you down with <<bhis>> weight before you can escape. <<if $monster gte 1>> "Time for your duties," <<bhe>> says. "Slut." <</if>> <<if $NPCList[0].penis isnot "none">> A firm object presses against your <<bottom>>. <</if>> <br><br> <<link [[Next|Farm Ride Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $farm.beasts.horses lt 0 and $settings.horsesEnabled and ($monster is 1 or $settings.bestialityEnabled)>> The <<beasttype>> pulls to a stop, and refuses to take a step further. <<if $monster is 1>> "I'm frustrated," <<bhe>> says. "It's your job to fix it." <<else>> It neighs in frustration. <</if>> <br><br> <<if hasSexStat("deviancy", 3)>> <<link [[Handjob|Farm Ride Hand]]>><</link>><<deviant3>> <br> <</if>> <<link [[Force <<bhim>> to continue|Farm Ride Force]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1400>> <br> <<link [[Continue on foot|Farm Ride Foot]]>><</link>> <br> <<elseif $farm.beasts.horses lt 20>> <<if $monster gte 1>> The <<beasttype>> is silent as you ride, seeming lost in thought. <<else>> The <<beasttype>> doesn't cause a fuss as you ride. <</if>> <br><br> <<destination_farm_ride>> <<else>> <<if $monster gte 1>> The <<beasttype>> chats as you ride, and praises you for your management of the farm. <<else>> The <<beasttype>> seems happy to stretch <<bhis>> legs, and happy for you to ride it. <</if>> <br><br> <<destination_farm_ride>> <</if>> <<elseif $rng is 2>> The <<beasttype>> slows. <<bHes>> tiring already. <br><br> <<link [[Give <<bhim>> a break (0:10)|Farm Ride Break]]>><<pass 10>><</link>> <br> <<link [[Push <<bhim>>|Farm Ride Push]]>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1000>> <br> <<else>> A car honks as it drives by, agitating your <<beasttype>>. <<bHe>> veers away from the road, almost falling into a ditch. <br><br> <<link [[Soothe|Farm Ride Soothe]]>><</link>><<tendingdifficulty 1 1200>> <br> <<link [[Take charge|Farm Ride Charge]]>><<def 1>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1200>> <br> <<link [[Ignore|Farm Ride Ignore]]>><<farm_horses -1>><</link>><<lrespect>> <br> <</if>> <</widget>> <<widget "destination_farm_ride">> <<if $bus is "farm">> You arrive at the farm, and dismount your steed. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> You see the town up ahead. You leave your steed in a field to graze, and walk the rest of the way on foot. <br><br> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "farm_attack_auto">> <<set _farm_fight to 0>> <<if $farm.kennel gte 1>> <<set _farm_fight += 1>> <</if>> <<if $farm.wall gte 4>> <<set _farm_fight += 4>> <<elseif $farm.wall gte 3>> <<set _farm_fight += 3>> <<elseif $farm.wall gte 2>> <<set _farm_fight += 2>> <<elseif $farm.wall gte 1>> <<set _farm_fight += 1>> <</if>> <<if $farm.tower gte 2 and $farm.tower_guard>> <<set _farm_fight += Math.trunc($farm.tower_guard_skill / 250)>> <<elseif $farm.tower gte 1 and $farm.tower_guard>> <<set _farm_fight += Math.trunc($farm.tower_guard_skill / 500)>> <</if>> <<switch $farm_stage>> <<case 12>> <<set _farm_damage to (9 - _farm_fight)>> <<case 11>> <<set _farm_damage to (8 - _farm_fight)>> <<case 10>> <<set _farm_damage to (7 - _farm_fight)>> <<case 9>> <<set _farm_damage to (6 - _farm_fight)>> <<case 8>> <<set _farm_damage to (5 - _farm_fight)>> <<default>> <<set _farm_damage to (4 - _farm_fight)>> <</switch>> <<if _farm_damage is 0 and $farm_stage gte 12>> <<run $timeMessages.pushUnique("heroicVictory")>> <</if>> <<damage_farm "loop" _farm_damage>> <<set $farm_attack_timer to random(17, 24)>> <<set $farm_attacked to 1>> <</widget>> <<widget "damage_farm">> <<if $fields_damaged is undefined>> <<set $fields_damaged to []>> <</if>> <<if _args[0] is "target">> <<clear_plot farm _args[1]>> <<set $fields_damaged.push(_args[1])>> <<elseif _args[0] is "loop">> <<set _field_number to _args[1]>> <<for _i to 0; _i lt _field_number; _i++>> <<if $plots.farm[_i]>> <<if $plots.farm[_i].stage gte 1>> <<clear_plot farm _i>> <<set $fields_damaged.push(_i)>> <<else>> <<set _field_number++>> <</if>> <<else>> <<set $farm_destroyed to true>> <<break>> <</if>> <</for>> <</if>> <</widget>> <<widget "farm_damage_report">> <<if $fields_damaged.length is 0>> <<if $farm_destroyed is true>> The farm was attacked while you were gone, <span class="blue">but there were no fields to burn.</span> <<else>> The farm was attacked while you were gone, <span class="green">but the defenders fought valiantly, and not a single field was lost.</span> <</if>> <<elseif $fields_damaged.length is 1>> The farm was attacked while you were gone, <span class="purple">and a field torched</span> before the defenders drove them off.<<gtrauma>><<trauma 6>> <<elseif $fields_damaged.length is 9>> The farm was attacked while you were gone, the defenders defeated, <span class="red">and all the fields torched.</span><<gggtrauma>><<trauma 24>> <<else>> The farm was attacked while you were gone, <span class="pink">and the <<ordinalList $fields_damaged.map(x=>x+1).toSorted()>> fields torched</span> before the defenders drove them off.<<ggtrauma>><<trauma 12>> <</if>> <br><br> <<set $fields_damaged to []>> <<unset $farm_destroyed>> <<unset $farm_attacked>> <</widget>> <<widget "farm_assault_intro">> <span class="green">Alex is ready to fight.</span> <br> <<if $farm.kennel gte 1>> <span class="green">The hounds are trained and ready to defend their masters.</span> <<else>> <span class="blue">The hounds are ready to defend the farm, but don't have any special training.</span> <</if>> <br> <<if $farm.tower gte 2>> <<if $farm.tower_guard>> <span class="green">The watchtower and searchlight are operated by $farm.tower_guard,</span> with <<guard_skill_text "tower">> security skill. <<else>> <span class="red">The watchtower is empty,</span> but you could use it to get a better view. <</if>> <<elseif $farm.tower gte 1>> <<if $farm.tower_guard>> <span class="teal">The watchtower is operated by $farm.tower_guard,</span> with <<guard_skill_text "tower">> security skill. <<else>> <span class="red">The watchtower is empty,</span> but you could use it to get a better view. <</if>> <</if>> <br> <<if $farm.wall gte 4>> <span class="green">The barbed metal fence around the farm is unclimbable. Attackers will need to cut their way in, which will take a while.</span> <<elseif $farm.wall gte 3>> <span class="teal">The tall metal fence around the farm will greatly slow attackers.</span> <<elseif $farm.wall gte 2>> <span class="lblue">The reinforced wall around the farm will slow attackers.</span> <<elseif $farm.wall gte 1>> <span class="blue">The wall around the farm will slightly slow attackers.</span> <<else>> <span class="purple">The wall and fence enclosing the farm provide a meagre barrier.</span> <</if>> <</widget>> <<widget "farm_upgrades_current">> <<if $farm.build>> <<switch $farm.build>> <<case "parasites 1">> The parasite barn is being built. <<case "parasites 2">> The parasite barn is being expanded. <<case "wall 1">> The wall is undergoing a thorough repair. <<case "wall 2">> The wall is being reinforced. <<case "wall 3">> A metal fence is being built atop the stone wall. <<case "wall 4">> Barbed wire is being affixed atop the fence. <<case "tower 1">> A watchtower is being constructed at the edge of the fields. <<case "tower 2">> Searchlights are being affixed atop the watchtower. <<case "kennel 1">> A guard dog training facility is being constructed. <<case "barn 1" "barn 2">> The barn is being expanded. <<case "woodland 1" "woodland 2" "woodland 3">> A fence is being built around the nearby woodland. <<case "stable 1">> The stable is being expanded. <<case "coop 1" "coop 2">> The coop is being expanded. <<case "irrigation">> Irrigation is being installed in a field. <<case "nursery">> A nursery is being built in the cottage. <</switch>> <<if $farm.build_timer is 1>> It'll be finished tomorrow. <<else>> It'll be finished in <<number $farm.build_timer>> days. <</if>> <br><br> <</if>> <</widget>> <<widget "farm_upgrades_status">> <<set _upgrade_count to 0>> <<if $cottage_nursery_prep is 1 or C.npc.Alex.pregnancy.nursery is true>> Cottage: <span class ="green">A nice place for your livings.</span> <br> <<elseif talkedAboutPregnancy("Alex","pc") or (talkedAboutPregnancy("pc","Alex") and getPregnancyObject().potentialFathers.length is 1 and getPregnancyObject().fetus[0].father is "Alex") or C.npc.Alex.pregnancy.knowledge is true>> Cottage: <<link [[Nursery|Farm Upgrades Nursery]]>><</link>> <br> <</if>> Wall: <<if $farm.wall gte 4 or $farm.build is "wall 4">> <span class="green">As sturdy as can be</span> <<set _upgrade_count += 1>> <<elseif $farm.wall is 3 or $farm.build is "wall 3">> <<link [[Barbed wire|Farm Upgrades Wall 4]]>><</link>> <<elseif $farm.wall is 2 or $farm.build is "wall 2">> <<link [[Metal fence|Farm Upgrades Wall 3]]>><</link>> <<elseif $farm.wall is 1 or $farm.build is "wall 1">> <<link [[Reinforce|Farm Upgrades Wall 2]]>><</link>> <<else>> <<link [[Full repair|Farm Upgrades Wall 1]]>><</link>> <</if>> <br> <<if $farm_stage gte 8>> Security: <<if $farm.tower is 2 or $farm.build is "tower 2">> <span class="green">As watchful as can be</span> <<set _upgrade_count += 1>> <<elseif $farm.tower is 1 or $farm.build is "tower 1">> <<link [[Searchlights|Farm Upgrades Tower 2]]>><</link>> <<else>> <<link [[Watchtower|Farm Upgrades Tower]]>><</link>> <</if>> <br> Woodland: <<if $farm.woodland gte 3 or $farm.build is "woodland 3">> <span class="green">Annexed by the farm</span> <<set _upgrade_count += 1>> <<elseif $farm.woodland gte 2 or $farm.build is "woodland 2">> <<link [[Purchase even more|Farm Upgrades Woodland 3]]>><</link>> <<elseif $farm.woodland gte 1 or $farm.build is "woodland 1">> <<link [[Purchase more|Farm Upgrades Woodland 2]]>><</link>> <<else>> <<link [[Purchase|Farm Upgrades Woodland 1]]>><</link>> <</if>> <br> Kennel: <<if $farm.kennel gte 1 or $farm.build is "kennel 1">> <span class="green">State of the art</span> <<set _upgrade_count += 1>> <<else>> <<link [[Outfit with training facilities|Farm Upgrades Kennel 1]]>><</link>> <</if>> <br> Barn: <<if $farm.barn gte 2 or $farm.build is "barn 2">> <span class="green">As robust as can be</span> <<set _upgrade_count += 1>> <<elseif $farm.barn gte 1 or $farm.build is "barn 1">> <<link [[Expand|Farm Upgrades Barn 2]]>><</link>> <<else>> <<link [[Outfit with new milking equipment|Farm Upgrades Barn 1]]>><</link>> <</if>> <br> Stable: <<if $farm.stable gte 1 or $farm.build is "stable 1">> <span class="green">As sophisticated as can be</span> <<set _upgrade_count += 1>> <<else>> <<link [[Expand|Farm Upgrades Stable 1]]>><</link>> <</if>> <br> Coop: <<if $farm.coop gte 2 or $farm.build is "coop 2">> <span class="green">As big as can be</span> <<set _upgrade_count += 1>> <<elseif $farm.coop gte 1 or $farm.build is "coop 1">> <<link [[Expand again|Farm Upgrades Coop 2]]>><</link>> <<else>> <<link [[Expand|Farm Upgrades Coop 1]]>><</link>> <</if>> <br> Farm Irrigation: <<if $farm.irrigation gte 9>> <span class="green">Every field has irrigation</span> <<set _upgrade_count += 1>> <<elseif $farm.irrigation is $plots.farm.length>> <span class="green">Every current field has irrigation</span> <<else>> <<link [[Build field irrigation|Farm Upgrades Irrigation]]>><</link>> <</if>> <br> <<if ($sexStats.anus.pregnancy.motherStatus gte 1 or $sexStats.vagina.pregnancy.motherStatus gte 1) and ($farm.parasitebarn gte 1 or $farm.build is "parasites 1")>> Parasite Barn: <<if $farm.parasitebarn gte 2 or $farm.build is "parasites 2">> <span class="green">As big as can be</span> <<else>> <<link [[Expand|Farm Upgrades Parasite Barn 2]]>><</link>> <</if>> <br> <</if>> <br> <</if>> <</widget>> <<widget "alex_pregnancy_comment">> <<if playerBellyVisible()>> <<if !talkedAboutPregnancy("pc","Alex")>> <<setTalkedAboutPregnancy "pc" "Alex">> <<if $farm_stage gte 7>> Alex stares at your belly in horror. "You're...you're pregnant?! You didn't tell me anything..." <<if getPregnancyObject().potentialFathers.length gte 2>> <<He>> sounds disappointed. <br><br> "W-well, you can take a break from the farm whenever you're not feeling well," <<he>> says. <br><br> <<else>> <br><br> <<He>> looks at you, as if waiting for a response. "Actually, let's go to the cottage, shall we?" Alex leads you inside. <br><br> <</if>> <<else>> <<He>> looks to your belly. "Oh, got yourself knocked up? You can take a break from the farm if you feel it's much for you. I don't mind," <<he>> says. <br><br> <</if>> <<else>> <<if $farm_stage gte 7 and $alex_countdown is undefined>> "Please take a break whenever you're not feeling well," <<he>> says. <br><br> <<else>> <<He>> looks to your belly. "Don't forget that you can take a break from the farm if you're not feeling well," <<he>> says. <br><br> <</if>> <</if>> <</if>> <</widget>> <<widget "alex_cottage_pregnancy_reveal">> <<npc "Alex">> <<if Time.betweenHours(5, 6)>> Alex seems nervous about something. <<else>> You hear more movement than usual at Alex's bedroom, curious, you enter <<his>> bedroom, only to find a nervous Alex wandering in the room. <</if>> <br><br> You approach <<him>>. <<if $speech_attitude is "meek">> "I-is something wrong? I'm worried about you," you ask. <<elseif $speech_attitude is "bratty">> "What's wrong? Never seen you like this before," you ask. <<else>> "You okay? You don't look like yourself," you ask. <</if>> <br><br> Alex turns to you and <<his>> nervousness is replaced with a big smile. <<if pregnancyCountBetweenParents("Alex", "pc") lte 0 or pregnancyCountBetweenParents("pc", "Alex") lte 0>> "Sorry, I'm just not really sure how to deal with this kind of stuff. Would you take a seat?" You nod. <<else>> "Funny, I thought I would be more prepared next time. Would you take a seat?" You nod. <</if>> <br><br> <<link [[Next|Farm Alex Pregnancy Reveal]]>><</link>> <</widget>> <<widget "pcPregnancyRevealToAlex">> <<if talkedAboutPregnancy("pc","Alex")>> <<if C.npc.Alex.pregnancy.pcKnowledge isnot true>> <<if getPregnancyObject().fetus[0].father is "Alex" and getPregnancyObject().potentialFathers.length is 1>> <span class="blue">Maybe this is a good opportunity to tell Alex that <<he>> is the father.</span> <br> <<link [[Tell Alex that <<he>> is the father|Farm PC Pregnancy Reveal]]>><</link>> <<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">> <<if $farm_work.alex_relax lt 3>> <br> <<else>> <br> <<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <</if>> <<elseif $passage is "Farm Work">> <br> <<link [[Not now|Farm Work]]>><</link>> <<else>> <br><br> <</if>> <<else>> <span class="blue">Maybe it's okay to assume that Alex is the father?</span> <br> <<link [[Tell Alex that <<he>> may be the father|Farm PC Pregnancy Reveal Unknown]]>><<set $phase to 1>><</link>> <<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">> <<if $farm_work.alex_relax lt 3>> <br> <<else>> <br> <<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <</if>> <<elseif $passage is "Farm Work">> <br> <<link [[Not now|Farm Work]]>><<endevent>><</link>> <<else>> <br><br> <</if>> <</if>> <<elseif C.npc.Alex.pregnancy.pcKnowledge and C.npc.Alex.pregnancy.test is true>> <span class="blue">Alex will believe in you now that you have a paternity test.</span> <br> <<link [[Hand Alex the paternity test results|Farm PC Pregnancy Reveal]]>><</link>> <<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">> <<if $farm_work.alex_relax lt 3>> <br> <<else>> <br> <<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <</if>> <<elseif $passage is "Farm Work">> <br> <<link [[Not now|Farm Work]]>><<endevent>><</link>> <<else>> <br><br> <</if>> <</if>> <<elseif playerIsPregnant() and playerAwareTheyArePregnant() and !talkedAboutPregnancy("pc","Alex")>> <<if getPregnancyObject().fetus[0].father is "Alex" and getPregnancyObject().potentialFathers.length is 1>> <<if $genderknown.includes("Alex") and !$player.vaginaExist and !knowsAboutAnyPregnancy("pc","Alex")>> <<if C.npc.Alex.pregnancy.ultraSound and C.npc.Alex.pregnancy.ultraSound.includes("collected")>> <span class="blue">Maybe this is a good opportunity to talk to Alex about your pregnancy again.</span> <br> <<link [[Prove to Alex that you're pregnant|Farm PC Pregnancy Reveal]]>><</link>> <<else>> <span class="blue">Maybe this is a good opportunity to tell Alex about your pregnancy.</span> <br> <<link [[Tell Alex that you're pregnant|Farm PC Pregnancy Reveal Mpreg Alt]]>><</link>> <</if>> <<else>> <span class="blue">Maybe this is a good opportunity to tell Alex about your pregnancy.</span> <br> <<link [[Tell Alex that you're pregnant|Farm PC Pregnancy Reveal]]>><</link>> <</if>> <<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">> <<if $farm_work.alex_relax lt 3>> <br> <<else>> <br> <<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <</if>> <<elseif $passage is "Farm Work">> <br> <<link [[Not now|Farm Work]]>><<endevent>><</link>> <<else>> <br><br> <</if>> <<else>> <<if $genderknown.includes("Alex") and !$player.vaginaExist and !knowsAboutAnyPregnancy("pc","Alex")>> <<if C.npc.Alex.pregnancy.ultraSound and C.npc.Alex.pregnancy.ultraSound.includes("collected")>> <span class="blue">Maybe this is a good opportunity to talk to Alex about your pregnancy again.</span> <br> <<link [[Prove to about your pregnancy and that <<he>> may be the father|Farm PC Pregnancy Reveal Unknown]]>><<set $phase to 1>><</link>> <<else>> <span class="blue">Maybe it's okay to assume that Alex is the father?</span> <br> <<link [[Tell Alex about your pregnancy and that <<he>> may be the father|Farm PC Pregnancy Reveal Mpreg Alt]]>><</link>> <</if>> <<else>> <span class="blue">Maybe it's okay to assume that Alex is the father?</span> <br> <<link [[Tell Alex about your pregnancy and that <<he>> may be the father|Farm PC Pregnancy Reveal Unknown]]>><<set $phase to 1>><</link>> <</if>> <<if $passage is "Farm Rest" or $passage is "Farm Rest Refuse">> <<if $farm_work.alex_relax lt 3>> <br> <<else>> <br> <<link [[Not now|Farm Work]]>><<endevent>><<unset $farm_relax_drink>><<set $farm_work.alex to "still">><</link>> <</if>> <<elseif $passage is "Farm Work">> <br> <<link [[Not now|Farm Work]]>><<endevent>><</link>> <<else>> <br><br> <</if>> <</if>> <</if>> <</widget>> <<widget "pcFarmBirth">> <<npc "Alex">> <<if $farm_stage gte 7 and getPregnancyObject().potentialFathers.length is 1 and getPregnancyObject().fetus[0].father is "Alex" and talkedAboutPregnancy("pc","Alex") and C.npc.Alex.pregnancy.pcKnowledge is true>> You call for Alex. "I'm coming!" <<he>> shouts. <br> "What's wrong?" <<he>> asks. Approaching you, <<he>> sees your soaked crotch. "Oh...it's time already?" <br><br> <<if $speech_attitude is "meek">> "I...I think so," you say. <<elseif $speech_attitude is "bratty">> "No shit, Sherlock," you say. <<else>> "It seems so," you say. <</if>> <br><br> Alex tenses up, but quickly composes <<himself>>. "Here, let's go inside," <<he>> says, guiding you into the cottage and onto the sofa. <br> It doesn't take long before you start feeling contractions, this time stronger than usual. It's a little difficult to breathe. <br><br> Alex gives you a preoccupied glance. "Don't worry," <<he>> reassures you. "I'll call the local doctor." <br><br> <<link [[Next|Farm PC Birth]]>><</link>> <<else>> You hear footsteps approaching you. Turning around, you see a preoccupied Alex. "Hey, mate, are you okay?" <br><br> Looking closer, <<he>> notices fluids flowing from your groin, soaking your legs. "Y-You're in labour?! <<if !talkedAboutPregnancy("pc","Alex")>> <<setTalkedAboutPregnancy "pc" "Alex">><<set C.npc.Alex.pregnancy.pcKnowledge to true>> I didn't even know you were pregnant! <</if>> Come on, let's get<<if $location isnot "alex_cottage">> in the cottage<<else>> get you on the sofa<</if>>, I'll call an ambulance for you," <<he>> says, taking you by the arm. <br><br> <<if $location isnot "alex_cottage">>Inside the cottage,<</if>> Alex guides you to the sofa. As soon as you take a seat, <<he>> reaches for <<his>> phone. <<He>> calls the emergency line and explains your situation. <br><br> "It shouldn't be long now," <<he>> says, placing <<his>> phone in <<his>> pocket again and taking a seat next to you. <br><br> Through your painful contractions, you manage to give <<him>> a smile and a nod. <br><br> <<link [[Next|Farm PC Birth]]>><<set $ambulance to 1>><</link>> <</if>> <</widget>> <<widget "alexBoozeShopping">> <<if $alexBooze is "noID">> A slightly annoyed look appears on <<his>> face as <<he>> turns back toward you. <<if C.npc.Alex.dom gte 20>> "Thought I included some alcohol on the list," Alex says, the annoyance dripping from <<his>> voice. <br><br> "Sorry, I don't have an ID." <br><br> <<He>> cocks <<his>> head to the side, opening <<his>> mouth to speak before closing it again. Alex gives a nod and a mumbled apology. <br><br> <<else>> "Why'd you leave out the alcohol?" Alex says, not trying to hide <<his>> displeasure. <<He>> draws closer, not leaving you with much space.<<gstress>><<stress 6>> <br><br> <<if $speech_attitude is "meek">> "I'm sorry...I don't have an ID. Don't be angry..." <<elseif $speech_attitude is "bratty">> "Cause I don't have a fucking ID." <<else>> "Sorry, I didn't have an ID." <</if>> <br><br> "Should have mentioned it before I sent you out," <<he>> grumbles, staring at you for a moment. <<He>> turns away once again, leaving a bitter taste in the air as <<he>> walks off.<<gstress>><<stress 6>> <br><br> <</if>> <<link [[Give Alex the money|Farm Shopping Booze]]>><</link>> <br> <<link [[Keep the money|Farm Work]]>><<money $farm_work.shopping_money "farm">><<endevent>><</link>> <<elseif $alexBooze is "noBooze">> A slightly annoyed look appears on <<his>> face as <<he>> turns back toward you. <<if C.npc.Alex.dom gte 20>> "Why'd you leave out the alcohol?" Alex says, not trying to hide <<his>> displeasure. <<He>> draws closer, not leaving you with much space.<<gstress>><<stress 6>> <br><br> <<if $speech_attitude is "meek">> "I'm...I'm sorry...I'm just worried about you..." <br><br> Alex's face softens slightly, but the anger is still evident on it. <<He>> steps away, giving you some space. "Nothing to worry about. I'm right as rain." <br><br> <<He>> bumps shoulders with you before turning back toward the farmhouse. You swore <<he>> mumbled an apology.<<lstress>><<stress -6>> <<elseif $speech_attitude is "bratty">> "Because you drink too fucking much!" you shout before pushing Alex away. <br><br> <<He>> glares at you, clutching the basket tightly. <<Hes>> gritting <<his>> teeth tightly. "You got no fucking right to tell me if I'm drinking too much." Alex wastes not a moment turning away and heading back to the farmhouse.<<llove>><<ldom>><<npcincr "Alex" dom -1>> <<else>> "Thought you had plenty already." <br><br> "Wouldn't have put it on the list if I had enough of it," Alex huffs before turning away. <<He>> looks over <<his>> shoulder with a hint of anger in <<his>> eyes. "Just enjoying my life," <<he>> says. "What's wrong with that?" <<He>> heads back to the farmhouse.<<gstress>><<stress 6>> <</if>> <<else>> "Thought I included some alcohol on the list," Alex says, the annoyance dripping from <<his>> voice. <br><br> "You did. Thought you had plenty of it still." <br><br> Alex stares at you for a bit too long. You can tell <<he>> is biting <<his>> tongue. <<He>> shakes <<his>> head before sighing. <br><br> "Always can do with a little more. I'll go myself later and pick some up." <<His>> voice betrays the irritation <<he>> tried to brush off. <</if>> <br><br> <<link [[Give Alex the money|Farm Shopping Booze]]>><</link>> <br> <<link [[Keep the money|Farm Work]]>><<money $farm_work.shopping_money "farm">><<endevent>><</link>> <<else>> A wide smile appears at the sight of the alcohol. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>> <</widget>> <<widget "alexRemyTattoosCheck">> <<if $alex_countdown is undefined and $farm_stage gte 7>> <<bodywritingExposureCheck>> <<if $alexRemyTattoosKnow is undefined>> <<set $alexRemyTattoosKnow = []>> <</if>> <<for _bodypart, _tattoos range $skin>> <<if _tattoos.special is "cattle" and _skin_array.includes(_bodypart) and !$alexRemyTattoosKnow.includes(_bodypart) and !$weekly.alexRemyTattoos and $rng gte 91>> <<set $weekly.alexRemyTattoos to 0>> <<run $alexRemyTattoosKnow.push(_bodypart)>> <<break>> <<elseif _tattoos.special isnot "cattle" and $alexRemyTattoosKnow.includes(_bodypart)>> /* Alex discovers that Remy's tattoo on the PC is missing. */ <<set $alexRemyTattoosKnow to $alexRemyTattoosKnow.filter(part => part !== _bodypart)>> <</if>> <</for>> <<if $weekly.alexRemyTattoos is 0>> <<set $weekly.alexRemyTattoos to 1>> <<set $phase = _args[0]>> <<switch $phase>> <<case "breakfast">> You approach Alex and start the kettle to help <<him>> with breakfast. <<He>> smiles at you, then stops short. <<case "chores">> You walk up to Alex to help with the farm chores. <<He>> waves, but stops short. <<He>> looks closer at your skin before <<his>> brow furrows. <<case "cuddle">> You approach Alex to cuddle with <<him>>. <<He>> gives you an acknowledging glance before <<he>> hesitates. <<case "cuddleDesk">> You approach Alex to cuddle with <<him>>. <<He>> gives you an acknowledging glance before <<he>> hesitates. <<He>> holds up a finger to you, signalling for you to wait. "Great, thank you. We appreciate your business," <<he>> says into the phone. <<He>> sets it down on the desk, and turns back to you with a frown. <<case "rest">> You approach Alex. <<He>> tips <<his>> hat at you as you sit down. <<He>> looks like <<hes>> going to say something when <<he>> stops. <</switch>> <br><br> <<if ["cattle brand", "Remy's cattle", "Remy's cow", "Remy's bull"].includes(_tattoos.writing)>> "What is this?" <<he>> demands. You shift to see what <<he>> is looking at and see that <<he>> is glaring at your <<tattoo _bodypart>>. <<if ["left_shoulder", "right_shoulder"].includes(_bodypart)>> <<He>> grabs your wrist, pulling your arm closer to <<him>>. <<else>> <<He>> places a hand over it, rubbing at your skin. <</if>> <br><br> <<link [[Next|Farm Alex Remy Tattoo End]]>><</link>> <br> <<else>> <<Hes>> looking at your <<tattoo _bodypart>>. "Did you write this on yourself?" <<he>> asks. <br><br> <<link [[Say yes|Farm Alex Remy Tattoo]]>><<set $phase2 to 0>><</link>> <br> <<link [[Say no|Farm Alex Remy Tattoo]]>><<set $phase2 to 1>><</link>> <br> <</if>> <<exitAll>> <</if>> <</if>> <</widget>><<set $outside to 1>><<set $location to "alex_farm">><<set $bus to "woodland">><<effects>> <<farm_work_update>> You are in the woodland within the farm grounds. <<if Time.dayState is "night">> <<if Weather.precipitation is "snow">> Snow weighs down the dark boughs above. <<elseif Weather.precipitation is "rain">> The trees shield you from the icy rain. <<else>> The chill night breeze is lessened here. <</if>> <<else>> <<if Weather.precipitation is "snow">> Snow weighs down the boughs above. <<elseif Weather.precipitation is "rain">> The trees shield you from the worst of the rain. <<else>> You are surrounded by the chirping of birds. <</if>> <</if>> <<if $farm_work.alex is "woodland">> Alex is removing dead wood. <</if>> <br><br> <<if $stress gte 10000>> <<passoutfarmroad>> <<elseif $farm_attack_timer is 0 and Time.hour gte 21>> <<npc Alex>><<person1>> Alex rushes over. <span class="red">"Remy's here,"</span> <<he>> says. "We can do this. Go get ready, I'll <<if $farm.tower_guard>> check on $farm.tower_guard." <<else>> see if I can spot them." <</if>> <br><br> <<farm_assault_intro>> <br><br> <<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 2>><</link>> <br> <<else>> <<if $farm_work.alex is "woodland">> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to help Alex tend the woodland. <<else>> <<foresticon>><<link [[Help Alex tend the woodland (0:20)|Farm Woodland Tend Alex]]>><<set $farm_work.woodland += 1>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>> <</if>> <br> <<elseif $farm_work.woodland lt $farm.woodland>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to tend the woodland. <<else>> <<foresticon>><<link [[Tend the woodland (0:20)|Farm Woodland Tend]]>><<set $farm_work.woodland += 1>><<farm_count 20>><<physique 2>><<pass 20>><<tending 2>><<tiredness 2>><<set $farm_work.tending += 1>><</link>><<gtiredness>><<gtending>> <</if>> <br> <</if>> <<if $farm_work.forage isnot 1 and $farm.woodland gte 2>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to forage. <<else>> <<foresticon "bush">><<link [[Forage (1:00)|Farm Woodland Forage]]>><<set $farm_work.forage to 1>><<pass 60>><</link>> <</if>> <br> <</if>> <<getouticon>><<link [[Leave (0:05)|Farm Work]]>><<pass 5>><</link>> <</if>><<effects>> You remove dead wood, and trim the branches of the wildest trees. <br><br> <<if dangerEvent()>> <<if $worn.upper.name isnot "naked" and random(1, 2) is 2>> <<set $worn.upper.integrity -= 10>> <<if $worn.upper.integrity lte 0>> Your $worn.upper.name <<= $worn.upper.plural ? "catch" : "catches">> on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<undertop>>.</span> <<else>> Your $worn.upper.name <<= $worn.upper.plural ? "catch" : "catches">> on one such branch, leaving <<upperit>> worse for wear. <</if>> <<elseif $worn.lower.name isnot "naked">> <<set $worn.lower.integrity -= 10>> <<if $worn.lower.integrity lte 0>> Your $worn.lower.name <<= $worn.lower.plural ? "catch" : "catches">> on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<undies>>.</span> <<else>> Your $worn.lower.name <<= $worn.lower.plural ? "catch" : "catches">> on one such branch, leaving <<lowerit>> worse for wear. <</if>> <<elseif $worn.under_upper.name isnot "naked" and random(1, 2) is 2>> <<set $worn.under_upper.integrity -= 10>> <<if $worn.under_upper.integrity lte 0>> Your $worn.under_upper.name <<= $worn.under_upper.plural ? "catch" : "catches">> on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<breasts>>.</span> <<else>> Your $worn.under_upper.name <<= $worn.under_upper.plural ? "catch" : "catches">> on one such branch, leaving <<underupperit>> worse for wear. <</if>> <<elseif $worn.under_lower.name isnot "naked">> <<set $worn.under_lower.integrity -= 10>> <<if $worn.under_lower.integrity lte 0>> Your $worn.under_lower.name <<= $worn.under_lower.plural ? "catch" : "catches">> on one such branch as a gust of wind disturbs it. <span class="pink">The force tears the fabric from your body, baring your <<genitals>>.</span> <<else>> Your $worn.under_lower.name <<= $worn.under_lower.plural ? "catch" : "catches">> on one such branch, leaving <<underlowerit>> worse for wear. <</if>> <<else>> A gust of wind animates them as you work, scratching your skin.<<gpain>><<pain 4>> <</if>> <br><br> <<link [[Next|Farm Woodland]]>><</link>> <<else>> <<link [[Next|Farm Woodland]]>><</link>> <</if>><<effects>> <<npc Alex>><<person1>> You help Alex remove dead wood, and trim the branches of the wildest trees. <br><br> <<if random(1, 4) is 4>> <<He>> points at the boughs above. "We'll need help to reach," <<he>> says. "I'll fetch it." <br><br> <<He>> returns a few moments later, carrying a long ladder beneath one arm. <<He>> rests it against the offending tree. <<if random(1, 2) is 2>> "The ground's uneven. You climb with the saw, and I'll steady you. Shouldn't take long." <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> You climb the ladder. It wobbles a little, and you hesitate. <br><br> "You alright?" Alex says. <br> You nod, and reach for the nearest branch. You rest the saw against it, then run the metal back and forth. You pick up speed. The force reverberates through you, rocking the ladder a little. <br> A stiff breeze ruffles your skirt, brushing it against your legs. <br> You glance down, <span class="pink">and catch Alex staring right between your thighs.</span> <<His>> cheeks are red. <br><br> <<link [[Ignore|Farm Woodland Tend Alex Ignore]]>><<stress 6>><<npcincr Alex lust 10>><<arousal 1000>><</link>><<ggarousal>><<gstress>><<gglust>> <br> <<link [[Call out|Farm Woodland Tend Alex Call]]>><<stress -6>><<npcincr Alex love -1>><</link>><<llove>><<lstress>> <br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Flaunt|Farm Woodland Tend Alex Flaunt]]>><</link>><<exhibitionist3>><<npcincr Alex lust 5>> <br> <</if>> <<if $submissive lte 500>> <<link [[Taunt|Farm Woodland Tend Alex Taunt]]>><<def 1>><</link>><<npcincr Alex dom -3>><<npcincr Alex lust 5>><<defianttext>><<lldom>><<glust>> <br> <</if>> <<else>> You climb the ladder. It wobbles a little, and you hesitate. <br><br> "You alright?" Alex says. <br> You nod, and reach for the nearest branch. You rest the saw against it, then run the metal back and forth. You pick up speed. The force reverberates through you, rocking the ladder a little. <br> You give Alex a heads up. The branch falls to the leaf-strewn floor a moment later. <br><br> "Thanks for the help," Alex says as you reach the bottom. <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>> <br> <</if>> <<else>> "The ground's uneven. Could you hold the ladder while I climb? It shouldn't take long." <br><br> You stand at the base of the ladder as <<he>> climbs. <<if $pronoun is "f">> You wouldn't need to lean much to see up <<his>> skirt. <br><br> <<set $skulduggerydifficulty to 700>> <<link [[Peek|Farm Woodland Tend Skirt]]>><<arousal 600>><</link>><<skulduggerydifficulty>><<garousal>> <br> <<link [[Don't peek|Farm Woodland Tend No Skirt]]>><<npcincr Alex love 1>><</link>> <br> <<else>> You keep your face down to shield yourself from the splinters. "Here it comes," <<he>> says. The branch falls to the leaf-strewn floor a moment later. <br><br> "Thanks for the help," Alex says as <<he>> reaches the bottom.<<glove>><<npcincr Alex love 1>> <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>> <</if>> <</if>> <<else>> <<link [[Next|Farm Woodland]]>><<endevent>><</link>> <</if>><<effects>> You step around the ladder just as a gust billows Alex's skirt, giving you a clear view of <<his>> red boyshorts. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<He>> doesn't notice your gaze. You continue stealing peeks as Alex saws the branch. "Here it comes," <<he>> says. The branch thuds to the leaf-strewn floor beside you. "Coming down." <br><br> <<skulduggeryuse>> "Thanks for the help," <<he>> says once down.<<glove>><<npcincr Alex love 1>> <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>> <<else>> <<He>> glances down, <span class="red">and yelps.</span> <<He>> pushes <<his>> skirt between <<his>> thighs with one hand, and almost falls from the ladder.<<llove>><<gglust>><<npcincr Alex love -1>><<npcincr Alex lust 10>> <br><br> "D-don't look," <<he>> says. <<skulduggeryuse>> <<link [[Apologise|Farm Woodland Tend Apologise]]>><<npcincr Alex love 1>><<stress 6>><</link>><<gstress>><<glove>> <br> <<link [[Tease|Farm Woodland Tend Tease]]>><<npcincr Alex dom 1>><</link>><<promiscuous1>><<gdom>> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I'm so sorry," you say, averting your eyes. "I didn't mean to look." <<elseif $speech_attitude is "bratty">> "Yeah, that was classless of me," you say, averting your eyes. "Sorry." <<else>> "Sorry," you say, averting your eyes. "That was rude of me." <</if>> <br><br> "Just don't look again," Alex says. <<He>> saws through the log, but keeps <<his>> legs together until <<hes>> finished. <br><br> <<Hes>> still blushing when the branch falls to the floor, and <<he>> climbs back down. <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>><<effects>> <<if $speech_attitude is "meek">> "C-cute underwear," you giggle. <<elseif $speech_attitude is "bratty">> "Nice underwear," you tease. "Shame to hide it." <<else>> "You've good taste in underwear," you say. <</if>> <<promiscuity1>> Alex's blush deepens. <<He>> continues sawing the log, but keeps <<his>> legs tight together, <<his>> skirt bunched between them, until <<hes>> finished. <br><br> <<Hes>> still blushing when the branch falls to the floor, and <<he>> climbs back down. <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>><<effects>> You look away as Alex saws through the branch. "Here it comes," <<he>> says. It thuds to the leaf-strewn floor a moment later. <br><br> "Thanks for the help," <<he>> says as <<he>> reaches the bottom. <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>><<effects>> You take a basket into the woodland, and search the boughs and floor for ripe edibles. <br><br> <<if $rng gte 76>> <<wearProp "strawberry">> <span class="green">You find some ripe <<icon "tending/strawberry.png">> strawberries.</span> <<if $farm.woodland gte 3>> <<tending_pick strawberry 10 50>> <<else>> <<tending_pick strawberry 5 25>> <</if>> <<elseif $rng gte 51>> <<wearProp "peach">> <span class="green">You find some ripe <<icon "tending/peach.png">> peaches.</span> <<if $farm.woodland gte 3>> <<tending_pick peach 10 50>> <<else>> <<tending_pick peach 5 25>> <</if>> <<elseif $rng gte 26>> <<wearProp "plum">> <span class="green">You find some ripe <<icon "tending/plum.png">> plums.</span> <<if $farm.woodland gte 3>> <<tending_pick plum 10 50>> <<else>> <<tending_pick plum 5 25>> <</if>> <<else>> <<wearProp "mushroom">> <span class="green">You find some <<icon "tending/mushroom.png">> mushrooms.</span> <<if $farm.woodland gte 3>> <<tending_pick mushroom 10 50>> <<else>> <<tending_pick mushroom 5 25>> <</if>> <</if>> <br><br> <<if random(1, 5) is 5>> You smell a mesmerising sweetness. It leads you to a strange purple flower. <br><br> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick the flower. <<else>> <<icon "tending/strange_flower.png">> <<link [[Pick|Farm Woodland Harvest]]>><<handheldon>><<drugs 60>><</link>><<garousal>> <</if>> <br> <<link [[Ignore|Farm Woodland]]>><<handheldon>><</link>> <<else>> <<link [[Next|Farm Woodland]]>><<handheldon>><</link>> <</if>><<effects>><<wearProp "strange flower">> <<tending_pick strange_flower 1 1>> The warmth spreads from your fingertips. You resist the urge to bury your nose in its silken petals. <br><br> <<link [[Next|Farm Woodland]]>><<handheldon>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "M-me too," you say. <<elseif $speech_attitude is "bratty">> "I'm more at ease here too," you admit. <<else>> "Me too," you say. <</if>> <br><br> "They feel protective," Alex says. "I'll fall asleep if I'm not careful. <<if Time.dayState is "night">> I should head indoors before I catch a chill." <<elseif $farm_work.alex is "relax">> Not such a bad thing. I'm on break anyway." <<else>> That's enough rest though. I should get back to work." <</if>> <<He>> walks towards the cottage. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>> <<set _alex to C.npc.Alex>> <<if $speech_attitude is "meek">> "I feel safe too," you say, blushing. "When I'm around you." <<elseif $speech_attitude is "bratty">> "You're a better protector than some trees," you proudly declare. <<else>> "I feel safe too." You smile widely. "Because of you." <</if>> <br><br> Alex puffs out <<his>> chest. <<if _alex.dom gte 30>> "Thanks, <<girl>>. Tell me something I don't know," <<he>> says with a wink. <<elseif _alex.dom lte -30>> "I think you give a <<nnpc_gendery "Alex">> too much credit," <<he>> teases. <<else>> "You know how to make a <<nnpc_gendery "Alex">> feel good." <<He>> beams. <</if>> <<if Time.dayState is "night">> "We should head indoors before you catch a chill." <br><br> <<He>> takes your hand, and leads you to the cottage.<<takeHandholdingVirginity "Alex" "loveInterest">><<pass 5>> <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>> <<elseif $farm_work.alex is "relax">> <<He>> settles back down. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <<else>> "That's enough rest though. I should get back to work." <<He>> walks towards the cottage. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>><<effects>> You say nothing. <<if Time.dayState is "night">> A shape flies overhead. Probably a bat. <br><br> <<else>> Birds continue to chirp all around. <br><br> <</if>> <<if Time.dayState is "night">> "We should head indoors before we catch a chill," Alex says. <<He>> walks towards the cottage. <<elseif $farm_work.alex is "relax">> Alex tugs <<his>> hat over <<his>> eyes. <br><br> <<else>> "I should head back to work," Alex says. "I can relax later." <<He>> walks towards the cottage. <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>> <<if $speech_attitude is "meek">> "Y-you shouldn't lie out here at night," you say. "You'll catch a cold." <<elseif $speech_attitude is "bratty">> "What you doing out here at this hour?" you ask. "You'll freeze." <<else>> "You should head indoors," you say. "Before you catch a chill." <</if>> <br><br> Alex nods. "You're right," <<he>> says. "There's just a nice atmosphere here. Time to enjoy it later." <br><br> Together, you walk through the woodland and return to the cottage. <br><br> <<link [[Next|Farm Cottage]]>><<endevent>><</link>><<effects>> You ignore Alex's gaze, keep your legs closed, and brush your skirt down your rear. <br><br> <<if $arousal gte 10000>> Alex's gaze is too much. You feel a warmth build, then surge. <<orgasm>> You wobble, and grasp the branch to steady yourself. <span class="red">It snaps from your weight</span> as you fall, and land on Alex below. <br><br> "Y-you alright?" <<he>> asks. <<He>> groans as you roll off, then chuckles. "Got the branch down. Job done." <br><br> <<He>> doesn't realise why you fell, and you don't bring it up. <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>> <<else>> You finish sawing through the branch, and it falls to the woodland floor. You climb back down. You can't make eye contact with Alex. <br><br> <<link [[Next|Farm Woodland]]>><<endevent>><</link>> <</if>><<effects>> <<if $speech_attitude is "meek">> "D-don't look," you mumble. <<elseif $speech_attitude is "bratty">> "Pervert," you say. "Keep your eyes facing forward." <<else>> "Don't be a pervert," you say. <</if>> <br><br> "I-I," Alex stammers while looking down. "S-sorry, I didn't..." <<He>> trails off. <br><br> <<if $speech_attitude is "meek">> "It's okay," you say. "It happens a lot. I don't mind." <<He>> looks conflicted, and continues to look away. You return to work. <<elseif $speech_attitude is "bratty">> "I won't catch you again, will I?" <<He>> swallows hard, and nods. You return to work. <<else>> "Don't do it again," you say. <<He>> nods. You return to work. <</if>> <br><br> You finish sawing through the branch, and it falls to the woodland floor. Alex doesn't speak as you climb down. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>> Your cheeks flush as Alex stares between your legs. You resist the urge to cover yourself as your skirt flares in the wind. Instead, you bend and wiggle your hips in all the right ways to give Alex a nice view of your <<undies>>. <<exhibitionism3>> You finish sawing through the branch, and climb back down. Alex looks more worn out than you, despite only holding the ladder. <br><br> "Is something wrong?" you tease, knowing full well why <<he>> can't meet your eyes. <br> "Y-you did a good job," <<he>> says. "It's hot." <<if Time.season is "winter">> <<He>> fans <<himself>>, despite the chilly weather. <<else>> <<He>> fans <<himself>>. <</if>> <br><br> <<link [[Next|Farm Woodland Tend Alex Flaunt 2]]>><</link>><<effects>> "I'm hot as well," you say. "That's why I wore this today." You flare your skirt again, drawing <<his>> attention. You spring the trap, and lift the hem high enough to flash your <<undies>> once more. <br><br> Alex jerks <<his>> head away and closes <<his>> eyes. <<if $speech_attitude is "meek">> "I thought you wanted to see," you laugh. "That's why you were peeping, right?" <<elseif $speech_attitude is "bratty">> "Don't pretend this isn't what you want," you laugh. <<else>> "I know you were peeping," you say. "This is your punishment." <</if>> <br> <<if C.npc.Alex.lust gte 20>> Alex steels <<himself>>, <span class="lewd">and pounces on you.</span> <br><br> <<link [[Next|Farm Woodland Tend Alex Sex]]>><<set $sexstart to 1>><</link>> <<else>> "I-I," Alex stammers while looking down. "S-sorry, I didn't..." <<He>> trails off. "L-let's just get back to work." <br><br> <<link [[Next|Farm Woodland]]>><</link>> <</if>><<effects>> "Oi," you shout. "Don't be a pervert." <br> Alex looks away, abashed. "I-I wasn't—" <br> "I know what I saw," you cut <<him>> off. "Pervert." You grasp the branch, and snap it off for emphasis. "You like looking up skirts, do you?" <br> "Well I-I," Alex gulps. "The wind—" <br> "Yes or no?" you cut <<him>> off again as you climb down. <br> <<Hes>> beet red now, with sweat visible on <<his>> brow. "I—" <<he>> gulps again. "Yes." <br><br> <<link [[Next|Farm Woodland Tend Alex Taunt 2]]>><</link>><<effects>> You smirk, toss the branch aside, and hop off the ladder. You press your body against <<hers>>, backing <<him>> up against the tree. "You gonna perv on me again, hmm?" you ask. <br><br> <<if C.npc.Alex.lust gte 20>> Alex averts <<his>> gaze, then laughs. "And what will you do if I do?" <<He>> plants one hand against your <<bottom>>, pulling you against <<him>>. <<His>> other hand wanders down your abdomen. <br><br> <<if playerChastity()>> <<He>> tugs at your $worn.genitals.name. "I'm not the one who has to wear chastity to stop them misbehaving," <<he>> teases. "I can satisfy you in other ways." <<elseif $player.penisExist>> <<He>> runs a finger over your <<penis>>, eliciting an involuntary moan. <<if $arousal gte 6000>> "You're already erect," <<he>> teases. "Did my peeping do that? I'd best fix it." <<else>> "I think you liked me looking," <<he>> teases. "I can satisfy you more thoroughly than that." <</if>> <<else>> <<He>> runs a finger over your <<pussy>>, eliciting an involuntary moan. <<if $vaginaWetness gte 45>> "You're already wet," <<he>> teases. "Did my peeping do that? I'd best fix it." <<else>> "I think you liked me looking," <<he>> teases. "I can satisfy you more thoroughly than that." <</if>> <</if>> <br><br> <<He>> drops to the ground, pulling you atop <<him>>. <br><br> <<link [[Next|Farm Woodland Tend Alex Sex]]>><<set $sexstart to 1>><</link>> <<else>> Alex averts <<his>> gaze, then laughs. "You're quite something," <<he>> says. <<He>> clamps <<his>> hands against your <<bottom>>, pulling you against <<him>>. "I'll be good. Let's get back to work." <<He>> plants a kiss on your cheek. <br><br> <<link [[Next|Farm Woodland]]>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Woodland Tend Alex Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Woodland Tend Alex Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> leans against the tree. "Hope I wasn't too rough," <<he>> says. "You're crazy sometimes, and make me crazy too."<<lllust>><<glove>><<npcincr Alex love 1>><<npcincr Alex lust -10>> <br><br> <<tearful>> you climb to your feet. "Let's get back to work," <<he>> says. <<He>> smacks your <<bottom>> before walking away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Woodland]]>><</link>> <<elseif $enemyhealth lte 0>> Alex trips over the dead branch, and tumbles to the ground. "Sorry," <<he>> says. "You get me so worked up."<<llove>><<ldom>><<npcincr Alex love -1>><<npcincr Alex dom -1>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Woodland]]>><</link>> <<else>> Alex pulls away from you. "Sorry," <<he>> says. "You get me so worked up."<<llove>><<npcincr Alex love -1>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Woodland]]>><</link>> <</if>><<set $outside to 1>><<set $location to "alex_farm">><<set $bus to "farm">><<effects>> <<farm_work_update>> You are on Alex's farm. A rustic farmhouse overlooks a yard and chicken coop. Other buildings nestle between trees and hedgerows. <<if $exhibitionism lt 75 and $exposed gte 2 and $farm_naked is 1>> With so many places to hide your <<lewdness>>, you do your best to avoid exposing yourself and avoid Alex where you can. <br><br> <</if>> <<if $farm.build isnot undefined and $farm.build isnot 0>> <<switch $farm.build>> <<case "wall 1">> <span class="lblue">The wall is being repaired.</span> <<case "wall 2">> <span class="lblue">The wall is being reinforced.</span> <<case "wall 3">> <span class="lblue">A modern fence is being built around the farm.</span> <<case "wall 4">> <span class="lblue">Barbed wire is being affixed atop the fence.</span> <<case "tower 1">> <span class="lblue">A tower is being built by the fields.</span> <<case "tower 2">> <span class="lblue">Searchlights are being affixed atop the watchtower.</span> <<case "woodland 1">> <span class="lblue">The fence is being extended around an area of woodland.</span> <<case "woodland 2">> <span class="lblue">The fence is being extended around a fecund area of woodland.</span> <<case "woodland 3">> <span class="lblue">The fence is being extended around a prodigious area of woodland.</span> <<case "kennel 1">> <span class="lblue">Vicious apparatus are being installed in the kennel.</span> <<case "barn 1">> <span class="lblue">New milking equipment is being installed in the barn.</span> <<case "barn 2">> <span class="lblue">An extension is being built on the barn.</span> <<case "stable 1">> <span class="lblue">The stable is being expanded.</span> <<case "coop 1">> <span class="lblue">The coop is being expanded.</span> <<case "coop 2">> <span class="lblue">The coop is being expanded.</span> <<case "parasites 1">> <span class="lblue">The parasite barn is being built.</span> <<case "parasites 2">> <span class="lblue">The parasite barn is being expanded.</span> <<case "irrigation">> <span class="lblue">Irrigation is being installed in a field.</span> <</switch>> <<if Time.hour gte 6>> <span class="blue">Workers traipse across the farm.</span> <</if>> <br><br> <</if>> <<if $farm_stage lte 6>> You'll earn <<moneyGainDisplay $farm.wage>> for every hour worked. <</if>> <br><br> <<if ($exposed gte 2 and $uncomfortable.nude is true) or ($exposed is 1 and $uncomfortable.underwear is true)>> <<if $farm.build_timer gte 1 and Time.hour gte 6>> You sneak across the farm, keeping your <<lewdness>> covered as best you can. You hope you aren't spotted by the workers. <<else>> You sneak across the farm, keeping your <<lewdness>> covered as best you can. <</if>> <br><br> <</if>> <<if $farm_stage lt 12>> <<set _clearing to (100 - $farm.clearing)>> <<set _percent=Math.floor((_clearing/100)*100)>> One of the fields is being cleared, <<if $farm.clearing lte 0>> <span class="green">and is ready for planting!</span> <div class="meter"> <<print '<div class="greenbar" style="width:' + _percent + '%"></div>'>> </div> <<elseif $farm.clearing lte 20>> <span class="teal">and is almost ready for planting.</span> <div class="meter"> <<print '<div class="tealbar" style="width:' + _percent + '%"></div>'>> </div> <<elseif $farm.clearing lte 40>> <span class="lblue">and is starting to look civilised.</span> <div class="meter"> <<print '<div class="lbluebar" style="width:' + _percent + '%"></div>'>> </div> <<elseif $farm.clearing lte 60>> <span class="blue">and soil has been exposed in places.</span> <div class="meter"> <<print '<div class="bluebar" style="width:' + _percent + '%"></div>'>> </div> <<elseif $farm.clearing lte 80>> <span class="purple">but the tangle remains defiant.</span> <div class="meter"> <<print '<div class="purplebar" style="width:' + _percent + '%"></div>'>> </div> <<elseif $farm.clearing lte 99>> <span class="pink">but little progress has been made.</span> <div class="meter"> <<print '<div class="pinkbar" style="width:' + _percent + '%"></div>'>> </div> <<else>> <span class="red">but remains a jungle of weeds.</span> <div class="meter"> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <</if>> <br> <</if>> <<if $farm_count is undefined>> <<set $farm_count to 0>> <<elseif $farm_count gte 60>> <<set $farm_count -= 60>> <<if $farm_stage lte 6>> You've earned <<moneyGain $farm.wage>>. <br><br> <</if>> <</if>> <<if isPregnancyEnding()>> <<pcFarmBirth>> <<elseif $farm_attacked>> <<farm_damage_report>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $stress gte 10000>> <<passoutfarmroad>> <<elseif $farm_attack_timer is 0 and Time.hour gte 21>> <<npc Alex>><<person1>> Alex rushes over. <span class="red">"Remy's here,"</span> <<he>> says. "We can do this. Go get ready, I'll <<if $farm.tower_guard>> check on $farm.tower_guard." <<else>> see if I can spot them." <</if>> <br><br> <<farm_assault_intro>> <br><br> <<link [[Prepare|Farm Assault Wardrobe]]>><<endevent>><<set $phase to 2>><</link>> <br> <<elseif numberOfEarSlime() and $daily.slimeFarmNaked is undefined and $rng lte ($earSlime.corruption / 2) and $slimeFarmNakedStored is undefined and $exposed lt 2 and ($earSlime.growth gte 80 - ($earSlime.exhibitionism * 10))>> <span class="lewd">You feel the slime in your head command you to expose yourself and hide your clothes while you work today.</span> It promises rewards if you comply and threatens consequences if you do not. <br><br> <<link [[Obey|Farm Slime Strip Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Farm Slime Strip Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<elseif numberOfEarSlime() and $daily.slimeFarmNaked is true and $slimeFarmNakedStored is undefined>> Following the slime's command, you find a spot where you think your clothes will be safe and strip before heading to work. <<undressclothes "farmHidingSpot">><<set $slimeFarmNakedStored to true>><<set $daily.slimeFarmNaked to true>> <<if $farm_stage gte 7>><<set $farm_naked to 1>><</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <<elseif numberOfEarSlime() and $daily.slimeFarmNaked is true and ($worn.lower.name.includes("towel") or $worn.upper.name.includes("towel")) and $farm_naked is 1>> <<generalRuined "upper">><<generalRuined "lower">> Following the slime's command, you leave the towel for Alex to find. <br><br> <<link [[Next|Farm Work]]>><</link>> <<elseif (Time.betweenHours(22, 5) or (Time.hour is 21 and $farm_end is 1)) and $farm_stage lt 7>> <<sneakicon>><<link [[Sneak into the barn (0:05)|Farm Barn]]>><<pass 5>><</link>> <br><br> <<farmicon>><<link [[Leave|Farmland]]>><</link>> <br> <<elseif $exposed gte 2 and $farm_naked isnot 1 and $farm_stage lt 7>> You hide behind a fence, concealing your <<lewdness>>. <br><br> <<if hasSexStat("exhibitionism", 5)>> <<ind>><<link [[Work anyway|Farm Work Naked]]>><<npcincr Alex lust 3>><<set $farm_naked to 1>><</link>><<exhibitionist5>><<gglust>> <br> <<elseif $slimeFarmNakedStored is true>> <<if hasSexStat("exhibitionism", 4)>> <<set _stress to 10>> <<set _trauma to 0>> <<elseif hasSexStat("exhibitionism", 3)>> <<set _stress to 20>> <<set _trauma to 10>> <<else>> <<set _stress to 40>> <<set _trauma to 40>> <</if>> <<ind>><<link [[Work anyway|Farm Work Naked]]>><<npcincr Alex lust 3>><<set $farm_naked to 1>><<stress _stress>><<trauma _trauma>><</link>><<gglust>> <<if _stress is 40>><<ggstress>><<else>><<gstress>><</if>> <<if _trauma is 40>><<ggtrauma>><<elseif _trauma is 5>><<gtrauma>><</if>> <br> <</if>> <<if $farm_work.alex isnot undefined and $farm_work.alex isnot "shower" and Time.betweenHours(6, 20) and $slimeFarmNakedStored is undefined>> <<outfitChecks>> <<if (_shirtless and $player.gender_appearance is "f") or _bottomExposed>> <<shopicon "clothing">><<link [[Ask Alex for clothes (0:05)|Farm Alex Clothes]]>><<pass 5>><<farm_yield -1>><<npcincr Alex dom 1>><<npcincr Alex lust 1>><</link>><<exhibitionist1>><<lfarm>><<gdom "Alex">><<glust>> <br> <<else>> <<towelicon>><<link [[Ask Alex for something to dry with (0:05)|Farm Alex Dry]]>><<pass 5>><<farm_yield -1>><<npcincr Alex dom 1>><<npcincr Alex lust 1>><</link>><<exhibitionist1>><<lfarm>><<gdom "Alex">><<glust>> <br> <</if>> <</if>> <br> <<getouticon>><<link [[Leave|Farmland]]>><</link>> <br> <<elseif !npcIsPregnant("Alex") and Time.hour is 6 and !$weekly.alexHungOver and $rng gte 76 and !$daily.farmAlexShowerSpy and $farm_work.alex isnot "shower">> <<set $weekly.alexHungOver to 1>> You notice that Alex isn't in the shower shed. The animals are all in their holdings. Alex must still be in the farmhouse. <br><br> <<link [[Next|Farm Alex Hungover]]>><</link>> <<elseif ($farm_shift gte 360 or $farm.clearing lte 50) and $farm_stage is 2>> <<farmVisitor>> <<elseif $farm_stage is 3 and $farm.clearing lte 0>> <<earnFeat "Farmhand">> <<farmStage4>> <<elseif $farm_stage is 4 and $farm.clearing lte 0>> <<set $farm.aggro to 0>> <<farmStage5>> <<set $remySeen.pushUnique("farm")>> <<set $remySeenLast to "farm">> <<elseif $farm_stage is 5 and $farm.clearing lte 0>> <<earnFeat "Farmer">> <<set $farm_countdown to 3>> <<farmStage6>> <<elseif $farm_stage is 6 and ($farm_countdown lte 0 or $farm.clearing lte 50)>> <<farmStage7>> <<elseif $farm_stage gte 7 and C.npc.Alex.love gte 50 and $alex_countdown lte 0 and Time.betweenHours(5, 20)>> <<npc Alex>><<person1>> You return to the courtyard in front of the farmhouse. You hear footsteps fast approaching. You turn just in time to see Alex. With a laugh, <<he>> grapples and drags you off your feet. <br><br> You're left on your back. Alex straddles you, and pins your wrists to the earth. "What's wrong?" <<he>> teases. "Can't you break free?"<<gglust>><<npcincr Alex lust 5>><<gdom>><<npcincr Alex dom 1>> <br><br> <<link [[Get on top|Farm Love Get]]>><<unset $alex_countdown>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Get annoyed|Farm Love Annoyed]]>><<unset $alex_countdown>><</link>> <br> <<link [[Flirt|Farm Love Flirt]]>><<npcincr Alex love 1>><<npcincr Alex lust 5>><<unset $alex_countdown>><</link>><<promiscuous1>><<glove>><<gglust>> <br> <<elseif $farm_stage is 7 and $farm.clearing lte 0>> <<farmStage8>> <<elseif $farm_stage is 8 and $farm.clearing lte 0>> <<farmStage9>> <<elseif $farm_stage is 9 and $farm.clearing lte 0>> <<farmStage10>> <<elseif $farm_stage is 10 and $farm.clearing lte 0>> <<farmStage11>> <<elseif $farm_stage is 11 and $farm.clearing lte 0>> <<earnFeat "Cultivator">> <<farmStage12>> <<elseif Time.hour is 21 and $farm_end is undefined and $farm_stage lt 7>> <<set $farm_end to 1>> <<npc Alex>><<person1>> <<if $exposed gt 0 and Time.season is "winter">> Alex wipes the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says, blushing. "It's getting rather cold, you might want to wear something warmer." <<glust>><<npcincr Alex lust 1>> <br><br> <<elseif $exposed gt 0>> Alex wipes the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says, blushing. "It'll be getting colder, you might want to wear a little more." <<glust>><<npcincr Alex lust 1>> <br><br> <<else>> Alex wipes the sweat off <<his>> forehead as <<he>> approaches you. "Done for another day," <<he>> says, smiling. <br><br> <</if>> <<if $farm_count gte 1 and $farm_stage lte 6>> <<wearProp "cash">> "Here's a little extra." <<He>> hands you <<moneyGain $farm.wage>>. <br><br> <</if>> <<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">> <<pcPregnancyRevealToAlex>> <<else>> You walk down the road leading away from the farm. <br><br> <<link [[Next|Farmland]]>><<endevent>><</link>> <</if>> <<elseif $farm.build_finished.includes("wall 1")>> <<run $farm.build_finished.delete("wall 1")>> You examine the perimeter wall. <span class="gold">The stonework is repaired,</span> and now envelops the entire farm. Aside from the entrance, the river, and the great hedge. You feel more secure.<<lltrauma>><<llstress>><<trauma -12>><<stress -12>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $farm.build_finished.includes("wall 2")>> <<run $farm.build_finished.delete("wall 2")>> You examine the perimeter wall. <span class="gold">The stone has been reinforced with cement.</span> Remy's goons will have a harder time damaging it. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $farm.build_finished.includes("wall 3")>> <<run $farm.build_finished.delete("wall 3")>> The project is complete. <span class="gold">A tall metal fence now surrounds the farm.</span> Intruders will have a harder time getting in. You feel more secure. <<lltrauma>><<llstress>><<trauma -12>><<stress -12>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $farm.build_finished.includes("wall 4")>> <<run $farm.build_finished.delete("wall 4")>> <span class="gold">The fence now menaces with barbed wire.</span> No one's getting over. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $farm.build_finished.includes("tower 1")>> <<run $farm.build_finished.delete("tower 1")>> <<npc Alex>><<person1>> <span class="gold">A watchtower now stands guard over the fields.</span> You stand at its base. It looms above you. A head appears, leaning out the top. It's Alex. <br><br> "Come up," <<he>> says. "The view is fantastic." <br><br> You climb the wooden stairs, and emerge at the top. There's a roof overhead, but it's otherwise open. You can see the entire farm, the moor in one direction, and even the sea in the other. <br><br> <span class="purple">"We'll need to hire someone,"</span> Alex says, looking out. "They can stand guard here overnight. Catch Remy in the act if <<nnpc_he Remy>> tries anything while we sleep." <<He>> tries to shake the railing. It seems solid. "<span class="gold">There's a pub in town, near the entrance.</span> My <<if $pronoun is "m">>dad's<<else>>mum's<</if>> hired staff there before. That's where I'd look." <br><br> <<He>> turns and walks down the stairs. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("tower 2")>> <<run $farm.build_finished.delete("tower 2")>> <span class="gold">A searchlight now gazes from the watchtower.</span> No more hiding in the dark. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $farm.build_finished.includes("woodland 1")>> <<run $farm.build_finished.delete("woodland 1")>> <<location "forest">> <span class="gold">You enter the farm's new woodland.</span> <<if Time.dayState is "night">> A bat flies overhead, barely visible in the dim light. <<else>> Birds chirp overhead. <</if>> You feel serene.<<ltrauma>><<llstress>><<trauma -6>><<stress -12>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $farm.build_finished.includes("woodland 2")>> <<run $farm.build_finished.delete("woodland 2")>> <<location "forest">> <span class="gold">You enter the new woodland. Fruit hangs overhead, and fat mushrooms grow all around.</span> You glimpse the fence between the trees, separating you from outside threats, and feel at ease.<<ltrauma>><<llstress>><<trauma -6>><<stress -12>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $farm.build_finished.includes("woodland 3")>> <<run $farm.build_finished.delete("woodland 3")>> <<location "forest">> <span class="gold">You explore the farm's new woodland, now large enough to get lost in.</span> You find Alex already lazing beneath a tree atop a hillock. <br><br> <<npc Alex>><<person1>> "Relaxing here," <<he>> says, rising to <<his>> feet. "Something about the branches above makes me feel safe." <br><br> <<link [[Say it makes you feel safe as well|Farm Woodland Safe]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Say Alex makes you feel safer|Farm Woodland Safe Alex]]>><<npcincr Alex dom 1>><<npcincr Alex love 1>><<sub 1>><</link>><<ggdom>><<gglove>> <br> <<link [[Say nothing|Farm Woodland Safe Nothing]]>><</link>> <br> <<if Time.dayState is "night">> <<link [[Say Alex should come indoors (0:05)|Farm Woodland Safe Indoors]]>><<npcincr Alex dom 1>><<pass 5>><</link>><<gdom>> <br> <</if>> <<elseif $farm.build_finished.includes("kennel 1")>> <<run $farm.build_finished.delete("kennel 1")>> You hear the baying of hounds. You follow the sound to the kennel. <span class="gold">A yard has been enclosed outside, a safe training area for the <<farm_text_many dog>>.</span> You watch as one rips the head off a human-shaped dummy. <br><br> "They're pretty scary," Alex says, watching with rapt attention. "They know who's in charge though." Another <<farm_text dog>> joins the first. Dummy remains fly into the air. "I think." <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("barn 1")>> <<run $farm.build_finished.delete("barn 1")>> "Hey," it's Alex. "Come check this out." <br><br> <<npc Alex>><<person1>> You enter the barn. Alex stands beside a large apparatus in the centre. <span class="gold">The new milking machine.</span> A red light, like an eye, blinks into life. <br><br> "We'll get more milk now." <<He>> scratches a <<farm_text cattle>> behind the ear. "I think our <<if $farm_work.cattle.gender is "m">> boys <<else>> girls <</if>> are up to it." <br><br> <<He>> powers down the machine, and walks away. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("barn 2")>> <<run $farm.build_finished.delete("barn 2")>> <<npc Alex>><<person1>> <span class="gold">You enter the expanded barn.</span> Alex is already there, calming one of the newcomers, an ill-tempered <<farm_text cattle>>. <<He>> waves at you. "We've got a lively herd," <<he>> says. "Almost as big as <<if $pronoun is "m">>dad's<<else>>mum's<</if>>. The one <<he>> manages directly, anyway." <br><br> <<He>> closes the gate, and rests a hand on your shoulder as <<he>> walks by. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("stable 1")>> <<run $farm.build_finished.delete("stable 1")>> <span class="gold">You approach the expanded stable.</span> Soft classical music plays within. <br><br> <<if $farm_work.horse.monster_roll is true and (($hallucinations gte 1 or !$settings.monsterHallucinationsOnly) or !$settings.bestialityEnabled)>> "This is more suitable," a <<farm_text horse>> says as you pass. "Thank you." <br><br> <<else>> One <<farm_text horse>> nuzzles your neck in appreciation as you pass. <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("coop 1")>> <<run $farm.build_finished.delete("coop 1")>> <span class="gold">You approach the expanded coop.</span> <<if $farm_work.chickens_out is 1>> The yard is busier than it's ever been. <<else>> It's much longer, with roosting perches extending along the entire length. <</if>> There'll be plenty of eggs to sell. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("coop 2")>> <<run $farm.build_finished.delete("coop 2")>> <span class="gold">You approach the expanded coop.</span> <<if $farm_work.chickens_out is 1>> You're greeted by a sea of chickens. They swarm across the yard, looking for food. <<else>> It now has multiple rooms, each sheltering many chickens. <</if>> <br><br> <<npc Alex>><<person1>> Alex can have all the eggs <<he>> wants for breakfast. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("parasites 1")>> <<run $farm.build_finished.delete("parasites 1")>> <span class="gold">You approach the newly built parasite barn.</span> The inside is filled with plenty of space for your parasites, with some basic equipment to look after them. <br><br> <<npc Alex>><<person1>> Alex is just behind you. "Not sure what animals you want to keep in here, you better look after them." <<He>> rests a hand on your shoulder as <<he>> walks by to leave the barn. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("parasites 2")>> <<run $farm.build_finished.delete("parasites 2")>> <span class="gold">You approach the expanded parasite barn.</span> The expanded interior is filled with a little more space for your parasites, with some more advanced equipment to better look after them. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.build_finished.includes("irrigation")>> <<run $farm.build_finished.delete("irrigation")>> <span class="gold">You approach the fields.</span> <<switch $farm.irrigation>> <<case 1>> The irrigation system for the first field is completed, the first step in many. <<case 2 3 4>> A further expansion to the irrigation system for an additional field is completed, still many to go. <<case 5 6 7>> A further expansion to the irrigation system for an additional field is completed, only a few fields left. <<case 8>> A further expansion to the irrigation system for an additional field is completed, just one more field to go. <<case 9>> The final expansion to the irrigation system for the final field is completed. <<default>> Something went wrong with the irrigation system, please report. <</switch>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm.tower_guard and $farm.tower_guard_unpaid gte 2 and $farm.tower_guard_patience isnot 1>> <<loadNPC 0 "farm_tower_guard">><<person1>> <<if $NPCList[0].traits.includes("relaxed")>> "Hey, farmer <<girl>>," says <<print $NPCList[0].name>>, your guard. <<He>> approaches you. "Here to get my pay." <<elseif $NPCList[0].traits.includes("sociable")>> "How you doing?" says <<print $NPCList[0].name>>, your guard. <<He>> approaches you. "Here about my pay." <<elseif $NPCList[0].traits.includes("brooding")>> <<print $NPCList[0].name>>, your guard, approaches you. "Here for my pay," <<he>> says. "You good for it?" <<else>> "There <<pshe>> is," <<print $NPCList[0].name>>, your guard, says as <<he>> swaggers towards you. "You know you're my favourite <<girl>>? Especially when you pay me." <<He>> holds out <<his>> hand. <</if>> <br><br> <<farm_guard_pay>> <<link [[Say you can't afford it right now|Farm Guard Pay Refuse]]>><</link>><<lltrust>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Seduce|Farm Guard Pay Seduce]]>><</link>><<promiscuous3>> <br> <</if>> <<else>> <<if isPregnancyEnding()>> <<pcFarmBirth>> <<elseif npcPregnancyEnding("Alex")>> <<npc "Alex">> "F-fuck..." you hear Alex yell. You rush to <<him>>. <br> "What's wrong?" you ask. Approaching <<him>>, you see fluids running down <<his>> thighs. <br> "I think it's happening," <<he>> says. <br><br> You feel your heart pounding faster than usual. "Should I take you to the hospital?" you ask.<<gstress>><<stress 6>> <br><br> "No, it's okay. I don't really like those places. Let's just go inside," <<he>> says. <br> You help <<him>> to get into the cottage and onto the sofa. "Could you call the local doctor?" <<he>> says while pulling <<his>> phone from <<his>> pocket and giving it to you. <br><br> <<link [[Next|Farm Alex Birth]]>><</link>> <<elseif $farm_work isnot undefined and $farm_work.alex isnot undefined and npcIsPregnant("Alex") and !talkedAboutPregnancy("Alex","pc") and npcBellySize("Alex") gte 1 and !$farm_work.alex.includes("shower","admin","clearing") and between(Time.hour, 6, 21)>> <<npc "Alex">> Alex approaches you. You can see a nervous expression on <<his>> face. <br><br> <<if $speech_attitude is "meek">> "I-is something wrong?" you ask. <<elseif $speech_attitude is "bratty">> "You okay? You don't seem like it," you ask. <<else>> "Is everything okay?" you ask. <</if>> <br><br> "We need to talk. It's important," <<he>> says, leading you to the cottage. <br><br> <<link [[Next|Farm Alex Pregnancy Reveal]]>><</link>> <<elseif playerIsPregnant() and playerBellyVisible() and !talkedAboutPregnancy("pc","Alex") and Time.hour isnot 7>> <<npc "Alex">> <<setTalkedAboutPregnancy "pc" "Alex">> <<if $farm_stage gte 7 and $alex_countdown is undefined>> You notice Alex staring at your belly in horror. "You're...you're pregnant?! You didn't tell me anything..." <<if getPregnancyObject().potentialFathers.length gte 2 or !getPregnancyObject().potentialFathers.find(s => s.source === "Alex")>> <<He>> sounds disappointed. <br><br> "W-well, you can take a break from the farm whenever you're not feeling well," <<he>> says. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <<else>> <br><br> <<He>> looks at you, as if waiting for a response. "Actually, let's go to the cottage, shall we?" Alex leads you inside. <br><br> <<link [[Next|Farm PC Pregnancy Reveal]]>><<endevent>><<set $phase to 3>><</link>> <</if>> <<else>> You notice Alex looking at your belly. "Oh, got yourself knocked up? You can take a break from the farm if you feel it's too much for you. I don't mind," <<he>> says. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>> <<elseif C.npc.Alex.pregnancy.missedBirth is true>> <<npc "Alex">><<run delete C.npc.Alex.pregnancy.missedBirth>> <<if C.npc.Alex.pregnancy.selfKnowledge is undefined and Object.values($children).find(child => child.mother === "Alex" && child.location === "home")>> <<set C.npc.Alex.pregnancy.selfKnowledge to true>> <<if C.npc.Alex.pregnancy.missedBirthCount is 1>> Alex approaches you. You can see a nervous expression on <<his>> face. <br><br> <<if $speech_attitude is "meek">> "I-is something wrong?" you ask. <<elseif $speech_attitude is "bratty">> "You okay? You don't seem like it," you ask. <<else>> "Is everything okay?" you ask. <</if>> <br><br> "We need to talk. It's important," <<he>> says, leading you to the cottage. <br><br> <<link [[Next|Farm Alex Forgotten Birth]]>><</link>> <<else>> You see Alex staring at you with empty eyes, <<he>> shakes <<his>> head and walks away. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>> <<else>> "Hey," shouts Alex, a scowl etched into <<his>> face as <<he>> stomps toward you. "Where the hell were you?!" <br><br> You're confused until you look down at <<his>> midsection. <<His>> baby belly's gone; <span class="red">you must've missed <<him>> going into labour.</span> <br><br> "I really thought you'd be there for me when it happened," <<he>> sighs. "Guess I was wrong." <br><br> <<link [[Apologise|Farm Alex Missed Birth]]>><<set $phase to 1>><</link>> <br> <<link [[Stay silent|Farm Alex Missed Birth]]>><<set $phase to 2>><</link>> <</if>> <<elseif C.npc.Alex.pregnancy.hospitalBirth is true>> <<npc "Alex">> <<run delete C.npc.Alex.pregnancy.hospitalBirth>> Alex approaches you. You can see a nervous expression on <<his>> face. "Hey." <br><br> "<<if !$ambulance>>I got a call from the hospital saying that you were in labour.<</if>> <<if C.npc.Alex.pregnancy.pcKnowledge>>Sorry I couldn't be there. I just couldn't leave the farm, not in this state...<<else>> I had no idea I knocked you up; you didn't tell me anything...<</if>>" <br><br> <<He>> looks at your belly with sad eyes. "Look, I can't stand the idea of our kids somewhere out there, livin' as orphans. There's room here at the cottage for them, I'd just need some help with the fields and then with a nursery. It's an option, if you'll consider it." <br><br> <<if Time.dayState isnot "night">>"I've got to get back to work<<else>>I've got to take some rest<</if>>," <<he>> says, the sadness in <<his>> eyes in no way diminished. <<He>> leans in and gives you a quick hug before walking off. <br><br> <span class="gold">Alex is willing to keep <<his>> kids at the farm, but first you should help <<him>> out.</span> <br><br> <<link [[Next|Farm Work]]>><<run delete C.npc.Alex.pregnancy.pcKnowledge>><<unset $ambulance>><</link>> <<elseif C.npc.Alex.pregnancy.fee is true>> <<npc "Alex">> <<run delete C.npc.Alex.pregnancy.fee>> You approach Alex. "I've paid Bailey already, we can go get our children anytime," you say. <br><br> <<He>> smiles and hugs you. "Finally," <<he>> says. "We can finally live like a real family, all of us." <br> You hug <<him>> back, and you both stay like that for a while before releasing each other. <br><br> "But you know we can't take <<if childrenCountBetweenParents("pc","Alex") gte 2>>them<<else>>it<</if>> here by horse, right?" you say. <br><br> Alex laughs. "I know, dummy. You didn't really think I would do that, do you?" <<he>> asks. <br> "Okay, maybe I thought about it, but hey, I think my parents can help. I'll call them," <<he>> says as <<he>> reaches for <<his>> phone. <br><br> <<He>> makes the call and explains the situation to <<his>> parents, occasionally looking at you and blushing. <br><br> <<link [[Next|Farm Alex Orphanage Trip]]>><</link>> <<elseif $exposed lte 0 and (Object.values($children).find(child => child.mother === "Alex" && child.location === "alex_cottage") or Object.values($children).find(child => child.father === "Alex" && child.location === "alex_cottage")) and !$daily.farmBabyInteraction and $rng gte 56 and Time.betweenHours(8, 15)>> <<alex_baby_interactions>> <<elseif $farm_yield_alex gte 1 and !(Time.betweenHours(22, 5) or (Time.hour is 21 and $farm_end is 1)) and $farm_work.alex isnot "shower">> <<npc Alex>><<person1>> <<set _alex to C.npc.Alex>> "Hey," shouts Alex, striding towards you. "We've had a better yield than expected lately," <<he>> says, grasping your hand in <<his>> own and pressing something into your palm. <<if _alex.dom gte 30>> <<if $farm_stage gte 7>> <span class="pink">"You deserve a little for your help, partner."</span> <<else>> <span class="pink">"Keep at it. You'll make a fine farmer someday."</span> <</if>> <span class="gold">You've earned <<moneyGain `$farm_yield_alex * 9`>>.</span> <br><br> <<elseif _alex.dom lte -30>> <<if $farm_stage gte 7>> <span class="teal">"Hope you don't mind handling the profits, partner."</span> <<else>> <span class="teal">"Dunno what I'd do without you, so this is fair."</span> <</if>> <span class="gold">You've earned <<moneyGain `$farm_yield_alex * 24`>>.</span> <br><br> <<else>> <<if $farm_stage gte 7>> <span class="blue">"Here's your share of the profits, partner."</span> <<else>> <span class="blue">"Your doing, so this is fair. You've a way with the animals."</span> <</if>> <span class="gold">You've earned <<moneyGain `$farm_yield_alex * 18`>>.</span> <br><br> <</if>> <<alex_pregnancy_comment>> <<if playerIsPregnant() and playerAwareTheyArePregnant() and getPregnancyObject().potentialFathers.find(s => s.source === "Alex") and (C.npc.Alex.pregnancy.pcKnowledge isnot true or C.npc.Alex.pregnancy.test is true) and C.npc.Alex.pregnancy.ultraSound isnot "requested">> <<pcPregnancyRevealToAlex>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>> <<unset $farm_yield_alex>> <<elseif $farm_work.recent_shift gte $farm_work.event_time and $farm_event isnot 1 and Time.dayState isnot "night">> <<set $farm_event to 1>> <<eventsfarm>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "alexFarmWork">> <</if>> <<if $farm_stage gte 7>> <<farmicon "cottage">><<link [[Cottage (0:01)|Farm Cottage]]>><<pass 1>><</link>> <br> <<gardenicon "plot">><<link [[Fields (0:05)|Farm Fields]]>><<pass 5>><<set $eventskip to 1>><</link>> <br> <<if $farm_work.alex isnot "shower">> <<bathroomicon "shower">><<link [[Shower shed (0:01)|Farm Shed]]>><<pass 1>><</link>> <br> <</if>> /* Go to farm barn passage if outside of farming hours, go to cattle milking passage otherwise. */ <<if Time.betweenHours(22, 5) or (Time.hour is 21 and $farm_end is 1)>> /* Determine whether you can access the barn normally with Alex's consent. */ <<if $farm.milking isnot undefined and $farm.milking.dayMilking>> <<farmicon "barn">><<link [[Barn (0:02)|Farm Barn]]>><<pass 2>><</link>> <<else>> <<farmicon "barn">><<link [[Sneak into the barn (0:05)|Farm Barn]]>><<pass 5>><</link>> <</if>> <<else>> <<farmicon "barn">><<link [[Barn (0:02)|Farm Cattle Milk]]>><<pass 2>><</link>> <</if>> <br> <</if>> <<if $farm_stage gte 9>> <<farmicon "lab">><<link [[Lab (0:01)|Farm Still]]>><<pass 1>><</link>> <br> <</if>> <<if $farm.woodland gte 1>> <<foresticon>><<link [[Woodland (0:05)|Farm Woodland]]>><<pass 5>><</link>> <br> <</if>> <<if $farm_stage gte 7 and !$farm_kennel>> <<farmicon "kennel">><<link [[Kennel (0:03)|Farm Kennel]]>><<pass 3>><</link>> <br> <</if>> <<if $farm.parasitebarn gte 1>> <<containersLink>> <</if>> <br> <<farm_work>> <<if $farm_stage gte 7>> <<if $farm.steed>> <<steedicon>><<link [[Saddle a steed|Farm Saddle]]>><</link>> <br> <<else>> <<steedicon>><<link [[Saddle a steed (0:10)|Farm Steed]]>><<pass 10>><</link>> <br> <</if>> <</if>> <<farmicon>><<link [[Leave|Farmland]]>><</link>> <br> <<if numberOfEarSlime() and $daily.slimeFarmNaked is undefined>> <<set $daily.slimeFarmNaked to false>> <</if>> <</if>> <</if>><<effects>> Following the slime's command, you find a spot where you think your clothes will be safe and strip before heading to work. <<undressclothes "farmHidingSpot">><<set $slimeFarmNakedStored to true>><<set $daily.slimeFarmNaked to true>> <<if $farm_stage gte 7>><<set $farm_naked to 1>><</if>> <br><br> <<link [[Next|Farm Work]]>><</link>><<effects>> <<if $earSlime.corruption gte (currentSkillValue('willpower') / 10) and !$earSlime.defyCooldown>> <<if hasSexStat("exhibitionism", 4) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> You try to ignore the slime but feel a jolt of pain as it punishes you for defiance. However, <span class="red">you fail</span> to resist its influence.<<ggwillpower>><<willpower 3>> <br><br> Following the slime's command, you find a spot where you think your clothes will be safe and strip before heading to work. <<undressclothes "farmHidingSpot">><<set $slimeFarmNakedStored to true>><<set $daily.slimeFarmNaked to true>> <<if $farm_stage gte 7>><<set $farm_naked to 1>><</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <<else>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You try to ignore the slime but feel a jolt of pain as it punishes you for defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You try to ignore the slime but feel a jolt of pain as it punishes you for defiance. You feel it try, <span class="green">but fail,</span> to force you to expose yourself.<<gwillpower>><<willpower 1>> <</if>> <<set $daily.slimeFarmNaked to false>> <br><br> <<link [[Next|Farm Work]]>><</link>> <</if>><<effects>> <<if $farm_naked_alex is 1 and hasSexStat("exhibitionism", 5)>> <<unset $farm_naked_alex>> <<npc Alex>><<person1>> <<flaunting>> you step out from your hiding place, just as Alex enters the yard. "Thanks for he—" <<he>> begins, before looking your way and cutting off. <br><br> <<if $worn.lower.exposed gte 1 or $worn.upper.exposed gte 1 and $player.gender_appearance isnot "m">> <<if $speech_attitude is "meek">> "I-Is something wrong?" you ask. "I was worried about my clothes tearing, so I decided to wear less." <<elseif $speech_attitude is "bratty">> "Eyes are up here," you say. "Didn't want my clothes ruined, but that doesn't mean you can look as you please." <<else>> "I don't mean to startle," you say. "But I was worried about my clothes tearing." <</if>> <<else>> <<if $speech_attitude is "meek">> "I-Is something wrong?" you ask. "I'm fed up with changing wet clothes all the time." <<elseif $speech_attitude is "bratty">> "Eyes are up here," you say. "My clothes will only get wet again. I'll soldier through." <<else>> "I don't mean to startle," you say. "But I'm fed up with having to change wet clothes all the time." <</if>> <</if>> <<exhibitionism5>> Alex looks away again, blushing. "A-Alright," <<he>> stammers. "J-Just be careful." <<He>> continues in a hurry, but you suspect <<he>> will be sneaking glances later. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $farm_naked_alex is 1>> <<unset $farm_naked_alex>> <<npc Alex>><<person1>> <<embarrassment>> Despite that you step out from your hiding place, just as Alex enters the yard. "Thanks for he—" <<he>> begins, before looking your way and cutting off. <<stress 10>><<gstress>><<trauma 10>><<gtrauma>> <br><br> <<if $worn.lower.exposed gte 1 or $worn.upper.exposed gte 1 and $player.gender_appearance isnot "m">> <<if $speech_attitude is "meek">> "I-Is something wrong?" you ask. "I was worried about my clothes tearing, so I decided to wear less." <<elseif $speech_attitude is "bratty">> "Eyes are up here," you say. "Didn't want my clothes ruined, but that doesn't mean you can look as you please." <<else>> "I don't mean to startle," you say. "But I was worried about my clothes tearing." <</if>> <<else>> <<if $speech_attitude is "meek">> "I-Is something wrong?" you ask. "I'm fed up with changing wet clothes all the time." <<elseif $speech_attitude is "bratty">> "Eyes are up here," you say. "My clothes will only get wet again. I'll soldier through." <<else>> "I don't mean to startle," you say. "But I'm fed up with having to change wet clothes all the time." <</if>> <</if>> Alex looks away again, blushing. "A-Alright," <<he>> stammers. "J-Just be careful." <<He>> continues in a hurry, but you suspect <<he>> will be sneaking glances later. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<elseif $exhibitionism lt 75>> <<embarrassment>> Despite that you step out from your hiding place, ready for work. Alex walks by, and pretends not to look. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<flaunting>> you step out from your hiding place, ready for work. Alex walks by, and pretends not to look. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<npc Alex>><<person1>> You sneak up to Alex, though you keep yourself hidden behind a bush. <<if $speech_attitude is "meek">> "A-Alex," you squeak. "I had an accident. D-do you have something I can dry with?" <<elseif $speech_attitude is "bratty">> "Hey," you shout. "Alex. Got anything I can dry with?" <<else>> "Alex," you say. "I've had an accident. Do you have anything I could dry with?" <</if>> <<exhibitionism1>> Alex turns, looks perplexed for a moment, then laughs. "You got yourself wet? Don't worry. I'll get you something." <br><br> You follow <<him>> to the farmhouse. Alex need only turn to see your <<lewdness>>, but <<he>> doesn't take advantage. "Wait here," <<he>> says as <<he>> climbs the stairs. "I'll chuck something down." <br><br> <<link [[Next|Farm Alex Dry 2]]>><</link>> <br><<effects>> A towel drops down the stairwell, and you dry yourself in the kitchen. You hear Alex come down the stairs. <<He>> asks if you're decent before entering. <<if Weather.precipitation is "rain" and (!$worn.head.type.includes("rainproof") || !$worn.handheld.type.includes("rainproof"))>> "Get yourself a Sou'wester's if the rain's bothering you," <<he>> says. "They work a treat. I'd best get back to work." <<else>> "Did you fall in the river?" <<he>> laughs. "You go careful. I'd best get back to work." <</if>> <br><br> <<dry>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> <<npc Alex>><<person1>> You sneak up to Alex, though you keep yourself hidden behind a bush. <<if $speech_attitude is "meek">> "A-Alex," you squeak. "I had an accident. D-do you have any clothes I could wear?" <<elseif $speech_attitude is "bratty">> "Hey," you shout. "Alex. Got anything I can wear?" <<else>> "Alex," you say. "I've had an accident. Do you have any clothes I could wear?" <</if>> <<exhibitionism1>> Alex turns, looks perplexed for a moment, then laughs. "You got yourself in a bother? Don't worry. I'll get you something." <br><br> You follow <<him>> to the farmhouse. Alex need only turn to see your <<lewdness>>, but <<he>> doesn't take advantage. "Wait here," <<he>> says as <<he>> climbs the stairs. "I'll chuck something down." <br><br> <<link [[Next|Farm Alex Clothes 2]]>><</link>> <br><<effects>> A bundle falls down the stairwell. <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> It's a checkered shirt.<<upperwear 33>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> A smaller bundle follows. A pair of denim shorts.<<lowerwear 31>> <<elseif playerBellySize() gte 8>> Another bundle thumps to the ground in front of you. A pair of sweatpants.<<lowerwear 67>> <<else>> Another bundle thumps to the ground in front of you. A pair of jeans.<<lowerwear 22>> <</if>> <<elseif $worn.upper.type.includes("naked")>> It's a checkered shirt.<<upperwear 33>> <<else>> <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> It's a pair of denim shorts.<<lowerwear 31>> <<elseif playerBellySize() gte 8>> It's a pair of sweatpants.<<lowerwear 67>> <<else>> It's a pair of jeans.<<lowerwear 22>> <</if>> <</if>> <<if $upperwetstage gte 1 or $lowerwetstage gte 2>> A rolled up towel follows. "Something to dry with," Alex shouts. <<dry>> <</if>> <br><br> You get dressed in the kitchen. You hear Alex come down the stairs. <<He>> asks if you're decent before entering the kitchen. <<if C.npc.Alex.dom gte $npcdomhigh and C.npc.Alex.lust gte 10>> <<His>> eyes traverse your body. "A little tight, maybe," <<he>> says. "Come on. We need to get back to work." <<else>> "Fits well," <<he>> says. "Come on. We need to get back to work." <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You walk around the edge of the farm. <<if $farm.wall gte 4>> It is surrounded by a stone wall that serves as a foundation for a tall metal fence. The top menaces with barbed wire. <<elseif $farm.wall is 3>> It is surrounded by a stone wall that serves as a foundation for a tall metal fence. <<elseif $farm.wall is 2>> It is surrounded by a stone and cement wall, which looks much older in places. <<elseif $farm.wall is 1>> It is surrounded by a stone wall, which looks much older in places. <<else>> Most of it is bordered by a wooden fence, which gives way to an ancient stone wall in places. You find traces of the stone elsewhere, as if it once surrounded the whole farm. <</if>> <br><br> A great hedge shields most of the fields from the forest beyond, though some are bordered instead by a river. The lands around the farm are wild. You're not sure if they've ever been cultivated. <br><br> <<if $farm_work.fence_damage gte 10>> The damage is extensive. <span class="red">It looks deliberate.</span> <<elseif $farm_work.fence_damage gte 5>> <span class="pink">The damage is extensive, as if it were deliberate.</span> <<elseif $farm_work.fence_damage gte 1>> <span class="purple">The wall and fence are in need of repair.</span> <<else>> Everything seems to be in order. <</if>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> <<if Weather.isSnow>> <<wearProp "shovel">> You grab a shovel and begin shovelling snow off the yard. It's hard work, but you manage to clear it in good time. <<else>> <<wearProp "broom">> You grab a broom and begin sweeping the yard of fallen leaves. It's hard work, but you manage to gather them into a neat pile before shovelling them into the compost. <</if>> <br><br> <<if dangerEvent()>> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> You're just finishing up, when something leaps from the pile of <<if Weather.isSnow>>snow<<else>>leaves<</if>>!<<gstress>><<stress 6>> <br><br> <<if hasSexStat("deviancy", 4)>> <<link [[Stand still|Farm Yard Stand Still]]>><<handheldon>><</link>><<deviant4>> <br> <</if>> <<link [[Dodge|Farm Yard Dodge]]>><</link>><<handheldon>><<dancedifficulty 1 1200>> <br> <<link [[Whack it with the shovel|Farm Yard Whack]]>><<handheldon>><<wearProp "shovel">><</link>><<physiquedifficulty 1 24000>> <br> <<link [[Scream|Farm Yard Scream]]>><<handheldon>><</link>><<gdom "Alex">> <br> <<if $farm_stage gte 10 and $lurkers_held lt 1>> <<link [[Hurl net|Farm Yard Hurl net]]>><<handheldon>><</link>><<dancedifficulty 1 1200>><<athleticsdifficulty 0 1200>> <br> <</if>> <<else>> Something darts from the pile of <<if Weather.isSnow>>snow<<else>>leaves<</if>>, startling you.<<gstress>><<stress 6>> <br><br> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br> <</if>> <<else>> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br> <</if>><<effects>> You release the chickens from their coop, then enter to clean up. It's large enough to stand in, with a wire fence surrounding an outdoor area. <br><br> <<if dangerEvent()>> <<farm_gen dog>> <<if $monster is 1 or $settings.bestialityEnabled>> <<if $farm_work.dog.monster is true>> <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>> <<else>> <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>> <</if>> You hear movement behind you. Before you can turn to investigate, something leaps on you from behind. You drop to your knees, clutching the wire fence for support. <br><br> <<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].sleeve_img is 1>> You feel a tugging at your wrists. Several chickens have poked their beaks through the gaps in the wire and are grasping your sleeves. Your arms are held in place. <br><br> <<bindtemp>> <<set $phase to 1>> <<else>> <<set $phase to 0>> <</if>> <<link [[Next|Farm Coop Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You hear a click behind you. The wind blew the door shut. It's stuck. You manage to pull it open, but not before worrying that you'll need to call for help.<<stress 6>><<gstress>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>> <<else>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<outfitChecks>> The chickens follow as you retrieve a sack of grain from the shed beside the yard. <<if dangerEvent() and $exposed lte 0>> <<if _bottom.outfitSecondary is undefined>> <<set _broken to true>> <<elseif _bottom.outfitSecondary[1] is "broken" or _bottom.outfitSecondary[1] is "split">> <<set _broken to true>> <</if>> <<if _broken>> One jumps and latches onto your _bottom.name with its beak, <span class="purple">tugging it down your legs and revealing your <<undies>>.</span> You lean down to grab it, but this puts the heavy sack in range of the birds. Yet other chickens start pulling at your _bottom.name. You hear the fabric tear.<<gstress>><<stress 6>> <br><br> <<lowerstrip>> <<link [[Risk the sack and retrieve your bottoms|Farm Chickens Retrieve]]>><</link>><<difficulty 50>> <br> <<link [[Lure the chickens away from your bottoms|Farm Chickens Leave]]>><</link>> <br> <<if $submissive lte 500>> <<link [[Roar|Farm Chickens Roar]]>><<def 1>><</link>><<defianttext>> <br> <</if>> <<else>> <<set _bottom.integrity -= 15>> <<if _bottom.integrity lte 0>> One jumps and latches onto your _bottom.name with its beak. It hangs there for a moment, until gravity tears it free, your <span class="pink">_bottom.name still in its grasp</span>. <<integritycheck>><<exposure>><<gstress>><<stress 6>> <br> You almost drop the sack in your haste to cover your <<lewdness>>, but there's no one else around. <br><br> <<if $exposed gte 2 and hasSexStat("exhibitionism", 2)>> <<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist2>> <br> <<elseif $exposed is 1>> <<link [[Finish the job|Farm Chickens Finish]]>><</link>><<exhibitionist1>> <br> <</if>> <<link [[Find something to cover with (0:10)|Farm Chickens Cover]]>><<pass 10>><<farm_count 10>><</link>> <br> <<else>> One jumps and latches onto your _bottom.name with its beak. You hear the fabric tear as you shake it free. <br><br> You finish feeding the chickens, and return the sack to the shed. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <</if>> <<else>> They break away as you scatter it. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You herd the chickens into their coop, then perform a head count to make sure you got them all. <<if dangerEvent()>> You're missing one. <br><br> <<link [[Look for it (0:10)|Farm Chickens Look]]>><<pass 10>><<farm_count 10>><</link>> <br> <<if $cat gte 6>> <<link [[Hunt it|Farm Chickens Hunt]]>><<set $catbuild += 1>><</link>><<cat>> <br> <</if>> <<link [[It'll be fine|Farm Chickens Fine]]>><<farm_yield -1>><</link>><<lfarm>> <br> <<else>> Satisfied, you shut and lock the door. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You enter the sty, and release the <<farm_text_many pig>>. They walk down the aisle without prompting. You open the gate at the far end, letting them into a small pen outside. <br><br> <<if dangerEvent()>> <!-- Modified for monster people --> <<if $settings.bestialityEnabled or $farm_work.pig.monster is true>> <<if $farm_work.pig.monster is true>> The last grasps your hair, and tries to force you to the ground. <<else>> The last rears on its hind legs, and tries to force you to the ground. <</if>> <br><br> <<link [[Scold|Farm Pigs Scold]]>><</link>><<tendingdifficulty 1 600>> <br> <<link [[Shove <<farm_him pig>> away|Farm Pigs Shove]]>><</link>><<physiquedifficulty 1 12000>> <br> <<link [[Endure|Farm Pigs Endure]]>><<trauma 6>><<stress 6>><<farm_pigs -1>><</link>><<lrespect>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Give <<farm_him pig>> a hand|Farm Pigs Hand]]>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> <<else>> The <<farm_text_many pig>> seem agitated. It's a little scary.<<gstress>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<npc Alex>><<person1>> <<alexRemyTattoosCheck "chores">> <<wearProp "bucket">> You find Alex crossing the yard, a heavy bucket in each hand. <<if $speech_attitude is "meek">> "C-can I help?" you ask. <<elseif $speech_attitude is "bratty">> You reach for one of the buckets. "Let me help," you say. <<else>> "Do you need a hand?" you ask. <</if>> <br><br> Alex smiles as you take the bucket. "Thanks. Will be faster with both of us." <br><br> You help Alex carry feed across the yard, spilling it over the fence and into the troughs. <<if $farm_work.pigs_fed gte 6>> The <<farm_text_many pig>> eat the feed with gusto, but by the end<span class="green"> lie on their sides, content.</span> <<else>> <span class="blue">The <<farm_text_many pig>> devour the feed. Seems they're still hungry.</span> <</if>> <br><br> <<if dangerEvent()>> "Down!" Alex says behind you. You turn. One of the <<farm_text pig>>s has grasped Alex's <<if $pronoun is "f">>skirt<<else>>shorts<</if>> in <<farm_his pig>> <<= $farm_work.pig.monster is true ? "mouth" : "hands">>. <br><br> <<link [[Scold the <<farm_text pig>>|Farm Pigs Alex Scold]]>><<handheldon>><</link>><<tendingdifficulty 1 600>> <br> <<link [[Watch|Farm Pigs Alex Watch]]>><<handheldon>><<npcincr Alex lust 1>><<arousal 600>><</link>><<glust>><<garousal>> <br> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>><<wearProp "bucket">> <<if currentSkillValue('physique') gte 16000>> You pour feed into a couple of buckets and traipse across the field. The buckets are heavy, <span class="green">but no trouble for someone of your strength.</span><<set $farm_work.pigs_fed += 1>><<physique 2>> <br><br> <<else>> You pour feed into a couple of buckets and traipse across the field. Your arms ache by the time you arrive at the sty.<<physique 2>> <br><br> <</if>> <<pass 20>> You empty the buckets in the troughs. <<if $farm_work.pigs_fed gte 6>> The <<farm_text_many pig>> eat the feed with gusto, but by the end<span class="green"> lie on their sides, content.</span> <<else>> <span class="blue">The <<farm_text_many pig>> devour the feed. Seems they're still hungry.</span> <</if>> <br><br> <<outfitChecks>> <<if dangerEvent() and _bottom and ($settings.bestialityEnabled or $farm_work.pig.monster is true)>> <!-- Modified for Monster People --> <<if $farm.beasts.pigs lte -20 and $rng gte 51>> Something catches your hair as you turn away from the trough. One of the <<farm_text pig>>s has reached over the fence. <<if $farm_work.pig.monster is true>>"You're not finished here," <<farm_he pig>> says. <</if>><<farm_He pig>> tries to pull you inside. <br><br> <<link [[Scold|Farm Pigs Feed Extreme Scold]]>><<handheldon>><</link>><<tendingdifficulty 1 1100>> <br> <<link [[Call for help|Farm Pigs Feed Extreme Help]]>><<handheldon>><<npcincr Alex dom 1>><<farm_pigs -1>><</link>><<gdom "Alex">><<lrespect>> <br> <<else>> Something catches your _bottom.name as you turn away from the trough. One of the <<farm_text pig>>s has stuck <<farm_his pig>> <<= $farm_work.pig.monster is true ? "head" : "snout">> through the fence, and grasps your clothing in <<farm_his pig>> mouth. <br><br> <<link [[Scold|Farm Pigs Feed Scold]]>><<handheldon>><</link>><<tendingdifficulty 1 600>> <br> <<link [[Call for help|Farm Pigs Feed Help]]>><<npcincr Alex dom 1>><<farm_pigs -1>><<handheldon>><</link>><<gdom "Alex">><<lrespect>> <br> <</if>> <<else>> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br> <</if>><<effects>> You herd the <<farm_text_many pig>> back into the sty. Some of them seem reluctant to move, and need cajoling. <<if dangerEvent() and ($settings.bestialityEnabled or $farm_work.pig.monster is true)>> You manage to get the last to stand. You're leading <<farm_him pig>> inside when <<farm_he pig>> <<= $farm_work.pig.monster is true ? "grasps your arms" : "rears on its hind legs">> and tries to force you to the ground. <br><br> <<link [[Scold|Farm Pigs Scold]]>><</link>><<tendingdifficulty 1 600>> <br> <<link [[Shove <<farm_him pig>> away|Farm Pigs Shove]]>><</link>><<physiquedifficulty 1 12000>> <br> <<link [[Endure|Farm Pigs Endure]]>><<trauma 6>><<stress 6>><<farm_pigs -1>><</link>><<lrespect>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Give <<farm_him pig>> a hand|Farm Pigs Hand]]>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> <<else>> You manage to get the last to stand, and lead <<farm_him pig>> inside. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You open each stall, releasing the <<farm_text_many horse>> within. They know where they're going, but you lead them down the lane and open the gate to the field. <br><br> <<if dangerEvent() and $settings.horsesEnabled>> <!-- Modified for Monster People --> <<if $settings.bestialityEnabled or $farm_work.pig.monster is true>> Most run by, eager to stretch their legs, but a couple hang back. <<if $farm_work.horse.monster is true>> One of them steps in front of you, and pushes you away from the gate. "We don't appreciate being penned up," <<farm_he horse>> says as a pair of powerful hands grasp your shoulders from behind. "How's about you give us a little something by way of apology?" <br><br> The hands travel down your arms, pinning them to your side as the centaur in front runs a finger down your chest.<<gstress>><<stress 6>> <br><br> <<link [[Scold|Farm Horses Scold]]>><</link>><<tendingdifficulty 1 800>> <br> <<link [[Call Alex|Farm Horses Alex]]>><<farm_horses -1>><<npcincr Alex dom 1>><</link>><<lrespect>><<gdom "Alex">> <br> <<link [[Endure|Farm Horses Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<else>> One of them shoves you away from the gate with its nose, while another blocks your escape.<<gstress>><<stress 6>> <br><br> <<if $farm.beasts.horses lte -20>> <<link [[Scold|Farm Horses Scold]]>><</link>><<tendingdifficulty 1 1200>> <br> <<else>> <<link [[Scold|Farm Horses Scold]]>><</link>><<tendingdifficulty 1 800>> <br> <</if>> <<link [[Call Alex|Farm Horses Alex]]>><<farm_horses -1>><<npcincr Alex dom 1>><</link>><<lrespect>><<gdom "Alex">> <br> <<link [[Endure|Farm Horses Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <</if>> <<else>> They run by, eager to stretch their legs. One jostles you as it passes, knocking you to the ground.<<gpain>><<pain 4>><<gstress>><<stress 6>> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> They run by, eager to stretch their legs. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>><<wearProp "brush">> <<if $rng gte 51>> You approach a <<farm_text horse>>, brush in hand. <<if $farm.beasts.horses gte 5>> <<farm_He horse>> runs towards you, eager. <<else>> <<farm_He horse>> watches you warily. <</if>> <br><br> <<farm_brush>> <<else>> The <<farm_text_many horse>> run around the field. You shout to one, telling <<farm_him horse>> to stop, but <<farm_he horse>>'s enjoying it too much. <br><br> <<link [[Chase|Farm Horses Chase]]>><<tiredness 2>><</link>><<athleticsdifficulty 1 1000>><<gtiredness>> <br> <!-- Modified for Monster People --> <<if hasSexStat("deviancy", 2) and $settings.horsesEnabled and ($settings.bestialityEnabled or $farm_work.horse.monster is true)>> <<link [[Seduce|Farm Horses Seduce]]>><</link>><<deviant2>> <br> <</if>> <<link [[Wait (0:20)|Farm Horses Wait]]>><<pass 20>><<farm_count 20>><<farm_horses -1>><</link>><<lrespect>> <br> <</if>><<effects>> You approach a <<farm_text horse>>. You take <<farm_his horse>> bridle in hand and lead <<farm_him horse>> to the corner of the field, a spot shielded from view by the encroaching woodland. You're far enough that no one on the main farm should be able to hear you. <br><br> <<link [[Use your hands (0:05)|Farm Horses Lewd Hands]]>><<pass 5>><<farm_count 5>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>><<handskill 5>><<set $handstat += 1>><<set $handejacstat += 1>><</link>><<deviant3>><<gfarm>><<ghandskill>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Use your mouth (0:05)|Farm Horses Lewd Mouth]]>><<pass 5>><<farm_count 5>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>><<oralskill 5>><</link>><<deviant4>><<gfarm>><<goralskill>> <br> <</if>> <<if hasSexStat("deviancy", 5)>> <<link [[Let <<farm_him horse>> mount you|Farm Horses Lewd Mount]]>><</link>><<deviant5>> <br> <</if>> <br><br> <<link [[Walk away|Farm Work]]>><</link>> <br><<effects>> You drop to your knees beside the <<farm_text horse>>, and observe <<farm_his horse>> <<if $farm_work.horse.genitals is "vagina">>equine pussy<<else>>huge penis<</if>>. You reach out, and touch it. <<deviancy3>> <<if $farm_work.horse.monster is true>> "I like how you think," the <<farm_text horse>> says. "No need to be gentle." <<else>> <</if>> <<if $farm_work.horse.genitals is "vagina">> You rub with both hands, pushing your fingers inside. You shift your body so you can get a better angle. <<else>> You take <<farm_his horse>> length in both hands, and feel <<farm_him horse>> erect beneath your touch. You rub, shifting your body to a better angle. <</if>> <br><br> <<if currentSkillValue("handskill") gte random(1, 1000)>> <<farm_He horse>> starts bucking against your hands, <span class="green">but you manage to keep up.</span> <<farm_He horse>> moves faster, until <<farm_his horse>> whole body shudders in orgasm. <<if $farm_work.horse.genitals is "penis">> Semen shoots from <<farm_his horse>> penis, pooling on the grass below. <</if>> <br><br> You give <<farm_him horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<farm_He horse>> starts bucking against you. It's difficult to keep up. <br><br> <<link [[Keep going (0:10)|Farm Horses Lewd Hands 2]]>><<pass 10>><<farm_count 10>><</link>> <br> <</if>><<effects>> You keep it up, until the <<farm_text horse>> shudders in orgasm. <<if $farm_work.horse.genitals is "penis">> Semen shoots from <<farm_his horse>> penis, pooling on the grass below. <</if>> <br><br> You give <<farm_him horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You drop to your knees beside the <<farm_text horse>>, and observe <<farm_his horse>> <<if $farm_work.horse.genitals is "vagina">>equine pussy<<else>>huge penis<</if>>. You lean forward, tongue first, and lick. <<deviancy4>> <<if $farm_work.horse.monster is true>> "I was hoping you'd do that," the <<farm_text horse>> says. <<else>> <</if>> <<if $farm_work.horse.genitals is "vagina">> You wiggle your tongue inside. It was meant for something much larger, so you compensate with dexterity, wriggling this way and that, trying to find a weak spot. <<else>> You run your tongue along its length, feeling <<farm_his horse>> cock erect with each pulse. There's no way you could fit something so large in your mouth, but your tongue gives it as much attention as it can. <</if>> <br><br> <<if currentSkillValue("oralskill") gte random(1, 1000)>> <<farm_He horse>> starts bucking against your face. You grasp <<farm_his horse>> hind legs, <span class="green">and manage to remain steady.</span> <<farm_He horse>> moves faster, until <<farm_his horse>> whole body shudders in orgasm. <<if $farm_work.horse.genitals is "penis">> Semen shoots from <<farm_his horse>> penis, splattering over your face and dripping on your <<breasts>>. <<bodyliquid "face" "semen">><<bodyliquid "chest" "semen">><<faceejacstat>><<ejacstat>> <</if>> <br><br> You give the <<farm_text horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<farm_He horse>> starts bucking against your face, which makes things harder. <br><br> <<link [[Keep going (0:10)|Farm Horses Lewd Mouth 2]]>><<pass 10>><<farm_count 10>><</link>> <br> <</if>><<effects>> Despite the difficulty, you persevere until the <<farm_text horse>>'s body shudders in orgasm. <<if $farm_work.horse.genitals is "penis">> Semen shoots from <<farm_his horse>> penis, splattering over your face and dripping on your <<breasts>>. <<bodyliquid "face" "semen">><<bodyliquid "chest" "semen">><<faceejacstat>><<ejacstat>> <</if>> <br><br> You give <<farm_him horse>> a moment to recover, then lead <<farm_him horse>> back to the field, a healthy spring in <<farm_his horse>> step. <br><br> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> You bend over a bale of hay, and pull the <<farm_text horse>> until <<farm_he horse>> stands over you. Instinct takes over from there.<<deviancy5>> <<link [[Next|Farm Horses Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<if $farm_work.horse.monster is true>> <<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals monster>> <<else>> <<beastNEWinit 1 horse $farm_work.horse.gender $farm_work.horse.genitals beast>> <</if>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if $farm_work.horse.genitals is "penis">> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<set $position_lock to 1>> <<prop haybale>> <<farm_trust horses>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Horses Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Horses Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> You hold the <<farm_text horse>>'s bridle as <<farm_he horse>> shakes above you. You climb off the hay bale.<<gfarm>><<farm_yield 1>><<set $farm_work.horses_satisfied += 1>> <br><br> <<clotheson>> <<tearful>> you lead <<farm_him horse>> back to the field. <<farm_He horse>> has a spring in <<farm_his horse>> step. <br><br> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<farm_text horse>> flees back to the field. <br><br> <<tearful>> you climb off the hay bale. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<if $farm_work.horse.monster is true>> "You're such a tease," the centaur says. <<farm_He horse>> turns and runs back to the field. <<else>> The <<farm_text horse>> neighs in frustration, and runs back to the field. <</if>> <br><br> <<tearful>> you climb off the hay bale. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You call the <<farm_text_many horse>>, and lead them from the field. They seem happy enough to leave. <br><br> <<if dangerEvent()>> You lock each one in their stall for the night. The last decides to be difficult, and insists on remaining outside. <<farm_He horse>>'s too big to move by force. <br><br> <<link [[Encourage|Farm Horses In Encourage]]>><</link>><<tendingdifficulty 1 800>> <br> <<link [[Call Alex|Farm Horses In Alex]]>><<npcincr Alex dom 1>><<farm_horses -1>><</link>><<lrespect>><<gdom "Alex">> <br> <!-- Modified for Monster People --> <<if hasSexStat("deviancy", 2) and $settings.horsesEnabled and ($settings.bestialityEnabled or $farm_work.horse.monster is true)>> <<link [[Seduce|Farm Horses In Seduce]]>><</link>><<deviant2>> <</if>> <br> <<else>> You lock each one in their stall for the night. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You open the barn doors, and release the <<farm_text_many cattle>> from their pens. They trot to the field without prompting. <br><br> <<outfitChecks>> <<if dangerEvent() and _top>> <<set _top.integrity -= 10>> <<if _top.integrity lte 0>> One snags your _top.name with <<farm_his cattle>> horn as <<farm_he cattle>> passes, <span class="pink">tearing <<it _top.slot>> from your body.</span> <<integritycheck no_text>><<exposure>> <<covered>> The <<farm_text cattle>> continues with the tattered remains dangling over <<farm_his cattle>> face. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> One snags your _top.name with <<farm_his cattle>> horn as <<farm_he cattle>> passes, leaving <<it _top.slot>> worse for wear. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> You enter the cattle barn. <<if $farm.barn gte 1>> A large, glowing milking machine sits in the middle. <<else>> A large milking machine sits in the middle. <</if>> The <<farm_text_many cattle>> prefer to be milked by hand, but the machine can milk six at once. <br><br> <<farm_milk_actions>><<effects>> You lead the <<farm_text_many cattle>> into the barn, and strap them into the machine. <<if $settings.bestialityEnabled or $farm_work.cattle.monster is true>> <<if $cattle_milked lte 6>> <<if $farm_work.cattle.monster_roll is true and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<if $farm_work.cattle.gender_plural is "m">> <<if $settings.maleNPCVaginaChance gte 100>> Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their nipples. <<else>> Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their cocks. <</if>> You remind yourself that there's nothing lewd about this. The bullboys moo in anticipation. <<elseif $farm_work.cattle.gender_plural is "f">> <<if $settings.femaleNPCPenisChance gte 1>> Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their breasts and cocks. <<else>> Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their breasts. <</if>> You remind yourself that there's nothing lewd about this. The cowgirls moo in anticipation. <<else>> Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their breasts and cocks. You remind yourself that there's nothing lewd about this. The cowgirls and bullboys moo in anticipation. <</if>> <<else>> <<if $farm_work.cattle.gender_plural is "m">> Alex gave you simple instructions, but you hesitate when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The bulls moo in anticipation. <<elseif $farm_work.cattle.gender_plural is "f">> Alex gave you simple instructions, but you find the process awkward. The cows moo in anticipation as you attach the tubes to their udders. <<else>> Alex gave you simple instructions. The udders are awkward enough, but you hesitate when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The cattle moo in anticipation. <</if>> <</if>> <<elseif $cattle_milked lte 1200>> <<if $farm_work.cattle.monster_roll is true and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<if $farm_work.cattle.gender_plural is "m">> <<if $settings.maleNPCVaginaChance gte 100>> You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their nipples. <<else>> You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their cocks. <</if>> You remind yourself that there's nothing lewd about this. The bullboys moo in anticipation. <<elseif $farm_work.cattle.gender_plural is "f">> <<if $settings.femaleNPCPenisChance gte 1>> You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their breasts and cocks. <<else>> You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their breasts. <</if>> You remind yourself that there's nothing lewd about this. The cowgirls moo in anticipation. <<else>> You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their breasts and cocks. You remind yourself that there's nothing lewd about this. The cowgirls and bullboys moo in anticipation. <</if>> <<else>> <<if $farm_work.cattle.gender_plural is "m">> You think you're getting the hang of things, but you still look away when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The bulls moo in anticipation. <<elseif $farm_work.cattle.gender_plural is "f">> You think you're getting the hang of things. The cows moo in anticipation as you attach the tubes to their udders. <<else>> You think you're getting the hang of things. The udders are easy enough, but you hesitate when it comes time to attach the suction tubes to their cocks. You remind yourself that there's nothing lewd about this. The cattle moo in anticipation. <</if>> <</if>> <<else>> <<if $farm_work.cattle.monster_roll is true and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<if $farm_work.cattle.gender_plural is "m">> <<if $settings.maleNPCVaginaChance gte 100>> You daydream as you attach the suction tubes to their nipples, your practised hands moving automatically. <<else>> You daydream as you attach the suction tubes to their cocks, your practised hands moving automatically. <</if>> The bullboys moo in anticipation. <<elseif $farm_work.cattle.gender_plural is "f">> <<if $settings.femaleNPCPenisChance gte 1>> You daydream as you attach the suction tubes to their breasts and cocks, your practised hands moving automatically. <<else>> You daydream as you attach the suction tubes to their breasts, your practised hands moving automatically. <</if>> The cowgirls moo in anticipation. <<else>> You daydream as you attach the suction tubes to their breasts and cocks, your practised hands moving automatically. The cowgirls and bullboys moo in anticipation. <</if>> <<else>> <<if $farm_work.cattle.gender_plural is "m">> You daydream as you attach the suction tubes to their cocks, your practised hands moving automatically. The bulls moo in anticipation. <<elseif $farm_work.cattle.gender_plural is "f">> You daydream as you attach the suction tubes to their udders, your practised hands moving automatically. The cows moo in anticipation. <<else>> You daydream as you attach the suction tubes to their udders and cocks, your practised hands moving automatically. The cattle moo in anticipation. <</if>> <</if>> <</if>> <<else>> The cattle moo in anticipation. <</if>> <br><br> The milking machine works fast, and soon finishes gathering fluid. You release the <<farm_text_many cattle>>, and they trot away. <br><br> <<farm_milk_actions>><<effects>> <<if $monster is 1>> You lead a <<beasttype>> into the barn and sit on a stool beside <<bhim>>. <<bHe>> kneels over the bucket and moos in anticipation. <<if $NPCList[0].pronoun is "m">> <<if $NPCList[0].vagina isnot "none">> You pinch <<bhis>> nipples with both hands and squeeze. <<else>> You take <<bhis>> already-erect penis in both hands and get to work.<<handstat>><<handejacstat>> <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> You take <<bhis>> already-erect penis in one hand and a breast in the other, then get to work.<<handstat>><<handejacstat>> <<else>> You grasp <<bhis>> breasts in both hands and squeeze. <</if>> <</if>> <<else>> You lead the <<beasttype>> into the barn and sit on a stool beside it. It moos in anticipation. You take its <<if $NPCList[0].penis isnot "none">>already-erect penis<<else>>udders<</if>> in both hands and get to work. <</if>> <br><br> <<if $cattle_milked lte 6 or $deviancy lt 15>> It feels strange to get so hands-on. You remind yourself that there's nothing odd about this, but it's a hard feeling to shake. <<elseif $cattle_milked lte 1200 or $deviancy lt 35>> You're used to milking cattle, and the <<beasttype>> appreciates the attention. <<else>> You daydream as you work, your practised hands moving on their own. The <<beasttype>> appreciates the attention. <</if>> <<deviancy1>> You <<tendingtext>> squeeze and rub. <<switch $phase>> <<case 3>><<farm_count 3>> Three minutes later, <<case 4>><<farm_count 4>> Four minutes later, <<case 5>><<farm_count 5>> Five minutes later, <<case 10>><<farm_count 10>> Ten minutes later, <<case 15>><<farm_count 15>> Fifteen minutes later, <<case 20>><<farm_count 20>> Twenty minutes later, <<case 25>><<farm_count 25>> Twenty-five minutes later, <<default>><<farm_count 30>> Thirty minutes later, <</switch>> <<rng>> <<if $settings.watersportsEnabled and $NPCList[0].penis isnot "none" and $rng gte 96>> you notice the bucket is filling up with urine instead of milk. You throw it out. <<else>> you have a bucket full of <<beasttype>> milk. <</if>> <br><br> <<if $farm_work.cattle_text is undefined>> <<set $farm_work.cattle_text to 0>> <</if>> <<switch $farm_work.cattle_text>> <<case 0>> <<set $farm_work.cattle_text += 1>> The <<beasttype>> trots away. <<case 1>> <<set $farm_work.cattle_text += 1>> The <<beasttype>> licks your hand before trotting away.<<lstress>><<stress -1>> <<case 2>> <<set $farm_work.cattle_text += 1>> The <<beasttype>> needs cajoling before <<bhe>> will return to the field. <<case 3>> <<set $farm_work.cattle_text += 1>> The <<beasttype>> leaves in a hurry, eager to return to the field. <<case 4>> <<set $farm_work.cattle_text to 0>> The <<beasttype>> has some trouble finding the exit but soon trots back to the field. <</switch>> <br><br> <<endevent>> <<farm_milk_actions>><<effects>> <<pass 3>> <<set $consensual to 1>> <<if $monster is 1>> You lead a <<beasttype>> into the barn. <<bHe>> starts to kneel, but you interrupt. Instead, <<bhe>> watches with a puzzled expression as you <!-- Milk Chest --> <<if $pronoun is "f" or $NPCList[0].vagina isnot "none">> lean down to <<bhis>> chest. <br><br> You take <<bhis>> nipple into your mouth and suck on it. <<bHe>> moos in pleasure as sweet milk flows. You spit most into the bucket, but you can't help but swallow some.<<transform cat 1>> <!-- DG cowgirls get both milked --> <<if $NPCList[0].penis isnot "none">> <br><br> You drop to your knees next. <</if>> <<else>> kneel in front of <<bhim>> instead. <br><br> <</if>> <!-- Milk Penis --> <<if $NPCList[0].penis isnot "none">> <<bHis>> cock is already erect in anticipation. You take it into your mouth. <<if $player.virginity.oral is true>><span class="red">It tastes strange.</span><</if>> <<takeVirginity $NPCList[0].fullDescription "oral">><<oralstat>><<oralejacstat>><<ejacstat>><<animalsemenswallowedstat 15>> <br><br> You grasp <<bhis>> thighs for purchase as you bob your head back and forth. Thick <<beasttype>> cream surges into your mouth. You pull away from <<bhis>> cock and spit into the bucket, directing the rest of the flow the same way. The <<beasttype>> moos in pleasure, and you soon have the bucket filled. <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> You lead a bull into the barn and kneel beneath it. Its cock is already erect in anticipation. You take it into your mouth. <<if $player.virginity.oral is true>><span class="red">It tastes strange.</span><</if>> <<takeVirginity $NPCList[0].fullDescription "oral">><<oralstat>><<oralejacstat>><<ejacstat>><<animalsemenswallowedstat 15>> You grasp its hind legs for purchase as you bob your head back and forth. Thick bull cream surges into your mouth. You pull away from its cock and spit into the bucket, directing the rest of the flow the same way. The bull moos in pleasure, and you soon have the bucket filled. <<animalsemenswallowedstat 15>> <<else>> You lead a cow into the barn and kneel beneath it. You lean down and take one of its udders into your mouth. Thick, creamy milk flows into your mouth. You spit most into the bucket, but can't help but swallow some.<<transform cat 1>> <</if>> <</if>> <<deviancy4>> The <<beasttype>> trots away. <br><br> <<endevent>> <<farm_milk_actions>><<effects>> The <<farm_text_many dog>> help you herd the <<farm_text_many cattle>> into the barn. <br><br> <<if dangerEvent()>> <<if $farm.beasts.dogs gte 20>> The <<farm_text_many dog>> seem agitated, <span class="green">but a firm look is enough to keep them on target.</span> <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<if $farm.beasts.cattle gte 20>> The <<farm_text_many dog>> seem agitated. One growls and bares its teeth at you, <span class="green">until a <<farm_text cattle>> breaks from the herd and stands between you and the <<farm_text dog>> in a protective gesture.</span> <br><br> The <<farm_text_many dog>> leave you alone.<<grespect>><<farm_dogs 1>> <br><br> <<else>> The <<farm_text_many dog>> seem agitated, and growl at you along with the cattle.<<gstress>><<stress 6>> <br><br> <</if>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>> <<else>> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<effects>> <<npc Alex>><<person1>> <<set $daily.farmAlexShowerSpy to true>> You sneak up to the shed, and push the door open. <<promiscuity1>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<earnFeat "I Spy">> You peek through the gap, and see Alex. <<His>> eyes are shut, <span class="green">and <<he>> hasn't noticed you.</span> <br><br> <<if $NPCList[0].gender is "f">> <<if $NPCList[0].penis isnot "none">> Rivulets of water run down <<his>> toned body, flowing over <<his>> <<print $NPCList[0].breastsdesc>> and <<print $NPCList[0].penisdesc>> <<else>> Rivulets of water run down <<his>> <<print $NPCList[0].breastsdesc>>, and flow over the rest of <<his>> toned body<<if npcBellyVisible("Alex")>> and <<his>> baby bump<</if>>. <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> Rivulets of water run down <<his>> toned body, flowing over <<his>> <<print $NPCList[0].penisdesc>>. <<else>> Rivulets of water run down <<his>> toned body<<if npcBellyVisible("Alex")>> and <<his>> baby bump<</if>>. <</if>> <</if>> <<His>> face, arms and legs are much darker than parts protected from <<his>> days in the sun.<<garousal>><<arousal 600>> <br><br> <<if (npcIsPregnant("Alex") and C.npc.Alex.pregnancy.selfKnowledge is true) or npcBellyVisible("Alex")>> With <<his>> eyes still closed, Alex places <<his>> hands over <<his>> belly and gently starts to massage it. <<if pregnancyCountBetweenParents("Alex", "PC", true) is 0>> <<if npcBellyVisible("Alex")>> "You sure take up a lot of space for something so small," <<else>> "Me? A mother? This still feels so surreal," <</if>> <<else>> <<if pregnancyCountBetweenParents("Alex","pc",true) gte 1>> "Strangely, I've missed this feeling. This feeling of fullness," <<else>> "Hope you get along with your <<if childrenCountBetweenParents("Alex","pc") is 1>>sibling<<else>>siblings<</if>>," <</if>> <</if>> <<he>> says, as if talking with <<his>> unborn child. <br><br> <</if>> A draught blows through the gap in the door. Alex opens <<his>> eyes, but you're already gone. <<He>> shuts the door, none the wiser. <br><br> <<skulduggeryuse>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <<else>> <span class="red">The door slams shut before you see more than a sliver of bare skin.</span> "You perv," Alex shouts from behind the door. "Leave me to shower in peace."<<llove>><<ldom>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<glust>><<npcincr Alex lust 1>><<gstress>><<stress 6>> <br><br> <<skulduggeryuse>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if Weather.precipitation is "rain">> <<wearProp "shovel">> You endure the rain as you search for invasive weeds, digging them up at the roots before they can strangle the crops. <<elseif !Weather.isOvercast>> <<if $rng gte 51>> <<wearProp "shovel">> <<switch Time.dayState>> <<case "night">> The stars twinkle above you as you search for invasive weeds, digging them up at the roots before they can strangle the crops. <<case "dawn">> The morning sun peers over the horizon illuminating the surrounding farms. The rising sun makes your search for invasive weeds easier, digging them up at the roots before they can strangle the crops. <<case "dusk">> The sun begins to beat down over the horizon casting a looming shadow over you and the farm as you search for invasive weeds, digging them up at the roots before they can strangle the crops. <<default>> The sun beats down as you search for invasive weeds, digging them up at the roots before they can strangle the crops. <</switch>> <<else>> <<wearProp "watering can">> <<switch Time.dayState>> <<case "night">> The stars twinkle above you as you water the crops. <<case "dawn">> The rising sun shines in your face as you water the crops. <<case "dusk">> The sun lowers beneath the horizon casting a shadow over the farm as you water the crops. <<default>> The sun beats down as you water the crops. <</switch>> <</if>> <<elseif Weather.isSnow>> <<wearProp "shovel">> You endure the cold as you search for invasive weeds, digging them up at the roots before they can strangle the crops. <<else>> <<if $rng gte 51>> <<wearProp "shovel">> You search for invasive weeds, digging them up at the roots before they can strangle the crops. <<else>> <<wearProp "watering can">> You water the crops. <</if>> <</if>> <<if currentSkillValue('tending') gte 200>> You also examine them for pests and signs of disease. <<else>> You also examine the crops for pests. <</if>> <<tendingdifficulty 1 1000 true>> <<if $tendingSuccess>> It's hard work, <span class="green">but you make good time.</span><<set $farm_work.tending += 1>> <<else>> It's hard work, but you make progress. <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "alexFarmTendingAlone">> <</if>> <<if dangerEvent()>> <<handheldon>> <<farm_tending_events>> <<else>> <<link [[Next|Farm Work]]>><<handheldon>><</link>> <br> <</if>><<effects>> <<if Weather.precipitation is "rain">> You endure the rain as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops. <<elseif !Weather.isOvercast>> <<if $rng gte 51>> <<if Time.dayState is "night">> The stars twinkle above you as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops. <<else>> The sun beats down as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops. <</if>> <<else>> <<if Time.dayState is "night">> The stars twinkle above you as you help Alex water the crops. <<else>> The sun beats down as you help Alex water the crops. <</if>> <</if>> <<elseif Weather.isSnow>> You endure the cold as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops. <<else>> <<if $rng gte 51>> You help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops. <<else>> You help Alex water the crops. <</if>> <</if>> <<if currentSkillValue('tending') gte 200>> You also examine them for pests and signs of disease. <<else>> You also examine them for pests. <</if>> <<tendingdifficulty 1 1000 true>> <<if $tendingSuccess>> It's hard work, <span class="green">but you make good time.</span><<set $farm_work.tending += 1>> <<else>> It's hard work, but you make progress. <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "alexFarmTending">> <</if>> <<if dangerEvent()>> <<farm_tending_alex_events>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if Weather.precipitation is "rain">> You endure the rain as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <<elseif !Weather.isOvercast>> <<if Time.dayState is "night">> The stars twinkle above you as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <<else>> The sun beats down as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <</if>> <<elseif Weather.isSnow>> You endure the cold as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <<else>> You help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <</if>> <<if $rng gte 51>> There are young trees growing in places. Alex insists on digging them a new home near the surrounding woodland. <<else>> Some of the plants are rooted deep, and need to be dug out. <</if>> <br><br> <<if $farm.clearing gte 50>> You make good progress, <span class="blue">but there's still a long way to go.</span> <<elseif $farm.clearing gte 10>> You make good progress. <span class="lblue">Most of the field is clear.</span> <<elseif $farm.clearing gte 1>> You make good progress. <span class="teal">The field is almost cleared.</span> <<else>> You make good progress, <span class="green">and remove the last of the weeds!</span> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "alexFarmTending">> <</if>> <<if dangerEvent()>> <<farm_tending_alex_events>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if Weather.precipitation is "rain">> You endure the rain as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <<elseif !Weather.isOvercast>> <<if Time.dayState is "night">> The stars twinkle in the night sky as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <<else>> The sun beats down as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <</if>> <<elseif Weather.isSnow>> You endure the cold as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <<else>> You clear the invasive weeds, digging them up at the roots and freeing the land for cultivation. <</if>> <<if $rng gte 51>> Some of the plants are rooted deep, and need to be dug out. <</if>> /* inexplicably, these strings were written assuming working at night. No idea why? Built new ones, but keeping these to reuse if we introduce sneaky night working or somesuch... <<set _rng to random(1, 6)>> <<if _rng is 1>> You faintly hear a wet sound coming from the moor, but you can't see much in the darkness. <<gstress>><<stress 3>> <<elseif _rng is 2>> You think you see a pair of eyes staring at you in the dark, but they're gone before you can get a better look. <<gstress>><<stress 6>> <<elseif _rng gte 3>> You trip over something in the dark. <<pain 5>> <<gpain>> <</if>> */ <<set _rng to random(1, 6)>> <<if _rng is 1>> You faintly hear a wet sound coming from the moor. When you look, you can't see what caused it. <<gstress>><<stress 3>> <<elseif _rng is 2>> <br><br> You get an uncomfortable feeling, like something is watching you. You look around, but nothing is there. <<gstress>><<stress 6>> <<elseif _rng gte 3>> <br><br> You trip over a tangle of brambles, falling to the ground with a thud. <<pain 5>> <<gpain>> <</if>> <br><br> <<if $farm.clearing gte 50>> You make some progress, <span class="blue">but there's still a long way to go. It's slow work without Alex.</span> <<elseif $farm.clearing gte 10>> You make some progress. <span class="lblue">Most of the field is clear. It's slow work without Alex.</span> <<elseif $farm.clearing gte 1>> You make some progress. <span class="teal">The field is almost cleared. It's slow work without Alex.</span> <<else>> You make good progress, <span class="green">and remove the last of the weeds!</span> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "alexFarmTendingAlone">> <</if>> <<if dangerEvent(1.5)>> <<farm_tending_events>> <<else>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set _alex to C.npc.Alex>> <<npc Alex>><<person1>> <<if $phase is 1>> <<alexRemyTattoosCheck "rest">> You approach Alex. <<if !Weather.isOvercast>> <<He>> reclines in the shade beneath the boughs of a tree. <<elseif Weather.precipitation is "rain">> <<He>> shelters from the rain beneath the boughs of a tree. <<elseif Weather.precipitation is "snow">> <<He>> shelters from the snow beneath the boughs of a tree. <<else>> <<He>> reclines beneath the boughs of a tree. <</if>> <<He>> flicks up the brim of <<his>> hat when <<he>> hears you approach. <<if $exposed gte 1>> <<covered>> <<He>> looks away. <</if>> <br><br> <<if _alex.love gte 10>> <<if _alex.dom gte 10>> "Feel free to take a break," <<he>> says. "You've earned it." <<elseif _alex.dom lte -10>> "I'm glad to see you," <<he>> says. "Would you like to sit with me?" <<else>> "I was hoping you'd swing by," <<he>> says, gesturing at the ground beside <<him>>. <</if>> <<elseif _alex.love lte -10>> <<if _alex.dom gte 10>> "What now?" <<he>> sighs. <<elseif _alex.dom lte -10>> "Now what?" <<he>> asks. <<else>> "Something the matter?" <<he>> asks. <</if>> <<else>> <<if _alex.dom gte 10>> "Let me know if you need a hand with anything," <<he>> says. <<elseif _alex.dom lte -10>> "A break's fine now and then," <<he>> says. <<else>> "Feel free to join me," <<he>> says. "A break now and then is fair." <</if>> <</if>> <br><br> <<else>> <<farm_work_update>> <</if>> <<if isLoveInterest("Alex")>> <<if Time.season is "winter">> You huddle together for warmth. <<elseif _alex.dom lte -10>> <<He>> leans against you. <<else>> You sit and lean against <<him>>. <</if>> <<if $phase is 1>> <<if npcIsPregnant("Alex") and talkedAboutPregnancy("Alex","pc")>> You put your hand on Alex's <<bellyDescription "Alex">>, and <<he>> kisses your temple. As <<he>> does so, you feel the baby kick - and naturally, so does <<he>>. "Strong little bugger in there," <<he>> chuckles. "Reminds me of someone I know." <<He>> smiles at you. <br><br> <<elseif playerIsPregnant() and playerAwareTheyArePregnant() and playerBellyVisible() and getPregnancyObject().fetus[0].father is "Alex" and talkedAboutPregnancy("pc","Alex")>> Alex puts <<his>> hand on your <<bellyDescription "pc">> and kisses your temple. As <<he>> does so, you feel the baby kick - and evidently, so does <<he>>. "Strong little bugger in there," <<he>> chuckles. "Reminds me of someone I know." <<He>> smiles at you. <br><br> <</if>> <</if>> <<else>> You sit and lean against the tree. <</if>> <<rng 2>> <<if $rng is 1 and $farm_stage gte 4>> Alex asks about you. <<farm_tell_alex>> <<else>> <<farm_relax_chat>> <</if>> <br><br> <<rng>> <<if (!npcIsPregnant("Alex") and !playerBellyVisible() and !knowsAboutPregnancy("pc","Alex")) and dangerEvent() and $farm_stage gte 4>> <<if $farm_relax_drink is "accept">> "Another drink?" <<he>> asks, producing another bottle from the hiding place. <<elseif $farm_relax_drink is "refuse">> "You sure I can't interest you in a drink?" <<he>> asks, pulling the bottle from its hiding place again. <<else>> "Fancy a drink?" <<he>> asks out of nowhere. <<He>> pulls a bottle from an alcove beneath a thick root, and offers it to you. "They say you shouldn't drink alone." <</if>> <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<link [[Drink|Farm Rest Drink]]>><<alcohol 120>><<stress -6>><<npcincr Alex love 1>><<wearProp "beer bottle">><</link>><<glove>><<lstress>><<ggalcohol>> <</if>> <br> <<link [[Refuse|Farm Rest Refuse]]>><</link>> <br> <<elseif C.npc.Alex.love gte 60 and $phase isnot 5 and Weather.precipitation isnot "rain" and $rng gte 81 and $exposed lte 0>> "Want to go out somewhere today? Might be good to stretch our legs." <br><br> Alex stretches <<himself>> out under the tree. "Or we can just sit right here and get some rest as usual. I don't mind either way." <br><br> <<He>> smiles and waits for your answer. <br><br> <<link [[Agree (0:20)|Farm Meadow Date]]>><<npcincr Alex love 1>><</link>><<glove>> <br> <<link [[Get some rest|$passage]]>><<set $phase to 5>><</link>> <<else>> <<farm_relax_end>> <</if>><<effects>> <<npc Alex>><<person1>> <<wearProp "milkshake">> You approach Alex with the milkshake. <<He>> waves at you with a bottle beside <<him>>, seemingly unaware. "Hey, fancy—" <br> "A drink?" you interrupt, giving the creamy drink a light shake. <br><br> "Not what I had in mind," <<he>> chuckles in amusement, and stashes the bottle away. "Not looking forward to the crash later either. But I'll accept the generous offer. Cheers." Alex takes it off your hands, and after twenty minutes of sipping and chatting, tips <<his>> hat off to you as you part ways. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>> <<npc Alex>><<person1>> <<wearProp "milkshake">> You sit beside Alex, then procure the milkshake. "Fancy a drink?" you ask simultaneously. <<He>> pulled out a bottle to offer you at the same time. <br><br> <<if $worn.head.name is "naked">> You take <<his>> hat off, and pull the brim over your face.<<headwear 17>> <</if>> "They say you shouldn't drink alone," you add, with your best impression of Alex's voice. <br><br> <<He>> erupts in uncontrollable laughter, and you spend the next twenty minutes laughing with <<him>>. Towards the end, you share the creamy treat together. "Thanks for the sugar," <<he>> wheezes, wiping a tear. After catching your breath, you part ways. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<set $outside to 0>><<effects>> <<farm_work_update>> <<npc Alex>><<person1>> You relax on the hammock next to the stables. <<if Weather.precipitation isnot "none">>You're glad to have some cover from the <<print Weather.precipitation>>.<</if>> <<if $rng gte 76 and Time.dayState isnot "night" and C.npc.Alex.love gte 80 and $farm_work.alex isnot "still" and $alex_countdown is undefined and $farm_stage gte 7>> You see Alex approach, waving at you. "Hey, partner." <<He>> smiles and leans across your lap. "Just thought I'd swing by." <br><br> <<if (npcIsPregnant("Alex") and C.npc.Alex.pregnancy.selfKnowledge and npcBellySize("Alex") gte 4) or (playerIsPregnant() and C.npc.Alex.pregnancy.pcKnowledge and playerBellySize() gte 4)>> <<if C.npc.Alex.pregnancy.pcKnowledge>> <<He>> rests <<his>> head on your chest, just above the swell of your pregnancy. In the peaceful quiet of your shared repose, you can occasionally hear <<him>> humming snatches of a lullaby. <<else>> <<He>> lies down beside you, and you rest your head on <<his>> chest, just above the swell of <<his>> pregnancy. In the peaceful quiet of your shared repose, you can occasionally hear <<him>> humming snatches of a lullaby. <</if>> <br><br> <</if>> You recline with <<him>>, swayed by the occasional breeze. <<He>> reluctantly gets up at one point with a sigh. "I should get back to work. But I couldn't resist being with you." <<elseif Time.dayState is "night">> With the <<farm_text_many "horse">> sleeping, you're able to enjoy the peace and quiet. <<elseif $farm_work.horses_out is 1>> With the <<farm_text_many "horse">> out running in the fields, you're able to enjoy the peace and quiet. <<else>> The <<farm_text_many "horse">> are inside. You hear them move around. <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>> <<if $rng gte 51 or $farm.wall is 1>> You follow the farm perimeter, picking up stones from the ground and returning them to the old wall. <br><br> <<else>> You take a hammer and nails, and repair the wooden fence surrounding the fields. Some of the wooden planks have broken free whole, but others need to be replaced. <br><br> You step back and admire your handiwork. <br><br> <</if>> <<link [[Next|Farm Work]]>><</link>> <br><<effects>> <<npc Alex>><<person1>> <<alexRemyTattoosCheck "chores">> <<if $rng gte 51 or $farm.wall is 1>> You help Alex follow the farm perimeter, picking up stones from the ground and returning them to the old wall. <<He>> suggests you split up to cover more ground. <br><br> <<else>> You take a hammer and nails, and help Alex repair the wooden fence surrounding the fields. Some of the wooden planks have broken free whole, but others need to be replaced. Alex acknowledges your assistance with a wave, but seems focused on patching up the damage in front of <<him>>. <br><br> You step back and admire your handiwork. <br><br> <</if>> <<link [[Next|Farm Work]]>><<endevent>><</link>> <br><<effects>> You carry the feed to the field. Some of the younger <<farm_text_many dog>> beg and follow you, but most wait near the kennels. <br><br> <!-- Modified for Monster People --> <<if dangerEvent() and $farm.beasts.dogs lte -20 and ($settings.bestialityEnabled or $farm_work.dog.monster is true)>> You leave the <<farm_text_many dog>> to feed, but hear footsteps approach as you walk from the field. <<if $farm_work.dog.monster is true>> Before you can turn, a pair of hands land on your shoulders. A weight forces you to the ground. <<else>> Before you can turn, a pair of paws land on your shoulders, and a jaw clamps around your neck. The weight forces you to the ground. <</if>> <br><br> <<link [[Next|Farm Dogs Rape]]>><<set $molestationstart to 1>><</link>> <br> <!-- Modified for Monster People --> <<elseif (dangerEvent() or $farm.beasts.dogs lte -5) and ($settings.bestialityEnabled or $farm_work.dog.monster is true)>> You leave the <<farm_text_many dog>> to feed, but hear footsteps approach as you walk from the field. <<if $farm_work.dog.monster is true>> A <<farm_text dog>> wraps <<farm_his dog>> arms around your neck, and humps <<farm_his dog>> pelvis against you. <<else>> A <<farm_text dog>> rests <<farm_his dog>> paws on your shoulders, and humps against your <<bottom>>. <</if>> <br><br> <<link [[Scold|Farm Dogs Scold]]>><</link>><<tendingdifficulty 1 800>> <br> <<link [[Endure|Farm Dogs Endure]]>><<sub 1>><<farm_dogs -1>><<trauma 6>><<stress 6>><</link>><<lrespect>><<gtrauma>><<gstress>> <br> <<if $settings.bestialityEnabled or $farm_work.dog.monster is true>> <<if hasSexStat("deviancy", 2)>> <<link [[Drop to your knees|Farm Dogs Drop]]>><</link>><<deviant2>> <br> <</if>> <</if>> <<elseif dangerEvent()>> One of the younger <<farm_text dog>>s growls at you, but its elder keeps it in check.<<gstress>><<stress 6>> <br><br> You leave the <<farm_text_many dog>> to feed, and walk from the field. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> You leave the <<farm_text_many dog>> to feed, and walk from the field. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <</if>><<set $outside to 0>><<effects>> <<farm_work_update>> You are in the barn. The <<farm_text_many cattle>> sleep sound. <<if $farm.barn gte 1>> A large, glowing milking machine stands in the centre. <br><br> <<else>> A large milking machine stands in the centre. <br><br> <</if>> <<if $stress gte $stressmax>> <br><br> <<passoutfarmroad>> <<else>> <<if Time.betweenHours(6, 20)>> <br><br> The sun breaks through the high windows, and the <<farm_text_many cattle>> stir. You sneak from the building. <br><br> <<link [[Next|Farm Work]]>><</link>> <br> <<else>> <<if hasSexStat("deviancy", 2)>> <br> <<if $settings.breastFeedingEnabled and $milk_amount gte 1>> <br> <<farmicon "milk">><<link [[Milk yourself (0:30)|Farm Barn Breasts]]>><<pass 30>><</link>><<deviant2>> <</if>> <<if $player.penisExist and $semen_amount gte 1 and !playerChastity("penis")>> <br> <<farmicon "milk">><<link [[Milk your penis (0:30)|Farm Barn Penis]]>><<pass 30>><</link>><<deviant2>> <</if>> <br> <</if>> <<getouticon>><<link [[Leave|Farm Work]]>><</link>> <br> <</if>> <</if>><<effects>> <<farm_work_update>> <<if $cow gte 6>> <<transform cow 1>> <</if>> <<milkvolume 5>> <<outfitChecks>> <<if _top>> You remove your <<allTopsUnderwear>> and drop to all fours in front of the machine. <<overupperstrip>><<upperstrip>><<underupperstrip>> <<else>> You drop to all fours in front of the machine. <</if>> You take two of the suction tubes, and attach them to your <<breasts>>. <br><br> <<if Time.dayState is "night">> The machine comes alive, and sucks your chest. You <<if $cow gte 6>>moo<<else>>gasp<</if>> at the sensation, almost waking one of the <<farm_text cattle>>s.<<gggarousal>><<arousal 2000 "breasts">> <br><br> <<else>> The machine comes alive, and sucks your chest. You <<if $cow gte 6>>moo<<else>>gasp<</if>> at the sensation, causing one of the <<farm_text cattle>>s to turn their head in your direction<<if $cow gte 6>> and moo back<</if>>.<<gggarousal>><<arousal 2000 "breasts">> <br><br> <</if>> <<link [[Next|Farm Barn Breasts 2]]>><</link>> <br><<effects>> The machine continues its devilish work, sucking with more intensity. You feel a warmth build.<<arousal 10000>> <<orgasm>> <br> <<if $lactating is 1>> Milk leaks from your buds as your body shakes. Your fluid is sucked into the machine, where it drips into a glass tank. <br><br> You remain on your hands and knees, two suction tubes attached to your <<breasts>>, until the machine finishes drinking. <<if $farm.barn gte 1>> <<set $farm_breast_milk to ($milk_amount / 1.5)>> <<else>> <<set $farm_breast_milk to ($milk_amount / 2)>> <</if>> <<milk_amount `-$farm_breast_milk`>> <<set $milk_produced_stat += Math.trunc($farm_breast_milk)>> <<if $farm_breast_milk gte 3000>> <span class="green">The tank almost overflows with milk.</span> <<elseif $farm_breast_milk gte 2000>> <span class="teal">The tanks are over half full with your milk.</span> <<elseif $farm_breast_milk gte 1000>> <span class="lblue">There's a large volume of milk in the tank.</span> <<elseif $farm_breast_milk gte 300>> <span class="blue">There's a decent volume of milk in the tank.</span> <<else>> <span class="purple">There's only a dribble of milk in the tank.</span> <</if>> <<farmCatchChance `$farm_breast_milk / 1000`>> <br><br> <<if $farm_breast_milk gte 2000>> <<wearProp "milk bottle" 0 "breast milk">> <<set $farm_breast_milk to Math.trunc($farm_breast_milk / 1000)>> <span class="gold">You've filled $farm_breast_milk bottles of milk.</span> <<tending_give bottle_of_breast_milk $farm_breast_milk>> <<elseif $farm_breast_milk gte 1000>> <<wearProp "milk bottle" 0 "breast milk">> <<set $farm_breast_milk to Math.trunc($farm_breast_milk / 1000)>> <span class="gold">You've filled a bottle with milk.</span> <<tending_give bottle_of_breast_milk $farm_breast_milk>> <<else>> <<set $farm_breast_milk to Math.trunc($farm_breast_milk / 300)>> <<if $farm_breast_milk lte 0>> <<set $farm_breast_milk to 1>> <</if>> You don't have enough to fill a bottle. You mix it with the cattle milk.<<gfarm>> <<farm_yield $farm_breast_milk>> <</if>> <br><br> <<unset $farm_breast_milk>> <<barn_img breasts>> <<else>> Your <<breasts>> feel more sensitive, but no milk leaks from your buds before the machine comes to a halt. <br><br> <</if>> <<if $milk_amount lte 200 and $earSlime.event is "use the farm equipment to empty your breasts of milk">> <<set $earSlime.event to "">> <<set $earSlime.noSleep to false>> <</if>> <<if $farm.milking.dayMilking is true and Time.betweenHours(7, 21) and $farm_end is undefined>> You remove the suction tube with a shaking hand, and rise to your feet. <<deviancy2>> <<link [[Next|Farm Cattle Milk]]>><<clotheson>><<machine_end>><</link>> <br> <<elseif $farm.milking.caught is true and $farm.milking.alexNightEvent is false>> <<set $farm.milking.alexNightEvent to true>> <<set $farm.milking.dayMilking to true>> As you remove the suction tubes with shaking hands. <<deviancy2>> <<link [[Next|Farm Barn Caught]]>><<machine_end>><<endevent>><</link>> <br> <<else>> You remove the suction tubes with shaking hands, and rise to your feet. <<deviancy2>> <<link [[Next|Farm Barn]]>><<clotheson>><<machine_end>><</link>> <br> <</if>><<effects>> <<farm_work_update>> <<if $cow gte 6>> <<transform cow 1>> <</if>> <<outfitChecks>> <<if _bottom>> You remove your <<allBottomsUnderwear>> and drop to all fours in front of the machine.<<overlowerstrip>><<lowerstrip>><<underlowerstrip>> <<else>> You drop to all fours in front of the machine. <</if>> You take one of the suction tubes, and attach it to your <<penis>>. <br><br> <<if Time.dayState is "night">> The machine comes alive, and sucks at your penis. You <<if $cow gte 6>>moo<<else>>gasp<</if>> at the sensation, almost waking one of the <<farm_text cattle>>s.<<gggarousal>><<arousal 2000 "genitals">> <br><br> <<else>> The machine comes alive, and sucks at your penis. You <<if $cow gte 6>>moo<<else>>gasp<</if>> at the sensation, causing one of the <<farm_text cattle>>s to turn their head in your direction<<if $cow gte 6>> and moo back<</if>>.<<gggarousal>><<arousal 2000 "genitals">> <br><br> <</if>> <<link [[Next|Farm Barn Penis 2]]>><</link>> <br><<effects>> <<if $farm.barn gte 1>> <<set $farm_penis_milk to ($semen_amount / 1.5)>> <<else>> <<set $farm_penis_milk to ($semen_amount / 2)>> <</if>> <<set _original_amount to $semen_amount>> The machine continues its devilish work, sucking with more intensity. You feel a warmth build.<<gggarousal>><<arousal 10000>> <<orgasm>> <br> <<if _deniedOrgasm>> Despite the attempts to milk your <<penis>>, your orgasm is still ruined by the slime in your ear. The machine doesn't give you a chance to recover.<<gggarousal>><<arousal 10000>> <<orgasm>> <<arousal 10000>> <<orgasm>> You remain on your hands and knees as the machine attempts to milks you again and again, only causing you more pain as it continues. Just when you fear you're about to pass out, the machine comes to a halt. <br><br> <<else>> <<set _femaleclimaxAmount to 0>> <<if $femaleclimax>> <<set _femaleclimaxAmount++>> Despite the attempts to milk your <<penis>>, no semen is sucked up the tube. <<else>> Your semen is sucked up the tube, where it drips into a glass tank. <</if>> The machine doesn't give you a chance to recover.<<gggarousal>><<arousal 10000>> <<orgasm>><<if $femaleclimax>><<set _femaleclimaxAmount++>><</if>> <<arousal 10000>> <<orgasm>><<if $femaleclimax>><<set _femaleclimaxAmount++>><</if>> <br> <<if _femaleclimaxAmount lt 3>> You remain on your hands and knees as the machine milks you again and again, sucking everything it can take. <<else>> You remain on your hands and knees as the machine milks you again and again, however, you release no semen for it to collect. <</if>> Just when you fear you're about to pass out, the machine comes to a halt. <br><br> /* Either use the amount of semen produced by those three orgasms, or the original amount calculated for $farm_penis_milk, whichever is larger */ <<set _orgasm_semen to _original_amount - $semen_amount>> <<if _femaleclimaxAmount>><<set $farm_penis_milk *= (3 - _femaleclimaxAmount) / 3>><</if>> <<if _femaleclimaxAmount gte 3>> <<set $farm_penis_milk to 0>> <<elseif _orgasm_semen gt $farm_penis_milk>> <<set $farm_penis_milk to _orgasm_semen>> <<else>> <<semen_amount `-($farm_penis_milk - _orgasm_semen)`>> <<set $semen_produced_stat += ($farm_penis_milk - _orgasm_semen)>> <</if>> <<if $farm_penis_milk gte 3000>> <span class="green">The tank almost overflows with semen.</span> <<elseif $farm_penis_milk gte 2000>> <span class="teal">The tanks are over half full with your semen.</span> <<elseif $farm_penis_milk gte 1000>> <span class="lblue">There's a large volume of semen in the tank.</span> <<elseif $farm_penis_milk gte 300>> <span class="blue">There's a decent volume of semen in the tank.</span> <<elseif $farm_penis_milk gte 1>> <span class="purple">There's only a dribble of semen in the tank.</span> <<else>> <span class="red">There's no semen in the tank.</span> <</if>> <<farmCatchChance `$farm_penis_milk / 1000`>> <br><br> <<if $farm_penis_milk gte 2000>> <<wearProp "milk bottle" 0 "semen">> <<set $farm_penis_milk to Math.trunc($farm_penis_milk / 1000)>> <span class="gold">You've filled $farm_penis_milk bottles of semen.</span> <<tending_give bottle_of_semen $farm_penis_milk>> <br><br> <<elseif $farm_penis_milk gte 1000>> <<wearProp "milk bottle" 0 "semen">> <<set $farm_penis_milk to Math.trunc($farm_penis_milk / 1000)>> <span class="gold">You've filled a bottle with semen.</span> <<tending_give bottle_of_semen $farm_penis_milk>> <br><br> <<elseif $farm_penis_milk gte 1>> <<set $farm_penis_milk to Math.trunc($farm_penis_milk / 300)>> <<if $farm_penis_milk lte 0>> <<set $farm_penis_milk to 1>> <</if>> You don't have enough to fill a bottle. You mix it with the cattle milk.<<gfarm>> <<farm_yield $farm_penis_milk>> <br><br> <</if>> <<if $semen_amount lte 200 and $earSlime.event is "use the farm equipment to empty your penis of semen">> <<set $earSlime.event to "">> <<set $earSlime.noSleep to false>> <</if>> <</if>> <<unset $farm_penis_milk>> <<barn_img penis>> <<if $farm.milking.dayMilking is true and Time.betweenHours(7, 21) and $farm_end is undefined>> You remove the suction tube with a shaking hand, and rise to your feet. <<deviancy2>> <<link [[Next|Farm Cattle Milk]]>><<clotheson>><<machine_end>><</link>> <br> <<elseif $farm.milking.caught is true and $farm.milking.alexNightEvent is false>> <<set $farm.milking.alexNightEvent to true>> <<set $farm.milking.dayMilking to true>> As you remove the suction tube with a shaking hand. <<deviancy2>> <<link [[Next|Farm Barn Caught]]>><<machine_end>><<endevent>><</link>> <br> <<else>> You remove the suction tube with a shaking hand, and rise to your feet. <<deviancy2>> <<link [[Next|Farm Barn]]>><<clotheson>><<machine_end>><</link>> <br> <</if>><<effects>> <<npc Alex>><<person1>> <span class="pink">Alex emerges from the shadows.</span> <br><br> "So that's where all the extra milk is coming from," <<he>> says, blushing. "I know I asked for your help, I just didn't expect you to go this far." <<npcincr Alex love 1>><<glove>><<npcincr Alex lust 1>><<glust>> <br><br> <<He>> turns to leave, but pauses. "As long as the cattle aren't neglected, I don't mind." <br><br> <<link [[Next|Farm Barn]]>><<clotheson>><<endevent>><</link>><<effects>> <<npc Alex>><<person1>> You walk up to the farmhouse, knocking on the door a few times. Nothing. You give another few knocks, a bit harder this time. Still nothing. <br><br> <<link [[Call for Alex (0:01)|Farm Alex Hungover Call]]>><<pass 1>><</link>> <br> <<if $farm_stage gte 7>> <<link [[Unlock the door (0:01)|Farm Alex Hungover Keys]]>><<pass 1>><</link>> <<else>> <<set $skulduggerydifficulty to 400>> <<link [[Try to unlock the door (0:05)|Farm Alex Hungover Lock]]>><<pass 5>><</link>><<skulduggerydifficulty>> <</if>><<effects>> <<if $speech_attitude is "meek">> "Alex, you ok in there?" you weakly yell. You press your ear to the door to listen for noise. <<elseif $speech_attitude is "bratty">> "Don't make me come in there and pick you up off the ground!" Your voice booms with annoyance. <<else>> "Hey, are you alright in there?" you yell. You don't hear anything at first. Your patience pays off as you hear footsteps within the cottage. <</if>> <br><br> The door finally opens, revealing Alex holding <<his>> head in one hand. <<He>> has large bags under <<his>> eyes. <br><br> <<link [[Next|Farm Alex Hungover Call 2]]>><</link>><<effects>> Alex gives you a tired smile. "<<if C.npc.Alex.dom lte 49>>Hey partner, thanks for checking on me<<else>>Look, the townie is up before me...Thanks for checking on me<</if>>." <<His>> eyes don't meet yours. <br><br> You open your mouth to speak, but before you get the chance, <<if ($alex_countdown is undefined and $farm_stage gte 7) or C.npc.Alex.love gte 50>> Alex grabs your shoulder, pulling you in for a kiss. <br><br> <<link [[Turn cheek|Farm Alex Hungover Call 3]]>><<set $phase to 1>><</link>><<ldom>><<llove>><<npcincr "Alex" dom -1>><<npcincr "Alex" love -1>> <br> <<link [[Stay still|Farm Alex Hungover Call 3]]>><<set $phase to 2>><</link>><<gdom>><<gglove>><<npcincr "Alex" dom 1>><<npcincr "Alex" love 2>><<kissvirginitywarning>> <<else>> Alex speaks. "Let's get to work. The animals will get rowdy if we keep them waiting." <<Hes>> already moving past you before <<hes>> even finished speaking. <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>> <</if>><<effects>> <<if $phase is 1>> You turn your head, and Alex's lips land on your cheek. <<He>> sheepishly looks away. "Let's just get to work then," <<he>> mutters, sounding embarrassed. <<else>> <<takeKissVirginity "Alex" `($alex_countdown is undefined?"loveInterest":"loveRape")`>> You can taste the alcohol on <<his>> lips. <<if C.npc.Alex.lust gte 20>> You feel <<his>> hand travel down to your ass, giving it a quick squeeze before pulling away.<<garousal>><<arousal 600>> <<else>> <<if $alex_countdown is undefined and $farm_stage gte 7>> <<He>> nuzzles your nose with <<hers>>. <<else>> It doesn't last long. <</if>> <</if>> <br><br> "Time to get to work. Don't want to keep the animals waiting any longer." <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<effects>> <<if $skulduggerysuccess is 1>> The door opens. You find no sign of Alex downstairs. You climb up the stairs and head to <<his>> room. <br><br> <<link [[Next|Farm Alex Hungover Keys]]>><</link>> <<else>> You hear something click as you try to pick the lock, <span class="red">but the door still won't open.</span> You have a feeling you damaged the lock.<<gstress>><<stress 6>> <br><br> <<link [[Call for Alex (0:01)|Farm Alex Hungover Call]]>><<pass 1>><</link>> <</if>><<effects>> You enter Alex's room and find <<him>> hanging off <<his>> bed. A few bottles of alcohol litter the floor. <br><br> You walk up to <<him>> and shake <<his>> shoulder. Alex groans and attempts to whack you away. Thankfully, none of <<his>> hits are strong enough to hurt. <br><br> It takes a few minutes, but Alex finally gives up, opening <<his>> eyes to look at you through <<his>> messy fringe. <br><br> <<link [[Next|Farm Alex Hungover Keys 2]]>><</link>><<effects>> <<if $farm_stage gte 7>> "Mooorning parrtnerrr... I think I drank a little too much last night," Alex slurs, giving you a lazy smile. <<else>> "Heyyyyy parrtnerrr... How did you get in? Did I leave the door unlocked?" Alex slurs, rubbing <<his>> face. You nod. <</if>> <br><br> <<if $speech_attitude is "meek">> You gently brush <<his>> fringe from <<his>> eyes before stroking <<his>> head. "I'm just glad you are alright... I was worried something happened." <br><br> <<He>> blushes at the gesture. <<set _action to "<<He>> runs <<his>> hand over your <<genitals>>.">> <<set _dialogue to "How about I make it up to you?">> <<elseif $speech_attitude is "bratty">> You scoff, pinching <<his>> cheek before brushing <<his>> fringe out of <<his>> eyes. "Lucky you didn't fall out of bed and bust your ass." <br><br> <<He>> sheepishly chuckles and presses <<his>> cheek up against your hand. <<set _action to "<<He>> moves <<his>> hand to your <<bottom>>, giving it a squeeze.">> <<if C.npc.Alex.penis isnot "none">> <<set _dialogue to "How about I bust your ass instead?">> <<else>> <<set _dialogue to "How about you bust my ass for me?">> <</if>> <<else>> You sigh before brushing <<his>> bangs out of <<his>> face. "I'm glad you are alright. Just be more careful next time." <br><br> <<He>> gives a lazy nod. <<set _action to "<<He>> tries to pull you down into bed with <<him>>.">> <</if>> <br><br> Without sitting up, <<he>> gropes for your face. <<switch $bodysize>> <<case 0>> <<He>> successfully cups your cheek with <<his>> hand. <<case 1>> <<He>> manages to grab your chin, holding it between <<his>> forefinger and thumb. <<case 2>> <<He>> is unable to reach, so <<he>> attempts to pat your shoulder instead. <<case 3>> <<He>> can't quite reach, so <<he>> settles for grabbing your shoulder. <</switch>> <br><br> <<print _action>> <<if _dialogue isnot undefined>> "<<print _dialogue>>" <</if>> <<garousal>><<arousal 600>> <br><br> <<link [[Join Alex in bed|Farm Alex Hungover Sex]]>><<set $sexstart to 1>><</link>> <br> <<link [[Gently remove Alex's hand|Farm Alex Hungover Keys 3]]>><<set $phase to 4>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<if $speech_attitude is "meek">> <<if C.npc.Alex.penis isnot "none">> Alex lifts up the covers, guiding you to straddle <<his>> lap. You cup <<his>> cheek. <<else>> Alex lifts up the covers, pushing you to the bed and straddling your lap. <<He>> cups your cheek. <</if>> <<elseif $speech_attitude is "bratty">> <<if C.npc.Alex.penis isnot "none">> You waste no time throwing off the covers and straddling Alex's lap. You press your chest into <<his>> face. <<else>> You waste no time throwing off the covers and Alex quickly straddles your lap. <<He>> press <<his>> chest into your face. <</if>> <<else>> <<if C.npc.Alex.penis isnot "none">> You lift up the covers as Alex guides you to straddle <<his>> lap. You kiss <<his>> forehead. <<else>> You lift up the covers as Alex starts to straddle your lap. <<He>> kisses your forehead. <</if>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farm Alex Hungover Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farm Alex Hungover Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<earnFeat "Alex's Partner">> <<if $speech_attitude is "meek">> You cling to Alex as <<he>> rides out <<his>> orgasm. <<elseif $speech_attitude is "bratty">> You grind on Alex as <<he>> rides out <<his>> orgasm. <<else>> You hold onto Alex as <<he>> rides out <<his>> orgasm. <</if>> <<He>> sits upright, keeping you in <<his>> lap. "I think my hangover is getting better already." Alex places a kiss on your cheek. "Come on now, let's get to work." <<elseif $enemyhealth lte 0>> You climb off of Alex and move away from the bed. <<He>> stares at you in confusion and rubs <<his>> face. <br><br> "Didn't have to be that rough," Alex groans as <<he>> sits up. "Let's just get to work." <<else>> Alex looks disappointed as you climb off of <<him>>. <<He>> sits upright. <br><br> "Don't want to fuck a drunk cow<<nnpc_gendery "Alex">>?" Alex sheepishly chuckles as <<he>> stands up from the bed. "I suppose we should get to work then." <</if>> <br><br> <<clotheson>> <<endcombat>> <<endevent>> <<link [[Next|Farm Alex Hungover Keys 3]]>><</link>><<effects>> <<if $phase is 4>> You take Alex's hand off of you. <<He>> looks disappointed but doesn't say anything. <<if $arousal gte 6000>> <<if $speech_attitude is "meek">> "W-we can mess around later," you say. <br><br> Alex chuckles before sitting up in bed. "Alrighty, partner. Best you keep your word." Alex smirks. "Now let's get going." <<elseif $speech_attitude is "bratty">> "Easy there, cow<<nnpc_gendery "Alex">>. We've got work to do." You smirk as you pinch Alex's cheek. <<He>> blushes before sitting up in bed. <br><br> "Y-yeah. Let's get going." <<else>> "We can have a ride later," you say with a smile. Alex flushes before standing up from the bed. <br><br> "Alrighty then. Let's get to work." <</if>> <<else>> <<if $speech_attitude is "meek">> "N-not when you are like this..." you say. Alex sighs. <br><br> "Alright, partner. Let's get to work then." <<He>> rubs <<his>> face, smiling slightly. <<elseif $speech_attitude is "bratty">> "Don't get your panties in a twist. Get in your mind again and then I'll consider fucking you," you huff, crossing your arms. Alex opens <<his>> mouth to speak before closing. <br><br> <<He>> awkwardly rubs <<his>> neck. "Fine, partner. Let's get to work then," Alex gives a small smile. <<else>> "Let's wait till you have a better state of mind," you say as pat <<his>> shoulder. Alex huffs but sighs. <br><br> "Alright, partner. Let's get to work," Alex smiles as <<he>> pats your shoulder in return. <</if>> <</if>> <<glove>><<npcincr "Alex" love 1>> <<else>> <<npc "Alex">> You help Alex out of bed, making sure <<he>> is steady. You try to let go of <<his>> waist, but suddenly find yourself enveloped in a hug.<<lstress>><<stress -6>> <br><br> "Thanks, partner. I'm lucky to have you around," Alex whispers into your ear. "Come on now. The animals are gonna be waiting."<<glove>><<npcincr "Alex" love 1>> <</if>> <br><br> <<link [[Next|Farm Work]]>><<endevent>><</link>><<set $outside to 1>><<effects>><<set $bus to "livestock">> You are on the cattle field within Remy's farm. <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<livestock_cows "cap">> munch on grass, staying well away from the electric perimeter fence despite the grass growing thick beside it. <<else>> Cows munch on grass, staying well away from the electric perimeter fence despite the grass growing thick beside it. <</if>> A river runs through one corner. The cattle stay almost as far away from the churning water as they do the fence. <br><br> <<if Time.hour gte 12>> Remy's steeds feed near the river. The <<livestock_cows>> avoid them. <br><br> <</if>> <<livestock_obey_description>> <br> <<if $livestock_grass isnot 1>> <<hunger_description>> <br> <</if>> <br> <<if isPregnancyEnding()>> <<pregnancyPassout "remy">> <<elseif $stress gte $stressmax>> <<passoutremy>> <<elseif Time.hour gte 19>> <<npc Remy>><<person1>> The gate rattles as two farmhands push it open. Remy strides in, mounts a <<livestock_horse>>, and spurs it around the field. <<He>> circles the cattle, rounding them together and pushing them towards the exit. <br><br> <<if $hunger gte 2000>> You feel faint. <span class="red">You're starving.</span> Even the thought of grass is appetising. <<gggstress>><<stress 36>>/*<<physique_loss 36>><<willpower 12>>*/ <<elseif $hunger gte 1600>> Your stomach gives an angry rumble. <span class="pink">You're so hungry.</span> Even the thought of grass is appetising. <<ggstress>><<stress 18>> <<elseif $hunger gte 1200>> Your stomach rumbles. <span class="purple">You're hungry.</span> Even the food at the orphanage would be palatable. <<gstress>><<stress 6>> <<elseif $hunger gte 800>> <span class="blue">You're a bit peckish,</span> but that's tolerable given the situation. <<elseif $hunger gte 400>> You wish you had something nice to eat, <span class="lblue">but at least you're not hungry.</span> <<lstress>><<stress -6>> <<elseif $hunger gte 1>> <span class="teal">You feel satiated.</span> At least hunger pangs won't be keeping you awake. <<lstress>><<stress -6>> <<else>> <span class="green">Your stomach is full.</span> At least hunger pangs won't be keeping you awake. <<lstress>><<stress -6>> <</if>> <br><br> <<if $livestock_muzzle is 1>> <<if $livestock_obey gte 60>> <<unset $livestock_muzzle>> You and the cattle are led back to the barn. A couple of farmhands pull you aside at the entrance, and affix a muzzle around your mouth. <br><br> "Wait," says Remy's voice from behind. <<He>> rides behind the last of the cattle, and stops beside you. <<He>> looks down. "I think it's proven itself safe," <<he>> says. "The muzzle is unnecessary." <<He>> rides away as the farmhand removes the device, freeing your mouth. <br><br> You're led into the barn, where a farmhand pushes you into your cell. <br><br> <<else>> You and the cattle are led back to the barn. A couple of farmhands pull you aside at the entrance and <span class="purple">affix a muzzle around your mouth.</span> <<facewear 23>> <br><br> You're led into the barn, where a farmhand pushes you into your cell. <br><br> <</if>> <<else>> You and the cattle are led back to the barn, where a farmhand pushes you into your cell. <br><br> <</if>> <<endevent>> <<link [[Next|Livestock Cell]]>><</link>> <br> <<elseif Time.hour is 12>> <<if $livestock_obey gte 30>> <<npc Remy>><<person1>> The gate opens, and Remy rides in at the head of a group of steeds. <<He>> dismounts <<his>> <<livestock_horse>> and looks around, until <<his>> eyes rest on you. "There you are <<girl>>," <<he>> says. "We have a special job for you. Come here." <<He>> walks closer, holding a leash. <br><br> <<link [[Obey|Livestock Job Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><</link>><<gobey>> <br> <<link [[Refuse|Livestock Job Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><</link>><<lobey>> <br> <<else>> <<npc Remy>><<person1>> The gate opens, and Remy rides in at the head of a group of steeds, each ridden by a farmhand. <<He>> pulls to a stop, but the farmhands continue riding. They form a circle around you. Each carries a long cattle prod. <br><br> Remy dismounts and walks closer, holding a leash. "We have a special job for you. Come here." <br><br> <<link [[Obey|Livestock Job Disobedient Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><</link>><<gobey>> <br> <<link [[Refuse|Livestock Job Disobedient Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<pain 6>><</link>><<lobey>><<gpain>> <br> <</if>> <<elseif $daily.livestock and $daily.livestock.remyEvent isnot 1 and $rng gte 96>> <<set $daily.livestock.remyEvent to 1>><<npc Remy>><<person1>> You see Remy walking towards <<his>> <<livestock_horses>>. <<He>> examines them before picking one out. <<He>> has a bridle in <<his>> hands. <br><br> <<link [[Walk up to Remy|Livestock Field Bridle]]>><</link>> <br> <<link [[Ignore|Livestock Field Bridle Ignore]]>><</link>> <<else>> <<if $livestock_grass is 1>> <<unset $livestock_grass>> <<set $daily.earSlimeGrassEating to true>> You look around the field. There's a lot of open space for exercise, but there doesn't seem to be anything else to do. <br><br> <<generate1>><<person1>><<set $hunger to 1200>> <span class="pink">Your stomach rumbles.</span> You hear a chuckle. One of the farmhands watches you from the other side of the fence. "Hungry, <<girl>>?" <<he>> laughs again. "There's plenty of grass in there. You'd best be a good <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> and get chewing." <br><br> <<link [[Eat grass|Livestock Field Intro Grass]]>><<hunger -400>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>><<lhunger>> <br> <<link [[Ignore|Livestock Field Intro Ignore]]>><</link>> <br> <<link [[Protest|Livestock Field Intro Protest]]>><</link>> <br> <<elseif $arousal gte $arousalmax>> <<orgasm>> Your knees buckle, and you fall to the grass. <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<if maleChance() lt random(1, 100)>> Cowgirls around the field look over in confusion. <<else>> Bullboys around the field look over in confusion. <</if>> <<else>> <</if>> <br><br> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>> You lie in the field, and soon hear footsteps approach. "What have we here?" says a <<personsimple>>'s voice beside you. "Is it unwell?" <br><br> "I think it needs a seeing to," says a <<person2>><<person>> as <<he>> crouches beside you, pinning your shoulders to the ground. You hear more farmhands approach. <br><br> <<link [[Next|Livestock Field Gang]]>><<set $molestationstart to 1>><</link>> <br> <!-- <<elseif undefined and !(Time.days % 6) and $daily.eden.farmRescue isnot 1 and C.npc.Eden.love gte 120 and edenFreedomStatus() gte 1>> Made unreachable until it's either massively reworked or removed. Eden has no business this far in the moor. You see a figure in the distance, lurking on the moor. <br><br> <<link [[Investigate|Eden Fence Rescue]]>><<npcincr Eden dom 5>><<set $daily.eden.farmRescue to 1>><</link>> <br> <<link [[Ignore it|Eden Fence Ignore]]>><<set $daily.eden.farmRescue to 1>><</link>> <br> --> <<elseif !$daily.earSlimeGrassEating and random(0, 100) lte 15 - ($weekly.earSlimeGrassEating || 0) and numberOfEarSlime() and Time.hour lte 9>> <<set $daily.earSlimeGrassEating to true>> <<if $earSlime.growth gte 101 - ($earSlime.deviancy * 10)>> <<set $weekly.earSlimeGrassEating to ($weekly.earSlimeGrassEating || 0) + 4>> <span class="lewd">You feel the slime in your head command you to lose yourself eating the grass while crawling on all fours.</span> It doesn't promise anything now. It imposes its will, and expects to be obeyed. <br><br> <<link [[Obey|Livestock Slime Field Grass Extreme Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><<gobey>><<lhunger>> <br> <<link [[Defy|Livestock Slime Field Grass Extreme Defy]]>><<corruption -3>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<llcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> <span class="lewd">You feel the slime in your head command you to eat the grass while crawling on all fours.</span> It promises rewards if you comply<<if $earSlime.startedThreats>> and threatens consequences if you do not<</if>>. <br><br> <<link [[Obey|Livestock Slime Field Grass Obey]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>><<gobey>><<lhunger>> <br> <<if $earSlime.startedThreats>> <<link [[Defy|Livestock Slime Field Grass Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|Livestock Field]]>><</link>> <</if>> <br> <</if>> <<else>> <<set $daily.earSlimeGrassEating to true>> <<farmicon "grass">><<link [[Eat grass (1:00)|Livestock Field Grass]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>><<gobey>><<lhunger>> <br> <<exerciseicon>><<link [[Exercise (1:00)|Livestock Field Exercise]]>><<tiredness 6>><</link>><<gtiredness>><<gathletics>> <br> <<if $livestock_fence is 1>> <<investigateicon>><<link [[Examine the fence|Livestock Field Fence]]>><<unset $livestock_fence>><</link>> <br> <<elseif $livestock_dig gte 25>> <<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>> <br> <<elseif $livestock_dig gte 24 and $physiquesize lte 12000>> <<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>><<small_text>> <br> <<elseif $livestock_dig gte 23 and $physiquesize lte 10000>> <<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>><<small_text>> <br> <<elseif $livestock_dig gte 22 and $physiquesize lte 6000>> <<getouticon "dig">><<link [[Approach the tunnel under the fence|Livestock Tunnel]]>><</link>><<small_text>> <br> <<else>> <<getouticon "dig">><<link [[Dig beneath the fence (1:00)|Livestock Field Dig]]>><<tiredness 6>><</link>><<gtiredness>> <br> <</if>> <<if $livestock_river is 1>> <<watericon "stream">><<link [[Examine the river|Livestock Field River Examine]]>><<unset $livestock_river>><</link>> <br> <<else>> <<watericon "stream">><<link [[Approach the river|Livestock Field River]]>><</link>> <br> <</if>> <<if Time.hour gte 12>> <<animalicon "horse_pick">><<link [[Approach Remy's horses (0:01)|Livestock Field Horse]]>><<pass 1>><</link>> <br> <</if>> <</if>> <</if>><<effects>> You turn away and ignore the figure. <br><br> <<link [[Next|Livestock Field]]>><</link>><<effects>> <<endevent>> <<npc Eden>><<person1>> You sneak over to the figure, making sure not to draw attention to yourself. It's a <<personsimple>>. <span class="green">It's Eden.</span> <<He>> hurries closer. <<Hes>> carrying a pair of rubber gloves, and wire clippers. <br><br> "I'm getting you out," <<he>> says. "Stay low." It takes a few minutes, but <<he>> cuts a hole in the fence big enough for you to squeeze through. <br><br> <<link [[Escape|Livestock Eden Go]]>><<pass 1>><<livestock_obey -20>><</link>><<lllobey>> <br> <<link [[Resist|Livestock Eden Resist]]>><<set $daily.eden.farmRescue to 1>><<npcincr Eden love -10>><<livestock_obey 10>><</link>><<llove>><<gggobey>> <br><<effects>> You look at the grass. What choice do you have if they're not going to feed you? <br><br> You pull up some of the grass and nibble the blades. It doesn't taste like food at all. The <<person>> laughs once more. "You'll get used to it. Better than starving, aye?" <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> You ignore the <<person>>, and walk away from <<his>> mocking laughter. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "B-but I'm not a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>!" you cry. "I can't eat grass." <<elseif $speech_attitude is "bratty">> "Shut your mouth," you say. "And bring me some proper fucking food." <<else>> "I can't eat grass," you say. "Are you going to starve me?" <</if>> <br><br> "Look <<girl>>," the <<person>> says, wiping a tear from <<his>> eye. "As far as Remy's concerned, you're an animal. I'd get in trouble just talking to you like you're a person. The grass is edible. Trust me." <br><br> <<He>> steps away from the fence. "This is your life now. You better get used to it." <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<if $cow gte 6>> You crawl on your hands and knees, searching for tasty tufts of grass. You find a particularly juicy one, and enjoy chewing it. <<if $uncomfortable.nude is true or $uncomfortable.underwear is true>> <br><br> <span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span> <<set $uncomfortable.underwear to false>> <<set $uncomfortable.nude to false>> <</if>> <<elseif $cow gte 5>> You kneel in the grass and lean forward, pulling up tufts of grass with your teeth. You find a particularly tasty patch. <<elseif $cow gte 4>> You kneel in the grass and lean forward, pulling up tufts of grass with your teeth. It tastes better this way. <<elseif $cow gte 3>> You kneel in the grass, and pull up a tuft. It doesn't taste that bad. <<elseif $cow gte 2>> You kneel in the grass, and pull up a tuft. It takes a long time to chew, but goes down easily enough. <<elseif $cow gte 1>> You pull up some grass, and nibble the blades. It doesn't taste bad, but it's not great either. <<else>> You pull up some grass, and nibble the blades. They taste awful. You're not even sure you can digest them. <</if>> <br><br> <<livestockFieldGrassEvents>> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> You follow the slime's urging and go down onto all fours. You crawl on your hands and knees just like the other cows in the field, pulling up tufts of grass with your teeth. <<if $cow gte 6>> You find a particularly juicy one, and enjoy chewing it. <<if $uncomfortable.nude is true or $uncomfortable.underwear is true>> <br><br> <span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span> <<set $uncomfortable.underwear to false>> <<set $uncomfortable.nude to false>> <</if>> <<elseif $cow gte 5>> You find a particularly tasty patch. <<elseif $cow gte 4>> It tastes better this way. <<elseif $cow gte 3>> It doesn't taste that bad. <<elseif $cow gte 2>> It takes a long time to chew, but goes down easily enough. <<elseif $cow gte 1>> It doesn't taste bad, but it's not great either. <<else>> They taste awful. You're not even sure you can digest them. <</if>> <br><br> <<livestockFieldGrassEvents>> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<if $earSlime.corruption gte (currentSkillValue('willpower') / 10) and !$earSlime.defyCooldown>> <<set $earSlime.defyCooldown += 4>> You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">you fail</span> to resist its influence.<<ggwillpower>><<willpower 3>> <br><br> Following the slime's command, you go down onto all fours. You crawl on your hands and knees just like the other cows in the field, pulling up tufts of grass with your teeth. <<set _cowTransform to 2>> <<if $cow gte 6>> You find a particularly juicy one, and enjoy chewing it. <<if $uncomfortable.nude is true or $uncomfortable.underwear is true>> <br><br> <span class="gold">Your exposure doesn't concern you as it once did. It feels natural.</span> <<set $uncomfortable.underwear to false>> <<set $uncomfortable.nude to false>> <</if>> <<set _cowTransform to 1>> <<elseif $cow gte 5>> You find a particularly tasty patch. <<elseif $cow gte 4>> It tastes better this way. <<elseif $cow gte 3>> It doesn't taste that bad. <<elseif $cow gte 2>> It takes a long time to chew, but goes down easily enough. <<elseif $cow gte 1>> It doesn't taste bad, but it's not great either. <<else>> They taste awful. You're not even sure you can digest them. <</if>> <br><br> <<livestockFieldGrassEvents>> <<link [[Next|Livestock Field]]>><<pass 60>><<livestock_obey _cowTransform>><<transform cow _cowTransform>><<hunger -400>><<endevent>><</link>> <br> <<else>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. You feel it try, <span class="green">but fail,</span> to force you to eat the grass the way it wants.<<gwillpower>><<willpower 1>> <</if>> <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <</if>><<effects>> You follow the slime's urging and go down on all fours. As you pull up your first tuft of grass, you feel yourself slip into a trance. <span class="green">You don't remember ever feeling so tranquil.</span> You have all the tasty grass you could want to eat. <br><br> <<link [[Eat grass...|Livestock Slime Field Grass Extreme Eat]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>><<effects>> <<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<set $earSlime.defyCooldown += 8>> You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">you fail</span> to resist its influence.<<ggwillpower>><<willpower 3>> <br><br> You go down on all fours. As you pull up your first tuft of grass, you feel yourself slip into a trance. <span class="green">You don't remember ever feeling so tranquil.</span> You have all the tasty grass you could want to eat. <br><br> <<link [[Eat grass...|Livestock Slime Field Grass Extreme Eat]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>> <<else>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You try to ignore the slime but feel a jolt of pain as it punishes you for your defiance. You feel it try, <span class="green">but fail,</span> to force you to eat the grass the way it wants.<<gwillpower>><<willpower 1>> <</if>> <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <</if>><<effects>> <<if Time.hour lt 19>> You crawl on your hands and knees, searching for and pulling up <<if $cow gte 3>>tasty <</if>>tufts of grass with your teeth. <<switch Time.hour>> <<case 12>><<if random(0,100) gte 50>>You briefly think something is trying to get your attention, but the thought disappears the moment you start chewing.<</if>> <<case 10 14 17>>You moo. <<case 18>>You yawn<<if random(0,100) gte 50>>, wondering when you should get some sleep, but the thought disappears the moment you start chewing<</if>>. <</switch>> <br><br> <<link [[Eat grass...|Livestock Slime Field Grass Extreme Eat]]>><<pass 60>><<livestock_obey 1>><<transform cow 1>><<hunger -400>><</link>> <<else>> <<npc Remy>><<person1>> You <span class="green">break out of the trance</span> as someone pulls hard on your leash. It's Remy. "Finally!" <<He>> sighs. "Had a job for you earlier, <<girl>>, but I was unable to get your attention. You were completely focused on eating." <br><br> <<if $cow gte 6>> Still feeling out of it, you moo at <<him>>. <<else>> Still feeling out of it, you look at <<him>> with a confused expression. You blush as you realise what you've been doing all day on your hands and knees. <</if>> <br><br> "Well, no matter," <<he>> says, pulling you towards the barn. "It's getting late; let's go get you milked." <br><br> <<link [[Next|Livestock Milking Obey]]>><</link>> <</if>><<effects>> You run around the field, and work up a sweat. There's plenty of space. It would almost be idyllic, were you not imprisoned and treated as cattle. <<physique 6>><<athletics 6>><<pass 60>> <br><br> <<if $rng gte 51>> <<livestock_overhear>> <</if>> <<link [[Next|Livestock Field]]>><</link>> <br><<effects>> You stand on the riverbank, and peer into the churning water. You can't see the bottom. The flow enters and leaves the field through a tunnel. It looks like you could escape this way, but you'd need to be a strong swimmer to avoid being swept downstream. <br><br> You could wash here if you were careful. <br><br> <<link [[Next|Livestock Field River]]>><</link>> <br><<effects>> You approach the river. The water rushes by. <br><br> The river glimmers with your reflection, <<if Weather.bloodMoon>> drowning in blood. <<elseif Time.dayState is 'dawn'>> with an afterglow of amber from the dawn. <<elseif Time.dayState is 'day'>> leaving no impurities in the image. <<elseif Time.dayState is 'dusk'>> with an afterglow of amber from the dusk. <<else>> the moonlight illuminating the surface. <</if>> <br> <<if Time.hour is 12>> <br> It seems Remy is looking for you. <span class="red">You should head out.</span> <br><br> <<else>> <<mirroricon>><<link [[Check your reflection|Livestock Field Mirror]]>><<preMirror>><</link>> <br><br> <<skinicon "wash">><<link [[Wash (0:15)|Livestock Field Wash]]>><<wash>><<pass 15>><</link>> <br> <<swimicon "up">><<link [[Swim upstream|Livestock Field River Upstream]]>><</link>><<swimmingdifficulty 1 1000>> <br> <<swimicon "down">><<link [[Swim downstream|Livestock Field River Downstream]]>><</link>> <br><br> <</if>> <<if Time.dayState is "night">> <<getouticon>><<link [[Leave|Livestock Field Night]]>><</link>> <<else>> <<getouticon>><<link [[Leave|Livestock Field]]>><</link>> <br> <</if>><<effects>> <<link [[Step away|Livestock Field River]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>> <br> <<mirror "reflection">> <br><br><<effects>> You wash your body in the shallows. The water is clean, at least. You're careful not to step out too far, lest you be swept away. <br><br> <<link [[Next|Livestock Field River]]>><</link>> <br><<water>><<effects>> <<if $swimmingSuccess>> <<if Time.dayState is "night">> <<set $livestock_escape to "night">> You dive into the water, and struggle against the current. The water is fierce, but you manage to swim against it. The water doesn't relent as you enter the tunnel, but you keep pushing until you're clear on the other side. <br><br> You climb onto the bank, and look up at the perimeter fence. You made it. <br><br> You run away from the farm, up a small hill and down the other side. You shouldn't be visible from the field. <br><br> You don't know how much time you have until your absence is noticed, so you don't stop to take a breather. <br><br> <<link [[Next|Livestock Escape Town]]>><<livestockescape>><<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscapedNightRiver" }>><</link>> <<else>> <<set $livestock_escape to "river">> You dive into the water, and struggle against the current. The water is fierce, <span class="green">but you manage to swim against it.</span> The water doesn't relent as you enter the tunnel, but you keep pushing until you're clear on the other side. <br><br> You climb onto the bank, and look up at the perimeter fence. You made it. <br><br> You run away from the farm, up a small hill and down the other side. You shouldn't be visible from the field. <br><br> <<pass 1>>A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span> <<lllobey>><<livestock_obey -20>> <br><br> <<link [[Next|Livestock Escape]]>><</link>> <br> <</if>> <<else>> You dive into the water, and struggle against the current. <span class="red">It's too strong.</span> It seizes you, pulling you along and under. You emerge just in time to see the sky disappear overhead as you are pulled into the tunnel. <br><br> You struggle to keep your head above surface as you are pulled through darkness, until you collide with a metal grate. You feel around, pressed against it by the water, but there doesn't seem to be a way around. <br><br> Something grasps your collar from above, and you are pulled into a dry but gloomy interior. <br><br> <<link [[Next|Livestock River Caught]]>><</link>> <br> <</if>><<water>><<effects>> You slip down the bank, and into the rushing water. It seizes you, pulling you along and under. You emerge just in time to see the sky disappear overhead as you are pulled into the tunnel. <br><br> You struggle to keep your head above water as you are pulled through darkness, until you collide with a metal grate. You feel around, pressed against it by the water, but there doesn't seem to be a way through. <br><br> Something grasps your collar from above. You are pulled into a dry but gloomy interior. <br><br> <<link [[Next|Livestock River Caught]]>><</link>> <br><<effects>> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>> <<if Time.dayState is "night">> <<set $farmGateCD to 1>> "I'll be damned," says the hand's owner as <<person1>><<he>> releases you. "An escapee at such an hour? Good thing we decided to stay up and play some cards." <br> "Indeed," says a <<person2>><<person>> beside <<him>>. Your eyes adjust to the dark at last. It looks like a basement with a hole built into the floor, giving access to the river below. "What's this you're clutching?" <br> <<He>> snatches the ring of keys.<<unset $farm_key>> "Naughty <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>. I don't know how you managed to get your hands on this, but I'm taking it." <br> Someone touches your ass, causing you to squeak. "Normally we'd have to bring you to Remy. But I don't feel like waking up the boss," says the culprit, a <<person3>><<person>>. "We'll punish you ourselves." <br> "Yeah, no need to disturb the geezer," says a fourth voice. You hear wood scrape against the floor, and a <<person4>><<person>> rises to <<his>> feet. "Personally, I'd be pissed if someone woke me up in the middle of the night." <br><br> <<else>> "We got ourselves another would-be escapee," says the hand's owner as <<he>> releases you. <br> "This one's pretty hot though," says a <<person2>><<person>> beside <<him>>. Your eyes adjust to the dark at last. It looks like a basement with a hole built into the floor, giving access to the river below. "For a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, I mean." <br> You feel someone pinch your ass, and jump. "Remy won't mind if we, ah, take the punishment into our own hands," says the culprit, a <<person3>><<person>>. "Saves the trouble." <br> "I like it," says a fourth voice. You hear wood scrape against the floor, and a <<person4>><<person>> rises to <<his>> feet. "Let it never be said we don't earn our keep." <br><br> <</if>> <<link [[Next|Livestock Field River Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Field River Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Field River Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $farmCellUnlk is true>> <<if $farmGateCD is 1>> <<set $farmGateCD to 0>> <<unset $farmCellUnlk>> Once the farmhands are done toying with you, the <<person1>><<person>> brings you back to your cell. The sleeping farmhand is nowhere to be seen. "You should be grateful we didn't take you to the boss. But don't expect us to remain silent about your little escape." <<llobey>><<livestock_obey -10>> <br><br> The <<person1>><<person>> opens your cell. "What the hell?" <<He>> looks at the broken lock while holding you by your forearm. You feel <<his>> hand squeezing tighter.<<pain 2>><<gpain>> <br><br> "You fucking brat. Do you think this is funny? Hey! Gimme a hand here! Our new friend broke the lock. We'll need to put another one on!" <<tearful>> you spend the following half an hour sitting in the neighbouring cell and watching the goons replace the lock. Once they finish their work, they shove you inside and leave. <<else>> <<unset $farmCellUnlk>> Once the farmhands are done toying with you, the <<person1>><<person>> brings you back to your cell. "You should be grateful we didn't take you to the boss. But don't expect us to remain silent about your little escape." <<llobey>><<livestock_obey -10>> The <<person>> locks you in your cell. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Cell]]>><<unset $livestockLockSeq>><<pass 30>><</link>> <br> <<else>> The <<person1>><<person>> keeps a firm grip on your collar. "Right then," <<he>> says, tugging you towards the door. "Time to return you to your herd. Don't think Remy won't hear about this, either. You're lucky 'twas us that found you." <<llobey>><<livestock_obey -10>> <br><br> <<tearful>> you stumble along beside the <<person>>. You're led up a flight of stairs, and emerge from a shed behind the barn. You're taken to the small lane leading to the field. <br><br> The <<livestock_cows>> eye you quizzically as you enter. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> <<if Time.dayState is "night">> <<set $livestock_escape to "night">> <<else>> <<set $livestock_escape to "combat">> <</if>> The <<person1>><<person>> slips on the wet stone, and tumbles into the river below. The <<person2>><<person>> rushes over to help while the others remain still and unsure. <br><br> <<tearful>> you seize the chance. You run through the only door and up a flight of stairs. You emerge from a shed behind the barn. You turn and run in the opposite direction. <br><br> <<clotheson>> <<endcombat>> <<pass 1>>A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span> <<lllobey>><<livestock_obey -20>> <br><br> <<link [[Next|Livestock Escape]]>><</link>> <br> <</if>><<effects>> <<if Time.dayState is "night">> You examine the fence but find no breaches in it. You wonder if you could dig a tunnel underneath it. <br><br> You should probably give it a try <span class="teal">once the sun rises.</span> <br><br> <<link [[Next|Livestock Field Night]]>><</link>> <br> <<else>> You walk up to the fence. The vertical gaps are far too thin to squeeze through, and it towers into the air. <br><br> You see movement nearby. A mouse scurries past, hiding within tufts of grass. It disappears into a small hole at the base of the fence. It appears on the other side a moment later. <br><br> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>><<effects>> <<if Time.dayState is "night">> <<if $livestock_dig gte 25 or ($livestock_dig gte 24 and $physiquesize lte 12000) or ($livestock_dig gte 23 and $physiquesize lte 10000) or ($livestock_dig gte 22 and $physiquesize lte 6000)>> You walk over to your tunnel. It's still there, although the long grass hides it from sight. <br><br> <<getouticon "hole">><<link [[Escape|Livestock Dig Escape]]>><</link>> <br> <<refuseicon>><<link [[Wait|Livestock Field Night]]>><</link>> <br> <<elseif $livestock_dig gte 0 and $livestock_dig lte 24 or ($livestock_dig is undefined)>> You examine the fence but find no breaches in it. You already started digging a tunnel, but there is still work to be done before you can reach the other side. <br><br> You should probably continue digging <span class="teal">once the sun rises.</span> <br><br> <<link [[Step back|Livestock Field Night]]>><</link>> <</if>> <<else>> <<if pcAreArmsBound("both")>> <span class="red">Can't dig when your arms are bound.</span> <br><br> <<link [[Next|Livestock Field]]>><</link>> <br> <<else>> <<if $livestock_dig gte 25 or ($livestock_dig gte 24 and $physiquesize lte 12000) or ($livestock_dig gte 23 and $physiquesize lte 10000) or ($livestock_dig gte 22 and $physiquesize lte 6000)>> You crawl inside your tunnel, and get to digging. You pull free a large stone, and earth collapses on your head. You brush it aside, and glimpse daylight above. <br><br> You peek your head out. You're on the other side of the fence. You could escape, though you'll still be in the middle of the countryside, and Remy will soon notice your absence. It could be dangerous. <<elseif $livestock_dig gte 20>> You crawl inside your tunnel, and get to digging. You think the far end may be beneath the other side of the fence, and start to curve upwards. <<elseif $livestock_dig gte 12>> The hole is more like a tunnel now. You drop inside and get to digging, emerging to scatter earth amongst the grass. You're careful not to be seen. <<elseif $livestock_dig gte 6>> You kneel in the grass and lean into the hole, now deep enough to fit half your body. You remove more earth, curving it toward the fence. <<elseif $livestock_dig gte 1>> You crouch in the grass and get to work. You hope it looks like you're just grazing. You deepen and widen the hole. <<else>> Farmhands sometimes patrol the perimeter, so you choose a spot a little way away from the fence where the tall grass should conceal your mischief. You start digging. The ground is hard. It's tiring and slow with only your hands as digging implements, but bit by bit you move the earth aside. <br><br> An hour passes. You've made a hole. It's too thin and far too shallow, but with effort this will work. <</if>> <br><br> <<if $livestock_dig gte 25>> <<getouticon "hole">><<link [[Escape|Livestock Dig Escape]]>><</link>> <br> <<refuseicon>><<link [[Wait|Livestock Field]]>><</link>> <br> <<elseif $livestock_dig gte 24 and $physiquesize lte 12000 or ($livestock_dig gte 23 and $physiquesize lte 10000) or ($livestock_dig gte 22 and $physiquesize lte 6000)>> <<getouticon "hole">><<link [[Escape|Livestock Dig Escape]]>><</link>><<small_text>> <br> <<refuseicon>><<link [[Wait|Livestock Field]]>><</link>> <br> <<else>> <<pass 60>> <<set $livestock_dig += 1>> <<if $rng gte 51>> <<livestock_overhear>> <<link [[Next|Livestock Field]]>><</link>> <br> <<elseif $rng gte 31>> <<generate1>><<person1>> "What you up to down there?" says a voice from the fence. <br><br> <<if $cow gte 6>> <<link [[Moo|Livestock Field Dig Moo]]>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>> <br> <<else>> <<link [[Pretend to moo|Livestock Field Dig Moo]]>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>> <br> <</if>> <<link [[Distract|Livestock Field Dig Distract]]>><</link>><<exhibitionist1>> <br> <<link [[Insult|Livestock Field Dig Insult]]>><<livestock_obey -1>><<stress -6>><</link>><<lobey>><<lstress>> <br> <<link [[Just keep digging|Livestock Field Dig Keep]]>><<livestock_obey -1>><</link>><<lobey>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>> <</if>> <</if>><<effects>> You moo at the <<person>>. "Just being a dumb cow, then," <<he>> laughs. "Keep it up." <br><br> You return to digging. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I don't want to tell you, meanie," you say, summoning your courage. "Go away." <<elseif $speech_attitude is "bratty">> "Looking for your brain," you say. "You seem to have lost it. Any more dumb questions?" <<else>> "I'm not telling a pervert like you anything," you say. "Go away." <</if>> <br><br> "Watch your mouth, dumb slut," the <<person>> responds. "Dumb <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, I mean. You're lucky I'm in a good mood." <br><br> You return to digging. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> You ignore the <<person>>, and keep digging. You don't think <<he>> can make out what you're doing in the long grass, but <<he>> must be suspicious. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> "Me?" you ask, standing upright and wiggling your <<bottom>>. "I'm just doing cow things. Naked in this field." <<His>> eyes move over your body, trying to glimpse you behind the long grass. <<He>> shifts to get a better angle, <<his>> original question forgotten. <<exhibitionism1>> You hide low within the grass and continue digging. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<if Time.dayState is "night">> <<set $livestock_escape to "night">> You pull yourself from the hole, and run. You climb a small hill, and down the other side. You should no longer be visible from the field. <br><br> You don't know how much time you have until your absence is noticed, so you keep moving. <br><br> <<link [[Next|Livestock Escape Town]]>><<livestockescape>><<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscapedNightHole" }>><</link>> <br> <<else>> <<set $livestock_escape to "hole">> You pull yourself from the hole, and run. You climb a small hill, and down the other side. You should no longer be visible from the field. <br><br> <<pass 1>>A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span><<lllobey>><<livestock_obey -20>> <br><br> <<link [[Next|Livestock Escape]]>><</link>> <br> <</if>><<effects>> You walk over to your tunnel. It's still there, though both sides hide in long grass and are invisible until close. <br><br> <<link [[Escape|Livestock Dig Escape]]>><</link>> <<if $livestock_dig lte 24>> <<small_text>> <</if>> <br> <<link [[Wait|Livestock Field]]>><</link>> <br><<effects>> <!-- Modified for Monster People --> <<if maleChance() lte 0>> <<set _horse_gender to "f">> <<elseif maleChance() gte 100>> <<set _horse_gender to "m">> <<else>> <<set _horse_gender to "b">> <</if>> You approach Remy's steeds. <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> They look like horses from a distance, but up close you see they have the heads and torsos of <<if _horse_gender is "f">> women. <<elseif _horse_gender is "m">> men. <<else>> men and women. <</if>> Long, well-cared-for manes of hair trail down their backs and chests. <<if _horse_gender is "f">> They seem unconcerned about their bare breasts. <<elseif _horse_gender is "b">> The women seem unconcerned about their bare breasts. <</if>> <br><br> Some stoop to drink from the river. Others stare at their reflections, running fingers through their hair. <<else>> Their fur ranges from pale to dark brown, all well-groomed. <br><br> Most stoop, either to drink from the river or to munch on grass. <</if>> <br><br> <<if $livestock_horse gte 2>> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <span class="green">A few nod in greeting as you approach.</span> <<else>> <span class="green">They clop closer as you approach.</span> <</if>> <<elseif $livestock_horse gte 1>> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> They watch as you approach. Some look amused. <<else>> They watch as you approach. They seem calm. <</if>> <<else>> <<beastNEWinit 1 horse>> <<if $monster is 1>> One of them, a particularly large, dark-haired specimen, faces you as you draw close. "Walk away, cattle," <<bhe>> says, holding <<bhis>> head higher. "This is our patch." The others watch you as well. <<else>> One of them, a particularly large, dark-haired specimen, unleashes a deep whinny as you approach. It sounds like a warning. The others look up. They're watching you. <</if>> <</if>> <br><br> <<if $livestock_horse lt 1 or $livestock_horse is undefined>> <<link [[Be friendly|Livestock Field Horse Intro]]>><<set $livestock_horse to 1>><<set $phase to 1>><</link>> <br> <<link [[Be firm|Livestock Field Horse Intro]]>><<set $livestock_horse to 1>><<set $phase to 2>><</link>> <br> <<link [[Walk away|Livestock Field]]>><<endevent>><</link>> <br> <<elseif Time.betweenHours(19, 20)>> It seems Remy is looking for you. <span class="red">You should head out.</span> <br><br> <<getouticon>><<link [[Leave|Livestock Field]]>><<endevent>><</link>> <br> <<else>> <<rng>> /* I'm not sure this is nessesary, but I think there's a way to loop through these scenes without alterting RNG, so lets stop that */ <<if $daily.livestock and $daily.livestock.horses_satisfied is undefined>><<set $daily.livestock.horses_satisfied to 0>><</if>> <<clearnpc>><<beastNEWinit 1 horse>> <!-- Modified for Monster People --> <<if random(1,2) is 1 and $awareness gte 200 and $daily.livestock.horses_satisfied lt 6 and $settings.horsesEnabled and ($settings.bestialityEnabled or $monster is 1)>> One <<beasttype>> in the back seems agitated. <<bHe>> stomps at the others, and is <<if $monster is 1>> being rude and demanding. <<else>> neighing in frustration. <</if>> <<set _agitated to 1>> <br><br> <</if>> <<ind>><<link [[Brush their hair (1:00)|Livestock Field Horse Brush]]>><<pass 60>><<tending 6>><<stress -6>><</link>><<gtending>><<lstress>> <br> <<if _agitated is 1>> <<animalicon "horse">><<link [[Look beneath the agitated <<beasttype>> (0:01)|Livestock Field Deviancy]]>><<set $phase to 1>><<pass 1>><<set $daily.livestock.horses_satisfied += 1>><</link>><<deviant1>> <br> <</if>> <<if $livestock_food gte 1>> <<ind>><<link [[Offer the basket of apples|Livestock Field Horse Apples]]>><<trauma -18>><<unset $livestock_food>><<endevent>><</link>><<lltrauma>> <br> <</if>> <<getouticon>><<link [[Leave|Livestock Field]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $monster is 1>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "P-please don't be angry," you say. "I just want us to be friends." <<elseif $speech_attitude is "bratty">> "The way I see it," you say. "We're sharing this field together, and should get used to each other." <<else>> "I mean no harm," you say. "I'm just curious." <</if>> The centaur laughs. <<elseif $phase is 2>> <<if $speech_attitude is "meek">> "Don't be rude," you say, surprised by how confident you sound. "You're free to go where you please in this field. I just want the same." <<elseif $speech_attitude is "bratty">> "You don't scare me," you scoff. "I go where I like." <<else>> "I'd rather be over here," you say. "Is that going to be a problem?" <</if>> Arms crossed, the centaur regards you with a level stare. <</if>> <br><br> "You're braver than the rest. Fine, but watch yourself." <<else>> <<if $phase is 1>> You keep your pace slow and consistent, but continue to approach. You stretch out your arm, and pat the large horse on the head. <<elseif $phase is 2>> You keep your pace consistent, but don't slow down. You march right up to the large horse, and rest your hand on its head. <</if>> <br><br> The horse makes a gruff sound, but goes back to eating. The others follow suit. <</if>> <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br><<effects>> <<if maleChance() lte 0>> <<set _horse_gender to "f">> <<elseif maleChance() gte 100>> <<set _horse_gender to "m">> <<else>> <<set _horse_gender to "b">> <</if>> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <<if $livestock_horse gte 2>> You brush the centaurs' hair with your fingers. They jostle for their turn. They try to make you scratch their backs, despite having little hair there. <<else>> You brush the centaurs' hair with your fingers. They're wary, but don't turn you down. You get the feeling they enjoy it more than they let on. <</if>> <<else>> <<if $livestock_horse gte 2>> You brush the horses' hair with your fingers. They jostle for their turn. They occasionally give you soft nuzzles after. <<else>> You brush the horses' hair with your fingers. They're wary, but don't turn you down. You get the feeling they enjoy it more than they let on. <</if>> <</if>> <br><br> <<if dangerEvent(0.5)>> /* Reduced allure effect since PC is always nude */ <<rng>> <<if $rng gte 51>> <<clearnpc>> <<rng>> <<if $rng gte 51>> <<if $livestock_horse_rescued is undefined>> <<if !$per_npc.grumpyHorse>> <<beastNEWinit 1 horse>> <<saveNPC 0 "grumpyHorse">> An older <<beasttype>> limps by. Unlike the others, <<bhe>> ignores you. You look at <<bhis>> leg. A large, painful-looking splinter is lodged in the skin above <<bhis>> foot. <br><br> <<if $monster is 1>> "Just ignore <<bhim>>," another <<beasttype>> says. "Grumpy bastard. Won't let anyone near that wound of <<bhis>>. Not even Remy." <<else>> The other horses make way when it approaches. <</if>> <<else>> <<loadNPC 0 "grumpyHorse">> An older <<beasttype>> limps by. It's the same grumpy <<beasttype>>, still injured. <br><br> You give a look of concern. <<if $monster is 1>> <<bHe>> scoffs at you. <<else>> <<bHe>> snorts dismissively at you. <</if>> <</if>> <br><br> <<link [[Try to help|Livestock Field Horse Help]]>><</link>><<tendingdifficulty 700 1000>> <br> <<link [[Ignore|Livestock Field Horse]]>><<endevent>><</link>> <br> <<else>> <<if !$per_npc.grumpyHorse>> <<beastNEWinit 1 horse>> <<saveNPC 0 "grumpyHorse">> <<else>> <<loadNPC 0 "grumpyHorse">> <</if>> <span class="green">The old <<beasttype>> you helped gallops by, making the most of <<bhis>> healed leg.</span> <<if $monster is 1>> <<bHe>> smiles and waves at you as <<bhe>> passes. <<else>> It neighs happily when it sees you. <</if>> <<ltrauma>><<trauma -6>> <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>> <<else>> <<beastNEWinit 1 horse>><<generate2>><<person2>> "How cute," says a voice behind the fence. It's a <<person2>><<person>>. <<Hes>> dressed as a farmhand. "Cows and horses being best friends. I should film this. Might go viral." The <<person1>><<beastsplural>> bristle at <<person2>><<his>> mocking tone<<if $monster is 1>>, but don't say anything<</if>>. <<He>> takes a bite of an apple. The <<person1>><<beastsplural>> stare longingly at the fruit. "What's the matter?" the <<person2>><<person>> asks. "Bored of grass? Well too bad. No sweet, juicy apples for you." To drive home the point, <<he>> discards the uneaten apple some way from the fence. Just out of reach. <br><br> A couple of younger <<person1>><<beastsplural>> rush over when the farmhand is gone. They try to reach through a gap, but the electric fence painfully thwarts them. <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>> <<else>> <!-- Modified for Monster People --> <<if $daily.livestock.horses_satisfied lt 6 and $settings.horsesEnabled and ($settings.bestialityEnabled or $monster is 1)>> One <<beasttype>> seems frustrated even as you brush <<bhim>>. <<bHe>> keeps stomping at you, and is <<if $monster is 1>> being rude and demanding. <<else>> neighing and shaking <<bhis>> mane. <</if>> <br><br> <<animalicon "horse">><<link [[Look beneath the agitated <<beasttype>> (0:01)|Livestock Field Deviancy]]>><<set $phase to 1>><<pass 1>><<set $daily.livestock.horses_satisfied += 1>><</link>><<deviant1>> <br> <<getouticon>><<link [[Ignore|Livestock Field Horse]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>> <</if>> <<else>> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $livestock_horse gte 2>> <<beastNEWinit 1 horse>> You hold out the basket of apples, and soon find yourself surrounded. One tries to sneak a second, <<if $monster is 1>> until an elder slaps <<bhis>> hand away. <<else>> until an elder chases it off with a snort. <</if>> <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <<else>> <<beastNEWinit 1 horse>> <<set $livestock_horse to 2>> You hold out the basket of apples. The <<beastsplural>> stare in shock at such a bounty. They trot closer, but carefully, as if afraid it's a trick. A younger <<beasttype>> chances it first. <<if $monster is 1>> "So sweet," <<bhe>> manages, catching the dripping juice in <<bhis>> fingers and licking it off. <<else>> It pulls an apple from the basket, where it falls to the ground. It takes a bite, and neighs happily. <</if>> <br><br> The other <<beastsplural>> crowd around, none wanting to be left out. <<if $monster is 1>> One of the elders takes charge, making sure they're evenly shared. <br><br> The apples soon vanish, but the <<beastsplural>> look at you in a different way. Less hostile. "Sorry if we were rude," one mumbles. <<else>> There's a little jostling, but they're good at sharing the fruit evenly. <br><br> The apples soon vanish, but the horses have a lightness in their step that wasn't present before. More than one tries to lick your face. <</if>> <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> <<set $livestock_horse to 2>> <<if $monster is 1>> The <<beasttype>> cries out in pain and staggers away from you. <<bHe>> looks at you, eyes full of anguish. Then <<bhis>> expression softens. <<bHe>> presses <<bhis>> wounded foot against the ground, and smiles. <br><br> "My foot," <<bhe>> says weakly. "It doesn't hurt." The other <<beastsplural>> relax. A few chuckle. Someone pats you on the back. "That's one headache sorted," says a pale <<beasttype>> behind you. "You're alright. For cattle." <<else>> The horse staggers away from you. It holds its leg in the air, but then presses it against the ground. It starts walking, tentative at first, then with more confidence. The walk becomes a trot, then a run, then a gallop. It runs around the field, startling the cattle. <br><br> The other horses seem much less agitated. One of them licks your neck from behind. <</if>> <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <<else>> You stop brushing fur and approach the old <<beasttype>>. <<if $monster is 1>> "Leave me be," <<bhe>> sneers. "Or I'll clobber you." <br><br> <<if $speech_attitude is "meek">> "S-sorry to bother you centaur <<print $NPCList[0].gender is "f" ? "miss" : "sir">>," you say. "But I think I can help." <<elseif $speech_attitude is "bratty">> "Quit whinging," you say. "Do you want to get better or not?" <<else>> "Please don't be frightened," you say. "I can help." <</if>> <<else>> It snorts at you. <br><br> <<if $speech_attitude is "meek">> "S-sorry to bother you," you say. "But I think I can help." <<elseif $speech_attitude is "bratty">> "Quit whinging," you say. "Do you want to get better or not?" <<else>> "Please don't be frightened," you say. "I can help." <</if>> <</if>> <<if $tendingSuccess>> <<set $livestock_horse_rescued to true>> You crouch near <<bhis>> wounded leg. <span class="green"><<bHe>> doesn't stop you.</span> <br><br> You examine the wound. The splinter's in there deep, but it looks like a single, large piece. There's no bleeding. Not right now. <br><br> You clutch it firm, and pull with a single, sharp movement. <br><br> <<link [[Next|Livestock Field Horse Help]]>><<set $phase to 1>><</link>> <br> <<else>> You crouch near <<bhis>> wounded leg. <span class="red"><<bHe>> rears up, <<bhis>> forelegs kicking at you.</span> <<if $monster is 1>> A pair of arms wrap around you from behind, pulling you back and narrowly avoiding a clobbering. <br><br> "Didn't you hear what I said? Stay clear of that one." <<else>> Another horse runs in the way, protecting you from a clobbering. <br><br> The newcomer snorts at you as well, as if in warning. <</if>> <<gstress>><<stress 6>> <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> <<if $phase is 1>> You crouch beneath the <<beasttype>>. As suspected, <<bhis>> <<npcGenitals>> is <<horsegenitalsdesc>>. The poor thing is frustrated. <br><br> <<if $monster is 1>> "What're you doing down there?" <<bhe>> asks, <<bhis>> <<if $NPCList[0].breastsize gte 4>> <<npcChest>> swinging <<elseif $NPCList[0].breastsize lt 4 and $NPCList[0].breastsize gte 1>> <<bhis>> <<npcChest>> bouncing <<else>> <<bhis>> toned <<npcChest>> on display <</if>> as <<bhe>> turns to look. "I'm not waiting all day." <br><br> <<else>> <<set $rng to random(1,3)>> <<switch $rng>> <<case 1>> <<bHes>> silent and looks at you, curious. <<case 2>> <<bHe>> whines and looks at you, curious. <<case 3>> <<bHe>> snorts and looks at you, curious. <<case 4>> <<bHe>> neighs and looks at you, curious. <</switch>> <br><br> <</if>> <<if $NPCList[0].penis isnot "none">> <<bHis>> <<npcGenitals>> is so huge it's hard to look away. <<else>> It's hard to look away from <<bhis>> <<horsegenitalsdesc>> <<npcVagina>>. <</if>> <<deviancy1>> <<if hasSexStat("deviancy", 2)>> <<if pcAreArmsBound("both")>> You would be able to take things further, <span class="blue">if your arms weren't bound.</span> <<else>> <<link [[Touch it|Livestock Field Deviancy]]>><<set $phase += 1>><</link>><<deviant2>> <</if>> <br> <</if>> <<link [[Stop|Livestock Field Deviancy]]>><<set $phase += 2>><</link>> <br> <<elseif $phase is 2>> You rub the <<beasttypes>> belly. <<if $monster is 1>> <<bHe>> shivers. "Oh," <<bhe>> exclaims above. "That's nice." You rub down <<bhis>> body, until <<bhis>> <<npcGenitals>> is in reach. You lean forward and touch it. <br> <<deviancy2>> <<bHe>> shouts in shock, and almost stumbles over. The others laugh. You surprised <<bhim>>, but <<bhe>> recovers fast. "Don't touch a <<if $NPCList[0].gender is "f">> lady's <<else>> gentleman's <</if>> <<npcGenitals 0 "simple">> without permission!" <<bhe>> exclaims, turning to look at you once more. <<bHes>> blushing. <<else>> <<bHe>> shivers in pleasure. You rub down <<bhis>> body until <<bhis>> <<npcGenitals>> is in reach. You lean forward and touch it. <br> <<deviancy2>> <<bHe>> neighs in shock, and almost stumbles over. You surprised <<bhim>>, but <<bhe>> recovers fast, moving closer as if inviting more. <</if>> <br><br> <<if hasSexStat("deviancy", 5)>> <span class="lewd">A lewd thought strikes you.</span> There's a bale of straw nearby. <br><br> <</if>> <<if hasSexStat("deviancy", 3)>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to use your hands. <<else>> <<link [[Use your hands (0:05)|Livestock Field Deviancy Hand]]>><<handstat>><<pass 5>><<set $phase to 1>><</link>><<deviant3>> <</if>> <br> <</if>> <<if hasSexStat("deviancy", 5)>> <<link [[Lie on the straw and seduce <<bhim>>|Livestock Field Deviancy Sex]]>><<set $phase to 1>><</link>><<deviant5>> <br> <</if>> <<link [[Stop|Livestock Field Deviancy]]>><<set $phase += 1>><</link>> <br> <<elseif $phase is 3>> You decide not to take things further. <<if $deviancy lt 15>> The thought makes you blush. <</if>> The <<beasttype>> looks disappointed. <br><br> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> You crawl forward, toward the <<beasttypes>> <<horsegenitalsdesc true>> <<npcGenitals>>. <<if $speech_attitude is "meek">> "S-Sorry," you say. "I couldn't help myself." <<elseif $speech_attitude is "bratty">> "How was I supposed to know it was off-limits?" you say. <<else>> "Sorry," you say. "I just wanted to be thorough." <</if>> <<bHe>> doesn't move away. You touch <<bhis>> <<npcGenitals>> again, stroking it, <<if $NPCList[0].penis isnot "none">> then cupping the end in your palm. You reach with your other hand. <br><br> You jerk <<bhim>> slowly at first. You thought <<bhis>> <<npcPenisSimple>> was already fully engorged, but you were mistaken. <<bHe>> starts thrusting, faster, until you're not jerking <<bhim>> as much as letting <<bhim>> fuck your hands. Still <<bhis>> <<npcPenisSimple>> grows bigger. <<else>> then pushing a finger between <<bhis>> folds. You reach with your other hand. <br><br> You rub <<bhim>> slowly at first, but <<bhe>> starts thrusting, faster, until you're not rubbing <<bhim>> as much as letting <<bhim>> fuck your hands. <</if>> <br> <<deviancy3>> The other <<beastsplural>> look on, intrigued. <br><br> <<link [[Keep going (0:10)|Livestock Field Deviancy Hand]]>><<pass 10>><<set $phase += 1>><</link>><<deviant3>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Lick (0:05)|Livestock Field Deviancy Mouth]]>><<pass 5>><</link>><<deviant4>> <br> <</if>> <<elseif $phase is 2>> You do your best to keep your hands <<if $NPCList[0].penis isnot "none">> together <<else>> your hands against <<bhim>>, <</if>> despite the violent thrusting. <<deviancy3>> <<if currentSkillValue("handskill") gte 400>> <<set $livestock_horse to 2>> <span class="green">You manage it.</span> <<ejacstat>><<handejacstat>> <<handstat>><<faceejacstat>> <<if $NPCList[0].penis isnot "none">> <<hairejacstat>> <<bodyliquid "face" "goo" 5>> <<bodyliquid "hair" "goo" 5>> <<bodyliquid "chest" "goo" 5>> The <<horsegenitalsdesc true>> <<npcPenisSimple>> erupts, <<print either("splatters onto your", "coats your", "lands on your", "splashes your","covering your")>> face and hair with thick <<beasttype>> semen. It spurts in such quantities that there's nothing you can do to stop it spilling on your <<breasts>>. <br><br> You can't see anything, but already hear the other <<beastsplural>> crowding around. <<else>> <<set $rng is random(2)>> <<bodyliquid "face" "goo" 5>> <<switch $rng>> <<case 1>> <<bodyliquid "leftarm" "goo" 5>> <<case 2>> <<bodyliquid "rightarm" "goo" 5>> <</switch>> <<bHis>> enormous body shudders in orgasm, <<beasttype>> juices <<print either("splatters onto your", "coats your", "lands on your", "splashes your","covering your")>> arm and face. <br><br> <<bHe>> collapses on the grass and the other <<beastsplural>> crowd around. <</if>> <br><br> <<set $hygiene += 500>> <<if $monster is 1>> "Do me next." <br> "Fuck off, I need this more." <br> "Wish I could <<print either("jerk my own cock", "reach my own pussy")>>." <br><br> <<else>> They jostle with each other, hoping for a turn. <br><br> <</if>> <<if $NPCList[0].penis isnot "none">> You clear the semen from your eyes. <</if>> The satisfied <<beasttype>> lies on the grass, eyes shut though still breathing heavily. <br><br> <<else>> <span class="red">You don't manage it.</span> The force knocks you to the ground, leaving the <<beasttype>> thrusting into empty air. <<if $monster is 1>> <<bHe>> shouts in frustration and tries to reach beneath <<bhis>> body. <<bHe>> can't reach that far back. <<else>> It neighs in frustration, even louder than before. <</if>> <br><br> The gate opens, and several farmhands rush in, drawn by <<if $monster is 1>> <<bhis>> shout <<else>> the noise <</if>> and wielding cattle prods. They surround the agitated <<beasttype>>. <<if $monster is 1>> "No!" <<bhe>> shouts, rearing and kicking at the closest. "I need it—" <<bHe>> cuts off as one of the surrounding farmhands sticks a needle in <<bhis>> rear. <<else>> <<bHe>> rears on <<bhis>> hind legs and kicks at the closest. Another farmhand sneaks up behind <<bhe>>, and sticks a needle in <<bhis>> rear. <</if>> <<bHis>> eyes shut, and <<bhe>> collapses in a heap. <br><br> The farmhands leave the field, shutting the gate behind them. <<if $monster is 1>> The other <<beastsplural>> look amused by the ordeal, but still crowd around to make sure <<bhes>> alright. <<else>> The other <<beastsplural>> crowd around their fallen friend, as if to make sure <<bhes>> alright. <</if>> <<handskill 5>><<handstat>> <span class="gold">You feel more confident in your ability to give pleasure with your hands.</span> <br><br> <</if>> <<link [[Next|Livestock Field Horse]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $NPCList[0].penis isnot 'none'>> You fear <<bhes>> too big to fit, but you can lick and suck the tip. You can try, anyway. <<else>> You try lick <<bhis>> pussy despite the violent thrusting. <</if>> <<deviancy4>> <<if currentSkillValue("oralskill") gte 400>> <<set $livestock_horse to 2>> <<ejacstat>><<faceejacstat>> <<if $NPCList[0].penis isnot "none">> <<oralstat>><<oralejacstat>> <<bodyliquid "mouth" "semen" 4>> <<bodyliquid "face" "semen" 5>> <<bodyliquid "chest" "semen" 5>> <<bHis>> violent thrusting makes it difficult, but <span class="green">you manage</span> to get the occasional lick in. It's salty. The <<horsegenitalsdesc true>> <<npcPenisSimple>> erupts as the tip presses against your mouth, spurting thick <<beasttype>> semen down your throat. <<cumswallow "horse">> As it pulls away it spurts again, this time it <<print either("splatters onto", "coats", "lands on", "splashes","covering")>> your face in such quantities that you can't stop it dribbling over your <<breasts>>. <br><br> You can't see anything, but already hear the other <<beastsplural>> crowding around. <<else>> <<oralstat>> <<bodyliquid "mouth" "goo" 5>> <<bodyliquid "face" "goo" 5>> <span class="green">You manage</span> to get the occasional lick in. It's salty. <<bHis>> enormous body shudders in orgasm, juices <<print either("splatters onto", "coats", "lands on", "splashes","covering")>> your face. <br><br> <<bHe>> falls to the grass. The other <<beastsplural>> crowd around, each wanting a turn. <</if>> <<set $hygiene += 500>> <br><br> <<if $monster is 1>> "Do me next." <br> "Fuck off, I need this more." <<else>> They jostle with each other, hoping for a turn. <</if>> <br><br> <<if $NPCList[0].penis isnot "none">> You clear the semen from your eyes. <</if>> The satisfied <<beasttype>> lies on the grass, eyes shut though still breathing heavily. <br><br> <<else>> <<bHis>> violent thrusting makes it difficult, <span class="red">and you don't manage</span> to get so much as a lick in before <<if $NPCList[0].penis isnot "none">> the <<npcGenitals>> bops you on the head, knocking you on your back. <<gpain>><<pain 6>> <<else>> <<bhe>> knocks you on your back. <</if>> <br><br> The <<beasttype>> thrusts into empty air. <<if $monster is 1>> <<bHe>> shouts in frustration and tries to reach beneath <<bhis>> body. <<bHe>> can't reach that far back. <<else>> It neighs in frustration, even louder than before. <</if>> The gate opens, and several farmhands rush in, drawn by <<if $monster is 1>> <<bhis>> shout <<else>> the noise <</if>> and wielding cattle prods. They surround the agitated <<beasttype>>. <<if $monster is 1>> "No!" <<bhe>> shouts, rearing and kicking at the closest. "I need it—" <<bHe>> cuts off as one of the surrounding farmhands sticks a needle in <<bhis>> rear. <<else>> <<bHe>> rears on <<bhis>> hind legs and kicks at the closest. Another farmhand sneaks up behind <<bhe>>, and sticks a needle in <<bhis>> rear. <</if>> <<bHis>> eyes shut, and <<bhe>> collapses in a heap. <br><br> The farmhands leave the field, shutting the gate behind them. <<if $monster is 1>> The other <<beastsplural>> look amused by the ordeal, but still crowd around to make sure <<bhes>> alright. <<else>> The other <<beastsplural>> crowd around their fallen friend, as if to make sure <<bhes>> alright. <</if>> <<oralskill 5>> <<if $NPCList[0].penis isnot "none">> <<oralstat>> <<else>> <<cunnilingusstat>> <</if>> <span class="gold">You feel more confident in your ability to give pleasure with your mouth.</span> <br><br> <</if>> <<link [[Next|Livestock Field Horse]]>><</link>> <br><<if $phase is 1>> You lie on the straw, and give your <<bottom>> a provocative wiggle. <<if $speech_attitude is "meek">> "Y-you can use me," you say. "To work off that frustration." <<elseif $speech_attitude is "bratty">> "What are you waiting for?" you ask. "You're not gonna chicken out, are you?" <<else>> "I'm all yours," you say. <</if>> <<deviancy5>> The <<beasttype>> doesn't need to be asked twice. <<bHe>> trots over, <<bhis>> huge body almost trembling with excitement. You feel <<bhis>> <<horsegenitalsdesc true>> <<npcGenitals>> <<if $NPCList[0].penis isnot "none">> prod your rear. <<else>> hovers above you. <</if>> <br><br> <<link [[Next|Livestock Field Deviancy Sex]]>><<set $phase += 1>><<set $sexstart to 1>><</link>> <br> <<elseif $phase is 2>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<if $NPCList[0].penis isnot "none">> <<set $rng to random(1)>> <<if $rng is 1>> <<set $NPCList[0].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>> <<else>> <<set $NPCList[0].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>> <</if>> <<else>> <<set $NPCList[0].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>> <</if>> <<prop haybale>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Field Deviancy Sex]]>><<set $phase +=1>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Field Deviancy Sex]]>><</link>></span><<nexttext>> <</if>> <<elseif $phase is 3>> <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<set $livestock_horse to 2>> <<if $NPCList[0].penis isnot "none">> The <<beasttypes>> <<npcPenis>> hangs limp, but still disgorges vast amounts of semen, pooling on the grass beneath. <<else>> The <<beasttype>> neighs contently. <</if>> <<bHis>> knees buckle, and <<bhe>> slumps to the ground. <<bHe>> looks asleep. <br><br> <<if $monster is 1>> One of the other <<beasttype>> trots up to <<bhim>>, then looks at you. "Me next." <br> "Oi," says another, coming up from behind. "Remy's not given me any attention for ages." <<else>> One of the other <<beasttype>> trots up to <<bhim>>, then looks at you. <<bHe>> snorts, looking expectantly. <br> Another stomps up from behind, neighing. <</if>> <br><br> <<tearful>> you climb off the straw as the <<beastsplural>> <<if $monster is 1>> bicker. <<else>> jostle with each other, hoping for a turn. <</if>> <br><br> <<elseif $enemyhealth lte 0>> <<if $monster is 1>> The <<beasttype>> rears up, and lands away from you. "Too much for me," <<bhe>> says, shaking <<bhis>> head. <<else>> The horse rears up, and lands away from you, more afraid than aroused. <</if>> <br><br> <<tearful>> you climb off the straw. <br><br> <<else>> You're not sure the <<beasttype>> will stop after all, until an <<if $monster is 1>> older centaur trots up and gives <<bhim>> a stern look. <<else>> older <<print either("mare","stallion")>> <</if>> <br><br> <<tearful>> you climb off the straw. <br><br> <</if>> <<link [[Next|Livestock Field Horse]]>><<clotheson>><<endcombat>><</link>> <br> <</if>><<effects>> <<if $livestock_muzzle is 1>> <<He>> clips a leash to your collar and <span class="purple">pulls a muzzle against your face.</span><<facewear 23>> <<He>> tugs the leash and pulls you along behind <<him>>. <<else>> <<He>> clips a leash to your collar, and pulls you along behind <<him>>. <</if>> <br><br> <<link [[Next|Livestock Job]]>><</link>> <br><<effects>> "Being stubborn?" Remy says. "Fine." <<He>> holds <<his>> hand in the air. Several farmhands rush in, each wielding a cattle prod. They surround you, just out of reach, their weapons pointed at your body. <br><br> Remy steps forward, holding a leash. You can't move anywhere without getting shocked. <<if $livestock_muzzle is 1>> Remy clips it to your collar, then pulls a muzzle against your face.<<facewear 23>> <<He>> tries to pull you along behind <<him>>. <<else>> Remy clips it to your collar. <<He>> tries to pull you along behind <<him>>. <</if>> <br><br> <<if !pcAreArmsBound("both")>> <<link [[Slap|Livestock Job Slap]]>><<npcincr Remy dom -1>><<npcincr Remy love -1>><<livestock_obey -5>><<trauma -6>><<stress -6>><</link>><<llobey>><<ltrauma>><<lstress>> <br> <</if>> <<link [[Go quietly|Livestock Job]]>><<npcincr Remy dom 1>><</link>> <br><<effects>> You slap Remy's face, too quick for <<him>> to dodge. One of the farmhands jabs the cattle prod forward, but Remy grasps and pushes it away. "Not necessary," <<he>> says, rubbing <<his>> face. <<He>> jerks the leash, forcing you a few steps forward. <br><br> "It's just grumpy," <<he>> says. "I'm sure its behaviour will improve. Or we will need to use the prods." <<He>> pulls again, and you stumble along behind <<him>>. <br><br> <<link [[Next|Livestock Job]]>><</link>> <br><<effects>> <<if $livestock_muzzle is 1>> The farmhands are on edge, but you allow Remy to clip the leash to your collar and <span class="purple">pull a muzzle around your face.</span><<facewear 23>> "Good <<girl>>," <<he>> says, pulling you behind <<him>>. <<else>> The farmhands are on edge, but you allow Remy to clip the leash to your collar. "Good <<girl>>," <<he>> says, pulling you behind <<him>>. <</if>> <br><br> <<link [[Next|Livestock Job]]>><</link>> <br><<effects>> One of the farmhands steps forward, <<if currentSkillValue('danceskill') gte 1000>> and tries to poke you with the end of the rod. You dodge it, and the next. It takes several attacking in unison to catch you. The shock makes you jump. <<elseif currentSkillValue('danceskill') gte 600>> and tries to poke you with the end of the rod. You dodge it, right into another. The shock makes you jump. <<else>> and pokes you with the end of the rod. The shock makes you jump. <</if>> <<if $livestock_muzzle is 1>> Remy darts forward and clips the leash to your collar. <<He>> also <span class="purple">ties a muzzle around your face</span> before you can recover from the shock.<<facewear 23>> <<He>> tries to pull you along behind <<him>>. <<else>> Remy darts forward and clips the leash to your collar. <<He>> tries to pull you along behind <<him>>. <</if>> <br><br> <<if !pcAreArmsBound("both")>> <<link [[Slap|Livestock Job Disobedient Slap]]>><<npcincr Remy love -1>><<npcincr Remy dom -1>><<pain 6>><<trauma -6>><<stress -6>><</link>><<gpain>><<ltrauma>><<lstress>> <br> <</if>> <<link [[Go quietly|Livestock Job]]>><<npcincr Remy dom 1>><</link>> <br><<effects>> You slap Remy's face, too quick for <<him>> to dodge. One of the farmhands shocks you again. <br><br> "Don't make this harder than it needs to be," Remy says, tugging your leash so hard you stumble a few steps. <<He>> pulls you along behind <<him>>. <br><br> <<link [[Next|Livestock Job]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $livestock_horse gte 2 and Time.hour gte 12>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Field Gang Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Field Gang]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The farmhands walk together toward the gate, leaving you lying on the grass. <br><br> <<tearful>> you stagger to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Field]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The farmhands back away from you, surprised by your ferocity. They stand still, facing you in a line. <br><br> <<link [[Charge|Livestock Field Gang Charge]]>><<def 1>><</link>> <br> <<link [[Stare|Livestock Field Gang Stare]]>><</link>> <br> <<else>> <<set $rescued += 1>> <<earnFeat "Equine Rescue">> You hear hooves. The <<person1>><<person>> looks up. "Shit!" <<he>> shouts, backing away from you. The others follow suit, leaving you alone on the grass. <br><br> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<if maleChance() lt random(1, 100)>> The hooves grow louder, and a moment later you're surrounded by centaurs. They form a protective circle around you while a couple chase the farmhands off the field. <br><br> The <<person4>><<person>> is last through the gate, and shuts it in a hurry. A firm-breasted centaur close to you throws back her head, and laughs. "That didn't take much." <br><br> Satisfied that you're safe, the centaurs return to their territory. <<else>> The hooves grow louder, and a moment later you're surrounded by centaurs. They form a protective circle around you while a couple chase the farmhands off the field. <br><br> The <<person4>><<person>> is last through the gate, and shuts it in a hurry. A barrel-chested centaur close to you throws back his head, and laughs. "That didn't take much." <br><br> Satisfied that you're safe, the centaurs return to their territory. <</if>> <<else>> The hooves grow louder, and a moment later you're surrounded by horses. Most stand around you, as if protecting you, while a couple chase the farmhands off the field. <br><br> The <<person4>><<person>> is last through the gate, and shuts it in a hurry. <br><br> Satisfied that you're safe, the horses return to their territory. <</if>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>><<effects>> You take advantage of your initiative, and spring forward into a charge. The <<person1>><<person>> tumbles backwards before you even touch <<him>>, and the others turn and run. <br><br> <<tearful>> you catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Field]]>><</link>> <br><<effects>> You stare them down. They look at each other, trying to goad one another into making the first move. None of them are keen. <br><br> "Screw this," the <<person1>><<person>> says. "I need a drink." <<He>> turns and walks away. The others soon follow. <br><br> <<tearful>> you catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Field]]>><</link>> <br><<effects>> You decide to ignore <<him>>. You doubt it's interesting, anyway. <<He>> soon leads the <<livestock_horse>> out of the field. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>><<effects>> You approach Remy. <<He>> seems focused on fastening a bridle on a <<livestock_horse>>. <<He>> hasn't noticed you. <br><br> <<link [[Moo|Livestock Field Bridle Moo]]>><<livestock_obey 1>><<transform cow 1>><<npcincr Remy love 1>><<npcincr Remy dom 1>><<trauma -6>><</link>><<gobey>><<ltrauma>> <br> <<link [[Nuzzle|Livestock Field Bridle Nuzzle]]>><<livestock_obey 1>><<npcincr Remy dom 1>><</link>><<gobey>> <br> <<link [[Kick|Livestock Field Bridle Kick]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<stress -18>><<trauma -6>><</link>><<lobey>><<llstress>><<ltrauma>><<effects>> You look up and moo at <<him>>. <<if $cow lt 6>>It doesn't quite feel natural.<<stress 6>><<gstress>><</if>> <br><br> <<He>> turns around to regard you with surprise. "Oh. Hey there, <<girl>>. You're not meant to be near the <<livestock_horses>>." <br><br> <<He>> drops the reins to pet your head. "You seem to be settling in nicely. Go back to your herd, <<girl>>." <<He>> smiles at you, giving you one last pet before leading the steed out of the field. <<ltrauma>> <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>><<effects>> You crawl over to <<him>> and nuzzle <<his>> leg. <br><br> <<He>> turns around to regard you with surprise. Smiling, <<he>> chuckles to <<himself>>. <<He>> grabs the steed's reins and walks off, glancing back one more time before moving out of view. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>><<effects>> <<if $livestock_obey gte 60>> You turn around to prop a leg out, kicking <<him>> behind <<his>> knee. <<if $worn.face.type.includes("gag")>>You try to protest, but your voice is muffled by your $worn.face.name.<<else>>"T-twat," you say. Your voice shakes from disuse.<</if>> <br><br> <<He>> turns around with fury, ready to grab at your hair before <<he>> recognises you. <<He>> regards you with furrowed eyebrows, but doesn't push it. <br><br> You hear a pair of farmhands approach you, but Remy holds up a hand to halt them. "It's fine, it's just confused." <<He>> glances down at you one more time, before turning to grab the reins of the steed. "I thought you were better than that now." <<He>> walks away. <br><br> A smile creeps up on your face. It felt cathartic. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <<else>> You turn around to prop a leg out, kicking <<him>> behind <<his>> knee. <<if $worn.face.type.includes("gag")>>You make a noise of disdain through your $worn.face.name.<<else>>"Twat," you say, walking back towards the herd.<</if>> <br><br> <<He>> turns around with fury, grabbing you by the hair and stopping you in your tracks. "You..." <<He>> composes <<himself>>, letting out a breath before turning <<his>> attention to a pair of farmhands. "Deal with this one, I don't have the time for it." <br><br> <<endevent>> <<generate1>><<generate2>><<person1>> Remy lets go of your hair to take the reins of the steed, leaving you alone as the <<fullGroup>> surround you. <br><br> <<link [[Next|Livestock Field Bridle Fight]]>><<set $molestationstart to 1>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 120>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Field Bridle Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Field Bridle Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> laughs, petting your head. "Surprised Remy didn't want in on the action." <br><br> The <<person2>><<person>> gets up. "Well, <<pshe>> is meant to be a cow." <br><br> The farmhands walk off, bantering. <<else>> They stumble back, eyeing your warily. "Fuck, no wonder Remy didn't want to deal with <<phim>>," the <<person1>><<person>> says. <br><br> The <<person2>><<person>> nurses a bruise. "And <<nnpc_he "Remy">> thought we'd be any better?" <br><br> The farmhands skulk away. <</if>> <<tearful>> you get up from the grass. <br><br> <<endcombat>><<clotheson>> <<link [[Next|Livestock Field]]>><</link>>You are on the cattle field within Remy's farm. The field is empty at such a late hour. <br><br> A river runs through one corner. You are not sure if the field is under surveillance, so you stay low in the grass. <br><br> <<if $livestock_fence is 1>> <<investigateicon>><<link [[Examine the fence|Livestock Field Fence]]>><<unset $livestock_fence>><</link>> <<else>> <<getouticon "dig">><<link [[Approach the fence|Livestock Field Dig]]>><</link>> <</if>> <br> <<if $livestock_river is 1>> <<watericon "stream">><<link [[Examine the river|Livestock Field River Examine]]>><<unset $livestock_river>><</link>> <<else>> <<watericon "stream">><<link [[Approach the river|Livestock Field River]]>><</link>> <</if>> <br> <<getouticon>><<link [[Return to your cell|Livestock Lock Key]]>><<set $phase to 2>><</link>><<set $outside to 0>><<set $location to "farm">><<effects>> <<endevent>> <<npc Remy>><<person1>><<pain 1>> You are led through a pair of large doors. <<if Weather.dayState is "night">> Your eyes adjust to the dim light, and you find yourself facing another, larger barn. It's hard to tell in the dark, but you think you're on a farm. <<elseif Weather.dayState is "dusk">> Your eyes adjust to the dimming light, and you find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm. <<elseif Weather.dayState is "dawn">> Your eyes adjust to the dim light, and you find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm. <<else>> You find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm. <</if>> Your handler gives the leash a rough tug, and you're led inside. <br><br> <<set $livestock_robin to 1>> <<set $livestock_noise to false>> <<set $livestock_dig to 0>> <<if $livestock_intro is undefined>> <<set $livestock_intro to 0>> <<livestock_init>> <<set $livestock_obey to 50>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo. <<else>> Rows of caged cows line each edge, eating cereal from troughs. Their feeding broken only by the occasional moo. <</if>> <br><br> <<if !$remy_mask and ($avery_fate is "saved" or $avery_fate is "fallen" or $avery_fate is "kicked")>> <<set $remy_mask to 1>> A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. It's Remy. <<He>> holds a whip in <<his>> gloved hand, <span class="red">and a white mask conceals most of <<his>> face.</span> <<He>> smiles. <<He>> tries to hide it, but <<his>> green eyes glimmer with hate. <<elseif $remySeen.includes("riding_school", "farm", "manor", "avery_mansion")>> A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. It's Remy. <<He>> holds a whip in <<his>> gloved hand. <<He>> smiles, and <<his>> green eyes glimmer. There's not a flicker of recognition. <<else>> A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. <<He>> holds a whip in <<his>> gloved hand. <<He>> smiles, and <<his>> green eyes glimmer. <</if>> <br><br> <<link [[Next|Livestock Intro 2]]>><</link>> <br> <<else>> <<livestock_obey -10>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo. <br><br> <<if $livestock_obey lte 10>> You expect to be placed in a cell right along with them. Instead, you're pulled forward, past the cages and through another set of doors. <br><br> "Don't you worry, you'll be back home in no time," your handler chuckles. "But the boss has got something special for you first."<<stress 6>><<gstress>> <br><br> <<link [[Next|Livestock Return Kennel]]>><<endevent>><</link>> <br> <<else>> Remy the farmer tends to them. <<He>> turns to face you as you enter. <<He>> stretches <<his>> whip in <<his>> glove and <<his>> green eyes glimmer as <<he>> regards you. <br><br> <<link [[Next|Livestock Return]]>><</link>> <br> <</if>> <<else>> Rows of caged cows line each edge. <<if $livestock_obey lte 10>> You expect to be placed in a cell right along with them. Instead, you're pulled forward, past the cages and through another set of doors. <br><br> "Don't you worry, you'll be back home in no time," your handler chuckles. "But the boss has got something special for you first."<<stress 6>><<gstress>> <br><br> <<link [[Next|Livestock Return Kennel]]>><<endevent>><</link>> <br> <<else>> Remy the farmer tends to them. <<He>> turns to face you as you enter. <<He>> stretches <<his>> whip in <<his>> glove and <<his>> green eyes glimmer as <<he>> regards you. <br><br> <<link [[Next|Livestock Return]]>><</link>> <br> <</if>> <</if>> <</if>> <<set $remySeen.pushUnique("livestock")>> <<set $remySeenLast to "livestock">><<effects>> <<set $livestock_return to true>> "Well well," Remy says, <<his>> black riding boots disturbing the straw strewn on the floor with each step. <<if $livestock_escape is "birth">> <<unset $livestock_escape>> "I didn't much appreciate you being taken from us to have that baby. But you didn't have much of a choice in it." <<else>> "Our little runaway returns." <<lllobey>><<livestock_obey -10>> <</if>> <br><br> <<outfitChecks>> <<if !_fullyNaked>> <<He>> nods, and arms grasp your clothes from behind, <span class="red">tearing the fabric from your body.</span> <br><br> <<overheadruined>><<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>><<underupperruined>><<underruined>> <<headruined>><<faceruined>><<legsruined>><<feetruined>><<handsruined>><<handheldruined>> <</if>> <<generate2>><<generate3>> "I'll take it from here," <<he>> continues, taking hold of your leash. <<He>> leads you into an adjoining room. A <<person2>><<person>> and <<person3>><<person>> are chatting inside. They fall silent as the doors open. <br><br> <<person1>> Without waiting for a command, they step forward and grasp both your arms before bending you over a hay bale. A firm push shunts you on top. The clanking of metal follows as <span class="pink">your legs are forced into immobile iron shackles,</span> forcing you to stay on your knees. You feel <<his>> eyes on your <<bottom>> and <<genitals>>, and resist the urge to squirm. <<legbind>> <br><br> <<if $settings.bodyWritingLevel gte 3 and $skin.left_bottom.special isnot "cattle">> <<link [[Next|Livestock Return 2]]>><</link>> <br> <<else>> <<link [[Next|Livestock Return 3]]>><</link>> <br> <</if>><<effects>> "Your cattle brand is gone," <<he>> tuts. <<if $skin.left_bottom.writing>> You feel <<his>> hand on your <<bottom>>, spreading something on your skin. It feels like a gel. <span class="gold">Your <<tattoo left_bottom>> is cleared from your skin.</span> <<bodywriting_clear left_bottom>> <br><br> <</if>> You hear something heavy shift behind you. You struggle to peek over your shoulder. Remy holds something sharp, connected to a larger machine. <<He>> presses it against your <<bottom>>. <br><br> <<link [[Brace yourself (0:30)|Livestock Return Brace]]>><<transform cow 1>><<pass 30>><<trauma 18>><<stress 6>><<pain 6>><</link>><<ggtrauma>><<gstress>><<gpain>> <br> <<link [[Fantasise about revenge (0:30)|Livestock Return Fantasise]]>><<pass 30>><<trauma 6>><<stress 6>><<pain 12>><</link>><<gtrauma>><<gstress>><<ggpain>> <br><<effects>> You close your eyes and brace yourself for the pain. The sensation stings, but there's nothing you can do but endure it. <br><br> Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork. <<add_bodywriting left_bottom cattle_brand tattoo>> <br><br> "Hopefully the ink won't fade this time," Remy says. "Or was it removed by poachers? No matter." <br><br> <<if $livestockReturnBranding>> <<link [[Next|Livestock Return Cell]]>><<unset $livestockReturnBranding>><<endevent>><</link>> <br> <<else>> <<link [[Next|Livestock Return 3]]>><</link>> <br> <</if>><<effects>> It stings. You wonder how these idiots would like this done to them, and think up humiliating designs for each of them. It helps, if only a little. <br><br> Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork. <<add_bodywriting left_bottom cattle_brand tattoo>> <br><br> "Hopefully the ink won't fade this time," Remy says. "Or was it removed by poachers? No matter." <br><br> <<if $livestockReturnBranding>> <<link [[Next|Livestock Return Cell]]>><<unset $livestockReturnBranding>><<endevent>><</link>> <br> <<else>> <<link [[Next|Livestock Return 3]]>><</link>> <br> <</if>><<effects>> "Despite all our care and attention," Remy says. "You defied us." You hear the snap of <<his>> glove as <<he>> tugs it back onto <<his>> hand. "Disobedience demands punishment." <br><br> <<His>> hands appear on either side of your head, holding leather straps attached to something metallic. <<He>> pulls it against your mouth, and ties the straps around the back of your head. It's a muzzle. <span class="purple">You can't move your mouth.</span> You hear another clank as a jangling iron collar shuts around your neck.<<facewear 23>><<headbind>><<set $livestock_muzzle to 1>> <<if $cow is 6>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <<neckwear 8>> <</if>> <br><br> <<saveNPC 1 "remy_farmhand_1">> <<saveNPC 2 "remy_farmhand_2">> <<endevent>> <<if random(1) and $settings.horsesEnabled>> <<set _phase to 2>> <<beastNEWinit 1 horse>> <<else>> <<set _phase to 1>> <<beastNEWinit 1 dog>> <</if>> <!-- Modified for Monster People --> <<if _phase is 2 and ($monster is 1 or $settings.bestialityEnabled)>> <<clearNPC "remy_farmhand_1">><<clearNPC "remy_farmhand_2">> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, <<if $monster is 1>> holding a tall <<if $NPCList[0].pronoun is "f">>wo<</if>>man by a bridle tied around <<bhis>> face. A moment later you realise <<bhes>> only a <<if $NPCList[0].pronoun is "f">>wo<</if>>man above the waist. <span class="lewd">The rest of <<bhis>> body is that of a horse.</span> <<else>> holding a horse by a bridle tied around <<bhis>> face. <</if>> <br><br> "Unlike you," Remy says, stroking the <<beasttypes>> hair. "This <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> has been good. So your punishment is <<if $NPCList[0].pronoun is "m">>his<<else>>her<</if>> reward." <<if $NPCList[0].penis isnot "none">> More farmhands crouch on either side of you, ensuring that your legs are clamped firm<<if $monster is 1>>, but your eyes are transfixed on the centaur, and <<bhers>> on you. Unkempt and wild <<print $NPCList[0].hair>> hair tumbles around <<bhis>> head and over <<bhis>> <<if $NPCList[0].pronoun is "m">>toned chest<<else>>large breasts<</if>>, almost reaching <<bhis>> legs<</if>>. <br><br> Remy pulls <<bhim>> behind you and out of sight once more. You glimpse the <<beasttypes>> <span class="lewd">enormous penis</span> as <<bhe>> walks by, primed and erect. <br><br> The farmhands finish setting up a wooden support just as the <<beasttypes>> front legs appear either side of you. <<bHe>> rears up, resting them on the support. <span class="purple">You feel <<bhis>> penis rest against your skin.</span> <<else>> Two of the farmhands release your legs and neck, then spin you around<<if $monster is 1>>, but your eyes are transfixed on the centaur, and <<bhers>> on you. Unkempt and wild <<print $NPCList[0].hair>> hair tumbles around <<bhis>> head and over <<bhis>> <<if $NPCList[0].pronoun is "m">>toned chest<<else>>large breasts<</if>>, almost reaching <<bhis>> legs<</if>>. <<unbind>> <br><br> Remy pulls <<bhim>> in front of you. You glimpse the <<beasttypes>> <span class="lewd">glistening pussy</span> as <<bhe>> walks by, wet and ready. <br><br> The farmhands finish setting up a wooden support just as the <<beasttypes>> body eclipses your view. <<bHe>> rears up, resting <<bhis>> legs on the support. <span class="purple"><<bHis>> pussy hovers above you.</span> <</if>> <br><br> <<link [[Next|Livestock Return Horse Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<elseif _phase is 1 and ($monster is 1 or $settings.bestialityEnabled)>> <<clearNPC "remy_farmhand_1">><<clearNPC "remy_farmhand_2">> The doors open once more, and you hear <<if $monster is 1>> a patter of bare feet alongside other footsteps. Remy walks into view, holding a naked <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> by a lead. Dog ears tuft from <<bhis>> hair, and a tail wags behind <<bhim>>. <<bHe>> crawls on all fours, and looks up at Remy with a happy expression. <<else>> several other footsteps. Remy walks into view, holding a dog by a lead. <</if>> <br><br> "Unlike you," Remy says, stroking the <<beasttypes>> head. "This <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> has been good. So your punishment is <<if $NPCList[0].pronoun is "m">>his<<else>>her<</if>> reward." Remy tugs the lead as other farmhands gather around you. Two of them release your legs and neck. You spin around just as the <<beasttype>> climbs on top of you. <<unbind>> <br><br> <<link [[Next|Livestock Return Dog Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<endevent>><<npc Remy>> <<loadNPC 1 "remy_farmhand_1">><<loadNPC 2 "remy_farmhand_2">> <<clearNPC "remy_farmhand_1">><<clearNPC "remy_farmhand_2">> You hear a whip crack behind you. It cracks again, this time inches from your face. "This hurts me, truly, but punish you I must." The <<person2>><<person>> and <<person3>><<person>> look ready to enjoy the show.<<person1>> <br><br> <<link [[Beg|Livestock Return Whip Beg]]>><<transform cow 1>><<sub 1>><</link>> <br> <<link [[Brace yourself (0:05)|Livestock Return Whip Brace]]>><<pass 5>><</link>> <br> <</if>> /* <<if ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly) or $settings.bestialityEnabled) and $settings.horsesEnabled>> <<if maleChance() lt random(1, 100)>> <<if $settings.femaleNPCPenisChance gte 1>> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall woman by a bridle tied around her face. A moment later you realise she's only a woman above the waist. <span class="lewd">The rest of her body is that of a horse.</span> <br><br> "Unlike you," Remy says, stroking the centaur's hair. "This girl has been good. So your punishment is her reward." More farmhands crouch on either side of you, ensuring that your legs are clamped firm, but your eyes are transfixed on the centaur, and hers on you. Unkempt and wild brown hair tumbles around her head and over her large breasts, almost reaching her legs. <br><br> Remy pulls her behind you and out of sight once more. You glimpse the centaur's <span class="lewd">enormous penis</span> as she walks by, primed and erect. <br><br> The farmhands finish setting up a wooden support just as the centaur's front legs appear either side of you. She rears up, resting them on the support. <span class="purple">You feel her penis rest against your skin.</span> <br><br> <<endevent>> <<link [[Next|Livestock Return Female Centaur Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif random(1, 2) is 2>> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall woman by a bridle tied around her face. A moment later you realise she's only a woman above the waist. <span class="lewd">The rest of her body is that of a horse.</span> <br><br> "Unlike you," Remy says, stroking the centaur's hair. "This girl has been good. So your punishment is her reward." Two of the farmhands release your legs and neck, then spin you around,<<unbind>> but your eyes are transfixed on the centaur, and hers on you. Unkempt and wild brown hair tumbles around her head and over her large breasts, almost reaching her legs. <br><br> Remy pulls her in front of you. You glimpse the centaur's <span class="lewd">glistening pussy</span> as she walks by, wet and ready. <br><br> She rears up, resting them on the support. <span class="purple">Her pussy hovers above you.</span> <br><br> <<endevent>> <<link [[Next|Livestock Return Female Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The doors open once more, and you hear a patter of bare feet alongside other footsteps. Remy walks into view, holding a naked girl by a lead. Dog ears tuft from her hair, and a tail wags behind her. She crawls on all fours, and looks up at Remy with a happy expression. <br><br> "Unlike you, Remy says, stroking the doggirl's hair. "This girl has been good. So your punishment is her reward." Remy tugs the lead as other farmhands gather around you. Two of them release your legs and neck. You spin around just as the doggirl climbs on top of you.<<unbind>> <br><br> <<endevent>> <<link [[Next|Livestock Return Dog Girl Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<elseif $settings.maleNPCVaginaChance lt 100>> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall man by a bridle tied around his face. A moment later you realise he's only a man above the waist. <span class="lewd">The rest of his body is that of a horse.</span> <br><br> "Unlike you," Remy says, stroking the centaur's hair. "This boy has been good. So your punishment is his reward." More farmhands crouch on either side of you, ensuring that your legs are clamped firm, but your eyes are transfixed on the centaur, and his on you. Unkempt and wild brown hair tumbles around his head and over his toned chest, almost reaching his legs. <br><br> Remy pulls him behind you and out of sight once more. You glimpse the centaur's <span class="lewd">enormous penis</span> as he walks by, primed and erect. <br><br> The farmhands finish setting up a wooden support just as the centaur's front legs appear either side of you. He rears up, resting them on the support. <span class="purple">You feel his penis rest against your skin.</span> <br><br> <<endevent>> <<link [[Next|Livestock Return Male Centaur Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $settings.maleNPCVaginaChance gte 1 and random(1, 2) is 2>> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall man by a bridle tied around his face. A moment later you realise he's only a man above the waist. <span class="lewd">The rest of his body is that of a horse.</span> <br><br> "Unlike you," Remy says, stroking the centaur's hair. "This boy has been good. So your punishment is his reward." Two of the farmhands release your legs and neck, then spin you around,<<unbind>> but your eyes are transfixed on the centaur, and his on you. Unkempt and wild brown hair tumbles around his head and over his toned chest, almost reaching his legs. <br><br> Remy pulls him in front of you. You glimpse the centaur's <span class="lewd">glistening pussy</span> as he walks by, wet and ready. <br><br> He rears up, resting them on the support. <span class="purple">His pussy hovers above you.</span> <br><br> <<endevent>> <<link [[Next|Livestock Return Male Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You hear a whip crack behind you. It cracks again, this time inches from your face. "This hurts me, truly, but punish you I must." The <<person2>><<person>> and <<person3>> look ready to enjoy the show.<<person1>> <br><br> <<link [[Beg|Livestock Return Whip Beg]]>><<transform cow 1>><<sub 1>><</link>> <br> <<link [[Brace yourself (0:05)|Livestock Return Whip Brace]]>><<pass 5>><</link>> <br> <</if>> <<elseif $settings.bestialityEnabled>> <<if beastMaleChance() gte 1 and $settings.horsesEnabled>> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a horse by a bridle tied around its face. <br><br> "Unlike you," Remy says, stroking the horse. "This boy has been good. So your punishment is his reward." More farmhands crouch on either side of you, ensuring that your legs are clamped firm. <br><br> Remy pulls the horse behind you and out of sight once more. You glimpse its <span class="lewd">enormous penis</span> as it walks by, primed and erect. <br><br> The farmhands finish setting up a wooden support just as the horse's front legs appear either side of you. It rears up, resting them on the support. <span class="purple">You feel its penis rest against your skin.</span> <br><br> <<endevent>> <<link [[Next|Livestock Return Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif random(1, 2) is 2 and $settings.horsesEnabled>> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a horse by a bridle tied around its face. <br><br> "Unlike you," Remy says, stroking the horse. "This girl has been good. So your punishment is her reward." Two of the farmhands release your legs and neck, then spin you around.<<unbind>> <br><br> Remy pulls the horse in front of you. You glimpse its <span class="lewd">glistening pussy</span> as it walks by, wet and ready. <br><br> The horse rears up, resting them on the support. <span class="purple">Its pussy hovers above you.</span> <br><br> <<endevent>> <<link [[Next|Livestock Return Horse Female Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The doors open once more, and you hear several other footsteps. Remy walks into view, holding a dog by a lead. <br><br> "Unlike you, Remy says, stroking the dog's head. "This <<bitch>> has been good. So your punishment is her reward." Remy tugs the lead as other farmhands gather around you. Two of them release your legs and neck. You spin around just as the dog climbs on top of you.<<unbind>> <br><br> <<endevent>> <<link [[Next|Livestock Return Dog Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> You hear a whip crack behind you. It cracks again, this time inches from your face. "This hurts me, truly, but punish you I must." The <<person2>><<person>> and <<person3>> look ready to enjoy the show.<<person1>> <br><br> <<link [[Beg|Livestock Return Whip Beg]]>><<transform cow 1>><<sub 1>><</link>> <br> <<link [[Brace yourself (0:05)|Livestock Return Whip Brace]]>><<pass 5>><</link>> <br> <</if>> */<<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if $NPCList[0].penis isnot "none">> <<set $position to "wall">> <<set $walltype to "horse_pillory">> <<else>> <<set $position to "missionary">> <<set $position_lock to 1>> <</if>> <<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Horse Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Horse Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the <<beasttype>> backs away from you. <<if $NPCList[0].penis isnot "none">> Semen still trails from <<bhis>> enormous phallus, pooling on the floor beneath <<bhim>>. <</if>> A farmhand takes <<bhim>> by the bridle and pulls <<bhim>> from the room. <<else>> <<if $monster is 1>> The centaur backs away from you. "I-I'm just not in the mood," <<bhe>> stutters, trying to save face. <<else>> The horse backs away from you with a panicked neigh. <</if>> The farmhands enjoyed the show regardless. One of them takes the <<beasttype>> by the bridle and leads <<bhim>> from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Dog Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Dog Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $monster is 1>> The <<beasttype>> collapses on top of you. It takes a couple of farmhands to pull <<bhim>> off. They lead <<bhim>> from the room. <<else>> One of the farmhands helps the dog off the hay bale, and leads it from the room. <</if>> <<else>> The <<beasttype>> whimpers and tumbles off the hay bale. The farmhands find it amusing. One of them leads <<bhim>> from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse f penis monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">> <<set $position to "wall">> <<set $walltype to "horse_pillory">> <<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Female Centaur Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Female Centaur Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the centaur backs away from you. Semen still trails from her enormous phallus, pooling on the floor beneath her. A farmhand takes her by the bridle and pulls her from the room. <<else>> The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads her from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse f vagina monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Female Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Female Centaur Vagina Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the centaur backs away from you. A farmhand takes her by the bridle and pulls her from the room. <<else>> The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads her from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m penis monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">> <<set $position to "wall">> <<set $walltype to "horse_pillory">> <<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Male Centaur Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Male Centaur Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the centaur backs away from you. Semen still trails from his enormous phallus, pooling on the floor beneath him. A farmhand takes him by the bridle and pulls him from the room. <<else>> The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads him from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m vagina monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Male Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Male Centaur Vagina Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the centaur backs away from you. A farmhand takes him by the bridle and pulls him from the room. <<else>> The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. The farmhands enjoyed the show regardless. One of them takes the centaur by the bridle and leads him from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m penis beast>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">> <<set $position to "wall">> <<set $walltype to "horse_pillory">> <<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Horse Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Horse Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the horse backs away from you. Semen still trails from its enormous phallus, pooling on the floor beneath it. A farmhand takes it by the bridle and pulls it from the room. <<else>> The horse backs away from you with a panicked neigh. The farmhands enjoyed the show regardless. One of them takes the horse by the bridle and leads it from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m vagina beast>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Horse Female Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Horse Female Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the horse backs away from you. A farmhand takes it by the bridle and pulls it from the room. <<else>> The horse backs away from you with a panicked neigh. The farmhands enjoyed the show regardless. One of them takes the horse by the bridle and leads it from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 dog f vagina monster>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Dog Girl Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Dog Girl Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The doggirl collapses on top of you. It takes a couple of farmhands to pull her off. They lead her from the room. <<else>> The doggirl whimpers and tumbles off the hay bale. The farmhands find it amusing. One of them leads her from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 dog f vagina beast>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Dog Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Dog Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> One of the farmhands helps the dog off the hay bale, and leads it from the room. <<else>> The dog whimpers and tumbles from the hay bale. The farmhands find it amusing. One of them leads the dog from the room. <</if>> <br><br> Other farmhands release the bindings around your face and neck as Remy grasps your collar. <<tearful>> you're pulled to your feet. You're led through the doors yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Return Cell]]>><</link>><<effects>> <<npc Remy>><<person1>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> Remy leads you halfway down the bar, past dozens of "cows" in their stalls. <<else>> Remy leads you halfway down the barn, past dozens of cows in their stalls. <</if>> <<He>> stops beside one. It's empty. <br><br> "This time," <<he>> says, opening the gate. "You had better be a good <<girl>>." <<He>> holds your leash close to your neck, pulling you past <<him>> and into the cage. <<He>> shuts the gate behind you. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <br><<effects>> <<if $worn.face.type.includes("gag")>> You try to speak, but the $worn.face.name renders your words unintelligible. You settle for a <<if $speech_attitude is "bratty">>growl<<else>>whimper<</if>>. <<elseif $speech_attitude is "meek">> "P-please no," you whimper. "I'll be good. I'll be good!" <<elseif $speech_attitude is "bratty">> "I'll do what you want, psycho," you say. "Put the fucking whip down." <<else>> "I'll be good," you say. "Just don't hurt me." <</if>> <br><br> <<if $livestock_obey gte 80>> Remy cracks the whip again. "Are those whining noises I hear?" <<he>> says. "You were such a good <<girl>>, shame you had to ruin it by running away. And yet," the <<person2>><<person>> and <<person3>><<person>> untie your bindings. "Your prior obedience should count for something. Fine."<<unbind>> <br><br> Remy grasps your collar, and leads you back to the barn proper. You're led to the same cell as before. <<He>> holds the leash close to your collar, and guides you inside, before the door clanks shut. <br><br> <<endevent>> <<link [[Next|Livestock Cell]]>><</link>> <br> <<else>> Remy cracks the whip again. "Are those whining noises I hear?" <<he>> says. "I'm not interested in your bleating." The whip bites into the unprotected skin of your <<bottom>>, sending an unbearable jolt of pain up your body. <<if $masochism_level gte 4>> You cry out, but more in pleasure than pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. <<gggpain>><<pain 20>> <br><br> Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge. <<if $arousal gte $arousalmax>> The last strike is too much. Your body trembles in response. <<orgasm>> <br><br> The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it. <br><br> <</if>> <<elseif $masochism_level gte 1>> You cry out, but there's pleasure mixed with the pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. <<gggpain>><<pain 20>> <br><br> Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge. <<if $arousal gte $arousalmax>> The last strike is too much. Your body trembles in response. <<orgasm>> <br><br> The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it. <br><br> <</if>> <<else>> You cry out. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. Again and again Remy's whip strikes your skin, each blow eliciting an involuntary cry of pain. <<gggpain>><<pain 20>> <br><br> <</if>> Remy grasps your collar, and leads you back to the barn proper. You're led to the same cell as before. <<He>> holds the leash close to your collar and guides you inside. The door clanks shut. <br><br> <<endevent>> <<link [[Next|Livestock Cell]]>><</link>> <br> <</if>><<effects>> You brace yourself for the blow, but little could prepare you for the ordeal. The whip bites into the unprotected skin of your <<bottom>>, sending an unbearable jolt of pain up your body. <<if $masochism_level gte 4>> You cry out, but more in pleasure than pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. <<gggpain>><<pain 20>> <br><br> Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge. <<if $arousal gte $arousalmax>> The last strike is too much. Your body trembles in response. <<orgasm>> <br><br> The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it. <br><br> <</if>> <<elseif $masochism_level gte 1>> You cry out, but there's pleasure mixed with the pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. <<gggpain>><<pain 20>> <br><br> Again and again Remy's whip strikes your skin, each blow pushing you closer to the edge. <<if $arousal gte $arousalmax>> The last strike is too much. Your body trembles in response. <<orgasm>> <br><br> The <<person2>><<person>> and <<person3>><<person>> look at each other, astonished at your response. If Remy is disappointed however, <<person1>><<he>> doesn't show it. <br><br> <</if>> <<else>> You cry out in pain. The <<person2>><<person>> and <<person3>><<person>> grin as they watch. Again and again Remy's whip strikes your skin, each blow eliciting an involuntary cry of pain. <<gggpain>><<pain 20>> <br><br> <</if>> Remy grasps your collar, and leads you back to the barn proper. You're led to the same cell as before. <<He>> holds the leash close to your collar and guides you inside. The door clanks shut. <br><br> <<endevent>> <<link [[Next|Livestock Cell]]>><</link>> <br><<effects>> "Remy," a voice says behind you. "Got something new for you." <br><br> "That so?" Remy says. <<He>> tugs the leather glove off one hand as <<he>> walks closer, <<his>> black riding boots clapping against the barn floor. "New cattle. Good." <br><br> <<specialClothesUnlock "set" "underground_farm">> <<link [[Protest|Livestock Intro 3]]>><<set $phase to 1>><<def 1>><</link>> <br> <<link [[Remain silent|Livestock Intro 3]]>><<transform cow 1>><<set $phase to 0>><<sub 1>><</link>> <br><<effects>> <<if $phase is 1>><<set $phase to 0>> <<if $worn.face.type.includes("gag")>> You try to protest, but your $worn.face.name renders your words unintelligible. You settle for a <<if $speech_attitude is "bratty">>growl<<else>>whimper<</if>> <<elseif $speech_attitude is "meek">> "P-please let me go," you protest. <<elseif $speech_attitude is "bratty">> "Let me go at once," you demand. <<else>> "I'm not livestock," you protest. "Let me go." <</if>> You're ignored. <</if>> The <<personsimple>>, now closer, grasps your chin and holds your head to the side. <<He>> examines one cheek, then the other. <<He>> sticks <<his>> fingers between your lips and tries to open your mouth. <br><br> <<link [[Allow|Livestock Intro Allow]]>><<transform cow 1>><<sub 1>><<livestock_obey 1>><<npcincr Remy love 1>><<npcincr Remy dom 1>><</link>><<gobey>> <br> <<link [[Chomp|Livestock Intro Chomp]]>><<def 1>><<livestock_obey -20>><<npcincr Remy love -1>><<npcincr Remy dom -1>><</link>><<lllobey>> <br><<effects>> You open your mouth wider, allowing the <<personsimple>>'s fingers to explore as they will. <<He>> grasps your tongue between thumb and forefinger, and gives it a gentle tug. <<He>> seems satisfied as <<he>> steps away. <br><br> "I'll process it and add it to the herd," <<he>> says, taking your leash. "It seems docile enough." <br><br> <<if $exposed lte 1 or $worn.head.name isnot "naked" or $worn.face.name isnot "naked" or $worn.legs.name isnot "naked" or $worn.feet.name isnot "naked" or $worn.hands.name isnot "naked" or $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">> Hands intrude from behind, grasping your clothes, <span class="red">they tear the fabric from your body.</span> <<overheadruined>><<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>><<underupperruined>><<underruined>> <<headruined>><<faceruined>><<legsruined>><<feetruined>><<handsruined>><<handheldruined>> <<if !playerChastity("hidden")>> <<push_nnpc_genderknown true>> <</if>> <br><br> <</if>> <<link [[Next|Livestock Intro Light]]>><</link>> <br><<effects>> You bite down. Hard. <<His>> eyes flash and <<he>> withdraws, but <<he>> doesn't cry out. <<if $transformationParts.traits.fangs isnot "disabled">><span class="red">You can taste <<his>> blood.</span><<ltrauma>><<trauma -6>><</if>> <br><br> <<He>> takes hold of your leash. "I'll process it," <<he>> says with relish. "We'll have another docile member of the herd within a week." <br><br> <<if $exposed lte 1 or $worn.head.name isnot "naked" or $worn.face.name isnot "naked" or $worn.legs.name isnot "naked" or $worn.feet.name isnot "naked" or $worn.hands.name isnot "naked" or $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked" or $worn.over_head.name isnot "naked">> Hands intrude from behind, grasping your clothes, <span class="red">they tear the fabric from your body.</span> <<overheadruined>><<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>><<underupperruined>><<underruined>> <<headruined>><<faceruined>><<legsruined>><<feetruined>><<handsruined>><<handheldruined>> <<if !playerChastity("hidden")>> <<push_nnpc_genderknown true>> <</if>> <br><br> <</if>> <<link [[Next|Livestock Intro Heavy]]>><</link>> <br><<effects>> <<generate2>><<generate3>> <<covered>> Remy takes your leash, and leads you into a small adjoining room. A <<person2>><<person>> and <<person3>><<person>> are chatting inside. They fall silent as the doors open. <br><br> <<person1>> Without waiting for a command, they step forward and grasp both your arms before bending you over a hay bale. A firm push shunts you on top. The clanking of metal follows as <span class="lewd">your legs are forced into immobile iron shackles,</span> forcing you to stay on your knees. You feel <<his>> eyes on your <<bottom>> and <<genitals>>, and resist the urge to squirm. <<legbind>> <br><br> You jump as <<he>> rests a cold finger against your ass cheek. <<He>> trails <<his>> finger up your body, eliciting a shiver, until <<his>> hand comes to rest on the small of your back. <<He>> leans closer, until you feel <<his>> breath on your ear. "I know you're frightened," <<he>> whispers, as <<he>> clamps an iron collar around your neck. <<if playerBellyVisible()>> <<He>> runs a finger over your belly. "You're going to be very productive. You don't need to worry about anything, I promise to keep you safe and sound." <<else>> "But you're going to be safe and productive here. I promise.<<if $player.vaginaExist>> If needed, maybe we could help you in different ways.<</if>>" <</if>> <<headbind>> <<if $cow is 6>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <<neckwear 8>> <</if>> <br><br> <<if $settings.bodyWritingLevel gte 3>> <<link [[Next|Livestock Intro Light Brand]]>><</link>> <br> <<else>> <<He>> pulls away, and the pair up front release your arms. With another tug, Remy leads you through the door and back into the main barn. <br><br> <<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>> <br> <</if>><<effects>> At Remy's nod, the <<person2>><<person>> and <<person3>><<person>> pull cables out from beneath the table, and tie them around your wrists. "This won't take long," Remy says behind you, <<person1>><<his>> voice cold yet assuring. "We just need to make sure we can find you again should you get lost." <br><br> <<if $skin.left_bottom.writing>> <<His>> hand touches your <<bottom>> once more, but it's warm this time. <<He>> spreads something on your skin. It feels like a gel. <span class="gold">Your <<tattoo left_bottom>> is cleared from your skin.</span> <<bodywriting_clear left_bottom>> <br><br> <</if>> You hear something heavy shift behind you. You struggle to peek over your shoulder. Remy holds something sharp, connected to a larger machine. <<He>> presses it against your <<bottom>>. <br><br> <<link [[Brace yourself (0:30)|Livestock Intro Light Brace]]>><<transform cow 1>><<pass 30>><<trauma 18>><<stress 6>><<pain 6>><</link>><<ggtrauma>><<gstress>><<gpain>> <br> <<link [[Fantasise about revenge (0:30)|Livestock Intro Light Fantasise]]>><<pass 30>><<trauma 6>><<stress 6>><<pain 12>><</link>><<gtrauma>><<gstress>><<ggpain>> <br><<effects>> You close your eyes and brace yourself for the pain. The sensation stings, but there's nothing you can do but endure it. <br><br> Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork. You wonder what it looks like. <br><br> The <<person2>><<person>> and <<person3>><<person>> untie your arms from the table, and Remy tugs you to your feet. <<He>> leads you through the doors and back to the barn proper.<<unbind>> <br><br> <<add_bodywriting left_bottom cattle_brand tattoo>> <<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>><<effects>> It stings. You wonder how these idiots would like this done to them, and think up humiliating designs for each of them. It helps, if only a little. <br><br> Over time, though, you grow accustomed to the sting, and even a bit bored as it drags on. At last, Remy steps away from your <<bottom>> to examine <<his>> handiwork. You wonder what it looks like. <br><br> The <<person2>><<person>> and <<person3>><<person>> untie your arms from the table, and Remy tugs you to your feet. <<He>> leads you through the doors and back to the barn proper.<<unbind>> <br><br> <<add_bodywriting left_bottom cattle_brand tattoo>> <<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>><<effects>> <<npc Remy>><<person1>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> Remy leads you halfway down the bar, past dozens of "cows" in their stalls. <<else>> Remy leads you halfway down the barn, past dozens of cows in their stalls. <</if>> <<He>> stops beside one. It's empty. <br><br> "There's a good <<girl>>," <<he>> says, opening the gate. <<He>> holds your leash close to your neck, pulling you past <<him>> and into the cage. <<He>> shuts the gate behind you. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <br><<effects>> <<generate2>><<generate3>> <<covered>> Remy takes your leash, and leads you into a small adjoining room. A <<person2>><<person>> and <<person3>><<person>> are chatting inside. They fall silent as the doors open. <br><br> <<person1>> Without waiting for a command, they step forward and grasp both your arms before bending you over a hay bale. A firm push shunts you on top. The clanking of metal follows as <span class="lewd">your legs are forced into immobile iron shackles,</span> forcing you to stay on your knees. You feel the farmer's eyes on your <<bottom>> and <<genitals>>, and resist the urge to squirm. <<legbind>> <br><br> <<His>> hands appear on either side of your head, holding leather straps attached to something metallic. <<He>> pulls it against your mouth, and ties the straps around the back of your head. It's a muzzle. <span class="purple">You can't move your mouth.</span> <<facewear 23>><<set $livestock_muzzle to 1>> <br><br> "If you weren't such a temperamental beast," Remy says behind you as <<he>> closes a jangling iron collar around your neck, "this wouldn't be necessary." <<if $cow is 6>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <<neckwear 8>> <</if>> <br><br> <<link [[Next|Livestock Intro Heavy 2]]>><</link>> <br><<effects>> You jump as Remy rests a cold finger against your ass cheek. <<He>> trails <<his>> finger up your body, eliciting a shiver, until <<his>> hand comes to rest on the small of your back. <<He>> leans closer, until you feel <<his>> breath on your ear. "I know you're frightened," <<he>> whispers, <<if playerBellyVisible()>> running a finger over your belly. "I know you're going to be very productive. You don't need to worry about anything, I promise to keep you safe and sound." <<else>> "But you're going to be safe and productive here. I promise.<<if $player.vaginaExist>> If needed, maybe we could help you in different ways.<</if>>" <</if>> <br><br> <<if $settings.bodyWritingLevel gte 3>> <<link [[Next|Livestock Intro Light Brand]]>><</link>> <br> <<else>> <<He>> pulls away, and the pair up front release your arms. With another tug, Remy leads you through the door and back into the main barn. <br><br> <<link [[Next|Livestock Intro Light Cell]]>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "farm">><<effects>> <<beastNEWinit 5 dog>> As you're shoved through the doors, you find yourself outside once again. What appears to be a large wooden shed with a metal gate at the front appears before you. Inside you can hear the baying of hounds. <span class="purple">It looks like a kennel.</span> <br><br> You're forcefully shoved to the ground, falling to the dirt with a thud. Your prior suspicions are confirmed upon looking up. A <<beasttype>> stares at you from behind one of the cages, <<if $monster is 1>> stark naked save for a spiked collar around <<bhis>> neck. <<bHe>> has a manic, hungry look in <<bhis>> eyes. <br><br> "Master promised a new toy," <<bhe>> says, licking <<bhis>> lips. "Hope you don't break as easily as the last one."<<stress 2>><<gstress>> <<else>> large and intimidating with mangy fur. It growls as it looks down at you, its teeth bared.<<stress 2>><<gstress>> <</if>> <br><br> You have little time to anticipate what they have in store for you, as your thoughts are interrupted by the sound of footsteps approaching. <br><br> "I'll be," says a voice. It's Remy. <<nnpc_He "Remy">> squats down beside your head, <<nnpc_his "Remy">> leather boots squeaking slightly. "The little escape artist returns."<<livestock_obey -10>><<lllobey>> <br><br> <<link [[Next|Livestock Return Kennel 2]]>><</link>> <br><<set $outside to 1>><<set $location to "farm">><<effects>><<outfitChecks>> Remy nods at someone behind you, prompting several unseen hands to grasp your limbs roughly, <<if !_fullyNaked>><<ruined>><span class="red">tearing your clothes from your body</span> and <</if>>forcing your legs into shackles that keep you on your knees. Your arms are tied behind your back, making you even more vulnerable. The predatory stares of the caged hounds make you uneasy. <<bind>><<shackle_feet>> <br><br> <<if $settings.bodyWritingLevel gte 3 and $skin.left_bottom.special isnot "cattle">> <<set $livestockReturnBranding to true>> You feel Remy's eyes on your <<bottom>> as the farmhands manhandle you. "Your cattle brand is gone," <<nnpc_he "Remy">> tuts. "We'll worry about it later, though. We have more pressing concerns." <br><br> <<elseif $skin.left_bottom.special is "cattle">> You feel Remy's eyes on your <<bottom>> as the farmhands manhandle you. "Your brand didn't fade," <<nnpc_he "Remy">> notes with satisfaction. "Good. Saves us some trouble, at least." <br><br> <</if>> Remy approaches one of the cages, sticking <<nnpc_his "Remy">> hand through the bars and stroking the <<beasttypes>> head. "We care for you, keep you safe and secure," Remy says. "And yet, you still defy us." You hear the jangle of iron chains behind you as Remy speaks. "Defiance is never acceptable." <br><br> <<print ["collar with leash", "free use collar with leash", "leather collar with leash", "spiked collar with leash"].includes($worn.neck.name) ? "Remy grabs the thick iron collar around your neck" : "A thick iron collar clamps around your neck from behind">>, connecting the short length of chain with a mounting in the ground you hadn't noticed and rendering you immobile. <br><br> The farmhands whisper to each other as Remy undoes the latch to the cage, swinging the door open. You hear the <<if $monster is 1>>patter of bare feet<<else>>clatter of claws<</if>> on the floor as a slew of the estate's guard-<<beastsplural>> emerge from the kennel. <br><br> "These poor things spent hours looking for you," Remy says, squatting down in front of you as <<nnpc_he "Remy">> playfully rubs a <<beasttypes>> head. The others circle you hungrily. "They worked so hard to find you, <<if $monster is 1 or $settings.bestialityEnabled>> it's only fair that they get rewarded for such hard work." <br><br> Remy stands up and steps away from you, giving you a clear view of the <<beasttypes>> <<if $NPCList[0].penis isnot "none">>erect penis<<else>>wet pussy<</if>>. Behind you, one of the <<beastsplural>> gives you a cursory sniff before mounting you. <br><br> <<link [[Next|Livestock Return Kennel Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> it's only fair that they get to have some fun." <br><br> Remy stands up and steps away from you, giving you a clear view of the salivating <<beasttypes>> jaws. One of the <<beastsplural>> lunges at you from behind and pins you down. <br><br> The rest crowd in, barking in your face and chewing on your limbs as they vent their frustration. They're well trained, so you're never in any actual danger, but it's still a horrifying experience. <br><br> Eventually you manage to somehow fight them off, although you don't do so unscathed.<<beastescape>><<pass 5>> <br><br> /* Forcefully bypasses the combat while still staying within the bounds of the scene. This is a hack job, so feel free to overhaul it if you have the mind for it */ <<link [[Next|Livestock Return Kennel Rape Finish]]>><<set $finish to 1>><<set $enemywounded to 5>><<set $enemyejaculated to 0>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Return Kennel Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Return Kennel Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Return Kennel Rape]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Return Kennel Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Return Kennel Rape]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Return Kennel Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> whimper and hide behind Remy, who scowls as <<nnpc_he "Remy">> approaches. <<tearful>> you brace yourself. <br><br> <<clotheson>> <<endcombat>> <<npc Remy>><<person1>> <<He>> snatches your leash and yanks you to your feet, not bothering to unhook your collar. It's pulled taut against your throat, making you cough and gag as Remy brings your face close to <<hers>>. <br><br> "That was just a taste of what I can do to stubborn beasts like you," <<he>> growls. "You're going to be a nice and happy cow. Or else." <<else>> The last <<beasttype>> dismounts from you, leaving your spent and shivering on the grass and eliciting a small round of applause from the crowd. Remy approaches with a smile. <<tearful>> you brace yourself. <br><br> <<clotheson>> <<endcombat>> <<npc Remy>><<person1>> Remy crouches beside you, unhooking your collar and bringing your face close to <<hers>>. <br><br> "I'm sorry you made me do that to you, but you needed a lesson in obedience," <<he>> coos. "You're going to be a nice and happy cow, now, right?" <</if>> <br><br> <<link [[Nod|Livestock Return Kennel End]]>><<set $phase to 0>><<sub 1>><<transform cow 1>><<livestock_obey 1>><<npcincr Remy love 1>><<npcincr Remy dom 1>><</link>><<gobey>> <br> <<link [[Spit|Livestock Return Kennel End]]>><<set $phase to 1>><<def 1>><<livestock_obey -5>><<npcincr Remy love -1>><<npcincr Remy dom -1>><</link>><<llobey>> <br> <</if>><<set $outside to 0>><<set $location to "farm">><<effects>> <<if $phase is 1>> You tremble for a moment, gathering your strength before spitting as hard as you can in Remy's face as a desperate act of defiance. It's only a small amount, and Remy doesn't even flinch. <br><br> Remy only smiles in response, pulling a handkerchief from their pocket and wiping <<his>> face. <br> "You're just an animal," <<he>> whispers. "A filthy, stubborn animal. Sooner or later, you'll learn your place." <br><br> <<He>> motions for <<his>> farmhands. <<else>> You nod, body still trembling. Remy smiles, and proceeds to pat you on the head before motioning for <<his>> farmhands. <</if>> They remove your restraints, freeing your limbs. Your relief is short-lived, however, <span class="purple">as the farmhands affix a heavy muzzle to your face, preventing you from speaking.</span> <<unbind>><<remove_shackle>> <<facewear 23>><<headbind>><<set $livestock_muzzle to 1>> <<if $cow is 6>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <<neckwear 8>> <</if>> <br><br> Once the muzzle is properly secure, they force you to your feet and drag you back inside. Remy follows close behind. <br><br> <<if $livestockReturnBranding>> <<link [[Next|Livestock Return 2]]>><</link>> <br> <<else>> <<link [[Next|Livestock Return Cell]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "farm">><<effects>> <<endevent>> <<npc Remy>><<person1>><<pain 1>> You are led through a pair of large doors. <<if Weather.dayState is "night">> Your eyes adjust to the dim light, and you find yourself facing another, larger barn. It's hard to tell in the dark, but you think you're on a farm. <<elseif Weather.dayState is "dusk">> Your eyes adjust to the dimming light, and you find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm. <<elseif Weather.dayState is "dawn">> Your eyes adjust to the dim light, and you find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm. <<else>> You find yourself facing another, larger barn. Fields stretch in all other directions, up and over the surrounding hills. You're on a farm. <</if>> Your handler gives your collar a rough tug, and you're led inside. <br><br> <<if $livestock_intro is undefined>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo. <<else>> Rows of caged cows line each edge, eating cereal from troughs. Their feeding broken only by the occasional moo. <</if>> <br><br> <<if !$remy_mask and ($avery_fate is "saved" or $avery_fate is "fallen" or $avery_fate is "kicked")>> <<set $remy_mask to 1>> A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. It's Remy. <<He>> holds a whip in <<his>> gloved hand, <span class="red">and a white mask conceals most of <<his>> face.</span> <<He>> smiles. <<He>> tries to hide it, but <<his>> green eyes glimmer with hate. <<elseif $remySeen.includes("riding_school", "farm", "manor", "avery_mansion")>> A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. It's Remy. <<He>> holds a whip in <<his>> gloved hand. <<He>> smiles, and <<his>> green eyes glimmer. There's not a flicker of recognition. <<else>> A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. <<He>> holds a whip in <<his>> gloved hand. <<He>> smiles, and <<his>> green eyes glimmer. <</if>> <<else>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo. <<else>> Rows of caged cows line each edge. <</if>> <<if !$remy_mask and ($avery_fate is "saved" or $avery_fate is "fallen" or $avery_fate is "kicked")>> <<set $remy_mask to 1>> A <<if $pronoun is "m">>man with short, pale brown hair<<else>>woman with pale brown hair tied in a bun<</if>> tends to them. <<He>> turns to face you as you enter. It's Remy. <<He>> holds a whip in <<his>> gloved hand, <span class="red">and a white mask conceals most of <<his>> face.</span> <<He>> smiles. <<He>> tries to hide it, but <<his>> green eyes glimmer with hate. <<else>> Remy the farmer tends to them. <<He>> turns to face you as you enter. <<He>> stretches <<his>> whip in <<his>> glove and <<his>> green eyes glimmer as <<he>> regards you. <</if>> <</if>> <<set $remySeen.pushUnique("livestock_familiar_collar")>> <br><br> <<His>> eyes fix on your collar. <<His>> expression changes drastically as <<he>> looks at the golden heart. <br><br> <<link [[Next|Livestock Intro Familiar Collar 2]]>><</link>> <br><<effects>> Remy stares for a moment. <<if $remy_mask is 1>> <<He>> clutches <<his>> mask as if in pain, and scowls. <br><br> <<He>> raises a gloved hand. You flinch and hear the blow, but never feel it. It wasn't aimed at you. Your handler rubs <<his>> now-reddened cheek. <br><br> "How dare you bring this <span class="purple">tainted</span> stock to my farm? What were you thinking?" Remy spits. <br><br> "Tainted? I don't—" <br><br> Remy grabs <<him>> by the head and forces <<him>> to look at your collar. The heart glows a dim green. "Tainted. We can't get anything out of this one. We'd have more luck drawing blood from a stone." Remy pushes the handler aside. "Dump it back in the moor, before it spreads its filth." <br><br> There's a moment of hesitation, but the handler slowly starts to lead you back. <br><br> <<link [[Next|Livestock Intro Familiar Collar 3]]>><</link>> <br> <<else>> <<He>> scowls. A black hood is pulled over your head. <br><br> You're pushed along through twists and turns, until you're pressed into a chair. A harsh light shines through the fibres of your hood. <br><br> The light begins to flash. You hear a sound like hundreds of shards of glass being poured into a lake. <br><br> You feel a sharp pain in your arm. <<hallucinogen 80>><<gghallucinogens>> <br><br> <<link [[Next|Livestock Intro Familiar Collar Break]]>><<pass 10>><</link>> <br> <</if>><<effects>> You're dumped back into the moor. The handler looks as though <<hes>> about to try something in <<his>> frustration, but has second thoughts. <<pain 3>><<gpain>> <br><br> <<set _rubbedNecklace to true>> <<tearful>> you stand up. <br><br> You rub the heart on your collar. You don't know how, but it saved you. <<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscapedFamiliar" }>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<set $moor to 50>><</link>> <br><<effects>> You feel warm walls close in on you. The chair isn't a chair anymore. <br><br> The light flashes faster. <br><br> You see the blood vessels in your eyes painted on the walls through your hood. <br><br> Faster. <br><br> They split into three, and three again. You hear a crackle, and feel something wet all over your body. <br><br> It stops. You feel your collar fall away. You can't see it, but you know the golden heart bleeds as it clatters to the floor. <<if $hypnosis_traits.devotion>> <<set _painUp to $hypnosis_traits.devotion * 2>> <<set _stressUp to $hypnosis_traits.devotion * 10>> <<set _traumaUp to $hypnosis_traits.devotion * 20>> <<pain _painUp>><<stress _stressUp>><<trauma _traumaUp>><<gpain>><<gggstress>><<gggtrauma>> <<else>> <<pain 2>><<stress 24>><<trauma 6>><<gpain>><<ggstress>><<gtrauma>> <</if>> <br><br> <<if $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -25>> <br> <</if>> You're unsteady and dizzy as you're released from the table and pushed out of the room, only stopped for a new collar to be slammed around your neck. Your hood is lifted as you're pushed back outside. <br><br> <<set $worn.neck.type.push("broken")>> <<neckruined true>> <<leash 21>> <<specialClothesUnlock "set" "underground_farm">> <<set $livestock_robin to 1>> <<set $livestock_noise to false>> <<set $livestock_dig to 0>> <<if $livestock_intro is undefined>> <br><br> <<link [[Next|Livestock Intro 3]]>><</link>> <br> <<else>> <<livestock_obey -10>> <<if $livestock_obey lte 10>> "Don't you worry, you'll be back home in no time," your handler chuckles. "But the boss has got something special for you first."<<stress 6>><<gstress>> <br><br> <<link [[Next|Livestock Return Kennel]]>><<endevent>><</link>> <br> <<else>> Remy stretches <<his>> whip in <<his>> glove and <<his>> green eyes glimmer as <<he>> regards you again. <br><br> <<link [[Next|Livestock Return]]>><</link>> <br> <</if>> <</if>> <<set $remySeen.pushUnique("livestock")>> <<set $remySeenLast to "livestock">><<effects>> <<if $rng gte 51 or !$settings.bestialityEnabled>> <<if !playerChastity("hidden")>> <<set $genderknown.pushUnique("Harper")>> <</if>> <<if $livestock_harper is undefined>> <<set $livestock_harper to 1>> You're led down the small lane in the direction of the barn, but take a detour down a smaller path to the side, shielded by hedgerows. You bend around a corner, and come to a small stone building. <br><br> The interior is dark, but clean. Farm equipment and machinery is neatly tucked to one side, leaving space in the middle for a table and pair of chairs. <br><br> <<if $hospitalintro>> <<endevent>><<npc Harper>><<person1>>A <<personsimple>> wearing a white medical coat sits on one, jotting on a sheet of paper on the table. You recognise <<him>>. <br><br> <<He>> stands up as Remy enters. "I'm Doctor Harper," <<he>> says. "Thank you for allowing this. We're not ready for human trials." <br> "It's my pleasure," Remy responds, taking the doctor's hand. "Good to meet you in person." <br> "This must be the specimen," Harper says, <<his>> eyes flickering over your body. <<if $uncomfortable.nude is true>><<covered>><</if>> It's as if <<he>> doesn't recognise you. <br><br> Remy turns to you. <<endevent>><<npc Remy>><<person1>>"Do what the good doctor says," <<he>> says as Harper tugs on a pair of gloves. "It won't hurt. It might even be good for you." <br><br> <<link [[Obey|Livestock Job Harper Obey]]>><<sub 1>><<npcincr Remy dom 1>><<npcincr Harper dom 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>> <br> <<link [[Resist|Livestock Job Harper Resist]]>><<def 1>><<npcincr Remy dom -1>><<npcincr Harper dom -1>><<livestock_obey -5>><</link>><<llobey>> <br> <<else>> <<set $hospitalintro to "livestock">> <<endevent>><<npc Harper>><<person1>>A <<personsimple>> wearing a white medical coat sits on one, jotting on a sheet of paper on the table. <br><br> <<He>> stands up as Remy enters. "I'm Doctor Harper," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. <<He>> looks young for a doctor, can't be older than 25. "Thank you for allowing this. We're not ready for human trials." <br> "It's my pleasure," Remy responds, taking the doctor's hand. "Good to meet you in person." <br> "This must be the specimen." The doctor says, <<his>> eyes flickering over your body. <<if $uncomfortable.nude is true>><<covered>><</if>> <br><br> Remy turns to you. <<endevent>><<npc Remy>><<person1>>"Do what the good doctor says," <<he>> says as Harper tugs on a pair of gloves. "It won't hurt. It might even be good for you." <br><br> <<link [[Obey|Livestock Job Harper Obey]]>><<sub 1>><<npcincr Remy dom 1>><<npcincr Harper dom 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>> <br> <<link [[Resist|Livestock Job Harper Resist]]>><<def 1>><<npcincr Remy dom -1>><<npcincr Harper dom -1>><<livestock_obey -5>><</link>><<llobey>> <br> <</if>> <<elseif $livestock_harper is 1>> <<set $livestock_harper to 2>> You're led down the small lane in the direction of the barn, but take a detour down the smaller path to the side, shielded by hedgerows. You bend around a corner, and come to the small stone building. <br><br> The interior is as dark as ever. Farm equipment and machinery is neatly tucked to one side, leaving space in the middle for a table and pair of chairs. <br><br> <<endevent>><<npc Harper>><<person1>> Doctor Harper sits on one. "Ah," <<he>> says, smiling. "Our specimen." Remy hands <<him>> your leash, then stands behind you. <br><br> "Today we're going to try a little technique that should improve your yield." <<His>> voice has taken on a soothing quality. "Help you be the <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> you were meant to be." <br><br> <<He>> lifts a pen from the table beside <<him>>, and holds it in front of you. Remy's hands rest on the side of your head, gentle but firm, forcing you to look at the doctor. "Focus on the pen," Harper says. "There's nothing in the universe but this pen, and the sound of my voice." <br><br> <<link [[This feels nice|Livestock Job Hypnosis]]>><<control 15>><<livestock_obey 5>><<transform cow 2>><<trauma -6>><<stress -6>><<awareness -10>><</link>><<ggobey>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Livestock Job Hypnosis Resist]]>><<livestock_obey -5>><<stress 6>><</link>><<llobey>><<gstress>> <br> <<elseif $livestock_harper is 2>> <<set $livestock_harper to 3>> You're led down the small lane toward the barn. You don't stop there however, instead continuing further until you come to a rustic farmhouse. <br><br> The interior is cramped, but clean and well-decorated. You're led into a living room lined by chairs. They're occupied by <<people>>. <br><br> Doctor Harper rises from the seat closest to the door. <<endevent>><<npc Harper>><<person1>><<He>> holds out <<his>> hand. "Again, thank you," <<he>> says as Remy takes it. "I've brought my colleagues." <<He>> gestures at other figures seated around the room. They look a bit rough to be the doctor's colleagues. "They wish to observe the effects." <br> Remy nods. "Then I'll leave you to it." <br> Harper pulls a phial of pink liquid from <<his>> coat pocket. "Could you remain a moment? It needs to drink this, and I have little experience handling beasts." <br><br> <<endevent>><<npc Remy>><<person1>> <<if $worn.face.type.includes("gag")>> Remy gropes at the back of your head as the doctor opens the phial. <span class="lblue">Your muzzle comes loose.</span> A sweet smell permeates the room. <<set $worn.face.type.push("broken")>> <<faceruined>> <br><br> <<endevent>><<npc Harper>><<person1>>The doctor presses it against your lips. <<elseif $livestock_obey gte 30>> Remy and <<his>> farmhands stand nearby as the doctor opens the phial. A sweet smell permeates the room. <<endevent>><<npc Harper>><<person1>><<He>> presses it against your lips. <<else>> Remy has two of <<his>> farmhands restrain you. The doctor opens the phial. A sweet smell permeates the room. <<endevent>><<npc Harper>><<person1>><<He>> presses it against your lips. <</if>> <br><br> <<link [[Obey|Livestock Job Harper 2 Obey]]>><<sub 1>><<npcincr Remy dom 1>><<npcincr Harper dom 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>><<ggarousal>> <br> <<link [[Deceive|Livestock Job Harper 2 Deceive]]>><</link>><<skulduggerydifficulty 1 1000>><<garousal>> <br> <<link [[Struggle|Livestock Job Harper 2 Struggle]]>><<def 1>><<livestock_obey -5>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>> <br> <<elseif $livestock_harper is 3>> <<set $livestock_harper to 4>> You're led down the small lane toward the barn. You walk past it, continuing further until you come to the rustic farmhouse. <br><br> You're led into the cramped living room. Chairs line the edge. They're occupied by <<people>>. <br><br> <<endevent>><<npc Harper>><<person1>>Doctor Harper rises from the seat closest to the door. "Again, thank you," <<he>> says. "My colleagues and I are here to observe the long-term effects of the treatment." <br><br> Remy hands <<him>> your leash. "Of course. May you find it enlightening. I'll be in the barn should you have trouble." <br><br> Harper tries to pull you into the middle of the room. <br><br> <<link [[Obey|Livestock Job Harper 3 Obey]]>><<sub 1>><<livestock_obey 5>><<transform cow 1>><</link>><<ggobey>> <br> <<link [[Struggle|Livestock Job Harper 3 Struggle]]>><<def 1>><<livestock_obey -5>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>> <br> <<elseif $livestock_harper is 4>> <<set $livestock_harper to 1>> You're led down the small lane toward the barn. You walk past it, continuing further until you come to the rustic farmhouse. <br><br> You're led into the cramped living room. Chairs line the edge. They're occupied by <<people>>. <br><br> <<endevent>><<npc Harper>><<person1>>Doctor Harper rises from the seat closest to the door. "Again, thank you," <<he>> says. "My colleagues and I are here to observe the long-term effects of the treatment." <br><br> Remy hands <<him>> your leash. "Of course. May you find it enlightening. I'll be in the barn should you have trouble." <br><br> <<He>> lifts a pen from the table beside <<him>>, and holds it in front of you. Remy's hands rest on the side of your head, gentle but firm, forcing you to look at the doctor. "Focus on the pen," Harper says. "There's nothing in the universe but this pen, and the sound of my voice." <br><br> <<link [[This feels nice|Livestock Job Hypnosis 2]]>><<control 15>><<livestock_obey 5>><<transform cow 4>><<trauma -12>><<stress -12>><<awareness -20>><</link>><<ggobey>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Livestock Job Hypnosis Resist]]>><<livestock_obey -5>><<stress 6>><</link>><<llobey>><<gstress>> <br> <</if>> <<else>> <<if !playerChastity("hidden")>> <<set $genderknown.pushUnique("Niki")>> <</if>> <<if $livestock_pig is undefined>> <<set $livestock_pig to 1>> <<endevent>><<npc Niki>><<person1>> Remy leads you down the small lane towards the barn. You arrive in front of it, but then turn toward the second, smaller barn opposite. <br><br> The interior is dusky. A mat has been placed in the centre, bathed in light from a couple of studio lamps and surrounded by stools. They're unoccupied. A camera rests on a tripod. A young <<personsimple>> with a stick in <<his>> mouth stares into it. <br><br> <<if !$nikiSeen.length>> <<He>> pulls away from the camera and looks at you. "Niki, I take it?" Remy says beside you. <br><br> The young <<personsimple>> nods. "We're ready when you are." <<else>> <<He>> pulls away from the camera and stares at you. You recognise <<him>>. It's Niki the photographer. <<if $uncomfortable.nude is true>><<covered>><</if>> <br><br> "Niki, I take it?" Remy says beside you. <br><br> Niki hesitates, <<his>> eyes lingering on you, then nods. "We're ready when you are." <</if>> <<set $nikiSeen.pushUnique("farm")>> <br><br> <<endevent>><<npc Remy>><<person1>> "Good." Remy turns to you. "We're just doing a practise shoot today, but you need to be good all the same." <br><br> <<link [[Next|Livestock Job Niki]]>><</link>> <br> <<elseif $livestock_pig is 1>> <<set $livestock_pig to 2>> <<endevent>><<beastNEWinit 1 pig>> Remy leads you down the small lane towards the barn. You arrive in front of it, but then are turned toward the second, smaller barn opposite. <br><br> The interior is dusky. The mat, lights and camera from before are set up. Niki operates the camera. A <<beasttype>> already sits before it, waiting beside a hay bale. <br><br> "Lie on the mat," Remy whispers. "There's a good <<girl>>." <br><br> <<link [[Obey|Livestock Job Pig Obey]]>><<set $farm_phase to 0>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>> <br> <<link [[Struggle|Livestock Job Pig Struggle]]>><<set $farm_phase to 0>><<livestock_obey -5>><<def 1>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>> <br> <<link [[Plead with Niki|Livestock Job Pig Plead]]>><<set $farm_phase to 0>><<livestock_obey -1>><</link>><<lobey>> <br> <<elseif $livestock_pig is 2>> <<set $livestock_pig to 1>> <<endevent>><<beastNEWinit 3 pig>> Remy leads you down the small lane towards the barn. You arrive in front of it, but then are turned toward the second, smaller barn opposite. <br><br> The interior is dusky. The mat, lights and camera from before are set up. A ring of stools sits around the edge. They're occupied by <<people>>. Three <<beastsplural>> sit on the mat, waiting beside a hay bale. Niki operates the camera. <br><br> "Lie on the mat," Remy whispers. "There's a good <<girl>>." <br><br> <<link [[Obey|Livestock Job Pig Obey]]>><<set $farm_phase to 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>> <br> <<link [[Struggle|Livestock Job Pig Struggle]]>><<set $farm_phase to 1>><<livestock_obey -5>><<def 1>><</link>><<physiquedifficulty 1 $physiquemax>><<llobey>> <br> <<link [[Plead with Niki|Livestock Job Pig Plead]]>><<set $farm_phase to 1>><<livestock_obey -1>><</link>><<lobey>> <br> <</if>> <</if>> <br><br><<effects>> <<unset $farm_phase>> <<npc Remy>><<person1>> Remy leads you back to the field. <<He>> stops outside while the farmhands open the gate. <br><br> <<if $worn.face.type.includes("gag")>> Reaching behind your head, <<he>> unties and <span class="lblue">removes your $worn.face.name.</span> <<set $worn.face.type.push("broken")>> <<faceruined>> <br><br> <</if>> <<if $livestock_obey gte 95>> "You've been such a good <<girl>>," Remy says. <<He>> holds out <<his>> hand, and a farmhand hands <<him>> a sheet-covered basket. Remy removes the sheet, revealing a number of large, juicy apples. <<if $hunger gte 1600>> Your heart skips a beat at the sight. You're so hungry, and they look so delicious. Your stomach growls. <<else>> They look so delicious. Certainly compared to the grass you've had to tolerate. Your stomach growls. <</if>> <br><br> "These are for you," Remy says, handing you the entire basket. <<if $cow gte 6 or pcAreArmsBound("both")>>You take the handle in your mouth.<</if>> "Good <<girls>> get treats. Enjoy." <br><br> <<if $cow gte 6 and $worn.neck.name isnot "cow bell">> <<if $worn.neck.name isnot "naked">> Just as you're about to crawl away, Remy holds you by your shoulders and removes the $worn.neck.name, "One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says while securing it around your neck. <<set $worn.neck.type.push("broken")>> <<neckruined>> <<else>> Just as you're about to crawl away, Remy holds you by your shoulders and secures something around your neck. "One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says before walking away. <</if>> You give your head a small shake, and it rings. The sound is oddly soothing. <<neckwear 8>> <br><br> <</if>> The gate shuts behind you. <br><br> <<link [[Eat the apples|Livestock Job Eat]]>><<stress -6>><<trauma -6>><<hunger -2000>><</link>><<lllhunger>><<ltrauma>><<lstress>> <br> <<link [[Save them for someone else|Livestock Job Save]]>><</link>> <br> <<elseif $livestock_obey gte 51>> <<if $cow gte 6>> <<transform cow 1>><<npcincr Remy love 1>> "You've been a good <<girl>>," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This is for you." <<He>> holds it toward you. <br><br> You lean forward and take a bite. It's so sweet and delicious. The juice runs down your chin. Remy turns the fruit for you, and you lean forward again, and again, until just the core is left. Remy holds out <<his>> fingers, and you lick the juice off. <<lhunger>><<hunger -6>> <br><br> "There's more where that came from," Remy says as <<he>> ruffles your hair. "As long as you're a good <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>." <<He>> pulls you into the field. <br><br> <<if $worn.neck.name isnot "cow bell">> <<if $worn.neck.name isnot "naked">> Just as you're about to crawl away, Remy holds you by your shoulders and removes the $worn.neck.name. "One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says while securing it around your neck. <<set $worn.neck.type.push("broken")>> <<neckruined>> <<else>> Just as you're about to crawl away, Remy holds you by your shoulders and secures something around your neck. "One other thing before I go. I got you a new bell, for being such a good <<girl>>," <<he>> says before walking away. <</if>> You give your head a small shake, and it rings. The sound is oddly soothing. <<neckwear 8>> <br><br> <</if>> You lick fruit off your chin as the gate clanks shut behind you. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br> <<elseif pcAreArmsBound("both")>> "You've been a good <<girl>>," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This is for you." <<He>> holds it towards you. Your arms are bound, so you can't reach for it. "I'll hold it while you eat," Remy says, as if reading your mind. "<<if $player.gender_appearance is "m">>Bulls<<else>>Cows<</if>> don't have hands." <br><br> <<link [[Eat|Livestock Job Eat One]]>><<npcincr Remy love 1>><<hunger -400>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>><<lhunger>> <br> <<link [[Refuse|Livestock Job Eat Refuse]]>><<livestock_obey -1>><</link>><<lobey>> <br> <<else>> "You've been a good <<girl>>," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This is for you." <<He>> holds it toward you, but when you reach out <<he>> pulls it back. "No no," <<he>> says. "<<if $player.gender_appearance is "m">>Bulls<<else>>Cows<</if>> don't have hands. I'll hold it for you as you eat." <br><br> <<link [[Eat|Livestock Job Eat One]]>><<npcincr Remy love 1>><<hunger -400>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>><<lhunger>> <br> <<link [[Refuse|Livestock Job Eat Refuse]]>><<livestock_obey -1>><</link>><<lobey>> <br> <</if>> <<elseif $livestock_obey gte 21>> "You're a temperamental one," Remy says. <<He>> pulls a shiny red apple from <<his>> pocket. "This could be yours someday. If you behave yourself." <<He>> takes a bite. <<if $hunger gte 1600>> It looks so juicy. Your deprived stomach growls. <<else>> It looks so sweet, so tasty compared to the alternative. <</if>> <br><br> Remy pulls you the rest of the way into the field. The gate clanks shut behind you. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br> <<else>> "You're a temperamental one," Remy says, pulling your leash. "But you'll break. They always do." <<He>> shoves you through the gate. It clanks shut behind you. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br> <</if>><<effects>> You lean forward and take a bite. It's so sweet and delicious. The juice runs down your chin. Remy turns the fruit for you, and you lean forward again, and again, until just the core is left. <br><br> "There's more where that came from," Remy says as <<he>> ruffles your hair. "As long as you're good." <<He>> pulls you into the field. You lick fruit off your chin as the gate clanks shut behind you. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I refuse," you say. Your stomach growls in protest. "I'm a person." <<elseif $speech_attitude is "bratty">> "I'm not cattle," you say. Your stomach growls in protest. "Shove it up your ass." <<else>> "No," you say. Your stomach growls in protest. "I don't care how hungry I am." <</if>> <br><br> Remy takes a bite of the apple <<himself>>. <<He>> closes <<his>> eyes in feigned enjoyment. "So tasty," <<he>> says. <<He>> clutches your leash, and pulls you the rest of the way into the field. The gate clanks shut behind you. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>><<canvas-model-override "mouth" "chew">> You bite into one of the apples. It's so sweet. Once started, there's no stopping you. You eat the entire basket, careful to not waste a single drop of juice. You lie back on the grass, relieved and satiated. <br><br> <<hunger -2000>> <<link [[Next|Livestock Field]]>><<canvas-model-override "clear">><<endevent>><</link>> <br><<effects>> You cover the apples with the sheet. <<if $hunger gte 1000>> Your stomach growls in protest. <</if>> <<set $livestock_food to 1>> <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<endevent>><<npc Remy>><<person1>> <<unset $farm_phase>> Remy pulls you back to the small lane. <<He>> doesn't turn toward the cattle field, but walks in the opposite direction instead, past the barn and across a thin paved road. There's another field here, but the gate is more mundane, and bordered by regular hedgerows. <br><br> "You're going to be useful," Remy says, tugging you toward an old plough. "One way or another." Two farmhands grasp your arms. They pull you beneath, forcing you to bend a little. They tie your shoulders to the metal with thick rope. <br><br> Remy sits on the plough and leans back. <<He>> unclips <<his>> whip. <br><br> <<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>> <br> <<link [[Refuse|Livestock Plough Refuse]]>><<def 1>><<npcincr Remy dom -1>><<pain 6>><</link>><<gpain>> <br><<effects>> <!--<<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> --> <<if currentSkillValue('physique') gte 16000>> You force yourself forward, pulling the plough behind you. It's a small satisfaction that Remy is surprised by the speed, and falls back into <<his>> chair. <br><br> You march across the field with slow but determined steps. Remy doesn't use the whip, seeming content with your performance. <<elseif currentSkillValue('physique') gte 12000>> You force yourself forward, straining to pull the plough behind you. It feels like an immovable weight, but then it gives. Remy's whip cracks at your side. <br><br> It's easier now that you have momentum, but progress is slow, and you feel like your muscles will give out at any moment. Remy doesn't use the whip again, seeming content with your performance. <<elseif currentSkillValue('physique') gte 8000>> You force yourself forward, straining to pull the plough behind you. You can't move it far before your strength gives out. You'd collapse if you weren't tied to the metal. Remy's whip cracks at your side. <br><br> You recover enough to pull again, but can only move it in short bursts. Remy berates you and cracks the whip, but the lash never touches you. <<He>> seems content with your effort. <<elseif currentSkillValue('physique') gte 4000>> You try to pull the plough behind you. It takes everything you have, but you manage to move it. An inch. Remy's whip cracks at your side. <br><br> You keep pulling, moving the plough in short bursts. Remy berates you and cracks the whip, but the lash never touches you. <<He>> seems content with your effort. <<else>> You try to pull the plough, but it's no use. You're not strong enough. Remy's whip cracks at your side. <br><br> You keep pulling, despite the hopelessness of the task. Remy berates you and cracks the whip, but the lash never touches you. <<He>> seems content with your effort. <</if>> <<physique 6>> <<pass 60>> <br><br> "Stop," Remy says, just as you feel like you're about to collapse. "That's enough for the day. Untie <<phim>>." <br><br> The farmhands remove the rope from your small shoulders, and you almost fall to the soil. Remy marches over and grasps your leash. "I'd have preferred you do the other job," <<he>> says. "But stubborn beasts get hard labour. Remember that." <br><br> <<He>> pulls you back to the cattle field, flanked by <<his>> cronies. <<if $worn.face.type.includes("gag")>> <<He>> grasps the back of your muzzle, <span class="lblue">unties it,</span> then pushes you through the gate. It clanks shut behind you. <<set $worn.face.type.push("broken")>> <<faceruined>> <<else>> The gate clanks shut behind you. <</if>> <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <!--<<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> --> <<if $worn.face.type.includes("gag")>> You remain still, refusing to move. <<elseif $speech_attitude is "meek">> "I-I can't pull this," you say. "I'm too weak." <<elseif $speech_attitude is "bratty">> "Untie me at once," you demand. "Or you'll be sorry." <<else>> "I can't pull this," you say. "I'm not strong enough." <</if>> <br><br> Remy's cracks the whip once to your side, then follows it up with a lash to your back. You cry out in pain. "If that's how you want it," <<he>> says, a hint of delight in <<his>> voice, "so be it." <br><br> You brace for another lash, but the whip cracks again at your side. <br><br> <<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>> <br> <<link [[Refuse|Livestock Plough Refuse 2]]>><<def 1>><<npcincr Remy dom -1>><<pain 12>><</link>><<willpowerdifficulty 1 400>><<ggpain>> <br><<effects>> <!--<<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> --> Remy lashes the whip against your back again, and again you cry out. <<He>> brings it down again, and again, each time more painful than the last. <<if $willpowerSuccess>> <span class="green">You remain obstinate.</span> Remy stands in <<his>> chair, planting <<his>> feet and readying <<his>> whip. "So you're not a calf," <<he>> says. "Fine." <<gwillpower>><<willpower 2>> <br><br> <<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>> <br> <<link [[Refuse|Livestock Plough Refuse 3]]>><<def 1>><<npcincr Remy dom -1>><<pain 12>><</link>><<willpowerdifficulty 300 700>><<ggpain>> <br> <<else>> <span class="red">You can't take it.</span> All pride flees your mind, and your muscles move. <<ggwillpower>><<willpower 12>> <br><br> <<link [[Next|Livestock Plough]]>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>> <br> <</if>><<effects>> <!--<<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> --> Remy brings the whip down once more. You grit your teeth as the leather assaults your back, pain surges through your body with every blow. <<if $willpowerSuccess>> <span class="green">You remain obstinate.</span> Remy ceases <<his>> assault. "The"—<<he>> pants—"the barbs." The farmhands glance at each other. "Now!" <<gwillpower>><<willpower 2>> <br><br> One of the farmhands runs from the field as Remy marches closer. <<He>> clutches your chin and raises it. "Listen here, <<= $player.gender_appearance is "m" ? "bull" : "cow">>," <<he>> spits. "I've broken stronger beasts than you. You do as I say, or I might get angry." <br><br> The farmhand returns, carrying a wooden case in both hands. Remy opens it, and pulls out another whip. <<He>> holds it in front of you. It's similar to the other, except studded with cruel barbs. <<gstress>><<stress 6>> <br><br> Remy returns to <<his>> seat. <<He>> holds the whip above <<his>> head, the length of it falling behind <<him>>. <br><br> <<link [[Pull|Livestock Plough]]>><<sub 1>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>> <br> <<link [[Refuse|Livestock Plough Refuse 4]]>><<def 1>><<npcincr Remy dom -1>><<pain 24>><</link>><<willpowerdifficulty 300 700>><<gggpain>> <br> <<else>> <span class="red">You can't take it.</span> All pride flees your mind, and your muscles move. <<ggwillpower>><<willpower 12>> <br><br> <<link [[Next|Livestock Plough]]>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>> <br> <</if>><<effects>> <!--<<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> --> The barbs bite into your flesh. The minutes blur together. You're not sure you remain conscious. <<if $willpowerSuccess>><<pass 60>> It matters not. <span class="green">You remain obstinate.</span> <<gwillpower>><<willpower 2>> <br><br> Remy's blows become erratic. Some of them even miss. At last, <<he>> stops. "T-Take," <<he>> pants. <<He>> sounds defeated. "Take this creature back to the field. I'm done." <br><br> <<link [[Next|Livestock Plough Refuse 5]]>><<pass 60>><</link>> <br> <<else>> <span class="red">You can't take it.</span> All pride flees your mind, and your muscles move. <<ggwillpower>><<willpower 12>> <br><br> <<link [[Next|Livestock Plough]]>><<transform cow 1>><<npcincr Remy dom 1>><<tiredness 18>><</link>><<ggtiredness>> <br> <</if>><<effects>> <<generate2>><<generate3>> <<person2>> "I've never seen Remy like that," one of the farmhands says on the way back to the cattle field. "Is <<person1>><<he>> losing <<his>> touch?" <br> <<if $worn.face.type.includes("gag")>> "Nah," a <<person3>><<person>> responds as <<he>> <span class="lblue">unties your $worn.face.name.</span> "This one here's just a fighter. Was impressive, if hard to watch." <<set $worn.face.type.push("broken")>> <<faceruined>> <<else>> "Nah," a <<person3>><<person>> responds. "This one here's just a fighter. Was impressive, if hard to watch." <</if>> <br> "Never thought I'd see someone—" <<person2>><<He>> catches <<himself>>. "Ah, I mean something, that Remy couldn't break." <br><br> You arrive in front of the gates. "It's not over for this poor thing," <<person3>>the <<person>> glances around. "Hang on." <<He>> disappears into a small shed, and emerges with a basket covered with a white sheet. <br><br> <<He>> passes it to you. "Might need help healing after that." You glimpse beneath the sheet. It's full of shiny, juicy apples. Your mouth waters and your stomach growls. <br><br> <<person2>>The <<person>> looks shocked. "Remy's not gonna be happy," <<he>> says. <<person1>>"<<Hes>> the only one allowed to give those out." <br> "Remy's not gonna find out. Like <<hes>> not gonna find out you said <<he>> lost <<his>> touch." <br><br> The <<person2>><<persons>> face pales, and <<he>> drops the topic. The gate shuts behind you. <br><br> <<link [[Eat the apples|Livestock Job Eat]]>><<stress -6>><<trauma -6>><<hunger -2000>><</link>><<lllhunger>><<ltrauma>><<lstress>> <br> <<link [[Save them for someone else|Livestock Job Save]]>><</link>> <br><<effects>> <<endevent>><<npc Harper>><<person1>> <<pass 60>> Harper steps closer. <<He>> pulls a stethoscope from behind <<his>> coat, and presses it against your chest. <<He>> listens for a moment, then <<if $player.breastsize gte 7>> grasps one of your <<breasts>> with <<his>> free hand. <<He>> gently fondles you. <<garousal>><<arousal 600 "breasts">> <<else>> presses <<his>> thumb against your <<nipple>>. <<He>> rubs it in a circle, teasing you. <<garousal>><<arousal 600 "breasts">> <</if>> <br><br> <<He>> continues to listen as <<his>> hand wanders down your body. <<if playerChastity()>> <<He>> tries to slip <<his>> fingers beneath your $worn.genitals.name, without success. <<else>> <<His>> fingers brush against your <<genitals 1>>. <<garousal>><<arousal 600 "genitals">> <</if>> <br><br> <<if $settings.analEnabled and !playerChastity("anus")>> <<He>> allows the stethoscope to fall, and licks <<his>> free forefinger, before reaching behind your <<bottom>>. You feel the finger press against your anus. It slides in without difficulty. <br><br> <<He>> prods around inside you as <<his>> other hand <<if playerChastity("hidden")>> slowly strokes your thighs. <<elseif $worn.genitals.name is "chastity parasite">> cups and squeezes your $worn.genitals.name, as if examining it<<if $player.vaginaExist>>, before spreading your <<pussy>><</if>>. <<elseif $player.penisExist and $player.vaginaExist>> cups and buoys your <<penis>>, as if weighing it, before spreading your <<pussy>>. <<elseif $player.penisExist>> cups and buoys your <<penis>>, as if weighing it. <<else>> spreads your <<pussy>>. <</if>> <<garousal>><<arousal 600 "genitals">> <<elseif !playerChastity()>> <<if $player.penisExist and $player.vaginaExist>><<He>> cups and buoys your <<penis>>, as if weighing it, before spreading your <<pussy>>.<<elseif $player.penisExist>><<He>> cups and buoys your <<penis>>, as if weighing it.<<else>><<His>> fingers spread your <<pussy>>, while another hovers in front, as if ready to plunge in at any moment.<</if>> <<garousal>><<arousal 600 "genitals">> <</if>> <br><br> The examination continues for a while. You endure Harper's probing and prodding until <<he>> steps away from you, leaving your breath quickened. "Everything seems fine," <<he>> says. "I'll be in touch to discuss the next step." <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>><<effects>> Harper steps towards you, but you back away. <<if $worn.face.type.includes("gag")>> You try to speak, but the gag reduces your words to an unintelligible mumble. <<elseif $speech_attitude is "meek">> "P-please don't treat me like this," you say. "You're scaring me." <<elseif $speech_attitude is "bratty">> "I'm not a cow," you say. "And I'm not gonna let you nutters treat me like this." <<else>> "I'm not going to play along," you say. "This isn't right." <</if>> <br><br> "I'm terribly sorry," Remy says. "This will just take a moment." At that, two farmhands enter the building. Remy grasps the base of your leash and leans close. <br><br> "You're not going to show me up in front of the doctor," <<he>> whispers. "Let <<endevent>><<npc Harper>><<person1>><<him>> treat you, or we'll make you." <br><br> <<link [[Obey|Livestock Job Harper Obey]]>><<sub 1>><<livestock_obey 1>><<transform cow 1>><<npcincr Remy dom 1>><</link>><<gobey>> <br> <<link [[Resist|Livestock Job Harper Resist]]>><<def 1>><<livestock_obey -5>><<npcincr Remy dom -1>><</link>><<llobey>><<physiquedifficulty 1 $physiquemax>> <br><<effects>> <<endevent>><<npc Remy>><<person1>> <<if $physiqueSuccess>> <<npcincr Remy dom -1>><<npcincr Harper dom -1>> You shove Remy away from you. <<His>> farmhands grasp your arms. You shake one off, then <span class="green">punch the other in the nose.</span> <<He>> clutches <<his>> face and stumbles backwards, tripping over a bucket and falling to the floor. <br><br> Remy reaches for <<his>> whip, but Harper interrupts <<him>>. <<endevent>><<npc Harper>><<person1>>"That's enough," the doctor says. "This serves as a reasonable test." <<He>> gathers <<his>> papers from the table. "I'll be in touch to discuss the next stage." <br><br> <<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>> <br> <<else>> <<npcincr Remy dom 1>><<npcincr Harper dom 1>> You shove Remy away from you. <<His>> farmhands grasps your arms, and <span class="red">you're unable to shake them off.</span> They hold you still. <br><br> <<link [[Next|Livestock Job Harper Obey]]>><</link>> <br> <</if>><<effects>> Harper pours the liquid down your throat. It's even sweeter than it smells, and sticky. A warm feeling spreads from your abdomen, permeating your body until it reaches the tips of your fingers and toes. <<drugs 360>><<arousal 1200>><<ggarousal>> <br><br> <<endevent>><<npc Harper>><<person1>><<set $phase to 0>> Harper takes your hand and leads you into the middle of the room. <<takeHandholdingVirginity "Harper">> <br><br> <<His>> touch, even on such a mundane part of your body, sends a shiver down your spine. <<He>> grasps your arms and holds them behind your body. The audience leans forward in their seats. <br><br> <<link [[Next|Livestock Job Harper 2 Obey 2]]>><</link>> <br><<effects>> Harper pours the liquid into your mouth. It's even sweeter than it smells, and sticky. You hold it in your mouth, refusing to swallow. It isn't easy. Even there the liquid seeps into you, making you flush with an unnatural warmth. <<drugs 180>><<arousal 600>> <br><br> <<endevent>><<npc Harper>><<person1>> <<if currentSkillValue('skulduggery') gte random(1, 1000)>><<set $phase to 1>> Harper takes your hand and leads you into the middle of the room. <<takeHandholdingVirginity "Harper">> <br><br> <<His>> touch, even on such a mundane part of your body, sends a shiver down your spine. Your throat quivers, <span class="green">but you manage to keep yourself from swallowing.</span> <br><br> The doctor grasps your arms and holds them behind your body. The audience leans forward in their seats. <br><br> <<else>><<set $phase to 0>> Harper takes your hand and leads you into the middle of the room. <<takeHandholdingVirginity "Harper">> <br><br> <<His>> touch, even on such a mundane part of your body, sends a shiver down your spine. Your throat quivers, <span class="red">and you can't stop yourself from swallowing.</span> <<drugs 180>><<arousal 600>><<garousal>> <br><br> The doctor grasps your arms and holds them behind your body. The audience leans forward in their seats. <br><br> <</if>> <<link [[Next|Livestock Job Harper 2 Obey 2]]>><</link>> <br><<effects>> "As you can see," the doctor says, turning you on the spot to give each person a look at you from all angles. "The treatment is already working." <<if playerChastity("hidden") or $worn.genitals.name is "chastity parasite">> <<He>> points at your face. "A <<if $player.gender_appearance is "m">>virile bull<<else>>fertile cow<</if>> like this would be foolish to leave unshackled at the best of times. With my treatment, it would be dangerous. <<if $worn.genitals.name is "chastity parasite">> While you may be unable to see under a parasite such as this, there are the means to remove it when you are ready." <br><br> <<He>> runs <<his>> fingers over the front of the $worn.genitals.name causing you whimper from the wave of pleasure. "<<pShes>> already ready for breeding." <<else>> While you may be unable to see under a device such as this, there are the means to remove it even when you don't have the key." <br><br> <<He>> runs <<his>> fingers over the front of the $worn.genitals.name. "<<pShes>> already wet and dripping through the metal." <</if>> <br><br> <<elseif playerChastity()>> <<if $player.penisExist and $player.vaginaExist>> The audience murmurs about your hermaphroditism. "You might be wondering," Harper continues. "If all the livestock here are blessed with both male and female genitalia. They are not. This specimen is unique." <br><br> <</if>> <<He>> points at your <<genitals 1>>, semi-concealed behind your $worn.genitals.name. "A <<if $player.gender_appearance is "m">>virile bull<<else>>fertile cow<</if>> like this would be foolish to leave unshackled at the best of times. With my treatment, it would be dangerous." <br><br> <<He>> runs <<his>> fingers over the front of the device. <<if $player.penisExist>>"<<pShes>> already erect and straining against the metal."<<else>>"<<pShes>> already wet and dripping through the metal."<</if>> <br><br> <<else>> <<if $player.penisExist and $player.vaginaExist>> The audience murmurs about your hermaphroditism. "You might be wondering," Harper continues. "If all the livestock here are blessed with both male and female genitalia. They are not. This specimen is unique." <br><br> <</if>> <<He>> points at your <<if $player.penisExist>><<penis>>. "<<pShes>> already erect and ready to <<if $settings.pregnancySpeechEnabled>>breed<<else>>mate<</if>>.<<else>><<pussy>>. "<<pShes>> already wet and ready to <<if $settings.pregnancySpeechEnabled>>breed<<else>>mate<</if>>.<</if>>" The audience leans forward in their seats, staring at your <<genitals 1>> with a lewd thirst in their eyes. <br><br> <</if>> <<link [[Next|Livestock Job Harper 2 Obey 3]]>><<pass 60>><</link>> <br><<effects>> The examination continues. Harper presents and speaks of your body in detail, highlighting every little tremble, every flush in the skin. <<if $phase is 1>> All the while you keep the sweet liquid in your mouth, preventing its full effects. <</if>> <br><br> "That concludes the examination," Harper says at last. Polite applause fills the small room. "Next time it should be safe to get a little more hands-on. To test the lingering effects of the treatment." <br><br> Harper pats your head. "Thank you for being cooperative," <<he>> says. <<He>> pauses a moment, then pulls your hair back, leans in, kisses your lips. <<takeKissVirginity "Harper" "rape">> <br><br> <<if $phase is 1>> <span class="pink"><<His>> eyes open in surprise as <<he>> tastes the pink fluid.</span> <br><br> <</if>> <<link [[Endure|Livestock Job Harper 2 Endure]]>><<transform cow 1>><<livestock_obey 1>><<stress 6>><</link>><<gstress>><<gobey>> <br> <<link [[Pull away|Livestock Job Harper 2 Pull]]>><<livestock_obey -1>><</link>><<lobey>> <br> <<if $phase is 1>> <<link [[Spit|Livestock Job Harper 2 Spit]]>><</link>> <br> <</if>><<effects>> You remain still as the doctor violates your mouth with <<his>> tongue. <br><br> "I take it the beast was well-behaved?" says Remy from the door. Harper pulls away at once. <br> "Y-yes," the doctor stutters. "Very. Thank you again. I trust my next visit is still scheduled?" <br> "Of course." Remy takes your leash. "Until we meet again." <br><br> <<if $phase is 1>> Remy leads you outside. You spit out the pink fluid. If Remy notices, <<endevent>><<npc Remy>><<person1>><<he>> thinks nothing of it. <<else>> <</if>> <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<effects>> You pull away from Harper. <<He>> tries to hold you still, but you persist and turn away from <<him>>. <br><br> "Is our beast causing trouble?" says Remy from the door. Harper ceases at once. <br> "N-no," the doctor stutters. "Just a little temperamental. Thank you again. I trust my next visit is still scheduled?" <br> "Of course." Remy takes your leash. "Until we meet again." <br><br> <<if $phase is 1>> Remy leads you outside. You spit out the pink fluid. If Remy notices, <<endevent>><<npc Remy>><<person1>><<he>> thinks nothing of it. <<else>> <</if>> <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<effects>> <<earnFeat "Harper's Bane">> You spit the pink fluid into Harper's mouth. <<He>> pulls away and wipes <<his>> chin. Almost at once, however, a change comes over <<him>>. <<He>> was already flushed, but there was a restraint there. Now, there's nothing but a mad thirst. <<He>> pounces on you, tackling you to the floor. <br><br> The audience crowds around, glad the show isn't over. <br><br> <<link [[Next|Livestock Job Harper 2 Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Job Harper 2 Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Job Harper 2 Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Reason returns to Harper's face, and <<he>> fumbles with <<his>> clothes as <<he>> rises to <<his>> feet. <br><br> <<tearful>> you climb to your feet as well. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Job Harper 2 Rape End]]>><</link>> <br> <<else>> You shove Harper away from you. <<He>> falls back on a chair. The hunger in <<his>> eyes has abated, but the audience encourages <<him>> to continue. Some look prepared to restrain you themselves. <br><br> <<tearful>> you climb to your feet and brace yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Job Harper 2 Rape End]]>><</link>> <br> <</if>><<effects>> "That's not what we agreed to," says Remy from the door. <br> "I-I," the doctor stutters. "There was an accident. I apologise. I trust my next visit is still scheduled?" <br> Remy laughs and takes your leash. "It is. Until we meet again." <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<effects>> <<if $physiqueSuccess>> <<npcincr Remy dom -1>><<npcincr Harper dom -1>> You shove Harper away from you. Remy's farmhands hold your arms tight as the doctor makes a second attempt. You <<endevent>><<npc Harper>><<person1>>headbutt <<him>>, <span class="green">and the phial shatters on the ground.</span> <br><br> <<if $livestock_muzzle is 1>> Harper clutches <<his>> face. Blood drips between <<his>> fingers. The other visitors look amused. Remy does not. "I'm so sorry," <<endevent>><<npc Remy>><<person1>><<he>> says, <span class="pink">tying a muzzle around your face.</span><<facewear 23>> "My animals are normally better behaved." <<else>> Harper clutches <<his>> face. Blood drips between <<his>> fingers. The other visitors look amused. Remy does not. "I'm so sorry," <<endevent>><<npc Remy>><<person1>><<he>> says, clutching the back of your collar. "My animals are normally better behaved." <</if>> <br><br> Harper nods as if unbothered. <<He>> fumbles for a tissue. <br><br> <<link [[Next|Livestock Job Resist End]]>><</link>> <br> <<else>> <<npcincr Remy dom 1>><<npcincr Harper dom 1>> You shove Harper away from you. Remy's farmhands hold your arms tight as the doctor makes a second attempt. You try to free yourself, <span class="red">but the farmhands are too strong.</span> <br><br> <<link [[Next|Livestock Job Harper 2 Obey]]>><</link>> <br> <</if>><<effects>> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> Harper pulls you into the middle of the room. You're surrounded by hungry eyes. <<if $uncomfortable.nude is true>><<covered>><</if>> "This specimen," <<he>> begins, stepping behind you and grasping your arms. <<He>> pulls them back, making sure you can't cover. "Has been administered certain treatments to improve yield. Observe." <br><br> <<if $player.penisExist and !playerChastity()>> <<switch $player.penissize>> <<case 4>> <<He>> reaches around your body and takes your <<penis>> in <<his>> hand. You flinch at <<his>> touch. "As you can see," <<he>> continues, rubbing your length. "This one is of prodigious size." <<garousal>><<arousal 600 "genitals">> <br><br> A <<person2>><<person>> leans forward in <<his>> seat, awed by the size of your cock and leering with naked thirst. <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 2 3>> <<He>> reaches around your body and takes your <<penis>> in <<his>> hand. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your length. "This one is almost ready to be milked." <<garousal>><<arousal 600 "genitals">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <br><br> A <<person2>><<person>> leans forward in <<his>> seat, leering. <<case 0 1>> <<He>> reaches around your body and takes your <<penis>> in <<his>> hand. <<His>> touch makes you jump. "Don't be fooled," <<he>> continues. "It may be small, but it can still be very productive. <<garousal>><<arousal 600 "genitals">> <br><br> "It's so cute," a <<person2>><<person>> laughs. "But if you say so." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<case -1>> <<He>> reaches around your body and takes your <<penis>> in <<his>> hand. <<His>> touch makes you jump. "Don't be fooled," <<he>> continues. "This one is too small to produce, but that will soon change." <br><br> "It's so little and cute," a <<person2>><<person>> laughs. "It's almost a shame." <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <<case -2>> <<He>> reaches around your body and takes your <<penis>> over <<his>> finger. <<His>> touch makes you jump. "Unfortunately," <<he>> continues. "I'm not sure how we can help make this one productive." <br><br> "It's so tiny and cute," a <<person2>><<person>> laughs. "It's a shame." <<insecurity "penis_small" 3>><<ginsecurity "penis_small">> <</switch>> <br><br> <<person1>> <<link [[Next|Livestock Job Harper 3 Obey 2]]>><</link>> <br> <<else>> <<if $player.breastsize gte 8>> <<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "This one is of prodigious size." <<garousal>><<arousal 600 "breasts">> <br><br> A <<person2>><<person>> leans forward in <<his>> seat, awed by the size of your breasts and leering with a naked thirst. <<ginsecurity "breasts_big">><<insecurity "breasts_big" 1>> <br><br> <<elseif $player.breastsize gte 6>> <<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "This one is almost ready to be milked." <<ginsecurity "breasts_big">><<insecurity "breasts_big" 1>><<garousal>><<arousal 600 "breasts">> <br><br> A <<person2>><<person>> leans forward in <<his>> seat, leering. <br><br> <<elseif $player.breastsize gte 1>> <<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "These may be small, but they can still be very productive." <<garousal>><<arousal 600 "breasts">> <br><br> "So small and cute," a <<person2>><<person>> laughs. "But if you say so." <<ginsecurity "breasts_small">><<insecurity "breasts_small" 1>> <br><br> <<else>> <<He>> reaches around your body and takes your <<breasts>> in <<his>> hands. <<His>> touch makes you jump. "As you can see," <<he>> continues, rubbing your chest. "This one is too small to produce, but that will soon change." <<garousal>><<arousal 600 "breasts">> <br><br> "So flat and cute," a <<person2>><<person>> laughs. "It's almost a shame." <<ginsecurity "breasts_small" 2>><<insecurity "breasts_small" 2>> <br><br> <</if>> <<person1>> <<link [[Next|Livestock Job Harper 3 Obey 2]]>><</link>> <</if>> <br><br><<effects>> <<pass 60>> <<if $player.penisExist and !playerChastity()>> Harper continues to assault your <<penis>> in front of everyone, teasing without mercy. <<ggarousal>><<arousal 1800 "genitals">> <<else>> Harper continues to assault your <<breasts>> in front of everyone, teasing without mercy. <<ggarousal>><<arousal 1800 "breasts">> <</if>> <br><br> <<person2>> <<if $pronoun is "m">> <<if $NPCList[1].penis isnot "none">> The <<person>> unzips <<his>> fly, pulling out <<his>> <<print $NPCList[1].penisdesc>>. <<He>> starts masturbating, right in the middle of the room. <<else>> The <<person>> unzips <<his>> fly, revealing <<his>> moistened pussy. <<He>> starts masturbating, right in the middle of the room. <</if>> <<else>> <<if $NPCList[1].penis isnot "none">> The <<person>> lifts the front of <<his>> skirt, revealing <<his>> <<print $NPCList[1].penisdesc>>. <<He>> starts masturbating, right in the middle of the room. <<He>> pulls down <<his>> top with <<his>> free hand, showing off <<his>> <<print $NPCList[1].breastsdesc>>. <<He>> plays with them as well. <<else>> The <<person>> lifts the front of <<his>> skirt, revealing <<his>> moistened pussy. <<He>> starts masturbating, right in the middle of the room. <<He>> pulls down <<his>> top with <<his>> free hand, showing off <<his>> <<print $NPCList[1].breastsdesc>>. <<He>> plays with them as well. <</if>> <</if>> <br><br> Harper continues as if nothing were amiss. Others follow suit, and you're soon surrounded by masturbating <<people>>. <<if $arousal gte $arousalmax>> Between the physical stimulation, and all the leering eyes, there's nothing you can do to stop the approaching wave. <<orgasm>> "<<pShe>> came!" <br> <<if $player.penisExist>> <<if !$femaleclimax and !_deniedOrgasm>> "Look at all that tasty cum." <<else>> "I was hoping for cum, if I'm honest." <</if>> <<else>> "I can see <<pher>> juices." <</if>> <br> "Do you think the doctor will let us have a lick?" <br><br> <<else>> <</if>> The <<person2>><<person>> shakes, and <<if $NPCList[1].penis isnot "none">> thick strings of cum erupt from <<his>> <<print $NPCList[1].penisdesc>>, <span class="purple">landing on your hair.</span> <<bodyliquid "hair" "semen">> <<else>> juices stream from <<his>> pussy. <<He>> throws back <<his>> head and moans in climax. <</if>> <br><br> <<link [[Next|Livestock Job Harper 3 Obey End]]>><</link>> <br><<effects>> <<endevent>><<npc Remy>><<person1>>Harper releases you as the front door opens. Remy enters, wiping sweat from <<his>> forehead. "I must get this one back to the field," <<he>> says. "Fresh air and exercise is important for a healthy yield." <br><br> "Of course," Harper responds. "Thank you once again." <br><br> You feel the audience stares at your <<bottom>> as you're led outside. Some of them want to do more than look, you're sure. <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<effects>> <<if $physiqueSuccess>> You grasp your own leash, and pull it away from Harper. <<He>> stumbles, almost tripping. <br><br> At Remy's call, two farmhands enter and grasp your arms from behind. You shake one of them off, <span class="green">and punch the other in the nose.</span> <br><br> Both seem afraid to approach you. <<endevent>><<npc Remy>><<person1>>"What are you waiting for?" Remy asks. "Restrain the beast." <<His>> cronies glance at each other, unwilling to make the first move. <br><br> "It's alright," <<endevent>><<npc Harper>><<person1>>Harper says, stabilising <<himself>> on the arm of a chair. "The <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> needs to be cooperative. We can try again another day." <br><br> <<endevent>><<npc Remy>><<person1>> "I'm sorry for this terrible behaviour," Remy says, tugging your leash. "Thank you for understanding." <br><br> <<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>> <br> <<else>> You grasp your own leash, and pull it away from Harper. <<He>> stumbles, almost tripping. <br><br> At Remy's call, two farmhands enter and grasp your arms from behind. You try to shake them off, <span class="red">but they hold firm.</span> Harper picks up your leash again. <br><br> The farmhands let go, but remain in the room, ready to intervene. <br><br> <<link [[Next|Livestock Job Harper 3 Obey]]>><</link>> <br> <</if>><<effects>> <<endevent>> <<beastNEWinit 1 pig>> The barn doors open, and a farmhand enters, holding a leash. The leash tightens. Whatever it's attached to refuses to enter. <br><br> With some tugging, and help from a couple of other farmhands, the beast is coerced into the building. It's a <<beasttype>>. <br><br> "You've worked with animals before?" Remy asks. <br><br> Niki hesitates. "Yes." <br><br> "Then this should be straightforward. Our animals are well-behaved. Even our cows and pigs get on well with each other." <<nnpc_He "Remy">> scratches behind your ear. "They should be able to stay still for however long it takes." <br><br> <<link [[Cooperate|Livestock Job Niki Cooperate]]>><<transform cow 1>><<livestock_obey 5>><<sub 1>><</link>><<ggobey>> <br> <<link [[Defy|Livestock Job Niki Defy]]>><<livestock_obey -5>><<def 1>><</link>><<llobey>> <br><<effects>> <<pass 60>> Remy makes you kneel on the mat in front of the camera, and pulls the <<beasttype>> beside you. Niki takes over from there. <<nnpc_He "Niki">> takes some photos, then orders the farmhands to adjust the lighting. <br><br> It's a while before Niki is satisfied, but eventually <<nnpc_he "Niki">> has you adopt different poses alongside the <<beasttype>>. <<if $player.penisExist>> Your <<penis>> and <<breasts>> seem to be the focus. <<else>> Your <<breasts>> seem to be the focus. <</if>> <<if $exhibitionism lt 95 or $uncomfortable.nude is true>> <<if $uncomfortable.nude is true>>You resist the urge to cover yourself.<</if>> Remy mentioned this was just a practise shoot, but you worry the pictures would still be distributed. <<else>> Remy mentioned this was just a practise shoot, but you wonder if the pictures would still be distributed. The thought excites you. <<garousal>><<arousal 600>> <</if>> <br><br> Remy watches from a distance. Usually watching you. <br><br> <<link [[Next|Livestock Job Niki Cooperate 2]]>><</link>> <br><<effects>> "That's all I need," Niki says at last. "We're ready for the proper shoots." <br><br> "Excellent," Remy responds, walking over and picking up your leash. "This good <<girl>> is gonna be <<bred>> by a pig." <<gstress>><<stress 6>> <br><br> <<endevent>><<npc Remy>><<person1>>Niki ignores <<him>>, instead focusing on packing up <<endevent>><<npc Niki>><<person1>><<his>> things. <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<effects>> <<pass 60>> Remy pulls you to the mat, followed by the <<beasttype>>. Niki takes over from there. <<nnpc_He "Niki">> takes some photos, then orders the farmhands to adjust the lighting. <br><br> It's a while before Niki is satisfied, but eventually <<nnpc_he "Niki">> asks you to adopt poses beside the <<beasttype>>. <br><br> You refuse. <<if $uncomfortable.nude is true>> <<if pcAreArmsBound("both")>> Your bound arms prevent you from covering, so you keep your back turned to the camera. <<else>> You cover your <<genitals>> and <<breasts>> with your hands. <</if>> <<else>> <<if pcAreArmsBound("both")>> Your nudity doesn't bother you, but you keep your back to the camera anyway. <<else>> Your nudity doesn't bother you, but you cover yourself anyway. <</if>> <</if>> <br><br> <<link [[Next|Livestock Job Niki Defy 2]]>><</link>> <br><<effects>> Remy storms over and grasps your leash. <<endevent>><<npc Remy>><<person1>>"Refusing even this simple task," <<he>> says. "Bad <<girl>>." <<He>> yanks your leash. <br><br> Niki interrupts. "It's alright. I got what I needed. We're ready for the proper shoots." <br><br> "You hear that," Remy says in a low voice. "You're gonna get <<bred>> by a pig. Maybe that will teach you to behave." <<gstress>><<stress 6>> <br><br> <<endevent>><<npc Remy>><<person1>>Niki ignores <<him>>, instead focusing on packing up <<endevent>><<npc Niki>><<person1>><<his>> things. <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<effects>> <<pass 60>> "Just need to finish up," Niki says. You wait obediently. When Remy pulls you over to the mat, you don't struggle. That's all the prompting the <<if $farm_phase is 1>><<beastsplural>> need<<else>><<beasttype>> needs<</if>>. <br><br> <<if $farm_phase is 1>> <<link [[Next|Livestock Job Pig Gang Rape]]>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Next|Livestock Job Pig Rape]]>><<set $molestationstart to 1>><</link>> <</if>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <span class="red">Niki films you.</span> <br> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Job Pig Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Job Pig Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<famebestiality 30 "vid">> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> "Done," Niki says, pulling back from the camera. <br><br> <<clotheson>> <<endcombat>> <<npc Remy>><<person1>> <<tearful>> you're tugged to your feet by Remy. "Good <<girl>>," <<he>> says, pulling you toward the exit as farmhands help Niki dismantle the set. "That wasn't so bad, was it? Now we have something new to show our customers." <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <<else>> <<famescrap 30 "vid">> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> The <<beasttype>> squeals and backs away from you. The farmhands try to calm <<bhim>>, but they have no luck. <br><br> <<clotheson>> <<endcombat>> <<npc Remy>><<person1>> <<tearful>> you're tugged to your feet by Remy. "This is expensive to set up," <<he>> says, almost choking you. Niki looks away. <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <span class="red">Niki films you.</span> <br> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Job Pig Gang Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Job Pig Gang Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Job Pig Gang Rape]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Job Pig Gang Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Job Pig Gang Rape]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Job Pig Gang Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<else>> "Done," Niki says, pulling back from the camera. <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> The <<beastsplural>> cower. Despite not getting what they came for, the audience seems entertained. They applaud the fight.<<famescrap 30 "vid">> <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering as the audience applauds.<<famebestiality 30 "vid">> <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering as the audience applauds.<<famebestiality 30 "vid">><<famescrap 30 "vid">> <</if>> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Remy>><<person1>> <<tearful>> you're tugged to your feet by Remy. "Good <<girl>>," <<he>> says, pulling you toward the exit as farmhands help Niki dismantle the set. "Our customers enjoyed it." <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <</if>><<effects>> <<if $physiqueSuccess>> You pull the leash free from Remy's grasp. Farmhands rush over to restrain you. You push one away from you, but then another grasps you from behind. They pull you to the mat. There are too many. <br><br> Despite restraining you in a mating posture, <span class="green">the <<if $farm_phase is 1>><<beastsplural>> do<<else>><<beasttype>> does<</if>> nothing.</span> <<if $farm_phase is 1>>They see<<else>><<bHe>> sees<</if>> your aggression and <<if $farm_phase is 1>>are<<else>>is<</if>> afraid of provoking you. No amount of Remy's discipline can convince <<if $farm_phase is 1>>them<<else>><<bhim>><</if>> otherwise. <br><br> Niki shakes <<nnpc_his "Niki">> head. "We need them to cooperate," <<nnpc_he "Niki">> says. "Perhaps another day." <br><br> Remy takes your leash and pulls you from the barn as the farmhands help Niki dismantle the set. <br><br> <<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>> <br> <<else>> <<pass 60>> You pull the leash free from Remy's grasp. Farmhands rush over to restrain you. You push one away from you, but then another grasps you from behind. <span class="red">They pull you to the mat.</span> There are too many. <br><br> They restrain you in a mating posture until you get the<<if $farm_phase is 1>> first<</if>> <<beasttype>>'s attention. <br><br> <<if $farm_phase is 1>> <<link [[Next|Livestock Job Pig Gang Rape]]>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Next|Livestock Job Pig Rape]]>><<set $molestationstart to 1>><</link>> <</if>> <br> <</if>><<effects>> <<if $worn.face.type.includes("gag")>> You try to plead with Niki, though you can't do much than make noises into your $worn.face.name. <<elseif $speech_attitude is "meek">> "P-please save me," you say to Niki. "I'm not a cow." <<elseif $speech_attitude is "bratty">> "Get me away from these crazies," you say. "Before you become one." <<else>> "Please help me," you say to Niki. "This is wrong." <</if>> <<nnpc_His "Niki">> eyes make contact with yours, but <<nnpc_he "Niki">> looks away. <<if C.npc.Niki.love gte 30>> <br><br> <<pass 60>> Niki finishes setting up, <span class="green">but seems to be having problems.</span> <br><br> "It's no use," <<nnpc_he "Niki">> says. "Equipment's faulty. We need to call it off." <<nnpc_He "Niki">> glances at you again. <<llove>><<npcincr Niki love -1>> <br><br> <<endevent>><<npc Remy>><<person1>>Remy frowns, and holds your leash closer to the collar. "Very well," <<he>> says. "If it can't be helped." <br><br> <<He>> pulls you from the barn as the farmhands move to help Niki dismantle the set. <br><br> <<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>> <br> <<else>> <<nnpc_He "Niki">> doesn't look again. <br><br> <<pass 60>> Niki finishes setting up. <span class="red"><<nnpc_He "Niki">> sticks <<nnpc_his "Niki">> thumb out, giving the go-ahead.</span> Remy leads you to the mat. That's all the prompting the<<if $farm_phase is 1>> first<</if>> <<beasttype>> needs. <br><br> <<if $farm_phase is 1>> <<link [[Next|Livestock Job Pig Gang Rape]]>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Next|Livestock Job Pig Rape]]>><<set $molestationstart to 1>><</link>> <</if>> <br> <</if>><<effects>> <<pass 60>> You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "You are the happiest, most productive <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> on the farm. You have all the grass you could want to eat, and at night your master keeps you safe from wolves." <br><br> Tranquillity invades your mind. You wonder at how lucky you are, a simple <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, to be cared for so. <br><br> The doctor continues to speak in that soothing tone, extolling the virtues of your place in the world. <br><br> "When I drop this pen, you will awaken." The pen clatters to the floor, and you blink back to reality. Harper stands and passes Remy the leash. "Today was a success. I will return for the next step." <br><br> <<endevent>><<npc Remy>><<person1>> "Thank you, good doctor," Remy responds. "And thank you"—<<he>> scratches you behind the ear—"for being so good." <<He>> pulls you from the room. <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<effects>> <<if $harper_farm_abduction is 1>> <<unset $harper_farm_abduction>> You shake yourself free of the effect. Harper doesn't change the tone of <<his>> voice. "I'm afraid the process requires..." <br><br> <<if $worn.face.type.includes("gag")>> You interrupt <<him>> by slamming your fists into the table. With the muzzle gagging you, you can only stare at Harper with <<if $speech_attitude is "meek">> a tearful expression. <<elseif $speech_attitude is "bratty">> an intense glare. <<else>> an accusatory stare. <</if>> <br> Remy places a firm hand on your shoulder. "I apologise. Our livestock rarely have outbursts like this." <<else>> You interrupt <<him>> by slamming your fists into the table. <<if $speech_attitude is "meek">> "Y-you did this to me," you say. "I'm not an animal..." <<elseif $speech_attitude is "bratty">> "You fucker," you say. "You're the reason..." <<else>> "You kidnapped me..." <</if>> <br> Remy silences you with a hand. "I apologise. Our livestock rarely have outbursts like this." <</if>> <br> Harper sighs. "The beast has a temper problem. We can try again another day." <br> <<else>> You shake yourself free of the effect. Harper doesn't change the tone of <<his>> voice. "I'm afraid the process requires the beast's cooperation," <<he>> says to Remy. "We can try again another day." <br><br> <</if>> "Very well," Remy responds, tugging your leash toward the door. "I'll find something else for this one to do. Thank you for your time, doctor." <br><br> <<link [[Next|Livestock Job Resist End]]>><<endevent>><</link>> <br><<effects>> <<pass 60>> You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "You are the happiest, most productive <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> on the farm. I'm just going to give you something extra special which will help you further. Please get on the table over there and bend over for me please. There is some fresh grass if you want to eat some." <br><br> Tranquillity invades your mind. You wonder at how lucky you are, a simple <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>, to be cared for so. You climb onto the table thinking about how you should follow <<his>> directions. <br><br> <<if $player.vaginaExist>> You start munching on the grass, and while you feel what feels like a small tube enter your vagina, followed by some cold liquid entering, it doesn't bother you. <<recordSperm `{genital: "vagina", target: "pc", spermOwner: "Harper's serum", spermType: "human", daysTillRemovalOverride: 12, quantity: 6}`>> <<purity -3>><<internalejac>><<creampie "self" "vagina">><<set $hygiene += 1000>><<bodyliquid "vagina" "semen" 3>><<bodyliquid "vagina" "goo">> <<else>> You start munching on the grass, and while you feel what feels like a small tube enter your anus, followed by some cold liquid entering, it doesn't bother you. <<recordSperm `{genital: "anus", target: "pc", spermOwner: "Harper's serum", spermType: "human", daysTillRemovalOverride: 12, quantity: 6}`>> <<purity -3>><<internalejac>><<creampie "self" "anus">><<set $hunger -= 200>><<set $thirst -= 200>><<set $hygiene += 1000>><<bodyliquid "anus" "semen" 3>><<bodyliquid "anus" "goo">> <</if>> <<drugs 45>><<arousal 150>> <<fetishPregnancyImg>> The doctor continues to speak in that soothing tone, extolling the virtues of your place in the world. <br><br> "Please get off the table. When I drop this pen, you will awaken." The moment you're standing again, the pen clatters to the floor, and you blink back to reality. Harper stands and passes Remy the leash. "Today was a success. You may see results after some time passes." <br><br> <<endevent>><<npc Remy>><<person1>> "Thank you, good doctor," Remy responds. "And thank you"—<<he>> scratches you behind the ear—"for being so good." <<He>> pulls you from the room. <br><br> <<link [[Next|Livestock Job End]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "farm">><<effects>> You are in your cell in the barn. There's a bucket of what looks like clean water to drink, and a pile of straw to sleep on. <<if $farmCellUnlk is false or $farm_key is true and $farmCellUnlk is undefined>> <span class="teal"> You've hidden a ring of keys in the straw.</span> <<elseif $farmCellUnlk is true>> <span class="teal"> Your cell door is unlocked. You've hidden a ring of keys in the straw.</span> <</if>> <br><br> <<if Time.hour gte 6 and Time.hour lt 18>> The barn's occupants are being herded outside, overseen by Remy. <<elseif Time.hour gte 18 and Time.hour lt 21>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <<livestock_cows "cap">> line up at the edge of their cells as farmhands affix milking machines to their bodies. <<else>> <<livestock_cows "cap">> line up at the edge of their cells as farmhands affix milking machines to their bodies. <</if>> <<else>> Bovine snoring fills the hall. <</if>> <<if $uncomfortable.nude is true>><<covered>><</if>> <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "remy">> <<elseif $stress gte $stressmax>> <<passoutremy>> <<if Time.hour gte 5 and Time.hour lt 18>> <<hunger 1000>> <<set $livestock_noise to false>> <</if>> <<elseif Time.hour gte 6 and Time.hour lt 18>> <<set $livestock_noise to false>> Remy and the farmhands circle the barn, opening cells and releasing their occupants. One of them opens yours. <br><br> <<getouticon>><<link [[Leave your cell|Livestock Cell Leave]]>><<livestock_obey 1>><</link>><<gobey>> <br> <<refuseicon>><<link [[Refuse to leave|Livestock Cell Refuse]]>><<livestock_obey -1>><<pain 6>><</link>><<lobey>><<gpain>> <br> <<elseif Time.hour gte 18 and Time.hour lt 21>> /* once every 4 days after pc's been missing for more than they have permissions for, when eden cares strongly enough to leave the forest and go all the way to the farmlands. */ <!-- <<if undefined and !(Time.days % 4) and $daily.eden.farmRescue isnot 1 and C.npc.Eden.love gte 120 and edenFreedomStatus() gte 1>> Made unreachable until it's either massively reworked or removed. Eden has no business this far in the moor. <<npc Eden>><<person1>>You feel a draft as Remy opens the gate and enters your cell. A hat drifts to your feet. Before you know what to do, something else <<if 150 - $submissive / 20 lt C.npc.Eden.dom>>commands<<else>>draws<</if>> your attention. <br><br> <span class="green">You hear Eden's voice,</span> arguing with someone near the front of the barn. <br><br> <<link [[Shout for Eden|Eden Shout]]>><<npcincr Eden dom 5>><<set $daily.eden.farmRescue to 1>><<livestock_obey -20>><</link>><<lllobey>><<gggdom>> <br> <<link [[Ignore it|Eden Shout Ignore]]>><<npcincr Remy dom 1>><<set $daily.eden.farmRescue to 1>><<livestock_obey 5>><</link>><<ggobey>> <br> --> <!-- <</if>> Added the closing if here due to sugarcube being stupid, is not part of the above commented out code itself. confirmed the commented code is still not running <<set _errorCheck to "failed">>--> <<npc Remy>><<person1>> Remy <<= $livestock_obey lte 30 ? "marches" : "walks">> over, looking you right in the eyes. "<<= $livestock_obey lte 30 ? "You're a problem specimen" : "I'll handle this one myself">>," <<he>> says, entering your cell. "<<if $livestock_obey lte 30>>So I'll handle you myself. <</if>>Come here." <br><br> <<if $livestock_obey gte 80 and C.npc.Remy.love gte 50 and random(1,100) gte 60 and !playerChastity()>> <<link [[Obey|Livestock Milking Obey]]>><<npcincr Remy dom 1>><<livestock_obey 5>><<set $phase to 1>><</link>><<ggobey>> <br> <<link [[Refuse|Livestock Milking Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -5>><</link>><<lobey>> <br> <<else>> <<link [[Obey|Livestock Milking Obey]]>><<npcincr Remy dom 1>><<livestock_obey 5>><</link>><<ggobey>> <br> <<link [[Refuse|Livestock Milking Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -5>><</link>><<lobey>> <br> <</if>> <<else>> <<if $livestock_lock_intro is undefined>> <<investigateicon>><<link [[Examine your cell|Livestock Lock Examine]]>><</link>> <<elseif $farm_key is true and $farmCellUnlk is undefined>> <<investigateicon>><<link [[Try the keys|Livestock Lock Key]]>><<set $phase to 0>><</link>> <<elseif $farm_key is true and $farmCellUnlk is false>> <<lockicon "bronze key">><<link [[Unlock your cell|Livestock Lock Key]]>><<set $phase to 0>><</link>> <<elseif $farmCellUnlk is true>> <<getouticon>><<link [[Leave your cell|Livestock Lock Examine]]>><</link>> <<else>> <<getinicon>><<link [[Approach the gate|Livestock Lock Examine]]>><</link>> <</if>> <br> <<exerciseicon>><<link [[Work out (1:00)|Livestock Workout]]>><</link>><<gtiredness>><<lstress>> <br> <<if $livestock_noise is false>> <<ind>><<link [[Make noise (0:10)|Livestock Noise]]>><<pass 10>><<stress -12>><<trauma -6>><<set $livestock_noise to true>><</link>><<llstress>><<ltrauma>><<lobey>> <br> <</if>> <<bedicon "zzz">><<link [[Sleep until dawn|Livestock Sleep]]>><<set $phase to 0>><</link>><<ltiredness>> <br><br> <<ind>><<link [[Gameplay Settings|Livestock Settings]]>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <<ind>><span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<ind>><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><br> <</if>><<effects>> <<endevent>> <<npc Remy>><<person1>> You ignore the voice. Remy picks up the hat and returns it to the person, who thanks <<him>> and leaves. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <br><<effects>> <<endevent>> <<npc Eden>><<person1>> <<set $edenshoutrescue to 1>> "Eden!" you scream, startling Remy and those nearby. "Help me!" A figure pushes past the farmhands, heading your way. One tries to stop <<him>>, but is shoved aside. <br><br> You grab the hat and run to Eden. Most of the farmhands are occupied by cattle, but Remy chases after you, groping for the whip at <<nnpc_his "Remy">> side. <br><br> Eden is just ahead. You hear a crack, and the whip snaps around your ankle, tripping you. Eden leaps forward, catching you with one arm. <<He>> keeps going. <br><br> You glance up in time to see Eden's fist connect with Remy's jaw. <br><br> Remy lands in the dirt. Eden helps you find your footing, and together you escape the barn. <br><br> <<pass 1>><<He>> leads you through a hole cut in the fence. A minute later you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's pained voice rises above the others. <span class="red">You are being hunted.</span><<lllobey>><<livestock_obey -20>> <br><br> <<link [[Next|Livestock Eden Escape]]>><</link>> <br><<set $settingsExitPassage to "Livestock Cell">> <<settings>><!--Redundant passage, identical to :: Attitudes--> <<attitudes>> <br><br> <<link [[Confirm|$attitudesExitPassage]]>> <<unset $attitudesExitPassage>> <</link>> <br><<effects>> <<if $livestock_noise is true>> <<pass 1>><<tiredness 1>> You try to get up off the floor but collapse into a heap. Your punishment left you unable to move very much. Getting any exercise right now would be impossible. <br><br> <<link [[Next|Livestock Cell]]>><</link>> <br> <<else>> There's enough room in your cell for basic exercise. You work up a sweat, and keep pushing yourself, taking your mind off your imprisonment. <<physique 6>> <<pass 60>><<tiredness 6>> <br><br> <<if Time.hour lte 5>> <<link [[Keep working out (1:00)|Livestock Workout]]>><</link>><<gtiredness>> <br> <</if>> <<link [[Stop|Livestock Cell]]>><</link>> <br> <</if>><<effects>> Like a caged animal, you lash out inside of your cell. You <<if $cow gte 6>>moo<<else>>yell<</if>> as loudly as possible<<if $worn.face.type.includes("gag")>> despite your $worn.face.name<</if>>, quickly waking up the other bovine from their slumber. You turn up your hay and smack against the metal lining your cell, causing a lot of noise. <br><br> Soon, the whole barn begins to join in your rebellious antics—some out of annoyance, others out of their apparent mistreatment. <br><br> It isn't long before the door to the barn opens, and the lights flicker on. Remy and two farmhands inspect the bovine, who quickly all return to their 'beds'. The only one left standing in place is you, marking you as responsible. <br><br> <<if $livestock_obey gte 80>> <<link [[Next|Livestock Noise 2]]>><<set $phase to 1>><</link>> <br> <<else>> <<link [[Next|Livestock Noise 2]]>><<set $phase to 0>><</link>> <br> <</if>><<livestock_obey -5>> <<npc Remy>><<person1>> <<if $phase is 1>> Your cell door opens, and the farmhands rush in to restrain your arms. Remy walks in, handkerchief in hand with a flask upended into it. <<if $speech_attitude is "meek">> Terrified, you <<if $cow gte 6>>moo<<else>>beg<</if>> for mercy<<if $worn.face.type.includes("gag")>> through your $worn.face.name<</if>>, but your cries are silenced as the cloth is pressed against your mouth. <<elseif $speech_attitude is "bratty">> You flail your arms and try to jerk your head away, but your protests are silenced as the cloth is pressed against your mouth. <<else>> You crane your neck away, but the farmhands hold your head still, forcing your face against the cloth. <</if>> <br><br> Remy watches as you silently struggle. "What's gotten into you?" <<His>> green eyes pierce yours as you feel yourself become hazy. "You're usually so well-behaved." <br><br> Unable to take any more of the drug, you fall to your knees. Remy withdraws, satisfied. <br><br> "Lay it down to rest. We'll see if this behaviour becomes a habit," Remy instructs. Your feet drag against the floor as you're gently laid back onto the pile of hay. <br><br> <<if $loveInterest.primary isnot "None">> As darkness overwhelms your vision, your last thoughts turn to <<if $loveInterest.primary is "Black Wolf" or $loveInterest.primary is "Great Hawk">>the<</if>> $loveInterest.primary. You wonder if you'll ever see <<if $loveInterest.primary is "Black Wolf">>your pack<<else>><<nnpc_him $loveInterest.primary>><</if>> again. <<else>> Darkness overwhelms your vision until your consciousness fades. <</if>> <br><br> <<endevent>> <<link [[Next|Livestock Sleep]]>><<set $phase to 1>><</link>> <br> <<else>> Your cell door opens, and the farmhands rush in to restrain your arms. Remy walks in, unfolding <<his>> whip. <<if $speech_attitude is "meek">> Terrified, you <<if $cow gte 6>>moo<<else>>beg<</if>> for mercy<<if $worn.face.type.includes("gag")>> through your $worn.face.name<</if>>, but your cries become interrupted as the whip meets your <<if playerBellySize(true) gte 8>> bottom. <<He>> takes special care avoiding your <<bellyDescription "pc">>. <<else>> belly. <</if>> You <<if $cow gte 6>>moo<<else>>gasp<</if>> in pain as Remy punishes you with all <<his>> fury. You hang your head in resignation and sob, every strike unleashing a fresh stream of tears. <<elseif $speech_attitude is "bratty">> You thrash wildly, but it's no use. Your struggle is interrupted as Remy's whip meets your <<if playerBellySize(true) gte 8>> bottom. <<He>> takes special care avoiding your <<bellyDescription "pc">>. <<else>> belly. <</if>> It stings, and you scream out in pain and redouble your efforts to break free, to no avail. All you can do is grit your teeth and wince every time the whip connects with your bare skin, your struggles growing weaker with each lash. You try to maintain a brave face, but you can't stop the tears. <<else>> You hardly have time to react before Remy's whip snaps against your <<if playerBellySize(true) gte 8>> bottom. <<He>> takes special care avoiding your <<bellyDescription "pc">>. <<else>> belly. <</if>> You cry out<<if $worn.face.type.includes("gag")>> into your $worn.face.name<</if>>, but you know that's not the end of it. You shut your eyes tight and brace yourself for more pain, and Remy delivers, each lash more agonising than the last. Tears stream down your eyes as you <<if $cow gte 6>>gasp<<else>>writhe<</if>> at every strike. <</if>> <<gggpain>><<pain 50>> <br><br> Unable to take any more, you fall to the floor. The farmhands force you onto your feet, allowing for one last strike. <<gpain>> <br><br> Remy folds <<his>> whip and approaches you. Taking your chin in <<his>> hand, you're forced to look into <<his>> shining, green eyes. "I warned you," Remy scolds. "I don't think you'll be making any more noise, right?" <<if $speech_attitude is "meek">> Lacking the strength to respond, you can only stare pleadingly into <<his>> eyes. <br><br> Remy seems to take your silence as submission. "Good. Put it to bed," Remy instructs the farmhands. <<elseif $speech_attitude is "bratty">> You wrench your chin free from Remy's grip, not giving <<him>> the satisfaction of a response. <br><br> Your silence is good enough for Remy. "Put it to bed," <<he>> instructs the farmhands. <<else>> You nod. <br><br> "Good. Put it to bed," Remy instructs the farmhands. <</if>> Grunting in pain, you're soon dragged towards a pile of hay and tossed onto it. You curl up and rub your stinging <<if playerBellySize(true) gte 8>> bottom. <<else>> tummy. <</if>> <br><br> <<endevent>> <<link [[Next|Livestock Cell]]>><</link>> <br> <</if>><<effects>> <<milkvolume 20>><<lactation_pressure 10>><<set $breastgrowthtimer -= 150>> <<if $exhibitionism lt 95 or $uncomfortable.nude is true>> "Keep your arms at your side," <<he>> commands. You move your arms, exposing your naked body. <<if $uncomfortable.nude is true>>You look away and close your eyes, unable to take the shame.<</if>> <<else>> "Keep your arms at your side," <<he>> commands. You feel a thrill as <<his>> eyes flicker over your body. <</if>> <br><br> <<if $phase is 1>> <<He>> moves <<his>> hands to touch your <<= $player.perceived_breastsize lte 1 ? "chest" : "<<breasts>>">>, and you remain still at <<his>> touch. <<if $lactating is 1>> "You're the pride of the farm," <<he>> says, massaging you. <<He>> tweaks your nipples, and you let out a surprised moo as milk leaks from your tips. "That's my <<girl>>," <<he>> laughs. <<else>> <<He>> kneads and massages, but nothing happens. <<He>> tweaks your nipples, and you moo in surprise, but it doesn't seem like the outcome <<he>> was hoping for. "Still nothing? I would've figured you'd start producing by now," <<he>> says with a disappointed shake of <<his>> head. <</if>> <<He>> pulls the familiar pink gel from <<his>> pocket, and begins to rub it across your body.<<garousal>><<arousal 600 "breasts">> <br><br> <<if $player.penisExist>> Remy's eyes turn to your penis. <<His>> hand reaches out, giving it a quick squeeze. The touch sends a jolt through your body. <<He>> nods once in approval, then pulls the pot of purple gel from another pocket. <<He>> generously rubs it over your length, leaving it slick and tingling. <<garousal>><<arousal 1800 "genitals">> <br><br> <</if>> <<He>> reaches for your collar, then pauses. "Maybe I should do this the old-fashioned way. It'll take more time, but more milk from our prized <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> would be worth it," <<he>> mutters. <br><br> <<link [[Encourage|Livestock Handmilking]]>><</link>> <br> <<link [[Shake your head|Livestock Handmilking Refuse]]>><</link>> <<else>> You flinch as <<his>> cold hands touch your <<breasts>>. <<He>> kneads and caresses them, wearing a thoughtful expression. <<if $player.breastsize gte 12>> "These udders are the pride of the farm," <<he>> says with a satisfied squeeze. "If only the other cattle could compete." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching. <<garousal>><<arousal 600 "breasts">><<ginsecurity "breasts_big">><<insecurity "breasts_big" 2>> <br><br> <<if playerBellyVisible() and $settings.pregnancySpeechEnabled>> Taking a look and rubbing your belly, <<he>> continues, "Maybe I should put more effort in getting my other cattle pregnant like yourself." <br><br> <</if>> <<elseif $player.breastsize gte 8>><<set $breastgrowthtimer to -100>> "Not bad," <<he>> says with a squeeze. "But there's room for improvement." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching. <<ggarousal>><<arousal 1800 "breasts">><<ginsecurity "breasts_big">><<insecurity "breasts_big" 1>> <br><br> <<if playerBellyVisible()>> Taking a look and rubbing your belly, <<he>> continues, "At this rate, it shouldn't take much longer till you'll be the pride of the farm." <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal. <br><br> <</if>> <<elseif $player.breastsize gte 6>><<set $breastgrowthtimer to -100>> "You've got some growing to do," <<he>> says with a squeeze. "I have just the thing." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching. <<ggarousal>><<arousal 1800 "breasts">> <br><br> <<if playerBellyVisible()>> Taking a look and rubbing your belly, <<he>> continues, "It's clearly helping your growth, I should do more tests on other cattle." <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal. <br><br> <</if>> <<elseif $player.breastsize gte 1>><<set $breastgrowthtimer to -100>> "These won't do at all," <<he>> says with a disappointed sigh. "Fortunately, I have just the thing." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching. <<ggarousal>><<arousal 1800 "breasts">><<ginsecurity "breasts_small">><<insecurity "breasts_small" 1>> <br><br> <<if playerBellyVisible()>> Taking a look at your belly, <<he>> questions, "Well it seems to be working? Maybe you need more assistance in other areas." <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal. <br><br> <</if>> <<else>> "There's barely anything here at all," <<he>> says with a disappointed sigh. "Fortunately, I have just the thing." <<He>> pulls a pot of pink gel from <<his>> pocket, and pours it between <<his>> hands. Once good and wet, <<he>> presses the tips of <<his>> fingers against your chest, and rubs. A lewd warmth spreads wherever the gel touches, leaving your skin sensitive to further touching. <<ggarousal>><<arousal 1800 "breasts">><<ginsecurity "breasts_small">><<insecurity "breasts_small" 2>> <br><br> <<if playerBellyVisible()>> Taking a look at your belly, <<he>> questions, "This is really unusual, your breasts should at least have grown a little at this point." <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasm>> Remy seems to ignore your spasms, but there's no way <<he>> didn't notice. Your face flushes with shame as much as arousal. <br><br> <</if>> <</if>> <<He>> withdraws <<his>> hands, leaving your chest tingling. <br><br> <<if $player.penisExist and (!playerChastity("hidden") or $genderknown.includes("Remy"))>> <<link [[Next|Livestock Penis]]>><</link>> <br> <<else>> <<link [[Next|Livestock Lactate]]>><</link>> <br> <</if>> <</if>><<effects>> Remy kneels, <<his>> eyes level with your <<penis>>. <<if playerChastity("penis")>> <<set _penisComment to true>> <<switch $player.penissize>> <<case 4>> "You've nothing to be ashamed of down there," <<he>> says, eyes transfixed. "You'd put any bull to shame." <<He>> tugs your $worn.genitals.name. "We'll strap you in once we can get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name. <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<case 3>> "You've nothing to be ashamed of down here," <<he>> says, admiring your genitals. "Though there's room for improvement." <<He>> tugs your $worn.genitals.name. "We'll help you there once we can get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name. <<case 2>> "I bet your cum is tasty," <<he>> says in a low voice, almost a whisper. "I'd almost drink it straight from the source." <<He>> tugs your $worn.genitals.name. "Once we get this thing off, I just might." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name. <<case 1>> "It's a little on the small side," <<he>> says. "I'm sure that'll change with the right attention." <<He>> tugs your $worn.genitals.name. "Once we get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name. <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<case 0>> <<He>> stifles a laugh. "So cute," <<he>> says. "But unfitting for a bull." <<He>> tugs your $worn.genitals.name. "We'll help you once we get this off." <<He>> pulls out a small container from <<his>> pocket and applies some grey paste to the $worn.genitals.name. <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <<case -1>> <<He>> frowns. "There's barely anything here at all," <<he>> says. "No no. This won't do at all." <<He>> tugs your $worn.genitals.name. "We'll help you once we get this off." <<He>> pulls out a small pot from <<his>> pocket and applies some grey paste to the $worn.genitals.name. <<insecurity "penis_small" 3>><<ginsecurity "penis_small">> <<case -2>> <<He>> pauses, squinting at it. "Oh. Oh, that's not a clit." <<He>> purses <<his>> lips. "I don't think I can fix this. Seems like you'd make a better cow than bull anyway." <<He>> glances at your $worn.genitals.name but leaves it alone. <<insecurity "penis_small" 4>><<ginsecurity "penis_small">> <</switch>> <br><br> <<if $player.penissize gt -2>> <<set $worn.genitals.integrity -= 100>> <<if $worn.genitals.integrity gt 0>> Remy frowns while looking at the $worn.genitals.name, <<if $worn.genitals.name is "chastity parasite">> "Looks like a parasite of some kind, not sure if I can help you." <<else>> "Looks like we will have to leave it in place for now." <</if>> <br><br> <<else>> Upon the $worn.genitals.name breaking, Remy smiles at you. "There we go, you're all free now." <br><br> <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <<set _continue to true>> <</if>> <</if>> <<else>> <<set _continue to true>> <</if>> <<if _continue is true>> <<if $player.penissize gt -2>><<semenvolume 20>><<set $penisgrowthtimer -= 150>><</if>> <<switch $player.penissize>> <<case 4>> <<if _penisComment isnot true>> "You've nothing to be ashamed of down there," <<he>> says, eyes transfixed. "You'd put any bull to shame." <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <br><br> <</if>> Still transfixed, <<he>> reaches forward and takes your cock in <<his>> gloved hand. <<He>> hefts it, feeling the weight. <<He>> brings up <<his>> other hand, and curls <<his>> fingers around your shaft. You can feel <<his>> breath. <<garousal>><<arousal 1800 "genitals">> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate. <<else>> It gets all over <<his>> face, which snaps <<him>> out of <<his>> stupor. <<He>> pulls a handkerchief from <<his>> jacket and dabs <<his>> face, a hint of a blush spreading on <<his>> cheeks. <</if>> <br><br> <<else>> <<He>> snaps out of it, and glances around the barn as if afraid someone is watching. <<He>> stands up. "Examination concluded," <<he>> says, stepping towards the gate. <br><br> <</if>> <<case 3>> <<if _penisComment isnot true>> "You've nothing to be ashamed of down here," <<he>> says, admiring your genitals. "Though there's room for improvement." <br><br> <</if>> <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and grasps your cock. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works. <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate. <<else>> <<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate. <</if>> <br><br> <<else>> <<He>> stands up, and walks towards the gate. <br><br> <</if>> <<case 2>> <<if _penisComment isnot true>> "I bet your cum is tasty," <<he>> says in a low voice, almost a whisper. "I'd almost drink it straight from the source." <br><br> <</if>> <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and grasps your cock. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works. <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate. <<else>> <<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate. <</if>> <br><br> <<else>> <<He>> stands up, and walks towards the gate. <br><br> <</if>> <<case 1>> <<if _penisComment isnot true>> "It's a little on the small side," <<he>> says. "I'm sure that'll change with the right attention." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <br><br> <</if>> <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and grasps your cock. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works. <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate. <<else>> <<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate. <</if>> <br><br> <<else>> <<He>> stands up, and walks towards the gate. <br><br> <</if>> <<case 0>> <<if _penisComment isnot true>> <<He>> stifles a laugh. "So cute," <<he>> says. "But unfitting for a bull." <<insecurity "penis_small" 2>><<ginsecurity "penis_small">> <br><br> <</if>> <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and between thumb and forefinger. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works. <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate. <<else>> <<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate. <</if>> <br><br> <<else>> <<He>> stands up, and walks towards the gate. <br><br> <</if>> <<case -1>> <<if _penisComment isnot true>> <<He>> frowns. "There's barely anything here at all," <<he>> says. "No no. This won't do." <<insecurity "penis_small" 3>><<ginsecurity "penis_small">> <br><br> <</if>> <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and between thumb and forefinger. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works. <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside. "Not a good sign," <<he>> says, stepping towards the gate. <<else>> <<He>> shifts aside as you cum, as if expecting it and wanting to stay clean of any spillage. <<He>> stands up as your spasms subside. "A sign of good health," <<he>> says, stepping towards the gate. <</if>> <br><br> <<else>> <<He>> stands up, and walks towards the gate. <br><br> <</if>> <<case -2>> <<if _penisComment isnot true>> <<He>> pauses, squinting at it. "Oh. Oh, that's not a clit." <<He>> purses <<his>> lips. "I don't think I can fix this. Seems like you'd make a better cow than bull anyway." <<insecurity "penis_small" 4>><<ginsecurity "penis_small">> <br><br> <</if>> <<He>> retrieves a small pot of purple gel from <<his>> jacket pocket, and rubs it into <<his>> hands. <<He>> reaches forward and between thumb and forefinger. With gentle strokes, <<he>> rubs the gel into your skin. A warmth spreads through your pelvis, and your cock grows more sensitive as <<he>> works. <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<He>> shifts aside as you climax, anticipating spillage, and frowns when you don't release any cum. <<He>> stands up as your spasms subside, and gives you a pat on the head. "That's a good cow," <<he>> says, stepping towards the gate. <br><br> <<else>> <<He>> stands up, and walks towards the gate. <br><br> <</if>> <</switch>> <</if>> <<link [[Next|Livestock Lactate]]>><</link>> <br><<effects>> You nuzzle up to Remy, and <<he>> smiles. "I think you know I've got a soft spot for you," <<he>> chuckles. "Alright, get down, <<girl>>," <<he>> commands. You drop to your hands and knees, and <<he>> brings a large bucket over to you, placing it beneath you. <br><br> <<He>> pulls up a stool and brings <<his>> hands to your nipple. <<He>> presses your breasts inward, before lightly squeezing. <<if $milk_amount gte 1 and $lactating gte 1>> <<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>> Milk leaks from your tips, slowly draining into the bucket underneath you. <<garousal>><<arousal 300 "breasts">> <br><br> The pleasure builds as Remy continues to fondle your breasts, until you can no longer bear it. You give a low moo as you reach your peak. <<orgasm>><<silently>><<orgasm>><</silently>> Remy gives a pleased hum and continues <<his>> ministrations, forcing your body toward another <<if _deniedOrgasm>>ruined <</if>>orgasm, then another. <<orgasm>><<orgasm>> <<else>> <<set $livestock_milk to 0>> <<He>> plays with your nipples, hoping to coax out milk, but nothing leaks out. <<He>> clicks <<his>> tongue, but continues trying. The pleasure builds as Remy persistently fondles your <<breasts>>, and the warm, tingling sensation of the gel tips you over the edge. You give a low moo as you reach your peak. <<orgasm>><<silently>><<orgasm>><</silently>> <br><br> Remy gives a neutral hum. You can't tell if <<hes>> pleased with your orgasm, or disappointed at the lack of milk produced. <<He>> continues <<his>> ministrations nonetheless, forcing your body toward another <<if _deniedOrgasm>>ruined <</if>>orgasm, then another. <<orgasm>><<silently>><<orgasm>><</silently>> <</if>> <<if $player.penisExist>> <<set $livestock_semen to $semen_amount>> <<= $lactating is 1 ? ($livestock_milk gt 0 ? "Once <<hes>> coaxed out the last bit of milk, <<he>> moves the bucket over" : "\"That's disappointing,\" <<he>> mutters. \"Let's hope we have better luck here.\" <<He>> moves the bucket over") : "<<He>> adjusts the bucket so it's beneath your groin">>. <<He>> takes you into both hands, <<= $player.penissize lt 1 ? "fondling" : "pumping">> your shaft while massaging the base of your cock. <<orgasm>> <<His>> firm, steady strokes and the warm, tingling sensation of the gel brings you to climax again, and again. <<orgasm>><<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<unset $livestock_semen>> Despite Remy's best efforts, no semen is collected as you have multiple <<if _deniedOrgasm>>ruined <</if>>orgasms. Remy frowns. <<if $livestock_milk gte 100>>"Well, no matter," <<he>> mutters. "At least we got something."<</if>> <<He>> gives your cock another <<= $player.penissize lt 0 ? "squeeze" : "stroke">> in one last attempt to coax some cum out. <<else>> You ejaculate into the bucket with a low moo as the repeated orgasms wrack your body. You catch a glimpse of Remy's face. <<He>> looks pleased with <<his>> handiwork. <</if>> <br><br> <<barn_img penis no_livestock no_pump>> <<else>> <<barn_img breasts no_livestock no_pump>> <</if>> <br><br> <<link [[Next|Livestock Handmilking End]]>><<machine_end>><</link>><<effects>> <<if $livestock_milk is undefined>><<set $livestock_milk to 0>><</if>> <<if $livestock_semen is undefined>><<set $livestock_semen to 0>><</if>> <<set $fluid_forced_stat += ($livestock_milk + $livestock_semen)>> <<pass 180>> <<endevent>> <<npc Remy>><<person1>> You stay on all fours for what feels like forever, until Remy finally stands up. You slump forward, exhausted from holding the same position. Remy picks up the bucket <<if $livestock_milk + $livestock_semen gte 5000>><<earnFeat "Pride of the Farm">> <<npcincr Remy love 3>> and smiles at the <span class="green">vast</span> quantity of white fluid. "You truly are the pride of our farm." <<He>> pets <<= $cow gte 2 and $transformationParts.cow.horns isnot "hidden" ? "the base of your horns" : "your head">> fondly. "There's no other <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> like you. Good <<girl>>." <<gglove>> <<elseif $livestock_milk + $livestock_semen gte 3000>> <<npcincr Remy love 2>> and smiles at the <span class="teal">great</span> quantity of white fluid. "You're a very good <<girl>>," <<he>> says. <<He>> rubs <<= $cow gte 2 and $transformationParts.cow.horns isnot "hidden" ? "the base of your horns" : "your head">>. "We're lucky to have you in our herd." <<glove>> <<elseif $livestock_milk + $livestock_semen gte 1000>> <<npcincr Remy love 1>> and smiles at the <span class="lblue">large</span> quantity of white fluid. "Excellent." <<He>> pats your head. "Our herd wouldn't be the same without you in it." <<glove>> <<elseif $livestock_milk + $livestock_semen gte 500>> and nods at the <span class="blue">decent</span> amount of white fluid. "Very good. I suppose that was worth the time spent milking you myself." <<elseif $livestock_milk + $livestock_semen gte 300>> and nods at the <span class="purple">small</span> amount of white fluid. "Good, though I know you can do better." <<He>> looks tired from the time spent tending to you. "Otherwise, it's not worth all that time spent taking care of you myself." <<elseif $livestock_milk + $livestock_semen gte 100>> and sighs at the <span class="pink">tiny</span> amount of white fluid in front of <<him>>. "I expected better than that, with all that time spent taking care of you myself." <<elseif $livestock_milk + $livestock_semen gte 1>> and frowns at the <span class="red">dribble</span> of white fluid in front of <<him>>. "Pitiable. All that time, and barely anything to show for it." <<else>> and frowns down at it. "All that for nothing." <<He>> gives a weary sigh. "What a waste of time. But don't worry, <<girl>>. <<if $fluid_forced_stat gte 1000>>I'm confident we can get your productivity back up there.<<else>>I'm not sure why you have such a hard time producing milk, but I'm confident we'll get there<</if>>. You'll be a valuable member of our herd, if I have anything to say about it." <</if>> <br><br> <<He>> calls over one of the workers tending to the cattle and hands over the bucket, <<= $livestock_milk + $livestock_semen gte 1000 ? "careful not to slosh any onto the floor" : "giving the farmhand a curt nod">>. <br><br> <<if ($livestock_semen + $livestock_milk) lte 300>> Remy rests a hand on your shoulder. You shiver, still aroused from <<his>> rough treatment. "<<= $fluid_forced_stat gte 1000 ? "You used to produce so much. What happened?" : "I would've figured that would work. Still nothing?">>" When you don't respond, <<he>> shakes <<his>> head. "Don't know why I'm asking a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>. Maybe you'll be ready to give tomorrow." <br><br> <<He>> stands and walks to the gate after scratching you behind the ears. "You're a good <<girl>>. You know that, right?" Despite <<his>> disappointment, <<he>> still gives you a smile as <<he>> shuts the cage. "It's time for bed now." <<else>> "You're such a good <<girl>>," <<he>> says, scratching you behind the ears. You lean into <<his>> touch, and <<he>> chuckles. "Time for bed." <<He>> stands and walks to the gate. <<He>> smiles at you as <<he>> shuts the cage. <</if>> <br><br> Remy joins the farmhands in freeing the other cattle from the machines. They turn off the lights as they leave, plunging the barn into darkness. <br><br> <<endevent>> <<unset $livestock_semen>> <<unset $livestock_milk>> <<unset $deniedOrgasm>> <<set $milk_amount to 0>> <<unbind>> <<link [[Next|Livestock Cell]]>><</link>> <br><<effects>> You shake your head and remain still. <<He>> purses <<his>> lips, then steps away to set up the milking machine. <br><br> <<link [[Next|Livestock Lactate]]>><</link>><<effects>> <<if $settings.breastFeedingEnabled>> <<if $player.penisExist and !playerChastity("penis")>> Remy retrieves a few glass pumps from just outside your cage. It's attached to a tube leading to a much larger machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>." <br><br> <<if $cow gte 6>> <<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>> <br> <</if>> <<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>> <br> <<else>> Remy retrieves a couple of glass pumps from just outside your cage. It's attached to a tube leading to a much larger machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>." <br><br> <<if $cow gte 6>> <<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>> <br> <</if>> <<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>> <br> <</if>> <<else>> <<if $player.penisExist and !playerChastity("penis")>> Remy retrieves a glass pump from just outside your cage. It's attached to a tube leading to a much larger machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>." <br><br> <<if $cow gte 6>> <<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>> <br> <</if>> <<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>> <br> <<else>> "You're not much use for now," Remy says. "But that doesn't mean you shouldn't be treated." <<He>> retrieves a small pink pill-shaped object attached to a wire that leads to the milking machine. The same machine the other cattle are being connected to. <<He>> grasps your collar and pulls you towards the gate. "On your knees, <<girl>>." <br><br> <<if $cow gte 6>> <<link [[Moo|Livestock Lactate Moo]]>><<npcincr Remy dom 1>><<npcincr Remy love 1>><<livestock_obey 5>><<sub 1>><<transform cow 1>><</link>><<ggobey>> <br> <</if>> <<link [[Obey|Livestock Lactate Obey]]>><<npcincr Remy dom 1>><<livestock_obey 1>><<sub 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Refuse|Livestock Lactate Refuse]]>><<npcincr Remy dom -1>><<livestock_obey -1>><<def 1>><</link>><<lobey>> <br> <</if>> <</if>><<effects>> You drop to your knees and moo. "That's a good <<girl>>," Remy whispers, stroking you behind the ear. "Very good." <<He>> kneels beside you, and ties your collar to a short chain attached to the floor. You're left with your legs splayed and <<bottom>> sticking in the air.<<headbind>> <br><br> <<link [[Next|Livestock Lactate Tubes]]>><</link>> <br><<effects>> You drop to your knees as instructed. "That's a good <<girl>>," Remy whispers. <<He>> kneels beside you, and ties your arms to an iron bar several feet above the ground. <<He>> also ties your collar to a short chain attached to the floor. Your legs remain free, but that's little help with your arms and head in such a position.<<bind>><<headbind>> <br><br> <<link [[Next|Livestock Lactate Tubes]]>><</link>> <br><<effects>> <<if $worn.face.type.includes("gag")>> Though the $worn.face.name makes you feel unarmed, you remain stood in defiance of Remy's command. <<elseif $speech_attitude is "meek">> "N-no," you say. "I'm not a cow!" <<elseif $speech_attitude is "bratty">> "Fuck off pervert," you say. "And shove that tube up your ass." <<else>> "I won't," you say. "I'm not a cow." <</if>> <br><br> <<bind>><<headbind>> With Remy's grip around the leash so close to your neck there's little you can do to stop <<him>> pulling you to the ground. <<He>> calls for help, and two farmhands arrive to help restrain you. <br><br> They tie your arms to an iron bar several feet above the ground, and your collar to a short chain attached to the floor. You can still move your legs, but that's little help with your arms and head in such a position. <br><br> <<link [[Next|Livestock Lactate Tubes]]>><</link>> <br><<effects>> <<if $settings.breastFeedingEnabled>> <<if $player.penisExist and !playerChastity()>> <<if $player.penissize gte 4>> Remy leans beneath your body, the glass pump still in hand. You feel the tube press against the tip of your <<penis>>, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a larger one." <br><br> This time, the tube fits. You feel a similar cold press against your <<breasts>> next. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults you. <br><br> <<elseif $player.penissize gte 1>> Remy leans beneath your body, the glass pump still in hand. You feel the tube brush against your <<penis>> and press against your pelvis. <br><br> You feel a similar cold press against your <<breasts>> next. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults you. <br><br> <<else>> Remy leans beneath your body, the glass pump still in hand. You feel the tube press against your pelvis, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a smaller one." <br><br> This time, the tube fits. You feel a similar cold press against your <<breasts>> next. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your <<penis>> and chest. <br><br> <</if>> <<if $lactating is 1 and $milk_amount gte 1>> <span class="lewd">You shudder as a strange sensation ripples through your body.</span> You look at your chest. The tubes are already filling with your milk. <br><br> <</if>> "Be sure to give us lots of milk," <<he>> says. <<He>> walks away, leaving your neck chained to the floor and a suction tube working on your penis and nipples. <<garousal>><<arousal 300 "genitals">><<arousal 300 "breasts">> <br><br> <<link [[Give in (3:00)|Livestock Both Give]]>><<transform cow 1>><<sub 1>><</link>> <br> <<link [[Resist (3:00)|Livestock Both Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>> <br> <<else>> Remy leans beneath your body, the glass pumps still in hand. You feel the tubes press against your <<breasts>>, cold and hard. <br><br> Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your chest. <br><br> <<if $lactating is 1 and $milk_amount gte 1>> <span class="lewd">You shudder as a strange sensation ripples through your body.</span> You look at your chest. The tubes are already filling with your milk. <br><br> <</if>> "Be sure to give us lots of milk," <<he>> says. <<He>> walks away, leaving your neck chained to the floor and a suction tube working on your <<nipples>>. <<garousal>><<arousal 600 "breasts">> <br><br> <<link [[Give in (3:00)|Livestock Breasts Give]]>><<transform cow 1>><<sub 1>><</link>> <br> <<link [[Resist (3:00)|Livestock Breasts Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>> <br> <</if>> <<else>> <<if $player.penisExist and !playerChastity()>> <<if $player.penissize gte 4>> Remy leans beneath your body, the glass pump still in hand. You feel the tube press against the tip of your <<penis>>, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a larger one." <br><br> This time, the tube fits. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your cock. <br><br> <<elseif $player.penissize gte 1>> Remy leans beneath your body, the glass pump still in hand. You feel the tube brush against your <<penis>> and press against your pelvis. <br><br> Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your cock. <br><br> <<else>> Remy leans beneath your body, the glass pump still in hand. You feel the tube press against your pelvis, cold and hard. Remy reappears, a frown on <<his>> face. "Hey," <<he>> calls to a passing farmhand. "Pass me a smaller one." <br><br> This time, the tube fits. Remy leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible suction feeling assaults your <<penis>>. <br><br> <</if>> "Be sure to give us lots of milk," <<he>> says. <<He>> walks away, leaving your neck chained to the floor and a suction tube working on your penis. <<garousal>><<arousal 600 "genitals">> <br><br> <<link [[Give in (3:00)|Livestock Penis Give]]>><<transform cow 1>><<sub 1>><</link>> <br> <<link [[Resist (3:00)|Livestock Penis Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>> <br> <<else>> <<if playerChastity()>> Remy leans beneath your body. <<He>> slips the pink object into your <<print $worn.genitals.name>>, where it rests against your <<genitals 1>>. <<else>> Remy leans beneath your body. <<He>> presses the pink object against your <<genitals 1>>. It's sticky. <</if>> You feel <<him>> groping at your <<breasts>>. You look down, and see <<hes>> taped two more pink objects there. <br><br> <<He>> leaves your cage, clanking the door shut after <<him>>. <<He>> approaches the milking machine, and pulls a lever. An incredible vibration assaults your crotch and chest. <br><br> "Have fun," <<he>> says. <<He>> walks away, leaving your neck chained to the floor the vibrating toys stuck to your delicate areas. <<garousal>><<arousal 300 "genitals">><<arousal 300 "breasts">> <br><br> <<link [[Let it happen (3:00)|Livestock None Give]]>><<transform cow 1>><<sub 1>><</link>> <br> <<link [[Resist (3:00)|Livestock None Resist]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>> <br> <</if>> <</if>><<effects>> Perhaps the farmers will treat you better if you play along. You allow the vibrations to work on your <<genitals 1>> and <<breasts>>, feeling the arousal build until your body can take it no longer. <br><br> <<orgasm>> <br><br> You've barely recovered from the <<if _deniedOrgasm>>ruined <</if>>orgasm when the vibrations become more intense. You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it against now as the gel works into your core, preparing your body to cum again and again. <br><br> <<link [[Next|Livestock None Give 2]]>><</link>> <br><<effects>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> The vibrators continue to assault your body, and you approach your peak once more. <<orgasm>> You're still shaking from climax when you feel the next start to build. It's on you within moments. <<orgasm>> The next comes faster still, almost blurring with the previous. <<orgasm>> <<orgasm>> <<orgasm>> <<link [[Next|Livestock None Give 3]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>> <br><<effects>> Your body is wracked time and again, until the <<if $deniedOrgasm>>ruined <</if>>orgasm just doesn't stop. Your body is kept in a state of constant climax, the toys tormenting your body vibrating without pause. <<if $cow gte 6>> <<if $worn.face.type.includes("gag")>> You moo into your muzzle as the machine works. <<else>> You moo along with the other cattle as the machine works. <</if>> At last, the vibration stops. You moo one last time, then slump to the ground. <<else>> At last, the vibration stops. Your body gives one last pitiable spasm, and you slump to the ground. <<ggtrauma>><<trauma 24>> <</if>> <br><br> <<link [[Next|Livestock None End]]>><<unset $deniedOrgasm>><</link>> <br><<effects>> You try to focus on something, anything other than the feeling on your <<genitals 1>> and <<breasts>>. You won't give them what they want. You won't. The toys become more intense, as if sensing your defiance. The vibrations are maddening. <br><br> <<if $willpowerSuccess>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your body, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span> <br><br> You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity. <br><br> You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops. <br><br> <<link [[Next|Livestock None End]]>><</link>> <br> <<else>> You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>> <br><br> <<orgasm>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your body, spreading its yearning into your core. <br><br> <<link [[Next|Livestock None Give 2]]>><</link>> <br> <</if>><<effects>> <<pass 180>> <<endevent>> <<npc Remy>><<person1>> You slump, panting, to the straw-strewn floor. Next thing you know, Remy stands in front of the milking machine. <<He>> examines the glass canister attached to you. <br><br> <<He>> opens the gate and kneels beside you, resting one hand on your shoulder. The treatment left your body so sensitive that even this sends a shiver of arousal down your spine. <br><br> <<He>> reaches beneath you, and tugs free the toys strapped to your <<genitals 1>> and <<breasts>>. It's almost enough to send you over the edge. <br><br> <<if $livestock_obey gte 80>> "You're such a good <<girl>>," <<he>> says, scratching you behind the ear. "Time for bed." <<He>> stands and walks to the gate. <<He>> smiles at you as <<he>> shuts the cage. <<elseif $livestock_obey gte 20>> <<He>> wraps <<his>> fingers around your collar and pulls you close. "You're going to be a good <<girl>> tonight, okay?" <<he>> whispers. "No keeping the other cattle up." <<He>> releases you, stands, and walks over to the gate. It shuts with a clank. <<else>> <<He>> grasps your ear and pulls you close. "It's time for bed. I better not hear you got up to mischief overnight. Understood?" <<He>> releases you, stands, and walks to the gate without waiting for a response. <</if>> <br><br> Remy and the farmhands finish freeing the cattle from the machine. They turn off the lights as they leave, plunging the barn into darkness. <br><br> <<endevent>> <<unbind>> <<link [[Next|Livestock Cell]]>><</link>> <br><<effects>> Perhaps the farmers will treat you better if you play along. You allow the sucking feeling to work on your <<penis>>, feeling the arousal build until your body can take it no longer. <br><br> <<set $livestock_semen to $semen_amount>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<unset $livestock_semen>> Despite the aid of the pump on your <<penis>>, no semen is collected as you have multiple <<if _deniedOrgasm>>ruined <</if>>orgasms. <br><br> <<orgasm>> <<orgasm>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, but failing to do its job. <br><br> <<orgasm>> <<orgasm>> <<orgasm>> <<barn_img penis no_livestock>> <<link [[Next|Livestock Milking End]]>><</link>> <<else>> <<if $semen_amount gte 1>> Your semen is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You're still wrestling with the thought of your semen output being visible to anyone who cares to look when the suction becomes more intense. <<else>> You've barely recovered from the orgasm when the suction becomes more intense. <</if>> <br><br> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again. <br><br> <<barn_img penis no_livestock>> <<link [[Next|Livestock Penis Give 2]]>><</link>> <br> <</if>><<effects>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> The machine continues to suck your <<penis>>, forcing your body toward another orgasm, and you approach your peak once more. <<orgasm>> You're still shaking from climax when you feel the next start to build. It's on you within moments. <<orgasm>> The next comes faster still, almost blurring with the previous. <<orgasm>> <<orgasm>> <<orgasm>> <<barn_img penis half_livestock>> <<link [[Next|Livestock Penis Give 3]]>><</link>> <br><<effects>> Your body is wracked time and again, until the orgasm just doesn't stop. Your body is kept in a state of constant climax, the pump tormenting your <<penis>> sucking without pause. <<if $cow gte 6>> <<if $worn.face.type.includes("gag")>> You moo into your muzzle as the machine works. <<else>> You moo along with the other cattle as the machine works. <</if>> At last, the suction stops. You moo one last time, then slump to the ground. <<else>> At last, the suction stops. Your body gives one last pitiable spasm, and you slump to the ground. <<ggtrauma>><<trauma 24>> <</if>> <br><br> <<set $semen_amount to 0>> <<barn_img penis livestock>> <<link [[Next|Livestock Milking End]]>><<machine_end>><</link>> <br><<effects>> You try to focus on something, anything other than the sucking on your penis. You won't give them what they want. You won't. The machine becomes more intense, as if sensing your defiance. The suction is maddening. <br><br> <<if $willpowerSuccess>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span> <br><br> You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity. <br><br> You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops. <br><br> <<link [[Next|Livestock Milking End]]>><</link>> <br> <<else>> <<set $livestock_semen to $semen_amount>> You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>> <br><br> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<unset $livestock_semen>> Despite the aid of the pump on your <<penis>>, no semen is collected as you have multiple <<if _deniedOrgasm>>ruined <</if>>orgasms. <br><br> <<orgasm>> <<orgasm>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock, it also failing to do it's job. <br><br> <<orgasm>> <<orgasm>> <<orgasm>> <<barn_img penis no_livestock>> <<link [[Next|Livestock Milking End]]>><</link>> <<else>> <<if $semen_amount gte 1>> Your semen is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You're still wrestling with the thought of your semen output being visible to anyone who cares to look when the suction becomes more intense. <<else>> You've barely recovered from the orgasm when the suction becomes more intense. <</if>> <br><br> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again. <br><br> <<barn_img penis no_livestock>> <<link [[Next|Livestock Penis Give 2]]>><</link>> <br> <</if>> <</if>><<effects>> Perhaps the farmers will treat you better if you play along. You allow the sucking feeling to work on your <<breasts>>. Your arousal builds until you can take it no longer. <br><br> <<orgasm>> <<if $milk_amount gte 1 and $lactating gte 1>><<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>> Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look. <br><br> <</if>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your breasts, seeping into your core preparing your body for further abuse. <br><br> <<barn_img breasts no_livestock>> <<link [[Next|Livestock Breasts Give 2]]>><</link>> <br><<effects>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> The machine continues to suck your <<breasts>>, forcing your body toward another <<if _deniedOrgasm>>ruined <</if>>orgasm, and you approach your peak once more. <<orgasm>> You're still shaking from <<if _deniedOrgasm>>your last ruined orgasm<<else>>climax<</if>> when you feel the next start to build. It's on you within moments. <<orgasm>> The next comes faster still, almost blurring with the previous. <<orgasm>> <<orgasm>> <<orgasm>> <<barn_img breasts half_livestock>> <<link [[Next|Livestock Breasts Give 3]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>> <br><<effects>> Your body is wracked time and again, until the <<if $deniedOrgasm>>ruined <</if>>orgasm just doesn't stop. Your body is kept in a state of constant climax, the pump tormenting your <<breasts>> sucking without pause. <<if $cow gte 6>> <<if $worn.face.type.includes("gag")>> You moo into your muzzle as the machine works. <<else>> You moo along with the other cattle as the machine works. <</if>> At last, the suction stops. You moo one last time, then slump to the ground. <<else>> At last, the suction stops. Your body gives one last pitiable spasm, and you slump to the ground. <<ggtrauma>><<trauma 24>> <</if>> <br><br> <<barn_img breasts livestock>> <<set $milk_amount to 0>> <<link [[Next|Livestock Milking End]]>><<machine_end>><</link>> <br><<effects>> <<if $milk_amount gte 1 and $lactating gte 1>> <<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>> Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look. <br><br> <<else>> <</if>> You try to focus on something, anything other than the sucking on your breasts. You can't stop them milking you, but you won't let them force an orgasm. You won't. The machine becomes more intense, as if sensing your defiance. The suction is maddening. <br><br> <<if $willpowerSuccess>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your chest, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span> <<gwillpower>><<willpower 2>> <br><br> You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity. <br><br> You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops. <br><br> <<set $milk_amount to 0>> <<link [[Next|Livestock Milking End]]>><</link>> <br> <<else>> You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>> <br><br> <<orgasm>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again as the gel works its devilry on your chest, keeping you primed and milkable. <br><br> <<barn_img breasts no_livestock>> <<link [[Next|Livestock Breasts Give 2]]>><</link>> <br> <</if>><<effects>> <<if $milk_amount gte 1 and $lactating gte 1>><<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>> Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look. <br><br> <</if>> Perhaps the farmers will treat you better if you play along. You allow the sucking feeling to work on your <<penis>> and <<breasts>>, feeling the arousal build until your body can take it no longer. <br><br> <<set $livestock_semen to $semen_amount>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<unset $livestock_semen>> You've barely recovered from the <<if $deniedOrgasm>>ruined <</if>>orgasm when the suction becomes more intense. <<else>> <<if $semen_amount gte 1>> <<if $livestock_milk gte 1>> Your semen is sucked up the tube, joining the milk in the glass canister. You've barely recovered from the orgasm when the suction becomes more intense. <<else>> Your semen is sucked up the tube, and drips into a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look. You've barely recovered from the orgasm when the suction becomes more intense. <</if>> <<else>> You've barely recovered from the orgasm when the suction becomes more intense. <</if>> <</if>> <br><br> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again. <br><br> <<barn_img both no_livestock>> <<link [[Next|Livestock Both Give 2]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>> <br><<effects>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> You see the <<livestock_cows>> kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> The machine continues to suck your <<penis>>, forcing your body toward another <<if $deniedOrgasm>>ruined <</if>>orgasm. You approach your peak once more. <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> You're still shaking from <<if $deniedOrgasm>>ruined orgasms<<else>>climax<</if>> when you feel the next start to build. It's on you within moments. <<orgasm>> The next comes faster still, almost blurring with the previous. <<orgasm>> <<orgasm>> <<orgasm>> <<else>> You're still shaking from climax when you feel the next start to build. It's on you within moments. <<orgasm>> The next comes faster still, almost blurring with the previous. <<orgasm>> <<orgasm>> <<orgasm>> <</if>> <<barn_img both half_livestock>> <<link [[Next|Livestock Both Give 3]]>><</link>> <br><<effects>> <<if $femaleclimax or $deniedOrgasm>> Your body is wracked time and again, until the <<if $deniedOrgasm>>ruined <</if>>orgasm just doesn't stop. Your body is kept in a state of constant <<if $deniedOrgasm>>ruined orgasms<<else>>climax<</if>>, the pump tormenting your <<penis>> sucking without pause. <<else>> Your body is wracked time and again, until the orgasm just doesn't stop. Your body is kept in a state of constant climax, the pump tormenting your <<penis>> sucking without pause. <<set $semen_amount to 0>> <</if>> <<if $cow gte 6>> <<if $worn.face.type.includes("gag")>> You moo into your muzzle as the machine works. <<else>> You moo along with the other cattle as the machine works. <</if>> At last, the suction stops. You moo one last time, then slump to the ground. <<else>> At last, the suction stops. Your body gives one last pitiable spasm, and you slump to the ground. <<ggtrauma>><<trauma 24>> <</if>> <br><br> <<barn_img both livestock>> <<set $milk_amount to 0>> <<link [[Next|Livestock Milking End]]>><<machine_end>><</link>> <br><<effects>> <<if $milk_amount gte 1 and $lactating gte 1>> <<set $livestock_milk to $milk_amount>><<set $milk_produced_stat += Math.trunc($milk_amount)>> Your milk is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You try not to think about how your milk output is visible to anyone who cares to look. <br><br> <<else>> <</if>> You try to focus on something, anything other than the sucking on your penis and <<breasts>>. You can't stop them taking your milk, but you won't give them anything more than that. You won't. The machine becomes more intense, as if sensing your defiance. The suction is maddening. <br><br> <<if $willpowerSuccess>> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again now, as the gel works its devilry on your cock and chest, spreading its yearning into your core, trying to twist your mind. You won't let it. <span class="green">You resist.</span> <br><br> You remain as still as you can, afraid that even a slight movement would send you over the edge. The urge to cum is almost painful in its maddening intensity. <br><br> You're not sure how long passes, stuck there on the edge. At last, the machine falls quiet. The suction stops. <br><br> <<set $milk_amount to 0>> <<link [[Next|Livestock Milking End]]>><</link>> <br> <<else>> <<set $livestock_semen to $semen_amount>> You can't take it. <span class="red">Your body gives in.</span><<gggwillpower>><<willpower 24>> <br><br> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>> <<unset $livestock_semen>> Despite the aid of the pump on your <<penis>>, no semen is collected as you have the first <<if _deniedOrgasm>>ruined <</if>>orgasm. Remembering the gel Remy rubbed into you, and how unnatural that warmth felt. <br><br> <<else>> <<if $semen_amount gte 1>> Your semen is sucked up the tube, reappearing in a glass canister attached to the milking machine outside your cell. You're still wrestling with the thought of your semen output being visible to anyone who cares to look when the suction becomes more intense. <<else>> You've barely recovered from the orgasm when the suction becomes more intense. <</if>> <br><br> You remember the gel Remy rubbed into you, and how unnatural that warmth felt. You feel it again as the gel works its devilry on your cock, keeping it primed and ready to be "milked" again and again. <br><br> <</if>> <<barn_img both no_livestock>> <<link [[Next|Livestock Both Give 2]]>><<set $deniedOrgasm to _deniedOrgasm>><</link>> <br> <</if>><<effects>> <<pass 180>> <<endevent>> <<npc Remy>><<person1>> You're slumped, panting, above the straw-strewn floor. Next thing you know, Remy stands in front of the milking machine. <<He>> examines the glass canister attached to you. <br><br> <<if $livestock_milk is undefined>><<set $livestock_milk to 0>><</if>> <<if $livestock_semen is undefined>><<set $livestock_semen to 0>><</if>> <<set $fluid_forced_stat += ($livestock_milk + $livestock_semen)>> <<if $livestock_milk + $livestock_semen gte 5000>><<earnFeat "Pride of the Farm">> <<npcincr Remy love 3>>"Phenomenal productivity," <<he>> says, gazing in awe at the <span class="green">vast</span> quantity of white fluid in front of <<him>>. "I know of no other <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> that could produce so much." <<gglove>> <br><br> <<elseif $livestock_milk + $livestock_semen gte 3000>> <<npcincr Remy love 2>>"You're a very good <<girl>>," <<he>> says, staring at the <span class="teal">great</span> quantity of white fluid in front of <<him>>. "Only trouble is..." <<He>> smiles. "It might be a bit heavy." <<glove>> <br><br> <<elseif $livestock_milk + $livestock_semen gte 1000>> <<npcincr Remy love 1>>"With produce like this," <<he>> says, looking at the <span class="lblue">large</span> quantity of white fluid in front of <<him>>. "You're one of the most valuable members of our herd." <<glove>> <br><br> <<elseif $livestock_milk + $livestock_semen gte 500>> "Very good," <<he>> says, looking at the <span class="blue">decent</span> amount of white fluid in front of <<him>>. "You're a valuable member of our herd." <<elseif $livestock_milk + $livestock_semen gte 300>> "Good," <<he>> says, looking at the <span class="purple">small</span> amount of white fluid in front of <<him>>. "I bet you can do better, though." <<elseif $livestock_milk + $livestock_semen gte 100>> "Not much for a <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>," <<he>> says, looking at the <span class="pink">tiny</span> amount of white fluid in front of <<him>>. "But better than nothing." <<elseif $livestock_milk + $livestock_semen gte 1>> "A pitiable amount," <<he>> sighs, looking at the <span class="red">dribble</span> of white fluid in front of <<him>>. "But it means there's something to work with, at least." <<else>> "Nothing?" <<he>> sighs. "Don't worry. You'll be a productive member of our herd yet." <</if>> <<He>> opens the gate and kneels beside you, resting one hand on your shoulder. The treatment left your body so sensitive that even this sends a shiver of arousal down your spine. <br><br> <<if $settings.breastFeedingEnabled>> <<if $player.penisExist and !playerChastity("penis")>> <<He>> reaches beneath you, and tugs free the pump stuck to your pelvis. It's almost enough to send you over the edge. The pumps stuck to your <<breasts>> come next. <<else>> <<He>> reaches beneath you, and tugs free the pumps stuck to your <<breasts>>. It's almost enough to send you over the edge. <</if>> <<else>> <<He>> reaches beneath you, and tugs free the pump surrounding your <<penis>>. It's almost enough to send you over the edge. <</if>> <<if $livestock_obey gte 80>> "You're such a good <<girl>>," <<he>> says, scratching you behind the ear. "Time for bed." <<He>> stands and walks to the gate. <<He>> smiles at you as <<he>> shuts the cage. <<elseif $livestock_obey gte 20>> <<He>> wraps <<his>> fingers around your collar and pulls you close. "You're going to be a good <<girl>> tonight, okay?" <<he>> whispers. "No keeping the other cattle up." <<He>> releases you, stands, and walks over to the gate. It shuts with a clank. <<else>> <<He>> grasps your ear and pulls you close. "It's time for bed. I better not hear you got up to mischief overnight. Understood?" <<He>> releases you, stands, and walks to the gate without waiting for a response. <</if>> <br><br> Remy and the farmhands finish freeing the cattle from the machine. They turn off the lights as they leave, plunging the barn into darkness. <br><br> <<endevent>> <<unset $livestock_semen>> <<unset $livestock_milk>> <<unset $deniedOrgasm>> <<unbind>> <<link [[Next|Livestock Cell]]>><</link>> <br><<effects>> With nothing else to do, you sit in your cell and wait. Remy prowls the barn, checking on the cattle. After a few hours, farmhands get to work once more, freeing the cows from the machine. <br><br> The lights shut off and plunge the barn into darkness. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <br><<effects>> There's enough room in your cell for basic exercise. You work up a sweat, and keep pushing yourself, taking your mind off your imprisonment. <<physique 18>><<pass 180>> <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <br><<effects>> <<if $worn.face.type.includes("gag")>> You try to protest, but the $worn.face.name renders the words unintelligible. You shake your head instead. <<elseif $speech_attitude is "meek">> "I-I don't want to," you say. <<elseif $speech_attitude is "bratty">> "Fuck off, pervert," you say. "Let me go at once." <<else>> "No," you say. "You need to let me go." <</if>> <br><br> <<generate2>><<generate3>> Remy calls for help, and two farmhands rush to <<his>> side. "If you're going to be a stubborn beast," <<he>> says, unfurling <<his>> whip, "then we do this the hard way." <br><br> <<link [[Next|Livestock Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Livestock Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They made a lot noise, even compared to the braying and machinery filling the barn. Other farmhands, and even some of the cattle, look over with a bemused expression. <br><br> <<person1>> Remy leans against the gate, looking you right in the eyes as <<his>> farmhands stumble past <<him>>. "You won't resist forever," <<he>> says, clipping <<his>> whip to <<his>> side. "One way or another, I will break you." <br><br> <<clotheson>> <<endcombat>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> The farmhands finish attaching the milking machine to the "cows." They kneel at the edge of their cells, tubes attached to their breasts and genitals, looking satisfied and content. <<else>> The farmhands finish attaching the milking machine to the cattle. <</if>> <br><br> <<link [[Wait (3:00)|Livestock Wait]]>><<pass 180>><</link>> <br> <<link [[Work out (3:00)|Livestock Wait Workout]]>><<tiredness 18>><</link>><<gtiredness>> <br> <<elseif $enemyhealth lte 0>> <<person1>> The farmhands push past Remy in a panicked scramble for the exit. Remy lingers a moment, then follows suit, not fancying <<his>> chances without backup. <<He>> glares at you as <<he>> shuts the gate. "You won't resist forever," <<he>> says, clipping <<his>> whip to <<his>> side. "One way or another, I will break you." <br><br> <<clotheson>> <<endcombat>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> The farmhands finish attaching the milking machine to the "cows." They kneel at the edge of their cells, tubes attached to their breasts and genitals, looking satisfied and content. <<else>> The farmhands finish attaching the milking machine to the cattle. <</if>> <br><br> <<link [[Wait (3:00)|Livestock Wait]]>><<pass 180>><</link>> <br> <<link [[Work out (3:00)|Livestock Wait Workout]]>><<tiredness 18>><</link>><<gtiredness>> <br> <<else>> <<tearful>> you fall to the ground. You're too hurt to fight. The <<person2>><<person>> and <<person3>><<person>> haul you to your feet. "That cost us time," Remy says, glances at <<person1>><<his>> watch and grasping your collar. "I'll take it from here." <br><br> <<clotheson>> <<endcombat>> <<npc Remy>><<person1>> <<link [[Next|Livestock Milking Obey]]>><</link>> <</if>><<effects>> <<livestock_sleep>> <<if $farmLockStr lte 0>><<set _lockBroken to true>><</if>> /* Has to be run here before farm_var_set for the Remy wake event */ <<farm_var_set>> <<if $phase is 0>> <<if $cow gte 6 or $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>> You curl up on the soft straw, wondering how you ever slept in any other way. You fall asleep within moments. <<elseif $cow gte 5 or $wolfgirl gte 5 or $cat gte 5 or $fox gte 5>> You curl up on the soft straw, and fall asleep within moments. <<elseif $cow gte 4 or $wolfgirl gte 4 or $cat gte 4 or $fox gte 4>> You curl up on the straw. This isn't so bad. You're awoken by a heavy rattling. <<elseif $cow gte 3 or $wolfgirl gte 3 or $cat gte 3 or $fox gte 3>> You curl up on the straw and try to make the best of it. You're awoken by a heavy rattling. <<elseif $cow gte 2 or $wolfgirl gte 2 or $cat gte 2 or $fox gte 2>> You gather more straw to make your bed softer. It helps, a little. Your sleep is broken by a heavy rattling. <<elseif $cow gte 1 or $wolfgirl gte 1 or $cat gte 1 or $fox gte 1>> You lie down on the straw. It's little better than just sleeping on the floor. You don't think you'll ever be able to sleep here, but the next thing you know you're being woken by a heavy rattling. <<else>> You sit and lean against the wall, ignoring the pile of straw. You're not an animal. It takes a while to fall asleep. You're awoken by a heavy rattling. <</if>> <</if>> A weak light pierces the high windows. It's dawn. <<wakingEffects true>> <br><br> <<if dangerEvent()>> <<if $livestock_obey gte 80 and C.npc.Remy.love gte 80 and random(80, 110) lte C.npc.Remy.love>> <<npc "Remy">><<person1>> You stir at the sound of footsteps approaching your cell. The rest of the barn is quiet, save for the occasional snore from one of the other cows. It takes a few moments for your eyes to adjust well enough to see Remy's face outside of your door. <br><br> <<if _lockBroken>> <<He>> smiles at you, and goes to unlock your cell door, before <span class="purple">finding the lock already broken open</span>. <<He>> looks at you for a moment<<if C.npc.Remy.love is 100>>, <span class="green">before shaking <<his>> head</span>.<<else>> <span class="red">and <<his>> eyes narrow slightly</span>.<</if>> "These locks, never reliable. Don't worry, we'll get this one replaced."<<if C.npc.Remy.love lt 100>><<livestock_obey -10>><<llobey>><</if>> <br><br> <<He>> opens your cell door and steps inside, kneeling down next to you. "You've been such a good <<girl>> for me lately. The pride of the farm." <<if $cow gte 6>> The thought makes you feel good.<<stress -4>><<lstress>><</if>> <<else>> <<He>> smiles at you, and unlocks your cell door, stepping inside. "You've been such a good <<girl>> for me lately. The pride of the farm." <<if $cow gte 6>> The thought makes you feel good.<<stress -4>><<lstress>><</if>> <br><br> <<He>> kneels down next to you, and reaches out a hand towards your head. <<He>> begins to pet you. <<if $cow gte 6>> The feeling of <<his>> hand against your scalp sends warm shivers down your back.<<arousal 800>><<garousal>><</if>> <</if>> <br><br> <<link [[Let <<him>> continue|Livestock Cell Remy]]>><<set $phase to 0>><<transform cow 1>><</link>> <br> <<link [[Pull away|Livestock Cell Remy]]>><<set $phase to 1>><</link>> <<else>> <<generate1>><<person1>> Your eyes adjust, and you see a <<person>> stood outside your cell, watching you. <<He>> glances over your shoulder. "Shouldn't get caught if I'm quick," <<he>> mutters to <<himself>> as <<he>> opens the gate. You try to stand, but <<he>> pushes you back onto the straw. <br><br> <<link [[Next|Livestock Cell Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<link [[Next|Livestock Cell]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Cell Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Cell Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> climbs to <<his>> feet and looks around, nervous. <<He>> walks to the gate, and closes it behind <<him>>. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Cell]]>><</link>> <br> <<else>> The <<person1>><<person>> scrambles away from you, a fearful look in <<his>> eyes. <<He>> tumbles from the cell and slams it shut with a kick. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Cell]]>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> <<if $cow gte 6>> You allow Remy to brush <<his>> fingers through your hair. You lean into <<his>> hand and moo. <<He>> smiles again, and scratches behind your ear. <<His>> calming touch puts your mind at ease.<<stress -14>><<trauma -6>><<llstress>><<ltrauma>> <br><br> <<He>> speaks. "See how nice it is when you're obedient? Keep it up, and I'll make sure you're rewarded." Remy continues to pet your head for a few minutes. Eventually, <<he>> withdraws <<his>> hand with a final tussle of your hair, and climbs to <<his>> feet. "Gather-up time soon. Keep being a good <<girl>> for me." <<else>> You allow Remy to brush <<his>> fingers through your hair. The feeling is unusual, but oddly soothing nonetheless.<<stress -8>><<trauma -6>><<lstress>><<ltrauma>> <br><br> <<He>> speaks. "You've been settling in well. Keep up your good behaviour, and I'll make sure you're rewarded." Remy continues to pet your head for a few moments, before withdrawing <<his>> hand with a final tussle of your hair, and climbing to <<his>> feet. "Gather-up time soon. Keep being a good <<girl>> for me." <</if>> <br><br> <<He>> opens the gate of your cell and leaves, <<his>> footsteps echoing down the center of the barn. <<else>> You pull away from Remy's hand as it brushes your head. <<He>> seems disappointed.<<npcincr Remy love -1>><<livestock_obey -5>><<llove>><<lobey>> <br><br> "What's gotten into you, <<girl>>? You're never this shy." Remy stands, dusting a bit of straw off of <<himself>>. "You'll be feeling better by gather-up, I'm sure." <<He>> gives you one last look before exiting your cell, and closing the door. <br><br> You hear <<his>> footsteps echo down the center of the barn. <</if>> <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>><<effects>><<set $outside to 1>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> You leave your cell, and join the <<livestock_cows>> in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction. <br><br> <<else>> You leave your cell, and join the cows in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction. <br><br> <</if>> <<if Weather.precipitation is "rain">> You emerge outside, into the rain and mud. <<elseif !Weather.isOvercast>> You emerge outside, into sunlight. <<elseif Weather.isSnow>> You emerge outside, into the snow. <<else>> You emerge outside. <</if>> <<npc Remy>><<person1>> Remy walks ahead, where a large <<livestock_horse>> awaits <<him>>. <<He>> climbs atop it, and spurs it behind the cattle. <<He>> unclips <<his>> whip, and a menacing crack hastens the driven cattle. <br><br> You follow a windy lane through a small valley, and into a great field. The perimeter is marked by an electric fence. Remy stops by the entrance, sitting on <<his>> steed and observing the cattle as they pass. <<His>> eyes linger on you. <br><br> <<if $worn.face.type.includes("gag")>> A farmhand gropes at the back of your head. <<He>> unties and <span class="lblue">removes your $worn.face.name</span> before pushing you into the field. Two farmhands pull the gate shut. <<set $worn.face.type.push("broken")>> <<faceruined>> <<else>> Two farmhands pull the gate shut. <</if>> <br><br> <<hunger 1000>> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>><<set $outside to 1>> <<npc Remy>><<generate2>><<person2>> You refuse to leave your cell. The farmhand who opened it, a <<person>>, steps inside and reaches for your collar, but you back away. <br><br> "Remy!" <<he>> shouts. "We got a stubborn'un." <br><br> <<person1>> <<if $livestock_obey gte 80>> "What's gotten into you," Remy says, shaking <<his>> head. "I thought you were a good <<girl>>." <<He>> strokes <<his>> whip with <<his>> thumb as two more farmhands enter the cell. Together they have little trouble pulling you out. They push you with the rest of the herd in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction. <<elseif $livestock_obey lte 20>> "Figures," Remy says. "You can't resist the opportunity to be a nuisance." <<He>> strokes <<his>> whip with <<his>> thumb as two more farmhands enter the cell. Together they have little trouble pulling you out. They push you with the rest of the herd in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction. <<else>> "What's the matter?" Remy asks, shaking <<his>> head. "Or are you just being stubborn for the sake of it?" <<He>> strokes <<his>> whip with <<his>> thumb as two more farmhands enter the cell. Together they have little trouble pulling you out. They push you with the rest of the herd in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction. <</if>> <br><br> <<if Weather.precipitation is "rain">> You emerge outside, into the rain and mud. <<elseif !Weather.isOvercast>> You emerge outside, into sunlight. <<elseif Weather.isSnow>> You emerge outside, into the snow. <<else>> You emerge outside. <</if>> Remy walks ahead, where a large <<livestock_horse>> awaits <<him>>. <<He>> climbs atop it, and spurs it behind the cattle as <<he>> unclips <<his>> whip. A menacing crack hastens the driven cattle. <br><br> You follow a windy lane through a small valley, and into a great field. The perimeter is marked by an electric fence. Remy stops by the entrance, sitting on <<his>> steed and observing the cattle as they pass. <<His>> eyes linger on you. <br><br> Two farmhands pull the gate shut. <br><br> <<hunger 1000>> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br><<effects>> <<npc Remy>><<person1>> You run across open fields. You consider hiding behind a hedge, but their dogs would surely sniff you out. <br><br> You hear the thundering of hooves behind you. You glance over your shoulder, and see Remy riding a <<livestock_horse>>. <<set $remyEscapeSteed to _text_output>> <<Hes>> fast approaching. <br><br> <span class="red"><i>No one can outrun a <<livestock_horse>>.</i></span> Not on an open field. Remy passes, then circles around until <<he>> faces you. <<His>> face is stern. <<if $livestock_obey gte 60>> "I'm so disappointed in you," <<he>> says, unfurling <<his>> whip with a crack. "There's only one thing for it." <<elseif $livestock_obey gte 20>> "Bad <<girls>> deserve one thing," <<he>> says, unfurling <<his>> whip with a crack. "Maybe you'll think twice in the future." <<else>> "I can't say this surprises me," <<he>> says, unfurling <<his>> whip with a crack. "I'll discipline you as many times as it takes." <</if>> <<if $livestock_horse gte 2>> <<unset $livestock_escape>><<livestockescape>> <!-- Modified for Monster People --> <<if $remyEscapeSteed is "centaur">> <<generate2>> <<He>> raises <<his>> arm above <<his>> head, but as <<he>> brings it down, <span class="green">a powerful hand catches it.</span> <br><br> The centaur holds Remy's arm. Remy can only stare in shock as the centaur lifts <<person1>><<him>> from the saddle and places <<him>> on the ground. <br><br> The centaur trots up to you, grasps your waist, and places you on <<person2>><<his>> back. <<He>> breaks into a run, then a gallop. You throw your arms around <<his>> chest for fear of falling. <br><br> <<link [[Next|Livestock Escape Centaur]]>><<unset $remyEscapeSteed>><</link>> <br> <<else>> <<He>> raises <<his>> arm above <<his>> head, <span class="green">but the horse rears as <<he>> brings it down,</span> throwing <<his>> aim off. The horse stands so high that Remy tumbles out the saddle, falling to the grass below. <br><br> The horse trots up to you, and bows its head. You climb into the saddle. It breaks into a run, then a gallop. You throw your arms around its neck for fear of falling. <br><br> <<link [[Next|Livestock Escape Horse]]>><<unset $remyEscapeSteed>><</link>> <br> <</if>> <<else>> <!--<<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> --> <<He>> raises <<his>> arm above <<his>> head, and brings it down against your exposed skin. <<ggpain>><<pain 12>> <br><br> You hear the farmhands and dogs approaching from behind. <br><br> <<link [[Apologise|Livestock Escape Fail]]>><<sub 1>><<transform cow 1>><<set $phase to 1>><</link>> <br> <<link [[Protest|Livestock Escape Fail]]>><<def 1>><<set $phase to 2>><</link>> <br> <<link [[Remain silent|Livestock Escape Fail]]>><</link>> <br> <</if>><<effects>> It's a close fit, but you make it through with Eden's help. Hand in hand, you run until you can no longer see the fields. <<takeHandholdingVirginity "Eden" "romantic">> <br><br> You hear a shrill whistle behind you, followed by shouting and the barking of dogs. Remy's voice rises above the others. <span class="red">You are being hunted.</span> <br><br> <<link [[Next|Livestock Eden Escape]]>><</link>> <br><<effects>> You run with Eden across the open moor, but soon hear the thundering of hooves behind you. You glance over your shoulder and see Remy riding a <<livestock_horse>>. <<nnpc_Hes "Remy">> approaching fast. <br><br> Eden unslings <<his>> rifle, and takes aim. <<He>> fires a shot at the <<livestock_horse>>'s feet. It rears back in fear and falls to the ground, taking Remy with it. <br><br> Seizing the chance, you and Eden dash across the fields. You crest a hill. The forest lies beyond. <<livestockescape>> <br><br> <<link [[Next|Eden Farm Rescue]]>><</link>><<effects>> <<if $cow gte 6>> You can't will yourself to move. You're safe with Remy. The town can't touch you here. It's best for everyone if you stay. <br><br> <<His>> voice snaps you from your musing. "What are you waiting for? Come on." <<He>> grabs you. <<if $speech_attitude is "meek">> You moo in terror. <<elseif $speech_attitude is "bratty">> You jab your horns towards <<him>>. <<else>> You chomp at <<his>> fingers. <</if>> <<He>> recoils in shock. Emotions flash rapidly across <<his>> face, until <<he>> settles on anger. <<else>> <<if $speech_attitude is "meek">> "I'm sorry," you whisper. "I can't. It's too dangerous!" <<elseif $speech_attitude is "bratty">> "I can save myself," you hiss. "Piss off, or we'll both be in trouble." <<else>> "What are you doing here?" you whisper. "Go away before we both get hurt." <</if>> You're not sure if the words come from fear of Remy, or sheer stubbornness. Whatever the reason, Eden doesn't seem pleased. <</if>> <br><br> <<He>> thrusts a hand through the gap and snatches your arm. <<He>> grazes the bars, but doesn't flinch. "We're leaving," <<he>> growls. "Now." <br><br> <<He>> tries to force you through. You struggle, but <<hes>> strong. You're losing ground. <br><br> <<link [[Next|Livestock Eden Resist 2]]>><</link>> <br><<effects>> Just as you're nearing the other side, you hear a shrill whistle behind you, followed by shouting and the barking of dogs. Eden curses. <<He>> pulls harder, nearly frying you on the electric fence in <<his>> zeal. <br><br> You manage to hold out long enough for a pair of farmhands to intercept. They tear you from Eden's grasp and drag you from the fence. Eden's furious cry echoes one last time, before you lose <<him>> in the chaos. <br><br> <<link [[Next|Livestock Eden Resist 3]]>><<pass 5>><<endevent>><</link>> <br><<effects>> You and the rest of the herd are corralled into a barn. The doors slam shut. Packed tight between panicked <<livestock_cows>>, you can only sit and wait in discomfort. <br><br> Some time passes. Finally, the doors swing open, and the <<livestock_cows>> pour out. You're swept up with them. <br><br> <<link [[Next|Livestock Eden Resist 4]]>><</link>> <br><<effects>> <<npc Remy>><<person1>> Remy's eyes scan the herd, until they land on you. <<He>> nods to <<his>> farmhands. They pull you aside and drop you at <<his>> feet. <br><br> "Poor <<girl>>. Did that <<nnpc_gender "Eden">> hurt you?" <<if $livestock_obey gte 20>> <<He>> kneels down. Not quite at eye level, but low enough to stroke your chin. "Don't worry. You're safe, now." <br><br> The farmhands return with a basket of apples. "This is for being a good <<girl>>," Remy coos. "There are nasty predators out there, but I'll take care of you." <<He>> smiles. "As long as you behave." <br><br> They march off, fading into a hushed conversation. You're left alone. <br><br> <<link [[Eat the apples|Livestock Job Eat]]>><<stress -6>><<trauma -6>><<hunger -2000>><</link>><<lllhunger>><<ltrauma>><<lstress>> <br> <<link [[Save them for someone else|Livestock Job Save]]>><</link>> <br> <<else>> <<He>> looks down <<his>> nose at you. "Fortunately for you, I care for the safety of my cattle. Even the unruly ones." <br><br> <<He>> turns to <<his>> farmhands. "I suspect it's learnt its lesson," <<he>> says. "If it doesn't want to become a slab of meat for some gun-toting maniac, it'd best start behaving." <br><br> They march off, fading into a hushed conversation. You're left alone. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br> <</if>><<location "forest">><<effects>> <<pass 60>> The centaur carries you over fields and hills, until coming to a stop at a crest dotted with trees. You see the forest and town beneath you. <br><br> "That's as far as I can go," the centaur says, lifting you off its back. "I'm gonna get a bollicking at the farm, but my family is there." <<He>> places you on the ground. <br><br> <<if $worn.face.type.includes("gag")>> "Oh," <<he>> says, regarding you. "Here." <<He>> reaches behind your head, <span class="lblue">and unties your $worn.face.name.</span> <<set $worn.face.type.push("broken")>> <<faceruined>> <br><br> <</if>> <<link [[Thank|Livestock Escape Thank]]>><</link>> <br> <<link [[Kiss|Livestock Escape Kiss]]>><</link>><<deviant1>> <br><<effects>> <<if $speech_attitude is "meek">> "Th-thank you for rescuing me," you say. <<elseif $speech_attitude is "bratty">> "Thanks for saving me," you say. <<else>> "Thank you for saving me," you say. <</if>> <br><br> "I enjoyed it," <<he>> says, turning back toward the farm. "Remy needs to learn that <<person1>><<his>> authority has limits." With that, <<person2>><<he>> dashes forward. <<He>> looks back as <<he>> crests the hill. <<lltrauma>><<lllstress>><<trauma -24>><<stress -36>> <br><br> <<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscapedCentaurThank" }>> <<link [[Next|Livestock Escape Town]]>><<endevent>><</link>> <br><<effects>> You throw your arms around <<his>> chest again, but this time lean forward, planting a kiss on <<his>> lips. <<He>> laughs at first, but then kisses back. <<takeKissVirginity "Centaur">> <<if $pronoun is "f">>You feel <<his>> large breasts press against you.<<else>><<He>> wraps <<his>> thick arms around you.<</if>> <br><br> You pull away. <<Hes>> blushing. "I enjoyed this more than I expected," <<he>> says, turning back toward the farm. "Remy needs to learn that <<person1>><<his>> authority has limits." With that, <<person2>><<he>> dashes forward. <<He>> looks back as <<he>> crests the hill. <<lltrauma>><<lllstress>><<trauma -24>><<stress -36>> <br><br> <<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscapedCentaurKiss" }>> <<link [[Next|Livestock Escape Town]]>><<endevent>><</link>> <br><<location "forest">><<effects>> <<pass 60>> The horse carries you over fields and hills, until coming to a stop at a crest dotted with trees. You see the forest and town beneath you. <br><br> The horse will go no further. You climb from its back. It rubs its head against you, and you pet it back. <<lltrauma>><<lllstress>><<trauma -24>><<stress -36>> <br><br> <<if $worn.face.type.includes("gag")>> It licks your neck, then you feel a tug. It <span class="lblue">unties your $worn.face.name.</span> <<set $worn.face.type.push("broken")>> <<faceruined>> <br><br> <</if>> Satisfied, it turns back toward the farm. It dashes forward, disappearing behind the hill. <br><br> <<badEndTrackingEnd "Underground Farm" { reason: "uFarmEscapedHorse" }>> <<link [[Next|Livestock Escape Town]]>><<endevent>><</link>> <br><<effects>> <<earnFeat "Runaway Cattle">> <<set $hunger to 2000>> <<livestock_lock_cleanup>> <<if Time.dayState is "night">> You come to a stop at the crest of a hill. You can see the forest and town beneath you. <</if>> You're not in the clear yet. <<if $exposed gte 2>>You're still naked, for one thing.<<elseif $exposed gte 1>>You're still indecently dressed, for one thing.<</if>> Still, you feel hopeful as you creep down the hill. You find a path running into the forest. <br><br> <<link [[Next|Forest]]>><<set $eventskip to 1>><<set $forest to 0>><</link>> <br><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "I-I'm sorry!" you say, dropping to your knees. "I'll be good! Just don't hurt me." <<elseif $speech_attitude is "bratty">> "I apologise for concerning you," you say. "But this is a bit much." <<else>> "I'm sorry," you say. "I shouldn't have run away." <</if>> <<elseif $phase is 2>> <<if $speech_attitude is "meek">> "Wh-what you're doing is wrong," you say, spurred by a burst of courage. "You can't treat people like this." <<elseif $speech_attitude is "bratty">> "You better fuck off back to your farm," you say. "Or you'll get yours." <<else>> "I'm not a cow," you say. "You can't treat me like this." <</if>> <<else>> You say nothing, preparing for another blow. <</if>> <br><br> Remy brings the whip down once more, but this time it coils around your neck, almost choking you. <<He>> spurs <<his>> steed into movement, yanking the whip-leash and pulling you along behind <<him>>. <br><br> The farmhands catch up at last, and fall in beside you. The dogs follow close behind. You crest a hill, and the barn comes into view. Remy releases <<his>> whip from your neck. You tumble to the ground. <br><br> <<link [[Next|Livestock Caught]]>><</link>> <br><<effects>> <<if $remyEscapeSteed is undefined>> <<silently>> <<livestock_horse>> <<set $remyEscapeSteed to _text_output>> <</silently>> <</if>> The farmhands form a circle around you. They struggle to hold back the dogs. Remy remains on <<his>> <<print $remyEscapeSteed>>, looking thoughtful. <<endevent>> <<if random(1) and $settings.horsesEnabled>> <<if $remyEscapeSteed is "centaur">> <<if random(1, 100) lte beastMaleChance()>> <<if random(1,100) lte $settings.maleNPCVaginaChance>> <<beastNEWinit 1 horse m vagina monster>> <<else>> <<beastNEWinit 1 horse m penis monster>> <</if>> <<else>> <<if random(1,100) lte $settings.femaleNPCPenisChance>> <<beastNEWinit 1 horse f penis monster>> <<else>> <<beastNEWinit 1 horse f vagina monster>> <</if>> <</if>> <<else>> <<if $remyEscapeSteed is "stallion">> <<beastNEWinit 1 horse m penis beast>> <<else>> <<beastNEWinit 1 horse f vagina beast>> <</if>> <</if>> <<set _remyPunishBeast to "horse">> <<else>> <<beastNEWinit 1 dog>> <<set _remyPunishBeast to "dog">> <</if>> <<person1>> <<unset $livestock_escape>> <!-- Modified for Monster People --> <<if _remyPunishBeast is "horse" and ($monster is 1 or $settings.bestialityEnabled)>> "I know what you deserve," <<nnpc_he "Remy">> says, stroking <<nnpc_his "Remy">> <<if $monster is 1>>centaur steed<<else>>horse<</if>> behind the ear. The <<beasttype>> leans into <<bhis>> master's hand. "This <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>> has been good. Your punishment is <<if $NPCList[0].pronoun is "m">>his<<else>>her<</if>> reward." <br><br> Having made up <<nnpc_his "Remy">> mind, <<nnpc_he "Remy">> spurs <<nnpc_his "Remy">> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. <<if $monster is 1>> The centaur's eyes light up and <<bhe>> shakes back <<bhis>> mane of <<print $NPCList[0].hair>> hair, showing off <<bhis>> <<if $NPCList[0].pronoun is "m">> toned abdomen. <<else>> enormous breasts. <</if>> Now closer, <<bhe>> grasps your collar in one hand as <<bhe>> wheels <<bhis>> body behind you. You catch a glimpse of <<bhis>> <<if $NPCList[0].penis isnot "none">> <span class="lewd">gargantuan cock.</span> <<else>> <span class="lewd">glistening pussy.</span> <</if>> <<else>> The horse wheels behind you, and you catch a glimpse of its <<if $NPCList[0].penis isnot "none">> <span class="lewd">gargantuan cock.</span> <<else>> <span class="lewd">glistening pussy.</span> <</if>> <</if>> <br><br> The farmhands crowd closer, eager to watch.<<if $NPCList[0].penis isnot "none">> You feel the <<beasttype>> cock prod your rear.<</if>> <br><br> <<link [[Next|Livestock Caught Horse Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<elseif _remyPunishBeast is "dog" and ($monster is 1 or $settings.bestialityEnabled)>> "I know what you deserve," <<nnpc_he "Remy">> says, looking at the barking <<beastsplural>> crouched beside the farmhands. <<nnpc_He "Remy">> settles on one in particular. "That one. <<if $pronoun is "m">>He's<<else>>She's<</if>> a very good <<if $pronoun is "m">>boy<<else>>girl<</if>>. Give <<if $pronoun is "m">>him<<else>>her<</if>> a treat." <<bHis>> tail wags. The <<generate2>><<person2>><<person>> beside the <<person1>><<if $pronoun is "m">>hound<<else>>bitch<</if>> releases <<bhis>> collar, and <<bhe>> bounds towards you. <<clearsinglenpc 1>> <br><br> <<link [[Next|Livestock Caught Dog Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <!--<<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> --> "I know what you deserve," <<nnpc_he "Remy">> says, dismounting <<nnpc_his "Remy">> steed. Two farmhands rush forward. They grasp your arms and legs, lift you into the air, and bend you over a hay bale. They hold your shoulders down, with your <<bottom>> facing Remy. <br><br> You hear <<nnpc_his "Remy">> whip crack. "This is for your own good." <span class="red"><<nnpc_He "Remy">> lashes your <<bottom>>,</span> eliciting an involuntary cry of pain. <<ggpain>><<pain 12>> <br><br> The assembled farmhands laugh as Remy brings the whip down once more. Again and again the whip strikes your skin, each time more painful than the last. <<gggpain>><<pain 24>> <br><br> Panting, Remy stops. <<nnpc_He "Remy">> clips the whip to <<nnpc_his "Remy">> side. "Return it to the rest of the herd," <<nnpc_he "Remy">> says, climbing back atop <<nnpc_his "Remy">> <<print $remyEscapeSteed>>. "Let's hope it's smart enough to take this lesson to heart." <br><br> The farmhands release your shoulders, and pull you up by your collar. They push you along the small lane to the field. The gate clanks shut behind you. <br><br> <<endevent>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<unset $remyEscapeSteed>> /* The farmhands form a circle around you. They struggle to hold back the dogs. Remy remains on <<his>> <<livestock_horse>>, looking thoughtful. <<unset $livestock_escape>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly) or $settings.bestialityEnabled) and $settings.horsesEnabled>> <<if maleChance() lt random(1, 100)>> <<if $settings.femaleNPCPenisChance gte 1>> "I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into her master's hand. "This girl has been good. Your punishment is her reward." <br><br> Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and she shakes back her mane of dark hair, showing off her enormous breasts. Now closer, she grasps your collar in one hand as she wheels her body behind you. You catch a glimpse of her <span class="lewd">gargantuan cock.</span> <br><br> The farmhands crowd closer, eager to watch. You feel the centaur cock prod your rear. <br><br> <<endevent>> <<link [[Next|Livestock Caught Female Centaur Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif random(1, 2) is 2>> "I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into her master's hand. "This girl has been good. Your punishment is her reward." <br><br> Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and she shakes back her mane of dark hair, showing off her enormous breasts. Now closer, she grasps your collar in one hand as she wheels her body around you. You catch a glimpse of her <span class="lewd">glistening pussy.</span> <br><br> The farmhands crowd closer, eager to watch. <br><br> <<endevent>> <<link [[Next|Livestock Caught Female Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "I know what you deserve," <<he>> says, looking at the barking doggirls crouched beside the farmhands. <<He>> settles on one in particular. "That one. She's a very good girl. Give her a treat." Her tail wags. The <<generate2>><<person2>><<person>> beside the doggirl releases her collar, and she bounds towards you. <br><br> <<endevent>> <<link [[Next|Livestock Caught Doggirl Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<elseif $settings.maleNPCVaginaChance lt 100>> "I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into his master's hand. "This boy has been good. Your punishment is his reward." <br><br> Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and he shakes back his mane of dark hair, showing off his toned abdomen. Now closer, he grasps your collar in one hand as he wheels his body behind you. You catch a glimpse of his <span class="lewd">gargantuan cock.</span> <br><br> The farmhands crowd closer, eager to watch. You feel the centaur cock prod your rear. <br><br> <<endevent>> <<link [[Next|Livestock Caught Male Centaur Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $settings.maleNPCVaginaChance gte 1 and random(1, 2) is 2>> "I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into his master's hand. "This boy has been good. Your punishment is his reward." <br><br> Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The centaur's eyes light up and he shakes back his mane of dark hair, showing off his toned abdomen. Now closer, he grasps your collar in one hand as he wheels his body around you. You catch a glimpse of his <span class="lewd">glistening pussy.</span> <br><br> The farmhands crowd closer, eager to watch. <br><br> <<endevent>> <<link [[Next|Livestock Caught Male Centaur Vagina Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> "I know what you deserve," <<he>> says, dismounting <<his>> steed. Two farmhands rush forward. They grasp your arms and legs, lift you into the air, and bend you over a hay bale. They hold your shoulders down, with your <<bottom>> facing Remy. <br><br> You hear <<his>> whip crack. "This is for your own good," <span class="red"><<he>> lashes your <<bottom>>,</span> eliciting an involuntary cry of pain. <<ggpain>><<pain 12>> <br><br> The assembled farmhands laugh as Remy brings the whip down once more. Again and again the whip strikes your skin, each time more painful than the last. <<gggpain>><<pain 24>> <br><br> Panting, Remy stops. <<He>> clips the whip to <<his>> side. "Return it to the rest of the herd," <<he>> says, climbing back atop <<his>> <<livestock_horse>>. "Let's hope it's smart enough to take this lesson to heart." <br><br> The farmhands release your shoulders, and pull you up by your collar. They push you along the small lane to the field. The gate clanks shut behind you. <br><br> <<endevent>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<elseif $settings.bestialityEnabled>> <<if beastMaleChance() gte 1 and $settings.horsesEnabled>> "I know what you deserve," <<he>> says, stroking <<his>> horse behind the ear. The horse leans into its master's hand. "This boy has been good. Your punishment is his reward." <br><br> Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The horse wheels behind you, and you catch a glimpse of its <span class="lewd">gargantuan cock.</span> <br><br> The farmhands crowd closer, eager to watch. You feel the horse cock prod your rear. <br><br> <<endevent>> <<link [[Next|Livestock Caught Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif random(1, 2) is 2 and $settings.horsesEnabled>> "I know what you deserve," <<he>> says, stroking <<his>> horse behind the ear. The horse leans into its master's hand. "This girl has been good. Your punishment is her reward." <br><br> Having made up <<his>> mind, <<he>> spurs <<his>> mount closer. A couple of the farmhands act as well, darting forward and grasping your arms and legs. They haul you onto a nearby hay bale. The horse wheels around you, and you catch a glimpse of its <span class="lewd">glistening pussy.</span> <br><br> The farmhands crowd closer, eager to watch. <br><br> <<endevent>> <<link [[Next|Livestock Caught Horse Female Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "I know what you deserve," <<he>> says, looking at the barking dogs crouched beside the farmhands. <<He>> settles on one in particular. "That one. She's a very good girl. Give her a treat." Her tail wags. The <<generate2>><<person2>><<person>> beside the <<bitch>> releases her collar, and she bounds towards you. <br><br> <<endevent>> <<link [[Next|Livestock Caught Dog Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<if $edenwhip is 0>> <<set $edenwhip to 1>> <</if>> "I know what you deserve," <<he>> says, dismounting <<his>> steed. Two farmhands rush forward. They grasp your arms and legs, lift you into the air, and bend you over a hay bale. They hold your shoulders down, with your <<bottom>> facing Remy. <br><br> You hear <<his>> whip crack. "This is for your own good," <span class="red"><<he>> lashes your <<bottom>>,</span> eliciting an involuntary cry of pain. <<ggpain>><<pain 12>> <br><br> The assembled farmhands laugh as Remy brings the whip down once more. Again and again the whip strikes your skin, each time more painful than the last. <<gggpain>><<pain 24>> <br><br> Panting, Remy stops. <<He>> clips the whip to <<his>> side. "Return it to the rest of the herd," <<he>> says, climbing back atop <<his>> <<livestock_horse>>. "Let's hope it's smart enough to take this lesson to heart." <br><br> The farmhands release your shoulders, and pull you up by your collar. They push you along the small lane to the field. The gate clanks shut behind you. <br><br> <<endevent>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> */<<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Horse Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Horse Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the <<beasttype>> backs away from you. <<if $NPCList[0].penis isnot "none">> Semen still trails from <<bhis>> enormous phallus, pooling on the floor beneath <<bhim>>. <</if>> <br><br> "Good <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>>," Remy says, leaning down and patting <<bhis>> neck. <<nnpc_He "Remy">> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson." <br><br> The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> <<if $monster is 1>> The centaur backs away from you. "I-I'm just not in the mood," <<bhe>> stutters, trying to save face. <<else>> The horse backs away from you, whinnying in a panic. <</if>> <<bHe>> flinches as <<bhis>> master grasps <<bhis>> hair. <br><br> "Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson." The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Dog Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Dog Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $monster is 1>> The farmhands hoot laughter as the <<beasttype>> collapses on top of you. They release your shoulders and lift <<bhim>> to the ground. <<else>> The farmhands hoot laughter as the dog finishes with you. <</if>> <br><br> "Let's hope it's smart enough to understand the lesson," Remy says, watching from the back of <<nnpc_his "Remy">> steed. "I'm the only thing protecting it from the wolves." The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> The <<beasttype>> whimpers and tumbles off the hay bale. <<bHe>> scrambles to the ring of farmhands and hides behind their legs. <br><br> "Fine," Remy says from atop <<nnpc_his "Remy">> steed. "Just remember, there are actual wolves out there. You won't fare so well against them. I'm the only thing protecting you." <br><br> The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse f penis monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Female Centaur Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Female Centaur Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<npc Remy>><<person1>> The audience hoots with laughter as the centaur backs away from you. Semen still trails from her enormous phallus, pooling on the floor beneath her. <br><br> "Good girl," Remy says, leaning down and patting her neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson." <br><br> The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> <<npc Remy>><<person1>> The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. She flinches as her master grasps her hair. <br><br> "Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson." The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse f vagina monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Female Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Female Centaur Vagina Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<npc Remy>><<person1>> The audience hoots with laughter as the centaur backs away from you. <br><br> "Good girl," Remy says, leaning down and patting her neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson." <br><br> The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> <<npc Remy>><<person1>> The centaur backs away from you. "I-I'm just not in the mood," she stutters, trying to save face. She flinches as her master grasps her hair. <br><br> "Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson." The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m penis monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Male Centaur Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Male Centaur Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<npc Remy>><<person1>> The audience hoots with laughter as the centaur backs away from you. Semen still trails from his enormous phallus, pooling on the floor beneath him. <br><br> "Good boy," Remy says, leaning down and patting his neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson." <br><br> The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> <<npc Remy>><<person1>> The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. He flinches as his master grasps his hair. <br><br> "Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson." The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m vagina monster>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Male Centaur Vagina Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Male Centaur Vagina Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<npc Remy>><<person1>> The audience hoots with laughter as the centaur backs away from you. <br><br> "Good boy," Remy says, leaning down and patting his neck. <<He>> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson." <br><br> The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> <<npc Remy>><<person1>> The centaur backs away from you. "I-I'm just not in the mood," he stutters, trying to save face. He flinches as his master grasps his hair. <br><br> "Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson." The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m penis beast>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Horse Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Horse Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the horse backs away from you. Semen still trails from its enormous phallus, pooling on the floor beneath it. <br><br> "Good boy," Remy says, leaning down and patting its neck. <<nnpc_He "Remy">> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson." <br><br> The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> The horse backs away from you, whinnying in a panic. It flinches as its master grasps its hair. <br><br> "Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson." The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 horse m vagina beast>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>><<prop haybale>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Horse Female Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Horse Female Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The audience hoots with laughter as the horse backs away from you. <br><br> "Good girl," Remy says, leaning down and patting its neck. <<nnpc_He "Remy">> looks down at you. "Take it back to the others. Let's hope it's smart enough to understand the lesson." <br><br> The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> The horse backs away from you, whinnying in a panic. It flinches as its master grasps its hair. <br><br> "Fine," Remy says, looking down at you. "Next time you might come off a lot worse. Let's hope you're smart enough to understand the lesson." The farmhands release your shoulders and pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 dog f vagina monster>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Doggirl Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Doggirl Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The farmhands hoot laughter as the doggirl collapses on top of you. They release your shoulders and lift her to the ground. <br><br> "Let's hope it's smart enough to understand the lesson," Remy says, watching from the back of <<nnpc_his "Remy">> <<livestock_horse>>. "I'm the only thing protecting it from the wolves." The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> The doggirl whimpers and tumbles off the hay bale. She scrambles to the ring of farmhands and hides behind their legs. <br><br> "Fine," Remy says from atop <<nnpc_his "Remy">> <<livestock_horse>>. "Just remember, there are actual wolves out there. You won't fare so well against them. I'm the only thing protecting you." <br><br> The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 dog f vagina beast>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Livestock Caught Dog Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Livestock Caught Dog Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The farmhands hoot laughter as the dog finishes with you. <br><br> "Let's hope it's smart enough to understand the lesson," Remy says, watching from the back of <<nnpc_his "Remy">> <<livestock_horse>>. "I'm the only thing protecting it from the wolves." The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <<else>> The dog whimpers and tumbles off the hay bale. It scrambles to the ring of farmhands and hides behind their legs. <br><br> "Fine," Remy says from atop <<nnpc_his "Remy">> steed. "Just remember, there are actual wolves out there. You won't fare so well against them. I'm the only thing protecting you." <br><br> The farmhands pull you to your feet. <<tearful>> you're pushed along the small lane to the field. The gate clanks shut behind you. <br><br> <<clotheson>> <<endcombat>> <<if Time.dayState is "night">> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> <br> <</if>> <</if>><!-- Placeholder. In the future, the player will not be released after giving birth. --> <<set $outside to 0>><<effects>> <<npc "Remy">><<person1>> <<livestockescape>> <<set $livestock_escape to "birth">> You fade in and out of consciousness. A large blanket has been draped over you. You hear <<if $harper_appointments.hypnosis_intro>>a familiar<<else>>an unfamiliar<</if>> voice. <br><br> "This one should be transported to the hospital immediately." Someone pats your knee, right before you feel a sting in your arm. All the pain in your body starts to fade almost immediately. <br><br> You hear another voice raise in protest. It's Remy. <<He>> gets into an argument that you're too distracted to pay attention to. You lose focus as the minutes tick by, recognising that you are being carried at some point. <br><br> "Don't worry. Everything will be fine." The words ring through your ears as the ambulance doors close. <br><br> <<link [[Next (1:00)|Pregnancy Birth Hospital]]>><<unbind>><<endevent>><<pass 1 hour>><<set $phase to 1>><</link>><<effects>> <<if $livestock_lock_intro is undefined>> <<if $farmLockStr is undefined>> <<set $farmLockStr to 100>> You walk around your cell and look for anything to help you escape. Unfortunately, there is nothing inside besides a bucket and straw. The iron bars of the cage you were put in look solid. There is no way you could bend them. You also doubt you would succeed in digging your way out without proper tools. <br> The only thing that catches your eye is the lock. Like all the other locks on the other cell gates, it looks old and rusty. <span class="red"> Perhaps if you applied enough force, you would be able to break it.</span> <br><br> <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $farmLockStr -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>> <br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <<elseif $farmLockStr isnot undefined and $livestock_return is true>> <<unset $livestock_return>> <<set $farmLockStr to 100>> <<if $livestock_escape is "night">> <<set $livestock_lock_intro to 1>> <<generate1>><<person1>> <<saveNPC 0 "remy_farmhand_1">> <<npc Remy 2>> You check your cell, it's the same as your old one. <<if $farmLockQty gte 2>> <<unset $farmLockQty>> You sigh with relief, it's an old rusty lock this time. <<else>> It's the same old rusty lock. <span class="red">Should break just like last time.</span> <</if>> <br> You grab the bars and rock them back and forth. Not wasting any time, you scream and shout. Provoked, the cattle soon begin to make enough noise to wake the dead. A <<person>> barges into the room, drawing out a tranquilliser gun and proceeds to putting <<livestock_cows>> to sleep. <br><br> <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Break]]>><<set $farmPatrol to 80>><<set $livestockLockSeq to 1>><</link>><<gtiredness>> <br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <<else>> You notice the lock on your gate is old and rusty. <span class="red"> Perhaps if you applied enough force, you would be able to break it.</span> <br><br> <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $farmLockStr -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>> <br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <</if>> <<else>> You approach the gate, there's an old rusty lock. <span class="red"> Perhaps if you applied enough force, you would be able to break it.</span> <br><br> <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $farmLockStr -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>> <br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <</if>> <<elseif $farmGateCD is 0>> <span class="red"> You hear the farmhand wheezing outside.</span> You should call it a night and try again tomorrow. <br><br> <<getouticon>><<link [[Step back|Livestock Cell]]>><</link>> <<elseif $farmGateCD is 1>> <<if $farmCellUnlk is false>> You decide not to try your luck. You should call it a night and try again tomorrow. <<else>> <span class="red">The farmhand is wide awake.</span> You should call it a night and try again tomorrow. <</if>> <br><br> <<getouticon>><<link [[Step back|Livestock Cell]]>><</link>> <<elseif $farmLockStr lte 0>> <<if $livestockLockSeq is 1>> <<if $farmLockQty is undefined>> <<set $farmLockQty to 0>> <<else>> <<set $farmLockQty += 1>> <</if>> You bide your time until you are certain the <<person>> is asleep. <br><br> The lock is <<livestock_lock_desc>> You can leave your cage tonight. The breakage will be noticed in the morning once Remy and <<person2>><<his>> henchmen come to herd you to the cattle field. <<else>> <<loadNPC 0 "remy_farmhand_1">> You approach your cell's gate. <br><br> The lock is <<livestock_lock_desc>> You can leave your cage tonight. The breakage will be noticed in the morning. <</if>> <br><br> <<sneakicon>><<link [[Sneak out|Livestock Lock Break]]>><<set $livestockLockSeq to 3>><<set $phase to 1>><</link>> <br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><<set $phase to 1>><</link>> <<elseif $farmLockQty lt 2 and $farmGateCD isnot undefined>> You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate. It doesn't seem to be much different from the previous one. It is as old and rusty. The lock hanging outside looks <<livestock_lock_desc>> <span class="red"> You still have a chance. </span> <br><br> <<getouticon>><<link [[Step back|Livestock Cell]]>><</link>> <<elseif $farmLockQty gte 2>> You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate. This one looks quite different. Not only is it made of steel, but it also looks new. You don't think you would be able to break it with your bare hands.<<stress 12>><<ggstress>> <br><br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <<else>> <<generate1>> <<saveNPC 0 "remy_farmhand_1">> <<npc Remy 2>> You grab the bars and rock them back and forth. Not wasting any time, you scream and shout. Provoked, the cattle soon begin to make enough noise to wake the dead. A <<person1>><<person>> barges into the room, carrying a tranquilliser gun. <<He>> begins putting the flustered <<livestock_cows>> to sleep. <br><br> <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Break]]>><<set $livestockLockSeq to 1>><<set $farmPatrol to 80>><</link>><<gtiredness>> <br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <</if>><<if $livestock_lock_intro is 1>> You grab the bars and rock them back and forth. You can't tell if it has any effect on the lock. <br><br> <<link [[Continue|Livestock Lock Intro]]>><<set $livestock_lock_intro to 2>><</link>> <<elseif $livestock_lock_intro is 2>> You continue to rock the gate. Each of your thrusts echoes with a loud clang. You notice several <<livestock_cows>> looking at you with perplexed expressions on their faces. <br><br> <<link [[Continue|Livestock Lock Intro]]>><<set $livestock_lock_intro to 3>><</link>> <<elseif $livestock_lock_intro is 3>> <<generate1>><<person1>> You are adamant to continue your assault on the gate. Most of the <<livestock_cows>> are now mooing in both irritation and confusion. <br><br> Suddenly you hear the barn gate open. You hop in your straw and pretend to be asleep. <br><br> "What the fuck is going on here?" a loud voice asks over a lowing choir. With your eyes half-closed you see a <<person>> walk past your cell. <<He>> is holding something in <<his>> hands. After watching <<him>> some more and listening to the ceasing clamour, you realise that <<he>> is using a tranquilliser gun to pacify the overly vigorous cattle. Soon the barn falls silent. "That does it. What got into all of you all of a sudden, saw a rat or something?" <br><br> <<link [[Next|Livestock Lock Intro]]>><<set $livestock_lock_intro to 4>><</link>> <<elseif $livestock_lock_intro is 4>> You patiently wait for the farmhand to leave, but <<he>> never walks back past your cell. Curious, you approach the gate and look outside. You see <<him>> sitting on a stool with <<his>> arms crossed, snoozing. You look at the lock. Maybe you are just seeing things, but the lock looks <<livestock_lock_desc>> Apparently, you can break it. <br><br> You wonder if you could use other cattle as a distraction. You could go full force on the gate while farmhands tranquillise the rampant crowd. Maybe if you prove <span class="red">obedient</span>, they will focus more on other cattle before they turn their attention to you. You see no point in trying to sabotage the lock tonight. You will most likely wake the <<person>> up and get tranquillised if you try to bash the gate. <br><br> <<getouticon>><<link [[Step back|Livestock Cell]]>><<set $livestock_lock_intro to 5>><<set $farmGateCD to 0>><<tiredness 10>><<endevent>><</link>> <</if>><<effects>> <<if $livestockLockSeq is 1>> <<if $farmLockStr lte 0>> You push and the gate finally yields. Hopefully, the farmhand didn't hear the sound in the cacophony of mooing voices. You close the gate, take a closer look at the lock and see that the shackle is broken in two. The breakage shouldn't be obvious without a close inspection, but it will get exposed once someone tries to use a key to unlock your cage. <br><br> <<link [[Next|Livestock Lock Examine]]>><</link>> <<else>> <<physiquedifficulty 5000 12000 no_text>> <<livestock_patrol>> <br> The lock hanging outside looks <<livestock_lock_desc>> <br><br> <<if $farmPatrol lte 20>> <<set $farmGateCD to 0>> <<ind>><<link [[Continue|Livestock Lock Caught]]>><<pass 30>><<tiredness 5>><</link>> <<else>> <<ind>><<link [[Continue|Livestock Lock Break]]>><<pass 30>><<tiredness 5>><</link>> <</if>> <br> <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <</if>> <<elseif $livestockLockSeq is 2>> <<if $farmLockStr is 100>> You decide to conserve your strength for now and step back. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <<elseif $farmLockQty gte 2 and $farm_key isnot true>> Dejected you turn away. <span class="red">Maybe you should try another way</span> <br><br> <<link [[Next|Livestock Cell]]>><</link>> <<elseif $phase is 1>> You decide against venturing outside. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <<else>> You step back from the gate and lie in your pile of straw, feigning sleep. The <<person>> approaches your cell and looks at you, only to walk past your stall and narcotise the remaining cattle. Soon the barn falls silent. <<set _guard_speech to random(1,7)>> <<switch _guard_speech>> <<case 1>> "Stupid cows," <<he>> mumbles. "And now I gotta sit here and make certain none of you fat asses choke on vomit. Great." <<case 2>> "Stupid cows," <<he>> mumbles. "I should've at least brought some coffee. I'd trade my own sister for a wink of sleep." <<case 3>> "Stupid cows," <<he>> mumbles. "I'm not getting paid enough to babysit these imbeciles." <<case 4>> "Stupid cows," <<he>> mumbles. "So, it's true, something is bothering them lately. Hope it's not lurkers." <<case 5>> "Stupid cows," <<he>> mumbles. "Maybe I should ask Remy to switch to less intense drugs. Paranoid fucker." <<case 6>> "Stupid cows," <<he>> mumbles. "It wasn't even my turn to watch the barn tonight. Why the fuck am I even here?" <<case 7>> <</switch>> <br><br> You bide your time until you are certain the <<person>> is asleep. The lock is <<livestock_lock_desc>> It looks like you will need to damage it some more. You should call it a night and try again tomorrow. <br><br> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><<endevent>><</link>> <</if>> <<elseif $livestockLockSeq is 3>> <<if $phase is 1>> You gently push the gate open and set foot outside. It feels strange to be outside your cage at night, but it is a good feeling. It is almost as if you are free, even though you realise that you are still far away from it. <br><br> You tiptoe your way towards the barn gate as noiselessly as you can. A sudden realisation flashes in your mind and your heart sinks when you remember that the barn also has a lock on it. However, you quickly calm down when you see that the farmhand forgot to pick up <<person1>><<his>> ring of keys.<<set $farm_key to true>> <br><br> <<link [[Next|Livestock Lock Break]]>><<set $phase += 1>><</link>> <<elseif $phase is 2>> You follow the already familiar path to the great field, alone this time around. You stick to the shadows to reduce the chances of being spotted. The perimeter is marked by an electric fence. You hear a warm buzz coming from the wires. <br><br> <<link [[Next|Livestock Field Night]]>><<endevent>><</link>> <</if>> <</if>><<if $phase is 0>> <<if $farmCellUnlk is undefined and $farmLockQty gte 2>> You fetch the key ring from the straw. You go to unlock your sell but a new lock greets you. A shiny silver lock. Panic sets as you try the keys. <span class="red">They don't work.</span><<unset $farm_key>> <br> You'll have to grab a new pair. <br><br> <<getouticon>><<link [[Step back|Livestock Lock Key]]>><<set $phase += 2>><</link>> <<else>> You fetch the key ring from the straw and try to unlock your cell with each of the keys. It's a slow and methodical process, but finally, one of them fits. You turn the key and hear a clicking sound. <span class="teal">Your cell is no longer locked.</span> <<set $farmCellUnlk to true>> <br><br> <<sneakicon>><<link [[Sneak out|Livestock Lock Key]]>><<set $phase += 1>><</link>> <br> <<getouticon>><<link [[Step back|Livestock Lock Key]]>><<set $phase += 2>><</link>> <</if>> <<elseif $phase is 1>> You leave your cell and head towards the barn door. Flipping through the key ring, you discover a large key. It fits. <br><br> <<sneakicon>><<link [[Sneak out|Livestock Lock Break]]>><<set $phase += 1>><<set $livestockLockSeq to 3>><</link>> <<elseif $phase is 2>> <<if $farm_key is undefined>> You discard the useless key ring. <<stress 12>><<ggstress>> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <<else>> You decide to return to your cell. <<if $farmLockStr lte 0 and $farmGateCD is 0>> You stow the ring of keys in the pile of straw. <<set $farmLockQty += 1>> <<else>> You use the keys on your cell and stow them in a pile of straw. <<set $farmCellUnlk to false>> <</if>> <br><br> <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 1>><<endevent>><</link>> <</if>> <</if>><<rng 10>> <<if $rng lte 2>> You step back from the gate and lie in your pile of straw, feigning sleep. The <<person>> approaches your cell and looks at you, only to walk past your stall and narcotise the remaining cattle. Soon the barn falls silent. <<set _guard_speech to random(1,7)>> <<switch _guard_speech>> <<case 1>> "Stupid cows," <<he>> mumbles. "And now I gotta sit here and make certain none of you fat asses choke on vomit. Great." <<case 2>> "Stupid cows," <<he>> mumbles. "I should've at least brought some coffee. I'd trade my own sister for a wink of sleep." <<case 3>> "Stupid cows," <<he>> mumbles. "I'm not getting paid enough to babysit these imbeciles." <<case 4>> "Stupid cows," <<he>> mumbles. "So, it's true, something is bothering them lately. Hope it's not lurkers." <<case 5>> "Stupid cows," <<he>> mumbles. "Maybe I should ask Remy to switch to less intense drugs. Paranoid fucker." <<case 6>> "Stupid cows," <<he>> mumbles. "It wasn't even my turn to watch the barn tonight. Why the fuck am I even here?" <<case 7>> "Stupid cows," <<he>> mumbles. "Gotta admit, some of them are cute, though. I'd do at least one of them." <</switch>> <br><br> You bide your time until you are certain the <<person>> is asleep. The lock is <<livestock_lock_desc>> It looks like you will need to damage it some more. You should call it a night and try again tomorrow. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><<set $farmGateCD to 0>><</link>> <<else>> The <<person>> looks at you, catching you in the act of shaking your cell's gate with all your might. "Remy won't like to hear this," <<he>> says, pointing <<his>> tranquilliser gun at you. <<livestock_obey -10>><<llobey>> <br><br> "No, don't..." but before you can utter another word, a dart pierces your thigh. You immediately feel numb and dizzy. You didn't even feel the sting of the dart penetrating your skin. A black veil covers your eyes, and succumb to the darkness. <br><br> <<link [[Next|Livestock Passout]]>><<endevent>><</link>> <</if>><<effects>> <<npc Remy>><<generate2>><<generate3>> You awaken in a dingy windowless room, the stone walls lit only by a flaming torch held by a <<person2>><<person>>. <<He>> and a <<person3>><<person>> stand, looking down at you. You're lying on a bed of straw. <br><br> <<person1>>"Awake I see," says a voice. It's Remy. <<He>> walks down a set of stone steps leading into the room, and kneels beside you. <br><br> <<if $farmGateCD is 0>> "One of my men said you were acting up tonight. You know I have a soft spot for you, don't you?" <<He>> strokes your hair. "I know it's hard. But you have to endure just for a little bit. Soon you'll get used to the life on my farm. In fact, you'll love it." <<else>> "We found you passed out. You caused quite the worry, but my examination found no problems. Just a stress response." <<He>> strokes your hair. "You need to stop worrying. You're safe here." <</if>> <br><br> <<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>> <br><<effects>> <<if $phase is 1>> You push <<his>> hand away. The farmhands glance at each other. "That's no way to treat your master," Remy says. <br><br> <</if>> <<if $settings.bodyWritingLevel gte 3>> <<if $skin.right_bottom.special isnot "cattle" and $skin.right_bottom.pen isnot "brand" and $skin.right_bottom.pen isnot "tattoo" and $skin.right_bottom.pen isnot "magic" and $skin.right_bottom.special isnot "bestiality">> <<set _bodypart to "right_bottom">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in. Look behind you." You do so, and see a tall mirror. There's a new <<tattoo right_bottom>> on your <<bottom>>. <<elseif $skin.left_thigh.special isnot "cattle" and $skin.left_thigh.pen isnot "brand" and $skin.left_thigh.pen isnot "tattoo" and $skin.left_thigh.pen isnot "magic" and $skin.left_thigh.special isnot "bestiality">> <<set _bodypart to "left_thigh">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your thighs. You look down, and see a new <<tattoo left_thigh>> on your skin. <<elseif $skin.right_thigh.special isnot "cattle" and $skin.right_thigh.pen isnot "brand" and $skin.right_thigh.pen isnot "tattoo" and $skin.right_thigh.pen isnot "magic" and $skin.right_thigh.special isnot "bestiality">> <<set _bodypart to "right_thigh">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your thighs. You look down, and see a new <<tattoo right_thigh>> on your skin. <<elseif $skin.pubic.special isnot "cattle" and $skin.pubic.pen isnot "brand" and $skin.pubic.pen isnot "tattoo" and $skin.pubic.pen isnot "magic" and $skin.pubic.special isnot "bestiality">> <<set _bodypart to "pubic">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your <<genitals 1>>. You look down, and see a new <<tattoo pubic>> on your skin. <<elseif $skin.back.special isnot "cattle" and $skin.back.pen isnot "brand" and $skin.back.pen isnot "tattoo" and $skin.back.pen isnot "magic" and $skin.back.special isnot "bestiality">> <<set _bodypart to "back">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in. Look behind you." You do so, and see a tall mirror. There's a new <<tattoo back>> on your back. <<elseif $skin.breasts.special isnot "cattle" and $skin.breasts.pen isnot "brand" and $skin.breasts.pen isnot "tattoo" and $skin.breasts.pen isnot "magic" and $skin.breasts.special isnot "bestiality">> <<set _bodypart to "breasts">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your <<breasts>>. You look down, and see a new <<tattoo breasts>> on your skin. <<elseif $skin.left_shoulder.special isnot "cattle" and $skin.left_shoulder.pen isnot "brand" and $skin.left_shoulder.pen isnot "tattoo" and $skin.left_shoulder.pen isnot "magic" and $skin.left_shoulder.special isnot "bestiality">> <<set _bodypart to "left_shoulder">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your shoulder. You look down, and see a new <<tattoo left_shoulder>> on your skin. <<elseif $skin.right_shoulder.special isnot "cattle" and $skin.right_shoulder.pen isnot "brand" and $skin.right_shoulder.pen isnot "tattoo" and $skin.right_shoulder.pen isnot "magic" and $skin.right_shoulder.special isnot "bestiality">> <<set _bodypart to "right_shoulder">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> points at your shoulder. You look down, and see a new <<tattoo right_shoulder>> on your skin. <<elseif $skin.left_cheek.special isnot "cattle" and $skin.left_cheek.pen isnot "brand" and $skin.left_cheek.pen isnot "tattoo" and $skin.left_cheek.pen isnot "magic" and $skin.left_cheek.special isnot "bestiality">> <<set _bodypart to "left_cheek">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo left_cheek>> on your left cheek. <<elseif $skin.right_cheek.special isnot "cattle" and $skin.right_cheek.pen isnot "brand" and $skin.right_cheek.pen isnot "tattoo" and $skin.right_cheek.pen isnot "magic" and $skin.right_cheek.special isnot "bestiality">> <<set _bodypart to "right_cheek">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo right_cheek>> on your right cheek. <<elseif $skin.forehead.special isnot "cattle" and $skin.forehead.pen isnot "brand" and $skin.forehead.pen isnot "tattoo" and $skin.forehead.pen isnot "magic" and $skin.forehead.special isnot "bestiality">> <<set _bodypart to "forehead">> <<livestock_bodywriting>> "I've decided to mark you more appropriately," <<he>> continues, pulling you to your feet. "To help you fit in." <<He>> holds up a mirror. There's a new <<tattoo forehead>> on your forehead. <<else>> <<He>> pulls you to your feet, examining the myriad tattoos covering your body. <<if $uncomfortable.nude is true>><<covered>><</if>> <</if>> <br><br> <<else>> <<He>> pulls you to your feet, examining you from head to toe. <<if $uncomfortable.nude is true>><<covered>><</if>> <br><br> <</if>> <<link [[Next|Livestock Passout 3]]>><</link>> <br><<effects>> You're led up the stairs, and emerge <<if Weather.dayState is "night">> beneath a dark sky. <<elseif Weather.dayState is "dusk">> beneath a darkening sky. <<elseif Weather.dayState is "dawn">> beneath an orange sky. <<else>> <<if Weather.precipitation is "rain">> in the rain. <<elseif !Weather.isOvercast>> into sunlight. <<elseif Weather.isSnow>> into the snow. <<else>> into daylight. <</if>> <</if>> <<if Time.hour lte 5 or Time.hour gte 18>> Remy pulls you toward the large barn, and returns you to your cell. <<if $livestock_muzzle is 1 and !$worn.face.type.includes("gag")>> <<He>> stops only to tie a muzzle around your head.<<facewear 23>> <</if>> <br><br> The gate clanks shut behind you. <br><br> <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <br> <<else>> Remy pulls you toward the cattle field. <<if $worn.face.type.includes("gag")>> <<He>> stops only to remove your $worn.face.name. <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <br><br> The gate clanks shut behind you. <br><br> <<link [[Next|Livestock Field]]>><<endevent>><</link>> <br> <</if>><<widget "livestock_sleep">> <<set _autosavehere to true>> <<if Time.hour is 21>> <<set _livestock_sleep to 9>> <<elseif Time.hour is 22>> <<set _livestock_sleep to 8>> <<elseif Time.hour is 23>> <<set _livestock_sleep to 7>> <<else>> <<set _livestock_sleep to (6 - Time.hour)>> <</if>> <<for _l to 0; _l lt _livestock_sleep; _l++>> <<pass 60>> <<set $sleepStat++>> <<set $tiredness -= 200>> <<if !($sleeptrouble is 1 and $controlled is 0 and !$hypnosis_traits.slumber)>> <<set $tiredness -= 50>> <</if>> <<if $hypnosis_traits.slumber>> <<set _traumaToSleep to Math.floor($trauma / 100)>> <<set $tiredness -= _traumaToSleep>> <</if>> <</for>> <</widget>> <<widget "livestock_init">> <<set $livestock_river to 1>> <<set $livestock_fence to 1>> <<set $livestock_grass to 1>> <</widget>> <<widget "livestock_end">> <<unset $livestock_muzzle>> <<unset $livestock_dig>> <</widget>> <!-- Modified for Monster People --> <<widget "livestock_cows">> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <<if $settings.maleVictimChance is 0>> <<set _text_output to "cowgirls">> <<elseif $settings.maleVictimChance is 100>> <<set _text_output to "bullboys">> <<else>> <<set _text_output to "cowgirls and bullboys">> <</if>> <<else>> <<set _text_output to "cows">> <</if>> <<if _args[0] is "cap">> <<set _text_output to _text_output.toUpperFirst()>> <</if>> <<print _text_output>> <</widget>> <<widget "livestock_horse">> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly) or (!$settings.bestialityEnabled)>> <<set _text_output to "centaur">> <<else>> <<if beastMaleChance() gte random(1, 100)>> <<set _text_output to "stallion">> <<else>> <<set _text_output to "mare">> <</if>> <</if>> <<print _text_output>> <</widget>> <<widget "livestock_horses">> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly) or (!$settings.bestialityEnabled)>> <<set _text_output to "centaurs">> <<else>> <<set _text_output to "horses">> <</if>> <<print _text_output>> <</widget>> <<widget "livestock_obey_description">> <<if $livestock_obey gte 100>> <span class="green">The farmhands don't give you a second look. As far as they're concerned, you're a domesticated member of the herd.</span> <<elseif $livestock_obey gte 80>> <span class="teal">The farmhands don't pay you much attention. They expect no trouble.</span> <<elseif $livestock_obey gte 60>> <span class="lblue">The farmhands glance at you now and then, but don't seem concerned about your behaviour.</span> <<elseif $livestock_obey gte 40>> <span class="blue">The farmhands keep a cautious eye on you.</span> <<elseif $livestock_obey gte 20>> <span class="purple">The farmhands watch you warily from behind the fence.</span> <<elseif $livestock_obey gte 1>> <span class="pink">The farmhands watch you, expecting trouble.</span> <<else>> <span class="red">The farmhands watch you, expecting an escape attempt.</span> <</if>> <</widget>> <<widget "livestock_overhear">> <<generate1>><<generate2>><<person1>> You overhear two farmhands talking behind the fence. <<cleareventpool>> <<addinlineevent "livestock_overhear 1">> "How does Remy keep that herd of beasts under control?" a <<person>> asks. <br> "No clue," a <<person2>><<person>> responds. "They won't respond to anyone else." <br> "Have you seen them at full gallop?" <br> "Aye. Cow got free once, and Remy chased it down on one. Was terrifying to see." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 2">> "Remy's a stingy bastard," a <<person>> says, looking over <<his>> shoulder. <br> "Aye," a <<person2>><<person>> responds. "Especially with the animals. Treats apples like they're fucking gold." <br> "I ate an apple in front of those horses once. The way they looked at it, I almost felt bad." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 3">> "Where'd you think the milk ends up?" a <<person>> asks. <br> "Where'd you think?" a <<person2>><<person>> responds. "In a supermarket. Where else?" <br> "No, I mean the"—<<person1>><<he>> looks over <<his>> shoulder—"the milk from the special cattle. I'm not drinking it with my tea am I?" <br> "I know some gets processed elsewhere. Don't know more than that." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 4">> "Heard more strange noises last night," a <<person>> says. "From the south." <br> "Just some animal," a <<person2>><<person>> responds. "A wolf, at worst. What, you scared?" <br> "You haven't heard it. I'm telling you. Like a screech. I'm asking Remy to change my hours." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 5">> "There's no way," a <<person>> says. "One of the teachers would step in." <br> "They don't though," a <<person2>><<person>> responds. "Maybe they don't know. Check it out yourself if you don't believe me." <br> "You know I don't like that part of town. Smells like shit." <br> "Doesn't smell like any shit I've known." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 6">> "That doctor makes me uncomfortable," a <<person>> says. <br> "The kid?" a <<person2>><<person>> laughs. "Don't be daft." <br> "<<nnpc_Hes "Harper">> too nice for a place like this. Something's not right." <br> "I think you're just afraid of doctors." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 7">> "Where'd they get new <<girls>> anyway?" a <<person>> asks. "Just grab 'em off the street?" <br> "Remy knows a few sellers," a <<person2>><<person>> responds. "Dunno how they get them. Police sometimes throw trash our way." <br> "Explains the squad car. Thought they were just shaking us down." <br> "They probably were." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 8">> "That new <<girl>> is cute," a <<person>> says. <br> "That new <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>> you mean," a <<person2>><<person>> responds. <br> "Right. Tasty looking thing." <br> "Just don't get any ideas. Remy don't like us interfering." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<addinlineevent "livestock_overhear 9">> "Wish they let us see the photos," a <<person>> says. <br> "Aye," a <<person2>><<person>> responds. "Asked that photographer for a peek. <<nnpc_He "Niki">> ignored me." <br> "They must be selling 'em to someone." <br> "Perverts richer than us, I guess." <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <<if playerBellyVisible() and $settings.pregnancySpeechEnabled>> <<addinlineevent "livestock_overhear 10">> "That pregnant <<girl>> is cute," a <<person>> says. <br> "Yeah," a <<person2>><<person>> responds. "Think they are experimenting again?" <br> "Who knows? Be careful what you say, don't want to scare the cattle." <br> <<if $player.breastsize gte 12>> "Well, whatever Remy is doing, it's working rather well on those gazongas." <<elseif $player.breastsize gte 8>> "Well, whatever Remy is doing, it seems to be working rather well, <<pshe>> has a nice pair." <<elseif $player.breastsize gte 6>> "Well, whatever Remy is doing, it seems to be doing something, <<pher>> boobs seem to be growing." <<elseif $player.breastsize gte 1>> "Well, whatever Remy is doing, doesn't seem to be working this time, <<pshes>> almost flat." <<else>> "Well, whatever Remy is doing, doesn't seem to be working this time, <<pshes>> completely flat as a board." <</if>> <br><br> They walk out of earshot. <br><br> <</addinlineevent>> <</if>> <<runeventpool>> <<endevent>> <</widget>> <<widget "passoutremy">> <<if isPregnancyEnding()>> <<pregnancyPassout "remy">> <<else>> <<passout>> You've pushed yourself too much. You pass out. <br><br> <<link [[Next|Livestock Passout]]>><<pass 60>><<set $stress -= 4000>><</link>> <</if>> <br> <</widget>> <<widget "livestock_bodywriting">> <<if $skin[_bodypart].writing>> <<bodywriting_clear _bodypart>> <</if>> <<rng 6>> <<switch $rng>> <<case 1>> <<add_bodywriting _bodypart remys_cattle tattoo>> <<case 2>> <<if $player.gender_appearance is "m">> <<add_bodywriting _bodypart remys_bull tattoo>> <<else>> <<add_bodywriting _bodypart remys_cow tattoo>> <</if>> <<case 3>> <<if $player.gender_appearance is "m">> <<add_bodywriting _bodypart remys_bull tattoo>> <<else>> <<add_bodywriting _bodypart dairy_cow tattoo>> <</if>> <<case 4>> <<add_bodywriting _bodypart milk_me tattoo>> <<case 5>> <<add_bodywriting _bodypart animal tattoo>> <<case 6>> <<add_bodywriting _bodypart breedable tattoo>> <</switch>> <</widget>> <<widget "livestockescape">> <<if $whitneyromance is 1>> <<set $whitneyReunionScene to "farm">> <</if>> <<if C.npc.Kylar.love gte 50>> <<set $kylarReunionScene to "farm">> <</if>> <<unset $baileySold>> <</widget>> <<widget "livestockFieldGrassEvents">> <<if $rng gte 81>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>> <<if maleChance() lt random(1, 100)>> A cowgirl sniffs you, and moos. You pet her head. <<lstress>><<stress -6>> <<else>> A bullboy sniffs you, and moos. You pet his head. <<lstress>><<stress -6>> <</if>> <<else>> A cow sniffs you, and moos. You pet its head. <<lstress>><<stress -6>> <</if>> <br><br> <<elseif $rng gte 51>> <<if $uncomfortable.nude is true>> You look up, and see a <<generate1>><<person1>><<person>> leering at you. <<covered>><<gstress>><<stress 6>> <<else>> You look up for just a moment. You spot a <<generate1>><<person1>><<person>> leering at you, but you pay <<him>> no mind as you continue your search for <<if $cow gte 6>>tasty <</if>>tufts of grass. <</if>> <br><br> <<else>> <<livestock_overhear>> <</if>> <</widget>> <<widget "livestock_lock_desc">> /*Description of the current state of the farm gate lock */ <<if $farmLockStr is 100>> <span class="green">undamaged.</span> <<elseif $farmLockStr lte 99 and $farmLockStr gt 69>> <span class="teal">slightly damaged.</span> <<elseif $farmLockStr lte 69 and $farmLockStr gt 40>> <span class="blue">very damaged.</span> <<elseif $farmLockStr lte 40 and $farmLockStr gt 29>> <span class="purple">heavily damaged.</span> <<elseif $farmLockStr lte 29 and $farmLockStr gt 0>> <span class="pink">falling apart.</span> <<elseif $farmLockStr lte 0>> <span class="red">broken.</span> <</if>> <</widget>> <<widget "livestock_patrol">> /*Lock damage based on physique check*/ <<if $physiqueSuccess is 1>> <<set $farmLockStr -= 10>> You feel like you've made good progress. <br> <<else>> <<set $farmLockStr -= 5>> It doesn't feel like you've made much progress. <br> <</if>> /*Farm hand catch chance based on your livestock obidence */ <<if $livestock_obey lte 100 and $livestock_obey gt 60>> <<set $farmPatrol -= 20>> <<elseif $livestock_obey lte 60 and $livestock_obey gt 20>> <<set $farmPatrol -= 27>> <<elseif $livestock_obey lte 20>> <<set $farmPatrol -= 40>> <</if>> /*Farm hand status while your rocking the gate*/ <<if $farmPatrol lte 80 and $farmPatrol gt 60>> <span class="teal">The farmhand is busy with the further stalls of the opposite row</span> <<elseif $farmPatrol lte 60 and $farmPatrol gt 40>> <span class="blue">The farmhand is busy with the further stalls of the opposite row.</span> <<elseif $farmPatrol lte 40 and $farmPatrol gt 20>> <span class="purple">The farmhand is busy with the nearer stalls of the opposite row.</span> <<elseif $farmPatrol lte 20>> <span class="pink">The farmhand is busy with the nearer stalls of your row.</span> <</if>> <</widget>> <<widget "livestock_lock_cleanup">> /*Clean up of Livestock lock varaibles*/ <<unset $livestockLockSeq>> <<unset $farm_key>> <<unset $farmCellUnlk>> <<unset $farmPatrol>> <<unset $farmGateCD>> <<unset $livestock_lock_intro>> <</widget>> <<widget "farm_var_set">> /*Make sure some farm lock var get unset/set when they need to be */ <<if $farmGateCD lte 1>> <<unset $farmGateCD>> <</if>> <<if $farmLockStr lte 0>> <<set $farmLockStr to 99>> <</if>> <<if $livestockLockSeq isnot undefined>> <<unset $livestockLockSeq>> <</if>> <</widget>><<set $outside to 1>><<effects>><<location "farm_manors">> You are in the hidden web of expensive countryside properties. <<if Time.dayState is "night">> The surrounding bushes claw at you. <<elseif Time.dayState is "dawn">> Orange light pierces the canopy above. <<elseif Time.dayState is "dusk">> You avoid clouds of midges. <<else>> You can hear the sea in the distance. <</if>> <br><br> <<if $stress gte $stressmax>> It's all just too much for you. You pass out. <br><br> <<link [[Everything fades to black...|Farmland Dungeon Wake]]>><</link>> <br> <<else>> <<lockicon "pick">><<link [[Break into a manor (0:05)|Farmland Manors Lock]]>><<pass 5>><</link>> <br> <<getouticon>><<link [[Leave (0:10)|Farmland]]>><<pass 10>><</link>> <br> <</if>><<set $outside to 0>><<effects>> You approach one of the manors. Like many here, it used to be part of a farm. The walls are thick, the windows high, and the lock more sophisticated than it looks. A camera watches it, and there are others. Many eyes observing from foliage, or hidden in nooks among old stonework. <br><br> Imposing security. Less impressive is the lock on a gate, hidden behind a screen of plants and barbed wire. <br><br> <<set $lock to 600>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("any")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Farmland Manors Sneak]]>><<endevent>><<pass 10>><<crimeUp 1 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Farmland Manors]]>><<endevent>><</link>> <br><<effects>> You successfully pick the lock and enter the abode. <br><br> <<skulduggeryuse 700 "locks">> You enter the manor and sneak around, looking for anything of value. <br><br> <<cleareventpool>> <<addinlineevent "farmland_manors_1">> The interior feels stuffy, and humid. Stains on the ceiling suggest mold, though it otherwise looks well-maintained. <br><br> You explore the manor, and find nothing unusual or valuable, until you stumble on a huge room, full of exotic plants. Windows make up most of the ceiling. It feels like a greenhouse. <br><br> <<link [[Next|Farmland Manors Plants Explore]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_manors_2">> <<generate1>><<person1>> The walls are thick with gaudy decoration. Nothing looks valuable, or easy to carry. You peek into a room, and find a similar lack of taste. <br><br> You hear a snore from the room behind you. You peek around the corner. A <<person>> sits in an armchair, a valuable-looking gold chain around <<his>> neck, and a <span class="red">shotgun</span> resting against <<his>> knee. <br><br> <<set $skulduggerydifficulty to 900>> <<link [[Steal the gold chain|Farmland Manors Chain]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Search for easier loot (0:10)|Farmland Manors Easier]]>><<pass 10>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_manors_3">> You walk well-decorated halls, searching for anything you could pilfer. Some of the paintings look valuable, but they're far too big to haul with you. <br><br> <<beastNEWinit 3 dog>> You open one door, and see a <<beasttype>> curled up beside a roaring fire, asleep. You pull the door shut without a sound, and look elsewhere. <br><br> You find two more <<beastsplural>> before you're done, but you manage to scrounge together some odds and ends. They look like they would be worth <<printmoney 15000>> to a fence, altogether. <br><br> You hear a small bell behind you. Then a second, and a third. Three <<beastsplural>> emerge from separate rooms, eyes on you, and teeth bared. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Defend yourself|Farmland Manors Dog Sex]]>><<set $molestationstart to 1>><</link>> <br> <<if $deviancy gte 35>> <<link [[Drop to all fours|Farmland Manors Dog Fours]]>><</link>><<deviant3>> <br> <</if>> <<else>> You turn and run from the manor. You manage to lose your pursuers in the brush outside, but not without injury. <<beastescape>> <br><br> <<link [[Next|Farmland Manors]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "farmland_manors_4">> The rooms are empty. As if no one lives here. There are purple marks on the floor. Something heavy was dragged through. You hear a low thrumming from the basement. <br><br> You walk down the stairs without making a sound. A large, beetle-shaped machine sits in the centre of a decaying basement. You feel its thrum beneath your feet. Beside it, on a table, sits an open laptop. <br><br> You should be able to get <<printmoney 10000>> for the laptop on the black market. More if it has any valuable information on it. <br><br> <<link [[Check the laptop (0:05)|Farmland Manors Laptop Check]]>><<pass 5>><</link>><<difficulty 50>> <br> <<link [[Just snatch it and run|Farmland Manors Laptop Snatch]]>><<crimeUp 100 "thievery">><<set $blackmoney += 100>><</link>><<crime "thievery">> <br> <<link [[Leave empty handed|Farmland Manors]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_manors_5">> You find a jewel sat on a cushion, on the far side of a suspiciously long room. You peer at the walls, and see machines poking out. Laser tripwires. <br><br> <<link [[Avoid the tripwires|Farmland Manors Tripwires]]>><<crimeUp 200 "thievery">><<set $blackmoney += 200>><</link>><<dancedifficulty 1 1000>><<crime "thievery">> <br> <<link [[Leave|Farmland Manors]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_manors_6">> <<generateyv1>><<person1>><<saveNPC 0 "farmland_manors_victim">> You hear voices up ahead, through a door beside a cart carrying silverware and booze. You peer around the doorframe. A <<person>> lies on a table, naked and hogtied. <<His>> eyes stare right through you. <<endevent>> <<generate1>><<generate2>><<generate3>><<generate4>> Four <<people>> sit around the table, drinking champagne and talking nonsense. <br><br> The diners seem quite intoxicated. A <<person1>><<person>> rises from <<his>> seat, and staggers in your direction. You hide in the shadows as <<he>> retrieves a bottle of wine from the cart. If you wanted to attempt a rescue, you should be able to subdue them with a little effort. Fighting them all would be difficult. <br><br> <<link [[Devise an elaborate rescue plan (1:30)|Farmland Manors Rescue Elaborate]]>><<famegood 5>><<pass 90>><</link>> <br> <<link [[Charge!|Farmland Manors Rescue Charge]]>><<famescrap 5>><</link>> <br> <<link [[Take the silverware and leave|Farmland Manors]]>><<crimeUp 80 "thievery">><<set $blackmoney += 80>><<endevent>><<clearNPC "farmland_manors_victim">><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<endevent>><<clearNPC "farmland_manors_victim">><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_manors_7">> The walls look dilapidated, and a layer of dust is disturbed by each footfall. The rooms are empty, save the occasional piece of covered furniture. You find nothing you could carry away, until you reach a particular room on the second storey. It's longer than the others, with a sheet covering the wall on the far side. You see the outline of something beneath it, like a painting, or mirror. <br><br> You approach it. You feel your hair stand on end. You touch the sheet, and pull it from the wall. <br><br> A portrait of a grotesque, inhuman face stares at you. Its jaws are open, revealing long fangs, but the eyes are most catching. One is an empty pit, dark stains reaching out across its cheek. The other contains a gemstone. It looks valuable. <br><br> <<link [[Pry the gemstone free (0:20)|Farmland Manors Sheet]]>><<stress 6>><<pass 20>><<set $blackmoney += 240>><<crimeUp 240 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Farmland Manors]]>><</link>> <br> <</addinlineevent>> <<if $farmland_maze_found isnot true>> <<addinlineevent "farmland_manors_8">> <<set $farmland_maze_found to true>> You follow a bland wooden corridor, lit by a row of hanging yellow lights. You turn a bend and emerge outside, in front of a shattered archway. A path snakes through it, and up a hill, leading to a gate in a tall stone wall. A snake has been engraved in the stone above it. You see a ceiling beyond, high above and full of holes. Shattered tiles cover the floor. You pick the lock. <br><br> <<generate1>><<person1>> "Not many people find this place," says a <<personsimple>>'s voice. You turn, and find the culprit leaning on a shovel. "Know what this is?" <br><br> <<if $historytrait gte 4>> <span class="green">You think you remember Winter droning about it.</span> <br><br> <<link [[Say what you know|Maze Intro Explain]]>><</link>> <br> <<else>> <<link [[Guess|Maze Intro Guess]]>><</link>> <br> <</if>> <<link [[Shake your head|Maze Intro Shake]]>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "farmland_manors_9">> The interior is tastefully decorated. You roam the halls, scooping up anything both valuable and easy to carry, until you come across a bedroom with a security camera above the door. It's the first camera you've seen inside, and it's pointed at an inconspicuous, bare patch of wall. <br><br> <<link [[Investigate the wall|Farmland Manors Wall Investigate]]>><</link>> <br> <<link [[Leave with your ill-gotten gains|Farmland Manors]]>><<set $blackmoney += 80>><<crimeUp 80 "thievery">><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "farmland_manors_10">> <<generate1>><<generatev2>><<person1>> You hear voices from upstairs. A <<personsimple>> says something in an angry tone. A <<person2>><<personsimple>> replies with a muffled scream. <br><br> You creep up the stairs, towards the room with the voices, and peek through the crack in the door. A <<person2>><<person>> is tied between two tall bed posts, a cloth gag stuffed in <<his>> mouth and naked from the waist up. A <<person1>><<person>> stands behind <<person2>><<him>>, a whip taut in <<person1>><<his>> hands. <br><br> "Things don't go missing for no reason," the <<person>> says, readying a blow. "Even if you aren't the thief, you're supposed to serve me. I'm holding you responsible for failing to protect my property." <<He>> strikes. The gag muffles the <<person2>><<persons>> scream. <br><br> <<link [[Intervene|Farmland Manors Bound Intervene]]>><</link>> <br> <<link [[Snatch what you can and leave|Farmland Manors Bound Snatch]]>><<moneyGain 80 true true>><<endevent>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<endevent>><</link>> <br> <</addinlineevent>> <<runeventpool>><<effects>> Blinded, the <<person>> pushes you into a walk. You trip more than once. Your captor laughs each time, before rough hands pull you to your feet. <<pass 10>> <br><br> You walk for several minutes, seeming to remain indoors the whole time, until something hard swipes at your ankles from behind, forcing you to the ground. <br><br> "See you around," the <<person>> says. You hear <<his>> footsteps as <<he>> walks away. <br><br> <<endcombat>> <<link [[Next|Farmland Dungeon Intro]]>><</link>> <br><<effects>> <<facewear 5>> <<pass 60>> <<passout>> You awaken. You don't know where you are. You can't see a thing. There's something around your head. Like a blindfold. <br><br> <<tearful>> you struggle to your feet. <br><br> <<link [[Next|Farmland Dungeon Intro]]>><</link>> <br><<effects>> <<farmland_dungeon_init>> <<generate1>><<person1>> "What a treat you are," says an unfamiliar <<personsimple>>'s voice. It echoes around you, as if you were surrounded. <br><br> "We're deep underground," <<he>> continues. "Just you and I. Well, and the locals. If they count." <<if $wolfgirl gte 4>> <span class="green">Your sensitive wolf ears pick <<him>> out.</span> <<Hes>> stood to your right. <<elseif $cat gte 4>> <span class="green">Your sensitive cat ears pick <<him>> out.</span> <<Hes>> stood to your right. <<elseif $fox gte 4>> <span class="green">Your sensitive fox ears pick <<him>> out.</span> <<Hes>> stood to your right. <</if>> <br><br> "Here's the deal. I'll show you the exit. Of course, <span class="red">I'll bind your arms.</span> So you don't hurt yourself. The furniture here is sharp." <br><br> "Refuse, and you'll be left to find your own way out. One wrong move and you'll run into the locals. They're less reasonable than I." <br><br> <<link [[Accept help|Farmland Dungeon Accept]]>><</link>> <br> <<link [[Refuse help|Farmland Dungeon Refuse]]>><</link>> <br> <<if $wolfgirl gte 4>> <<link [[Attack|Farmland Dungeon Attack]]>><<trauma -6>><<stress -6>><</link>><<wolfgirl>> <<elseif $cat gte 4>> <<link [[Attack|Farmland Dungeon Attack]]>><<trauma -6>><<stress -6>><</link>><<cat>> <<elseif $fox gte 4>> <<link [[Attack|Farmland Dungeon Attack]]>><<trauma -6>><<stress -6>><</link>><<fox>> <</if>> <br><<effects>> <<set $farmland_dungeon.escort to true>> <<bind>> "Good show," <<he>> says, grasping your wrists and tying them behind your back. <<He>> holds your bindings in <<his>> grip, and pushes you forward. "This way." <br><br> You walk in whatever direction the <<personsimple>> pushes. Aside from footsteps, your own and the <<personsimple>>'s, there's no sound at all. At first. <br><br> <<link [[Next|Farmland Dungeon Accept 2]]>><</link>> <br><<effects>> <span class="pink">You hear a growl up ahead,</span> and freeze. It's close. <<if $settings.maleChance gte 100>> It almost sounded human, and had a masculine quality to it. <<elseif $settings.maleChance lte 0>> It almost sounded human, and had a feminine quality to it. <<else>> It almost sounded human. <</if>> The <<personsimple>> responds with a swift spank to your <<bottom>>.<<gpain>><<gstress>><<pain 1>><<stress 6>> <br><br> "I didn't say stop," <<he>> says. Another growl, followed by rattling chains. You feel <<his>> hand move to <<his>> chest and bunch into a fist, clutching tight. There's an object hung around <<his>> neck. "Keep walking." <br><br> <<link [[Do as bid|Farmland Dungeon Bid]]>><<sub 1>><</link>> <br> <<link [[Ask what the noises are|Farmland Dungeon Ask]]>><</link>> <br><<effects>> You take another step forward. Rapid footsteps, snarling. A hand, belonging to someone, something, other than the <<personsimple>>, <span class="red">grasps your hair and tries to pull you forwards.</span><<gstress>> <br><br> "Shoo!" the <<personsimple>> shouts, jerking you back. "It's the locals. They're behind bars, nothing to worry about. They can reach through, but that's all. The sooner you get moving, the sooner you'll get out. Move." <<He>> gives your <<bottom>> another spank.<<gpain>><<gstress>><<pain 1>><<stress 4>> <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "What are those scary noises?" you ask. <<elseif $speech_attitude is "bratty">> "What the hell was that?" you ask. <<else>> "What are those sounds?" you ask. <</if>> <br><br> "The locals," the <<personsimple>> sighs. "Don't worry. They're locked up. We just need to walk through their prison, and we'll be in the clear." <br><br> You feel <<him>> lean over your shoulder. "They're behind bars, listen." You hear a rattling of metal, rapid footsteps, and snarling. A hand, belonging to someone, something, other than the <<personsimple>>, <span class="red">grasps your hair and tries to pull you forwards.</span><<gstress>> <br><br> "Shoo!" the <<personsimple>> shouts, jerking you back. "I suppose they can reach through, but that's all. The sooner you get moving, the sooner you'll get out. Move." <<He>> gives your <<bottom>> another spank.<<gpain>><<gstress>><<pain 1>><<stress 4>> <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><</link>> <br><<effects>> <<if $farmland_dungeon.escort is true>> <<if $phase is 1>> The <<person>> gives you a sharp spank to your <<bottom>>. "What are you waiting for? Get moving."<<gpain>><<gstress>><<stress 6>> <br><br> <<elseif $phase is 2>> The <<person>> gives you another spank. "I told you, get moving."<<ggpain>><<gstress>><<pain 2>><<stress 6>> <br><br> <<elseif $phase gte 3>> The <<person>> gives you another spank. "Move!"<<gggpain>><<gstress>><<pain 3>><<stress 6>> <br><br> <</if>> <</if>> <<farmland_dungeon_gauntlet>> <<if $farmland_dungeon.escort is true>> The <<person>> tries to push you forward. <</if>> <<if $farmland_dungeon.gauntlet gte 100>> You almost trip as your feet find a step. It's a set of stairs. <<if $farmland_dungeon.escort is true>> "You made it," the <<person1>><<personsimple>> says. "Hope you enjoyed the trip." <<He>> gives you a final smack to the <<bottom>>, sending you on your way. <br><br> <<link [[Next|Farmland Dungeon Escape]]>><<endevent>><</link>> <br> <<else>> You climb, step by step, until you reach the top. A fresh breeze licks your skin. <br><br> <<link [[Next|Farmland Dungeon Escape]]>><<endevent>><</link>> <br> <</if>> <<else>> <<if $farmland_dungeon.gauntlet_left is "calm">> You hear <span class="green">nothing</span> on the left, <<elseif $farmland_dungeon.gauntlet_left is "snarl">> You hear a <span class="purple">snarling</span> on the left, <<elseif $farmland_dungeon.gauntlet_left is "rattle">> You hear a <span class="pink">rattling</span> on the left, <</if>> <<if $farmland_dungeon.gauntlet_right is "calm">> and <span class="green">nothing</span> on the right. <<elseif $farmland_dungeon.gauntlet_right is "snarl">> and a <span class="purple">snarling</span> on the right. <<elseif $farmland_dungeon.gauntlet_right is "rattle">> and a <span class="pink">rattling</span> on the right. <</if>> <br><br> <<if $farmland_dungeon.gauntlet gte 80>> You smell pollen on the breeze. <span class="teal">The exit is close.</span> <<elseif $farmland_dungeon.gauntlet gte 60>> The breeze is fresher. <span class="lblue">You're getting closer to the exit.</span> <<elseif $farmland_dungeon.gauntlet gte 40>> The breeze lifts your hair. <span class="blue">You're around halfway through.</span> <<elseif $farmland_dungeon.gauntlet gte 20>> The dusky scent on the breeze is thinning. <span class="purple">You're making progress.</span> <<else>> The breeze carries a dusky scent. <span class="pink">You're far from the exit.</span> <</if>> <br><br> <<link [[Continue|Farmland Dungeon Gauntlet Continue]]>><<set $phase to 0>><</link>> <br> <<if $farmland_dungeon.escort is true>> <<link [[Wait|Farmland Dungeon Gauntlet]]>><<pain 1>><<stress 6>><<set $phase += 1>><</link>><<gpain>><<gstress>> <br> <<link [[Kick|Farmland Dungeon Gauntlet Continue]]>><<set $phase to 1>><<pain 2>><<set $farmland_dungeon.npc_pain += 1>><</link>><<gpain>> | <span class="blue"> + ? ? ? </span> <br> <<else>> <<link [[Wait|Farmland Dungeon Gauntlet]]>><<stress 6>><<set $phase += 1>><</link>><<gstress>> <br> <</if>> <</if>><<effects>> <<if $phase is 1>> <<set $phase to 0>> <<if $farmland_dungeon.npc_pain gte 7>> You catch the <<persons>> ankle with your foot, <span class="green">and twist it.</span> <<elseif $farmland_dungeon.npc_pain is 6>> You <span class="teal">crush</span> the <<persons>> toes beneath your foot. <<elseif $farmland_dungeon.npc_pain is 5>> You <span class="lblue">stomp</span> on the <<persons>> foot. <<elseif $farmland_dungeon.npc_pain is 4>> You <span class="blue">slam</span> your foot into the <<persons>> shin. <<elseif $farmland_dungeon.npc_pain is 3>> You <span class="purple">thrust</span> your foot into the <<person>> shin. <<elseif $farmland_dungeon.npc_pain is 2>> You <span class="pink">strike</span> the <<persons>> foot with your own. <<else>> You <span class="red">kick</span> at the <<person>>, your heel impacting <<his>> shin. <</if>> <<He>> shoves you forward with a cry, <<else>> You step forward, <</if>> <<if $farmland_dungeon.gauntlet_left is "calm">> <<if $farmland_dungeon.gauntlet_right is "calm">> and remain unmolested. <<elseif $farmland_dungeon.gauntlet_right is "snarl">> and a hand emerges from your right, groping and fondling your <<breasts>>.<<gstress>><<garousal>><<stress 6>><<arousal 6>> <<elseif $farmland_dungeon.gauntlet_right is "rattle">> and a hand emerges from your right, <<if !$worn.upper.type.includes("naked")>> tugging and tearing at your <<print $worn.upper.name>>.<<set $worn.upper.integrity -= 10>><<integritycheck>> <<elseif !$worn.under_upper.type.includes("naked")>> tugging and tearing at your <<print $worn.under_upper.name>>.<<set $worn.under_upper.integrity -= 10>><<integritycheck>> <<else>> groping and pinching your nipples.<<gstress>><<stress 6>><<garousal>><<arousal 6>> <</if>> <</if>> <<elseif $farmland_dungeon.gauntlet_left is "snarl">> <<if $farmland_dungeon.gauntlet_right is "calm">> and a hand emerges from your left, <<if !$worn.genitals.type.includes("naked")>> and tries to tear off your <<print $worn.genitals.name>>.<<set $worn.genitals.integrity -= 100>><<integritycheck>> <<else>> groping and fondling your <<genitals 1>>.<<gstress>><<garousal>><<stress 6>><<arousal 600>> <</if>> <<elseif $farmland_dungeon.gauntlet_right is "snarl">> and a pair of hands emerges from your right, grasps you by the shoulders, and pushes you against the bars opposite. They hold you there, <<if $player.breastsize gte 8>> your <<breasts>> pushed against them. <<elseif $player.breastsize gte 3>> your <<breasts>> pushing through. <<else>> your <<breasts>> pushed against them. <</if>> <br><br> <<if $farmland_dungeon.escort is true>> "You look like you're in a bit of trouble," the <<personsimple>> says, no urgency in <<his>> voice. <</if>> You feel rapid bursts of hot breath over your chest, followed by a long and wet tongue.<<ggstress>><<ggarousal>><<stress 12>><<arousal 1200>> <br><br> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>> A pair of lips press against your nipple, and suck.<<gstress>><<ggarousal>><<stress 6>><<arousal 1200>> <</if>> <<elseif $farmland_dungeon.gauntlet_right is "rattle">> a pair of hands emerge from your left, grabbing you by the hips, and pulling you against the bars. Another pair of hands emerge from the bars in front of you, and grasp your wrists, holding you tight. <br><br> <<if !$worn.lower.type.includes("naked")>> Sharp nails slice through your <<print $worn.lower.name>>.<<set $worn.lower.integrity -= 30>><<integritycheck>> <<elseif !$worn.under_lower.type.includes("naked")>> Sharp nails slice through your <<print $worn.under_lower.name>>.<<set $worn.under_lower.integrity -= 30>><<integritycheck>> <<else>> Sharp nails run over your bare <<bottom>>, making your squirm.<<ggstress>><<stress 12>><<ggarousal>><<arousal 1200>> <</if>> <</if>> <<elseif $farmland_dungeon.gauntlet_left is "rattle">> <<if $farmland_dungeon.gauntlet_right is "calm">> and a hand emerges from your left, <<if !$worn.upper.type.includes("naked")>> tugging and tearing at your <<print $worn.lower.name>>.<<set $worn.lower.integrity -= 10>><<integritycheck>> <<elseif !$worn.under_upper.type.includes("naked")>> tugging and tearing at your <<print $worn.under_lower.name>>.<<set $worn.under_lower.integrity -= 10>><<integritycheck>> <<else>> groping and pinching your <<bottom>>.<<gstress>><<stress 6>><<garousal>><<arousal 6>> <</if>> <<elseif $farmland_dungeon.gauntlet_right is "snarl">> and a pair of hands emerge from your left, grasping your <<breasts>> and pulling you against the bars. Another pair of hands emerge in front, and grope the air in a desperate bid to touch you. <<if !$worn.upper.type.includes("naked")>> Sharp nails slice at your <<print $worn.upper.name>>.<<set $worn.upper.integrity -= 30>><<integritycheck>> <<elseif !$worn.under_upper.type.includes("naked")>> Sharp nails slice at your <<print $worn.under_upper.name>>.<<set $worn.under_upper.integrity -= 30>><<integritycheck>> <<else>> Sharp nails run over your bare <<breasts>>, making your squirm.<<ggstress>><<stress 12>><<ggarousal>><<arousal 1200>> <</if>> <<elseif $farmland_dungeon.gauntlet_right is "rattle">> a flurry of hands emerge from the left and right. <<if $farmland_dungeon.escort is true>> The <<personsimple>> releases <<his>> grip, leaving you at their mercy. <</if>> <br><br> <<if !$worn.upper.type.includes("naked") or !$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked") or !$worn.under_upper.type.includes("naked")>> The creatures grope and tear at your clothing. <<else>> The creatures grope your exposed skin. <</if>> You tear yourself away from one, only to end up in the hands of another. <<if $farmland_dungeon.escort is true>> At last, the <<personsimple>> grasps your bindings and gives you a rough shove in the correct direction. <<else>> At last, you manage to orient yourself and wrest yourself free. <</if>> <<ggstress>><<garousal>><<stress 12>><<arousal 600>> <<set $worn.upper.integrity -= 10>> <<set $worn.lower.integrity -= 10>> <<set $worn.under_upper.integrity -= 10>> <<set $worn.under_lower.integrity -= 10>> <<integritycheck>> <</if>> <</if>> <br><br> <<if $farmland_dungeon.npc_pain gte 7>> <<set $farmland_dungeon.antique to true>> A fell shrieking erupts all around. The <<person>> releases <<his>> grasp on your bindings. "Stay back! Stay—" <<His>> voice is cut short by another shrieking choir. When it fades, <<his>> voice is gone. A heavy object lands on your foot, connected to a string. You loop it around your ankle, and walk towards the exit. <br><br> The shrieking continues, but nothing molests you. You find a set of stairs and climb, step by step, until you reach the top. A fresh breeze licks your skin. <br><br> <<link [[Next|Farmland Dungeon Escape]]>><<endevent>><</link>> <br> <<elseif $arousal gte $arousalmax>> <<orgasm>> <br><br> A fell shrieking erupts all around. <br><br> <<link [[Next|Farmland Dungeon Gauntlet Orgasm]]>><</link>> <br> <<else>> You push on. <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><<set $farmland_dungeon.gauntlet += 10>><</link>> <br> <</if>><<effects>> You hear the thud of metal as arms up and down the hall shake the bars of their cells, desperate to reach you. A pair of them are close enough. They pull your wrists against the bars, leaving you exposed. <br><br> <<if !$worn.lower.type.includes("naked")>> You feel a violent clawing at your <<print $worn.lower.name>>. By the time you struggle free, <span class="pink">there's nothing left of the fabric.</span><<lowerruined>> <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><<set $farmland_dungeon.gauntlet += 10>><</link>> <br> <<elseif !$worn.upper.type.includes("naked")>> You feel a violent clawing at your <<print $worn.upper.name>>. By the time you struggle free, <span class="pink">there's nothing left of the fabric.</span><<upperruined>> <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><<set $farmland_dungeon.gauntlet += 10>><</link>> <br> <<elseif !$worn.under_lower.type.includes("naked")>> You feel a violent clawing at your <<print $worn.under_lower.name>>. By the time you struggle free, <span class="pink">there's nothing left of the fabric.</span><<underlowerruined>> <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><<set $farmland_dungeon.gauntlet += 10>><</link>> <br> <<elseif !$worn.under_upper.type.includes("naked")>> You feel a violent clawing at your <<print $worn.under_upper.name>>. By the time you struggle free, <span class="pink">there's nothing left of the fabric.</span><<underupperruined>> <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><<set $farmland_dungeon.gauntlet += 10>><</link>> <br> <<else>> <<if $farmland_dungeon.escort is true>> "I've never seen them like this before," the <<personsimple>> says, a touch of fear in <<his>> voice. "It's as if—" <<His>> words are cut off by a thud, followed by another. <br><br> <</if>> <<endevent>> <<generateRole 0 "punished" "creature">><<generateRole 1 "imprisoned" "abomination">><<person1>> <<link [[Next|Farmland Dungeon Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $speechdisable to 1>> <<set $noBodyWriting to 1>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farmland Dungeon Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Dungeon Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The creatures release you. <<tearful>> you continue down the hall. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The creatures release you. <<tearful>> you continue down the hall. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Farmland Dungeon Rape Escape]]>><</link>> <br><<effects>> You continue down the hallways. Inhuman screeches echo all around, but you manage to make it to a flight of steps. You trip and stagger your way up, until you reach the top. Cool air blows against your skin. <br><br> <<link [[Next|Farmland Dungeon Escape]]>><<pass 5>><</link>> <br><<effects>> You feel grass underfoot, and continue, searching for a path. <br><br> <<generate1>><<person1>> "Now how'd you get yourself dressed up like that?" asks a <<personsimple>>'s voice. <<covered>> <br><br> "Here." You feel fingers on your blindfold, then it comes away, revealing a <<person>>. You're on a road in the farmland. <<if pcAreArmsBound("any")>> <<He>> removes your arm bindings next. <</if>> <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<unbind>> <<link [[Thank|Farmland Dungeon Rape Thank]]>><</link>> <br> <<link [["Tell " + $NPCList[0].pronouns.him + " about the dungeon"|Farmland Dungeon Rape Tell]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Thank you for helping me," you say. <<elseif $speech_attitude is "bratty">> "Thanks a million," you say. <<else>> "Thanks for the help," you say. <</if>> <br><br> The <<person>> nods. <<if $exposed gte 1>> "Best cover yourself," <<he>> says, handing you some towels. "Strange folk around." <<towelup>> <<else>> "Don't mention it," <<he>> says. "Just be more careful in the future." <</if>> <br><br> <<if $farmland_dungeon.antique is true>> You examine the object looped around your foot. It's an amulet. There are several sharp points, arranged in a regular pattern. The metal is corroded in places. You get the impression it belongs in a museum. <br><br> <<set $antiquemoney += 200>><<museumAntiqueStatus "antiquesilveramulet" "found">> <</if>> <<link [[Next|Farmland]]>><<farmland_dungeon_end>><<endevent>><<set $eventskip to 1>><</link>> <br>The <<person>> strokes <<his>> chin. "People are into some really crazy things," <<he>> says, as if your words failed to penetrate. "But I ain't one to judge. <<if $exposed gte 1>> You'd best cover up though." <<He>> hands you some towels, then walks away. <<towelup>> <<else>> Just be more careful. There's strange folk around, stranger even than you." <<He>> walks away. <</if>> <br><br> <<if $farmland_dungeon.antique is true>> You examine the object looped around your foot. It's an amulet. There are several sharp points, arranged in a regular pattern. The metal is corroded in places. You get the impression it belongs in a museum. <br><br> <<set $antiquemoney += 200>><<museumAntiqueStatus "antiquesilveramulet" "found">> <</if>> <<link [[Next|Farmland]]>><<farmland_dungeon_end>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> "Suit yourself," the <<person>> says. Then silence. <br><br> <<link [[Next|Farmland Dungeon Middle]]>><<endevent>><</link>> <br><<effects>> You launch yourself in the direction of the <<person>>. You hear <<his>> scrambled footsteps as <<he>> tries to get away. It's to your advantage. "How do you—" is all <<he>> manages before you grasp part of a hard part of <<his>> clothing, and deliver a solid blow to <<his>> stomach. <br><br> The strike sends <<him>> reeling, and the object you hold comes loose. Whatever it is, <<he>> decides to prioritise <<his>> own skin. You hear <<his>> retreating footsteps. <br><br> You examine the item more closely. It feels like an amulet. There are several sharp points, arranged in a regular pattern. The metal feels corroded in places. You get the impression it belongs in a museum. <br><br> <<set $antiquemoney += 200>><<museumAntiqueStatus "antiquesilveramulet" "found">> <<link [[Next|Farmland Dungeon Middle]]>><<endevent>><</link>> <br><<effects>> You are alone in a stone interior. You feel around the edge of the room. There are six doorways, and no way to tell where each leads. <br><br> Which door do you enter? <br><br> <<if !$farmland_dungeon.doorways.includes("forward_left")>> <<link [[Go forward and left|Farmland Dungeon FL]]>><<pass 2>><<set $farmland_dungeon.doorways.push("forward_left")>><</link>> <br> <</if>> <<link [[Go forward|Farmland Dungeon F]]>><<pass 2>><</link>> <br> <<if !$farmland_dungeon.doorways.includes("forward_right")>> <<link [[Go forward and right|Farmland Dungeon FR]]>><<pass 2>><<set $farmland_dungeon.doorways.push("forward_right")>><</link>> <br> <</if>> <<if !$farmland_dungeon.doorways.includes("left")>> <<link [[Go left|Farmland Dungeon L]]>><<pass 2>><<set $farmland_dungeon.doorways.push("left")>><</link>> <br> <</if>> <<if !$farmland_dungeon.doorways.includes("right")>> <<link [[Go right|Farmland Dungeon R]]>><<pass 2>><<set $farmland_dungeon.doorways.push("right")>><</link>> <br> <</if>> <<if !$farmland_dungeon.doorways.includes("behind")>> <<link [[Go behind you|Farmland Dungeon B]]>><<pass 2>><<set $farmland_dungeon.doorways.push("behind")>><</link>> <br> <</if>><<effects>> You pass through a door. The corridor is thin enough that you can reach both side with outstretched arms. <br><br> <<generateRole 0 "strange" "creature">><<person1>> The walls curve away from you, as you hear a sudden dripping up ahead. A succession of numerous drops, then silence. Then you hear a growl, and footsteps growing louder. <br><br> <<link [[Run|Farmland Dungeon FL Run]]>><</link>> <br> <<link [[Stay still|Farmland Dungeon FL Still]]>><</link>> <br><<effects>> You remain as still as you can. You feel warm breath on your face, and hear a wet squelching. Then nothing. <span class="green">The creature has passed.</span> <br><br> You return to the central room. <br><br> <<link [[Next|Farmland Dungeon Middle]]>><</link>><<effects>> You turn around and run, <span class="red">straight into a wall.</span><<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> A horrifying screech echoes around you, and inhuman arms bear down on you. <br><br> <<link [[Next|Farmland Dungeon FL Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $speechdisable to 1>> <<set $noBodyWriting to 1>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farmland Dungeon FL Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Dungeon FL Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> leaves you spent and shivering. <br><br> <<tearful>> you climb to your feet. You return to the central room. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> With a pained screech, the creature ceases its attack. You hear the rapid patter of footsteps fade. <br><br> <<tearful>> you return to the central room. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Farmland Dungeon Middle]]>><</link>> <br><<effects>> The doorway ahead of you is wider than the others, and you feel a faint breeze. You soon come to another door however, this one made of metal bars. It's locked. There's a large keyhole. <br><br> <<if !$farmland_dungeon.doorways.includes("left")>> You return the way you came. <span class="lblue">Perhaps the key can be found.</span> <br><br> <<link [[Next|Farmland Dungeon Middle]]>><</link>> <br> <<else>> You try the large key you found earlier. <span class="green">It fits.</span> <br><br> <<link [[Go through|Farmland Dungeon F 2]]>><</link>> <br> <<link [[Come back later|Farmland Dungeon Middle]]>><</link>> <br> <</if>><<effects>> <span class="pink">You hear a growl up ahead,</span> and freeze. It's close. <<if $settings.maleChance gte 100>> It almost sounded human, and had a masculine quality to it. <<elseif $settings.maleChance lte 0>> It almost sounded human, and had a feminine quality to it. <<else>> It almost sounded human. <</if>> The breeze is stronger here, and the tight corridor makes it clear there is no other way to turn. <br><br> You take another step forward. At once, you hear rapid footsteps, and snarling. A hand <span class="red">grasps your hair and tries to pull you forwards.</span><<gstress>> <br><br> You lurch backwards, and break the creature's grip. You hear the rattling of metal. The creature must be unable to reach you, perhaps locked behind bars, but you'll need to pass close by it, and others, to escape. <br><br> <<link [[Next|Farmland Dungeon Gauntlet]]>><</link>> <br><<effects>> Beyond the doorway is an open area. The air is still. You keep the pace slow, and your arms outstretched. <br><br> <span class="red">The ground beneath you gives way.</span> Your feet skid, and you plunge into water. It's shallow, but broke your fall and leaves you sodden.<<water>> <br><br> You feel your way to shore, and explore a bit more, but there's nothing else here. You return to the central room. <br><br> <<link [[Next|Farmland Dungeon Middle]]>><</link>> <br><<effects>> You walk through the doorway, arms outstretched, and feel fabric ahead. Like a curtain. You pull it aside. You feel metal behind it. <span class="green">A large key,</span> suspended from a thin thread. The thread snaps with ease. <br><br> You return to the central chamber. <br><br> <<link [[Next|Farmland Dungeon Middle]]>><</link>> <br><<effects>> The door seems locked at first, but the mechanisms are just rusty, and it takes a little force to open it. You inhale dust, making you choke and cough. You decide it would be unwise to continue in that direction.<<ggstress>><<stress 12>> <br><br> You return to the central chamber. <br><br> <<link [[Next|Farmland Dungeon Middle]]>><</link>> <br><<effects>> The ground slopes upward, which is promising, until your knee thuds into solid stone.<<gpain>><<pain 4>> <br><br> The way forward is blocked by rocky debris. You return to the central room. <br><br> <<link [[Next|Farmland Dungeon Middle]]>><</link>> <br><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess>> You creep up to the snoring <<person>>. You freeze in place as <<he>> moves, and mutters something incomprehensible, but then <<he>> returns to <<his>> slumber. <br><br> <<skulduggeryuse>> You slip the gold chain off <<his>> neck. The metal alone should be worth a pretty penny. <br><br> <<link [[Take it and leave|Farmland Manors]]>><<set $blackmoney += 300>><<crimeUp 300 "thievery">><<endevent>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<endevent>><</link>> <br> <<else>> You creep up to the snoring <<person>>. You freeze in place as <<he>> moves, and mutters something incomprehensible, but then <<he>> returns to <<his>> slumber. <br><br> <<skulduggeryuse>> You touch the gold chain, <span class="red">and the <<person>> jabs <<his>> shotgun against your gut.</span> <br><br> "Stealing from me, are you?!" <<he>> roars, rising to <<his>> feet and pushing you against the wall.<<llcontrol>><<control -25>><<gggtrauma>><<trauma 18>><<gggstress>><<stress 18>><<gpain>><<pain 1>> <br><br> <<if $panicattacks gte 2 and $controlled is 0>> <span class="purple">Panic seizes you.</span> You wrench the shotgun away from you with such force that it collides with the <<persons>> head, sending <<him>> sprawling and freeing you. <br><br> You flee the manor, and keep running until you trip and fall. You curl up and cry. <br><br> <<pass 15>> <<link [[Next|Farm Road 6]]>><<endevent>><</link>> <br> <<else>> <<if $stat_shoot gte 1000>> <span class="gold">You've spent a lot of time handling guns.</span> Up close, you can now see that the shotgun isn't loaded.<<lstress>><<stress -6>> <br><br> <</if>> <<link [[Punch|Farmland Manors Punch]]>><<def 1>><</link>> <br> <<link [[Apologise|Farmland Manors Apologise]]>><<sub 1>><</link>> <br> <</if>> <</if>><<effects>> You smack the <<person>> in the face. <<He>> drops the shotgun in shock, growls, and advances on you. <br><br> <<link [[Next|Farmland Manors Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 1>> <<set $enemyanger += 200>> <<set $enemytrust -= 100>> <<set $enemyhealth -= 20>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farmland Manors Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Manors Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "We're not even yet," <<he>> says, grabbing a strip of fabric from a nearby cupboard. It's a blindfold. "Hold still." <<He>> wraps it around your head, blinding you. "Now get moving." <br><br> <<clotheson>> <<facewear 5>> <<link [[Next|Farmland Dungeon Hood]]>><</link>> <br> <<else>> The <<person>> steps back, and trips over <<his>> shotgun. <<tearful>> you grasp the gold chain as <<he>> falls. It remains in your grasp. <br><br> <<clotheson>> <<endcombat>> You turn to run. <br><br> <<link [[Take the chain with you|Farmland Manors]]>><<set $blackmoney += 400>><<crimeUp 400 "thievery">><<endevent>><</link>><<crime "thievery">> <br> <<link [[Leave it|Farmland Manors]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Pl-please," you beg. "I'm sorry!" <<elseif $speech_attitude is "bratty">> "Sorry," you say. "Didn't mean to interrupt your beauty sleep." <<else>> "I'm very sorry," you say. "I didn't mean to disturb you." <</if>> <br><br> The <<person>> examines your body. "I know just how you can make it up to me." <br><br> <<link [[Next|Farmland Manors Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You search the rest of the manor, looking for anything of value. You scrape together <<printmoney 4000>> worth of loot. <br><br> <<link [[Take it and leave|Farmland Manors]]>><<set $blackmoney += 40>><<crimeUp 40 "thievery">><<endevent>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<endevent>><</link>> <br><<effects>> You take the machine, wrenching it free from the roots and wires. At once, a sweet haze fills the air. Your skin tingles. Prize in hand, you turn back the way you came. <br><br> You try to follow the path towards the exit, but you come to a fork in the path that you don't remember. One of the pink bulbs has opened. <br><br> Which way do you go? <br><br> <<farmland_manors_maze>><<effects>> <<if $rng gte 81>> You run beneath a canopy of roses, their thorny branches held back by green wire. <<elseif $rng gte 61>> You find a bridge over an artificial river. The water churns, splashing your feet. <<elseif $rng gte 41>> You run past a statue of a centaur. It carries a spear in one hand, pointing at the horizon. <<elseif $rng gte 21>> You avoid stepping on broken glass. The window above has been shattered. <<else>> You find the edge of the garden, but only a sturdy grey wall greets you. <</if>> You're no closer to the exit. <<gdrugged>><<garousal>><<set $drugged += 60>><<arousal 600>> <br><br> <<if $arousal gte $arousalmax>> The tingling in your skin builds, until it overwhelms you. <<orgasm>> <br><br> You fall, shuddering, to your knees. <br><br> <<link [[Everything fades to black|Farmland Dungeon Wake]]>><</link>> <br> <<else>> <<farmland_manors_maze>> <</if>><<effects>> You follow the path, and emerge from the dense garden. <span class="green">The entrance is straight ahead.</span> <br><br> The rest of the manor is as you remember it. You escape outside. <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> You drop to all fours, and wiggle your <<bottom>>. It has the intended effect. The <<beastsplural>> approach, but their malice is gone. <br><br> <<link [[Next|Farmland Manors Dog Sex]]>><<set $sexstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farmland Manors Dog Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Manors Dog Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Manors Dog Sex]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Manors Dog Sex End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Manors Dog Sex]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Farmland Manors Dog Sex End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> Satisfied, the <<beasttype>> leaves. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the beasts flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The beasts leave you spent and shivering. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The beasts leave you spent and shivering. <</if>> <br><br> <<tearful>> you gather yourself and stumble to the entrance. <br><br> <<clotheson>> <<endcombat>> <<link [[Take the goods and leave|Farmland Manors]]>><<set $blackmoney += 150>><<crimeUp 150 "thievery">><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><</link>> <br> <</if>><<effects>> <<if $phase isnot 1>> The laptop's owner might return soon. You snatch it, and escape the premises before they do. <br><br> <</if>> Once outside, you shelter beneath the boughs of a tree, out of sight of any road or farm. You open the laptop, and skim through the files for anything juicy. <br><br> <<if $rng gte 81>> You find an unsent email, recently typed. The contents are interesting. <br><br> <i> "I've kept a close watch on the site. Attached is a list of all the notables I've seen associating with Remy. I've also run background checks on some of their employees. <br><br> As an aside, I'd like to request a transfer. I feel changed. Unwell. I need to get away from here." </i> <br><br> There's a file attached. It contains a list of names. You recognise many as important people, including Mayor Quinn. <br><br> This information should be worth a pretty penny.<<crimeUp 100 "thievery">><<set $blackmoney += 100>> <<elseif $rng gte 61>> Music. Porn. There's some amateur photography of the surrounding countryside, but nothing of any worth. The laptop itself is worth something, at least. <<elseif $rng gte 41>> One file is password-protected. You can't open it yourself, but it might be worth a little on the black market.<<crimeUp 20 "thievery">><<set $blackmoney += 20>> <<elseif $rng gte 21>> Old flight tickets. Tax returns by year. This could be useful to someone. You should be able to get a bit more for it than expected.<<crimeUp 50 "thievery">><<set $blackmoney += 50>> <<else>> There's nothing of value here. One sneaky folder takes up a lot of space, but it's just full of porn. The laptop itself is worth something, at least. <</if>> <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> <<if $rng gte 51>> You sit in front of the laptop, spare a furtive glance at the stairs, and search the files for any information that could prove valuable. <br><br> <<rng 100>> <<if $rng gte 81 and $farm_manors_usb is undefined>> You find an unsent email, recently typed. The contents are interesting. <br><br> <i> "I've kept a close watch on the site. Attached is a list of all the notables I've seen associating with Remy. I've also run background checks on estate employees. <br><br> As an aside, I'd like to request a transfer. I feel changed. Unwell. I need to get away from this town." </i> <br><br> There's a file attached. It contains a list of names. You recognise many as important people, including Mayor Quinn. <br><br> This information might be more valuable than the laptop. <br><br> <<link [[Download it to a USB and run|Farmland Manors]]>><<crimeUp 500 "thievery">><<set $farm_manors_usb to 1>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><</link>> <br> <<elseif $rng gte 61>> Music. Porn. There's some amateur photography of the surrounding countryside, but nothing of any worth. The laptop itself is worth something, at least. <br><br> <<link [[Snatch it and run|Farmland Manors Laptop Snatch]]>><<crimeUp 100 "thievery">><<set $blackmoney += 100>><</link>><<crime "thievery">> <br> <<elseif $rng gte 41>> One file is password-protected. You can't open it yourself, but it might be worth a little on the black market. <br><br> <<link [[Snatch it and run|Farmland Manors Laptop Snatch]]>><<crimeUp 120 "thievery">><<set $blackmoney += 120>><</link>><<crime "thievery">> <br> <<elseif $rng gte 21>> Old flight tickets. Tax returns by year. This could be useful to someone. You should be able to get a bit more for it than expected. <br><br> <<link [[Snatch it and run|Farmland Manors Laptop Snatch]]>><<crimeUp 150 "thievery">><<set $blackmoney += 150>><</link>><<crime "thievery">> <br> <<else>> There's nothing of value here. One sneaky folder takes up a lot of space, but it's just full of porn. The laptop itself is worth something, at least. <br><br> <<link [[Snatch it and run|Farmland Manors Laptop Snatch]]>><<crimeUp 100 "thievery">><<set $blackmoney += 100>><</link>><<crime "thievery">> <br> <</if>> <br><br> <<else>> <<generate1>><<generate2>><<person1>> Your search is interrupted by footsteps climbing the stairs. A <<person>> and <<person2>><<person>> come into view before you can hide. They glance at each other, then advance with violent intent. <br><br> "You're somewhere you shouldn't be," the <<person1>><<person>> says. "Hate to do this to you. Truly." <<His>> tone of voice is anything but regretful. The <<person2>><<person>> bunches one hand into a fist, and clasps it with the other. <br><br> <<link [[Next|Farmland Manors Laptop Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farmland Manors Laptop Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Manors Laptop Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair fall away from you. <<tearful>> you snatch the laptop, then run up the stairs. "Stop <<phim>>," the <<person>> says with a weak voice, but neither are able to give pursuit. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland Manors Laptop Snatch]]>><<set $phase to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The pair fall away from you. <<tearful>> you snatch the laptop, then run up the stairs. "Stop <<phim>>," the <<person>> says with a weak voice, but neither are able to give pursuit. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland Manors Laptop Snatch]]>><<set $phase to 1>><</link>> <br> <<else>> <<tearful>> you fall to the ground. <br><br> <<person2>>"What should we do with <<phim>>?" asks the <<person>>. The <<person1>><<person>> looks at the <<person2>><<person>>. "No. That's too much." <br><br> "We've no other options," the <<person1>><<person>> says. "Sorry kid." <<He>> throws a hood over your head, pulls you to your feet, and pushes you into a walk. <br><br> <<clotheson>> <<link [[Next|Farmland Dungeon Hood]]>><</link>> <</if>><<effects>> You enter the jungle, and explore the maze of plants. It looks cultivated with care. The same type of flower is dotted about, a tall upright stem supporting a closed pink bulb. <br><br> You cross an ornate footbridge, and emerge in a clearing. A pulsing green light catches your eye. A glass cylinder sits on a pedestal fed by both wires and roots. <br><br> It seems important. Whatever it is, it might be worth something on the black market. <br><br> <<link [[Take it|Farmland Manors Plants]]>><<set $blackmoney += 200>><<crimeUp 200 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave it|Farmland Manors]]>><</link>> <br><<effects>> <<if $danceSuccess>> A combination of different acrobatic manoeuvres, leaps, and even cartwheels, sees you to the other side of the room <span class="green">in safety.</span> You snatch up the jewel, and escape with just as much elegance. <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br> <<else>> You pass through the tripwires, ducking under some and stepping over others as necessary. You almost make it to the jewel, but you must have missed one. <span class="red">An alarm sounds.</span> <br><br> You snatch the gem, and run back the way you came. A metal shutter seals the entrance, trapping you within. <br><br> "INTRUDER DETECTED." bellows a voice all around. "SECURITY INITIALISED." Metal arms rip through the carpet beneath your feet. <br><br> <<link [[Next|Farmland Manors Machine]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<set $machine_health to 10>><<set $machine_ammo to 3>> <<if $player.vaginaExist and $settings.analEnabled>> <<machine_init vaginal anal leg_chains>> <<set $machine.vaginal.armed to 1>> <<set $machine.anal.armed to 1>> <<elseif $player.vaginaExist>> <<machine_init vaginal leg_chains>> <<set $machine.vaginal.armed to 1>> <<else>> <<machine_init anal leg_chains>> <<set $machine.anal.armed to 1>> <</if>> <<prop rails>> <</if>> <<effects>> <<machine_effects>><<machine_combat>> <<machine_state>> <br><br> <<machine_actions>> <<if $machine.number lte 0 or $finish is 1>> <<link [[Next|Farmland Manors Machine End]]>><</link>> <<else>> <<link [[Next|Farmland Manors Machine]]>><</link>> <</if>><<effects>> "SECURITY MEASURES COMPLETE. DISENGAGING." The machine falls inert, and the shutters open. <br><br> <<machine_end>> <<clotheson>> <<tearful>> you escape the building, prize in hand. <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> You search for anything that could assist you, staying out of sight and leaving nothing to chance. While exploring the kitchen you find a hidden crawlspace. There are two bottles inside, marked with chemical symbols. One red, one pink. <br><br> <<if $sciencetrait gte 4>> These aren't quite the sorts of chemicals they teach in science class, <span class="green">but you're able to put your knowledge to work regardless.</span> The red bottle will knock them out cold for a few hours. The pink bottle is a potent aphrodisiac, produced locally. <br><br> <<link [[Take the red bottle|Farmland Manors Rescue Red]]>><</link>> <br> <<link [[Take the pink bottle|Farmland Manors Rescue Pink]]>><</link>> <br> <<else>> <span class="red">Unfortunately, you can't tell them apart.</span> You don't think these are the sorts of chemicals they cover in science class. <br><br> <<if $rng gte 51>> <<link [[Pick one at random|Farmland Manors Rescue Pink]]>><</link>> <br> <<else>> <<link [[Pick one at random|Farmland Manors Rescue Red]]>><</link>> <br> <</if>> <</if>><<effects>> You grab the pink bottle, and return to the cart of booze. The stopper removed, the contents make you dizzy. It should be strong enough. <br><br> You uncork each bottle of wine, and pour your pilfered solution into each. You suspect your victims will be too intoxicated to notice the tampering. <br><br> The <<person1>><<person>> staggers over a few minutes later, and retrieves one of the bottles. <<He>> and <<his>> fellow diners are eager to drink the tainted fluid. It dribbles down their chins. <br><br> <<link [[Next|Farmland Manors Rescue Pink 2]]>><</link>> <br><<effects>> The effect is immediate. It was a friendly dinner, their attention focused on their victim in the centre of the table. Now, the diners are more interested in each other. A brief scrap leaves a <<person2>><<person>> and <<person3>><<person>> unconscious on the floor, while the <<person1>><<person>> chases a <<person4>><<person>> from the room. <br><br> <<endevent>> <<loadNPC 0 "farmland_manors_victim">><<person1>> The <<person>>, still hogtied, watches you with fearful eyes. <br><br> <<link [[Reassure and rescue|Farmland Manors Rescue Reassure]]>><</link>> <br> <<link [[Just focus on the rescue|Farmland Manors Rescue Focus]]>><</link>> <br><<effects>> You grab the red bottle, and return to the cart of booze. You feel a burning sensation in your hand, but there doesn't seem to be any leakage. It should be strong enough. <br><br> You uncork each bottle of wine, and pour your pilfered solution into each. You suspect your victims will be too intoxicated to noticed the tampering. <br><br> The <<person1>><<person>> staggers over a few minutes later, and retrieves one of the bottles. <<He>> and <<his>> fellow diners eagerly down the tainted fluid. It dribbles down their chins. <br><br> <<link [[Next|Farmland Manors Rescue Red 2]]>><</link>> <br><<effects>> The effect is immediate. The diners fall limp. The <<person>> falls off <<his>> chair, the other forward onto the table. <br><br> You approach. Your victims breathe as if sleeping. <<endevent>> <<loadNPC 0 "farmland_manors_victim">><<person1>> The <<person>>, still hogtied, watches you with fearful eyes. <br><br> <<link [[Reassure and rescue|Farmland Manors Rescue Reassure]]>><</link>> <br> <<link [[Just focus on the rescue|Farmland Manors Rescue Focus]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "It's okay," you say. "I'm here to help." <<elseif $speech_attitude is "bratty">> "The cavalry has arrived," you say. <<else>> "Don't be afraid," you say. "I'm going to rescue you." <</if>> <br><br> It's unclear if your words reassure the <<person>>, but <<he>> doesn't seem more afraid as you draw closer. You step behind <<him>>, grab a kitchen knife, and sever the rope holding <<him>>. It was very tense, and unravels at once. <br><br> <<link [[Next|Farmland Manors Rescue]]>><</link>> <br><<effects>> The <<person>> struggles, and you take a kitchen knife from the table. You slice through the rope holding <<him>>. It was very tense, and unravels at once. <br><br> <<link [[Next|Farmland Manors Rescue]]>><</link>> <br><<effects>> You charge from you hiding place. The diners turn towards you with an unsettling unison, then rise from their seats. <br><br> "Another morsel," the <<person>> says. "Delicious." <br><br> <<link [[Next|Farmland Manors Rescue Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farmland Manors Rescue Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Manors Rescue Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Between the wine and your ministrations, the diners are now bereft of energy. <br><br> <<tearful>> you turn to their victim. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farmland_manors_victim">><<person1>> The <<person>>, still hogtied, watches you with fearful eyes. <br><br> <<link [[Reassure and rescue|Farmland Manors Rescue Reassure]]>><</link>> <br> <<link [[Just focus on the rescue|Farmland Manors Rescue Focus]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The diners fall before you, rendered unconscious by your brutality, helped along by their inebriation. <br><br> <<tearful>> you brush yourself down. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "farmland_manors_victim">><<person1>> The <<person>>, still hogtied, watches you with fearful eyes. <br><br> <<link [[Reassure and rescue|Farmland Manors Rescue Reassure]]>><</link>> <br> <<link [[Just focus on the rescue|Farmland Manors Rescue Focus]]>><</link>> <br> <<else>> <<tearful>> you fall to the ground. <br><br> The diners group around you, and stare from above. <br> "What a prize." <br> "Shall we keep <<phim>>?" <br> "I've a better idea." <br><br> A pause. Then laughter. <br><br> "What a devilish thought!" <br> "We'd be rewarded." <br> "You're serious?" <br> "Why not?" <br><br> The <<person1>><<person>> pulls a hood over your head, forces you to your feet, and pushes you into a walk. <br><br> <<clotheson>> <<link [[Next|Farmland Dungeon Hood]]>><<clearNPC "farmland_manors_victim">><</link>> <</if>><<effects>> The <<person>> struggles to <<his>> feet. <<He>> looks around a moment, as if unsure where <<he>> is. <<He>> eyes the knife in your hand, then regards the diners lying helpless on the floor. <<He>> considers a moment, then seems to make up <<his>> mind. "I need some clothes." <br><br> You find some clothing for <<him>> in a nearby room, and together you escape the manor. <br><br> "Thank you," <<he>> says once outside. <<He>> refuses to make eye contact, as if ashamed. "I know how to get home from here." <<He>> surprises you with a hug, then walks away. <br><br> <<link [[Leave with the stolen silverware|Farmland Manors]]>><<endevent>><<crimeUp 80 "thievery">><<set $blackmoney += 80>><<clearNPC "farmland_manors_victim">><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<endevent>><<clearNPC "farmland_manors_victim">><</link>> <br><<effects>> You grasp the gemstone between your fingers, and tug. It's stuck. You twist as you do so, trying to loosen whatever holds it in place. <br><br> <<if $hallucinations gte 2>> <<if $settings.tentaclesEnabled>> The gemstone comes free all of a sudden, propelled by some other force. A thick tentacle protrudes from the portrait's eye. Another emerges from the dead socket, then more from other darkened parts of the painting. <br><br> <<link [[Next|Farmland Manors Sheet Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<generate1>><<generate2>> The gemstone comes free all of a sudden, and leaps from your grasp. It bounces unnaturally across the floor, coming to rest at the feet of a <<person1>><<person>> and <<person2>><<person>>. You didn't hear either come in. <br><br> They're uninterested in the gemstone, however. They stare right at you, then advance. <br><br> <<link [[Next|Farmland Manors Sheet Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> After a bit of effort, the gemstone pops free from the portrait's eye. It flies into the air, but you catch it as it falls, and stride from the room with your prize secure. <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 8 15>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Farmland Manors Sheet Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Manors Sheet Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The tentacles withdraw into the painting, now dead in both eyes. <br><br> <<tearful>> you escape the manor. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland Manors]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Farmland Manors Sheet Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Manors Sheet Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair leave you, and walk from the room, still paying no attention to the gemstone. <br><br> <<tearful>> you rise to your feet. You escape the manor. <br><br> <<elseif $enemyhealth lte 0>> The pair back away from you, step across the threshold of the room, and vanish as if they were never there. <br><br> <<tearful>> you rise to your feet. You escape the manor. <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> You approach the wall beneath the camera's gaze. Up close, you see a thin groove in the shape of a rectangle. You push against it, revealing a secret compartment with £200 cash inside. <br><br> <<link [[Mock the camera and steal the money|Farmland Manors Wall Mock]]>><<crimeUp 80>><<set $blackmoney += 80>><<moneyGain 200 false true>><</link>><<crime "thievery">> <br> <<if $exhibitionism gte 55>> <<link [[Flash the camera and steal the money|Farmland Manors Wall Flash]]>><<crimeUp 80>><<set $blackmoney += 80>><<moneyGain 200 false true>><</link>><<crime "thievery">><<exhibitionist5>> <br> <</if>> <<link [[Just steal the money|Farmland Manors Wall Steal]]>><<crimeUp 80>><<set $blackmoney += 80>><<moneyGain 200 false true>><</link>><<crime "thievery">> <br> <<link [[Leave with just your previous ill-gotten gains|Farmland Manors]]>><<crimeUp 80>><<set $blackmoney += 80>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><</link>> <br><<effects>> You make a rude gesture with one hand while waving the cash with the other, then run from the camera's sight. <br><br> You leave the manor, ill-gotten gains in hand. <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> <<pulldownall>> You stick your tongue at the camera for a moment, before covering yourself and vacating the manor, ill-gotten gains in hand. <<exhibitionism5>> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> You snatch the cash and vacate the premises, ill-gotten gains in hand. <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> You sneak around the manor, avoiding the room with the voices, lifting anything of value you can find. You leave as quiet as you entered. <br><br> <<link [[Next|Farmland Manors]]>><<endevent>><</link>> <br><<effects>> You step into the room.<<person2>> <<if $speech_attitude is "meek">> "L-let <<him>> go," you say. <<elseif $speech_attitude is "bratty">> "Let <<him>> go," you say. "Or you'll be getting whipped next." <<else>> "Let <<him>> go," you say. <</if>> <br><br> The <<person1>><<person>> turns to you. "An intruder," <<he>> says. "You think you can command me? On my own property?" <<He>> steps forward, and raises the whip. <br><br> <<link [[Fight|Farmland Manors Bound Fight]]>><<saveNPC 0 "farmland_manors_bound_villain">><<saveNPC 1 "farmland_manors_bound_victim">><<endevent>><<loadNPC 0 "farmland_manors_bound_villain">><<set $fightstart to 1>><</link>> <br> <<link [[Wrestle the whip away|Farmland Manors Bound Wrestle]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Dodge|Farmland Manors Bound Dodge]]>><</link>><<dancedifficulty 1 1000>><<effects>> <<if $physiqueSuccess>> You grasp the <<person>>'s arm and wrestle for control of the whip. You bend <<his>> arm at a painful angle, <span class="green">forcing <<him>> to drop the weapon.</span> You kick <<him>> against a dresser, brandish the whip yourself, then bind <<his>> wrists to the bedpost. You gag <<him>> for good measure. <br><br> <<link [[Next|Farmland Manors Bound Rescue]]>><<saveNPC 0 "farmland_manors_bound_villain">><<saveNPC 1 "farmland_manors_bound_victim">><<endevent>><</link>> <br> <<else>> You try to wrestle the whip from the <<persons>> grasp, but it takes all your strength just to keep one of <<his>> arms occupied. <<He>> smacks you in the stomach, hooks <<his>> leg around yours, <span class="red">and trips you.</span><<gpain>><<pain 4>> <br><br> <<link [[Defend yourself|Farmland Manors Bound Fight]]>><<saveNPC 0 "farmland_manors_bound_villain">><<saveNPC 1 "farmland_manors_bound_victim">><<endevent>><<loadNPC 0 "farmland_manors_bound_villain">><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> <<if $danceSuccess>> <<He>> lashes at you with the whip, but you dash aside. It cracks in the empty air. You snatch the length before <<he>> can retrieve it, wind it around your forearm, <span class="green">and yank <<him>> to the ground.</span> <br><br> You bind <<his>> wrists to the bed post, and gag <<him>> for good measure. <br><br> <<link [[Next|Farmland Manors Bound Rescue]]>><<saveNPC 0 "farmland_manors_bound_villain">><<saveNPC 1 "farmland_manors_bound_victim">><<endevent>><</link>> <br> <<else>> <<He>> lashes you with the whip, <span class="red">the length catching you on the shoulder.</span> The pain is immediate. You find yourself lying on the floor, face up.<<ggpain>><<pain 8>> <br><br> <<link [[Defend yourself|Farmland Manors Bound Fight]]>><<saveNPC 0 "farmland_manors_bound_villain">><<saveNPC 1 "farmland_manors_bound_victim">><<endevent>><<loadNPC 0 "farmland_manors_bound_villain">><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<person1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Farmland Manors Bound Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Farmland Manors Bound Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> drops the whip. You seize the opportunity and use it to bind <<his>> wrists to the bedpost while <<he>> can offer only weak resistance. You silence <<him>> with a gag for good measure. <br><br> <<tearful>> you turn to <<his>> victim. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland Manors Bound Rescue]]>><</link>> <<elseif $enemyhealth lte 0>> You seize the whip from the disoriented <<person>>'s hand, and use it to bind <<his>> wrists to the bedpost. "How dare—" you gag <<him>> for good measure. <br><br> <<tearful>> you turn to <<his>> victim. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Farmland Manors Bound Rescue]]>><</link>> <<else>> You fall to the ground, too hurt to continue fighting. <br><br> <<clotheson>> <<link [[Next|Farmland Manors Bound Loss]]>><</link>> <br> <</if>><<effects>> The <<person>> plants <<his>> feet either side of you. "Now," <<he>> says. "What shall I do with you? I know." <<He>> pulls a hood from a nearby dresser, puts it over your head, and drags you to your feet. <<He>> shoves you into motion. <br><br> <<link [[Next|Farmland Dungeon Hood]]>><<set $phase to 1>><</link>><<effects>> <<endevent>> <<loadNPC 0 "farmland_manors_bound_victim">><<person1>> You free the <<persons>> arms from the bed posts. <<He>> tears the gag from <<his>> mouth. <br><br> "What the fuck are you doing?" <<he>> asks. <<He>> throws a worried glance at <<his>> tormentor. "I'm gonna get in so much trouble." <br><br> <<link [[Apologise|Farmland Manors Bound Apologise]]>><</link>> <br> <<link [[Get angry|Farmland Manors Bound Angry]]>><</link>> <br> <<link [[Remain silent|Farmland Manors Bound Silent]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Please forgive me," you say. "I thought you would want this." <<elseif $speech_attitude is "bratty">> "Some gratitude," you say. "Fine. I'm sorry, okay?" <<else>> "Forgive me," you say. "I thought you would want this." <</if>> <br><br> The <<person>> runs a hand through <<his>> hair. "No," <<he>> sighs. "I'm being unfair. You've saved me." <br><br> Without sparing a glance at <<his>> tormentor, <<he>> crawls beneath the bed, and returns with a briefcase sealed by a combination lock. <<He>> opens it, revealing documents, and some cash. <br><br> "I'm leaving town, so I'll need most of this. Here." <<He>> hold out a wad of cash. <br><br> <<link [[Take the money and leave|Farmland Manors]]>><<clearNPC "farmland_manors_bound_villain">><<clearNPC "farmland_manors_bound_victim">><<moneyGain 280 true true>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<clearNPC "farmland_manors_bound_villain">><<clearNPC "farmland_manors_bound_victim">><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Don't be rude," you say. "I saved you." <<elseif $speech_attitude is "bratty">> "You liked being bound and whipped?" you ask. "Don't be such a worm." <<else>> "Don't be ungrateful," you say. "I saved you." <</if>> <br><br> The <<person>> opens <<his>> mouth to retaliate, then closes it, and looks away. "Forgive me," <<he>> says. "You're right. I need to pull myself together." <br><br> Without sparing a glance at <<his>> tormentor, <<he>> crawls beneath the bed, and returns with a briefcase sealed by a combination lock. <<He>> opens it, revealing documents, and some cash. <br><br> "I'm leaving town, so I'll need most of this. Here." <<He>> hold out a wad of cash. <br><br> <<link [[Take the money and leave|Farmland Manors]]>><<clearNPC "farmland_manors_bound_villain">><<clearNPC "farmland_manors_bound_victim">><<moneyGain 280 true true>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<clearNPC "farmland_manors_bound_villain">><<clearNPC "farmland_manors_bound_victim">><</link>> <br><<effects>> You remain silent. The <<person>> stares at you a moment, then averts <<his>> eyes. "I'm being an idiot, aren't I?" It's not a question. <br><br> Without sparing a glance at <<his>> tormentor, <<he>> crawls beneath the bed, and returns with a briefcase sealed by a combination lock. <<He>> opens it, revealing documents, and some cash. <br><br> "I'm leaving town, so I'll need most of this. Here." <<He>> hold out a wad of cash. <br><br> <<link [[Take the money and leave|Farmland Manors]]>><<clearNPC "farmland_manors_bound_villain">><<clearNPC "farmland_manors_bound_victim">><<moneyGain 280 true true>><</link>><<crime "thievery">> <br> <<link [[Just leave|Farmland Manors]]>><<clearNPC "farmland_manors_bound_villain">><<clearNPC "farmland_manors_bound_victim">><</link>> <br><<widget "farmland_manors_maze">> <<if $rng gte 76>> <<link [[Left|Farmland Manors Plants Escape]]>><</link>> <br> <<link [[Forward|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Right|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Double back|Farmland Manors Plants Lost]]>><</link>> <br> <<elseif $rng gte 51>> <<link [[Left|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Forward|Farmland Manors Plants Escape]]>><</link>> <br> <<link [[Right|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Double back|Farmland Manors Plants Lost]]>><</link>> <br> <<elseif $rng gte 26>> <<link [[Left|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Forward|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Right|Farmland Manors Plants Escape]]>><</link>> <br> <<link [[Double back|Farmland Manors Plants Lost]]>><</link>> <br> <<else>> <<link [[Left|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Forward|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Right|Farmland Manors Plants Lost]]>><</link>> <br> <<link [[Double back|Farmland Manors Plants Escape]]>><</link>> <br> <</if>> <</widget>> <<widget "farmland_dungeon_init">> <<set $farmland_dungeon to {}>> <<set $farmland_dungeon.gauntlet to 0>> <<set $farmland_dungeon.gauntlet_left to "calm">> <<set $farmland_dungeon.gauntlet_right to "calm">> <<set $farmland_dungeon.doorways to []>> <<set $farmland_dungeon.escort to false>> <<set $farmland_dungeon.npc_pain to 0>> <</widget>> <<widget "farmland_dungeon_end">> <<unset $farmland_dungeon>> <</widget>> <<widget "farmland_dungeon_gauntlet">> <<rng 3>> <<if $rng gte 3>> <<set $farmland_dungeon.gauntlet_left to "calm">> <<elseif $rng gte 2>> <<set $farmland_dungeon.gauntlet_left to "snarl">> <<else>> <<set $farmland_dungeon.gauntlet_left to "rattle">> <</if>> <<rng 3>> <<if $rng gte 3>> <<set $farmland_dungeon.gauntlet_right to "calm">> <<elseif $rng gte 2>> <<set $farmland_dungeon.gauntlet_right to "snarl">> <<else>> <<set $farmland_dungeon.gauntlet_right to "rattle">> <</if>> <</widget>><<effects>> "It's the Serpent's Maze," you say. "No one knows who built it, but it was used as a hideout by thieves centuries ago. They left lots of traps. It's said to be dangerous, and no one's made it to the centre in living memory." <br><br> The <<person>> frowns as you speak, and takes a step back. "Didn't expect someone as young as you to know, but aye, you've got the gist of it." <br><br> <<He>> lifts <<his>> shovel. "Those aren't just stories. It's dangerous"—<<he>> pauses—"and I've seen things. Crawling in and out at night. Laugh if you like, but I'd never felt such fear." <br><br> <<He>> walks down the hill, ignoring the path, into the surrounding trees. <br><br> <span class="gold">You can now access the maze in the farmlands.</span> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> "It's an old castle?" you say. "Like the famous one in the moor." <br><br> The <<person>> shakes <<his>> head. "They don't teach you nothing at school nowadays. It's the Serpent's Maze. Thieves used it as a hideout, centuries ago, and left their traps here. And loot, if the stories are to believed. No one's made it to the centre to check." <br><br> <<He>> lifts <<his>> shovel, then frowns. "That wasn't a challenge. It's dangerous"—<<he>> pauses—"and I've seen things. Crawling in and out at night. Laugh if you like, but I'd never felt such fear." <br><br> <<He>> walks down the hill, ignoring the path, into the surrounding trees. <br><br> <span class="gold">You can now access the maze in the farmlands.</span> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> You shake your head. <br><br> The <<person>> laughs. "They don't teach you nothing at school nowadays. It's the Serpent's Maze. Thieves used it as a hideout, centuries ago, and left their traps here. And loot, if the stories are to believed. No one's made it to the centre to check." <br><br> <<He>> lifts <<his>> shovel, then frowns. "That wasn't a challenge. It's dangerous," <<he>> pauses. "And I've seen things. Crawling in and out at night. Laugh if you like, but I'd never felt such fear." <br><br> <<He>> walks down the hill, ignoring the path, into the surrounding trees. <br><br> <span class="gold">You can now access the maze in the farmlands.</span> <br><br> <<link [[Next|Farmland]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> <<if $farmland_maze_found is true>> You find the gate tied to the key you found in the pervert's loft. It leads to the Serpent's Maze. Someone of your skill doesn't need a key, but it is convenient.<<lstress>><<stress -6>> <br><br> Perhaps you can use the key somewhere within the maze. <br><br> <<link [[Next|Farmland]]>><</link>> <br> <<else>> <<set $farmland_maze_found to true>> You follow the directions the pervert gave you, and find a gate set into a tall stone wall, with a snake engraved in the stone above it. There's a ceiling beyond it, high above and full of holes. Shattered tiles cover the floor. The key fits. <br><br> <<generate1>><<person1>> "Not many people find this place," says a <<personsimple>>'s voice. You turn, and find the culprit leaning on a shovel. "Know what this is?" <br><br> <<if $historytrait gte 4>> <span class="green">You think you remember Winter droning about it.</span> <br><br> <<link [[Say what you know|Maze Intro Explain]]>><</link>> <br> <<else>> <<link [[Guess|Maze Intro Guess]]>><</link>> <br> <</if>> <<link [[Shake your head|Maze Intro Shake]]>><</link>> <br> <</if>><<effects>> <<if $willpowerSuccess>> <span class="green">You resist the urge to turn.</span> <<if $monster is 1>> You hear a hiss of laughter, then the presence vanishes. <br><br> <<else>> You hear a hiss, like laughter, then the presence vanishes. <br><br> <</if>> <<link [[Next|$maze_passage]]>><<set $eventskip to 1>><</link>> <br> <<else>> Your heart pounds faster. There's something behind you, and it's getting closer. Terror seizes you. <span class="red">You turn to face the threat.</span> <br><br> <<if $monster is 1>> A pair of piercing yellow eyes greet you, snaring your attention. <span class="red">You can't move!</span> Not even your eyes, but in your periphery you see a <<if $NPCList[0].gender is "m">>man<<else>>woman<</if>>'s naked chest, <<bhis>> skin giving way to scales at <<his>> waist, and a snake's tail instead of legs. <br><br> "I warned you," <<bhe>> says. A forked tongue protrudes from <<bhis>> mouth, tasting the air in front of you. "Now what shall I do with you?" <<bHe>> slithers around you, main body disappearing from view. You still can't move. <<bHe>> reappears on your other side, examines your body, then slithers around you once again. And again. <<bHe>> coils around you, tightening each time. <br><br> <<else>> A pair of yellow eyes greet you, snaring your attention. <span class="red">You can't move!</span> Not even your eyes. A giant snake glares at you, its long body trailing out of sight. <br><br> <<bHe>> slithers around you, main body disappearing from view. You still can't move. <<bHe>> reappears on your other side, examines your body, then slithers around you once again. And again. <<bHe>> coils around you, tightening each time. <br><br> <</if>> <<link [[Next|Maze Petrified]]>><</link>> <br> <</if>><<effects>> <<if $maze_protection is true>> <<bHis>> scales jostle the vial you found under the bucket. The liquid within bubbles with such intensity that the vessel trembles. The cork flies into the air, and a blue vapour flows out. <br><br> <<if $monster is 1>> With a hiss, the creature's coils loosen. "Where did you find that?" <<bhe>> asks. You can't respond, but <<bhe>> looks ready to wait, until the vapour reaches <<bhis>> face. <<bHe>> covers <<his>> mouth and slithers away in a panic. <br><br> You lose your balance and fall, but a patch of moss catches you. <br><br> <<else>> With a hiss, the snake's coils loosen, and it slithers away in a panic. You lose your balance and fall, but a patch of moss catches you. <br><br> <</if>> The vapour hovers above the ground. It smells like blueberries. Your muscles twitch as mobility is restored, and you climb to your feet. <br><br> <<link [[Next|$maze_passage]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<pass 10>> <<if $monster is 1>> The creature takes a proud look at you, then slithers through the maze, carrying you wrapped in its tail. You bounce along, seeing glimpses of other statues, then the open sky. <br><br> <<bHe>> speeds up. "How tempted I am to keep you," <<bhe>> says. "But you have a dangerous smell." <<bHe>> continues into the nearby trees, and emerges by a road a few minutes later. <<pass 3>> <br><br> <<bHe>> props you by the side of the road, then slithers back to observe you. <<bHe>> spins you, then observes, then spins you again, as if posing you. <br><br> "The humans will give you a good home." <<bHis>> head whips in the direction of a car engine. <<bHe>> gives you one last look, then slithers back into the trees. <br><br> <<else>> The snake slithers through the maze, carrying you wrapped in its tail. You bounce along, seeing glimpses of other statues, then the open sky. <br><br> <<bHe>> speeds up, continues into the nearby trees, and emerges by a road a few minutes later. <<pass 3>> <br><br> <<bHe>> props you by the side of the road, then slithers back to observe you. <<bHe>> spins you, then observes, then spins you again, as if posing you. <br><br> <<bHis>> head whips in the direction of a car engine. <<bHe>> gives you one last look, then slithers back into the trees. <br><br> <</if>> <</if>> <<link [[Next|Petrified]]>><<endevent>><<maze_end>><</link>> <br><<set $outside to 0>><<effects>> You enter the Serpent's maze. Tall, ivy-covered walls surround you, and shattered tiles litter the ground. Anything of value here was taken long ago, but perhaps something remains further in. <br><br> You come to a fork in the corridor, turning left and right. There's also a gate in front of you, sealed by a strange lock. On the wall beside it is a small message, written in red. <br><br> <span class="red">Don't turn around.</span> <br><br> <<if $weekly.maze.bucket is undefined>> <<if $farmland_maze_key gte 2>> <<icon "maze_key.png">> <<else>> <<icon "maze_lock.png">> <</if>> <<link [[Open the gate|Maze Lock]]>><</link>> <br> <</if>> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1]]>><<pass 1>><</link>> <br><<effects>> <<if $farmland_maze_key gte 2 and $skulduggery gte 600>> You insert the key you found in the Domus Street loft. It fits, but only turns halfway. You peer within the mechanism. Time has deformed the interior. <br><br> You peel some ivy off the walls, and wind it around the key, compensating for the deformation. You try again. <span class="green">It clicks open.</span> <br><br> <<link [[Next|Maze Bucket]]>><</link>> <br> <<elseif $farmland_maze_key gte 2>> You insert the key you found in the Domus Street loft. It fits, but only turns halfway. You peer within the mechanism, but can't work out the problem. You'll need more skulduggery experience to open this. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1]]>><<pass 1>><</link>> <br> <<elseif $skulduggery gte 600>> You fiddle with the lock. It's in an advanced state of decay. You give it a shunt, but the material is too sturdy. You're sure you could have picked this when it was new. You'll need a key, but it could be far away from here by now. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1]]>><<pass 1>><</link>> <br> <<else>> You shake the gate, hoping to break the lock, but's no use. You'll need some skulduggery experience to open it, and perhaps more. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1]]>><<pass 1>><</link>> <br> <</if>><<effects>> Beyond the gate lies a small courtyard. There's no sign that there was ever a roof, at least. In the corner, at the base of an ancient oak, sits an upside-down bucket. <br><br> <<antiqueicon "bucket">><<link [[Take the bucket|Maze Bucket 2]]>><<set $antiquemoney += 200>><<museumAntiqueStatus "antiquebucket" "found">><<handheldon>><<set $weekly.maze.bucket to 1>><</link>> <br> <<icon "maze_leave_left.png">><<link [[Leave and go left from entrance (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_leave_right.png">><<link [[Leave and go right from the entrance (0:01)|Maze 1]]>><<pass 1>><</link>> <br><<effects>> <<if $hallucinations gte 2 and $settings.tentaclesEnabled>> You lift the bucket. <span class="pink">A writhing mass of tentacles emerges.</span> They wrap around you. <br><br> <<link [[Next|Maze Bucket Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You lift the bucket. A small, dark shape darts out from underneath, disappearing into the grass.<<gstress>><<stress 6>> <br><br> You examine the bucket. It looks ancient. The handle and interior are marked by heavy use. It's a wonder it's survived this long. Perhaps a museum would be interested. <br><br> You return to the entrance. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1]]>><<pass 1>><</link>> <br> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 5 15>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Maze Bucket Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Maze Bucket Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The tentacles withdraw into the bucket, then a small creature emerges, and darts into the tall grass. <br><br> <<tearful>> you examine the bucket. It looks ancient. The handle and interior are marked by heavy use. It's a wonder it's survived this long. There's no sign of any other creatures. Perhaps a museum would be interested. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "basilisk">> You return to the entrance. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1]]>><<pass 1>><</link>> <br> <br><<effects>> You turn left, and continue through the maze of corridors. <br><br> There are alcoves on either side, containing nude statues, their <<if $hallucinations gte 2>>realistic <</if>>faces twisted in fear. <br><br> The floor becomes slippery. The walls are coated with a thin slick of mucus. You come to another fork. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 0 1]]>><<pass 1>><</link>> <br><<effects>> You turn right, and continue through the maze of corridors. Holes appear in the walls, as if bricks have been dislocated. If they have, they're no where to be seen. <br><br> You peer into the one of the holes. Several pairs of yellow eyes stare back. You hear a hiss.<<gstress>><<stress 6>> <br><br> The corridor forks up ahead. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 1]]>><<pass 1>><</link>> <br><<effects>> You turn left, your feet slow and steady on the thickening mucus. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> There are gaps in the ceiling. Slime oozes through them, dripping down and soaking the floor. <br><br> <<if $hallucinations gte 2 and $settings.slimesEnabled>> <<if $rng gte 51>> A dribble of mucus lands on your shoulder. You look up, and see a slime fall from the ceiling. <<dancedifficulty 1 1000 "textless">> <<if $danceSuccess>> <span class="green">You spring to the side,</span> avoiding it as it falls. Two more drop after it, and squirm closer. <br><br> <<else>> <span class="red">It lands on your chest before you can move away,</span> knocking you on your back. Two more drop after it, and squirm closer. <br><br> <</if>> <<else>> A dribble of slime lands on the ground in front of you. Three slimes drop from the ceiling, and advance towards you. <br><br> <</if>> <<link [[Next|Maze 0 0 Slime]]>><<set $struggle_start to 1>><</link>> <br> <<else>> <<if $rng gte 51>> A dribble of slime lands on your shoulder. You look up, and see a large dollop of mucus falling from the ceiling. <<dancedifficulty 1 1000 "textless">> <<if $danceSuccess>> <span class="green">You spring to the side,</span> avoiding it as it splats onto the ground. You continue through the corridors.<<outergoo>> <br><br> <<else>> <span class="red">It lands on top of you before you can move away,</span> knocking you on your back and covering you with slimy fluid. <br><br> You manage to pry yourself off the floor, and continue. <br><br> <</if>> <<else>> A dribble of slime falls on the floor ahead of you. You look up, and see a large dollop fall after it. You step around it, and continue through the corridors. <br><br> <</if>> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0 0 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 0 0 1]]>><<pass 1>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "slime">> <<struggle_creatures 3 2>>/*How many creatures will be involved, and their health.*/ <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $struggle.chest.creature to "lurker">><<set $chestuse to "struggle">><<set $cheststate to "struggle">><<set $struggle.enemy[0].location to "chest">> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Maze 0 0 Slime End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Maze 0 0 Slime]]>><</link>></span> <br> <</if>><<effects>> The slimes squirm away, through cracks in the ground. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "basilisk">> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0 0 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 0 0 1]]>><<pass 1>><</link>> <br><<effects>> You turn right, careful to keep your footing on the thickening mucus. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> Darkness fills the corridor up ahead. The ceiling might be in a better condition here than elsewhere, forbidding any light, but you can't see well enough to tell. <br><br> <<link [[Continue with care (0:30)|Maze 0 1 Care]]>><<pass 30>><</link>> <br> <<link [[Rush through (0:01)|Maze 0 1 Rush]]>><<pass 1>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You peer into the dark for a few moments, letting your eyes adjust. The corridor seems to continue as normal, if a bit slick, but you spot a darker patch on the ground up ahead. <br><br> You touch it with your foot. It's a hole, a gap in broken floorboards. You step over, and continue on your way, slow and steady. <br><br> You see light up ahead, revealing another fork. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0 1 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 0 1 1]]>><<pass 1>><</link>> <br><<effects>> You push ahead across the slick floor. Your eyes will soon adjust to the dark. <br><br> <<if $rng gte 51>> You slide along without issue, until you see a light up ahead, revealing another fork. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0 1 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 0 1 1]]>><<pass 1>><</link>> <br> <<else>> Several steps later, <span class="red">your foot fails to find the floor.</span> Your stomach lurches as you fall, and your arms reach out. Your fingertips clutch at the broken, creaking floorboards, while your body dangles into an abyss. <br><br> <<link [[Climb!|Maze 0 1 Climb]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<link [[Fall|Maze 0 1 Fall]]>><</link>> <br> <</if>><<effects>> <<if $athleticsSuccess>> <span class="green">You haul yourself to safety before the boards snap,</span> and continue through the dark. You turn a corner, and see light in the distance, followed by another fork. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0 1 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 0 1 1]]>><<pass 1>><</link>> <br> <<else>> You try to lift yourself, <span class="red">but the floorboards snap.</span> You plunge into darkness. <br><br> <<link [[Next|Farmland Dungeon Wake]]>><<maze_end>><</link>> <br> <</if>><<effects>> You let go, and plunge into darkness. <br><br> <<link [[Next|Farmland Dungeon Wake]]>><<maze_end>><</link>> <br><<effects>> You turn left, and continue through the corridors. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> <<if $settings.bestialityEnabled>> The walls angle inwards, shrinking the corridor so much that you must turn sideways to squeeze through. You're halfway along when snakes emerge from either side of you. They wrap around your chest, squeezing your <<breasts>>.<<garousal>><<arousal 600>><<gstress>><<stress 6>> <br><br> <<link [[Move fast|Maze 1 0 Speed]]>><</link>> <br> <<link [[Whack the snakes away|Maze 1 0 Whack]]>><</link>> <br> <<else>> The walls angle inwards, shrinking the corridor so much that you must turn sideways to squeeze through. You're halfway along when hands emerge from either side of you. They grope and squeeze your <<breasts>>.<<garousal>><<arousal 600>><<gstress>><<stress 6>> <br><br> <<link [[Move fast|Maze 1 0 Speed]]>><</link>> <br> <<link [[Whack the hands away|Maze 1 0 Whack]]>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<effects>> <<if $settings.bestialityEnabled>> You move as fast as you can as the snakes continue to grope at you. <<if $exposed lte 1>> They grasp your clothes and try to restrain your limbs, but you're able to shake them free. <<else>> They wrap around your limbs, trying to restrain you, but you're able to shake them free. <</if>> You make it to the other side.<<ggarousal>><<arousal 1200>> <<else>> You move as fast as you can as the hands continue to grope at you. <<if $exposed lte 1>> They grasp your clothes and try to restrain your limbs, but you're able to shake them free. <<else>> They grasp your limbs, trying to restrain you, but you're able to shake them free. <</if>> You make it to the other side.<<ggarousal>><<arousal 1200>> <</if>> <<set $worn.lower.integrity -= 10>> <<set $worn.upper.integrity -= 10>> <<set $worn.under_lower.integrity -= 10>> <<set $worn.under_upper.integrity -= 10>> <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 0 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 0 1]]>><<pass 1>><</link>> <br><<effects>> <<if $settings.bestialityEnabled>> It's hard to move with such limited space, but you whack the snakes away as they emerge from the hatches. There are enough that a few slip through, twirling around you before you manage to smack them away, but you make it to the other side.<<garousal>><<arousal 600>><<gpain>><<pain 4>> <br><br> <<else>> It's hard to move with such limited space, but you whack the hands away as they emerge from the hatches. There are enough that a few slip through, groping and pinching before you manage to smack them away, but you make it to the other side.<<garousal>><<arousal 600>><<gpain>><<pain 4>> <br><br> <</if>> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 0 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 0 1]]>><<pass 1>><</link>> <br><<effects>> You turn right, and continue through the maze of corridors. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> The corridor ahead is flooded, and slopes as if weighed down by the water. You'll need to swim across. <br><br> <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">> <<link [[Strip and carry your clothes overhead|Maze 1 1 Strip]]>><<clothesstrip>><</link>><<swimmingdifficulty 1 1000>> <br> <</if>> <<link [[Swim across|Maze 1 1 Swim]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> <<water>> You wade out into the cool water, push yourself out, and swim. <br><br> <<if $settings.bestialityEnabled>> Snakes emerge from holes in the stonework, but you're able to outmanoeuvre them. <br><br> <<else>> Hatches open beneath the water, and hands reach out to grope you, but you're able to manoeuvre beyond their grasp. <br><br> <</if>> <<if $wolfgirl gte 6>> You emerge from the water, and shake some of the excess from your body. <<else>> You emerge from the water. <</if>> There's another fork ahead of you. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 1 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 1 1]]>><<pass 1>><</link>> <br><<effects>> <<water>> You remove your clothing, and hold it above your head as you wade out into the cool water. You swim with your feet and one arm, keeping your clothes dry with the other. <br><br> <<if $settings.bestialityEnabled>> Snakes emerge from holes within the stonework. <<if $swimmingSuccess>> Even with one arm occupied, <span class="green">you're able to manoeuvre beyond their reach.</span> <br><br> <<if $wolfgirl gte 6>> You emerge from the water, and shake some of the excess from your body. <<else>> You emerge from the water. <</if>> There's another fork ahead of you. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 1 0]]>><<clotheson>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 1 1]]>><<clotheson>><<pass 1>><</link>> <br> <<else>> You try to manoeuvre beyond their reach, <span class="red">but they're too quick.</span> You try to push and kick the snakes away, but there are too many. They twist around your exposed body, squeezing and molesting, dragging your clothes into the water.<<ggarousal>><<arousal 1200>><<gstress>><<stress 6>> <br><br> You gather them up, and escape from the pool. There's another fork ahead of you. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 1 0]]>><<clotheson>><<water>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 1 1]]>><<clotheson>><<water>><<pass 1>><</link>> <br> <</if>> <<else>> Hatches open along the sides of the corridor, and hands reach out. <<if $swimmingSuccess>> Even with one arm occupied, <span class="green">you're able to manoeuvre beyond their reach.</span> <br><br> <<if $wolfgirl gte 6>> You emerge from the water, and shake some of the excess from your body. <<else>> You emerge from the water. <</if>> There's another fork ahead of you. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 1 0]]>><<clotheson>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 1 1]]>><<clotheson>><<pass 1>><</link>> <br> <<else>> You try to manoeuvre beyond their reach, but there's a subtle flow to the water. You push away from the hands on side of the corridor, <span class="red">and end up in the hands on the other side.</span> <br><br> You try to push and kick them away, but there are too many. They grope and molest your exposed body, making you drop your clothes into the water.<<ggarousal>><<arousal 1200>><<gstress>><<stress 6>> <br><br> You gather them up, and emerge from the water. There's another fork ahead of you. <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 1 1 0]]>><<clotheson>><<water>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1 1 1]]>><<clotheson>><<water>><<pass 1>><</link>> <br> <</if>> <</if>><<effects>> You turn left, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> A membrane of mucus blocks your path. It's thin enough to see through. You put your hand through it, and tear it away. Some of it remains stuck to your hand, but you press on.<<bodyliquid "rightarm" "goo">> <br><br> <<link [[Next|Maze Snuffer]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn right, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> The mucus on the floor thickens, no longer just making the path slick. Your feet squelch with each step. It's more comfortable to slide each foot forward, rather than walk in a normal way.<<gstress>><<stress 6>> <br><br> <<link [[Next|Maze Snuffer]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn left, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> The corridor is bathed in darkness. You hear a squelching movement far above, as if something were alive up there, obstructing the light.<<gstress>><<stress 6>> <br><br> <<link [[Next|Maze Horn]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn right, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> You feel a draft. There are cracks along the wall up ahead, wide enough to peer through. It's pitch black beyond. You try to ignore the feeling of being watched.<<gstress>><<stress 6>> <br><br> <<link [[Next|Maze Horn]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn left, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> Snakes emerge from the holes in the stonework, their heads moving in unison. They remain facing your direction as you move between them.<<gstress>><<stress 6>> <br><br> <<link [[Next|Maze Manacle]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn right, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> A huge, broken mirror leans against the wall. The reflection is obscured by grime. What you do see appears wrong. You tear your gaze away.<<gstress>><<stress 6>> <br><br> <<link [[Next|Maze Manacle]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn left, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> The walls are lined by tall stacks of wooden boxes. Something smashed them open from the inside.<<gstress>><<stress 6>> <br><br> <<link [[Next|Maze Whip]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You turn right, and continue through the maze. <br><br> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> The ceiling slopes downwards, coming low to the ground and forcing you to crawl beneath it. You hear it creak and groan above you, as if a great weight were about to bring it crashing down.<<gstress>><<stress 6>> <br><br> You make it to the other side without issue. <br><br> <<link [[Next|Maze Whip]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> You grasp a weak-looking board, and try to pull it free. <<if $physiqueSuccess>> <span class="green">It comes loose.</span> You move on to the next, then the next. You kick the final few aside, creating a gap large enough to fit through. <br><br> There's another corridor on the other side. It looks much like this one, but you've sped your journey up, at least. <br><br> <<rng 8>> <<if $rng gte 8>> <<link [[Next|Maze 0 0 1]]>><</link>> <br> <<elseif $rng gte 7>> <<link [[Next|Maze 0 1 0]]>><</link>> <br> <<elseif $rng gte 6>> <<link [[Next|Maze 1 0 0]]>><</link>> <br> <<elseif $rng gte 5>> <<link [[Next|Maze 0 1 1]]>><</link>> <br> <<elseif $rng gte 4>> <<link [[Next|Maze 0 1 0]]>><</link>> <br> <<elseif $rng gte 3>> <<link [[Next|Maze 1 1 1]]>><</link>> <br> <<elseif $rng gte 2>> <<link [[Next|Maze 1 1 0]]>><</link>> <br> <<else>> <<link [[Next|Maze 1 0 1]]>><</link>> <br> <</if>> <<else>> You pull and tug, <span class="red">but are unable to loosen it at all.</span> Your muscles ache a little.<<gpain>><<pain 4>> <br><br> <<icon "maze_left.png">><<link [[Go left (0:01)|Maze 0]]>><<pass 1>><</link>> <br> <<icon "maze_right.png">><<link [[Go right (0:01)|Maze 1]]>><<pass 1>><</link>> <br> <</if>><<effects>> The corridor opens into a large room. A statue of a minotaur lies face-down in the centre, broken stumps instead of horns, beside a plinth with marble ankles still attached. <br><br> <<if $weekly.maze.horn is undefined>> You peer beneath the statue, and find one of the broken horns. Ivory crisscrossed with intricate silver, and studded with small gems. The other horn is missing, but one alone should be worth a pretty penny. A museum would be interested. <br><br> <<antiqueicon "horn_2">><<link [[Take the horn and continue|Maze 0 End]]>><<set $antiquemoney += 400>><<museumAntiqueStatus "antiquehorn2" "found">><<handheldon>><<set $weekly.maze.horn to 1>><</link>> <br> <<getouticon>><<link [[Leave it|Maze 0 End]]>><</link>> <br> <<else>> <<link [[Continue|Maze 0 End]]>><</link>> <br> <</if>><<effects>> The walls darken, charred by a flame that faded long ago. Ashes cover the floor. You hear a patter within the walls, like a small mouse running to and fro. <br><br> <<if $weekly.maze.snuffer is undefined>> Your foot kicks a hard object beneath the ash. A bell-shaped metal cup on a small, bent rod. An old torch snuffer, too small to have put out the fire that caused this damage. A tool this old belongs in a museum. <br><br> <<antiqueicon "snuffer">><<link [[Take the snuffer and continue|Maze 0 End]]>><<set $antiquemoney += 200>><<museumAntiqueStatus "antiquesnuffer" "found">><<handheldon>><<set $weekly.maze.snuffer to 1>><</link>> <br> <<getouticon>><<link [[Leave it|Maze 0 End]]>><</link>> <br> <<else>> <<link [[Continue|Maze 0 End]]>><</link>> <br> <</if>><<effects>> The path descends, spiraling into the earth, and emerges in a wide room. Rusted chains hang from the low ceiling, and broken wooden furniture litters the floor. <br><br> <<if $weekly.maze.silver_manacle is undefined>> You see a glint of metal, less tarnished than the rest, amidst the detritus. It's a silver manacle. It's damaged, but should be worth something to a museum. <br><br> <<antiqueicon "silver_manacle">><<link [[Take the silver manacle and continue|Maze 0 End]]>><<set $antiquemoney += 400>><<museumAntiqueStatus "antiquesilvermanacle" "found">><<handheldon>><<set $weekly.maze.silver_manacle to 1>><</link>> <br> <<getouticon>><<link [[Leave it|Maze 0 End]]>><</link>> <br> <<else>> <<link [[Continue|Maze 0 End]]>><</link>> <br> <</if>><<effects>> You feel a breeze. The corridor emerges at the edge of the maze, and a large gap in the wall reveals the outside world. You're high up. Several stories. You can see beyond the trees surrounding the maze, the many farms dotting the hills, and a moving car in the distance. <br><br> <<if $weekly.maze.whip is undefined>> You see something dancing in the breeze up ahead. It's a whip, clamped to the wall, length unfurled and buffeted by the wind. You avoid getting whipped by it, and manage to pry it free. It looks ancient. It belongs in a museum. <br><br> <<antiqueicon "whip">><<link [[Take the whip and continue|Maze 0 End]]>><<set $antiquemoney += 200>><<museumAntiqueStatus "antiquewhip" "found">><<handheldon>><<set $weekly.maze.whip to 1>><</link>> <br> <<getouticon>><<link [[Leave it|Maze 0 End]]>><</link>> <br> <<else>> <<link [[Continue|Maze 0 End]]>><</link>> <br> <</if>><<effects>> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> You emerge outside. You're still within the maze, on a walkway connecting one section of the complex to another. A dilapidated waist-high wall lines each side of the walkway. Beyond it is a sheer, dangerous drop. <br><br> You walk across, careful not to slip and staying away from the many gaps in the broken masonry. <br><br> <<link [[Next|Maze Painting]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> <<if $eventskip isnot 1>> <<maze_basilisk>> <<else>> You emerge outside. You're still within the maze, in an overgrown garden. A few hardy, thorny plants have overcome all the others. Red flowers bloom among them, like splotches of blood. <br><br> You pass through, ducking beneath branches and clambering over others, and manage to avoid getting snagged. <br><br> <<link [[Next|Maze Painting]]>><</link>> <br> <</if>> <<set $eventskip to 0>><<effects>> <<if $museumAntiques.paintings.paintingsnake is "notFound">> You arrive beneath a roof supported by two massive pillars. Between them, a set of steps leads up to a painting, lit by a beam of light from a high window. <br><br> The painting is old. It depicts a beautiful woman crawling out of the shed skin of a snake, as if it were her own skin just moments ago. She's holding a clutch of eggs to her chest, crying. The frame is intricately carved, shaped like a snake eating its own tail. <br><br> Part of the frame has burn marks and a small amount of water damage. There's a large cut on the main canvas. <br><br> Despite this, it's remarkably well preserved. A museum would be interested. <br><br> <<museumPaintingGet "paintingsnake">> <<link [[Next|Maze Painting 2]]>><</link>> <br> <<else>> You arrive at the end of the maze. There's a gap in the grime on the wall between the two pillars, in the shape of the painting you removed. <br><br> You continue, and slide down the ruined masonry, landing on a soft patch of grass outside the maze. <br><br> <<link [[Next|Farmland]]>><<maze_end>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> There's a hole in the wall in the corner of the room, leading outside. You're high up. You manage to navigate your way down the ruined masonry. It's a one-way exit. You hear a hiss above, like laughter, but it could be the wind. <br><br> <<link [[Next|Farmland]]>><<maze_end>><<set $eventskip to 1>><</link>> <br><<effects>> You retrace your steps through the maze, and make it outside. The journey felt much shorter. <br><br> <<link [[Next|Farmland Manors]]>><</link>> <br><<effects>> You rush around one bend after another, <span class="green">leaving the slime's squelching far behind you.</span> <br><br> <<link [[Next|Maze Final]]>><</link>> <br><<effects>> You rush around a corner, then another, <span class="red">and find a dead end.</span> You rush back the way you came, but the slime has already caught up with you. You're trapped. <br><br> The slime squelches closer, still filling the corridor with its mass. <br><br> <<link [[Next|Maze Vore]]>><<set $molestationstart to 1>><</link>> <br><<set $outside to 1>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<if $settings.tentaclesEnabled>> <<set $enemytype to "tentacles">> <<tentaclestart 2 15>> <<set $voretentacles to 1>> <<else>> <<set $enemytype to "vore">> <<set $voretentacles to 0>> <</if>> <<set $vorestage to 1>> <<set $vorecreature to "giant slime">> <<set $vorestrength to 1>><<set $position to "doggy">> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<if $settings.tentaclesEnabled and $enemytype is "tentacles">> <<voreeffects>><<effectstentacles>> <<vore>><<tentacles>> <<statetentacles>> <br><br> <<actionsvorentacles>> <<else>> <<voreeffects>> <<vore>> <<voreactions>> <</if>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Maze Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Maze Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestomach gte 5>> <span id="next"><<link [[Next|Maze Vore Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Maze Vore]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $stress gte $stressmax or $vorestomach gte 5>> It's all just too much for you. You pass out. <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<endcombat>> <<link [[Next|Farmland Dungeon Wake]]>><<maze_end>><</link>> <br> <<else>> <<tearful>> you pull yourself away from the creature. It turned during the struggle, leaving you free to escape down the corridor. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "basilisk">> <<link [[Next|Maze Final]]>><</link>> <br> <</if>><<effects>> <<petrified_init>> <<generate1>><<generate2>><<person1>> You remain at the side of the road, unable to move an inch, listening to the car draw closer. You hear it brake, then it comes into view. It's a police car. A <<person>> drives, with a <<person2>><<person>> beside <<person1>><<him>>. They both leer at you. <<if $exposed gte 1>> You struggle to cover yourself, <span class="pink">but cannot.</span> <</if>> <br><br> "Who'd leave a statue as magnificent like this by the side of the road?" asks the <<person2>><<person>>, climbing from the vehicle. "What a waste." <br><br> "Maybe they'll be back for it," the <<person1>><<person>> replies, looking up and down the road. "Let's get it on board and get out of here." <br><br> <i>Escape chance increases depending on willpower.</i> <br><br> <<petrified_chance_text>> <br><br> <<link [[Try to move|Petrified 2]]>><<set $phase to 0>><<petrified_chance>><</link>><<gescape_chance>> <br> <<link [[Stay still|Petrified 2]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $petrified_chance gte $rng and $phase is 0>> The <<person1>><<person>> and <<person2>><<person>> stand either side of you, and discuss how best to carry you to the car. You struggle to move until you feel a weight lift, <span class="green">freeing you.</span> <br><br> You spring to life. Both the <<person1>><<person>> jump back in shock, tripping over themselves. You run from the road and into the surrounding trees. They might get funny ideas once they recover. <br><br> <<link [[Next|Farmland]]>><<endevent>><<petrified_end>><</link>> <br> <<else>> The <<person1>><<person>> and <<person2>><<person>> stand either side of you, and discuss how best to carry you to the car. <<if $phase is 0>> You struggle to move, <span class="red">to no avail.</span> <</if>> The pair lift you by your shoulders and ankles, and rest you between the front seats. <br><br> They climb in either side of you. The <<person1>><<person>> starts the engine, and returns to the road. <br><br> <<petrified_chance_text>> <br><br> <<link [[Try to move|Petrified 3]]>><<set $phase to 0>><<petrified_chance>><</link>><<gescape_chance>> <br> <<link [[Stay still|Petrified 3]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<pass 10>> <<if $petrified_chance gte $rng and $phase is 0>> It's a bumpy journey along the uneven road. Each bump feels like you could somehow leverage it to free yourself. You try to move with the jolts, and a weight lifts, <span class="green">freeing you</span>. <br><br> The "statue" coming to life shocks the <<person1>><<person>> so much that <<he>> loses control of the car. It swerves from the road and into a ditch. An air bag activates, covering the three of you. <br><br> You manage to squirm from the vehicle amid the driver's and other passenger's squirms and curses, and escape into the nearby trees. <br><br> <<link [[Next|Farm Road 6]]>><<petrified_end>><<endevent>><</link>> <br> <<else>> It's a bumpy journey along the uneven road. <<if $phase is 0>> Each bump feels like you could somehow leverage it to free yourself, <span class="red">but you're not sure how.</span> <<else>> Each bump sends your stiff body rocking back and forth. <</if>> The <<person2>><<person>> puts <<his>> arm around you to keep you steady, and doesn't miss the opportunity to grope your <<breasts>>.<<gstress>><<stress 6>><<lescape_chance>><<petrified_chance -5>> <br><br> "Pervert," the <<person1>><<person>> says. "It's a statue. A work of art. Not something to molest." <br> "It's so lifelike though," the <<person2>><<person>> replies. "Give it a feel." <br><br> The <<person1>><<person>> glances at you, then gropes your <<genitals>>. <br><br> "See?" <br> "It's realistic alright. Obscene." <br><br> <<petrified_chance_text>> <br><br> <<link [[Try to move|Petrified 4]]>><<set $phase to 0>><<petrified_chance>><</link>><<gescape_chance>> <br> <<link [[Stay still|Petrified 4]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<pass 10>> <<if $petrified_chance gte $rng and $phase is 0>> The <<person1>><<person>> radios the station, and explains their find. You struggle to regain control. The <<person>> swerves a little to avoid a hedgehog on the road, knocking you aside. The motion lifts a weight, <span class="green">freeing you.</span> <br><br> The "statue" coming to life shocks the <<person1>><<person>> so much that <<he>> loses control of the car. It swerves from the road and into a ditch. An air bag activates, covering the three of you. <br><br> You manage to squirm from the vehicle amid the driver's and other passenger's squirms and curses, and escape into the nearby trees. <br><br> <<link [[Next|Farm Road 3]]>><<petrified_end>><<endevent>><</link>> <br> <<else>> The <<person1>><<person>> radios the station, and explains their find. <<if $phase is 0>> You struggle to regain control, <span class="red">to no avail.</span> <</if>> <br><br> "We're taking it straight to the park," the <<person>> says. "A fountain there needs it, they say." <br> "Do we get a reward? A finder's fee?" <<person2>>Eyes not needed for the road, <<he>> examines you with an uncomfortable intensity.<<gstress>><<stress 6>> <br> "After an inspection. Maybe." <br><br> <<petrified_chance_text>> <br><br> <<link [[Try to move|Petrified 5]]>><<set $phase to 0>><<petrified_chance>><</link>><<gescape_chance>> <br> <<link [[Stay still|Petrified 5]]>><<set $phase to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "park">><<effects>> <<pass 10>> <<if $petrified_chance gte $rng and $phase is 0>> You arrive in town. The <<person1>><<person>> drives to the park, and stops beside a cafe. <br><br> "We're hauling it from here," <<he>> says. The <<person2>><<person>> sighs. <br><br> You struggle to move. The <<person1>><<person>> lifts your by your shoulders and pulls you from the vehicle, standing you on your feet. As <<he>> does, you feel a weight lift. <span class="green">You regain control of your movement.</span> <br><br> The <<person1>><<person>> jumps back in shock, giving you a chance to escape. You rush down a nearby alley, past a couple of bewildered passers-by, and escape before anyone can think to stop you. <br><br> <<link [[Next|Park]]>><<petrified_end>><<endevent>><</link>> <br> <<else>> You arrive in town. The <<person1>><<person>> drives to the park, and stops beside a cafe. <br><br> "We're hauling it from here," <<he>> says. The <<person2>><<person>> sighs. <br><br> <<if $phase is 0>> You struggle to move, <span class="red">but it's no use.</span> <</if>> The <<person1>><<person>> lifts you by your shoulders and pulls you from the vehicle, standing you on your feet. <br><br> The <<person2>><<person>> grasps your ankles, and together they carry you through the park. People stop to gawk. <<if $exposed gte 1>>You feel awfully exposed.<</if>> <br><br> <<petrified_chance_text>> <br><br> <<link [[Try to move|Petrified 6]]>><<set $phase to 0>><<petrified_chance>><</link>><<gescape_chance>> <br> <<link [[Stay still|Petrified 6]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<if $petrified_chance gte $rng and $phase is 0>> They carry you to a fountain, and lean you against it to catch their breath. You peer at the flowing water as a light spray splashes your face. A cool sensation travels down your spine, <span class="green">and you regain control of your movement.</span> <br><br> You splash across the fountain, and glance over your shoulder just once. Both the <<person1>><<person>> and <<person2>><<person>> stare at you in shock. You make it to a nearby row of trees, and escape from view. <br><br> <<link [[Next|Park]]>><<petrified_end>><<endevent>><</link>> <br> <<else>> They carry you to a fountain, and lean you against it to catch their breath. You peer at the flowing water as a light spray splashes your face. A cool sensation travels down your spine. <<if $phase is 0>> You try to move, <span class="red">to no avail.</span> <</if>> <br><br> "This'll be a job," the <<person1>><<person>> says. "I'll grab the arse. I think it's best we use our shoulders." <br><br> The <<person1>><<person>> kneels to haul you onto <<his>> shoulder, groping your <<bottom>> as <<he>> does. The <<person2>><<person>> grabs you in a similar way, <<his>> arm resting across your <<breasts>>.<<gstress>><<stress 6>><<petrified_chance -5>><<lescape_chance>> <br><br> Together, they house you onto the plinth in the middle of the fountain, and step back to admire their handiwork. <br><br> <<petrified_chance_text>> <br><br> <<link [[Try to move|Petrified 7]]>><<set $phase to 0>><<petrified_chance>><</link>><<gescape_chance>> <br> <<link [[Stay still|Petrified 7]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<if $petrified_chance gte $rng and $phase is 0>> A dove flaps onto your shoulder. At once, <span class="green">you're able to move again.</span> The <<person1>><<person>> and <<person2>><<person>> back away in shock as you climb from the plinth, and escape into the park. You're hidden behind a row of trees before they can even think to intervene. <br><br> <<link [[Next|Park]]>><<petrified_end>><<endevent>><</link>> <br> <<else>> <<if $phase is 0>> You try to move, <span class="red">to no avail.</span> <</if>> The <<person1>><<person>> and <<person2>><<person>> pull out their phones, and point them at you. Satisfied, they walk in the direction of their car, leaving you alone on the plinth. <br><br> <<endevent>> <<pass 1>> You're not alone for long. A group of delinquents arrive, and find the new "statue" interesting. <br><br> <<generatey1>><<generatey2>><<generatey3>><<generatey4>><<person1>> A <<person>> steps forward, hands on hips. "This been here long?" <<he>> asks no one in particular. Without waiting for a response, <<he>> splashes into the fountain, and climbs the plinth. <<He>> grasps your waist and presses <<his>> crotch against your <<bottom>> from behind. "Someone take a picture." <br><br> The other delinquents have indignities of their own in mind. They take turns performing them, and taking pictures, and leave with a renewed swagger.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<endevent>> <<link [[Next (1:00)|Petrified 8]]>><<pass 60>><</link>> <</if>><<effects>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<person1>> You stand on the plinth in the middle of the park. People gawk as they walk by, curious about the new feature. A group of <<people>> are particularly taken with you. They stop and stare for a while. One takes a picture with <<his>> phone. <br><br> "What a hot statue." <br> "Surprised they put something like that up there." <br> "Someone in the mayor's office has good taste." <br><br> A dove flaps onto your shoulder, prompting more to reach for their phones.<<gggescape_chance>> <br><br> At the dove's touch, you feel a weight lift. <span class="green">You can move again.</span> Your legs tremble, and you tumble into the fountain below. <br><br> You rise to your feet as the group of <<people>> surround you. <br><br> "So is this performance art?" <br> "How about we take part?" <br><br> They step closer, lust in their eyes. <br><br> <<link [[Next|Petrified Gang]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Petrified Gang Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Petrified Gang]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They leave you spent and shivering in the fountain. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<people>> scatter before your ferocity. <br><br> <<tearful>> you brush yourself down. <br><br> <<clotheson>> <<endcombat>> <<else>> <<set $rescued += 1>> "That <<girl>> is being attacked!" <br><br> The <<people>> assaulting you look for the culprit, and see eyes now watching them from all around. They drop you in the fountain, and walk away in a hurry. <br><br> <<tearful>> you brush yourself down. <br><br> <<clotheson>> <<endcombat>> A <<generate1>><<person1>><<person>> rushes up to you. "Are you alright? I saw what those brutes were doing." <<if $exposed gte 1>> <<He>> rummages in a satchel. "Here. It's not much, but it's all I have on me." <<He>> hands you some towels.<<towelup>> <<else>> <<He>> looks in the direction of your assailants. "I don't know what this town's coming to." <</if>> <br><br> Once sure you're okay, <<he>> walks in the direction of Connudatus Street. <br><br> <<endevent>> <</if>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br><<widget "farmlands_maze_slime">> You hear a squelch, and a hiss, behind you. You turn. A large slime squeezes along the corridor, filling the entire thing from top to bottom, blocking the way you came. <br><br> <<if $settings.voreEnabled and $settings.slimesEnabled>> A limb of slime protrudes from its body, and forms the shape of an eye. It peers at you. Then the whole body trembles, and it lurches in your direction at speed.<<gstress>><<stress 6>> <br><br> You turn and run. <br><br> <<if random(1, 2) is 2>> <<link [[Go left|Maze Slime Escape]]>><</link>> <br> <<link [[Go right|Maze Slime Deadend]]>><</link>> <br> <<else>> <<link [[Go left|Maze Slime Deadend]]>><</link>> <br> <<link [[Go right|Maze Slime Escape]]>><</link>> <br> <</if>> <<else>> You turn and run through the branching corridors of the maze. You manage to lose the creature, with difficulty.<<beastescape>> <br><br> <<link [[Next|Maze Final]]>><</link>> <br> <</if>> <</widget>> <<widget "maze_init">> <<if $per_npc.basilisk is undefined>> <<beastNEWinit 1 "snake">><<saveNPC 0 "basilisk">> <<else>> <<loadNPC 0 "basilisk">> <</if>> <<set $maze_basilisk to 0>> <</widget>> <<widget "maze_end">> <<unset $maze_basilisk>> <<unset $maze_passage>> <<endevent>> <</widget>> <<widget "maze_basilisk">> <<set $maze_passage to $passage>> <<set $maze_basilisk += 1>> <<if $maze_basilisk is 1>> <span class="red">Your pulse quickens.</span> You hear a slithering behind you, and a warm breeze on the back of your neck, like breath. <br><br> <<if $monster is 1>> "What have we here," says a <<if $NPCList[0].gender is "m">> man's <<else>> woman's <</if>> voice. "Another visitor. Keep your eyes forward, unless you wish to stay longer than planned." <br><br> Despite those words, you feel an inexplicable urge to turn around. <br><br> <<else>> You feel an inexplicable urge to turn around. <br><br> <</if>> <<link [[Resist the urge to turn|Maze Turn]]>><</link>><<willpowerdifficulty 1 400>> <br> <<elseif $maze_basilisk is 2>> <span class="red">Your pulse quickens.</span> You hear a slithering behind you, and a warm breeze on the back of your neck, like breath. <br><br> <<if $monster is 1>> "This maze used to house a thief," the <<if $NPCList[0].gender is "m">> man <<else>> woman <</if>> says, close enough to bite. "A nice place to hide. Out of the way. Hard to penetrate. But the thief was too skilled for their own good. They took a prize that shouldn't be." <br><br> You feel the presence move to your other ear. "Trapped in a cycle, they lost interest in gold. They wanted a different sort of wealth. Something only they saw the value of. They and one other." <br><br> You feel an inexplicable urge to turn around. <br><br> <<else>> You hear a hiss, close enough to bite, and the feeling of being studied. The presence moves to the other side of your head, then back again, as if swaying. <br><br> You feel an inexplicable urge to turn around. <br><br> <</if>> <<link [[Resist the urge to turn|Maze Turn]]>><</link>><<willpowerdifficulty 1 600>> <br> <<elseif $maze_basilisk is 3>> <span class="red">Your pulse quickens.</span> You hear a slithering behind you, and a warm breeze on the back of your neck, like breath. <br><br> <<if $monster is 1>> "The thief filled these halls with their treasures," the <<if $NPCList[0].gender is "m">> man <<else>> woman <</if>> says. "That's how I arrived. Few remain now. Other thieves came. Some took treasures. Others became mine." <br><br> You feel an inexplicable urge to turn around. <br><br> <<else>> You feel the detritus shift several metres behind you. As if you're being followed by more than one creature. Or something gargantuan. <br><br> You feel an inexplicable urge to turn around. <br><br> <</if>> <<link [[Resist the urge to turn|Maze Turn]]>><</link>><<willpowerdifficulty 1 800>> <br> <<else>> <span class="red">Your pulse quickens.</span> You hear a slithering behind you, and a warm breeze on the back of your neck, like breath. <br><br> <<if $monster is 1>> "Do I frighten you?" the <<if $NPCList[0].gender is "m">> man <<else>> woman <</if>> says. "I should, but I'm nothing compared to the jaws of sin. Do you think you'll fare better than the thief?" You hear laughter like ancient trees creaking in the wind. <br><br> You feel an inexplicable urge to turn around. <br><br> <<else>> You hear a hiss, and your blood runs cold. You feel like breaking into a run, and like freezing on the spot. Instead, you continue to walk. <br><br> You feel an inexplicable urge to turn around. <br><br> <</if>> <<link [[Resist the urge to turn|Maze Turn]]>><</link>><<willpowerdifficulty 1 1000>> <br> <</if>> <</widget>> <<widget "petrified_init">> <<set $petrified_chance to 0>> <</widget>> <<widget "petrified_end">> <<unset $petrified_chance>><<set $eventskip to 1>> <</widget>> <<widget "petrified_chance">> <<if _args[0]>> <<set $petrified_chance += _args[0]>> <<else>> <<set $petrified_chance += $willpower / 100>> <</if>> <</widget>> <<widget "gescape_chance">><<if !$settings.blindStatsEnabled>> | <span class="green">+ Escape chance</span> <</if>><</widget>> <<widget "ggescape_chance">><<if !$settings.blindStatsEnabled>> | <span class="green">+ + Escape chance</span> <</if>><</widget>> <<widget "gggescape_chance">><<if !$settings.blindStatsEnabled>> | <span class="green">+ + + Escape chance</span> <</if>><</widget>> <<widget "lescape_chance">><<if !$settings.blindStatsEnabled>> | <span class="red">- Escape chance</span> <</if>><</widget>> <<widget "llescape_chance">><<if !$settings.blindStatsEnabled>> | <span class="red">- - Escape chance</span> <</if>><</widget>> <<widget "lllescape_chance">><<if !$settings.blindStatsEnabled>> | <span class="red">- - - Escape chance</span> <</if>><</widget>> <<widget "petrified_chance_text">><<if !$settings.blindStatsEnabled>> <<set $_progress to Math.clamp(Math.floor($petrified_chance/20),0,5)>> <<set $_difficultyColour to ["red","pink","purple","blue","lblue","green"][$_progress]>> <u>Escape chance:</u> <span @class=$_difficultyColour><<print Math.floor($petrified_chance)>>%</span> <</if>><</widget>><<set $location to "alex_farm">><<set $outside to 1>><<effects>> <<npc Alex>><<person1>><<generate2>><<generate3>> You wake up to two arms holding you tightly. You find yourself being dragged across a field towards a parked van. <br><br> "Shit, <<pshes>> waking up," the <<person2>><<person>> says. <br><br> "What're you waiting for? Put <<phim>> out again before someone notices!" the <<person3>><<person>> mutters under their breath. <br><br> You don't have a lot of time to shout before it's too late. <br><br> <<link [[Scream|Farm Abduction wake 2]]>><<set $phase to 1>><</link>> <br> <<link [[Give in|Farm Abduction wake 2]]>><<set $phase to 2>><</link>><<set $location to "alex_farm">><<set $outside to 1>><<effects>> <<if $phase is 1>> With all you've got, you scream at the top of your lungs. The <<person2>><<person>> produces a rag and bottle. You struggle, but it's no use. The rag covers your face, and the sweet smells makes you feel faint. Dizziness overwhelms you as you slip into their arms. <br><br> <<if C.npc.Alex.love gte 40>> <<person1>> "Hey!" A voice belonging to Alex calls out. "Drop <<phim>>, now!" <<His>> voice startles the goons. <br><br> "Fuck, this was supposed to be easy!" the <<person2>><<person>> angrily states. <br><br> Both assailants drop you, leaving you in the dirt. They run into the van and speed off. <br><br> Footsteps approach, and soon you're facing Alex. <<person1>><<He>> inspects your clouded eyes with a worried expression. <br><br> "What's wrong? Hey!" Alex frantically says, tapping your cheek. You barely give a response. "What happened?" <br><br> <<His>> voice trails off as your consciousness begins to fade. Alex quickly picks you up and carries you away before everything goes dark. <br><br> <<set $outside to 0>> <<link [[Give in|Farm Abduction wake 3]]>><<pass 4 hours>><<set $stress -= 5000>><</link>><<lstress>> <<else>> The <<person2>><<person>> looks around for a moment then at you. <<He>> smirks. "What did you expect that to do, <<if $player.gender_appearance is "f">>princess<<else>>prince<</if>>? Waiting for a knight to rescue you?" <br><br> The two assailants continue to drag you towards the van. As you near the vehicle, you feel your consciousness fading. <br><br> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><</link>> <</if>> <<elseif $phase is 2>> You watch as one of the goons produces a rag and bottle. You struggle, but it's no use. The rag covers your face, and the sweet smells makes you feel faint. <br><br> The two assailants continue to drag you towards the van. Dizziness overwhelms you. As you near the vehicle, you feel your consciousness fading. <br><br> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><</link>> <</if>><<set $location to "alex_cottage">><<effects>> <<if $trauma lt ($traumamax / 10) * 6>> You awake inside a farmhouse. You're lying on a couch with a blanket over you. A small table holding a cup of tea sits nearby. <br><br> Alex is walking up and down the room, phone in hand. "I know how long it's going to take. I need an ambulance now!" <<His>> gaze turns to you. "Shit, are you alright?" <br><br> You nod. <br><br> "Cancel that." Alex sighs, rubbing <<his>> face. <<He>> approaches you. "Some thugs were carting you off. They drugged you. Don't worry," Alex strokes your hair. "I'm not letting them take what's mine." <br><br> Getting up, <<he>> begins to <<if Time.dayState isnot "night">>walk outside<<else>>walk upstairs<</if>>. "Rest up as long as you need." <br><br> Not wasting too much time, you sit up and drink the tea left for you. It's refreshing. <br><br> <<else>> You awaken in a wooden interior. You are lying on a sofa. You realise a figure is looming over you, and you panic. You shout and flail your arms, trying to push them away from you. A small wooden table falls over, spilling a cup onto the floor. <br><br> The figure backs away at your onslaught, but then approaches again. They grasp your wrists and straddle your belly, pinning you in place. <br><br> "It's me!" says Alex. "What's gotten into you?" <br><br> Your mind clears, and you stop struggling. Alex looks down at your tear-strewn face. <<He>> sighs in relief and releases you. <br><br> "Sorry, but you were about ready to hurt yourself," <<he>> says. "You went full mental jacket there. Though given what just happened, I don't blame you." <<He>> rubs the back of <<his>> neck. "I'm not about ready for someone to take what's mine, don't worry. Rest as long as you need." <br><br> Alex crouches to clean the mess, then steps away. You stare at your shaking hands before getting up. <br><br> <</if>> <<if Time.dayState is "night">> <<link [[Rest till morning|Farm Abduction wake 4]]>><<endevent>><</link>> <br> <</if>> <!--Might be best to change this later--> <<link [[Leave|Farm Work]]>><<endevent>><</link>><<set $location to "alex_cottage">><<set $outside to 0>><<effects>> <<set _autosavehere to true>> <<set _hour to clone(Time.hour)>> <<for _i to 0; _i lt 12; _i++>> <<set _hour++>> <<if _hour % 24 gte 6 and _hour % 24 lte 9>> <<set _multi to _hour - Time.hour>> <<pass `1 * _multi` hour>><<tiredness `-12 * _multi`>><<effects>> <<break>> <</if>> <</for>> <<sleepeffects>> You decide to lie back down on the couch till morning. You get up just as the sun is starting to shine. <br><br> <!--Might be best to change this later--> <<link [[Next|Farm Work]]>><</link>><<effects>> <<bind>> <<moor_captive_init>> <<if Time.dayState is "night">> You see lights up ahead, illuminating a few tents. Figures cast shadows against them. Someone shoves you forward. "Keep moving."<<gpain>><<pain 4>> <br><br> You arrive at the camp. Heads turn and leer at you. <<covered>> Some carry metal poles, tipped with prongs. They don't get to gawk long. You're shoved into one of the tents. <br><br> The interior is dominated by a large tarpaulin. Something hisses from beneath. A <<generate1>><<person1>><<person>> follows you in, and wrestles you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the earth. <br><br> "Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits. <br><br> <<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>> <br> <<else>> You hear voices ahead. You crest a hillock, and see a bustling camp. Many small cages lie to the side. Shapes move within, but they stick to the shadows. <br><br> <<generate1>><<person1>>"Just in time," a <<person>> says, meeting your entourage. <<He>> holds a metal pole, tipped with prongs. Some of the others carry similar. <br><br> <<His>> eyes flick over your body. <<covered>> "Remy will like this one." <<He>> turns. "We're moving out!" <<he>> shouts to the camp. "Stop lazing!" <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br> <</if>><<set $location to "moor">><<set $outside to 1>><<effects>> <<bind>> <<moor_captive_init>> <<generate1>><<generate2>> You awaken, your face cold and wet. A <<person1>><<person>> stands above you, an empty bucket in <<his>> hands. Others stand with <<him>>. Some hold metal poles, tipped with prongs. "<<pShes>> awake," <<he>> says. "Get <<phim>> up. Remy will like this one." <br><br> <<if Time.dayState is "night">> You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>> <br><br> You can't see far in the dark, but you think you're on the moor. Lights illuminate a circle of tents. A <<person2>><<person>> shoves you into one. <br><br> The interior is dominated by a large tarpaulin. Something hisses from beneath. The <<person>> follows you in, and wrestles you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the ground. <br><br> "Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits. <br><br> <<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>> <br> <<else>> You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>> <br><br> You're on the moor. You see small cages stacked some distance away. Shapes move within, but they stick to the shadows. <br><br> "We're moving out," barks a <<person2>><<person>>. "Stop lazing." <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<effects>> You are alone in a tent, tied to a chain buried in the earth. You hear snoring outside, and hissing from beneath a nearby tarpaulin. <br><br> <<moor_binding_text>> <br><br> <<if $stress gte $stressmax>> <<if isPregnancyEnding()>> <<pregnancyPassout "remyAbduction">> <<else>> It's too much for you. You pass out. <br><br> <<passout>> <<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>> <br> <</if>> <<elseif Time.dayState isnot "night">> You hear activity outside. A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin. <br><br> You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor. <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br> <<else>> <<if $moor_binding gte 1>> <<link [[Loosen your binds (1:00)|Moor Abduction Tent Loosen]]>><<pass 60>><</link>> <br> <<else>> <<link [[Escape|Moor Abduction Escape]]>><</link>> <br> <</if>> <<link [[Sleep|Moor Abduction Sleep]]>><</link>> <br> <</if>><<set $outside to 1>><<effects>> You're marched across the moor, enduring the ogling stares of your captors. <<set $moor -= 5>><<pass 60>> <<if $moor lte 10 or $moor is undefined>> You arrive at a tall fence. Through the bars you see grazing <<if $settings.monsterChance gte 1 and $hallucinations gte 1 or $settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly or !$settings.bestialityEnabled>> <<if $settings.maleVictimChance is 100>> bullboys. <<elseif $settings.maleVictimChance is 0>> cowgirls. <<else>> bullboys and cowgirls. <</if>> <<else>> cattle. <</if>> <br><br> You arrive in front of a gate. The sign beside it reads: <span class="red">"Remy estate"</span> <br><br> <<link [[Next|Moor Abduction Remy]]>><<end_moor_captive>><</link>> <br> <<elseif $moor is 20>> The terrain becomes less rocky. Plains of heather stretch ahead of you. <<elseif $moor is 50>> The terrain becomes less boggy. Strange rock formations lie ahead. <<elseif $moor gte 51>> They sometimes walk in single file. They seem to know the land. <<elseif $moor gte 21>> They avoid the strange rock formations. <<else>> Their boots flatten the heather. <</if>> <br><br> <<if $moor gte 11>> <<moor_binding_text>> <br><br> <<if $stress gte $stressmax>> <<if isPregnancyEnding()>> <<pregnancyPassout "remyAbduction">> <<else>> It's too much for you. Your vision fades. <br><br> <<passout>> <<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>> <br> <</if>> <<elseif Time.dayState is "night">> "Set camp," the cry goes up. "We're not travelling in the dark." <br><br> <<if $moor lte 20>> You hear some grumbling about almost being back at the estate, but they get to work regardless. <</if>> They put up lights, and begin to raise tents. You're left unoccupied, for now. <br><br> <<if $moor gte 51>> You peer into the dark. You're surrounded by hidden pools and sinkholes. Escape would be difficult. <br><br> <<if $moor_binding lte 0>> <<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900 1900>> <<else>> <<link [[Run|Moor Abduction Mire Run]]>><</link>><<athleticsdifficulty 900 1900>> <</if>> <br> <<elseif $moor gte 21>> You peer into the dark. Running across such uneven ground in the dark could be dangerous. <br><br> <<if $moor_binding lte 0>> <<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800 1500>> <<else>> <<link [[Run|Moor Abduction Rock Run]]>><</link>><<athleticsdifficulty 800 1500>> <</if>> <br> <<else>> You peer into the dark. You could run, but they'll soon notice you're gone, and give chase. <br><br> <<if $moor_binding lte 0>> <<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500 1500>> <<else>> <<link [[Run|Moor Abduction Plain Run]]>><</link>><<athleticsdifficulty 500 1500>> <</if>> <br> <</if>> <<if $submissive gte 1000>> <<link [[Stay put (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>> <br> <<else>> <<link [[Bide your time (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>> <br> <</if>> <<elseif $rng gte 81>> "We'll search here," shouts an authoritative voice. The ground is flat, and metal chains have been buried in the earth. They've camped here before. <br><br> The thugs form into groups that leave the camp in different directions, taking empty cages with them. Only two thugs remain to guard you. <br><br> <<if $moor_binding gte 1>> <<link [[Seduce and deceive|Moor Abduction Seduce]]>><</link>> <br> <<link [[Loosen your bindings (1:00)|Moor Abduction Loosen]]>><<pass 60>><</link>> <br> <<else>> <<link [[Break your bonds and attack|Moor Abduction Attack]]>><<unbind>><</link>> <br> <<link [[Bide your time (1:00)|Moor Abduction Bide]]>><<pass 60>><</link>> <br> <</if>> <<elseif $rng gte 61>> <<if $syndromebird is 1>> <span class="green">A familiar screech pierces the air.</span> <<else>> <span class="red">A terrible screech pierces the air.</span><<if $syndromebird isnot 1>><<ggstress>><<stress 12>><</if>> <</if>> <br><br> <<if $syndromebird is 1 and $harpy gte 6 and $bird.injured lte 1>> The thugs crowd closer, clutching their weapons, eyes darting up at the sky. <br><br> <<link [[Screech (0:20)|Moor Abduction Bird Screech]]>><<pass 20>><</link>><<harpy>> <br> <<link [[Wait|Moor Abduction Bird Wait]]>><</link>> <br> <<else>> The thugs crowd closer, clutching their weapons, eyes darting up at the sky. Another screech chills you, but this one is further away. The thugs relax. <br><br> <<generate1>><<person1>>"Stop standing around," shouts a <<person>>, almost mastering the fear in <<his>> voice. "We've got work to do." Your entourage moves once more. <br><br> <<endevent>> <<moor_captive_actions>> <</if>> <<elseif $rng gte 41>> You feel a hand grope your <<bottom>>. A <<generate1>><<person1>><<person>> is the culprit. <<He>> walks awfully close.<<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">> <br><br> No one seems to notice, or care. <br><br> <<link [[Get angry|Moor Abduction Angry]]>><<def 1>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Endure|Moor Abduction Endure]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>> <<elseif $rng gte 21>> <<if $moor gte 51>> You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from black pools. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons. <br><br> Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again. <<if $awarelevel gte 2>> The group feels smaller than before. <</if>> <br><br> <<elseif $moor gte 21>> You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from atop the strange rock formations. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons. <br><br> Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again. <br><br> <<else>> You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from the heather. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons. <br><br> Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again. <br><br> <</if>> <<endevent>> <<moor_captive_actions>> <<else>> <<generate1>><<person1>> A <<person>> approaches you, holding out a canteen. "Here <<girl>>," <<he>> says. "Keep you on your feet." <br><br> <<link [[Drink|Moor Abduction Drink]]>><</link>> <br> <<if currentSkillValue('skulduggery') gte 100>> <<link [[Sniff it first|Moor Abduction Sniff]]>><</link>> <br> <</if>> <<link [[Refuse|Moor Abduction Refuse]]>><</link>> <br> <</if>> <</if>><<effects>> <<generate1>><<generate2>><<generate3>> You're pushed through the gates. The entourage disperses, some carrying the cages down a flight of stone steps leading into the earth, others following a wooded trail. <br><br> You're dragged away from the entrance by a <<person1>><<person>>, and into a small barn. A <<person2>><<person>> and <<person3>><<person>> are already inside. They weren't part of the group that brought you here. They examine you. <br><br> <<person2>>"You weren't lying," the <<person>> says. "Good stock.<<if $settings.pregnancySpeechEnabled>> Would make a fine breeder.<</if>>" <br><br> <<person3>><<if $settings.pregnancySpeechEnabled>>"Breeder?"<<else>>"Personally,"<</if>> the <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand. <br><br> <<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>> <br> <<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <<link [[Submit|Street Van Submit]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br><<effects>> <<generate1>><<generate2>><<generate3>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> You awaken on a wooden floor. Two figures loom over you. <br><br> "You weren't lying," a <<person1>><<person>> says. "Good stock.<<if $settings.pregnancySpeechEnabled is "f">> Would make a fine breeder.<</if>>" <br><br> "<<= $settings.pregnancySpeechEnabled is "f" ? "Breeder?" : "Personally,">>" the <<person2>><<person>> replies, "I'm more interested in the produce. Gonna make a killing. Need to do something about that stubborn collar, though." <<He>> grasps your familiar collar, and forces you to your feet. You're in a small barn. The <<person>> recoils as you hear a small zap. "A shock collar? Maybe we can keep it after all." <<He>> pushes you along. <br><br> <<badEndTracking "Underground Farm" { reason: "abductedMoor" }>> <<link [[Next|Livestock Intro Familiar Collar]]>><<endevent>><</link>> <br> <<else>> <<leash 21>> You awaken on a wooden floor, a cold heavy weight around your neck. Three figures loom over you. <br><br> <<person2>>"You weren't lying," a <<person>> says. "Good stock.<<if $settings.pregnancySpeechEnabled is "f">> Would make a fine breeder.<</if>>" <br><br> <<person3>>"<<= $settings.pregnancySpeechEnabled is "f" ? "Breeder?" : "Personally,">>" a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> grasps the leash attached to your collar, and forces you to your feet. You're in a small barn. The <<person>> tugs you behind <<him>>. <br><br> <<badEndTracking "Underground Farm" { reason: "abductedMoor" }>> <<link [[Next|Livestock Intro]]>><<endevent>><</link>> <br> <</if>><<effects>> You run into the heather, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you. <<if $athleticsSuccess>> One by one, <span class="green">they tire and fall behind.</span> <br><br> <<pass 10>> You keep running long after losing your pursuers, until you collapse on a bed of heather.<<gtiredness>><<tiredness 6>> <br><br> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <<else>> A <<generate1>><<person1>><<person>> proves faster than the others, <span class="red">catching up with you,</span> and tackling you to the ground. You struggle, but the others soon arrive, panting, and help restrain you. <br><br> You're dragged back to the entourage. <br><br> <<link [[Next|Moor Abduction Punish]]>><</link>> <br> <</if>><<effects>> You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you. <<if $athleticsSuccess>> One by one, <span class="green">they trip and fall behind.</span> <<pass 10>> You keep running long after losing your pursuers, and you stop to rest upon a waist-high rock.<<gtiredness>><<tiredness 6>> <br><br> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <<else>> They soon slow, and keep glancing at the stones littering the uneven ground. Your foot catches in a small hole,<span class="red"> and you trip</span>.<<gpain>><<pain 4>> <br><br> A <<generate1>><<person1>><<person>> is the first to catch up with you, and restrains you before you can recover. You struggle, but the others arrive to help restrain you. <br><br> You're dragged back to the entourage. <br><br> <<link [[Next|Moor Abduction Punish]]>><</link>> <br> <</if>><<effects>> You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you. <<if $athleticsSuccess>> They don't get far. With a cry, a <<generate1>><<person1>><<person>> is swallowed by the ground. The others stop in their tracks. <span class="green">You escape into the dark.</span> <br><br> <<pass 10>> You keep running, careful to stick to firm ground, until your pursuers are left far behind.<<gtiredness>><<tiredness 6>> <br><br> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <<else>> You gain ground at first, <span class="red">until you tumble into cold water,</span> invisible in the dark. You struggle to the surface, just in time for a pair of hands to grasp your shoulders and haul you onto shore. <br><br> <<generate1>><<person1>>A <<person>> pulls you to your feet. You struggle, but the others arrive to help restrain you. <br><br> You're dragged back to the entourage. <br><br> <<link [[Next|Moor Abduction Punish]]>><</link>> <br> <</if>><<effects>> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<if !pcAreArmsBound("both")>> <<bind>> <<set $moor_binding to 6>> The thugs watch as the <<person>> binds your arms, and ties you to a wooden post. <<else>> The thugs watch as the <<person>> ties you to a wooden post. <</if>> "Now you've done it," <<he>> says, stepping in front of you. <<if playerBellySize(true) gte 8>> <span class="red"><<He>> slaps you in the face hard.</span> <<bruise face>> <<else>> <span class="red"><<He>> jabs <<his>> fist into your abdomen.</span> <<bruise tummy>> <</if>> <<gpain>><<ggstress>> <br><br> "This is what you get for misbehaving." <<He>> nods at a <<person2>><<person>>, who steps forward. <br><br> The <<person>> grasps your <<breasts>>, and gives them a painful squeeze.<<gpain>><<ggstress>> <br><br> <<bruise chest>> A <<person3>><<person>> steps forward next, and forces you to turn, baring your back to the audience. <<He>> gives your <<bottom>> a firm smack. And then another.<<ggstress>><<gpain>> <br><br> <<bruise bottom>> A <<person4>><<person>> is next in line. <<Hes>> punching <<his>> palm while eyeing up your body, as if deciding where to attack, when <<his>> foot catches on something. <<He>> tumbles to the ground.<<lstress>><<stress -6>> <br><br> Laughter erupts from <<his>> colleagues. They no longer seem interested in punishing you, for now. The <<person1>><<person>> unties you from the post. <br><br> <<if Time.dayState is "night">> <<link [[Next|Moor Abduction Punish Tent]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br> <</if>><<effects>> A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into a tent. <<He>> wrestles you to the ground beside a large tarpaulin, and ties you to a chain buried in the earth. You hear a hiss beneath the sheet. <br><br> "Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent. <br><br> <<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>> <br><<effects>> They finish setting up the tents, and load the cages into the smallest. A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into the same tent. <<He>> wrestles you to the ground, and ties you to a chain buried in the earth. <br><br> "Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent. <br><br> <<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>> <br><<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<generate1>><<generate2>> You lock eyes with a <<person1>><<person>>. "I'm bored," you say. "If only there was a way we could"—you pause, and run your eyes over <<his>> body—"entertain ourselves." <br><br> The <<person1>><<person>> walks closer, but the <<person2>><<person>> steps in <<person1>><<his>> way. "I'm not being left out," <<person2>><<he>> says. <br><br> "If only I could use my hands," you say. "Then I'd satisfy you both." <br><br> <<if $seductionrating gte $seductionrequired>> The <<person1>><<person>> shoves in front, <span class="green">and fumbles with your bindings.</span> <br><br> <<unbind>> <<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <span class="red">The <<person2>><<person>> laughs.</span> "I prefer you like this," <<he>> says. The pair close in. <br><br> <<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Abduction Seduce Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Abduction Seduce Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if pcAreArmsBound("both")>> The pair lie on the earth, exhausted, <span class="red">but the <<person1>><<person>> keeps a tight hold on your bindings.</span> <br><br> <<tearful>> you're jerked to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>> <br> <<else>> The pair lie on the earth, exhausted. You seize the opportunity, <span class="green">and run from the camp.</span> They weakly grope the air after you. <br><br> <<tearful>> you slump to the ground a safe distance away. <br><br> <<clotheson>> <<endcombat>> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> The <<person1>><<person>> trips over one of the chains buried in the earth. <<He>> grasps the <<person2>><<person>>'s arm, and they both tumble to the ground. <br><br> You seize the opportunity, and run from the camp. <br><br> <<tearful>> you slump to the ground a safe distance away. <br><br> <<clotheson>> <<endcombat>> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<set $moor_binding -= 1>> You work against your bindings. <<if $moor_binding lte 0>> <span class="green">You feel them come loose.</span> You should be able to break free, but you need to choose the right moment. <br><br> <<else>> <span class="lblue">They feel a bit weaker.</span> <br><br> <</if>> The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty. <br><br> <<if $rng gte 81>> All but one of the groups return. The thugs wait awhile, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep." <br><br> "Move out," goes the cry. Cages are lifted, and you're shoved forward once more. <br><br> <<else>> "Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more. <br><br> <</if>> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty. <br><br> <<if $rng gte 81>> All but one of the groups return. The thugs wait awhile, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep." <br><br> "Move out," goes the cry. Cages are lifted, and you're shoved forward once more. <br><br> <<else>> "Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more. <br><br> <</if>> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> <<unbind>> You catch one of the guards, a <<generate1>><<person1>><<person>>, unprepared. You charge <<him>>, colliding with <<his>> back and sending <<him>> stumbling into the nest of cages. <br><br> <<endevent>> The <<generate1>><<person1>><<person>> recovers from surprise, and rolls up <<his>> sleeves. "Idiot," <<he>> spits. "I can manage a <<bitch>> like you by myself." <br><br> <<link [[Next|Moor Abduction Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Moor Abduction Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Abduction Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The <<person1>><<person>> collapses to the earth, too exhausted to continue. You seize the opportunity and run. <<He>> offers only a weak grab at the air in your direction. <br><br> <<tearful>> you slump to the ground some distance away. <br><br> <<clotheson>> <<endcombat>> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You send the <<person1>><<person>> stumbling into the cages as well, where <<he>> lands atop <<his>> friend. You seize the opportunity, and run. <br><br> <<tearful>> you slump to the ground some distance away. <br><br> <<clotheson>> <<endcombat>> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <<else>> You fall to the ground, too hurt to continue. The <<person1>><<person>> helps <<his>> colleague wrestle away a strange creature that escaped. The other thugs soon arrive, most of their cages now filled. <br><br> <<tearful>> you're pulled to your feet. Someone binds your arms once more.<<bind>><<set $moor_binding to 6>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "L-leave me alone," you say, working up your courage. <<elseif $speech_attitude is "bratty">> "Keep your disgusting hands to yourself," you say. <<else>> "Don't touch me," you say. <</if>> <br><br> The other thugs chuckle. <<if random(1, 2) is 2>> The <<person>> steps away. "Wouldn't want you getting agitated," <<he>> says. "It'll sour your milk." Another chuckle. <br><br> <<else>> "Don't worry," the <<person>> says. "I'll leave you alone. Right after I finish your health check." <<He>> reaches around your chest, bringing you to a halt, and pinches your <<breasts>>.<<ggstress>><<stress 6>> <br><br> "Stop messing around," shouts a voice from up ahead. The <<person>> releases you. "Remy will like you," <<he>> says. <br><br> <</if>> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> The <<person>> continues to grope as you walk. You do your best to ignore it. <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> You let the <<person>> pour the canteen into your mouth. <<if $rng gte 91>> It's sweet, and thick. The <<person>> grins. <br><br> You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> aches, and yearns.<<gggarousal>><<arousal 1800>><<drugs 240>> <br><br> Rough hands grasp your shoulders, sending shivers down your body. You're pulled to your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive." <<elseif $rng gte 51 and !playerIsPregnant()>> It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<ggalcohol>><<stress -6>><<alcohol 120>> <<else>> It's just refreshing water.<<lstress>><<stress -6>> <</if>> <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> You sniff the proffered canteen. <<if $rng gte 91>> Whatever's inside is incredibly sweet. It makes you feel lightheaded. <br><br> <<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 0>><</link>> <br> <<elseif $rng gte 51 and !playerIsPregnant()>> It's strong booze. <br><br> <<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 1>><</link>><<ggalcohol>> <br> <<else>> It doesn't smell of anything. It could just be water. <br><br> <<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 2>><</link>> <br> <</if>> <<link [[Refuse|Moor Abduction Refuse]]>><</link>> <br><<effects>> You let the <<person>> pour the canteen into your mouth. <<if $phase is 0>> It's sweet, and thick. The <<person>> grins. <br><br> You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> aches, and yearns.<<gggarousal>><<arousal 1800>><<drugs 240>> <br><br> Rough hands grasp your shoulders, sending shivers down your body. You're pulled to your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive." <<elseif $phase is 1 and !playerIsPregnant()>> It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<ggalcohol>><<stress -6>><<alcohol 120>> <<else>> It's just refreshing water.<<lstress>><<stress -6>> <</if>> <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> You shake your head. The <<person1>><<person>> shrugs. "Suit yourself." <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> <<if Time.hour lte 6>> <<set _sleep_hour to 6 - Time.hour>> <<elseif Time.hour is 23>> <<set _sleep_hour to 7>> <<elseif Time.hour is 22>> <<set _sleep_hour to 8>> <<else>> <<set _sleep_hour to 9>> <</if>> <<for _s to 0; _s lt _sleep_hour; _s++>> <<set $tiredness -= 200>> <<if !($sleeptrouble is 1 and $controlled is 0 and !$hypnosis_traits.slumber)>> <<set $tiredness -= 50>> <</if>> <<if $hypnosis_traits.slumber>> <<set _traumaToSleep to Math.floor($trauma / 100)>> <<set $tiredness -= _traumaToSleep>> <</if>> <<pass 1 hour>> <<if $nightmares gte 1 and $controlled is 0>> <<stress 6>> <</if>> <</for>> You lie on the ground, and close your eyes. <<if $nightmares gte 1 and $controlled is 0>> Your dreams are plagued by nightmarish creatures, hissing and hunting you through the dark. You're soon awoken by noisy activity outside. <<else>> You struggle to sleep with the incessant hissing so close, but you must have dozed off. You're soon awoken by noisy activity outside. <</if>> <br><br> A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin. <br><br> You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor. <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> <<set $moor_binding -= 1>> You work against your bindings. <<if $moor_binding lte 0>> <span class="green">You feel them come loose.</span> You should be able to break free. <br><br> <<link [[Escape|Moor Abduction Escape]]>><</link>> <br> <<link [[Bide your time|Moor Abduction Tent]]>><</link>> <br> <<else>> <span class="lblue">They feel a bit weaker.</span> <br><br> <<link [[Next|Moor Abduction Tent]]>><</link>> <br> <</if>><<effects>><<set $lock to 700>> You tear free of the rope, and rise to your feet. Most of the thugs must be asleep. You peek through the tent entrance, and see a guard sitting to one side, half-awake and surrounded by empty bottles of beer. <br><br> You turn back to the tarpaulin, and peek beneath. Stacks of cages, most shut and locked. There's movement within. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <span class="green">The locks look easy to pick.</span> <br><br> <<link [[Open the cages (0:20)|Moor Abduction Lock]]>><<pass 20>><<stress 6>><</link>><<gstress>> <br> <<else>> <span class="blue">The locks look beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<set $skulduggerydifficulty to 900>> <<link [[Sneak past the guard|Moor Abduction Sneak]]>><</link>><<skulduggerydifficulty>><<effects>> Careful not to make too much noise, you break into the cages, one by one. The creatures inside don't move to leave, instead shrinking away from the little light piercing the front of the tent. <br><br> Once finished, you take a deep breath, grasp a couple of cages, and pull them to the floor. <br><br> <<link [[Next|Moor Abduction Lock 2]]>><</link>> <br><<effects>> The crash spurs the creatures. A flurry of slimy hides and tendrils emerge. They leap around the tent, searching for a way out, or just tearing holes in the fabric. <br><br> You're already running. You hear the guard scream behind you, followed by shouts. <<if $moor gte 51>> You're able to take your time once outside the camp, and manage to avoid the pools littering the landscape. The camp is far too distracted to give chase, if they've even realised you're gone. <<elseif $moor gte 21>> You're able to take your time once outside the camp, and manage to avoid tripping on the rocks littering the ground. The camp is far too distracted to give chase, if they've even realised you're gone. <<else>> The camp is far too distracted to give chase, if they've even realised you're gone. <</if>> <br><br> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<end_moor_captive>><</link>> <br><<effects>> <<generate1>><<person1>> You wait until the guard, a <<person>>, takes a long swig from a bottle, then slip outside. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You dart around the side of the tent, <span class="green">and escape without being seen.</span> <<if Weather.dayState is "dawn">> The sun rises on the horizon, but it's still dark enough to conceal you. You should be far enough away before they're awake. <<else>> You slip into the night. You'll be far away before anyone notices you're gone. <</if>> <br><br> <<skulduggeryuse>> <<earnFeat "Slippery">> <<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <<else>> You dart around the side of the tent, <span class="red">but trip over a rope,</span> tumbling to the ground. <br><br> The <<person>> is on you before you can recover. "Naughty <<girl>>," <<he>> says, grasping your arms. "Almost gave me the slip." <<His>> eyes wander over your body. <br><br> <<skulduggeryuse>> <<link [[Next|Moor Abduction Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Abduction Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Abduction Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> binds your arms with rope, and wrestles you back into the tent, before tying you to the chain once more. <br><br> <<He>> downs the rest of <<his>> bottle as <<he>> leaves the tent. <<clotheson>> <<endcombat>> <<bind>> <<set $moor_binding to 6>> <<link [[Next|Moor Abduction Tent]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> away from you. <<tearful>> you run. <br><br> <<if Time.dayState is "night">> The <<person>> gives chase, but you lose <<him>> in the dark. <<else>> The <<person>> gives chase, but you lose <<him>> in the morning gloom. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>> <<else>> The <<person1>><<persons>> colleagues emerge from their tents, drawn by your cry. They look tired, and upset by the disturbance. <br><br> <<generate2>><<person2>> "You're supposed to keep <<phim>> in <<pher>> tent," a <<person>> says. "Not out here and waking the whole camp up." <br> "You should be grateful," the <<person1>><<person>> responds. "<<pShe>> slipped <<pher>> rope. That wasn't my fault." <br> <<generate3>><<person3>> A <<person>> steps forward. "This <<girl>> needs a lesson if you ask me," <<he>> says. There's a murmur of agreement. <br><br> You back against the tent as the thugs close in. <br><br> <<endcombat>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <<link [[Next|Moor Abduction Gang Rape]]>><<set $molestationstart to 1>><</link>> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Abduction Gang Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Abduction Gang Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> and <<person2>><<person>> haul you back inside the tent, and shove you to the ground. They bind your arms once more, and tie you to the chain. <br><br> You hear your captors return to their own tents. <br><br> <<clotheson>> <<endcombat>> <<bind>> <<set $moor_binding to 6>> <<link [[Next|Moor Abduction Tent]]>><</link>> <br> <<else>> The thugs back away from you, stunned by your aggression. <br><br> <<clotheson>> <<endcombat>> <<generate1>><<person1>>"Can't even subdue one <<girl>>," laughs a <<person>>. <br> "Shut your fucking face." <br> "Make m—" <br><br> <<He>> staggers back as a fist collides with <<his>> nose. Others jump to <<his>> defence, and the camp erupts into a brawl. <br><br> <<if Time.dayState is "night">> <<tearful>> you run into the night. <<else>> <<tearful>> you run into the morning gloom. <</if>> The camp is too busy to notice your flight. <br><br> <<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You work against your bindings, hoping nobody notices. <<set $moor_binding -= 1>> <<if $moor_binding lte 0>> <span class="green">You feel them come loose.</span> You should be able to break free, but you need to choose the right moment. <<else>> <span class="lblue">They feel a bit weaker.</span> <</if>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">No one notices your fidgeting.</span> <br><br> <<skulduggeryuse>> <<else>> <<if random(1, 2) is 2>> <span class="red">A hand smacks the back of your head.</span> "Quit fidgeting," says a <<generate1>><<person1>><<person>>. "You're going where we say you're going."<<gpain>><<gstress>><<stress 6>><<pain 4>> <<else>> <span class="red">"Stop fidgeting!"</span> shouts a voice behind you. "Unless you want a beating."<<ggstress>><<stress 12>> <</if>> <br><br> <<skulduggeryuse>> <</if>> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> You imagine all the terrible things you'll do to your captors when you break free. <<if $rng gte 81>> <<generate1>><<person1>> "What you smiling about?" A <<person1>><<person>> asks. You look <<him>> in the eye, but don't say anything. <<He>> looks away first.<<ltrauma>><<trauma -6>> <<else>> You feel stronger. <</if>> <br><br> <<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>> <br><<effects>> You screech and flap your wings. The thugs spin to face you, surprise and horror on their faces. <br><br> <span class="green">You hear another screech.</span> This one is closer. Right above. The thugs' attention snaps away from you again. <br><br> <<npc "Great Hawk">> The Great Hawk swoops closer. <<endevent>> <<generate1>> A <<person1>><<person>> drops <<his>> weapon and runs. <<Hes>> targeted first. <<endevent>><<npc "Great Hawk">> The <<beasttype>> throws <<bhis>> prey <<if $moor gte 51>> into a pool, <<elseif $moor gte 21>> behind a rock, <<else>> into the heather, <</if>> before circling around for another pass. <br><br> <<endevent>> <<generate1>><<generate2>> A <<fullGroup>> jab their weapons at the threat. <<endevent>> <<npc "Great Hawk">> The <<beasttype>> grasps both hilts. <<bHis>> talons snap them in half. <br><br> The thugs leave you unguarded as they tighten their circle. The remaining weapons tremble. <br><br> <<link [[Next|Moor Abduction Bird]]>><</link>> <br><<effects>><<set $weekly.birdRescued to true>> The <<beasttype>> lands in front of you, and casts a dismissive eye at the thugs. <<if $bird.injured is 1>> <<set $bird.injured to 0>> <span class="green"><<bHis>> wing seems to have healed.</span> <</if>> <<if $monster is 1>> "Not worth trouble," <<he>> says. "Come, <<wife>>." You take <<bhis>> hand, and together take to the sky. <<takeHandholdingVirginity "Great Hawk" "romantic">> <<else>> You climb atop <<bhis>> back, and take to the sky. <</if>> <br><br> <<link [[Next|Moor Abduction Bird 2]]>><</link>> <br><<effects>> <<endevent>> <<npc "Great Hawk">> <<if $monster is 1>> You soar over the moor. Your wings tire quickly. The <<beasttype>> notices, and shifts behind you, wrapping <<bhis>> arms around your chest and carrying you the rest of the way. <br><br> <<bHe>> pants by the time you arrive at the tower. "Be careful when alone," <<bhe>> says. "They'll take you to landbound home. No place for us." <<else>> You soar over the moor on the <<beasttype>>'s back. <<bHe>> would struggle to support your weight like this, but your wings help as much as you can. <br><br> <<bHe>> struggles to remain airborne by the time you make it back to the nest. <</if>> <br><br> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<bHe>> notices your bindings and stares for a moment, before <<if $monster is 1>>furrowing <<bhis>> brow<<else>>letting out a low chirp<</if>>. <<bHis>> talons lash out with blinding speed, <span class="green">tearing your bindings to shreds.</span> <<unbind>> <br><br> <</if>> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> Another screech chills you, but this one is further away. The thugs relax. <br><br> <<generate1>><<person1>>"Stop standing around," shouts a <<person>>, almost mastering the fear in <<his>> voice. "We've got work to do." Your entourage moves once more. <br><br> <<endevent>> <<moor_captive_actions>><<effects>> <<if $rng gte 91>> You lie on the earth, well-hidden among the heather. You peek through the flowers. You've lost sight of the <<person>>. <br><br> You're wondering if the <<person>> has already disappeared over the opposite ridge, <span class="red">when a stick thuds into the earth beside you.</span> "A <<slut>> on the moor," the <<person1>><<person>> says. "My lucky day." <br><br> <<link [[Next|Moor Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You lie on the earth, well-hidden among the heather. You peek through the flowers. The <<person>> takes <<his>> time, stopping to examine something along the trail nearby. <br><br> At last, <<he>> disappears behind another ridge. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> Flustered, you continue to walk. The <<person1>><<person>> seems <<if $rng gte 81>> shocked <<elseif $rng gte 61>> unfazed <<elseif $rng gte 41>> amused <<elseif $rng gte 21>> surprised <<else>> unsurprised <</if>> by the appearance of a half-naked <<girl>> walking the moor. <<if random(1, 2) is 2>> <<He>> leers openly, but doesn't bother you. <<else>> <<He>> looks away, blushing. <</if>> <<exhibitionism2>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> Flustered, you continue to walk. The <<person1>><<person>> seems <<if $rng gte 81>> shocked <<elseif $rng gte 61>> unfazed <<elseif $rng gte 41>> amused <<elseif $rng gte 21>> surprised <<else>> unsurprised <</if>> by the appearance of a naked <<girl>> walking the moor. <<if $rng gte 51>> <<He>> leers openly, but doesn't bother you. <<else>> <<He>> looks away, blushing. <</if>> <<exhibitionism4>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> shoves you into the dirt before continuing <<his>> walk. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $alarm is 1 and $rescue is 1>> Your cry for help is answered. A <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>> <br><br> The <<person>> pulls back, cursing, and scans the skies. <<if $syndromebird is 1>>The sight of your spouse<<else>>Whatever <<he>> sees<</if>> is clearly enough for <<him>> to cut <<his>> losses and leave you be, since <<he>> immediately grabs <<his>> walking stick and leaves at a respectable pace. <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<tearful>> you search the heavens for <<if $syndromebird is 1>>your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>><<else>>whatever your assailant saw<</if>>. You quickly find what you're looking for, seeing <<if $syndromebird is 1>>your<<else>>a<</if>> <<beasttype>> flying towards you as fast as <<bhis>> wings can carry <<bhim>>. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> You snatch the walking stick, and thud it into the <<persons>> shin. <<He>> grabs <<his>> injured leg, hops, then tumbles to the ground. <br><br> <<tearful>> you escape over the ridge. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<outfitChecks>> You tear free from the thorny bush. <<if $phase gte 3>> <<set _bottom.integrity -= 10>> <<if _bottom.integrity lte 0>> <span class="pink">Your _bottom.name <<= _bottom.plural is 1 ? "rip" : "rips">> as you move.</span> The tatters remain dangling from the thorns. <<integritycheck no_text>><<exposure>> <<covered>> <<else>> Your <<bottoms>> <<is _bottom>> left worse for wear. <</if>> <<else>> <<set _top.integrity -= 10>> <<if _top.integrity lte 0>> <span class="pink">Your _top.name <<if _top.plural is 1>>rip<<else>>rips<</if>> as you move.</span> The tatters remain dangling from the thorns. <<integritycheck no_text>><<exposure>> <<covered>> <<else>> Your _top.name <<is _top>> left worse for wear. <</if>> <</if>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<outfitChecks>> You remove your <<= $phase gte 3 ? "_bottom.name" : "_top.name">> from the thorns, careful not to cause any damage. Your fingers are pricked, but you manage to get free without damaging the fabric. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">>/*Creature species*/ <<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/ <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $settings.analEnabled>> <<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">> <</if>> <<set $timer to 12>> <<unset $struggle_start>> <</if>> <<if $timer is 12>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">A second creature leaps from the heather!</span> <br><br> <<elseif $timer is 8 and random(1, 2) is 2>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">A third creature leaps from the heather!</span> <br><br> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Moor Struggle Low End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Moor Struggle Low]]>><</link>></span> <br> <</if>><<effects>> The creatures disappear into the heather. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">>/*Creature species*/ <<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/ <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $phase is 1>> <<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <</if>> <<set $timer to 12>> <<unset $struggle_start>> <</if>> <<if $timer is 12>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">A second creature leaps from the rocks!</span> <br><br> <<elseif $timer is 11>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">A third creature leaps from the rocks!</span> <br><br> <<elseif $timer is 8 and random(1, 2) is 2>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">A fourth creature leaps from the rocks!</span> <br><br> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Moor Struggle Mid End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Moor Struggle Mid]]>><</link>></span> <br> <</if>><<effects>> The creatures disappear beneath the rocks. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">>/*Creature species*/ <<struggle_creatures 3 2>>/*How many creatures will be involved, and their health.*/ <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">> <<if $settings.analEnabled>> <<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[1].location to "anus">> <</if>> <<set $timer to 16>> <<unset $struggle_start>> <</if>> <<if $timer is 12 and random(1, 2) is 2>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">A fourth creature leaps from the mire!</span> <br><br> <<elseif $timer is 8 and random(1, 2) is 2>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">Another creature leaps from the mire!</span> <br><br> <<elseif $timer is 4 and random(1, 2) is 2>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">Another creature leaps from the mire!</span> <br><br> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Moor Struggle High End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Moor Struggle High]]>><</link>></span> <br> <</if>><<effects>> The creatures disappear into the mire. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>><<rngWraith 1>><<if _wraithEvent>><<set $quicksandWraith to true>><</if>> <<if $quicksandWraith>><<if $wraith.state is "haunt">><<set _drown to "Drown">><<else>><<set _drown to "Calm">><</if>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span><br><</if>> You are up to your <<switch $quicksand_depth>> <<case 1>> ankles <<case 2>> knees <<case 3>> thighs <<case 4>> waist <<case 5>> chest <<case 6>> neck <</switch>> in quicksand! <br><br> <<if $stress gte $stressmax>> You've pushed yourself too much. <br><br> <<quicksand_end>> <<passout_moor>> <<elseif $phase is 0>> <<if $willpowerSuccess>> You focus on your breathing, <span class="green">and manage to stay calm.</span> <<set $quicksand += 1>> <<if $quicksand gte 5>> You're not sinking. You're floating. If you spread your weight, you should be able to wriggle to safety.<<ltrauma>><<trauma -6>><<llstress>><<stress -12>> <br><br> <<earnFeat "Not Like the Movies">> <span class="gold">You've gained knowledge of quicksand!</span> <br><br> <<else>> You don't think you'll sink if you stay still.<<lstress>><<gknowledge>><<stress -6>> <br><br> You might not be sinking, but you're not getting out either. Panic swells once more. <br><br> <</if>> <<quicksand_actions>> <<else>> You try to stay calm, but <span class="red">you can think of nothing but the ground swallowing you up.</span><<ggstress>><<gstress 12>><<gwillpower>><<willpower 3>> <br><br> <<quicksand_actions>> <</if>> <<elseif $phase is 1>> You lie back to spread your weight, and move your legs to free them. Once on the surface, you wriggle and crawl across the sand until you're able to haul yourself to safety. <br><br> <<if $quicksand_escape is "bird_hunt">> <<link [[Next|Bird Hunt Leaves Escape]]>><<quicksand_end>><</link>> <<else>> <<link [[Next|Moor]]>><<quicksand_end>><<set $eventskip to 1>><</link>> <</if>> <br> <<elseif $phase is 2>> <<if Time.dayState is "night" and random(1, 100) gte 91 or Time.dayState isnot "night" and random(1, 100) gte 30>> <<if random(1, 2) is 2 or $quicksand_escape is "bird_hunt">> You call for help. <br><br> <<generate1>><<generate2>> <span class="green">"We're coming!"</span> shouts a voice in response. A moment later a <<fullGroup>> appear over a ridge. At once, the <<person1>><<person>> lies on <<his>> belly, and crawls across the sand. <<He>> doesn't sink. <br><br> <<He>> grasps your shoulders. "I've got you," <<he>> says. "Kick your legs." You do so and, slowly, rise from the earth. <<He>> pulls you onto your back, and together you shuffle back to solid ground. <br><br> <<if $quicksand_escape is "bird_hunt">> <<link [[Next|Bird Hunt Quicksand Rescue]]>><<quicksand_end>><</link>> <<else>> <<link [[Next|Moor Quicksand Rescue]]>><<quicksand_end>><</link>> <</if>> <br> <<else>> You call for help. <br><br> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>> <span class="red">"What do we have here?"</span> says a voice behind you. Other voices laugh. A pair of hands grasp your shoulders. "Kick <<girl>>, I'll have you out." <br><br> You do so. Slowly, you're pulled onto your back. You see a <<person1>><<person>> holding you. <<He>> smirks. <br><br> <<if $exposed gte 1>> "Not wearing much, are we?" says a <<person2>><<person>> crouched at <<person1>><<his>> side. More laughter. <br><br> <</if>> They keep pulling, until you're back on solid ground. <br><br> <<link [[Next|Moor Quicksand Gang]]>><<quicksand_end>><</link>> <</if>> <<else>> You call for help. <br><br> No one responds.<<if $quicksand lt 5>><<ggstress>><<stress 12>><</if>> <br><br> <<if $hallucinations gte 2 and $controlled is 0>> <<quicksand_pull>> <<else>> <<quicksand_actions>> <</if>> <</if>> <<else>> You kick against the sand holding you. <<if $physiqueSuccess>> <span class="green">You feel it loosen.</span> <<switch $quicksand_depth>> <<case 1>> You pull your ankles free of the sand and <span class="green">step onto solid ground</span>. <br><br> <<if $quicksand_escape is "bird_hunt">> <<link [[Next|Bird Hunt Leaves Escape]]>><<quicksand_end>><</link>> <<else>> <<link [[Next|Moor]]>><<quicksand_end>><<set $eventskip to 1>><</link>> <</if>> <br> <<case 2>> You rise until the sand <span class="teal">reaches your ankles</span>. <br><br> <<case 3>> You rise until the sand <span class="teal">reaches your knees</span>. <br><br> <<case 4>> You rise until the sand <span class="lblue">reaches your thighs</span>. <br><br> <<case 5>> You rise until the sand <span class="lblue">reaches your waist</span>. <br><br> <<case 6>> You rise until the sand <span class="blue">reaches your chest</span>. <br><br> <</switch>> <<set $quicksand_depth -= 1>> <<if $quicksand_depth is 0>> <<else>> <<quicksand_actions>> <</if>> <<else>> <span class="red">Nothing changes.</span> <<if $quicksand lt 5>> You worry you might have sunk deeper.<<ggstress>><<stress 12>> <</if>> <br><br> <<if $hallucinations gte 2 and $controlled is 0>> <<if random(1, 2) is 2>> <<quicksand_pull>> <<else>> <span class="purple">Something gropes your ankle,</span> but doesn't pull you any deeper. <br><br> <<quicksand_actions>> <</if>> <<else>> <<quicksand_actions>> <</if>> <</if>> <</if>><<set $outside to 1>><<effects>> The <<person2>><<person>> helps you to your feet, <<if $exposed gte 1>> and blushes when <<he>> sees your state of dress. <<covered>> <<He>> offers you some towels. <<towelup>> <<else>> and offers a towel to wipe off the sand. <</if>> <br><br> <<if pcAreArmsBound("any")>> <<unbind>> "You shouldn't wander the moor alone," <<he>> says while loosening your bindings. <<else>> "You shouldn't wander the moor alone," <<he>> says. <</if>> <<if Time.dayState is "night">> "Not this deep, and especially not at night." <<else>> "Not this deep." <</if>> <br><br> <<person1>>"We can help you back to civilisation," the <<person>> adds. "If you like." <br><br> <<link [[Stay here|Moor Quicksand Stay]]>><</link>> <br> <<link [[Return to the farmlands (0:45)|Moor Quicksand Return]]>><<pass 45>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Th-thank you for saving me," you say. "But I'll be careful from now on." <<elseif $speech_attitude is "bratty">> "Thanks for the rescue," you say. "But I won't need help again." <<else>> "Thanks for rescuing me," you say. "But I'll be more careful now." <</if>> <br><br> The <<fullGroup>> share a look, but don't press the matter. They bid you farewell. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You accept their offer. They lead you through the wetland, the strange rocks, and the plains of heather. They're experienced, and don't run into any trouble. <br><br> You crest a hill, and see farms beyond. You emerge on a road ten minutes later. <br><br> "You should be safe from here," the <<person1>><<person>> says. <br> "Someone should be willing to give you a lift back to town," the <<person2>><<person>> adds. <br><br> <<if $awareness gte 300>> They don't realise how much danger you're still in. <<if $anxiety gte 1 and $controlled is 0>> <<anxiety_disorder_text>><<gstress>><<stress 6>> <</if>> <br><br> <</if>> The pair turn and hike back into the moor. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><<unset $moor_hunt>><<set $forestmod to 1>><</link>> <br><<set $outside to 1>><<effects>> You try to rise to your feet, but the <<person1>><<person>> grasps your hair <span class="red">and forces you back down.</span> "You're not going anywhere," <<he>> says. <<He>> <<npcUndressText $NPCList[0] "lower" "self">>, <span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span> Still grasping your hair, <<he>> pushes your face against it. <br><br> The others jostle closer. <br><br> <<link [[Next|Moor Quicksand Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Quicksand Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Quicksand Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if pcAreArmsBound("both")>> "Remy will want this one," the <<person1>><<person>> says. <br><br> <<else>> "Get the rope," the <<person1>><<person>> says. "Remy will want this one." <br><br> Rough hands force your wrists behind you, and bind them together. <br><br> <</if>> You're pulled to your feet. <<tearful>> you're marched across the plains. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is left behind.<</if>> <br><br> <<clotheson>> <<endcombat>> <<bind>> <<link [[Next|Moor Abduction]]>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> The <<group>> begin to mock your cries for help, but fall silent as a <<hawkScreechDesc>> cuts through their speech. <<hawkRescueApproachSentence>> <br><br> <<npc "Great Hawk" 6>><<person6>> Your gaze is drawn upwards, as you watch a <<beasttype 5>> swoop down from above. The <<person3>><<person>> is sent sprawling as <<person6>><<bhe 5>> flies by, lashing out with <<bhis 5>> talons. "It's that fucking bird!" the <<person1>><<person>> yells, prompting the others to break and flee as the <<person6>><<beasttype 5>> comes around for another attack. <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<tearful>> you get to your feet, looking up to see your <<if $syndromebird is 1>><<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>> descending, much slower this time<<else>>rescuer flying down towards you<</if>>. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> You shove the <<person1>><<person>> away from you. <<He>> falls into the pit they rescued you from. "Fuck," <<he>> says. "I'm fine. Don't let the <<girl>> escape." The others tear their eyes away, but you're already gone. <br><br> <<tearful>> you sink to the earth behind a rock some distance away. You catch your breath, then sneak away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 0>><<effects>> <<if $settings.voreEnabled and $rng gte 51 and $phase isnot 1>> You cling to the edge, as the earth continues to rumble. You try to find purchase with your feet, but the wall is soft and slippery. Something gropes your <<bottom>>. You glance down, and see a pink, pulsating mass. <br><br> <<link [[Next|Moor Vore]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You land on soft earth, several metres from the surface. <<if $phase isnot 1>>The earth shudders to a halt. You see a passage through the dark.<</if>> <br><br> <<endevent>> <<if $pain gte 100>> <span class="blue">You're in too much pain to climb.</span> <br> <<else>> <<link [[Climb out|Moor Crack Climb]]>><</link>><<athleticsdifficulty 300 1300>> <br> <</if>> <<link [[Call for help|Moor Crack Call]]>><</link>><<if Time.dayState is "night">><<difficulty 10>><<else>><<difficulty 70>><</if>> <br> <<link [[Follow the passage (0:20)|Moor Crack Passage]]>><<pass 20>><</link>> <br> <</if>><<set $outside to 1>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<if $settings.tentaclesEnabled and $hallucinations gte 1>> <<set $enemytype to "tentacles">> <<tentaclestart 2 15>> <<set $voretentacles to 1>> <<else>> <<set $enemytype to "vore">> <<set $voretentacles to 0>> <</if>> <<set $vorestage to 1>> <<set $vorecreature to "giant lurker">> <<set $vorestrength to 1>><<set $position to "doggy">> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<if $settings.tentaclesEnabled and $hallucinations gte 1 and $enemytype is "tentacles">> <<voreeffects>><<effectstentacles>> <<vore>><<tentacles>> <<statetentacles>> <br><br> <<actionsvorentacles>> <<else>> <<voreeffects>> <<vore>> <<voreactions>> <</if>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestomach gte 5>> <span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Vore]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $stress gte $stressmax or $vorestomach gte 5>> It's all just too much for you. You pass out. <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<endcombat>> <<passout_moor>> <<else>> <<tearful>> you haul yourself out of the crack. <<if $settings.tentaclesEnabled and $hallucinations gte 1 and $enemytype is "tentacles">> Two tendrils grope after you, but you manage to roll to safety. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You grasp the rough wall, and start to climb. You're halfway up when an outcrop gives way beneath your feet. <<if $athleticsSuccess>> You remain calm, hold tight, and search for another foothold. <span class="green">The rest of the climb proves safer.</span> You haul yourself over the crest, and lie on your back a moment, panting. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> Your feet scramble for another foothold, but your fingers slip, <span class="red">and you tumble to the bottom.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>> <br><br> <<link [[Next|Moor Crack]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<if Time.dayState is "night" and random(1, 100) gte 91 or Time.dayState isnot "night" and random(1, 100) gte 30>> <<if random(1, 2) is 2>> You call for help. <br><br> <<generate1>><<generate2>> <span class="green">"We're coming!"</span> shouts a voice in response. A moment later a <<fullGroup>> peer over the top. You hear them talk, then a shuffle, before a rope curls down the hole. <br><br> "Hold on tight," shouts the <<person1>><<person>>. You do so. The pair grasp the rope, and pull. They manage to get you up and over the crest. You lie back and pant. <br><br> <<link [[Next|Moor Quicksand Rescue]]>><<quicksand_end>><</link>> <br> <<else>> You call for help. <br><br> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>> <span class="red">"What do we have here?"</span> says a <<person1>><<personsimple>>'s voice above you. Other voices laugh. A rope curls down the hole. <br><br> <<link [[Grasp it|Moor Crack Grasp]]>><</link>> <br> <<link [[Enter the passage instead (0:20)|Moor Crack Passage]]>><<endevent>><<quicksand_end>><<pass 20>><</link>> <br> <</if>> <<else>> You call for help. <br><br> No one responds.<<ggstress>><<stress 6>> <br><br> <<link [[Next|Moor Crack]]>><</link>> <br> <</if>><<effects>> You hold onto the rope. They haul you up and over the crest. You lie on your back and pant. A <<person1>><<person>> smirks down at you. <br> <<if $exposed gte 1>> "Not wearing much, are we?" says a <<person2>><<person>> crouched at <<person1>><<his>> side. More laughter. <br> <<else>> <br><br> <</if>> <<link [[Next|Moor Quicksand Gang]]>><<quicksand_end>><</link>> <br><<effects>> You enter the passage. It's dark, but small holes in the ceiling let in a little light. The ground is jagged and uneven. <<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>> You find yourself wishing you had some sturdy boots.<<gpain>><<pain 4>> <</if>> <br><br> <<if $moor_hunt gte 1>> <<npc "Great Hawk">> <<set $moor_hunt = Math.clamp($moor_hunt - random(2, 5), 1, 10)>> The tunnels twist and turn. You hope it's enough to shake the <<beasttype>> off your trail. <<endevent>> <<else>> The tunnels twist and turn. <</if>> <br><br> <<if $rng gte 81>> At last, they slope upward, and you emerge in the <<daylight>>. <br><br> You're still on the moor, and not far from where you were. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 61>> At last, they slope upward, and you emerge in the <<daylight>>. <br><br> You're still on the moor, and some distance from where you were. The ground is boggier. You must be deeper. <<set $moor += 20>> <<set $moor to Math.clamp($moor, 0, 100)>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 41>> At last, they slope upward, and you emerge in the <<daylight>>. <br><br> You're still on the moor, and some distance from where you were. The ground is rockier. You must be closer to the farmlands. <<set $moor -= 20>> <<set $moor to Math.clamp($moor, 0, 100)>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 21>> <<set $location to "underground">> The tunnels lead deeper into the earth, until you're forced to feel your way along the walls. <br><br> You see light up ahead, reflecting off a pool. Glowing plants line a black shore. The water extends into darkness. You can't tell how big it is. <br><br> You see a glimmer across the water, so faint you might be imagining it. <br><br> <<link [[Swim|Moor Passage Swim]]>><</link>><<swimmingdifficulty 600 1000>> <br> <<link [[Walk around (0:30)|Moor Passage Walk]]>><<pass 30>><</link>> <br> <<else>> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> <span class="red">You hear a scurrying up ahead.</span> It draws closer. <br><br> <<link [[Next|Moor Passage Struggle]]>><<set $struggle_start to 1>><</link>> <br> <<else>> <span class="red">You hear a scurrying behind you.</span> It draws closer. You run, ignoring the jagged rocks covering sides. <<if $exposed gte 2>> They scratch your skin, but you don't dare to slow. <<else>> They tear at your clothes, but you don't dare to slow. <</if>> <br><br> The passage slopes upwards, and you emerge in the <<daylight>>. The scurrying sound fades.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">> <<struggle_creatures 2 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Moor Passage Struggle End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Moor Passage Struggle]]>><</link>></span> <br> <</if>><<effects>> The creatures disappear in the dark. <br><br> <<clotheson>> <<endcombat>> You continue through the tunnel. It soon slopes upwards, and you emerge in the <<daylight>>. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<water>><<effects>> The water is cold, and deep. You swim away from shore. You can see nothing ahead, but the glowing plants along the shore help keep your bearings. <<if $swimmingSuccess>> A sudden current surges around you, threatening to pull you under, <span class="green">but you manage to keep your head above the surface.</span> The water stills. <br><br> Your hands grasp sand, and you crawl onto a bank. You weren't imagining the glimmer. Your fingers close around cold metal, half-buried. It feels like a ring. <br><br> <<set $antiquemoney += 3000>><<museumAntiqueStatus "antiquegoldring" "found">> <<wearProp "gold ring">> <<link [[Next|Moor Passage Swim 2]]>><<handheldon>><</link>> <br> <<else>> A sudden current surges around you. You struggle to keep your head above the surface, <span class="red">but the pull is too strong.</span> <br><br> <<link [[Next|Underground Lake]]>><</link>> <br> <</if>><<effects>><<rngWraith 1>> Faced with an impenetrable darkness, you turn and swim back to the glowing shore. You search, until you find another exit. This one slopes upwards, and leads you back into the <<daylight>>. <br><br> You examine the ring. A black gemstone sits surrounded by engravings of what appear to be grapes. The ring itself is made of gold. It would be valuable to a collector. <br><br> <<if _wraithEvent>> <<generateWraith 1>><<initWraith>><<rainWraith>> "<span class="wraith">Graverobber.</span>" <br><br> You snap around to face the voice, and see a beautiful pale figure floating just above the water. <<Hes>> naked,<<if ["haunt", "despair"].includes($wraith.state)>> and scratching at <<his>> own neck.<<else>> save for an ornate white necklace with blue gemstones around <<his>> neck.<</if>> <<if $wraith.seen gte 3>>You immediately try to scramble away.<<else>>You slowly back away.<</if>> A translucent tendril wraps around your leg, lifting you and dropping you flat on your back. <br><br> You have the wind knocked out of you. <<pain 4>><<gpain>> <br><br> <<startWraith>> <br><br> <<link [[Next|Wraith Moor Ring]]>><</link>> <<else>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <</if>> <br><<effects>> You search along the cavern's edge, until you find another exit. This one slopes upwards, and leads you back into the <<daylight>>. You're still on the moor. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<water>><<effects>> You leave your clothes lying beneath an overhanging outcrop, and slip into the water. It's cool, but refreshing. You're able to relax for a little while. <<wash>> <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Cat Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Cat]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> prowls away, before leaping atop a rock. <<bHe>> disappears behind it. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> Your screams have attracted attention. A <<hawkScreechDesc>> echoes. <<hawkRescueApproachSentence>> <br><br> <<if $syndromebird is 1>>Your spouse's<<else>>The<</if>> screech causes the <<if $enemyno gt 1>><<beastsplural>><<else>><<beasttype>><</if>> to flee into the surrounding rocks and brush. <<endcombat>> <<clotheson>> <<npc "Great Hawk">><<person1>> <<tearful>> you look towards the sky. From above, <<if $syndromebird is 1>>your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>hawk<</if>><<else>>a <<if $monster isnot 1>>massive <</if>><<beasttype>><</if>> descends. <br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> The <<beasttype>> leaps atop a rock, out of harms way. <<bHe>> hisses at you, then drops down on the other side. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You pull the wild carrots from the ground, <<if $tendingSuccess>> <<wearProp "carrot">> <span class="green">and have soon gathered a large number of saleable specimens.</span> <<tending_pick wild_carrot 20 50>> <br><br> <<if !$plants_known.includes("wild_carrot")>> Some of the plants are seeding. <span class="gold">You can now grow <<icon "tending/carrot.png">> wild carrots.</span><<set $plants_known.push("wild_carrot")>> <br><br> <</if>> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You shake the flowers, searching for seeds, <<if $tendingSuccess>> <<wearProp "broccoli">> <span class="green">and have soon gathered enough to plant your own.</span><<set $plants_known.push("broccoli")>> <br><br> <span class="gold">You can now grow <<icon "tending/broccoli.png">> broccoli.</span> <br><br> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">but you can't find any.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You pull the onions from the ground, <<if $tendingSuccess>> <<wearProp "onion">> <span class="green">and have soon gathered a large number of saleable specimens.</span> <<tending_pick onion 15 40>> <br><br> <<if !$plants_known.includes("onion")>> Some of the bulbs are young. You could plant them yourself. <span class="gold">You can now grow <<icon "tending/onion.png">> onions.</span><<set $plants_known.push("onion")>> <br><br> <</if>> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You pull the garlic bulbs from the ground, <<if $tendingSuccess>> <<wearProp "garlic">> <span class="green">and have soon gathered a large number of saleable specimens.</span> <<tending_pick garlic_bulb 30 50>> <br><br> <<if !$plants_known.includes("garlic_bulb")>> Some of the bulbs are young. You could plant them yourself. <span class="gold">You can now grow <<icon "tending/garlic.png">> garlic.</span><<set $plants_known.push("garlic_bulb")>> <br><br> <</if>> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You keep walking. The vehicle closes in, until heavy wheels rumble by. <<if $rng gte 51>> <<generate1>><<generate2>><<person1>> It slows beside you, and a <<person>> leans out. <<if playerBellyVisible() and $settings.pregnancySpeechEnabled>> "It's dangerous out here alone, especially for a pregnant <<girl>> like yourself," <<else>> "It's dangerous out here alone," <</if>> <<he>> says. "How about you hop in. We'll give you a lift." <br><br> <<link [[Accept|Moor Vehicle Accept]]>><</link>> <br> <<link [[Refuse|Moor Vehicle Refuse]]>><</link>> <br> <<else>> The occupants pay you little attention. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You keep low within the heather. The vehicle closes in, until heavy wheels rumble by. You wait until the sounds fades before emerging. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<effects>> <<if $rng gte 71>> You climb into the back, and the vehicle speeds up. A <<person2>><<person>> sits in the driver's seat. <span class="red">The doors lock.</span> <br><br> "Think Remy will want this one?" the <<person1>><<person>> asks. <br> "Aye, but we got bugger for the last one." <<person2>><<He>> chucks a coil of rope to the <<person1>><<persons>> lap. "Let's have some fun." <br><br> The <<person1>><<person>> climbs to the seat beside you. "Hold out your arms, <<girl>>. Don't you dare resist." <br><br> <<link [[Submit|Moor Vehicle Submit]]>><<sub 1>><</link>> <br> <<link [[Resist|Moor Vehicle Resist]]>><<def 1>><</link>> <br> <<else>> You climb into the back, and the vehicle speeds up. A <<person2>><<person>> sits in the driver's seat. "Where you heading?" <<he>> asks. <br><br> <<link [[The farmlands (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 0>><</link>> <br> <<link [[Deeper into the moor (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<link [[The Remy Estate (0:10)|Moor Vehicle Journey]]>><<set $phase to 2>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> The <<person2>><<person>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot. <br><br> <<He>> pulls onto a proper road, and comes to a stop. You bid the pair farewell, and they drive away. <br><br> <<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><<unset $moor_hunt>><</link>> <br> <<elseif $phase is 1>> The <<person2>><<person>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot. <br><br> <<He>> pulls up before a large bramble patch, and leans over <<his>> seat. "Far as we go," <<he>> says. "Terrain's too rough. You be careful." <br><br> You bid the pair farewell, and they drive away. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $moor to 20>><<set $eventskip to 1>><</link>> <br> <<elseif $phase is 2>> The pair share a glance. "You don't want nothing to do with them sort," the <<person1>><<person>> says. "How's about we take you back to the farms? Safer there." <br><br> <<link [[Insist on the Remy Estate|Moor Vehicle Journey]]>><<set $phase to 3>><</link>> <br> <<link [[Go to the farmlands instead (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 0>><</link>> <br> <<link [[Go deeper into the moor instead (0:20)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 1>><</link>> <br> <<else>> The <<person2>><<person>> shakes <<his>> head, but doesn't argue. <<He>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot. <br><br> <<He>> pulls up before a tall metal fence, and leans over <<his>> seat. "You be careful now," <<he>> says. <br><br> You bid them farewell. They hesitate before driving away. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $moor to 10>><<set $eventskip to 1>><</link>> <br> <</if>> <br><br><<effects>> You put more distance between yourself and the vehicle. <<if $rng gte 71>> <span class="red">It stops,</span> and the <<person>> climbs out. "I insist," <<he>> says as a <<person2>><<person>> joins <<him>> from the other side. <<He>> holds a length of rope. <br><br> <<person1>> <<link [[Fight|Moor Vehicle Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Run|Moor Vehicle Run]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<else>> The <<person>> shrugs, and the vehicle speeds up. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You <<if $worn.handheld.name isnot "naked">>put your $worn.handheld.name down on the floor of the vehicle and <</if>>offer your wrists, and the <<person1>><<person>> binds them.<<bind>> "Good choice," <<he>> says as the <<person2>><<person>> pulls the vehicle to a stop. <br><br> <<saveNPC 0 moor_pair_1>> <<saveNPC 1 moor_pair_2>> The <<person2>><<person>> climbs from the vehicle. The <<person1>><<person>> follows suit, pulling you with <<him>>. <br><br> <<link [[Next|Moor Vehicle Defeat 2]]>><</link>> <br><<effects>> You kick the back of the <<person2>><<persons>> chair. <<He>> curses, and the vehicle swerves. The <<person1>><<person>> falls back. You take your chance, and reach for the door controls. <br><br> You scramble for the now-unlocked exit, but not before the <<person1>><<person>> recovers. <<He>> grasps your ankle, and you fall through the door. <<He>> climbs after you, and the <<person2>><<person>> isn't far behind. <br><br> <<link [[Next|Moor Vehicle Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> You run. <<if $athleticsSuccess>> The pair chase, <span class="green">but you manage to outpace them.</span> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> The pair chase, <span class="red">and soon catch up.</span> The <<person1>><<person>> tackles you to the ground. <br><br> <<saveNPC 0 moor_pair_1>> <<saveNPC 1 moor_pair_2>> <<link [[Next|Moor Vehicle Defeat]]>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Moor Vehicle Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Vehicle Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The pair lean against the vehicle, panting. <<tearful>> you run across the heather. They're too worn out to give chase. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip += 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The pair retreat to their vehicle, locking the doors behind them. Tires skid in the mud as they drive away. <br><br> <<tearful>> you dust yourself off. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip += 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> "Nobody's around to save you, <<girl>>," the <<person1>><<person>> <<if $enemyanger gte $enemyangermax / 5>>snarls<<else>>says<</if>>, though <<hes>> quickly proven wrong as a <<hawkScreechDesc>> echoes across the moor. <<hawkRescueApproachSentence>> <<endcombat>> <<npc "Great Hawk">><<person1>> The pair retreat towards their vehicle, even as <<if $syndromebird is 1>>your<<else>>the<</if>> <<beasttype>> assails them from the sky. <<clotheson>> <<tearful>> you scramble to your feet, thankful for the <<if $syndromebird is 1>>rescue<<else>>distraction<</if>>, and <<if $syndromebird is 1>>hide nearby<<else>>try to run away<<if $feetuse is "bound">>, <span class="red">though you don't get very far with your bound legs</span><</if>><</if>>. <br><br> Once your assailants have driven away, you <<if $syndromebird is 1>> emerge from your hiding spot to greet your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>>. <<else>> hear the <<beasttype>>'s cry again. Turning around, you see <<bhim>> <span class="red"><<if $feetuse is "bound">>staring you down from a couple of metres away. It seems you couldn't run far enough.<<else>>flying towards you.<</if>></span> <</if>> <br><br> <<set $phase to ($feetuse is "bound" or $syndromebird is 1) ? 1 : 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> You fall to the ground, too hurt to continue fighting. <br><br> <<saveNPC 0 moor_pair_1>> <<saveNPC 1 moor_pair_2>> <<steal>> <<endcombat>> <<loadNPC 0 moor_pair_1>> <<loadNPC 1 moor_pair_2>> <<link [[Next|Moor Vehicle Defeat]]>><<clotheson>><</link>> <br> <</if>><<effects>> <<person2>> The <<person>> <<if $worn.handheld.name isnot "naked">>takes your $worn.handheld.name, tosses it in the vehicle, and <</if>>binds your arms. They pull you to your feet, and shove your head against the vehicle.<<bind>> <br><br> "<<pShe>> has a nice bottom," the <<person1>><<person>> muses as <<he>> holds your head with one hand, and gropes with the other. "Think Remy will want <<phim>>?"<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br> "Aye," the <<person2>><<person>> replies. "But we got paid bugger for the last one. I say we have some fun." <br><br> <<link [[Next|Moor Vehicle Defeat 2]]>><</link>> <br><<effects>> They tie a length of rope to your bindings, and affix the other side to the back of the vehicle. They climb inside, and the engine starts. You're forced to walk, pulled along by your wrists. <br><br> They speed up. The <<person1>><<person>> sticks <<his>> head out of the window to watch. <br><br> <<link [[Try to keep up (0:20)|Moor Vehicle Defeat 3]]>><<set $phase to 1>><<tiredness 2>><<athletics 2>><</link>><<gtiredness>><<gathletics>><<athleticsdifficulty 1 200>> <br> <<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>> <br><<effects>> You refuse to continue, dropping to the dirt and allowing the vehicle to drag you along. They pull to a halt. <br><br> <<link [[Next|Moor Vehicle End]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $phase is 3>> "Thought you were gonna outlast the engine for a moment," the <<person>> says. "Maybe Remy needs a pack mule." <<elseif $phase is 2>> "Not bad," the <<person>> says. "Maybe you'd make it in the country." <<elseif $phase is 1>> "Disappointing," the <<person>> says. "Won't last long out here." <<else>> "You townies are so weak," the <<person1>><<person>> says. "Wouldn't last a week out here." <</if>> <br><br> The <<person2>><<person>> unties you from the vehicle, but leaves your arms bound. The <<person1>><<person>> grasps your hair and forces you to the ground. <br><br> <<link [[Next|Moor Vehicle Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> It takes a brisk walk to keep up, <<if $athleticsSuccess>> <span class="green">but you manage it.</span><<physique 2>> <br><br> The <<person2>><<person>> throws an empty can out the window, and the vehicle speeds up, forcing you to jog. <br><br> <<link [[Try to keep up (0:20)|Moor Vehicle Defeat 4]]>><<set $phase to 2>><<tiredness 2>><<athletics 2>><</link>><<ggtiredness>><<ggathletics>><<athleticsdifficulty 1 600>> <br> <<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>> <br> <<else>> <span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 2>> <br><br> They pull to a halt. <br><br> <<link [[Next|Moor Vehicle End]]>><</link>> <br> <</if>> <<pass 20>><<effects>> You have to jog to keep up <<if $athleticsSuccess>> <span class="green">but you manage it.</span><<physique 2>> <br><br> "<<pShes>> still at it," the <<person1>><<person>> shouts. The vehicle speeds up again. <br><br> <<link [[Try to keep up (0:20)|Moor Vehicle Defeat 5]]>><<set $phase to 2>><<tiredness 2>><<athletics 2>><</link>><<ggtiredness>><<ggathletics>><<athleticsdifficulty 1 1000>> <br> <<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>> <br> <<else>> <span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 4>> <br><br> They pull to a halt. <br><br> <<link [[Next|Moor Vehicle End]]>><</link>> <br> <</if>> <<pass 20>><<effects>> You have to run to keep up, <<if $athleticsSuccess>> <span class="green">but you manage it.</span><<physique 2>> <br><br> The <<person1>><<person>> cheers your endurance. The <<person2>><<person>> glances out the window. <<He>> looks surprised. <br><br> Your arms are jerked every time the vehicle hits a bump. The other end of the rope fares worse, slowly wearing through, until <span class="green">it breaks</span>. <<tearful>> you seize your chance, and run through the heather. <br><br> The <<person1>><<person>> shouts, and they turn to give chase, but end up in a ditch. <br><br> <<endevent>> <<clearNPC moor_pair_1>> <<clearNPC moor_pair_2>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 6>> <br><br> They pull to a halt. <br><br> <<link [[Next|Moor Vehicle End]]>><</link>> <br> <</if>> <<pass 20>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Vehicle Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Vehicle Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They laugh as they shove you in a ditch. You hear them drive away. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The pair retreat to their vehicle, locking the doors behind them. Tires skid in the mud as they drive away. <br><br> <<tearful>> you dust yourself off. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip += 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> "Nobody's around to save you, <<girl>>," the <<person1>><<person>> <<if $enemyanger gte $enemyangermax / 5>>snarls<<else>>says<</if>>, though <<hes>> quickly proven wrong as a <<hawkScreechDesc>> echoes across the moor. <<hawkRescueApproachSentence>> <<endcombat>> <<npc "Great Hawk">><<person1>> The pair retreat towards their vehicle, even as <<if $syndromebird is 1>>your<<else>>the<</if>> <<beasttype>> assails them from the sky. <<clotheson>> <<tearful>> you scramble to your feet, thankful for the <<if $syndromebird is 1>>rescue<<else>>distraction<</if>>, and <<if $syndromebird is 1>>hide nearby<<else>>try to run away<<if $feetuse is "bound">>, <span class="red">though you don't get very far with your bound legs</span><</if>><</if>>. <br><br> Once your assailants have driven away, you <<if $syndromebird is 1>> emerge from your hiding spot to greet your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>spouse<</if>>. <<else>> hear the <<beasttype>>'s cry again. Turning around, you see <<bhim>> <span class="red"><<if $feetuse is "bound">>staring you down from a couple of metres away. It seems you couldn't run far enough.<<else>>flying towards you.<</if>></span> <</if>> <br><br> <<set $phase to ($feetuse is "bound" or $syndromebird is 1) ? 1 : 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <</if>> <<clearNPC moor_pair_1>> <<clearNPC moor_pair_2>><<effects>> <<seenPassage>> <<if !$moorFlowerMod>><<set $moorFlowerMod to 0>><</if>> You approach the pink flower. The scent is alluring. The petals brush your nose as you sniff. <br><br> A heat travels down your spine, resting in your loins. You're filled with a desperate yearning. <br><br> <<skinicon "masturbate">><<link [[Masturbate|Moor Flower Masturbation]]>><<unset $moorFlowerMod>><<set $masturbationstart to 1>><</link>> <br> <<getouticon>><<link [[Leave|Moor Flower Leave]]>><<unset $moorFlowerMod>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `1000 + $moorFlowerMod`>> <br><<effects>> <<seenPassage>> <<if !$moorFlowerMod>><<set $moorFlowerMod to 0>><</if>> You approach the odd phallus-shaped plant. The scent is alluring. You wonder why such a thing exists. <br><br> A heat travels down your spine, resting in your loins. You're filled with a desperate yearning. <br><br> <<skinicon "masturbate">><<link [[Masturbate|Moor Phallus Plant Masturbation]]>><<unset $moorFlowerMod>><<set $masturbationstart to 1>><<set $moorPhallusPlant to 1>><</link>> <br> <<getouticon>><<link [[Leave|Moor Flower Leave]]>><<unset $moorFlowerMod>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `1000 + $moorFlowerMod`>> <br><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You drop to your knees, unable to contain your lust. You have to cum. Right now.<<garousal>><<arousal 600>> <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <<masturbationControls>><<effects>> <<if $masturbationorgasm is 0>> <<endmasturbation>> <<endcombat>> With great effort, you force your hands away from your body, grasping tufts of grass to keep them still. You crawl away from the flower, ignoring the ache. <br><br> <<if $settings.tentaclesEnabled>> <<if $settings.plantsEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover")) and $rng gte 76>> <<generatePlant1>><<person1>> <span class="red">Something snags your ankle.</span> Vines whip around your waist and hold you still, and a <<person>> walks up to you. <<Hes>> breathing heavily, and <<his>> hair, adorned with <<plant_details>>, is messed and sweaty. <br><br> "You got me all worked up," <<he>> mutters. "Gave me such a good show. Why'd you end it there?" <<His>> vines drag you closer to <<him>>. "Guess I need to get a little hands-on." <br><br> <<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <<elseif $hallucinations gte 2 or $backgroundTraits.includes("plantlover")>> <span class="red">Something snags your ankle.</span> Roots erupt from the base of the flower. They whip around your waist, and drag you back. <br><br> <<link [[Next|Moor Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>> <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>> <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<endmasturbation>> <<endcombat>> Satisfied, the scent's influence is lessened. <<tearful>> you continue your journey. <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <<unset $moorFlower>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You approach the plant, unable to contain your lust. You have to cum while using it. Right now.<<garousal>><<arousal 600>> <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $corruptionMasturbation>> <span class="red">The slime in your ear will not allow you to stop.</span> <</if>> <div id="masturbationButtons"> <<if $masturbationorgasm gte 3 and ($anususe is "mpenisflowerpenetrate" or $vaginause is "mpenisflowerpenetrate" or $mouth is "mpenisflowersuck")>> <div id="next"><<link [[Continue|$passage + " Finish"]]>><</link>><<nexttext>></div> <<else>> <div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div> <</if>> <<if ($anususe is "mpenisflowerpenetrate" or $vaginause is "mpenisflowerpenetrate" or $mouth is "mpenisflowersuck")>> <div class="red">You can't stop.</div> <<elseif $corruptionMasturbation isnot true and random(0,3) gt $orgasmcurrent and $earSlime.corruption gt (currentSkillValue('willpower') / 10)>> <div id="stop"><<link [[Stop|$passage]]>><<set $corruptionMasturbation to true>><</link>></div> <<elseif $corruptionMasturbation isnot true>> <div id="stop"><<link [[Stop|$passage + " Finish"]]>><<set $finish to 1>><</link>></div> <<else>> <div id="noStop">Unable to stop</div> <</if>> </div> <br><br><br><br><br><<effects>> <<if $anususe isnot "mpenisflowerpenetrate" and $vaginause isnot "mpenisflowerpenetrate" and $mouth isnot "mpenisflowersuck">> <<endmasturbation>> <<endcombat>> With great effort, you force your hands away from your body, grasping tufts of grass to keep them still. You crawl away from the flower, ignoring the ache. <br><br> <<if $settings.tentaclesEnabled>> <<if $settings.plantsEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover")) and $rng gte 76>> <<generatePlant1>><<person1>> <span class="red">Something snags your ankle.</span> Vines whip around your waist and hold you still, and a <<person>> walks up to you. <<Hes>> breathing heavily, and <<his>> hair, adorned with <<plant_details>>, is messed and sweaty. <br><br> "You got me all worked up," <<he>> mutters. "Gave me such a good show. Why'd you end it there?" <<His>> vines drag you closer to <<him>>. "Guess I need to get a little hands-on." <br><br> <<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <<elseif $hallucinations gte 2 or $backgroundTraits.includes("plantlover")>> <span class="red">Something snags your ankle.</span> Roots erupt from the base of the flower. They whip around your waist, and drag you back. <br><br> <<link [[Next|Moor Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>> <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>> <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<if $anususe is "mpenisflowerpenetrate">> <<purity -1>><<bodyliquid "anus" "nectar">><<analejacstat>><<ejacstat>> Slimy fluid erupts from the tip, flooding your bowels with its warmth. <<if canImpregnateParasite("anus")>> <span class="red">As it finishes, you feel it briefly expand.</span> <<impregnateParasite "vine" true "anus">> <<fertiliseParasites "anus">> <</if>> <<elseif $vaginause is "mpenisflowerpenetrate">> <<purity -1>><<bodyliquid "vagina" "nectar">><<vaginalejacstat>><<ejacstat>> Slimy fluid erupts from the tip, flooding your womb with its warmth. <<if canImpregnateParasite("vagina")>> <span class="red">As it finishes, you feel it briefly expand.</span> <<impregnateParasite "vine" true "vagina">> <<fertiliseParasites "vagina">> <</if>> <<elseif $mouth is "mpenisflowersuck">> <<purity -1>><<bodyliquid "mouth" "nectar">><<oralejacstat>><<ejacstat>> Slimy fluid erupts from the tip, flooding your mouth with its warmth. <</if>> You feel satisfied, and break out of the daze caused by the scent. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <<unset $moorPhallusPlant>> <<unset $moorFlower>><<effects>> You try to ignore the sweet scent, <<if $willpowerSuccess>> <span class="green">and manage to tear yourself away</span>. You continue your journey. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><<unset $moorFlowerMod>><</link>> <br> <<else>> <span class="red">but can't bring yourself to walk away.</span><<gwillpower>><<willpower 3>> <br><br> <<if $moorFlower is "flower">> <<link [[Investigate|Moor Flower]]>><<arousal 600>><<drugs 60>><</link>><<garousal>> <<else>> <<link [[Investigate|Moor Phallus Plant]]>><<arousal 600>><<drugs 60>><</link>><<garousal>> <</if>> <br> <</if>><<effects>> You turn away, <<if $willpowerSuccess>> <span class="green">and manage to ignore the scent's influence.</span> <br><br> You continue your journey. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">but the yearning is too much.</span><<gwillpower>><<willpower 3>> <br><br> <<if $moorFlower is "flower">> <<link [[Next|Moor Flower Masturbation]]>><<set $masturbationstart to 1>><</link>> <<else>> <<link [[Next|Moor Phallus Plant Masturbation]]>><<set $masturbationstart to 1>><<set $moorPhallusPlant to 1>><</link>> <</if>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 6 15 "root" "vine" true>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Moor Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The roots return to the earth. The sweet scent lingers in the air. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> You recite the words you learned. Maybe it did nothing, <span class="green">but you feel a little better regardless.</span> <br><br> <<set $moorLuck ||= 0>> <<set $moorLuck to Math.min($moorLuck + 5, 10)>> <<if !$specialClothes.some(item => ["spirit mask","shrine maiden robes"].includes(item.name) && item.unlocked >= 3)>> When you open your eyes, <span class="blue">there's a folded set of robes at the base of the shrine. A small, fox-like mask sits atop them.</span> <br><br> <</if>> <<specialClothesUnlock "set" "shrine">> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $athleticsSuccess>> <span class="green">The shrub holds</span> as you pull yourself onto the ledge. You lie there a moment as your pulse calms. <br><br> <<else>> You try to scramble onto the ledge, <span class="red">but the shrub comes loose.</span> You plunge to the earth below.<<gggpain>><<ggstress>><<pain 12>><<stress 12>> <br><br> <<tearful>> you climb to your feet. You hope you can walk it off. <br><br> <</if>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> You let go of the shrub, and try to land in a safe position. You almost manage it. <br><br> <<tearful>> you climb to your feet. You hope you can walk it off. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> You turn and walk the way you came, until you find an alternative path. This one isn't quite so scary. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<effects>> You continue your journey. <<beastNEWinit 3 cat>> <<if $rng gte 51 and ($settings.bestialityEnabled or $monster is 1)>> <<outfitChecks>> It's just a feeling, after all. <br><br> You hear a patter of feet behind you. You turn, and face a pair of <<print either("hazel", "yellow", "green", "blue")>> eyes. You hear more feet. You're surrounded. <br><br> <<if $monster is 1>> A <<beasttype 0>> pounces, <span class="purple">pinning you to the ground.</span> "I'm glad you're here," <<bhe 0>> says. "Such a boring day." <<bHe 0>> leaps away instead of pressing the attack. You rise to your feet, only to be pinned by <<bhis 0>> friend. <<else>> One of the large cats pounces, <span class="purple">pinning you to the ground.</span> It growls at you a moment, but then leaps away instead of pressing the attack. You rise to your feet, only to be pinned by a second cat. <</if>> <<if _bottom>> This one flips you onto your belly, and hooks <<bhis 1>> claws into your _bottom.name. <br><br> <<set _bottom.integrity -= 100>> <<if _bottom.integrity lte 0>> <<bHe 1>> <span class="pink">tears the fabric from your body,</span> exposing your <<= _bottomUnder?.name || "<<undies>>">> with little effort. <<integritycheck no_text>><<exposure>> <br><br> <<else>> <<bHe 1>> tries to tear the fabric from your body, but it remains firm. You are instead lifted into the air, before the claws come free, dumping you back on the ground. <br><br> <</if>> <<else>> This one flips you onto your belly. <br><br> <</if>> <<link [[Soothe|Moor Cats Soothe]]>><</link>><<tendingdifficulty 500 1100>> <br> <<link [[Fight|Moor Cats Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>> <br> <<link [[Submit|Moor Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br> <<elseif $rng gte 51>> You hear a patter of feet behind you. You turn, and face a pair of <<print either("hazel", "yellow", "green", "blue")>> eyes. You hear more feet. You run in a mad dash, and manage to escape, though worse for wear.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> It's just a feeling, after all, and you soon leave it behind. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>><<effects>> You sing a soothing tune, <<if $tendingSuccess>> <span class="green">and the <<beastsplural>> back away from you.</span> They crouch, listening. <br><br> <<if $monster is 1>> "More!" a <<beasttype 2>> says when you finish. You're not sure you have a choice. You're safe as long as they're enraptured. <br><br> You finish a second time. There's a pause. "Thanks for the song," a <<beasttype 1>> says. <<bHe 1>> turns and disappears behind a rock. The others follow. <br><br> <<else>> When you finish, the largest turns and disappears behind a rock. The others follow. <br><br> <</if>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">but fear cracks your voice.</span> The <<beastsplural>> are unimpressed. <br><br> <<if $monster is 1>> "Why's it making that noise?" A <<beasttype 2>> asks. <br> "I'll shut it up." <br><br> You feel hands grasp your shoulders. <br><br> <<else>> Paws land on your shoulders. <br><br> <</if>> <<link [[Next|Moor Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<hawkRescueSetup>> <<if $phase is 1>> <<if $NPCList[0].penis isnot "none">> You remain on your knees as the <<beasttype 0>> mounts you. <<set $position to "doggy">><<set $NPCList[0].stance to "top">> <<else>> The <<beasttype 0>> flips you onto your back, and mounts you. <<set $position to "missionary">><<set $NPCList[0].stance to "top">> <</if>> <<else>> You kick the <<beasttype 0>> away from you. <<bHe 0>> hisses. <<set $enemyanger += 30>><<set $enemyhealth -= 100>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Cats Rape End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Cats Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Moor Cats Rape]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Moor Cats Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Moor Cats Rape]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Moor Cats Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $alarm is 1 and $rescue is 1>> Your screams have attracted attention. A <<hawkScreechDesc>> echoes. <<hawkRescueApproachSentence>> <br><br> <<if $syndromebird is 1>>Your spouse's<<else>>The<</if>> screech causes the <<if $enemyno gt 1>><<beastsplural>><<else>><<beasttype>><</if>> to flee into the surrounding rocks and brush. <<endcombat>> <<clotheson>> <<npc "Great Hawk">><<person1>> <<tearful>> you look towards the sky. From above, <<if $syndromebird is 1>>your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>hawk<</if>><<else>>a <<if $monster isnot 1>>massive <</if>><<beasttype>><</if>> descends. <br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> Satisfied, the <<beasttype>> leaves. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering on the grass. <</if>> <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<npc "Great Hawk">> You drop to your knees, and squeeze into a crack, legs-first so you can see outside. <br><br> Your pursuer circles overhead, before swooping to a nearby rock. <<if $monster is 1>> The harpy's talons bite into the stone as <<bhe>> scans <<bhis>> surroundings, watching for any movement. <<else>> The giant hawk scans <<bhis>> surroundings from <<bhis>> perch, watching for any movement. <</if>> You shuffle deeper into the dark. <br><br> <<if $rng gte 51>> The <<beasttype>> releases a frustrated shriek, and beats <<bhis>> wings. The gust ruffles your hair as <<bhe>> takes to the sky once more. <br><br> You wait a few minutes before emerging from your hiding place. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">Something prods your <<bottom>>.</span> You almost jump forward in fright, but manage to stop yourself. The <<beasttype>> would see you. <br><br> <<if pcAreArmsBound("both")>> You press your mouth against the earth as something mounts you. <<else>> You put a hand over your mouth as something mounts you. <</if>> <span class="blue">Too much noise would be dangerous.</span> <br><br> <<endevent>> <<link [[Next|Moor Bird Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 creature>> <<beastCombatInit>> <<if $player.penisExist>> <<set $position to "missionary">> <<else>> <<set $position to "doggy">> <</if>> <<set $NPCList[0].stance to "top">> <<enable_rescue>> <<set $timer to 10>> <</if>> <<if $timer gte 5>> <span class="pink">The terror perches on the rock, scanning the terrain.</span> <<elseif $timer is 4>> <span class="purple">The terror watches the base of the cliff. <<bHis>> eyes almost meet yours.</span> <<elseif $timer gte 1>> <span class="blue">The terror watches the base of the cliff.</span> <<else>> <span class="blue">The terror looks impatient.</span> <</if>> <br><br> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $orgasmdown gte 1 or ($pain gte 100 and $willpowerpain is 0) or $timer lte 0>> <span id="next"><<link [[Next|Moor Bird Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Bird Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<set _moor_bird_escape to true>> <<beastejaculation>> Satisfied, the creature disappears. You breathe a sigh of relief. <br><br> <<endcombat>> <<elseif $enemyhealth lte 0>> <<set _moor_bird_escape to true>> The creature flees in fright, disappearing into the darkness. <br><br> <<endcombat>> <<elseif $timer lte 0>> <<endcombat>> <<set _moor_bird_escape to true>> <<else>> <<set _moor_bird_escape to false>> <<endcombat>> <<set $stealtextskip to 1>> <<stealclothes>> <br><br> <<npc "Great Hawk">> <span class="red">The <<beasttype>>'s eyes snap to yours</span>, alerted by your cry. <<bHe>> unleashes a terrible shriek, sending the other creature scrambling deeper into the dark. You try to shuffle deeper yourself, but the <<beasttype>> leaps closer, <<bhis>> talons piercing the earth an inch from your face. <br><br> <<bHe>> takes to the air, and grasps your shoulders with <<bhis>> claws. <<hawkCaughtYouSpeech>> <br><br> <<link [[Next|Bird Capture]]>><</link>> <br> <</if>> <<if _moor_bird_escape isnot false>> <<npc "Great Hawk">> <<unset $moor_hunt>> The <<beasttype>> releases a frustrated shriek, and beats <<bhis>> wings. The gust ruffles your hair as <<bhe>> takes to the sky once more. <br><br> <<clotheson>> <<tearful>> you breathe a sigh of relief. You wait a few minutes before emerging from your hiding place. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<npc "Great Hawk">> You take a deep breath, and dive into the pool. You peer through the surface as the <<beasttype>> circles above.<<silently>><<water>><</silently>><<effects>> <br><br> <<if $swimmingSuccess is 1>> <span class="green">You manage to hold your breath.</span> <<if $rng gte 21>> <span class="blue">The <<beasttype>> dives through the air,</span> landing at the edge of the pool. <<bHe>> scans <<bhis>> surroundings, but only spares a glance at your hiding place. <br><br> <<link [[Stay hidden (0:01)|Moor Bird Pool 2]]>><<pass 1>><</link>><<swimmingdifficulty 1 500>> <br> <<link [[Emerge|Moor Bird Emerge]]>><</link>> <br> <<else>> The <<beasttype>> releases a frustrated shriek, <span class="green">and flies away.</span> <br><br> <<unset $moor_hunt>> You emerge and gasp for breath. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath. <br><br> You've barely recovered when you hear another shriek. <span class="red">This one close.</span> You glance up, and see the <<beasttype>> diving towards you, talons outstretched. You try to slip back beneath the water, but it's too late. <<bHis>> claws grasp your shoulders. <<hawkCaughtYouSpeech>> You leave the pool far below. <br><br> <<link [[Next|Bird Capture]]>><</link>> <br> <</if>><<silently>><<water>><</silently>><<effects>> You remain underwater. <<if $swimmingSuccess is 1>> <span class="green">You manage to hold your breath.</span> <<if $rng gte 41>> <span class="purple">The <<beasttype>> hops to the pool's edge,</span> a couple of feet away, and stares at the far bank. <br><br> <<link [[Stay hidden (0:01)|Moor Bird Pool 3]]>><<pass 1>><</link>><<swimmingdifficulty 1 700>> <br> <<link [[Emerge|Moor Bird Emerge]]>><</link>> <br> <<else>> <<bHe>> shrieks in frustration, beats <<bhis>> wings, <span class="green">and flies away.</span> <br><br> <<unset $moor_hunt>> You emerge from the water, and gasp for air. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath. <br><br> The <<beasttype>> shrieks again. <<bHe>> grasps your shoulders with <<bhis>> claws before your vision cleans. <<hawkCaughtYouSpeech>> You leave the pool far below. <br><br> <<link [[Next|Bird Capture]]>><</link>> <br> <</if>><<silently>><<water>><</silently>><<effects>> You remain underwater. <<if $swimmingSuccess is 1>> <span class="green">You manage to hold your breath.</span> <<if $rng gte 61>> <span class="purple">The <<beasttype>>'s head jerks in your direction</span>, and stares right through you, before flicking elsewhere. <<bHe>> can't see beneath the surface. <br><br> <<link [[Stay hidden (0:01)|Moor Bird Pool 4]]>><<pass 1>><</link>><<swimmingdifficulty 1 900>> <br> <<link [[Emerge|Moor Bird Emerge]]>><</link>> <br> <<else>> <<bHe>> shrieks in frustration, beats <<bhis>> wings, <span class="green">and flies away.</span> <br><br> <<unset $moor_hunt>> You emerge from the water, and gasp for air. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath. <br><br> The <<beasttype>> shrieks again. <<bHe>> grasps your shoulders with <<bhis>> claws before your vision cleans. <<hawkCaughtYouSpeech>> You leave the pool far below. <br><br> <<link [[Next|Bird Capture]]>><</link>> <br> <</if>><<silently>><<water>><</silently>><<effects>> You remain underwater, <<if $swimmingSuccess is 1>> <span class="green">and manage to hold your breath.</span> The <<beasttype>> shrieks in frustration, beats <<bhis>> wings, <span class="green">and flies away.</span> <br><br> <<unset $moor_hunt>> You emerge from the water, and gasp for air. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You wait as long as you can, <span class="red">but can't hold your breath any longer.</span> You emerge, gasping for breath. <br><br> The <<beasttype>> shrieks again. <<bHe>> grasps your shoulders with <<bhis>> claws before your vision cleans. <<hawkCaughtYouSpeech>> You leave the pool far below. <br><br> <<link [[Next|Bird Capture]]>><</link>> <br> <</if>><<effects>> You emerge from the pool, gasping for air. <span class="red">Claws grasp your shoulders</span> before your vision clears. <<hawkCaughtYouSpeech>> You leave the pool far below. <br><br> <<link [[Next|Bird Capture]]>><</link>> <br><<effects>> <<npc "Great Hawk">> <<if $pain gte 95>> <<set $phase to 1>> You try to screech at the sky, but it comes out as more of a pained squawk. <<elseif $stress gte ($stressmax / 5) * 3>> <<set $phase to 2>> You screech at the sky. It's somewhat more shrill than usual. <<elseif $trauma gte ($traumamax / 5) * 3>> <<set $phase to 3>> You call out to your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. The sound feels hollow. <<elseif $tiredness gte C.tiredness.max>> <<set $phase to 4>> You let out a fatigued screech towards the sky. <<else>> <<set $phase to 0>> You screech at the sky. <</if>> The <<beasttype>> hears you and swoops closer, landing nearby. <br><br> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "inventory"))>> <<bHe>> rushes to your side, immediately noticing the eggs you're carrying. <<if $monster is 1>> "<<Wife>> had eggs! Grab on to me, we must get home quickly." <<else>> <<bHe>> headbutts you, extending <<bhis>> wings and urging you to grab on to <<bhim>>. <</if>> <br><br> <<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>> <<bHe>> rushes to your side. <<if $monster is 1>> "<<Wife>> should be at home, resting." <<bHis>> eyes fall on your baby bump. "Come home." <<else>> <<bHe>> lightly presses <<bhis>> head to your baby bump, and squawks at you with concern. <</if>> <br><br> <<elseif $phase isnot 0>> Noticing your <<if $phase is 4>>exhaustion<<elseif $phase is 1>>pain<<else>>discomfort<</if>>, <<bhe>> rushes to your side. <<if $monster is 1>> "Is <<wife>> alright?" <<bhe>> asks. "Does <<wife>> want to return to the nest?" <<bHe>> gently places <<bhis>> hand on your shoulder<<if $pain gte 90>>, quickly withdrawing it with a concerned look as you wince in pain<<else>> and smiles at you<</if>>. <<else>> <<bHe>> trills softly and looks at you, <<bhis>> head tilted to the side<<if understandsBirdBehaviour()>> in concern<</if>>. <<bHe>> hops closer, and gently pushes <<bhis>> head against your shoulder. <<if $pain gte 90>><<bHe>> pulls away at your pained wince and lets out a <<if understandsBirdBehaviour()>>concerned<<else>>soft<</if>> cry.<</if>> <</if>> <br><br> <<link [[Reassure|Moor Bird Screech Reassure]]>><</link>> <br> <<else>> <<if $monster is 1>> "All well, <<wife>>?" <<bhe>> asks. <<else>> <<bHe>> trills <<if understandsBirdBehaviour()>>affectionately <</if>>and fluffs <<bhis>> plumes slightly. <</if>> <br><br> <</if>> <<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>> <br> <<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>> <br> <<link [[Just groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>> <br><<effects>> <<if $speech_attitude is "meek">> "H-Hey," you say. "You don't need to be worried. I-I'm alright." <<elseif $speech_attitude is "bratty">> "I'm fine," you say. "Calm down." <<else>> "It's alright," you say. "You don't need to worry about me so much." <</if>> <span class="red"> <<switch $phase>> <<case 1>>Your voice is abnormally tense. <<case 2>>You can't keep your voice steady. <<case 3>>Your words feel hollow. <<case 4>>Fatigue leaks into your voice. <</switch>> </span> <br><br> The <<beasttype>> hesitates for a moment, before <<if $monster is 1>> sighing. <<if $phase is 1 or $phase is 2>> "Is <<wife>> sure that <<pshe>> doesn't want to return to the nest?" <<bhe>> asks. "<<Wife>> seems <<if $phase is 1>>hurt<<else>>strained<</if>>. <<Wife>> should rest and take care of <<pherself>>." <<else>> "Alright," <<bhe>> concedes. "If <<wife>> says so." <</if>> <<else>> letting out a <<if understandsBirdBehaviour()>>concerned<<else>>soft<</if>> caw. <<bHe>> <<if $phase is 1 or $phase is 2>> <<if understandsBirdBehaviour()>>doesn't seem to be reassured<<else>>still seems agitated<</if>>, and keeps hopping around you, chirping intermittently. <<else>> <<if understandsBirdBehaviour()>>seems to settle down<<else>>settles down<</if>> after that, and chirps<<if understandsBirdBehaviour()>> inquisitively<</if>>. <</if>> <</if>> <br><br> <<if $phase is 1 or $phase is 2>> <<link [[Reaffirm|Moor Bird Screech Reassure 2]]>><</link>> <br> <</if>> <<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>> <br> <<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>> <br> <<link [[Just groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>> <br><<effects>> <<switch $speech_attitude>> <<case "meek">>"I'm actually alright," you say softly. "Thank you for being so concerned for me." <<case "bratty">>"Hey," you say, your tone softening slightly. "I'm fine. Don't worry so much." <<default>>"You really don't need to worry," you say, <<if $monster is 1>>placing a hand on the <<beasttype>>'s shoulder<<else>>gently stroking the <<beasttype>>'s wing<</if>>. "I'm alright. Really." <</switch>> <<if $monster is 1 or understandsBirdBehaviour()>>The <<beasttype>>'s expression softens<<else>>The <<beasttype>> seems to settle down<</if>>. <br><br> <<if $monster is 1>> "<<Wife>> is strong," <<bhe>> says, smiling at you. "But <<wife>> does not need to stand alone. I will always come to <<wife>>'s side when <<pshe>> is in need." <<else>> The <<beasttype>> trills softly and hops towards you, hopping around until <<bhes>> standing at your side. <<if $harpy gte 6>> <<bHe>> begins gently <<if $tending gte 400>>preening<<else>>tending to<</if>> your wings, straightening out your <<if $phase is 2>>bedraggled<<else>>ruffled<</if>> feathers. <</if>> <</if>> <br><br> <<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>> <br> <<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>> <br> <<link [[Just groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>> <br><<effects>> <<if $monster gte 1>> The <<beasttype>> wraps <<bhis>> arms around your chest, and lifts you into the air. <<else>> The <<beasttype>> lifts you by your shoulders, and flies you over the moor. <</if>> <<if $harpy gte 6 and $birdFly gte 1 and $phase isnot 4 and $phase isnot 1 and !$plucked>> Once you've reached a good height, <<bhe>> releases you. You spread your wings, catching the wind and gliding back towards the nest. The <<beasttype>> flies next to you, <<if $monster is 1>> praising your flight technique as you travel. <<else>> chirping to you enthusiastically as you travel. <</if>> <br><br> After <<if $moor gte 80>>a short<<elseif $moor lte 50>>a long<<else>>the<</if>> flight, the two of you arrive at the nest. <<if $moor lte 50>> <<ggtiredness>><<tiredness 18>> <<elseif $moor lt 80>> <<gtiredness>><<tiredness 6>> <</if>> <<else>> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> Despite the fact that you can fly on your own, <<bhe>> doesn't release your <<if $monster is 1>>chest<<else>>shoulders<</if>>. <span class="green">You take a moment to just enjoy the flight.</span> <<lstress>><<ltrauma>><<stress -6>><<trauma -6>> <br><br> <</if>> <<if $moor lte 65>> <<if $monster is 1>> <<bHe>> pants by the time you make it back to the nest. <<else>> <<bHe>> struggles to stay airborne by the time you make it back to the nest. <</if>> <<else>> <<bHe>> easily makes the journey back to the nest, <<if $moor gt 85>> and doesn't even seem <<if $monster is 1>>winded<<else>>tired at all<</if>>. <<elseif $monster is 1>> though <<bhe>> takes a moment to catch <<bhis>> breath once you land. <<else>> though <<bhe>> sits down and <<if understandsBirdBehaviour()>>pants<<else>>holds <<bhis>> mouth open<</if>> for a few moments once you've landed. <</if>> <</if>> <</if>> <br><br> <<link [[Next|Bird Tower]]>><<unset $moor>><<endevent>><</link>> <br><<effects>> <<if $monster is 1>> The <<beasttype>> hesitates. "Close to landbound," <<bhe>> warns. "But if you want." <<bHe>> wraps <<bhis>> arms around your chest, and lifts you into the air. Together, you soar across the moor. <<else>> The <<beasttype>> hesitates before lifting you by the shoulders. <</if>> <<if $harpy gte 6 and $birdFly gte 1 and $phase isnot 4 and $phase isnot 1 and !$plucked>> Once you've reached a good height, <<bhe>> releases you. You spread your wings, catching the wind and soaring through the sky with your <<if $monster is 1>><<nnpc_wife "Great Hawk">><<else>>partner<</if>>. <<bHe>> flies next to you <<if $monster is 1>> praising your flight technique <<else>> chirping to you enthusiastically <</if>> as you travel. <br><br> The flight to the farmlands <<if $moor gte 60>>is long<<else>>takes some time<</if>>, but you eventually land near the road. <<if $moor gte 60>> <<ggtiredness>><<tiredness 18>> <<else>> <<gtiredness>><<tiredness 6>> <</if>> <<else>> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> Despite the fact that you can fly on your own, <<bhe>> doesn't release your <<if $monster is 1>>chest<<else>>shoulders<</if>>. <span class="green">You take a moment to just enjoy the flight.</span> <<lstress>><<ltrauma>><<stress -6>><<trauma -6>> <br><br> <</if>> <<if $moor gte 60>> <<bHe>> has trouble staying in the air by the time you approach the farmlands. <<else>> <<bHe>> seems <<if $monster is 1 or understandsBirdBehaviour()>>tired<<else>>strained<</if>> from flying you across the moor. <</if>> You land near the road. <</if>> <br><br> <<if $monster is 1>> "Be careful," <<bhe>> says, and takes to the sky once more. <<else>> <<bHe>> gives a <<if understandsBirdBehaviour()>>worried<<else>>low<</if>> chirp before taking to the skies once more. <</if>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $moor to 0>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $phase is 2 or $phase is 4>> You start to stroke the <<beasttype>>'s feathers, and find yourself leaning on <<bhim>> as you do. <<else>> You <<if $phase is 1>>slowly<</if>> stroke the <<beasttype>>'s feathers. <</if>> <<if $monster is 1>> <<bHe>> <<if $phase is 2 or $phase is 4>>makes a small concerned noise<<else>>laughs<</if>> and<<if $phase is 1>> gently<</if>> returns the favour. <br><br> <<if $phase is 2 or $phase is 4>> "<<Wife>> shouldn't push <<pherself>> so much," <<bhe>> says while giving you a parting hug. "Be careful." <<else>> "Be careful," <<bhe>> says while giving you a parting hug. <</if>> <<bHe>> takes to the skies. <<else>> <<bHe>> <<if $phase is 2 or $phase is 4>>trills softly<<else>>chirps<</if>>, and returns the favour, stroking you with <<bhis>> beak. <<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 4>> <<bHe>> <<if $harpy lt 6>>hesitantly<</if>> grooms your wings, straightening the feathers with <<bhis>> beak. <<elseif $fallenangel gte 2>> <<bHe>> moves <<if understandsBirdBehaviour()>>to groom your wings with <<bhis>> beak<<else>><<bhis>> head towards your wings<</if>>, before hesitating for a moment and moving <<bhis>> head elsewhere. <</if>> <br><br> <<bHe>> wraps a wing around you for a moment, before taking to the skies once more. <</if>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You grip the chain connecting your ankles, and pull. <<if $physiqueSuccess>> The metal is rusted with age, <span class="green">and crumbles apart,</span> freeing you. <br><br> <<remove_shackle>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">It's no use.</span> The metal is too strong. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You examine the lock. It looks old, and delicate with rust. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> Satisfying the mechanism is simple enough. There's another click, <span class="green">and your legs are free.</span> <br><br> <<remove_shackle>> <<skulduggeryuse>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">You hear an unfortunate snap.</span> The lock has jammed. <br><br> <<skulduggeryuse>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You look down at the shackles now locked around your ankles; you could try to free yourself, but you decide it's best to keep moving. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br><<if $sexstart is 1 or $molestationstart is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>> <<neutral 1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <</if>> <<maninit "plant">><<npcexpose>> <<if $phase is 0>> <<set $enemyarousalmax to 1500>> <<set $enemyarousal to 500>> <<else>> <<set $enemyarousalmax to 800>> <</if>> <<if $phase is 2>> <<set $position to "missionary">> <<set $NPCList[0].lefthand to "arms">><<set $NPCList[0].righthand to "arms">> <<disablearms>><<set $leftarm to "grappled">><<set $rightarm to "grappled">> <</if>> <<set _randomtentacles to random(8, 12)>> <<makeAbomination _randomtentacles 8 "vine" "vine" true>> <<hawkRescueSetup>> <</if>> <br> <<effects>> <<effectsabomination>> <<alarmstate>> <<abomination>> <<stateabomination>> <br><br> <<actionsabomination>> <<if _combatend>> <span id="next"><<link [[Next|Moor Plant Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Plant Sex]]>><</link>></span><<nexttext>> <</if>><<set $location to "moor">><<set $outside to 1>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That was fun!" the <<person>> chirps. "I wish more humans were like you." <br><br> <<if $phase is 1 and $rng gte 76>> <span class="blue">The creature from before leaps onto <<his>> shoulder.</span> "You're a good wingman, little buddy." <<He>> grins. "Scored me a fuck with a cute <<girl>>." <<He>> scratches it on the back, and it chitters.<<if $consensual isnot 1>><<trauma 3>><<gtrauma>><</if>> <br><br> <<else>> <<He>> picks <<himself>> up off the ground and dusts off one of <<his>> vines. "If you're ever in the area, hit me up! I'd love to do this again!" <</if>> <<He>> walks off, <<his>> vines shambling behind <<him>>. <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<if $plantMoney>> <<wearProp "silver coin">> You pick up the coins from the ground. You make <<printmoney $plantMoney>>. <<money $plantMoney "moor">><<unset $plantMoney>> <br><br> <</if>> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> backpedals from you, looking at you warily. "Yeesh, a bit uncalled for, wouldn't you say? <<if $phase is 1>>After I saved you and all? Someone's ungrateful.<<else>>I just wanted us to feel good.<</if>>" <<His>> vines all retract away from you. <br><br> <<if $phase is 1 and $rng gte 76>> <span class="blue">The creature from before leaps onto <<his>> shoulder and chitters.</span> "Yeah, I'm fine, little buddy," the <<person>> says. "Maybe it'll work on someone else." <<else>> <<He>> rubs one of <<his>> vines, frowning. "Well, if you're ever in the area, hit me up. Maybe we can pick up where we left off, if you're in a better mood!" <</if>> <<He>> walks off, <<his>> vines trailing weakly behind <<him>>. <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<if $plantMoney>> <<wearProp "silver coin">> You pick up the coins from the ground. You make <<printmoney $plantMoney>>. <<money $plantMoney "moor">><<unset $plantMoney>> <br><br> <</if>> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> <<if $syndromebird is 1>>In<<else>>As if in<</if>> response to your cries for help, a <<hawkScreechDesc>> pierces the air. <<hawkRescueApproachSentence>> <br><br> The <<person>> pulls back from you and looks up, scanning the sky. "Damn it!" <<he>> snarls. "<<if $harpy gte 6>>Of course you'd be involved with the terror<<else>>Well, guess we'll have to do this some other time<</if>>." <<He>> burrows into the ground, and the vines surrounding you retreat. <<tearful>> you take a moment to breathe. <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> You notice the <<beasttype>> flying down <<if $syndromebird is 1>>to save<<else>>towards<</if>> you. <br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <</if>><<set $location to "moor">><<set $outside to 1>><<effects>> You shake your head. <<if $rng gte 76 and $settings.bestialityEnabled and $settings.lurkersEnabled>> "Damn, tough break," the <<person>> sighs. "Well, plan B. <<pShes>> all yours." <br><br> <span class="red"><<He>> flings the creature at your face, where it latches on.</span> The vines restraining the other creature loosen. The <<personsimple>> walks away, leaving you. <br><br> <<link [[Next|Moor Struggle Mid]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>> <<elseif $rng gte 51>> The <<person>> frowns. "Huh, thought humans were supposed to be intelligent. That was the wrong answer." <br><br> <<He>> shrugs. "Well, now you know for the future. When someone saves you, you have sex with them as a thank you. It's how these things work." <span class="red"><<He>> lunges for you.</span> <br><br> <<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <<else>> "Huh?" The <<persons>> face scrunches up. "But why not?" <br><br> <<He>> thinks for a few seconds, before sighing. "Whatever. You probably have your reasons, or something. I guess. See you around, or whatever." <<He>> walks away, sulking. <<His>> vines trail behind <<him>>, dragging the flailing creatures out of sight. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>> <<if $phase is 0>> <<if currentSkillValue('skulduggery') gte 700>>Not wanting to risk it, you<<else>>You<</if>> leave the money and walk away. <br><br> <<link [[Next|Moor]]>><<endevent>><<unset $plantMoney>><<set $eventskip to 1>><</link>> <<else>> <<generatePlant1>><<person1>> You reach for the <<printmoney $plantMoney>>. As you do, <<if currentSkillValue('skulduggery') gte 700>> the hand grabs yours. <<takeHandholdingVirginity $NPCList[0] "rape">> <br><br> The vines <<else>> <span class="purple">a hand unearths itself directly under the money and grabs yours.</span> <<takeHandholdingVirginity $NPCList[0] "rape">> <br><br> Vines <</if>> unearth themselves and coil to life, as a <<person>> unburrows <<himself>> from the ground. "Knew someone'd fall for the shiny eventually," <<he>> whispers. <<He>> pulls you to the ground and flips on top of you. <br><br> <<link [[Next|Moor Plant Sex]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>> <</if>><<effects>> You lie in the crystal water, letting it wash over you. It's chilly, but you soon adjust. You wash all the nooks in your body, and the water soon has you squeaky clean.<<wash>> <<exhibitionism1>> <<if $rng gte 91>> <<generate1>><<person1>> As you turn to leave however, <span class="purple">you find a <<person>> sat on your clothes.</span><<covered>> <br><br> <<if Time.season is "winter">> "I can't imagine swimming in this cold," <<he>> chuckles. "You're made of stronger stuff than I." <<elseif Time.season is "summer">> "Good day for a swim," <<he>> says. "I'm almost envious in this heat." <<else>> "Nice day for a swim, eh?" <<he>> says. <</if>> <<He>> cocks <<his>> head. "How about you touch yourself for me? Go on. A body like that was made to be shown off."<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Masturbate|Moor Low Wash Masturbate]]>><<set $masturbationstart to 1>><</link>> <br> <<link [[Refuse|Moor Low Wash Refuse]]>><</link>> <br> <<else>> <<upperwet 20>> <<lowerwet 20>> <<underupperwet 20>> <<underlowerwet 20>> You leave the water, and continue your journey. <br><br> <<link [[Next|Moor]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> You search for a place to hide your clothes. You're considering leaving it behind the heather when you find a nook beneath a shattered boulder, near the top of the valley. You strip and head to the water. <<exhibitionism1>> <</if>> You lie in the crystal water, letting it wash over you. It's chilly, but you soon adjust. You wash all the nooks in your body, and the water soon has you squeaky clean.<<wash>> <br><br> <<if $rng gte 91>> <<generate1>><<person1>> As you turn to leave the water however, <span class="purple">you find a <<person>> sat on a rock, watching.</span> <br><br> <<if Time.season is "winter">> "I can't imagine swimming in this cold," <<he>> chuckles. "You're made of stronger stuff than I." <<elseif Time.season is "summer">> "Good day for a swim," <<he>> says. "I'm almost envious in this heat." <<else>> "Nice day for a swim, eh?" <<he>> says. <</if>> <<He>> jogs down the slope, eyes full of lust. "How about I help get you dry?" <br><br> <<link [[Next|Moor Low Wash Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $phase is 1>> You leave the water, retrieve your clothes, and continue your journey. <<storeon "moor wash">> <br><br> <<else>> You leave the water, and continue your journey. <br><br> <</if>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> "Oh," the <<person>> says, unsurprised. <<He>> stands, <span class="pink">your clothes in <<his>> hand.</span> "I'll be taking these with me if you don't mind. And if you do. Unless you're willing to give me a show." <br><br> <<link [[Masturbate|Moor Low Wash Masturbate]]>><<set $masturbationstart to 1>><</link>> <br> <<link [[Fight|Moor Low Wash Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Let <<him>> go|Moor Low Wash Refuse 2]]>><</link>> <br><<effects>> The <<person>> shrugs. "Have fun getting home." <<He>> walks to the top of the valley, leering at you one last time before vanishing over the ridge.<<stealclothes>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Low Wash Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Low Wash Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> shoves you into the running water, and fixes <<his>> clothing as <<he>> climbs the valley.<<wash>> <br><br> <<tearful>> you climb to your feet. <<if $phase is 1>> <<clotheson>> <<storeon "moor wash">> <<else>> <<clotheson>> <</if>> <<endcombat>> <<clearNPC "moor_wash">> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> A <<hawkScreechDesc>> responds to your cries for help, and causes your assailant to freeze. As another cry follows the first, <<he>> runs away, leaving you alone. <<tearful>> you steady yourself. <<clotheson>> <<if $phase is 1>> <<storeon "moor wash">> <</if>> <<endcombat>> <<clearNPC "Moor Wash">> <<npc "Great Hawk">><<person1>> Looking to the horizon, you notice <<if $syndromebird is 1>>your<<else>>a<</if>> <<if $monster isnot 1>>massive <</if>><<beasttype>> approaching rapidly. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> <<He>> trips, landing in the running stream. "C-cold!" <<he>> shouts, jumping to <<his>> feet. <<He>> runs up the ridge, scattering droplets everywhere. <br><br> <<tearful>> you steady yourself. <<if $phase is 1>> <<clotheson>> <<storeon "moor wash">> <<else>> <<clotheson>> <</if>> <<endcombat>> <<clearNPC "moor_wash">> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Low Wash Fight Finish]]>><</link>></span><<nexttext>> <<elseif $pain gte 100 and $willpowerpain is 0>> <span id="next"><<link [[Next|Moor Low Wash Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Low Wash Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> drops your clothes and staggers, falling arse-first into the stream. "C-cold!" <<he>> shouts, jumping to <<his>> feet and rushing up the slope. <br><br> <<tearful>> you recover your clothing. None fell in the water. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You smack the <<person>> so hard <<he>> staggers, releasing your clothes in a vain attempt to stabilise <<himself>>. <<He>> falls arse-first into the stream. "C-cold!" <<he>> shouts, jumping to <<his>> feet and rushing up the slope. <br><br> <<tearful>> you recover your clothing. None fell in the water. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> A <<hawkScreechDesc>> responds to your cries for help, and causes your assailant to freeze. <<He>> drops your clothes and runs off, leaving you alone. <<tearful>> you recover your clothing. Fortunately, none fell in the water. <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> Looking to the sky, you notice <<if $syndromebird is 1>>your<<else>>a<</if>> <<if $monster isnot 1>>massive <</if>><<beasttype>> approaching rapidly. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> You fall into the stream, too hurt to continue fighting. The <<person>> runs up the slope, your clothes still in <<his>> hands, and disappears over the ridge. <br><br> <<tearful>> you struggle to your feet. <br><br> <<stealclothes>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<set $tipmod += 0.5>> You can feel the <<persons>> eyes on you. <<He>> grins as <<he>> sees you're gonna do it. <<masturbationstart>> <<set $audience_lust to 0>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $orgasmdown gte 3>> <<if $audience_lust gte 2>> <<He>> applauds as you orgasm, <span class="purple">lust in <<his>> eyes.</span><<glust>><<set $audience_lust += 1>> <<elseif $audience_lust gte 1>> <<He>> applauds as you orgasm, <span class="teal">looking satisfied.</span><<glust>><<set $audience_lust += 1>> <<else>> <<He>> applauds as you orgasm, <span class="lblue">clearly enjoying the show.</span><<glust>><<set $audience_lust += 1>> <</if>> <</if>> <br><br> <<if $corruptionMasturbation>> <span class="red">The slime in your ear will not allow you to stop.</span> <</if>> <div id="masturbationButtons"> <<if $audience_lust gte 3>> <div id="next"><<link [[Continue|$passage + " Finish"]]>><</link>><<nexttext>></div> <<else>> <div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div> <</if>> <<masturbationStopControls>> </div> <br><br><br><br><br><<set $outside to 1>><<effects>> <<if $audience_lust gte 3>> <<saveNPC 0 "moor_wash">> <<endmasturbation>> <<endcombat>> <<loadNPC 0 "moor_wash">><<person1>> You stop, <span class="pink">but your performance has driven the <<person>> mad with lust.</span> <<He>> rushes down the ridge. <br><br> <<link [[Next|Moor Low Wash Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $audience_lust lt 1>> <<saveNPC 0 "moor_wash">> <<endmasturbation>> <<endcombat>> <<loadNPC 0 "moor_wash">><<person1>> You stop, <span class="pink">disappointing the <<person>>.</span> "Guess I have to sort you out myself," <<he>> says, walking down the ridge. <br><br> <<link [[Next|Moor Low Wash Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <span class="green">The <<person>> applauds again.</span> "Good show," <<he>> says. <<He>> rises to <<his>> feet, leaving your clothes behind. "Make sure you wrap up warm." <<He>> chuckles, climbs the valley, and disappears over the ridge. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<wash>> <<if $phase is 1>> You leave your clothes on the bank, and lower yourself into the churning water. <<else>> You lower yourself into the churning water. <</if>> <<if $phase is 1>> <<exhibitionism1>> <</if>> <<if $rng gte 71>> You're down to your waist when <span class="red">the current seizes you,</span> threatening to pull you under. <br><br> <<link [[Resist|Moor Mid Swim]]>><</link>><<swimmingdifficulty 1 1000>> <br> <<else>> It's deep, but not too violent. You're soon squeaky clean. <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $swimmingSuccess>> You swim with the flow, holding your breath as it sucks you under. You're pulled along the dark for a moment, <span class="green">but manage to find a current that takes you back to the surface.</span> You should be okay here. <br><br> You wash until you're squeaky clean. <br><br> <<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>> <br> <<else>> You kick and flail against the water's pull, <span class="red">but it's too strong.</span> It sucks you into a cavernous depth, far deeper and wider than it appeared on the surface. It's not a stream at all, but an underground river with a breach on the surface. <br><br> You try to swim for air, but reach the top only to find a rocky ceiling, shortly before the water sucks you under once more. <br><br> At last, an upward current seizes you and lifts you to the surface, throwing you from the water and leaving you sprawled on the bank. You're not sure where you are. <<if $phase is 1>> <span class="pink">You've lost your clothes.</span> <</if>> <<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>> <br><br> <<if random(1, 2) is 2>> <<set $moor -= 15>> <<else>> <<set $moor += 15>> <</if>> <<link [[Next|Moor]]>><<clothesruined>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You casually walk off the path, down the ghost of a trail between long grass. You hide from view behind a thick bush, and wait. <br><br> You hear the voices grow louder, until they're right on the other side of the bush. They pause there for a few moments. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> "I thought I saw someone," a <<person1>><<personsimple>> says. <br> "Nah," laughs another. "You've just had too much. Let me hold the booze." <br> "Fuck off." <br><br> They continue on, <span class="green">unaware of your presence.</span> <br><br> <<skulduggeryuse>> <<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> "I thought I saw someone," a <<person1>><<personsimple>> says. <br> "Yeah," replies another. <span class="red">"They went behind that bush."</span> <br> "Oi!" the first <<personsimple>> shouts. "Come out with your hands up!" <br><br> You turn to leave, but bump right into a <<person2>><<person>> who'd snuck around the other side of the bush. "I got <<phim>>!" <br><br> <<His>> friends appear, a <<person1>><<person>> and <<person3>><<person>>. All three ogle you. <br><br> <<skulduggeryuse>> <<link [[Next|Moor Youths]]>><</link>> <br> <</if>><<effects>> <<flaunting>> you stride close. You see the youths more closely now. A <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>>. They quiet for a moment when they notice how undressed you are. Then they break into a run. <<if $exposed gte 2>> <<exhibitionism5>> <<else>> <<exhibitionism3>> <</if>> They close the distance, and surround you. <br><br> <<link [[Next|Moor Youths]]>><</link>> <br><<effects>> "What you doing wandering around out here like that?" the <<person1>><<person>> slurs. <<Hes>> carrying a cooler in <<his>> hand. <br><br> "Maybe <<pshes>> one of them moor nymphs," the <<person2>><<person>> suggests. Both <<he>> and the <<person3>><<person>> are holding bottles of cider. The latter spits out <<his>> drink at this comment. <br><br> "Fucking moor nymphs? You've definitely had enough." <br><br> They break into an argument, but the <<person1>><<person>> doesn't take <<his>> gaze from you. "Fancy a drink?" <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <<foodicon "beerbottle">><span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<alcohol 60>><<stress -6>><<wearProp "beer bottle">><</link>><<lstress>><<galcohol>> <</if>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br><<effects>> <<if $moor_youths is undefined>> <<set $moor_youths to 0>> The <<person1>><<person>> opens the cooler, and cracks open a bottle for you. You take a swig. It's sweet. "My <<person4>><<if $pronoun is "m">>da<<else>>ma<</if>> makes it," the <<person1>><<person>> says. <<He>> looks at the other two. "Don't tell <<person4>><<him>> we're drinking none, mind." <br><br> You sit with the youths on a nearby rock. They seem friendly enough, but they're curious about the town. "Could tell from your accent," the <<person3>><<person>> says. "And your wandering out here alone." <br><br> The <<person1>><<person>> offers you another bottle. <br><br> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 180>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br> <<elseif $moor_youths gte 6>> You drink from the bottle. The youths seem awfully close. But it's hard to tell beneath your swimming vision. A pair of arms grasp yours, and pull you forward. The sudden movement makes you stumble to your knees. <br><br> "It's gotta be now," the <<person1>><<person>> says. "Or <<pshe>>'ll pass out." <br><br> "Have a problem with that, slut?" the <<person2>><<person>> laughs. "Being gangbanged?" <br><br> <<link [[Refuse|Moor Youths Rape Refuse]]>><</link>><<willpowerdifficulty 1 $drunk>> <br> <<link [[Shake your head|Moor Youths Rape Nod]]>><</link>> <br> <<elseif $moor_youths gte 4>> You drink from the bottle, and chat with the youths about their home lives. <br><br> The <<person3>><<person>> looks you in the eye. "How about a kiss?" <<he>> asks. <<He>> moves in without waiting for your response. <br><br> <<link [[Push away|Moor Youths Kiss]]>><</link>><<willpowerdifficulty 1 $drunk>> <br> <<link [[Kiss|Moor Youths Kiss Allow]]>><</link>><<kissvirginitywarning>> <br> <<elseif $moor_youths gte 2>> You drink from the bottle, and chat with the youths about their lives in the countryside. <br><br> The <<person2>><<person>> stands to get another bottle, and sits back down beside you. Close enough that your thighs touch. <<He>> wraps an arm around your waist. <br><br> <<link [[Pull away|Moor Youths Waist]]>><</link>><<willpowerdifficulty 1 $drunk>> <br> <<link [[Allow|Moor Youths Waist Allow]]>><</link>> <br> <<elseif $moor_youths gte 1>> You drink from the bottle. This one tastes different, <span class="blue">stronger.</span> The conversation takes a sexual turn. The <<person2>><<person>> and <<person3>><<person>> argue about who's fucked the most people. <br><br> The <<person1>><<person>> smiles slyly. "What about you?" <<he>> asks. "You a virgin?" <br><br> That was a forward question. <br><br> <i>Alcohol will make their forwardness harder to resist.</i> <br><br> <<link [[Refuse to answer|Moor Youths Virgin Refuse]]>><</link>><<willpowerdifficulty 1 $drunk>> <br> <<link [[Tell the truth|Moor Youths Virgin Truth]]>><</link>> <br> <<link [[Lie|Moor Youths Virgin Lie]]>><</link>> <br> <</if>> <br><br><<effects>> <<if $willpowerSuccess>> You feel the alcohol working, <span class="green">but you manage to keep such private information to yourself.</span> <br><br> "Don't be shy," the <<person2>><<person>> says, but the <<person1>><<person>> silences <<person2>><<him>> with a look. <br><br> <<person1>><<He>> offers you another drink. <br><br> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 60>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br> <<else>> You try to work out how to refuse to answer without giving anything away, <span class="red">but the alcohol is influencing your thoughts.</span> You notice all three are staring at you... What did they ask again? Oh right, whether or not you're a virgin.<<gwillpower>><<willpower 2>> <br><br> <<link [[Tell the truth|Moor Youths Virgin Truth]]>><</link>> <br> <</if>><<effects>> <<if $player.vaginaExist and $player.virginity.vaginal isnot true or $player.penisExist and $player.virginity.penile isnot true>> <<set $moor_youths += 2>> You tell the eager youths that you're not a virgin. The <<person2>><<person>> and <<person3>><<person>> exchange eager glances. <br><br> "Don't be perverts," the <<person1>><<person>> warns, but <<his>> eyes roam over your body. <br><br> <<else>> <<set $moor_youths += 1>> You tell the eager youths that you're a virgin. "I don't believe it," the <<person2>><<person>> says. <br><br> "Don't be weird," the <<person1>><<person>> warns <<his>> friend. <br><br> <</if>> <<He>> offers you another drink. <br><br> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 60>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br><<effects>> <<if $player.vaginaExist and $player.virginity.vaginal isnot true or $player.penisExist and $player.virginity.penile isnot true>> <<set $moor_youths += 1>> You tell the eager youths that you're a virgin. "I don't believe it," the <<person2>><<person>> says. <br><br> "Don't be weird," the <<person1>><<person>> warns <<his>> friend. <br><br> <<else>> <<set $moor_youths += 2>> You tell the eager youths that you're not a virgin. The <<person2>><<person>> and <<person3>><<person>> exchange eager glances. <br><br> "Don't be perverts," the <<person1>><<person>> warns, but <<his>> eyes roam over your body. <br><br> <</if>> <<He>> offers you another drink. <br><br> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 60>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br><<effects>> You try to pull away from the <<person>>. <<Hes>> insistent. <<if $willpowerSuccess>> Your head swims, <span class="green">but you manage to tell <<him>> to leave you alone, and <<he>> relents.</span> "Sorry love," <<he>> says with a grin. <br><br> The <<person1>><<person>> offers you another drink. <br><br> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 60>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br> <<else>> Your head swims, influenced by the alcohol, <span class="red">and you forget what you were doing.</span> You notice someone has their arm around your waist.<<gwillpower>><<willpower 2>> <br><br> <<link [[Allow|Moor Youths Waist Allow]]>><</link>> <br> <</if>><<effects>> <<set $moor_youths += 1>> You allow the <<person>>'s advance. <<He>> rests a hand on your thigh while swigging from the bottle with the other. <br><br> The <<person1>><<person>> offers you another drink. <br><br> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 60>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br><<effects>> <<if $willpowerSuccess>> You feel dizzy, <span class="green">but manage to inform the <<person>> you're not interested,</span> pulling back for good measure. <<He>> sticks <<his>> tongue at you, but doesn't push the issue. <br><br> The <<person1>><<person>> offers you another drink. <br><br> <<else>> <<set $moor_youths += 1>> You try to tell the <<person>> you're not interested, <span class="red">but only an intelligible mumble emerges before <<his>> lips meet yours.</span> <<He>> rests <<his>> hand against the back of your head, and pushes <<his>> adventurous tongue into your mouth. <<takeKissVirginity $NPCList[2] "rape">> <br><br> A hand grasps your hair, and swivels your face away from the <<person>> to meet the <<person2>><<persons>> mouth instead. <br><br> "Can I get any of you lovers a drink?" laughs the <<person1>><<person>>. <br><br> <</if>> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 60>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br><<effects>> <<set $moor_youths += 1>> You allow the <<person>> to push <<his>> lips against yours. <<He>> rests <<his>> hand against the back of your head, and pushes <<his>> adventurous tongue into your mouth. <<takeKissVirginity $NPCList[2] "consensual">> <br><br> A hand grasps your hair, and swivels your face away from the <<person>> to meet the <<person2>><<persons>> mouth instead. <br><br> "Can I get any of you lovers a drink?" laughs the <<person1>><<person>>. <br><br> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<set $moor_youths += 1>><<alcohol 60>><<stress -6>><</link>><<lstress>><<galcohol>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br><<effects>> <<if $willpowerSuccess>> <<earnFeat "Free Booze">> It's difficult to even stay upright, <span class="green">but you manage to blurt your refusal</span> as the youths close in, and stagger to your feet. <br><br> You feel their eyes on your <<bottom>> as you stumble away. <br><br> <<link [[Next|Moor]]>><<unset $moor_youths>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You try to speak, <span class="red">but only an incoherent mumble escapes your lips.</span> <br><br> "I think <<pshe>> said 'Fuck me,'" the <<person>> says. The others nod. They close in. <br><br> <<link [[Next|Moor Youths Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You shake your head. The youths don't hesitate. <br><br> <<link [[Next|Moor Youths Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Youths Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Youths Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They look around, suddenly guilty and anxious, before leaving you lying on the plains. <br><br> <<tearful>> you struggle to your feet. It takes a few attempts. <br><br> <<clotheson>> <<endcombat>> <<elseif $alarm is 1 and $rescue is 1>> At the sound of a <<hawkScreechDesc>>, the youths back away from you and look at each other nervously. As another screech sounds, the <<group>> decide to leave you and flee. <<tearful>> you climb to your feet. <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<if $syndromebird is 1>>Your<<else>>A<</if>> <<if $monster isnot 1>>massive <</if>><<beasttype>> cuts through the air as <<bhe>> descends towards you. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> The youths back away from you, nursing injuries. <<tearful>> you struggle to your feet. It takes a few attempts. <br><br> You feel their eyes on your <<bottom>> as you stumble away. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Moor]]>><<unset $moor_youths>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> You shake your head, and continue on your way. <<if $moor_youths gte 4>> The <<person3>><<person>> gets up to follow you, but the <<person1>><<person>> pulls <<person3>><<him>> back down. <</if>> You feel the youths leering at your <<bottom>> as you do. <br><br> <<link [[Next|Moor]]>><<unset $moor_youths>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $danceSuccess>> You gracefully dive and roll to one side, just in time to avoid something lunging at you from behind. <br><br> <<if $monster is 1>> As you get back to your feet, you get a good look at your assailant: a <<beasttype>>, <<if $NPCList[0].traits.includes("territorial")>> delicate features twisted into a petulant glower beneath <<bhis>> reddish-brown vulpine ears. <<bHis>> tail swishes around behind <<bhim>> in annoyance. "You're quick, <<foxnickname>>. But I'll get you next time," <<bhe>> says as <<bhe>> flees back into the bushes. <<elseif $NPCList[0].traits.includes("clumsy")>> struggling to recover from <<bhis>> failed pounce. <<bHis>> tail swishes around behind <<bhim>> in distress. "Missed again!" <<bHe>> flees back into the heather. <<else>> delicate features locked in focus as <<bhe>> stares at you. <<bHis>> ear twitches, and <<bhe>> quickly darts back into the underbrush without a word. <</if>> <<else>> As you get back to your feet, you get a good look at your assailant: a large <<beasttype>>, covered in reddish-brown fur from head to fluffy tail. <<bHe>> yips at you a couple times before fleeing back into the bushes. <</if>> <br><br> Breathing a sigh of relief, you dust yourself off and continue on your way. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You try to dodge out of the way, but <<if $worn.feet.type.includes("heels")>> lose your footing as your heel sinks right into a patch of soft dirt. Your ankle twists. <<else>> end up tumbling to the ground instead. <</if>> <<pain 4>><<gpain>> <br><br> Something pounces on you from behind, using its weight to pin you beneath it. Looking over your shoulder, you get a quick look at what's on top of you: <<if $monster is 1>> <<if $NPCList[0].traits.includes("territorial")>> a <<beasttype>>, grinning down at you smugly. "Not fast enough, <<foxnickname>>. Now you're mine." <<elseif $NPCList[0].traits.includes("clumsy")>> a <<beasttype>>, looking just as surprised as you are. "I got one? I got one!" <<bHe>> raises <<bhis>> arms in triumph. "You're mine now!" <<else>> a <<beasttype>>, grinning down at you smugly. "Got you! Now behave, we're going to have some fun." <</if>> <<else>> a large <<beasttype>>, covered in reddish-brown fur. It yips at you menacingly. <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Moor Fox Rape]]>><<set $molestationstart to 1>><<set $position to "doggy">><<set $NPCList[0].stance to "top">><</link>> <<else>> After a brief struggle, you manage to scramble to your feet and flee.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<endevent>><</link>> <</if>> <br> <</if>><<effects>> <<if $physiqueSuccess>> <<if $monster is 1>> You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept <<if $NPCList[0].skincolour is "black">>an ebony<<else>>a pale<</if>> blur leaping at you from the bushes. You wrap your arms around it, twist to the side, and release. It crashes to the ground several metres away. <<else>> You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept a reddish-brown blur leaping at you from the bushes. You wrap your arms around it, twist to the side, and release. It crashes to the ground several metres away. <</if>> <<bHe>>—a <<beasttype>>, you realise, now that you've had a moment to look at <<bhim>>—unsteadily climbs to <<bhis>> feet and flees back into the bushes. <br><br> Breathing a sigh of relief, you dust yourself off and continue on your way. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<if $monster is 1>> You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept <<if $NPCList[0].skincolour is "black">>an ebony<<else>>a pale<</if>> blur leaping at you from the bushes. You attempt to grab the blur in order to redirect its momentum, but you're not quite quick enough. The resulting full-force collision overwhelms your balance, knocking you head-over-heels onto the forest floor. <br><br> Opening your eyes, you're now face-to-face with your assailant: a <<beasttype>>. <<if $NPCList[0].traits.includes("territorial")>> "Nice try, but now you're right where I want you," <<bhe>> growls. <<elseif $NPCList[0].traits.includes("clumsy")>> <<bHe>> looks just as surprised as you are. "That worked?" <<bHe>> raises <<bhis>> arms in triumph. "You're mine now!" <<else>> "Got you! Now behave, we're going to have some fun." <</if>> <<else>> You turn to face your assailant, planting your feet and raising your arms in a defensive posture just in time to intercept a reddish-brown blur leaping at you from the bushes. You attempt to grab the blur in order to redirect its momentum, but you're not quite quick enough. The resulting full-force collision overwhelms your balance, knocking you head-over-heels onto the forest floor. <br><br> Opening your eyes, you're now face-to-face with your assailant: a large <<beasttype>>. <<bHe>> yips down at you menacingly. <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Moor Fox Rape]]>><<set $molestationstart to 1>><<set $position to "doggy">><<set $NPCList[0].stance to "top">><</link>> <<else>> After a brief struggle, you manage to scramble to your feet and flee.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<endevent>><</link>> <</if>> <br> <</if>><<effects>> <<if $NPCList[0].traits.includes("friendly")>> <<set _tendingMin to 1>><<set _tendingMax to 300>> <<elseif $NPCList[0].traits.includes("territorial")>> <<set _tendingMin to 200>><<set _tendingMax to 700>> <<else>> <<set _tendingMin to 100>><<set _tendingMax to 600>> <</if>> <<if $speech_attitude is "meek">> "Is... is somebody there?" you ask, looking over your shoulder. <<elseif $speech_attitude is "bratty">> "That's close enough," you yell, looking over your shoulder. <<else>> "Who's there?" you ask, looking over your shoulder. <</if>> <br><br> <<if $NPCList[0].traits.includes("territorial")>> No response comes. You're instead met with a sudden, full-force collision from behind you! You're knocked clear to the ground. Opening your eyes, you're now face-to-face with your assailant: a large <<beasttype>>. <br><br> <<if $monster is 1>> "You left yourself wide open. I couldn't resist," <<bhe>> taunts. <<else>> <<bHe>> yips at you menacingly. <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Moor Fox Rape]]>><<set $molestationstart to 1>><<set $position to "doggy">><<set $NPCList[0].stance to "top">><</link>> <<else>> After a brief struggle, you manage to scramble to your feet and flee.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<endevent>><</link>> <</if>> <br> <<else>> No response comes. You turn around to check, and it's immediately clear why: a large <<beasttype>> is peeking at you from within the bushes a few metres away. <br><br> <<link [[Beckon closer|Moor Fox Beckon]]>><</link>><<tendingdifficulty _tendingMin _tendingMax>> <br> <<link [[Scare off|Moor Fox Scare]]>><</link>> <br> <</if>><<effects>> You slowly hold out your hands toward the <<beasttype>>, doing your best to appear nonthreatening. <br><br> <<if $tendingSuccess>> <<if $monster is 1>> <<bHe>> eyes you up for a moment, muscles tensed. <<if $NPCList[0].traits.includes("clever")>> Then <<bhe>> grins. "So that's how it is, huh? <span class="green">Alright, alright, you win,</span>" <<bhe>> says, approaching you. <<elseif $NPCList[0].traits.includes("cowardly")>> <<bHe>> hesitantly approaches. <span class="green">"H...hello."</span> <<else>> <<bHe>> cocks <<bhis>> head. <span class="green">"You're an odd one."</span> <<bHe>> approaches. <</if>> Careful not to startle <<bhim>>, you reach up and stroke between <<bhis>> ears. <<else>> <<bHe>> stays where <<bhe>> is for a few moments, but eventually <<bhe>> approaches you. Careful not to startle <<bhim>>, you reach down and stroke between <<bhis>> ears. <</if>> <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 3)>> <<link [["Pet" <<bhim>>|Moor Fox Deviant Pet]]>><<transform fox 1>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to take things further">> <</if>> <br> <</if>> <<link [[Pet <<bhim>>|Moor Fox Pet]]>><<stress -2>><</link>><<lstress>> <br> <<else>> <<bHe>> looks at you for a moment before <span class="red">bolting away</span>. <<trauma 2>><<gtrauma>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $monster is 1>> You stare at the <<beasttype>>. The <<beasttype>> stares back at you, every muscle in <<bhis>> body tense. <br><br> You make a sudden movement towards <<bhim>>, pretending as though you're about to pounce. <<bHe>> screams in terror, sprinting back into the bushes. The noise gradually fades back into the moor's usual ambience. <<else>> You shoo the <<beasttype>> away. <<bHe>> disappears back into the brush with a startled yip. <</if>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $monster is 1>> The <<beasttype>> sighs and leans into you while you continue stroking <<bhis>> ears. With your other hand, you reach behind <<bhim>> and gently run your fingers along <<bhis>> tail. It's even softer than it looks. <br><br> After a few minutes of this, the <<beasttype>> pulls away from you. <<bHes>> blushing. Without a word, <<bhe>> turns and walks off into the heather. <<else>> The fox purrs appreciatively as you bring a second hand up to stroke <<bhis>> back while you continue rubbing between <<bhis>> ears. <<bHis>> fur is even softer than it looks. <br><br> After a few minutes of this, the fox runs off into the bushes, yipping happily. <</if>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $monster is 1>> You step around <<bhim>> to embrace <<bhim>> from behind. One of your hands snakes around to <<if $NPCList[0].gender is "m">>gently caress <<bhis>> chest<<else>>gently grope one of <<bhis>> $NPCList[0].breastsdesc<</if>>, while the other finds its way to <<bhis>> groin. <<deviancy3>> The <<beasttype>> perks up a bit when <<bhe>> feels your fingers make contact with <<bhis>> <<npcGenitals 0>>. "Oh, I get it. You just wanted to be in charge, huh? I guess that's okay." <<bHe>> thrusts <<bhis>> hips forward a little to give you a better angle. <br><br> <<if $NPCList[0].penis isnot "none">> You slowly run a finger along <<bhis>> half-hard cock from its tapered tip down to its not-yet-inflated knot, then reverse direction and do it again. Once your teasing has brought <<bhim>> to full mast, you wrap your fingers around <<bhis>> dick and start stroking it for real. <br><br> A soft moan escapes <<bhis>> lips. <<if $NPCList[0].traits.includes("clever")>> "D-damn, you're not half bad at this. For a human, anyway." <<bHes>> being cheeky, but <<bhis>> body's honest: the fresh bead of pre-cum that forms and rolls down <<bhis>> shaft only to be massaged back into the burgeoning flesh by your hand is all the confirmation you need. <<elseif $NPCList[0].traits.includes("cowardly")>> <<bHe>> wraps <<bhis>> arms around yours, surrendering to you. The fresh bead of pre-cum that forms and rolls down <<bhis>> shaft only to be massaged back into the burgeoning flesh by your hand is all the confirmation you need. <<else>> "This is better than I could have hoped for." The fresh bead of pre-cum that forms and rolls down <<bhis>> shaft only to be massaged back into the burgeoning flesh by your hand is all the confirmation you need. <</if>> <br><br> <<else>> You slowly run a finger along <<bhis>> lower lips, first up one side and then down the other, then bring your hand up a bit to grind your thumb against <<bhis>> clit. It doesn't take long for you to get <<bhim>> nice and wet, and once you have, you gently work one finger into <<bhis>> pussy, then another. Once you've given <<bhim>> a moment to adjust, you start fingering <<bhim>> for real. <br><br> A soft moan escapes <<bhis>> lips. <<if $NPCList[0].traits.includes("clever")>> "D-damn, you're not half bad at this. For a human, anyway." <<bHes>> being cheeky, but <<bhis>> body's honest: the fresh gush of pussy juice that runs down along your hand and <<bhis>> inner thighs is all the confirmation you need. <<elseif $NPCList[0].traits.includes("cowardly")>> <<bHe>> wraps <<bhis>> arms around yours, surrendering to you. The fresh gush of pussy juice that runs down along your hand and <<bhis>> inner thighs is all the confirmation you need. <<else>> "This is better than I could have hoped for." The fresh gush of pussy juice that runs down along your hand and <<bhis>> inner thighs is all the confirmation you need. <</if>> <br><br> <</if>> <<else>> You gently nudge the fox's side, prompting <<bhim>> to roll onto <<bhis>> back so you can pet <<bhis>> stomach. You stroke <<bhis>> belly, slowly trailing your hands lower and lower until your fingers make contact with what you're really interested in. <<deviancy3>> <<if $NPCList[0].penis isnot "none">> You cup and fondle <<bhis>> fur-covered balls with one hand, steadily coaxing <<bhis>> red, knotted shaft out from its sheath. Wrapping your other hand around the now-exposed shaft, you gently begin to stroke it up and down. Progressively wetter noises fill the air as the fox's pre-cum bubbles up from <<bhis>> crown and runs down the side, only to be massaged back into the burgeoning flesh by your hand. <<else>> You gently rub and fondle <<bhis>> lower lips with one hand, making sure to give <<bhis>> clit plenty of attention as well. A steady trickle of <<bhis>> juices runs down and pools beneath <<bhim>> as you work. Slathering your fingers in some of the runoff from <<bhis>> needy pussy, you gently work first one finger inside, then a second. You pump them in and out slowly at first, allowing the fox's muscles to relax before you pick up the pace. <</if>> <br><br> <</if>> <<link [[Keep going|Moor Fox Deviant Pet 2]]>><</link>> <br> <<if hasSexStat("deviancy", 4)>> <<link [[Take it further|Moor Fox Deviant Pet Sex]]>><<set $sexstart to 1>><</link>><<deviant4>> <<else>> <<insufficientStat "deviancy" "to take things further">> <</if>> <br><<effects>> <<if $monster is 1>> <<if $NPCList[0].penis isnot "none">> <<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>> You continue working the <<beasttypes>> <<npcPenisSimple 0>>, <<bhis>> copious pre-cum squelching between your sodden fingers every time you squeeze. Further up, your other hand persists in its devilish work, playfully rubbing and squeezing <<bhis>> <<npcChest 0>>. <br><br> "Getting close," <<bhe>> yips, breath quickening with every syllable. "I-I'm...!" <br><br> <<outfitChecks>> Your assault on <<bhis>> senses is a three-pronged one; the hand on <<bhis>> dick moves down below <<bhis>> rapidly-inflating knot to tug upwards on it from below while the one on <<bhis>> chest playfully pinches a nipple. The true coup de grâce, however, is what you're doing behind <<bhis>> back: standing <<if $bodysize lte 1>>on the tips of your toes<<else>>up straight<</if>>, you angle your pelvis so that you can grind your <<genitals>> against <<bhis>> tail<<if _bottom>> through your <<allBottoms>><</if>>. <br><br> Unsurprisingly, the <<beasttypes>> orgasm is a powerful one, strong enough that even from behind <<bhim>> you catch a brief glimpse of <<bhis>> cum rocketing through the air. You continue your stroking, pinching, and grinding until <<bhes>> done. <<else>> <<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>> You continue fingering the <<beasttypes>> <<npcVagina 0>>, <<bhis>> copious vaginal fluids squelching between your sodden fingers every time you thrust in and out. Further up, your other hand persists in its devilish work, playfully rubbing and squeezing <<bhis>> <<npcChest 0>>. <br><br> "Getting close," <<bhe>> yips, breath quickening with every syllable. "I-I'm...!" <br><br> Your assault on <<bhis>> senses is a three-pronged one; the hand finger-fucking <<bhis>> pussy shifts position slightly to better stimulate <<bhis>> g-spot while the one on <<bhis>> chest playfully pinches a nipple. The true coup de grâce, however, is what you're doing behind <<bhis>> back: standing <<if $bodysize lte 1>>on the tips of your toes<<else>>up straight<</if>>, you angle your pelvis so that you can grind your <<genitals>> against <<bhis>> tail<<if _bottom>> through your <<allBottoms>><</if>>. <br><br> Unsurprisingly, the <<beasttypes>> orgasm is a powerful one, strong enough that you actually have a little trouble pistoning your fingers through <<bhis>> contractions. You continue your finger-fucking, pinching, and grinding until <<bhes>> done. <</if>> <br><br> <<if $NPCList[0].traits.includes("clever")>> <<bHe>> disentangles <<bhimself>> from your grasp and turns around to address you, blushing furiously. "What's the big idea, t-touching my tail out of nowhere like that...? I-I'm leaving, pervert. Thanks for the orgasm, though." <br><br> And with that, <<bhe>> walks off into the bushes, leaving you alone once more. <<elseif $NPCList[0].traits.includes("cowardly")>> <<bHe>> keeps clinging to you for some time, <<bhis>> breathing slowly growing soft. After some time, you realise <<bhes>> fallen asleep. <<stress -3>><<lstress>> <br><br> You carefully untangle yourself from <<bhim>>, leaving <<bhim>> to rest. <<else>> <<bHe>> disentangles <<bhimself>> from your grasp and turns around to address you, blushing furiously. "Y-you shouldn't just do that without warning! But... thank you." <br><br> And with that, <<bhe>> walks off into the bushes, leaving you alone once more. <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> <<if random(0,1) is 1>><<bodyliquid "rightarm" "semen">><<else>><<bodyliquid "leftarm" "semen">><</if>> You continue working the fox's shaft, bringing your other hand up from its balls to caress its rapidly-inflating knot. Its pre-cum oozes between your sodden fingers, squelching every time you squeeze. <br><br> You wrap your fingers around its shaft just beneath the knot and gently tug upwards, earning a loud, pleasured squeal from the fox and a volley of seed from its dick, which lands on your hand and arm in several messy ropes. <br><br> Now sated, the fox slowly gets to its feet, yips happily at you, and bounds off into the brush. <<else>> <<if random(0,1) is 1>><<bodyliquid "rightarm" "goo">><<else>><<bodyliquid "leftarm" "goo">><</if>> Wet, sloppy sounds fill the air as you continue working the fox's hole, increasing the tempo of your thrusts as you do. <br><br> You thrust your fingers in as deep as you can and then curl them upwards in a 'come hither' motion, earning a loud, pleasured squeal from the fox as a series of orgasmic shudders run through its body. <br><br> Now sated, the fox slowly gets to its feet, yips happily at you, and bounds off into the brush. <</if>> <</if>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<if $monster is 1>> <<if $speech_attitude is "meek">> "I-I want to feel good too," you whisper in <<bhis>> ear. <<elseif $speech_attitude is "bratty">> "I hope you're planning on returning the favour," you whisper in <<bhis>> ear. <<else>> "How about we do something even better?" you whisper in <<bhis>> ear. <</if>> <br><br> <<if $NPCList[0].traits.includes("cowardly")>> The <<beasttypes>> tail puffs out in surprise. "W...with me...?" You throw a leg over <<bhim>> before <<bhe>> can protest. <<else>> The <<beasttype>> chuckles. "I was hoping you'd say that." <</if>> <<else>> You throw a leg over the fox, straddling its lower half. The fox squeals in anticipation as it realises your intentions. <</if>> <<deviancy4>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Fox Deviant Pet Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Fox Deviant Pet Sex]]>><</link>></span><<nexttext>> <</if>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<location "moor">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $consensual is 1>> Now sated, the <<beasttype>> leans in against you. <<bHe>> licks your cheek, and you pet <<bhim>> for a few minutes. <<stress -2>><<lstress>> <br><br> Your impromptu cuddling session can't last forever, though, and eventually you manage to disentangle yourself from <<bhim>>. <<if $monster is 1>> <<if $NPCList[0].traits.includes("clever")>> "That was nice. Don't think this means I'll take it easy on you next time though," <<bhe>> says over <<bhis>> shoulder as <<bhe>> walks off into the bushes. <<else>> "Thank you. You're nice, maybe we could..." <<bHe>> hesitates. "Never mind. I hope I see you again!" <<bhe>> says over <<bhis>> shoulder as <<bhe>> walks off into the bushes. <</if>> <<else>> <<bHe>> throws a longing look back at you as <<bhe>> runs off into the heather. <</if>> <<else>> <<if $enemyanger lte 60>> <<if $monster is 1>> The <<beasttype>> cuddles with you for a moment. Then, without a word, <<bhe>> gets up and walks off into the bushes. <<else>> The <<beasttype>> nuzzles against you for a moment. Then, all of a sudden, <<bhe>> leaps off of you and bolts off into the bushes. <</if>> <<else>> <<if $monster is 1>> The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>> <br><br> "Maybe that'll teach you some manners," <<bhe>> says as <<bhe>> gets up and walks off into the bushes. <<else>> The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>> <br><br> Clearly deciding <<bhes>> done with you, the <<beasttype>> leaps off of you and runs into the bushes. <</if>> <</if>> <</if>> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove <<bhim>> away from you and scramble to your feet. By the time you turn back around, all you manage to catch is a fluffy tail disappearing back into the bushes. <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> Both of you screaming must have drawn attention. A <<hawkScreechDesc>> overpowers any noise either of you made. <<hawkRescueApproachSentence>> <br><br> Upon hearing the sound, the <<beasttype>> <<switch $NPCList[0].traits.find(trait => ["territorial", "cowardly", "clumsy", "clever", "friendly"].includes(trait))>> <<case "territorial">>retreats into the surrounding brush, <<if $monster is 1>>cursing under <<bhis>> breath<<else>>snarling<</if>>. <<case "cowardly">>bolts into the surrounding brush, <<if $monster is 1>>on the verge of panic<<else>>whimpering<</if>>. <<case "clumsy">>stumbles into the surrounding brush, looking alarmed. <<case "clever">>slinks off into the surrounding brush, looking irritated. <<case "friendly">>flees into the surrounding brush, <<if $monster is 1>>on the verge of tears<<else>>whimpering<</if>>. <<default>>flees into the surrounding brush. <</switch>> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<tearful>> you look up, where you can see the <<beasttype>> <<if $syndromebird is 1>>swooping down to save you<<else>>descending from the sky<</if>>. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> The <<beasttype>> turns away from you and slinks into the heather. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<hawkRescueSetup>> You adopt a mating posture. The <<beasttype>> cocks <<bhis>> head, but quickly accepts your offer. <<deviancy2>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Fox Safe Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Fox Safe]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet, and looks at you smugly. "Consider that a gift." <<else>> <<bHe>> huffs in triumph. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> <<bHe>> nuzzles you. "That was fun!" <<else>> <<bHe>> nuzzles your face. <</if>> <<stress -3>><<lstress>><br> <<else>> <<if $monster is 1>> <<bHe>> gets to <<bhis>> feet. "Thank you. Maybe I can find a real partner, now." <<else>> <<bHe>> licks your face. <</if>> <</if>> <<bHe>> slinks away into the underbrush. <br><br> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> recoils, baring <<bhis>> teeth at you. "You'll regret this." <<else>> <<bHe>> rolls away from you, and huffs in frustration. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "Ow! Ow! Stop that!" <<else>> <<bHe>> rolls away from you. <</if>> <<else>> <<if $monster is 1>> <<bHe>> recoils from you. "Maybe I'm not good enough for a mate after all..." <<else>> <<bHe>> rolls away from you. <</if>> <</if>> The <<beasttype>> whines and flees into the underbrush. <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> Both of you screaming must have drawn attention. A <<hawkScreechDesc>> overpowers any noise either of you made. <<hawkRescueApproachSentence>> <br><br> Upon hearing the sound, the <<beasttype>> <<switch $NPCList[0].traits.find(trait => ["territorial", "cowardly", "clumsy", "clever", "friendly"].includes(trait))>> <<case "territorial">>retreats into the surrounding brush, <<if $monster is 1>>cursing under <<bhis>> breath<<else>>snarling<</if>>. <<case "cowardly">>bolts into the surrounding brush, <<if $monster is 1>>on the verge of panic<<else>>whimpering<</if>>. <<case "clumsy">>stumbles into the surrounding brush, looking alarmed. <<case "clever">>slinks off into the surrounding brush, looking irritated. <<case "friendly">>flees into the surrounding brush, <<if $monster is 1>>on the verge of tears<<else>>whimpering<</if>>. <<default>>flees into the surrounding brush. <</switch>> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<tearful>> you look up, where you can see the <<beasttype>> <<if $syndromebird is 1>>swooping down to save you<<else>>descending from the sky<</if>>. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> The <<beasttype>> turns away from you and slinks between the trees. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<hawkRescueSetup>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<alarmstate '<span class="red"><<bHe>> screams right back in your face, drowning out your own screams.</span>'>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Fox Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Fox Rape]]>><</link>></span><<nexttext>> <</if>><<location "moor">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $enemyanger lte 60>> <<if $monster is 1>> The <<beasttype>> cuddles with you for a moment. Then, without a word, <<bhe>> gets up and walks off into the bushes. <<else>> The <<beasttype>> nuzzles against you for a moment. Then, all of a sudden, <<bhe>> leaps off of you and bolts off into the bushes. <</if>> <<else>> <<if $monster is 1>> The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>> <br><br> "Maybe that'll teach you some manners," <<bhe>> says as <<bhe>> gets up and walks off into the bushes. <<else>> The <<beasttype>> growls and nips at your neck; it's not hard enough to puncture the skin, but it still hurts. <<pain 6>><<gpain>> <br><br> Clearly deciding <<bhes>> done with you, the <<beasttype>> leaps off of you and runs into the bushes. <</if>> <</if>> <br><br> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $NPCList[0].traits.includes("territorial")>> <<if $monster is 1>> <<bHe>> recoils, baring <<bhis>> teeth at you. "Not bad, <<foxnickname>>." <<else>> <<bHe>> rolls away from you, and huffs in frustration. <</if>> <<elseif $NPCList[0].traits.includes("friendly")>> <<if $monster is 1>> "Ow! Ow! Stop that!" <<else>> <<bHe>> rolls away from you. <</if>> <<else>> <<bHe>> rolls away from you. <</if>> The <<beasttype>> flees into the heather. <br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> Both of you screaming must have drawn attention. A <<hawkScreechDesc>> overpowers any noise either of you made. <<hawkRescueApproachSentence>> <br><br> Upon hearing the sound, the <<beasttype>> <<switch $NPCList[0].traits.find(trait => ["territorial", "cowardly", "clumsy", "clever", "friendly"].includes(trait))>> <<case "territorial">>retreats into the surrounding brush, <<if $monster is 1>>cursing under <<bhis>> breath<<else>>snarling<</if>>. <<case "cowardly">>bolts into the surrounding brush, <<if $monster is 1>>on the verge of panic<<else>>whimpering<</if>>. <<case "clumsy">>stumbles into the surrounding brush, looking alarmed. <<case "clever">>slinks off into the surrounding brush, looking irritated. <<case "friendly">>flees into the surrounding brush, <<if $monster is 1>>on the verge of tears<<else>>whimpering<</if>>. <<default>>flees into the surrounding brush. <</switch>> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<tearful>> you look up, where you can see the <<beasttype>> <<if $syndromebird is 1>>swooping down to save you<<else>>descending from the sky<</if>>. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <br> <<else>> The <<beasttype>> turns away from you and slinks into the heather. <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> /* Be honest */ "Exploring," you say. "There's a lot to find here if you know how to look." <<else>> /* Lie */ "I got lost," you say. You wonder if <<he>> can tell you're lying. If <<he>> does, <<he>> doesn't show it. <</if>> <br><br> <<He>> looks at you with a raised eyebrow. "This isn't a picnic spot. Lots of nasty things in here." <<He>> turns and waves for you over <<his>> head. "Come on, I'll lead you out." <br><br> <<link [[Accept (0:45)|Moor Wren Meeting End]]>><<set $phase to 0>><<pass 45>><</link>> <br> <<link [[Decline|Moor Wren Meeting End]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $phase is 0>> /* Accept */ "Okay," you say. "Thanks." <br><br> <<He>> offers you a tight smile. You follow <<him>> out of the moor. <<He>> doesn't relax until you're at the edge of the farmlands. "Stay out of trouble," <<he>> says. <<He>> hesitates, as if to say something else, but shakes <<his>> head. The tension leaves <<him>>. Smirking, <<he>> leans close. "But not too much. Seeing you around is a nice break from work." <<else>> /* Decline */ "You sure?" <<He>> shrugs. "All right. Try not to get in too much trouble." <</if>> <br><br> <<if !$wrenSeen.includes("moorhigh")>> "Wren," you say, before <<he>> has a chance to leave. "What were you doing in the moor?" <br><br> <<if C.npc.Wren.love gte 50 or currentSkillValue('skulduggery') gte 800>> You can tell you've caught <<him>> off-guard. <</if>> <<He>> puts a finger to <<his>> lips. "That's my secret." <br><br> <</if>> <<He>> winks at you, then heads back into the moor. You watch <<him>> go. <br><br> <<set $wrenSeen.pushUnique("moorhigh")>> <<set $wrenSeenLast to "moorhigh">> <<if $phase is 0>> /* Accept */ <<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><<unset $moor_hunt>><<set $forestmod to 1>><</link>> <<else>> /* Decline */ <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <br><<effects>> <<if $phase is 0>> /* Attempt to mount */ You run up behind the <<beasttype>> and jump onto <<bhis>> back. <<bHe>> starts thrashing around, trying to throw you off. <<if currentSkillValue("thighskill") gte random(1, 1200)>> Despite <<bhis>> best attempt to get rid of you, <span class="green">you manage to stay on <<bhis>> back</span> until <<bhe>> calms down. <br><br> <<link [[Next|Moor Horse Mounting]]>><</link>> <br> <<else>> <<bHis>> movements are too much for you to handle, causing you to lose balance. <span class="red">You fall down onto the ground</span> <<if ($settings.bestialityEnabled or $monster is 1) and $settings.horsesEnabled>> as the <<beasttype>> stands over you.<<pain 4>><<gpain>> <br><br> <<link [[Next|Moor Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> as the <<beasttype>> rears up.<<pain 4>><<gpain>> <br><br> You scramble away from <<bhim>>, barely dodging the heavy hooves crushing into the ground beside you. You leave the <<beasttype>> <<if $monster is 1>>shouting<<else>>neighing<</if>> angrily behind you as you scurry back to the main trail.<<beastescape>> <br><br> <<link [[Next (0:05)|Moor]]>><<endevent>><<pass 5>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <<elseif $phase is 1>> /* Approach carefully and mount */ You approach the <<beasttype>>, <<if $tendingSuccess>> <<if $monster is 1>> stroking <<bhis>> coat with care. <span class="green"><<bHe>> gives you a nod and a smile,</span> letting you mount <<bhim>>. <<else>> stroking <<bhis>> coat with care, and kissing <<bhis>> muzzle. <span class="green"><<bHe>> remains calm,</span> letting you mount <<bhim>>. <</if>> <br><br> <<link [[Next|Moor Horse Mounting]]>><</link>> <br> <<else>> <<if $monster is 1>> stroking <<bhis>> coat, <span class="red">but this only seems to agitate <<bhim>>.</span> <<bHis>> lips tense into a frown as <<bhe>> stares you down from above. <<else>> stroking <<bhis>> coat, <span class="red">but this only seems to agitate the beast.</span> <<bHis>> lips curl back, showing <<bhis>> teeth. The whites of <<bhis>> eyes are visible. <</if>> <<stress 6>><<gstress>> <br><br> <<if ($settings.bestialityEnabled or $monster is 1) and $settings.horsesEnabled>> <<link [[Next|Moor Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The <<beasttype>> rears up. You scramble away from <<bhim>>, barely dodging the heavy hooves crushing into the ground beside you. <br><br> You leave the <<beasttype>> <<if $monster is 1>>shouting<<else>>neighing<</if>> angrily behind you as you scurry back to the main trail.<<beastescape>> <br><br> <<link [[Next (0:05)|Moor]]>><<endevent>><<pass 5>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <<else>> /* Let horse mount you */ <<saveNPC 0 moor_horse>> You bend over, bracing yourself against a tree stump, and shake your hips at the <<beasttype>>. <<bHe>> quickly approaches, standing over you.<<deviancy5>> <<link [[Next|Moor Horse Sex]]>><<set $sexstart to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if $NPCList[0].penis isnot "none">> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<set $position_lock to 1>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Horse Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Horse Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> The <<beasttype>> <<= $monster is 1 ? "cries out" : "whinnies">> in pain. <<= $monster is 1 ? '"But I thought we... never mind," <<bhe>> huffs' : '<<bHe>> pins <<bhis>> ears back'>> before galloping off. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $monster is 1>> "Fuck, that was amazing... Say, do you need a ride?" the <<beasttype>> pants. <<else>> The <<beasttype>> seems satisfied. <<bHis>> tail swings freely, and <<bhe>> lowers <<bhis>> head. <<bHe>> seems open to the idea of being ridden. <</if>> <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 moor_horse>><<clearNPC moor_horse>> <<link [[Accept|Moor Horse Mounting]]>><</link>> <br> <<link [[Decline|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> Your screams have attracted attention. A <<hawkScreechDesc>> rips through the air, causing <<= $monster is 1 ? "the eyes of the <<beasttype>> widen" : "the ears of the <<beasttype>> perk up">>. <<bHe>> gallops off into the distance with a panicked <<= $monster is 1 ? "yell" : "whinny">>. <br><br> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<= $syndromebird is 1 ? "Your" : "A">> <<if $monster isnot 1>>massive<</if>> <<beasttype>> descends from the sky rapidly. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <<else>> <<if $monster is 1>> "Oh, so... I guess that's that. Unless you need a ride?" the <<beasttype>> offers. <<else>> The <<beasttype>> looks unsatisfied, <<bhis>> tail swishing. Despite this, <<bhe>> lowers <<bhis>> head, seeming open to the idea of being ridden. <</if>> <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 moor_horse>><<clearNPC moor_horse>> <<link [[Accept|Moor Horse Mounting]]>><</link>> <br> <<link [[Decline|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if $NPCList[0].penis isnot "none">> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<set $position_lock to 1>> <<hawkRescueSetup>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Moor Horse Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Moor Horse Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> The <<beasttype>> <<= $monster is 1 ? "cries out" : "whinnies">> in pain and gallops away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> leaves you battered and bruised on the ground. <<bHe>> spits on you before galloping away.<<trauma 6>><<gtrauma>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> Your screams have attracted attention. A <<hawkScreechDesc>> rips through the air, causing <<= $monster is 1 ? "the eyes of the <<beasttype>> widen" : "the ears of the <<beasttype>> perk up">>. <<bHe>> gallops off into the distance with a panicked <<= $monster is 1 ? "yell" : "whinny">>. <br><br> <<clotheson>> <<endcombat>> <<npc "Great Hawk">><<person1>> <<= $syndromebird is 1 ? "Your" : "A">> <<if $monster isnot 1>>massive<</if>> <<beasttype>> descends from the sky rapidly. <br><br> <<set $phase to 0>> <<if $syndromebird is 1>> <<link [[Next|Bird Rescue Syndrome]]>><</link>> <<else>> <<link [[Next|Bird Rescue No Syndrome]]>><</link>> <</if>> <</if>><<effects>> <<set $horseDifficulty to 0>> You mount the <<beasttype>>, <<if $monster is 1>> placing your hands onto <<bhis>> shoulders. <<else>> gripping tightly onto <<bhis>> mane. <</if>> With some care, you manage to hold on and balance on <<bhis>> back. <br><br> <<link [[Ride through the moor (0:05)|Moor]]>><<set $eventskip to 1>><<bird_pass 5>><<set $moor += 5>><<set $forestmod to 0>><<set $moormove to "horse">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>> <br> <<link [[Hop off|Moor Horse Riding]]>><<set $phase to 3>><</link>> <br><<effects>> <<if $phase is 0>> /* Keep your steed calm */ <<if $tendingSuccess>> You gently pet the <<beasttype>>, <span class="green">reminding <<bhim>> to walk carefully.</span> <<else>> <<set _failure to true>> You try to pet the <<beasttype>>, <span class="red">but you just end up aggravating <<bhim>>.</span> <<bHe>> bucks you off <<bhis>> back<<if $monster is 1>> with a curse<</if>>.<<pain 4>><<gpain>> <</if>> <<elseif $phase is 1>> /* Get a better grip with your thighs */ <<set _difficultyMax to $horseDifficulty*2>> You squeeze your legs against the sides of the <<beasttypes>> body, <<if currentSkillValue("thighskill") gte random($horseDifficulty, _difficultyMax)>> <span class="green">managing to stay on.</span> <<else>> <<set _failure to true>> <span class="red">but your grip isn't strong enough.</span> You end up falling off.<<pain 4>><<gpain>> <</if>> <<elseif $phase is 2>> /* Just try to stay on */ <<if $athleticsSuccess>> You adjust yourself into a better position, <span class="green">managing to stay on for a bit longer.</span><<tiredness 5>><<gtiredness>> <<else>> <<set _failure to true>> <<if $monster is 1>> You try to adjust yourself into a better position, but just end up grabbing the <<beasttypes>> <<= $pronoun is "f" ? "breasts" : "chest">>. <br><br> Flustered, the <<beasttype>> slaps your hands away, <span class="red">causing you to flinch and fall off.</span><<pain 4>><<gpain>> <<else>> You try to adjust yourself to get a better grip, <span class="red">but end up slipping and falling off.</span><<pain 4>><<gpain>> <</if>> <</if>> <<else>> /* Hop off */ <<if $monster is 1>> You tell the <<beasttype>> that you want to get off here. <<bHe>> nods and comes to a full stop, letting you hop off. <<else>> You motion the <<beasttype>> to slow down until <<bhe>> comes to a full stop, letting you hop off. <</if>> <br><br> The <<beasttype>> <<= $monster is 1 ? "waves" : "looks">> at you before <<bhe>> gallops away, leaving you alone in the moor. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><<unset $horseDifficulty>><<unset $moormove>><</link>> <<exit>> <</if>> <br><br> <<if _failure is true>> <<link [[Next|Moor Horse Riding Failure]]>><<unset $horseDifficulty>><<unset $moormove>><</link>> <br> <<else>> <<link [[Go deeper into the moor (0:05)|Moor]]>><<set $eventskip to 1>><<bird_pass 5>><<set $moor += 5>><<set $forestmod to 0>><<set $moormove to "horse">><</link>> <br> <</if>><<effects>> <<if dangerEvent() and ($settings.bestialityEnabled or $monster is 1) and $settings.horsesEnabled>> The <<beasttype>> takes advantage of your position, and mounts you. <br><br> <<link [[Next|Moor Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The <<beasttype>> gallops away, leaving you on the ground. You watch <<bhim>> vanish into the distance as you struggle to your feet. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> The <<beasttype>> <<if $phase is 0>>lands in front of you and <</if>><<if $monster is 1>>darts<<else>>hops<</if>> over to you. <br><br> <<if Object.values($children).find(child => (child.type is "hawk" and child.location is "inventory"))>> <<bHe>> immediately notices the eggs you're carrying. <<if $monster is 1>> "<<Wife>> had eggs! Grab on to me, we must get home quickly." <<else>> <<bHe>> headbutts you, extending <<bhis>> wings and urging you to grab on to <<bhim>>. <</if>> <<elseif playerIsPregnant() and getPregnancyObject().fetus[0].type is "hawk" and talkedAboutPregnancy("pc","Great Hawk")>> <<if $monster is 1>> "<<Wife>> should be at home, resting." <<bHis>> eyes fall on your baby bump. "Come home." <<else>> <<bHe>> lightly presses <<bhis>> head to your baby bump, and squawks at you with concern. <</if>> <<else>> <<if $monster is 1>> "Is <<wife>> alright? Hurt? Does <<wife>> need to go back to the nest?" <<bhe>> asks, <<if C.npc["Great Hawk"].dom lte 40 or C.npc["Great Hawk"].love gte 80>> panic filling <<bhis>> voice. <<else>> clearly distressed. <</if>> <<else>> <<bHe>> immediately begins fussing over you, hopping around you in a circle and poking <<bhis>> head at you. <<bHe>> won't stop squawking at you. <</if>> <</if>> <<if $bird.injured is 1>> <<set $bird.injured to 0>> <span class="green"><<bHis>> wing seems to have healed.</span> <</if>> <br><br> <<if $stress gte $stressmax>> <span class="red">It's all too much.</span> You try to say something to <<if $speech_attitude is "bratty">>brush the <<beasttype>> off<<elseif $speech_attitude is "meek">>console the <<beasttype>><<else>>reassure the <<beasttype>><</if>>, but you feel your vision fading. The last thing you see is <<if $monster is 1>>your <<nnpc_wife "Great Hawk">> grabbing your shoulders<<else>>the <<beasttype>> fluttering towards you<</if>> as you pass out. <br><br> <<link [[Next|Moor Bird Wake]]>><<passout>><<set $moor to 0>><<endevent>><<pass 30>><</link>> <br> <<else>> <<if $speech_attitude isnot "bratty">> <<link "Console <<bhim>>" "Bird Rescue Syndrome Comfort">><<npcincr "Great Hawk" love 1>><<npcincr "Great Hawk" dom -1>><</link>><<glove>><<ldom>> <</if>> <br> <<link "Reassure <<bhim>>" "Bird Rescue Syndrome Reassure">><<npcincr "Great Hawk" love 1>><</link>><<glove>> <br> <<link "Let <<bhim>> fuss over you" "Bird Rescue Syndrome Fuss">><<npcincr "Great Hawk" dom 1>><</link>><<gdom>> <br> <<if $speech_attitude isnot "meek">> <<link "Brush <<bhim>> off" "Bird Rescue Syndrome Brush Off">><<npcincr "Great Hawk" dom -1>><</link>><<ldom>> <br> <</if>> <</if>><<effects>> <<if $speech_attitude is "bratty">> "I'm alright! Back off, ya featherhead," you say. <<else>> "I'm alright," you say. "Stop <<if $monster is 1>>fussing<<else>>getting all<</if>> over me!" <</if>> <<if $monster is 1>> <<bHe>> backs off with a frown. "Okay..." <<bhe>> says, though <<bhe>> sounds unsure. "If <<wife>> says <<pshes>> alright." <<else>> The <<beasttype>> backs off, though <<bhe>> ducks <<bhis>> head at you concernedly. <</if>> <br><br> <<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>> <br> <<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>> <br> <<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>> <br><<effects>> You don't do anything, just letting <<bhim>> fuss over you. It's nice to have someone who cares about you so much. <<stress -6>><<lstress>> <br><br> After a while, the <<beasttype>> backs off and <<if $monster is 1>>looks<<else>>tilts <<bhis>> head<</if>> at you in concern. <<if $monster is 1>> "...<<Wife>>?" <<bhe>> asks. <<else>> <<bHe>> lets out a small chirp. <</if>> <br><br> <<if $speech_attitude is "meek">> "I'm alright," you say, reaching out to <<if $monster is 1>>stroke <<bhis>> wing<<else>>pat <<bhis>> head<</if>>. "Thank you for worrying about me." <<elseif $speech_attitude is "bratty">> "I'm fine," you say, crossing your arms. "You don't need to worry about me." <<else>> "I'm not hurt," you say. "Thanks for worrying, though." <</if>> <br><br> <<if $monster is 1>> "I know. <<Wife>> is strong," <<bhe>> says. "I still worry, though." <<else>> The <<beasttype>> ducks <<bhis>> head and lets out a small trill. <</if>> <br><br> <<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>> <br> <<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>> <br> <<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>> <br><<effects>> <<if $speech_attitude is "meek">> "I'm alright," you say. "Thank you for caring about me." <<elseif $speech_attitude is "bratty">> "You don't need to worry," you say. "I'm fine." <<else>> "I'm not hurt," you say. "It's sweet that you're concerned, though." <</if>> <br><br> <<if $monster is 1>> "<<Wife>> is strong," <<bhe>> says. "<<Wife>> won't be hurt easily." You're comforted by <<bhis>> faith in you. <<stress -3>><<lstress>> <<else>> The <<beasttype>> ducks <<bhis>> head and lets out a small chirp, before nuzzling <<bhis>> head into your shoulder. <<bHis>> affection makes you feel safe. <<stress -3>><<lstress>> <</if>> <br><br> <<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>> <br> <<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>> <br> <<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>> <br><<effects>> "I'm <<if $speech_attitude is "meek">>alright<<else>>not hurt<</if>>," you say, before wrapping your arms around the <<beasttype>><<if $monster isnot 1>>'s <<if currentSkillValue('tending') gte 400>>mantle<<else>>shoulder area<</if>><</if>>. <<if $monster is 1>> <<bHe>> returns the hug<<if C.npc["Great Hawk"].dom gte 20>>, squeezing you tight<</if>>. <<else>> The <<beasttype>> nuzzles <<bhis>> head into you. <</if>> <br><br> <<link [[Ask for a ride to the nest (0:20)|Moor Bird Screech Nest]]>><<pass 20>><</link>> <br> <<link [[Ask for a ride to the farmlands (0:20)|Moor Bird Screech Farmlands]]>><<pass 20>><</link>> <br> <<link [[Groom (0:05)|Moor Bird Screech Stroke]]>><<transform bird 1>><<pass 5>><<stress -6>><<trauma -6>><</link>><<ltrauma>><<lstress>> <br><<set $location to "moor">><<set $outside to 1>><<effects>> <<if $moor_hunt gte 1>> A terrible shadow passes. <span class="red">You are being hunted.</span> <br><br> <</if>> <<switch $moormove>> <<case "careful">> You move through the moor, taking detours around hillocks and other higher areas. <<case "quick">> You move through the moor by the most direct path. <<case "normal">> You move through the moor, avoiding the more conspicuous areas. <<case "fly">> <<flight_effects>> You catch the wind with a running jump, and fly low across the moor. Your wings tire quickly, but you cover a lot of ground before needing to land. <<case "careful_search">> You keep low, searching the nooks and crannies of the moor. <<case "quick_search">> You climb the nearest hillock, and observe the surrounding area. You get a good view of the moor. <<case "normal_search">> You search the moor for anything of value. <<case "fly_search">> <<flight_effects>> You soar high above the moor, your keen eyes scanning the ground below. Your wings tire quickly, and you land upon a hillock to catch your breath. <<case "hobble">> You hobble across the uneven moor, careful not to trip. <<case "horse">> The <<beasttype>> easily gallops through the treacherous moor. <<default>> You are on the moor. <</switch>> <<if $moor gte 100>> A great castle looms above, despite being ruined and half-sunken into the peat. <<earnFeat "Wet and Ruined">> <<elseif $moor gte 51>> Water bubbles up from unseen wells, running between the bushes and rocks. The ground is uneven and treacherous. <<elseif $moor gte 21>> The bushes and rock formations make travelling difficult. <<elseif $moor gte 1>> Plains of heather stretch in all directions. <<else>> A great plain of heather stretches before you. Farms lie in the other direction, and the sea beyond. <</if>> <<if $moor is 10>> You're stood outside a farm, surrounded by tall fences. A sign beside the entrance reads: "Remy estate." <</if>> <<if Weather.dayState is "night">> <<if Weather.precipitation is "rain">> Black rain pours from the heavens. <<elseif Weather.isSnow>> Dark snow smothers the plains. <<elseif !Weather.isOvercast>> The stars are clear, so far from artificial light. <<else>> Darkness blankets the plains. <</if>> <<elseif Weather.dayState is "dusk">> <<if Weather.precipitationr is "rain">> Evening sunlight glimmers off pools, agitated by the rain. <<elseif Weather.precipitation is "snow">> Snow settles for the night. <<elseif !Weather.isOvercast>> The sun dips beneath a hillock. <<else>> Oppressive clouds descend. <</if>> <<elseif Weather.dayState is "dawn">> <<if Weather.precipitation is "rain">> The dawn's sun glimmers off pools, agitated by the rain. <<elseif Weather.isSnow>> A blanket of snow reflects the dawn's light. <<elseif !Weather.isOvercast>> The sun rises over hillocks. <<else>> Fog hangs in the valleys. <</if>> <<else>> <<if Weather.precipitation is "rain">> There are few places to hide from the rain. <<elseif Weather.isSnow>> A sheet of snow covers everything. <<elseif !Weather.isOvercast>> The sun feels weaker, pale and cold. <<else>> The clouds hang low, bathing the hilltops in fog. <</if>> <</if>> <br><br> <<if $moor is 20>> You see a faded sign. You can make out a little: "D--ger. W--d ani-a-s." <br><br> <<elseif $moor is 50>> You see a faded sign. You can make out little: "D----- Q--c-s--d" <br><br> <<elseif $moor is 0>> You see a sign beside a trail leading into the heather. It reads: "Danger. Keep out." <br><br> <</if>> <<if $moormove is "horse">> <<if $moor gte 100>> <<link [[Hop off|Moor Horse Riding]]>><<set $phase to 3>><</link>> <br> <<else>> <<set $horseDifficulty += 50>> <<set _difficultyMax to $horseDifficulty*2>> <<link [[Keep your steed calm|Moor Horse Riding]]>><<set $phase to 0>><</link>><<tendingdifficulty $horseDifficulty _difficultyMax>> <br> <<link [[Get a better grip with your thighs|Moor Horse Riding]]>><<set $phase to 1>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" $horseDifficulty _difficultyMax>> <br> <<link [[Just try to stay on|Moor Horse Riding]]>><<set $phase to 2>><</link>><<athleticsdifficulty $horseDifficulty _difficultyMax>> <br> <<link [[Hop off|Moor Horse Riding]]>><<set $phase to 3>><</link>> <br> <</if>> <<exit>> <</if>> <<if $stress gte $stressmax>> You've pushed yourself too much. <br><br> <<passout_moor>> <<elseif $moor_hunt gte 10>> <<moor_hunt>> <<elseif $eventskip is 0>> <<if $moor gte 51>> <<eventsmoorhigh>> <<elseif $moor gte 21>> <<eventsmoormid>> <<else>> <<eventsmoorlow>> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "moor">> <</if>> <<if $moor gte 100>> <<birdicon "tower">><<link [[Enter the castle (0:10)|Castle]]>><<pass 10>><</link>> <br><br> <</if>> <<if $moor gte 80 and $moor lte 90 and $bogProgress gte 1>> <<foresticon "bog">><<link [[Enter the bog (0:15)|Bog]]>><<set $moor_hunt to 0>><<pass 15>><<set $bogdepth to 1>><<set $bogwater to 0>><</link>> <br><br> <</if>> <<if $moor gte 51>> <<if $pubtask is "moor" and $pubtask2 isnot 1>> <<if $pubtasksetting is "lurkers" and $settings.bestialityEnabled and $settings.lurkersEnabled>> <<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>> <<elseif $pubtasksetting is "person">> <<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box]]>><</link>> <<elseif random(1, 2) is 2 and $settings.bestialityEnabled and $settings.lurkersEnabled>> <<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>> <<else>> <<crimeicon "black box">><<link [[Search for Landry's black box|Moor Box]]>><</link>> <</if>> <br><br> <</if>> <</if>> <<if $moor is 10>> <<mooricon "remy">><<link [[Approach the estate|Estate Approach]]>><</link>> <br><br> <</if>> <<if $moor is undefined>> <<set $moor to 0>> <</if>> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> <<flight_time_check 4>> <br> <</if>> <<if $moor lt 100>> Go deeper into the moor <br> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> <<glideicon>><<link [[Fly (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "fly">><</link>><<flight_text>><<gtiredness>> <br> <</if>> <<if $worn.feet.type.includes("heels") and !$possessed>> <<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Moor]]>><<bird_pass 30>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "hobble">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<gharass>> <<else>> <<if !$worn.feet.type.includes("shackle")>> <<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "quick">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>> <br> <</if>> <<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "normal">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>> <br> <<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $moor += 5>><<set $moormove to "careful">><<set $forestmod to 0.5>><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>> <</if>> <br><br> <</if>> Search nearby <<gtreasure>> <br> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> <<glideicon>><<link [[Fly (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTimeSearch>><<bird_pass _flightTimeSearch>><<set $forestmod to 0.5>><<set $moormove to "fly_search">><</link>><<flight_text>><<gtiredness>><<lharass>> <br> <</if>> <<if !$worn.feet.type.includes("shackle")>> <<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $forestmod to 3>><<set $moormove to "quick_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>> <br> <</if>> <<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $forestmod to 1>><<set $moormove to "normal_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>> <br> <<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $forestmod to 0.5>><<set $moormove to "careful_search">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>> <br><br> <<if $moor gt 0>> Go towards the coast <br> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> <<glideicon>><<link [[Fly (<<print getTimeString(_hoursPassed, _minutesPassed)>>)|Moor]]>><<set $fatigueMod to _fatigueMod>><<set $flightTime to _flightTime>><<bird_pass _flightTime>><<set $moor -= 5>><<set $forestmod to 1>><<set $moormove to "fly">><</link>><<flight_text>><<gtiredness>> <br> <</if>> <<if $worn.feet.type.includes("heels") and !$possessed>> <<heelsicon "hobble">><<link [[Hobble in heels (0:30)|Moor]]>><<bird_pass 30>><<set $moor -= 5>><<set $forestmod to 3>><<set $moormove to "hobble">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<gharass>> <<else>> <<if !$worn.feet.type.includes("shackle")>> <<runicon>><<link [[Quickly (0:05)|Moor]]>><<bird_pass 5>><<set $moor -= 5>><<set $forestmod to 3>><<set $moormove to "quick">><<if $moor_hunt gte 1>><<set $moor_hunt += 0.5>><</if>><</link>><<gharass>> <br> <</if>> <<walkicon>><<link [[Normally (0:10)|Moor]]>><<bird_pass 10>><<set $moor -= 5>><<set $forestmod to 1>><<set $moormove to "normal">><<if $moor_hunt gte 1>><<set $moor_hunt += 1>><</if>><</link>> <br> <<sneakicon>><<link [[Carefully (0:30)|Moor]]>><<bird_pass 30>><<set $moor -= 5>><<set $forestmod to 0.5>><<set $moormove to "careful">><<if $moor_hunt gte 1>><<set $moor_hunt += 2>><</if>><</link>><<lharass>> <</if>> <br><br> <<else>> <<farmicon>><<link [[Enter the farmlands (0:05)|Farmland]]>><<bird_pass 5>><<set $moor to 0>><<unset $moor_hunt>><<set $forestmod to 1>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>> <<unset $moormove>><<set $location to "castle">><<effects>> You are in the courtyard of a ruined castle. Even derelict and half-sunk, the ruin towers all around you. <<if Weather.precipitation is "rain">> Water runs in rivulets down rainworn gutters. <<elseif Weather.isSnow>> Snow dusts the battlements. <</if>> <br><br> <<if $treasure_map is 1>> <span class="gold">The treasure map you found directed you here.</span> <br><br> <<getouticon "dig">><<link [[Dig for treasure (2:00)|Castle Treasure]]>><<handheldon 1>><<pass 120>><<unset $treasure_map>><<tiredness 6>><</link>><<gtiredness>> <br> <</if>> <<if $bird and $bird.upgrades and $bird.upgrades.snare gte 1>> Your snare is here. <<if $bird.lurkerSnareState is "captured">> <span class="green">A lurker struggles in the rope.</span> <br> <<birdicon "snare_lurker">><<link [[Take|Castle]]>><<handheldon 1>><<wearProp "lurker">><<set $bird.materials.lurkers++>><<set $bird.lurkerSnareState to "empty">><</link>> <br> <<elseif $bird.lurkerSnareState is "empty">> <span class="purple">It's empty.</span> <<birdicon "snare">> <br> <<if $bird.materials.junk gte 1>> <<birdicon "junk">><<link [[Use shiny junk as bait (0:02)|Castle]]>><<handheldon 1>><<wearProp "junk">><<pass 2>><<set $bird.materials.junk-->><<set $bird.lurkerSnareState to "ready">><</link>> <br> <</if>> <<for _valuable, _amount range $bird.materials.valuables>> <<if _amount lt 1 or _valuable is "wallet">><<continue>><</if>> <<set _shiny to true>> <<capture _valuable>> <<set _prop to _valuable.trim("antique ")>> <<birdicon _valuable>><<link [["Use " + _valuable + " as bait (0:02)"|Castle]]>><<handheldon 1>><<wearProp _prop>><<pass 2>><<set $bird.materials.valuables[_valuable]-->><<set $bird.lurkerSnareState to "ready">><</link>> <br> <</capture>> <</for>> <<if $bird.materials.junk is 0 and !_shiny>> <span class="red">You don't have anything shiny to use as bait.</span> <br> <</if>> <<else>> <span class="blue">It's baited.</span> <<birdicon "snare_bait">> <br> <</if>> <br> <</if>> <<if $harpy gte 6 and $syndromebird is 1 and $birdFly gte 1 and !$plucked>> <<glideicon>><<link [[Fly to the tallest tower (0:02)|Castle Fly]]>><<handheldon 1>><<bird_pass 2>><</link>><<flight_text>> <br> <<elseif $syndromebird is 1>> <<npc "Great Hawk">> <<your_bird_text "cap">> should be able to carry you home. <<endevent>> <br><br> <<glideicon>><<link [[Call|Castle Call]]>><<handheldon 1>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Moor]]>><<set $moor to 100>><<handheldon 1>><</link>> <br><<set $location to "tower">><<effects>> <<npc "Great Hawk">> You fly to the top of the tower, and land beside the nest. <<if $bird.state is "home">> <<if $monster is 1>> The <<beasttype>> stands, and wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>." <<else>> The <<beasttype>> flaps to <<bhis>> feet, and gives you an affectionate peck in greeting. <</if>> <<else>> The <<beasttype>> isn't home. <</if>> <br><br> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> <<npc "Great Hawk">> You call up to the tower. <<if $bird.state isnot "home" and $bird.timer gte 0>> There's no response. <<bHe>> must be out. <br><br> <<link [[Wait|Castle Call Wait]]>><<bird_pass $bird.timer>><</link>> <br> <<link [[Stop|Castle]]>><<endevent>><</link>> <br> <<else>> <<set $location to "tower">> At once, the <<beasttype>> swoops from your nest. <<bHe>> grasps your shoulders in <<bhis>> talons, and carries you home. <br><br> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. <span class="green">Your bindings fall to tatters at your feet.</span> <<unbind>> <br><br> <</if>> <<if $monster is 1>> <<bHe>> wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>," <<bhe>> says before returning to the nest. <<else>> <<bHe>> gives you an affectionate peck, and returns to the nest. <</if>> <br><br> <<bird_hunt_timer>> <<set $bird.state to "home">> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br> <</if>><<set $location to "tower">><<effects>> You wait, watching the skies, until you see the <<beasttype>> soaring over the moor. You call out as <<bhe>> passes overhead. <<bHe>> swoops towards you, grasps your shoulders, and carries you home. <br><br> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<bHe>> looks at your bindings curiously, before sharply kicking <<bhis>> talons towards you. <span class="green">Your bindings fall to tatters at your feet.</span> <<unbind>> <br><br> <</if>> <<if $monster is 1>> <<bHe>> wraps <<bhis>> arms and wings around you. "Welcome home, <<wife>>," <<bhe>> says before returning to the nest. <<else>> <<bHe>> gives you an affectionate peck, and returns to the nest. <</if>> <br><br> <<bird_hunt_timer>> <<set $bird.state to "home">> <<link [[Next|Bird Tower]]>><<endevent>><</link>> <br><<effects>> You get to work digging through the peat. The middle seems as good a place to start as any. <br><br> You soon find yourself wishing the map had been more specific. There's no guarantee there's anything here, after all. <br><br> <<link [[Next|Castle Treasure 2]]>><</link>> <br><<effects>> You leave a trail of holes behind you, but barely a fifth of the courtyard has been searched. <br><br> You're considering giving up when your fingers brush against something hard. You dig with renewed vigour, tearing up the peat, and pull out the object. It's just a log. <br><br> <<link [[Next|Castle Treasure 3]]>><</link>> <br><<effects>> There's something beneath. You chuck the log aside, and reach back into the hole. You lift a wooden chest from the soil. It's not locked. <br><br> Inside is a black iron bell. The exterior is marked with symbols common at the temple. Was it stolen? It's even heavier than it looks. You ring it. At first there's no sound, and you wonder if it still works. Then a deep, sonorous toll rings out. Dread washes over you. You shiver.<<gstress>><<stress 6>> <br><br> You find yourself wanting to leave it buried, but it could be worth a lot to a collector. <br><br> <<earnFeat "Buried Treasure">><<wearProp "bell">> <<set $antiquemoney += 10000>><<museumAntiqueStatus "antiquebell" "found">> <<link [[Next|Castle]]>><<handheldon>><</link>> <br><<effects>> <<if $pubtasksetting is "lurkers">> You find the black box, still sitting on an island, surrounded by dark water. <br><br> <<else>> <<set $pubtasksetting to "lurkers">> You climb a hillock, and peer at the surrounding terrain, searching for the black box. <br><br> You spot it close by, sitting on an island in the middle of a dark pool. You see trails along the surface. Things swim beneath. <br><br> <</if>> <<skinicon "wade">><<link [[Wade across|Moor Box Lurkers 2]]>><</link>> <br> <<getouticon>><<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>> <br><<water waist>><<effects>> You drop into the water, and wade through. The creatures dart towards you as your ripples touch them. <br><br> <<link [[Next|Moor Box Struggle]]>><<set $struggle_start to 1>><</link>> <br><<water waist>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "lurker">>/*Creature species*/ <<struggle_creatures 2 1>>/*How many creatures will be involved, and their health.*/ <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <<set $timer to 3>> <</if>> <<if $timer is 2>> <<struggle_add 1 1>> <span class="pink">A third creature swims towards you!</span> <br><br> <<elseif $timer is 1>> <<struggle_add 1 1>> <span class="pink">A fourth creature swims towards you!</span> <br><br> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Moor Box Struggle End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Moor Box Struggle]]>><</link>></span> <br> <</if>><<water waist>><<effects>> The creatures disappear beneath the surface. <br><br> <<clotheson>> <<endcombat>> <<wearProp "black box">> You make it to the island. The black box lies atop a torn satchel. You pick it up. <<set $pubtask2 to 1>> <br><br> The journey back to shore proves safer. <br><br> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $pubtasksetting is "person">> <<loadNPC 0 moor>><<person1>> You climb the hillock, and find the <<person>> sitting atop the rocks. <<covered>> <<Hes>> holding the black box. "Changed your mind?" <<he>> asks. <br><br> <<link [[Next|Moor Box 2]]>><</link>> <br> <<else>> <<set $pubtasksetting to "person">> You climb atop a hillock, one crowned by a pile of rocks, and peer at the surrounding terrain, searching for Landry's black box. <br><br> <<generate1>><<person1>> <<saveNPC 0 moor>> "What brings a cute <<girl>> all the way out here?" says a voice from behind. Startled, you almost trip in your haste to turn. A <<person>> sits atop the rocks, watching you. <<covered>> <br> <<if $speech_attitude is "meek">> "I-I'm looking for something," you say. "A black box." <<elseif $speech_attitude is "bratty">> "I'm looking for missing property," you say. "A black box." <<else>> "I'm looking for a black box," you say. <</if>> <br> "Really?" the <<person>> replies. <<He>> bends over. "Would this be it?" <<He>> pulls a black box out from behind a rock. <br><br> You nod. The <<person>> smiles. <br><br> <<link [[Next|Moor Box 2]]>><</link>> <br> <</if>><<effects>> <<if $exposed gte 2>> "I'm happy to part with it," the <<person>> says. "But I'd like something in return. <<if pcAreArmsBound("both")>> Spied you running over the moor. Face me properly. I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>." <br><br> <<else>> Move your arms. I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>." <br><br> <</if>> <<if hasSexStat("exhibitionism", 4)>> <<ind>><<link [[Comply|Moor Box Naked]]>><</link>><<exhibitionist4>> <br> <<else>> <<insufficientStat "exhibitionism" "to do such a thing">> <i>Perhaps if you dressed <<his>> request would be more reasonable.</i> <br><br> <</if>> <<getouticon>><<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> "I'm happy to part with it," the <<person>> says. "But I'd like something in return. Your underwear." <br> <<if $speech_attitude is "meek">> "M-my underwear?" you ask. <br> The <<person>> nods. "You heard me." <br><br> <<elseif $speech_attitude is "bratty">> "Tell me where you found the box first," you say. "How do I know you haven't taken the contents." <br> "I found it. Can't open it. Believe me, I've tried." <br><br> <<else>> "You want my underwear?" you ask. <br> The <<person>> nods. "You heard me." <br><br> <</if>> <<if $worn.under_lower.name is "naked">> <<ind>><<link [[Say you aren't wearing any|Moor Box No Undies]]>><</link>> <br> <<elseif $worn.lower.type.includes("naked")>> <<if hasSexStat("exhibitionism", 5)>> <<skinicon "strip">><<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist5>> <br> <<else>> Giving <<him>> your <<underbottoms>> will leave you with nothing to cover with. <<insufficientStat "exhibitionism" "to do that">> <</if>> <<elseif $worn.upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.sex is "f")>> <<if hasSexStat("exhibitionism", 4)>> <<skinicon "strip">><<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist4>> <br> <<else>> Giving <<him>> your $worn.under_upper.name will leave you topless. <<insufficientStat "exhibitionism" "to do that">> <br><br> <</if>> <<else>> <<skinicon "strip">><<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist1>> <br> <</if>> <<getouticon>><<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if !pcAreArmsBound("both")>> <<flaunting>> you move your arms. The <<person>> ogles your <<genitals>>. <<else>> <<flaunting>> you face the <<person>>. <<He>> ogles your <<genitals>>. <</if>> <<exhibitionism4>> <<if playerChastity("hidden")>> "Well shit." <<He>> frowns, clearly disappointed. "I can't see a damn thing." <<else>> <<if $player.penisExist and $player.vaginaExist>> "Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera." <<elseif $player.penisExist>> <<if $player.gender_appearance is "f">> "Now there's a surprise," <<he>> says. <<if $player.penissize gte 4>> "And it's so big. Shame I don't have a camera." <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize lte 1>> "Though I can barely see it from here." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<else>> <</if>> <<else>> "Nice cock," <<he>> says. <<if $player.penissize gte 4>> "It's so big. Shame I don't have a camera." <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize lte 1>> "Though I can barely make it out from here." <<He>> laughs. <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<else>> <</if>> <</if>> <<else>> <<if $player.gender_appearance is "m">> "Now there's a surprise," <<he>> says. <<else>> "Nice pussy," <<he>> says. <</if>> <</if>> <br> <</if>> <<if !pcAreArmsBound("both")>> You cover yourself, and hold out your hand. <</if>> <<if $speech_attitude is "meek">> "Can I have the box now?" you ask. <<elseif $speech_attitude is "bratty">> "The box," you say. "Give it to me." <<else>> "I did as you asked," you say. <</if>> <br> The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone. <br><br> <<set $pubtask2 to 1>> <<wearProp "black box">> <<link [[Next|Moor]]>><<endevent>><<clearNPC moor>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "B-but I'm not wearing any," you say. <<elseif $speech_attitude is "bratty">> "I'm not wearing any," you say. <<else>> "I'm not wearing any," you say. <</if>> <br><br> "Great," the <<person>> says. "Prove it. Show me your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>." <br><br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Show|Moor Box Show]]>><</link>><<exhibitionist4>> <br> <<else>> <<insufficientStat "exhibitionism" "to expose yourself to a stranger">> <br><br> <</if>> <<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<flaunting>> you lift your skirt. <<elseif $worn.upper.set is $worn.lower.set>> <<flaunting>> you tug your $worn.upper.name down your chest, over you waist, and then your thighs. <<else>> <<flaunting>> you tug your $worn.lower.name down your thighs. <</if>> The <<person>> ogles your <<genitals>>. <<exhibitionism4>> <<if $player.penisExist and $player.vaginaExist>> "Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera." <<elseif $player.penisExist>> <<if $player.gender_appearance is "f">> "Now there's a surprise," <<he>> says. <<if $player.penissize gte 4>> "And it's so big. Shame I don't have a camera." <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize lte 1>> "Though I can barely see it from here." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<else>> <</if>> <<else>> "Nice cock," <<he>> says. <<if $player.penissize gte 4>> "It's so big. Shame I don't have a camera." <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize lte 1>> "Though I can barely make it out from here." <<He>> laughs. <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<else>> <</if>> <</if>> <<else>> <<if $player.gender_appearance is "m">> "Now there's a surprise," <<he>> says. <<else>> "Nice pussy," <<he>> says. <</if>> <</if>> <br> <<if !pcAreArmsBound("both")>> You cover yourself, and hold out your hand. <</if>> <<if $speech_attitude is "meek">> "Can I have the box now?" you ask. <<elseif $speech_attitude is "bratty">> "The box," you say. "Give it to me." <<else>> "I did as you asked," you say. <</if>> <br> The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone. <br><br> <<set $pubtask2 to 1>> <<wearProp "black box">> <<link [[Next|Moor]]>><<endevent>><<clearNPC moor>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $worn.lower.type.includes("naked")>> You'll be left <<if $worn.upper.type.includes("naked")>> naked. <<else>> bottomless. <</if>> "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips. <br><br> <<if $worn.under_upper.set is $worn.under_lower.set>> You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You tug it further, down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>. <<exhibitionism5>> Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underupperruined>><<underlowerruined undefined "given">> <<else>> You pull your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>. <<exhibitionism5>> Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underlowerruined undefined "given">> <</if>> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if $worn.under_upper.set is $worn.under_lower.set>> <<if $worn.upper.type.includes("naked")>> You'll be left topless. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips. <br><br> You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>> <<if $player.sex is "f" or $player.gender_appearance is "f">> <<exhibitionism4>> <<else>> <<exhibitionism1>> <</if>> Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underupperruined>><<underlowerruined undefined "given">> <<else>> You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>> <<exhibitionism1>> Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underupperruined>><<underlowerruined undefined "given">> <</if>> <<else>> You hitch up the sides of your skirt, and pull your $worn.under_lower.name down your thighs, over your knees, and down to your ankles. The <<person>> watches intently. <<exhibitionism1>> You step out of them, lift them from the ground, and hold them towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underlowerruined undefined "given">> <</if>> <<else>> <<if $worn.under_upper.set is $worn.under_lower.set>> <<if $worn.upper.set is $worn.lower.set>> You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips. <br><br> You shuffle out of your top and bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and put your $worn.upper.name back on. <<exhibitionism1>> You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underupperruined>><<underlowerruined undefined "given">> <<else>> You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips. <br><br> You pull down your bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on. <<exhibitionism1>> You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underupperruined>><<underlowerruined undefined "given">> <</if>> <<else>> <<if $worn.upper.set is $worn.lower.set>> You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips. <br><br> You shuffle out of your top and bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.upper.name back on. <<exhibitionism1>> You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underlowerruined undefined "given">> <<else>> You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips. <br><br> You shuffle out of your bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on. <<exhibitionism1>> You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it. <br><br> <<underlowerruined undefined "given">> <</if>> <</if>> <</if>> You crouch to retrieve the box. The <<person>> is gone by the time you rise. <<covered>> <br><br> <<set $pubtask2 to 1>> <<wearProp "black box">> <<link [[Next|Moor]]>><<endevent>><<clearNPC moor>><<set $eventskip to 1>><</link>> <br><<widget "eventsmoorlow">> <<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>> <<rng 3>> <<if $rng is 3>> <<wearProp "bullet">> You see a bullet lying at the edge of a trail. It looks old. A collector might pay for it. <br><br> <<set $antiquemoney += 50>><<museumAntiqueStatus "antiquebullet" "found">> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<elseif $rng is 2>> Tufts of small yellow flowers grow among the heather. <br><br> <<if currentSkillValue('tending') gte 400>> Broccoli. They're fully grown, and inedible. Their gentle sway puts you at ease.<<lstress>><<stress -6>> <br><br> <<if !$plants_known.includes("broccoli")>> <<ind>><<link [[Harvest seeds (0:30)|Moor Broccoli]]>><<pass 30>><</link>><<tendingdifficulty 400 700>> <br> <</if>> <<else>> <span class="blue">You need a higher tending skill to identify them.</span> <br><br> <</if>> <<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> Tufts of small white flowers grow among the heather. <<if currentSkillValue('tending') gte 300>> Wild carrots. <br><br> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick wild carrots. <<else>> <<icon "tending/carrot.png">> <<link [[Pick wild carrots (0:30)|Moor Carrots]]>><<pass 30>><</link>><<tendingdifficulty 300 600>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to identify them.</span> <br><br> <</if>> <<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif dangerEvent($forestmod, 9900 + ($moorLessDangerAll ?? 0))>> <<rng 9>> <<switch $rng>> <<case 1>> <<generate1>><<person1>> A <<person>> appears over the ridge up ahead, walking stick in hand. <<if $exposed gte 1>> <<covered>> You duck behind the heather. <br><br> <<link [[Hide until <<he>> passes (0:10)|Moor Exposed Hide]]>><<pass 10>><</link>> <br> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 4)>> <<link [[Keep walking|Moor Exposed Naked]]>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 2)>> <<link [[Keep walking|Moor Exposed Undies]]>><</link>><<exhibitionist2>> <br> <</if>> <</if>> <<else>> <<He>> <<if random(1, 2) is 2>> smiles <<else>> nods <</if>> as you pass. <<if $anxiety gte 1 and $controlled is 0>> <br><br> You don't feel comfortable until <<hes>> far behind you.<<anxiety_disorder_text>><<gstress>><<stress 6>> <br><br> <<else>> You smile back.<<ltrauma>><<trauma -6>> <br><br> <</if>> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 2>> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> The heather parts as something rushes towards you. Before it arrives, you hear a rustling from behind. Something lands on your <<bottom>> before you can turn. <br><br> <<link [[Next|Moor Struggle Low]]>><<set $struggle_start to 1>><</link>> <<else>> The heather parts as something rushes towards you. You turn and flee, but it catches up, landing on your back and knocking you to the ground. <br><br> It's a struggle, but you manage to wrest it free and hurl it back into the heather.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 3>> You hear the rumble of a vehicle approach from behind.<<if $anxiety gte 1>><<gstress>><<stress 6>><</if>> <br><br> <<link [[Keep walking|Moor Vehicle]]>><</link>> <br> <<link [[Hide (0:05)|Moor Vehicle Hide]]>><<trauma 6>><</link>><<gtrauma>> <br> <<case 4>> Something leaps from the heather, colliding with your chest and knocking you to the dirt.<<gpain>><<gtrauma>><<gstress>><<pain 1>><<trauma 6>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 5>> <<if random(1, 2) is 1>> <<set $moorFlower to "flower">> <<else>> <<set $moorFlower to "phallus plant">> <</if>> You smell a sweet fragrance. <<if $moorFlower is "flower">>A pink flower<<else>>An odd plant<</if>> grows among the heather. <<if $earSlime.corruption gte 80 and random(1, 4) gte 5 - numberOfEarSlime()>> <span class="red">The ear slimes weaken your ability to resist its allure.</span> <<if numberOfEarSlime() gte 2>> <<set $moorFlowerMod to 400>> <<else>> <<set $moorFlowerMod to 200>> <</if>> <<else>> <<set $moorFlowerMod to 0>> <</if>> <br><br> <<if $moorFlower is "flower">> <<link [[Investigate|Moor Flower]]>><<arousal 600>><<drugs 60>><</link>><<garousal>> <<else>> <<link [[Investigate|Moor Phallus Plant]]>><<arousal 600>><<drugs 60>><</link>><<garousal>> <</if>> <br> <<link [[Ignore|Moor Flower Ignore]]>><</link>><<willpowerdifficulty `1 + $moorFlowerMod` `600 + $moorFlowerMod`>> <br> <<case 6>> You come to a stream, running along a small valley. The water is fast, but clear and not very deep. <br><br> <<if !_topless or !_bottomless>> <<link [[Strip and wash (0:10)|Moor Low Clothes Wash]]>><<strip>><<pass 10>><</link>><<exhibitionist1>> <br> <<link [[Take the time to hide your clothes, then wash (0:30)|Moor Low Wash]]>><<undress "moor wash">><<pass 30>><<set $phase to 1>><</link>><<exhibitionist1>> <br> <<else>> <<link [[Wash (0:10)|Moor Low Wash]]>><<pass 10>><</link>> <br> <</if>> <<link [[Continue your journey|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 7>> <<generatey1>><<generatey2>><<generatey3>><<generate4>><<person1>> You hear laughter and shouting up ahead. A group of youths appear over a ridge. <<if $exposed gte 1>> <<covered>> They're some distance away, and may not have noticed your state of dress. <br><br> <<set $skulduggerydifficulty to 600>> <<link [[Hide until they pass|Moor Youths Hide]]>><</link>><<skulduggerydifficulty>> <br> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<link [[Walk past them|Moor Youths Exhibitionism]]>><</link>><<exhibitionist5>> <br> <<elseif hasSexStat("exhibitionism", 3)>> <<link [[Walk past them|Moor Youths Exhibitionism]]>><</link>><<exhibitionist3>> <br> <</if>> <<else>> One of them, a <<person1>><<person>>, carries a water cooler in <<his>> hand. The other two, a <<person2>><<person>> and <<person3>><<person>>, carry bottles of cider. <br><br> "What you doing out here?" the <<person1>><<person>> shouts once within clear earshot. <br><br> "Hey," says the <<person2>><<person>>, less audible at this distance. "Offer <<phim>> a drink. <<pShes>> cute." <br><br> They wait until they're closer, then stop to regard you. "Fancy a drink?" <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <<foodicon "beerbottle">><span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<foodicon "beerbottle">><<link [[Drink (0:10)|Moor Youths Drink]]>><<pass 10>><<alcohol 60>><<stress -6>><<wearProp "beer bottle">><</link>><<lstress>><<galcohol>> <</if>> <br> <<refuseicon>><<link [[Decline|Moor Youths Decline]]>><</link>> <br> <</if>> <<case 8>> <<moor_fox>> <<case 9>> <<beastNEWinit 1 horse>> You spot a <<beasttype>> relaxing on the plains of the moor. <<bHe>> seems like <<bhe>> hasn't spotted you yet. <br><br> <<link [[Attempt to mount|Moor Horse]]>><<set $phase to 0>><</link>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 1200>> <br> <<link [[Approach carefully and mount|Moor Horse]]>><<set $phase to 1>><</link>><<tendingdifficulty 1 1200>> <br> <<if hasSexStat("deviancy", 5) and ($settings.bestialityEnabled or $monster is 1) and $settings.horsesEnabled>> <<link [[Let <<bhim>> mount you|Moor Horse]]>><<set $phase to 2>><</link>><<deviant5>> <br> <</if>> <<link [[Ignore|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</switch>> <<else>> <<rng 6>> <<switch $rng>> <<case 1>> <<if Weather.precipitation is "rain">> The heather bows as a breeze rushes towards you, stinging your skin with raindrops. <<else>> The heather bows as a breeze rushes towards you, caressing your skin.<<lstress>><<stress -6>> <</if>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 2>> You see a dark shape move in the corner of your vision. It's gone before you can turn.<<gstress>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 3>> <<beastNEWinit 1 fox>> <<if $NPCList[0].traits.includesAny("territorial", "clever")>> A hare darts out of a nearby shrub. A <<beasttype>> pounces after it, narrowly missing you. <<if $monster is 1>> <<bHe>> cocks <<bhis>> head at you. "You made me lose my catch," <<bhe>> snickers. "Next time, you'll be my catch instead." <<bHe>> steps away. "Run along, <<foxnickname>>." <<else>> <<bHe>> stares at you a moment before stepping away and growling. <</if>> <br><br> <<getouticon>><<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> A <<beasttype>> appears from the shrubs, stopping right in your path. <<bHe>> stares at you a moment, ears twitching, before darting into a bush. <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 4>> You find a tyre-marked trail that makes the going a little easier.<<lstress>><<stress -6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 5>> You walk past a ruined cottage. The remains of the nearby stone walls suggest this was once a farm. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 6>> <<eventAmbient>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</switch>> <</if>> <</widget>> <<widget "eventsmoormid">> <<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>> <<rng 2>> <<if $rng is 2>> You spot a black shape, half-buried in mud. It's an artillery shell. It looks old. <<if currentSkillValue('history') gte 500>> <<wearProp "artillery">> <span class="green">It can't still be active,</span> and it might be worth something to a collector. <<set $antiquemoney += 100>><<museumAntiqueStatus "antiqueshell" "found">> <br><br> <<else>> <span class="red">You stay far away.</span> <br><br> <</if>> <<link [[Next|Moor]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> Green shoots erupt from the earth in clusters. <br><br> <<if currentSkillValue('tending') gte 400>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick onions. <<else>> <<icon "tending/onion.png">> <<link [[Pick onions (0:30)|Moor Onions]]>><<pass 30>><</link>><<tendingdifficulty 400 700>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to identify them.</span> <br><br> <</if>> <<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif dangerEvent($forestmod, 9900 + ($moorLessDangerAll ?? 0))>> <<rng 11>> <<switch $rng>> <<case 1>> <<beastNEWinit 1 cat>> The hair stands on the back of your neck. You turn and face a pair of <<print either("hazel", "yellow", "green", "blue")>> eyes as a large <<beasttype>> sprints towards you. <br><br> <<if $settings.bestialityEnabled>> <<link [[Next|Moor Cat]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You manage to escape, but not without injury.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 2>> Gravel tumbles from a tall rock beside you. You look up. Something glistens at the top. Limbs unfurl as it leaps towards you. <br><br> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> <<dancedifficulty 1 1000 true>> <<if $danceSuccess>> <span class="green">You jump aside,</span> and the creature lands on the earth beside you. <br><br> <<link [[Next|Moor Struggle Mid]]>><<set $phase to 0>><<set $struggle_start to 1>><</link>> <br> <<else>> <span class="red">It lands on your face before you can react.</span> An appendage prods your lips. <br><br> <<link [[Next|Moor Struggle Mid]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>> <br> <</if>> <<else>> It lands on your chest, knocking you to the earth. You manage to wrest it free and hurl it back over the rock, but not without a struggle.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 3>> You think you see a figure watching you from a rock some distance away. You blink, and they're gone.<<gstress>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 4>> A pair of <<print either("hazel", "yellow", "green", "blue")>> eyes stare at you from a cave near the top of a taller rock.<<gstress>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 5>> You're walking along the top of a cliff, <span class="red">when the earth shakes.</span> You're knocked off your feet, and roll towards the precipice. <br><br> <<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> Your wings flare as you hurtle over the edge. The wind catches you, and you are carried to a gentle landing. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> You manage to grasp a tough shrub, but are still left dangling off the edge. <br><br> You glance down. It's not a long drop. <br><br> <<link [[Pull yourself up|Moor Cliff Pull]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<link [[Let go|Moor Cliff Drop]]>><<pain 8>><<stress 6>><</link>><<ggpain>><<gstress>> <br> <</if>> <<case 6>> Your hairs stand on edge. <span class="blue">You feel watched.</span> You glance around. Anything could be lurking the numerous cracks and caves dotting the surrounding rocks.<<gstress>><<stress 6>> <br><br> <<link [[Take a detour (0:30)|Moor Cats Detour]]>><<pass 30>><<trauma 6>><</link>><<gtrauma>> <br> <<link [[Continue|Moor Cats Continue]]>><</link>> <br> <<case 7>> You see a patch of tall grass rustle. A multi-limbed creature scuttles out from the grass, followed by another behind a bush. The first creature leaps at you. <br><br> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<generatePlant1>><<person1>> You <<if $submissive gte 850>>swing your arm to swat it away<<else>>hold your arms in front of you defensively<</if>>, <span class="green">but the creature doesn't make it to you.</span> A vine wraps around it in midair, holding it in place. The second creature is restrained in the same way. <br><br> "Yoo-hoo!" A <<person "normal">> steps from behind the bush, waving at you. <<Plant_details>> are weaved into <<his>> hair, and <<hes>> completely naked. <<He>> gestures with <<his>> hand, and the vines tighten. <br><br> "Good thing I was in the area," the <<person>> says. "Wouldn't want you falling victim to these little things. So..." <<He>> leans forward, licking <<his>> lips. "Don't I deserve a reward for saving you?" <br><br> <<if hasSexStat("deviancy", 3) or $backgroundTraits.includes("plantlover")>> <<link [[Reward|Moor Plant Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<deviant3>> <<else>> <<insufficientStat "deviancy" "to give a \'reward\'">> <</if>> <br> <<link [[Refuse|Moor Plant Refuse]]>><</link>> <<else>> You <<if $submissive gte 850>>swing your arm to swat it away<<else>>hold your arms in front of you defensively<</if>>, but the creature doesn't make it to you. A sudden rockfall from above knocks it out of the air. It scurries away, as does the second creature. <<stress 6>><<gstress>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <</if>> <<case 8>> You find a thick crack in the rocky ground, revealing a violent stream. It's hard to tell how deep the churning water is. <br><br> <<if !_topless or !_bottomless>> <<link [[Strip and wash (0:10)|Moor Mid Wash]]>><<set $phase to 1>><<pass 10>><<strip>><</link>><<exhibitionist1>> <br> <<else>> <<link [[Wash (0:10)|Moor Mid Wash]]>><<set $phase to 0>><<pass 10>><</link>> <br> <</if>> <<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 9 10>> <<if $bird and $bird.injured gt 1>> <<moor_fox>> <<else>> <<moor_hunt_start>> <</if>> <<case 11>> <<moor_fox>> <</switch>> <<else>> <<outfitChecks>> <<rng 7>> <<switch $rng>> <<case 1>> <<if random(1, 2) is 2>> <<if _top>> Your _top.name <<= _top.plural is 1 ? "snag" : "snags">> on a thorny bush. <br><br> <<link [[Just tear free|Moor Tear]]>><<set $phase to 1>><</link>> <br> <<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 1>><<pain 4>><<pass 5>><</link>><<gpain>> <br> <<else>> The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<if _bottom>> Your _bottom.name <<= _bottom.plural is 1 ? "snag" : "snags">> on a thorny bush. <br><br> <<link [[Just tear free|Moor Tear]]>><<set $phase to 3>><</link>> <br> <<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 3>><<pain 4>><<pass 5>><</link>><<gpain>> <br> <<else>> The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <<case 2>> <<if $worn.feet.type.includes("naked") or $worn.feet.type.includes("shackle")>> The ground is littered with sharp rocks. Your lack of proper footwear makes walking difficult.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<else>> The ground is littered with sharp rocks. You're grateful for your $worn.feet.name. <br><br> <</if>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 3>> The wind picks up. <<if $hallucinations gte 2>> It whispers. <<rng 5>> <<switch $rng>> <<case 1>> <i>But you don't understand.</i> <<case 2>> <i>"Buried deep in me."</i> <<case 3>> <i>"It comes."</i> <<case 4>> <i>"Through the mirror."</i> <<case 5>> <i>"Turn back."</i> <</switch>> <<gtrauma>><<trauma 6>> <br><br> <<else>> You shiver as it flows over you. <br><br> <</if>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 4>> You find a number of boulders littering the base of a cliff. <<if $moor_hunt gte 1>> Dark openings litter the base. It'd be tight, but you could squeeze into one if you wanted to hide. <br><br> <<link [[Hide (0:30)|Moor Bird Hide]]>><<pass 30>><</link>> <br> <<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> You keep your distance. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 5>> You find evidence of other people. A flat patch of ground, covered with footprints. A fire still smoulders in the centre. Several chains are buried in the earth. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 6>> You walk along the top of a cliff. The edge looks unsafe, so you stay well away. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 7>> <<eventAmbient>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</switch>> <</if>> <</widget>> <<widget "eventsmoorhigh">> <<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search" or $moormove is "fly_search") and random(1, 4) is 4>> <<rng 2>> <<if $rng is 2>> You find a passage leading into the earth. <br><br> <<link [[Enter (0:20)|Moor Crack Passage]]>><<set $outside to 0>><<pass 20>><</link>> <br> <<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> Green shoots sprout from a bank. <br><br> <<if currentSkillValue('tending') gte 500>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick garlic. <<else>> <<icon "tending/garlic.png">> <<link [[Pick garlic (0:30)|Moor Garlic]]>><<pass 30>><</link>><<tendingdifficulty 500 800>> <</if>> <br> <<else>> <span class="blue">You need a higher tending skill to identify them.</span> <br><br> <</if>> <<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif dangerEvent($forestmod, 9900 + ($moorLessDangerAll ?? 0))>> <<rng 10>> <<switch $rng>> <<case 1>> The ground lurches, staggering you. A crack opens beneath, widening with staggering speed. <br><br> <<dancedifficulty 500 1100 true>> <<if $danceSuccess>> Your legs are splayed, <span class="green">but you master your footing</span> and leap aside. The earth shudders to a halt. <br><br> You step around the crack, and continue your journey. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> You try to leap aside, <span class="red">but the earth shakes too much.</span> You fall into the crack. <br><br> <<link [[Next|Moor Crack]]>><</link>> <br> <</if>> <<case 2>> You follow a trail between two ponds. <<if !Weather.isOvercast>> <<if Time.dayState is "night">> They reflect no moonlight. <<else>> They reflect no sunlight. <</if>> <<else>> You're careful to keep your footing. <</if>> <br><br> <<if $settings.bestialityEnabled and $settings.lurkersEnabled>> You hear bubbles break the surface. At once, several creatures lunge from the depths. You stagger as one lands on your face. Another lands on your <<bottom>>. <br><br> <<link [[Next|Moor Struggle High]]>><<set $struggle_start to 1>><</link>> <br> <<else>> You hear bubbles break the surface. At once, several creatures lunge from the depths. You bat them aside and run. More emerge, harassing your flight, until you make it to the other end of the trail.<<beastescape>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 3>> A dark shape rises from the water some distance away. It looks like a head, perched atop a long neck. It turns to face you, then disappears beneath the surface.<<gstress>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 4>> You see several birds resting on the surface of a pond. They keep a wary eye on you as they swim away. <br><br> There's a splash at the back, and one of the birds vanishes beneath the surface. The others squawk in panic, beating their wings to hasten their flight in your direction. They cower together on the bank.<<gstress>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 5>> The ground rumbles, and you slip, landing on your <<bottom>>.<<gpain>><<gstress>><<pain 1>><<stress 6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 6>> <<if $worn.feet.type.includes("shackle")>> The boggy ground is hard to navigate with your feet restricted.<<gtiredness>><<tiredness 1>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<elseif $worn.feet.type.includes("rugged")>> The ground is boggy, but your <span class="green">rugged</span> $worn.feet.name prove up to the challenge. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<if $worn.feet.type.includes("naked")>> Your feet sink into the mud, <span class="pink">and hear a click.</span> Metal restraints have clamped around your ankles, binding them together. There's a keyhole on one side. <<else>> Your feet sink into the mud, and won't budge. <span class="pink">You hear a click.</span> You pull your legs free and stumble forward, but your $worn.feet.name have been left behind. Instead, metal restraints have clamped around your ankles, binding them together. There's a keyhole on one side. <<feetruined>> <</if>> <br><br> <<shackle_feet>> <<link [[Break them (0:03)|Moor Shackle Break]]>><<pass 3>><</link>><<physiquedifficulty 1 16000>> <br> <<set $skulduggerydifficulty to 600>> <<link [[Pick the lock (0:05)|Moor Shackle Pick]]>><<pass 5>><</link>><<skulduggerydifficulty>> <br> <<link [[Continue regardless|Moor Shackle Continue]]>><<stress 6>><</link>><<gstress>> <br> <</if>> <<case 7>> <<set $plantMoney to 10*random(20,100)>> <<if !Weather.isOvercast>> A glint of light <<else>> Something shiny <</if>> catches your eye. You see <<printmoney $plantMoney>> in coins lying in a bush. <br><br> <<if $settings.plantsEnabled and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<if currentSkillValue('skulduggery') gte 700>> You look closer at the coins. They're lying in dirt, but you can barely make out a hand buried under the dirt, loosely holding the money. There are vines and <<plant_details>> poking out of the dirt further away. <br><br> <</if>> <<link [[Take the money|Moor Plant Money]]>><<set $phase to 1>><</link>> <br> <<link [[Leave|Moor Plant Money]]>><<set $phase to 0>><</link>> <<else>> You step off the path and pocket the money. As you stand back up, the ground lurches, opening a fissure right where you used to be standing a few seconds ago. <<ggstress>><<stress 12>> <br><br> <<money $plantMoney "moor">><<unset $plantMoney>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <</if>> <<case 8 9>> <<if $bird and $bird.injured gt 1>> <<moor_fox>> <<else>> <<moor_hunt_start>> <</if>> <<case 10>> <<if random(1,5) is 1 and $wrenSeen?.length and !$daily.moorhighWren>> <<npc Wren>><<person1>> <<set $daily.moorhighWren to true>> As you're about to step forward, someone grabs your wrist from behind. You're pulled roughly backwards. You stumble and fall on your ass.<<pain 4>><<gpain>> <br><br> <<if $wrenSeen.includes("moorhigh")>> "I thought I told you it was dangerous here," a voice says. <span class="gold">It's Wren.</span> <<He>> sounds exasperated. "I shouldn't be surprised. I often seem to find you in these kinds of places. Want me to lead you out again?" <br><br> <<link [[Accept (0:45)|Moor Wren Meeting End]]>><<set $phase to 0>><<pass 45>><</link>> <br> <<link [[Decline|Moor Wren Meeting End]]>><<set $phase to 1>><</link>> <br> <<else>> "Careful, <<girl>>," a voice warns. "It's dangerous here." <br><br> <span class="gold">It's Wren.</span> <br><br> <<if $settings.lurkersEnabled>> As if to prove <<his>> point, a shadow scuttles out of the bush right in front of you. It hurries away before you can get a good look. <<else>> <<He>> picks up a stone and tosses it where you were going to step. You watch the ground swallow it without a ripple. <</if>> <br><br> <<if $speech_attitude is "meek">> "Thanks for s-saving me," you say. <<elseif $speech_attitude is "bratty">> "I can take care of myself, you know," you say. <<else>> "I appreciate it," you say. "But I could have handled it." <</if>> <br><br> "You're welcome," <<he>> says. "What are you even doing here?" <br><br> <<link [[Be honest|Moor Wren Meeting]]>><<set $phase to 0>><</link>> <br> <<link [[Lie|Moor Wren Meeting]]>><<set $phase to 1>><</link>> <br> <</if>> <<else>> <<moor_fox>> <</if>> <</switch>> <<else>> <<rng 6>> <<switch $rng>> <<case 1>> You find a clear spring, elevated above the surrounding pools. The water looks clean. <br><br> <<skinicon "wash">><<link [[Wash (0:20)|Moor Wash]]>><<pass 20>><<strip>><<stress -2>><<if $moor_hunt gte 1>><<set $moor_hunt += 1.5>><</if>><</link>><<lstress>> <br> <<getouticon>><<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 2>> Several birds rest on the surface of a pond. They keep a wary eye on you as they swim away. <br><br> <<if $moor_hunt gte 1>> The water is deep and dark. Anything could hide below. <br><br> <<link [[Hide (0:01)|Moor Bird Pool]]>><<pass 1>><</link>><<swimmingdifficulty 1 300>> <br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 3>> An engraved pillar of stone rests atop a small hillock. <<if currentSkillValue('history') gte 1000>> <span class="green">You've read about these.</span> They're ancient shrines. Travellers would pray for good luck. <br><br> <<link [[Pray for good luck (0:05)|Moor Luck]]>><<stress -6>><<pass 5>><</link>><<lstress>> <br> <<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> You wonder who carved it. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<case 4>> <<set $quicksand_depth to 4>> Your foot parts the earth, <span class="red">and you sink as if through water,</span> until the ground swallows you up to your waist. You try to pull free, but you're stuck. <<if $quicksand is undefined>> <<set $quicksand to 0>> <</if>> <<if $quicksand lt 5>> You're slowly sinking.<<ggstress>><<stress 12>> <<else>> You've been here before. You know you won't sink. You stay calm. <</if>> <br><br> <<if $hallucinations gte 2 and $controlled is 0>> <span class="pink">Something grasps your ankle. It tugs.</span><<ggstress>><<stress 12>> <br><br> <</if>> <<quicksand_actions>> <<case 5>> The ground is a little more stable here.<<lstress>><<stress -6>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 6>> <<eventAmbient>> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <<case 7>> You see a faded red cargo container, one corner poking out of the mire. You'd need heavy equipment to get it out. How it got there, and what's inside, will remain a mystery. <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</switch>> <</if>> <</widget>> <<widget "quicksand_actions">> <<if $quicksand lt 5 and $quicksand_learn is undefined>> <<link [[Calm yourself (0:05)|Moor Quicksand]]>><<set $quicksand_learn to true>><<set $phase to 0>><<pass 5>><</link>><<willpowerdifficulty 1 400>> <br> <<elseif $quicksand gte 5>> <<link [[Spread your weight (0:05)|Moor Quicksand]]>><<set $phase to 1>><<pass 5>><</link>><<note "Knowledge: Quicksand" "Green">> <br> <</if>> <<link [[Call for help (0:05)|Moor Quicksand]]>><<set $phase to 2>><<pass 5>><</link>><<if Time.dayState is "night">><<difficulty 10>><<else>><<difficulty 30>><</if>> <br> <<link [[Struggle (0:05)|Moor Quicksand]]>><<set $phase to 3>><<pass 5>><</link>><<physiquedifficulty 1 20000>> <br> <</widget>> <<widget "quicksand_end">> <<unset $quicksand_depth>> <<unset $quicksand_learn>> <<unset $quicksandWraith>> <<unset $quicksand_escape>> <</widget>> <<widget "quicksand_pull">> <<switch $quicksand_depth>> <<case 1>> <<set $quicksand_depth += 1>> Your ankle is tugged again, pulling you deeper until the sand <span class="purple">reaches your knees.</span> <<gstress>><<stress 6>> <br><br> <<quicksand_actions>> <<case 2>> <<set $quicksand_depth += 1>> Your ankle is tugged again, pulling you deeper until the sand <span class="purple">reaches your thighs.</span> <<gstress>><<stress 6>> <br><br> <<quicksand_actions>> <<case 3>> <<set $quicksand_depth += 1>> Your ankle is tugged again, pulling you deeper until the sand <span class="pink">reaches your waist.</span> <<gstress>><<stress 6>> <br><br> <<quicksand_actions>> <<case 4>> <<set $quicksand_depth += 1>> Your ankle is tugged again, pulling you deeper until the sand <span class="pink">reaches your chest.</span> <<ggstress>><<stress 12>> <br><br> <<quicksand_actions>> <<case 5>> <<set $quicksand_depth += 1>> Your ankle is tugged again, pulling you deeper until the sand <span class="red">reaches your neck.</span> You'll soon be submerged. <<ggstress>><<stress 12>> <br><br> <<quicksand_actions>> <<default>> With a final tug, <span class="red">the earth swallows you.</span><<ggtrauma>><<ggstress>><<trauma 12>><<stress 12>> <br><br> <<passout_moor>> <<if $quicksandWraith>> <<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span> <br><br><<ind>><<ind>><span class="wraith-flicker">_drown</span> <br><<ind>><<ind>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span> <</if>> <</switch>> <<if $quicksandWraith>> <br><br><<ind>><<ind>><<ind>><<ind>><<ind>><<ind>><span class="wraith-flicker">_drown</span> <br><br><br><<ind>><span class="wraith-flicker">_drown</span> <</if>> <</widget>> <<widget "passout_moor">> <<if isPregnancyEnding()>> <<pregnancyPassout "moor">> <<else>> <<passout>> <<if dangerEvent()>> <<switch random(1, 2)>> <<case 1>> <<link [[Next|Moor Abduction Wake]]>><<if $moor lte 15>><<set $moor to 20>><</if>><</link>> <<case 2>> <<link [[Next|Moor Bird Wake]]>><</link>> <</switch>> <br> <<else>> <<ambulance>> <</if>> <</if>> <<if $bird.hunts>> <<flight_hunt_end>> <</if>> <</widget>> <<widget "end_moor_captive">> <<unset $moor_binding>> <</widget>> <<widget "moor_captive_init">> <<set $moor_binding to 12>> <</widget>> <<widget "moor_binding_text">> <<if $moor_binding gte 12>> <span class="red">Your binds are tight and uncomfortable.</span> <<elseif $moor_binding gte 8>> <span class="pink">Your binds are looser than they were, but still tight.</span> <<elseif $moor_binding gte 4>> <span class="purple">Your binds are loosening.</span> <<elseif $moor_binding gte 1>> <span class="blue">Your binds are loosening.</span> You can wiggle your wrists a bit. <<else>> <span class="lblue">Your binds are loose.</span> You can break them when you wish. <</if>> <</widget>> <<widget "moor_captive_actions">> <<if $moor_binding gte 1>> <<set $skulduggerydifficulty to 500>> <<link [[Loosen your bonds|Moor Abduction Walk Loosen]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Be good|Moor Abduction Walk]]>><<sub 1>><</link>> <br> <<else>> <<if $moor gte 51>> You're surrounded by hidden pools and sinkholes. Escape would be difficult. <br><br> <<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900 1900>> <br> <<elseif $moor gte 21>> Running across such uneven ground in the dark could be dangerous. <br><br> <<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800 1500>> <br> <<else>> You could run, but they'll give chase. <br><br> <<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500 1500>> <br> <</if>> <<link [[Bide your time|Moor Abduction Walk]]>><</link>> <br> <<if $submissive lte 500>> <<link [[Fantasise about revenge|Moor Abduction Fantasise]]>><<def 1>><<stress -6>><</link>><<defianttext>> <br> <</if>> <</if>> <</widget>> <<widget "moor_hunt_start">> <<if !Weather.isOvercast>> A shadow passes over you. <<else>> You hear a <<hawkScreechDesc>>. <</if>> <<if $syndromebird is 1>> <<npc "Great Hawk">> <<your_bird_text "cap">> circles overhead. <br><br> <<endevent>> <<if $harpy gte 6>> <<tficon "bird">><<link [[Screech back|Moor Bird Screech]]>><</link>><<harpy>> <br> <</if>> <<mooricon>><<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<if $birdescaped gte 1>> <<npc "Great Hawk">> A familiar <<beasttype>> circles overhead. <<endevent>> <<else>> Terror circles overhead. <</if>> <<if $moor_hunt is undefined>> <span class="red">You are being hunted.</span><<ggstress>><<stress 12>> <<set $moor_hunt to 1>> <<else>> <span class="red">Your pursuer approaches rapidly.</span><<gstress>><<stress 6>> <<set $moor_hunt += 3>> <</if>> <br><br> <<link [[Next|Moor]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "moor_hunt">> <<npc "Great Hawk">> <span class="red">You hear another screech.</span> This one from behind you. It's close. You turn, and see <<if $birdescaped gte 1>> the <<beasttype>> <<elseif $monster is 1>> a feathered <<nnpc_gendery "Great Hawk">> with wings that dwarf <<bhis>> body and talons in place of feet <<else>> a colossal <<beasttype>> <</if>> swooping down through the air towards you, talons extended to grab you. <<if $birdescaped gte 1>> Your eyes meet <<bhis>>, and terror seizes your limbs. <<if $monster is 1 or understandsBirdBehaviour()>> Despite the intensity of <<bhis>> gaze, you can see concern underneath. <</if>> <<else>> <<bHis>> gaze roots you to the spot in terror. <</if>> <br><br> <<link [[Stay still|Moor Bird Still]]>><<sub 1>><<unset $phase>><</link>> <br> <<link [[Resist|Moor Bird Resist]]>><</link>><<willpowerdifficulty 1 300>> <br> <</widget>> <<widget "moor_fox">> <<beastNEWinit 1 fox>> You hear rustling from somewhere behind you. It sounds like it's getting closer. <br><br> <<link [[Dodge|Moor Fox Dodge]]>><</link>><<dancedifficulty 1 $NPCList[0].skills.athletics>> <br> <<link [[Stand your ground|Moor Fox Stand]]>><</link>><<physiquedifficulty $NPCList[0].skills.athletics $physiquemax>> <br> <<link [[Call out|Moor Fox Call]]>><</link>> <br> <</widget>><<set $outside to 1>><<effects>><<set $lock to 200>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Riding School]]>><<handheldon>><<pass 10>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Farmland]]>><<handheldon>><</link>> <br><<set $outside to 1>><<set $location to "riding_school">><<effects>> You are at Remy's riding school. Stables surround a central courtyard. A small office sits to one side. A dirt track leads into the surrounding countryside. Lessons cost £25. <br><br> <<if Time.dayState isnot "night" and Time.hour isnot $closinghour>> Several people chat in the courtyard, waiting for the next lesson to begin. <br><br> <</if>> <<if $stress gte $stressmax>> <<passoutfarmroad>> <<elseif Time.hour is $closinghour>> It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>> <br><br> <<link [[Next|Farmland]]>><</link>> <br> <<elseif Time.dayState is "night">> <<if Time.hour isnot $closinghour and !$weekly.theft.ridingSchool>> <<ind>><<link [[Examine the office building|Riding School Register]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Farmland]]>><</link>> <br> <<else>> <<if $ridingschoolintro is undefined>> <<set $ridingschoolintro to 0>> <<npc Remy>><<generateBEAST 2 horse>> <<if $remySeen.includes("livestock")>> A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all. <br><br> "Welcome to my riding school," <<he>> says as the <<beasttype 1>> comes to a stop. "I'm Remy. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service." <br><br> <<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away. <br><br> <<link [[Next|Riding School]]>><<endevent>><</link>> <br> <<elseif $remySeen.includes("farm")>> A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> short, pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. <br><br> "Welcome to my riding school," <<he>> says as the <<beasttype 1>> comes to a stop. "I'm glad you could make it. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service." <br><br> <<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away. <br><br> <<link [[Next|Riding School]]>><<endevent>><</link>> <br> <<elseif $remySeen.includes("manor")>> A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> short, pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. <br><br> "Welcome to my riding school," <<he>> says as the <<beasttype 1>> comes to a stop. You wonder if <<he>> recognises you from the party. If so, <<he>> gives no indication. "I'm glad you could make it. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service." <br><br> <<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away. <br><br> <<link [[Next|Riding School]]>><<endevent>><</link>> <br> <<else>> A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits a <<if $pronoun is "m">>man with short, pale brown hair flicking in the breeze<<else>>woman with pale brown hair tied in a neat bun<</if>>. <br><br> "Welcome to my riding school," <<person1>><<he>> says as the <<beasttype 1>> comes to a stop. "I'm Remy. We offer lessons on both riding and caring for <<steed_type>>. I hope we can be of service." <br><br> <<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away. <br><br> <<link [[Next|Riding School]]>><<endevent>><</link>> <br> <</if>> <<set $remySeen.pushUnique("riding_school")>> <<set $remySeenLast to "riding_school">> <<elseif ($avery_fate is "saved" or $avery_fate is "fallen" or $avery_fate is "kicked") and !$remy_mask>> <<npc Remy>><<generateBEAST 2 horse>> A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy. <span class="red">Half <<person1>><<his>> face is covered by a white mask.</span> <br><br> <<link [[Ask about the mask|Riding School Mask]]>><<set $remy_mask to 1>><</link>> <br> <<link [[Remain silent|Riding School Silent]]>><<set $remy_mask to 1>><</link>> <br> <<elseif $remySeen.includes("livestock") and $remySeenLast is "livestock">> <<npc Remy>><<generateBEAST 2 horse>> A <<beasttype 1>> trots up to you. Upon <<bhis 1>> back sits Remy, <<person1>><<if $pronoun is "m">><<his>> pale brown hair flicking in the breeze<<else>><<his>> pale brown hair tied in a neat bun<</if>>. You tense as memories of your treatment at <<his>> farm invade your mind. However, there's no domineering malice in <<his>> eyes this time. There's no recognition at all. <br><br> "It's good to see you again," <<he>> says as the <<beasttype 1>> comes to a stop. "I hope we can be of service." <br><br> <<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away. <br><br> <<link [[Next|Riding School]]>><<endevent>><</link>> <br> <<set $remySeen.pushUnique("riding_school")>> <<set $remySeenLast to "riding_school">> <<else>> <<set _riding to 18>> <<for _slot range ["feet", "head", "lower", "upper"]>> <<if $worn[_slot].type.includes("riding")>> <<set _riding += 2>> <</if>> <</for>> <<if $money gte 2500>> <<animalicon "horse_pick">><<link [[Take riding lesson (£25 1:00)|Riding School Lesson]]>><<set $riding_lesson to 0>><<money -2500 "ridingLessons">><<thighskill _riding>><</link>><<gtiredness>><<gthighskill>> <br> <</if>> <<if isPubfameTaskAccepted("remy")>> <<investigateicon>><<link [[Look for Landry's contact (0:20)|Riding School Contact]]>><<pass 20>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Farmland]]>><</link>> <br> <</if>> <</if>><<effects>> <<if $riding_lesson is 0>> <<if pcAreArmsBound("any")>> "You can't ride like that," Remy says, untying your arms with deft movements. "Better." <<unbind>> <br><br> <</if>> <!-- Modified for Monster People --> <<if ($settings.monsterChance gte 1 and $hallucinations gte 1) or ($settings.monsterChance gte 1 and !$settings.monsterHallucinationsOnly)>> <<if maleChance() lt random(1, 100)>> Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle. <<set $steed to "female">> <<else>> Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle. <<set $steed to "male">> <</if>> <<else>> <<if beastMaleChance() lt random(1, 100)>> Remy assigns you to a mare. You <<thightext>> climb into the saddle. <<set $steed to "mare">> <<else>> Remy assigns you to a stallion. You <<thightext>> climb into the saddle. <<set $steed to "stallion">> <</if>> <</if>> Once the other students finish climbing into theirs, Remy leads the procession down the dirt track leading into the countryside. <<else>> The lesson continues. Remy rides up and down the procession, giving pointers on proper control. <</if>> <<if currentSkillValue("thighskill") gte 1000>> You keep the <<steed_text>> under control with subtle leg movements. It's almost boring. You've learned all you can from these lessons. <<elseif currentSkillValue("thighskill") gte 800>> You keep the <<steed_text>> under control with subtle leg movements, requiring only the occasional correction with the reins. <<elseif currentSkillValue("thighskill") gte 600>> Between careful rein use and thigh movements, you manage to keep control of the <<steed_text>>. <<elseif currentSkillValue("thighskill") gte 400>> You keep a firm grip on the reins, but the <<steed_text>> considers your movements suggestions, rather than commands. <<elseif currentSkillValue("thighskill") gte 200>> You pull the reins this way and that, but it's a struggle to keep the <<steed_text>> under control. <<else>> The <<steed_text>> almost throws you off. Only Remy's presence keeps <<steed_him>> in line. <</if>> <br><br> <<if $riding_lesson gte 3>> Remy leads you back to the dirt track leading to the riding school. The <<steed_text>> looks tired. <<steed_He>> must be looking forward to a rest. <br><br> <<link [[Next|Riding School]]>><<unset $steed>><</link>> <br> <<else>> <<set $riding_lesson += 1>><<pass 20>><<tiredness 2>> <<rng>> <<if dangerEvent()>> <<if $rng gte 81 and $settings.horsesEnabled>> Remy leads you to an open field. The steeds are eager to frolic, and become harder to control. <br><br> <!-- Modified for Monster People --> <<if $steed isnot "mare" and $steed isnot "stallion" or $settings.bestialityEnabled>> <<if currentSkillValue("thighskill") gte 200>> Your <<steed_text>> bolts. You manage to remain steady, but nothing you do convinces the steed to stop. <<else>> Your <<steed_text>> bolts. All you can do is cling on tight. <</if>> You hear Remy shouting somewhere behind, but the voice fades as the <<steed_text>> carries you down a hill and into a wooded dell. <<steed_He>> rears on <<steed_his>> hind legs, throwing you to the ground. <br><br> <<steed_He>> turns to face you, a fierceness in <<steed_his>> eyes. <br><br> <<link [[Calm <<steed_him>>|Riding School Lesson Calm]]>><</link>><<tendingdifficulty 600 1200>> <br> <<link [[Brace yourself|Riding School Lesson Brace]]>><</link>> <br> <<else>> You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others. Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>> <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br> <</if>> <<elseif $rng gte 61>> <<npc Remy>><<person1>><<generateBEAST 2 horse>> Remy leads you to a smooth lane, and pushes <<his>> steed to a trot. The other <<beastsplural 1>> follow suit. <br><br> <<endevent>> <<generate1>><<person1>> You hear hooves coming up from behind. <<if $worn.upper.name is "punk leather jacket" or $worn.upper.name is "leather jacket" or $worn.upper.name is "vampire jacket">> <!-- Special interaction with unzipped jackets --> <<if $worn.under_upper.type.includes("naked")>> <!-- Revealing undertop or naked --> A <<person>> rides alongside you and grasps the side of your $worn.upper.name. <<He>> pulls it open, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>> <<else>> <!-- Generic undertop --> A <<person>> rides alongside you and grasps the side of your $worn.upper.name. <<He>> pulls it open, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>> <</if>> <br><br> You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on. <br><br> <<elseif $worn.upper.type.includes("naked")>> <<if $worn.under_upper.type.includes("naked")>> <!-- Full topless --> A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>>, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">> <<else>> <!-- Generic undertop --> A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.under_upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">> <</if>> <br><br> You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on. <br><br> <<elseif $worn.upper.open is 1>> <!-- Generic open top pulled down --> <<if $worn.under_upper.type.includes("naked")>> <!-- Revealing undertop or naked --> A <<person>> rides alongside you and grasps the top of your $worn.upper.name. <<He>> tugs it down your chest, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>> <<else>> <!-- Generic undertop --> A <<person>> rides alongside you and grasps the top of your $worn.upper.name. <<He>> tugs it down your chest, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>> <</if>> <br><br> You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on. <br><br> <<elseif $worn.upper.set isnot $worn.lower.set>> <!-- Generic closed top pulled up --> <<if $worn.under_upper.type.includes("naked")>> <!-- Revealing undertop or naked --> A <<person>> rides alongside you and grasps the bottom of your $worn.upper.name. <<He>> pulls it up your chest, revealing your <<breasts>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 100>> <<else>> <!-- Generic undertop --> A <<person>> rides alongside you and grasps the bottom of your $worn.upper.name. <<He>> pulls it up your chest, revealing your <<undertop>>.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 40>> <</if>> <br><br> You bat <<his>> arm away and cover yourself before anyone else sees. <<He>> shoots you a mocking smirk before riding on. <br><br> <<else>> <!-- Generic top / one-piece clothing --> A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">> <br><br> You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on. <br><br> <</if>> <<link [[Get revenge|Riding School Lesson Revenge]]>><<def 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <<link [[Ignore|Riding School Lesson]]>><<endevent>><</link>> <br> <<elseif $rng gte 41>> Something scurries in front of your <<steed_text>>, and <<steed_he>> rears in a panic. <br><br> <<if currentSkillValue("thighskill") gte 400>> <span class="green">You manage to remain in the saddle.</span> The creature disappears beneath a bush before you can get a good look at it. <br><br> "Just a fox," Remy says from up ahead. It looked darker than a fox. <<else>> <span class="red">You're thrown from <<steed_his>> back,</span> and thud onto the dirt.<<gstress>><<gpain>><<stress 6>><<pain 6>> <br><br> "Just a fox," Remy says from up ahead. "Are you alright?" You nod as you climb into the saddle. <</if>> <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br> <<elseif $rng gte 21 and $worn.lower.name isnot "naked">> You ride up a hill, into a dense thicket. The canopy scratches and tears at your clothes. <br><br> You feel a tug at your waist. A thin branch has threaded itself through the fabric of your $worn.lower.name. Your <<steed_text>> continues to walk forward, but the branch is taut and threatens to pull you off the saddle. <br><br> <<link [[Tell your steed to stop|Riding School Lesson Stop]]>><</link>><<tendingdifficulty 1 700>> <br> <<link [[Hold on|Riding School Lesson Hold]]>><</link>> <br> <<link [[Let yourself be pulled off|Riding School Lesson Pulled]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>> <br> <<else>> A <<generate1>><<person1>><<person>> rides up to you. Seems <<he>> wants to chat. <br><br> <<link [[Chat|Riding School Lesson Proposition]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <<link [[Ignore|Riding School Lesson Ignore]]>><</link>> <br> <</if>> <<else>> <<if $rng gte 81>> Remy leads you to an open field. The steeds are eager to frolic, and become harder to control. <<if currentSkillValue("thighskill") gte 200>> You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others. <<else>> Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>> <</if>> <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br> <<elseif $rng gte 61>> <<npc Remy>><<person1>><<generateBEAST 2 horse>> Remy leads you to a smooth lane, and pushes <<his>> steed to a trot. The other <<beastsplural 1>> follow suit. <<if currentSkillValue("thighskill") gte 200>> The wind in your hair is exhilarating. <<else>> You bounce along, unable to do more than cling for safety.<<gstress>><<stress 6>> <</if>> <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <<elseif $rng gte 41>> Remy leads you across a tranquil meadow.<<lstress>><<stress -6>> <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br> <<elseif $rng gte 21>> <<generate1>><<person1>>A <<person>> rides alongside you. Seems <<he>> wants to chat. <br><br> <<link [[Chat|Riding School Lesson Chat]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <<link [[Ignore|Riding School Lesson Ignore]]>><</link>> <br> <<else>> You're led up a hill, into a dense copse of trees. Plump fruit hangs from overhanging branches. <br><br> <<link [[Grab one|Riding School Lesson Grab]]>><</link>> <br> <<link [[Ignore|Riding School Lesson]]>><</link>> <br> <</if>> <</if>> <</if>><<effects>> <<if $tendingSuccess>> You tell the <<steed_text>> to stop. <span class="green"><<steed_He>> hears the urgency in your voice,</span> and halts in <<steed_his>> tracks. You fumble with the branch until you manage to free your $worn.lower.name, then spur on your steed once more. <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br> <<else>> You tell the <<steed_text>> to stop. <span class="red"><<steed_He>> ignores you.</span> You cling on tight as the branch continues to tug. <br><br> <<link [[Next|Riding School Lesson Hold]]>><</link>> <br> <</if>><<effects>> <<if !$worn.over_lower.type.includes("naked")>> <<set _slot to "over_lower">> <<else>> <<set _slot to "lower">> <</if>> You cling to the saddle. The branch pulls against your <<print $worn[_slot].name>>, until it tears free. <<if !$worn.over_lower.type.includes("naked")>> <<if $worn.lower.integrity lte 50>> <<set $worn.over_lower.integrity -= 50>> <<if $worn.lower.type.includes("naked")>> You feel a breeze, and look behind you. <span class="red">The tattered remains of your $worn.over_lower.name hang from the branch. The wind snatches it into the canopy.</span> <br><br> <<covered>> No one seems to have noticed your predicament.<<gstress>><<stress 6>> <br><br> <<link [[Ride for cover|Riding School Lesson Ride]]>><</link>> <br> <<link [[Ask Remy for something to cover with|Riding School Lesson Ask]]>><<trauma 6>><<stress 6>><<npcincr Remy dom 1>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>><<gdom>> <br> <<else>> You feel a tear, and look behind you. <span class="red">The tattered remains of your $worn.over_lower.name hang from the branch. The wind snatches it into the canopy.</span> <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <</if>> <<integritycheck no_text>><<exposure>> <<else>> <<set $worn.over_lower.integrity -= 50>> Your clothing is worse for wear, but you manage to remain in the saddle. <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <</if>> <<elseif $worn.lower.integrity lte 50>> You feel a breeze, and look behind you. <span class="red">The tattered remains of your $worn.lower.name hang from the branch. The wind snatches it into the canopy.</span> <br><br> <<set $worn.lower.integrity -= 50>><<integritycheck no_text>><<exposure>> <<if $exposed gte 1>> <<covered>> No one seems to have noticed your predicament.<<gstress>><<stress 6>> <br><br> <<link [[Ride for cover|Riding School Lesson Ride]]>><</link>> <br> <<link [[Ask Remy for something to cover with|Riding School Lesson Ask]]>><<trauma 6>><<stress 6>><<npcincr Remy dom 1>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>><<gdom>> <br> <<else>> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <</if>> <<else>> <<set $worn.lower.integrity -= 50>> Your clothing is worse for wear, but you manage to remain in the saddle. <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <</if>><<effects>> The branch pulls you from the saddle, and you thud to the dirt. <br><br> You run to catch up with your <<steed_text>>. Someone laughs as you climb atop <<steed_him>>. <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br><<effects>> You ride up the procession, doing your best to keep yourself covered. You hope no one will notice. They do. <br><br> <<if random(1, 2) is 2>> "<<pShes>> riding bottomless." <<else>> "Is <<pshe>> naked from the waist down?" <</if>> <br> <<if random(1, 2) is 2>> "Get dressed, <<girl>>!" <<else>> "No complaints from me." <</if>> <br> <<if random(1, 2) is 2>> "How bold." <<else>> "What a <<slut>>." <</if>> <br><br> <<npc Remy>><<person1>> You're blushing furiously when you reach Remy. <<He>> regards you with amusement. "I think I've got something," <<he>> says, rummaging in a bag tied to <<his>> steed's side. "Here we are." <<He>> hands you a towel. You tie it around your waist as quick as you can. <br><br> <<towelup>> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br><<effects>> You steer the <<steed_text>> into the trees, away from prying eyes. You ride down the hill and emerge in a clearing. A crumbling old building stands in the middle. Part of the ceiling has collapsed into the doorway, leaving only a small aperture. <br><br> Perhaps there are clothes inside. <<if $physiquesize lte 6000>> If you move some of the smaller bits of debris, your small frame should have no trouble squeezing through. <<else>> <</if>> <br><br> <<if $physiquesize lte 6000>> <<link [[Clear the debris then crawl through the hole|Riding School Lesson Crawl Tiny]]>><</link>><<small_text>> <br> <</if>> <<link [[Crawl through the hole|Riding School Lesson Crawl]]>><</link>> <br> <<link [[Build a skirt from plants instead|Riding School Lesson Plants]]>><</link>> <br><<effects>> You drop to your knees, scoop out some of the debris, then squeeze into the dark and dusty interior. <br><br> <<link [[Next|Riding School Lesson Building]]>><</link>> <br><<effects>> You drop to your knees and crawl inside. The interior is dark and dusty. You get your head and shoulders through, then your chest, but your waist proves just a little too thick. <br><br> <!-- Modified for Monster People --> <<if $settings.horsesEnabled and $settings.analingusReceivingEnabled and ($steed isnot "mare" and $steed isnot "stallion" or $settings.bestialityEnabled)>> You push against the wall and wiggle your hips. You're making progress, but then something wet touches your <<bottom>>. It's a tongue. <<if $steed is "male" or $steed is "female">> "I can't help it," says the centaur, <<steed_his>> voice muffled by the rubble. "Your skin is so salty."<<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">> <br><br> <<else>> A very long tongue. It's the horse.<<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">> <br><br> <</if>> <<link [[Plead|Riding School Lesson Plead]]>><</link>><<tendingdifficulty 400 1200>> <br> <<link [[Kick|Riding School Lesson Kick]]>><</link>><<physiquedifficulty 4000 $physiquemax>> <br> <<link [[Endure|Riding School Lesson Endure]]>><<trauma 6>><<stress 6>><<arousal 600 "bottom">><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<else>> You push against the wall and wiggle your hips, until you at last slide through.<<gpain>><<pain 4>> <br><br> <<link [[Next|Riding School Lesson Building]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "St-stop," you say. "That tickles." <<elseif $speech_attitude is "bratty">> "Fuck off or you're getting a broken nose," you say. <<else>> "Cut it out," you say. <</if>> <br><br> <<if $tendingSuccess>> <<if $steed is "male" or $steed is "female">> "Sorry," the <<steed_text>> says. <span class="green"><<steed_He>> backs away from you.</span> <<else>> The <<steed_text>> responds to something in your voice, <span class="green">and backs away from you.</span> <</if>> <br><br> You keep pushing against the wall until, at last, your hips slide through. You climb to your feet. <br><br> <<link [[Next|Riding School Lesson Building]]>><</link>> <br> <<else>> <span class="red">The <<steed_text>> ignores you.</span> <<steed_He>> continues the assault. <br><br> <<link [[Next|Riding School Lesson Endure]]>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You kick at the <<steed_text>>, <span class="green">and <<steed_he>> backs away from you.</span> <br><br> <<link [[Next|Riding School Lesson Building]]>><</link>> <br> <<else>> <<if $steed is "male" or $steed is "female">> You kick at the <<steed_text>>, <span class="red">but <<steed_he>> grasps your ankles and holds them down.</span><br><br> <<else>> You kick at the <<steed_text>>, <span class="red">but <<steed_he>> isn't swayed.</span> <</if>> <<steed_He>> continues the assault. <br><br> <<link [[Next|Riding School Lesson Endure]]>><</link>> <br> <</if>><<effects>> You brace yourself. <<if $steed is "male" or $steed is "female">> <<if !$worn.under_lower.type.includes("naked")>> <<if $worn.under_upper.set is $worn.under_lower.set>> Strong fingers grasp the bottom of your $worn.under_upper.name, and tug it down your shoulders, chest, waist, and thighs, until it's bunched at your knees. A breeze caresses your <<bottom>>. <<else>> Strong fingers grasp your $worn.under_lower.name, and tug it down your thighs, bunching it at your knees. A breeze caresses your <<bottom>>. <</if>> <br><br> <<else>> <</if>> You feel <<steed_his>> breath against your cheeks a moment before the tongue assaults your rear again. <<if playerChastity("anus")>> Your $worn.genitals.name proves no defence against the squirming menace. <<else>> <</if>> <<steed_He>> grasps your hips and lifts your <<bottom>> into the air, letting <<steed_him>> attack from different angles. <br><br> <<if $settings.analEnabled>> Nowhere is safe. <<steed_He>> wriggles <<steed_his>> tongue against your anus, before plunging inside. It squirms within, extending and retracting, wriggling deeper and deeper. <<else>> <</if>> <br><br> You keep pushing against the wall until, at last, your hips slide through. You escape the <<steed_text>> and <<steed_his>> incessant licking, <<if !$worn.under_lower.type.includes("naked")>> fix your clothing, and rise to your feet. <<else>> and rise to your feet. <</if>> <br><br> <<link [[Next|Riding School Lesson Building]]>><</link>> <br> <<else>> <<if !$worn.under_lower.type.includes("naked")>> <<if $worn.under_upper.set is $worn.under_lower.set>> The strong tongue grasps the bottom of your $worn.under_upper.name, and tugs it down your shoulders, chest, waist, and thighs, until it's bunched at your knees. A breeze caresses your <<bottom>>. <<else>> The strong tongue grasps your $worn.under_lower.name, and tugs it down your thighs, bunching it at your knees. A breeze caresses your <<bottom>>. <</if>> <br><br> <<else>> <</if>> You feel <<steed_his>> breath against your cheeks a moment before the tongue assaults your rear again. <<if playerChastity("anus")>> Your $worn.genitals.name proves no defence against the squirming menace. <<else>> <</if>> Each lick is thick, wet and long. <br><br> <<if $settings.analEnabled>> Nowhere is safe. <<steed_He>> wriggles <<steed_his>> tongue against your anus, before plunging inside. It squirms inside you, extending and retracting, wriggling deeper and deeper. <<else>> <</if>> <br><br> You keep pushing against the wall until, at last, your hips slide through. You escape the <<steed_text>> and <<steed_his>> incessant licking, <<if !$worn.under_lower.type.includes("naked")>> fix your clothing, and rise to your feet. <<else>> and rise to your feet. <</if>> <br><br> <<link [[Next|Riding School Lesson Building]]>><</link>> <br> <</if>><<effects>><<wearProp "grenade">> It's dark, with only a little natural light entering through a small window. You can make out a decaying cabinet. Perhaps there are clothes inside. <br><br> You open the doors, and cough at the scatter of dust. Something heavy thuds to the ground. As the dust clears you make out a metallic glint. It's a grenade. <br><br> <<set $antiquemoney += 80>><<museumAntiqueStatus "antiquegrenade" "found">> You almost panic, but the pin is still in. It also looks old. So old that it can't still be live, surely. A collector would be interested in this. <br><br> <<link [[Next|Riding School Lesson Building 2]]>><<handheldon>><</link>> <br><<effects>> There are no clothes in the cabinet, but there is an old towel. It's still in good condition. You tie it firm around your waist, and squeeze back through the hole. <br><br> <<lowerwear 3>> You mount your <<steed_text>>, and spur <<steed_him>> toward the thicket. You ride up the hill, until you find the dirt road. The procession is gone, so you trot until you catch up to them. <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br><<effects>> You search among the wild grass for suitable material. You find a number of firm, long fronds, and build a skirt around your waist. It's not ideal, and you doubt you could remove it without destroying it, but it keeps you covered at least. <br><br> <<lowerwear 8>> You mount your <<steed_text>>, and spur <<steed_him>> toward the thicket. You ride up the hill, until you find the dirt road. The procession is gone, so you trot until you catch up to them. <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br><<effects>> You ride after the <<person>>, who seems to have already forgotten about you. You get close enough to strike. <br><br> <<set $skulduggerydifficulty to 300>> <<link [[Strip|Riding School Lesson Strip]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Shove|Riding School Lesson Shove]]>><</link>><<physiquedifficulty 1 12000>> <br><<effects>> You lean behind the <<person>>, and tap <<him>> on the opposite shoulder. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green"><<He>> turns away from you.</span> You grasp the hem of <<his>> shirt, and after a brief struggle, tug it up and over <<his>> head. <br><br> <<skulduggeryuse>> <<if $pronoun is "f">> <<if $rng gte 51>> <<He>> wasn't wearing anything underneath. You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you, covering <<his>> <<print $NPCList[0].breastsdesc>> with one arm. <<else>> You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you, covering <<his>> bra with one arm. <</if>> <<else>> You ride away with <<his>> shirt held high, blowing in the wind. <<He>> spurs after you. <</if>> <br><br> Remy ends the chase by riding in front of you, but not before everyone in the class gets to see the <<persons>> humiliation. <<He>> snatches the shirt back with a huff. <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <<else>> You try to distract the <<person>>, <span class="red">but slip from the saddle instead.</span> You thud to the dirt.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<skulduggeryuse>> The <<person>> laughs as you climb back into your saddle. <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You shove the <<person>>, and <span class="green"><<he>> tumbles from the saddle</span>. Someone laughs. <br><br> You can't contain the smirk as you ride away. <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <<else>> You try to shove the <<person>>, <span class="red">but slip from the saddle</span>. You tumble to the dirt. <br><br> The <<person>> laughs as you climb back atop your <<steed_text>>. <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $steed is "male" or $steed is "female">> <<if $speech_attitude is "meek">> "P-please don't hurt me," you say, trying to remain calm. "I didn't do anything to hurt you." <<elseif $speech_attitude is "bratty">> "Knock it off," you say, trying to remain calm. "Or I'll knock some sense into you." <<else>> "Please calm down," you say, trying to remain calm yourself. "I mean you no harm." <</if>> <<else>> You try to remain calm, and make soothing noises as the beast approaches. <</if>> <<if $tendingSuccess>> <span class="green">The <<steed_text>> stops.</span> <<if $steed is "male" or $steed is "female">> <<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me." <<else>> <<steed_He>> shakes <<steed_his>> head. The malice is gone. <</if>> <br><br> You ride back to the others. You hear voices calling as you draw closer, until you crest a ridge and see the rest of the procession. Remy rides over to make sure you and your steed are okay. <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br> <<else>> <span class="red">The <<steed_text>> charges,</span> knocking you down and taking position above you. <br><br> <<link [[Next|Riding School Horse Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You brace yourself as the <<steed_text>> charges, knocking you down and taking position above you. <br><br> <<link [[Next|Riding School Horse Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<steed_init>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Riding School Horse Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Riding School Horse Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<steed_text>> collapses to the leaf-strewn ground beside you. <br><br> <<elseif $enemyhealth lte 0>> The <<steed_text>> rears up and away from you, where <<steed_he>> loses <<steed_his>> footing and slips to the ground. <br><br> <</if>> <<tearful>> you struggle to your feet. The <<steed_text>> does likewise, the malice gone. <<if $steed is "male" or $steed is "female">> <<steed_He>> raises a palm to <<steed_his>> face and shakes <<steed_his>> head. "I'm sorry," <<steed_he>> says. "I don't know what came over me." <<else>> It shakes its head, as if waking from a nap. <</if>> <br><br> <<clothesontowel>> <<endcombat>> You ride back to the others. You hear voices calling as you draw closer, until you crest a ridge and see the rest of the procession. Remy rides over to make sure you and your steed are okay. <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br><<effects>> You reach up, and manage to snag one off the branch. Greens and purples blend together on its skin. You can smell a sweet aroma at a distance. <br><br> "Don't eat the fruit," Remy says from further up the procession. "It's toxic without preparation." <br><br> <<link [[Eat it anyway|Riding School Lesson Eat]]>><<def 1>><<drugs 60>><<stress -6>><</link>><<garousal>><<lstress>> <br> <<link [[Throw it away|Riding School Lesson]]>><</link>> <br><<effects>> You disregard Remy's warning, and bite into the purple fruit. It's sweet. So sweet. The delicate flesh melts in your mouth, leaving a soothing trail as it slides down your throat. <br><br> You eat until only a large seed remains. You throw it aside. <br><br> A few moments later you feel lightheaded. An unnatural warmth builds within you. <br><br> <<link [[Next|Riding School Lesson]]>><</link>> <br><<effects>> You have a pleasant time chatting with the <<person>>. <<if $rng gte 81>> <<He>> tells you <<hes>> taken up lessons so <<he>> can spend more time in the countryside. <<elseif $rng gte 61>> <<He>> talks about <<his>> life out in the countryside. <<elseif $rng gte 41>> <<He>> talks about <<his>> work and home life. <<elseif $rng gte 21>> <<He>> talks about <<his>> hobbies. <<else>> <<He>> encourages you to stay in school. <</if>> <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br><<effects>> You pull away from the <<person>>. <br><br> <<link [[Next|Riding School Lesson]]>><<endevent>><</link>> <br><<effects>> You have a pleasant time chatting with the <<person>>, until <<he>> leans over. "How about we find somewhere secluded?" <<he>> whispers. "They won't notice we're gone." <br><br> <<link [[Accept|Riding School Lesson Accept]]>><</link>><<promiscuous1>> <br> <<link [[Refuse|Riding School Lesson Ignore]]>><</link>> <br><<effects>> The <<person>> and you drop behind the other riders. You turn down a thin track to the side, running alongside a river. <br><br> You duck under a bough, and arrive in a small and sheltered clearing. The <<person>> dismounts and reclines on a tree stump. <br><br> <<He>> pulls you atop <<him>> as soon as you step close enough.<<promiscuity1>> <<link [[Next|Riding School Lesson Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Riding School Lesson Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Riding School Lesson Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> lies back on the stump in contentment for a moment, then looks at <<his>> watch. "We should get back to class," <<he>> says. "Before they notice we're gone." <<elseif $enemyhealth lte 0>> You shove the <<person>> away from you. <<He>> tumbles over the stump, and holds <<his>> hands up in surrender. "Alright," <<he>> says. "I get it. I thought you just liked it rough, okay?" <<else>> "Getting me worked up for nothing," the <<person>> says as <<he>> adjusts <<his>> clothing. <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you climb atop your <<steed_text>>. You follow the track back to the procession, and trot to catch up. <br><br> <<link [[Next|Riding School Lesson]]>><</link>><<effects>><<set $pubfame.remy.attempts++>> You look around the courtyard for anyone on their own. Most students are in groups of two or three, chatting idly, but you see a few stragglers around. <br><br> <<generate1>><<person1>> A <<person>> catches your eye, <<print either("leaning against the fence","leaning against a stable","scrolling on <<his>> phone","idly walking in circles")>>. "Excuse me," you say, approaching <<him>>. "Where do the flowers bloom?" <br><br> <<rng>> <<if $rng gte 86 or $pubfame.remy.attempts % 10 is 0>> <!-- 15% chance. Correct answer. Also guaranteed correct answer after ten failed attempts --> <<set $phase to 1>> <<set _looks to ["doesn't look","doesn't look","doesn't look","glances"][random(3)]>> <<set _password to 0>> <<elseif $rng gte 51>> <!-- 35% chance. Wrong or almost answer, leads to rape --> <<set $phase to 2>> <<set _looks to ["doesn't look","doesn't look","doesn't look","glances"][random(3)]>> <<set _password to ["wrong","wrong","wrong","almost","almost"][random(4)]>> <<elseif $rng gte 31>> <!-- 20% chance. Wrong or almost answer answer, leads to capture --> <<set $phase to 3>> <<set _looks to ["doesn't look","glances","glances","glances"][random(3)]>> <<set _password to ["wrong","wrong","wrong","almost","almost"][random(4)]>> <<elseif $rng gte 26>> <!-- 5% chance. Correct answer, leads to capture--> <<set $phase to 4>> <<set _looks to ["doesn't look","glances","glances","glances"][random(3)]>> <<set _password to 0>> <<else>> <!-- 30% chance. No password at all --> <<set _failed to true>> <<He>> stares at you blankly for a second. "<<print either( "Is that a riddle? I'm no good with riddles.", "There's a farm just up the road, try there.", "I'm not interested in your cult, <<girl>>.", "Is that a... reference to something?", "I'm in the middle of something.", "I have a <<spouse>>." )>>" <<He>> turns <<his>> back to you. <br><br> <<if Time.hour isnot $closinghour>> <<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>> <br> <<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>> <<else>> It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><</link>> <br> <</if>> <</if>> <<if !_failed>> <<He>> _looks at you. "<<pubfameRemyPassword _password "cap">>," <<he>> says. <<He>> turns around and walks behind a stable. <<if $awareness gte 1000 and $phase gte 3>> <br> <span class="purple">You notice Remy watching you out of the corner of your eye.</span> <</if>> <br><br> <<link [[Follow <<him>>|Riding School Contact Follow]]>><</link>> <br> <<link [[Leave|Riding School Contact Leave]]>><<set $phase to Math.ceil($phase / 2)>><</link>> <</if>><<effects>> You shake your head and walk away. <<if $phase is 1>> The <<person>> looks confused, but doesn't pursue you. <<else>> You hear the <<person>> click <<his>> tongue in disappointment, but <<he>> doesn't pursue you. <</if>> <br><br> <<if Time.hour isnot $closinghour>> <<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>> <br> <<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>> <<else>> It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><</link>> <br> <</if>><<effects>> You follow the <<person>> behind the stable. <br><br> <<switch $phase>> <<case 1>> <<wearProp "black box">> <<He>> digs around in a hay bale for a moment, before pulling out a small black box, about the size of your hand. <<He>> leaves it on the hay and walks out without a word, the opposite way <<he>> came from. <br><br> You pick up the box. You don't see any visible seams or openings, and running your fingers over it, you don't feel any either. It sounds hollow when you tap it, but you can't tell if there's anything inside. <br><br> <<pubfameComplete "remy">> <<link [[Next|Riding School]]>><<endevent>><</link>> <<case 2>> <<He>> stands there for a few seconds, before suddenly <span class="red">lunging for you, knocking you into a pile of hay</span>. "Don't know what you're on about," <<he>> laughs. "And I don't care." <br><br> <<link [[Next|Riding School Contact Rape]]>><<set $molestationstart to 1>><</link>> <<case 3>> <<generate2>><<generate3>> <<He>> stands there for a few seconds, before suddenly lunging for you and grabbing your arms, pinning them to your sides. "Don't know what you're on about," <<he>> laughs. "But figured if I went along with it, you'd be an easy gain." <br><br> A <<person2>><<person>> and <<person3>><<person>> walk toward you, the <<person2>><<person>> holding a rag and bottle. <<He>> approaches you, grinning. <br><br> <<link [[Fight|Riding School Contact Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Give in|Riding School Contact Give]]>><</link>> <<case 4>> <<generate2>><<generate3>> <<He>> digs around in a hay bale for a moment, before pulling out a small black box, about the size of your hand. <<He>> examines it for a moment, before <span class="red">tossing it to the side and lunging for you</span>. <<He>> grabs your arms, pinning them to your sides. "Some bridges are worth burning, if there's enough of a payout," <<he>> laughs. "Tell Landry <<nnpc_he "Landry">> can get bent." <br><br> A <<person2>><<person>> and <<person3>><<person>> walk toward you, the <<person2>><<person>> holding a rag and bottle. <<He>> approaches you, grinning. <br><br> <<pubfameComplete "remy" "betray">> <<link [[Fight|Riding School Contact Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Give in|Riding School Contact Give]]>><</link>> <</switch>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger to 20>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Riding School Contact Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Riding School Contact Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> smacks your face, then leaves you lying in the hay. <br> <<underlowersteal>> <<violence 3>> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves. <br> <<underlowersteal>> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground. <br><br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <</if>> <<else>> You shove <<him>> off you, and <<he>> tips over into the stable with a cry. <</if>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<if Time.hour isnot $closinghour>> <<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>> <br> <<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>> <<else>> It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Riding School Contact Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Riding School Contact Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $pain gte 100 and $willpowerpain is 0>> It's too much. <<tearful>> you collapse to the ground. <br><br> The <<person3>><<person>> soaks the rag with the bottle and holds it to your mouth. You weakly try to turn away, but <<he>> holds your face still with <<his>> other hand. The sweet smell makes your mind swim, and your consciousness fades. <br><br> <<endcombat>> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<clotheson>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<fullGroup>> collapse against the stable. <<tearful>> you rise to your feet and run away. <br><br> <<endcombat>><<clotheson>> <<if Time.hour isnot $closinghour>> <<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>> <br> <<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>> <<else>> It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><</link>> <br> <</if>> <<else>> You push the <<person1>><<person>> off of you, who falls onto the <<person2>><<person>>, who knocks over the <<person3>><<person>>. <<tearful>> you rise to your feet and run away, leaving them arguing about whose fault it was. <br><br> <<endcombat>><<clotheson>> <<if $pubfame.detail is "remyBetray">> <<link [[Next|Riding School]]>><<endevent>><</link>> <<elseif Time.hour isnot $closinghour>> <<investigateicon>><<link [[Find someone else (0:20)|Riding School Contact]]>><<pass 20>><<endevent>><</link>> <br> <<getouticon>><<link [[Give up for now|Riding School]]>><<endevent>><</link>> <<else>> It's closing time. The <<steed_type>> are being herded into their stables, and the customers from the grounds. <<if $exposed gte 1>>You skulk away before anyone sees your <<lewdness>>.<</if>> <br><br> <<link [[Next|Farmland]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> You do nothing as the <<person>> soaks the rag. <<He>> holds your head still anyway, holding the rag up to your face. <br><br> The sweet smell makes your mind swim. "Look at how gentle <<pshe>> is," you hear the <<person2>><<person>> say before your consciousness fades. <br><br> <<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><<endevent>><<clotheson>><</link>><<effects>> <<if $speech_attitude is "meek">> "That's a pretty mask," you say. "Is there a fancy dress party?" <<elseif $speech_attitude is "bratty">> "Cool mask," you say. "Hiding something?" <<else>> "That's a pretty mask," you say. "Why are you wearing it?" <</if>> <br><br> Remy stares at you, impassive. "There was an accident. The burns are unsightly. Now, if you'll excuse me." <<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away. <br><br> <<link [[Next|Riding School]]>><<endevent>><</link>> <br> <<set $remySeen.pushUnique("riding_school")>> <<set $remySeenLast to "riding_school">><<effects>> "It's good to see you again," <<he>> says as the <<beasttype 1>> comes to a stop. "I hope we can be of service." <br><br> <<person1>><<He>> spurs <<his>> <<beasttype 1>> to a trot, and rides away. <br><br> <<link [[Next|Riding School]]>><<endevent>><</link>> <br> <<set $remySeen.pushUnique("riding_school")>> <<set $remySeenLast to "riding_school">><<widget "steed_text">> <<if $steed is "male">> <<set _text_output to "centaur">> <<elseif $steed is "female">> <<set _text_output to "centaur">> <<elseif $steed is "mare">> <<set _text_output to "mare">> <<elseif $steed is "stallion">> <<set _text_output to "stallion">> <</if>> <<print _text_output>> <</widget>> <<widget "steed_he">> <<if $steed is "male">> <<set _text_output to "he">> <<elseif $steed is "female">> <<set _text_output to "she">> <<elseif $steed is "mare">> <<set _text_output to "it">> <<elseif $steed is "stallion">> <<set _text_output to "it">> <</if>> <<print _text_output>> <</widget>> <<widget "steed_He">> <<if $steed is "male">> <<set _text_output to "He">> <<elseif $steed is "female">> <<set _text_output to "She">> <<elseif $steed is "mare">> <<set _text_output to "It">> <<elseif $steed is "stallion">> <<set _text_output to "It">> <</if>> <<print _text_output>> <</widget>> <<widget "steed_him">> <<if $steed is "male">> <<set _text_output to "him">> <<elseif $steed is "female">> <<set _text_output to "her">> <<elseif $steed is "mare">> <<set _text_output to "it">> <<elseif $steed is "stallion">> <<set _text_output to "it">> <</if>> <<print _text_output>> <</widget>> <<widget "steed_his">> <<if $steed is "male">> <<set _text_output to "his">> <<elseif $steed is "female">> <<set _text_output to "her">> <<elseif $steed is "mare">> <<set _text_output to "its">> <<elseif $steed is "stallion">> <<set _text_output to "its">> <</if>> <<print _text_output>> <</widget>> <<widget "steed_init">> <<if $steed is "male">> <<if $settings.maleNPCVaginaChance gte random(1, 100)>> <<beastNEWinit 1 horse m vagina monster>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>> <<else>> <<beastNEWinit 1 horse m penis monster>> <<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>> <</if>> <<elseif $steed is "female">> <<if $settings.femaleNPCPenisChance gte random(1, 100)>> <<beastNEWinit 1 horse f penis monster>> <<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>> <<else>> <<beastNEWinit 1 horse f vagina monster>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>> <</if>> <<elseif $steed is "mare">> <<beastNEWinit 1 horse f vagina beast>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>> <<else>> <<beastNEWinit 1 horse m penis beast>> <<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>> <</if>> <<prop haybale>> <</widget>> <<widget "steed_type">> <<if ($settings.monsterChance gte random(1, 100) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)) or (!$settings.bestialityEnabled)>> <<set _text_output to "centaurs">> <<else>> <<set _text_output to "horses">> <</if>> <<print _text_output>> <</widget>><<set $outside to 0>><<effects>><<set $lock to 400>> The adult shop is closed. A sign reads: "Opening hours: <<ampm 16 00>> - <<ampm 21 00>> on weekdays. <<ampm 9 00>> - <<ampm 21 00>> on Saturdays." <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">> <<link [[Pick it (0:10)|Adult Shop]]>> <<handheldon>><<pass 10>><<crimeUp 5 "trespassing">> <<if $adultShop.ban gt 0 or crimeSumCurrent() gte 50000 or $adultShop.rng gte $skulduggery>> <<set $adultShop.spotted to true>> <</if>> <</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Elk Street]]>><<handheldon>><</link>> <br>/* TEMPORARY fix to clean up NPC overflow issues */ <<if $enemyno gte 1 or $phase gte 1>> <<endevent>> <</if>> /* Variables */ <<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<set $adultshopstate to "closed">> <<getadultshopstate>> <<if $adultshopintro is undefined>> <<set $adultshopintro to 0>> <</if>> <<rng>> <<if $rng is 100>> <<set _shopnameshort to "Aubergine's">> <<else>> <<set _shopnameshort to "the shop">> <</if>> <<set _shopnamelong to "Erotic Adult Toys: Aubergine's Sensual Secrets">> <<set _shopgreeting to [ "don't hit each other with dildos,", "keep your hands off your crotch,", "keep your pants on at all times,", "we don't sell used panties,", "used items are non-returnable," ]>> <<set _shopmusic to ["Smooth jazz","Salsa","Tango","Reggae","R&B","Romantic lounge","Classic rock","Classic pop"]>> <<set _binds to pcAreArmsBound("any") or $feetuse is "bound">> <<set _gag to ($worn.face.type.includes("gag") and $worn.face.cursed is 1)>> <<set _both to (_binds and _gag)>> <<set _gagname to $worn.face.name>> <<set _predicament to ( (_binds ? "bindings" : "") + (_both ? " and " : "") + (_gag ? _gagname : "") )>> /* Shop text */ <<if $adultshopintro is 0 and $rng is 100>> You are in an adult shop, bemusingly titled "_shopnamelong". A wide array of strap-ons, lingerie, fetish wear, and all manner of sex toys line the shelves. <<else>> You are in an adult shop. A wide array of strap-ons, lingerie, fetish wear, and all manner of sex toys line the shelves. <</if>> <br> <<if !$brothelVending and $brotheljob and $fame.business gte 100>> <<set $brothelVending to {status: "idea", products: 0, condoms: 0, lube: 0, condomsSold: 0, lubeSold: 0, condomsToRefill: 0, lubeToRefill: 0, weeksRent: 0, weeksEmpty: 0}>> /* $brothelVending.status idea - PC has had the idea but not talked to Briar asked - Talked with Briar But not bought the machine bought Bought the vending machine but not installed it sold - Briar sold the machine since it was empty for so long set Installed the vending machine BITS of $brothelVending.products bit 0 - 1 Talked to the pharmacy nurse about reselling condoms bit 1 - 2 Talked to Sirris about selling lube */ <br> Seeing the products on sale at the adult shop, <span class="pink">an idea strikes you</span>. You think it might be a good idea to set up a vending machine in the brothel's dressing room, so the staff can buy lube or other useful items for their work. <span class="gold">You decide you'll talk to Briar about it.</span> <br><br> <</if>> <<if $adultshopstate isnot "closed">> <<print _shopmusic[random(0,_shopmusic.length-1)]>> music plays softly in the background. <br><br> <</if>> <<if $stress gte $stressmax>> You've pushed yourself too far. <br><br> <<passoutadultshop>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>> <<elseif Time.hour is 21 and Time.weekDay isnot 1>> It's closing time. Sirris is herding everyone outside. <<if $exposed gte 1>> Panic swells within you as you realise how exposed you'll be should Sirris find you in this state of dress. <</if>> <br><br> <<set $adultshopstate to "closed">> <<if $exposed lte 0>> <<elkicon>><<link [[Go outside|Elk Street]]>><<adultShopClear>><</link>> <br> <<if C.npc.Sirris.love gt 10>> <br> Sirris asks if you would like a ride home.<br> <<homeicon>><<link [[Ride home with Sirris (0:15)|Sydney Ride Home]]>><<adultShopClear>><<pass 15>><</link>> <<if $temple_rank is "monk" or $temple_rank is "priest">> <br> <<wolficon>><<link [[Ride to the temple with Sirris (0:10)|Sydney Ride Temple]]>><<adultShopClear>><<pass 10>><</link>> <</if>> <</if>> <<else>> <<ind>><<link [[Hide until it's over (1:00)|Adult Shop]]>><<pass 1 hour>><</link>> <</if>> <<else>> /* States */ <<switch $adultshopstate>> <<case "sirris">> <<npc "Sirris">> <<if $adultshopintro is 0>> <<set _shopgreeting.push( "discount on jumbo buttplugs,", "we're always happy to help,", "try our flavoured condoms,", "number one adult shop in town,", "number one adult shop in town,", "here for our customers,", "always nice to see you,", "always nice to see you,", "20% discount on gallon drums of lube,") >> /* Shop intro text*/ "Welcome to _shopnameshort, <<print _shopgreeting[random(0,_shopgreeting.length-1)]>>" Sirris <<print either("beams","greets warmly","welcomes","waves and smiles","smiles and winks","winks and thumbs up","intones")>>. <<He>> <<print either("resumes discussing the merits of strap-ons","returns to completing a sale","returns to showing customers various dildos","resumes discussing lubes","returns to showing off fetish wear")>>. <br><br> <<set $adultshopintro to 1>> <</if>> <<if _binds or _gag>> <!-- Remove bindings and forced gags, dynamically --> <<set _oblige to ( (_gag ? "looking at <<him>> quizzically" : "but ask Sirris to elaborate") + (_binds ? " as <<he>> helps you up on the counter" : " as you hop up on the counter") )>> Sirris sniggers, taking notice of your _predicament. You <<if _gag>>wheeze through your gag,<<else>>open your mouth to say something,<</if>> but <<he>> raises <<his>> hand. "Happens about as much as you'd expect here. Up on the counter, please." <br><br> You oblige, _oblige. <<He>> ducks down, searching for something. "Customers trying out the equipment, mostly. Without permission. There were times I didn't let them out as a punishment, but I realised most of them probably wanted that to begin with." <<He>> stands back up, holding a pair of snips. "Hold still." <br><br> <<He>> uses the snips to cut through your <<if _binds>>bindings<</if>> <<if _both>>and your<</if>> <<if _gag>>_gagname<</if>> with professional precision. <<if _binds>>They clatter<<else>>It clatters<</if>> to the ground in an instant. <<He>> helps you down, and continues <<his>> work. <br><br> <<if _binds>><<unbind>><</if>> <<if _gag>><<set $worn.face.type.push("broken")>><<faceruined>><</if>> <</if>> <<adultShopEvents>> <br><br> <<case "sydney">> <<npc "Sydney">><<run statusCheck("Sydney")>> <<if $adultshopintro is 0>> <<set _sydneysays to ["greets warmly","welcomes","waves and smiles"]>> <<set _sydneyactivity to [ ", looking up from stocking shelves", " from behind the counter", ", coming out of the stock room, pushing a dolly of stock", ", looking up from processing a return", ", looking up from a clipboard", ", feather duster in hand", ", dodging a handsy customer" ]>> /* Switch tone between corrupt and noncorrupt */ <<if !_sydneyStatus.includes("corrupt")>> <<set _shopgreeting to [ "don't hit each other with props,", "we're always happy to help,", "please respect the other patrons,", "number one adult shop in town,", "here for our customers,", "always nice to see you,"]>> <<set _sydneysays.push("recites","says flatly","intones")>> <<else>> <<set _shopgreeting to [ "don't hit each other with dildos,", "keep your hands off your crotch,", "keep your pants on at all times,", "we don't sell used panties,", "we're always happy to help,", "used items are non-returnable,", "this is not a brothel,", "number one adult shop in town,", "here for our customers,", "always nice to see you,", "don't creep on other patrons,", "I don't want to see your pictures,", "we do not recycle lubricant,"]>> <<set _sydneysays.push("beams","winks","sings","waves with a dildo")>> <</if>> <<if $sydneyromance is 1>> <<set _shopgreeting to ["Hey you,","Heya,", "Always nice to see you!"]>> <<set _sydneysays to ["beams","blows a kiss","finger guns","blushes and waves"]>> /* Shop intro text */ "<<print _shopgreeting[random(0,_shopgreeting.length-1)]>>" Sydney <<print _sydneysays[random(0,_sydneysays.length-1)]>><<print _sydneyactivity[random(0,_sydneyactivity.length-1)]>>. <<else>> /* Shop intro text */ "Welcome to _shopnameshort, <<print _shopgreeting[random(0,_shopgreeting.length-1)]>>" Sydney <<print _sydneysays[random(0,_sydneysays.length-1)]>><<print _sydneyactivity[random(0,_sydneyactivity.length-1)]>>. <</if>> <br><br> <<set $adultshopintro to 1>> <</if>> <<if _binds or _gag>> <!-- Remove bindings and forced gags, dynamically --> Sydney's eyes widen as <<he>> notices your _predicament. <<if _sydneyStatus.includes("corrupt")>> "You could just... ask, you know." Your face flushes<<if !_gag>>, and you try to explain yourself<</if>>. Sydney giggles<<if !_gag>>, waving away your explanation<</if>> as <<he>> searches for something under the counter. <<else>> "Are you alright? Who did that to you? Or did you just... have an accident while trying out the props?" Sydney disappears under the counter as you explain. <</if>> <br><br> <<He>> emerges with a pair of snips, and motions for you to come behind the counter. <<He>> snips off your <<if _binds>>bindings<</if>> <<if _both>>and your<</if>> <<if _gag>>_gagname<</if>> with precision, and <<if _binds>>they clatter<<else>>it clatters<</if>> to the ground quickly enough. <<if $sydneyromance gte 1>> Before you can thank <<him>>, <<he>> kisses you on the cheek. "Be more careful, please." <</if>> <<He>> returns to work after making sure that you're alright. <br><br> <<if _binds>><<unbind>><</if>> <<if _gag>><<set $worn.face.type.push("broken")>><<faceruined>><</if>> <</if>> <<adultShopEvents>> <br><br> <<default>> /* I.E. closed */ The shop is closed. You stand alone in the near darkness, lit only by a dim glow emanating from a novelty penis lamp. <<if (Time.hour lt 16 or Time.hour gt $closinghour) and !$weekly.theft.adultShop>> <br><br> <<shopicon "register">><<link [[Examine the cash register|Adult Shop Register]]>><</link>> <</if>> <br><br> <</switch>> /* Links */ <<if $adultshopclerk and $adultshopstate isnot "closed">> /* work in this shop */ <<if pcAreArmsBound("both")>> <<ind>><span class="red">Both of your arms are bound</span>, so you are unable to work here. <<else>> <<ind>><<link [[Work (1:00)|Adult Shop Clerk Job]]>><<endevent>><<pass 60>><</link>> <</if>> <br> <</if>> <<if !$adultshopclerk and $debug is 1>> <<ind>><<link [[Debug unlock clerk job|$passage]]>><<set $adultshopclerk to true>><</link>> <br> <</if>> <<if $adultshopstate isnot "closed">> <<socialiseicon>><<link [[Approach Sirris (0:01)|Adult Shop Approach Sirris]]>><<pass 1>><<endevent>><</link>> <br> <</if>> <<if $adultshopstate is "sydney" and $debug is 1>> <<socialiseicon>><<link [[Approach Sydney (0:01)|Adult Shop Approach Sydney]]>><<pass 1>><<endevent>><</link>> <br> <</if>> <<icon "adultclothing.png">><<link [[Browse clothing (0:01)|Adult Shop Store]]>><<pass 1>><</link>> <<if $adultshopstate isnot "closed" or $debug is 1>> <br> <<sextoysicon "strap-on">><<link [[Browse toys (0:01)|Adult Shop Menu]]>><<pass 1>><</link>> <</if>> <br><br> <<elkicon>><<link [[Elk Street (0:01)|Elk Street]]>><<pass 1>><<adultShopClear>><</link>> <</if>>/*<<exiticon>><<link [[Exit (0:01)|Adult Shop]]>><<pass 1>><</link>>*/ <br><br> <div id="clothingShop-div" class="main-shop-div"> <<adultShop-main>> </div>/*<<npc "Sirris">> clothes bug */ /*Unfinished content. Removes binds etc but demonstrates this to the customers.*/ <<effects>> Sirris smiles as you approach. <<if $adultshopclerk and C.npc.Sirris.love gt 50>> "You're doing a good job." <<nnpc_He Sirris>> says. <</if>> "Is there anything you need?" <br><br> <<if !$adultshopclerk>> <<socialiseicon "ask">><<link [[Ask for work|Adult Shop Approach Sirris Ask]]>><</link>> <br> <</if>> <<if $brothelVending and $brothelVending.status is "set">> <<if $brothelVending.products gte 2 and !$weekly.brothelVMLube and $brothelVending.lubeToRefill gte 10>> <<sextoysicon "lube">><<link [[Buy lube for the brothel (0:10)|Adult Shop Buy Lube in Bulk]]>><<pass 10>><</link>> <br> <<elseif $brothelVending.products lt 2>> <<sextoysicon "lube">><<link [[Ask about buying lube in bulk (0:15)|Adult Shop Buy Lube in Bulk]]>><<pass 15>><</link>> <br> <</if>> <</if>> <<getouticon>><<link [[Back|Adult Shop]]>><</link>><<effects>> "We could use the help!" Sirris says. "Shelves need stocking, and customers need servicing." <<nnpc_He Sirris>> pauses. "At the counter, that is." <br><br> "You can work whenever we're open, and I'll pay you <<printmoney 1500>> per hour," <<nnpc_he Sirris>> adds. "Sydney helps out a lot too." <br><br> <<link [[Accept|Adult Shop Approach Sirris Accept]]>><<set $adultshopclerk to 1>><</link>> <br> <<link [[Back|Adult Shop]]>><</link>> <br><<effects>> Sirris claps <<nnpc_his Sirris>> hands together. "Wonderful," <<nnpc_he Sirris>> says. "You can start whenever you like." <br><br> <<link [[Next|Adult Shop]]>><</link>> <br><<npc "Sydney">> <<run statusCheck("Sydney")>> You approach Sydney. <<sydneyGreeting>> <br> "Was there something you needed?" <br><br> <<sydneyOptions>> <<link [[Back|Adult Shop]]>><</link>><<effects>> <<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> Sydney grins. "Can't stay away?" <<he>> asks. "I know the feeling. The patrons are a handful. I could use the company, and the help. The work is mostly stacking shelves and servicing customers behind the counter." <<He>> pauses. "But not like that." <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> Sydney's expression doesn't change. "We're looking for help. Stacking shelves, servicing customers behind the counter, that sort of thing. Be careful though. The customers are of the lascivious sort." <<else>> Sydney smiles. "I was hoping you'd ask," <<he>> says. "The patrons are a handful. I could use the company, and the help. The work is mostly stacking shelves and servicing customers behind the counter." <</if>> <br><br> "I'm paid <<printmoney 1500>> per hour, and I expect you'd get the same." <br><br> <<link [[Accept|Adult Shop Approach Sydney Accept]]>><</link>> <br> <<link [[Back|Adult Shop]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> "Wonderful!" Sydney says, clapping <<his>> hands together. "You can start whenever you like." <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> Sydney nods. "You can start whenever you like." <<else>> Sydney nods. "It'll be nice working with you," <<he>> says. "You can start whenever you like." <</if>> <br><br> <<link [[Next|Adult Shop]]>><</link>> <br>You work behind the counter, selling adult products and stocking shelves. <br><br> <<adultshopclerkevents>> <<if $debug is 1>> <br><br><br> <<link [[Debug return|Adult Shop]]>><</link>> <</if>><<effects>> <<if $brothelVending.products gte 2>> <<if $weekly.brothelVMLube>> You already have refilled the vending machine with lube this week. <br><br> <<link [[Return|Adult Shop Approach Sirris]]>><</link>> <<elseif $brothelVending.lubeToRefill lt 10>> You don't need to refill the vending machine with lube. <br><br> <<link [[Return|Adult Shop Approach Sirris]]>><</link>> <<elseif $money lt 20000>> You can't afford lube to refill the vending machine. <br><br> <<link [[Return|Adult Shop Approach Sirris]]>><</link>> <<else>> You ask Sirris for the quantity of lube you need: <br><br> <<lubePrice 10>> <<link [[Buy 10 bottles (£200)|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 10>><</link>> <br> <<if $brothelVending.lubeToRefill gte 25>> <<lubePrice 25>> <<if $money gte _price>> <<formatmoney _price>> <<link [[`Buy 25 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 25>><</link>> <br> <<else>> You can't afford 25 bottles. <br> <</if>> <</if>> <<if $brothelVending.lubeToRefill gte 50>> <<lubePrice 50>> <<if $money gte _price>> <<formatmoney _price>> <<link [[`Buy 50 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 50>><</link>> <br> <<else>> You can't afford 50 bottles. <br> <</if>> <</if>> <<if $brothelVending.lubeToRefill gte 100>> <<lubePrice 100>> <<formatmoney _price>> <<if $money gte _price>> <<link [[`Buy 100 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 100>><</link>> <br> <<else>> You can't afford 100 bottles. <br> <</if>> <</if>> <<if $brothelVending.lubeToRefill gte 150>> <<lubePrice 150>> <<formatmoney _price>> <<if $money gte _price>> <<link [[`Buy 150 bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to 150>><</link>> <br> <<else>> You can't afford 150 bottles. <br> <</if>> <</if>> <<if $brothelVending.lubeToRefill gte 11 and ![25, 50, 100, 150].includes($brothelVending.lubeToRefill)>> <<lubePrice $brothelVending.lubeToRefill>> <<formatmoney _price>> <<if $money gte _price>> <<link [[`Buy ${$brothelVending.lubeToRefill} bottles (${_printmoney})`|Adult Shop Bought Lube in Bulk]]>><<set $lubeBought to $brothelVending.lubeToRefill>><</link>> <br> <<else>> You can't afford $brothelVending.lubeToRefill bottles. <br> <</if>> <</if>> <<link [["Don't buy"|Adult Shop Approach Sirris]]>><</link>> <</if>> <<else>> You explain to Sirris that you have managed to install a vending machine in the brothel and that you plan to keep it filled with bottles of lube. "It's a business opportunity for both of us. You will increase your sales, and I will be able to make a profit." You ask <<nnpc_him Sirris>> if <<nnpc_he Sirris>> can give you a discount if you buy a few bottles of lube. <br><br> "The brothel?" <<nnpc_he Sirris>> answers, shocked. "The brothel isn't a safe place for students. I'm sure you know what you're doing, but please be careful. If you already have the machine there, we can talk about a bulk discount. Let me see..." Sirris rummages through <<nnpc_his Sirris>> papers until <<nnpc_he Sirris>> finds one that looks like a bill. <br><br> "All right, here. I can cut the price by 2%, but only if you buy more than 10 units. If you buy more than 50, I can apply a discount of 5% for those bottles. I'll also give you an 8% discount for any additional units purchased over 150 bottles. Does that sound fair to you?" Sirris thinks for a bit with an absent look on <<nnpc_his Sirris>> face, and, without waiting for your answer, <<nnpc_he Sirris>> tells you that <<nnpc_he Sirris>> will take care of delivering the products to the brothel so you don't have to go there yourself. <br><br> <<set $brothelVending.products += 2>> <<set $brothelVending.lubeToRefill to 200>> <<link [[Buy lube for the brothel (0:10)|Adult Shop Buy Lube in Bulk]]>><<pass 10>><</link>> <br> <<link [["Don't buy"|Adult Shop Approach Sirris]]>><</link>> <</if>><<effects>> <<set _partial to Math.min($lubeBought, 50)>> <<lubePrice _partial>> <<formatmoney _price>> "Well, <<girl>>, let's count. There are $lubeBought bottles of lube," <<nnpc_he Sirris>> tells you while putting the products carefully in a cardboard box. "There are _partial units at £20 with a 2% discount, _printmoney. <<lubePrice $lubeBought>> <<if $lubeBought gt 50>> <<set _partial to Math.min($lubeBought - 50, 100)>> <<set _price2 to _partial * 2000 * .95>> <<formatmoney _price2>> Plus _partial units, £20 each, with a 5% cut, _printmoney. <<if $lubeBought gt 150>> <<set _partial to $lubeBought - 150>> <<set _price2 to _partial * 2000 * .92>> <<formatmoney _price2>> And _partial units, £20 each, reduced by 8%, _printmoney. <</if>> Yes, a total of <<printmoney _price>>. <</if>> I will see that it is delivered to the brothel immediately. Thank you for helping in my business." <br><br> You count the money and give it to <<nnpc_him Sirris>>. <br><br> <<money `-_price` "lube">> <<set $brothelVending.lube += $lubeBought>> <<set $brothelVending.lubeToRefill -= $lubeBought>> <<set $brothelVending.weeksEmpty to 0>> <<set $weekly.brothelVMLube to true>> <<unset $lubeBought>> <<earnFeat "Brothel Provider">> <<link [[Next|Adult Shop]]>><</link>>You have an ongoing project for the adult shop about measuring beast phalluses and taking moulds of them. /* all of these are unused */ <<if $wolfphalli isnot undefined>> <</if>> <<if $dogphalli isnot undefined>> <</if>> <<if $tentaclephalli isnot undefined>> <</if>> <<if $greathawkphalli isnot undefined>> <</if>> <<if $reptilephalli isnot undefined>> <</if>> <<if $blackwolfphalli isnot undefined>> <</if>> <<if $dolphinphalli isnot undefined>> <</if>> <<if $porcinephalli isnot undefined>> <</if>> <<if $equinephalli isnot undefined>> <</if>> <<if $ursinephalli isnot undefined>> <</if>> <<if $humanphalli isnot undefined>> <</if>> <<if $spiderphalli isnot undefined>> <</if>><<widget "sydneyEvent1AnalBeads">> <<npc "Sydney">><<person1>> <<run statusCheck("Sydney")>> You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<if _sydneyStatus.includes("corrupt")>> Something whips your <<bottom>>. <<if $awarelevel gte 1>> You turn to find Sydney twirling a string of anal beads around <<his>> palm. "Got you."<<npcincr Sydney lust 1>><<gslust>> <br><br> <<if !$sydneyAnalRosary and random(0,2) is 2>> <<He>> looks at the beads with an impish grin. "Maybe I should wear these to the temple. Like a rosary." <<He>> holds them around <<his>> neck to demonstrate. "How much you wanna bet those stuffy <<monks_and_nuns>> won't know the difference?" <br><br> You can't tell if <<hes>> serious. <br><br> <<link [[Encourage|Adult Shop Sydney Rosary]]>><<set $phase to 1>><<npcincr Sydney purity -3>><</link>><<llspurity>> <br> <<link [[Admonish|Adult Shop Sydney Rosary]]>><<set $phase to 0>><<npcincr Sydney purity 1>><</link>><<gspurity>> <br> <<else>> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br> <</if>> <<else>> You turn to find Sydney twirling a string of beads around <<his>> palm, grinning. <<if $speech_attitude is "meek">> You tilt your head curiously. "I've never seen something like that before." <<elseif $speech_attitude is "bratty">> You furrow your brow. "What the hell is that?" <<else>> You give <<him>> a puzzled look. "What's that?" <</if>> <br><br> Sydney stops smiling. "You're shitting me. <<if !$sydneySeen.includes("corruptBeads")>> You seriously don't know what these are?" <<else>> Did you forget already?" <</if>> <<if !$settings.analEnabled>> <<He>> sighs and ruffles your hair. "So innocent. You really ought to broaden your horizons." <<He>> gives your <<bottom>> a pinch. "Maybe I can help with that."<<arousal 100 "bottom">><<awareness 1>><<npcincr Sydney lust 1>><<garousal>><<gawareness>><<gslust>> <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br> <<else>> <<He>> rolls <<his>> eyes. <<if !$sydneySeen.includes("corruptBeads")>> <<set $sydneySeen.pushUnique("corruptBeads")>> "And I thought I was sheltered." <<else>> "Pay attention this time." <</if>> <br><br> <<if $sydneyromance is 1>> <<He>> grabs you by the shoulder, spinning you around and pushing you against a stack of boxes. <br><br> "<<sydneyMum>> says the best way to learn is by experience." <<He>> places <<his>> hand on the small of your back. "Now, bend over." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Bend over|Adult Shop Sydney Beads Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous2>><<lspurity>> <<else>> <<insufficientStat "promiscuity" "to engage in such lewd activities">> <</if>> <br> <<link [[Refuse|Adult Shop Sydney Beads Refuse]]>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<llove>><<gspurity>> <br> <<else>> <<He>> sits you down by a pile of boxes. "Listen good. You have a lot to learn." <br><br> <<He>> explains what the beads are, their use, and where to insert them, all in rich detail. <<His>> demeanour is surprisingly professional. By the end, you feel like you just sat through a lecture at school. <br><br> "Let me know if you've got any questions," <<he>> says, lowering <<his>> voice. "I'd be happy to demonstrate."<<arousal 100>><<awareness 1>><<npcincr Sydney lust 1>><<garousal>><<gawareness>><<gslust>> <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br> <</if>> <</if>> <</if>> <<else>> You hear Sydney's soft laughter behind you. You turn to find <<him>> <<if !$sydneySeen.includes("pureBeads")>> peering into a cardboard box. <br><br> "That's silly. <<sydneyMum>> must've gotten my things mixed with <<nnpc_hers "Sirris">>. Last time I checked, we don't sell rosaries here." <br><br> <<if $awarelevel gte 1>> You blush as <<he>> pulls the alleged rosary out of the box. <span class="lewd">It's a string of anal beads.</span> Sydney smiles at you, oblivious. <br><br> <<link [[Tell <<him>>|Adult Shop Sydney Pure Beads]]>><<set $phase to 2>><<npcincr Sydney lust 1>><<npcincr Sydney purity -2>><</link>><<gslust>><<lspurity>> <br> <<link [[Keep quiet|Adult Shop Sydney Pure Beads]]>><<set $phase to 0>><</link>> <br> <<else>> <<He>> takes the object in question out to inspect it. The beads are thicker than any rosary you've seen. There's no pendant attached, either. <br><br> <<link [[Ask Sirris about it (0:05)|Adult Shop Sydney Pure Beads]]>><<set $phase to 1>><<pass 5>><<npcincr Sydney purity -2>><</link>> <br> <<link [[Just put it back|Adult Shop Sydney Pure Beads]]>><<set $phase to 0>><</link>> <br> <</if>> <<else>> gazing at a string of anal beads. <br><br> "A rosary," <<he>> giggles to <<himself>>. "Was I really that naive?"<<npcincr Sydney purity -1>><<lspurity>> <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "sydneyEvent2CuffedSydney">> <<npc Sydney>><<person1>> <<run statusCheck("Sydney")>> You hear a distressed voice from one of the back rooms. <<if $sydneyromance is 1>> <<if _sydneyStatus.includes("corrupt")>> "What's taking <<phim>> so long...?" <<elseif _sydneyStatus.includes("pure")>> "I knew this was a bad idea. What if <<sydneyMum>> finds me?" <<else>> "My arms are getting tired..." <</if>> <<else>> <<if _sydneyStatus.includes("corrupt")>> "Piece of shit! Why won't you..." <<elseif _sydneyStatus.includes("pure")>> "Oh dear... Please come off..." <<else>> "Uh oh. Should I call for help...?" <</if>> <</if>> <br><br> It's faint, but it sounds like Sydney. <br><br> <<link [[Investigate (0:02)|Adult Shop Sydney Cuffs]]>><<pass 2>><<set $phase to 1>><</link>> <br> <<link [[Ignore|Adult Shop Sydney Cuffs]]>><<set $phase to 0>><</link>> <br> <</widget>> <<widget "sydneyEvent3HumblePeddlerofHonestWares">> <<npc Sydney>><<generateAdultShopCustomer 2>><<person2>> You overhear Sydney haggling with a <<person>> over a selection of dildos. <br><br> <<link [[Listen in|Adult Shop Sydney Bartering]]>><</link>> <br> <<link [[Ignore|Adult Shop Sydney Bartering Ignore]]>><<endevent>><</link>> <br> <</widget>> <<widget "sydneyEvent4Backrooms">> <<npc Sydney>><<set $adultshopclerkworking to 1>><<set $daily.sydney.adultshop to true>><<effects>><<run statusCheck("Sydney")>> Sydney approaches you. <br> <<if _sydneyStatus.includes("corrupt")>> "How about you ditch this counter for a while." <<He>> playfully tugs on your arm. "I need a hand replenishing the merchandise." <<else>> "I need your help restocking. I need to reach the top of a storage rack, but it's too high." <</if>> <br><br> <<link [[Follow Sydney|Sydney Backroom Intro]]>><<npcincr Sydney love 1>><</link>><<glove>> <br> <<link [[Refuse|Sydney Backroom Refuse Work]]>><<npcincr Sydney love -5>><</link>><<lllove>> <</widget>><<endevent>> You hear Sydney yelling as you step into the store. "Hey, put that down and get out of here!" <br><br> You turn to see Whitney flash you a rakish grin as <<nnpc_he Whitney>> shoves past with a handful of dildos. <br><br> <<link [[Approach Sydney|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 0>><</link>> <<if $speech_attitude is "bratty" or $debug is 1>> <br> <<link [[Chase Whitney|Adult Shop Dildo Thief Chase 1]]>><</link>> <</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>><<run statusCheck("Sydney")>> <<if $speech_attitude is "meek">> "I-I don't think I can help right now. Sorry." You kiss <<his>> cheek. <<elseif $speech_attitude is "bratty">> "Do it yourself." You turn away to carry about your business without a second glance. <<else>> "I'm sorry, but I can't help right now. Maybe later?" <</if>> <br> <<if _sydneyStatus.includes("corrupt")>> Sydney pouts but lets go of your arm. "Alright. I suppose if you prefer to sit here doing nothing..." <<else>> Sydney frowns. "Oh... Okay, then. Sorry to bother you." <</if>> <br><br> <<He>> goes back to work. <br><br> <<unset $adultshopclerkworking>> The rest of the shift is uneventful. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Next|Adult Shop]]>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<set $daily.sydney.adultshop to true>><<effects>><<npc Sydney>><<run statusCheck("Sydney")>> You enter the store. Sydney looks up from stocking shelves, beaming when <<he>> sees you. <br> <<if _sydneyStatus.includes("corrupt")>> "Hey, I need your help with replenishing stock." <<He>> playfully tugs on your arm. "Shouldn't take much time, let's go." <<else>> "Welcome," Sydney says as <<he>> approaches you. "You're just in time. I need your help with grabbing some stock at the top of a storage rack. It's too high for me to reach, and <<sydneyMum>> is busy." <</if>> <br> Sirris winks at you, watching the exchange with a glint in <<nnpc_his Sirris>> eye. <br><br> <<set $adultshopintro to 1>> <<link [[Follow Sydney (0:10)|Sydney Backroom Intro]]>><<pass 10>><<npcincr Sydney love 1>><</link>><<glove>> <br> <<link [[Refuse|Sydney Backroom Enter Refuse]]>><<npcincr Sydney love -5>><</link>><<lllove>><<set $location to "adult_shop">><<set $outside to 0>><<effects>><<run statusCheck("Sydney")>> <<if $speech_attitude is "meek">> "I-I don't think I can help right now. Sorry." You kiss <<his>> cheek. <<elseif $speech_attitude is "bratty">> "Do it yourself." You turn away to carry about your business without a second glance. <<else>> "I'm sorry, but I can't help right now. Maybe later?" <</if>> <br> <<if _sydneyStatus.includes("corrupt")>> Sydney pouts but lets go of your arm. "Alright. See you around, then." <<else>> Sydney frowns. "Oh... Okay, then. Sorry to bother you." <</if>> <br><br> <<He>> goes back to work. <br><br> <<link [[Leave Sydney|Adult Shop]]>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>><<run statusCheck("Sydney")>> <<if $speech_attitude is "meek">> "O-okay," you say. "Can you show me where it is?" <<elseif $speech_attitude is "bratty">> "Sure, I'll help," you say. "Where is it?" <<else>> You nod. "Lead on." <</if>> <br> Sydney smiles and nods, before leading you to the backrooms. <br><br> Boxes of various sizes occupy most of the room, as well as storage equipment here and there. You don't see a ladder, though there is a sofa in a far corner. <br><br> "There." <<He>> points at the box at the top of a tall rack. "It's high, but I think if you stand on my shoulders you'll easily reach it." <br><br> <<link [[Lift Sydney|Sydney Backroom Lifting]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 1>><</link>><<glove>><<glust>><<physiquedifficulty 8000 16000>> <br> <<link [[Vault Sydney|Sydney Backroom Lifted]]>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> You mount Sydney's shoulders, and <<he>> lifts you to the top shelf. You grab the box. It's quite heavy. <br><br> <<if random(1, 100) gte 35>> Sydney starts to shake beneath you. <<if _sydneyStatus.includes("corrupt")>> "Shit," <<he>> hisses. "Hold on. I-I can handle this. Just—" <<else>> "Wait!" <<he>> cries. "P-put it back! N-no, hold it! I mean—" <</if>> <br><br> <span class="red"><<He>> loses <<his>> footing,</span> and you both fall to the floor. You land on <<his>> chest.<<pain 2>><<npcincr Sydney lust 10>><<gpain>><<gglust>> <br><br> <<link [[Next|Sydney Backroom Lifted Fall]]>><</link>> <br> <<else>> Sydney shakes beneath you, <span class="green">but manages to steady <<himself>>.</span> You share a sigh of relief. <br><br> <<He>> slowly lowers you to the ground. You hop off <<his>> shoulders. <br><br> <<link [[Next|Sydney Backroom Lifted Success]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> Sydney takes the box with a wink, tucking it under <<his>> arm. <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> "Don't worry," <<he>> whispers. <<He>> leans in and pinches the hem of your skirt. "I didn't peek."<<arousal 200>><<npcincr Sydney love 3>><<npcincr Sydney lust 1>><<garousal>><<glove>><<glust>> <br><br> You shoot <<him>> a suspicious look. "What?" <<he>> says. <<He>> crosses <<his>> arms and turns <<his>> nose up. "I take my work seriously." <<He>> peers at you with a stern eye, before breaking into a giggling fit. <<else>> "Thanks for the help," <<he>> says. <<He>> glances at your <<bottom>>. "And the view."<<arousal 200>><<npcincr Sydney love 3>><<npcincr Sydney lust 1>><<garousal>><<glove>><<glust>> <</if>> <<else>> Sydney stares at the box in disbelief. <br><br> "What on Earth's in there that's so heavy?" <<he>> mutters. <<He>> reaches out for a peek, but quickly pulls away. <br><br> "I don't wanna know." <<He>> brushes it off with a smile. "Thanks for the help." <<if $sydneyromance is 1>> <<He>> tries to peck you on the cheek. <<He>> struggles with the box in the way, so you lean in to meet <<him>>. <<else>> <<He>> moves in for a hug, but the box gets in the way. <<He>> settles for awkwardly resting <<his>> head on your shoulder. <</if>> <<npcincr Sydney love 3>><<glove>> <</if>> <br><br> <<if $adultshopclerkworking>> <<unset $adultshopclerkworking>> The rest of the shift is spent stocking shelves and chatting with Sydney. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <</if>> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> Sydney sits up with a groan. <<if _sydneyStatus.includes("corrupt")>> "Fuck. I think I broke my..." <br><br> <<He>> trails off, grinning. <<else>> "Are you okay? Did you..." <br><br> <<He>> trails off, eyes wide. <</if>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<Hes>> staring right up your skirt, <<if !$worn.under_lower.type.includes("naked")>> gaze fixed on your <<print $worn.under_lower.name>>. <<npcincr Sydney lust 3>><<gslust>> <<else>> <span class="lewd">with nothing shielding your <<genitals>> from <<his>> gaze.</span> <<npcincr Sydney lust 5>><<npcincr Sydney purity -3>><<gslust>><<lspurity>> <<if !playerChastity("hidden")>> <<set $genderknown.pushUnique("Sydney")>> <</if>> <<if playerChastity()>> <<set $sydneySeen.pushUnique("chastity")>> <</if>> <</if>> <<else>> <<His>> gaze is drawn to your crotch, inches from <<his>> face. <<npcincr Sydney lust 3>><<gslust>> <</if>> <br><br> <<if $sydneyromance is 1 and _sydneyStatus.includes("Lust")>> <<switch _sydneyStatus>> <<case "corruptLust">> "Well, everything happens for a reason," <<he>> snickers. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<He>> pulls your legs apart and leans in. <<else>> <<He>> tugs your <<print $worn.lower.name>> down to your thighs and leans in. <</if>> <span class="lewd">You feel <<his>> breath on your <<genitals>>.</span> <br><br> <<link [[Let it happen|Sydney Backroom Lift Sex]]>><<set $phase to 1>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>><<sydneyWarning>> <br> <<link [[Get up|Sydney Backroom Lifted Up]]>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<llove>><<gspurity>> <br> <<case "pureLust">> "Sorry!" <<he>> gasps "I didn't mean to look!" <<He>> covers <<his>> eyes, but makes no move to push you off. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Encourage <<him>>|Sydney Backroom Lifted Encourage]]>><<npcincr Sydney purity -1>><</link>><<promiscuous3>><<lspurity>><<sydneyWarning>> <<else>> <<insufficientStat "promiscuity" "to take advantage of the position">> <</if>> <br> <<link [[Get up|Sydney Backroom Lifted Up]]>><</link>> <br> <<default>> "S-sorry," <<he>> mumbles. <<He>> jerks <<his>> head away, but can't stop stealing glances. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Encourage <<him>>|Sydney Backroom Lifted Encourage]]>><<npcincr Sydney purity -1>><</link>><<promiscuous3>><<lspurity>><<sydneyWarning>> <<else>> <<insufficientStat "promiscuity" "to take advantage of the position">> <</if>> <br> <<link [[Get up|Sydney Backroom Lifted Up]]>><</link>> <br> <</switch>> <<elseif _sydneyStatus.includes("corrupt")>> "Nice view," <<he>> giggles, then winces. "Dunno if it was worth the fall, though. Ow." <br><br> <<He>> plants <<his>> foot on your tummy, nudging you onto your back. You help each other to your feet. <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br> <<else>> <<He>> shoves you off with a yelp, sending you into a nearby shelf.<<pain 1>><<gpain>> <br><br> <<His>> embarrassment turns to panic as <<he>> scrambles to your side, stammering apologies. <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> You ignore Sydney's <<if _sydneyStatus.includes("corrupt")>>goading<<else>>gawking<</if>>. You get up and pull <<him>> to <<his>> feet. <br><br> <<if _sydneyStatus.includes("corrupt")>> "C'mon," <<he>> whines. "Humour me a little. It's the least you could do after busting my ass." <<He>> surveys the room with a pout. "You're cleaning this up, by the way." <<else>> "Thanks," <<he>> sighs. "Um, sorry I..." <<He>> glances down, blushes, then looks away. "N-never mind. Let's just clean up." <</if>> <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<if $speech_attitude is "meek">> You nudge Sydney's head upright with your thigh. <br><br> "Don't be shy," you whisper, caressing your mound. "It's all yours." <<elseif $speech_attitude is "bratty">> You grab Sydney's head and guide it between your legs. <br><br> "I don't let anyone look for free," you say. "You gotta pay up." <<else>> You hold Sydney's chin, tilting it back towards your crotch. <br><br> "You can look," you say. "If you give me something in return." <</if>> <<promiscuity3>> <<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <<He>> looks nervous as <<he>> swallows, but shows no sign of resistance. <<He>> leans in, releasing a shaky breath against your <<genitals>>. <br><br> <<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 1>><<set $sexstart to 1>><</link>> <br> <<else>> <<His>> eyes grow wide, then clench shut as <<he>> shoves you away. You're thrown into a nearby shelf. Sydney rushes to your side, stammering apologies.<<pain 1>><<gpain>> <br><br> <<sydneySexFail>> <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<if $speech_attitude is "meek">> You get down on hands and knees. "I... I think I can lift you instead. May I?" <<elseif $speech_attitude is "bratty">> You squat down and pat your back. "C'mon. I'll give you a lift." <<else>> You kneel down and wave over your shoulder. "I can lift you instead." <</if>> <br><br> <<if $bodysize lte 0>> <<if _sydneyStatus.includes("corrupt")>> <<He>> stifles a laugh. "This'll be good." <<He>> hops onto your shoulders. You wobble. "Okay, tough <<if $player.gender_appearance is "f">>girl<<else>>guy<</if>>." <<He>> smacks your back. "Up you get." <<else>> <<He>> bites <<his>> lip. "Are you sure? You're, well..." <<He>> stops, sighs, and shakes <<his>> head as <<he>> mounts your shoulders. "Just be careful." <</if>> <<else>> <<if $sydneyromance is 1>> <<if _sydneyStatus.includes("corrupt")>> <<He>> shrugs and saunters up behind you, <<if $pronoun is "f">> pinching the hem of <<his>> skirt. "No peeking," <<he>> giggles as <<he>> climbs onto your shoulders. <<else>> tugging up <<his>> trousers. "Keep those eyes down," <<he>> laughs as <<he>> climbs onto your shoulders. <</if>> <<else>> <<He>> smiles and kneels behind you. "If you're trying to impress me..." <<His>> arms wrap over your shoulders, <<his>> legs around your waist, and <<he>> kisses your ear. "It's working." <</if>> <<elseif _sydneyStatus.includes("corrupt")>> <<He>> raises an eyebrow. "This better not be an excuse to stare <<if $pronoun is "f">>up my skirt<<else>>at my ass<</if>>." Despite <<his>> suspicion, <<he>> mounts your shoulders without protest. <<elseif _sydneyStatus.includes("pure")>> <<He>> looks up at the shelf, frowning. "But..." <<He>> stops and sighs before mounting your shoulders. "Never mind. Please don't drop me." <<else>> <<He>> nods, mounting your shoulders. "If you think it's safer. Just..." <<if $pronoun is "f">> <<He>> clutches the hem of <<his>> skirt, blushing. "Please don't peek." <<else>> <<He>> clutches the hem of <<his>> shirt, blushing. "Don't look up. It's embarrassing." <</if>> <</if>> <</if>> <br><br> <<if $sydney.glasses is "glasses" or $sydney.glasses is "playerbought">> Sydney sets <<his>> glasses on a shelf as you <<else>> You <</if>> rise from the ground. <<if $physiqueSuccess>> <<He>> grabs the box off the shelf with a grunt. It's heavy. Your knees start to buckle from their combined weight, <span class="green">but you manage to keep steady.</span> <br><br> You lower yourself down, letting Sydney hop to the floor. <br><br> <<link [[Next|Sydney Backroom Lifting Success]]>><</link>> <br> <<else>> It's easy going at first. Until <<he>> grabs the box, <span class="red">and your legs buckle.</span> <br><br> A shower of toys cascades over the room as Sydney crashes down onto you. Your head is pressed between <<his>> groin and the hard floor.<<pain 6>><<arousal 500>><<npcincr Sydney lust 5>><<gpain>><<garousal>><<glust>> <br><br> <<link [[Next|Sydney Backroom Lifting Fall]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> Sydney tucks the box under <<his>> arm. <<if $NPCList[0].penis isnot "none">> "Thanks for the... lift." <<He>> hooks a thumb into <<his>> <<print setup.npcClothesSets.find(item => item.name === $NPCList[0].clothes.set).clothes["lower"].name>>. Your gaze is drawn to a bulge between <<his>> legs. <<He>> winks. <<elseif ($genderknown.includes("Sydney") and $player.penisExist) or (!$genderknown.includes("Sydney") and $player.gender_appearance is "m")>> "Thanks for the lift." <<He>> glances at your crotch, and smirks. "Looks like I'm not the only one who got one." <<else>> "Enjoy the view from down there?" <<He>> glances at your crotch, and smirks. "Maybe I should grab one of those 'slippery when wet' signs while we're back here." <</if>> <<npcincr Sydney love 3>><<glove>><<npcincr Sydney lust 1>><<glust>> <<else>> Sydney beams. "You're strong! Thanks for the help." <<if $sydneyromance is 1>> <<He>> tries to peck you on the cheek. <<He>> struggles with the box in the way, so you lean in to meet <<him>> halfway. <<else>> <<He>> moves in for a hug, before realising <<hes>> still holding the box. <<He>> settles for balancing <<his>> head on your shoulder. <</if>> <<npcincr Sydney love 3>><<glove>> <</if>> <br><br> <<if $adultshopclerkworking>> <<unset $adultshopclerkworking>> The rest of the shift is spent stocking shelves and chatting with Sydney. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <</if>> <<link [[Return|Adult Shop]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> Sydney comes to <<his>> senses. <<if $sydneyromance is 1>> <<if _sydneyStatus.includes("corrupt")>> <<He>> grins when <<he>> sees you beneath <<him>>. "Bad <<girl>>," <<he>> tuts. "Look at the mess you've made." <br><br> <<He>> flips you onto your back and <<if $pronoun is "f">> pulls your head under <<his>> skirt, <span class="lewd">pressing your mouth against <<his>> <<sydneyGenitals>>.</span> <<else>> straddles your chest. <<if $NPCList[0].penis isnot "none">> <span class="lewd">Something firm presses against your mouth.</span> <<else>> <span class="lewd">Your face is pressed between <<his>> thighs.</span> <</if>> <</if>> <br><br> "Tell me you're sorry." <<elseif _sydneyStatus.includes("pure")>> <<His>> face goes red when <<he>> sees you beneath <<him>>. <br><br> "I-I didn't mean to end up here, honest! I... I..." <<He>> stammers off into feverish apologies. Without getting up. <<else>> <<He>> can't hold back <<his>> laughter when <<he>> sees you beneath <<him>>. <br><br> "Cosy," <<he>> giggles, settling <<his>> weight down. "May I stay here awhile?" <</if>> <br><br> <<if $submissive lte 500>> <<link [[Shove <<him>> off|Sydney Backroom Lifting Shove]]>><<def 1>><<npcincr Sydney lust 3>><</link>><<defianttext>><<gglust>> <br> <</if>> <<if hasSexStat("promiscuity", 4)>> <<if _sydneyStatus.includes("corrupt")>> <<link [[Lick|Sydney Backroom Lifting Lick]]>><<npcincr Sydney purity -1>><</link>><<promiscuous4>><<lspurity>><<sydneyWarning>> <<else>> <<link [[Roll over|Sydney Backroom Lifting Roll]]>><<npcincr Sydney purity -1>><</link>><<promiscuous4>><<lspurity>><<sydneyWarning>> <</if>> <<else>> <<insufficientStat "promiscuity" "to take advantage of your position">> <</if>> <br> <<if _sydneyStatus.includes("corrupt")>> <<link [[Go along with it|Sydney Backroom Lifting Still]]>><</link>> <<else>> <<link [[Stay still|Sydney Backroom Lifting Still]]>><</link>> <</if>> <br> <<else>> <<if _sydneyStatus.includes("corrupt")>> "Look at you," <<he>> tuts. "This is exactly where you wanted to end up, isn't it?" <<He>> clamps <<his>> thighs around your head. <<He>> speaks, but it's muffled. Just as you start to feel faint, <<he>> gets up. You gasp. <br><br> "Hope you learnt your lesson," <<he>> snickers. "Pride always comes before a fall."<<arousal 500>><<npcincr Sydney lust 5>><<garousal>><<glust>> <<else>> <<He>> gasps when <<he>> sees you. <<He>> clambers off you and yanks you to your feet. <br><br> "Sorry!" <<he>> squeaks, inspecting you all over. "You're not hurt, are you?" You spend some time reassuring <<him>>. <<His>> worry subsides. <</if>> <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> You push up with all your might, throwing Sydney off your head. <<He>> yelps as <<hes>> launched backwards, <<his>> fall cushioned by a bed of toys. <br><br> <<He>> sits up with a groan, giving you an odd look. You can't tell if <<hes>> upset with you. <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> You flip onto your back, without disturbing Sydney's position. <<He>> jerks away on instinct. <<if $speech_attitude is "meek">> You stroke <<his>> thigh. <br><br> "You look tired," you coo. "Why don't you have a seat?" <<elseif $speech_attitude is "bratty">> You grab <<his>> thighs, holding <<him>> still. <br><br> "Not so fast," you say. "I'm not done with you." <<else>> You rest your hands on <<his>> hips. <br><br> "Going somewhere?" you say. "But I was just getting comfy." <</if>> <<promiscuity4>> <<if _sydneyStatus.includes("corrupt")>> /* This part is outdated and should be inaccessible - see "Sydney Backroom Lifting Lick" instead */ <<He>> chuckles. "You're that eager, huh?" <<He>> straddles your face, <span class="lewd">aligning your mouth with <<his>> <<sydneyGenitals>>.</span> "Alright, lover. Let's see that apology." <br><br> <<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>> <br> <<else>> <<set $seductiondifficulty to 8000 - ((C.npc.Sydney.love + C.npc.Sydney.lust) * 15) - C.npc.Sydney.purity>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <<His>> lip quivers as <<he>> inches closer on <<his>> knees. <<if $pronoun is "f">> <<He>> pulls the hem of <<his>> skirt over your head. <<His>> blushing face vanishes as your vision is encased in darkness. Fabric rustles overhead. <br><br> <<if $NPCList[0].penis isnot "none">> <span class="lewd">Something firm prods your lips.</span> <<else>> <span class="lewd">Something warm rests on your mouth.</span> <</if>> <<else>> Shaking, <<his>> hands hook into <<his>> trousers. <<He>> pulls them down, <span class="lewd">revealing <<his>> <<sydneyGenitals>>.</span> <br><br> <<He>> positions <<himself>> in front of your mouth. <</if>> <br><br> <<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> stares at you, wide-eyed, before scrambling to <<his>> feet. <<He>> mumbles about getting back to work, <<his>> gaze downcast. <br><br> <<sydneySexFail>> <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<if $pronoun is "f">> You run your tongue along Sydney's thigh, skimming <<his>> <<sydneyGenitals>>. <<else>> You bite down on <<his>> belt and pull, <span class="lewd">revealing <<his>> <<sydneyGenitals>>.</span> You flick your tongue against <<if _sydneyChastity>><<his>> thigh<<elseif $NPCList[0].penis isnot "none">>the tip<<else>><<his>> clit<</if>>. <</if>> <<He>> shivers in pleasure, nearly toppling off you, but you <<if $speech_attitude is "meek">> curl your knees to steady <<him>>. <br><br> "You look tired," you coo. <<if $settings.facesitEnabled>> "Why don't you have a seat?" <<else>> "You deserve a break." <</if>> <<elseif $speech_attitude is "bratty">> grasp <<his>> legs. <br><br> "Not so fast," you say. "I'm not done with you." <<else>> hold <<his>> hips to steady <<him>>. <br><br> "Going somewhere?" you say. "But I was just getting comfy." <</if>> <<promiscuity4>> <<He>> chuckles. "You're that eager, huh?" <<He>> <<if $settings.facesitEnabled>> straddles your face, <span class="lewd">aligning your mouth with <<his>> <<sydneyGenitals>>.</span> <<else>> cradles a hand around your head, <span class="lewd">guiding it towards <<his>> <<sydneyGenitals>>.</span> <</if>> "Alright, lover. Let's see that apology." <br><br> <<link [[Next|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> You mumble into Sydney's crotch. <<He>> scoffs. <br><br> "That's it? I could hardly feel it." <<He>> entwines <<his>> fingers in your hair, and rubs your face into <<his>> <<sydneyGenitals>>. "Again. And say it like you mean it." <br><br> You give another muffled apology. <br><br> <<He>> lets go with a frustrated sigh. Your head falls to the floor. <<if $pronoun is "f">> <<if $settings.facesitEnabled and $NPCList[0].vagina isnot "none">> You don't have time to catch your breath before <<he>> drops down on your face, smothering you. <<else>> Trapped within <<his>> skirt, you're helpless as <<he>> bucks against your face, grinding your lips against <<if _sydneyChastity>> <<his>> belt. <<elseif $NPCList[0].penis isnot "none">> the tip of <<his>> <<print $NPCList[0].penisdesc>>. <<else>> <<his>> entrance. <</if>> <</if>> <<else>> Keeping you pinned with <<his>> knees, <<he>> <<npcUndressText $NPCList[0] "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>. <</if>> "I guess we'll try the non-verbal approach." <br><br> <<link [[Lick|Sydney Backroom Lift Sex]]>><<set $phase to 0>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>><<sydneyWarning>> <br> <<link [[Refuse|Sydney Backroom Lifting No Sex]]>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<llove>><<gspurity>> <br> <<elseif _sydneyStatus.includes("pure")>> You lie still as Sydney babbles on. You can't say much in your position, anyway. <<He>> only grows more flustered as <<he>> realises <<hes>> still on top off you, and shoots to <<his>> feet. <<He>> slumps against a shelf, looking down. <br><br> "<<sydneyMum>>'s right," <<he>> sighs. "I'm..." <<He>> shuts <<his>> eyes and shakes <<his>> head. "I'm sorry. Can we get back to work, please?" <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br> <<else>> You lie still, letting Sydney rest on your face. <<Hes>> careful not to put too much pressure on you, and lifts up every so often to let you breathe. It's not long before <<hes>> off you and helping you to your feet. <br><br> "I should take breaks more often," <<he>> sighs, stretching <<his>> arms overhead. "That was... relaxing." <br><br> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> You wrench your head away from Sydney's crotch. <<He>> pouts and crosses <<his>> arms. "Spoilsport." <br><br> <<He>> lifts up, then sits down on your chest, hard. You wheeze.<<pain 2>><<gpain>> <br><br> <<He>> leaves you to catch your breath as <<he>> gathers scattered toys. Once you've recovered, you follow <<him>> out to the storefront. <br><br> <<if $adultshopclerkworking>> <<unset $adultshopclerkworking>> The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <</if>> <<link [[Return|Adult Shop]]>><<endevent>><</link>> <br><<run statusCheck("Sydney")>> <<if $sexstart is 1>> <<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 500>> <<set $enemyarousalmax to 600>> <<if _sydneyStatus.includes("corrupt")>> <<set $enemyarousalmax += 100>> <<elseif _sydneyStatus.includes("pure")>> <<set $enemyarousalmax -= 100>> <</if>> <<if $phase is 1>> <<set $position to "doggy">><<set $position_lock to 1>> <<if _sydneyStatus.includes("corrupt")>> <<if $player.penisExist and (!$player.vaginaExist or random(1))>> <<set _sydneyOralPenis to true>> <<He>> licks in a slow circle around your <<penis>>. The tip of <<his>> tongue rests at the base. <<else>> <<His>> tongue glides up your labia, grazing your entrance. The tip flicks your clit. <</if>> <<promiscuity1>> <<elseif _sydneyStatus.includes("pure")>> <<if $player.penisExist and (!$player.vaginaExist or random(1))>> <<set _sydneyOralPenis to true>> <</if>> <<His>> tongue pokes your <<genitals>>. <<He>> instantly recoils. After a moment's hesitation, another poke. <br><br> <<else>> <<if $player.penisExist and (!$player.vaginaExist or random(1))>> <<set _sydneyOralPenis to true>> <<He>> shuts <<his>> eyes and leans in, circling <<his>> tongue around the tip of your <<penis>>. <<else>> <<He>> shuts <<his>> eyes and leans in, lapping at your <<pussy>>. <</if>> <br><br> <</if>> <<if $speech_attitude is "meek">> You spread your legs, offering <<him>> easy access. <<elseif $speech_attitude is "bratty">> You push against <<his>> lips in encouragement. <<else>> You lean back and let <<him>> get to work. <</if>> <br><br> <<if _sydneyOralPenis>> <<set $NPCList[0].mouth to "penisentrance">><<set $penisuse to "othermouth">><<set $penisstate to "othermouthentrance">><<set $penistarget to 0>> <<else>> <<set $NPCList[0].mouth to "vaginaentrance">><<set $vaginause to "othermouth">><<set $vaginastate to "othermouthentrance">><<set $vaginatarget to 0>> <</if>> <<if $NPCList[0].penis isnot "none">> <<set $NPCList[0].penis to "othermouth">> <</if>> <<if $NPCList[0].vagina isnot "none">> <<set $NPCList[0].vagina to "othermouth">> <</if>> <<set $NPCList[0].location.head to "genitals">> <<else>> <<set $position to "missionary">><<set $position_lock to 1>> <<if $NPCList[0].penis isnot "none">> You glide your tongue along <<his>> length as <<he>> positions <<himself>> overhead. <<promiscuity1>> <<npcoral>> <<elseif $settings.facesitEnabled>> You glide your tongue along <<his>> slit as <<he>> settles on your face. <<promiscuity1>> <<set $NPCList[0].vagina to "facesit">><<set $NPCList[0].location.genitals = "head">> <<set $mouthuse to "facesit">><<set $mouthstate to "vagina">><<set $mouthtarget to 0>> <<else>> You glide your tongue along <<his>> slit. <<promiscuity1>> <<set $NPCList[0].vagina to "mouth">><<set $NPCList[0].location.genitals to "head">> <<set $mouthuse to "othervagina">><<set $mouthstate to "othervagina">><<set $mouthtarget to 0>> <</if>> <</if>> <</if>> <<set $enemyanger to -10>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Sydney Backroom Lift Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Sydney Backroom Lift Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 1>> <<He>> rests <<his>> cheek on your thigh, <<his>> breath heavy against your <<genitals>>. <<else>> <<if _sydneyStatus.includes("corrupt")>> <<He>> reclines just enough to free your face, holding it between <<his>> legs. <<He>> sighs. <<else>> <<He>> flops onto <<his>> back, resting <<his>> head between your legs. <<His>> breathing is heavy. <</if>> <</if>> <<if _sydneyChastity and $sydneyChastityKnown>> <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>> <<else>> <<npcincr Sydney lust -20>><<lllslust>> <</if>> <<npcincr Sydney purity -2>><<lspurity>> <br><br> <<if $corruptionRollover is 1>> "In public, on the job... Anyone could've walked in..." <<Hes>> shivering, but smiling. "I... <span class="lewd">I've never felt like that before.</span> Can we try that again, next week? Or tomorrow? Or in an hour?" <br><br> <<He>> clings to your arm, giggling. <<He>> trails off as <<he>> surveys the room. "Right... We should clean up." <<else>> <<He>> rises to <<his>> feet, scratching <<his>> head as <<he>> surveys the room. "We should... clean up." <</if>> <<elseif $enemyhealth lte 0>> You shove Sydney into a shelf. The force displaces a box of lewd merchandise. <<He>> squeals and shields <<himself>> as its contents pour over <<him>>. <br><br> <<if _sydneyStatus.includes("corrupt")>> "Great," <<he>> huffs as <<he>> drops to <<his>> knees. "Do you have any idea how hard it is to work when you're..." <<He>> sighs and shakes <<his>> head. "Never mind. Help me clean up." <<else>> "I-it's okay," <<he>> stammers as <<he>> crouches down. "I can clean up. I need to take my mind off..." <<He>> blushes and shakes <<his>> head. "Never mind." <</if>> <<npcincr Sydney lust 1>><<glust>> <<else>> <<if _sydneyStatus.includes("corrupt")>> Sydney pulls away with a huff. "Fine." <<He>> gives a toy a petulant kick. "You're helping me clean up, though." <<else>> Sydney pulls away with a sigh. "You're right," <<he>> says, surveying the mess surrounding you. "Work's important." <</if>> <<npcincr Sydney lust 5>><<npcincr Sydney purity 2>><<gglust>><<gspurity>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Sydney>><<person1>> <<link [[Next|Sydney Backroom Lift End]]>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>><<run statusCheck("Sydney")>> You help Sydney gather up the scattered merchandise and return to the store proper. <br><br> <<if $adultshopclerkworking>> <<unset $adultshopclerkworking>> The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <</if>> <<link [[Return|Adult Shop]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>> As you enter the store, you find Sirris placating impatient customers and completing sales. <<nnpc_He Sirris>> looks relieved at your sudden appearance. It's rare to see the teacher this on edge. <br><br> "Hey, I'm swamped here. Mind lending me a hand? Grab these from the back and stock the shelves." <<nnpc_He Sirris>> presses a list of items into your hand and points you to the stockroom before returning to the agitated crowd. <br><br> "Easy, easy! Everyone can get their items, please queue in an orderly fashion!" <<nnpc_He Sirris>> shouts cheerily to the eager crowd. <br><br> <<link [[Assist Sirris (0:50)|Sirris Shop Assistant 2]]>><<pass 50>><<stress 5>><<tiredness 5>><</link>><<gtiredness>><<gstress>><<glove "Sirris">> <br> <<link [[Leave Sirris to the mercy of the crowd (0:01)|Sirris Shop Assistant Leave]]>><<pass 1>><<npcincr Sirris love -1>><</link>><<llove "Sirris">><<set $location to "adult_shop">><<set $outside to 0>><<effects>> "That's a shame. I could've really used your help." <<nnpc_He Sirris>> shakes <<nnpc_his Sirris>> head before returning to the horde of boisterous customers, desperate for their items. <br><br> <<generateAdultShopCustomer 1>><<generateAdultShopCustomer 2>><<person1>> As you turn to leave, a <<person>> bars your way. <br> "Well hello there, hot stuff," <<he>> purrs, idly slapping <<his>> hand with a leather flog. "I've been waiting in line a long time. I just can't wait to use this toy. Why don't we have a cheeky little play before purchase?"/* <<He>> grins at you wolfishly.*/ <br><br> You try to turn around but a <<person2>><<person>> rests a hand on your shoulder. "Yeah cutie, have some fun with us," <<he>> guffaws. <br><br> <<link [[Refuse|Sirris Shop Assistant Creeps Refuse]]>><</link>> <br> <<if hasSexStat("promiscuity", 5) and $submissive gte 1150>> <<link [[Agree|Sirris Shop Assistant Creeps Agree]]>><</link>> <</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<if $speech_attitude is "meek">> "No-no, I can't!" you exclaim. <<elseif $speech_attitude is "bratty">> "Get out of my way, losers!" you demand. <<else>> You refuse. <</if>> <br><br> "Shut the fuck up," the <<person>> snarls. "Go ahead, scream. No one will hear you over this din." <<He>> licks <<his>> lips. "Now get your sweet ass over here." <br><br> The <<person2>><<person>> snatches a handful of your hair and drags you into an empty aisle. No one seems to notice. <br><br> /* NPC1 brandishes the flog. NPC2 pulls a dildo out of their pocket */ <<set $NPCList[1].lefthand to "hair">><<giveNPCsextoy 1 dildo "right">><<giveNPCsextoy 0 flog>> <<link [[Next|Sirris Shop Assistant Refuse Creeps Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <<if $debug is 1>> <br> <<link [[Debug leave|Adult Shop]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger += 40>> <<set $enemytrust -= 40>> <</if>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>><<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemyanger += 10>> <<set $enemytrust += 10>> <</if>> <<effects>> <<effectsman>> <<man>> /*<<audience>>*/ <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Sirris Shop Assistant Refuse Creeps Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Sirris Shop Assistant Refuse Creeps Rape]]>><</link>></span><<nexttext>> <</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Was it as good for you as it was for me, baby?" The pair share a hearty chuckle. They return to their spot in line, leaving you on the ground. <<elseif $enemyhealth lte 0>> "Fucking psycho <<bitch>>!" they spit, scrambling out of the store. Sirris watches them leave with a bemused expression. <<else>> The pair back away, keeping you at arm's reach. They look hesitant to stop. The <<person>> opens <<his>> mouth to speak, but stops as Sirris pops <<nnpc_his "Sirris">> head into the aisle. <br><br> "Everything alright back here?" <<nnpc_He "Sirris">> smiles at the <<person>>. "I can help you two up front." <br><br> The <<person>> glances at the <<person2>><<person>>, who shrugs. <<person1>><<He>> gives you one last look before following Sirris to the counter. <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you rise to your feet. <br><br> <<link [[Next|Adult Shop]]>><</link>> <br><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<if $speech_attitude is "meek">> "I'll be a good little helper," you purr. <<elseif $speech_attitude is "bratty">> "You two think you can keep up with me? Prove it." <<else>> You give a solemn nod. <</if>> <br><br> <<if $fame.rape gte 600 or $fame.sex gte 600>> <<person1>> "I knew a <<slut>> like you would be into this. Everyone says you're like a <<bitch>> in heat. Now down on your knees for us, hot stuff!" <<person1>><<He>> chuckles, licking <<his>> lips while cracking <<his>> flog against <<his>> palm in anticipation. <br> The <<person2>><<person>> barks a lecherous laugh, rubbing <<his>> crotch with a dildo while leading you to an aisle with the other hand. <<else>> <<person1>>"Okay, hot stuff. Hop to it, down on your knees right over there for us. Be a good <<bitch>>." <<He>> licks <<his>> lips while slapping <<his>> flog against <<his>> palm. <br><br> The <<person2>><<person>> giggles in agreement, rubbing <<his>> crotch with a dildo in one hand while leading you to an aisle with the other. <</if>> <br><br> <<set $NPCList[1].lefthand to "hair">><<giveNPCsextoy 1 dildo>><<giveNPCsextoy 0 flog>> <<link [[Next|Sirris Shop Assistant Refuse Creeps Rape]]>><<set $sexstart to 1>><<set $phase to 2>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> The list is long, yet you methodically work through it, collecting items from the stock room to restock shelves, and retrieving customer orders. <<if currentSkillValue('danceskill') gte 600>> You dodge and weave through customers as they attempt to pinch, prod, and grope at you while carrying about your duties. <<else>> <span class="red">Your attempts to dodge the groping and pinching masses prove futile.</span> You struggle to avoid the worst of them.<<stress 4>><<pain 2>><<arousal 200 "breasts">><<arousal 200 "bottom">><<gstress>><<gpain>><<garousal>> <</if>> <br><br> After what feels like an eternity, the rush is over. Sirris finishes checking out the last customer in line before turning to you. <br> "Thanks for your help today, it was very much appreciated. I couldn't have gotten through this without you. Here's a little something for your hard work. See you at school." <<npcincr Sirris love 2>><<glove "Sirris">> <br> You gain <<moneyGain 40>>. <br><br> <<link [[Next|Adult Shop]]>><</link>><<set $location to "adult_shop">><<set $outside to 1>><<effects>> <<if $speech_attitude is "meek">> You look down, but nod. <<elseif $speech_attitude is "bratty">> "Oh, you think you can threaten me with a good time? Lead on," you purr. <<else>> You nod your head in agreement. <</if>> <br><br> Spotting Sirris heading in your direction, <<he>> releases your arms and puts <<his>> hands around your shoulders. "Let's get out of here. There's an alleyway out back where no one will disturb us." <br><br> <<link [[Go with Whitney|Adult Shop Whitney Spank Sex]]>><<set $location to "alley">><<giveNPCsextoy 0 "flog">><<set $sexstart to 1>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<if $speech_attitude is "bratty">> You shove the bully away from you. "Get lost, I've got work to do." <<elseif $speech_attitude is "meek">> "N-no, I have work to do. I'm sorry," you mumble. <<else>> "I can't, I'm working right now." <</if>> <br><br> The bully spots Sirris heading towards the two of you. <br><br> "Another time. See you later, slut." <<He>> shoves you against the shelves and retreats from the store.<<gstress>><<gpain>><<stress 3>><<pain 3>> <br><br> You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Return|Adult Shop]]>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<set $enemyanger +=50>> You follow Whitney out behind a dumpster. <br><br> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Whitney Spank Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Whitney Spank Sex]]>><</link>></span><<nexttext>> <</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> strokes your face with the flog. "Nice. See you later, slut." <<He>> leaves it on the ground before slinking out of the alley. <br><br> <<elseif $enemyhealth lte 0>> Whitney recoils in pain. "What the fuck did you do that for? I thought we were having fun. Bitch." <<He>> storms off. <<else>> <<He>> backs away, disappointment obvious on <<his>> face. "Fucking tease. See you later, slut." <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you return to the store. Sirris frowns. <br><br> The rest of the shift is uneventful. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love -5>><<llove "Sirris">> <br><br> <<link [[Return to work|Adult Shop]]>><<endevent>><</link>> <br>You nod and lead <<him>> to the back. <br><br> <<link [[Next|Adult Shop School Bully Sex]]>><<set $sexstart to 1>><</link>>/* submissive lte 500 > march them out */ <<if $submissive lte 500>> "Get out of here!" you demand as you shove <<him>> backwards, sending <<him>> sprawling. <br><br> "Freak!" <<he>> <<print either("jeers","sobs","exclaims","shouts","spits")>>, picking <<himself>> up before bolting out the door. <<else>> "Get out. Now," you demand, marching the <<personsimple>> out with a hand on their shoulder. <br><br> "Fucking freak. I'll make sure everyone knows about you and this shop." <</if>> <br><br> Sirris scowls but says nothing. You take a moment to collect yourself before returning to work. The rest of your shift is uneventful. <br><br> You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love -5>><<llove "Sirris">> <br><br> <<link [[Return to work|Adult Shop]]>><<endevent>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<He>> takes a picture of you then leaves. "My friends will get a kick out of this! Freak." <br><br> You take a moment to collect yourself in the back before returning to work. The rest of your shift is uneventful. <br><br> You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 5>><<glove "Sirris">> <br><br> <<link [[Return to work|Adult Shop]]>><<endevent>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop School Bully Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop School Bully Sex]]>><</link>></span><<nexttext>> <</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "All right, I'll keep your filthy secret. What kind of a freak works in a store like this anyway?" <<He>> laughs as <<he>> leaves. <<elseif $enemyhealth lte 0>> <<He>> staggers back. "Fucking <<bitch>>. I'll keep your fucking secret, I was just having a bit of fun." <<He>> hurries out of the store. <<else>> The <<person>> shoves off you. "Whatever you say." <<He>> taps something into <<his>> phone, smirking. "See you at school, perv." <<He>> laughs as <<he>> leaves. <<gtrauma>><<gstress>><<lcool>><<status -5>><<stress 5>><<trauma 5>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you return to work. The rest of your shift passes without note. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Next|Adult Shop]]>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> You giggle. "That's so naughty! Do you really think you can...?" <<elseif $speech_attitude is "bratty">> You shrug. "If you think you've the guts to do it, go for it." <<else>> You sigh with a smile. "I don't think I could stop you if I wanted to." <</if>> <br><br> <<set $sydneyAnalRosary to true>> Sydney's grin widens. "I'm not kidding. I'm really gonna do it." <br><br> <<He>> tucks the beads in <<his>> pocket and goes back to work, humming to <<himself>>. <<else>> <<if $speech_attitude is "meek">> You bite your lip nervously. "I'm not so sure that's a good idea..." <<elseif $speech_attitude is "bratty">> You cross your arms. "That's a good way to get your ass punished." <<else>> You raise an eyebrow. "That's a bit much, even for you." <</if>> <br><br> Sydney rolls <<his>> eyes. <<if $purity lte 500 or $demon gte 6>> "I thought you were cooler than that," <<he>> scoffs. You don't fall for <<his>> goading. <<else>> "Dunno what I expected," <<he>> sighs. "You're a bigger prude than I ever was." <</if>> <br><br> <<He>> returns the beads to their spot on the shelf and goes back to work. <</if>> <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>><<run statusCheck("Sydney")>> <<if $sexstart is 1>> <<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 500>> <<set $enemyarousalmax to 600>> <<if _sydneyStatus.includes("corrupt")>> <<set $enemyarousalmax += 100>> <<elseif _sydneyStatus.includes("pure")>> <<set $enemyarousalmax -= 100>> <</if>> You bend over and give your rear an inviting wiggle. Sydney snickers and presses <<his>> palm against your cheek. <<promiscuity2>> <</if>> <<set $enemyanger to -10>> <<effects>> <<effectsman>> <<if playerChastity("anus") and $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>> <<set $finish to 1>> <br> Sydney pouts at the sight of your anal shield. "Oh, you fucking tease." <<He>> chucks the beads aside and gives your <<bottom>> a petty slap.<<violence 2>><<npcincr Sydney purity 1>><<gpain>><<gspurity>> <br><br> <<else>> <<man>> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $noanal is 1>> <span id="next"><<link [[Next|Adult Shop Sydney Beads Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Sydney Beads Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> releases a wistful sigh. <<if _sydneyChastity and $sydneyChastityKnown>> <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>> <<else>> <<npcincr Sydney lust -20>><<lllslust>> <</if>> <<npcincr Sydney purity -2>><<lspurity>> <br> "How was that?" <<he>> giggles. "Just think, we haven't even scratched the surface of..." <br><br> <span class="red"><<He>> falls silent at the sound of footsteps.</span> "Is everything alright?" calls a voice outside. It's Sirris. <br> Sydney's eyes pop wide open, and <<he>> scrambles to <<his>> feet. "W-we're fine! I mean, I'm fine! And alone. No one else is back here." <br> There's a pause before Sirris answers. "Okay," <<nnpc_he "Sirris">> says. "Just checking in." Sydney sighs in relief as Sirris departs. <br><br> Sydney turns to you, face red, <<his>> lustful bravado giving way to a familiar tenderness. "I... I hope that was... informative." <<He>> clears <<his>> throat. "We can continue our lesson later... if you want." <br><br> <<tearful>> you return to work, with Sydney close behind you. <<elseif $enemyhealth lte 0>> You shove Sydney into a shelf. <<He>> collides with a crash, sending sex toys flying across the room. "Everything alright back there?" you hear Sirris call out. Sydney hurries to <<his>> feet, stammering reassurances to the front counter. <br><br> <<tearful>> you help Sydney straighten up, ignoring <<his>> lustful stare. "Don't think I'm done with you." <<He>> traces <<his>> tongue across <<his>> lips. "We've still got lots to learn, you and I."<<npcincr Sydney lust 1>><<gslust>> <<else>> <<He>> gives you a gentle spank. "Ready or not, we're going all the way next time."<<npcincr Sydney lust 1>><<gslust>> <br><br> <<tearful>> you return to work, catching more than a few crude taunts from Sydney. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<if $speech_attitude is "meek">> You squirm away from Sydney. "M-maybe another time." <<elseif $speech_attitude is "bratty">> You shove Sydney away. "Not happening." <<else>> You nudge Sydney's arm away and shake your head. <</if>> <br> "C'mon," <<he>> whines. "Just give it a try!" <br><br> You hold firm, despite <<his>> insistence. <<He>> gives up with a sigh, tossing the beads over <<his>> shoulder. "You're a real tease, you know? Get me all worked up, now you won't even indulge me a little." <br><br> Glancing over <<his>> shoulder, <<he>> grasps the back of your head and brings you close. You can feel <<his>> breath in your ear. "One of these days," <<he>> whispers, "you're gonna have to prove you're not all talk."<<npcincr Sydney lust 1>><<gslust>> <br><br> <<He>> giggles into your ear, giving you a light shove before returning to work. <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<if $phase is 2>> <<set $sydneySeen.pushUnique("pureBeads")>> Sydney's eyes widen when you tell <<him>> what <<his>> "rosary" really is. <<if $speech_attitude is "meek">> You sugarcoat your explanation, leaving out the more graphic details, but <<hes>> still uncomfortable by the end. <<elseif $speech_attitude is "bratty">> You don't mince your words on its use. <<He>> has to stop you whenever you get too detailed. <<else>> <<He>> squirms throughout your explanation, but <<he>> listens without interruption. <</if>> <br><br> "R-really?" <<He>> gulps. "There? In your... But what about... And..." <<He>> cuts <<himself>> short, and shakes <<his>> head. "No, no, no. That's enough." <<He>> stares at the beads as if they were infectious, then eases them back in the box. <br><br> <<He>> gives you a strained smile. "Th-thank you for... enlightening me." <<He>> returns to work, mumbling to <<himself>> all the while. <<elseif $phase is 1>> <<set $sydneySeen.pushUnique("pureBeads")>> <<endevent>><<npc Sirris>><<person1>> You find Sirris at the front counter and show <<him>> the strange rosary. <<He>> stares at it with a blank expression, before bursting out in laughter. Sydney looks to you with a puzzled frown. <br><br> It takes some time for Sirris to calm down. "A rosary," <<he>> chuckles, wiping a tear from <<his>> eye. "That's good." <br><br> <<He>> places a sign on the counter and leads you to a back room. <<He>> explains what the so-called "rosary" is, and goes into excruciating detail on its use. Too much detail for Sydney, who leaves partway through, <<nnpc_his "Sydney">> face flushed.<<lspurity>> <br><br> Sirris shakes <<his>> head. "The <<nnpc_gendery "Sydney">>'s got to learn eventually," <<he>> mutters. <<He>> places a hand on your shoulder and smiles. "In any case, I hope that cleared things up. Don't be afraid to ask any questions. Curiosity is a virtue!" <<else>> Sydney places the rosary back in the box. <br><br> "I'll let <<sydneyMum>> find it on <<nnpc_his "Sirris">> own. I don't want to embarrass <<nnpc_him "Sirris">>," <<he>> giggles. "<<nnpc_He "Sirris">> can be so scatterbrained, sometimes." <</if>> <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>> <<run statusCheck("Sydney")>> <<if $phase is 2>> You stroll through the temple grounds with Sydney, <<if _sydneyStatus.includes("corrupt")>> <<his>> hands behind <<his>> back and <<his>> head held high. <<else>> <<his>> eyes darting about. <</if>> Most of the <<monks_and_nuns>> pass without a second glance. A few give <<him>> odd looks. Fewer still realise what <<hes>> wearing, reactions ranging from discomfort to disgust. An elder <<monk>> chuckles at the sight. <br><br> <<if $rng gte 26>> <<generatey2>><<person2>> Only an initiate, a <<person>>, is bold enough to confront <<person1>><<him>>. <br><br> "Sydney!" <<person2>><<he>> hisses. "You can't wear that here! Take it off!" <br> "What's wrong?" Sydney asks, thumbing the beads. "It's just my rosary." <br> The <<persons>> lip quivers. "Th-that's not... I mean, it's... those are..." <br><br> <<He>> stammers, then scurries away in a panic at the sight of an approaching procession of <<monks>>. <br><br> <<person1>> <<if $corruptionRollover is 1>> <<unset $corruptionRollover>> Sydney lets out a deep breath, then turns to you with a wide grin. <br> "I forgot how much fun that was! Breaking the rules like that..." <<He>> shivers. "You know... <span class="lewd">I really should cut loose every now and then.</span> It wouldn't hurt, would it?" <<else>> Sydney shakes <<his>> head. "I was never that bad, was I?" <</if>> <br> You walk back to the main hall, snickering amongst yourselves.<<trauma -2>><<ltrauma>> <<else>> <<generate2>><<person2>> A stern-faced <<monk>> approaches the two of you. <br><br> "Take that off at once," <<he>> demands, "or you'll be punished." <br> Sydney smirks, unfazed. "Don't threaten me with a good time," <<person1>><<he>> taunts. <br> The <<person2>><<monk>>'s eyes narrow. "Do I need to have a talk with <<nnpc_brother "Jordan">> Jordan?" <br><br> Sydney's face drains of colour, <<person1>><<his>> cocky demeanour crumbling before your eyes. With a pout, <<he>> pulls the beads off <<his>> neck. The <<person2>><<monk>> snatches them, then storms off without another word. <br><br> Once <<hes>> gone, Sydney shoots you a glare. "Don't look at me like that. It was a fun idea, but messing with <<nnpc_brother "Jordan">> Jordan? That's too far." <<person1>><<He>> purses <<his>> lips. "Dunno how I'm gonna explain the missing product to <<sydneyMum>>..." <</if>> <<elseif $phase is 1>> <<if $speech_attitude is "meek">> You blush and look away. "That's very brave of you." <<elseif $speech_attitude is "bratty">> You shake your head in disbelief. "Alright, I admit it. That takes balls." <<else>> You stare in disbelief. "That's brave," you say. "Or crazy." <</if>> <br><br> <<if _sydneyStatus.includes("corrupt")>> Sydney crosses <<his>> arms. "You totally doubted me, didn't you?" <<He>> laughs and flashes a smug grin. "I'm not such a prude now, am I?" <<else>> Sydney perks up at your words. <<Hes>> still tense, but <<his>> smile is a bit more genuine. "I can't believe you talked me into this," <<he>> giggles. <</if>> <br><br> You sit with Sydney for a bit, snickering at the occasional gawking passerby. <<He>> grows bored and returns to <<if $sydney_templeWork is "pray">>the pews<<else>><<his>> duties<</if>>. <<else>> <<if $speech_attitude is "meek">> You look around, worried. "Are you sure you should be doing this?" you mumble. "You could get in trouble." <<elseif $speech_attitude is "bratty">> You grab Sydney by the wrist and pull <<him>> to a secluded alcove, out of view. "You idiot," you snap. "Are you trying to get yourself in trouble?" <<else>> You give Sydney a concerned look. "This is a bad idea," you say. "You're going to get in trouble." <</if>> <br><br> <<if $purityRollover is 1>> <<unset $purityRollover>> <<He>> winces. "You're right," <<he>> sighs, staring down. "It was a stupid idea." <br><br> There's a brief pause before Sydney turns to face you. <<He>> looks ashamed. It's a look you haven't seen from <<him>> in a while. "I'm sorry. I just..." <<He>> sniffles. "Lately I've been acting odd. Doing things like, well." <<He>> holds up the string of beads. "This." <br><br> "I don't know what came over me, but hearing you talk just now... <span class="gold">it reminded me who I was.</span>" <<He>> clutches <<his>> pendant and smiles. "Thank you." <<else>> <<if _sydneyStatus.includes("corrupt")>> <<He>> scoffs. "Whatever. It was your idea." <<He>> takes the beads off and hides them in <<his>> robes. <<else>> <<He>> winces at your words, but nods. "Y-yeah. It was a stupid idea, anyway." <<He>> pulls the beads off and stuffs them in <<his>> robes. <</if>> <</if>> <br><br> <<He>> returns to <<if $sydney_templeWork is "pray">>the pews<<else>><<his>> duties<</if>> in silence. <</if>> <br><br> <<link [[Next|Temple]]>><<endevent>><</link>> <br> /* Event #2 - Cuffed Syd */<<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<run statusCheck("Sydney")>> <<if $phase is 1>> You enter the back room to find Sydney in a compromising position. <<if $sydneyromance is 1>> <<His>> arms are bound behind <<his>> back and over <<his>> head by a pair of pink, fuzzy handcuffs, linked around a shelf. <br><br> <<if _sydneyStatus.includes("corrupt")>> <<He>> smiles when <<he>> sees you. "Just testing the products," <<he>> explains. <<He>> tries to move, but doesn't get far. "Yep. Nice and tight." <<He>> looks around. <br> "Must've dropped the key." You spot it halfway across the room. Sydney shrugs. "Oops. Now, you're gonna help me free..." A mischievous glint flashes in <<his>> eyes. "Right?" <<else>> <<He>> looks down, a coy smile on <<his>> lips. "I'm so careless. I was testing the products, and... well, this happened. I dropped the key, too..." You spot it lying at <<his>> feet. <br> <<He>> stares at you with a longing gaze. "I-I'm so vulnerable..." <</if>> <br><br> <<link [[Play along|Adult Shop Sydney Cuffed Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>> <br> <<link [[Just free <<him>>|Adult Shop Sydney Cuffs Free]]>><<set $phase to 1>><<npcincr Sydney purity 1>><</link>><<gspurity>> <br> <<else>> <<His>> arms are bound in front of <<him>> by a pair of pink, fuzzy handcuffs, linked around a shelf. <<if _sydneyStatus.includes("corrupt")>> <<He>> glances over <<his>> shoulder at you and groans. <br><br> "Believe it or not, this was an accident. Now are you gonna help, or are you just gonna stand there drooling?" <<else>> Even with <<his>> back to you, you can tell <<hes>> blushing. <br><br> "I was just playing around, and then I dropped the key, and... and..." <<He>> gives you a pitiful look. "Please help?" <</if>> <br><br> <<link [[Tease|Adult Shop Sydney Cuffs Tease]]>><<if $sydneyromance isnot 1>><<npcincr Sydney love -1>><</if>><<npcincr Sydney lust 1>><<npcincr Sydney purity -1>><</link>><<if $sydneyromance isnot 1>><<llove>><</if>><<gslust>><<lspurity>> <br> <<link [[Free <<him>>|Adult Shop Sydney Cuffs Free]]>><<set $phase to 0>><<npcincr Sydney love 1>><</link>><<glove>> <br> <</if>> <<else>> You decide Sydney can handle whatever <<hes>> gotten <<himself>> into on <<his>> own. Sure enough, <<he>> soon emerges from the back room, looking no worse for wear. <br><br> <<if $sydneyromance is 1>> <<if _sydneyStatus.includes("corrupt")>> <<He>> tosses you a pair of pink fuzzy handcuffs. <<He>> looks upset. "You can be really dense, you know that?" <<He>> shoves past you, leaving you bewildered. <<else>> <<He>> approaches with a pout. "Where were you? I've been..." <<He>> cuts off, <<his>> face turning red. "I've been, um, hard at work. That's all." <</if>> <<else>> <<He>> rubs <<his>> wrists. "Sorry, I..." <<He>> barks an awkward cough. "Just testing the products. Everything's in order." <</if>> <br><br> The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Return|Adult Shop]]>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<run statusCheck("Sydney")>> <<if $phase is 1>> You pick the key off the ground and unlock Sydney's cuffs. <<He>> looks surprised<<if $awarelevel gte 1>>, and a little disappointed<</if>>. <br><br> <<if _sydneyStatus is "corruptLust">> <<bindtemp>> You turn to leave, but Sydney grabs your wrists and pulls you back. Before you can react, <<he>> pulls them over your head, just like <<his>> were. <span class="lewd">You hear a click.</span> You're stuck.<<stress 2>><<gstress>> <br><br> "You wanna do things the hard way?" <<He>> licks <<his>> lips. "Fine by me." <br><br> <<link [[Give in|Adult Shop Sydney Uncuffed Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>> <br> <<link [[Struggle|Adult Shop Sydney Cuffs Struggle]]>><<stress 4>><<npcincr Sydney love -1>><<npcincr Sydney purity 1>><</link>><<gstress>><<llove>><<gspurity>> <br> <<else>> <<if _sydneyStatus.includes("corrupt")>> <<He>> shoves past you, muttering over <<his>> shoulder. "You seriously need to learn how to take a hint." <br><br> <<He>> exits the room, leaving you <<if $awarelevel gte 1>>exasperated<<else>>confused<</if>>. <<else>> "Um... thanks." There's an awkward pause. <<He>> wrings <<his>> hands. "Good thing you were around." <br><br> <<He>> leaves the room, staring at <<his>> feet. You follow after <<him>>. <</if>> <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br> <</if>> <<else>> You waste no time undoing Sydney's cuffs. <<His>> arms fall free to <<his>> side, and <<he>> gives you a <<if _sydneyStatus.includes("corrupt")>> sullen pout. <br><br> "It really was an accident," <<he>> mutters. There's a pause, and <<his>> frown gives way to a smirk. "Besides, if anyone's locking me up like that, it'll be you."<<arousal 100>><<npcincr Sydney lust 1>><<garousal>><<glust>> <<else>> grateful smile. <br><br> "Thanks. I was just sorting things out back here, when I saw those, and..." <<He>> trails off, shaking <<his>> head. "Never you mind. Let's just forget about this, okay?" <</if>> <br><br> <<He>> returns the cuffs and key to the shelf and leads you back to the store proper. <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<run statusCheck("Sydney")>> You tap your chin in mock thought. <<if $speech_attitude is "meek">> "Gosh, I don't know." You smile coyly. "I kind of like seeing you like this." <<elseif $speech_attitude is "bratty">> "Help you?" you say. "Nah. Not when I've got you right where I want you." <<else>> "Are you sure you need help?" you ask. "You look pretty good from where I'm standing." <</if>> <br><br> <<if _sydneyStatus.includes("corrupt") and $sydneyromance is 1>> Sydney opens <<his>> mouth to retort, looking indignant, but stops <<himself>>. <<His>> pout morphs into a smirk. <br><br> "Tough talk. Shame you're too much of a wuss to go through with it." <<He>> wiggles <<his>> rear in your direction, taunting you. <br><br> <<link [[Give in|Adult Shop Sydney Cuffed Sex]]>><<set $sexstart to 1>><<npcincr Sydney purity -1>><</link>><<promiscuous1>><<lspurity>> <br> <<link [[Just free <<him>>|Adult Shop Sydney Cuffs Free]]>><<set $phase to 1>><<npcincr Sydney purity 1>><</link>><<gspurity>> <br> <<else>> <<if $sydneyromance is 1>> Sydney looks away and sighs, surrendering a tiny smile. "C-come on, not right now..." <<elseif _sydneyStatus.includes("corrupt")>> Sydney rolls <<his>> eyes. "Give me a break. If I was doing this for you, you'd know." <<He>> pulls on the cuffs. "Now hurry up and get these off, or I'm gonna scream." <<else>> Sydney glares at you with as much malice as <<he>> can muster from <<his>> awkward position. "That's not funny. Help me out, now." <</if>> <br><br> You let Sydney squirm a bit longer before helping <<him>> out of <<his>> bind. "I'd hold this against you, but it's a sin to bear grudges." <<He>> gives you a light punch. "Jerk." <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> You thrash against your restraints. Sydney throws <<his>> arms up. "Hey, take it easy! I was just—" <<He>> cuts off as <<he>> stumbles into a stack of boxes. <br><br> <<npc Sirris 2>><<person2>> The door swings open. "Everything alright?" It's Sirris. "Thought I heard..." <<He>> trails off, taking in the scene before <<him>>. <<He>> hurries over to free you, before making <<his>> way to Sydney. <<unbindtemp>> <br><br> "We need to talk," <<he>> says, a troubled look on <<his>> face. Sydney tries to explain, but <<person1>><<his>> stammering fades as <<hes>> dragged outside. Once you've regained your bearings, you follow them out. <br><br> The rest of the shift is uneventful. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>> <br><<run statusCheck("Sydney")>> <<if $sexstart is 1>> <<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 500>> <<set $enemyarousalmax to 600>> <<if _sydneyStatus.includes("corrupt")>> <<set $enemyarousalmax += 100>> <<elseif _sydneyStatus.includes("pure")>> <<set $enemyarousalmax -= 100>> <</if>> <<if $NPCList[0].penis isnot "none">> <<set $NPCList[0].penis to "clothed">> <</if>> <<if $NPCList[0].vagina isnot "none">> <<set $NPCList[0].vagina to "clothed">> <</if>> <<set $NPCList[0].lefthand to "idle">> <<set $NPCList[0].righthand to "idle">> <<set $npcSub to 1>> You creep up to Sydney like a hunt<<if $player.gender_appearance is "m">>er<<else>>ress<</if>> sizing up <<pher>> prey. <<if _sydneyStatus.includes("corrupt")>> <<He>> laughs and ensnares your waist between <<his>> legs, pulling your body against <<hers>>. <<else>> <<He>> feigns a struggle, giggling as <<he>> tries to push you away before "submitting" to you. <</if>> <<promiscuity1>> <</if>> <<set $enemyanger to -10>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Sydney Cuffed Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Sydney Cuffed Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<run statusCheck("Sydney")>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<tearful>> you unlock Sydney's cuffs, freeing <<his>> arms. They fall over your shoulders <<if _sydneyStatus.includes("corrupt")>> as <<he>> pulls you into <<his>> embrace. <<if _sydneyChastity and $sydneyChastityKnown>> <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>> <<else>> <<npcincr Sydney lust -20>><<lllslust>> <</if>> <<npcincr Sydney purity -2>><<lspurity>> <br><br> <<He>> twirls the cuffs around <<his>> finger. "Maybe next time, I'll lock you up instead. Bet you'd like that."<<arousal 100>><<garousal>><<npcincr Sydney lust 1>><<glust>> <<else>> as <<he>> collapses into your embrace. <<if _sydneyChastity and $sydneyChastityKnown>> <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>> <<else>> <<npcincr Sydney lust -20>><<lllslust>> <</if>> <<npcincr Sydney purity -2>><<lspurity>> <br><br> <<if $corruptionRollover is 1>> <<unset $corruptionRollover>> <<He>> takes a deep breath. "It was a little scary, being so helpless. But..." <<He>> blushes. "It felt kind of good, too. <span class="lewd">Can we try it again sometime?</span>" <<else>> <<Hes>> shaking. "I don't like feeling helpless, but I trust you..." <<He>> sighs, and looks up with a smile. "Well, as long as you had fun, I'm happy." <</if>> <<npcincr Sydney purity -1>><<lspurity>> <</if>> <br><br> Sydney clings to your arm as you exit the storeroom and return to work. <<elseif $enemyhealth lte 0>> Sydney yelps and kicks you away. <<if _sydneyStatus.includes("corrupt")>> "Seriously? Beating up on a bound <<personsimple>>?" <<else>> "H-hey! That's too rough!" <</if>> You can't help but notice <<hes>> blushing.<<npcincr Sydney lust 1>><<glust>> <br><br> The door to the back room bursts open as Sirris barges in. "Syd? What's wrong? I heard..." <br> <<nnpc_He "Sirris">> trails off as <<nnpc_he "Sirris">> takes in the whole scene, and raises an eyebrow. "Is this a bad time?" <br> Sydney grits <<his>> teeth, struggling to uphold <<his>> poise. "I'm fine. Please take these off of me." <br><br> Sirris brushes past you and undoes Sydney's cuffs, letting <<his>> arms fall free. <<He>> exits in a blur. Sirris glances at you, frowns, and leaves after Sydney.<<npcincr Sirris love -5>> <br><br> <<tearful>> you follow them out. <<else>> <<switch _sydneyStatus>> <<case "pure">> Sydney seems relieved, though <<he>> does give you a worried look. "You... you're not going to leave me like this, are you?" <<case "corrupt">> "Well, that was a waste of time," Sydney groans. "Do you have any idea how hard it is to get these on by yourself?" <<default>> "Oh... okay." <<He>> starts to leave, but <<hes>> pulled back by the cuffs. <<He>> looks sheepish. "A little help, please?" <</switch>> <br><br> <<tearful>> you undo Sydney's cuffs. <<He>> rubs <<his>> wrists. <br><br> <<switch _sydneyStatus>> <<case "pure">> "Those things aren't nearly as cosy as they look," <<he>> mutters on the way out. <<He>> gives you a concerned look. "Let's just... do it normally, next time. Okay?" <<case "corrupt">> "You keep chickening out on me, next time I'll lock you up instead." <<He>> winks as <<he>> leaves. You're not sure if <<hes>> joking.<<stress 2>><<arousal 100>><<npcincr Sydney lust 1>><<gstress>><<garousal>><<gslust>> <<default>> "That... wasn't as fun as I thought." <<He>> frowns, muttering under <<his>> breath as you leave. "Maybe we'll try them on you next time..."<<arousal 50>><<npcincr Sydney lust 1>><<garousal>><<glust>> <</switch>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Adult Shop]]>><</link>> <br><<run statusCheck("Sydney")>> <<if $sexstart is 1>> <<set $daily.sydney.sex = ($daily.sydney.sex || 0) + 1>><<set $sydney.sexTotal += 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 500>> <<set $enemyarousalmax to 600>> <<if _sydneyStatus.includes("corrupt")>> <<set $enemyarousalmax += 100>> <<elseif _sydneyStatus.includes("pure")>> <<set $enemyarousalmax -= 100>> <</if>> You stay still as Sydney approaches, <<his>> lips curled in a lustful grin. <<He>> slides the key down the front of <<his>> <<if $pronoun is "m">>trousers<<else>>shirt<</if>>. "Be a good <<girl>>, and maybe I'll let you go." <<promiscuity1>> <</if>> <<set $enemyanger to -10>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Sydney Uncuffed Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Sydney Uncuffed Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<run statusCheck("Sydney")>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> sighs, steadying <<himself>> against a pile of boxes. <<if _sydneyChastity and $sydneyChastityKnown>> <<sydneyChastityMessage>><<npcincr Sydney lust 3>><<ggslust>> <<else>> <<npcincr Sydney lust -20>><<lllslust>> <</if>> <<npcincr Sydney purity -2>><<lspurity>> <br> <<He>> reaches over your head and unlocks your cuffs. Your arms fall to your sides. <br><br> <<if _sydneyStatus.includes("corrupt")>> "So, you like being all tied up?" <<He>> hums in thought. "Good to know." <<else>> "I would've liked being on the other end, but..." <<He>> giggles. "This felt pretty good, too." <</if>> <br><br> <<tearful>> you return to work, Sydney clinging to your arm. <<elseif $enemyhealth lte 0>> Sydney yelps and stumbles back. "Okay, okay! You could've just said no." <br><br> <<He>> steps towards you. You brace yourself, but <<he>> reaches above your head. "This is your fault, you know. Should've just played along," <<he>> mutters while fiddling with your cuffs. "And after all the effort it took getting myself in those cuffs. Honest!" <br><br> The handcuffs click open, and your arms fall free. Sydney pokes your chest. "Next time, we're doing this my way."<<npcincr Sydney lust 1>><<glust>> <br><br> <<He>> leaves the storeroom with a wink over <<his>> shoulder. <<tearful>> you follow after <<him>>. <<else>> Sydney shrugs. "Okay. I'll leave you alone." <<He>> exits the back room without another word, leaving you locked up.<<stress 2>><<gstress>> <br><br> <<npc Sirris 2>><<person2>> You struggle in vain to free yourself. After a while, Sirris comes in to investigate the noise. <<He>> gasps when <<he>> sees you, and soon has you free. <br><br> <<tearful>> you dodge Sirris' questions and hasten back to work. You pass by Sydney, who smiles and waves.<<npcincr Sydney lust 1>><<gslust>> <</if>> <br><br> <<unbindtemp>> <<clotheson>> <<endcombat>> <<link [[Next|Adult Shop]]>><</link>> <br><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<run statusCheck("Sydney")>> You approach Sydney and the <<person>>. As you get close, you realise they're not arguing over prices. <br><br> <<if _sydneyStatus.includes("corrupt")>> "Come on," Sydney whispers huskily. "You think that little thing's gonna satisfy you?" <br> "I'm not falling for that," the <<person>> mutters with a glare. "The bigger ones are too expensive." <br> Sydney shrugs. "Whatever. But you'll regret it later." <br><br> <<link [[Encourage Sydney|Adult Shop Sydney Bartering 2]]>><<set $phase to 3>><<npcincr Sydney purity -1>><</link>><<lspurity>> <br> <<link [[Stay out of it|Adult Shop Sydney Bartering 2]]>><<set $phase to 2>><</link>> <br> <<else>> "Are you sure you can... handle that?" Sydney bites <<person1>><<his>> lip. "Maybe you should try a smaller—" <br> <<if random(1,5) is 1>> "Not for me," the <<person2>><<person>> interrupts. "For my <<spouse>>." <br> Sydney pauses. "Are you sure your <<print _text_output>> can—" <br> The <<person>> <<print either("jabs Sydney in the chest with a dildo","points a dildo at Sydney with an accusatory glare")>>. "You stay out of my personal life, brat." <<elseif $NPCList[0].vagina isnot "none">> "You calling my cunt weak?" the <<person2>><<person>> snaps over <<his>> shoulder. <br> Sydney gulps. "Of course not, <<sir>>, I-I'm sure it's very—" <br> "Then mind your own damn business." <<else>> "You calling me a tight-ass?" the <<person2>><<person>> snaps over <<his>> shoulder. <br> Sydney gulps. "N-no <<sir>>, I was only—" <br> "Then mind your own damn business." <</if>> <br><br> After a one-sided yet heated exchange, <<switch random(2)>> <<case 2>> the <<person>> refuses to budge and ends up purchasing the oversized toy. <<case 1>> the <<person>> concedes, settling on a smaller size. <<default>> the <<person>> storms out of the shop. <</switch>> Sydney is left gawking. <br><br> <<person1>> "It's impossible," <<he>> mutters. "No one could fit that in there. Could they?" <<He>> looks to you, distressed. <br><br> <<link [[Agree|Adult Shop Sydney Bartering 2]]>><<set $phase to 1>><<npcincr Sydney purity 1>><</link>><<gspurity>> <br> <<link [[Disagree|Adult Shop Sydney Bartering 2]]>><<set $phase to 0>><<npcincr Sydney purity -1>><<npcincr Sydney lust 1>><</link>><<gslust>><<lspurity>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<run statusCheck("Sydney")>> <<if $phase is 3>> You step up to Sydney's side. The <<person>> shoots you an annoyed glance. <br><br> <<if $speech_attitude is "meek">> "It's okay to be scared," you giggle. "We won't tease you." <br> The <<person>> balks. "Scared? It's a piece of plastic, for fuck's sake. I'm not—" <br> "Oh, <<hes>> totally scared," Sydney interjects. "And that's not even our biggest size!" <<elseif $speech_attitude is "bratty">> "Cut <<him>> some slack," you say to Sydney. "Just look at <<him>>. You can tell <<hes>> inexperienced." <br> The <<person>> grits <<his>> teeth. "I can hear you, you know." <br> Sydney giggles, ignoring <<him>>. "Poor thing, I bet <<hes>> afraid to touch <<himself>>." <<else>> "I hope this customer isn't giving you trouble," you say. <br> The <<person>> scoffs. <<person1>>"<<He>> started harassing me first." <br> Sydney laughs. <<person2>>"<<Him>>? Giving me trouble? <<He>> doesn't have the nerve." <</if>> <br><br> The <<person2>><<persons>> face turns red in a mixture of anger and embarrassment. What started as teasing grows into a heated debate between you and Sydney, and the <<person>>. <<switch random(2)>> <<case 2>> Somehow, it ends with the <<person>> buying half your stock. Sydney chuckles as <<he>> exits the shop, struggling to fit <<his>> haul through the door. <br><br> "We make a good team." <<person1>><<He>> slings an arm over your shoulder<<if $sydneyromance is 1>>, twirling <<his>> fingers through your hair<</if>>.<<npcincr Sydney love 1>><<glove>> <<case 1>> <<He>> relents in the end, purchasing the larger size. <<He>> leaves the store grumbling under <<his>> breath. <br><br> Sydney sighs theatrically. "Another poor soul succumbs to <<his>> pride." <<person1>><<He>> glances at you and smirks. "What about you, sinner? Have you succumbed yet?"<<npcincr Sydney lust 1>> <<default>> It's more than <<he>> can take, and <<he>> ends up leaving the store empty handed. <br><br> Sydney shakes <<person1>><<his>> head. "I'm not surprised. People like that don't know what they want." <<if $sydneyromance is 1>> <<He>> looks at you, running <<his>> tongue over <<his>> lips. "Me, I know exactly what I want."<<npcincr Sydney lust 1>><<glust>> <<else>> <<He>> shrugs. "If you're gonna do something, might as well go all out. Right?" <</if>> <</switch>> <<elseif $phase is 2>> You let Sydney handle the customer on <<person1>><<his>> own, sitting back as they get into a heated verbal exchange. <<if random(1)>> At last, the <<person2>><<person>> relents, leaving with a dildo half as tall as <<him>>. <br><br> "I hope you were taking notes," <<person1>><<he>> says to you. <<if $sydneyromance is 1>> "Or maybe you'd prefer a more personal demonstration of my... persuasiveness." <<He>> winks.<<arousal 50>><<npcincr Sydney lust 1>><<garousal>><<glust>> <<else>> "There's a lot I have to teach you." <<He>> winks. <</if>> <<else>> You watch the <<person2>><<person>> throw <<his>> hands up in frustration before storming out of the shop. <br><br> Sydney frowns. "Maybe I need to work on my sales pitch." <</if>> <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "Maybe <<person2>><<he>> was exaggerating," you say. "I wouldn't put too much thought into it." <br><br> Sydney stares ahead, pensive, then smiles and nods. "You're right. <<elseif $speech_attitude is "bratty">> You shrug dismissively. "Nah, forget about it. <<person2>><<He>> was just trying to show off." <br><br> Sydney furrows <<person1>><<his>> brow. "I don't see what's so impressive about..." <<He>> sighs and shakes <<his>> head. "Never mind. <<else>> "I'm sure <<person2>><<he>> was lying," you say. "Don't stress over it." <br><br> Sydney sighs. "I was just worried for <<his>> health, that's all." <<person1>><<He>> shakes <<his>> head, then turns to you with a smile. "But you're right. <</if>> Let's just get back to work." <<else>> <<if $speech_attitude is "meek">> You blush. "W-well, actually..." <br><br> Sydney furrows <<person1>><<his>> brow. "'Actually'? Actually, what?" You silently stare down at your lap. Sydney grabs your arm, whining. "Come on, tell me!" <<elseif $speech_attitude is "bratty">> You smirk. "You sure are interested in this." <br><br> Sydney gasps. <<person1>><<He>> looks mortified. "N-no! I'm just curious, that's all. <<sydneyMum>> says curiosity is a virtue..." <<else>> You shrug. "You'd be surprised." <br><br> Sydney's mouth falls open. "What? What's that supposed to mean? You... you can't just say things like that!" <</if>> <br><br> You don't elaborate, despite Sydney's pestering. <<person1>><<He>> eventually gives up and returns to work, mumbling to <<himself>>. <</if>> <br><br> You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">><<npcincr Sydney love 1>><<glove "Sydney">> <br><br> <<link [[Return|Adult Shop]]>><<endevent>><</link>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> The rest of the shift passes without incident. <br><br> You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">><<npcincr Sydney love 1>><<glove "Sydney">> <br><br> <<link [[Return|Adult Shop]]>><</link>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>> <<endevent>> <<generateAdultShopCustomer 1>><<generateAdultShopCustomer 2>> You bolt out the door after <<nnpc_him Whitney>>. <<nnpc_He "Whitney">> knocks over a <<person1>><<person>> carrying bags of goods purchased from the store. Dildos, anal eggs, and lubricants spill all over the ground, making pursuit difficult. <br><br> <<link [[Jump over the mess|Adult Shop Dildo Thief Chase 2]]>><<set $phase to 0>><</link>><<athleticsdifficulty>> <br> <<link [[Skip over the mess|Adult Shop Dildo Thief Chase 2]]>><<set $phase to 1>><</link>><<dancedifficulty>> <br> <<link [[Return to the store|Adult Shop Dildo Thief Approach Sydney]]>><</link>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>> <<if $athleticsSuccess is 1 and $phase is 0>> <<set $phase to 1>> <<elseif $danceSuccess is 1 and $phase is 1>> <<set $phase to 2>> <<else>> <<set $phase to 0>> <</if>> <<if $phase is 1>> <<if $cowbuild gte 20>> You charge straight through, oblivious to the obstacles. <<elseif $wolfbuild gte 20>> You growl as you leap over the flopping items in dogged pursuit. <<elseif $foxbuild gte 20>> You scamper side to side, dodging the flopping items easily. <<elseif $catbuild gte 20 or $danceSuccess>> You leap across with grace. <</if>> The distraction doesn't slow you down and you gain ground on Whitney. <br><br> <<link [[Next|Adult Shop Dildo Thief Chase 3]]>><</link>> <<elseif $phase is 2>> <<if $angelbuild gte 20>> As you leap, you feel yourself borne aloft as if on spectral wings. <<elseif $birdbuild gte 20>> You skip across with the ease of a raptor. <<elseif $catbuild gte 20 or $danceSuccess>> You leap across with grace. <</if>> The distraction doesn't slow you down and you gain ground on Whitney. <br><br> <<link [[Bear down on Whitney|Adult Shop Dildo Thief Chase 3]]>><</link>> <<else>> "Oi!" The <<person1>><<person>> snarls. "My stuff!" <br> "Did this cheeky <<bitch>> just knock you over? I think <<pshe>> needs a lesson in manners." A passing <<person2>><<person>> exclaims. <br> "Get <<phim>>!" <br><br> <<link [[Next|Adult Shop Dildo Thief Rape]]>><<set $molestationstart to 1>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <br> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Dildo Thief Rape End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Dildo Thief Rape]]>><</link>></span><<nexttext>> <</if>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> They smack your <<bottom>> and collect up the spilled items. "Hope that teaches you a lesson. Fucking dumb <<bitch>>." <br><br> <<tearful>> you hurry back to the shop. <br><br> <<clotheson>> <<endcombat>> <<link [[Return|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 3>><</link>> <br> <<else>> They recoil in pain, giving you the chance you need. <<tearful>> you hurry back to the shop. <br><br> <<clotheson>> <<endcombat>> <<link [[Return|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 1>><</link>> <br> <</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<endevent>> <<npc Sydney>><<person1>> <<run statusCheck("Sydney")>> You return to Sydney at the counter. <br><br> <<if $phase is 0>> "Whitney does that a lot. <<nnpc_Hes Whitney>> always coming in here and messing with me or stealing small items.<<if !_sydneyStatus.includes("corrupt")>> I'm sorry you had to see that.<</if>>" <<else>> "Are you okay? Thanks for going after <<nnpc_him "Whitney">> like that. <<if $sydneyromance gte 1>>It was very brave." <<He>> kisses your cheek. "<</if>>But it's no use. <<nnpc_He "Whitney">> got what <<nnpc_he "Whitney">> wanted this time, so at least <<nnpc_he "Whitney">> won't be back for a while." <</if>> <<if _sydneyStatus.includes("corrupt")>> <<He>> clenches <<his>> work trousers in <<his>> fist before continuing. <<else>> <<He>> fondles <<his>> necklace before continuing. <</if>> "<<sydneyMum>> will deal with <<nnpc_him "Whitney">> at school. <<nnpc_Hes Sirris>> very patient with <<nnpc_him "Whitney">>. I don't understand it." <<if _sydneyStatus.includes("corrupt")>> <<He>> flashes a wicked grin. "Needs a good flogging if you ask me." <<else>> <<He>> hesitates before smiling. "There's good in everyone, even if we can't see it." <</if>> <<if $phase isnot 0>> <<glove>><<npcincr Sydney love 1>> <</if>> <br><br> <<link [[Next|Adult Shop]]>><<set $phase to 3>><</link>><<set $location to "alley">><<set $bus to "industrial">><<set $outside to 1>><<effects>> <<endevent>><<npc Whitney>> You corner <<him>> in an alleyway. <br><br> <<if $speech_attitude is "bratty">> "Give them back, jerk." You shove <<him>>. <<else>> "Give them back," you say. "That's theft." <</if>> <br><br> "Calm down <<bitch>>, it's just a joke." <<He>> throws the dildos at your head. You dodge, but <<he>> uses the distraction to effect an escape. "See you around, slut!" <br><br> <<link [[Gather the items and return|Adult Shop Dildo Thief Approach Sydney]]>><<set $phase to 1>><</link>><<addinlineevent "adultshopdildolesson" 5>> <<generateAdultShopCustomer 1>><<person1>> A <<person>> approaches the counter with a handful of dildos. "Hey <<girl>>. I haven't used one of these things before. I need a demonstration." <br><br> <<if hasSexStat("promiscuity", 3) and $awareness gte 200>> Offer lesson <<link [[Offer to show them|Adult Shop Dildo Lesson Seduction]]>><<set $seductiondifficulty to 8000>><</link>><<seductiondifficulty>> <br> <</if>> deflect <<if $submissive lte 500>> "This isn't a brothel! Creep. Here's a pamphlet, go figure out yourself!" <<llove "Sirris">><<npcincr Sirris love -5>> <<elseif $submissive gt 1500>> "H-here's a pamphlet. Everything you need should be on there."<<glove "Sirris">><<npcincr Sirris love 1>> <<else>> "Here's a pamphlet. Everything you need should be on there."<<glove "Sirris">><<npcincr Sirris love 1>> <</if>> <</addinlineevent>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You lean closer to the <<person>>. <<if $speech_attitude is "meek">> "Let me show you. I'll be your good little helper," you coo into <<his>> ear. <<elseif $speech_attitude is "bratty">> "Hmph, come on dummy. I'll show you everything," you jeer, nodding towards the back room. <<else>> "Do you need a... private demonstration? There's a backroom where we can play," you whisper. <</if>> <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> glances around, and takes you by the arm. You lead <<him>> into the back room, then <<he>> turns and embraces you. <br><br> <<link [[Next|Adult Shop Dildo Lesson Sex]]>><<giveNPCsextoy 0 "dildo">><<set $sexstart to 1>><</link>> <br> <<else>> <<if random(0,2) is 0>> "I-It was nice meeting you," <<he>> says. <<He>> walks away, leaving the items on the counter. <<gstress>><<stress 3>> <<else>> "What? I just need cleaning instructions.<<print either(" Freak!\" <<He>> storms out of the store.","\" Aghast, <<he>> hurries from the store.","\" Wide-eyed, <<he>> drops the items and backs out of the store.")>> <<gstress>><<gtrauma>><<lcontrol>><<control -5>><<stress 5>><<trauma 5>> <</if>> <br><br> The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<endevent>> <<link [[Return|Adult Shop]]>><</link>> <</if>><<set $location to "adult_shop">><<set $outside to 0>><<effects>> <<if $phase is 1>> "This isn't a brothel, creep." You crumple up a pamphlet and chuck it at the <<person>>. "Read that and fuck off, before I stick those toys right up your—" <br><br> "Excuse me!" Sirris butts in. <<nnpc_He "Sirris">> turns to the <<person>>. "Why don't you come with me, <<sir>>? I'd be more than happy to educate you." <<nnpc_He "Sirris">> leads the bewildered <<person>> away, frowning over <<nnpc_his "Sirris">> shoulder. <br><br> The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<llove "Sirris">><<npcincr Sirris love -5>> <<else>> <<if $speech_attitude is "meek">> "H-here's a pamphlet. Everything you need should be in there." <<elseif $speech_attitude is "bratty">> You shove a pamphlet into the <<persons>> hands. "Read that. You can read, can't you?" <<else>> "Here's a pamphlet. Everything you need should be in there." <</if>> <<He>> huffs and wears a sour expression while you complete the transaction. <br><br> The rest of the shift passes without incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <</if>> <br><br> <<endevent>> <<link [[Return|Adult Shop]]>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Dildo Lesson Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Dildo Lesson Sex]]>><</link>></span><<nexttext>> <</if>><<adultShopWage>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> grins. "I think I just found my new favourite store. Thanks for the demonstration, slut." <<He>> leaves you a good tip as <<he>> exits the storeroom. <<set _tip to _wage+5+random(2,6)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> <<elseif $enemyhealth lte 0>> Recoiling in pain and shocked by your outburst, <<he>> pulls <<himself>> together and scrambles out the storeroom. <<set _tip to _wage>> <<else>> While you're stopping sooner than <<he>> would like, <<he>> looks grateful for the demonstration. <<He>> leaves you a tip. <<set _tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you return to work. The rest of your shift passes uneventfully. You earn <<moneyGain _tip>>.<<glove "Sirris">><<npcincr Sirris love 1>> <br><br> <<link [[Next|Adult Shop]]>><</link>> <br> /* Oyea passout */<<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<bind>><<facewear 29>> <<generate1>><<person1>> You wake up on your knees, your hands behind your back. Your mouth is filled with a leathery mass. It's stuffy. <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> Your neck is sore, as if someone had been pulling on your collar. <<else>> <<leash 21>> Something tight is clamped around your neck. <</if>> <br><br> You survey your surroundings. A <<person>> towers above you, talking with someone across a counter. <br><br> "Enjoy your purchase, <<sir>>." It's Sirris. <<nnpc_He "Sirris">> leans over the counter and winks at you. "You enjoy yourself, too." <span class="red"><<nnpc_He "Sirris">> doesn't recognise you behind the mask.</span><<trauma 2>><<stress 6>><<gtrauma>><<gstress>> <br><br> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> The <<person>> grabs you by your collar, <span class="forest-green">and it tingles in response</span>. A soft green light glows from the golden heart. Sirris looks down at it, leaning in. <br><br> <span class="green">Realisation flashes across <<nnpc_his "Sirris">> face as <<nnpc_he "Sirris">> looks back into your eyes.</span> <<nnpc_He "Sirris">> vaults over the counter! <br><br> <<link [[Next|Adult Shop Passout Bondage Familiar]]>><</link>> <br> <<else>> <<if $adultshopstate is "sydney">> <<link [[Next|Adult Shop Passout Bondage Sydney]]>><</link>> <br> <<else>> <<link [[Next|Adult Shop Passout Bondage 2]]>><</link>> <br> <</if>> <</if>><<set $outside to 1>><<set $bus to "industrial">><<set $location to "alley">><<effects>> You're powerless to resist as the <<person1>><<person>> drags you out the store. <<He>> makes a beeline for a nearby alley. <br><br> "What a bargain," <<he>> <<laughs>>, looming over you. "Got me some nice gear, and a whore to boot." <br><br> <<saveNPC 0 adult_shop_passout>> <<endevent>> <<loadNPC 0 adult_shop_passout>> <<clearNPC adult_shop_passout>> <<link [[Next|Adult Shop Passout Bondage Molestation]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<controlloss>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Passout Bondage Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Passout Bondage Molestation]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemyanger gte 1>> The <<person>> grabs you from behind before you can escape. "Not so fast, <<bitch>>." <<He>> holds your head in place as <<he>> <span class="red">wraps a roll of fabric around your eyes,</span> blinding you. <br><br> "You can keep the rest, too," <<he>> <<laughs>> as <<he>> boots you out of the alley. <<tearful>> you scramble to your feet. <br><br> <<endcombat>> <<set $worn.face.type.push("broken")>> <<faceruined>> <<facewear 6>> <<destinationbondage>> <<else>> <<He>> undoes your bondage. "That was fun," <<he>> laughs. "Thanks for the test run, slut." <<unbind>><<set $worn.face.type.push("broken")>><<faceruined>> <br><br> <<He>> leaves you lying in the alley. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> <<else>> You kick the <<person>> away. <<He>> tries to grab you, but you narrowly avoid <<him>>. <br><br> <<tearful>> you scurry back to the shop. Sirris glances up as you burst through the door. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Adult Shop Passout Bondage Sirris]]>><<npc Sirris>><<person1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> "Welcome back!" <<He>> smiles. "Was there something else..." <<He>> trails off as <<he>> takes another look at you. <<His>> eyes widen. "Oh. Oh dear. You're..." <br><br> <<He>> drops what <<hes>> doing and pulls you into a back room, where <<he>> undoes your bindings. "I'm so sorry," <<he>> whispers, voice trembling. "I didn't realise..." <br><br> A voice from outside grabs <<his>> attention. "I'm sorry. I need to take this." <<He>> hurries out to the storefront. You take a moment to collect yourself before following <<him>> out. <br><br> <<unbind>> <<set $worn.face.type.push("broken")>><<faceruined>> <<link [[Next|Adult Shop]]>><<endevent>><</link>><<effects>> The <<person>> pushes away from you and tries to run, but Sirris full-body tackles <<him>>. "Let's see how you like it, pervert!" Sirris reaches to a nearby shelf, <span class="pink">and grabs a collar</span>. <<nnpc_He "Sirris">> affixes it around the struggling <<persons>> neck with a click, before dismounting and letting <<him>> run. "Enjoy explaining that to the police!" <br><br> <<endevent>><<npc Sirris>><<person1>> <<He>> huffs, brushing off <<his>> hands, before undoing your bindings. "I'm so sorry," <<he>> says. <<He>> looks down at your collar. "I didn't realise it was you at first. It's a good thing that stayed on, or I don't think I would have at all." <br><br> <<He>> leans in, examining the heart. "Is that from the shop just outside town?" Before you can answer, a voice from the front grabs <<his>> attention. "I'm sorry. I need to take this." <<He>> hurries out to the storefront. You take a moment to collect yourself before following. <br><br> <<unbind>> <<set $worn.face.type.push("broken")>><<faceruined>> <<link [[Next|Adult Shop]]>><<endevent>><</link>><<run statusCheck("Sydney")>> <<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<npc Sydney 2>> The <<person1>><<person>> begins dragging you outside. You're almost to the door when a <<person2>><<personsimple>> calls out to <<person1>><<him>> from behind. "Excuse me, <<sir>>!" <span class="teal">It's Sydney.</span> "You forgot your <<wallet>>!" <br><br> Sydney trots up to the <<person>>, hand outstretched. You watch <<person2>><<him>> through your mask. <<if _sydneyStatus.includes("corrupt")>> <<He>> glances at you with a raised eyebrow, but looks away just as fast. <<else>> <<His>> eyes flick over you, but <<he>> looks away with a blush. <</if>> <br><br> <<link [[Get <<nnpc_his "Sydney">> attention|Adult Shop Passout Bondage Help]]>><<stress 6>><<npcincr Sydney purity -5>><</link>><<gstress>><<llspurity>> <br> <<link [[Stay silent|Adult Shop Passout Bondage 2]]>><<trauma 6>><</link>><<gtrauma>><<run statusCheck("Sydney")>> <<set $outside to 0>><<set $location to "adult_shop">><<effects>> You bound towards Sydney, straining against your bondage. <<He>> yelps and jumps back. <<if $speech_attitude is "meek">> <<gagged_speech "P-please, Sydney,">> you whimper. <<gagged_speech "Please don't leave me!">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Sydney!">> you grunt. <<gagged_speech "It's me, you idiot!">> <<else>> <<gagged_speech "Sydney!">> you cry. <<gagged_speech "It's me!">> <</if>> <br><br> The <<person1>><<person>> laughs nervously. "B-bad <<girl>>. Leave the nice <<person2>><<if $pronoun is "m">>fellow<<else>>lady<</if>> alone." <br><br> <<if $sydneyromance is 1>> <<if _sydneyStatus.includes("corrupt")>> "Weirdos," you hear Sydney mutter. "Can't you keep this stuff to—" <<else>> "Th-thank you for your patronage," Sydney says. "Please, if you don't mind..." <</if>> <br><br> <<He>> takes another look at you, and falls silent. Then, <span class="green"><<he>> gasps.</span> <br><br> <<link [[Next|Adult Shop Passout Bondage Saved]]>><</link>> <br> <<else>> <<if _sydneyStatus.includes("corrupt")>> "Gross," Sydney says as <<he>> shoves you aside. "Keep it to yourselves, creeps." <<He>> walks away in disgust, <<else>> Sydney shudders and backs away. "Thank you, have a nice day, goodbye!" <<He>> retreats behind the counter, <</if>> <span class="red">leaving you at the mercy of the <<person1>><<person>>.</span><<trauma 10>><<ggtrauma>> <<saveNPC 0 adult_shop_passout>> <<endevent>> <<loadNPC 0 adult_shop_passout>> <<clearNPC adult_shop_passout>> <br><br> <<link [[Next|Adult Shop Passout Bondage 2]]>><</link>> <br> <</if>><<run statusCheck("Sydney")>> <<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<if _sydneyStatus.includes("corrupt")>> Sydney lunges for the <<person1>><<person>>, who ends up tripping over your prone body. <br><br> A struggle ensues. Sydney manages to wrestle your leash out of the <<persons>> grasp. <<person2>><<He>> rushes you into a back room, leaving the <<person1>><<person>> to explain <<himself>> to the bemused crowd of customers. <<else>> Sydney screams. "H-help! Somebody! <<person1>><<Hes>> trying to kidnap my <<girlfriend>>!" <br><br> Heads turn up and down the aisles. The <<person>> curses under <<his>> breath before bolting out the door, leaving you behind. Sydney grabs your arm and rushes you into a back room. <</if>> <br><br> <<link [[Next|Adult Shop Passout Bondage Saved 2]]>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<unbind>><<set $worn.face.type.push("broken")>><<faceruined>> <<person2>> Sydney wastes no time undoing your binds. As soon as your arms are free, <<he>> throws <<himself>> into them. You can feel <<his>> heart racing. <br><br> Suddenly, the door flies open. Sydney tenses up, pulling you close, but <<he>> relaxes when <<he>> sees Sirris. "Sydney! Is everything alright?" <<nnpc_he "Sirris">> asks, panting. "I heard screaming, and..." <br><br> "Don't worry, <<sydneyMum>>." <<He>> shuts <<his>> eyes and squeezes you tight. "Everything's fine."<<trauma -4>><<stress -6>><<ltrauma>><<lstress>> <br><br> <<link [[Next|Adult Shop Passout Bondage Saved 3]]>><<pass 10>><</link>><<set $outside to 0>><<set $location to "adult_shop">><<effects>> Once <<nnpc_hes "Sirris">> sure you're okay, Sirris shuts the door, leaving you alone with Sydney. You lie with <<him>> for a while longer. <br><br> After some time, you decide to head back to the shop. <<He>> seems reluctant to leave you, but you assure <<him>> you'll be fine. <<tearful>> you make your way back outside. <br><br> <<link [[Next|Adult Shop]]>><<endevent>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<controlloss>> <<maninit>> <<set $enemyanger to 80>> <<set $enemytrust -= 40>> <br> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Clerk Angel Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Clerk Angel Molestation]]>><</link>></span><<nexttext>> <</if>><<if $alarm is 1>> <<set $rescued += 1>> Sirris runs out after hearing all the noise. "What's all this? Get off <<phim>>!" <<nnpc_He Sirris>> shouts at the <<person>>. The <<personsimple>> climbs to <<his>> feet and runs, casting you an angry glare. <br> <<endcombat>> <<clotheson>> <<tearful>> you collect yourself. Sirris hurries over to your side. "Are you okay? Take a moment if you need it." <br><br> For the rest of the shift you work in the back doing stock take. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Next|Adult Shop]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> shoves you to the ground with a manic laugh. "Not so pure now are ya?" <<He>> leers as you move away, smirking in satisfaction before leaving. <br> <<endcombat>> <<clotheson>> <<tearful>> you collect yourself. Sirris bursts from the stock room, hurrying over to your side. "Are you okay? Take a moment if you need it." <br><br> For the rest of the shift you work in the back doing stock take. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Next|Adult Shop]]>><</link>> <<else>> The <<person>> falls backward into a shelf, scattering merchandise everywhere. <<He>> snarls as <<he>> fixes <<his>> clothes, making a hasty retreat. "Someone's going to get you some day!" <br><br> <<clotheson>> <<endcombat>> <<npc Sirris>><<person1>> <<if C.npc.Sirris.love lte 20>> Sirris runs out after hearing all the noise. "What's all this?" <<he>> demands. <<He>> shakes <<his>> head when <<he>> sees you. "I'm sorry, but you'll have to clean this up. You can expect the damage to come out of your pay." <br><br> <<tearful>> you spend the remainder of your shift cleaning up the scattered merchandise.<<gstress>><<gtrauma>> <<else>> Sirris runs out after hearing all the noise and demands. "What's all this?" <<He>> sighs and shakes <<his>> head when <<he>> sees you. <<He>> helps you to your feet. "Are you all right?" <br><br> You nod your head not wanting to say anything. "Do be more careful," <<he>> says. "Now help me clean this up." For the next ten minutes you assist Sirris in picking up the fallen merchandise.<<lstress>> <br><br> The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>. <</if>> <br><br> <<link [[Return|Adult Shop]]>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "adult_shop">><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $enemytype to "swarm">> <<swarminit "snakes" "dildo snake" "writhing" "writhe" "keep back" 2 6>> <<set $timer to 10>> <</if>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if ($timer lte 0) or $stress gte $stressmax>> <span id="next"><<link [[Next|Adult Shop Dildo Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Dildo Swarm]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "adult_shop">><<effects>> <<if $stress gte $stressmax>> <<endcombat>> <<passouttrash>> <<else>> The dildo snakes dissipate into mist and the spectral arms haul you out of the void. <<tearful>> you collect yourself. <br> <<endcombat>> <<clotheson>> Sirris glares when <<nnpc_he Sirris>> sees the dildos scattered around you, but says nothing. You finish your shift without further incident. You earn <<adultShopWage>><<moneyGain _wage>>.<<llove "Sirris">><<npcincr Sirris love -1>> <br><br> <<link [[Next|Adult Shop]]>><<set $eventskip to 1>><</link>> <br> <</if>><<run statusCheck("Sydney")>> <<generateAdultShopCustomer 1>><<npc Sydney 2>><<person1>> <<set _toy to randomSexToy("all")>> As you enter the shop, Sydney waves at you from behind the counter. A <<person>> browses the merchandise but stops when <<he>> sees you. In an attempt to keep it casual, <<he>> walks over. <br><br> "I bet you're bored all by yourself in this big shop. Why don't we try out a few of these and make it more interesting?" <<he>> says. <br><br> Before you formulate a reply, Sydney appears.<<person2>> <<if _sydneyStatus.includes("pure")>> "Hardly boring. I'm still trying to figure out what a..." <<He>> pauses to pick up a sex toy. "<<print either("Speciality vibronic","Kaleidoscopic","Ergonomically reformed","Erotically ribbed","Ultra vibronic","Synthetik-lite","Electro pleasure","Harmony matrix")>> <<print randomSexToy("all")>> is." <<He>> shakes <<his>> head. <<elseif _sydneyStatus.includes("corrupt")>> "We don't allow product sampling." <<He>> looks at you with a sly grin. "But we do test them." <<else>> "A fine shop indeed, we'll have anything you're looking for." <</if>> <br><br> "Hmmph," the <<person1>><<person>> <<print either("pouts","snorts","sneers")>> and walks out the door. <br><br> <<link [[Next|Adult Shop]]>><</link>><<set _toy to $shoptoy>><<unset $shoptoy>> <<if $phase is 0>> <<person1>> <<if $awareness lt 200>> You look at the package, <span class="blue">but it makes little sense to you.</span> How would one even do that? You shrug your shoulders. <<gawareness>><<awareness 3>> <br><br> "Sorry," says Sydney handing the _toy back to the <<person>>. "You'll have to just follow the instructions." <<lspurity>><<npcincr Sydney purity -1>> <br><br> The <<person>> stares in visible confusion. <<He>> finishes the transaction and leaves the shop shaking <<his>> head. <br><br> The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <<else>> <<if hasSexStat("promiscuity", 4) and $sydneyromance gte 1>> <span class="lewd">You suppress a giggle as you look at the _toy.</span> "It sure is. Would you like to try it out later? I wouldn't mind helping if you like." <<promiscuity1>> Sydney's blush deepens more than you thought possible and goes silent. You smile at the <<person>>, who's almost drooling after that exchange, and complete <<his>> transaction. "Come again," you say as the <<person>> leaves with a happy grin. <<lspurity>><<npcincr Sydney purity -2>><<gslust>><<npcincr Sydney lust 2>> <br><br> <<adultShopWage>><<set _tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> <<He>> leaves you a tip. You earn <<moneyGain _tip>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <<else>> <<person2>> You look at the package, <span class="lewd">smiling while examining the content.</span> You whisper in Sydney's ear. "You've got it right. That's what it's for." <br><br> Sydney opens <<his>> mouth to say something but nothing comes out. With Sydney too stunned to continue, you complete the transaction for the <<person1>><<person>>. "Come again," you say as the <<person>> leaves shaking <<his>> head. <<lspurity>><<npcincr Sydney purity -2>> <br><br> The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <</if>> <</if>> <<elseif $phase is 1>> <<if $awareness lt 200>> You look at the package, <span class="blue">but you're not even sure what it is.</span> The description cannot be right. You shrug your shoulders. <<gawareness>><<awareness 1>> <br><br> Sydney smirks and hands the package back to the <<person1>><<person>>. "I can personally tell you, this one is a good one." The <<person>> raises an eyebrow but completes <<his>> transaction without comment. <<else>> You look at the package, <span class="lewd">smiling while examining the content.</span> You whisper back in Sydney's ear. "Sure, I'm looking forward to trying it." <br><br> Sydney smirks and hands the _toy back to the customer. "This one comes highly rated." The <<person1>><<person>> looks pleased and finishes <<his>> transaction. <</if>> <br><br> The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <<else>> <<if $awareness lt 200>> You look at the package. "Maximum pleasure," <span class="blue">what does that even mean?</span> You shrug your shoulders. <<gawareness>><<awareness 1>> <br><br> Sydney hands the _toy back to the <<person1>><<person>>. "This is one of our better ones. I'm sorry I can't recall if this is the deluxe version though." The <<person>> rolls <<his>> eyes and completes the transaction. <br><br> The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <<else>> You look at the package, <span class="lewd">smiling while examining the content.</span> You whisper in <<his>> ear, "It is. One of the newer ones too." <br><br> Sydney nods <<his>> head, "I thought so." <<He>> turns back to the <<person1>><<person>>. "A fine choice this one. It won't leave you wanting, that's for sure." The <<person>> gives Sydney a funny look and finishes <<his>> transaction. <br><br> The rest of the shift passes uneventfully. You earn <<adultShopWage>><<moneyGain _wage>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <</if>> <</if>><<set $location to "alex_cottage">><<set $outside to 0>><<effects>> <<set _toy to "strap-on">> You place the _toy on Alex's desk. <<He>> swivels in <<his>> chair to face you, nearly dropping the phone in surprise when <<he>> sees it. <<He>> clears <<his>> throat. "P-please hold." <br><br> Setting the phone down, <<he>> grabs the _toy and gives it a good look. <<giftSexToys "Alex">> <<if C.npc.Alex.dom gte 30>> <<He>> whistles. "Nice choice." <<He>> pauses, flashing you a smirk. "For a newbie, anyway." <br><br> <<He>> gets up from <<his>> desk, smacking your <<bottom>> with the _toy as <<he>> passes. "Hope you know what you're getting into," <<he>> whispers. "You're in for a wild ride, cow<<girl>>." <br><br> <<He>> places it in a drawer near <<his>> bed before returning back to work, whistling a tune. <<elseif C.npc.Alex.dom lte -30>> <<He>> scratches <<his>> head sheepishly. "You've got some wild ideas." <<He>> stares at the _toy thoughtfully, and lets out a quiet chuckle. <br><br> <<He>> rises from the desk with a sigh. "Hell, if you think it's a good idea, you're probably right." <br><br> <<He>> places it in a drawer near <<his>> bed before returning to work, blushing. <<else>> "You've got some wild ideas, y'know." <<He>> licks <<his>> lips. "I like 'em." <br><br> <<He>> rises from <<his>> desk, bopping you on the head with the _toy as <<he>> passes. "Hope you know how to ride, cow<<girl>>." <br><br> <<He>> places it in a drawer near <<his>> bed before returning to work, grinning. <</if>> <br><br> <<link [[Next|Farm Alex Bedroom]]>><<endevent>><</link>> <br><<set $location to "cabin">><<set $outside to 0>><<effects>> <<set _sextoy to "strap-on">> <<if $speech_attitude is "meek">> "Eden?" You hold the _sextoy out. "I was hoping you could... use this." You look away, blushing. "O-on me." <<elseif $speech_attitude is "bratty">> "Hey." You toss the _sextoy into <<his>> lap. "We're trying that out later. Got it?" <<else>> You set the _sextoy on the table beside Eden. "I thought we could try something new. How about it?" <</if>> <br><br> <<He>> snatches the _sextoy up with a furrowed brow, studying it. <<He>> shakes <<his>> head. "Waste of time," <<he>> grunts. "What would I even get out of it?" <br><br> <<if C.npc.Eden.love gte 100>> <<if $speech_attitude is "meek">> You drop to your knees beside Eden's chair, wrapping your arms around <<his>> bicep and propping your head on <<his>> shoulder. <br> "Please?" you beg, staring into <<his>> eyes. "I've been good, haven't I...?" <<elseif $speech_attitude is "bratty">> Without warning, you leap onto the chair, straddling Eden's waist, hands on <<his>> shoulders. <<His>> expression doesn't change. <br> "Know what I think?" You lean in, whispering into <<his>> ear. "I think you're scared. Scared you can't handle me. Is that it?" <<else>> You sit on the arm of the chair, wrapping your arms around Eden's shoulders and pulling <<him>> against you. <br> "Come on," you say, giving <<his>> arm a light squeeze. "It'd make me happy." <</if>> <br><br> Eden stares at you, unflinching. Finally, <<he>> sighs. "Fine. But if I don't like it, that's it." <<He>> looks to the _sextoy, and snorts. "It might be worth it to hear you squeal, at least." <<giftSexToys "Eden">> <<else>> <<if $speech_attitude is "meek">> "Please? You—" <<elseif $speech_attitude is "bratty">> "C'mon, just—" <<else>> "Just give it—" <</if>> <br><br> "No," Eden interrupts, <<his>> voice firm. <<He>> looks up from <<his>> book with a glare. "When you start taking care of things around here, you can call the shots. Until then, we do what I want. And that's that." <br><br> <i>If <<he>> liked you more <<he>> might be amenable to your request.</i> <</if>> <br><br> <<link [[Next|Eden Cabin]]>><</link>><<set $outside to 0>><<effects>> <<run statusCheck("Sydney")>> <<set _sextoy to "strap-on">> You place the _sextoy on the counter. <<if _sydneyStatus.includes("corrupt")>> Sydney's eyebrows raise, but <<he>> doesn't seem surprised. <<He>> holds it up to the light, squinting. A few passing students gawk at <<his>> shamelessness. <br><br> <<if _sydneyChastity>> <<He>> looks thoughtful for a moment, before shaking <<his>> head. <br><br> "I'm already packing heat down there." <<He>> clunks the _sextoy against <<his>> chastity belt. "It's a fun idea, though." <<else>> <<His>> face splits into a wide grin as <<he>> regards the _sextoy. <br><br> "I thought you'd never ask," <<he>> says. <<He>> tucks it into <<his>> <<if $pronoun is "m">>trousers<<else>>skirt<</if>>. <<His>> excitement is palpable. <<giftSexToys "Sydney">> <</if>> <<elseif _sydneyStatus.includes("pure")>> Sydney blankly stares at it, until <<his>> eyes widen in realisation. <<He>> gasps, scrambling to shove the _sextoy under the counter. <br><br> <<if _sydneyStatus.includes("Lust")>> <<He>> brings <<his>> fingers up to <<his>> lip, eyes wide. "R-really?" <<he>> gulps. "You're going to put that in my—" <br> You cut <<him>> off to clarify that you want <<him>> to use it on you. <<His>> face turns an even deeper red. <<else>> "This isn't what I think it is... is it?" <<He>> swallows nervously. "And you want me to... on you?" <<if $speech_attitude is "meek">> You look down and nod, blushing. <<elseif $speech_attitude is "bratty">> You nod eagerly. <<else>> You nod. <</if>> <</if>> <br><br> <<if _sydneyChastity>> <<He>> looks down and shakes <<his>> head. "I don't think I could... work it... with my... you know..." <<He>> taps a finger against <<his>> chastity belt. <br><br> <<He>> shifts focus back to <<his>> work, refusing to speak further on the matter. <<elseif _sydneyStatus.includes("Lust")>> <<His>> eyes dart about nervously, looking everywhere but you. "Well... <<sydneyMum>> says I need to broaden my horizons." <<He>> wets <<his>> lips. "If it'll make you happy..." <br><br> <<He>> takes the _sextoy in trembling hands, shoving it to the bottom of <<his>> school bag. <<He>> doesn't stop glancing over <<his>> shoulder. <<giftSexToys "Sydney">> <<else>> <<He>> doesn't hesitate as <<he>> shoves the _sextoy back into your hands, wiping <<his>> own on <<his>> <<if $pronoun is "m">>trousers<<else>>skirt<</if>>. <br><br> "I'm sorry, I can't. It's just too..." <<He>> trails off into a series of formless squeaks and murmurs as <<he>> forces it back in your hands. "C-can you please put it away now? Someone might see..." <</if>> <<else>> Sydney gasps and hurriedly pulls it into <<his>> lap, out of view. <br><br> "You can't be serious," <<he>> whispers. "You really want me to...?" <<if $speech_attitude is "meek">> You look down and nod, blushing. <<elseif $speech_attitude is "bratty">> You nod eagerly. <<else>> You nod. <</if>> <br><br> <<if _sydneyChastity>> <<He>> stares at it with a frown, before shaking <<his>> head. <br><br> "Sorry, but I'd be a bit... encumbered." <<He>> taps <<his>> knuckles against <<his>> chastity belt. "It's an interesting idea, though." <<elseif _sydneyStatus.includes("Lust")>> <<He>> stares at it thoughtfully. Finally, <<he>> murmurs, "I... I guess it won't hurt to try something new." <br><br> <<He>> takes the _sextoy and shoves it to the bottom of <<his>> school bag. <<He>> looks conflicted, but flashes you an uneasy smile all the same. <<giftSexToys "Sydney">> <<else>> <<He>> bites <<his>> lip, staring at the toy in consideration. Finally, <<he>> sighs. <br><br> "I'm sorry, but... no. Not now." <<He>> places it back in your hands, giving you a small smile. "I... I'll think about it." <<His>> tone is unconvincing, but you decide to drop the subject for now. <</if>> <</if>> <br><br> <<sydneySchedule>> <<set _giftPassage to (_sydney_location is "shop" ? "Adult Shop" : "Library Rental Counter")>> <<link [[Next|_giftPassage]]>><<endevent>><</link>><<set $outside to 0>><<effects>> <<giftSexToys "Sydney">> <<run statusCheck("Sydney")>> <<set _sextoy to "strap-on">> You furtively hold the _sextoy beneath the pew, tapping it against Sydney's leg. <<if _sydneyStatus.includes("corrupt")>> <<He>> giggles. "Cut it out—" <<He>> trails off upon looking down, eyebrows raising in surprise. "I'm not saying no, but..." <<He>> looks over <<his>> shoulder nervously, lowering <<his>> voice. "Maybe later?" <<elseif _sydneyStatus.includes("pure")>> <<He>> opens <<his>> eyes with a frown. "Please, I'm trying—" <<He>> cuts off with a gasp upon looking down. <<He>> averts <<his>> gaze, <<his>> face red. "C-can this wait?" <<else>> <<He>> pops an eye open. "Is everything al—" <<He>> cuts off with a gasp upon looking down. <<He>> nudges it away with <<his>> foot, <<his>> face red. "Seriously?" <<he>> whispers. "Here?" <</if>> <br><br> <<if $speech_attitude is "meek">> "I-I know it's asking a lot, but I really want you to try it on me." You hold it out. Sydney <<if _sydneyStatus.includes("corrupt")>> smirks <<elseif _sydneyStatus.includes("pure")>> bites <<his>> lip <<else>> looks uneasy <</if>> as <<he>> takes it from you. "Please?" <<elseif $speech_attitude is "bratty">> <<if _sydneyStatus.includes("corrupt")>> "'Maybe later,'" you repeat teasingly. You toss it on Sydney's lap. <<He>> casually tucks it in <<his>> robe. "No, I want your answer now. You gonna use it or not?" <<elseif _sydneyStatus.includes("pure")>> "'Can this wait?'" you repeat teasingly. You toss it on Sydney's lap. <<He>> yelps in shock, fumbling to hide it. "No, I want your answer now. You gonna use it or not?" <<else>> "'Seriously?'" you repeat teasingly. You toss it on Sydney's lap. <<He>> to yelp in shock, quickly hiding it away. "Yeah, I'm serious. You gonna use it or not?" <</if>> <<else>> "I just thought we could spice things up," you say. You place it in Sydney's lap. <<if _sydneyStatus.includes("corrupt")>> <<He>> casually tucks it in <<his>> robe. <<elseif _sydneyStatus.includes("pure")>> <<He>> fumbles to hide it in <<his>> robe. <<else>> <<He>> quickly hides it away. <</if>> "What do you think?" <</if>> <br><br> <<if _sydneyStatus.includes("corrupt")>> <<if _sydneyChastity>> <<He>> looks thoughtful for a moment, before shaking <<his>> head. <br><br> "I'm already packing heat down there." <<He>> clunks the _sextoy against <<his>> chastity belt. "It's a fun idea, though." <<else>> <<His>> face splits into a wide grin as <<he>> regards the _sextoy. <br><br> "I thought you'd never ask," <<he>> says. <<He>> eagerly tucks it into <<his>> robes, unaware or uncaring of the distinctive outline visible through the fabric. <</if>> <<elseif _sydneyStatus.includes("pure")>> <<if _sydneyChastity>> <<He>> looks down and shakes <<his>> head. "I don't think I could... work it... with my... you know..." <<He>> taps a finger against <<his>> chastity belt. <br><br> <<He>> shifts focus back to <<his>> work, refusing to speak further on the matter. <<elseif _sydneyStatus.includes("Lust")>> <<His>> eyes dart about nervously, looking everywhere but you. "Well... <<sydneyMum>> says I need to broaden my horizons." <<He>> wets <<his>> lips. "If it'll make you happy..." <br><br> <<He>> bunches <<his>> robe up around the _sextoy, struggling to conceal it. <<He>> doesn't stop glancing over <<his>> shoulder. <<else>> <<He>> doesn't hesitate as <<he>> shoves the _sextoy back into your hands, wiping <<his>> own on <<his>> <<if $pronoun is "m">>trousers<<else>>skirt<</if>>. <br><br> "I'm sorry, I can't. It's just too..." <<He>> trails off into a series of formless squeaks and murmurs as <<he>> forces it back in your hands. "C-can you please put it away now? Someone might see..." <</if>> <<else>> <<if _sydneyChastity>> <<He>> stares at it with a frown, before shaking <<his>> head. <br><br> "Sorry, but I'd be a bit... encumbered." <<He>> taps <<his>> knuckles against <<his>> chastity belt. "It's an interesting idea, though." <<elseif _sydneyStatus.includes("Lust")>> <<He>> stares at it thoughtfully. Finally, <<he>> murmurs, "I... I guess it won't hurt to try something new." <br><br> <<He>> bunches <<his>> robe up around the _sextoy, struggling to conceal it. <<He>> looks conflicted, but flashes you an uneasy smile all the same. <<else>> <<He>> bites <<his>> lip, staring at the toy in consideration. Finally, <<he>> sighs. <br><br> "I'm sorry, but... no. Not now." <<He>> places it back in your hands, giving you a small smile. "I... I'll think about it." <<His>> tone is unconvincing, but you decide to drop the subject for now. <</if>> <</if>> <br><br> <<link [[Next|Temple Sydney]]>><<endevent>><</link>>/* This needs a rework before release */ <<effects>> <<if $speech_attitude is "meek">> Your hands tremble as you hold out a package wrapped with a ribbon for Kylar. <<His>> face lights up as <<he>> gingerly takes it. <<elseif $speech_attitude is "bratty">> You swap out Kylar's sketchpad for a package wrapped with a ribbon. <<He>> tries to reach for it, but then notices the package. <<His>> face lights up. <<else>> <<if $location is "arcade">> You pass a package wrapped with a ribbon on the arcade machine. Kylar stops playing and gingerly takes it. <<He>> seems elated. <<else>> You pass a package wrapped with a ribbon next to Kylar's sketchpad. <<He>> drops <<his>> pencil, and gingerly takes it. <<He>> seems elated. <</if>> <</if>> <br><br> <<if C.npc.Kylar.rage gte 30>> "A g-gift? Really? I thought..." Kylar shakes <<his>> head. "Thank you. I will cherish this." <<He>> looks at the unwrapped strap-on and exhales sharply, eyes locked on the toy. "Are you giving me this because I'm... not enough? If that makes you happy, I'll do it. Just d-don't leave me for... someone else." <<else>> "A gift from you? I will cherish this, thank you my love."<<set $kylarSeen.pushUnique("saidLove")>> <<His>> breathing gets heavy as <<he>> looks at the unwrapped strap-on. "Th-this is so lewd," <<he>> whispers. "Y-you really want me to wear this...?" <<He>> looks up, smiling, and <<he>> gently trails <<his>> finger along your cheek. "Of course," <<he>> giggles. "Anything for you." <</if>> <br><br> Kylar crushes the strap-on against <<his>> chest, staring intently into your eyes. "Do you want to use it now? I need to do things to you." <<giftSexToys "Kylar">> <br><br> <<link [[Invite Kylar to the orphanage|Kylar Invite]]>><<npcstrapon 0>><</link>><<gglust>><<gglove>><<lksuspicion>> <br> <<link [[Refuse|Kylar Strap-on Sex Refuse]]>><</link>><<gglust>><<He>> looks disappointed. "That's okay. I understand." <br> <<kylaroptions>><<set $location to "home">><<set $outside to 0>><<effects>> <<set _sextoy to "strap-on">> <<if $speech_attitude is "meek">> You tug on Robin's sleeve. <<He>> looks up from <<his>> game with a smile, nodding for you to continue. You set the _sextoy down on <<his>> bed. <br><br> Robin's mouth opens slightly, <<his>> face turning red. You look away, hiding a blush of your own. "D-do you want try it?" <<elseif $speech_attitude is "bratty">> You turn Robin's console off. <<He>> frowns, but it's replaced with a look of shock as you drop the _sextoy onto <<his>> lap. <br><br> "How about it?" you ask with a grin. "Ready to step up your game?" <<else>> "Hey, Robin?" you ask. <<He>> nods for you to continue. "I was hoping we could try something new." <br><br> <<He>> beams. "Sure! What kind of game—" <<He>> stops when <<he>> sees the _sextoy in your hands. <<He>> blushes. "Oh. You mean..." <</if>> <br><br> <<He>> takes the _sextoy in <<his>> hands, studying it through wide eyes. A moment later, <<he>> looks up at you with a smile. <<if C.npc.Robin.dom gte 50>> "You always have the craziest ideas," <<he>> laughs. "I'll do it. Maybe it'll be fun for me, too!" <br><br> <<He>> goes back to <<his>> game, giggling quietly to <<himself>> and throwing the occasional coy look your way. <<giftSexToys "Robin" "given">> <<elseif C.npc.Robin.dom gte 20>> It's subdued, but genuine. "I-it's a bit out of my comfort zone, but..." <<He>> squeezes your arm. "If it's what you want, I'll do it." <br><br> <<He>> goes back to <<his>> game, a slight blush dusting <<his>> cheeks. <<giftSexToys "Robin" "given">> <<else>> It doesn't quite reach <<his>> eyes. "Y-yeah. I'll think about it." <<He>> doesn't sound overly enthused. <br><br> <i><span class="blue">Robin might be more receptive to the idea if <<he>> were more confident.</span></i> <</if>> <br><br> <<link [[Return|Robin's Room Entrance]]>><<endevent>><</link>><<set $outside to 0>><<effects>> <<npc Gwylan>><<person1>> <<set _sextoy to setup.sextoys.find(toy => toy.name is $phase)>> <<switch $speech_attitude>> <<case "meek">> You offer the _sextoy.name. "Gwylan?" you say softly. "I got you a gift. I hope you like it. I thought it might be nice to use it with you sometime." You blush. <<case "bratty">> You waggle the _sextoy.name in front of Gwylan's face. "Hey, I got you something. We should try it out sometime." You demonstrate with an obscene gesture. <<default>> You hand Gwylan the _sextoy.name. "I got you something. I thought it would be fun to use sometime." You smile at <<him>>. <</switch>> <br><br> <<if _sextoy.shop.includes("forest")>> Gwylan stares at you blankly for a moment, then bursts out laughing. It takes <<him>> a few moments to compose <<himself>>, but <<he>> finally manages to say, "You bought this from me, to gift to me?" <<He>> giggles again. "I don't take returns, but sure, I'll happily accept it. Thank you for thinking of me." <br><br> <<gwylanOptions>> <<else>> <<switch _sextoy.name>> <<case "strap-on horse cock">> Gwylan snickers. "You'd like me to use this on you? You're quite the size <<= $player.gender_appearance is "m" ? "king" : "queen">>." <<case "strap-on knotted cock">> <<if $player.penisExist and $gwylanSeen.includes("player_knotted_gwylan")>> <<He>> gives you a sly look. "Did someone have fun knotting me, and now <<pshe>> wants to experience it in return?" <<he>> coos. <</if>> Gwylan giggles. "The real thing is better," <<he>> says. "A silicone knot like this is just for show." <<default>> Gwylan's face lights up. "Oh, <<pcpetname "Gwylan" "naughty">>!" <<he>> says. <</switch>> <<He>> takes the _sextoy.name from you and inspects it, oohing and ahhing. <br><br> <<if !$gwylanSeen.includes("strapOnGifted") and !$gwylanSeen.includes("toyCollection")>> "You know," <<he>> says, "I have quite a collection of toys myself. Mostly vintage or novelty items I've picked up over the years. I'll admit, I don't tend to use them on my own. There's plenty of other ways to alleviate any masturbatory urges. But sharing a toy with a fluid-bonded partner... well. It's rather intimate." <<He>> gives you a fond smile. "This is a very thoughtful gift. I'll cherish it." <<else>> "This is a delightful addition to my collection. Thank you for the thoughtful gift. I'll be sure to cherish it." <</if>> <<He>> moves closer to you. "In fact, why don't I show you just how much I'll cherish it?" <br><br> <<set $gwylanSeen.pushUnique("strapOnGifted")>> <<if playerChastity("anal") or ((playerChastity("hidden") or !$player.vaginaExist) and !$settings.analEnabled)>> <span class="blue">Gwylan won't be able to use the strap-on on you, due to your $worn.genitals.name.</span> <<else>> <<link [[Accept|Gwylan Strap-on Sex]]>><<npcstrapon 0>><<set $sexstart to 1>><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <</if>> <<link [[Refuse|Gwylan Strap-on Sex Refuse]]>><</link>> <</if>><<set $outside to 0>><<effects>><<run statusCheck("Gwylan")>> <<set _chastity to playerChastity("anal") or ((playerChastity("hidden") or !$player.vaginaExist) and !$settings.analEnabled)>> <<if _chastity>> <<switch $speech_attitude>> <<case "meek">> "Ah... I'm so sorry, but I can't right now." You show Gwylan your $worn.genitals.name, blushing furiously. "You wouldn't be able to, um, use it. We can try it out later, if that's okay?" You give <<him>> a pleading look. <<case "bratty">> "Sorry, but it'd be a waste of both of our time. You wouldn't even be able to fuck me." You show Gwylan your $worn.genitals.name. "Some other time, okay?" You give <<him>> an apologetic grimace. <<default>> "I'm sorry, but I'm not equipped to try it out right now." You show Gwylan your $worn.genitals.name. "I promise we'll try it out another time though." You give <<him>> an apologetic look. <</switch>> <<else>> <<switch $speech_attitude>> <<case "meek">> "Ah... I'm so sorry, but I'm busy. I meant, we can try it later, if that's okay," you tell Gwylan, giving <<him>> a pleading look. <<case "bratty">> "Sorry, but I've got other stuff to do right now," you tell Gwylan, giving <<him>> an apologetic grimace. "Some other time, okay?" <<default>> "I'm sorry, but I'm a bit busy right now," you tell Gwylan, giving <<him>> an apologetic look. "I promise we'll try it out some other time." <</switch>> <</if>> <br><br> <<if _chastity>> "Didn't think that far ahead, did you?" Gwylan gives you a wry smile. "It's a shame we can't test it out right now, but it makes me happy that you were so eager to give me this gift nonetheless." <<if $gwylan.request.event is "chastity">> <<if $gwylan.request.command>> <<He>> pauses. "You didn't forget about what I told you to do, did you? Once you have all the appropriate ingredients, we can get that pesky device off you. So hurry up already, so we can give this a go!" <<He>> nudges you playfully. <<else>> <<He>> pauses. "You didn't forget about your request, did you? Once you have all the appropriate ingredients, we can get that pesky device off you. So hurry up already, so we can give this a go!" <<He>> nudges you playfully. <</if>> <<else>> <<He>> taps <<his>> chin. "You know, I might be able to help you with getting that pesky device off. <span class="teal">Let me know if that's a service you're interested in.</span> I'd love to give this a go, so you know where to find me." <<He>> nudges you playfully. <</if>> <<set $gwylanSeen.pushUnique("chastity")>> <br><br> <<gwylanOptions>> <<elseif _gwylanStatus.includes("lust") and $hypnosis_traits.devotion gte 4>> "Are you sure?" Gwylan asks. <<His>> voice is syrupy sweet. "I think you can give a better answer than that. After all, you did say you wanted to try it out sometime. Don't tease me, <<pcPetname "Gwylan" "my">>." <br><br> <span class="blue">An urge to surrender washes over you.</span> <br><br> <<link [[Submit|Gwylan Strap-on Sex]]>><<set $sexstart to 1>><<hypnotised 1>><<npcstrapon 0>><<npcincr Gwylan lust 2>><</link>><<glust>> <br> <<link [[Refuse|Gwylan Strap-on Sex Refuse 2]]>><</link>><<gwylanWillpowerDifficulty>> <<else>> Gwylan nods. "That's fine," <<he>> says, voice carefully neutral. "I'll just keep this in my back pocket, so to speak." <<npcincr Gwylan dom -2>><<lyearning>> <br><br> <<gwylanOptions>> <</if>><<set $outside to 0>><<effects>> <<if $willpowerSuccess>> You try to ignore the impulse, <span class="green">and manage to push it aside</span>. You shake your head again. "I said not now," you say, voice firm. <br><br> Gwylan frowns at you. "If you're certain," <<he>> says. "I suppose I'll have to keep this in my back pocket, so to speak." <<npcincr Gwylan dom -2>><<lyearning>> <br><br> <<gwylanOptions>> <<else>> <<hypnosisText "A spark of resistance flickers through you, <span class='red'>then vanishes</span>.">> <br><br> Gwylan giggles. "There's my <<pcPetname "Gwylan" "good">>," <<he>> says. "This will be fun, won't it?" <<He>> buckles on the strap-on. <br><br> <<link [[Next|Gwylan Strap-on Sex]]>><<set $molestationstart to 1>><<set $trance to 1>><<npcstrapon 0>><</link>> <</if>><<run statusCheck("Gwylan")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<gwylanCombatInit>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<gwylanCombatInit>> <<set $timer to $hypnosis_traits.devotion or 2>> <</if>> <<if $timer lte 0 and $trance is 1>> <<set $trance to 0>> <span class="teal">You snap out of Gwylan's trance.</span> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Gwylan Strap-on Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Gwylan Strap-on Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>><<run statusCheck("Gwylan")>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<set _virginHole to ($player.vaginaExist and $player.virginity.vaginal) ? "vagina" : $player.virginity.anal or !$settings.analEnabled ? "anus" : false>> Gwylan's breath is heavy as <<he>> recovers from <<his>> orgasm. <<npcincr Gwylan lust -15>><<lllust>> <br><br> <<if $orgasmcurrent is 0>> "I wasn't expecting you to outlast me," <<he>> says. "It seems I'll have to fix that." <<if !_virginHole>> <<if $player.vaginaExist>><<vaginalstat>><<else>><<analstat>><</if>> <<He>> <<= $NPCList[0].penis is "anus" or $NPCList[0].penis is "vagina" ? "resumes thrusting, building up momentum" : "fingers you until you writhe for more, then eases inside you.">> It's not long before you finally tip over the edge. <<orgasm>> <<switch $position>> <<case "doggy">> <<He>> reaches around you and <<if $player.penisExist and !playerChastity("cage")>> strokes your cock <<else>> massages your <<chest>> <</if>> as you ride out your orgasm. <<case "missionary">> As you ride out your orgasm, <<he>> bends down and sucks on your <<breasts>>. <</switch>> You sigh, finally spent. <<else>> <<switch _virginHole>> <<case "vagina">> <<He>> settles on <<his>> <<= $position is "doggy" ? "back, resting between your legs," : "stomach">> and drags <<his>> tongue up your slit. <<He>> gives your clit a wet kiss before lapping at your entrance. You're dripping wet, and <<he>> chases every bead of arousal, as if it were the nectar of the gods. As <<his>> tongue glides over your folds, you rock your hips into <<him>>. <br><br> Gwylan's touch is just enough to keep you on the edge. When <<he>> finally wraps <<his>> lips around your clit and sucks, you cum hard, <<= $position is "doggy" ? "your knees nearly buckling" : "legs trembling uncontrollably">>. <<default>> <<He>> <<= $position is "doggy" ? "spreads your cheeks" : "settles between your legs, propping up your hips">> for better access and dives in. <<He>> laps at your hole eagerly, until you're squirming against <<him>>. <<if playerChastity("cage")>> You're beyond aroused, cock straining against the confines of your cage. <<else>> You're rock hard, and you moan as <<he>> strokes the length of your cock. <</if>> It's not long before you're cumming hard, <<= $position is "doggy" ? "your knees nearly buckling" : "legs trembling uncontrollably">>. <</switch>> <<orgasm>> <<if _virginHole is "vagina" and !($player.penisExist or playerChastity("cage"))>> As you ride out your orgasm, <<he>> massages your twitching pussy. When you've made a thorough mess of your thighs, <<he>> diligently cleans you with <<his>> tongue. <<elseif $player.penisExist and playerChastity("cage")>> <<He>> continues <<his>> ministrations until your cock finishes twitching inside your $worn.genitals.name. <<elseif $player.penisExist and $femaleclimax>> As you ride out your orgasm, <<he>> strokes your dick. <<He>> seems disappointed at the lack of semen. <<else>> As you ejaculate onto <<him>>, <<he>> hums in satisfaction. When <<he>> wipes <<his>> face, <<he>> indulgently licks each finger clean. <</if>> <</if>> <<else>> "Definitely one of the better gifts I've received," <<he>> says. <<He>> massages the base of <<his>> strap-on, rubbing it against <<his>> clit with a small moan. <<He>> takes in your state. You're still flushed from your own orgasm. "I'm glad you enjoyed it too," <<he>> says with a giggle. <</if>> <<tearful>> you smile at <<him>>. <<elseif $enemyhealth lte 0>> Gwylan yelps as you push <<him>> away. <br><br> <<He>> looks upset. "Was I really that rough? I suppose I got carried away." <<He>> bows. "I'm sorry. Thank you for the gift, I'll be more gentle next time." <<npcincr Gwylan dom -2>><<lyearning>> <<else>> Gwylan looks disappointed, but backs off. "Oh, very well," <<he>> says. "We'll table it for later then." <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest Shop Entrance]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "dilapidated_shop">><<effects>> <<getadultshopstate>> <<run statusCheck("Sydney")>> <<if $adultshopstate is "sydney" and Time.weekDay is 6>> <<if $adultshopintro isnot 1>> <<set $outside to 1>> <<set $adultshopintro to 1>> <<unset $adultshopintrosirris>> <<if C.npc.Sirris.init isnot 1>> You pass by a run-down shop. The windows are boarded over, but the door stands open. Someone steps out while carrying a crate. It's Sirris. <<npc Sirris>><<person1>> <<He>> looks surprised to see you. <br><br> "I haven't seen you since the start of the school year. I was beginning to think you transferred. In any case, welcome to my shop-to-be," <<he>> says, placing the crate at <<his>> feet and reaching inside. "It was a hobby at first, but a friend suggested there'd be a market for them." <br><br> <<else>> <<npc Sirris>> <<person1>> You pass by a run-down shop. The windows are boarded over, but the door stands open. A <<personsimple>> steps out while carrying a crate. It's Sirris. <<He>> smiles at the sight of you. <br><br> "Welcome to my shop-to-be," <<he>> says, placing the crate at <<his>> feet and reaching inside. "It was a hobby at first, but a friend suggested there'd be a market for them." <br><br> <</if>> <<He>> pulls out a thick, purple device. <span class="purple">It's shaped like a phallus.</span> "I shouldn't wave these around outside," <<he>> says, dropping it back in the crate. "I could use the help setting up. There'd be £20 in it for you for an hour's work." <br><br> "I have one helper already," <<he>> adds. "Sydney!" <br><br> <<link [[Next|Dilapidated Shop Intro]]>><</link>> <br> <<else>> <<npc Sirris>> <<npc Sydney 2>> <<person2>> You enter Sirris' shop. <<if $adultshopprogress gte 18>> The shelves are empty and the floor is in need of a cleanup, but the shop looks almost ready. <<elseif $adultshopprogress gte 14>> Crates are stacked high against peeling walls. <<elseif $adultshopprogress gte 7>> Wooden shelves, screws, and other furniture components litter the floor. <<else>> A bucket of paint hangs from a ladder. <</if>> Sydney emerges from a back room. <<if $sydneyromance is 1>> <<if _sydneyStatus.includes("corrupt")>> "Good to see you," <<he>> says, giving you a peck on the cheek. "Here to help?" <<else>> "I'm glad my <<sydneymum>> asked you to help," <<he>> says. "This would be so awkward with anyone else." <</if>> <<else>> <<if _sydneyStatus.includes("corrupt")>> "Good to see you," <<he>> says. "Here to help?" <<else>> <<He>> smiles bashfully. "Here to help?" <</if>> <</if>> <br><br> <i>The adult shop will open with or without your help, but your help will speed the process. Once finished, you'll have access to the shop's stock, but so will the townsfolk.</i> <br><br> <<ind>><<link [[Help (1:00)|Dilapidated Help]]>><<set $adultshopprogress += 1>><<set $adultshopcontribution += 1>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 1>><<npcincr Sydney love 1>><<timeTrackingManual "adultShop" 1>><</link>><<glove>> <br> <<if $cheatsEnabled is true>> <<ind>><<link [[Super sneaky help|Dilapidated Help]]>><<set $adultshopprogress += 8>><<set $adultshopcontribution += 8>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 8>><<npcincr Sydney love 8>><</link>><<ggglove>><i>increases shop progress enough to unlock the next tier of events.</i> <i>Cheat.</i><!-- Appears even with blind stats enabled. Intentional --> <</if>> <br> <<elkicon>><<link [[Leave|Elk Street]]>><<endevent>><</link>> <br> <</if>> <<else>> You pass by a run-down shop. The windows are boarded over. Peeking through a gap in the boards, you see the floor littered with pornographic magazines and VHS tapes. <br><br> <<elkicon>><<link [[Leave|Elk Street]]>><</link>> <br> <<if $debug is 1>> <br> <i>Debug. Changes to Sydney's stats persist beyond these scenes.</i> <br><br> Adult shop progress: $adultshopprogress<br> <<link [[Change to 0|$passage]]>><<set $adultshopprogress to 0>><</link>> <br> <<link [[Change to 8|$passage]]>><<set $adultshopprogress to 8>><</link>> <br> <<link [[Change to 15|$passage]]>><<set $adultshopprogress to 15>><</link>> <br><br> <<link [[Help set up shop|Dilapidated Help]]>><<npc Sirris>><<npc Sydney 2>><<person2>><<set $adultshopprogress += 1>><<set $adultshopcontribution += 1>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 1>><<npcincr Sydney love 1>><</link>><<glove>> <br><br> <<link [[Grand opening pure Sydney|Adult Shop Opening]]>><<npc Sydney>><<person1>><<endevent>><<set C.npc.Sydney.purity to 100>><<set C.npc.Sydney.corruption to 0>><</link>> <br> <<link [[Grand opening neutral Sydney|Adult Shop Opening]]>><<npc Sydney>><<person1>><<endevent>><<set C.npc.Sydney.purity to 0>><<set C.npc.Sydney.corruption to 0>><</link>> <br> <<link [[Grand opening corrupt Sydney|Adult Shop Opening]]>><<npc Sydney>><<person1>><<endevent>><<set C.npc.Sydney.purity to 0>><<set C.npc.Sydney.corruption to 100>><</link>> <br><br> <</if>> <<if $cheatsEnabled is true or $debug is 1>> <<lockicon "unlock">><<link [[Unlock shop|Elk Street]]>><<set $adultshopunlocked to true>><</link>> | <i>Cheat option</i> <!-- Appears even with blind stats enabled. Intentional --> <br> <</if>> <</if>><<set $outside to 0>><<effects>> <<if $sydneySeen is undefined>> <<npc Sydney 2>> <<set $sydneySeen.pushUnique("shop")>><<set $sydneyFirstSeen to "shop">> <<person2>> A <<personsimple>> with <<npcHairColour "Sydney">> hair tied back in a ponytail steps from the shop. It's Sydney, a student known for <<his>> innocent nature and work ethic. A holy pendant swings from <<his>> neck, and a pair of reading glasses rest in front of tired, amber eyes. <br><br> <<else>> <<npc Sydney 2>> <<set $sydneySeen.pushUnique("shop")>> <<person2>> Sydney steps from the shop. <</if>> <<run statusCheck("Sydney")>> <<He>> smiles at you. "Hey," <<he>> says. "It's nice to see you. I'm just helping out here." <br> "I've asked your classmate if <<pshes>> interested in helping us." <br> <<if _sydneyStatus.includes("corrupt")>> Sydney's smile broadens. "It's interesting work," <<he>> says. "I'm learning a lot." <br> <<person1>> Sirris nods. "Certainly nothing to be ashamed of," <<he>> says. "Still, it's up to <<phim>>." <<He>> turns back to you. "We'll be here Friday afternoons. It'll take many weeks to get everything ready." <br><br> <<elseif _sydneyStatus.includes("pure")>> Sydney looks mortified. "I don't want <<phim>> to see—" <br> <<person1>> Sirris laughs, and Sydney falls quiet. "There's nothing to be ashamed of!" <<He>> turns back to you. "We'll be here Friday afternoons. It'll take many weeks to get everything ready." <br><br> <<else>> Sydney frowns. "Are you sure? Some of the objects are"—<<he>> hesitates—"a bit crude." <br> <<person1>> "Crude?" Sirris asks with smile. "There's nothing to be ashamed of. Still, it's up to <<phim>>." <<He>> turns back to you. "We'll be here Friday afternoons. It'll take many weeks to get everything ready." <br><br> <</if>> <<ind>><<link [[Help (1:00)|Dilapidated Help]]>><<set $adultshopprogress += 1>><<set $adultshopcontribution += 1>><<set $adultshophelped to 1>><<pass 60>><<npcincr Sirris love 1>><<npcincr Sydney love 1>><</link>><<glove>> <br> <<elkicon>><<link [[Leave|Elk Street]]>><<endevent>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<if $adultshopprogress gte 15>> You help Sydney stock the shelves while Sirris works in the back. You see sparks fly past a crack in the door. <br><br> <<person2>> <<if random(1)>> <<generate3>><<person3>> You hear a tap on the window. A <<person>> stands outside. <<He>> points at a crate beside <<him>>, then walks away.<<person2>> <<if _sydneyStatus.includes("corrupt")>> Sydney jumps to <<his>> feet, and heads for the door. <<Hes>> almost hopping when <<he>> returns, crate in hands. <br><br> "What do you think it is?" <<he>> asks once the door is closed, grabbing a crowbar from among the assorted tools lying on the ground. <<He>> doesn't wait for you to respond before opening the crate with a crunch. <br><br> <<link [[Next|Dilapidated Toy]]>><</link>> <br> <<elseif _sydneyStatus.includes("pure")>> Sydney waits a few moments before retrieving the delivery. <<He>> carries it in both hands as <<he>> hurries to the back room, no doubt suspicious of the contents. <br><br> <<link [[Suggest opening it|Dilapidated Suggest]]>><</link>> <br> <<link [[Let Sydney by|Dilapidated Let]]>><</link>> <br> <<else>> Sydney waits a few moments before retrieving the delivery. <<He>> carries it in both hands as <<he>> walks by you, heading for the back room. <br><br> <<link [[Suggest opening it|Dilapidated Suggest]]>><</link>> <br> <<link [[Let Sydney by|Dilapidated Let]]>><</link>> <br> <</if>> <<else>> <<if _sydneyStatus.includes("corrupt")>> <<Hes>> fascinated by the range of commodities for sale, particularly the BDSM items. The whips, riding crops, bindings. "Implements of torture in the wrong hands," <<he>> claims. "I've seen similar at the temple." <br><br> <<link [[Try on a collar and tease Sydney|Dilapidated Collar Corrupt]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>> <br> <<link [[Keep working|Dilapidated Collar Refuse]]>><</link>> <br> <<elseif _sydneyStatus.includes("pure")>> <<He>> treats the items as if they were live cobras, hesitating before touching any, and getting rid of them as soon as <<he>> can. Whips, riding crops, pornographic magazines, dildos and vibrators all slap haphazardly onto their shelves. <br><br> <<link [[Try on a collar and tease Sydney|Dilapidated Collar]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>> <br> <<link [[Keep working|Dilapidated Collar Refuse]]>><</link>> <br> <<else>> <<He>> doesn't look at the objects as <<he>> puts them in their place. Whips, riding crops, pornographic magazines, dildos and vibrators all pass through <<his>> attention with a forced lack of consideration. <br><br> <<link [[Try on a collar and tease Sydney|Dilapidated Collar]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>> <br> <<link [[Keep working|Dilapidated Collar Refuse]]>><</link>> <br> <</if>> <</if>> <<elseif $adultshopprogress gte 8>> You help Sydney empty the crates while Sirris works in the back. You hear sporadic hammering. <br><br> <<person2>> <<if random(1)>> <<generate3>> You hear a knock at the door. <<if _sydneyStatus.includes("corrupt")>> "I'll get it," Sydney says, eager. <br><br> A <<person3>><<person>> carrying a delivery waits on the other side, grinning. Sydney signs for it, and takes the crate in both hands. <br><br> "What do you think it is?" <<person2>><<he>> asks once the door is closed, grabbing a crowbar from among the assorted tools lying on the ground. <<He>> doesn't wait for you to respond before opening the crate with a crunch. <br><br> <<link [[Next|Dilapidated Toy]]>><</link>> <br> <<elseif _sydneyStatus.includes("pure")>> Sydney grimaces at the sound. <br><br> <<link [[Suggest Sydney answer it|Dilapidated Door Suggest]]>><</link>> <br> <<link [[Answer it yourself|Dilapidated Door Answer]]>><</link>> <br> <<else>> Sydney doesn't look eager to answer it. <br><br> <<link [[Suggest Sydney answer it|Dilapidated Door Suggest]]>><</link>> <br> <<link [[Answer it yourself|Dilapidated Door Answer]]>><</link>> <br> <</if>> <<else>> You hear voices at the front of the shop. A crowd of gawkers, peering through the window, curious as to what's inside. <br><br> <<if _sydneyStatus.includes("corrupt")>> Sydney claps <<his>> hand together. "We should advertise the shop," <<he>> says. "I have just the thing." <<He>> reaches into one of the crates, and produces a ball gag and length of rope. With suspicious speed, <<he>> affixes the gag round <<his>> head, and holds out the rope. "Follow my lead." <br><br> <<link [[Follow Sydney's lead|Dilapidated Gag]]>><<famebusiness 5>><<npcincr Sydney purity -5>><<npcincr Sydney lust 10>><</link>><<ggslust>><<llspurity>> <br> <<link [[Refuse|Dilapidated Gag Refuse]]>><</link>> <br> <<elseif _sydneyStatus.includes("pure")>> Sydney launches <<himself>> behind a shelf, afraid of being seen. <br><br> <<link [[Reassure|Dilapidated Gawker Reassure]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove "Sydney">><<gspurity>> <br> <<link [[Ignore|Dilapidated Gawker Ignore]]>><</link>> <br> <<link [[Tease|Dilapidated Gawker Tease]]>><<npcincr Sydney purity -2>><</link>><<exhibitionist1>><<lspurity>> <br> <<else>> Sydney ducks behind a shelf, as if afraid of being seen. <br><br> <<link [[Reassure|Dilapidated Gawker Reassure]]>><<npcincr Sydney love 1>><<npcincr Sydney purity 2>><</link>><<glove "Sydney">><<gspurity>> <br> <<link [[Ignore|Dilapidated Gawker Ignore]]>><</link>> <br> <<link [[Tease|Dilapidated Gawker Tease]]>><<npcincr Sydney purity -2>><</link>><<exhibitionist1>><<lspurity>> <br> <</if>> <</if>> <<else>> <<wearProp "paintbrush">> You help Sydney paint the walls while Sirris works in the back. You're not sure what <<person1>><<hes>> up to back there, but you hear an occasional whirring. <br><br> <<person2>> <<if random(1)>> <<generate3>><<person3>> A van pulls up outside, and a <<person>> climbs out, carrying a small crate. Sirris' head appears around the door. "Could you get that, Sydney?" <<person1>><<he>> says. "My hands are full." <br><br> The <<person3>><<person>> wears a knowing smile as <<he>> hands the crate to Sydney. <<if _sydneyStatus.includes("corrupt")>> Sydney returns the smile with a feigned innocence. <<person2>><<Hes>> almost hopping as <<he>> re-enters the shop. <br><br> "What do you think it is?" <<he>> asks, grabbing a crowbar from among the assorted tools lying on the ground. <<He>> doesn't wait for you to respond before opening the crate with a crunch. <br><br> <<link [[Next|Dilapidated Toy]]>><</link>> <br> <<elseif _sydneyStatus.includes("pure")>> <<person2>>Sydney can't bring <<himself>> to respond before rushing back inside. <br><br> <<He>> rushes past you, eager to reach the back room. <br><br> <<link [[Suggest opening it|Dilapidated Suggest]]>><</link>> <br> <<link [[Let Sydney by|Dilapidated Let]]>><</link>> <br> <<else>> <<person2>>Sydney can't make eye contact, but manages a quiet thank you before rushing back inside. <br><br> <<He>> walks past you, towards the back room. <br><br> <<link [[Suggest opening it|Dilapidated Suggest]]>><</link>> <br> <<link [[Let Sydney by|Dilapidated Let]]>><</link>> <br> <</if>> <<else>> You both wear bulky aprons over your clothes to catch any spilled paint. The room's hot enough already, and Sydney is visibly uncomfortable. <br><br> <<if _sydneyStatus.includes("corrupt")>> <<if $sydneyromance gte 1>> "It's too hot," Sydney says, pulling off the apron. "I'm gonna wear nothing beneath." <<He>> starts stripping <<his>> other clothes. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Follow suit|Dilapidated Paint Suit Romance]]>><<npcincr Sydney lust 10>><</link>><<exhibitionist2>><<gglust>> <br> <</if>> <<link [[Watch|Dilapidated Paint Watch Romance]]>><<npcincr Sydney lust 5>><<arousal 600>><</link>><<glust>><<garousal>> <br> <<link [[Look away|Dilapidated Paint Look]]>><</link>> <br> <<else>> "It's too hot," Sydney says, pulling off the apron. "I'm gonna wear nothing beneath." <<He>> starts stripping <<his>> other clothes. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Follow suit|Dilapidated Paint Suit]]>><<npcincr Sydney lust 10>><</link>><<exhibitionist2>><<gglust>> <br> <</if>> <<link [[Watch|Dilapidated Paint Watch]]>><<npcincr Sydney lust 5>><<arousal 600>><</link>><<glust>><<garousal>> <br> <<link [[Look away|Dilapidated Paint Look]]>><</link>> <br> <</if>> <<elseif _sydneyStatus.includes("pure")>> "Sorry about the heat," Sirris says, appearing at the door to the back room. "Something's wrong with the heating. Will have it fixed before long." <br><br> It's sweaty work, but you make good progress. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br> <<else>> "Sorry about the heat," Sirris says, appearing at the door to the back room. "Something's wrong with the heating. Will have it fixed before long." <br><br> It's sweaty work. Sydney loosens <<his>> clothes a little to take the edge off. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br> <</if>> <</if>> <</if>><<effects>> <<if $speech_attitude is "meek">> "Do I look cute in this?" you ask. <<elseif $speech_attitude is "bratty">> "Do I look tameable?" you ask. "Looks can be deceiving." <<else>> "Does this make you wanna leash me?" you say. <</if>> <br><br> Sydney looks over, but only for a moment. <<He>> shakes <<his>> head. "Your tastes are very strange," <<he>> says. You keep the collar on for a while however, and catch <<him>> glancing at it more than once. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Do I look cute in this?" you ask. <<elseif $speech_attitude is "bratty">> "Do I look tameable?" you ask. "Looks can be deceiving." <<else>> "Does this make you wanna leash me?" you say. <</if>> <br><br> Sydney moves fast, pulling a leash from the shelf and affixing it to your collar. You almost think <<he>> was expecting you to do this. "Bad dog," <<he>> says. "Bow." <br><br> <<link [[Bow|Dilapidated Collar Bow]]>><<npcincr Sydney lust 10>><<sub 1>><</link>><<gglust>> <br> <<link [[Bite|Dilapidated Collar Bite]]>><<npcincr Sydney lust 10>><<def 1>><</link>><<gglust>> <br> <<link [[Lick|Dilapidated Collar Lick]]>><<npcincr Sydney love 1>><</link>><<glove "Sydney">> <br><<effects>> You do as instructed, drop to your hands and knees, and bow your head. "Good <<girl>>," <<he>> says, <<his>> voice tinged with mirth. "Who's a good <<girl>>? You are!" <br><br> <<if $wolfgirl gte 6 or $fox gte 6>> <<He>> scratches you behind the ears with both hands. The sensation is too much. You fall to your side, your leg uncontrollably kicking the air. "Don't let me get used to this," <<he>> laughs. <br><br> <</if>> You bark happily. <<He>> smiles, and helps you back to your feet. "We should get back to work," <<he>> says, standing in front of you and unfastening the leash. <br><br> <<if $sydneyromance gte 1>> <<link [[Kiss|Dilapidated Collar Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove "Sydney">><<kissvirginitywarning>> <br> <<link [[Return to work|Dilapidated End]]>><</link>> <br> <<else>> <<link [[Next|Dilapidated End]]>><</link>> <br> <</if>><<effects>> You lean forward, eyes closed and mouth agape. Sydney's lips meet yours. <<He>> gently moans, and melts in your arms.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>> <br><br> You pull away, and gaze at each other for a moment. <<if _npcKissVirginTemp>><<He>> giggles. "That was my first kiss. I'm so happy that it was you."<</if>> <<He>> pulls you close in an embrace. <br><br> <<He>> hums a cheerful tune as you return to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You release a low growl, and lunge for Sydney's throat! Your teeth find <<his>> tender flesh, and you give <<him>> a playful nip. <br><br> "B-bad dog!" <<he>> says. "Down!" You ignore the command, and nip <<him>> again. <<He>> shivers with pleasure, and laughs. "That's what I get for trying to tame you," <<he>> says. <<He>> nips you back, then unfastens your leash. "Let's get back to work." <br><br> <<if $sydneyromance gte 1>> <<link [[Kiss|Dilapidated Collar Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove "Sydney">><<kissvirginitywarning>> <br> <<link [[Return to work|Dilapidated End]]>><</link>> <br> <<else>> <<link [[Next|Dilapidated End]]>><</link>> <br> <</if>><<effects>> You cock your head, as if you don't understand, then you cover <<his>> face in licks. "St-stop," <<he>> laughs, giggles really. "We need to get back to work." <<He>> unfastens your leash. <br><br> <<if $sydneyromance gte 1>> <<link [[Kiss|Dilapidated Collar Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove "Sydney">><<kissvirginitywarning>> <br> <<link [[Return to work|Dilapidated End]]>><</link>> <br> <<else>> <<link [[Next|Dilapidated End]]>><</link>> <br> <</if>><<effects>> You continue working. You make good progress alongside Sydney. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "It's okay," you say. "I don't think they can see us." <<elseif $speech_attitude is "bratty">> "It's okay," you laugh. "They can't even see us back here." <<else>> "Don't worry," you say. "They can't see us back here." <</if>> You wave at the gawkers. They don't respond. <br><br> Still cautious, Sydney steps out of <<his>> hiding place. "I recognise some from the temple," <<he>> says as <<he>> returns to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You let Sydney hide until the gawkers move on. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>><<wearProp "dildo">> You grab a dildo from an open crate, and march over to Sydney's hiding spot. <<if $speech_attitude is "meek">> "What's wrong?" you ask, waving the dildo in the air. "Something to be ashamed of?" <<elseif $speech_attitude is "bratty">> "You dropped this," you say, waving the dildo in the air. <<else>> "What's the matter?" you ask, waving the dildo in the air. "Something to be ashamed of?" <</if>> <br><br> Sydney looks incredulous. <<He>> throws a furtive glance over the shelf. "Put that down!" <<he>> says, <<his>> voice hushed, but anxious. "I recognise one of them from the temple." <<exhibitionism1>> "They can't see us," you say. "I think they'd react to me otherwise." You wave at the window. The gawkers don't respond. "It's too dark in here." <br><br> Sydney peeks over the shelf. <<Hes>> still anxious, but <<he>> steps from <<his>> hiding place and returns to work. <br><br> <<link [[Next|Dilapidated End]]>><<handheldon>><</link>> <br><<effects>> You take the rope. Sydney pushes the gag into <<his>> mouth, and holds <<his>> arms together behind <<his>> back. You bind <<his>> arms together, not tight at all, but enough that <<his>> arms are held there with no effort on <<his>> part. <br><br> <<He>> steps towards the window. You hold <<his>> bound arms and follow behind, as if pushing <<him>> along. The gawkers couldn't see you in the dim interior, but look on with astonishment as you get closer. <br><br> "Mmmm, mmmm!" Sydney gasps through the gag. <<He>> squirms as if struggling to free <<himself>> from your grasp. <br><br> <<link [[Next|Dilapidated Gag 2]]>><</link>> <br><<effects>> <<generate3>><<generate4>> <<person3>> "What kind of establishment is this," a <<person>> says. <br><br> "Why, this is Sirris' adult shop," you say. "We're still setting up, but we'd love if you could join us when we're ready." <br><br> Sydney shakes <<person2>><<his>> head as you "pull" <<him>> away from the window, deeper into the shop. <<He>> frees <<himself>> from the bindings once out of view, and pulls the gag from <<his>> mouth. "Do you think it worked?" The gawkers are still stood there, now talking to each other. They look excited. <br><br> <<if $speech_attitude is "meek">> "I-I hope so," you say. "I hope I did okay." <br><br> <<He>> gives you a quick hug. "Of course. Sorry I sprang that on you, but it seemed a great opportunity." <<elseif $speech_attitude is "bratty">> "They'll be queuing up and down the street," you say. <br><br> Sydney nods. "I hope so." <<else>> "I think so," you say. <br><br> Sydney nods. "I hope so." <</if>> <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I don't want people to see me leading you around on a leash," you say. "They might get the wrong idea." <<elseif $speech_attitude is "bratty">> "No thanks," you say. "People would just think we're weird." <<else>> "That's a bit much," you say. <</if>> <br><br> Sydney sighs. "You're right. Come on, there's lots more to sort through." <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<clothesstrip>> You peel down the apron, and begin removing your own clothes. Sydney watches you, and doesn't pretend otherwise. You return the favour. <<exhibitionism2>> You're much more comfortable with just the apron on. "Oops," Sydney says. You look over. One of <<his>> shoulder straps has come loose, displaying <<if $pronoun is "m">> part of <<his>> chest. <<else>> a<<if C.npc.Sydney.breastsize is 12>>n<</if>> <<print $NPCList[1].breastdesc>>. <</if>> <<He>> looks you in the eyes. "How clumsy of me." <<He>> fixes <<his>> wardrobe malfunction, but takes <<his>> time, trailing <<his>> fingers up <<his>> chest and over <<his>> nipple as <<he>> does. <br><br> You finish painting, and get dressed before Sirris returns. <br><br> <<link [[Next|Dilapidated End]]>><<clotheson>><</link>> <br><<effects>> You watch as Sydney strips. <<He>> makes a show of it, and drags out the process of putting the apron back on. <br><br> "It's a bit tight," <<he>> says, failing to pull it higher than <<his>> hips. "Perhaps you could give me a hand?" <br><br> <<link [[Help|Dilapidated Paint Help]]>><</link>> <br> <<link [[Just watch|Dilapidated Paint Watch 2]]>><</link>> <br><<effects>> You step behind Sydney, and grasp the hem of the apron. <<He>> wiggles <<his>> butt against you as you tug the apron above <<his>> hips. <br><br> "Thanks lover," <<he>> says, turning and kissing your nose. "Let's get to work!" <br><br> <<He>> seems more comfortable painting without <<his>> clothes, but <<he>> dresses before Sirris returns to the main room. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'd rather watch," you say. "S-sorry." <<elseif $speech_attitude is "bratty">> "Nah," you say. "I wanna watch you struggle." <<else>> "This view suits me fine," you say. <</if>> <br><br> "That so?" Sydney asks, turning around and bending over as <<he>> shuffles the apron further up <<his>> body. <<He>> faces you again, showing off <<his>> <<if $pronoun is "m">>chest<<else>><<print $NPCList[0].breastsdesc>><</if>> as <<he>> pulls the straps over <<his>> shoulders. <br><br> <<He>> seems more comfortable painting without <<his>> clothes, but <<he>> dresses before Sirris returns to the main room. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> Sydney steps behind a shelf for cover. You can just see <<his>> head behind it. Articles of clothing are laid on the top, one by one, as <<he>> undresses. <br><br> <<clothesstrip>> You follow suit, strip down behind another set of shelves, and pull the apron back on. You both return to work. <br><br> You're more comfortable like this. <<He>> tries to hide it, but <<his>> eyes are drawn to your barely-covered <<breasts>>. <<His>> apron doesn't leave any more to the imagination. <br><br> You both get dressed before Sirris returns. <br><br> <<link [[Next|Dilapidated End]]>><<clotheson>><</link>> <br><<effects>> You watch Sydney remove the apron, and then <<his>> shirt. <<He>> catches you staring. "Want a show?" <<he>> teases. "Maybe another time." <<He>> steps behind a set of shelves for cover, emerging in just the apron. It doesn't leave much to the imagination. <br><br> <<He>> seems more comfortable working without <<his>> clothes, but <<he>> dresses before Sirris returns. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You avert your eyes to afford Sydney some privacy. "I'm done," <<he>> says. You look, but the apron alone leaves little to the imagination. <br><br> <<He>> seems more comfortable working without <<his>> clothes, but <<he>> dresses before Sirris returns. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> Sydney nods, and answers the door. A <<person3>><<person>> stands on the other side, carrying a crate. "The manifest is interesting," <<he>> says with a grin. <br><br> Sydney signs for the crate and takes it without making eye contact, though <<person2>><<he>> does manage a quick "Thank you." <<He>> shuts the door, and carries the crate towards the back room. <br><br> <<link [[Suggest opening it|Dilapidated Suggest]]>><</link>> <br> <<link [[Let Sydney by|Dilapidated Let]]>><</link>> <br><<effects>> You open the door. A <<person3>><<person>> stands on the other side, holding a crate. "The manifest is interesting," <<he>> says with a grin. <br><br> <<link [[Advertise the shop|Dilapidated Door Advertise]]>><<famebusiness 1>><</link>> <br> <<link [[Just sign for the delivery|Dilapidated Door Sign]]>><</link>> <br><<effects>> "You bet," you say, signing for the delivery. "This is Sirris' adult shop. We're still getting ready, but I hope you visit when we're open." <br><br> You take the crate and close the door, before returning to Sydney and placing it beside <<person2>><<him>>. <<He>> lifts it with both hands, and walks towards the back room. <br><br> <<link [[Suggest opening it|Dilapidated Suggest]]>><</link>> <br> <<link [[Let Sydney by|Dilapidated Let]]>><</link>> <br><<effects>> You sign for the delivery, and take the crate before closing the door. <br><br> You return to Sydney's side, and place the crate beside <<person2>><<him>>. <<He>> lifts it with both hands, and walks towards the back room. <br><br> <<link [[Suggest opening it|Dilapidated Suggest]]>><</link>> <br> <<link [[Let Sydney by|Dilapidated Let]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "M-maybe we should open it," you say. "So we can check the merchandise. I'd hate to bother Sirris with more work." <<elseif $speech_attitude is "bratty">> "We should open it ourselves," you say. "Check the merchandise. Sirris is busy enough." <<else>> "We could check it ourselves," you say. "Make sure the merchandise is good. Sirris is already so busy." <</if>> <br><br> Sydney pauses a moment, then nods. "That makes sense," <<he>> says. <<He>> lifts a crowbar from among the assorted tools lying on the ground. The crate opens with a crunch. <br><br> <<link [[Next|Dilapidated Toy]]>><</link>> <br><<effects>> <<person1>> You hear Sirris clap <<his>> hands as <<he>> receives the crate. Sydney returns to the shop floor, <<person2>><<his>> face flush with embarrassment. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>><<handheldon>> <<run statusCheck("Sydney")>> <<if $adultshopprogress gte 22>> <<person1>> Sirris steps behind the counter, and observes the shop while running <<his>> hands over the counter. The shelves are stocked with the toys and accoutrements. Sirris examines them with pride. <br><br> "Thank you so much," Sirris says. "Both of you. <span class="gold">We're ready for the grand opening tomorrow.</span> I hope you drop by. <span class="gold">We'll have lots of goodies for sale!"</span> <br><br> <<if $adultshopcontribution gte 11>> <<wearProp "cash" 0 "three">> <<He>> hands you <<moneyGain 100>>, more than the usual. <<else>> <<wearProp "cash" 0 "two">> <<He>> hands you <<moneyGain 20>>. <</if>> "You've been such a help," <<he>> continues, ushering you both towards the exit. "If you're looking for work, I could use more help running things." <br> <<person2>> <<if _sydneyStatus.includes("corrupt")>> "I can't wait," Sydney replies. <<Hes>> looking right at you. <<elseif _sydneyStatus.includes("pure")>> "I'll help if I must," Sydney replies. "It's only right." <<else>> "I'll help when I have time," Sydney replies. "I'm already so busy though." <</if>> <br> "Whenever you like," Sirris says. "I've got a bit more cleaning up to do here." <<person1>><<He>> closes the door. <br><br> <<person2>> <<if _sydneyStatus.includes("corrupt")>> <<if $sydneyromance gte 1>> Sydney hugs you with one arm. "It'll be fun to work here together," <<he>> whispers into your ear. <<His>> breath makes you shiver. <<else>> Sydney leans closer. "It'll be fun to work here," <<he>> says. "Don't you think? I wonder if we'll see any parishioners." <</if>> <<He>> turns and strides away. <br><br> <<else>> <<if $sydneyromance gte 1>> Sydney gives you a quick hug. "I'm expected back at the temple. You're welcome to join me." <br><br> <<else>> Sydney gives you an embarrassed smile, then walks away. <br><br> <</if>> <</if>> <<else>> <<wearProp "cash" 0 "two">> <<person1>> "That'll do us nicely for today," Sirris says, emerging from the back of the shop. You walk outside with Sydney, and Sirris locks the door behind you. <<He>> hands you <<moneyGain 20>>. <br><br> <<person2>> <<if _sydneyStatus.includes("corrupt")>> <<if $sydneyromance gte 1>> Sydney hugs you with one arm. "It'll be fun to work here together," <<he>> whispers into your ear. <<His>> breath makes you shiver. <<else>> Sydney leans closer. "It'll be fun to work here," <<he>> says. "Don't you think? I wonder if we'll see any parishioners." <</if>> <<else>> <<if $sydneyromance gte 1>> Sydney gives you a quick hug. "I'm expected back at the temple. You're welcome to join me." <<else>> Sydney gives you an embarrassed smile, then walks away. <</if>> <</if>> <br><br> <</if>> <<link [[Accompany Sydney to the temple (0:10)|Dilapidated Temple]]>><<handheldon>><<pass 10>><</link>> <br> <<link [[Say goodbye|Dilapidated Bye]]>><<handheldon>><</link>> <br><<effects>> <<person2>> <<run statusCheck("Sydney")>> You walk down Elk Street with Sydney, then Nightingale Street, passing the hospital. <<if _sydneyStatus.includes("corrupt")>> <<if $sydneyromance gte 1>> <<He>> wraps an arm around your waist as you walk, and shares some of Sirris' plans for the shop.<<gscience>><<scienceskill>> <<else>> <<He>> shares some of Sirris' plans for the shop.<<gscience>><<scienceskill>> <</if>> <<else>> <<if $sydneyromance gte 1>> You hold hands as you walk, but <<hes>> still embarrassed by Sirris' antics.<<takeHandholdingVirginity "Sydney" "romantic">> <<else>> <<He>> doesn't say much, still embarrassed by Sirris' antics. <</if>> <</if>> <br><br> <<link [[Next|Temple]]>><<endevent>><</link>> <br><<effects>> <<if $sydneyromance is 1>> You share a hug with Sydney, and part ways. <<else>> Sydney waves goodbye, then walks away. <</if>> <br><br> <<link [[Next|Elk Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<rng 3>> <<switch $rng>> <<case 1>> <<if _sydneyStatus.includes("corrupt")>> Sydney reaches inside, and pulls out a large <span class="purple">dildo.</span> <<He>> holds it up to <<his>> eyes while running <<his>> fingers over it, feeling every notch and ridge. <br><br> <<if $sydneyromance is 1>> <<He>> looks at you, a devious smile on <<his>> lips. "Get on the counter." <br><br> <<link [[Get on the desk|Dilapidated Dildo]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 10>><<arousal 2000>><<set $sydney_toy to "dildo">><</link>><<promiscuous1>><<glove "Sydney">><<gglust>><<ggarousal>><<gsydneytoy "dildo">> <br> <<link [[Refuse|Dilapidated Dildo Refuse]]>><</link>> <br> <<else>> <<He>> looks at you with surprise, as if <<he>> forgot you were there. "There's no shame in being curious," <<he>> says. "That's what <<sydneyMum>> always says." <br><br> <<link [[Encourage|Dilapidated Dildo Encourage]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 1>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>> <br> <<link [[Keep working|Dilapidated Dildo Work]]>><</link>> <br> <</if>> <<elseif _sydneyStatus.includes("pure")>> Sydney shuts <<his>> eyes as <<he>> reaches inside, and pulls out a large dildo. Still unable to see, <<he>> tries to put it on a shelf, but leaves too much hanging off the edge, and drops it. <br><br> <<link [[Tease|Dilapidated Dildo Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>> <br> <<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>> <br> <<else>> Sydney reaches inside, and pulls out a large dildo. <<He>> looks at it curiously for a moment, then realisation strikes <<his>> face, and <<he>> drops it. <br><br> <<link [[Tease|Dilapidated Dildo Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>> <br> <<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>> <br> <</if>> <<case 2>> <<if _sydneyStatus.includes("corrupt")>> Sydney reaches inside, and pulls out a length of anal beads. <<He>> throws a glance at the door leading into the back, where you can hear Sirris at work. <br><br> <<if $sydneyromance is 1 and ($worn.upper.set isnot $worn.lower.set or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1)>> <<He>> looks at you with a devious smile. "Put your hands against the wall and stick out your butt," <<he>> says. "Pretty please." <br><br> <<link [[Put your hands against the wall|Dilapidated Beads]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 10>><<set $sydney_toy to "length of anal beads">><</link>><<promiscuous1>><<glove "Sydney">><<gglust>><<gsydneytoy "length of anal beads">> <br> <<link [[Refuse|Dilapidated Beads Refuse]]>><</link>> <br> <<else>> <<He>> holds the beads up to your face. "We need to make sure they taste okay," <<he>> says. "People are going to use them that way, after all." <br><br> <<link [[Lick|Dilapidated Beads Lick]]>><<arousal 1200 "mouth">><<npcincr Sydney purity -2>><<npcincr Sydney lust 1>><</link>><<ggarousal>><<set _lustincrdisplay to 1>><<lspurity>><<glust>> <br> <<link [[Refuse|Dilapidated Beads Lick Refuse]]>><</link>> <br> <</if>> <<elseif _sydneyStatus.includes("pure")>> Sydney grimaces as <<he>> reaches inside, and pulls out a length of anal beads. <<He>> recoils as soon as <<he>> realises what it is, and lets it fall back inside. <br><br> <<link [[Tease|Dilapidated Beads Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>> <br> <<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>> <br> <<else>> Sydney reaches inside, and pulls out a length of anal beads. <<He>> puts it back in the crate in a hurry. <br><br> <<link [[Tease|Dilapidated Beads Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>> <br> <<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>> <br> <</if>> <<default>> <<if _sydneyStatus.includes("corrupt")>> Sydney reaches inside, and pulls out a riding crop. <<He>> throws a glance at the door leading into the back, where you can hear Sirris at work. <br><br> <<if $sydneyromance is 1>> <<He>> folds <<his>> arms as <<he>> regards you. "You've been insolent today," <<he>> says, theatrically tapping the crop against <<his>> arm. "Get on all fours." <br><br> <<link [[Get on all fours|Dilapidated Crop Fours]]>><<npcincr Sydney love 1>><<npcincr Sydney lust 10>><<set $sydney_toy to "riding crop">><</link>><<promiscuous1>><<glove "Sydney">><<gglust>><<gsydneytoy "riding crop">> <br> <<link [[Refuse|Dilapidated Crop Refuse]]>><</link>> <br> <<else>> <<wearProp "crop">> "If only we had a plump bottom to test this one," <<he>> laughs. "I have an idea." <<He>> hands you the riding crop, turns around and bends over. "It would be irresponsible to sell untested products. Go on, give it your all." <br><br> <<link [[Whack as hard as you can|Dilapidated Crop Whack Hard]]>><<npcincr Sydney purity -5>><<npcincr Sydney lust 10>><</link>><<ggslust>><<llspurity>> <br> <<link [[Whack softly|Dilapidated Crop Whack Soft]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><<npcincr Sydney love 1>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<glust>><<glove "Sydney">> <br> <<link [[Refuse|Dilapidated Crop Whack Refuse]]>><</link>> <br> <</if>> <<elseif _sydneyStatus.includes("pure")>> Sydney reaches inside, and pulls out a riding crop. "The temple might be okay with this one," <<he>> says. <br><br> <<link [[Tease|Dilapidated Crop Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>> <br> <<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>> <br> <<else>> Sydney reaches inside, and pulls out a riding crop. <<He>> shakes <<his>> head. "People are strange," <<he>> says. <<He>> turns the crop over in <<his>> hands. <br><br> <<link [[Tease|Dilapidated Crop Tease]]>><<npcincr Sydney purity -2>><</link>><<lspurity>> <br> <<link [[Pretend you didn't see anything|Dilapidated Pretend]]>><</link>> <br> <</if>> <</switch>><<effects>> You pull back your arm, and deliver a hard smack to Sydney's ass. <<if currentSkillValue('physique') gte 15000>> Sydney jolts and cries out in pain. <br> "Is everything okay in there?" asks Sirris from the back room. <br> "Y-yes!" Sydney replies, standing upright. "Everything is well." <br><br> "You're strong," Sydney says in a lower voice. "But I deserve worse than that. I'm such a sinner." <<elseif currentSkillValue('physique') gte 10000>> Sydney jolts and yelps in pain. "Aha, that's it," <<he>> says. "I'm such a sinner. It's what I deserve." <<He>> stands upright, and rubs <<his>> rear. <<elseif currentSkillValue('physique') gte 5000>> Sydney jolts. "Aha," <<he>> gasps. "That's it. I'm such a sinner. It's what I deserve." <<He>> stands upright. <<else>> Sydney jolts. "That the best you can do?" <<he>> asks, standing upright. "I'm such a sinner. I deserve worse." <</if>> <br><br> Sydney takes the riding crop back, stares at it a moment, then puts it back in the crate before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><<handheldon>><</link>> <br><<effects>> You pull back your arm, and whack Sydney's ass with moderated force. The blow makes a satisfying thwack, and Sydney jolts. "Going easy on me?" <<he>> asks. "You softy." <br><br> Sydney takes the riding crop back, stares at it a moment, then puts it back in the crate before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><<handheldon>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I don't think we should be using the merchandise," you say, putting the riding crop back in the crate. <<elseif $speech_attitude is "bratty">> "Nice try, pervert," you say, putting the riding crop back in the crate. <<else>> "I don't think we should be using the merchandise," you say, putting the riding crop back in the crate. <</if>> <br><br> Sydney sighs, and stands upright. "Maybe I'll convince you next time." <br><br> <<link [[Next|Dilapidated End]]>><<handheldon>><</link>> <br><<effects>> You do as instructed, and drop to your hands and knees. "Good <<girl>>," Sydney says. "Your punishment will be lenient." <<He>> sits on your back, keeping most of <<his>> weight on one leg. You're not really carrying <<him>>, but anyone looking on would get that impression. <br><br> <<He>> rests <<his>> free leg atop the other. "Move," <<he>> says, giving your <<bottom>> a swat with the riding crop. You crawl into motion. "Faster." Another swat, lightly on your cheek. <br><br> <<link [[Next|Dilapidated Crop Fours 2]]>><</link>> <br><<effects>> You crawl a circuit around the room, occasionally enduring another swat from Sydney. <<He>> rests a hand on your head, and gently tugs at your scalp, massaging you. <br><br> You approach the shop window. People walk by, but they haven't noticed you in the dim light. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Approach the window|Dilapidated Crop Fours Window]]>><<npcincr Sydney lust 5>><<npcincr Sydney purity -2>><</link>><<exhibitionist2>><<set _lustincrdisplay to 1>><<lspurity>><<gglust>> <br> <</if>> <<link [[Stop|Dilapidated Crop Fours End]]>><</link>> <br><<effects>> You crawl towards the window. "My my," Sydney says. "Not shy, are you?" <<generate4>><<generate5>><<person4>> <<exhibitionism2>> A <<person>> carrying bags full of shopping spots you, and stops in <<his>> tracks. A <<person5>><<person>> walking opposite follows <<person4>><<his>> gaze, and also stops at the sight of a <<girl>> being ridden by the window. <br><br> "This is Sirris' adult shop," Sydney says, loud enough to be heard through the glass. "We're not open yet, but I hope you visit when we are." <<person2>><<He>> gives your hair a gentle tug, steering you deeper into the shop, and out of view. Your heart races. <br><br> <<link [[Next|Dilapidated Crop Fours End]]>><</link>> <br><<effects>> You come to a stop. "That'll do," Sydney says, climbing from your back. <<He>> takes your hand, and helps you to your feet. "How do you feel, lover?" <br><br> <<link [[Flirt|Dilapidated Crop Fours Flirt]]>><<npcincr Sydney lust 5>><<npcincr Sydney purity -2>><</link>><<set _lustincrdisplay to 1>><<lspurity>><<gglust>> <br> <<link [[Cry|Dilapidated Crop Fours Cry]]>><<pain -4>><<trauma -6>><<stress -6>><</link>><<if $pain gte 1>><<lpain>><</if>><<ltrauma>><<lstress>> <br> <<link [[Just get back to work|Dilapidated Crop Fours Work]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Give me one more," you say, turning around and bending over. "For good measure." <br><br> Sydney smiles, and gives you a final whack with the riding crop. It's harder than before, and elicits a small yelp. <br><br> <<elseif $speech_attitude is "bratty">> <<wearProp "crop">> "I feel fine," you say, taking the riding crop from <<his>> hand while wrapping your other arm around <<his>> waist. You give <<his>> ass a quick retaliatory swat. "Maybe next time I'll be on your back." <br><br> Sydney smiles. "Oh?" <<he>> laughs. "You gonna make me? Good luck." <br><br> <<else>> "Just you wait," you say. "Next time it'll be you on your hands and knees." <br><br> Sydney smiles. "Oh? You gonna make me? Good luck." <br><br> <</if>> You return to work. Sydney squirrels away the riding crop for later. <br><br> <<link [[Next|Dilapidated End]]>><<handheldon>><</link>> <br><<effects>> You rest your head on Sydney's shoulder, and let the tears flow. "It's okay," <<he>> says. "I didn't go too hard, did I?" You shake your head. <br><br> <<He>> sits with you for a while, holding your hand and making small talk. <<His>> voice, and the normalcy of the situation, soon calm you. There's not much time left to get any work done, but <<he>> doesn't seem to mind. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "L-let's get back to preparing the shop," you say. "Before we're caught." <<elseif $speech_attitude is "bratty">> "Let's get back to preparing the shop," you say. "Maybe I'll find a crop myself, and it'll be your turn to be punished." <<else>> "Let's get back to preparing the shop," you say. "Before we're caught." <</if>> <br><br> Sydney nods, but squirrels the riding crop away before returning to work. <br><br> <<link [[End|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "W-we shouldn't be using the toys ourselves," you say. <<elseif $speech_attitude is "bratty">> "Not now," you say. "I'm trying to get work done." <<else>> "I'm not in the mood," you say. <</if>> <br><br> Sydney relaxes, nods, and puts the crop back in the crate before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You give Sydney a gentle shove. It barely moves <<him>>, but <<he>> yelps in surprise. "Hey," <<he>> says. "What was that for?" <br> <<if $speech_attitude is "meek">> "Nothing," you say, leaning against the counter and sticking out your <<bottom>>. "I just wanted to annoy you. Don't you think I deserve to be punished?" <br> "Punished? It was only—" <<elseif $speech_attitude is "bratty">> "What was that for?" you repeat in a mocking tone while leaning on the counter and sticking out your <<bottom>>. <br> "Did I do something to upset—" <<else>> "Did that bother you?" you say, leaning against the counter and sticking out your <<bottom>>. "Perhaps you should get revenge." <br> "Revenge? Why would I—" <</if>> <<he>> begins, but stops when <<he>> notices your gaze on the riding crop. <<He>> takes in your posture, and realisation dawns on <<his>> face. <<He>> drops the crop and steps away. You laugh. <br><br> <<He>> turns away from you and returns to work, but you suspect it's to hide <<his>> blush. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>><<wearProp "anal beads">> <<if $speech_attitude is "meek">> "There's no need to be shy," you say, reaching for the beads yourself. "It's just a toy." <<elseif $speech_attitude is "bratty">> "You're not afraid of a little toy, are you?" you ask, reaching for the beads yourself. <<else>> "What's wrong?" you ask, reaching for the beads yourself. "There's nothing to be ashamed of." <</if>> You make a tight circle with your forefinger and thumb and, holding it up so Sydney can see, push the beads through the hole, one by one. <br><br> Sydney looks away, <<his>> face red. "Th-thank you for the demonstration," <<he>> says. "But you should put it away before you're seen." You do so before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You run your tongue over the topmost bead, and Sydney angles it towards your mouth. You part your lips, and <<he>> pushes it inside. It doesn't taste of anything at all. <br><br> <<if $arousal gte 10000>> It's too much for you. <<orgasm>> "Fascinating," <<he>> says, watching you shudder. "I didn't think it worked that way."<<set _lustincrdisplay to 1>><<llspurity>><<glust>><<npcincr Sydney purity -5>><<npcincr Sydney lust 2>> <br><br> <</if>> You hear a noise from the back of the shop. Sydney throws a worried glance at the door, and puts the beads back in the crate before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-is that hygienic?" you ask. <<elseif $speech_attitude is "bratty">> "I'm not putting that in my mouth," you say. Unused or not. <<else>> "I don't think that's hygienic," you say. <</if>> <br><br> Sydney sighs. "As you wish. I'm sure they taste just fine." <<He>> returns to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You put your hands against the wall, and stick out your <<bottom>>. "These are in the way," Sydney says, grasping the hem of your $worn.lower.name. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<He>> flips it up, baring your <<undies>>. <<else>> <<He>> tugs it down, baring your <<undies>>. <</if>> <<if $worn.under_lower.type.includes("naked")>> "Nothing underneath," <<he>> says, giving you a squeeze. "You were hoping for this." <<else>> <<He>> grasps your $worn.under_lower.name next, and it follows suit. <</if>> <br><br> <<if !playerChastity("hidden")>> <<set $genderknown.pushUnique("Sydney")>> <</if>> <<if playerChastity()>> <<set $sydneySeen.pushUnique("chastity")>> <</if>> <<if playerChastity("anus")>> <<His>> fingers brush against your $worn.genitals.name. "No use trying to remove it. I know how tough these things are. Still, it would be a shame to have you in such a position and not take advantage." <br><br> <<He>> crouches behind you. You feel <<his>> breath on your skin a moment before <<he>> plants a kiss. <<He>> plants another. "Hold still," <<he>> says. "Until I'm done." <br><br> You hear movement from the back of the shop. Sydney rises and covers you in a flash, watching the door with a wary expression. "I'll keep this for later," <<he>> says, squirrelling the beads away before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br> <<else>> Sydney crouches behind you. You glance back, and see <<him>> lubing the beads with <<his>> saliva. <br><br> <<link [[Allow|Dilapidated Beads 2]]>><<npcincr Sydney purity -2>><<npcincr Sydney lust 5>><<arousal 4000 "anus">><</link>><<gggarousal>><<set _lustincrdisplay to 1>><<lspurity>><<glust>> <br> <<link [[Cover your bottom|Dilapidated Beads Refuse 2]]>><</link>> <br> <</if>><<effects>> Sydney pushes the tip into your <<bottom>>. <<if !pcAreArmsBound("both")>> You cover your mouth with your hand. <<else>> You resist the urge to yelp. <</if>> <<He>> waits a moment before pushing in the next, and the next. "Do you like that?" <<he>> asks. "Do you want me to keep going?" You nod, and <<he>> pushes the rest of the beads in, one by one. <br><br> <<He>> pulls them out in one motion, making you shudder and moan. <<if $arousal gte 10000>> It's too much for you. <<orgasm>> "Shush my sweet," <<he>> whispers. "Or we'll be heard."<<gglust>><<npcincr Sydney lust 5>> <</if>> <br><br> <<He>> gives your <<bottom>> a quick squeeze. "Best cover yourself before we're caught," <<he>> says. "I'll keep these for later." <<He>> squirrels the beads away before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You cover your <<bottom>> with one hand as Sydney lines up the beads. "Need some convincing?" <<he>> asks, rising to <<his>> feet. "I won't be pushy, but I'm keeping this for later." <<He>> squirrels the beads away before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> "Boo," Sydney says. "I bet I could convince you." <<He>> throws another glance a the door. "But I shan't push my luck." <<He>> drops the beads back in the crate, and returns to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>><<wearProp "dildo">> <<if $speech_attitude is "meek">> "C-can I take a look?" you ask. "I-I'm just curious." <<elseif $speech_attitude is "bratty">> "Give it here," you say, holding out your hand. <<else>> "Can I have a look?" you ask. <</if>> Sydney passes it to you. You hold it up to your eyes, and run your fingers over its length. "This is indeed a phallus," you say, adopting a level tone. "Very thick, and yet, a human orifice must be able to accommodate it." You nod sagely. <br><br> Sydney blushes as you pass it back to <<him>>, and <<he>> returns it to the crate. <br><br> <<link [[Next|Dilapidated End]]>><<handheldon>><</link>> <br><<effects>> You keep working. Sydney hesitates before putting the dildo back in the crate, and joining you. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> You sit on the counter. Sydney walks after you, still holding the dildo and eyeing you up. "Best keep our voices down," <<he>> whispers. "Don't want <<sydneyMum>> to suspect anything." <<He>> puts the dildo in <<his>> mouth, holding it between <<his>> teeth as <<he>> climbs onto the counter <<himself>>, pushing you onto your back. <<promiscuity1>> <<He>> removes the dildo from <<his>> mouth, and runs the tip over your cheek. "I wanna see how you lick," <<he>> says. "Up close." <br><br> <<link [[Lick it|Dilapidated Dildo Lick]]>><</link>> <br> <<link [[Ask Sydney to lick it|Dilapidated Dildo Sydney Lick]]>><</link>> <br><<effects>> You press your tongue against the dildo, and hold it there as Sydney moves it across your face. <<He>> stares into your eyes as <<he>> does. "You're getting it a bit slimy," <<he>> whispers. "Is saliva a good lubricant?" <<He>> turns the length to face you, and you lick the tip. <br><br> <<if $arousal gte 10000>> Performing such an act with Sydney's weight atop you is too much. <<orgasm>> "Well well," Sydney says. "Aren't you easy to entice. Just wait until I give you something else to lick."<<gglust>><<npcincr Sydney lust 5>> <br><br> <</if>> You hear movement from the back of the shop. Sydney climbs off you, throwing a worried glance at the door. <<He>> squirrels the dildo away with a mischievous grin before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "C-could you show me how it's done?" you ask. <<elseif $speech_attitude is "bratty">> "What?" you ask. "Scared to lick it yourself?" <<else>> "How about you show me?" you say. <</if>> <br><br> Sydney holds the tip of the dildo near <<his>> mouth, and gently runs it across <<his>> face, licking it from tip to base. <<He>> turns it around and repeats the process, maintaining eye contact all the while. <br><br> <<if $arousal gte 10000>> <<His>> performance, combined with <<his>> body pressing down on you, is too much. <<orgasm>> <<He>> laughs. "Just wait until I lick you," <<he>> says. "You might pass out." <br><br> <</if>> You hear movement from the back of the shop. Sydney climbs off you, throwing a worried glance at the door. <<He>> squirrels the dildo away with a mischievous grin before returning to work. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br>/*Unfinished and unused*/ <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity5>> <<set $rescue to 1>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Dilapidated Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dilapidated Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "We'd best get back to work, lover," <<he>> says. "I think I'll keep this toy. <<sydneyMum>> won't notice."<<glove>><<llspurity>><<lllust>><<npcincr Sydney love 1>><<npcincr Sydney lust -10>><<npcincr Sydney purity -5>> <br><br> <<tearful>> you climb down from the counter. <br><br> <<elseif $enemyhealth lte 0>> Sydney backs away from you. "What's the matter, lover?" <<he>> coos. "Too rough for you?" <<He>> laughs. <br><br> <<tearful>> you climb down from the counter. <br><br> <<elseif $rescue is 1 and $alarm is 1>> Sydney backs away from you. "Shush!" <<he>> says. "Or <<sydneyMum>> will hear." You hear movement from the back of the shop, and Sydney quickly returns to work. <br><br> <<tearful>> you climb down from the counter. <br><br> <<else>> "I suppose this is a bit risky," <<he>> says, looking at the door to the back of the shop. You hear Sirris working back there. "We'll steal some time together elsewhere, shall we?" <br><br> <<tearful>> you climb down from the counter. <br><br> <</if>> <<clothesontowel>> <<endcombat>> <<link [[Next|Dilapidated End]]>><<npc Sirris>><<npc Sydney 2>><</link>> <br><<effects>> "Do I have to ask nicely?" Sydney asks. <<He>> holds the dildo up to <<his>> face, and licks it without breaking eye contact. "Or maybe you just need convincing." <br><br> You hear footsteps from the back of the shop. Sydney drops the dildo back in the crate. "Maybe another time, lover." <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<effects>><<wearProp "dildo">> <<if $speech_attitude is "meek">> "There's nothing to be ashamed of," you say, reaching into the crate and lifting out the dildo. "See." You wave it at Sydney, and <<he>> blushes. "Or does the temple consider it profane?" <<elseif $speech_attitude is "bratty">> "What's the matter?" you ask, reaching into the crate and lifting out the dildo. "It's not a snake." You wave it at Sydney, and <<he>> blushes. "Does the temple forbid such profane items?" <<else>> "It's nothing to be afraid of," you say, reaching into the crate and lifting out the dildo. "It's just an inert object." You wave it at Sydney, and <<he>> blushes. "Or does the temple consider it profane?" <</if>> <br><br> "I-it's not that," Sydney says, looking away. "Just put it back in the crate. We have lots to do." <br><br> <<link [[Next|Dilapidated End]]>><<handheldon>><</link>> <br><<effects>> "Could you help me lift this?" you say, focusing your attention elsewhere. Sydney nods, seeming relieved. <br><br> <<link [[Next|Dilapidated End]]>><</link>> <br><<set $outside to 1>><<effects>><<set $lock to 200>> You pass by an adult shop. It's currently closed. <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Adult Shop]]>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <</if>> <br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>> <br><br> <</if>><<effects>> <<set $location to "adult_shop">><<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> Sydney's excitement pours out during the walk to Elk Street. Excitement and pride. <<if $sydneySeen.includes("parent")>> <<His>> <<sydneymum>> has dreamt of this for a long time, it seems. It's hard to get a word in. <<else>> Sirris has dreamt of this for a long time, it seems. It's hard to get a word in. <</if>> <br><br> <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> Sydney talks little on the walk to Elk Street. "I want to be supportive," <<he>> says at one point. "But <<sydneyMum>> makes it difficult at times." <br><br> <<else>> "I expect there'll be a lot of people," Sydney says. "<<sydneyMum>> hired people to hand out flyers all over town." <br><br> <</if>> <<npc Sirris 2>> <<generate3>><<generate4>><<generate5>> You see a crowd up ahead, surrounding a shop with a purple-lit interior. "Please form an orderly queue," shouts a voice above the din. It's Sirris, raised above the crowd just inside the entrance. <<person2>><<He>> must be stood on something. <br><br> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> "I wonder what <<he>> has planned," Sydney says as Sirris' eyes fall on you. <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> "Let's hope <<he>> isn't planning anything ungodly," Sydney sighs as Sirris' eyes fall on you. <<else>> "Looks like <<he>> has something planned for us," Sydney says as Sirris' eyes fall on you. <</if>> <br><br> <<link [[Next|Adult Shop Opening 2]]>><</link>> <br><<effects>> <<npc Sydney 1>><<npc Sirris 2>> <<run statusCheck("Sydney")>> <<generate3>><<generate4>><<generate5>> You see a crowd up ahead, surrounding a shop with a purple-lit interior. "Please form an orderly queue," shouts a voice above the din. It's Sirris, stood raised above the crowd just inside the entrance. <<person2>><<He>> must be stood on something. <br><br> <<person1>> Sydney pushes through the crowd, heading right for you. <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> "I'm so glad you could make it!" <<he>> says, grasping your arm. "Seems <<sydneyMum>> has plans for us, but refused to tell me before you arrived." <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> "I think my <<sydneymum>> will be happy to see you," <<he>> says. <<person2>>"<<He>> has plans for us, but refused to tell me before you arrived." <<else>> "I'm glad you could make it," <<he>> says, <<his>> tone level. "Seems <<sydneyMum>> has plans for us, but refused to tell me before you arrived." <</if>> <br><br> Sirris spots you, and waves at you over the heads of the crowd. <br><br> <<link [[Next|Adult Shop Opening 2]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<person2>> The crowd organises into something approaching a queue. You can see into the shop now. It's packed with bodies. Sirris pushes <<his>> way towards you. <br><br> <<if $adultshopcontribution gte 12>> "Thank you for coming," <<he>> says. "You've helped so much already, but I have one last favour to ask you. I've hired temporary help to handle the counter and customer service, but I have something special in mind." <<elseif $adultshopcontribution gte 1>> "Thank you for coming," <<he>> says. "You've helped already, but I have another favour to ask you. I've hired temporary help to handle the counter and customer service, but I have something special in mind." <<else>> "Thank you for coming," <<he>> says. "Not to impress on you, but I have a favour to ask. I've hired temporary help to handle the counter and customer service, but I have something special in mind." <</if>> <br><br> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> "There are a few items we could demonstrate," Sydney says, eyeing up a rack of whips. "Who would have considered using weapons in such a profane way!" <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> "I want to be supportive," Sydney says. "But please don't ask me to do anything the temple wouldn't approve of." <<else>> "I want to be supportive," Sydney says. "Please don't ask me to do anything lewd though." <</if>> <br> "Perish the thought!" Sirris replies. "I just want you to be part of a display. There's a bed—" <br> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> "A bed!" Sydney interrupts. "Delightful." <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> "I don't like the sound of that," Sydney interrupts. <<else>> "That sounds a bit much," Sydney interrupts. <</if>> <br> "I just want you to lie on it while wearing some of the sleepwear we sell. That's all." <br> <<person1>> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> Sydney smiles. "I can manage that." <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> Sydney shakes <<his>> head and turns to you. "I'm sorry," <<he>> says. "This is too much for me." <<else>> Sydney nods. "As long as the sleepwear isn't anything that would turn a priest's head." <</if>> <br> Sirris faces you. "How about you?" <br><br> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> <<link [[Agree to help|Adult Shop Opening Corrupt]]>><<set $adultshopcontribution += 1>><<npcincr Sirris love 10>><</link>><<ggglove>> <br> <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> <<link [[Agree to help|Adult Shop Opening Pure]]>><<set $adultshopcontribution += 1>><<npcincr Sirris love 10>><</link>><<ggglove>> <br> <<else>> <<link [[Agree to help|Adult Shop Opening Neutral]]>><<set $adultshopcontribution += 1>><<npcincr Sirris love 10>><</link>><<ggglove>> <br> <</if>> <<link [[Refuse|Adult Shop Opening Refuse]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<person2>> "That's fine," Sirris says, failing to hide <<his>> disappointment. "I hope you enjoy yourself regardless! Sydney, follow me to your uniform." <br><br> <<person1>> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> "It would be more fun with you," Sydney shrugs. "But I won't complain about getting a whole bed to myself." <<He>> follows Sirris into the shop, pushing past the many patrons. <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> "We'll stay together if you like," Sydney says. "Maybe make sure this queue doesn't deteriorate." <<else>> "Not sure if it'll be more or less embarrassing lying on the bed alone," Sydney shrugs. "It'll be over before I know it, I'm sure." <</if>> <br><br> <<link [[Next|Adult Shop Opening Refuse 2]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<pass 50>> <<person1>> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> You push your way into the shop. It's usually quite spacious, but the space between each row of shelves is packed with people examining the merchandise. Sydney soon emerges, wearing babydoll lingerie. <<He>> pulls off the look, reclining on one elbow and examining the crowd with a relaxed expression. Several patrons try flirting with <<him>>. <<He>> belittles them until they stop. <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> You help Sydney keep order outside. <<if $awareness gte 200>> You suggest making use of one of the whips on display, but <<he>> isn't interested. "That might be a sin," <<he>> says. <<else>> <<He>> isn't keen on going inside. "The temple is unsure of this sort of thing for a reason," <<he>> says. <</if>> <<He>> manages to protect the cohesion of the queue until the last customers enter. <<else>> You push your way into the shop. It's usually quite spacious, but each row of shelves is packed with people examining the merchandise. Sydney soon emerges, wearing a cowprint onesie. Less coquettish than the most of the clothes for sale. Several patrons try flirting with <<him>>, but <<he>> refuses to interact. <</if>> <br><br> <<person2>> You hear a shout above the patrons' murmuring. "Thank you all for coming." It's Sirris, stood on a platform once more. Many of the customers remained just outside after purchasing their goods. They now crowd again around the windows. <br><br> <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> Sydney arrives at your side, still wearing the babydoll. "I'd like to give a special thanks to our model here. Could I have a round of applause?" A few whistles punctuate the claps. Sydney gives a theatric curtsy. <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> Sydney presses closer to you. <<else>> Sydney arrives at your side, still wearing the cowprint onesie. "I'd like to give a special thanks to our model here. Could I have a round of applause?" A few cheers punctuate the claps. Sydney gives an awkward bow. <</if>> <br><br> "I hope you enjoyed yourselves," Sirris continues. "We're open six days a week, and shut at <<ampm 21 00>>. I hope to see you again!" <br><br> <<link [[Next|Adult Shop Opening Refuse 3]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<person1>> The event is over, but the shop remains open. <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> Sydney disappears into the back room, and emerges dressed in <<his>> usual clothing. "Gonna stay and help out," <<he>> says. "Put my library experience to use. I bet <<sydneymum>> would be honoured to have you too, but I don't want to presume." <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> "I should stay and help my <<sydneymum>>," <<he>> says. "This means a lot to <<nnpc_him "Sirris">>, and I've some experience from the library." <<else>> Sydney disappears into the back room, and emerges dressed in <<his>> usual clothing. "Gonna stay and help out," <<he>> says. "I've some experience from the library, so I might be useful." <</if>> <br><br> <<if $adultshopcontribution>> <<earnFeat "Opened Pandoras Box">> <<if $adultshopcontribution gte 12>> <<earnFeat "Opened Pandoras Cocks">> <</if>> <</if>> <<link [[Next|Adult Shop]]>><<unlockAdultShop>><<endevent>><</link>> <br> /*pure opening*/<<effects>> <<run statusCheck("Sydney")>> <<person2>> Sirris pushes through the throng, and you follow behind. <<He>> takes you behind the counter, and into the back room. <br><br> It's a workshop, you think. Arcane gizmos cover the surfaces, and jumbles of spare parts litter the floor. There's an old cylindrical boiler at the back, but the pipes have been rerouted through a vibrating machine, spotted with blue lights. <br><br> "Excuse the clutter," Sirris says. "This is just the only place here where you can get some privacy. Here." <<He>> hands you a couple of bundles of fabric. One is a <span class="lblue">cowprint onesie,</span> the other a set of <span class="purple">babydoll lingerie</span>. <br><br> "I'd like to advertise the babydoll, but I understand if you don't. The onesie is cute too. I'll leave it up to you." <<He>> shuts the door behind <<him>>. <br><br> <<link [[Wear the onesie|Adult Shop Opening Pure Onesie]]>><</link>> <br> <<if $worn.under_lower.type.includes("naked")>> <<if hasSexStat("exhibitionism", 4)>> <<link [[Wear the babydoll|Adult Shop Opening Pure Babydoll]]>><<set $phase to 1>><</link>><<exhibitionist4>> <<else>> <<insufficientStat "exhibitionism" "to wear the babydoll">> It's quite sheer, and you're not wearing underwear! <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 2)>> <<link [[Wear the babydoll|Adult Shop Opening Pure Babydoll]]>><<set $phase to 0>><</link>><<exhibitionist2>> <<else>> <<insufficientStat "exhibitionism" "to wear the babydoll">> It's very sheer, and people will see your $worn.under_lower.name! <br> <</if>> <</if>><<effects>> <<undressmid "adult shop opening">> <<upperwear 89>> You undress, and step into the onesie. It's snug. It'll be a bit odd to wear in public, but these are unusual circumstances. <br><br> You emerge from the back room. People don't pay you much attention at first, though Sydney does. <<person1>><<He>> smothers a smirk. You don't look that silly, surely! <br><br> Patrons notice as you walk to the bed. You lie atop it. <br><br> "Are you for sale?" a <<person3>><<person>> chuckles. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Yes|Adult Shop Opening Pure 2]]>><<set $phase to 2>><</link>><<promiscuous4>> <br> <</if>> <<link [[Flirt|Adult Shop Opening Pure 2]]>><<set $phase to 1>><</link>><<promiscuous1>> <br> <<link [[No|Adult Shop Opening Pure 2]]>><<set $phase to 0>><</link>> <br><<effects>> <<undressmid "adult shop opening">> <<upperwear 18>> You undress, and pull the babydoll over your head. It's see-through and short, but you can tug it over your <<undies>>, and the dim purple light on the shop floor shouldn't reveal much. <<if $phase is 1>> <<exhibitionism4>> <<else>> <<exhibitionism2>> <</if>> You emerge from the back room, and draw attention at once. You see Sydney organising the queue outside, and catch <<person1>><<his>> eye. <<He>> looks away and blushes. <br><br> You walk over to the bed, positioned in the middle of the main floor, and lie atop it. <br><br> "Are you for sale?" a <<person3>><<person>> chuckles. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Yes|Adult Shop Opening Pure 2]]>><<set $phase to 2>><</link>><<promiscuous4>> <br> <</if>> <<link [[Flirt|Adult Shop Opening Pure 2]]>><<set $phase to 1>><</link>><<promiscuous1>> <br> <<link [[No|Adult Shop Opening Pure 2]]>><<set $phase to 0>><</link>> <br><<effects>> <<if $phase is 2>> <<if $speech_attitude is "meek">> "H-how much am I worth?" you enquire. <<elseif $speech_attitude is "bratty">> "You couldn't afford me," you say with a dismissive glance. <<else>> "What are you offering?" you ask. <</if>> <<promiscuity4>> The <<person3>><<person>> reaches into <<his>> wallet, but is interrupted by an observant Sirris. "None of that funny business here," <<person2>><<he>> says. "Out you go." <br><br> The <<person3>><<person>> grumbles, but does as told. <br><br> <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "A-am I attractive?" you ask. "Am I modelling this okay?" <<elseif $speech_attitude is "bratty">> "Best watch your mouth," you purr. "I've got something for you to choke on." <<else>> "Oh you!" you giggle. <</if>> <<promiscuity1>> Other patrons try their luck, and you respond with similarly bawdy words. <br><br> <<else>> <<if $speech_attitude is "meek">> "I should focus on modelling," you say. "That's why I'm here." <<elseif $speech_attitude is "bratty">> "Watch your mouth," you say. "Or I'll report you for harassment." <<else>> "I'm working," you say, matter-of-factly. <</if>> <br><br> You can tell the <<person>> wants to keep talking, but <<he>> manages to keep it to <<himself>>. <br><br> <</if>> <<link [[Next|Adult Shop Opening Pure 3]]>><</link>> <br><<effects>> <<pass 50>> You lie on the bed and watch the patrons and staff. Looks like Sirris is doing good business. <<person2>><<He>> bounces this way and that, stopping to help customers with information, and constantly looking around for where best to assist next. <<He>> looks haggard, but happy. <br><br> You finally see where Sydney gets it from. In this moment, you truly see an older Sydney in Sirris. You let yourself smile at the thought. <br><br> Sydney enters the shop, and walks your way. The queue has emptied into the shop. There's still a crowd outside, but they seem to be people who have already explored the shop's interior. <br><br> <<person1>> "Can I get you anything?" <<he>> asks. "A glass of water, or a biscuit? I know where the cookies are hidden." <br><br> <<link [[Ask for refreshments|Adult Shop Opening Pure Refresh]]>><<stress -6>><</link>><<lstress>> <br> <<link [[Say you're fine|Adult Shop Opening Pure Fine]]>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Pull onto bed|Adult Shop Opening Pure Bed]]>><<npcincr Sydney love -1>><<npcincr Sydney purity -2>><</link>><<promiscuous2>><<dancedifficulty 1 800>><<llove>><<lspurity>> <br> <<else>> <<insufficientStat "promiscuity" "to pull Sydney onto the bed">> <</if>><<effects>><<wearProp "cookie">> Sydney returns with a glass of water and a couple of cookies. <<He>> stays to chat. You're careful not to get crumbs on Sirris' pristine bed. <br><br> <<link [[Next|Adult Shop Opening End]]>><<handheldon>><</link>> <br><<effects>> Sydney nods. "I think the opening event is nearly over," <<he>> says. "Mind if I stay and chat for a minute?" <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br><<effects>> You lunge forward, reaching for Sydney's waist. <<if $danceSuccess>> <<His>> eyes flash with awareness, <span class="green">but you're too quick.</span> Laughing, you pull <<him>> on top of you. <br><br> The audience laughs with you. Many reach for phones and cameras. Sydney is less amused. "What's the matter with you?!" <<he>> asks. "Let go!"<<glust>><<npcincr Sydney lust 5>> <br><br> <<link [[Let go|Adult Shop Opening Pure Let]]>><<npcincr Sydney love 1>><</link>><<glove>> <br> <<link [[Refuse|Adult Shop Opening Pure Hold]]>><<npcincr Sydney lust 5>><</link>><<glust>> <br> <<if $sydneyromance is 1>> <<link [[Kiss|Adult Shop Opening Pure Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove>><<kissvirginitywarning>> <br> <</if>> <<else>> <<His>> eyes flash with awareness, <span class="red">and <<he>> steps out of your grasp.</span><<promiscuity2>> "Oh no you don't," <<he>> says. "Don't take my humility for weakness. Others have learned how big a mistake that is." <<His>> stance softens. "I'm sorry. You made me jump, that's all." <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br> <</if>><<effects>> You release Sydney. <<He>> rolls off the bed and smooths <<his>> clothes. "That was rude," <<he>> says. "You can forget about the biscuit!" <<He>> marches away. <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "But the customers like it," you say. "Look. I bet this is getting Sirris lots of custom." <<elseif $speech_attitude is "bratty">> "Quit whining," you say. "The customers like it. You want Sirris to have lots of custom, right?" <<else>> "The customers like it," you say. "Look. I bet this is getting Sirris lots of custom." <</if>> <br> "Don't try to guilt me," Sydney says. "I get enough of that at the tem—" <<He>> catches <<himself>>, and puts a hand over <<his>> mouth. "I'm sorry, I shouldn't say such things." <br> <<if $speech_attitude is "meek">> "Could you join me for just a few minutes?" <<elseif $speech_attitude is "bratty">> "Come on. It'll only be a few minutes." <<else>> "Would you join me for just a few minutes?" <</if>> <br><br> Sydney reluctantly nods. You release <<him>>, and <<he>> rolls onto <<his>> back. <<He>> attracts a lot of attention. Your outfit is more appropriate than <<hers>>, but the customers don't seem to mind. <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br><<effects>> You lean forward, eyes closed and mouth agape, and steal a kiss. Sydney melts in your arms, forgetting where <<he>> is for just a moment.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>> <br><br> The audience's cheer brings <<him>> back to reality. <<if _npcKissVirginTemp>>"That was my first kiss," <<he>> says. "I'm happy it was you." <</if>><<He>> pulls you close in an embrace. "I'm still angry though!" <br><br> You lie on the bed together for a few minutes. Sydney draws a lot of attention, despite not being dressed for the role. <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br> /*neutral opening*/<<effects>> <<run statusCheck("Sydney")>> <<person2>> Sirris pushes through the throng. Sydney and you follow close behind. <<He>> takes you behind the counter, and into the back room. <br><br> It's a workshop, you think. Arcane gizmos cover the surfaces, and jumbles of spare parts litter the floor. There's an old cylindrical boiler at the back, but the pipes have been rerouted through a vibrating machine, spotted with blue lights. <br><br> "Excuse the clutter," Sirris says. "This is just the only place here where you can get some privacy. Here." <<He>> hands you a couple of bundles of fabric. One is a <span class="lblue">cowprint onesie,</span> the other a <span class="purple">babydoll lingerie</span>. <br><br> "You can find your own, Syd. I'd like to advertise the babydoll, but I understand if you don't. The onesie is cute too. I'll leave it up to you." <<He>> shuts the door behind <<him>>. <br><br> <<person1>> "I can't believe the audacity!" Sydney says when Sirris is gone. "Handing you that slip of fabric. I'll get the other onesie." <br><br> <<link [[Wear the onesie|Adult Shop Opening Neutral Onesie]]>><</link>> <br> <<if $worn.under_lower.type.includes("naked")>> <<if hasSexStat("exhibitionism", 4)>> <<link [[Wear the babydoll|Adult Shop Opening Neutral Babydoll]]>><<set $phase to 1>><</link>><<exhibitionist4>> <<else>> <<insufficientStat "exhibitionism" "to wear the babydoll">> It's quite sheer, and you're not wearing underwear! <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 2)>> <<link [[Wear the babydoll|Adult Shop Opening Neutral Babydoll]]>><<set $phase to 0>><</link>><<exhibitionist2>> <<else>> <<insufficientStat "exhibitionism" "to wear the babydoll">> It's very sheer, and people will see your $worn.under_lower.name! <br> <</if>> <</if>><<effects>> <<run statusCheck("Sydney")>> <<undressmid "adult shop opening">> <<upperwear 89>> Sydney dresses behind the boiler. "Let me know when it's safe to come out," <<he>> says. You remove your clothing, and step into the onesie. <br> "You can come out," you say. <br> Sydney does so, wearing a matching cowprint onesie. "This is going to be so embarrassing," <<he>> says. "I'm glad I'm not doing it alone." <br><br> Together, you exit the back room, and walk out into the shop proper. <br><br> <<link [[Next|Adult Shop Opening Neutral Onesie 2]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> People don't notice you at first. Few can even see you through the crowd. You attract some looks as your make your way to the bed. It's sat in the middle of the floor, surrounded by open space. <br><br> Sydney climbs onto the bed, and crawls to the other side. You climb on after <<him>>, and the pair of you lie on your backs with your heads resting on tall stacks of pillows. <br><br> "So we just lie here?" Sydney asks. "I guess we should answer questions. You know, this could be comfy if not for all the people around." <br><br> "Why, aren't you two the cutest!" says a <<person3>><<person>>. You've attracted a lot of attention now. "Can I take a picture?" Others murmur in support of the question. Sydney looks unsure. <br><br> <<link [[Allow pictures|Adult Shop Opening Neutral Pictures]]>><<famemodel 50>><<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>><</link>> <br> <<link [[Refuse pictures|Adult Shop Opening Neutral Refuse]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<if $speech_attitude is "meek">> "Y-you can take pictures if you like," you say. <<elseif $speech_attitude is "bratty">> "Go ahead," you say. "Just make it quick. There's a queue." <<else>> "If you like," you say. <</if>> People reach for their phones and cameras. The <<person>> smiles gratefully. <br><br> Sydney looks uncomfortable at first, but soon grows used to it. That is, until a <<person4>><<person>> leers over <<his>> phone. "You gonna demonstrate toys for us?" <<he>> asks. <br><br> <<person1>> Sydney instinctively reaches for <<his>> crucifix, but it's hidden in <<his>> onesie. "A-absolutely not! Get out, right this instant!" The <<person4>><<person>> sulks like a toddler, but does as Sydney instructs. <br><br> <<link [[Next|Adult Shop Opening Neutral 2]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> You shake your head. <<if $speech_attitude is "meek">> "I-I'm really sorry," you say. "But no photos please." <<elseif $speech_attitude is "bratty">> "No photographs allowed," you say. "Anyone who tries gets removed." <<else>> "No photos I'm afraid," you say. "But you can look all you like." <</if>> <br><br> There's a murmur of disappointment, but Sydney seems relieved. That is until <<person4>><<person>> leans on the bedframe. "You gonna demonstrate toys for us?" <<he>> asks. <br><br> <<person1>>Sydney instinctively reaches for <<his>> crucifix, but it's hidden in <<his>> onesie. "A-absolutely not! Get out, right this instant!" The <<person4>><<person>> sulks like a toddler, but does as Sydney instructs. <br><br> <<link [[Next|Adult Shop Opening Neutral 2]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> <<undressmid "adult shop opening">> <<upperwear 18>> Sydney dresses behind the boiler. "Let me know when it's safe to come out," <<he>> says. You remove your clothing, and pull the babydoll over your head. <br> "You can come out," you say. <br> Sydney does so, covered by a cowprint onesie from head to toe. "This is—" <<he>> begins, but freezes in place when <<he>> sees you. "You're actually gonna wear that?!" <<He>> averts <<his>> eyes. "I can almost see through it!" <br> "It'll be fine in the shop," you say. "The lighting is dim." <br> Sydney shakes <<his>> head. "If you say so. We'll make a funny-looking pair." <<if $phase is 1>> <<exhibitionism4>> <<else>> <<exhibitionism2>> <</if>> <<link [[Next|Adult Shop Opening Neutral Babydoll 2]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> You draw attention at once. Mostly you in your babydoll, but Sydney gets a fair few looks as well. You make your way over to the bed in the middle of the room, drawing more eyes as you push through the crowd. <br><br> You climb onto the bed, and crawl to the other side. Sydney follows you on. "So we just lie here?" <<he>> asks. "I guess we can answer the customers' questions." <br><br> "Why aren't you a cutie," says a <<person3>><<person>>, addressing Sydney. "Do you mind if I take some pictures?" Sydney looks unsure. <br><br> <<link [[Allow pictures|Adult Shop Opening Neutral Pictures]]>><<famemodel 50>><<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>><</link>> <br> <<link [[Refuse pictures|Adult Shop Opening Neutral Refuse]]>><</link>> <br><<effects>> <<run statusCheck("Sydney")>> The last of the queue outside filters in. There's still a crowd outside, but made up of people who have finished within. Some are comparing purchases. Sirris walks by, and smiles at the sight of you. <br><br> <<person2>> <<if $worn.upper.name is "babydoll">> "Thank you for wearing the babydoll," <<he>> says. "They've been selling well, and now I know why." <br> <<person1>>"You shouldn't ask your students to wear such a thing!" Sydney replies. <br> "There's nothing wrong with 'such a thing'," Sirris says. "The temple—" <br> "The temple isn't saying it. I am." <br> Sirris opens <<person2>><<his>> mouth to reply, but is interrupted by a crash from the corner of the shop. <<He>> hurries over to investigate. <br><br> <<else>> "You make a good couple!" <<he>> says. <br> <<person1>> <<if $sydneyromance is 1>> Sydney blushes. <<else>> Sydney looks away, <<his>> face reddening. <</if>> "Thank you for helping me. The event is going really well." <<Hes>> interrupted by a crash from the corner of the shop, and rushes over to investigate. <br><br> <</if>> <<if $sydneyromance is 1>> <<person1>>Sydney turns <<his>> head, but doesn't say anything. <<He>> just gazes at you. <br><br> <<link [[Kiss|Adult Shop Opening Neutral Kiss]]>><<npcincr Sydney love 5>><</link>><<gglove>><<kissvirginitywarning>> <br> <<link [[Just smile|Adult Shop Opening Neutral Smile]]>><</link>> <br> <<else>> <<link [[Next|Adult Shop Opening End]]>><</link>> <br> <</if>><<effects>> You lean forward, eyes closed and mouth agape. Sydney's lips meet yours. <<He>> gently moans, and you melt in each others arms.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>> <br><br> You pull away, and gaze at each other for a moment. <<if _npcKissVirginTemp>><<He>> giggles. "That was my first kiss. I'm so happy that it was you."<</if>> <<He>> comes back to reality, and notices a few people gawking. "Excuse me, this is a private moment. Do you mind?" <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br><<effects>> You smile, and Sydney smiles back. "This is a silly situation," <<he>> says. "But I enjoyed it because of you." <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br> /*corrupt opening*/<<effects>> <<run statusCheck("Sydney")>> <<person2>> Sirris pushes through the throng. Sydney and you follow close behind. <<He>> takes you behind the counter, and into the back room. <br><br> It's a workshop, you think. Arcane gizmos cover the surfaces, and jumbles of spare parts litter the floor. There's an old cylindrical boiler at the back, but the pipes have been rerouted through a vibrating machine, spotted with blue lights. <br><br> "Excuse the clutter," Sirris says. "This is just the only place here where you can get some privacy. Here." <<He>> hands you a couple of bundles of fabric. One is a <span class="lblue">cowprint onesie,</span> the other a <span class="purple">babydoll lingerie</span>. <br><br> "You can find your own, Syd. I'd like to advertise the babydoll, but I understand if you don't. The onesie is cute too. I'll leave it up to you." <<He>> shuts the door behind <<him>>. <br><br> <<person1>> "That's awfully sheer," Sydney says when Sirris is gone. "That slip of fabric. I can't wait to get in mine." <br><br> <<link [[Wear the onesie|Adult Shop Opening Corrupt Onesie]]>><</link>> <br> <<if $worn.under_lower.type.includes("naked")>> <<if hasSexStat("exhibitionism", 4)>> <<link [[Wear the babydoll|Adult Shop Opening Corrupt Babydoll]]>><<set $phase to 1>><</link>><<exhibitionist4>> <<else>> <<insufficientStat "exhibitionism" "to wear the babydoll">> It's quite sheer, and you're not wearing underwear! <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 2)>> <<link [[Wear the babydoll|Adult Shop Opening Corrupt Babydoll]]>><<set $phase to 0>><</link>><<exhibitionist2>> <<else>> <<insufficientStat "exhibitionism" "to wear the babydoll">> It's very sheer, and people will see your $worn.under_lower.name! <br> <</if>> <</if>><<effects>> <<undressmid "adult shop opening">> <<upperwear 89>> Sydney disappears behind the boiler. "Let me know when I can emerge," <<he>> says. <<He>> hangs <<his>> clothes on a pipe above as <<he>> undresses. <br><br> You undress yourself, and step into the onesie. "You can come out now." <br><br> Sydney does so. <<He>> wasn't lying. <<Hes>> really wearing the babydoll. <<He>> tugs the skirt a bit lower. You can almost see through the thin material. "How do I look?" <<he>> asks. <br><br> <<if $pronoun is "m">> You think <<he>> would come across as a girl to people who didn't know better. <<else>> The look suits <<him>>. <</if>> <br><br> <<link [[Say <<he>> looks good|Adult Shop Opening Corrupt Onesie Compliment]]>><<npcincr Sydney love 1>><</link>><<glove>> <br> <<link [[Ask if <<he>> is sure about this|Adult Shop Opening Corrupt Onesie Ask]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "A-are you sure you want to wear this?" you ask. <<elseif $speech_attitude is "bratty">> "Bold of you to dress like this," you say. <<else>> "Are you sure you want to dress like this?" you ask. <</if>> <br><br> "Don't worry. The light in the main room is so dim. I just need to make sure I keep the skirt down." <br><br> Together, you walk out into the main room. <br><br> <<link [[Next|Adult Shop Opening Corrupt Onesie 2]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you look very pretty," you say. <<elseif $speech_attitude is "bratty">> "You don't look bad," you say. <<else>> "You look good," you say. <</if>> <br><br> Sydney twirls. "Thank you," <<he>> says. "You look cute. We're going to make quite the pair." <<He>> takes your arm, and together you walk into the main room. <br><br> <<link [[Next|Adult Shop Opening Corrupt Onesie 2]]>><</link>> <br><<effects>> You draw a few eyes, but not as many as Sydney. You pick up more gawkers as you walk through the crowd. Sydney climbs onto the bed, all but pulling you after <<him>>. You lie down beside <<him>>. <br><br> "So we just lie here," <<he>> says. <<He>> ignores the circle of onlookers. "I guess we could answer customers' questions." <br><br> "So are you two gonna demonstrate the toys or what?" asks a <<person3>><<person>>. <br><br> Sydney fixes <<him>> with a level stare. "How disrespectful," <<person1>><<he>> says. "Get out, before I call security." <br><br> You haven't seen any security, but the <<person3>><<person>> does as told. <br><br> <<link [[Next|Adult Shop Opening Corrupt 2]]>><</link>> <br><<effects>> <<undressmid "adult shop opening">> <<upperwear 18>> Sydney disappears behind the boiler. "Let me know when I can emerge," <<he>> says. <<He>> hangs <<his>> clothes on a pipe above as <<he>> undresses. <br><br> You undress yourself, and pull the babydoll over your head. "You can come out now." <br><br> Sydney does so. <<He>> wasn't lying. <<Hes>> really wearing the babydoll. <<He>> tugs the skirt a bit lower. You can almost see through the thin material. "How do I look?" <<he>> asks. <br><br> <<if $pronoun is "m">> You think <<he>> would appear to be a girl to people who didn't know better. <<else>> It suits <<him>>. <</if>> <br><br> <<link [[Say <<he>> looks good|Adult Shop Opening Corrupt Babydoll Compliment]]>><<npcincr Sydney love 1>><</link>><<glove>> <br> <<link [[Ask if <<he>> is sure about this|Adult Shop Opening Corrupt Babydoll Ask]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "A-are you sure you want to wear this?" you ask. <<elseif $speech_attitude is "bratty">> "Bold of you to dress like this," you say. <<else>> "Are you sure you want to dress like this?" you ask. <</if>> <br><br> Sydney laughs. "They won't see anything in the dim light. Just need to make sure this skirt's tugged low enough." <<if $worn.upper.name is "babydoll">> <<His>> eyes flick over your own outfit. "Besides, we'll be able to look after each other." <</if>> <<He>> takes your arm, and together you walk out into the main room. <br><br> <<link [[Next|Adult Shop Opening Corrupt Babydoll 2]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you look very pretty," you say. <<elseif $speech_attitude is "bratty">> "You don't look bad," you say. <<else>> "You look good," you say. <</if>> <br><br> Sydney twirls. "Thank you!" <<He>> looks at your outfit. "You don't look bad yourself. Come on, let's knock 'em dead." <br><br> <<He>> takes your arm, and together you walk out into the main room. <br><br> <<link [[Next|Adult Shop Opening Corrupt Babydoll 2]]>><</link>> <br><<effects>> You draw attention at once. Most customers can't see you through the crowd, but they soon become aware there's something worth seeing. They part to let you through. Sydney crawls onto the bed, all but pulling you after <<him>>. <br><br> You lie side by side, surrounded on all sides by an audience. Sydney pays them no mind. "So we just lie here?" <<He>> tugs <<his>> babydoll further between <<his>> thighs. "I guess we should answer customers' questions." <br><br> "I've got a question for you," a <<person3>><<person>> interjects. "When are you gonna test these toys on each other?" <br><br> <<person1>> Sydney's demeanour shifts at once. "How rude," <<he>> says. "Either clean up your act, or get out." The <<person3>><<person>> decides against arguing. <br><br> <<link [[Next|Adult Shop Opening Corrupt 2]]>><</link>> <br><<effects>> <<npc Niki 6>> You lie beside Sydney. The crowd returns to their browsing, but there are always more eager to look at the display piece in the centre. <br><br> Sirris claps <<person2>><<his>> hands when <<he>> sees you. "You both look wonderful!" <<he>> says. A <<person6>>young <<nnpc_gender "Niki">> follows behind, a white stick poking out of <<his>> mouth. <<if !$nikiSeen.length>> "This is Niki," Sirris continues. "A photographer who works nearby." Niki acknowledges Sydney and you with a nod. <br><br> <<elseif $nikiSeen.includes("farm")>> <span class="red">It's Niki,</span> the photographer from Remy's farm. <<He>> looks alarmed to see you. "This is Niki," Sirris continues. "A photographer who works nearby." <<gtrauma>><<trauma 6>> <br><br> Your thoughts take you back to the farm. <br><br> A voice breaks you from the rumination. "Hey!" It's Sydney. "Are you alright? You zoned out for a moment. Come on, we have to smile for the camera." <br><br> <<else>> It's Niki, the photographer. <<He>> acknowledges you with a nod. "This is Niki," Sirris continues. "A photographer who works nearby." <br><br> <</if>> <<link [[Next|Adult Shop Opening Corrupt Niki]]>><<famemodel 50>><<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>><</link>> <br> <<set $nikiSeen.pushUnique("adult_shop_opening")>><<effects>> You and Sydney smile for the camera while Niki snaps pictures from different angles. <<He>> asks you to adopt various poses. <<if $worn.upper.name is "babydoll">> Some of them make it difficult to keep your <<undies>> concealed beneath your short skirt. Sydney has a similar problem, but takes it in stride. <<else>> Sydney has trouble keeping <<person1>><<his>> skirt tugged low enough. <</if>> "Don't worry," Niki says. "If I catch a glimpse of anything I shouldn't, I'll edit it out." Sydney blushes. <br><br> For the final pose, Niki asks you to kneel and grasp each other's hands, leaning into each other with your heads turned to face the camera. Sydney takes to it with gusto, so much <<he>> almost pushes you over. <<takeHandholdingVirginity "Sydney" "romantic">> <br><br> <<if $sydneyromance is 1>> <<link [[Kiss|Adult Shop Opening Corrupt Niki Kiss]]>><<famemodel 50>><</link>><<gglove>><<kissvirginitywarning>> <br> <<link [[Just pose|Adult Shop Opening Corrupt Niki 2]]>><</link>> <br> <<else>> <<link [[Next|Adult Shop Opening Corrupt Niki 2]]>><</link>> <br> <</if>><<effects>> You lean forward, eyes closed and mouth agape. Sydney's lips meet yours. <<He>> gently moans, and you barely notice the cheering audience, the click of Niki's camera, or Sirris' astonished gasp.<<takeKissVirginity "Sydney" `($sydneyromance is 1?"loveInterest":"romantic")`>><<npcincr Sydney lust 1>><<glust>> <br><br> You pull away, and gaze at each other for a moment. <<if _npcKissVirginTemp>><<He>> giggles. "That was my first kiss. I'm so happy that it was you."<</if>> Niki circles the bed, capturing as much of the moment as <<person6>><<he>> can. <br><br> <<link [[Next|Adult Shop Opening Corrupt Niki 2]]>><</link>> <br><<effects>> "Should do it," Niki says. <<person6>><<He>> removes the stick from <<his>> mouth, and replaces it with a lollipop from <<his>> pocket. <br> "Wonderful!" Sirris says. "I can't wait to see them..." The pair walk away, leaving you and Sydney on the bed. <br><br> <<person1>> "You're a natural," Sydney says. "Have you considered becoming a professional model? I'm serious!" <br><br> <<link [[Next|Adult Shop Opening Corrupt 3]]>><</link>> <br><<effects>> The last of the queue filter in, but there's still a crowd outside. People stand in groups, showing off their sex toys. Everyone inside the shop spends at least a few moments watching Sydney and you. <br><br> <<person2>> Sirris approaches the bed. "You've done an amazing job," <<he>> says. "Both of you. <<if $worn.upper.name is "babydoll">> We've sold a lot of babydolls, and there's no guessing why." <<else>> We've sold a lot of babydolls and onesies, and there's no guessing why." <</if>> <br> "It's been fun," Sydney replies. "People sure like to gawk though." <br> Sirris opens <<his>> mouth to speak, but a crash from the other side of the shop interrupts <<him>>. <<He>> rushes over to investigate. <br><br> <<person1>> Sydney wraps an arm around your shoulder, while <<his>> other hand supports <<his>> head. <br><br> <<link [[Next|Adult Shop Opening End]]>><</link>> <br> /*end*/<<effects>> <<run statusCheck("Sydney")>> <<famemodel 100>> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<person2>> You hear a shout above the din. "Thank you all for coming." It's Sirris, stood on a platform once more. Customers crowd around the windows outside. "I'd like to give a special thanks to our model<<if !_sydneyStatus.includes("pure")>>s<</if>> here. Could I have a round of applause?" A few whistles punctuate the claps. <br><br> "I hope you enjoyed yourselves," Sirris continues. "We're open six days a week, and shut at <<ampm 21 00>>. I hope to see you again!" <<He>> steps down from the platform. <br><br> <<person1>> "I think the grand opening is over," Sydney says. "But the shop is still open. <<if _sydneyStatus.includes("corrupt") or _sydneyStatus.includes("corruptLust")>> Gonna stay and help out," <<he>> says. "Put my library experience to use. I bet <<sydneyMum>> would be honoured to have you too, but I don't want to presume." <<elseif _sydneyStatus.includes("pure") or _sydneyStatus.includes("pureLust")>> I should stay and help my <<sydneymum>>," <<he>> says. "This means a lot to <<nnpc_him "Sirris">>, and I've some experience from the library." <<else>> Gonna stay and help out," <<he>> says. "I've some experience from the library, so I might be useful." <</if>> <br><br> <<link [[Next|Adult Shop Opening End 2]]>><</link>> <br><<effects>> /* Delete the cow-onesie */ <<set $worn.head to clone(setup.clothes.head[0])>> <<set $worn.upper to clone(setup.clothes.upper[0])>> <<set $worn.lower to clone(setup.clothes.lower[0])>> /* Return clothing that was stored prior to event */ <<storeon "adult shop opening">> You return to the back room, and find your clothes where you left them. You dress before returning to the shop proper. <br><br> <<if $adultshopcontribution>> <<earnFeat "Opened Pandoras Box">> <<if $adultshopcontribution gte 12>> <<earnFeat "Opened Pandoras Cocks">> <</if>> <</if>> <<link [[Next|Adult Shop]]>><<unlockAdultShop>><<endevent>><</link>> <br><<set $shopName = "adult">> You are inside the adult shop. <br><br> <div class="ssm_header"> /* <span class="ssm_owner_name">Rose's</span>*/ <span class="ssm_shop_title"><span class="ssm_neon">Se<span class="ssm_flicker_slow">x</span> T<span class="ssm_flicker_fast">o</span>ys</span></span> </div> <br> <div class="ssm_gridContainer" id="sexShopMenuContainer"> </div> <br> <div class="ssm_gridDescContainer" id="ssmDescPillContainer" style="display: none;"> <div class="ssm_descContainer" id="ssm_descContainer"> </div> </div> <<run window.sexShopGridInit()>> <br><br> <<if $debug is 1>> <<ind>><<link [[Reload|Adult Shop Menu]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Adult Shop]]>><</link>><<set $shopName = "forest">> You are looking through Gwylan's creaky cabinet in the forest shop. <br><br> <div class="ssm_gridContainer" id="sexShopMenuContainer"> </div> <br> <div class="ssm_gridDescContainer" id="ssmDescPillContainer" style="display: none;"> <div class="ssm_descContainer" id="ssm_descContainer"> </div> </div> <<run window.sexShopGridInit()>> <br><br> <<if $debug is 1>> <<ind>><<link [[Reload|Forest Shop Sex Toys]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Forest Shop]]>><</link>><<if $worn.lower.name != "naked">> <span id="stiShowUnderwear"><<link "Hide lower clothing">><<run window.tempHideLower()>><<run Links.generateLinkNumbers($(".passage"))>><</link>></span> <</if>> <div id="stiCursedText" class="ssm_fade_in"></div> <br> <div class="sti_grid" id="sti_grid"> <div class="sti_grid_title">Sex toys inventory</div> </div> <br> <div class="sti_gridDescContainer" id="stiDescPillContainer" style="display: none;"> <div class="sti_descContainer" id="sti_descContainer"></div> </div> <br><br> <<run window.patchStraponsWearStatus()>> <<run window.sexToysInventoryInit()>> <<if $debug is 1>> <<link [[Reload|Sextoys Inventory]]>><</link>> <br> <</if>> <<link [[Leave|$sextoyInvReturnLink]]>><<handheldon>><<unset $sextoyInvReturnLink>><</link>><<widget "adultShop-main">> <<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>><<unset $tempDisable>> <<set $outside to 0>><<set $location to "adult_shop">><<effects>> <<set $shopName = "adult">> <<set _shopCloseOverride to $adultshopstate is "closed">> You are in the adult shop. It has a large selection of fetish clothing and strap-ons. <br><br> <<if $stress gte $stressmax>> <<passoutadultshop>> <<else>> <<if Time.hour is 21 and Time.minute lt 10>> It's closing time. Sirris is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should Sirris find you in this state of dress.<</if>> <br><br> <<set $adultshopstate to "closed">> <<if $exposed lte 0>> <<elkicon>><<link [[Go outside|Elk Street]]>><<adultShopClear>><</link>> <br> <<else>> <<ind>><<link [["Hide until it's over (1:00)"|Adult Shop]]>><<pass 1 hour>><</link>> <</if>> <<else>> <div id="tryonstats-div"><<tryOnStats>></div> <<unset $shopListStartCount>> <<unset $clothes_choice>> <<set $shopPage = 0>> <<if Time.dayState is "night">> You are alone in the darkness. <br><br> <<elseif $exposed gte 1>> You are hiding within a gimp suit stand to protect your dignity. <br><br> <</if>> <span>Warmth:</span> <<warmthscale>> <div id="warmth-description"> <<warmth_description>> </div> <br><br> <<clothingcategoryicon "all">> <<link "View All">><<replace "#clothingShop-div">><<AllShop>><</replace>><</link>> <br><br> <<if $debug is 1>> <<clothingcategoryicon "overoutfit">> <<link "View Over Outfits">><<replace "#clothingShop-div">><<OverOutfitShop>><</replace>><</link>> <br> <<clothingcategoryicon "overoutfit">> <<link "View Over Tops">><<replace "#clothingShop-div">><<OverTopShop>><</replace>><</link>> <br><br> <</if>> <<clothingcategoryicon "outfit">> <<link "View Outfits">><<replace "#clothingShop-div">><<OutfitShop>><</replace>><</link>> <br> <<clothingcategoryicon "upper">> <<link "View Tops">><<replace "#clothingShop-div">><<TopShop>><</replace>><</link>> <br> <<clothingcategoryicon "lower">> <<link "View Bottoms">><<replace "#clothingShop-div">><<BottomShop>><</replace>><</link>> <br><br> <<clothingcategoryicon "underoutfit">> <<link "View Under Outfits">><<replace "#clothingShop-div">><<UnderOutfitShop>><</replace>><</link>> <br> <<clothingcategoryicon "underupper">> <<link "View Under Tops">><<replace "#clothingShop-div">><<UnderTopShop>><</replace>><</link>> <br> <<clothingcategoryicon "underlower">> <<link "View Under Bottoms">><<replace "#clothingShop-div">><<UnderBottomShop>><</replace>><</link>> /* Left here for future expansion */ /*<br> <<clothingcategoryicon "genitals">> <<link "View Genital Wear">><<replace "#clothingShop-div">><<GenitalShop>><</replace>><</link>>*/ <br><br> <<clothingcategoryicon "head">> <<link "View Head Accessories">><<replace "#clothingShop-div">><<HeadShop>><</replace>><</link>> <br> <<clothingcategoryicon "face">> <<link "View Face Accessories">><<replace "#clothingShop-div">><<FaceShop>><</replace>><</link>> <br> <<clothingcategoryicon "neck">> <<link "View Neck Accessories">><<replace "#clothingShop-div">><<NeckShop>><</replace>><</link>> <br> /*<<clothingcategoryicon "handheld">> <<link "View Handheld Items">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><</link>> <br>*/ <<clothingcategoryicon "hand">> <<link "View Hand Accessories">><<replace "#clothingShop-div">><<HandsShop>><</replace>><</link>> <br> <<clothingcategoryicon "legs">> <<link "View Legwear">><<replace "#clothingShop-div">><<LegsShop>><</replace>><</link>> <br> <<clothingcategoryicon "feet">> <<link "View Shoes">><<replace "#clothingShop-div">><<FeetShop>><</replace>><</link>> <br><br> <<run linkifyDivs('.button-back-to-shop')>> /*<<if $clothingrebuy is 1>> [[Disable automatic clothing rebuy|Rebuy Shop]] <br> <<else>> [[Enable automatic clothing rebuy|Rebuy Shop]] <br> <</if>>*/ <<if Time.dayState is "night" and Time.hour isnot $closinghour and !$weekly.theft.adultShop>> <<shopicon "register">><<link [[Examine the cash register|Adult Shop Register]]>><</link>> <br> <</if>> <br> <<if Time.dayState is "night" or $adultshopstate is "closed" or $tryOn.value is 0>> <<if Time.dayState is "night" and $adultShop.spotted is true and $adultShop.stolenClothes gt 0>> <<getouticon>><<link [[Leave|Adult Shop Night Guard Found]]>> <<shopClothingFilterReset>> <<ShowUnderEquip "normal">> <<ShowUnderEquip "over">> <<set $tryOn.autoReset to true>> <<crimeUp `$tryOn.value / 100` "thievery">> <<set $adultshopstate to "closed">> <<shopCommandoCheck>> <</link>> <<else>> <<getouticon>><<link [[Leave|Adult Shop]]>> <<shopClothingFilterReset>> <<ShowUnderEquip "normal">> <<ShowUnderEquip "over">> <<set $tryOn.autoReset to true>> <<crimeUp `$tryOn.value / 100` "thievery">> <<set $adultshopstate to "closed">> <<shopCommandoCheck>> <</link>> <</if>> <<if $tryOn.value gt 0>> <<crime "thievery">> <</if>> <br><br> <<elseif $tryOn.value isnot 0>> <<icon "hanger.png">><<link "Return clothes">><<clothingReset>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatewarmthscale>> <<updatewarmthdescription>> <<updateclothingshop>> <<run updateMoment()>> <</link>> <br> <<if $tryOn.value gt 0 and $tryOn.value lte $money>> <<sendItemsToDropdown>> <<highicon>><<link "Buy clothes">><<buyTryOnClothes "wear">><<updatesidebarmoney>><<updateclothingshop>><</link>> <br> <<wardrobeicon>><<link "Buy clothes and send to wardrobe">> <<buyTryOnClothes "wardrobe">> <<updatesidebarmoney>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatewarmthscale>> <<updatewarmthdescription>> <<updateclothingshop>> <<run updateMoment()>> <</link>> <br> <</if>> <<if $tryOn.value gt 0>> <<if Object.values(V.tryOn.tryingOn).some(slot => slot?.type.includes("heavy"))>> <span class="red">The clothes you're trying on are too heavy to steal!</span> <<else>> <<getouticon>><<link [[Leave with stolen clothes|Stolen Adult Shop Result]]>><<shopClothingFilterReset>><<shopCommandoCheck>><</link>> <</if>> <br> <</if>> <</if>> <</if>> <</if>> <</widget>><<effects>> <<ShowUnderEquip "over">> <<ShowUnderEquip "normal">> <<if currentSkillValue('skulduggery') lt 90>> Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye. There's no other way out, so you put everything back before leaving. <<clothingReset>> <<else>> <<rng>> <<if crimeSumCurrent("thievery","petty") gte 50000 or (crimeSumCurrent("thievery","petty") gte 40000 and $rng * 20 gte currentSkillValue('skulduggery')) or (crimeSumCurrent("thievery","petty") gte 25000 and $rng * 10 gte currentSkillValue('skulduggery')) or (crimeSumCurrent("thievery","petty") gte 10000 and $rng * 5 gte currentSkillValue('skulduggery'))>> <<generate1>><<person1>> Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye, and as you try to stroll past, <<he>> stops you. <br><br> "So. I've been keeping an eye on you," <<he>> continues, "I'm letting you go this time, but you're going to be banned from the premises for a while. Hopefully this will help you learn why you shouldn't steal merchandise." <<if $adultShop.banCount lt 4>> <<set $adultShop.ban to 7>> <<elseif $adultShop.banCount lt 8>> <<set $adultShop.ban to 10>> <<else>> <<set $adultShop.ban to 14>> <</if>> <<crime "thievery">> <<set $adultShop.banCount++>> <<else>> Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye, but you leave without arousing suspicion. <<crime "thievery">> <</if>> <<set _crime to ($tryOn.value / 100)>> <<crimeUp _crime "thievery">> <</if>> <br><br> <<link [[Next|Elk Street]]>><<set $tryOn.autoReset to true>><<adultShopClear>><</link>><<effects>> <<generate1>><<person1>> Sirris watches the entrance out of the corner of <<nnpc_his "Sirris">> eye and spots you. <<He>> says a few words to someone you can't see, then approaches you. <br><br> "Sorry, can't let you pass," <<he>> says. "You still have <<if $adultShop.ban gt 1>><<number $adultShop.ban>> days<<else>>another day<</if>> till your ban is lifted." <br><br> <<link [[Next|Elk Street]]>><<adultShopClear>><</link>><<effects>> You spot Sirris right by the entrance. It doesn't look like you'll be able to sneak past. <br><br> <<link [[Next|Elk Street]]>><<adultShopClear>><</link>><<effects>> <<generate1>><<person1>> <<set $adultShop.banCount++>> <<set $adultShop.spotted to false>> After making sure that you close the shop's door as quietly as you can, you turn around and are shocked to find a <<person>> face to face with you. <<He>> places a hand on your shoulder before you can even think of running. <br><br> "What do we have here? A little rat thief, trying to make off with some fuck toys?" <<he>> says with a disapproving expression. "I'll be informing the owners of this situation." <br><br> <<He>> pulls out <<his>> phone and seems to call to Sirris. <<if $adultShop.ban gt 0>> <<set $adultShop.banExtension to true>> <<set $adultShop.ban += 7>> "Aha! So you already have a ban in place," <<he>> continues. "They do have a rather strict banning policy, so it's going to be a good while before you're going to be able to shop here." <<else>> <<if $adultShop.banCount lt 4>> <<set $adultShop.ban to 7>> <<elseif $adultShop.banCount lt 8>> <<set $adultShop.ban to 10>> <<else>> <<set $adultShop.ban to 14>> <</if>> "That should do it," <<he>> continues. "Well. You won't be entering this establishment for quite some time. Hopefully this will teach you a lesson." <</if>> <br><br> "Now follow me, I'll be escorting you away from here. You're lucky that I don't just take you straight to the pillory." <<tryOnReset>> <br><br> <<link [[Run|Adult Shop Night Guard Found Run]]>><</link>><<athleticsdifficulty 500>> <br> <<link [[Follow the guard|Adult Shop Night Guard Found Follow]]>><</link>><<effects>> You decide to run and hide. <<if $athleticsSuccess>> The <<combatperson>> attempts to fully grab you, but you're able to avoid <<him>> just enough to get away. You run through an alleyway with <<him>> shouting in the distance. <br><br> <<link [[Run|Elk Street]]>><<adultShopClear>><</link>> <<else>> However, before being able to get past the <<combatperson>>, <<he>> pulls on you hard enough for you to fall right on your ass. <br><br> "You'll regret trying to run from me," <<he>> says with a grin on <<his>> face. "There aren't any cameras here." <br><br> <<link [[Next|Adult Shop Night Guard Molestation]]>><<set $molestationstart to 1>><</link>> <</if>><<effects>> <<He>> directs you towards the exit. <<if random(0,100) gte 50>> "You know what?" <<he>> questions. "There aren't any cameras in this spot." <br><br> You look at <<him>> with a worried expression just before <<he>> grabs hold of you. <br><br> <<link [[Next|Adult Shop Night Guard Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> You walk down the street in silence and as you reach the corner of Elk Street, the <<combatperson>> turns to you. <br><br> "I hope this is a good lesson for you." <<He>> smiles. "You should look for more honest ways of earning money. Less trouble that way for everyone." <br><br> <<He>> flips you the bird as you leave. <br><br> <<link [[Leave|Elk Street]]>><<adultShopClear>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemytrust -= 40>> <<set $enemyanger += 40>> <<set $NPCList[0].lefthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Adult Shop Night Guard Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Adult Shop Night Guard Molestation]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> You're able to hurt <<him>> enough to get away. <<tearful>> you flee the shop. <<clotheson>> <<endcombat>> <<link [[Escape|Elk Street]]>><<adultShopClear>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Well, that was fun," <<he>> says, "but I think it's time for you to leave." <<clotheson>> <<endcombat>> <<link [[Leave|Elk Street]]>><<adultShopClear>><</link>> <</if>><<set $outside to 0>><<effects>><<set $lock to 250>> A standard cash register sits on a counter. It's locked tight. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Adult Shop Register Sneak]]>><<handheldon>><<pass 10>><<crimeUp 1 "thievery">><</link>><<crime "thievery">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Adult Shop]]>><<handheldon>><</link>> <br><<set $outside to 0>><<effects>><<set $lock to 200>> <<set $weekly.theft.adultShop to true>> <<set $tip to random(4000, 10000)>> You deftly open the cash register and count out the money inside. There's <<printmoney $tip>>. <br><br> <<skulduggeryuse 300 "locks">> <<if $rng gte 86>> <<skulshopevents>> <<else>> <<link [[Take it|Adult Shop]]>><<money $tip "tip">><<crimeUp `$tip / 100` "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave it|Adult Shop]]>><</link>> <br> <</if>><<widget "adultShopEvents">> <<endevent>><<generateAdultShopCustomer 1>> <<set _reactTone to either("scoffs","exclaims","laments quietly","facepalms","glares and rolls <<his>> eyes")>> <<set _reactSpeech to ["That's not appropriate,"]>> <<set _reactPerson to "Sirris">> <<set _reactTitle to "The science teacher">> <<if $adultshopstate is "sydney" and random(0,1) is 1>> <<set _reactSpeech to [ "Good Lord!", "Can we help you with something?", "That's not appropriate.", "Hmm?", "Hmm?", "W-wha... Please be mindful." ]>> <<set _reactTone to either("scoffs","exclaims","mutters while covering <<nnpc_his \"Sydney\">> eyes","retreats behind the counter")>> <<run statusCheck("Sydney")>> <<if _sydneyStatus.includes("corrupt")>> <<set _reactPerson to "Sydney">> <<set _reactSpeech to [ "Now that's just swell,", "That's not appropriate,", "Fuck off, loser!", "Buy something or move on,", "Buy something or fuck off!", "Fuck's sake!", "Naughty! What ever will I do with you?", "Wow. Just wow,", "Tsk, tsk,", "Blow me!", "Do you need toy recommendations?" ]>> <<set _reactTone to either("scoffs","exclaims","facepalms","laments","offers","glares and rolls <<nnpc_his Sydney>> eyes","jeers")>> <</if>> <<set _reactTitle to "the " + C.npc.Sydney.title + (C.npc.Sydney.gender is "m" ? " boy" : " girl")>> <<set _reactTitle to "Sydney">> <<set _reactPerson to "Sydney">> <<else>> <<set _reactSpeech.push( "Naughty! What ever will I do with you?", "You can do better than this, now come on,", "Need a hand with something? Can I interest you in novelty butt plugs?", "Oh, behave!", "Good Lord!", "Tsk, tsk,", "Be mindful of other customers!" )>> <<set _reactTone to either("scoffs","exclaims","facepalms","chuckles","huffs with bemusement","sighs good-naturedly","offers","grins broadly","points with a dildo","waggles a finger")>> <<set _reactPerson to "Sirris">> <<set _reactTitle to "the " + C.npc.Sirris.title>> <<set _reactTitle to "Sirris">> <</if>> <<if $adultshopintro is 0 or ($adultshopintro is 1 and random(2) is 0)>> <<adultShopBackgroundEvent>> <<if $adultshopstate is "sydney">> <br><br> <<set _reactPerson to (_reactPerson is "Sydney" ? "Sirris" : "Sydney")>> <<adultShopPersonEvent>> <</if>> <<else>> <<adultShopPersonEvent>> <<if $adultshopstate is "sydney">> <<set _reactPerson to (_reactPerson is "Sydney" ? "Sirris" : "Sydney")>> <<adultShopPersonEvent>> <</if>> <</if>> <</widget>> <<widget "adultShopBackgroundEvent">> <<endevent>><<generateAdultShopCustomer 1>> /*<<set _reactTone to _args[0]>> <<set _reactSpeech to _args[1]>> <<set _reactPerson to _args[2]>> <<set _reactTitle to _args[3]>>*/ <!-- Background event pool --> <<switch random(0,12)>> <<case 0 1>> A $NPCList[0].fullDescription leers at you while holding up a dildo suggestively. <<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt")>> <<set _reactSpeech.push("Buy something or move along.","That's not appropriate.","Creep alert!")>> <</if>> <<case 2 3>> A <<person1>><<person>> shuffles nervously and moans while rubbing a <<print either("dildo","DVD","magazine","butt plug")>> on <<his>> crotch. <<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt") and _reactPerson is "Sydney">> <<set _reactSpeech to ["That's not appropriate.","Creep alert!","You better be paying for that.","You better be paying for that.","Buy it before you try it, creep.","Buy something or fuck off!","Buy something or move along."]>> <</if>> <<if _reactPerson is "Sydney">> <<set $_purityLoss to true>> <</if>> <<case 4 5>> A <<person1>><<person>> <<print either("says","coos","<<laughs>>")>> to _reactTitle, <<print either("\"Hey honey, can you model this for me?\"", "\"Hey baby, care to show us how to use this device?\"", "\"Lookin' fine, baby!\" <<He>> wolf whistles.")>> <<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt") and _reactPerson is "Sydney">> <<set _reactSpeech.push("That's not appropriate.","Suck my ass, piss lord!","Creep alert!","Dream on, fucknut!")>> <<elseif $adultshopstate is "sirris">> <<set _reactSpeech.push("What's going on here then?")>> <</if>> <<if _reactPerson is "Sydney">> <<set $_purityLoss to true>> <</if>> <<case 6 7>> A <<person1>><<person>> glances around furtively, holding <<his>> coat together. <<He>> runs up to _reactTitle and casts the coat wide open, exposing <<his>> genitals. <<if $adultshopstate is "sydney" and _sydneyStatus.includes("corrupt") and _reactPerson is "Sydney">> <<set _reactSpeech.push("Creep alert!","Fuck's sake!","Banned, banned, fuck off! Banned!")>> <<set _reactTone to "covers <<nnpc_his Sydney>> face and retreats behind the counter">> <<elseif $adultshopstate is "sydney" and _reactPerson is "Sydney">> <<set _reactSpeech.push("Oh, not again!")>> <<set _reactTone to "covers <<nnpc_his Sydney>> face and retreats behind the counter">> <</if>> <<if _reactPerson is "Sydney">> <<set $_purityLoss to true>> <</if>> <<case 8 9>> A couple are comparing dildos. The <<person1>><<person>> smacks the <<generateAdultShopCustomer 2 "couple">><<person2>><<person>> in the face playfully. <<case 10 11>> A <<person1>><<person>>, engrossed in a magazine, knocks over a shelf full of dildos. <<case 12>> <!-- Wraith? --> <<rngWraith 1>> <<if _wraithEvent is true>> You hear a breathless voice whisper in your ear. <br> "<span class="wraith"><<print either("Wracked with your charm. Circled like prey","We are not dead. We have ever lived.","The fire in the sky is extinguished","What once was is now away. All longing and pain","Fall to my arms, hold their mesmeric sway","I'm a prayer for your loneliness","In the pool of dreams, the water darkens","<<pcPetname \"Wraith\">> mine")>>.</span>" <br> Startled, you knock over a display of <<print either("lubricants","ball gags","strokers","dildos")>>. Spinning about, there's no one behind you. <<stress 12>><<ggstress>><<trauma 4>><<gtrauma>> <<else>> Something pokes your back. You spin around only to see a <<person1>><<person>> poking you with a dildo, grinning ear-to-ear. <<stress 5>><<gstress>> <</if>> <<if $adultshopstate is "sydney" and $sydneyromance gte 1>> <<set _reactSpeech to ["Are you okay?","Everything all right over there?", "Do you need a hand?"]>> <<if $adultshopstate is "sydney" and $sydneyromance gte 1 and _reactPerson is "Sydney">> <<set _reactTone to either("enquires","exclaims","huffs with bemusement","sighs good-naturedly","offers","smiles warmly")>> <</if>> <</if>> <</switch>> <br> "<<print _reactSpeech.random()>>" _reactPerson _reactTone. <<if $adultshopstate is "sydney" and $_purityLoss>> <<npcincr Sydney purity -1>><<lspurity>> <</if>> <</widget>> <<widget "adultShopPersonEvent">> <<endevent>><<generateAdultShopCustomer 1>> <<if _reactPerson is "Sirris">> <<switch random(0,8)>> <<case 0>> <<set $_topic to either("running your own business","pegging","various lubricant brands","butt plugs","hygiene","body paint","dildos","strokers","various condom types","vibrators","condoms vs. diaphragms")>> <<if random(1) is 0>> _reactPerson discusses the merits of $_topic with a <<person1>><<person>>. <<else>> <<generateAdultShopCustomer 2 "partner">> _reactPerson discusses the merits of $_topic with a <<fullGroup>>. <</if>> <<case 1 2 3>> _reactPerson works the till. <<case 4 5>> _reactPerson is showing customers various <<print either("dildos","strap-ons","butt plugs","lubricants","ball gags","latex outfits","chastity devices")>>. <<case 6>> <<generateAdultShopCustomer 2 "partner">> _reactPerson discusses couples <<print either("strap-ons","roleplay","costumes","dildos","bondage wear")>> with a <<fullGroup>>. <<case 7>> _reactPerson signs for a package. <<case 8>> _reactPerson pores through documents. <</switch>> <<else>> <<switch random(0,7)>> <<case 0 1 2>> _reactPerson wipes the counter clean. <<case 3>> _reactPerson diligently cleans the windows. <<case 3>> _reactPerson is stocking shelves. <<case 4>> _reactPerson is coming out of the stock room, pushing a dolly of stock. <<case 5>> _reactPerson pores over a clipboard. <<case 6>> <<if !_sydneyStatus.includes("corrupt")>> _reactPerson dodges a handsy customer and retreats behind the counter. <<else>> _reactPerson smacks away the hands of a customer and continues about <<nnpc_his "Sydney">> duties. <</if>> <<case 7>> _reactPerson dusts the products. <</switch>> <</if>> <</widget>> <<widget "getadultshopstate">> <<sydneySchedule>> <<if Time.hour gte 21 or Time.weekDay is 1 or (Time.weekDay is 7 ? Time.hour lt 9 : Time.hour lt 16) or $adultshophelped is 1>> <<set $adultshopstate to "closed">> <<elseif _sydney_location is "shop">> <<set $adultshopstate to "sydney">> <<else>> <<set $adultshopstate to "sirris">> <</if>> <</widget>> <<widget "generateAdultShopCustomer">> /* Generates random customers with descriptors unique to the store. _args[1] turns the NPC into a partner */ <<set $_customertype to [{description:"vulgar",hp:220},{description:"shady",hp:220},{description:"shifty",hp:220},{description:"rotund",hp:250},{description:"slick-haired",hp:200},{description:"muscular",hp:275},{description:"senior",hp:175},{description:"flamboyant",hp:200},{description:"mouth-breathing",hp:200},{description:"creepy",hp:250},{description:"slender",hp:200},{description:"giggly",hp:200},{description:"boney",hp:175}]>> <<if _args[1] isnot undefined>> <<set _generate_partner to 1>> <</if>> <<generateNPC _args[0]>> <<set $_npc to $NPCList[_args[0]-1]>> <<if $_npc.pronoun is "m">> <<set $_customertype.push({description:"handsome",hp:200},{description:"rugged",hp:250},{description:"brutish",hp:275},{description:"foppish",hp:175},{description:"toned",hp:250})>> <<else>> <<set $_customertype.push({description:"pretty",hp:200},{description:"cute",hp:200},{description:"plush",hp:250},{description:"busty",hp:220},{description:"curvy",hp:220})>> <</if>> <<set $_chosentype to $_customertype.random()>> <<set $_npc.description to $_chosentype.description>> <<set $_npc.fullDescription to $_chosentype.description + ($_npc.pronoun is "m" ? " man" : " woman")>> <<set $_npc.healthmax to $_chosentype.hp>> <</widget>> <<widget "adultShopClear">> <<set $adultshopintro to 0>> <<endevent>> <</widget>> <<widget "adultshopentryevent">> /* Events which take you to a specific passage instead of the usual store */ <<endevent>><<cleareventpool>><<getadultshopstate>> <<addinlineevent "entershop" 20>> <<shopicon "adult">><<link [[Adult Shop (0:01)|Adult Shop]]>><<pass 1>><</link>> <</addinlineevent>> <<if $adultshopstate is "sirris">> <<addinlineevent "sirrisshopassist" 1>> <<shopicon "adult">><<link [[Adult Shop (0:01)|Sirris Shop Assistant 1]]>><<pass 1>><</link>> <</addinlineevent>> <</if>> <<if $adultshopstate is "sydney" and C.npc.Whitney.state is "active">> <<addinlineevent "whitneydildothief" 1>> <<shopicon "adult">><<link [[Adult Shop (0:01)|Whitney Dildo Thief]]>><<pass 1>><</link>> <</addinlineevent>> <</if>> <<if $adultshopstate is "sydney">> <<addinlineevent "customerdildoflirtingsydney" 1>> <<shopicon "adult">><<link [[Adult Shop (0:01)|Adult Shop Customer Dildo Flirt Sydney]]>><<pass 1>><</link>> <</addinlineevent>> <</if>> <<if $adultshopstate is "sydney" and !$daily.sydney.adultshop>> <<addinlineevent "sydneybackroominvitation" 5>> <<shopicon "adult">><<link [[Adult Shop (0:01)|Sydney Backroom Invitation Enter]]>><<pass 1>><</link>> <</addinlineevent>> <</if>> <<runeventpool>> <</widget>> <<widget "giveNPCsextoy">> /* args[0] = NPC index */ /* args[1] = Toy name. Possible toys: ("dildo","length of anal beads","riding crop","flog") */ /* args[2] = Hand. Left blank it will select a random hand */ <<if _args[0] isnot undefined and _args[1]>> <<set $_npc to _args[0]>> <<set $_toy to _args[1]>> <<if _args[2] isnot undefined>> <<set $NPCList[$_npc][_args[2]+"tool"] to $_toy>> <<set $NPCList[$_npc][_args[2]+"hand"] to "dildo_reveal">> <<else>> <<if random(0,1) is 0>> <<set $NPCList[$_npc].lefttool to $_toy>> <<set $NPCList[$_npc].lefthand to "dildo_reveal">> <<else>> <<set $NPCList[$_npc].righttool to $_toy>> <<set $NPCList[$_npc].righthand to "dildo_reveal">> <</if>> <</if>> <</if>> <</widget>> <<widget "adultshopclerkevents">> <<cleareventpool>> <<adultShopWage>> <<addinlineevent "uneventful" 0.5>> The shift passes uneventfully. You earn <<moneyGain _wage>><<glove "Sirris">><<npcincr Sirris love 1>> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<addinlineevent "uneventful2" 0.5>> <<set $_tip to _wage>> <<if $awareness gte 300 and hasSexStat("promiscuity", 5)>> You provide good advice to customers and converse with ease.<<control 1>><<stress -1>><<gcontrol>><<lstress>><<glove "Sirris">><<npcincr Sirris love 1>> <<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> <<else>> You manage the conversions, but find them uncomfortable nonetheless.<<stress -1>><<lstress>><<gtiredness>><<tiredness 2>> <</if>> <br><br> You earn <<moneyGain $_tip>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<addinlineevent "vipnope" 0.1>> A <<generateAdultShopCustomer 1>><<person1>><<person>> steps through the doors in expensive-looking business attire. As you make eye contact, <<he>> spins on <<his>> heels to stroll out the door while whistling a tune. <br><br> You earn <<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<addinlineevent "stockingshelves" 1>> As you're stocking shelves <<set $_randomitem to either("some dildos","some anal beads","some ball gags","anal eggs","butt plugs","a patch of lube","bottles of lube")>> <<if $worn.feet.type.includes("heels")>> you slip on $_randomitem, falling and spraining your ankle.<<gpain>><<gstress>><<pain 4>><<stress 5>> <<elseif $worn.feet.type.includes("rugged")>> you crush $_randomitem with your heavy footwear, but fortunately, you keep your balance.<<gstress>><<stress 3>> <<else>> you almost slip on $_randomitem, but keep your footing.<<gstress>><<stress 3>> <</if>> <br><br> You earn <<moneyGain _wage>>.<<glove "Sirris">><<npcincr Sirris love 1>><<gtiredness>><<tiredness 3>> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<addinlineevent "outfitcompliment" 1>> /*Customer compliments you on your costume/fetish wear/school uniform/formal outfit/compliments your service skills*/ <<generateAdultShopCustomer 1>><<person1>> <<if $worn.upper.type.includes("fetish") or $worn.upper.type.includes("costume") or ($worn.upper.type.includes("school") and random(0,3) is 0)>> "Nice outfit you're wearing. Very <<cute>>," a <<person>> says, leering at your $worn.upper.name and <<breasts>>.<<gstress>><<gcontrol>><<control 5>><<stress 3>> <<elseif $worn.upper.type.includes("school")>> "School <<girl>>, nice. I've got a lesson for you right here!" <<He>> <<laughs>>, grabbing <<his>> crotch.<<gstress>><<stress 5>> <<else>> <<switch random(0,2)>> <<case 0 1>> "You're doing a good job," a <<person>> compliments.<<lstress>><<gcontrol>><<control 5>><<stress -5>> <<case 2>> A <<person>> eyes up your chest. <<stress 5>> <<exposedcheck>> <<if $player.perceived_breastsize lte 1>> "I'd lick those nipples, cutie," <<he>> remarks.<<gstress>><<stress 5>><<insecurity "breasts_small" 10>><<ginsecurity "breasts_small">> <<elseif $player.perceived_breastsize lte 5>> "Cute li'l titties!" <<he>> exclaims, grinning broadly.<<gstress>><<stress 5>><<insecurity "breasts_small" 5>><<ginsecurity "breasts_small">> <<elseif $player.perceived_breastsize lte 7>> "Get a load of those honkers," <<he>> jeers.<<gstress>><<stress 5>><<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">> <<else>> "Nice cow tits. I'd suck on them all day," <<he>> jeers. <<He>> purses <<his>> lips and makes a suckling motion.<<gstress>><<stress 5>><<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">> <</if>> <</switch>> <</if>> <br><br> <<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> <<He>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<addinlineevent "customerthankyoutip" 1>> /*tip is based on maths tip chance \$_shoptip*=random(1,10)+($mathstrait / 4)+($allure/4000)*/ <<generateAdultShopCustomer 1>><<person1>> You spend some time with a <<person>>, helping <<him>> select a range of products. <<He>> thanks you profusely and tries to get handsy, but you manage to deflect <<him>>.<<gstress>><<gtiredness>> <br><br> <<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> To show <<his>> appreciation for your service, <<he>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<addinlineevent "students" 1>> /* Low school status event */ <<generatey1>><<generatey2>><<generatey3>> A small group of students enter the store. You recognise them from school. <br><br> <<if $cool lte 80>> "Hey, you're that freak from school," a <<person1>><<person>> jeers. <br> <<if $worn.upper.type.includes("school")>> "<<pShes>> still in <<pher>> school uniform. What a poor orphan loser!" A <<person2>><<person>> <<print either("laughs","chortles","giggles")>>. <<else>> "You work in those ugly clothes? Weirdo." <</if>> <br> "<<pShe>> looks <<cute>> like that," a <<person3>><<person>> interjects, looking you up and down. <br> "Shut up, <<pshes>> a freak!" a <<person2>><<person>> admonishes. <br> "Whatever, let's leave this weirdo's store," the <<person1>><<person>> says.<<gstress>><<gtrauma>><<trauma 5>><<stress 5>><<status -1>><<lcool>> <br> <<elseif $cool lt 140>> "Do I know you from somewhere? School? Huh," a <<person1>><<person>> <<laughs>> <<if random(1) is 1>>to <<himself>>.<<else>>along with a <<person2>><<person>>.<</if>><<gstress>><<stress 5>> <br> <<else>> "Looking good mate!" a <<person1>><<person>> compliments.<<lstress>><<ltrauma>><<gcontrol>><<stress -5>><<trauma -5>><<control 5>> <br> <</if>> <br> You earn <<moneyGain _wage>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<addinlineevent "gimp1" 1>> <<generateAdultShopCustomer 1>><<generateyv2>> A <<person2>><<person>> has downcast eyes as <<hes>> led around the shop on a leash. A <<person1>><<person>> takes delight in yanking the chain when the <<person2>><<personsimple>> isn't expecting it. <br> The <<person1>><<person>> purchases several <<print either("huge dildos","large dildos","dildos","whips and flogs","very large butt plugs and anal beads")>>. <<He>> grins at <<his>> companion lecherously as you complete the sale. <<if $awareness gte 300>> While the <<person2>><<personsimple>>'s eyes remain downcast throughout the transaction, you can't help but notice <<he>> trembles in sexual ecstasy. <<else>> The <<person2>><<personsimple>>'s hollow eyes remain downcast throughout the transaction. <</if>> <br><br> <<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> <<person1>><<He>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <<if $cool lt 80 or $debug is 1>> /* school status event */ <<addinlineevent "studentbully" 1>> <<endevent>> <<generatey1>><<person1>> A <<person>> motions you over. <br><br> "I recognise you from class. You're working in a sex shop!" <<He>> laughs in your face. "Wait 'til the others hear about this! Unless..." <<He>> trails off as <<he>> eyes you up and down. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Offer your body|Adult Shop School Bully Offer Your Body]]>><<stress 12>><<trauma 12>><</link>><<promiscuous4>><<ggstress>><<ggtrauma>> <br> <</if>> <<if $speech_attitude is "bratty">> <<link [[Demand <<he>> leaves|Adult Shop School Bully Assertive]]>><<status -15>><<stress 5>><<control 5>><</link>><<llcool>><<gstress>><<gcontrol>> <br> <</if>> <<link [[Endure|Adult Shop School Bully Endure]]>><<status -5>><<stress 5>><<trauma 5>><</link>><<lcool>><<gstress>><<gtrauma>> <</addinlineevent>> <</if>> <<if C.npc.Whitney.state isnot "dungeon" and $whitneyromance gte 1 and !$weekly.adultShopWhitney and $adultshopstate isnot "sydney" and C.npc.Whitney.dom gte 10>> <<addinlineevent "whitneytoysex" 1>> /*Whitney arm locks you, forces you outside, spanks you with a flog.*/ <<set $weekly.adultShopWhitney to true>> /* this event will only happen once a week */ <<npc Whitney>> As you're leaning over stocking shelves, a hand twists your arm behind your back. The faint scent of cigarettes fills your nostrils. <br><br> "Hey, <<slut>>," Whitney jeers, licking your ear. You feel a blunt object poke your <<bottom>>.<<pain 3>><<gpain>> <br><br> <<if C.npc.Whitney.dom gte 15>> "You're coming with me." <<elseif C.npc.Whitney.dom gte 10 and C.npc.Whitney.love gte 20>> /*"Why don't you come along and let me use this on you?"*/ "Why don't you be a good slut and come along?" <<else>> "Be a good <<bitch>> and come with me." <</if>> <br> <br> <<link [[Go with Whitney|Adult Shop Whitney Spank Agree]]>><<npcincr Whitney dom 3>><<npcincr Whitney love 3>><<npcincr Sirris love -3>><</link>><<ggdom "Whitney">><<gglove "Whitney">><<llove "Sirris">> <br> <<link [[Refuse|Adult Shop Whitney Spank Refuse]]>><<npcincr Whitney dom -3>><<npcincr Whitney love -3>><</link>><<lldom "Whitney">><<lllove "Whitney">> <</addinlineevent>> <</if>> <<if $adultshopstate is "sydney">> <<addevent "sydneyEvent1AnalBeads" 1>> <<addevent "sydneyEvent2CuffedSydney" 1>> <<addevent "sydneyEvent3HumblePeddlerofHonestWares" 1>> <<addevent "sydneyEvent4Backrooms" 1>> <<addinlineevent "sydneyCustomerDildoFlirt" 1>> <<generateAdultShopCustomer 1>><<person1>> <<run statusCheck("Sydney")>> <<npc "Sydney" 2>> <<set _toy to randomSexToy("dildos and whips")>><<set $shoptoy to _toy>> A <<person1>><<person>> enters the shop and after a few minutes makes a selection. On <<his>> way to the checkout <<he>> comes to a stop, <<his>> eyes falling on you. <br><br> "Hey, I'm thinking of buying this but I don't know." <<He>> sets the _toy on the counter. "It'd be kind of boring by myself. How about you help me try it out, see if it suits my needs?" <br><br> <<person2>> <<if _sydneyStatus.includes("pure")>> "We don't allow product sampling but we can certainly try and help with any questions you might have." Sydney appears and picks up the _toy. "Now let's see—" Sydney's face goes red as <<he>> reads the packaging. Leaning over to you <<he>> whispers, "Is this really what this is for?" <<set $phase to 0>> <<elseif _sydneyStatus.includes("corrupt")>> "We don't allow product sampling but we can certainly give our recommendations." Sydney appears and picks up the _toy. "Now let's see—" <<He>> smiles as <<he>> examines the _toy. Leaning over to you <<he>> whispers, "Doesn't this one look fun?" <<He>> nudges you with a wink before turning back to the customer. <<set $phase to 1>> <<else>> "We don't allow product sampling but we can certainly help with any questions you might have." Sydney appears and picks up the _toy. "Now let's see—" <<He>> furrows <<his>> brow in concentration as <<he>> reads the package. Leaning over to you <<he>> whispers, "This is the maximum pleasure version, isn't it?" <<set $phase to 3>> <</if>> <br><br> <<link [[Next|Adult Shop Clerk Sydney Customer Dildo Flirt]]>><</link>> <</addinlineevent>> <</if>> <<if Time.weekDay is 7 or Time.weekDay is 6>> <<addinlineevent "adultshopleighton" 0.5>> Leighton walks into the store. <<npc "Leighton">><<person1>> You think <<he>> recognises you but <<he>> simply busies <<himself>> browsing the <<print either("magazines","videos","lubricants")>>. <<He>> waits until Sirris is at the counter before making <<his>> purchase. <br><br> The rest of your shift is uneventful. You earn <<moneyGain 15>>.<<npcincr Sirris love 1>><<glove "Sirris">> <br><br> <<link [[Return|Adult Shop]]>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "dildolesson" 1>> <<generateAdultShopCustomer 1>><<person1>> A <<person>> approaches the counter with a handful of dildos. "Hey <<girl>>. I haven't used one of these things before. I need a demonstration." <br><br> <<if hasSexStat("promiscuity", 3) and $awareness gte 200>> <<link [[Offer to show <<him>> privately|Adult Shop Dildo Lesson Seduction]]>><<set $seductiondifficulty to 8000>><</link>><<seductiondifficulty>> <br> <</if>> <<if $submissive lte 500>> <<link [[Get angry|Adult Shop Dildo Lesson Refuse]]>><<set $phase to 1>><<def 1>><<trauma -6>><<stress -6>><<npcincr Sirris love -5>><</link>><<defianttext>><<ltrauma>><<lstress>><<llove "Sirris">> <br> <</if>> <<link [[Deflect|Adult Shop Dildo Lesson Refuse]]>><<set $phase to 0>><</link>> <br> <</addinlineevent>> <<addinlineevent "customerassistance" 1>> <<generateAdultShopCustomer 1>><<person1>> A <<person>> approaches the counter looking confused and embarrassed. "Uh, hi. Can you help me find a..." Lost for words, <<he>> resorts to gestures. <<if $awareness gte 300>> <br><br> <<if $speech_attitude is "bratty">> <span class="lewd">You give the <<personsimple>> a knowing grin.</span> "Oh, so you're into that. I never would have guessed." <<else>> <span class="lewd">You smile at the <<personsimple>>.</span> "We have what you're looking for." <</if>> You point to an item on a nearby shelf. The <<personsimple>> eagerly hurries over to it. <br><br> "Yes! This is it!" <<He>> turns red with embarrassment and avoids eye contact as you complete the transaction. <br><br> <<set $_tip to _wage+random(1,5)*(random(1,10)+($mathstrait / 4)+($allure/4000))>> <<person1>><<He>> leaves you a tip. You earn <<moneyGain $_tip>>.<<npcincr Sirris love 1>><<glove "Sirris">> <<else>> <br><br> <<if $wolfbuild gte 20 or $catbuild gte 20>> You tilt your head back and forth as <<he>> tries to describe the object but you <span class="blue">have no idea what <<he>> wants.</span> <<else>> <span class="blue">You scratch your head in confusion.</span> <</if>> "Sorry, <<if $NPCList[0].pronoun is "m">>sir<<else>>ma'am<</if>>. I've no idea what you want." The <<personsimple>>'s gestures become erratic, <<his>> face turning bright red. You shrug your shoulders. <br><br> "Oh, come on, don't be so dense! It's your job to know this stuff!" <<he>> shouts. You remain silent. "Where's your manager!"<<gstress>><<stress 3>><<gtrauma>><<trauma 3>> <br><br> "Is there a problem?" Sirris asks after hearing the shouting. The <<person>> goes on to describe the object in question, making sure to point out how stupid you are for not knowing. Sirris picks up an item from the shelf and completes the customer's transaction before giving you a heavy sigh and shaking <<nnpc_his Sirris>> head. <<llove "Sirris">><<npcincr Sirris love -2>> <br><br> That didn't go well, but at least you learned something. You earn <<moneyGain _wage>>.<<gawareness>><<awareness 2>> <</if>> <br><br> <<link [[Return|Adult Shop]]>><</link>> <br> <</addinlineevent>> <<if $demon gte 6 or $angel gte 6 or $fallenangel gte 2>> <<addinlineevent "divineconfrontation" 0.5>> <<generateAdultShopCustomer 1>><<person1>> A <<person>> enters the shop. <<He>> peruses the shop carefully for several minutes before making selections. When the <<personsimple>> sees you however, <<he>> <span class="purple">stops and stares with wide eyes.</span> <br><br> Setting the items back on the shelf <<he>> makes haste towards the exit, clasping <<his>> hands together across <<his>> chest. <<if $angel gte 6>> "Please forgive me," <<elseif $fallenangel gte 2>> "I hope that never happens to me," <<elseif $demon gte 6>> "Is this what I have become?" <</if>> <<he>> exclaims, uttering a prayer as <<he>> leaves. <br><br> The rest of the shift passes uneventfully. You earn <<moneyGain _wage>>. <br><br> <<link [[Return|Adult Shop]]>><</link>> <br> <</addinlineevent>> <</if>> <<if $angel gte 4 or $player.virginity.penile is true and $player.virginity.vaginal is true or $player.temple_virginity is true>> <<addinlineevent "defilethepure" 0.5>> <<set _sheila to ["<<girl>>","<<girl>>","<<lass>>"].pluck()>> <<generateAdultShopCustomer 1>><<person1>> <<set _toy to randomSexToy("dildos and whips")>> <<giveNPCsextoy 0 _toy>> A <<person>> enters the shop. <<He>> glances in your direction, then stops and has a double take. You can practically see <<him>> salivate as <<he>> ogles you. <<gstress>><<stress 2>> <br><br> <<He>> picks up a _toy as <<he>> approaches the counter. "What's a pure _sheila like you doing in a place like this?" <<He>> briefly scans the shop for other people. "I'd love to ravage and defile someone like you..." <br><br> Before you know it, <span class="red"><<he>> reaches out and pulls you over the counter.</span> <br><br> <<link [[Next|Adult Shop Clerk Angel Molestation]]>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <</if>> <<rngWraith 1>> <<if _wraithEvent is true and $awareness gt 300 and $settings.swarmsEnabled>> <<addinlineevent "wraithdildoswarm" 2>> <<wearProp "dildo">> As you're stocking a shelf with dildos, the toys start shaking. A breathless voice whispers in your ear. <br><br> "<span class="wraith"><<print either( "And sheep stand around. They think no shame of us.","Not to the deaf we sing. The forest answers all.","The rose. On dark wings.","More cursed. Writhe.","Maelstrom, tirade.","A heartbeat is a privilege.","Hear them echo. Here they echo.")>></span>" <br><br> Pale hands grasp you as the light dims, pulling you into a dark abyss. You find yourself in a black room lit by an ethereal glow emanating from the shelf you were working on. The dildos writhe, each one elongating and sprouting eyes. <span class="purple">They glare at you lustfully.</span> <br><br> <<link [[Next|Adult Shop Dildo Swarm]]>><<handheldon>><<set $molestationstart to 1>><</link>> <</addinlineevent>> <</if>> /* Event ideas: */ /* You help courier with packages, get gangraped */ /* High rape fame event */ /* Model fame event? */ <<runeventpool>> <</widget>> <<widget "passoutadultshop">> <<if isPregnancyEnding()>> <<pregnancyPassout "adultShop">> <<else>> <<passout>> <<link [[Everything fades to black...|Adult Shop Passout Bondage]]>><</link>> <</if>> <</widget>> <<widget "adultShopWage">> <<set _wage to 15>> <</widget>> <<widget "unlockAdultShop">> <<set $adultshopunlocked to true>> <<unset $adultshopgrandopening>> <<unset $adultshopopeningevent>> <<unset $adultshopopeningsydney>> <<if $adultshopdegree is undefined>> <<set $effectsmessage to 1>> <<set $toy_message to 1>> <<set $adultshopdegree to 1>> <</if>> <<if _disableUnlockAdultShopFeat>> <<run $timeMessages.pushUnique("adultShopContribution")>> <<elseif $adultshopcontribution>> <<earnFeat "Opened Pandoras Box">> <<if $adultshopcontribution gte 12>> <<earnFeat "Opened Pandoras Cocks">> <</if>> <</if>> <</widget>><<widget lubePrice>> <<if _args[0] lte 50>> <<set _price to _args[0] * 2000 * .98>> <<elseif _args lte 150>> <<set _price to 50 * 2000 * .98 + (_args[0] - 50) * 2000 * .95>> <<else>> <<set _price to 50 * 2000 * .98 + 50 * 2000 * .95 + (_args[0] - 100) * 2000 * .92>> <</if>> <</widget>><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "commercial">><<getTarget true>> You are in an alleyway in the commercial district. <<if Weather.dayState is "day">> <<if Weather.precipitation is "rain">> You can hear the commotion of High Street, even over the sound of rain. <<elseif Weather.precipitation is "snow">> You can hear the commotion of High Street, muffled by the snow. <<else>> You can hear the commotion of High Street. <</if>> <<elseif Weather.dayState is "night">> <<if Weather.precipitation is "rain">> Rainwater falls from gutters in waterfalls. <<elseif Weather.isSnow>> Snow clogs the pathways. <<else>> You hear laughter from a nearby building. <</if>> <<elseif Weather.dayState is "dawn">> Many doors stand open and you hear voices within. <<elseif Time.dayState is "dusk">> Many doors stand open and you hear voices within. <</if>> There's a ladder to your left; you think it will take you to the rooftops. <<streeteffects>> <br><br> <<if $exposed gte 1>> <<exhibitionism "alley">> <<if Time.dayState isnot "night">> Connudatus Street is packed with stalls. You might be able to cross the street by hiding under them. If something went wrong however, you'd find yourself exposed in the middle of a busy public street. <br><br> <</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasmstreet>> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutalley>> <<else>> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> <<eventsstreet>> <<else>> <<if $options.mapTop is true>> <<map "commercial">> <br> <</if>> Places of interest <br> <<if Time.dayState isnot "night" and $exposed gte 1>> <<sneakicon>><<link [[Sneak under the stalls (0:10)|Stalls Ex]]>><<pass 10>><</link>> <br> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 5)>> <<parkicon>><<link [[Cross High Street into the park (0:05)|Cream Ex Naked]]>><</link>><<if $daily.ex.cream isnot 1>><<exhibitionist5>><</if>> <br> <</if>> <</if>> <<if $exposed is 1>> <<if hasSexStat("exhibitionism", 3)>> <<parkicon>><<link [[Cross High Street into the park (0:05)|Cream Ex Undies]]>><</link>><<if $daily.ex.cream isnot 1>><<exhibitionist3>><</if>> <br> <</if>> <</if>> <</if>> <<laddericon>><<link [[Climb the ladder (0:02)|Commercial rooftops]]>><<pass 2>><</link>> <br> <<if Time.dayState isnot "night" and $exposed gte 1>> <<else>> <br> <<add_link "Travel<br>">><<hideDisplay>> <<connudatus>> <<cliff>> <<wolf>> <<high>> <<loiter>> <</if>> <<add_link "<br>Alternate routes<br>">><<hideDisplay>> <<if $exposed gte 1 and Time.dayState isnot "night">> <<else>> <<residential>> <<park>> <</if>> <<stormdrain>> <<displayLinks>> <<if $options.mapTop isnot true>> <br> <<map "commercial">> <</if>> <</if>> <</if>> <<set $eventskip to 0>>You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent()>> <<switch random(1, 3)>> <<case 3>> <<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>> <<case 2>> <<link [[Wake up|Street Wake]]>><</link>> <<case 1>> <<link [[Wake up|Molestation alley]]>><<set $molestationstart to 1>><</link>> <</switch>> <<else>> <<ambulance>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<strangeman2init>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Industrial Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Industrial Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Industrial]]>><</link>></span><<nexttext>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Industrial Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Industrial Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Industrial]]>><</link>></span><<nexttext>> <</if>><<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you one last smack to the face, then leaves you lying on the ground. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> gets up and leaves you lying on the ground. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground. <br><br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <br><br> <</if>> <<stealclothes>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<industrialeventend>><<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse in a heap. <<clotheson>> <<endcombat>> <<industrialeventend>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<strangeman2init>><<set $enemyanger += 60>> You awaken to find yourself being dragged behind a dumpster by a strange <<person1>><<person>>. <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Alley Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Alley Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation alley]]>><</link>></span><<nexttext>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Alley Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Alley Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation alley]]>><</link>></span><<nexttext>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<strangewoman1init>><<set $enemyanger += 60>><<set $NPCList[0].lefthand to "hair">> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Commercial Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Commercial Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Commercial]]>><</link>></span><<nexttext>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Commercial Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Commercial Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Commercial]]>><</link>></span><<nexttext>> <</if>><<effects>> <<He>> tenses and presses <<his>> mouth against your neck to muffle the sound of <<his>> climax. <br><br> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you a hard bite then leaves you without a word<<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> gets up and leaves you lying on the grass. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass. <br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <br><br> <</if>> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<commercialeventend>><<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run round several corners before hiding behind a crate of fruit. No one follows you. <br><br> <<clotheson>> <<endcombat>> <<commercialeventend>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<strangeman2init>> <</if>> <<if $phase is 1>><<enable_rescue>><</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Residential Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Residential Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Residential Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Residential]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Residential Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Residential Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Residential]]>><</link>></span><<nexttext>> <</if>><<effects>><<set $rescued += 1>> The dumpster opens fully, someone heard your cry. <<generate2>><<generate3>>A <<person2>><<person>> and <<person3>><<person>> grab your shoulders and haul you out, slamming it shut behind you. <br><br> <<clothesontowel>> The <<person1>><<person>> looks concerned. "Good thing we heard you. Are you okay?" <<tearful>> you nod and thank them for the rescue, before parting ways. <br><br> <<endcombat>> <<residentialeventend>><<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> bashes your head against the side of the dumpster, then drops you outside. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> pushes you outside the dumpster. <br><br> <<else>> <<He>> kisses you on the cheek, then lifts you out of the dumpster. <br><br> <</if>> <<tearful>> you gather yourself. <br><br> <<stealclothes>> <br><br> <<clotheson>> <<endcombat>> <<residentialeventend>><<effects>> <<if $phase is 0>> <<He>> recoils in pain, giving you the chance you need to escape. You push the lid with all your might, creating an opening. <<He>> recovers before you're able to make good on your escape however, and pulls you back down. <br><br> <<link [[Next|Molestation Residential]]>><<set $phase to 1>><</link>> <<set $enemyhealth to $enemyhealthmax>> <<else>> <<He>> recoils in pain again. With the dumpster already ajar, you are able to climb out and escape. <<tearful>> you flee around the corner. <br><br> <<clotheson>> <<endcombat>> <<residentialeventend>> <</if>><<set $outside to 1>><<effects>> <<if $stress gte $stressmax>> <<passoutalley>> <<else>> <<if $exposed gte 1>> You peek over the fence, making sure there's no one in the garden behind the orphanage. Once sure the coast is clear, you hoist yourself over, mindful of your <<lewdness>> as you keep yourself low and out of sight. <<elseif $cat gte 6>> You hop over the fence with unmatched elegance, landing on all fours in the garden behind the orphanage. <<else>> You climb over the fence into the garden behind the orphanage. <</if>> <br><br> <<link [[Next|Garden]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> You are on the rooftop of an industrial building. Plumes of smoke rise all around you. Buildings are closely packed, crossing between them should be no problem. <br><br> <<if $stress gte $stressmax>> <<passoutalley>> <<else>> <<if $exposed gte 1>> <<exhibitionismroof>> There is an industrial chute leading into the park which would allow you to avoid the road. <br><br> <<laddericon>><<link [[Climb down the ladder (0:02)|Industrial Alleyways]]>><<pass 2>><</link>> <br> <<getouticon "hole">><<link [[Climb in the chute (0:02)|Chute]]>><<pass 2>><</link>> <br><br> <<else>> There is an industrial chute leading into the park. <br><br> <<laddericon>><<link [[Climb down the ladder (0:02)|Industrial Alleyways]]>><<pass 2>><</link>> <br> <<getouticon "hole">><<link [[Climb in the chute (0:02)|Chute]]>><<pass 2>><</link>> <br><br> <</if>> <</if>><<set $outside to 0>><<effects>> You slide down the chute to the park. <br><br> <<if $worn.over_upper.name isnot "naked">> <<set $worn.over_upper.integrity -= 20>> <<set _damage to true>> <<elseif $worn.upper.name isnot "naked">> <<set $worn.upper.integrity -= 20>> <<set _damage to true>> <</if>> <<if $worn.over_lower.name isnot "naked">> <<if $worn.lower.name isnot "naked">> <<set $worn.lower.integrity -= 20>> <</if>> <<set $worn.over_lower.integrity -= 20>> <<set _damage to true>> <<elseif $worn.lower.name isnot "naked">> <<if $worn.under_lower.name isnot "naked">> <<set $worn.under_lower.integrity -= 20>> <</if>> <<set $worn.lower.integrity -= 20>> <<set _damage to true>> <</if>> <<if _damage>> Your clothing snags on a rut. <br><br> <</if>> <<if dangerEvent(3)>> As the chute exit comes into view you see someone has left a cement mixer in front of it! <br><br> <<link [[Dodge it at any cost!|Molestation Chute]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Brace for impact|Cement Mixer]]>><</link>> <br><br> <<else>> <<parkquick>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<spankmaninit>> <<person1>>You avoid landing in the mixer, but collide with the edge and knock it over. It shatters against the ground. <br><br> As you try to recover, a <<person>> storms over. "I'll show you what happens when you break things that aren't yours!" <<He>> grabs you by the arms, hauls you over to a chair and bends you over <<his>> lap. <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyanger lte 0>> <span id="next"><<link [[Next|Chute Done]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Chute Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Chute Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Chute]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<effects>> You curl up and slam into the mixer. Fortunately, the cement cushions your blow. Unfortunately, it's cement. You manage to struggle free, <<outfitChecks>> <<if _bottomless>> stumbling away without attracting notice. <br><br> <<else>> but lose your clothes in the process. <br><br> <<underruined>> <<lowerruined>> <<upperruined>> <</if>> <<parkquick>><<effects>> "I think you've had enough." <<He>> releases you and you slip to the ground in a heap. <br><br> <<He>> leaves you to sob. <br><br> <<clotheson>> <<endcombat>> <<parkquick>><<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you one last spank, then leaves you lying on the ground. <<violence 3>> <br><br> <<elseif $enemyanger gte 20>> Without a word, <<he>> gets up and leaves you lying on the ground. <br><br> <<else>> "I think you've learnt your lesson." <<He>> gets up and leaves you lying on the ground. <br><br> <</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<parkquick>><<effects>> <<He>> recoils in pain. You take the opportunity to squirm free and bolt away. <<tearful>> you run into an area dense with foliage. <br><br> <<clotheson>> <<endcombat>> <<parkquick>><<set $outside to 1>><<effects>> You are on the rooftop of a commercial building. You can access the shopping centre from here. Buildings are closely packed, crossing between them should be no problem. <br><br> <<if $stress gte $stressmax>> <<passoutalley>> <<else>> <<if $exposed gte 1>> <<exhibitionismroof>> <<laddericon>><<link [[Climb down the ladder (0:02)|Commercial Alleyways]]>><<pass 2>><</link>> <br> <<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> <<glideicon>><<link [[Glide down|Commercial Alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>> <br> <</if>> <<shopicon>><<link [[Shopping centre (0:02)|Shopping Centre Top]]>><<pass 2>><</link>> <br><br> <<else>> <<laddericon>><<link [[Climb down the ladder (0:02)|Commercial Alleyways]]>><<pass 2>><</link>> <br> <<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> <<glideicon>><<link [[Glide down|Commercial Alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>> <br> <</if>> <<shopicon>><<link [[Shopping centre (0:02)|Shopping Centre Top]]>><<pass 2>><</link>> <br><br> <</if>> <</if>><<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you one last smack to the face, then leaves you lying on the hard concrete. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> gets up and leaves you lying on the hard concrete. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the hard concrete. <br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <br><br> <</if>> <<underlowersteal>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>><<effects>> <<He>> falls to the ground, giving you the chance you need to escape. <<tearful>> you run round a few bends and take cover in a shadowed alcove. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>><<effects>> <<if $noise is 2 and $combat is 0>> <span class="red">The youths are wondering aloud why the <<beasttype>> is so agitated. They'll find you soon if you don't do something!</span> <br><br> <</if>> <<if $timer is 1 and $combat is 0>> You hear the youths move away from the alley. <<if $combat is 0>> You take a peek and see that they are indeed gone. The <<beasttype>> looks dejected as you walk away. <br><br> <<endevent>> <<residentialeventend>> <<else>> You try to take a peek but the <<beasttype>> tackles you to the ground. <br><br> <<set $rescue to 0>> <<link [[Next|Residential Dog]]>><</link>><<nexttext>> <</if>> <br><br> <<elseif $noise gte 3>> Fed up with the racket, the pair make their way over. <br><br> <<link [[Next|Residential Dog Alarm]]>><</link>><<nexttext>> <<else>> <<switch $phase>> <<case 1>> <<bHe>> continues barking. You're afraid the youths will investigate if this continues. <br><br> <<link [[Quietly tell <<bhim>> to shut up|Residential Dog]]>><<set $noise += 1>><</link>> <br> <<link [[Stroke <<bhis>> head|Residential Dog]]>><<set $phase to 2>><</link>> <br><br> <<case 2>> <<bHe>> quiets at your touch, runs in a small circle, then walks right up to you. You notice <<bhis>> <<npcGenitals 0 "simple">> is ready and waiting. <<bHe>> looks at you expectantly. <br><br> <<link [[Just keep stroking <<bhis>> head|Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>> <br> <span class="sub"><<link [[Reach for <<bhis>> <<npcGenitals 0 "simple">>|Residential Dog]]>><<handskilluse>><<handstat>><<set $phase to 4>><</link>></span> <br><br> <<case 3>> You continue to stroke <<bhis>> head, but <<bhe>> doesn't seem pleased and barks again. <br><br> <<link [[Just keep stroking <<bhis>> head|Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>> <br> <<link [[Reach for <<bhis>> <<npcGenitals 0 "simple">>|Residential Dog]]>><<set $phase to 4>><<handskilluse>><<handstat>><</link>> <br><br> <<case 4>> <<set $molestationstart to 1>><<set $phase to 6>> You reach out and touch <<bhis>> <<npcGenitals 0 "simple">> with your hand. <<bHe>> starts humping against your fingers. <br><br> <<link [[Next|Residential Dog]]>><</link>><<nexttext>> <br><br> <<case 5>> <<set $phase to 6>> The <<beasttype>>, still agitated, jumps up against your body. Your bindings leave you unable to keep yourself upright. You fall on your face. <<gpain>> <br><br> As you regain your bearings, you notice the <<beasttype>> preparing to mount from behind you. <br><br> <<if hasSexStat("deviancy", 3)>> <<link [[Goad the <<beasttype>>|Residential Dog]]>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> <<link [[Endure|Residential Dog]]>><<set $molestationstart to 1>><<set $noHand to 1>><</link>> <<case 6>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<deviancy3>> <<beastCombatInit>> <<npc_attempt_sex>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $noHand is 1>><<unset $noHand>><<else>><<npchand>><</if>> <</if>> <<if $timer gte 1>><<enable_rescue>><</if>> <<effectsman>> <<alarmstate>> <br> <<beast $enemyno>> <br> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Residential Dog Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Residential Dog Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Residential Dog Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Residential Dog]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Residential Dog Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Residential Dog Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Residential Dog]]>><</link>></span><<nexttext>> <</if>> <</switch>> <</if>><<effects>> <<if $alarm is 1>> Your scream alerts the pair. <br><br> <</if>> At the sound of their approach, the <<beasttype>> ceases <<bhis>> adventure and bounds away. <br><br> <<endcombat>> <<generatey1>><<generatey2>>Before you can recover, you are discovered by a <<fullGroup>>. <br><br> <<if dangerEvent(3)>> They take advantage of your vulnerability. <br><br> <<link [[Next|Residential Pair]]>><<set $molestationstart to 1>><</link>> <br> <<else>> Seeing you in distress, the <<fullGroup>> help you to your feet. <br><br> <<set $rescued += 1>> <<clothesontowel>> The <<person1>><<person>> looks concerned. "Are you okay?" <<tearful>> you nod and thank them for their concern, before parting ways. <br><br> <<residentialeventend>> <</if>><<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<bHe>> bites you on the thigh, then leaves you lying on the ground. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> <<bHe>> barks then leaves you lying on the ground. <br><br> <<else>> <<bHe>> licks your <<genitals>> then darts away. <<neutral 5>> <br><br> <</if>> <<if $timer gte 1>> The youths leave shortly after. <br><br> <</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<residentialeventend>><<effects>> Finally taking the hint, <<bhe>> whimpers and flees the alley. <<if $timer gte 1>>After a short while the youths also leave.<</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<residentialeventend>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Residential Pair Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Residential Pair Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Residential Pair]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Residential Pair Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Residential Pair Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Residential Pair]]>><</link>></span><<nexttext>> <</if>><<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> They bash you against the pavement, then leave. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, they saunter off. <br><br> <<else>> <<person2>>The <<person>> kisses you on the cheek, they then saunter off. <br><br> <</if>> <<underlowersteal>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>><<effects>> The <<person1>><<person>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse against a wall. <<clotheson>> <<endcombat>> <<destinationeventend>><<effects>> <<if $athleticsSuccess>> You kick the ball, <span class="green">and it arcs over the fence.</span> No one sends thanks, but they don't peek over either. <<tearful>> you continue. <br><br> <<endevent>> <<destinationeventend>> <<else>> <<if random(1, 2) gte 2>> You kick the ball, <span class="red">but it bounces off the fence with a thud.</span> <<else>> You try to kick the ball, <span class="red">but miss.</span> You lose your balance and fall to the ground. <<gpain>><<pain 6>> <</if>> <br><br> A <<person2>><<persons>> head peeks over before you can try again. <<covered>> <<He>> stares at you, astonished. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<fameexhibitionism 1>> <br><br> <<link [[Ask for help|Residential Kick Help]]>><</link>> <br> <<link [[Run|Residential Kick Run]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "P-please help me," you say, bowing your head. <<elseif $speech_attitude is "bratty">> "Don't just stand there," you say. "Get me something to wear." <<else>> "Could you help me please?" you say. <</if>> <br><br> <<if random(1, 2) is 2>> The <<person>> drops back beneath the fence. A few moments pass, <span class="green">then a towel flies over.</span> <<lstress>><<towelup>> <br><br> <<else>> The <<person>> drops back beneath the fence. A few moments pass, then <<he>> reappears. <span class="red">A <<person1>><<person>> appears next to <<him>>, along with several others.</span> <<fameexhibitionism 9>> <br><br> They burst into excitement as you turn and run. <<gstress>><<stress 6>> <br><br> "I told you there was a naked <<girl>>." <br> <<if random(1, 2) is 2>> "Hot." <<else>> "I can see everything." <</if>> <br> <<if random(1, 2) is 2>> "Is <<pshe>> a pervert?" <<else>> "What is <<pshe>> thinking?" <</if>> <br> <<if random(1, 2) is 2>> "I'm gonna tell everyone." <<else>> "Wait until the others hear." <</if>> <br> <<if $worn.face.type.includes("mask")>> "I wonder who <<pshe>> is." <<else>> "I think I recognise <<phim>> from school." <</if>> <br><br> Their voices fade behind you. <br><br> <</if>> <<endevent>> <<destinationeventend>><<effects>> <<fameexhibitionism 4>> <<tearful>> you turn and run. "There's a naked <<girl>> over here!" you hear the <<person>> shout behind you. Several others stick their heads above the fence just as you round the corner, where you lean against a wall and pant. <br><br> <<endevent>> <<destinationeventend>><<effects>> You clamber over a fence opposite. There's no time to check what's on the other side first. You land in a garden, and a moment later hear someone land in the alley. <br><br> <<if random(1, 5) is 5>><<fameexhibitionism 1>> <<generate3>><<person3>>You look around, and your heart sinks. A <<person>> stands near a bed of flowers, holding a camera. <<Hes>> staring at you, surprise on <<his>> face. <<He>> recovers quick, and points the camera in your direction. <<gstress>><<stress 6>> <br><br> <<link [[Ask for help|Residential Fence Garden Ask]]>><</link>> <br> <<link [[Escape|Residential Fence Garden Escape]]>><</link>> <br> <<if $submissive gte 1500>> <<link [[Beg|Residential Fence Garden Beg]]>><<sub 1>><</link>><<submissivetext>> <br> <</if>> <<else>> You look around. The garden appears typical, and empty. You listen for the person you narrowly escaped to return to their own garden, then climb back over the fence. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationeventend>> <</if>><<effects>> <<if $speech_attitude is "meek">> "P-please don't take any pictures," you say. "I need help." <<elseif $speech_attitude is "bratty">> "Don't you dare," you warn. "Give me something to cover with." <<else>> "Please," you say. "I need help." <</if>> <br><br> <<if random(1, 2) is 2>> "I got a towel for ya," <<he>> says as <<his>> camera clicks. "Just want some souvenirs. Not every day a cute <<girl>> drops into my lap." <<fameexhibitionism 7>> <br><br> <<He>> takes a few more pictures before throwing you a towel, and showing you to the gate. <<else>> <<He>> pauses a moment, then lowers the camera. <<lstress>><<stress -6>> <br><br> <<He>> hands you a towel before showing you to the gate. <</if>> <br><br> <<towelup>> <<endevent>> <<destinationeventend>><<effects>> <<fameexhibitionism 4>> You climb back over the fence as the camera clicks behind you. A <<person2>><<person>> stands in the alley. <<He>> drops the football when <<he>> sees you. <br><br> <<tearful>> you run for safety. You round the corner just as the <<person3>><<person>> makes it to the fence, near where the <<person2>><<person>> remains stood, astonished. <br><br> <<endevent>> <<destinationeventend>><<effects>> You drop to your knees and prostrate yourself on the grass. "P-please help," you begin, before explaining your situation within a broken stream of sobs. <br><br> The <<person>> hesitates, but lowers the camera. "Don't cry <<girl>>," <<he>> says. "I was only joking." <br><br> <<He>> gives you a towel to cover with, and shows you to the gate. <<lstress>><<stress -6>> <br><br> <<towelup>> <<endevent>> <<destinationeventend>><<effects>> You search the alleyways for something you could prop up under Briar's window. <<if $rng gte 71>> <<generate1>><<generate2>> <span class="green">You find a stepladder lying on its side.</span> A <<fullGroup>> are sitting on it, chatting. They turn to look at you. "What do you want, <<girl>>?" <br><br> <<if $speech_attitude is "meek">> "Could I use that ladder, please?" you ask. "If you're not busy with it." <<elseif $speech_attitude is "bratty">> "Clear out," you say, waving your arms. "I need the ladder." <<else>> "I'd like that ladder," you say. "Could you move somewhere else?" <</if>> <br><br> "Stepladder," the <<person2>><<person>> responds automatically. "And what's in it for us?" <br><br> <<if $money gte 10000>> <<link [[Pay them to move (£100)|Industrial Ladder Pay]]>><<money -10000 "bribe">><</link>> <<else>> <span class="blue">You don't think you have enough money to satisfy them.</span> <</if>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Seduce|Industrial Ladder Seduce]]>><</link>><<promiscuous2>> <<else>> <<insufficientStat "promiscuity" "to seduce them">> <</if>> <br> <<if $submissive gte 1500>> <<link [[Beg|Industrial Ladder Beg]]>><</link>> <br> <</if>> <<link [[Leave|Industrial Alleyways]]>><<endevent>><</link>> <<else>> <span class="red">You can't find anything of use.</span> <br><br> <<rng>> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> <<eventsstreet>> <<else>> <<link [[Keep looking|Industrial Ladder]]>><</link>> <br> <<link [[Give up|Industrial Alleyways]]>><</link>> <</if>> <</if>><<effects>><<set $pubfame.briar.escape to 2>> You hand them a wad of cash, and they blink. The <<person2>><<person>> quickly pockets it and stands up, tugging the <<person1>><<person>> to <<his>> feet and ignoring <<his>> protests. <br><br> The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passers-by give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span> <br><br> <<endcombat>> <<destinationeventend>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You glance between the two of them, and lick your lips. "If you let me have the ladder... I'll let you have me." <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> The <<person1>><<person>> looks at the <<person2>><<person>>, who nods. Together, they stand up and walk toward you. <br><br> <<link [[Next|Industrial Ladder Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> The <<person1>><<person>> looks over at the <<person2>><<person>>, who shakes <<his>> head. "No way I'm touching a <<girl>> who doesn't know the difference between a ladder and a stepladder." <br><br> The <<person1>><<person>> slaps <<his>> face into <<his>> hands, then shrugs and looks at you helplessly. <br><br> <<if $money gte 10000>> <<link [[Pay them to move (£100)|Industrial Ladder Pay]]>><<money -10000 "bribe">><</link>> <<else>> <span class="blue">You don't think you have enough money to satisfy them.</span> <</if>> <br> <<if $submissive gte 1500>> <<link [[Beg|Industrial Ladder Beg]]>><</link>> <br> <</if>> <<link [[Leave|Industrial Alleyways]]>><<endevent>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 50>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Industrial Ladder Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Industrial Ladder Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<set $pubfame.briar.escape to 2>> The <<person2>><<person>> staggers back and falls over the stepladder. "Fuck this," <<he>> grumbles. <<He>> grabs the <<person1>><<persons>> arm and drags <<him>> out of the alleyway. <br><br> The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passers-by give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span> <br><br> <<endcombat>><<clotheson>> <<destinationeventend>> <<elseif $enemyarousal gte $enemyarousalmax>> <<set $pubfame.briar.escape to 2>> <<ejaculation>> "Thanks for the free fuck," the <<person1>><<person>> snickers. "That ladder isn't even ours." <br><br> "Stepladder," the <<person2>><<person>> snaps, dragging <<person1>><<him>> out of the alleyway. <br><br> The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passers-by give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span> <br><br> <<endcombat>><<clotheson>> <<destinationeventend>> <<else>> The <<person2>><<person>> backs off and sits down in a huff. "Well, fuck you too then. We're not moving." <br><br> "We're not?" the <<person1>><<person>> asks. A stern glance from <<his>> partner has <<him>> sitting down on the ladder as well. <br><br> <<if $money gte 10000>> <<link [[Pay them to move (£100)|Industrial Ladder Pay]]>><<money -10000 "bribe">><</link>> <<else>> <span class="blue">You don't think you have enough money to satisfy them.</span> <</if>> <br> <<if $submissive gte 1500>> <<link [[Beg|Industrial Ladder Beg]]>><</link>> <br> <</if>> <<link [[Leave|Industrial Alleyways]]>><<endcombat>><</link>> <</if>><<effects>><<set $pubfame.briar.escape to 2>> "Please," you say, clasping your hands together. "Please, I really need it. Can't you please let me have that ladder?" <br><br> The <<person2>><<person>> almost gets up, but gives you a sceptical look. You smile hopefully. "Stepladder?" you try. That satisfies <<him>>, and <<he>> drags the <<person1>><<person>> out of the alleyway. <br><br> The stepladder is a little unwieldy, but you manage to set it up under Briar's office window without making too much sound. It shouldn't be visible from the window itself unless Briar looks directly down, which you hope <<nnpc_he "Briar">> won't do. A few passers-by give you odd looks, but they don't question anything. <span class="green">You now have an escape route.</span> <br><br> <<silently>><<endcombat>><</silently>> <<destinationeventend>><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "industrial">><<getTarget true>> You are in an alleyway in the industrial district. <<if Time.dayState is "day">> You hear machines operating in the buildings around you. <<elseif Time.dayState is "night">> <<else>> You hear the engines of heavy vehicles. <</if>> There's a ladder to your right; you think it will take you to the rooftops. The rear of the school protrudes into this area, separated by a spiked fence. <<streeteffects>> <br><br> <<if $brothelintro is 1 and isPubfameTaskAccepted("briar") and !$pubfame.briar.escape and $cat lte 5>> <<set $pubfame.briar.escape to 1>> You notice the brothel on Harvest Street nearby. There's a window leading to Briar's office. <br><br> <span class="blue">An idea strikes you.</span> If you can get a ladder to face Briar's office, you could leave that way. <br><br> <</if>> <<if $exposed gte 1>> <<exhibitionism "alley">> <</if>> <<if $arousal gte $arousalmax>> <<orgasmstreet>> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutalley>> <<elseif $weekly.schoolNightPoolParty is "intro" and Time.hour gte 21>> <<set $weekly.schoolNightPoolParty to "discover">> Upon entering the alley, you notice some movement near the school's back fence. <br><br> Aided by the darkness, you draw closer. You recognise a couple of delinquents from your classes. They're jumping the fence into the school grounds. <br><br> They all carry pretty heavy backpacks, and quickly disappear inside the school building. <br><br> <<link [[Follow them|School Night Pool Party Follow]]>><</link>> <br> <<link [[Ignore|Industrial Alleyways]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> <<eventsstreet>> <<else>> <<if isPubfameTaskAccepted("briar") and $pubfame.briar.escape is 1>> <<investigateicon>><<link [[Search for something to climb|Industrial Ladder]]>><</link>> <br><br> <</if>> <<if $options.mapTop is true>> <<map "industrial">> <br> <</if>> Points of interest <br> <<laddericon>><<link [[Climb the ladder (0:02)|Industrial rooftops]]>><<pass 2>><</link>> <br> <<busstationicon>><<link [[Back door to bus station (0:02)|Bus Station Back Entrance]]>><<pass 2>><</link>> <br> <<if $schoolBlocked>> <span class="blue">The school guard is on high alert. You won't be able to sneak in tonight.</span> <<else>> <<fenceicon>><<link [[Climb over the fence into the school grounds (0:05)|School Rear Fence]]>><<pass 5>><</link>> <</if>> <br><br> <<if $exposed gte 1 and Time.dayState isnot "night">> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<roadicon>><<link [[Cross the road to the town outskirts (0:05)|Lorries Ex Naked]]>><</link>><<if $daily.ex.lorries is undefined>><<exhibitionist5>><</if>> <br> <<elseif $exposed is 1 and hasSexStat("exhibitionism", 3)>> <<roadicon>><<link [[Cross the road to town outskirts (0:05)|Lorries Ex Undies]]>><</link>><<if $daily.ex.lorries is undefined>><<exhibitionist3>><</if>> <br> <</if>> <<else>> <<add_link "Travel<br>">><<hideDisplay>> <<oxford>> <<mer>> <<elk>> <<harvest>> <<loiter>> <</if>> <<add_link "<br>Alternate routes<br>">><<hideDisplay>> <<if $exposed gte 1 and Time.dayState isnot "night">> <<else>> <<park>> <</if>> <<stormdrain>> <<displayLinks>> <<if $options.mapTop isnot true>> <br> <<map "industrial">> <</if>> <</if>> <</if>> <<set $eventskip to 0>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">><<getTarget true>> You are in the park. <<if Time.dayState is "dawn">> There are a few people out walking or jogging. Some have dogs with them. <<elseif Time.dayState is "day">> <<if Weather.precipitation is "rain">> Very few people are out, walking around the puddles that dot the paths. <<elseif Weather.precipitation is "snow">> Many people are out, walking their dogs or jogging, wrapped up warm against the cold. <<else>> Many people are out, walking their dogs or jogging. You hear children in the playground. <</if>> <<elseif Time.dayState is "dusk">> There are many people around. Students hang out near the playground. <<elseif Time.dayState is "night">> <<if $park_fame gte 60>> <span class="pink">Creepy figures lurk in the shadows.</span> <i>News of your lewd running has spread. Don't run while exposed for several days if you want it to cool off.</i> <<elseif $park_fame gte 20>> <span class="pink">You think you're being watched.</span> <i>News of your lewd running has spread. Don't run while exposed for a few days if you want it to cool off.</i> <<else>> There is no one around. <</if>> <</if>> Tulips grow in great patches near the riverbank. <<streeteffects>> <br><br> <<if $exposed gte 1>> <<exhibitionism "park">> <<if Time.dayState isnot "night">> You can hear the commotion of High Street. There's no way you'll be able to cross like this. However, there's a depot from which crates are being carried across the road. Maybe you could hide in one of them. <br><br> <</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasmstreet>> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutpark>> <<else>> <<run statusCheck("Robin")>> <<if ($halloween_kylar is 1 or C.npc.Kylar.love gte 60) and $halloween_kylar_proposed isnot 1 and Time.dayState is "night" and C.npc.Kylar.init is 1 and C.npc.Kylar.state is "active" and (($halloween is 1 and Time.monthDay is 31 and Time.hour gte 21) or (Time.monthName is "November" and Time.monthDay is 1 and Time.hour lte 6)) and !$possessed>> <<halloweenkylar>> <<elseif (dangerEvent() or $eventforced) and $eventskip is 0>> <<eventsstreet>> <<elseif $robinReunionScene isnot undefined and _robin_location is "park" and $exposed lte 0 and !$possessed>> <<npc Robin>><<person1>> <<if $robinReunionScene is "dungeon">> <<wearProp "hot drink" 0 "cocoa">> <<unset $robinReunionScene>><<set $robinPostMortem to true>> You see Robin stood behind <<his>> hot chocolate stand. <<His>> mouth falls agape as <<he>> sees you, and <<he>> sprints towards you. <br><br> "I don't believe it!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "I-I thought you were gone forever! We need to talk about this at home. When you're ready." <br><br> You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away. <br> <<He>> fixes you a cup of hot chocolate and sends you on your way. <br> "Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you if you need to talk." <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<elseif $robinReunionScene is "dungeonRobin">> <<unset $robinReunionScene>> <<wearProp "hot drink" 0 "cocoa">> You see Robin stood behind <<his>> hot chocolate stand. <<His>> mouth goes falls as <<he>> sees you, and <<he>> sprints towards you. <br><br> "You made it out!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "When you were recaptured, I didn't know what I was going to do." <br><br> You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away. <br> <<He>> fixes you a cup of hot chocolate and sends you on your way. <br> "Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you, never forget that." <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<elseif $robinReunionScene is "asylum">> <<unset $robinReunionScene>> You see Robin stood behind <<his>> hot chocolate stand. <<if C.npc.Robin.trauma gte 40>> <<He>> stares at you in disbelief. <br><br> "Hi," <<he>> says quietly as you draw close. "I thought the doctors took you away. I would've tried to get you something had I known you were c-coming back," Robin's voice quivers. <<else>> <<He>> excitedly beckons you over when <<he>> sees you. <br><br> "Hey, you're out!" <<he>> says as you draw close. "I thought you were staying at the doctor's for a while. I would've prepared something had I known you were coming back," Robin explains. <</if>> <br><br> You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug. <br> <<if C.npc.Robin.trauma gte 40>> "Well, I'm glad you're free," <<he>> mumbles, holding you tight. <<else>> "Well, I'm happy to see you again! I hope you're feeling better." <</if>> <br> The two of you make small talk for a bit. Eventually, Robin says <<he>> needs to get back to <<his>> stand. <<if C.npc.Robin.trauma gte 40>> <<He>> slowly shuffles away, <<his>> gaze glued to the floor. <<else>> <<He>> smiles and waves goodbye. <</if>> <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> You spot Robin at <<his>> hot chocolate stand. <<His>> eyes pass over you momentarily, but <<he>> doesn't stare. It's as if <<he>> doesn't even recognise you. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>> <<elseif C.npc.Robin.init is 0 and Time.season is "winter" and Time.isWeekEnd() and between(Time.hour, 9, 16) and $exposed lte 0 and !$possessed>> <<set $robindebt to 0>><<set $robindebtlimit to 5>> <<npc Robin>><<person1>>You see someone familiar working at a stand in the park. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over, while cleaning a mug. <<He>> puts it down and hugs you when you approach. <br><br> "I haven't seen you at the orphanage in a while. We must keep missing each other. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want. I've been waiting to show you something, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want." <<He>> gets back into position behind the stand. <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<elseif _robin_location is "park" and $exposed lte 0 and $balloonStand.open is true and $balloonStand.robin.status is "unaffected">> <<balloonRobinIntro>> <<else>> <<if $options.mapTop is true>> <<map "park">> <br> <</if>> Places of interest <br> <<if $exposed lte 0>> <<if $scienceproject is "ongoing" and $sciencelichenknown is 1 and $sciencelichenpark is 0>> <<scienceicon "white lichen">><<link [[Examine lichen for science project|Park Lichen]]>><</link>> <br> <</if>> <<if !$plants_known.includes("tulip")>> <<if $sciencetrait gte 1>> <<icon "tending/tulip.png">> <<link [[Search for seeds (0:30)|Park Tulip]]>><<set $plants_known.push("tulip")>><<pass 30>><<tending 6>><</link>><<gtending>> <br> <<else>> <span class="blue">A higher science skill would let you harvest tulip seeds.</span> <br> <</if>> <</if>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick tulips. <<else>> <<icon "tending/tulip.png">> <<link [[Pick tulips (0:20)|Park Tulip Pick]]>><<pass 20>><<crimeUp 20 "petty">><</link>><<tendingdifficulty 1 200>><<crime "petty">> <</if>> <br> <<if _robin_location is "park">> <!-- if robin met, is not missing, trauma < 80%, on winter sundays 09:00 - 16:59 --> <<robinicon "cocoa">><<link [[Robin's hot chocolate stand|Robin Chocolate]]>><</link>> <br> <</if>> <<set _kylarLocation to getKylarLocation()>> <<if _kylarLocation.area is "park">> <<if _kylarLocation.state is "fountain">> <br> Kylar sits at the fountain, occasionally tossing coins in. <br> <<parkicon "fountain">><<link [[Approach|Kylar Park]]>><<set $kylar_text_trigger to true>><</link>> <<else>> <br> Kylar sits on a bench, sketching something. <br> <<parkicon>><<link [[Approach|Kylar Park]]>><<set $kylar_text_trigger to true>><</link>> <</if>> <br><br> <</if>> <<if isInPark("whitney")>> <br> You see smoke trailing from beneath an umbrella. It's Whitney. <<nnpc_He "Whitney">> stands under a tree near the park's fountain. <br> <<parkicon "fountain">><<link [[Approach|Whitney Park]]>><<set $daily.whitney.textTrigger to true>><<if $daily.whitney.text is undefined>><<set $daily.whitney.text to 0>><<else>><<set $daily.whitney.text += 1>><</if>><</link>> <br><br> <</if>> <</if>> <<icon "mentoilet.png">><<link [[Men's toilets (0:01)|Men's Toilets]]>><<pass 1>><<endevent>><</link>> <br> <<icon "womentoilet.png">><<link [[Women's toilets (0:01)|Women's Toilets]]>><<pass 1>><<endevent>><</link>> <br> <<if $leftleg is "bound" or $rightleg is "bound">> <<set $_boundType to ($leftleg is "bound" ? ($rightleg is "bound" ? "both legs" : "your left leg") : "your right leg")>> You cannot go for a run with $_boundType bound. <br> <<elseif $worn.feet.type.includes("heels") and ($exposed is 0 or Time.dayState is "night")>> <<heelsicon>><<link [[Exercise in heels (0:30)|Park Exercise Heels]]>><<athletics 3>><<pass 30>><<tiredness 4>><<stress -1>><<slimeEventEnd "running">><</link>><<ggtiredness>><<gathletics>><<lstress>> <br> <<else>> <<if Time.dayState is "night">> <<if $exposed gte 2 and hasSexStat("exhibitionism", 3)>> <<runicon>><<link [[Go for a run (0:30)|Park Run Exposed]]>><<athletics 4>><<set $phase to 0>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<exhibitionist3>><<gtiredness>><<gathletics>><<lstress>> <br> <<elseif $exposed is 1>> <<runicon>><<link [[Go for a run (0:30)|Park Run Exposed]]>><<athletics 4>><<set $phase to 1>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<exhibitionist1>><<gtiredness>><<gathletics>><<lstress>> <br> <<elseif $exposed is 0>> <<runicon>><<link [[Go for a run (0:30)|Park Run]]>><<athletics 4>><<pass 30>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<gtiredness>><<gathletics>><<lstress>> <br> <</if>> <<elseif $exposed is 0>> <<runicon>><<link [[Go for a run (0:30)|Park Run]]>><<athletics 4>><<pass 30>><<tiredness 3>><<stress -3>><<slimeEventEnd "running">><</link>><<gtiredness>><<gathletics>><<lstress>> <br> <</if>> <</if>> <<if (Weather.precipitation is "none" or $worn.handheld.type.includes("rainproof"))>> <<if $milkshake gte 1 and $exposed lte 0>> <<foodicon "milkshake">><<link [[Drink your milkshake (0:10)|Beach Milkshake]]>><<pass 10>><<set $milkshake -= 1>><<stress -5>><</link>><<lstress>> <br> <</if>> <<if $popcorn gte 1 and $exposed lte 0>> <<foodicon "popcorn">><<link [[Eat your popcorn (0:10)|Balloon Consume]]>><<pass 10>><<set $popcorn -= 1>><<wearProp "popcorn">><<trauma -3>><<set $phase to "park">><</link>><<ltrauma>> <br> <</if>> <</if>> <<if Time.dayState is "night" and !Weather.isFrozen("fountain") and hasSexStat("exhibitionism", 4) and $daily.ex.fountain is undefined>> <<parkicon "fountain">><<link [[Bathe in the fountain (0:10)|Park Fountain]]>><<set $daily.ex.fountain to 1>><</link>><<exhibitionist4>> <br> <</if>> <<if $exposed gte 1 and Time.dayState isnot "night">> <<icon "crate.png">><<link [[Hide in a crate (0:10)|Crate Ex]]>><<pass 10>><</link>> <br> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<icon "flyover.png">><<link [[Cross flyover to the industrial district (0:05)|Flyover Ex Naked]]>><</link>><<if $daily.ex.flyover is undefined>><<exhibitionist5>><</if>> <<elseif $exposed is 1 and hasSexStat("exhibitionism", 3)>> <<icon "flyover.png">><<link [[Cross flyover to the industrial district (0:05)|Flyover Ex Undies]]>><</link>><<if $daily.ex.flyover is undefined>><<exhibitionist3>><</if>> <</if>> <br> <<else>> <<add_link "Travel<br>">><<hideDisplay>> <<high>> <<starfish>> <<oxford>> <<nightingale>> <<loiter>> <</if>> <<add_link "<br>Alternate routes<br>">> <<if $exposed gte 1 and Time.dayState isnot "night">><<hideDisplay>> <<else>> <<commercial>> <<industrial>> <</if>> <<stormdrain>> <<if $historytrait gte 1 and $parktunnelintro gte 1>> <<if $schoolBlocked>> /* none */ <<else>> <<add_link "<<schoolicon 'courtyard'>><<link [[Secret tunnel to rear school courtyard (0:05)|School Rear Courtyard]]>><<pass 5>><</link>><br>">> <br> <</if>> <</if>> <<displayLinks>> <<if $options.mapTop isnot true>> <br> <<map "park">> <</if>> <</if>> <</if>> <<set $eventskip to 0>><<effects>> You walk through the tulips, searching for any that are seeding and careful not to tread on the blossoms. <br><br> <span class="gold">You can now grow <<icon "tending/tulip.png">> tulips.</span> <br><br> <<link [[Next|Park]]>><</link>> <br><<effects>> You search the riverbank for the prettiest <<icon "tending/tulip.png">> tulips, the ones someone might be willing to pay for. These aren't strictly wild flowers. You try to avoid being seen. <br><br> <<if $tendingSuccess>> <<wearProp "tulip">> <span class="green">You find some particularly vibrant specimens.</span> <<tending_pick tulip>> <br><br> <<else>> You find some nice specimens, <span class="red">but rip them from the earth with too little care,</span> leaving them haggard and wilted.<<gtending>><<tending 2>> <br><br> <</if>> <<if $rng gte 91>> <<wearProp "soft drink can">> You search behind an old wall by the river. There are no tulips. Instead you find two empty cans of soda, an empty packet of crisps, and hundreds of used lottery tickets. <br><br> <</if>> <<link [[Next|Park]]>><<handheldon>><</link>> <br><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "residential">><<getTarget true>> You are in an alleyway in the residential district. <<if Time.dayState is "day">> <<if Weather.precipitation is "rain">> Many people brave the rain. <<elseif Weather.precipitation is "snow">> The snow is covered in footprints. <<else>> There are a lot of people around. <</if>> <<elseif Time.dayState is "dusk">> <<if Weather.precipitation is "rain">> People hurry through the rain. <<elseif Weather.isSnow>> Paths have been well-trodden through the snow. <<else>> You hear voices all around. <</if>> <<elseif Time.dayState is "night">> <<if Weather.precipitation is "rain">> Rainwater fills the gutters. <<elseif Weather.precipitation is "snow">> Snow covers rooftops. <<else>> You hear a dog barking. <</if>> <<elseif Time.dayState is "dawn">> <<if Weather.precipitation is "rain">> People brave the rain, on their way to work or elsewhere. <<elseif Weather.isFreezing>> People brave the cold, on their way to work or elsewhere. <<else>> There are already a lot of pedestrians and cyclists around. <</if>> <</if>> Your home is nearby. <<streeteffects>> <br><br> <<if $exposed gte 1>> <<exhibitionism "alley">> <</if>> <<if $arousal gte $arousalmax>> <<orgasmstreet>> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passoutalley>> <<else>> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> <<eventsstreet>> <<elseif $town_projects.thicket is 1>> <<set $town_projects.thicket to 2>> You walk by a small but dense cluster of trees. It used to be a recreational area, but has long been neglected, left to wild brambles. People pass it every day without sparing it a thought. <br><br> You keep your distance. The brambles sway in the wind, and the large thorns look sharp. Juicy-looking blackberries crown their tops, far out of reach. They remind you of the eyes beneath the pool in the hookah parlour. <span class="green">An idea strikes you.</span> This could be a pleasant place if it were properly maintained. <br><br> <i>You could enquire about the thicket at the town hall.</i> <br><br> <<link [[Next|Residential Alleyways]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $town_projects.thicket is 3>> <<set $town_projects.thicket to 4>> <<generate1>><<person1>> You approach the thicket. It's no longer so overgrown. Branches have been trimmed, and the wild brambles have been cut well back. <br><br> There's a bench near the middle, bearing a plaque that thanks you by name. A <<person>> sits on it, eating a sandwich. <br><br> <<earnFeat "Concrete Woodland">> <<link [[Next|Residential Alleyways]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<if $options.mapTop is true>> <<map "residential">> <br> <</if>> Places of interest <br> <<if $exposed gte 1>> <<homeicon>><<link [[Go home (0:02)|Home Fence]]>><<if $daily.fenceClimb isnot 1>><<set $daily.fenceClimb to 1>><<transform cat 1>><</if>><<pass 2>><</link>> <br> <<else>> <<homeicon>><<link [[Go home (0:02)|Garden]]>><<if $daily.fenceClimb isnot 1>><<set $daily.fenceClimb to 1>><<transform cat 1>><</if>><<pass 2>><</link>> <br> <</if>> /*<<link [[Scavenge (1:00)|Residential Scavenge]]>><<pass 60>><<housekeeping 100>><</link>><<ghousekeeping 100>> <br>*/ <<if $wardrobe_residential_alleys gte 2>> <<icon "storageunit.png">><<link [[Storage unit|Mansion Wardrobe]]>><</link>> <br> <<elseif $wardrobe_residential_alleys is 1>> <<icon "storageunit.png">><<link [[Search for your storage unit|Residential Mansion Wardrobe Intro]]>><<set $wardrobe_residential_alleys to 2>><</link>> <br> <</if>> <<if $town_projects.thicket gte 4>> <<foresticon "bush">><<link [[Thicket (0:01)|Residential Thicket]]>><<pass 1>><</link>> <br> <</if>> <<if $cat gte 6 and Time.dayState is "night">> <<tficon "cat">><<link [[Meow (0:30)|Residential Meow]]>><<pass 30>><<stress -3>><</link>><<cat>><<lstress>> <br> <</if>> <<if Time.dayState isnot "night">> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 5)>> <<connudatusicon>><<link [[Cross Connudatus Street (0:05)|Road Ex]]>><</link>><<if $daily.ex.road is undefined>><<exhibitionist5>><</if>> <br> <</if>> <<elseif $exposed is 1>> <<if hasSexStat("exhibitionism", 3)>> <<connudatusicon>><<link [[Cross Connudatus Street (0:05)|Road Ex]]>><</link>><<if $daily.ex.road is undefined>><<exhibitionist3>><</if>> <br> <</if>> <</if>> <</if>> <br> <<if $exposed gte 1 and Time.dayState isnot "night">> <<else>> <<add_link "Travel<br>">><<hideDisplay>> <<domus>> <<barb>> <<danube>> <<connudatus>> <<loiter>> <</if>> <<add_link "<br>Alternate routes<br>">><<hideDisplay>> <<if $exposed gte 1 and Time.dayState isnot "night">> <<else>> <<commercial>> <</if>> <<stormdrain>> <<displayLinks>> <<if $options.mapTop isnot true>> <br> <<map "residential">> <</if>> <</if>> <</if>> <<set $eventskip to 0>><<set $outside to 1>><<set $location to "town">><<effects>> <<if Weather.precipitation is "rain">> You meow into the night, competing with the rain. <<elseif Weather.precipitation is "snow">> You meow into the snowy night. <<else>> You meow into the night. <</if>> <br><br> <<if $rng gte 76>> <<beastNEWinit 1 cat>> Another meow answers, and a small <<beasttype>> approaches. <<if $monster is 1>><<bHe>> looks up at you with innocent eyes.<</if>> <br><br> <<link [[Pet|Residential Pet]]>><<stress -6>><</link>><<lstress>> <br> <!-- Modified for Monster People --> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Tease|Residential Tease]]>><</link>><<deviant1>> <br> <<if hasSexStat("deviancy", 5)>> <<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>> <<link [[Flirt|Residential Flirt]]>><</link>><<deviant5>><<heat>> <br> <</if>> <<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>> <<link [[Playful rub|Residential Rub]]>><</link>><<deviant5>><<rut>> <br> <</if>> <</if>> <</if>> <<elseif $rng gte 51>> Nothing answers but the breeze, and a distant horn. <br><br> <<link [[Next|Residential Alleyways]]>><</link>> <br> <<elseif $rng gte 26>> <<beastNEWinit 1 cat>> A growl answers. A giant <<beasttype>> prowls from the dark, and regards you with a level stare. <br><br> <<link [[Pet|Residential Big Pet]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>> <br> <<if $monster is 1 or $settings.bestialityEnabled>><!-- Modified for Monster People --> <<link [[Tease|Residential Big Tease]]>><</link>><<deviant1>> <br> <<if hasSexStat("deviancy", 5)>> <<if playerAwareTheyAreInHeat() and $NPCList[0].penis isnot "none" and (($player.vaginaExist and !playerChastity("vagina")) or (canBeMPregnant() and !playerChastity("anus")))>> <<link [[Flirt|Residential Flirt]]>><</link>><<deviant5>><<heat>> <br> <</if>> <<if playerRutMinArousal() and $NPCList[0].vagina isnot "none" and !playerChastity("penis")>> <<link [[Playful rub|Residential Rub]]>><</link>><<deviant5>><<rut>> <br> <</if>> <</if>> <</if>> <<else>> A light turns on inside an upper storey room. A silhouette appears behind the curtains, and the window is thrown open. A <<generate1>><<person1>><<person>> leans out. "Stupid cat," <<he>> shouts. "Shut the fuck up." <<He>> hurls something at you, which you dodge with a hiss. "Finally," <<he>> sighs as <<he>> closes the window. <br><br> <<if random(1, 2) is 2>> Light glints off the object <<he>> threw. It's a watch. It might be worth something, if you could find a buyer. <br><br> <<set $blackmoney += 20>> <</if>> <<link [[Next|Residential Alleyways]]>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> You crouch and rub the <<beasttype>>'s head. <<if $monster is 1>> <<bHe>> purrs, rubbing <<bhis>> head against your chest. <<bHe>> flicks you with <<bhis>> hand and then <<bhis>> tail, <<else>> <<bHe>> purrs and rubs against you, before flicking you with <<bhis>> tail, <</if>> and leaping onto a nearby wall. <<bHe>> disappears behind it. <br><br> <<link [[Next|Residential Alleyways]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> Purring seductively, you drop to the ground and assume a mating posture. <<if $monster is 1>> The <<beasttypes>> eyes light up, eager to follow your lead. <<bHe>> purrs back. "Thank you for choosing me," <<bhe>> says. <<bHe>> climbs on top of you and humps as <<bhe>> struggles to find purchase. You grab <<bhis>> arm, pulling <<bhim>> away from your body. You have <<bhim>> roll onto <<bhis>> back before rubbing <<bhis>> belly. <<else>> Eager, it leaps on top of you and humps as it struggles to find purchase. You grab it by the scruff and pull it away from your body, lay it on its back, and rub its belly. <</if>> <<bHe>> meows in frustration as <<bhe>> struggles free, and leaps onto a nearby wall before disappearing behind it. <<deviancy1>> <<link [[Next|Residential Alleyways]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> <<if $monster is 1>> You reach towards <<bhis>> head. <<bHe>> easily towers over you, so <<bhe>> hunches over you to give you a chance of reaching <<bhim>>. <<bHe>> doesn't move as you stroke <<bhis>> head, but you hear a low rumble from <<bhis>> throat. "Thank you," <<bhe>> purrs. <<bHe>> licks your hand, turns, and bounds into the night. <<else>> You reach towards <<bhis>> head. <<bHe>> doesn't move as you touch <<bhim>>, but you hear a low rumble from <<bhis>> throat. <<bHe>> licks your hand, turns, and bounds into the night. <</if>> <br><br> <<link [[Next|Residential Alleyways]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> You drop to the ground and assume a mating posture. The <<beasttype>> steps toward you, until you push a hand against <<bhis>> nose and give it a teasing wiggle. <<deviancy1>> <<if $monster is 1>> The look on <<bhis>> face tells you that <<bhes>> annoyed by your teasing, but seems to be amused by it nonetheless. <<else>> The <<beasttype>> growls, annoyed but amused. <</if>> <br><br> <<if hasSexStat("deviancy", 2)>> <<link [[Seduce|Residential Beast]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> <<link [[Shoo|Residential Shoo]]>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> You push the <<beasttype>>'s head away from you. <<bHe>> growls harder and nips the air in front of your hand, but then turns and bounds into the dark. <br><br> <<link [[Next|Residential Alleyways]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> <<deviancy5>> <<clothesstrip>> Driven partly by instinct and partly by being in heat, you rub against <<bhis>> face and purr in <<bhis>> ear, all while slowly undressing. <br><br> <<if $monster is 1>> The look on <<bhis>> face tells you that <<bhes>> amused by your display, and ready to pounce on you. <<else>> The <<beasttype>> purrs, amused and ready to pounce on you. <</if>> You turn around and position yourself to mate<<if $transformationParts.cat.tail isnot "hidden">>, with your tail raised to the side<</if>>. <br><br> <<link [[Next|Residential Beast]]>><<set $sexstart to 1>><<set $phase to 2>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> <<deviancy5>> Driven partly by instinct and partly by being in rut, you constantly rub and push against <<bhis>> face. <br><br> <<if $monster is 1>> The look on <<bhis>> face tells you that your actions are arousing to <<bhim>> as <<bhe>> turns around and presents <<bhis>> pussy to you. <<else>> The <<beasttype>> purrs, amused as <<bhe>> turns around and presents <<bhis>> pussy to you. <</if>> <br><br> <<link [[Next|Residential Beast]]>><<set $sexstart to 1>><<set $phase to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<if $phase is 0>> You let go of the <<beasttype>>'s face and stretch. <<if $monster is 1>>"Good enough for me," <<bhe>> states firmly.<</if>> It's all the prompting <<bhe>> needs. <<bHe>> pounces on you. <<deviancy2>> <<else>> <<set $position to "doggy">> <<set $position_lock to 1>> <<npc_attempt_sex>> <</if>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Residential Beast Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Residential Beast]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<tearful>> you gather yourself. The <<beasttype>> seems satisfied, and bounds into the dark. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Residential Alleyways]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> hisses and flees into the dark. <<if $monster is 1>>"No fun."<</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Residential Alleyways]]>><</link>> <br> <<else>> The <<beasttype>> growls, but relents in <<bhis>> attempt to <<if $settings.pregnancySpeechEnabled>>breed<<else>>mate<</if>>. <<if $monster is 1>>"Should have known better," <<bhe>> mutters to <<bhimself>>.<</if>> <<bHe>> bounds away into the dark. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Residential Alleyways]]>><</link>> <br> <</if>><<set $outside to 1>><<effects>> You are in the thicket in the residential district. <<if Time.dayState is "night">> <<if Weather.precipitation is "rain">> Large drops of cold water fall from the canopy. <<elseif Weather.isSnow>> The branches bow above, weighed down by snow. <<else>> The branches wave in the cool breeze. <</if>> <<else>> <<if Weather.precipitation is "rain">> The rain is keeping people away. <<elseif Time.season is "autumn">> <<if Time.schoolDay and Time.hour gte 16>> Students from school are picking blackberries. <<elseif Time.hour is 12>> An old couple are picking blackberries together. <<elseif Time.hour gte 9>> Leaves flutter to the ground whenever the breeze picks up. <<else>> You see a squirrel run up a trunk. <<if $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>>You resist the urge to give chase and pounce at it.<</if>> <</if>> <<elseif Weather.isSnow>> <<if Time.schoolDay and Time.hour gte 16>> Students from school are chatting between the trees, nearby several snow angels. <<elseif Time.hour is 12>> An old couple are eating lunch together on the bench, well-bundled against the cold. <<else>> You see a squirrel run up a trunk. <<if $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>>You resist the urge to give chase and pounce at it.<</if>> <</if>> <<else>> <<if Time.schoolDay and Time.hour gte 16>> Students from school are chatting between the trees. <<elseif Time.hour is 12>> An old couple are eating lunch together on the bench. <<else>> You see a squirrel run up a trunk. <<if $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>>You resist the urge to give chase and pounce at it.<</if>> <</if>> <</if>> <</if>> <br><br> <<if $daily.thicketBlackberries isnot 1>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to pick blackberries. <<else>> <<icon "tending/blackberry.png">> <<link [[Pick blackberries (0:20)|Residential Thicket Blackberries]]>><<pass 20>><<set $daily.thicketBlackberries to 1>><</link>><<tendingdifficulty 1 300>> <</if>> <br> <</if>> <<if $historytrait gte 2>> <<if $thicket_tunnel_intro is 1>> <<foresticon>><<link [[Take secret tunnel to forest (0:05)|Forest]]>><<pass 5>><<set $forest to 0>><<set $eventskip to 1>><</link>> <br> <<else>> <<foresticon>><<link [[Take secret tunnel to forest (0:05)|Residential Thicket Tunnel]]>><<pass 5>><<set $thicket_tunnel_intro to 1>><</link>> <br> <</if>> <</if>> <br> <<getouticon>><<link [[Leave (0:01)|Residential Alleyways]]>><<pass 1>><</link>> <br><<effects>> The ground slopes beneath one of the bramble bushes. You peer into the dark, and see a stone archway. You've read about these old tunnels, but had no idea there would be one hidden in this thicket. <br><br> You need to crouch to fit through the entrance. Earth has heaped here, but you can walk upright once clear of it. <br><br> The tunnel is pitch black, but straight, and you're able to make it to the other side without difficulty. You emerge in the forest. <br><br> <<link [[Next|Forest]]>><<set $forest to 0>><<set $eventskip to 1>><</link>> <br><<effects>> The lower <<icon "tending/blackberry.png">> blackberries have all been picked. You stand on tip-toe to reach the tops of the bramble bushes. <br><br> <<if $tendingSuccess>> <<wearProp "blackberry">> <span class="green">You manage to gather a number of juicy-looking specimens.</span> <<tending_pick blackberry 60 180>> <br><br> <<link [[Next|Residential Thicket]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">Try as you might, you can't reach,</span> and you don't want to risk grazing yourself on a thorn.<<gtending>><<tending 2>> <br><br> <<link [[Next|Residential Thicket]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> There's a collection of storage units near the orphanage, thirty or so in two rows, with a small lane running between them. You find number 22. The key fits. <br><br> You open the doors. The interior is too dark to make out, but there's a battery powered lamp. You turn it on, revealing a pretty interior. All your clothes from Avery's mansion are here, as well as some jewellery Bailey must have misattributed to you. They'll be worth something on the black market. <br><br> <<set $blackmoney += 500>> <<link [[Next|Mansion Wardrobe]]>><</link>> <br><<effects>> You exit your storage unit, and shiver in the breeze. You're exposed in a public place. The orphanage is close, but this is still dangerous. <<exhibitionism4>> <<link [[Next|Residential Alleyways]]>><</link>> <br><<effects>> You exit your storage unit, and shiver in the breeze. You're exposed in a public place. The orphanage is close, but this is still dangerous. <<exhibitionism5>> <<link [[Next|Residential Alleyways]]>><</link>> <br><<widget "passoutalley">> <<if isPregnancyEnding()>> <<if $location is "alley">> <<pregnancyPassout "alley">> <<else>> <<pregnancyPassout "roof">> <</if>> <<else>> <<link [[Everything fades to black...|Passout alley]]>><</link>> <</if>> <</widget>><<widget "industrialex1">> <<generate1>><<person1>>You continue on, your heart pounding in your chest. You peek around the corner to make sure the way forward is safe. Just before you move however, a force impacts your left leg, closely followed by a sharp pain. You see the culprit as you fall to the ground, a <<person>>. <<He>> drops the metal pipe and is on top of you before you can recover. <br><br> <<pain 12>> <<link [[Next|Molestation Industrial]]>><<set $molestationstart to 1>><</link>> <</widget>> <<widget "industrialex2">> You come to a dead end, your path blocked by a brick wall. You hear voices coming from the way you arrived. If you go back that way, you fear your <<lewdness>> will be seen. You notice a small hole at the base of the wall, maybe large enough for you to squeeze through. You could also wait until the threat has passed. <br><br> <<link [[Squeeze through the hole (0:01)|Industrial Ex Hole]]>><<pass 1>><</link>> <br> <<link [[Hide and wait for them to pass (0:30)|Industrial Ex Hide]]>><<pass 30>><<stress 3>><</link>><<gstress>> <br> <</widget>> <<widget "industrialex3">> You're passing empty barrels lined up against a wall when the front of a van peeks around the corner up ahead. <br><br> <<link [[Hide in a barrel (0:05)|Industrial Ex Barrel]]>><<pass 5>><</link>> <br> <<link [[Run back the way you came (0:01)|Industrial Ex Run]]>><</link>><<pass 1>><<athleticsdifficulty 1 1000>> <br> <</widget>><<widget "parkex1">> <<generate1>>You move on, keeping to the bushes as much as you can. As you peek around a tree, a pair of arms wrap round you from behind and force you to the ground. <br><br> <<link [[Next|Park Woman]]>><<set $molestationstart to 1>><</link>> <</widget>> <<widget "parkex2">> <<beastNEWinit 1 dog>> You hear a growl beside you. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<if Time.dayState isnot "night">> There are people about. If you run, you'll be seen. <br><br> <</if>> <<link [[Run|Park Ex Run]]>><</link>> <br> <<link [[Stay put|Park Ex Dog Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You turn and run. You manage to escape, but are left worse for wear.<<beastescape>> <br><br> <<destinationeventend>> <</if>> <</widget>> <<widget "parkex3">> You come to a bridge over a river. It's quite long, and if someone were to arrive while you crossed there'd be nowhere to hide. <br><br> <<link [[Risk the bridge|Park Ex Bridge]]>><<stress 6>><</link>><<gstress>> <br> <<link [[Swim the river|Park Ex River]]>><</link>><<swimmingdifficulty 1 500>> <br> <</widget>><<widget "commercialex1">> <<generate1>><<person1>>You continue on, your heart pounding in your chest. You are peeking around a corner when the door beside you bursts open. A <<person>> carrying a large box rushes through, colliding with you and knocking you both to the ground. <<He>> recovers first, and seizes you by your hair. <br><br> <<link [[Next|Molestation Commercial]]>><<set $molestationstart to 1>><<set $eventskip to 1>><</link>> <</widget>> <<widget "commercialex2">> You are walking down an alley when you hear people up ahead. You turn back the way you came, but hear people coming from that direction as well. You look around for a way to keep your <<lewdness>> concealed, but there's nothing here except some mannequins lined up against a wall. <br><br> <<link [[Pretend to be a mannequin|Commercial Ex Mannequin]]>><</link>> <br> <<rng>> <<if $rng gte 61>> <<link [[Cover yourself and keep walking|Commercial Ex Molestation]]>><<set $molestationstart to 1>><</link>><<gtrauma>><<gstress>> <br> <<else>> <<link [[Cover yourself and keep walking|Commercial Ex Exhibition]]>><</link>><<gtrauma>><<gstress>> <br> <</if>> <</widget>> <<widget "commercialex3">> You come to the end of an alley. You peek around the corner. The path beyond is overlooked by the upper storey of a restaurant, with several patrons sitting near the edge. None look in your direction, but they're sure to see you if you continue. <br><br> You hear voices behind you. You take cover behind a cardboard box, but it's too small to shield you. You're trapped. <<gstress>><<stress 6>> <br><br> You reach into the box. It's empty. There's a loose grate beneath it. <br><br> <<link [[Wear the cardboard box|Commercial Ex Box]]>><</link>> <br> <<link [[Hide and hope you're not noticed|Commercial Ex Hide]]>><</link>> <br> <</widget>><<widget "residentialex1">> <<generate1>>You continue on, your heart pounding in your chest. You hear voices up ahead so you move into a blind alley and duck behind a dumpster. The voices get quieter and you are about to move when the dumpster yawns open! Before you can react, a pair of arms emerge and drag you inside. <br><br> <<link [[Next|Molestation Residential]]>><<set $molestationstart to 1>><</link>> <</widget>> <<widget "residentialex2">> <<beastNEWinit 1 dog>> <<if $monster is 1 or $settings.bestialityEnabled>> You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, you recognise them from school. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper. <br><br> <<bHe>> walks over to you, tail wagging, and begins barking. You hope it doesn't attract attention to you. <br><br> <<set $timer to 10>> <!-- Modified for Monster People --> <<if pcAreArmsBound("both")>> <<link [[Endure|Residential Dog]]>><<set $phase to 5>><<set $noise += 1>><</link>> <<else>> <<link [[Stroke <<bhis>> ears|Residential Dog]]>><<set $phase to 2>><</link>> <br> <<link [[Endure|Residential Dog]]>><<set $phase to 1>><<set $noise += 1>><</link>> <</if>> <br><br> <<else>> You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, you recognise them from school. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper. <br><br> <<bHe>> growls, <span class="red">alerting the pair.</span> You hear them approach. <br><br> <<link [[Next|Residential Dog Alarm]]>><</link>> <br> <</if>> <</widget>> <<widget "residentialex3">> <<generatey1>><<generatey2>><<person1>> You're walking down a path between two rows of houses when a football flies over a fence. It lands nearby. "Idiot," says a <<personsimple>>'s voice on the other side. "Go get it back." You hear footsteps on grass, fast approaching. <<gstress>><<stress 6>> <br><br> There's nothing to hide behind for a long stretch up ahead. You glance over your shoulder. Going back is no better. <br><br> <<link [[Kick the ball back|Residential Kick]]>><</link>><<athleticsdifficulty 1 800>> <br> <<link [[Climb over another fence|Residential Fence]]>><</link>> <br> <</widget>> <<widget "residential">> <<if $nextPassageCheck is "Residential Alleyways">> <<add_link "<span class='nextLink'><<alleyicon>><<link [[Residential alleyways (0:05)|Residential Alleyways]]>><<pass 5>><<set $wraith.exit to 'town'>><</link>></span><br>">> <<else>> <<add_link "<<alleyicon>><<link [[Residential alleyways (0:05)|Residential Alleyways]]>><<pass 5>><</link>><br>">> <</if>> <<hideDisplay true>> <</widget>> <<widget "residentialquick">> <<alleyicon>><<link [[Residential alleyways|Residential Alleyways]]>><</link>> <</widget>> <<widget "residentialeventend">> <<link [[Next|Residential Alleyways]]>><<endevent>><<set $eventskip to 1>><</link>> <</widget>><<widget "industrial">> <<if $nextPassageCheck is "Industrial Alleyways">> <<add_link "<span class='nextLink'><<alleyicon>><<link [[Industrial alleyways (0:05)|Industrial Alleyways]]>><<pass 5>><<set $wraith.exit to 'town'>><</link>></span><br>">> <<else>> <<add_link "<<alleyicon>><<link [[Industrial alleyways (0:05)|Industrial Alleyways]]>><<pass 5>><</link>><br>">> <</if>> <<hideDisplay true>> <</widget>> <<widget "industrialquick">> <<alleyicon>><<link [[Industrial alleyways|Industrial Alleyways]]>><</link>> <</widget>> <<widget "industrialeventend">> <<link [[Next|Industrial Alleyways]]>><<endevent>><<set $eventskip to 1>><</link>> <</widget>><<widget "commercial">> <<if $nextPassageCheck is "Commercial Alleyways">> <<add_link "<span class='nextLink'><<alleyicon>><<link [[Commercial alleyways (0:05)|Commercial Alleyways]]>><<pass 5>><<set $wraith.exit to 'town'>><</link>></span><br>">> <<else>> <<add_link "<<alleyicon>><<link [[Commercial alleyways (0:05)|Commercial Alleyways]]>><<pass 5>><</link>><br>">> <</if>> <<hideDisplay true>> <</widget>> <<widget "commercialquick">> <<alleyicon>><<link [[Commercial alleyways|Commercial Alleyways]]>><</link>> <</widget>> <<widget "commercialeventend">> <<link [[Next|Commercial Alleyways]]>><<endevent>><<set $eventskip to 1>><</link>> <</widget>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if maleChance() gte random(1,100)>> <<set _characterGender to "m">> <<else>> <<set _characterGender to "f">> <</if>> <<switch $arcadeCharacter>> <<case "villainous">> You choose the villainous-looking one in the long coat. <<print (_characterGender is "m"?"He":"She")>> gives off a menacing look. <<case "spiky hair">> You choose the one with the spiky hair. <<print (_characterGender is "m"?"He":"She")>> raises <<print (_characterGender is "m"?"his":"her")>> fists up, and strikes a pose at you. <<case "scantily-clad">> You choose the scantily clad one. <<print (_characterGender is "m"?"His":"Her")>> clothes leave little to the imagination as <<print (_characterGender is "m"?"he":"she")>> gives a suggestive wink to you. <<case "muscular">> You choose the very muscular one. <<print (_characterGender is "m"?"He":"She")>> flexes <<print (_characterGender is "m"?"his":"her")>> muscles at you. <</switch>> <<rng>> <<if $rng gte 51>> No one occupies the "Player 2" spot, so you're left to play alone. <br><br> <<set _chance to random(1, 100)>> <<set _chance += Math.floor(currentSkillValue("handskill") / 25)>> <<if _chance gte 90>> You easily win, landing a satisfyingly tough combo. <<stress -4>><<lstress>> <<elseif _chance gte 75>> You barely win, resorting to button mashing to beat the computer. <<else>> You lose handily. You wonder if the computer is cheating. <</if>> <br><br> <<arcadeEndLink>> <<else>> <<generatey1>><<person1>> A <<person>> steps up to the "Player 2" spot. <<set _chance to random(1, 100)>> <<if _chance gte 90>> You easily beat the <<person>>. <br><br> <<switch random(1,3)>> <<case 1>><<He>> throws up <<his>> hands in frustration and walks away. <<case 2>><<He>> angrily accuses you of being a bad player/cheater before sulking off. <<case 3>><<He>> congratulates you on the win, before heading off to play on another cabinet. <<stress -4>><<lstress>> <</switch>> <br><br> <<arcadeEndLink>> <<elseif _chance gte 75>> You barely beat the <<person>>, drawing the game out to the final match. <br><br> <<switch random(1,3)>> <<case 1>><<He>> slaps <<his>> hand against the cabinet before storming away. <<case 2>><<He>> colourfully insults you as <<he>> walks away. <<case 3>><<He>> laughs and compliments your moves. <<stress -2>><<lstress>> <</switch>> <br><br> <<arcadeEndLink>> <<elseif _chance gte 25>> You begin to play against the <<person>>, but quickly find yourself falling behind. You wonder if there is a way to tilt the odds back in your favour. <br><br> <<if ($worn.under_upper.name isnot "naked" or !$worn.under_upper.type.includes("naked")) and hasSexStat("exhibitionism", 2)>> <<link [[Tease|Arcade fighting cabinet Rigging]]>><<set $phase to 1>><</link>><<exhibitionist2>> <br> <<elseif hasSexStat("exhibitionism", 4)>> <<link [[Tease|Arcade fighting cabinet Rigging]]>><<set $phase to 2>><</link>><<exhibitionist4>> <br> <</if>> <<link [[Sabotage|Arcade fighting cabinet Rigging]]>><<set $phase to 3>><</link>> <br> <<link [[Play fairly|Arcade fighting cabinet Rigging]]>><<set $phase to 4>><</link>> <<else>> You lose to the <<person>> by a wide margin, it seems you were no match for <<him>>. <<switch random(1,3)>> <<case 1>><<He>> walks away without a word. <<case 2>><<He>> makes a snide comment as <<he>> swaggers off. <<case 3>><<He>> gracefully accepts victory and offers you some pointers on how to play the game better. <</switch>> <br><br> <<arcadeEndLink>> <</if>> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<rng>> <<if $phase is 1>> <<if ($rng gte 51 and !$worn.under_upper.type.includes("naked")) or $worn.under_lower.name is "naked">> You shift your <<allTops>> down slightly, revealing more of your $worn.under_upper.name to the <<person>>. <<He>> occasionally glances at you during the match, allowing you to easily beat <<him>>. <<elseif $worn.under_lower.name isnot "naked">> You shift your <<allBottoms>> down slightly, revealing more of your $worn.under_lower.name to the <<person>>. <<He>> frequently sneaks peeks, giving you an easy win. <</if>> <<exhibitionism2>> <<if dangerEvent() and $eventskip is 0>> The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?" <br><br> <<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>> <<else>> <<arcadeEndLink>> <</if>> <<elseif $phase is 2>> <<if $rng gte 51>> You shift your <<allTops>> down slightly, revealing your <<breasts>> to the <<person>>. <<He>> occasionally glances at you during the match, allowing you to easily beat <<him>>. <<else>> You shift your <<allBottoms>> down slightly, revealing your <<genitals>> to the <<person>>. <<He>> frequently sneaks peeks, giving you an easy win. <</if>> <<exhibitionism4>> <<if dangerEvent() and $eventskip is 0>> The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?" <br><br> <<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>> <<else>> <br><br> <<arcadeEndLink>> <</if>> <<elseif $phase is 3>> You notice a token placed above the opponent's controls. <<He>> must have placed it there. You continue to play, now slapping your hands against the controls with greater force. Shaken by the force you used, the coin slips free and slides down the cabinet, lodging itself in the stick of the opponent. <br><br> <<His>> stick now jammed, you easily finish <<him>> off. <<if dangerEvent() and $eventskip is 0>> <br><br> The <<person>> approaches you as you leave the cabinet. "I saw what you were doing back there," <<he>> says. "How about you and I found a quiet place and spar some?" <br><br> <<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>> <<else>> <br><br> <<arcadeEndLink>> <</if>> <<elseif $phase is 4>> You focus on playing to the best of your abilities, but can't catch up. The <<person>> wins with a decisive blow. <br><br> <<arcadeEndLink>> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if $phase is 1>> You take a step back from the cabinet, never taking your hands off the controls. In one smooth motion, you lash out with your foot and plant a kick in the <<persons>> stomach. <<He>> doubles over as you finish the level. The bystanders that were close to you laugh. <<status 1>><<gcool>> <<elseif $phase is 2>> You step away from the cabinet before your turn ends, allowing the <<person>> to take your place. "Good. Now stop wasting our time," <<he>> says as <<he>> inserts <<his>> own coin. <<elseif $phase is 3>> You ignore the <<person>>, focusing instead on doing your best to beat the boss that showed up. <br><br> A small crowd begins to form, and the constant jeering distracts you. <<rng>> <<if $rng gte 140 - Math.floor(currentSkillValue("handskill") / 10)>> You end up winning the final stage with ease, drawing loud cheers from the crowd. The <<person>> stares at the screen as you walk away. <<status 2>><<gcool>> <<elseif $rng gte 100 - Math.floor(currentSkillValue("handskill") / 10)>> You somehow end up winning the final stage, drawing some cheers from the crowd. <br><br> "You just got lucky, that's all." <<He>> whispers to you as you walk away. <<else>> You end up losing at the final stage, drawing cheers from the crowd. The <<person>> laughs the loudest at you as you walk away. <<status -5>><<lcool>> <</if>> <</if>> <br><br> <<arcadeEndLink>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if $phase is 1>> You agree to face the <<person>>. You each take your spot, the small crowd cheering <<him>> on as you begin to play. <<He>> is good, and you soon find yourself falling behind in points. <br><br> <<link [[Focus on gaining points safely|Arcade Popular Gamer 2]]>><<set $phase to 1>><</link>> <br> <<link [[Risk going for high point enemies|Arcade Popular Gamer 2]]>><<set $phase to 2>><</link>> <<else>> You step away from the cabinet, refusing the <<persons>> offer. <br><br> <<switch random(1,2)>> <<case 1>>"Yeah, I knew you weren't worth shit." <<He>> laughs with the crowd as you walk away. <<case 2>>"That's no problem, keep practising and you'll get there." The crowd applauds the <<persons>> kindness. <</switch>> <br><br> <<arcadeEndLink>> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<rng>> <<if $phase is 1>> <<if $rng gt 40 + Math.floor(currentSkillValue("handskill") / 40)>> You decide to focus on the safe targets, hoping that your opponent will slip up. However, your opponent soon catches on and also plays safe, keeping <<his>> points above yours with easy hits. <br><br> You lose in the end by a wide margin. You hear whispers among the crowd about your poor gameplay. <<status -5>><<lcool>> <<else>> You decide to focus on the safe targets, hoping that your opponent will slip up. Your opponent, seeing an opportunity, begins to aim for riskier plays to gain a lead. <br><br> After taking multiple hits, they fall behind you on the final wave. You hear whispers among the crowd about your superior gameplay. <<status 1>><<gcool>><<set _win to true>> <</if>> <<else>> <<if $rng gt Math.floor(currentSkillValue("handskill") / 10)>> You decide to risk it, aiming for high value targets. You take down as many as you can, but take several hits as a result. <br><br> In the end you lose more points than you gain, costing you the match. You hear whispers among the crowd about your reckless gameplay. <<status -5>><<lcool>> <<else>> You decide to risk it, aiming for high value targets. You play dangerously, just narrowly avoiding hits as you blast away the important enemies. <br><br> In the end, your efforts pay off and you win by a hefty amount. You hear whispers among the crowd about your daring gameplay. <<status 1>><<gcool>><<set _win to true>> <</if>> <</if>> <br><br> <<if _win is true>> <<switch random(1,2)>> <<case 1>> "I-I only lost cause this machine is busted. You're still a chump." The <<person>> stomps away, muttering curses. The crowd chuckles at <<his>> reaction. <<case 2>> "That was some good gameplay! Keep it up, and you could enter some tournaments!" the <<person>> says, resting <<his>> hand on your shoulder. The crowd applauds <<his>> graciousness. <<stress -2>><<lstress>> <</switch>> <<else>> <<switch random(1,2)>> <<case 1>> "I knew you were trash. Get the hell outta here." The <<person>> raises <<his>> arms to the scattered applause of the crowd. <<case 2>> "We all lose from time to time," <<he>> says. "You tried your best." The <<person>> gives you a wide smile as the crowd applauds <<his>> cordiality. <</switch>> <</if>> <br><br> <<arcadeEndLink>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if $phase is 1>> You decide to join the crowd and watch the <<person>>. You see sweat dripping down <<his>> face as <<his>> hands blur over the controls. With a shout, <<he>> raises <<his>> arms. Looking at the cabinet, you can see <<he>> beat the high score by a huge margin. <br><br> The crowd erupts into cheers, lifting <<him>> up. You join in. The crowd sets the <<person>> back down, and begin to chat amongst themselves.<<trauma -6>><<ltrauma>> <br><br> <<arcadeEndLink>> <<else>> <<if dangerEvent() and $eventskip is 0>> <<generate1>><<person1>> You decide to focus on your own game instead. A <<person>> approaches you however. "Everyone's busy watching that loser. How about you and I have some fun?" <<He>> grabs you. <br><br> <<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>> <<else>> You decide to focus on your own game instead. After a while, the crowd begins to disperse. <br><br> <<arcadeEndLink>> <</if>> <</if>><<effects>> <<if $cool gte 40>> <<if $cool gte 160>> They're eager to have you along. They form around you and vie for your attention. The town is relatively safe during the day, but it's still comforting to travel in a group. <<else>> They're happy to have you along. The town is relatively safe during the day, but it's still comforting to travel in a group. <</if>> <<status 1>><<gcool>> <br><br> You arrive at the arcade without a problem. <br><br> <<link [[Next|Arcade]]>><<set $bus to "starfish">><<pass 10>><</link>> <br> <<else>> They look at each other and smirk at your request. They agree, but demand money for games in return. <br><br> <<if $money gte 2000>> <<link [[Give (£20)|Arcade Fare]]>><<set $phase to 0>><<money -2000>><</link>> <<else>> <span class="blue">You don't have £20.</span> <</if>> <br> <<link [[Decline|Arcade Fare]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> You hand over £20. <br><br> <<if $rng gte 51>> Someone happily takes it from you just before another shoves you to the ground. The group laughs and leaves without you.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> <<link [[Next|Oxford Street]]>><</link>> <br> <<else>> Money in hand, they allow you to come along. The town is relatively safe during the day, but it's still comforting to travel in a group.<<status 1>><<gcool>> <br><br> You arrive at the arcade without a problem. <br><br> <<link [[Next|Arcade]]>><<set $bus to "starfish">><<pass 10>><</link>> <br> <</if>> <<else>> You decline. The group seems relieved and quickly leaves without you. <br><br> <<link [[Next|Oxford Street]]>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> /* Accept */ <<if $speech_attitude is "meek">> <<if $cool gte 160>> You want to give it a go, but you confide in your peers that you're nervous. They are quick to encourage you and nudge you forward. "<<pShe>> wants to try!" one of them says.<<stress 6>><<status 1>><<gstress>><<gcool>> <<else>> You gulp nervously, but step forward. "C-can I try?" <</if>> <<elseif $speech_attitude is "bratty">> You confidently step up to the stage. "You're on!" <<if $cool gte 160>> The students give you a round of encouraging applause as you take your place. <</if>> <<else>> You take a step forward from the crowd. "I'll give it a go," you say. <</if>> <br><br> The <<person>> pays for the next round and selects a song <<= either ("you don't recognise","in another language","you think you've heard before")>>. <br><br> <<if $danceskill gte 800>> The beat is fast and loud, but it's easy to settle into the rhythm. You show off with a few extra flourishes of your hands and hips. <<if $cool gte 160>> The crowd starts to chant your name! <<elseif $cool gte 40>> The crowd goes mad. <<else>> The crowd murmurs among themselves, impressed by your moves. <</if>> <br><br> Even though you <<= either ("lose by a thin margin,","end up beating <<his>> score,")>> the <<person>> seems just as impressed as everyone else. You return to the lounge with several students jostling to ask <<= either ("where you learned to dance like that","for pointers on how to dance like that")>>.<<stress -6>><<lstress>><<status 5>><<gcool>> <<elseif $danceskill gte 400>> The song is loud and fast. You're <<= $danceskill gte 600 ? "good" : "alright">>, but the <<person>> is much better. Unsurprisingly, <<he>> gets a higher score than you. You have fun in any case.<<stress -6>><<lstress>> <<else>> The song is way too fast for you. You trip over your own feet trying to step on the correct arrow pads. You feel less like a dancer and more like a fumbling oaf. The surrounding students laugh at you.<<stress 6>><<trauma 6>><<status -5>><<gstress>><<gtrauma>><<lcool>> <</if>> <<elseif $phase is 1>> /* arm is bound */ Even though you'll be at a disadvantage without full use of both arms, you accept the challenge. The <<person1>><<person>> gives you a dubious look, but shrugs and selects a song. <br><br> As to be expected, you make a fool of yourself. With your sense of balance severely hindered, you focus on brutishly stomping at the arrow pads without any thought to rhythm or beat. <br><br> The <<person>> gets distracted by your performance and struggles to control <<his>> laughter. <<He>> ends up botching <<his>> victory. <br><br> You may have won the match, but the snickering students around you don't seem to care.<<stress 6>><<status -1>><<gstress>><<lcool>> <<else>> /* Stay quiet */ You decide to sit this one out. A <<person2>><<person>> accepts the challenge with a <<= either ("bit of goading from <<his>> mates","confident swagger onto the stage")>>. <br><br> <<if $rng gte 91>> The challenger ends up being just as good if not better. The duo dance in tandem to the high tempo beat. They end up having so much fun that they ignore their scores, calling it a tie. <<elseif $rng gte 46>> The challenger does <<his>> best to keep up with the <<person1>><<person>>, but <<he>> is still leaps and bounds above the challenger. They finish the song breathless and smiling, and even shake hands. <<else>> The song selected is considered an easier one, but it is still fast-paced. The challenger's confidence quickly dwindles with every missed step. <<person2>><<He>> sheepishly admits defeat within the first 60 seconds. <</if>> <</if>> <br><br> <<arcadehangoptions>><<effects>> <<if $phase is 0>> /* Accept */ <<generatey2>><<generatey3>><<person1>> <<if $speech_attitude is "meek">> "Oh, um... O-okay..." You blush demurely at the proposition, but you're happy to have the attention. "Where are we going?" <<elseif $speech_attitude is "bratty">> "Good. I can show you what they're missing out on," you wink at <<him>>. "Lead the way." <<else>> You hesitate at <<his>> frankness, but the offer is appealing. "Sure," you say. "Let's go." <</if>> <<promiscuity2>> The <<person>> leads you to the <<personsimple>>s' toilets where a <<person2>><<person>> and <<person3>><<person>> wait for you. "Holy shit," the <<person2>><<person>> says. "Can't believe <<pshe>> actually agreed to it." <br><br> "If they're desperate enough for attention, they'll do anything for it." The <<person1>><<person>>'s smile turns wolfish as <<he>> locks the door behind <<him>>. "Let's give it to <<phim>>." <br><br> <<link [[Next|Arcade Hang Bang Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> /* Decline */ <<if $rng gte 61>> You slap <<his>> hand off your thigh. <<He>> sneers and clasps it over your mouth instead. "Fucking <<bitch>>. Not like you have better things to do, loser." <br><br> <<set _kylarLocation to getKylarLocation()>> <<if _kylarLocation.area is "arcade">> <<He>> starts to haul you away to the <<personsimple>>s' toilets, but someone blocks the way. It's Kylar. <<npc Kylar 2>><<person2>><<He>> shakily brandishes a knife at the <<person1>><<person>>. "L-let <<phim>> go!" <<person2>><<he>> demands. <br><br> The <<person1>><<personsimple>> gasps and releases you. "You're fucking insane, freak!" <<he>> says before scurrying off. <br><br> Kylar tucks the knife away. "Are you okay? Did that filthy <<= $NPCList[0].pronoun is "m" ? "cretin" : "slut">> hurt you?" <br><br> You manage to assure Kylar that you're fine and return to the arcade lobby. <br><br> <<link [[Next|Arcade]]>><<endevent>><</link>> <br> <<else>> <<generatey2>><<generatey3>><<person1>> <<He>> hauls you away to the <<personsimple>>s' toilets. If any of your peers notice, they don't make any effort to help you. <br><br> The <<person>> throws you into the toilets and locks the door behind <<him>>. A <<person2>><<person>> and <<person3>><<person>> wait for you there. <br><br> <<link [[Next|Arcade Hang Bang Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> You slap <<his>> hand off your thigh. "Fucking <<bitch>>," <<he>> says. "Was trying to be nice. No wonder they don't fucking like you." <<He>> grumbles a few more insults under <<his>> breath, but takes the hint and leaves you be. <br><br> <<arcadehangoptions>> <</if>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<enable_rescue>> <</if>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral 1>> <<controlloss>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Arcade Hang Bang Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Arcade Hang Bang Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> The trio groan in pain. <<tearful>> you bolt for the bathroom door while they're dazed. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $consensual is 1>> All three wear a look of bliss as they lie on the floor. <<tearful>> you climb to your feet and make your leave. <<else>> The <<person1>><<person>> shoves you against the ground. "Losers like you are only good for one thing." <<He>> collects <<his>> friends and leaves you lying there. The sound of their laughter soon gets drowned out by the noise of the arcade. <br><br> <<tearful>> you struggle to your feet. <</if>> <<elseif $rescue is 1 and $alarm is 1>> Your assailants startle when an arcade employee unlocks the door and barges in. "What the fuck is going on in here?" <br><br> <<tearful>> you take advantage of the confusion and bolt past the employee, fleeing into the arcade. <<else>> The <<person1>><<person>> grimaces, but releases you. "Fine. We'll just find another loser to fuck." <<He>> collects <<his>> friends and leaves the toilets in a huff. <br><br> <<tearful>> you climb to your feet. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Arcade]]>><</link>><<set $outside to 1>><<set $location to "arcade">><<effects>><<set $lock to 300>> The arcade is closed. A glowing sign beside the door reads: "Opening hours: <<ampm 9 00>> - <<ampm 21 00>>" <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Arcade]]>><<handheldon>><<pass 10>><<crimeUp 20 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<starfishicon>><<link [[Leave|Starfish Street]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "arcade">><<effects>> <<set $arcadeteenspresent to teensPresentCheck("arcade")>> <<set $kylar.play to 0>> You are in the amusement arcade on Starfish Street. <<if Time.dayState is "day" or Time.dayState is "dusk">> The games and gambling machines beep and whirr. <<else>> The games and gambling machines lie silent. <</if>> <<if $arcadeteenspresent is 1 and Time.hour isnot 21>> Several students from your school gather in a lounge area away from the noise. <<if $cool gte 240>> A few of them wave you over. <<elseif $cool gte 160>> One of them waves you over. <</if>> <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutarcade>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "arcade">> <</if>> <<if Time.hour is 21>> It's closing time. Security is herding everyone outside. <<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>> <br><br> <<if $exposed lte 0>> <<if !Weather.isOvercast and teensPresentCheck("arcade") and $cool gte 40>> Some students tell you they are going to a party on the beach and invite you to come along. <br><br> <<socialiseicon "party">><<link [[Accept (0:10)|Beach]]>><<pass 10>><<set $eventskip to 1>><<stress -6>><<status 1>><</link>><<lstress>><<gcool>> <br> <<starfishicon>><<link [[Make excuses and say your goodbyes|Starfish Street]]>><</link>> <<else>> <<starfishicon>><<link [[Go outside|Starfish Street]]>><</link>> <</if>> <br> <<else>> <<ind>><<link [[Hide until it's over (1:00)|Arcade]]>><<pass 1 hour>><</link>> <</if>> <<else>> <<if Time.dayState is "night" or Time.dayState is "dawn">> You are alone in the darkness. <br><br> <<elseif $exposed gte 1>> You hide beneath a pinball machine to protect your dignity. <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "arcade">> <</if>> <<if $arcadeteenspresent is 1 and $exposed lte 0>> <<socialiseicon>><<link [[Hang out (0:30)|Arcade Hang]]>><<pass 30>><<stress -6>><<status 1>><</link>><<lstress>><<gcool>> <br> <</if>> <<if $money gte 500 and (Time.dayState is "day" or Time.dayState is "dusk") and $exposed lte 0>> <<robinicon "controller">><<link [[Play (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>> <br> <</if>> <<set _kylarLocation to getKylarLocation()>> <<if $exposed lte 0 and _kylarLocation.area is "arcade">> <br> You see Kylar playing on one of the cabinets. <br> <<ind>><<link [[Approach|Kylar Arcade]]>><<set $kylar_text_trigger to true>><</link>> <br> <</if>> <<if ($tenyclusPlayCount is undefined or $tenyclusPlayCount is 0) and $hallucinations gte 1 and !$daily.tenyclusPlayed and $money gte 500 and (Time.dayState is "day" or Time.dayState is "dusk") and $exposed lte 0>> <<set $tenyclusPlayCount to 0>><<set $daily.tenyclusPlayed to 0>> <br> You spot a lone cabinet tucked away in the corner. Oddly enough, no one else seems to notice it. <br> <<investigateicon>><<link [[Examine the lone cabinet|Arcade Tenyclus Intro]]>><</link>> <br> <</if>> <<if $tenyclusPlayCount gte 1 and $tenyclusPlayCount lt 7 and $hallucinations gte 1 and !$daily.tenyclusPlayed and (Time.dayState is "day" or Time.dayState is "dusk") and $exposed lte 0>> <br> You spot the "Tenyclus" cabinet tucked away in the corner. No one else seems to notice it. <br> <<arcadeicon>><<link [[Play Tenyclus|Arcade Tenyclus Play]]>><</link>> <br> <</if>> <<starfishicon>><<link [[Leave|Starfish Street]]>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if pcAreArmsBound("both")>> Playing arcade games with both hands tied behind your back turns out to be <<print either("tricky.","exactly as hard as you'd imagine.","hard. Unsurprisingly.")>> <<print either("You lose almost instantly.","In just seconds, your grizzled survivor is zombie food.","In just seconds, your brave soldier is alien food.","In barely a minute, your brave crew are shark meat.")>> <<if $rng lte 34>><<generatey1>><<person1>>A few students nearby witness your crushing defeat. One starts to mimic you, <<print either("gurning","pulling a stupid-face","gazing stupidly")>> over <<his>> shoulder at the screen while <<print either("trying to reach","flapping at","slapping at")>> the controllers with <<his>> hands behind <<his>> back. <br> <<His>> cronies find this hilarious. <br> In fairness, it is possible you look <<print either("kind of dumb","pretty damn stupid","a bit 'special'","pretty fucking mental")>> right now. <<lcool>><<status -5>> <<endevent>> <</if>> <br><br> <<if $money gte 500 and Time.dayState isnot "night">> <<link [[Persist (£5 0:03)|Arcade Play]]>><<money -500 "arcade">><<pass 3>><<stress 2>><</link>><<gstress>> <br> <</if>> <<link [[Stop|Arcade]]>><</link>> <br> <<else>> <<rng 13>> <<switch $rng>> <<case 1 2>> You play a shooter, and kill lots of <<print either("zombies", "pirates", "aliens", "soldiers", "criminals", "mutants")>>. <br><br> <<if dangerEvent() and $eventskip is 0>> <<generatey1>><<person1>> A <<person>> walks beside you. <<He>> enables the second player, and starts shooting. <<He>> doesn't say anything. <br><br> <<link [[Keep playing|Arcade Keep Playing]]>><</link>> <br> <<link [[Shove and dual wield|Arcade Shove]]>><<def 1>><<trauma -2>><</link>><<ltrauma>> <br> <<set $skulduggerydifficulty to 400>> <<link [[Steal|Arcade Steal]]>><<crimeUp 30 "petty">><</link>><<skulduggerydifficulty>><<gcrime "petty">> <br> <<link [[Stop|Arcade]]>><<endevent>><</link>> <br> <<else>> <<rng>> <<if $rng gte 71>> You blow the final boss' head off with a satisfying squelch. <<ltrauma>><<trauma -2>> <<elseif $rng gte 31>> You manage to get to that one part of the game everyone complains about. You're reminded why. <<else>> You swear the gun isn't working properly. You try to shoot an enemy attack out of the air, but instead take it to the face. <</if>> <br><br> <<arcadeEndLink>> <</if>> <<case 3 4>> You play a fast-paced shmup. <br><br> <<if dangerEvent() and $eventskip is 0>> <<generate1>><<person1>>A <<person>> stands beside you, and watches. <<He>> offers tips of dubious wisdom. <br><br> <<Hes>> standing very close. <br><br> <<link [[Keep playing|Arcade Watched Play]]>><</link>> <br> <<link [[Stop|Arcade Watched Stop]]>><<stress 6>><</link>><<gstress>> <br> <<else>> <<rng>> <<if $rng gte 71>> Luck is on your side. The right powerup drops at the right moment, and you blaze through to victory. <<ltrauma>><<trauma -2>> <<elseif $rng gte 31>> It's a little too fast for you, and you're shot down halfway through the game. <<else>> You almost make it, but the final boss proves too tough. <</if>> <br><br> <<arcadeEndLink>> <</if>> <<case 5 6>> You step up to a fighting game cabinet, and before long you are greeted with the character selection screen. There are four characters you can choose from. Who do you pick? <br><br> <<link [[Pick the villainous-looking one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "villainous">><</link>> <br> <<link [[Pick the one with the spiky hair|Arcade fighting cabinet]]>><<set $arcadeCharacter to "spiky hair">><</link>> <br> <<link [[Pick the scantily-clad dressed one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "scantily-clad">><</link>> <br> <<link [[Pick the very muscular one|Arcade fighting cabinet]]>><<set $arcadeCharacter to "muscular">><</link>> <br> <<case 7>> <<generate1>><<person1>> You are playing a platformer. You successfully leap over an enemy and grab the power up. A <<person>> speaks up, causing you to turn around. <br><br> "You're so bad at this game! Just get out of the way and let me play." <br><br> <<if $speech_attitude is "bratty">> <<link [[Call them out|Arcade Classmate Braggart]]>><<set $phase to 1>><</link>> <br> <</if>> <<link [[Stand down|Arcade Classmate Braggart]]>><<set $phase to 2>><</link>> <br> <<link [[Ignore|Arcade Classmate Braggart]]>><<set $phase to 3>><</link>> <<case 8 9>> <<generate1>><<person1>> You step up to a space themed shooter, taking the "Player 1" slot. Before you can start, a <<person>> walks up to you. A small crowd is gathered behind <<him>>. It seems this player is popular. <br><br> <<switch random(1,2)>> <<case 1>>"You look like chump change. How about we go head to head and see who is better?" the <<person>> sneers. <<case 2>>"I'm pretty good at this game. You wanna have a little competition?" <<he>> asks, placing a token on the cabinet. <</switch>> <br><br> <<link [[Accept the match|Arcade Popular Gamer]]>><<set $phase to 1>><</link>> <br> <<link [[Deny|Arcade Popular Gamer]]>><<set $phase to 2>><</link>> <<case 10>> <<generate1>><<person1>> You look for an open cabinet, spotting one near the corner of the room. You insert a token and begin to play, blasting away at the bad guys. <<stress -5>><<lstress>> <br><br> You're just about to use your bazooka when the screen goes dark. Stepping behind the cabinet, you notice the plug has been pulled out. <br><br> <<if dangerEvent() and $eventskip is 0>> You plug the console back in. Maybe somebody tripped over it. You turn around to continue your game but find a <<person>> blocking your way. Before you can say anything, <<he>> grabs you. <br><br> <<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>> <<else>> You plug the console back in. Maybe somebody tripped over it. You go to finish your session, but find the game has reset. Not wanting to repeat your progress, you leave. <br><br> <<arcadeEndLink>> <</if>> <<case 11>> <<generate1>><<person1>> You choose a beat-em-up, whacking enemies away as they approach you. As you play, you hear a small crowd form behind you. They fixate on a <<person>> playing a classic game. <br><br> "Wow! <<Hes>> going to beat the high score at this rate!" one of the onlookers shouts. "Everyone come look!" <br><br> <<link [[Go watch|Arcade Watch High Score]]>><<set $phase to 1>><</link>> <br> <<link [[Finish your own game|Arcade Watch High Score]]>><<endevent>><<set $phase to 2>><</link>> <<case 12>> <<generatey1>><<person1>> You walk through the arcade, trying to find a new game to play. You hear a cheer nearby and see a small crowd of people in front of a competitive fighting game. You walk closer. <br><br> On one side is a <<person>>, looking confident and triumphant. Another gamer, looking defeated, walks away from the controls. <br><br> "That's twelve in a row!" the <<person>> shouts to the crowd. "Who wants to make it thirteen!" <br><br> <<link [[Accept their challenge (0:10)|Arcade Exposure Accept]]>><</link>> <br> <<link [[Ignore|Arcade Exposure Ignore]]>><</link>> <<case 13>> <<generatey1>><<person1>> You walk by the air hockey tables. There is a <<person>> about your age leaning on one of them. <<He>> speaks up when you walk by. "Wanna play a few games?" <<he>> says. <br><br> <<link [[Agree|Arcade Hockey Agree]]>><</link>> <br> <<link [[Decline|Arcade Hockey Decline]]>><<set $phase to 1>><</link>> <</switch>> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> You move away from the <<person>>. Better safe than sorry. <br><br> <<endevent>> <<if $money gte 500 and Time.dayState isnot "night">> <<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>> <br> <</if>> <<link [[Stop|Arcade]]>><</link>> <br><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if $rng gte 81>> You keep playing. The <<person>> creeps closer, until <<he>> presses against your back. <<His>> hands reach out. <br><br> <<link [[Next|Arcade Watched Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You decide you're being paranoid, and keep playing. The <<person>> soon wanders away to offer advice to someone else. <br><br> <<endevent>> <<if $money gte 500 and Time.dayState isnot "night">> <<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>> <br> <</if>> <<link [[Stop|Arcade]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Arcade Watched Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Arcade Watched Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> shoves you against the cabinet, before wandering off. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Arcade]]>><</link>> <<elseif $enemyhealth lte 0>> You shove the <<person>> to the ground. <br><br> <<tearful>> you take cover beneath a pinball machine. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Arcade]]>><</link>> <<else>> <<set $rescued += 1>> Your cry attracts attention. People look over, including a member of staff. The <<person1>><<person>> steps away from you, claiming that <<he>> wasn't doing anything. <<He>> doesn't try anything else. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Arcade]]>><</link>> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> Having a second player does help, and you make it to the end of the game. <<He>> leaves without a word. <br><br> <<endevent>> <<if $money gte 500 and Time.dayState isnot "night">> <<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>> <br> <</if>> <<link [[Stop|Arcade]]>><</link>> <br><<set $outside to 0>><<set $location to "arcade">><<effects>> You shoulder barge <<him>> aside and grab <<his>> gun. <<He>> takes the hint. <br><br> The rest of the game is easier with the extra weapon, but you do need to manage your lives more carefully. <br><br> <<endevent>> <<if $money gte 500 and Time.dayState isnot "night">> <<link [[Keep playing (£5 0:20)|Arcade Play]]>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>> <br> <</if>> <<link [[Stop|Arcade]]>><</link>> <br><<set $outside to 0>><<set $location to "arcade">><<effects>> You drop your gun and walk away. The <<person>> picks it up. <<Hes>> distracted managing both, so you reach for the money sticking out of <<his>> pocket. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green"><<He>> doesn't notice.</span> You've gained <<moneyGain 30 true true>>. <br><br> <<skulduggeryuse>> <<endevent>> <<link [[Next|Arcade]]>><</link>> <br> <<else>> <span class="red"><<He>> turns and spots you.</span> "Oi," <<he>> says. "Keep your mitts to yourself." <<He>> tucks the money further into <<his>> pocket, well beyond easy reach. <br><br> <<skulduggeryuse>> <<endevent>> <<link [[Next|Arcade]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent()>> <<if $exposed gte 1 or Time.dayState is "night" or Time.dayState is "dawn">> <<link [[Wake up|Arcade Trash]]>><</link>> <<else>> <<link [[Wake up|Arcade Crane]]>><</link>> <</if>> <<else>> <<ambulance>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>><<person1>> You awaken on something soft yet bumpy. It's a bed of plush toys. Your wrists and ankles are tied down. A metal claw hovers above you. <br><br> Your eyes adjust to the light, and you see a <<person>> behind a pane of glass, watching you. <<He>> has friends with <<him>>. <br><br> "I got it this time," <<he>> says, looking determined. <<He>> pushes a coin into the machine, and pushes a lever. The claw moves above you. <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase to 0>><</link>> <br><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if !$worn.upper.type.includes("naked")>> The claw rests above your chest, then plunges down toward your $worn.upper.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently. <br><br> <<if $rng gte 51>> The claw loosens its grip, dropping your $worn.upper.name back against your body. The crowd sigh in frustration. <br><br> <<if $phase is 0>> "Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 1>> "My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 2>> "You guys must be new to this," a <<person4>><<person>> says. "Watch." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 3>> "This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<else>> <<endevent>><<generate1>><<person1>> "What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee. <br><br> The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you. <br><br> You crawl through the hole, escaping into the arcade proper. <<if $exposed gte 1>> Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?" <<towelup>> <</if>> <br><br> "I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now." <br><br> <<endevent>> <<link [[Next|Arcade]]>><</link>> <br> <</if>> <<else>> <<if $worn.upper.set is $worn.lower.set>> <<set $worn.upper.integrity to 0>><<set $worn.lower.integrity to 0>> The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>> <br> The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>. <br><br> <<link [[Next|Arcade Crane 2]]>><</link>> <<else>> <<set $worn.upper.integrity to 0>> The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>> <br> The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>. <br><br> <<link [[Next|Arcade Crane 2]]>><</link>> <</if>> <</if>> <<elseif !$worn.lower.type.includes("naked")>> The claw rests above your thighs, then plunges down toward your $worn.lower.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently. <br><br> <<if $rng gte 51>> The claw loosens its grip, dropping your $worn.lower.name back against your body. The crowd sigh in frustration. <br><br> <<if $phase is 0>> "Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 1>> "My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 2>> "You guys must be new to this," a <<person4>><<person>> says. "Watch." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 3>> "This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<else>> <<endevent>><<generate1>><<person1>> "What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee. <br><br> The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you. <br><br> You crawl through the hole, escaping into the arcade proper. <<if $exposed gte 1>> Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?" <<towelup>> <</if>> <br><br> "I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now." <br><br> <<endevent>> <<link [[Next|Arcade]]>><</link>> <br> <</if>> <<else>> <<set $worn.upper.integrity to 0>><<set $worn.lower.integrity to 0>> The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you. <<integritycheck>><<exposure>> <br> The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>. <br><br> <<link [[Next|Arcade Crane 2]]>><</link>> <</if>> <<elseif !$worn.under_upper.type.includes("naked")>> The claw rests above your thighs, then plunges down toward your $worn.under_upper.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently. <br><br> <<if $rng gte 51>> The claw loosens its grip, dropping your $worn.under_upper.name back against your body. The crowd sigh in frustration. <br><br> <<if $phase is 0>> "Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 1>> "My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 2>> "You guys must be new to this," a <<person4>><<person>> says. "Watch." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 3>> "This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<else>> <<endevent>><<generate1>><<person1>> "What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee. <br><br> The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you. <br><br> You crawl through the hole, escaping into the arcade proper. <<if $exposed gte 1>> Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?" <<towelup>> <</if>> <br><br> "I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now." <br><br> <<endevent>> <<link [[Next|Arcade]]>><</link>> <br> <</if>> <<else>> <<if $worn.under_upper.set is $worn.under_lower.set>> <<set $worn.under_upper.integrity to 0>><<set $worn.under_lower.integrity to 0>> The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.upper.name is torn from you.<<integritycheck>><<exposure>> <br> The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>. <br><br> <<link [[Next|Arcade Crane 2]]>><</link>> <<else>> <<set $worn.under_upper.integrity to 0>> The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.under_upper.name is torn from you.<<integritycheck>><<exposure>> <br> The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>. <br><br> <<link [[Next|Arcade Crane 2]]>><</link>> <</if>> <</if>> <<elseif !$worn.under_lower.type.includes("naked")>> The claw rests above your thighs, then plunges down toward your $worn.under_lower.name. It hooks the fabric, and begins to rise. The <<person>> and <<his>> friends watch intently. <br><br> <<if $rng gte 51>> The claw loosens its grip, dropping your $worn.under_lower.name back against your body. The crowd sigh in frustration. <br><br> <<if $phase is 0>> "Idiot," a <<person2>><<person>> says, shoving <<his>> friend aside. "I'll show you how it's done." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 1>> "My turn," a <<person3>><<person>> says, taking over the lever. "This can't be hard." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 2>> "You guys must be new to this," a <<person4>><<person>> says. "Watch." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<elseif $phase is 3>> "This is taking too long," a <<person5>><<person>> says. "Someone will catch us soon. Give me a go." <br><br> <<link [[Next|Arcade Crane 2]]>><<set $phase += 1>><</link>> <<else>> <<endevent>><<generate1>><<person1>> "What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee. <br><br> The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you. <br><br> You crawl through the hole, escaping into the arcade proper. <<if $exposed gte 1>> Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?" <<towelup>> <</if>> <br><br> "I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now." <br><br> <<endevent>> <<link [[Next|Arcade]]>><</link>> <br> <</if>> <<else>> <<set $worn.under_lower.integrity to 0>> The claw tugs at your fabric, pulling it off your body. With a tear, your $worn.under_lower.name is torn from you.<<integritycheck>><<exposure>> <br> The <<person>> and <<his>> friends gape in awe and excitement, leering at your <<lewdness>>. <br><br> <<link [[Next|Arcade Crane 2]]>><</link>> <</if>> <<else>> You lie helpless as the <<person>> and <<his>> friends pull phones from pockets and take pictures. You continue to test your bindings, but it's no use. <<fameexhibitionism 20 "pic">> <br><br> <<endevent>><<generate1>><<person1>> "What you up to over there?" a <<person>> shouts from somewhere out of view. The crowd turn and flee. <br><br> The <<person>> walks into view. <<He>> gapes at the sight of you. Snapping to attention, <<he>> crouches beside the machine. A hatch opens after a few moments of <<his>> fiddling. <<He>> reaches in, and unties the cables that bind you. <br><br> You crawl through the hole, escaping into the arcade proper. Blushing, <<he>> wraps some towels around you. "Not much, but better than nothing aye?" <<towelup>> <br><br> "I can't believe how cruel some people can be," <<he>> says, shaking <<his>> head. "You go careful now." <br><br> <<endevent>> <<link [[Next|Arcade]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> You awaken on something hard and bumpy. Just in time to see a door slam shut above you, plunging you into darkness. You drift back into unconsciousness. <br><br> <<link [[Next|Trash Intro]]>><</link>> <br><<set $outside to 0>><<set $location to "arcade">><<effects>> You didn't even know this cabinet existed. It doesn't particularly stand out from the rest of the cabinets in the arcade. Someone else wouldn't have given this a second glance. <br><br> A jet-black tint covers the cabinet. You can tell the cabinet isn't new, but it seems oddly pristine as well. Almost as if it was just put into place a week ago. Now that it's piqued your interest, you can't help but feel drawn to it. <br><br> <<arcadeicon>><<link [[Play?|Arcade Tenyclus Play]]>><</link>> <br> <<getouticon>><<link [[Leave|Arcade Tenyclus Leave]]>><</link>> <br><br><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if $tenyclusPlayCount is 0>> You get an odd feeling about the machine that you can't quite describe, so you decide to leave it alone and look for something else to play. It remains sat in the corner, untouched by anyone else. <br><br> <<link [[Next|Arcade]]>><<set $eventskip to 1>><</link>> <<else>> <<if $willpowerSuccess>> <span class = "green">You manage to pull yourself away from the strange cabinet.</span> Upon looking back, the machine remains still. It's as lifeless as when you found it. <br><br> <<link [[Next|Arcade]]>><<endevent>><<set $daily.tenyclusPlayed to 1>><<set $eventskip to 1>><</link>> <br> <<else>> <span class = "red">You can't pull yourself away from the machine. You're having too much fun!</span> <br><br> <<link [[Keep playing|Arcade Tenyclus]]>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> <<if $tenyclusPlayCount is 0>> With a coin in your hand, you look for a slot, but you can't seem to find one. <br><br> The screen suddenly flashes to life, almost blinding you with its incandescent glow. In the centre of the screen, you see the word <span class = "purple">"Tenyclus"</span> bolded with a unique font. A copyright in smaller text is seen below. <br><br> <span class = "purple">"1982, Lüsterngrad"</span> <br><br> Three words light up shortly after. <i>"Press to Start"</i> <br><br> You start to play the game. It's pretty fun for the most part, if not a bit basic. You wonder why you haven't seen anyone else play on this cabinet. <br><br> The graphics are so primitive, you're not really sure who or what you're playing as. All you can make out is that it looks like you're fighting off something. Your best guess is aliens, but it could really be anything. <br><br> <<link [[Next|Arcade Tenyclus]]>><</link>> <<else>> You spot the strange cabinet. It's hidden away in the corner, just like last time. As you move closer the screen flashes on, illuminating you in its almost blinding glow once more. <br><br> You see the familiar bolded title along with three words listed below: <br><br> <i>"Press to Start"</i> <br><br> <<link [[Play?|Arcade Tenyclus]]>><</link>> <br> <<link [[Leave|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>> <br><br> <</if>><<set $outside to 0>><<set $location to "arcade">><<effects>> You are playing Tenyclus. You find your emotions and responses much more intense than normal. <br><br> <<tenyclusPlay>> <<if $tenyclusRounds gt 0 and $tenyclusLives gt 0>> <<link [[Next|Arcade Tenyclus]]>><</link>> <br> <<link [[Stop playing|Arcade Tenyclus Leave]]>><<willpowerdifficulty 1 $willpowermax>><</link>> <<else>> <<if $tenyclusLives lte 0>> You've run out of lives. Game over. <<control -25>><<lcontrol>> <<elseif $tenyclusRounds lte 0>> You wipe out the last alien on screen. You've won! <<control 25>><<gcontrol>> <</if>> <br><br> <<unset $tenyclusRounds>><<unset $tenyclusLives>><<set $daily.tenyclusPlayed to 1>> <<set $tenyclusPlayCount += 1>> <<if $tenyclusPlayCount is 6 and !$settings.tentaclesEnabled>> <<set $tenyclusPlayCount += 1>> <</if>> <<switch $tenyclusPlayCount>> <<case 1>> You swear you can hear voices creeping into your mind. It's oddly soothing, telling you all sorts of things that seem pleasing to you. You look around for the source of the voice, but the moment you look away, the cabinet shuts off without warning. Strangely enough, there seems to have been no power cut. Others in the arcade play happily on their own cabinets. <br><br> <span class = "red">You feel the urge to play again tomorrow.</span> <br><br> <<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case 2>> That was fun! You managed to score pretty high, leaving you with a sense of accomplishment. <<trauma -6>><<ltrauma>> <br><br> You're about to return to the arcade with a smile on your face, but you notice the screen shuts off immediately just like before. You wonder if something is wrong with the machine. <br><br> <span class = "red">You feel the urge to play again tomorrow.</span> <br><br> <<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case 3>> You feel more confident. Voices inspire you, motivating you to reach higher and higher scores. <<stress -6>><<control 10>><<lstress>><<gcontrol>> <br><br> Your new high score shows up in the leaderboards, at the very top. You feel proud of your achievement. As you take a step back to admire your work, the screen turns black without any prior warning. You return to the arcade feeling satisfied. <br><br> <span class = "red">You feel the urge to play again tomorrow.</span> <br><br> <<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case 4>> Voices encourage you to keep going. You begin to lose track of time, and before you know it, the screen turns black and you're plunged into darkness. <br><br> Your eyes take a minute to adjust, but you notice <<if Time.hour gte 21>> you seem to be alone in the arcade. You wonder how security didn't notice you. <<elseif Time.hour gte 17>> that it's much darker than when you started. <<else>> that some time has clearly passed. <</if>> Just how long were you playing? <br><br> <span class = "red">You feel the urge to play again tomorrow.</span> <br><br> <<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case 5>> You smell something strange, but you choose to ignore it and continue playing. You feel as if the game is sucking you in, and just before you're about to reach a new high score, <span class = "red">a splash of water hits you in the face.</span> <br><br> You look around for the culprit, but notice you're standing in neck deep water on the beach. Your head feels fuzzy. <<hallucinogen 20>><<drugs 20>> <br><br> <<water>><<effects>> <<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case 6>> A strange smell covers the air, just like last time. You look down and a swerve of sweet pink mist emerges from the machine. <<hallucinogen 180>><<drugs 180>><<garousal>><<arousal 200>> <br><br> It creeps up to your face, and you feel yourself heating up with arousal. While you're distracted, a mass of writhing tentacles reach out from the screen. They coil around your arms, trapping them. <br><br> <<link [[Next|Arcade Tentacle Rape]]>><<set $molestationstart to 1>><</link>> <br> <<case 7>> You demolish the high score. The numbers keep rising until they no longer look like numbers. <br><br> You find that you can't move your body, and the edges of your vision grow dim. You hear a pair of footsteps behind you, followed by an unfamiliar sound, and everything fades to black. <br><br> <<link [[Next|Arcade Tenyclus Kidnapped]]>><<endevent>><</link>> <<default>> You managed to play the game without really playing it. This is a bug, please inform Vrelnir. <<control -100>><<lllcontrol>> <br><br> <span class = "red">You feel the urge to play again tomorrow.</span> <br><br> <<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</switch>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<tentaclestart 8 15>> <<leftarmtentacledisable>><<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $leftarmstate to 0>><<set $lefttarget to "tentacles">> <<rightarmtentacledisable>><<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $rightarmstate to 0>><<set $righttarget to "tentacles">> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Arcade Tentacle Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Arcade Tentacle Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> You emerge victorious. The tentacles recoil back into the screen. A new high score appears just before the screen turns off, leaving you alone and wary. <<tearful>> you see the rest of the arcade slowly come back into focus. No one gives you a second glance. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Arcade]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>><<set $outside to 0>><<set $location to "compound">> <<generate1>><<generate2>> You wake up to the sound of a running car engine. You're in what looks to be the back of a van. You see the Tenyclus cabinet on its side against the wall. <br><br> Your arms and legs are bound. Before you're able to do anything, the van backdoors open. A <<fullGroup>> enter the back of the van, dressed all in black. They begin to remove your clothes, before grabbing you by the shoulder and pulling you closer. <br><br> <<link [[Next|Arcade Tenyclus Kidnapped Rape]]>><<set $molestationstart to 1>><</link>> <br><<bind>><<legbind>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Arcade Tenyclus Kidnapped Rape Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Arcade Tenyclus Kidnapped Rape]]>><</link>></span> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They fix their clothes, before holding a damp cloth up to your face. <br><br> <<tearful>> your consciousness slips again. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> is thrust back, tripping over the laid out arcade cabinet. You think you see the screen flash to life. You think they see it too. The <<person2>><<person>> manages to cover <<his>> eyes. Everything turns pink. <br><br> <<tearful>> your consciousness slips again. <br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<link [[Next|Arcade Tenyclus Final]]>><<unbind>><</link>><<effects>><<set $outside to 0>><<set $location to "home">><<pass 4 hours>> When you open your eyes, you're back in your room at the orphanage. Your head is still spinning. How did you get here? <br><br> You vaguely remember a large building that resembles a factory, and the colour pink. So much pink. Your thoughts begin to drift, and soon enough, the memory is gone. Something else is gone, too. <<awareness -200>><<lllawareness>> <br><br> <<specialClothesUnlock "set" "future_suit">> <<link [[Next|Bedroom]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<generatey2>> "I'll play with you!" you shout above the crowd. The <<person1>><<person>> looks at you with a smug look on <<his>> face. <br><br> "Ready to humiliate yourself in front of all these people?" <<he>> asks. A <<person2>><<person>> walks up besides <<him>>. <br> "Yeah, you don't know what you're getting into, amateur," <<he>> says, sneering. <br><br> <<if $speech_attitude is "meek">> "Let's just try to have a good game," you say. <<elseif $speech_attitude is "bratty">> "It's not hard to figure out I'm playing a wanker who can't tell the difference between a jump and a dodge." <br><br> They both stare daggers at you. <<else>> "I guess I'll find out," you say with a shrug. <</if>> <br><br> You step in front of the controls. You select your player and begin the match. It's a three-round match, so whoever wins twice first wins the match. The game begins. <br><br> <<link [[Next|Arcade Exposure Play]]>><</link>><<effects>><<person1>><<set $arcadeExposure to {}>> <<set $arcadeExposure.lower to $worn.lower.name>> <<set $arcadeExposure.underlower to $worn.under_lower.name>> The first match goes poorly, but you don't embarrass yourself. You notice a trick <<he>> likes to pull, but it's too late to take advantage of it. Your health bar reaches zero. <br><br> "I'd understand if you just gave up now," <<he>> taunts. You ignore <<him>> and ready yourself for the second round.<<gstress>><<stress 6>> <br><br> <<link [[Next|Arcade Exposure Play 2]]>><</link>><<effects>> The second match begins, and you're prepared this time. When <<he>> attempts to use the trick from before, you counter and wipe the floor with <<him>>. <<He>> never recovers, and you drop <<his>> health to zero twenty seconds later. <br><br> The crowd cheers. The gamer and <<his>> friend look furious. "I'd understand if you just gave up now," you taunt. <br><br> <<He>> scowls and turns back to the screen. <br><br> <<link [[Next|Arcade Exposure Play 3]]>><</link>><<effects>> The third match begins, and this time, you're both evenly matched. The fight goes back and forth until both your health bars are halfway depleted. You can sense the frustration from your opponent now. Clearly <<hes>> used to easy wins. <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> Suddenly you feel a tug on the hem of your skirt. The <<person2>><<person>> has snuck up behind you and is about to pull your skirt up. You could stop <<him>>, but you'd have to take your hands off the controls, and you'd be defeated for sure. <<else>> Suddenly you feel hands on the back of your <<bottoms>>. The <<person2>><<person>> has snuck up behind you and is starting to pull them down. You could stop <<him>>, but you'd have to take your hands off the controls, and you'd be defeated for sure. <</if>> <<gstress>><<stress 6>> <br><br> <<link [[Stop them|Arcade Exposure Stop]]>><</link>> <br> <<link [[Keep playing|Arcade Exposure Keep]]>><<trauma 1>><</link>><<gtrauma>><<effects>><<fameexhibitionism 2>> You keep playing, refusing to be distracted. <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> Your skirt is rolled all the way up and fixed in place. <br><br> <<if $worn.under_lower.type.includes("strap-on")>> Suddenly the entire arcade can see your <<print $worn.under_lower.name>>. The crowd gasps, followed by muttering and nervous laughter. <br><br> "What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing. <br><br> <<elseif $worn.genitals.name isnot "naked">> <<if $arcadeExposure.underlower isnot "naked">> <<He>> then grabs your $arcadeExposure.underlower and pulls them down too. <</if>> Suddenly the entire arcade can see your <<print $worn.genitals.name>>. The crowd gasps, followed by muttering and nervous laughter. <br><br> "What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing. <br><br> <<elseif $arcadeExposure.underlower isnot "naked">> <<He>> then grabs your $arcadeExposure.underlower and pulls them down too. <br><br> <</if>> <<else>> With one big tug, your pants are pulled down to your ankles. <br><br> <<if $worn.under_lower.type.includes("strap-on")>> Suddenly the entire arcade can see your <<print $worn.under_lower.name>>. The crowd gasps, followed by muttering and nervous laughter. <br><br> "What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing. <br><br> <<elseif $worn.genitals.name isnot "naked">> <<if $arcadeExposure.underlower isnot "naked">> <<He>> then grabs your $arcadeExposure.underlower and pulls them down too. <</if>> Suddenly the entire arcade can see your <<print $worn.genitals.name>>. The crowd gasps, followed by muttering and nervous laughter. <br><br> "What kind of a freak are you?" your opponent's friend shouts. You ignore <<him>> and keep playing. <br><br> <<elseif $arcadeExposure.underlower isnot "naked">> What's worse, your $arcadeExposure.underlower comes down too. <br><br> <</if>> <</if>> <<link [[Next|Arcade Exposure Keep 2]]>><</link>><<effects>><<lowerstrip>><<underlowerstrip>> In a few seconds your <<bottom>> is exposed to the whole arcade.<<gstress>><<stress 6>> <br><br> The crowd gasps before breaking into cheers and laughter. The roar of the crowd drowns out the sounds of the game before you. You are stuck playing naked below the waist, with your bare ass pointed at everyone watching. <br><br> The battle goes on. You stand there exposed, but you don't let it affect your focus. <br><br> The fight goes back and forth, and finally both your health bars are under ten percent. The audience is breathless with anticipation. You wonder if they're looking at the screens or your butt more. <br><br> <<link [[Next|Arcade Exposure Keep 3]]>><</link>><<effects>> <<if currentSkillValue("handskill") gte 400>> It's so close: one more hit from either one of you, and the battle is over. <br><br> Finally, you dodge an uppercut and attack with a brilliant combo. <span class="green"><<His>> health goes to zero,</span> and the battle is won. <br><br> The crowd roars. You've come in and beaten this seasoned gamer in the closest game possible. You see your opponent storm off in a rage. <<if $worn.under_lower.type.includes("chastity")>> You're so elated, you don't care that everyone can see your $worn.genitals.name. <<else>> You're so elated that for a few seconds, you forget that your $arcadeExposure.lower is exposed to the arcade. <</if>> <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Flaunt|Arcade Exposure Flaunt]]>><</link>> <br> <</if>> <<link [[Fix your clothing|Arcade Exposure Fix]]>><<clotheson>><</link>> <<else>> You're about to KO <<him>>, but <<he>> executes a perfect uppercut that you're unable to block. <span class="red">Your health bar goes to zero and your character dies in a bloody mess.</span> <br><br> The crowd cheers as your opponent gets <<his>> thirteenth win. You watch as <<he>> raises <<his>> fists in victory before turning to you. <br><br> <<if $worn.under_lower.type.includes("chastity")>> "So you're both a perverted freak and a bad gamer," <<he>> sneers. <<else>> "Nice ass, you're better at showing it off than playing games." <br><br> You realise that your ass is still exposed to the whole arcade. The crowd has their phones out and pointed right at you. <</if>> <br> You fix your clothing, feeling shame from more than just the exposure.<<gstress>><<stress 6>> <br><br> <<link [[Next|Arcade]]>><<endevent>><<pass 10>><<clotheson>><<unset $arcadeExposure>><</link>> <</if>><<effects>><<fameexhibitionism 2>> You turn around and raise your fists in triumph, exposing everything to the crowd in front of you.<<garousal>><<arousal 600>> <br><br> The crowd goes wild. Almost everyone has their phones out, taking in your shameless display. You turn around again and stick your bum out. "Take a good look!" you shout. "This is the butt of a champion!" You give your ass a smack for emphasis. <br><br> It's a short while of cheering and showing off before you finally fix your clothing, and the arcade returns to normal. <br><br> <<link [[Next|Arcade]]>><<endevent>><<pass 10>><<clotheson>><<unset $arcadeExposure>><</link>><<effects>> You quickly fix your clothing, finally covering your <<if $worn.under_lower.type.includes("chastity")>>belt<<else>>butt<</if>>. The crowd continues to cheer and applaud you. You soak it in for a few minutes, but you still feel embarrassed about being exposed before. You walk off, red-faced. <br><br> <<link [[Next|Arcade]]>><<endevent>><<pass 10>><<clotheson>><<unset $arcadeExposure>><</link>><<effects>> You take your hands off the controls, grab your $arcadeExposure.lower and slap <<his>> hands away. It only takes a split second, but by the time you return to the screen, <span class="red">your health bar is nearly gone.</span> You barely have time to fight back before you're defeated for the second time. <br><br> "Ha!" the <<person1>><<person>> shouts. "Should've stayed in the kiddie pools where you belong!" <br><br> The crowd cheers again, but it's more muted than before. They all saw the trickery that happened. Frustrated, you walk off.<<gstress>><<stress 6>> <br><br> <<link [[Next|Arcade]]>><<endevent>><<pass 10>><<unset $arcadeExposure>><</link>><<effects>> You decide to ignore the <<person1>><<person>> and walk off into the arcade. <br><br> <<link [[Next|Arcade]]>><<endevent>><</link>><<widget "arcade_npc_bet">> <<if $arcadeHockey.npc_clothes.upper.name isnot "naked">> "If you win this one I'll take off my <<npcClothesText $NPCList[0] "upper">>," <<he>> says. <<elseif $arcadeHockey.npc_clothes.lower.name isnot "naked">> <<if $arcadeHockey.player_count_win is 0>> "If you win this one I'll take off my <<npcClothesText $NPCList[0] "lower">>," <<he>> says. <<else>> "My <<npcClothesText $NPCList[0] "lower">> next," <<he>> says. "I'll drop it if you win this one." <</if>> <<elseif !$arcadeHockey.npc_braless and $NPCList[0].pronoun is "f">> "The bra's next," <<he>> says. "If you win this one I'll get my tits out for everyone to see." <<He>> doesn't seem to dislike that notion at all. <<if $NPCList[0].breastsize gte 4>>In fact, <<he>> even tugs <<his>> bra strap a few times, giving <<his>> <<npcChest>> a bounce.<</if>> <<else>> <<He>> reaches down and tugs on the waistband of <<his>> underwear. "These are all I've got left," <<he>> says. <<if $NPCList[0].penis isnot "none">> You can see the outline of <<his>> <<npcPenis>> bob with <<his>> movements. <<else>> You can see the shape of <<his>> <<npcVagina>> as <<he>> pulls it tight against <<himself>>. <</if>> <br><br> "If you win this one they'll be gone too." <</if>> <</widget>> <<widget "arcade_player_bet">> <<if !$worn.upper.type.includes("naked")>> <<set $arcadeHockey.player_bet to "upper">> <<set $arcadeHockey.exhibitionismNeeded to 0>><<set $arcadeHockey.exhibitionismNeededLvl to 0>> <<elseif $player.breastsize gte 3 and !$worn.under_upper.type.includes("naked")>> <<set $arcadeHockey.player_bet to "under_upper">> <<set $arcadeHockey.exhibitionismNeeded to 35>><<set $arcadeHockey.exhibitionismNeededLvl to 3>> <<elseif !$worn.lower.type.includes("naked")>> <<set $arcadeHockey.player_bet to "lower">> <<set $arcadeHockey.exhibitionismNeeded to 15>><<set $arcadeHockey.exhibitionismNeededLvl to 2>> <<elseif !$worn.under_lower.type.includes("naked")>> <<set $arcadeHockey.player_bet to "under_lower">> <<set $arcadeHockey.exhibitionismNeeded to 55>><<set $arcadeHockey.exhibitionismNeededLvl to 4>> <</if>> <span class="blue">"If you lose, you're taking off your <<print $worn[$arcadeHockey.player_bet].name>>."</span> <br> <<if $arcadeHockey.player_bet is "upper" and $player.breastsize gte 3 and $worn.under_upper.type.includes("naked")>> <i><span class="red">Without a bra, you risk fully exposing your breasts to the crowd if you lose.</span></i> <<set $arcadeHockey.exhibitionismNeeded to 35>><<set $arcadeHockey.exhibitionismNeededLvl to 3>> <<elseif $arcadeHockey.player_bet is "lower" and $worn.under_lower.type.includes("naked")>> <i><span class="red">Without any underwear, you risk fully exposing your <<genitals>> to the crowd if you lose.</span></i> <<set $arcadeHockey.exhibitionismNeeded to 55>><<set $arcadeHockey.exhibitionismNeededLvl to 4>> <</if>> <</widget>> <<widget "arcade_player_win">> <<if $arcadeHockey.npc_clothes.upper.name isnot "naked">> "Well, a deal's a deal." <<He>> <<npcUndressText $NPCList[0] "upper" "self">>, <<if $NPCList[0].pronoun is "f">>revealing <<his>> bra<<else>><<npcRevealText $NPCList[0] "upper">><</if>>. <<garousal>><<arousal 600>> <<set $arcadeHockey.npc_clothes.upper.name to "naked">> <<elseif $arcadeHockey.npc_clothes.lower.name isnot "naked">> "Well, here we go!" Without hesitation or embarrassment, <<he>> <<npcUndressText $NPCList[0] "lower" "self">> and stands confidently in <<his>> underwear. <<ggarousal>><<arousal 800>> <<set $arcadeHockey.npc_clothes.lower.name to "naked">> <<elseif !$arcadeHockey.npc_braless>> With no fuss <<he>> reaches <<his>> hands behind <<his>> back and unhooks <<his>> bra. <<He>> drops <<his>> arms and lets the bra fall to the floor, exposing <<his>> <<npcChest>>. <<He>> doesn't cover <<himself>> as the crowd gives <<his>> breasts their full attention. <<ggarousal>><<arousal 800>> <<set $arcadeHockey.npc_braless to true>> <<else>> The crowd cheers, knowing what's coming next. Your opponent shrugs. <br><br> "Well, a bet's a bet." <br><br> Without hesitation <<he>> grabs <<his>> underwear and pulls them down. With a flourish <<he>> kicks them off and presents <<himself>> to the audience from various angles. Even though <<hes>> lost they're cheering for <<him>> as <<he>> performs for them. <<ggarousal>><<arousal 800>> <<set $arcadeHockey.npc_underwearless to true>> <</if>> <br><br> <</widget>> <<widget "arcade_player_lost">> <<switch $arcadeHockey.player_bet>> <<case "upper">> <<if $player.breastsize lte 2 or !$worn.under_upper.type.includes("naked")>> You pull up your <<top>>, <<upperstrip>> revealing your <<exposedupper>>. You can feel the flowing air from the table on your bare skin. <<elseif $player.breastsize gte 3 and $worn.under_upper.type.includes("naked")>> <<upperstrip>> You're not wearing a bra underneath your top. Blushing, you pull off your top, revealing your <<breasts>>. <br><br> There's a gasp from everyone as they see your breasts exposed earlier than they expected. The air from the hockey table flows over your chest, giving you goosebumps and making your nipples hard. <</if>> <<case "under_upper">> The crowd watches in anticipation as you take you <<undertop>> off, exposing your naked chest. <<if $player.breastsize gte 3>> <br><br> You get goosebumps in the chilled air, and your nipples harden. All eyes and several cameras are on your <<breasts>>. You cover them with one arm and grab the paddle with the other. <</if>> <<underupperstrip>> <<case "lower">> <<if $worn.under_lower.type.includes("naked")>> You hesitate, before slowly pulling your <<bottoms>> down. The crowd reacts favourably to seeing your lack of underwear. <<else>> You pull down your <<bottoms>>, exposing your <<underbottoms>>. You step out of them, leaving only your <<underbottoms>> protecting any modesty. <</if>> <<lowerstrip>> <<case "under_lower">> The crowd cheers in anticipation. You brace yourself and slip your fingers into the waistband of your <<underbottoms>>. You quickly pull them down and step out of them. <<underlowerstrip>> <</switch>> <<exposure>> <br><br> <</widget>><<effects>> You nod and grab a table. You spend the next few minutes playing air hockey with <<him>>. You win a few and <<he>> wins a few. <<if $awareness gte 200>> You notice <<his>> eyes lingering on your body more than once. <</if>> After you've been going like this for fifteen minutes <<he>> speaks up. <br><br> "Let's make this a little more interesting," <<he>> says. "You lose a round, you lose a piece of clothing. Whoever's naked first loses everything." <<He>> looks at you with barely concealed lust. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Agree|Arcade Hockey Agree 2]]>><<exhibitionism2>><</link>><<exhibitionist2>> <br> <<else>> <<insufficientStat "exhibitionism" "to willingly risk exposing yourself in a public place">> <br><br> <</if>> <<link [[Decline|Arcade Hockey Decline]]>><<set $phase to 2>><</link>> <br><<effects>> You agree, and the <<person1>><<person>> grins. "All right, let's go. First to five points wins." <br><br> The two of you have already attracted a small audience. They murmur excitedly as you agree to the strip game. Quickly more people are drawn to witness the game. <br><br> <<set $arcadeHockey to {}>><<set $arcadeHockey.player_count_win to 0>><<set $arcadeHockey.player_count_lost to 0>> <<set $arcadeHockey.npc_clothes to clone($NPCList[0].clothes)>> <<set $arcadeHockey.npc_braless to ($NPCList[0].pronoun is "m")>> <<arcade_npc_bet>> <br><br> <<arcade_player_bet>> <br><br> <<link [[Next|Arcade Hockey Play]]>><</link>> <br><<effects>> <<set $difficulty to random(-450,1100)>><<set $arcadeHockey.player_lost to false>> You agree to bet your <<print $worn[$arcadeHockey.player_bet].name>>. <br><br> <<if ($difficulty - currentSkillValue("handskill")) gte 800>> <<set $arcadeHockey.player_count_lost += 1>><<set $arcadeHockey.player_lost to true>> <span class="red">The game is over almost before it starts.</span> You are slow and clumsy on the table, failing to score a single point before <<he>> slides the puck one last time into the slot.<<gstress>><<stress 6>> <br><br> <<if $arcadeHockey.player_count_win + $arcadeHockey.player_count_lost is 1>> "I think I'm going to have a good time," <<he>> says with a grin. <<else>> "Too easy. You wanted to lose, didn't you?" <<he>> asks with a grin. "I don't mind, you know." <</if>> <<elseif ($difficulty - currentSkillValue("handskill")) gte 400>> <<set $arcadeHockey.player_count_lost += 1>><<set $arcadeHockey.player_lost to true>> It's quickly clear that you're not gonna make it. You're working hard while <<hes>> taking it easy. You're able to score two points, <span class="red">but <<he>> beats you without a problem.</span><<gstress>><<stress 6>> <br><br> "You're gonna need some more practice before you can beat me," <<he>> says. <<elseif ($difficulty - currentSkillValue("handskill")) gte 100>> <<set $arcadeHockey.player_count_lost += 1>><<set $arcadeHockey.player_lost to true>> You're evenly matched. The game goes back and forth for a while. Neither of you are saying a word, both keeping focus entirely on the game. You score a point, <<he>> scores a point, back and forth. <br><br> <span class="red">Finally, you miss one that bounces off the side and into your slot,</span> winning your opponent the game. <br><br> "Good game," <<he>> says, "but there could only be one winner." <<elseif ($difficulty - currentSkillValue("handskill")) gte -100>> <<set $arcadeHockey.player_count_win += 1>> It's neck and neck. Both of you hit the puck back and forth across the table at breakneck speed. The game goes on and on without either of you getting a vast lead. When you score one <<he>> scores the next one. <br><br> Finally, it's four-to-four and you're both sweating. <span class="green">At last you see an opening and slam the puck hard into the slot on the other side of the table.</span> You've gotten a hard-won victory. <br><br> "Shit!" <<he>> exclaims. "I almost had that!" <<elseif ($difficulty - currentSkillValue("handskill")) gte -400>> <<set $arcadeHockey.player_count_win += 1>> You don't have to put in much effort to win. You keep a level head and stay calm while <<hes>> clearly struggling to keep up. <<He>> manages to score two points, <span class="green">but you sink the fifth point without a care.</span><<lstress>><<stress -6>> <br><br> "Damn," <<he>> says, "I guess I'm a little rusty." <<else>> <<set $arcadeHockey.player_count_win += 1>> You move across the table like you're dancing. Your opponent is struggling to even hold onto <<his>> paddle. <span class="green">Before you can even blink you've scored your fifth point and it's over.</span><<lstress>><<stress -6>> <br><br> <<if $arcadeHockey.player_count_win + $arcadeHockey.player_count_lost is 1>> <<He>> sighs in frustration. "I guess you don't have anything to worry about." <<elseif ($difficulty - currentSkillValue("handskill")) lte -800 or random(0,1)>> <!-- NPC won't act like they threw the round if you beat them THAT badly --> <<He>> groans. "Damn! I never had a shot!" <<else>> <<He>> smiles unexpectedly. "Whoops, I guess I lost!" <br><br> It almost seems like <<he>> wanted to lose. <</if>> <</if>> <br><br> <<link [[Next|Arcade Hockey Rematch]]>><</link>> <br><<effects>> <<if $arcadeHockey.player_lost>> <<arcade_player_lost>> <<fameexhibitionism 1>> <<else>> <<arcade_player_win>> <</if>> <<if $arcadeHockey.npc_underwearless>> <<He>> stands without embarrassment in front of the crowd. <br><br> "Good game, I have no one to blame for this but myself. You could leave me like this, but maybe you could give me my clothes back if I go down on you?" <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Accept|Arcade Hockey Accept]]>><<arousal 600>><<exhibitionism5>><</link>><<garousal>><<exhibitionist5>> <br> <<else>> <<insufficientStat "exhibitionism" "to willingly have sex with someone in public">> <br><br> <</if>> <<link [[Let <<him>> go naked|Arcade Hockey Let]]>><<set $phase to 1>><</link>> <br> <<elseif $exposed gte 2>> <<fameexhibitionism 4>> You're completely naked and surrounded in the arcade. The crowd is taking as many videos and images as they can. You shiver the chilled air. You're so embarrassed. <br><br> "Looks like you're in a bad way," your opponent says. "We could let you go like you are, completely naked, into that big bad world, or I could give you your clothes back. After I bend you over this table?" <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Agree|Arcade Hockey Sex]]>><<set $sexstart to 1>><<fameexhibitionism 2>><<exhibitionism5>><</link>><<exhibitionist5>> <br> <<else>> <<insufficientStat "exhibitionism" "to willingly have sex with someone in public">> <br><br> <</if>> <<link [[Decline|Arcade Hockey Let]]>><<set $phase to 0>><</link>> <br> <<else>> "Care to keep going?" <<he>> asks. <br><br> <<arcade_npc_bet>> <br><br> <<arcade_player_bet>> <br><br> <<if $exhibitionism gte $arcadeHockey.exhibitionismNeeded>> <<set _lvl to $arcadeHockey.exhibitionismNeededLvl>> <!-- declaring this variable just to keep the following line readable --> <<if $arcadeHockey.exhibitionismNeeded is 0>> <<link [[Agree|Arcade Hockey Play]]>><<set $phase to 1>><</link>> <<else>> <<link [[Agree|Arcade Hockey Play]]>><<set $phase to 1>><<exhibitionismN _lvl>><</link>><<exhibitionist _lvl>> <</if>> <<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" -450 1100>> <br> <<link [[Decline|Arcade Hockey Decline 2]]>><<set $phase to 0>><</link>> <br> <<else>> <<insufficientStat "exhibitionism" "to willingly risk exposing that part of yourself in a public place">> <br><br> <<link [[Decline|Arcade Hockey Decline 2]]>><<set $phase to 1>><</link>> <br> <</if>> <</if>><<effects>> You walk out from the table. <<He>> approaches you and kneels down in front of you. <br><br> <<He>> gets to work on your <<genitals>> like <<hes>> done it a million times before. It's not long before you're sweating and moaning. The whole crowd has their phones out, capturing everything. <br><br> You feel a heat rising as <<he>> works and you know you're about to explode soon.<<set $penisuse to "othermouth">><<orgasm>> You shudder as <<he>> finishes you off. "Thanks for a fun time," <<he>> says. "I hope we can play again sometime." You watch as <<he>> grabs <<his>> clothes and dresses <<himself>>. <<He>> walks off casually. <br><br> <<link [[Next|Arcade]]>><<unset $arcadeHockey>><<clotheson>><<endevent>><</link>> <br><<effects>> <<if $phase is 1>> You shake your head. "You're gonna have to go without," you say. <br><br> You pick up <<his>> clothes and start tossing them to the audience. They grab and catch them like trophies. <<He>> watches them with a bemused smile on <<his>> face. <br><br> "Fair enough," <<he>> says. "I live close-by, I can handle a revealing walk home." <br><br> <<He>> turns on <<his>> heels and walks towards the entrance. The crowd watches and records <<him>>, but <<he>> makes no effort to cover <<himself>>. You watch <<him>> casually walk out the front door into public. <<else>> "No, I'm not going to do that," you say. <br><br> "Suit yourself," <<he>> says. Without another word <<he>> grabs your clothes and tosses them, one by one, into the crowd. You watch in horror as the audience grabs them and keeps them like trophies. <br><br> "You're welcome to stick around," <<he>> says. "But you're making a nice spectacle of yourself." <br><br> You're standing naked in the middle of the arcade. The whole crowd is staring at you, their phones pointed at you. <br><br> You run off into the arcade, everyone watching your rear as you leave. You take cover behind a game machine in a corner of the arcade. <<lowerruined>><<upperruined>><<underlowerruined>><<underupperruined>><<clothesruinstat>> <</if>> <br><br> <<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 20>><<promiscuity2>> <<set $noFinish to 1>> <<set $position to "doggy">> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Arcade Hockey Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Arcade Hockey Sex]]>><</link>></span><<nexttext>> <</if>> <br><<effects>> <<if $enemyarousal gte $enemyarousalmax and $consensual is 1>> <<ejaculation>> <<He>> pants as <<he>> finishes. The crowd cheers. They've captured the whole thing on their phones. <br><br> "Great job," <<he>> says. "I hope we can play again someday." <<He>> fixes <<his>> clothes then hands you your own. You dress yourself and walk off, defeated and humiliated. <<elseif $enemyarousal gte $enemyarousalmax and $consensual is 0>> <<ejaculation>> You shudder in pain as <<he>> finishes. You face is pressed into the hockey table, tears pooling on the plastic. <br><br> "You agreed to this," <<he>> says. "A bet's a bet, you can't back out halfway through." <br><br> The crowd seems to be disappointed, like their show was ruined. People start to filter off into the arcade. <<He>> fixes <<his>> clothing and throws yours on top of you. <br><br> "Thanks for ruining a good time," <<he>> says, before walking off. You dress yourself and move on, bruised and embarrassed. <<elseif $enemyhealth lte 0>> <<He>> falls back, shuddering in pain. <br><br> "What the fuck?" <<he>> shouts. "We were having fun! You made a bet!" <br><br> The crowd is looking upset and angry. You quickly grab your clothes and run off into the arcade. You find a quiet corner before dressing yourself. <<else>> <!-- Note: We need an outcome to handle outliers here --> <</if>> <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>> <br><<effects>> <<if $phase is 1>> "No thanks," you say, and walk away. <<elseif $phase is 2>> <<if $speech_attitude is "meek">> "I... I don't think I should... Sorry," you say, and walk away. <<elseif $speech_attitude is "bratty">> "Nah. I think that's enough for me," you say, and walk away. <<else>> "I'm not going to get naked in the arcade," you say, and walk away. <</if>> <</if>> The <<person>> is clearly disappointed. <br><br> <<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>> <br><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "I... I don't think I should. I'm sorry," you say. <<elseif $speech_attitude is "bratty">> "Nah, can't. I'm actually really busy today," you say, not wanting to admit to losing your nerve. <<else>> "I'd rather not, sorry," you say. <</if>> <<else>> <<if $speech_attitude is "meek">> "I think I'll stop for now. Um, maybe next time, though," you say. <<elseif $speech_attitude is "bratty">> "Nah, I'm good, I got somewhere to be," you say. <<else>> "I think I'm done," you say. <</if>> <</if>> <br><br> <<if $arcadeHockey.player_count_lost gte 1>> <<silently>><<clotheson>><</silently>> You gather your clothes and redress yourself. <</if>> Your opponent and the crowd both look disappointed as you walk off into the arcade. <br><br> <<link [[Next|Arcade]]>><<unset $arcadeHockey>><<endevent>><</link>> <br><<effects>> You socialise with your fellow students. <br><br> <<cleareventpool>> <<addinlineevent "arcade_hang_tenyclus" 0.1>> A <<generates1>><<person1>><<person>> talks about an old game cabinet rumoured to have strange effects on its players. "It sent some people to the hospital in the eighties," <<he>> says. An older student writes it off as an urban legend and changes the subject. <br><br> <<if $tenyclusPlayCount gte 1>> Are they talking about Tenyclus?<<stress 6>><<gstress>> <br><br> <</if>> <<arcadehangoptions>> <</addinlineevent>> <<addinlineevent "arcade_hang_call" 0.5>> A <<generates1>><<person1>><<person>> gets a call from <<his>> <<= either ("mum","dad")>>. <<He>> asks everyone to be quiet and answers it. The delinquent sitting next to <<him>> has other plans and looses a loud, raunchy moan. <br><br> The <<person1>><<personsimple>> flushes as everyone bursts into laughter. <<He>> hurriedly excuses <<himself>> from the group. <br><br> <<arcadehangoptions>> <</addinlineevent>> <<addinlineevent "arcade_hang_food" 1>> A <<generates1>><<person1>><<person>> orders some <<= either ("cheesy chips","nachos","onion rings")>> from the concession counter. The serving is very large, so <<he>> offers to share with you. <<if playerIsPregnant() and playerAwareTheyArePregnant()>>You never realised that cheap arcade food could taste so good! Though that's likely just your pregnancy hormones talking.<</if>> <br><br> <<arcadehangoptions>> <</addinlineevent>> <<addinlineevent "arcade_hang_test" 1>> Some students you recognise from your <<= either ("maths","science","history","English")>> class moan about how difficult the test was <<= Time.weekDay is 6 ? "today" : "last week">>. <<= either ("They seem hopeful about the next one.","They don't have high hopes for the next, even harder, exam.")>> <br><br> <<arcadehangoptions>> <</addinlineevent>> <<addinlineevent "arcade_hang_conversation" 1>> A <<generates1>><<person1>><<person>> strikes up a conversation with you about your favourite genre of video games. <<He>> seems to like similar ones, and even recommends something that <<he>> thinks you'll like. <br><br> <<arcadehangoptions>> <</addinlineevent>> <<addinlineevent "arcade_hang_dance" 1>> You're chatting with a <<= either ("delinquent","popular","nerdy","quiet")>> <<generates1>><<person1>><<personsimple>> when another student points at a gathering crowd in the arcade proper. Intrigued, you decide to investigate. <br><br> It's a <<generates2>><<person2>><<person>> playing a loud rhythm dance game. <<Hes>> very good. Everyone cheers when <<he>> finishes the song. <<He>> asks if anyone is interested in a two player dance-off. <br><br> <<if $leftleg is "bound" and $rightleg is "bound">> <span class="blue">You can't play with your feet bound!</span> <<elseif pcAreArmsBound("both")>> <span class="blue">You won't do well without full use of both arms.</span> <br> <<link [[Accept|Arcade Dance Off]]>><<set $phase to 1>><</link>> <<else>> <<link [[Accept|Arcade Dance Off]]>><<set $phase to 0>><</link>> <</if>> <br> <<link [[Stay quiet|Arcade Dance Off]]>><<set $phase to 2>><</link>> <br> <</addinlineevent>> <<addinlineevent "arcade_hang_bang" 1>> <<if $cool gte 160>> A <<generates1>><<person1>><<person>> tries to impress you by bragging about <<his>> latest high score on one of the cabinets. A <<generates2>><<person2>><<person>> chimes in that someone else got a higher score last weekend. The <<person1>><<person>> frowns, then rushes to the cabinet to see if it's true. It is. <<elseif $cool gte 40>> They seem interested in what you have to say. <<else>> You're mostly ignored.<<trauma 6>><<gtrauma>> <<if dangerEvent()>> <br><br> A <<generatey1>><<person1>><<personsimple>> you don't recognise sits next to you and introduces <<himself>>. "Your mates don't seem to like you very much," <<he>> says. <<His>> hand rests on your knee, then creeps up your thigh. <<He>> gives it a firm squeeze, leaving no question about <<his>> intentions. "Come hang out with me and mine. I can think of a few games we'd like to play with you." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept|Arcade Hang Bang]]>><<set $phase to 0>><</link>><<promiscuous2>> <<else>> <<insufficientStat "promiscuity" "to accept <<his>> offer">> <</if>> <br> <<link [[Decline|Arcade Hang Bang]]>><<set $phase to 1>><</link>> <<exit>> <</if>> <</if>> <br><br> <<arcadehangoptions>> <</addinlineevent>> <<runeventpool>><<widget "passoutarcade">> <<if isPregnancyEnding()>> <<pregnancyPassout "arcade">> <<else>> <<link [[Everything fades to black...|Passout Arcade]]>><</link>> <</if>> <</widget>> <<widget "tenyclusPlay">> <<if $tenyclusRounds is undefined or $tenyclusRounds is 0>> <<set $tenyclusRounds to 10>><<set $tenyclusLives to 3>> <</if>> <<if $tenyclusPlayCount is 3>> <<pass 15>> <</if>> <<switch random(1, 22)>> <<case 1>> You're able to achieve a new high score. <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>> <<case 2>> That was a close one! You almost lost a life. <<control 5>><<stress 3>><<gcontrol>><<gstress>><<set $tenyclusRounds -=1>> <<case 3>> One alien narrowly misses your shot. <<stress 6>><<gstress>><<set $tenyclusRounds -=2>> <<case 4>> An alien shoots at you! You dodge the shot, by just an inch. <<control -3>><<stress 3>><<lcontrol>><<gstress>><<set $tenyclusRounds -=2>> <<case 5>> You shoot at a pair of aliens. Direct hits! <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>> <<case 6>> There's a large amount of aliens to deal with, but you manage to clear the wave. <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>> <<case 7>> You feel like the game is getting increasingly more difficult as you play. <<control -3>><<stress 3>><<lcontrol>><<gstress>><<set $tenyclusRounds -=1>> <<case 8>> You feel like the game is getting easier as you play. <<stress -3>><<lstress>><<set $tenyclusRounds -=2>> <<case 9>> You start to feel uneasy. <<stress 6>><<gstress>><<set $tenyclusRounds -=1>> <<case 10>> You feel like someone is watching you. <<stress 6>><<gstress>><<set $tenyclusRounds -=1>> <<case 11>> You feel like something is watching you. <<stress 6>><<gstress>><<set $tenyclusRounds -=1>> <<case 12>> You feel words creeping into your mind. <<control -3>><<arousal 50>><<lcontrol>><<garousal>><<set $tenyclusRounds -=1>> <<case 13>> You feel compelled to do something. You aren't sure what. <<control -6>><<lcontrol>><<set $tenyclusRounds -=1>> <<case 14>> You have a headache. <<stress 3>><<trauma 3>><<gstress>><<gtrauma>><<set $tenyclusRounds -=1>> <<case 15>> You wish you could play this forever. <<set $tenyclusRounds -=2>> <<case 16>> You can't stop playing. It's so addicting! <<control -10>><<stress -6>><<trauma -6>><<lcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>> <<case 17>> Your eyes are glued to the screen. <<control -3>><<stress -6>><<lcontrol>><<lstress>><<set $tenyclusRounds -=2>> <<case 18>> You just can't stop winning. <<control 5>><<stress -3>><<trauma -3>><<gcontrol>><<lstress>><<ltrauma>><<set $tenyclusRounds -=2>> <<case 19>> You find the tentacle-like creatures oddly arousing. <<arousal 25>><<garousal>><<set $tenyclusRounds -=1>> <<case 20 21 22>> <<if $tenyclusLives is 3>> You're hit! You lose a life. <<stress 6>><<set $tenyclusLives -=1>><<gstress>> <<elseif $tenyclusLives is 2>> An alien catches you. You lose another life, and kick the machine in frustration. <<pain 5>><<stress 6>><<set $tenyclusLives -=1>><<gpain>><<gstress>> <<else>> The aliens have you. You lose your last life. <<control -10>><<stress 6>><<trauma 6>><<set $tenyclusLives -=1>><<lcontrol>><<gstress>><<gtrauma>> <</if>> <<default>> <</switch>> <br><br> <</widget>> <<widget "arcadeEndLink">> <<if $money gte 500 and Time.dayState isnot "night">> <<link [[Keep playing (£5 0:20)|Arcade Play]]>><<endevent>><<money -500 "arcade">><<pass 20>><<stress -2>><</link>><<lstress>> <br> <</if>> <<link [[Stop|Arcade]]>><<endevent>><</link>> <<unset $arcadeCharacter>> <</widget>> <<widget "arcadehangoptions">> <<if $exposed gte 1>> You hide beneath a pinball machine to protect your dignity. <br><br> <<starfishicon>><<link [[Leave|Starfish Street]]>><<endevent>><</link>> <br> <<else>> <<if Time.dayState isnot "night">> <<socialiseicon>><<link [[Hang out (0:30)|Arcade Hang]]>><<endevent>><<pass 30>><<stress -6>><<status 1>><</link>><<lstress>><<gcool>> <br> <</if>> <<getouticon>><<link [[Stop|Arcade]]>><<endevent>><</link>> <br> <</if>> <</widget>><<loadNPC 0 "stall_owner">><<person1>> <div id="clothingShop-div" class="main-shop-div"> <<stallShop-main>> </div><<effects>> <<if $balloonStand.owner is "angry" and ["hot drink","cold drink"].includes($phase)>> The <<person>> regards you for a long moment before sighing. "Sure," <<he>> says, sounding resigned. "Look, I'm sorry for losing my cool. It was kind of a dick move to start selling my own drinks after promising to help, but to be fair, you hurt me after you promised to get me off. I don't like being angry, though. We're good, right?" <br><br> <<He>> has a point. You nod. "We're good." <<set $balloonStand.owner to "appeased">> <<else>> <<set _sir to $player.gender_appearance is 'f' ? 'miss' : 'sir'>> "<<print $balloonStand.owner is "angry" ? "Sure, whatever," : either("Certainly,", "Right away, _sir,", "Sure thing,", "Coming right up,", "Absolutely!")>>" the <<person>> says. <</if>> <br><br> <<switch $phase>> <<case "popcorn">> <<He>> scoops out some freshly-popped popcorn. The bag's still warm when <<he>> hands it to you. <<set $daily.ex.popcorn to ($daily.ex.popcorn or 0) + 1>> <<wearProp "popcorn">> <<if $daily.ex.popcorn is 2 and $balloonStand.owner isnot "angry">> "You must be hungry," <<he>> says. <<print playerBellyVisible() ? `"I suppose you are eating for two." <<He>> smiles, glancing affectionately at your baby bump.` : `"Not getting enough to eat at home?" <<His>> brow creases momentarily, but <<he>> quickly shakes it off.`>> <<elseif $daily.ex.popcorn is 3>> "Gotta save some for the other customers, so I'm gonna have to cut you off after this." <<print $balloonStand.owner is "angry" ? "<<His>> voice is curt" : "<<He>> gives you an apologetic smile">>. <</if>> <<default>> <<set $daily.ex.balloonDrink to ($daily.ex.balloonDrink or 0) + 1>> <<switch $phase2>> <<case "hotcocoa">> <<wearProp "travel cup" 0 "cocoa">> <<case "strawberrylemonade">> <<wearProp "lemonade" 0 "strawberry">> <<case "hotcider">> <<wearProp "travel cup" 0 "cider">> <<default>> <<wearProp "lemonade" 0 "default">> <</switch>> <<if $phase is "cold drink">> <<He>> pours you a glass of glass of ice-cold <<seasonal_beverage>>. The plastic cup swelters in your hand. <<else>> <<He>> pours you a cup of steaming <<seasonal_beverage>>. The paper cup warms your hands. <</if>> <<if $daily.ex.balloonDrink is 2>> "Thirsty, eh?" <<he>> says. "<<print playerBellyVisible() ? "Guess you gotta keep that little one hydrated, too" : "Glad to see you're staying hydrated">>." <<He>> smiles at you. <<elseif $daily.ex.balloonDrink is 3>> "Gotta save some for the other customers, so I'm gonna have to cut you off after this." <<He>> gives you an apologetic smile. <</if>> <</switch>> "<<print $balloonStand.owner is "angry" ? "There you go. Get lost." : either("Good to see you, love.", "Have a great rest of your day now.", "Thanks for your custom.", "Enjoy!")>>" <br><br> <<switch $phase>> <<case "popcorn">> <<link [[Eat the popcorn (0:15)|Balloon Consume]]>><<set $phase to $balloonStand.robin.status is "help needed" ? "ask_eat" : "popcorn">><<trauma -3>><</link>><<ltrauma>><br> <<if $balloonStand.robin.status is "help needed">> <<link [[Save it for later|Balloon Consume]]>><<set $phase to "ask">> <<set $popcorn += 1>><<handheldon>><</link>><br> <<else>> <<link [[Save it for later|Beach]]>><<set $eventskip to 1>><<set $popcorn += 1>><<endevent>><</link>> <</if>> <<default>> <<link [[Take a sip (0:15)|Balloon Consume]]>><<stress -9>><<pass 15>><</link>><<lstress>><br> <</switch>><<effects>> <<switch $phase>> <<case "cold drink">>You take a sip. The <<seasonal_beverage>> is <<print Time.season is "spring" ? "pleasantly fruity" : "tart">> and refreshing, and you can feel the stress melting away. <<case "popcorn" "park" "ask_eat">>You pop a handful of popcorn into your mouth. It's buttery and salty, and it brings back nostalgic memories of trips to the cinema. <<case "ask">>You fold over the top of the bag so popcorn doesn't spill everywhere before pocketing it.<<handheldon>> <<default>>You take a careful sip, careful not to scald your tongue. The <<seasonal_beverage>> is rich <<print Time.season is "winter" ? "and creamy" : "with spices">>, and you can feel the stress melting away. <</switch>> <br><br> <<if ["ask","ask_eat"].includes($phase)>> "I've been meaning to ask," the <<person>> says, resting <<his>> elbows on the stall as <<he>> leans over to chat with you. "What do you think of the popcorn? Good, right?" <br><br> <<if $speech_attitude is "meek">> "It's very good, <<sir>>," you tell <<him>>. "Although, it is, um, kind of salty?" <<elseif $speech_attitude is "bratty">> "Yeah, gotta admit, you did good with it. Salty, though. I'm parched." You smack your lips frankly. <<else>> "It's tasty, yeah! If I had to critique it, it is a bit salty, though." <</if>> <br><br> "Salt is addictive. That's how you keep 'em coming back," <<he>> says with a wink. "But good to know. I'm always open to ways to improve." <br><br> <<link [[Suggest that the stall owner partner with Robin|Balloon Partner]]>><<set $phase to "help">><<handheldon>><</link>><br> <<link [[Suggest that the stall owner sell beverages|Balloon Partner]]>><<set $phase to "sabotage">><<handheldon>><</link>> <<elseif $phase is "park">> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <<else>> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>><<effects>> <<location "beach">><<npc Robin 2>><<person2>> <<set _boyfriend to ($robinromance ? (C.npc.Robin.pronoun is "f" ? "girlfriend" : "boyfriend") : "friend")>> <<switch $phase>> <<case "help">> <<if getRobinLocation() is "beach">> "My _boyfriend's selling lemonade, right across the way there." You nod at Robin's lemonade stand. "It's really tasty. I think your customers would appreciate a nice cold drink after some of your popcorn." <<else>> "<<print Time.season is "winter" ? "When it's not cold out," : "<<Hes>> not there right now, but">> my _boyfriend spends the weekend selling lemonade, right across the way there. You've probably seen <<him>> around." You nod at the spot where Robin normally sets up shop. "<<print Time.season is "winter" ? "Now that it's winter, <<hes>> selling hot cocoa over in the park." : "It's really tasty.">> I think it'd hit the spot after some of your popcorn." <</if>> <br><br> The <<person1>><<person>> cocks <<his>> head, considering your words. <<if C.npc.Robin.crossdressing gte 2 and getRobinLocation() is "beach" and $robinromance>> "<<print (_boyfriend.toUpperFirst())>>?" <<He>> glances at Robin's <<= C.npc.Robin.pronoun is "f" ? "bound chest" : "<<npcClothesText statusCheck('Robin') 'upper'>>">>. "Could've fooled me. Well, whatever gets your jollies, eh?" <<He>> gives you a wry smile before continuing. <<set _boyfriend to C.npc.Robin.pronoun is "f" ? "'girlfriend'" : "'boyfriend'">> <</if>> "I've tried that lemonade of <<person2>><<hers>> before," <<person1>><<he>> says. "It's mostly sugar water. I'm not saying no, but you're gonna have to work a little harder to convince me that partnering with your little _boyfriend isn't a terrible idea." <br><br> <<link [[Persuade|Balloon Convince]]>><<set $phase to "persuade">><</link>><<englishdifficulty 1 1000>><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Seduce|Balloon Convince]]>><<set $phase to "seduce">><</link>><<promiscuous4>> <br> <</if>> <<if $money gte 30000>> <<link [[Bribe (£300)|Balloon Convince]]>><<set $phase to "bribe">><<money -30000 "bribe">><</link>> <</if>> <<case "sabotage">> "Have you considered selling beverages alongside your popcorn?" you ask. <br><br> The <<person1>><<person>> hums noncommittally as <<he>> wipes down <<his>> stand. "Like your buddy <<print getRobinLocation() is "beach" ? "over there" : Time.season is "winter" ? "who sells hot chocolate in the park" : "who sells lemonade">>?" <<He>> leans in conspiratorially. "I've tried <<person2>><<his>> lemonade before. <<Hes>> a bit heavy-handed on the sugar, and really ought to invest in a proper juicer." <br><br> <<person1>><<He>> straightens back up. "What does your friend charge, anyway?" <<he>> muses, glancing over at <<print getRobinLocation() is "beach" ? "Robin's stall" : "where Robin normally sets up shop">>. "A pound? You can't make a living like that. Who knows, maybe a little friendly rivalry will help drum up some business for <<person2>><<him>>." The <<person1>><<person>> chuckles. "I'm already thinking of a seasonal menu. Cider in the fall, strawberry lemonade in the spring... this'll be fun. Stop by tomorrow, why don't you? I'll give you a drink on the house." <<set $balloonStand.freeDrink to true>> <br><br> <<if $speech_attitude is "meek">> "That's very kind of you, <<sir>>." You give <<him>> a tiny smile. "Thank you." <<elseif $speech_attitude is "bratty">> "Sure, sign me up." You grin. "I'm always down for a freebie." <<else>> "I'd like that very much." You smile. "Thank you." <</if>> <br><br> "Don't expect me to make a habit of it, though. I gotta earn a living here," <<he>> says with a wink. "You know, you're a shrewd one, <<girl>>. Keep it up, and you'll make a fine business magnate someday." <<stress -6>><<lstress>> <<balloonRobinSabotaged>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</switch>><<effects>> <<npc Robin 2>><<person2>> <<switch $phase>> <<case "persuade">> You talk at length about the virtues of Robin's <<print Time.season is "winter" ? "hot chocolate" : "lemonade">>. For good measure, you spin up a sob story about Robin's history as an orphan. <br><br> <<if $englishSuccess>> "You'd really be helping <<person2>><<him>> out, <<person1>><<sir>>," you say, eyes wide and earnest. <<person2>>"<<Hes>> a good person, and <<he>> just needs someone to cut <<him>> a break for once. And it will be a two-way street, I assure you. <<He>>'ll happily send customers your way as well. Plus, think of all the good karma you'll be racking up, helping an unfortunate orphan get a leg up in this cruel world!" <br><br> The <<person1>><<person>> looks moved by your passionate words. <<balloonRobinHelped>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <<else>> The <<person1>><<person>> looks unmoved. "So, the <<person2>><<personsimple>>'s had a rough life. Who hasn't? I'm not providing a charity service here, and I don't see what <<he>> has to offer that will benefit me." <br><br> <<person1>><<He>> sighs. "Look, I'm not an asshole," the <<personsimple>> says. "I'm not convinced, but I like you. Stop by the stall some other time, and I'd be happy to hear you out." <<set $daily.ex.balloonConvince to 1>> <<set $balloonStand.robin.status to "convince">> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>> <<case "seduce">> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "Are you sure I can't convince you?" you purr, leaning over <<person1>><<his>> stall. You lick your lips and glance pointedly at <<his>> crotch. "I am very good with my mouth... I'm sure we can come to an agreement." <<promiscuity4>> <<if $seductionrating gte $seductionrequired>> <<He>> looks conflicted for a moment, but relents. "Ah, alright." <<He>> glances around quickly, then ushers you under the stall. "Make good use of that mouth, and I'll help you out. Hurry, before someone sees. I think I spot some potential customers over there." <br><br> <<link [[Next|Balloon Sex]]>><<set $sexstart to 1>><</link>> <<else>> The <<person>> looks at you and bursts into laughter, leaving you self-conscious. "Not a chance, sorry. Look, I'm not an asshole," <<he>> says. "I'm not interested, but I like you. Stop by the stall again tomorrow, and I'd be happy to hear you out. Use your words next time, not... whatever this was." <<He>> chuckles to <<himself>> and waves you off. <<set $daily.ex.balloonConvince to 1>> <<set $balloonStand.robin.status to "convince">> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>> <<case "bribe">> <<if $speech_attitude is "meek">> "Might this help sweeten the deal?" You count out £300 and hand it to <<person1>><<him>>. <<elseif $speech_attitude is "bratty">> "Money talks, yeah? How's 300 quid sound?" You count out the money and stuff it in <<person1>><<his>> hands. <<else>> "Would 300 quid convince you?" You count out the money and hand it to <<person1>><<him>>. <</if>> <br><br> <<He>> pockets the money, looking impressed. <<balloonRobinHelped>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</switch>><<if $sexstart is 1>> <<set $sexstart to 0>> <<set $enemyno to 1>><<set $enemynomax to 1>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> You crawl under the stall and give <<him>> a teasing lick. <<promiscuity4>><<npcoral>><<set $NPCList[0].mouth to "none">> <<set $enemytrust += 10>> <</if>> <<effects>> The <<personsimple>> chats up a customer, doing <<his>> best to keep <<his>> voice steady. <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Balloon Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Balloon Sex]]>><</link>></span><<nexttext>> <</if>><<location "beach">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pants as <<he>> comes down from <<his>> orgasm. <<He>> gives your cheek a clumsy pat, and you crawl out from underneath the stall, wiping your mouth. <br><br> <<balloonRobinHelped>> <<elseif $enemyhealth lte 0>> "Ow, you fucking whore!" the <<person>> shouts, kicking you away from <<him>>. You scramble out from under the stall. "You can forget about me helping your little friend!" <<he>> shouts after you as you sprint away from the stand. "In fact, <span class="red">I'm gonna start selling my own lemonade</span>! Next time, don't bite the hand that feeds you, asshole." <<balloonRobinSabotaged "angry">> <<elseif $finish is 1>> <<He>> looks disappointed as you crawl out from the stand. "Was that supposed to convince me?" <<He>> shakes <<his>> head. "Look, I like you. Stop by the stall some other time, and I'm willing to hear you out. Use your words next time, not... whatever this was." <<He>> waves you off. <<set $balloonStand.robin.status to "convince">> <<set $daily.ex.balloonConvince to 1>> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<effects>> <<loadNPC 0 "stall_owner">><<npc Robin 2>> <<set $balloonStand.robin.talked to true>> <<set $balloonStand.robin.knows to ($phase is "confess_helped" or $phase is "confess_sabotaged" ? true : false)>> <<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">> <<set _botchedHelp to ["angry", "appeased"].includes($balloonStand.owner)>> <<switch $phase>> <<case "confess_helped">> <<if $speech_attitude is "meek">> "Well," you say coyly, "I might know what's causing it..." Robin looks at you with wide eyes, and you're barely able to suppress a giggle. "You have a new business partner! I asked that <<person1>><<personsimple>> who sells popcorn to send you <<his>> thirsty customers. <<He>> only asks that you point interested customers <<his>> way as well." <<elseif $speech_attitude is "bratty">> "Oh, I can tell you exactly why your business is booming," you say, grinning widely. Robin looks at you, wide-eyed and questioning. "It's because I'm a genius, and I convinced that schmuck selling popcorn to send you <<person1>><<his>> thirsty customers. Just send anyone who looks hungry over to <<him>>, and you're square." <<else>> "Well," you begin, offering Robin a smile. "You know that stall that sells popcorn? I convinced <<person1>><<him>> to send you <<his>> thirsty customers. <<He>> just wants you to send some customers <<his>> way occasionally too." <</if>> <br><br> <<balloonRobinGrateful>> <<case "confess_sabotaged">> <<if _botchedHelp>> You take a deep breath and <<if $speech_attitude is "meek">> glance away from Robin. "W-well... I might, um, know the reason. See, I tried to convince that <<person1>><<personsimple>> who sells popcorn to send you <<his>> thirsty customers... but I ended up upsetting <<him>>. I think <<he>> started selling _lemonade in retaliation." <<elseif $speech_attitude is "bratty">> look Robin square in the eye. "I know what's going on. See, I tried to convince that schmuck who sells popcorn to send you <<person1>><<his>> thirsty customers. Accidentally pissed <<him>> off, and <<he>> started selling _lemonade to stick it to me." <<else>> address Robin. "I have some bad news. You know that stall that sells popcorn? I tried to convince <<person1>><<him>> to send you <<his>> thirsty customers, but it didn't work. I upset <<him>>, and <<he>> retaliated by selling <<his>> own lemonade." <</if>> <br><br> Robin looks conflicted. "You're the reason why I'm losing customers?" <<else>> You take a deep breath and <<if $speech_attitude is "meek">> glance away from Robin. "W-well... I might, um, know the reason. <<elseif $speech_attitude is "bratty">> look Robin square in the eye. "I know what's going on. <<else>> address Robin. "I think I know why. <</if>> It's because I told the <<person1>><<personsimple>> who runs that balloon stand to start selling drinks." <br><br> <<person2>><<print C.npc.Robin.trauma gte 20 ? "Robin stares at you hollowly" : C.npc.Robin.dom gte 50 ? "Robin clenches <<his>> fists" : "Tears spring to Robin's eyes, and <<he>> blinks them away">>. <<He>> looks at a loss for words. "You did what?" <<he>> finally whispers. "Why would you do that? It's already hard enough making money without my <<if $robinromance is 1>><<girlfriend>><<else>>best friend<</if>> giving my competitor ideas. I thought we were in this together." <</if>> <<case "quiet_helped">> You choose to keep quiet. Robin barely notices your silence as <<he>> channels <<his>> giddy energy into rearranging <<his>> ingredients. <br><br> "Excuse me?" a <<generate3>><<person3>><<person>> interrupts you. "<<print Time.season is "winter" ? "A <<person1>><<personsimple>> at the beach" : "That <<person1>><<personsimple>> over there">> told me you're selling _lemonade? May I buy some?" <br><br> Robin's eyes widen slightly. "That's where the customers are coming from!" <<person2>><<he>> whispers to you, sounding excited. "What a nice <<person1>><<print $pronoun is "m" ? "man" : "lady">>... I guess there are good people in this world after all! I should start sending my customers <<his>> way too." Robin starts to make some _lemonade for the <<person3>><<person>>, humming as <<person2>><<he>> goes. <<llrtrauma>><<npcincr Robin trauma -5>><<ggdom Robin>><<npcincr Robin dom 5>> <br><br> A warm glow fills you as you watch Robin help the customer, oblivious to the role you played. It feels good to do something nice, regardless of public recognition. <<stress -12>><<trauma -6>><<lstress>><<ltrauma>> <<case "quiet_sabotaged">> You decide not to say anything. Robin doesn't need to know about your <<print ["angry", "appeased"].includes($balloonStand.owner) ? "failure to help <<him>>" : "betrayal">>. Robin fidgets, restlessly rearranging <<his>> ingredients. "Oh well," <<he>> finally says with a sigh. "I guess there's no helping it. I'll just have to keep working hard." <br><br> You chat for a bit, and Robin seems in slightly better spirits by the time you bid <<him>> farewell. <</switch>> <br><br> <<if $phase is "confess_sabotaged">> <<set $robin.hurtReason to "the balloon stand situation">> <<set $robin.timer.hurt to _botchedHelp ? 8 : 15>> <<set _trauma to _botchedHelp ? 3 : 6>> <<set _robin_trauma to _botchedHelp ? 2 : 15>> <<set _robin_love to _botchedHelp ? -1 : -10>> <<link [[Apologise|Balloon Robin Check-In 2]]>><<set $phase to 0>><</link>><br> <<capture _robin_trauma _robin_love>> <<link [[Yell|Balloon Robin Check-In 2]]>><<set $phase to 1>><<trauma -6>><<npcincr Robin trauma _robin_trauma>><<npcincr Robin love _robin_love>><<npcincr Robin dom -1>><</link>><<ltrauma>><<lstress>><<grtrauma>><<llove Robin>><<ldom Robin>><br> <</capture>> <<capture _trauma>> <<link [[Say nothing|Balloon Robin Check-In 2]]>><<set $phase to 2>><<trauma _trauma>><</link>><<gtrauma>><<if !_botchedHelp>><<grtrauma>><</if>> <</capture>> <<else>> <<switch $location>> <<case "park">><<link [[Next|Park]]>><<endevent>><</link>> <<default>><<link [[Next|Beach]]>><<endevent>><</link>> <</switch>> <</if>><<if ["angry", "appeased"].includes($balloonStand.owner)>> <<if $phase is 0>> "<<print $speech_attitude is "meek" ? "I-it was an accident! I'm sorry..." : $speech_attitude is "bratty" ? "My bad, alright? I was just trying to help," : "I messed up. I'm sorry,">>" you tell <<person2>><<him>>. <<elseif $phase is 1>> You berate Robin, reminding <<person2>><<him>> that you did your best to help. <<He>> <<print C.npc.Robin.dom gte 80 ? "cuts you off before you can get too far in your diatribe" : "hangs <<his head as you lay into <<him>>. When you're finished, <<he>> looks up">>. <<else>> You keep your mouth shut. Robin looks at you balefully before continuing. <</if>> "I know it's not your fault," Robin says. <<person2>><<He>> <<print C.npc.Robin.dom gte 50 ? "stares at you, <<his>> fists tightly clenched" : "can't quite look you in the eye">>. "Thank you for trying, but <<print C.npc.Robin.dom gte 50 ? "I can take care of myself" : "I think you hurt more than you helped">>." <<He>> sighs. "I just... need some time, okay?" <br><br> <<else>> <<if $phase is 0>> "<<print $speech_attitude is "meek" ? "I-I'm sorry..." : $speech_attitude is "bratty" ? "My bad, alright?" : "I'm sorry,">>" you tell <<person2>><<him>>. "I just wanted to help." <br><br> "Help who? <<person1>><<Him>> or me?" Robin asks. <<person2>><<He>> sounds on the verge of tears. "If you wanted to help me, you should have told <<person1>><<him>> to send people to me for drinks, not to sell <<his>> own." <br><br> "I'm sorry," you repeat helplessly. "You're right, I shouldn't have done that. I thought maybe..." You break off and shake your head. "I didn't mean to hurt you." <br><br> "I know." <<person2>><<He>> stares at the ground. "Thank you for wanting to help." <<elseif $phase is 1>> You raise your voice as you lay into Robin, berating <<him>> for <<his>> naivety. You tell <<him>> that you did <<him>> a favour, <<print $robinpaid gte 1 ? "and if <<he>> ever hopes to pay <<his>> own way, <<he>> needs to get a real job" : "because <<he>> can't make a living just from selling lemonade">>. By the time you're done, <<hes>> in tears. <br><br> "I'll do better," <<he>> mumbles, "so you don't have to keep supporting me..." <<He>> needs a few moments to compose <<himself>>. <<else>> You keep your mouth shut, unable to find the appropriate words. <br><br> Robin seems even more upset at your reticence. "You can't even tell me why?" <<person2>><<he>> says, voice quivering with tears. <<npcincr Robin trauma 5>><<grtrauma>> <</if>> <br><br> Finally, Robin takes a shuddery breath and swallows. "<<print C.npc.Robin.dom gte 50 ? "I'd like you to leave now" : "P-please, just go">>," <<person2>><<he>> says. "I just... want to be alone right now." <</if>> <<He>> turns back to <<his>> stand, avoiding your gaze until you finally leave. <br><br> <<switch $location>> <<case "park">><<link [[Next|Park]]>><<endevent>><</link>> <<default>><<link [[Next|Beach]]>><<endevent>><</link>> <</switch>><<effects>> <<if $speech_attitude is "meek">> "Sorry, but I can't right now. Thank you for the free balloon though, that's very kind of you," you say. <<elseif $speech_attitude is "bratty">> "Nah, I'm good. But thanks for the freebie," you say. <<else>> "I'm fine, but thanks for the balloon," you say. <</if>> <br><br> You take your leave and let the <<person>> finish setting up <<his>> stall. <br><br> <<if getRobinLocation() is "beach">> <<clearsinglenpc 0>> <<balloonRobinIntro>> <<else>> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>><<if $phase is 0>> <<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">> You tell Robin <<he>> has nothing to worry about. The stall owner isn't selling _lemonade and would attract a different crowd. <br><br> "I guess that's true," Robin says. <<He>> glances <<print Time.season is "winter" ? "in the direction of the beach" : "at the stall">>. <<person1>>"<<Hes>> selling popcorn, right? Maybe <<he>>'ll send people over to me if they get thirsty," <<person2>><<he>> says, sounding <<print C.npc.Robin.trauma gte 40 ? "like <<hes>> trying to convince <<himself>> of the impossible" : "hopeful">>. <br><br> You nod encouragingly. <span class="blue">Maybe you can convince the stall owner to help Robin if you purchase some popcorn.</span> <br><br> The two of you make small talk for a bit. Eventually, Robin says <<he>> needs to get back to <<his>> stand. <br> <<if C.npc.Robin.trauma gte 40>> <<He>> slowly ambles off, <<his>> gaze fixed on the ground. <<else>> <<He>> smiles and waves goodbye. <</if>> <<else>> You don't respond. The silence stretches awkwardly between you. Robin fidgets. <br><br> "Yeah," <<person2>><<he>> finally says. "I guess maybe I should be worried." <<if C.npc.Robin.trauma gte 40>> <<He>> sighs, staring vacantly at the stall. "Well, I should get back to it, then." <<He>> slowly ambles off, <<his>> gaze fixed on the ground. <<else>> <<He>> sighs, looking momentarily despondent before bouncing back to <<his>> usual happy-go-lucky self. "Well, what can you do? I'll just have to keep on working hard." <<He>> smiles and waves goodbye. <</if>> <</if>> <<set $balloonStand.robin.status to "help needed">> <br><br> <<switch $location>> <<case "park">><<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <<default>><<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</switch>><<widget "stallShop-text">> <<set _popcorn to $balloonStand.robin.status is "sabotaged" ? "popcorn and <<print Time.season is 'winter' ? 'hot chocolate' : 'lemonade'>>" : "popcorn">> <<if (getRobinLocation() is "beach")>> <<if $balloonStand.robin.status is "sabotaged">> <<set _robinText to "Customers mill around you. Across the way, a harried Robin desperately tries to attract people to <<nnpc_his Robin>> stand.">> <<elseif $balloonStand.robin.status is "helped">> <<set _robinText to "Across the way, Robin has more customers than usual. <<nnpc_He Robin>> catches you looking and waves at you.">> <<else>> <<set _robinText to "Across the way, Robin speaks to a solitary customer. <<nnpc_He Robin>> catches you looking and smiles tentatively.">> <</if>> <<elseif $robinmissing isnot 0>> <<if $balloonStand.robin.status is "sabotaged">> <<set _robinText to "Customers mill around you. You glance over at the spot where Robin normally set up shop. You can't help but feel responsible for <<nnpc_his Robin>> absence.">> <<elseif $balloonStand.robin.status is "helped">> <<set _robinText to "The <<personsimple>> begins to point another customer looking for a drink in the direction of Robin's stand. <<He>> quickly corrects <<himself>>, looking disspirited at Robin's absence.">> <<else>> <<set _robinText to "You glance over at the spot where Robin normally set up shop.">> <</if>> <<elseif $balloonStand.robin.status is "sabotaged">> <<set _robinText to "Customers mill around you.">> <<else>> <<set _robinText to "">> <</if>> <<if $phase is "firstcustomer">> "Excellent!" The <<person>> claps <<his>> hands in delight. "What would you like?" <<elseif $balloonStand.freeDrink>> "Hey, you!" the <<person1>><<person>> says, flashing you a quick smile. "Thanks again for the business idea. I'm already seeing an influx of customers." Here, one drink on the house, as promised." <<set $balloonStand.freeDrink to false>> <<else>> The <<person>> <<print $balloonStand.owner is "angry" ? "scowls" : "smiles">> at you as you peruse <<his>> stand. The smell of fresh _popcorn fills the air. <<print _robinText>> <</if>> <br><br> <</widget>> <<widget "stallShop-main">> <<if $balloonStand.freeDrink>> <<set $balloonStand.freeDrink to false>> <<switch Time.season>> <<case "winter">> <<wearProp "travel cup" 0 "cocoa">> <<case "spring">> <<wearProp "lemonade" 0 "strawberry">> <<case "autumn">> <<wearProp "travel cup" 0 "cider">> <<default>> <<wearProp "lemonade" 0 "default">> <</switch>> "Hey, you!" the <<person1>><<person>> says, flashing you a quick smile. "Thanks again for the business idea. I'm already seeing an influx of customers. Here, one drink on the house, as promised." <br><br> <<switch _cold>> <<case "hot">>You take a careful sip of the offered drink, careful not to scald your tongue. The <<seasonal_beverage>> is rich <<print Time.season is "winter" ? "and creamy" : "with spices">>. <<case "ice-cold">>You take a sip of the offered drink. The _cold <<seasonal_beverage>> is <<print Time.season is "spring" ? "pleasantly fruity" : "tart">> and refreshing. <</switch>> <<stress -9>><<lstress>> <br><br> You make small talk with the stall owner until a customer interrupts. You thank <<him>> for the free drink and step away. <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <<else>> <<if $tryOn.autoReset isnot false>><<tryOnReset>><</if>><<unset $tempDisable>> <<set $outside to 0>><<effects>> <<set $shopName = "stall">> <<stallShop-text>> <div id="tryonstats-div"><<tryOnStats>></div> <<unset $shopListStartCount>> <<unset $clothes_choice>> <<set $shopPage = 0>> <div id="warmth-description" class="hidden"> <<warmthscale>> <<warmth_description>> </div> <<gifticon "balloons">><<link "Browse items">><<replace "#clothingShop-div">><<HandheldShop>><</replace>><<set $phase to 0>><</link>> <<run linkifyDivs('.button-back-to-shop')>> <<if ndef $popcorn>><<set $popcorn to 0>><</if>> <<if ndef $daily.ex.popcorn>><<set $daily.ex.popcorn to 0>><</if>> <<if $popcorn gte 3>> <br> <span class="blue">You can only carry three bags of <<foodicon "popcorn">>popcorn at once.</span> <<elseif $money gte 600 and $daily.ex.popcorn lt 3>> <br> <<foodicon "popcorn">><<link [[Buy popcorn (0:02 £6)|Balloon Purchase]]>><<money -600>><<set $phase to "popcorn">><<pass 2>><</link>> <</if>> <<if $balloonStand.robin.status is "sabotaged" and $money gte 300 and !($daily.ex.balloonDrink gte 3)>> <<switch Time.season>> <<case "winter">><<set _drink to "hotcocoa">><<set _phase to "hot cocoa">> <<case "spring">><<set _drink to "strawberrylemonade">><<set _phase to "cold drink">> <<case "summer">><<set _drink to "lemonade">><<set _phase to "cold drink">> <<default>><<set _drink to "hotcider">><<set _phase to "hot cider">> <</switch>> <br> <<foodicon _drink>><<link [[Buy something to drink (0:02 £3)|Balloon Purchase]]>><<money -300>><<set $phase to _phase>><<set $phase2 to _drink>><<pass 2>><</link>> <</if>> <<if $balloonStand.robin.status is "convince" and !$daily.ex.balloonConvince>> <br> <<socialiseicon>><<link [[Persuade the stall owner to partner with Robin|Balloon Convince]]>><<set $phase to "persuade">><</link>><<englishdifficulty 1 1000>> <</if>> <br><br> <<if $tryOn.value gt 0>> <<if $tryOn.value lte $money>> <<sendItemsToDropdown>> <<shopicon "register">><<link "Buy items">><<buyTryOnClothes "wear">><<updateclothingshop>><</link>> <br> <<wardrobeicon>><<link "Buy items and send to wardrobe">> <<buyTryOnClothes "wardrobe">> <<updatesidebarmoney>> <<updatewarmthscale>> <<updatewarmthdescription>> <<updatesidebarimg>> <<updatesidebardescription>> <<updateallure>> <<updatetryonstats>> <<updateclothingshop>> <<run updateMoment()>> <</link>> <br> <</if>> <<else>> <<getouticon>><<link [[Leave|Beach]]>><<shopClothingFilterReset>><<set $tryOn.autoReset to true>><<endevent>><</link>> <</if>> <</if>> <</widget>> <<widget "balloonRobinHelped">> <<set _boyfriend to ($robinromance ? "<<person2>><<personsimple>>friend" : "friend")>> "You're either <<print $robinromance ? "really in love with <<person2>><<him>>" : "a really good friend">>, or you really believe in the quality of <<person2>><<his>> stuff. Either way, I'll take it. Sure, we've got a deal. I'll send my customers to your _boyfriend's stall, if <<he>>'ll send any peckish customers my way." <<set $robin.moneyModifier += 50>> <<set $balloonStand.robin.status to "helped">> <<set $robin.timer.customer to 5>> /*Give Robin a few days to notice the effects on their stall*/ <</widget>> <<widget "balloonRobinSabotaged">> <<set $robin.moneyModifier -= 50>> <<set $balloonStand.robin.status to "sabotaged">> <<set $balloonStand.owner to _args[0] or "friendly">> <<set $robin.timer.customer to 5>> /*Give Robin a few days to notice the effects on their stall*/ <<set $daily.ex.balloonDrink to 3>> /*So the balloon owner doesn't start selling lemonade three seconds after*/ <</widget>> <<widget "balloonRobinGrateful">> <<set _boyfriend to ($robinromance ? "<<person2>><<personsimple>>friend" : "best friend")>> <<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">> <<set _stall to Time.season is "winter" ? "A <<person1>><<personsimple>> at the beach" : "That <<person1>><<personsimple>> over there">> Robin's mouth gapes for a few seconds. "You... did that for me?" <br><br> "Of course I did," you say. "You're my _boyfriend." <br><br> Robin looks at you for a moment before flinging <<person2>><<his>> arms around your neck and <<if $robinromance is 1>> kissing you. <<takeKissVirginity "Robin" "loveInterest">> <<He>> breaks away with a gasp, looking flustered. <<else>> hugging you hard enough to hurt. <<He>> breaks away first, visibly choked up. <</if>> There's tears in <<his>> eyes as <<he>> whispers, "Thank you. You do so much for me... what would I do without you?" <<He>> hugs you <<print $robinromance is 1 ? "tenderly" : "again">>, and the two of you stay like that for a moment. <br><br> "Excuse me?" a <<generate3>><<person3>><<person>> interrupts your embrace. "<<print _stall>> told me you're selling _lemonade? May I buy some?" <<if $location isnot "park">> <br><br> You glance over at the balloon stall. The <<person>> gives you a wink. <br><br> <</if>> "Ah, of course!" Robin says. "I'll make you some right now, <<person3>><<sir>>!" <<person2>><<He>> gives you one last grateful smile and busies <<himself>> with the _lemonade. <<ggglove "Robin">><<llrtrauma>><<npcincr Robin trauma -10>><<npcincr Robin love 10>> <br><br> A warm glow fills you. You watch Robin help the customer before bidding <<him>> farewell. <<He>> mouths you one last grateful "thank you" before you leave. <<famegood 5>><<stress -3>><<trauma -3>><<lstress>><<ltrauma>> <</widget>> <<widget "balloonRobinAngryHelp">> "I'm okay. I don't need <<print ["angry", "appeased"].includes($balloonStand.owner) ? "any more of your" : "your">> help right now." Robin fidgets. "Would you mind leaving me alone for a few?" It's clear <<hes>> still <<npcHurt "Robin">>. <br><br> <<endevent>> <</widget>> <<widget "balloonRobinAngryPurchase">> "Thanks for your purchase," <<he>> says. <<He>> seems to feel bad about being icy towards you, and <<his>> face softens as <<he>> puts the money under the counter. <</widget>> <<widget "balloonRobinTalk">> Robin glances at you. <<if $balloonStand.robin.status is "helped" and $balloonStand.robin.talked is false and $robin.timer.customer is 0>> "I don't know if you've noticed, but I've been getting so many more customers lately!" <<He>> looks pleased, if a bit flustered. "I don't know what's causing it, but... wow!" <<elseif $balloonStand.robin.status is "sabotaged" and $balloonStand.robin.talked is false and $robin.timer.customer is 0>> "You know, I haven't been getting a lot of customers lately." <<His>> expression clouds over. "That stall <<print getRobinLocation() is "beach" ? "over there started selling lemonade" : "on the beach with the popcorn and balloons started selling <<seasonal_beverage>>">>..." <<He>> sighs. "I wish I knew why." <</if>> <</widget>> <<widget "balloonRobinIntro">> <<loadNPC 0 "stall_owner">><<npc Robin 2>><<person2>> <<set _lemonade to Time.season is "winter" ? "hot chocolate" : "lemonade">> You see Robin stood behind <<his>> _lemonade stand. When <<he>> notices you, <<he>> leaves the stand and <<if C.npc.Robin.trauma gte 40>> shuffles over to you. "Hey," <<he>> mumbles. "Have you... <<print Time.season is "winter" ? "heard about that stall on the beach" : "seen that stall over there">>? The one selling the balloons and popcorn. Should I be worried? It's already hard enough to find customers." <<else>> approaches you. "Hey, I'm happy to see you here! I hope you'll stop by the stand later." Robin chews <<his>> lip. "Have you seen that other stall that's set up shop <<print Time.season is "winter" ? "on the beach" : "here">>? Should I be worried? I don't want my customers getting distracted by popcorn!" <</if>> <br><br> <<link [[Reassure Robin|Balloon Robin Response]]>><<set $phase to 0>><</link>><br> <<link [[Say nothing|Balloon Robin Response]]>><<set $phase to 1>><</link>> <</widget>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>> <<if Time.dayState isnot "night">> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Beach Day Molestation Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Day Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Day Molestation Escape]]>><</link>></span><<nexttext>> <<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>> <span id="next"><<link [[Next|Beach Day Molestation Stripped]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Day Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Day Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Day Molestation Escape]]>><</link>></span><<nexttext>> <<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_upper.type.includes("naked") and $worn.under_lower.type.includes("naked")>> <span id="next"><<link [[Next|Beach Day Molestation Stripped]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Day Molestation]]>><</link>></span><<nexttext>> <</if>><<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> "Stupid slut." <<He>> dumps you on the sand. <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek before taking <<his>> leave. <br><br> <</if>> <<stealclothes>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape<<if Time.dayState is "night">> into the darkness<</if>>. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>> With your clothes bundled in <<his>> arms, the <<person>> gives you a mocking look before dashing away, leaving you lying bare on the sand. <<tearful>> you rise to your feet, keeping low to conceal your nudity. <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<location "beach">><<effects>> <<if $phase is 0>> You walk over to the <<person>> who pretends not to notice you until you stop in front of <<him>>. <<if playerBellyVisible()>> <<He>> notices your pregnant belly once you've gotten close enough. "My my!" <<he>> exclaims with glee. "Ready to be a mum already?" <<else>> <<He>> looks at you but doesn't speak. <</if>> <br><br> <<socialiseicon>><<link [[Friendly chat (0:10)|Beach Day Encounter]]>><<set $phase to 1>><<pass 10>><<stress -2>><<trauma -1>><</link>><<lstress>><<ltrauma>> <br> <<socialiseicon>><<link [[Flirt (0:05)|Beach Day Encounter]]>><<pass 5>><<set $phase to 2>><</link>><<promiscuous1>> <br> <<if between(Time.hour, 7, 19) and !Weather.isOvercast and Weather.temperature gte 10>> <<cosmeticsicon "sunscreen">><<link [[Offer to apply sunscreen (0:03)|Beach Day Encounter Sunscreen 1]]>><<pass 3>><</link>><<promiscuous1>> <br> <</if>> <<getouticon>><<link [[Leave|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $phase is 1>> <<if playerBellyVisible()>> You manage to strike an engaging conversation with <<him>>. It becomes clear to you that the stress of parenthood is really getting to <<him>>. "Kid's got a father too, I imagine?" <br><br> <<link [[Say you are single|Beach Day Encounter Pregnancy Talk]]>><<set $phase to 0>><</link>> <br> <<link [[Say you know the father|Beach Day Encounter Pregnancy Talk]]>><<set $phase to 1>><</link>> <br> <<else>> You try to bring <<him>> out of <<his>> shell by talking about innocuous things. <<He>> responds politely but you do most of the talking. You catch <<him>> eyeing you up when <<he>> thinks you're not looking. <br><br> <<link [[Say goodbye|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<link [[Flirt (0:05)|Beach Day Encounter]]>><<pass 5>><<set $phase to 2>><</link>><<promiscuous1>> <br> <</if>> <<elseif $phase is 2>> You sit on the towel beside <<him>> and lean close. You tell <<him>> <<he>> is a terrific parent but that <<he>> must be in need of stress relief every now and then. <<if $NPCList[0].penis is "clothed">> <<He>> shifts <<his>> legs as if to conceal something. <<else>> <<He>> blushes with increasing intensity as you continue. <</if>> <<promiscuity1>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Beach Day Encounter]]>><<set $phase to 4>><</link>> <<seductiondifficulty>><<promiscuous2>> <br> <</if>> <<link [[Stop|Beach Day Encounter]]>><<set $phase to 3>><</link>> <<elseif $phase is 3>> Satisfied with the effect, you stand and take your leave. <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $phase is 4>> <<seductionskilluptext>> <<seductionskilluse>> <<if 1000 - ($rng * 10) - currentSkillValue("seductionskill") - ($attractiveness / 10) lte -100>> Gazing into <<his>> eyes, you press your body against <<hers>> and make it absolutely clear what your intentions are. <<He>> glances at <<his>> kids. Satisfied that they're distracted, <<he>> turns and embraces you, <<his>> heart beating furiously. <br><br> <<link [[Next|Beach Day Encounter Sex]]>><<set $sexstart to 1>><</link>> <<else>> Gazing into <<his>> eyes, you press your body against <<hers>> and make it absolutely clear what your intentions are. Stammering excuses, <<he>> recoils from your advance and leaves to check on <<his>> children. <br><br> <<link [[Never mind|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</if>><<wearProp "sunscreen">> You sit on the towel and reach for the tube of sunscreen next to <<him>>. "Want me to put some on you?" you ask with a wink. <<promiscuity1>> <<He>> blushes. "O-Okay." <br><br> You whirl your finger for <<him>>, and <<he>> obligingly turns around. You put a generous amount of sunscreen on your hands and start to massage it into <<his>> back. <<He>> is tense at first, <<if currentSkillValue("handskill") gte 400>> but <<he>> starts to relax the more you work. <<else>> and only gets more tense as you fumble through the massage. <</if>> <<ghandskill>><<handskill 1>> <br><br> <<if hasSexStat('promiscuity', 2)>> <<link [[Go lower|Beach Day Encounter Sunscreen 2]]>><<set $phase to 1>><</link>><<promiscuous2>> <<else>> <<insufficientStat "promiscuity" "to go further">> <</if>> <br> <<link [[Stop|Beach Day Encounter Sunscreen 2]]>><<set $phase to 0>><</link>><<wearProp "sunscreen">> <<if $phase is 0>> You finish applying the sunscreen. <<He>> nods at you, blushing so red it looks like <<he>> already burnt. Winking, you walk away, leaving <<him>> with <<his>> children. <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> You move your hands down <<his>> back. <<He>> glances back at you, a question in <<his>> eyes. You press your body against <<his>> before <<he>> can ask. <<promiscuity2>> "I think even a perfect parent needs a little stress relief, don't you?" you say. <br><br> /* if passed the handskill check before, requires lower seduction difficulty */ <<set $seductiondifficulty to currentSkillValue("handskill") gte 401 ? 4000 : 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You nibble on <<his>> ear for emphasis. <<if $seductionrating gte $seductionrequired>> <<He>> glances at <<his>> kids. Satisfied that they're distracted, <span class="green"><<he>> turns and embraces you</span>, <<his>> heart beating furiously. <br><br> <<link [[Next|Beach Day Encounter Sex]]>><<set $sexstart to 1>><</link>> <<else>> Stammering excuses, <span class="red"><<he>> recoils from your advance</span> and leaves to check on <<his>> children. <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<location "beach">><<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[Next|Beach Day Encounter Sex Finish]]>><</link>></span><<nexttext>> <<else>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Day Encounter Sex Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Day Encounter Sex Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Day Encounter Sex]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Day Encounter Sex Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Day Encounter Sex Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Day Encounter Sex]]>><</link>></span><<nexttext>> <</if>> <</if>><<effects>> While you're stopping sooner than <<he>> would like, <<he>> looks relieved as <<he>> returns <<his>> attention back to <<his>> kids. They don't seem to have noticed anything. <br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<link [[Next|Beach]]>><</link>><<ejaculation>> Looking like <<he>> just awoke from a dream, <<he>> looks at <<his>> kids while motioning for you to leave. <<tearful>> you wink and turn away. <br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<link [[Next|Beach]]>><</link>><<effects>> <<if Time.dayState isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<link [[Next|Beach]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Night Dog Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Night Dog Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Night Dog]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Night Dog Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Night Dog Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Night Dog]]>><</link>></span><<nexttext>> <</if>><<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<bHe>> bites you on the thigh, then leaves you lying on the sand. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> <<bHe>> barks then leaves you lying on the sand. <br><br> <<else>> <<bHe>> licks your <<genitals>> then darts away. <<neutral 5 "genitals">> <br><br> <</if>> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>> The <<beasttype>> whimpers and flees into the darkness. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Night Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Night Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Night Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Night Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Night Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Night Molestation]]>><</link>></span><<nexttext>> <</if>><<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> smacks your face, then leaves you lying on the sand. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. <<His>> breath reeks of alcohol. "This is for you." <<He>> gets up and leaves you lying on the ground. <br><br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <br><br> <</if>> <<underlowersteal>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>> <<if Time.dayState isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<location "beach">><<effects>> <<if $phase is 0>> <<if pcAreArmsBound("both")>> Unable to cover yourself, you bow your head in shame and march through the crowds to the safety of a changing room. <<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> <<if $exposed gte 2>> Face red with humiliation, you make sure your <<genitals_are 1>> properly concealed and make your way across the beach to the safety of a changing room, taunted and ridiculed all the way. <<fameexhibitionism 20>><<garousal>><<arousal 600>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> Face red with humiliation, you make your way across the beach to the safety of a changing room, taunted and ridiculed all the way. <<garousal>><<arousal 300>><<fameexhibitionism 10>> <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <</if>> <</if>> <<else>> <<generate2>>Swallowing your pride, you ask if anyone could lend you something to cover up with. Smiling, a <<person2>><<person>> produces some towels for you. <<fameexhibitionism 10>> <<if pcAreArmsBound("both")>> Seeing you restrained, <<he>> wraps them round you. <<He>> takes <<his>> time, as if savouring the situation, but eventually you find yourself properly covered. <<garousal>><<arousal 600>> <<else>> You take the offered cloth and, crouching for better concealment, you wrap them around yourself. They're a poor substitute for actual clothing, but you're not the only one attired in such a way. <</if>> <br><br> Still blushing, you thank the <<person>> and sheepishly move away from the growing crowd. <br><br> <<towelup>> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>><<location "beach">><<effects>> <<if $phase is 0>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generatey2>><<generatey3>><<generatey4>><<generatey5>> <<maninit>><<npcstrip>><<npcexhibit>> "Maybe you like being seen like this? We can help you out there." Arms reach out from all around you! <br><br> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Beach Exhibit Molestation Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>> <<elseif $orgasmdown gte 1>> <span id="next"><<link [[Next|Beach Exhibit Molestation Orgasm]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>> <<elseif $orgasmdown gte 1>> <span id="next"><<link [[Next|Beach Exhibit Molestation Orgasm]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>> <</if>> <<elseif $phase is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>><<npcoral>> <<set $enemytrust -= 40>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Beach Exhibit Molestation Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<link [[Next|Beach Exhibit Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Exhibit Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Exhibit Molestation Escape]]>><</link>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<link [[Next|Beach Exhibit Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Exhibit Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>><<effects>><<set $rescued += 1>><<person1>> <<He>> notices several heads turning in response to your cry. "You're fucking nuts." <<He>> and <<his>> friends make a quick getaway. <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<ejaculation>> <<person1>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> pushes you onto the sand then spits on you. <<His>> friends follow suit and they leave you lying there, covered in fluid. <<violence 1>> <br><br> <<stealclothes>> <<clotheson>> <br><br> <<elseif $enemyanger gte 1>> "Oh, I said I'd help you." <<He>> grins at <<his>> friends. "That juice should cover you up well enough." They leave you lying on the sand. <<clotheson>> <br><br> <<else>> "See, that wasn't so bad, was it?" <<He>> chucks you some towels before sauntering off with <<his>> friends. <<clotheson>> <br><br> <<outfitChecks>> <<if _fullyNaked>> You wrap a towel around your chest and nether regions, creating a makeshift skirt. <<upperwear 3>><<lowerwear 3>> <<elseif _topless>> You wrap a towel around your chest. <<upperwear 3>> <<elseif _bottomless>> You wrap a towel around your nether regions, creating a makeshift skirt. <<lowerwear 3>> <</if>> <</if>> <<tearful>> you rise to your feet. <br><br> <<endcombat>><<set $eventskip to 1>> <<link [[Next|Beach]]>><</link>><<effects>><<person1>> <<if Time.dayState isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the crowds. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<clotheson>> <<endcombat>><<set $eventskip to 1>> <<link [[Next|Beach]]>><</link>><<person1>>A cheer erupts from the group as you spasm in orgasm. The <<person>> is particularly amused. "Wow, you really are a pathetic slut. I don't think you want help at all, I think you're precisely where you want to be." With that, the group leave you quivering on the sand. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<person1>> "Had enough? Fine, but don't expect any help." <<He>> and <<his>> friends leave you on the sand. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<if isPregnancyEnding()>> <<pregnancyPassout "beach">> <<else>> You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent()>> <<link [[Wake up|Beach Abduction]]>><<strip>><</link>> <<else>> <<ambulance>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>> <</if>><<location "beach">><<effects>> <<generatey1>><<generatey2>><<person1>>You wake up lying on your back, naked in the dunes. You hear a voice, "You're awake." You hasten to your feet and see the speaker, a <<person>>. A <<person2>><<person>> stands next to <<person1>><<him>>. <br><br> <<if $loweroff is 0 and $upperoff is 0 and $underloweroff is 0 and $underupperoff is 0>> "You must be a huge slut, to be wandering around like that. Though I do feel bad about leaving you in such a state. There are some nasty people around." <br><br> <<person2>>The <<person>> interjects, "I know! We'll lend you some towels"—<<he>> produces some thin cables from <<his>> coat pocket—"if you let us dress you first." <br><br> <<person1>> The <<person>> seems taken with the idea, "It's your choice. If you don't want to play along, we'll leave you to be raped. You'd probably get off from it anyway." <br><br> <<else>> You see your <<if $upperoff isnot 0>>$upperoff <<elseif $loweroff isnot 0>>$loweroff <<elseif $underupperoff isnot 0>>$underupperoff <<else>>$underloweroff <</if>>in <<his>> hand. <<He>> twirls it playfully, "Finders keepers. Though I do feel bad about leaving you in such a state. There are some nasty people around." <br><br> <<person2>>The <<person>> interjects, "I know! We'll give the clothes back"—<<he>> produces some thin cables from <<his>> coat pocket—"if you let us dress you first." <br><br> <<person1>> The <<person>> seems taken with the idea, "It's your choice. If you don't want to play along, we'll be keeping your clothes to do with as we please." <<He>> slowly starts tearing the fabric. <br><br> <</if>> <<link [[Accept|Beach Abduction Bound]]>><</link>> <br> <<link [[Refuse|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You submit to being bound. <<person2>> The <<person>> ties your arms together behind your back while the <<person1>><<person>> looks on, a sardonic smile on <<his>> face. It doesn't take long, the <<person2>><<person>> soon stands back to admire <<his>> handiwork. You try to move your arms, but they are tied together tightly. You can only wave them impotently behind your back. Feelings of helplessness rise within you. <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> <br><br> "Just one more thing I think," the <<person>> says, producing a collar and leash. <br><br> <<link [[Accept|Beach Abduction Collared]]>><<neckwear 21>><<set $phase to 1>><</link>> <br> <<link [[Refuse|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 0>> They look taken aback. "Oh. You're actually okay walking around like that," the <<person1>><<person>> muses. "I guess you won't mind us taking a little more then." They advance on you. <br><br> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Abduction Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Abduction Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Abduction Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Abduction Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Abduction Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Abduction Molestation]]>><</link>></span><<nexttext>> <</if>><<ejaculation>> <<if $phase is 0>> "Thanks for the company," the <<person1>><<person>> says mockingly. "Good luck!" They leave you lying naked on the sand. <br><br> <<stealclothes>> <<clotheson>> <<elseif $phase is 1>> Satisfied, the <<person1>><<person>> unties the cables binding your arms<<if $feetuse is "bound">> and frees your legs as well<</if>>. "Here you go." <<He>> tosses the fabric at you. <<He>> and <<his>> friends leave you to cover up as they laugh their way back to the beach. They left the collar on. <br><br> <<unbind>> <<clothesontowel>> <</if>> <<tearful>> you struggle to your feet. <br><br> <<endcombat>> <<set $stress -= 500>> <<link [[Next|Beach]]>><</link>> <<set $eventskip to 1>><<effects>> <<if Time.dayState isnot "night">> They recoil in pain, giving you the chance you need. <<tearful>> you flee naked into the dunes. <br><br> <<else>> They recoil in pain, giving you the chance you need. <<tearful>> you flee naked into the darkness. <br><br> <</if>> <<stealclothes>> <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 500>> <<link [[Next|Beach]]>><</link>> <<set $eventskip to 1>><<effects>> Having come this far, you submit to the collar being placed round your neck. <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> They tug on your current collar to no avail. "Wow, this thing is tough." <br><br> The <<person2>><<person>> gives it one last tug, before standing back. "It's kind of cute, too. I'd feel bad breaking it." The <<person1>><<person>> nods in agreement. "<<pHer>> <<= C.npc.Gwylan.pronoun is "m" ? "master" : "mistress">> wouldn't like it either," <<he>> continues. staring at the heart. <br><br> The <<person>> stops nodding, and gives a confused glance. "What?" <br><br> "We've made a horrible mistake," the <<person2>><<person>> replies, tearing <<his>> transfixed eyes away from the collar. <<He>> approaches you, and you brace yourself for a more physical probing. Instead, <<he>> wordlessly unties your bonds. "We need to leave." <<He>> heads in the direction of the beach. The <<person1>><<person>> looks between you and <<person2>><<him>>, before tossing the fabric over your head and following. You try to cover up as quickly as possible, but you're still shaking from the ordeal. <br><br> <<unbind>> <<clothesontowel>> <<endevent>> <<set $stress -= 500>> <<link [[Next|Beach]]>><</link>> <<elseif $rng gte 51>> You hear a decisive click as it locks shut. <<person2>>The <<person>> attaches the leash, and tugs. <br><br> The pair stand back to admire your body, the <<person2>><<person>> holding your leash securely. "Very nice," the <<person1>><<person>> says, circling around you for a different angle. With your arms bound, there's nothing you can do to shield yourself from their scrutiny. <br><br> The <<person2>><<person>> approaches you, and you brace yourself for a more physical probing. Instead, <<he>> unties your bonds while the <<person1>><<person>> throws the fabric over your head. "Here you go. You can keep the collar." Laughing, they head in the direction of the beach. You try to cover up as quickly as possible, but you're still shaking from the ordeal. <br><br> <<unbind>> <<clothesontowel>> <<endevent>> <<set $stress -= 500>> <<link [[Next|Beach]]>><</link>> <<else>> You hear a decisive click as it locks shut. <<person2>>The <<person>> attaches the leash, and tugs. <br><br> <<rng>> <<person1>>Smirking, the <<person>> speaks, "You're all dressed up now, but it would be a waste for no one else to see you looking so fine." <<person2>>The <<person>> tugs again, harder this time. "We'll help you as we said we would, but there's someone you need to meet first." <br><br> Bound and leashed as you are, you have little choice but to go with them<<if $speech_attitude is "bratty">>, though you seethe noiselessly at the humiliation<<else>> meekly<</if>>. <br><br> You are led deeper into the dunes. You walk for several minutes, conscious of just how exposed and vulnerable you are. Your captors make no attempt to hide how much they enjoy being in a position of power over you, and constantly leer at your body, knowing there's nothing you can do to stop them. <br><br> <<if $rng gte 51 and ($monster is 1 or $settings.bestialityEnabled)>> <!-- Jimmy: Looks terrible, but is the safest way to ensure event history is orderly. A likely plan will be to have a wrapper/macro for this type of shuffle. (TODO) --> <<saveNPC 0 "beach_abduction_dog_1">> <<saveNPC 1 "beach_abduction_dog_2">> <<endevent>> <<loadNPC 1 "beach_abduction_dog_1">> <<loadNPC 2 "beach_abduction_dog_2">> <<clearNPC "beach_abduction_dog_1">> <<clearNPC "beach_abduction_dog_2">> <<beastNEWinit 1 dog>> You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. In the centre is a <<beasttype>>, <<bhis>> leash tied to a wooden post. At the sight of you <<bhe>> leaps to <<bhis>> feet, straining the leash in a bid to reach you. <<if $monster is 1>> <<bHis>> nude body is on full display for all to see, but <<bhe>> doesn't seem all too phased by it. <<bHe>> seems oddly well-groomed for a <<beasttype>>, despite the state <<bhes>> in. <<bHe>> paws at the air in an attempt to reach you, and <<bhes>> almost successful. <</if>> <br><br> <<person2>> The <<person>> speaks in a high-pitched voice, "Who's a good <<beasttype>>! You are! We brought you a <<bitch>>, because you're such a good <<beasttype>>!" <<if $monster is 1>> The <<beasttype>> pants heavily in response, <<bhis>> face red from blushing. <<bHis>> intentions are clear. <<bHes>> craving a mate. <</if>> <br><br> <<link [[Try to run|Beach Abduction Dog]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <br> <<link [[Allow yourself to be led over|Beach Abduction Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <<else>> <<generatey3>><<generatey4>><<generatey5>><<generatey6>>You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. Four students sit smoking in the centre. Your feelings of humiliation reach a new height as the new pairs of eyes see you in your shameful situation. Their initial shock quickly subsides, leaving a bare and primal lust. <br><br> The <<person2>><<person>> leads you into the middle of the group, their eyes feasting on every inch of your body. "We found this piece of trash near the beach. Can't believe anyone would just leave it lying around, no respect at all," the <<person1>><<person>> <<if playerChastity()>>attempts to break<<else>>starts fondling<<set $worn.genitals.integrity -= 50>><</if>> your <<genitals>> in front of everyone, causing your breath to catch in your chest. The rest of the group take the cue. Arms reach out from all around you, each wanting their share. <br><br> <<link [[Next|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</link>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $phase is 0>> You try to escape, but the <<person2>><<person>> grabs the leash and helps the <<person3>><<person>> yank you to the ground. Before you can recover, the <<person2>><<person>> has released the <<beasttype>> from <<bhis>> post. <<bHe>> leaps on top of you, pinning you down. <<set $NPCList[0].stance to "top">><<set $head to "grappled">> <br><br> <<def 1>> <<elseif $phase is 1>> Trying to keep calm, you allow yourself to be led closer to the beast. The <<person2>><<person>> unties the <<beasttype>>, who darts towards you. <br><br> <<sub 1>> <</if>> <<set $phase to 2>> <</if>> <<effects>> <<if $phase is 2>> <<set $phase to 1>> The pair sit on the sand to spectate. <br><br> <<else>> <<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>> "I can't believe it," the <<person2>><<person>> shouts with joy, "you're actually cumming from being raped by <<if $monster is 1>>a <<beasttype>><<else>>an animal<</if>>. This is fantastic." You feel utterly humiliated. <<trauma 6>><<famebestiality 20>> <<else>> The <<person2>><<person>> and <<person3>><<person>> are enjoying the show. <</if>> <br><br> <</if>> <<effectsman>> <<alarmstate>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Abduction Dog Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Abduction Dog Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Abduction Dog]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Abduction Dog Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Abduction Dog Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Abduction Dog]]>><</link>></span><<nexttext>> <</if>><<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<bHe>> bites you on the thigh before leaving you lying there. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> <<bHe>> barks then leaves you lying there. <br><br> <<else>> <<bHe>> licks your <<genitals>> then darts away. <<neutral 5 "genitals">> <br><br> <</if>> The <<person2>><<person>> and <<person3>><<person>> applaud. "<<silently>><<bred>><</silently>><<capitalise>> like the <<bitch>> you are," the <<person>> exclaims as <<he>> unties your bonds. The <<person2>><<person>> throws you the fabric they promised. "You can keep the collar. It suits you." Laughing, they leave you lying disgraced on the sand. <<tearful>> you struggle to your feet. <br><br> <<unbind>> <<clothesontowel>> <<endcombat>> <<set $stress -= 500>> <<link [[Next|Beach]]>><</link>> <<set $eventskip to 1>><<effects>> The <<beasttype>> whimpers and flees. <br><br> Before the pair can react, you seize the opportunity and bolt away. <<tearful>> you quickly lose them in the dunes. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 500>> <<link [[Next|Beach]]>><</link>> <<set $eventskip to 1>><<effects>> The <<person>> looks offended, but relents. "You crazy slut, I was only having some fun." <<tearful>> you cover yourself and rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>Panicking, you desperately grasp for your skirt hem as you push what fabric you can gain purchase on down to protect your dignity. Hopefully nobody saw. <<gstress>><<stress 5>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>>You hold your shaking arms by your side and let your skirt billow in the wind. The act of being exposed by a stray gust wind sends shivers down your spine and a wonderful tingling sensation in your <<if $speech_attitude is "meek">> <<genitals 1>>. The sense of vulnerability it gives you having you positively shuddering in delight. <<garousal>><<arousal 2000>> <<else>> <<genitals>>. <<garousal>><<arousal 1000>> <</if>> <br><br> <<if !$worn.under_lower.type.includes("naked")>> <<exhibitionism2>> <<else>> <<exhibitionism4>> <</if>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>> <<if $phase is 0>> You tell the <<person>> that the father left you. <<He>> pats your shoulder to comfort you. "You should just focus on your studies for now," <<he>> says. "After that, try to find a good job, something to keep you afloat. You can pull through on your own, you'll see." <<He>> keeps on giving you advice, and asks you to remain strong for your child. <<His>> words fill you with relief. <<stress -5>><<lstress>> <<else>> You nod, telling <<him>> that you do keep in touch. "Want some advice?" <<he>> asks. "Get out of this place. This town, this is no place to raise a kid. You're better off leaving now that you're still young and have the means." <<He>> keeps on talking about the degeneracy in the town, and you feel a very clear sense of bitterness in <<his>> words as <<he>> elaborates. <</if>> <br><br> <<He>> notices one of <<his>> kids causing a scene off in the distance, <<he>> calls out to them. You decide it's best to leave <<him>> alone for now. <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> <<if $phase is 0>> You stop and wave at your classmates as the four of them approach. <br><br> <<if $cool gte 160>> They run up, excited to talk with you outside of school. They take some selfies, laugh, and generally have a good time with you before going about their business. <<gcool>><<lstress>><<status 5>><<stress -3>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<else>> <<rng>> <<if $rng gte 51>> They run up and tackle you to the sand. Each of them grabs a limb, and they carry you to the water. Once the water is sufficiently deep, they toss you head first into the ocean, soaking you from head to toe. They have a good laugh and leave, chatting amongst themselves. <<lcool>><<gstress>><<status -5>><<stress 10>> <br><br> <<link [[Next|Sea Beach]]>><<set $eventskip to 1>><</link>> <<else>> They run past you, not giving you a second glance. You glance behind you to see them laughing and joking with their friend, a <<generatey1>><<person1>><<person>>. You feel a bit foolish for waving at them. <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</if>> <<else>> Unsure of their intentions, you make a break for it. <<if $athleticsSuccess>> <span class="green">Your classmates are no match for your speed.</span> When it becomes clear they are losing ground, they give up and go about their own business. <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<elseif $cool gte 160>> <span class="green">They don't pursue you.</span> You slow to a walk and continue on your way. <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<else>> You try to run away, <span class="red">but your classmates are too fast for you.</span> They run up and tackle you to the sand. Each of them grabs a limb, and they carry you to the water. <br><br> Once the water is sufficiently deep, they toss you head first into the ocean, soaking you from head to toe. They have a good laugh and leave, chatting amongst themselves. <<lcool>><<gstress>><<status -5>><<stress 10>> <br><br> <<link [[Next|Sea Beach]]>><<set $eventskip to 1>><</link>> <</if>> <</if>><<effects>> You peek out of the changing room; it's about a hundred feet to the water. There are several people enjoying the beach but no one paying attention to you. If you move quickly you're sure no one will see you. <br><br> You take a deep breath and charge out of the changing room. You feel the wind flowing over your whole body as you sprint down the beach. The dry sand is difficult to run through, but you don't think you've attracted any attention yet. <br><br> <<if $rng gte 51>> <<generate1>><<person1>> Suddenly a <<person>> spots you and shouts, drawing more attention to you. In a few seconds it feels like the whole beach now has their attention on you and your naked body. You try to run faster, but you're sure everyone has enough time to see all the intimate details they want. <<gstress>><<garousal>> <<stress 6>><<arousal 600>> <br><br> <<else>> Finally, you make it to the wet sand and the last few feet. You splash into the water and kneel down, hiding yourself under the waves. <br><br> <</if>> <<link [[Next|Sea Beach]]>><<endevent>><</link>><<location "beach">><<effects>> You are on the beach. <<if Weather.dayState is "day">> <<if !Weather.isOvercast>> It is awash with visitors. Children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball. <<elseif Weather.precipitation is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <<elseif Weather.isSnow>> The snow has kept most away from the beach, but the violent waves have attracted surfers. <<elseif Weather.isOvercast>> The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge. <</if>> <<elseif Weather.dayState is "dawn">> <<if !Weather.isOvercast>> It is a popular destination for joggers, some of who bring dogs with them. A few families are setting up windbreakers. A group of students are playing volleyball. <<elseif Weather.precipitation is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <<elseif Weather.isSnow>> The snow has kept most away from the beach, but the violent waves have attracted surfers. <<elseif Weather.isOvercast>> It is a popular destination for joggers, some of who bring dogs with them. Fog blocks your view of the ocean. <</if>> <<elseif Weather.dayState is "dusk">> <<if !Weather.isOvercast>> Families are leaving as the sun sets. A group of students are playing volleyball. <<elseif Weather.precipitation is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <<elseif Weather.isSnow>> The snow has kept most away from the beach, but the violent waves have attracted surfers. <<elseif Weather.isOvercast>> It is mostly deserted, but some people are strolling along the water's edge. <</if>> <<elseif Weather.dayState is "night">> <<if !Weather.isOvercast>> It appears deserted, save for a group of students who are drinking around a fire. <<else>> It appears deserted. <</if>> <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionism "beach">> <</if>> <<if $arousal gte $arousalmax>> <<orgasmbeach>> <</if>> <<if $stress gte $stressmax>> <<passoutbeach>> <<else>> <<run statusCheck("Robin")>> <<if dangerEvent() and $eventskip is 0>> <<eventsbeach>> <<elseif $robinReunionScene isnot undefined and _robin_location is "beach">> <<npc Robin>><<person1>> <<if $robinReunionScene is "dungeon">> <<wearProp "lemonade" 0 "default">> <<unset $robinReunionScene>><<set $robinPostMortem to true>> You see Robin stood behind <<his>> lemonade stand. <<His>> mouth falls agape as <<he>> sees you, and <<he>> sprints closer. <br><br> "I don't believe it!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "I-I thought you were gone forever! We need to talk about this at home. When you're ready." <br><br> You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away. <br> <<He>> fixes you a glass of lemonade and sends you on your way. <br> "Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you if you need to talk." <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<elseif $robinReunionScene is "dungeonRobin">> <<unset $robinReunionScene>><<wearProp "lemonade" 0 "default">> You see Robin stood behind <<his>> lemonade stand. <<His>> mouth goes falls as <<he>> sees you, and <<he>> sprints towards you. <br><br> "You made it out!" <<he>> squeals as <<he>> buries <<himself>> in your chest. "When you were recaptured, I didn't know what I was going to do." <br><br> You're led back to <<his>> stand. A small picture of the two of you sits on top. <<He>> puts it away. <br> <<He>> fixes you a glass of lemonade and sends you on your way. <br> "Don't forget to see me later," <<he>> says with a worried expression. "I'm always here for you, never forget that." <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<elseif $robinReunionScene is "asylum">> <<unset $robinReunionScene>> You see Robin stood behind <<his>> lemonade stand. <<if C.npc.Robin.trauma gte 40>> <<He>> stares at you in disbelief. <br><br> "Hi," <<he>> says quietly as you draw close. "I thought the doctors took you away. I would've tried to get you something had I known you were c-coming back," Robin's voice quivers. <<else>> <<He>> excitedly beckons you over when <<he>> sees you. <br><br> "Hey, you're out!" <<he>> says as you draw close. "I thought you were staying at the doctor's for a while. I would've prepared something had I known you were coming back," Robin explains. <</if>> <br><br> You shake your head, telling <<him>> that they weren't going to help you, so you "checked" out early. Robin seems confused, but <<he>> nods regardless. <<He>> gives you a hug. <br> <<if C.npc.Robin.trauma gte 40>> "Well, I'm glad you're free," <<he>> mumbles, holding you tight. <<else>> "Well, I'm happy to see you again! I hope you're feeling better." <</if>> <br> The two of you make small talk for a bit. Eventually, Robin says <<he>> needs to get back to <<his>> stand. <<if C.npc.Robin.trauma gte 40>> <<He>> slowly shuffles away, <<his>> gaze glued to the floor. <<else>> <<He>> smiles and waves goodbye. <</if>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> You spot Robin at <<his>> lemonade stand. <<His>> eyes pass over you momentarily, but <<he>> doesn't stare. It's as if <<he>> doesn't even recognise you. <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>> <<elseif C.npc.Robin.init is 0 and Time.season isnot "winter" and Time.isWeekEnd() and between(Time.hour, 9, 16)>> <<set $robindebt to 0>><<set $robindebtlimit to 5>> <<npc Robin>><<person1>>You see someone familiar working at a stand on the beach. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over while cleaning a glass pitcher. <<He>> puts it down and hugs you when you approach. <br><br> <<if Time.days is 0>> "I got up early today, so I didn't see you this morning. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want. I'll have something to show you tonight, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want. I'll be heading to the shopping centre later to pick up the surprise, so either way, I hope to see you later!" <<He>> gets back into position behind the stand. <<else>> "I haven't seen you at the orphanage in a while. We must keep missing each other. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want. I've been waiting to show you something, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want." <<He>> gets back into position behind the stand. <</if>> <br><br> <<endevent>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <br> <<elseif Time.season is "summer" and Time.hour gt 9 and Time.hour lt 17 and Weather.precipitation isnot "rain" and $balloonStand.open is false and $exposed lte 0>> <<generate1>><<saveNPC 0 stall_owner>><<handheldwear 14>> Someone is setting up a new stall on the beach<<if _robin_location is "beach">>, directly across from Robin's lemonade stand. Robin looks somewhat worried<</if>>. The <<person1>><<person>> ties a bunch of colourful balloons to the stall, where they bob invitingly in the air. <br><br> The <<personsimple>> notices you staring and beckons you over. "Hey there!" <<he>> says. "Just getting my wares set up." <br><br> "What are you selling?" you ask. <br><br> "Just some little treats to brighten things up around here. Here, have a balloon. It's Free Balloon Day." <<He>> gives you a wink and hands you a balloon. "I have more if you'd like them, though you'll have to pay. I also have popcorn, and I'm hoping to expand. Care to be my first customer?" <br><br> <<set $balloonStand.open to true>> <<link [[Buy something|Balloon Stand]]>><<endevent>><<set $phase to "firstcustomer">><</link>><br> <<link [[Decline|Balloon Decline]]>><<endevent>><</link>> <br> <<elseif _robin_location is "beach" and $balloonStand.open is true and $balloonStand.robin.status is "unaffected">> <<balloonRobinIntro>> <<else>> <<if $scienceproject is "ongoing" and $sciencephallusknown is 1 and $sciencephallus lt 10 and Time.dayState isnot "night" and Weather.precipitation is "none">> <<investigateicon>><<link [[Find participant for phallus project (0:15)|Beach Phallus]]>><<pass 15>><</link>> <br> <</if>> <<if $exposed lte 0 or Time.dayState is "night">> <<swimicon>><<link [[Go for a swim (0:02)|Sea Beach]]>><<pass 2>><</link>> <<swim_check>> <<if _swim_check isnot 1 and !$settings.blindStatsEnabled>> | <span class="purple">You are not wearing any swimwear!</span> <</if>> <br> <</if>> <<if Time.dayState is "day" and !Weather.isOvercast>> <<outfitChecks>> <<if _swimwear and $worn.upper.name isnot "diving suit">> <<baskicon>><<link [[Tan on the beach (1:00)|Tanning]]>><</link>><<lstress>> <br> <</if>> <</if>> <<if Weather.precipitation is "none" or $worn.handheld.type.includes("rainproof")>> <<if $milkshake gte 1>> <<foodicon "milkshake">><<link [[Drink your milkshake (0:10)|Beach Milkshake]]>><<pass 10>><<set $milkshake -= 1>><<stress -5>><</link>><<lstress>> <br> <</if>> <<if $popcorn gte 1>> <<foodicon "popcorn">><<link [[Eat your popcorn (0:10)|Balloon Consume]]>><<pass 10>><<set $popcorn -= 1>><<wearProp "popcorn">><<trauma -3>><<set $phase to "popcorn">><</link>><<ltrauma>> <br> <</if>> <</if>> <<changingroomicon>><<link [[Changing room|Changing Room]]>><</link>> <<if $openinghours is 1 and $balloonStand.open is true>> <br> <<stallicon "balloon">><<link [[Balloon stand|Balloon Stand]]>><</link>> <</if>> <<if _robin_location is "beach">> <br> <<robinicon "lemonade">> <<if $balloonStand.robin.status is "closed">> <span class="red">Robin asked you to leave <<nnpc_him "Robin">> alone.</span> <<else>> <<link [[Robin's lemonade stand|Robin's Lemonade]]>><</link>> <</if>> <</if>> <<if $leftleg is "bound" or $rightleg is "bound">> <br> <<set $_boundType to ($leftleg is "bound" ? ($rightleg is "bound" ? "both legs" : "your left leg") : "your right leg")>> You cannot go for a run with $_boundType bound. <<elseif $worn.feet.type.includes("heels")>> <br> <<walkicon>><<link [[Take a walk in heels (0:30)|Beach Heel Walk]]>><</link>><<gtiredness>><<lstress>> <<else>> <br> <<runicon>><<link [[Go for a run (0:30)|Beach Run]]>><</link>><<gtiredness>><<gathletics>><<lstress>> <</if>> <<if !Weather.isOvercast and Time.dayState is "night">> <br> <<socialiseicon "party">><<link [[Party|Beach Party]]>><</link>> <</if>> <<if !Weather.isOvercast and Time.dayState isnot "night">> <br> <<if pcAreArmsBound("both")>> You could join in the game of volleyball, <span class="blue">if your arms weren't bound.</span> <<else>> <<socialiseicon "volleyball">><<link [[Volleyball|Beach Volleyball]]>><</link>> <</if>> <<if hasSexStat("exhibitionism", 5) and $daily.beachStrip isnot 1>> <br> <<skinicon "strip">><<link [[Strip (0:20)|Beach Strip]]>><<pass 20>><</link>><<exhibitionist5>> <</if>> <</if>> <<if $earSlime.forcedCommando isnot undefined and !$worn.under_lower.type.includes("naked")>> <br> <span class="red">The slime in your ear refuses to allow you to leave with <<underwearTypeText>> on.</span> <<elseif $exposed gte 1 and Time.dayState isnot "night">> /* Unreachable, as all $exposed gte 1 are caught by the <<exhibitionism "beach">> if statement above */ <<else>> <<add_link "Travel<br>">><<hideDisplay>> <<cliff>> <br> <<starfish>> <br> <</if>> <<displayLinks>> <br> <</if>> <</if>> <<set $eventskip to 0>><<location "beach">><<effects>> You approach the students. Several are dancing near a fire on a makeshift stage while others are drinking and chattering. <br><br> <<socialiseicon "party">><<link [[Socialise (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<status 1>><<set $phase to 0>><</link>><<gcool>><<lstress>> <br> <<socialiseicon "dance">><<link [[Dance (0:05)|Beach Party Dance]]>><<danceinit>><<set $dancing to 1>><<set $venuemod to 1>><<stress -4>><<tiredness 4>><</link>><<lstress>><<gtiredness>> <br><br> <<getouticon>><<link [[Leave|Beach]]>><</link>><<location "beach">><<effects>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>> You approach a group playing volleyball. A <<person1>><<person>> sits on the sand and watches four of <<his>> friends play. <br><br> <<socialiseicon "volleyball">><<link [[Join in (0:30)|Beach Volleyball Play]]>><<athletics 4>><<physique 1>><<pass 30>><<stress -6>><<tiredness 6>><<status 1>><</link>><<gcool>><<gathletics>><<lstress>><<gtiredness>> <br> <<getouticon>><<link [[Leave|Beach]]>><<endevent>><</link>><<location "beach">><<effects>> <<wearProp "volleyball">> The students are happy to have a sixth player, particularly the <<person1>><<person>>. <br><br> <<if dangerEvent()>> <<if $rng gte 51 and (!$worn.lower.type.includes("naked") or !$worn.under_lower.type.includes("naked"))>><<molested>> <<if $worn.lower.type.includes("naked")>> You are so focused on the opposing team you do not notice one of your own sneak up on you. A pair of hands grasp the rim of your $worn.under_lower.name. <<else>> You are so focused on the opposing team you do not notice one of your own sneak up on you. A pair of hands grasp the rim of your $worn.lower.name. <</if>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0 and $worn.lower.set isnot $worn.upper.set>> Before you can react, the <<person1>><<person>> has pulled them all the way to your knees, <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 0 and $worn.lower.set is $worn.upper.set>> Before you can react, the <<person1>><<person>> has pulled it aside, <<else>> Before you can react, the <<person1>><<person>> has lifted it, <</if>> <<if $worn.under_lower.name is "naked" or $worn.lower.name is "naked">> <<if $uncomfortable.nude is false>> exposing your <<genitals>> for all to see. Laughter and lewd gestures erupt from both teams, yet you feel a thrill. <br><br> You fix your clothes, taking a bit longer than you need to. <<garousal>><<arousal 300>> <<else>> exposing your <<genitals>> for all to see. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity. <<garousal>><<gstress>><<gtrauma>><<arousal 300>><<stress 3>><<trauma 3>> <</if>> <<else>> <<if $uncomfortable.underwear is false>> exposing your $worn.under_lower.name. Laughter erupts from both teams, including you. It's just <<if $worn.under_lower.plural is 0>>a <</if>>$worn.under_lower.name, you're not embarrassed. <<gcool>><<status 5>><<garousal>><<gstress>> <<else>> exposing your $worn.under_lower.name. Laughter erupts from both teams and you hasten to protect your dignity. <<llcool>><<status -10>><<garousal>><<gstress>><<gtrauma>><<arousal 100>><<stress 1>><<trauma 1>> <</if>> <</if>> <br><br> <<else>> <!-- if RNG is lower --> <<if _topless is true>> Part-way through the match the ball collides with your bare chest, sending you sprawling. <<if $player.breastsize gte 2>> <br> Your <<breasts>> hurt a little from the bare skin impact. <<pain 1>><<gpain>> <br> <</if>> It's embarrassing, but you soon dust yourself off. <br><br> <<elseif !$worn.over_upper.type.includes("naked")>> Part-way through the match the ball collides with your chest, sending you sprawling. <<set $worn.over_upper.integrity -= 1>><<set $worn.upper.integrity -= 1>><<integritycheck>><<exposure>> <<if $player.gender_appearance is "m" or !$worn.over_upper.type.includes("naked") or !$worn.upper.type.includes("naked") or !$worn.under_upper.type.includes("naked")>> It's embarrassing, but you soon dust yourself off. <br><br> <<else>> <<if $uncomfortable.nude is false>> Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams, yet you feel a thrill. <<garousal>><<arousal 300>><<towelup>> <<else>> Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity with a towel. <<garousal>><<gstress>><<gtrauma>><<arousal 300>><<stress 3>><<trauma 3>><<towelup>> <</if>> <</if>> <<else>> Part-way through the match the ball collides with your chest, sending you sprawling. <<set $worn.upper.integrity -= 1>><<set $worn.under_upper.integrity -= 1>><<integritycheck>><<exposure>> <<if $player.gender_appearance is "m" or !$worn.upper.type.includes("naked") or !$worn.under_upper.type.includes("naked")>> It's embarrassing, but you soon dust yourself off. <br><br> <<else>> <<if $uncomfortable.nude is false>> Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams, yet you feel a thrill. <<garousal>><<arousal 300>><<towelup>> <<else>> Worse, your clothes fall to tatters, baring your chest. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity with a towel. <<garousal>><<gstress>><<gtrauma>><<arousal 300>><<stress 3>><<trauma 3>><<towelup>> <</if>> <br><br> <</if>> <</if>> <!-- end of RNG --> <</if>> <<else>> You have a good time. <br><br> <</if>> <<if Time.dayState is "night">> With the sun fully set, continuing to play would be difficult. The <<person1>><<person>> tells you they are going to a beach party and invites you to come along. <br><br> <<link [[Accept (0:10)|Beach Party Chat]]>><<pass 10>><<endevent>><<status 1>><</link>><<gcool>><<lstress>> <br> <<link [[Make excuses and say your goodbyes|Beach]]>><<endevent>><</link>> <br><br> <<else>> <<link [[Play more (0:30)|Beach Volleyball Play]]>><<athletics 3>><<physique 1>><<pass 30>><<stress -6>><<tiredness 6>><<status 1>><</link>><<gcool>><<gathletics>><<lstress>><<gtiredness>> <br> <<link [[Stop|Beach]]>><<endevent>><</link>> <br><br> <</if>><<location "beach">><<effects>> <<if $phase is 0>> You join the conversation. <<if $allure gte 3000>> You quickly become the centre of attention. <<elseif $allure gte 2000>> You draw eyes your way with ease. <<elseif $allure gte 1000>> People acknowledge you when you speak, but otherwise leave you alone. <<else>> Dour as you are, people constantly talk over you, as if unaware of your presence. <</if>> <<if Time.dayState isnot "night">> The sun rises on the horizon and the remaining students head home. <br><br> <<link [[Next|Beach]]>><<endevent>><</link>> <br> <<else>> <br><br> <<if dangerEvent()>> <<generatey1>><<person1>>A <<person>> sits next to you and offers you a beverage. <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <<foodicon "beerbottle">><span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<foodicon "beerbottle">><<link [[Drink (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<alcohol 60>><<set $phase to 1>><<status 1>><<wearProp "beer bottle">><</link>><<gcool>><<lstress>><<galcohol>> <</if>> <br> <<socialiseicon>><<link [[Just talk (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<set $phase to 1>><<status 1>><</link>><<gcool>><<lstress>> <br> <<getouticon>><<link [[Leave|Beach]]>><<endevent>><</link>> <br><br> <<else>> <<socialiseicon>><<link [[Continue (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<status 1>><</link>><<gcool>><<lstress>> <br> <<getouticon>><<link [[Leave|Beach]]>><<endevent>><</link>> <br><br> <</if>> <</if>> <<elseif $phase is 1>> <<if Time.dayState isnot "night">> The sun rises on the horizon and the remaining students head home. <br><br> <<link [[Next|Beach]]>><<endevent>><</link>> <br> <<elseif $rng gte 21>> You enjoy talking with the <<person>>. <<He>> ?admires your body when <<he>> thinks you aren't looking. <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <<foodicon "beerbottle">><span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<foodicon "beerbottle">><<link [[Drink (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<alcohol 60>><<set $phase to 1>><<status 1>><<if $propEquipped isnot 1>><<wearProp "beer bottle">><</if>><</link>><<gcool>><<lstress>><<galcohol>> <</if>> <br> <<socialiseicon>><<link [[Just talk (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<set $phase to 1>><<status 1>><</link>><<gcool>><<lstress>> <br> <<getouticon>><<link [[Leave|Beach]]>><<endevent>><</link>> <br><br> <<else>> You enjoy talking with the <<person>>. <<He>> leans close and whispers, "Would you like to go somewhere private?" <br><br> <<link [[Yes|Beach Party Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</link>><<promiscuous1>> <br> <<link [[No|Beach Party Chat]]>><<set $phase to 2>><<status 1>><</link>><<gcool>> <br><br> <</if>> <<elseif $phase is 2>> <<if $rng gte 11>><<set $phase to 0>> <<He>> is disappointed, but politely says goodbye before leaving to look elsewhere. <br><br> <<socialiseicon>><<link [[Continue (0:10)|Beach Party Chat]]>><<pass 10>><<stress -2>><<status 1>><<endevent>><</link>><<gcool>><<lstress>> <br> <<getouticon>><<link [[Leave|Beach]]>><<endevent>><</link>> <br><br> <<else>> <span class="red"><<He>> seizes you by the throat,</span> "Well, that isn't very polite of you. I think you need a lesson." <<He>> stands you up and starts forcing you away from the rest of the group. <br><br> <<link [[Continue|Beach Party Rape]]>><<set $molestationstart to 1>><<set $timer to 10>><</link>> <br><br> <</if>> <</if>><<location "beach">><<effects>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <</if>> <<if $danceevent is "rape">> <<link [[Next|Beach Party Dance Rape]]>><<set $molestationstart to 1>><</link>> <<elseif $danceevent is "finish">> <<link [[Next|Beach Party]]>><<clotheson>><<endevent>><</link>> <<elseif $danceevent is 0>> <<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>> <<link [[Flee|Changing Room]]>><<clotheson>><<endevent>><</link>> <<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>> <<link [[Flee|Changing Room]]>><<clotheson>><<endevent>><</link>> <<else>> <<link [[Stop|Beach Party]]>><<clotheson>><<endevent>><</link>> <</if>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<promiscuity1>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<He>> quietly takes your hand and leads you away from the group. You walk into the dunes until you're out of earshot, then <<he>> turns and embraces you. <br><br> <</if>> <<location "beach">><<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[Next|Beach Party Sex Finish]]>><</link>></span><<nexttext>> <<else>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Party Sex Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Party Sex Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Party Sex]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Party Sex Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Party Sex Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Party Sex]]>><</link>></span><<nexttext>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <<hand_gag 0 left>> <<set $NPCList[0].righthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <</if>> <<effects>> <<if $timer is 0 and $rescue is 1>> <<set $rescue to 0>> You walk behind a dune. You're too far for anyone to help you. <<elseif $timer gte 1>> You are pulled further from the group, but they're still in sight. <<else>> <</if>> <br><br> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Beach Party Rape Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Party Rape Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Party Rape Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Party Rape]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Party Rape Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Party Rape Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Party Rape]]>><</link>></span><<nexttext>> <</if>><<effects>><<set $rescued += 1>> <<He>> notices several heads turning in response to your cry. <<He>> looks at you with anger and shouts, "Crazy slut!" before heading back to <<his>> friends. <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> pushes you onto the sand. <<violence 1>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> heads back to <<his>> friends. <br><br> <<else>> Smiling, <<he>> leans closer, "Good <<girl>>." <<He>> leaves you lying on the sand. <br><br> <</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<effects>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> drops you on the sand. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. <<He>> gets up and leaves you lying on the sand. <br><br> <</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<effects>> <<if Time.dayState isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>>The <<person>> leaves you. <<He>> looks dejected. <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<maninit>> <<if Time.dayState isnot "night">> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Party Dance Rape Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Party Dance Rape Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Party Dance Rape]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beach Party Dance Rape Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beach Party Dance Rape Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Party Dance Rape]]>><</link>></span><<nexttext>> <</if>><<ejaculation>> <<if $audience is 1>> A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas. <<elseif $audience lte 6>> The <<person1>><<person>> and <<person2>><<person>> high-five each other. <<tearful>> you manage to stagger away while the audience congratulates each other. <<else>> A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas. <</if>> <<stealclothes>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<effects>> <<if Time.dayState isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><</link>><<athletics 4>> <<pass 30>><<location "beach">><<effects>> You run along the shore. <<if Time.dayState is "night">> <<if Weather.precipitation is "rain">> The sound of crashing waves competes with the torrential rain. <<elseif Weather.precipitation is "snow">> <<if Weather.BodyTemperature.state is "comfy">> The cold night breeze invigorates you. <<else>> You shiver in the freezing night breeze. <<gstress>><<stress 6>> <</if>> <<elseif !Weather.isOvercast>> The cold night breeze invigorates you. <<else>> The cool night breeze feels pleasant against your skin. <</if>> <<else>> <<if Weather.precipitation is "rain">> Shards of rain assault you as you jog across the wet sand. <<elseif Weather.precipitation is "snow">> <<if Weather.BodyTemperature.state is "comfy">> Falling snow blows against your face as you jog across the wet sand. <<else>> You shiver in the freezing wind. <<gstress>><<stress 6>> <</if>> <<elseif !Weather.isOvercast>> The sun's intensity wears you down, tiring you out. <<tiredness 6>><<gtiredness>> <<else>> The cool weather makes for a pleasant jog. <</if>> <</if>> <<tiredness 6>><<stress -6>> <br><br> <<physique 1>> <br><br> <<link [[Next|Beach]]>><</link>><<pass 30>><<location "beach">><<effects>> You walk along the shore. <<if Time.dayState is "night">> <<if Weather.precipitation is "rain">> A downfall of rain wets you as you stroll. <<elseif Weather.precipitation is "snow">> Dark snow blows against you as you stroll. <<elseif !Weather.isOvercast>> The sound of the waves fills your senses. <<else>> The night is cool and relaxes you. <</if>> <<else>> <<if Weather.precipitation is "rain">> The pouring rain wets the sandy ground. <<elseif Weather.precipitation is "snow">> Snow blows against you as you stroll. <<elseif !Weather.isOvercast>> The sun's heat is too intense and you begin to tire. <<tiredness 3>><<gtiredness>> <<else>> The cool weather makes for an enjoyable stroll. <</if>> <</if>> <<tiredness 3>><<stress -5>> <br><br> <<link [[Next|Beach]]>><</link>><<location "beach">><<effects>> <<set $daily.beachStrip to 1>> <<strip>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> Shivering with excitement you shuffle out of your clothes and bare your <<lewdness>> for the entire beach to see. People don't even realise how far you've stripped at first. A lot of people dress scantily here after all. But none are dressed quite as scantily as you, and people start to notice. <br><br> A <<person1>><<person>> looks at you and audibly gasps. A <<person2>><<person>> averts <<his>> eyes and avoids looking at you at all costs. A <<person3>><<person>> stares and looks like <<hes>> about to start drooling. You're pleased that this is the most common response. You're not ashamed of your <<genitals>>. You've everything to be proud of. <<exhibitionism5>> <<flaunting>> you stroll down the beach, drawing eyes wherever you go. <<if $player.penisExist and $player.vaginaExist and !$worn.genitals.type.includesAll("chastity", "hidden") and $rng % 2 == 0>>Many eyes fix on your genitals, awed by your uniqueness. <<elseif $player.breastsize gte 6 and $rng % 2 == 0>>Many eyes are drawn to your <<breasts>>. <<elseif $player.penisExist and $player.penissize gte 3 and !$worn.genitals.type.includesAll("chastity", "hidden")>>Many eyes fix on your <<penis>>. <<elseif $beauty gte (($beautymax / 7) * 5) and $rng % 3>>Some just stare, open-mouthed, blown away by your naked beauty. <<elseif $physique gte (($physiquesize / 7) * 5)>>Some marvel at seeing such a stunning physique so fully displayed. <<elseif $worn.genitals.type.includesAll("chastity", "hidden")>>Some stare with a curious look at your $worn.genitals.name. <</if>> Each breeze caressing your bare flesh is a reminder of your exposure. You feel so free, powerful and sexy. <<endevent>> <<beach_strip_events>><<location "beach">><<effects>> You decide you've had enough fun for now and pick up your clothes. <<clotheson>> "Thank you," says the lifeguard, sounding relieved. "I didn't want to have to get the police involved. Try to remain dressed from now on." <br><br> <<endevent>> <<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> <<if $speech_attitude is "meek">> "But I should be seen," you say. "Don't you think I'm beautiful?" You flare your arms at your sides and twirl. "Everyone should be allowed to look." You skip away. <<elseif $speech_attitude is "bratty">> You put your hands on your hips and pout. "Or what? You gonna make me?" You turn around, lean forwards and give your <<bottom>> a smack before sauntering away. <<else>> "No," you say. "I'm not gonna let you control me. You're welcome to join the fun though." You giggle and skip away. <</if>> <br><br> <<endevent>> You spend an hour running across the sand and splashing through waves. The sun feels warm and gentle against your bare skin. After a while though, the wind starts to pick up and the cold makes you shiver. You decide to get dressed for now. There's always another day. <br><br> <<link [[Next|Beach]]>><<clotheson>><</link>> <br><<location "beach">><<effects>> You run across the sand and splash through waves. The sun feels warm and gentle against your bare skin. After a while though, the wind starts to pick up and the cold makes you shiver. You decide to get dressed for now. There's always another day. <br><br> <<endevent>> <<if $rng % 2 == 0>> <<link [[Next|Beach]]>><<clotheson>><</link>> <<else>> <<link [[Next|Beach Clothes Stolen 1]]>><</link>> <</if>> <br><<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You walk closer to the <<person>>. "I could get dressed," you say, leaning against <<his>> arm. "Or we could have some fun." <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> reaches for your <<genitals>>, but stops short and gulps. "M-maybe it would be fine if—" <<He>> grabs your waist. "If I had a little fun." <br><br> <<link [[Next|Beach Strip Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> "I-I-No," <<he>> stammers and pulls away from you. "G-get dressed now, or I'll call the police!" <br><br> <<link [[Comply|Beach Strip Comply]]>><</link>> <br> <<link [[Refuse (1:00)|Beach Strip Refuse]]>><<stress -12>><<trauma -6>><<crimeUp 50 "exposure">><<pass 1 hour>><</link>><<crime "exposure">><<ltrauma>><<lstress>> <br> <</if>><<if $phase is 0>> The <<person>> tries to get <<his>> camera ready, barely managing to control <<his>> shaking hands. By the time you reach <<him>>, <<his>> camera is just about ready. <<if $uncomfortable.nude is false>> "W-Wait!" <<he>> gasps, as you parade past <<him>>. <<else>> "W-Wait!" <<he>> gasps, as you hurry past <<him>>. <</if>> <br> <<His>> camera starts frantically clicking behind your back. <br> <br> "At least I got <<pher>> ass!" <<he>> sighs. <<fameexhibitionism 1>> <br> <br> <<endevent>> <<elseif $phase gte 1>> You pause in front of the <<person>> and strike a few poses, showing off your <<lewdness>>. <br> The camera's shutter clicks frantically. The <<person>> tries to keep <<his>> camera steady, barely managing to control <<his>> shaking hands. <br><br> <<if $phase is 2 and $player.breastsize gte 2>> <<set $proud_of_breasts to 0>> <<if $acceptance_breasts_small gte 999 and $player.breastsize lte 5>> <<set $proud_of_breasts to 1>> <<elseif $player.breastsize lte 7 and $player.breastsize gte 6>> <<set $proud_of_breasts to 1>> <<elseif $acceptance_breasts_big gte 999 and $player.breastsize gte 8>> <<set $proud_of_breasts to 1>> <</if>> <<if $proud_of_breasts is 1>> You push your chest forward and proudly flaunt your <<breasts>>. While the camera clicks endlessly, you show them off in different poses. You cup, fondle, massage and rub them, proudly keeping eye contact with the camera the whole time. The <<person>> seems fixated on taking as many pictures as possible. <br><br> <</if>> <</if>> <<if $exposed gte 2>> You turn around slowly, giving <<him>> a good view of your naked <<bottom>>. You hear <<his>> camera's incessant clicking behind your back, as you strike some poses showing off your behind. <br><br> <<if $phase is 2>> Your back still to the camera, you spread your legs and slowly bend over, giving <<him>> a good view of your <<genitals>> and asshole from behind. The clicking of the camera intensifies. <<if $player.bodyliquid.vagina.semen gte 3>> You feel semen dribbling out of your <<pussy>> and running down your leg. <<garousal>><<arousal 200>> <<elseif $player.bodyliquid.anus.semen gte 3>> You feel semen dribbling out of your anus and running down your leg. <<garousal>><<arousal 200>> <<else>> <<garousal>><<arousal 100>> <</if>> <br><br> <<if $player.vaginaExist>> You bend your neck to look behind you, and staring straight into the camera you suggest "Why don't you take some closeups?" You grab your <<bottom>> with both hands. Then, still gazing into the camera, you spread your <<pussy>>. <br> <<if $player.bodyliquid.vagina.semen gte 2>> Semen drips from your <<pussy>> onto the sand. The sight proves too much for the <<person>> and <<he>> drops <<his>> camera in the sand. Shaking excitedly, <<he>> quickly picks it up, and eagerly moves closer. <<else>> The <<person>> is clearly shocked but eagerly moves closer. <</if>> <<His>> camera is now so close it almost touches your <<pussy>>. Enraptured, <<he>> keeps snapping pictures non-stop. <br><br> You spread your <<pussy>> with the fingers of one hand, and plunge a finger into your opening with your other hand. You feel excited by the camera's immortalisation of your lewd behaviour. <<garousal>><<arousal 300 "genitals">> <br><br> <</if>> Deciding you've given the <<person>> enough pictures, you turn around and blow a kiss to the camera. <<else>> Deciding you've given <<him>> enough pictures, you turn around and blow a kiss to the camera. <</if>> <br><br> As you walk away, <<he>> blurts out a quick "Thank you!" without interrupting <<his>> endless picture snapping. <<fameexhibitionism 15>> <<else>> You decide <<he>> has enough pictures, and blow a kiss to the camera. As you move on, <<he>> mumbles a quick "Thank you.", without interrupting <<his>> endless picture snapping. <<fameexhibitionism 10>> <</if>> <</if>> <br><br> <<endevent>> <<link [[Next|Beach Strip End]]>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 50>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Strip Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beach Strip Sex]]>><</link>></span><<nexttext>> <</if>><<location "beach">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I only did that so you'd get dressed!" <<he>> says unconvincingly. <br><br> It is getting cold though, so you decide to get dressed for now. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You shove the <<person>> onto the sand and dash away. <br><br> It's getting a bit cold, so you decide to get dressed for now. <br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "I only did that so you'd get dressed!" <<he>> says unconvincingly. <br><br> It is getting cold though, so you decide to get dressed for now. <br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<link [[Next|Beach]]>><</link>>A <<generatey1>><<person1>><<person>> walks up to you. <br><br> "You're so brave," <<he>> says. "Thanks for making the beach so much more fun today."<<gcool>><<status 5>> <br><br> <<Hes>> staring directly at your naked body, and you can clearly see <<him>> getting aroused. You blush and return to your splashing. <br><br> <<endevent>> <<link [[Next|Beach Strip Group 3]]>><</link>>For the next hour, the beach has effectively been turned into a nude beach. <br><br><<pass 1 hour>> You and the others chat and play in the water completely naked. Any embarrassment is quickly forgotten, and it turns from a thrill into something far more casual. <br><br> Eventually you get tired and say your goodbyes. You walk back onto the beach and get dressed. You see the lifeguard staring angrily at you as you fix your clothing. <br><br> <<link [[Next|Beach]]>><<clotheson>><<endevent>><</link>> <br>"No thanks, I'm having fun by myself," you say. <br><br> The <<person1>><<person>> shrugs and returns to <<his>> party. You continue enjoying your naked romp until you decide it's time to get dressed. <br><br> <<link [[Next|Beach]]>><<clotheson>><<endevent>><</link>> <br>"Sure!" you say. The <<person>> smiles, and you follow <<him>> back to the party. <br><br> You feel everyone's eyes on your body as you walk onto the dry sand and into the campsite. You are soon surrounded by two dozen people your own age. You quickly become the centre of attention. <br><br> <<if playerBellyVisible()>> A <<generatey2>><<person2>><<person>> almost passes you a cold beer, but stops when <<he>> sees your baby bump. <<else>> <<wearProp "beer bottle">> You're handed a cold beer by a <<generatey2>><<person2>><<person>>. <<if playerIsPregnant() and playerAwareTheyArePregnant()>> You're not comfortable drinking while you know you're pregnant. <br><br> You hold the bottle while making conversation. If anyone notices your abstinence, they don't address it. <br><br> <<else>> You politely sip the beer while making conversation. <<alcohol 60>> <br><br> <</if>> <</if>> Your nudity is the hottest topic of conversation. "We go to school together, you know," a <<generatey3>><<person3>><<person>> says. "Can't say I'm surprised to see you here like this." <br><br> "I wish I was as bold as you," a <<generatey4>><<person4>><<person>> adds with a blush. "I would if my butt looked as nice as yours." <br><br> "Yeah, I can't stop looking at it." The <<person3>><<person>> leers at you, but before <<he>> can try anything, <<his>> friend pulls <<him>> aside for a game of beer pong. <br><br> <<link [[Next|Beach Strip Party Agree 2]]>><</link>>Despite the occasional lewd remark, no one tries to grope or molest you. <br><br> You spend the next hour hanging out and enjoying the attention. Several people have their phones out and openly take footage of you. You agree to take several staged photos with the others and a big group photo with the whole party. <br> <<ggcool>><<status 10>><<fameexhibitionism 30 "pic">> <br><br> As the party begins to die down, you say your goodbyes and leave, returning to your clothes. You get dressed and end your naked day at the beach. <br><br> <<link [[Next|Beach]]>><<clotheson>><<endevent>><</link>> <br><<location "beach">><<effects>> <<fameexhibitionism 20 "pic">> <<flaunting>> you emerge from the water, <<lewdness>> freely displayed. You're soon the centre of attention, surrounded by whistles, cheers and compliments. Some break into applause while others scramble for their cameras. <<if $uncomfortable.nude is false>> You feel excited and aroused by the countless eyes <<if $player.penisExist and $player.vaginaExist and !$worn.genitals.type.includesAll("chastity", "hidden") and $rng % 2 == 0>>gawking at your <<genitals>>. <<elseif $player.bottomsize gte 4 and $rng % 2 == 0>>leering at your swaying <<bottom>> <<elseif $player.breastsize gte 6 and $rng % 2 == 0>>gawking at your <<breasts>> <<elseif $player.penisExist and $player.penissize gte 3 and !$worn.genitals.type.includesAll("chastity", "hidden")>>gawking at your <<penis>>. <<elseif $beauty gte (($beautymax / 7) * 5) and $rng % 3>>admiring your beautiful naked body <<elseif $physique gte (($physiquesize / 7) * 5)>>admiring your stunning physique so fully displayed <<else>>leering at you <</if>> as you parade across the sand. <br><br> You stroll into the changing room. Teasingly slow, you close the door behind your back. Your body trembles briefly as your pulse returns to normal. <<elseif $uncomfortable.nude is true>> <<if $player.penisExist and $player.vaginaExist and !$worn.genitals.type.includesAll("chastity", "hidden") and $rng % 2 == 0>>You feel embarrassed by the countless eyes ogling your <<genitals>>. <<elseif $player.breastsize gte 6 and $rng % 2 == 0>>You feel embarrassed by the countless eyes ogling your <<breasts>>. <<elseif $player.penisExist and $player.penissize gte 3 and $rng % 2 == 0 and !$worn.genitals.type.includesAll("chastity", "hidden")>>You feel embarrassed by the countless eyes ogling your <<penis>>. <<elseif $beauty gte (($beautymax / 7) * 5) and $rng % 3>>Every inch of your naked body prickles as you feel countless eyes ogling your naked beauty. <<elseif $physique gte (($physiquesize / 7) * 5)>>Every inch of your toned body prickles as you feel countless eyes ogling your stunning physique. <<else>>Every inch of your naked body prickles as you feel countless eyes ogling you. <</if>> <br><br> You make it to the changing room and quickly close the door behind you. You lean on it and wait for your pulse to slow. <</if>> <br> <<if $phase is 0>> <<exhibitionism5>> <<else>> <<exhibitionism2>> <</if>> <<link [[Next|Changing Room]]>><</link>> <br><<wearProp "milkshake">> <<effects>> You drink the milkshake you bought from the cafe. It's deliciously creamy, and each sip helps melt away the stress. <br><br> <<if $location is "park">> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <<else>> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</if>>After spending some time naked on the beach, you return to your clothes, only to catch a <<generate1>><<person1>><<person>> stealing them! <br><br> <<link [[Chase after <<him>>|Beach Clothes Stolen 2]]>><</link>> <br> <<link [[Run to the Changing Room|Beach Clothes Stolen Changing Room 1]]>><</link>> <br>You watch helplessly as <<he>> grabs your clothes, leaving you naked on the beach. You cover yourself as best you can and run into the changing booth. <br><br> <<link [[Next|Changing Room]]>><<endevent>><<ruined>><</link>> <br>"Hey!" you shout. <br><br> The <<person>> quickly grabs the last of your clothes and runs off. You take off after <<him>>, running as fast as you can over the sand. <<if pcAreArmsBound("both")>> You can't even cover yourself up with your arms bound like this, leaving your whole body exposed to the beach. <<else>> You try to cover yourself with your arms, but it slows you down too much. Soon you drop your arms, leaving your whole body exposed to the beach. <</if>> <br><br> The <<person>> runs down the beach, passing many other people. It's obvious <<hes>> a thief, but no one tries to stop <<him>>. Instead, the onlookers shout and taunt you. You're able to spot a few of them holding their phones, filming the whole thing. <br><br> <<link [[Next|Beach Clothes Stolen 3]]>><</link>><<athleticsdifficulty 1 1000>><<if $athleticsSuccess>> You <span class="green">successfully</span> catch up to <<him>> and tackle <<him>> to the ground. While the <<person>> is recovering, you grab your clothes as quickly as you can. <br><br> "It was just a joke, lighten up," <<he>> says meekly. <br><br> You ignore <<him>> as you put your clothes on, finally covering yourself again.<<clotheson>> <br> <<link [[Next|Beach]]>><<endevent>><</link>> <br> <<else>> <<Hes>> heading towards the street. You're almost able to grab <<him>>, but <<he>> makes it onto the sidewalk. The firmer ground helps <<him>> speed up, and <<he>> heads down the street, into a far more public and crowded area than the beach. <br><br> <<link [[Chase after <<him>>|Beach Clothes Stolen 4]]>><</link>> <br> <<link [[Run to the Changing Room|Beach Clothes Stolen Changing Room 2]]>><</link>> <br> <</if>>You are already attracting attention and stares. You decide to turn around and run back to the beach. You quickly streak back to the safety of the changing booth. <<gstress>><<gtrauma>><<stress 3>><<trauma 3>> <br><br> <<link [[Next|Changing Room]]>><<endevent>><<ruined>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">><<getTarget true>> <<if $athleticsSuccess>> You <span class="green">successfully</span> catch up to <<him>> and tackle <<him>> to the ground. While the <<person>> is recovering, you grab your clothes as quickly as you can. <br><br> "It was just a joke, lighten up," <<he>> says meekly. You are still completely naked in public, and a crowd has formed around you. They all stare as you dress yourself as quickly as possible, finally covering yourself. <br><br> You walk off, trying to stifle your embarrassment. <<clotheson>> <br> <<link [[Next|Starfish Street]]>><<endevent>><</link>> <br> <<else>> You think you are about to catch <<him>>, but outside the arcade, <<he>> slips into a crowd of people and disappears. You run past the crowd, trying to find <<him>>, but you see no sign of <<him>> or your clothes. <br><br> You spend a minute trying desperately to find out which direction the thief went, but you can no longer make <<him>> out amongst the many people milling about. Meanwhile, everyone can see your fully exposed <<genitals>><<if $player.breastssize gte 3>>, <<breasts>>,<</if>> and <<bottom>>. Hundreds of pictures must have been taken of you, and even more people are showing up and pulling out their phones. You try to find a way to escape. <br><br> Finally, you spot a gap in the crowd and run through. You run down the street, hearing laughter and shouts behind you. You sprint into the nearest alleyway and escape. <<garousal>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>><<arousal 600>><<fameexhibitionism 30 "pic">> <br><br> <<link [[Next|Industrial Alleyways]]>><<endevent>><<ruined>><</link>> <br> <</if>><<location "beach">><<effects>> <<eventsbeachphallus>><<location "beach">><<effects>> You approach the <<person>> just as the <<person2>><<person>> walks off. <br><br> "You'll be back," the <<person1>><<person>> calls after <<person2>><<him>>. <<person1>><<He>> turns to you. "Hey," <<he>> says. "What do you want?" <br><br> <<asktomeasurephallus>> <<He>> gapes, then bursts into laughter. "Damn, the schools here are fucked. Tell you what, you show me, and I'll show you." <<He>> leers at your <<crotch>>. <br><br> <<outfitChecks>> <<if !_bottomExposed and _underwear>> <<if !hasSexStat("exhibitionism", 2)>> <<insufficientStat "exhibitionism" "to show anything">> <br> <<else>> <<skinicon "strip">><<link [[Show your <<undies>>|Beach Phallus Show]]>><<set $phase to 2>><</link>><<exhibitionist2>> <br> <</if>> <<if hasSexStat("exhibitionism", 5)>> <<skinicon "strip">><<link [[Show everything|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>> <br> <</if>> <<elseif hasSexStat("exhibitionism", 5)>> <<if (_bottomExposed or !_underwear) and !_bottomless>> <<skinicon "strip">><<link [[<<c>><<pulldown>><</c>> your <<bottoms>>|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>> <br> <<elseif _bottomless>> /* I'm 99% sure this is unreachable without cheats, but I wrote it and it works, so I'm leaving here just in case */ <<skinicon "strip">><<link [[Flaunt your <<genitals>>|Beach Phallus Show]]>><<set $phase to 1>><</link>><<exhibitionist5>> <br> <</if>> <<else>> <<insufficientStat "exhibitionism" "to show anything">> <br> <</if>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br> /* Beach Phallus Flex Show would be the proper name according to naming convention, but we shouldn't change passage names just so coders can read stuff better */<<location "beach">><<effects>> <<flaunting>> you nod your acceptance. <<if $phase is 0>> <<pulldownall>> <<elseif $phase is 1>> You <span class="lewd">present your <<genitals>></span> for the <<person>> to admire. <<else>> You <<pulldown>> your <<bottoms>>, letting the <<person>> get a good look at your <<undies>>. <</if>> <<if $phase is 0 or $phase is 1>> <<exhibitionism5>> <<His>> eyes widen. "Didn't think you actually would," <<he>> says, not taking <<his>> eyes off you. Without hesitating, <<he>> <<removesbeachlower>>, baring <<himself>> in turn. "Come on, I don't have all day." <br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. "This is really invasive," <<he>> says at one point, but <<he>> still answers all the questions. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for <<his>> time as you stand up and fix your clothing. <br><br> "No problem," <<he>> says as <<he>> fixes <<his>> own. "Feel free to flash me anytime." <<He>> walks off along the beach, looking for someone else to try <<his>> charms on. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br> <<else>> <<exhibitionism2>> "That's a start," <<he>> says as you fix your clothing. "But you're gonna need to do better." <br><br> <<if hasSexStat("exhibitionism", 5)>> <<skinicon "strip">><<link [[Show everything|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>> <br> <<else>> <<insufficientStat "exhibitionism" "to show more">> <br> <</if>> /* I'm using the base brothel icon throughout this file in place of a dedicated "seduciton" icon. If this is bad practice, feel free to correct it */ <<brothelicon>><<link [[Convince <<him>> you've shown enough|Beach Phallus Flirt]]>><</link>> <br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br> <</if>> /* Beach Phallus Flex Flirt would be the proper name */<<location "beach">><<effects>> "But you can already see so much of me," you say. "And I'm not experienced like you." <br><br> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <<He>> chuckles. "Worth a try," <<he>> says. Without hesitating, <<he>> <<removesbeachlower>>, baring <<himself>> to you. "Come on, I don't have all day." <br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. "This is really invasive," <<he>> says at one point, but <<he>> still answers all the questions. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for <<his>> time as you stand up. <br><br> "If you really want to thank me, you'd have actually shown me," <<he>> jokes good-naturedly as <<he>> fixes <<his>> clothing. You can't help but blush as <<he>> walks off. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br> <<else>> "I can see a lot less than you're asking of me," <<he>> says. "Show me more or go bother someone else." <br><br> <<if hasSexStat("exhibitionism", 5)>> <<skinicon "strip">><<link [[Show everything|Beach Phallus Show]]>><<set $phase to 0>><</link>><<exhibitionist5>> <br> <</if>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br> <</if>><<location "beach">><<effects>> You approach the pair. The <<person1>><<person>> smiles at you. "How can we help you?" <<he>> asks. <br><br> <<asktomeasurephallus>> <<He>> bursts into laughter. "Of course not." <<He>> grabs <<his>> partner's arm. <<person2>>"<<He>> will be happy to help though." <br><br> The <<person>> looks aghast. "No," <<he>> says. "That's not happening." The <<person1>><<person>> whispers something into <<person2>><<his>> ear, and <<his>> expression changes. They share a look. "Alright. If you promise." <br><br> "I promise," the <<person1>><<person>> responds. <<He>> kneels in front of <<his>> partner and <<person2>><<removesbeachlower>>, revealing <<his>> <<npcGenitals 1 "simple">> to you. <br><br> <<if $rng gte 61>> <<schoolicon>><<link [[Take measurement|Beach Phallus Pair Measure]]>><</link>> <br> <<else>> As you kneel to take <<his>> measurements, the <<person1>><<person>> crouches behind you <span class="red">and puts a hand over your mouth.</span> "Hold still. You're going to be nice to my lover here. Understood?" The <<person2>><<person>> smiles down at you. <br><br> <<link [[Next|Beach Phallus Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<location "beach">><<effects>> You kneel and take the <<persons>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. The <<person1>><<person>> answers most of them for <<person2>><<him>>. <<He>> looks uncomfortable the whole time. <br><br> <<receivephallusdata>> <br><br> You thank the pair for their time as the <<person>> fixes <<his>> clothing, and the <<person1>><<person>> waves you goodbye as you return to the beach. <br><br> As you leave, you see the <<person>> turn a bright smile on the <<person2>><<person>>, and they begin talking in hushed tones. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br> /* Beach Phallus Pair Rape would be the proper name */<<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $NPCList[1].penis is "clothed">> <<set $NPCList[1].penis to 0>> <</if>> <<if $NPCList[1].vagina is "clothed">> <<set $NPCList[1].vagina to 0>> <</if>> <<hand_gag 0 left>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Rape Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Rape]]>><</link>></span> <</if>> /* Beach Phallus Pair Rape Finish would be the proper name */<<location "beach">><<effects>> <<if $enemyhealth lte 0>> /* Flips the $index NPC based on the NPC defeated last, so the correct NPC is always being checked on by their partner */ You knock the <<person>> away from you and make your escape as the <<if $NPCList[$index] is $NPCList[0]>><<person2>><<else>><<person1>><</if>><<person>> goes to check on <<if $NPCList[$index] is $NPCList[0]>><<person2>><<else>><<person1>><</if>><<him>>. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Wanting such personal information," the <<person1>><<person>> says. "What nerve." They leave you lying on the sand. <br><br> <<else>> <<set $rescued += 1>> Heads turn up and down the beach. The pair back off from you and speed walk away. <br><br> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<He>> smiles at you. <br><br> <<asktomeasurephallus>> <<His>> smile fades as you talk, but returns all at once. "Okay," <<he>> says. "If you pay me. I'm in a bit of a hard spot." <br><br> <<if $money gte 1000>> <<ind>><<link [[Pay (£10)|Beach Phallus Pay]]>><<money -1000>><</link>> <br> <<ind>><<link [[Give money for nothing in return (£10)|Beach Phallus Charity]]>><<famegood 1>><<money -1000>><<trauma -6>><</link>><<ltrauma>> <br> <</if>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br> /* Beach Phallus Beggar Pay would be the proper name */<<location "beach">><<effects>> You give <<him>> the money. <<He>> glances around to make sure no one is looking, then exposes <<his>> <<npcGenitals 0 "simple">>. <br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers hesitantly. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for <<his>> time. "Well, you did pay me," the <<person>> says sheepishly as <<he>> fixes <<his>> clothing. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br> /* Beach Phallus Beggar Charity would be the proper name */<<location "beach">><<effects>> <<if $speech_attitude is "meek">> You hand <<him>> the money. <<He>> moves to expose <<his>> genitals. "N-no," you say. "It's fine. I'll find someone else." <br><br> <<elseif $speech_attitude is "bratty">> "Just take the money," you say. "I'll find someone else." <br><br> <<else>> "It's okay," you say. "Just take the money. I'll find someone else." <br><br> <</if>> "Thank you so much," <<he>> says. <<He>> looks relieved. <<if $rng gte 51>> <<He>> steps closer as if to hug you, but decides not to at the last moment. <br><br> <<He>> shuffles away. <br><br> <<else>> <<He>> plays with the money in <<his>> hand and frowns. With a grimace, <<he>> exposes <<his>> <<npcGenitals 0 "simple">>. "It's okay." <<He>> smiles. "Take what you need." <br><br> You hesitate, then at <<his>> nod you kneel and take <<his>> measurement from base to tip. You ask <<him>> questions about <<his>> lifestyle, which <<he>> answers hesitantly. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for letting you measure <<him>>. "It was the right thing to do," <<he>> says uncomfortably as <<he>> fixes <<his>> clothing, then shuffles away. <br><br> <</if>> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<He>> looks away from you until you're right beside <<him>>. <br><br> <<asktomeasurephallus>> <<He>> looks away and blushes. You take it as a no, but then <<he>> pulls a towel over <<his>> legs and up to <<his>> waist. "C-crawl under," <<he>> says. "No one should see." <br><br> You shuffle beneath the towel and between <<his>> legs. You <<removebeachlower>> and come face to face with <<his>> <<npcGenitals 0 "simple">>. <br><br> <<if hasSexStat("promiscuity", 4)>> <<ind>><<link [[Lick it|Beach Phallus Oral]]>><<set $sexstart to 1>><</link>><<promiscuous4>> <br> <</if>> <<schoolicon>><<link [[Take measurement|Beach Phallus Measure]]>><</link>> <br> /* Beach Phallus Shy Oral would be the proper name */<<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $noBodyWriting to 1>> <<maninit>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> You crawl closer and give <<him>> a teasing lick. "W-wait," <<he>> stammers, but <<he>> doesn't push you away. <<promiscuity4>> <<npcoral>> <<enable_rescue>> <</if>> <<He>> keeps the towel pulled over you. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Oral Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Oral]]>><</link>></span> <</if>> /* Beach Phallus Shy Oral Finish would be the proper name */<<location "beach">><<effects>> <<if $enemyhealth lte 0>> You yank the towel off and throw it over the <<personsimple>> before fleeing. You hear a muffled curse behind you. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> holds the towel over you as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> isn't keen on giving answers, but you get enough. <br><br> <<receivephallusdata>> <br><br> You shuffle out from beneath the towel and thank <<him>>. <<Hes>> clearly blushing as <<he>> avoids looking at you. <br><br> <<elseif $finish is 1>> <<He>> lets you crawl out from under the towel without issue. <<He>> seems ashamed and refuses to look at you, hiding behind the towel as you clean up. <br><br> <<else>> <<set $rescued += 1>> <<He>> jumps to <<his>> feet with a curse, yanks the towel off you, then runs off with it wrapped around <<his>> waist. <br><br> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br> /* Beach Phallus Shy Measure would be the proper name */<<location "beach">><<effects>> <<He>> holds the towel over you as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> isn't keen on giving answers, but you get enough. <br><br> <<receivephallusdata>> <br><br> You shuffle out from beneath the towel and thank <<him>>. <<He>> avoids looking at you. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<He>> smiles at you. "Hey cutie," <<he>> says. <br><br> <<asktomeasurephallus>> <<His>> smile broadens and <<he>> leans close. "How forward. I'll show you everything," <<he>> whispers. "Come on, let's go find somewhere private. Then I can fuck you senseless." <br><br> <<He>> grasps your arm and pulls. <br><br> <<if hasSexStat("promiscuity", 3)>> <<ind>><<link [[Accept|Beach Phallus Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such an offer">> <br> <</if>> <<refuseicon>><<link [[Refuse|Beach Phallus Refuse]]>><</link>> <br> /* Beach Phallus Scan Accept would be the proper name */<<effects>> You accept <<his>> offer. <<promiscuity3>> <<He>> leads you to a changing room and pushes you inside. <<He>> shuts the door after <<him>>, then tackles you to the ground. <br><br> <<link [[Accept|Beach Phallus Sex]]>><<set $sexstart to 1>><</link>> <br> /* Beach Phallus Scan Sex would be the proper name */<<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Sex Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Sex]]>><</link>></span> <</if>> /* Beach Phallus Scan Sex Finish would be the proper name */<<location "beach">><<effects>> <<if $enemyhealth lte 0>> You knock <<him>> against the wooden wall and flee through the door. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Did you get the measure of me?" <<he>> says. <<He>> sees the tape in your hand. "Oh, you meant that literally? Help yourself, I guess." <<He>> lies still as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <br><br> <<He>> seems bored, but answers to your satisfaction. <br><br> <<receivephallusdata>> <br><br> <<He>> fixes <<his>> clothing and leaves the changing room as soon as you're done measuring. You wait a bit to avoid notice, then follow. <br><br> <<else>> /* This is the ending if you request <<him>> to stop, and since you can't be rescued, it also serves as the fallthrough case */ "You tease," <<he>> says. "Clear off. Before I change my mind." <br><br> You hurry from the changing rooms. <br><br> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br> /* Beach Phallus Scan Refuse would be proper name */<<location "beach">><<effects>> You resist <<his>> pull and shake your head. <<He>> looks angry, but releases you. <br><br> "How rude," <<he>> says. "Go find someone else to tease." <br><br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<He>> seems lost in thought until you're almost on top of <<him>>. <br><br> <<asktomeasurephallus>> <<He>> blinks up at you in surprise, then pales. "M-Me, specifically?" <<he>> asks. You assure <<him>> that you're just looking for anyone who might be open to the idea. <br><br> "Okay. I've got nothing to be ashamed of," <<he>> says, looking around nervously. <<He>> <<removesbeachlower>> and, without standing up, gives you access to <<his>> <<npcGenitals 0 "simple">>. <<Hes>> clearly very self-conscious, but it seems normal enough to you. <br><br> <<schoolicon>><<link [[Take measurement|Beach Phallus Insecurity Measure]]>><</link>> <br><<location "beach">><<effects>> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> stumbles over <<his>> words as <<he>> answers, and tends to ramble. You don't ask, but <<he>> still assures you that <<hes>> received no complaints from <<his>> sexual partners. <br><br> "People can be so judgemental sometimes," <<he>> says at one point, a little too forcefully for comfort. You reassure <<him>> that you'll keep an open mind. <br><br> <<receivephallusdata>> <br><br> You can tell <<hes>> still uncomfortable even as you finish up. <br><br> <<if hasSexStat("promiscuity", 4)>> <<brothelicon>><<link [[Bolster <<his>> confidence|Beach Phallus Insecurity Bolster]]>><</link>><<promiscuous4>> <br> <</if>> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> Before the <<person>> can cover <<himself>>, you place a gentle hand on <<his>> thigh and tell <<him>> that you really appreciate <<him>> helping you with your project, and would love to make it up to <<him>>. <<promiscuity4>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> "A-Are you sure?" <<He>> stammers, unable to meet your gaze. "Even with..." <<He>> gestures at <<himself>>. You nod, and after a moment of hesitation, <<he>> reaches for you with a hungry expression. <br><br> <<link [[Next|Beach Phallus Insecurity Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> hesitates, then hurriedly fixes <<his>> $NPCList[$index].clothes.lower.name and scrambles to <<his>> feet. "No, y-you don't want me. Thanks, but..." <<He>> flees before you can get in another word. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>> <<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Insecurity Sex Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Insecurity Sex]]>><</link>></span> <</if>><<location "beach">><<effects>> <<if $enemyhealth lte 0>> You push <<him>> away and flee. <<He>> doesn't attempt to follow. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That was...wow, thanks." <<He>> shakes <<his>> head. "You don't know what this means to me." <<He>> gives you a <span class="green">warm, heartfelt smile</span> before walking off, humming cheerfully. <<lstress>><<ltrauma>><<violence -3>><<stress -6>><<trauma -6>> <br><br> You feel good as you rise to your feet. <<elseif $finish is 1>> "Oh, y-yeah, okay," <<he>> says, backing away from you. "I'm really sorry." <<He>> turns and hurries away. <br><br> <<else>> <<set $rescued += 1>> Heads turn in your direction. The <<person>> releases you like you're on fire and backs away, stammering. "N-No, I wasn't...I didn't mean to..." <<He>> turns and flees. <br><br> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. The spread of snacks and drinks suggests <<hes>> part of a larger group, but you don't see anyone else at the moment. <<He>> turns to watch you as you get close. <br><br> <<asktomeasurephallus>> <<He>> barks out a laugh and smirks at you. "Oh, you want to take a look? Go right ahead, cutie." <br><br> <<He>> turns to face you fully and <<removesbeachlower>>, spreading <<his>> legs and giving you a good view of <<his>> <<npcGenitals 0 "simple">>. <<He>> looks incredibly proud, but it seems normal enough to you. <br><br> <<schoolicon>><<link [[Take measurement|Beach Phallus Confidence Measure]]>><</link>> <br><<location "beach">><<effects>> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers with smug confidence, frequently going on tangents about <<his>> varied and supposedly impressive sexual exploits. <br><br> The details are rather more explicit than you need for your project. <<gawareness>> <br><br> <<receivephallusdata>> <br><br> As you go to stand up, <<he>> grabs your arm. "How about I give you a closer look, eh <<girl>>?" <<he>> says, looking you up and down hungrily. "For science, of course." <br><br> <<if hasSexStat("promiscuity", 4)>> <<ind>><<link [[For science|Beach Phallus Confidence Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such an offer">> <br> <</if>> <<refuseicon>><<link [[Refuse|Beach Phallus Confidence Refuse]]>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>> <<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> "Don't worry, I'm going to make sure you enjoy this," <<he>> says as <<he>> pushes you down in the shadow of the table. <br><br> <<promiscuity4>> <<enable_rescue>> <</if>> The picnic table shields you from prying eyes. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Confidence Sex Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Confidence Sex]]>><</link>></span> <</if>><<location "beach">><<effects>> <<if $enemyhealth lte 0>> You shove <<him>> into the picnic table, then turn and flee as <<he>> stumbles over the bench with a shouted curse. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "How'd you like that?" <<he>> asks with a smirk. "Best fuck you've ever had, yeah?" <br><br> You make a non-committal response as you rise to your feet. <<elseif $finish is 1>> "Seriously?" <<he>> asks. "Come on, there's no way you weren't enjoying that." Despite <<his>> complaints, <<he>> backs off and returns to <<his>> seat at the picnic table. <<He>> looks annoyed. <br><br> <<else>> <<set $rescued += 1>> "You ungrateful <<bitch>>." <<He>> shoves you away with an ugly sneer, glancing hurriedly over <<his>> shoulder. "Fuck off, and don't come back." <br><br> You take the opportunity to scramble away. <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You shake your head and pull away. <br><br> "Your loss," <<he>> says with a shrug and releases you, turning to fix <<his>> clothing. You hurry away. <br><br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. You get as close to <<him>> as you can without stepping into the waves. You call out to <<him>>, and after a moment <<he>> turns to look at you. <br><br> "I apologise," <<he>> says with a stiff smile, making <<his>> way out of the surf. "Sometimes I get lost in thought. What can I do for you?" <br><br> <<asktomeasurephallus>> <<He>> gives you a searching look, then nods. "Go ahead." <<He>> faces towards the ocean in a token gesture of modesty, then <<removesbeachlower>>, exposing <<his>> <<npcGenitals 0 "simple">>. <br><br> <<schoolicon>><<link [[Take measurement|Beach Phallus Horizon Measure]]>><</link>> <br><<location "beach">><<effects>> You kneel in front of <<him>> and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers absently, <<his>> gaze frequently wandering back out to sea. Still, you get the data you need. <br><br> <<receivephallusdata>> <br><br> As you finish up, you once again notice the <<person>> staring out over the ocean with an impressive intensity. Curious, you ask <<him>> what <<hes>> looking at as <<he>> fixes <<his>> clothing. <br><br> <<His>> expression darkens. "My enemies." You wait for <<him>> to elaborate, but eventually you decide to leave the strange <<personsimple>> alone. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>, but <<hes>> too far out to reach without wading into the water. You call out to <<him>>, and <<he>> reluctantly opens <<his>> eyes, then stops floating to turn and look at you with annoyance. <br><br> <<asktomeasurephallus>> <<He>> stares at you incredulously for a moment, then shrugs. "Sure, why not," <<he>> says with a sigh. "Measure away, <<girl>>. I've had a long week, though, so don't think I'll be coming to you." <<He>> closes <<his>> eyes and goes back to lazily floating on <<his>> back. <br><br> The waves here are small, and the water shallow enough to stand in. It wouldn't be difficult to reach <<him>>, although you'd probably get wet. <br><br> <<swimicon>><<link [[Wade in|Beach Phallus Wading In]]>><</link>> <br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "seabeach">><<water>><<effects>> You carefully wade in, holding your tape measure over your head to keep it dry. Despite the shallow water and gentle waves, the occasional swell is still high enough that you're thoroughly soaked by the time you reach <<him>>. <br><br> <<if $rng gte 61>> As you reach the <<person>>, <<he>> obligingly <<removesbeachlower>>, but otherwise ignores you. <br><br> You stand there awkwardly for a moment, unsure of what to do. As <<his>> <<personpenis>> is exposed, you decide to just get started. As best as you can, you take <<his>> measurements from base to tip and ask <<him>> questions about <<his>> lifestyle. <br><br> <<He>> answers with curt, monosyllabic grunts. You barely get the data you need, and do your best to finish up quickly. <br><br> <<receivephallusdata>> <br><br> You turn and wade back to the beach, leaving the <<person>> to <<his>> relaxation. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br> <<else>> As you reach the <<person>>, <span class="red"><<his>> hand shoots out and grabs your arm.</span> "A good fuck is just what I need right now," <<he>> says as <<he>> drags you under. <br><br> <<link [[Next|Beach Phallus Wading Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $noBodyWriting to 1>> <<maninit>> <<enable_rescue>> <<set $NPCList[0].mouth to "underwater">> <</if>> <<underwater>><<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Wading Rape Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Wading Rape]]>><</link>></span> <</if>><<location "seabeach">><<water>><<effects>> <<if $enemyhealth lte 0>> You manage to shove <<him>> further underwater and make a break for the surface as <<he>> flounders. <<tearful>> you cough and splutter. You quickly splash away from <<him>> through the shallows. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You both break the surface with a gasp. "Arrogant <<bitch>>," <<he>> says as <<he>> releases you. "Interrupting someone else's relaxation for a joke?" <<tearful>> you cough and splutter. You quickly splash away from <<him>> through the shallows. <br><br> <<else>> /* pretty sure this is unreachable, since we're underwater, but if there's an edge case, better safe than sorry */ <<set $rescued += 1>> Heads turn towards you from the direction of the beach. The <<person>> lets go of you with a curse and quickly swims away. <br><br> <</if>> Once alone, you turn and wade back to the beach. <br><br> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> As you approach the <<person>>, you see <<hes>> crouched down, holding a notebook and pair of binoculars. <<He>> gives you a friendly nod as you come into speaking range. <br><br> <<asktomeasurephallus>> "Science?" <<he>> asks. "Oh, yes! The science fair is happening around this time, isn't it? You must be doing a project for that." You nod in confirmation, surprised <<he>> knows about the fair. <br><br> "I remember the project I did," <<he>> says with a wistful smile. "Total disaster. I didn't know a thing about proper analysis back then." <<He>> turns <<his>> attention back to you. <br><br> "I'm busy with research of my own, as it happens," <<he>> says. "I'm cataloguing the local subspecies of seagulls, and the deadline is coming up. Unless you can help me finish up my observations, I don't exactly have time to spare." <br><br> <<assignmenticon>><<link [[Help <<him>> finish <<his>> observations (0:30)|Beach Phallus Birdwatcher Help]]>><<set $phase to 0>><<pass 30>><</link>> <br> <<scienceicon>><<link [[Offer to just help <<him>> (0:45)|Beach Phallus Birdwatcher Help]]>><<famegood 1>><<set $phase to 1>><<pass 45>><</link>><<gscience>> <br> <<refuseicon>><<link [[Decline|Beach Phallus Birdwatcher Decline]]>><</link>><<location "beach">><<effects>><<wearProp "write" 0 "notebook">> You offer to help <<him>> with <<his>> research <<if $phase is 1>> without expecting anything in return. "Oho, a fellow science enthusiast, I see!" <<else>> in exchange for measuring <<his>> <<personpenis>>. "Great! It's always best to work with an assistant," <</if>> <<he>> says with a smile as <<he>> hands you <<his>> notebook and pencil. <br><br> You spend the next half hour writing down what the researcher tells you to as <<he>> uses <<his>> binoculars to observe a flock of seagulls several bluffs over. <<if currentSkillValue('science') gte 400>> The notes seem to be mostly focusing on the beak shapes of the birds. <</if>> <<if $phase is 1>> Between instructions, <<he>> explains a little bit about <<his>> research, the local seagulls, and local wildlife in general. It's surprisingly interesting. <<lstress>><<stress -3>><<scienceskill>> <</if>> <br><br> You do your best with the notes, <<if currentSkillValue('english') gte 200>> and by the end, <span class="green">you're confident that they'll be helpful</span> to the <<person>> in <<his>> research. <<He>> gives you an approving nod as you hand the notebook and pencil back. <br><br> <<else>> but by the end, your hand is cramping and <span class="red">you're not sure everything is legible.</span> Still, the <<person>> doesn't complain as you hand the notebook and pencil back. <br><br> <</if>> <<if $phase is 1>> "Thanks for the help," <<he>> says, looking at <<his>> watch. <<if currentSkillValue('english') gte 200>> "Oh, it looks like we made good time! I should be able to help you with your project too, if you'd like," <<he>> offers, and you nod. <br><br> <<else>> "But I should get going. Best of luck with your project!" <<he>> says as <<he>> packs up. <br><br> You say your goodbyes and head back to the beach. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <<exit>> <</if>> <<else>> "Thanks for the help. We made good time," <<he>> says, standing up and stretching. "Now, about your own research." <br><br> <</if>> <<He>> glances around, then <<removesbeachlower>> and gestures for you to proceed. You move forward and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<Hes>> impressively thorough in <<his>> answers, and you get all the data you're looking for. <br><br> <<receivephallusdata>> <br><br> <<He>> fixes <<his>> clothing, then waves you goodbye as you trudge down the bluff to the beach. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> You tell <<him>> that you can't help <<him>> right now. The <<person>> nods in understanding and waves you goodbye as you return to the beach. <br><br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<He>> looks up with a friendly smile. "Hey there." <br><br> <<asktomeasurephallus>> <<He>> stares at you incredulously for a few moments. "What the <i>fuck</i>? <span class="red">Absolutely not!</span>" <<he>> yells, leaning away from you in disgust. "Get away from me, you <<slut>>!" <br><br> Heads turn in your direction across the beach. You make a hasty retreat, you face burning. <<ggstress>><<stress 12>> <br><br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the old <<personsimple>>. <<He>> gives you a kind smile as you come close. "Oh, hello there. What can I do for you?" <br><br> <<asktomeasurephallus>> <<He>> blinks in surprise, then gives you a stiff smile and shakes <<his>> head. "Afraid not." <br><br> You apologise and hurriedly back away. <<gstress>><<stress 2>> <br><br> As you leave, you hear <<him>> let out a tired sigh and mutter to <<himself>>, "What is wrong with kids these days?" <br><br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<if $monster is 1>> The <<beasttype>> looks up at you curiously, <<else>> The <<beasttype>> wags <<bhis>> tail as you get close, <</if>> and the <<personsimple>> smiles politely. <br><br> <<asktomeasurephallus>> The <<personsimple>> considers you thoughtfully for a moment, then glances at <<his>> <<beasttype>> and smiles. "Sure, I'd be okay with that. If you'll measure <<person1>><<his>> <<personpenis>> first." <<if $monster is 1>> The <<beasttype>> smiles up at you shyly. <<else>> The <<beasttype>> sniffs at your leg and looks up at you hopefully. <</if>> <br><br> "<<Hes>> got a thing for <<cute>> <<girls>> like you, and I'm sure you could use the extra data." The <<person2>><<persons>> smile becomes predatory. <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<animalicon "dog">><<link [[Agree to measure <<his>> <<beasttype>> first|Beach Phallus Dog Agree]]>><</link>><<deviant1>> <br> <<if hasSexStat("deviancy", 3)>> <<animalicon "dog">><<link [[Do more than just measure|Beach Phallus Dog Handjob]]>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> <</if>> <<refuseicon>><<link [[Refuse|Beach Phallus Dog Refuse]]>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> /* This save/load stuff is just a bunch of hoops to jump through so we can have a functioning combat encounter. If you can do better, PLEASE do. This is a VERY makeshift solution. */ <<saveNPC 1 "beach_phallus_dog_owner">> <<clearsinglenpc 1>> <<neutral 1>> <<beastCombatInit>> <<npchand>> With a coy smile, you offer to give <<his>> <<beasttype>> a <span class="lewd">very thorough measurement.</span> The <<persons>> smile widens, and <<he>> pulls the <<beasttype>> close to you as you kneel down and reach for <<bhis 0>> <<person1>><<npcGenitals 0 "simple">>. <<deviancy3>> <<enable_rescue>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> <</if>> <<loadNPC 1 "beach_phallus_dog_owner">> <<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>> /* Explained below */ The <<person2>><<person>> watches on. <br><br> <<clearsinglenpc 1>> <<person1>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Dog Handjob Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Dog Handjob]]>><</link>></span> <</if>><<location "beach">><<effects>> <<if $enemyhealth lte 0>> <<loadNPC 1 "beach_phallus_dog_owner">> You shove the <<beasttype>> away and bolt, followed by the furious shouts of the <<person2>><<person>>. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<loadNPC 1 "beach_phallus_dog_owner">> /* Note: NPC must be loaded after ejaculation. Do NOT move it outside the if statement */ <<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>> /* Loading an NPC messes up $monster, so we're just resetting it quickly */ <<if _knotted>> <<pass 5>> <<tearful>> you try to work yourself free of the knot, but eventually the <<person2>><<personsimple>> has to step in and give you a hand. The <<beasttype>> seems pleased with <<bhimself 0>>. <br><br> <<else>> <<tearful>> you pull back with a satisfied smile. <<if $monster is 1>> "Felt good." The <<beasttype>> nuzzles you, and you happily give <<bhim 0>> a few headpats. <br><br> <<else>> The <<beasttype>> nuzzles you, and you happily pet <<bhim>> a few times. <br><br> <</if>> <</if>> "Fuck, that was hot." The <<person2>><<personsimple>> says. "Go ahead and get your data. You've earned it." <<He>> <<removesbeachlower>> and exposes <<his>> <span class="lewd">clearly aroused <<npcGenitals 1 "simple">></span>.<<garousal>><<arousal 100>> <br><br> You take <<his>> measurements from base to tip, and ask <<him>> questions about <<his>> lifestyle. <<He>> answers coherently despite <<his>> obvious arousal. <br><br> <<receivephallusdata>> <br><br> You rise to your feet and thank them both for their cooperation. "Anytime, <<girl>>," the <<person>> says, fixing <<his>> clothing and then kneeling to pet the <<beasttype>>. <br><br> <<if $monster is 1>> "Bye friend!" the <<beasttype>> calls after you as you walk off. <br><br> <<else>> The <<beasttype>> wags <<bhis>> tail as you walk off. <br><br> <</if>> <<elseif $finish is 1>> <<loadNPC 1 "beach_phallus_dog_owner">> <<set $monster to ($NPCList[0].monster is "monster" ? 1 : 0)>> <<if $monster is 1>> "Why stop?" The <<beasttype>> whines, making puppy dog eyes at you as <<bhe 0>> backs off. <br><br> <<else>> The <<beasttype>> backs off with an unhappy expression, looking up at you pitifully. <br><br> <</if>> "Hey! Don't be a tease." The <<person2>><<personsimple>> says, glaring at you. <<person1>>"<<Hes>> a good <<if $pronoun is "m">> boy<<else>> girl<</if>>. I guess you don't really want that data after all."<<person2>><<He>> angrily marches off with the <<beasttype>> in tow. <br><br> <<else>> <<set $rescued += 1>><<loadNPC 1 "beach_phallus_dog_owner">> "Hey, hey!" the <<person2>><<personsimple>> shouts as <<he>> pulls <<his>> <<beasttype>> off you. "You're the one who started this!" <br><br> Heads turn in your direction across the beach, and the <<person>> quickly hurries away with a bitter glare, the <<beasttype>> in tow. <br><br> <</if>> <<clearNPC "beach_phallus_dog_owner">> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You agree to <<his>> request, and the <<personsimple>>'s smile widens. <<deviancy1>> You drop to your knees beside the <<beasttype>> and reach under <<bhim 0>> with your tape in hand, measuring <<bhis 0>> <<person1>><<personpenis>> from base to tip and asking the <<person2>><<personsimple>> questions about <<bhis 0>> lifestyle. <br><br> It feels weird using your prepared questions on a <<beasttype>>, but <<if hasSexStat("deviancy", 3)>>focusing on an animal like this is very hot.<<ggarousal>><<elseif hasSexStat("deviancy", 2)>>it's kinda hot, in a weird way.<<garousal>><<arousal 100>><<else>>at least the owner seems to be enjoying it.<</if>> <br><br> Once done with the <<beasttype>>, you move on to the <<person>>, who is more than happy to <<removebeachlower>> and show you <<his>> <<npcGenitals 1 "simple">>. <<His>> arousal is quite apparent as you take your measurements and ask <<him>> about <<his>> own lifestyle, but you get the answers you need regardless. <br><br> <<receivephallusdata>> <br><br> You thank them both for their cooperation, give the <<beasttype>> a parting scritch, and head off. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> You decline as politely as you can and hurry away from the pervert. <br><br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. As you get close, <<he>> yanks <<his>> hand away from <<his>> lap, then looks up at you nonchalantly. "Oh, hello." <br><br> <<asktomeasurephallus>> <<He>> eyes you up and down, then smiles slyly. "Yeah, sure. Come take a look." <<He>> <<removesbeachlower>> and exposes <<his>> <<npcGenitals 0 "simple">>. <span class="lewd"><<Hes>> obviously aroused</span>. <br><br> <<if $rng gte 61>> <<schoolicon>><<link [[Take measurement|Beach Phallus Masturbator Measure]]>><</link>> <br> <<else>> As you kneel down beside <<him>>, <<he>> suddenly moves closer to you <span class="red">and puts a hand over your mouth.</span> "This is going to be way better than just watching," <<he>> says. <br><br> <<link [[Next|Beach Phallus Masturbator Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<location "beach">><<effects>> You kneel beside the <<person>> and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<His>> answers are acceptable, but you can tell <<hes>> paying more attention to your hands than the questions. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for <<his>> time, and <<he>> nods along. As you return to the main beach area, you have the uncomfortable feeling that <<his>> eyes are following you. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $NPCList[0].penis is "clothed">> <<set $NPCList[0].penis to 0>> <</if>> <<if $NPCList[0].vagina is "clothed">> <<set $NPCList[0].vagina to 0>> <</if>> <<hand_gag 0 left>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Masturbator Rape Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Masturbator Rape]]>><</link>></span> <</if>><<location "beach">><<effects>> <<if $enemyhealth lte 0>> You push <<him>> down and scramble away, escaping into a more densely occupied section of beach. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thanks for that, <<girl>>," <<he>> says as <<he>> gets up. "Just the thing I needed to finish off my day." <<He>> leaves you lying in the sand. <br><br> <<else>> <<set $rescued += 1>> Heads turn in your direction. The <<person>> lets out a curse and scrambles away, leaving you lying in the sand. <br><br> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You approach the <<person>> as <<he>> finishes a lap, stopping to take a breather on a bench. <<He>> looks up at you curiously as you approach, breathing heavily. <br><br> <<asktomeasurephallus>> <<He>> gives you a sceptical look as <<he>> pants, then spends a moment considering it. "Okay, sure. I'll let you do your measurements, or whatever, just grab me another bottle." <<He>> holds up and shakes <<his>> empty water bottle. <br><br> There's a place nearby that sells water, although the price is rather steep. <br><br> <<icon "waterbottle.png">><<link [[Buy water (£5 0:05)|Beach Phallus Jogger Buy]]>><<money -500>><<pass 5>><</link>> <br> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>><<wearProp "water bottle" 0 "capped">> You agree to fetch the <<person>> a bottle of water, and head off towards the shop. <br><br> You soon return and hand <<him>> the bottle. <<He>> takes a long swig of the water before sighing in contentment. "Thanks for that." <<He>> glances around to make sure no one is close, then <<removesbeachlower>> and exposes <<his>> <<npcGenitals 0 "simple">>. <br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<Hes>> content to answer your questions in full, taking the opportunity to enjoy a longer break. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for <<his>> time. "No problem," <<he>> says as <<he>> fixes <<his>> clothing and stands up. "Thanks for the water." <br><br> <<He>> heads off on another lap. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<He>> glances at you, then goes back to tapping at <<his>> phone. "What's up?" <br><br> <<asktomeasurephallus>> "<i>What?</i>" <<He>> refocuses <<his>> now baffled gaze on you. <<He>> pauses, then looks you over appraisingly <<if $beauty gte ($beautymax / 7) * 3>> <span class="green">and smirks.</span> "Sure thing, cutie. Come take a pic with me, and you can measure all you want." <<He>> leers at you. <br><br> <<photographystudioicon>><<link [[Take a selfie with <<him>>|Beach Phallus Blogger Selfie]]>><<set $phase to 0>><</link>> <br> <<else>> <span class="red">and sneers.</span> "I have standards, <<girl>>. Sod off." <<He>> dismisses you with a wave, looking back down at <<his>> phone. <br><br> <<brothelicon>><<link [[Try to change <<his>> mind|Beach Phallus Blogger Selfie]]>><<set $phase to 1>><</link>><<promiscuous1>> <br> <</if>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> <<if $phase is 0>> You nod and step closer to <<him>>. The <<person>> puts <<his>> arm around your waist and pulls you into <<his>> side. <br><br> "Smile for the camera!" <<he>> says, and you give the camera <<if $trauma gte (($traumamax / 5) * 4)>> a clearly fake <<elseif $trauma gte (($traumamax / 5) * 1)>> a brittle <<else>> your best <</if>> smile as the <<person>> holds up a peace sign and snaps a photo. <<gcool>> <br><br> <<He>> quickly lets go of you and taps through <<his>> phone. "Oh yeah, having a <<girl>> as <<cute>> as you for my blog is going to be great from my numbers. Thanks a ton!" <br><br> <<elseif $phase is 1>> You step forward and put your hand over <<his>> phone, smiling coyly at the <<person>>. "Oh? You'd pass up the opportunity to get a picture with someone as <<cute>> as me?" <<promiscuity1>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <span class="green"><<He>> stammers, suddenly flustered</span>. "I, uh, no?" <<His>> eyes roam over your body hungrily. "Okay, yeah. A picture sounds good, actually." You make <<him>> promise that <<he>>'ll let you measure <<his>> <<personpenis>> afterwards, and <<he>> readily accepts. <br><br> You step into <<him>> as <<he>> puts <<his>> arm around your waist. "Smile for the camera!" <<he>> says <span class="lewd">as <<he>> gropes your ass</span>. You put on a <<if $trauma gte (($traumamax / 5) * 4)>> hollow <<elseif $trauma gte (($traumamax / 5) * 1)>> brittle <<else>> sultry <</if>> smile for the camera as the <<person>> holds up a peace sign and snaps a photo. <<garousal>><<arousal 100>> <br><br> <<He>> taps through <<his>> phone before leering at you, <<his>> arm still around your waist. "Oh yeah, a <<girl>> as hot as you is going to blow up on my blog." <br><br> <<else>> <span class="red"><<He>> laughs in your face</span> and slaps your hand away from <<his>> phone. "Know your place, trash. And don't touch my phone." <<He>> marches off with a huff. <<gstress>><<stress 3>> <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br> <<exit>> <</if>> <</if>> You remind <<him>> of <<his>> end of the deal, and <<he>> grudgingly <<removesbeachlower>> and exposes <<his>> <<npcGenitals 0 "simple">>. <br><br> <<schoolicon>><<link [[Take measurement|Beach Phallus Blogger Measure]]>><</link>> <br><<location "beach">><<effects>> You kneel and take the <<persons>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<if $phase is 0>> Despite being engrossed in <<his>> phone, <<elseif $phase is 1>> Despite spending the entire time eyeing you up, <</if>> <<he>> answers to your satisfaction. <br><br> <<receivephallusdata>> <br><br> <<He>> immediately fixes <<his>> clothing and goes back to posing for <<his>> phone. <br><br> You thank <<him>> for <<his>> time, but <<he>> just grunts in response and otherwise ignores you. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<location "beach">><<effects>> You approach the pair. The <<person1>><<person>> smiles up at you. "Hey there, cutie. What can we do for you?" <br><br> <<asktomeasurephallus>> The <<personsimple>> raises <<his>> eyebrows and shares a disbelieving look with <<his>> friend. "Uh, okay then." <br><br> <<He>> considers for a moment. "Well, I suppose being examined by a <<cute>> <<girl>> wouldn't be too bad." <<He>> looks you up and down and smiles. "As long as you make it worth my while, of course." <br><br> The <<person2>><<person>> snickers behind <<person1>><<him>>. <br><br> <<if hasSexStat("promiscuity", 4)>> <<ind>><<link [[Make it worth <<his>> while|Beach Phallus Friends Accept]]>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such a request">> <br> <</if>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You agree to make it worth <<his>> while if <<he>> lets you measure <<his>> <<personpenis>> afterwards, and the <<person>> grins widely. <<promiscuity4>> "Damn, you must be really dedicated to your research," <<he>> says. The <<person2>><<person>> adds, "Or a <<slut>>!" They both laugh at that, and you fight down a blush. <br><br> "Come on, let's do this." The <<person1>><<person>> impatiently gestures you over, and you join them under the umbrella as the <<person2>><<person>> lowers it to obscure your actions from the beachgoers. <br><br> <<link [[Next|Beach Phallus Friends Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> /* This is so scuff, I feel so dirty for doing it like this. There's gotta be a better solution, right? Right?? */ <<saveNPC 1 "beach_phallus_the_friend">> <<clearsinglenpc 1>> <<neutral 1>> <<maninit>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> <<enable_rescue>> <</if>> The umbrella obscures you from prying eyes. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Friends Sex Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Friends Sex]]>><</link>></span> <</if>><<location "beach">><<effects>> <<if $enemyhealth lte 0>> You shove the <<person>> into <<his>> friend, and flee as the umbrella collapses on top of them. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<loadNPC 1 "beach_phallus_the_friend">> /* Note: NPC must be loaded after ejaculation. Do NOT move it outside the if statement */ "Always glad to help someone with real dedication," the <<person>> says. "You want to have a go with <<phim>>?" <<he>> offers <<his>> friend. <br><br> "Nah, I'm good." The <<person2>><<person>> says. For some reason, <<he>> looks incredibly amused. You waste no time in pulling out your tape measure and taking the <<person1>><<persons>> measurements from base to tip. You ask <<him>> questions about <<his>> lifestyle, and <<hes>> more than happy to indulge you. <br><br> The <<person2>><<person>> continues to look amused as <<he>> observes. <br><br> <<person1>><<receivephallusdata>> <br><br> You thank them both for their time, and the <<person>> waves goodbye as <<his>> friend sets their umbrella back upright. <br><br> <<elseif $finish is 1>> "Oh, come on," the <<person>> says. "You're the one who came on to me." Still, <<he>> backs off as requested, to good-natured ribbing from <<his>> friend. <br><br> <<else>> <<set $rescued += 1>><<loadNPC 1 "beach_phallus_the_friend">> "Hey, hey! No need for that," the <<person>> says hurriedly, backing off and glancing around the beach. The <<person2>><<person>> curses quietly, looking worried. <br><br> "Alright, alright, fine, just get out of here." The <<person1>><<person>> says, shooing you away. You quickly make your escape. <br><br> <</if>> <<clearNPC "beach_phallus_the_friend">> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You approach the <<person>>. <<He>> smiles at you as you get close and takes another swig from <<his>> bottle. <<He>> looks a little tipsy. <br><br> <<asktomeasurephallus>> "Sure," <<he>> says. You blink at <<him>> in surprise. "What, you'd think I'd have a problem with a <<cute>> <<girl>> feeling me up?" <<he>> chuckles, shaking <<his>> head in amusement. <br><br> "Although, you'd have make sure everything's working properly before you measure. Gotta put my best foot forward and all that, you know?" <<He>> gives you a suggestive wink before downing another swig. <br><br> <<if hasSexStat("promiscuity", 4)>> <<ind>><<link [[Make sure everything is working properly|Beach Phallus Drinker Accept]]>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such a request">> <br> <</if>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<location "beach">><<effects>> You agree to ensure <<his>> <<personpenis>> is working as intended before measuring, and <<he>> gives you a self-satisfied smirk. <<promiscuity4>> "Okay, but not here," <<he>> says. <<He>> downs the rest of <<his>> beer bottle in one swallow, then stands up and leads you out behind the bluffs to a relatively secluded spot between two dunes. <br><br> As soon as the last person is out of sight, <<he>> turns and reaches for you. "I'm going to enjoy this," <<he>> says, <<his>> breath reeking of alcohol. <br><br> <<link [[Next|Beach Phallus Drinker Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Drinker Sex Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Drinker Sex]]>><</link>></span> <</if>><<location "beach">><<effects>> <<if $enemyhealth lte 0>> You shove <<him>> away and run back towards the beach as <<he>> flounders in the loose sand. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "There, I think I'm ready for your science thing now," <<he>> says with a smirk. "Should make for some good aftercare, too." <br><br> <<He>> lies still as you take <<his>> measurements from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers willingly enough, although you occasionally get whiffs of alcohol as <<he>> speaks. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for <<his>> cooperation, and <<he>> just smiles smugly as you leave and return to the beach. <br><br> <<elseif $finish is 1>> "Hey, don't think it's okay to tease me just because I'm a few drinks in," <<he>> says resentfully, then roughly shoves you away. <<He>> stays behind as you return to the beach, presumably to finish <<himself>> off. <br><br> <<else>> <<set $rescued += 1>> <<He>> lets out a curse and looks around wildly, then turns and sprints away before anyone can even come to check on you. <br><br> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You approach the police<<personsimple>>. <<He>> offers you a casual nod without even looking at you. <<He>> seems bored. <br><br> <<asktomeasurephallus>> The officer turns to look at you, studying you for a moment. <<if crimeSumCurrent() gte 2000>> <<His>> gaze lingers on your face, and <<his>> eyes narrow. <</if>> "Sure, I'm always happy to help out a civvy," <<he>> says insincerely. "Let's find some privacy first, though." <br><br> <<He>> leads you around the back of the changing rooms, out of sight of most people. <<if crimeSumCurrent() gte 2000>> Once alone, <<he>> turns <span class="red">and forces you up against the wall.</span> "On the other hand," <<he>> says nonchalantly, "if a known criminal wants to just walk up to me, I'd be more than happy to help <<phim>> find justice." <br><br> <<if $rng gte 61>> <<generatePolice 2>> The <<person>> makes a quick call on <<his>> radio, and a minute later, a <<person2>><<person>> jogs over. "Oh, it really is <<phim>>," <<he>> says as <<he>> comes to a stop, looking you over. "Our lucky day, I suppose. Well, let's get <<phim>> to the patrol crew." <br><br> They haul you out to the street while the <<person1>><<person>> makes another call, and a few minutes later a patrol car rolls up. Another pair of officers come out of the car and take you without a word. <br><br> <<crimeicon "shackles">><<link [[Next|Hospital Arrest Journey]]>><</link>> <br> <<else>> <<link [[Next|Beach Phallus Police Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <</if>> <<elseif $rng gte 61>> Once alone, <<he>> unzips <<his>> uniform trousers and exposes <<his>> <<npcGenitals 0 "simple">>. <br><br> <<schoolicon>><<link [[Take measurement|Beach Phallus Police Measure]]>><</link>> <br> <<else>> Once alone, <<he>> turns <span class="red">and puts a hand over your mouth.</span> "Here, let's give you a real good look," <<he>> says. <br><br> <<link [[Next|Beach Phallus Police Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <br> <</if>><<location "beach">><<effects>> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<His>> answers are clear and concise, although there's an undercurrent you can't quite pin down. <<gstress>><<stress 2>> <br><br> <<receivephallusdata>> <br><br> You finish up as quickly as you can and hurry back to the beach. You feel <<his>> eyes on your back until you're out of sight. <br><br> <<beachicon>><<link [[Next|Beach]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<hand_gag 0 left>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Police Rape Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Police Rape]]>><</link>></span> <</if>><<location "beach">><<effects>> <<if $enemyhealth lte 0>> You shove the officer away and run around the corner of the changing rooms, back towards the crowds. <<if $phase is 1>> <<He>> tries to shout after you, but <<hes>> in too much pain. <</if>> <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 1>> "Damn if I don't love community service," the officer grunts. "You're free to go, <<girl>>." <<He>> smacks your ass before walking off, whistling to <<himself>>. <br><br> <<else>> "Did you get the measurements? No? Well, too bad." The officer snickers to <<himself>> as <<he>> walks away. <br><br> <</if>> <<else>> <<set $rescued += 1>> "Son of a—" the officer curses, looking around worriedly. <<if $phase is 1>> "You think you can escape the law that easily?" <<he>> asks, a dangerous glint in <<his>> eye. <br><br> Before <<he>> can do anything, a <<generate2>><<person2>><<person>> comes around the corner <span class="green">and starts shouting at the police officer to get away from you</span>. The officer tries to defend <<person1>><<himself>>, but <<his>> claims that <<he>> was 'just arresting' you are undermined by the state of your clothing. <br><br> In the ensuing argument, you manage to make your escape. <<else>> "You'll regret this, <<girl>>," <<he>> says, giving you a hateful glare before turning and hurrying away. <br><br> <</if>> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">><<effects>> You move along the beach and intercept the <<person>> as <<he>> swims by, calling out to <<him>>. <<He>> pauses and treads water, giving you <<his>> attention. <br><br> <<asktomeasurephallus>> "Sure thing, darling," <<he>> calls back, leering at you. "Come on in and we can get as acquainted as you want." <br><br> <<Hes>> clearly propositioning you. <br><br> <<if hasSexStat("promiscuity", 4)>> <<swimicon>><<link [[Swim out to <<him>>|Beach Phallus Swimmer Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such an offer">> <br> <</if>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<beachicon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $noBodyWriting to 1>> <<maninit>> <<if $phase lte 0>> <<set $enemytrust += 100>> <<else>> <<set $enemytrust += 50>> <</if>> You wade into the water, then swim out to the <<personsimple>>. <<He>> reaches for you with a hungry expression, and you both go under. <<promiscuity4>> <<location "seabeach">> <<set $NPCList[0].mouth to "underwater">> <<enable_rescue>> <</if>> <<underwater>><<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Beach Phallus Swimmer Sex Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Beach Phallus Swimmer Sex]]>><</link>></span> <</if>><<location "seabeach">><<effects>> <<if $enemyhealth lte 0>> You kick the <<person>> away and swim desperately for shore. <<He>> doesn't pursue you. <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You both break the surface with a gasp. "Now, you said something about wanting specifics?" <<he>> asks with a self-satisfied grin. <br><br> You have to swim back to shore to fetch your tape, but <<he>> seems happy to indulge you. <<He>> lies still as you take <<his>> measurements from base to tip, and ask <<him>> about <<his>> lifestyle. <<His>> answers are simple but functional. <br><br> <<receivephallusdata>> <br><br> You thank <<him>> for <<his>> cooperation. "Oh, is that what we're calling it?" <<he>> asks with a smirk, before heading back out to sea. <br><br> <<elseif $finish is 1>> /* Should be unreachable as we're underwater, but just in case */ "Really? You're the one who wanted to get acquainted with me," the <<person>> says. When you nod, <<he>> just shrugs and releases you, then turns to resumes <<his>> swim. <br><br> <<else>> /* Also should be unreachable. Isn't underwater fun? */ <<set $rescued += 1>> Heads turn towards you from the direction of the beach. The <<person>> curses and quickly swims away. <br><br> <</if>> <<clotheson>><<endcombat>> <<beachicon>><<link [[Next|Beach]]>><</link>> <br><<location "beach">> <<if Time.season is "summer">> <<switch random(1, 3)>> <<case 1>> You lie on the beach beneath the blazing sun. You mind drifts as the rays soak your skin. <<case 2>> You lie out on the beach. The sound of the waves washes over you as the sun heats your skin. <<case 3>> You lie down on the sand. You hear the sounds of the ocean, children playing and beach music as you relax. <</switch>> <br><br> You feel warm. <<stress -6>><<lstress>> <<elseif Time.season is "winter">> <<switch random(1, 3)>> <<case 1>> You lie on the beach beneath the sun. A chill breeze caresses you. <<case 2>> You lie out on the beach. You can barely feel the sun through the cold wind. <<case 3>> You lie down on the sand. The sound of crashing waves washes over you. It's chilly. <</switch>> <br><br> You shiver. <<stress 6>><<gstress>> <<else>> <<switch random(1, 3)>> <<case 1>> You lie on the beach beneath the warm sun. Your mind drifts as the sun's rays caress your skin. <<case 2>> You lie out on the beach. The sound of the waves washes over you as the sun warms your skin. <<case 3>> You lie down on the sand. You hear the sounds of the ocean, children playing and beach music as you relax. <</switch>> <br><br> You feel refreshed. <<stress -6>><<lstress>> <</if>> <<set _tanningModifiers to Skin.getTanningFactor()>> <<tanningGainOutput _tanningModifiers.result 90>> <br> <<tanningPenaltiesOutput _tanningModifiers>> <br> <<set Skin.tanningBonus = 2>> You have a <<skincolourtext>> <br><br> <<rng>> <<if dangerEvent() and $rng gte 81>> <<if $rng gte 91 and C.npc.Whitney.state is "active">> <<endevent>> <<link [[Next|Whitney Beach Sunbathing]]>><<pass 60>><<set $eventskip to 1>><</link>> <<else>> <<endevent>> <<link [[Next|Sunbathing Sabotage]]>><<pass 60>><<set $eventskip to 1>><</link>> <</if>> <<else>> <<endevent>> <<link [[Next|Beach]]>><<pass 60>><<set $eventskip to 1>><</link>> <</if>>The heat and the sounds of the waves are so comforting, you doze off. <<rng 5 20>> <<pass $rng>> <br><br> You wake up <<print either ("feeling well-rested", "feeling somewhat disoriented", "unsure of how much time has passed.")>>. <<ltiredness>><<tiredness -6>> <br><br> When you stand up, <span class="red">your swimsuit falls off your body.</span> Someone must have taken a pair of scissors to it while you were sleeping. <<if hasSexStat("exhibitionism", 5)>>Being exposed like this makes you shiver with excitement.<<else>>You quickly cover up and look for the nearest changing room.<</if>> <<gstress>><<stress 6>> <br><br> <<clothesruined>> <<endevent>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>><<effects>> <<npc Whitney>><<person1>> <<print Time.season is "winter" ? "As you try to stay warm in the sunlight," : "As you bask in the warmth of the sunlight,">> a shadow moves over you. You blink a few times and see Whitney standing over you with a couple of <<his>> friends in tow. <br><br> "Get up, <<bitch>>," Whitney commands, kicking some sand at you. You stand up, and <<he>> continues, "We thought you looked a little lonely lying on the beach all by yourself, so we found a little friend for you!" <br><br> Whitney's hands are behind <<his>> back, but you doubt this surprise "friend" will be pleasant. <br><br> <<link [[Fight|Whitney Beach Fight]]>><<set $fightstart to 1>><<def 1>><<npcincr Whitney dom -1>><</link>><<ldom>> <br> <<link [[Submit|Whitney Beach Sunbathing Crab]]>><<npcincr Whitney dom 1>><<sub 1>><</link>><<gdom>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> You lunge at Whitney. <<He>> manages to shove whatever <<hes>> holding into one of <<his>> friends' hands before the two of you tumble to the sand. <<npcidlegenitals>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<set $audienceforceteen to 1>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <<enable_rescue>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Whitney Beach Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Whitney Beach Fight]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> You push Whitney off of you and make a break for it. Whitney's friends seem distracted by something skittering towards the water. You don't have a chance to get a good look at it as you run down the beach. <<stress 2>><<gstress>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> Whitney pants, <<his>> face flushed. One of <<his>> friends shoots <<him>> a bemused look. With a scoff, <<he>> pushes <<himself>> off of you and loudly says, "Whatever, slut. Where were we?" <br><br> Whitney looks to <<his>> friends expectantly. They shrug and avert their eyes. <<He>> scowls. "Seriously? You all lost it? You fucking morons." <br><br> You take advantage of the ensuing argument to slip away. It's probably for the best that you didn't get to see whatever Whitney had in store for you. <<stress 2>><<gstress>><<llust>><<npcincr Whitney lust -20>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<elseif $alarm is 1 and $rescue is 1>> "Hey! What's going on over there? Is everyone alright?" one of the lifeguards on duty shouts as <<generate1>><<person1>><<he>> starts lightly jogging over to you. <br><br> Whitney pushes away from you. "Everything's fine, we're done here," <<nnpc_he Whitney>> says. "See you around, you crybaby <<bitch>>." Your harassers leave, and the lifeguard returns to <<his>> post. <br><br> <<tearful>> you struggle to your feet. <<clotheson>> <<endcombat>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<else>> You lie on the ground, too battered and bruised to continue. "Alright, <<bitch>>," Whitney says as <<he>> gets up, "now that you're all warmed up, let's get back to your new friend!" <<gstress>><<stress 2>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Whitney Beach Sunbathing Crab]]>><</link>> <</if>><<effects>> The two other delinquents grab your arms and hold you in place. Whitney presents <<his>> surprise to you: a live crab, flailing its legs and claws in an attempt to escape. You gulp. <br><br> <<if C.npc.Whitney.dom lte 10>> <<if $worn.upper isnot "naked" or $worn.under_upper isnot "naked">>They partially displace your top, exposing your <<breasts>> to anyone passing by. <</if>>Whitney holds the crab in front of your chest, coaxing the claws around your nipple, then flicks the crab hard on the head. Acting on instinct, the crab pinches hard. <br><br> You howl in pain as the claws clamp down on your nipples. Whitney and <<his>> friends burst into laughter and let go of your arms, giving you a chance to escape. You run away from your tormentors and remove the crab as soon as it relents. You fix your clothing and recover the best you can, your nipples still throbbing in pain. <<pain 4>><<stress 12>><<trauma 12>><<ggpain>><<ggstress>><<ggtrauma>> <br><br> <<endevent>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<elseif C.npc.Whitney.dom lte 15>> They pull on the back of your clothing before Whitney shoves the crab up against your <<bottom>>. The crab flails its legs and claws, desperately trying to find a way to escape your $worn.under_lower.name_simple. The pointy limbs tickle and prod your sensitive skin. <br><br> <<link [[Stay calm|Whitney Beach Sunbathing Still]]>><<set $phase to 1>><</link>><<willpowerdifficulty 1 600>> <<else>> They pull on the front of your clothing before Whitney shoves the crab against your <<genitals>>. The crab flails its legs and claws, desperately trying to find a way to escape your $worn.under_lower.name_simple. The pointy limbs tickle and prod your sensitive skin. <br><br> <<link [[Stay calm|Whitney Beach Sunbathing Still]]>><</link>><<willpowerdifficulty 1 800>> <</if>><<effects>> <<if $willpowerSuccess>> <span class="green">You manage to keep still.</span> You resist the urge to squirm as the crab escapes your clothing and makes a dash to the sea. Whitney, clearly frustrated, shoves you in the sand and walks away. <br><br> <<endevent>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<else>> You involuntarily jerk and twitch, causing the crab to panic. It acts on instinct, <span class="red">pinching your <<print $phase is 1 ? "ass" : $player.penisExist ? "penis" : "clitoris">> as hard as it can.</span> You howl in pain as Whitney and <<his>> friends burst into laughter and let go of your arms, giving you a chance to escape. <br><br> You run away from your tormentors and remove the crab from your $worn.under_lower.name_simple as soon as it relents. You fix your clothing and recover the best you can, your <<print $phase is 1 ? "ass cheek" : $player.penisExist ? "dick" : "clit">> still throbbing in pain. <<if $phase is 1>> <<pain 8>><<stress 18>><<trauma 18>><<gggpain>><<ggstress>><<gggtrauma>> <<else>> <<pain 12>><<stress 24>><<trauma 24>><<gggpain>><<gggstress>><<gggtrauma>> <</if>> <br><br> <<endevent>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <</if>><<widget "beachday1">> <<generatey1>>You hear someone behind you. You turn just in time to see a <<person1>><<person>> rushing into you. <<He>> tackles you to the sand and tries to remove your clothes! <br><br> <<link [[Next|Beach Day Molestation]]>><<set $molestationstart to 1>><<set $eventskip to 1>><</link>> <</widget>> <<widget "beachday2">> <<outfitChecks>> <<beastNEWinit 1 dog>> You feel something yanking at your _bottom.name. Looking over your shoulder, you see a small <<beasttype>> with your clothes between <<bhis>> teeth. <<if _bottom.integrity lte 20>> <<set _bottom.integrity -= 20>> You try to wrestle your clothes free from its maw, but your _bottom.name <<is _bottom>> torn from your body! <<if !_bottomUnder>> The <<beasttype>> scampers away, leaving you humiliated with your <<genitals>> on display. <<gtrauma>><<trauma 1>><<stress 1>><<gstress>> <<else>> The <<beasttype>> scampers away, leaving you humiliated with your _bottomUnder.name on display. <<stress 1>><<gstress>> <</if>> <<integritycheck>><<trauma 6>> <<else>> You manage to wrestle your clothes free from <<bhis>> maw, though the ordeal has left them a little worse for wear. <</if>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <</widget>> <<widget "beachday3">> <<generate1>><<set $NPCList[0].virginity.penile to false>><<set $NPCList[0].virginity.vaginal to false>>You see a <<person1>><<person>> watching you. <<He>> seems to be here with <<his>> kids who are playing in the sand some way away. <<He>> looks away as you make eye contact. <br><br> <<link [[Approach|Beach Day Encounter]]>><<set $phase to 0>><</link>> <br> <<link [[Look away|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</widget>> <<widget "beachday4">> A gust of wind blows in from the ocean, pleasantly caressing your skin. <<lstress>><<stress -2>> <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $worn.under_lower?.type.includes("covered")>> It flares up your skirt, but your $worn.under_lower.name preserves your dignity. <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<elseif setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> /* variables */ <<set _helpless to pcAreArmsBound("both")>> <<set _trauma_gain to 0>> <<set _arousal_gain to 0>> /* event */ It flares up your skirt, exposing your <<if $worn.under_lower.type.includes("naked")>> <<set _arousal_gain += 200>> <<set _trauma_gain += .5>> <<genitals>> <<else>> <<set _arousal_gain += 100>> $worn.under_lower.name <</if>>in the middle of the beach. <<if _helpless>> <<set _arousal_gain += 100>> <<set _trauma_gain += 1>> Bound and helpless you can do nothing but endure the wind as it toys with your exposure, until finally it abates and your skirt hem settles back where it should be. <</if>> <<if random(0, 10) gte 5>> <<print [ "A sudden giggle causes you to turn, facing the onlooker.", "A sudden giggle grabs your attention.", "An onlooker gasping in shock grabs your attention.", "An onlooker giggling grabs your attention.", "A group of people gasping in shock draws your attention.", "A group of people giggling grabs your attention." ].pluck()>> <<fameexhibitionism 1>> <<if random(0, 10) gte 7>> <<endevent>> <span class="pink"> You notice a phone pointing at you, and realise they were probably recording. </span> <<fameexhibitionism 5 "vid">> <<set _trauma_gain += 2>> <<set _arousal_gain += 100>> <<else>> They must have seen everything. <<set _trauma_gain += 1>> <<set _arousal_gain += 50>> <</if>> <</if>> <<if $uncomfortable.nude and hasSexStat("exhibitionism", 5) and _trauma_gain>> Your stomach churns horribly at having been exposed in such a public place, and you do your best to put it out of your mind as you try and recover some of your dignity. <<set _trauma_gain += 1>> <<else>> Your stomach churns with excitement at having been exposed in such a public place, and you can't help but hold on to the sensation of it all as you pretend to recover some of your dignity. <<set _arousal_gain += 50>> <</if>> /* stats application */ <<if _arousal_gain>> <<garousal>><<arousal _arousal_gain>> <</if>> <<if _trauma_gain and $uncomfortable.nude>> <<gtrauma>><<trauma _trauma_gain>> <</if>> /* choices */ <br><br> <<if _helpless>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <<else>> <<link [[Try to hold your skirt down|Beach Skirt Flare Stop]]>><</link>> <<if hasSexStat("exhibitionism", 3) and !$worn.under_lower.type.includes("naked")>> <br> <<link [[Let it happen|Beach Skirt Flare Allow]]>><</link>><<exhibitionist2>> <<elseif hasSexStat("exhibitionism", 4)>> <br> <<link [[Let it happen|Beach Skirt Flare Allow]]>><</link>><<exhibitionist4>> <</if>> <</if>> /* cleanup */ <<unset _helpless>> <<unset _arousal_gain>> <<unset _trauma_gain>> <<else>> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <</if>> <</widget>> <<widget "beachday5">> You are walking along the shoreline when you hear a commotion behind you. Looking over your shoulder, you see a few of your classmates running towards you. <br><br> <<link [[Stop and wait|Beach Day Classmates]]>><<set $phase to 0>><</link>><br> <<link [[Run|Beach Day Classmates]]>><<set $phase to 1>><</link>><<athleticsdifficulty 1 800>> <</widget>> <<widget "beachday6">> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1 and !$worn.lower.type.includes("naked")>> <<generatey1>><<person1>> You are strolling along the coast when a <<person>> tugs on your waistband, exposing your <<bottom>>. Before you can react, <<he>> dumps a large bucket of sand into your <<if $worn.under_lower.name is "naked" or $worn.under_lower.one_piece is 1>>$worn.lower.name<<else>>$worn.under_lower.name<</if>>. <<He>> gives you a hard spank before running off, presumably to find another victim to prank. <br><br> You do your best to shake the sand out of your clothing. Some of it inevitably becomes lodged in your butt crack, where it chafes and annoys you. <<gpain>><<gstress>><<pain 1>><<stress 2>> <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> A gust of wind blows in from the ocean, pleasantly caressing your skin. <<lstress>><<stress -2>> <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> <</if>> <</widget>> <<widget "beachnight1">> <<beastNEWinit 1 dog>> <<if $monster is 1>> A <<beasttype>> emerges from the darkness. <<bHis>> shaggy body gives <<bhim>> a savage look. <<bHe>> bares <<bhis>> fangs, <span class="red">eyes alight with hunger</span> as <<bhe>> stares at you. <<else>> A wild-looking <<beasttype>> emerges from the darkness, teeth bared and eyes alight with hunger. <</if>> <br><br> <!-- Modified for Beast People --> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Beach Night Dog]]>><<set $eventskip to 1>><<set $molestationstart to 1>><</link>> <br> <<else>> You manage to escape, but not unscathed.<<beastescape>> <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</widget>> <<widget "beachnight2">> <<generate1>>It's so dark, you don't see the <<person1>><<person>> lying on the sand until <<he>> grasps you by the ankle and pulls you to the ground. <br><br> <<link [[Next|Beach Night Molestation]]>><<set $molestationstart to 1>><</link>> <</widget>> <<widget "beachex1">> <<generatey1>>A <<person1>><<person>> spots you in your fragile state and calls out, <<catcalllewd>> Other heads turn in response and you quickly find yourself the centre of attention. <<if $panicattacks gte 1>> You are overcome by anxiety. Robbed of higher thought, you can do nothing flee away from the crowds, chased by jeering laughter. <<fameexhibitionism 30>><<gstress>><<gtrauma>><<stress 6>><<trauma 6>> <br><br> When your fear subsides you find yourself slumped against the inside wall of a changing room. <br><br> <<link [[Changing room|Changing Room]]>><<endevent>><</link>> <<else>> <<gstress>><<gtrauma>><<stress 6>><<trauma 6>> <br><br> <<link [[Keep walking|Beach Exhibition]]>><<set $phase to 0>><</link>> <br> <<link [[Ask for help|Beach Exhibition]]>><<set $phase to 1>><</link>> <</if>> <</widget>> <<widget "beachex2">> <<generatey1>>A <<person1>><<person>> spots you in your fragile state and calls out to <<his>> friends. You quickly find yourself surrounded. The <<person>> speaks, "You know this isn't a nudist beach right? In fact, I think I should report you." You tense as <<he>> visibly inhales as if to shout, anticipating even more attention drawn to your predicament. Instead however, <<he>> and <<his>> friends burst into derisive laughter. "Or, you know, I could help you out, give you something to cover up with. Of course, I'll want something in return. Get on your knees." <<fameexhibitionism 20>> <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Comply|Beach Exhibit Molestation]]>><<set $phase to 1>><<set $sexstart to 1>><</link>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Reluctantly comply|Beach Exhibit Molestation]]>><<set $desperateaction to 2>><<set $phase to 1>><<set $sexstart to 1>><</link>> <br> <</if>> <<link [[Refuse|Beach Exhibit Molestation]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>> <br> <</widget>> <<widget "removebeachlower">><<silently>> <<if _args[0] is 1>> <<set $_pulltense to "pulls">> <<elseif _args[0] is 2>> <<set $_pulltense to "pulling">> <<else>> <<set $_pulltense to "pull">> <</if>> /* This should include cases for every lower clothing in the types Town, Beach, Warm, schoolSwim, and Cold. Essentially, everything an NPC on the beach can be wearing, according to the "Beach" case for the widget "generateNPCClothes" */ <<switch $NPCList[$index].clothes.lower.name>> <<case "shorts" "trousers" "tracksuit bottoms" "slacks" "jeans" "khakis" "swim shorts" "board shorts" "boyshorts" "jorts" "sweatpants" "school swim shorts">> <<set $_text_output to "$_pulltense down <<his>> $NPCList[$index].clothes.lower.name">> <<case "bikini bottoms" "microkini bottoms" "school swimsuit bottoms">> <<set $_text_output to "$_pulltense aside <<his>> $NPCList[$index].clothes.lower.name">> <<case "sundress skirt" "skirt" "miniskirt">> <<set $_text_output to "$_pulltense up <<his>> $NPCList[$index].clothes.lower.name">> <<default>> <<if $pronoun is "f">> <<set $_text_output to "$_pulltense aside <<his>> bikini bottoms">> <<else>> <<set $_text_output to "$_pulltense down <<his>> shorts">> <</if>> <</switch>> <</silently>><<print $_text_output>><</widget>> <<widget "removesbeachlower">> <<removebeachlower 1>> <</widget>> <<widget "removingbeachlower">> <<removebeachlower 2>> <</widget>> <<widget "asktomeasurephallus">> <<if $speech_attitude is "meek">> <<set $_requestA to [ "You can't help but feel awkward making this request.", "You can already feel a blush rising before you even speak.", "You can't look <<him>> in the eye. Not with a request like this." ]>> <<set $_requestB to [ "\"C-could I measure your <<personpenis>> with this tape?\" you ask.", "\"I-is it okay if I use this tape to measure your <<personpenis>>?\" you ask.", "\"W-would it be okay if I measured your <<personpenis>> with this tape?\" you ask." ]>> <<set $_requestC to [ "\"I'm doing a science project.\"", "\"It's for my science project.\"", "\"I need data for my science project.\"" ]>> <<print either($_requestA)>> <<print either($_requestB)>> <<print either($_requestC)>> <<elseif $speech_attitude is "bratty">> <<set $_requestA to [ "\"Let me measure your <<personpenis>>,\" you say.", "\"I'm gonna measure your <<personpenis>>,\" you say.", "\"Want to get your <<personpenis>> measured?\" you ask." ]>> <<set $_requestB to [ "\"For science.\"", "\"I need data for my science project.\"", "\"In the pursuit of science, of course.\"" ]>> <<print either($_requestA)>> <<print either($_requestB)>> <<else>> <<set $_requestA to [ "\"Hello,\" you say.", "\"Excuse me,\" you say.", "\"Hi there,\" you say with a little wave." ]>> <<set $_requestB to [ "\"Could I measure your <<personpenis>> for my science project?\"", "\"Would you be willing to let me measure your <<personpenis>>? I'm doing a science project.\"", "\"I'm doing a science project for school. Can I measure your <<personpenis>> with this tape?\"" ]>> <<print either($_requestA)>> <<print either($_requestB)>> <</if>> <<promiscuity3>> <</widget>> <<widget "receivephallusdata">> <<set $sciencephallus += 1>> <<if $NPCList[$index].penis isnot "none">> <<set $sciencephalluspenis += 1>> <<else>> <<set $sciencephallusclit += 1>> <</if>> <span class="gold">You can add the <<personpenis>> measurement you took to your project in your room or the school library.</span> <</widget>>/* TODO: replace with eventpool */ <<widget "eventsbeach">> <<set $dangerevent to random(1, 100)>> <<if Time.dayState is "night">> <<if $dangerevent lte 15>> <<beachnight1>> <<elseif $dangerevent lte 30>> <<beachnight2>> <<elseif $dangerevent lte 100>> <<beachday4>> <</if>> <<elseif $exposed gte 1>> <<if $dangerevent lte 80>> <<beachex1>> <<elseif $dangerevent lte 100>> <<beachex2>> <</if>> <<else>> <<if $dangerevent lte 10>> <<beachday1>> <<elseif $dangerevent lte 20 and !$worn.lower.type.includes("naked")>> <<beachday2>> <<elseif $dangerevent lte 50>> <<beachday3>> <<elseif $dangerevent lte 70>> <<beachday4>> <<elseif $dangerevent lte 90>> <<beachday5>> <<elseif $dangerevent lte 100>> <<beachday6>> <</if>> <</if>> <</widget>> <<widget "eventsbeachphallus">> <<cleareventpool>><<rng>> <<generate1>><<person1>>You scan the beach for people wearing skimpy swimsuits, or who otherwise look like they might agree to your request. <br><br> /* Note: This conditional is intended to be identical to the conditional that gatekeeps the [Find participant for phallus project] link in :: Beach */ <<if $scienceproject is "ongoing" and $sciencephallusknown is 1 and $sciencephallus lt 10 and Time.dayState isnot "night" and Weather.precipitation is "none" and $exposed lte 0>> <<addinlineevent "beach_phallus_flex">> <<generatep2>>You see a <<person>> showing off <<his>> body, trying to impress a <<person2>><<person>>. It isn't working. <br><br> <<person1>> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Flex]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_pair">> <<generatep2>>You see a <<fullGroup>> holding hands. <br><br> <<person1>> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Pair]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_beggar">> You see a <<person>> moving between different groups and individuals, asking for money. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Beggar]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_shy">> You see a <<person>> sitting alone on the sand. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Shy]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_scan">> You see a <<person>> scanning the beach with one hand shielding <<his>> eyes from the sun. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Scan]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_insecurity">> You see a <<person>> sitting by <<himself>>, a bit away from the crowds. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Insecurity]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_confidence">> You see a <<person>> lounging at a picnic table. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Confidence]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_horizon">> You see a <<person>> standing ankle deep in the surf, staring out at the horizon. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Horizon]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_wading">> <<npcClothesType $NPCList[$index] "beach">> You see a <<person>> floating on <<his>> back in the shallows. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Wading]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_birdwatcher">> You see a <<person>> up on one of the bluffs. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Birdwatcher]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_prude">> You see a <<person>> sitting alone, seemingly enjoying the wind. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Prude]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_old">> You see an older <<personsimple>> taking a walk down by the shore. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Old]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_dog">> /* SevenSeriousShadows: Okay, so what I'm doing here is a little convoluted, so let me explain. To generate a beast, you either need <<beastNEWinit>> which REQUIRES there to be no existing NPCs generated, or you use <<generateBEAST>> to do it how you would normally use a <<generate2>>, <<generate3>>, etc.. If you use <<beastNEWinit>> and then generate any humans afterwards, any <<bhim>>, <<bhis>>, etc. calls will break, because they use $enemyno index to target the correct beast NPC. If there are humans, that index is now suddenly pointing at the wrong beast or (as in this case) at a human. On the other hand, if you have humans already generated and then use <<generateBEAST>>, then any <<beasttype>> calls will break, since <<beasttype>> assumes all beasts are generated at $NPCList[0], which in this case they are not. The conclusion is that if you try to generate a human-beast hybrid scene, either <<bhim>> or <<beasttype>> will break, unavoidably. This, to use a technical term, is fucking annoying. You can use <<bhim 0-5>> and <<beasttype 0>> as needed to get around each error, but that's not the main issue in this scene. My issue is that I want the PC to fuck the beast and NOT the humans, which mean the beast needs to be in $NPCList[0]. So I either have to use <<beastNEWinit>>, or I need to use <<saveNPC>> and <<loadNPC>> to perform musical chairs with the $NPCList when it comes time to fuck the beast. Since I use far more <<beasttype>> calls than <<bhim>> calls and have no love for musical chairs, I've decided that I'll let <<bhim>> be broken in this scene, and just use <<bhim 0>> as required. Until this gets reworked, this is my best option. So in case you were wondering what ungodly crimes againt code I'm doing with Beach Phallus Dog, now you know. */ <<clearnpc>><<beastNEWinit 1 dog>><<generate2>> You see a <<person2>><<person>> walking <<his>> <<beasttype>> along the beach. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Dog]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_masturbator">> You see a <<person>> partially out of sight as <<he>> reclines in the sand. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Masturbator]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_jogger">> <<npcClothesName $NPCList[$index] "townTrack">> You see a <<person>> in a tracksuit jogging along the shore. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Jogger]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_blogger">> <<clearnpc>><<generatey1>> You see a <<person1>><<person>> taking selfies by the shore, <<his>> back to the ocean. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Blogger]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_friends">> <<generate2>> You see a <<fullGroup>> chatting under an umbrella. <br><br> <<person1>> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Friends]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_drinker">> You see a <<person>> nursing a beer bottle on a bench. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Drinker]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_police">> <<clearnpc>><<generatePolice 1>> You see a <<person1>><<person>> in a police uniform loitering nearby. <br><br> <<person1>> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Police]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<addinlineevent "beach_phallus_swimmer">> <<npcClothesType $NPCList[$index] "beach">> You see a <<person>> swimming close to shore, moving parallel to the beach. <br><br> <<socialiseicon "ask">><<link [[Ask to measure <<personpenis>>|Beach Phallus Swimmer]]>><</link>><<promiscuous3>> <br> <</addinlineevent>> <<runeventpool>> <<investigateicon>><<link [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass 15>><</link>> <br> <<else>> You don't see anyone you could approach. <br><br> <</if>> <<getouticon>><<link [[Stop|Beach]]>><<pass 10>><<endevent>><</link>> <br> <</widget>><<widget "passoutbeach">> <<if isPregnancyEnding()>> <<if $location is "beach">> <<pregnancyPassout "beach">> <<else>> <<pregnancyPassout "sea">> <</if>> <<else>> <<link [[Everything fades to black...|Passout Beach]]>><</link>> <</if>> <</widget>><<widget "beach_strip_events">> <<cleareventpool>> <<if $cool gte 160>> <<addinlineevent "beach_strip_group_1" 0.5>> <<generate1>><<person1>> <<fameexhibitionism 10>> You are splashing through the water when you notice a group of people your age staring at you. You don't know their names, but you recognise them from school. You suspect that the story of the naked <<girl>><<if $player.penisExist and $player.vaginaExist>> <<schoolrep herm 1>>with unusual genitalia<</if>> at the beach will quickly spread. <br><br> A <<person>> shouts at you, it's the lifeguard. "You need to put something on," <<he>> says. "This is not a nude beach." <br><br> Before you can respond, you notice that the group of students have stripped off their bathing suits and are running towards the water. <br><br> "Are you sure about that?" you say. <br><br> The lifeguard turns around to see your naked classmates entering the water. <<He>> stares in confusion before blowing impotently on <<his>> whistle. Everyone ignores <<him>>. Before long, others at the beach take off their swimsuits to sunbathe. Eventually the lifeguard gives up and returns to <<his>> stand. <br><br> <<link [[Next|Beach Strip Group 2]]>><<endevent>><</link>> <</addinlineevent>> <<addinlineevent "beach_strip_party_1" 0.7>> <<fameexhibitionism 10>> You are completely naked at the beach, baring it all to everyone there. You have gotten dozens of cheers, whistles, and even a few angry shouts. Most are content to openly stare at your naked body. <br><br> You see that one <<generatey1>><<person1>><<person>> is talking to <<his>> friends and pointing at you. They are all gathered sharing beer and snacks. Finally, the <<person1>><<person>> gets up and walks towards you. <br><br> "Hey," <<he>> says when <<hes>> a few feet away. <br><br> "Hey," you say back, suppressing an urge to cover yourself. You've been proudly showing off for everyone on the beach, but you can't help but feel self-conscious at being approached. <br><br> "You seem pretty cool," <<he>> says. "Why don't you come join us for some beer and food?" <br><br> You look past <<him>> to <<his>> friends. They're all looking at you expectantly. You can't tell if any of them have ill intentions. <br><br> <<link [[Agree (0:10)|Beach Strip Party Agree 1 ]]>><<pass 10>><</link>> <<if !playerBellyVisible() and !(playerIsPregnant() and playerAwareTheyArePregnant())>> <<galcohol>> <</if>> <br> <<link [[Decline|Beach Strip Party Decline]]>><</link>> <</addinlineevent>> <</if>> <<addinlineevent "beach_strip_lifeguard" 0.7>> A whistle pierces the air. You turn and see a lifeguard running towards you. <<generate1>><<person1>> <<He>> stops in front of you, but looks away. "I'm sorry, but I need to ask you to cover up. This isn't a nudist beach." <br><br> <<link [[Comply|Beach Strip Comply]]>><</link>> <br> <<link [[Refuse (1:00)|Beach Strip Refuse]]>><<stress -12>><<trauma -6>><<crimeUp 50 "exposure">><<pass 1 hour>><</link>><<crime "exposure">><<ltrauma>><<lstress>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Beach Strip Seduce]]>><</link>><<promiscuous2>> <br> <</if>> <</addinlineevent>> <<addinlineevent "beach_strip_camera" 0.7>> You stroll across the sand and splash through waves. The sun feels warm and gentle against your bare skin. <br><br> <<generate1>><<person1>> On a slightly calmer part of the beach, your path takes you near a <<person>> scurrying to get <<his>> expensive-looking camera ready. <br><br> <<if $uncomfortable.nude is true>> <<link [[Take a detour|Beach Strip End]]>><</link>> <br> <</if>> <<link [[Walk past|Beach Strip Camera Snap]]>><<set $phase to 0>><</link>> <br> <<if $uncomfortable.nude is false>> <<link [[Stop and pose|Beach Strip Camera Snap]]>><<set $phase to 1>><</link>><<exhibitionist5>> <br> <<if $arousal gte $arousalmax / 2>> <<link [[Stop and pose lewdly|Beach Strip Camera Snap]]>><<set $phase to 2>><</link>><<exhibitionist5>><<promiscuous1>> <br> <</if>> <</if>> <</addinlineevent>> <<addinlineevent "beach_strip_next" 0.7>> <<location "beach">><<effects>> You run across the sand and splash through waves. The sun feels warm and gentle against your bare skin. After a while though, the wind starts to pick up and the cold makes you shiver. You decide to get dressed for now. There's always another day. <br><br> <<endevent>> <<if $rng % 2 == 0>> <<link [[Next|Beach]]>><<clotheson>><</link>> <<else>> <<link [[Next|Beach Clothes Stolen 1]]>><</link>> <</if>> <br> <</addinlineevent>> <<runeventpool>> <</widget>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $brothel_basement_intro is undefined>> <<set $brothel_basement_intro to 1>> <<generate1>><<person1>> A <<person>> emerges from a nearby door. <<He>> wears a black mask that covers the top half of <<his>> face. <br><br> "You look lost," <<he>> chuckles. "These rooms are for employees." <<He>> points at a sign near the stairs. It reads <<printmoney $brothel_basement_price>>. <<if $brothel_basement_price gte 2000>> "Expensive today. <<else>> "That's a typical price. <</if>> Not as much as using a stage, but this way no one needs to know who you are." <br><br> <<link [[Next|Brothel Basement]]>><<endevent>><</link>> <br> <<else>> You are in the brothel basement. A row of small rooms lines one wall. Inside each is a single <<if $awareness gte 200>>gloryhole<<else>>hole<</if>>. <br><br> A sign by the stairs reads <<printmoney $brothel_basement_price>>. <br><br> <<if hasSexStat("promiscuity", 4)>> <<brothelicon "gloryhole">><<link [[Occupy a room (0:10)|Brothel Gloryhole]]>><<pass 10>><<set $phase to 1>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to work at the gloryholes">> <br><br> <</if>> <<getouticon>><<link [[Leave|Brothel]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<generate1>><<person1>> <<if $phase is 1>><<set $phase to 0>> You enter one of the rooms and close the door behind you. A green light flickers on above. <<else>> <</if>> You wait for several minutes, and the light turns red. A <<if $NPCList[0].penis isnot "none">> $NPCList[0].penisdesc pokes through the hole. <<else>> pussy appears at the hole. <</if>> <br><br> <<brothelicon>><<link [[Engage|Brothel Basement Sex]]>><<set $sexstart to 1>><<tiredness 3>><</link>><<gtiredness>> <br> <<getouticon>><<link [[Leave|Brothel Basement]]>><<endevent>><<unset $desperateaction>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcgloryhole>> <</if>> <<set $enemyarousal += 10>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Basement Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Basement Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<set $punishmentposition to 0>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $gloryholestat += 1>><<set $prostitutionstat += 1>> <<tearful>> you count the money <<he>> pushes through the hole. You've gained <<printmoney $brothel_basement_price>>. <<money $brothel_basement_price "brothelGloryhole">> <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You hear a shout of pain from behind the wall, and the <<if $NPCList[0].penis isnot "none">> $NPCList[0].penisdesc <<else>> pussy <</if>> disappears. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<else>> You hear the <<person>> grumble on the other side of the wall. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Wait for another customer (0:10)|Brothel Gloryhole]]>><<pass 10>><</link>> <br> <<link [[Leave|Brothel Basement]]>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> <<unset $corruptionDancing>> <<if $brotheljob>> <<timeTrackingEndBrothel>> <</if>> <<if $brothelshowdata.intro is true>> <<set $brothelshowdata.intro to 1>> <</if>> You are in the brothel. Several stages dot the crowded room. The staff look flustered and overworked. <br><br> <<if $stress gte $stressmax>> <<passoutshop>> <<elseif $briarPunishment gte 1>> <<set $briarPunishReason to "default">> <<npc Briar>><<generate2>><<generate3>><<person1>> Briar storms towards you as two of <<his>> thugs block the entrance. "I'm surprised you had the nerve to come back," <<he>> says. "Don't think I'm letting you off for what you did." <<He>> nods at <<his>> thugs and advances. If you want to escape, now's your only chance. There are three of them however.<<person1>> <br><br> <<link [[Go with them|Brothel Punishment 2]]>><</link>> <br> <<link [[Fight|Brothel Punishment Fight]]>><<set $fightstart to 1>><<def 3>><</link>> <br> <<elseif $brothelshowdata.missed>> <<set $brothelshowdata.missed to false>><<npcincr Briar love -1>> <<npc Briar>><<generate2>><<generate3>><<person1>>Briar storms towards you as two of <<his>> thugs block the entrance. "Where were you?" <<he>> asks. "The crowd were expecting a show. It cost me, but you'll pay for it." <<He>> holds out <<his>> hand. "£1000. Now." <br><br> <<if $money gte 100000>> <<link [[Pay (£1000)|Brothel Pay]]>><<npcincr Briar dom 1>><<money -100000 "brothelShow">><<sub 1>><</link>> <br> <</if>> <<link [["Say you can't afford it"|Brothel Pay Refuse]]>><</link>> <br> <<link [[Refuse|Brothel Pay Refuse]]>><<npcincr Briar dom -1>><<def 1>><</link>> <br> <<elseif $brothel_escortjob and ($brothel_escortjob.missed is true or $brothel_escortjob.escape is true)>> <<unset $brothel_escortjob>><<npcincr Briar love -1>> <<npc Briar>><<generate2>><<generate3>><<person1>>Briar storms towards you as two of <<his>> thugs block the entrance. "Where were you?" <<he>> asks. "When my clients contact me, they expect the job to be done right. It cost me, but you'll pay for it." <<He>> holds out <<his>> hand. "<<printmoney 200000>>. Now." <br><br> <<if $money gte 200000>> <<link [[Pay (£2000)|Brothel Pay]]>><<npcincr Briar dom 1>><<money -200000 "brothelShow">><<sub 1>><</link>> <br> <</if>> <<link [["Say you can't afford it"|Brothel Pay Refuse]]>><</link>> <br> <<link [[Refuse|Brothel Pay Refuse]]>><<npcincr Briar dom -1>><<def 1>><</link>> <br> <<elseif C.npc.Leighton.init is 1 and $leightonbrothel is undefined and $brotheljob is 1 and Time.weekDay gte 6 and $pillory.tenant.special.name isnot "Leighton">><<set $leightonbrothel to 1>> <<npc Leighton>><<person1>> "You look like one of my students," says an amused voice from your right. <span class="red">It's Leighton.</span> <<if playerBellyVisible()>> "I was wondering how you got that baby bump," <<he>> continues. "Should have known it was from you working at a place like this." <</if>> <<He>> sits alone on a sofa, with <<his>> arms outstretched and resting on the back. <br><br> "I knew you were the type. Your boss is a friend of mine," <<he>> says. <<He>> pulls a wad of cash from <<his>> pocket and pats the seat beside <<him>>. "Best keep me happy." <br><br> <<link [[Sit (0:05)|Brothel Leighton Sit]]>><<npcincr Leighton love 1>><<npcincr Leighton dom 1>><<pass 5>><</link>> <br> <<link [[Get angry|Brothel Leighton Angry]]>><<npcincr Leighton love -1>><<npcincr Leighton dom -1>><<def 1>><<stress -6>><</link>><<lstress>> <br> <<link [[Refuse|Brothel Leighton Refuse]]>><</link>> <br> <<else>> <<if $exposed gte 1>> You feel exposed, despite not being the only one attired so lewdly. <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "brothel">> <</if>> <<if $brotheljob is 1 and $fame.prostitution gte 30 and not $brothelshowdata.intro>> <<generate1>><<person1>>The <<person>> guarding the door rests a hand on your shoulder. <span class="gold">"Boss wants to see you."</span><<endevent>> <br><br> <<elseif $brotheljob is 1 and $fame.prostitution gte 200 and $brothelshowdata.intro is 1>> <<generate1>><<person1>>The <<person>> guarding the door rests a hand on your shoulder. <span class="gold">"Boss wants to see you again."</span><<endevent>> <br><br> <</if>> <<if $brotheljob is 1>> <<stripclubicon>><<link [[Work as a dancer|Brothel Dance]]>> <<timeTrackingStart "brothel">><<timeTrackingStart "brothelDanceTips">> <<set $dancestart to 1>><<stress -4>><<tiredness 4>> <</link>><<lstress>><<gtiredness>> <br> <<if $brothelshowdata.intro>> <<brothelicon "stage">><<link [[Go behind the stage|Brothel Stage]]>><</link>> <br> <</if>> <<if $weekly.leightonDanceRefused and $headblackmailed is 1 and $pillory.tenant.special.name isnot "Leighton">> <<icon "adultclothing.png">><<link [[Dressing room (0:01)|Leighton Club Ignore]]>><<pass 1>><<set $weekly.leightonDanceRefused to false>><</link>> <br> <<else>> <<icon "adultclothing.png">><<link [[Dressing room (0:01)|Brothel Dressing Room]]>><<pass 1>><</link>> <br> <</if>> <<stairsicon "down">><<link [[Basement (0:01)|Brothel Basement]]>><<pass 1>><</link>> <br> <<bathroomicon "shower">><<link [[Bathroom and showers (0:01)|Brothel Bathroom]]>><<pass 1>><</link>> <br> <</if>> <<officeicon>><<link [[Briar's office (0:03)|Briar's Office]]>><<pass 3>><</link>> <br><br> <<if $exposed lte 0>> <<harvesticon>><<link [[Leave (0:01)|Harvest Street]]>><<pass 1>><</link>> <br> <<elseif $exposed gte 2 and hasSexStat("exhibitionism", 5) and Time.dayState isnot "night">> <<harvesticon>><<link [[Leave (0:01)|Brothel Leave Naked Day]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist5>><</if>> <br> <<elseif $exposed gte 2 and hasSexStat("exhibitionism", 4) and Time.dayState is "night">> <<harvesticon>><<link [[Leave (0:01)|Brothel Leave Naked]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist4>><</if>> <br> <<elseif $exposed is 1 and hasSexStat("exhibitionism", 3) and Time.dayState isnot "night">> <<harvesticon>><<link [[Leave (0:01)|Brothel Leave Undies Day]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist3>><</if>> <br> <<elseif $exposed is 1 and hasSexStat("exhibitionism", 2) and Time.dayState is "night">> <<harvesticon>><<link [[Leave (0:01)|Brothel Leave Undies]]>><<pass 1>><</link>><<if $daily.ex.brothel isnot 1>><<exhibitionist2>><</if>> <br> <<else>> <<harvesticon>><span class="red">There's no way you can leave in this state!</span> <br> <</if>> <</if>><<effects>><<set $outside to 0>><<set $location to "brothel">> <<if $brotheljob>> <<timeTrackingEndBrothel>> <</if>> You are in the brothel's dressing room. There are a few mirrors, currently occupied by staff fixing their hair and makeup. <br><br> <<if $unbind is 1>> <<unset $unbind>> <<if $possessed>> You stare down at your bindings. You pull, and they fall apart, unable to hold against you. <br><br> <<else>> <span class="green">You rub your bindings against the corner of a table.</span> It takes some effort, but eventually the material yields, freeing your limbs. <br><br> <</if>> <<unbind>> <</if>> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<undobindingsicon>><<link [[Undo your bindings (0:10)|Brothel Dressing Room]]>><<set $unbind to 1>><<pass 10>><</link>> <br><br> <</if>> <<if $brothelVending>> <<if $brothelVending.status is "asked" or ($brothelVending.status is "sold" and $brothelVending.weeksEmpty lt 4)>> <<condomicon "machine">><span class="gold">You can buy a vending machine at the shopping centre to set up here.</span> <br><br> <<elseif $brothelVending.status is "sold" and $brothelVending.weeksEmpty gte 4>> <<condomicon "machine">><span class="gold">Your vending machine has been sold. You should talk to Briar.</span> <br><br> <<elseif $brothelVending.status is "bought">> <<condomicon "machine">> <<link [[Install the vending machine (0:30)|Brothel Dressing Room]]>><<set $brothelVending.status to "set">><<set $weekly.brothelVMCollect to true>><<pass 30>><</link>> <br><br> <<elseif $brothelVending.status is "set">> <<if $brothelVending.products>> <<set _outOfStock to []>> <<set _full to []>> <<set _buyMore to []>> <<set _productsAvailable to []>> <<set _productsToPurchase to []>> <<if $brothelVending.condoms lt 200 and $settings.condomLevel gte 1>> <<run _buyMore.push(`condoms at the <span class="gold">pharmacy</span>`)>> <</if>> <<if $brothelVending.lube lt 200>><<run _buyMore.push(`lube at the <span class="gold">adult shop</span>`)>><</if>> <<if $brothelVending.condoms is 0>> <<run _outOfStock.push(`condom dispenser`)>> <<elseif $brothelVending.condoms gte 200>> <<run _full.push(`condom dispenser`)>> <<else>> <<run _productsAvailable.push(`<span class="gold">$brothelVending.condoms</span> <<pluralise $brothelVending.condoms "pack">> of condoms`)>> <<run _productsToPurchase.push(`<span class="blue">$brothelVending.condomsToRefill</span> <<pluralise $brothelVending.condomsToRefill "pack">> of condoms`)>> <</if>> <<if $brothelVending.lube is 0>> <<run _outOfStock.push(`lube dispenser`)>> <<elseif $brothelVending.lube gte 200>> <<run _full.push(`lube dispenser`)>> <<else>> <<run _productsAvailable.push(`<span class="gold">$brothelVending.lube</span> <<pluralise $brothelVending.lube "bottle">> of lube`)>> <<run _productsToPurchase.push(`<span class="blue">$brothelVending.lubeToRefill</span> <<pluralise $brothelVending.lubeToRefill "bottle">> of lube`)>> <</if>> <<condomicon "machine">> You check the stock of your vending machine. <<if _full.length gte 1>> The <<print _full.join(" and ")>> <<print _full.length gte 2 ? " are " : " is ">><span class="green">full</span>. <</if>> <<if _outOfStock.length gte 1>> The <<print _outOfStock.join(" and ")>><<print _outOfStock.length gte 2 ? " are " : " is ">><span class="red">empty</span>. <<if _outOfStock.includes("condom dispenser") and $settings.condomLevel lt 1>><mouse class="tooltip linkBlue">(?)<span>Your current settings are preventing you from purchasing condoms. Change your Pregnancy Settings so that you, or others, can use condoms.</span></mouse><</if>> <</if>> <<if _productsAvailable.length gte 1>> There <<print $brothelVending.condoms is 1 or ($brothelVending.condoms is 0 and $brothelVending.lube is 1) or ($brothelVending.condoms is 200 and $brothelVending.lube is 1) ? "is" : "are">> <<print _productsAvailable.join(" and ")>> inside the machine. There is room for <<print _productsToPurchase.join(" and ")>>. <</if>> <<if _buyMore.length gte 1>> You can purchase <<print _buyMore.join(" and ")>>. <</if>> You have <<print $weekly.brothelVMCollect ? "already" : "not">> collected this week's earnings. <br> <<if $brothelVending.products % 2 and $brothelVending.condoms gte 1>> <<condomicon>><<link [[Buy condoms (£80)|Brothel Vending Machine Buy]]>><<set $phase to 1>><</link>> <br> <</if>> <<if $brothelVending.products gte 2 and $brothelVending.lube gte 1>> <<sextoysicon "lube">><<link [[Buy lube (£30)|Brothel Vending Machine Buy]]>><<set $phase to 2>><</link>> <br> <</if>> <br> <<else>> Your vending machine is installed. <<if $brothelVending and $brothelVending.status is "set" and $settings.condomLevel gte 1 and !($brothelVending.products % 2)>> You should talk to the <span class="gold">pharmacy</span> about buying condoms in bulk. <</if>> <<if $brothelVending.products lt 2>> <<= $adultshopunlocked is undefined ? "Once the adult shop opens, " : "">><span class="gold">Sirris</span> might be able to sell you lube at a discount. <</if>> <br><br> <</if>> <</if>> <</if>> <<wardrobeicon>><<link [[Wardrobe|Brothel Wardrobe]]>><</link>> <br> <<if playerHasSexToys()>> <<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>> <br> <</if>> <<mirroricon>><<link [[Mirror|Brothel Mirror]]>><<preMirror>><</link>> <br><br> <<if isPubfameTaskAccepted("briar") and $pubfame.briar.distract isnot 2>> You notice a dancer packing clothes into a suitcase. <br> <<getinicon>><<link [[Approach|Brothel Distraction]]>><</link>> <br><br> <</if>> <<getouticon>><<link [[Return to the brothel (0:01)|Brothel]]>><<pass 1>><</link>> <br><br> <<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Brothel Dressing Room">><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><br><<effects>> <<icon "adultclothing.png">><<link [[Step away|Brothel Dressing Room]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>> <br> <<mirror>> <br><br><<effects>> Briar's goon keeps a close eye on you as you peek out the front exit. The street is busy with cars and other vehicles, and more than a few pedestrians walk the pavements. <<flaunting>> you step out onto the street. <<if $daily.ex.brothel isnot 1>> <<set $daily.ex.brothel to 1>> <<exhibitionism5>> <<else>> <br><br> <</if>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <br><<effects>> Briar's goon keeps a close eye on you as you peek out the front exit. The street is busy with cars and other vehicles, and more than a few pedestrians walk the pavements. <<flaunting>> you step out onto the street. <<if $daily.ex.brothel isnot 1>> <<set $daily.ex.brothel to 1>> <<exhibitionism3>> <<else>> <br><br> <</if>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <br><<effects>> Briar's goon keeps a close eye on you as you peek out the front exit. The street is dark, illuminated only by light from the occasional vehicle. <<flaunting>> you step out onto the street. <<if $daily.ex.brothel isnot 1>> <<set $daily.ex.brothel to 1>> <<exhibitionism4>> <<else>> <br><br> <</if>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <br><<effects>> Briar's goon keeps a close eye on you as you peek out the front exit. The street is dark, illuminated only by light from the occasional vehicle. <<flaunting>> you step out onto the street. <<if $daily.ex.brothel isnot 1>> <<set $daily.ex.brothel to 1>> <<exhibitionism2>> <<else>> <br><br> <</if>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $phase is 1>> <<generate1>>You enter the building, not sure what to expect. <<person1>>A <<person>> stands at the end of an antechamber, guarding another set of doors. <<He>> smiles when <<he>> sees you. "You look lost, <<girl>>. What brings you here?" <br><br> "I was told to come here," you reply sheepishly. <<His>> smile broadens. <br><br> "Good. Wait just a moment." <<He>> presses a finger against <<his>> ear before speaking to the air. "We have a... That's right. Yes, boss." <br><br> <<He>> lowers <<his>> hand. "The boss'll be down shortly to meet you. You won't need to wait long." <br><br> <<link [[Wait (0:01)|Brothel Intro]]>><<set $phase to 2>><<pass 1>><<clearnpc>><</link>> <br> <<elseif $phase is 2>> <<npc Briar>><<person1>>Barely a minute later, the inner doors open to reveal <<if $pronoun is "m">> a man wearing a blue suit, minus a shirt, showing off <<his>> well-toned chest and abdomen. Long chestnut hair flows behind <<him>> as <<he>> enters. <<else>> a woman wearing an expensive-looking red gown with a plunging neckline, revealing a portion of <<his>> $NPCList[0].breastsdesc. Long chestnut hair flows behind <<him>> as <<he>> enters. <</if>> <br><br> <<He>> fixes you with hazel eyes, wordlessly grabs your wrist and pulls you through the doors. <br><br> You enter a large crowded room. The smell of sweat is palpable. Several stages dot the room, <span class="lewd">with dancers showing themselves off</span>. Patrons ogle and cheer at them, waited on by other staff in various states of undress. <br><br> You are led through the room and through an inconspicuous door. A flight of stairs later and you find yourself in a lavishly-decorated office. <<He>> lies down on a velvet sofa in the middle of the room, props <<his>> head up with one arm and observes you. <br><br> You look around for a place to sit but other than the sofa there's no seating. <<He>> interrupts your search. "My name is Briar. Welcome to my establishment." <br><br> <<link [[Next|Brothel Intro2]]>><<set $phase to 0>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $phase is 0>> <<He>> eyes up your body as <<he>> speaks. "Nice. Very nice. Our clientele will love you. I'd like to offer you work looking after our guests. You saw how it works on the way up." <br><br> <<He>> pauses before continuing. "Oh right, you probably want details. You can dress however you want, but you'll get more attention if you dress <span class="lewd">appropriately</span>. Use a stage to show yourself off. You might make some change there, but your real aim should be to get hired for some private time. We provide rooms for that purpose." <br><br> "You'll be expected to take care of yourself. If someone tries to rape you, just deal with it and don't bother me. I'm not your <<mummy>>." <br><br> <<He>> finally looks you in the eye. "We take a 40% cut of anything you earn, and don't you dare think you can cheat us either. You'll have access to a dressing room, naturally. I think I've covered everything. So, interested?" <br><br> <<link [[Accept|Brothel Intro2]]>><<set $phase to 1>><<set $brotheljob to 1>><<set $wardrobes.brothel.unlocked to true>><</link>> <br> <<link [[Refuse|Brothel Intro2]]>><<set $phase to 2>><</link>> <br> <<link [[Ask for more info|Brothel Intro2]]>><<set $phase to 3>><</link>> <br> <<elseif $phase is 1>> "Good! Come by whenever you feel like putting your body to work. I'll let the other staff know you're joining them." <<He>> rises to <<his>> feet and guides you to the top of the stairs. <br><br> <<if $id is 0>> <<He>> speaks as you descend. "One more thing. If you're having trouble with your legal status, we can fix you a fake ID. For a price, obviously." You turn to look at <<him>>, but <<hes>> already disappeared back into <<his>> office. <<else>> <<He>> doesn't say anything as <<he>> leaves you to descend. <</if>> <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br> <<elseif $phase is 2>> "That's a shame. Well, you know where to find us if you change your mind. A body like yours is sure to sell well." <<He>> rises to <<his>> feet and guides you to the top of the stairs. <br><br> <<if $id is 0>> <<He>> speaks as you descend. "One more thing. If you're having trouble with your legal status, we can fix you a fake ID. For a price, obviously." You turn to look at <<him>>, but <<hes>> already disappeared back into <<his>> office. <<else>> <<He>> doesn't say anything as <<he>> leaves you to descend. <</if>> <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br> <<elseif $phase is 3>> <<He>> blinks, then laughs. "Don't be coy. <span class="lewd">You've seen what's going on downstairs, darling.</span> I'm sure you can work out the rest on your own." <br><br> <<link [[Accept|Brothel Intro2]]>><<set $phase to 1>><<set $brotheljob to 1>><<set $wardrobes.brothel.unlocked to true>><</link>> <br> <<link [[Refuse|Brothel Intro2]]>><<set $phase to 2>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $dancestart is 1>> <<unset $dancestart>> <<danceinit>> <<robinbrothelappear>> <<set $dancing to 1>> <<set $venuemod to 3>> <<set $dancelocation to "brothel">> <</if>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1))>> There's no way you could normally continue dancing while so exposed. <<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <</if>> <<if $danceevent is "finish">> <<unset $corruptionDancing>> <<link [[Next|Brothel]]>><<clotheson>><<endevent>><</link>> <<elseif $danceevent is "private">> <<if $corruptionDancing is 2>> The slime wants you to have fun with more than an individual. <<elseif hasSexStat("promiscuity", 3)>> <<link [[Private room|Brothel Private]]>><<dance_private_init>><</link>><<promiscuous3>> <<elseif $uncomfortable.prostituting is false>> <<link [[Private room|Brothel Private]]>><<dance_private_init>><<set $desperateaction to 1>><</link>><<promiscuous3>> <br> <</if>> <<elseif $danceevent is "rape">> <<link [[Next|Brothel Dance Rape]]>><<set $molestationstart to 1>><<unset $corruptionDancing>><</link>> <<elseif $danceevent is "leighton">> <<if $corruptionDancing is 2>> The slime wants you to have fun with more than an individual. <<elseif hasSexStat("promiscuity", 3)>> <<link [[Private room|Leighton Private]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>><<promiscuous3>> <br> <</if>> <<elseif $danceevent is "robin">> <<if $corruptionDancing is 2>> The slime wants you to have fun with more than an individual. <<else>> <<link [[Private room|Robin Brothel]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>> <</if>> <<elseif $danceevent is "briarseduce">> <<link [[Next|Briar Sex]]>><<endcombat>><<unset $corruptionDancing>><<npc Briar>><<person1>><<set $sexstart to 1>><</link>> <br> <<elseif $danceevent is 0>> <<if $corruptionDancing isnot undefined>> The slime in your ear is forcing you. <<elseif $exposed gte 2 and !hasSexStat("exhibitionism", 5)>> <<link [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>> <<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>> <<link [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>> <<else>> <<link [[Stop|Brothel]]>><<clotheson>><<endevent>><<unset $corruptionDancing>><</link>> <</if>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<npc Briar>><<person1>> <<if $phase is 1>> "Good! Come by whenever you feel like putting your body to work. I'll let the other staff know you're joining them." <<He>> rises to <<his>> feet and guides you to the top of the stairs. <br><br> <<He>> doesn't say anything as <<he>> leaves you to descend. <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br> <<elseif $brotheljob is 1 and $fame.prostitution gte 30 and not $brothelshowdata.intro>> <<if $fame.prostitution lt 200>> Briar leans beside the window, staring out. "Glad you could join me," <<he>> says, not turning towards you. <br><br> "People have been asking for you. Seems you've made a name for yourself." <<He>> turns and sizes you up. "I'd like to hold a little show on <span class="gold">Fridays</span>. Get the punters in. How'd you like to be the star?" <br><br> <<He>> doesn't wait for a response. "Not your usual work, I know, and I'll need time to prepare. Think about it, then come visit me and we'll talk specifics. And money." <br><br> <<specialClothesUnlock "set" "brothel">> <<getouticon>><<link [[Leave|Brothel]]>><<endevent>><<set $brothelshowdata.intro to 1>><<set $brothelshowdata.type to "none">><</link>> <br> <<else>> /* The PC qualifies for both the shows and the escort at the same time. This is a bastardisation of the two scenes */ Briar sits at <<his>> desk, talking on the phone. <<He>> motions you to hold on for a second. You wait as Briar finishes up the call. <<He>> turns to you, seemingly in good spirits. <br><br> "Glad you could join me," <<he>> says. "It seems you've been making waves. I have a lot of people asking about you, and you've even got some of my high-paying clients interested." <br><br> <<He>> sizes you up. "I'd like to hold a little show on <span class="gold">Fridays</span>, to get the punters in. How'd you like to be the star?" <<He>> doesn't wait for a response. "Of course, I'll need time to prepare. Think about it and come visit me, and we'll talk specifics. And money." <br><br> Briar walks over to <<his>> sofa and sits down. "If that's not your speed, some of your admirers would also <span class="gold">pay a fortune</span> to spend some time with you." <br><br> <<He>> taps on the sofa, inviting you to sit next to <<him>>. <br><br> <<specialClothesUnlock "set" "brothel">> <<link [[Sit|Brothel Escort Job Intro]]>><<set $phase to 1>><<set $brothelshowdata.intro to 2>><</link>><<glove>><<npcincr Briar love 1>> <br> <<link [[Stand|Brothel Escort Job Intro]]>><<set $phase to 2>><<set $brothelshowdata.intro to 2>><</link>> <br> <</if>> <<elseif $brotheljob is 1 and $fame.prostitution gte 200 and $brothelshowdata.intro is 1>> Briar sits at <<his>> desk, talking on the phone. <<He>> motions you to hold on for a second. You wait as Briar finishes up the call. <<He>> turns to you, seemingly in good spirits. <br><br> <<if !$brothelshowdata.counts.done or $brothelshowdata.counts.done lt 1>> "Look who it is," <<he>> says. Briar walks over to <<his>> sofa and sits down. "You seem to have made some waves. <<else>> "There's our little star," <<he>> says. Briar walks over to <<his>> sofa and sits down. "It seems your performances made the rounds. <</if>> You have admirers that would <span class="gold">pay a fortune</span> to spend some time with you," <<he>> says. <br><br> <<He>> taps on the sofa, inviting you to sit next to <<him>>. <br><br> <<link [[Sit|Brothel Escort Job Intro]]>><<set $phase to 1>><<set $brothelshowdata.intro to 2>><</link>><<glove>><<npcincr Briar love 1>> <br> <<link [[Stand|Brothel Escort Job Intro]]>><<set $phase to 2>><<set $brothelshowdata.intro to 2>><</link>> <br> <<elseif $brotheljob isnot 1>> Briar sprawls on the sofa, holding a glass of wine. <<He>> looks up as you enter. "Have you reconsidered my offer?" <br><br> <<ind>><<link [[Accept offer|Briar's Office]]>><<endevent>><<set $brotheljob to 1>><<set $phase to 1>><<set $wardrobes.brothel.unlocked to true>><</link>> <br> <<if $id is 0>> <<socialiseicon "ask">><<link [[Enquire about ID card|Briar's Office ID]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>> <br> <<else>> Briar sprawls on the sofa, holding a glass of wine. <<if $passagePrev isnot "Brothel">>"Anything else I can do for you?"<<else>><<He>> looks up as you enter. "Something I can do for you?"<</if>> <br><br> <<if isPubfameTaskAccepted("briar")>> <<His>> laptop is on the sofa next to <<him>>. 'Mickey' asked you to hack into Briar's computer. You have <<if $pubfame.briar.distract is 2>> <span class="green">someone set to cause a distraction</span>, <<else>> <span class="pink">no distraction set</span>, <</if>> <<if $pubfame.briar.distract is 2 and ($pubfame.briar.escape is 2 or $cat gte 6) or $pubfame.briar.distract isnot 2 and $pubfame.briar.escape isnot 2 and $cat lt 6>> and <<else>> but <</if>> <<if $pubfame.briar.escape is 2>> <span class="green">an escape route planned</span>. <<elseif $cat gte 6>> you could easily escape through the window. <span class="green">Cats always land on their feet.</span> <<else>> <span class="pink">no escape route planned</span>. <</if>> <<if !$pubfame.briar.notice and $pubfame.briar.distract isnot 2>> <<set $pubfame.briar.notice to true>> <<if $cat gte 6>> You could probably find a distraction by looking around the brothel. <<else>> You could probably find a distraction, and an escape route, by looking around the brothel. <</if>> <</if>> <br><br> <<distracticon "blue">><<link [[Distract Briar|Briar Hack]]>><</link>> <br><br> <</if>> <<if $brothelVending>> <<if $brothelVending.status is "idea">> <<condomicon "machine">><<link [[Ask Briar to set up a vending machine (0:20)|Brothel VM ask]]>><<pass 20>><</link>> <br> <<elseif $brothelVending.products and ($brothelVending.status is "set" or ($brothelVending.status is "sold" and $brothelVending.weeksEmpty gte 4)) and !$weekly.brothelVMCollect>> <<highicon>><<link [[Collect money from the vending machine (0:10)|Brothel VM income]]>><<pass 10>><</link>> <br> <</if>> <</if>> <<if $brothelshowdata.intro and $brothelshowdata.type is "none">> <<brothelicon "stage">><<link [[Set up a show|Briar's Office Show]]>><</link>> <br> <</if>> <<if $brothelshowdata.intro is 2>> <<if $brothel_escortjob is undefined>> <<danubeicon>><<link [[Work for wealthy client|Brothel Escort Job Accept]]>><</link>> <br> <<elseif $brothel_escortjob.accept isnot true and $weekly.escortjob isnot 1>> <<danubeicon>><<link [[Work for wealthy client|Brothel Escort Job Accept]]>><</link>> <br> <</if>> <</if>> <<if $id is 0>> <<socialiseicon "ask">><<link [[Enquire about ID card|Briar's Office ID]]>><</link>> <br> <</if>> <<if $brothel_machine_repair is 1>> <<socialiseicon "ask">><<link [[Ask Briar about the sex machine|Briar Machine Ask]]>><<set $brothel_machine_repair to 2>><</link>> <br> <<elseif $brothel_machine_repair is 3>> <<icon "lust.png">><<link [[Give Briar the gel|Briar Gel Give]]>><<set $brothel_machine_repair to 4>><</link>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Th-there's a lewd machine," you say. "Behind the stage—" <<elseif $speech_attitude is "bratty">> "There's a fuck machine," you say. "Behind the stage—" <<else>> "There's a lewd machine," you say. "Behind the stage—" <</if>> <br><br> <<if $brothel_machine_science is 1>> <<unset $brothel_machine_science>> Briar laughs before you finish. "That old thing," <<he>> says. "Doesn't work. Was fun for a while, but it needs—" <br><br> "A special fuel." It's your turn to interrupt. Briar looks surprised. "It has no plugs." You shrug. "And it doesn't take batteries, so I suspected that was the problem." <br><br> "I should be careful where I let you snoop around," Briar laughs. "You're right. They make the fuel nearby, a pink gel, but refuse to sell it."<<gcontrol>><<control 10>><<glove>><<npcincr Briar love 1>><<npcincr Briar dom -1>> <br><br> <<else>> Briar laughs before you finish. "That old thing," <<he>> says. "Doesn't work. Was fun for a while, but it needs a special fuel. A pink gel. They make it nearby, but refuse to sell it." <br><br> <</if>> <<link [[Next|Briar Machine Ask 2]]>><</link>> <br><<effects>> Briar walks across the room and leans beside the window, looking over the building opposite, at the industrial smokestacks beyond. <span class="gold">"They dump their waste in the landfill,"</span> <<he>> says. "I wouldn't be surprised if some gel found its way there." <br><br> "It's a pity they're not willing to sell," <<he>> continues. "I'd be willing to pay <<printmoney 200000>> for a canister." <br><br> <<He>> walks back to <<his>> seat. "Was there anything else?" <br><br> <<if currentSkillValue('skulduggery') gte 400>> <i>A thought strikes you.</i> If they don't sell the fuel, how did Briar run it before? <br><br> <<link [[Ask|Briar Machine Ask 3]]>><<control 10>><</link>><<gcontrol>> <br> <<link [[Drop it|Brothel]]>><<endevent>><</link>> <br> <<else>> <<link [[Brothel]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Y-you must have found some gel before," you say. <<elseif $speech_attitude is "bratty">> "You used the machine before," you say. "But I imagine they don't sell that either, do they?" <<else>> "You must have found some gel before," you say. <</if>> <br><br> Briar smiles again, caught off guard for just a moment. "You're inquisitive," <<he>> says. "And right, but no one's going to investigate a rogue fucktoy. Unless we make too much noise. The machine will be for VIPs only." <br><br> Briar reclines in <<his>> chair. "Anything else?" <br><br> <<link [[Leave|Brothel]]>><<endevent>><</link>> <br><<effects>> <<earnFeat "Stolen Technology">> You hold out the canister, but Briar's more interested in examining you. "What a surprise," <<he>> says. <<He>> doesn't sound surprised. "£2000 was it? Here. Just leave it anywhere." <br><br> You've made <<moneyGain 2000>>. <br><br> <<He>> takes a sip of wine. "We'll soon have the machine running again. We just need someone willing to use it. That shouldn't be a problem." <<He>> smiles. <br><br> <<link [[Leave|Brothel]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $phase is 1>> <<generate2>> "Excellent, you won't regret it." <<He>> walks over to <<his>> desk and presses a button concealed behind a painting. A bookcase in the wall parts to reveal a workshop manned by a <<person2>><<person>> staring at bits of paper through a monocle. <<He>> glances up as the secret door opens. <br><br> "One ID." Briar tells <<him>>, giving your rear a little smack to get you moving. You hesitantly enter the workshop. <br><br> You sit down on the stool the <<person>> directs you to. <<He>> takes your photo, then asks you a series of questions. After twenty minutes <span class = "gold">you are in possession of your new fake ID card.</span> It almost feels too easy. <br><br> <<link [[Next|Briar's Office]]>><<endevent>><</link>> <br> <<else>> "I can supply you with a fake ID," Briar says, taking a sip of <<his>> wine. "But I believe I mentioned it would be expensive, yes? <<printmoney 50000>> specifically." <br><br> <<He>> eyes you with amusement. "Don't balk at the cost, these things fool government scanners and border checks. You don't want to take the risk of being caught with a cheap one, believe me." <br><br> <<if $money gte 50000>> <<link [[Buy an ID (0:20)|Briar's Office ID]]>><<set $phase to 1>><<set $id to 1>><<pass 20>><<money -50000>><</link>> <br> <</if>> <<link [[Never mind|Briar's Office]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $phase is 0>> <<set $tipmod to 3>><<tipset>> <<promiscuity3>>You lead the <<person>> into one of the back rooms. It's well-lit compared to the main room, it takes a moment for your eyes to adjust. There's a small stage with a pole in one corner. There's also a sofa, contoured to allow an extensive range of positions. <br><br> <<if $rng gte 71>> Before you can turn around, the <<person>> has <<his>> hands wrapped around your waist and <<his>> mouth nuzzled against your neck. <br><br> <<link [[Pull away|Brothel Private]]>><<set $phase to 1>><</link>> <br> <<link [[Try to negotiate while being fondled|Brothel Private]]>><<arousal 300 "genitals">><<arousal 300 "breasts">><<set $phase to 2>><<submission 5>><</link>><<garousal>> <br> <<else>> The <<person>> stands sheepishly by the door, clearly waiting for you to initiate things. <br><br> <<rng>> <<if $tipreaction is "low">> You take <<him>> by the hands and sit on the sofa. You negotiate a price of <<printmoney $tip>>, less than you'd hoped. <br><br> "I know it's not much," <<he>> exclaims, "but it's all I can afford and still eat tomorrow." <<He>> looks down at <<his>> feet. <br><br> <<if $rng gte 51>> "Also, if it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk." <br><br> <<link [[Accept (0:30)|Brothel Private]]>><<set $phase to 3>><<pass 30>><</link>> <br> <<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>> <br> <<else>> <<link [[Accept (0:30)|Brothel Private Sex]]>><<set $consensual to 1>><<pass 30>><<set $sexstart to 1>><</link>> <br> <<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>> <br> <</if>> <<elseif $tipreaction is "mid">> You take <<him>> by the hands and sit on the sofa. You negotiate a price of <<printmoney $tip>>, which seems reasonable. <br><br> <<if $rng gte 51>> <<He>> speaks softly, "If it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk." <br><br> <<link [[Accept (0:30)|Brothel Private]]>><<set $phase to 3>><<pass 30>><</link>> <br> <<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>> <br> <<else>> <<link [[Accept (0:30)|Brothel Private Sex]]>><<pass 30>><<set $consensual to 1>><<set $sexstart to 1>><</link>> <br> <<link [[Refuse|Brothel Private]]>><<set $phase to 4>><</link>> <br> <</if>> <</if>> <</if>> <<elseif $phase is 1>> <<if $rng gte 21>> You pull away from the <<person>>. <<He>> seems frustrated, but it can't be helped. <<set $enemyanger += 20>> <<if $tipreaction is "low">> You negotiate a price of <<printmoney $tip>>, less than you'd hoped. <br><br> "You think you're worth more?" <<He>> laughs, "I can pick up sluts like you for free you know. This is charity, this is." <br><br> <<link [[Accept (0:30)|Brothel Private Sex]]>><<pass 30>><<set $consensual to 1>><<set $sexstart to 1>><</link>> <br> <<link [[Refuse|Brothel Private]]>><<set $phase to 5>><</link>> <br> <<elseif $tipreaction is "mid">> You negotiate a price of <<printmoney $tip>>, which seems reasonable. <br><br> <<link [[Accept (0:30)|Brothel Private Sex]]>><<pass 30>><<set $consensual to 1>><<set $sexstart to 1>><</link>> <br> <<link [[Refuse|Brothel Private]]>><<set $phase to 5>><</link>> <br> <</if>> <<else>> You try to pull away from the <<his>> intruding hands, but <<he>> grapples your arms with one hand and clamps down on your mouth with the other. <br><br> <<set $enemyanger += 20>> <<link [[Next|Brothel Private Sex]]>><<pass 30>><<set $molestationstart to 1>><</link>> <br> <</if>> <<elseif $phase is 2>> <<if $tipreaction is "low">> Despite <<his>> unrelenting pawing, you manage to negotiate a price of <<printmoney $tip>>, less than you'd hoped. <br><br> <<elseif $tipreaction is "mid">> Despite <<his>> unrelenting pawing, you manage to negotiate a price of <<printmoney $tip>>, which seems reasonable. <br><br> <</if>> <<link [[Accept (0:30)|Brothel Private Sex]]>><<set $consensual to 1>><<pass 30>><<set $sexstart to 1>><</link>> <br> <<link [[Refuse|Brothel Private]]>><<set $phase to 5>><</link>> <br> <<elseif $phase is 3>> <<He>> rests <<his>> head on your lap and you gently stroke <<his>> hair. <<He>> talks about mundane topics while you lend a sympathetic ear. Despite the banality of the conversation <<he>> becomes tearful at one point, while mentioning how <<he>> doesn't feel able to open up to <<his>> spouse. <br><br> After <<his>> thirty minutes are up, <<he>> pays you the agreed fee and thanks you for you time. <<He>> seems genuinely grateful. <br><br> <<fameprostitution 1>> <<clotheson>> <<link [[Next|Brothel]]>><<money $tip>><<endevent>><</link>> <<elseif $phase is 4>> <<He>> nods, eyes downcast. <<He>> doesn't waste any time leaving the room. <br><br> <<clotheson>> <<link [[Next|Brothel]]>><<endevent>><</link>> <<elseif $phase is 5>> <<rng>> <<if $rng gte 21>> <<He>> looks at you, as if unsure what to do. Finally, <<he>> says, "You've probably got something contagious anyway," before leaving the room. <br><br> <<clotheson>> <<link [[Next|Brothel]]>><<endevent>><</link>> <<else>> <<He>> looks at you blankly for a moment, then laughs. "Good one, now get on your knees before I smack you down!" <<He>> assaults you! <br><br> <<link [[Next|Brothel Private Sex]]>><<pass 30>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 1>> <<set $NPCList[0].lefthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <<hand_gag 0 right>> <<elseif $phase is 5>> <<set $enemyanger += 40>> <</if>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 40>> <<if $phase is 2>> "This better be worth it," <<he>> says. <<else>> <<set $enemytrust += 40>> <</if>> <<if $phase is 1>> "This better be worth it," <<he>> says. <<else>> <<set $enemytrust += 40>> <</if>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<set _chance to random(1, 200)>> /* 0.5% (1/200) chance per turn, only when crime is non-zero, when over 6 weeks into game, and gte 3 weeks from last raid*/ <<if _chance is 13 and crimeSumCurrent() gte 500 and Time.days gte 42 and ((Time.days - $brothel_raid_day) gte 21)>> <span id="next"><<link [[Next|Brothel Raid]]>><</link>></span><<nexttext>> <<elseif $enemyarousal lte $enemyarousalmax and $enemyhealth gte 0 and $finish is 0>> <span id="next"><<link [[Next|Brothel Private Sex]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Private Sex Finish]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $stealtarget isnot "">><<set $brothel_thief += 1>><</if>> <<if $consensual is 1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>> <<if $phase is 2>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you. <br><br> <<tipreceive "brothel">> <<elseif $phase is 1>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you. <br><br> <<tipreceive "brothel">> <<else>> <<He>> smiles in contentment. "Thank you for your time. Here you go." <<He>> gives you a broad smile before leaving the room. <br><br> <<tipreceive "brothel">> <</if>> <<else>> <<if $phase is 2>> "Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room. <<elseif $phase is 1>> "Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room. <<else>> "Did I do something wrong? I'm sorry!" <<He>> runs from the room. <</if>> <br><br> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<fameprostitution 1>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you. <br><br> <<tipreceive "brothel">> <<elseif $enemyhealth lte 0>> You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you flee into the busy main room. <br><br> <</if>> <</if>> <<clotheson>> <<endcombat>> <<rng>> <<if crimeSumCurrent() gte 4500 and $brothel_raid gte 1 and $brothel_thief gte $rng>> /*If you're (a) very wanted and (b) Briar has been raided before, then the (c) chance of Briar selling you out increases the more you steal from their customers.*/ <<link [[Next|Brothel Arrest]]>><</link>> <<else>> <<link [[Next|Brothel]]>><</link>> <</if>><<if $corruptionDancing is 2>> <<unset $corruptionDancing>> <<set $molestationstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<elseif $molestationstart is 1>> <<unset $corruptionDancing>> <<set $molestationstart to 0>> <<controlloss>> <br> <<violence 1>> <<neutral 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Dance Rape]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Brothel Dance Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Dance Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<if Time.dayState isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Brothel Dressing Room]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $audience is 1>> A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas. <<elseif $audience lte 6>> The <<person1>><<person>> and <<person2>><<person>> high-five each other. <<tearful>> you manage to stagger away while the audience congratulates each other. <<else>> A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas. <</if>> <br><br> <<stealclothes>> <<clotheson>> <<endcombat>> <<link [[Next|Brothel Dressing Room]]>><</link>> <</if>><<set $outside to 1>><<set $location to "brothel">><<effects>> <<set $briarPunishReason to "whore">> You're sat down on a bench, and hear the engine start. The hood is pulled off you.<<npc Briar>><<generate2>><<generate3>> <<if $brothelintro is 1>> On the seat opposite sits Briar, owner of the brothel. <<person1>><<Hes>> flanked by a <<person2>><<person>> and <<person3>><<person>>.<<person1>> <br><br> <<else>> <<set $brothelintro to 1>> <<if $pronoun is "m">> On the seat opposite sits a man wearing a blue suit, minus a shirt, showing off his well-toned chest and abdomen. His long chestnut hair hangs loose. <<else>> On the seat opposite sits a woman wearing an expensive-looking red gown with a plunging neckline, revealing a portion of her pert breasts. Her long chestnut hair hangs loose. <</if>> <br><br> <<Hes>> flanked by a <<person2>><<person>> and <<person3>><<person>>.<<person1>> <<He>> stares at you with hazel eyes. <br><br> "So you're the waif that's been causing me problems. I'm Briar, owner of the finest establishment in town." <<He>> leans back on the bench. <</if>> "I hear you've been selling yourself in the pub. This is a problem. You see, I own all of the whores on this side of town. And what has your cheap ass been up to? Whoring, of course. That means I own you. And yet, I haven't received a penny. That changes now." <br><br> The van halts and the <<person2>><<person>> and <<person3>><<person>> haul you out. They lead you to a staircase beside a building, descending underground. If you want to escape, now's your only chance. There are three of them however.<<person1>> <br><br> <<link [[Go with them|Brothel Punishment 2]]>><</link>> <br> <<link [[Fight|Brothel Punishment Fight]]>><<set $fightstart to 1>><<def 3>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $briarPunishment>> <<set $punishmenthole to $briarPunishment>> <<unset $briarPunishment>> <<else>> <<set $punishmenthole to 5>> <</if>> You are led down a dim corridor. You can hear music playing somewhere above. The <<person2>><<person>> shoves you through a door into a tiny cell with a hole in the wall, then <<he>> and the <<person3>><<person>> start coiling rope around you. Once your arms and legs are held behind you in a hogtie, they hoist you into the air and tie you to the ceiling, leaving you suspended. <br><br> "There," says Briar. "Now you're ready to service our customers. Because I'm kind, you'll only need to help <<number $punishmenthole>> of them." <<person1>><<He>> ties your neck to a peg beneath the hole, leaving your mouth pressed against it. "Have fun!" <<he>> says as <<he>> shuts the door, leaving you in darkness. <br><br> <<set $leftarm to "bound">> <<set $rightarm to "bound">> <<set $head to "bound">> <<set $feetuse to "bound">> <<set $punishmentposition to "gloryhole">> <<set $punishmenthole to 5>> <<endevent>> <<link [[Next|Brothel Punishment Gloryhole]]>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> At the first sign of resistance, Briar laughs. "Oh, foolish <<girl>>, you're not going anywhere." <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Brothel Punishment Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Punishment Fight]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<unset $briarPunishment>> <<ejaculation "short">> "Don't let the <<girl>> escape!" shouts Briar to <<person1>><<his>> goons once <<he>> stops shuddering, but you're already gone. <<tearful>> you flee down the road. <br><br> <<clotheson>> <<endcombat>> <<harvestquick>> <<elseif $enemyhealth lte 0>> <<unset $briarPunishment>> You knock the <<person2>><<person>> aside, giving you the chance you need. <<tearful>> you run through the gap created and flee down the road. You hear Briar shout at <<person1>><<his>> subordinates. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<harvestquick>> <<else>> Briar laughs again. "Aww, is the <<girl>> hurt?" You're far too injured to resist any longer. The <<person2>><<person>> and <<person3>><<person>> drag you down the staircase. <br><br> <<link [[Next|Brothel Punishment 2]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $punishmenthole lte 0>> <<endevent>><<npc Briar>><<person1>>The cell door opens and Briar steps in, holding a knife. <<He>> severs the rope holding you to the ceiling and you fall to the ground. "Now we're even," <<he>> says as <<he>> cuts more rope. <<if $briarPunishReason is "whore">> "If you want to sell that body of yours in the future, you do so under my roof." <<else>> "Maybe now you'll think twice before crossing me." <</if>> <<unset $briarPunishReason>> <<He>> finishes cutting and steps back. "Is that understood? Good." <<He>> steps aside and a <<generate2>><<person2>><<person>> enters the cell. <<He>> drags you out the way you came in and slams the door behind you. They left your arms bound. <br><br> <<if $brothelknown isnot 1>> <<set $brothelknown to 1>><span class="gold">You can now access the Brothel on Harvest Street.</span> <</if>> <<clotheson>> <<endevent>> <<set $head to 0>> <<set $feetuse to 0>> <<set $punishmentposition to 0>> <<link [[Next|Harvest Street]]>><</link>> <br> <<elseif $punishmentposition is "wall">><!-- Wall outcome with $position = "wall" --> You're suspended by rope in a cell, your legs, ass and <<genitals>> poking through a hole in the wall. Strain as you might, you can't move your body an inch. <br><br> <<set $punishmenthole -= 1>> <<generate1>><<person1>> <<switch random(1, 8)>> <<case 1 2>> Someone pinches your <<bottom>>. <<case 3 4>> You feel someone stroke your <<genitals>>. <<case 5 6>> You feel someone lick the back of your thighs. <<default>> Someone smacks you on your <<bottom>>. <</switch>> <br><br> <<link [[Next|Brothel Punishment Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>><!-- Gloryhole outcome with $punishmentposition = "gloryhole" --> You're suspended by rope in a cell, your mouth held against a hole in the wall. Strain as you might, you can't move your body an inch. <br><br> <<set $punishmenthole -= 1>> <<generate1>><<person1>> <<if $NPCList[0].vagina is "clothed">> Someone presses their pussy against the hole, and your lips. <br><br> <<else>> Someone sticks their $NPCList[0].penisdesc through the hole, and against your lips. <br><br> <</if>> <<link [[Next|Brothel Punishment Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $punishmentposition is "wall">> <<set $position to "wall">> <<set $enemyhealthmax to 1000>><<set $enemyhealth to 1000>> <<else>><!-- Gloryhole outcome with $punishmentposition = "gloryhole" --> <<npcoral>> <<set $enemyhealthmax to 10>><<set $enemyhealth to 10>> <<set $enemyarousal to $enemyarousalmax - 100>> <<set $NPCList[0].lefthand to "none">> <<set $position to "doggy">> <<set $NPCList[0].righthand to "none">> <<set $NPCList[0].mouth to "none">> <</if>> <</if>> <<set $enemyarousal += 10>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $penisbitten is 1>> <span id="next"><<link [[Next|Brothel Punishment Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Punishment Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $forcedprostitutionstat += 1>><<set $gloryholestat += 1>> <<tearful>> you mentally prepare for more abuse. <br><br> <<endcombat>> <<link [[Next|Brothel Punishment Gloryhole]]>><</link>> <<else>> The <<person>> recoils from the hole. You hear <<him>> shout at someone, then silence. <<endevent>><<npc Briar>><<person1>>A minute later Briar opens your cell. "I was so trying to be nice," <<he>> says. "But if you're going to behave so poorly, there's only one option." <<He>> unclips your neck, then pulls a lever at the base of the wall. The hole expands several times in size. <<He>> shoves you through the hole, leaving your legs and bottom exposed, before clipping you in place once more. "There. Now our customers get to enjoy a less violent part of you." <<He>> slams the door shut this time. <br><br> <<endcombat>> <<set $punishmenthole += 1>><<pass 1>><<set $punishmentposition to "wall">> <<link [[Next|Brothel Punishment Gloryhole]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $passagePrev is "Briar's Office">> "Good," Briar says. <<if Time.weekDay is 6>> "There's not enough time to prepare for a show today, but we can hold one next week." <</if>> <</if>> <<brothelshowintro>> <<if $brothelVirginityIntro is undefined and ($player.virginity.penile is true and $player.virginity.vaginal is true) and !unableTakeVirginity() and fameSum('sex', 'prostitution', 'rape') gte 100>> "I have also heard some rumours about you. If true, I have a <span class="gold">special</span> show in mind for you." <<set _askSpecial to 1>> <</if>> Briar sips <<his>> wine. "So, what takes your fancy?" <br><br> <<brothelshowoptions>> <<if _askShow isnot 1 or _askSpecial is 1>> <<if _askSpecial is 1>> <<socialiseicon "ask">><<link [[Ask about special show|Briar's Office Virginity Show Ask]]>><<set $brothelVirginityIntro to true>><</link>> <br> <</if>> <<if _askShow isnot 1>> <<socialiseicon "ask">><<link [[Ask about the standard shows again|Briar's Office Show Ask]]>><</link>> <br> <</if>> <br> <</if>> <<getouticon>><<link [[Back|Briar's Office]]>><<endevent>><</link>> <br><<brothelshowintro>> <<getouticon>><<link [[Back|Briar's Office Show]]>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $brothelshowdata.type is "flirt">> You accept <<his>> offer to flirt with the audience and get fucked on stage. "Alright," <<he>> says as <<he>> stands up. "Just act cute. <<elseif $brothelshowdata.type is "gangbang">> You accept <<his>> offer to roleplay as a school <<girl>> and get gangbanged on stage. "Don't be nervous about acting," <<he>> says as <<he>> stands up. "Just remember the <span class="blue">school <<girl>> outfit</span>, and the audience will be happy. <<elseif $brothelshowdata.type is "pig">> You accept <<his>> offer to fuck a pig on stage. "You're a dirty one," <<he>> says as <<he>> stands up. "This is certainly going to draw attention. <<elseif $brothelshowdata.type is "swarm">> You accept <<his>> offer to be submerged in a terrarium filled with small creatures on stage. "You're a kinky one," <<he>> says as <<he>> stands up. "I like that, and I'm sure the audience will too. <<elseif $brothelshowdata.type is "machine">> You accept <<his>> offer to use the sex machine. Briar claps <<his>> hands together. "Excellent. <<elseif $brothelshowdata.type is "tentacles">> You accept <<his>> offer to use the sex machine in tentacle mode. Briar claps <<his>> hands together. "Excellent. <<elseif $brothelshowdata.type is "horse">> You suggest a performance with a horse. <<if $brothelHorse isnot 1>> <<set $brothelHorse to 1>> Briar laughs. "That would be a show to remember," <<he>> says. "But I don't have access to a horse." <br><br> "I do," you say. <</if>> Briar claps <<his>> hands. "Excellent. You supply your co-performer. <<elseif $brothelshowdata.type is "bukkake">> You suggest a game of sorts, allowing the audience to participate with their cum. <<if $brothelBukkake isnot 1>> <<set $brothelBukkake to 1>> Briar strokes <<his>> chin in thought. "The audience would like it. There'll be quite a mess to clean up." <br><br> "Only if I don't catch it," you reply. <br><br> <<else>> "The audience did enjoy it the last time you did it," Briar says. "There was quite a mess to clean up." <br><br> "I'll try and catch more of it this time," you reply. <br><br> <</if>> Briar laughs. "We've got ourselves a show. I'll pay you <<printmoney 5000>> per helping. <</if>> I'll make sure everything's set up <<if Time.weekDay is 6>> nicely. There's no time to set it up for today, but <span class="gold">we'll be ready next Friday.</span> <<else>> nicely for <span class="gold">Friday</span>. <</if>> I'm sure your fans will be excited." <br><br> <<He>> escorts you to the top of the stairs. "Just make sure you show up. People are coming to see you. I can't placate them with some random whore." <br><br> <<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> Briar swirls <<his>> wine, then looks up at you. "Well, now that depends on if the rumours are true or not first. Supposedly, you're still a virgin. I find that hard to believe." <br><br> <<if $awarelevel gte 1>> <<if $speech_attitude is "meek">> You blush and smile. <<elseif $speech_attitude is "bratty">> You smirk but blush all the same. <<else>> You attempt to keep a straight face but blush all the same. <</if>> Even you find it hard to believe, considering what you've been through.<<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <<else>> You tilt your head in confusion. Why would anyone care about that? <</if>> <br><br> Briar continues, "But, if you pass a virginity test, I am willing to pay for you to give that virginity up on stage. And I'm not the only one willing to spend money on this." <br><br> "Do you realise how many of your fans would be willing to pay for just the chance to be the one to deflower you?" <<He>> leans forward. "Who knows how much you could make. You could easily make <span class="gold">a few grand,</span> if you put on a good enough show." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Agree to sell your virginity|Briar's Office Virginity Show]]>><<set $phase to 0>><<acceptbrothelshow "virginity">><</link>><<promiscuous2>> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <</if>> <br> <<link [[Refuse to do such a thing|Briar's Office Virginity Show]]>><<set $phase to 1>><</link>> <br> <<link [[Say you're not a virgin (lie)|Briar's Office Virginity Show]]>><<set $phase to 2>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $phase is 0>> /* Sell your virginity */ You accept <<his>> offer to sell your virginity. "Excellent. You are going to make one lucky person very happy," <<he>> says as <<he>> walks around the desk. "I will be sure to have it well-publicised. <<if Time.weekDay is 6>> There's no time to set it up for today. <span class="gold">We'll be ready next Friday.</span> <<else>> We'll be ready on <span class="gold">Friday</span>. <</if>> Your fans will want to remember this." <br><br> <<He>> escorts you to the top of the stairs. "Just make sure to show up. People are coming to see you specifically. I won't be able to placate them with some random whore." <br><br> You are about to leave when <<he>> calls back to you. "For your own sake, <span class="purple">I hope you're not lying.</span> You better still be a virgin when you show up." <br><br> <<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>> <br> <<exit>> <<elseif $phase is 1>> /* Refuse to do such a thing */ <<set $brothelVirginityState to "refuse">> <<if $awarelevel gte 1>> <<if $speech_attitude is "meek">> You quickly shake your head, blushing at the thought. "I-I can't do that." <<elseif $speech_attitude is "bratty">> "Yeah right, like I would ever take you up on that," you scoff with a scowl. <<else>> "I'm not sure I could do that." You shake your head at the thought. <</if>> <<else>> You scratch your head, still confused at what <<he>> is asking you to do. "I think I'll decline." <</if>> <br><br> Briar gives a noncommittal hum, but it's clear <<hes>> displeased. "A shame. It would be a very good money maker." <<else>> /* Say you're not a virgin (lie) */ <<set $brothelVirginityState to "lie">> <<if $awarelevel gte 1>> <<if $speech_attitude is "meek">> You quietly shake your head, demurely looking away from Briar. "B-but I'm not a virgin." It's a lie, <<elseif $speech_attitude is "bratty">> You crack a smile. "I'm no virgin though." It's a baldfaced lie, <<else>> You clear your throat awkwardly. "I'm not a virgin though." It's a lie, <</if>> but Briar doesn't need to know the truth. <<else>> You recall <<if $player.virginity.anal isnot true>> the time you lost your anal virginity. <<elseif $player.virginity.oral isnot true>> the time you lost your oral virginity. <<elseif $player.virginity.handholding isnot true>> the first time you held someone's hand. <<else>> all the assaults you've endured. <</if>> "I don't think I'm a virgin anymore," you say. <</if>> <br><br> Briar nods. <<He>> seems disappointed, but not surprised. "Well, I didn't believe the rumours either, but I had to ask. Too bad; it would have been a good money-maker." <</if>> <br><br> <<link [[Next|Briar's Office Show]]>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> You are behind the largest stage in the brothel. This is where the more involved performances are prepared. <br><br> <<if $brothel_machine_repair is undefined>> A sex machine sits in the corner. A note has been stuck to the side. It reads: "Out of order." <br><br> <</if>> <<if isPubfameTaskAccepted("briar") and !$pubfame.briar.escape and $cat lte 5>> <<set $pubfame.briar.escape to 1>> A curtain covering a window is partially open. It's directly below Briar's office on the second floor. <br><br> <span class="blue">An idea strikes you.</span> If you can get a ladder to face Briar's office, you could leave that way. There might be one in the alleyways nearby. <br><br> <</if>> <<if $brothelshowdata.type isnot "none" and Time.weekDay is 6 and not $brothelshowdata.done>> You see Briar talking to someone near the largest stage. You agreed to perform today. <br><br> <<if $brothelshowdata.type is "horse">> <<if $farm.steed>> <<if $settings.bestialityEnabled or $per_npc.saddled_steed.monster is "monster">> Your $farm.steed steed awaits you. <br><br> <img class="icon" src="img/ui/gold_star.png"><<link [[Star in show|Brothel Show]]>><</link>> <br> <<else>> The weight of what you've signed yourself up for sinks in, and you start to feel nauseous. <span class="red">You've lost the nerve to perform.</span> <br> <</if>> <<else>> <span class="blue">You're booked to star in a show with a horse, but you haven't saddled one!</span> <br> <</if>> <<elseif $brothelshowdata.type is "virginity" and unableTakeVirginity()>> <span class="red">Current gameplay settings incompatible for the show. NPC setting must allow the option for virginity to be taken to continue.</span> <br> <<else>> <img class="icon" src="img/ui/gold_star.png"><<link [[Star in show|Brothel Show]]>><</link>> <br> <</if>> <</if>> <<if $brothel_machine_repair is undefined>> <<investigateicon>><<link [[Investigate the machine|Brothel Machine Investigate]]>><<set $brothel_machine_repair to 1>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Brothel]]>><</link>> <br><<effects>> You examine the sex machine. A large phallus protrudes from the main body, beside a number of lights and dials. It's almost shaped like a gun. You can imagine what it was used for, <span class="gold">but Briar would know more.</span> <br><br> <<investigateicon>><<link [[Look closer|Brothel Machine Investigate 2]]>><</link>><<skill_difficulty `currentSkillValue("science")` "Science" 400 1000>> <br> <<getouticon>><<link [[Leave|Brothel Stage]]>><</link>> <br><<effects>> <<if currentSkillValue('science') gte random(400, 1000)>> You open a hatch on the side of the machine, and peer inside. There's an empty glass tank behind a tangle of wires. <br><br> You look under the machine, and realise there are no sockets on the exterior. No way to connect to the mains. <span class="green">It must be powered some other way.</span> <br><br> <<set $brothel_machine_science to 1>> You close the hatch, and step away. <br><br> <<else>> You open a hatch on the side of the machine, and peer inside. There's an empty glass tank behind a tangle of wires. <br><br> You look under the machine, <span class="red">but see nothing abnormal.</span> <br><br> You close the hatch, and step away. <br><br> <</if>> <<link [[Next|Brothel Stage]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<person1>><<maninit>><<set $position to "wall">><<set $head to "bound">> <</if>> <<set $position to "wall">> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Punishment Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Punishment Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> gives you a last pinch, then leaves you alone. <br><br> <<endcombat>><<set $leftarm to "bound">><<set $rightarm to "bound">> <<else>> You kick the <<person>> away from you. You hear <<him>> grumble, but <<he>> leaves you alone. <br><br> <<endcombat>><<set $leftarm to "bound">><<set $rightarm to "bound">> <</if>> <<set $punishmenthole -= 1>> <<if $punishmenthole lte 0>> <<npc Briar>><<person1>> The door swings open. Briar walks in. "I hope you've had fun," <<he>> says. <<He>> pulls the lever and the grip around your waist lessens. You wiggle into the room and drop to the floor. <br><br> "You can show yourself out. Remember, your ass, and your assets, belongs to me." <br><br> <<unbind>> <<clotheson>> <<endevent>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <br> <<elseif $punishmenthole is 5>> <<npc Briar>><<person1>> The door swings open. Briar walks in and kneels in front of you, holding a card. It's a picture of your face, with your age and "£10" marked on it. "I thought you'd want to see how they see you," <<he>> says, nodding at the wall your <<bottom>> is stuck in. "If you don't want to be sold so cheap, stop being such a greedy <<girl>>." <<He>> rises to <<his>> feet. "Break's over." <<He>> slams the door shut on <<his>> way out. <br><br> <<endevent>> <<link [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<tearful>> you prepare for more abuse. You don't need to wait long. <br><br> <<link [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> Briar counts the money. "Good," <<he>> says, nodding at <<his>> thugs, who stop blocking the door. "I don't care if you're kidnapped by fucking wolves; next time you'll be there." <<He>> returns to <<his>> office. <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> Briar withdraws <<his>> hand. <<He>> nods at <<his>> thugs. "Fine," <<he>> says. "There are other ways you can pay." <br><br> <<link [[Next|Brothel Pay Strip]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>><<npcidlegenitals>> <<set $enemyanger += 200>><<set $enemytrust -= 60>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Brothel Pay Strip Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Pay Strip]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The crowd applauds, as if it were a show. Perhaps they think it was. <br><br> <<person1>>Briar steadies <<himself>> against a chair. <<He>> looks at the crowd gathered to watch the spectacle and smiles. "You do know how to get their attention," <<he>> says, barely audible over the sound of the music. "Just show up next time." <<He>> returns to <<his>> office. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Brothel]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<person1>>You knock Briar back into a table. <<He>> crashes through it, the drinks on it spilling everywhere. <<His>> thugs don't know what to do. The crowd applauds, as if it were a show. Perhaps they think it was. <br><br> Briar climbs to <<his>> feet and brushes <<himself>> down. <<He>> looks at the crowd gathered to watch the spectacle and smiles. "You do know how to get their attention," <<he>> says, barely audible over the sound of the music. "Just show up next time." <<He>> returns to <<his>> office. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Brothel]]>><</link>> <br> <<else>> <<person1>>You're too hurt to continue fighting, and fall to the ground in a heap. The crowd applauds, as if it were a show. Perhaps they think it is. <br><br> Briar bows to the audience. "Thank you, thank you," <<he>> says. "And now my friends, feel free to use this whore. On the house." Another cheer, then hands reach out from all around. <br><br> <<endcombat>> <<link [[Next|Brothel Pay Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<maninit>><<person1>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Pay Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Pay Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> Some of the <<group>> recoil in pain. You crawl through the gap created, and manage to make it to the dressing room unmolested. <<clotheson>> <<endcombat>> <<link [[Next|Brothel Dressing Room]]>><</link>> <<else>> <<ejaculation>> A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you escape to the dressing room. <br><br> <<stealclothes>> <<clotheson>> <<endcombat>> <<link [[Next|Brothel Dressing Room]]>><</link>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> You are in the bathroom at the brothel. There are communal showers for the dancers to use after and during work. They're not exactly clean, but you've seen worse. No one pays you much attention. <br><br> <<if $stress gte $stressmax>> <<passoutshop>> <<else>> <<pregnancyTest "Brothel Bathroom">> <<if hasSexStat("exhibitionism", 3)>> <<bathroomicon "shower">><<link [[Have a shower (0:15)|Brothel Shower]]>><<strip>><<pass 15>><<stress -1>><<set $hygiene to 0>><</link>><<lstress>> <br><br> <<getouticon>><<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>> <br> <<else>> You can't bring yourself to use the communal showers. <br><br> <<getouticon>><<link [[Brothel (0:01)|Brothel]]>><<pass 1>><</link>> <br> <</if>> <</if>><<effects>><<set $location to "brothel">><<set $outside to 0>> <<if Time.dayState isnot "day" and Time.dayState isnot "dawn" and $rng % 3>>The brothel has been busy and so have the showers. The shower head blasts you with ice cold water that takes your breath away. You figure a cold shower is better than no shower, and make do. <<larousal>> <br><br> <<elseif Time.dayState isnot "night" and $rng % 2>>The shower head blasts you with ice cold water that takes your breath away. Seems like someone's used all the hot water. You figure a cold shower is better than no shower, and make do. <<larousal>> <br><br> <<else>>You're relieved to find there is still hot water.<</if>> You wash until you're squeaky clean.<<wash>><<wearProp "soap">> <br><br> <<skinicon "masturbate">><<link [[Masturbate|Brothel Shower Masturbation]]>><<handheldruined true true>><<set $masturbationstart to 2>><</link>> <br> <<getouticon>><<link [[Get out|Brothel Bathroom]]>><<clotheson>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> /* Police raid in the middle of action */ <<set $brothel_raid += 1>> <<set $brothel_raid_day to Time.days>> <span class="red">You hear a crash outside, followed by shouts and screams.</span> The <<person>> freezes. <<set $enemyarousal to 0>><<set $enemytrust to -200>> <<set $enemyhealth to ($enemyhealthmax / 5) * 4>><<set $enemyanger to ($enemyangermax / 5) * 2>> <<animateCombat>> <<stateman>> <br><br> <span class="red">"Everyone stop. This is the Police. Stop right where you are."</span> <br><br> The <<person>> curses, extricates <<himself>> and clambers to dress. <br><br> <span id="next"><<link [[Straighten yourself up|Brothel Raid 2]]>><</link>></span><<nexttext>><<set $outside to 0>><<set $location to "brothel">><<effects>> /* Police raid the place */ The <<person>> rushes out. <<clotheson>> <<endcombat>> You peek through the door. The corridor outside is still quiet, but not far away you hear shouting, crashes and chaos. <br><br> The police will soon be here. <br><br> <<if currentSkillValue('skulduggery') gte 200>> <<set $skulduggerydifficulty to 800>><<link [[Attempt escape|Brothel Raid Escape]]>><</link>><<skulduggerydifficulty>> <br> <<else>> <span class="blue">You can't think of a way to escape.</span> <br> <</if>> <<link [[Wait to be arrested|Brothel Raid Pre Arrest]]>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> <<generate1>><<person1>>Creeping into the empty hallway, you can hear the chaos getting closer. There are several empty rooms you could hide in, but they will likely be searched. <br><br> A <<person>> bursts into the hallway and looks for somewhere to hide. "This can't be happening. What will <<if $pronoun is "m">>Mother say?<<else>>Father say?<</if>>" <br><br> "In here!" you say, pointing to an empty room. "Hide yourself here. And lock the door." <br><br> "W-what about you? What will you do?" <br><br> "You're a customer," you say firmly. "I'll stand right here and make sure the bastards never get to you." <br><br> <<skulduggerycheck>> <br><br> <<if $skulduggerysuccess is 1>> <<His>> eyes light up. "Thank you!" <br><br> The door slams shut and the lock clicks into place. You scan the corridor and spot a pair of bright, <<print either("red","striped","yellow","pink","white")>> panties wedged under a nearby door. You hang them on the door-handle of the <<persons>> room before slipping into the empty room opposite. You leave your door wide open so anyone can see into the empty room and tuck yourself behind the door. <br><br> A moment later, police charge the corridor. <br><br> "Oi oi! Look at that. The door handle." <br> "Subtle." <br> You hear them try the door opposite. <br> "Open up!" You hear a loud knocking. "Police. We know you're in there." <br> A floorboard creaks in front of you as someone looks into your room. You press back against the wall. <br> "Anyone in that one?" <br> "Empty," you hear just beyond the door in front of you. "They're probably already in the line up out front." <br> "Think this one's gonna need a kick." <br> "Okay." The floorboard creaks again as they move away. <br><br> A moment later you hear a loud crash, then a yell, then begging and whimpering as the <<person>> is hauled away. <br><br> <<skulduggeryuse>> <<link [[Wait (1:00)|Brothel Raid Escape 2]]>><<pass 60>><<endevent>><<npc Briar>><<person1>><</link>> <br> <<else>> "You lying scumbag," <<he>> shouts, shoving you over a chair. Moments later hands drag you to your feet. <br><br> <span class="red">"You're under arrest."</span> <br><br> <<skulduggeryuse>> <<link [[Next|Brothel Raid Arrest]]>><</link>> <br> <<endevent>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> You hide out for a long time as the police gather people up. A while later, when things become quiet, you emerge. <br><br> You stroll from the private area, and find Briar righting a fallen chair. <<He>> chuckles when <<he>> sees you. <br><br> "How? Nicely done. They're still outside. Best wait there and have a drink. After all this, it's on me. Or help me straighten things out. They'll be a few quid in it for you. Your call." <br><br> <<link [[Help out (£5, 0:30)|Brothel]]>><<pass 30>><<money 500>><<tiredness 2>><<endevent>><</link>><<gtiredness>> <br> <<link [[Wait to leave (0:30)|Harvest Street]]>><<pass 30>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> A few police find you near the private rooms. One puts a hand on your shoulder. <br><br> <span class="red">"You're under arrest."</span> <br><br> <<link [[Next|Brothel Raid Arrest]]>><</link>> <br> <<endevent>><<set $outside to 0>><<set $location to "brothel">><<effects>> Two police officers lead you towards the main part of the brothel. They stop near a side exit. <<if crimeSumCurrent() lte 900>> One opens the door. <br><br> "You seem like a decent <<lass>>," he says. "No need for you to get caught up in this. Get out of here." <<set _bribe to 0>> <<elseif crimeSumCurrent() lte 2000>><<set _bribe to 800>> One puts a hand on the door handle. <br><br> "We know who you are," she says. "You don't want to get caught up in this. Make a charitable donation of £_bribe and we never saw you." <<elseif crimeSumCurrent() lte 4500>><<set _bribe to Math.trunc(crimeSumCurrent())>> One stands in front of the door. <br><br> "If we take you in it's gonna go badly for you," one says. "£_bribe cash would be enough to distract us while we leave you unattended by this door." <<else>> <br><br> "Ha! We've been after you for a while. You're not giving us the slip again." <<set _bribe to 500000>> <</if>> <br><br> <<if _bribe is 0>> <<link [[Leave|Brothel Raid Leave]]>><</link>> <<else>> <<if _bribe lt 500000>> <<if $money gte (_bribe * 100)>> <<link [["Bribe (£" + _bribe + ")"|Brothel Raid Leave]]>><<money `-(_bribe * 100)` "bribe">><</link>> <br> <<else>> <span class="red">You'll need at least £_bribe to bribe the officers.</span> <br> <</if>> <</if>> <<if hasSexStat("promiscuity", 3)>> <<link [[Offer your body|Brothel Raid Arrest Sex]]>><<set $sexstart to 1>><<generatePolice 1>><<generatePolice 2>><</link>><<promiscuous3>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Reluctantly offer your body|Brothel Raid Arrest Sex]]>><<set $sexstart to 1>><<generatePolice 1>><<generatePolice 2>><<set $desperateaction to 2>><</link>><<promiscuous3>> <br> <</if>> <<link [[Get arrested|Brothel Raid Arrest 2]]>><</link>> <</if>> <br><<set $outside to 0>><<set $location to "town">><<effects>> You pass through the opened door and quietly slip away through a couple of alleyways. <br><br> Due to the high police presence, you have to wait for things to calm down before you can get back to the main street. <br><br> <<link [[Next (0:40)|Harvest Street]]>><<pass 40>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity5>> You smile at them seductively. <br><br> "If you're nice to me and let me go," you say, "I can be very nice to you." <br><br> <<person1>>"Okay," the <<person>> says. <br><br> <<if crimeSumCurrent() gte 4500>> <<person2>>"This one's slippery," says the <<person>>. "<<print $worn.handheld.name isnot "naked" ? "Take <<pher>> $worn.handheld.name and cuff <<phim>>" : "Cuff <<phim>> first">> so <<pshe>> doesn't try anything." <br><br> "Okay." <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Raid Arrest Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Raid Arrest Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They straighten their clothes. <br><br> <<tearful>> you climb to your feet. <br> <<clotheson>> <<if crimeSumCurrent() lte 4000 or $rng % 2>> <br>One opens the door. <br><br> <span class="green">"Go on. Get out of here."</span> <br><br> <<endcombat>> <<link [[Leave|Brothel Raid Leave]]>><</link>> <<else>> "Thanks for that, whore," says the <<person>>. <br><br> "Yeah, that was good," says the <<person1>><<person>>. <span class="red">"But you're still under arrest."</span> <br><br> <<endcombat>> <<link [[Next|Brothel Raid Arrest 2]]>><</link>> <</if>> <<elseif $enemyhealth lte 0>> You shove open the door to the alleyways as they stagger away from you. <br><br> <<tearful>> you escape. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Brothel Raid Leave]]>><</link>> <<else>> "Okay. Well whatever, you're still under arrest." <br><br> A hand clamps on your shoulder. "This way." <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Brothel Raid Arrest 2]]>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> <<pass 45>> You are led out front where brothel staff are being cuffed and lined up against a wall. A crowd of passers-by gawk. <br><br> You are left standing there for nearly an hour while the police process customers. The crowd jeer and wolf-whistle. <br><br> <<famesex 2>><<fameprostitution 2>> <br><br> <<link [[Next|Brothel Raid Arrest 3]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> A sinister convoy of police vans arrive, and you are herded into one with the others. The police take you to the station and put you in a holding cell. <br><br> "With so many in today, this might take some time," the guard tells you. "They'll get to you. Sit tight." <br><br> <<link [[Next (2:00)|Police Cell]]>><<pass 2 hour>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<set $brothel_thief to 0>> You walk out <span class="red">into the waiting arms of two police officers.</span> Briar stands beside them. <br><br> The police push you against the wall, pinning your arms. "They wanted to raid me again," Briar explains. "Looking for you. They really want you this time." <br><br> Armlocked, the police drag you deeper into the brothel. Briar strolls alongside. "Raids cost a lot," Briar goes on. "Not just money either. Reputation. I was still ready to protect you. I look out for mine. I was ready to take the hit." <br><br> "Until," Briar growls. "I heard you've been stealing from my customers. Hurting the reputation of my establishment. Driving away my customers." <br><br> <<npc Briar>><<person1>> Briar throws open a secluded delivery door in the rear, well out of sight of customers. <<He>> leads the police out. An unmarked car awaits you. <br><br> <<endevent>> "There's a saying about the wisdom of shitting where you eat," Briar says. The police throw you over the bonnet. <br><br> <<generate1>><<generate2>> <<link [[Next|Hospital Arrest Journey]]>><</link>><<effects>> You sneak up to the brothel, unmarked and near-indistinguishable from the buildings around it. You won't be able to hide once inside, but at least you won't be the only one so exposed. <br><br> You enter the brothel, passing Briar's goon, who leers at you but says nothing. <br><br> <<if $rng gte 81>> <<generate1>><<person1>> A <<person>> staggers over to you as you enter the main room. <<covered>> "Nice," <<he>> says. Without asking for permission, <<he>> reaches out and fondles your <<breasts>>. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Endure (0:03)|Brothel Exposed Endure]]>><<pass 3>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Get angry|Brothel Exposed Angry]]>><<def 1>><<pain 6>><<trauma -6>><</link>><<ltrauma>><<gpain>> <br> <<if $submissive lte 500>> <<link [[Intimidate|Brothel Exposed Intimidate]]>><<trauma -6>><<stress -6>><</link>><<defianttext>><<ltrauma>><<lstress>> <br> <<elseif $submissive gte 1500>> <<link [[Plead|Brothel Exposed Plead]]>><<trauma -6>><<stress -6>><</link>><<submissivetext>><<ltrauma>><<lstress>> <br> <</if>> <<else>> <<link [[Next|Brothel]]>><</link>> <br> <</if>><<effects>> You stand still and wait for the <<person1>><<person>> to get bored, enduring <<his>> clumsy fondling. At last, one of the dancers catches <<his>> eye, and <<he>> leaves you be. <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "D-Don't," you say. "You shouldn't touch people without permission." <<elseif $speech_attitude is "bratty">> "Keep your hands to yourself," you say. "Creep." <<else>> "I didn't say you could touch me," you say. "Stop." <</if>> <br><br> The <<person>> gives your <<nipples>> a final, painful pinch, but then leaves you be. <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br><<effects>> "Keep your disgusting hands away from me," you say. "Or I'll rip them off." <br><br> <<He>> steps back. "I'm only having some fun," <<he>> says. "That's what you're here for, right?" <br><br> You stare at each other. <<He>> breaks <<his>> gaze first, and turns to find someone else to bother. <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br><<effects>> "S-someone h-help," you say. "P-please." <br><br> The <<person1>><<person>> withdraws <<his>> probing hands. "Easy <<girl>>," <<he>> says. "Don't cry. Look, I'm sorry okay? Don't go telling anyone." <br><br> <<He>> turns away to find someone else to bother. <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 30>> <</if>> <<effects>> <<effectsman>> <<audience>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Briar Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Briar Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Briar slides off the stage. "A round of applause for our performer!" <<he>> shouts, gesturing at you. The cry goes up, and cash litters the stage. <<set _rng to random(30, 100)>>You gain <<printmoney `_rng * 100`>><<money `_rng * 100` "prostitution">>. <br><br> <<tearful>> you gather the money, and drop from the stage. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> Briar falls from the stage, but manages to land on <<his>> feet and right <<himself>> with dignity. The crowd cheers the spectacle, and cash litters the stage. <<set _rng to random(30, 100)>>You gain <<printmoney `_rng * 100`>><<money `_rng * 100` "prostitution">>. <br><br> <<tearful>> you gather the money, and drop to the floor. <br><br> <<clotheson>> <<endcombat>> <<else>> Briar climbs from the stage, and walks towards another, bobbing with the music. <br><br> <<tearful>> you drop to the floor yourself. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Brothel]]>><</link>> <br><<effects>> <<if $pubfame.briar.distract is 1>> <<loadNPC 0 "pubfame_distract">><<person1>> You approach the <<person>>. <<He>> pretends not to notice you. <br><br> <<link [[Ask to help you|Brothel Distraction 2]]>><</link>><<englishdifficulty 400 1000>> <br> <<link [[Leave|Brothel Dressing Room]]>><<endevent>><</link>> <<else>> <<set $pubfame.briar.distract to 1>> <<generateRole 0 0 "dancer">><<saveNPC 0 "pubfame_distract">><<person1>> You approach the <<personsimple "normal">>, a <<person>>. <<He>> frowns as you approach <<him>>. "Don't try changing my mind. I'm done with this stupid place and I'm done with this lifestyle. Leave me alone." <br><br> <<He>> turns back to <<his>> suitcase. "I'm skipping town. Somewhere Briar won't ever find me. I'd love to pay <<nnpc_him "Briar">> back for everything I endured here, but I can't think of anything I could do... not to someone like <<nnpc_him "Briar">>." <br><br> <span class="blue">An idea strikes you.</span> <<He>> could be a good way to distract Briar, and <<he>> clearly has a bone to pick. <br><br> <<link [[Ask to help you|Brothel Distraction 2]]>><</link>><<englishdifficulty 400 1000>> <br> <<link [[Leave|Brothel Dressing Room]]>><<endevent>><</link>> <</if>><<effects>> You ask the <<person>> to help distract Briar. <<if $englishSuccess>> <<set $pubfame.briar.distract to 2>> <span class="green">You manage to appeal to <<his>> logic</span>, telling <<him>> that <<he>>'ll be able to get away long before Briar notices anything is truly wrong. "I like the way you think," the <<person>> admits. "So, what's the plan?" <br><br> <<His>> part is relatively simple. <<He>> finishes packing <<his>> suitcase, then nods to you. "You better succeed at whatever nonsense you're pulling. Good luck." <span class="green">You now have an effective distraction.</span> <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>> <<else>> <span class="red">You put too much emphasis on how much it'll affect Briar.</span> "No way I'm getting involved in something that big," <<he>> scoffs. "Good luck with your death wish." <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>> <</if>><<effects>> <<if $speech_attitude is "meek">> "Y-you might want to take a look downstairs," you say. "I heard there was going to be a p-police raid." <<elseif $speech_attitude is "bratty">> "Heads up," you say, jerking your head toward the stairs. "The fuzz are gonna be here any minute. You're welcome for the advance warning." <<else>> "I heard some cops say they were going to raid here," you say. "What do you think we should do?" <</if>> <br><br> Briar chuckles, and lifts <<himself>> up off the sofa. "Don't you worry your little head. <<if $pubfame.briar.distract is 2>> <<loadNPC 1 "pubfame_distract">><<clearNPC "pubfame_distract">> I'll take—" <br><br> From downstairs, you hear the sound of shattering glass. "This is the police!" you hear the <<person2>><<person>> shout. "Everyone on the ground, now!" <br><br> Briar grimaces. Without another glance at you, <<person1>><<he>> makes for the stairs. <<else>> I'll take care of this." <<He>> walks, almost leisurely, to the stairs. <</if>> <<His>> laptop remains open. <br><br> You wait until you're sure Briar is gone, then rush to the laptop. You plug the USB in. You can't see anything happening on the screen, but you assume it's doing something. <br><br> <<link [[Next|Briar Hack 2]]>><<pass 1>><</link>><<effects>> <<if $pubfame.briar.distract is 2>> After enough time passes, you remove the USB. You hope it was done with whatever it was doing. <br><br> <<if $pubfame.briar.escape is 2>> You make your way over to the window and climb onto the ladder. You close the window, climb down, and remove the ladder from the building. Briar won't know you did a thing. <br><br> The <<person2>><<person>> waves at you from a nearby car, before pulling out and driving out of town. <br><br> <<pubfameComplete "briar">> <<link [[Next|Harvest Street]]>><<endevent>><</link>> <<elseif $cat gte 6>> <<set $pubfame.detail to "briarWindow">> You make your way over to the window and slip out. You grab onto the handle and let it slide shut, before dropping to the ground. Briar won't know you did a thing. <br><br> The <<person2>><<person>> waves at you from a nearby car, before pulling out and driving out of town. <br><br> <<pubfameComplete "briar">> <<link [[Next|Harvest Street]]>><<endevent>><</link>> <<else>> <<set $briarPunishment to 3>> You walk down the staircase, emerging in the main room of the brothel. The dancers are slowly returning to the stage, and the customers are chattering at the bar. You notice one of the windows being replaced. <br><br> Briar is standing by the window, and notices you. You run out the door before <<he>> can ask any questions. <<npcincr Briar love -3>><<lllove>> <br><br> The <<person2>><<person>> waves at you from a nearby car, before pulling out and driving out of town. <br><br> <<pubfameComplete "briar" "punish">> <<link [[Next|Harvest Street]]>><<endevent>><</link>> <</if>> <<else>> <span class="red">"Yeah, that's what I thought you were doing."</span> Briar strolls back into the office, guards following behind <<him>>. You can't count how many there are. "I had a feeling there was no police raid. I didn't want to assume, though. It makes an ass out of you and me." <<He>> takes a sip of <<his>> wine. "Of course, from where I'm standing, the only ass here is you." <<npcincr Briar love -3>><<lllove>> <br><br> You quickly pull the USB out of the laptop, and Briar chuckles. "I couldn't care less what you just did. But the fact that you thought you could get away with it is what rankles me. That needs to be fixed." <br><br> <<if $pubfame.briar.escape is 2>> <<set $briarPunishment to 5>> The guards advance on you, and you run to the window. "That's a two storey drop," <<he>> laughs. "Go ahead, though. It might still be better than what I've in mind." <br><br> You slide the window open, and hurriedly climb down the ladder. Briar gasps and runs to the window, but you reach the bottom and remove the ladder before <<he>> or any of the guards can climb down as well. "There will be hell to pay," <<he>> calls down, before closing the window. <br><br> <<pubfameComplete "briar" "punish">> <<link [[Next|Harvest Street]]>><<endevent>><</link>> <<elseif $cat gte 6>> <<set $briarPunishment to 5>><<set $pubfame.detail to "briarWindow">> The guards advance on you, and you run to the window. "That's a two storey drop," <<he>> laughs. "Go ahead, though. It might still be better than what I've in mind." <br><br> You slide the window open, and nimbly hop out. You land on your feet, barely making a sound, before looking back up. Briar stares out the window, shocked. "There will be hell to pay," <<he>> calls down, before closing the window. <br><br> <<pubfameComplete "briar" "punish">> <<link [[Next|Harvest Street]]>><<endevent>><</link>> <<else>> The guards advance on you, and you run to the window. "That's a two storey drop," <<he>> laughs. "Go ahead, though. It might still be better than what I've in mind." <<if $harpy gte 6 or $angel gte 6 or $demon gte 6 or $fallenangel gte 2>> The ground is far, but still too close for your wings to slow your descent enough to give you a safe landing. <</if>> <br><br> You try to fight back against the guards, but they just keep coming. Eventually, one gets a lucky hit and sends you to the ground. The rest pile onto you. <<pain 40>><<trauma 6>><<ggpain>><<gtrauma>> <br><br> <<pubfameComplete "briar" "failure">> <<link [[Next|Briar Hack Fail]]>><<pass 10>><</link>> <</if>> <</if>><<set $outside to 1>><<set $location to "alley">><<effects>><<set $bus to "industrial">> <<badEndTracking "Underground Dungeon" { reason: "soldBriar" }>> Briar whispers into one of the guard's ears, and <<he>> nods. You're quickly blindfolded and brought down the stairs, through a hallway. <br><br> You feel the <<if Weather.precipitation is "none">>wind<<else>><<print Weather.precipitation>><</if>> on your face. You're outside. You're quickly shoved into a car, which takes off after a few seconds. <br><br> After about ten minutes of silence, Briar speaks. You weren't aware <<he>> was even in the car with you. "When I let someone under my roof, it's me extending my trust. Do you know what I mean? There's an unspoken agreement that I provide for you, and you don't mess things up for me. So when that trust is broken, it hurts." <br><br> <<He>> lets out a deep breath. "What I'm saying is, you hurt me. And it's hard to get past that. I don't forgive you... but I will. Just as soon as they're done with you." <br><br> The car comes to a stop, and Briar pulls you out. "I like avoiding this place. It's too..." <<He>> searches for a word. "Unprofitable, for my tastes. But for cases like these, it's well worth it." Another pair of hands grabs you and pulls you through a doorway, removing your blindfold. You hear, and see, the car pull away before the door closes. <br><br> <<link [[Next|Underground Intro]]>><<generate2>><<generate3>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>> You ask Briar if <<he>> has already checked your vending machine's stock and collected the money this week. <br><br> <<if $brothelVending.status is "sold">> Briar snorts. "Your vending machine was cleared out for $brothelVending.weeksEmpty weeks. I told you if it was empty for three weeks in a row, I was going to throw it away. You have no vending machine anymore." <br><br> You try to explain why you haven't been able to refill the machine for so long, but Briar cuts you off. <br><br> "I don't give a shit about your life, your time, or your money. To do business, you need time, money, both things, or luck. If you don't have time to buy products every week, you need money to refill the machine with a lot of them. If you don't have enough money to fully restock the machine, you need the time to top it off a little bit every week." Briar takes some bills out of a drawer. "But you were lucky. A friend of mine needed a vending machine for the school toilets because someone broke one there. I sold yours to <<nnpc_him Leighton>> instead of throwing it away. Here, £1,000 for you. Now, if you want, <span class="gold">you can buy a new vending machine and set it up in the dressing rooms</span>, but be sure to keep it filled this time. Same rules as before." <<money 100000 "brothelVendingMachine">> <<set $brothelVending.weeksEmpty to 0>> <<if $brothelVending.condomsSold + $brothelVending.lubeSold>> <br><br> Briar pauses. "You never collected on your last sales before it was emptied." <</if>> <<else>> "Yes, I did. <<if $brothelVending.condomsSold + $brothelVending.lubeSold>> <<set _productsSold = []>> <<set _productCost = ($brothelVending.condomsSold * 6000)+($brothelVending.lubeSold * 2000)>> <<set _productProfit = ($brothelVending.condomsSold * 2000 + $brothelVending.lubeSold * 1000)>> <<if $brothelVending.condomsSold>> <<run _productsSold.push(`$brothelVending.condomsSold <<pluralise $brothelVending.condomsSold "condom">>`)>> <</if>> <<if $brothelVending.lubeSold>> <<run _productsSold.push(`$brothelVending.lubeSold <<pluralise $brothelVending.lubeSold "bottle">> of lube`)>> <</if>> You sold <<print _productsSold.join(" and ")>> over the past <<print $brothelVending.weeksRent is 1 ? "week" : $brothelVending.weeksRent + " weeks">>. I've already set aside the weekly rent deposit <<set _productProfit to Math.max(0, _productProfit - $brothelVending.weeksRent * 5000)>> <<if _productProfit>> <<set _pcProfit to _productProfit * .4>> and my 60% cut. Here's your profit of <span class="green"><<formatmoney _pcProfit>>_printmoney</span>, plus the <span class="blue"><<formatmoney _productCost>>_printmoney</span> you spent stocking the machine." <<He>> hands you your earnings. You make <<printmoney `_productCost + _pcProfit`>>. "Pleasure doing business with you." <<famebusiness 2>> <<money _pcProfit "brothelVendingMachine">> <<else>> but unfortunately, that eats up the rest of the profits. All you're getting back is the money you spent stocking the machine." <<He>> hands you your earnings. You make <<printmoney _productCost>>. "Try stocking more products next time, if you want to do more than break even." <</if>> <<money _productCost "brothelVendingMachine">> <<set $brothelVending.condomsSold to 0>> <<set $brothelVending.lubeSold to 0>> <<set $brothelVending.weeksRent to 0>> <<set $weekly.brothelVMCollect to true>> <<else>> And there wasn't anything there. Again. Your machine's been empty for $brothelVending.weeksEmpty <<pluralise $brothelVending.weeksEmpty "week">> now. <span class="red">Keep it up, and I'm selling the damn thing off</span>." Briar reclines on the sofa. "I am a <<= $pronoun is "m" ? "man" : "woman">> of my word, after all. Now go buy some products." <</if>> <</if>> <br><br> <<endevent>> <<link [[Next|Briar's Office]]>><<endevent>><</link>><<effects>> You tell Briar about your idea for a vending machine in the brothel restrooms, explaining that it would be a convenient method for the workers to get what they need for their jobs. Briar's grin is somewhere between disgusted and amused. "I've already told you, I'm not anybody's <<mummy>>. If any of my whores need <<if $settings.condomLevel gte 1>>condoms<</if>><<if $settings.condomLevel gte 1 and $adultshopunlocked>> or <</if>><<if $adultshopunlocked>>lube<</if>>, they know where they can find some. It's not my job to supply them, it's their obligation. So, no, I will not be funding your little venture." <br><br> <<link [[Insist (0:10)|Brothel VM insist]]>><<pass 10>><</link>> <br> <<link [[Walk away|Brothel VM desist]]>><<pass 1>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>> "It doesn't have to be your money," you start. "Just let me handle it. I can get the machine, I can buy the products, we can split the profits. You won't have to worry about a thing." Briar fixes you with an intense gaze, before barking a laugh that flashes you all <<his>> teeth. "I like your business acumen. But this will be on my terms. You can buy the machine, you can stock it. You'll put it in the dressing rooms. We'll split the profits 60 to 40, plus <span class="blue">£50</span> a week for renting the space. <span class="blue">Fail to keep it stocked for three weeks straight, and your little business plan gets thrown out with the rubbish.</span> This is my one and only offer." <br><br> <<link [[Accept|Brothel VM Accept]]>><<set $brothelVending.status to "asked">><</link>> <br> <<link [[Decline|Brothel VM decline]]>><</link>> <br><<set $outside to 0>><<set $location to "brothel">><<effects>> You turn to leave Briar's office, but before you can grab the doorknob, <<he>> calls you back. <br><br> "Listen, if you'd like to do this, I won't stop you. But it'll be on my terms. You can buy the machine, you can stock it. You'll put it in the dressing rooms. We'll split the profits 60 to 40, plus <span class="blue">£50</span> a week for renting the space. <span class="blue">Fail to keep it stocked for three weeks straight, and your little business plan gets thrown out with the rubbish.</span> This is my one and only offer." <br><br> <<link [[Accept|Brothel VM Accept]]>><<set $brothelVending.status to "asked">><</link>> <br> <<link [[Decline|Brothel VM decline]]>><</link>> <br><<effects>> You accept Briar's conditions and tell <<him>> you will buy the vending machine and keep it well-stocked. <br><br> <<link [[Next|Briar's Office]]>><<endevent>><</link>><<effects>> You tell Briar you are not interested in <<his>> conditions. <br><br> "Suit yourself. I'm not going to change my mind." <<He>> returns to sipping <<his>> wine. <br><br> <<link [[Next|Briar's Office]]>><<endevent>><</link>><<effects>> <<if $phase is 1>> You insert the money into the machine and a 3-pack of condoms slides into a drawer. You take them. <<wearProp "condom">> <<money -8000 "brothelCondoms">> <<gcondoms 3>> <<set $brothelVending.condoms -=1>> <<set $brothelVending.condomsSold +=1>> <<else>> You insert the money into the machine and a bottle of lube slides into a drawer. You take it. <<wearProp "lube">> <<money -3000 "lube">> <<run window.sexShopOnBuyClick(8, false, false, false)>> <<set $brothelVending.lube -=1>> <<set $brothelVending.lubeSold +=1>> <</if>> <br><br> <<link [[Back|Brothel Dressing Room]]>><<endevent>><</link>><<effects>> <<if $phase is 1>> You take up the invitation and sit down next to Briar. <<He>> gives you a content smile and rests a hand on your thigh. <br><br> "Of course, this is not the usual work," <<he>> continues. "Clients that pay a lot also expect a lot. I wonder if you're up for it?" <br><br> <<else>> "Suit yourself," <<he>> says. "The work I am offering is very lucrative. Remember those clients are paying a lot, and I will not tolerate any disobedience." <br><br> <</if>> <<He>> opens up a bottle of wine. "Talk to me anytime you want to make that fortune," <<he>> says as <<he>> pours the contents of the bottle into <<his>> glass. <br><br> <<getouticon>><<link [[Leave|Brothel]]>><<endevent>><</link>> <br><<effects>> "I had a feeling you'd be here," Briar says. "Here's what I've got so far." <br><br> <<He>> sifts through some scattered papers on <<his>> desk. "There's a client on <span class="gold">Danube</span> who wants someone for a party," <<he>> says. "You're to be the piñata. You don't need any particular talents for this; I take it they're more interested in a body than anything." <br><br> "They're known for being rough, and it might be difficult to struggle through. You'd get <<printmoney 200000>> for this." <br><br> <<link [[Accept|Brothel Escort Job Accept 2]]>><</link>> <br> <<link [[Never mind|Briar's Office]]>><<endevent>><</link>><<effects>> <<set $brothel_escortjob to {}>> <<script>> const date = new DateTime(Time.date); date.addDays(random(1,7)); date.addHours(random(0,23)); V.brothel_escortjob.date = date.timeStamp; <</script>> <<set _date to new DateTime($brothel_escortjob.date)>> "I'll make the arrangements," Briar says, shuffling some more papers. <br><br> "A driver will pick you up, let's say <span class="gold">_date.weekDayName</span>, in front of my establishment at <span class="gold"><<ampm _date.hour>></span>," Briar says. "You better show up on time. And remember, I expect you to be on your best behaviour." <br><br> <<link [[Next|Briar's Office]]>><<endevent>><<set $brothel_escortjob.accept to true>><</link>><<effects>> An uneventful trip leads you to a nice looking house close to Danube Street. <br><br> The limousine parks in front. You notice festive decorations. Colourful balloons and streamers adorn the house front. <br><br> You go to the front entrance and ring the doorbell. <br><br> <<link [[Next|Brothel Escort Job Ride 2]]>><</link>><<effects>><<set $outside to 0>> <<generate1>><<generate2>> You can make out loud music and ruckus partying. It sounds like a lot of fun. <br><br> A <<person1>><<person>> opens the door and greets you with a smile. "Please come in." While the party is going on elsewhere in the house, you are led into a secluded room where a <<person2>><<person>> is already waiting. <br><br> "Our darling is celebrating a grand achievement," the <<person1>><<person>> explains with a smile. "We thought we would have you entertain <<person2>><<him>> and <<his>> friends." <br><br> You notice ropes and chains lying on the floor, giving you an anxious feeling. <br><br> <<if !_fullyNaked>> "Please undress. We'll look after your clothing until you're done," the <<person2>><<person>> interjects. <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Undress|Brothel Escort Job Undress]]>><<set $phase to 1>><</link>><<exhibitionist5>> <<else>> <<link [[Undress reluctantly|Brothel Escort Job Undress]]>><<set $phase to 0>><</link>><<ggstress>><<ggtrauma>><<stress 12>><<trauma 4>> <</if>> <<else>> "I see you're already prepared," the <<person2>><<person>> interjects. <br><br> <<link [[Remain as you are|Brothel Escort Job Undress]]>><</link>> <</if>> <br> <<link [[Try to escape|Brothel Escort Job Escape]]>><</link>><<athleticsdifficulty 1 600>><<effects>><<undress "escort_job">> <<set $leftarm to "bound">><<set $rightarm to "bound">><<shackle_feet>> <<if $phase is 1>> The <<person1>><<person>> and the <<person2>><<person>> give you lustful looks as you take off your clothing. They shove you to the middle of the room. <br><br> <</if>> "Get on your knees," the <<person1>><<person>> demands. <br><br> They start to wrap the ropes around your body, tying your arms to your back and wrapping rope around your chest like a harness. They attach chains to your legs and neck as well, taking care to spread your legs apart. <br><br> It doesn't take long until you are bound and unable to move. They hook up the chains and lift you up to waist height with a winch. Your private parts are completely exposed. <br><br> "Splendid," the <<person1>><<person>> exclaims with a beaming smile. "I'm sure you'll be the star of the party!" <br><br> <<if $phase is 1>> The <<person1>><<person>> puts a bed sheet over you while the <<person2>><<person>> leaves the room, presumably to get the partying guests. <br><br> <<else>> The <<person2>><<person>> gives you one more slap to the face before the <<person1>><<person>> puts a bed sheet over you.<<gpain>><<violence 3>> <br><br> Finally, the <<person1>><<person>> leaves to fetch the partying guests. <br><br> <</if>> <<link [[Next|Brothel Escort Job]]>><</link>><<effects>> <<set $brothel_escortjob.sub to 0>> You are bound and suspended, unable to move or see. Laughter and lively chatter are heard from the hallway, coming closer. The partying guests come in and gather around you. Conversations are calming down and a sense of suspense hangs in the air. <br><br> "Surprise!" the <<person1>><<person>> cheers as <<he>> pulls the sheet off you, revealing you to the entire audience. Some stare in awe, mouth agape, while others cheer and holler.<<garousal>><<gstress>><<arousal 600>><<stress 6>> <br><br> <<link [[Endure|Brothel Escort Job 2]]>><<set $phase to 1>><<endevent "phaseless">><<stress 6>><<trauma 1>><</link>><<gstress>><<gtrauma>> <br> <<if $submissive gte 1150>> <<link [[Be obedient|Brothel Escort Job 2]]>><<set $phase to 2>><<set $brothel_escortjob.sub += 1>><<endevent "phaseless">><</link>><<submissivetext>> <<elseif $submissive lte 850>> <<link [[Be defiant|Brothel Escort Job 2]]>><<set $phase to 3>><<endevent "phaseless">><</link>><<defianttext>> <</if>> <br> <<if hasSexStat("promiscuity", 4)>> <<link [[Be eager|Brothel Escort Job 2]]>><<set $phase to 4>><<endevent "phaseless">><</link>><<promiscuous4>> <</if>><<effects>><<generate1>> A <<person1>><<person>> steps forward and runs <<his>> hands over your exposed skin. <<if $phase is 1>> You grit your teeth and try to make a brave face. <br><br> The <<person1>><<person>> looks at you with lust in <<his>> eyes. <<He>> smacks your <<bottom>>.<<gpain>><<violence 3>> <br><br> "I will enjoy this," <<he>> says before revealing <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>. <br><br> <<link [[Next|Brothel Escort Job Sex]]>><<set $molestationstart to 1>><</link>> <<elseif $phase is 2>> "P-Please enjoy your surprise," you mutter with feigned embarrassment. <br><br> The <<person1>><<person>> gives you a content smile. <<He>> massages your <<bottom>>.<<garousal>><<arousal 600>> <br><br> "I always wanted a toy like you," <<he>> says before revealing <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>. <br><br> <<link [[Next|Brothel Escort Job Sex]]>><<set $sexstart to 1>><</link>> <<elseif $phase is 3>> "Don't touch me, you pervert," you spit. <br><br> The <<person1>><<person>> shies back, unsure, but the crowd cheers <<him>> on. <br><br> "Pretty brave for a helpless little toy, aren't we?" <<he>> says, trying to cover up <<his>> insecurity. <<He>> reveals <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>. <br><br> <<link [[Next|Brothel Escort Job Sex]]>><<set $molestationstart to 1>><</link>> <<else>> "Just like that," you moan, leaning into <<his>> touch as best you can. "I can't wait for this." <br><br> "That makes two of us," the <<person1>><<person>> says, tracing a finger down your body. <<He>> reveals <<his>> <<if $NPCList[0].vagina is "none">>$NPCList[0].penisdesc<<else>>vagina<</if>>. <br><br> <<link [[Next|Brothel Escort Job Sex]]>><<set $sexstart to 1>><</link>> <</if>> <<unset $phase>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<set $position to "doggy">> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $position to "doggy">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Escort Job Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Escort Job Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $phase isnot 5>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, the <<person1>><<person>> gives you a final smack on the bum.<<gpain>><<violence 3>> <br><br> "That was fun," <<he>> says before turning to the guests. "Come on, guys. This is a party. Everyone should have some fun!" <br><br> <<else>> The <<person1>><<person>> staggers back, wincing. <br><br> "We'll see how long you can keep that up," <<he>> whispers before turning to the guests. "<<pShes>> a feisty one. Let's make this a game. Who here thinks they can break <<phim>>?" <br><br> <</if>> The crowd cheers. Two more people step forward to have some fun with you. <br><br> <<link [[Next|Brothel Escort Job Sex]]>><<set $molestationstart to 1>><<set $phase to 5>><<generate2>><<generate3>><</link>> <<else>> <<ejaculation>> <<saveNPC 0 "escortjob1">><<saveNPC 1 "escortjob2">><<saveNPC 2 "escortjob3">> <<endcombat>> <<link [[Next|Brothel Escort Job End]]>><</link>> <</if>><<effects>> <<loadNPC 0 "escortjob1">><<loadNPC 1 "escortjob2">><<loadNPC 2 "escortjob3">> <<clearNPC "escortjob1">><<clearNPC "escortjob2">><<clearNPC "escortjob3">> You are at the end of your strength. Luckily the guests seem to be pretty satisfied. Some leave the room and the crowd slowly disperses. <br><br> The <<person1>><<person>> grabs you by the chin and lifts your head to get a good look at your face. <br><br> <<if $submissive gte 1150>> <<link [[Be submissive|Brothel Escort Job End 2]]>><<set $phase to 1>><<set $brothel_escortjob.sub += 1>><</link>><<submissivetext>> <<elseif $submissive lte 850>> <<link [[Look into <<his>> eyes|Brothel Escort Job End 2]]>><<set $phase to 2>><</link>><<defianttext>> <</if>> <br> <<link [[Avert your eyes|Brothel Escort Job End 2]]>><<set $phase to 3>><</link>><<effects>> <<if $phase is 1>> You meet <<his>> gaze with a lewd look. "P-please, give me more..." you say. <<He>> is clearly excited from your submissive behaviour. <br><br> "One day I will come and buy you!" <<he>> exclaims. <br><Br> The <<person1>><<person>> lays a hand on <<his>> shoulder and steers <<him>> out of the room. <br><br> <<elseif $phase is 2>> You meet <<his>> gaze head on. Your determination seems to unsettle <<him>>. <br><br> "I had a lot of fun," <<he>> says, avoiding your look. "Thank you."<<llstress>><<stress -12>> <br><br> <<He>> turns and leaves the room. <br><br> <<else>> Ashamed, you avert your eyes. <<His>> stare is intense. Suddenly <<he>> slaps you across the face.<<gpain>><<violence 3>> <br><br> "You were a wonderful present," <<he>> says in a mocking tone. "I'd go for another round, but you reek. I wonder how long it will take to wash this stink away." <br><br> <<He>> turns and finally leaves the room. <br><br> <</if>> <<link [[Next|Brothel Escort Job End 3]]>><</link>><<effects>><<generate4>> Finally, you are let down and are unbound by the <<person4>><<person>>. You get on your feet but are still shaky. It takes a while for all your limbs to regain proper feeling. <br><br> <<if $brothel_escortjob.sub is 2>> "You made quite an impression," the <<person4>><<person>> says. <br><br> You get dressed. The <<person4>><<person>> leads you to the door. <br><br> "You better stay away from our <<if $NPCList[0].pronoun is "f">>girl<<else>>boy<</if>>. We don't want <<person1>><<him>> to fall for a whore," <<he>> says in a condescending tone. <<He>> throws you <<moneyGain 2000>>. <br><br> <<else>> "That was wonderful," the <<person2>><<person>> says. "You really made this party a success." <br><br> You get dressed. The <<person>> leads you to the door. <br><br> "We will ask for you again in the future," <<he>> promises with a smile. <<He>> hands you <<moneyGain 2000>>. <br><br> <</if>> Relieved that it's finally over, you leave the house. <br><br> <<link [[Next|Brothel Escort Job End 4]]>><<unbind>><<remove_shackle>><<storeon "escort_job">><</link>><<effects>> You are walking down the driveway when you're suddenly stopped by the <<person3>><<person>>. <br><br> "Wait," <<he>> says, out of breath. "Your acting was incredible. Here. Please have this!" <br><br> With a smile <<he>> hands you another <<moneyGain 200>>. <br><br> <<link [[Smooch|Brothel Escort Job End 5]]>><<set $phase to 1>><</link>> <br> <<link [[Take the money|Brothel Escort Job End 5]]>><<set $phase to 2>><</link>> <br> <<link [[Refuse to take the money|Brothel Escort Job End 5]]>><<set $phase to 3>><</link>><<effects>> <<if $phase is 1>> As a parting gift you kiss <<his>> cheek before you take the money. <<He>> blushes. <br><br> "Thank you," you say. <br><br> That said you leave <<him>> standing there, gazing after you. <br><br> <<elseif $phase is 2>> "Thank you," you say, taking the money from <<his>> hand. <br><br> <<He>> looks at you expectantly, but you simply leave. <br><br> <<else>> "I already got paid," you say surprised. <br><br> "Sorry, I just wanted to give you something extra," <<he>> stammers. <<He>> looks at the money in <<his>> hand, before shaking <<his>> head and walking back inside. <br><br> You leave <<him>> be and move on. <br><br> <<money -20000 "brothel">> <</if>> <<link [[Next|Danube Street]]>><<endevent>><<set $weekly.escortjob to 1>><<unset $brothel_escortjob>><<pass 60>><</link>><<effects>> <<if $athleticsSuccess>> The whole situation frightens you. Without warning you turn and push through the <<person1>><<person>> and the <<person2>><<person>>. <br><br> <span class="green">Surprised, they fail to stop you.</span> Your heart races as you run out of the estate as fast your legs can carry you. <br><br> When you stop to rest you find yourself in the residential district. You may have escaped the situation, but you shudder at the thought how Briar might react.<<ggstress>><<stress 12>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><<set $weekly.escortjob to 1>><<run delete $brothel_escortjob.accept>><<set $brothel_escortjob.escape to true>><</link>> <<else>> You turn and try to push past the <<person1>><<person>> and <<person2>><<person>>, <span class = "red">but they stand firm and block you from leaving</span>. <br><br> <<link [[Next|Brothel Escort Job Escape Fight]]>><<set $molestationstart to 1>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Escort Job Escape Fight End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Escort Job Escape Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0 or $enemyarousal gte $enemyarousalmax>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <</if>> You can push the two off for a moment, giving you enough room to make a mad dash for the exit. Your heart races as you run out of the estate as fast your legs can carry you. <br><br> When you stop to rest you find yourself in the residential district. You may have escaped the situation, but you shudder at the thought how Briar might react.<<ggstress>><<stress 12>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><<set $weekly.escortjob to 1>><<run delete $brothel_escortjob.accept>><<set $brothel_escortjob.escape to true>><</link>> <<else>> You can push the two off for a moment, giving you enough room to make a mad dash for the exit. Your heart races as you run out of the estate as fast your legs can carry you. <br><br> When you stop to rest you find yourself in the residential district. You may have escaped the situation, but you shudder at the thought how Briar might react.<<ggstress>><<stress 12>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><<set $weekly.escortjob to 1>><<run delete $brothel_escortjob.accept>><<set $brothel_escortjob.escape to true>><</link>> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<timeTrackingStart "brothel">><<timeTrackingStart "brothelShow">> <<npc Briar>><<person1>> <<if $brothelshowdata.type is "flirt">> <<startbrothelshow "flirt">> Briar turns to you. "We're all set and ready. Just waiting for the star. Look out for the blue cap." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you. <br><br> <<endevent>><<generate1>><<person1>> You flirt with the audience. Your eyes adjust and you just about make them out. You see a <<person>> wearing a blue cap at the front. <br><br> "I'm so horny," you say. "I can't take it any more. I need a volunteer." Hands shoot up across the room. <<promiscuity4>> <<link [[Point at the actor|Brothel Show Flirt]]>><<set $phase to 0>><</link>> <br> <<link [[Point at a customer|Brothel Show Flirt]]>><<set $phase to 1>><</link>> <br> <<elseif $brothelshowdata.type is "gangbang">> <<if $worn.upper.type.includes("school") and $worn.lower.type.includes("school")>> <<startbrothelshow "gangbang">> Briar turns and beholds you. "Cute. We're all set and ready. There's no script. Try to antagonise the audience a bit." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you. <br><br> "<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "Today we'll witness the tale of the school <<girl>> who wandered into the wrong part of town." Cheers and whistles erupt from the audience. "<<pShes>> at the top of <<pher>> class, but has no experience outside <<pher>> little bubble. What will become of <<phim>>, I wonder?" <<endevent>><<generate1>><<generate2>><<generate3>><<generate4>><<person1>>Four of Briar's other employees climb on beside you. They face each other and feign talking, pretending not to notice you and waiting for your lead. <br><br> <<link [[Stuck-up|Brothel Show Gangbang]]>><<set $phase to 0>><</link>> <br> <<link [[Lost and scared|Brothel Show Gangbang]]>><<set $phase to 1>><</link>> <br> <<else>> Briar turns and beholds you. "We're ready. Change into your school uniform and we can begin." <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <</if>> <<elseif $brothelshowdata.type is "pig">> <<startbrothelshow "pig">> <<endevent>> /* guarantees pig will be generated as a monster - regardless of monsterchance - if monsterpeople are possible and beasts are disabled; otherwise generated as usual */ <<if !$settings.bestialityEnabled and $settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<if maleChance() gte random(1, 100)>> <<if $settings.maleNPCVaginaChance gte random(1, 100)>> <<beastNEWinit 1 pig m vagina monster>> <<else>> <<beastNEWinit 1 pig m penis monster>> <</if>> <<else>> <<if $settings.femaleNPCPenisChance gte random(1, 100)>> <<beastNEWinit 1 pig f penis monster>> <<else>> <<beastNEWinit 1 pig f vagina monster>> <</if>> <</if>> <<else>> <<beastNEWinit 1 pig>> <</if>> /* defaults to gangbang show if the player changed their beast settings, or has lost hallucinations since accepting the job */ <<if $settings.bestialityEnabled or $monster is 1>> Briar turns to you. "We're all set and ready. Just waiting for the star." The cage beside <<nnpc_him "Briar">> shakes. "The beast is a bit worked up, but I'm sure you can handle <<bhim>>." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you. <br><br> "<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "We have a special treat for you today. The tale of a <<girl>> lost in the woods, attacked by a ravenous beast!" You hear the cage open, and the <<beasttype>> walks onto the stage. A leash is attached to <<bhis>> neck and trails behind the set. It has slack enough to reach you. The audience cheers <<bhim>> on. <<deviancy5>> <<link [[Next|Brothel Show Pig]]>><<set $sexstart to 1>><</link>> <br> <<else>> "What do you mean, booked? The whole pen?! What kind of pervert..." <<nnpc_He "Briar">> trails off into a series of expletives, before finally dismissing the worker. "Unbelievable." <br><br> <<nnpc_He "Briar">> storms onstage without so much as a glance at you. From backstage, you hear <<nnpc_his "Briar">> voice, followed by disappointed murmuring. Shortly after, Briar returns, flanked by a group of bemused stagehands. <<nnpc_He "Briar">> holds what appears to be an old school uniform. <br><br> "Change of plans." <<nnpc_He "Briar">> shoves the uniform into your arms. "Get changed and get your ass onstage. Now." <br><br> <<nnpc_His "Briar">> tone precludes argument. You do as you're told. <br><br> <<undress "brothelimprov">> <<set $uppertemp to "init">><<upperwear 5>><<set $worn.upper.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine")>><<set $worn.upper.integrity /= 2>> <<set $lowertemp to "init">><<if $player.gender_appearance is "m">><<lowerwear 60>><<else>><<lowerwear 61>><</if>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine")>><<set $worn.lower.integrity /= 2>> <<link [[Next|Brothel Show Pig Improv]]>><</link>> <br> <</if>> <<elseif $brothelshowdata.type is "swarm">> <<startbrothelshow "swarm">> Briar turns to you. "We're all set and ready. Just waiting for the star." <br><br> <<generate2>><<generate3>> <<outfitChecks>> A <<person2>><<person>> and <<person3>><<person>> arrive on stage. <<if _fullyNaked>> They bind your hands behind your back. The bindings are just tight enough to restrict your movement, but not to the point of discomfort. <<else>> They help you undress, then bind your hands behind your back. The bindings are just tight enough to restrict your movement, but not to the point of discomfort. <<undressclothes "wardrobe">> <</if>> <<bindtemp>> <<legbind>> <<person1>> <br><br> They lead you onto a platform and bind your hands and feet to a metal ring. Not a moment later, place four transparent walls around you and fix them in place, leaving you helplessly bound and trapped. <br><br> "<<Ladies_gentlemen>>!" Briar announces to the audience. "If you're easily frightened by things that creep and crawl, I strongly advise you to exit the room." <br><br> "For the rest of you," <<he>> exclaims in a much bolder tone. "Please witness the most exquisite show we have to offer!" The pair climb the stage, carrying a trembling box. <br><br> "Enjoy watching the lustful shivers that our little friends can bring." <<deviancy5>> <<endevent>> <<link [[Next|Brothel Show Swarm]]>><<set $sexstart to 1>><<rng>><</link>> <<elseif $brothelshowdata.type is "machine">> <<startbrothelshow "machine">> <<endevent>><<generate1>><<generate2>><<person1>> Briar turns to you. "We're all set and ready. Just waiting for the star. Remember, the audience wants to see penetration." You walk onto the stage, and stand beside the waiting table. There are fewer in the audience than usual. Briar mentioned this being a private show. A single white light turns on above you, plunging the audience into darkness. <br><br> "<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "Today we witness a proud student test <<pher>> science project. <<pShe>> hasn't realised just how successful it is." A <<fullGroup>>, dressed in black bodysuits, wheel the sex machine onto the stage behind you. The phallus is dripping with lube. <br><br> <<link [[Next|Brothel Show Machine Intro]]>><</link>> <br> <<elseif $brothelshowdata.type is "tentacles">> <<startbrothelshow "tentacles">> <<endevent>><<generate1>><<generate2>><<person1>> Briar turns to you. "We're all set and ready. Just waiting for the star. Remember, the audience wants to see penetration." You walk onto the stage, and stand beside the waiting table. There are fewer in the audience than usual. Briar mentioned this being a private show. A single white light turns on above you, plunging the audience into darkness. <br><br> "<<Ladies_gentlemen>>!" Briar's voice rings throughout the room. "Today we witness a proud student test <<pher>> science project. <<pShe>> hasn't realised just how successful it is." A <<fullGroup>>, dressed in black bodysuits, wheel the sex machine onto the stage behind you. Some of the panels rattle. <br><br> <<link [[Next|Brothel Show Tentacles Intro]]>><</link>> <br> <<elseif $brothelshowdata.type is "horse">> <<startbrothelshow "horse">> <<endevent>><<loadNPC 0 "saddled_steed">><<person1>> Briar turns to you. "We're all set and ready, including your friend here." <br><br> <<if $monster is 1>> Your $farm.steed steed nods. "Always wanted to be a star," <<he>> laughs. "Thought I'd get there by being ridden. Not the other way around." <<else>> Your $farm.steed steed produces an eager neigh. <</if>> You take <<bhim>> by the reins, and walk onto the bright stage. There's a table in the middle, covered with pink cushions. You can't see the audience in the dark, but you can hear their astonished and eager murmurings. It sounds packed. <br><br> "<<Ladies_gentlemen>>!" Briar announces to the audience. "Today we have a special treat. A proud rider, fresh from winning a coveted trophy. It's only fitting that <<pshe>> reward the beast that gave <<phim>> victory." <br><br> <<link [[Next|Brothel Show Horse Intro]]>><</link>> <br> <<elseif $brothelshowdata.type is "bukkake">> <<startbrothelshow "bukkake">> <<endevent>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> Briar turns to you. "We're all set and ready. Just waiting on our cum bucket. Remember, <span class="gold">I'll pay you £50 per helping.</span>" <<if $demon gte 6>> <<nnpc_He "Briar">> looks at your flicking tail. "Perfect. You've an intuition for these things." <</if>> <br><br> You walk onto the stage. A single white light turns on above you. "<<Ladies_gentlemen>>," Briar's voice rings out. "I regret to inform you that our establishment has been invaded by this sordid <<if $player.gender_appearance is "m">>incubus<<else>>succubus<</if>>." You hear a murmur from the audience. "This creature is holding us all hostage! <<pShe>> will only release us when <<pshe>> receives a suitable ransom of lewd fluid." <br><br> <<brothelicon>><<link [[Lick your lips|Brothel Show Bukkake Intro]]>><<set $phase to 0>><</link>> <br> <<ind>><<link [[Spank your ass|Brothel Show Bukkake Intro]]>><<set $phase to 1>><</link>> <br> <<elseif $brothelshowdata.type is "virginity">> <<if $worn.face.type.includes("mask")>> "You can't go out there wearing a mask. Your fans are paying good money to see you lose your virginity. They'll want to see your face when you lose it." <br><br> <<link [[Next|Brothel]]>><<endevent>><</link>> <<exit>> <</if>> <<startbrothelshow "virginity">> Briar turns to you. "We're all set and ready. Just waiting for the star. We've brought in a medical professional to check if you're still a virgin, then we'll be auctioning off your virginity to the highest bidder." <<if pcAreArmsBound("both") or ($leftleg is "bound" and $rightleg is "bound")>> <<He>> looks at your bindings and smirks. "Good idea, I'm sure they'll enjoy that." <</if>> <br><br> <<He>> escorts you into a separate room off the main stage. <<if playerChastity() or ($player.penisExist and $parasite.penis.name)>> <<if $exposed gte 2>> <<set $brothelVirginityState to "chastity">> "What the hell is that?" Briar approaches, glaring at the <<= $worn.genitals.name>>. "You're here to sell your virginity, <<if $worn.genitals.name is "chastity parasite" or ($player.penisExist and $parasite.penis.name)>> not show off some parasite covering it." <<else>> not lock it away." <</if>> <br><br> Before you have a chance to react, Briar attempts to shove you inside a room back stage. <br><br> <<link [[Resist|Brothel Show Virginity Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Comply|Brothel Show Virginity Chastity]]>><<set $phase to 0>><</link>> <<exit>> <<else>> You walk inside, feeling nervous. You are wearing a <<= $worn.genitals.name>>. Is that against the rules? You are almost certain it is, but it is too late to back out now.<<stress 6>><<gstress>> <</if>> <<elseif $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> You walk inside, feeling tense. You are not a virgin. What will happen when they find out? You briefly contemplate running, but it is too late to back out now.<<stress 6>><<gstress>> <</if>> <br><br> <<link [[Next|Brothel Show Virginity Intro]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $phase is 0>> You put your hands on your hips. "This place stinks," you say. You stare out at the audience. "What are you lot looking at? Keep your filthy gaze away from me." The audience responds with a theatrical boo. One of Briar's other employees, a <<person1>><<person>>, walks towards you and trips, brushing against your leg on the way down. "Ew!" you exclaim. "Get away from me!" You lightly kick at <<his>> head. <br><br> "You shouldn't treat <<him>> like that," <<person2>>says another of Briar's actors behind you. "Stop it." <br><br> "I'll treat you scum how I want." You gesture at the audience. "That goes for all of you." The booing redoubles. The <<person1>><<person>> stands up and grabs your arms. The audience cheers. "Let go of me!" You pretend to struggle. <br><br> "I think it's time you learnt some manners," the <<person1>><<person>> says. The four of them surround you on all sides save the one facing the audience and start groping and probing at your body. You protest as their fingers explore you, dipping between the buttons on your shirt and up your thighs beneath your $worn.lower.name. <br><br> The audience is into it. <br> "Fuck <<pher>> perfect face!" <br> "Show <<phim>> who's boss!" <br> "Teach <<phim>> what <<pshes>> really good for!" <br><br> Your protests become weaker, and you instead start to moan. <<promiscuity5>> <<link [[Next|Brothel Show Gangbang Sex]]>><<set $sexstart to 1>><</link>> <br> <<elseif $phase is 1>> You adopt a frightened face and look at out at the audience. "I must have taken a wrong turn. I don't know where I am!" <br><br> One of Briar's actors, a <<person1>><<person>>, walks up to you. "Hey <<girl>>, you lost?" <<he>> asks. <<He>> prowls around you, leering at your body. <br><br> "Rape <<phim>>," someone in the audience shouts. <br><br> "Y-yes," you say. You hear the other three move closer behind you. "I'm lost and scared and all alone. Will you help me?" <br><br> The <<person>> laughs. "Sure, we'll help." <<He>> grips your arm as someone else takes the other from behind you. The four of them start groping and probing your body. You protest as their fingers explore you, dipping between the buttons on your shirt and up your thighs beneath your $worn.lower.name. It's not long before your resistance gives way to moans of pleasure. <<promiscuity5>> <<link [[Next|Brothel Show Gangbang Sex]]>><<set $sexstart to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Show Gangbang Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Gangbang Sex]]>><</link>></span><<nexttext>> <</if>>/* Check variables before combat is reset */ <<if $vaginastate is "doublepenetrated" and $anusstate is "doublepenetrated">> <<set _money to 40000>> <<set _holes to "fuck holes">> <<set _penetration to "Quadruple">> <<elseif ($vaginastate is "doublepenetrated" and $anusstate is "penetrated") or ($vaginastate is "penetrated" and $anusstate is "doublepenetrated")>> <<set _money to 30000>> <<set _holes to "fuck holes">> <<set _penetration to "Triple">> <<elseif $vaginastate is "doublepenetrated" and $anusstate isnot "penetrated">> <<set _money to 20000>> <<set _holes to "cunt">> <<set _penetration to "pussy">> <<elseif $vaginastate isnot "penetrated" and $anusstate is "doublepenetrated">> <<set _money to 20000>> <<set _holes to "ass">> <<set _penetration to "anal">> <</if>> <<effects>> <<if $finish is 1>> The <<person1>><<person>> steadies you while the others give you space. <<endevent>><<npc Briar>><<person1>>"Why are you stopping?" Briar storms onto the stage. <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you and the others off the stage. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>> <<npcincr Briar love -1>> <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 0>> <<person1>>"Not so stuck-up now, are ya?" the <<person>> says. They leave you lying on the stage. The audience cheers and applauds as you stand and bow. <<else>> "M-more," you whimper. They leave you lying on the stage. The audience cheers and applauds as you stand and bow. <</if>> <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>Briar waits for you behind the stage. "Nice work," <<he>> says. <<if $brothel_pig_improv is true>> "For a rush job, at least." <<elseif $phaselast is 0>> "Everyone likes to see a stuck-up <<girl>> get ruined like that." <<else>> "I almost believed your performance myself." <</if>> <<if _money>> <<if _money gte 30000>> <<He>> beams. "_penetration penetration, that's super starlet material. You had the crowd begging for more. <<else>> <<He>> pauses, licking <<his>> lips thoughtfully. "Double _penetration, now that's real talent. The audience loved it. <</if>> Keep up the great work; your elastic _holes will make us both a lot of money." <<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised, along with a bonus <<printmoney _money>><<money _money "brothelShow">>.<<gglove>><<npcincr Briar love 2>> <<else>> <<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised.<<glove>><<npcincr Briar love 1>> <</if>> <br><br> <<elseif $enemyhealth lte 0>> You knock the actors away from you and escape from the stage. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>Briar catches you as you pass. "Not so quick," <<he>> says. "Listen." You realise the audience is cheering. "That was unexpected, but they enjoyed it." <<He>> hands you the <<printmoney 100000>><<money 100000 "brothelShow">> <<he>> promised.<<glove>> <<npcincr Briar love 1>> <br><br> <</if>> <<endevent>> <<if $brothel_pig_improv is true>> <<unset $brothel_pig_improv>> <<storeon "brothelimprov">> <</if>> You return to the dressing room. <br><br> <<link [[Next|Brothel Dressing Room]]>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<if $phase is 0>> You invite the <<person>> up on stage. <<He>> points at <<his>> chest with a look of astonishment on <<his>> face, then clambers up. <br><br> "T-take me now," you say. <<He>> nods, and pushes you to your knees. <br><br> <<link [[Next|Brothel Show Flirt Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<endevent>> You invite a <<generate1>><<person1>><<person>> onto the stage. <<He>> trips on <<his>> way to the front, but manages to make it up. <<He>> waves back at someone in the audience. <br><br> "T-take me now," you say. <<He>> paws at you with clumsy hands. <br><br> <<link [[Next|Brothel Show Flirt Sex]]>><<set $sexstart to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<if $phase is 0>> <<npcoral>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Show Flirt Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Flirt Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $finish is 1>> The <<person1>><<person>> steps away from you. <<endevent>><<npc Briar>><<person1>>"Why are you stopping?" Briar storms onto the stage. <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>> <<npcincr Briar love -1>> <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 0>> <<person1>>The <<person>> waves at the audience, then jumps from the stage. The audience cheers and applauds. <<else>> <<person1>>"M-more," you whimper. They leave you lying on the stage. The audience cheer and applaud as you stand and bow. <</if>> <br><br> "Thank you to the fine <<if $pronoun is "m">>gentleman<<else>>lady<</if>> who joined me today," you say. "I hope you enjoyed your time here." You walk off the stage. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>Briar waits for you. "Nice work," <<he>> says. <<if $phase isnot 0>> "Try to pick the right person next time, darling," <<he>> says. "The lights are obnoxious, but you should be able to see." <</if>> <<He>> hands you the <<printmoney 60000>><<money 60000 "brothelShow">> <<he>> promised.<<glove>> <<npcincr Briar love 1>> <br><br> <<elseif $enemyhealth lte 0>> You knock the <<person>> away from you and escape from the stage. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>Briar catches you as you pass. "Not so quick," <<he>> says. "Listen." You realise the audience is cheering. "That was unexpected, but they enjoyed it." <<He>> hands you the <<printmoney 60000>><<money 60000 "brothelShow">> <<he>> promised.<<glove>> <<npcincr Briar love 1>> <br><br> <</if>> <<endevent>> You return to the dressing room. <br><br> <<link [[Next|Brothel Dressing Room]]>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemyanger += 50>><<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Show Pig Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Pig]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $finish is 1>> The <<beasttype>> trots behind the stage as Briar storms onto it.<<endevent>><<npc Briar>><<person1>>"Why are you stopping?" <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>> <<npcincr Briar love -1>> <br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<famebestiality 20 "vid">> <<beastejaculation>> Someone behind the stage tugs on the leash and the <<beasttype>> walks off. <<tearful>> you climb to your feet, bow, and follow. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<generate2>><<person1>>Briar waits for you. "Nice work," <<he>> says. A <<person2>><<person>> struggles to stuff the beast back in its cage beside <<person1>><<him>>. <<He>> hands you the <<printmoney 150000>><<money 150000 "brothelShow">> <<he>> promised.<<glove>> <<npcincr Briar love 1>> <br><br> <<elseif $enemyhealth lte 0>> The <<beasttype>> runs away from you in fright. The audience cheers and you follow <<bhim>> off the stage. <br><br> Briar waits for you beside the <<beasttype>>, which hides in <<bhis>> cage. <<clotheson>> <<endcombat>> <<npc Briar>><<person1>> "They weren't expecting to see a <<girl>> fight a pig. They seemed to enjoy the spectacle." <<He>> hands you the <<printmoney 150000>><<money 150000 "brothelShow">> <<he>> promised.<<glove>> <<npcincr Briar love 1>> <br><br> <</if>> <<endevent>> You return to the dressing room. <br><br> <<link [[Next|Brothel Dressing Room]]>><</link>><<set $outside to 0>><<set $location to "brothel">><<effects>> <<set $brothel_pig_improv to true>> "Our sincerest apologies for the delay," Briar announces to the audience. "In place of our scheduled performance, we'll witness the tale of the school <<girl>> who wandered into the wrong part of town." Cheers and whistles erupt from the audience. "<<pShes>> at the top of <<pher>> class, but has no experience outside <<pher>> little bubble. What will become of <<phim>>, I wonder?" <<endevent>><<generate1>><<generate2>><<generate3>><<generate4>><<person1>>Four of Briar's other employees climb on beside you. They face each other and feign talking, pretending not to notice you and waiting for your lead. <br><br> <<link [[Stuck-up|Brothel Show Gangbang]]>><<set $phase to 0>><</link>> <br> <<link [[Lost and scared|Brothel Show Gangbang]]>><<set $phase to 1>><</link>> <br><<if $sexstart is 1>> <<set $cumbucket to 0>> <<if $rng gte 91>> <<set $cumbucket to 1>> <</if>> <<consensual>> <<set $consensual to 1>> <<set _swarmsType to ["eels","snakes","worms","worms","worms","maggots"]>> <<if $settings.spidersEnabled>> <<run _swarmsType.push("spiders")>> <</if>> <<set $enemytype to "swarm">> <<set _swarmsTypeSelected to _swarmsType.pluck()>> <<swarminit _swarmsTypeSelected "swarm" "moving towards you" "encircle you" "steady" 4 2>> <<set $combat to 0>> <<set $timer to 20>> <<set $nowiggle to true>> Briar's goons start filling the terrarium with <<print $swarm.type>>. <<set $sexstart to 0>> <</if>> <<if $cumbucket is 1>> <<if $timer gte 17>> You see Briar pushing through the audience. <<elseif $timer gte 10>> You see Briar pushing through the audience, occasionally stopping to address the crowd. <<elseif $timer gte 6>> Briar seems to be asking for tips for you. <<elseif $timer gte 3>> Briar continues pushing through the audience, carrying something heavy. <</if>> <</if>> <<if $timer is 16>> <span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span> <<set $swarm.amount.active[0] += 2>> <<set $swarm.amount.active[4] += 2>> <</if>> <<if $timer is 13>> <span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span> <<set $swarm.amount.active[0] += 2>> <<set $swarm.amount.active[4] += 2>> <</if>> <<if $timer is 9>> <span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span> <<set $swarm.amount.active[0] += 2>> <<set $swarm.amount.active[4] += 2>> <</if>> <<if $timer is 7>> <span class="pink">They pour more <<print $swarm.type>> into the terrarium.</span> <<set $swarm.amount.active[0] += 2>> <<set $swarm.amount.active[4] += 2>> <</if>> <<if $timer is 1 and $cumbucket is 1>> The audience was very generous. <span class="red">With a grinning smile, Briar empties a bucket over you.</span> <br> <<set _sexId to getSexesFromRandomGroup()>> <span class="red">It's full of <<getfluidsfromgroup _sexId>>.</span> The audience cheers. <br> <span class="pink">Even the <<print $swarm.type>> seem excited by it.</span> <<drenchfromgroup _sexId>> <<set $cumbucket to 0>> <<set $timer to 6>> <!-- "gte BOTH" means groups containing males, or only those with penises. --> <<if _sexId gte SexTypes.BOTH>> <<fertiliseParasites>> <<fertiliseParasites "vagina">> <<recordSperm `{genital: "vagina", target: "pc", spermOwner: "cum bucket", spermType: "human", daysTillRemovalOverride: 12, quantity: random(5,10)}`>> <<recordSperm `{genital: "anus", target: "pc", spermOwner: "cum bucket", spermType: "human", daysTillRemovalOverride: 12, quantity: random(5,10)}`>> <</if>> <<fetishPregnancyImg>> <</if>> <<if $face isnot "covered">> <<fameexhibitionism 1>> <</if>> <<effects>><<swarmeffects>> <<swarm>> <<audience>> <br><br> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<link [[Next|Brothel Show Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Swarm]]>><</link>></span><<nexttext>> <</if>><<effects>> The metal ring is remotely detached from the platform you're affixed to. The pair from earlier lift you from the terrarium by your bound hands. You can't shake the feeling of violation, but you can't deny your arousal. <<arousal 5>> <br><br> <<unbindtemp>> <<set $feetuse to 0>> <<clotheson>> <<endcombat>> <<npc Briar>><<generate2>><<person1>>Briar waits for you. "Nice work," <<he>> says. "Your squirms got the crowd going. You looked right at home in that writhing mass." <<He>> hands you the <<printmoney 150000>><<money 150000 "brothelShow">> <<he>> promised. <<npcincr Briar love 5>> <br><br> <<endevent>> You return to the dressing room, still shivering. <br><br> <<link [[Next|Brothel Dressing Room]]>><</link>><<effects>> You turn to the machine. "Oh gosh," you say as Briar's employees stand aside. "I'm sure to win the science fair with my new invention. Just one final test." You pretend to press a button on the side, and Briar activates the machine remotely. It shudders into life. <br><br> You let out a mock scream as a pair of silicone tentacles emerge, wrapping around your arms and pushing you onto the table. <<if $exposed lt 2>> The machine can't strip you, so Briar's employees rush forward to help. <br><br> "M-my clothes!" you shout as the pair expose you to the audience. "Bad machine!" <</if>> A red light glows from the front as it scans you. It moves its phallus in front of your <<genitals>>. <br><br> <<saveNPC 0 "brothel_machine_0">> <<saveNPC 1 "brothel_machine_1">> <<endevent>> <<strip>> <<link [[Next|Brothel Show Machine]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral 1>> <<set $machine_health to 10>><<set $machine_ammo to 8>> <<if $player.vaginaExist and $settings.analEnabled>> <<machine_init vaginal anal>> <<set $machine.vaginal.armed to 1>> <<set $machine.anal.armed to 1>> <<elseif $player.vaginaExist>> <<machine_init vaginal>> <<set $machine.vaginal.armed to 1>> <<else>> <<machine_init anal>> <<set $machine.anal.armed to 1>> <</if>> <<prop table>> <<set $phase to 0>> <</if>> <<effects>> <<machine_effects>><<machine_combat>> <<machine_state>> <<if $phase is 0>> Your eyes adjusted to the light, you can make out the audience once more. They're well-dressed, and mostly seated. <<set $phase to 1>> <br><br> <<elseif $phase is 1 and ($penisfucked is 1 or $vaginafucked is 1 or $anusfucked is 1)>> The audience erupt into polite applause as the machine connects with you. You hear the clinking of glasses. <<set $phase to 2>> <br><br> <</if>> <br><br> <<machine_actions>> <<if $machine.number lte 0 or $finish is 1>> <span id="next"><<link [[Next|Brothel Show Machine End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Machine]]>><</link>></span><<nexttext>> <</if>><<effects>> <<loadNPC 0 "brothel_machine_0">> <<loadNPC 1 "brothel_machine_1">> <<clearNPC "brothel_machine_0">> <<clearNPC "brothel_machine_1">> <<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>> The audience applauds again as the machine powers down. <br><br> Briar walks onto the stage. "Another round for our star!" You climb off the table, and bow. The applause redoubles, but remains polite. The <<fullGroup>> usher you off the stage, and hand over your clothing. <br><br> <<clotheson>> <<machine_end>> <<npc Briar>><<person1>> Briar climbs off the stage. "Nice work," <<he>> says. "It didn't come with a manual, and can be unpredictable. Here's your pay." <br><br> You've earned <<printmoney 150000>><<money 150000 "brothelShow">>. <br><br> <<else>> Sparks fly from the machine, and it falls inert. The audience break into discussion as Briar walks onto the stage. "There's been a technical fault—" The <<fullGroup>> usher you off the stage, and hand over your clothing. <br><br> <<clotheson>> <<machine_end>> <<npc Briar>><<person1>> Briar climbs off the stage. "Disappointing," <<he>> says. "The damage isn't severe, but that isn't what our audience paid for. Try to give a proper show next time." <br><br> <</if>> You return to the dressing room. <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>> <br><<effects>> You turn to the machine. "Oh gosh," you say as Briar's employees stand aside. "I'm sure to win the science fair with my new invention. Just one final test." You pretend to press a button on the side, and Briar activates the machine remotely. It shudders into life. <br><br> You let out a mock scream as a hoard of metallic red tentacles emerge, wrapping around your body and lifting you into the air. <<if $exposed lt 2>> The tentacles strip your clothes off with startling efficiency. Their movements appear brutal, but they're actually very careful to avoid damaging your clothes. <br><br> "M-my clothes!" you shout as the machine exposes you to the audience. "Bad machine!" <</if>> A red light glows from the front as it scans you. The metal tentacles swarm around you. <br><br> <<saveNPC 0 "brothel_tentacles_0">> <<saveNPC 1 "brothel_tentacles_1">> <<endevent>> <<strip>> <<link [[Next|Brothel Show Tentacles]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<set $enemytype to "tentacles">> <<neutral 1>> <<tentaclestart 12 15 "tentacle" "metal">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<if $phase is 0>> Your eyes adjusted to the light, you can make out the audience once more. They're well-dressed, and mostly seated. <<set $phase to 1>> <br><br> <<elseif $phase is 1 and ($penisfucked is 1 or $vaginafucked is 1 or $anusfucked is 1)>> <<if $vaginafucked is 1>> <<set _tentacle to $tentacleVagina>> <<elseif $penisfucked is 1>> <<set _tentacle to $tentaclePenis>> <<else>> <<set _tentacle to $tentacleAnus>> <</if>> The audience erupt into polite applause as the _tentacle connects with you. You hear the clinking of glasses. <<set $phase to 2>> <br><br> <</if>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Brothel Show Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> <<loadNPC 0 "brothel_tentacles_0">> <<loadNPC 1 "brothel_tentacles_1">> <<clearNPC "brothel_tentacles_0">> <<clearNPC "brothel_tentacles_1">> <<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>> The audience applauds again as the machine powers down and the metal tentacles unwrap you. <br><br> Briar walks onto the stage. "Another round for our star!" You climb off the table, and bow. The applause redoubles, but remains polite. The <<fullGroup>> usher you off the stage, and hand over your clothing. <br><br> <<clotheson>> <<machine_end>> <<npc Briar>><<person1>> Briar climbs off the stage. "Nice work," <<he>> says. "It didn't come with a manual, and can be unpredictable. Here's your pay." <br><br> You've earned <<printmoney 150000>><<money 150000 "brothelShow">>. <br><br> <<else>> Sparks fly from the machine, and the tentacles withdraw into the machine as it falls inert. The audience break into discussion as Briar walks onto the stage. "There's been a technical fault—" The <<fullGroup>> usher you off the stage, and hand over your clothing. <br><br> <<clotheson>> <<machine_end>> <<npc Briar>><<person1>> Briar climbs off the stage. "Disappointing," <<he>> says. "The damage isn't severe, but that isn't what our audience paid for. Try to give a proper show next time." <br><br> <</if>> You return to the dressing room. <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>> <br><<effects>> "Good horsey," you say, lying on the table. "It's time for your reward." <br><br> Now closer to the audience, you can make out some of the comments. <br> <<if random(1, 2) is 2>> "There's no way <<pshes>> gonna do it." <<else>> "I can't believe it." <</if>> <br> <<if random(1, 2) is 2>> "That <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>>'s a monster." <<else>> "Have you ever seen a <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>> that big?" <</if>> <br> <<if random(1, 2) is 2>> "I can't wait to see this <<bitch>> get broken." <<else>> "The <<if $monster is 1>>centaur<<else>>horse<</if>> will destroy this <<bitch>>. I can't wait." <</if>> <br> <<if random(1, 2) is 2>> <<if $NPCList[0].penis isnot "none">> "It'll split <<phim>> in two." <<else>> "I dunno how a human could satisfy that thing." <</if>> <<else>> <<if $NPCList[0].penis isnot "none">> "Do you think <<pshe>>'ll cry when it goes in?" <<else>> "<<pShes>> gonna be crushed by the weight." <</if>> <</if>> <br> <<if random(1, 2) is 2>> "This is gonna be great." <<else>> "I can't look away." <</if>> <br><br> The $farm.steed steed mounts you, and the audiences' excitement reaches a fevered pitch. <br><br> <<link [[Next|Brothel Show Horse]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<farm_trust horses>> <<set $NPCList[0].stance to "top">> <<if $NPCList[0].penis isnot "none">> <<set $position to "doggy">> <<else>> <<set $position to "missionary">> <</if>> <<set $position_lock to 1>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<audience>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Show Horse Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Horse]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<famebestiality 30 "pic">> <<beastejaculation>> The crowd erupts once again. The <<beasttype>> steps away from you, satisfied but agitated by the sudden noise. You hold <<bhis>> reins as you turn to face the crowd, still wet with lewd fluids, and bow. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<generate2>><<person1>>Briar waits for you behind the stage. "Nice work," <<he>> says as a <<person2>><<person>> takes the reins from your hand. Briar hands you <<printmoney 200000>><<money 200000 "brothelShow">>.<<glove>> <<npcincr Briar love 1>> <br><br> <<elseif $enemyhealth lte 0>> The <<beasttype>> runs away from you in fright. The audience cheers and you follow <<bhim>> off the stage. <br><br> The steed stands in the corner, cowed but restless, as one of Briar's goons tries to calm <<bhim>>. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>> "Not what I was expecting," Briar says. "But the audience liked it, so I won't complain." <<He>> hands you the <<printmoney 200000>><<money 200000 "brothelShow">> <<he>> promised.<<glove>><<npcincr Briar love 1>> <br><br> <<else>> The <<beasttype>> trots behind the stage as Briar storms onto it.<<endevent>><<npc Briar>><<person1>>"Why are you stopping?" <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage. <br><br> <<clotheson>> <<endcombat>> <<npc Briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<llove>> <<npcincr Briar love -1>> <br><br> <</if>> <<endevent>> <<generate1>><<person1>>A <<person>> leads your $farm.steed steed through a door at the back while you return to the dressing room. <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>> <br><<effects>> <<brothel_bukkake_init>> <<if $phase is 1>> You turn your <<bottom>> to the audience, and bend over, looking over your shoulder as you deliver yourself a solid spank. The sound echoes through the room. <<else>> You lean forward, resting your hands on your thighs, and stick out your tongue. You trace it slowly over your lips, making it clear just how thirsty you are. <</if>> <br><br> The audience surge forward, wrestling with security for access to the stage. Briar laughs. "Not so fast! There are rules. No touching! The demon will kill all who touch <<phim>>! You must stand at a little distance, and masturbate to completion. This is the only safe way to give your offering." <br><br> This doesn't dampen eagerness much, but security are able to direct them up a single staircase, where they can limit the number of people on the stage at once. "Keep a space clear between the demon and the front of the stage. They like being watched." <br><br> <<link [[Next|Brothel Show Bukkake Intro 2]]>><<set $phase to 0>><</link>> <br><<effects>> A <<person>> arrives first, soon followed by other <<people>>. <<He>> strips <<his>> <<print $NPCList[0].clothes.lower.name>>, exposing <<his>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>>, <<else>> pussy, <</if>> and starts masturbating. The others follow suit, jostling for a good position. <br><br> <i>An aggressive seduction will always succeed, but could pressure security. Flirting will reduce seduction difficulty.</i> <br><br> <<brothel_show_security>> <br><br> <<brothel_bukkake_links>><<effects>> You lie on the stage. A <<person1>><<person>>, <<person2>><<person>>, <<person3>><<person>>, <<person4>><<person>>, <<person5>><<person>>, and <<person6>><<person>> surround you, feverishly masturbating. <<if $brothel_show_bukkake gte 36>> Their eyes stare through you, expressions contorted in horror. <<elseif $brothel_show_bukkake gte 30>> You grip their attentions in a vice. <<elseif $brothel_show_bukkake gte 24>> They can't tear their eyes away from you. <<elseif $brothel_show_bukkake gte 18>> There's a fell hunger in their eyes. <<elseif $brothel_show_bukkake gte 12>> They watch with hungry eyes. <<elseif $brothel_show_bukkake gte 6>> They're eager to add to the fluid coating you. <<else>> Making all these <<people>> cum won't be trouble for a <<girl>> like you. <</if>> <br><br> You've drained <<print $brothel_show_bukkake>> offerings so far. <br><br> <<brothel_show_security>> <br><br> <<if $brothel_show_security gte 6>> <<if $brothel_show_crazed gte 3>> <<earnFeat "Bewitching Echoes">> Sprinklers erupt above, dousing the stage with cold water, <span class="red">but the patrons are undeterred.</span> A fell light shines in their eyes, their minds wiped of all but an unholy need to ravage you. <br><br> You make out Briar's voice over the din, but the patrons give it no heed. <br><br> <<link [[Next|Brothel Show Bukkake Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> Sprinklers erupt above, dousing the stage with cold water, and shocking the patrons back to their senses. "Thank you for your contributions," Briar's voice rings out. "The demon is sated. I hope you enjoyed the show!" <br><br> <<link [[Next|Brothel Show Bukkake End]]>><</link>> <br> <</if>> <<else>> <<brothel_bukkake_links>> <</if>><<effects>> <<set $brothel_show_security += 1>> <<if $rng gte 67>> <<if $speech_attitude is "meek">> "Pl-please give me your juices," you whimper. "I'm so thirsty!" <<elseif $speech_attitude is "bratty">> "Give up your juices right now," you state. "Or I'll take your lives!" <<else>> "I want all you have," you say. "Don't keep me waiting!" <</if>> <<elseif $rng gte 33>> <<if $speech_attitude is "meek">> "I-if you treat me right," you say, "I'll return the favour." <<elseif $speech_attitude is "bratty">> "Don't keep a hungry <<if $player.gender_appearance is "m">>incubus<<else>>succubus<</if>> waiting," you say. "Or you'll learn why we're feared." <<else>> "If you're good to me," you say, "I won't have to hurt you." <</if>> <<else>> <<if $speech_attitude is "meek">> "Please," you whimper, looking each of the masturbating patrons in the eye. "I'm desperate. I need to be fed right now!" <<elseif $speech_attitude is "bratty">> "Best hurry," you murmur, looking each of the masturbating patrons in the eye. "Or I'll take what I want, and leave you dry." <<else>> "I can't wait for your offering," you coo, looking each of the masturbating patrons in the eye. "I'm so thirsty." <</if>> <</if>> <br><br> The patrons speed up. They look almost pained. <br><br> <<link [[Next|Brothel Show Bukkake]]>><</link>> <br><<effects>> <<if $brothel_show_flirt gte 1>> <<set $brothel_show_flirt to 0>> <<set $seductiondifficulty to 4000>> <<else>> <<set $seductiondifficulty to 8000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $rng gte 67>> You kneel on the ground, running your hands over your assets while holding them captive with your eyes. They can't decide where to look. <<elseif $rng gte 33>> You run your tongue over your hand, as if savouring a messy meal, and finish by licking your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>. The <<people>> look scared, and even more aroused. <<else>> You writhe on the ground, teasing the patrons with your eyes, testing their self-control. You suspect they'd try to take you, if not for the stern member of security stood behind them. Instead, they redouble their masturbation, their hands ablur. <</if>> <<set $brothel_show_security += 1>> <br><br> <<if $seductionrating gte $seductionrequired>> <<brothel_bukkake>> <br><br> Security herds the empty patrons away, as a new crop jostle to be next. <br><br> <<endevent>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <<link [[Next|Brothel Show Bukkake]]>><</link>> <br> <<else>> The <<person1>><<person>> bends over in <<his>> effort to cum, but doesn't manage it. <br><br> <<link [[Next|Brothel Show Bukkake]]>><</link>> <br> <</if>><<effects>> <<if $brothel_show_flirt is 1>> <<set $brothel_show_flirt to 0>> <<set $seductiondifficulty to 6000>> <<else>> <<set $seductiondifficulty to 10000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<set $brothel_show_security += 2>> The strife around you has made an unholy ritual possible. <<if $rng gte 67>> The <<people>> shudder as you dominate their attentions, and draw their awarenesses into your own. For a moment they are completely at your mercy. A moment is all it takes. <br><br> <<elseif $rng gte 33>> A fell energy fills you, and overflows, flowing across the stage and into the masturbating <<people>>. They shudder in terrible ecstasy. <br><br> <<else>> You allow the demonic taint within to swell, and for a moment you're not on a stage, but in the middle of a battle fought long ago. <br><br> Phantom tendrils emerge from the past. The patrons can't see them, but they can feel them, groping and squeezing, penetrating more than flesh. <br><br> <</if>> <<if $seductionrating gte $seductionrequired>> <<set $brothel_show_crazed += 1>> <<brothel_bukkake>> <br><br> The patrons collapse around you. The next crop surge through security, kicking the last lot aside in their haste to get to you. <br><br> <<link [[Next|Brothel Show Bukkake]]>><</link>> <br> <<else>> <<brothel_bukkake>> <br><br> Security herds the empty patrons away as a new crop jostle to be next. <br><br> <<endevent>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <<link [[Next|Brothel Show Bukkake]]>><</link>> <br> <</if>><<effects>> <<endevent>> <<npc Briar>><<person1>> You leave the stage, and find Briar waiting for you. <<if $brothel_show_bukkake gte 31>> "You milked them for all they were worth," <<he>> says, unable to hide <<his>> awe. "Let's hope they've enough libido left for my other staff." <<He>> looks you up and down. "Try not to spill any on the way to the showers." <<elseif $brothel_show_bukkake gte 25>> "Very impressive," <<he>> says. "Try not to spill any on the way to the showers." <<elseif $brothel_show_bukkake gte 19>> "Good job," <<he>> says with a clap. "That's not a performance they'll soon forget." <<elseif $brothel_show_bukkake gte 13>> "Good job," <<he>> says. "Word will get out about this." <<elseif $brothel_show_bukkake gte 7>> "Nice work," <<he>> says. "I'm glad you were able to catch it all." <<elseif $brothel_show_bukkake gte 1>> "Honestly," <<he>> says. "I thought the audience would be more eager. Oh well. Here's your pay, well earned." <<else>> "I'm surprised you couldn't get a single one to cum," <<he>> says. "Not the right environment for it, I suppose. Here's a little cash for your trouble." <<He>> hands you <<printmoney 10000>><<money 10000 "brothelShow">>. <</if>> <br><br> <<if $brothel_show_bukkake gte 1>> You make <<printmoney `$brothel_show_bukkake * 5000`>><<money `$brothel_show_bukkake * 5000` "brothelShow">>. <br><br> <</if>> <<link [[Next|Brothel Dressing Room]]>><<endevent>><<brothel_bukkake_end>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Show Bukkake Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Bukkake Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The fell light fades from their eyes, giving you a chance to escape. <<tearful>> you rush from the stage. You suspect security will have an easier time keeping order with you gone. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<person1>><<person>> tumbles and falls into the crowd, giving you a chance to escape. <<tearful>> you rush from the stage. You suspect security will have an easier time keeping order with you gone. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Brothel Show Bukkake Rape End]]>><</link>> <br><<effects>> <<npc Briar>><<person1>> You find Briar waiting for you. "I must apologise," <<he>> says. "Icy water normally does the trick. You did drive them rather mad with lust, but I can't fault you for doing your job well." <<He>> laughs. "Here's the money we agreed on, plus an extra thousand for the trouble." <br><br> You make <<printmoney `($brothel_show_bukkake * 5000) + 100000`>><<money `($brothel_show_bukkake * 5000) + 100000` "brothelShow">>. <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><<brothel_bukkake_end>><</link>> <br><<effects>><<outfitChecks>> <<npc Harper 2>><<person2>> In the middle of the room is what looks like a medical chair. Upon entering, you see <<if $hospitalintro isnot 1>> a <<personsimple>>. <<if $hospitalintro is 0>> <<He>> smiles at you. "Hello, I'm Doctor Harper," <<he>> says, brushing <<his>> blond fringe away from <<his>> eyes. <<He>> looks young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. <<He>> smiles at you. "Hello, I'm Doctor Harper," <<he>> says. There's no recognition on <<his>> face. <</if>> <<set $hospitalintro to 1>> <<else>> Doctor Harper. <</if>> <<He>> wears a white medical coat and white surgical gloves. <<He>> stands to greet you. <br><br> "Nothing to be nervous about. It is a simple procedure.<<if !_fullyNaked>> Please take off your clothes.<</if>>" <br><br> <<if playerChastity() or ($player.penisExist and $parasite.penis.name)>> <<if !_fullyNaked>> You do so reluctantly but have little choice. Once you are fully naked, an angry growl comes from Briar when <<person1>><<he>> sees your <<= $worn.genitals.name>>. Doctor Harper frowns but says nothing. <br><br> <</if>> <<set $brothelVirginityState to "chastity">> "What the hell is that?" Briar approaches, glaring at the <<= $worn.genitals.name>>. "You're here to sell your virginity, <<if $worn.genitals.name is "chastity parasite" or ($player.penisExist and $parasite.penis.name)>> not show off some parasite covering it." <<else>> not lock it away." <</if>> <br><br> Before you have a chance to react, Briar attempts to force you into a seat. <br><br> <<link [[Resist|Brothel Show Virginity Fight]]>><<endevent>><<set $fightstart to 1>><<npc Briar>><<person1>><</link>> <br> <<link [[Comply|Brothel Show Virginity Chastity]]>><<set $phase to 0>><</link>> <br> <<else>> <<if !_fullyNaked>> You take a deep breath before getting undressed. Harper guides you to the chair. <<else>> Harper guides you to the chair. "Please, have a seat." <</if>> <br><br> Your heart pounds as Harper spreads your legs. "I'm going to examine you, so just relax." <<He>> smiles. "I promise I'll be gentle." <br><br> You instinctively cover your <<genitals>> but as soon as you do, Harper asks, "Could you move your hands, please? I will need full access for this." <<= $player.virginity.penile is true and $player.virginity.vaginal is true ? "You comply, a tremor of excitement running through you.<<arousal 200>><<garousal>>" : "You comply, with some trepidation.<<stress 6>><<gstress>>">> <br><br> <<link [[Next|Brothel Show Virginity Examination]]>><</link>> <br> <</if>> <<upperstrip>><<lowerstrip>><<underlowerstrip>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Brothel Show Virginity Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Virginity Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> With a final shove, you manage to throw Briar off. <<elseif $enemyhealth lte 0>> Briar moans in orgasmic bliss and loses <<his>> grip just enough for you to wiggle free. <<else>> Overcome with pain, you flail helplessly as Briar drags you to a chair and forces you to sit.<<pain 4>><<gpain>> <br><br> <<endcombat>> <<npc Briar>> <<npc Harper 2>> <<link [[Next|Brothel Show Virginity Chastity]]>><<set $phase to 1>><</link>> <<exit>> <</if>> As you run for the exit, you hear <<him>> shout, "Don't come back unless you're willing to pay!"<<npcincr Briar love -1>><<llove "Briar">> <<set $brothelshowdata.missed to true>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>><<person1>> <<if playerChastity() and $worn.genitals.name isnot "chastity parasite">> <<if $phase is 0>> /* Comply */ You are forced into a seat as Briar goes to a shelf and picks up a vicious-looking device that looks like a giant wrench. <<else>> /* Resist and Fight */ <<He>> picks up a vicious-looking device that looks like a giant wrench. <</if>> With rough hands, <<he>> works on the <<= $worn.genitals.name>>.<<pain 2>><<gpain>> <br><br> <<set $worn.genitals.integrity -= 1800>> <<effects>> <<if playerChastity()>> After several minutes, Briar gives up and throws the wrench to the floor with a loud clang. The <<= $worn.genitals.name>> is practically falling apart, but remains intact. "I've had enough of this." <<He>> grabs your hand and drags you to the stage.<<pain 8>><<npcincr Briar love -1>><<ggpain>><<llove "Briar">> <br><br> <<link [[Next|Brothel Show Virginity Stage]]>><<set $phase to 1>><</link>> <br> <<else>> With a final loud clank, the <<= $worn.genitals.name>> falls to the floor. "Now that that's taken care of, let's continue with the examination." <<He>> doesn't smile as <<he>> backs away and allows Doctor Harper to continue. <br><br> <<if $player.penisExist and $parasite.penis.name>> <<link [[Next|Brothel Show Virginity Parasite Removal]]>><</link>> <<else>> <<link [[Next|Brothel Show Virginity Examination]]>><</link>> <</if>> <br> <</if>> <<else>> <<if $phase is 0>> /* Comply */ You are forced into a seat. Briar turns to Doctor Harper. <<else>> /* Resist and Fight */ <<He>> turns to Doctor Harper. <</if>> "You have the tools to deal with this, right?" <<he>> asks. <br><br> When Harper nods in reply, Briar smiles. "Let's continue then." <<He>> backs away, motioning for the doctor to step forward. <br><br> <<link [[Next|Brothel Show Virginity Parasite Removal]]>><</link>> <br> <</if>><<effects>><<person2>> "Let's deal with the parasite first," Harper says. "This will only tingle a bit." <<He>> straps you into the chair. Once secure, <<he>> retrieves some small wired pads from the box and sticks them to the parasite. <<He>> turns back to the device in front of <<him>>. Without further warning, an electric pulse jolts through you. <br><br> <<arousal 4000 "genitals">> <<if $arousal gte $arousalmax>> <<orgasm>> You spasm against the bindings, which hold firm. Harper doesn't even blink at your response. <br><br> <</if>> The pulses increase in intensity. It's certainly not the "tingle" that was advertised. Your <<genitals 1>> <<= $player.penisExist and $player.vaginaExist ? "are" : "is">> particularly wracked by the treatment, responding even more violently than the rest of your body. <br><br> <<arousal 4000 "genitals">> <<if $arousal gte $arousalmax>> <<orgasm>> You spasm again against the bindings. Harper still doesn't acknowledge you. <br><br> <</if>> <<if $parasite.penis.name is "parasite">> Finally, the parasite clinging to your penis begins to respond. It starts losing its colour, then it disintegrates. Harper wastes no time, collecting a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time, picking it up with a gloved hand and placing it in a tiny container. <</if>> <<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <</if>> <<removeparasite penis>> <br><br> <<link [[Next|Brothel Show Virginity Examination]]>><</link>> <br><<effects>><<person2>> <<if $player.penisExist>> <<He>> systematically but gently lifts and inspects your penis<<if $player.vaginaExist>> while probing your pussy with <<his>> other hand<</if>>. <<else>> <<He>> systematically but gently probes your pussy with <<his>> fingers. <</if>> <<if setup.bodyliquid.combined("penis") gte 2 or setup.bodyliquid.combined("vagina") gte 2>> <<if setup.bodyliquid.combined("vagina") gte 2>> <<His>> hand snaps back <<= setup.bodyliquid.combined("vagina") gte 5 ? "upon copious amounts cum and other lewd fluids gush" : "when cum and other lewd fluids dribble">> out of your pussy. <<else>> <<His>> hand quickly withdraws when it makes contact with your penis<<= setup.bodyliquid.combined("penis") gte 5 ? ", drenched with" : ", covered in">> cum and other lewd fluids. <</if>> <br><br> "Sexual activity is perfectly normal, but not for virgins." Harper sounds worried<<= setup.bodyliquid.combined("penis") gte 5 or setup.bodyliquid.combined("vagina") gte 5 ? ". <<He>> has to use a moist towel to clean your <<genitals>> before resuming" : " but resumes">> the exam. <</if>> <<if $player.penisExist>> <<if $player.vaginaExist>> Unable to restrain yourself, you grow aroused at <<his>> touch. <<else>> You become visibly erect at <<his>> touch, droplets leaking from the head of your cock. <</if>> <<else>> You feel fluid leaking from your slit at <<his>> touch. <</if>> <br><br> "There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone. The examination and probing of your <<genitals>> continues longer than you believe necessary, causing another shiver of pleasure.<<arousal 1000 "genitals">><<ggarousal>> <br><br> <<if $player.virginity.penile is true and $player.virginity.vaginal is true>> Finally, Doctor Harper lifts <<his>> head. <br><br> Harper stands and turns to Briar. <span class="green">"<<pShe>> is a virgin."</span> Briar nods. <br><br> <<outfitChecks>><<silently>><<clotheson>><</silently>> <<= _fullyNaked ? "You stand" : "You get dressed">>, and a satisfied Briar leads you to the stage. <br><br> <<link [[Next|Brothel Show Virginity Stage]]>><<set $phase to 0>><</link>> <br> <<else>> Finally, Doctor Harper lifts <<his>> head with a look of concern. <br><br> You know you are not a virgin, and now Harper does too. You look into the doctor's eyes, begging <<him>> not to tell. <<He>> ignores you. Harper stands and turns to Briar. <span class="red">"<<pShe>> is not a virgin."</span> <br><br> There is a moment of silence as Briar's eyes narrow. "I told you, for your own sake, not to lie about that." Briar advances on you with a glare. "You were here to sell your virginity. Now it looks like you'll need to sell something else." <br><br> Before you have a chance to react, Briar grabs your wrist, trying to yank you from the room and out onto stage. <br><br> <<link [[Resist|Brothel Show Virginity Lost]]>><<set $phase to 0>><</link>> <br> <<link [[Comply|Brothel Show Virginity Lost]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> /* Resist */ You struggle to pull your hand away from Briar, but <<his>> grip is too strong. <<= pcAreArmsBound("both") ? "You gear up to kick <<person1>><<him>>" : "You wind up for a punch">> but are stopped by a sharp pain in your shoulder. Turning, you panic as you see Doctor Harper injecting you with a syringe. "It's for your own good," <<person2>><<he>> says. <br><br> Your body goes limp, and Briar drags you out onto the stage.<<pain 4>><<drugs 240>><<gpain>><<ggdrugged>> <<else>> /* Comply */ You stumble to keep up with Briar as <<person1>><<he>> drags you out on the stage. <</if>> <br><br> <<link [[Next|Brothel Show Virginity Stage]]>><<set $phase to 1>><<set $brothelVirginityState to "lost">><</link>> <br><<effects>> <<if $phase is 0>> /* Virginity Show Continue */ <<person1>><<He>> turns to you. "This is it. Your virginity will go to the highest bidder." A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you. <br><br> You walk out onto the stage. <br><br> "<<Ladies_gentlemen>>, have we got a treat for you." <br><br> The audience clamours with excitement, as Briar continues. "One fresh virgin for the taking, and not just any virgin, but the <span class="pink"><<underworld_nickname>></span>, and today <<pher>> cherry could be yours!" <br><br> <<outfitChecks>> <<if pcAreArmsBound("both")>> <<if $exposed gte 1>> <<set _exhibitionist to _fullyNaked ? 5 : 3>> <<if hasSexStat("exhibitionism", _exhibitionist)>> <<link [[Show off bindings|Brothel Show Virginity Start]]>><<set $phase to 3>><</link>><<= _fullyNaked ? "<<exhibitionist5>>" : "<<exhibitionist3>>">> <<else>> <<insufficientStat "exhibitionism" "to flaunt your nudity at them">> <</if>> <<else>> <<link [[Show off bindings|Brothel Show Virginity Start]]>><<set $phase to 3>><</link>> <</if>> <<else>> <<if hasSexStat("exhibitionism", 5)>> <<if _fullyNaked>> <<link [[Flaunt|Brothel Show Virginity Start]]>><<set $phase to 1>><</link>><<exhibitionist5>> <<else>> <<link [[Strip tease|Brothel Show Virginity Start]]>><<set $phase to 2>><</link>><<exhibitionist5>> <</if>> <<else>> <<insufficientStat "exhibitionism" "to flaunt your nudity at them">> <</if>> <</if>> <br> <<link [[Do nothing|Brothel Show Virginity Start]]>><<set $phase to 0>><</link>> <br> <<else>> /* Change rape show */ A single white light turns on above you and Briar, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you. <br><br> Briar calls out to the crowd. "Looks like we have a change of plans, folks. We have an improv rape show for you tonight. <<endevent>> <<generatetakevirginity 1>><<generatetakevirginity 2>><<generatetakevirginity 3>><<generatetakevirginity 4>> <<if playerChastity()>> <<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> <<set $brothelVirginityState to "chastitylost">> <</if>> Seems our star thought it'd be funny to wear a <<= $worn.genitals.name>>." <br><br> The crowd becomes hostile. A <<person1>><<person>> scowls. "We came to see <<phim>> lose <<pher>> virginity!" <br><br> Another <<person2>><<personsimple>> joins in, "I didn't pay for a chance at a virgin slut for <<phim>> to deny me the goods with a fucking <<= $worn.genitals.name>>." <br><br> "Take it off!" a <<person3>><<person>> yells. <br><br> "Rape <<phim>>!" a <<person4>><<person>> shouts. <<else>> /* Lost virginity */ Seems our star is not a virgin after all and would like to offer a formal apology with <<pher>> body. Do whatever you want with <<phim>>." <br><br> A <<person1>><<person>> protests, "I paid for the chance at a virgin, not a loose whore!" <br><br> "Lying skank!" a <<person2>><<person>> yells. <br><br> "Rape <<phim>>!" another <<person3>><<personsimple>> shouts. <br><br> "<<pShe>>'ll be sorry by the time we're done with <<phim>>," hollers a <<person4>><<person>>. <</if>> <br><br> The crowd boos and hisses and surges forward. <br><br> <<link [[Next|Brothel Show Virginity Rape]]>><<set $molestationstart to 1>><<set $virginityRapeShowPhase to 0>><</link>> <br> <</if>><<effects>><<outfitChecks>> <<set $virginitytip to 0>> <<if [1, 2, 3].includes($phase)>><<set $virginitytip += 50000>><</if>> /* Bonus for showing off your body before the show. */ <<if $phase is 0>> /* Do nothing */ Mesmerised by the cheering of the crowd, you smile awkwardly, unsure what to do next. You do not need to wait long. <br><br> <<else>> You may be a virgin, but you might as well have some fun before you lose it. You turn to the audience, heart pounding. <br><br> <<if $phase is 1>>/* Flaunt */ You rub your hands up and down your body while you strike various poses. <br><br> One hand <<= $player.breastsize is 0 ? "rubs along your chest" : "fondles your <<breasts>>">> while the other traces your contours down to your <<genitals>>. <<if ($player.penisExist and !$player.vaginaExist) or ($player.penisExist and $player.vaginaExist and $player.gender_appearance is "m")>> You stroke your penis from the base to the tip. <<else>> You gently part your pussy lips. <</if>> <br><br> You give your admirers a wink, and the cheers grow louder. <<exhibitionism5>> <<elseif $phase is 2>> /* Strip tease */ <<if $worn.over_upper.name isnot "naked">> You slowly remove your $worn.over_upper.name and toss it to the ground, eliciting a cheer from the crowd. <<overupperstrip>> <<if $worn.over_lower.name is "naked" and $worn.lower.name is "naked" and $worn.under_lower.name is "naked">> You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>><<set _cheer to true>> <<else>> <br><br> <</if>> <</if>> <<if $worn.over_lower.name isnot "naked">> You slowly remove your $worn.over_lower.name and toss it to the ground, eliciting a cheer from the crowd. <<overupperstrip>> <<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">> You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>><<set _cheer to true>> <<else>> <br><br> <</if>> <</if>> <<if $worn.upper.name isnot "naked">> You slowly remove your _top.name and toss it to the ground, eliciting a cheer from the crowd. <<upperstrip>> <br><br> <<if $worn.under_lower.name is "naked" and !_cheer>> You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>><<set _cheer to true>> <<else>> <br><br> <</if>> <</if>> <<if $worn.lower.name isnot "naked">> You then delicately step out of your $worn.lower.name. <<lowerstrip>> <<if $worn.under_lower.name is "naked" and !_cheer>> You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>> <<else>> <br><br> <</if>> <</if>> <<if $worn.under_upper.name isnot "naked">> Turning your back to your audience, you unfasten your $worn.under_upper.name before tossing it aside. You hold your hands over your <<breasts>> as you turn back to face your audience before slowly revealing yourself. The crowds redouble their cheers.<<underupperstrip>> <<if $worn.under_lower.name is "naked" and !_cheer>> You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>> <<else>> <br><br> <</if>> <</if>> <<if $worn.under_lower.name isnot "naked">> Your face grows red with excitement as you move your fingers under the hem of your $worn.under_lower.name. You pull them down just enough to prevent anyone from seeing anything before hoisting them back up again. The crowd clamours for more. In one quick motion, you pull the $worn.under_lower.name down.<<underlowerstrip>> <br><br> You give your admirers a wink as you finally reveal your <<genitals>>. The cheers grow louder. <<exhibitionism5>> <</if>> <<else>> /* Show off bindings */ <<if pcAreArmsBound("both")>> You turn your back to the audience and strain against the bindings wrapped around your wrists. You struggle in vain for several seconds, making sure they all see how tightly bound you are. <<if _fullyNaked or !_top>> You turn back to face the audience <<if $player.breastsize gte 3>>and shake your <<breasts>> more obviously <</if>>as you continue a half hearted attempt to free your hands. <</if>> <br><br> <</if>> <<if $leftleg is "bound" and $rightleg is "bound">> You attempt to lift your foot, but the bindings resist your movement. It does however demonstrate how powerless you are. <<if _fullyNaked or !_bottom>> You fake a tumble to the stage and stick your <<bottom>> out, further highlighting your helplessness. <</if>> <br><br> <</if>> <<if $worn.face.type.includes("gag")>> You try shouting, but all that can be heard is a muted mumble. <br><br> <</if>> A wave of excitement moves through the crowed at seeing you so vulnerable. <<if _fullyNaked>><<exhibitionism5>><<elseif $exposed gte 1>><<exhibitionism3>><<else>><br><br><</if>> <</if>> <</if>> <<link [[Next|Brothel Show Virginity Auction]]>><<endevent>><<set $weekly.brothelVirginityShow to 0>><</link>> <br><<effects>> <<set $weekly.brothelVirginityShow += 1>> <<switch $weekly.brothelVirginityShow>> <<case 1>> <<set _fame to fameSum('sex', 'rape', 'prostitution', 'exhibitionism', 'bestiality', 'social', 'model')>> <<set $virginitytip += 50000 + _fame * 50 + $beauty * 20 >> <<if fameSum('sex', 'rape', 'prostitution') gte 2500>> A <<brothelvirginitybidders>><<person>> rushes the stage. <<He>> is promptly tackled by a nearby bouncer. <br><br> Briar ignores the <<person>> as <<he>> is dragged from the stage. <br><br> <</if>> <<set $tip_add to 50000>><<tipset>> /* Base bid. */ "One virgin for the taking, starting at <<printmoney $tip>>." Briar looks around the eager crowd. <br><br> A <<brothelvirginitybidders>><<person>> shouts, "<<printmoney $tip>>!" while raising <<his>> hand above the crowd. <br><br> <<if _fame/7 gte 500>> A <<brothelvirginitybidders>><<person>> shouts nearby, "<<printmoney $tip>>!" <br><br> <</if>> <<if _fame/7 gte 750>> Another <<brothelvirginitybidders>><<person>> calls out, "<<printmoney $tip>>!" <br><br> <</if>> <<if _fame/7 gte 1000>> Still another <<brothelvirginitybidders>><<person>> calls out a high price of <<printmoney $tip>>. <br><br> <</if>> Briar smiles as the audience continues to bid on your virginity. "Can anyone beat <<printmoney $tip>>?" <br><br> <<link [[Seduce|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $seductionskill * 50>><<set $seductiondifficulty to 4000>><</link>><<promiscuous1>> <br> <<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>> <br> <<case 2>> <<if $phase is 0>> /* Do nothing */ You are not sure what to do. You give the audience a little wave. <<else>> /* Seduce */ <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <<set $virginitytip += 50000>> /* Success bonus */ <<if $worn.face.type.includes("gag")>> You go into a coy crouch and give the audience a glance over your shoulder. <<elseif $speech_attitude is "meek">> "I-it's my first time. P-please be gentle," you say, shifting your feet<<if !pcAreArmsBound("any")>> and holding your hands under your chin<</if>>. <<elseif $speech_attitude is "bratty">> "It's my first time. Make it worth it," you say, <<= pcAreArmsBound("both") ? "jutting out one hip" : "holding your hands on your hips">>. <<else>> "It's my first time. I'm ready," you say as you turn around for the audience. <</if>> <br><br> A <<brothelvirginitybidders 'select'>><<person>> throws <<his>> hand in the air. "<<printmoney $tip>>!" <<else>> <<if $worn.face.type.includes("gag")>> You mumble into the gag and raise your eyebrows suggestively, but no one notices. <<elseif $speech_attitude is "meek">> "It's my first time. P-please b-be gentle," you whisper, but it's too soft for anyone to hear. <<elseif $speech_attitude is "bratty">> "It's my first time. Make it worth it," you say. There's an edge to your voice that makes a few bidders take a step back. <<else>> "It's my first time. I'm ready," you say. You try to smile, but it is more of a grimace. <</if>> <</if>> <</if>> <br><br> <<brothelvirginitybidders>>"<<printmoney $tip>>!" calls out a <<person>>. <br><br> Briar points to the <<person>>. "Anyone else?" <br><br> <<if hasSexStat("promiscuity", 2)>> <<if !pcAreArmsBound("any")>> <<link [[Show off your hands|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $handskill * 50>><</link>><<promiscuous2>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 800>> <br> <</if>> <<if $settings.footFetishEnabled>> <<link [[Show off your feet|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $feetskill * 50>><</link>><<promiscuous2>><<skill_difficulty `currentSkillValue("feetskill")` "Feet Skill" 1 800>> <br> <</if>> <<else>> <<insufficientStat "promiscuity" "to flaunt your body parts at them">> <br> <</if>> <<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>> <br> <<case 3>> <<if $phase is 0>> /* Do nothing */ You look around the audience with a faint smile as they continue to bid. <<elseif $phase is 1>> /* Show off your hands */ <<if currentSkillValue("handskill") gte random(1, 800)>> <<set $virginitytip += 50000>> You smoothly run your hands down your body, showing off your curves. You make a heart with your fingers.<<handskill 5>><<ghandskill>> <br><br> A <<brothelvirginitybidders "select">><<person>> shouts out a new price. "<<printmoney $tip>>!" <<else>> You try to wave, but it is rather awkward-looking.<<handskill 5>><<ghandskill>> <</if>> <<else>> /* Show off your feet */ <<if currentSkillValue("feetskill") gte random(1, 800)>> <<set $virginitytip += 50000>> You angle your body to show off your legs and the soles of your feet.<<feetskill 5>><<gfeetskill>> <br><br> A <<brothelvirginitybidders "select">><<person>> shouts out a new price. "<<printmoney $tip>>!" <<else>> You awkwardly lift one foot to show it to the audience. No one seems impressed.<<feetskill 5>><<gfeetskill>> <</if>> <</if>> <br><br> A <<brothelvirginitybidders>><<person>> waves a wad of cash in the air. "<<printmoney $tip>>!" <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Flaunt your chest|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $chestskill * 50>><</link>><<promiscuous3>><<skill_difficulty `currentSkillValue("chestskill")` "Chest Skill" 1 800>> <<if !$worn.face.type.includes("gag")>> <br> <<link [[Show off your tongue|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $oralskill * 50>><</link>><<promiscuous3>><<skill_difficulty `currentSkillValue("oralskill")` "Oral Skill" 1 800>> <</if>> <<else>> <<insufficientStat "promiscuity" "to flaunt your body parts at them">> <</if>> <br> <<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>> <br> <<case 4>> <<if $phase is 0>> /* Do nothing */ You shift your weight from side to side as you wait for the auction to continue. <<elseif $phase is 1>> /* Flaunt your chest */ <<if currentSkillValue("chestskill") gte random(1, 800)>> <<set $virginitytip += 50000>> You puff out your chest and <<if $player.breastsize gte 3>>shake<<else>>squeeze<</if>> your <<breasts>>.<<chestskill 5>><<gchestskill>> <br><br> The <<brothelvirginitybidders "select">><<person>> increases <<his>> bid. "<<printmoney $tip>>!" <<else>> You try to puff out your chest, but it just looks awkward.<<chestskill 5>><<gchestskill>> <</if>> <<else>> /* Show off your tongue */ <<if currentSkillValue("oralskill") gte random(1, 800)>> <<set $virginitytip += 50000>> You flick your tongue suggestively before licking your lips.<<oralskill 5>><<goralskill>> <br><br> The <<brothelvirginitybidders "select">><<person>> increases <<his>> bid. "<<printmoney $tip>>!" <<else>> You try showing off your tongue, but accidentally end up drooling.<<oralskill 5>><<goralskill>> <</if>> <</if>> <br><br> The <<brothelvirginitybidders>><<person>> shoves their way to the front of the crowd for a better look. "<<printmoney $tip>>!" <<he>> shouts. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Offer your ass|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $bottomskill * 50>><</link>><<promiscuous4>><<skill_difficulty `currentSkillValue("bottomskill")` "Bottom Skill" 1 800>> <br> <<link [[Pat your thighs|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $thighskill * 50>><</link>><<promiscuous4>><<skill_difficulty `currentSkillValue("thighskill")` "Thigh Skill" 1 800>> <<else>> <<insufficientStat "promiscuity" "to flaunt your body parts at them">> <</if>> <br> <<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>> <br> <<case 5>> <<if $phase is 0>> /* Do nothing */ Unsure of what to do, you spin around for the audience. <<elseif $phase is 1>> /* Offer your ass */ <<if currentSkillValue("bottomskill") gte random(1, 800)>> <<set $virginitytip += 50000>> You turn around, stick out your <<bottom>>, and give it a slap.<<bottomskill 5>><<gbottomskill>> <br><br> Briar smiles as the <<brothelvirginitybidders "select">><<person>> calls out a new price. "<<printmoney $tip>>" <<else>> You turn around and give your <<bottom>> a slap, but only end up hurting yourself.<<bottomskill 5>><<gbottomskill>><<pain 2>><<gpain>> <</if>> <<else>> /* Pat your thighs */ <<if currentSkillValue("thighskill") gte random(1, 800)>> <<set $virginitytip += 50000>> You spread your legs, pat your thighs, and stroke your hands along the inside of your leg.<<thighskill 5>><<gthighskill>> <br><br> Briar smiles as the <<brothelvirginitybidders "select">><<person>> calls out a new price. "<<printmoney $tip>>" <<else>> You slap the inside of your thigh much harder than intended.<<thighskill 5>><<gthighskill>><<pain 2>><<gpain>> <</if>> <</if>> <br><br> A <<brothelvirginitybidders>><<person>> shouts above the cheers. "<<printmoney $tip>>!" <br><br> <<link [[Belly dance|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $danceskill * 50>><</link>><<dancedifficulty 1 800>> <br> <<if $leftleg isnot "bound" and $rightleg isnot "bound">> <<link [[Stretch|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $athletics * 50>><</link>><<athleticsdifficulty 1 800>> <br> <</if>> <<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>> <br> <<case 6>> <<if $phase is 0>> /* Do nothing */ Your fidget with your hands as the bidding continues. <<elseif $phase is 1>> /* Belly dance */ <<if currentSkillValue("danceskill") gte random(1, 800)>> <<set $virginitytip += 50000>> You sway your hips in time to an imaginary beat. You give a skilful roll of your belly.<<danceskill 5>><<gdanceskill>> <br><br> The <<brothelvirginitybidders "select">><<person>> whistles appreciatively. "<<printmoney $tip>>!" <<else>> You stiffly shuffle your feet in a graceless dance.<<danceskill 5>><<gdanceskill>> <</if>> <<else>> /* Stretch */ <<if currentSkillValue("athletics") gte random(1, 800)>> <<set $virginitytip += 50000>> You spread your legs apart and stretch to the ground, jutting your <<bottom>> high in the air.<<athletics 5>><<gathletics>> <br><br> The <<brothelvirginitybidders "select">><<person>> whistles appreciatively. "<<printmoney $tip>>!" <<else>> You try to lift your foot over your head, but you stumble.<<athletics 5>><<gathletics>> <</if>> <</if>> <br><br> <<brothelvirginitybidders>>"<<printmoney $tip>>," a <<person>> calls out from among the enamoured crowd. <br><br> <<if hasSexStat("promiscuity", 5)>> <<if $player.penisExist>> <<link [[Show off your penis|Brothel Show Virginity Auction]]>><<set $phase to 1>><<set $virginitytip += $penileskill * 50>><</link>><<promiscuous5>><<skill_difficulty `currentSkillValue("penileskill")` "Penile Skill" 1 800>> <br> <</if>> <<if $player.vaginaExist>> <<link [[Show off your pussy|Brothel Show Virginity Auction]]>><<set $phase to 2>><<set $virginitytip += $vaginalskill * 50>><</link>><<promiscuous5>><<skill_difficulty `currentSkillValue("vaginalskill")` "Vaginal Skill" 1 800>> <br> <</if>> <<else>> <<insufficientStat "promiscuity" "to flaunt your body parts at them">> <br> <</if>> <<link [[Do nothing|Brothel Show Virginity Auction]]>><<set $phase to 0>><</link>> <br> <<case 7>> <<outfitChecks>> <<if $phase is 0>> /* Do nothing */ You give the audience a nervous smile as you wait for the auction to end. <<elseif $phase is 1>> /* Show off your penis */ <<if currentSkillValue("penileskill") gte random(1, 800)>> <<set $virginitytip += 50000>> <<if _bottomless>> <<if pcAreArmsBound("both")>> You lie on your back and thrust your hips high into the air, pointing your <<penis>> straight up. <<else>> You stroke your <<penis>> leisurely, causing precum to bead at the tip. <</if>> <<else>> <<if pcAreArmsBound("both")>> Although tied behind your back, you manage to work your hand into your _bottom.name. With some finesse, you pull them aside enough for your <<penis>> to spring free. <<else>> You pull your _bottom.name aside, revealing your <<penis>>. <</if>> <</if>> <<penileskill 5>><<gpenileskill>> <br><br> A bouncer has to keep the <<brothelvirginitybidders "select">><<person>> from climbing on the stage as <<he>> makes <<his>> bid. "<<printmoney $tip>>!" <<else>> <<if _bottomless>> You wiggle your hips back and forth, causing your <<penis>> to slap your thighs. The effect is more silly than seductive. <<else>> <<if pcAreArmsBound("both")>> Try as you might, you cannot free your <<penis>> with your hands bound behind your back. <<else>> You attempt to pull your _bottom.name aside with one hand, but you fumble in your haste. The effect isn't as dramatic as you hoped. <</if>> <</if>> <<penileskill 5>><<gpenileskill>> <</if>> <<else>> /* Show off your pussy */ <<if currentSkillValue("vaginalskill") gte random(1, 800)>> <<set $virginitytip += 50000>> <<if _bottomExposed>> <<if $leftleg is "bound" and $rightleg is "bound">> You kneel and part your knees. <<else>> You sit down and spread your legs wide. <</if>> <<else>> You pull your _bottom.name aside, revealing your <<pussy>>. <</if>> You run a finger between your labia, showing off a glistening pearl of lewd fluid.<<vaginalskill 5>><<gvaginalskill>> <br><br> A bouncer has to keep the <<brothelvirginitybidders "select">><<person>> from climbing on the stage as <<he>> makes <<his>> bid. "<<printmoney $tip>>!" <<else>> <<if $leftleg is "bound" and $rightleg is "bound">> You sit down and try spreading your legs, but your bindings make it difficult. Your clumsy act fails to impress anyone. <<else>> You go to sit down but end up slipping. Your legs spread as you do so, but it was not how you had envisioned showing off. <</if>> <<vaginalskill 5>><<gvaginalskill>> <</if>> <</if>> <br><br> <<set $tip_add to $virginitytip>><<tipset>> "I'll take <<phim>> for <<brothelvirginitybidders "select">><<printmoney $tip>>!" calls out a <<person>>. <<saveNPC $lastBidder "highestBidder">><<set _highestBidder to $lastBidder>> <br><br> Briar looks around the audience, waiting for anyone to make a better offer. "Going once." <br><br> A <<brothelvirginitybidders "select">><<person>> thumbs through <<his>> wad of cash in contemplation. <br><br> "Going twice." <br><br> A <<brothelvirginitybidders "select">><<person>> scratches the back of <<his>> neck, trying to make up <<his>> mind. <br><br> <<endevent>><<loadNPC 0 "highestBidder">><<person1>> "Sold!" Briar calls out to the <<person>>. <br><br> The audience roars with approval as the <<person>> rushes the stage. <<He>> hardly glances back as <<he>> throws the wad of cash to Briar. <br><br> <<link [[Next|Brothel Show Virginity Sex]]>><<set $sexstart to 1>><<unset $numberBidder>><<unset $lastBidder>><<unset $tip_add>><<unset $virginitytip>><</link>> <br> <</switch>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npctakevirginity>> <<set $NPCList[0].pregnancyAvoidance to 0>> <<set $encounterDialogue to "brothelVirginityShow">> <</if>> <<if $mouthaction is "ask" and (["condoms", "finish", "novaginal", "nopenile"].includes($askAction))>> <<set $consensual to 0>><<controlloss>><<violence 1>><<molested>> <<set $enemytrust -= 200>> <<set $enemyanger += 200>> <br><br> <<if $askAction is "condoms">> <<set $phase2 to "condoms">> <<else>> <<set $phase2 to "stop">> <</if>> <</if>> <<effects>> <<effectsman>> <<if $phase2 is "stop">> "I didn't just pay a fortune to take your cherry and not get it." <<set $phase2 to 0>> <<elseif $phase2 is "condoms">> "I didn't pay to fuck a virgin with a rubber, you stupid slut." <<set $phase2 to 0>> <</if>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Show Virginity Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Virginity Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $player.virginity.penile is true and $player.virginity.vaginal is true>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You sigh in relief as the <<person>> cums. <<= $player.vaginaExist ? "You managed to keep the <<person>> out of your pussy" : "You managed to keep your <<penis>> out of the <<person>>">>. <<He>> is not as pleased, but is too tired to continue. <<He>> leaves the stage, shaking <<his>> head in defeat. "I was so close..." <<else>> You back away quickly and sigh in relief as the <<person>> recoils in pain. <<= $player.vaginaExist ? "You managed to keep the <<person>> out of your pussy" : "You managed to keep your <<penis>> out of the <<person>>">>. <<He>> is not as pleased, but is too battered to continue. <<He>> leaves the stage, shaking <<his>> head in defeat. "The fuck is your problem?" <</if>> <br><br> The audience murmurs for a moment. You hear someone say, "But <<pshes>> still a virgin." <br><br> Before the crowd can turn hostile, you hear Briar's voice. "It was a splendid show, but I guess you'll have to wait until next time." The audience seems satisfied, but Briar gives you a cold stare.<<stress 6>><<gstress>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <</if>> The <<person1>><<person>> kisses you softly on the cheek. "Wow, I can't believe I was the one to take your virginity. Thank you." <</if>> <br><br> <<endcombat>> <<link [[Cover yourself|Brothel Show Virginity Leave]]>><<set $phase to 0>><</link>> <br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Show off|Brothel Show Virginity Leave]]>><<set $phase to 1>><</link>> <<exhibitionist5>> <br> <<else>> <<insufficientStat "exhibitionism" "to flaunt your nudity at them">> <br> <</if>><<effects>> <<loadNPC 0 "highestBidder">><<clearNPC "highestBidder">><<person1>> <<if $phase is 0>> /* Cover yourself */ <<if $player.virginity.penile is true and $player.virginity.vaginal is true>> As the audience's cameras continue to flash, you cover your face and your <<genitals>>. It does little to hide what's happened. <br><br> Still trying to conceal yourself, you make a break for it. You can hear the cheers of the crowd as you flee.<<stress 6>><<gstress>><<trauma 6>><<gtrauma>> <<else>> The crowd cheers as the <<person>> pulls <<if $player.virginity.vaginal isnot true>> out of your no longer virgin <<pussy>>. <<else>> your no longer virgin <<penis>> out of <<his>> <<= $NPCList[0].penis isnot "none" ? "anus" : "pussy">>. <</if>> You move a hand to your face, blushing while concealing your <<if setup.bodyliquid.combined("vagina") gte 1 or setup.bodyliquid.combined("penis") gte 1>>dripping <</if>><<genitals>> with the other. It does little to hide what has happened<<if $player.bodyliquid.vagina.semen gte 1 and $player.virginity.vaginal isnot true>>, and cum drips out of your <<pussy>><<elseif $player.bodyliquid.penis.semen gte 1>>, and cum drips from your <<penis>><</if>>. <br><br> Still trying to conceal yourself, you make a break for it. You can hear the cheers of the crowd as you flee.<<stress 6>><<gstress>><<trauma 6>><<gtrauma>> <</if>> <br><br> <<else>> /* Show off */ <<if $player.virginity.penile is true and $player.virginity.vaginal is true>> Some of the people in the crowd pull out their cellphones to snap pictures of your victory. You smile for the camera and pose, letting the crowd enjoy the view of your unblemished <<genitals>>. <br><br> Finally, you bow once more and walk off the stage. You can still hear the crowd cheering as you vacate.<<exhibitionism5>> <<else>> The crowd cheers as the <<person>> pulls <<if $player.virginity.vaginal isnot true>> out of your no longer virgin <<pussy>>. <<else>> your no longer virgin <<penis>> out of <<his>> <<= $NPCList[0].penis isnot "none" ? "anus" : "pussy">>. <</if>> <br><br> Some of the people in the crowd pull out their cellphones to snap pictures. You pose and <<if $player.virginity.vaginal isnot true>> spread your pussy lips, allowing <<if $player.bodyliquid.vagina.semen gte 1>>more cum to seep out.<<else>>a better view of your deflowered vagina.<</if>> <<else>> fondle your <<penis>><<if $player.bodyliquid.penis.semen gte 1>>, rubbing the cum up and down your shaft.<<else>>, allowing a better view of your deflowered penis.<</if>> <</if>> <br><br> Finally, you bow once more and catwalk off the stage, giving the crowd one last show with your swaying hips. You can still hear them cheering as you vacate.<<exhibitionism5>> <</if>> <</if>> <<link [[Next|Brothel Show Virginity End]]>><<clotheson>><<endevent>><</link>> <br><<effects>> <<npc Briar>><<person1>> Leaning against a wall, you catch your breath. You hear footsteps and look up to see Briar approaching. <br><br> <<if $player.virginity.penile is true and $player.virginity.vaginal is true>> <<set $brothelVirginityState to "virginity">> Briar gives you an inscrutable expression and studies you for a moment. <br><br> <<He>> gestures you to <<his>> office. Once inside, you patiently wait for Briar to speak. "What the hell was that? I had to give a refund because of you." <br><br> <<if $speech_attitude is "meek">> You tremble briefly under Briar's gaze, keeping your head down. <<elseif $speech_attitude is "bratty">> You hold Briar's gaze and wait for <<him>> to continue. <<else>> You hold Briar's gaze for a moment before looking away awkwardly. <</if>> <br><br> Finally, Briar speaks. "The show was not a total flop though. There were certainly a lot of happy accidents among the crowd." <br><br> <<He>> hands you <<= C.npc.Briar.love gte 40 ? "<<printmoney 100000>><<money 100000 'brothelShow'>>" : "<<printmoney 50000>><<money 50000 'brothelShow'>>">>. "Would have been more if you had given your cherry as promised. I expect better next time." <<else>> Briar gives you an appreciative smile. <br><br> <<He>> gestures you to <<his>> office. Once inside, you patiently wait for Briar to speak. "That was a very good show. Your fans loved it." <br><br> <<He>> seems satisfied and hands you <<printmoney $tip>><<money $tip "brothelShow">><<set $tip to 0>>. "You did well. I almost wish I had..." <<He>> trails off before waving you out. <</if>> <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if playerChastity()>> <<set $enemytrust -= 100>> <<set $enemyanger += 250>> <</if>> <<npctakevirginity>> <<set $encounterDialogue to "brothelVirginityRapeShow">> <</if>> <<if $vaginastate is "penetrated" or $penisstate is "penetrated" or $penisstate is "otheranus">> <<set $phase2 to "finish">> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Brothel Show Virginity Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Brothel Show Virginity Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $phase2 is "finish">> <<if $brothelVirginityState is "chastity">> The <<person1>><<person>> smirks. "One less virgin in the world, and one more slut. You might have even enjoyed your first time if you hadn't tried to deny me with that stupid <<= $worn.genitals.name>>." <br><br> The crowd jeers, pleased to see you get what you deserved. They snap more pictures of your defiled <<genitals>> before dispersing, satisfied with the show. <<elseif $brothelVirginityState is "chastitylost">> The <<person1>><<person>> scowls. "Stupid whore wasn't even a virgin. Tried to hide it behind a <<= $worn.genitals.name>>." The <<person>> punches you in the ribs before spitting in your face as <<he>> stands.<<pain 8>><<ggpain>> <br><br> The crowd jeers, pleased to see you get what you deserved. They snap more pictures of your defiled <<genitals>>. A <<person2>><<person>> gives you a final kick before leaving with the rest.<<pain 8>><<ggpain>> <<else>> The <<person1>><<person>> scowls. "Stupid whore," <<he>> says, spitting in your face as <<he>> stands up. <br><br> The crowd jeers, pleased to see you get what you deserved. They snap more pictures of your defiled <<genitals>>. A <<person2>><<person>> gives you a final kick in the ribs before leaving with the rest, satisfied with the show.<<pain 8>><<ggpain>> <</if>> <br><br> With the crowd finally placated, you crawl from the stage, leaving behind a sticky trail. You are too shaken to even notice Briar's satisfied nod as <<he>> turns and leaves. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Brothel Show Virginity Rape End]]>><</link>> <br> <<else>> <<switch $virginityRapeShowPhase>> <<case 0>> The mob drops you centre stage, humiliated and abused. More surge forward, taking their place. Despair sets in as you realise that this is just the beginning. <<case 1>> As the last of them wipes their cum on you, a new mob joins the stage. Dreading what is to come, you try and prepare for more abuse. <<case 2>> You try to maintain your sanity as more walk on stage ready to break you. <<case 3>> For a brief moment when they finish, you fantasise that they were the last, but a new group soon surrounds you. <<case 4>> You have long since lost count of how many people have violated you and how long you have been on stage. <<case 5>> The angry mob's laughs and jeers die down as they lose interest in the filthy whore on stage. It takes you several minutes to sit up and look around, astounded that no one is trying to rape you. You crawl off stage, leaving behind a sticky trail. <</switch>> <br><br> <<if $virginityRapeShowPhase is 5>> <<clotheson>> <<endcombat>> <<link [[Next|Brothel Show Virginity Rape End]]>><</link>> <br> <<else>> <<endcombat>> <<set _fame to fameSum('sex', 'rape', 'prostitution', 'exhibitionism', 'bestiality', 'social', 'model')/140>> <<generatetakevirginity 1>><<generatetakevirginity 2>><<generatetakevirginity 3>> <<if _fame gte random(20, 100)>><<generatetakevirginity 4>><</if>> <<if _fame gte random(40, 100)>><<generatetakevirginity 5>><</if>> <<if _fame gte random(60, 100)>><<generatetakevirginity 6>><</if>> <<link [[Next|Brothel Show Virginity Rape]]>><<set $molestationstart to 1>><<set $virginityRapeShowPhase += 1>><</link>> <br> <</if>> <</if>><<effects>> <<npc Briar>><<person1>> "You're a very stupid whore to <<if playerChastity()>> come here wearing that thing," <<elseif $brothelVirginityState is "chastitylost">> come here wearing that thing, and lying about your virginity to boot. You could have made some good money," <<elseif $brothelVirginityState is "chastity" and $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> come here wearing that thing. You could have made some good money for your virginity," <<elseif $brothelVirginityState is "lost">> lie about your virginity. Too bad it's gone," <<else>> come here wearing that thing. Good thing it's gone," <</if>> Briar says, looking down at you. <<if !playerChastity() and $brothelVirginityState is "chastity" and ($player.virginity.penile isnot true or $player.virginity.vaginal isnot true)>> "And now it's gone, just like that." <<He>> snaps <<his>> fingers. <</if>> "I'm not paying you. What the hell were you expecting to get, <<if $brothelVirginityState is "lost">> lying about being a virgin?" <<elseif !playerChastity() and $brothelVirginityState is "chastitylost">> lying about being a virgin, and locking yourself up to boot?" <<else>> agreeing to sell your virginity but locking it away?" <</if>> Briar departs without another word, leaving you on the floor.<<npcincr Briar love -1>><<llove "Briar">> <br><br> <<tearful>> you manage to stand and stumble to the dressing room. <<if playerChastity()>> Despite it all, you kept your chastity belt. You are not sure that is a good thing. <<elseif $brothelVirginityState is "chastity" and ($player.virginity.penile is true and $player.virginity.vaginal is true)>> Despite it all, you managed to hold onto your virginity. You are not sure that is a good thing. <<elseif $brothelVirginityState is "chastity">> You wipe away tears, lamenting what you have forever lost. <</if>> <br><br> <<link [[Next|Brothel Dressing Room]]>><<endevent>><</link>> <br><<widget "brothelshowintro">> <<set $showExplanations to $showExplanations || []>> <<if $passage is "Briar's Office Show Ask">> "Need a refresher?" Briar sets down <<his>> wine glass. "We have several options." <<He>> holds up one finger. <<elseif $showExplanations.length lte 0>> <<He>> rises to <<his>> feet and walks behind <<his>> desk. "We have several options." <<He>> ticks them off on <<his>> fingers. <<else>> <<He>> swirls the wine in <<his>> glass. "You know the drill. The usual options apply." <</if>> <br><br> <<if $passage is "Briar's Office Show Ask" or !$showExplanations.includes("Default")>> <<set _askShow to 1>> /*so "Ask for more information about each show" doesn't show up immediately after the shows are introduced for the first time*/ <<if !$showExplanations.includes("Default")>><<run $showExplanations.push("Default")>><</if>> "The first is a simple performance. You flirt with the audience a bit, then invite an audience member, actually an actor, up on stage to fuck you. I'll pay you <<printmoney 60000 "green">>." <br><br> <<print $passage isnot "Briar's Office Show Ask" ? '<<He>> sits down.' : '<<He>> puts up another finger as <<he>> ticks off the options.'>> "You could also play an uptight school <<girl>> lost in a bad part of town. Gangbang ensues. <<printmoney 100000 "green">> for that one. <span class="blue">You'll need a school <<girl>> outfit,</span> of course. But I suspect you already have one." <<He>> smirks. "Too close to home?" <br><br> <<else>> <<set _askShow to 0>> <</if>> <<if $settings.bestialityEnabled and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Pig"))>> <<if !$showExplanations.includes("Pig")>><<run $showExplanations.push("Pig")>><</if>> "Or," <<he>> continues, "we could get a pig in from one of the local farms. Then you do nasty things with it for the audience's amusement. I don't know how many would be into it, but it would get tongues flapping, which is what we want. You'll get <<printmoney 150000 "green">> for that." <br><br> <<elseif $settings.monsterChance gte 1 and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Pig")) and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)>> <<if !$showExplanations.includes("Pig")>><<run $showExplanations.push("Pig")>><</if>> "Or," <<he>> continues, "we could get a pig person in from one of the local farms. Then you do nasty things with it for the audience's amusement. I don't know how many would be into it, but it would get tongues flapping. Which is what we want. You'll get <<printmoney 150000 "green">> for that." <br><br> <</if>> <<if $settings.swarmsEnabled and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Swarm"))>> <<if !$showExplanations.includes("Swarm")>><<run $showExplanations.push("Swarm")>><</if>> <<He>> pauses. "And I recently saw a video of a <<girl>> like you," <<he>> says. "Submerged in a terrarium of small creatures. Worms, I think they were. I'd like to see it in person. You'll get <<printmoney 150000 "green">> for that as well." <br><br> <</if>> <<if $brothel_machine_repair gte 4 and ($passage is "Briar's Office Show Ask" or !$showExplanations.includes("Machine"))>> <<if !$showExplanations.includes("Machine")>><<run $showExplanations.push("Machine")>><</if>> <<if ($player.vaginaExist or $settings.analEnabled)>> "There's the repaired sex machine as well," <<he>> adds, almost as an afterthought. "It'll have to be a private show. No loose tongues allowed. The audience will appreciate the novelty, but <span class="lewd">they'll want to see penetration.</span> <<printmoney 150000 "green">> if you go through with it." <br><br> <<if $settings.tentaclesEnabled>> <<He>> taps <<his>> chin. "I think it has a tentacle mode, if that suits you better. Same pay, and you'll still need penetration." <br><br> <</if>> <<elseif $settings.tentaclesEnabled>> "There's the repaired sex machine as well," <<he>> adds, almost as an afterthought. "It has a tentacle mode. It'll have to be a private show. No loose tongues allowed. The audience will appreciate the novelty, but <span class="lewd">they'll want to see penetration.</span> <<printmoney 150000 "green">> if you go through with it." <br><br> <</if>> <</if>> <</widget>> <<widget "brothelshowoptions">> <<if $brothelVirginityIntro is true and $brothelVirginityState isnot "lie" and ($player.virginity.penile is true and $player.virginity.vaginal is true) and !unableTakeVirginity()>> <<if $brothelVirginityState is "refuse">> "Assuming you haven't lost your virginity, that special offer is still on the table." <<He>> glances over at you. "Of course, you'll have to pass a virginity test first. Specifics would depend on how much people are willing to pay, but you'll certainly get a lot." <br><br> <<elseif $brothelVirginityState is "virginity">> "Fans have been asking for another shot at your cherry, seeing as how you didn't let anyone have it last time," <<he>> says. "It did bring in a good crowd though. Not sure how much you'll get this time, but you will have to let someone take your virginity." <br><br> <<elseif $brothelVirginityState is "chastity">> "People weren't happy with you last time, nor was I," <<he>> says, glancing over at you. "However, since you're still a virgin, people would still be willing to take your cherry. You'll still get plenty, assuming you don't do something stupid, like show up in another of those damn contraptions." <br><br> <</if>> <<unset $brothelVirginityState>> Special show: <br> <<if hasSexStat("promiscuity", 2)>> <<templeicon "virginity">><<link [[Sell your virginity|Briar's Office Virginity Show]]>><<acceptbrothelshow "virginity">><<set $phase to 0>><</link>><<promiscuous2>> <br> <<else>> <<insufficientStat "promiscuity" "to sell your virginity">> <br> <</if>> <br> <</if>> Standard shows: <br> <<if !hasSexStat("promiscuity", 4) and !hasSexStat("deviancy", 5)>> <<brothelicon>><<insufficientStat "custom" "to take up any of the offers" "blue" "promiscuous or deviant">> <br><br> <<else>> <<if hasSexStat("promiscuity", 4)>> <<brothelicon>><<link [[Flirt and fuck|Briar's Office Show 2]]>><<acceptbrothelshow "flirt">><</link>> | <span class="green">+</span><<printmoney 60000 "green">><<promiscuous4>> <!-- Appears even with blind stats enabled. All are intentional --> <br> <<else>> <<brothelicon>><<insufficientStat "promiscuity" "to take up the flirt and fuck show">> <br> <</if>> <<if hasSexStat("promiscuity", 5)>> <<schoolicon>><<link [[Roleplay gangbang|Briar's Office Show 2]]>><<acceptbrothelshow "gangbang">><</link>> | <span class="green">+</span><<printmoney 100000 "green">><<promiscuous5>> <br> <<else>> <<schoolicon>><<insufficientStat "promiscuity" "to take up the gangbang show">> <br> <</if>> <<if hasSexStat("deviancy", 5) and ($settings.bestialityEnabled or ($settings.monsterChance gte 1 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly)))>> <<animalicon "pig">><<link [[Pig|Briar's Office Show 2]]>><<acceptbrothelshow "pig">><</link>> | <span class="green">+</span><<printmoney 150000 "green">><<deviant5>> <br> <<else>> <<animalicon "pig">><<insufficientStat "deviancy" "to take up the pig show">> <br> <</if>> <<if $settings.swarmsEnabled>> <<if hasSexStat("deviancy", 5)>> <<petshopicon "tanks">><<link [[Creatures|Briar's Office Show 2]]>><<acceptbrothelshow "swarm">><</link>> | <span class="green">+</span><<printmoney 150000 "green">><<deviant5>> <br> <<else>> <<petshopicon "tanks">><<insufficientStat "deviancy" "to take up the swarm show">> <br> <</if>> <</if>> <br> <</if>> <<if $brothel_machine_repair is 1>> The sex machine is <span class="red">broken.</span> <br><br> <<elseif $brothel_machine_repair is 2>> The sex machine is <span class="lewd">out of fuel.</span> <br><br> <<elseif $brothel_machine_repair gte 4 and hasSexStat("promiscuity", 5) and ($settings.tentaclesEnabled or ($player.vaginaExist or $settings.analEnabled))>> Sex machine shows: <br> <<if ($player.vaginaExist or $settings.analEnabled)>> <<sextoysicon>><<link [[Sex machine|Briar's Office Show 2]]>><<acceptbrothelshow "machine">><</link>> | <span class="green">+</span><<printmoney 150000 "green">><<promiscuous5>> <br> <</if>> <<if $settings.tentaclesEnabled>> <<sextoysicon>><<link [[Sex machine, tentacle mode|Briar's Office Show 2]]>><<acceptbrothelshow "tentacles">><</link>> | <span class="green">+</span><<printmoney 150000 "green">><<promiscuous5>> <br> <</if>> <br> <</if>> <<if $demon gte 6 or (hasSexStat("deviancy", 5) and $farm_stage gte 7 and $farm.steed and ($settings.bestialityEnabled or $per_npc.saddled_steed.monster is "monster"))>> Suggest a show: <br> <<if hasSexStat("deviancy", 5) and $farm_stage gte 7 and $farm.steed and ($settings.bestialityEnabled or $per_npc.saddled_steed.monster is "monster")>> <<animalicon "horse">><<link [[Horse|Briar's Office Show 2]]>><<acceptbrothelshow "horse">><</link>> | <span class="green">+</span><<printmoney 200000 "green">><<deviant5>> <br> <</if>> <<if $demon gte 6>> <<sextoysicon "dildo">><<link [[Bukkake game|Briar's Office Show 2]]>><<acceptbrothelshow "bukkake">><</link>> | <span class="green">+<<printmoney 5000 "green">> per audience orgasm</span><<demon>> <br> <</if>> <br> <</if>> <</widget>> <<widget "startbrothelshow">> <<set _show to _args[0]>> <<if not $brothelshowdata.counts[_show]>> <<set $brothelshowdata.counts[_show] to 0>> <</if>> <<run $brothelshowdata.counts[_show]++>> <<run $brothelshowdata.counts.done++>> <<set $brothelshowdata.type to "none">> <<set $brothelshowdata.done to true>> <</widget>> <<widget "acceptbrothelshow">> <<set _show to _args[0]>> <<set $brothelshowdata.type to _show>> <<run $brothelshowdata.counts.agreed++>> <<if Time.weekDay is 6>> <<set $brothelshowdata.done to true>> <</if>> <</widget>> <<widget "abortbrothelshow">> <<set $brothelshowdata.type to "none">> <<run $brothelshowdata.counts.agreed-->> <<if Time.weekDay is 6>> <<set $brothelshowdata.done to false>> <</if>> <</widget>> <<widget "brothel_bukkake_init">> <<set $brothel_show_bukkake to 0>> <<set $brothel_show_security to 0>> <<set $brothel_show_flirt to 0>> <<set $brothel_show_crazed to 0>> <</widget>> <<widget "brothel_bukkake_end">> <<unset $brothel_show_bukkake>> <<unset $brothel_show_security>> <<unset $brothel_show_flirt>> <<unset $brothel_show_crazed>> <</widget>> <<widget "brothel_bukkake_links">> <<if $brothel_show_flirt isnot 1>> <<link [[Flirt|Brothel Show Bukkake Flirt]]>><<set $brothel_show_flirt to 1>><</link>> <br> <</if>> <<link [[Gentle seduction|Brothel Show Bukkake Gentle]]>><</link>> <br> <<link [[Aggressive seduction|Brothel Show Bukkake Aggressive]]>><</link>> <br> <<link [[End the show|Brothel Show Bukkake End]]>><</link>> <br> <</widget>> <<widget "brothel_show_security">> <<switch $brothel_show_security>> <<case 0>> <span class="green">Security have everything under control.</span> <<case 1>> <span class="teal">Security throw out a miscreant.</span> <<case 2>> <span class="lblue">Security punch someone out.</span> <<case 3>> <span class="blue">Security are struggling to keep order.</span> <<case 4>> <span class="purple">Security are pressed against the stage, barely keeping the audience at bay.</span> <<case 5>> <span class="pink">Security are being overrun.</span> <<default>> <span class="red">Security have lost control! The audience surges onto the stage.</span> <</switch>> <</widget>> <<widget "brothel_bukkake">> <<for _i to 0; _i lt $NPCList.length; _i++>> <<switch _i>> <<case 0>> <<person1>> <<case 1>> <<person2>> <<case 2>> <<person3>> <<case 3>> <<person4>> <<case 4>> <<person5>> <<case 5>> <<person6>> <</switch>> <<if $NPCList[_i].penis isnot "none" and !$NPCList[_i].penisdesc.includes("strap-on")>> The <<persons>> <<print $NPCList[_i].penisdesc>> erupts. <<random_semen>> <<else>> Fluid gushes from the <<persons>> pussy. <<random_goo>> <</if>> <<set $brothel_show_bukkake += 1>> <</for>> <</widget>> <<widget "timeTrackingEndBrothel">> <<timeTrackingEnd "brothel">><<timeTrackingEnd "brothelDanceTips">><<timeTrackingEnd "brothelShow">> <</widget>> <<widget "brothelvirginitybidders">> <<if $numberBidder isnot undefined and $virginitytip gt $tip_add>> <<set $tip_add += ($virginitytip - $tip) * 0.5>><<tipset>> <</if>> <<if $numberBidder is undefined>> <<set $numberBidder to 1>> <</if>> <<if $numberBidder lte 6 and ($numberBidder lte 2 or _args[0] is undefined)>> <<generatetakevirginity $numberBidder>><<personselect $numberBidder-1>><<set $lastBidder to $numberBidder-1>><<set $numberBidder += 1>> <<else>> <<set _bidder to $numberBidder-2>> /* $numberBidder is 2~7, $lastBidder requires 0~5, so -2 */ <<set _r to random(0, _bidder)>> <<if _r is $lastBidder>> <<set _r to _r % _bidder + 1>> <</if>> <<if _r is _highestBidder>> <<set _r to _r % _bidder + 1>> <</if>> <<set $lastBidder to _r>> <<personselect $lastBidder>> <</if>> <</widget>><<effects>> <<set $busChikanPhase to 0>> <<set $busChikanOrgasm to 0>> <<set $passengerAttention to 0>> <<set $assaultEnergy to random(25,50)>> <<generate2>><<generateyv3>><<generate4>> The crude touch of a stranger rapidly sends your senses into high alert. <br><br> As you scan your surroundings, you quickly notice: <br><br> A <<person2>><<person>> standing close to you. <<He>> seems distracted minding <<his>> own business. <br> A <<person3>><<person>> staring out the window with a blank expression. Looks mildly bothered by something. <br> And a <<person4>><<person>> grinning smugly as <<he>> chats casually with the <<person1>><<person>> sitting beside you. <br><br> They all seem to be crowding around you. <span class="purple">Something's not right...</span> <br><br> <<link [[Next|Bus Chikan Progress]]>><</link>><<effects>> <<if random(1, 4) lt 4>> The <<person1>><<person>> shifts closer to you. <br><br> <<if $NPCList[0].skills.security gte 600>> "This should be a fun trip," <<he>> whispers as <<he>> glances at you with a lustful gaze. <<elseif $NPCList[0].skills.security lte 300>> <<He>> accidentally bumps you with <<his>> leg. "S-sorry," <<he>> says nervously. <<else>> <<He>> doesn't say anything, yet you notice <<he>> glances at you several times. <</if>> <br><br> A few moments later, the <<person1>><<persons>> touch turns bolder, as <<he>> begins rubbing your leg through your $worn.lower.name. <<chikanmolestactions>> <<elseif $rng gte 56>> The trip seems to be passing quickly, but at one point the <<person4>><<person>> starts talking about the orphanage. <br><br> "Yeah, the whole place is full of them. If you're lucky, you get a virgin, and the best part is that no one cares if they go missing," <<he>> says, before glancing over at you. <br><br> <<He>> doesn't address you directly, but you can't help but think they know you live there, and it makes you feel uncomfortable. <<gstress>><<stress 2>> <br><br> <<if $NPCList[0].skills.security gte 600>> Despite your clear discomfort, the <<person1>><<person>> simply laughs heartily at the <<person4>><<persons>> crude remarks. "I bet you could find yourself one of those if you look hard enough," <<person1>><<he>> points out while glancing at you. <<elseif $NPCList[0].skills.security lte 300>> The <<person1>><<person>> also shifts uncomfortably in <<his>> seat and bumps you by accident. "S-sorry..." <<he>> apologises. <<He>> turns back to the <<person4>><<person>> and finally interjects, "Y-yeah? Is that so?" <<else>> Without saying a word, the <<person1>><<person>> simply smirks knowingly at the <<person4>><<persons>> crude remarks. <</if>> <br><br> A few moments later, as if emboldened by the <<person4>><<persons>> remarks, the <<person1>><<person>> begins rubbing your leg through your $worn.lower.name. <<chikanmolestactions>> <<elseif $rng gte 41>> During the trip, the <<person4>><<person>> steps closer to the <<person3>><<person>> and places <<person4>><<his>> hand<<person3>> <<if $pronoun is "f">> up the <<persons>> skirt. <<else>> down the <<persons>> pants. <</if>> <br><br> <<link [[Keep watching|Bus Chikan Passenger Watch]]>><</link>> <<promiscuous1>> <br> <<link [[Look away|Bus Chikan Passenger Look Away]]>><</link>> <<elseif $rng gte 26>> As the bus bumps and rattles, you notice the <<person4>><<person>> swaying back and forth with a devious look in <<his>> eyes. Next to <<him>>, the <<person3>><<person>> seems to be tightly gripping <<his>> hand strap and showing signs of arousal. <br><br> From where you're sitting, you can't help but notice that the <<person4>><<person>> has positioned <<his>> suitcase between the <<person3>><<persons>> legs and is nudging the corner into <<his>> crotch. <br><br> You straighten up in your seat and look away. Not long after, the <<person3>><<person>> leaves in a hurry, <<if $NPCList[2].gender is "f">>panting heavily as a result.<<else>>covering <<his>> groin with <<his>> hands.<</if>> <br><br> <<link [[Next|Bus Chikan End]]>><</link>> <<else>> Lucky for you, traffic seems to be pretty light today, and the <<person1>><<person>> misses <<his>> chance to attempt anything. <br><br> <<link [[Next|Bus Chikan End]]>><</link>> <</if>><<effects>> You keep looking at the <<person4>><<person>> as they continue to molest the <<person3>><<person>>. <br> No one else in the bus seems to notice as the <<person4>><<person>> slips <<his>> hand further into the <<person3>><<persons>> underwear and begin stroking <<him>>. <br> The <<person4>><<person>> notices you looking, removes <<his>> hand, and looks at <<his>> watch for an instant. Then, <<he>> winks at you before looking away, as the <<person3>><<person>> takes this chance to sneak away and hurry out of the bus, tears streaming down <<his>> face. <br><br> <<promiscuity1>> <<link [[Next|Bus Chikan End]]>><</link>><<effects>> You can't bring yourself to watch the violation, so you turn your attention back to yourself. You can hear the <<person3>><<person>> moaning softly in your vicinity. <br><br> <<link [[Next|Bus Chikan End]]>><</link>><<effects>> <<set $busChikanPhase++>> <<set $passengerAttention++>> <<if $passengerAttention gte 10>> Your attempts to get rid of the <<person1>><<person>> have disturbed the other passengers. The <<people>> all start turning their heads and looking at you in outrage at all the commotion you are making. <br><br> <<link [[Next|Bus Chikan Molest Discovered]]>><</link>> <<elseif $assaultEnergy gte 1>> <<if $arousal gte $arousalmax>> <<orgasm>> <<set $busChikanOrgasm to 1>> You moan in ecstasy and collapse into your seat as <<he>> pulls <<his>> hand from your <<undies>> and wipes your cum on your $worn.lower.name. <br><br> <span class="red">The whole bus immediately goes silent as everyone takes notice of your sudden outburst.</span> <br><br> <<link [[Next|Bus Chikan Molest Discovered]]>><</link>> <<elseif $busChikanPhase lte 2>> You grab the hand on your thigh and try to move it away, <<if $speech_attitude is "bratty">> glaring at the <<person>>. "Get your hands off of me, pervert," you say firmly. <<elseif $speech_attitude is "meek">> <<nervously>> looking down as you avoid making eye contact. "<<Sir>>, please stop. You're making me uncomfortable," you say meekly. <<else>> glancing at the <<person>>. "This is inappropriate, please stop," you say. <</if>> <br><br> <<if $NPCList[0].skills.security gte 600>> "I love it when they fight back," <<he>> whispers, continuing <<his>> assault. <<set $assaultEnergy += 3>> <<elseif $NPCList[0].skills.security lte 300>> "S-sorry," <<he>> says nervously, <<his>> grip on your leg loosening. <<set $assaultEnergy -= 5>> <<else>> <<He>> doesn't say anything and continues rubbing. <</if>> <<elseif $busChikanPhase is 3>> The <<person>> gets bolder and <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> shoves <<his>> hand up your $worn.lower.name and begins rubbing your <<undies>>. <<else>> shoves <<his>> hand down your $worn.lower.name and begins rubbing your <<undies>>. <</if>> <<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">> <br><br> <<if $speech_attitude is "bratty">> You dig your nails into <<his>> wrist as you pull. "Stop this at once." <<elseif $speech_attitude is "meek">> "Please s-stop... I don't like this," you murmur, weakly holding <<his>> wrist. <<else>> You tug at <<his>> wrist. "Please stop." <</if>> <br><br> <<if $NPCList[0].skills.security gte 600>> <<if $player.penisExist>> "How would I get you hard if I stop?" <<else>> "How would I get you wet if I stop?" <</if>> <<he>> says as <<he>> continues rubbing. <<set $assaultEnergy += 3>> <<elseif $NPCList[0].skills.security lte 300>> "D-don't you like this?" <<he>> says solemnly. <<set $assaultEnergy -= 5>> <<else>> <<He>> ignores your demands and continues rubbing. <</if>> <<elseif $busChikanPhase lte 6>> The <<persons>> hand remains <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> under your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <<else>> down your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <</if>> <<His>> rhythmic rub is filling you with heat.<<garousal>> <<arousal 200 "genitals">> <br><br> <<if $speech_attitude is "bratty">> You place your hand firmly onto <<hers>> to try and disrupt the motion. "Get your hand out of there, you perv." <<elseif $speech_attitude is "meek">> "Y-you have to stop," you say, your hand locked in unison with <<his>> as you try to fight <<him>>. <<else>> "Please stop touching me," you say to <<him>> as you try to remove <<his>> hand from your $worn.lower.name. <</if>> <br><br> <<if $NPCList[0].skills.security gte 600>> <<if $player.penisExist>> "You're so hard already. <<else>> "You're so wet already. <</if>> How can you tell me to stop when you're this turned on?" <<he>> says as <<he>> continues rubbing. <<set $assaultEnergy += 3>> <<elseif $NPCList[0].skills.security lte 300>> "B-but," <<he>> says meekly. <<He>> looks like <<he>> wants to say something else but keeps quiet. <<set $assaultEnergy -= 5>> <<else>> <<He>> ignores your demands and continues rubbing. <</if>> <<elseif $busChikanPhase is 7>> Unable to resist <<himself>>, <<if $worn.under_lower.name isnot "naked">> the <<persons>> hand goes under your $worn.under_lower.name and <<else>> the <<person>> <</if>> <<if $player.penisExist>> grabs your <<penis>>. <<else>> sticks a finger deep into your <<pussy>>. <</if>> <br><br> You gasp as <<his>> touch sends shockwaves through your body. <<ggarousal>><<arousal 500 "genitals">> <br><br> <<if $speech_attitude is "bratty">> You grip <<his>> hand tightly and glare at <<him>>. <<if $player.penisExist>> "L-let go of it, or I swear I'll break your hand." <<else>> "G-get your finger out of there, or I swear I'll break your hand." <</if>> <<elseif $speech_attitude is "meek">> "N-no, please," you say as you feebly attempt to remove <<his>> hand from your <<genitals>>. <<else>> "D-don't do this, <<sir>>, please," you say to <<him>> as you grip <<his>> hand. <</if>> <br><br> <<if $NPCList[0].skills.security gte 600>> "I'm going to make you cum in front of everyone," <<he>> says fiendishly. <<set $assaultEnergy += 3>> <<elseif $NPCList[0].skills.security lte 300>> "B-but we are so close," <<he>> says. <<set $assaultEnergy -= 5>> <<else>> <<He>> ignores your demands and continues rubbing. <</if>> <<else>> The <<person>> vigorously <<if $player.penisExist>> jerks your <<genitals>>. <<else>> fingers your <<genitals>>. <</if>> <br><br> <<set $agrowth to 100 * $busChikanPhase>> The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>> <br><br> <<if $speech_attitude is "bratty">> You try to shove <<him>> away, but you can't muster enough strength to do it effectively. <<elseif $speech_attitude is "meek">> You weakly tug at the arm that is assaulting your crotch. <<else>> You try pulling the assaulting hand from between your legs, without much success. <</if>> <br><br> <<if $NPCList[0].skills.security gte 600>> "Are you sure you don't like this? Your <<genitals>> feels like it's ready to burst." <<set $assaultEnergy += 3>> <<elseif $NPCList[0].skills.security lte 300>> "After all this, you still don't like it?" <<he>> asks softly. <<set $assaultEnergy -= 5>> <<else>> Your attempts do not phase <<him>> as <<he>> continues <<his>> assault undisturbed. <</if>> <</if>> <<if $busChikanOrgasm lte 0>> <<chikanattention>> <<chikanmolestactions>> <</if>> <<else>> The <<person>> seems to have gotten enough of harassing you. <br> <<if $NPCList[0].skills.security gte 600>> "You're no fun," <<he>> says, pulling <<his>> hand away. <<elseif $NPCList[0].skills.security lte 300>> "S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "I just... wanted to try it. I wanted to be in control for once." <<He>> looks away, ashamed. <<set $assaultEnergy -= 5>> <<else>> <<He>> silently pulls <<his>> hand away. <</if>> <br><br> You fix your clothes before shifting upright in your seat. <br><br> <<link [[Next|Bus Chikan End]]>><</link>> <</if>><<effects>> <<set $busChikanPhase++>> <<set $passengerAttention -=1>> <<if $assaultEnergy gte 1>> <<if $arousal gte $arousalmax>> <<orgasm>> <<set $busChikanOrgasm to 1>> You moan in ecstasy and collapse into your seat as <<he>> pulls <<his>> hand from your <<undies>> and wipes your cum on your $worn.lower.name. <br><br> <span class="red">The whole bus immediately goes silent as everyone takes notice of your sudden outburst.</span> <br><br> <<link [[Next|Bus Chikan Molest Discovered]]>><</link>> <<elseif $busChikanPhase lte 2>> You ignore the <<persons>> hand on your thigh and look out the window. <br><br> <<if $NPCList[0].skills.security gte 600>> "How does this feel?" <<he>> whispers, rubbing your thigh. <<set $assaultEnergy -= 5>> <<elseif $NPCList[0].skills.security lte 300>> "D-do you like this?" <<he>> asks nervously, gently rubbing your thigh. <<set $assaultEnergy += 3>> <<else>> <<He>> silently rubs your thigh. <</if>> <<elseif $busChikanPhase is 3>> The <<person>> gets bolder and <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> shoves <<his>> hand up your $worn.lower.name and begins rubbing your <<undies>>. <<else>> shoves <<his>> hand down your $worn.lower.name and begins rubbing your <<undies>>. <</if>> <<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">> <br><br> Despite this, you ignore <<his>> touch and continue looking outside. <br><br> <<if $NPCList[0].skills.security gte 600>> "Your mouth says nothing, but your body says everything," <<he>> says as <<he>> continues rubbing. <<set $assaultEnergy -= 5>> <<elseif $NPCList[0].skills.security lte 300>> "Sh-should I continue?" <<he>> asks softly. <<set $assaultEnergy += 3>> <<else>> <<He>> remains silent. <</if>> <<elseif $busChikanPhase lte 6>> The <<persons>> hand remains <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> under your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <<else>> down your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <</if>> <<His>> rhythmic rub is filling you with heat.<<garousal>> <<arousal 200 "genitals">> <br><br> You try to ignore it and focus on anything else, but find yourself rocking your hips in sync with <<his>> hand. <br><br> <<if $NPCList[0].skills.security gte 600>> <<if $player.penisExist>> "You're getting so hard. <<else>> "You're getting so wet. <</if>> How can you ignore this?" <<he>> says as <<he>> continues rubbing. <<set $assaultEnergy -= 5>> <<elseif $NPCList[0].skills.security lte 300>> "I'm glad you like this," <<he>> says meekly. <<set $assaultEnergy += 3>> <<else>> <<His>> silent assault on your <<undies>> continues. <</if>> <<elseif $busChikanPhase is 7>> Unable to resist <<himself>>, the <<persons>> hand <<if $worn.under_lower.name isnot "naked">> goes under your $worn.under_lower.name <</if>> and <<if $player.penisExist>> grabs your <<penis>>. <<else>> sticks a finger deep into your <<pussy>>. <</if>> <br><br> You gasp as <<his>> touch sends shockwaves through your body. <<ggarousal>><<arousal 500 "genitals">> <br><br> You grip the edge of your seat as you try to keep your focus away from your crotch. <br><br> <<if $NPCList[0].skills.security gte 600>> "I'm going to make you cum in front of everyone, and you won't even look me in the eye?" <<he>> says, annoyed. <<set $assaultEnergy -= 5>> <<elseif $NPCList[0].skills.security lte 300>> "I'll be gentle," <<he>> whispers. <<set $assaultEnergy += 5>> <<else>> <<He>> says nothing as <<he>> steps up <<his>> assault on your <<genitals>>. <</if>> <<else>> The <<person>> vigorously <<if $player.penisExist>> jerks your <<genitals>>. <<else>> fingers your <<genitals>>. <</if>> <br><br> <<set $agrowth to 100 * $busChikanPhase>> The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>> <br><br> You keep trying to ignore your heat but find it harder by the second. <br><br> <<if $NPCList[0].skills.security gte 600>> "It feels like you're just about ready to burst. Come on! Say something!" <<set $assaultEnergy -= 5>> <<elseif $NPCList[0].skills.security lte 300>> "I'm close too," <<he>> says softly. <<set $assaultEnergy += 3>> <<else>> <<He>> continues to look elsewhere, as if <<he>> isn't openly violating you. <</if>> <</if>> <<if $busChikanOrgasm lte 0>> <<chikanattention>> <<chikanmolestactions>> <</if>> <<else>> The <<person>> seems to have gotten enough of harassing you. <br> <<if $NPCList[0].skills.security gte 600>> "You're no fun," <<he>> says, pulling <<his>> hand away. <<elseif $NPCList[0].skills.security lte 300>> "S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "Something should've happened by now, I just..." <<He>> looks away, ashamed. <<else>> <<He>> silently pulls <<his>> hand away. <</if>> <br><br> You fix your clothes and sit back up in your seat. <br><br> <<link [[Next|Bus Chikan End]]>><</link>> <</if>><<effects>> "Someone please help, <<he>> is touching me inappropriately!" you shout out loud. <span class="red">The bus grows silent as everyone turns and looks at you.</span> <br><br> The <<person>> pulls <<his>> hand away. <br><br> <<link [[Next|Bus Chikan Molest Discovered]]>><</link>><<effects>><<famesex 5>> The <<person2>><<person>> looks at you, filled with outrage. "What is going on over here!?" <<he>> angrily demands. <br><br> <<if $busChikanOrgasm gte 1>> You sit dazed, not quite sure how to explain what happened as your orgasm continues to pulse through your body. <br><br> <<if $NPCList[0].skills.security gte 600>> <<pass $busChikanPhase>> "This little pervert was touching <<pherself>>. I was hoping <<pshe>> would stop so I didn't have to disturb everyone," the <<person1>><<person>> says, shifting <<himself>> away from you. <br><br> "Oh, is that so? Seems like we have a little pervert over here," the <<person2>><<person>> exclaims. "I guess we'll just have to teach this deviant a lesson." <br><br> <<saveNPC 3 "bus_chikan">> <<clearsinglenpc 2>> <<clearsinglenpc 3>> <<loadNPC 2 "bus_chikan">> <<clearNPC "bus_chikan">> <<link [[Next|Bus orgasm]]>><<set $molestationstart to 1>><</link>> <<elseif $NPCList[0].skills.security lte 300>> "This <<girl>> seems to have had some sort of episode," the <<person1>><<person>> says meekly. <br><br> "You don't look well at all," the <<person2>><<person>> says apologetically. "Stay there and let us to see you off once your stop arrives." <br><br> <<link [[Next|Bus Chikan End]]>><</link>> <<else>> "This <<girl>> seems to have had some sort of episode," the <<person1>><<person>> says. "Allow me to take care of <<phim>>. I can have a taxi pick me up later." <br><br> The <<person2>><<person>> nods as the <<person1>><<person>> pulls you to your feet and walks you out of the bus at the next stop. In your current state, you are in no condition to object. <br><br> "We're not done just yet," the <<person1>><<person>> whispers in your ear as <<he>> walks you into a nearby alley and starts probing at your body. <br><br> <<saveNPC 0 "bus_chikan">> <<endevent>> <<loadNPC 0 "bus_chikan">> <<clearNPC "bus_chikan">> <<link [[Next|Bus Stop Alley Molest]]>><<set $molestationstart to 1>><</link>> <</if>> <<else>> <<tearful>> you point at the <<person1>><<person>>. "It was <<him>>, <<he>> was touching me inappropriately." <br><br> <<if $NPCList[0].skills.security gte 600>> "You lying little <<bitch>>. If I was touching you, it was only to get you away from me. <<pShe>> kept eyeing me up weirdly. I think <<pshe>> might be some kind of pervert or something," the <<person>> says. <br><br> "Is that so?" The <<person2>><<person>> sighs. "I guess there's only one way to truly <span class="red">teach this lying <<bitch>> a lesson</span>." <br><br> You shift uncomfortably in your seat at <<his>> words. The <<person1>><<person>> brazenly pinches your <<bottom>>. <br><br> <<saveNPC 3 "bus_chikan">> <<clearsinglenpc 2>> <<clearsinglenpc 3>> <<loadNPC 2 "bus_chikan">> <<clearNPC "bus_chikan">> <<link [[Next|Bus orgasm]]>><<set $molestationstart to 1>><</link>> <<elseif $NPCList[0].skills.security lte 300 and !($worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked"))>> "<<pShe>> had something on <<pher>> <<if $worn.lower.type.includes("naked")>>$worn.under_lower.name<<else>>$worn.lower.name<</if>>. There's been a misunderstanding; I was just trying to help," the <<person1>><<person>> says meekly. <br><br> The <<person2>><<person>> sighs dejectedly. "Please, stop making our day any harder. We all just want to reach our destinations in peace. Just... remain seated in silence until we reach your stop, okay?" <br><br> You shift uncomfortably in your seat, left with no choice but to accept your current situation. <<embarrassment>> <br><br> <<link [[Next|Bus Chikan End]]>><</link>> <<else>> "I won't stand for this. You can't just molest someone like that and simply walk away unscathed. You're coming with me! We're going to the police," the <<person2>><<person>> shouts. <br><br> "W-wait, let me explain!" the <<person1>><<person>> says nervously, but it's no use. You move away from <<him>> and fix your clothes. The <<person2>><<person>> apprehends <<person1>><<him>> forcefully, and after a few minutes, the next stop arrives and the <<person2>><<person>> carries the <<person1>><<person>> out of the bus. <br><br> "I am so, so sorry about this," the <<person2>><<person>> says as they leave. "I'll make sure that <<person1>><<he>> pays for <<his>> transgressions." <br><br> After the commotion finally clears, the bus continues. <br><br> <<link [[Next|Bus Chikan End]]>><</link>> <</if>> <</if>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger to 0>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus Stop Alley Molest Escape]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus Stop Alley Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus Stop Alley Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<ejaculation>> The <<person1>><<person>> gets up, dresses, and leaves without a word, leaving you in the alley. <br> <<underuppersteal>> <<underlowersteal>> <br><br> <<tearful>> you climb to your feet and slowly pick up whatever's left of you. <br><br> <<clotheson>> <<endcombat>> <<rng 13>> <<switch $rng>> <<case 1>> <<set $bus to "nightingale">> <<case 2>> <<set $bus to "domus">> <<case 3>> <<set $bus to "elk">> <<case 4>> <<set $bus to "high">> <<case 5>> <<set $bus to "starfish">> <<case 6>> <<set $bus to "barb">> <<case 7>> <<set $bus to "connudatus">> <<case 8>> <<set $bus to "wolf">> <<case 9>> <<set $bus to "harvest">> <<case 10>> <<set $bus to "oxford">> <<case 11>> <<set $bus to "danube">> <<case 12>> <<set $bus to "mer">> <<case 13>> <<set $bus to "cliff">> <</switch>> <<destination>><<effects>> You grab a nearby rusty pipe and bash it against the <<person1>><<persons>> head. <<He>> falls backwards and crashes into a trash container, getting covered in clumps of waste. <br><br> <<tearful>> you run off from the alley to safety. <br><br> <<clotheson>> <<endcombat>> <<rng 13>> <<switch $rng>> <<case 1>> <<set $bus to "nightingale">> <<case 2>> <<set $bus to "domus">> <<case 3>> <<set $bus to "elk">> <<case 4>> <<set $bus to "high">> <<case 5>> <<set $bus to "starfish">> <<case 6>> <<set $bus to "barb">> <<case 7>> <<set $bus to "connudatus">> <<case 8>> <<set $bus to "wolf">> <<case 9>> <<set $bus to "harvest">> <<case 10>> <<set $bus to "oxford">> <<case 11>> <<set $bus to "danube">> <<case 12>> <<set $bus to "mer">> <<case 13>> <<set $bus to "cliff">> <</switch>> <<destination>><<effects>> <<tiredness 3>> After what seems like an eternity, your stop finally comes into sight. <br><br> <<link [[Next|Bus chikan safe]]>><</link>><<widget "chikanmolestactions">> <br><br> <<link [[Resist|Bus Chikan Molest Resist]]>><<def 1>><</link>><<defianttext>><<gsuspicion>> <br> <<link [[Ignore|Bus Chikan Molest Ignore]]>><<stress 1>><<sub 1>><</link>><<submissivetext>><<gstress>><<lsuspicion>> <br> <<link [[Yell for help|Bus Chikan Molest Help]]>><</link>><<gggsuspicion>> <</widget>> <<widget "chikanattention">> <br><br> <<if $passengerAttention lte 1>> <span class="teal">No one seems to notice what's going on.</span> <<elseif $passengerAttention lte 5>> <span class="purple">The <<person2>><<person>> is glancing at you with curiosity.</span> /* switch back to molester */<<person1>> <<elseif $passengerAttention lte 9>> <span class="red">The <<people>> in the bus have begun whispering to each other.</span> <</if>> <</widget>><<set $outside to 0>><<effects>> You climb aboard the bus. Tickets cost £1. <br><br> <<if $money gte 100>> Residential <br> <<domusicon>><<link [[Buy a ticket to Domus Street (Home)|Bus seat]]>><<set $bus to "domus">><<money -100 "bus">><</link>> <br> <<barbicon>><<link [[Buy a ticket to Barb Street (Studio)|Bus seat]]>><<set $bus to "barb">><<money -100 "bus">><</link>> <br> <<danubeicon>><<link [[Buy a ticket to Danube Street (Mansions)|Bus seat]]>><<set $bus to "danube">><<money -100 "bus">><</link>> <br> <<wolficon>><<link [[Buy a ticket to Wolf Street (Temple)|Bus seat]]>><<set $bus to "wolf">><<money -100 "bus">><</link>> <br><br> Commercial <br> <<highicon>><<link [[Buy a ticket to High Street (Shopping centre)|Bus seat]]>><<set $bus to "high">><<money -100 "bus">><</link>> <br> <<connudatusicon>><<link [[Buy a ticket to Connudatus Street (Clubs)|Bus seat]]>><<set $bus to "connudatus">><<money -100 "bus">><</link>> <br> <<clifficon>><<link [[Buy a ticket to Cliff Street (Cafe)|Bus seat]]>><<set $bus to "cliff">><<money -100 "bus">><</link>> <br> <<nightingaleicon>><<link [[Buy a ticket to Nightingale Street (Hospital)|Bus seat]]>><<set $bus to "nightingale">><<money -100 "bus">><</link>> <br> <<starfishicon>><<link [[Buy a ticket to Starfish Street (Beach)|Bus seat]]>><<set $bus to "starfish">><<money -100 "bus">><</link>> <br> <<oxfordicon>><<link [[Buy a ticket to Oxford Street (School)|Bus seat]]>><<set $bus to "oxford">><<money -100 "bus">><</link>> <br><br> Industrial <br> <<elkicon>><<link [[Buy a ticket to Elk Street|Bus seat]]>><<set $bus to "elk">><<money -100 "bus">><</link>> <br> <<mericon>><<link [[Buy a ticket to Mer Street (Docks)|Bus seat]]>><<set $bus to "mer">><<money -100 "bus">><</link>> <br> <<harvesticon>><<link [[Buy a ticket to Harvest Street (Pub)|Bus seat]]>><<set $bus to "harvest">><<money -100 "bus">><</link>> <br><br> <<if $town_projects.road gte 4>> Forest <br> <<lakeicon>><<link [[Buy a ticket to the lake|Bus seat]]>><<set $forest to 0>><<set $bus to "lakebus">><<money -100 "bus">><</link>> <br><br> <</if>> <<else>> You cannot afford the fare. <br><br> <</if>> <<destination>><<set $outside to 0>><<effects>> <<set $foresthunt to 0>> <<if Time.schoolDay and Time.hour gte 7 and Time.hour lte 8>> Your bus is crowded with students on their way to school. <<elseif Time.schoolDay and Time.hour is 15>> Your bus is crowded with students on their way home from school. <</if>> <<if Weather.precipitation is "rain">> Rain thuds against the windowpanes. <</if>> <<if playerBellyVisible()>> <<generate1>>Upon seeing your belly, a <<person1>><<person>> at the very front of the bus quickly stands up and offers you <<his>> seat. <<if !$daily.pregnancyBus>><<set $daily.pregnancyBus to true>><<trauma -3>><<ltrauma>><</if>> <<endevent>> <<else>> You take a seat and look out the window. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutbus>> <<elseif $tiredness gte (C.tiredness.max / 5) * 4 and $stress gte (($stressmax / 5) * 4) and !isPregnancyEnding()>> After a while, you find yourself struggling to keep your eyes open. Your exhausted and tense body slowly relaxes, and your head slumps as you begin to fall into a restless doze. <br><br> <<link [[Sleep|Passout bus]]>><<tiredness -20>><<set $phase to 1>><</link>><<ltiredness>> <br> <<link [[Try to stay awake|Passout bus]]>><<set $phase2 to 1>><</link>><<willpowerdifficulty 1 $willpowermax>> <br> <<elseif playerBellyVisible() and $rng gte 76 and getPregnancyObject().awareOf>> /* event is only possible if the player knows they are pregnant, and their belly is visible */ A <<generate1>><<person1>><<person>> next to you keeps sparing glances down at your belly. <br><br> <<link [[Let <<him>> touch your belly|Bus Pregnancy Touch]]>><</link>> <br> <<link [[Just wait for your stop|Bus Pregnancy Wait]]>><</link>> <br> <<else>> /* TODO: replace with eventpool */ <<if dangerEvent()>> <<set $dangerbus to random(1, 2)>> <<if $wraith.hunt and Time.isBloodMoon() and $dangerbus is 1>> You gaze out the window at the scenery, all bathed in red moonlight. You notice an unusually pale person stop and look at you through the window. <br><br> Less than a minute passes, and you see it again on the other side of the road. Then at the next stop. You blink, and it's gone. <br><br> You look over your shoulder. It's sitting in the back of the bus. <br><br> The bus arrives at your destination, and you scramble from your seat. <<stress 12>><<ggstress>> <<set $wraith.hunt++>> <<destination5>> <<elseif $dangerbus is 1>> <<generate1>>A <<person1>><<person>> sits down next to you and rests a hand on your leg. <br><br> <<if $rng gte 71 - ($allure/100)>> <<link [[Move|Bus move]]>><<set $molestationstart to 1>><</link>><<gharass>> <br> <<else>> <<link [[Move|Bus move Safe]]>><</link>><<gharass>> <br> <</if>> <<if $rng gte 91 - ($allure/100)>> <<link [[Don't move|Bus Chikan Start]]>><</link>><<gtrauma>><<gstress>> <br><br> <<else>> <<link [[Don't move|Bus endure safe]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br><br> <</if>> <<elseif $dangerbus is 2>> <<if Time.hour gte 7 and Time.hour lte 8 and Time.schoolDay>> <<outfitChecks>> Some delinquents are picking on the less popular students. <br><br> <<if $cool lt 80>> <<generatey1>><<generatey2>><<generatey3>><<person1>>One of them, a <<person>>, sits beside you. Two of <<his>> friends, a <<person2>><<person>> and <<person3>><<person>>, sit in front of you and lean over the backs of their seats. <br><br> "We didn't say you could use our bus," says the <<person1>><<person>>. <br> "<<pShes>> probably too stupid to know any better," the <<person2>><<person>> interjects. <br> <<if $player.gender_appearance is "m" and _topless>> "Probably. <<pShe>> even forgot <<pher>> shirt." <br> "Or maybe <<pshe>> doesn't like wearing clothes at all. Maybe <<pshe>> would like our help removing them." <br><br> <<if $speech_attitude is "bratty">> "Fuck off," you say, determined not to be bullied. <<elseif $speech_attitude is "meek">> You look at your lap and shake your head. <<else>> "Leave me alone," you say. <</if>> <br><br> "I insist," says the <<person1>><<person>>, grabbing your _bottom.name. <br><br> <<link [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The <<person3>><<person>> grins at you. "I know," <<he>> says. "How about you <<pullup>> your _top.name? Let's see some skin." <br><br> <<link [[Comply|Bus Comply]]>><<trauma 6>><<stress 6>><<sub 1>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Bus Refuse]]>><<def 1>><</link>> <br> <</if>> <<else>> Your bus arrives at your destination. <<destination5>> <</if>> <<elseif Time.hour is 15 and Time.schoolDay>> <<outfitChecks>> Some delinquents are picking on the less popular students. <br><br> <<if $cool lt 80>> <<generatey1>><<generatey2>><<generatey3>><<person1>>One of them, a <<person>>, sits beside you. Two of <<his>> friends, a <<person2>><<person>> and <<person3>><<person>>, sit in front of you and lean over the backs of their seats. <br><br> "We didn't say you could use our bus," says the <<person1>><<person>>. <br> "<<pShes>> probably too stupid to know any better," the <<person2>><<person>> interjects. <br> <<if $player.gender_appearance is "m" and _topless>> "Probably. <<pShe>> even forgot <<pher>> shirt." <br> "Or maybe <<pshe>> doesn't like wearing clothes at all. Maybe <<pshe>> would like our help removing them." <br><br> <<if $speech_attitude is "bratty">> "Fuck off," you say, determined to not be bullied. <<elseif $speech_attitude is "meek">> You look at your lap and shake your head. <<else>> "Leave me alone," you say. <</if>> <br><br> "I insist," says the <<person1>><<person>>, grabbing your _bottom.name. <br><br> <<link [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The <<person3>><<person>> grins at you. "I know," <<he>> says. "How about you <<pullup>> your _top.name? Let's see some skin." <br><br> <<link [[Comply|Bus Comply]]>><<trauma 6>><<stress 6>><<sub 1>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Bus Refuse]]>><<def 1>><</link>> <br> <</if>> <<else>> Your bus arrives at your destination. <<destination5>> <</if>> <<else>> <<if $rng gte 81>> You are sitting at the back of the bus when the vehicle comes to a sudden halt. <br><br> The bus driver curses and leaves through the front entrance. It seems the engine broke down. As you wait for the ride to continue, the people around you grow restless. <br><br> <<link [[Wait (0:15)|Bus Engine Breakdown]]>><<pass 15>><</link>> <br> <<link [[Leave|Bus Engine Breakdown End]]>><<set $phase to 1>><</link>> <br> <<else>> <<generate1>><<generate2>>The <<people>> in the bus seem to be crowding around you. Some even move seats to be closer. <br><br> <<if Time.dayState is "night" and !isPregnancyEnding()>> The bus approaches your destination but doesn't slow down. You stand to tell the driver, but a <<person1>><<person>> blocks your path. "Going so soon?" A <<person2>><<person>> grabs you from behind. "You should know better than to wander at night." <br><br> <<link [[Next|Bus Seat Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The bus arrives at your destination. As you walk down the aisle a <<person1>><<person>> grabs your arm. "Don't leave yet, we need some company," <<he>> says as you struggle free. <<catcall>> They laugh as you leave the bus. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <<endevent>> <<destination5>> <</if>> <</if>> <</if>> <</if>> <<else>> Your bus arrives at your destination. <<destination5>> <</if>> <</if>><<if $phase is 1>><<unset $phase>><</if>> <<effects>> <<upperruined>><<lowerruined>><<underupperruined>><<underlowerruined>> You feel strangely cold as you awaken. You are still on the bus. You are about to stand up when you realise that you are completely naked! You frantically search for your clothing, but can find nothing.<<controlloss>> <br><br> You cautiously look around the bus. No one seems to have noticed your predicament. <br><br> <<if Time.dayState is "night">> It's dark out and there are only a few people on the streets. You might be able to slip out the window at the next stop. Alternatively, you could hide under a seat and wait until the bus returns to the station. <br><br> <<link [[Climb out (0:05)|Climb Out Bus]]>><<pass 5>><</link>> <br> <<link [[Wait (0:30)|Bus Station]]>><<pass 30>><</link>> <br><br> <<else>> You peek out the window and see numerous pedestrians. You can't think of any option other than hiding under a seat and waiting until the bus returns to station. <br><br> <<link [[Wait (0:45)|Bus Station]]>><<pass 45>><</link>> <br><br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<molestbusinit>>You feel something probing your nethers. As you open your eyes, a hand clasps down on your mouth, muffling your screams. <br> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>No one comes to your aid. There's no one else on the bus.</span>" 1>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Molestation bus Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Molestation bus Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Molestation bus Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation bus]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Molestation bus Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Molestation bus Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation bus]]>><</link>></span><<nexttext>> <</if>><<wearProp "chocolate bar">> /* Cleared by <<endevent>> */ <<generate1>><<person1>> <<effects>><<pass 1 hour>><<set $hunger -= 500>><<set $thirst -= 500>><<set $stress -= 500>> You feel someone shaking your shoulder. You look around and see an old <<personsimple>> smiling at you. <br><br> <<He>> pours you a cup of tea from a flask and gives you a chocolate bar, letting you know that it's important to not let your blood-sugar levels drop too low. <<if $phase is 1>><<He>> also gently reminds you to not overwork yourself.<</if>> You thank <<him>> and <<if $phase is 1>>exit the bus at the next stop<<else>>shortly after the bus arrives at your destination<</if>>. <br><br> The old <<personsimple>> waves from the window as the bus continues on. <br><br> <<endevent>> <<if $phase is 1>> <<unset $phase>><<destinationbusrandom>> <<else>> <<destination>> <</if>> <<displayLinks>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>>As you try to pass <<he>> grabs your waist and forces you onto <<his>> lap. <br> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Bus move Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus move Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus move Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus move]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus move Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus move Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus move]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> You stand up and shuffle past the crowd, which doesn't stop you. <br><br> The bus soon stops at your destination. <<endevent>> <<destination5>><<set $outside to 0>><<effects>> You stand up and shuffle past the <<person>>, who doesn't stop you. <br><br> The bus soon arrives at your destination. <<endevent>> <<destination5>><<set $outside to 0>><<effects>> You remain seated. The <<persons>> hand moves to your inner thigh. <<He>> creeps closer to your crotch over the next couple of minutes, but stops when the bus arrives at <<his>> destination. It arrives at yours soon after. <<endevent>> <<destination5>><<set $outside to 0>><<effects>> You feel their hungry eyes as you <<pullup>> your _top.name, revealing your <<undertop>>. <<if $player.gender_appearance is "m">> "Don't be shy," says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple. <<elseif $player.perceived_breastsize is 0>> "You call those pathetic things breasts?" says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple. <<insecurity "breasts_small" 10>><<ginsecurity "breasts_small">> <<elseif $player.perceived_breastsize lte 5>> "You call those little things breasts?" says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple. <<insecurity "breasts_small" 5>><<ginsecurity "breasts_small">> <<elseif $player.perceived_breastsize lte 7>> "I knew you had nice boobs," says the <<person1>><<person>> as <<he>> reaches out and squeezes your right breast. <<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">> <<else>> "Look at the size of them," says the <<person1>><<person>> as <<he>> reaches out and squeezes your right breast. <<insecurity "breasts_big" 5>><<ginsecurity "breasts_big">> <</if>> The other two join in bullying your exposed chest. Trapped in the corner, you can do nothing but endure and hope no one else can see your humiliation. <br><br> After several minutes the bus stop and the <<person2>><<person>> pokes the <<person1>><<person>>. "We need to get off here." They give your <<breasts>> one last slap before leaving. The bus arrives at your destination soon after. <br><br> <<pain 8>> <<endevent>> <<destination5>><<set $outside to 0>><<effects>> <<if $speech_attitude is "bratty">> "Fuck off," you say, determined to not be bullied. <br><br> <<elseif $speech_attitude is "meek">> You look at your lap and shake your head. <br><br> <<else>> "Leave me alone," you say. <br><br> <</if>> "I insist," says the <<person1>><<person>>, grabbing your _top.name. <br><br> <<link [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>><<npcidlegenitals>> <<set $timer to 15>> <<if $delinquency lt 400>><<enable_rescue>><</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>No one comes to your aid, likely due to your reputation as a delinquent.</span>">> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($timer lte 1) or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")) or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and playerChastity()) >> <span id="next"><<link [[Next|Bus School Strip Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus School Strip]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> The <<person1>><<person>> falls back into the aisle and the other two pull away from you. "Come on," <<he>> says. "This psycho isn't worth it." <br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination. <<destination5>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You're good for something at least." <<tearful>> you gather yourself. The three of them find someone else to harass. <br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination. <<destination5>> <<elseif $alarm is 1 and $rescue is 1>> "Stop the tomfoolery back there, or I'll come sort you out," says the <<generate4>><<person4>><<person>> driving the bus. The trio relent in their attack. <br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination. <<destination5>> <<elseif $timer lte 0>> The bus pulls to a stop. "We need to get off here," says the <<person2>><<person>>. <<if $upperoff is 0 and $loweroff is 0 and $underloweroff is 0 and $underupperoff is 0>> <<else>> They leave the bus, <span class="red">taking your clothes with them.</span> <<set $stealtextskip to 1>> <<stealclothes>> <</if>> <<if $exposed gte 1>> <<tearful>> you sink into your seat to avoid being seen. <br><br> <<clotheson>> <<endcombat>> You'll arrive at your destination soon, but you can't leave like this. The bus must return to the station at some point. <br><br> <<link [[Ask someone for help|Bus School Strip Help]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Wait (1:00)|Bus Station]]>><<pass 1 hour>><</link>> <<else>> <<tearful>> you settle back into your seat. <br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination. <<destination5>> <</if>> <<else>> "Much better," says the <<person1>><<person>>. "Now everyone can see you." The bus comes to a halt. "That's our stop. See you later, slut." They take your clothes with them. <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<if $exposed gte 1>> <<tearful>> you sink into your seat to avoid being seen. <br><br> <<clotheson>> <<endcombat>> You'll arrive at your destination soon, but you can't leave like this. The bus must return to the station at some point. <br><br> <<link [[Ask someone for help|Bus School Strip Help]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Wait (1:00)|Bus Station]]>><<pass 1 hour>><</link>> <<else>> <<tearful>> you settle back into your seat. <br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination. <<destination5>> <</if>> <</if>><<set $outside to 0>><<effects>> Keeping low, you shuffle into the aisle and poke a <<generatey1>><<person1>><<person>> in the arm and return to your seat. <<He>> looks over <<his>> shoulder. <<if $speech_attitude is "meek">> "I-I need some towels. Please help," you say, unable to make eye contact. <<elseif $speech_attitude is "bratty">> "Gimme some towels. Quickly," you demand. <<else>> "Do you have any towels I can cover up with?" you ask. <</if>> <br><br> <<if $rng gte 81>> "Why would you—" <<he>> begins before realising your predicament and smiling. "I'll help, but I want a look at you first." <br><br> <<if $speech_attitude is "meek">> "Please don't make me," <<elseif $speech_attitude is "bratty">> "Fuck off," <<else>> "Don't be a pervert," <</if>> you say, but <<he>> moves to the seat opposite you. <<covered>> <br><br> <<if pcAreArmsBound("both")>> <<He>> laughs. "I was right. Now turn around so I can see you properly. <<else>> <<He>> laughs. "I was right. Move your hands so I can see you properly. <</if>> If you don't, I'll let the rest of the bus know and we can all get a look." <br><br> <<link [[Comply|Bus School Strip Comply]]>><<sub 1>><<trauma 6>><<stress 6>><<fameexhibitionism 1>><</link>> <br> <<link [[Refuse|Bus School Strip Refuse]]>><<detention 1>><<def 1>><<trauma 6>><<stress 6>><</link>><<gdelinquency>> <br> <<else>> "Why would you—" <<he>> says, before blushing in realisation. <<He>> rummages in <<his>> back and throws some towels at you. <br><br> <<towelup>> <<endevent>> The bus soon arrives at your destination. <<destination5>> <</if>><<set $outside to 0>><<effects>> <<if pcAreArmsBound("both")>> You turn your body, baring your <<lewdness>> to the <<person>>. <<else>> You move your arms out of the way, baring your <<lewdness>> to the <<person>>. <</if>> <<He>> stares at you with hungry eyes and reaches out, but you recoil from <<his>> hand. <<He>> doesn't continue, thinking <<hes>> pushed <<his>> luck far enough. <br><br> "Here you go," <<he>> says as <<he>> throws you some towels. "That wasn't so bad, was it?" <<He>> returns to <<his>> seat. <br><br> <<towelup>> <<endevent>> The bus soon arrives at your destination. <<destination5>><<set $outside to 0>><<effects>> <<fameexhibitionism 20>> <<He>> stands up. "Everyone, this <<girl>> isn't wearing anything!" <<he>> bellows, causing heads all over the bus to turn your way. You shrink in your seat, but it only inflames curiosity in your new audience. "Come have a look!" <br><br> A <<generatey2>><<person2>><<person>> leans over the seat behind you. <<person1>>"<<Hes>> not lying. Come look." You're fortunate that none have the daring to assault you further, but the rest of the journey is miserable as they crowd and jeer. <br><br> <<generate3>><<person3>>The bus comes to a stop at your destination and the driver climbs out of <<his>> seat. "Everyone away from <<phim>>, now." The students start shuffling off the bus with some reluctance, lingering as long as they can. The driver, a <<person>>, throws you some towels. "I don't ever want to catch you slutting up my bus again. I'm letting the teachers know." <br><br> There's not much to do but cover up and leave the bus. <br><br> <<towelup>> <<endevent>> <<destination5>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger += 40>> <<set $enemytrust -= 40>> <<set $rescue to 0>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bus Seat Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus Seat Rape]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> You knock the <<person1>><<person>> down, giving you a clear route out. <<tearful>> you run to the front of the bus. <<if $speech_attitude is "bratty">> "Let me off, or I'll mess you up too," you say, <<elseif $speech_attitude is "meek">> "P-please stop the bus," you say, <<else>> "Let me off!" you say, <</if>> aware that the <<person>> and <<his>> friends won't take long to recover. The driver doesn't respond. <br><br> You open the door and look out at the town racing by. Jumping would be dangerous. You glance back at the <<people>> coming for you. You don't have long. <br><br> <<link [[Jump|Bus Seat Rape Jump]]>><</link>> <br> <<if $submissive lte 500>> <<link [[Punch the driver|Bus Seat Rape Punch]]>><<crimeUp 100 "assault">><<crimeUp 100 "destruction">><</link>><<crimes "assault" "destruction">> <br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The bus stops and the group push you towards the door. They shove you out and ride away, jeering at you through the windows. <<if $upperoff is 0 and $loweroff is 0 and $underloweroff is 0 and $underupperoff is 0>> <<else>> <span class="red">They take your clothes with them.</span> <</if>> <<if $exposed gte 1>> <<tearful>> you hide behind a car before you're seen. <<else>> <<tearful>> you try to work out where you are. <</if>> <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> <<endcombat>> <<destinationbusrandom>> <</if>><<effects>> You leap from the bus, rolling on a patch of <<if Weather.precipitation is "snow">>snow<<else>>grass<</if>>. <<tearful>> you struggle to your feet. <<pain 15>> <<clotheson>> <<endcombat>> <<destinationbusrandom>><<effects>> You grip a pole with one hand and punch the driver in the jaw. <<He>> brakes, but the bus swerves off the road, colliding with the corner of a building before coming to a stop. The impact knocks everyone to the ground. <<tearful>> you escape the bus and run round a corner, away from view. <<clotheson>> <<endcombat>> <<destinationbusrandom>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> Before you can recover from your orgasm and compose yourself, <<he>> grabs you by the waist and forces you onto your back. <br> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>No one comes to your aid. They don't want to take the side of a nasty pervert such as yourself.</span>" 1>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Bus orgasm Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus orgasm Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus orgasm Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus orgasm]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus orgasm Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus orgasm Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus orgasm]]>><</link>></span><<nexttext>> <</if>><<effects>> Your aggressors notice several heads turning in response to your cry, and relent their assaults. They leave at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<effects>> <<ejaculation>> They tense during their climax, apparently just in time for their stop. They leave abruptly, and you soon arrive at your own stop. <<tearful>> you leave the bus. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<effects>> They recoil in pain as you arrive at your destination. <<tearful>> you seize the opportunity and dart out the vehicle. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<He>> becomes bolder and begins to surreptitiously masturbate. <br> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>No one comes to your aid. There's no one else on the bus.</span>" 1>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next|Bus endure Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus endure Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus endure Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus endure]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus endure Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus endure Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus endure]]>><</link>></span><<nexttext>> <</if>><<effects>> <<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> leaves at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<effects>> <<ejaculation>> <<He>> tenses during <<his>> climax, apparently just in time for <<his>> stop. <<He>> leaves abruptly, and you soon arrive at your own stop. <<tearful>> you leave the bus. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<effects>> <<He>> recoils in pain as you arrive at your destination. <<tearful>> you seize the opportunity and dart out the vehicle. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<effects>> <<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> leaves at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<effects>> <<ejaculation>> Your attacker recovers just in time for <<his>> stop, and leaves abruptly. You soon arrive at your own stop. <<tearful>> you leave the bus. <br><br> <<clotheson>> <<endcombat>> <<destination5>><<effects>> <<He>> recoils in pain as you arrive at your destination. <<tearful>> you seize the opportunity and dart out the vehicle. <br><br> <<clotheson>> <<endcombat>> <<destination5>>The bus slows to round a corner. You take the opportunity to slip out unnoticed. <br><br> <<destinationbusrandom>><<effects>> <<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> hurriedly leaves at the next stop. <<if $phase isnot 1>> You arrive at your own soon after. <<tearful>> you leave the bus. <</if>> <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<if $phase is 1>> <<unset $phase>><<destinationbusrandom>> <<else>> <<destination>> <</if>><<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you one last smack to the face, then leaves you lying on the <<if $NPCList[0].penis isnot "none">>cum<<else>>slime<</if>>-stained seat. <<violence 3>> <<elseif $enemyanger gte 1>> Without a word, <<he>> gets up and leaves you lying on the <<if $NPCList[0].penis isnot "none">>cum<<else>>slime<</if>>-stained seat. <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the <<if $NPCList[0].penis isnot "none">>cum<<else>>slime<</if>>-stained seat. <br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <</if>> <br><br> <<if $phase is 1>> <<tearful>> you leave the bus when it reaches the next stop. <<else>> You soon arrive at your stop. <<tearful>> you leave the bus. <</if>> <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<if $phase is 1>> <<unset $phase>><<destinationbusrandom>> <<else>> <<destination>> <</if>><<effects>> <<He>> recoils in pain. <<if $phase is 1>>The bus soon reaches the next stop.<<else>>You arrive at your destination not long after.<</if>> <<tearful>> you seize the opportunity and dart out the vehicle. <br><br> <<set $stress -= 1000>><<set $eventskip to 1>> <<clotheson>> <<if $phase is 1>> <<unset $phase>><<destinationbusrandom>> <<else>> <<destination>> <</if>> <<endcombat>><<if $phase2 is 1>> You do your best to stay awake, <<if $willpowerSuccess>> <span class="green">and you manage.</span> <br><br> Soon the bus arrives at your destination. <br><br> <<destination>> <<endevent>> <<exit>> <<else>> <span class="red">but you can't keep your eyes open and doze off.</span><<ltiredness>> <br><br> <<set $phase to 1>> <<tiredness -10>> <</if>> <</if>> <<if $phase is 1>> The bus rumbles to a sudden halt. You wake with a start. <<else>> You've pushed yourself too much. <<passout>> <</if>> <br><br> <<if dangerEvent()>> <<switch random(1, 2)>> <<case 1>> <<link [[Next|Stripped Bus]]>><</link>> <<case 2>> <<link [[Next|Molestation bus]]>><<set $molestationstart to 1>><</link>> <</switch>> <<elseif $phase is 1>> <<link [[Next|Stranger rescue bus]]>><</link>> <<else>> <<ambulance>> <</if>> <<pass random(20,60)>> <<trauma 6>><<if $phase is 1>><<set $stress -= 1000>><<else>><<set $stress -= 2000>><</if>><<effects>> Your bus arrives at your destination. <<destination5>> <<endevent>><<effects>> You give the <<person>> a patient smile and pat your baby bump. <<if $speech_attitude is "meek">> "It's okay, y-you can touch," you say. <<elseif $speech_attitude is "bratty">> "I know you want to feel it. Go ahead," you say. <<else>> "It's okay, you can feel it," you say. <</if>> <br><br> <<if dangerEvent() and $rng gte 91>> "Always wanted to fuck a pregnant <<girl>>," <<he>> says plainly. You quickly look away. <<stress 3>><<gstress>> <<else>> <<set _pregnancy to getPregnancyObject()>> <<His>> eyes light up, and <<he>> gently places <<his>> hand on your belly. <<if between(Math.clamp(_pregnancy.timer / _pregnancy.timerEnd), 0.7, 1)>> You feel your <<pregnancyBabyText 'pc'>> kick lightly. <<He>> feels it too. <<He>> gazes with a smile. <<else>> <<He>> rubs it up and down, and gazes with a smile. <</if>> <<trauma -3>><<ltrauma>> <br><br> You spend some time engaging in small talk. <<if (($Pronoun is "m" and maleChance($Pronoun) is 100) or ($Pronoun is "f" and maleChance($Pronoun) is 0)) isnot 100 and $settings.npcPregnancyEnabled and $rng gte 66>> "My <<if $NPCList[0].pronoun is "f">>husband<<else>>wife<</if>> and I are trying for a baby, too. You've given me a little hope today." <<else>> <<switch random(1,5)>> <<case 1>>"I'm sure you'll be a great mother." <<case 2>>"It won't be easy raising a kid in this town, but I'm sure you can do it." <<case 3>>"There's a kid's toy shop at the shopping centre, you should give it a visit." <<case 4>>"You look great, be sure to keep your chin up!" <<default>>"Congratulations, and good luck!" <</switch>> <</if>> <<He>> stands up as the bus stops, giving you one last smile before leaving. <</if>> <br><br> Your bus arrives at your destination. <<destination5>> <<endevent>><<effects>> You decide to wait. <br><br> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> The passengers around you shift closer to you. Several steal glances your way. <br><br> Outside, the bus driver pulls out a phone to call for assistance. It could take a while for the bus to move again. <br><br> "Well, it looks like we're stuck in the middle of nowhere with nothing to do," a <<generate1>><<person1>><<person>> says close to your ear. "Don't you agree?" <<He>> puts a hand on your shoulder. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Rub leg|Bus Engine Breakdown Enticement]]>><</link>><<promiscuous3>> <br> <</if>> <<link [[Try to leave the bus|Bus Engine Breakdown Gangbang]]>><<set $phase to 0>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Ignore|Bus Engine Breakdown Gangbang]]>><<set $phase to 1>><</link>> <br> <<else>> It takes a while, but eventually the bus driver manages to restart the engine. <br><br> You arrive at your destination. <<destination5>> <</if>><<effects>> You rub the <<persons>> leg sensually. <<if $speech_attitude is "meek">> "I'm... also... D-don't make me say it." You blush. <<elseif $speech_attitude is "bratty">> "You are hopeless, aren't you?" You snicker. <<else>> "I could think of a few ways to entertain myself," you say. <</if>> <<promiscuity3>> The other passengers grow more excited. The <<person>> swallows and starts groping your body unabashedly. <br><br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Give them a show|Bus Engine Breakdown Strip Show]]>><</link>><<exhibitionist4>><<dancedifficulty 200 1000>> <br> <</if>> <<link [[Tease|Bus Engine Breakdown Sex]]>><<set $sexstart to 1>><</link>> <br> <<if $wolfgirl gte 6 or $cat gte 6>> <<link [[Rub your head against <<his>> crotch|Bus Engine Breakdown Sex]]>><<set $sexstart to 1>><<set $phase to 0>><<stress -6>><</link>><<= $wolfgirl gte 6 ? "<<wolfgirl>>" : "<<cat>>">><<lstress>> <br> <</if>><<effects>><<outfitChecks>> <<if $danceSuccess>> <<if _fullyNaked>> You lean over the front seat, exposing your <<bottom>> and making a grand show of stretching further. The crowd begins to masturbate to your impromptu exercise. <br><br> As you press your <<breasts>> against one of the handlebars, you can hear some of the passengers moaning and whistling. <<arousal 600>><<garousal>> <br><br> <<else>> You lean over the front seat and slowly pull down your <<allBottoms>>, exposing your <<bottom>> and making a grand show of stretching further. The crowd begins to masturbate to your impromptu strip show. <br><br> As you press your <<breasts>> against one of the handlebars, you <<if !_middleOutfit and !_topless>> remove your <<allTops>>. You <</if>> can hear some of the passengers panting heavily and whistling. <<arousal 600>><<garousal>> <br><br> <<if $worn.under_lower.name isnot "naked">> With deft motions you pull down your <<undies>>. <br><br> <</if>> <</if>> You spread yourself with each leg on a seat from two different rows, showing off your <<genitals>>. The crowd soon reaches their peak, with several members ejaculating all over you. <br><br> "Fuck, that was hot!" The <<person>> says while panting heavily. <br><br> You take a confident bow before your audience, covered in slime and juices. You casually dress yourself despite your sticky body. <<exhibitionism4>> /* Randomly generate liquid */ <<generate2>><<generate3>><<generate4>> <<silently>><<for _i to 0; _i lt 4; _i++>> <<switch _i>> <<case 0>><<person1>> <<case 1>><<person2>> <<case 2>><<person3>> <<case 3>><<person4>> <</switch>> <<if $NPCList[_i].penis isnot "none" and !npcHasStrapon(_i)>> <<random_semen>> <<else>> <<random_goo>> <</if>> <</for>><</silently>> <<link [[Next|Bus Engine Breakdown End]]>><<set $phase to 0>><</link>> <br> <<else>> Your attempts to direct the crowd's attention to your performance <span class="red">do little to keep them tame.</span> In an instant you are grabbed by your lusty audience. <br><br> <<link [[Next|Bus Engine Breakdown Gangbang]]>><<set $phase to 2>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess and $phase is 0>> /* Try to leave the bus */ <span class="green">You twist out of the <<person1>><<persons>> grip</span> and slip past the seats, making a quick exit through the bus door. <br><br> <<link [[Next|Bus Engine Breakdown End]]>><<set $phase to 1>><</link>> <br> <<else>> /* Ignore or strip show failed */ <<generate2>><<generate3>><<generate4>> <<controlloss>> The passengers have you surrounded, and push you down on the cushioned seat. Their eyes are filled with lust, and countless hands start to grope your body all over.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> <<if $phase is 2>> /* Strip show failed */ "Let everyone out there enjoy the show too!" the <<person1>><<person>> says. <<He>> presses you against the bus window, exposing you to the passers-by outside.<<trauma 6>><<gtrauma>> <br><br> <</if>> <<if $speech_attitude is "meek">> "L-let go of me, please... I don't want this..." you whimper. <<elseif $speech_attitude is "bratty">> "You won't get away with this, arseholes! Someone will notice!" You scowl. <<else>> "Stop!" you call out. <</if>> <br><br> <<link [[Next|Bus Engine Breakdown Sex]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<generate2>><<generate3>><<generate4>><<person1>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $phase is 0>> /* Rub head against crotch */ You <<= $wolfgirl gte 6 ? "growl softly" : "purr">> and nuzzle your head into the <<person1>><<persons>> crotch. <<npcoral>> <<elseif $speech_attitude is "meek">> "Please... be gentle?" you whisper. <<elseif $speech_attitude is "bratty">> "Get it over with. I have places to be," you say with a roll of your eyes. <<else>> "Slow down. One at a time," you say. <</if>> <<if $rng gte 51>><<enable_rescue>><</if>> <</if>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $rng gte 51>><<enable_rescue>><</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>The bus driver is busy on the phone and can't hear your screams for help.</span>">> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bus Engine Breakdown Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bus Engine Breakdown Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> You push the <<person1>><<person>> off of you, causing <<him>> to fall over the seat. As you stagger to your feet, the <<person2>><<person>> lunges for you and misses, slamming into the <<person3>><<person>>. You escape the bus in the confusion. <<set _phase to 1>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "They should have complementary sluts like this on every ride!" The passengers cackle in the throes of orgasm. <br><br> After they are finished, you are left lying in a pool of fluids until the bus starts moving again and arrives at its destination. <<set _phase to 0>> <<elseif $alarm is 1 and $rescue is 1>> The driver enters the bus and shouts, "What's going on? Stop making a mess in here!" The other passengers quickly let go of you and scramble to leave through the exit. <<set _phase to 0>> <<else>> The bus springs back to life and the crowd sighs in annoyance, letting you go. <<set _phase to 0>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bus Engine Breakdown End]]>><<set $phase to _phase>><</link>> <br><<effects>> <<if $phase is 0>> You arrive at your destination. <<endevent>> <<destination5>> <<else>> You escape the bus, but find yourself far from your intended destination. <br><br> <<endevent>> <<destinationbusrandom>> <</if>><<widget "buswait">> <<add_link "<<busicon>><<link [[Wait for a bus (0:02)|Bus]]>><<pass 2>><</link>><br>">><<hideDisplay>> <</widget>><<widget "passoutbus">> <<if isPregnancyEnding()>> <<pregnancyPassout "bus">> <<else>> <<link [[Everything fades to black...|Passout bus]]>><</link>> <</if>> <</widget>><<widget "destination">> <<switch $bus>> <<case "nightingale">><<nightingalequick>> <<case "domus">><<domusquick>> <<case "elk">><<elkquick>> <<case "high">><<highquick>> <<case "starfish">><<starfishquick>> <<case "barb">><<barbquick>> <<case "connudatus">><<connudatusquick>> <<case "wolf">><<wolfquick>> <<case "harvest">><<harvestquick>> <<case "oxford">><<oxfordquick>> <<case "danube">><<danubequick>> <<case "mer">><<merquick>> <<case "cliff">><<cliffquick>> <<case "industrial">><<industrialquick>> <<case "residential">><<residentialquick>> <<case "commercial">><<commercialquick>> <<case "park">><<parkquick>> <<case "industrialdrain">><<industrialdrainquick>> <<case "residentialdrain">><<residentialdrainquick>> <<case "commercialdrain">><<commercialdrainquick>> <<case "seabeach">><<seabeachquick>> <<case "searocks">><<searocksquick>> <<case "seadocks">><<seadocksquick>> <<case "seacliffs">><<seacliffsquick>> <<case "drainexit">><<drainexitquick>> <<case "lakebus">><<lakequick>> <<case "sea">><<seamovequick>> <</switch>> <br><br> <</widget>> <<widget "destinationbusrandom">> <<rng 13>> <<switch $rng>> <<case 1>><<if $bus isnot "nightingale">><<set $bus to "nightingale">><<else>><<set $bus to "domus">><</if>> <<case 2>><<if $bus isnot "domus">><<set $bus to "domus">><<else>><<set $bus to "elk">><</if>> <<case 3>><<if $bus isnot "elk">><<set $bus to "elk">><<else>><<set $bus to "high">><</if>> <<case 4>><<if $bus isnot "high">><<set $bus to "high">><<else>><<set $bus to "starfish">><</if>> <<case 5>><<if $bus isnot "starfish">><<set $bus to "starfish">><<else>><<set $bus to "barb">><</if>> <<case 6>><<if $bus isnot "barb">><<set $bus to "barb">><<else>><<set $bus to "connudatus">><</if>> <<case 7>><<if $bus isnot "connudatus">><<set $bus to "connudatus">><<else>><<set $bus to "wolf">><</if>> <<case 8>><<if $bus isnot "wolf">><<set $bus to "wolf">><<else>><<set $bus to "harvest">><</if>> <<case 9>><<if $bus isnot "harvest">><<set $bus to "harvest">><<else>><<set $bus to "oxford">><</if>> <<case 10>><<if $bus isnot "oxford">><<set $bus to "oxford">><<else>><<set $bus to "danube">><</if>> <<case 11>><<if $bus isnot "danube">><<set $bus to "danube">><<else>><<set $bus to "mer">><</if>> <<case 12>><<if $bus isnot "mer">><<set $bus to "mer">><<else>><<set $bus to "cliff">><</if>> <<case 13>><<if $bus isnot "cliff">><<set $bus to "cliff">><<else>><<set $bus to "nightingale">><</if>> <</switch>> <<destination>> <</widget>> <<widget "destination5">> <<switch $bus>> <<case "nightingale">><<nightingale>> <<case "domus">><<domus>> <<case "elk">><<elk>> <<case "high">><<high>> <<case "starfish">><<starfish>> <<case "barb">><<barb>> <<case "connudatus">><<connudatus>> <<case "wolf">><<wolf>> <<case "harvest">><<harvest>> <<case "oxford">><<oxford>> <<case "danube">><<danube>> <<case "mer">><<mer>> <<case "cliff">><<cliff>> <<case "industrial">><<industrial>> <<case "residential">><<residential>> <<case "commercial">><<commercial>> <<case "park">><<park>> <<case "industrialdrain">><<industrialdrain>> <<case "residentialdrain">><<residentialdrain>> <<case "commercialdrain">><<commercialdrain>> <<case "seabeach">><<seabeach>> <<case "searocks">><<searocks>> <<case "seadocks">><<seadocks>> <<case "seacliffs">><<seacliffs>> <<case "drainexit">><<drainexit>> <<case "lakebus">><<lake>> <<case "sea">><<seamove>> <</switch>> <<if !_br>><br><br><</if>> <<displayLinks>> <</widget>> <<widget "destinationeventend">> <<switch $bus>> <<case "nightingale">><<nightingaleeventend>> <<case "domus">><<domuseventend>> <<case "elk">><<elkeventend>> <<case "high">><<higheventend>> <<case "starfish">><<starfisheventend>> <<case "barb">><<barbeventend>> <<case "connudatus">><<connudatuseventend>> <<case "wolf">><<wolfeventend>> <<case "harvest">><<harvesteventend>> <<case "oxford">><<oxfordeventend>> <<case "danube">><<danubeeventend>> <<case "mer">><<mereventend>> <<case "cliff">><<cliffeventend>> <<case "industrial">><<industrialeventend>> <<case "residential">><<residentialeventend>> <<case "commercial">><<commercialeventend>> <<case "park">><<parkeventend>> <<case "industrialdrain">><<industrialdraineventend>> <<case "residentialdrain">><<residentialdraineventend>> <<case "commercialdrain">><<commercialdraineventend>> <<case "seabeach">><<seabeacheventend>> <<case "searocks">><<searockseventend>> <<case "seadocks">><<seadockseventend>> <<case "seacliffs">><<seacliffseventend>> <<case "drainexit">><<drainexiteventend>> <<case "sea">><<seamoveeventend>> <<case "lakebus">><<lakeeventend>> <<default>><<domuseventend>> <</switch>> <br><br> <</widget>><<set $outside to 0>><<set $location to "town">><<effects>> You are in the bus station. <<if Time.dayState is "day">> The main building is mostly empty, with the majority of vehicles in use. <<elseif Time.dayState is "night">> The building is packed with parked vehicles. <<else>> The main building is mostly empty, with the majority of vehicles in use. <</if>> <br><br> <<if $smuggler_location is "bus" and $smuggler_timer is 0 and Time.dayState is "night" and Time.hour gte 18>> <<smugglerdifficultytext>> <</if>> <<if $stress gte $stressmax>> <<passoutstreet>> <<else>> <<if $exposed gte 1>> <<exhibitionismbuilding>> <<if Time.dayState is "night">> <<if dangerEvent() and $eventskip is 0>> <<busstationex1>> <<else>> <<if $smuggler_location is "bus" and $smuggler_timer is 0 and Time.hour gte 18>> <<smugglerdifficultyactions>> <</if>> <<alleyicon>><<link [[Industrial alleyways (0:02)|Industrial Alleyways]]>><<pass 2>><</link>> <br> <<exiticon "flip">><<link [[Leave via front door (0:02)|Bus Station Front Door]]>><<pass 2>><</link>> <br><br> <</if>> <<else>> <<if dangerEvent(2) and $eventskip is 0>> <<busstationex1>> <<else>> <<exiticon>><<link [[Leave via back door (0:02)|Bus Station Back Door]]>><<pass 2>><</link>> <br><br> <</if>> <</if>> <<else>> <<if Time.dayState is "night">> <<if $smuggler_location is "bus" and $smuggler_timer is 0>> <<smugglerdifficultyactions>> <</if>> <<alleyicon>><<link [[Industrial alleyways (0:02)|Industrial Alleyways]]>><<pass 2>><</link>> <br> <<exiticon "flip">><<link [[Leave via front door (0:02)|Bus Station Front Door]]>><<pass 2>><</link>> <br><br> <<else>> <<exiticon>><<link [[Leave via back door (0:02)|Bus Station Back Door]]>><<pass 2>><</link>> <br> <<harvesticon>><<link [[Harvest Street (0:02)|Harvest Street]]>><<pass 2>><</link>> <br><br> <</if>> <<if $cheatsEnabled is true>> A van is parked in the corner. Its back doors are open and the engine is on, but there's no one around. <br><br> <<investigateicon>><<link [[Investigate the van|Bus Station Livestock]]>><</link>><<dangerousText>> | <i>Cheat option. Triggers livestock bad end.</i> <!-- Appears even with blind stats enabled. Intentional --> <br><br> <</if>> <</if>> <</if>> <<set $eventskip to 0>><<effects>> <<generate1>><<person1>> You approach the van, and peer inside. A rush of footsteps is all the warning you're given. A pair of arms shove you forward. <br><br> You tumble onto the van floor. You turn just in time to see a <<person>> slam the doors shut. <br><br> You try to open the doors, but they're locked. You look around, but see no other way out. The van rumbles into motion. <br><br> <<link [[Next|Street Van Journey]]>><</link>> <br> /* You approach the van. A girl in a white dress tinkers at the engine. She looks up as you approach, and pulls her long brown hair away from her eyes. <br><br> "Hi there," she says. "No need to take this old thing to cow jail anymore. There are lots of other ways there now, so it's being repurposed. Come back when there's another new area, and it might take you there instead." <br><br> A tall blonde girl in a crisp black outfit walks around the bonnet, and slashes one of the tires. The other girl looks bemused. <br><br> <<link [[Leave|Bus Station]]>><<endevent>><</link>> <br> */<<set $outside to 0>><<effects>><<set $lock to 100>> The front door to the bus station is in front of you. It's locked. <br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Harvest Street]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<busstationicon>><<link [[Leave|Bus Station]]>><<handheldon>><</link>> <br><<set $outside to 0>><<effects>><<set $lock to 0>> The back door to the bus station is in front of you. It leads out to the industrial alleyways. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Industrial Alleyways]]>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <</if>> <br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<busstationicon>><<link [[Leave|Bus Station]]>><</link>> <br>The front door to the bus station is locked. <br> <<set $outside to 1>><<effects>><<set $lock to 100>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Bus Station]]>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <</if>> <br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<harvesticon>><<link [[Leave|Harvest Street]]>><</link>> <br>The back door to the bus station is locked. <br> <<set $outside to 1>><<effects>><<set $lock to 0>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Bus Station]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<alleyicon>><<link [[Leave|Industrial Alleyways]]>><<handheldon>><</link>> <br><<widget "busstationex1">> <<generate1>><<generate2>> <<person1>>You are crouching behind a parked bus when you are accosted from behind! <br><br> <<link [[Next|Molestation Bus Station]]>><<set $molestationstart to 1>><</link>> <</widget>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus Station Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus Station Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Bus Station]]>><</link>></span><<nexttext>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Bus Station Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Bus Station Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Bus Station]]>><</link>></span><<nexttext>> <</if>><<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> They give you one last smack to the face, then leave you lying broken on the ground. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, they leave you lying broken on the ground. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." They get up and leave you lying broken on the ground. <br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <br><br> <</if>> <<underlowersteal>> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<link [[Next|Bus Station]]>><</link>><<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you escape through the back door, which is fortunately open. <br><br> <<clotheson>> <<endcombat>> <<industrialeventend>><<set $outside to 0>><<set $location to "cafe">><<effects>> You enter the kitchens and put on an apron. Sam gives you a very brief rundown. "Our cream buns are our big seller," <<he>> says. "The secret's in the ingredients, so don't feel too pressured." <<He>> dashes away at sound of something shattering in the cafe proper, leaving you to it. <br><br> You get to work replenishing the stock of buns. You finish a batch just in time. <br><br> <<endevent>> <<pass 60>> <<link [[Next|Chef Help 2]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<generate1>><<person1>> "Absolutely unacceptable," shouts a voice from the main room. "I demand to see the chef." A <<person>> barges in and fixes you with a glare. <br><br> "You call this stale turd a cream bun?" <<he>> says, throwing it at you. "I waited long enough. You're gonna make me a fresh one. You better put some actual work into it this time." <br><br> <<He>> storms the way <<he>> came. <br><br> "Sorry," Sam says, entering a moment later. "<<Hes>> always like that. Just make <<him>> a fresh bun with extra cream. That usually does the trick." <br><br> Sam leaves you to get to work. <br><br> <<link [[Add your bodily fluids to the cream|Chef Help Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <<link [[Make a bun with regular cream|Chef Regular Bun]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You whip up another bun, stuffed with extra cream. Sam arrives to collect and deliver it, before arriving back a minute later. "<<Hes>> about as satisfied as I've seen <<him>>. Sorry about that." <br><br> <<endevent>> <<npc Sam>> <<He>> glances at the clock on the wall. "Chef should be back in a moment. Thank you for the help, you saved my life. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <<set $timer to 40>> <<set $masturbation_bowl to 1>> <<set $mouth to "disabled">> <</if>> <<masturbationeffects>> <<masturbationactions>> <<masturbationbowl>> <br><br> <div id="masturbationButtons"> <<if $timer lte 1>> <div id="next"><<link [[Continue|Chef Help Masturbation Finish]]>><</link>><<nexttext>></div> <div id="stop"><<link [[Stop|Chef Help Masturbation Finish]]>><<set $finish to 1>><</link>></div> <<elseif $masturbation_fluid gte 30>> <div id="next"><<link [[Continue|Chef Help Masturbation Finish]]>><</link>><<nexttext>></div> <div id="stop"><<link [[Stop|Chef Help Masturbation Finish]]>><<set $finish to 1>><</link>></div> <<else>> <div id="next"><<link [[Continue|Chef Help Masturbation]]>><</link>><<nexttext>></div> <div id="stop"><<link [[Stop|Chef Help Masturbation Finish]]>><<set $finish to 1>><</link>></div> <</if>> </div> <br><br><br><br><br><<effects>> <<endmasturbation>> <<endcombat>> <<clothesontowel>> <<npc Sam>><<person1>> <<if $masturbation_fluid gte 30>> You add your fluid to the mixture, and whip up a new batch of cream. <br><br> Sam arrives soon after. You do your best to keep a straight face as <<he>> takes the bun to the rude customer. <br><br> You hear shouting from the cafe proper. It sounds more excited than angry. You peek through the door, and see a crowd stood around a table. <br><br> <<link [[Next|Chef Help 3]]>><</link>> <br> <<elseif $finish is 1>> You stop masturbating. You whip up a bun without special ingredients. <br><br> Sam arrives to collect and deliver it, before arriving back a minute later. "The customer is satisfied," <<he>> says. "Sorry about that." <br><br> <<He>> glances at the clock on the wall. "Chef should be back in a moment. Thank you for the help, you saved my life. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br> <<else>> You hear someone coming. You quickly cover yourself and prepare a bun without special ingredients. <br><br> Sam arrives to collect and deliver it, before arriving back a minute later. "The customer is satisfied," <<he>> says. "Sorry about that." <br><br> <<He>> glances at the clock on the wall. "Chef should be back in a moment. Thank you for the help, you saved my life. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<person2>>"You have to try some," a <<person>> exclaims, handing a spoonful of cream to a <<person3>><<person>>. <span class="lewd">It's your cream.</span> The <<person>> raises the spoon to <<his>> nose, sniffs, then licks a little off the end. <br><br> <<His>> expression changes at once, from suspicion to awe. <<He>> buries the rest of the cream in <<his>> mouth. "That's so good!" <<he>> says. "I need more," <br><br> "Oi," a <<person4>><<person>> interjects, "I've not had any yet." <br><br> <<person1>> Sam notices you, and walks over. <<Hes>> beaming. "I've never seen that customer so satisfied," <<he>> says. "I don't know how you did it. How would you like to put your cooking talents to work more regularly? I'll pay you £10 per hour, plus a cut of each bun we sell." <br><br> <<link [[Accept|Chef Help Accept]]>><</link>> <br> <<link [[Refuse|Chef Help Refuse]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $chef_state to 1>><<set $chef_sus to 0>><<set $bun_value to 5000>><<set $bun_cut to 0.2>> You nod. Sam claps in excitement. "Fantastic! You can work whenever we're open. I know you'll need to fit it around other commitments. I'll get whatever ingredients you need. This could be the start of something big." <br><br> <<He>> turns to walk away, then remembers <<himself>>. "Almost forgot. It's the end of your shift. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $chef_state to 0>> You shake your head. <<His>> energy deflates. "My offer's open. I hope you change your mind. Everyone should have a chance to taste something so superb." <br><br> <<He>> turns to walk away, then remembers <<himself>>. "Almost forgot. It's the end of your shift. Here's your pay." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $chef_state to 1>><<set $chef_sus to 0>><<set $bun_value to 5000>><<set $bun_cut to 0.2>> <<npc Sam>><<person1>>You approach Sam. "Have you reconsidered?" <<he>> asks, hopeful. You nod. <<He>> claps in excitement. "Fantastic! You can work whenever we're open. I know you'll need to fit it around other commitments. I'll get whatever ingredients you need. This could be the start of something big." <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>><<timeTrackingStart "cafe">><<timeTrackingStart "cafeChef">> You enter the kitchen, ready to make the Ocean Breeze's famous cream buns. <br><br> <<if $rng gte 91>> "Let me know if you need anything," calls Sam from the cafe proper. <br><br> <<elseif $rng gte 81>> "I can taste that cream already," calls Sam from the cafe proper. <br><br> <<elseif $rng gte 71>> "Our top chef is getting to work," you hear Sam say in the cafe proper. An agreeable murmur follows. <br><br> <</if>> <<link [[Make cream with lewd fluid|Chef Work 2]]>><<timeTrackingStart "cafeBuns">><<set $chef_job to "special">><</link>> <br> <<link [[Make regular cream|Chef Work 2]]>><<set $chef_job to "regular">><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "wooden spoon">> You begin by mixing the ingredients in a bowl, before kneading the resulting dough. <br><br> <<eventschef>><<set $outside to 0>><<set $location to "cafe">><<effects>> You reach beneath the table, and haul out a <<person>>. <<if $rng gte 51>> You don't recognise <<him>>. <<He>> regards you with fear. <br><br> <<link [[Let <<him>> go|Chef Thief Let]]>><<famegood 1>><</link>> <br> <<link [[Take back the bun|Chef Thief Take]]>><</link>> <br> <<if $money gte 5000>> <<link [[Buy <<him>> the bun (£50)|Chef Thief Buy]]>><<famegood 4>><<money -5000 "cafeChef">><<trauma -6>><</link>><<ltrauma>> <br> <</if>> <<else>> You recognise <<him>> from the orphanage. <<He>> looks frightened at first, but <<his>> expression eases when <<he>> looks at you. <br><br> <<link [[Let <<him>> go|Chef Thief Let]]>><<hope 1>><<famegood 1>><</link>><<ghope>> <br> <<link [[Take back the bun|Chef Thief Take]]>><<hope -1>><</link>><<lhope>> <br> <<if $money gte 5000>> <<link [[Buy <<him>> the bun (£50)|Chef Thief Buy]]>><<famegood 4>><<hope 1>><<money -5000 "cafeChef">><<trauma -6>><</link>><<ghope>><<ltrauma>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> You release <<his>> arm. <<He>> gives you a grateful look before disappearing out the back door. <br><br> <<endevent>> <<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>> You snatch the bun from <<his>> hands and place it back on the table. <br><br> The <<person>> scurries out the back door. <br><br> <<endevent>> <<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>> You release <<his>> arm. <<He>> gives you a grateful look before disappearing out the back door. <br><br> You pay at the cash register on <<his>> behalf before returning to work. <br><br> <<endevent>> <<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>> You hear them escape the way they came. <br><br> <<endevent>> <<chefwork>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if C.npc.Sam.love gte -10>><<enable_rescue>><<else>><</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate '"Stop causing a fuss in there," you hear Sam say through the door.'>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chef Work Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chef Work Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Break's over," <<he>> says. <<He>> leaves the way <<he>> came. <br><br> <<tearful>> you prepare to continue cooking. <br><br> <<clothesontowel>> <<endcombat>> <<elseif $enemyhealth lte 0>> "Fuck," the <<person>> manages, clutching <<his>> side and stumbling the way <<he>> came. <br><br> <<tearful>> you prepare to continue cooking. <br><br> <<clothesontowel>> <<endcombat>> <<else>> <<set $rescued += 1>> Sam enters the room. The <<person>> backs away from you. "It was <<pher>> idea," <<he>> lies. "I'm going." <<He>> leaves the way <<he>> came. <br><br> Sam gives you a suspicious glance before heading back to the main room. <<npcincr Sam love -1>><<llove>> <br><br> <<tearful>> you prepare to continue cooking. <br><br> <<clothesontowel>> <<endcombat>> <</if>> <<chefwork>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <<set $timer to 60>> <<set $masturbation_bowl to 1>> <<set $mouth to "disabled">> You make sure you're alone in the kitchen, and place a bowl in front of you. <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $timer gte 50>> <span class="teal">Sam is occupied.</span> <<elseif $timer gte 40>> <span class="lblue">Sam is occupied.</span> <<elseif $timer gte 30>> <span class="blue">Sam will want to check on you soon.</span> <<elseif $timer gte 20>> <span class="purple">You hear Sam chatting near the door.</span> <<else>> <span class="pink">You hear Sam right outside the door!</span> <</if>> <br> <<masturbationbowl>> <br><br> <<masturbationControls "timer">><<effects>> <<set _temp_timer to $timer>> <<endmasturbation>> <<endcombat>> <<clothesontowel>> <<if !$chef_event>> <<set $chef_event to 0>> <</if>> <<set $chef_event += 20>> <<npc Sam>><<person1>> <<wearProp "whisk">> <<if $masturbation_fluid gte 30>> <<if _temp_timer lte 10>> Sam barges through the door. You barely cover yourself in time. <<He>> frowns. "Just checking up on you," <<he>> says. <br><br> You assure <<him>> everything is under control, and <<he>> nods. <<He>> returns to the main room, but wedges the kitchen door open. <<gsuspicion>><<set $chef_sus += 5>> <br><br> <</if>> <<set _buns_sold to Math.floor(($masturbation_fluid / 30))>> You add your fluid to the mixture, and whip up a new batch of cream. You have enough to make <<number _buns_sold>> buns. <br><br> Sam arrives as you finish adding the cream, drawn by the smell. <<He>> leans over them, closes <<his>> eyes, and sniffs. <<if _buns_sold gte 30>> "Marvellous," <<he>> says, staring in awe at the mountain in front of <<him>>. "This might be enough to satisfy demand. Good job!" <<elseif _buns_sold gte 20>> "Marvellous," <<he>> says, licking <<his>> lips. "You've been very busy. Our customers will be happy." <<elseif _buns_sold gte 10>> "Marvellous," <<he>> says, licking <<his>> lips. "Good job. Our customers will be happy." <<elseif _buns_sold gte 4>> "Marvellous," <<he>> says, licking <<his>> lips. "A nice batch. Our customers will be happy." <<elseif _buns_sold gte 3>> "Marvellous," <<he>> says, licking <<his>> lips. "Three customers are going to be happy." <<elseif _buns_sold gte 2>> "Marvellous," <<he>> says, licking <<his>> lips. "Shame there's only a couple. Our customers might need to draw lots." <<else>> "Marvellous," <<he>> says. "Shame there's only one. I hope a fight doesn't break out!" <</if>> <br><br> <<He>> carries the buns into the cafe proper. You hear someone cheer as <<he>> enters. <br><br> <<sellbuns>> <<else>> <<if _temp_timer lte 10>> Sam barges through the door. You barely cover yourself in time. <<He>> frowns. "Just checking up on you," <<he>> says. <br><br> You assure <<him>> everything is under control, and <<he>> nods. <<He>> returns to the main room, but wedges the kitchen door open. <<gsuspicion>><<set $chef_sus += 5>> <br><br> <</if>> You make the buns without special ingredients, using Sam's recipe. A <<print either("waiter", "waitress")>> arrives to collect the fresh batch. <br><br> You're cleaning up when Sam enters the kitchen. "Buns aren't selling today," <<he>> says, deflated. "They didn't have the smell of your good ones. I don't want to be pushy, but I know you can do better." <br><br> "Still," <<he>> continues. "You've earned this." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>. <br><br> <</if>> <<pass 50>> <<timeTrackingEndCafe>> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "whisk">> <<npc Sam>><<person1>> <<pass 60>> <<timeTrackingEndCafe>> You prepare the cream following Sam's recipe. A <<print either("waiter","waitress")>> arrives to collect the fresh batch. <br><br> You're cleaning up when Sam enters the kitchen. "Buns aren't selling today," <<he>> says, deflated. "They didn't have the smell of your good ones. I don't want to be pushy, but I know you can do better." <br><br> "Still," <<he>> continues. "You've earned this." <<He>> hands you <<money 1000 "cafeChef">><<printmoney 1000>>. <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<npc Sam>><<person1>> You approach Sam. <<He>> hunches over a table, wiping it. <<He>> smiles when <<he>> sees you. "Have you thought about my suggestion?" <<he>> asks. <br><br> <<set $chef_state to 4>> <<if $speech_attitude is "meek">> You nod. "It's very kind of you to offer," you say. "I'd be happy to help." <<elseif $speech_attitude is "bratty">> You nod. "As long as you're sure the photographer isn't some pervert," you say. "I'm in." <<else>> You nod. "I'm in," you say. <</if>> <br><br> Sam claps <<his>> hands together. "I'm so happy to hear it," <<he>> says. "Good timing too. The photographer just called with an address." <<He>> hands you a slip of paper. "<<nnpc_He "Niki">> has a studio on <span class="gold">Nightingale Street.</span> Head on over when you're ready, and just let <<nnpc_him "Niki">> know who you are." <br><br> Sam returns to work, whistling all the while. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $chef_state to 9>> <<npc Sam>><<person1>> You enter the Ocean Breeze. Sam approaches you and clasps your hands in <<his>> own. "Are you ready?" <<he>> asks. You nod. <br><br> "I'll prepare things here," <<he>> says. "You only need to worry about yourself. You need to make a proper entrance." <<He>> waves a <<endevent>><<generatey1>><<generate2>><<person1>> <<person>> over. You recognise <<him>> from the orphanage. "We've set up somewhere for you to get ready nearby. My new employee here will show you." <br><br> You follow the <<person>> out the back, and cross the street. <<He>> takes you to an old house at the edge of the residential district. <br><br> <<specialClothesUnlock "set" "chef">> <<link [[Next|Chef Opening 2]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<He>> turns to you once inside. "Lots of important people will be coming tonight," <<he>> says. "People from outside town." <<He>> looks around, as if afraid <<hes>> being watched. "You need to tell them about Bailey. And the orphanage. I don't think we'll get another chance like this." <br><br> <<He>> looks at <<his>> feet. "I'm sorry," <<he>> says. "I shouldn't have said anything. It's not fair for you to take such a risk." <br><br> <<Hes>> interrupted by another door opening. A <<person2>><<person>> sticks <<his>> head out. "What you two yapping about? Get in here. The party starts soon." <br><br> <<link [[Next|Chef Opening 3]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> You enter the next room. The <<person1>><<person>> shuffles in behind you. <br><br> "You'll need to dress nicely," the <<person2>><<person>> says. <<if $worn.upper.type.includes("formal") and $worn.lower.type.includes("formal")>> "It looks like you've got that covered though. We went ahead and got an outfit for you, should you prefer it." <<He>> gestures at a rack near the window, where a red ball gown hangs beside a tuxedo shirt, jacket and trousers. <br><br> <<link [[Wear current clothes|Chef Opening Current]]>><</link>> <br> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">> <span class="red">The ear slime refuses to allow you to wear the gown.</span> <<else>> <<link [[Wear gown|Chef Opening Gown]]>><</link>> <</if>> <br> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">> <span class="red">The ear slime refuses to allow you to wear the tux.</span> <<else>> <<link [[Wear tux|Chef Opening Tuxedo]]>><</link>> <</if>> <br> <<else>> "We went and got an outfit for you." <<He>> gestures at a rack near the window, where a red ball gown hangs beside a tuxedo shirt, jacket and trousers. <br><br> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">> <span class="red">The ear slime refuses to allow you to wear the gown.</span> <<else>> <<link [[Wear gown|Chef Opening Gown]]>><</link>> <</if>> <br> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">> <span class="red">The ear slime refuses to allow you to wear the tux.</span> <<else>> <<link [[Wear tux|Chef Opening Tuxedo]]>><</link>> <</if>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> The <<person2>><<person>> nods. "One moment," <<he>> says, leaving the room. <<He>> returns soon after, carrying a large mirror. The <<person1>><<person>> pushes a chair in front of it, and the <<person2>><<person>> gestures for you to take a seat. <br><br> You sit still as the <<fullGroup>> carefully apply makeup and trim your hair. It takes a while. "Sam wants you looking your best," the <<person2>><<person>> says. "A lot of people will be there." <br><br> <<pass 60>> <<link [[Next|Chef Opening 4]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<if $player.gender_appearance is "m">> The <<person>> laughs. "I meant the other one," <<he>> says. "But as you like. You're the star." <<else>> "I bet it'll look cute on you," the <<person>> says. <</if>> <br><br> <<upperwear 9 red>> You get dressed in a large cupboard. The <<person1>><<person>> claps when <<he>> sees you. They've set up a tall mirror, and pushed a chair in front of it. <br><br> You sit still as the <<fullGroup>> carefully apply makeup and trim your hair. It takes a while. "Sam wants you looking your best," the <<person2>><<person>> says. "A lot of people will be there." <br><br> <<pass 60>> <<link [[Next|Chef Opening 4]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<if $player.gender_appearance is "f">> The <<person>> laughs. "I meant the other one," <<he>> says. "But as you like. You're the star." <<else>> "I bet it'll look cute on you," the <<person>> says. <</if>> <br><br> <<upperwear 15>> <<lowerwear 16>> You get dressed in a large cupboard. The <<person1>><<person>> claps when <<he>> sees you. They've set up a tall mirror, and pushed a chair in front of it. <br><br> You sit still as the <<fullGroup>> carefully apply makeup and trim your hair. It takes a while. "Sam wants you looking your best," the <<person2>><<person>> says. "A lot of people will be there." <br><br> <<pass 60>> <<link [[Next|Chef Opening 4]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> "You look amazing," the <<person1>><<person>> says once they're finished. <br><br> A limo waits for you outside. A <<generate3>><<person3>><<person>> opens the door when <<he>> sees you. "People are arriving," <<he>> says. "Sam's waiting." <br><br> <<endevent>> <<link [[Next|Chef Opening 5]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> The limo approaches the cafe. You look out the window, and see a large crowd gathered beneath a giant picture, mounted above the cafe entrance. It's a picture of you, smiling beneath a chef's hat and pouring <<if $chef_picture is "lewd">>"cream"<<else>>cream<</if>> down your chest from a ladle. <br><br> <<if $chef_picture is "lewd">> <span class="lewd">You remember exactly what the cream is made of, and blush.</span> <<garousal>><<arousal 600>> <br><br> <</if>> <<if C.npc.Avery.state is "active" and !$avery_injury>> The limo halts, and a <<print either("waiter", "waitress")>> opens the door. You're met by applause. <<llltrauma>><<trauma -24>> <br><br> You're walking down the red carpet when a figure appears at your side. <<npc Avery>><<person1>> It's Avery. "I had no idea you were a culinary prodigy," <<he>> says. "I was surprised to see your face up in lights." <<He>> holds out <<his>> hand. "Let me walk you in." <br><br> <<link [[Take Avery's hand|Chef Opening Avery Accept]]>><<set $chef_avery to true>><<npcincr Avery love 1>><</link>><<glove>> <br> <<link [[Refuse Avery's hand|Chef Opening Avery Refuse]]>><<set $chef_avery to false>><<npcincr Avery love -1>><<npcincr Avery rage 5>><</link>><<garage>><<llove>> <br> <<else>> The limo halts, and a <<print either("waiter", "waitress")>> opens the door. You're met by applause. <<llltrauma>><<trauma -24>> <br><br> You walk down the red carpet. Several photographers snap pictures. You recognise Niki among them. <<npc Sam>><<person1>> Sam meets you at the entrance, wearing <<his>> <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>. <br><br> "This is everything I've wished for," <<he>> says. "Thank you for making it come true." <<He>> hugs you, eliciting a greater cheer from the audience. <<ggglove>><<npcincr Sam love 10>> <br><br> <<endevent>> <<link [[Next|Chef Opening 6]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> You take Avery's hand, and together you walk down the red carpet. <<takeHandholdingVirginity "Avery" "consensual">> <br><br> Several photographers snap pictures. You recognise Niki among them. <br><br> <<endevent>><<npc Sam>><<person1>> Sam meets you at the entrance, wearing <<his>> <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>. <br><br> "This is everything I've wished for," <<he>> says. "Thank you for making it come true." <<He>> hugs you, eliciting a greater cheer from the audience. <<ggglove>><<npcincr Sam love 10>> <br><br> <<endevent>> <<link [[Next|Chef Opening 6]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You turn your back on Avery. You hear <<him>> take a step after you, but doesn't follow further. You walk down the red carpet. Several photographers snap pictures. You recognise Niki among them. <br><br> <<endevent>><<npc Sam>><<person1>> Sam meets you at the entrance, wearing <<his>> <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>. <br><br> "This is everything I've wished for," <<he>> says. "Thank you for making it come true." <<He>> hugs you, eliciting a greater cheer from the audience. <<ggglove>><<npcincr Sam love 10>> <br><br> <<endevent>> <<link [[Next|Chef Opening 6]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<earnFeat "Head Chief">> You walk through the fancy doors, entering the cafe proper. More people await you. Another cheer erupts. A podium has been set up near the entrance, viewable from nearly everywhere in the building. <br><br> <<npc Bailey>> <<person1>> Someone grasps your arm. <span class="purple">It's Bailey.</span> <<He>> gives you <<his>> best smile. It doesn't look sincere. "You've done well," <<he>> says through <<his>> teeth. "Now don't fuck it up." <br><br> <<if $chef_avery>> <<npc Avery 2>> <<if $bailey_avery_met isnot 1>> <<set $bailey_avery_met to 1>> Avery grasps Bailey's hand, and forcefully shakes it. "I'm Avery," <<person2>><<he>> says, a hint of anger in <<his>> voice. "I don't believe we've met." <br><br> Your heart skips a beat as Bailey reaches into <<person1>><<his>> jacket, but <<his>> arm changes course. <<He>> pulls a handkerchief from <<his>> pocket. "A pleasure," <<he>> says. "I was talking to my ward. Please, a moment's privacy." <br><br> They stare at each other, until Avery turns to you. "I've some old friends I need to catch up with," <<person2>><<he>> says. "And I'm sure many others want some time with you." <br><br> Bailey watches <<him>> leave, wiping <<person1>><<his>> hand with the handkerchief. <br><br> <<link [[Slap Bailey|Chef Opening Bailey Slap]]>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Thank Bailey|Chef Opening Bailey Thank]]>><</link>> <br> <<link [[Remain silent|Chef Opening Bailey Silent]]>><</link>> <br> <<else>> Avery grasps Bailey's hand, and forcefully shakes it. "It's good to see you again," <<person2>><<he>> says, a hint of anger in <<his>> voice. <br><br> Your heart skips a beat as Bailey reaches into <<person1>><<his>> jacket, but <<his>> arm changes course. <<He>> pulls a handkerchief from <<his>> pocket. "A pleasure," <<he>> says. "I was talking to my ward. Please, a moment's privacy." <br><br> They stare at each other, until Avery turns to you. "I've some old friends I need to catch up with," <<person2>><<he>> says. "And I'm sure many others want some time with you." <br><br> Bailey watches <<him>> leave, wiping <<person1>><<his>> hand with the handkerchief. <br><br> <<link [[Slap Bailey|Chef Opening Bailey Slap]]>><<trauma -6>><<control 10>><</link>><<gcontrol>><<ltrauma>> <br> <<link [[Thank Bailey|Chef Opening Bailey Thank]]>><</link>> <br> <<link [[Remain silent|Chef Opening Bailey Silent]]>><</link>> <br> <</if>> <<else>> Bailey looks away from you. You realise that, for the first time since your arrival, you're no longer the centre of attention. <br><br> <<endevent>> <<link [[Next|Chef Opening 7]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> You slap Bailey across the cheek. <<He>> barely flinches. The room quiets for a moment, before breaking into laughter and excitement. Bailey leans closer, <<his>> face contorted by that fake smile. <br><br> "Best not try that when we're alone," <<he>> whispers. "You're worth more with both hands attached." <br><br> <<He>> pulls away as, for the first time since you arrived, attention is diverted elsewhere. <br><br> <<endevent>> <<link [[Look|Chef Opening 7]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "Thank you," you say. "Avery can be scary." <<elseif $speech_attitude is "bratty">> "Thanks," you say. "You've made my evening slightly less unpleasant." <<else>> "Thank you," you say. "I needed some space." <</if>> <br><br> Bailey leans in. "When you deliver your speech," <<he>> whispers. "Don't say anything you'll regret." <br><br> <<He>> pulls away as, for the first time since you arrived, attention is diverted elsewhere. <br><br> <<endevent>> <<link [[Look|Chef Opening 7]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> You don't say anything. You just stare at your feet. Bailey looks away from you. You realise that, for the first time since your arrival, you're no longer the centre of attention. <<elseif $speech_attitude is "bratty">> You glare at Bailey, but don't say anything. <<He>> looks away from you. You realise that, for the first time since your arrival, you're no longer the centre of attention. <<else>> You remain silent. Bailey seems satisfied. <<He>> looks away from you. You realise that, for the first time since your arrival, you're no longer the centre of attention. <</if>> <br><br> <<endevent>> <<link [[Look|Chef Opening 7]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<unset $chef_avery>> <<if C.npc.Quinn.init is 1>> <<npc Quinn>><<person1>> Mayor Quinn enters the cafe. <<He>> passes <<his>> <<if $pronoun is "f">>fur <</if>> coat to a <<print either("waiter", "waitress")>>, and poses for a photographer. <br><br> <<He>> looks around the room, <<his>> gaze settling on you. Pushing through the gathered crowd, <<he>> makes <<his>> way over. "It's good to see you again," <<he>> says, grasping your hand and shaking it. <<takeHandholdingVirginity "Quinn">> <<else>> <<npc Quinn>><<person1>> A middle-aged <<personsimple>> enters the cafe. <<He>> passes <<his>> <<if $pronoun is "f">>fur <</if>> coat to a <<print either("waiter", "waitress")>>, and poses for a photographer. <br><br> <<He>> looks around the room. <<His>> gaze settles on you. Pushing through the gathered crowd, <<he>> makes <<his>> way over. "You must be the star of the show," <<he>> says, grasping your hand and shaking it. <<takeHandholdingVirginity "Quinn" null null true>> "I'm Quinn." You recognise the name. <span class="red"><<Hes>> the mayor.</span> <</if>> <br><br> Bailey leans in and whispers something to Quinn. The mayor laughs. "Nonsense," <<he>> says. "The speech will go ahead." Quinn grasps your arm again, and pulls you beside <<him>>. Niki appears from the crowd, camera in hand. <br><br> <<link [[Smile for the camera|Chef Opening Smile]]>><<npcincr Quinn love 1>><<famebusiness 50 "pic">><</link>> <br> <<link [[Pull a funny face|Chef Opening Funny]]>><<npcincr Quinn love 1>><</link>> <br> <<link [[Refuse to be photographed|Chef Opening Refuse Photograph]]>><<npcincr Quinn love -1>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You smile with Quinn as Niki takes your picture. Quinn holds up your hand, eliciting a cheer from the gathering audience. <br><br> "Good luck up there," Quinn says, turning back to you. Someone passes <<him>> a glass of champagne. "Though I'm sure you don't need it." <br><br> Bailey whispers something else, and Quinn frowns. "Excuse me," <<he>> says, as much to the crowd as to you. Bailey and Quinn walk away from the crowd, talking. You can't make out what they're saying. <br><br> <<endevent>> <<link [[Next|Chef Opening 8]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You pull a funny face as Niki takes your picture. Someone in the audience laughs. Quinn glances at you, and laughs <<himself>>. <<He>> holds up your hand, eliciting a cheer for the gathering crowd. <br><br> "Good luck up there," Quinn says, turning back to you. Someone passes <<him>> a glass of champagne. "Though I'm sure you don't need it." <br><br> Bailey whispers something else, and Quinn frowns. "Excuse me," <<he>> says, as much to the crowd as to you. Bailey and Quinn walk away from the crowd, talking. You can't make out what they're saying. <br><br> <<endevent>> <<link [[Next|Chef Opening 8]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You wrest yourself free from Quinn's grip. Niki looks at the mayor, unsure what to do. Quinn waves the photographer away. <br><br> "Good luck up there," Quinn says, turning back to you. Someone passes <<him>> a glass of champagne. "Though I'm sure you don't need it." <br><br> Bailey whispers something else, and Quinn frowns. "Excuse me," <<he>> says, as much to the crowd as to you. Bailey and Quinn walk away from the crowd, talking. You can't make out what they're saying. <br><br> <<endevent>> <<link [[Next|Chef Opening 8]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<npc Sam>><<person1>> "That was the mayor!" Sam says, rushing to your side. <<He>> pulls a mirror from <<his>> pocket and checks <<his>> hair. "<<nnpc_He "Quinn">>'ll introduce you when we're ready for your speech. That shouldn't be long now." <<He>> looks around the room. People are finding their seats, and the last of the guests shuffle through the doors. <br><br> <<endevent>><<npc Quinn>><<person1>> You look over at Bailey and Quinn. Bailey seems agitated, but Quinn is more jovial. The mayor chuckles, and pulls <<himself>> away from the conversation. <br><br> <<endevent>><<npc Sam>><<person1>> "It's happening," Sam says. "Go sit over there. By the podium." <<He>> looks around the room again. "The cream treats should be here by now..." <<He>> rushes into the kitchen, while you take your seat beside the podium. <br><br> <<endevent>> <<link [[Next|Chef Opening 9]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<run statusCheck("Gwylan")>> <<if C.npc.Gwylan.state is "active" and _gwylanStatus?.includes("met") and !isGwylanAbsent()>> <<set $chef_gwylan to true>> <</if>> You wait as the remaining guests take their seats. It's a large room, and the tables have been packed together quite tightly. Others watch from the second floor, glasses in hand. There are a lot of people here, all dressed for the fanciest of occasions. <br><br> <<if $chef_gwylan>> <<set $gwylanSeen.pushUnique("cafe_opening")>> <<npc Gwylan>><<person1>> You spot Gwylan on the second floor, leaning over the railing. <<Hes>> wearing a <<if $pronoun is "m">>vintage suit<<else>>vintage skirtsuit<</if>> and a very large feathered hat. No one else seems to be paying <<him>> any mind. <<His>> eyes are on the door to the kitchen, where Sam just disappeared to. <<He>> looks like a proud <<father>> watching <<his>> child receive an award. <br><br> <<He>> seems to sense your gaze, as <<he>> quickly looks to you. <<if $gwylanSeen.includes("romance")>> <<He>> gives you a warm smile and blows you a kiss. <<if $hypnosis_traits.devotion gte 4>> <span class="pink">The mere gesture fills you with heat.</span> <<arousal 2000>><<ggarousal>> <<elseif $hypnosis_traits.devotion gte 1>> <span class="witchbloom">The gesture makes you tingly.</span> <<trauma -6>><<ltrauma>> <<else>> <<trauma -3>><<ltrauma>> <</if>> <<elseif _gwylanLovePercent gte 50>> That same look of pride washes over you as <<he>> smiles at you. <<stress -3>><<lstress>> <<else>> <<He>> smiles and waves at you. <</if>> <<endevent>> <br><br> <</if>> <<npc Quinn>><<person1>>Quinn steps up to the podium, and the room falls silent. <br><br> "Good evening, <<if maleChance() is 100>>gentlemen<<elseif maleChance() is 0>>ladies<<else>>ladies and gentlemen<</if>>," <<he>> says. "It's my privilege as mayor..." <<He>> talks for a while, about investment opportunities in the town, and <<his>> successes in office. Your mind wanders, but snaps back to attention when <<he>> gestures at you. <br><br> <<link [[Next|Chef Opening 10]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> "Mere months ago this <<girl>> was a normal student, until <<pshe>> discovered a talent for baking. Now," Quinn says. "<<pShes>> the reason we're all here." <br><br> "I'd also like to thank <<pher>> guardian," Quinn continues, gesturing at Bailey, who perches at the edge of the room. "<<nnpc_His "Bailey">> hard work protecting and caring for the town's most vulnerable has allowed our young prodigy to flourish." Applause fills the room. <<gtrauma>><<trauma 6>> <br><br> Quinn quiets the audience with a wave. "But you've heard enough from me," <<he>> continues. "Our world-class chef has a few words too. It's my absolute pleasure to introduce <<phim>>." <<He>> steps away from the podium, and waves you up. <br><br> <<endevent>> <<link [[Next|Chef Opening 11]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You walk up to the podium. A murmuring fills the room as you do. People hold up their phones, taking pictures. Staff move between tables, offering guests cream treats from platters. They're eager to taste them. You doubt they're anything as tasty as yours. <br><br> Everyone watches you, waiting. <br><br> <<link [[Tell them the truth about your cream|Chef Opening Truth]]>><<set $chef_speech to "truth">><<stress 12>><<trauma -6>><<famesex 100 "pic">><<set $chef_sus += 30>><</link>><<gggsuspicion>><<ggstress>><<ltrauma>> <br> <<link [[Tell them of Bailey's tyranny|Chef Opening Bailey]]>><<set $chef_speech to "bailey">><<hope 10>><</link>><<ggghope>> <br> <<link [[Praise Sam|Chef Opening Sam]]>><<set $chef_speech to "sam">><<npcincr Sam love 10>><</link>><<ggglove "sam">> <br> <<link [[Praise yourself|Chef Opening Self]]>><<set $chef_speech to "yourself">><<famebusiness 100 "pic">><<trauma -24>><</link>><<llltrauma>> <br> <<link [[Don't say anything|Chef Opening Refuse]]>><<set $chef_speech to "refuse">><<stress -6>><</link>><<lstress>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You look around the room. Each face looks back. You take a deep breath, and share how the cream is made. <br><br> <<npc Sam>><<person1>> The room was already quiet. Rendered so by anticipation. Now the silence is deafening. All blood drains from Sam's face. You're surprised <<he>> doesn't faint. <br><br> <<endevent>> <<generate1>><<person1>>A <<person>> at the back laughs. "We know," <<he>> says. "And it's fucking delicious. Why do you think we came all this way?" <br><br> <<generate2>><<person2>>A <<person>> turns to the <<person1>><<person>>. "Don't encourage the <<girl>>," <<person2>><<he>> says. "That's not an okay joke to make," <br><br> "It's not a joke," the <<person1>><<person>> replies. The <<person2>><<person>> rolls <<his>> eyes. <br><br> <<endevent>> <<link [[Next|Chef Opening Truth 2]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> Laughter fills the cafe. You're not sure how many knew all along, and how many think you're joking. <br><br> <<npc Quinn>><<person1>>The mayor pushes you aside and assumes control of the podium. "Our chef here enjoys a joke," <<he>> says. "How <<pshe>> prepares the cream is <<pher>> secret, but I assure you it's made from the finest local produce." <br><br> The mayor turns to you, away from the microphone. "Good thinking," <<he>> says as <<he>> passes. "You know how to build a legend." <br><br> You imagine they'll be talking about this for a while. You join the party. What do you want to do? <br><br> <<endevent>> <<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>> You look around the room. Bailey stares back. You take a deep breath, and begin. You talk about life at the orphanage. About the lack of food. About what Bailey makes you do, and about the punishment for failure. <<if $speech_attitude is "meek">> You're not sure when you started crying. <<elseif $speech_attitude is "bratty">> Your fingers hurt. At some point you started gripping the sides of the podium. <<else>> <</if>> <br><br> The audience listen in rapt silence. Some wear strange smiles, others look on aghast. The employee you recognise from the orphanage is in tears. <<npc Bailey>><<person1>>You dare a glance at Bailey, but <<hes>> not even looking at you. <<He>> glares at the mayor instead. <br><br> <<endevent>><<npc Quinn>><<person1>> Quinn darts forward and interrupts your speech, pushing you off the podium. "Our young chef," <<he>> says, "is such a joker. <<pHer>> friends put <<phim>> up to it. Bailey's orphanage is one of the town's oldest, and most esteemed, institutions. Any abuses of power are taken seriously." <br><br> You're not sure if your words got through. Many of the locals nod along with the mayor's words. Some don't look so convinced. <br><br> The mayor steps away from the podium, and the party begins in earnest. It seems subdued. What do you want to do? <br><br> <<endevent>> <<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<npc Sam>><<person1>> You look around the room. Sam stares back, looking more excited than you've ever seen <<him>>. <br><br> You talk about Sam, and all the work <<he>> put in to make the cafe what it is. You thank <<him>> for giving the opportunity to develop your talents, and thank the audience for making <<his>> dreams come true. <br><br> The audience applaud. Sam starts crying. <br><br> You step away from the podium, and the party begins in earnest. What do you want to do? <br><br> <<endevent>> <<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "I made my buns," you begin, "because I wanted to make people happy..." <<elseif $speech_attitude is "bratty">> "From the first time I saw the result of my cooking on another's face," you begin, "I knew I was destined for greatness..." <<else>> "The secret to my buns," you begin, "is hard work, determination..." <</if>> <br><br> It's shameless self-aggrandisement, but it goes down well. They must agree you earned it. <br><br> You step away from the podium, and the party begins in earnest. How do you want to conduct yourself? <br><br> <<endevent>> <<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>> You step away from the podium. The crowd sounds disappointed, though not upset. You hear someone call you cute. The mayor rushes to take over the microphone. <<npc Quinn>><<person1>>"Our chef isn't used to public speaking," <<he>> says. "Please, a round of applause regardless." The audience applauds you as prompted. <br><br> The mayor steps away from the podium, and the party begins in earnest. How do you want to conduct yourself? <br><br> <<endevent>> <<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>><<run statusCheck("Gwylan")>> <<set $gwylanSeen.pushUnique("chef_chat")>><<set $gwylan_cafe_intro to true>> <<npc Gwylan>><<person1>> You go to the second floor, and find Gwylan still leaning on the same railing, looking down to the first floor. There's no one else around <<him>>. <<if $speech_attitude is "meek">> "Y-you look lonely," you say. "Do you mind if I join you?" <<elseif $speech_attitude is "bratty">> "You look like you could use some company," you say. "I hope there's room for me." <<else>> "Do you mind if I join you?" you ask. "You look lonely." <</if>> <br><br> <<He>> cracks a smile. <<if $gwylanSeen.includes("cafe")>> "You've already used that line on me," <<he>> says with a giggle as <<he>> turns to you. "Most don't pay me any mind around here. Sometimes I think I'm invisible." <<else>> "Most don't pay me any mind around here. Sometimes I think I'm invisible," <<he>> says as <<he>> turns to you. <</if>> <<if C.npc.Gwylan.state is "scorned">> <<He>> pulls you into a hug, but pushes you away just as fast. "I'm still not happy with you, but I can put that aside for now. I'd hate to spoil this for you." <<He>> turns back, looking down to the first floor again. <<elseif $gwylanSeen.includes("yearning")>> <<if _gwylanStatus.includes("heat") or $gwylanSeen.includes("romance")>> <<He>> pulls you into a hungry kiss when you get close, penetrating your lips with <<his>> tongue. <<gwylanKiss>> <br><br> <<He>> doesn't seem to mind the glances the two of you are getting. <<He>> quickly withdraws and covers <<his>> face with <<his>> hat, however, once people start taking pictures. <<He>> clears <<his>> throat. <<elseif $gwylanSeen.includes("partners")>> <<He>> gives you a peck on the lips when you get close. <<gwylanKiss 0>> <br><br> <<else>> <<He>> kisses you on the cheek when you get close. <</if>> <<elseif _gwylanLovePercent gte 40 and $gwylanTalked.length gte 8>> <<He>> hugs you when you get close. <<else>> <<He>> turns back, looking down to the first floor again. <</if>> "There's too many cameras around. I don't like all the bright flashes, or having my picture taken for that matter." You lean against the railing with <<him>>, watching patrons schmooze down below. <<if $gwylanSeen.includes("yearning")>> "I'm glad you remembered me, despite all the attention on you." <<elseif _gwylanLovePercent gte 40 and $gwylanTalked.length gte 8>> "I'm glad you still have time for little old me despite being the star of the show." <<else>> "I wouldn't mind the company." <</if>> <<npcincr Gwylan dom 3>><<ggyearning>> <br><br> <<switch $chef_speech>> <<case "truth">> You can faintly hear people talking about you and your 'secret ingredient' through the murmur of voices. Gwylan turns to you. <<if $gwylanSeen.includes("cafe_chef") and !$gwylanSeen.includes("cafe_chef_truth")>> "Congratulations. I confess, I feel a tad jilted. You wouldn't tell me your secret, yet now you've gone and told everyone! It makes no difference to me, I got my answer in the end. I just hope this doesn't become dangerous for you." <<elseif $gwylanSeen.includes("cafe_chef_truth")>> "Congratulations. You're awfully bold, telling everyone your secret like that." <<else>> "Congratulations. I had my suspicions about your technique." <</if>> <<if !$gwylanSeen.includes("cafe_chef_truth")>> <<set $gwylanSeen.pushUnique("cafe_chef_truth")>> <<He>> ruffles your hair, and looks away. "I'll probably still eat them, too." <<He>> grills you about your diet, and any medications you might be on, trying to narrow down on the cause of the taste. <span class="pink">"I may ask you for samples in the future."</span> <<npcincr Gwylan lust 5>><<gglust>> <<else>> <<He>> ruffles your hair. <</if>> <<case "bailey">> <<set $gwylan.progress += 2>> You can faintly hear people talking about you, and what you said about the orphanage, through the murmur of voices. Gwylan's grip on the railing is white-knuckled as <<his>> eyes lock on Bailey. "You were very brave," <<he>> says. "If it makes you feel any better, I believe you. Every word." <<He>> backs away from the railing. "I can't stand seeing <<nnpc_him "Bailey">>. <<nnpc_He "Bailey">> was supposed to protect all of you." <br><br> <<He>> takes a deep breath. "I'm sorry." You're not sure if you're the one <<hes>> apologising to. <<He>> quickly shakes it off, returning to a more chipper demeanour, but you can still see something else underneath it. <<case "sam">> You can faintly hear people talking about you and Sam through the murmur of voices. Gwylan turns to you. "You were very kind, letting Sammy take so much credit. You could have said anything, but you chose to share your triumph with someone else. You have a beautiful heart." <<He>> kisses you on the forehead. It makes you feel warm. <<trauma -24>><<lltrauma>> <<case "yourself">> You can faintly hear people talking about you through the murmur of voices. Gwylan turns to you. "Congratulations. You've earned all of this." <<default>> The murmur of voices is indistinct, and you can't pick out anything in particular. Gwylan turns to you. "I don't blame you for stepping away from the podium. I wouldn't want that kind of attention on me either. These aren't the sorts of people you want to entertain with pretty words." <</switch>> <br><br> The two of you spend some more time chatting. "I've never seen Sammy so happy." <<He>> gazes back down to the first floor, watching Sam. <<nnpc_Hes "Sam">> practically glowing. "Thank you. You've made a life worth living for someone. That doesn't come easy in this town. Things are a little brighter<<if $gwylanSeen.includes("cafe_chef_truth")>>, even if your technique is quite lewd<<if $gwylanSeen.includesAny("caught", "sex")>>. It's not like I can judge<</if>><</if>>." <br><br> <<He>> folds <<his>> hands in front of <<him>>. "Don't mind me. I'm just glad I'll finally be able to go back to my old routine. I'm sure you have better things to do than keep me company. Go on," <<he>> says, waving you off. <br><br> There's still plenty of time left. How do you want to conduct yourself? <br><br> <<endevent>> <<chefspeechoptions>><<set $outside to 0>><<set $location to "cafe">><<effects>> You talk to the local elites, ingratiating yourself with them. They're eager for your company. <<if $chef_speech is "truth">> They ask for more details about how the cream is prepared, which you gladly give. They laugh each time. <<elseif $chef_speech is "bailey">> <<generate1>><<person1>>A concerned-looking <<person>> asks for more details regarding the orphanage, but <<his>> friend shushes <<him>>. <<else>> They try to tease out your secret cream recipe, but you're not telling. <</if>> <<endevent>> <br><br> <<link [[Next|Chef Opening End]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You talk to the foreign visitors, ingratiating yourself with them. They're eager for your company. <<if $chef_speech is "bailey">> <<generate1>><<person1>>A concerned-looking <<person>> asks for more details regarding the orphanage, but <<his>> friend shushes <<him>>. <<else>> They're intrigued by some of the local customs, which are apparently strange to them. <</if>> <<endevent>> <br><br> <<link [[Next|Chef Opening End]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You chat with other members of the cafe's staff. You recognise many, but there are a lot of new faces. Even with Sam mobilising the entire staff for this event, they're kept busy and rarely have time to talk. They don't seem to mind. Sam's joy is infectious. <br><br> <<link [[Next|Chef Opening End]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "alcohol" 0 "champagne">> You grab a glass of <<= playerIsPregnant() and playerAwareTheyArePregnant() ? "sparkling water" : "champagne">> from a passing <<print either("waiter", "waitress")>>, and explore the new cafe. You find a quiet spot on a second floor balcony, overlooking the sea. You sit down and relax. <<if !(playerIsPregnant() and playerAwareTheyArePregnant())>> <<alcohol 60>> <</if>> <br><br> Despite being secluded, several people stop by to chat. <br><br> <<link [[Next|Chef Opening End]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $chef_gwylan>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <</if>> <<if $chef_speech is "bailey">> <<npc Bailey>><<person1>> The party winds down after a few hours. You head to the exit, but Bailey intercepts you. <br><br> "You're a brave little shit," <<he>> says. <<He>> grasps your shoulders and turns you to face the guests, now drunkenly shuffling out the cafe. "They all want a piece of orphan ass now that you've screamed about it. You've made things difficult." <<gstress>><<stress 6>> <br><br> <<if $chef_gwylan>> <<npc Gwylan 2>><<person1>> Bailey's grip on your shoulders becomes tighter as <<he>> watches the crowd slowly disperse. You turn. Someone's behind <<him>>. <br><br> It's Gwylan, with a hand on one of Bailey's shoulders, too. <<person2>><<He>> steps around you and Bailey, and the two glare at each other. <br><br> The looks on their faces are hard to read, but it's as if the two briefly share an entire conversation without words. Gwylan smiles at you and continues on, leaving with the rest of the crowd. <br><br> "Difficult," Bailey repeats to <<person1>><<himself>>. <</if>> <<He>> releases you, and walks away. <br><br> <<endevent>> <<link [[Next|Chef Opening End 2]]>><<unset $chef_gwylan>><</link>> <br> <<elseif $chef_speech is "sam">> <<npc Sam>><<person1>> The party winds down after a few hours. You head to the exit, where Sam is seeing off guests. <<He>> beams at you. <br><br> "No one's ever said such nice things about me," <<he>> confides. "Thank you so much." <<He>> wipes away a tear with the back of <<his>> hand. <br><br> "I forgot to mention," <<he>> adds. "We're bumping up the price of buns to <<printmoney 15000>>. <<set $bun_value to 15000>> It's expensive, but they're worth it. And we have extra staff to pay." <br><br> <<He>> waves you goodbye, and you exit onto Cliff Street. <br><br> <<endevent>> <<link [[Next|Cliff Street]]>><<unset $chef_gwylan>><<set $eventskip to 1>><</link>> <br> <<elseif $chef_speech is "truth">> <<npc Sam>><<person1>> The party winds down after a few hours. You head to the exit. Sam intercepts you. <br><br> "I wasn't expecting... that," <<he>> says. "In your speech. I know I said you could say anything, but that didn't cross my mind." <<He>> shakes <<his>> head. "Still, people took the joke well. No damage done. Thank you for everything." <br><br> "I forgot to mention," <<he>> adds. "We're bumping up the price of buns to <<printmoney 15000>>. <<set $bun_value to 15000>> It's expensive, but they're worth it. And we have extra staff to pay." <br><br> <<He>> waves you goodbye, and you exit onto Cliff Street. <br><br> <<endevent>> <<link [[Next|Cliff Street]]>><<unset $chef_gwylan>><<set $eventskip to 1>><</link>> <br> <<else>> <<npc Sam>><<person1>> The party winds down after a few hours. You head to the exit, where Sam is seeing off guests. <br><br> "I forgot to mention," <<he>> says. "We're bumping up the price of buns to <<printmoney 15000>>. <<set $bun_value to 15000>> It's expensive, but they're worth it. And we have extra staff to pay." <br><br> <<He>> waves you goodbye, and you exit onto Cliff Street. <br><br> <<endevent>> <<link [[Next|Cliff Street]]>><<unset $chef_gwylan>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<npc Sam>><<person1>> You continue to the exit, where Sam is seeing off guests. <br><br> "I forgot to mention," <<he>> says. "We're bumping up the price of buns to <<printmoney 15000>>. <<set $bun_value to 15000>> It's expensive, but they're worth it. And we have extra staff to pay." <br><br> <<He>> waves you goodbye, and you exit onto Cliff Street. <br><br> <<endevent>> <<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "Please don't tell anyone," you say. "What do I do to keep you quiet?" <<elseif $speech_attitude is "bratty">> "I get it," you say. "What do you want?" <<else>> "What do you want?" you ask. <</if>> <br><br> <<if $rng gte 91>> "<<printmoney 200000>> should do," <<he>> says. <br><br> <<if $money gte 200000>> <<link [[Pay (£2000)|Chef Blackmail Pay]]>><<sub 1>><<money -200000>><</link>> <br> <<link [[Say you can't afford it|Chef Blackmail Lie]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br> <<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br> <<else>> <<link [[Say you can't afford it|Chef Blackmail Truth]]>><</link>> <br> <<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br> <</if>> <<elseif $rng gte 51>> "<<printmoney 50000>> should do," <<he>> says. <br><br> <<if $money gte 50000>> <<link [[Pay (£500)|Chef Blackmail Pay]]>><<sub 1>><<money -50000>><</link>> <br> <<link [[Say you can't afford it|Chef Blackmail Lie]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br> <<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br> <<else>> <<link [[Say you can't afford it|Chef Blackmail Truth]]>><</link>> <br> <<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br> <</if>> <<else>> <<He>> points down the alley. "How about I taste some of your cream," <<he>> says. "Straight from the source." <br><br> <<link [[Accept|Chef Blackmail Rape]]>><<set $molestationstart to 1>><<sub 1>><</link>> <br> <<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> Deciding to damn the consequences, you turn your back to the <<person>> and march away. <br><br> <<endevent>> <<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> You hand over the money. The <<person>> pulls an expression of mock confusion. "What were we talking about?" <<he>> says. "I've forgotten. How strange." <<He>> laughs and saunters down the alley. <br><br> <<endevent>> <<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> "Liar," the <<person>> says. "But if you want to play it that way, fine. I have friends on the force." <<He>> walks away. <br><br> <<endevent>> <<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> "Well," the <<person>> says. "There's something else you have." <<He>> leers at your <<if $player.gender_appearance is "f">><<breasts>><<else>><<penis>><</if>>. "How about you give me a taste of your cream," <<he>> continues. "Straight from the source." <br><br> <<link [[Accept|Chef Blackmail Rape]]>><<set $molestationstart to 1>><<sub 1>><</link>> <br> <<link [[Refuse|Chef Blackmail Refuse]]>><<def 1>><<set $chef_sus += 10>><</link>><<ggsuspicion>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> You follow the <<person>> down the alley. <<He>> shoves you against a wall as soon as you round the corner. <br><br> <<if Time.dayState isnot "night">><<enable_rescue>><</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chef Blackmail Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chef Blackmail Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> walks away, leaving you to slump to the ground. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> You shove <<him>> against the wall and run out into the street. <<set $chef_sus += 10>><<ggsuspicion>> <br><br> <<tearful>> you look behind you. <<He>> doesn't follow. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>> <<else>> <<set $rescued += 1>>/*Unnecessary if rescue is impossible*/ "Everything okay down there?" a voice shouts from the end of the alley. <br><br> "F-It's fine," the <<person>> shouts back, adjusting <<his>> clothes. <<He>> gives you an evil look as <<he>> leaves. <<set $chef_sus += 10>><<ggsuspicion>> <br><br> <<tearful>> you return to the street. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Cliff Street]]>><<set $eventskip to 1>><</link>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> You climb in. <<generate2>><<person2>>A <<person>> sits in the driver's seat. The <<person1>><<person>> sits beside <<person2>><<him>>, and you drive away. <br><br> <<link [[Next|Chef Blackmail Livestock]]>><</link>> <br><<set $outside to 0>><<set $location to "farm">><<effects>> Instead of driving you to the station, they take you through Harvest Street, and onto the road leading out of town. Buildings give way to green and yellow fields, as they take you deeper into the countryside. <br><br> The police chat and gossip. Little of it is interesting, until the <<person2>><<person>> turns to face you. <br><br> "You've been a bad <<girl>>," <<he>> says. "But don't worry. We've a proper punishment in mind." <br><br> <<link [[Ignore|Chef Blackmail Livestock Ignore]]>><</link>> <br> <<link [[Plead|Chef Blackmail Livestock Plead]]>><</link>> <br> <<link [[Insult|Chef Blackmail Livestock Insult]]>><</link>> <br><<effects>> <<pass 60>> You ignore the <<person>>, instead staring out the window. You catch a glimpse of the forest as the car crests a hill. "A <<girl>> of few words," <<he>> says. "That'll suit just fine where you're going." <br><br> After what feels like an hour, you turn down a thin lane and pull to a stop outside a barn. <br><br> <<link [[Next|Chef Blackmail Livestock 2]]>><</link>> <br><<effects>> <<pass 60>> <<if $speech_attitude is "meek">> "P-please let me go," you say. "I want to go home." <<elseif $speech_attitude is "bratty">> "I can't be worth this much trouble," you say. "How about a slap on the wrist?" <<else>> "You don't have to do this," you say. "Let me go." <</if>> <br><br> "Sorry <<girl>>," the <<person>> says. "The money's too good. I mean, the justice. We have to uphold justice." <br><br> After what feels like an hour, you turn down a thin lane and pull to a stop outside a barn. <br><br> <<link [[Next|Chef Blackmail Livestock 2]]>><</link>> <br><<effects>> <<pass 60>> <<if $speech_attitude is "meek">> "You big meanies," you say. "Is money more important than protecting people?" <<elseif $speech_attitude is "bratty">> "Corrupt shits like you will face a reckoning," you say. "Whatever you're being paid isn't worth it." <<else>> "How much are you being paid?" you ask. "I bet they got you cheap." <</if>> They both laugh. "You're a smart <<girl>>," the <<person>> says. "Almost a waste." <br><br> After what feels like an hour, you turn down a thin lane and pull to a stop outside a barn. <br><br> <<link [[Next|Chef Blackmail Livestock 2]]>><</link>> <br><<effects>> <<generate3>><<generate4>> They lead you inside, where a <<person3>><<person>> and <<person4>><<person>> wait. The <<person3>><<person>> shakes hand with the police officers, while the <<person4>><<person>> prowls around you. <br><br> "This the chef, then?" the <<person3>><<person>> asks. <br> "This the one," the <<person1>><<person>> responds. <br> "Dunno what I was expecting. Here's the money." <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> nods at the <<person4>><<person>>, now stood behind you, and you lurch back as <<he>> ties a leash around your collar. As soon as <<he>> tries to tug it, <span class="green">it unties itself</span>. <br><br> They look down at the leash, and the <<person3>><<person>> shakes <<his>> head. "We'll deal with it later." The police leave as <<he>> pushes you forward. "Gonna make a killing from this one," <<he>> whispers. <br><br> <<badEndTracking "Underground Farm" { reason: "arrested" }>> <<link [[Next|Livestock Intro Familiar Collar]]>><<endevent>><</link>> <br> <<else>> <<He>> nods at the <<person4>><<person>>, now stood behind you, and you lurch back as <<he>> ties a collar around your neck. <<leash 21>> <br><br> The police leave as the <<person3>><<person>> takes your leash. "Gonna make a killing from this one," <<he>> whispers as <<he>> tugs. You're pulled forward. <br><br> <<badEndTracking "Underground Farm" { reason: "arrested" }>> <<link [[Next|Livestock Intro]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> They drive you to Harvest Street, and stop outside an old warehouse. <br><br> They open your door, pull you out, and shove you towards the building. <br><br> <<generate3>><<generate4>><<generate5>><<generate6>> The interior is pitch black. Four others step out of the dark, each wearing a police uniform. <br><br> <<link [[Next|Chef Blackmail Car Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chef Blackmail Car Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chef Blackmail Car Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "<<pShe>> was good," the <<person3>><<person>> says. "You always find the cute ones." <br><br> "Thanks," the <<person1>><<person>> responds. "Always ready to do my duty." They laugh their way out the building. <br><br> <<tearful>> you stumble to the exit, and emerge near Harvest Street <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <br> <<else>> You shove the <<person1>><<person>> to the ground, trip up the <<person2>><<person>>, headbutt the <<person3>><<person>>, punch the <<person4>><<person>>, and tackle the <<person5>><<person>> to the floor. <br><br> The <<person6>><<person>> backs off for a moment, shocked by your aggression and anticipating an attack. <<tearful>> you seize the opportunity. You flee the building, and escape onto Harvest Street. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> You turn your back on the <<person>>, and walk away. <<He>> doesn't stop you. <br><br> <<link [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $milk_amount gte 40>> With your lewd intentions confirmed, you start preparing to make some lattes. You start making the coffee normally, until it comes time to add the milk. <br><br> The only question is, how much milk should you use? <br><br> <<link [[Use a normal amount|Cafe Coffee Creation]]>><<set $phase to 1>><</link>> <br> <<if $milk_amount gte 70>> <<link [[Use a moderate amount|Cafe Coffee Creation]]>><<set $phase to 2>><</link>><<note "+ Suspicion?" "red">> <br> <<if $milk_amount gte 100>> <<link [[Use a great amount|Cafe Coffee Creation]]>><<set $phase to 3>><<set $chef_sus += 15>><</link>><<gsuspicion>> <br> <<if $milk_amount gte 150 and hasSexStat("promiscuity", 3)>> <<link [[Use ridiculous amounts of milk |Cafe Coffee Creation]]>><<set $phase to 4>><<set $chef_sus += 30>><</link>><<ggsuspicion>><<promiscuous3>> <br> <</if>> <</if>> <</if>> <<else>> You grab a small bowl and start milking yourself. You try to squeeze milk out of your breasts, but <<if $milk_amount lte 1>>nothing<<else>>not much<</if>> is coming out. It seems you've exhausted your supply. You'll have to make the drinks normally. <br><br> <<link [[Make the drinks normally|Cafe Coffee Creation]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $phase is 1>> /*Small*/ You grab a small bowl and start milking yourself. Soon you have a decent amount of milk in the bowl. You mix it into their coffees. After a couple of minutes, Sam comes to collect them.<<breastfeed 4>> <br><br> <<elseif $phase is 2>> /*Medium*/ You grab a small bowl and start milking yourself. Soon you have a large amount of milk in the bowl. Hopefully the amount of milk won't seem unusual. You mix it into their coffees. After a couple of minutes, Sam comes to collect them.<<breastfeed 7>> <br><br> <<elseif $phase is 3>> /*Large*/ You grab a small bowl and start milking yourself. Soon you have nearly filled the bowl. They're sure to notice how much milk there is. You mix it into their coffees. After a couple of minutes, Sam comes to collect them.<<breastfeed 10>> <br><br> <<elseif $phase is 4>> /*Huge*/ You decide to give them drinks they're sure to love. You decide to add the milk straight in. You make sure to squeeze out a lot of milk. Some of it misses the coffee, making a mess in the kitchen. <<breastfeed 15>> <br><br> You put in so much milk that you're not sure these drinks even count as coffee anymore. You try to mix it in as best as you can. After a couple of minutes, Sam comes to collect them. <br><br> <<else>> /*Normal, no milk*/ <<set _coffee to ["mocha", "latte", "caramel latte", "white chocolate mocha", "flat white", "caramel iced latte"].pluck()>> You decide to make some normal <<print _coffee>>s for them. After a couple of minutes, the drinks are ready. Sam soon comes to collect them. <br><br> <</if>> <<link [[Next|Cafe Coffee Creation Results]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<npc Sam>><<person1>> <<if $phase is 1>> /*Small*/ You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem satisfied with your coffee. You go back into the kitchen. <br><br> You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed happy with it. Here, think of this as a little 'thank you' for helping me out." <<He>> hands you <<money 10000 "cafeChef">><<printmoney 10000>>. "I won't keep you any longer," <<he>> says as <<he>> leaves. <br><br> <<elseif $phase is 2>> /*Medium*/ <<if $rng % 2 == 0>> You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem delighted with your coffee. You go back into the kitchen. <br><br> You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed to really like it. Some of them said that the milk was even better than normal. How were you able to do that?" <<gsuspicion>><<set $chef_sus += 15>> <br><br> "Ah, sorry for asking into your secrets. Here, this is for your great work." <<He>> hands you <<money 12500 "cafeChef">><<printmoney 12500>>. "I won't keep you any longer," <<he>> says as <<he>> leaves. <br><br> <<else>> You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem delighted with your coffee. You go back into the kitchen. <br><br> You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed to really like it." <br><br> "Here, this is for your great work." <<He>> hands you <<money 12500 "cafeChef">><<printmoney 12500>>. "I won't keep you any longer," <<he>> says as <<he>> leaves. <br><br> <</if>> <<elseif $phase is 3>> /*Large*/ You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem thrilled with your coffee. You go back into the kitchen. <br><br> You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. They seemed to love your recipe. Were you able to make the milk even better somehow?" <<gsuspicion>> <br><br> "Ah, sorry for asking into your secrets. Here, this is for your great work." <<He>> hands you <<money 15000 "cafeChef">><<printmoney 15000>>. "I won't keep you any longer," <<he>> says as <<he>> leaves. <br><br> <<elseif $phase is 4>> /*Huge*/ You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. At first they seem irritated to have been brought what appears to be milk. But as soon as one of them takes a sip, their mood changes entirely. All of them begin to enthusiastically drink their 'coffees'. You return to the kitchen, satisfied with the effect your drinks had. <br><br> You put the dough in the oven. Sam comes in again. "I wasn't sure about your drinks when I saw them, but it seems they were a great success. They were so great that even the other guests wanted to get a taste." <<ggsuspicion>> <br><br> "Too bad you're usually busy making buns, else I'd ask you to make more of those drinks." <<He>> hands you <<money 20000 "cafeChef">><<printmoney 20000>>. "You really outdid yourself, thank you." <<npcincr Sam love 2>> <<glove>> <br><br> "I won't keep you any longer," <<he>> says as <<he>> leaves. <br><br> <<else>> /*Normal, no milk*/ You watch from the kitchen door as Sam brings the coffees to the aristocrats' table. They seem pleased with the coffee. You go back into the kitchen. <br><br> You put the dough in the oven. Sam comes in again. "Thank you for making the coffee on such short notice. Here, think of this as a little 'thank you' for helping me out." <<He>> hands you <<money 5000 "cafeChef">><<printmoney 5000>>. "I won't keep you any longer," <<he>> says as <<he>> leaves. <br><br> <</if>> <<endevent>> <<chefwork>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $oceanbreezejob>><<timeTrackingEndCafe>><</if>> <<if $chef_sus gt 0>> Suspicion: <div class="meter"> <<set _percent=Math.floor(($chef_sus / 100)*100)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <</if>> You are in the Ocean Breeze Cafe. <<if $openinghours is 1>> <<if Weather.precipitation is "rain">> No one is sitting outside due to the rain, but the cafe proper is crowded. <<elseif Weather.isFreezing>> No one is sitting outside due to the cold, but the cafe proper is crowded. <<elseif !Weather.isOvercast>> Most of the tables are full. <<else>> The cafe is busy, and despite the strong winds some people are sitting outside. <</if>> <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutshop>> <<elseif $openinghours is 1 and $exposed lt 1 and $bunstat gte 50 and $chef_state is 1>> <<set $chef_state to 2>><<set $bun_value to 10000>> <<npc Sam>><<person1>> Sam approaches you, wiping <<his>> hands on a towel and beaming. "I've made a decision," <<he>> says. "I wanted to keep the buns affordable, but we've attracted interest." <<He>> holds out a holiday brochure, opened on a page that advertises the town. There's a picture of the cafe with a caption that describes the buns as "world-class." <br><br> "World-class!" Sam beams. "I've decided to increase the price to <<printmoney 10000>>. We have a limited supply after all, and can't keep up with demand as it is." <br><br> <<He>> returns to work, humming some tune. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br> <<elseif $openinghours is 1 and $exposed lt 1 and $bunstat gte 200 and $chef_state is 2>> <<set $chef_state to 3>> <<npc Sam>><<person1>> Sam approaches you. "I was at a party," <<he>> says. "And I may have had one too many. Anyway, the topic of our buns came up. People were very curious about how they're made. When I told them I didn't know, that a new chef was responsible, they became even hungrier. I think a myth is building around you." <br><br> "Anyway," <<he>> continues. "It got me thinking. I'd like to use your image in our advertisements. Maybe redesign the front of the building. It's only fair people know who's responsible for these treats." <br><br> "I'm willing to increase your cut to <span class="gold">30%</span> of each bun sale," <<he>> adds, cleaning a vacated table. "I'm in talks with a professional photographer. Mull it over, then let me know what you think." <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br> <<elseif $openinghours is 1 and $exposed lt 1 and $chef_state is 5>> <<set $chef_state to 6>> <<npc Sam>>Sam approaches you. "The photographer sent the pictures over," <<he>> says. "They're fantastic! The new adverts are going to look great. You'll get <span class="gold">30%</span> of each bun sold from now on, as promised." <<set $bun_cut to 0.3>> <br><br> Sam returns to work, humming <<if $seabird_lullaby gte 2>> the first few notes of <span class="teal">Seabird's Lullaby</span>. <<else>> <<set $seabird_lullaby to 1>> some <span class="teal">faintly familiar</span> tune. <</if>> <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><br> <<elseif $openinghours is 1 and $exposed lt 1 and $bunstat gte 400 and $chef_state is 6>> <<set $chef_state to 7>> <<set $chef_rework to 37>> <<npc Sam>><<person1>> Sam approaches you, looking more serious than normal. "I've made a decision," <<he>> says. "The buns are our flagship, but people are more interested than ever in our other dishes too. Even when people know the chef is not in the building, they still queue for a chance to eat here. You've probably noticed." <br><br> "I've bought next-door," <<he>> continues. "The big one. I'm going to merge the buildings, make one huge cafe. One that can accommodate the numbers we're pulling. I'm giddy just thinking about it!" <br><br> <span class="pink">"We'll need to close for a month,"</span> <<he>> adds. "It's unfortunate, but the changes are so big. We'll have a grand opening event when it's done, with you as the star." <br><br> "We're closing down in a week. I don't want you to be caught off guard. Drop by when we're finished and we'll discuss the opening event." <br><br> <<He>> returns to work. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br> <<elseif !$daily.earSlimeOceanBreezeCafeEat and $openinghours is 1 and $exposed lt 1 and !$daily.cafeEaten and $money gte 200 and numberOfEarSlime() and ((earSlimeMakingMundaneRequests() and random(0,100) gte 90) or random(0,100) gte 96)>> <<set _cafeOptions to []>> <<if $money gte 200>> <<run _cafeOptions.push("coffee")>> <</if>> <<if $money gte 700 and !playerAwareTheyArePregnant()>> <<switch Time.season>> <<case "winter">><<run _cafeOptions.push("winter ale")>> <<case "spring">><<run _cafeOptions.push("fruity ale")>> <<case "summer">><<run _cafeOptions.push("shandy")>> <<default>><<run _cafeOptions.push("autumn ale")>> <</switch>> <</if>> <<if $money gte 500>> <<run _cafeOptions.push("fruit salad")>> <</if>> <<if $money gte 1000>> <<run _cafeOptions.push("pancake")>> <</if>> <<if $money gte 5000>> <<run _cafeOptions.push("deluxe cream bun")>> <</if>> <<set $daily.earSlimeOceanBreezeCafeEat to _cafeOptions.random()>> <span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to have <<= (["a","e","i","o","u"].some(letter => $daily.earSlimeOceanBreezeCafeEat.startsWith(letter))) ? "an" : "a">> $daily.earSlimeOceanBreezeCafeEat.</span> It promises rewards if you comply<<if $earSlime.startedThreats>> and threatens consequences if you do not<</if>>. <br><br> <<earSlimeCafeLinks "Obey">> <br> <<if $earSlime.startedThreats>> <<link [[Defy|Ocean Breeze Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|Ocean Breeze]]>><</link>> <</if>> <<else>> <<if Time.hour is $closinghour>> It's closing time. Sam is herding everyone outside. <<if $exposed gte 1>> You feel a twinge of panic as you realise how exposed you'll be should you be found in this state of dress. <</if>> <br><br> <<elseif $openinghours is 0>> You are alone in the darkness. <br><br> <<elseif $exposed gte 1>> You are hiding beneath a table to protect your dignity. <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "cafe">> <</if>> <<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob isnot 1>> <<if $oceanbreezejoboffer is 1>> <<socialiseicon "ask">><<link [[Ask for work|Ocean Breeze Ask Again]]>><</link>> <br> <<else>> <<socialiseicon "ask">><<link [[Ask for work|Ocean Breeze Ask]]>><</link>> <br> <</if>> <</if>> <<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob is 1>> You see Sam attending to the customers. <<nnpc_He "Sam">> looks like <<nnpc_he "Sam">> could use some help. <br> <<if $chef_state is 0>> <<ind>><<link [[Accept job offer|Chef Work Accept]]>><</link>> <br> <<elseif $chef_state gte 1>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to work as a chef. <<else>> <<skinicon "chef">><<link [[Work as a chef (1:00)|Chef Work]]>><</link>> <</if>> <br> <</if>> <<if $chef_state is 3>> <<ind>><<link [["Accept Sam's offer"|Chef Photographer]]>><</link>> <br> <</if>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to work as a <<print $player.gender_appearance is "m" ? "waiter" : "waitress">>. <<else>> <<skinicon "waiter">><<link [[`Work as a ${$player.gender_appearance is "m" ? "waiter" : "waitress"} (1:00)`|Ocean Breeze Work]]>><<set $tablesservedstat += random(10,30)>><</link>> <</if>> <br> <</if>> <<if gwylanSchedule() is "cafe" and $openinghours is 1 and $exposed lt 1>> <<run statusCheck("Gwylan")>> <<if _gwylanStatus?.includes("met")>> <<if getRobinLocation() is "cafe">> <br> Gwylan and Robin sit on the exterior balcony, gazing out to the sea. <br> <<socialiseicon>><<link [[Join them|Gwylan Ocean Breeze]]>><<handheldon>><<set $phase to 3>><</link>> <br> <<else>> <br> Gwylan sits alone on the exterior balcony, gazing out to the sea. <br> <<socialiseicon>><<link [[Join <<nnpc_him 'Gwylan'>>|Gwylan Ocean Breeze]]>><<handheldon>><<set $phase to 0>><</link>> <br> <</if>> <</if>> <</if>> <<if $openinghours is 1 and $exposed lt 1 and $daily.cafeEaten isnot 1>> <<if $money gte 200>> <br> A menu lists what's currently being served. <br> <<foodicon "coffee">><<link [[Buy coffee (0:02 £2)|Cafe Coffee]]>> <<set $daily.cafeEaten to 1>><<money -200 "cafe">><<stress -3>><<tiredness -4>><<pass 2>> <</link>><<lstress>><<ltiredness>> <br> <</if>> <<if $money gte 700>> <<if Time.season is "winter">> <<foodicon "winterale">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink winter ale while you know you're with child.</span> <<else>> <<link [[Buy winter ale (0:10 £7)|Cafe Eat]]>><<set $phase to "winter ale">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 100>><<pass 10>><</link>><<lstress>><<ggalcohol>> <</if>> <br> <<elseif Time.season is "spring">> <<foodicon "fruityale">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink fruity ale while you know you're with child.</span> <<else>> <<link [[Buy fruity ale (0:10 £7)|Cafe Eat]]>><<set $phase to "fruity ale">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 60>><<pass 10>><</link>><<lstress>><<galcohol>> <</if>> <br> <<elseif Time.season is "summer">> <<foodicon "shandy">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink shandy while you know you're with child.</span> <<else>> <<link [[Buy shandy (0:10 £7)|Cafe Eat]]>><<set $phase to "shandy">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 40>><<pass 10>><</link>><<lstress>><<galcohol>> <</if>> <br> <<else>> <<foodicon "autumnale">> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink autumn ale while you know you're with child.</span> <<else>> <<link [[Buy autumn ale (0:10 £7)|Cafe Eat]]>><<set $phase to "autumn ale">><<set $daily.cafeEaten to 1>><<money -700 "cafe">><<stress -6>><<alcohol 80>><<pass 10>><</link>><<lstress>><<galcohol>> <</if>> <br> <</if>> <</if>> <<if $money gte 300>> <<if ndef $milkshake>><<set $milkshake to 0>><</if>> <<if $milkshake lt 2>> <<foodicon "milkshake">><<link [[Buy milkshake to go (0:02 £3)|Ocean Breeze]]>><<money -300 "cafe">> <<set $milkshake +=1>> <<pass 2>><</link>> <br> <</if>> <</if>> <<if $money gte 500>> <<foodicon "fruitsalad">> <<link [[Buy fruit salad (0:20 £5)|Cafe Eat]]>><<set $phase to "fruit salad">><<set $daily.cafeEaten to 1>><<money -500 "cafe">><<stress -6>><<pass 20>><</link>><<lstress>> <br> <</if>> <<if $money gte 600 and Time.season is "winter">> <<foodicon "gingerbread">> <<link [[Buy gingerbread (0:20 £6)|Cafe Eat]]>><<set $phase to "gingerbread">><<set $daily.cafeEaten to 1>><<money -600 "cafe">><<stress -8>><<pass 20>><</link>><<lstress>> <br> <</if>> <<if $money gte 1000>> <<foodicon "pancakes">> <<link [[Buy pancakes (0:20 £10)|Cafe Pancakes]]>><<set $phase to "pancakes">><<set $daily.cafeEaten to 1>><<money -1000 "cafe">><<tiredness -6>><<pass 20>><</link>><<ltiredness>> <br> <<foodicon "crepes">> <<link [[Buy crepes (0:20 £10)|Cafe Pancakes]]>><<set $phase to "crepes">><<set $daily.cafeEaten to 1>><<money -1000 "cafe">><<tiredness -6>><<pass 20>><</link>><<ltiredness>> <br> <</if>> <<if $money gte 5000>> <<foodicon "creambun">> <<link [[Buy Deluxe Cream Bun (0:20 £50)|Cafe Cream Bun]]>><<set $daily.cafeEaten to 1>><<transform cat 1>><<money -5000 "cafe">><<pass 20>><<stress -18>><</link>><<llstress>> <br> <</if>> <</if>> <<if $openinghours is 0 and Time.hour isnot $closinghour and !$weekly.theft.oceanBreeze>> <<shopicon "register">><<link [[Examine the cash register|Ocean Breeze Register]]>><</link>> <br> <</if>> <br> <<clifficon>><<link [[Leave|Cliff Street]]>><<handheldon>><</link>> <br><br> <</if>><<set $outside to 1>><<effects>><<set $lock to 200>> The cafe is closed. <<openinghours>> <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Ocean Breeze]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<clifficon>><<link [[Leave|Cliff Street]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $oceanbreezejoboffer to 1>> <<npc Sam>><<person1>> You walk up to the overweight <<personsimple>> behind the counter. <<He>> smiles at you. "Aren't you a cutie! What will it be?" <br><br> You ask if <<he>> has any work for you. <<His>> smile broadens. "As a matter of fact, I need a cute <<if $player.gender_appearance is "m">>waiter<<else>>waitress<</if>>. The pay is £5 an hour, plus tips. Just a warning though: some customers might try to grope you. Please be patient with them; they don't mean nothing by it! We're always understaffed, so you can work whenever we're open." <br><br> <<link [[Take job|Ocean Breeze Take Job]]>><</link>> <br> <<link [[Refuse job|Ocean Breeze]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $oceanbreezejob to 1>> "Splendid!" <<he>> says, grabbing your hand in both of <<his>> own and shaking. "I'm Sam, by the way. Come on, let me show you the ropes." <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<npc Sam>><<person1>>You walk up to the overweight <<personsimple>> behind the counter. <<He>> smiles at you. "Welcome back! Have you reconsidered?" <br><br> <<link [[Take job|Ocean Breeze Take Job]]>><</link>> <br> <<link [[Refuse job|Ocean Breeze]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set C.npc.Sam.love = Math.clamp(C.npc.Sam.love, -50, 50)>> <<set _gwylanLocation to gwylanSchedule()>> <<if (_gwylanLocation is "walking_to_cafe" or _gwylanLocation is "sulking") and $gwylan_cafe_intro and !$daily.gwylan.cafe>> <<set $daily.gwylan.cafe to true>> <<if $gwylanSeen?.includes("cafe") and C.npc.Gwylan.love gte 30>> You leave a plate of <<seagullFood>> next to the register for Gwylan, and start your shift. <<if _gwylanLocation is "sulking">> <span class="red"><<nnpc_He "Gwylan">> never shows up to take it.</span> <</if>> <<else>> As you start your shift, you see a plate of unattended <<seagullFood>> near the register. Gwylan enters a moment later, picking up the plate and leaving exact change neatly on the countertop before heading out to the balcony. <</if>> <br><br> <</if>> <<if !$gwylan_cafe_intro and ["cafe", "walking_to_cafe"].includes(_gwylanLocation)>> <<npc Gwylan 1>><<npc Sam 2>><<person1>> <<set $daily.gwylan.cafe to true>> <<run statusCheck("Gwylan")>> As you're serving tables, you notice a plate of <<seagullFood>> sitting unattended near the register. <br><br> You look around. No one seems to be paying it any mind. <br><br> <<if _gwylanStatus.includes("met") and _gwylanLocation is "cafe">> As you wonder what to do with it, you see Gwylan stand up from <<his>> seat out on the balcony and step in front of the register. <<else>> As you wonder what to do with it, a <<nnpc_gendery "Gwylan">> with mousy hair steps in front of the register. <<Hes>> wearing an oversized sun hat. <<if _gwylanStatus.includes("met")>> It's Gwylan. <</if>> <</if>> <<if $gwylanSeen?.includes("cafe")>> <<He>> neatly leaves a few bills and coins on the counter, stacked by coin size. <<He>> notices you, and gives you a smile and a wave before taking the plate <<if _gwylanLocation is "cafe">> back to the balcony. <<else>> to <<his>> usual table on the balcony. <</if>> <<else>> <<He>> neatly leaves a few bills and coins on the counter, stacked by coin size, before taking the plate <<if _gwylanStatus.includes("met") and _gwylanLocation is "cafe">> back to the balcony. <<else>> to a table on the exterior balcony. <</if>> <</if>> <br><br> <<if $gwylanSeen?.includes("cafe")>> "Looks like our little seagull found a friend," <<else>> "That's just our little seagull," <</if>> Sam's voice says from behind you. "<<Hes>> a real sweetheart, just like <<his>> <<father>>." <<person2>><<He>> smiles, before handing you a glass of orange juice. "Could you bring this to <<person1>><<him>>? Tell <<him>> it's on the house. <<He>> could use the vitamin C. <<He>> never gets any sunlight, always hiding under those big hats." <br><br> <<if $sciencetrait gte 1>> You decide against correcting <<person2>><<him>> about sunlight helping with vitamin D, not vitamin C. <br><br> <</if>> <<person1>> <<link [[Take it to <<him>>|Ocean Breeze Gwylan Juice]]>><</link>> <br> <<else>> <<cleareventpool>> <<if !$weekly.robinCafeVisit and C.npc.Robin.init gte 1 and $robinmissing is 0 and !["school", "sleep"].includes(getRobinLocation())>> <<if _gwylanLocation is "cafe" and $gwylanSeen?.includes("cafe") and $gwylan_cafe_intro and $gwylan?.robin gte 5>> <<addinlineevent "robin_cafe_gwylan" 4>> <<npc Robin 1>><<npc Gwylan 2>><<person1>> You are cleaning off a table after a previous customer when you see a familiar face in the corner of your eye. It's Robin. <<person1>><<Hes>> sitting at a table on the balcony, talking to someone. <br><br> <<if C.npc.Robin.trauma gte 40>> <<set $gwylanSeen.pushUnique("robin_cafe_trauma")>> <<gwylanRobin 3 25>> You can't quite hear their conversation, as Robin speaks in hushed tones. You crane your neck to get a look at the other person. It's Gwylan. There's a look of mixed sadness and fascination on <<person2>><<his>> face as <<he>> listens to Robin. <br><br> <<generateRole 2 0 "waiter/waitress">> A <<person3>><<personsimple>> approaches them and addresses Robin. "I saw you switch tables, kid. Sorry, but you're still gonna have to buy something. It's company policy. We are running a—" <br><br> <<person1>> "<<Hes>> with me," Gwylan interrupts. "<<He>> will have my usual. Now, please, you're interrupting an important story." <<person2>><<He>> waves the <<person3>><<personsimple>> away, who shrugs. <br><br> "I-I can't afford that," Robin says. <br><br> "You're not paying for it," Gwylan responds with a smile. "Now, from where you left off?" <br><br> They continue speaking in hushed tones. You leave the two of them to their talk. By the end, Robin looks happier. <<npcincr Robin trauma -5>><<llrtrauma>> <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<else>> <<set $gwylanSeen.pushUnique("robin_cafe")>> <<gwylanRobin 1 25>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> It's Gwylan. You overhear their conversation. <<if $robinromance gte 1 and $rng gte 51>> <<if C.npc.Robin.dom gte 50>> "I used to feel so helpless, but <<pshe>> makes me feel... less small? I can't find the right words," <<else>> "I feel like a burden on <<phim>>," <</if>> Robin says. "Without <<phim>>, Bailey would have..." <br><br> Gwylan briefly tenses up, but it fades as soon as the two of them notice you. <<else>> "I don't remember the youth ward all that well," Robin says. "<<pShe>> and I knew each other even back then. I feel like I should remember more, but whenever I try to think about it..." <br><br> <<person1>><<He>> stops when the two of them notice you. <</if>> They both smile and wave you over. <br><br> "Robin was telling me about you," Gwylan says. "Now I know all your terrible secrets." <br><br> Robin blushes and starts shaking <<person1>><<his>> head. "I-I didn't tell <<person2>><<him>> anything embarassing! I was just—" <br><br> Gwylan giggles and waves <<person1>><<him>> off. "I'm only playing. <<Hes>> been quite discreet, despite my prodding." <br><br> The three of you chat for as long as you can get away with, before Sam calls you to clean up another table. <<stress -3>><<trauma -3>><<lstress>><<ltrauma>> <br><br> The rest of the shift passes uneventfully. <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<if $robinmoney gte 5>> <<set $tip += 500>> <<set $robinmoney -= 5>> Gwylan and Robin both left you a tip. <<tipreceive "cafeWaiter">> <<else>> Gwylan left you a tip. <<tipreceive "cafeWaiter">> <</if>> <</if>> <br><br> <<link [[Next|Ocean Breeze]]>><<pass 60>><<endevent>><</link>> <br> <</addinlineevent>> <<else>> <<addinlineevent "robin_cafe_visit" 2>> <<if C.npc.Robin.trauma gte 40>> <<npc Robin>><<person1>><<generateRole 1 0 "waiter/waitress">> You are cleaning off a table after a previous customer when you see a familiar face in the corner of your eye. It's Robin. <<person1>><<Hes>> sitting at a table all alone, being served by another <<person2>><<personsimple>>. <br><br> You overhear their conversation. "Sorry, but you're gonna have to buy something if you want a glass of water. It's company policy. We are running a business after all," the <<personsimple>> says. <br><br> Robin looks up at the <<personsimple>>. "I-I'm sorry... I don't think I can eat anything right now." <<person1>><<He>> stands up and walks out the door.<<gstress>><<stress 6>> <br><br> The <<person2>><<personsimple>> walks towards you and scoffs. "Bunch of freeloaders around here. They'll try and put on an act to make you feel bad, but don't let em." <<He>> continues walking past you and into the kitchen. <br><br> Before you can say anything Sam calls you to clean up another table. The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <br><br> <<link [[Next|Ocean Breeze]]>><<pass 60>><<endevent>><</link>> <br> <<else>> <<set _beverage to Time.season is "winter" ? "eggnog" : "milkshake">> <<npc Robin>><<person1>>You are cleaning off a table after a previous customer when you see a familiar face in the corner of your eye. It's Robin. <<person1>><<Hes>> waiting near the front to be seated. You approach <<him>> and <<he>> smiles. <br><br> <<if $robinromance gte 1>> <<if C.npc.Robin.dom gte 50>> "Hello! How's work? You look really nice today. I hope the customers have been treating you well. If you get the time, we should go see a movie." <<He>> proceeds to tell you about the genres <<hes>> interested in. <<else>> "H-hey! I really wanted to see you and I heard you were working here today! There isn't a lot to do at the orphanage, I hope I'm not too much of a distraction," <<he>> says. <</if>> <<else>> "Hello! I didn't know you were working today! I was just stopping by for a drink, it's nice to see you." <</if>> <br><br> You gleefully chat with Robin for a few minutes before taking <<his>> order. <<He>> orders <<if _beverage is "eggnog">>an<<else>>a<</if>> _beverage. You prepare <<his>> beverage and bring it to <<his>> table. <<He>> sips the _beverage and smiles. "It's really good!" <br><br> <<He>> finishes <<his>> drink, and then stands up. <<He>> <<if $robinromance gte 1>>kisses<<else>>hugs<</if>> you before leaving. <br><br> <<if $robinmoney gte 5>> <<set $tip to 500>> <<set $robinmoney -= 5>> The rest of the shift passes uneventfully. Robin left you a tip. You earn <<printmoney 1000>>. <<silently>><<money 500 "cafeWaiter">><<tipreceive "cafeWaiter">><</silently>> <<else>> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <</if>> <br><br> <<link [[Next|Ocean Breeze]]>><<pass 60>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <</if>> <<elseif _gwylanLocation is "cafe" and $gwylan_cafe_intro and !$daily.gwylan.cafeServe>> <<addinlineevent "cafe_serve_gwylan" 2>> <<run statusCheck("Gwylan")>> <<set $daily.gwylan.cafeServe to true>> <<npc Gwylan>><<person1>>You clean the tables out on the balcony. <br><br> Gwylan waves you over when you're done. <<if $gwylanSeen.includes("partners")>> The two of you chat for a short while, before Sam calls you back in. As you turn, Gwylan grabs you by your <<if $worn.upper.type.includes("naked")>> $worn.lower.name and pulls you back <<else>> $worn.upper.name and pulls you down <</if>> into a deep kiss. <<His>> tongue slips between your lips. <<gwylanKiss>> <br><br> <<if _gwylanLastSeenDays gte 21>> "You went and vanished on me, dear. I was getting so worried. You owe me for this." <<He>> gives you one more quick peck on the lips before pushing you away. "My shop. Later. We have work to do." <<arousal 1000>><<garousal>><<npcincr Gwylan lust 2>><<npcincr Gwylan dom 1>><<glust>><<gyearning>> <<elseif $gwylan.timer.ritual and (Time.date.dayDifference(new DateTime(V.gwylan.timer.ritual)) <= -7)>> "You've been neglecting me, dear. I hunger for you. Will you continue letting me starve?" <<He>> gives you one more quick peck on the lips before pushing you away. "My shop. Later. I'll be waiting." <<arousal 1500>><<ggarousal>><<npcincr Gwylan lust 2>><<npcincr Gwylan dom 1>><<glust>><<gyearning>> <<elseif $gwylan.timer.ritual and Time.date.dayDifference(new DateTime(V.gwylan.timer.ritual)) <= 0>> <<He>> releases you and pushes you away with a sly smile. "Be sure to stop by the shop later, dear. We have work to do." <<arousal 1000>><<garousal>> <<else>> <<He>> releases you and pushes you away with a sly smile. <<arousal 500>><<garousal>> <</if>> <<else>> <<if _gwylanLastSeenDays gte 21>> "I haven't seen you in ages. I was starting to wonder what happened to you." The two of you chat for a short while, before Sam calls you back in. <<stress -3>><<lstress>> <<else>> The two of you chat for a short while, before Sam calls you back in. <<stress -3>><<lstress>> <</if>> <</if>> <br><br> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> The rest of the shift passes uneventfully. Gwylan left you a tip. <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> <<tipreceive "cafeWaiter">> <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "cafe_plates" 1.2>> Sam asks you to bring plates of food out to a large table of customers. <br><br> <<link [[Make multiple trips|Ocean Breeze Plates]]>><<set $phase to 0>><</link>> <br> <<link [[Take them all out at once|Ocean Breeze Plates]]>><<set $phase to 1>><</link>><<dancedifficulty 200 800>> <br> <</addinlineevent>> <<if Weather.precipitation is "none">> <<addinlineevent "cafe_breeze" 1.2>> <<if dangerEvent()>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> As you're serving tables outside the cafe, a strong breeze blows in from the ocean, lifting your skirt and exposing your <<undies>> for anyone who looks. <<undiestrauma>> <br><br> <<if !$worn.under_lower.type.includes("naked")>> <<link [[Own it|Ocean Breeze Own]]>><<set $phase to 0>><</link>><<exhibitionist1>> <br> <<elseif hasSexStat("exhibitionism", 3)>> <<link [[Own it|Ocean Breeze Own]]>><<set $phase to 1>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Cover yourself|Ocean Breeze Cover]]>><</link>> <br> <<if !$worn.under_lower.type.includes("naked")>> <<fameexhibitionism 5>> <<else>> <<fameexhibitionism 10>> <</if>> <<else>> As you're serving tables outside the cafe, a strong breeze blows in from the ocean, pleasantly caressing your skin. <<lstress>><<stress -4>> <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <<else>> You spend most of the shift serving the tables outside, overlooking the ocean. <br><br> The rest of the shift passes uneventfully. <<if _gwylanLocation is "cafe" and $gwylan_cafe_intro>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> Gwylan left you a tip. <<tipreceive "cafeWaiter">> <<else>> You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <</if>> <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <</if>> <<addinlineevent "cafe_bun" 1>> <<if playerBellyVisible() and $lactating is 1 and $settings.breastFeedingEnabled>> <<generate1>><<generate2>><<person1>> A voice calls out to you. "Oi, <<if $player.gender_appearance is "m">>waiter<<else>>waitress<</if>>!" you hear from a corner of the cafe. You approach the table, and find the voice belonging to a <<person>> who regards you with rage once you arrive. A <<person2>><<person>> sits in front of <<him>>. <br><br> "I asked for a deluxe cream bun, and instead I got this!" the <<person1>><<person>> says. "You call this deluxe? There's barely any cream on them! I paid fifty quid for this! Are you all fucking stupid or are you just taking the piss?" <<He>> continues with <<his>> rant, forcing you to listen whenever you try to look away. <br><br> The <<person2>><<person>> stays quiet during <<his>> friend's verbal onslaught, but <<his>> eyes remain fixated on your breasts. "Hold on, you're pregnant aren't you?" <<he>> asks, finally interrupting the tirade. "Those tits must be full right about now, why don't you add your own special touch to the buns so my friend here will stop complaining?" The <<person1>><<person>> simmers down, seemingly content with the proposition. <br><br> <<if $milk_amount gte 1>> <<link [[Agree|Ocean Breeze Pregnant Milk Accept]]>><<npcincr Sam love 2>><</link>><<glove Sam>><<promiscuous1>> <br> <<else>> <span class = "pink">You don't have enough milk left.</span> <br> <</if>> <<link [[Refuse|Ocean Breeze Pregnant Milk Refuse]]>><</link>> <br> <<elseif dangerEvent()>> <<generate1>><<person1>>You serve a <<person>> who orders a bun. <<He>> licks the cream. "That's so good," <<he>> gasps. <<He>> pulls back a chair and slides the plate in front of it. "Please, sit and try some. My treat." The cafe isn't very busy. <br><br> <<link [[Sit|Ocean Breeze Sit]]>><</link>> <br> <<link [[Refuse|Ocean Breeze Sit Refuse]]>><</link>> <br> <<else>> <<generate1>><<person1>>You serve a <<person>> who orders a bun. <<He>> stares at you as <<he>> licks the cream. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "cafe_oral" 1>> <<generate1>><<person1>>A <<person>> sits at a table alone with <<his>> head back and eyes closed. <<if $awareness gte 400>> <<generates2>>From the way <<hes>> grinding, it's quite obvious <<hes>> getting oral. <<Hes>> barely trying to hide it. Covertly checking, you notice a <<person2>><<person>> under the table, <<print either("gently","eagerly","energetically","sensually","clumsily","vigorously","dutifully","skilfully")>> <<person1>> <<if $NPCList[0].penis isnot "none">> sucking the <<personsimple>> off. <<else>> eating the <<personsimple>> out. <</if>> <<garousal>><<arousal 200>> <<elseif $awareness gte 200>> <<if !Weather.isOvercast>> <<He>> seems to take almost sexual pleasure from sunbathing. <<else>> If not for the rhythmic squirming, you'd think <<he>> was asleep. <</if>> At one point <<he>> shudders in a way that seems almost orgasmic. <<else>> <<if !Weather.isOvercast>> It's a beautiful day - <<hes>> <<else>> <<Hes>> <</if>> probably dozed off. <</if>> <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "cafe_pair" 1>> <<if dangerEvent()>> <<generatey1>><<generatey2>>You serve a young pair, a <<fullGroup>>. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<if $worn.under_lower.type.includes("naked")>> As you turn to leave, the <<person1>><<person>> lifts the hem of your $worn.lower.name, revealing your bare <<bottom>> to the cafe. "No underwear?" <<he>> says with incredulity. "You're a little slut, aren't you?" <<fameexhibitionism 10>><<stress 6>><<arousal 600>><<gstress>><<garousal>> <br><br> <<link [[Get angry|Ocean Breeze Angry]]>><</link>> <br> <<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 6>><<stress 6>><<set $phase to 2>><</link>><<gtrauma>><<gstress>> <br> <<else>> As you turn to leave, the <<person1>><<person>> lifts the hem of your $worn.lower.name, revealing your $worn.under_lower.name to the cafe. <<He>> and the <<person2>><<person>> both laugh, drawing more attention to you. <<fameexhibitionism 1>><<stress 3>><<arousal 300>><<gstress>><<garousal>> <br><br> <<link [[Get angry|Ocean Breeze Angry]]>><</link>> <br> <<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 3>><<stress 3>><<set $phase to 1>><</link>><<gtrauma>><<gstress>> <br> <</if>> <<else>> <<if $worn.under_lower.type.includes("naked")>> As you turn to leave, the <<person1>><<person>> pulls down the back of your $worn.lower.name, revealing your bare <<bottom>> to the cafe. "No underwear!" <<he>> says with incredulity. "Bet you regret that now." <<fameexhibitionism 5>><<stress 3>><<arousal 300>><<gstress>><<garousal>> <br><br> <<link [[Get angry|Ocean Breeze Angry]]>><</link>> <br> <<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 3>><<stress 3>><<set $phase to 1>><</link>><<gtrauma>><<gstress>> <br> <<else>> As you turn to leave, the <<person1>><<person>> pulls down the back of your $worn.lower.name, revealing your $worn.under_lower.name to the cafe. <<fameexhibitionism 1>><<stress 2>><<arousal 200>><<gstress>><<garousal>> <br><br> <<link [[Get angry|Ocean Breeze Angry]]>><</link>> <br> <<link [[Ignore|Ocean Breeze Ignore]]>><<trauma 2>><<stress 2>><<set $phase to 0>><</link>><<gtrauma>><<gstress>> <br> <</if>> <</if>> <<else>> <<generatey1>><<generatey2>>You serve a young pair, a <<fullGroup>>. You think you catch the <<person1>><<person>> checking you out, but they don't say anything. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "cafe_tourists" 1>> A couple of tourists are sat at one of your tables. <<if dangerEvent()>> <<generate1>><<generate2>> <<person1>>You overhear the <<person>> telling the <<person2>><<person>> about the town in a hushed voice. <br> <<person1>>"I swear," <<he>> says. "This town is a dream for people like us. You can do whatever you like here. No one stops you." <br> "Is it true that even the police won't—" <br> "The police? They're worse than the rest! Slip 'em a few quid, and they'll probably cuff a <<girl>> down for you." <br> "Wow. Like, anyone? It doesn't matter how—" <br> "Anyone. Hey." <<He>> looks at you. "You. <<if playerBellyVisible()>>You're pregnant.<<elseif $beauty gte($beautymax / 7) * 2>>You're cute.<</if>> You've been raped, right?" <br><br> <<if ($rapestat + $beastrapestat + $tentaclerapestat) gt 0>> <<link [[Nod|Ocean Breeze Tourist]]>><<set $phase to 1>><</link>> <br> <<link [[Deny (lie)|Ocean Breeze Tourist]]>><<set $phase to 2>><</link>> <br> <<link [[Refuse to answer|Ocean Breeze Tourist]]>><<set $phase to 3>><</link>> <br> <<else>> <<link [[Nod (lie)|Ocean Breeze Tourist]]>><<set $phase to 1>><</link>> <br> <<link [[Deny|Ocean Breeze Tourist]]>><<set $phase to 2>><</link>> <br> <<link [[Refuse to answer|Ocean Breeze Tourist]]>><<set $phase to 3>><</link>> <br> <</if>> <<else>> They talk at length about <<print either( "the beach", "surfing", "the museum", "boys", "girls", "the food", "the news", "the ultimate unity of life", "their plans for next weekend", "the political situation" )>>. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "cafe_freeloader" 1>> <<generate1>><<person1>> A <<person>> enters the cafe and sits alone in the corner. <<if dangerEvent()>> <<He>> keeps stealing glances at you, and when you go to take <<his>> order <<he>> asks only for a glass of water. As you turn to leave <<he>> grabs your wrist. "You don't happen to be on the menu, do you?" <<He>> smiles. "How about you and I find somewhere quiet and have some fun? I'll make it worth your while." <<He>> taps <<his>> <<wallet>>. <<His>> intentions are clearly lewd in nature. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept the offer|Ocean Breeze Whore]]>><<set $sexstart to 1>><</link>><<promiscuous2>> <br> <<elseif $uncomfortable.prostituting is false>> <<His>> offer repulses you, but you need the money. <br><br> <<link [[Reluctantly accept the offer|Ocean Breeze Whore]]>><<set $desperateaction to 1>><<set $sexstart to 1>><</link>><<promiscuous2>> <br> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <br><br> <</if>> <<link [[Refuse|Ocean Breeze Whore Refuse]]>><</link>> <<else>> <<He>> keeps stealing glances at you. However, <<he>> refuses to make eye contact when you take <<his>> order. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "cafe_collision" 1>> <<if dangerEvent()>> <<generateRole 0 0 "waiter/waitress">><<person1>> A <<person>> collides with you as you exit the kitchen, spilling warm soup over your <<if $worn.upper.type.includes("naked")>>chest<<else>>$worn.upper.name.<</if>> "I am so sorry," <<he>> says, reaching for a towel. Customers turn to watch. <br><br> <<link [[Ignore|Ocean Breeze Soup Ignore]]>><<npcincr Sam love 2>><<stress 6>><<pain 20>><</link>><<glove Sam>><<gpain>><<gstress>> <br> <<link [[Confront|Ocean Breeze Soup Confront]]>><<npcincr Sam love -1>><<stress -6>><<trauma -6>><</link>><<llove Sam>><<ltrauma>><<lstress>> <br> <<if !$worn.upper.type.includes("naked")>> <<if $player.gender_appearance is "m" and $player.breastsize lte 2>> <<link [[Remove top|Ocean Breeze Remove]]>><<npcincr Sam love 2>><</link>><<glove Sam>> <br> <<elseif hasSexStat("exhibitionism", 4)>> <<link [[Remove top|Ocean Breeze Remove Lewd]]>><<npcincr Sam love 2>><</link>><<glove Sam>><<exhibitionist4>> <br> <</if>> <</if>> <<else>> <<generateRole 0 0 "waiter/waitress">><<person1>> <<wearProp "tray">> A <<person>> almost collides with you as you exit the kitchen. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "cafe_crowd" 1>> <<if dangerEvent()>> <<generate1>><<generate2>><<generate3>><<generate4>> A large group enters the cafe, taking up several tables by themselves. You try to ask for their order, but a <<person1>><<person>> sitting at the head interrupts you. "It's my birthday today, you know. How about something special?" <<He>> openly ogles your body. "Wanna climb up on the table and give us a dance?" <br><br> <<link [[Dance for them|Ocean Breeze Dance]]>> <<danceinit>><<set $dancing to 1>><<set $audience to 4>><<set $venuemod to 2>><<set $timer to 12>><<set $dancelocation to "cafe">> <</link>><<exhibitionist1>><<gstress>><<gtiredness>> <br><br> <<link [[Refuse|Ocean Breeze Dance Refuse]]>><</link>> <<else>> A large group enters the cafe, taking up several tables by themselves. They don't give you any trouble though. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "cafe_dog" 1>> <!-- Modified for Monster People --> <<beastNEWinit 1 dog>> <<if $rng gte 51 and ($monster is 1 or $settings.bestialityEnabled)>> Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, is a stray <<beasttype>>. It growls as you approach. <br><br> <<link [[Continue regardless|Ocean Breeze Dumpster Dog]]>><<stress 6>><</link>><<gstress>> <br> <<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>> <<else>> <<endevent>> <<generate1>><<generate2>> Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, are a <<fullGroup>>. They have a dangerous look about them. <br><br> <<link [[Continue regardless|Ocean Breeze Dumpster]]>><<stress 6>><</link>><<gstress>> <br> <<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>> <</if>> <</addinlineevent>> <<if $chef_state is undefined>> <<if C.npc.Sam.love gte 10>> <<addinlineevent "cafe_chef_start" 2>> <<npc Sam>><<person1>>Sam rushes out of the kitchen, looking flustered. <<He>> glances in your direction, <span class="green">then hastens over.</span> "I'm in a bit of a pickle," <<he>> says. "Our chef's stormed off again. I need someone to fill in. Don't worry, it's not hard, and I'll pay you double. Will you help me out?" <br><br> <<link [[Accept|Chef Help]]>><<npcincr Sam love 2>><</link>><<glove Sam>> <br> <<link [[Refuse|Ocean Breeze Chef Refuse]]>><<npcincr Sam love -1>><</link>><<llove Sam>> <br> <</addinlineevent>> <<else>> <<addinlineevent "cafe_chef_denied" 1>> <<npc Sam>><<person1>>Sam rushes out of the kitchen, looking flustered. <<He>> glances in your direction, <span class="red">but passes over you.</span> <<He>> approaches another member of staff, and offers them better pay to fill in for the chef this shift. <i>Perhaps Sam would be willing to give you a chance if <<he>> liked you more.</i> <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</addinlineevent>> <</if>> <</if>> <<runeventpool>> <</if>><<effects>><<run statusCheck("Gwylan")>><<wearProp "juice" "tangerine">> <<person1>>You bring the glass of orange juice to the balcony. <<if Weather.precipitation isnot "none">> The roof of the cafe extends far enough to shield it from the <<print Weather.precipitation>>. <</if>> <<if _gwylanStatus.includes("met")>> Gwylan <<else>> The mousy <<nnpc_gendery "Gwylan">> <</if>> seems to be lost in thought as <<he>> stares out at the ocean. You place the drink on <<his>> table. <br><br> "I didn't pay for that, dear," <<he>> says without looking at you. <<His>> tone is distant, but polite. <br><br> <<if $speech_attitude is "meek">> "I-it's on the house," you say. "My boss is worried about you. <<person2>><<He>> thinks you need more vitamin C." <<elseif $speech_attitude is "bratty">> "I didn't ask you to pay for it," you say. "Sam is worried about you. <<person2>><<He>> thinks you're going to get scurvy." <<else>> "It's on the house," you say. "My boss is worried about you, and said you need more vitamin C." <</if>> <br><br> <<if _gwylanStatus.includes("met")>> <<person1>><<He>> perks up upon hearing your voice, and turns to you. "I didn't know you worked here, what a pleasant surprise!" <<He>> gives you a warm smile. <<else>> <<person1>><<He>> sighs. <</if>> "I'm grateful, but I don't know what Sammy is worried about. I eat plenty of fruit," <<he>> says. "Did <<person2>><<he>> get vitamin C and vitamin D mixed up again?" <br><br> <<person1>><<He>> takes a small sip of the juice. <<if !_gwylanStatus.includes("met")>> <<set $daily.gwylan.firstMet to true>> After setting <<his>> drink down, <<he>> turns to you and eyes your clothes. <<if $worn.upper.type.includes("serving")>> "It's nice to see you representing Sam so well." <<elseif $worn.upper.type.includes("costume")>> "You have good taste. Not everyone would wear that while working." <<else>> "If you don't mind some advice, you may find your customers more willing to pay extra if you dress up for the job. It would help Sam out, too." <</if>> <<He>> smiles, standing up. <br><br> <<He>> looks about your age, with mousy hair and a hint of freckles. "I'm older than I look," <<he>> says, as if reading your mind. "<span class="green">I'm Gwylan.</span>" <<He>> reaches forward, lifts your hand, and shakes it in both <<his>> own. "Pleased to meet you. I have a shop in the outskirts of the forest. You can't miss it. I sell—" <<He>> pauses. "My grand<<father>> sells—" Another pause. "I sell clothes and knick-knacks there. <span class="blue">Things you won't find in normal shops.</span> Even I don't know what I have in stock!" <<He>> sounds proud. <br><br> "But enough of that. Thank you for the drink, dear." <<elseif !$forest_shop_intro>> "Thank you. I'm still looking forward to you visiting my shop," <<he>> says. <<elseif $gwylan.request.event is "meetAtShop">> "Thank you. Don't forget to stop by the forest shop later. You still need to make up for breaking into my garden." <<else>> "Thank you." <</if>> <<set $gwylan.timer.lastSeen to Time.date.timeStamp>> <<He>> returns to gazing at the ocean. <br><br> <<set $gwylan_cafe_intro to true>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Gwylan left you a tip. <<tipreceive "cafeWaiter">> <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<handheldon>><<endevent>><</link>> <br><<wearProp "tray">> <<if $phase is 0>> It takes a few minutes, but you manage to get everything to the table. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <br><br> <<elseif $phase is 1>> <<if $danceSuccess>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> You load the plates onto serving trays and <<dancetext>> balance them on your shoulders, careful not to let anything spill. <span class="green">You manage to get everything to the table in one piece.</span> <br><br> <<npc Sam>><<person1>>Sam gives you a thumbs-up as <<he>> walks by.<<npcincr Sam love 1>><<glove Sam>> <br><br> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">> <<else>> You load the plates onto serving trays and <<dancetext>> balance them on your shoulders, careful not to let anything spill. You lose your balance on your way out of the kitchen, however, <span class="red">and accidentally dump several plates' worth of food onto the floor.</span> Sam gives you a disapproving look.<<npcincr Sam love -1>><<llove Sam>><<stress 6>><<gstress>> <br><br> You sigh as you begin cleaning up your mess. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <</if>> <br><br> <</if>> <<pass 1 hour>> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "I-it's my fault," you say. <<elseif $speech_attitude is "bratty">> "Just watch where you're going in the future," you say. <<else>> "It's okay," you say. <</if>> The <<personsimple>> nods and disappears into the kitchen while you dry off. <br><br> "You handled that well," Sam says from behind the till. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "You could have burned me," you say. <<elseif $speech_attitude is "bratty">> "Someone as clumsy as you shouldn't work here," you say. <<else>> "You did that on purpose," you say. <</if>> <<He>> bows <<his>> head while the audience whispers and chuckles amongst themselves. Sam gives you a disapproving look. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> You remove your $worn.upper.name to make it easier to dry. The <<personsimple>> averts <<his>> eyes and a customer whistles, but you manage to dry off without hassle. <br><br> <<upperstrip>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">><<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<clotheson>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> You remove your $worn.upper.name to make it easier to dry. The <<personsimple>> averts <<his>> eyes and blushes at the sight of your <<breasts>>. A customer whistles. Another cheers. You manage to dry off without hassle. <<exhibitionism4>> <<upperstrip>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 500>> The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">><<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<clotheson>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<npcincr Sam love -1>><<run statusCheck("Gwylan")>> You turn on the spot and glare at the <<person1>><<person>>. The grin falls off <<his>> face. "Just having a laugh. No need to pout." Sam looks over at you disapprovingly.<<npcincr Sam love -1>><<llove Sam>> <br><br> <<if gwylanSchedule() is "cafe" and $gwylan_cafe_intro>> You carefully watch the two of them leave some time later. As soon as they're outside, before the front door even closes, <span class="teal">the <<person1>><<person>> is struck in the head with half-eaten <<seagullFood>></span>. Some of it sticks to <<him>>, and some falls to the floor. <br><br> <<He>> recoils and turns to the source. "Careful. It's unwise to feed the seagulls," comes Gwylan's voice as <<nnpc_he "Gwylan">> skirts past <<him>> and hastily closes the door. <br><br> The moment the door fully closes, the pair is <span class="red">swarmed by seagulls</span>. Muffled screams and bird screeches fill the cafe, causing most of the patrons to look. The seagulls peck at the <<person>>'s head and at the food all around them on the ground, tripping them both up as they attempt to flee. You hear a few laughs, including from Sam. <<nnpc_He "Sam">> tries masking it with another disapproving glare, this time aimed at Gwylan. <<stress -6>><<lstress>> <br><br> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Gwylan left you a tip. <<tipreceive "cafeWaiter">> <<else>> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <</if>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<run statusCheck("Gwylan")>> <<if gwylanSchedule() is "cafe" and $gwylan_cafe_intro>> <<if $phase is 0 or $phase is 1>> You rearrange your $worn.lower.name and continue as if nothing happened. <<else>> You rearrange your $worn.lower.name and continue as if nothing happened, blushing at being exposed and humiliated in public like this. <</if>> <br><br> You carefully watch the two of them leave some time later. As soon as they're outside, before the front door even closes, <span class="teal">the <<person1>><<person>> is struck in the head with half-eaten <<seagullFood>></span>. Some of it sticks to <<him>>, and some falls to the floor. <br><br> <<He>> recoils and turns to the source. "Careful. It's unwise to feed the seagulls," comes Gwylan's voice as <<nnpc_he "Gwylan">> skirts past <<him>> and hastily closes the door. <br><br> The moment the door fully closes, the pair is <span class="red">swarmed by seagulls</span>. Muffled screams and bird screeches fill the cafe, causing most of the patrons to look. The seagulls peck at the <<person>>'s head and at the food all around them on the ground, tripping them both up as they attempt to flee. You hear a few laughs, including from Sam. <<nnpc_He "Sam">> tries masking it with a disapproving glare towards Gwylan. <<stress -6>><<lstress>> <br><br> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Gwylan left you a tip. <<tipreceive "cafeWaiter">> <<elseif $phase is 0>> You rearrange your $worn.lower.name and continue as if nothing happened. <br><br> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">> <<elseif $phase is 1>> You rearrange your $worn.lower.name and continue as if nothing happened. <br><br> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 200>> The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">> <<else>> You rearrange your $worn.lower.name and continue as if nothing happened, blushing at being exposed and humiliated in public like this. <br><br> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 500>> The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">> <</if>> <br><br> <<pass 1 hour>> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 40>> <<set $tipmod to 2>><<tipset "serving">> "Meet me in the alley next to the cafe in five minutes, behind the dumpster." <<He>> leaves without looking back. <<pass 5>> You slip out while no one is looking, and find <<him>> waiting for you behind the dumpster as promised. <<He>> doesn't waste any time. <<promiscuity2>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Ocean Breeze Whore Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Ocean Breeze Whore]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> You tell the <<person>> that this establishment doesn't serve anything not found on the menu, and leave to fetch <<his>> water. When you return, <<hes>> already gone. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $consensual is 1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>> "Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed. <br><br> <<tipreceive "prostitution">> <<else>> "Fine. I hope you don't expect anything." <<He>> looks at you with disgust as <<he>> leaves. <<tearful>> you hurry back inside before you're missed. <br><br> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<fameprostitution 1>><<set $prostitutionstat += 1>> "Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed. <br><br> <<tipreceive "prostitution">> <<elseif $enemyhealth lte 0>> You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you flee back into the cafe. <br><br> <<elseif $alarm gte 1>> Sam bursts through the cafe back entrance to see what the fuss is about. The <<person>> shields <<his>> face and darts away, pushing you to the ground. Sam helps you up and gently steers you back inside. <<famerape 1>> <br><br> <</if>> <</if>> <<clothesontowel>> <<endcombat>> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 53>> <br><br> <<link [[Next|Ocean Breeze]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <</if>> <<if $danceevent is "finish">> <<link [[Next|Ocean Breeze]]>><<endevent>><<clotheson>><</link>> <<elseif $danceevent is 0>> <<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>> <<link [[Flee|Ocean Breeze Dance Stop]]>><</link>> <<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3)>> <<link [[Flee|Ocean Breeze Dance Stop]]>><</link>> <<else>> <<link [[Stop|Ocean Breeze Dance Stop]]>><</link>> <</if>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> You rush to a back room, out of sight. <<clotheson>> The rest of the shift passes uneventfully, though many of the patrons who saw you dance throw glances your way. <br><br> You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<set _pass to 5 * Math.clamp($timer, 0, 12)>> <<pass _pass>> <br><br> <<clothesontowel>> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if dangerEvent()>> <<set $outside to 1>> You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, you find the pair blocking your path. The <<person1>><<person>> grabs your arms and covers your mouth, while the <<person2>><<person>> grins at you. "Such a pretty little thing." <br><br> <<link [[Next|Ocean Breeze Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You decide you're being paranoid, and walk over to the dumpster. The pair check you out as you walk by, but don't say anything. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<endevent>> <<npc Sam>><<person1>> You decide not to risk it and go back inside. Sam says <<he>> understands, but doesn't look happy.<<npcincr Sam love -1>><<llove Sam>> <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<enable_rescue>> <<maninit>> <<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 0 left>><<set $NPCList[0].righthand to "arms">> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal lte $enemyarousalmax and $enemyhealth gt 0 and $alarm lte 0>> <span id="next"><<link [[Next|Ocean Breeze Rape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Ocean Breeze Rape Finish]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, the pair leave you be. <<tearful>> you hurry back inside before you're missed. <br><br> <<elseif $enemyhealth lte 0>> You manage to knock the pair against the dumpster, giving you time to escape. <<tearful>> you flee back into the cafe. <br><br> <<elseif $alarm gte 1>> <<run statusCheck("Gwylan")>> <<if ["cafe", "walking_to_cafe"].includes(gwylanSchedule()) and _gwylanLovePercent gte 50 and $hallucinations gte 2>> <<set $daily.gwylan.cafeSkip to true>> The door to the cafe's back entrance slowly creaks open. The pair freeze. No one comes out, but the hairs on the back of your neck stand on end. "Go check it out," the <<person1>><<person>> says. <<He>> holds you still while the <<person2>><<person>> investigates. <br><br> "There's no one he—" <<He>> stops, staring down at something. "What the hell? How did you get in there?" <<He>> steps aside, revealing a small brown fox sitting at the door. <br><br> It stares up at the <<person2>><<person>> for a moment, before letting out a brief scream. They both jump at the noise. "Little shit, get out of here! Shoo!" <<He>> starts waving <<his>> arms about in an attempt to startle it. <br><br> The <<person1>><<person>> is looking upwards. "Stop. Stop fucking moving. Now," <<he>> says to the <<person2>><<person>>. <br><br> "Why? What's your prob—" <<He>> stops as <<he>> follows the <<person1>><<person>>'s gaze. You follow it, too. Above you, on every roof, is what must be <span class="red">hundreds of seagulls. All staring at the pair.</span> <br><br> The fox screams again. The seagulls all screech in return, and take flight. The noise is deafening. They swarm the two, entirely ignoring you. They flee, swatting around their heads as the birds mercilessly harass them. <br><br> The fox prances over to you and headbutts your leg, before scampering off after the pair, making a noise that sounds a lot like laughter while doing so. <br><br> <<tearful>> you return to the cafe, unsure of what you just saw. <<else>> Sam bursts through the cafe's back entrance to see what the fuss is about. The pair flee the scene, pushing you to the ground as they do. Sam helps you up and gently steers you back inside. <</if>> <<set $rescued += 1>><<famerape 1>> <br><br> <</if>> <<clothesontowel>> <<endcombat>> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 53>> <br><br> <<link [[Next|Ocean Breeze]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if dangerEvent()>> <<set $outside to 1>> You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, the <<beasttype>> blocks your path. <br><br> <<link [[Next|Ocean Breeze Dog Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You decide you're being paranoid, and walk over to the dumpster. The <<beasttype>> runs away as you draw closer. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Ocean Breeze Dog Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Ocean Breeze Dog Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> leaves you be. <<tearful>> you head back into the cafe. <br><br> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps in pain and flees. <<tearful>> you head back into the cafe. <br><br> <<elseif $alarm gte 1>> <<run statusCheck("Gwylan")>> <<if ["cafe", "walking_to_cafe"].includes(gwylanSchedule()) and $gwylanSeen?.includes("ritual_beast")>> The door to the cafe's back entrance slowly creaks open. The <<beasttype>> freezes. No one comes out, but the hairs on the back of your neck stand on end. <br><br> A faint whisper meets your ears. <br><br> <<if $hypnosis_traits.devotion gte 4>> <b>"<span class="witch">Go home.</span>"</b> You feel the slightest pull of compulsion, but it quickly fades. It wasn't aimed at you. <<else>> "Go home." <</if>> <br><br> The <<beasttype>>'s head lulls down. It clumsily disengages from you, and trots off. The cafe's back door slowly closes again. <<tearful>> you finish your task and head back into the cafe. <<else>> Sam bursts through the cafe back entrance to see what the fuss is about. Startled, the <<beasttype>> flees. You feel humiliated, but Sam helps you up and gently steers you back inside. <</if>> <<famebestiality 1>><<set $rescued += 1>> <br><br> <</if>> <<clothesontowel>> <<endcombat>> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 53>> <br><br> <<link [[Next|Ocean Breeze]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $phase is 0>> You spin on the spot, flaring your skirt up even more and making sure everyone gets a good view before the wind dies down. <<exhibitionism1>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 200>> The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">> <<else>> You press down on the front of your skirt to cover your <<genitals>> but lean forward as you do, sticking your bare butt out while feigning embarrassment. <<exhibitionism3>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 500>> The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">> <</if>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> Cheeks flushing, you press down on your skirt to cover your dignity before the situation worsens, and hasten back inside. <br><br> <<if $player.gender_appearance is "f" and $player.penisExist>> As you escape into the cafe you think you hear someone say, "Was that a penis?" <br><br> <</if>> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> You sit. The <<person>> passes you a spoon, then looks down. "I've left my shoes untied," <<he>> sighs. <<He>> disappears beneath the table. <br><br> You press the spoon into the bun, but are interrupted by the <<person>> appearing between your knees. "Now that I'm down here," <<he>> whispers. "I've a different craving." You glance around. No one else has noticed. <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<He>> tries to lift your $worn.lower.name. <<else>> <<He>> tries to pull down your $worn.lower.name. <</if>> <br><br> <<link [[Remain seated|Ocean Breeze Oral]]>><</link>><<promiscuous1>> <br> <<link [[Leave|Ocean Breeze Stand]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "S-sorry," you say. "I'm supposed to be working." <<elseif $speech_attitude is "bratty">> "Can't," you say. "I've a job to do." <<else>> "I'm working," you say. "I don't want to get in trouble." <</if>> <br><br> "You're missing out," the <<person>> says, pulling the bun back. "It tastes so good." <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> You drop the spoon and stand up before <<he>> can take it further. <br><br> The <<person>> climbs back out from under the table. "Not hungry?" <<he>> says. "You're so cute." <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> You let the <<person>> continue. <<if playerChastity("hidden")>> <<His>> eyes widen as <<he>> exposes your <<print $worn.genitals.name>>. <<promiscuity1>> "You're all locked up," <<he>> says. "And I was so keen on having a taste." <<He>> disappears once more, and emerges beside <<his>> chair. "Your secret's safe with me." <<He>> winks. <br><br> <<set $tip += 500>> <<set $tip += 100>> <<else>> <<if $player.penisExist and $player.vaginaExist>> <<His>> eyes light up as <<he>> exposes your <<genitals>>. "They're beautiful," <<he>> says, before closing <<his>> eyes in rapture and planting kisses down your shaft, from tip to base, and then over your labia. <br><br> <<if !playerChastity("cage")>>You erect in response. <</if>><<He>> pulls away and examines you. <<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">> "I wonder if you're a virgin, having your penis protected like this," <<he>> whispers, gazing at your groin in awe. <<if $player.virginity.vaginal is true>> "That's so precious. It's not my place to take it. I need to be gentle." <<else>> "Though your vagina tells a different story," <<he>> whispers. <<He>> sounds satisfied. <</if>> <<elseif $player.virginity.penile is true or $player.virginity.vaginal is true>> "You're a virgin," <<he>> whispers, gazing at your groin in awe. "That's so precious. It's not my place to take it. I need to be gentle." <<else>> "It's working," <<he>> whispers. <<He>> sounds satisfied. <</if>> <<He>> leans forward again, and runs <<his>> tongue along your length. <<else>> <<His>> eyes light up as <<he>> exposes your <<genitals>>, then close in rapture as <<he>> kisses it. <<He>> looks up at you. "Your <<print ($player.penisExist ? "penis" : "pussy")>> is beautiful," <<he>> says. <<He>> closes <<his>> eyes and plants another kiss. Then another. <<promiscuity1>> <<if $player.penisExist>> <<if !playerChastity("cage")>>You erect in response. <</if>><<He>> pulls away and examines you. <<if ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">> "I wonder if you're a virgin, having it protected like this," <<he>> whispers, gazing at your groin in awe. "That's so precious. I need to be gentle." <<elseif $player.virginity.penile is true>> "You're a virgin," <<he>> whispers, gazing at your groin in awe. "That's so precious. It's not my place to take it. I need to be gentle." <<else>> "It's working," <<he>> whispers. <<He>> sounds satisfied. <</if>> <<He>> leans forward again, and runs <<his>> tongue along your length. <<else>> <<He>> pulls away and examines you. <<if $player.virginity.vaginal is true>> "You're a virgin," <<he>> whispers, gazing at your groin in awe. "That's so precious. It's not my place to take it. I need to be gentle." <<else>> "It's working," <<he>> whispers. <<He>> sounds satisfied. <</if>> <<He>> leans forward again, and runs <<his>> tongue around your clit. <</if>> <</if>> <br><br> <<He>> continues licking, kissing and blowing you. <<He>> alternates between looking up at your face, and at your <<genitals>>. <<Hes>> sensitive to your responses, and adapts before you get too used to any one technique. Your breath quickens. <br><br> <<arousal 1000 "genitals">><<orgasm>> <<if !$player.penisExist or ($parasite.penis.name and $parasite.penis.name isnot "parasite") or $worn.genitals.name is "chastity parasite">> <<He>> watches as you shudder, and smiles. "I hope you enjoyed the treat," <<he>> whispers. <<elseif $orgasmcount gte 24 or $femaleclimax or _deniedOrgasm>> <<He>> closes <<his>> eyes as you shudder, only to look at you confused, then smile. "I hope you enjoyed the treat," <<he>> whispers. <<else>> <<He>> closes <<his>> eyes as you shudder, and catches your semen with <<his>> face. <<He>> scoops with <<his>> fingers and laps it up. "The best cream," <<he>> whispers. <</if>> <br><br> <<He>> emerges from beneath the table and sits back down. <<He>> winks as you return to work. <br><br> <<set $tip += 500>> <<set $tip += 500>> <</if>> <<set $tipmod to 0.2>><<tipset "serving">> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive "cafeWaiter">> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><<pass 1 hour>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You nod at the pair, before displacing your <<if $worn.upper.type.includes("naked")>> $worn.under_upper.name <<underupperstrip>> <<else>> $worn.upper.name <<upperstrip>> <<if !$worn.under_upper.type.includes("naked")>> and $worn.under_upper.name <<underupperstrip>> <</if>> <</if>> and bending over, bringing your <<breasts>> just above the buns. The isolated position of the table lets you comply with their request inconspicuously. You bring your hand to your chest, but it's slapped away by the <<person1>><<person>>. <br><br> "Here, I'll do it myself," <<he>> scoffs. "Don't want you holding out on us again." <<He>> grasps one of your <<breasts>>, squeezing with little regard to your comfort. The <<person2>><<person>>, not wanting to be left out, grabs your other breast and pulls just as hard, as if competing with <<his>> friend. It doesn't take long for you to start lactating. <<promiscuity1>><<breastfeed 5>> The pair continue to milk you until their buns are coated in a generous amount of your milk, leaving your nipples sore from the exertion. "I changed my mind," the <<person1>><<person>> says, now in a much happier demeanour. "The service here is second to none. Thanks, <<girl>>." They begin to eat their buns, finally leaving you to fix your clothing before anyone else has a chance to see you. <br><br> Sam walks past you. "They sure sounded angry, thanks for dealing with them. Remember, the client's always right!" <br><br> <<set $tipmod to 0.2>><<tipset "serving">> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Someone left you a tip. <<tipreceive "cafeWaiter">><<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<clotheson>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You shake your head and walk away from them. "Hey, I'm talking to you, <<bitch>>!" The <<person1>><<person>> throws insults at you. <br><br> You do your best to ignore <<him>>. Sam hears the yelling from across the cafe, and stares at you in disappointment before moving on. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Gwylan")>> <<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<set $earSlime.defyCooldown += 2>> The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to buy the $daily.earSlimeOceanBreezeCafeEat. <<ggwillpower>><<willpower 1>> <br><br> <<if ["cafe", "walking_to_cafe"].includes(gwylanSchedule()) and ($gwylanSeen?.includes("cafe") or $gwylan_cafe_intro) and !$gwylanSeen?.includes("ear_slime_intro")>> <<npc Gwylan>><<person1>> <<set $gwylanSeen.pushUnique("ear_slime_intro")>><<set $gwylan.timer.lastSeen to Time.date.timeStamp>> "Are you having trouble deciding?" a familiar voice says from behind you. You try to turn your head, <span class="red">but the effort is painful. The slime doesn't want you to.</span> <br><br> "Or is it merely... <i>intrusive</i> thoughts?" the voice says as someone walks around you. <<if !$daily.gwylan.cafe>> It's Gwylan, holding a plate of <<seagullFood>>. <<else>> It's Gwylan. <</if>> "Forgive me for being presumptuous, but you look like you're struggling." The slime writhes. <br><br> <<He>> slowly reaches for one of your ears. <span class="red">Your arms twitch, and instinctively swat Gwylan's hand away.</span> <<He>> frowns. "I see. I may be able to help. <span class="blue">Come see me at the shop later, if you're not feeling like yourself.</span>" <<He>> leaves for the balcony. <<set $daily.gwylan.cafe to true>> <<endevent>> <br><br> <</if>> <<earSlimeCafeLinks>> <<else>> You try to ignore the command from the slime and continue on. You feel it try, <span class="green">but fail,</span> to force you to buy the $daily.earSlimeOceanBreezeCafeEat. <br><br> <<if ["cafe", "walking_to_cafe"].includes(gwylanSchedule()) and ($gwylanSeen?.includes("cafe") or $gwylan_cafe_intro) and !$gwylanSeen?.includes("ear_slime_intro")>> <<npc Gwylan>><<person1>> <<set $gwylanSeen.pushUnique("ear_slime_intro")>><<set $gwylan.timer.lastSeen to Time.date.timeStamp>> "Are you having trouble deciding?" a familiar voice says from behind you. You turn. <<if !$daily.gwylan.cafe>> It's Gwylan, holding a plate of <<seagullFood>>. <<else>> It's Gwylan. <</if>> <br><br> "Or is it merely... <i>intrusive</i> thoughts?" <<he>> says as <<he>> walks around you. "Forgive me for being presumptuous, but you looked like you were struggling for a moment." <br><br> <<He>> slowly reaches for one of your ears. <span class="red">Your arms twitch, as if they were about to instinctively swat Gwylan's hand away.</span> <<He>> notices, and withdraws. "I may be able to help. <span class="blue">Come see me at the shop later, if you're not feeling like yourself.</span>" <<He>> leaves for the balcony. <<set $daily.gwylan.cafe to true>> <br><br> <</if>> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>><<endevent>> <<set _coffee to ["mocha", "latte", "caramel latte", "white chocolate mocha", "flat white", "caramel iced latte"].pluck()>> <<wearProp "coffee">> <<if $daily.earSlimeOceanBreezeCafeEat>> You decide that the ear slime is right and <<else>> You <</if>> take a seat at one of the elevated seats at the window and order a <<print _coffee>> from the menu. It arrives promptly, wafting the delicious smell of fresh coffee up your nose. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and hasSexStat("exhibitionism", 4)>> A wicked thought occurs to you as you take a sip of your coffee. The seat has your legs elevated to almost eye level from the perspective of passers-by, and you're wearing a skirt. <<if hasSexStat("exhibitionism", 5) and $worn.under_lower.exposed>> You're also not wearing any underwear. <<arousal 500>><<garousal>> <br><br> <<link [[Part your legs (0:01)|Cafe Coffee Flash]]>><</link>><<exhibitionist4>> <br> <<elseif !$worn.under_lower.exposed>> <<arousal 500>><<garousal>> <br><br> <<link [[Part your legs (0:02)|Cafe Coffee Flash]]>> <<set $phase to 0>> <<pass 2>> <</link>><<exhibitionist3>> <br> <<else>> <br><br> <</if>> <<else>> You take your time with your coffee, enjoying the indulgent richness of it one sip at a time. <br><br> <</if>> <<link [[Finish your drink|Cafe Coffee Finish]]>><</link>><<if ndef _caught>> <<set _caught to 0>> <</if>> <<if ndef $resting>> <<set $resting to 0>> <</if>> <<if ndef $cameras_raised>> <<set $cameras_raised to 0>> <</if>> <<if ndef $still>> <<set $still to 0>> <</if>> <<if ndef $coffee_sips>> <<set $coffee_sips to 12>> <</if>> <<if $coffee_sips gte 11>> You have a nearly full cup of coffee in front of you. <<elseif $coffee_sips gte 8>> You have a mostly full cup of coffee in front of you. <<elseif $coffee_sips gte 5>> You have about half a cup of coffee left. <<elseif $coffee_sips gte 3>> You have less than half a cup of coffee left. <<elseif $coffee_sips gt 1>> There's not much of your cup of coffee left. <<elseif $coffee_sips is 1>> Your cup is almost empty. Time to sip up and head out. <<else>> Your coffee cup is empty. <</if>> <br><br> <<if $coffee_sips gt 1>> <<if $resting>> You take a sip of your coffee, savouring the warm caffeiney goodness. <<cafecoffeesip>> <br><br> <<elseif $arousal gte $arousalmax - 20>> <<orgasm>> Still hazy from your orgasm, you look up to see the strangers outside grinning at you, a few of them are giggling and gossiping with each other. You've been caught, given away by your own body no less. <<if $cameras_raised gte 1>> <span class="pink"> Some of them even got your orgasm on camera. </span> <<if $uncomfortable.nude is true>> You feel utterly humiliated. <<trauma 10>><<gtrauma>> <<else>> Your tummy flutters in delight at having an audience for your public orgasm. It doesn't hurt that you managed to get off purely from exposing yourself either. <<stress -5>><<lstress>> <</if>> <<fameexhibitionism 50>> <</if>> <<set _caught to 1>> <br><br> <<else>> <<switch $phase>> <<case 0>> <<if !$still>> You bring the coffee up to your mouth to partially obscure your face, and bring your knees ever so slightly apart. Not very far, just far enough to give the tiniest glimpse at your <<undies>> to anyone who happens to be looking. You take a sip of your coffee. <<cafecoffeesip>> <<else>> You leave your legs just barely parted, savouring the tease as you sip your coffee. <<cafecoffeesip>> <</if>> <br><br> <<if currentSkillValue('skulduggery') gte 100 + random(0, 50)>> A few passers-by let their eyes linger on the window a little longer than normal, clearly unsure if they are seeing what they think they are. <<else>> A few passers-by let their eyes linger on the window a little longer than normal, before smirking as they walk away. You got caught way too easily. <<trauma $phase>><<gtrauma>> <br><br> <<set _caught to 1>> <</if>> <<case 1>> <<if !$still>> Taking another sip of your coffee you adjust your legs to bring your knees to a slight part, exposing a tantalising amount of your <<undies>> to onlookers without giving all your secrets away. <<cafecoffeesip>> <<else>> Taking another sip of your coffee you adjust your feet a little, making sure to stay at about the same level of exposure. It's fun to tease. <<cafecoffeesip>> <</if>> <br><br> <<if currentSkillValue('skulduggery') gte 200 + random(0, 50)>> Passers-by make excuses to stop and look in your direction. <<else>> Some of the passers-by make excuses to stop and look in your direction, before smirking as they walk away. You got caught way too easily. <<trauma $phase>><<gtrauma>> <br><br> <<set _caught to 1>> <</if>> <<case 2>> <<if !$still>> Exhilarated by your own brazen exhibitionism you shift your feet so as to part your thighs nice and wide, leaving little to the imagination. You take another sip of your coffee. <<cafecoffeesip>> <<else>> Savouring the thrill of exposing yourself like this you shift your feet a little, making sure not to cover your <<undies>> even slightly. You take another sip of your coffee. <<cafecoffeesip>> <</if>> <br><br> <<if currentSkillValue('skulduggery') gte 300 + random(0, 50)>> Some of the passers-by gather in small groups at a time, whispering to each other while attempting to stay discreet about their voyeurism. <<else>> Some of the passers-by gather in a small group, whispering to each other before pointing and laughing. You've been caught. <<trauma $phase>><<gtrauma>> <br><br> <<set _caught to 1>> <</if>> <<case 3>> Feeling daring <<seatedflashcrotchunderskirt>> giving the onlookers a <<print ["wonderful", "delightful", "fantastic"].pluck()>> view of your bare <<undies>> while you take another sip of your coffee. <<cafecoffeesip>> <br><br> <<if currentSkillValue('skulduggery') gte 400 + random(0, 50)>> Some of the strangers gawk at what they're seeing, struggling to hide their voyeurism. A few of them jab the others in the rib to try and keep them from spoiling the fun. <<else>> Some of the strangers gawk at what they're seeing, struggling to hide their voyeurism. A few of them point at you, whisper something to the others before looking back at you and meeting your gaze with a smirk. You've been caught. <<trauma $phase>><<gtrauma>> <br><br> <<set _caught to 1>> <</if>> <<case 4>> You let your legs slowly come to a natural close, taking a moment to enjoy a giggle to yourself at what you've gotten away with. The strangers who were making excuses to spend time staring at the window begin to disperse, thinking the show's over. You take another sip of your coffee. <<cafecoffeesip>> <br><br> <<if $cameras_raised gt 0>> <<if $cameras_raised gt 1>> The strangers who had their phones out pocket them as they go, scowling. <<else>> The stranger who had their phone out pockets it as they go, scowling. <</if>> <</if>> <<set $cameras_raised to 0>> <<set $resting to 1>> <</switch>> /* up to 3 strangers take photos * each stranger gets 2 shots at taking a photo before they give up and move on */ <<if $cameras_raised gt 0>> <br><br> /* for loops seem to hate me so we'll have to do it this way i guess */ <<set _photos_taken to 0>> <<if $cameras_raised gte 1>> <!-- Necessary as attempting to clear the first NPC if it did not exist would cause issues with $eventslot. --> <<if EventSystem.isSlotTaken(0)>> <<clearsinglenpc 0>> <</if>> <span class="pink"> A <<generate1>><<person1>><<person>> raises <<his>> phone and takes a photo. </span> <<if random(0,2) gte 1>> <<He>> brings <<his>> phone to <<his>> face and grins, seemingly happy with the photo <<he>> got of your exposed <<undies>>. <<set _photos_taken +=1>> <<else>> <<He>> brings <<his>> phone to <<his>> face and frowns, seemingly unhappy with the photo <<he>> got of your exposed <<undies>>. Raising it again <<he>> takes another photo of your exposed <<undies>>. <<if random(0,2) gte 1>> <<He>> brings <<his>> phone to <<his>> face and grins this time, seemingly happy with the photo <<he>> got of your exposed <<undies>>. <<set _photos_taken +=1>> <<else>> <<He>> brings <<his>> phone to <<his>> face again and frowns, before pocketing <<his>> phone in frustration. <</if>> <</if>> <br><br> <</if>> <<if $cameras_raised gte 2>> <<if EventSystem.isSlotTaken(1)>> <<clearsinglenpc 1>> <</if>> <span class="pink"> A <<generate2>><<person2>><<person>> raises <<his>> phone and takes a photo. </span> <<if random(0,2) gte 1>> <<He>> brings <<his>> phone to <<his>> face and grins, seemingly happy with the photo <<he>> got of your exposed <<undies>>. <<set _photos_taken +=1>> <<else>> <<He>> brings <<his>> phone to <<his>> face and frowns, seemingly unhappy with the photo <<he>> got of your exposed <<undies>>. Raising it again <<he>> takes another photo of your exposed <<undies>>. <<if random(0,2) gte 1>> <<He>> brings <<his>> phone to <<his>> face and grins this time, seemingly happy with the photo <<he>> got of your exposed <<undies>>. <<set _photos_taken +=1>> <<else>> <<He>> brings <<his>> phone to <<his>> face again and frowns, before pocketing <<his>> phone in frustration. <</if>> <</if>> <br><br> <</if>> <<if $cameras_raised gte 3>> <<if EventSystem.isSlotTaken(2)>> <<clearsinglenpc 2>> <</if>> <span class="pink"> A <<generate3>><<person3>><<person>> raises <<his>> phone and takes a photo. </span> <<if random(0,2) gte 1>> <<He>> brings <<his>> phone to <<his>> face and grins, seemingly happy with the photo <<he>> got of your exposed <<undies>>. <<set _photos_taken +=1>> <<else>> <<He>> brings <<his>> phone to <<his>> face and frowns, seemingly unhappy with the photo <<he>> got of your exposed <<undies>>. Raising it again <<he>> takes another photo of your exposed <<undies>>. <<if random(0,2) gte 1>> <<He>> brings <<his>> phone to <<his>> face and grins this time, seemingly happy with the photo <<he>> got of your exposed <<undies>>. <<set _photos_taken +=1>> <<else>> <<He>> brings <<his>> phone to <<his>> face again and frowns, before pocketing <<his>> phone in frustration. <</if>> <</if>> <br><br> <</if>> <<set _new_fame to (_photos_taken * $phase * 2)>> <<fameexhibitionism _new_fame>> <<set $cameras_raised to 0>> <</if>> <<if !$resting and random(0, 9) + $phase gte 8>> <<set $cameras_raised to random(1, 3)>> <<if $cameras_raised is 1>> <span class="pink">One of the onlookers takes their phone out of their pocket.</span> <<else>> <span class="pink"><<Number $cameras_raised>> of the onlookers take their phones out of their pockets.</span> <</if>> <</if>> /* handle how aroused we feel about things */ <<cafecoffeeflasharousal>> <</if>> /* action choices */ <<set $still to 0>> <<if $resting>> <<link [[Part your legs again (0:01)|Cafe Coffee Flash]]>> <<set $phase to 0>> <<set $resting to 0>> <<pass 1>> <</link>> <br> <<link [[Keep your legs closed (0:01)|Cafe Coffee Flash]]>> <<pass 1>> <</link>> <br> <</if>> <<if !_caught and !$resting>> <<if $phase gt 0>> <<link [[Tone it down a little (0:01)|Cafe Coffee Flash]]>> <<set $phase -=1>> <<pass 1>> <</link>> <br> <</if>> <<if $phase isnot 4>> <<link [[Keep your legs as they are (0:01)|Cafe Coffee Flash]]>> <<set $still to 1>> <<pass 1>> <</link>> <br> <</if>> <<link [[Keep going (0:01)|Cafe Coffee Flash]]>> <<if $phase lt 4>> <<set $phase +=1>> <<else>> <<set $phase to 0>> <</if>> <<pass 1>> <</link>> <br> <<link [[Close your legs (0:01)|Cafe Coffee Flash]]>> <<set $phase to 4>> <<pass 1>> <</link>> <br> <</if>> <</if>> <<link [[Finish your drink|Cafe Coffee Finish]]>><</link>><<unset $resting>> <<unset $cameras_raised>> <<unset $still>> <<unset $coffee_sips>> You drink the last of your coffee and place the mug back down on the table, before wiggling off your seat. You feel a little more refreshed with the caffeine in your system. <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<wearProp "pancake">> <<if $daily.earSlimeOceanBreezeCafeEat>> You decide that the ear slime is right and <<else>> You <</if>> take a seat and order $phase. They arrive soon after, <<if $phase is "pancakes">> along with a cup of coffee. <<else>> covered in powdered sugar and <<if playerBellyVisible()>> diced plums. <<elseif $arousal gte 5000>> cherries. <<else>> strawberries. <</if>> <</if>> <<if Weather.precipitation is "rain">> It's tastier than anything you've had at the orphanage. You stare out the window at the rain-filled street, and feel comfy. <<elseif Weather.isSnow>> It's tastier than anything you've had at the orphanage. You stare out the window at the snowy street, and feel comfy. <<else>> It's tastier than anything you've had at the orphanage. You stare out over the sea, and enjoy the breeze. <</if>> <br><br> <<rng 10>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1 and $rng gte 6>> <<endevent "phaseless">> You notice a <<generate1>><<person1>><<person>> staring at you from across the cafe. Suddenly you realise you've let your legs drift apart slightly, and the <<person>> is trying to look up your skirt. <<if $worn.under_lower.exposed>> You remember you aren't wearing any underwear. <<arousal 500>><<garousal>> <</if>> <br><br> /* check if we meet the basic requirements to expose ourselves */ <<if hasSexStat("exhibitionism", 2)>> /* show our options depending on our possession of panties */ <<if $worn.under_lower.exposed>> <<if hasSexStat("exhibitionism", 5)>> <<link [[Part your legs and wink at them|Cafe Exhibitionism Legs Part Pantiless Wink]]>><</link>><<exhibitionist5>> <br> <</if>> <<if hasSexStat("exhibitionism", 4)>> <<link [[Pretend not to notice as you part your legs|Cafe Exhibitionism Legs Part Pantiless]]>><</link>><<exhibitionist4>> <br> <<link [[Ignore the pervert and finish your food|Ocean Breeze]]>><<endevent>><</link>> <br> <<else>> You close your legs carefully so <<he>> doesn't see any more than <<he>> already has. As you carry on eating your delicious $phase you can't help imagining what it would feel like to spread your legs and expose everything to <<his>> wandering eyes. <<arousal 15>><<garousal>> <br><br> <<link [[Finish your food|Ocean Breeze]]>><<endevent>><</link>> <</if>> <<else>> <<link [[Pretend not to notice as you part your legs|Cafe Exhibitionism Legs Part]]>><</link>><<exhibitionist2>> <br> <<link [[Ignore the pervert and finish your food|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <<else>> /* we don't, so shut your legs you dirty normie */ You close your legs tightly, not wanting to give the pervert any more of a view than you already have. <<stress 5>><<gstress>> <br><br> <<link [[Ignore the pervert and finish your food|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>> <<else>> <<CafeExhibitionismLegsPartNormalTerminate>> <</if>>You pretend to occupy yourself with your $phase as you gently part your legs as naturally as you can. /* are we stealthy enough to pretend not to be putting on a show? */ <<rng 50>> <<if currentSkillValue('skulduggery') gte (300 + $rng)>> <<CafeExhibitionismLegsPartSuccessS1>> /* are we good enough to at least not provoke mockery at our poor attempts at stealth exhibitionism? */ <<elseif currentSkillValue('skulduggery') gte 100>> Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal. Noticing <<his>> increased interest you decide to tease a little. <<flashcrotchunderskirt>> giving <<him>> a clear view of your $worn.under_lower.name covered crotch. The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, it seems you weren't quite as subtle as you thought. <br><br> The act of exposing your underwear to a stranger in a cafe gives you a lewd thrill, and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration. <<exhibitionism3>> You decide to stop before things get out of hand, finishing up your $phase before carefully getting out of your seat and leaving. <<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>> /* were bad at this and should feel bad */ <<else>> Knowing you're exposing yourself sends a gentle shiver down your spine but you try your best not to give any indication of your building arousal. The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, barely suppressing a chuckle. It seems you were nowhere near as subtle as you thought. <br><br> The act of exposing your underwear to a stranger in a cafe gives you a lewd thrill, and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration. <<exhibitionism2>> Embarrassed, you finish up your $phase before getting out of your seat and leaving. <<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>> <</if>>With butterflies churning in your stomach you let the <<person>> snap a photo of your exposed $worn.under_lower.name with their phone, and then another, and then another. Revelling in the thrill of letting a stranger have such compromising photos of you, you alter your leg positions a few times to give them a wide variety of revealing shots. <<arousal 15>><<garousal>> <br><br> Eventually you decide the <<person>> has had enough photos for now and let your legs come to a natural close. A mildly disappointed but clearly aroused <<person>> pockets their phone while you ponder where exactly those lewd photos of you might eventually end up. <<rng 5>> <<fameexhibitionism $rng "pic">> <<CafeExhibitionismLegsPartSuccessS2>>Not wanting photos of your $worn.under_lower.name in the hands of a stranger you clasp your legs shut before <<he>> can take the photo. The <<person>> curses under their breath and pockets their phone, no doubt wondering if you caught them peeking or if luck is just not on their side today. You polish off the last of your $phase before heading out the door. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>>You carefully put your fork down before making your way to the cafe bathroom. With the door safely locked you reach under your clothes and remove your underwear, stopping for a moment to feel the thrill of what you're about to do. With your $worn.under_lower.name off you unlatch the door to head back to your plate and the unsuspecting <<person>>. <br><br> The <<person>> looks up at you discreetly as you seat yourself, and not wanting to ruin the surprise you make sure your skirt hem is safely covering your exposed <<genitals>> as you take your seat. You decide to play a little at first, fidgeting with your legs as you slowly savour your $phase. You want <<his>> full attention for what you plan next. <br><br> Slowly, you part your knees a little. At first just enough to make <<him>> wonder if <<hes>> seeing things, and then as you lean down to help yourself to a particularly tasty looking piece of <<if $phase is "pancakes">>pancake<<else>>crepe<</if>> you part them completely, giving <<him>> a complete unobstructed view of your inner thighs and everything in between. The <<persons>> eyes visibly widen in shock as <<he>> stares at your bare <<genitals>>, unsure of how to react to your clearly deliberate act of exhibitionism. <<if isHermOrCrossdresser()>> From the look on <<his>> face it's clear <<he>> was not expecting you to <<if $player.penisExist and $player.vaginaExist>> have both a penis and pussy. <<else>> be a <<print ($player.sex is "m" ? "boy" : "girl")>>. <</if>> <</if>> Meeting <<his>> gaze with a wink and a stretch of your legs you place one last piece of pancake in your mouth before you make your exit, leaving the flabbergasted and visibly aroused <<person>> in your wake. <br><br> <<exhibitionism5>> <<CafeExhibitionismLegsPartNormalTerminate>>Seeing <<his>> attempts to hide <<his>> gaze get poorer as time goes on you decide to finish up your plate and head off before <<he>> realises you're deliberately putting on a show. With one last mouthful of your food you make your exit, passing the now rather disappointed looking <<person>> on the way. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>>You pretend to occupy yourself with your $phase as you gently part your legs as naturally as you can. /* are we stealthy enough to pretend not to be putting on a show? */ <<rng 50>> <<if currentSkillValue('skulduggery') gte (350 + $rng)>> Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal. Noticing <<his>> increased interest you decide to tease a little more. <<flashcrotchunderskirt>>, giving <<him>> a clear view of your bare <<genitals>>. <br><br> The act of exposing your <<genitals>> to a stranger in a cafe gives you a lewd thrill. <<exhibitionism5>> /* check for photo scene */ <<rng 10>> <<if $rng gte 8>> /* person attempts to take photo */ <<CafeExhibitionismLegsPartPantilessPhotoDecision>> <<else>> <<CafeExhibitionismLegsPartNormalTerminate>> <</if>> /* are we good enough to at least not provoke mockery at our poor attempts at stealth exhibitionism? */ <<elseif currentSkillValue('skulduggery') gte 100>> Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal. Noticing <<his>> increased interest you decide to tease a little. <<flashcrotchunderskirt>> giving <<him>> a clear view of your bare <<genitals>>. The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, it seems you weren't quite as subtle as you thought. <br><br> The act of exposing your <<genitals>> to a stranger in a cafe gives you a lewd thrill, and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration. <<exhibitionism5>> You decide to stop before things get out of hand, finishing up your $phase before carefully getting out of your seat and leaving. <<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>> /* were bad at this and should feel bad */ <<else>> Knowing you're exposing yourself sends a gentle shiver down your spine but you try your best not to give any indication of your building arousal. The <<person>> takes a sip of <<his>> drink and smirks a little to <<himself>>, barely suppressing a chuckle. It seems you were nowhere near as subtle as you thought. <br><br> The act of exposing your <<genitals>> to a stranger in a cafe gives you a lewd thrill, and knowing <<he>> caught you doing it on purpose fills you with a mixture of nervousness and exhilaration. <<exhibitionism4>> Embarrassed, you finish up your $phase before getting out of your seat and leaving. <<His>> eyes and knowing smirk follow you as you make your way to the door, but <<he>> seems happy to leave you alone. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>> <</if>>With butterflies churning in your stomach you let the <<person>> snap a photo of your exposed <<genitals>> with their phone, and then another, and then another. Revelling in the thrill of letting a stranger have such compromising photos of you, you alter your leg positions a few times to give them a wide variety of extremely revealing shots. <<arousal 35>><<garousal>> <br><br> Eventually you decide the <<person>> has had enough photos for now and let your legs come to a natural close. A mildly disappointed but clearly quite aroused <<person>> pockets their phone while you ponder where exactly those lewd photos of you and your exposed <<genitals>> might eventually end up. <<rng 10>> <<fameexhibitionism $rng "pic">> <br><br> <<CafeExhibitionismLegsPartNormalTerminate>>Not wanting photos of your <<genitals>> in the hands of a stranger you clasp your legs shut before <<he>> can take the photo. The <<person>> curses under their breath and pockets their phone, no doubt wondering if you caught them peeking or if luck is just not on their side today. You polish off the last of your $phase before heading out the door. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>>Bracing yourself for what you're about to do, you lock eyes with the <<person>>. You deliberately spread your legs, giving them a wink as they settle far enough apart to leave nothing to the imagination. The <<persons>> jaw drops as they stare at your bare <<genitals>>, clearly not expecting their attempt at covert voyeurism to be rewarded with such a brazen act of exhibitionism. <<flashcrotchunderskirt>>, giving <<him>> a nice long look at your bare <<genitals>>. <br><br> The act of blatantly exposing yourself to a total stranger in a cafe gives you a lewd thrill. <<exhibitionism5>> Eventually you decide the <<person>> has seen enough for now and let your legs come to a natural close. The mildly disappointed but clearly quite aroused <<person>> stares at you as you make your way out chewing the last of your $phase. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>><<widget "flashcrotchunderskirt">> <<print either( "You stretch your leg, raising it up into the air and wiggling your foot a little to prolong your exposure", "You part your knees a little as you stretch, bringing your feet a little closer together to widen the gap", "You lift your feet up as you stretch, rocking yourself back a little in your seat and wiggling your feet a little as you \"accidentally\" part your legs", "You reach down a little and move your foot to one side, reaching down to scratch a non-existent itch on your leg and stabilising by moving your other leg even further apart", "You act as if you have some particularly uncomfortable debris stuck on your foot, lifting it up and bringing it close to your body in search of a non-existent pebble" )>> <</widget>><<set $outside to 0>><<set $location to "cafe">><<effects>><<wearProp "creambun">> <<if $daily.earSlimeOceanBreezeCafeEat>> You decide that the ear slime is right and <<else>> You <</if>> take a seat and order a cream bun, advertised on the menu as using "locally sourced milk." It soon arrives. <br><br> It's big, and bursting with cream. It's a struggle to eat without cream squeezing onto the plate at odd angles. You don't succeed, but you don't mind. It's tasty, and leaves you feeling warm and contented. <br><br> <<link [[Take the remaining cream with you|Ocean Breeze]]>><<tending_give cream 1>><</link>> <br> <<link [[Lick the plate clean|Cafe Cream Lick]]>><<transform cat 1>><<stress -6>><</link>><<lstress>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You lift the plate and lap the cream off it directly. <<if dangerEvent()>> You catch a <<generate1>><<person1>><<person>> staring at you, <<his>> spoon suspended halfway to <<his>> mouth. <br><br> <<link [[Show off|Cafe Cream Show]]>><</link>><<exhibitionist1>> <br> <<link [[Ignore|Cafe Cream Ignore]]>><</link>> <br> <<else>> No one pays much attention. You lean back, satisfied. <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "cafe">><<effects>> You make eye contact with the <<person>>, but don't stop licking the plate. You slow your pace and exaggerate your movements, letting <<him>> see the cream on your tongue from each lick before you take it into your mouth. You half-close your eyes in feigned rapture and keep licking until your plate is perfectly clean. <<exhibitionism1>> You lean back, satisfied. The <<person>> looks away, <<his>> face bright red. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> You ignore the <<person>> and finish licking the plate clean. You lean back, satisfied. <br><br> <<endevent>> <<link [[Next|Ocean Breeze]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<switch $phase>> <<case "fruity ale">> <<wearProp "alcohol" 0 "fruity ale">><<set _food to "a fruity ale. It arrives quickly, served in a regular beer glass. It's very sweet and light. It's delicious">> <<case "winter ale">> <<wearProp "alcohol" 0 "winter ale">><<set _food to "winter ale. It arrives promptly, served in a beautifully curved glass. It's sweet, rather than bitter. It's delicious">> <<case "shandy">> <<wearProp "alcohol" 0 "shandy">><<set _food to "a shandy. It arrives quickly. It's served in a can with a beer glass; you're clearly meant to pour it yourself. It's lemon flavoured and very refreshing">> <<case "autumn ale">> <<wearProp "alcohol" 0 "autumn ale">><<set _food to "an autumn ale. It arrives quickly. It's sweet and has a hint of caramel. It's delicious">> <<case "fruit salad">> <<wearProp "salad fork">><<set _food to "a fruit salad. It arrives promptly, full of fresh strawberries, blueberries, kiwi, and chunks of pineapple. It's sweet and delicious">> <<case "gingerbread">> <<wearProp "gingerbread">><<set _food to "a gingerbread man. It arrives promptly, a friendly icing face smiling up at you. It's sweet and delicious, and <<print $christmas is 1 and Time.monthDay is 25 ? `it's the perfect treat for Christmas Day` : `it reminds you of Christmas`>>">> <<default>> <<wearProp "fork">><<set _food to "your food. It arrives promptly, and you finish it quickly. It's delicious">> <</switch>> <<print $daily.earSlimeOceanBreezeCafeEat ? "You decide that the ear slime is right and" : "You">> take a seat and order _food. You stare out the window <<print Weather.precipitation is "rain" ? "at the rain-filled street, feeling comfy" : Weather.isSnow ? "at the snowy street, feeling comfy" : "and gaze at the sea, enjoying the breeze">>. <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $tip to 0>> /*Ensure tip is 0 so that nothing can be carried over from anything else*/ <<if ($rapestat + $beastrapestat + $tentaclerapestat) gt 0>> <<if $phase is 1>> You nod. <br> "How was it?" <<he>> leers. <br> <<if $trauma gte ($traumamax / 5) * 4>> In an empty, even monotone, you describe your experiences in exacting, clinical detail. Between your quiet monotone, your gentle rocking, and the infinite void behind your stare, your words clearly unsettle the <<fullGroup>>. They watch after you as you leave. <br> "Wow. Damaged goods much?" <br> "Well, yeah," you hear the <<person1>><<person>> nervously laugh. "I guess that's the downside." <<set $tip += 400>> <<elseif $speech_attitude is "meek">> You tell them about your abuse and degradation in the kind of gratuitous detail that you hope will satisfy their morbid curiosity. <<if currentSkillValue('english') gte 400>> You are open, eloquent and explicit. They clearly get off on it. <<set $tip += 1000>> <<else>> Your words fail to convey any feeling. They soon start to lose interest. <<set $tip += 200>> <</if>> <<elseif $rapetrait gte 1>> "It was bad," you say. "I mean, it still is, but... I guess I'm used to it now." <br> <<He>> looks at <<his>> friend. "See?" <<set $tip += 200>> <<elseif $submissive lte 500>> You pick up the large cylindrical pepper-grinder on their table. Weigh it in your hand. Contemplate it a moment. <br> You bang it on the table decisively, fixing <<his>> eye. "You really wanna find out?" <br> <<if $rng % 2>> <<He>> looks briefly horrified and shakes <<his>> head fearfully. <<else>> They laugh nervously. <</if>> <br> "Thought not." You leave. <<elseif $speech_attitude is "bratty">> "Bad. Now are you ready to leave or can I take your order?" <br> They place an order. <<else>> "Sorry. It was horrible. I don't like talking about it." <br> They spend the next few minutes harassing you for details. <<gstress>><<stress 2>> <</if>> <<elseif $phase is 2>> You shake your head. <br> <<if $fame.rape gte 800>> A nearby customer laughs. "Right! <<if isCrossdressing()>> '<<pShes>> notorious! <<else>> <<pShes>> notorious! <</if>> Half the town's played around with that little fucktoy." <br> You leave when the other customer starts showing them photos. <<elseif $beauty lte ($beautymax / 7) * 2>> "Well, I mean bad example. Who'd bother? But every *attractive* person in this town has been raped." <br> You leave them to their conversation. <<else>> "Sure you haven't." <<He>> smiles cynically. <br> You leave them to their conversation. <</if>> <</if>> <<else>> <<if $phase is 1>> You nod. <br> "How was it?" <<he>> leers. <br> <<if $speech_attitude is "meek">> You make up a story of abuse and degradation that you hope will satisfy their morbid curiosity. <<if currentSkillValue('english') gte 400>> You are eloquent and convincing. They get off on it. <<set $tip += 500>> <<else>> Your words are hollow and your story doesn't make sense. They soon lose interest. <</if>> <<else>> "Sorry," you tell them. "I don't like talking about it." <br> They spend the next few minutes pestering you for details. <<gstress>><<stress 2>> <</if>> <<elseif $phase is 2>> You shake your head. <br> <<if $beauty lte ($beautymax / 7) * 2>> "Well, I mean bad example. Who'd bother? But every *attractive* person in this town has been raped." <br> You leave them to their conversation. <<else>> "Sure you haven't." <<He>> smiles cynically. <br> You leave them to their conversation. <</if>> <</if>> <</if>> <<if $phase is 3>> You refuse to answer their questions. Finally, they place an order. <</if>> <br><br> The rest of the shift passes uneventfully. <<if $tip gt 0>> <<set $tip += 500>> Someone left you a tip. <<tipreceive "cafeWaiter">><<pass 1 hour>> <<else>> You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <<pass 1 hour>> <</if>> <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> Sam nods, but looks exasperated. <<He>> approaches another member of staff, and asks them for help instead. <br><br> The rest of the shift passes uneventfully. You earn <<money 500 "cafeWaiter">><<printmoney 500>>. <br><br> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<set $chef_state to 8>> <<npc Sam>><<person1>> You enter through the doors of the rebuilt Ocean Breeze. The main room is much wider and taller than before. You see more tables up on a second floor. They overhang the first. The rustic look is gone, replaced by an elegant deco design. <br><br> Sam stands in the middle, talking to another member of staff. <<Hes>> wearing a <<if $pronoun is "m">>suit and tie<<else>>red dress<</if>>. <br><br> <<He>> turns to you and beams. "It's the chef!" <<he>> says, rushing over and grasping your hands. "How do you like the new look?" <<he>> asks. "The building. Not me." <br><br> <<link [[Say it looks pretentious|Ocean Breeze Pretentious]]>><<npcincr Sam love -1>><</link>><<llove Sam>> <br> <<link [[Say it looks wonderful|Ocean Breeze Wonderful]]>><<npcincr Sam love 1>><</link>><<glove Sam>> <br> <<link [[Say it looks okay|Ocean Breeze Okay]]>><</link>><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> You look at your feet. "I liked the old cafe more," you admit. "Sorry." <<elseif $speech_attitude is "bratty">> You scoff. "It's a bit much for some cream buns," you say. "Don't you think?" <<else>> "It's a little gaudy," you admit. <</if>> <br><br> Sam frowns, but it only lasts a moment. "You're underestimating your talent," <<he>> says. "I've always wanted a place like this." <br><br> <<He>> looks around the room. "I've begun preparations for the grand opening," <<he>> says. "I'd like you to make an appearance. Nothing big! Just a little speech. People from all over the world are coming, so the town's movers and shakers will want to make an appearance." <br><br> "There's no need to be shy," <<he>> adds. "You can say whatever you like, really. People just like to know who's making the food." <br><br> <<link [[Next|Ocean Breeze Rework 2]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "It's wonderful," you say. "Like a dream." <<elseif $speech_attitude is "bratty">> "It's certainly an upgrade," you say. <<else>> "I like it a lot," you say. "Very fancy." <</if>> <br><br> Sam nods. "I know! I've always wanted a place like this." <br><br> <<He>> looks around the room. "I've begun preparations for the grand opening," <<he>> says. "I'd like you to make an appearance. Nothing big! Just a little speech. People from all over the world are coming, so the town's movers and shakers will want to make an appearance." <br><br> "There's no need to be shy," <<he>> adds. "You can say whatever you like, really. People just like to know who's making the food." <br><br> <<link [[Next|Ocean Breeze Rework 2]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> <<if $speech_attitude is "meek">> "I-I don't know," you say. "I'm not used to fancy things." <<elseif $speech_attitude is "bratty">> "As long as I can work in peace," you say. "It's fine." <<else>> "It looks okay," you say. "It does stand out." <</if>> <br><br> Sam nods. "I've always wanted a place like this." <br><br> <<He>> looks around the room. "I've begun preparations for the grand opening," <<he>> says. "I'd like you to make an appearance. Nothing big! Just a little speech. People from all over the world are coming, so the town's movers and shakers will want to make an appearance." <br><br> "There's no need to be shy," <<he>> adds. "You can say whatever you like, really. People just like to know who's making the food." <br><br> <<link [[Next|Ocean Breeze Rework 2]]>><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<effects>> "I'm eager to get started," Sam says. "But you're the star. We'll open when you're ready. Come along some time in the evening and we'll finalise things." <br><br> <<set $chef_state to 8>> <<endevent>> <<clifficon>><<link [[Leave|Cliff Street]]>><<set $eventskip to 1>><</link>> <br><<widget "eventschef">> <<cleareventpool>> <<if $chef_state gte 9 and $settings.breastFeedingEnabled and $lactating is 1>> <<addinlineevent "chef_coffee" 0.7>> As you get ready to put the dough in the oven, <<npc Sam>><<person1>>Sam bursts in. "You didn't start yet, right?" You tell <<him>> that you haven't started making the cream yet. "Good. I need you to make some coffee. I know you don't usually handle that, but we have a couple of foreign aristocrats visiting us." <br><br> You ask why they would want a drink instead of the buns. "Oh, they're ordering buns too, it's just that... I already promised them you would be handling their entire meal, which also includes the drinks..." <<he>> says apologetically. "I'm sorry to spring this on you so suddenly, but I'm sure you won't have any problems making just a couple of drinks for them." <br><br> Not seeing many options, you tell <<him>> you'll do it. "Wonderful! Don't worry, there are no expectations for you to be a skilled barista. What matters is that they are made by our star chef." <br><br> As you get ready to make them coffee, <span class="lewd">a lewd idea strikes you.</span> Perhaps you could add your 'secret ingredient' to it. <br><br> <<link [[Make the drinks normally|Cafe Coffee Creation]]>><<endevent>><</link>> <br> <<link [[Use your secret ingredient |Cafe Coffee Lewd]]>><<endevent>><</link>><<promiscuous2>> <br> <</addinlineevent>> <</if>> <<addinlineevent "chef_thief" 0.7>> You hear the back door squeak. <<if random(1, 1000) gte $skulduggery>> You turn to look, <span class="red">but don't see anything out of the ordinary.</span> <br><br> <<chefwork>> <<else>> <<generatey1>><<person1>> Trying to be inconspicuous, you glance over. At first nothing appears out of the ordinary. <span class="green">Then you spot a hand reach up from beneath a table,</span> and snatch one of the buns. <br><br> <<link [[Intervene|Chef Thief Intervene]]>><<handheldon>><</link>> <br> <<link [[Ignore|Chef Thief Ignore]]>><<handheldon>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "chef_chat" 0.7>> <<npc Sam>><<person1>>Sam comes in to check on you. You end up chatting for several minutes, before a shatter in the main room steals <<his>> attention. <<lstress>><<stress -6>><<ltrauma>><<trauma -6>> <br><br> <<chefwork>> <</addinlineevent>> <<addinlineevent "chef_rape" 0.7>> <<generate1>><<person1>> The back door opens. A <<person>> enters, ass first, carrying a large sack of flour. <<He>> places it on the ground, then fishes a notepad out of <<his>> pocket. "Mind signing this?" <<he>> says, holding it out. <br><br> <<if random(1, 100) gte 61>> You reach out to sign, and <<he>> grabs your arm. <<He>> tugs you closer. <br><br> <<link [[Next|Chef Work Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <<else>> You sign the paper. <<He>> thanks you and leaves the way <<he>> came. <br><br> <<chefwork>> <</if>> <</addinlineevent>> <<addinlineevent "chef_tear" 0.7>> <<if random(1, 100) gte 51 and !$worn.upper.type.includes("naked") or !$worn.over_upper.type.includes("naked")>> <<if !$worn.over_upper.type.includes("naked")>> <<set $worn.over_upper.integrity -= 5>> Your $worn.over_upper.name snag<<if !$worn.over_upper.plural>>s<</if>> on a corner, tearing <<overupperit>>. <br><br> <<if $worn.over_upper.integrity lte 0>> <span class="red">The worn fabric falls to pieces around you.</span> <<integritycheck>><<exposure>> <<if $exposed gte 1>> You cover up with a towel.<<towelup>> <</if>> <br><br> <</if>> <<elseif $worn.upper.type.includes("naked")>> Your $worn.upper.name snag<<if !$worn.upper.plural>>s<</if>> on a corner. <<if $worn.upper.plural>>They're<<else>>It's<</if>> made for such kitchen mishaps however, <span class="green">and remain<<if !$worn.upper.plural>>s<</if>> sturdy.</span> <br><br> <<else>> <<set $worn.upper.integrity -= 5>> Your $worn.upper.name snag<<if !$worn.upper.plural>>s<</if>> on a corner, tearing <<upperit>>. <br><br> <<if $worn.upper.integrity lte 0>> <span class="red">The worn fabric falls to pieces around you.</span> <<integritycheck>><<exposure>> <<if $exposed gte 1>> You cover up with a towel.<<towelup>> <</if>> <br><br> <</if>> <</if>> <<else>> <<if !$worn.over_lower.type.includes("naked")>> <<set $worn.over_lower.integrity -= 5>> Your $worn.over_lower.name snag<<if !$worn.over_lower.plural>>s<</if>> on a corner, tearing <<overlowerit>>. <br><br> <<if $worn.over_lower.integrity lte 0>> <span class="red">The worn fabric falls to pieces around you.</span> <<integritycheck>><<exposure>> <<if $exposed gte 1>> You cover up with a towel.<<towelup>> <</if>> <br><br> <</if>> <<elseif $worn.lower.type.includes("naked")>> Your $worn.lower.name snag<<if !$worn.lower.plural>>s<</if>> on a corner. <<if $worn.lower.plural>>They're<<else>>It's<</if>> made for such kitchen mishaps however, <span class="green">and remain<<if !$worn.lower.plural>>s<</if>> sturdy.</span> <br><br> <<else>> <<set $worn.lower.integrity -= 5>> Your $worn.lower.name snag<<if !$worn.lower.plural>>s<</if>> on a corner, tearing <<lowerit>>. <br><br> <<if $worn.lower.integrity lte 0>> <span class="red">The worn fabric falls to pieces around you.</span> <<integritycheck>><<exposure>> <<if $exposed gte 1>> You cover up with a towel.<<towelup>> <</if>> <br><br> <</if>> <</if>> <</if>> <<chefwork>> <</addinlineevent>> <<addinlineevent "chef_spill" 0.7>> <<if C.npc.Sam.love gte 30>> You spill a little. Sam appears, as if sensing the mistake, and cleans it up for you. <<else>> You spill a little, and have to divert attention to cleaning it up. <<gstress>><<stress 6>> <</if>> <br><br> <<chefwork>> <</addinlineevent>> <<addinlineevent "chef_consistency" 0.7>> Getting the consistency right is a little troublesome, but you manage to balance the ingredients properly. <br><br> <<chefwork>> <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "chefwork">> The dough prepared and in the oven, it's time to make the cream. <br><br> <<if $chef_job is "special">> <<link [[Next|Chef Work Masturbation]]>><<handheldon>><<set $masturbationstart to 1>><</link>> <br> <<else>> <<link [[Next|Chef Work Regular]]>><<handheldon>><</link>> <br> <</if>> <</widget>> <<widget "sellbuns">> <<set _bun_money to (1000 + (($bun_value * $bun_cut) * _buns_sold))>> Buns sold: _buns_sold <br> Bun Value: £<<print ($bun_value / 100)>> <br> Your cut: <<print ($bun_cut * 100)>>% <br> Labour value: £10 <br> Total earned: <span class="gold">£<<print (_bun_money / 100)>></span> <<money 1000 "cafeChef">> <<money `_bun_money - 1000` "cafeBuns">> <<set $bunstat += _buns_sold>> <br> Suspicion: <div class="meter"> <<set _percent=Math.floor(($chef_sus / 100)*100)>> <<print '<div class="redbar" style="width:' + _percent + '%"></div>'>> </div> <br><br> <<if $options.images is 1>> <<set _buns_sold to Math.clamp(_buns_sold, 0, 200)>> <<for _i to 0; _i lt _buns_sold; _i++>> <<foodicon "creambun">> <</for>> <br><br> <</if>> <</widget>><<widget "CafeExhibitionismLegsPartSuccessS1">> Knowing you're exposing yourself sends a gentle shiver down your spine but you make sure not to give any indication of your building arousal. Noticing <<his>> increased interest you decide to tease a little more. <<Seatedflashcrotchunderskirt>>, giving <<him>> a clear view of your $worn.under_lower.name covered crotch. <br><br> The act of exposing your underwear to a stranger in a cafe gives you a lewd thrill. <<exhibitionism2>> /* check for photo scene */ <<rng 10>> <<if $rng gte 8>> /* person attempts to take photo */ <<CafeExhibitionismLegsPartPhotoDecision>> /* else check for panties takeoff scene */ <<elseif hasSexStat("exhibitionism", 5)>> <<CafeExhibitionismLegsPartPantyTakeoffDecision>> /* else play end */ <<else>> <<CafeExhibitionismLegsPartEnd>> <</if>> <</widget>> <<widget "CafeExhibitionismLegsPartSuccessS2">> /* else check for panties takeoff scene */ <<if hasSexStat("exhibitionism", 5)>> <<CafeExhibitionismLegsPartPantyTakeoffDecision>> /* else play end */ <<else>> <<CafeExhibitionismLegsPartEnd>> <</if>> <</widget>> <<widget "CafeExhibitionismLegsPartPhotoDecision">> The <<person>> carefully pulls out their phone and fiddles with it for a few moments, before slowly positioning it towards you and your exposed $worn.under_lower.name with obvious intent. <br><br> <<link [[Let them take it|Cafe Exhibitionism Legs Part Photo]]>><</link>> <br> <<link [[Don't let them|Cafe Exhibitionism Legs Part No Photo]]>><</link>> <br> <</widget>> <<widget "CafeExhibitionismLegsPartPantyTakeoffDecision">> A naughty thought occurs to you. The cafe has a bathroom you could use to have a little more fun with the unsuspecting <<person>> if you wanted. <br><br> <<link [[Go take off your panties|Cafe Exhibitionism Legs Part Panty Takeoff]]>><</link>> <<exhibitionist5>> <br> <<link [[Fun's over|Cafe Exhibitionism Legs Part Premature End]]>><</link>> <br> <</widget>> <<widget "CafeExhibitionismLegsPartEnd">> <<His>> attempts to hide <<his>> gaze get poorer as time goes on. You decide to finish up your plate and head off before <<he>> realises you're letting <<him>> look up your skirt on purpose. <br><br> <<CafeExhibitionismLegsPartNormalTerminate>> <</widget>> <<widget "CafeExhibitionismLegsPartNormalTerminate">> <<link [[Next|Ocean Breeze]]>><<endevent>><</link>> <</widget>> <<widget "CafeExhibitionismLegsPartPantilessPhotoDecision">> The <<person>> carefully pulls out their phone and fiddles with it for a few moments, before slowly positioning it towards you and your exposed $worn.under_lower.name with obvious intent. <br><br> <<link [[Let them take it|Cafe Exhibitionism Legs Part Pantiless Photo]]>><</link>> <br> <<link [[Don't let them|Cafe Exhibitionism Legs Part Pantiless No Photo]]>><</link>> <br> <</widget>><<widget "cafecoffeeflasharousal">> You feel <<if ($worn.under_lower.exposed and $uncomfortable.nude is true) or (!$worn.under_lower.exposed and $uncomfortable.underwear is true)>> extremely embarrassed letting so many strangers see your <<undies>> in public like this, but despite the feeling of <<print ["embarrassment", "humiliation", "vulnerability", "exposure"].pluck()>> you crave more. <<else>> <<print ["excited", "exhillerated", "turned on", "thrilled", "horny", "lewd"].pluck()>> showing so many strangers your <<undies>> in public like this. <<if $assertiveaction is "trauma">> You're so naughty. <<trauma -2>><<ltrauma>><<if $phase isnot 4>><br><br><</if>><</if>> <</if>> <<switch $phase>> <<case 0>> <<arousal 0>> <<case 1>> <<arousal 100>> <<case 2>> <<arousal 200>> <<case 3>> <<arousal 300>> <<case 4>> <<arousal 100>> <</switch>> <<if $phase isnot 4>> <<if $worn.under_lower.exposed>> <<exhibitionism4>> <<else>> <<exhibitionism3>> <</if>> <<else>> <br><br> <</if>> <</widget>><<widget "chefspeechoptions">> <<if $chef_gwylan and !$gwylanSeen?.includes("chef_chat")>> <<link [[Chat with Gwylan (0:15)|Chef Opening Gwylan]]>><<pass 15>><<stress -6>><</link>><<lstress>> <br> <</if>> <<link [[Socialise with local elites (4:00)|Chef Opening Local]]>><<pass 240>><<if $chef_speech is "refuse">><<famesocial 100>><</if>><<famebusiness 50>><</link>> <br> <<link [[Socialise with foreign visitors (4:00)|Chef Opening Foreign]]>><<pass 240>><<if $chef_speech is "refuse">><<famebusiness 50>><<famesocial 50>><</if>><<famebusiness 50>><</link>> <br> <<link [[Chat with staff (4:00)|Chef Opening Staff]]>><<pass 240>><<trauma -18>><<stress -6>><</link>><<lltrauma>><<lstress>> <br> <<link [[Just enjoy yourself (4:00)|Chef Opening Enjoy]]>><<pass 240>><<stress -18>><<trauma -6>><</link>><<llstress>><<ltrauma>><<if !(playerIsPregnant() and playerAwareTheyArePregnant())>><<galcohol>><</if>> <br> <</widget>> <<widget "cafecoffeesip">> <<stress -1>><<lstress>> <<set $coffee_sips -= 1>> <</widget>> <<widget "earSlimeCafeLinks">> <<set _linkName to _args[0] or "Next">> <<switch $daily.earSlimeOceanBreezeCafeEat>> <<case "coffee">> <<link [[_linkName|Cafe Coffee]]>> <<set $daily.cafeEaten to 1>><<money -200 "cafe">><<tiredness -4>><<pass 2>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -9>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<ltiredness>> <<case "winter ale">> <<link [[_linkName|Cafe Eat]]>> <<set $daily.cafeEaten to 1>><<set $phase to "winter ale">><<money -700 "cafe">><<alcohol 100>><<pass 10>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<ggalcohol>> <<case "fruity ale">> <<link [[_linkName|Cafe Eat]]>> <<set $daily.cafeEaten to 1>><<set $phase to "fruity ale">><<money -700 "cafe">><<alcohol 60>><<pass 10>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<galcohol>> <<case "shandy">> <<link [[_linkName|Cafe Eat]]>> <<set $daily.cafeEaten to 1>><<set $phase to "shandy">><<money -700 "cafe">><<alcohol 40>><<pass 10>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<galcohol>> <<case "autumn ale">> <<link [[_linkName|Cafe Eat]]>> <<set $daily.cafeEaten to 1>><<set $phase to "autumn ale">><<money -700 "cafe">><<alcohol 80>><<pass 10>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<galcohol>> <<case "fruit salad">> <<link [[_linkName|Cafe Eat]]>> <<set $daily.cafeEaten to 1>><<set $phase to "fruit salad">><<money -500 "cafe">><<pass 20>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -12>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <<case "pancake">> <<link [[_linkName|Cafe Pancakes]]>> <<set $daily.cafeEaten to 1>><<set $phase to "pancakes">><<money -1000 "cafe">><<tiredness -6>><<pass 20>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>><<ltiredness>> <<case "deluxe cream bun">> <<link [[_linkName|Cafe Cream Bun]]>> <<set $daily.cafeEaten to 1>><<transform cat 1>><<money -5000 "cafe">><<pass 20>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -24>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<llstress>><</if>> <</switch>> <</widget>> <<widget "timeTrackingEndCafe">> <<timeTrackingEnd "cafe">><<timeTrackingEnd "cafeWaiter">><<timeTrackingEnd "cafeChef">><<timeTrackingEnd "cafeBuns">> <</widget>><<effects>> <<endevent>> You walk down the sandy boardwalk, onto the sand between the island and shore. <<if Time.dayState isnot "night" and (Time.weekDay is 1 or Time.weekDay is 7)>> <<if $exposed gte 1>> <<covered>> <<if random(1, 2) is 2>> Steeds gallop in the distance, chased by a car. They must be filming a scene for a movie. <br><br> You're halfway across, <span class="pink">when the steeds steer in your direction.</span> They gallop closer at increasing speed. There's nowhere to hide. <br><br> <<link [[Run|Chalets Work End Run]]>><</link>> <br> <<link [[Bury your body in the sand|Chalets Work End Bury]]>><</link>> <br> <<else>> Steeds gallop in the distance, chased by a car. <<covered>> Fortunately, they remain at a distance. <br><br> <<if $chalets_bags gte 1>> <<chalets_fall_events>> <<else>> You arrive at the opposite shore. <br><br> <<chalets_end_link>> <</if>> <</if>> <<else>> <<if random(1, 2) is 2>> Steeds gallop in the distance, chased by a car. They must be filming a scene for a movie. <br><br> You're halfway across <span class="purple">when the steeds steer in your direction.</span> They gallop closer at increasing speed. There's nowhere to hide. <br><br> <<link [[Run|Chalets Work End Clothed Run]]>><</link>> <br> <<link [[Drop to the ground|Chalets Work End Drop]]>><<stress 6>><</link>><<gstress>> <br> <<else>> Steeds gallop in the distance, chased by a car. <<covered>> Fortunately, they remain at a distance until you arrive on the opposite shore. <br><br> <<if $chalets_bags gte 1>> <<chalets_fall_events>> <<else>> You arrive at the opposite shore. <br><br> <<chalets_end_link>> <</if>> <</if>> <</if>> <<else>> <<if $exposed gte 1>> <<covered>> <<if random(1, 2) is 2>> You traverse the empty expanse of sand. You feel vulnerable out here in the open, despite being alone and far from any possible prying eyes. <br><br> <<if $chalets_bags gte 1>> <<chalets_fall_events>> <<else>> You arrive at the opposite shore. <br><br> <<chalets_end_link>> <</if>> <<else>> <<generatey1>><<generatey2>><<generatey3>><<person1>> You traverse the empty expanse of sand. You feel vulnerable out here in the open, despite being alone and far from any possible prying eyes. <br><br> Three figures appear on the far shore. <span class="purple">They're walking this way.</span> <br><br> <<link [[Keep going|Chalets Work End Group Keep]]>><<stress 12>><</link>><<ggstress>> <br> <<link [[Walk in another direction (0:05)|Chalets Work End Group Walk]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<if random(1, 2) is 2>> You traverse the empty expanse of sand. A chill breeze blows across your face. <br><br> <<if $chalets_bags gte 1>> <<chalets_fall_events>> <<else>> You arrive at the opposite shore. <br><br> <<chalets_end_link>> <</if>> <<else>> <<if $hallucinations gte 2>> You traverse the empty expanse of sand. Seagulls circle overhead. They seem to be following you.<<gstress>><<stress 6>> <br><br> <<else>> You traverse the empty expanse of sand. Seagulls caw overhead. <br><br> <</if>> <<if $chalets_bags gte 1>> <<chalets_fall_events>> <<else>> You arrive at the opposite shore. <br><br> <<chalets_end_link>> <</if>> <</if>> <</if>> <</if>><<effects>> You see the figures more clearly as you draw closer. A <<person>>, <<person2>><<person>>, and <<person3>><<person>>. You recognise them from school. They recognise you as well. <br><br> <<if random(1, 2) is 2>> They avert their eyes and don't disturb you, though one of them giggles as they pass. <br><br> <<chalets_end_link>> <<else>> <span class="pink">They walk towards you,</span> lust in their eyes. <br><br> <<link [[Next|Chalets Work End Group Caught]]>><</link>> <br> <</if>><<effects>> <<if random(1, 5) is 5>> You turn and walk in another direction, away from the main beach. You glance back after a few minutes. <span class="pink">The trio are following you, and have almost caught up.</span> You can see them clearly now. A <<person>>,<<person2>><<person>>, and <<person3>><<person>>. You recognise them from school, and they recognise you. <br><br> <<link [[Next|Chalets Work End Group Caught]]>><</link>> <br> <<else>> You turn and walk in another direction, away from the main beach. You glance back after a few minutes. The trio have passed you by. <br><br> You continue to the shore. <br><br> <<chalets_end_link>> <</if>><<effects>> "I told you <<pshe>> was a slut," the <<person1>><<person>> says, as the other two grasp an arm each, holding you in place. "Let's get evidence for the others." <br><br> <<He>> pulls <<his>> phone from a pocket, and points it at you. <br><br> <<link [[Struggle|Chalets Work End Group Struggle]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Offer your body instead|Chalets Work End Group Offer]]>><</link>> <br> <<link [[Plead|Chalets Work End Group Struggle]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<if $submissive gte 1500>> <<link [[Beg|Chalets Work End Group Beg]]>><<sub 1>><</link>><<submissivetext>> <br> <</if>><<effects>> <<if $physiqueSuccess>> <span class="green">You wrest an arm free from the <<person2>><<person>></span> and smack the <<person3>><<person>> in the face. They both back away from you, laughing to cover their fright. <br><br> You smack the phone from the <<person1>><<persons>> hand. It sails in an arc, burying itself in wet sand some distance away. <br><br> The <<person>> curses, and hastens to retrieve it. You make your escape while <<hes>> still trying to work out how to search properly without getting <<his>> clothes wet. <br><br> <<chalets_end_link>> <<else>> You try to struggle free, <span class="red">but they pin your arms behind your back,</span> and <<if !playerBellySize(true) gte 8>> deliver a punch to your tummy<<else>>kick you in the shin<</if>>.<<gpain>><<gstress>><<stress 6>><<pain 4>> <br><br> "Hold the slut still," the <<person1>><<person>> says. <<He>> takes picture after picture of your <<lewdness>>, taking a step after each to get you from a different angle.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> Finished with you, they shove you face-first onto the sand. They crowd around the phone, ogling the pictures, as they walk away. <br><br> You climb to your feet, and continue to shore. <br><br> <<fameexhibitionism 20>> <<chalets_end_link>> <</if>><<effects>> The <<person1>><<person>> seems to be weighing your offer, but the <<person2>><<person>> and <<person3>><<person>> need no such deliberation. They push you to the sand. <br><br> <<link [[Next|Chalets Work End Group Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work End Group Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work End Group Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They leave you on the wet sand. <br><br> <<tearful>> you continue to the shore. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> onto the wet sand. <<He>> pulls the <<person2>><<person>> down with <<person1>><<him>>, and the <<person3>><<person>> backs off in fear. <br><br> They fuss over their wet clothes, libidos forgotten. <<tearful>> you continue to shore. <br><br> <<clotheson>> <<endcombat>> <</if>> <<chalets_end_link>><<effects>> They ignore your pleas. The <<person>> takes picture after picture of your <<lewdness>>, taking a step after each to get you from a different angle.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> Finished with you, they shove you face-first onto the sand. They crowd around the phone, ogling the pictures as they walk away. <br><br> You climb to your feet, and continue to shore. <br><br> <<fameexhibitionism 20>> <<chalets_end_link>><<effects>> "Please," you sob, anguish tinging each word. "Don't let people see!" <br><br> The <<person1>><<person>> hesitates, and the <<person2>><<person>> releases your arm, followed by the <<person3>><<person>>. <<covered>> You turn and walk away. They don't follow. <br><br> You make it back to shore. <br><br> <<chalets_end_link>><<effects>> You break into a run. There's no chance of making it to the shore before they get close enough to see your state of dress, but perhaps they'll be too busy with the shoot to notice. <br><br> <<generate1>><<person1>><<generate2>> The thunder of hooves arrives fast. They gallop across your footprints, throwing up sand and water. The car follows, a <<person>> leaning out the window with a camera over <<his>> shoulder. <<if random(1, 2) is 2>> <span class="green">They don't seem to notice you.</span> <br><br> You continue onward, and soon arrive at the town. <br><br> <<chalets_end_link>> <<else>> <span class="red"><<He>> turns to face you.</span> <br><br> "Cut!" booms a <<person2>><<personsimple>>'s voice. The camera remains fixed on you as the car swerves and heads your way. A <<person>> leans out of the other side, a blowhorn in <<his>> hand. <br><br> The galloping steeds follow suit, and soon overtake, surrounding you. The car slows behind. <br><br> "Didn't expect to find a beach slut out here," the <<person>> booms. "How about you turn and give the camera a show? We'll give you a lift back to shore." <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Show off|Chalets Work End Run Show]]>><<fameexhibitionism 30>><</link>><<exhibitionist5>> <br> <</if>> <<link [[Cover yourself and keep moving|Chalets Work End Run Cover]]>><<fameexhibitionism 30>><</link>> <br> <</if>><<effects>> You move your arms aside and turn to face the camera, showing everything to the world. The steeds and their riders halt, forming a circle around you as you strut towards the car. The camera remains fixed on you the whole time. <<exhibitionism5>> You open a car door, and climb inside as if it were a taxi. <br><br> It's not a long journey, but both the <<person1>><<person>> and <<person2>><<person>> leer at you the whole way. You feel their eyes on your <<bottom>> as you walk away. <br><br> <<chalets_end_link>><<effects>> <<covered>> The riders form a circle around you, leering from all angles. You hear the car follow behind, and can feel the camera on your <<bottom>>. They've formed a protective shield, at least. <br><br> They turn away as you reach the shore. There's no one else around. You hurry off the sand. <br><br> <<chalets_end_link>><<effects>> You dig your hands into the sand, and burrow a shallow pit. You dump your body inside, and cover yourself with the dislocated sand. You're not deep at all, but you're covered from neck to toe, and there's no time for more. <br><br> <<generate1>><<generate2>><<person2>> The thunder of hooves approaches, followed by a car. It almost looks like they'll trample you, then the leading steed stops and rears. The others slow, and the car passes them. <br><br> "Cut!" booms a <<person>> through a blowhorn, leaning from a car window. "Why are you—" <<He>> falls silence as <<his>> eyes fall on you. "What are you doing there <<girl>>? You're interrupting the shoot. Come on, up you get." <br><br> A <<person2>><<person>> leans out another window, holding a camera on <<his>> shoulder, pointed right at you. They don't know you're undressed beneath the sand. <br><br> <<link [[Stand|Chalets Work End Stand]]>><</link>> <br> <<link [[Refuse|Chalets Work End Refuse]]>><</link>> <br><<effects>> You climb to your feet, letting the sand fall from your body and revealing the <<lewdness>> beneath. It takes a moment for the <<person>> to realise. <br><br> "Is the camera still on?" <<he>> asks. <<covered>> The riders, still sat on their steeds, notice too. Someone wolf whistles. "Don't be shy, <<girl>>." <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Show off|Chalets Work End Run Show]]>><<fameexhibitionism 30>><</link>> <br> <</if>> <<link [[Stay covered and walk away|Chalets Work End Run Cover]]>><<fameexhibitionism 30>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "But it took me a while to get so comfortable," you say. <<elseif $speech_attitude is "bratty">> "But I like it here," you say. "You don't own the beach." <<else>> "You'll have to go around," you say. <</if>> <br><br> <<if random(1, 2) is 2>> The <<person2>><<person>> looks ready to argue, but the riders turn their steeds around. "From the top then," <<he>> sighs. <br><br> You wait until they're a good distance away before emerging from the sand, and continue on to the shore. <br><br> <<chalets_end_link>> <<else>> "We can't stop the shoot for every idiot that gets in the way," the <<person2>><<person>> says, climbing from the car. "Get the fuck up." <br><br> <<He>> grabs your ankles, and pulls. The sand shifts from your body, <span class="pink">revealing the <<lewdness>> beneath.</span> An approving murmur emerges from the riders. <br><br> An evil smile erupts on the <<persons>> lips. <<if $settings.horsesEnabled>> <<He>> gestures at the <<person1>><<person>> holding the camera, and at one of the riders. The former brings the lens closer, while the latter dismounts. <<endevent>> <<beastNEWinit 1 horse>> <br><br> You try to scramble away as the <<beasttype>> mounts you. <br><br> <<link [[Next|Chalets Work End Horse]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "Time for an impromptu rape scene," <<he>> says, gesturing at the <<person1>><<person>> holding the camera. They're atop you at once. <br><br> <<link [[Next|Chalets Work End Pair]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $pronoun is "m">> <<set $NPCList[_n].stance to "top">><<set $position to "doggy">><<set $position_lock to 1>> <<else>> <<set $NPCList[_n].stance to "top">><<set $position to "missionary">><<set $position_lock to 1>> <</if>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work End Horse Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work End Horse]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<famebestiality 25>> The riders cheer as the <<beasttype>> trots away. "Did you get that?" the director asks, hurrying to the camera to observe the footage. <br><br> <<tearful>> you stagger away. They seem content with their footage. <br><br> You arrive back at shore. <br><br> <<clotheson>> <<endcombat>> <<chalets_end_link>> <<else>> <<famescrap 25>> The <<beasttype>> rears, turns, and bolts, spooking the other steeds. They stampede away in a panicked rush as the director tries to restore order. <br><br> <<tearful>> you stagger away. They're too occupied to stop you. <br><br> <<clotheson>> <<endcombat>> <<chalets_end_link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work End Pair Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work End Pair]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<famerape 25>> <<ejaculation>> They kick sand over your body, partially covering you, before riding away. <br><br> <<tearful>> you climb to your feet. You continue back to shore. <br><br> <<clotheson>> <<endcombat>> <<else>> <<famescrap 25>> You kick sand in the <<person1>><<persons>> eyes. <<He>> staggers away, dropping the camera in the sand. <br><br> "Careful!" the <<person2>><<person>> shouts. "That equipment's worth more than you." <br><br> <<tearful>> you escape while the pair bicker. The riders are so bemused they don't stop you. <br><br> You arrive back at shore. <br><br> <<clotheson>> <<endcombat>> <</if>> <<chalets_end_link>><<effects>> You break into a run, but don't make it far before the horde is upon you. <<generate1>><<generate2>><<generate3>><<person1>> One of the riders, a <<person>>, leans from the saddle <<if $physiquesize gte 13000>> and tries to scoop you into <<his>> arm. <span class="green">You prove too large however,</span> and you instead pull <<him>> to the sand.<<large_text>> <br><br> "Cut!" shouts a <<person2>><<person>>, leaning from a car window. "Time is money. Get up!" <br><br> <<He>> barely glances at you while admonishing the <<person3>><<person>>. You hurry to shore. <br><br> <<chalets_end_link>> <<else>> <span class="red">and scoops you into <<his>> arm.</span> <<He>> leans you against <<his>> shoulder as you bounce along.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>> <br><br> The car arrives beside you, and meets the steed's speed. A <<person3>><<person>> leans from an open window, pointing a camera at you. <br><br> "Great shot," says a <<person2>><<person>>. <<He>> glances at you. "Hold that pose. <span class="red">Maybe wiggle your ass a little more.</span>" <br><br> <<link [[Get angry|Chalets Work End Angry]]>><</link>> <br> <<link [[Wiggle|Chalets Work End Wiggle]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Th-this is scary," you say. "P-please let me down." <<elseif $speech_attitude is "bratty">> "Let me down this instant!" you say. <<else>> "Please let me down," you say. <</if>> <br><br> "Struggle then," the <<person2>><<person>> says. "We'll work it in!" <br><br> You slide a little from the <<person1>><<persons>> grip, and <<he>> slows <<his>> steed enough to drop you on the sand. They ride away, leaving you to walk the rest of the way to shore. <br><br> <<chalets_end_link>><<effects>> You give your <<bottom>> an exaggerated wiggle. The <<person1>><<person>> spanks you. <br><br> "Did you get that?" the <<person2>><<person>> asks, shifting seats to look through the back end of the camera. The <<person1>><<person>> slows <<his>> steed enough to drop you to the sand. <br><br> They ride away, leaving you to walk the rest of the way to shore. <br><br> <<chalets_end_link>><<effects>> You drop to the sand. The steeds thunder by, forcing you to cover your face to protect it from sand. You're half buried by the time they pass. They don't seem to have noticed you. <br><br> You rise, shake down your body, and walk back to shore. <br><br> <<chalets_end_link>><<location "town">><<effects>> <<if $chalets_bags gte 1>> <<if $exposed gte 1>> You arrive back at the office. <<covered>> You have <<if $chalets_bags is 1>>a bag full of rubbish<<else>>bags full of rubbish<</if>>, but you'll have to face the manager in your current state if you want to be paid. Perhaps there's something to cover with inside. <br><br> <<getinicon>> <<link [[Enter|Chalets Work End Succeed Ask]]>><<stress 12>><</link>><<ggstress>> <br> <<starfishicon>><<link [[Abandon the rubbish and leave|Starfish Street]]>><<chalets_end>><</link>> <br> <<else>> <<loadNPC 0 "chalets_manager">><<person1>> You enter the office. The <<person>> looks up from <<his>> desk. "Job well done? Splendid. Here's your pay." <br><br> <<if Time.weekDay is 1 or Time.weekDay is 7>> You make <<moneyGain `$chalets_bags * 15`>>. <<else>> You make <<moneyGain `$chalets_bags * 10`>>. <</if>> <br><br> <<starfishicon>><<link [[Leave|Starfish Street]]>><<chalets_end>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<if $exposed gte 1>> You arrive back at the office. <<covered>> Your quest to clean the chalet failed, so you won't be paid, but perhaps the manager would give you something to cover with. <br><br> <<ind>><<link [[Ask for clothes|Chalets Work End Failed Ask]]>><<stress 12>><</link>><<ggstress>> <br> <<starfishicon>> <<link [[Leave|Starfish Street]]>><<chalets_end>><</link>> <br> <<else>> You arrive back at the office, but with your quest to clean the chalet failed, you won't be paid. <br><br> <<link [[Next|Starfish Street]]>><<chalets_end>><</link>> <br> <</if>> <</if>><<effects>><<loadNPC 0 "chalets_manager">><<person1>> You enter the office. The <<person1>><<person>> looks up from <<his>> desk. "Job—" <<He>> averts <<his>> gaze when <<he>> realises your state of dress. "There are some towels in the back. Help yourself. I'll have your pay waiting when you're decent." <br><br> <<towelup>> You enter the back, and cover yourself with the offered towels, before returning for your pay. <br><br> <<if Time.weekDay is 1 or Time.weekDay is 7>> You make <<moneyGain 15>>. <<else>> You make <<moneyGain 10>>. <</if>> <br><br> <<link [[Next|Starfish Street]]>><<chalets_end>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<loadNPC 0 "chalets_manager">><<person1>> You enter the office. The <<person>> only glances at you at first, before realising your state of dress. "You're back soon," <<he>> says. "I can see why." <<He>> averts <<his>> gaze. "There are some towels in the back." <br><br> <<towelup>> You enter the back, and cover yourself with the offered towels. <br><br> <<link [[Next|Starfish Street]]>><<chalets_end>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You put one foot in front of the other, testing the ground before committing. The sand becomes more firm as you near the shore, and pieces of the broken road appear.<<housekeeping 1 100>> <br><br> <<chalets_end_link>><<effects>> You keep up the pace, navigating the sand as best you can. <br><br> <<if $housekeepingSuccess>> <span class="green">Your footfalls are firm and sure.</span> The sand becomes more dry as you near the shore, and pieces of the broken road appear.<<housekeeping 1 200>> <br><br> <<else>> <span class="red">You stumble on the uneven ground,</span> and it takes all your focus to prevent falling face-first. You succeed in this, but land on your <<bottom>> instead.<<gstress>><<housekeeping 1 200>> <br><br> You climb to your feet, and continue until the sand becomes more firm, and pieces of the broken road appear leading up to the shore. <br><br> <</if>> <<chalets_end_link>><<effects>> You keep up the pace, navigating the wet terrain while remaining as steady as you can. <br><br> <<if $housekeepingSuccess>> <span class="green">Your footfalls are firm and sure.</span> The sand becomes more dry as you near the shore, and pieces of the broken road appear.<<housekeeping 1 300>> <br><br> <<else>> You're caught off guard when one of your feet, having sunk deeper than usual, remains stuck as you try to lift it, <span class="red">tripping you.</span> <br><br> <<wet_all>> You land face-first in the sand. You climb to your feet. Water fills the hole you made, creating a shallow pool. <br><br> You continue until the sand becomes more firm and pieces of the broken road appear, leading up to the shore. <br><br> <</if>> <<chalets_end_link>><<effects>> You turn and run as fast as you can, weaving between chalets until you're sure you're not being pursued. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm here to clean," you say. "Can I have some towels to dry with first please?" <<elseif $speech_attitude is "bratty">> "Eyes up here," you say. "I'm here to clean, but I need to dry myself first." <<else>> "I'm here to clean," you say. "Can I have some towels to dry with?" <</if>> <br><br> <<if random(1, 2) is 2>> The <<person>> strokes <<his>> chin, then nods and steps aside. You find some towels on a rack in the bathroom, and soon have your clothes dry. Or at least opaque. <<dry_full>> <br><br> Now decent, you clean the chalet. It would be uneventful work, if not for the <<persons>> leers and smirks. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br> <<else>> The <<person>> strokes <<his>> chin. "Tell you what," <<he>> says. "Give me the your wet clothes, and I'll dry them for you while you wait out here. It'll only take a few minutes, and you're already naked, pretty much." <br><br> <<link [[Accept|Chalets Work Wet Naked]]>><</link>> <br> <<link [[Refuse|Chalets Work Wet Refuse]]>><</link>> <br> <</if>><<effects>> You peel off your clothes, taking care to keep yourself covered. The <<person>> snatches them from your grasp, then disappears inside. <br><br> You wait, looking around at the other chalets. No one emerges from any of them, though someone could be leering from a darkened window for all you know. <br><br> <<if random(1, 2) is 2>> A minute passes, then another, and another. Your anxiety grows, until the door springs open, and the <<person>> emerges. "Your clothes are inside," <<he>> says. "You're still gonna clean, right?" <br><br> You find your clothes on a rack at the far end of the chalet.<<dry_full>> Now decent, you clean. It would be uneventful work, if not for the <<persons>> leers and smirks. <br><br> <<link [[Next|Chalets]]>><<endevent>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <<else>> You wait. A minute passes, then another, and another. Your anxiety grows, until you knock on the door. There's no answer. <span class="pink">You're not getting your clothes back.</span> <br><br> <<clothesruined>> <<link [[Next|Chalets]]>><<endevent>><</link>> <br> <</if>><<effects>> "Suit yourself," the <<person>> says, and shuts the door, leaving you exposed between the chalets. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br><<effects>> <<clothesstrip>> "Oops," you say, moving your arms to give <<him>> an "accidental" peek beneath. "They sent me here to clean, but I'm so clumsy." You run a finger down <<his>> chest. "Maybe you'd let me dry inside instead." <<exhibitionism4>> <<He>> licks <<his>> lips and steps aside, letting you pass into the chalet. <br><br> You take your time peeling off your wet clothes, before placing them in a tumble dryer. <<He>> leers with increasing lust. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Solicit|Chalets Work Wet Solicit]]>><</link>><<promiscuous3>> <br> <</if>> <<link [[Wait for your clothes to dry|Chalets Work Wet Dried]]>><</link>> <br><<effects>> "You like what you see?" you coo. "I'm for sale, you know. £50." <<promiscuity3>> <<He>> hurries to a kitchen drawer, forks up the cash, then shoves you onto a sofa. You've gained <<moneyGain 50>>. <br><br> <<link [[Next|Chalets Work Wet Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 30>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work Wet Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work Wet Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> pants as <<he>> climbs off the sofa and reaches for a cigarette. <br><br> <<tearful>> you check the tumble dryer. <br><br> <<endcombat>> <<link [[Next|Chalets Work Wet Dried]]>><<clotheson>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> backs away from you. <<tearful>> you retrieve your still-wet clothes from the tumble dryer, and escape outside. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Chalets]]>><</link>> <br> <<else>> The <<person>> hurries you from the chalet and slams the door behind you, <span class="pink">leaving you outside without clothes.</span> <br><br> <<tearful>> you beat against the door. There's no answer. <br><br> <<clotheson>> <<clothesruined>> <<endcombat>> <<link [[Next|Chalets]]>><</link>> <br> <</if>><<effects>> <<dry_full>> You retrieve your dry clothes, and get dressed. Now decent, you clean the chalet. It would be uneventful work, if not for the <<persons>> leers and smirks. <br><br> <<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><<endevent>><</link>> <br><<effects>> You cast a furtive glance around the room before counting the cash. There's <<printmoney 100000>> altogether. <br><br> <<link [[Take it all|Chalets Work Cash All]]>><<crimeUp 1000 "thievery">><<moneyGain 1000>><</link>><<gggcrime "thievery">> <br> <<link [[Take half|Chalets Work Cash Half]]>><<crimeUp 500 "thievery">><<moneyGain 500>><</link>><<ggcrime "thievery">> <br> <<link [[Skim 100 off the top|Chalets Work Cash Skim]]>><<crimeUp 100 "thievery">><<moneyGain 100>><</link>><<gcrime "thievery">> <br> <<link [[Leave it|Chalets Work Cash Ignore]]>><</link>> <br><<effects>> You hide the money in the tray, finish up in the chalet, and walk outside. <br><br> <<link [[Next|Chalets]]>><</link>> <br><<effects>> You count out half, and hide it in the tray. It's a double bed. Perhaps the owners will blame each other. <br><br> You finish up in the chalet, and walk outside. <br><br> <<link [[Next|Chalets]]>><</link>> <br><<effects>> You count out £100, and hide it in the tray. Perhaps it won't be missed. <br><br> You finish up in the chalet, and walk outside. <br><br> <<link [[Next|Chalets]]>><</link>> <br><<effects>> You ignore the wad of cash, leaving it in its poor hiding place beneath the pillow. <br><br> You finish up in the chalet, and walk outside. <br><br> <<link [[Next|Chalets]]>><</link>> <br><<effects>><<wearProp "pen">> You write the following on a small piece of paper lying near the sink: <br> <<if $speech_attitude is "meek">> <i>"Sorry, but I need to be home before midnight."</i> <<elseif $speech_attitude is "bratty">> <i>"Sorry, but I'm not qualified for cleaning industrial waste."</i> <<else>> <i>"Sorry, but the standard bottle of washing up liquid wasn't enough!"</i> <</if>> <i>- Room service</i>. <br><br> Job done, you finish up, and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<handheldon>><</link>> <br><<effects>><<wearProp "sponge">> It takes some elbow grease, but you manage to clean the plates, glasses and cutlery. Job done, you finish up, and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<handheldon>><</link>> <br><<effects>> <<if $arousal gte $arousalmax>> You try to endure the <<persons>> groping and squeezing, but feel a heat build within you. It's too much to bear. <<orgasm>> "You're that ready for it?" the <<person>> muses, grabbing you by the collar and pulling you onto the chair before the spasms subside. <br><br> <<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You endure the <<persons>> groping and squeezing, until <<he>> releases you. You manage to evade the parting smack <<he>> tries to give you, and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $panicattacks gte 1 and $controlled is 0>> You try to raise your arm to smack <<his>> away, <span class="pink">but a terrible fear grips you,</span> freezing you in place. <br><br> "You're that ready for it?" the <<person>> muses, taking lack of resistance as assent. <<He>> pulls you onto the chair. <br><br> <<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You smack the <<persons>> hand away. Anger flashes across <<his>> features, <<if random(1, 3) is 3>> and <<he>> pulls you onto the chair. <br><br> <<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> but <<he>> doesn't retaliate. <br><br> You leave the chalet. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> <<if $speech_attitude is "meek">> "You can touch," you say. "But you have to pay." <<elseif $speech_attitude is "bratty">> "Don't touch me," you tell <<him>>. "Unless you can afford it." <<else>> "That service is extra," you say. <</if>> <br><br> <<rng>> <<if $rng gte 91>> The <<person>> offers you <<printmoney 6000>>. <br><br> "In that case," <<he>> says, "I want to enjoy the full package, unwrapped, that is." <br><br> <<if hasSexStat("promiscuity", 5)>> <<link [[Accept|Chalets Work One Sex Start]]>><</link>><<promiscuous5>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Accept|Chalets Work One Sex Start]]>><<set $desperateaction to 1>><<trauma 6>><<stress 6>><</link>><<promiscuous5>><<gtrauma>><<gstress>> <br> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <br> <</if>> <<link [[Refuse|Chalets Work One Sex Refuse]]>><</link>> <<elseif $rng gte 61>> The <<person>> offers you <<printmoney 5000>>. <br><br> "In that case," <<he>> says, "you might as well use that mouth of yours, too." <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Accept|Chalets Work One Oral Start]]>><</link>><<promiscuous4>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Accept|Chalets Work One Oral Start]]>><<set $desperateaction to 1>><<trauma 6>><<stress 6>><</link>><<promiscuous4>><<gtrauma>><<gstress>> <br> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <br> <</if>> <<link [[Refuse|Chalets Work One Sex Refuse]]>><</link>> <<else>> The <<person>> offers you <<moneyGain 40>>. "I'll be getting my money's worth," <<he>> says. <br><br> <<if $arousal gte $arousalmax>> You try to endure the <<persons>> groping and squeezing, but it's too much to bear. <br><<orgasm>> "I knew you would enjoy it," the <<person>> says with a smirk. <<He>> releases you, giving your bottom a parting smack. <<else>> You endure the <<persons>> groping and squeezing until <<he>> finally releases you, giving your bottom a parting smack. <</if>> <br><br> <<tearful>> you grab the money and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <</if>><<effects>> <<if $arousal gte $arousalmax>> You try to refuse, but <<his>> groping and squeezing is too much to bear. <br><<orgasm>> Taking advantage of your spasms, <<he>> pulls you onto the chair. <br><br> <<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>> <<else>> "I don't take it that far," you say. "Sorry to disappoint." <br><br> <<rng>> <<if $rng gte 81>> "That wasn't a request," the <<person>> says. <<He>> grabs you by the collar and pulls you onto the chair. <br><br> <<link [[Next|Chalets Work One Sex]]>><<set $molestationstart to 1>><</link>> <<else>> The <<person>> seems annoyed. "Suit yourself," <<he>> says finally, and you leave the chalet. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<He>> hands you <<moneyGain 60>>. <<He>> eagerly motions for you to undress and you start taking off your clothes. <<promiscuity5>> Deeming your actions too slow, <<he>> decides to help.<<strip>> <br><br> <<link [[Next|Chalets Work One Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<effects>> <<He>> hands you <<moneyGain 50>>. You kneel in front of the <<person>>. As you do, <<he>> grasps the back of your head. <<promiscuity4>> <<link [[Next|Chalets Work One Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 20>> <<if $phase is 1>> /* Oral */ <<set $position to "doggy">> <<npcoral>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work One Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work One Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $consensual is 1>> <<He>> reclines in the chair. "I'm definitely requesting your services again," <<he>> says. <<else>> <<He>> reclines in the chair, as if <<hes>> already forgotten you. <</if>> <<elseif $enemyhealth lte 0>> The chair falls backwards with the <<person>> still in it. <<He>> writhes on the ground, nursing <<his>> knee. <</if>> <br><br> <<tearful>> you leave the chalet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Chalets]]>><</link>><<effects>> You keep working. The <<person2>><<person>> rests <<his>> feet on your back as well. They don't try anything nefarious, but it is harder with the added weight. <br><br> They grumble when you finish, but you have a chalet to clean. Once done, you rise and leave the building. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "You can use me as a footstool," you say. "But I really need money as well." <<elseif $speech_attitude is "bratty">> "Can you afford it?" you muse. <<else>> "That service is extra," you say. <</if>> <br><br> The <<person1>><<person>> drops some cash in front of you. <<moneyGain 40>>. <br> "I'll be getting my money's worth," <<he>> says, whacking your <<bottom>> with <<his>> ankle. <br><br> The <<person2>><<person>> rests <<his>> feet as well. They don't try anything nefarious, but it is harder with the added weight. <br><br> They grumble when you finish, but you've a chalet to clean. Once done, you rise and leave the building. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br><<effects>> You stand, forcing the <<persons>> feet from your back, and relocate with your <<bottom>> facing away from <<him>>. <<He>> grumbles, but you've a chalet to clean. Once done, you rise and leave the building. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br><<effects>> <<neckwear 26>> You remain still as the <<person>> affixes the collar around your neck, and tugs you to the carpet. <<He>> leads you over to <<his>> friends. <<exhibitionism1>> "Sit," <<he>> commands. <br><br> <<link [[Sit|Chalets Work Collar Sit]]>><</link>> <br> <<link [[Refuse|Chalets Work Collar Refuse 2]]>><</link>> <br><<effects>> You sit like a dog. "Good <<girl>>," the <<person1>><<person>> says. <<He>> grabs your collar, letting the leash hang, and pulls you closer to the <<person2>><<person>>. <br><br> "Kiss." <br><br> <<link [[Kiss <<his>> cheek|Chalets Work Collar Cheek]]>><</link>> <br> <<link [[Kiss <<his>> mouth|Chalets Work Collar Kiss]]>><</link>><<kissvirginitywarning>> <br> <<link [[Refuse|Chalets Work Collar Refuse 2]]>><</link>> <br><<effects>> You kiss the <<person>> on the cheek. <br><br> The <<person1>><<person>> delivers a spank to your <<bottom>>. "Properly. Kiss <<person2>><<his>> mouth."<<gstress>><<gpain>><<stress 6>><<pain 4>> <br><br> <<link [[Kiss <<his>> mouth|Chalets Work Collar Kiss]]>><</link>><<kissvirginitywarning>> <br> <<link [[Refuse|Chalets Work Collar Refuse 2]]>><</link>> <br><<effects>> You kiss the <<person2>><<person>> on the lips. <<He>> grabs the back of your head, and holds you there before you can pull away.<<gstress>><<stress 6>> <<takeKissVirginity $NPCList[1]>> <br><br> <<He>> releases your head. A thread of saliva links you. "That'll do, <<girl>>," the <<person1>><<person>> says, unfastening your collar. "Here." You make <<moneyGain 30>>. <br><br> You leave the chalet. <br><br> <<neckruined true>> <<link [[Next|Chalets]]>><<endevent>><</link>> <br><<effects>> <<if random(1, 2) is 2>> <<neckruined true>> You rise to your feet, and unfasten the collar. The <<person2>><<person>> moans, but you ignore <<him>> and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br> <<else>> You rise to your feet and try to unfasten the collar, <span class="red">but the <<person>> tugs you to the carpet,</span> and pins you down by your neck. "Not so fast, <<bitch>>." <br><br> <<link [[Next|Chalets Work Collar Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work Collar Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work Collar Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> grabs you by the collar, pulls you to the front door, and kicks you outside. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <<else>> You trip up the <<person1>><<person>> and escape through the gap created. <br><br> <<tearful>> you flee the chalet. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Chalets]]>><</link>> <br><<effects>> You refuse the <<persons>> offer, and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 0>> /* Accept */ There are a handful of people in the room. Some look in your direction while others keep to themselves. <br><br> The floor is littered with rubbish and sand. <<if random(1, 2) is 2>> You finish up and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<set $chalets_bags += 1>><<endevent>><</link>> <br> <<else>> <<generate2>><<person2>> As you go about your work, one of the attendees gropes your <<bottom>>.<<arousal 600 "bottom">><<garousal>> <br><br> You look over your shoulder and see a <<person>> smile from <<his>> seat. "What's a pretty face like yours doing here?" <<he>> says. <<His>> breath reeks of alcohol. "You don't mind a little fun, right? It'll be worth it." <<His>> legs open invitingly. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Agree|Chalets Work Party Sex]]>> <<saveNPC 0 chalets_party_opener>><<saveNPC 1 chalets_party_oral>> <<endevent>> <<loadNPC 0 chalets_party_oral>><<clearNPC chalets_party_oral>><<person1>> <<set $sexstart to 1>> <</link>><<promiscuous4>> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <</if>> <br> <<link [[Refuse|Chalets Work Party Sex Refuse]]>><</link>> <br> <</if>> <<else>> /* Refuse */ You refuse the <<person>>'s offer, and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $speech_attitude is "meek">> You blush. "I-if you insist," you say, sinking to your knees. <<elseif $speech_attitude is "bratty">> You lick your upper lip seductively. "That's all I needed to hear." You drop to your knees. <<else>> You listen to <<his>> command. "Fine." You nod, getting on your knees. <</if>> <<promiscuity4>> <<npcoral>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work Party Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work Party Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> looks around the room. "Damn, that was good. Here." <<He>> digs around in <<his>> pocket. You get <<moneyGain 30>>. <<elseif $enemyhealth lte 0>> The <<person>> topples backward over <<his>> chair. The room's attention turns to <<him>>, and you hear scattered chuckles. Soon, you finish cleaning the chalet without further interruption. <<else>> The <<person>> scoffs. "Whatever," <<he>> says, releasing <<his>> grasp on your hair. You continue back to the task at hand, finishing cleaning the chalet. <</if>> <br><br> <<loadNPC 1 chalets_party_opener>><<clearNPC chalets_party_opener>> The <<person2>><<person>> hands you <<moneyGain 40>> cash as you leave. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Chalets]]>><<set $chalets_bags += 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "No thank you... I'm sorry, I'm supposed to be cleaning." Your fingers fiddle with the hem of the rubbish bag. <<elseif $speech_attitude is "bratty">> You cock an eyebrow, sizing the <<person2>><<person>> up and down. "Hell no. I have a job to focus on, so I'd appreciate it if you didn't get in my way." <<else>> "I'll pass," you say. "I'm supposed to be working." <</if>> <br><br> The <<person2>><<person>> scowls at your reply. <<He>> shoves you. <<dancedifficulty 1 600 true>> <<if $danceSuccess>> <span class="green">You manoeuvre, balancing yourself with light nimble feet.</span> Some glance at you before continuing their conversation. <br><br> Ignoring <<his>> glares at you finishing up your work, you complete your task. The <<person1>><<person>> hands you <<moneyGain 40>> cash as you leave. <br><br> <<link [[Next|Chalets]]>><<set $chalets_bags += 1>><<endevent>><</link>> <br> <<else>> <<generate3>> <span class="red">You fall on your <<bottom>>,</span> landing on the hard wooden floor. <br><br> The chatter in the room halts, all eyes turning toward you. <br><br> The <<person1>><<person>> looks down at you. "What did I say about making a fuss?" <<His>> eyes bore into your own. <br><br> Suddenly a <<person3>><<person>> grabs you, pinning your arms on the ground before you can react. <br><br> <<link [[Next|Chalets Work Party Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $leftarm to "grappled">><<set $rightarm to "grappled">><<hand_gag 2 left>><<set $NPCList[2].righthand to "arms">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Chalets Work Party Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Chalets Work Party Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> You wrest your arms free from the <<person3>><<person>>'s grip. <<tearful>> you rush to the door, closing it behind you without a second thought. <<elseif $enemyarousal gte $enemyarousalmax>> They dump you to the floor, already starting a new conversation. <<tearful>> you pull yourself to your feet. <br><br> The <<person1>><<person>> stuffs <<moneyGain 20>> cash into your hand, before pulling you to the front door and kicking you out. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Chalets]]>><</link>> <br><<set $location to "chalets">><<set $outside to 1>><<effects>> <<if $chaletsintro is undefined>> <<generate1>><<person1>> <<saveNPC 0 "chalets_manager">> You approach the chalets. They sit on a small island of sorts, separated from the mainland by a stretch of sand. The tide is rarely high enough to reach here, and it would take five minutes to cross. <br><br> A building with a colourful door stands beside a road leading down to the sand. A mass of seagulls sit outside, fighting over a newspaper caked in greasy potato, until the door swings open. <br><br> "Clear off!" says a <<person1>><<person>>, swinging a broom. The birds take flight in all directions. The <<person>> tuts and sweeps up the torn scraps of paper. <br><br> <<link [[Next|Chalets Intro 2]]>><<set $chaletsintro to 1>><</link>> <br> <<elseif $chaletsintro is 1>> <<loadNPC 0 "chalets_manager">><<person1>> You approach the chalets and enter the management building. The manager looks up from <<his>> desk. <br><br> "Ah," <<he>> says. "Changed your mind? Interested in work?" <br><br> <<link [[Say yes|Chalets Intro Yes]]>><<set $chaletsintro to 2>><</link>> <br> <<link [[Say no|Chalets Intro No]]>><</link>> <br> <</if>><<set $outside to 0>><<effects>> The <<person>> looks up. "A local?" <<he>> asks, then continues before you can respond. "Interested in work?" <<He>> gestures at the chalets across the expanse of sand. <br><br> "It's a nature reserve, but they insist on covering it in rubbish. The tourists, that is. And the gulls. We need someone to brave them both and clean up. You'll get <<printmoney 1000>> per bag of rubbish on weekdays, and <<printmoney 1500>> per bag on weekends." <br><br> "Should take an hour to fill a bag," <<he>> continues. "You'll have a skeleton key to the chalets, so you can enter as you please. Just say you're there to clean. Interested?" <br><br> <<link [[Say yes|Chalets Intro Yes]]>><<set $chaletsintro to 2>><</link>> <br> <<link [[Say no|Chalets Intro No]]>><</link>> <br><<effects>> "Great. Start when you like." <<He>> turns back to <<his>> paperwork. <br><br> "Oh," <<he>> calls as you leave. "Take care that the holiday makers can get a bit handsy. Just don't give them an excuse, alright? Higher ups turn a blind eye to that sort of thing." <br><br> <<link [[Next|Starfish Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> "I'm sorry to hear it," <<he>> shrugs. "I'll be here if you change your mind." <br><br> <<link [[Next|Starfish Street]]>><<endevent>><</link>><<set $location to "chalets">><<set $outside to 1>><<effects>> You walk down the road to the sandy expanse between the town and the chalet island. <<if Time.weekDay is 1 or Time.weekDay is 7>> <<if $chaletsintro is 2>> <<loadNPC 0 "chalets_manager">><<person1>> <<set $chaletsintro to 3>> The manager's head pokes from <<his>> office. "Just a heads up," <<he>> says. "There's a film crew on the stretch of sand between here and the chalets. There often is on weekends. Just be careful when crossing. They might have horses, and who knows what else." <br><br> <<endevent>> <</if>> You see a cluster of people and vehicles some distance away. It looks like a film crew. <br><br> <<else>> <br><br> <</if>> It's hard to walk on such mushy ground. <<if Weather.precipitation isnot "none" and random(1, 200) is 200>> You're halfway across when you notice the roar of the ocean growing louder. Then you see it, <span class="red">a freak wave,</span> taller than you, sweeping across the sand. <br><br> You're unable to escape. It snatches and carries you out to sea. <br><br> <<link [[Next|Sea Rocks]]>><<chalets_end>><</link>> <br> <<else>> A boardwalk emerges from the ground as you near the island, providing a set path. It leads you up a slope, to a collection of chalets surrounded by dunes. <br><br> <<link [[Next|Chalets]]>><</link>> <br> <</if>><<set $location to "chalets">><<set $outside to 0>><<effects>> You are among the chalets, on an island near the beach. <<if Weather.precipitation is "rain">> Rain blows in from the sea. <<else>> Wind blows in from the sea and over the dunes, stinging your skin. <</if>> <br><br> <<chalets_bags>> <br><br> <<if $openinghours is 1>> <<choreicon "sweep">><<chalets_links>> <br> <<elseif Time.hour is $closinghour>> <span class="blue">Tourists are returning to their chalets for the night.</span> <br> <</if>> <<getouticon>><<link [[Leave|Chalets Work End]]>><</link>> <br><<set $outside to 0>><<effects>> You approach one of the chalets, and knock on the door. <<eventschalets>><<widget "eventschalets">> <<cleareventpool>> <<addinlineevent "chalets_empty_1" 1>> No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag. <br><br> You finish up, and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "chalets_empty_2" 1>> No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag. <br><br> Dirty plates stack high in the kitchen sink, surrounded by filthy glasses. It would take a while to clean it all. <br><br> <<link [[Ignore|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <<link [[Leave a passive aggressive note making fun of the occupants|Chalets Work Plates Note]]>><<pass 60>><<set $chalets_bags += 1>><<stress -6>><</link>><<lstress>> <br> <<link [[Clean (0:30)|Chalets Work Plates Clean]]>><<pass 90>><<set $chalets_bags += 1>><<housekeeping 1 300>><</link>><<ghousekeeping 300>> <br> <</addinlineevent>> <<addinlineevent "chalets_empty_3" 1>> No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag. <br><br> <<generate1>><<person1>><<generate2>> You're just finishing up when a <<person>> enters, followed by a <<person2>><<person>>. <br><br> "Intruder!" the <<person1>><<person>> shouts, reaching for the mop you left by the door. <br> "I think <<pshes>> the cleaner," the <<person2>><<person>> says. <br> "If <<pshes>> the cleaner, why is there sand everywhere?" <br> "Because you just kicked it in." <br><br> You leave them to bicker. <br><br> <<endevent>> <<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "chalets_empty_4" 0.05>> No one answers, so you unlock the door and let yourself in. You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag. <br><br> You're emptying a bin in the bedroom when you notice a fat wad of cash, half-stuffed beneath the mattress. <br><br> <<link [[Count it|Chalets Work Cash Count]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <<link [[Ignore|Chalets Work Cash Ignore]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <</addinlineevent>> <<if $upperwetstage gte 2 or $lowerwetstage gte 2>> <<addinlineevent "chalets_wet_1" 1>> <<generate1>><<person1>> A <<person>> answers the door. At once, <<he>> regards your body with a naked lust. Such a display seems strange, until you look down. <<covered>> <span class="lewd">Water has soaked right through your clothes!</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Run (0:02)|Chalets Work Wet Run]]>><<tiredness 3>><</link>><<gtiredness>> <i>Ends job</i> <br> <<link [[Ask for some towels|Chalets Work Wet Ask]]>><<stress 6>><</link>><<gstress>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Take advantage|Chalets Work Wet Exhibitionism]]>><</link>><<exhibitionist4>> <br> <</if>> <</addinlineevent>> <<else>> <<addinlineevent "chalets_event_1" 1>> <<endevent>> <<generate1>><<person1>> A <<person>> answers. <br> "I'm here to clean the chalet," you say. <br> <<He>> nods, and lets you inside. <br><br> You get to work cleaning the chalet, gathering all the rubbish you can find into a black bin bag. <<if random(1, 2) is 2>> The <<person>> sits in front of the television screen, ignoring you, only giving a nod when you say you've finished. <br><br> You leave the chalet. <br><br> <<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <<else>> The <<person>> sits in front of the television, but watches you while you work, eyeing up your body. <br><br> You finish up, but as you approach to tell <<him>>, <<he>> reaches out and grasps your <<bottom>>.<<gstress>><<garousal>><<stress 6>><<arousal 6>> <br><br> <<link [[Endure|Chalets Work One Endure]]>><<pass 60>><<set $chalets_bags += 1>><<trauma 6>><<stress 6>><<arousal 1200>><</link>><<gtrauma>><<gstress>><<ggarousal>> <br> <<link [[Smack hand away|Chalets Work One Smack]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Charge extra|Chalets Work One Charge]]>><<pass 60>><<set $chalets_bags += 1>><<arousal 1200>><</link>><<promiscuous3>><<ggarousal>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Charge extra|Chalets Work One Charge]]>><<pass 60>><<set $chalets_bags += 1>><<arousal 1200>><<trauma 6>><<stress 6>><</link>><<promiscuous3>><<ggarousal>><<gtrauma>><<gstress>> <br> <</if>> <</if>> <</addinlineevent>> <<addinlineevent "chalets_event_2" 1>> <<endevent>> <<generate1>><<person1>><<generate2>> A <<person>> answers. <br> "I'm here to clean," you say. <br> "Oh good," says a <<person2>><<personsimple>>'s voice from deeper in. "Hurry in. We've made a bit of a mess." <br><br> The voice belongs to a <<person>>. The mess is a mountain of cans, and snack packaging. Some have stuck to the carpet. <br><br> <<if $settings.footFetishEnabled>> You're cleaning on your hands and knees when you feel something rest on your back. It's the <<person1>><<persons>> feet. <br><br> "You don't mind if I rest my feet a little, right?" <<he>> asks. <br><br> <<link [[Allow|Chalets Work Feet Allow]]>><<pass 60>><<set $chalets_bags += 1>><<stress 6>><</link>><<gstress>> <br> <<link [[Charge extra|Chalets Work Feet Charge]]>><<pass 60>><<set $chalets_bags += 1>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>> <br> <<link [[Refuse|Chalets Work Feet Refuse]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <<else>> You need to work on your hands and knees, but you manage to clear the litter. You leave the chalet. <br><br> <<link [[Next|Chalets]]>><<pass 60>><<endevent>><<set $chalets_bags += 1>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "chalets_event_3" 1>> <<endevent>> <<generate1>><<generate2>><<generate3>><<person1>> A <<person>> answers. <br> "I'm here to clean," you say. <br><br> A smile flashes across <<his>> face. "Come in." <br><br> There are two others inside, a <<person2>><<person>> and a <<person3>><<person>>, both seated. They pretend to ignore you as you go about your work. <br><br> <<if random(1, 3) is 3 and $worn.neck.collared isnot 1>> "Fancy making some extra cash?" the <<person1>><<person>> asks as you're finishing up. "We could use some entertainment." <<He>> holds a dog collar and leash. <br><br> "I'll give you <<printmoney 3000>>, if you let me lead you around with this, just for five minutes." <br><br> <<link [[Wear the collar (0:05)|Chalets Work Collar]]>><<pass 60>><<set $chalets_bags += 1>><<pass 5>><</link>><<exhibitionist1>> <br> <<link [[Refuse|Chalets Work Collar Refuse]]>><<pass 60>><<set $chalets_bags += 1>><</link>> <br> <<else>> You finish up and leave the chalet. <br><br> <<link [[Next|Chalets]]>><<pass 60>><<set $chalets_bags += 1>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "chalets_event_4" 1>> <<endevent>> <<generate1>><<person1>> A <<person>> answers. <br><br> "I'm here to clean," you say. <br><br> "Good timing," the <<person>> replies, <<his>> face lighting up. The faint melody of music grows louder as <<he>> steps aside, motioning for you to enter. <br><br> "We're hosting a small gathering, just me and a few other residents," <<he>> explains. "If you can clean up without making a fuss, we'll pay you extra." <br><br> <<link [[Accept|Chalets Work Party]]>><<set $phase to 0>><<pass 60>><</link>> <br> <<link [[Refuse|Chalets Work Party]]>><<set $phase to 1>><</link>> <br> <</addinlineevent>> <</if>> <<runeventpool>> <</widget>> <<widget "chalets_start">> <<set $chalets_bags to 0>> <</widget>> <<widget "chalets_end">> <<set $chalets_bags to 1>> <</widget>> <<widget "chalets_fall_events">> <<if Weather.precipitation isnot "none">> The inclement weather makes it worse, turning the sand into a boggy mush liable to swallow a foot whole. <br><br> <<if currentSkillValue('housekeeping') gte 300>> It's a question of balance, and one you can answer. <span class="green">You cross the sand on light and nimble feet.</span> <br><br> <<chalets_end_link>> <<else>> How do you proceed? <br><br> <<link [[Slow and careful (0:20)|Chalets Work End Slow]]>><<pass 20>><</link>><<ghousekeeping 100>> <br> <<link [[Fast|Chalets Work End Fast Wet]]>><</link>><<housekeepingdifficulty 1 300>><<ghousekeeping 300>> <br> <</if>> <<else>> <<if currentSkillValue('housekeeping') gte 200>> It's a question of balance, and one you can answer. <span class="green">You cross the sand on light and nimble feet.</span> <br><br> <<chalets_end_link>> <<else>> How do you proceed? <br><br> <<link [[Slow and careful (0:20)|Chalets Work End Slow]]>><<pass 20>><</link>><<ghousekeeping 100>> <br> <<link [[Fast|Chalets Work End Fast]]>><</link>><<housekeepingdifficulty 1 200>><<ghousekeeping 200>> <br> <</if>> <</if>> <</widget>> <<widget "chalets_end_link">> <<if $chalets_bags gte 1>> <<link [[Next|Chalets Work End 2]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Starfish Street]]>><<chalets_end>><</link>> <br> <</if>> <</widget>> <<widget "chalets_bags">> <<switch $chalets_bags>> <<case 5>> <<wearProp "trash bag">> You have <span class="gold">5</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment. <<case 4>> <<wearProp "trash bag">> You have <span class="gold">4</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment. <<case 3>> <<wearProp "trash bag">> You have <span class="gold">3</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment. <<case 2>> <<wearProp "trash bag">> You have <span class="gold">2</span> bags of rubbish. Deliver them to the manager on Starfish Street for payment. <<case 1>> <<wearProp "trash bag">> You have <span class="gold">1</span> bag of rubbish. Deliver them to the manager on Starfish Street for payment. <<default>> You have no bags of rubbish. <</switch>> <<if currentSkillValue('housekeeping') gte 300>> Your housekeeping skill lets you carry a total of 5. <<elseif currentSkillValue('housekeeping') gte 200>> Your housekeeping skill lets you carry a total of 4. <<elseif currentSkillValue('housekeeping') gte 100>> Your housekeeping skill lets you carry a total of 3. <<else>> Your housekeeping skill lets you carry a total of 2. <</if>> <</widget>> <<widget "chalets_links">> <<if currentSkillValue('housekeeping') gte 300>> <<if $chalets_bags lt 5>> <<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>> <br> <<else>> <span class="blue">You can't carry any more bags.</span> <br> <</if>> <<elseif currentSkillValue('housekeeping') gte 200>> <<if $chalets_bags lt 4>> <<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>> <br> <<else>> <span class="blue">You can't carry any more bags.</span> <br> <</if>> <<elseif currentSkillValue('housekeeping') gte 100>> <<if $chalets_bags lt 3>> <<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>> <br> <<else>> <span class="blue">You can't carry any more bags.</span> <br> <</if>> <<else>> <<if $chalets_bags lt 2>> <<link [[Clean a chalet (1:00)|Chalets Knock]]>><</link>> <br> <<else>> <span class="blue">You can't carry any more bags.</span> <br> <</if>> <</if>> <</widget>><<effects>> You make sure you're not being watched by security, before setting a camera down. You position it near the fence, where it can see the gates to enter, as well as the entrances of the three buildings. <br><br> <<if $pubfame.compound.cameras.length is 4>> <<pubfameComplete "compound">> <<else>> <span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span> <br><br> <</if>> <<link [[Next|Elk Compound]]>><</link>><<effects>><<dancedifficulty 1 1000 true>> You gently place the camera in the corner. As you do, the pink liquid suddenly bubbles, before splashing toward you. <<if $danceSuccess>> <span class="green">You nimbly jump out of the way.</span> None lands on you, or the camera. <<else>> <span class="red">It hits you straight-on, sizzling slightly against your clothes.</span> <<set $worn.upper.integrity -= 50>> <<set $worn.lower.integrity -= 50>> <<set $worn.under_lower.integrity -= 50>> <<integritycheck>> <<exposure>> <<if !$worn.upper.type.includes("naked") and !$worn.lower.type.includes("naked")>> It evaporates after a few seconds, leaving your clothing worse for wear. <<else>> <<stress 6>><<gstress>> <</if>> <</if>> <br><br> <<if $pubfame.compound.cameras.length is 4>> <<pubfameComplete "compound">> <<else>> <span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span> <br><br> <</if>> <<link [[Next|Elk Compound Pipes]]>><</link>><<effects>> You gently place the camera in the corner, bending down to do so. The sweet smoke seems to be denser at the bottom, and you feel dizzy for a second. <<hallucinogen 200>><<gghallucinogens>> <br><br> <<if $pubfame.compound.cameras.length is 4>> <<pubfameComplete "compound">> <<else>> <span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span> <br><br> <</if>> <<link [[Next|Elk Compound Smoke]]>><</link>><<effects>> You gently place the camera in the corner, by one of the table legs. Nobody is around to notice. <br><br> <<if $pubfame.compound.cameras.length is 4>> <<pubfameComplete "compound">> <<else>> <span class="gold"><<Number $pubfame.compound.cameras.length>> down, <<number `4-$pubfame.compound.cameras.length`>> to go.</span> <br><br> <</if>> <<link [[Next|Elk Compound Interior]]>><</link>><<set $outside to 1>><<set $location to "town">><<effects>> You climb the fence and haul yourself over the top, landing on Elk Street proper. You don't think anyone saw you. <br><br> <<link [[Next|Elk Street]]>><</link>> <br><<set $outside to 1>><<set $location to "compound">><<effects>> You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel. <<if $compound.alarm gte 1>> <span class="red">You are trespassing.</span> <</if>> <br><br> <<if $compound.card isnot 2>> <span class="gold">You've discovered the compound on Elk Street.</span> <<earnFeat "Illicit Science">> <br><br> <<set $compound.card to 2>> <</if>> <<if $compound.alarm gte 1>> <<set $daily.compoundState to 1>> <</if>> <<if $compound.alarm is 0>> <span class="green">Security are relaxed.</span> <<elseif $compound.alarm is 1>> <span class="lblue">Security are suspicious.</span> <<elseif $compound.alarm is 2>> <span class="purple">Security are aware of an intruder.</span> <<else>> <span class="red">Security are on high alert.</span> <</if>> <br><br> /* Commented out the compound task part of the check to give the wraith priority as it creates an awkward situation allowing you to avoid the wraith or for it to suddenly take control only if you place a single camera down */ <<if $stress gte $stressmax>> <<passoutcompound>> <<elseif $hallucinations gte 2 and $wraithCompoundEvent is true/* and !(isPubfameTaskAccepted("compound") and $pubfame.compound.cameras.length is 0)*/>> <<unset $wraithCompoundEvent>> <<generateWraith 1 true>><<person1>><<hallucinogen 15>> <<if !$wraith.will>> <<set $wraith.will to random(1300, 1700)>> <</if>> The compound suddenly falls silent, and you look around. You take a deep breath, but it feels like you're breathing through cotton. <<rainWraith true>> <br><br> Your ears begin to ring, and a shape forms in the <<print Weather.precipitation>>. A beautiful pale figure floats just above the ground, wearing translucent white robes that flow in the wind. Its eyes flash a bright <<wraithEyes>>. <br><br> <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> <<if $wraith.state is "haunt">> It claws angrily at its neck, glaring at you. "<span class="wraith">Thief among thieves. You're right at home.</span>" <<else>> It glares at you. "<span class="wraith">Butcher among butchers. You're right at home.</span>" <</if>> It's silent for a few seconds. <br><br> <<if $wraith.offspring is "sold">> "<span class="wraith">Or did you hear your children calling to you?</span>" <br><br> <</if>> Abruptly, it turns to look at something at the ground, or possibly through it. It looks agitated. You try to take a step back, and it twists its head to stare at you. "<span class="wraith">Enemy of my enemy. A tool.</span>" In an instant, it's standing in front of you. Shapes begin to spin in its eyes, and your body starts to relax in spite of yourself. <br><br> <<skinicon "wraith">><<link [[Give in|Elk Compound Wraith Give]]>><<endevent>><</link>> <<else>> It doesn't seem to notice you at first. It looks agitated. It stares at the ground, or possibly through it, before catching you in the corner of its eye and turning to you. "<span class="wraith"><<pcPetname "Wraith">>.</span>" <br><br> It looks you over, before floating toward you. "<span class="wraith">You are not with them. Are you against them?<<if $wraith.offspring is "sold">> Or did you hear our children crying out?<</if>></span>" It reaches you and holds out a hand, palm open. "<span class="wraith">Lend me yourself.</span>" Shapes begin to spin in its eyes, and your body starts to relax in spite of yourself. <br><br> <<skinicon "wraith">><<link [[Take its hand|Elk Compound Wraith Give]]>><<endevent>><</link>><<handholdingvirginitywarning>> <</if>> <br> <<refuseicon>><<link [[Resist|Elk Compound Wraith Resist]]>><</link>> <<else>> <<if $compound.alarm gte random(1, 3) and $eventskip isnot 1>> <<if $rng gte 51>> <<beastNEWinit 1 dog>> A guard <<beasttype>> runs towards you. <<bHe>> stops a few feet away and starts barking. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<if hasSexStat("deviancy", 2)>> <<link [[Calm <<bhim>>|Elk Compound Bestiality]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> <<link [[Fight|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Escape the compound|Elk Compound Run]]>><<crimeUp 30 "trespassing">><</link>><<athleticsdifficulty 1 1000>><<crime "trespassing">> <br> <<else>> <<link [[Escape the compound|Elk Compound Run]]>><<crimeUp 30 "trespassing">><<set $athleticsSuccess to true>><</link>><<crime "trespassing">> <br> <</if>> <<else>> A hand rests on your shoulder. <<generateSecurity 1>><<person1>>"Alright <<girl>>, playtime's over." <<He>> waves <<his>> baton in front of your face. "I found <<phim>> outside," <<he>> says into <<his>> radio. "Alright, I'll keep <<phim>> here until then." <br><br> <<if $compound.bluff is true>> <span class="pink">Bluffing isn't going to work again.</span> <br> <<else>> <<set $skulduggerydifficulty to 600>> <<link [[Bluff|Elk Compound Bluff]]>><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Fight|Elk Compound Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Wait|Elk Compound Underground]]>><</link>> <br> <</if>> <<else>> <<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the courtyard")>> <<techicon "vcam">><<link [[Put down a camera|Elk Compound Camera]]>><<set $compound.alarm++>><<set $pubfame.compound.cameras.unshift("the courtyard")>><</link>><<gsecurity>> <br><br> <</if>> <<if !$compound.theft.pipes or isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>> <<investigateicon>><<link [[Investigate the building with storage tanks outside|Elk Compound Pipes]]>><</link>> <br> <</if>> <<if !$compound.theft.smoke or isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with smokestacks")>> <<investigateicon>><<link [[Investigate the building with smokestacks|Elk Compound Smoke]]>><</link>> <br> <</if>> <<if !$weekly.compoundCentre or $phials_held gte 1 or isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the central building")>> <<investigateicon>><<link [[Investigate the central building|Elk Compound Central]]>><</link>> <br> <</if>> <<getouticon>><<link [[Climb the fence to safety|Elk Compound Climb]]>><<resetCompound>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<set $outside to 0>><<set $location to "compound">><<effects>> The door to the building opens easily, and you enter. The inside is dominated by a pool of pink liquid. <<if !$compound.theft.pipes>> In the centre sits a pink crystal on a plinth, connected to the side by a thin walkway. It looks valuable. <br><br> <<ind>><<link [[Take|Elk Compound Crystal]]>><</link>><<crime "thievery">><<gsecurity>> <br> <<else>> <br><br> <</if>> <<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>> <<techicon "vcam">><<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compound.alarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>> <br> <</if>> <<getouticon>><<link [[Leave|Elk Compound]]>><</link>> <br><<set $outside to 0>><<set $location to "compound">><<effects>> The door opens easily and you enter the building. The inside is full of a sweet-smelling smoke. You can only see a few feet in front of you. The smoke makes you feel light-headed. <br><br> <<if !$compound.theft.smoke>> <<investigateicon>><<link [[Explore (0:10)|Elk Compound Explore]]>><<pass 10>><</link>> <br> <</if>> <<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with smoke stacks")>> <<techicon "vcam">><<link [[Put down a camera|Elk Compound Smoke Camera]]>><<set $compound.alarm++>><<set $pubfame.compound.cameras.pushUnique("the building with smoke stacks")>><</link>><<gsecurity>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Elk Compound]]>><</link>> <br><<set $outside to 1>><<set $location to "compound">><<effects>><<set $lock to 300>> The door is locked tight. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Break in (0:05)|Elk Compound Interior]]>><<handheldon>><<pass 5>><<crimeUp 30 "trespassing">><</link>><<ggcrime "trespassing">><<gsecurity>> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>> <br><br> <</if>> <<if $phials_held gte 1>> <<if $compound.alarm gte 1>> <span class="blue">You'll need to wait for security to relax before making your delivery.</span> <br> <<else>> <<ind>><<link [[Ring the doorbell|Elk Compound Central Ring]]>><<handheldon>><</link>> <br> <</if>> <</if>> <<getouticon>><<link [[Leave|Elk Compound]]>><<handheldon>><</link>> <br><<effects>> <<generate1>><<person1>> A green light flashes above. You feel a rumble, and the door opens. A <<person>> regards you with a cool stare, waiting. <br><br> <<if $phials_held gte 2>> <<link [[Sell the phials of aphrodisiac|Elk Compound Sell]]>><</link>> <br> <<elseif $phials_held is 1>> <<link [[Sell the phial of aphrodisiac|Elk Compound Sell]]>><</link>> <br> <</if>> <<link [[Apologise|Elk Compound Central Apologise]]>><<set $compound.alarm += 1>><<stress 6>><</link>><<gsecurity>><<gstress>> <br><<effects>><<wearProp "aphrodisiac jar">> You offer the <<if $phials_held gte 2>> phials. <<else>> phial. <</if>> The <<person>> examines the fluid without a word, then pulls a wad of cash from <<his>> coat. <<He>> passes it to you without looking, and shuts the door. <br><br> <<money `($phials_held * 100000)` "compoundPhials">> <span class="gold">You've made £<<print ($phials_held * 1000)>>.</span> <br><br> <<world_corruption "soft" $phials_held>> <<set $stat_aphrodisiacs_sold += $phials_held>> <<set $phials_held to 0>> <<earnFeat "Dealing">> <<link [[Next|Elk Compound]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm lost," you say. "Sorry." <<elseif $speech_attitude is "bratty">> "Wrong number," you say. "Sorry." <<else>> "I'm lost," you say. "Sorry." <</if>> <br><br> The <<person>> slams the door. An alarm blares a moment later. <br><br> <<link [[Next|Elk Compound]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>><<set $enemyanger += 20>> <<enable_rescue>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemytrust -= 40>> You drop to the floor and adopt a mating posture. The <<beasttype>> stops barking, but now has something else in mind. <<deviancy2>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Elk Compound Bestiality Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Bestiality]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "compound">><<effects>> <<if $athleticsSuccess>> You <span class="green">successfully</span> climb the fence and haul yourself over the top, landing on Elk Street proper. You hear <<beasttype>>s bark behind you, alerting the guards, who arrive in time to see you escape. <br><br> <<link [[Next|Elk Street]]>><<resetCompound>><<endevent>><</link>> <br> <<else>> You try to run, <span class="red">but the <<beasttype 0>> chases you down.</span> <br><br> <<link [[Next|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "compound">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Panting, the guard <<beasttype 0>> returns to where it came from. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype 0>> whimpers and hides behind one of the buildings. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> <<generateSecurity 2>><<generateSecurity 3>><<person2>>A <<person>> and <<person3>><<person>> arrive to investigate the noise. <<if $NPCList[0].stance is "top">> They see the <<beasttype 0>> humping you and laugh. "Good <<beasttype 0>>," the <<person2>><<person>> says. <br><br> <<else>> They see what the <<beasttype 0>> wants from you and laugh. "Good <<beasttype 0>>," the <<person2>><<person>> says. <br><br> <</if>> <<person3>>"We should probably let the <<beasttype 0>> have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming. <br><br> <<set $alarm to 0>><<set $rescue to 0>> <<link [[Next|Elk Compound Bestiality 2]]>><</link>> <br> <<else>> The <<beasttype 0>> turns and darts away, barking. <<crime "trespassing">><<set $compound.alarm++>> <<crimeUp 50 "trespassing">> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> The <<person3>><<person>> films you. <<if $face is "covered">> At least <<he>> can't see your face. <<else>> <<famebestiality 1>> <</if>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Elk Compound Bestiality 2 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Bestiality 2]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "compound">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Panting, the guard <<beasttype 0>> returns to where <<bhe>> came from. <br><br> The <<person2>><<person>> grabs your arm. "Alright <<girl>>, you've had your fun," <<he>> says, dragging you to the gate. <br><br> "Think we should tell them downstairs?" the <<person2>><<person>> asks. <br><br> "Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<phim>> longer." They shove you out the gate, closing it behind you. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Street]]>><<resetCompound>><<set $eventskip to 1>><</link>> <br> <<else>> The <<beasttype 0>> whimpers and hides behind one of the buildings. <br><br> The <<person2>><<person>> grabs your arm. "Alright <<girl>>, you've had your fun," <<he>> says, dragging you to the gate. <br><br> "Think we should tell them downstairs?" the <<person2>><<person>> asks. <br><br> "Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<phim>> any longer." They shove you out the gate, closing it behind you. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Street]]>><<resetCompound>><<set $eventskip to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "compound">><<effects>> <<if $speech_attitude is "meek">> "I-I—" you stammer. "I kicked my ball over the fence. I just wanted it back." You look down in mock shame. <<elseif $speech_attitude is "bratty">> You turn to face <<him>> and place your hands on your hips. "Excuse me?" you say. "I have every right to be here. You'll stop bothering me if you value your job." <<else>> "I'm delivering something," you say. "Go ask your boss." <</if>> <br><br> <<skulduggerycheck>> <<skulduggeryuse>> <<if $skulduggerysuccess is 1>> <<set $compound.bluff to true>> <<if $speech_attitude is "meek">> <<He>> sighs. "Stupid <<girl>>, you shouldn't enter places you don't understand. Go find your ball, but then leave straight away, alright?" <span class="green">You nod and skip away.</span> <<elseif $speech_attitude is "bratty">> You've unnerved <<him>>. "Wait a moment," <<he>> says. "Just let me confirm that with my supervisor." <<He>> turns away to talk into <<his>> radio. That's all you need. <span class="green">You slip away while <<his>> back is turned.</span> <<else>> "You really shouldn't be skulking around then," <<he>> says. "Just do your job and leave. It's not safe for you around here." <span class="green">You nod and walk away.</span> <</if>> <br><br> <<endevent>> <<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>> <br> <<else>> "Nice try," <<he>> says. "But you're not wriggling away." <span class="red"><<He>> grips your shoulder more tightly.</span> <br><br> <<link [[Next|Elk Compound Underground]]>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> You smack <<his>> hand away from you. "If that's how you want it," <<he>> says. <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Elk Compound Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Fight]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "compound">><<effects>> "We won't need to wait long," the <<person1>><<person>> says. As if in answer, the <<if $phase is 1>> lift doors open. <<else>> door to the central building opens. <</if>> A <<generate3>><<npcClothesType $NPCList[2] "compoundLab">><<person3>><<person>> in a lab coat exits. <br><br> "I'll take the <<girl>> from here," <<he>> says. "They want to speak to <<phim>> downstairs." <br><br> "If you say so." <br><br> As soon as the <<person>> touches your arm a jolt surges through you. You lose consciousness. <br><br> <<link [[Next|Elk Compound Experiment]]>><<upperruined>><<lowerruined>><<underruined>><<underupperruined>><<handheldruined>><<endcombat>><</link>> <br><<set $outside to 0>><<set $location to "compound">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> <<He>> leans against the wall, panting. <<tearful>> you escape into the maze of storage tanks and pipes littering the compound. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<tearful>> you shove the <<person>> into the wall and run. <<He>> tries to chase, but you lose <<him>> among the storage tanks and pipes littering the compound. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<tearful>> you fall to the ground. "I didn't like that," the <<person1>><<person>> says. "But it's my job." <br><br> <<clotheson>> <<link [[Next|Elk Compound Underground]]>><</link>> <br> <</if>><<pass 1 hour>><<set $outside to 0>><<set $location to "compound">><<effects>> <<resetCompound>> You wake up, naked <<if playerChastity()>>save for your $worn.genitals.name<</if>> and strapped to a metal board. Pipes and wires protrude from concrete walls. <<generateRole 0 0 "scientist">><<npcClothesType $NPCList[0] "compoundLab">><<person1>>A <<person>> works at a console in the corner. <<He>> glances at you. "Aha," <<he>> says. "You're awake." <<He>> pushes <<himself>> towards you on <<his>> chair and produces a bundle of wires from <<his>> lab coat. <br><br> The wires have pads on one end. <<He>> starts sticking them to your body. <<He>> goes about <<his>> work with a clinical professionalism that makes you feel less humiliated by your <<lewdness>> than you'd expect. That is until <<he>> places one on each of your <<nipples>>. <br><br> <<if playerChastity("penis")>> <<He>> places a whole bunch on your $worn.genitals.name. "We can turn up the frequency, this is no problem," <<he>> mutters to <<himself>>. <</if>> <<if $player.penisExist and $player.vaginaExist and !playerChastity("hidden")>> <<He>> places one right on the tip of your <<penis>><<if $player.ballsExist>>, one on each testicle, and then pushes one<<else>> and pushes two<</if>> into your <<pussy>>. You tense at the sensation. <<else>> <<if $player.penisExist>> <<if $worn.genitals.name is "chastity parasite">> <<He>> places one right on your chastity parasite and teases it. You tense at the sensation. <<elseif !playerChastity("cage")>> <<He>> places one right on the tip of your <<penis>> and one on each testicle. You tense at the sensation. <</if>> <</if>> <<if $player.vaginaExist and !playerChastity("hidden")>> <<He>> pushes one into your <<pussy>>, then another. You tense at the sensation. <</if>> <</if>> "There we go," <<he>> says, plugging the other end of the wires into a machine beside <<him>>. "Now <<girl>>, tell me, who are you working for?" <br><br> <<if $player.penisExist and $player.vaginaExist>> "You should count yourself fortunate," <<he>> adds, glancing at your genitals. "If it were up to me, we'd keep you here for experimentation. True hermaphrodites are rare." <br><br> <</if>> <i>If your pain or arousal max out, you'll tell <<him>> everything.</i> <br><br> <<set $compound.interrogation to { beg: 0, flirt: 0, honest: 0, lie: 0, mock: 0, }>> <<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>> <<if dangerEvent() and $eventskip is 0>> <<if $rng gte 51 and $settings.tentaclesEnabled and $hallucinations gte 2>> As you cross the walkway several tentacles rise from the fluid beneath you. <br><br> <<link [[Next|Elk Compound Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> As you cross the walkway the fluid beneath you becomes agitated. Some splashes you, eating through your clothing. <<if !$worn.over_upper.type.includes("naked")>> <<set $worn.over_upper.integrity -= 10>> <<else>> <<set $worn.upper.integrity -= 10>> <</if>> <<if !$worn.over_lower.type.includes("naked")>> <<set $worn.over_lower.integrity -= 10>> <<else>> <<set $worn.lower.integrity -= 10>> <</if>> <br><br> You continue to the centre and take the crystal. It's warm to the touch. <br><br> <<set $compound.theft.pipes to true>> <<set $blackmoney += 50>> <<set $compound.alarm++>> <<crimeUp 50 "thievery">> <<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>> <<techicon "vcam">><<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compound.alarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>> <br> <<getouticon>><<link [[Leave|Elk Compound]]>><</link>> <br> <<else>> <<link [[Next|Elk Compound]]>><</link>> <br> <</if>> <</if>> <<else>> You cross the walkway and take the crystal. It's warm to the touch. <br><br> <<set $compound.theft.pipes to true>> <<set $blackmoney += 50>> <<set $compound.alarm++>> <<crimeUp 50 "thievery">> <<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>> <<techicon "vcam">><<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compound.alarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>> <br> <<getouticon>><<link [[Leave|Elk Compound]]>><</link>> <br> <<else>> <<link [[Next|Elk Compound]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 7 10>> <<set $tentacles[0].shaft to "waist">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Elk Compound Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The creature loses interest in you, and disappears into the pink liquid. <<tearful>> you struggle to your feet and finish crossing to the crystal. It's warm to the touch. <<clotheson>> <<endcombat>> <<set $compound.theft.pipes to true>> <<set $blackmoney += 50>> <<set $compound.alarm++>> <<crimeUp 50 "thievery">> <<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the building with storage tanks")>> <<techicon "vcam">><<link [[Put down a camera|Elk Compound Pipes Camera]]>><<set $compound.alarm++>><<set $pubfame.compound.cameras.pushUnique("the building with storage tanks")>><</link>><<gsecurity>> <br> <<getouticon>><<link [[Leave|Elk Compound]]>><</link>> <br> <<else>> <<link [[Next|Elk Compound]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "compound">><<effects>> You walk deeper into the building. The entrance is swallowed behind you. You make your way through a maze of pipes and machinery of unknown use. The smoke starts to make you feel warm. <<drugs 60>> <br><br> You come to a plinth with a purple crystal sat atop it. It looks valuable. <<if $trash_key isnot 1>>Beside it is a large discoloured key.<</if>> <br><br> <<icon "crystal_purple.png">><<link [[Take|Elk Compound Purple]]>><</link>><<crime "thievery">><<gsecurity>> <br> <<getouticon>><<link [[Leave|Elk Compound]]>><</link>> <br><<set $outside to 0>><<set $location to "compound">><<effects>> You take the crystal. It's warm to the touch. <<if $trash_key isnot 1>> <<set $trash_key to 1>>You grab the key as well. It's not as heavy as it looks. <i>It must fit a large lock somewhere.</i> <</if>> <br><br> Finding your way out is much easier than getting here. <br><br> <<set $compound.theft.smoke to true>> <<set $blackmoney += 50>> <<set $compound.alarm++>> <<crimeUp 50 "thievery">> <<link [[Next|Elk Compound]]>><</link>> <br><<set $outside to 0>><<set $location to "compound">><<effects>> <<if isPubfameTaskAccepted("compound")>> <<if $compound.interrogation.honest is 1>> "I'm working for a favour for someone," you say, avoiding the question. <br><br> <<He>> looks at a screen that you can only see the back of, then turns a dial. Soothing waves emanate from the pads attached to you, pleasuring every inch of your body. "Good. See, that wasn't so bad, was it? Now then, why are you here?" <<elseif $compound.interrogation.honest is 2>> <<if $pubfame.compound.cameras.length gte 1>> "I was placing down cameras," you say. "They look like rocks. There's one in <<print formatList($pubfame.compound.cameras, "and", true)>>." <<else>> "I was supposed to place cameras," you say. "But I got caught before I could put any down." <</if>> <br><br> <<He>> writes something down and turns the dial again, and you are once more assailed by the soothing waves. "You mentioned a favour," <<he>> says. "What kind of favour?" <<elseif $compound.interrogation.honest is 3>> <<if $pubfame.goal.includes("Lower")>> "I want to be less famous," you say. "To lower my <<fameProse $pubfame.target>> reputation." <br><br> <<if $fame[$pubfame.target] gte 400>> <<He>> nods. <<if ["sex","prostitution","rape","bestiality","scrap"].includes($pubfame.target)>> "<<underworld_nickname>>, <<else>> "<<overworld_nickname>>, <</if>> then? That makes sense." <<else>> <<He>> squints. "Not sure you need it, but I don't care." <</if>> <<else>> "I want to be more famous," you say. "To boost my <<fameProse $pubfame.target>> reputation." <br><br> <<if $fame[$pubfame.target] gte 400>> <<He>> raises an eyebrow. <<if ["sex","prostitution","rape","bestiality","scrap"].includes($pubfame.target)>> "<<underworld_nickname>>, <<else>> "<<overworld_nickname>>, <</if>> then? You're already up there." <<else>> <<He>> squints. "I don't recognise you. You definitely need it." <</if>> <</if>> <<He>> turns the dial again, and you are once more assailed by the soothing waves. "You dodged my first question. Who are you working for? Who's fiddling with your reputation?" <<elseif $compound.interrogation.honest is 4>> "Someone at the pub," you say. "A hacker. Landry knows them." <br><br> <<He>> smiles and turns the dial, sending soothing waves rippling over your body. "Now we're getting somewhere. Who exactly are they?" <span class="red">If you're honest again, <<he>> will have everything <<he>> needs from you, and Mickey will be in trouble.</span> <<else>> "I don't know their real name," you say. "But they go by Mickey." You look away, ashamed. <</if>> <<else>> <<if $compound.interrogation.honest is 1>> "I'm not working for anyone," you say. "I'm here alone." <br><br> <<He>> looks at a screen that you can only see the back of, then turns a dial. Soothing waves emanate from the pads attached to you, pleasuring every inch of your body. "Good. See, that wasn't so bad, was it? Now then, why are you here?" <<elseif $compound.interrogation.honest is 2>> "I<<if $blackmoney is 0>> was trapped while robbing a car. It drove me here<<else>>'m here to steal things<</if>>," you say. "<<if $blackmoney is 0>>Honest<<else>>For money<</if>>." <br><br> <<He>> turns the dial again, and you are once more assailed by the soothing waves. "Now," <<he>> says. "What did you <<if $blackmoney is 0>>try to<</if>> steal?" <<elseif $compound.interrogation.honest is 3>> "<<if $blackmoney is 0>>M<<else>>I steal m<</if>>oney or anything I can sell," you say. <br><br> <<He>> turns the dial again, and you are once more assailed by the soothing waves. "Where do you sell things?" <<elseif $compound.interrogation.honest is 4>> "<<if $produce_sold gte 1 or $pubintro is 1>>I sell <<if $produce_sold gte 1>>flowers in a stall I rent at Connudatus,<</if>><<if $produce_sold gte 1 and $pubintro is 1>> and <</if>><<if $pubintro is 1>>stolen things on Harvest Street,<</if>><<else>>I've never sold anything<</if>>" you say.<<if $chef_state gte 1>> "I've <<if $produce_sold gte 1 and $pubintro is 1>>also <</if>>baked," you add.<</if>><<if $prostitutionstat gte 1 or $forcedprostitutionstat gte 1>> "...<<if $produce_sold gte 1 or $pubintro is 1 or $chef_state gte 1>>and <</if>>I've sold myself," you mumble quietly<<if $forcedprostitutionstat gte 1>>, "whether I wanted to or not."<<else>>.<</if>><</if>> <br><br> <<He>><<if !$pubintro>> looks uninterested as <<he>><</if>> turns the dial again, and you are once more assailed by the soothing waves. "<<if $pubintro is 1>>Who do you sell your stolen goods to?<<else>>Is that really all you do?<</if>>" <span class="red">If you're honest again, <<he>> will have everything <<he>> needs from you.</span> <<else>> "I<<if $pubintro is 1>> sell things to Landry<<else>>'ve told you everything<</if>>," you say<<if $pubintro is 1 or $prostitutionstat gte 1 or $forcedprostitutionstat gte 1>>, ashamed<</if>>. <</if>> <</if>> <br><br> <<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>> <<if $compound.interrogation.lie is 1>> "I work for the government," you say. "You better let me go." <br><br> <<He>> looks at a screen you can't see. "Liar." <<He>> turns a dial on the machine and an excruciating pain surges through you. It lasts only a moment, but leaves you shaking. "I don't want to do that again. So don't lie to me." <br><br> <<elseif $compound.interrogation.lie is 2>> "I got lost," you say. "I was just looking for a way out." <br><br> <<He>> turns the dial once more and the pain surges through you again. "This could be so much easier for you," <<he>> says. <br><br> <<elseif $compound.interrogation.lie is 3>> "I'm looking for my ball—" Your excuse is interrupted by another surge of pain. <br><br> "I'm not falling for that one," <<he>> says. <br><br> <<elseif $compound.interrogation.lie is 4>> "I'm giving you the chance to let me go," you say. "Before I break out and kick your ass." <br><br> <<He>> laughs as <<he>> turns the dial. "I don't even need to check the screen this time." <br><br> <<else>> "You've hurt me too much," you say. "I can't remember anything." <br><br> "That's bad news for you," <<he>> says, turning the dial. "I can be here a while." <br><br> <</if>> <<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>> <<if $compound.interrogation.mock is 1>> "Sure, I'll tell you everything," you say. "I'm here to spank naughty lab assistants. Unbind me so I can get to work." <br><br> "You won't be laughing for long," <<he>> says, spinning a dial on the machine. Pain sears through you, but leaves your mind feeling clearer. <br><br> <<elseif $compound.interrogation.mock is 2>> "You think you can hurt me with your little toy?" you say through gritted teeth. "It barely tickles." <br><br> "Oh, then you won't mind this." <<He>> spins the dial again. <br><br> <<elseif $compound.interrogation.mock is 3>> "I bet you tie yourself to this thing for fun," you say. "It's okay. We all have our fetishes." <br><br> "I'm starting to think I've found yours." <<He>> spins the dial once more. <br><br> <<elseif $compound.interrogation.mock is 4>> "I could get used to this," you say. "If the science thing doesn't work out, you could have a shining career as a kinky whore." <br><br> "Is this thing even working?" <<he>> muses as <<he>> spins the dial again. <br><br> <<else>> "You like hurting <<girls>> then?" you say. "Better keep your porno stash hidden, if the police fi—" <br><br> "Shut up," <<he>> interrupts, spinning the dial. <br><br> <</if>> <<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>> <<if $compound.interrogation.beg is 1>> "Please don't hurt me," you say. <br><br> "If you do as I say I won't have to. Here's a little taste." <<He>> spins a dial and a wave of pleasure emanates from the pads. The feeling soothes you to the core. <br><br> <<elseif $compound.interrogation.beg is 2>> "I-I'm scared," you say. <br><br> "It's okay, <<girl>>, just give me what I ask." <<He>> spins the dial again, soothing you once more. <br><br> <<elseif $compound.interrogation.beg is 3>> "I didn't mean to do anything wrong," you say. <br><br> "I know you didn't, so tell me what I want to know." <<He>> spins the dial. <br><br> <<elseif $compound.interrogation.beg is 4>> "Let me go, please," you say. <br><br> "Cooperate and I will." <<He>> spins the dial. <br><br> <<else>> "Please just let me go," you say. <br><br> "For the last time, cooperate and I will." <<He>> spins the dial. <br><br> <</if>> <<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>> <<if $compound.interrogation.flirt is 1>> "You have me all tied up and exposed," you say. "Isn't there something else you'd rather do to me?"<<promiscuity1>> <<He>> blushes, unsure how to respond. "D-don't joke around like that. You're in big trouble." You control your breathing and focus. <br><br> <<elseif $compound.interrogation.flirt is 2>> "Some people would pay good money for the treatment you're giving me," you say. "I should thank you properly."<<promiscuity2>> <<He>> shifts uncomfortably. "Don't think you can sweet talk me. It won't work." <br><br> <<elseif $compound.interrogation.flirt is 3>> "The real torture here," you say. "Is being denied your touch." <<promiscuity3>> <<He>> moves <<his>> hand away from the dials and rubs <<his>> temple. "Just stop it will you?" <br><br> <<elseif $compound.interrogation.flirt is 4>> "You're such a tease. I can't wait to see what you want for the main course." You wink. <<promiscuity4>> "This is the main course," <<he>> says, blushing. "Where did you learn to talk like this?" <br><br> <<else>> "I'm getting too hot here," you say. "Please help me. I'm at your mercy. Your fingers, your tongue, your..." <<promiscuity5>> "Stop! Right now." <<He>> seems serious. <br><br> <</if>> <<compoundoptions>><<set $outside to 0>><<set $location to "compound">><<effects>> You successfully pick the lock and enter the building. <<set $compound.alarm++>> <<skulduggeryuse 400 "locks">> The inside is dominated by a large lift. <<if $weekly.compoundCentre>> You see no way to operate it. <<else>> You see no way to operate it, but a laptop sits on a table in the corner beside a small canister. <</if>> <br><br> <<if !$weekly.compoundCentre>> <<if $compoundspray isnot 1>> <<techicon "computer">><<link [[Take them and leave|Elk Compound Interior Take]]>><<set $blackmoney += 100>><<crimeUp 100 "thievery">><<set $spraymax += 1>><<spray 5>><<world_corruption "soft" -10>><</link>><<crime "thievery">><<gspraymax>> <<else>> <<techicon "computer">><<link [[Take them and leave|Elk Compound Interior Take]]>><<set $blackmoney += 100>><<crimeUp 100 "thievery">><<spray 1>><</link>><<crime "thievery">><<gspray>> <</if>> <br> <</if>> <<if isPubfameTaskAccepted("compound") and !$pubfame.compound.cameras.includes("the central building")>> <<techicon "vcam">><<link [[Put down a camera|Elk Compound Interior Camera]]>><<set $compound.alarm++>><<set $pubfame.compound.cameras.pushUnique("the central building")>><</link>><<gsecurity>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Elk Compound]]>><</link>> <br><<set $outside to 0>><<set $location to "compound">><<effects>><<set $weekly.compoundCentre to true>><<wearProp "pepperspray">> <<if $compoundspray is 1>> You pick up the laptop and canister then head for the exit. <br><br> <<else>> <<set $compoundspray to 1>> You pick up the laptop and canister. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in, then head for the exit. <br><br> <span class="gold">You've gained an additional pepper spray charge.</span> <br><br> <</if>> <<if random(1, 4) is 4>> You push the button beside the door. Nothing happens. You push it again, and two hatches open on either side of you. Metal arms shoot out, grasping your wrists and pushing you to the ground. <br><br> <span class="red">INTRUDER DETECTED.</span> The alarm rings out. Someone will hear, if they haven't already. <<set $compound.alarm++>> <<set $daily.compoundState to 1>> <br><br> <<if $player.vaginaExist or $settings.analEnabled>> <<link [[Protest|Elk Compound Interior Seduce]]>><<handheldon>><</link>> <br> <</if>> <<link [[Struggle|Elk Compound Interior Struggle]]>><<handheldon>><</link>> <br> <<else>> <<getouticon>><<link [[Leave|Elk Compound]]>><<handheldon>><</link>> <br> <</if>><<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "I'm not an intruder," you say. <br><br> <<if $seductionrating gte $seductionrequired>> <span class="green">"SCANNING."</span> A red light beside the door flickers. "TEST SUBJECT IDENTIFIED. <<if $settings.pregnancySpeechEnabled>>BREEDING <</if>>PROCEDURE INITIATED." Another hatch opens, larger than the others. A phallic object emerges from the dark. <br><br> <<link [[Next|Elk Compound Machine Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <span class="red">INTRUDER REFUSING TO COOPERATE.</span> A jolt runs through the metal arms, shocking you.<<gpain>><<pain 4>> <br><br> <<generateSecurity 1>><<generateSecurity 2>> A <<fullGroup>> rush in, batons ready. They relax when they see you. <br><br> "This junk was worth bringing up," the <<person1>><<person>> says, strapping the baton to <<his>> side. <br><br> "Shut it down," the <<person2>><<person>> says. "I'll let downstairs know." <<He>> unclips a radio from <<his>> side. <br><br> <<link [[Fight|Elk Compound Interior Fight]]>><</link>> <br> <<link [[Convince them to let you go|Elk Compound Interior Convince]]>><</link>><<englishdifficulty 1 1000>> <br> <<link [[Remain silent|Elk Compound Interior Silent]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<set $machine_health to 10>><<set $machine_ammo to 8>> <<if $player.vaginaExist and $settings.analEnabled>> <<machine_init vaginal arm_chains>> <<set $machine.vaginal.armed to 1>> <<elseif $player.vaginaExist>> <<machine_init vaginal arm_chains>> <<set $machine.vaginal.armed to 1>> <<else>> <<machine_init anal arm_chains>> <<set $machine.anal.armed to 1>> <</if>> <</if>> <<effects>> <<machine_effects>><<machine_combat>> <<machine_state>> <br><br> <<machine_actions>> <<if $machine.number lte 0 or $finish is 1>> <span id="next"><<link [[Next|Elk Compound Machine Rape End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Machine Rape]]>><</link>></span><<nexttext>> <</if>> <br><<effects>> <<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>> "<<if $settings.pregnancySpeechEnabled>>BREEDING <</if>>SUCCESSFUL," the voice intones. The arms and phallus retract, and the hatches close. <br><br> <<else>> "ERROR," the voice intones. The arms and phallus retract, and the hatches close. <br><br> <</if>> <<tearful>> you rise to your feet. <br><br> <<machine_end>> <<clotheson>> <<link [[Next|Elk Compound]]>><</link>> <br><<effects>> <<generateSecurity 1>><<generateSecurity 2>> You pull against the metal grip, but it's too tight. The doors open. A <<fullGroup>> rush in, batons ready. They relax when they see you. <br><br> "This junk was worth bringing up," the <<person1>><<person>> says, strapping the baton to <<his>> side. <br><br> "I'll shut it down," the <<person2>><<person>> says. "You let downstairs know." <br><br> <<link [[Fight|Elk Compound Interior Fight]]>><</link>> <br> <<link [[Convince them to let you go|Elk Compound Interior Convince]]>><</link>><<englishdifficulty 1 1000>> <br> <<link [[Remain silent|Elk Compound Interior Silent]]>><</link>> <br><<effects>> You grasp the metal arm as it retracts, hauling you to your feet. The <<person2>><<person>> lets <<his>> radio fall to <<his>> side as <<he>> prepares to fight. <br><br> <<link [[Next|Elk Compound Fight 2]]>><<set $fightstart to 1>><</link>> <br><<effects>> <<if $englishSuccess>> <<if $speech_attitude is "meek">> "P-please let me go," <<if $pain gte 20>> you say, letting your tears flow. <<else>> you say. <</if>> "I'm just a student. I-I didn't mean any harm. I-I-I..." <<elseif $speech_attitude is "bratty">> "I'm sure your boss will be thrilled with you," you say. "Catching a local student. I only made it as far as the compound interior." <<else>> "I'm sure your boss will be thrilled with you," you say. "Catching a local student. I only made it as far as the compound interior." <</if>> <br><br> <span class="green">The pair share an awkward look.</span> "We were just scaring you," the <<person1>><<person>> says. <br><br> They take you to the Compound gates. It clanks shut behind you. <br><br> <<link [[Next|Elk Street]]>><<resetCompound>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<if $speech_attitude is "meek">> "Y-you'll get in trouble too if you turn me in," you say. "You were meant to catch me sooner." <<elseif $speech_attitude is "bratty">> "Let me go," you say. "Or I'll tell your boss how much you suck at your jobs." <<else>> "Let me go," you say. "Or I'll tell your boss how far I got before you managed to catch me." <</if>> <br><br> <span class="red">The pair ignore you.</span> The <<person2>><<person>> steps away and talks into <<his>> radio. <br><br> <<link [[Next|Elk Compound Underground]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> You remain silent as the <<person2>><<person>> talks into <<his>> radio. <br><br> <<link [[Next|Elk Compound Underground]]>><<set $phase to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Elk Compound Fight 2 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Fight 2]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "compound">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The pair lean against the wall either side of the door, giving you the chance you need. <<tearful>> you escape outside. You hear approaching footsteps as haul yourself over the fence. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Street]]>><<resetCompound>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The pair back away from you, giving you the chance you need. <<tearful>> you escape outside. You hear the <<person2>><<person>> shout for backup as you haul yourself over the fence. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Street]]>><<resetCompound>><<set $eventskip to 1>><</link>> <br> <<else>> <<tearful>> you fall to the ground. "We've subdued an intruder," the <<person2>><<person>> says into <<his>> radio while the <<person1>><<person>> holds you down. "That's right. We'll keep <<phim>> here." <br><br> <<clotheson>> <<link [[Next|Elk Compound Underground]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "compound">> You walk up to the gate. It's guarded by two security guards. <<generateSecurity 1>><<generateSecurity 2>><<person1>>One of them, a <<person>>, puts an arm out as you approach. "No closer, <<girl>>. This is private property." <<His>> companion sizes you up. <br><br> <<if $phials_held gte 1>> <<icon "lust.png">><<link [[Show them the aphrodisiac phial|Elk Compound Show]]>><</link>> <br> <</if>> <<if $compound.card is 1>> <<icon "access_card.png">><<link [[Show them the stolen card|Elk Compound Card]]>><</link>> <br> <</if>> <<elkicon>><<link [[Leave|Elk Street]]>><<endevent>><</link>> <br><<effects>><<wearProp "aphrodisiac jar">> You hold out the phial. The <<person>> peers at it. "Hmph," <<he>> sounds. "Fine. Central building. Make your delivery and get out." <<His>> companion disappears into a booth, and the gates shudder open. <br><br> <<link [[Elk Compound]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "S-sorry <<sir>>," you say. "But I was told to come here." <<elseif $speech_attitude is "bratty">> "Shut it," you say. "I have business here." <<else>> "I have business here," you say. <</if>> You hold out the stolen card. <br><br> The guard snatches the card and examines it. <<He>> runs it through a device at <<his>> belt and examines the screen. "Hmph," <<he>> sounds. "Fine. Make your delivery and get out." <br><br> <<His>> companion disappears into a booth, and the gates shudder open. <br><br> <<endevent>> <<link [[Enter|Elk Compound]]>><<endevent>><</link>> <br><<set $location to "compound">><<effects>> The carriage slows as it arrives on a new platform, surrounded by stone brickwork. You peer through the carriage window. There's a blue metal door along one wall. Crates like those at the estate are stacked nearby, but these are empty. There's also a ladder, leading to a hatch several metres above. <br><br> <<generateSecurity 1>><<generateSecurity 2>> You walk towards the carriage entrance. The blue door shudders open, and you take cover. A <<fullGroup>> jog through, wearing white uniforms and holding large guns. They haven't noticed you. <br><br> <<link [[Next|Elk Compound Station 2]]>><</link>> <br><<effects>> "Empty," the <<person>> says. "Not even loaded." <br><br> "Someone's in deep shit," the <<person2>><<person>> replies. "Thought we sent one of ours out there." <br><br> The <<person1>><<person>> lifts <<his>> radio. "All clear. Roger." <br><br> A small canister rolls out of a pouch at the <<person1>><<persons>> side. The blue door shuts behind them. <br><br> <<if $compoundspray2 isnot 1>> <<peppersprayicon>><<link [[Take the canister|Elk Compound Station Canister]]>><<set $spraymax += 1>><<spray 5>><<world_corruption "soft" -10>><</link>><<gspraymax>> <br> <<else>> <<peppersprayicon>><<link [[Take the canister|Elk Compound Station Canister]]>><<spray 1>><</link>><<gspray>> <br> <</if>> <<getouticon>><<link [[Just leave|Elk Compound Station Leave]]>><</link>> <br><<effects>> You pick up the badge and study it. It identifies the <<person1>><<person>> as <<= $NPCList[0].name>>, a guard with a high level of security clearance. <br><br> /* <<icon "access_card.png">><<link [[Try the door|Elk Compound Lab Enter]]>><<endevent>><</link>> <br> */ <<getouticon>><<link [[Just leave|Elk Compound Station Leave]]>><</link>><<effects>><<wearProp "pepperspray">> <<if $compoundspray2 isnot 1>> <<set $compoundspray2 to 1>> You pick up the canister. It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in, then head for the exit. <br><br> <span class="gold">You've gained an additional pepper spray charge.</span> <br><br> <<else>> You pick up the canister. It's a charge for your pepper spray. You put it in, then head for the exit. <br><br> <</if>> There's only one other way out. The hatch on the ceiling. You climb the ladder, and open it. The sound of traffic greets you. You climb the rest of the way, emerging in an alley by Elk Street. <br><br> The hatch clicks shut behind you. <br><br> <<link [[Next|Elk Street]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> <<if $phase is "escape">> The facility doors shut behind you shortly after you step out onto the station platform. <</if>> There's only one other way out. The hatch on the ceiling. You climb the ladder, and open it. The sound of traffic greets you. You climb the rest of the way, emerging in an alley by Elk Street. <br><br> The hatch clicks shut behind you. <br><br> <<link [[Next|Elk Street]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<widget "resetCompound">> <<set $compound.alarm to 0>> <<set $compound.bluff to false>> <<set $compound.theft to { pipes: false, smoke: false, }>> <</widget>><<effects>><<wraithPossess>> <<if C.npc["Ivory Wraith"].lust gt 10 and ($wraith.state is "haunt" or $wraith.offspring is "dead")>> <<set $compound.wraith to "accepted">> You can't tell if it's moving or not, but afterimages form around it all the same. You fall to your knees without resistance. <<else>> <<set $compound.wraith to "willing">><<canvas-model-override "mouth" "neutral">> <<if $wraith.seen gte 5>>Hesitantly, you<<else>>You<</if>> take the figure's hand, and it gently clasps around yours. It's cold to the touch. <<takeHandholdingVirginity "Ivory Wraith" "consensual">> <</if>> <br><br> The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. You stand up, but can't feel your legs. <br><br> <span class="nextLink"><<link [[Next|Elk Compound Possessed Intro]]>><</link>></span><<effects>><<set $compound.wraith to "resisted">> You look away, trying to force the swirling shapes out of your mind. The pale figure <<if $wraith.state is "haunt" or $wraith.offspring is "dead">> twitches. "<span class="wraith">And yet, I was not asking.</span>" <<else>> frowns. "<span class="wraith">Just once, can't you stay?</span>" <</if>> <<initWraith "abomination">><<startWraith>> "<span class="wraith">One way or another. For them.</span>" <br><br> <<link [[Next|Elk Compound Wraith Fight]]>><<set $molestationstart to 1>><</link>><<effects>> <<if $struggle_start is 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<if $player.penisExist>> <<set $struggle.penis.creature to "pale slime">><<set $penisuse to "struggle">><<set $penisstate to "struggle">><<set $struggle.enemy[0].location to "penis">> <<else>> <<set $struggle.vagina.creature to "pale slime">><<set $vaginause to "struggle">><<set $vaginastate to "struggle">><<set $struggle.enemy[0].location to "vagina">> <</if>> <<unset $struggle_start>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytype to $wraith.type>> <</if>> <<effectsWraith>> <<switch $wraith.type>> <<case "man">> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Elk Compound Wraith Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Wraith Fight]]>><</link>></span><<nexttext>> <</if>> <<case "tentacles">> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Elk Compound Wraith Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Wraith Fight]]>><</link>></span><<nexttext>> <</if>> <<case "slime">> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Elk Compound Wraith Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Wraith Fight]]>><</link>></span><<nexttext>> <</if>> <</switch>><<effects>> <<if !$wraithCount>> <<if $wraith.state isnot "haunt" and !["dead","sold"].includes($wraith.offspring)>> <<set $wraithCount to 1>><<set $wraithMax to 1>> <<else>> <<set $wraithCount to 0>> <<set $wraithMax to 3>> <<if ["dead","sold"].includes($wraith.offspring)>> <<set $wraithMax++>> <</if>> <<if !$settings.tentaclesEnabled>> <<set $wraithMax -->> <</if>> <</if>> <</if>> <<if $enemyhealth lte 0>> The <<person>> looks down at you in shock as <<he>> staggers backwards. <<if $wraith.gen is "abomination">> The tentacles drop lifelessly to the ground, and sublimate into a pink mist. <<elseif $wraith.gen is "arms">> <<His>> extra arms fold back in. <</if>> <<His>> head snaps back, and <<he>> dissipates into nothingness with a brief shriek that echoes in your mind. Your ears ring, and you think you hear wailing. <<He>> says something, but you can't make it out. <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <<endRainWraith true>> <<set $wraith.defeated++>> <<clotheson>> <<endcombat>><<endWraith>><<clearWraith>> <<set $wraithCompoundCooldown to 10>> <<set $wraithCompoundChance to 10>> <<link [[Next|Elk Compound]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax or $pain gte 100 and $willpowerpain is 0 or ($wraith.type is "tentacles" and $tentacles.active lte ($tentacles.max / 2)) or ($wraith.type is "slime" and $struggle.done gte $struggle.number)>> <<set $wraithCount++>> <<ejacW>> <<if $wraithCount gte $wraithMax>> <<kissWraith "stress">> <br><br> <<if $pain gte 100 or $stress gte $stressmax>> <<if $pain gte 100>> <span class="red">You're too battered and bruised to resist.</span> <<else>> This is too much for you. You feel your consciousness slipping. <</if>> The figure begins to rapidly dissipate into white mist from the bottom up. You find your mouth hanging open. You can't feel anything. <br><br> <span class="red">The mist trails into your mouth, making your entire body feel cold and rigid.</span> The figure is gone. You stand up, but can't feel your legs. <br><br> <<link [[Next|Elk Compound Possessed Intro]]>><<endWraith>><<clearWraith>><<clotheson>><<endcombat>><<wraithPossess>><</link>> <br> <<elseif $wraith.state is "haunt" or ["dead","sold"].includes($wraith.offspring)>> The figure scowls. "<span class="wraith">Have you not taken enough from me? I will find another way.</span>" <<He>> breaks off and vanishes in a torrent of water. <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <<endRainWraith true>> <<clotheson>> <<endcombat>><<endWraith>><<clearWraith>> <<set $wraithCompoundCooldown to 10>> <<set $wraithCompoundChance to 10>> <<link [[Next|Elk Compound]]>><</link>> <<else>> The figure frowns. "<span class="wraith">Like squeezing blood from a stone. I will find another way.</span>" <<He>> breaks off and vanishes in a torrent of water. <br><br> <<tearful>> you look around, trying to make sure <<hes>> really gone. <<endRainWraith true>> <<clotheson>> <<endcombat>><<endWraith>><<clearWraith>> <<set $wraithCompoundCooldown to 10>> <<set $wraithCompoundChance to 10>> <<link [[Next|Elk Compound]]>><</link>> <</if>> <<else>> <<continueWraith>> <br><br> <<link [[Next|Elk Compound Wraith Fight]]>><</link>> <br> <</if>> <</if>><<effects>> <<set $wraithWillMessage to true>> <<set $compound.wraithSeen to true>> /* currently unused */ You <<wraithShamble>> over to a puddle, and look at your reflection. A pale <<girl>> with <<wraithEyes>> eyes stares back. <br><br> You move each finger individually, as if to test them. <br><br> <<if $compound.wraith is "willing">> Your head tilts to the side, making a satisfying pop. You stare at the central building. <br><br> Words come out of your mouth. "<span class="wraith">Onward we fly.</span>" It nods your head resolutely. <<else>> Your head quickly tilts to the side, making sickening cracks. You stare at the central building. <br><br> Words come out of your mouth. "<span class="wraith">Onward I fly.</span>" It twists your lips into a grin. <</if>> <br><br> <span class="nextLink"><<link [[Next.|Elk Compound Possessed]]>><</link>></span> <br><<effects>> You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel. <<if $compound.alarm gte 1>> <span class="red">You are trespassing.</span> <</if>> <br><br> You <<wraithShamble>> toward the central building, reaching the door. You reach for the door handle and try to pull it open. It's locked. <br><br> <<if $compound.wraith is "willing">> <<set $lock to 300>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> You regain feeling in your hands. <br><br> <<link [[Break in (0:05)|Elk Compound Possessed 2]]>><<set $phase to 1>><<pass 5>><<handheldon>><</link>> <br> <</if>> <<link [[Let the pale figure handle it|Elk Compound Possessed 2]]>><<set $phase to 2>><<handheldon>><</link>><<gtrauma>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>> <br><br> The pale figure clears your throat and makes you step forward anyways, walking through the door like you were passing through jelly. It's a very odd sensation. <<trauma 6>><<gtrauma>> <br><br> <span class="nextLink"><<link [[Next.|Elk Compound Possessed 2]]>><<set $phase to 0>><</link>></span> <</if>> <<else>> The pale figure makes you step forward anyways, walking through the door like you were passing through jelly. It's a very odd sensation. <<trauma 6>><<gtrauma>> <br><br> <span class="nextLink"><<link [[Next.|Elk Compound Possessed 2]]>><<set $phase to 0>><</link>></span> <</if>><<set $outside to 0>><<effects>> <<if $phase is 1>> You successfully pick the lock and open the door. "<span class="wraith">Nimble,</span>" your voice says. An inexplicable feeling of contentedness courses through you, making you feel warm inside. <<stress -6>><<trauma -6>><<lstress>><<ltrauma>> <br><br> It retakes control of your body as you step forward. <<elseif $phase is 2>> You give the pale figure a mental nudge, and it chuckles with your throat, retaking control. You step forward, walking through the door like you were passing through jelly. It's a very odd sensation. <<trauma 6>><<gtrauma>> <br><br> <</if>> The inside of the building is dominated by a large lift. You see no way to operate it, but you don't think the pale figure cares. You step in front of the lift and wave your arm, and the lift doors are forced open by a cloud of fog from inside. <br><br> You step into the lift, and it immediately plummets straight down without closing the doors. It slows before you reach the bottom, <<if $compound.wraith is "willing">> landing gently. <<else>> though not enough to ensure a completely painless landing. <<pain 4>><<gpain>> <</if>> <br><br> Before you is a network of hallways with concrete walls. Fluorescent lights line the ceiling, though many are burnt out, and intertwine around exposed pipes and wires. The tile floor is cracked and dirty in several areas, and at least one hallway you see leads directly into a cave. <br><br> <span class="nextLink"><<link [[Next.|Elk Compound Possessed 3]]>><</link>></span><<effects>><<generate1>><<generate2>><<person1>> You keep your head focused on one hallway in particular, striding towards it. Nobody is walking the halls; there are a few scientists in adjacent rooms, but they don't notice you. <br><br> Eventually, you reach the room you've been staring at, and silently turn the corner. You see several metal crates stacked against the wall, with a <<person2>><<person>> carrying one across to the wall and a <<person1>><<person>> observing. <br><br> "That should be the last one," the <<person>> says. "Careful with them. Mayor <b>Quinn</b> wants them in tip-top shape." <<stress 2>><<gstress>> <br><br> "Mayor <b>Quinn</b> can suck my ass," the <<person2>><<person>> grunts. "Fuck, these things are heavy. What even are they?" <<stress 2>><<gstress>> <br><br> Every time they say Quinn's name, an alien anger flashes through you. You suspect the pale figure has an axe to grind. <br><br> You step into the room, and the guards turn to look at you. The <<person1>><<person>> immediately sets aside <<his>> clipboard and presses a button on <<his>> hip. Then, <<he>> marches toward you, accompanied by the <<person2>><<person>>. <br><br> <<if $compound.wraith is "willing">> <span class="nextLink"><<link [[Fight.|Elk Compound Possessed Fight]]>><<set $fightstart to 1>><</link>></span> <<else>> <span class="nextLink"><<link [[Lay them low.|Elk Compound Possessed Fight]]>><<set $fightstart to 1>><</link>></span> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>><<set $noAdmire to true>><<set $noBodyWriting to true>> <<if $compound.wraith is "willing">> "<span class="wraith">Let me take care of you, let me take care of them,</span>" your voice whispers. <<else>> "<span class="wraith">Fall deeper, deeper still,</span>" your voice sneers. <</if>> <<if !$wraith.will>> <<set $wraith.will to random(1300, 1700)>> <</if>> <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<if _resist gte 1 and $compound.wraith is "willing">> <<set $finish to 1>> <span class="black">You feel a brief flash of confusion from the pale figure at your resistance.</span> <br><br> <<elseif _resist gte 1 and $compound.wraith is "accepted">> <<set $compound.wraith to "resisted">> <span class="black">You feel a brief flash of scorn from the pale figure at your resistance.</span> <br><br> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or _controlRegain is 1>> <span id="next" class="nextWraith"><<link [[Next.|Elk Compound Possessed Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next" class="nextWraith"><<link [[Next.|Elk Compound Possessed Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> The guards collapse to the floor, groaning. You step away from them, stomping on the <<person1>><<persons>> grasping arm, and walk toward the crates at the wall. <br><br> <<endcombat>><<clotheson>> <<if $compound.wraith is "willing">> <<canvas-model-override "mouth" "smile">> <</if>> <span class="nextLink"><<link [[Next.|Elk Compound Possessed Creatures]]>><<endevent>><<set $pain to 0>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The guards collapse to the floor, groaning. You step away from them, stomping on the <<person1>><<persons>> grasping arm, and walk toward the crates at the wall. <br><br> <<endcombat>><<clotheson>> <<if $compound.wraith is "willing">> <<canvas-model-override "mouth" "smile">> <</if>> <span class="nextLink"><<link [[Next.|Elk Compound Possessed Creatures]]>><<endevent>><<set $pain to 0>><</link>></span><<nexttext>> <<elseif $finish is 1>> <<wraithExorcise true true>> You stumble backwards, and the pale figure pulls itself out of you through your chest. "<span class="wraith">Perhaps another approach.</span> <span class="tentacle">As Two, As-</span>" <br><br> "What the shit is that?!" the <<person2>><<person>> yelps, nearly falling over trying to scramble away. "That— it— that thing came out of <<pher>> chest! You saw that!" <br><br> "Yeah, I saw it," the <<person1>><<person>> says, rolling <<his>> eyes. "Mayor told us about this. Being close to those fuckers"—<<he>> jerks a thumb at the crates—"would make us see things. Just ignore it." <br><br> "Easy for you to say!" The <<person2>><<person>> screams as the pale figure circles <<him>>, grinning wickedly. The <<person1>><<person>> sighs and walks toward you, ignoring <<his>> partner's cries. <br><br> <<saveNPC 0 "compound_guard">> <<endcombat>> <<loadNPC 0 "compound_guard">><<clearNPC "compound_guard">> <<link [[Next|Elk Compound No Longer Possessed Fight]]>><<set $fightstart to 1>><</link>> <<else>> <<wraithExorcise true true>> <span class="gold">You stop.</span> You can feel it pushing you to keep going, to keep fighting, but you dig your heels in and focus. You have your body back, and you don't plan on giving it up. The guards look at you in confusion as you stop fighting. <br><br> You double over in agony. It's pulling itself out of you, knowing it's been bested. You see a pair of pale, translucent arms erupt from your chest. With a great amount of effort, it expels itself out of you. <br><br> Its head snaps back, and it dissipates into nothingness with a brief, angry growl that rumbles in your mind. Your ears ring, and you hear its voice all around you. "<span class="wraith">So close, and you twist the blade. How cruel.</span>" The guards stumble away, watching you in shock. <<tearful>> you run to the hallway, prompting the guards to chase after you. <br><br> You manage to make it to the lift before they can reach you, and the doors automatically close. They bang on the door, but the bangs grow quiet as you're carried up. Eventually it stops, and you run out the door back into the compound. <br><br> <<endcombat>><<clotheson>> <<set $wraithCompoundCooldown to 10>> <<set $wraithCompoundChance to 10>> <<link [[Next|Elk Compound]]>><<unset $compound.wraith>><<endRainWraith>><<endWraith>><<clearWraith>><<set $compound.alarm += 5>><<set $eventskip to 1>><</link>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>><<set $apologised to 1>> <<set $enemynomax to 1>> <<set $timer to 5>> <</if>> <<effects>> <<effectsman>><<man>> <<if $timer is 1>> The other guard collapses, groaning in pain. The pale figure floats to your side and traces a shape on your forehead with a finger, <span class="green">soothing you and filling you with vigour.</span> <<set $pain to 0>><<llpain>> <<person1>> <br><br> <<elseif $timer lte 0>> The pale figure soothes your body. <<set $pain to 0>><<llpain>> <br><br> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Elk Compound No Longer Possessed Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound No Longer Possessed Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <</if>> The <<person>> collapses to the ground, groaning. <<He>> tries to push <<himself>> up, but the pale figure stomps on <<his>> arm. It gestures for you to follow it and walks to the wall, where the crates are lined up. <br><br> <<endcombat>><<clotheson>> <<link [[Next|Elk Compound Possessed Creatures]]>><</link>><<effects>> <<world_corruption "soft" -3>> <<if $possessed and $compound.wraith is "willing">> <<wraithExorcise true true>> You stop mid-stride and feel a tight sensation in your chest. A pale arm emerges, followed by another. The pale figure pulls itself out of your body, making you stumble for a moment. <br><br> <</if>> <<if hasSharpSenses("sight") and $compound.symbol.includes("docks") and !$compound.symbol.includes("wraith")>> <<run $compound.symbol.pushUnique("wraith")>> As the fluorescent lights glint off the metal crates, you spot a familiar symbol engraved in their surface. Three concentric arcs, bisected by a column of bone. Prongs splinter outwards from the centermost ring. At the heart of everything sits a tri-cornered knot. <span class="blue">It's the same symbol you saw at the docks.</span> <<sharp_eyes>> <</if>> <<if $compound.wraith is "willing">> The pale figure snaps its fingers, and the metal of each crate warps and deforms. One crate is shorn apart, and a white, almost translucent substance leaks out. It undulates, pulling itself out of the crate and shambling toward the figure. <span class="gold">It's a pale slime.</span> <br><br> The pale figure reaches down and picks it up, gently stroking it. More and more crates break open, revealing all sorts of creatures, all pale as ivory. There are slimes, long tentacles, creatures covered in tendrils, and more. <<if $wraith.offspring is "sold">> <span class="green">You even see the pale children you sold.</span> <</if>> They all crowd around the pale figure. Its shoulders slump as it finally relaxes. <br> One creature, a pale, leathery multi-limbed creature that goes up to your waist, scuttles toward you. You raise your arms to defend yourself on reflex, but it doesn't attack. Instead, it gently nuzzles into your side, before chirping and jumping back. <<stress -6>><<lstress>> <br><br> Eventually, the pale figure sets the slime down and waves an arm. A swirling purple disc appears on the floor, and the creatures jump into it without a hint of fear. A hand gently lands on your shoulder from behind; you know it belongs to the pale figure, despite it standing in front of you. <<if $wraith.state is "haunt">> "<span class="wraith">You who seeks to repent.</span>" <<else>> "<span class="wraith">You whose charity knows no bounds.</span>" <</if>> <br> <<if $museumAntiques.antiques.antiquehourglass isnot "found" and $museumAntiques.antiques.antiquehourglass isnot "talk" and $museumAntiques.antiques.antiquehourglass isnot "museum">> <<set $antiquemoney += 1400>><<museumAntiqueStatus "antiquehourglass" "found">><<wearProp "hourglass">> It reaches into one specific crate, one which didn't appear to be holding a creature at all, and pulls out an ornate hourglass made of an unidentifiable metal, with various inscriptions along the edges. A collector might be interested in it. "<span class="wraith">The sands have long since run dry, but still they do not deserve this. Hold it close, fore it slips through your fingers.</span>" <<else>> <<set $blackmoney += 1000>> It pulls several devices off the nearby wall with tendrils, giving them to you. Someone on the black market may be interested. "<span class="wraith">A token of appreciation. That it hurts them is but another boon.</span>" <</if>> <<npcincr "Ivory Wraith" love 3>><<gglove>><<lobsession 1>> <<else>> You snap your fingers, and the metal of each cage warps and deforms. One crate is shorn apart, and a white, almost translucent substance leaks out. It undulates, pulling itself out of the crate and shambling into the open. <span class="gold">It's a pale slime.</span> <br><br> It seems hesitant, but your eyes flash <<wraithEyes>> and it shambles towards you. You pick it up, gently stroking it. More and more crates break open, revealing all sorts of creatures, all pale as ivory. There are slimes, long tentacles, creatures covered in tendrils, and more. <<if $wraith.offspring is "sold">> <span class="green">You even see the pale children you sold.</span> <</if>> They all crowd around you. Your shoulders slump as your body finally relaxes. <br> One creature, a pale, leathery multi-limbed creature that goes up to your waist, scuttles toward you. A dark pit settles in your stomach, but it doesn't attack. Instead, it gently nuzzles into your side, before chirping and jumping back. <br><br> Eventually, you set the slime down and wave an arm. A swirling purple disc appears on the floor, and the creatures jump into it without a hint of fear. <br><br> <<if $compound.wraith is "accepted">> <<if $wraith.state is "haunt">> "<span class="wraith">Graverobber.</span>" <<else>> "<span class="wraith">Butcher.</span>" <</if>> It speaks through your mouth, but for once, it doesn't sound angry. "<span class="wraith">Penance. First of many. More than a tool, one day.</span>" <br> <<if $museumAntiques.antiques.antiquehourglass isnot "found" and $museumAntiques.antiques.antiquehourglass isnot "talk" and $museumAntiques.antiques.antiquehourglass isnot "museum">> <<wearProp "hourglass">> <<set $antiquemoney += 1400>><<museumAntiqueStatus "antiquehourglass" "found">> It reaches into one specific crate, one which didn't appear to be holding a creature at all, and pulls out an ornate hourglass made of an unidentifiable metal, with various inscriptions along the edges. A collector might be interested in it. "<span class="wraith">I trust this more in your hands, than I do in theirs. Hold it close, fore it slips through your fingers.</span>" <<else>> <<set $blackmoney += 1000>> It pulls several devices off the nearby wall with tendrils, giving them to you. Someone on the black market may be interested. "<span class="wraith">A token of appreciation. That it hurts them is but another boon.</span>" <</if>> <<npcincr "Ivory Wraith" love 1>><<glove>><<if $wraith.offspring is "sold">><<lobsession 1>><<else>><<lobsession 3>><</if>> <</if>> <</if>> <<if $wraith.offspring is "sold">> <<unset $wraithAngerCooldown>> <<set $wraith.offspring to "">> <</if>> <<set $wraithCompoundCooldown to 30>> <<unset $wraithCompoundChance>> <br><br> <<if $possessed>> <span class="nextLink"><<link [[Next.|Elk Compound Possessed Creatures 2]]>><<handheldon>><</link>></span><<nexttext>> <<else>> <<link [[Next|Elk Compound Possessed Creatures 2]]>><<handheldon>><</link>><<nexttext>> <</if>><<effects>><<generate1>><<generate2>><<generate3>><<person1>> A sudden noise draws your attention. A trio of guards, led by a <<person>>, run into the room. <<He>> takes one look at the guards on the ground, before turning to you. "Grab <<phim>>." The <<fullGroup>> advance. <br><br> <<switch $compound.wraith>> <<case "willing">> The pale figure places a hand on your shoulder, and two more around your ears. "<span class="wraith">May not a single of their claws touch you. Hie away, <<pcpetname "Wraith">>.</span>" Still keeping its hands around your ears, it lets out a piercing shriek. Even with your ears covered, it's incredibly loud. You can only imagine how loud it is for the guards, who immediately stagger and collapse. <br><br> The figure closes its mouth, removes its hands and disappears. You run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound. <br><br> <<link [[Next|Elk Compound]]>><<endevent>><<unset $compound.wraith>><<endRainWraith>><<endWraith>><<clearWraith>><<set $compound.alarm += 5>><<set $eventskip to 1>><</link>> <<case "accepted">> <<wraithExorcise true true>> Two arms emerge from your back and cover your ears. "<span class="wraith">As you help me, so I you, <<pcpetname "Wraith">>.</span>" Still keeping its hands around your ears, it lets out a piercing shriek through your mouth. Even with your ears covered, it's incredibly loud. You can only imagine how loud it is for the guards, who immediately stagger and collapse. Your throat feels scraped raw. <<pain 2>><<gpain>> <br><br> The pale figure pulls itself out of your body through your back, making you stumble forward. Your stumble turns into a run as the figure disappears. You run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound. <br><br> <<link [[Next|Elk Compound]]>><<endevent>><<unset $compound.wraith>><<endRainWraith>><<endWraith>><<clearWraith>><<set $compound.alarm += 5>><<set $eventskip to 1>><</link>> <<case "resisted">> <<set _wraithWill to Math.clamp(Math.floor(1 + $wraith.will) - $control, 1, 1000)>> The guards surround you and grab your arms. "Take <<phim>> to interrogation," the <<person>> says. "<<pShe>> has a lot to answer for." You try to break free, <span class="red">but the pale figure holds your body still.</span> <br><br> <<link [[Struggle with all your might|Elk Compound Possessed Guards]]>><<def 1>><<set $phase to 0>><<stress 12>><</link>><<willpowerdifficulty 1 _wraithWill>><<gstress>> <br> <span class="nextLink"><<link [[Give in.|Elk Compound Possessed Guards]]>><<sub 1>><<set $phase to 1>><</link>></span> <</switch>><<effects>><<unset $compound.wraith>><<wraithExorcise true true>> <<if $phase is 0>> You fight for control, <<if $willpowerSuccess>> <span class="green">and succeed.</span> You lash out, knocking the guards over. The pale figure pulls itself out through your chest, scowling at you. "<span class="wraith">Fine, then. If you will not crumble at my hands, then crumble at theirs.</span>" It disappears into a cool white mist. <br><br> The guards pull themselves together and advance on you. <br><br> <<link [[Next|Elk Compound Possessed Guards Fight]]>><<set $fightstart to 1>><</link>> <<else>> <span class="red">but fail.</span> Your body is held still. "We've subdued the intruder," the <<person>> says into <<his>> radio. <<He>> touches your head, and a jolt surges through you. The pale figure leaves your body, waving at you as you lose consciousness. <br><br> <<link [[Next|Elk Compound Experiment]]>><<upperruined>><<lowerruined>><<underruined>><<underupperruined>><<handheldruined>><<endWraith>><<clearWraith>><<endRainWraith>><</link>> <</if>> <<else>> <span class="pink">You let it hold you still.</span> "We've subdued the intruder," the <<person>> says into <<his>> radio. <<He>> touches your head, and a jolt surges through you. The pale figure leaves your body, waving at you as you lose consciousness. <br><br> <<link [[Next|Elk Compound Experiment]]>><<upperruined>><<lowerruined>><<underruined>><<underupperruined>><<handheldruined>><<endWraith>><<clearWraith>><<endRainWraith>><</link>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<set $enemynomax to 1>> <<set $timer to 4>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Elk Compound Possessed Guards Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Elk Compound Possessed Guards Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The guards collapse into a groaning heap, giving you the chance you need. <<tearful>> you run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound. <br><br> <<endcombat>><<clotheson>> <<link [[Next|Elk Compound]]>><<endWraith>><<clearWraith>><<endRainWraith>><<set $compound.alarm += 5>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> The guards collapse into a groaning heap, giving you the chance you need. <<tearful>> you run into the hallway and onto the lift, and the doors automatically close. The lift carries you up, and you walk out the door back into the compound. <br><br> <<endcombat>><<clotheson>> <<link [[Next|Elk Compound]]>><<endWraith>><<clearWraith>><<endRainWraith>><<set $compound.alarm += 5>><<set $eventskip to 1>><</link>> <<else>> <<tearful>> you fall to the ground, too hurt to move. "We've subdued the intruder," the <<person1>><<person>> says into <<his>> radio. <<He>> touches your head, and a jolt surges through you. You lose consciousness. <br><br> <<endcombat>><<clotheson>> <<link [[Next|Elk Compound Experiment]]>><<endWraith>><<clearWraith>><<endRainWraith>><</link>> <</if>><<effects>> <<generate1>><<person1>> You try to pay the receptionist, but <<he>> interrupts. "Charlie wanted to see you," <<he>> says. "Go right in. No need to pay." <br><br> <<endevent>> <<npc Charlie>><<person1>> Charlie stands in front of the class, explaining the importance of proper warm up exercises. <<He>> glances at you and smiles. "I'll be right back," <<he>> tells the class. "Keep practising!" <br><br> <<link [[Next|Dancing Job Intro]]>><<set $dance_job_intro to 1>><</link>> <br><<effects>> "I was hoping you'd come by," Charlie says, <<if C.npc.Charlie.love gte 20>> scratching <<his>> head. <<elseif C.npc.Charlie.love gte 0>> hands on hips. <<else>> arms folded. <</if>> "You're a good dancer. People would pay to see you. It's a competitive field, but if you need work, I should be able to find something." <br><br> <<specialClothesUnlock "set" "dance_studio">> <<link [[Express doubt|Dancing Job Intro Doubt]]>><<npcincr Charlie love 5>><</link>><<gglove "Charlie">> <br> <<link [[Thank|Dancing Job Intro Thank]]>><<npcincr Charlie love 1>><</link>><<glove "Charlie">> <br> <<link [[Be haughty|Dancing Job Intro Haughty]]>><<npcincr Charlie love -5>><</link>><<lllove "Charlie">> <br><<effects>> <<if $speech_attitude is "meek">> "A-are you sure?" you say. "I worry I'll disappoint you." <<elseif $speech_attitude is "bratty">> "Really?" you ask. "I didn't think I was that good." <<else>> "Am I really ready?" you ask. <</if>> <br><br> Charlie smiles. "I'm a good judge of this sort of thing," <<he>> says. "You're ready. <span class="gold">Just let reception know when you'd like work, and I'll see what I can dig up.</span>" <br><br> <<link [[Next|Dance Studio]]>><<endevent>><</link>> <br><<effects>> You thank Charlie. <<He>> smiles. <span class="gold">"Just let reception know when you'd like work, and I'll see what I can dig up."</span> <br><br> <<link [[Next|Dance Studio]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I knew I could do it!" you say. <<elseif $speech_attitude is "bratty">> "Of course," you say. "I'm always the best." <<else>> "I knew I could do it!" you say. <</if>> <br><br> "Careful now," Charlie warns. "Pride comes before a fall. Anyway, <span class="gold">just let reception know when you'd like work, and I'll see what I can dig up.</span>" <br><br> <<link [[Next|Dance Studio]]>><<endevent>><</link>> <br><<effects>> <<npc Charlie>><<person1>> The receptionist lets you through to the dance studio proper, where you find Charlie in front of <<his>> class. <<He>> tells them <<he>>'ll be right back. <br><br> <<if $weekly.danceJob is "docks">> "You ready for the dock job?" <<he>> asks. <br><br> <<ind>><<link [[Accept|Dance Job Docks]]>><<timeTrackingStartDanceJobs "docks">><<set $weekly.danceJob to "docks">><<dance_job_init 180 50>><</link>> <br> <<if $jordan_ritual_dance gte 1>> <<socialiseicon "ask">><<link [[Ask if there's work at a Danube Street manor|Dance Job Stage Ask]]>><<set $phase to 1>><</link>> <br> <<elseif $charlie_breakdown gte 1>> <<socialiseicon "ask">><<link [[Ask for something more dangerous, but lucrative (3:00)|Dance Job Stage Ask]]>><<set $phase to 0>><</link>> <br> <</if>> <<elseif $weekly.danceJob is "party">> "You ready for the party job?" <<he>> asks. <br><br> <<ind>><<link [[Accept|Dance Job Party]]>><<timeTrackingStartDanceJobs "party">><<set $weekly.danceJob to "party">><<dance_job_init 180 70>><</link>> <br> <<if $jordan_ritual_dance gte 1>> <<socialiseicon "ask">><<link [[Ask if there's work at a Danube Street manor|Dance Job Stage Ask]]>><<set $phase to 1>><</link>> <br> <<elseif $charlie_breakdown gte 1>> <<socialiseicon "ask">><<link [[Ask for something more dangerous, but lucrative (3:00)|Dance Job Stage Ask]]>><<set $phase to 0>><</link>> <br> <</if>> <<elseif $weekly.danceJob is "stage">> "You ready for that job at the fancy party?" <<he>> asks. <br><br> <<link [[Accept|Dance Job Stage]]>><<timeTrackingStartDanceJobs "danube">><<set $weekly.danceJob to "stage">><<dance_job_init 180 20>><</link>> <br> <<else>> You tell <<him>> you're looking for work. "Right!" <<he>> says. "I do have something. <<if C.npc.Charlie.love gte 20>> <<set $weekly.danceJob to "party">> <<elseif C.npc.Charlie.love gte 0>> <<set $weekly.danceJob to "party">> <<else>> <<set $weekly.danceJob to "stage">> <</if>> <<if $weekly.danceJob is "party">> A friend of mine wants to throw a party on Domus Street, but they'd like entertainment. It's a casual thing. They're good people, so you should be safe. You'd get £300 for a few hours work. How about it?" <br><br> <<socialiseicon "dance">><<link [[Take job (3:00)|Dance Job Party]]>><<timeTrackingStartDanceJobs "party">><<set $weekly.danceJob to "party">><<dance_job_init 180 70>><</link>> <br> <<elseif $weekly.danceJob is "docks">> A group of students have rented out a building on Mer Street to throw a party. They just need entertainment. It should be safe." <<He>> doesn't sound certain. "You'd get £700 for a few hours work. How about it?" <br><br> <<mericon>><<link [[Take job (3:00)|Dance Job Docks]]>><<timeTrackingStartDanceJobs "docks">><<set $weekly.danceJob to "docks">><<dance_job_init 180 50>><</link>> <br> <<else>> An exclusive club on Danube Street is looking for entertainment." <<He>> hesitates. "I think they're trustworthy, but be on your guard. You'd get £2000 for a few hours work, which isn't too shabby. How about it?" <br><br> <<danubeicon>><<link [[Take job (3:00)|Dance Job Stage]]>><<timeTrackingStartDanceJobs "danube">><<set $weekly.danceJob to "stage">><<dance_job_init 180 20>><</link>> <br> <</if>> <<if $jordan_ritual_dance gte 1 and $weekly.danceJob isnot "stage">> <<socialiseicon "ask">><<link [[Ask if there's any work in a Danube Street manor (3:00)|Dance Job Stage Ask]]>><<set $phase to 1>><</link>> <br> <<elseif $charlie_breakdown gte 1 and $weekly.danceJob isnot "stage">> <<socialiseicon "ask">><<link [[Ask for something more dangerous, but lucrative (3:00)|Dance Job Stage Ask]]>><<set $phase to 0>><</link>> <br> <</if>> <</if>> <<refuseicon>><<link [[Refuse|Dance Job Refuse]]>><</link>> <br><<effects>> Charlie nods. "The job's here if you want it." <br><br> <<link [[Next|Dance Studio]]>><<endevent>><</link>> <br><<set $outside to 0>><<effects>> "Great," Charlie says. "I'll drop you off. The class will be fine for five minutes." <br><br> You follow Charlie outside, around the side of the studio, and into a waiting car. The engine revs, and <<he>> pulls onto the road. <br><br> <<pass 5>> <<endevent>><<generate1>><<person1>> It's a short trip, and you soon arrive beside a home on Domus Street, not too far from the orphanage. A <<person>> exits the building to greet you. You hear music behind <<him>>. <br><br> "Hey Charlie," <<he>> says. "Thanks for this." <<He>> looks at you. "You must be the star. Come on in. Help yourself to drinks and snacks." <br><br> <<He>> chats with Charlie as you enter the building. <br><br> <<link [[Next|Dance Job Party 2]]>><</link>> <br><<set $location to "town">><<set $bus to "domus">><<set $outside to 0>><<effects>> It's a regular house, <<if $christmas is 1>> though well-decorated with lights and other Christmas ornamentation. <<elseif $halloween is 1>> though a gang of Jack-o'-lanterns guard the front door. <<else>> though perhaps more spacious than most. <</if>> You enter the crowded living room. A couple of guests nod at you. Some sit and chat, others are watching a football match on the television. You hear more voices from the kitchen, near a table covered with food and drink. <br><br> Charlie's friend must be the host of the party. It seems you have some time to yourself while they're chatting. <br><br> <<socialiseicon>><<link [[Socialise|Dance Job Party Socialise]]>><<trauma -6>><</link>><<ltrauma>> <br> <<foodicon "eat">><<link [[Raid the buffet|Dance Job Party Buffet]]>><<stress -6>><</link>><<lstress>> <br> <<if !(playerIsPregnant() and playerAwareTheyArePregnant())>> <<foodicon "beerbottle">><<link [[Find booze|Dance Job Party Booze]]>><<trauma -6>><<stress -6>><<alcohol 120>><</link>><<ltrauma>><<lstress>><<ggalcohol>> <br> <</if>><<effects>> You chat with the party-goers. Most seem to live in town, though others are visiting from elsewhere. Seems the <<person>> has a lot of friends. <br><br> They become curious when they realise you're the entertainment, and ask you all sorts of questions. Including where you live. <br><br> <<link [[Refuse to answer personal questions|Dance Job Party Refuse]]>><<stress 6>><</link>><<stress 6>> <br> <<link [[Bend the truth|Dance Job Party Bend]]>><<trauma 6>><</link>><<gtrauma>> <br> <<link [[Tell the blunt truth|Dance Job Party Truth]]>><<trauma -12>><<stress 12>><</link>><<ggstress>><<lltrauma>> <br><<effects>> You outright refuse to respond to their probing. You can tell some are intrigued by your reticence, but they don't press you. <br><br> <<link [[Next|Dance Job Party 3]]>><</link>> <br><<effects>> You tell the truth, mostly. You leave out some details. There's no need to ruin the mood of the party. <<if random(1, 2) is 2>> They seem to believe you. <br><br> <<link [[Next|Dance Job Party 3]]>><</link>> <br> <<else>> They can tell you're hiding something, and keep prying.<<gstress>><<stress 6>> <br><br> <<link [[Brush them off|Dance Job Party 3]]>><</link>> <br> <<if $trauma gte $traumamax * 0.6>> <<link [[Get angry|Dance Job Party Angry]]>><<trauma -12>><<stress -12>><</link>><<lltrauma>><<llstress>> <br> <</if>> <</if>><<effects>> <<if $speech_attitude is "meek">> "D-don't be so rude," you snap. "I-I don't want to talk about it!" <<elseif $speech_attitude is "bratty">> "Fuck off," you snap. "I don't have to put up with this." <<else>> "I don't want to talk about it!" you snap. "Stop bothering me." <</if>> <br><br> They give you a wide berth from then on. <br><br> <<link [[Next|Dance Job Party 3]]>><</link>> <br><<effects>> You tell them the frank truth about your situation, the daily trials you face. <<if random(1, 2) is 2>> Horror grows on their faces as you talk. <br><br> "I had no idea," the <<person>> says, mortified. "I don't want to be part of this." The party-goers murmur quiet agreement. <br><br> <<link [[Say you need the money|Dance Job Party Money]]>><</link>><<difficulty 50>> <br> <<link [[Leave early|Dance Job Party Leave]]>><</link>> <br> <<if $submissive gte 1500>> <<link [[Beg|Dance Job Party Beg]]>><</link>><<submissivetext>> <br> <</if>> <<else>> They don't seem to believe you.<<gtrauma>><<trauma 6>> <br><br> <<link [[Next|Dance Job Party 3]]>><</link>> <br> <</if>><<effects>><<wearProp "fork">> You tuck into the buffet. There are cheese rolls, potato salad, salmon blinis, sausage pâté, tiny pizzas, and more. You think the orphans would enjoy this. <br><br> <<link [[Next|Dance Job Party 3]]>><<handheldon>><</link>> <br><<effects>> <<wearProp "alcohol" 0 "red wine">> You pour yourself a glass of wine, down it, then pour yourself another. You suspect you're attracting looks, but you try not to worry. <br><br> <<link [[Next|Dance Job Party 3]]>><<handheldon>><</link>> <br><<effects>> "I need the money," you interject. "None of this is your fault. Or Charlie's. Please, let me work." <br><br> The <<person>> looks torn, <<if random(1, 2) is 2>> <span class="green">then nods.</span> "I've cleared that table as an impromptu stage. You can start when you're ready." <br><br> <<link [[Next|Dance Job Party Start]]>><<endevent>><</link>> <br> <<else>> <span class="red">then shakes <<his>> head.</span> "I'm sorry. I just can't be part of this." <br><br> <<link [[Next|Dance Job Party Leave]]>><</link>> <br> <</if>><<effects>> <<pass 10>> <<timeTrackingEndDanceJobs>> Charlie's still outside, rummaging in <<nnpc_his Charlie>> car boot. <<nnpc_He Charlie>> looks up. <br><br> "This isn't going to work out," the <<person>> says. "The <<girl>> is lovely though. It's not <<pher>> fault." <<He>> walks back inside. <br><br> <<endevent>><<npc Charlie>><<person1>> <<if $charlie_breakdown gte 1>> "Can I give you a lift back to the studio? Or are you okay here?" <br><br> <<socialiseicon "ask">><<link [[Ask for lift|Dance Job Party Lift]]>><</link>> <br> <<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>> <br> <<else>> "What happened?" Charlie asks you. "Is everything okay?" <br><br> <<if $trauma gte $traumamax * 0.6>> <<link [[Break down|Dance Job Party Break]]>><<set $charlie_breakdown to 1>><<npcincr Charlie love 20>><<trauma -12>><<stress 12>><</link>><<ggstress>><<lltrauma>><<gglove "Charlie">> <br> <<link [[Bottle it|Dance Job Party Bottle]]>><</link>> <br> <<else>> <<if $speech_attitude is "meek">> "I-I'm fine," you stammer. <<elseif $speech_attitude is "bratty">> "Nothing's wrong," you say. <<else>> "I'm okay," you say. <</if>> <br><br> "Can I give you a lift back to the studio? Or are you okay here?" <br><br> <<link [[Ask for lift|Dance Job Party Lift]]>><</link>> <br> <<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>> <br> <</if>> <</if>><<effects>> <<pass 10>> The words come in a torrent, each point, each story bleeding into the next. You talk about Bailey, and about the dangers you face daily. By the end, Charlie has <<his>> arms around you. <br><br> "I'm sorry," <<he>> says. <<He>> looks at the orphanage, visible through a gap between two houses. "I'm so sorry. I don't—" <<He>> stops <<himself>>. "Here. Sit down. Let me get you some water." <br><br> You sit in the car while Charlie fetches a bottle from the boot. <<He>> sits down beside you, and waits with you until you feel calmer. <br><br> "I wasn't going to offer you every job I have. Some are too dangerous. But they pay well. If you really need the money, <span class="gold">I can introduce you to the right people.</span> Just be careful, okay?" <br><br> "Would you like a lift back to the studio, or will you be okay here?" <br><br> <<link [[Ask for lift|Dance Job Party Lift]]>><</link>> <br> <<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm," you manage "I'm okay." <<elseif $speech_attitude is "bratty">> "Don't worry about me," you say. <<else>> "I'm fine," you say. <</if>> <br><br> Charlie nods, but doesn't look convinced. "Can I give you a lift back to the studio? Or are you okay here?" <br><br> <<link [[Ask for lift|Dance Job Party Lift]]>><</link>> <br> <<link [["Say you're okay here"|Dance Job Party Okay]]>><</link>> <br><<effects>> <<pass 5>> The journey back to the studio isn't long. Charlie escorts you inside. <br><br> <<dance_job_end>> <<link [[Next|Dance Studio]]>><<endevent>><</link>> <br><<effects>> Charlie climbs into <<his>> car, and drives away. <br><br> <<dance_job_end>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> You fall to your knees. "Pl-please no," you say. "I-I really need the money. Don't send me away!" <br><br> "It's okay!" the <<person>> says. "I'm going to pay you. Please don't cry." <<He>> rummages in <<his>> pockets, and pulls out <<his>> <<wallet>>. You make <<printmoney 30000>><<money 30000 "partyDanceJob">>. <br><br> <<link [[Next|Dance Job Party Leave]]>><</link>> <br><<effects>> The <<person>> enters the room, and glances around until <<his>> eyes settle on you. "Ah," <<he>> says. "The performer. I've cleared that table as an impromptu stage. Start when you're ready." <br><br> <<link [[Next|Dance Job Party Start]]>><<endevent>><</link>> <br><<effects>> <<pass 10>> <<set $dance_love to 50>> You climb up the stage, drawing attention from the guests. More filter in from the kitchen, until the whole room is packed, with all eyes on you. <br><br> <<dance_job_text>> <<link [[Next|Dance Job Party Dance]]>><<set $dancestart to 1>><</link>> <br><<effects>> <<if $dancestart is 1>> <<unset $dancestart>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <<danceinit>> <<set $dancing to 1>> <<set $audience to 25>> <<set $venuemod to 1>> <<set $dancelocation to "party">> <<set $timer to 15>> <</if>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")))>> There's no way you could normally continue dancing while so exposed. <<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance")>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <</if>> <<if $danceevent is "finish">> <<link [[Next|Dance Job Party Stop]]>><<endevent>><</link>> <<elseif $danceevent is "dancepull">> <<link [[Next|Dance Job Party Arousal]]>><</link>> <<elseif $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74 and $forceddance isnot 1 and $dance_job_exposed isnot 1>> <<runicon>><<link [[Flee|Dance Job Party Change]]>><<clotheson>><<endevent>><</link>> <<elseif $exposed gte 1 and $exhibitionism lte 34 and $forceddance isnot 1 and $dance_job_exposed isnot 1 and !$worn.under_lower.type.includes("dance")>> <<runicon>><<link [[Flee|Dance Job Party Change]]>><<clotheson>><<endevent>><</link>> <<elseif $timer lte 1>> <<link [[Next|Dance Job Party Timeout]]>><<endevent>><</link>> <<else>> <<link [[Stop|Dance Job Party Stop]]>><<endevent>><</link>> <</if>> <</if>><<effects>> The other party-goers interrupt <<him>>, and after a brief scrap, boot <<him>> from the premises. <br><br> "Sorry about that," a <<person2>><<person>> says. "Take a breather." <<endevent>> <br><br> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">> <<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 2>><</link>><<if !$dance_job_exhib>><<exhibitionist5>><<gginterest>><</if>> <br> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>> <br> <</if>> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>> <<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">> <<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 1>><</link>><<if !$dance_job_exhib>><<exhibitionist3>><<ginterest>><</if>> <br> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>> <br> <</if>> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <</if>><<effects>> <<pass 30>> You bolt through the room, and run up the stairs, taking cover in the bathroom.<<gginterest>><<dance_job_interest 10>> <br><br> <<endevent>> <<if $exposed gte 1>> You search, but can't find anything to cover with. A knock at the door makes you jump. <br><br> <<generate1>><<person1>> "You okay?" asks a <<personsimple>>'s voice. "I've got something you could wear." The door opens, and a hand pushes some black fabric through. It's a bunny leotard. <br><br> You don't have much else to wear. <br><br> <<link [[Ask for something else|Dance Job Party Change Ask]]>><</link>> <br> <<link [[Wear it|Dance Job Party Change 2]]>><<dance_job_interest 5>><</link>><<ginterest>> <br> <<else>> You adjust your clothes, and wait for your blush to subside before returning to the party. <br><br> <<link [[Next|Dance Job Party Intermission]]>><</link>> <br> <</if>><<effects>> "That's all we have," the <<personsimple>> replies. "No towels or anything." You're not sure you believe <<him>>. <br><br> <img src="img/misc/icon/clothes/bunny_leotard.png"><<link [[Wear the leotard|Dance Job Party Change 2]]>><<dance_job_interest 5>><</link>><<ginterest>> <br> <<if $cat gte 6>> <<runicon>><<link [[Escape through the window|Dance Job Party Change Cat]]>><</link>><<cat>> <br> <<else>> <<runicon>><<link [[Escape through the window|Dance Job Party Change Escape]]>><</link>><<dancedifficulty 1 `1000 + $drunk`>> <br> <</if>><<effects>> <<if $carried.upper.name isnot "naked">> <<set _upperStripped to true>> <</if>> <<if $carried.lower.name isnot "naked">> <<set _lowerStripped to true>> <</if>> <<silently>><<clotheson>><</silently>> <<underupperwear 8 "black">> <<if _upperStripped>> <<upperstrip>> <</if>> <<if _lowerStripped>> <<lowerstrip>> <</if>> You put on the bunny leotard. "Oh," says the <<personsimple>>. "Don't forget these." <<He>> pushes a pair of bunny ears through the gap. <br><br> <<link [[Wear|Dance Job Party Change Ears]]>><<dance_job_interest 5>><</link>><<ginterest>> <br> <<link [[Refuse|Dance Job Party Ears Refuse]]>><</link>> <br><<effects>> <<headwear 3>> You put on the bunny ears, and leave the bathroom. A <<person>> greets you. "Nice," <<he>> says. "I hope I get to see you dance in that." <br><br> You walk downstairs. Your attire draws bashful gazes. <br><br> <<link [[Next|Dance Job Party Intermission]]>><<endevent>><</link>> <br><<effects>> You leave the bunny ears where they lie. A <<person>> greets you. "That's a no to the ears?" <<he>> asks. "Thought I was pushing it. Still, I hope I get to see you dance in that." <br><br> You walk downstairs. Your attire draws bashful gazes. <br><br> <<link [[Next|Dance Job Party Intermission]]>><<endevent>><</link>> <br><<effects>> You throw open the window, and peer outside. It backs onto an alley running between buildings. You're a storey up, but there's a thick drainpipe you could climb down. <br><br> The door behind you opens a little more. "Everything okay?" the <<personsimple>> asks. Spurred to action, you climb the windowsill, place both hands on the drainpipe, and jump. <br><br> <<if $danceSuccess>> You climb down quickly, <span class="green">and without falling.</span> You make it to the pavement below. <br><br> <<covered>> <br><br> <<else>> <span class="red">Your fingers slip,</span> and you tumble onto the pavement below.<<ggpain>><<ggstress>><<pain 8>><<stress 12>> <br><br> A <<persons>> head appears at the window, looking right at you. <<covered>> You scramble to your feet, and run.<<ggtrauma>><<trauma 12>><<fameexhibitionism 1>> <br><br> <</if>> <<link [[Next|Residential Alleyways]]>><<endevent>><<dance_job_end>><</link>> <br><<effects>> You throw open the window, and peer outside. It backs onto an alley running between buildings. You're a storey up, but that's nothing to you. You climb onto the windowsill, then deftly drop to the pavement below. <br><br> <<covered>> <br><br> <<link [[Next|Residential Alleyways]]>><<endevent>><<dance_job_end>><</link>> <br><<effects>> You climb down from the "stage". The audience seems disappointed.<<linterest>><<dance_job_interest -5>> <br><br> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">> <<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 2>><</link>><<if !$dance_job_exhib>><<exhibitionist5>><<gginterest>><</if>> <br> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>> <br> <</if>> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>> <<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">> <<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 1>><</link>><<if !$dance_job_exhib>><<exhibitionist3>><<ginterest>><</if>> <br> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>> <br> <</if>> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <</if>><<effects>> "That's enough for now," shouts a voice. "Let's give our <<girl>> here a break."<<ginterest>><<dance_job_interest 5>> <br><br> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">> <<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 2>><</link>><<if !$dance_job_exhib>><<exhibitionist5>><<gginterest>><</if>> <br> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>> <br> <</if>> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 3)>> <<if $carried.upper.name isnot "naked" or $carried.lower.name isnot "naked" or $carried.under_upper.name isnot "naked" or $carried.under_lower.name isnot "naked">> <<link [[Get dressed and climb down|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <<link [[Just climb down|Dance Job Party Intermission]]>><<set $phase to 1>><</link>><<if !$dance_job_exhib>><<exhibitionist3>><<ginterest>><</if>> <br> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><</link>> <br> <</if>> <<else>> <<link [[Next|Dance Job Party Intermission]]>><<set $phase to 0>><<clotheson>><</link>> <br> <</if>><<effects>> <<pass 30>> <<if $phase is 2 and !$dance_job_exhib>> <<set $dance_job_exhib to true>><<dance_job_interest 10>> Even as the music fades out, you find yourself the centre of attention as you step down from the table. <<exhibitionism5>> <<elseif $phase is 1 and !$dance_job_exhib>> <<set $dance_job_exhib to true>><<dance_job_interest 5>> Though most of the party's attention is elsewhere, a few guests leer as you step down from the table. <<exhibitionism3>> <</if>> <<dance_job_text>> <<if $timeStamp gte $dance_job_time>> The party seems to be winding down. <<generate1>><<person1>>A <<person>> approaches you. "Thanks for coming," <<he>> says. "You really livened things up. Here." <<He>> hands you a wad of cash. <<if $dance_job_interest gte 100>> <span class="green">"There's a little extra in there."</span> <<He>> winks. You make <<printmoney 50000>><<money 50000 "partyDanceJob">>. <<earnFeat "Life of the Party">> <<else>> You make <<printmoney 30000>><<money 30000 "partyDanceJob">>. <</if>> <br><br> <<silently>><<clotheson>><</silently>> <<if $exposed gte 1>> You say your goodbyes, and leave the building. <<He>> passes you some towels on the way out. "Can't have you catching a cold." <<towelup>> <br><br> <<else>> You say your goodbyes, and leave the building. <br><br> <</if>> <<link [[Next|Domus Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>> <br> <<elseif $dance_job_interest lte 0>> <<generate1>><<person1>>A <<person>> approaches you. "I'm sorry," <<he>> says. "This isn't working out. Thank you for coming." <<He>> points at the door. <br><br> <<link [[Leave|Dance Job Party Intermission Leave]]>><</link>> <br> <<if $submissive lte 500>> <<socialiseicon "angry">><<link [[Demand payment|Dance Job Party Demand]]>><<def 1>><</link>><<defianttext>> <br> <</if>> <<else>> The party continues. <<if $rng gte 81>> <<generate1>><<person1>>A <<person>> drinks too much, and is escorted outside.<<endevent>> <<elseif $rng gte 61>> <<if Weather.precipitation is "rain">> There's a brief dry spell, and some chance it in the back garden, only for the rain to return with renewed ferocity. <<else>> Some hang out in the garden, where there's more space. <</if>> <<elseif $rng gte 41>> You notice a couple sneak upstairs. <<elseif $rng gte 21>> The booze runs low. A <<generate1>><<person1>><<person>> leaves to get more.<<endevent>> <<else>> Someone jolts a table, spilling drinks everywhere. A clean-up effort ensues. <</if>> <br><br> <<if $exposed gte 2 and $dance_job_bunny isnot 1>> <<set $dance_job_bunny to 1>> A <<generate1>><<person1>><<person>> approaches you. <<Hes>> blushing. <<He>> averts <<his>> gaze, only to look at your body. <<He>> settles on closing <<his>> eyes. <br><br> "I-I've got something for you to cover with," <<he>> says. "If you like." <<He>> holds out some fabric. It's a bunny leotard, and a headband decorated with bunny ears. <br><br> <img src="img/misc/icon/clothes/bunny_leotard.png"><<link [[Wear the leotard|Dance Job Party Leotard]]>><<dance_job_interest 3>><</link>><<ginterest>> <br> <<link [[Wear everything|Dance Job Party Wear]]>><<dance_job_interest 5>><</link>><<ginterest>> <br> <<link [[Wear nothing|Dance Job Party Nothing]]>><<dance_job_interest 10>><</link>><<gginterest>> <br> <img src="img/misc/icon/clothes/bunny_ears.png"><<link [[Wear just the ears|Dance Job Party Ears]]>><<dance_job_interest 20>><</link>><<ggginterest>> <br> <<else>> You're left to your own devices until they want you on stage again. <br><br> <<set $skulduggerydifficulty to 400>> <<crimeicon "mark">><<link [[Secret some food away for the orphans|Dance Job Party Food]]>><</link>><<skulduggerydifficulty>> <br> <<socialiseicon>><<link [[Schmooze|Dance Job Party Schmooze]]>><</link>><<englishdifficulty 1 1000>> <br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <<foodicon "beerbottle">><span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<foodicon "beerbottle">><<link [[Drink|Dance Job Party Drink]]>><<alcohol 5>><</link>><<galcohol>> <</if>> <br> <<foodicon "eat">><<link [[Eat|Dance Job Party Eat]]>><<stress -6>><</link>><<lstress>> <br> <</if>> <</if>><<effects>> Some of the party-goers look wealthier than others. You try to ingratiate yourself with them. <<if $englishSuccess>> <span class="green">You pique their interest,</span> and soon become the centre of attention.<<ginterest>><<famesocial 5>><<dance_job_interest 5>> <br><br> <<else>> <span class="red">They refuse to acknowledge you.</span> They discuss you, but as if you're not there.<<gtrauma>><<linterest>><<trauma 6>><<dance_job_interest -5>> <br><br> <</if>> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>><<wearProp "alcohol" 0 "red wine">> You pour yourself a glass of wine, and drink. <br><br> <<if $rng gte 51>> A <<generate1>><<person1>><<person>> tops it up for you unprompted. <br><br> <<link [[Thank|Dance Job Party Thank]]>><<dance_job_interest 5>><<alcohol 60>><</link>><<ginterest>><<ggalcohol>> <br> <<link [[Put the glass down|Dance Job Party Put]]>><<dance_job_interest -5>><<handheldon>><</link>><<linterest>> <br> <<else>> No one pays you much mind. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<handheldon>><</link>> <br> <</if>><<effects>> You thank the <<person>> for the top-up, and drink. You feel a bit dizzy. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>><<handheldon>> You put down the drink. "Live a little," the <<person>> says, before taking a swig straight from the bottle. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> You fill a plate with finger food, and sit on the sofa to eat. <<if $rng gte 51>> A <<generate1>><<person1>><<person>> steals a blini from your lap. <br><br> <<link [[Allow|Dance Job Party Allow]]>><<stress 6>><<dance_job_interest 5>><</link>><<gstress>><<ginterest>> <br> <<socialiseicon "angry">><<link [[Get angry|Dance Job Party Eat Angry]]>><<stress -6>><<dance_job_interest -5>><</link>><<linterest>><<lstress>> <br> <<else>> A <<generate1>><<person1>><<person>> sits beside you, and wraps an arm around your waist. <br><br> <<link [[Tolerate|Dance Job Party Tolerate]]>><<trauma 6>><<stress 6>><<dance_job_interest 10>><</link>><<gtrauma>><<gstress>><<gginterest>> <br> <<link [[Move|Dance Job Party Move]]>><<dance_job_interest -5>><</link>><<linterest>> <br> <</if>><<effects>> You allow people to take food off your plate. It's a bit rude of them, but there's plenty more on the table. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> You slap the <<persons>> hand away, and scowl. <<He>> puts <<his>> arms up in a defensive posture. No one else tries to nick your food. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> You tolerate the <<persons>> behaviour while you eat. <<He>> chats with other party-goers, and aside from the arm around your waist, <<he>> ignores you. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> You stand and search for an isolated chair to sit in. You hear the <<person>> scoff behind you. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You squirrel away some treats for the orphans. <span class="green">People are too pre-occupied to notice.</span><<ghope>><<hope 1>> <<else>> You squirrel away some treats for the orphans. As you turn away from the table, <<generate1>><<person1>><span class="red">you bump into a <<person>>. Food spills everywhere.</span> <br><br> People laugh and joke about how hungry you must be.<<linterest>><<dance_job_interest -5>> <</if>> <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> <<if $carried.upper.name isnot "naked">> <<set _upperStripped to true>> <</if>> <<if $carried.lower.name isnot "naked">> <<set _lowerStripped to true>> <</if>> <<silently>><<clotheson>><</silently>> <<underupperwear 8>> <<if _upperStripped>> <<upperstrip>> <</if>> <<if _lowerStripped>> <<lowerstrip>> <</if>> You pull on the leotard, fitting the top snug around your chest. People pretend they're not watching you dress. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> <<if $carried.upper.name isnot "naked">> <<set _upperStripped to true>> <</if>> <<if $carried.lower.name isnot "naked">> <<set _lowerStripped to true>> <</if>> <<silently>><<clotheson>><</silently>> <<underupperwear 8>> <<headwear 3>> <<if _upperStripped>> <<upperstrip>> <</if>> <<if _lowerStripped>> <<lowerstrip>> <</if>> You pull on the leotard, and place the ears on your head. People pretend they're not watching you dress. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> You thank the <<person>>, but tell <<him>> you're quite fine as you are. <<He>> nods. You continue to draw looks. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> <<headwear 3>> You take the bunny ears, place them on your head, and thank the <<person>>. <<He>> stands with the leotard still in <<his>> hands. <<He>> seems confused. Someone laughs. <br><br> <<link [[Next|Dance Job Party Intermission End]]>><<endevent>><</link>> <br><<effects>> Someone turns up the music, and a crowd gathers around the table masquerading as a stage. You climb atop, and begin your performance. <br><br> <<link [[Next|Dance Job Party Dance]]>><<set $dancestart to 1>><</link>> <br><<effects>> You leave the party empty-handed. <<silently>><<clotheson>><</silently>> <<if $exposed gte 1>> The <<person>> hands you some towels on the way out. <<towelup>> <</if>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>> <br><<effects>> "I busted my ass for your shitty party," you say. "Pay up." <br><br> Someone laughs. The <<person>> looks shocked by your boldness. <<He>> stammers an apology, then searches for <<his>> <<wallet>> and hands you the money. You make <<printmoney 30000>><<money 30000 "partyDanceJob">>. <br><br> <<silently>><<clotheson>><</silently>> You leave the party. <<if $exposed gte 1>> <<He>> hands you some towels on the way out. <<towelup>> <</if>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>> <br><<effects>><<effects>> <<if $phase is 1>> Charlie frowns. "There is something," <<he>> says. "So long as you're careful. An exclusive club on Danube Street is looking for entertainment." <<He>> hesitates. "I think they're trustworthy, but be on your guard. You'd get £2000 for a few hours work, which isn't too shabby. How about it?" <br><br> <<else>> Charlie nods. "Alright," <<he>> says. "So long as you're careful. An exclusive club on Danube Street is looking for entertainment." <<He>> hesitates. "I think they're trustworthy, but be on your guard. You'd get £2000 for a few hours work, which isn't too shabby. How about it?" <br><br> <</if>> <<link [[Accept|Dance Job Stage]]>><<set $weekly.danceJob to "stage">><<dance_job_init 180 20>><<timeTrackingStartDanceJobs "danube">><</link>> <br> <<link [[Refuse|Dance Job Stage Refuse]]>><</link>> <br><<effects>> "I understand," Charlie says. "Ask me again if you change your mind." <br><br> <<link [[Next|Dance Studio]]>><<endevent>><</link>> <br><<set $location to "town">><<effects>> You follow Charlie outside, around the side of the studio, and into a waiting car. The engine revs, and <<he>> pulls onto the road. <br><br> "There are nasty rumours about these people," Charlie says as you arrive on Danube. <<He>> hesitates before continuing. "They can't be true. The police wouldn't allow it." <br><br> <<He>> pulls to a stop outside a gated manor. A <<generate2>><<person2>><<person>> in a security uniform stands outside, holding a clipboard. <br><br> <<link [[Next|Dance Job Stage 2]]>><</link>> <br><<effects>> "Name?" the <<person>> says. <br> "Charlie. I'm here with the entertainment." <<nnpc_He Charlie>> nods at you. <br> The <<person>> swings <<his>> pen in a circular motion. "Round the back." <br><br> <<person1>> Charlie drives you down a side passage, around the back on the manor. It looks less impressive from this angle. Another person in a security uniform approaches the car, and motions for you to step outside. <br><br> "See you later," Charlie says. <<He>> drives away, though you notice <<his>> concerned eyes watching you in the rear-view mirror. <br><br> <<link [[Next|Dance Job Stage 3]]>><<endevent>><</link>> <br><<effects>> Security lead you into the building, into a broad white room. A <<generate1>><<person1>><<person>> in a <<if $pronoun is "m">>suit<<else>>gown<</if>> directs uniformed staff. <br><br> <<He>> looks you up and down. "You'll do," <<he>> says. "Get this <<girl>> dressed!" A <<generate2>><<person2>><<person>> takes your arm, and pulls you into an adjoining room. <br><br> You wait in front of a mirror while <<he>> rummages in a wardrobe, and pulls out a skimpy leotard. <<He>> holds it in between you and the mirror. It's a little small. <br><br> "This will do," <<he>> says. "Get changed. I'll wait outside." <br><br> <<if $worn.face.type.includes("mask")>> <<He>> glances at your mask. "You can keep the mask on, if you want." <br><br> <</if>> <span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress|Dance Job Stage Dress]]>><</link>> <br> <<if $worn.face.type.includes("mask")>> <span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress and keep your mask on|Dance Job Stage Dress]]>><<set $phase to 1>><</link>> <br> <</if>> <<socialiseicon "ask">><<link [[Ask for something more solid|Dance Job Stage Solid]]>><</link>> <br><<effects>> "It's that or nothing," the <<person>> says. "Now get dressed or get out." <br><br> <span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress|Dance Job Stage Dress]]>><</link>> <br> <<if $worn.face.type.includes("mask")>> <span class="clothes-black"><<icon "clothes/skimpy_leotard.png">></span><<link [[Dress and keep your mask on|Dance Job Stage Dress]]>><<set $phase to 1>><</link>> <br> <</if>> <<if hasSexStat("exhibitionism", 5)>> <<if $worn.face.type.includes("mask")>> <<symbol "exhibitionism">> <<link [[Wear nothing but your mask|Dance Job Stage Nothing]]>><<set $phase to 1>><</link>><<exhibitionist5>> <br> <</if>> <<symbol "exhibitionism">> <<link [[Wear nothing|Dance Job Stage Nothing]]>><</link>><<exhibitionist5>> <br> <</if>> <<refuseicon>><<link [[Refuse|Dance Job Stage End]]>><</link>><<effects>> The <<person>> shows you out the way you came. A member of security takes over once you're outside, and escorts you from the premises. <br><br> <<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $phase is 1>> <<undressKeepSlot "dance_job_stage" "face">> <<else>> <<undress "dance_job_stage">> <</if>> "Nothing?" you say. "Alright." You strip your clothes while the <<person>> watches, a perplexed look on <<his>> face. You stand, naked, with your hands on your hips. "What next?" <br><br> <<set $dance_job_exposed to 1>> <<He>> doesn't know where to look. "Fine," <<he>> says. "That should be fine. Come this way."<<exhibitionism5>> <<link [[Next|Dance Job Stage 4]]>><</link>> <br><<effects>> <<if $phase is 1>> <<undressKeepSlot "dance_job_stage" "face">> <<else>> <<undress "dance_job_stage">> <</if>> <<underupperwear 5>> You squeeze into the tight leotard. It's barely opaque, and leaves no contour to the imagination. You leave the room. <br><br> "Good," the <<person>> says. "Come this way." <br><br> <<link [[Next|Dance Job Stage 4]]>><</link>> <br><<effects>> The <<person>> leads you down a thin corridor, and up a flight of steps. More staff pass by, these dressed as <<if $settings.maleVictimChance gte 100>> waiters. <<elseif $settings.maleVictimChance lte 0>> waitresses. <<else>> waiters and waitresses. <</if>> Their outfits are rather skimpy. <br><br> "The audience is being warmed up," <<he>> says. "You'll be expected among the guests between performances. Just be courteous and you'll be fine." <br><br> <<generatev3>><<person3>> You emerge in a dark, wood-panelled room. A tall open passage looks out onto a large stage. A <<person>> stands in the centre, lit by a spotlight, juggling. You hear a crowd booing. <br><br> The <<person2>><<person>> lifts a microphone from a stand near the stage. "Please can I have a round of applause," <<he>> announces. You hear the voice boom from the stage. "For our distinguished juggler." The booing redoubles. The <<person3>><<person>> scurries by, relief on <<his>> face. <br><br> <<saveNPC 1 "dance_job_stage">> <<link [[Next|Dance Job Stage Start]]>><<endevent>><</link>> <br><<effects>> You step onto the stage. The blinding spotlight hides the audience, but you can hear them. <<if $exposed gte 2>> Their booing ceases at once, replaced by lascivious jeers. <<dance_job_interest 20>><<ggginterest>> <<else>> Their booing fades out, as they wait for you to begin. <</if>> <br><br> <i>You will be penalised if the audience isn't at least <span class="blue">interested</span> before you stop, and <span class="lblue">impressing</span> them would be better, but arousing them too much could lead to violence. Be cautious.</i> <br><br> <<dance_job_text>> <<link [[Next|Dance Job Stage Dance]]>><<set $dancestart to 1>><</link>> <br><<if $dancestart is 1>> <<unset $dancestart>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <<npcClothesType $NPCList[0] "formal">><<npcClothesType $NPCList[1] "formal">><<npcClothesType $NPCList[2] "formal">> <<npcClothesType $NPCList[3] "formal">><<npcClothesType $NPCList[4] "formal">><<npcClothesType $NPCList[5] "formal">> <<danceinit>> <<set $dancing to 1>> <<set $audience to 50>> <<set $venuemod to 3>> <<set $dancelocation to "stage">> <</if>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $corruptionDancing gt 0 and $danceevent is 0 and (($exhibitionism lte 74 and $exposed gte 2) or ($exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance"))) and $forceddance isnot 1 and $dance_job_exposed isnot 1>> There's no way you could normally continue dancing while so exposed. <<elseif $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2 and $forceddance isnot 1 and $dance_job_exposed isnot 1>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1 and !$worn.under_lower.type.includes("dance") and $forceddance isnot 1 and $dance_job_exposed isnot 1>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene. <br><br> <</if>> <<if $danceevent is "finish">> <<link [[Next|Dance Job Stage Stop]]>><<clotheson>><</link>> <<elseif $danceevent is "rape">> <<link [[Next|Dance Job Stage Rape]]>><<set $molestationstart to 1>><</link>> <<elseif $danceevent is "light" and $forceddance isnot 1 and $dance_job_exposed isnot 1>> <<link [[Flee the stage|Dance Job Stage Change]]>><<clotheson>><<set $phase to 1>><</link>> <br> <<elseif $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74 and $forceddance isnot 1 and $dance_job_exposed isnot 1>> <<link [[Flee|Dance Job Stage Change]]>><<clotheson>><<set $phase to 0>><</link>> <<elseif $exposed gte 1 and $exhibitionism lte 34 and $forceddance isnot 1 and $dance_job_exposed isnot 1 and !$worn.under_lower.type.includes("dance")>> <<link [[Flee|Dance Job Stage Change]]>><<clotheson>><<set $phase to 0>><</link>> <<else>> <<link [[Stop|Dance Job Stage Stop]]>><<clotheson>><</link>> <</if>> <</if>><<effects>> You bow. <<if $audienceexcitement gte 60>> <span class="green">The audience cheers.</span><<gginterest>><<dance_job_interest 10>> <<elseif $audienceexcitement gte 40>> <span class="blue">The audience claps half-heartedly.</span> <<else>> <span class="red">The audience boos.</span><<llinterest>><<dance_job_interest -10>> <</if>> <br><br> <<if $dance_job_stage is 1>> <<set $dance_job_stage to 2>> The spotlight dims, revealing a large audience of <<people>> in formal attire. <<if maleChance() gte 100>> Most have discarded their jackets, revealing their shirts and waistcoats. <<elseif maleChance() lte 0>> Most are quite regal, though some have elected to show off their thighs and cleavage. <<else>> The men have discarded their jackets, revealing their shirts and waistcoats. Some of the women have elected to show off their thighs and cleavage. <</if>> They all wear masks. <br><br> <<else>> The spotlight dims, revealing the audience once more. <</if>> You step down from the stage. <br><br> <<link [[Next|Dance Job Stage Intermission]]>><<endevent>><</link>> <br><<effects>> <<if $audienceexcitement gte 80>> <span class="green">Cheers chase you from the stage.</span><<gginterest>><<dance_job_interest 10>> <<elseif $audienceexcitement gte 60>> <span class="blue">Jeers chase you from the stage.</span> <<else>> <span class="red">Boos chase you from the stage.</span><<llinterest>><<dance_job_interest -10>> <</if>> <br><br> <<endevent "phaseless">> <<loadNPC 0 "dance_job_stage">><<person1>> You rush into the arms of the <<person>>. <<covered>> <br><br> "Where do you think you're going?" <<he>> asks. "You have an audience waiting for you." <br> <<if $phase is 1>> <<if $speech_attitude is "meek">> "B-but the lights," you say. "They show the audience everything!" <<elseif $speech_attitude is "bratty">> "Fuck you for dressing me in this!" you say. <<else>> "I'm not going out there with that light," you say. "People could see everything!" <</if>> <<else>> <<if $speech_attitude is "meek">> "I-I can't go out there like this!" you say. <<elseif $speech_attitude is "bratty">> "I'm not humiliating myself like this!" you say. <<else>> "I'm not going out there like this!" you say. <</if>> <</if>> <br> "Then you don't get paid," the <<person>> replies. "Get out there or get out of the way so I can clean up this mess." <br><br> <<link [[Walk back out onto the stage|Dance Job Stage Exposed]]>><<trauma 12>><<stress 18>><<dance_job_interest 20>><</link>><<ggtrauma>><<gggstress>><<ggginterest>> <br> <<link [[Leave|Dance Job Stage Leave]]>><<endevent>><</link>> <br><<effects>> <<clearNPC "dance_job_stage">> You rush down the corridor. <<if maleChance() gte 100>> You pass a couple more waiters. <<elseif maleChance() lte 0>> You pass a couple more waitresses. <<else>> You pass a waiter and waitress. <</if>> They don't pay you any mind. You enter the dressing room and close the door in a hurry. <br><br> <<set $worn.under_upper to clone(setup.clothes.under_upper[0])>> <<set $worn.under_lower to clone(setup.clothes.under_lower[0])>> <<storeon "dance_job_stage">> You exit to find a <<generate1>><<person1>><<person>> in a security uniform waiting for you. "I'll escort you out," <<he>> says. "For your safety." <br><br> <<He>> leads you outside, and escorts you from the premises. <br><br> <<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<set $eventskip to 1>><</link>> <br><<effects>> You feel your legs carry you back outside. A great cheer goes up from the dark. <<set $dance_job_exposed to 1>> <br><br> <<link [[Next|Dance Job Stage Dance]]>><<endevent>><<set $dancestart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Dance Job Stage Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dance Job Stage Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<tearful>> you struggle to your feet.<<ggginterest>><<dance_job_interest 20>> <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The audience backs away from you, surprised by your assault. <<tearful>> you struggle to your feet.<<llinterest>><<dance_job_interest -10>> <br><br> <<clotheson>> <<endcombat>> <</if>> <<if $dance_job_stage is 1>> <<set $dance_job_stage to 2>> The spotlight dies, and other lights come alive around the room, revealing the audience once more. <<silently>><<people>><</silently>><<capitalise>> in formal attire. <<if maleChance() gte 100>> Most have discarded their jackets, and stand around you in a circle. <<elseif maleChance() lte 0>> Most are quite regal, and stand around you in a circle. <<else>> They stand around you in a circle. <</if>> They all wear masks. <<else>> The spotlight dies, and other lights come alive around the room, revealing the audience once more. <</if>> <br><br> <<if $exposed gte 2 and $exhibitionism lte 74 and $dance_job_exposed isnot 1>> <<covered>> You rush behind the stage, to some semblance of safety. <br><br> <<link [[Next|Dance Job Stage Change]]>><</link>> <br> <<else>> <<link [[Next|Dance Job Stage Intermission]]>><</link>> <br> <</if>><<effects>> <<pass 30>> <<dance_job_text>> <<if $timeStamp gte $dance_job_time>> <<loadNPC 0 "dance_job_stage">><<person1>> You hear a clatter of cutlery on glass. "<<Ladies_gentlemen>>," says a voice from the other side of the room. It's the <<person>> who showed you in. The guests all turn to face <<him>>. "Thank you for making it this day. I fear our time together draws to a close, but fret not! We have a final treat for you." <br><br> <<endevent>> <<beastNEWinit 1 horse>><<person1>> You feel a rumble. Masked faces turn in unison, this time towards the wide set of doors leading into a hall outside. The main entryway. A <<beasttype>> steps through, pulling a wheeled glass cabin, banded with bronze. <br><br> <<link [[Next|Dance Job Stage Horse End]]>><</link>> <br> <<elseif $dance_job_interest lte 0>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>A <<person>> steps in front of you. "It's a shame the original dancer... couldn't make it," <<he>> says. Other bodies form around you, trapping you in the centre. "This one doesn't have the same grace." <br> "Might be useful in other ways," says a <<person2>><<person>> to your side as <<he>> runs a hand up your arm. <br> Someone presses their body against yours from behind. <br><br> <<link [[Next|Dance Job Stage End Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You have some time before they want you on stage again. Masked figures in formal attire drink and schmooze. <br><br> <<socialiseicon>><<link [[Schmooze|Dance Job Stage Schmooze]]>><</link>><<englishdifficulty 400 1000>> <br> <<socialiseicon>><<link [[Chat with servants|Dance Job Stage Chat]]>><<set $dance_job_stage_explore += 150>><<stress -6>><</link>><<lstress>><<note "- Exploration difficulty" "green">> <br> <<set $skulduggerydifficulty to 1000 - $dance_job_stage_explore>> <<investigateicon>><<link [[Explore the manor|Dance Job Stage Explore]]>><</link>><<skulduggerydifficulty>> <</if>><<effects>> <<generate1>><<generate2>><<generate3>><<person1>> You try to endear yourself to the guests, <<if $englishSuccess>> <span class="green">and soon become the centre of attention.</span> They hang on your every word.<<famesocial 20>><<gginterest>><<dance_job_interest 10>> <br><br> <<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>> <br> <<else>> <span class="red">but they're not interested.</span> "Why is the dancer talking to me?" asks a <<person>> without looking at you. "Someone shoo them away!"<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>> <br> <</if>><<effects>> You chat with servants carrying trays of wine and canapés. They seem happy for it, and even give some insight into the manor's layout. <br><br> <<generate1>><<person1>> <<cleareventpool>> <<addinlineevent "dance_chat_0">> "Stay out of the basement," a <<person>> says, before making a hurried exit. <</addinlineevent>> <<addinlineevent "dance_chat_1">> "Strange folks come and go at night," a <<person>> says. "Master says not to speak with them." <</addinlineevent>> <<addinlineevent "dance_chat_2">> "Some of the security can be trusted," a <<person>> says. "Lot of use in knowing which."<<set $dance_job_stage_explore += 150>><<note "- Exploration difficulty" "green">> <</addinlineevent>> <<addinlineevent "dance_chat_3">> "The guests can get grabby once they've had a few," a <<person>> says. "Be careful." <</addinlineevent>> <<addinlineevent "dance_chat_4">> "Be careful if someone offers you a drink," a <<person>> warns. <</addinlineevent>> <<runeventpool>> <br><br> <<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>> <br><<effects>> A small door leads deeper into the manor. Servants often pass through it. A beady-eyed member of security keeps a close watch. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You wait until security is distracted, then slip through behind a servant carrying an empty tray. <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Stage Explore 2]]>><</link>> <br> <<else>> You try to slip through behind a servant carrying an empty tray, but security puts an arm in your way. "Not your place. They'll want you on stage soon." <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Stage Intermission End]]>><</link>> <br> <</if>><<effects>> The manor's halls are luxurious and extravagant. <<cleareventpool>> <<if $jordan_ritual_dance lt 4>> <<addinlineevent "dance_explore_passage">> <span class="teal">You hear chanting,</span> barely audible against the muffled sound of the party. <br><br> You turn in the direction of the voices, coming face to face with an old tapestry. You feel a draught. You pull the tapestry aside, revealing a dark passage. <br><br> <<link [[Enter|Dance Job Stage Passage]]>><</link>> <br> <<link [[Turn away|Dance Job Stage Explore End]]>><<stress -6>><</link>><<lstress>> <br> <</addinlineevent>> <</if>> <<addinlineevent "dance_explore_jewellery">> <<generate1>><<person1>> You enter a long room filled with display cases, showing off jewellery and antiques. A <<person>> leans against the wall on the far side. <<He>> appears to be dozing. <br><br> The cases are locked, and might be rigged with alarms. <br><br> <<set $skulduggerydifficulty to 1000>> <<link [[Steal jewellery|Dance Job Stage Explore Jewelry]]>><<set $skulduggerydifficulty to 1000>><</link>><<skulduggerydifficulty>><<crime "thievery">> <br> <<set $skulduggerydifficulty to 600>> <<link [[Steal antique|Dance Job Stage Explore Antique]]>><<set $skulduggerydifficulty to 600>><</link>><<skulduggerydifficulty>><<crime "thievery">> <br> <<link [[Return to the party|Dance Job Stage Explore End]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "dance_explore_tapestry">> You pass paintings and tapestries. Valuable, but too big to steal. <br><br> <<set $skulduggerydifficulty to 1300>> <<link [[Look more closely|Dance Job Stage Explore Look]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Return to the party|Dance Job Stage Explore End]]>><<stress -6>><</link>><<lstress>> <br> <</addinlineevent>> <<addinlineevent "dance_explore_safe">> You climb a thick staircase, and emerge in front of several lavish, identical corridors. They look like rows of bedrooms. One of the doors is ajar. You peek inside. <br><br> There's no one in that you can see. A safe sits unguarded within an open cupboard. <br><br> <<set $skulduggerydifficulty to 400>> <<link [[Crack the safe|Dance Job Stage Explore Safe]]>><</link>><<skulduggerydifficulty>><<crime "thievery">> <br> <<link [[Return to the party|Dance Job Stage Explore End]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "dance_explore_kitchen">> You enter the kitchen. Steam wafts along the ceiling, and several cooks rush to-and-fro. <br><br> <<generate1>><<person1>> "You," says a <<person>>, marching over. "Where's your apron? Never mind. Here." <<He>> shoves a tray of carrots into your hands. "Get to work. We're behind as it is!" <br><br> /*homemaking skill */ <<link [[Try to explain|Dance Job Stage Explore Explain]]>><</link>> <br> <<link [[Chop carrots (0:05)|Dance Job Stage Explore Carrots]]>><<pass 5>><</link>> <br> <</addinlineevent>> <<addinlineevent "dance_explore_pool">> You climb a spiralling marble staircase, and emerge in front of a swimming pool. <br><br> <<generate1>><<generatep2>> A <<fullGroup>> are skinny dipping. They're too busy kissing to notice you. <br><br> <<link [[Search their belongings for valuables|Dance Job Stage Explore Pool]]>><</link>><<crime "petty">><<skulduggerydifficulty 1 800>> <br> <<link [[Leave|Dance Job Stage Explore End]]>><<endevent>><</link>> <br> <</addinlineevent>> <<runeventpool>><<effects>> Necklaces and bracelets, rings and watches, all laid out for you to snatch. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<set _prop to either("necklace", "bracelet", "ring", "watch")>> <<wearProp _prop>> One by one, you render the locks useless, and slip your hand beneath the glass to snatch the goodies. The <<person>> doesn't wake, and you make it away with a hefty haul. <<set $blackmoney += 1000>><<crimeUp 1000>> <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>> <br> <<else>> You fiddle with the closest lock with too much eagerness, and trip some security mechanism. <span class="red">An alarm blares, waking the <<person>>.</span> <br><br> <<skulduggeryuse>> You run for the exit, but not before <<he>> catches sight of you.<<crimeUp 200 "thievery">> <br><br> <<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>> <br> <</if>><<effects>> Modern necklaces, bracelets, watches, and other gaudy objects are laid out to see. But there are older items as well, including a tarnished brooch. The gold has survived better than the other metals. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<wearProp "gold brooch">> You render the lock useless, and slip your hand beneath the lid, snatching the brooch away. It belongs in a proper museum.<<crimeUp 500 "thievery">> <<set $antiquemoney += 500>><<museumAntiqueStatus "antiquegoldbrooch" "found">> <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>> <br> <<else>> You fiddle with the closest lock with too much eagerness, and trip some security mechanism. <span class="red">An alarm blares, waking the <<person>>.</span> <br><br> <<skulduggeryuse>> You run for the exit, but not before <<he>> catches sight of you.<<crimeUp 200 "thievery">> <br><br> <<link [[Next|Dance Job Stage Explore End]]>><<endevent>><</link>> <br> <</if>><<effects>> One of the tapestries looks older than the others, the art more primitive. You peer closer. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You feel a draught, and voices. Chanting? You pull the tapestry aside, revealing a dark passage hidden behind. <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Stage Passage]]>><</link>> <br> <<else>> You hear footsteps approach, and are forced to move on. <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Stage Explore End]]>><</link>> <br> <</if>><<effects>> You walk through the dark, your way lit by the occasional dim light hanging from the ceiling. The passage turns this way and that, occasionally ramping up or down. Mostly down. <span class="pink">A strange haze lingers in the air.</span><<hallucinogen 60>> <br><br> You come to a wooden door. Pulsing red light seeps around the edges. The chanting is clear now, coming from within. <br><br> At your touch, engravings in the wood light up, bristling with energy. <span class="red">You feel something drain through your hand.</span> You jerk away from the door. <br><br> <<link [[Enter|Dance Job Stage Passage 2]]>><<stress 12>><<awareness 12>><</link>><<ggstress>><<ggawareness>> <br> <<link [[Leave|Dance Job Stage Explore End]]>><<stress -6>><</link>><<lstress>> <br><<effects>> You grasp the handle, and pull the door open. It's heavy. The effort almost brings you to your knees. <br><br> It takes your eyes a moment to adjust to the red light. Cloaked figures kneel around a granite pillar, in the centre of a circular room. You can hear their chanting clearly, but can't comprehend the words. <br><br> The red light emanates from the stone itself, through fissures in the rock. The surface appears to writhe, as if something were trying to break free. A figure stirs on top, a figure wearing white. Their limbs are chained, and a blindfold covers their eyes. <<if $jordan_ritual_dance is 1>> <span class="gold">It's the missing member of Jordan's flock!</span> <<elseif $jordan_ritual_dance is undefined>> You feel like you need to tell someone. <span class="gold">Perhaps a priest.</span> Staying here is dangerous. <</if>> <br><br> <<link [[Leave|Dance Job Stage Ritual End]]>><<set $jordan_ritual_dance to 2>><</link>> <br> <<link [[Interrupt the ritual|Dance Job Stage Ritual]]>><<stress 12>><<awareness 12>><<scienceskill -12>><<mathsskill -12>><<englishskill -12>><<historyskill -12>><</link>><<lscience>><<lmaths>><<lenglish>><<lhistory>><<ggstress>><<ggawareness>> <br><<effects>> You turn and leave before you're spotted, back through the door and down the passage, until you emerge at the tapestry. <br><br> <<link [[Next|Dance Job Stage Explore End]]>><</link>> <br><<effects>> <<generateyv1>><<person1>> You walk up to the pillar. Each step is more difficult than the last. Something is being drawn out of you, and into the stone. <br><br> You can't make out their faces beneath the shrouds, but the chanting figures seem unaware of your presence. You climb the rock, using the warm fissures for purchase, until you reach the top. You can see the victim more closely now, a <<person>>. <<He>> sobs. <br><br> <<link [[Reassure|Dance Job Stage Ritual Reassure]]>><</link>> <br> <<link [[Break the chains|Dance Job Stage Ritual Break]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Pl-please don't be frightened," you say. "I'm here to help." <<elseif $speech_attitude is "bratty">> "Shush," you say. "I'm here to rescue you." <<else>> "It's okay," you say. "I'm here to help." <</if>> <br><br> The <<person>> raises <<his>> head in surprise, then tugs against the chains binding <<his>> arms. They're bolted haphazardly into the rock, and together you're able to work them free. <br><br> <<link [[Next|Dance Job Stage Ritual Escape]]>><</link>> <br><<effects>> The chains are bolted haphazardly into the rock, and you feel them loosen as you pull. The <<person>> jerks in surprise, but seems to realise what you're doing, and adds <<his>> strength to the effort. Together, you're able to work them free. <br><br> <<link [[Next|Dance Job Stage Ritual Escape]]>><</link>> <br><<effects>> As soon as <<his>> arms are free, the <<person>> removes the blindfold from <<his>> head. <<He>> blinks at the red glare. You take <<his>> arm, and swing your legs off the pillar. The drop isn't far, but <<he>> seems weak and unsteady. <br><br> As soon as your bottoms leave the rock, a horrifying shriek replaces the chanting. The cowled figures grasp the sides of their heads and writhe on the spot. <br><br> <<link [[Next|Dance Job Stage Ritual Escape 2]]>><</link>> <br><<effects>> You run through the door and back down the passage, the <<person>> at your side. A sudden jolt knocks <<him>> off <<his>> feet, but you help <<him>> up and continue on. <br><br> You hear panicked shouts before you emerge through the tapestry. Others have been torn from the walls. Paintings lie face-down on the floor, and a great gash has been torn out of the wall in front of you. A scream cuts through the shouting. <br><br> <<link [[Next|Dance Job Stage Ritual Escape 3]]>><</link>> <br><<effects>> The <<person>> follows you through the halls, back to the room with the dance stage. It's vacant, but the ground is littered with food and shattered glass. A set of double doors stands open, and another set beyond that, leading outside. You run that way. <br><br> <<generate2>><<person2>> A crowd of masked guests surround the front gate, demanding to be let out, and throwing anxious glances back at the manor. Through the bars you see a number of <<people>> dressed as <<if maleChance() gte 100>> monks. <<elseif maleChance() lte 0>> nuns. <<else>> monks and nuns. <</if>> <<earnFeat "Breaking the Stone">> <<if C.npc.Jordan.init isnot 1>> <br><br> <<npc "Jordan" 3>><<person3>> At their head stands a young <<if $pronoun is "m">>monk<<else>>nun<</if>>. <<His>> outfit covers <<him>> from head to toe, only <<his>> youthful face is visible. Locks of hair protrude from the sides of the cowl, betraying a golden shade. <<His>> smile does not reach <<his>> blue eyes. <br><br> "You must let us in," <<he>> says. "And these people out. It's urgent." <br> "I have orders from the master," the guard responds. "No one in or out until the party—" <br> "The party's over!" cries one of the masked guests. "Let us out before those things get here!" <br><br> Surrounded by agitated voices, the guard relents, and opens the gates. <br><br> <<link [[Next|Dance Job Stage Jordan Intro]]>><</link>> <br> <<else>> <<npc "Jordan" 3>><<person3>> Jordan stands at their head. <br><br> "You must let us in," <<he>> says. "And these people out. It's urgent." <br> "I have orders from the master," the guard responds. "No one in or out until the party—" <br> "The party's over!" cries one of the masked guests. "Let us out before those things get here!" <br><br> Surrounded by agitated voices, the guard relents, and opens the gates. <br><br> <<link [[Next|Dance Job Stage Jordan]]>><</link>> <br> <</if>><<effects>> The <<if maleChance() gte 100>> monks <<elseif maleChance() lte 0>> nuns <<else>> monks and nuns <</if>> stride through the frightened crowd, eyes fixed on the manor, one hand hidden in the folds of their attire. All except the young leader, who instead watches the <<person1>><<personsimple>>. <br><br> "Jordan!" the <<personsimple>> says, rushing the leader, who catches <<him>> in an embrace. "I was so scared. This <<girl>> rescued me." <br><br> Jordan squeezes the <<person1>><<personsimple>>. "Thank you," <<person3>><<he>> says to you. "I'm Jordan. Priest at the temple on Wolf Street. You have what it takes to be initiated. Visit us, if you like." A <<generate4>><<person4>> <<person>> arrives at <<person3>><<his>> side, and takes the <<person1>><<personsimple>>'s hand. "I'll be with you soon." <<person3>><<He>> reaches into <<his>> clothes, and marches after the others. <<npcincr "Jordan" love 5>><<gglove>> <br><br> <<link [[Next|Dance Job Stage Jordan End]]>><</link>> <br><<effects>> The <<if maleChance() gte 100>> monks <<elseif maleChance() lte 0>> nuns <<else>> monks and nuns <</if>> stride through the frightened crowd, eyes fixed on the manor, one hand hidden in the folds of their attire. All except Jordan, who instead watches the <<person1>><<personsimple>>. <br><br> "Jordan!" the <<personsimple>> says, rushing the priest, who catches <<him>> in an embrace. "I was so scared. This <<girl>> rescued me." <br><br> Jordan squeezes the <<person1>><<person>>. <<if $jordan_ritual_dance is 1>> "I didn't want to put you in danger," <<person3>><<he>> says, looking at you. "But thank you. You've done a great thing today." <<else>> "You've done a great thing today," <<person3>><<he>> says. "Thank you." <</if>> A <<generate4>><<person4>><<person>> arrives at <<person3>><<his>> side, and takes the <<person1>><<personsimple>>'s hand. "I'll be with you soon." <<person3>><<He>> reaches into <<his>> clothes, and marches after the others. <<if $jordan_ritual_dance isnot 1>><<npcincr "Jordan" love 5>><<gglove>><</if>> <br><br> <<link [[Next|Dance Job Stage Jordan End]]>><</link>> <br><<effects>> <<set $jordan_ritual_dance to 4>> "I must insist you leave as well," says the <<person4>><<person>>. <<undress "stage_jordan_end">> <<storeon "dance_job_stage">> <<silently>><<ruined>><</silently>> <<storeon "stage_jordan_end">> <<if $exposed gte 1>> <<He>> wraps a towel around you. <<towelup>> <</if>> <<if $temple_rank is "initiate">> "You're not ready for this, initiate." <<elseif $temple_rank is "monk">> "Nice work. We'll take it from here." <<elseif $temple_rank is "priest">> "Forgive me, your grace, but we don't have your equipment." <<else>> "This is no place for laymen." <</if>> <br><br> <<specialClothesUnlock "set" "temple_exorcist">> <<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>> <br><<effects>> You press your ear against the safe, and listen close as you turn the dial. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<wearProp "wallet" 0 "money">> A satisfying click, and the safe swings open, revealing its innards. Hard cash. You make it away <<moneyGain 300 true true "danubeDanceJob">> richer. <br><br> <<skulduggeryuse>> <<link [[Return to party|Dance Job Stage Explore End]]>><<handheldon>><</link>> <br> <<else>> You almost have it, when a <<generate1>><<generate2>><<fullGroup>> step inside. Both wear masks. <br><br> "Looks like we have a dirty thief," the <<person1>><<person>> says, closing the door behind <<him>>. They close in, standing between you and the exit, both pairs of eyes on you. <br> "Let's teach <<phim>> a lesson," the <<person2>><<person>> replies. "Good and proper." <<npcClothesType $NPCList[0] "formal">><<npcClothesType $NPCList[1] "formal">> <br><br> <<skulduggeryuse>> <<link [[Next|Dance Job Stage Explore Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Dance Job Stage Explore Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dance Job Stage Explore Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Now get the fuck out," the <<person>> says. <<tearful>> you scramble from the room. The door shuts behind you. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<if $exposed lte 1 or $dance_job_exposed gte 1>> <<link [[Next|Dance Job Stage Explore End]]>><</link>> <br> <<else>> <<link [[Next|Dance Job Stage Explore Exposed]]>><</link>> <br> <</if>> <<else>> You smack the <<person>> away from you, clearing a space. <<tearful>> you run through the door. They don't pursue. <br><br> <<clotheson>> <<endcombat>> <<if $exposed lte 1 or $dance_job_exposed gte 1>> <<link [[Next|Dance Job Stage Explore End]]>><</link>> <br> <<else>> <<link [[Next|Dance Job Stage Explore Exposed]]>><</link>> <br> <</if>> <</if>><<effects>> You run through the halls, looking for something to wear. <br><br> <<loadNPC 0 "dance_job_stage">><<person1>> You rush into the arms of the <<person>>. <<covered>> <br><br> "Where do you think you're going?" <<he>> asks. "You have an audience waiting for you." <br> <<if $speech_attitude is "meek">> "I-I can't be seen like this!" you say. <<elseif $speech_attitude is "bratty">> "I'm not humiliating myself like this!" you say. <<else>> "I'm not being seen like this!" you say. <</if>> <br> "Then you don't get paid," the <<person>> replies. "Get out there or get out of the way so I can clean up this mess." <br><br> <<link [[Return to the party|Dance Job Stage Explore Exposed 2]]>><<trauma 12>><<stress 18>><<dance_job_interest 20>><</link>><<ggtrauma>><<gggstress>><<ggginterest>> <br> <<link [[Leave|Dance Job Stage Leave]]>><<endevent>><</link>> <br><<effects>> You feel your legs carry you back to the party. The <<person>> follows close behind. <br><br> Heads turns as you enter. Laughs are stifled, but leers are not. <<set $dance_job_exposed to 1>> <br><br> <<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>> <br><<effects>> You open your mouth to speak, but the <<person>> cuts you off. "I won't hear it! Get to chopping." <br><br> <<link [[Chop carrots (0:05)|Dance Job Stage Explore Carrots]]>><<pass 5>><</link>> <br><<effects>><<wearProp "knife">> You chop the carrots. "Faster!" the <<person>> says after several minutes, dumping a sackful onto the counter beside you. <br><br> A <<generate2>><<person2>><<person>> arrives to rescue you. "They want you on stage," <<he>> says, regarding the carrots with confusion. "Hurry up." <br> "Stage?" the <<person1>><<person>> asks. "You're a performer? Why didn't you say something? Get out of my kitchen!" <br><br> You return to the party. <br><br> <<link [[Next|Dance Job Stage Intermission End]]>><<endevent>><</link>> <br><<effects>> You sneak to their discarded clothes, and rifle for jewellery and anything else that might turn some cash. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You squirrel away <<printmoney 50000>> in stolen goods, and escape without detection. <<set $blackmoney += 500>><<crimeUp 500 "thievery">> <<else>> The <<person1>><<person>> screeches. <<crimeUp 100 "thievery">>You turn and dash back to the staircase empty-handed. <</if>> <br><br> <<skulduggeryuse>> <<link [[Leave|Dance Job Stage Explore End]]>><<endevent>><</link>><<effects>> You return to the party before anyone notices your absence. <br><br> <<link [[Next|Dance Job Stage Intermission End]]>><</link>> <br><<effects>> The lights around the room dim, aside from the spotlight, which fixes on you. It follows you onto the stage as you prepare for the next performance. <br><br> <<link [[Next|Dance Job Stage Dance]]>><<set $dancestart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Dance Job Stage End Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dance Job Stage End Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Security!" shouts the <<person>>. "Show this street scum out." <br><br> Two pairs of arms haul you to your feet, and drag you away from the stage. They pull you through a set of double doors, down a flight of steps, through the manor's entrance and across the manor's grounds. They shove you through the front gate, then throw the clothes you left in the dressing room after you. <br><br> <<tearful>> you stagger to your feet. <br><br> <<set $worn.under_upper to clone(setup.clothes.under_upper[0])>> <<set $worn.under_lower to clone(setup.clothes.under_lower[0])>> <<storeon "dance_job_stage">> <<endcombat>> <<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>> <br> <<else>> You crack the <<persons>> mask. <<He>> recoils, and covers <<his>> face with one hand. The other assailants back away. <br><br> <<tearful>> you seize the opportunity. You rush behind the stage. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Dance Job Stage End 2]]>><</link>> <br> <</if>><<effects>> The <<beasttype>> pulls the contraption right in front of you. Now close, you can see a wad of cash lying on a cushion on the far side. Closer to you is an aperture, large enough to fit a person. Perhaps. <br><br> "I think that's your pay in there," says one of the masked guests beside you. "You just need to lean in and take it. Would be a shame for you to leave empty-handed." <br><br> <<if $dance_job_interest gte 100>> Another masked figure leans forward, <span class="green">and chucks another wad of cash inside.</span> "For a job well done. What are you waiting for?" <<earnFeat "Belle of the Ball">> <br><br> <</if>> <<link [[Squeeze through the aperture|Dance Job Stage Cabin]]>><</link>> <br> <<link [[Walk away|Dance Job Stage Cabin Walk]]>><</link>> <br> <<if $submissive lte 500>> <<link [[Smash the glass|Dance Job Stage Cabin Smash]]>><<def 5>><</link>><<defianttext>><<physiquedifficulty 1 16000>> <br> <</if>><<effects>> You turn and walk away. They can keep the money. A disappointed sigh follows as you disappear behind the stage. <br><br> <<link [[Next|Dance Job Stage End 2]]>><<endevent>><</link>><<effects>> You upend the nearest chair, and snap off its leg. An interested murmur erupts as you heft your new weapon, and approach the cabin. <br><br> You swing at the glass! <br><br> <<if $physiqueSuccess>> <span class="green">Your blow shatters the panel,</span> sending the shards cascading to the floor. A cry of shock goes up, and the masked audience back away. <br><br> You reach into the cabin, careful not to step on the broken remnants, and take the money. <<if $dance_job_interest gte 100>> You've gained <<printmoney 500000>><<money 500000 "danubeDanceJob">>. <<else>> You've gained <<printmoney 200000>><<money 200000 "danubeDanceJob">>. <</if>> <br><br> That should give the perverts something to talk about. <br><br> <<link [[Next|Dance Job Stage End 2]]>><</link>> <br> <<else>> <span class="red">Your blow bounces off.</span> You try again, but the glass only wobbles. You hear a sigh of relief. <br><br> <<link [[Squeeze through the aperture|Dance Job Stage Cabin]]>><</link>> <br> <<link [[Walk away|Dance Job Stage Cabin Walk]]>><</link>> <br> <</if>><<effects>> You have to bend over to fit. You push your arms through, then your head, and your shoulders. You can almost reach the money. You push yourself further in, up to your waist, and your hand clasps around the cash. You've gained <<if $dance_job_interest gte 100>> <<printmoney 500000>><<money 500000 "danubeDanceJob">>. <<else>> <<printmoney 200000>><<money 200000 "danubeDanceJob">>. <</if>> <br><br> As you touch it, <span class="pink">a brass contraption closes around your waist, locking you in place.</span> You try to squirm free, but you're stuck firm. You hear laughter through the glass.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Next|Dance Job Stage Cabin 2]]>><</link>> <br><<effects>> <<endevent>> <<beastNEWinit 1 horse>> <<if $settings.horsesEnabled and ($monster is 1 or $settings.bestialityEnabled) and random(1, 2) is 2>> "Is it worth it?" asks once of the masked guests, peering at you through one of the panes. "Taking a horse for so little money." You feel fur press against your <<bottom>>. <br><br> <<link [[Next|Dance Job Stage Cabin Horse]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<endevent>> <<loadNPC 0 "dance_job_stage">><<person1>> "<<Ladies_gentlemen>>," announces the <<person>>. "Shall we send our entertainment off in style?" You feel a sharp whack to your <<bottom>>. <<gpain>><<pain 4>> <br><br> "You'll have to hit harder than that if you want to get anywhere," <<he>> continues. "Who's up next?" You feel another whack, this one harder. The force jolts the cabin forwards a little.<<gpain>><<pain 4>> <br><br> <<link [[Next|Dance Job Stage Cabin Spank]]>><</link>> <br> <</if>><<effects>> The masked guests take turns spanking you. They must be lining up behind. Each blow inches you closer to the door. You're feeling raw by the time you arrive.<<gggpain>><<pain 18>> <br><br> You see a hall through the glass, and a flight of steps leading down. The cabin teeters on the edge. Beyond stand another pair of doors, these leading outside. <br><br> "Thank you for coming," says the <<person>>, right behind you. "Until next time." Another smack to your rear. This one harder than any before. The cabin lurches forward. <br><br> <<link [[Next|Dance Job Stage Cabin Spank 2]]>><</link>> <br><<effects>> The cabin carries you down the steps, and through the next set of doors. You roll downhill, through the manor grounds and the front gate, before the cabin comes to a stop.<<gtrauma>><<ggstress>><<trauma 6>><<stress 12>> <br><br> The contraption loosens, freeing you. You're stood on the street outside. <<endevent>> <<generate1>><<person1>>A <<person>> in a security outfit throws you a bundle of fabric as the gate rattles shut. It's the clothes you left in the dressing room. <br><br> <<set $worn.under_upper to clone(setup.clothes.under_upper[0])>> <<set $worn.under_lower to clone(setup.clothes.under_lower[0])>> <<storeon "dance_job_stage">> <<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<if $NPCList[0].penis isnot "none">> <<set $position to "doggy">> <<set $position to "wall">> <<set $walltype to "wall">> <<else>> <<set $position to "missionary">> <</if>> <<set $position_lock to 1>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Dance Job Stage Cabin Horse Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The masked audience laugh and jeer as the <<beasttype>> steps away. You hear a thwump, and the contraption holding your waist loosens, freeing you. <<clotheson>> <<endcombat>> <<tearful>> you steady yourself. <<loadNPC 0 "dance_job_stage">><<person1>>"A round of applause for our entertainment this evening!" shouts the <<person>>. Polite clapping erupts as you hurry behind the stage. <br><br> <<link [[Next|Dance Job Stage End 2]]>><</link>> <br> <<else>> Spooked, the <<beasttype>> bolts through the room, scattering tables and masked attendees out of the way. The audience applauds the spectacle, despite the danger. <br><br> <<clotheson>> <<endcombat>> The contraption around your waist loosens, freeing you. <<tearful>> you steady yourself. <<loadNPC 0 "dance_job_stage">><<person1>>"A round of applause for our entertainment this evening!" shouts the <<person>>. Polite clapping erupts as you hurry behind the stage. <br><br> <<link [[Next|Dance Job Stage End 2]]>><</link>> <br> <</if>><<effects>> You walk down the thin corridor, back to the dressing room, where you find your clothes waiting in front of the mirror. <br><br> <<set $worn.under_upper to clone(setup.clothes.under_upper[0])>> <<set $worn.under_lower to clone(setup.clothes.under_lower[0])>> <<storeon "dance_job_stage">> <<endevent>> You emerge after dressing, and find a <<generate1>><<person1>><<person>> in a security uniform waiting for you. "Come with me," <<he>> says. "Don't dawdle now." <br><br> <<He>> leads you outside, and escorts you from the premises. <br><br> <<link [[Next|Danube Street]]>><<endevent>><<dance_job_end>><<clearNPC "dance_job_stage">><<set $eventskip to 1>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<set $eventskip to 0>><<effects>> You are in the dance studio. Here you can pay for lessons to improve your dancing skill. They also offer lessons on how to walk in high heels, as well as yoga lessons. The instructor is said to be well-connected in the professional scene. Lessons cost £12. <br><br> <<set _store_location to "dance_studio">> <<set _earSlimeEnableDancewear to true>> <<if $stress gte $stressmax>> <<passoutshop>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "danceStudio">> <</if>> <<if Time.hour is $closinghour>> It's closing time. The receptionist is herding everyone outside.<<if $exposed gte 1>> Panic swells within you as you realise how exposed you'll be should you be found in this state of dress.<</if>> <br> <<storeon _store_location "check">> <<if _store_check is 1>> <br> You remember you left your clothes in the changing room. <br> <<link [[Dress before leaving|Barb Street]]>><<storeload _store_location>><</link>> <br> <</if>> <<elseif $openinghours is 0>> You are alone in the darkness. <br><br> <<elseif $exposed gte 1>> <<if $uncomfortable.nude is false>> You are hiding in a cupboard. You wouldn't mind others seeing you exposed, but this time you stay put. <<else>> You are hiding in a cupboard to protect your dignity. <</if>> <br><br> <</if>> <<if $openinghours is 1 and $exposed lt 1>> <<if $dance_job_intro>> <<if $weekly.danceJob is "done">> <span class="blue">Charlie will have another job for you next week.</span> <br> <<else>> <<socialiseicon "ask">><<link [[Ask for work|Dance Job Ask]]>><</link>> <br> <</if>> <</if>> <<if $exposed lt 1>> <<if $money gte 1200>> <<if $danceskill gte 800 and $dance_job_intro is undefined and $dancestudiointro gte 1>> <<dancestudioicon>><<link [[Take a dance lesson (£12 1:00)|Dancing Lesson Job Intro]]>><</link>><<gtiredness>><<note "+ + Dancing Skill" "green">> <br> <<else>> <<dancestudioicon>><<link [[Take a dance lesson (£12 1:00)|Dancing Lesson]]>><<set $phase to 0>><<money -1200 "danceStudioLessons">><<set $dancestage to 0>><</link>><<gtiredness>><<note "+ + Dancing Skill" "green">> <br> <</if>> <<else>> <span class="blue">You can't afford a dance lesson.</span> <br> <</if>> <</if>> <<if (Time.weekDay is 3 or Time.weekDay is 5) and $worn.feet.type.includes("heels")>> <<if $money gte 1200 and $exposed lt 1>> <<heelsicon>><<link [[Take high heel lesson (£12 0:30)|Heel Lesson]]>><<set $phase to 0>><<money -1200 "danceStudioLessons">><<pass 30>><</link>><<ggtiredness>><<gfeetskill>> <br> <</if>> <<else>> <<heelsicon>><<link [[Enquire about high heel lessons|Heel Lesson Inquiry]]>><</link>> <br> <</if>> <<if (Time.weekDay is 2 or Time.weekDay is 4 or Time.weekDay is 6)>> <<if $money gte 2200>> <<icon "yoga.png">><<link [[Take a yoga lesson (£22 1:00)|Yoga Classes Change Room]]>><</link>><<gtiredness>><<if !$daily.yogaWillpower>><<gwillpower>><</if>><<llstress>> <</if>> <br> <<else>> <<socialiseicon "ask">><<link [[Enquire about yoga lessons|Yoga Classes Inquire]]>><</link>> <br> <</if>> <</if>> <<if Time.hour isnot $closinghour>> <span class="clothes-grey"><<icon "clothes/leotard.png">></span><<link [[Changing room|Dance Studio Changing Room]]>><</link>> <br> <</if>> <<if $openinghours is 0 and Time.hour isnot $closinghour and !$weekly.theft.danceStudio>> <<shopicon "register">><<link [[Examine the cash register|Dance Studio Register]]>><</link>> <br> <</if>> <br> <<storeon _store_location "check">> <<outfitChecks>> <<if _store_check is 1 and _topless or _bottomless and $exposed is 1>> You left clothes in the changing room. Your <span class="lewd"><<lewdness>></span> is fine in here, but would be considered lewd outside. <br><br> <<if hasSexStat("exhibitionism", 2)>> <<getouticon>><<link [[Go outside anyway|Dance Studio Outside Exhibitionism]]>><</link>><<if $daily.ex.studio isnot 1>><<exhibitionist2>><</if>> <br> <</if>> <<else>> <<barbicon>><<link [[Leave|Barb Street]]>><</link>> <br><br> <</if>> <</if>><<effects>> You are in the dance studio's changing room. Benches line the walls, with hooks for clothing hanging above. <br><br> <<dancingclothes>> <<getouticon>><<link [[Leave|Dance Studio]]>><</link>><<effects>> <<flaunting>> you step outside. You're not wearing normal outdoor attire. A few people glance over and look you up and down, examining your contours. <<if $daily.ex.studio isnot 1>> <<set $daily.ex.studio to 1>><<exhibitionism3>> <<else>> <br><br> <</if>> Your heart beats faster as you walk away from the dance studio, and away from relative safety. <br><br> <<link [[Next|Barb Street]]>><</link>> <br><<set $outside to 1>><<effects>><<set $lock to 200>> The dance studio is closed. <<openinghours>> <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Dance Studio]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Barb Street]]>><<handheldon>><</link>> <br><<effects>> <<if $phase is 1>> "H-hello..." you mumble, eyes transfixed on your feet. <br><br> Without saying anything, the instructor walks over to you and puts a protective arm around your shoulders. <<He>> whispers, "Don't worry, I don't bite. My name's Charlie. I'll help you out of your shell." <<He>> gently escorts you over to the rest of the class before commencing the lesson. <<elseif $phase is 2>> "Pleased to meet you! I can't wait to get started!" <br><br> The instructor responds, "Woah there, eagerness is all well and good, but too much will get your muscles strained." Despite <<his>> caution, <<he>> seems happy. "Come on over. I'm Charlie by the way. I'll be your teacher. Right then, where was I?" You head over as the lesson commences. <<elseif $phase is 3>> <<promiscuity1>>"Nice outfit. Really shows off your assets." You let your eyes probe <<his>> body, letting <<him>> know exactly which assets you mean. <br><br> <<He>> shifts uncomfortably on the spot, as if suddenly self-conscious. <<He>> looks annoyed, "Would you like to take your place over here? My name's Charlie." <<He>> turns back to the rest of the class as you head over. The lesson soon commences. <</if>> <br><br> <<link [[Next|$danceStudioIntroExit]]>><<unset $danceStudioIntroExit>><<endevent>><</link>> <br><<if $dancestudiointro is 1 and $phase is 0>><<pass 20>><</if>> <<set $outside to 0>><<set $location to "dance_studio">><<effects>> <<if $dancestudiointro isnot 1>> <<danceStudioIntro "Dancing Lesson">> <<elseif $dancestage gte 2>> <<tiredness 4>><<danceskill 14>><<danceskilluse>><<wearandtear "dance">><<physique 2>> The rest of the lesson passes uneventfully. <br><br> <<link [[Next|Dance Studio]]>><<endevent>><</link>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "danceStudioLesson">> <</if>> <<if $exposed gte 1>> You seem to be distracting the class somehow. Looking down, you immediately discover why. <<if $uncomfortable.nude is false>> You feel a thrill at your exposure, and let the others take a quick peek of your body. <br> You cover yourself, trying to feign decency as Charlie rushes over to you with some towels. <<towelup>><<garousal>><<gstress>><<gtrauma>><<arousal 100>><<npcincr Charlie love 1>><<glove "Charlie">> <br><br> <<else>> Yelping, you cover yourself as Charlie rushes over to you with some towels. <<towelup>><<garousal>><<gstress>><<gtrauma>><<arousal 100>><<stress 1>><<trauma 1>><<npcincr Charlie love 1>><<glove "Charlie">> <br><br> <</if>> <</if>> <<tiredness 4>><<set $dancestage += 1>><<danceskill 14>><<danceskilluse>><<wearandtear "dance">><<physique 2>><<npc Charlie>><<person1>> <<if $rng lte 20>> <<set $dancelesson to "barre">> You stretch and work your muscles using a barre. <<if currentSkillValue('danceskill') lte 200>> It's hard work to stay balanced. You can see in the mirror that you look a bit silly, especially compared to the more experienced students. <<elseif currentSkillValue('danceskill') lte 800>> You're pretty good at staying balanced. You are able to practise more advanced techniques. <<else>> You are able to use it as a surrogate partner, supporting your weight as you practise airborne techniques. Some of the other students look on with envy. <</if>> <br><br> <<elseif $rng lte 40>> <<set $dancelesson to "duo">><<generate2>><<person2>> You partner up with a <<person>>. <<if currentSkillValue('danceskill') lte 200>> <<He>> has more experience than you, so you let <<him>> take the lead. <<elseif currentSkillValue('danceskill') lte 800>> You practise techniques requiring a partner, taking turns supporting one another. <<elseif currentSkillValue('danceskill') lte 1000>> Being so experienced, you take the lead, careful not to push <<him>> too hard. <</if>> <br><br> <<elseif $rng lte 60>> <<set $dancelesson to "airbarre">> You stretch and work your muscles using an air barre. <<if currentSkillValue('danceskill') lte 200>> More experienced students use it to develop strength and poise. You just have fun swinging around. <<elseif currentSkillValue('danceskill') lte 800>> You work on developing your poise. <<elseif currentSkillValue('danceskill') lte 1000>> Held aloft, you are able to fully demonstrate your grace and skill. <</if>> <br><br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> You realise it may have been a mistake to wear a skirt. Performing airborne exercises without displaying your <<undies>> for the whole class to see proves to be virtually impossible. <<set _uncomVar to ($worn.under_lower.type.includes("naked") ? "nude" : "underwear")>> <<if $uncomfortable[_uncomVar] is false>> <span class="lewd">You don't mind people looking.</span> <<garousal>><<arousal 600>> <br><br> <<else>> <<garousal>><<gstress>><<gtrauma>><<arousal 600>><<stress 6>><<trauma 6>> <br><br> <</if>> <</if>> <<elseif $rng lte 80>> <<set $dancelesson to "instructor">> Charlie gives you some personal attention. <<if currentSkillValue('danceskill') lte 200>> <<He>> helps you with the basics. <<elseif currentSkillValue('danceskill') lte 800>> <<He>> demonstrates some new steps for you to try. <<elseif currentSkillValue('danceskill') lte 1000>> <<He>> helps you iron out some flaws in your posture. <</if>> <br><br> <<elseif $rng lte 100>> <<set $dancelesson to "noinstructor">> Charlie demonstrates some moves in front of the class, who do their best to emulate <<him>>. <br><br> <</if>> <<if dangerEvent() and $eventskip is 0>> <<eventsdance>> <<else>> <<link [[Next|Dancing Lesson]]>><<endevent>><</link>> <</if>> <</if>><<widget "eventsdance">> <<if $dancelesson is "barre">> <<endevent>>Charlie announces that <<nnpc_he "Charlie">> needs to clear some room and asks you and a <<generate1>><<person1>><<person>> to put away the portable barre. You manage to carry it out of the studio and into a room filled with other equipment. As you put it down however, you hear the door shut behind you. <span class="red">You turn to find the <<person>> advancing on you, lust in <<his>> eyes.</span> <br><br> <<link [[Next|Dance Studio Molestation]]>><<set $molestationstart to 1>><</link>> <<elseif $dancelesson is "duo">> You don't think <<he>> has to keep <<his>> hand that close to your butt. Or pull your body that close against <<his>> for that matter. <span class="blue">You can feel <<his>> hardened <<if $NPCList[1].penis is "clothed">>penis<<else>>nipples<</if>> pressing against you.</span> <br><br> <<link [[Endure|Dance Studio Duo]]>><<set $phase to 0>><</link>><<garousal>> <br> <<link [[Push away|Dance Studio Duo]]>><<set $phase to 1>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Reciprocate|Dance Studio Duo]]>><<set $phase to 2>><</link>><<promiscuous2>> <br> <</if>> <<elseif $dancelesson is "airbarre">> The barre gives way slightly, enough to disrupt your delicate balance. Instinct causes you to twist in an attempt to save yourself from falling. You succeed, but the barre becomes wrapped around your waist. <br><br> <<if $worn.lower.type.includes("naked")>> <<if !$worn.under_lower.type.includes("naked")>> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. <<if $uncomfortable.nude is false>> As you regain your bearings, you see your $worn.under_lower.name suspended in the air above you. You take your time and wear a confident smile as you retrieve them, despite the whispers and giggling all around you. <<garousal>> <<else>> As you regain your bearings, you see your $worn.under_lower.name suspended in the air above you. Flustered at your <<genitals>> being exposed in the middle of class like this, you hasten to recover your $worn.under_lower.name as quickly as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>> <</if>> <<else>> <<if $uncomfortable.nude is false>> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. Your legs spread apart, giving the whole room a clear view of your <<genitals>>. You feign horror, unbothered by the whispers and giggling all around you. <<garousal>> <<else>> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. Your legs spread apart, giving the whole room a clear view of your <<undies>> and causing your face to flush red with embarrassment. You hasten to cover up as quickly as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>> <</if>> <</if>> <<elseif currentSkillValue('danceskill') gte 600>> You skilfully shift your weight and ride the momentum back into an upright position. That was close! <<else>> <<if $uncomfortable.underwear is false>> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your <<bottoms>> suspended in the air above you. You take your time and wear a confident smile as you retrieve them, despite the whispers and giggling all around you. You wouldn't mind showing off even more. <<else>> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your <<bottoms>> suspended in the air above you. Flustered at your <<undies>> being exposed in the middle of class like this, you hasten to recover your <<bottoms>> as soon as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>> <</if>> <</if>> <br><br> <<link [[Next|Dancing Lesson]]>><<endevent>><</link>> <<elseif $dancelesson is "instructor">> <<He>> presses <<his>> body against your back and holds your hands in <<his>> own so that <<he>> can more directly demonstrate to you. <<takeHandholdingVirginity "Charlie" null null true>>Despite <<him>> making no overtly sexual moves, you can't help but feel a little turned on with <<his>> toned body so intimately close to yours. <<garousal>><<arousal 300>> <br><br> <<link [[Meek compliment|Dance Studio Instructor]]>><</link>> <br> <<link [[Confident brag|Dance Studio Instructor]]>><<set $phase to 1>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Flirt|Dance Studio Instructor]]>><<set $phase to 2>><</link>><<promiscuous2>> <br> <</if>> <<else>> The receptionist peeks her head through the door and looks at Charlie, who seems to understand her meaning. "I need to take five," <<he>> announces. "Keep practising, I won't be long." <br><br> <<endevent>> <<if $dancestudioanger gte 10>> <<set $dancestudioanger -= 10>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>The sound of the door shutting is more ominous than usual. You soon realise why, the rest of the room is all but silent. Everyone else is looking at you. A <<person>> speaks. <span class="red">"We've had enough of your shit. Time for a real lesson."</span> They rush toward you. <br><br> <<link [[Next|Dance Studio Strip]]>><<set $molestationstart to 1>><<set $timer to 10>><</link>> <br> <<else>> How do you want to conduct yourself while Charlie is away? <br><br> <<link [[Focus on practising|Dancing Lesson No Instructor]]>><</link>> <br> <<link [[Help other students|Dancing Lesson No Instructor]]>><<set $phase to 1>><</link>> <br> <<if $trauma gte 1 and currentSkillValue('danceskill') gte 200>> <<link [[Showboat your skills in front of less experienced students|Dancing Lesson No Instructor]]>><<set $phase to 2>><</link>><<lstress>> <br> <</if>> <</if>> <</if>> <</widget>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid. <<set $alarm to 0>> <<if $drugged gte 1>>The drugs inhibit you, you couldn't cry very convincingly.<</if>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Dance Studio Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Dance Studio Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dance Studio Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Dance Studio Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Dance Studio Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dance Studio Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> "Don't you DARE tell anyone about this." Before leaving, <<he>> spits on you for good measure. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<elseif $enemyanger gte 1>> "Don't you dare tell anyone about this." With that, <<he>> leaves. <br><br> <<else>> <<He>> smiles at you, "Let this be our little secret, okay?" <<He>> leaves you sprawled on the floor. <br><br> <</if>> <<clotheson>> <<tearful>> you struggle to your feet and make your way back to the studio. You hope you can put on a brave face. <br><br> <<endcombat>> <<link [[Next|Dancing Lesson]]>><</link>><<effects>> <<He>> yells out and falls to the ground. <span class="green"><<tearful>> you use the opportunity to flee the room and escape back to the studio.</span> <br><br> <<endcombat>> <<npc Charlie>><<person1>> Charlie immediately recognises that something is wrong. <<He>> pulls you aside and gently enquires. Wanting to put your ordeal behind you, you tell <<him>> that everything is fine. Charlie continues the lesson, but still looks concerned. <<npcincr Charlie love 2>><<glove "Charlie">> <br><br> <<clothesontowel>> <<endevent>> <<link [[Next|Dancing Lesson]]>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<effects>> <<if $phase is 0>> Your reticence encourages <<him>> to be more bold. <<He>> takes every opportunity to grope and fondle you as you try your best to ignore <<him>> and focus. You breathe a sigh of relief when Charlie announces that it's time for something different. <<arousal 300 "breasts">><<arousal 300 "bottom">> <br><br> <<elseif $phase is 1>> You push <<him>> away from you, causing <<him>> to trip over <<his>> feet and falls loudly to the floor. Cursing, <<he>> stands up as Charlie announces that it's time to change partners. The <<person2>><<person>> gives you one last angry look before being matched up with an elderly <<personsimple>>; <span class="pink">the entire class seems irritated with your behaviour.</span> <<set $dancestudioanger += 1>> <br><br> <<elseif $phase is 2>> <<promiscuity2>>Not wanting to be outdone, you return <<his>> fondling with your own. Hiding the lewd touching under the veneer of dance practice, you grope each other right in the middle of the room, the rest of the class ignorant of the lechery occurring right in front of them. By the time Charlie calls for a stop, both you and the <<person>> are breathing far more heavily than anyone else. <br><br> <</if>> <<link [[Next|Dancing Lesson]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<effects>> <<if $phase is 0>> You turn your head to look at <<him>>. "I hope to be as good as you someday." You avert your eyes meekly when <<he>> tries to meet your gaze. <br> <<He>> squeezes your hands slightly, "You will be, and sooner than you think." You swear <<he>> gives you more attention than the other students for the rest of the lesson. <<npcincr Charlie love 2>><<glove "Charlie">> <<danceskilluse>> <br><br> <span class="pink">The other students notice too, many give you jealous looks.</span> <<set $dancestudioanger += 1>> <<elseif $phase is 1>> "You'd better watch out," you announce, "I'll be bettering you soon!" <br> <<He>> laughs, "I hope so, means I've done my job right. Now, shut your yap a moment and watch closely..." <<elseif $phase is 2>> You rub your butt against <<his>> crotch. "You're so fit and well formed, I don't know how you do it." <br> <<He>> moves <<his>> pelvis away from you, blood rushing to <<his>> face. "Y-yes. I mean, no, I mean... you're doing okay, I need to go check on someone else." <<He>> avoids looking in your direction for the rest of the lesson.<<npcincr Charlie love -2>><<llove "Charlie">> <<promiscuity2>> <</if>> <br><br> <<link [[Next|Dancing Lesson]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>> <<set $timer to 5>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $timer lte 0>> <span id="next"><<link [[Next|Dance Studio Strip Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dance Studio Strip]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "dance_studio">><<effects>> <<if $phase is 0>> <<endevent>> <<npc Charlie>><<person1>> You practise as Charlie demonstrated. It's not long before <<he>> returns. <<danceskilluse>> <<elseif $phase is 1>> <<endevent>> <<npc Charlie>><<person1>> A <<generate2>><<person2>><<person>> near you loses <<his>> balance and would have fallen to the floor had you not intervened. You spend some time teaching <<him>> how to remain composed. You don't learn much yourself, but <<he>> is clearly grateful, <span class="green">and the class seems pleased with your generosity.</span> Charlie soon returns. <<set $dancestudioanger -= 1>> <<elseif $phase is 2>> <<endevent>> <<npc Charlie>><<person1>> You flaunt your skill in front of the other students. It feels good to act superior, <span class="pink">but the looks you receive suggest that the other students dislike being shown up like this.</span> Charlie soon returns. <<stress -12>><<set $dancestudioanger += 1>> <</if>> <br><br> <<link [[Next|Dancing Lesson]]>><<endevent>><</link>><<if $enemyhealth lte 0>> <span class="green">You hear Charlie's voice growing louder above the jeers of the <<group>>.</span> "There's more where this came from," the <<person2>><<person>> says as they cease their attack. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Dancing Lesson]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <span class="green">You hear Charlie's voice growing louder above the jeers of the <<group>>.</span> "There's more where this came from," the <<person2>><<person>> says as they cease their attack. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Dancing Lesson]]>><</link>> <<else>> <span class="green">You hear Charlie's voice growing louder above the jeers of the <<group>>.</span> "There's more where this came from," the <<person2>><<person>> says as they cease their attack. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Dancing Lesson]]>><</link>> <</if>><<widget "yogalessons">> <<if $worn.under_upper.type.includes("dance")>> <<switch random(1,4)>> <<case 1>> <<if ["lightheaded","dizzy"].includes(_pregnancyDailyEvent)>> Charlie nods at your <<bellyDescription>> and asks how you've been feeling. <br><br> <<if $speech_attitude is "meek">> "I'm hanging in there," you say with a timid little smile. "Just a bit light-headed lately. I was worried I'd faint this morning." <<elseif $speech_attitude is "bratty">> "Eh, could be better," you say with a shrug. "Vertigo is kicking my ass today." <<else>> "A little dizzy," you admit. "But otherwise fine." <</if>> <br><br> Charlie nods. "That's to be expected," <<nnpc_he "Charlie">> says. "We'll take it easy in class today with some restorative yoga. There are poses that can help mitigate the dizziness by evening out blood circulation and improving your centre of balance." <<nnpc_He "Charlie">> demonstrates some poses, and you feel steadier on your feet after completing the routine. <<else>> The lesson goes on. You are able to follow without much difficulty. <</if>> <<case 2>> <<if ["cramping"].includes(_pregnancyDailyEvent)>> Charlie leads the class in performing side lunges. You feel the stretch in your pelvic floor as you follow <<nnpc_his "Charlie">> instructions, and it eases your cramps. You sigh with relief. <<lpain>><<pain -12>> <<else>> Charlie demonstrates a couple of the easier positions. They are a good warm up, and you can feel your body getting a good stretch. <</if>> <<case 3>> <<if ["crying"].includes(_pregnancyDailyEvent)>> Charlie leads the class in performing a move called child's pose. You smile at the name, placing a hand over your <<bellyDescription>>. You kneel and bow your forehead to the mat, stretching your arms in front of you as you sit back on your heels. Charlie instructs you to hold the pose for several long, steady breaths to release the tension you're carrying in your body. You don't know why, but you soon find yourself crying. <br><br> When you come out of the pose, your yoga mat is wet with tears. Charlie gives you a concerned look as you wipe your face. <<nnpc_He "Charlie">> discreetly approaches you. "Yoga is cathartic, isn't it?" <<nnpc_he "Charlie">> murmurs. "Don't be afraid to release those emotions." <<nnpc_He "Charlie">> gives your hand a quick squeeze before returning to the front of the classroom. <<ltrauma>><<glove "Charlie">><<trauma -6>><<npcincr Charlie love 1>> <<else>> <<if ["angry"].includes(_pregnancyDailyEvent)>> With Charlie's guidance, you and your classmates practise breathing exercises designed to help expel pent-up emotions. All the little irritants that had been building up throughout the day dissipate as you breathe through each stretch. <<lstress>><<stress -12>> <<else>> Charlie demonstrates a couple of the more difficult positions. They are much harder to maintain and you soon start to feel your body getting tired. <</if>> <</if>> <<case 4>> As the lesson progresses, Charlie chooses a position that is particularly hard to maintain. Noticing your struggle, <<nnpc_he "Charlie">> approaches you. <<nnpc_He "Charlie">> points out your errors and helps you to correct them. You soon feel a lot more stable, and are able to stay in position with much more ease. <</switch>> <<else>> <<switch random(1,4)>> <<case 1>> The lesson goes on. Despite a mix of embarrassment and arousal you are able to follow without much difficulty. <<case 2>> Charlie demonstrates a couple of the easier positions. They are a good warm up, but also makes you feel much more conscious of your lewd state. You swear other students are looking at you from time to time. <<case 3>> Charlie demonstrates a couple of the more difficult positions. They are challenging enough that you almost forget how exposed you are. Most other students also seem too absorbed in the exercise to pay attention to you. <<case 4>> As the lesson progresses, Charlie chooses a position that is particularly hard to maintain. Noticing your struggle, <<nnpc_he "Charlie">> approaches you. Despite <<nnpc_his "Charlie">> clear embarrassment <<nnpc_he "Charlie">> points out your errors and helps you to correct them. You soon feel a lot more stable, and are able to stay in position with much more ease. <</switch>> <</if>> <br><br> <<link [[Next|Yoga Classes Start 2]]>><</link>> <</widget>> <<widget "yogalewd">> <<if $worn.under_upper.type.includes("dance")>> <<endevent>><<generate1>> <<switch random (1,2)>> <<case 1>> Charlie asks you and another student to help put the mats away. You both take a couple and take them to the closet. As soon as you enter, you hear the sound of mats hitting the floor, as well as the door being shut. You look back and see the <<person1>><<person>> approaching you. <br><br> <<link [[Next|Yoga Classes Molestation]]>><<set $molestationstart to 1>><</link>> <<case 2>> As the lesson progresses, Charlie gets called outside the classroom. <<nnpc_He "Charlie">> tells everyone to maintain position, and that <<nnpc_he "Charlie">> should be back in a minute. You try to do as <<nnpc_he "Charlie">> says, but soon feel a hand touching your butt. <br><br> "Better stay quiet," the <<person1>><<person>> says. "We don't want to cause a scene, do we?" <br><br> <<link [[Next|Yoga Classes Molestation]]>><<set $molestationstart to 1>><</link>> <</switch>> <<else>> <<endevent>><<generate1>><<generate2>><<generate3>><<generate4>> As the lesson progresses, Charlie gets called outside the classroom. <<nnpc_He "Charlie">> tells everyone to maintain position, and that <<nnpc_he "Charlie">> would be back in a minute. You try to do as <<nnpc_he "Charlie">> says, but soon feel a hand touching your butt. <br><br> "Coming here dressed like this," the <<person1>><<person>> says. "You're asking for it, right?" <br><br> As you look around, you notice several other people have also gotten closer, gazing at your <<lewdness>> lustfully. <br><br> <<link [[Stay quiet|Yoga Classes Non-Orgy]]>><<set $molestationstart to 1>><</link>> <br> <<if hasSexStat("promiscuity", 5)>> <<link [[Offer yourself|Yoga Classes Orgy]]>><<set $sexstart to 1>><</link>><<promiscuous5>> <</if>> <</if>> <</widget>><<effects>> The receptionist looks at the advertisement. "Oh, that? It's the newest addition to our studio. Lessons happen every Monday, Wednesday and Friday. They can be a little more expensive than our dance lessons, but are great for flexibility." <br><br> <<if playerBellyVisible()>> The receptionist glances at your <<bellyDescription "pc">>. "Yoga is also a great form of prenatal exercise and has many benefits for you and your baby. Just keep in mind that if you want to participate, you better come with clothes that are easy to move in." <br><br> <<else>> The receptionist looks back at you. "Besides, there are great therapeutic benefits to yoga. Just keep in mind that, if you want to participate, you better come with clothes that are easy to move in." <br><br> <</if>> <<link [[Next|Dance Studio]]>><</link>><<effects>> You enter the changing room, and think about how you would like to dress for the lesson. <br><br> <<dancingclothes>> <<if _store_check is 1>> <<getinicon>><<link [[Enter|Yoga Classes Enter]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Dance Studio]]>><</link>> <br> <<if hasSexStat("exhibitionism", 5)>> <<getinicon>><<link [[Go naked|Yoga Classes Enter]]>><<strip>><</link>><<exhibitionist5>> <br> <</if>><<effects>> <<set $dancestage to 0>> <<if $dancestudiointro isnot 1>> <<danceStudioIntro "Yoga Classes Start 2">> <<elseif $worn.under_upper.type.includes("dance")>> In your yoga clothes, you enter the classroom. Several mats are scattered on the floor, many of them already taken by the other students. No one pays attention to you, and you choose a mat closer to the back of the class to sit down. <br><br> Soon, Charlie enters the classroom. <<nnpc_He "Charlie">> goes to the front, sitting on a mat facing the students. The lesson is about to start. <br><br> <<link [[Next|Yoga Classes Start 2]]>><</link>> <<else>> You take off all your clothes. Feeling exposed, you take a deep breath before leaving the changing room and going to the class. Once you enter, you notice several mats scattered around the floor, many of them already taken by other students. At first no one notices you, but as you walk around more and more heads turn into your direction. Some are clearly too embarrassed to keep looking, while others let their discontent show on their faces. Most, however, look at you with clear lust in their eyes. <br><br> Charlie soon enters the room. Seeing you, however, <<nnpc_he "Charlie">> stops for a moment, surprised at your naked display. Still, <<nnpc_he "Charlie">> doesn't say anything. Averting <<nnpc_his "Charlie">> eyes, and with a slight blush on <<nnpc_his "Charlie">> face, <<nnpc_he "Charlie">> goes to the front of the class and sits on a mat facing the students. You also sit down, picking a mat closer to the front. <br><br> <<link [[Next|Yoga Classes Start 2]]>><</link>> <</if>><<effects>> <<set _pregnancyDailyEvent to dailyPregnancyEvent()>> <<if Array.isArray(_pregnancyDailyEvent)>> <<set _pregnancyDailyEvent to _pregnancyDailyEvent[random(0, _pregnancyDailyEvent.length - 1)]>> <</if>> <<tiredness 4>><<set $dancestage += 1>><<stress -6>><<wearandtear "dance">><<physique 2>><<pass 20>> <<if !$daily.yogaWillpower>><<set $daily.yogaWillpower to 1>><<willpower 4>><</if>> <<if ["tired"].includes(_event) and $dancestage gte 3>> At the end of the lesson, Charlie tells everyone to recline on their backs. You lie down as instructed, and <<nnpc_he "Charlie">> leads you in guided meditation. "Close your eyes," <<nnpc_he "Charlie">> says, <<nnpc_his "Charlie">> voice barely audible over the soothing music playing in the background. "Allow your body to become soft and heavy. Sink into the floor, and relax..." Whatever else Charlie has to say is lost to you, as you drift off to sleep. <br><br> A gentle hand on your shoulder nudges you back into the realm of consciousness. You groggily look around the room to see students chattering amongst themselves as they roll up their yoga mats and leave the studio. <br><br> "It's not unusual for one to fall asleep in shavasana," Charlie says with a smile. "But I'm afraid it's time to leave now." <<nnpc_He "Charlie">> sounds apologetic as <<nnpc_he "Charlie">> offers you a hand to help you to your feet. "You and your little one should go get some rest." <<nnpc_He "Charlie">> holds the door open for you as you leave. <<ltiredness>><<glove>><<tiredness -12>><<npcincr Charlie love 1>> <br><br> <<link [[Next|Dance Studio Changing Room]]>><<money -2200 "danceStudioLessons">><<if $exposed gte 2>><<clotheson>><</if>><<endevent>><</link>> <<elseif $dancestage gte 3>> The rest of the lesson passes uneventfully. <br><br> <<link [[Next|Dance Studio Changing Room]]>><<money -2200 "danceStudioLessons">><<if $exposed gte 2>><<clotheson>><</if>><<endevent>><</link>> <<elseif dangerEvent() and $eventskip is 0>> <<yogalewd>> <<else>> <<yogalessons>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Yoga Classes Molestation End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Yoga Classes Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> "Don't you DARE tell anyone about this." Before leaving, <<he>> spits on you for good measure. <br><br> <<faceejacstat>><<ejacstat>><<set $hygiene += 500>><<bodyliquid "face" "goo">> <<elseif $enemyanger gte 1>> "Don't you dare tell anyone about this." With that, <<he>> leaves. <br><br> <<else>> <<He>> smiles at you, "Let this be our little secret, okay?" <<He>> leaves you sprawled on the floor. <br><br> <</if>> <<tearful>> you struggle to your feet and make your way back to the studio. You hope you can put on a brave face. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Yoga Classes Start 2]]>><</link>> <<else>> <<He>> yells out and falls to the ground. <span class="green"><<tearful>> you use the opportunity to flee the room and escape back to the studio.</span> <br><br> <<clotheson>> <<endcombat>> <<npc Charlie>><<person1>> Charlie immediately recognises that something is wrong. <<He>> pulls you aside and gently enquires. Wanting to put your ordeal behind you, you tell <<him>> that everything is fine. Charlie continues the lesson, but still looks concerned. <<npcincr Charlie love 2>><<glove "Charlie">> <br><br> <<link [[Next|Yoga Classes Start 2]]>><<endevent>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Yoga Classes Orgy End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Yoga Classes Non-Orgy]]>><</link>></span><<nexttext>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $speech_attitude is "meek">> You feel the heat growing in your groin. You part your legs wide, giving them a full view of your <<genitals>>. "You... can do what you want..." <<elseif $speech_attitude is "bratty">> You feel the heat growing in your groin. You smile at them. "Well... what if I am asking for it? What're you gonna do about it?" <<else>> You feel the heat growing in your groin. You don't say anything, but part your legs wide, giving them a full view of your <<genitals>>. <</if>> <br><br> That's all the incentive they need. The crowd jumps at you. <<promiscuity5>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Yoga Classes Orgy End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Yoga Classes Orgy]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> You make your assailants practise a much more painful type of yoga as you lay them all low. <<clotheson>> <<endcombat>> The classroom door opens, prompting everyone to quickly return to their mats. Charlie looks at the students, many of whom are bruised and shaky. Still, <<nnpc_he "Charlie">> doesn't say anything, and just sits down on <<nnpc_his "Charlie">> mat. <br><br> The rest of the lesson passes without further incident. <br><br> <<link [[Next|Yoga Classes Start 2]]>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<clotheson>> <<endcombat>> The classroom door opens, prompting your assailants to quickly return to their mats. Charlie looks at the students, many of whom are no longer maintaining position. Still, <<nnpc_he "Charlie">> doesn't say anything, and just sits down on <<nnpc_his "Charlie">> mat. <br><br> The rest of the lesson passes without further incident. <br><br> <<link [[Next|Yoga Classes Start 2]]>><</link>> <br> <<else>> <<clotheson>> <<endcombat>> The classroom door opens, prompting your assailants to quickly return to their mats. Charlie looks at the students, many of whom are no longer maintaining position. Still, <<nnpc_he "Charlie">> doesn't say anything, and just sits down on <<nnpc_his "Charlie">> mat. <br><br> The rest of the lesson passes without further incident. <br><br> <<link [[Next|Yoga Classes Start 2]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "dance_studio">><<effects>> The receptionist looks you up and down. "We offer high heel classes every Tuesday and Thursday, but students must bring their own shoes to participate. <<if $worn.feet.type.includes("heels")>> Those $worn.feet.name look perfect for the curriculum." <<else>> If you're interested, the shopping centre sells them." <</if>> <br><br> <<link [[Next|Dance Studio]]>><</link>><<set $outside to 0>><<set $location to "dance_studio">><<effects>> <<if $dancestudiointro isnot 1>> <<danceStudioIntro "Heel Lesson">> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "danceStudioHeelLesson">> <</if>> <<rng 5>> <<if $rng is 1>> Charlie hands you and the other class members a stack of books. Instead of telling you to read them, <<npc Charlie>><<person1>><<he>> instructs you to balance them on your head and do laps around the room. It takes all of your concentration to keep them from falling. <<elseif $rng is 2>> You enter the dance room to find an assortment of car tyres resting on the floor. To Charlie's direction, you and your classmates take turns stepping into and out of each tyre. Charlie shouts as you walk, "Faster! Faster! Faster! Faster!" <<elseif $rng is 3>> The dance room is cluttered with discarded leotards, dance equipment, and floor mats. Charlie greets the class and begins, "For this lesson, I want you to clean the room up without using your hands. Use your heels." You do as <<npc Charlie>><<person1>><<he>> says. <<else>> A line of tape is placed on the dance room floor. You and your classmates take turns doing catwalks down the line, moving elegantly to imitate fashion models. As you walk, Charlie grabs you by the waist and guides each step. "That's it! Keep moving!" <</if>> <br><br> <<tiredness 5>> <<feetskill 45>> <span class="gold">You feel more confident in your ability to give pleasure with your feet.</span> <br><br> <<link [[Finish up|Heel Lesson Video]]>><</link>> <</if>>As the class winds down, you and the other students are led to the corner where a television cart sits. Flipping the television on, Charlie instructs the class to watch a short educational video before leaving. <br><br> <<rng 8>> <<if $rng is 1>> This class' video is on the history of high heels. You watch pictures of 17th century shoes, and how men of royalty used to wear them. <<elseif $rng is 2>> A guide to etiquette appears on the screen. The posh narrator explains how to walk and carry oneself when at a fancy restaurant. <<elseif $rng is 3>> The video is low-quality and grainy. It shows a woman wearing tall heels, stepping on a banana. <<if $awareness gte 200>> "This must be someone's fetish," you think. <<garousal>><<arousal 100>> <</if>> <<elseif $rng is 4>> A woman in a leotard appears on screen. You watch her perform a dance routine, paying attention to how she manages such grace in her heels. <<garousal>><<arousal 300>> <<else>> The video is a guide to walking in high heels. It shows you how to stand, how to sit, and how to walk gracefully. <</if>> <br><br> <<endevent>> <<link [[Leave|Dance Studio]]>><</link>><<widget "dancingclothes">> <<wearoutfit>> <<set _store_location to "dance_studio">> <<set _earSlimeEnableDancewear to true>> <<storeon _store_location "check">> <<set _clothes to clothingInStorage(_store_location)>> <<if $wearoutfittext isnot undefined>> <<if $wearoutfittext and _clothes and _clothes.length>> <<set _slots to _clothes.filter(item => setup.clothingLayer.torso.includes(item.slot))>> <<if _slots.length>> <<set _arrayClothes to _slots.map(slot => slot.name)>> <<set _them to ((_arrayClothes.length gt 1 or _slots[0].word is "n") ? "them" : "it")>> <<set _hooks to (_arrayClothes.length gt 1 ? "the hooks" : "a hook")>> <<set _clothing to formatList(_arrayClothes)>> <span class="purple"> You remove your _clothing, and hang _them on _hooks. </span> <<else>> <span class="purple"> You remove your clothing. </span> <</if>> <<else>> <span class="purple"> You put your clothes on. </span> <</if>> <<unset $wearoutfittext>> <</if>> <<if _store_check is 1>> <<if _clothes.length gt 0>> <<if _clothes.length gt 2>> Your clothes are hanging on the hooks on the wall. <br> <<elseif _clothes.length is 2>> Your _clothes[0].name and _clothes[1].name are hanging on the hooks on the wall. <br> <<else>> Your _clothes[0].name is hanging on one of the hooks. <br> <</if>> <<clothingicon _clothes[0] _clothes[0].slot>><<link [[Change to your clothes|$passage]]>><<set $eventskip to 1>><<set $wearoutfittext to 2>><<storeload _store_location>><</link>> <</if>> <<else>> You could equip a leotard or similar dance clothes here. <</if>> <br> <br> <<if $worn.under_upper.type.includes("dance") and $worn.under_lower.type.includes("dance") and setup.clothingLayer.torso_outer.some(slot => $worn[slot].name isnot "naked" and ($worn[slot].one_piece isnot 1 or $worn[slot].outfitSecondary is undefined)) and clothingInStorage(_store_location).length is 0 >> <<link [[Strip down to your dance clothes|$passage]]>> <<if clothingInStorage(_store_location).length is 0>> <<storesave _store_location>> <<for _slot range setup.clothingLayer.all.except(setup.clothingLayer.torso_outer)>> <<storeload _store_location _slot>> <</for>> <<else>> <<for _slot range setup.clothingLayer.torso_outer>> <<generalUndress _store_location _slot>> <</for>> <</if>> <</link>> <br> <br> <</if>> <<if !$worn.under_upper.type.includes("dance") gt 0 or clothingInStorage(_store_location).length is 0>> <<if $wardrobe.under_upper.filter(a => a.type.includes("dance")) lte 0>> //You currently have no dancing clothes.// <<else>> //Dancing clothes:// <br> <<listdancingclothes _store_location>> <</if>> <br> <</if>> <br> <</widget>> <<widget "danceStudioIntro">> /* Requires the name of the exit passage as an argument */ <<set $danceStudioIntroExit to _args[0]>> <<set $dancestudiointro to 1>> <<npc Charlie>><<person1>> You pay the receptionist who ushers you through the door to the left. You enter into a large room with wood panel floors and mirrors lining the walls. A dozen people are already inside. It's easy to pick out the instructor. Hands on hips, <<he>> stands addressing the class, explaining the importance of a proper posture. <br><br> The door closes behind you, alerting <<him>> to your presence. <<He>> turns <<his>> emerald eyes to you and smiles. "We have a new student! Welcome." Short ginger hair crowns <<his>> freckled face. <<His>> skintight outfit shows off <<his>> toned and athletic body. <<if $NPCList[0].breastsize gte 5>> <<His>> generous breasts are held close to <<his>> torso, giving <<him>> a slim outline. <<elseif $NPCList[0].breastsize gte 3>> <<His>> breasts are held close to <<his>> torso, giving <<him>> a slim outline. <<elseif $NPCList[0].breastsize gte 1>> <<His>> small breasts are pressed flat against <<his>> torso, giving <<him>> a slim outline. <<else>> <<His>> flat chest gives <<him>> a slim outline. <</if>> <<if $NPCList[0].penissize gt 1>> You can't help but notice the bulge of <<his>> penis pressing against <<his>> bottoms. <</if>> <br><br> If <<he>> noticed your lewd gaze, <<he>> gives no sign. You should introduce yourself, but how? <br><br> <<link [[Timidly|Dance Studio Introduction]]>><<npcincr Charlie love 20>><<set $phase to 1>><</link>><<ggglove "Charlie">> <br> <<link [[Confidently|Dance Studio Introduction]]>><<set $phase to 2>><</link>> <br> <<link [[Flirtatiously|Dance Studio Introduction]]>><<npcincr Charlie love -10>><<stress -12>><<trauma -6>><<set $phase to 3>><</link>><<promiscuous1>><<lllove "Charlie">><<lstress>><<ltrauma>> <br> <</widget>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<ruined>><<bind>><<facewear 22>> <<set _robin to statusCheck("Robin")>> <<set $withRobin to ($phase is 1)>> You awaken in darkness, yet you hear muffled voices all around you. You can barely move; your wrists and ankles have been hogtied behind your back. There's something lodged in your mouth, gagging you. You think you smell roast vegetables, and the air is humid. <br><br> You hear what sounds like metal clanging on metal, and you are blinded by a sudden light. Polite applause erupts around you before your eyes adjust. Once they do, you find that you're lying exposed and helpless on a platter in the middle of a table, surrounded by <<people>> in fancy dinner wear and lavish masquerade masks. <br><br> <<if $withRobin>> <<npc Robin 1>><<person1>> Turning your head to the side, you see Robin in the same predicament, fully naked and bound in the middle of a huge silver platter. <<He>> remains unconscious for a moment, until someone taps <<him>> awake. Robin's eyes widen at the sight of so many people watching, causing <<him>> to cry out into <<his>> gag. <br><br> <</if>> You hear the clink of cutlery on glass. The applause tapers off. A voice behind you speaks. "I hope everyone's enjoyed their evening so far. As you can see, we have something quite special for pudding." <br><br> <<generate2>><<generate3>> <<person2>><<He>> claps <<his>> hands and you hear doors opening, followed by footsteps. Two pairs of arms grab you by the shoulders and hoist you up onto your knees, giving you a better view of the room. Next, they force your knees apart, <<if playerChastity("hidden")>> leaving your <<print $worn.genitals.name>> on full display. <<elseif $player.penisExist>> leaving your <<penis>> on full display<<if $player.penissize gte 2>>, hanging crudely below you<</if>>. <<if $player.vaginaExist>> Thankfully, your <<pussy>> hasn't been noticed, although it drips fluids down your thighs. <</if>> <<elseif $player.vaginaExist>> leaving your <<pussy>> on full display, dripping fluids down your thighs. <</if>> With your arms bound behind your back, <<if $player.breastsize gte 1>> your <<breasts>> are pushed out in front of you, and <</if>> you can't do anything as the nobles feast their eyes on your body. <<if hasSexStat("exhibitionism", 5)>> <<arousal 500>><<garousal>> <</if>> <br><br> <<if $withRobin>> <<person1>> You can see Robin nearby, having been lifted onto <<his>> knees and struggling against <<his>> restraints. <<if _robin.breastsize gte 1>> <<His>> struggles only succeed in drawing attention to <<his>> exposed _robin.breastsdesc, much to the delight of your captors. <<else>> <<His>> struggles prove futile, only serving to further entertain your captors. <</if>> <br><br> <</if>> The speaker, who appears to be the host of this extravagant dinner party, stands at one end of the table, glass in hand, and a proud smile on <<person2>><<his>> face. <<He>> nods at the people who lifted you, a pair dressed in exquisite servant's garb. <br><br> <<if $player.penisExist and $player.vaginaExist>> "I've prepared something particularly interesting for you tonight." One of the servants takes your <<if $player.ballsExist and $ballssize gte 0>> <<ballsize>> testicles in <<his>> hand and lifts them out of the way, <<else>> <<penis>> in <<his>> hand and lifts it out of the way, <</if>> exposing your pussy to the room and drawing out a round of excited gasps from the dinner guests. <br><br> <<if $withRobin and _robin.penis isnot "none" and _robin.vagina isnot "none">> The chatter rises in volume as you see Robin being manhandled the same way, forced to show off <<person1>><<his>> own _robin.penisdesc and dripping <<pussy>>. <br><br> <</if>> The host seems delighted by the success of <<person2>><<his>> spectacle. <br><br> <<elseif $withRobin and _robin.penis isnot "none" and _robin.vagina isnot "none">> "I've prepared something particularly interesting for you tonight." One of the servants takes Robin's _robin.penisdesc in <<his>> hand and lifts it out of the way, exposing Robin's pussy to the room and eliciting a round of excited gasps from the dinner guests. The host seems delighted by the success of <<person2>><<his>> spectacle. <br><br> <</if>> Without warning, the servants start pouring a cold white liquid on your chest with large wooden ladles. The sensation makes you gasp, eliciting mischievous whispers from some of the guests. It runs over your <<nipples>>, making them feel even more raw and sensitive, and doesn't stop there. When it reaches your genitals, the host licks <<his>> lips. They aren't going to eat you, surely! <br><br> <<link [[Next|Danube Meal2]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<set _robin to statusCheck("Robin")>> More servants enter, carrying baskets full of strawberries. <<if $player.penisExist>> <<set _yourclit to "the head of your <<penis>>">> <<if $player.vaginaExist>> <<set _yourclit += ", and another to your clit">> <</if>> <<else>> <<set _yourclit to "your clit">> <</if>> <<if playerChastity()>> The host caresses your $worn.genitals.name. "It has protection, but that won't matter." One of the servants tapes a pink plastic object to the device. <<else>> One of the servants tapes a pink plastic object to _yourclit. <</if>> <<if $withRobin>> Nearby, another servant tapes more of the same item to Robin's genitals. The colour on <<person1>><<his>> face fades as you can see panic overwhelm <<him>>. <</if>> <br><br> A moment later the device fires into activity. The vibrations are powerful, saturating you to the core. <<if $withRobin>> The sound of Robin screaming distracts you from your torment as <<he>> violently spasms in climax. A servant rushes over to catch Robin's fluid onto the basket of strawberries. <</if>> You involuntarily jerk at the abrupt sensation and a muffled yelp escapes your gag. <<arousal 4000>><<ggarousal>><<stress 1>><<gstress>><<trauma 1>><<gtrauma>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<danubemeal>> <</if>> <<set _body to ($withRobin ? "bodies" : "body")>> The guests take turns dipping their strawberries in the cream covering your _body, which is steadily resupplied by the servants. The pool around your knees grows, but they're only interested in scooping the cream directly from your _body. They have a particular interest in your <<nipples>>, and frequently tease them with fruit. <<arousal 4000 "breasts">><<ggarousal>><<stress 1>><<gstress>><<trauma 1>><<gtrauma>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<danubemeal>> <</if>> This continues for a time, until another clinking interruption by the host. "I hope you found that enjoyable, it's not every day we can acquire something quite so delectably..." <<if $withRobin>> <br><br> Before the host can finish, the crowd grows wild from their lust. They swarm Robin's platter and undo <<person1>><<his>> bindings, forcing <<him>> on <<his>> back. Cream splatters everywhere. The host looks amused and halts the servants from interfering. The guests lick every part of Robin's body, lapping up as much cream as they can. Soon, Robin's gag is undone. <br><br> <<if _robin.trauma gte 70>> Robin barely gives any reaction to their assault, <<his>> eyes wide and empty. <<elseif _robin.dom gte 50>> "D-don't look! It'll be okay!" Robin turns to you, shouting. <<else>> "Stop! Please stop!" Robin cries. <</if>> <br><br> <<robinPunishment "dinner">> <</if>> <<unset $withRobin>> The servants push you face down into the cream before covering you with a lid, reducing the rest of the speech to an inaudible muffle. You feel yourself being lifted and carried, the sound of the host's voice growing fainter. <br><br> You hear a door opening, and then you fly through the air before landing on hard pavement. A rain of leftover food falls on top of you, and you hear a door close. Did they just dump you out with the trash? Fortunately, the impact loosened your bonds and you manage to struggle your legs free. Your arms remain bound however. <br><br> <<endevent>> <<beastNEWinit 3 dog>> You have yet to recover your bearings when a growl sends a chill down your back. You realise why they would just dump food onto the ground like this. Three stray <<beastsplural>> advance on you, hunger in their eyes. <br><br> <<if ($monster is 1 or $settings.bestialityEnabled)>> <<link [[Next|Danube Meal Dogs]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You flee, dropping cream and strawberries as you go. You manage to escape them, but not without injury. <<beastescape>> <br><br> <<set $stress -= 1000>> <<endevent>> <<residentialquick>> <</if>><<widget "danubemeal">> <<if $orgasmdown gte 1>> <<set $orgasmdown to 0>> <<if $orgasmcurrent lte 0>> <<elseif $orgasmcurrent lte 1>> The guests laugh and applaud at the sight of you writhing in climax. One of the servants quickly moves a basket of strawberries in front of your <<genitals>>. <<if $orgasmcount gte 24 or $femaleclimax or _deniedOrgasm>> <<person3>><<He>> waits expectantly. When no fluids emerge from you, <<he>> looks up at the host with a worried look on <<his>> face. The guests seem disappointed, and some angry. "Is that it?" "It's broken! Where did you get it anyway?" <br><br> The host raises <<person2>><<his>> arms in exasperation. "I am dreadfully sorry. I promise you the supplier won't hear the end of this, mark my words." It seems to placate the guests to some extent. You wonder if they'll remove the instrument from your body, but they do not. <<elseif $orgasmcount lte 12>> <<person3>><<He>> spins the basket, making sure the whole batch gets a hearty helping of your sexual fluids. The guests crowd around the basket. "Leave some for me!" <br><br> "Hey, no shoving!" <br><br> "Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?" <<elseif $orgasmcount lte 23>> <<person3>><<He>> spins the basket, making sure the whole batch gets a helping of your sexual fluids. The guests seem disappointed in the amount you produce. "I thought there'd be more." <br><br> "Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?" <</if>> <br><br> <<elseif $orgasmcurrent gte 2>> <<if $orgasmcount lte 23>> <<else>> <</if>> <</if>> <</if>> <</widget>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Danube Meal Dogs Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Danube Meal Dogs Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Meal Dogs]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Danube Meal Dogs Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Danube Meal Dogs Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Meal Dogs]]>><</link>></span><<nexttext>> <</if>><<effects>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the dog leaves you be. Another takes its place. <<combatTrainAdvance>> <br><br> <<link [[Next|Danube Meal Dogs]]>><</link>> <<else>> Satisfied, the dog leaves you be. <<combatTrainAdvance>> <br><br> <<link [[Next|Danube Meal Dogs End]]>><</link>> <</if>><<effects>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another takes its place. <<combatTrainAdvance>> <br><br> <<link [[Next|Danube Meal Dogs]]>><</link>> <<else>> The dog recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Danube Meal Dogs End]]>><</link>> <</if>><<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you lying on the pavement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering on the pavement. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering on the pavement. One is slowed by a limp. <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>> <<residentialquick>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 300>> The door is locked tight. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Break in (0:05)|Danube House Sneak]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>> <br><br> <</if>> <<danubeicon>><<link [[Leave|Danube Street]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You successfully pick the lock and enter the abode. <br><br> <<skulduggeryuse 400 "locks">> You sneak around the mansion and look for anything of value. <<cleareventpool>> <<addinlineevent "Danube Wine Cellar" 1>> You find little of value that could be easily carried away. While searching the basement, you come across an ancient-looking door. It is locked. <br><br> <<set $skulduggerydifficulty to 700>> <<link [[Try to open it|Danube House Wine Cellar]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Leave|Danube Street]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Meow" 1>> <<beastNEWinit 1 cat>> A pair of <<print either("hazel", "yellow", "green", "blue")>> eyes pierce the darkness, and a large <<beasttype>> emerges. <<bHe>> prepares to pounce. <<if $monster is 1>> "Intruder! Masters won't be pleased." <<bHe>> flicks <<bhis>> tail. <</if>> <br><br> <<if $cat gte 6>> <<link [[Meow|Danube House Meow]]>><</link>><<cat>> <br> <</if>> <<if $monster is 1 or $settings.bestialityEnabled>> <<if hasSexStat("deviancy", 2)>> <<link [[Try to calm <<bhim>>|Danube House Cat]]>><<set $sexstart to 1>><<generate2>><</link>><<deviant2>> <br> <</if>> <<link [[Fight|Danube House Cat]]>><<set $molestationstart to 1>><<generate2>><<set $phase to 0>><</link>> <br> <<link [[Run|Danube House Run]]>><</link>><<athleticsdifficulty>> <br><br> <<else>> <<link [[Run|Danube House Run]]>><<set $athleticsSuccess to true>><</link>> <br><br> <</if>> <</addinlineevent>> <<addinlineevent "Danube Rob" 1>> <<generate1>><<person1>>You find a <<person>> dozing on a large sofa. <<He>> <<if $rng % 2>>is wearing expensive jewellery.<<else>>has fallen asleep holding some kind of tablet computer.<</if>> <br><br> <<set $skulduggerydifficulty to 400>> <<link [[Rob <<him>>|Danube House Rob]]>><</link>><<skulduggerydifficulty>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Safe" 1>> /* gte 61 */ You find a safe with a combination lock. <br><br> <<link [[Try to open it|Danube House Safe]]>><</link>> <br> <<link [[Leave|Danube Street]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Party" 1>> <<if Time.dayState is "night">> <<if Time.hour gte 21>> /* at midnight hour wraps to zero, so after midnight should no longer be true*/ <<generate1>><<person1>> A huge noise is coming from the garden. As you creep toward the garden, you hear shouting, laughing and loud music. A house party. <br><br> A door smashes open and a <<person>> staggers in, vomiting in the sink. Mostly in the sink. <br><br> <<exposure>> <<if $exposed gte 1>> Before you have a chance to hide, the <<person>> turns and looks at you, steadying <<himself>> on the counter. Taking in your appearance, <<he>> smiles. <br> "Shit, you mush be the stripper!" <<He>> leers. "I didn't think we... Who called you? Well, fuck it. You're here right?" <br> You smile. <br> <<if $beauty gte ($beautymax / 7) * 4>> "You're a nice piece of ass." <<He>> blinks and wipes <<his>> mouth with <<his>> hand. <<He>> looks troubled for a moment. "I'm not at my best, okay? Don't judge. I've had a little too much to drink." <<else>> "You're not bad." <<He>> smiles. <<if $player.perceived_breastsize lte 3>>"I would've chose one with proper breasts but<<else>>"Great breasts at least, and<</if>> it was pretty last minute." <<incgbreastinsecurity>> <</if>> <br> You nod, smiling. <br> "Okay," <<he>> says. "Well the birthday <<if $player.gender_appearance is "m">>gal<<else>>boy<</if>> is out back." <<He>> pauses and steadies <<himself>> on the counter. "You wanna surprise them, so you should go out that way." <<He>> points toward a door behind you. "Wait, have you been paid yet?" <br><br> <<link [[Not yet (Take £80 and leave)|Danube Street]]>><<money 8000 "danubeParty">><<crimeUp 80 "thievery">><<endevent>><</link>><<crime "thievery">> <br> <<link [[Yeah, fully paid. (Take nothing and leave)|Danube Street]]>><<endevent>><</link>> <br> <<else>> Before you have a chance to hide, the <<person>> turns and looks at you as <<he>> steadies <<himself>> on the counter. <<He>> looks at the tower of pizza boxes stacked beside you, and smiles. <br> "Pizza delivery? Again? Aren't you, like, the fourth one?" <<He>> looks at the sink and laughs. "Well sure. Fuck it. I'm hungry again now." <br> <<He>> rummages through <<his>> pockets and holds out a few twenties. "There, that should cover it. And the tip too? It's pretty late." <br><br> <<link [[Take money and leave (£60)|Danube Street]]>><<money 6000 "danubeParty">><<crimeUp 60 "thievery">><<endevent>><</link>><<crime "thievery">> <br> <<link [[Tell <<him>> they're complimentary (Leave)|Danube Street]]>><<endevent>><</link>> <br> <</if>> <<else>> <<generate1>><<person1>> You come across the dying throes of a house party. Beer cans, pizza boxes and semi-dressed, fully-smashed people litter the floors, tables and sofas. The air is heavy with an acrid smoke. A few people are conscious, but barely. Somewhere upstairs you hear what sounds like a gang-bang.<<if $awareness gte 300>> After everything you've seen, you just hope it's consensual.<</if>> Amid all the mess, one table is tidy. And full of drug paraphernalia. <br><br> Looking closer, you see that most of the plastic bags and foil-wraps are empty, but several have drugs inside. <br> "Roll it up, slut," someone nearby slurs. <<He>> looks wasted. <br><br> There are definitely enough drugs left over to be worth something, and no one here can ID you or report it stolen. <br><br> <<link [[Take it|Danube Street]]>><<endevent>><<set $blackmoney += 50>><</link>> <br> <<link [[Leave it|Danube Street]]>><<endevent>><</link>> <br> <</if>> <<else>> You come across the aftermath of a house party. Everyone's gone, but beer cans, pizza boxes and ash trays are everywhere. Acrid smoke still lingers in the air. <br><br> Amid all the mess, one table has been tidied up. It looks like someone collected the leftover drugs and put in all together here. There's enough here to be worth something - and it's not like they can report it stolen. <br><br> <<link [[Take it|Danube Street]]>><<endevent>><<set $blackmoney += 25>><</link>> <br> <<link [[Leave it|Danube Street]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "Danube Fountain" 1>> <<generate1>><<person1>>You search an ornate fountain in the middle of a hall. You peer into the water looking for any valuables inside, but there's a large drain at the bottom that would've sucked any small items away. You're about to move on when you hear footsteps approaching. There's not much time to hide. <br><br> <<set $skulduggerydifficulty to 600>> <<link [[Hide in the fountain|Danube House Fountain]]>><</link>><<swimmingdifficulty 1 800>> <br> <<link [[Try to bluff your way out|Danube House Bluff]]>><</link>><<skulduggerydifficulty>> <br> <</addinlineevent>> <<addinlineevent "Danube S&M" 1>> <<generate1>><<generatep2>><<person1>> The mansion is silent, empty. No one appears to be home. Many doors are closed and locked. One door is wide open and brightly lit. Approaching carefully, you peek in to see a bedroom. In the centre of the room is a bed. On that lies a <<person>>, completely naked, fully spread-eagled, dildo-gagged and bound to the bed. <br><br> Noticing you in the doorway, <<he>> suddenly looks at you. <<if $awareness gte 300>> You're not sure, but you thought you saw excitement in that first look. Now you see... apprehension? Fear? Anger? <br><br> <<link [[Remove the gag|Danube House S&M]]>><<set $phase to 0>><</link>> <br> <<link [[Leave the gag|Danube House S&M]]>><<set $phase to 1>><</link>> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <<else>> You feel like crying. This town is hard - you know this already - but coming face to face with a helpless victim of kidnapping or trafficking and such fresh sexual abuse fills you with horror. <<gstress>><<stress 2>> <br><br> <<link [[Help this poor victim|Danube House S&M]]>><<set $phase to 2>><</link>> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "Danube Oranges" .5>> The mansion interior is minimalist and sterile, the picture of artificial perfection. No one appears to be home. You don't find anything worth stealing inside, but floor-to-ceiling windows in the living room reveal a row of pristine citrus trees. You carefully test the sliding door that leads into the garden. It opens easily, and you catch a whiff of fragrant fruit. <br><br> <<icon "tending/orange.png">> <<link [[Pick oranges (0:20)|Danube House Oranges]]>><<pass 20>><</link>><<tendingdifficulty 1 300>> <br> <<danubeicon>><<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Petty" 3>> <<danubePettyTheft>> <</addinlineevent>> <<runeventpool>><<widget "danubePettyTheft">> <<cleareventpool>> <<set _black_money to false>> <<set _it to "it">> <<addinlineevent "Danube Change" 1>> You don't find much, just some loose change worth <<moneyGainDisplay 2 true true>>. <</addinlineevent>> <<addinlineevent "Danube Better Change" 1>> You don't find much, just some loose change worth <<moneyGainDisplay 4 true true>>. <</addinlineevent>> <<addinlineevent "Danube Money" 1>> You find <<moneyGainDisplay 10 true true>> hidden in a drawer. <</addinlineevent>> <<addinlineevent "Danube Cushion" 1>> You find <<moneyGainDisplay 20 true true>> beneath a cushion. <</addinlineevent>> <<addinlineevent "Danube Kitchen" 1>> You find <<moneyGainDisplay 30 true true>> lying on the kitchen worktop. <</addinlineevent>> <<addinlineevent "Danube Pot" 1>> You find <<moneyGainDisplay 60 true true>> in a pot beside the front door. <</addinlineevent>> <<addinlineevent "Danube Brooch" 1>> You find a nice-looking brooch in a drawer. <<set _black_money to true>> <<set _money_gain to 10>> <</addinlineevent>> <<addinlineevent "Danube Necklace" 1>> You find a necklace on a stool beside the coat stand. <<set _black_money to true>> <<set _money_gain to 20>> <</addinlineevent>> <<addinlineevent "Danube Silverware" 1>> You find a set of silverware. <<set _black_money to true>> <<set _money_gain to 30>> <</addinlineevent>> <<addinlineevent "Danube Cufflinks" 1>> You find a pair of gold cufflinks in a coat pocket. <<set _black_money to true>> <<set _money_gain to 40>> <<set _it to "them">> <</addinlineevent>> <<runeventpool>> <br><br> <<if _black_money>> <<link [["Take " + _it|Danube Street]]>><<set $blackmoney += _money_gain>><<crimeUp `_money_gain` "thievery">><</link>><<crime "thievery">> <<else>> <<link [["Take " + _it|Danube Street]]>><<money _money_gain "danubeParty">><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">> <</if>> <br> <<link [[Leave|Danube Street]]>><</link>> <br> <</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> You comb through the row of citrus trees for saleable oranges. <<if $tendingSuccess>> <<wearProp "orange">> <span class="green">You find a bunch, firm and juicy.</span> <<tending_pick orange 4 14>> <<else>> <span class="red">They're all bruised and spongy.</span><<gtending>><<tending 2>> <</if>> <br><br> <<link [[Next|Danube Street]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You attempt to pick the ancient mechanical lock system. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<skulduggeryuse>> Despite the solid, hardwood door, the lock is a very simple 3 lever-tumbler type. Apply torque, poke around a little - 1, 2, 3 - and open it pops. The most difficult part is keeping the noise down as you drag the door open. <br><br> Inside you find a well-stocked wine-cellar. You won't be able to carry much, so you make a quick assessment. You know little about wine, but <<if $pubintro is 1>>Landry has told you years and labels to look for. Also, <</if>>the way the wine is positioned gives you some clues as to its worth. You identify a couple of the most expensive-looking bottles. <br><br> <<link [[Take bottles|Danube House Wine Steal]]>><<crimeUp 150 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><</link>> <br> <<else>> You've never understood these old locks and can't do anything there. The door is completely solid and doesn't budge at all. You look around a little for any keys lying around, but no luck there either. <br><br> You leave empty-handed. <br><br> <<skulduggeryuse>> <<link [[Next|Danube Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<wearProp "wine bottle" 0 "corked">> You take the most expensive-looking bottles, while leaving everything else untouched. You close the heavy door behind you, and easily lock it again. <br> With a little luck, they will take a while to notice you were ever there. <<set $blackmoney += 200>> <br><br> <<link [[Leave|Danube Street]]>><<handheldon>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $enemyno to 1>> <<set $enemynomax to 1>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>> <<if $phase is 0>> The <<beasttype>> pounces on you. <br><br> <<elseif $phase is 3>> <<set $phase to 0>> <</if>> <<set $NPCList[0].stance to "top">> <<enable_rescue>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $enemyno to 1>> <<set $enemynomax to 1>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemytrust -= 40>> You drop to the ground and adopt a mating posture. The <<beasttype 0>> raises <<bhis 0>> head and stares at you. <<bHe 0>> paces closer. <<if $monster is 1>> "I suppose... Masters don't have to know, if we can have some fun." <</if>> <<deviancy2>> <<set $phase to 0>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<if $phase is 1 and $orgasmdown gte 2>> <<set $phase to 2>> <<if $NPCList[0].penis isnot "none">> <<person2>>The <<person>> laughs and claps. "<<bHis 0>> dick is shaped to encourage ovulation in <<bhis 0>> mate," <<he>> says. "I'm glad it can satisfy human sluts too." You feel utterly humiliated.<<famebestiality 1>> <br><br> <</if>> <<elseif $phase gte 1>> <<person2>>The <<person>> reclines on the sofa, watching you. <br><br> <</if>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $phase is 0>> <<if _combatend>> <span id="next"><<link [[Next|Danube House Cat Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube House Cat]]>><</link>></span><<nexttext>> <</if>> <<else>> <<if _combatend>> <span id="next"><<link [[Next|Danube House Cat Finish 2]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube House Cat]]>><</link>></span><<nexttext>> <</if>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $athleticsSuccess>> You turn and run. The <<beasttype 0>> pounces, but you <span class="green">succeed</span> in evading <<bhim 0>>. You flee into the street.<<gstress>><<stress 6>> <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <<else>> You turn and run. The <<beasttype 0>> pounces and you <span class="red">fail</span> to evade <<bhim 0>>. <<bHis 0>> weight forces you to the ground. <br><br> <<link [[Next|Danube House Cat]]>><<set $molestationstart to 1>><<generate2>><<set $phase to 3>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You drop to all fours and meow at the <<beasttype 0>>. <<bHes 0>> taken aback, and eases <<bhis 0>> threatening posture. <<if $monster is 1>> "You're... like me. Hmph. Masters said there were no others like me." <<bHe 0>> lies down. "Stupid Masters. I'll break something later for this." <<else>> <<bHe>> growls again, but in a softer tone, and lies down. <</if>> <br><br> The <<beasttype 0>> pacified, you notice <<bhis 0>> collar glinting. You look closer and see it's encrusted with jewels. <br><br> <<link [[Take it|Danube House Collar]]>><<crimeUp 100 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype 0>> yawns in satisfaction and walks over to the window. <<tearful>> you rise to your feet. <br><br> <<clotheson>> The <<beasttype 0>> pacified, you notice <<bhis 0>> collar glinting. You look closer and see it's encrusted with jewels. <br><br> <<saveNPC 0 danube_cat>> <<endcombat>> <<loadNPC 0 danube_cat>> <<clearNPC danube_cat>> <<link [[Take it|Danube House Collar]]>><<crimeUp 100 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> cowers and rolls over in submission. <<tearful>> you rise to your feet. <br><br> <<clotheson>> The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels. <br><br> <<saveNPC 0 danube_cat>> <<endcombat>> <<loadNPC 0 danube_cat>> <<clearNPC danube_cat>> <<link [[Take it|Danube House Collar]]>><<crimeUp 100 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <<elseif $alarm is 1>> <<if $NPCList[0].stance is "top">> <<person2>>"What's the matter now?" says a <<person>>. <<He>> laughs when <<he>> sees you. "An intruder?" <<He>> takes a seat. "How exquisite." <br><br> <<if $monster is 1>> "I caught the intruder!" the <<beasttype 0>> proudly yells. <br><br> <</if>> <<set $alarm to 0>><<set $rescue to 0>> <<link [[Next|Danube House Cat]]>><<set $phase to 1>><</link>> <<else>> <<person2>>"What's the matter now?" says a <<person>>. <<He>> laughs when <<he>> sees you. "That's what you get for trespassing." <<He>> whistles and the <<beasttype 0>> ceases <<bhis>> attack. Before you can stand, <<he>> presses <<his>> foot against your <<genitals>>. <<famebestiality 1>> <<saveNPC 1 danube_cat_owner>> <<endcombat>> <<loadNPC 0 danube_cat_owner>> <<clearNPC danube_cat_owner>> <<person1>> <br><br> <<link [[Next|Danube House Sneak Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> The <<beasttype 0>> backs away from you, where <<bhe 0>> stands still and stares. <<tearful>> you glance around. You see nothing of value. <br><br> <<clotheson>> <<endcombat>> <<link [[Leave|Danube Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<person2>>The <<beasttype 0>> makes a satisfied noise and walks over to the window, where <<bhe 0>> lies down. "<<bHe 0>>'ll sleep like a log after that," says the <<person>>. <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you outside. "I'll overlook your trespass, this time." The door slams shut. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <<else>> <<person2>>The <<beasttype 0>> cowers and rolls over in submission. <<tearful>> you escape the room before the <<person>> can react. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The <<beasttype 0>> makes no move as you remove <<bhis 0>> collar. You leave the premises with your prize in hand. <<set $blackmoney += 100>> <br><br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $settings.footFetishEnabled>> "It's best I use my foot," <<he>> says." You might be dirty." <br><br> <<if $NPCList[0].vagina isnot "none">> <<set $NPCList[0].vagina to "footjob">> <<elseif $NPCList[0].penis isnot "none">> <<set $NPCList[0].penis to "footjob">> <</if>> <<if $player.penisExist and (!$player.vaginaExist or random(1, 2) is 2)>> <<set $penisuse to "feet">><<set $speechpenisfoot to 1>> <<else>> <<set $vaginause to "feet">><<set $speechvaginafoot to 1>> <</if>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Danube House Sneak Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube House Sneak Molestation]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> You trip the <<person>> up. <<tearful>> you escape outside. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good <<girl>>," <<he>> says, grabbing you by the neck. "I don't think it's fair to get the police involved, but don't you dare trespass again." <<He>> drags you to the front door and shoves you out, slamming the door behind you. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<skulduggerycheck>> <br><br> You sneak up to the <<person>> as quietly as you can. Once close enough, you reach out for the loot and <<if $skulduggerysuccess is 1>> quickly ease it free. Like taking candy from a baby. A snoring, dribbling baby with more money than sense. <<crimeUp 80 "petty">> <br><br> <<set $blackmoney += 80>> <<skulduggeryuse>> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <<else>> try to ease it free. Unfortunately, <<he>> rolls over at just that moment. As you try to adjust your grip, you hear a snort and look down to find <<him>> blearily looking up at you. <br> <<His>> face turns to anger and you leap back just before <<he>> can grab you. <br><br> You have no choice but to flee empty handed. <<crimeUp 80 "petty">> <br><br> <<skulduggeryuse>> <<runicon>><<link [[Run|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 600>> The safe looks expensive, like it might contain something important. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The safe looks easy to crack.</span> <br><br> <<lockicon "pick">><<link [[Break in (0:05)|Danube House Safe Open]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "thievery">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Danube Street]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<skulduggeryuse 700 "locks">> <<if $rng gte 11>> You successfully open the safe, and find <<moneyGainDisplay 60 true true>> inside. <br><br> <<link [[Take it|Danube Street]]>><<money _money_gain "danubeParty">><<crimeUp `_money_gain / 100` "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><</link>> <br> <<else>> You successfully open the safe, and find a piece of expensive-looking jewellery inside. <br><br> <<link [[Take it|Danube Street]]>><<set $blackmoney += 200>><<crimeUp 200 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You burst from the water and gasp for air. The <<person>> runs and screams. "Help! Someone call the police!" You take that as your cue to leave. <<crime "trespassing">><<crimeUp 50 "trespassing">> <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<water>><<effects>><<set $bus to "danube">> You slip into the fountain and hide beneath the surface of the water. A <<person>> appears above you and sits on the rim. <<He>> doesn't look down, but you hope <<he>> doesn't plan on staying there long. You don't know how long you could hold your breath. <<pass 3>> <br><br> <<if $swimmingSuccess>> You <span class="green">succeed</span> in holding your breath. After a few minutes <<he>> leaves. You come up to the surface and gasp for air. <<He>> left an unopened bottle of wine on the side of the fountain. It looks fancy. <br><br> <<link [[Take it|Danube Street]]>><<set $blackmoney += 30>><<crimeUp 30 "petty">><<endevent>><</link>><<crime "petty">> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br> <<else>> A few minutes pass and <<he>> shows no sign of moving. You <span class="red">fail</span> to hold your breath. You know you can't keep this up for much longer. <br><br> <<swimicon "dive">><<link [[Dive through the drain|Danube House Dive]]>><<endevent>><</link>> <br> <<swimicon "up">><<link [[Come up for air|Danube House Sneak 2]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<skulduggerycheck>> <<if $skulduggerysuccess is 0>> <<pass 2>> You stand your ground. A <<person>> walks in and freezes on the spot upon seeing you. <<if $speech_attitude is "meek">> "I-I'm the fairy of the fountain. I'm here to grant you a wish," you say, although it sounds less clever than it did in your head. <<elseif $speech_attitude is "bratty">> "I'm the spirit of the fountain, here to punish you for your sins," you say, although it sounds less clever than it did in your head. <<else>> "I seem to have taken a wrong turn and become lost," you say, although it sounds less clever than it did in your head. <</if>> <br><br> "Do you think I was born yesterday?" <<he>> says, recovered from <<his>> initial shock. "Stay there, I'm calling the police." You take that as your cue to flee the scene. <<crimeUp 50 "trespassing">><<crime "trespassing">> <br><br> <<skulduggeryuse 999>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <<else>> <<pass 10>> You dunk yourself in the fountain, drenching you, then sit on the edge. A <<person>> walks in and freezes on the spot upon seeing you. You look at <<him>>, giving the best impression of confusion and hopelessness you can muster. "I fell down a drain," you say. "It was dark and scary. I just swam up, now I'm here. Where am I?" <br><br> The <<person>> runs over and wraps <<his>> dressing gown around you. "Oh you poor thing," <<he>> says. "We've had animals turn up that way, I never thought..." You keep your head bowed to conceal your smirk as <<he>> continues apologising and fussing over you. <br><br> "Are you sure you'll be okay?" <<he>> says once at the front door. <br><br> "I will now, thanks to you," you reply. <<He>> lets you keep the gown. It looks valuable. <br><br> <<set $blackmoney += 60>> <<skulduggeryuse>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You swim to the bottom of the fountain. As you approach the drain the pull becomes stronger, until you're being pulled along. You're sucked down into the dark and through a passage, before emerging in stale air somewhere underground. <br><br> <<link [[Next|Drain Water]]>><<set $bus to "residentialdrain">><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<person1>> <<if $phase is 0>> Uncertain, but fearing that the <<person>> may have been kidnapped or abused, you approach and gently extract the gag. <<He>> retches and coughs. <br> "What are you doing in my house?!" <<His>> voice is shrill. "Get out! Get the fuck out!" <br> Too much noise. You start to replace the gag. <<He>> struggles, trying to turn <<his>> head away, even while bound at the neck. <br> "No!" <<He>> tries to scream, but you manage to shove the 'gag' back into place. There is a clip to lock it in. Leaving <<him>> chained to the bed and quiet works nicely for your skulduggerous intents. <br><br> <<elseif $phase is 1>> This looks like S&M play. <<His>> partner ties <<him>> up and abandons <<him>> for an hour or so in this humiliating state. Why interrupt their play? In any case, having <<him>> conveniently locked in place and quiet works nicely for your skulduggerous needs. <br><br> <<elseif $phase is 2>> You rush over to help the poor victim, quickly easing the cruel dildo-gag out from <<his>> throat. <br> "What are you doing in my house?!" <<His>> voice is shrill. "Get out! Get the fuck out!" <br> You stare at <<him>> in shock. <br> "Stop looking at me! Get out of my house?! Are you..? Just fuck off! Right now!" <br> Looking at the open cupboard, you see whips and sex toys. Pictures of people tied up and spanked. You'd heard people do this kind of thing, but are shocked to come face to face with it. <<gawareness>><<awareness 3>> <br> But if this is what people like... <br><br> You try to push the dildo-gag back into <<his>> throat but <<he>> resists, screaming obscenities at you. <br> <</if>> Looking around the room, you can see a number of valuables, including BDSM gear and leather, erotic art, jewellery, electronics, and some very high-end sex-toys. <br><br> <<link [[Rob them|Danube House S&M Steal]]>><<crimeUp 120 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<person1>> You work through the room, selecting the most valuable things you can easily conceal and carry. <<if $phase lte 1>> As you work, the <<person>> twists and strains against <<his>> bonds in impotent rage. <<if $NPCList[0].penis isnot "none">> <<if $NPCList[0].breastsize gte 3>> <<His>> $NPCList[0].penisdesc and $NPCList[0].breastsdesc swing and bob and several <<else>> <<His>> $NPCList[0].penisdesc swings and several <</if>> <<else>> <<if $NPCList[0].breastsize gte 3>> <<His>> $NPCList[0].breastsdesc jiggle and several <<else>> Several <</if>> <</if>> interesting 'toys' bounce around the bed as <<he>> struggles, giving you some very bad thoughts. <<garousal>><<arousal 100>><<set $blackmoney += 120>> <br><br> Finally, having made your selection of loot, you leave the <<person>> red-faced, sweating and thoroughly enraged on the bed. <br><br> <<else>> As you try to work, the <<person>> screams and hurls obscenities, while wishing various forms of violent sexual assault on you. <<He>> twists and strains against <<his>> bonds relentlessly. It makes it difficult for you to focus. <<set $blackmoney += 80>><<gstress>> <br><br> Finally, as you prepare to leave with your loot, the <<person>>, sweaty and red-faced, looks at you. <<He>> swallows and starts to speak. "Listen. Be a good <<girl>>. Before you go, would you- Would you put that gag back in. The gag. Th- The <<person2>><<if $pronoun is "m">>Master<<else>>Mistress<</if>> will hurt me otherwise." <br><br> You smile at <<person1>><<him>>. "I tried. You didn't let me." <br><br> "I-I thought I didn't... No. No, please, don't go yet! Please! Put it back, you..." <br><br> You wave sweetly from the door on the way out. "Bye!" <br><br> "You don't understand, <<person2>><<he>>-<<he>>... <<He>>'ll..." <br><br> You can still hear <<person1>><<his>> pleas as the front door clicks shut. <br><br> You find yourself smiling. <<lstress>><<stress -1>> <br><br> <</if>> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> You walk up to one of the mansions and knock on the door. <br><br> <<if $rng lte 30>> /* Default case*/ There's no response. <br><br> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <<lockicon "pick">><<link [[Break in|Danube House Lock]]>><<handheldon>><</link>> <br> <</if>> <<dooricon "danube">><<link [[Go to the next house (0:02)|Danube House Knock]]>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<handheldon>><</link>> <br> <<elseif $unlocked is true>> /*To return this housekeeping check? - Remove `$unlocked is true` and place - Add `danube_housekeeping is undefined`*/ <<if $danube_housekeeping is undefined>> <<generate1>><<person1>>A <<person>> answers the door. "You're not one of the guests I'm expecting," <<he>> says. "What can I do for you?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube House Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</if>> <<else>> <<cleareventpool>> <<addinlineevent "Danube Party Pre-Intro">> <<generate1>><<generate2>><<person2>>A <<person>> answers the door. "You aren't who we were expecting," <<he>> says. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Party Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Attic Pre-Intro">> <<generate1>><<person1>>A <<person>> answers the door. "I do not like being disturbed. Speak," <<he>> says. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Attic Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Tea Pre-Intro">> <<generate1>><<person1>>A <<person>> answers the door. <<He>> examines you head to feet before speaking. "Such a fine thing," <<he>> says. "Is there anything I can do for you?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Tea Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Garden Pre-Intro">> <<generate1>><<generate2>><<person1>>A <<person>> answers the door. "My <<person2>><<master>> does not like being disturbed," <<he>> says. "Out with it." <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Garden Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Doll Pre-Intro">> <<generatey1>><<person1>>A <<person>> answers the door. <<He>> opens it slightly and peeks through the gap. <<He>> doesn't say anything. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Doll Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "Danube Tutor Pre-Intro">> <<generatey1>><<generate2>><<person2>>A <<person>> answers the door. "Can I help you?" <<he>> asks. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Tutor Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<if $settings.breastFeedingEnabled and maleChance() lt 100>> <<addinlineevent "Danube Breast Pre-Intro">> <<generatef1>><<person1>>A <<person>> answers the door. <<Hes>> wearing nothing but a shirt and panties. "Can I help you?" <<he>> asks. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Breast Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "Danube Catperson Pre-Intro">> <<generate1>><<person1>>A <<person>> answers the door. <<if $fame.bestiality gte 400>> <<His>> eyes light up when <<he>> sees you. "Oh, I know you. You've a talent for animal care, haven't you?" <<else>> "Oh, hello. What can I do for you?" <<he>> asks. <</if>> <br><br> <<socialiseicon "ask">><<link [[Ask for work|Danube Catperson Intro]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<runeventpool>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 1>> <<He>> pauses for a moment, considering. "Our help hasn't arrived, but you look... fit," <<he>> says. "I'm throwing a party and need someone to distribute refreshments. You'll get <<printmoney 6000>> for two hours work." <<He>> rummages in something to <<his>> left, out of your view, before producing <span class="lewd">a small waist apron</span>. "<<printmoney 15000>>, if you wear this." <br><br> You look more closely at the apron. It's such a slight thing it would be little protection against spillages, and would barely cover more than your crotch. <br><br> "It wouldn't do much to protect your other clothes, which is why you shouldn't wear any." <<He>> smiles. "Hence the extra pay. So what do you think?" <br><br> <<if hasSexStat("exhibitionism", 4)>> <<skinicon "strip">><<link [[Agree to work in the apron|Danube Apron]]>><<housekeeping 1 400>><</link>><<exhibitionist4>><<ghousekeeping 400>> <br> <<else>> <<insufficientStat "exhibitionism" "to take up the scandalous offer">> <br> <</if>> <<getinicon>><<link [[Agree to work in normal clothes|Danube Party]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>> <br> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br> <<else>> "There's nothing," <<he>> says. "Now if you'll excuse me, I have a party to get back to." <<He>> shuts the door. <br><br> <<dooricon "danube">><<link [[Try another house (0:02)|Danube House Knock]]>><<endevent>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 1>> "You're an insolent little thing," <<he>> says. "But as it happens I do need something. There's a family heirloom in my attic I need retrieved. I can't do it myself, it's too dusty up there. It will take up to an hour and I'll give you <<printmoney 2500>> for finding it." <br><br> <<getinicon>><<link [[Accept|Danube Attic]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>> <br> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br> <<else>> "Insolent whelp," <<he>> says. "Begone." <br><br> <<dooricon "danube">><<link [[Try another house (0:02)|Danube House Knock]]>><<endevent>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 1>> The <<person>> smiles. "There's nothing I need," <<he>> says. "But I'll give you <<printmoney 2500>> to join me for tea. It will take about an hour." <br><br> <<getinicon>><<link [[Accept|Danube Tea]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>> <br> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br> <<else>> "There's nothing I need," <<he>> says, "but don't be afraid to call again, sweetie." <br><br> <<dooricon "danube">><<link [[Try another house (0:02)|Danube House Knock]]>><<endevent>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 1>> <<person1>><<He>> stares down <<his>> nose at you. "There is something," <<he>> says. "We have a problem with weeds growing and strangling our other plants. We would give you <<printmoney 12000>> for four hours work." <br><br> <<getinicon>><<link [[Accept|Danube Garden]]>><<tending 1>><</link>><<gtending>> <br> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br> <<else>> "No," <<he>> says, and slams the door shut. <br><br> <<dooricon "danube">><<link [[Try another house (0:02)|Danube House Knock]]>><<endevent>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 1>> <<His>> demeanour changes. "I'm hosting a tea party and there's a spare seat," <<he>> says with enthusiasm. "I'll give you <<printmoney 2500>> if you fill in for the missing guest. It will take forty minutes." <br><br> <<getinicon>><<link [[Accept (0:40)|Danube Doll]]>><<housekeeping 1 400>><</link>><<ghousekeeping 400>> <br> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br> <<else>> <<He>> wordlessly slams the door shut. <br><br> <<dooricon "danube">><<link [[Try another house (0:02)|Danube House Knock]]>><<endevent>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 1>> <<schooleffects>> <<if !["first","second","third","lunch","fourth","fifth"].includes($schoolstate)>> <<set $rng1 to random(3)>> <<He>> looks at you with interest. "Our <<person1>><<daughter>> is preparing for <<switch $rng1>> <<case 0>>a science <<case 1>>a maths <<case 2>>an English <<case 3>>a history <</switch>> exam. Perhaps you could tutor <<him>> for an hour? We'll pay between <<printmoney 1000>> and <<printmoney 15000>>. Depends how good you are." <br><br> <<getinicon>><<link [[Accept (1:00)|Danube Tutor]]>><<pass 60>><<housekeeping 1 400>><</link>><<ghousekeeping 400>> <br> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br> <<else>> "I'm interested in a tutor, but I'm afraid my <<person1>><<daughter>> is in school at the moment." <<person2>><<He>> pauses and looks you over. "Shouldn't you be in school yourself?" <<gstress>><<stress 2>> <br><br> <<dooricon "danube">><<link [[Try another house (0:02)|Danube House Knock]]>><<endevent>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<endevent>><</link>> <br> <</if>> <<else>> <<He>> shakes <<his>> head. "There's nothing we need, thanks." <br><br> <<dooricon "danube">><<link [[Try another house (0:02)|Danube House Knock]]>><<endevent>><<handheldon>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<He>> smiles. "You look thirsty," <<he>> says. "And my chest is so heavy." <<He>> cups <<his>> $NPCList[0].breastdesc. "Take the burden off me and I'll give you <<printmoney 500>>." <br><br> <<if $awareness gte 200>> <span class="blue"><<He>> wants you to drink from <<his>> breast.</span> <br><br> <<else>> You aren't sure what <<he>> means. <<He>> recognises your confusion. "I want you to suckle from my breast," <<he>> adds. <br><br> <</if>> <<if hasSexStat("promiscuity", 3)>> <<getinicon>><<link [[Accept (0:15)|Danube Breast]]>><<pass 15>><<breastfed>><</link>><<promiscuous3>><<lpurity>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such an offer">> <br><br> <</if>> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br> /* TODO: This event needs a "turned away" varriant, like all the other Danube work intros */<<effects>> "The usual help is sick today," <<he>> says. "I've guests arriving soon, expecting food, and haven't the time to get everything ready. I'll pay you <<printmoney 4000>> to set the table while I finish in the kitchen. They'll arrive in fifteen minutes." <br><br> <<He>> narrows <<his>> eyes. "My guests have certain expectations, however," <<he>> continues. "High expectations. I hope you know your way around a table." <br><br> <<getinicon>><<link [[Accept (0:15)|Danube House Intro 2]]>><<pass 15>><</link>> <br> <<refuseicon>><<link [[Refuse|Danube Street]]>><<endevent>><</link>> <br><<effects>> The <<person>> shows you into a tasteful dining room. You smell garlic. Steam floats into the room from the next. "Everything's in the cupboard there," <<he>> says. "It's a normal <<if Time.hour gte 18>> dinner. <<elseif Time.hour gte 15>> tea. <<elseif Time.hour gte 12>> luncheon. <<elseif Time.hour gte 10>> brunch. <<else>> breakfast. <</if>> Nothing fancy. I'll be in the kitchen. Let me know when you're done." <br><br> You open the cupboard, and find a collection of stacked plates, along with cutlery. <<if $housekeeping gte 300>> You lay out the plates, cutlery, and napkins, with plenty of time to spare. You enter the steaming kitchen, and find the <<person>> rushing this way and that, as pots boil over and smoke rises from the oven. <br><br> <<set $danube_housekeeping to 1>> <<link [[Next|Danube House Intro Success]]>><</link>> <br> <<else>> The <<person>> didn't specify how many guests are expected, so you lay a plate in front of each seat, followed by the cutlery. <br><br> <<link [[Next|Danube House Intro Fail]]>><</link>> <br> <</if>><<effects>> You assist the <<person>> in the kitchen. You're so efficient that <<he>> steps aside, watching the window for <<his>> expected guests. "They're here," <<he>> says. "We cut it close. It's a good thing you appeared when you did." <<He>> hands you <<moneyGain 40>>. "I'll be sure to let my friends know how useful you are. I'm well-connected, and word spreads fast." <br><br> <<He>> ushers you through a side entrance, so you won't be seen. <br><br> <span class="gold">You can now find work by knocking on doors on Danube Street.</span> <br><br> <<link [[Next|Danube Street]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> <span class="red">"No no no!"</span> the <<person>> says when <<he>> arrives to examine your handiwork. "The cutlery is the wrong way round. There are plates missing. Is that a—" <<He>> steadies <<himself>> against a chair. "A <i>table</i>spoon? There?! This won't do. Won't do at all. Out, out at once!" <br><br> You show yourself out, unpaid, leaving the <<person>> to set the table how <<he>> likes. <br><br> <i><span class="red">You won't be able to take any jobs on Danube Street until you have at least a </span><span class="purple">D+</span> <span class="red">housekeeping skill.</span></i> <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br><<effects>> You blush, but nod. The <<person>> steps back, and you enter <<his>> house. It's small for Danube Street, but still spacious and neat. <br><br> The <<person>> sits down on a cushion-laden sofa. <<He>> pulls off <<his>> shirt without hesitation, exposing <<his>> $NPCList[0].breastsdesc. <<He>> now wears only the pair of panties. <<He>> beckons you over. <br><br> You sit down next to <<him>>, and blush more deeply as <<he>> gently guides your head towards <<his>> breast. You shift to access <<his>> chest better, and move your lips over <<his>> nipple. Sweet, creamy milk leaks out as soon as your tongue touches <<his>> bud. You suckle. It tastes sweet and warm. A calmness falls over you. <<His>> free hand creeps up your thigh. <<promiscuity3>> After a while, the milk stops flowing. You look up. <br><br> "You can do the other one too, if you want," <<he>> says. "But you don't have to. I'll still pay you." <br><br> <<link [[Stop|Danube Breast Stop]]>><</link>> <br> <<link [[Continue (0:15)|Danube Breast Continue]]>><<pass 15>><<breastfed>><</link>><<ggarousal>><<lpurity>> <br><<effects>> You shake your head. The <<person>> hands you the money you were promised, and you return to Danube Street. <br><br> You've made <<moneyGain 5>>. <br><br> <<endevent>> <<link [[Next|Danube Street]]>><</link>><<effects>> You lean toward <<his>> other breast, and suckle. <<He>> laughs, and inches <<his>> hand further up your thigh. <<He>> touches your <<groin>>. <br><br> <<if $player.gender_appearance is "m" and !$player.penisExist>> "Oh my," <<he>> says. "You're keeping something hidden down there. Don't worry. I can keep a secret." <<He>> explores further. <<elseif $player.gender_appearance is "f" and $player.penisExist>> "Oh my," <<he>> says. "You're keeping something hidden down there. Don't worry. I can keep a secret." <<He>> explores further. <<else>> <</if>> <<if playerChastity("hidden")>> "Trying to stay pure?" <<he>> questions while withdrawing <<his>> hand. <<set _arousal to "low">> <<elseif $player.penisExist>> <<set _canDrinkCum to true>> <<if $worn.genitals.name is "chastity parasite">> "Odd, what is this?" <<he>> asks while massaging and squeezing your chastity parasite as you suckle. <<set _arousal to "high">> <<set _canDrinkCum to false>> <<elseif playerChastity("cage")>> "Cute," <<he>> says while <<if $player.ballsExist>>massaging your balls<<else>>withdrawing <<his>> hand<</if>> as you suckle. <<set _arousal to "low">> <<elseif $player.penissize gte 4>> "Ah!" <<He>> withdraws <<his>> hand and stares at your crotch. <<He>> looks startled. "How are you so big? Sorry, I don't mean to be rude." <<He>> returns <<his>> hand and continues to stroke as you suckle. <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize gte 3>> "You're pretty big," <<he>> coos. <<He>> strokes your length as you suckle. <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize gte 2>> <<He>> strokes your length as you suckle. <<elseif $player.penissize gte 1>> "Cute," <<he>> says. <<He>> strokes your length as you suckle. <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<else>> <<He>> laughs. "It's so tiny. Sorry, I don't mean to be rude." <<He>> strokes your length with just one finger as you suckle. <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <</if>> <<if $player.vaginaExist>> <<He>> frowns as <<his>> fingers find your <<pussy>>. "Is that what I think it is?" <<he>> asks. "You do have a lot of secrets." <</if>> <<else>> <<He>> strokes your clit as you suckle. <</if>> <<if _arousal is "high">> <<arousal 2000 "genitals">><<gggarousal>> <<elseif _arousal is "low">> <<arousal 600 "genitals">><<garousal>> <<else>> <<arousal 1200 "genitals">><<ggarousal>> <</if>> /* Note: Add some dialog describing the player orgasming from this if it puts them at max arousal? */ /* Not sure why a simple scene was not added at least */ <br><br> <<if $arousal gte $arousalmax>> You briefly stop drinking as you're pushed over the edge. <<if _canDrinkCum>><<set _released to calculateSemenReleased()>><</if>> <<orgasm>> <<if $femaleclimax or _deniedOrgasm>><<set _canDrinkCum to false>><</if>> <<if _canDrinkCum and _released gte 1>> <<if random(0,100) gte 50>> <<He>> smiles at you, "Oh, you spilt some, let me help you with that." Carefully feeding it to you from <<his>> hand. <<semenswallowedstat _released>> <<bodyliquid "mouth" "semen" 1>> <<set $hunger -= _released>> <<set $thirst -= _released>> <<else>> <<He>> smiles at you after swallowing your cum, "I'm glad we were both able to get release from sharing our milk." <</if>> <<else>> <<He>> smiles at you, "I'm glad we were both able to get release." <</if>> <br><br> You continue to drink for another several minutes, until the leaking slows to a trickle. <<else>> This continues for several minutes, until the leaking slows to a trickle. <</if>> <<He>> pulls <<his>> shirt back on and shows you to the door, where <<he>> hands you more money than was promised. <br><br> You've made <<moneyGain 10>>. <br><br> <<endevent>> <<link [[Next|Danube Street]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<undress "danubeparty">> <<set $lowertemp to "init">><<lowerwear 4>> <<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>> <<exposure>> You enter the mansion. You hear voices and the clinking of glasses further in. <<if pcAreArmsBound("any") or $feetuse is "bound">> Noticing your bound <<boundBodyParts>>, <<he>> gives you a strange smile. "It's not that kind of party. Not this time.<<if _boundparts.includes("arm")>> You'll at least need your hands.<</if>>" <br> <<He>> moves behind you and a moment later <span class="green">your limbs fall free.</span> <<unbind>> <br><br> <</if>> <<He>> passes you the apron and gestures to the door on your left. "You can get changed in the pantry," <<he>> says. "When you're ready, go through the door opposite and you'll find some platters. Take each in turn and offer them to the guests. Now if you'll excuse me, I need to get back to being a good <<print ($pronoun is "m" ? "host" : "hostess")>>." <br><br> You enter the room as instructed. It's small enough that getting changed is difficult, but you <<nervously>> remove your clothing and wrap the apron around your waist. <span class="lewd">It almost feels like you're wearing nothing at all.</span> You wish you had a mirror to examine yourself fully. Properly attired and with a tray of champagne in one hand, you enter the main room where the party is being held. A <<person1>><<person>> gasps and drops <<his>> glass when <<he>> sees you. The sound of it shattering draws more attention. Soon everyone in the room is watching you, murmuring amongst themselves. <br><br> You offer another glass to the <<person>>, who doesn't take <<his>> eyes off your <<lewdness>> as <<he>> takes from the tray. <<exhibitionism4>><<fameexhibitionism 30>> <<link [[Next|Danube Apron2]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You enter the mansion. You hear voices and the clinking of glasses further in. "There's some platters in the kitchen." <<He>> gestures to the door on your right. <<if pcAreArmsBound("any") or $feetuse is "bound">> "Take each in turn and offer them to the guests." <br><br> Noticing your bound <<boundBodyParts>>, <<he>> gives you a strange smile. "It's not that kind of party. Not this time.<<if _boundparts.includes("arm")>> You'll at least need your hands.<</if>>" <br> <<He>> moves behind you and a moment later <span class="green">your limbs fall free.</span> <<unbind>> <br><br> "Now if you'll excuse me," <<he>> goes on. "I need to get back to being a good <<print ($pronoun is "m" ? "host" : "hostess")>>." <<else>> "Take each in turn and offer them to the guests. Now if you'll excuse me, I need to get back to being a good <<print ($pronoun is "m" ? "host" : "hostess")>>." <</if>> <br><br> <<if dangerEvent()>> You begin the job as instructed. Most guests pay you little attention, few even so much as look at you as they take from the proffered tray or politely decline the offer. An hour into the job however, a <<person1>><<person>> takes an interest in you. You notice <<him>> watching you from across the room. <br><br> <<pass 1 hour>> You offer <<him>> a glass of champagne. "No thanks, darling." As you turn to leave, <<he>> wraps an arm around your waist and grabs your <<bottom>> with <<his>> free hand. <br><br> <<link [[Endure it|Danube Party Endure]]>><<stress 6>><<trauma 6>><<sub 1>><</link>><<gtrauma>><<gstress>> <br> <<link [[Struggle free|Danube Party Struggle]]>><<stress -12>><<trauma -6>><<def 1>><</link>><<ltrauma>><<lstress>> <br> <<else>> You begin the job as instructed. No one pays you much attention, few even so much as look at you as they take from the proffered tray or politely decline the offer. After two hours the party seems to be winding down, and the <<person>> approaches you. "Thanks for the help. Here." <<He>> hands you <<moneyGain 60>>. <br><br> <<pass 2 hours>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You grit your teeth and bear it. The <<person>> pulls you closer and fondles your <<bottom>> for a few moments. Other guests turn and watch the spectacle, not quite sure what to make of it. You hear nervous laughter. <br><br> "That's enough, let the poor <<girl>> go," says the <<person2>><<person>>. The <<person1>><<person>> releases you, but gives you a parting spank as <<he>> does. <br><br> After another hour the party seems to be winding down, and the <<person2>><<person>> approaches you. "Thanks for the help. Here's extra for the trouble." <<He>> hands you <<moneyGain 90>>. <br><br> <<pass 1 hour>> <<endevent>> <<link [[Next|Danube Street]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You stomp hard on the <<persons>> foot, and <<he>> shouts, tumbling backwards to the ground where <<he>> rolls around in pain. Laughter erupts among the assembled guests. <br><br> "Serves the perv right." <br><br> The <<person2>><<person>> grips your arm and leads you out the room. "You've ruined my party," <<he>> says. "Get out. And no, you're not seeing a penny. Shoo!" <br><br> <<endevent>> <<link [[Next|Danube Street]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if maleChance() is 0>> <<set _elite to "women">> <<elseif maleChance() is 100>> <<set _elite to "men">> <<else>> <<set _elite to "elite">> <</if>> You continue your task, and people eventually go back to mingling, though you still feel eyes on you at all times. At one point you catch a reflection of yourself, a nearly naked <<girl>> surrounded by well-dressed _elite. <<if $liquidcount gte 30>>Wearing so little, the copious sexual fluids coating your skin are obvious to all. <<elseif $player.bodyliquid.anus.semen + $player.bodyliquid.vagina.semen gte 3>>The apron does nothing to hide the semen running down from between your legs. <<elseif $semencount gte 10>>Wearing so little, the semen on your body is obvious to all. <<elseif $goocount gte 10>>Lewd tentacle slime gleams on your skin, obvious to all. <<elseif $nectarcount gte 10>>Sweet nectar sticks to your skin, obvious to all. <<elseif $liquidcount gte 10>>Wearing so little, the lewd sexual fluids on your skin are clearly visible. <<elseif $wolfgirl gte 6>>You notice the guests check out your wolf tail. <<elseif $wolfgirl gte 4 and (!["hidden", "disabled"].includes($transformationParts.wolf.pubes) or !["hidden", "disabled"].includes($transformationParts.wolf.pits))>>Wearing so little, the wolfish hair covering your body is visible to all. <<elseif $physique gte ($physiquesize * 5/7)>>Wearing so little shows off your <<bellyDescription "pc">> and your firm, powerful physique. <<elseif $beauty gte ($beautymax * 4/7)>>Wearing so little shows off your natural good looks and charm. <</if>><<garousal>><<arousal 600>> <br><br> <<if dangerEvent() and $eventskip is 0>> You offer the <<person1>><<person>> another drink, but as <<he>> reaches out for it <span class="red"><<he>> slaps the tray</span>, throwing the glasses into the air and tipping their contents all over you. "Oops, I'm so clumsy!" <<he>> says, as the liquid drips from your skin and seeps into your apron. <<wet_all>> <br><br> People are staring at you with a hungry look in their eyes. More so than normal. You look down and see the deluge has made your apron completely transparent. You feel your face heat up at this new humiliation. You're suddenly struck by just how exposed and vulnerable you are. <<covered>> <br><br> The <<person>> continues. "I'm ever so sorry. Let me help get that wet thing off of you..." <br><br> <<pass 1 hour>><<lowerwet 200>><<set $lowerwetstage to 3>> <<link [[Next|Danube Apron Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<pass 2 hours>> After a couple of hours the party seems to be winding down. The <<person2>><<person>> approaches you. "Thank you, that'll give them something to remember. Here." <<He>> hands you <<moneyGain 150>>. <br><br> <<endevent>> You return to the pantry and put your clothes back on. <br><br> <<link [[Next|Danube Street]]>><<storeon "danubeparty">><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemyno to 1>><<set $enemynomax to 1>><<maninit>> <<set $NPCList[1].penis to "none">> <<set $NPCList[1].lefthand to "none">> <<set $NPCList[1].righthand to "none">> <<set $NPCList[1].mouth to "none">> <<set $NPCList[1].vagina to "none">> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Danube Apron Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Apron Molestation]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> The <<person>> winces in pain. "<<pShe>> is a feisty one," <<he>> says. <br><br> <<person2>>"That's enough," says the <<person>>. <<He>> grasps your arm and drags you from the room. "That'll be all," <<he>> says when you're alone. "I didn't want a scene like this. Take your money and go." <<He>> hands you <<moneyGain 150>>. <br><br> <<tearful>> you return to the pantry and put your clothes back on. <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><<storeon "danubeparty">><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<famerape 30>> <<He>> turns to the <<person2>><<person>>. "How much for this one?" <<person1>><<he>> says. <br><br> "I'm only renting <<phim>>." <br><br> "Pity." <br><br> The <<person2>><<person>> takes you by your arm and drags you from the room. "That'll be all," <<he>> says when you're alone. "Thanks for being a good sport. Here's a little something extra." <<He>> hands you <<moneyGain 300>>. <br><br> <<clotheson>> <<endcombat>> <<endevent>> <<tearful>> you return to the pantry and put your clothes back on. <br><br> <<pass 1 hour>> <<link [[Next|Danube Street]]>><<storeon "danubeparty">><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The <<person>> leads you up a flight of stairs and tugs on a trapdoor in the ceiling. It opens in a shower of dust and a ladder falls out. "The antique is a painting of an ancestor. They look a lot like me so you should know when you've found it." <<He>> leaves you to ascend the creaky ladder alone. <br><br> You cough as you reach the top and peer through the murk. There's a lot of old furniture, but you don't see any paintings. It might be in one of the boxes stacked about the room. There's a gigantic cobweb in one corner, about twice your size. You hope whatever made it isn't around. <br><br> <<if dangerEvent()>> <<if $settings.swarmsEnabled and $settings.spidersEnabled and $rng gte 1>> <<pass 30>> After half an hour of fruitless searching you spot it, in the corner of the room behind the spider web. You look for a way round, but that part of the room is completely blocked off. Something moves in the darkness above the web. Looking up you see several large, twitching egg sacs, each the size of your head. <br><br> <<link [[Break through the web|Danube Spiders]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Abandon your task|Danube Abandon]]>><</link>> <br> <<else>> <<pass 1 hour>> You spend an hour searching the attic, until you've explored every inch. There's no sign of the painting. <br><br> <<link [[Abandon your task|Danube Abandon]]>><</link>> <br> <</if>> <<else>> You search for an hour before you find the painting hidden inside one of the boxes. It's heavier than it looks, but you manage to carry it down the ladder. The <<person>> must have heard it creak as <<he>> soon arrives beside you. "That's it. Thank you," <<he>> says as <<he>> takes the painting and hands you <<moneyGain 25>>. <<His>> smile turns sour as <<he>> notices your dust-covered clothing. "Please leave, before you make a mess of the carpet." <br><br> <<pass 1 hour>> <<endevent>> <<link [[Next|Danube Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You climb down the ladder and find the <<person>> already waiting for you. "I see you don't have my heirloom. A pity. Get out before you get dust on my carpet." <br><br> <<if $rng gte 81>> <<link [[Ask for payment|Danube Attic Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Ask for payment|Danube Payment]]>><</link>> <</if>> <br> <<link [[Leave quietly|Danube Street]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> You try to pull apart the web, but your hands get stuck. You manage to pull them free, but the rest of your body becomes tangled in the process, leaving you suspended in the air. Your struggling causes one of the egg sacs to fall from its perch. It breaks apart on the wooden floor, releasing thousands of tiny, live spiders, which start crawling up the web toward you. <br><br> <<set $combat to 1>> <<set $enemytype to "swarm">> <<swarminit "spiders" "sac" "slipping" "break" "steady" 1 9>> <<set $timer to 30>> <</if>> <<if $timer gte 25>> The old timbers above the web creak. If this keeps up they'll break. <<elseif $timer gte 20>> Splinters break from the ceiling. <<elseif $timer gte 10>> The wood continues to break down. <<elseif $timer gte 1>> The wooden ceiling creaks ominously. <<else>> A wooden beam breaks from the ceiling and the web tumbles to the ground. <</if>> <br><br> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<link [[Next|Danube Spiders Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Spiders]]>><</link>></span><<nexttext>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcspank>><<npcidlegenitals>> "How dare you," <<he>> says, outraged. "I think you need a lesson in manners." <<He>> grabs your arms and bends you over the banister. <br><br> <<set $enemyanger += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $enemyanger lte 0>> <span id="next"><<link [[Next|Danube Attic Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Attic Molestation]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> "Where did you learn your manners?" <<he>> asks. "Just take your money and begone." <<He>> hands you <<moneyGain 25>>. <br><br> <<endevent>> <<link [[Next|Danube Street]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I hope that teaches you to be behave around your betters. Now get out." <<tearful>> you leave the building. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain and you squirm from <<his>> grip. <<tearful>> you run from the building. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <<elseif $enemyanger lte 0>> "I hope that teaches you to be behave around your betters. Now get out." <<tearful>> you leave the building. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> Startled by the collapse, the spiders flee into the darker places of the room. <<tearful>> you struggle to your feet and peel the remaining web from your body. There's nothing stopping you from retrieving the painting. <br><br> <<clothesontowel>> <<person1>>It's heavier than it looks, but you manage to carry it down the ladder. The <<person>> must have heard it creak as <<he>> soon arrives beside you. "That's it. Thank you," <<he>> says as <<he>> takes the painting and hands you <<moneyGain 25>>. <<His>> smile turns sour as <<he>> notices your dust-covered clothing. "Please leave, before you make a mess of the carpet." <br><br> <<pass 1 hour>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The <<person>> leads you to <<his>> garden, <<switch Weather.precipitation>> <<case "rain">> where a table has already been set, sheltered from the rain by a white parasol. <<case "snow">> where a table has already been set, sheltered from the snow by a white parasol. <<default>> where a table has already been set. <</switch>> A teapot and some cups sit there along with a plate of biscuits, and a bowl of strawberries and cream. <<He>> takes a seat and gestures for you to do the same. <br><br> <<if pcAreArmsBound("any")>> "Help yourself." <<He>> gestures toward the food and drinks. When you don't reach for anything, <<he>> looks confused. "Are you... Wait, why..?! You can't have tea with your arms bound, can you dear?" <br><br> A brief look of exasperation passes over <<his>> face. <<He>> gets up and walks around behind you. <span class="green">Your limbs fall free.</span> <br> <<unbind>> "Is that your idea of fun?" <<he>> asks with a bemused smile. "I suppose I'm out of touch. I just don't understand the games you young people play nowadays." <br><br> <</if>> <<He>> rambles enthusiastically for a while as you nod along politely, occasionally eating something and sipping your tea. It's hard not to slip into a doze. <br><br> <<if $player.bodyliquid.mouth.semen + $player.bodyliquid.face.semen + $player.bodyliquid.hair.semen gte 4>> At one point <<he>> hands you a napkin. "You have some, ah... cream... <<if $player.bodyliquid.mouth.semen gte 2>> running down your chin," <<he>> says politely. <<bodyliquid "mouth" "semen" -1>> <<elseif $player.bodyliquid.face.semen gte 2>> you got it up there on your cheek, somehow!" <<he>> says. <<bodyliquid "face" "semen" -1>> <<else>> somehow you got it in your hair, you clumsy <<girl>>," <<he>> exclaims. <<bodyliquid "hair" "semen" -1>> <</if>> <<gstress>> <br><br> Blushing, you use the napkin to clean up a little. From the way <<hes>> still rambling, you don't think <<he>> realises it's anything other than cream. <br><br> <<stress 1>> <br><br> <<elseif hasSexStat("deviancy", 3) and $rng % 3 is 0>> As <<he>> natters, <<his>> pet approaches you. It seems tense, so you pet it and give it a lewd grope. It sits happily on your lap. "An animal lover, I see." <<He>> smiles. "Mittens doesn't normally like strangers." <br><br> You feel more relaxed. <<lstress>><<stress -1>> <br><br> <<elseif fameTotal() gte 2000 and $rng % 2>> <<He>> stops abruptly. "You look familiar," <<he>> says. "Do I know you from somewhere?" <br><br> You tense. Half the town knows you from somewhere. You feign an innocent shrug. <<gstress>><<stress 2>> <br><br> "Oh, it doesn't matter," <<he>> says, returning to <<his>> story. <br><br> <</if>> <<if dangerEvent()>> <<pass 30>>After thirty minutes <<he>> shifts <<his>> chair closer to yours. "I've been so lonely since my <<spouse>> died," <<he>> says, now uncomfortably close. "I've almost forgotten what it feels like." <<He>> reaches out and gropes your <<breasts>>. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow it|Danube Tea Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>> <br> <<link [[Offer yourself for money|Danube Tea Offer]]>><</link>><<promiscuous2>> <br> <</if>> <<link [[Push away|Danube Tea Push]]>><</link>> <br> <<else>> <<pass 1 hour>>The <<person>> looks at <<his>> watch. "An hour already?" <<he>> says. "Thank you for the company. Here." <<He>> hands you <<moneyGain 25>>. <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 81>> "No," <<he>> says. "I'm paying you good money to be here, you'll show me respect." <<He>> grabs you with more force. <br><br> <<link [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<He>> recoils from you as if stung. "I'm so sorry," <<he>> says. "I don't know what came over me." <<He>> hands you <<moneyGain 25>>. "If you'll excuse me, I need to be alone." <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger += 40>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 40>> <<promiscuity2>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Danube Tea Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Tea Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thank you for cooperating. Here's your money." <<tearful>> you take the <<moneyGain 25>> and leave. <br><br> <<if $phase is 1>> <<tipreceive "prostitution">><<set $prostitutionstat += 1>> <<fameprostitution 1>> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain, giving the chance you need. <<tearful>> you run through the building and back out onto the street. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <<elseif $finish is 1>> "That's a shame. Here's your money, now leave." <<tearful>> you take the <<moneyGain 25>> and leave. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <<set $tipmod to 2>><<tipset>> Fingers shaking, <<he>> looks in <<his>> <<wallet>>. "I'll give you <<printmoney $tip>>," <<he>> says. "Please, I need this." <br><br> <<link [[Accept|Danube Tea Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>> <br> <<link [[Refuse|Danube Tea Refuse]]>><</link>> <br> <<else>> <<rng>> <<if $rng gte 81>> "We already agreed on your price," <<he>> says, grabbing you with more force. <br><br> <<link [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "I'm sorry," <<he>> says. "But I think you should take your money and leave. I didn't realise I let a whore in." <<He>> hands you <<moneyGain 25>> and gestures for you to leave. <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 81>> "You're right, we agreed on £15," <<he>> says, grabbing you with more force. <br><br> <<link [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "I'm sorry," <<he>> says. "But I think you should take your money and leave. I didn't realise I let such a whore in." <<He>> hands you <<moneyGain 25>> and gestures for you to leave. <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> You are led to the sprawling back garden, the extent of which is concealed by several poorly-kept hedgerows. "Just do what you can. Don't be lazy though." <<He>> points at a kennel surrounded by bones. <<if pcAreArmsBound("any") or $feetuse is "bound">> "Brutus is... Wait. What? What's going on with your <<if pcAreArmsBound("any")>>arms<<if $feetuse is "bound">> and <</if>><</if>> <<if $feetuse is "bound">>legs<</if>>? Are they tied up?" <br><br> <<He>> <<if pcAreArmsBound("any")>>spins you around to look at your bound arms<<elseif $feetuse is "bound">>crouches to look at your bound legs<</if>> and <<set $NPCList[1] to clone($NPCList[0])>> <<clearsinglenpc 0>> <<generate3>> <<beastNEWinit 1 dog>> <<if $rng gte 26 and ($monster is 1 or $settings.bestialityEnabled)>> growls with irritation. "Is this a joke to you? Wasting my time? What work can you do like that?" <br><br> <<person2>><<He>> grabs your shoulder and marches you toward the exit. <<He>> stops when a <<person3>><<person>> appears at the side door. <<He>> beckons the <<person2>><<person>> over, and they exchange a few whispered words. <<He>> turns you back to the garden. <br><br> "Since you're being paid to work, the <<if $NPCList[2].pronoun is "m">>Lord<<else>>Lady<</if>> of the House has thought of one job you're perfectly equipped for." <br> By the kennel, <<he>> suddenly shoves you to the floor. "Brutus!" <<He>> whistles. You hear a heavy bounding run. A nose sniffs at your butt. "Hey Brutus! We've brought you a new friend!" <br><br> <<link [[Next|Danube Garden Bitch]]>><<set $molestationstart to 1>><<pass 10>><</link>> <br> <<else>> sighs with exasperation. "Well you're not going to get any work done like that, are you?" <br><br> <span class="green">Your limbs fall free.</span> <br> <<unbind>> "I don't know what's wrong with young people nowadays. As I was saying..." <br><br> <<link [[Continue|Danube Garden]]>><</link>> <br> <</if>> <<else>> "Brutus is watching." <br><br> You kneel in front of one of the hedges and get to work removing the weeds. <<if dangerEvent()>> <<rng>> <<if $rng gte 81 and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> <<pass 2 hours>> You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You reach in to try to remove a large shrub at its roots, but your hand gets stuck. You try to free it with your other hand, but that gets stuck too. Green tendrils emerge, animated by some force. <br><br> <<link [[Struggle|Danube Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Soothe|Danube Garden Soothe]]>><</link>><<tendingdifficulty 1 1200>> <br> <<elseif $rng gte 61>> <<pass 2 hours>> <<if $monster is 1 or $settings.bestialityEnabled>> <!-- Jimmy: Using per NPC instead of cloning, to ensure orderness of event history. --> <<saveNPC 0 "danube_garden_0">> <<endevent>> <<loadNPC 1 "danube_garden_0">> <<clearNPC "danube_garden_0">> <<beastNEWinit 1 dog>> You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You're reaching in to remove a large shrub at its roots when something prods your <<bottom>>. You turn to look, but <<bhe>> has already mounted you. <br><br> <<link [[Next|Danube Dog]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<pass 2 hours>> You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You notice movement above, and see a <<person2>><<person>> at the window, watching you. It's pretty creepy. <<gstress>><<stress 6>> <br><br> Regardless, the <<person1>><<person>> seems satisfied, and hands you <<moneyGain 120>>. <<physique 6>> <<pass 2 hours>> <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>> <<else>> <<pass 2 hours>> You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You notice movement above, and see a <<person2>><<person>> at the window, watching you. It's pretty creepy. <<gstress>><<stress 6>> <br><br> Regardless, the <<person1>><<person>> seems satisfied, and hands you <<moneyGain 120>>. <<physique 6>> <<pass 2 hours>> <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>> <<else>> You work at it for four hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. Regardless, the <<person>> seems satisfied, and hands you <<moneyGain 120>>. <<physique 6>> <<pass 4 hours>> <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> You hum a gentle tune. <<if $tendingSuccess>> <span class="green">The tendrils loosen their grasp,</span> and you pull yourself free. <br><br> You continue your work. Now wary, you stay far from the denser foliage. After another two hours, the <<person>> seems satisfied, and hands you <<moneyGain 120>>. <<physique 6>> <<pass 2 hours>> <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <<else>> <<endevent>> <span class="red">It's no use.</span> The tendrils tighten their grip. <br><br> <<link [[Next|Danube Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 6 15 "root" "vine" true>> <<set $tentacles[0].shaft to "leftarm">><<set $leftarm to "tentgrappled">><<set $lefttarget to "tentacles">> <<set $tentacles[1].shaft to "rightarm">><<set $rightarm to "tentgrappled">><<set $righttarget to "tentacles">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Danube Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The roots lose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you. <<clothesontowel>> You continue your work. Now wary, you stay far from the denser foliage. After another two hours, your employer seems satisfied, and hands you <<moneyGain 120>>. <br><br> <<endcombat>> <<physique 6>> <<pass 2 hours>> <br><br> <<link [[Next|Danube Street]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Danube Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Dog]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> returns to <<bhis>> kennel. <br><br> <<clothesontowel>> <<physique 6>> <<pass 2 hours>> <<tearful>> you continue your work. Now wary, you keep the kennel in your field of view at all times. After another two hours, the <<person2>><<person>> seems satisfied, and hands you <<moneyGain 120>>. <<endcombat>> <br><br> <<link [[Next|Danube Street]]>><</link>> <br> <<else>> The <<beasttype>> flees back to <<bhis>> kennel. <br><br> <<clothesontowel>> <<physique 6>> <<pass 2 hours>> <<tearful>> you continue your work. Now wary, you keep the kennel in your field of view at all times. After another two hours, the <<person2>><<person>> seems satisfied, and hands you <<moneyGain 120>>. <<endcombat>> <br><br> <<link [[Next|Danube Street]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $phase to 3>> <</if>> <<effects>> <<if $phase lt 0>> The <<person2>><<person>> and <<person3>><<person>> stand over you, looking down at the spectacle. <<set $phase += 1>> /* in all other cases, $phase decreases by one. Adding 1 here cancels out the following -1. */ <<elseif $orgasmdown gte 1>> <<if $phase % 2>> <<if $NPCList[0].gender is "m" and $vaginastate is "penetrated">>"Keep going, Brutus," the <<person2>><<person>> says, "she's squealing for your seed!" <<elseif $NPCList[0].gender is "m" and ($vaginastate is "imminent" or $vaginastate is "entrance")>>"Now, Brutus!" the <<person2>><<person>> says. "Fuck her! She needs it!" <<elseif $penisstate is "penetrated">>"Good girl, Brutus," the <<person2>><<person>> says. "You milked that stud!" <<elseif $NPCList[0].gender is "m" and $penisstate is "otheranus">>"Bad boy, Brutus," the <<person2>><<person>> says. "You're supposed to be the stud!" <<elseif $penisstate is "othermouth" or $penisstate is "othermouthimminent" or $penisstate is "othermouthentrance">>"Brutus!" the <<person3>><<person>> says. "Stop licking! That's not food!" <<else>>"Good <<if $NPCList[0].gender is "m">>boy<<else>>girl<</if>>, Brutus," the <<person3>><<person>> says. "You made your <<bitch>> squeal!" <</if>> <<else>> "You were right, <<person3>><<Master>>. Look, the <<bitch>> is getting off on it!" <br> <<if $fame.bestiality gte 400>> "Indeed," <<he>> says. "I recognised <<phim>>. <<pShes>> a well known 'animal-lover'." <<else>> "Well even I didn't expect <<phim>> to enjoy it this much." <</if>> <</if>> <br> You feel utterly humiliated. <<combattrauma 3>><<famebestiality 10>> <<elseif ($vaginastate is "imminent" or $anusstate is "imminent")>> <<if $phase % 2>>"That's right, Brutus," the <<person2>><<person>> says, "get it in there."<<else>>"Go on, Brutus. One hard push."<</if>> <<elseif ($penisstate is "othermouthentrance" or $penisstate is "othermouthimminent")>> <<if $phase % 2>> "Don't worry boy," the <<person3>><<person>> says. "Brutus doesn't bite!" <br> "But <<if $pronoun is "m">>m'Lord<<else>>m'Lady<</if>>, what about that time with the..?" <br> "Ssh!" <<else>> "That's brave," the <<person2>><<person>> says. "Putting it in there. With all those teeth." <</if>> <<elseif ($vaginastate is "penetrated" or $anusstate is "penetrated")>> <<if $phase % 2>>"That's right, Brutus," the <<person2>><<person>> says, "<<if $settings.pregnancySpeechEnabled>>Breed<<else>>Fuck<</if>> your <<bitch>>."<<else>>"Harder Brutus! Make <<phim>> yelp."<</if>> <<elseif $penisstate is "penetrated">> <<if $phase % 2>>"That's right, Brutus," the <<person2>><<person>> says, "ride your stud."<<else>>"Good girl! Make <<phim>> yelp."<</if>> <<elseif $penisstate is "otheranus">> <<if $NPCList[0].gender is "m">> <<if $phase % 2 is 0>> "Well that... isn't quite what I expected." <<else>> "Boy! That's animal abuse!" <br> "It's okay," the <<person3>><<person>> says. "Brutus seems to like it." <</if>> <<else>> <<if $phase % 2>> "Look at Brutus' face! I don't think she was expecting that hole!" <<else>> "Wrong hole boy." <br> "It's okay," the <<person3>><<person>> shrugs. "Look though... Brutus seems to like it." <</if>> <</if>> <<elseif $penisstate is "othermouth">> <<if $phase % 2>> "Well there's something you don't see every day." <<else>> "How kind," the <<person2>><<person>> says. "He's giving the dog a bone!" <br> The <<person3>><<person>> rolls <<his>> eyes. <</if>> <<elseif $mouthstate is "othervagina">> <<if $phase % 2>> "No, Brutus," the <<person2>><<person>> says. "Stop. That's too—" <br> "Leave it!" the <<person3>><<person>> snaps. "We're paying <<phim>> aren't we? I want to see this." <<else>> "How's that dog pussy taste?" the <<person2>><<person>> jeers. "Still feeling smart trying to waste my time? Huh?" <br> The <<person3>><<person>> rolls <<his>> eyes. "<<pShe>> can't exactly answer right now." <</if>> <<elseif $mouthstate is "penetrated">> <<if $phase % 2>> "No, Brutus," the <<person2>><<person>> says. "Stop. That's too—" <br> "Leave it!" the <<person3>><<person>> snaps. "We're paying <<phim>> aren't we? I want to see this." <<else>> "Still feel smart with a mouth full of <<beasttype>> dick?!" the <<person2>><<person>> jeers. <br> The <<person3>><<person>> smirks. "Listen! I think <<pshes>> trying to answer." <</if>> <<else>> The <<person2>><<person>> and <<person3>><<person>> stand over you, looking down at the spectacle. <<set $phase += 1>> /* in all other cases, $phase decreases by one. Adding 1 here cancels out the following -1. */ <</if>> <<set $phase -= 1>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Danube Garden Bitch Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Garden Bitch]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> yawns and returns to its kennel. <br><br> The <<person2>><<person>> helps you to your feet and <span class="green">you feel your limbs come free.</span> <<unbind>> <br> <<clotheson>> A <<moneyGain 240>> is pressed into your hand. <br> "Brutus needed that. <<moneyGainDisplay 50>>'s the going rate for a <<bitch>>, so as far as I'm concerned, we're even. Get out of here." <br><br> You are pushed into the street and the door slams behind. <<tearful>> you gather yourself. <br><br> <<endcombat>> <<link [[Next|Danube Street]]>><<pass 10>><<set $eventskip to 1>><</link>> <<else>> The <<beasttype>> whimpers and flees back to <<bhis>> kennel. <br><br> <<clotheson>> The <<person2>><<person>> drags you to your feet. "Seems you're not even any good for that. Get out of here. You're not getting a penny for the trouble you've caused." <br><br> You are shoved into the street, still bound. <<tearful>> you gather yourself. <br><br> <<endcombat>> <<link [[Next|Danube Street]]>><<set $eventskip to 1>><<pass 10>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<He>> leads you upstairs to <<his>> bedroom, where a table waits. Various dolls and teddy bears ring the table, sitting as if attending, and a toy tea set sits on top. <<He>> sits and gestures for you to do likewise. <br><br> You sit opposite <<him>>, between a doll missing one eye and a grey bear. "<<Ladies_gentlemen>>," <<he>> says, addressing the assembled toys. "Let me introduce my friend from abroad." <<He>> points at you. "Please make <<phim>> feel welcome." <<He>> picks up the empty teapot and starts mock pouring it into the cups. <br><br> This continues for a time. The <<person>> talks about some fantastical story of adventure and intrigue, and occasionally responds to one of <<his>> toys as if they spoke. You don't say much, but <<he>> seems content. <br><br> <<if dangerEvent()>> <<pass 20>>After twenty minutes <<he>> gives you a devious look. "Did I mention that where my friend is from, they take tea in their underwear?" You don't like where this is going. "<<pShe>> is being polite, but <<pshe>> would be much more comfortable in less clothes. You should undress." <br><br> <<if $worn.under_lower.type.includes("naked") and !playerChastity()>> <<if hasSexStat("exhibitionism", 5)>> <i>You're self-conscious about your lack of underwear. The thought of exposing yourself excites you.</i> <br><br> <<skinicon "strip">><<link [[Strip|Danube Doll Strip]]>><<set $phase to 1>><</link>><<exhibitionist5>> <br> <<else>> <<insufficientStat "exhibitionism" "to undress, given it would expose your lack of underwear">> <br> <</if>> <<elseif $worn.under_lower.type.includes("naked") and playerChastity()>> <<if hasSexStat("exhibitionism", 5)>> <i>You're self-conscious about your $worn.genitals.name. The thought of stripping down to it excites you.</i> <br><br> <<skinicon "strip">><<link [[Strip|Danube Doll Strip]]>><<set $phase to 2>><</link>><<exhibitionist5>> <br> <<else>> <<insufficientStat "exhibitionism" "to undress, given what you are wearing on your crotch">> <br> <</if>> <<elseif $player.gender_appearance is "f">> <<if hasSexStat("exhibitionism", 4)>> <i>You're self-conscious about your <<breasts>>. The thought of exposing yourself excites you.</i> <br><br> <<skinicon "strip">><<link [[Strip|Danube Doll Strip]]>><<set $phase to 3>><</link>><<exhibitionist4>> <br> <<else>> <<insufficientStat "exhibitionism" "to undress, given it would expose your breasts">> <br> <</if>> <<elseif $player.breastsize gte 3>> <<if hasSexStat("exhibitionism", 4)>> <i>You're self-conscious about your <<breasts>>. The thought of exposing yourself excites you.</i> <br><br> <<skinicon "strip">><<link [[Strip|Danube Doll Strip]]>><<set $phase to 4>><</link>><<exhibitionist4>> <br> <<else>> <<insufficientStat "exhibitionism" "to undress, given it would expose your breasts">> <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 2)>> <i>The thought of stripping excites you, and you'd still have your $worn.under_lower.name.</i> <br><br> <<skinicon "strip">><<link [[Strip|Danube Doll Strip]]>><<set $phase to 5>><</link>><<exhibitionist2>> <br> <<else>> <<insufficientStat "exhibitionism" "to do such a humiliating thing">> <br> <</if>> <</if>> <<refuseicon>><<link [[Refuse|Danube Doll Refuse]]>><</link>> <br> <<else>> <<pass 40>>After forty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 25>> and bids you goodbye. <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 81>> "I insist," <<he>> says, lunging across the table and grabbing your <<outfit>>. <br><br> <<link [[Next|Danube Doll Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "As I said, <<pshe>> is ever so polite," <<he>> says, but seems a bit upset by your refusal. <br><br> <<pass 20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 25>> and bids you goodbye. <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<fameexhibitionism 1>> <<if $phase is 1>> <<flaunting>> you <<nervously>> remove your <<outfit>>. The <<person>> gasps when your <<genitals_are>> revealed. Once naked, you sit back at the table. Your nudity impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>. <<exhibitionism5>> <<elseif $phase is 2>> <<flaunting>> you <<nervously>> remove your <<outfit>>. The <<person>> gasps when your $worn.genitals.name is revealed. "What exotic underwear!" <<he>> exclaims. Once naked, you sit back at the table. Your nudity impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>. <<exhibitionism5>> <<elseif $phase is 3>> <<if $player.sex is "m">> You <<nervously>> remove your <<outfit>>, your feminine appearance making you exceptionally self-conscious. Once stripped down to your $worn.under_lower.name, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>. <<exhibitionism4>> <<else>> You <<nervously>> remove your <<outfit>>. Once stripped down to your $worn.under_lower.name, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>. <<exhibitionism4>> <</if>> <<elseif $phase is 4>> You <<nervously>> remove your <<outfit>>. The <<person>> gasps as your <<breasts>> <<if $player.breastsize gte 2>>flop out<<else>>are exposed<</if>>. "You're a girl!" <<he>> exclaims. You feel your face flush. Once stripped down to your $worn.under_lower.name, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>. <<exhibitionism4>> <<elseif $phase is 5>> You <<nervously>> remove your <<outfit>>. Once stripped down to your $worn.under_lower.name, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>. <<exhibitionism2>> <</if>> <<pass 20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 50>> and bids you goodbye. <br><br> <<clotheson>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>><<npcidlegenitals>><<set $enemyanger += 40>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked"))>> <span id="next"><<link [[Next|Danube Doll Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Doll Molestation]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $worn.lower.type.includes("naked") and $worn.upper.type.includes("naked")>> The <<person>> stands back to leer at you. <<covered>> "That's better," <<he>> says as <<he>> sits back down. Unable to leave like this, you follow suit. <br><br> Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undies>>. <br><br> <<pass 20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you <<moneyGain 25>> and bids you goodbye. <br><br> <<clothesontowel>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> grimaces. "I'm sorry," <<he>> says. "I've been such a rude host. Here." <<He>> hands you <<moneyGain 25>>. <<tearful>> you leave the building. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<He>> falls in pain and starts screaming for help. <<tearful>> you run from the building. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<set _subject to ["science", "maths", "English", "history"][$rng1]>> <<set _minPayment to 5 * random(2,6)>> /* Average: 20 */ <<set _lowPayment to 5 * random(6,14)>> /* Average: 50 */ <<set _highPayment to 5 * random(20,26)>>/* Average: 115 */ <<set _maxPayment to 5 * 30>> /* Static: 150 */ You enter the lounge. The <<person2>><<person>> briefly quizzes you on _subject. <<switch $rng1>> <<case 0>> <<if $sciencetrait lte 0>> You don't understand the questions. You smile as <<he>> rattles off words that don't even sound like English. You can't answer anything <<he>> asks. <br><br> <<He>> shakes <<his>> head. "Still..." <<he>> says. "It is revision and it'll help <<person1>><<him>> focus. <<He>> will probably learn something just explaining things to you." <br><br> <<person2>><<He>> hands you <<moneyGain _minPayment>>. <<set $phase to 0>> <<elseif $sciencetrait lte 1>> <<His>> questions are tricky, and you struggle to answer many. For a minute or two, <<he>> starts teaching you the truth about <<print either( "government chemtrails.", "fluoride in the water.", "homeopathy.", "the Van Allen belt and the Moon landing Hoax.", "how 'safe' vaccines are.", "chemicals in the water." )>> You listen with interest. <br><br> "Of course, your school will never tell you about this stuff," <<he>> says, handing you <<moneyGain _lowPayment>>. "Go on then. Through there." <<set $phase to 1>> <<elseif $sciencetrait lte 2>> You're able to answer all of <<his>> questions, though some are tricky. <<He>> eagerly tells you some of <<his>> pet theories. They mostly sound like pseudoscience. <br><br> "Okay," <<he>> says, handing you <<moneyGain _highPayment>>. "You know what you're talking about." <<set $phase to 2>> <<else>> <<His>> questions are trivial and you answer them with ease. Over the next minute or two, you effortlessly eviscerate several of <<his>> pseudoscientific 'theories' and misconceptions. <br><br> "Wow," <<he>> says, handing you the full <<moneyGain _maxPayment>>. "You're something else." <<set $phase to 3>> <</if>> <<case 1>> <<if $mathstrait lte 0>> You barely understand the questions and have no idea how to calculate answers. <br><br> <<He>> shakes <<his>> head. "Still..." <<he>> says. "I suppose working with someone like you will give <<person1>><<him>> confidence. <<He>> could learn something explaining things to you." <br><br> <<person2>><<He>> hands you <<moneyGain _minPayment>>. <<set $phase to 0>> <<elseif $mathstrait lte 1>> A few of <<his>> questions are straight-forward, but <<he>> loses you with statistics and algebra. <br><br> "You can help with the basics," <<he>> says, handing you <<moneyGain _lowPayment>>. "Go on then. Through there." <<set $phase to 1>> <<elseif $mathstrait lte 2>> You're able to answer most of <<his>> questions, though for a couple you need paper. <br><br> "Okay," <<he>> says, handing you <<moneyGain _highPayment>>. "You know what you're talking about." <<set $phase to 2>> <<else>> <<His>> questions are trivial and you answer them with ease. Over the next minute or two, you effortlessly explain several mathematical concepts. <br><br> "Wow," <<he>> says, handing you the full <<moneyGain _maxPayment>>. "Go teach my <<person1>><<daughter>> to be like that." <<set $phase to 3>> <</if>> <<case 2>> <<if $englishtrait lte 0>> First <<he>> asks you about those old plays written in poetry that doesn't rhyme. When you explain that you don't know much about old books, <<he>> asks about your "Gramma." You start to tell <<him>> about your grandmother. <br><br> <<He>> laughs in your face. <<if $rapestat gte 5>>It's rude, but at least <<he>> isn't trying to rape you.<<else>>It's rude.<</if>> <br><br> <<He>> shakes <<his>> head. "Explaining the basics to you will be good English practice." <br><br> <<person2>><<He>> hands you <<moneyGain _minPayment>>. <<set $phase to 0>> <<elseif $englishtrait lte 1>> A few of <<his>> questions are okay, but <<he>> soon loses you with medieval literature and advanced grammar. <br><br> "You can help with the basics," <<he>> says, handing you <<moneyGain _lowPayment>>. "Go on then. Through there." <<set $phase to 1>> <<elseif $englishtrait lte 2>> You're able to answer most of <<his>> questions, though it's clear <<he>> knows more modern literature than you. <br><br> "Okay," <<he>> says, handing you <<moneyGain _highPayment>>. "You know what you're talking about. Go tutor." <<set $phase to 2>> <<else>> <<His>> questions are trivial and you answer them with ease. Over the next minute or two, a discussion on how grammar changes over time turns into a brief debate on whether grammar should be modern and fluid or fixed and traditional. <br><br> "Very interesting," <<he>> says, handing you the full <<moneyGain _maxPayment>>. "Persuasive too. Please teach my <<person1>><<daughter>> some of that eloquence." <<set $phase to 3>> <</if>> <<case 3>> <<if $historytrait lte 0>> You smile as <<he>> rattles off various dates, events and 'important' events from history. Some of it sounds familiar but you can't answer any questions. <br><br> <<He>> shakes <<his>> head. "You barely know what happened last week." <<He>> shrugs. "Revision and recounting will help <<person1>><<him>> focus. <<He>> will learn something just explaining the basics to you." <br><br> <<person2>><<He>> hands you <<moneyGain _minPayment>>. <<set $phase to 0>> <<elseif $historytrait lte 1>> <<His>> questions are quite tricky, and you struggle to answer many. <br><br> "You can help with the basics," <<he>> says, handing you <<moneyGain _lowPayment>>. "Go on then. Through there." <<set $phase to 1>> <<elseif $historytrait lte 2>> You're able to answer all of <<his>> questions, though it's clear <<he>> knows certain time periods in more detail. <br><br> "Okay," <<he>> says, handing you <<moneyGain _highPayment>>. "You know what you're talking about. Go tutor." <<set $phase to 2>> <<else>> <<His>> questions are trivial and you answer them with ease. You go on to tell <<him>> some historical facts about <<his>> own street that <<he>> never knew. <br><br> "Amazing," <<he>> says, handing you the full <<moneyGain _maxPayment>>. "You're quite the scholar. Please, go ahead." <<set $phase to 3>> <</if>> <</switch>> <br><br> You work for an hour teaching the <<person1>><<person>> about _subject <<if $phase is 0>> as best you can. <<He>> is far more advanced than you, and spends most of the time explaining the basics. The <<person>> seems annoyed that <<his>> time has been wasted on this. However, the <<person2>><<person>> does thank you as you leave. <<elseif $phase is 1>> as best you can. It mostly works as group study, as the <<person>> is at about the same level as you. <br><br> The <<person2>><<person>> thanks you as you leave. <<elseif $phase is 2>> to the best of your ability. The <<person>> is quite behind you in this topic, and at times you struggle to explain the trickier concepts. <br><br> The <<person2>><<person>> smiles and thanks you as you leave. <<elseif $phase is 3>> in detail. You are able to explain the topic in simple terms, and <<he>> overcomes problems <<he>> has been struggling with for a while. <br><br> The <<person2>><<person>> smiles and thanks you as you leave. "Great job! Please come back anytime." <</if>> <br><br> <<link [[Leave|Danube Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The <<person>> smiles. "Your timing is perfect! Please, come in." <<He>> gestures you into the house. Inside is a mess. It smells funny. <br><br> <<He>> whistles, <<saveNPC 0 "danube_cat_owner">> <<endevent>> <<beastNEWinit 3 cat>> <<saveNPC 0 "danube_cat_0">><<saveNPC 1 "danube_cat_1">><<saveNPC 2 "danube_cat_2">> prompting the arrival of three <<beastsplural>>. <<endevent>> <<loadNPC 0 "danube_cat_owner">> "These are my babies," <<person1>><<he>> purrs. "I need to fetch them some things. I'll give <<printmoney 3500>> to watch the little rascals while I'm out." <<He>> nuzzles one on the nose. "Maybe more, if they like you!" <br><br> <<getinicon>><<link [[Accept (1:30)|Danube Catperson Accept]]>><</link>> <br> <<refuseicon>><<link [[Refuse|Danube Catperson Refuse]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You refuse the <<persons>> offer and leave <<him>> to console <<his>> pets. <br><br> <<clearNPC "danube_cat_owner">> <<clearNPC "danube_cat_0">> <<clearNPC "danube_cat_1">> <<clearNPC "danube_cat_2">> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> "Marvellous! I'll be quick as I can." <<He>> pauses halfway through the door. "Don't worry about feeding them. They're needy things, but they just had their <<if Time.dayState is "dawn">>breakfast<<elseif Time.dayState is "day">>lunch<<else>>dinner<</if>>." <br><br> With those words, <<hes>> gone. <br><br> <<endevent>> <<loadNPC 0 "danube_cat_0">><<loadNPC 1 "danube_cat_1">><<person1>> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Danube Catperson Accept 2]]>><<set $danubecathappiness to 0>><</link>> <br> <<else>> <<link [[Next|Danube Catperson Safe]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The job is uneventful. The <<beastsplural>> are skittish, and spend the whole hour and a half hiding from you. <<endevent>> <<loadNPC 0 "danube_cat_owner">><<person1>> You're relieved when the <<person>> returns, if only to end your boredom. <br><br> "Where are you, my darlings?" <<he>> calls out. There's no response. "Odd. They're usually quite social." <br><br> <<He>> sets <<moneyGain 35>> aside, before shuffling past in search of <<his>> pets. You take the money and leave. <br><br> <<clearNPC "danube_cat_owner">> <<clearNPC "danube_cat_0">> <<clearNPC "danube_cat_1">> <<clearNPC "danube_cat_2">> <<link [[Next|Danube Street]]>><<endevent>><<pass 90>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The job starts slow. They're skittish with you around, but you're content to leave them be. <br><br> About half an hour in, you hear a shrill cry from the kitchen. You rush in to find <<print ($NPCList[0].pronoun isnot $NPCList[1].pronoun and $monster ? "a" : "two")>> <<beastsplural>> poking into the pantry. <br><br> <<if $monster is 1>> "You, <<girl>>," the larger <<beasttype 0>> growls. <<bHe 0>> holds out a bag of food. "Open it." <<else>> The larger <<beasttype 0>> paws at a bag of food, growling. <</if>> <br><br> You were told not to feed them, but they look hungry. <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 3)>> <<link [[Satisfy a different appetite|Danube Catperson Feed]]>><<set $phase to 3>><</link>><<deviant3>> <br> <</if>> <</if>> <<link [[Tell them no|Danube Catperson Feed]]>><<set $phase to 2>><</link>><<difficulty 65>> <br> <<link [[Feed them|Danube Catperson Feed]]>><<set $phase to 1>><</link>><<dancedifficulty 1 300>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<switch $phase>> <<case 1>> <<if $speech_attitude is "meek">> "Okay then," you say. "If that's what you want." <<elseif $speech_attitude is "bratty">> "Whatever it takes to get you to shut up," you grunt. <<else>> "Alright," you say. "Let's get you guys fed." <</if>> You tear into the bag. Before you can pour it, the impatient <<beasttype 0>> pounces! <br><br> You see it coming, <<if $danceSuccess>> <span class="green">and dodge out of the way.</span> <<bHe 0>> misses you and crashes into the other <<person2>><<beasttype 1>>. You take the opportunity to fill the bowls.<<stress -6>><<lstress>> <br><br> The sound of food falling into place cuts off a fight between the <<beastsplural>>. They scurry for their food, though not without a hiss or two. <br><br> Finished with their meal, the <<beastsplural>> go back to lounging. You do the same. <<else>> <span class="red">but <<bhes 0>> too fast.</span> <<bHe 0>> slams into you. The bag slips from your grasp, spilling food everywhere.<<pain 15>><<stress 5>><<ggpain>><<gstress>> <br><br> The <<beastsplural>> help themselves to the mess. <<if $speech_attitude is "meek">> "S-sorry for being slow," you mumble. <<elseif $speech_attitude is "bratty">> "Pricks," you grumble, sending a middle finger <<bhis>> way. <<else>> "Impatient little buggers," you grumble. <</if>> <br><br> You clean up as best you can while the <<beastsplural>> gorge themselves. You hope the owner won't be upset. <</if>> <br><br> <<link [[Next|Danube Catperson Sofa]]>><<endevent>><<pass 90>><</link>> <br> <<case 2>> You tell the two no. They stare for a few seconds, <<if random(1, 100) gte 36>> <span class="green">before slinking out of the pantry.</span> <<if $monster is 1>> "Master would have," the <<person2>><<beasttype 1>> mutters as <<bhe>> passes. <</if>> <br><br> With the <<beastsplural>> placated, you return to the sofa. <br><br> <<link [[Next|Danube Catperson Sofa]]>><<endevent>><<pass 90>><</link>> <br> <<else>> <span class="red">then hiss.</span> <<if $monster is 1>> "You don't tell us no," the <<beasttype>> says. <</if>> <<bHe>> pounces onto you, knocking you to the ground. <br><br> <<link [[Next|Danube Catperson Feed Sex]]>><<set $molestationstart to 1>><</link>> <</if>> <<case 3>> You drop to the floor and adopt a suggestive pose. <br><br> "I'm not supposed to feed you," you coo. "But a treat won't hurt." <<deviancy3>> The <<beastsplural>> slowly approach, purring. <br><br> <<link [[Next|Danube Catperson Feed Sex]]>><<set $sexstart to 1>><</link>> <<default>> You look at the two and, unsure what to do, go back to what you were doing before. The two don't stop their chants, but you hold through your indifference and eventually, they stop and peace returns. <br><br> <<link [[Next|Danube Catperson Sofa]]>><<endevent>><<pass 90>><</link>> <br> <</switch>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<loadNPC 0 "danube_cat_2">> You flop down on the sofa. An hour passes. As you await the owner's return, a <<beasttype>> creeps into your peripheral. <br><br> You don't pay <<bhim>> any mind, until <<bhe>> creeps closer. With a hiss, <<bhe>> unsheathes <<bhis>> claws.<<stress 5>><<gstress>> <br><br> <<if $settings.bestialityEnabled or $monster is 1>> <<if hasSexStat("deviancy", 2)>> <<link [[Seduce|Danube Catperson Claws Sex]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> <</if>> <<link [[Soothe|Danube Catperson Claws]]>><<set $phase to 2>><</link>><<tendingdifficulty 1 300>> <br> <<link [[Avoid|Danube Catperson Claws]]>><<set $phase to 1>><</link>><<dancedifficulty 1 300>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $phase is 1>> You leap up, <<if $danceSuccess>> <span class="green">quick enough to avoid the <<beasttype>>.</span><<stress -6>><<lstress>> <br><br> <<bHe>> curls up and settles into the vacant spot on the sofa, unbothered by <<bhis>> failed assault. You find another seat. <<else>> <span class="red">but you're not quick enough.</span> <<bHis>> claws sink into your skin.<<pain 3>><<stress 6>><<gpain>><<gstress>> <br><br> Seeming proud of <<bhimself>>, the <<beasttype>> <<if $monster is 1>> laughs <<bhis>> way out of the room. <<else>> scurries away. <</if>> You settle back into your seat, nursing your wound. <</if>> <br><br> <<link [[Next|Danube Catperson Payment]]>><<endevent>><</link>> <br> <<else>> You stretch your hand out to the <<beasttype>>. You stop short before making contact. <<bHe>> gives your fingers a cautious sniff, then <<if $tendingSuccess>> <span class="green">licks you.</span><<stress -6>><<lstress>> <<else>> <span class="red">bites you.</span><<pain 15>><<stress 6>><<ggpain>><<gstress>> <</if>> <br><br> Satisfied, the <<beasttype>> prances off. <br><br> <<link [[Next|Danube Catperson Payment]]>><<endevent>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<beastTrainGenerate>> <<if $NPCList[0].penis isnot "none">> You remain on your knees as the <<beasttype 0>> mounts you. <<set $position to "doggy">><<set $NPCList[0].stance to "top">> <<else>> The <<beasttype 0>> flips you onto your back, and mounts you. <<set $position to "missionary">><<set $NPCList[0].stance to "top">> <</if>> <</if>> <br> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Danube Catperson Feed Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Catperson Feed Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but the other is eager for a go. <<combatTrainAdvance>> <<set $danubecathappiness -= 1>> <br><br> <<link [[Next|Danube Catperson Feed Sex]]>><</link>> <br> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <<set $danubecathappiness -= 1>> <br><br> <<link [[Next|Danube Catperson Feed Sex End]]>><<set $finish to 1>><</link>> <br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves <<combatTrainAdvance>> and the other takes <<bhis>> turn. <<set $danubecathappiness += 1>> <br><br> <<link [[Next|Danube Catperson Feed Sex]]>><</link>> <br> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <<set $danubecathappiness += 1>> <br><br> <<link [[Next|Danube Catperson Feed Sex End]]>><<set $finish to 1>><</link>> <br> <</if>> <<else>> <<set _consensual to $consensual>> <<if $enemywounded is 0 and $enemyejaculated gte 2>> <<if $consensual is 1>> The <<beastsplural>> purr in contentment and prance out of the kitchen. <br><br> <<tearful>> you rise to your feet and leave after them. <<else>> The <<beasttype>> kicks <<bhis>> <<if $monster isnot 1>>hind<</if>> leg at you as they prowl out of the kitchen. You're left spent and shivering on the tile. <br><br> <<tearful>> you struggle to your feet. <</if>> <<elseif $enemywounded is 1 and $enemyejaculated is 1>> The <<beasttype>> takes cover behind the other. <<bHe>> hisses, and the pair retreat, leaving you spent. <br><br> <<tearful>> you struggle to your feet. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> The <<beastsplural>> retreat with a hiss, scrambling over each other in their haste to escape. <br><br> <<tearful>> you scurry out of the kitchen. <<else>> The <<beasttype>> looks annoyed. <<bHe>> prowls towards you, but receives a swat from the other. A fight breaks out. <br><br> <<tearful>> you slink out of the kitchen while they're distracted. <</if>> <br><br> <<clotheson>> <<endcombat>> <<if _consensual is 1>> <<link [[Next|Danube Catperson Sofa]]>><<pass 60>><</link>> <br> <<else>> <<link [[Next|Danube Catperson Flee]]>><</link>> <br> <</if>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> You run your hands up and down your chest. The <<beasttypes>> claws retract. Sensing your intent, <<bhe>> leaps onto the couch and mounts you. <<deviancy2>> <<if $NPCList[0].penis isnot "none">> <<set $position to "doggy">><<set $NPCList[0].stance to "top">> <<else>> <<set $position to "missionary">><<set $NPCList[0].stance to "top">> <</if>> <</if>> <br> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Danube Catperson Claws Sex End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Catperson Claws Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> curls up in your lap. <<set $danubecathappiness += 1>> <br><br> <<tearful>> you settle back into your seat. <<elseif $enemyhealth lte 0>> The <<beasttype>> retreats with a hiss. <br><br> <<tearful>> you slump back down on the sofa. <<set $danubecathappiness -= 1>> <<else>> The <<beasttype>> growls, but curls up on the sofa without a fight. <br><br> <<tearful>> you find yourself another seat. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Catperson Payment]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You run for the door, but your fingers stop shy of the handle. You need the money. <br><br> <<link [[Stay (1:00)|Danube Catperson Sofa]]>><<pass 60>><</link>> <br> <<link [[Leave|Danube Catperson Flee 2]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<loadNPC 0 "danube_cat_owner">><<person1>> The <<person>> can deal with the mess <<himself>>. You throw the door open and rush outside. <br><br> <<clearNPC "danube_cat_owner">> <<clearNPC "danube_cat_0">> <<clearNPC "danube_cat_1">> <<clearNPC "danube_cat_2">> <<link [[Leave|Danube Street]]>><<unset $danubecathappiness>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<loadNPC 0 "danube_cat_owner">><<person1>> <<if $danubecathappiness isnot 0>> <<set _catPay to (35 + ($danubecathappiness * 15))>> <</if>> You hear a voice from the door. "I'm back!" It's the <<person>>. <<His>> pets surround <<him>>, <<if $danubecathappiness gte 1>> purring with delight. <br><br> "Did you make a new friend?" <<he>> coos. "You think <<pshe>> deserves a little reward, hm?" <br><br> <<He>> hands you <<moneyGain _catPay>>. "A little extra," <<he>> says as <<he>> ushers you outside. "Do come back sometime. They're so fond of you!" <<elseif $danubecathappiness lte -1>> howling and hissing. <br><br> The <<person>> fixes you with a glare. You're thrown outside before you can get a word in. <br><br> <<He>> drops <<moneyGain _catPay>> at your feet before slamming the door shut. You can make out muffled blubbering on the other side. You take the money and hurry away. <<else>> mewling impatiently. <br><br> "Settle down, darlings. <<Mummy>>'s home," <<he>> coos, kneeling down to tend to the purring mass. <br><br> <<He>> sets <<moneyGain 35>> aside without so much as looking at you. You take the money and leave. <</if>> <br><br> <<clearNPC "danube_cat_owner">> <<clearNPC "danube_cat_0">> <<clearNPC "danube_cat_1">> <<clearNPC "danube_cat_2">> <<link [[Leave|Danube Street]]>><<unset $danubecathappiness>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "docks">><<dockeffects>><<effects>> <<skul_dock_init>> You are on the docks. <<if Time.dayState is "dawn">> They're already busy with activity as vehicles arrive to transfer cargo and shipments. <<elseif Time.dayState is "day">> They're busy with activity as dockers work the moored ships. <<elseif Time.dayState is "night">> They're closed off at night. The lights of patrolling security light up the stacked cargo containers. <<elseif Time.dayState is "dusk">> The last ships are leaving, while others remain moored for the night. <</if>> <br> <<if $dockwork gte 1 and Time.schoolDay and $idDocksReveal isnot 2 and Time.hour is 7>> <br> You approach the other workers, but a manager stops you. "Sorry, no can do, <<girl>>. You know the rules: no students on weekdays." <<if $id is 1>> <<set $idDocksReveal to 1>> <br> <span class="blue">Maybe they'd let you work on school days if you showed them the ID you purchased from Briar?</span> <br> <</if>> <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "docks">> <br> <</if>> <br> <<if $dockwork is 2 and Time.hour is 7 and Time.schoolDay and !($idDocksReveal gte 1)>> Dockers arrive for work. They won't let you join them on a school day. <br><br> <</if>> <<if $robindebtevent gte 1 and $docksrobinintro isnot 1 and $robinmissing is "docks">> <<investigateicon>><<link [[Look for Robin (0:20)|Docks_Robin]]>><<pass 20>><</link>> <br> <</if>> <<if $dockwork is 1 and Time.dayState isnot "night" and $exposed lte 0>> <<docksicon>><<link [[Take job (0:30)|Docks Take Job]]>><<pass 30>><<set $dockwork to 2>><</link>> <br> <<elseif $dockwork is 2 and Time.hour is 7 and $exposed lte 0 and (!Time.schoolDay or $idDocksReveal is 2)>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to work as a docker. <<else>> <<docksicon>><<link [[Work as a docker (12:00)|Docks Start]]>><</link>><<gtiredness>> <</if>> <br> <<elseif $dockwork is undefined and Time.dayState isnot "night" and $exposed lte 0>> <<socialiseicon "ask">><<link [[Ask for work (0:05)|Docks Ask]]>><<pass 5>><<set $dockwork to 1>><</link>> <br> <</if>> <<if $exposed lte 0 and Time.dayState isnot "night" and $dockstatus gte 80 and $dockwage lt 2000>> <<socialiseicon "ask">><<link [[Ask for raise (0:05)|Docks Raise]]>><<pass 5>><<set $dockwage += 100>><<dockstatus -20>><</link>><<llcool>> <br> <</if>> <<if Time.dayState is "night">> <<sneakicon>><<link [[Sneak inside (0:05)|Docks Sneak Start]]>><<set $bus to "S">><</link>> <br> <</if>> <<storeon "docks" "check">> <<if _store_check is 1>> <<dressasyouwereicon>><<link [[Get dressed|Docks]]>><<storeon "docks">><</link>> <br> <</if>> <<if $id is 1 and $dockwork gte 1 and Time.hour is 7 and $idDocksReveal is 1>> <<ind>><<link [[Use fake ID (0:02)|Docks Fake ID]]>><</link>> <</if>> <br> <<mericon>><<link [[Leave|Mer Street]]>><</link>> <br> <<if $debug is 1>> <<link [[(debug) Max dock status|Docks]]>><<set $dockstatus to 100>><</link>> <br> <<link [[(debug) Min dock status|Docks]]>><<set $dockstatus to 0>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<generate1>><<person1>> You ask a manager for a raise. "Well..." <<He>> adjusts <<his>> glasses and taps something into <<his>> computer. "You have been pulling your weight around here. Fine. You're on <span class="gold">£<<print (($dockwage * 12) / 100)>></span> a shift now." <<trauma -18>><<stress -18>><<lltrauma>><<llstress>> <br><br> <<if $dockwage gte 2000>> "That's more than any other worker," <<he>> adds. <br><br> <</if>> The other dockers overheard, and grumble as you leave. They're just jealous. <br><br> <<endevent>> <<link [[Next|Docks]]>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You approach a <<generate1>><<person1>><<person>> standing on a raised platform. <<He>> jots something on <<his>> clipboard while observing the workers. <br><br> <<if $speech_attitude is "meek">> "Excuse me," you say. "S-sorry to bother you. Are you hiring?" <<elseif $speech_attitude is "bratty">> "Hey," you say. "I'm looking for work. Who do I talk to?" <<else>> "Hello," you say. "Are you hiring?" <</if>> <br><br> <<He>> doesn't look up from <<his>> clipboard, but points <<his>> pen in the direction of a small building a little closer to the water. <br><br> The door is open. A <<generate2>><<person2>><<person>> looks up from <<his>> desk as you enter. "Ah," <<he>> says, pushing <<his>> glasses up <<his>> nose. "Looking for work?" You nod. <<He>> stands and squeezes between <<his>> desk and the wall until <<he>> stands in front of you. <<He>> holds out <<his>> hand. <br><br> <<link [[Next|Docks Ask 2]]>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> "We're looking for more hands," the <<person>> says. "So many ships come and go nowadays. You'll want details." <<He>> sits back behind <<his>> desk. "<<printmoney 1000>> an hour is the starting wage. Perform well and you might get a raise. Work begins at <span class="gold"><<ampm 7 00>></span>." <br><br> "Oh, and don't be late," <<he>> adds. "We can't just have workers show up throughout the day. Security reasons. You need to be here between seven and eight or we can't sign you in. No work for you on school days either, or I'll get in trouble. Work day is twelve hours, and you need to stay the whole shift if you want to get paid." <br><br> <<if $id is 1>> <<set $idDocksReveal to 2>> You show <<him>> the fake ID you purchased from Briar. "I'm not a student<<if $speech_attitude is "meek">>..<</if>>." <br><br> <<He>> glances at it, then hands it back. "Can't be too careful. Everything else still applies, then, except for the 'no working on school days' part." <br><br> <</if>> <<He>> runs <<his>> eyes up and down your body. <<if currentSkillValue('physique') gte 15000>> "You're a strapping <<lass>>, aren't you. It's a physical job, but you won't have any problems." <<elseif currentSkillValue('physique') gte 10000>> "You look good and fit. It's a physical job, but you should be fine." <<elseif currentSkillValue('physique') gte 5000>> "This is a physically demanding job. You look like you can handle yourself, but go careful." <<else>> <<He>> sighs. "This is a physically demanding job, and, well." <<He>> pauses. "You're not the strongest <<girl>> I've seen, let me put it that way. I won't stop you, but you might be in for a rough time." <</if>> <br><br> "I think that's everything. I can give you a rundown of the more technical aspects, the rest you can learn on the job. So, interested?" <br><br> <<link [[Yes (0:30)|Docks Take Job]]>><<pass 30>><<set $dockwork to 2>><<endevent>><</link>> <br> <<link [[No|Docks Refuse Job]]>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> "That's a shame," the <<person>> sighs. "Come back if you change your mind." <br><br> <<endevent>> <<link [[Next|Docks]]>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<set $dockwage to 1000>><<set $dockstatus to 10>> "Remember," the manager says. "Work starts at <span class="gold"><<ampm 7 00>></span><<if $idDocksReveal isnot 2>>, and you can't work on school days<</if>>. Welcome to the team." <br><br> <<link [[Next|Docks]]>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You pass security and report to a manager for work. <<dockstatustext>> <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Strip and work (1:00)|Docks Work]]>><<undressclothes "docks">><<set $phase to 2>><<dockstatus 1>><</link>><<if $daily.dockExhibitionism isnot 1>><<exhibitionist5>><</if>><<gcool>> <br> <</if>> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<if $arousal gte $arousalmax>> <<orgasmLocation "docks">> <</if>> <<if $phase is 0>> You work hard. It's tiring. <<physique 6>> <br><br> <<if $upperwetstage gte 3 or $lowerwetstage gte 3>> You feel the other dockers ogling your body through your wet clothing. <<gstress>><<garousal>><<stress 6>><<arousal 600>> <br><br> <</if>> <<elseif $phase is 1>> You do as little work as you can get away with. Your colleagues grumble about you. <br><br> <<if $upperwetstage gte 3 or $lowerwetstage gte 3>> You feel the other dockers ogling your body through your wet clothing. <<gstress>><<garousal>><<stress 6>><<arousal 600>> <br><br> <</if>> <<elseif $phase is 2>> You strip naked behind some cargo containers. <<flaunting>> you take a deep breath and step out onto the dock. <<if $daily.dockExhibitionism isnot 1>> <<set $daily.dockExhibitionism to 1>> <<exhibitionism5>> <<else>> <br><br> <</if>> <<covered>> Few notice at first, until someone whistles at you and attracts attention. More and more dockers stop what they're doing to cheer and whistle at you. Each new onlooker renews your thrill. <br><br> A supervisor tells everyone to get back to work. They do so, though reluctant to take their eyes off you. <<generate1>><<person1>>The supervisor doesn't tell you to get dressed. The longing look <<he>> gives your body suggests why.<<endevent>> <br><br> <</if>> <<pass 60>> <<dockwork>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> The <<person1>><<person>> gets closer. You press one leg into the side of the boat, making the vessel rock. They stumble forwards. "Don't you da—" <<he>> manages before you give the boat another shove, this time turning it over and sending all three of you overboard. <br><br> You swim back to shore. "<<pShe>> capsized it on purpose!" the <<person>> says to the amused dockers who help you from the water. Most think it was an accident, but some believe the pair. <br><br> <<upperwet 200>><<lowerwet 200>><<underlowerwet 200>><<underupperwet 200>> <<endevent>> <<dockoptions>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> They push you onto the deck, flip you over, and bind your arms with tight knots. <br><br> <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>><<set $phase to 1>><</if>> <<elseif $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 100>> <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>><<set $phase to 1>><</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Docks Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That weren't so bad, were it?" the <<person>> laughs. <<He>> turns on the engine and continues the task. <br><br> <<unbind>> <<tearful>> you climb aboard the larger vessel. You help the crew manage the spring lines and swing the vessel around to a successful landing. <br><br> <<if $pain gte 40>> One of the sailors notices your tears and asks what's wrong, but you assure them you're fine. <br><br> <</if>> <<if $phase is 1>><<clothesontowel>><<else>><<clotheson>><</if>> <<endcombat>> <<dockoptions>> <<else>> You shove them off the boat, turn on the engine, and leave them to flounder. You'll finish the task yourself. <br><br> <<if $phase is 1>><<clothesontowel>><<else>><<clotheson>><</if>> <<endcombat>> <<tearful>> you climb aboard the larger vessel. Feeling energised by your victory, you guide both the captain and crew to a successful landing. <br><br> <<generate1>><<person1>>A <<person>> asks where the other two are. You tell them they fell off the boat. Your colleagues are still laughing when the pair make it back to the docks, soaked and shivering. <br><br> <<endevent>> <<dockoptions>> <</if>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<unbind>> You turn your back to the <<person>>. <<He>> fiddles with the knots, and sets you free. "There you go <<lass>>. Be more careful in the future." <br><br> <<endevent>> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<He>> shrugs. "Suit yourself." <br><br> <<endevent>> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<generate2>><<person2>>You return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us." <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You slip beneath the table. "What are you—" <<He>> cuts off when you unzip <<his>> trousers. <<promiscuity4>> <<if $seductionrating gte $seductionrequired>> <<He>> glances around. "Maybe there has been an error," <<he>> says. "Safety is of paramount importance." <br><br> <<link [[Next|Docks Tourist Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> pulls away from you, then laughs and <<if $pronoun is "m">>strokes<<else>>twirls<</if>> <<his>> hair. "I have a ship full of hotties, all wanting to bed the captain. Take your charms to the docks where they might be worth a few scraps." <br><br> <<generate2>><<person2>>You return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us." <br><br> <<dockoptions>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> You reward <<him>> with a playful lick. <br><br> <<npcoral>> <</if>> The surrounding passengers socialise, unaware of what you're up to beneath the table. <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Docks Tourist Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Tourist Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> moans. The passengers give <<him>> odd looks, and <<he>> blushes. "I-I'll turn the ship," <<he>> whispers. <br><br> <<clotheson>> <<endcombat>> <<tearful>> you descend to your boat. You steer away. <br><br> Soon after, the larger vessel starts to turn. <br><br> You arrive back at the docks. A manager greets you. <<generate2>><<person2>>"You did it," <<he>> says. "Didn't expect that. Those types are so full of themselves. Good job." <<ggcool>><<dockstatus 3>> <<elseif $enemyhealth lte 0>> You shove the <<person>> away from you, which attracts attention from the passengers. "J-just stretching," <<he>> says, covering <<his>> groin. <br><br> <<clotheson>> <<endcombat>> <<tearful>> <<generate2>><<person2>>you return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us." <<else>> The <<person>> steps away from you and fixes <<his>> fly. <br><br> <<clotheson>> <<endcombat>> <<tearful>> <<generate2>><<person2>>you return to the dock. Your manager greets you. "Don't worry," <<he>> sighs. "Those types never listen to us." <</if>> <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> "Attention everybody," you shout. The passengers fall silent. "This ship is on a collision course with another. You need to steer away from the docks. Or prepare to swim ashore." You turn and walk away. The crowd erupts into anxious babbling the moment you disappear from view. You descend to your ship and steer away. <br><br> Soon after, the larger vessel starts to turn. <br><br> You arrive back at the docks. A manager greets you. <<generate2>><<person2>>"You did it," <<he>> says. "Didn't expect that. Good job." <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<if $phase is 0>> You compare the numbers, <<if currentSkillValue('maths') gte random(1, 1000)>> <span class="green">and find that some valuable cargo disappeared at some point between arrival and departure.</span> What's more, someone tried to cover it up. You inform a manager, who seems impressed at your deduction. <<dockstatus 1>><<gcool>> <<else>> <span class="red">but find nothing wrong.</span> You finish recording the information. <</if>> <<else>> You're sure it's fine. You finish recording the information. <</if>> <br><br> <<dockoptions>><<effects>> <<skul_dock_init>> You keep an eye out for anything valuable. There's a lot, but you need something small enough to carry. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <br><br> <<skul_dock_contents gold>> <<if !_dock_location and $catsuit_found isnot true>> <<skul_dock_contents equipment>> <</if>> <<if !_dock_location and $catsuit_found and !$weekly.compoundParts>> <<skul_dock_contents mechanisms>> <</if>> <<if !_dock_location>> <<skul_dock_contents aphrodisiacs>> <</if>> <<if !_dock_location>> <<skul_dock_contents electronics>> <</if>> <<if !_dock_location and currentSkillValue('tending') gte 400>> <<skul_dock_contents fertiliser>> <</if>> <<if _dock_contents is "gold">> There's a bar of gold in a container at the <<skul_dock_location _dock_location>>. <span class="green">It would sell on the black market.</span> You make a mental note of its location. <<elseif _dock_contents is "mechanisms">> A local company has received a shipment of custom machine parts. They're being kept near the <<skul_dock_location _dock_location>>. <span class="teal">They would sell on the black market.</span> You make a mental note of their location. <<elseif _dock_contents is "aphrodisiacs">> A local company is moving something special through. It's being kept near the <<skul_dock_location _dock_location>>. <span class="teal">It would sell on the black market.</span> You make a mental note of its location. <<elseif _dock_contents is "electronics">> There's a container full of goods, including valuable electronics, near the <<skul_dock_location _dock_location>>. <span class="lblue">They would sell on the black market.</span> You make a mental note of its location. <<elseif _dock_contents is "fertiliser">> There's a container full of what looks like fertiliser near the <<skul_dock_location _dock_location>>. <span class="lblue">They might be useful to you.</span> You make a mental note of its location. <<elseif _dock_contents is "equipment">> There's a container full of specialist equipment near the <<skul_dock_location _dock_location>>. <span class="teal">It might be useful to you.</span> You make a mental note of its location. <<elseif !_dock_contents>> You don't find anything suitable. Useful to know. <<set _skul_dock_keys to Object.keys($skul_dock)>> <<for _i to 0; _i lt _skul_dock_keys.length; _i++>> <<set $skul_dock[_skul_dock_keys[_i]].state to "known">> <</for>> <</if>> <br><br> <<skulduggeryuse>> <<else>> Your supervisor slaps your back. There was no sign you were doing anything illicit, but you almost jump from your seat all the same. You'll be teased for that later.<<lcool>><<dockstatus -1>> <br><br> <<skulduggeryuse>> <</if>> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<skul_dock_init>> You sneak under a parked vehicle and peek out from beneath. <br><br> One of the workers places a crate in front of you, blocking your view. There's a crack in the bottom. A sweet, heady smell leaks out. It relaxes and heats you. <br><br> It's the last crate they load into the cargo container. The <<person1>><<person>> locks it, and they climb into the vehicle before driving away. <br><br> <<skul_dock_contents aphrodisiacs>> <<if _dock_location is "SW">> The container looks like it's going to remain in the unloading area overnight. <<if currentSkillValue('skulduggery') gte 400>> <span class="teal">The contents must be valuable.</span> You make a mental note of its location. <</if>> <br><br> <<elseif _dock_location>> A crane lifts the container, and carries it towards the <<skul_dock_location _dock_location>>. It will remain there overnight. <<if currentSkillValue('skulduggery') gte 400>> <span class="teal">The contents must be valuable.</span> You make a mental note of its location. <</if>> <br><br> <</if>> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You ignore the strange vehicle and continue working. <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<if $phase is 0>> You look more closely, <<if currentSkillValue('history') gte random(1, 1000)>> <span class="green">and recognise the shape.</span> You <<generate1>><<person1>>inform a manager, who calls the captain in time. The ship steers around it. <br><br> "Damned reef," the manager says. "I swear it just pops up where it pleases. Good job." <<dockstatus 1>><<gcool>> <<else>> <span class="red">but the shape vanishes.</span> <br><br> With a groan, the ship collides with something beneath the surface. Dockers rush to the moorings to assess the damage. <</if>> <<else>> You're sure it's fine. You finish cleaning. <br><br> A metallic tearing sound shudders the pier. Something tears a giant gash down the side of the approaching ship, though it still makes it to the dock. <</if>> <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<if $speech_attitude is "meek">> "I'm just trying to work," you say. "Please let me." <<elseif $speech_attitude is "bratty">> "Fuck you," you say. "You're supposed to be working." <<else>> "This is cruel," you say. "I'll report you." <</if>> <br><br> "We're just having fun," the <<person>> says. "Your kind rarely sticks with it anyway." The other dockers nod. <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You walk away from the crowd. You try to ignore the jeers. <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> It's a watch. It should be worth something. You mark it down as missing. <br><br> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You mark down that a package is damaged, and continue working. <br><br> <<dockoptions>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<if $lock lt 400>> There's nothing you can do. You move on to the next container. <<else>> You ignore the voice, and move on to the next container. <</if>> The <<person>> seems relieved. <br><br> <<endevent>> <<dockoptions>><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You successfully pick the lock and open the container. The <<person>> glances around. "I didn't see anything," <<he>> says. "I need this job." <<He>> walks away. <br><br> <<skulduggeryuse 500 "locks">> <<person1>>There are sacks full of potatoes inside. You hear the voice again, from the back. One of the sacks moves. You find a <<person>> beneath, gagged and bound. Bruising surrounds <<his>> right eye. <<He>> starts crying. <<gstress>><<stress 6>> <br><br> <<link [[Get help|Docks Slave Help]]>><</link>> <br> <<link [[Comfort and untie|Docks Slave Untie]]>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You rush from the container, and find the <<person1>><<person>> who saw you open it. <br><br> <<if $speech_attitude is "meek">> "There's someone who needs help," you say. "They're tied up and hurt." <<elseif $speech_attitude is "bratty">> "What's going on," you say. "There's a bound person in there." <<else>> "I found a person inside," you say. "They're bound and hurt." <</if>> <br><br> <<He>> looks around before leaning in close. "Shut it, <<girl>>," <<he>> says. "I didn't see anything. Remember? Shut your gob before you get us both in trouble." <br><br> You return to the container, and find the <<person1>><<person>> lying where you left <<him>>. <br><br> <<link [[Next|Docks Slave Untie]]>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> You untie the bindings and remove the gag. <<if $speech_attitude is "meek">> "Please don't cry," you say. "I'll look after you. What's your name?" <<elseif $speech_attitude is "bratty">> "Don't cry," you say. "Someone nasty might hear. What's your name?" <<else>> "It's okay," you say. "You're safe now. What's your name?" <</if>> <br><br> <<His>> sobs recede a little, but <<he>> doesn't respond. You feel <<his>> arm through <<his>> worn school uniform as you help <<him>> to <<his>> feet. <<Hes>> very thin. <br><br> <<He>> stares at you, cheeks still wet. You take <<his>> hand and lead <<him>> toward the road. <<dockclotheson>> Security watch as you pass, but don't stop you. <br><br> <<harvesticon>><<link [[Take to train station (1:00)|Docks Slave Station]]>><<pass 60>><</link>> <br> <<foodicon "eat">><<link [[Get food first (£20)|Docks Slave Cafe]]>><<pass 60>><<famegood 1>><<money -2000 "gift">><</link>> <br><<set $outside to 0>><<set $location to "cafe">><<dockeffects>><<effects>> You take <<him>> to a nearby cafe and sit at a table away from the window. <<His>> eyes light up when <<he>> sees the menu. <<He>> points at the picture of a burger, so you order one for <<him>> and one for yourself. <<He>> devours <<his>> meal, pausing only to drink the accompanying pop. <br><br> You ask <<him>> <<his>> name and where <<hes>> from as <<he>> eats. <<He>> doesn't respond. You're not sure if <<he>> speaks English. <br><br> <<He>> licks the plate once finished, and stares at your food with longing. You push your plate over to <<him>>. <<He>> eats it just as fast. <br><br> You leave the cafe together. <<He>> looks much happier. <br><br> <<link [[Next|Docks Slave Station]]>><<pass 60>><</link>> <br><<set $outside to 0>><<set $location to "town">><<dockeffects>><<effects>><<wearProp "ticket">> You take the <<person>> to the train station on Harvest Street. <<He>> walks close, and keeps bumping into you. The station itself is busy. There's a map of the country on the wall, detailing the train network. <br><br> <<He>> points at one town in particular and smiles. You look more closely. It matches the name beneath <<his>> uniform's logo. "Is this your home?" you ask. <<He>> just smiles. <br><br> You buy a ticket and walk onto the platform as the train arrives. <<money -10000 "gift">> The <<person>> seems anxious. <br><br> <<if $money gte 10000>> <<link [[Give nothing|Docks Slave Station 2]]>><<famegood 5>><<set $phase to 0>><</link>> <br> <<link [[Give £100|Docks Slave Station 2]]>><<set $dockslavemoney to 100>><<money -10000 "gift">><<famegood 10>><<set $phase to 1>><</link>> <br> <<else>> <<link [[Wave goodbye|Docks Slave Station 2]]>><<famegood 5>><<set $phase to 0>><</link>> <br> <</if>> <<if $money gte 30000>> <<link [[Give £300|Docks Slave Station 2]]>><<set $dockslavemoney to 300>><<money -30000 "gift">><<famegood 30>><<set $phase to 2>><</link>> <br> <</if>> <<if $money gte 100000>> <<link [[Give £1000|Docks Slave Station 2]]>><<set $dockslavemoney to 1000>><<money -100000 "gift">><<famegood 50>><<set $phase to 3>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<dockeffects>><<effects>> <<if $phase gte 1>> You hand the <<person>> the ticket and £<<print $dockslavemoney>>. <<else>> You hand the <<person>> the ticket. <</if>> <<if $speech_attitude is "meek">> "It was nice to meet you," you say. "I hope you have a nice journey." <<elseif $speech_attitude is "bratty">> "You should be okay from here," you say. <<else>> "This train will take you home," you say. <</if>> <<He>> seems reluctant to leave you, but <<he>> understands and walks alone toward the waiting train. Before reaching it however, <<he>> turns and runs back. <<He>> almost knocks you over with a hug. <br><br> <<He>> waves from the window as the train departs. <br><br> <<link [[Next|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "town">><<dockeffects>><<effects>> <<upperruined>><<lowerruined>><<underruined>><<handheldruined>> <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> You awaken naked on a chair. Lengths of rope criss-cross your body and tie you down. A round board sits on your knees and leans against your chest, giving you some cover from prying eyes. You can't move an inch. Walls of corrugated metal suggest you're inside a cargo container. You're not alone. <br><br> <<generate1>><<generate2>><<generate3>><<person2>>"It's not fair," a <<person>> says. <<He>> sits opposite you with <<his>> arms folded. "You set it up wrong." <br><br> A dart thuds into the board. The <<person1>><<person>> who threw it laughs. "Yeah yeah," <<he>> says. "We're all using the same board, if you haven't noticed." <<He>> throws another dart. "I win." <<He>> turns to a <<person3>><<person>>. "Unless you score perfect." <br><br> The <<person>> stands and takes <<his>> position in front of the board as the <<person1>><<person>> approaches to retrieve <<his>> darts. "Hey," <<he>> says. "<<pShes>> awake." <br><br> <<link [[Insult|Passout Docks 2]]>><<set $phase to 0>><<def 1>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Plead|Passout Docks 2]]>><<set $phase to 1>><<sub 1>><<stress -6>><</link>><<lstress>> <br> <<link [[Remain silent|Passout Docks 2]]>><<set $phase to 2>><</link>> <br><<set $outside to 0>><<set $location to "docks">><<dockeffects>><<effects>> <<if $phase is 0>> <<if $speech_attitude is "meek">> "L-let me go," you say. "You're being mean." <<elseif $speech_attitude is "bratty">> "Untie me at once," you say. "Or I'll throw you into the sea with the other scum." <<else>> "You scum," you say. "Let me go." <</if>> <br><br> The <<person1>><<person>> laughs. "Let you go? Sure. After I've had my fun." <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "Please don't hurt me," you say. "I promise I won't tell anyone." <<elseif $speech_attitude is "bratty">> "This is childish," you say. "Let me go now and I won't tell anyone." <<else>> "Please let me go," you say. "I won't tell anyone." <</if>> <br><br> The <<person1>><<person>> laughs. "Sure. After I've had my fun." <<else>> <</if>> <<He>> returns to <<his>> seat as the <<person3>><<person>> prepares to throw. <br><br> The dart flies over your shoulder. "Fuck," the <<person>> says as <<he>> sits in defeat. The <<person1>><<person>> raises <<his>> fists. "I win! Now clear off you two. I want privacy." <br><br> The <<person2>><<person>> shakes <<his>> head. "That wasn't agreed." <<He>> opens a beer. "We're watching. I wanna see what you do to this <<girl>>." <br><br> The <<person1>><<person>> sighs, but doesn't protest. <<He>> pulls the board away from you. Their eyes feast on your <<lewdness>>. <br><br> <<link [[Next|Passout Docks Rape]]>><<set $enemyno to 1>><<set $enemynomax to 1>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> The pair cheer their colleague on. <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Passout Docks Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Passout Docks Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair applaud. "I think I've learned something intimate about you," the <<person2>><<person>> says. <br><br> "Sh-shut it," the <<person1>><<person>> responds. <<He>> unties you from the chair, but leaves the rope around you. "You keep it shut too. Not that anyone will care." <<He>> opens the container and kicks you out. <br><br> <<tearful>> you climb to your feet. <<else>> You kick the <<person>> against the metal wall. <<He>> cries out in pain and clutches <<his>> back. <br><br> "<<pShes>> tied up mate!" the <<person2>><<person>> says as the <<person3>><<person>> keels over with laughter. <br><br> <<tearful>> you kick open the door and leave the container. The pair don't stop you, but continue to mock their colleague. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Docks]]>><</link>> <<set $stress -= 2000>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>><<silently>><<handheldon>><</silently>> <<set $dockpubcount += 1>> <<if Time.hour gte 3 and Time.hour lte 18>> Your colleagues pat your back, congratulating your endurance. They separate and stagger home. <<gcool>><<dockstatus 5>> <br><br> <<destinationeventend>> <<elseif $rng gte 81>> <<generateSailor 1>><<generateSailor 2>><<generateSailor 3>><<generateSailor 4>><<generateSailor 5>><<generateSailor 6>><<person1>> Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Mer Street. It's busy. Sailors from the moored ships are unwinding here. <br><br> "Pub quiz in ten minutes," the jovial owner shouts. "Winning team gets a round on the house." Your colleagues sign up at once. The sailors scoff. "You got no chance," one of them, a <<person>>, says. Your colleagues throw colourful insults in response. <br><br> "You lot talk big," the <<person>> says after much back and forth. <<He>> pulls £60 from <<his>> pocket. <<His>> fellow sailors do likewise. "That's £360 says we win the quiz." Despite their previous bluster, the dockers seem unsure. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Bet your body|Docks Pub Crawl Body]]>><<dockstatus 1>><</link>><<promiscuous3>><<gcool>> <br> <</if>> <<if $money gte 6000>> <<link [[Match their bet (£60)|Docks Pub Crawl Bet]]>><<money -6000>><</link>> <br> <</if>> <<link [[Don't bet anything|Docks Pub Crawl Quiz Refuse]]>><<set $phase to 0>><</link>> <br> <<link [[Don't take part|Docks Pub Crawl Quiz Refuse]]>><<set $phase to 1>><</link>> <br> <<elseif $rng gte 61>> Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Harvest Street. Some rough looking patrons eye you up as you enter. <br><br> <<if dangerEvent()>> <<generate1>><<person1>>A <<person>> sits beside you and places <<his>> hand on your thigh. "Fancy disappearing together for a few minutes?" <<he>> says. <br><br> <<link [[Accept|Docks Pub Crawl Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>> <br> <<refuseicon>><<link [[Refuse|Docks Pub Crawl Sex Refuse]]>><</link>> <br> <<else>> You drink a couple of rounds together, ignoring evil looks from the regular patrons. You leave with the other dockers. <br><br> <<dockpuboptions>> <</if>> <<elseif $rng gte 41>> Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Barb Street. <br><br> <<if dangerEvent()>> You overhear one of the other dockers talking about you. <<generate1>><<person1>>"You sure the <<girl>> can handle it," <<he>> says. "The drinking, I mean. I don't want to get in trouble with <<pher>> parents or nothing." <br><br> <<foodicon "beer">><<link [[Challenge to drinking contest|Docks Pub Crawl Contest]]>><<dockstatus 1>><<set $phase to 0>><</link>><<gcool>> <br> <<link [[Remain silent|Docks Pub Crawl Silent]]>><<dockstatus -1>><</link>><<lcool>> <br> <<else>> People pay you and the other dockers no mind. You drink a few rounds and leave together. <br><br> <<dockpuboptions>> <</if>> <<elseif $rng gte 21>> Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on Connudatus Street. <br><br> <<generate1>><<generatep2>><<person2>>You notice a docker eyeing up a <<person>> on the other side of the room. <br><br> <<link [[Encourage|Docks Pub Crawl Eyeing Encourage]]>><</link>> <br> <<link [[Ignore|Docks Pub Crawl Eyeing Ignore]]>><</link>> <br> <<else>> Accompanying your colleagues, you <<if $drunk gte 360>>stagger<<else>>walk<</if>> into a pub on High Street. <br><br> <<if dangerEvent()>> You attract attention. Other patrons keep trying to flirt with you. <br><br> <<link [[Flirt|Docks Pub Crawl Flirt]]>><</link>><<promiscuous1>> <br> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<link [[Tease|Docks Pub Crawl Tease]]>><</link>><<exhibitionist1>> <br> <</if>> <<link [[Ignore|Docks Pub Crawl Flirt Ignore]]>><</link>> <br> <<else>> No one pays you or the other dockers much mind. You drink a few rounds and leave together. <br><br> <<dockpuboptions>> <</if>> <</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $speech_attitude is "meek">> "You should talk to <<him>>," you say. "Just be yourself." <<elseif $speech_attitude is "bratty">> "Talk to <<him>>," you say. "<<He>> will appreciate the assertiveness." <<else>> "You should talk to <<him>>," you say. "You'll regret it if you don't." <</if>> <br><br> The docker finishes their drink, takes a deep breath and marches over. The <<person>> looks up. You can't hear them over the din of the pub, but <<he>> seems to respond well. <<if $rng gte 51>> <<He>> takes the docker's hand and together they walk outside. The docker gives you a grateful smile before disappearing. <<gcool>><<dockstatus 1>> <<else>> Until <<he>> sneers and throws <<his>> drink in the docker's face. <br><br> The docker returns, eyes downcast and hair dripping. <</if>> <br><br> You finish your drink and leave with your colleagues. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> You decide to keep to yourself. You finish your drink and leave with your colleagues. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> You flirt back, revelling in the attention. You manage to convince someone to pay for drinks for you and your colleagues. <<dockstatus 1>><<gcool>> <<promiscuity1>><<money 500>> You and the dockers finish your drinks and leave together. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> You hike your skirt up, giving them a tantalising glimpse of your upper thighs just short of your <<undies>>. One of your colleagues, a <<generate1>><<person1>><<person>>, spoils the fun and pulls your $worn.lower.name over your thighs proper. "Sorry," <<he>> says. "But you're working them up a bit too well. I don't want to lose teeth protecting you." <<exhibitionism1>> You and the dockers finish your drinks and leave together. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> You ignore the flirters, finish your drink and leave with your colleagues. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase is 0>><<set $phase += 1>> <<if $speech_attitude is "meek">> "You're wrong," you say. Everyone turns to you. "I bet I can drink even more than you." <<elseif $speech_attitude is "bratty">> You laugh. Everyone turns to you. "It's you I'm worried about," you say to the <<person>>. "You'll be out cold within an hour." <<else>> "I can handle myself," you say. Everyone turns to you. "In fact, I can handle drink better than you." <</if>> <br><br> The <<generate2>><<person2>><<person>> jabs the <<person1>><<person>> with <<his>> elbow. "That's a challenge," <<person2>><<he>> says. The <<person1>><<person>> sighs and takes the seat in front of you as the other dockers rearrange themselves to watch. They're so enthused they offer to pay for the drinks. <br><br> <<link [[Next|Docks Pub Crawl Contest]]>><</link>> <br> <<elseif $phase is 1>><<set $phase += 1>> <<generate3>><<person3>>The bartender arrives with two glasses. "Scotch," <<he>> says. "Let's start you off easy." <br><br> <<if $dockpubcount gte 4>> <<person1>>"I don't think this'll take long," the <<person>> says. "We've had more than a few already." <br><br> <</if>> <<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<wearProp "alcohol" 0 "shot">><<alcohol 180>><</link>><<ggalcohol>> <br> <<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>> <br> <<elseif $phase is 2>><<set $phase += 1>> You drink the scotch as the audience cheers. It burns your throat. <br><br> The <<person1>><<person>> coughs. "No shame in quitting," <<he>> says. "I'm a seasoned drinker, and I don't want to carry you home after." <br><br> The <<person3>>bartender returns, holding two more glasses. "Vodka," <<he>> says. "But stronger than you're used to, I reckon." <br><br> <<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<alcohol 180>><</link>><<ggalcohol>> <br> <<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>> <br> <<elseif $phase is 3>><<set $phase += 1>> You drink the vodka as the audience cheers once more. You feel a bit nauseous. <br><br> "That tasted foul," the <<person1>><<person>> says. "I must be pretty pissed already if I'm doing this." <br><br> The <<person3>>bartender returns, holding two more glasses. "Absinthe," <<he>> says. "Made locally. This was illegal not long ago." <br><br> The <<person1>><<person>> sways slightly as <<he>> takes the drink. <br><br> <<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<alcohol 120>><<hallucinogen 120>><</link>><<ggalcohol>><<gghallucinogens>> <br> <<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>> <br> <<elseif $phase is 4>><<set $phase += 1>> You drink the absinthe. You almost gag. The <<person1>><<person>> does, but <<he>> manages to keep it down. <<He>> doesn't say anything. <br><br> The bartender returns with another two glasses. The liquid is bright and colourful. "Local special." <<He>> smiles. "Not on the menu." <br><br> <<foodicon "beer">><<link [[Drink|Docks Pub Crawl Contest]]>><<alcohol 120>><<drugs 120>><<arousal 1800>><</link>><<ggarousal>><<ggalcohol>> <br> <<getouticon>><<link [[Stop|Docks Pub Crawl Contest Stop]]>><<dockstatus -1>><</link>><<lcool>> <br> <<else>> You drink the colourful liquid. It's sweet, and makes you feel warm. <br><br> The <<person1>><<person>> lifts <<his>> drink. "I prom—" <<He>> hiccups. "I promised myself. Never again." <<He>> places the glass on the table. "You win." The audience cheers with more vigour than before. Someone raises your arm and several others pat your back. "Now," the <<person>> continues. "I need a piss." <<gcool>><<dockstatus 1>> <br><br> <<earnFeat "Under the Table">> <<if $arousal gte $arousalmax>> The warmth in you continues to build, and build, until your whole body shakes. You pass the point of no return. <br><br> <<orgasm>> <br><br> You fall to the ground, writhing and moaning in front of your astonished colleagues. The <<person>> returns as you regain control. <<He>> shakes <<his>> head. <br><br> You leave the pub with the other dockers, feeling spent and flushed. They don't mention what happened, but something has them smiling. <<else>> Your colleagues finish their drinks, the <<person>> returns, and you leave the pub together. <</if>> <br><br> <<dockpuboptions>> <</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>><<silently>><<handheldon>><</silently>> <<if $phase is 4>> You shake your head and push the glass away from you. All eyes turn to the <<person>>, who lifts <<his>> and smells it. <<He>> places it back on the table. "I prom—" <<He>> hiccups. "I promised myself. Never again." It's a draw. The dockers are disappointed. <<lcool>><<dockstatus -1>> <<else>> You shake your head and push the glass away from you. All eyes turn to the <<person>>, who lifts <<his>> and smells it. <<He>> downs it in one motion, and the dockers cheer. One raises <<his>> arm and several others pat <<his>> back. <<lcool>><<dockstatus -1>> <</if>> <br><br> Your colleagues finish their drinks and you leave the pub together. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> You don't interject. <br><br> You finish drinking and leave the pub with your colleagues. <br><br> <<dockpuboptions>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 20>> <<He>> takes your hand and leads you to the <<if $pronoun is "m">>men's<<else>>women's<</if>> toilets. <<He>> pushes you against the sinks and grasps at your clothing. <<promiscuity1>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Docks Pub Crawl Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Pub Crawl Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You dockers aren't usually so cute," <<he>> says as <<he>> adjusts <<his>> clothes. <<elseif $enemyhealth lte 0>> You shove the <<person>> into a cubicle and escape the toilets. <<else>> "Fine," <<he>> says. "You're lucky I don't just take you anyway." <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you return to the pub to find your colleagues finishing their drinks. You leave together. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> The <<person>> grasps your neck and leans in. "I tried asking nicely," <<he>> whispers. "Now how abouts you come with me, and I won't need to hurt you." <<gtrauma>><<gstress>><<trauma 1>><<stress 1>> <br><br> <<if $submissive lte 500>> "You're gonna regret touching me," you say. You smash your glass over the <<persons>> head. <<He>> tries to dodge the blow, but loses balance and falls off <<his>> chair. Your colleagues cheer. <br><br> "Unprovoked!" the <<person>> says as <<he>> nurses <<his>> scalp. <br><br> The pub owner rushes over. <<generate2>><<person2>> "Last thing I need is a brawl," <<he>> says. "You dockers always bring trouble. Get out." <br><br> "That was self-defence," you argue, but <<he>> won't hear it. Your colleagues down the last of their drink and together you leave the pub. They don't seem to mind. <<gcool>><<dockstatus 1>> <<else>> One of your colleagues notices, and smashes a glass over the <<persons>> head. <<He>> tries to dodge the blow, but loses balance and falls off <<his>> chair. <br><br> "Unprovoked!" the <<person>> says as <<he>> nurses <<his>> scalp. <br><br> The pub owner rushes over. <<generate2>><<person2>> "Last thing I need is a brawl," <<he>> says. "You dockers always bring trouble. Get out." <br><br> Your colleagues argue that it was justified, but <<he>> won't hear it. They down the last of their drink and together you leave the pub. <</if>> <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $speech_attitude is "meek">> "I-I hope it's worth this much," you say. "I bet my body." <<elseif $speech_attitude is "bratty">> It's your turn to scoff. "That all?" you say. "Fine. I bet my body. If you win, you can do whatever you want to me." <<else>> "Instead of money," you say. "If you win, you can have me." <</if>> <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> The sailors look at each other, excited. "Free drinks," the <<person>> says. "And a free <<girl>>. It's our lucky night." <br><br> "Dream on," one of your colleagues says, though they seem happy that they don't stand to lose anything. <br><br> The pub owner steps up to a microphone in the corner of the room, preparing to read the first question. <br><br> <<set $dockquiz to "body">> <<link [[Next|Docks Pub Crawl Quiz]]>><<set $phase to 0>><<set $dockquizhome to 0>><<set $dockquizaway to 0>><</link>> <br> <<else>> "Nope," the <<person>> says. "We could get a whore cheaper than that." <<person2>>The <<person>> sat beside <<him>> looks crestfallen, and eyes you up<<person1>>. <br><br> <<if $money gte 6000>> <<link [[Match their bet (£60)|Docks Pub Crawl Bet]]>><<money -6000>><</link>> <br> <</if>> <<link [[Don't bet anything|Docks Pub Crawl Quiz Refuse]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> You put £60 on the table. Your colleagues follow suit, though some with a grumble. "Thanks for your contribution," the <<person>> says. "That's our night paid for." <br><br> The pub owner steps up to a microphone in the corner of the room, preparing to read the first question. <br><br> <<set $dockquiz to "money">> <<link [[Next|Docks Pub Crawl Quiz]]>><<set $phase to 0>><<set $dockquizhome to 0>><<set $dockquizaway to 0>><</link>> <br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase is 0>> You do nothing, and nor do any of your colleagues. "Thought so," the <<person>> says as the other sailors laugh. "You lot are all talk." <br><br> The pub owner steps up to a microphone in the corner of the room, preparing to read the first question. <br><br> <<set $dockquiz to "none">> <<link [[Next|Docks Pub Crawl Quiz]]>><<set $phase to 0>><<set $dockquizhome to 0>><<set $dockquizaway to 0>><</link>> <br> <<else>> You do nothing, and nor do any of your colleagues. "Thought so," the <<person>> says as the other sailors laugh. "You lot are all talk." <br><br> You don't pay attention to the quiz, and your colleagues lose to the sailors. You leave together in a sour mood. <br><br> <<dockpuboptions>> <</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase is 0>><<set $phase += 1>> The first category <<dockpubquiz>> <<elseif $phase is 1>><<set $phase += 1>> The second category <<dockpubquiz>> <<elseif $phase is 2>><<set $phase += 1>> The third category <<dockpubquiz>> <<elseif $phase is 3>><<set $phase += 1>> The fourth category <<dockpubquiz>> <<elseif $phase is 4>><<set $phase += 1>> The fifth category <<dockpubquiz>> <<else>> <<if $dockquizhome gt $dockquizaway>> "And the winners are," the owner announces. "The dockers!" You cheer and drum the table with your colleagues, until the owner convinces you to settle down. <br><br> <<earnFeat "Pub Crawl Victors">> <<if $dockquiz is "money">> The sailors aren't impressed. "Rigged," the <<person>> says, but they hand over the cash. You've gained <<moneyGainDisplay 60>>. <<money 6000>> <br><br> You and your colleagues enjoy your free drinks and leave in an elevated mood. <<lstress>><<stress -6>> <br><br> <<dockpuboptions>> <<elseif $dockquiz is "body">> The sailors aren't impressed. "Rigged," the <<person>> says, but they hand over the cash. <br><br> <<link [[Take the money for yourself|Docks Pub Crawl Take]]>><<dockstatus -1>><</link>><<lcool>><<galcohol>> <br> <<link [[Share the money with your colleagues|Docks Pub Crawl Share]]>><<dockstatus 1>><</link>><<gcool>><<galcohol>> <br> <<else>> The sailors aren't impressed. "Rigged," the <<person>> says. <br><br> You and your colleagues enjoy your free drinks and leave in an elevated mood. <<lstress>><<stress -6>> <br><br> <<dockpuboptions>> <</if>> <<elseif $dockquizhome is $dockquizaway>> "And the winners are," the owner announces. "No one! It's a draw." The dockers and sailors seem equally upset. <br><br> You and your colleagues leave soon after. <<if $dockquiz is "money">><<money 6000>><</if>> <br><br> <<dockpuboptions>> <<else>> "And the winners are," the owner announces. "The sailors!" They cheer and laugh until the owner convinces them to settle down. <br><br> <<if $dockquiz is "money">> They take their money. "Sorry guys," the <<person>> says. "Shoulda known better than to challenge us." <<lcool>><<dockstatus -1>> <br><br> You and your colleagues leave in a sour mood. <<lstress>><<stress -6>> <br><br> <<dockpuboptions>> <<elseif $dockquiz is "body">> The <<person>> looks at you and makes a come-hither motion. <<His>> fellow sailors stare at you with ravenous eyes. "Time to pay up," <<he>> says. "Get that bum over here." <br><br> <<link [[Walk over|Docks Pub Crawl Gangbang]]>><<set $sexstart to 1>><</link>> <br> <<if $rng gte 81>> <<refuseicon>><<link [[Refuse|Docks Pub Crawl Fight]]>><<dockstatus -1>><</link>><<lcool>> <br> <<else>> <<refuseicon>><<link [[Refuse|Docks Pub Crawl Gangbang Refuse]]>><<dockstatus -1>><</link>><<lcool>> <br> <</if>> <<else>> You and your colleagues leave in a sour mood. <<lstress>><<stress -6>> <br><br> <<dockpuboptions>> <</if>> <</if>> <</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $speech_attitude is "meek">> "S-sorry," you say. "But I don't want to." <<elseif $speech_attitude is "bratty">> "Fuck off," you say. "You didn't think I'd really bet myself for so little, right?" <<else>> "No." You shake your head. "I'm not doing that over a pub quiz." <</if>> <br><br> "Figures," the <<person>> says. <<He>> walks closer, but your colleagues form a protective barrier and <<he>> relents. "You're probably worn out after fucking half the docks." <br><br> You leave the pub with your colleagues. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $speech_attitude is "meek">> "S-sorry," you say. "But I don't want to." <<elseif $speech_attitude is "bratty">> "Fuck off," you say. "You didn't think I'd really bet myself for so little, right?" <<else>> "No." You shake your head. "I'm not doing that over a pub quiz." <</if>> <br><br> "Figures," the <<person>> says. <<He>> walks closer, but your colleagues form a protective barrier. <<He>> smacks one of them across the face, who then slaps <<him>> back. The other sailors rush to <<his>> defence as a brawl breaks out. <br><br> <<link [[Join in|Docks Pub Crawl Join]]>><<def 1>><<stress -6>><<pain 5>><<crimeUp 50 "assault">><<dockstatus 1>><</link>><<gcool>><<crime "assault">><<gpain>><<lstress>> <br> <<link [[Calm everyone down|Docks Pub Crawl Calm]]>><<dockstatus -1>><</link>><<lcool>> <br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>><<wearProp "alcohol" 0 "shot">> You pick up a bystander's drink and drench the <<persons>> hair. <<He>> sneers and lunges, clutching your throat and dragging you to the ground. One swift kick to the <<if $NPCList[0].penis isnot "none">>cock<<else>>pussy<</if>> and <<he>> releases you, and clutches <<his>> groin in agony. <br><br> You stand up as security separate your colleagues from the sailors. "Out!" the pub owner shouts, gesturing at you and the other dockers. "You lot first. Out!" <br><br> The owner glares at you as you leave with your laughing colleagues. <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if currentSkillValue('physique') gte 12000>> You stand in the middle of one of the fights and manage to hold a sailor and docker away from each other. A couple of the more level heads on both sides watch you and, inspired by your act, intervene themselves. They manage to calm things enough that security can form a line between the dockers and sailors. <<else>> You try separate one of the fights, but just get knocked aside. A couple of the more level heads on both sides watch you and, inspired by your act, intervene themselves. They manage to calm things enough that security can form a line between the dockers and sailors. <</if>> "Out!" the pub owner shouts, gesturing at you and the other dockers. "You lot first. Out!" <br><br> You leave with your laughing colleagues. <br><br> <<dockpuboptions>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> You walk over to the sailor's table. They grasp your arms and pull you onto it. "Not in here!" the pub owner shouts, but they pay no heed. <br><br> You feel your colleagues watching, along with the rest of the pub. <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Docks Pub Crawl Gangbang Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Pub Crawl Gangbang]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<fameprostitution 30>> Applause fills the pub. The sailors clink and swig their free drinks. "This is the life," the <<person>> sighs. <br><br> <<clothesontowel>> <<endcombat>> <<tearful>> you climb down from the table. Your colleagues pat your back. "Thanks for taking one for the team," a <<generate1>><<person1>><<person>> says. <br><br> "One?" a <<generate2>><<person2>><<person>> interjects. "You mean six." The <<person1>><<person>> glares at <<person2>><<him>>. <br><br> You leave the pub with your colleagues. <br><br> <<dockpuboptions>> <<elseif $enemyhealth lte 0>> You shove the <<person>> away from you. <<He>> stumbles into another patron, who punches <<him>> in the jaw. Someone throws a glass. Then, someone throws a table. The pub breaks into a brawl. <br><br> <<clothesontowel>> <<endcombat>> Someone grasps your shoulders and hauls you to your feet. It's one of your colleagues. <<generate1>><<person1>><<He>> looks amused. <<tearful>> you keep low and escape the chaos with your fellow dockers. <br><br> <<dockpuboptions>> <<else>> The sailors seem reluctant to stop, but your colleagues arrive at your side and help you to your feet. <<lcool>><<dockstatus -1>> <br><br> <<clothesontowel>> <<endcombat>> <<tearful>> you leave the pub with the other dockers. The sailors heckle you. <br><br> <<dockpuboptions>> <</if>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> Your colleagues reach for the money, but you snatch it away from them. You remind them whose butt was on the line. They grumble, but agree. You've gained <<moneyGain 360>>. <br><br> You and your colleagues enjoy your free drinks and leave in an elevated mood. <<alcohol 60>><<lstress>><<stress -6>> <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> You let your colleagues have their share. You've gained <<moneyGain 60>>. <br><br> You and your colleagues enjoy your free drinks and leave in an elevated mood. <<alcohol 60>><<lstress>><<stress -6>> <br><br> <<dockpuboptions>><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase2 is 0>> <<if random(1, 2) is 2>> <<set $dockquizhome += 1>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <</if>> <<elseif $phase2 is 1>> <<wearProp "pencil">> <<if currentSkillValue('science') gte random(1, 1000)>> <<set $dockquizhome += 1>> You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> <<if currentSkillValue('science') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if currentSkillValue('science') gte 700>>You were sure you got it right.<</if>> <</if>> <<else>> You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise. <</if>> <br><br> The owner reads the sailor's answers. <<if random(1, 2) is 2>> <<set $dockquizaway += 1>> "That's a point to the sailors." A cheer erupts from their table. <<else>> "Sorry guys. No points." <br><br> The <<person>> shoves the <<person2>><<person>> sat next to <<him>>. <<person1>>"I thought you were good at this shit." <</if>> <br><br> <<link [[Next|Docks Pub Crawl Quiz]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase2 is 0>> <<if random(1, 2) is 2>> <<set $dockquizhome += 1>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <</if>> <<elseif $phase2 is 1>> <<if currentSkillValue('maths') gte random(1, 1000)>> <<set $dockquizhome += 1>> You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> <<if currentSkillValue('maths') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if currentSkillValue('maths') gte 700>>You were sure you got it right.<</if>> <</if>> <<else>> You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise. <</if>> <br><br> The owner reads the sailor's answers. <<if random(1, 2) is 2>><<set $dockquizaway += 1>> "That's a point to the sailors." A cheer erupts from their table. <<else>> "Sorry guys. No points." They groan. <</if>> <br><br> <<link [[Next|Docks Pub Crawl Quiz]]>><</link>> <br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase2 is 0>> <<if random(1, 2) is 2>> <<set $dockquizhome += 1>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <</if>> <<elseif $phase2 is 1>> <<if $englishSuccess>> <<set $dockquizhome += 1>> You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> <<if currentSkillValue('english') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if currentSkillValue('english') gte 700>>You were sure you got it right.<</if>> <</if>> <<else>> You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise. <</if>> <br><br> The owner reads the sailor's answers. <<if random(1, 2) is 2>> <<set $dockquizaway += 1>> "That's a point to the sailors." A cheer erupts from their table. <<else>> "Sorry guys. No points." They groan. <</if>> <br><br> <<link [[Next|Docks Pub Crawl Quiz]]>><</link>> <br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase2 is 0>> <<if random(1, 2) is 2>> <<set $dockquizhome += 1>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <</if>> <<elseif $phase2 is 1>> <<if currentSkillValue('history') gte random(1, 1000)>> <<set $dockquizhome += 1>> You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> <<if currentSkillValue('history') lte 300>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. <<if $historytrait gte 4>>You were sure you got it right.<</if>> <</if>> <<else>> You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise. <</if>> <br><br> The owner reads the sailor's answers. <<if random(1, 2) is 2>><<set $dockquizaway += 1>> "That's a point to the sailors." A cheer erupts from their table. <<else>> "Sorry guys. No points." They groan. <</if>> <br><br> <<link [[Next|Docks Pub Crawl Quiz]]>><</link>> <br><<set $outside to 0>><<set $location to "pub">><<dockeffects>><<effects>> <<if $phase2 is 0>> <<if random(1, 2) is 2>> <<set $dockquizhome += 1>> You let your colleagues answer the questions. They argue a bit, but write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. They make lewd gestures at the sailors, who return the display. <<lstress>><<stress -1>> <<else>> You let your colleagues answer the questions. They write them down, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. The sailors laugh. <<if $dockquiz is "body">>"Guess it's up to us to teach you the ropes," the <<person>> teases.<<else>>"Don't worry," the <<person>> teases. "We didn't expect better."<</if>> <</if>> <<elseif $phase2 is 1>> <<wearProp "pencil">> <<if $promiscuity gte random(1, 100)>> <<set $dockquizhome += 1>> You write down the answers, fold the paper and hand it to the pub owner. The sailors do likewise. <br><br> "That's a point to the dockers," the owner says. You cheer with your colleagues. <<lstress>><<stress -1>> <<else>> <<if $promiscuity lte 30>>You're not confident, but you write down the answers, fold the paper and hand it to the pub owner.<<else>>You write down the answers, fold the paper and hand it to the pub owner.<</if>> The sailors do likewise. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. The sailors laugh. <<if $dockquiz is "body">>"Guess it's up to us to teach you the ropes," the <<person>> teases.<<else>>"Don't worry," the <<person>> teases. "We didn't expect better."<</if>> <</if>> <<else>> You convince your colleagues that you know your stuff, and write down nonsense answers. You fold the paper and hand it to the pub owner. <br><br> The owner reads your paper. "The dockers score zero." You grumble with your colleagues. What a surprise. <</if>> <br><br> The owner reads the sailor's answers. <<if random(1, 2) is 2>><<set $dockquizaway += 1>> "That's a point to the sailors." A cheer erupts from their table. "You learn a thing or two sailing between ports," the <<person>> says. <<else>> "Sorry guys. No points." They boo. "You lot don't know nothing," the <<person>> says. <</if>> <br><br> <<link [[Next|Docks Pub Crawl Quiz]]>><<handheldon>><</link>> <br><<effects>><<generate1>><<person1>> You flag down a manager. <br><br> "Need something?" <<he>> asks, only partially paying attention to you. "You know we can't let you work today." <br><br> "I'm not actually a student anymore<<if $speech_attitude is "meek">>..." you mumble,<<else>>," you say,<</if>> handing <<him>> the fake ID you purchased from Briar. <br><br> <<He>> examines it briefly, then hands it back to you. "So you aren't," <<he>> says, making a note of something on <<his>> clipboard. "In that case, you're allowed to work during the week, starting now." <br><br> The two of you hear a loud bang from across the docks. "Woah, careful over there!" <<he>> yells as <<he>> jogs off towards the source of the noise. "Do you idiots have any idea how much that equipment costs?!" <br><br> <<He>> doesn't look back, apparently done with you. <br><br> <<link [[Next|Docks]]>><<endevent>><<pass 2>><<set $idDocksReveal to 2>><</link>><<effects>><<set $lock to 400>> <<generateSecurity 1>><<person1>> You see a security guard at the gate, resting <<his>> feet on <<his>> desk and playing with <<his>> phone. <br><br> Despite <<his>> distraction, <<he>> would spot you if you approached. There's a smaller gate to the side, but it's padlocked shut. <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Break in (0:05)|Docks Sneak Pick]]>><<pass 5>><<crimeUp 5 "trespassing">><<endevent>><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Docks]]>><<endevent>><<set $bus to "mer">><</link>> <br><<effects>><<wearProp "lockpick">> You successfully pick the lock, and sneak into restricted area of the docks. <br><br> <<link [[Next|Docks Sneak]]>><<handheldon>><</link>> <br><<effects>> <<skul_dock_init>> You are on the docks. <<if $stress gte $stressmax>> <<if isPregnancyEnding()>> <<pregnancyPassout "docksSneak">> <<else>> You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent()>> <<link [[Next|Passout Docks]]>><</link>> <br> <<else>> <<ambulance>> <</if>> <</if>> <<elseif Time.dayState isnot "night">> The sun appears over the horizon. You hear voices from the entrance, and a clank of metal. The first workers are arriving for the day. <br><br> You won't be able to steal anything in daylight. <<if $exposed gte 1>> You sneak back to the entrance, hoping to keep your <<lewdness>> concealed. You make it through the side gate without being spotted. <<else>> You walk back to the entrance. No one pays you much attention. <</if>> <br><br> <<link [[Next|Docks]]>><<pass 5>><<set $bus to "mer">><</link>> <br> <<elseif $eventskip is 0>> <<events_skul_dock>> <<else>> <<switch $bus>> <<case "NW">> You sneak beside the anchored ship. <<case "N">> You sneak aboard the gangway leading atop the anchored ship. <<case "NE">> You sneak to the warehouse at the water's edge. It's full of machinery, but many containers are stacked high outside. <<case "W">> You sneak between the inert cranes. <<case "M">> You sneak between two stacks of cargo containers that tower above you. <<case "E">> You sneak beside the office building. <<case "SW">> You sneak through the lorry unloading area. Several vehicles are being stored here overnight. <<case "S">> You sneak past the front gate. <<case "SE">> You sneak through the open car park. <</switch>> <br><br> <<dock_security_text>> <br><br> <<if $skul_dock[$bus].state is "empty">> You've searched the containers here. <br><br> <<elseif $skul_dock[$bus].state is "known" and $skul_dock[$bus].contents is "none">> The containers here hold nothing of value to you. <br><br> <<else>> <<if pcAreArmsBound("both")>> You think you'd be able to break into the containers, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<icon "cargo.png">><<link [[Break into the containers (0:30)|Docks Search]]>><<handheldon>><<pass 30>><<crimeUp 5 "trespassing">><<dock_security 1>><</link>><<crime "trespassing">><<gsecurity>><<skul_dock_state $bus>> <br><br> <</if>> <</if>> <<skul_dock_nav>> <<if $bus is "NW" or $bus is "N" or $bus is "NE">> <<swimicon "dive">><<link [[Dive into the sea|Docks Dive]]>><<handheldon>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<effects>><<wearProp "lockpick">> <<skul_dock_init>> The containers are virtually identical. One by one, you pick the padlocks and enter the containers. <br><br> <<skulduggeryuse 500 "locks">> <<rng 6>> <<if $rng is 1>> You find lots of construction materials. <<elseif $rng is 2>> You find lots of fruit and vegetables. <<elseif $rng is 3>> You find lots of farming equipment. <<elseif $rng is 4>> You find lots of vehicle parts. <<elseif $rng is 5>> They're all empty. <<else>> You find barrels of crude oil. <</if>> <<if $rng isnot 5>> Valuable in bulk, but you can't carry much. <</if>> <br><br> <<if $skul_dock[$bus].contents is "gold">> <<if $skul_dock[$bus].state is "known">> You know there's gold here somewhere. You break into another. It's full of brown packages. You recognise them. You search among them, and then you find it. It's heavier than the others. You tear it open, and find the small bar of gold. <br><br> <<earnFeat "Employee Benefits">> <<link [[Take it (0:05)|Docks Gold]]>><<handheldon>><<pass 5>><<crimeUp 3000 "thievery">><<set $blackmoney += 3000>><</link>><<crime "thievery">> <br> <<else>> You keep searching, and come to a container full of brown packages. <br><br> <<link [[Search carefully (1:00)|Docks Gold Careful]]>><<handheldon>><<pass 60>><</link>> <br> <<link [[Tear into them (0:05)|Docks Gold Tear]]>><<handheldon>><<crimeUp 100 "thievery">><<pass 5>><</link>><<crime "thievery">> <br> <</if>> <<elseif $skul_dock[$bus].contents is "aphrodisiacs">> <<if $skul_dock[$bus].state is "known">> You know that strange fluid is here somewhere. You break into another, and a purple light greets you. A number of canisters sit inside, marked with hazard warnings. But only one emits light. The strange fluid swirls behind the glass. <br><br> <<else>> You keep searching. You break into another, and a purple light greets you. A number of canisters sit inside, marked with hazard warnings. But only one emits light. A strange fluid swirls behind the glass. <br><br> <</if>> <<link [[Take it (0:05)|Docks Aphrodisiacs]]>><<handheldon>><<pass 5>><<crimeUp 1200 "thievery">><<set $blackmoney += 1200>><</link>><<crime "thievery">> <br> <<elseif $skul_dock[$bus].contents is "mechanisms">> <<if $skul_dock[$bus].state is "known">> You know that custom-made mechanisms meant for <<= $compound.symbol.includesAny("wraith", "machine") ? "the compound" : "a local company">> are here somewhere. You break into another container. It's full of crates stamped with a <<= $compound.symbol.length ? "familiar" : "pink">> symbol. <br><br> <<else>> You search another. The interior is full of crates stamped with a <<= $compound.symbol.length ? "familiar" : "pink">> symbol. <br><br> <</if>> <<if !$compound.symbol.length and $catsuit_found>> <<run $compound.symbol.pushUnique("catsuit")>> <span class="blue">It looks vaguely familiar.</span> You didn't get a good look at the time, but you recall finding a catsuit in a container full of crates with a similar pink symbol. <br><br> You tilt your head as you try to decipher the intricate shape. Three concentric arcs, bisected by a column of bone. Three interlaced arcs nestled within. Prongs that splinter outward from the innermost ring. It looks more esoteric than practical. <<elseif $compound.symbol.includes("catsuit")>> It looks like the one you saw when you found the catsuit. <</if>> <br><br> You pry open the crates. They're filled with complicated machinery, most of it too heavy to carry. Some of the smaller mechanisms look like they could be worth something on the black market. <br><br> <<link [[Take them (0:05)|Docks Machinery Parts]]>><<handheldon>><<world_corruption "soft" -5>><<pass 5>><<crimeUp 1000 "thievery">><<set $blackmoney += 1000>><</link>><<crime "thievery">> <br> <<elseif $skul_dock[$bus].contents is "electronics">> <<if $skul_dock[$bus].state is "known">> You know that one of these hold something you can actually carry. You break into another. The interior is loaded with electronic goods. The televisions are too big to carry, but there are smaller items as well. You won't get their full value on the black market, but they should be valuable enough to be worth the trouble. <br><br> <<else>> You search another. The interior is loaded with electronic goods. Televisions, speakers, most too big to carry. But there are smaller items as well. You won't get their full value on the black market, but they should be valuable enough to be worth the trouble. <br><br> <</if>> <<link [[Take them (0:05)|Docks Electronics]]>><<handheldon>><<pass 5>><<crimeUp 300 "thievery">><<set $blackmoney += 300>><</link>><<crime "thievery">> <br> <<elseif $skul_dock[$bus].contents is "fertiliser">> <<if currentSkillValue('tending') gte 400>> <<if $skul_dock[$bus].state is "known">> You know that one of these hold something you can actually carry. You break into another. The interior is loaded with fertiliser bags. While you know you can't carry much, you do know that having some on hand may be useful to you. <br><br> <<else>> You search another. The interior is loaded with bags of fertiliser. While you know you can't carry much, having some on hand might be useful. <br><br> <</if>> <<link [[Take some (0:05)|Docks fertiliser]]>><<handheldon>><<pass 5>><<crimeUp 200 "thievery">><<set $fertiliser.current++>><</link>><<crime "thievery">> <<else>> You search another. The interior is loaded with bags of what looks like dirt filled inside. <br><br> <</if>> <br> <<elseif $skul_dock[$bus].contents is "equipment">> <<if $skul_dock[$bus].state is "known">> You know there's specialist equipment here. You break into another. The interior is full of crates stamped with a pink symbol. The light catches on something in the back. <br><br> <<else>> You search another. The interior is full of crates stamped with a pink symbol. The light catches on something in the back. A black catsuit. <br><br> <</if>> <<link [[Examine|Docks Catsuit]]>><<handheldon>><</link>> <br> <<else>> You open the final container. It's empty. <br><br> <</if>> <<link [[Leave|Docks Sneak]]>><<handheldon>><<set $eventskip to 1>><</link>> <br> <<set $skul_dock[$bus].state to "empty">><<effects>><<wearProp "gold bar">> You pocket the gold, and leave the container. It'll be worth a lot on the black market. <br><br> <<link [[Next|Docks Sneak]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> You try to guess at the contents of each package. You don't want to draw more attention than necessary, after all. Most are light. Mostly cheap plastic tat, you think. Until you lift a small parcel that's heavier than the others. <br><br> You open it, just enough to peek inside. A yellow glint greets you. It's a small bar of gold. <br><br> <<link [[Take it|Docks Gold]]>><<crimeUp 3000 "thievery">><<set $blackmoney += 3000>><</link>><<crime "thievery">> <br> <<link [[Leave it|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>> You tear into the first package. Cheap toys. You tear into the next, and the next. Mostly cheap plastic tat. Nothing of value. At first. <br><br> You open a heavy parcel. The contents clatter to the floor. It's a small bar of gold. <br><br> <<link [[Take it|Docks Gold]]>><<crimeUp 3000 "thievery">><<set $blackmoney += 3000>><</link>><<crime "thievery">> <br> <<link [[Leave it|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>> You take the strange fluid, and leave the container. <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>><<wearProp "phone" 0 "mobile">> You snatch all the phones, cameras, and other smaller devices, and leave the container. <br><br> <<link [[Next|Docks Sneak]]>><<handheldon>><<set $eventskip to 1>><</link>> <br><<effects>> You grab a bag of fertiliser, and leave the container. <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<npc Wren>><<person1>> You step forward, intent on examining the catsuit. <br><br> Instead, you hear a click, <span class="red">and the end of a pistol emerges from the dark</span>. A <<personsimple>> with <<if $pronoun is "m">>short<<else>>shoulder-length<</if>> hair follows. <<if $wrenSeen.includesAny("cards", "letter", "catsuit", "winter", "prison")>> <span class="gold">It's Wren.</span> "Not who I was expecting," <<he>> says, lowering <<his>> gun. <<covered>> <br><br> <<if $exposed gte 1>> <<He>> laughs. "<<= $wrenSeen.includes("prison") ? "I'm afraid I have nothing for sale" : "You seem prone to losing your clothes">>, but you're in the right place." <<elseif $wrenSeen.includes("prison")>> "I'm shocked prison didn't reform you. Shocked." <<else>> "And here I thought you were just some <<girl>> in over <<pher>> head," <<he>> says. "Or did Bailey send you? Either way, I won't interfere." <</if>> <<He>> points <<his>> gun at the black catsuit. "Should fit you." <br><br> "Hope you <<= $wrenSeen.includes("prison") ? "stay a step ahead of them" : "visit the estate soon">>," <<he>> says as <<he>> brushes past you. "Work keeps me busy, <<= $wrenSeen.includes("prison") ? "but I look forward to meeting again" : "and it's good to let my hair down">>." <br><br> <<if isPubfameTaskAccepted("wren")>> You remember Mickey's favour. You have a letter to give to Wren. <<Hes>> already starting to walk away. <<else>> <<He>> disappears into the night. You turn back to the catsuit. <</if>> <br><br> <<else>> "Well well," <<he>> says. "Not who I was expecting." <<He>> lowers <<his>> gun, and examines you from head to toe. <<covered>> <br><br> <<if $exposed gte 1>> The <<personsimple>> laughs. "You're in the right place." <<He>> points <<his>> gun at the black catsuit. "Should fit you." <<elseif $wrenSeen.includes("pregnancy")>> "I guess caves aren't the only place you like to sneak around," <<he>> says. "<<= playerBellyVisible() ? "And you're already knocked up again. Try not to pass out this time." : "At least you're not knocked up this time.">>" <<He>> points <<his>> gun at the black catsuit. "Should fit." <<else>> "Thought I knew all the rats in town," <<he>> says. "I won't stop you." <<He>> points <<his>> gun at the black catsuit. "Should fit." <</if>> <br><br> <span class="gold">"The name's Wren,"</span> <<he>> says as <<he>> brushes past you. "Work keeps me busy, but maybe we'll meet again." <br><br> <<if isPubfameTaskAccepted("wren")>> You remember Mickey's favour. You have a letter to give to a <<personsimple>> called Wren, and this must be <<him>>. <<Hes>> already starting to walk away. <<else>> <<He>> disappears into the night. You turn back to the catsuit. <</if>> <br><br> <</if>> <<if isPubfameTaskAccepted("wren")>> <<link [[Give Wren the letter|Docks Catsuit Letter]]>><</link>> <br> <</if>> <<link [[Wear the catsuit|Docks Catsuit Wear]]>><<endevent>><<set $wrenSeen.pushUnique("catsuit")>><<set $wrenSeenLast to "catsuit">><</link>> <br> <<link [[Take the catsuit|Docks Catsuit Take]]>><<endevent>><<set $wrenSeen.pushUnique("catsuit")>><<set $wrenSeenLast to "catsuit">><</link>><<effects>><<wearProp "envelope" 0 "manila">> <<set $wrenSeen.pushUnique("letter")>><<set $wrenSeenLast to "letter">> You call out for Wren to stop. <<He>> turns and looks at you with a curious smile. "Well, what is it?" <br><br> <<if $speech_attitude is "meek">> "Th-this is from the old man," you say, holding the manila envelope to <<him>>. <<elseif $speech_attitude is "bratty">> "The old man sent me," you say, holding the manila envelope to <<him>>. "Here." <<else>> "The old man told me to give this to you," you say, holding the manila envelope to <<him>>. <</if>> <br><br> Wren plucks the letter from your hand, examines it from both sides and smirks. "Been waiting on that. Wonder what they've got for me this time." <<if !$pubfame.seen.includes("wrenOldman")>> <<set $pubfame.seen.pushUnique("wrenOldman")>><<set $pubfame.detail to "wrenOldman">> <<He>> tucks it away, and places a hand on your shoulder. "By the way, 'Mickey' can drop the 'old man' act. Tell them that when you see them." <<elseif !$pubfame.seen.includes("wrenLandry")>> <<set $pubfame.seen.pushUnique("wrenLandry")>><<set $pubfame.detail to "wrenLandry">> <<He>> tucks it away, and places a hand on your shoulder. "You mind asking 'Mickey' why they sent you instead of Landry? Seems like they're going a bit out of their way." <<else>> <<He>> tucks it away. <</if>> <br><br> <<pubfameComplete "wren">> <<He>> disappears into the night. You turn back to the catsuit. <br><br> <<link [[Wear the catsuit|Docks Catsuit Wear]]>><<endevent>><</link>> <br> <<link [[Take the catsuit|Docks Catsuit Take]]>><<endevent>><</link>><<effects>> <<set $catsuit_found to true>> <<upperwear 75 black>> It's tight, but you pull on the catsuit. It hugs your skin, and shows off your figure. <br><br> <i>You'll leave fewer traces of yourself while wearing the catsuit. Crime will increase more slowly.</i> <br><br> <<specialClothesUnlock "item" "catsuit">> <<link [[Examine the crates|Docks Catsuit Crates]]>><</link>> <br> <<link [[Leave|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<set $catsuit_found to true>> <<uppersend 75 wardrobe black>> You take the catsuit. It might be handy later. <br><br> <i>You'll leave fewer traces of yourself while wearing the catsuit. Crime will increase more slowly.</i> <br><br> <<specialClothesUnlock "item" "catsuit">> <<link [[Examine the crates|Docks Catsuit Crates]]>><</link>> <br> <<link [[Leave|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<run $compound.symbol.pushUnique("catsuit")>> You study the crates. They're stamped with a lurid pink symbol. You tilt your head as you try to decipher the intricate shape. Three concentric arcs, bisected by a column of bone. Three interlaced arcs nestled within. Prongs that splinter outward from the innermost ring. It looks more esoteric than practical. <br><br> Several crates have already been pried open and rifled through. Wren's handiwork, you presume. You peek inside. They're filled with complicated machinery, most of it too heavy to carry. Some of the smaller mechanisms look like they could be worth something on the black market. <br><br> <<link [[Take them (0:05)|Docks Machinery Parts]]>><<world_corruption "soft" -5>><<pass 5>><<crimeUp 1000 "thievery">><<set $blackmoney += 1000>><</link>><<crime "thievery">><<effects>> <<run $compound.symbol.pushUnique("docks")>> You scoop up as many of the machinery parts as you can carry and leave the container. <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>><<wearProp "lockpick">> You try to break into one of the cargo containers. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">You manage to pick the padlock</span> just in time. You close it behind you, and wait for the sound of footsteps to pass. <br><br> <<skulduggeryuse>> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">You're still fumbling,</span> when a <<person>> walks around the corner. <<He>> drops the torch in surprise, and reaches for <<his>> radio. You turn and run.<<gsecurity>><<dock_security 1>> <br><br> <<skulduggeryuse>> <<athleticsdifficulty 1 1100 true>> <<if $athleticsSuccess>> The guard chases after you, <span class="green">but you manage to outpace <<him>>.</span><<gtiredness>><<gstress>><<stress 6>><<tiredness 6>> <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> The guard chases after you, <span class="red">and gains ground,</span> until <<he>> manages to tackle you to the floor.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> "Gotcha," <<he>> says, pinning you. "Backup will be here soon." <<He>> leans closer. "But first, how's about a little fun?" <br><br> <<link [[Next|Docks Sneak Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<effects>> You turn and run. You've almost made it around the corner when you hear a <<personsimple>>'s voice call behind you. <br><br> "Stop!" <<he>> shouts. You glance back. The <<person>> reaches for a radio, <<his>> torch discarded, as <<he>> runs after you. You have enough of a lead, and manage to lose <<him>> in the maze of containers. <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You squeeze between two containers, and escape to the other side. <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Docks Sneak Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Sneak Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> pushes you in front of <<him>>. "They'll be here soon," <<he>> says. "To take you off my hands." <br><br> <<clotheson>> <<endcombat>> The guard is right. Two others, a <<generate1>><<person1>><<person>> and <<generate2>><<person2>><<person>>, walk around the corner. <<if $exposed gte 1>> You feel them ogle your <<nudity>>. <<covered>> <</if>> <br><br> "What do we have here?" the <<person1>><<person>> asks, grasping one of your arms. <br> "A scoundrel by the looks of it," the <<person2>><<person>> replies, grasping your other. Together they pull you towards the entrance. <br><br> <<link [[Next|Docks Caught]]>><</link>> <br> <<else>> You kick the <<person>> away from you. <<His>> back collides with metal, and <<he>> falls to the ground. <br><br> <<tearful>> you seize the opportunity. You run, and manage to lose <<him>> in the maze of containers. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You're sat in the guardhouse beside the front gate. The <<person1>><<person>> watches you while the <<person2>><<person>> phones the police. <br><br> <<if crimeSumCurrent() gte 5000>> "Is that so?" <<he>> says. "Alright. We'll keep <<phim>> here." <<He>> hangs up. "Looks like there's a warrant out for your arrest. You've been a naughty <<girl>>." <br><br> <<loitericon>><<link [[Wait (0:10)|Docks Caught Wait]]>><<pass 10>><</link>> <br> <<runicon>><<link [[Run for it (0:02)|Docks Caught Run]]>><<pass 2>><<if $athleticsSuccess>><<pass 10>><</if>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 600 1200>><<crime "resisting">> <br> <<elseif crimeSumCurrent() gte 1000>> "Is that so?" <<he>> says. "Alright. We'll keep <<phim>> here." <<He>> hangs up. "Looks like there's a warrant out for your arrest. From the sounds of it, you've been a bit of a nuisance." <br><br> <<loitericon>><<link [[Wait (0:10)|Docks Caught Wait]]>><<pass 10>><</link>> <br> <<runicon>><<link [[Run for it (0:02)|Docks Caught Run]]>><<pass 2>><<if $athleticsSuccess>><<pass 10>><</if>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 600 1200>><<crime "resisting">> <br> <<else>> "Right," <<he>> says. "Alright." <<He>> hangs up. "Looks like you're not worth the trouble. Lucky you." <br><br> <<if $exposed gte 1>> They give you some towels, and escort you through the gate. <<towelup>> <<else>> They escort you through the gate. <</if>> "I don't want to catch you trespassing again," the <<person1>><<person>> says. "Go on. Off with you." <br><br> <<endcombat>> <<link [[Next|Docks]]>><</link>> <br> <</if>><<effects>> <<if $exposed gte 1>> You wait in the guardhouse, trying to ignore the <<person1>><<persons>> leering gaze. You hear a car pull up outside. <<else>> You wait in the guardhouse, until you hear a car pull up outside. <</if>> <br><br> "It's them," the <<person2>><<person>> says, pulling you to your feet. "Hope they don't go too easy on you." You're pushed outside, where two police officers wait. <br><br> <<link [[Next|Hospital Arrest Journey]]>><<endcombat>><<generatePolice 1>><<generatePolice 2>><<person1>><</link>> <br><<effects>> You jump from your seat, and run for the door. <<if $athleticsSuccess>> The <<person1>><<person>> tries to grab you, <span class="green">but you're too quick.</span> You escape the guardhouse. Security gives chase, but you lose them in the maze of cargo containers. <br><br> <<link [[Next|Docks Sneak]]>><<endcombat>><<set $eventskip to 1>><</link>> <br> <<else>> The <<person1>><<person>> tries to grab you, <span class="red">and manages to catch your waist with <<his>> arm.</span> <<He>> and the <<person2>><<person>> make sure you can't run again. <br><br> <<if $exposed gte 1>> You wait in the guardhouse, trying to ignore the <<person1>><<persons>> leering gaze. You hear a car pull up outside. <<else>> You wait in the guardhouse, until you hear a car pull up outside. <</if>> <br><br> "It's them," the <<person2>><<person>> says, pulling you to your feet. "Hope they don't go too easy on you." You're pushed outside, where two police officers wait. <br><br> <<link [[Next|Hospital Arrest Journey]]>><<endcombat>><<generatePolice 1>><<generatePolice 2>><<person1>><</link>> <br> <</if>><<effects>> You remove your <<if $phase is 0>> $worn.upper.name <<upperruined>><<lowerruined>> <<elseif $phase is 1>> $worn.upper.name <<upperruined>> <<elseif $phase is 2>> $worn.lower.name <<lowerruined>> <<elseif $phase is 3>> $worn.under_upper.name <<underupperruined>><<underlowerruined>> <<elseif $phase is 4>> $worn.under_upper.name <<underupperruined>> <<else>> $worn.under_lower.name <<underlowerruined>> <</if>> and hurl the fabric atop a two storey stack of cargo containers. <br><br> You run before the <<beasttype>> arrives. <<if $monster is 1>> "Up there!" you hear <<bhim>> shout soon after. <<else>> You hear <<bhim>> bark soon after. <</if>> <br><br> <<generate2>><<person2>> "Gonna need a ladder then," answers a <<personsimple>>'s voice. <<He>> sounds resigned. That should keep them distracted. <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><<unset $dock_dog>><</link>> <br><<effects>> You wait around the corner, listening for the patter of feet. The <<beasttype>> should arrive soon. You'll need to subdue <<bhim>> before help arrives. <br><br> You pounce as soon as <<bhe>> appears. <<if $monster is 1>>"Intruder!" <<bhe>> shouts.<</if>> <<if $monster is 1 or $settings.bestialityEnabled>> <br><br> <<link [[Next|Docks Dog]]>><<set $molestationstart to 1>><</link>> <<else>> <<beastescape>> <br><br> It's a struggle, but you manage to cow <<bhim>> into rolling onto <<bhis>> back in submission, and escape before help arrives. That should keep them off your trail for now. <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><<unset $dock_dog>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $timer to 10>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $timer lte 0>> <span id="next"><<link [[Next|Docks Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Dog]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<if _knotted>> <<set $dock_knot to _knotted>> <span class="red">You remain knotted together as footsteps draw closer.</span> <br><br> <<endcombat>> <<link [[Next|Docks Knot]]>><</link>> <br> <<else>> The <<beasttype>> lies panting on the ground. That should keep them off your trail for a while. <br><br> <<tearful>> you flee into the maze of containers. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><<unset $dock_dog>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> The <<beasttype>> rolls onto <<bhis>> back in submission. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><<unset $dock_dog>><</link>> <br> <<else>> <<set _fucked to ($anusfucked or $vaginafucked or $penisfucked)>> <<endcombat>> <<set $NPCList[1] to $dock_dog>> <<generate1>><<person1>> <span class="red">"What do we have here?"</span> says a <<person>>. <<if _fucked is 1>> <<dockdogfucked>> <<else>> <<He>> shines a torch on you, and laughs. "Easy <<if $NPCList[1].gender is "f">>girl<<else>>boy<</if>>," <<he>> says, grabbing the <<beasttype 1>> by the collar and pulling <<bhim 1>> off you. "You'll get a treat later." <<bHe 1>> practically jumps with joy. <<generate2>> "As for you," the <<person>> continues, turning to face you again just as another guard, a <<person2>><<person>>, arrives. "You're coming with us." <br><br> They grasp your arms, haul you to your feet, and drag you through the maze of containers. <<if $exposed gte 1>> You feel them ogle your <<nudity>>. <<covered>> <</if>> <br><br> <<link [[Next|Docks Caught]]>><<clotheson>><<unset $dock_dog>><</link>> <br> <</if>> <</if>><<effects>> <<set $NPCList[1] to $dock_dog>> <<generate1>><<person1>> <span class="red">"What do we have here?"</span> says a <<person>>. You try to pull free, but the knot holds you tight. <<dockdogfucked>><<effects>> "P-please help me," you whimper. "I didn't mean to be bad. I just got lost. I-I-I don't want more people to see me." <br><br> The <<person>> hesitates, then reaches for <<his>> radio once more. "Me again. False alarm. I got the intruder, but you don't need to bring anyone else. Alright." <<He>> sighs as <<he>> grabs the <<beasttype 1>> by the collar and pulling <<bhim 1>> off you. "You'll get a treat later." <<bHe 1>> practically jumps with joy. <br><br> <<generate2>> "As for you," the <<person>> continues, turning to face you again just as another guard, a <<person2>><<person>>, arrives. "You're coming with us." <br><br> They grasp your arms, haul you to your feet, and drag you through the maze of containers. <<if $exposed gte 1>> You feel them ogle your <<nudity>>. <<covered>> <</if>> <br><br> <<link [[Next|Docks Caught]]>><<clotheson>><<unset $dock_dog>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "P-please help me," you say. <<elseif $speech_attitude is "bratty">> "Get this thing off me," you say. "At once." <<else>> "Please help me," you say. <</if>> <br><br> The <<person>> laughs. "Sure." <<He>> reaches into <<his>> pocket. "Once I have backup." <<He>> pulls out <<his>> phone. "And proper evidence of your trespassing." <br><br> <<link [[Next|Docks Watch]]>><<endevent>><</link>> <br><<effects>> You remain silent as the <<person>> reaches into <<his>> pocket, and pulls out <<his>> phone. <br><br> <<link [[Next|Docks Watch]]>><<endevent>><</link>> <br><<effects>> <<set $NPCList[0] to $dock_dog>> <<set $enemyno to 1>> More footsteps. You make a final, weak attempt to pull away from the <<beasttype>>, but it's no use. You're soon surrounded. They watch as the <<beasttype>> fucks you.<<ggtrauma>><<ggstress>><<trauma 12>><<stress 12>> <br><br> "I can't believe it." <br> "How humiliating." <br> "That'll teach <<phim>> for trespassing." <br> "I bet <<pshe>> loves getting fucked by a dog." <br><br> More phones emerge from pockets as they continue to make degrading comments. At last, <<if $dock_knot>> <<unset $dock_knot>> the knot shrinks enough for the <<beasttype>> to wiggle free. The audience cheers, but they're not finished. <<else>> the <<beasttype>> releases you, accompanied by a cheer from the audience. <</if>> They goad and encourage <<bhim>> to mount you again. It works. The <<beasttype>> leaps atop you once more. <br><br> <<link [[Next|Docks Watch Dog]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $timer to 10>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Docks Watch Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Watch Dog]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The assembled guards cheer as the creature cums. One grasps the <<beasttype>>, and pulls <<bhim>> away from you. <br><br> <<else>> The <<beasttype>> whimpers and backs away, but you're still surrounded. <br><br> <</if>> <<tearful>> you lie on the hard ground. <br><br> <<endcombat>> <<generate1>><<generate2>> A <<fullGroup>> grasp your arms, and haul you to your feet. <<if $exposed gte 1>> <<covered>> <</if>> They drag you into the maze of containers, leaving the audience to examine their footage. <br><br> <<link [[Next|Docks Caught]]>><<clotheson>><<unset $dock_dog>><</link>> <br><<effects>> You manage to break your fall, but your hands are left a bit sore. <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br><<effects>> You try to recover your balance, <<if $danceSuccess>> <span class="green">and manage to stay upright.</span> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">but lose your footing.</span> The momentum carries you into one of the cargo containers. You bounce off with a clang.<<gsecurity>><<ggpain>><<gstress>><<dock_security 1>><<pain 8>><<stress 6>> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You walk to the edge of the <<if $bus is "N">>ship<<else>>dock<</if>>, take a deep breath, and dive into the cool water. <br><br> They won't follow you here. <br><br> <<link [[Next|Sea Docks]]>><</link>> <br><<effects>> You find another way through the maze of cargo containers. <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You see the pair up ahead, a <<fullGroup>>. You keep low and dart between containers when they look away. <br><br> <<rng 5>> <<if $rng is 1>> "...smells sweet," the <<person1>><<person>> says. "Whatever it is." <br> "Keep your nose out," the <<person2>><<person>> responds. "Not worth prying into." <br> The <<person1>><<person>> nods. <br><br> <<elseif $rng is 2>> "Night shifts are quiet," the <<person1>><<person>> says. "I'd like some action." <br> "No you don't," the <<person2>><<person>> responds. "Boredom is better than the shit I've been through." <br><br> <<elseif $rng is 3>> "...not worth the risk," the <<person1>><<person>> says. "They're watching us, you know." <br> The <<person2>><<person>> looks over <<his>> shoulder, as if the <<person1>><<person>> meant it literally. <br><br> <<elseif $rng is 4>> "Glad to work away from the compound," the <<person1>><<person>> says. <br> The <<person2>><<person>> nods. "Don't care what the company line is," <<he>> says. "Those fumes make me lightheaded." <br><br> <<else>> They remain silent. <br><br> <</if>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You sneak past them, and continue through the maze of containers. <br><br> <<skulduggeryuse>> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You hear a crunch underfoot. The guards swivel to face you as their torches light you up. "You'd best come quietly," the <<person1>><<person>> says, taking a step forward.<<gsecurity>><<dock_security 1>> <br><br> <<skulduggeryuse>> <<link [[Go quietly|Docks Quiet]]>><</link>> <br> <<link [[Fight|Docks Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> You remain still as the pair approach. They grasp your arms, and pull you towards the entrance. <br><br> <<link [[Next|Docks Caught]]>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> You wait until the guards are close, then strike, smacking the <<person2>><<person>> across the face.<<set $enemyhealth -= 20>> <br><br> <<person1>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Docks Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You run, leaving the guards slumped on the ground. <<tearful>> you escape into the maze of cargo containers. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The guards back away from you. You seize the chance, and run. <<tearful>> you escape into the maze of cargo containers. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<else>> You fall to the ground, too hurt to keep fighting. <br><br> The guards grasp your arms, and haul you to your feet. <<tearful>> you're led through the maze of cargo containers. <br><br> <<link [[Next|Docks Caught]]>><<clotheson>><</link>> <br> <</if>><<effects>> <<if $danceSuccess>> You jump out of the way. <span class="green">The arms grope empty air.</span> An alarm blares, but you escape into the maze of containers.<<gsecurity>><<dock_security 1>> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<else>> You try to move out of the way, <span class="red">but the metal closes around your wrists,</span> and forces you to the ground as an alarm blares.<<gsecurity>><<dock_security 1>> <br><br> Another hatch opens, and a phallic instrument springs forth. <br><br> <<link [[Next|Docks Machine]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> The metal arms grasp your wrists, and try to force you to the ground. You resist, <span class="green">and pull free from their grip.</span> An alarm blares, but you escape into the maze of containers.<<gsecurity>><<dock_security 1>> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<else>> The metal grasps your wrists. You resist, <span class="red">but the machine is too strong.</span> It forces you to the ground as an alarm blares.<<gsecurity>><<dock_security 1>> <br><br> Another hatch opens, and a phallic instrument springs forth. <br><br> <<link [[Next|Docks Machine]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You brace as the machine grasps your wrists, and forces you to the ground. "SUBJECT RESTRAINED," the voice intones. "AWAITING BACKUP." <br><br> <<generate1>><<generate2>><<person1>> You don't need to wait long. A <<fullGroup>> round the corner, and smirk when they see you. <<if $exposed gte 1>> You feel their eyes on your <<nudity>>. <</if>> <br><br> "Good bot," the <<person>> laughs as <<he>> crouches beside the machine. <<He>> presses a button, and it releases you. The <<person2>><<person>> grasps your arms, and pulls you to your feet. <br><br> They push you towards the entrance. <br><br> <<link [[Next|Docks Caught]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<set $machine_health to 10>><<set $machine_ammo to 8>> <<if $player.vaginaExist and $settings.analEnabled>> <<machine_init vaginal arm_chains>> <<set $machine.vaginal.armed to 1>> <<elseif $player.vaginaExist>> <<machine_init vaginal arm_chains>> <<set $machine.vaginal.armed to 1>> <<else>> <<machine_init anal arm_chains>> <<set $machine.anal.armed to 1>> <</if>> <<set $timer to 10>> <</if>> <<effects>> <<if $timer gte 7>> An alarm blares. <<elseif $timer gte 4>> <span class="purple">You hear shouting.</span> <<elseif $timer gte 2>> <span class="pink">You hear approaching footsteps.</span> <<else>> <span class="red">Security is close!</span> <</if>> <br><br> <<machine_effects>><<machine_combat>> <<machine_state>> <br><br> <<machine_actions>> <<if $machine.number lte 0 or $finish is 1 or $timer lte 0>> <span id="next"><<link [[Next|Docks Machine End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Docks Machine]]>><</link>></span><<nexttext>> <</if>> <br><<effects>> <<if $timer lte 0>> <<if $anusfucked is 1 or $vaginafucked is 1 or $penisfucked is 1>> <<machine_end>> <<generate1>><<generate2>> You hear laughter. A <<fullGroup>> in security uniforms stand to the side. You're not sure how long they were watching, but they don't seem in a hurry to intervene. They hold their phones, <span class="red">cameras pointed right at you.</span> <br><br> <<famesex 20>> "Thanks for the show," the <<person1>><<person>> says. "Not every day you see a criminal slut get fucked by a machine." <br><br> The <<person2>><<person>> steps forward, and crouches beside the hatch. <<He>> reaches in, you hear a click, and the machine falls inert. The <<person1>><<person>> is on top of you before you can recover, grasping your arms and forcing you to your feet. <br><br> <<else>> <<machine_end>> <<generate1>><<generate2>> A <<fullGroup>> in security uniforms arrive. The <<person1>><<person>> smirks, and crouches beside the hatch. <<He>> reaches in, you hear a click, and the machine falls inert. <br><br> The <<person2>><<person>> is on you before you have a chance to recover, grasping your arms and pulling you to your feet. <br><br> <</if>> They push you towards the entrance. <br><br> <<link [[Next|Docks Caught]]>><<clotheson>><</link>> <br> <<else>> The machine retracts, leaving you free to stand. <<tearful>> you run. You escape into the maze of containers before backup arrives. <br><br> <<machine_end>> <<clotheson>> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <</if>><<widget "dockclotheson">> <<storeon "docks" "check">> <<if _store_check is 1>> You find your clothes where you left them. <<storeon "docks">> <br><br> <</if>> <</widget>> <<widget "dockeffects">> <!-- No effect. In progress? --> <</widget>> <<widget "dockunbindoffer">> <<endevent>> A <<generate1>><<person1>><<person>> approaches you, smiling. "Rope accident?" <<he>> asks. "Come here, I'll sort it out." <br><br> <<link [[Accept|Docks Binding]]>><</link>> <br> <<link [[Refuse|Docks Binding Refuse]]>><</link>> <br> <</widget>> <<widget "dockoptions">> <<endevent>> <<icon "actions/dockwork.png">><<link [[Work (1:00)|Docks Work]]>><<set $phase to 0>><<tiredness 6>><</link>><<gtiredness>> <br> <<relaxicon>><<link [[Slack (1:00)|Docks Work]]>><<set $phase to 1>><<dockstatus -1>><</link>><<lcool>> <br><br> <<docksicon>><<link [[Leave|Docks]]>><<storeon "docks">><</link>> <br> <</widget>> <<widget "dockstatustext">> <<if $dockstatus gte 100>> <span class="green">The other workers respect you.</span> <<elseif $dockstatus gte 80>> <span class="teal">The other workers accept you.</span> <<elseif $dockstatus gte 30>> <span class="lblue">The other workers tolerate you.</span> <<elseif $dockstatus gte 10>> <span class="blue">The other workers view you with suspicion.</span> <<else>> <span class="purple">The other workers view you with contempt.</span> <</if>> <</widget>> <<widget "dockstatus">> <<if _args[0]>> <<set $dockstatus += (_args[0] * 2)>> <<set $dockstatus = Math.clamp($dockstatus, 0, 100)>> <</if>> <</widget>> <<widget "dockwork">> <<timeTrackingManual "docks" 1>> <<if $stress gte $stressmax>> <<if isPregnancyEnding()>> <<pregnancyPassout "docks">> <<else>> You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent()>> <<link [[Next|Passout Docks]]>><</link>> <br> <<else>> <<ambulance>> <</if>> <</if>> <<elseif Time.hour gte 19>> You help put away equipment and make sure the containers are locked for the night. <br><br> <<dockclotheson>> You join the queue in front of security, where a surly <<generate1>><<person1>><<person>> hands out brown envelopes containing the day's pay. <<endevent>> <<wearProp "envelope" 0 "manila">> <br><br> You make <span class="gold">£<<print (($dockwage * 12) / 100)>></span>. <<money `($dockwage * 12)` "dockWage">> <br><br> <<if $dockstatus gte 80>> <<if playerBellyVisible()>> <<generate1>><<person1>>A group of your colleagues gather at the gate. A <<person>> waves you over. "We're going on a pub crawl," <<he>> says. "You'd be welcome to join us, but..." <<He>> looks down at your <<bellyDescription "pc">>. "I'm sure you don't want your kid coming out as messed up as any of us." They share a playful laugh with you. <br><br> <<link [[Next|Docks]]>><<endevent>><</link>> <br> <<else>> <<generate1>><<person1>>A group of your colleagues gather at the gate. A <<person>> waves you over. "We're going on a pub crawl," <<he>> says. "You in?" <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to a night of such debauchery while you know you're with child.</span><br> <<elseif $money gte 500>> <<pubicon>><<link [[Accept (1:00 £5)|Docks Pub Crawl]]>><<endevent>><<set $dockpubcount to 0>><<money -500>><<alcohol 120>><<dockstatus 1>><<stress -6>><<pass 60>><</link>><<gcool>><<lstress>><<ggalcohol>> <br> <</if>> <<refuseicon>><<link [[Decline|Docks]]>><<endevent>><</link>> <br> <</if>> <<else>> <<link [[Next|Docks]]>><<endevent>><</link>> <br> <</if>> <<else>> <<if $rng gte 91>> You're tasked with inspecting the contents of the containers after they're lifted from the deck. <<rng>> <<if $rng gte 81 and $money gte 12000 and $dockslave isnot 1>> <<generatey1>><<generate2>><<person2>>You hear a muffled cry from one of them. <br><br> You enter the keycode, but it doesn't unlock. "Not that one," another docker says. <<He>> points at the initials printed on the door. "We don't inspect these." If <<he>> hears the crying, <<he>> ignores it. <br><br> <<set $lock to 400>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<link [[Break in anyway (£100 1:00)|Docks Slave Open]]>><<handheldon>><<set $dockslave to 1>><<crimeUp 1 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<link [[Ignore the voice|Docks Slave Ignore]]>><<handheldon>><</link>> <br> <<else>> <<rng>> <<if $rng gte 81>> Many containers contain goods ordered by private citizens. A package in one of them is torn open, and something glints from inside. <br><br> <<link [[Steal|Docks Steal]]>><<crimeUp 60 "thievery">><<set $blackmoney += 60>><</link>><<crime "thievery">> <br> <<link [[Don't steal|Docks Don't Steal]]>><</link>> <br> <<else>> There's lots of machinery. You don't understand what it's for, but it's all tagged properly. <br><br> <<dockoptions>> <</if>> <</if>> <<elseif $rng gte 81>> A vessel requests help making it to the dock. You, a <<generate1>><<person1>><<person>>, and a <<generate2>><<person2>><<person>> are tasked with helping. You board a small ship and sail to meet it. <br><br> <<if dangerEvent()>> You're halfway there when the <<person>> cuts out the engine. <<He>> and the <<person1>><<person>> stare at you. "A fresh <<girl>>, all alone at sea," <<he>> says. "Hows about you let us have some fun, and we won't need to hurt you." The <<person>> brandishes a length of rope. <br><br> <<link [[Nod|Docks Rape]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Fight|Docks Rape]]>><<set $fightstart to 1>><</link>> <br> <<link [[Capsize the boat|Docks Rape Capsize]]>><<dockstatus -1>><</link>><<lcool>> <br> <<else>> The <<person>> guides the captain while you and the <<person1>><<person>> help the crew with the spring lines. <<if $exposed gte 1>>The sailors ogle you, though they try to hide it. <</if>>You swing the vessel around and make a successful landing. <br><br> <<endevent>> <<dockoptions>> <</if>> <<elseif $rng gte 71>> A tourist vessel cuts across the docks, delaying the launch of other ships. They won't respond to hails. You're sent in a small boat to deliver a message. <br><br> <<generate1>><<person1>> <<if $exposed gte 1>> You climb aboard. The arrival of an undressed <<girl>> aboard the ship sends murmurs through the well-dressed crowd. You find the captain flirting with a passenger. <<He>> drops <<his>> glass when <<he>> sees you. <<else>> You climb aboard and push through the well-dressed crowd in search of the captain. You find <<him>> flirting with a passenger. <br><br> <</if>> <<if $speech_attitude is "meek">> "Please <<sir>>," you say. "Your ship isn't meant to approach this way. You're blocking other ships." <<elseif $speech_attitude is "bratty">> "Sorry to interrupt," you say. "But your dumb arse is about to collide with another ship." <<else>> "I'm delivering a message," you say. "Your course is wrong. You need to pull away and approach from the proper angle. You're delaying other ships." <</if>> <br><br> "They can wait," <<he>> laughs. "Lots of important passengers. They're anxious to be back on land." <<He>> turns away. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Seduce <<him>>|Docks Tourist Seduce]]>><</link>><<promiscuous4>> <br> <</if>> <<if $submissive lte 500>> <<link [[Scare the passengers|Docks Tourist Intimidate]]>><<dockstatus 3>><</link>><<defianttext>><<ggcool>> <br> <</if>> <<link [[Return to dock|Docks Tourist Return]]>><</link>> <br> <<elseif $rng gte 61>> You're tasked with unloading a lorry. You notice another vehicle being unloaded nearby, but the workers wear a strange uniform. A <<generate1>><<person1>><<generate2>><<person>> supervises them. <br><br> "Don't pay them no mind," the <<person2>><<person>> working beside you says. "They handle their own shipments." <br><br> <<link [[Sneak closer for a look|Docks Compound]]>><<drugs 240>><<stress -6>><</link>><<garousal>><<lstress>> <br> <<link [[Ignore|Docks Compound Ignore]]>><</link>> <br> <<elseif $rng gte 51>> You're tasked with recording cargo information onto a computer. While working through the notes you notice an inconsistency. <br><br> <<link [[Examine the inconsistency|Docks Examine]]>><<set $phase to 0>><<stress 6>><</link>><<skill_difficulty `currentSkillValue("maths")` "Maths" 1 1000>><<gstress>> <br> <<if currentSkillValue('skulduggery') gte 400>> <<set $skulduggerydifficulty to 500>> <<link [[Note the location of valuable goods|Docks Examine Valuables]]>><<set $phase to 2>><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Ignore|Docks Examine]]>><<set $phase to 1>><</link>> <br> <<elseif $rng gte 41>> You're tasked with cleaning the pier. <<rng>> <<if $rng gte 61>> You notice a pink shape in the water, in front of an approaching ship. <br><br> <!-- Convert to proper history skill check? --> <<link [[Examine|Docks History]]>><<set $phase to 0>><<stress 6>><</link>><<note "History" "blue">><<gstress>> <br> <<link [[Ignore|Docks History]]>><<set $phase to 1>><</link>> <br> <<else>> You finish without a problem. <br><br> <<dockoptions>> <</if>> <<elseif $rng gte 31>> You're tasked with moving some crates so they can be loaded onto vehicles. <<generate1>><<person1>>"You'll need a forklift," the supervisor says. "Let me find the keys." <br><br> <<if currentSkillValue('physique') gte 15000>> The crates don't look too heavy. By the time <<he>> returns you've already finished. "You're stronger than you look," <<he>> chuckles. <<gcool>><<dockstatus 1>> <br><br> <<dockoptions>> <<else>> <<He>> keeps an eye on you as you move the crates, but you manage it without a problem. <br><br> <<dockoptions>> <</if>> <<elseif $rng gte 21>> You're tasked with untying a moored ship from the pier. The ropes are thick and heavy, and you don't have long before another ship needs the space. <br><br> <<if currentSkillValue('physique') gte 5000 and $feetuse isnot "bound">> You make it in time. <br><br> <<else>> You manage to make it in time. Just. <<if $feetuse is "bound">> <span class="pink">It's sort of miraculous that you did so while your legs were restrained.</span> <</if>> <<gtiredness>><<tiredness 6>> <br><br> <</if>> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<dockunbindoffer>> <<else>> <<dockoptions>> <</if>> <<elseif $rng gte 11 and $exposed lte 0>> You're tasked with lubricating machinery. <<if $dockstatus gte 30>> You manage it without a problem. <br><br> <<dockoptions>> <<elseif !$worn.over_lower.type.includes("naked")>> You're working on a crane when it roars to life, and the boom rises. You find yourself yanked upwards by a hook embedded in your $worn.over_lower.name. <br><br> <<generate1>><<person1>>The crane stops, leaving you suspended in the air. The <<person>> manning the crane waves at you as you spin. Other dockers step into view. They whistle and applaud. <br><br> <<set $worn.over_lower.integrity -= 10>> <<if $worn.over_lower.integrity lte 0 and !$worn.lower.type.includes("naked")>> <<overlowerruined>><<exposure>> Your weight tears you free of your clothing. <<generate2>><<person2>>A <<person>> catches you. <<He>> ogles your <<lewdness>>. So does everyone else. <<covered>> You squirm free and dash for safety, chased by jeers. You find a sheet to cover with. <<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>> <br><br> <<towelup>> <<dockoptions>> <<else>> <<if $worn.over_lower.integrity lte 0>> Your weight tears you free from your <<print $worn.over_lower.name>>. <<else>> Your weight tears you free from the hook. <</if>> <<generate2>><<person2>>A <<person>> catches you, but you squirm free. <<gstress 6>> <br><br> <<link [[Get angry|Docks Angry]]>><<stress -3>><<dockstatus 1>><</link>><<gcool>><<lstress>> <br> <<link [[Walk away|Docks Walk]]>><</link>> <br> <</if>> <<else>> You're working on a crane when it roars to life, and the boom rises. You find yourself yanked upwards by a hook embedded in your $worn.lower.name. <br><br> <<generate1>><<person1>>The crane stops, leaving you suspended in the air. The <<person>> manning the crane waves at you as you spin. Other dockers step into view. They whistle and applaud. <br><br> <<set $worn.lower.integrity -= 10>> <<if $worn.lower.integrity lte 0>> <<lowerruined>><<exposure>> Your weight tears you free of your clothing. <<generate2>><<person2>>A <<person>> catches you. <<He>> ogles your <<lewdness>>. So does everyone else. <<covered>> You squirm free and dash for safety, chased by jeers. You find a sheet to cover with. <<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>> <br><br> <<towelup>> <<dockoptions>> <<else>> Your weight tears you free from the hook. <<generate2>><<person2>>A <<person>> catches you, but you squirm free. <<gstress 6>> <br><br> <<link [[Get angry|Docks Angry]]>><<stress -3>><<dockstatus 1>><</link>><<gcool>><<lstress>> <br> <<link [[Walk away|Docks Walk]]>><</link>> <br> <</if>> <</if>> <<else>> You lift crates from a moored ship, and drop them off on the dock. They're small compared to the rest of the cargo, but heavy. <<if currentSkillValue('physique') gte 15000 and !pcAreArmsBound("any")>> You have no trouble. You keep going while the other dockers stop to rest. <<gcool>><<dockstatus 1>> <br><br> <<elseif currentSkillValue('physique') gte 5000 and !pcAreArmsBound("any")>> You manage to keep up with the other dockers. <br><br> <<else>> So heavy you don't even make it off the deck before stopping to rest. The other dockers make several deliveries before you make one. <<if pcAreArmsBound("both")>> <span class="pink">Your bound arms make the process far more difficult than it would otherwise be as you can't manage a proper grip.</span> <</if>> <br><br> You're struggling with the second crate when a muscular docker takes it from your hands. "Last one," <<generate1>><<person1>><<he>> says. <<He>> doesn't look at you. <<lcool>><<dockstatus -1>> <br><br> <</if>> <<endevent>> <<if pcAreArmsBound("any") or $feetuse is "bound">> <<dockunbindoffer>> <<else>> <<dockoptions>> <</if>> <</if>> <</if>> <</widget>> <<widget "dockpubdestination">> <<if $bus is "high">> <<link [[Stop|High Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $bus is "harvest">> <<link [[Stop|Harvest Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $bus is "connudatus">> <<link [[Stop|Connudatus Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<elseif $bus is "barb">> <<link [[Stop|Barb Street]]>><<endevent>><<set $eventskip to 1>><</link>> <<else>> <<link [[Stop|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</widget>> <<widget "dockpuboptions">> <<endevent>> <<if $money gte 500>> <<link [[Continue (1:00 £5)|Docks Pub Crawl]]>><<set $dockpubcount to 0>><<money -500>><<alcohol 120>><<dockstatus 1>><<stress -6>><<pass 60>><</link>><<gcool>><<lstress>><<ggalcohol>> <br> <</if>> <<dockpubdestination>> <</widget>> <<widget "dockpubquiz">> <<if $rng gte 81>> is science. <br><br> <<link [[Let your colleagues answer|Docks Pub Crawl Science]]>><<set $phase2 to 0>><</link>> <br> <<link [[Answer yourself|Docks Pub Crawl Science]]>><<set $phase2 to 1>><</link>><<skill_difficulty `currentSkillValue("science")` "Science" 1 1000>> <br> <<link [[Give the wrong answers|Docks Pub Crawl Science]]>><<set $phase2 to 2>><</link>> <br> <<elseif $rng gte 61>> is arithmetic. One of your colleagues gets their fingers ready for counting. <br><br> <<link [[Let your colleagues answer|Docks Pub Crawl Maths]]>><<set $phase2 to 0>><</link>> <br> <<link [[Answer yourself|Docks Pub Crawl Maths]]>><<set $phase2 to 1>><</link>><<skill_difficulty `currentSkillValue("maths")` "Maths" 1 1000>> <br> <<link [[Give the wrong answers|Docks Pub Crawl Maths]]>><<set $phase2 to 2>><</link>> <br> <<elseif $rng gte 41>> is literature. <br><br> <<link [[Let your colleagues answer|Docks Pub Crawl English]]>><<set $phase2 to 0>><</link>> <br> <<link [[Answer yourself|Docks Pub Crawl English]]>><<set $phase2 to 1>><</link>><<englishdifficulty 1 1000>> <br> <<link [[Give the wrong answers|Docks Pub Crawl English]]>><<set $phase2 to 2>><</link>> <br> <<elseif $rng gte 21>> is local history. <br><br> <<link [[Let your colleagues answer|Docks Pub Crawl History]]>><<set $phase2 to 0>><</link>> <br> <<link [[Answer yourself|Docks Pub Crawl History]]>><<set $phase2 to 1>><</link>><<skill_difficulty `currentSkillValue("history")` "History" 1 1000>> <br> <<link [[Give the wrong answers|Docks Pub Crawl History]]>><<set $phase2 to 2>><</link>> <br> <<else>> is lovemaking, which prompts a bawdy cheer. Your colleagues insist this will be easy. <br><br> <<link [[Let your colleagues answer|Docks Pub Crawl Love]]>><<set $phase2 to 0>><</link>> <br> <<link [[Answer yourself|Docks Pub Crawl Love]]>><<set $phase2 to 1>><<dockstatus 1>><</link>><<skill_difficulty $promiscuity "Promiscuity" 1 100>><<gcool>> <br> <<link [[Give the wrong answers|Docks Pub Crawl Love]]>><<set $phase2 to 2>><<dockstatus 1>><</link>><<gcool>> <br> <</if>> <</widget>> <<widget "skul_dock_init">> <<if $skul_dock_init is undefined>> <<unset $catsuit_spawned>> <<set $skul_dock_init to 1>> <<set $dock_security to 1>> <<set $skul_dock to {}>> <<set $skul_dock.NW to {}>> <<set $skul_dock.N to {}>> <<set $skul_dock.NE to {}>> <<set $skul_dock.W to {}>> <<set $skul_dock.M to {}>> <<set $skul_dock.E to {}>> <<set $skul_dock.SW to {}>> <<set $skul_dock.S to {}>> <<set $skul_dock.SE to {}>> <<set _skul_dock_keys to Object.keys($skul_dock)>> <<set _count to 0>> <<for _i to 0; _i lt _skul_dock_keys.length; _i++>> <<rng>> <<if $rng gte 100>> <<set $skul_dock[_skul_dock_keys[_i]].contents to "gold">> <<set _count++>> <<elseif $rng gte 96>> <<set $skul_dock[_skul_dock_keys[_i]].contents to "aphrodisiacs">> <<set _count++>> <<elseif $rng gte 76>> <<set $skul_dock[_skul_dock_keys[_i]].contents to "electronics">> <<set _count++>> <<elseif $rng gte 66>> <<set $skul_dock[_skul_dock_keys[_i]].contents to "fertiliser">> <<set _count++>> <<elseif $rng gte 55 and !$catsuit_found and !$catsuit_spawned>> <<set $catsuit_spawned to 1>> <<set $skul_dock[_skul_dock_keys[_i]].contents to "equipment">> <<set _count++>> <<elseif $rng gte 55 and $catsuit_found>> <<set $skul_dock[_skul_dock_keys[_i]].contents to "mechanisms">> <<set _count++>> <<else>> <<set $skul_dock[_skul_dock_keys[_i]].contents to "none">> <</if>> <</for>> <<if _count lte 1>> <<for _i to 0; _i lt _skul_dock_keys.length; _i++>> <<if $skul_dock[_skul_dock_keys[_i]].contents is "none">> <<rng>> <<if $rng gte 96>> <<set $skul_dock[_skul_dock_keys.pluck()].contents to "aphrodisiacs">> <<set _count++>> <<elseif $rng gte 76>> <<set $skul_dock[_skul_dock_keys.pluck()].contents to "electronics">> <<set _count++>> <<elseif $rng gte 66>> <<set $skul_dock[_skul_dock_keys.pluck()].contents to "fertiliser">> <<set _count++>> <</if>> <<if _count is 2>> <<break>> <</if>> <</if>> <</for>> <!--Added in case the variable gets use elsewhere--> <<set _skul_dock_keys to Object.keys($skul_dock)>> <</if>> <</if>> <</widget>> <<widget "skul_dock_contents">> <<set _skul_dock_keys to Object.keys($skul_dock)>> <<for _i to 0; _i lt _skul_dock_keys.length; _i++>> <<if $skul_dock[_skul_dock_keys[_i]].contents is _args[0] and $skul_dock[_skul_dock_keys[_i]].state isnot "known">> <<set $skul_dock[_skul_dock_keys[_i]].state to "known">> <<set _dock_location to _skul_dock_keys[_i]>> <<set _dock_contents to $skul_dock[_skul_dock_keys[_i]].contents>> <<break>> <</if>> <</for>> <</widget>> <<widget "skul_dock_location">> <<switch _args[0]>> <<case "NW">> <<set _text_output to "moorings">> <<case "N">> <<set _text_output to "anchored ship">> <<case "NE">> <<set _text_output to "warehouse">> <<case "W">> <<set _text_output to "cranes">> <<case "M">> <<set _text_output to "tallest stacks of cargo containers">> <<case "E">> <<set _text_output to "office building">> <<case "SW">> <<set _text_output to "lorry unloading area">> <<case "S">> <<set _text_output to "front gate">> <<case "SE">> <<set _text_output to "car park">> <</switch>> <<print _text_output>> <</widget>> <<widget "skul_dock_nav">> <<if $bus is "W">> <<icon "anchor.png">><<link [[Sneak to the anchored ship (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "NW">><</link>><<skul_dock_state NW>> <br> <</if>> <<if $bus is "N">> <<getouticon>><<link [[Sneak off the ship (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "NW">><</link>><<skul_dock_state NW>> <br> <</if>> <<if $bus is "NW">> <<icon "anchor.png">><<link [[Sneak aboard the anchored ship (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "N">><</link>><<skul_dock_state N>> <br> <</if>> <<if $bus is "E">> <<icon "storageunit.png">><<link [[Sneak to the warehouse (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "NE">><</link>><<skul_dock_state NE>> <br> <</if>> <<if $bus is "SW" or $bus is "NW">> <<skyscrapericon "construction">><<link [[Sneak to the cranes (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "W">><</link>><<skul_dock_state W>> <br> <</if>> <<if $bus is "E">> <<icon "cargostack.png">><<link [[Sneak to the tallest stacks of cargo containers (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "M">><</link>><<skul_dock_state M>> <br> <</if>> <<if $bus is "SE" or $bus is "M" or $bus is "NE">> <<officeicon>><<link [[Sneak to the office (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "E">><</link>><<skul_dock_state E>> <br> <</if>> <<if $bus is "W" or $bus is "S">> <<icon "lorry.png">><<link [[Sneak to the lorry unloading area (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "SW">><</link>><<skul_dock_state SW>> <br> <</if>> <<if $bus is "SE" or $bus is "SW">> <<lockicon "gate">><<link [[Sneak to the gate (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "S">><</link>><<skul_dock_state S>> <br> <br> <</if>> <<if $bus is "S" or $bus is "E">> <<icon "carpark.png">><<link [[Sneak to the car park (0:05)|Docks Sneak]]>><<handheldon true>><<pass 5>><<set $bus to "SE">><</link>><<skul_dock_state SE>> <br> <</if>> <<if $bus is "S">> <<docksicon>><<link [[Leave|Docks]]>><<handheldon true>><<set $bus to "mer">><</link>> <br> <</if>> <</widget>> <<widget "skul_dock_state">> <<if !$settings.blindStatsEnabled>> <<if $skul_dock[_args[0]].state is "known">> <<if $skul_dock[_args[0]].contents is "none">> <span class="purple">The containers here contain nothing of value to you.</span> <<elseif $skul_dock[_args[0]].contents is "fertiliser" and $tending lt 400>> <span class="purple">The containers here contain nothing of value to you.</span> <<else>> <span class="teal">A container here contains valuable <<print $skul_dock[_args[0]].contents>>.</span> <</if>> <<elseif $skul_dock[_args[0]].state is "empty">> <span class="lblue">You've checked here.</span> <<else>> <span class="blue">Unknown contents.</span> <</if>> <</if>> <</widget>> <<widget "events_skul_dock">> <<if $dock_security gte random(1, 4)>> <<rng 5>> <<if $rng is 1>> <<generateSecurity 1>><<person1>> You hear footsteps approach. You take cover behind a container, and wait for the noise to pass. You exhale.<<gstress>><<stress 6>> <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $rng is 2>> <<generateSecurity 1>><<person1>> Torchlight appears on the container in front of you. Whoever's holding it is close, and getting closer. <br><br> You look around. The containers are packed tight. You could run the way you came, but it's some distance and you don't have long. <br><br> <<set $skulduggerydifficulty to 500>> <<link [[Hide|Docks Hide]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Run|Docks Run]]>><<crimeUp 100 "trespassing">><<tiredness 6>><<dock_security 1>><</link>><<crime "trespassing">><<gtiredness>><<gsecurity>> <br> <<if $physiquesize lte 6000>> <<link [[Squeeze between the containers|Docks Squeeze]]>><</link>><<small_text>> <br> <</if>> <<elseif $rng is 3>> <!-- Modified for Monster People --> You hear a patter of feet on the other side of a row of containers. <<beastNEWinit 1 dog>> <<set $dock_dog to clone($NPCList[0])>> You peer between them, and see a <<beasttype>> <<if $monster is 1>>on all fours <</if>>sniffing the ground. You walked there not long ago. <<bHe>> has your scent. <br><br> <<if $monster is 1>> "This way!" <<bhe>> exclaims, breaking into a run. <<else>> <<bHe>> barks and breaks into a run. <</if>> You glimpse someone in a security uniform following. <br><br> They'll find you soon. <br><br> <<distracticon "blue">><<link [[Ambush|Docks Ambush]]>><<dock_security 1>><</link>><<gsecurity>> <br> <<if $worn.upper.set is $worn.lower.set>> <<clothingicon $worn.upper "upper">><<link [[Sacrifice your outfit to leave a false trail|Docks Sacrifice]]>><<set $phase to 0>><<dock_security -1>><</link>><<lsecurity>> <br> <<else>> <<if $worn.upper.name isnot "naked">> <<clothingicon $worn.upper "upper">><<link [[Sacrifice your top to leave a false trail|Docks Sacrifice]]>><<set $phase to 1>><<dock_security -1>><</link>><<lsecurity>> <br> <</if>> <<if $worn.lower.name isnot "naked">> <<clothingicon $worn.lower "lower">><<link [[Sacrifice your bottoms to leave a false trail|Docks Sacrifice]]>><<set $phase to 2>><<dock_security -1>><</link>><<lsecurity>> <br> <</if>> <</if>> <<if $worn.under_upper.set is $worn.under_lower.set>> <<clothingicon $worn.under_upper "under_upper">><<link [[Sacrifice your under outfit to leave a false trail|Docks Sacrifice]]>><<set $phase to 3>><<dock_security -1>><</link>><<lsecurity>> <br> <<else>> <<if $worn.under_upper.name isnot "naked">> <<clothingicon $worn.under_upper "under_upper">><<link [[Sacrifice your under top to leave a false trail|Docks Sacrifice]]>><<set $phase to 4>><<dock_security -1>><</link>><<lsecurity>> <br> <</if>> <<if $worn.under_lower.name isnot "naked">> <<clothingicon $worn.under_lower "under_lower">><<link [[Sacrifice your underwear to leave a false trail|Docks Sacrifice]]>><<set $phase to 5>><<dock_security -1>><</link>><<lsecurity>> <br> <</if>> <</if>> <<if $bus is "NW" or $bus is "N" or $bus is "NE">> <<swimicon "dive">><<link [[Dive into the sea|Docks Dive]]>><</link>> <br> <</if>> <<elseif $rng is 4>> You hear a click underfoot. <span class="red">INTRUDER DETECTED.</span> Intones a voice. "DO NOT RESIST." A hatch springs open, and metal arms shoot out. <br><br> <<link [[Dodge|Docks Machine Dodge]]>><</link>><<dancedifficulty 500 1200>> <br> <<link [[Struggle|Docks Machine Struggle]]>><</link>><<physiquedifficulty 12000 20000>> <br> <<link [[Go quietly|Docks Machine Brace]]>><</link>> <br> <<else>> <<generateSecurity 1>><<person1>> A <<person>> in a security uniform rounds a corner up ahead. You dive between two containers. You don't think <<he>> saw you. <<if random(1, 2) is 1>> As <<he>> passes by however, <<he>> reaches into your hiding place. "Got you," <<he>> says, grasping your arm and pulling you out. <br><br> <<He>> reaches for <<his>> radio. "Got the blighter," <<he>> says, shoving you against a container. "Roger." <<He>> lets the radio fall to <<his>> side. "Backup will be here soon. How's about we have a little fun while we wait?" <br><br> <<link [[Next|Docks Sneak Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<He>> passes without looking.<<gstress>><<stress 6>> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>> <</if>> <<else>> <<rng 6>> <<if $rng is 1>> <span class="red">You slip!</span> Something slick, like oil, covers the ground. <br><br> <<link [[Hold out your arms|Docks Slip]]>><<pain 8>><<stress 6>><</link>><<ggpain>><<gstress>> <br> <<link [[Try to stay upright|Docks Upright]]>><</link>><<dancedifficulty 400 1200>> <br> <<elseif $rng is 2>> <<if !Weather.isOvercast>> Moonlight reflects off the ocean. It captures you for a moment.<<lstress>><<stress -6>> <br><br> <<else>> A cool breeze ruffles your hair. <br><br> <</if>> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng is 3>> <<generateSecurity 1>><<generateSecurity 2>> You hear voices up ahead. Two guards are in the way. <br><br> <<set $skulduggerydifficulty to 500>> <<link [[Find a different way (0:10)|Docks Find]]>><<pass 10>><<dock_security 1>><</link>><<gsecurity>> <br> <<link [[Sneak by|Docks Sneak By]]>><</link>><<skulduggerydifficulty>> <br> <<elseif $rng is 4>> You're quiet as you move through the dark, but you're leaving traces of yourself. Security is paying more attention.<<gsecurity>><<dock_security 1>> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng is 5>> <<if currentSkillValue('skulduggery') gte random(1, 1000)>> There's a security camera up ahead. You avoid it. <span class="green">You're glad you spotted it in time.</span> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <<else>> You spot a security camera <span class="red">too late.</span> You hide, but anyone paying attention would have seen you.<<gsecurity>><<dock_security 1>><<crimeUp 10 "trespassing">><<crime "trespassing">> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> These containers all look alike. They stack high around you. For a while, you're not quite sure where you are.<<gstress>><<stress 6>> <br><br> <<link [[Next|Docks Sneak]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "dock_security">> <<if _args[0]>> <<set $dock_security += _args[0]>> <</if>> <</widget>> <<widget "dock_security_text">> <<if $dock_security gte 4>> <span class="red">Security are on high alert.</span> <<elseif $dock_security gte 3>> <span class="pink">Security are aware of an intruder.</span> <<elseif $dock_security gte 2>> <span class="purple">Security are suspicious.</span> <<else>> <span class="teal">Security are relaxed.</span> <</if>> <</widget>> <<widget "dockdogfucked">> <<famebestiality 1>> <<He>> shines a torch on you, and laughs. "Looks like you got more than you hoped for." You try to stand<<if $dock_knot>> again<</if>>, but the <<beasttype 1>> uses <<bhis 1>> weight to force you back down. <br><br> The <<person>> reaches for <<his>> radio. "Yeah," <<he>> says. "I got the intruder. You're gonna want to see this. <span class="red">Bring everyone.</span>" <br><br> <<if $dock_knot isnot "mouth">> <<if $submissive gte 1500>> <<link [[Beg|Docks Beg]]>><<sub 1>><<if $dock_knot>><<unset $dock_knot>><</if>><</link>><<submissivetext>> <br> <</if>> <<link [[Plead|Docks Plead]]>><</link>> <br> <</if>> <<link [[Remain silent|Docks Silent]]>><</link>> <br> <</widget>><<effects>> With <<if $cat gte 6>> a feline <<else>> devilish <</if>> grace, you scale <<if $rng gte 81>> a trellis on the side of the house. You peer through a window, but the curtains are shut. <<promiscuity2>> <<if random(1, 2) is 2 or $daily.demonWindowOrphan is 1>> <<getinicon>><<link [[Enter|Domus Window Curtain]]>><</link>> <br> <<else>> <<getinicon>><<link [[Enter|Domus Window Orphan]]>><<set $daily.demonWindowOrphan to 1>><</link>> <br> <</if>> <<elseif $rng gte 61>> <<generate1>><<person1>> a ladder left leaning against the house. You peer through a window, and see a <<person>> asleep in bed. The bed and decor are typical of the street. <<promiscuity2>> <<ind>><<link [[Seduce|Domus Window Ladder Seduce]]>><</link>> <br> <<getouticon>><<link [[Leave|Domus Window Ladder Leave]]>><<endevent>><</link>> <br> <<elseif $rng gte 41>> a dumpster sat beside the house, and manage to jump and climb into an open window above. <<promiscuity2>> <<beastNEWinit 1 dog>> You haul yourself over the windowsill, and come face-to-face with a <<beasttype>>. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<bHe>> licks your face. There's no one else in the room. <br><br> <<if hasSexStat("deviancy", 2)>> <<ind>><<link [[Seduce|Domus Window Dog Seduce]]>><</link>><<deviant2>> <br> <</if>> <<getouticon>><<link [[Leave|Domus Window Dog Leave]]>><</link>> <br> <<else>> <<bHe>> bares <<his>> teeth. You turn and climb back out the window, falling to the grass below.<<beastescape>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>> <<elseif $rng gte 21>> a car parked in front of an open window. With a jump, you're able to reach the windowsill. You haul yourself inside. <<promiscuity2>> <<generate1>><<person1>> Several candles sit on two bedside cabinets, lighting the room. Between them is a <<person>>, bound, blindfolded, and tied to the bed. <<He>> looks up at the sound of your entry. There's no one else around. <br><br> <<ind>><<link [[Seduce|Domus Window Bound Seduce]]>><</link>> <br> <<getouticon>><<link [[Leave|Domus Window Bound Leave]]>><</link>> <br> <<else>> a tree growing beside the house. You sit atop a thick branch, and peer through a window. <<promiscuity2>> You see a couple asleep in bed. <<generate1>><<generatep2>> A <<person1>><<person>>, and a <<person2>><<person>>. <br><br> <<ind>><<link [[Seduce the first|Domus Window Couple Seduce]]>><<set $phase to 0>><</link>> <br> <<person2>> <<if $NPCList[1].pronoun is "m" and maleChance() gte 1 or $NPCList[1].pronoun is "f" and maleChance() lt 100>> <<ind>><<link [[Seduce the second|Domus Window Couple Seduce]]>><<set $phase to 1>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Domus Window Couple Leave]]>><</link>> <br> <</if>><<effects>> <<saveNPC 0 domus_couple_0>> <<saveNPC 1 domus_couple_1>> <<endevent "phaseless">> <<if $phase is 1>> <<loadNPC 0 domus_couple_1>> <<else>> <<loadNPC 0 domus_couple_0>> <</if>> <<person1>> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You climb through the window, and crawl atop the <<person>>. Leaning close, you whisper into <<his>> ear. "Wake up. It's your lucky night." <br><br> The <<persons>> eyes open. <<He>> stares at you in groggy confusion, then glances at <<his>> partner. You grasp <<his>> chin and turn <<him>> to face you. "Let's not wake anyone," you coo. "Let this be our secret." <br><br> <<if $seductionrating gte $seductionrequired>> The <<person>> looks conflicted, until you grind against <<his>> pelvis. <<He>> shuts <<his>> eyes in rapture, <span class="green">and pulls you closer.</span> <br><br> <<link [[Next|Domus Window Couple Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> The <<person>> looks conflicted, but glances at <<his>> partner again, and closes <<his>> eyes in a grimace. <span class="red">"Wake up!"</span> <<he>> shouts. "We're being burgled!" <br><br> <<if $phase is 1>> <<loadNPC 1 domus_couple_0>> <<else>> <<loadNPC 1 domus_couple_1>> <</if>> The <<person2>><<person>> jolts upright with a start, and gropes on the bedside cabinet for <<his>> glasses. You crawl through the window and leap for the branch, catching it and swinging down to the grass. <br><br> The couple lean out the window above, but are unable to see you in the dark. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Window Couple Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Window Couple Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 1>> <<loadNPC 1 domus_couple_0>> <<else>> <<loadNPC 1 domus_couple_1>> <</if>> The <<person>> covers <<his>> mouth with <<his>> hand, but it's too late. The <<person2>><<person>> bolts upright. <br><br> "I-I can explain," the <<person1>><<person>> stutters. <br><br> You throw the <<person2>><<person>> a wicked grin, then leap through the window, catching the branch. <br><br> <<tearful>> you climb down the tree, leaving the couple to argue. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You leap through the window, and grasp the branch. <br><br> <<tearful>> you climb down the tree, and vanish into the night. <br><br> <<clotheson>> <<endcombat>> <<elseif $alarm is 1 and $rescue is 1>> <<if $phase is 1>> <<loadNPC 1 domus_couple_0>> <<else>> <<loadNPC 1 domus_couple_1>> <</if>> The <<person2>><<person>> bolts upright. <br><br> "I-I can explain," the <<person1>><<person>> stutters. <br><br> You throw the <<person2>><<person>> a wicked grin, then leap through the window, catching the branch. <br><br> <<tearful>> you climb down the tree, leaving the couple to argue. <br><br> <<endcombat>> <<clotheson>> <<else>> The <<person>> throws an anxious glance at their partner. By the time they look back, you're gone. <br><br> <<tearful>> you climb down the tree. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Domus Street]]>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>> You climb back down the tree, and leave the couple to sleep. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $speech_attitude is "meek">> "You look comfortable," you say. "Mind if I examine those knots more closely?" <<elseif $speech_attitude is "bratty">> "All tied up and ready for me," you say. "Aren't I the lucky one." <<else>> "Someone doesn't want you wandering," you say. "But they could hardly blame you if I took you for myself, could they?" <</if>> <br><br> <<if $seductionrating gte $seductionrequired>> The <<person>> squirms. "I'm so helpless," <span class="green"><<he>> moans invitingly.</span> <br><br> <<link [[Next|Domus Window Bound Seduce Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<generatep2>> "Who are you?!?" <<he>> shouts, straining against the bonds. "Help! There's an intruder!" <span class="red"><<Hes>> really trying to escape.</span> <br><br> You hear floorboards creak beneath footsteps outside the room. "What was that darling?" coos a <<person2>><<personsimple>>'s voice. "Have I kept you waiting long enough?" You escape through the window before you're discovered. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npc_submissive>> <<npcexpose>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Window Bound Seduce Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Window Bound Seduce Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<generatep2>> You hear floorboards creak beneath footsteps. "I've kept you waiting long enough," coos a voice outside the room. <br><br> <<tearful>> you escape through the window a moment before the door opens. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You hear floorboards creak beneath footsteps. "I've kept you waiting long enough," coos a voice outside the room. <br><br> <<tearful>> you escape through the window a moment before the door opens. <br><br> <<clotheson>> <<endcombat>> <<else>> You hear floorboards creak beneath footsteps. "I've kept you waiting long enough," coos a voice outside the room. <br><br> <<tearful>> you escape through the window a moment before the door opens. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> You climb back through the window, and lower yourself onto the car with minimal noise. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You turn your <<bottom>> to the <<beasttype>>, and wiggle. <<deviancy2>> <<if $seductionrating gte $seductionrequired>> <<bHe>> gives you a quizzical sniff, <span class="green">then mounts you from behind.</span> <br><br> <<link [[Next|Domus Window Dog Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<bHe>> gives you a quizzical sniff, <span class="red">then barks.</span> You climb back through the window before anyone arrives, landing on the dumpster, and then the grass. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Window Dog Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Window Dog Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> curls up at the foot of an empty bed. <br><br> <<tearful>> you climb back through the window. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<beasttype>> flees the room, barking. <br><br> <<tearful>> you climb back through the window before anyone arrives to investigate. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<beasttype>> backs away from you, and barks. <br><br> <<tearful>> you climb back through the window before anyone arrives to investigate. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> The <<beasttype>> sniffs your <<bottom>> as you climb the way you came, lowering yourself to the dumpster, then onto the grass. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> You open the window, and slip through the curtain. <<generate1>><<person1>> You come face-to-face with a naked <<person>>. "Ahh!" <<he>> screams, covering <<himself>> with one hand while the other gropes for a bedsheet. "Wh-what do you want? Am I being robbed?" <br><br> <<link [[Demand money|Domus Window Curtain Money]]>><</link>> <br> <<link [[Seduce|Domus Window Curtain Seduce]]>><</link>> <br> <<link [[Leave|Domus Window Curtain Leave]]>><</link>> <br><<effects>> "Fine," the <<person>> says, stepping towards the drawer beside <<his>> bed. <<He>> opens it, and fishes for loose cash. "Here." <<He>> hands you <<if $rng gte 100>> <<moneyGain 500>> <<elseif $rng gte 81>> <<moneyGain 100>> <<elseif $rng gte 61>> <<moneyGain 80>> <<elseif $rng gte 41>> <<moneyGain 60>> <<elseif $rng gte 21>> <<moneyGain 40>> <<else>> <<moneyGain 20>> <</if>> in bank notes. "Please leave now." <br><br> <<link [[Seduce|Domus Window Curtain Seduce]]>><<set $phase to 1>><</link>> <br> <<link [[Leave|Domus Window Curtain Leave]]>><</link>> <br><<effects>> <<if $phase is 1>> <<set $seductiondifficulty to 10000>> <<else>> <<set $seductiondifficulty to 8000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $exposed gte 2>> "Sorry to embarrass you so," you say with a smirk. "But as you can see." You twirl on the spot. "You're not the only one undressed. Why do you think that is?" <<else>> "Sorry to embarrass you so," you say with a smirk. "Here, let me help." You twirl on the spot, shedding your clothes with a practised ease. "There. There's no need to be embarrassed if we're both naked." <<clothesstrip>> <</if>> <br><br> <<if $seductionrating gte $seductionrequired>> The <<person>> stutters an unintelligible response. You place a finger on <<his>> lips, <span class="green">and push <<him>> onto the bed.</span> <br><br> <<link [[Next|Domus Window Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <span class="red">"P-pervert!"</span> The <<person>> shouts. "Leave right now!" <br><br> You duck beneath the curtain and escape beneath the trellis. <<clotheson>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Window Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Window Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You leave your prey spent and shivering on the bed. <br><br> <<tearful>> you escape the way you arrived. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person>> onto the bed, and dash for the window. <br><br> <<tearful>> you escape the way you arrived. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<else>> The <<person>> lies on the bed, and pants. <br><br> <<tearful>> you escape the way you arrived. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<effects>> <<generate1>><<generateyv2>><<person1>> You slink between the curtains, and emerge in a room warmed by a purple light. A <<person>> sits with <<his>> back to you, a <<person2>><<person>> spread across <<person1>><<his>> knees. <<He>> delivers a blow to the <<person2>><<persons>> backside, eliciting a cry of pain. The <<person2>><<person>> sobs. <br><br> "That too much for you?" the <<person1>><<person>> laughs. "Just you wait." <<He>> delivers another blow. Another cry. "I bought you fair and square. We're just getting started!" <br><br> You recognise the <<person2>><<person>> from the orphanage. <br><br> <<saveNPC 0 domus_couple_0>><<saveNPC 1 domus_couple_1>> <<link [[Intervene|Domus Window Orphan Intervene]]>><</link>> <br> <<link [[Leave|Domus Window Curtain Leave]]>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "S-someone's having fun," you say, prowling into view. <<elseif $speech_attitude is "bratty">> "Someone's having fun," you say, prowling into view. <<else>> "What have we here?" you say, prowling into view. <</if>> <br><br> The <<person2>><<persons>> eyes open, and the <<person1>><<person>> turns <<his>> head to you, unruffled by the intrusion. "What have we got here?" <<he>> asks, looking you up and down. "Not planning on intervening, are we? I bought this slut for £500. I'm getting my money's worth." <br><br> <<link [["Fight for the " + $NPCList[1].pronouns.boy + "'s freedom"|Domus Window Orphan Fight Start]]>><</link>> <br> <<link [["Offer to take the " + $NPCList[1].pronouns.boy + "'s place"|Domus Window Orphan Offer]]>><<hope 1>><</link>><<ghope>> <br> <<link [["Offer to join the " + $NPCList[1].pronouns.boy + " for £500"|Domus Window Orphan Join]]>><</link>> <br> <<if $money gte 50000>> <<link [["Buy the " + $NPCList[1].pronouns.boy + "'s freedom (£500)"|Domus Window Orphan Buy]]>><<money -50000>><<hope 1>><</link>><<ghope>> <br> <</if>><<effects>><<person2>> <<if $speech_attitude is "meek">> "L-let <<him>> go!" you say. "Or you'll be sorry!" <<elseif $speech_attitude is "bratty">> "Let <<him>> go," you say. "Or I'll smack you out the window." <<else>> "I'm not letting this bullying continue," you say. <</if>> <br><br> The <<person1>><<person>> laughs and stands, knocking the <<person2>><<person>> to the ground. "Alright then," <<person1>><<he>> says, cracking <<his>> knuckles. <br><br> <<link [[Next|Domus Window Orphan Fight]]>><<endevent>><<loadNPC 0 domus_couple_0>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Domus Window Orphan Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Window Orphan Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> falls back onto the chair, exhausted. <br><br> <<tearful>> you help <<his>> victim up. You flee through the door together.<<ghope>><<hope 1>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Window Orphan Escape]]>><<loadNPC 0 domus_couple_0>><<loadNPC 1 domus_couple_1>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> falls back onto the chair, nursing an injury. <br><br> <<tearful>> you help <<his>> victim up. You flee through the door together.<<ghope>><<hope 1>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Window Orphan Escape]]>><<loadNPC 0 domus_couple_0>><<loadNPC 1 domus_couple_1>><</link>> <br> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue fighting. <br><br> "Right then," says the <<person>>. <<He>> lifts and bends you over <<his>> bed. The body of <<his>> other victim slumps down beside you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Window Orphan Pair]]>><<loadNPC 0 domus_couple_0>><<loadNPC 1 domus_couple_1>><</link>> <br> <</if>><<effects>> <<earnFeat "The Value of Pain">> <<person1>>"I'll need something special for this," the <<person>> says, rummaging in a cupboard. "Aha." <<He>> pulls out a long cane, and runs <<his>> finger up its length. "This will do." <br><br> <<He>> takes <<his>> time as <<he>> approaches. Each footfall makes the floorboards creak. The <<person2>><<person>> whimpers in anticipation. <br><br> The blow comes without warning. A sharp, stinging sensation in your <<bottom>>. You barely notice the <<persons>> cry of anguish against your own. <<switch $masochism_level>> <<case 0>> <span class="red">It hurts so much.</span> <<case 1>> <span class="pink">Part of you likes it.</span> <<case 2>> <span class="purple">The pain thrills you.</span> <<case 3>> <span class="blue">Pain and pleasure spasm through you.</span> <<default>> <span class="lblue">It hurts so good.</span> <</switch>> <<gggpain>><<masopain 20>> <br><br> <<person1>> "Oh, you ain't felt a thing yet," <<he>> says, pulling <<his>> arm back for another blow. <<He>> strikes you. Once, twice, thrice. <<if !$worn.lower.type.includes("naked")>> Your <<print $worn.lower.name>> does little to cushion the blows. <<elseif !$worn.under_lower.type.includes("naked")>> Your <<print $worn.under_lower.name>> does little to cushion the blows. <<else>> There's nothing protecting your bare skin. <</if>> The orphan's cries run together into a constant wailing.<<gggpain>><<masopain 20>> <br><br> <<if $arousal gte 10000>> It's too much for your masochistic body. <<orgasm>> "Did you just cum?" the <<person1>><<person>> asks, <<his>> tone a mixture of intrigue and disgust. "You." <<He>> spanks the <<person2>><<person>>, eliciting a jolt. "You can go. I want to focus on this filthy <<bitch>>." <br><br> <<link [[Next|Domus Window Orphan Masochist]]>><</link>> <br> <<else>> Panting, the <<person1>><<person>> delivers a final blow. This one is weaker than the others. The <<person>> has little strength left. "Damn," <<he>> says, throwing the cane aside. "Two tires me faster than one. But I got my money's worth. You can both piss off." <br><br> The <<person2>><<person>> climbs to <<his>> feet and hobbles from the room, still sobbing. <br><br> <<link [[Next|Domus Window Orphan Escape Injured]]>><</link>> <br> <</if>><<effects>> <<person2>> The <<person>> hobbles from the room, throwing you a look of concerned gratitude before disappearing. "Right," the <<person1>><<person>> says, tying your wrist to the bed post while you still spasm. "Don't go anywhere." <br><br> <<He>> rummages through the cupboard once more. "Aha. Maybe I've at last found someone who can take this." <<He>> retrieves a cat o' nine tails. It looks more like an antique than a sex toy. <br><br> <<He>> shakes the cords at you. "Turn around again. Let's see how you hold up this time." <br><br> <<link [[Turn around|Domus Window Orphan Masochist 2]]>><</link>> <br> <<link [[Bait into a trap|Domus Window Orphan Masochist Trap]]>><</link>><<skill_difficulty $sadism "Sadism" 1 1000>> <br><<effects>> You turn your back to the <<person>>. "Here it comes!" <<he>> shouts, striking your back with the tool. You throw up your head and release a cry of delicious pain. <<He>> enjoys the sight of you, then prepares for another. Blow after blow lashes your back, until you fall onto the bed, limp. <<gggpain>><<masopain 30>> <br><br> <<if $arousal gte 10000>> <<orgasm>> <</if>> "It's a shame I tired myself with that cane," <<he>> says, untying your wrist from the bedpost. "Get going. And give Bailey my regards." <br><br> You hobble down a flight of stairs and through a door, emerging by the trellis. The <<person2>><<person>> is nowhere to be seen. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>> You turn your back to the <<person>>, concealing the mischievous glimmer in your eyes. You hear <<him>> step closer, unsuspecting. "Here it comes!" <<he>> shouts. <<if $sadism gte random(1, 1000)>> Without warning, you push yourself off the bed, looping the cord tying you to the bedpost around <<his>> raised arm. You add to the force as <<he>> swings <<his>> arm forward, <span class="green">pulling <<him>> onto the bed.</span> <br><br> Before <<he>> can rise, you straddle <<his>> lower back, and use your weight to keep <<him>> down. "There it goes!" you say, snatching the cat o' nine tails. <br><br> <<link [[Next|Domus Window Orphan Sadist]]>><</link>> <br> <<else>> Without warning, you push yourself off the bed, <span class="red">but <<he>> shoves you back down</span> with <<his>> free arm. "Where do you think you're going?" <<he>> says. "I'll ask one more time. Turn around, and stay that way." <br><br> <<link [[Next|Domus Window Orphan Masochist 2]]>><</link>> <br> <</if>><<effects>><<wearProp "knife" 0 "sharp">> "My turn," you say, delivering a blow to the <<persons>> back. <<He>> cries out in pain. You search <<his>> pockets, and find a knife. You use it to cut the cord binding you to the bedpost, and throw it away with a tut. <br><br> "St-stop it!" <<he>> says. "Stop it at- Ah!" You land another blow, and another. <br><br> "I might be persuaded to stop," you say. You punctuate each sentence with another blow. "But I'll need something in return." <br><br> "Fuck y- Ah!" <<he>> cries out again. "Okay okay. Just stop, we can talk, okay? I have money." <br><br> <<link [[Demand money|Domus Window Orphan Money]]>><<handheldon>><</link>> <br> <<link [[Demand <<he>> help the orphans|Domus Window Orphan Help]]>><<handheldon>><<hope 3>><</link>><<gghope>> <br> <<link [[Humiliate|Domus Window Orphan Humiliate]]>><<handheldon>><<famescrap 10>><<reb 3>><</link>><<ggreb>> <br><<effects>> "Alright," you say, climbing from <<his>> back. "I'll take some money. Don't try to cheat me, though. I've gone easy on you so far." <br><br> <<He>> climbs from the bed, holding <<his>> hands above <<his>> shoulders, and backs away until <<he>> reaches a cupboard. <<He>> reaches in, then chucks you a wad of cash. You make <<moneyGain 500>>. <br><br> You throw the cat o' nine tails out the window, where it disappears in a bush. You give the <<person>> a parting wink, then climb down the trellis. You land on the grass with a soft thud. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>> "This isn't the first time you've abused one of my friends, is it?" <br><br> "Abused? I pay them fair and- Ah!" <<he>> cries as another blow strikes <<his>> back. "Alright alright! Just stop! I won't bother your friends no more!" <br><br> "Not good enough," you say. "They need the money. From now on you'll give them wholesome jobs. Like tasting ice cream. Or petting puppies. Is that clear?" <br><br> "What? No way, that's- Ah!" <<He>> cries at another strike. "Fine! Fine. I'll do what you ask." <br><br> "Good," you say, climbing from the bed. "Make sure you don't forget. Or I'll be back. While you sleep." You throw the cat o' nine tails out the window, where it disappears in a bush. You give the <<person>> a parting wink, then climb down the trellis. You land on the grass with a soft thud. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>><<wearProp "phone" 0 "mobile">> "I've got a better idea," you say. You rummage in the bedside cabinet, and find what you need. <<His>> phone. You drop it in front of <<him>>. "Open it." <br><br> "Fuck off- Ah!" <<he>> cries as you strike <<him>> again. "Okay! Just stop hitting me!" <<He>> unlocks the phone. You keep the cat o' nine tails held menacingly aloft as you open a web browser. <<His>> homepage is an amateur porn site. It's already logged into <<his>> account. <br><br> "Hold still," you say, turning on the phone's camera. <br><br> <<link [[Next|Domus Window Orphan Humiliate 2]]>><<handheldon>><</link>> <br><<effects>> "What do you think- Ah!" <<he>> shouts, as you deliver another blow. Then another. <<He>> flails impotently, trying to protect <<his>> back. You make sure to capture it all on camera. <br><br> You cease your assault, and upload the footage. <<if $rng gte 81>> 'Perverted sadist gets just desserts' <<elseif $rng gte 61>> 'Nasty <<personsimple>> gets taste of own medicine' <<elseif $rng gte 41>> 'Sadist gets punished' <<elseif $rng gte 21>> 'Victim's revenge' <<else>> 'Molester scum faces justice' <</if>> should suffice as a title. Some of the other orphanage residents might find this cathartic. <br><br> Mission accomplished, you climb from the bed, throwing the cat o' nine tails out the window, where it disappears in a bush. You give the <<person>> a parting wink, then climb down the trellis. You land on the grass with a soft thud. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>> <<person2>> <<if $speech_attitude is "meek">> "I-I'll take <<his>> place," you say. "Just let <<him>> go!" <<elseif $speech_attitude is "bratty">> "Let <<him>> go," you say, "and I'll let you punish a real brat." <<else>> "I'll take <<his>> place," you say. "If you let <<him>> go." <</if>> <br><br> The <<person1>><<person>> sizes you up. "Nice. Alright." <<He>> shoves the <<person2>><<person>> to the carpet. "You can go." <br><br> <<link [[Next|Domus Window Orphan Masochist]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "N-need a partner?" you ask the <<person2>><<person>>. You turn to the <<person1>><<person>>. "You can have me too for another £500." <<elseif $speech_attitude is "bratty">> "£500?" you ask. "I'm in." <<else>> "£500?" you ask. "You can have me too for another £500." <</if>> <br><br> The <<person2>><<person>> stares at you, as if you're crazy. The <<person1>><<person>> laughs. "Two at once?" <<He>> throws the <<person2>><<person>> against the bed. "Fuck yes." <br><br> <<person1>> <<He>> reaches into <<his>> pocket, and produces a wad of cash. You make <<moneyGain 500>>. <br><br> <<link [[Next|Domus Window Orphan Pair]]>><</link>> <br><<effects>> The <<person1>><<person>> pauses in thought. "I guess I've had some fun," <<he>> says. "Fine. Give me the money." <br><br> The <<person>> snatches the cash, then shoves the <<person2>><<person>> to the carpet. "Fuck off before I change my mind." <br><br> <<link [[Next|Domus Window Orphan Escape]]>><</link>> <br><<effects>> <<earnFeat "The Value of Pain">> <<person2>> You follow close behind the <<person>>, down a flight of steps, and through a door emerging by the trellis. You don't stop until you're some way down the street. <br><br> "Th-thank you," pants the <<person>>. "That would have been harder if I was alone. I needed the money for Bailey, but I didn't know the <<person1>><<person>> would want to hurt me. Not like that." <br><br> <<person2>><<He>> gives you a quick hug, then departs in the direction of the orphanage. It's close. You can see it poking up between houses. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>> <<earnFeat "The Value of Pain">> <<person2>> Together with the <<person>>, you run down a flight of stairs, through a door, and emerge next to the trellis. You don't stop until you're some way down the street. <br><br> "Th-thank you," pants the <<person>>. "I needed the money for Bailey, but I didn't know the <<person1>><<person>> would want to hurt me. Not like that." <br><br> <<person2>><<He>> gives you a quick hug, then departs in the direction of the orphanage. It's close. You can see it poking up between houses. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<clearNPC domus_couple_0>><<clearNPC domus_couple_1>><</link>> <br><<effects>> You duck beneath the curtain, and climb onto the nearby trellis. You lower yourself to the garden below. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> You slip through the window, and between the curtains. A <<generate1>><<person1>><<person>> greets you from <<his>> bed. "Well well," <<he>> says, grasping your ankle. "The sluts are coming to me now. Convenient." <<He>> pulls you on top of <<him>>. <br><br> <<link [[Next|Domus Window Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You slip through the window and slink to the <<persons>> bed. <<He>> opens <<his>> eyes to find you straddling <<him>>, licking your lips. <<if $seductionrating gte $seductionrequired>> <span class="green">"Are you an angel?"</span> <<he>> asks, leaning forward. You laugh, and push <<him>> back down. <br><br> <<link [[Next|Domus Window Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <span class="red">"Fuck!"</span> <<he>> shouts, rolling over and knocking you to the floor. You scramble back to the window, climb through, and slide down the ladder. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<effects>> You climb back down the ladder before anyone spots you up there. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> You walk up to one of the homes and knock. <br><br> <<cleareventpool>> <<addinlineevent "nude_no_answer" 5>> There's no response. <br><br> <<if pcAreArmsBound("both")>> You think you could break in, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <<lockicon "pick">><<link [[Break in|Domus House Lock]]>><<handheldon>><</link>> <br> <</if>> <<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Nude]]>><<handheldon>><<pass 2>><</link>><<exhibitionist5>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<handheldon>><</link>> <br> <</addinlineevent>> <<addinlineevent "nude_shocked">> <<generate1>><<person1>>A <<person>> answers the door. <<Hes>> shocked by your nudity. "What on earth?" <<he>> mutters. <br><br> <<fameexhibitionism 1>> <<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "nude_confused">> <<generate1>><<person1>>A <<person>> answers the door. "Whaddya wa—" <<His>> eyes widen. "Why is there a naked <<girl>> in front of me?" <br><br> <<fameexhibitionism 1>> <<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 2>><</link>> <br> <</addinlineevent>> <<addinlineevent "nude_intrigued">> <<generate1>><<person1>>A <<person>> answers the door. "Oh, you're naked." <<His>> eyes wander across your body. "Is there anything you can d—" <<He>> coughs. "I can do for you?" <br><br> <<fameexhibitionism 1>> <<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 3>><</link>> <br> <</addinlineevent>> <<addinlineevent "nude_confused">> <<generate1>><<person1>>A <<person>> answers the door. "Whaddya wa—" <<His>> eyes widen. "Why is there a naked <<girl>> in front of me?" <br><br> <<fameexhibitionism 1>> <<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 2>><</link>> <br> <</addinlineevent>> <<addinlineevent "nude_grin">> <<generate1>><<person1>>A <<person>> answers the door. <<He>> grins as <<he>> sees you. "My my, what do we have here?" <br><br> <<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 5>><</link>> <br> <<fameexhibitionism 1>> <</addinlineevent>> <<if !Time.schoolDay>> <<addinlineevent "nude_school">> <<generatey1>><<person1>>A <<person>> answers the door. <<He>> looks shocked, then grins. "I know you from school," <<he>> says. <<if $player.penisExist and $player.vaginaExist and !playerChastity("hidden")>> <<if $schoolrep.herm gte 3>> "I guess the rumours about you are true. You must be really embarrassed, huh?" <<else>> "I never guessed you were..." <<He>> trails off and shakes <<his>> head. "You must be really embarrassed, huh?" <</if>> <<schoolrep herm 1>> <<elseif ($schoolrep.crossdress gte 1) and !playerChastity("hidden")>> <<if $schoolrep.crossdress gte 3>> "I guess the rumours about you are true. You must be really embarrassed, huh?" <<elseif $schoolrep.crossdress gte 1>> "Someone said you were a crossdresser, but I never thought it was true. You must be really embarrassed, huh?" <<else>> "I never guessed you were a crossdresser. You must be really embarrassed, huh?" <</if>> <<schoolrep crossdress 1>> <</if>> <br><br> <<fameexhibitionism 1>> <<link [[Ask for clothes|Domus House Beg]]>><<set $phase to 4>><</link>> <br> <</addinlineevent>> <</if>> <<runeventpool>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $phase is 1>> <<if $rng gte 21>> <<if $player.sex is "m">> <<set $clothingselector to "m">> "Very well then," <<he>> says. "I'll fetch some clothes." <br><br> <<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>> <br> <<else>> "Very well then," <<he>> says. "I'll fetch some clothes." <br><br> <<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>> <br> <</if>> <<else>> "I'm sorry," <<he>> says. "I have nothing to spare you. Sorry, <<girl>>." <br><br> <<link [[Try another house|Domus House Nude]]>><<endevent>><</link>> <br> <<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>> <<elseif $phase is 2>> "I'm not getting scammed like that again," <<he>> says. "Go be naked somewhere else." <br><br> <<link [[Try another house|Domus House Nude]]>><<endevent>><</link>> <br> <<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <<elseif $phase is 3>> <<if $rng gte 21>> The <<person>> thinks for a moment. "If you clean my living room for me, I'll find you something to wear," <<he>> says. <<if pcAreArmsBound("both")>>"You'll have to hold the duster in your mouth."<<else>>"It should only take ten minutes."<</if>> <br><br> <<link [[Accept|Domus Nude Exhibit]]>><</link>> <br> <<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> <<He>> bites <<his>> lip and considers. "I don't have any," <<he>> says, with a sly smile. "Turn that cute butt around and ask somebody else." <br><br> <<link [[Try another house|Domus House Nude]]>><<endevent>><</link>> <br> <<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>> <<elseif $phase is 4>> <<if $rng gte 21>> <<He>> smiles. "I've got some spares you can have if you fuck me," <<he>> says. <br><br> <<link [[Accept|Domus Nude Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>> <br> <<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "I have nothing to get you." <<He>> shrugs <<his>> shoulders. "See you at school." <br><br> <<link [[Try another house|Domus House Nude]]>><<endevent>><</link>> <br> <<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>> <<else>> <<if $rng gte 21>> "Sure," <<he>> says. "Just press the buzzer on that house over there and run back quickly." <br><br> <<He>> points at a building across the road. <br><br> <<link [[Accept|Domus Streak]]>><</link>> <br> <<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "And ruin such a nice view?" <<he>> laughs. "Not likely." <br><br> <<He>> leers at you. <br><br> <<link [[Try another house|Domus House Nude]]>><<endevent>><</link>> <br> <<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">><<wearProp "featherduster">> <<He>> hands you a feather duster and sends you inside with a slap on your rear. "No slacking." <br><br> <<pass 5>> <<if dangerEvent()>> <<generate2>><<generate3>>You enter the living room, only to find it occupied by a <<person2>><<person>> and <<person3>><<person>>. <<garousal>><<gtrauma>><<gstress>><<arousal 600>><<trauma 6>><<stress 3>> <br><br> "Don't mind them," <<he>> says. "They won't touch you." <br><br> <<if pcAreArmsBound("both")>> You nod in agreement and begin your work, made more difficult by the guest's loud comments. Not only that, but your bindings make it hard to reach specific places without bending over to show your <<genitals>> to the guests lazing on the chair. <br><br> "Don't mind us," the <<person3>><<person>> says as you bend over to dust the lower half of a cabinet. "Though, can you bend your knees a little less?" <br><br> <<else>> You nod and get to work, crouching when you can and covering your <<genitals>> with your free hand. "<<pShes>> shy," the <<person3>><<person>> says as you cover your rear while reaching up to brush a cabinet. <</if>> <br><br> You finish cleaning the living room, and leave the gaze of the guests and report to the <<person>> for payment. "Good job," <<he>> says, still leering at you. "Here's some stuff I found in a closet. Thanks for entertaining my guests." <br><br> <<pass 5>> <<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>> <br> <<else>> Once the living room is cleaned, you report to the <<person>> for payment. "Good job," <<he>> says, still leering at you. "Here's some stuff I found in a closet." <br><br> <<pass 5>> <<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust to $enemytrust + 100>> You follow the <<person>> into the house. The door is barely shut before <<hes>> pawing at you. <<promiscuity1>> <</if>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral 1>> <<controlloss>> <<molested>> <<maninit>> <<hand_gag 0 left>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Nude Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Nude Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thank you for cooperating. Here's the clothes." <<tearful>> you take the clothing and leave. <br><br> <<set $prostitutionstat += 1>> <<fameprostitution 1>> <<clotheson>> <<endcombat>> <<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>> <br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain, giving the chance you need. <<tearful>> you run through the building and back out onto the street. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><</link>> <br> <<elseif $finish is 1>> "That's a shame. Here are the clothes." <<tearful>> you take the clothes and leave. <br><br> <<clotheson>> <<endcombat>> <<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> You see the house <<he>> is pointing at. You run between two parked cars, giving yourself a moment. After a deep breath you leave the cover, your <<lewdness>> on display. <br><br> Running as fast as you can, you reach the house and hit the buzzer before turning tail and running the opposite direction. <<if $rng gte 21>> You manage to make it back to the house, and as you reach the steps <<he>> hands you some clothes. <br><br> "That was easy, wasn't it?" <<he>> asks. "You should come again." <br><br> <<link [[Get changed and leave (0:01)|Domus Street]]>><<spareclothesdomus>><<endevent>><<pass 1>><</link>> <br> <<else>> You manage to make it across the street, but as you approach the steps <<he>> grins and slams the door, leaving you alone. <br><br> You dive behind the cars again to avoid being seen as the door opposite opens. <br><br> <<link [[Try another house|Domus House Nude]]>><<endevent>><</link>> <br> <<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>><<widget "spareclothesdomus">> <<if $player.gender_appearance is "m">> <<upperwear 4>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.upper.integrity /= 2>> <<lowerwear 5>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.lower.integrity /= 2>> <<else>> <<upperwear 1>><<set $worn.lower.colour to either("black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow")>><<set $worn.upper.colour to $worn.lower.colour>> <<set $worn.lower.integrity /= 2>><<set $worn.upper.integrity /= 2>> <</if>> <</widget>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $lock to 100>> The door is locked tight. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Break in (0:05)|Domus House Sneak]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<domusicon>><<link [[Leave|Domus Street]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You successfully pick the lock and enter the abode. <br><br> <<skulduggeryuse 200 "locks">> You sneak around the house and look for anything of value. <<if $rng gte 81>> <<beastNEWinit 1 dog>> <<if $monster is 1 or $settings.bestialityEnabled>> A low growl interrupts you, and a <<beasttype>> emerges from the darkness. <<bHe>> starts to bark.<<if $monster is 1>> "Intruder! Away!"<</if>> <br><br> <<if hasSexStat("deviancy", 2)>> <<link [[Try to calm <<bhim>>|Domus House Dog]]>><<set $phase to 0>><<set $sexstart to 1>><<generate2>><</link>><<deviant2>> <br> <</if>> <<link [[Fight|Domus House Dog]]>><<set $molestationstart to 1>><<set $phase to 0>><<generate2>><</link>> <br> <<link [[Run|Domus House Run]]>><<transform cat 1>><</link>> <br><br> <<else>> A low growl interrupts you, and a dog emerges from the darkness. It starts to bark. <br><br> You flee out the house, the dog snapping at your heels. It doesn't chase you beyond the front door, content to bark into the <<if Time.dayState is "night">>night<<else>>street<</if>>. <<beastescape>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>> <<elseif $rng gte 61>> You find a safe with a combination lock. <br><br> <<link [[Try to open it|Domus House Safe]]>><</link>> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 56>> <<generate1>><<person1>> As you creep through a darkened room a low voice startles you. <br><br> "You're welcome to keep looking around, sweetheart, but there's nothing here. Nothing you'd want. This street is good people, but we haven't got much. If you want a mark that's worth something head over to Danube. Nice big places over there. Full of nice stuff." <br> A lighter sparks twice, lighting up a <<person>>. Third time, the cigarette in <<his>> mouth catches. A point of glowing red in the dark. <br><br> "I used to be a thief," <<he>> says. "Just be careful. Thieving's good for a while. Lots of good stuff for free. Nice life. Thought I was untouchable. Ha. You pay for it in the end. In this town you always pay. One way or another. Pillory is brutal. Prison's worse. Far worse. Nowadays, I cut the middleman. Can make easy money spreading your legs in this town. Easier than penal time. And at least you get to choose who. Keep some control. Prison's brutal." <br><br> A trail of smoke winds your way. It tickles your throat making you cough. <br><br> "Sorry," <<he>> says. "Filthy habit. Need to quit. Anyway, there's nothing here. Go see for yourself. Rather that than you come stumbling around here another day. Go on, look around all you want. Take whatever. I can get more. Knock yourself out. Baby's sleeping in that room there though. Hasn't been down an hour yet. Don't wake him, okay? That's all I ask." <br> You quietly move away. <br> "Growing up in this town, the little fucker's gonna need all the rest he can get," <<he>> mutters, seemingly to <<himself>>. "Poor little bastard." <br><br> You find nothing and leave empty handed. <br><br> <<endevent>> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 51>> While searching a room for valuables you find a drawer containing a number of phones. Most are used but all are fairly new. <<wearProp "phone" 0 "mobile">> <<if currentSkillValue('skulduggery') gte 500>> Your knowledge of the skulduggerous lets you quickly determine that these are stolen phones. Stealing them again should not be a crime. It's not like they can report someone stealing their stolen goods. <br><br> <<link [[Take them|Domus Street]]>><<handheldon>><<set $blackmoney += 60>><</link>> <<else>> Why would someone have so many nearly new phones? How odd. <br><br> <<link [[Take it|Domus Street]]>><<handheldon>><<set $blackmoney += 60>><<crimeUp 60 "thievery">><</link>><<crime "thievery">> <</if>> <br> <<link [[Leave|Domus Street]]>><<handheldon>><</link>> <br> <<elseif $rng gte 41>> <<generate1>><<person1>>You're rummaging through the lounge when you hear footsteps approaching. You take cover behind the curtains, just before a <<person>> enters the room. <<He>> sits down and switches on the television like <<he>> plans to be there a while. <br><br> <<link [[Sneak out|Domus House Sneak 2]]>><</link>> <br> <<link [[Wait (0:30)|Domus House Wait]]>><<pass 30>><</link>> <br> <<elseif $rng gte 31>> You're searching the lounge for valuables when you notice that one step sounds hollow. <<if currentSkillValue('skulduggery') gte 500>>Suspecting a hidden stash,<<else>>Confused,<</if>> you look under the rug and find a trapdoor. Lifting it up and peering down, it seems there is a set of steps leading down to an underground room. <br> You cannot make out anything in the darkness. <br><br> <<link [[Climb down|Domus House Dungeon]]>><</link>> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 21>> <<switch $rng % 4>> <<case 3>> <<set _bigthing to "an extremely state of the art gaming system">><<set _thebits to "the curved UHD screens, the surround-speaker system, the gaming chair with integrated controller">> <<set _littlething to "large collection of hentai games">><<set _blackmoney to 50>> <<case 2>> <<set _bigthing to "a powerful home media centre">><<set _thebits to "the huge cinema screen, the integrated speaker system, the sofa-chair with integrated control-panel">> <<set _littlething to "huge porn collection">><<set _blackmoney to 80>> <<case 1>> <<set _bigthing to "an immersive VR anime system">><<set _thebits to "the VR headset, anime-themed fittings and furniture, the sensory-feedback gloves">> <<set _littlething to "imported box of anime-themed 'used panties'">><<set _blackmoney to 50>> <<default>> <<set _bigthing to "a covert Government monitoring station">><<set _thebits to "the spy-cam screens, the cell-phone intercept equipment, the internet monitors and taps">> <<set _littlething to "set of 'Top Secret' government files relating to 'Project Dark Elk'">><<set _blackmoney to 110>> <</switch>> The house is almost entirely bare. You are almost ready to leave when you stumble across an entire room dedicated to _bigthing. Unfortunately, most of it—_thebits—is far too difficult to extract or far too bulky to steal. <br><br> Thankfully, the _littlething next to the chair is far easier to steal and should be worth something on the black markets. <br><br> <<link [[Take it|Domus Street]]>><<set $blackmoney += _blackmoney>><<crimeUp _blackmoney "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 16>> There's nothing of value in the entire house. Even the beds are just greasy sheets over old soiled mattresses on bare wooden floors. <<print either("It's actually kind of tragic.","It's almost sad.","Three kids, one adult, and one mouldy half-loaf of bread in the cupboard.")>> <br><br> You can't steal from these people. You should probably leave <i>them</i> money. <br><br> <<if $money gte 10000>> <<link [[Leave £100|Domus Leave Money]]>><<set $phase to 0>><<money -10000>><<stress -6>><<trauma -6>><</link>><<lstress>><<ltrauma>> <br> <</if>> <<if $money gte 50000>> <<link [[Leave £500|Domus Leave Money]]>><<set $phase to 1>><<money -50000>><<stress -24>><<trauma -12>><</link>><<llstress>><<lltrauma>> <br> <</if>> <<if $money gte 100000>> <<link [[Leave £1000|Domus Leave Money]]>><<set $phase to 2>><<money -100000>><<stress -50>><<trauma -18>><</link>><<lllstress>><<llltrauma>> <br> <</if>> <<link [[Just leave|Domus Street]]>><</link>> <br> <<else>> <<rng>> <<if $rng gte 91>> You don't find much, just some loose change worth <<moneyGainDisplay 1 true true>>. <br><br> <<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 81>> You don't find much, just some loose change worth <<moneyGainDisplay 2 true true>>. <br><br> <<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 71>> You find <<moneyGainDisplay 5 true true>> hidden in a drawer. <br><br> <<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 61>> You find a nice-looking brooch in a drawer. <br><br> <<link [[Take it|Domus Street]]>><<set $blackmoney += 5>><<crimeUp 5 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 51>> You find <<moneyGainDisplay 10 true true>> under a cushion on the sofa. <br><br> <<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 41>> You find a necklace on a stool beside the coat stand. <br><br> <<link [[Take it|Domus Street]]>><<set $blackmoney += 10>><<crimeUp 10 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 31>> You find <<moneyGainDisplay 15 true true>> lying on the kitchen worktop. <br><br> <<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 21>> You find a set of silverware. <br><br> <<link [[Take it|Domus Street]]>><<set $blackmoney += 15>><<crimeUp 15 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $rng gte 11>> You find a pair of gold cufflinks in a coat pocket. <br><br> <<link [[Take them|Domus Street]]>><<set $blackmoney += 20>><<crimeUp 20 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<else>> You find <<moneyGainDisplay 30 true true>> in a pot beside the front door. <br><br> <<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $enemyno to 1>> <<set $enemynomax to 1>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemytrust -= 40>><<set $enemyanger += 20>> <<enable_rescue>> <<elseif $sexstart is 1>> <<set $enemyno to 1>> <<set $enemynomax to 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $enemytrust -= 40>> You drop to the floor and adopt a mating posture. The <<beasttype>> calms down, and other instincts are roused by your display. <<deviancy2>> <<enable_rescue>> <</if>> <<effects>> <<if between($phase,1,2) and $orgasmdown gte 2>> <<set $phase += 2>> <<person2>>"Wow," says the <<person>>. "Being my <<beasttype>>'s <<bitch>> is making you cum. Maybe this isn't such a punishment for you after all, it's where you belong." You feel utterly humiliated.<<famebestiality 1>> <br><br> <<elseif $phase gte 1>> <<person2>>The <<person>> sits on the sofa, watching you. <br><br> <</if>> <<effectsman>> <<if ($phase % 2) and $alarm is 1>> <<alarmstate '<span class="red"><<person2>>The <<person>> laughs. "What\'s the matter, <<bitch>>? <<person1>>Is <<bhe>> too big for you?"</span><<person1>>' 1>> <<set $alarm to 0>> <<set $phase += 1>> <<else>> <<alarmstate '<span class="red">Your screams go unanswered.</span>'>> <</if>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $phase is 0>> <<if _combatend>> <span id="next"><<link [[Next|Domus House Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus House Dog]]>><</link>></span><<nexttext>> <</if>> <<else>> <<if _combatend>> <span id="next"><<link [[Next|Domus House Dog Finish 2]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus House Dog]]>><</link>></span><<nexttext>> <</if>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> You flee out the house, the <<beasttype>> snapping at your heels. <<bHe>> doesn't chase you beyond the front door, content to continue barking into the <<if Time.dayState is "night">>night<<else>>street<</if>>. <<beastescape>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> barks happily and walks over to the window. <<tearful>> you rise to your feet. <br><br> <<saveNPC 0 domus_skul_dog>> <<clotheson>> <<endcombat>> <<loadNPC 0 domus_skul_dog>> <<clearNPC domus_skul_dog>> The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels. <br><br> <<link [[Take it|Domus House Collar]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> cowers and rolls over in submission. <<tearful>> you rise to your feet. <br><br> <<saveNPC 0 domus_skul_dog>> <<clotheson>> <<endcombat>> <<loadNPC 0 domus_skul_dog>> <<clearNPC domus_skul_dog>> The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels. <br><br> <<link [[Take it|Domus House Collar]]>><<crimeUp 50 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescue to 0>> <<if $NPCList[0].stance is "top">> <<person2>>You hear footsteps coming towards you. "What you got there, <<print $NPCList[0].pronouns.boy>>?" says a <<person>>. <<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that." <<He>> takes a seat. "Don't mind me." <br><br> <<link [[Next|Domus House Dog]]>><<set $phase to 1>><</link>> <<else>> <<person2>>"What you got there boy?" says a <<person>>. <<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that. But I have a better idea." <<He>> grabs the <<beasttype>> by the collar and hauls it off you. <<saveNPC 1 domus_skul_dog_owner>> <<endcombat>> <<famebestiality 1>> <<loadNPC 0 domus_skul_dog_owner>> <<clearNPC domus_skul_dog_owner>> <br><br> <<link [[Next|Domus House Sneak Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> The <<beasttype>> backs away from you. <<bHe>> growls at you again, but doesn't move. <<tearful>> you glance around. You see nothing of value. <br><br> <<clotheson>> <<endcombat>> <<link [[Leave|Domus Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> The <<beasttypes>> ears twitch, but other than that <<bhe>> makes no move as you remove <<bhis>> collar. You leave the premises with your prize in hand. <br><br> <<set $blackmoney += 50>> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus House Sneak Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus House Sneak Molestation]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<person2>>The beast barks happily and walks over to the window, where it sits. "It's nice to see a <<bitch>> get <<bred>> like that," says the <<person>>. <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you onto the porch. "If I see you again you'll get far worse." The door slams shut. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<elseif $enemyhealth lte 0>> <<person2>>The beast cowers and rolls over in submission. <<tearful>> you escape the room before the <<person>> can react. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<else>> <<person1>>The <<beasttype>> backs away from you. <<bHe>> growls at you again, but sits down by the window. <<person2>>The <<person>> sighs. "Not even giving me a good show, huh?" <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you onto the porch. "If I see you again you'll get far worse." The door slams shut. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<if $enemyhealth lte 0>> You knock the <<person>> into one of <<his>> chairs. <<tearful>> you escape outside. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Serves you right," <<he>> says, grabbing you by the neck. "You're lucky I don't get the police involved." <<He>> drags you to the front door and shoves you out, where you tumble to the ground. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $lock to 400>> The safe doesn't look too fancy. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The safe looks easy to crack.</span> <br><br> <<link [[Break in (0:05)|Domus House Safe Open]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<link [[Leave|Domus Street]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<skulduggeryuse 500 "locks">> <<if $rng gte 11>> You successfully open the safe, and find <<moneyGainDisplay 30 true true>> inside. <br><br> <<link [[Take it|Domus Street]]>><<money _money_gain>><<crimeUp `_money_gain / 100` "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <<else>> You successfully open the safe, and find an expensive-looking watch inside. <br><br> <<link [[Take it|Domus Street]]>><<set $blackmoney += 100>><<crimeUp 100 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 61>> <<wearProp "phone" 0 "mobile">> You stay behind the curtain, remaining as still and quiet as possible. After thirty minutes, the <<person>> gets up, stretches, and walks to the kitchen. You start creeping out, but notice <<he>> left <<his>> phone lying on the sofa. <br><br> <<link [[Take it|Domus Street]]>><<crimeUp 30 "thievery">><<endevent>><<set $blackmoney += 30>><</link>><<crime "thievery">> <br> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br> <<else>> You stay behind the curtain, remaining as still and quiet as possible. After thirty minutes, the <<person>> gets up, stretches, and walks to the kitchen. You creep outside. <br><br> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> The <<person>> can't see you from where <<he>> sits, so you slowly start to creep out. <br><br> <<if $rng gte 81>> As you tiptoe past the back of <<his>> chair, <<he>> reaches back and grabs you. "Thought I couldn't hear you?" <<he>> says, hauling you onto <<his>> lap. "I think you need to be taught a lesson." <br><br> <<link [[Next|Domus House Sneak Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<He>> remains glued to <<his>> television, letting you slip out with no difficulty. <br><br> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<set $resc to 0>> You creep down into the cool depths. <br><br> As your eyes adjust, you notice light from further inside. You close the trapdoor behind you. An acrid smell hits you as you continue. Sweat, and something else. The room is lit by a single orange bulb, mounted above a metal door, bolted shut from this side. <br><br> You can make out a number of podiums with cameras on top. Most are set around a single metal-frame bed. It looks like a prison bed. There are no covers. Just a bare mattress covered in sinister stains. <br><br> A set of handcuffs hangs from the headboard. Several more sets, along with chains and ropes, lie in a tidy pile on the bed. Next to that, a nasty looking metal hook lies on top of a heap of rags and towels. <br><br> Another camera is pointed at a wall covered with a clean, white sheet. A box nearby is filled with expensive camera equipment. <br><br> Studio lights are dotted around the room. At the moment these are off and only cast sinister shadows. <br><br> You think you hear breathing behind the door. <br><br> <<link [[Get out. Now.|Domus House Dungeon 2]]>><<set $phase to 0>><</link>> <br> <<link [[Steal equipment and escape|Domus House Dungeon 2]]>><<set $phase to 1>><<crimeUp 50 "thievery">><<set $blackmoney += 50>><</link>><<crime "thievery">> <br> <<link [[Open door|Domus House Prisoner]]>><</link>> <br> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<set _risk to 0>> <<if $phase is 0>> <<set _risk to 10>> You head straight for the exit. <<elseif $phase is 1>> <<set _risk to 25>> Grabbing as much of the equipment as you can conceal, you head for the exit. <</if>> <br><br> <<rng>> You open the trapdoor and peek out. <<if $rng gt _risk>> The room remains empty and silent. You climb from the trapdoor, close it and silently escape the property. <br><br> <<link [[Leave|Domus Street]]>><<unset $resc>><</link>> <<else>> The room looks empty. Climbing out, <span class="red">hands seize you.</span> <br><br> <<link [[Next|Domus House Dungeon Rape]]>><<set $molestationstart to 1>><</link>> <</if>> <br><<if $molestationstart is 1>> <<generate1>><<person1>>A <<person>> pins you down. <br> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $rescue to 0>>/*no rescue possible*/ <<set $dun_counter to 1>> <</if>> <<effects>> <<effectsman>> <<if $alarm is 1>> <<set $alarm to 0>> <<switch $dun_counter>> <<case 1>> "Soundproofed walls," <<he>> breathes. "So I can enjoy the screams." <<case 2>> "Keep screaming!" <<he>> whispers. "It makes it hotter." <<set $enemyarousal += 10>> <<case 3>> "Scream harder!" <<he>> growls. "You're turning me on." <<set $enemyarousal += 20>> <<case 4>> "Scream!" <<he>> growls. "Like I'm hurting you." <<set $enemyarousal += 20>> <<default>> "I own you <<bitch>>!" <<he>> grunts. "Scream!" <<set $enemyarousal += 30>> <</switch>> <<if $NPCList[0].lefthand is "mouth" or $NPCList[0].righthand is "mouth">> <br><span class="teal"><<He>> releases <<his>> hand from your mouth.</span> <<set $NPCList[0].righthand to 0>> <<set $NPCList[0].lefthand to 0>> <<set $mouthuse to 0>> <</if>> <<set $enemytrust -= 20>><<set $enemyanger -= 30>>/*reduce rate of anger/distrust*/ <<set $dun_counter += 1>> <br><br> <</if>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus House Dungeon Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus House Dungeon Rape]]>><</link>></span><<nexttext>> <</if>><<effects>><<unset $dun_counter>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Shame the basement suite is full, otherwise I'd keep you," <<he>> says. "Go on, scram." <br><br> <<tearful>> you recover. <br><br> <<if $resc is 1>> Seeing you defeated, the frightened prisoner must have returned to their underground cell. <br><br> <</if>> You leave the house. <<elseif $enemyhealth lte 0>> You knock the <<person>> back. Staggering back, <<he>> steps into the empty space of the still-open trapdoor. With a loud crash and louder cursing <<he>> disappears beneath. <<if $resc is 1>> The frightened prisoner narrowly dodges <<him>> and frantically clambers up. Together you flee the house. Once clear, the prisoner thanks you. "You probably saved my life." <br><br> As the prisoner limps away, you feel a warm glow and a weight lifted from you for the good you have done. <<lstress>><<ltrauma>><<gcontrol>><<stress -2>><<trauma -4>><<control 10>> <<else>> You swiftly escape. <</if>> <br><br> <<tearful>> you recover. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<unset $resc>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<set _risk to 10>><<set $resc to 1>><<generateyv1>><<person1>> You unbolt the door. Behind, curled up like a dog, sleeping naked on the bare floor, you find a <<person>>. <<His>> body is covered in marks and bruises. <<He>> snorts, and two wild eyes stare up at you. <br> <<if currentSkillValue('english') gte (350+$rng)>> With a few carefully chosen words, <span class="green">you reassure <<him>> that you are a friend</span>, and that you are here to help. <<He>> smiles up at you. <<elseif $purity gte (750 + $rng)>> Somehow sensing the purity radiating from you, <span class="green"><<he>> trusts you</span>. You would never hurt <<him>>. <<He>> smiles up at you. <<else>> You stare, lost for words. Without warning, <<he>> howls, and cowers in the corer. It takes a couple of minutes for you to calm <<him>>, and convince <<him>> that you're a friend. <br><br> <span class="red">You hope no one heard.</span> <<set _risk += 35>> <</if>> <br><br> <<rng>> You lead <<him>> from the room, and hand <<him>> the towels from the bed. <<He>> covers <<himself>>. Together, you creep up the steps and open the trapdoor.<<famegood 2>> <br><br> <<if $rng gt _risk>> The room above is still empty and silent. Together, you escape the property. <br><br> Once clear, the <<person>> thanks you for saving <<his>> life. With a wave and a smile, <<he>> limps towards Danube Street. <br> You feel good. <<lstress>><<ltrauma>><<gcontrol>><<stress -2>><<trauma -4>><<control 10>> <br><br> <<endevent>> <<link [[Leave|Domus Street]]>><<unset $resc>><</link>> <<else>> The room above looks empty. <span class="red">Hands seize you as you climb out.</span> <br><br> <<endevent>> <<link [[Next|Domus House Dungeon Rape]]>><<set $molestationstart to 1>><</link>>/*End event clears out prisoner before combat*/ <</if>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You leave <<if $phase is 0>> £100 <<elseif $phase is 1>> £500 <<else>> £1000 <</if>> on the counter for them to find. <<if $christmas>>Merry Christmas.<<else>>You hope it will help.<</if>> <br><br> <<if $phase gte 2>> <<set $specialClothesEvents.pushUnique("skulduggery_gift")>> <<specialClothesUnlock "set" "christmas">><br> <</if>> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> You walk up to one of the homes and knock on the door. <br><br> <<cleareventpool>> <<addinlineevent "domus_tease" .5>> <<beastNEWinit 1 dog>> You hear a bark. A <<beasttype>> emerges from a kennel and runs towards you. <<bHis>> chain pulls taut, preventing <<bhim>> from getting any closer. <<if $monster is 1>> "Trespasser! Trespasser! Friend?" <</if>> <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Tease|Domus House Tease]]>><<transform cat 2>><</link>><<deviant1>> <br> <</if>> <<link [[Ignore|Domus House Ignore]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_pet" .5>> <<beastNEWinit 1 dog>> You hear a growl. A <<beasttype>> emerges from a kennel and paces towards you. <<if $monster is 1>> "No one's home. Leave." <</if>> <br><br> <<animalicon "dog">><<link [[Pet <<bhim>>|Domus Entrance Pet]]>><</link>> <br> <<getouticon>><<link [[Run|Domus Entrance Run]]>><<transform cat 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_no_response" 1.5>> There's no response. <br><br> <<domusknocklinks>> <</addinlineevent>> <<addinlineevent "domus_model">> <<generate1>><<person1>> A <<person>> answers the door. "You're not"—<<he>> pauses—"are you here for the life-modelling work?" <<he>> asks. <br><br> <<socialiseicon>><<link [[Nod|Domus Model Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_errand">> <<generate1>><<person1>> A <<person>> answers the door. <<He>> blinks at you. "Yeah?" Some people cheer in a room behind. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Errand Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_shy" .5>> <<generate1>><<person1>> A <<person>> answers the door. "Yeah? How can I help you?" <<he>> asks. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Shy Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_gutters">> <<generate1>><<person1>> A <<person>> answers the door. "How can I help you?" <<he>> asks. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Gutters Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_lounge">> <<generate1>><<person1>> A <<person>> answers the door. "Whaddya want?" <<he>> says. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Lounge Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_tech" .5>> <<generate1>><<person1>> A <<person1>><<person>> answers the door. <<He>> seems annoyed. "What is it?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Tech Support Intro]]>><</link>> <br> <<domusicon>><<link [["Say you've got the wrong address and leave"|Domus Street]]>><<endevent>><</link>> <</addinlineevent>> <<addinlineevent "domus_delivery" .5>> <<generate1>><<person1>> A <<person>> answers the door. "Oh, you're a cutie," <<he>> says. "Is there anything I can do for you?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Delivery Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_babysit" .5>> <<generate1>><<person1>> A <<person>> opens it. "For the last time, I'll get your money in—Wait. You're not my loan sharks," <<he>> says. <<He>> seems tired, <<his>> clothes are a mess. <br><br> You think you hear a faint humming coming from the backroom. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Babysitting Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <</addinlineevent>> <<addinlineevent "domus_painting" .5>> <<generate1>><<generatep2>><<person1>> A <<person>> answers the door. "Yes?" <<he>> says. <br><br> Before you can respond, a <<person2>><<person>> calls out, <<his>> head buried in a newspaper. "Who is it?" <br><br> <<if $fame.prostitution gte 600 and random(1,2) is 1>> "It's that whore from Bailey's place," the <<person1>><<person>> says. <br><br> <<if random(1,4) is 1>> "Okay... And you recognise <<phim>> straight away because..?" <<else>> "Wow! That was instant. You sure know your whores." <</if>> <br><br> "Shut up." <<He>> rolls <<his>> eyes, before turning back to you. "Yeah?" <<elseif $fame.exhibitionism gte 600 and random(1,2) is 1>> "It's that flasher <<girl>> from the orphanage," the <<person1>><<person>> says. <<else>> "Just some <<girl>>," the <<person1>><<person>> says. <</if>> <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Painting Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "domus_homework">> <<generatey1>><<person1>> A <<person>> answers the door. "Hello!" <<he>> says. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Homework Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</addinlineevent>> <<if !$daily.domusLoft and !$weekly.domusLoft>> <<addinlineevent "domusLoft" .5>> <<if $domusLoft>> <<loadNPC 0 "domusLoft">><<person1>> <<if $domusLoft is "violent" or $domusLoft is "violentErased">> <<set $daily.domusLoft to true>> <span class="red">A familiar <<person>> answers the door.</span> <br><br> <<His>> eyes narrow, and <<he>> scratches at <<his>> arm anxiously. "You again. Here to cause more trouble, or are you going to cooperate? <<if $domusLoft is "violentErased">> You owe me for the good footage you erased." <<else>> Some of the sick fucks I sell to are into seeing people get beaten up, but I'd rather not repeat that." <</if>> <br><br> <<if hasSexStat("exhibitionism", 3)>> <<socialiseicon "ask">><<link [[Say you'll cooperate|Domus Loft Intro]]>><</link>><<exhibitionist3>> <<elseif $uncomfortable.prostituting is false>> <<socialiseicon "ask">><<link [[Say you'll cooperate|Domus Loft Intro]]>><<set $desperateaction to 1>><</link>><<exhibitionist3>> <<else>> <<insufficientStat "exhibitionism" "to let yourself be recorded with a sex machine">> <</if>> <br> <<domusicon>><<link [[Leave quickly|Domus Street]]>><<endevent>><</link>> <br> <<else>> <<set $daily.domusLoft to true>> <span class="lewd">A familiar <<person>> answers the door.</span> <br><br> "Oh, wonderful timing!" <<he>> says with a lecherous smile. "I have the machine all set up and everything. You'll be paid well." <br><br> <<if hasSexStat("exhibitionism", 3)>> <<socialiseicon "ask">><<link [[Agree to be recorded with the sex machine again|Domus Loft Intro]]>><</link>><<exhibitionist3>> <<elseif $uncomfortable.prostituting is false>> <<socialiseicon "ask">><<link [[Agree to be recorded with the sex machine again|Domus Loft Intro]]>><<set $desperateaction to 1>><</link>><<exhibitionist3>> <<else>> <<insufficientStat "exhibitionism" "to let yourself be recorded with a sex machine">> <</if>> <br> <<domusicon>><<link [[Leave quickly|Domus Street]]>><<endevent>><</link>> <br> <</if>> <<else>> <<generateRole 0 "shifty" "cameraman/camerawoman">><<person1>> A shifty <<if $pronoun is "m">>man<<else>>woman<</if>> answers the door. <<if $fame.exhibitionism gte 400>> "Ohoho, hello! You're just the kind of person I was hoping to run into. To what do I owe the pleasure of someone so famously shameless?" <<else>> <<if $bodysize lte 1>> "Ohoho, hello, you cute little thing!" <<he>> says. <<else>> "Ohoho, hello, you're cute!" <</if>> <</if>> <br><br> <<socialiseicon "ask">><<link [[Ask for work|Domus Loft Intro]]>><</link>> <br> <<domusicon>><<link [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <</if>> <<runeventpool>><<set $outside to 0>> <<effects>> The <<personsimple>> looks hesitant at first, <<if $exposed gt 0 or ["split dress", "short ballgown", "large towel", "cropped hoodie", "slut shirt,", "tie-front top", "towel top"].includes($worn.upper.name) or ["split dress skirt", "short ballgown skirt", "micro pleated skirt", "miniskirt", "towel skirt"].includes($worn.lower.name)>> scanning your body critically. <<He>> shakes <<his>> head. "I need someone to babysit, but you're dressed far too indecently. Cover yourself up, why don't you?" <<He>> slams the door in your face. <br><br> <<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Knock]]>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><</link>> <br> <<endevent>> <<elseif $liquidcount gte 1>> and <<he>> eyes the lewd fluids glistening on your skin. <<His>> nose wrinkles in disgust. "I need someone to babysit, but I'm certainly not letting a slut covered in cum around my kids. Go take a fucking shower." <<He>> slams the door in your face. <br><br> <<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Knock]]>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><</link>> <br> <<endevent>> <<else>> but one look at your face seems to do the trick.<br><br> "I have a job, last minute shit. My children are too young to stay alone but I don't trust any of my neighbours. Can you watch them for about three hours? <<printmoney 300>> each. Can't go any higher than that." <br><br> <<getinicon>><<link [[Accept (3:00)|Domus Babysitting Accept]]>><</link>> <br> <<refuseicon>><<link [[Refuse|Domus Babysitting Refuse]]>><</link>> <br> <</if>><<effects>> "Great," <<he>> says. "Thanks. Come on in, they don't bite." <br><br> You enter the small house and meet the kids playing in the backroom. They're awfully young. The second one doesn't even talk. Their parent gives you a short speech before leaving. <br><br> "Here's my contact info, emergency only. Don't open the door for anyone but me. They don't need much, just for you to make sure they don't hurt themselves with the crayons or whatever. And please, for the love of God, don't swear in front of them." <br><br> "I'm not one to leave my kids to a stranger, but I'm in a tough spot right now," <<he>> adds, "and you seem okay. I trust you, you get me? Don't make me regret it." <br><br> <<link [[Watch after the kids|Domus Babysitting The Kids]]>><<pass 180>><</link>> <br><<effects>> Things go smoothly enough. They're too young to be troublesome. You just make sure they sing family-appropriate nursery rhymes and use the crayons on paper rather than each other's face. <br><br> Apparently, they're used to the <<personsimple>> leaving so abruptly, enough to not freak out at <<his>> absence. It must be hard. At least they still have one parent to take care of them. <br><br> Spending time with kids is oddly refreshing. You sing along with them and smile when they laugh. It's nice. <<lstress>><<stress -10>> <br><br> <<link [[Next|Domus Babysitting End]]>><</link>> <br><<effects>> The <<person>> returns three hours later as promised. <<He>> seems beat, but manages to smile when <<his>> two children run to greet <<him>>. <<Hes>> truly thankful. <br><br> "They seem fine. You're a lifesaver. Here's your money, as promised," <<he>> says. "Did you... Oh, shame on me. I forgot to tell you, you could grab a snack from the fridge. Here, take this bonus. It's enough to buy yourself a coffee at this... Ocean Wind Restaurant, or whatever. Get home safely, okay?" <br><br> You accept the <<moneyGain 11>>. As you're leaving the house, you catch yourself hoping everything goes well for the little family. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> <<He>> seems a little desperate after hearing your refusal. Still, you leave <<him>> to <<his>> own problems and head back to Domus Street. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> "Something's wrong with my television," <<he>> explains. "<<printmoney 1000>> in it for you if you can figure it out." <br><br> <<getinicon>><<link [[Accept (0:15)|Domus Tech Support Accept]]>><</link>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br><<effects>><<set $outside to 0>> <<He>> leads you to the living room. There's a manual lying on the coffee table. <br><br> You follow along with the troubleshooting guide in the manual, running through the steps one-by-one until you figure out the problem: <<switch random(1,5)>> <<case 1>> it's not plugged into the wall. <<case 2>> the remote needs fresh batteries. <<case 3>> the power strip it's plugged into is turned off. <<case 4>> <<he>> mixed up the television remote and the DVD player remote. <<case 5>> <<he>> was holding the remote upside-down. <</switch>> <br><br> <<cleareventpool>> <<addinlineevent "tech_support_normal" 4>> You turn it on just to make sure. There's <<switch random(1,4)>> <<case 1>> a news broadcast <<case 2>> a cartoon <<case 3>> a soap opera <<case 4>> an action movie <</switch>> playing on the channel it was set to previously. <br><br> <<link [[Next|Domus Tech Support Normal]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "tech_support_lewd" 1>> <<if $awareness gte 200>> You turn it on just to make sure. There's hardcore pornography playing on the channel it was set to previously.<<garousal>><<gtrauma>><<arousal 600>><<trauma 1>> <br><br> <<else>> You turn it on just to make sure. There's something that looks kind of like a nature documentary playing on the channel it was set to previously, but with people instead of animals.<<gtrauma>><<trauma 1>> <br><br> <</if>> <<link [[Next|Domus Tech Support Lewd]]>><</link>> <br> <</addinlineevent>> <<runeventpool>><<effects>> The <<person1>><<person>> smacks a palm against <<his>> forehead. "Well, that explains it! Now I just feel silly. Thanks," <<he>> says, handing you the money <<he>> promised as <<he>> escorts you out. <br><br> You've made <<moneyGain 10>>. <br><br> <<link [[Next|Domus Street]]>><<endevent>><<pass 15>><</link>> <br><<effects>> The <<person1>><<person>> freezes. <<He>> looks absolutely horrified. <br><br> <<if hasSexStat("promiscuity", 4) and $awareness gte 200>> <<brothelicon>><<link [[Seduce|Domus Tech Support Seduce]]>><</link>><<promiscuous4>> <br> <</if>> <<socialiseicon "ask">><<link [[Ask for your payment|Domus Tech Support Ask]]>><</link>> <br><<effects>> <<set $seductiondifficulty to (6000)>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You walk over in front of the <<person1>><<person>> and kneel down, head between <<his>> legs, attempting to emulate the <<if $player.gender_appearance is "m">>man<<else>>woman<</if>> on the television. <br><br> <<if $seductionrating gte $seductionrequired>> <<He>> reaches down and caresses your cheek. "You know, the TV isn't the only thing that could use some servicing," <<he>> chuckles. <br><br> <<link [[Next|Domus Tech Support Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <<He>> bolts to <<his>> feet, ignoring your antics. "Th-thanks for fixing the TV!" <<he>> says, hurriedly escorting you out. A wad of bills is shoved into your hand as you're practically pushed out the door. <br><br> You've made <<moneyGain 10>>. <br><br> <<link [[Next|Domus Street]]>><<pass 15>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcoral>> <<set $enemytrust += 100>> <</if>> <<set $position to "doggy">> <<effects>> <<effectsman>> <<man>> <<stateman>> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Tech Support Sex End]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Next|Domus Tech Support Sex]]>><</link>></span><<nexttext>> <br> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax and $consensual is 1>> <<ejaculation>> <<He>> stands up, turns off the TV, and helps you to your feet. "That was lovely," <<he>> says, escorting you to the door. "I know who to call next time the telly starts acting up, 'eh?" <<He>> shoves a wad of bills into your hands. "Here, take it. My treat." <br><br> You've made <<moneyGain 50>>. <br><br> <<elseif $enemyarousal gte $enemyarousalmax and $consensual is 0>> <<ejaculation>> <<He>> hauls you to your feet and drags you to the door. "You're a strange one, you know that? Going into a stranger's house, asking <<him>> to fuck you, then begging <<him>> to stop once <<he>> does. You're lucky I'm not the kind of person to take further advantage." <br><br> You're shoved out the door. It slams shut behind you. <br><br> <<elseif $finish is 1>> <<He>> frowns. "Oh. I thought you wanted to..." <br><br> <<He>> bolts to <<his>> feet. "S-sorry! Thanks for fixing the TV," <<he>> says, hurriedly escorting you out. A wad of bills is shoved into your hand as you're practically pushed out the door. <br><br> You've made <<moneyGain 10>>. <br><br> <<elseif $enemyhealth lte 0>> <<He>> stumbles backwards over the coffee table, and you take the chance to run for the front door. The <<person1>><<person>> doesn't follow you, thankfully. <br><br> <</if>> <<endcombat>> <<clotheson>> <<link [[Next|Domus Street]]>><<pass 15>><</link>> <br><<effects>> You turn the TV back off and look at the <<person1>><<person>> expectantly. <br><br> It takes <<him>> a moment, but <<he>> manages to recover <<his>> wits and escort you to the door. "Uh, sorry you had to see that," <<he>> says, handing you a wad of bills. "Here's a little extra as an apology." <br><br> You've made <<moneyGain 15>>. <br><br> <<link [[Next|Domus Street]]>><<pass 15>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> "I do need some help actually," <<he>> says. "My gutters need cleaning out. Should take a few hours. I'll give you <<printmoney 2500>> for it." <br><br> <<getinicon>><<link [[Accept (3:00)|Domus Gutters]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "I'm sorry," <<he>> says. "There's nothing I need done. Goodbye." <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> "Yeah, I got something I need doing," <<he>> says. "I'll give you <<printmoney 1000>> if you clean my lounge. Might take an hour." <br><br> <<getinicon>><<link [[Accept|Domus Lounge]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "There's nothing you can help with," <<he>> says, scratching <<his>> arm. "Get lost." <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> The <<person>> thinks for a moment. "I need something delivered," <<he>> says. "Should only take ten minutes to get there and back, and you'll get <<printmoney 500>>." <br><br> <<getinicon>><<link [[Accept (0:10)|Domus Delivery]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "There's nothing I need," <<he>> says, leaning against the door frame. "You'd best be careful, a cute thing like you is gonna attract attention." <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> The <<person>> turns to the <<person2>><<person>>. "Do we have any jobs that need doing?" <<person1>><<he>> says. <br><br> "You still haven't painted that room, have you?" the <<person2>><<person>> responds. "Should have <<phim>> do that." <br><br> The <<person1>><<person>> looks back to you. "That's an idea. We'll give you <<printmoney 5000>> to paint the spare room. Should take six hours." <br><br> <<getinicon>><<link [[Accept (6:00)|Domus Painting]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> The <<person>> turns to the <<person2>><<person>>. "Do we have any jobs that need doing?" <<person1>><<he>> says. <br><br> "Nothing I'd trust to a random street urchin," responds the <<person2>><<person>>. <br><br> "Don't be rude," says the <<person1>><<person>>, as <<he>> shuts the door on your face. <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> "I'm having trouble with homework," <<he>> says. "I'll give you <<printmoney 500>> if you help." <br><br> <<getinicon>><<link [[Accept (1:00)|Domus Homework]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "I don't know," <<he>> says. "You'll have to come back when my parents are home." <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> "You sounded older on the phone," <<he>> says. "But whatever. It's all as we agreed. <<printmoney 3000>> for two hours life-modelling. Nude of course. You can leave your clothes in the bathroom there. <<if $exhibitionism lte 35>> The artists are waiting in the studio through that door." <br><br> "It's all very professional." <<He>> smiles patting your shoulder. "Don't look so nervous. It's an art club. I know all of these people well. We've drawn lots of <<if $player.gender_appearance is "f">> girls like you. And boys. <<else>> boys like you. And girls. <</if>> Really, all sizes and shapes, separate or all together, we've painted it all. Honestly. It's okay. It's just art. But please, you're already late so don't hang about." <<else>> The artists are waiting in the studio through that door. You're already late so don't hang about." <</if>> <br><br> <<He>> walks through the door. Beyond you see people sat with easels in a circle around a small stage. <br><br> <<if $exhibitionism lt 15>> <<insufficientStat "exhibitionism" "to pose nude">> <<elseif playerChastity()>> <span class="blue">You cannot go nude while wearing a $worn.genitals.name.</span> <<else>> <<getinicon>><<link [[Accept and go nude (2:00)|Domus Model]]>><</link>> <</if>> <br> <<sneakicon>><<link [[Sneak away|Domus Street]]>><<endevent>><</link>> <br> <<else>> "I'm afraid you're not suitable," <<he>> says. "I don't think my artists would be comfortable painting you." <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> "Great timing," <<he>> says. "I ordered some beers at the corner shop. It's all paid for, but they haven't got anyone to run it over and the game's on now. No one wants to miss it. Be an angel and grab them for us. Shouldn't take 10 minutes. I'll pay you <<printmoney 500>>." <br><br> <<getinicon>><<link [[Accept (0:10)|Domus Errand]]>><<housekeeping 1 100>><</link>><<ghousekeeping 100>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "What? Work? No." <<He>> shuts the door. <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 1>> "My kid's shy," <<he>> says. "I'll give you <<printmoney 1000>> if you can help out for an hour or so. More if you actually do some good." <br><br> <<getinicon>><<link [[Accept (1:00)|Domus Shy]]>><</link>> <br> <<refuseicon>><<link [[Refuse|Domus Street]]>><<endevent>><</link>> <br> <<else>> "With all due respect, kid," <<he>> says. "Go bug someone else." <br><br> <<dooricon "domus">><<link [[Try another house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> You climb a ladder to reach the rooftop, and get to work clearing moss. <<pass 1 hour>> <br><br> <<if dangerEvent()>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> About an hour into your task you notice the <<person>> stood beneath you, pointing <<his>> camera phone up at you. You're perplexed for a moment, then realise <<he>> can see straight up your skirt. You put a hand between your thighs to cover yourself. "Don't be shy," <<he>> says, smiling. <<if $worn.under_lower.type.includes("naked")>> "You're a lewd thing to be clambering around with no underwear." <<elseif playerChastity()>> "Nice $worn.genitals.name, who has the key?" <<else>> <<set $worn.under_lower.name_simple to setup.clothes.under_lower[clothesIndex('under_lower', $worn.under_lower)].name_simple>> "You've got <<print ($worn.under_lower.plural is 1 ? "some" : "a")>> nice $worn.under_lower.name_simple there." <</if>> <<He>> laughs and walks back inside. <br><br> <<pass 2 hour>> Once the gutters are clean, you climb down and report to the <<person>> for payment. You find <<him>> waiting for you in the kitchen, holding your money in one hand and the phone in the other, which shows a rather compromising image of you. <br><br> "Here's the deal," <<he>> says. "I'll let you delete these pictures, and in return I get to know you more intimately. <<if !playerChastity() and $worn.under_lower.vagina_exposed is 1>> <<if $player.penisExist and $player.vaginaExist>> You don't want people knowing you have both sets of gear, do you?" <<elseif isCrossdressing()>> You don't want people knowing you like dressing as a <<print ($player.gender_appearance is "m" ? "boy" : "girl")>>, do you?" <<else>> I'm sure there's lots of perverts who'd love to see your <<genitals>>." <</if>> <<else>> I'm sure there's lots of perverts who'd love some upskirt shots of you." <</if>> <br><br> <<link [[Accept|Domus Gutters Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Refuse to be blackmailed|Domus Gutters Refuse]]>><</link>> <br> <<else>> About an hour into your task a bird bursts from the nearby chimney. Startled, you slip and nearly fall from the roof. <<gstress>><<stress 6>> <br><br> Once the gutters are clean, you climb down and report to the <<person>> for your payment. "Nice job," <<he>> says, staring up at your handiwork. "Here you go, well earned." <br><br> <<pass 2 hour>> You've made <<moneyGain 25>>. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>> <<else>> Once the gutters are clean, you climb down and report to the <<person>> for your payment. "Nice job," <<he>> says, staring up at your handiwork. "Here you go, well earned." <br><br> <<pass 2 hour>> You've made <<moneyGain 25>>. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You enter the lounge. Empty bottles and pizza boxes lie strewn about the room. The <<person>> lazes on the sofa and starts watching TV, as if you're not there. <<pass 30>> <br><br> <<if dangerEvent()>> You're bending over to pick up a pizza box stuck beneath a chair when the <<person>> grabs you from behind. <br><br> <<link [[Next|Domus Lounge Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<pass 30>> An hour passes, and you've cleared the worst of the debris. It seems enough to satisfy <<him>>. "Good job. Here you go." <br><br> You've earned <<moneyGain 10>>. <br><br> <<link [[Leave|Domus Street]]>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Lounge Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Lounge Molestation]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> The <<person1>><<person>> slumps back into <<his>> chair. <<tearful>> you escape outside. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good job," <<he>> says. "Here you go." <<tearful>> you stagger from the building. <br><br> You've gained <<moneyGain 10>>. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">><<wearProp "envelope" 0 "manila">> The <<person>> hands you a brown envelope and gives you the address. "They'll pay you there. Thanks for the help." <br><br> Once you round a corner you look more closely at the envelope. It's unmarked, and you can't feel anything inside except maybe paper. <br><br> <<set $skulduggerydifficulty to 1>> <<link [[Open it|Domus Delivery2]]>><<endevent>><<set $phase to 2>><<crimeUp 5 "petty">><</link>><<skulduggerydifficulty>><<crime "petty">> <br> <<link [[Don't open it|Domus Delivery3]]>><<endevent>><<set $phase to 1>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<wearProp "paintbrush">> The <<person1>><<person>> leads you to the second floor and into a small, empty room. A tin of paint sits on a step ladder, beside a collection of brushes and a roller. <br><br> "That's everything you need," <<he>> says. "We'll be downstairs." <br><br> <<pass 2 hours>>You get to work painting the room. <<if dangerEvent()>> You finish painting one of the walls and try to stand back to admire your handiwork, but feel a force pull on your thigh. Looking down you see your $worn.lower.name stuck to the wall. You try to prise yourself free, but it's really stuck there. <br><br> <<link [[Be more forceful|Domus Painting Force]]>><</link>> <br> <<else>> <<pass 4 hours>>After some arduous hours, you stand back to admire your finished handiwork. <br><br> You've earned <<moneyGain 50>>. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You pull against the wall, and with a tearing sound go tumbling to the ground. <<if !$worn.over_lower.type.includes("naked")>> <<set $worn.over_lower.integrity -= 30>> <<if $worn.over_lower.integrity lte 0 and $worn.lower.type.includes("naked")>> You look up and see your $worn.over_lower.name still stuck to the paint, the whole thing torn apart and ruined. <<overlowerruined>><<clothesruinstat>><<set $loweroff to 0>> "Is everything okay in there?" you hear the <<person1>><<person>> ask. "I thought I heard—" <<He>> cuts off as <<he>> enters the room and sees you lying there, your <<undies>> on display. You blush as you cover your <<lewdness>> and stand up. "I'll get something for you to wrap up with," <<he>> says, clearly stifling laughter. <br><br> <<He>> leaves for a few moments, then returns with a towel. "Don't worry about that," <<he>> says, gesturing at the remains of your clothing. "I'll get it off later." <br><br> <<He>> leaves you to get back to work, no doubt aching to tell the <<person2>><<person>> all about what <<person1>><<he>> just witnessed. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<towelup>> <<else>> Your clothes didn't fare well, but at least they're still intact. <br><br> <</if>> <<else>> <<set $worn.lower.integrity -= 30>> <<if $worn.lower.integrity lte 0>> You look up and see your $worn.lower.name still stuck to the paint, the whole thing torn apart and ruined. <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> "Is everything okay in there?" you hear the <<person1>><<person>> ask. "I thought I heard—" <<He>> cuts off as <<he>> enters the room and sees you lying there, your <<undies>> on display. You blush as you cover your <<lewdness>> and stand up. "I'll get something for you to wrap up with," <<he>> says, clearly stifling laughter. <br><br> <<He>> leaves for a few moments, then returns with a towel. "Don't worry about that," <<he>> says, gesturing at the remains of your clothing. "I'll get it off later." <br><br> <<He>> leaves you to get back to work, no doubt aching to tell the <<person2>><<person>> all about what <<person1>><<he>> just witnessed. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<towelup>> <<else>> Your clothes didn't fare well, but at least they're still intact. <br><br> <</if>> <</if>> <<pass 4 hours>>After some arduous hours, you stand back to admire your finished handiwork. <br><br> You've earned <<moneyGain 50>>. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You try to help the <<person>> with <<his>> homework, but <<he>> isn't interested, preferring instead that you simply do it for <<him>>. <<pass 30>> <<if $school gte 1600>> It's at least faster this way. <<elseif $school gte 1200>> <<else>> You do your best, but struggle a bit. <</if>> <<if dangerEvent() and !$worn.upper.type.includes("naked")>> <br><br> "I'm bored," <<he>> says after about thirty minutes. Then without warning, <<his>> eyes light up. "I have an idea. If you take your top off, I'll be able to pay attention easy." <<He>> looks at you, eyes full of hope. <br><br> <<if $player.gender_appearance is "m" and $player.breastsize lte 2>> <<link [[Take your top off|Domus Homework Strip]]>><<set $phase to 1>><</link>><<exhibitionist1>> <br> <<elseif hasSexStat("exhibitionism", 3)>> <<link [[Take your top off|Domus Homework Strip]]>><<set $phase to 2>><</link>><<exhibitionist3>> <br> <</if>> <<link [[Refuse|Domus Homework 2]]>><</link>> <br> <<else>> <<if $worn.upper.type.includes("naked")>> <<He>> keeps leering at your bare chest when <<he>> thinks you won't notice. <<incgbreastinsecurity>> <<else>> <<He>> rests <<his>> head on the table, looking bored. <</if>> <br><br> <<link [[Flirt|Domus Homework Flirt]]>><</link>><<promiscuous1>> <br> <<link [[Finish the work|Domus Homework 2]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You put your hand on top of <<hers>> and lean closer. "Don't worry," you whisper. "I'll take care of it." You lean even closer, and gently nip <<his>> ear before returning to your sitting position. <<He>> sits silently for the rest of the hour, blushing visibly. <<promiscuity1>> You've earned <<moneyGain 5>>. <br><br> <<pass 30>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> Lacking anything to keep <<his>> attention, the <<person>> remains uninterested in <<his>> homework. The rest of the hour passes without event. <br><br> You earn <<moneyGain 5>>. <<pass 30>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $phase is 1>> <<if $worn.upper.set is $worn.lower.set>> You <<nervously>> pull down your $worn.upper.name, baring your chest. <<else>> You <<nervously>> take off your $worn.upper.name, baring your chest. <</if>> The <<person>> openly gawks at you, but seems satisfied. <<incgbreastinsecurity>> <<exhibitionism1>> <<He>> is far from bored for the rest of the hour, although you don't know if that's a good thing. <<He>> is disappointed when you finish the work and fix your clothing. <br><br> <<else>> <<if $worn.upper.set is $worn.lower.set>> You <<nervously>> pull down your $worn.upper.name, baring your <<breasts>>. You feel your nipples harden at the exposure. <<else>> You <<nervously>> take off your $worn.upper.name, baring your <<breasts>>. You feel your nipples harden at the exposure. <</if>> The <<persons>> eyes widen as <<he>> gawks at you. <<if !pcAreArmsBound("both")>> You cover yourself with one arm as you return to the homework, but you still feel keenly exposed. <</if>> <<incgbreastinsecurity>> <<exhibitionism3>> <<He>> is far from bored for the rest of the hour, although you don't know if that's a good thing. <<He>> is disappointed when you finish the work and fix your clothing. <br><br> <</if>> You've earned <<moneyGain 5>>. <<pass 30>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">><<wearProp "envelope" 0 "manila">> <<if $rng gte 81>> You open the envelope and investigate its contents. There's a note in a foreign language, and a wad of cash. You might get away with taking some, but the more you take the less likely you'll succeed. <br><br> <<set $skulduggerydifficulty to 300>> <<link [[Take £10|Domus Delivery3]]>><<handheldon>><<set $phase to 3>><<money 1000>><</link>><<skulduggerydifficulty>> <br> <<set $skulduggerydifficulty to 500>> <<link [[Take £30|Domus Delivery3]]>><<handheldon>><<set $phase to 4>><<money 3000>><</link>><<skulduggerydifficulty>> <br> <<set $skulduggerydifficulty to 700>> <<link [[Take £100|Domus Delivery3]]>><<handheldon>><<set $phase to 5>><<money 10000>><</link>><<skulduggerydifficulty>> <br> <<link [[Take nothing|Domus Delivery3]]>><<handheldon>><</link>> <br> <<else>> You open the envelope and investigate its contents. There's just a note in a foreign language. <br><br> <<link [[Continue|Domus Delivery3]]>><<handheldon>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<pass 10>> <<generate1>><<generate2>><<person2>> You arrive at your destination, a stately manor on Danube Street. You knock on the door and a <<person>> answers. "Ah, my <<person1>><<print ($pronoun is "m" ? "lord" : "lady")>> has been expecting you," <<person2>><<he>> says. "Please come in." <br><br> You enter a lavish antechamber as a <<person1>><<person>> descends a staircase. <<He>> looks at the envelope. "Good, we've been expecting you," <<he>> says as you hand it to <<him>>. <<He>> gestures at the <<person2>><<person>> as <<he>> produces a small knife from a pocket. "Pay the <<girl>>." <br><br> <<if $phase is 1>> <<He>> hands you the <<moneyGain 5>> you were promised, and wordlessly guides you outside. <br><br> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <<elseif $phase is 2>> <<set $skulduggerydifficulty to 100>><<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<He>> hands you the <<moneyGain 5>> you were promised, and wordlessly guides you outside. <br><br> <<skulduggeryuse>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <<else>> <<He>> starts to hand you the money, but the <<person1>><<person>> interrupts <<person2>><<him>>. "This envelope has been opened," <<person1>><<he>> says, staring at you. "It's good I don't think you could read the contents, or you'd be in real trouble." <<He>> nods at the <<person2>><<person>>, who shoves you outside without paying you. <br><br> <<skulduggeryuse>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <</if>> <<elseif $phase gte 3>> <<if $phase is 3>> <<set $skulduggerydifficulty to 300>> <<elseif $phase is 4>> <<set $skulduggerydifficulty to 500>> <<elseif $phase is 5>> <<set $skulduggerydifficulty to 700>> <</if>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<He>> hands you the <<moneyGain 5>> you were promised, and wordlessly guides you outside. <br><br> <<skulduggeryuse>> <<link [[Next|Danube Street]]>><<endevent>><</link>> <br> <<else>> <<He>> starts to hand you the money, but the <<person1>><<person>> interrupts <<person2>><<him>>. "This envelope has been opened," <<person1>><<he>> says, staring at you. "And something taken. I think you need a lesson in manners." <<He>> nods at the <<person2>><<person>>, who moves between you and the door. <br><br> <<skulduggeryuse>> The two of them start grabbing your clothing. "Now, where have you hidden it?" <br><br> <<link [[Next|Danube Delivery Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>><<npcidlegenitals>><<set $enemytrust -= 100>><<set $enemyanger += 40>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")) or ($worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and playerChastity()) >> <span id="next"><<link [[Next|Danube Delivery Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Danube Delivery Molestation]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> You manage to push the <<person2>><<person>> out of the way. <<tearful>> you flee from the building. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I got the money," pants the <<person2>><<person>>. <br><br> "You got off lightly," the <<person1>><<person>> says, as the <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your feet. <br><br> <<if $phase is 3>> <<money -1000>> <<elseif $phase is 4>> <<money -3000>> <<elseif $phase is 5>> <<money -10000>> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <<else>> "I got the money," says the <<person2>><<person>>. <br><br> "Good," says the <<person1>><<person>>. "Throw <<phim>> out." <br><br> The <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your feet, doing your best to keep your <<lewdness>> covered. <br><br> <<if $phase is 3>> <<money -1000>> <<elseif $phase is 4>> <<money -3000>> <<elseif $phase is 5>> <<money -10000>> <</if>> <<stealclothes>> <<clotheson>> <<endcombat>> <<link [[Next|Danube Street]]>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if dangerEvent() and ($monster is 1 or $settings.bestialityEnabled)>> You kneel down and reach out a hand. <<bHe>> stops growling, but now seems a bit too friendly. <<bHe>> tries to mount you. <<if $monster is 1>> "If you want to be friends, hold still." <</if>> <br><br> <<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The <<beasttypes>> demeanour changes at your show of affection. <<bHe>> licks your hand and trots back to <<bhis>> kennel. No one answered the door. <<if $monster is 1>> "I told you, no one's home. Try again tomorrow." <</if>> <br><br> <<domusknocklinks>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $rng gte 91 and ($monster is 1 or $settings.bestialityEnabled)>> You turn to run, but trip over a hose and fall flat on your face. The <<beasttype>> jumps on top of you. <<if $monster is 1>> "I changed my mind. Stick around for a little while!" <</if>> <br><br> <<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <<else>> You run from the premises, closing the gate behind you. <<if $monster is 1>> <<bHe>> lazily walks back to <<bhis>> kennel. "Whatever. Act scared, run away, like everyone else." <</if>> <br><br> <<endevent>> <<domusquick>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $phase is 1>> <<set $NPCList[0].stance to "top">> <<set $enemyanger += 40>> <<set $enemytrust -= 40>> <</if>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Entrance Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Entrance Dog]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> returns to its kennel. <<if $monster is 1>> "Thanks for the fun. Come back tomorrow, maybe someone will answer the door. Or not. Then we can have more fun." <</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> No one answered the door. <br><br> <<domusknocklinks>> <<elseif $enemyhealth lte 0>> The <<beasttype>> flees back to <<bhis>> kennel. <<if $monster is 1>> "So rude! I just wanted to play!" <</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> No one answered the door. <br><br> <<domusknocklinks>> <<elseif $alarm is 1>><<set $rescued += 1>> <<if $rapeavoid is 0 and $NPCList[0].stance is "top">> <<famebestiality 1>> <<generate2>><<person2>> "I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you. <br><br> <<if $speech_attitude is "bratty">> "Stop staring idiot, get this <<beasttype>> off me," you say. <<elseif $speech_attitude is "meek">> "H-help me. I don't wanna be a doggy <<bitch>>," you say. <<else>> "Please help," you say. <</if>> <br><br> <<He>> breaks free from <<his>> stupor and grabs the <<beasttype 0>> by the collar. <<He>> hauls it away from you and shoos it back to <<bhis 0>> kennel. "Bad <<beasttype 0>>!" <<he>> yells. <<if $monster is 1>> "You're the one that wasn't home, idiot," <<bhe 0>> barks back, sitting. <</if>> <<tearful>> you struggle to your feet. <<if $speech_attitude is "bratty">> "Don't you dare tell anyone about this," you say. <<elseif $speech_attitude is "meek">> "Don't let anyone know," you mumble, staring at your feet. <<else>> "Please don't tell anyone," you say. <</if>> <<He>> nods, but something tells you <<he>> won't keep <<his>> promise. <br><br> <<elseif $exposed gte 1>> <<fameexhibitionism 1>> <<generate2>><<person2>> "I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you. You feel <<his>> eyes bore into your <<lewdness>> as <<he>> opens the gate. <br><br> <<if $speech_attitude is "bratty">> "Stop staring idiot, get this <<beasttype 0>> off me," you say. <<elseif $speech_attitude is "meek">> "H-help me," you say. <<else>> "Please help," you say. <</if>> <br><br> <<He>> breaks free from <<his>> stupor and grabs the <<beasttype>> by the collar. <<He>> hauls it away from you and shoos it back to <<bhis>> kennel. "Bad <<beasttype 0>>!" <<he>> yells. <<if $monster is 1>> "Stupid nosy little pest, I was having so much fun," <<bhe 0>> barks back, sitting. <</if>> <<tearful>> you struggle to your feet. <<if $speech_attitude is "bratty">> "I said stop staring!" you say, face reddening. <<elseif $speech_attitude is "meek">> "Please don't look," you say. <<else>> You cover yourself to escape <<his>> gaze. <</if>> <<He>> looks away from you, but keeps stealing glances as <<he>> leaves the premises. <br><br> <<else>> <<generate2>><<person2>> "I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you. <br><br> <<if $speech_attitude is "bratty">> "Stop staring idiot, get this <<beasttype 0>> off me," you say. <<elseif $speech_attitude is "meek">> "H-help me," you say. <<else>> "Please help," you say. <</if>> <br><br> <<He>> breaks free from <<his>> stupor and grabs the <<beasttype 0>> by the collar. <<He>> hauls it away from you and shoos it back to <<bhis>> kennel. <<tearful>> you struggle to your feet. "Are you okay?" <<he>> enquires. <br><br> <<if $speech_attitude is "bratty">> "Took you long enough," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises. <<elseif $speech_attitude is "meek">> "Yes, thank you," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises. <<else>> "Yes, thanks," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises. <</if>> <br><br> <</if>> <<clotheson>> <<endcombat>> <<domusquick>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Gutters Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Gutters Molestation]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $worn.under_lower.type.includes("naked")>> <<fameexhibitionism 10 "pic">> <<else>> <<fameexhibitionism 5 "pic">> <</if>> <<def 1>> <<if $speech_attitude is "bratty">> "Go fuck yourself," you say, holding out your hand. "My money." <<He>> looks taken aback, but hands you what you're owed. <<elseif $speech_attitude is "meek">> "N-no. I won't," you say. <<He>> shrugs. <<else>> "I won't do what you want," you say, defiant. <<He>> sighs in disappointment. <</if>> <br><br> "You're making a mistake," <<he>> begins, but you're already leaving. <br><br> You've made <<moneyGain 25>>. <br><br> <<endevent>> <<domusquick>><<if $enemyhealth lte 0>> You knock the <<person>> into a cupboard, which disgorges its contents all over <<him>>. <<tearful>> you grab the fallen phone and delete the photos before <<he>> can recover. You take some money on the way out too. <br><br> You've made <<moneyGain 25>>. <br><br> <<clotheson>> <<endcombat>> <<wearProp "phone" 0 "mobile">> <<link [[Next|Domus Street]]>><<handheldon>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Here." <<He>> throws the phone at you. <<tearful>> you delete the photos before <<he>> changes <<his>> mind. "Here's your money too. I'm a <<personsimple>> of my word." <br><br> You've made <<moneyGain 25>>. <br><br> <<clotheson>> <<endcombat>> <<wearProp "phone" 0 "mobile">> <<link [[Next|Domus Street]]>><<handheldon>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> You turn your back to the <<beasttype>>, bend over, and wiggle your <<bottom>>. <<bHe>> strains against the chain with renewed and frenzied vigour. <<deviancy1>> <<if $monster is 1>> "Fight! Play!" <<bhe>> yells. <</if>> <<if dangerEvent()>> The chain breaks free from its mooring, and the <<beasttype>> leaps towards you. <br><br> <<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You turn back to the door. <br><br> <<domusknocklinks>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> You ignore the <<beasttype>> and turn back to the door. <<bHe>> slowly calms down. <br><br> <<domusknocklinks>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<rng>> The bathroom is <<print either("small","tiny","very clean")>>. <<if !hasSexStat("exhibitionism", 3)>> You take off everything. Nearly. But you can't do it. You can't bring yourself to walk into a roomful of strangers completely naked. <br><br> The <<person>> intercepts as you enter. "I'm sorry, but it has to be everything. This is life art." <br> Feeling self-conscious, you strip in a corner. No one even seems to notice. <<else>> You take off all your clothes until you are completely nude. You feel a thrill as you walk naked through the hallway and into the busy studio. <</if>> <br><br> <<if !dangerEvent() or random(1,2) is 1>> /* default - occours slightly more than half the time. ~50% chance. */ <<strip>> <<pass 2 hour>> <<if $player.penisExist and $player.vaginaExist>> <<if $fame.exhibitionism gte 600>> One <<personsimple>> laughs as you take the stage. "You paid <<phim>> to strip?! I don't think I've ever seen <<phim>> in clothes." <br><br> "Good thing too," another adds. "Keeping that cute cock and pussy to <<pherself>> would be a tragedy." <<elseif $fame.exhibitionism gte 40>> One <<personsimple>> double-takes as you take the stage. "I'm impressed. <<pShes>> kind of famous for this." <br><br> "Not surprised," another adds, staring at your genitals. "I'd flaunt it too if I were so blessed." <<else>> There's a murmur of excitement as they take in your genitals. One <<personsimple>> applauds. "You really know how to find interesting ones." <</if>> <<else>> <<if $fame.model gte 600>> One <<personsimple>> double-takes as you take the stage. "I must be dreaming. Never thought I'd see a famous model like <<phim>> here." <<elseif $fame.exhibitionism gte 600>> One <<personsimple>> laughs as you take the stage. "You paid <<phim>> to strip?! I don't think I've ever seen <<phim>> in clothes." <<elseif $fame.model gte 400>> One <<personsimple>> double-takes as you take the stage. "I'm impressed. <<pShes>> kind of famous, not just your average model wannabe." <<elseif $fame.exhibitionism gte 400>> One <<personsimple>> double-takes as you take the stage. "I'm impressed. <<pShes>> kind of famous for this." <</if>> <</if>> <br><br> <<if $rng gte 66>> Over the next two hours you strike various poses while a room full of people paint you. <<if !hasSexStat("exhibitionism", 3)>> Having so many people focusing so intently on your naked body makes you uncomfortable. However, in spite of your initial nerves <<else>> Having so many people focusing so intently on your naked body is thrilling. However, despite your initial excitement <</if>> it's a bit boring. Their looks are detached, dispassionate and non-sexual. Like they're drawing a bowl of fruit. <<larousal>><<arousal -2>> <br> The paintings produced are quite beautiful and artistic. <<lstress>><<stress -1>><<fameexhibitionism 5 "pic">><<famemodel 5 art>> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<elseif $rng gte 33>> The poses they ask for start off normal but slowly move toward the lewd: more poses with spread legs and bending over. <<if !hasSexStat("exhibitionism", 3)>> In spite of your initial nerves, <<else>> As you expected, <</if>> it turns out to be quite good fun: you enjoy showing off your body and they really love looking. There's a fun mood in the room, and you enjoy flirting with the audience. <<promiscuity2>> The paintings produced are varied but mostly focus on your <<if playerBellyVisible()>>belly, <</if>><<breasts>> and <<genitals>>. <<fameexhibitionism 10 "pic">><<famemodel 2 art>> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<else>> While they maintain the pretence that this is life-art, it's quite clear they just enjoy getting a <<if $player.sex is "h">> hermaphrodite <<else>> <<girl>> <</if>> to expose <<pherself>> in the lewd poses they want to see. Many are not even pretending to paint, however, the <<person>> keeps everyone in line and under control. <<if !hasSexStat("exhibitionism", 3)>> If you weren't so nervous you might even enjoy it. <<else>> It's kind of fun. <<lstress>><<stress -2>> <</if>> <br> The few pictures produced are mostly just crude sketches of your <<if playerBellyVisible()>> <<bellyDescription "pc">> and genitals, <<famepregnancy `Math.ceil(playerBellySize() / 10)`>> <<elseif $player.penisExist and $player.vaginaExist>> dick, cunt and ass, <<elseif $player.sex is "f">> tits and cunt, <<else>> dick and ass, <</if>> though one imaginative 'artist' depicts you being gang-banged by a variety of people, animals and mythical beasts. <<garousal>><<arousal 200>><<fameexhibitionism 10 "pic">> <</if>> <br> <<elseif random(1,6) isnot 1>> /* lewd - 5 in 6 change of occouring, if default falls through. ~41% chance. */ <<strip>> <<pass 2 hour>> <<if $rng gte 51>> <<generates2>><<generate3>> <<person2>> As you climb onto the stage, another door opens and a <<person>> about your age walks into the room, just as naked as you. <<He>> nods your way and climbs onto the stage. <br> "Nice to meet you," <<he>> whispers. <<if $beauty gte ($beautymax / 7) * 2>> <<if $beauty gte ($beautymax / 7) * 4>> "You're <<print either("gorgeous!","stunning!","beautiful!","fucking hot!","definitely an improvement!")>> <<else>> "You're <<print either("pretty.","alright.","cute.","good-looking.","attractive.","an improvement.")>> <</if>> <<if playerBellyVisible()>>No wonder you're pregnant.<</if>> Finally, someone I'll enjoy working with." <br><br> <<else>> <<He>> looks disappointed. <</if>> <<He>> stands next to you looking toward the door <<he>> came through. "So who's number three?" <br> "Number three?" you ask. <br> <<He>> opens <<his>> mouth to answer just as the door opens again, and a much older <<person3>><<person>> enters, also naked. <<He>> looks at you both and gives a theatrical thumbs up to the audience. <br> "<<Him>> again," the <<person2>><<person>> whispers. <<switch random(1, 9)>> <<case 1>><<He>> sighs. <<case 2>><<He>> smiles. <<case 3>><<He>> frowns. <<case 4>><<He>> licks <<his>> lips. <<case 5>><<He>> rolls <<his>> eyes. <<case 6>><<He>> pushes back <<his>> hair. <<case 7>><<He>> swears under <<his>> breath. <<case 8>><<He>> sucks in <<his>> stomach. <<default>> <<if $NPCList[1].penis isnot "none">> <<His>> penis noticeably hardens. <<else>> <<He>> strokes <<his>> pussy. <</if>> <</switch>> <br> The <<person3>><<person>> joins you both on stage. <br><br> Over the next couple of hours, the three of you get into numerous poses under the direction of the <<person1>><<person>>. Most poses are lewd and simulate being in the throes of ecstasy in a sexual threesome centred on the <<person3>><<person>>. Holding the more exotic poses while the artists paint is a strain on everyone's muscles. On a few occasions you end up with a face full of <<if $NPCList[1].pronoun is "f">>boob<<else>>chest-hair<</if>>, pubes or <<if $NPCList[2].pronoun is "f">>old-lady <<else>>old-man<</if>> <<if $NPCList[2].gender is "f">>quim <<else>>balls<</if>> when someone's muscles give out. <<if hasSexStat("promiscuity", 4)>> <br> <<rng>> You can't resist a good idea. Noticing that the <<person2>><<persons>> face is just under your <<genitals>> wide open in a fake lick, you 'accidentally' slip, dropping your <<if $player.vaginaExist and (!$player.penisExist or $rng gte 51)>> pussy neatly onto <<his>> protruding tongue. <<else>> cock neatly into <<his>> open mouth. <</if>> <br><br> "Freeze!" the <<person1>><<person>> shouts. "That's perfect. Stay exactly like that. Artists - draw, paint. Capture this moment." <br><br> The <<person2>><<person>> looks aggrieved. Then a mischievous glint enters <<his>> eyes. <<if $player.vaginaExist and (!$player.penisExist or $rng gte 51)>> You feel <<his>> tongue start moving in your pussy<<if $player.sex is "f">>, massaging your clit<</if>>. <<else>> You feel <<his>> mouth start sucking on your dick, licking at the head. <</if>> This goes on slowly, subtly but relentlessly. Over minutes. <br> <<Hes>> trying to make you come in front of all these people! <<arousal 5000 "genitals">> <<if $arousal gte $arousalmax>> You try to hold back, but finally you can't. So humiliating. <br> <<orgasm>> Some stop and watch. Others paint furiously. <<gstress>><<stress 2>> <<else>> <br> Eventually <<he>> gives up. That felt good. <<lstress>><<stress -2>> <br><br> <</if>> <</if>> <<famemodel 2 art>> <<else>> <<generate2>> <<if $awareness lt 200>> As you climb onto the stage you find a lot of scary-looking weapons and torture tools from history. <<else>> As you climb onto the stage you discover a variety of BDSM toys. <</if>> The <<person1>><<person>> addresses the room. <br> "Whatever the reason," <<he>> says. "This town has a unique attraction to the darkest, most primal aspects of sexuality. Power, rape and abuse - sadly - pervade. Today, we will explore this in art. <br> "Despite <<pher>> youthful appearance our model is an experienced professional and can use all this equipment perfectly safely. Whatever it looks like - <<pshe>> has safe-words and signals and is perfectly in control. This is just a performance. So paint. Capture the moment. And, to borrow an old adage, please don't try this at home! <br> "My friend here"—<<he>> indicates a <<person2>><<person>> who has appeared beside you on stage—"will assist. So brushes to the ready. And let's paint." <br><br> Over the next couple of hours, the <<person>> theatrically whips and beats you, making a lot of noise but inflicting almost no pain. <<if playerBellyVisible()>> While being extra careful around your belly, <<he>> <<famepregnancy `Math.ceil(playerBellySize() / 10)`>> <<else>> <<He>> <</if>> puts you into various stress-poses using the available equipment. This includes kneeling you down with hands cuffed to feet, strapping you over a table and spanking your ass with a paddle, tying you spread-eagle to the floor and grinding <<his>> crotch in your face, and finally ball-gagging you, putting you into a pillory and pretending to force <<if $pronoun is "f">>her strap-on<<else>>his dick<</if>> up your helpless ass. The group meticulously paint the scene. <br><br> <<if currentSkillValue('english') gte 500>> "That face!" the <<person1>><<person>> shouts. "Artists, capture that moment. That expression. That's real." <<famemodel 2 art>> <<elseif currentSkillValue('english') gte 250>> "Paint, artists. Paint." The <<person1>><<person>> says. "<<print either("Take in the whole scene.","Paint what you see.","Immortalise this moment.")>>" <<famemodel 1 art>> <<else>> "Paint, artists. Paint." The <<person1>><<person>> crouches next to you and whispers sharply in your ear. "Start acting like this is real, or I might ask <<person2>><<him>> to actually do it!" <</if>> <</if>> <<else>> /*bad - occurs 1 in 6 times lewd falls through, which occours about half the time default falls through. ~9% chance. */ <<strip>> <<set _rape_triggered to 1>> <<if $rng gte 51>><<pass 5>> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> You are barely through the door when they pounce on you. <br><br> <<link [[Next|Domus Model Gang Rape]]>><<set $molestationstart to 1>><</link>> <<else>> <<pass 1 hour>> <<generate2>> <<if $awareness lt 200>> As you climb onto the stage you find a lot of scary-looking weapons and torture tools from history. <<else>> As you climb onto the stage you discover a variety of BDSM toys. <</if>> The <<person1>><<person>> addresses the room. <br> "Whatever the reason," <<he>> says. "This town has a unique attraction to the darkest, most primal aspects of sexuality. Power, rape and abuse - sadly - pervade. Today, we will explore this in art. <br> "Despite <<pher>> youthful appearance our model is an experienced professional here to demonstrate the use of all these tools. To help <<phim>>, my assistant"—<<he>> indicates a <<person2>><<person>> who has appeared beside you on stage—"will assist. So brushes to the ready, and let's paint." <br> The <<person>> looks at you quizzically. You're not sure why. <br><br> Over the next hour, the <<person>> theatrically whips and beats you, making a lot of noise but inflicting almost no pain. <<if playerBellyVisible()>> While being extra careful around your belly, <<he>> <<famepregnancy `Math.ceil(playerBellySize() / 10)`>> <<else>> <<He>> <</if>> puts you into various stress-poses using the available equipment. This includes kneeling you down with hands cuffed to feet, strapping you over a table and spanking your ass with a paddle, tying you spread-eagle to the floor and grinding <<his>> crotch in your face, and finally ball-gagging you, putting you into a pillory and pretending to force <<if $pronoun is "f">>her strap-on<<else>>his dick<</if>> up your helpless ass. The group meticulously paint the scene. <br><br> <<if currentSkillValue('english') gte 500>> "Nice acting," the <<person1>><<person>> says. "But I think <span class="red">it's time for something more authentic.</span>" <br> <<He>> nods to the <<person2>><<person>>. "Do it." <<famemodel 2 art>> <<else>> "No. <span class="red">That face. I'm not buying it.</span>" the <<person1>><<person>> nods to the <<person2>><<person>> behind you. "Can you do something to make this more authentic?" <</if>> <br><br> <<set $model_host to clone($NPCList[0])>> <<set $model_dom to clone($NPCList[1])>> <<if $rng gte 51 and ($settings.bestialityEnabled or $settings.monsterChance gte 100 and ($hallucinations gte 1 or !$settings.monsterHallucinationsOnly))>><!-- Modified for Monster People --> <<endevent>>/*clears out the people*/ <<beastNEWinit 1 dog>> "Authentic? <span class="red">I've got just the thing.</span>" Hands release your waist and you hear footsteps behind. A door opens. A whistle. A moment later a <<beasttype>> bounds in and rushes over to you. <br><br> <<link [[Next|Domus Model Dog]]>><<set $molestationstart to 1>><<bindtemp>><<facewear 4>><</link>> <<else>> "Finally," the <<person2>><<person>> mutters. You feel something hard brush against your butt. <br><br> <<endevent>> /* clears out the initial person1 from combat */ <<generate1>><<set $NPCList[0] to clone($model_dom)>> /* sets the dom character to person1*/ <<if $NPCList[0].gender is "f">><<npcstrapon 0>><</if>> <<link [[Next|Domus Model BDSM Rape]]>><<set $molestationstart to 1>><<bindtemp>><<facewear 4>><</link>> <</if>> <</if>> <</if>> <<if not _rape_triggered>> <<set _vagin to setup.bodyliquid.combined("vagina")>><<set _vagout to setup.bodyliquid.combined("vaginaoutside")>> <<set _assin to setup.bodyliquid.combined("anus")>><<set _assout to setup.bodyliquid.combined("bottom")>> <<set _face to setup.bodyliquid.combined("face")>><<set _chest to setup.bodyliquid.combined("chest")>> <<if (_vagin + _assin + _vagout + _assout + _face + _chest) gte 1>> <br><br> Some artists noticed the lewd fluid <<if (_vagin + _assin + _vagout) gte (_assout + _face + _chest)>> <<if _vagin gte (_assin + _vagout)>> still seeping out of your pussy <<elseif _assin gte _vagout>> still seeping out of your ass <<else>> around your pussy <</if>> <<else>> <<if _assout gte (_face + _chest)>> over your ass <<elseif _face gte _chest>> on your face <<else>> over your <<breasts>> <</if>> <</if>> and included this in their paintings. <br> You are <<if !hasSexStat("exhibitionism", 3)>> mortified <<elseif $exhibitionism lte 75>> amused <<else>> thrilled <</if>> <<print either("by how lewd this looks.","by how much lewder this makes the picture.","by their attention to detail.")>> <br><br> <</if>> The effort of posing has given you quite a workout. <<gtiredness>><<tiredness 2>><<physique 2>> <br><br> <<link [[Next|Domus Model End]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You head back to the bathroom to dress. <<clotheson>> On the way out, the <<person1>><<person>> hands you the money. You've made <<moneyGain 30>>. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<maninit>> <</if>> <<if $enemyarousal gte ($enemyarousalmax / 4) * 3>> Only a few dedicated artists are still painting, most are just watching the action. More than a few are surreptitiously masturbating. <<elseif $enemyarousal gte ($enemyarousalmax /4 ) * 2>> Several artists are still painting your assault, but many are now <<print either("just watching.","just gawking.","just leering.","touching themselves.")>> <<elseif $enemyarousal gte ($enemyarousalmax / 4)>> A number of artists are excitedly painting your assault. <<else>> A number of artists sit at their easels watching. They're waiting for things to get started. <</if>> <<if $pain gte 40 and (random(0,9)%3 is 0)>> <br> "Remember: we studied techniques for painting tears. Use them." <<elseif $mouthstate is "penetrated" and random(0,1)>> <br> "Light and shadow, people. Make sure you get the bulging in the throat." <</if>> <<effects>> <<effectsman>> <<if $alarm is 1>> You are deep inside a private home. <span class="red">No one who might care can hear your cries.</span> <<set $alarm to 0>> <br><br> <</if>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Model Rape Climax]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Model Gang Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> They recoil in pain, reluctant to come near giving you the chance you need. <<tearful>> you escape the studio, grab your clothes and escape the house. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<pass 10>> As you lie broken on the floor they head back to their easels and start to sketch and paint you. After a time you clamber to your feet and stagger out of the room. <br> The <<person1>><<person>> rushes over to help. <br><br> "Thanks for your excellent work today," <<he>> says. "I'm sorry it was a shock but <<print either("it was for the art.","you've inspired the group.","art has to be real.","there was no other way. It needed to be authentic.")>> You should have seen your face. Exquisite." <br><br> "Go dress. Obviously there'll be a bonus. And also a thank you gift from the group. Have a shower if you like. Take as long as you need, you did well today." <<lstress>><<stress -2>> <br><br> <<link [[Next|Domus Model Rape End]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <<set $NPCList[0].penis to "anusentrance">><<set $anusstate to "entrance">><<set $anustarget to 0>> <</if>> <<if $enemyarousal gte ($enemyarousalmax / 3) * 3>> Only a few dedicated artists are still painting, most are just watching. More than a few are surreptitiously masturbating. <<elseif $enemyarousal gte ($enemyarousalmax /3) * 2>> Several artists are still painting your assault, but many are now just gawking. <<elseif $enemyarousal gte ($enemyarousalmax /3)>> A number of artists paint and sketch your sexual assault. <<else>> The class watch with renewed interest. <</if>> <br><br> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Model BDSM Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Model BDSM Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The art group continue to paint excitedly. <br><br> <<endcombat>> <<set $phase to 0>> <<link [[Next|Domus Model Pillory Wait]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $settings.analEnabled>> The assistant grunts in pain and moves away, soon returning with a large paintbrush. A moment later you feel it shoved deep into your asshole.<<gpain>><<pain 5>> <br> Your instinctive attempt to gasp while ball-gagged provokes some laughter around the room.<<gstress>><<stress 1>> <br> "A <<bitch>> needs a tail, right?" <<else>> The assistant grunts in pain and moves away, soon returning with a large canvas. A moment later you feel it smack against your <<bottom>>.<<gpain>><<pain 5>> <br> Your instinctive attempt to gasp while ball-gagged provokes some laughter around the room.<<gstress>><<stress 1>> <</if>> <br><br> The art group continue to paint excitedly. <br><br> <<endcombat>> <<set $phase to 1>> <<link [[Next|Domus Model Pillory Wait]]>><</link>> <br> <<else>> The art group continue to paint excitedly. <br><br> <<endcombat>> <<set $phase to 0>> <<link [[Next|Domus Model Pillory Wait]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <</if>> <<if $enemyarousal gte ($enemyarousalmax / 4) * 3>> Only a few dedicated artists are still painting, most are just watching. More than a few are surreptitiously masturbating. <<elseif $enemyarousal gte ($enemyarousalmax / 4) * 2>> Several artists are still painting your assault, but many are now just gawking. <<elseif $enemyarousal gte ($enemyarousalmax / 4)>> A number of artists paint and sketch your sexual assault. <<else>> The assistant helps steady the <<beasttype>>, while the class watch with renewed interest. <</if>> <<if (random(0,9)%3 ==0)>> <br> The assistant <<print either("slaps your face.","grabs your nipple and slowly twists.","whips your inner thighs with a strap.")>> <<gpain>><<pain 2>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Model Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Model Dog]]>><</link>></span><<nexttext>> <</if>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> lovingly licks your back and neck as the art group continue to paint excitedly. <br><br> <<endcombat>> <<set $phase to 0>> <<link [[Next|Domus Model Pillory Wait]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps and runs away. A few laugh or cheer, others sound disappointed. <br> <<endcombat>> The art group continue to paint excitedly. <br><br> <<set $phase to 1>> <<link [[Next|Domus Model Pillory Wait]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<generate1>><<generate2>><<pass 30>> Locked in the pillory, <<set $NPCList[0] to clone($model_host)>><<set $NPCList[1] to clone($model_dom)>><<unset $model_host>><<unset $model_dom>> <<if $phase is 0>> <<if $stress gte (($stressmax / 5) * 3)>> used, abused and at your wits' end, <<else>> used and abused, <</if>> you are unable to even cover up as the class eagerly paint you. <br> <<else>> you glare between them expecting further attack. None come. They all seem quite happy painting you. <br> <</if>> Gagged, you can't even complain. You have no choice but to wait. Every now and then, the <<person1>><<person>> holds another painting of your abuse out in front of you. <<gstress>><<stress 1>> <br><br> The <<person1>><<person>> eventually wraps up the session. The <<person2>><<person>> <<print either("gives your butt a gentle slap","gives your nipples a quick squeeze","pulls your hair back and kisses you gently on the forehead")>> and then releases you from the pillory and busies <<himself>> tidying up the stage. The art class packs up. <br><br> The <<person1>><<person>> helps untie your gag while leading you from the room. <br> "What a show!" <<he>> gushes once you reach the privacy of hallway. "You were brilliant. I think most of them believed it was real. I mean, it's a such cliché - the 'modelling-gig gone bad' - but you and your partner were really convincing. I almost believed it - even after we spent all that time on the phone arranging it. Such chemistry! Such acting! Remarkable... You'll find a little extra in your pay." <br><br> <<He>> waves to the bathroom. "Take your time. You were great today. Wow." <<lstress>><<stress -2>> <br><br> <<link [[Enter bathroom|Domus Model Rape End]]>><<set $worn.face.type.push("broken")>><<faceruined>><<endevent>><<unbindtemp>><</link>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<pass 20>> You head to the bathroom to dress and recover. <<clotheson>> <<link [[Next|Domus Model Rape Leave]]>><</link>><<set _payout to random(110,180) * 100>> When you open the bathroom door to leave, you find a large bowl on a stool outside. They left you <<printmoney _payout>>, <<print either("a 'get well soon' card,","a single broken rose,","a thank-you card,","an origami flower","a sketch from your rape,","a deeply offensive haiku,","a cheeky limerick")>> and some expensive-looking jewellery. <<tearful>> you leave. <<lstress>><<stress -1>> <<money `(_payout)`>><<set $blackmoney += random(30,70)>> <br><br> <<link [[Next|Domus Street]]>><<endcombat>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<pass 5>><<wearProp "paper" 0 "note">> <<person1>><<He>> hands you the order slip. "Just show them that. Thanks." <br><br> <<generate2>><<person2>> You walk quickly to the corner shop. <<if !Weather.isOvercast>> Aside from kids buying ice-creams and slushies, it's quiet. People are probably indoors or out at pubs watching the game. After a bit, the kids leave with their sugar fix. <<elseif Weather.precipitation is "rain">> It's empty. Between the awful weather and the game, everyone's stayed home. <br> "Is it raining out?" the shop attendant asks. Standing there dripping in the doorway, you're not sure if <<hes>> serious or not. <<elseif Weather.isFreezing>> It's empty. People are probably hiding from the cold. <<else>> It's empty. People are probably indoors watching the game. <</if>> <br><br> You present the order slip to the <<person>> behind the counter. <br><br> "Okay," <<he>> says. "That's alcohol. I'll need to see some ID." <br> <<if $id is 0>> "It's not for me. I'm just picking it up." <br> "Sorry," <<he>> shrugs. "Still need an ID." <br> "But...they asked me to pick it up for them." <br> <<He>> shrugs again, indifferent. <br> "How about a school ID?" <br> "Nope, sorry." <br><br> The <<person>> sighs, then glances around the shop. It's empty. "Although...you can prove your age another way." <<He>> leans in. <<if $player.gender_appearance is "f">> "Let me check your tits." <br><br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Allow|Domus Errand Proof]]>><<handheldon>><<set $phase to 1>><</link>><<exhibitionist3>> <br> <<else>> <<insufficientStat "exhibitionism" "to expose your tits to the shopkeeper">> <br> <</if>> <<link [[Refuse|Domus Errand Proof]]>><<set $phase to 0>><</link>> <br> <<else>> "Let me check your dick." <br><br> <<if hasSexStat("exhibitionism", 3)>> <<if playerChastity()>> <span class="blue">Your chastity device prevents you from complying.</span> <<else>> <<link [[Allow|Domus Errand Proof]]>><<set $phase to 2>><</link>><<exhibitionist3>> <</if>> <br> <<else>> <<insufficientStat "exhibitionism" "to expose your dick to the shopkeeper">> <br> <</if>> <<link [[Refuse|Domus Errand Proof]]>><<handheldon>><<set $phase to 0>><</link>> <br> <</if>> <<else>> You pass over your ID card. <<He>> looks at it for a moment, hands it back and then passes over a large crate of beers. "Have a nice day." <br><br> <<link [[Next|Domus Errand End]]>><<handheldon>><<set $phase to 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $phase is 0>> <<if $speech_attitude is "meek">> "N-No way," you say, taking a step back. <<elseif $speech_attitude is "bratty">> "Hell no, pervert," you say, glaring at <<him>>. <<else>> "No way," you tell <<him>>. <</if>> <<He>> holds up <<his>> hands. "Then I can't serve you alcohol. Is there anything else?" <br><br> You shake your head, and <<he>> turns away. "Have a nice day." <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>> <br> <<elseif $phase is 1>> No one else is around, so you agree to expose your <<if $player.sex is "m">>chest<<else>>breasts<</if>>. <<pullupall>> <<exhibitionism3>> <<if $player.breastsize lte 2>> <<He>> reaches out a hand and gently squeezes your <<breasts>>. "Sorry, these are..." <<he>> says. "Yeah, I can't accept these as proof." <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <br><br> You flush and quickly cover up. "Consider it a good thing," <<he>> says patronisingly. "Is there anything else?" You shake your head, and <<he>> turns away. "Have a nice day." <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>> <br> <<else>> <<He>> reaches out both hands and gently gropes your chest. <<if $player.breastsize gte 9>> "Wow," <<he>> breathes. "They're so...big. And soft." <<He>> kneads them in <<his>> hands. <</if>> <<garousal>><<arousal 100 "breasts">> <br><br> "Yeah," <<he>> says. "I can accept this as proof of age." <<He>> gropes you for a moment longer, then turns to collect the drinks as you cover up. <br><br> <<He>> passes over a large crate of beers. "Have a nice day." <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 1>><</link>> <br> <</if>> <<elseif $phase is 2>> No one is around, so you approach the counter and <span class="lewd">let <<him>> slip a hand inside your <<crotch>>.</span> <<exhibitionism3>> <<if $player.penisExist>> You feel a hand wrap around your penis. <<if $player.penissize lte 1>> Suddenly <<he>> laughs. "Is this..? Uh, sorry, no." <<He>> smiles. "I can't accept this as proof." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <br><br> <<He>> removes <<his>> hand. "Is there anything else?" <<he>> says, smirking at you. You shake your head, and <<he>> turns away. "Have a nice day." <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>> <br> <<else>> <<if $player.penissize gte 3>> "Wow!" <<He>> glances at you. "You are packing." <<He>> gives it a rub. <<garousal>><<arousal 100 "genitals">> <br><br> <</if>> "Okay," <<he>> says. "I can accept this as proof of age." <<He>> gropes you for a moment longer, then withdraws <<his>> hand. <br><br> <<He>> rummages around behind the counter, then passes over a large crate of beers. "Have a nice day." <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 1>><</link>> <br> <</if>> <<else>> You feel <<his>> hand brush against your pussy. <<if random(1,2) is 1>> "A vagina." <<He>> smiles. "I thought I might find one of these." <<He>> rubs <<his>> fingers around your clit. <<garousal>><<arousal 100 "genitals">> <br><br> "Don't worry, I won't tell anyone," <<he>> says, still rubbing. "Lots of perverts around here." <<He>> slips a finger inside your pussy, and you do your best to suppress a gasp. "So many perverts." <<garousal>><<arousal 100 "genitals">> <br><br> <<He>> withdraws <<his>> hand. "You can't be too careful." <<He>> grabs a large crate of beers and hands them over. "Have a nice day." <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 1>><</link>> <br> <<else>> <<He>> snatches out <<his>> hand as if bitten. "Pervert!" <<His>> face flushes red. "Do you think that was funny?!" <br><br> You step back. "Play jokes on the silly shopkeeper, huh?" <<he>> shouts. "Get out of my shop. Out!" <br><br> You turn and flee, emptyhanded. <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>> <br> <</if>> <</if>> <<else>> The shopkeeper spontaneously breaks into song. Unsure what to do, you awkwardly back away. <span class="red">(This is an error, please report)</span> <br><br> <<link [[Next|Domus Errand End]]>><<set $phase to 0>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<pass 5>> <<person1>> <<if $phase is 0>> You head back to the house empty-handed and knock on the door. A moment later, the <<person>> opens it. <<He>> looks at you blankly. "Where is it then?" <br><br> "They wouldn't serve me." <br><br> "Shit," <<he>> says. <<if Weather.precipitation is "rain">> <<He>> takes in your wet and bedraggled state. "Well, you clearly tried." <<He>> hesitates, then hands you the <<moneyGain 5>> with a look of pity. <<elseif random(1,2) is 1>> "Well, I guess you tried." <<He>> grudgingly hands you <<moneyGain 5>>. <<else>> "So, why are you here? You think I'm paying you to go on a walk?! Get lost!" <</if>> <br><br> <<elseif $phase is 1>> You carry the crate back to the house. It's heavier than it looks, <<if Weather.precipitation is "rain">>and the rain beating down on you really isn't helping. <<elseif Weather.isSnow>>and the icy ground isn't helping. <<elseif !Weather.isOvercast>>and with the sun beating down, you work up quite a sweat. <<else>>but you manage. <</if>> <br><br> Arriving back, the <<person>> hands you <<moneyGain 5>> and takes the crate. <<if random(1,3) is 1>> At that moment, a roar comes from inside the house, followed by <<if random(1,2) is 1>> loud cheers and clapping. <<else>> jeering, booing, and some very crude cursing. <</if>> <br><br> "Fuck fuck fuck," <<he>> says, slamming the door and rushing back inside. <<else>> "Thanks. Lifesaver," <<he>> says, closing the door. <</if>> <br><br> <<else>> You carry Schroedinger's beer back to the house. The <<person>> is confused, but hands you <<moneyGain 5>> anyway. <span class="red">(This is an error, please report)</span> <br><br> <</if>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<rng>><<generates2>> <<set $NPCList[1].virginity to setup.NPCVirginityTypesVirgin>> <<if fameSum("sex","rape","prostitution") gte 400>> Just inside the door the <<person1>><<person>> pulls you aside. <br> "Listen," <<he>> says in almost a whisper. "I'm going to be honest with you here. I've seen you around. You're pretty well known for being... forward. Sexually I mean." <br><br> <<He>> glances nervously at an internal door. <br> "See my <<person2>><<daughter>> is a good-looking <<personsimple>>, and horny as hell, but... <<if $pronoun is $player.gender_appearance>> <<hes>> gay, I think. And confused? Conflicted? I don't know, but <<else>> <<hes>> painfully shy. If left to <<himself>>, <</if>> <<he>> will never make the first move. <<He>> needs someone to show <<him>> the ropes." <br><br> The <<person1>><<person>> points at a door. <br> "Through there. Seduce <<person2>><<him>>. Help <<him>>. I'll give you <<printmoney 2000>> now and another <<printmoney 10000>> if you show <<him>> a good time. Deal?" <br><br> <<link [[Agree|Domus Shy Seduce]]>><<money 2000>><</link>> <br> <<link [[Refuse and leave|Domus Street]]>><<endevent>><</link>> <br> <<else>> <<generateBEAST 3 dog>> The <<person1>><<person>> takes you through to a living room where a shy-looking <<person2>><<person>> sits uncomfortably stroking a <<beasttype 2>>.<!-- sic! beasttype/bhim/... take 0-based indices --> <br> "I brought you someone to talk to. Looks about your age." <br> The <<person>> looks up. <<if currentSkillValue("seductionskill") gte 600 and $rng gte 67>> <<pass 60>> Blushes. Looks down. <br> "Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time." <br> The <<person>> continues to stare at a patch of carpet. <br> "You know, right?" the <<person1>><<person>> looks at you. <br> You shrug. <br><br> Time starts to drag. Out of boredom you try flirting with the <<person2>><<person>>. It doesn't work, but it does get <<his>> attention. After a particularly blunt pass the <<person1>><<person>> is starting to look <<print either("uncomfortable","aroused","quite awkward")>>, but the <<person2>><<person>> opens up. <br> <<He>> starts telling you about school, and how it used to be okay, but now <<hes>> scared to talk to anyone because <<hes>> terrified they'll figure out <<hes>> into <<personsimple>>s. That just isn't okay in <<his>> extended family. And maybe not at home either. <<He>> looks at <<his>> <<person1>><<father>>. <br> The <<person>> doesn't say anything, but also doesn't leave. <br><br> The <<person2>><<person>> tells you <<if $player.gender_appearance is $pronoun>> <<he>> thinks you're cute and that it's a relief to finally be able to say that. <<else>> that <<he>> thinks you're cute and <<he>> appreciates the attention, but now <<he>> can finally be honest, you're just not what <<he>> is looking for. <</if>> <br><br> <<He>> starts telling you about <<his>> hobbies and interests. <<He>> talks about books, games and internet groups. <<He>> says it's a relief to finally talk to someone. <<He>> hasn't even felt able to talk to <<his>> parents. <br> The <<person1>><<person>> doesn't say anything, but looks somehow sad. <br><br> Shortly after this, the <<person1>><<person>> leads you out of the room. <br> "Thank you," <<he>> says. <<if random(1,2) is 1>> "Wow. I didn't see that coming. My own <<person2>><<daughter>>. Still, that was a breakthrough. <<He>> hasn't spoken like this in years. Thank you." <<else>> "We've suspected for years. But now <<person2>><<hes>> finally found the courage to say it. Such a relief. Thank you so much." <</if>> <br><br> <<person1>><<He>> passes you <<moneyGain 40>> as <<he>> leads you out. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<elseif hasSexStat("deviancy", 3) and $rng lte 33 and ($monster is 1 or $settings.bestialityEnabled)>> <<pass 60>> Blushes. Looks down. <br> "Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time." <br> The <<person>> continues to stroke the <<beasttype 2>> while staring at a patch of carpet. <br> You notice something unusually intimate in the way <<he>> strokes the <<beasttype 2>>. <br> "That's a gorgeous <<beasttype 2>>," you say. The <<beasttype 2>>'s ears perk up at your words. You notice <<bhim 2>> get closer to the <<person>> and almost hug <<him>>. "Is it okay if I stroke <<bhim 2>>?" <br><br> As you chat, you start to fondle and grope the <<beasttype 2>>. The <<person1>><<person>> doesn't notice, but the <<person2>><<persons>> eyes widen. <<if $NPCList[2].monster is "monster">>The <<beasttype 2>>'s face flushes.<</if>> <<He>> grows more excited. <br><br> "Everyone says they love animals, but so few actually do," you say. <br> The <<person>> nods excitedly, while the <<person1>><<person>> yawns. <br><br> You and the <<person2>><<person>> spend the rest of the hour discussing your shared love of animals. <br><br> As you leave the <<person1>><<person>> stops you. <br> "I don't know how," <<he>> says. "But you got through to <<person2>><<him>>." <br><br> <<He>> hands you <<moneyGain 30>>. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<elseif $hairlength gte 500 and random(1,4) isnot 1>> /*75% chance if here with long hair*/ <<pass 5>> Stops. Stares at you for a long moment. <br><br> "Your hair," <<he>> whispers. <br> "What?" <br> "Your hair is so long and beautiful," <<he>> whispers. "Just like... Can I braid it. Please. Will you let me braid it?" <br> The <<person1>><<person>> looks at you expectantly. <br><br> <<link [[Accept|Domus Braid]]>><<set $phase to 1>><</link>> <br> <<link [[Refuse|Domus Braid]]>><<set $phase to 0>><</link>> <br> <<else>> <<pass 60>> Blushes. Looks down. <br> "Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time." <br> The <<person>> continues to stare at a patch of carpet. <br> "You know, right?" the <<person1>><<person>> looks at you. <br> You shrug. <br><br> The hour seems to take several years. Probably decades. Slow, awkward, excruciating decades, as the <<person>> struggles to drag the occasional, unwilling word from the <<person2>><<person>>. You try to keep up the conversation, but it's painfully awkward. <br><br> Finally, at the end of the hour, <<person1>><<he>> takes you back to the door. Shrugs. <br> "Well," <<he>> sighs, handing you <<moneyGain 10>>. "Thanks for trying." <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>> <</if>> <<unset $shy_dog>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<set $parentNPC to clone($NPCList[0])>> <<set $shyNPC to clone($NPCList[1])>> <<endevent>><<generates1>><<set $NPCList[0] to clone($shyNPC)>>/*endevent is required to stop BOTH npcs turning up for sexy time. pers1 is now shynpc*/ You enter the room to find a <<person1>><<person>> sat at a large table. <<He>> looks up at you. Confusion crosses <<his>> face. <br> "You? What are you doing..?" <br> You put a finger to your lips as you approach <<him>> with open lust in your eyes. <br><br> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> Using your seductive powers, you stroke <<his>> neck and kiss <<him>>, while rubbing your hand suggestively across your body. Climbing seductively onto the <<print either("table in front of","couch near","chair behind")>> <<him>>, you beckon <<him>> to join you. <br><br> <<if $seductionrating gte $seductionrequired>> You effortlessly seduce the <<person>>. <<He>> eagerly joins you. <br><br> <<link [[Next|Domus Shy Sex]]>><<set $sexstart to 1>><</link>> <<else>> <<generate2>><<set $NPCList[1] to clone($parentNPC)>> "Help!" <<he>> screams. <<person2>><<if $pronoun is "m">>"Dad!<<else>>"Mum!<</if>> There's some freak in here climbing on the furniture!" <br> The <<person>> appears, and leads you out of the house. <br><br> "Thanks for trying," <<he>> sighs through the closing door. <br><br> <<link [[Next|Domus Street]]>><<unset $parentNPC>><<unset $shyNPC>><<endevent>><</link>> <</if>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $sexstart is 1>> <<set $sexstart to 0>> <<person1>> <<if $cool gte 160>> "You... you're, like, the coolest <<girl>> in school," <<elseif $fame.sex gte 400>> "I heard about you. I... I always hoped one day it'd be my turn," <<elseif $beauty gte ($beautymax / 7) * 4>> "But you're so hot," <<else>> "You're not just playing around?" <</if>> <<he>> says. "Y... You really want me?" <br> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Shy Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Shy Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> smiles at you lovingly. "That was amazing." <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<link [[Next|Domus Shy Sex 2]]>><<set $phase to 0>><</link>> <<elseif $enemyhealth lte 0>> Leaving the <<person>> hurt and confused, you flee through a window. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<unset $parentNPC>><<unset $shyNPC>><<endevent>><</link>> <<else>> "I... I thought you liked me," the <<person>> cries. "I thought you wanted me. I'm such an ugly, stupid idiot." <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Shy Sex 2]]>><<set $phase to 1>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $phase is 0>> With a parting kiss, you leave the <<person>> looking very happy. <br><br> In the hallway, you find <<moneyGain 100>> on a table by the door. You take it on your way out. <br> The parent is nowhere to be seen. <br><br> <<endcombat>> <<link [[Next|Domus Street]]>><<unset $parentNPC>><<unset $shyNPC>><</link>> <br> <<elseif $phase is 1>> <<generate1>><<set $NPCList[0] to clone($shyNPC)>> <<generate2>><<set $NPCList[1] to clone($parentNPC)>> A hand clamps around your neck. <br><br> "No, <<person1>><<personsimple>>," the <<person2>><<person>> says firmly. "Don't get upset. You have to learn to read between the lines. When they seduce you, and get you all hot and bothered, and then suddenly say 'stop' it just means they want someone who'll take control. Be a bit forceful. Come on now. Let's do this together." <br><br> <<link [[Next|Domus Shy Rape]]>><<set $molestationstart to 1>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $rescue to 0>> <</if>> <<effects>> <<effectsman>> <<if $alarm is 1>> <<set $alarm to 0>> No one comes to your aid. <br><br> <</if>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Domus Shy Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Shy Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person2>><<person>> smiles at you, and leans over to whisper in your ear. "Thanks. That was nice acting. Perfect job. Exactly what <<person1>><<he>> needed. Money's in the hall." <br><br> <<tearful>> you recover. <br><br> You collect the money on your way out. <<money 10000>> <<clotheson>> <<endcombat>><<unset $parentNPC>><<unset $shyNPC>> <<link [[Next|Domus Street]]>><</link>> <<elseif $enemyhealth lte 0>> Leaving them both hurt and confused, you flee through a window. <br><br> <<tearful>> you recover. <br><br> Somehow, you managed to keep your clothes. <br><br> <<clotheson>> <<endcombat>><<unset $parentNPC>><<unset $shyNPC>> <<link [[Next|Domus Street]]>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $phase is 0>> <<pass 55>> You politely refuse. You don't want some random <<personsimple>> messing with your hair. <br> The <<person>> looks disappointed. <br><br> "Talk. What's that thing you're all into nowadays. That... y'know? It was on that internet thing. It was on the news that time." <br> The <<person2>><<person>> continues to stare at a patch of carpet. <br> "You know, right?" the <<person1>><<person>> looks at you. <br> You shrug. <br><br> The hour seems to take several years. Probably decades. Slow, awkward, excruciating decades, as the <<person>> struggles to drag the occasional, unwilling word from the <<person2>><<person>>. You try to keep up the conversation, but it's painfully awkward. <br><br> Finally, at the end of the hour, the <<person1>><<person>> takes you back to the door, stuffs <<moneyGain 10>> in your hand and throws open the door. "Thanks for nothing." <br><br> You leave. <<elseif $phase is 1>> <<pass 55>> <<set $hairtype to "braid left">> Over the next hour the <<person2>><<person>> braids your hair. <<He>> smiles as <<he>> does so. <<if $rng gte 67 and $o_long_and_beautiful is 0>> <<set $o_long_and_beautiful to 1>><<set $hy_sibling to clone($NPCList[1])>><<set $hy_parent to clone($NPCList[0])>> /* This needs to be transition to saveNPC and loadNPC */ <<set $long_hair_meet_day to $day>><<set $misbehaviour_day to $day>> After a few minutes <<he>> starts singing an upbeat pop song from last year. When <<he>> finishes <<he>> laughs and falls silent. <br><br> Then, so quiet it's almost a whisper, <<he>> tells you how <<his>> big sister used to love that song. How <<he>> used to sing it while <<he>> braided <<his>> sister's hair. <<His>> big sister always looked after <<him>>. She always helped <<him>> with homework, protected <<him>> from bullies, was always just there for <<him>>. Always. <br><br> Now that <<his>> sister's gone, they all bully <<him>>. They know how <<his>> sister got attacked at that beach party. Some of the attackers took videos on their phones. Now they all have those videos. They share them. Leer at them. Leer at her and laugh. They talk about teaching the 'slut' a lesson. Joke about her face when she cried and begged. Sometimes they try to show the <<person>> the videos of <<his>> sister being hurt. Or they play it on their phone in the canteen over lunch where <<he>> can hear it. Where everyone can hear it. <br> It makes <<him>> feel crazy sometimes. They think they can do what they like. They think <<he>> can't stop them. <br><br> Once they used computers to make posters from the videos. Put them up all over the school. On notice boards. Everyone saw <<his>> beautiful big sister like that. And did the teachers do anything? The headteacher took the posters as 'evidence' but nothing changed. No justice. It carried on. So of course the <<persons>> been getting in fights now. Someone has to take a stand. The bullies gang up. They think no one can stop them. <br><br> The <<person>> tells you <<his>> sister lives in a peaceful place now. A place with a garden deep in the forest. And doctors too. She talks again now. Sometimes. But she still cries a lot. The doctors say she needs more time. <br><br> "The bullies think I can't stop them," the <<person>> whispers. "But I can. I have knives now. 13 pretty knives." <<He>> looks earnestly at you. "Don't worry. I'll stop the bad people. They won't hurt you again." <br><br> "All done." <<He>> smiles. "Your hair is so long and beautiful. Just like hers." <br><br> The <<person1>><<person>> looks shell-shocked as <<he>> walks you to the door. <<He>> stares at the wall. <br> "Well," <<he>> says. "That was intense. I knew <<person2>><<he>> took it badly, but—" <<person1>><<He>> pauses. "Okay. I-I'll sort this out. Here's <<moneyGain 80>>. It's all I have. Just please don't mention this to anyone. I'll fix it. Somehow." <br><br> The door closes. <<else>> <<He>> seems happy. <br><br> At the end of the hour, the <<person1>><<person>> takes you back to the door. Shrugs. <br> "Well," <<he>> says, handing you <<moneyGain 20>>. "That seemed to cheer <<person2>><<him>> up at least. Thanks." <</if>> <<else>> "I see dead people," <<he>> says. <<He>> tries to braid your hair, but the hair falls through <<his>> fingers. It turns out you were dead all along. (This is an error, please report) <</if>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $domusLoft>> <<if $domusLoft is "violent">> <<if $speech_attitude is "meek">> "I-I'll cooperate this time," you say. <<elseif $speech_attitude is "bratty">> "If you pay me, I'll cooperate," you say. <<else>> "I'll cooperate," you say. <</if>> <<exhibitionism3>> <<else>> <<if $speech_attitude is "meek">> "I-I could really use the money," you say. <<elseif $speech_attitude is "bratty">> "Let's get this over with," you say. <<else>> "I need the money," you say. <</if>> <<exhibitionism3>> <</if>> "Wonderful! This will be a profitable venture for both of us, my little movie-star." <br><br> <<He>> leads you upstairs into <<his>> loft. The camera and tripod are set up just like last time. <<He>> drags the machine out in front of the camera, and brandishes a blindfold and some bindings. <br><br> <<link [[Next|Domus Loft Machine Start]]>><<set $phase to 1>><</link>> <br> <<else>> <<set $daily.domusLoft to true>> <<He>> rubs <<his>> chin. "There is something, actually. I could use some help with a certain project in my loft. Come, follow me." <br><br> <<He>> leads you inside, holding you by the shoulders the whole way. The house itself is plain, if a bit musty. You're led down a long hallway towards a set of stairs leading up. <br><br> The loft is full of stacked, dusty furniture, save for a clear area near the back. A pristine, expensive-looking video camera on a tall tripod sticks out against the neglect, illuminated by a cone of light from above. It finally hits you how suspicious this looks. Seeming to sense your apprehension, <<his>> grip on your shoulders tightens. "I'm not going to hurt you," <<he>> says flatly. "I'm barely even going to touch you. I'm not that kind of <<personsimple>>. I just want you to entertain my clients." <br><br> <<He>> releases your shoulders as you step in front of the camera, and starts to slide something out from the shadows behind you. <<if $awarelevel gte 1>> <span class="pink">It's some kind of sex machine.</span> <<else>> It's some kind of machine. <</if>> <span class="red">The <<person>> brandishes some bindings and a blindfold.</span> "It's just for the show. Hold still." <br><br> You could try to run, but <<hes>> right behind you. <br><br> <<link [[Knock something over and run|Domus Loft Run]]>><</link>><<athleticsdifficulty 1 500>> <br> <<link [[Fight|Domus Loft Intro Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <<link [[Let it happen|Domus Loft Machine Start]]>><<set $phase to 1>><<sub 1>><</link>> <br> <</if>><<effects>> You're not taking any chances. <<if $athleticsSuccess>> You pull down a piece of furniture from a nearby stack, kicking up dust and <span class="green">obstructing the <<person>> from reaching you</span>. You bolt for the staircase. <br><br> <<He>> shouts after you, but you're out the door before <<he>> can even leave the loft. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<else>> You move to pull down a piece of furniture from a nearby stack, but <span class="red">it's too heavy</span>. You give up and just try to run, but <span class="red"><<he>> easily grabs you</span>. <br><br> <<link [[Next|Domus Loft Intro Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> "Camera-shy, are we? I didn't <i>want</i> to hurt you, but maybe some bruises will cover up your shame." <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Domus Loft Intro Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Loft Intro Fight]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You take the chance to flee. <<tearful>> you emerge back onto Domus Street. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> staggers back, right into <<his>> camera setup. It doesn't fall over, but the tripod dents, seemingly bolted to the floor. "Fuck! Do you have any idea how expensive this is?!" <br><br> You take the opportunity to flee before <<he>> can recover. <<tearful>> you emerge back onto Domus Street. <<clotheson>> <<endcombat>> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <<else>> <span class="red">You're too hurt to continue fighting.</span> <br><br> <<saveNPC 0 "domusLoft">> <<endcombat>> <<loadNPC 0 "domusLoft">><<person1>> <<clearNPC "domusLoft">> <<link [[Next|Domus Loft Machine Start]]>><<set $phase to 2>><</link>> <br> <</if>><<effects>> <<if !$domusLoft>> <<saveNPC 0 "domusLoft">> <</if>> <<set $weekly.domusLoft to true>> <<set $domusLoftMachine to { action: "", takeIt: 0, enjoyIt: 0, breakFree: 0, breakFreeSuccess: 0, breakFreeFailure: 0, orgasms: 0, difficultyMin: ($physiquesize - 3000), difficultyMax: $physiquesize, canPenetrate: false, untilPenetration: 2, time: 60 }>> <<undress "domusLoft">> <<facewear 6>> <<feetwear 44>> <<bind>> <<if $phase is 1>> You keep still and let it happen. <<elseif $phase is 2>> Bruised and beaten, you lay helpless. <</if>> <<set $phase to 0>> A blindfold is pulled tight over your eyes, and a gag quickly follows. You hear some more scraping against the floor, and you're pushed into sitting on something soft. You feel your clothes being stripped one by one. "See? Nice and easy." <br><br> Your arms are bound behind your back, and your legs are forced apart. <<if $domusLoft is "violent" or $domusLoft is "violentErased">> <<set $domusLoftMachine.difficultyMin += 1000>><<set $domusLoftMachine.difficultyMax += 1000>> It feels like rope, <span class="red">but you then hear chains being dragged around</span>. You shiver as the cold metal further binds your arms and legs. "Just a precaution, in case you feel as spicy as last time." <<else>> It feels like rope. <</if>> <<He>> gives your nipples a tweak once you're fully bound. <<gpain>><<pain 3>> <br><br> A moment of silence passes before you hear a distinctive beep. Another passes, and <<if $domusLoft>> <<if $player.vaginaExist>> <<if !playerChastity("vagina")>> <<set $domusLoftMachine.canPenetrate to true>> <</if>> <span class="lewd">something prods your <<pussy>>.</span> <<if $player.penisExist>> <span class="lewd">Something else starts to vibrate against the head of your <<penis>>.</span> <</if>> <<else>> <span class="lewd">something starts to vibrate against the head of your <<penis>>.</span> <<if $settings.analEnabled and !playerChastity("anus")>> <<set $domusLoftMachine.canPenetrate to true>> Something else prods against your <<bottom>>. <</if>> <</if>> <<else>> <<if $player.penisExist and $player.vaginaExist>> <span class="lewd">something starts to vibrate against the head of your <<penis>>, as well as your <<pussy>>.</span> <<elseif $player.penisExist>> <span class="lewd">something starts to vibrate against the head of your <<penis>>.</span> <<else>> <span class="lewd">something starts to vibrate against your <<pussy>>.</span> <</if>> <</if>> "Now, you sit there and behave yourself for my audience. I'll be back in..." <<He>> mumbles something offhandedly. "Eventually." <br><br> <<link [[Next|Domus Loft Machine]]>><</link>> <br><<effects>> <<if $domusLoftMachine.time gte 60>> The vibrations arouse you. You hear a sudden whirring, <span class="red">and something leathery whips against your thigh.</span> You cry out into your gag in pain. <<controlloss>> <<arousal 500 "genitals">><<violence 8>><<garousal>><<gpain>> <<else>> <<set _machineAdvance to true>> The speed cycles at random and the whips come unpredictably, constantly keeping you on edge and alert. <<arousal 900 "genitals">><<violence 6>><<garousal>><<gpain>> <br><br> <<switch $domusLoftMachine.action>> <<case "enjoyIt">> <<set $domusLoftMachine.enjoyIt++>> You move with the machine's rhythm as much as you can. You let out a moan with each whip against your skin. <<case "breakFree">> You try to loosen your bindings. <<if $physiqueSuccess>> <<set $domusLoftMachine.breakFreeSuccess++>> <<set $domusLoftMachine.difficultyMin -= 1000>><<set $domusLoftMachine.difficultyMax -= 1000>> <<switch $domusLoftMachine.breakFreeSuccess>> <<case 1 2>> <span class="green">They come a little looser.</span> <<case 3>> <span class="green">They're nearly off!</span> <<default>> <span class="green">You slip your arms free!</span> <</switch>> <<else>> <<set $domusLoftMachine.breakFreeFailure++>> <span class="red">They hold firm against you.</span> Whatever you're sitting in rocks back and forth, making a lot of noise. <<if $domusLoftMachine.breakFreeFailure is 1>> <span class="red">You hear the <<person>> downstairs. <<He>> must have heard you trying to break free.</span> <<else>> <span class="red">You hear footsteps coming up the stairs.</span> <</if>> <</if>> <<case "keepAway">> <<set _skill to ($player.vaginaExist ? "thigh" : "anal")>> <<set _difficultyMachine to Math.floor(($domusLoftMachine.difficultyMin / 20) + ($rng * 2) - ($domusLoftMachine.breakFreeSuccess * 200))>> <<if currentSkillValue(_skill + "skill") gte _difficultyMachine>> <<set _machineAdvance to false>><<set $domusLoftMachine.untilPenetration++>> <span class="green">You manage to wiggle around and redirect the machine.</span> <<else>> <<if $domusLoftMachine.breakFreeSuccess lte 1>> <span class="red">Your bindings are still too tight for you to move in any meaningful way.</span> <<else>> <span class="red">You fail to stop the machine from gaining purchase.</span> <</if>> <</if>> <<default>> <<set $domusLoftMachine.takeIt++>> You sit as still as you can, letting the machine work. <<submission 10>> <</switch>> <<if _machineAdvance>> <<set $domusLoftMachine.untilPenetration-->> <</if>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<set $domusLoftMachine.orgasms++>> <<orgasm>> <</if>> <<if $domusLoftMachine.time lte 0>> /* Time Out */ <<set $domusLoft to "cooperated">> <<fameexhibitionism 40 "vid">><<famesex 20 "vid">> <<if playerBellyVisible()>> <<famepregnancy 15 "vid">> <</if>> The machine suddenly stops. You breathe heavily, still overstimulated. <<blindfoldremove>><<feetruined>> <<He>> stands behind the camera, and you hear it beep again. <<He>> fiddles with it for a moment, seemingly reviewing and skipping through the footage. <span class="lewd">You can hear your own moans and cries coming from it.</span> <<stress 12>><<ggstress>> <br> <<storeon "domusLoft">><<clotheson>> While you wait, you get a good look at the machine. It's sophisticated, and looks like it could be worth more than everything else in the loft combined. There are snakes painted all over it, and even the sex toys and whips look like little toy snakes. You look back to the <<person>>. <br><br> <<set _score to Math.floor(30 + ($domusLoftMachine.takeIt * 4) + ($domusLoftMachine.enjoyIt * 10) + ($domusLoftMachine.orgasms * 20) + ($fame.exhibitionism / 20))>> <<unset $domusLoftMachine>> <<if _score gte 120>> <span class="green"><<He>> looks very pleased at what <<he>> sees.</span> <br><br> "Look at you go! Wow, this will be a best-seller for sure." <<He>> starts playing through it again, slack-jawed. "Eat your heart out, Niki, you rancid upstart." <<if $farmland_maze_key is undefined>> <<He>> strokes <<his>> chin. "You know what? I've got something for you. It's not doing me any good here, and I'm not allowed within two-hundred feet of anyone that would buy it off of me. Consider it a work incentive." <br><br> <<He>> disappears between stacks of dusty furniture and starts to shuffle through things. <br><br> <<link [[Next|Domus Loft Painting]]>><<pain -20>><<set $phase to 1>><</link>> <br> <<else>> "I don't want your material to get stale, though. Need to keep the <<if $player.gender_appearance is "m">> actors <<else>> actresses <</if>> fresh. Come back in a week or so, and there will be more in it for you." <<He>> hands you <<moneyGain _score>> and shoos you out the door. <br><br> <<link [[Next|Domus Street]]>><<pain -5>><<endevent>><</link>> <br> <</if>> <<elseif _score gte 60>> <span class="teal"><<He>> looks pleased at what <<he>> sees.</span> <br><br> "Very nice. This will sell well. You're a natural at this. Come back in a week or so and we can do this again." <br><br> <<He>> hands you <<moneyGain _score>> and shoos you out the door. <br><br> <<link [[Next|Domus Street]]>><<pain -5>><<endevent>><</link>> <br> <<else>> <span class="blue"><<His>> expression doesn't change much.</span> <br><br> "A bit boring, but it gets the job done. Thanks for your time. Come see me again in, say, a week, and we can do this again." <br><br> <<He>> hands you <<moneyGain _score>> and rushes you out the door. <br><br> <<link [[Next|Domus Street]]>><<pain -5>><<endevent>><</link>> <br> <</if>> <<elseif $domusLoftMachine.breakFreeSuccess gte 4>> /* Escaped Bindings */ <<set $domusLoft to "violent">> Your bindings clatter to the ground noisily. You rip the gag and blindfold away and escape the machine and camera. <<set $worn.face.type.push("broken")>> <<faceruined>><<feetruined>> <<unbind>> <<storeon "domusLoft">><<clotheson>> You hear stomping footsteps rapidly approach. The <<person>> must have heard you escape. <<His>> head peeks up into the loft, and <<he>> stares daggers at you. "Fine. People will pay for a punishment show too." <br><br> <<link [[Fight|Domus Loft Fight]]>><<set $fightstart to 1>><</link>> <br> <<elseif $domusLoftMachine.breakFreeFailure gte 2>> /* Failed Escaping Twice */ <<set $domusLoft to "unruly">> The <<person>> stomps towards you. "So unruly. No matter, my audience loves watching punishments." The machine suddenly stops. You breathe heavily, still overstimulated. There's no relief, though, as something whips you. Hard. <<violence 20>><<ggpain>> <br><br> <<link [[Next|Domus Loft Punishment]]>><</link>> <br> <<else>> /* Continue */ <<if $domusLoftMachine.canPenetrate>> <<set _entrance to ($player.vaginaExist ? "pussy" : "ass")>> <<if $domusLoftMachine.untilPenetration gte 2>> <span class="blue">The machine pokes and prods at your _entrance.</span> <<elseif $domusLoftMachine.untilPenetration is 1>> <span class="red">The machine is about to penetrate you!</span> <<elseif $domusLoftMachine.untilPenetration is 0>> <span class="lewd">The machine's tip slowly works its way into your _entrance.</span> <<if _entrance is "pussy">> <<takeVirginity "sex machine" "vaginal">><<vaginaraped>> <<else>> <<takeVirginity "sex machine" "anal">><<anusraped>> <</if>> <<else>> <span class="lewd">The machine continues thrusting into your _entrance.</span><<arousal 600 "genitals">><<garousal>> <</if>> <br><br> <</if>> <<link [[Take it (0:10)|Domus Loft Machine]]>><<sub 1>><<set $domusLoftMachine.time -= 10>><<pass 10>><<arousal 1250 "genitals">><<violence 12>><<set $domusLoftMachine.action to "takeIt">><</link>><<garousal>><<gpain>> <br> <<if $masochism_level gte 2>> <<link [[Enjoy it (0:10)|Domus Loft Machine]]>><<set $domusLoftMachine.time -= 10>><<pass 10>><<arousal 2500 "genitals">><<violence 6>><<set $domusLoftMachine.action to "enjoyIt">><</link>><<note "Masochist" "purple">><<ggarousal>><<gpain>> <br> <</if>> <<if $domusLoftMachine.canPenetrate and $domusLoftMachine.untilPenetration gt 0>> <<link [[Try to stop the machine from penetrating (0:10)|Domus Loft Machine]]>><<set $domusLoftMachine.time -= 10>><<pass 10>><<set $domusLoftMachine.action to "keepAway">><</link>> <<if $player.vaginaExist>> <<thighdifficulty>> <<else>> <<analdifficulty>> <</if>> <br> <</if>> <<link [[Loosen your bindings (0:10)|Domus Loft Machine]]>><<def 1>><<set $domusLoftMachine.time -= 10>><<pass 10>><<set $domusLoftMachine.action to "breakFree">><</link>><<physiquedifficulty $domusLoftMachine.difficultyMin $domusLoftMachine.difficultyMax>> <br> <</if>><<effects>> You cry out into your gag, which only prompts another hit. And another. And another. <<ggpain>> <br><br> Your chest, your thighs, your legs, your arms. Nowhere is spared from <<his>> assault. <<violence 60>><<gggpain>> <br><br> Finally, it stops. You hear another beep. "Well done. That will fetch a pretty penny with the more sadistic clients." <<blindfoldremove>><<feetruined>> <<He>> stands behind the camera, and you hear it beep again. <<He>> fiddles with it for a moment, seemingly reviewing and skipping through the footage. <span class="lewd">You can hear your own moans and cries coming from it.</span> <<stress 12>><<ggstress>> <br> <<storeon "domusLoft">><<clotheson>> While you wait, you get a good look at the machine. It's sophisticated, and looks like it could be worth more than everything else in the loft combined. There are snakes painted all over it, and even the sex toys and whips look like little toy snakes. You look back to the <<person>>. "It'd make more if you'd have behaved." <<He>> hands you some notes and rushes you downstairs and out the door, slamming it shut behind you. You've made <<moneyGain 40>>. <br><br> The door suddenly opens again. "Come back in, say, a week, and there'll be more money in it for you." It slams shut again. <br><br> <<fameexhibitionism 40 "vid">><<famerape 20 "vid">> <<if playerBellyVisible()>> <<famepregnancy 15 "vid">> <</if>> <<unset $domusLoftMachine>> <<link [[Next|Domus Street]]>><<pain -5>><<endevent>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Domus Loft Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Domus Loft Fight]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> collapses. <<His>> eyes widen. <span class="lewd">The two of you were in front of the camera the whole time.</span> <<clotheson>> <<endcombat>> <<loadNPC 0 "domusLoft">><<person1>> <<link [[Examine the camera|Domus Loft Camera]]>><<pain -5>><<set $phase to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You headbutt <<him>> right in the nose, knocking <<him>> back into the chair. <<His>> eyes widen. <span class="lewd">The two of you were in front of the camera the whole time.</span> <<clotheson>> <<endcombat>> <<loadNPC 0 "domusLoft">><<person1>> <<link [[Examine the camera|Domus Loft Camera]]>><<pain -5>><<set $phase to 2>><</link>> <br> <<link [[Turn the machine back on|Domus Loft Reversal]]>><<sadism 40>><<pain -5>><<control 25>><</link>><<gcontrol>> <br> <<else>> <span class="red">You're too hurt to continue fighting.</span> <<He>> pushes you back in front of the camera. <<He>> moves away, picking something up from the ground, before whipping you with it. Hard. <<ggpain>> <br><br> <<endcombat>> <<loadNPC 0 "domusLoft">><<person1>> <<link [[Next|Domus Loft Punishment]]>><</link>> <br> <</if>><<effects>> "You wanted to put on a show?" you ask, putting a hand on the machine. It's sophisticated, and looks like it could be worth more than everything else in the loft combined. There are snakes painted all over it, and even the sex toys and whips look like little toy snakes. You pull a lever, and it whirrs to life again. <br><br> <<His>> eyes widen in fear. The toys can't gain purchase because of <<his>> clothing, but the whips still connect. <<He>> cries out in pain each time they strike <<him>>. "Stop! Stop! Please!" <br><br> You watch it assault <<him>> for a while. <<He>> struggles to get up, still too hurt from your thrashing, but eventually manages to pull <<himself>> away. Not until after one of the whips breaks skin, though. <br><br> <<link [[Examine the camera|Domus Loft Camera]]>><<pain -10>><<set $phase to 2>><</link>> <br><<effects>> You quickly move back to the camera. You should have time to delete the footage before <<he>> can recover. <br><br> "W-wait!" <<he>> yells. "That footage is still golden! A lot of people would pay to see that! <<if $phase is 1>> They'd love a good old-fashioned role reversal!" <<else>> They'd love to see how you just beat the shit out of me! A video like that going around would be a clear message not to fuck with someone like you." <</if>> <br><br> You ponder <<his>> words for a moment. <<if $farmland_maze_key is undefined>> "I-I can make it worth your while! <span class="gold">I know where to find something that could fetch you a lot of money down at the museum!</span> It's not doing me any good here, and I'm not allowed within two-hundred feet of anyone that would buy it off of me anyways." <</if>> <br><br> <<link [[Delete the footage|Domus Loft Delete]]>><<trauma -24>><</link>><<lltrauma>> <br> <<link [[Leave the footage alone|Domus Loft Save]]>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Step in front of the camera and wink at it|Domus Loft Wink]]>><</link>><<exhibitionist4>> <br> <</if>><<effects>> You quickly delete the footage and flee the house before <<he>> can recover. <<unset $domusLoftMachine>> <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<effects>> You step away from the camera, leaving the footage intact. <<fameexhibitionism 20 "vid">><<if $phase is 2>><<famescrap 20 "vid">><<else>><<famesex 20 "vid">><</if>> <br><br> <<He>> sighs in relief. "I'm glad this won't all be for nothing." <<He>> slowly stands up. <br><br> <<if $farmland_maze_key is undefined>> <<unset $domusLoftMachine>> <<He>> disappears between stacks of dusty furniture and starts to shuffle through things. <br><br> <<link [[Next|Domus Loft Painting]]>><<pain -20>><</link>> <br> <<else>> <<set _score to Math.floor(30 + ($domusLoftMachine.takeIt * 4) + ($domusLoftMachine.enjoyIt * 10) + ($domusLoftMachine.orgasms * 20) + ($fame.exhibitionism / 20))>> <<unset $domusLoftMachine>> "Uh... here." <<He>> hands you <<moneyGain _score>>. "P-please leave now." <br><br> You oblige, wondering if it was smart leaving that video intact. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<effects>> You step in front of the camera, making sure your face is clearly visible. You bend over to eye-level and wink at it, making a peace sign. <<exhibitionism4>> <<fameexhibitionism 45 "vid">><<if $phase is 2>><<famescrap 45 "vid">><<else>><<famesex 45 "vid">><</if>> <<He>> sighs in relief. "I'm glad this won't all be for nothing." <<He>> slowly stands up. <br><br> <<if $farmland_maze_key is undefined>> <<unset $domusLoftMachine>> <<He>> disappears between stacks of dusty furniture and starts to shuffle through things. <br><br> <<link [[Next|Domus Loft Painting]]>><<pain -20>><</link>> <br> <<else>> <<set _score to Math.floor(80 + ($domusLoftMachine.takeIt * 4) + ($domusLoftMachine.enjoyIt * 10) + ($domusLoftMachine.orgasms * 20) + ($fame.exhibitionism / 20))>> <<unset $domusLoftMachine>> "Uh... here." <<He>> hands you <<moneyGain _score>>. "P-please leave now." <br><br> You oblige, wondering if it was smart leaving that video intact. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set $farmland_maze_key to 1>> <<He>> returns, holding <span class="gold">an ornate key.</span> <<He>> wipes it with a cloth, and holds it out to you. <br><br> "This here is for an old building out in the farmland," <<he>> says. "A maze. People say there's something hidden there that would fetch a fine price at the museum. I'm not trekking all the way out there, but a young one like you could. Look for a door with a snake carved above it." <br><br> <<He>> guides you downstairs. <<if $phase is 2>> "Come back in a week or so and maybe we can make some more money. Ideally with less beating me up." <<else>> "Come back in a week or so and we can do this again, my little movie-star." <</if>> <<He>> shoos you out the front door. <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br><<widget "domusknocklinks">> <<if pcAreArmsBound("both")>> You think you could break in, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<lockicon "pick">><<link [[Break in|Domus House Lock]]>><<endevent>><</link>> <br> <</if>> <<dooricon "domus">><<link [[Go to the next house (0:02)|Domus House Knock]]>><<endevent>><<pass 2>><</link>> <br> <<getouticon>><<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> <</widget>><<set $outside to 0>><<set $location to "factory">><<effects>> <<if $farmersProduce is undefined>> <<set $farmersProduce to { selling:{}, toSell:{}, money:0, sold:0, totalSold:0, }>> <</if>> <<if !$NPCList[0].pronoun>> <<generate1>> <</if>> <<person1>> <<if $factory_intro is undefined>> <<set $factory_intro to 1>> You approach the factory, a colossal brick structure at the entrance of town. A <<person>> stands by the gate, waving through a fleet of lorries. <br><br> <<He>> turns to you as the gate clanks shut. "Nothing for you to see here," <<he>> says. "Not unless you have a lot of produce to sell. We could handle that for you. For a cut." <br><br> <<link [[Next|Farmers Centre]]>><</link>> <br> <<else>> You are outside a factory on Harvest Street. They'll process and sell produce on your behalf, but only so fast, and won't pay as much as customers at market. <br><br> <<if $rng gte 91>> A <<person>> sits in a kiosk outside, thumbing through a magazine. <<elseif $rng gte 81>> A <<person>> leans against the wall, smoking a cigarette. <<elseif $rng gte 71>> A <<person>> sits in a kiosk outside, staring at a small television in the corner. <<elseif $rng gte 61>> A <<person>> sits in a kiosk outside, staring at <<his>> phone. <<elseif $rng gte 51>> A <<person>> waves a fleet of lorries through the gate. <<elseif $rng gte 41>> A <<person>> sits in a kiosk outside, talking on <<his>> phone. <<elseif $rng gte 31>> A <<person>> sits in a kiosk outside, thumbing through paper. <<elseif $rng gte 21>> A <<person>> leans against the wall, watching the traffic pass. <<elseif $rng gte 11>> A <<person>> watches you from a kiosk. <<else>> A <<person>> sits in a kiosk outside, reclining in a chair. <</if>> <br><br> <<if $farmersProduce.money gt 10000>> <<highicon>><<link [[Collect money|Farmers Centre Money Collection]]>><</link>> <br> <</if>> <<socialiseicon "ask">><<link [[Enquire about selling produce|Farmers Centre Produce Sale]]>><</link>> <br> <<harvesticon>><<link [[Leave|Harvest Street]]>><<endevent>><</link>> <</if>>The <<person>> enters the factory proper, and emerges with a wad of notes. You've made <<printmoney $farmersProduce.money>><<money $farmersProduce.money "factoryProduce">>. <<set $farmersProduce.money to 0>> <br><br> <<getouticon>><<link [[Leave|Farmers Centre]]>><</link>>The <<person>> opens a laptop. "So what do you have for me?" <br><br> <i>You can collect money from sold produce every day at noon. High business fame helps the factory sell produce faster.</i> <br><br> <<set $farmersProduce.toSell to {}>> <<set _plant_keys to Object.keys($plants)>> <<set _plantItems to {}>> <<if _plant_keys.length gte 1>> <<for _i to 0; _i lt _plant_keys.length; _i++>> <<if ["produce","vegetable","fruit","shroom"].includes(setup.plants[_plant_keys[_i]].type)>> <<set _plantItems[_plant_keys[_i]] to clone($plants[_plant_keys[_i]])>> <</if>> <</for>> <div id="supermarketDisplay" class="food_ui no-numberify"> <<produceDisplay>> </div> <<else>> You don't have any produce. <br> <</if>> <br> <<getouticon>><<link [[Leave|Farmers Centre]]>><<set $farmersProduce.toSell to {}>><</link>>The gate shudders open, and a lorry rumbles out, on its way to collect your produce. <br><br> <<getouticon>><<link [[Leave|Farmers Centre]]>><</link>><<widget "produceDisplay">> <div id="mobileHeader"> <div class="mobileOnly"> <<produceDisplayBasket>> </div> </div> <div id="body"> <div id="mainSection"> <div id="search"> Search: <<textbox "_foodSearch" "">> <<run $(() => { var foodTimer = null; $('#textbox--foodsearch').on('input change keypress', e => { _foodSearch = e.target.value; clearTimeout(foodTimer); foodTimer = setTimeout(updateUI, 300); }); var updateUI = () => { Wikifier.wikifyEval('<<replace "#itemList">><<produceDisplayItems>><</replace>>'); } })>> </div> <div id="itemList"> <<produceDisplayItems>> </div> </div> <div id="altSection" class="mobileHidden"> <div id="basket">Selling:</div> <<produceDisplayBasket>> </div> <div id="mobileCloser" class="mobileOnly mobileHidden" onclick="wikifier('addclass', '#altSection', 'mobileHidden'); wikifier('addclass', '#mobileCloser', 'mobileHidden');"></div> </div> <</widget>> <<widget "produceDisplayItems">> <<set _keys to [...new Set([...Object.keys(_plantItems), ...Object.keys($farmersProduce.toSell)])] .sort((a, b) => (_plantItems[a]?.plural || $farmersProduce.toSell[a]?.plural) .localeCompare(_plantItems[b]?.plural || $farmersProduce.toSell[b]?.plural))>> <<set _foodKeys to []>> <<set _foodGroups to []>> <<run Object.values(_keys).forEach(key => { const item = setup.plants[key]; const filter = _foodSearch ? _foodSearch.toLowerCase().split(/[_ ]/g) : false; if (filter and !filter.find(term => item.name.includes(term) or item.type.includes(term) or item.plural?.includes(term) or item.singular?.includes(term) )) { return; } _foodKeys.pushUnique(key); if (V.plants[key].amount > 250) { _foodGroups.pushUnique("Sellable Produce"); } else { _foundSoldOut to true; } })>> <<if _foundSoldOut>><<run _foodGroups.pushUnique("Owned Produce")>><</if>> <<for _category range _foodGroups>> <<set _categoryVar to "_" + _category.replace(" ", "")>> <<set _open to _category is "Sellable Produce" ? true : false>> <<foldout _open _categoryVar>> <span class="gold"><<print _category.toLocaleUpperFirst()>></span> <<set _keys to _foodKeys.filter(key => (_category isnot "Owned Produce" && $plants[key].amount > 250) || (_category is "Owned Produce" && ($plants[key] === undefined || V.plants[key].amount <= 250)) )>> <<for $_i, $_key range _keys>> <div @id="$_key" class="item"><<produceDisplayItem $_key>></div> <<if $_i lt _keys.length - 1>><hr><</if>> <</for>> <</foldout>> <</for>> <</widget>> <<widget "produceDisplayBasket">> <div id="itemSummary"> <<set $_total to 0>> <<for _label, _value range $farmersProduce.toSell>> <<if _value gt 0>> <<set $_total += bulkProduceValue(SugarCube.setup.plants[_label],_value)>> <</if>> <</for>> Total: <<printmoney $_total>> <<if $_total gt 0>> | <<link [[Sell produce|Farmers Centre Produce Sale Confirm]]>> <<for _label, _value range $farmersProduce.toSell>> <<if _value gt 0>> <<if $farmersProduce.selling[_label] is undefined>> <<set $farmersProduce.selling[_label] to _value>> <<else>> <<set $farmersProduce.selling[_label] += _value>> <</if>> <<set $plants[_label].amount -= _value>> <</if>> <</for>> <<set $farmersProduce.toSell to {}>> <</link>> <<else>> <</if>> </div> <</widget>> <<widget "produceDisplayItem">> <<if _args[0]>> <<set _item to _args[0]>> <<set _icon to setup.plants[_item].icon>> <<capture _item, _icon>> <div> <<if $farmersProduce.toSell[_item] is undefined>> <<set $farmersProduce.toSell[_item] to 0>> <</if>> <<tendingicon _icon>> <<if $plants[_item] is undefined>> You don't have any <<print $plants[_item].plural>> right now. <<elseif $plants[_item].amount lt 250>> <<print $plants[_item].plural.toLocaleUpperFirst()>> | Owned: <span class="gold"><<print $plants[_item].amount>></span> <br> Not enough to sell. <<if $farmersProduce.selling[_item]>><br><</if>> <<else>> <<set _max to $plants[_item].amount - ($plants[_item].amount % 250)>> <<set _base to bulkProduceValue(setup.plants[_item])>> <<set _title to $plants[_item].plural.toLocaleUpperFirst()>> | Value per 250: <<printmoney _base>> <<numberStepper "_title" 0 { callback: (value, arr) => { V.farmersProduce.toSell[arr[0]] = value; Wikifier.wikifyEval('<<replace "#altSection">><div id="basket">Selling:</div><<produceDisplayBasket>><</replace>>'); if (!$('#mobileHeader').hasClass('hidden')) { Wikifier.wikifyEval('<<replace "#mobileHeader">><div class="mobileOnly"><<produceDisplayBasket>></div><</replace>>'); }; }, valueFormat: (value, percentage, values) => { return `${value}/${values[1]}`; }, values: [_item, $plants[_item].amount], disableMinMax: false, step: 250, max: _max, colorArr:["--yellow"], percentage: false }>> <</if>> <<if $farmersProduce.selling[_item]>> <span class="teal">They are still processing <<print $farmersProduce.selling[_item]>> <<print $plants[_item].plural>>.</span> <</if>> </div> <</capture>> <</if>> <</widget>> <<widget "dailySellProduce">> <<if $farmersProduce is undefined>> <<elseif Object.keys($farmersProduce.selling).length gt 0>> <<set _baseSaleQuantity to 250>> <<if between($fame.business, 1900, 2000)>> <<set _baseSaleQuantity to _baseSaleQuantity * 6>> <<elseif between($fame.business, 1500, 1900)>> <<set _baseSaleQuantity to _baseSaleQuantity * 5>> <<elseif between($fame.business, 1000, 1500)>> <<set _baseSaleQuantity to _baseSaleQuantity * 4>> <<elseif between($fame.business, 500, 1000)>> <<set _baseSaleQuantity to _baseSaleQuantity * 3>> <<elseif between($fame.business, 200, 500)>> <<set _baseSaleQuantity to _baseSaleQuantity * 2>> <</if>> <<set _itemsSold to 0>> <<if !$farmersProduce.soldData>><<set $farmersProduce.soldData = {}>><</if>> <<for _label, _value range $farmersProduce.selling>> <<set _quantity to clone(_baseSaleQuantity)>> <<if !setup.plants[_label].season.includes(Time.season)>> <<set _quantity to Math.floor(_quantity * 0.9)>> <</if>> <<set _rng to 800 + Math.floor(currentSkillValue('tending') / 5)>> <<set _quantity to Math.floor(_quantity * (random(_rng,_rng + 400)/1000))>> <<if _value lt _quantity>> <<set _quantity to _value>> <</if>> <<set $farmersProduce.sold += _quantity>> <<set $farmersProduce.totalSold += _quantity>> <<set $farmersProduce.money += bulkProduceValue(setup.plants[_label],_quantity)>> <<set $farmersProduce.selling[_label] -= _quantity>> <<if !$farmersProduce.soldData[_label]>> <<set $farmersProduce.soldData[_label] to { amount: _quantity, total: bulkProduceValue(setup.plants[_label],_quantity), }>> <<else>> <<set $farmersProduce.soldData[_label].amount += _quantity>> <<set $farmersProduce.soldData[_label].total += bulkProduceValue(setup.plants[_label],_quantity)>> <</if>> <<if $farmersProduce.selling[_label] lte 0>> <<run delete $farmersProduce.selling[_label]>> <</if>> <</for>> <<if $farmersProduce.sold gt 5000>> <<set _famebusinessSold to $farmersProduce.sold - ($farmersProduce.sold % 5000)>> <<set $farmersProduce.sold -= _famebusinessSold>> <<famebusiness `Math.floor(_famebusinessSold / 5000)`>> <</if>> <</if>> <</widget>><<set $outside to 0>><<effects>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> You awaken on the floor of a dim, windowless room. You hear shouting beyond a white-painted wooden door. <br><br> Your arms are bound, <<if $worn.handheld.name isnot "naked">>and you can't find your $worn.handheld.name anywhere,<</if>><<bind>> but you manage to struggle to your feet just as the door swings open, revealing a <<person>>. <br><br> "Awake," <<he>> says. "Good." <<He>> grasps your shoulder, and pushes you ahead of <<him>>. "Don't cause a fuss now." <br><br> <<link [[Next|Flats Auction 2]]>><</link>> <br><<effects>> The <<person1>><<person>> pushes you from the room, down a well-lit corridor lined with other white doors. The shouting grows louder. <br><br> "Going once!" booms a <<person2>><<personsimple>> voice. "Going twice! Sold!" You hear a wail, followed by a heavy thud, then silence. <br><br> The <<person1>><<person>> pushes you into a darkened room. <br><br> <<link [[Next|Flats Auction 3]]>><</link>> <br><<effects>> You hear murmuring all around as the <<person1>><<person>> shoves you again. Your knees hit a waist-high platform. "Up," <<he>> hisses in your ear. "For your sake." <br><br> <<link [[Climb|Flats Auction Climb]]>><</link>> <br> <<link [[Refuse|Flats Auction Refuse]]>><<stress 6>><<pain 4>><</link>><<gstress>><<gpain>> <br><<effects>> You climb the platform. A piercing spotlight erupts above, blinding you. You squint at your surroundings. The platform is small, a square stage surrounded by darkness. You hear voices all around. <br><br> <<link [[Next|Flats Auction 4]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Pl-please don't make me," you say. "Let me go." <<elseif $speech_attitude is "bratty">> "Why don't you make me?" you say. <<else>> "I don't want to," you say. "Let me go." <</if>> <br><br> A heavy weight hurtles from the dark, smacking you in the back and knocking you against the platform. More than one pair of arms grasp your legs, and haul you up and onto it. A piercing spotlight erupts above, blinding you. You squint at your surroundings. The platform is small, a square stage surrounded by darkness. You hear voices all around. <br><br> <<link [[Next|Flats Auction 4]]>><</link>> <br><<effects>> "Up next," booms the <<person2>><<personsimple>> somewhere behind you. "We have a <<girl>> of ignoble origins. But don't let that fact distract you. As you can see, <<set $flats_auction to 0>> <<if $beauty gte $beautymax>> <<set $flats_auction += 6>> <<pshes>> a prize indeed." <<elseif $beauty gte ($beautymax * 0.8)>> <<set $flats_auction += 5>> <<pshes>> a stunner." <<elseif $beauty gte ($beautymax * 0.6)>> <<set $flats_auction += 4>> <<pshes>> a beaut." <<elseif $beauty gte ($beautymax * 0.4)>> <<set $flats_auction += 3>> <<pshes>> a looker." <<elseif $beauty gte ($beautymax * 0.2)>> <<set $flats_auction += 2>> <<pshes>> a pretty one." <<else>> <<set $flats_auction += 1>> <<pshes>> a cute one. <</if>> An agreeable murmur responds. <br><br> <<set $flats_auction_fame to ["none"]>> <<if $fame.exhibitionism gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("exhibitionism")>> <</if>> <<if $fame.prostitution gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("prostitution")>> <</if>> <<if $fame.bestiality gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("bestiality")>> <</if>> <<if $fame.rape gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("rape")>> <</if>> <<if $fame.sex gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("sex")>> <</if>> <<if $fame.pregnancy gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("pregnancy")>> <</if>> <<if $fame.impreg gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("impreg")>> <</if>> <<if $fame.good gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("good")>> <</if>> <<if $fame.business gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("business")>> <</if>> <<if $fame.pimp gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("pimp")>> <</if>> <<if $fame.scrap gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("scrap")>> <</if>> <<if $fame.social gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("social")>> <</if>> <<if $fame.model gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("model")>> <</if>> <<if $fame.dance gte 800>> <<set $flats_auction += 1>> <<set $flats_auction_fame.push("dance")>> <</if>> <<person3>> "I've seen <<phim>> before," says one <<personsimple>>. <<set $flats_auction_select to $flats_auction_fame.pluck()>> <<switch $flats_auction_select>> <<case "exhibitionism">> <<if $exposed gte 2>> "I'd recognise that <<genitals>> anywhere." <<else>> <<if isCrossdressing()>> "<i><<pShe>></i> isn't quite as <<pshe>> appears." <<else>> "<<pShe>> looks even better with no clothes." <</if>> <</if>> <<case "prostitution">> "I think I rented <<phim>>." <<case "bestiality">> "This one's a deviant, let me tell you." <<case "rape">> "I'm not buying what I could take for free." <<case "sex">> "I hear half the town have had a go. Perhaps it's my turn." <<case "pregnancy" "impreg">> "<<pShes>> leaving kids behind. Maybe <<pshe>>'ll be happy to make some more." <<case "good">> "<<pShes>> a gentle one. Should be easy to control." <<case "business">> "<<pShes>> fallen far to end up here." <<case "pimp">> "Seeing <<phim>> like this is delicious." <<case "scrap">> "Might be a tough one to keep in line." <<case "social">> "<<pShes>> got friends in high places. This is fun." <<case "model">> "This is a dream come true." <<case "dance">> "<<pShes>> used to the spotlight." <<default>> "<<pShe>> lives at the orphanage, or used to." <</switch>> <br><br> "You heard the <<personsimple>>," the <<person2>><<person>> shouts. "And <<pshe>> can be all yours. Let's start the bidding at..." <<He>> pauses. "£<<print Math.trunc($flats_auction * 100)>>!" <br><br> <<link [[Next|Flats Auction 5]]>><</link>> <br><<effects>> Lights erupt throughout the room, illuminating an assembled audience. They stand in a wide circle around you, each wearing a mask. <br><br> A <<person3>><<person>> sticks up <<his>> arm. A <<person2>><<person>> stood on another platform points at <<phim>>. "Anyone for £<<print Math.trunc($flats_auction * 120)>>?" <<he>> booms. <br> A <<person4>><<person>> puts up <<his>> hand. "Anyone for £<<print Math.trunc($flats_auction * 140)>>?" <br> £<<print Math.trunc($flats_auction * 160)>>! <br> £<<print Math.trunc($flats_auction * 180)>>! <br> £<<print Math.trunc($flats_auction * 200)>>! <br> £<<print Math.trunc($flats_auction * 220)>>! <br><br> "£<<print Math.trunc($flats_auction * 500)>>," says a new voice. Heads turn to observe the <<person5>><<person>> who spoke. <br><br> "Going once. Going twice. Sold!" <br><br> The <<person1>><<person>> looks at you expectantly, a bludgeon at <<his>> side. <br><br> <<link [[Next|Flats Auction 6]]>><</link>> <br><<effects>> The <<person5>><<person>> approaches the platform. The <<person1>><<person>> throws a hood over your head before <<person5>><<he>> arrives, then shoves you from the stage. Someone catches you in their arms. "Watch your footing." It's the <<person5>><<person>>. "Or you won't last long." <br><br> <<He>> holds you by your bound arms, and pushes you into motion. You turn a corner, then another. The sound of the auction fades behind you. <<pass 5>> <br><br> You journey for several minutes, occasionally hearing the hum of machinery, but never feeling a draught of fresh air. <br><br> <<link [[Next|Flats Auction 7]]>><</link>> <br><<location "mines">><<effects>> "Almost there," the <<person5>><<person>> says. "Stop." <br><br> You hear a thud, a high-pitched grinding of metal, then the ground shakes. <<if pcAreArmsBound("any")>> Someone removes your hood, and your bindings. <<unbind>> <<else>> Someone removes your hood. <</if>> You're in an open lift. Dim lights reveal walls of rock all around. You're descending. <br><br> "You won't see the sun again," the <<person>> says. You hear voices below. <br><br> <<link [[Next|Flats Auction 8]]>><</link>> <br><<effects>> The lift stops, and opens into a wide cave. A <<person6>><<person>> waits, a baton resting on <<his>> shoulder. <<He>> inhales. "Fresh meat. Get going." <<He>> jabs the baton toward the far end of the cave. Tunnels snake out of sight. <br><br> The <<person5>><<person>> shoves you from the lift. <br><br> <<badEndTracking "Mines" { reason: "minesSold" }>> <<link [[Next|Mines Intro]]>><<endevent>><<flats_auction_end>><</link>> <br><<location "canal">><<effects>> <<if $flats_canal is undefined>> <<set $flats_canal to 1>> You walk down the old steps into the canal. Water used to flow here, until the mines were closed and the water dammed. The steps up to the flats are a ways down the passage. <br><br> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<person1>> "Oi," says a voice from an alcove near the steps. Several figures emerge, led by a <<person>> in a ruined mockery of a suit. "There's a toll for passing." <<He>> stares at your face, then looks over your body. "It's <<printmoney 1000>> to enter, but seeing as you're new to the neighbourhood, you get a freebie. Next time, bring some cash." <br><br> "Or not," <<he>> adds, returning to the alcove. "I'm sure we can find a use for a cute one like you." <br><br> You walk down the canal, and climb the steps opposite. The flats tower ahead. <br><br> <<link [[Next|Flats]]>><<saveNPC 0 "flats_thug">><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif Time.dayState is "night">> You walk down the old steps to the canal, and walk between the tall walls. It's scary in the dark, but you reach the other side unmolested. The thugs have to sleep, after all. <br><br> <<link [[Next|Flats]]>><</link>> <br> <<else>> <<loadNPC 0 "flats_thug">><<person1>> You walk down the steps to the canal. <<if $flats_canal is 1 or $flats_canal + $rng lte 20>> The <<person>> emerges from <<his>> alcove, hand outstretched. "We work hard to maintain this passage," <<he>> says. "<<printmoney 1000>>, if you please, to help with the upkeep."<<gimpatience>><<flats_canal 3>> <br><br> <<if $money gte 1000>> <<link [[Pay|Flats Canal Pay]]>><<money -1000>><</link>> <br> <<else>> <span class="blue">You can't afford it.</span> <br> <</if>> <<flats_canal_run>> <<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>> <br> <<elseif $flats_canal + $rng lte 40>> The <<person>> emerges from <<his>> alcove, hand outstretched. "We work hard to maintain this passage," <<he>> says. "So hard, in fact, that we're asking passers by for a larger contribution than normal. <<printmoney 2000>>."<<gimpatience>><<flats_canal 3>> <br><br> <<if $money gte 2000>> <<link [[Pay|Flats Canal Pay]]>><<money -2000>><</link>> <br> <<else>> <span class="blue">You can't afford it.</span> <br> <</if>> <<flats_canal_run>> <<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>> <br> <<elseif $flats_canal + $rng lte 60>> The <<person>> emerges from <<his>> alcove, bowing and stretching out <<his>> hand. "You know the drill," <<he>> says. "<<printmoney 3000>> this time, if you please."<<gimpatience>><<flats_canal 3>> <br><br> <<if $money gte 3000>> <<link [[Pay|Flats Canal Pay]]>><<money -3000>><</link>> <br> <<else>> <span class="blue">You can't afford it.</span> <br> <</if>> <<flats_canal_run>> <<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>> <br> <<elseif $flats_canal + $rng lte 80>> The <<person>> emerges from <<his>> alcove, hand outstretched. "Well look who it is," <<he>> says. "Such an upstanding citizen as you can afford more than common riff-raff. <<printmoney 4000>>."<<gimpatience>><<flats_canal 3>> <br><br> <<if $money gte 4000>> <<link [[Pay|Flats Canal Pay]]>><<money -4000>><</link>> <br> <<else>> <span class="blue">You can't afford it.</span> <br> <</if>> <<flats_canal_run>> <<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>> <br> <<elseif $flats_canal + $rng lte 100>> The <<person>> emerges from <<his>> alcove, pacing to a strange rhythm. <<He>> spins on the spot, then bows, holding out <<his>> hand. "Times are hard," <<he>> says. "<<printmoney 5000>>, or my dear old <<if maleChance($pronoun) gte random(1, 100)>>dad<<else>>mum<</if>> goes hungry."<<gimpatience>><<flats_canal 3>> <br><br> <<if $money gte 5000>> <<link [[Pay|Flats Canal Pay]]>><<money -5000>><</link>> <br> <<else>> <span class="blue">You can't afford it.</span> <br> <</if>> <<flats_canal_run>> <<link [[Say you don't have the money|Flats Canal Refuse]]>><<flats_canal 6>><</link>><<ggimpatience>> <br> <<elseif $flats_canal + $rng lte 120>> The <<person>> emerges from <<his>> alcove, and walks straight towards you. "We're searching for contraband," <<he>> says. "Put your hands in the air and turn around."<<gimpatience>><<flats_canal 3>> <br><br> <<link [[Put your hands in the air and turn around|Flats Canal Turn]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<flats_canal_run>> <<elseif $flats_canal + $rng lte 140>> The <<person>> emerges from <<his>> alcove, eyes running over your body. "You're a fine specimen," <<he>> says, stroking <<his>> chin. <<His>> cronies flank <<him>>. "How about you give us a little something to help us get through the day. <<if $worn.upper.exposed gte 1 and $worn.under_upper.exposed gte 1>> Show us your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>." <<His>> friends leer at you.<<gimpatience>><<flats_canal 3>> <br><br> <<link [[Show|Flats Canal Genitals]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<flats_canal_run>> <<else>> Show us your <<if $player.gender_appearance is "m">>chest<<else>>tits<</if>>." <<His>> friends leer at you.<<gimpatience>><<flats_canal 3>> <br><br> <<link [[Show|Flats Canal Breasts]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<flats_canal_run>> <</if>> <<elseif $flats_canal + $rng lte 160>> The <<person>> emerges from <<his>> alcove, a lascivious glint in <<his>> eyes. "Muddy path today," <<he>> says. "A <<gentleman>> like you should keep your clothes clean." <<His>> cronies catch up with <<him>>. "How about you let us hold them? You can keep your underwear on."<<gimpatience>><<flats_canal 3>> <br><br> <<if $worn.under_lower.exposed gte 1>> <span class="pink">You aren't wearing any.</span> <br><br> <</if>> <<link [[Strip|Flats Canal Strip]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<flats_canal_run>> <<elseif $flats_canal + $rng lte 180>> The <<person>> emerges from <<his>> alcove. "People have been carrying contraband in their mouths," <<he>> says, shaking <<his>> head. "I'm afraid I must insist on an inspection"—<<he>> licks <<his>> lips—"with my tongue." <br><br> <<link [[Kiss|Flats Canal Kiss]]>><</link>><<kissvirginitywarning>> <br> <<flats_canal_run>> <<else>> The <<person>> emerges from <<his>> alcove. "People have been carrying contraband in their mouths," <<he>> says, shaking <<his>> head. "I'm afraid I must insist on an inspection." <<He>> grins. <<if $NPCList[0].penis isnot "none">> "With my cock." <<else>> "With my pussy." <</if>> <br><br> "Get on your knees." <br><br> <<link [[Get on your knees|Flats Canal Oral]]>><<set $molestationstart to 1>><</link>> <br> <<flats_canal_run>> <</if>> <</if>><<effects>> You hand over the money. The <<person>> gives you a shifty look, counts it, then returns to the alcove without a word. You're free to continue. <br><br> You walk down the canal, climb up another set of steps, and emerge by the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> You run down the canal. Footsteps erupt behind you, <<if $athleticsSuccess>> <span class="green">but fall away as you approach the next set of steps.</span> You climb out of the canal, and emerge beside the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br> <<else>> <span class="red">drawing closer until a pair of arms tackle you to the ground.</span> <br><br> <<flats_canal_defeat>> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I'm very sorry," you say. "I don't have the money." <<elseif $speech_attitude is "bratty">> "I'm skint," you say with a shrug. "Hope that doesn't disappoint." <<else>> "I don't have the money," you say. "I hope that's not a problem." <</if>> <br><br> The <<person>> spits on the ground. "Fine. Go. But next time we might not be so nice." <br><br> You walk the rest of the way down the canal, up the next set of steps, and emerge in front of the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcoral>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Canal Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Canal Oral]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> shoves you to the ground, gives you one last kick for good measure, then walks back up the canal. The others follow suit. <br><br> <<tearful>> you struggle to your feet. You climb the steps out of the canal, and arrive outside the flats. <br><br> <<clotheson>> <<endcombat>> <<else>> <<famescrap 6>> You shove the <<person>> onto <<his>> back, and run with a renewed vigour, weaving between other thugs and escaping up the steps. <br><br> You arrive outside the flats. They don't follow. <<tearful>> you lean on your knees, and take a deep breath. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>>/*Remove line if rescue is impossible*/ <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Canal Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Canal Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "It'd be easier to pay in cash next time," the <<person1>><<person>> says. "I'm sure you agree." <br><br> <<tearful>> you rise to your feet. You climb the steps out of the canal, and arrive outside the flats. <<else>> <<famescrap 6>> You shove the <<person>> onto <<his>> back, and run with a renewed vigour, weaving between other thugs and escaping up the steps. <br><br> You arrive outside the flats. They didn't follow. <<tearful>> you lean on your knees, and take a deep breath. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><</link>> <br><<effects>> <<pullupall>> The <<person1>><<person>> licks <<his>> lips while <<his>> friends whistle. "That'll do," <<he>> says. You cover yourself. <br><br> The hoodlums return to their alcove. You continue down the canal, and climb the steps to the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> <<pulldownall>> Your audience hoot at the display. A couple step towards you, but the <<person1>><<person>> swings out <<his>> arms to stop them. "Maybe next time," <<he>> says. You cover yourself. <br><br> The hoodlums return to their alcove. You continue down the canal, and climb the steps to the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> You do as instructed, resting your hands on your head and turning your back to the <<person1>><<person>>. <br><br> <<He>> reaches around your chest, and clasps your <<breasts>>. "This won't take long," <<he>> says, pulling you against <<him>>. <<He>> gropes your chest, then works down your body, feeling your abdomen and waist. <<He>> reaches between your thighs to grope your <<genitals 1>>. <<if $worn.genitals.type.includes("chastity")>> <<He>> finds the <<print $worn.genitals.name>> instead. "What's this?" <<he>> asks, tugging it. "It's like a chastity thing. You pervert." <<else>> You endure <<his>> incessant fondling. <</if>> <br><br> <<He>> ends by smacking a hand against your <<bottom>>, and giving it a squeeze. "All clean," <<he>> says. "Carry on." <<He>> returns to the alcove near the stairwell. <br><br> You walk down the canal, and climb the steps to the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> <<fameexhibitionism 6>> <<passagestrip "undies">> <<covered>> <br><br> <<generate2>> <<if $worn.under_lower.type.includes("naked")>> "No panties!" a <<person2>><<person>> cries amidst amused gasps and whistles. <br><br> <</if>> Several arms reach to snatch your clothes away. "There we go," the <<person1>><<person>> says. "We'll follow behind, and return them on the other side." <br><br> You ignore the <<person2>><<person>> burying <<his>> face in your garment, and walk down the canal with your body displayed. They follow behind, watching your <<bottom>>. You wonder how this must seem for anyone who looks in the canal from above. <br><br> <<link [[Next|Flats Canal Strip 2]]>><</link>> <br><<effects>> You make it to the other side. "Nicely done," the <<person1>><<person>> says. "Give <<phim>> <<pher>> clothes back." <br><br> They hurl the fabric part-way up the steps. You climb to retrieve them, their eyes on you the whole time. You consider cresting the steps and leaving the canal to get out of sight, but you don't know who will be up there, or watching from the many windows. <br><br> You dress in front of the hoodlums, then climb the rest of the way to the flats. <br><br> <<link [[Next|Flats]]>><<clotheson>><<endevent>><</link>> <br><<effects>> The <<person1>><<person>> grasps the back of your neck, and pulls your face against <<hers>>. <<He>> pushes <<his>> tongue between your lips, and assaults the interior with a flurry of prods and flicks. <<takeKissVirginity "Canal Hoodlum" "rape" "human">> <br><br> <<if $settings.asphyxiaLevel gte 3 and $flats_canal gte 80>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<He>> tightens <<his>> grip around your neck, <span class="green">only to recoil as your collar shocks <<him>></span>. <<He>> pushes away, wiping <<his>> mouth. "No contraband there," <<he>> says. "Thanks for... cooperating." <<He>> returns to the alcove, leaving you to continue down the canal. You climb the steps to the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br> <<else>> <<He>> tightens <<his>> grip around your neck. <span class="red">You can't breathe!</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Endure|Flats Canal Kiss Endure]]>><<trauma 6>><<stress 12>><</link>><<difficulty 50>><<gtrauma>><<ggstress>> <br> <<link [[Shove|Flats Canal Kiss Shove]]>><<flats_canal 3>><</link>><<gimpatience>> <br> <</if>> <<else>> <<He>> pulls away, leaving a thread of saliva behind. "No contraband there," <<he>> says. "Thanks for cooperating." <<He>> returns to the alcove, leaving you to continue down the canal. You climb the steps to the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if random(1, 2) is 2>> The <<person>> tightens <<his>> grip further, <<his>> mouth still pressed against yours. Just when you think you're going to pass out, <span class="green"><<he>> releases you.</span> You gasp for air. Stars swarm your vision. <br><br> "No contraband there," <<he>> says. "Thanks for cooperating." <<He>> returns to the alcove, leaving you to continue down the canal. You climb the steps to the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br> <<else>> The <<person>> tightens <<his>> grip further, <<his>> mouth still pressed against yours. Stars swarm your vision, <span class="red">but <<he>> refuses to release you.</span> <<His>> friends are talking. Something about an auction. <br><br> Instinct kicks in, and you struggle for air, but your muscles are too weak. <span class="red">The world fades to black.</span> <br><br> <<passout>> <<link [[Next|Flats Auction]]>><<endevent>><</link>> <br> <</if>><<effects>> You shove the <<person1>><<person>> away from you. <<He>> almost falls over, but never loses <<his>> grin. "No trust these days." <<He>> shakes <<his>> head. "No contraband either. On your way." <br><br> You continue down the canal, and climb the stairs to the flats. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> The <<person1>><<person>> grasps your hair with one hand, and adjusts <<his>> <<print $NPCList[0].clothes.lower.name>> with the other, exposing <<his>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>>. <<else>> pussy. <</if>> The <<person2>><<person>> and <<person3>><<person>> follow suit. They start masturbating, inches from your face. <br><br> "Hold still <<bitch>>," the <<person1>><<person>> says. "You're in our territory, so we're gonna mark you as ours." <<He>> tightens <<his>> grip as they approach orgasm, to make sure you can't escape. <br><br> <<if $NPCList[0].penis isnot "none">> Semen erupts from the <<person1>><<person>>'s <<print $NPCList[0].penisdesc>>. <<random_semen_head>> <<else>> The <<person1>><<person>>'s pussy twitches, and squirts. <<random_goo_head>> <</if>> <br> <<if $NPCList[1].penis isnot "none">> Semen erupts from the <<person2>><<person>>'s <<print $NPCList[1].penisdesc>>. <<random_semen_head>> <<else>> The <<person2>><<person>>'s pussy twitches, and squirts. <<random_goo_head>> <</if>> <br> <<if $NPCList[2].penis isnot "none">> Semen erupts from the <<person3>><<person>>'s <<print $NPCList[2].penisdesc>>. <<random_semen_head>> <<else>> The <<person3>><<person>>'s pussy twitches, and squirts. <<random_goo_head>> <</if>> <br><br> "That should do it," pants the <<person1>><<person>>. <<He>> releases your hair, and the trio walk away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<set $eventskip to 1>><</link>> <br><<effects>> You scream for help. The <<person>> shoves you against the wall. "Expecting coppas?" <<he>> asks. <br><br> <<if Time.dayState isnot "night">> <<generate4>><<person4>> "No one's—" <br><br> <span class="teal">A door opens down the hallway,</span> and a <<person>> pokes <<his>> head out. "You fucking kids again," <<he>> says. "Scram, or I'll call the police." <br><br> The <<person1>><<person>> gives you a sneering glance, then leaves you be. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> "No one's gonna help you." <br><br> <i>People are rarely willing to investigate screams at night.</i> <br><br> <<link [[Get on your knees|Flats Events Knees]]>><<sub 1>><</link>> <br> <<link [[Fight|Flats Events Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<if Time.dayState is "night">> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0) or $rescue is 1 and $alarm is 1>> <span id="next"><<link [[Next|Flats Events Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Events Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They're too drained to stop you escaping. <br><br> <<tearful>> you run up a staircase, and take cover around a random corner. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> The trio back away from you. "Crazy <<bitch>>," the <<person1>><<person>> says. They walk away. <<famescrap 3>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $rescue is 1>> <<generate4>><<person4>> <span class="teal">A door opens down the hallway,</span> and a <<person>> pokes <<his>> head out. "You fucking kids again," <<he>> says. "Scram, or I'll call the police." <br><br> The <<person1>><<person>> gives you a sneering glance, then the trio leave you be. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue fighting. <br><br> The <<person1>><<person>> grabs your hair, and pulls you to your knees. <br><br> <<link [[Next|Flats Events Knees]]>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You smack the <<person>>'s face. <span class="green"><<He>> recoils from the blow,</span> trips, and tumbles down the stairs.<<ltrauma>><<trauma -6>> <br><br> <<He>> staggers to <<his>> feet, and limps away. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You try to slap the <<person>>, <span class="red">but <<he>> grasps your wrist,</span> and uses the momentum to bend you over the bannister. <br><br> <<link [[Next|Flats Events Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You stomp on the <<person>>'s foot. <span class="green"><<He>> releases you with a cry,</span> trips, and tumbles down the stairs.<<ltrauma>><<trauma -6>> <br><br> <<He>> staggers to <<his>> feet, and limps away. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You stomp on the <<person>>'s foot. <<He>> grimaces, <span class="red">but grips you with more force.</span> "Nice try." <<He>> bends you over the bannister. <br><br> <<link [[Next|Flats Events Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<He>> <<if $worn.face.type.includes("mask")>>pulls your mask aside and <</if>>pushes <<his>> lips against yours, tongue-first. It worms and twists into your mouth.<<takeKissVirginity $NPCList[0] rape>> <br><br> <<He>> pulls away, leaving a connecting thread of saliva, <<if random(1, 2) is 2>> <span class="green">then releases you.</span> <<He>> walks away without another glance. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <span class="red">and bends you over the bannister.</span> <br><br> <<link [[Next|Flats Events Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if Time.dayState isnot "night">> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Events Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Events Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> walks away without looking back. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> <<He>> trips and tumbles down the stairs. <br><br> <<He>> staggers to <<his>> feet, and limps away. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<else>> <<set $rescued += 1>> "What the fuck is going on down there?" shouts a voice from above. The <<person>> pulls away from you, throws an anxious glance up the stairwell, then hurries in the opposite direction. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $phase is 1>> <<set $seductiondifficulty to 6000>> <<elseif $phase is 2>> <<set $seductiondifficulty to 8000>> <<else>> <<set $seductiondifficulty to 10000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "I'm for sale, you know," you say, bending over and giving your <<bottom>> a shake. <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> The <<person>>'s eyes flash. <<His>> phone starts ringing, <span class="green">but <<he>> ignores it.</span> "My flat's this way." <br><br> <<He>> leads you down the hall, and holds the door open for you to enter first. <<if $rng gte 81>> The room is dimly lit, and it takes a moment for your eyes to adjust, and for you to notice the BDSM paraphernalia covering the walls. <br><br> The <<person>> grabs you from behind, and bends you over <<his>> knee. "Don't worry," <<he>> says. "I'm in the mood for something light." <br><br> <<link [[Next|Flats Events Solicit Spank]]>><<set $sexstart to 1>><</link>> <br> <<else>> It's a normal looking flat, if a bit dirty. <<He>> shuts the door behind <<him>>, and gropes you at once. <br><br> <<link [[Next|Flats Events Solicit Sex]]>><<set $sexstart to 1>><</link>> <br> <</if>> <<else>> The <<person>>'s eyes flash, but <<his>> phone starts ringing. <<He>> looks away and answers it. "Yes, honey. I'll be right there." <<He>> puts the phone away, gives you a sheepish look, <span class="red">and walks away.</span> <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Events Solicit Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Events Solicit Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> lies on <<his>> sofa, and fishes for cash in <<his>> pocket. "Here you go," <<he>> says. "Buy yourself something nice." <br><br> <<if $phase is 1>> You make <<printmoney 5000>><<money 5000 "prostitution">>. <<elseif $phase is 2>> You make <<printmoney 10000>><<money 10000 "prostitution">>. <<else>> You make <<printmoney 15000>><<money 15000 "prostitution">>. <</if>> <br><br> <<tearful>> you leave the flat. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> falls back on <<his>> sofa, nursing an injury. <br><br> <<tearful>> you run from the flat. <br><br> <<clotheson>> <<endcombat>> <<else>> "Fucking tease," the <<person1>><<person>> says. <<He>> points to the door with an annoyed glare. "Go, get the hell outta here, and no, you're not getting a penny from me." <br><br> <<tearful>> you exit the flat. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats]]>><<set $eventskip to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<npcspank>> <<set $enemyanger += 150>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $enemyanger lte 20>> <span id="next"><<link [[Next|Flats Events Solicit Spank Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Events Solicit Spank]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> lies back on the sofa, leaving your <<bottom>> raw. "That'll do," <<he>> says. <<He>> reaches into <<his>> pocket, and hands you the money. <br><br> <<if $phase is 1>> You make <<printmoney 5000>><<money 5000 "prostitution">>. <<elseif $phase is 2>> You make <<printmoney 10000>><<money 10000 "prostitution">>. <<else>> You make <<printmoney 15000>><<money 15000 "prostitution">>. <</if>> <br><br> <<tearful>> you leave the flat. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> recoils, and you twist out of <<his>> grasp. <<He>> reaches for a riding crop hanging on the wall, but leans too far on one end of the sofa, toppling it, and <<him>>. <br><br> <<tearful>> you leave the flat. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<person1>><<person>> ceases <<his>> assault. "That'll do me," <<he>> says, reaching into <<his>> pocket. <<He>> hands you the money. "You can show yourself out." <br><br> <<if $phase is 1>> You make <<printmoney 5000>><<money 5000 "prostitution">>. <<elseif $phase is 2>> You make <<printmoney 10000>><<money 10000 "prostitution">>. <<else>> You make <<printmoney 15000>><<money 15000 "prostitution">>. <</if>> <br><br> <<tearful>> you leave the flat. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats]]>><<set $eventskip to 1>><<endevent>><</link>> <br><<effects>> <<if $rng gte 11>> You try to ignore the footsteps behind you. <span class="green"><<He>> stops by one of the flats, and enters.</span> It was a coincidence. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You try to ignore the footsteps behind you, but they seem to be speeding up, getting closer. You glance behind you, just in time to catch the <<person>> break into a run. <<He>> grabs your waist and pins you against the wall. <br><br> <<link [[Next|Flats Events Rape 2]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You feel a surge of anxiety as you break into a run, worrying that the <<person1>><<person>> will give chase. <<He>> does not, but it takes a while for your pulse to slow. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if Time.dayState is "night">> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Events Rape 2 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Events Rape 2]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> leaves you slumped against the wall, and walks away. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You shove the <<person>> against the wall. <<He>> thuds against it, and slumps to the ground. <br><br> <<tearful>> you make your escape. <br><br> <<clotheson>> <<endcombat>> <<else>> <<set $rescued += 1>> <<generate2>><<person2>> A heavy thud echoes from one of the nearby flats. "Shut the fuck up out there," shouts a <<personsimple>>'s voice. "Or I'll call the police." <br><br> The <<person1>><<person>> hesitates, then walks away. <br><br> <<tearful>> you struggle to your feet. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if random(1, 2) is 2>> You dash to one of the doors, and try the handle. <span class="green">It's unlocked.</span> You rush inside before anyone catches a glimpse of you. <br><br> You wait for the voices outside to pass, and examine the flat. It looks typical. There are some towels hanging on the radiator. <br><br> <<link [[Take the towels|Flats]]>><<towelup>><<set $eventskip to 1>><<crimeUp 10 "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Flats]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>> You dash to one of the doors, and try the handle. <span class="red">It's locked.</span> You rush to the other, but it's too late. A <<person1>><<person>> and <<person2>><<person>> walk around the corner ahead. You turn, and see a <<person3>><<person>> and <<person4>><<person>> in the other direction. All four stop to observe you.<<gtrauma>><<gstress>> <br><br> <<link [[Run|Flats Exposed Door Run]]>><</link>> <br> <<link [[Escape through the window|Flats Exposed Window Caught]]>><</link>> <br> <</if>><<effects>> <<covered>> You run by the <<person1>><<person>> and <<person2>><<person>>, but they stop you in your tracks. <br><br> <<fameexhibitionism 4>> "You get locked out of your flat?" the <<person1>><<person>> asks. They hold a forearm each, and force you against the wall, leaving you unable to cover yourself. <br><br> The <<person3>><<person>> and <<person4>><<person>> arrive, and the four stand gawking at your exposed body. <br><br> <<link [[Struggle|Flats Exposed Struggle]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Endure|Flats Exposed Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<if $submissive gte 1500>> <<link [[Beg|Flats Exposed Beg]]>><</link>><<submissivetext>> <br> <<elseif $submissive lte 500>> <<link [[Threaten|Flats Exposed Threaten]]>><</link>><<defianttext>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You take a deep breath and <span class="green">force back the arms holding you.</span> Unbalanced, the <<person1>><<person>> and <<person2>><<person>> fail to stop you twisting from their grasp. <br><br> They hesitate to give chase, and you escape to another part of the building. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You try to push against the arms pinning you, <span class="red">but you're no match for two of them.</span> <br><br> "Best stop struggling," the <<person3>><<person>> says, taking a step forward and smacking you across the face.<<gpain>><<gtrauma>><<ggstress>><<pain 4>><<trauma 6>><<stress 12>> <br><br> <<link [[Next|Flats Exposed Endure]]>><</link>> <br> <</if>><<effects>> You endure their probing eyes. The <<person1>><<person>> and <<person2>><<person>> release you just long enough to grasp your hips and spin you to face the wall. They pin you there, pushing your back down and forcing your <<bottom>> up into a vulnerable position. <br><br> They take turns groping, squeezing, and giving you the occasional spank. The <<person3>><<person>> steps behind you and grasps your hips, as if <<he>> means to escalate the violation, but further voices down the hall spook all four into fleeing. <br><br> You don't know if the newcomers are any better, so you flee as well. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> "P-please let me go," you say<<if $pain gte 40>>, tears streaming from your eyes<</if>>. "I w-won't tell anyone you attacked me. I promise." <br><br> You stir the <<person1>><<person>>'s pity, and <<he>> releases your arm. The <<person2>><<person>> soon follows. You hurry away, but you feel their eyes following you. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> "Try me, creeps," you spit, clenching your fists. "You'll be kissing pavement if you don't let me go. Now." <br><br> The <<person1>><<person>> seems caught off guard by the boldness of your threat, and <<his>> grip loosens. It's just enough. You twist an arm loose, and give <<him>> an uppercut. The <<person2>><<person>> is quick to react and makes a grab for you, but you turn the <<person1>><<person>> and use <<him>> as a human shield. <br><br> You push them both aside and run. You feel their eyes following you, but none of them have the guts to follow you. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You climb through the window, and onto the ledge below. You hide there, until the voices above pass. <br><br> <<if Time.dayState is "night">> You avoid looking at the dark street below. You're many storeys up. Careful, you climb back through the window and into the deserted corridor. <br><br> <<else>> You're many storeys up, and avoid looking down. <br><br> <<generate1>><<generate2>><<person1>> <<if $exposed gte 2>> "Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there without any clothes?" <<else>> "Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there with so little clothing?" <</if>> <br><br> Your face flushes as you hurry to climb back through the window, and into the deserted corridor. You were too high for any onlookers to recognise your face, at least.<<gstress>><<stress 6>> <br><br> <</if>> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You climb through the window, and avoid looking down as you shimmy along the ledge. The <<person1>><<persons>> head pokes through after you. "Careful <<girl>>," <<he>> says, leering. "Why don't you come back inside? I'll keep you safe." <br><br> <<if Time.dayState is "night">> <<else>> <<generate5>><<person5>> <<if $exposed gte 2>> "Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there without any clothes?" <<else>> "Oi <<girl>>!" shouts a <<personsimple>>'s voice from below. "What you doing out there with so little clothing?" <</if>> More voices, and laughter, join in. Your face flushes, but you're too high for anyone to recognise your face.<<ggstress>><<stress 6>> <br><br> <</if>> You arrive at another window, this one leading to a separate corridor. You climb through, and escape before they can track you down. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if random(1, 2) is 2>> You dash by the door and hurry down the corridor on the other side. You spare a glance before turning a corner. <span class="green">No one follows.</span> <br><br> <<link [[Next|Flats]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<generate1>><<person1>> You dash by the door and hurry down the corridor on the other side. <br><br> <span class="red">"Hey!"</span> shouts a voice behind you. "Where you going, slut?"<<ggstress>> <br><br> You break into a run, your face aflame. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You stay crouched behind the plant as the <<person>> walks closer. <<He>> frowns at you, and stops. "Something the matter?" <<he>> asks. <br><br> <<He>> can't see anything beneath your neck. You resist the urge to cover your <<lewdness>>. <br><br> <<link [[Say you're tying your shoelace|Flats Exposed Shoe]]>><</link>><<englishdifficulty 1 1000>> <br> <<link [[Say you're naked behind the plant|Flats Exposed Naked]]>><</link>> <br> <<link [[Tell <<him>> to go away|Flats Exposed Tell]]>><</link>> <br><<effects>> "My shoe came untied," you say. "That's all." <br><br> <<if $englishSuccess>> <<He>> shrugs, and continues on <<his>> way <span class="green">without another glance.</span> <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<His>> frown deepens, <span class="red">and <<he>> walks around the plant to get a better look.</span> <<covered>> <br><br> <<He>> throws a glance down the corridor, then slaps <<his>> hand over your mouth. <br><br> <<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "I'm naked behind this," you say. "Don't look." <br><br> <<if $seductionrating gte $seductionrequired>> <<He>> laughs, <span class="green">and covers <<his>> eyes.</span> "I best be careful then," <<he>> says, walking by without looking. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> "Naked you say?" <<he>> says, <span class="red">stepping around the plant for a closer look.</span> <<covered>> <br><br> <<He>> throws a glance down the corridor, then slaps <<his>> hand over your mouth. <br><br> <<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> "Go away," you say. <br><br> "Why?" <<he>> asks. <span class="red">stepping around the plant for a closer look.</span> "You hiding something?" <<covered>> <br><br> <<He>> throws a glance down the corridor, then slaps <<his>> hand over your mouth. <br><br> <<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You pick up the plant, and walk towards the <<person>> as if nothing were amiss. You don't think <<he>> can see through the leaves, but there'll be no hiding if <<he>> glances your way as <<he>> passes. <br><br> <<if random(1, 10) lte 4>> <<He>> frowns at the plant, but then looks away, <span class="green">and keeps <<his>> gaze fixed ahead while <<he>> passes.</span> <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> frowns at the plant, then at you. "Where you going with that?" <<he>> asks. "That's part of the decor." <span class="red"><<He>> grasps the other side of the pot.</span> <br><br> <<link [[Run|Flats Exposed Run]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<link [[Wrestle|Flats Exposed Wrestle]]>><</link>><<physiquedifficulty 1 16000>> <br> <</if>><<effects>> You release the pot and run. <<if $athleticsSuccess>> <<He>> gets a clear look at your behind, <span class="green">but isn't able to keep up.</span> You escape to another part of the building. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> gets a clear look from behind, and drops the pot to chase you. <span class="red"><<He>> tackles you to the ground,</span> and slaps <<his>> hand over your mouth. <br><br> <<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You wrestle over the potted plant, <span class="green">and manage to tear it from <<his>> grip.</span> <<He>> falls on <<his>> ass, and leans back while nursing the injury. <br><br> You back away, keeping the pot between you, until you turn a corner. You drop the plant and run. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You wrestle over the potted plant, <span class="red">but <<he>> tears it from your grip.</span> You fall on your <<bottom>>, everything exposed. <<covered>> <br><br> <<He>> drops the plant in surprise, but recovers fast, leaping forward and slapping a hand over your mouth. <br><br> <<link [[Next|Flats Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if Time.dayState isnot "night">> <<enable_rescue>> <</if>> <<hand_gag 0 left>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Exposed Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Exposed Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> walks away without giving you another glance. <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> "Fucking psycho," <<he>> mutters, backing away from you and eyeing you warily. After some distance, <<he>> turns and runs. <br><br> <<tearful>> you get your bearings. <br><br> <<else>> <<set $rescued += 1>> The <<person1>><<person>> jumps as a few heavy thuds hit the door behind <<him>>. <<He>> walks away without sparing another glance. <br><br> <<tearful>> you climb to your feet. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<set $eventskip to 1>><</link>><<effects>> <<if isPregnancyEnding()>> <<set _noWake to true>> <<pregnancyPassout "hookah">> <<else>> <<if $hookah_state is 3>> You are in your hookah parlour. The hookah itself sits in the centre, surrounded by cushions. <br><br> <<hookah_juice>> <<if $hookah.juice gte 1>> <<if $daily.hookah is 1>> <span class="red">You were warned that smoking for more than an hour a day could be dangerous.</span> <br> <<if random(1, 2) is 2>> <<icon "hookah_smoke.png">><<link [[Partake anyway (1:00)|Flats Hookah Smoke]]>><<set $hookah.juice -= 1>><<hallucinogen 60>><</link>> <br> <<else>> <<icon "hookah_smoke.png">><<link [[Partake anyway (1:00)|Flats Hookah Smoke Danger]]>><<set $hookah.juice -= 1>><<hallucinogen 60>><</link>> <br> <</if>> <<else>> <<icon "hookah_smoke.png">><<link [[Partake (1:00)|Flats Hookah Smoke]]>><<set $hookah.juice -= 1>><<set $daily.hookah to 1>><<hallucinogen 60>><</link>> <br> <</if>> <<if $exposed lte 0>> <<socialiseicon>><<link [[Entice customers (1:00)|Flats Hookah Work]]>><<set $hookah.juice -= 1>><<hallucinogen 60>><</link>> <br> <</if>> <</if>> <<getouticon>> <<link [[Leave|Flats]]>><</link>> <br> <<elseif $hookah_state is 2>> You are in your hookah parlour. The hookah itself lies broken on the floor, but the smell of incense remains. <br><br> <<choreicon "sweep">><<link [[Clean (3:00)|Flats Hookah Clean]]>><<set $hookah_state to 3>><<pass 180>><</link>> <br> <<getouticon>><<link [[Leave|Flats]]>><</link>> <br> <<elseif $hookah_state is undefined>> <<set $hookah_state to 1>> <<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> You push open the door, and peer inside. Five people lie on velvet cushions around a hookah pipe. The smell is intoxicating. <br><br> A <<person1>><<person>> enters from an adjoining room, carrying a bowl and pair of tongs. <<He>> lifts a squirming something from the vessel, and places it in the hookah pipe. <br><br> "Aha," <<he>> says, noticing you. You hear a jingle as <<he>> turns. A pair of tiny spectacles sits on the end of <<his>> nose. "Another visitor. It's £50 for an hour on the hookah." <br><br> "No two people have the same experience," <<he>> adds, as if predicting a question. "I'm afraid the substance itself must remain a secret." <<if playerBellyVisible()>> <<He>> looks down at your <<bellyDescription "pc">>. "Don't worry, it's completely safe. For your baby, I mean." <</if>> <br><br> <span class="gold">You've discovered the hookah parlour.</span> <br><br> <<saveNPC 0 "hookah">> <<link [[Leave|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<loadNPC 0 "hookah">><<person1>> The hookah parlour isn't quite where you remember it, but you catch a whiff of the familiar incense, which helps track it down. The front door is open, and a purple light glows within. You push it ajar, and peer inside. <br><br> <<if $rng gte 81>> The spectacled hookah <<hookah_master>> sits on one of the cushions <<himself>>, reading a newspaper. <<elseif $rng gte 61>> The spectacled hookah <<hookah_master>> kneels in front of a cabinet and rummages within. <<elseif $rng gte 41>> The spectacled hookah <<hookah_master>> is polishing the pipe. <<elseif $rng gte 21>> The spectacled hookah <<hookah_master>> leans on a window and watches <<if Weather.precipitation is "rain">>the rain<<elseif Weather.precipitation is "snow">>the snow<<else>>the street below.<</if>> <<else>> The spectacled hookah <<hookah_master>> sits on a stool and sips from a teacup. <</if>> <br><br> <<if $daily.hookah is 1>> <<He>> looks at you. "I'm afraid we don't allow someone to spend more than an hour a day on the hookah," <<he>> says. "For your safety." <br><br> <<else>> <<He>> looks at you. "£50 for an hour on the hookah." <br><br> <</if>> <<if $money gte 5000 and $daily.hookah is undefined>> <<icon "hookah_smoke.png">><<link [[Smoke (1:00)|Flats Hookah Smoke]]>><<set $daily.hookah to 1>><<money -5000>><</link>> <br> <</if>> <<getouticon>> <<link [[Leave|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>><<effects>> You sit on a cushion in front of the hookah pipe, put the hose to your mouth, and inhale. <br><br> You find yourself on your back, beneath a spinning ceiling. A schism rips through the plaster, and reality parts. <br><br> <<if $awareness gte 400>> It threatens to overwhelm, <span class="green">but you cling to glimmers of reason.</span> An alien forest appears through the portal. Colossal tentacles twist and writhe against the sky. <br><br> <<if $settings.tentaclesEnabled>> <<link [[Enter|Tentacle Forest Entrance]]>><<set $tentacleEntrance to "hookah">><<endevent>><</link>> <br> <<else>> <span class="red">You're terrified by them,</span> and start pushing against your consciousness, trying to force yourself to wake up. However, for one brief moment of lucidity, <span class="lewd">you wonder what would happen if you opened your mind to it.</span> <br><br> <<link [[Try to enter|Tentacle Forest Enable]]>><</link>><<willpowerdifficulty 1 1>> | <span class="pink">This will enable tentacles.</span> <!-- Appears even with blind stats enabled. Intentional --> <br> <</if>> <<link [[Ignore|Flats Hookah Flow]]>><<pass 1 hour>><<willpower 6>><<if $awareness lt 600>><<awareness 6>><</if>><</link>><<ggwillpower>><<if $awareness lt 600>><<ggawareness>><</if>> <br> <<else>> You can't make sense of it, <span class="red">and your thoughts are torn from your control.</span><<ggwillpower>><<willpower 6>><<if $awareness lt 600>><<ggawareness>><<awareness 6>><</if>> <br><br> <<link [[Next|Flats Hookah Flow]]>><<pass 1 hour>><</link>> <br> <</if>><<effects>> You see flashes of eldritch vistas, but the experiences are snatched from consciousness before they can be etched on your memory, replaced by whispers of forgotten truths. These are seized in turn, replaced by other impossible sensations. <br><br> <<endevent>> <<loadNPC 0 "hookah">><<person1>> <<if $hookah_state gte 2>> They assail you over and over, until you awaken on a cushion in the hookah parlour. You wait for the world to stop spinning, and rise to your feet. <br><br> <<link [[Next|Flats Hookah]]>><<endevent>><</link>> <br> <<else>> They assail you over and over, until you awaken on a cushion in the hookah parlour. "Thank you for your custom," the <<hookah_master>> says. "I fear we only allow an hour per day. Safety reasons." <br><br> <<He>> helps you to your feet, and leads you to the door. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<location "flats">><<set $outside to 0>><<effects>> <<storeon "hookah">> <<if $hookah_state gte 2>> You awaken in the hookah parlour. You wait for the spinning to subside, then rise to your feet. <br><br> <<link [[Next|Flats Hookah]]>><</link>> <br> <<else>> <<loadNPC 0 "hookah">><<person1>> You awaken in the hookah parlour. "Thank you for your custom," the <<hookah_master>> says. A wry smile forms on <<his>> lips. "A good trip, I take it?" <br><br> <<if $rng gte 81>> "It's best you don't stay there too long," <<he>> says, helping you to your feet. "It's a mistake few make more than once." <<elseif $rng gte 61>> "Don't tell the others," <<he>> says, helping you to your feet. "They'll tell you that's not the point of the hookah, but they'd be jealous." <<elseif $rng gte 41>> "I'd go straight home if I were you," <<he>> says, helping you to your feet. "A trip often leaves one sensitive." <<elseif $rng gte 21>> "Don't fret if you see anything unusual in the next hour or so," <<he>> says, helping you to your feet. "The effects can linger." <<else>> "Let me take a look outside before you leave," <<he>> says, helping you to your feet. "Just to make sure there are no ruffians around." <</if>> <br><br> <<He>> pushes <<his>> spectacles up the bridge of <<his>> nose, and walks you to the door. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> You remove the shards of broken glass with a dustpan and brush, then apply a vacuum cleaner to pick up the finer particles. A lot of the furniture in the living room is ruined. You carry the pieces outside. <br><br> With the parlour looking tidy, you examine the hookah. The vase is shattered, but the rest is intact. <br><br> <<npc Bailey>><<person1>><<generate2>> You feel a presence watching you from the entrance. <span class="pink">Bailey</span> leans against the doorframe. One of <<his>> goons, a <<person2>><<person>>, flanks <<person1>><<him>>. <br><br> <<link [[Next|Flats Hookah Clean 2]]>><</link>> <br><<effects>> Bailey looks at you for a long moment. "I take a <span class="pink">50%</span> cut," <<he>> says. "That isn't negotiable." <<He>> glances at the <<person2>><<person>>, who disappears into the corridor outside. <br><br> <<link [[Nod|Flats Hookah Clean Nod]]>><<sub 1>><</link>> <br> <<link [[Get angry|Flats Hookah Clean Angry]]>><<def 1>><</link>> <br><<effects>> You nod, though Bailey has already taken your agreement for granted. "You'll need a new hookah. I can't help with... whatever it was the old master put in that thing. <i>Try the farms outside town.</i> Someone might have snared what you need." <br><br> The <<person>> returns, carrying an intact hookah pipe. <<He>> brings it into the middle of the room. <br><br> <<link [[Next|Flats Hookah Clean End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "But you take so much already," you say. <<elseif $speech_attitude is "bratty">> "Like I don't pay you enough already," you say. <<else>> "But I already pay you," you say. <</if>> <br><br> "That's one thing," Bailey sneers. "This is another. You'll need a new hookah. I can't help with whatever it was the old master put in them. <i>Try the farms outside town.</i> Someone might have snared what you need." <br><br> The <<person>> returns, carrying an intact hookah pipe. <<He>> brings it into the middle of the room. <br><br> <<link [[Next|Flats Hookah Clean End]]>><</link>> <br><<effects>> Bailey waits for <<person1>><<his>> goon to pass, gives the room one last sweep with <<his>> eyes, then leaves. <br><br> <<link [[Next|Flats Hookah]]>><<endevent>><</link>> <br><<effects>> You retrieve a pair of tongs from the kitchen, and lift the lurker from your net. It squirms, impotent, as you put it in the hookah. <br><br> A sweet-smelling incense fills the air. <br><br> <<link [[Next|Flats Hookah]]>><</link>> <br><<effects>> You retrieve a pair of tongs from the kitchen, and lift a lurker from its cage in the fridge. It squirms, impotent, as you put it in the hookah. <br><br> A sweet-smelling incense fills the air. <br><br> <<link [[Next|Flats Hookah]]>><</link>> <br><<effects>> You open the fridge, and one of the interior cages. You unfurl your net, letting the creature within fall, then slam the cage shut before it can escape. <br><br> <<link [[Next|Flats Hookah]]>><</link>> <br><<effects>> You sit on a cushion in front of the hookah pipe, put the hose to your mouth, and inhale. <br><br> You find yourself on your back, beneath a spinning ceiling. A schism rips through the plaster, and reality parts. <br><br> <span class="red">An irresistible force seizes you,</span> and pulls you through an impossible labyrinth. <br><br> <<link [[Next|Flats Hookah Smoke Danger 2]]>><<pass 60>><</link>> <br><<effects>> You awaken behind a dumpster. <span class="pink">Your clothes are missing.</span> You're somewhere in town, and there's no one else around, but you keep your body covered as you rise to your feet. <br><br> <<clothesruined>> <<switch $rng>> <<case 1>> <<set $bus to "nightingale">> <<case 2>> <<set $bus to "domus">> <<case 3>> <<set $bus to "elk">> <<case 4>> <<set $bus to "high">> <<case 5>> <<set $bus to "starfish">> <<case 6>> <<set $bus to "barb">> <<case 7>> <<set $bus to "connudatus">> <<case 8>> <<set $bus to "wolf">> <<case 9>> <<set $bus to "harvest">> <<case 10>> <<set $bus to "oxford">> <<case 11>> <<set $bus to "danube">> <<case 12>> <<set $bus to "mer">> <<case 13>> <<set $bus to "cliff">> <</switch>> <<destination>><<effects>> You open the front door, letting the sweet incense leak outside. You won't need to wait long. How do you want to present yourself? <br><br> <<link [[Friendly|Flats Hookah Work Friendly]]>><</link>><<note "Troublesome anomalies" "blue">> <br> <<link [[Professional|Flats Hookah Work Professional]]>><</link>><<note "Troublesome customers" "blue">> <br><<effects>> You wait by the door. <<cleareventpool>> <<addinlineevent "hookah_work_professional_1" 1>> <<generate1>><<person1>>A <<person>> walks right by you, and looks around. <br><br> "Welcome to the hookah parlour," you say. <<He>> jumps when <<he>> hears your voice. "It's £50 for an hour on the hookah." <br><br> <<He>> opens <<his>> mouth to speak. "No two people have the same experience," you interrupt, as if predicting a question. "I'm afraid the substance itself must remain a secret." <br><br> <<He>> pays you, and sits on a cushion. You've made <<printmoney 2500>><<money 2500 "flatsHookah">>. <br><br> <<link [[Next|Flats Hookah Work Professional Grope]]>><<pass 60>><</link>> <br> <</addinlineevent>> <<addinlineevent "hookah_work_professional_2" 1>> <<generate1>><<generate2>><<person1>> A <<person>> and <<person2>><<person>> enter. <br><br> "Welcome to the hookah parlour," you say. "It's £50—" <br><br> "This isn't our first time," the <<person2>><<person>> says, handing you money for two customers. You make <<printmoney 5000>><<money 5000 "flatsHookah">>. <br><br> The pair sit on a couple of cushions around the hookah. <br><br> <<link [[Next|Flats Hookah Work Professional Pair]]>><<pass 60>><</link>> <br> <</addinlineevent>> <<addinlineevent "hookah_work_professional_3" 1>> <<generate1>><<generate2>><<generate3>><<person1>> A <<person>>, <<person2>><<person>>, and <<person3>><<person>> enter, looking unsure. <br><br> "Welcome to the hookah parlour," you say. "It's £50 for an hour on the hookah." <br><br> "This isn't, like, a brothel?" the <<person1>><<person>> asks. <br><br> You inhale and draw your shoulders higher in indignance. "No, this is not that sort of establishment." <br><br> The <<person>> raises <<his>> arms in a placating gesture. "Alright, alright. We'll see what this hookah is all about." <<He>> hands you the money. You make <<printmoney 7500>><<money 7500 "flatsHookah">>. <br><br> <<link [[Next|Flats Hookah Work Professional Trio]]>><<pass 60>><</link>> <br> <</addinlineevent>> <<runeventpool>><<effects>> Your customers inhale the smoke. It lulls them into an erratic slumber. <br><br> <<if (dangerEvent() or $eventforced)>> An hour passes. You wake them from their dreams. "Thank you for your custom," you say. "I'm afraid we only allow one hour on the hookah per day. For safety reasons." <br><br> You lead them to the door, but the <<person1>><<person>> slams it ahead of you. "The hookah's made me horny," <<he>> says. "How about you help me fix that?" The <<person2>><<person>> and <<person3>><<person>> step either side of you. They don't look ready to accept "no" as an answer. <br><br> <<link [[Next|Flats Hookah Work Professional Trio Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Next|Flats Hookah Work Simple Good End]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Hookah Work Professional Trio Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Hookah Work Professional Trio Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They leave the parlour, leaving you slumped beside the door. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<else>> You throw open the door, and give the <<person1>><<person>> a solid kick to the behind. <<He>> tumbles outside. The <<person2>><<person>> and <<person3>><<person>> decide that further aggression isn't worthwhile, and leave with what dignity they still possess. <br><br> <<tearful>> you slam the door after them. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats Hookah]]>><</link>> <br><<effects>> The <<person1>><<person>> and <<person2>><<person>> inhale hookah smoke, and lean back on their cushions. You observe them, making sure their movements don't become worrisome. <br><br> <<if (dangerEvent() or $eventforced)>> An hour passes. You wake your customers, only for the <<person1>><<person>> to snatch your wrist and pull you down. <br><br> "£50 each to smoke is a little dear, don't you think?" <<he>> says. "Let's get our money's worth." <br><br> <<link [[Next|Flats Hookah Work Professional Pair Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Next|Flats Hookah Work Simple Good End]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Hookah Work Professional Pair Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Hookah Work Professional Pair Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They leave you lying on the cushions, and depart. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<person1>><<person>> staggers, grasping the hookah to steady <<himself>>. <<He>> jostles the vase, and a puff of concentrated smoke envelops <<his>> face. <br><br> <<He>> staggers from the room, muttering nonsense. The <<person2>><<person>> follows, wearing a worried expression. <br><br> <<tearful>> you make sure the hookah doesn't fall. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats Hookah]]>><</link>> <br><<effects>> The <<person1>><<person>> inhales the hookah smoke, and loses consciousness. You observe <<him>>, making sure <<his>> movements don't become worrisome. <br><br> <<if (dangerEvent() or $eventforced)>> An hour passes. You're about to wake <<him>>, when <<he>> bolts upright of <<his>> own accord. <<He>> stares at you with lust-filled, groggy eyes. <br><br> <<He>> steps forward, and presses <<his>> hands against your <<breasts>>. "Another hottie," <<he>> says. "I should take advantage while I can." <br><br> <<link [[Next|Flats Hookah Work Professional Grope Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Next|Flats Hookah Work Simple Good End]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Hookah Work Professional Grope Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Hookah Work Professional Grope Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> waits for a moment, then pinches <<himself>>. "Ow," <<he>> says. "Sorry. I thought I was dreaming." <br><br> <<tearful>> you show <<him>> the door. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats Hookah]]>><</link>> <br> <<else>> You knock the <<person>> on <<his>> ass. <<He>> blinks. "Sorry," <<he>> says. "I thought I was dreaming." <br><br> <<tearful>> you show <<him>> the door. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats Hookah]]>><</link>> <br> <</if>><<effects>> You wait by the door. <<cleareventpool>> <<addinlineevent "hookah_work_friendly_1" 1>> <<generate1>><<person1>> A <<person>> pokes <<his>> head in. "Hello," you say with a smile. "Welcome to the hookah parlour. It's £50 for an hour on the hookah." <br><br> The <<person>> looks around, then pays you and sits on a cushion. You've made <<printmoney 2500>><<money 2500 "flatsHookah">>. <br><br> <<link [[Next|Flats Hookah Work Friendly Tentacles]]>><<pass 60>><</link>> <br> <</addinlineevent>> <<addinlineevent "hookah_work_friendly_2" 1>> <<generate1>><<generate2>><<person1>>A <<person>> walks in, followed by a <<person2>><<person>>. <br><br> "Hello," you say. "Welcome to the hookah parlour. It's £50 for an hour on the hookah." <br><br> "Under new management?" the <<person>> asks, paying you while the <<person1>><<person>> takes a seat. "All the same to me." <br><br> You make <<printmoney 5000>><<money 5000 "flatsHookah">>. <br><br> <<link [[Next|Flats Hookah Work Friendly Slime]]>><<pass 60>><</link>> <br> <</addinlineevent>> <<addinlineevent "hookah_work_friendly_3" 1>> <<generate1>><<generate2>><<generate3>><<person1>> A <<person>>, <<person2>><<person>>, and <<person3>><<person>> enter the parlour. <br><br> "Hello," you say. "Welcome to the hookah parlour. It's £50 for an hour on the hookah." <br><br> The <<person>> looks unsure, but the <<person1>><<person>> hands you money for all three and takes a seat on a cushion. The other two follow <<his>> example. You make <<printmoney 7500>><<money 7500 "flatsHookah">>. <br><br> <<link [[Next|Flats Hookah Work Friendly Window]]>><<pass 60>><</link>> <br> <</addinlineevent>> <<runeventpool>><<effects>> The three huff on their hookah pipes, and soon fall into a slumber. You stand by the window, and watch the traffic below. <br><br> <<if (dangerEvent() or $eventforced)>> Something catches your eye. Someone on the pavement, far below, is standing still. They stare up. It looks like they're staring at you.<<gstress>><<stress 6>> <br><br> <<link [[Close the curtains|Flats Hookah Work Window Close]]>><</link>> <br> <<link [[Stare back|Flats Hookah Work Window Stare]]>><<if $awareness lt 600>><<awareness 6>><</if>><</link>><<ggstress>><<if $awareness lt 600>><<gawareness>><</if>> <br> <<else>> <<link [[Next|Flats Hookah Work Simple Good End]]>><</link>> <br> <</if>><<effects>> You close the curtains. You've enough to worry about. <br><br> The hour draws to a close, and you wake your customers. <br><br> "That was amazing," the <<person2>><<person>> says. "I want another hour." <br> "I'm sorry," you say. "But it's not safe to spend more than an hour a day on the hookah. I hope you come back another time!" <br><br> You hold the door wide open, and the trio leave. <br><br> <<link [[Next|Flats Hookah]]>><<endevent>><</link>> <br><<effects>> You stare back at the figure below, but soon notice others, also looking your way. There's no question. They're looking at you. <br><br> You're so transfixed you almost fail to notice the time. You tear your eyes away from the window, and wake your customers. <br><br> "That was amazing," the <<person2>><<person>> says. "I want another hour." <br> "I'm sorry," you say. "But it's not safe to spend more than an hour a day on the hookah. I hope you come back another day!" <br><br> You hold the door wide open, and the trio leave. <br><br> <<link [[Next|Flats Hookah]]>><<endevent>><</link>> <br><<effects>> The pair slip into a deep slumber in front of the hookah. You keep an eye on them, making sure their movements don't become too violent. <br><br> <<if (dangerEvent() or $eventforced)>> <<if $settings.slimesEnabled>> You hear a splat in the kitchen. You investigate, and find a large slime sliding across the floor. Another flops from the sink, and splatters onto the ground before reforming. More follow. <br><br> You return to the parlour proper, and wake your customers. "I hope you dreamt well," you say, helping the <<person1>><<person>> to <<his>> feet. "Please come again." <br><br> You lead them to the door, hoping they don't notice another splat from the kitchen. <br><br> <<link [[Next|Flats Hookah Work Friendly Slime 2]]>><</link>> <br> <<else>> <<link [[Next|Flats Hookah Work Simple Bad End]]>><</link>> <br> <</if>> <<else>> <<link [[Next|Flats Hookah Work Simple Good End]]>><</link>> <br> <</if>><<effects>> You close the door behind the pair, and turn to face the slimes. <br><br> <<link [[Next|Flats Hookah Work Friendly Slime Rape]]>><<endevent>><<set $struggle_start to 1>><</link>> <br><<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "slime">> <<struggle_creatures 4 1>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Flats Hookah Work Friendly Slime Rape End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Flats Hookah Work Friendly Slime Rape]]>><</link>></span> <br> <</if>><<effects>> The last of the slimes leaps into the kitchen sink, and disappears down the drain. <br><br> <<tearful>> you make sure the hookah has not been damaged in the struggle. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats Hookah]]>><</link>> <br><<effects>> The <<person1>><<person>> slips into a deep slumber in front of the hookah. You keep an eye on <<him>>, making sure <<his>> occasional twitchings don't develop into something worrisome. <br><br> <<if (dangerEvent() or $eventforced)>> <<if $settings.tentaclesEnabled>> You hear a strange noise in the bathroom. You peek around the corner. Tentacles are emerging from the drains on the sink and bath, as well as the taps. <br><br> You wake the <<person1>><<person>>, and help <<him>> to <<his>> feet. "Thank you for coming," you say. "I hope you had a pleasant dream." You lead <<him>> to the door, doing your best not to look at the tentacles emerging from the bathroom behind you. <br><br> <<link [[Next|Flats Hookah Work Friendly Tentacles 2]]>><</link>> <br> <<else>> <<link [[Next|Flats Hookah Work Simple Bad End]]>><</link>> <br> <</if>> <<else>> <<link [[Next|Flats Hookah Work Simple Good End]]>><</link>> <br> <</if>><<effects>> You close the door behind the <<person>>, and turn to face the tentacle threat. <br><br> <<link [[Next|Flats Hookah Work Friendly Tentacles Rape]]>><<endevent>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 6 12>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Flats Hookah Work Friendly Tentacles Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Hookah Work Friendly Tentacles Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> The tentacles retreat, disappearing into the bathroom, and down the drains. <br><br> <<tearful>> you make sure the hookah hasn't been disturbed. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats Hookah]]>><</link>> <br><<effects>> <<if $enemyno gte 2>> You watch over your customers. They appear to sleep, but still bring the pipes to their mouths now and then. <br><br> <<else>> You watch over your customer. <<He>> appears to sleep, but still brings the pipe to <<his>> mouth now and then. <br><br> <</if>> <<person1>> <<set $rng to random(1, 5)>> <<if $rng is 5>> The <<person>> fidgets incessantly. You shift the hookah away from <<him>>. You're afraid <<he>>'ll shatter it otherwise.<<gstress>><<stress 6>> <br><br> <<elseif $rng is 4>> The <<person>> releases an unholy wail. You cover your ears. It doesn't last long, at least.<<gstress>><<stress 6>> <br><br> <<elseif $rng is 3>> The <<person>> mutters incoherently. Something about the cadence is unnatural, and disturbing.<<gstress>><<stress 6>> <br><br> <<elseif $rng is 2>> The <<person>> licks <<his>> fingers, as if tasting a delectable honey. <<He>> sounds unreasonably sloppy.<<gstress>><<stress 6>> <br><br> <<else>> The <<person1>><<person>> shakes and shivers. <<His>> feet kick at the air. You're afraid <<he>>'ll break something, so you hold them still.<<gstress>><<stress 6>> <br><br> <</if>> <<if $enemyno gte 2>> At the end of the shift, you wake your customers and help them to their feet. <br><br> <<else>> At the end of the shift, you wake your customer and help <<him>> to <<his>> feet. <br><br> <</if>> <<link [[Next|Flats Hookah]]>><<endevent>><</link>> <br><<effects>> <<if $enemyno gte 2>> You watch over your customers. They appear to sleep, but still bring the pipes to their mouths now and then. <br><br> <<else>> You watch over your customer. <<He>> appears to sleep, but still brings the pipe to <<his>> mouth now and then. <br><br> <</if>> <<person1>> <<set $rng to random(1, 5)>> <<if $rng is 5>> The <<person>> whispers now and then, describing <<his>> visions. Some of it makes a disturbing sense.<<if $awareness lt 600>><<awareness 6>><<gawareness>><</if>> <br><br> <<elseif $rng is 4>> The <<person>> murmurs about <<his>> work on Elk Street. It sounds interesting.<<gscience>><<scienceskill>> <br><br> <<elseif $rng is 3>> The <<person>> solves maths problems out loud. Most are beyond you, and perhaps the <<person>> <<himself>>, but you follow along with some.<<gmaths>><<mathsskill>> <br><br> <<elseif $rng is 2>> The <<person>> quotes poetry aloud. At least you assume <<hes>> quoting. It's oddly inspiring.<<genglish>><<englishskill>> <br><br> <<else>> The <<person>> talks about <<his>> childhood. It's embellished, it must be, but it's still interesting.<<ghistory>><<historyskill>> <br><br> <</if>> <<if $enemyno gte 2>> At the end of the shift, you wake your customers and help them to their feet. <br><br> <<else>> At the end of the shift, you wake your customer and help <<him>> to <<his>> feet. <br><br> <</if>> <<link [[Next|Flats Hookah]]>><<endevent>><</link>> <br><<set $outside to 0>><<location "flats">><<effects>> You are on the ground floor of a block of flats on Barb Street. The walls and floor are plain, but clean and well-maintained. Doors line the corridor, and a staircase ascends at the end. <br><br> <<if Time.dayState is "night">> The flats are silent. The occupants must be asleep. <br><br> <<elseif $exposed gte 1>> You hide beneath the stairwell, conscious of your <<nudity>>. <br><br> <<else>> <</if>> <<if $stress gte $stressmax and !$possessed>> <span class="red">You've pushed yourself too much.</span> You pass out. <br><br> <<passout_flats>> <<elseif $exposed lt 1 and $housekeeping gte 200 and $flats_superintendent is undefined>> <<generate1>><<generate2>><<person2>> A door swings open, and a <<person>> marches through. "I fucking quit!" <<he>> says, throwing a middle finger at the <<person1>><<person>> following behind. <<person2>><<He>> barges past you. <br><br> "It was just a suggestion," the <<person1>><<person>> says, stopping next to you and leaning on <<his>> thighs. "Well, that's another one," <<he>> says. <<He>> turns to you. "I've seen you around. Doing odd jobs for people in the flats? I'm the superintendent." <<He>> holds out <<his>> hand. <br><br> <<link [[Shake|Flats Superintendent Intro]]>><<set $phase to 1>><<set $flats_superintendent to 1>><<saveNPC 0 "flats_superintendent">><</link>> <br> <<link [[Don't shake|Flats Superintendent Intro]]>><<set $phase to 0>><<set $flats_superintendent to 1>><<saveNPC 0 "flats_superintendent">><</link>> <br> <<else>> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> <<cleareventpool>> <<if $exposed gte 1>> <<addinlineevent "flats_exposed_1" 1>> You hear voices up ahead. <<covered>> You turn, but hear voices from that direction as well. <span class="pink">You're trapped.</span> <br><br> There's an unlocked window to one side, and two doors to your right. You're not sure if they're locked. <br><br> <<link [[Try a door|Flats Exposed Door]]>><</link>><<difficulty 50>> <br> <<link [[Climb out the window|Flats Exposed Window]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_exposed_2" 1>> You come to an open door. You hear music, voices, and movement within. You peek around the corner. It looks like a party. It'll be hard to get by without anyone noticing, but perhaps if you're quick people will doubt they saw a thing. <br><br> <<link [[Dash by|Flats Exposed Dash]]>><</link>><<difficulty 50>> <br> <<link [[Find a way around (0:05)|Flats]]>><<stress 6>><<pass 5>><<set $eventskip to 1>><</link>><<gstress>> <br> <</addinlineevent>> <<addinlineevent "flats_exposed_3" 1>> A pair of feet march down the stairs up ahead, catching you in the open. You crouch behind a large potted plant for cover. <br><br> <<generate1>><<person1>> A <<person>> steps into view, walking this way. You'll look odd crouched behind a plant. <br><br> <<link [[Stay crouched|Flats Exposed Crouch]]>><</link>> <br> <<link [[Pick up the plant and walk with it|Flats Exposed Pick]]>><</link>><<difficulty 40>> <br> <</addinlineevent>> <<else>> <<addinlineevent "flats_1" 1>> <<generatey1>><<generatey2>><<generatey3>><<person1>> A <<person>>, <<person2>><<person>>, and <<person3>><<person>> round a corner. You recognise them from school. They're delinquents. <br><br> <<if random(1, 2) is 2>> <<if $whitneyromance is 1>> The <<person1>><<person>> steps in front of you. "What's Whitney's <<girl>> doing around here?" <<he>> asks. <<if random(1, 2) is 2>> <<He>> pauses, considering, <span class="pink">then shoves you against the wall.</span> "It doesn't matter. You're in our territory. Get on your knees."<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>> <br><br> <<link [[Get on your knees|Flats Events Knees]]>><<sub 1>><</link>> <br> <<link [[Scream|Flats Events Scream]]>><<pain 4>><</link>><<gpain>> <br> <<link [[Fight|Flats Events Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <<else>> <<He>> pauses, considering, <span class="teal">then steps aside.</span> <br><br> They watch you walk away. <br><br> <<link [[Next|Flats]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>> <<else>> The <<person1>><<person>> steps in front of you. "What's someone like you doing around here?" <<he>> asks, shoving you against the wall. <<His>> friends close in. "Get on your knees."<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>> <br><br> <<link [[Get on your knees|Flats Events Knees]]>><<sub 1>><</link>> <br> <<link [[Scream|Flats Events Scream]]>><<pain 4>><</link>><<gpain>> <br> <<link [[Fight|Flats Events Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <</if>> <<else>> The <<person1>><<person>> pulls a funny face, but they otherwise don't bother you. <br><br> <<link [[Next|Flats]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "flats_2" 1>> <<beastNEWinit 1 dog>> <<generate2>><<person2>> A <<beasttype 0>> walks by, followed by a <<person2>><<person>> holding a lead. <<bHe 0>> stops to sniff you, but the <<person>> jerks <<bhim 0>> away. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_3" 1>> <<generate1>><<person1>> A <<person>> accosts you halfway in a stairwell, placing one arm around your waist, gripping your wrist with the other, and pulling you against <<him>>. "What a cute <<girl>>," <<he>> says, shifting your weight to keep you unsteady. <<He>> leans in to kiss.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Slap|Flats Events Slap]]>><<def 1>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Stomp on foot|Flats Events Stomp]]>><<def 1>><</link>><<physiquedifficulty 5000 13000>> <br> <<link [[Endure|Flats Events Endure]]>><<trauma 6>><<stress 6>><<sub 1>><</link>><<difficulty 50>><<kissvirginitywarning>><<gtrauma>><<gstress>> <br> <</addinlineevent>> <<addinlineevent "flats_4" 1>> <<generate1>><<person1>> You pass a <<person>> working as a janitor. <<Hes>> wearing headphones, and doesn't seem to notice you. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<if $hookah_state is undefined>> <<addinlineevent "flats_5" 1>> The front door of one of the flats is ajar, and a purple light glows within. You smell a strange incense.<<garousal>><<arousal 600>><<set $hallucinogen += 10>> <br><br> <<link [[Investigate|Flats Hookah]]>><<set $hallucinogen += 10>><</link>> <br> <<link [[Ignore|Flats]]>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "flats_6" 1>> <<generate1>><<person1>> A <<person>> leers openly as <<he>> walks by, turning <<his>> head to look behind <<him>>. <br><br> <<if hasSexStat("promiscuity", 3)>> <i>Charging less will make <<him>> easier to convince.</i> <br><br> <<link [[Solicit for £50|Flats Events Solicit]]>><<set $phase to 1>><</link>><<promiscuous3>> <br> <<link [[Solicit for £100|Flats Events Solicit]]>><<set $phase to 2>><</link>><<promiscuous3>> <br> <<link [[Solicit for £150|Flats Events Solicit]]>><<set $phase to 3>><</link>><<promiscuous3>> <br> <<else>> <<insufficientStat "promiscuity" "to take advantage">> <br><br> <</if>> <<link [[Ignore|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_7" 1>> <<generatey1>><<generatey2>><<person1>> A <<person>> and <<person2>><<person>> chat under a stairwell. They lower their voices as you walk by. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_8" 1>> You hear shouting from one of the flats, but it doesn't sound like anyone's in danger. <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_9" 1>> <<dancedifficulty 1 200 true>> <<if $danceSuccess>> You skid on a wet floor, spin, <span class="green">but manage to keep your footing.</span> <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You skid on a wet floor, <span class="red">and lose your footing.</span> You land on your <<bottom>>.<<gpain>><<pain 4>><<gstress>><<stress 6>> <br><br> <<link [[Next|Flats]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "flats_10" 1>> A <<generate1>><<person1>><<person>> seems to be following you. <br><br> <<link [[Ignore|Flats Events Ignore]]>><</link>><<difficulty 90>> <br> <<link [[Run|Flats Events Run]]>><<stress 6>><</link>><<gstress>> <br> <</addinlineevent>> <</if>> <<runeventpool>> <<else>> <<if Time.dayState is "night">> <<dooricon>><<link [[Approach one of the flats (0:01)|Flats Lock]]>><<pass 1>><</link>> <br> <<elseif $exposed lt 1>> <<if $flats_progress is undefined>> <<dooricon>><<link [[Knock on one of the flats (0:01)|Flats Knock Intro]]>><<pass 1>><</link>> <br> <<else>> <<dooricon>><<link [[Knock on a door (0:01)|Flats Knock]]>><<pass 1>><</link>> <br> <</if>> <</if>> <<if $flats_window_init gte 2 and $exposed lt 1>> <<if Time.dayState is "night">> <span class="blue">You need more daylight to work as a window cleaner.</span> <br> <<else>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to work as a window cleaner. <<else>> <<link [[Work as a window cleaner (1:00)|Flats Window]]>><<housekeeping 1 300>><</link>><<ghousekeeping 300>> <</if>> <</if>> <</if>> <<if $hookah_state gte 2>> <<dooricon "open">><<link [[Hookah Parlour (0:01)|Flats Hookah]]>><<pass 1>><</link>> <br> <<elseif $exposed lt 1 and $hookah_state gte 1>> <<dooricon "open">><<link [[Hookah Parlour (0:20)|Flats Hookah]]>><<pass 20>><</link>> <br> <</if>> <<if $flats_superintendent is 1 or $flats_superintendent is 2>> <<if Time.dayState is "day">> <<if $exposed lt 1>> <<officeicon>><<link [[Superintendent's office (0:01)|Flats Superintendent]]>><<pass 1>><</link>> <br> <</if>> <<else>> <<if Time.dayState is "dawn">> <<officeicon>><span class="blue">The superintendent's office isn't open yet.</span> <br> <<else>> <<officeicon>><span class="blue">The superintendent's office is closed for the night.</span> <br> <</if>> <</if>> <</if>> <br> <<barbicon>><<link [[Leave|Barb Street]]>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<effects>> <<loadNPC 0 "flats_superintendent">><<person1>> You enter the superintendent's office, <<if $flats_superintendent is 2>> <<set $flats_superintendent to 3>> and find the room empty. A cup lies on its side, tea spilled over the desk. A coat lies on the floor. A faint incense lingers in the air. <br><br> <<else>> and find <<him>> sat at <<his>> desk. <<He>> looks up. <br><br> "Any luck finding the hookah business?" <br><br> <<if $hookah_state gte 1>> <<if $hookah_state gte 2>> <<icon "hookah_smoke.png">><<link [[Say you've found it, and show the way (0:01)|Flats Superintendent Found Quick]]>><<set $flats_superintendent to 2>><<pass 1>><</link>> <br> <<else>> <<icon "hookah_smoke.png">><<link [[Say you've found it, and show the way (0:20)|Flats Superintendent Found]]>><<set $flats_superintendent to 2>><<pass 20>><</link>> <br> <</if>> <</if>> <</if>> <<getouticon>><<link [[Leave|Flats]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 1>> You shake the <<person>>'s hand. <<else>> You keep your hands at your side. The <<person>> takes it in stride. <</if>> <br><br> "Say," <<he>> says. "Perhaps you can help me with something. Some residents have complained about one of the occupants. Apparently they've set up a hookah business, and they've been filling the building with smoke." <br><br> "The strange thing," <<he>> scratches <<his>> head, "is that the complaints come from different corners of the building. We might have more than one troublemaker, but I can't for the life of me find them. If you come across them, let me know and I'll give you a little cash." <br><br> <<if $hookah_state gte 1>> <<if $hookah_state gte 2>> <<link [[Say you've already found it, and show the way (0:01)|Flats Superintendent Found Quick]]>><<set $flats_superintendent to 2>><<pass 1>><</link>> <br> <<else>> <<link [[Say you've already found it, and show the way (0:20)|Flats Superintendent Found]]>><<set $flats_superintendent to 2>><<pass 20>><</link>> <br> <</if>> <<link [[Say nothing|Flats Superintendent Nod]]>><</link>> <br> <<else>> <<link [[Next|Flats]]>><<endevent>><</link>> <br> <</if>><<effects>> "Fantastic," the <<person1>><<person>> says. "Lead on!" <br><br> You lead <<him>> straight to the hookah parlour. "Ah," <<he>> says. "I can smell it now. No wonder it's got the people worked up." <<He>> looks around. "That's odd. I thought I passed by here earlier, but I can't imagine failing to notice this." <br><br> <<He>> shrugs. "No matter. Here's a little something for the trouble." <<He>> hands you a wad of cash. You've gained <<moneyGain 150>>. <br><br> "I'll be paying the owner a visit," <<he>> says, walking away. "Once I've sorted the paperwork." <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> "Fantastic," the <<person1>><<person>> says. "Lead on!" <br><br> It takes you a while to find it, but <<he>> follows patiently, until you track it down. "Ah," <<he>> says. "I can smell it now. No wonder it's got people worked up." <<He>> looks around. "That's odd. I thought I passed by here earlier, but I can't imagine failing to notice this." <br><br> <<He>> shrugs. "No matter. Here's a little something for the trouble." <<He>> hands you a wad of cash. You've gained <<moneyGain 150>>. <br><br> "I'll be paying the owner a visit," <<he>> says, walking away. "Once I've sorted the paperwork." <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> "You can find my office near the entrance," the <<person1>><<person>> says. "Cheerio." <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> <<generate1>><<person1>> You knock on a door. Footsteps thud on the other side, then the door swings open, revealing a <<person>> in a vest and jeans. <br><br> <<His>> gaze flicks over your body once. "What do you want?" <br><br> <<socialiseicon "ask">><<link [[Ask for work (1:00)|Flats Knock Intro 2]]>><<wearProp "rag" "grey">><<pass 60>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>> <br><<effects>><<wearProp "rag">> "Bathroom needs cleaning," <<he>> says, opening the door all the way. "First door on the right. You'll find cleaning materials on the shelf." <br><br> You enter the bathroom. It's quite clean already, but the bath is stained. There are several bottles on the shelf, along with a rag. The rag is almost clean as well. You turn the bottles, but find they're completely unmarked. <<if $housekeeping gte 100>> <<set $flats_progress to 1>> You try to open the closest. The lid is stuck, but you use the rag for extra purchase, and manage to twist it off. <br><br> You pour the cleaning solution over the bath's surface, and dust the shelves and windowsill while you wait for the chemicals to work. You run the tap, and hose the enamel down with a shower attachment. The chemicals run clear, leaving a pearly white. <br><br> The <<person>> walks in as you finish up. <span class="green">"Not bad."</span> <<He>> says. "Here's some cash. I'm sure the other residents could use your skilled hands." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> "Wait," <<he>> calls as you leave the flat. "One of the flats has a doorknob fashioned like a lotus flower. <span class="purple">Stay away from it.</span> Not the sort of people in there a nice <<girl>> like you should be getting involved with." <br><br> <i>You can now work as a cleaner in the flats on Barb Street.</i> <br><br> <<else>> You try to open one, but the lid is stuck. You have more luck with the next, but you've no idea if it's what you need. <br><br> You pour it into the bath, wait for a few minutes, then run the tap. The water clears, but the stain remains. You try each bottle in turn, but nothing will remove it. You try rubbing the bath with the rag, but to no effect. There's only one bottle left. <br><br> You twist the lid with all your might. It comes loose, <span class="red">but with too much force.</span> The bottle jerks from your hand, and spills its contents into the bath. It's half empty by the time you get it upright. <br><br> The <<person>> walks in on this scene. "Shit," <<he>> says. "I gave you a simple fucking—" <<He>> pauses, and inhales. "It's fine. I'm not paying you though. Get out." <br><br> <span class="blue">You'll need at least an <span class="pink">F+</span> housekeeping skill to work as a cleaner at the flats.</span> <br><br> <</if>> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>><<set $lock to 200>> The door is locked tight. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Break in (0:05)|Flats Sneak]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Flats]]>><<handheldon>><</link>> <br><<effects>> You successfully pick the lock and enter the abode. <br><br> <<skulduggeryuse 300 "locks">> <<cleareventpool>> <<addinlineevent "flats_sneak_1" 1>> The interior is lit by a soft, pink light. Pornographic photographs decorate the walls, and the sofa has an odd curvature. It looks like a valuable antique, but it's too big to carry. <br><br> <<set _blackmoney to 0>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> There's a vintage magazine on the floor however. It might be worth something on the black market.<<set _blackmoney += 10>> <<case 2>> There's £20 in foreign cash lying on the table beside it however. It might be worth something on the black market.<<set _blackmoney += 20>> <<case 3>> There's a pearl necklace lying on the table beside it however. It might be worth something on the black market.<<set _blackmoney += 30>> <<case 4>> A pair of gold cufflinks sit on the table beside it however. It might be worth something on the black market.<<set _blackmoney += 40>> <<default>> There's a vintage ring on a table beside it however. It has a strange honeycomb shape, but it's made of real gold. It might be worth something on the black market.<<set _blackmoney += 80>> <</switch>> <br><br> <<link [[Take it|Flats]]>><<set $blackmoney += _blackmoney>><<crimeUp _blackmoney "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Flats]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_sneak_2" 1>> <<npcClothesType $NPCList[0] "worker">> <<generate1>><<person1>><<npcClothesType $NPCList[0] "bathrobe">> You hear running water. Someone's in the shower. There's nothing unusual about the flat, but you can't find any valuables, until you come across a safe hidden in the bedroom. It has an old-fashioned locking mechanism you should be able to crack, but it might take a bit of time. <br><br> You hear a <<personsimple>>'s voice, singing in the shower. <br><br> <<set $skulduggerydifficulty to 400>> <<link [[Crack|Flats Sneak Crack]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_sneak_3" 1>> A wind blows in from an open door, leading to a terrace. There's no one around, but you're not sure how long that'll last. <br><br> <<if $flats_vents_init is undefined>> You investigate the terrace. There's nothing there but some hanging washing. A neighbouring terrace is close enough to climb to. You're not sure how that flat is meant to be accessed normally, as there were no doors on that side. <br><br> <<link [[Cross the gap to the other terrace|Flats Sneak Terrace]]>><</link>><<willpowerdifficulty 1 400>> <br> <<link [[Investigate this flat|Flats Sneak Investigate]]>><</link>> <br> <<else>> You search the flat for any valuables, and find <<printmoney 3000>> under the mattress. <br><br> <<link [[Take it|Flats]]>><<moneyGain 30>><<crimeUp 30 "petty">><</link>><<crime "petty">> <br> <<link [[Leave it|Flats]]>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "flats_sneak_4" 1>> <<generate1>><<person1>> You close the door behind you. Thick curtains have been drawn over the windows, leaving the room dark. You fumble for the light switch. It illuminates the room, and reveals a <<person>> sat in a chair, a cat on <<his>> lap. <<Hes>> staring right at you. <br><br> "I wasn't expecting a guest," <<he>> says. "Much less an intruder. What do you have to say for yourself?" You can't help but notice <<his>> expensive watch. You avoid looking right at it. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Flats Sneak Seduce]]>><</link>><<promiscuous2>> <br> <</if>> <<link [[Attack|Flats Sneak Attack]]>><</link>> <br> <<link [[Run|Flats Sneak Run]]>><</link>> <br> <</addinlineevent>> <<if crimeSumCurrent() gte 500>> <<addinlineevent "flats_sneak_5" 0.2>> An acrid scent lingers in the air, but the flat appears otherwise normal. Two steps in, however, and a metal shutter slams across the door behind you. An alarm blares. <br><br> "POLICE NOTIFIED," announces a robotic voice. "ESTIMATED TIME OF ARRIVAL: FIVE MINUTES. PLEASE STAND BY." <br><br> The windows aren't shuttered, but you're many stories up. A rope would take at least a few minutes to make. <br><br> <<set $flats_alarm_fabric to 0>> <<set $flats_alarm_time to 5>> <<flats_alarm_links>> <</addinlineevent>> <</if>> <<addinlineevent "flats_sneak_6" 1>> <<generate1>><<person1>> A <<person>> snores on the sofa. You tiptoe by, searching for loot. You find a box of jewellery in the bedroom. Nothing spectacular, but it might be worth something on the black market. <br><br> <<link [[Take it|Flats Sneak Snore]]>><<set $blackmoney += 30>><<crimeUp 30 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_sneak_7" 1>> <<generate1>><<person1>> The smell of roast vegetables greets you. A <<person>> stands in the kitchen, talking on a phone and looking out the window. <br><br> <<His>> <<wallet>> sits on the table not far from <<him>>. There's <<printmoney 4000>> inside. <br><br> <<link [[Take it|Flats Sneak Wallet]]>><<moneyGain 40>><<crimeUp 40 "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_sneak_8" 1>> There's an antique gun on the wall, but it's affixed too firmly to take with you. You rummage around, and find <<printmoney 2000>> in a drawer. <br><br> <<link [[Take it|Flats]]>><<moneyGain 20>><<crimeUp 20 "petty">><</link>><<crime "petty">> <br> <<link [[Leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_sneak_9" 1>> A lava lamp glows in the corner, illuminating old-fashioned decor with a soft glow. There's little of value that you can carry however, though you do find some jewellery hidden in a shoebox. <br><br> <<link [[Take it|Flats]]>><<set $blackmoney += 30>><<crimeUp 30 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Flats]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats_sneak_10" 1>> It's empty. Even the lights and switches are missing, letting their cables dangle. You'll have to try somewhere else. <br><br> <<link [[Leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<runeventpool>><<effects>><<wearProp "wallet" 0 "empty">> The <<person>> turns as you swipe the <<wallet>> from the table. <<He>> jumps in fright, almost dropping the phone, then furiously dials a number. You turn and run. <br><br> "Police!" the <<person>> says behind you. "I'm being robbed!" <br><br> You escape the flat while the occupant shouts into <<his>> phone. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> <<if random(1, 2) is 2>> You seize the goods, and tiptoe from the flat without issue. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br> <<else>> You seize the goods, but the <<person>> wakes as you try to tiptoe by. <br><br> "I don't know what you're up to," <<he>> says, reaching out and grasping your thigh. "But you're in trouble now." <br><br> <<link [[Next|Flats Sneak Rape 3]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger to 40>><<set $enemytrust to -50>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Sneak Rape 3 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Sneak Rape 3]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> shoves you from the flat. <br><br> <<tearful>> you climb to your feet. <br><br> <<else>> The <<person1>><<person>> runs, and hides in the bedroom. <br><br> <<tearful>> you escape the flat. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><</link>> <br><<effects>> You ransack the flat for sheets, clothing, towels, and anything else you can tie together. <<if $housekeepingSuccess>> <<set $flats_alarm_fabric += 1>> You give it a good tug. <<if $flats_alarm_fabric gte 3>> <<set _ropeLength to 2>> <span class="green">It feels firm.</span> You throw it out a window, and watch it tumble to the pavement below. <br><br> <<link [[Escape!|Flats Sneak Rope]]>><</link>> <br> <<else>> <<set _ropeLength to 3>> <span class="green">It feels firm,</span> but needs to be longer. <br><br> <<flats_alarm_time>> <</if>> <<else>> <<set _ropeLength to 4>> The raging alarm doesn't make it easy. You think you've tied the fabric securely, <span class="red">but your makeshift rope falls apart at your tugging.</span> <br><br> <<flats_alarm_time>> <</if>> <<wearProp "rope climb" 0 "fabric">><<effects>> You throw your body against the door, hammering it with all your might. <<if $physiqueSuccess>> <span class="green">You hear weakpoints groan as the shutter gives way a little.</span> You bash at it again and again, until the weakpoints snap, and the shutter falls to the carpet. <br><br> <<earnFeat "Panic Room">> <<flats_alarm_end>> You dash into the corridor outside, and away from the alarm. You can hear sirens outside. You avoid the main stairwell. <br><br> <<link [[Next|Flats]]>><</link>> <br> <<else>> <span class="red">It's no use.</span> The metal remains sturdy in the face of your hammering. <br><br> <<flats_alarm_time>> <</if>><<effects>> You drop to all fours and stick your <<bottom>> in the air, awaiting the arrival of the police. <br><br> <<generate1>><<generate2>> <span class="red">"POLICE ON SCENE," announces the voice. "HAVE A NICE DAY."</span> The shutter opens, and two police officers, a <<person1>><<person>> and <<person2>><<person>>, march in. <br><br> "Looks like <<pshes>> ready to come quietly," the <<person1>><<person>> chuckles. "Hold still." The <<person2>><<person>> advances with a pair of cuffs. <br><br> <<link [[Go quietly|Hospital Arrest Journey]]>><<flats_alarm_end>><</link>> <br> <<link [[Fight|Flats Sneak Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> You search the flat for a good hiding place. The best you can find is a cupboard. <br><br> You're still searching when you feel the thump of footsteps from the corridor outside. With no time remaining, you jump beneath a nearby table. <br><br> <<generate1>><<generate2>> <span class="red">"POLICE ON SCENE," announces the voice. "HAVE A NICE DAY."</span> The shutter opens, and two police officers, a <<person1>><<person>> and <<person2>><<person>>, march in. <br><br> "I'll check the cupboard," the <<person1>><<person>> says. <br> "No need," the <<person2>><<person>> replies, nodding your way. "<<pShes>> under the table." <br> "Best come quietly," the <<person1>><<person>> laughs as <<his>> partner advances with a pair of cuffs. <br><br> <<link [[Go quietly|Hospital Arrest Journey]]>><<flats_alarm_end>><</link>> <br> <<link [[Fight|Flats Sneak Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Flats Sneak Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Sneak Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair lean against the wall to recover. <<tearful>> you seize the opportunity. You hear the <<person1>><<person>> weakly call for backup as you escape down the corridor. <br><br> <<clotheson>> <<endcombat>> <<earnFeat "Panic Room">> <<flats_alarm_end>> <<link [[Next|Flats]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person2>><<person>> collapses, and the <<person1>><<person>> backs away, reaching for <<his>> radio. <<tearful>> you seize the opportunity. You hear <<him>> call for backup as you escape down the corridor. <br><br> <<clotheson>> <<endcombat>> <<earnFeat "Panic Room">> <<flats_alarm_end>> <<link [[Next|Flats]]>><</link>> <br> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue fighting. <br><br> <<saveNPC 0 "flats_arrest_1">> <<saveNPC 1 "flats_arrest_2">> <<clotheson>> <<endcombat>> <<flats_alarm_end>> <<link [[Next|Hospital Arrest Journey]]>><<loadNPC 0 "flats_arrest_1">><<loadNPC 1 "flats_arrest_2">><<clearNPC "flats_arrest_1">><<clearNPC "flats_arrest_2">><</link>> <br> <</if>><<effects>> You climb down the side of the building. An old couple watch you pass from their window, oddly unsurprised by your descent. <br><br> You reach the bottom without issue. A head peeks out the window you escaped through, far above. They're too far to identify your face. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> <<earnFeat "Panic Room">> <<flats_alarm_end>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $speech_attitude is "meek">> "S-sorry for the intrusion," you say. "Someone paid me to provide them company. I must have the wrong address." <<elseif $speech_attitude is "bratty">> "Wrong room?" you ask. "Good thing you told me. I'm an escort, you see. And already paid up too." <<else>> "I must have the wrong room," you say. "I'm an escort, and I've been paid to provide entertainment." <</if>> You turn to leave. <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <span class="green">"Wait,"</span> the person says at once, letting the cat leap to the floor. "I was jesting. Of course I'm who you're here for." <br><br> You walk over to <<him>>, without glancing at the watch. <br><br> <<link [[Next|Flats Sneak Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <span class="red">"Nice try,"</span> the <<person>> says, standing and letting the cat leap to the floor. "But as you're here, why don't I take advantage?" <br><br> <<link [[Next|Flats Sneak Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Sneak Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Sneak Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You run your fingers down <<his>> arms as <<he>> spasms, slipping off the watch and squirrelling it away. <<He>> doesn't notice.<<set $blackmoney += 80>><<crimeUp 80 "thievery">><<crime "thievery">> <br><br> <<tearful>> you leave <<him>> slumped on the chair. <br><br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> away, and grasp the watch as <<he>> falls. The force rips it off <<his>> wrist.<<set $blackmoney += 80>><<crimeUp 80 "thievery">><<crimeUp 20 "assault">><<crimes "assault" "thievery">> <br><br> <<tearful>> you escape the flat. <br><br> <<else>> "Some whore you are," the <<person1>><<person>> scoffs. "Get out." <br><br> <<tearful>> you leave the flat. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><</link>><<effects>> You don't wait for the <<person1>><<person>> to make the first move. You run at <<him>>, barely giving <<him>> time to stand. The cat leaps away from you. <br><br> <<link [[Next|Flats Sneak Rape 2]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You try to open the front door, but the <<person>> leaps to <<his>> feet and rushes towards you, throwing the cat several feet. <br><br> <<link [[Next|Flats Sneak Rape 2]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger += 100>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Sneak Rape 2 Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Sneak Rape 2]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> opens the door, and shoves you out. <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> away, and grasp the watch as <<he>> falls. The force rips it off <<his>> wrist.<<set $blackmoney += 80>><<crimeUp 80 "thievery">><<crimeUp 20 "assault">><<crimes "assault" "thievery">> <br><br> <<tearful>> you escape the flat. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><</link>><<effects>> <<if $willpowerSuccess>> It's not a wide gap, but crossing it over such a drop is still scary. You resist looking down, <span class="green">and make it across.</span> <br><br> The terrace door to this flat is closed, but unlocked. There's no front door, other than the one you used, and there's only one room. There is a ladder however, leading to a ventilation shaft in the ceiling. <br><br> Two stacks of computer servers are the only furniture, aside from a stool. They sit behind screens of glass, blinking with blue lights. <br><br> <<link [[Next|Flats Sneak Terrace 2]]>><</link>> <br> <<else>> You look down, at the pavement far below. Was the gap always this wide? You put one foot on the railing, <span class="red">and a sudden terror grips you.</span> You flee the flat.<<gstress>><<stress 6>><<gwillpower>><<willpower 1>> <br><br> <<link [[Next|Flats]]>><</link>> <br> <</if>><<effects>> You climb the ladder, and look up and down a vent. It's wide enough for you to squeeze through. One direction leads to a dead-end, but the other slopes down, and disappears around a bend. <br><br> <<link [[Explore (0:10)|Flats Sneak Terrace Explore]]>><<pass 10>><</link>> <br> <<link [[Leave|Flats]]>><<endevent>><</link>> <br><<effects>> <<set $flats_vents_init to 1>> You crawl through the vents. They turn this way and that, passing above rooms and letting you peek inside through thin slits. Some are occupied, but you pass by unbeknownst. <br><br> There are no other entrances however, until you at last arrive at the bottom of a laundry room. You crawl from the vent, and peek outside. It's a normal corridor. You soon get your bearings. <br><br> <<link [[Next|Flats]]>><</link>> <br><<effects>> You search the flat for any valuables, and find <<printmoney 3000>> under the mattress. <br><br> <<link [[Take it|Flats]]>><<moneyGain 30>><<crimeUp 30 "petty">><</link>><<crime "petty">> <br> <<link [[Leave it|Flats]]>><</link>> <br><<effects>> You press your ear against the safe, and listen for telltale clicks as you turn the dial. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">The safe opens,</span> yielding its contents. You find <<printmoney 12000>> inside. <br><br> <<skulduggeryuse>> <<link [[Take it|Flats]]>><<moneyGain 120>><<crimeUp 120 "thievery">><<endevent>><</link>><<crime "thievery">> <br> <<link [[Leave|Flats]]>><<endevent>><</link>> <br> <<else>> <span class="red">You hear the running water stop.</span> Before you can escape the bedroom, a <<person>> erupts from the bathroom, wearing just a bathrobe, and still dripping. <br><br> "Steal from me would you?" <<he>> says. "Time for a lesson." <br><br> <<skulduggeryuse>> <<link [[Next|Flats Sneak Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Sneak Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Sneak Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I needed that," <<he>> says, shoving you towards the door. "Now get out." <br><br> <<tearful>> you hear the door slam behind you. <br><br> <<elseif $enemyhealth lte 0>> The <<person>> trips on <<his>> gown, and tumbles to the bathroom floor. <br><br> <<tearful>> you escape the flat. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<widget "hookah_master">> <<if $pronoun is "f">>mistress<<else>>master<</if>> <</widget>> <<widget "hookah_init">> <<set $hookah to {}>> <<set $hookah.lurkers to 1>> <<set $hookah.juice to 0>> <</widget>> <<widget "hookah_juice">> <<if $hookah.juice gte 1>> There's enough juice in the hookah for <<number $hookah.juice>> <<print $hookah.juice is 1 ? "trip" : "trips">>, <<else>> There's no juice in the hookah, <</if>> and <<switch $hookah.lurkers>> <<case 5>> <span class="green">five</span> <<case 4>> <span class="teal">four</span> <<case 3>> <span class="lblue">three</span> <<case 2>> <span class="blue">two</span> <<case 1>> <span class="purple">one</span> <<default>> <span class="pink">no</span> <</switch>> <<print $hookah.lurkers is 1 ? "lurker" : "lurkers">> in the fridge. <br><br> <<if $hookah.juice is 0>> <<if $lurkers_held gte 1>> <<birdicon "lurker_netted">><<link [[Replenish the juice with a carried lurker|Flats Hookah Juice Carried]]>><<set $lurkers_held -= 1>><<set $hookah.juice += 50>><</link>> <br> <<else>> <<set _no_lurkers_held to 1>> <</if>> <<if $hookah.lurkers gte 1>> <<birdicon "lurkers">><<link [[Replenish the juice with a lurker from the fridge|Flats Hookah Juice Fridge]]>><<set $hookah.lurkers -= 1>><<set $hookah.juice += 50>><</link>> <br> <<else>> <<set _no_lurkers_stored to 1>> <</if>> <<if _no_lurkers_held is 1 and _no_lurkers_stored is 1>> <span class="blue">You have no lurkers with which to replenish the juice.</span> <br> <</if>> <</if>> <<if $lurkers_held gte 1 and $hookah.lurkers lt 5>> <<icon "fridge.png">><<link [[Store a lurker in the fridge|Flats Hookah Fridge]]>><<set $lurkers_held -= 1>><<set $hookah.lurkers += 1>><</link>> <br> <</if>> <</widget>> <<widget "flats_canal">> <<if _args[0]>> <<set $flats_canal += _args[0]>> <<set $flats_canal to Math.clamp($flats_canal, 0, 100)>> <</if>> <</widget>> <<widget "flats_canal_defeat">> <<if $flats_canal gte 50>> "It's all right," the <<person1>><<person>> says, anger in <<his>> voice. "You can pay another way. <span class="red">You owe each of us.</span>" <br><br> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<link [[Next|Flats Canal Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> They release you, only for a storm of kicks to assault your body. You curl up.<<ggpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>> <br><br> The attack ceases. The <<person>> grasps your hair, and pulls you to your knees. "It's all right," <<he>> says, anger in <<his>> voice. "You can pay another way." <br><br> <<link [[Next|Flats Canal Oral]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</widget>> <<widget "flats_canal_run">> <<link [[Run|Flats Canal Run]]>><<flats_canal 9>><</link>> <<if Weather.precipitation isnot "none">> <<athleticsdifficulty 400 1400>><<gggimpatience>><<note "The weather has filled the canal with mud, making running difficult, and failure could be very dangerous" "red">> <br> <<else>> <<athleticsdifficulty 1 1000>><<gggimpatience>><<note "Failure could be very dangerous" "red">> <br> <</if>> <</widget>> <<widget "passout_flats">> <<passout>> <<if dangerEvent()>> <<link [[Next|Flats Auction]]>><</link>> <br> <<else>> <<ambulance>> <</if>> <</widget>> <<widget "flats_auction_end">> <<unset $flats_auction>> <<unset $flats_auction_fame>> <<unset $flats_auction_select>> <</widget>> <<widget "flats_alarm_time">> <<switch $flats_alarm_time>> <<case 4>> <span class="purple">"FOUR MINUTES REMAINING," announces the voice.</span> <br><br> <<flats_alarm_links>> <<case 3>> <span class="blue">"THREE MINUTES REMAINING," announces the voice. "PLEASE ASSUME A SUBMISSIVE POSTURE."</span> <br><br> <<flats_alarm_links>> <<case 2>> <span class="purple">"TWO MINUTES REMAINING," announces the voice.</span> <br><br> <<flats_alarm_links>> <<case 1>> <span class="pink">"ONE MINUTE REMAINING," announces the voice. "ASSISTANCE IMMINENT."</span> <br><br> <<flats_alarm_links>> <<default>> <<generate1>><<generate2>> <span class="red">"POLICE ON SCENE," announces the voice. "HAVE A NICE DAY."</span> The shutter opens, and two police officers, a <<person1>><<person>> and <<person2>><<person>>, march in. <br><br> "We got a live one," the <<person1>><<person>> says. "Best come quietly." The <<person2>><<person>> advances with a pair of cuffs. <br><br> <<link [[Go quietly|Hospital Arrest Journey]]>><<flats_alarm_end>><</link>> <br> <<link [[Fight|Flats Sneak Fight]]>><<handheldon true>><<set $fightstart to 1>><</link>> <br> <</switch>> <</widget>> <<widget "flats_alarm_links">> <<if $flats_alarm_time is 1 and $flats_alarm_fabric lte 1 or $flats_alarm_time is 2 and $flats_alarm_fabric lte 0>> <span class="blue">There's not enough time to finish a rope.</span> <br> <<else>> <<link [[Make a rope from fabric (0:01)|Flats Sneak Housekeeping]]>><<pass 1>><<set $flats_alarm_time -= 1>><</link>><<housekeepingdifficulty 1 700>> <br> <</if>> <<link [[Smash your way out (0:01)|Flats Sneak Physique]]>><<pass 1>><<set $flats_alarm_time -= 1>><</link>><<physiquedifficulty 1 35000>> <br> <<if $flats_alarm_time lte 3>> <<link [[Assume a submissive posture and wait for police|Flats Sneak Assume]]>><</link>> <br> <</if>> <<if $flats_alarm_time lte 1>> <<link [[Hide|Flats Sneak Hide]]>><</link>><<difficulty 0>> <br> <</if>> <</widget>> <<widget "flats_alarm_end">> <<unset $flats_alarm_time>> <<unset $flats_alarm_fabric>> <</widget>><<effects>> <<if $flats_progress is 1 and random(1, 10) is 10>> You approach one of the flats, and raise your fist to knock. Then you notice the doorknob, <span class="purple">shaped like a lotus flower,</span> and remember the warning. Bad people reside here, apparently. <br><br> <<dooricon>><<link [[Knock anyway|Flats Lotus]]>><<set $flats_progress to 2>><</link>> <br> <<getouticon>><<link [[Walk away|Flats]]>><</link>> <br> <<else>> <<cleareventpool>> <<addinlineevent "flats_vacant" 2>> You approach one of the flats, and knock on the door. There's no answer. <br><br> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br> <<else>> <<lockicon "pick">><<link [[Break in|Flats Lock]]>><<handheldon>><</link>> <br> <</if>> <<dooricon>><<link [[Go to the next flat (0:01)|Flats Knock]]>><<handheldon>><<pass 1>><</link>> <br> <<getouticon>><<link [[Stop|Flats]]>><<handheldon>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats work_1" 1>> <<generate1>><<person1>> You approach one of the flats, and knock on the door. It swings open to reveal a <<person>>. <<He>> leans against the doorframe. "What a cute guest," <<he>> says. "What can I do for you?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Flats Lecherous Ask]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats work_2" 1>> <<generate1>><<person1>> You approach one of the flats, and knock on the door. You're answered by a bark. <br><br> "Quiet down!" answers a <<personsimple>>. "Dumb mutt." The door swings open to reveal a <<person>>. Tattered upholstery litters the floor behind <<him>>. "What is it?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Flats Dog Ask]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats work_3" 1>> <<generate1>><<person1>> You approach one of the flats, and knock on the door. It swings open to reveal a <<person>>. <<He>> leans against the doorframe. "What a cute guest," <<he>> says. "What can I do for you?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Flats Kitchen Ask]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats work_4" 1>> <<generate1>><<person1>> You approach one of the flats, and knock on the door. It opens, revealing a well-dressed <<person>>. "Not who I was expecting," <<he>> says. "How can I help you?" <br><br> <<socialiseicon "ask">><<link [[Ask for work|Flats Laundry Ask]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<addinlineevent "flats work_5" 1>> <<generate1>><<generate2>><<person1>> You hear voices before you reach the door. You knock, and it opens, revealing a <<person>>. <br><br> "Who is it?" calls a <<person2>><<personsimple>> voice from deeper within. <br> "Some <<girl>>," the <<person1>><<person>> replies. <br><br> <<socialiseicon "ask">><<link [[Ask for work|Flats Pair Ask]]>><</link>> <br> <<getouticon>><<link [[Say you've got the wrong address and leave|Flats]]>><<endevent>><</link>> <br> <</addinlineevent>> <<runeventpool>> <</if>><<effects>> <<npc "Bailey">><<person1>><<generate2>> The lotus rattles as you knock. Footsteps thud closer, and the door swings open. A figure stands there, an unlit cigarette in <<his>> mouth. You recognise <<him>> from the orphanage. <<He>> recognises you as well. <span class="pink">It's Bailey.</span> <br><br> <<He>> regards you with a level stare. "I can tell from your dumb expression," <<he>> says. "You weren't expecting me. Good. Don't bother me here again." <<He>> slams the door. <br><br> <<link [[Next|Flats]]>><<endevent>><</link>> <br><<effects>> "I do, as a matter of fact," the <<person1>><<person>> says, making room for you to pass. "Threw a party last night, and the balcony is a mess. There'll be <<printmoney 1000>> in it for you." <br><br> <<getinicon>><<link [[Accept (1:00)|Flats Lecherous]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>> <br> <<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>> <br><<effects>><<wearProp "broom">> You enter the flat, and see the damage at once. The door to the balcony is wedged open by several empty whisky bottles. Empty beer cans, pizza boxes, and other rubbish litter a table beyond. One of the bottles is broken. Shattered glass litters the floor. <br><br> "Fun night," the <<person>> says with pride. "I'll put the kettle on." <br><br> You sweep up the remains of broken glass, take the bottles to recycling, and throw away the trash. <<if (dangerEvent() or $eventforced) and $eventskip is 0>> The <<person>> walks onto the balcony as you wipe down the railing, and rests <<his>> arms either side of you. "Nice view from up here," <<he>> says, pushing <<his>> groin against your <<bottom>>. <<if $NPCList[0].penissize gte 2>> <span class="lewd">You feel <<his>> <<npcPenis>> through the fabric.</span> <</if>> <<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600>> <br><br> It is a nice view, you can see much of the town from here, from the docks to the forest. It's hard to appreciate right now however. <br><br> <<link [[Get angry|Flats Lecherous Angry]]>><<handheldon>><<def 1>><<trauma -6>><<stress 6>><</link>><<gstress>><<ltrauma>> <br> <<link [[Endure|Flats Lecherous Endure]]>><<handheldon>><<sub 1>><<trauma 6>><<arousal 600>><</link>><<gtrauma>><<garousal>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Charge extra|Flats Lecherous Rub]]>><<handheldon>><</link>><<promiscuous2>> <br> <</if>> <<else>> The balcony is spotless when you're done, far cleaner than it must have been before the party. The <<person>> walks out, mug of tea in hand, and stretches. <br><br> "Much better," <<he>> says. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> You finish the last of your drink, and walk outside. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Pl-please don't," you say. "Just let me work in peace." <<elseif $speech_attitude is "bratty">> "Get away from me," you say. "Pervert." <<else>> "Get away from me!" you say. <</if>> <br><br> <<if random(1, 2) is 2>> "Forgot my manners," the <<person>> says, trailing a hand over your shoulder as <<he>> pulls away. "I apologise." <<He>> doesn't harass you again. <br><br> The balcony is spotless when you're done, far cleaner than it must have been before the party. The <<person>> walks out, mug of tea in hand, and stretches. <br><br> "Much better," <<he>> says. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> You finish the last of your drink, and leave the flat. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <<else>> "Surely a smart <<girl>> like you knows how these things work," <<he>> says, reaching into <<his>> pocket. <<He>> waves another <<printmoney 1000>> in front of your face. "You wanted money, right?" <br><br> <<link [[Endure|Flats Lecherous Endure]]>><<sub 1>><</link>> <br> <<link [[Stomp on foot|Flats Lecherous Stomp]]>><<def 1>><<famescrap 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <</if>><<effects>> You stomp on the <<persons>> foot. <<He>> recoils with a yelp. "F-fucking crazy!" <<he>> stammers, hopping away. "Get the fuck out of my flat." <br><br> You finish the last of your drink, and leave the flat. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> You endure as the <<person>> rubs <<his>> groin against your <<bottom>>. "I love the view of the sea," <<he>> says, resting <<his>> hands on yours. "And the breeze." <<He>> trails a hand over your shoulder as <<he>> pulls away. <br><br> "Looks clean enough," <<he>> says. "Here's a little extra, for the trouble." You make <<printmoney 2000>><<money 2000 "flatsCleaning">>. <br><br> You finish the last of your drink, and leave the flat. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> You rest your hands on <<hers>>, and push your <<bottom>> into <<his>> crotch. "This sort of cleaning is extra," you say. "<<printmoney 2000>> extra." <<promiscuity2>> "S-sounds good to me," <<he>> says. <<if $NPCList[0].penis isnot "none">> You feel <<his>> <<print $NPCList[0].penisdesc>> harden through <<his>> <<print $NPCList[0].clothes.lower.name>>. You line it up between your cheeks, and rub against it, arching your back as you do. <<He>> humps back, matching your rhythm, until <<he>> shudders into orgasm. <<else>> You rub against <<his>> pussy through <<his>> <<print $NPCList[0].clothes.lower.name>>, arching your back as you do. <<He>> humps back, matching your rhythm, until <<he>> shudders into orgasm. <</if>> <br><br> <<He>> slumps onto a chair. You reach into <<his>> pocket, and help yourself to <<moneyGain 30>> before leaving the flat. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> The <<person>> strokes <<his>> chin in thought. You hear the barking again, from behind another closed door. The <<person>> turns to face it. "I said shut it!" <<he>> shouts. "Tell you what, I'll give you <<printmoney 1000>> if you clear the mess the mutt made of my furniture." <br><br> <<getinicon>><<link [[Accept (1:00)|Flats Dog]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>> <br> <<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>> <br><<effects>> You enter the flat, and the <<person>> releases the source of the barking, <<saveNPC 0 "flats_2">> <<endevent>> <<beastNEWinit 1 "dog">> a <<beasttype>>. <br><br> Freed from <<bhis>> prison, <<bhe>> runs a lap around your legs, then bolts into the kitchen. <br><br> You right a fallen table, restore a lamp to its position, test it, then begin to pick up the shredded upholstery. The sofa is ruined, but you can make the room presentable. <br><br> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> <<if $settings.bestialityEnabled or $monster is 1>> You fill a bin bag with shredded fabric, then drop to the floor to clear beneath the sofa. It's raised above the ground just enough to fit. <br><br> You're buried from the waist up, when you feel something prod your nethers. The <<beasttype>> mounts you. <br><br> <<link [[Next|Flats Dog Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> It takes a couple of bin bags, but you get the room clean. When you turn to leave however, you find the <<beasttype>> facing you. <<bHe>> growls, <span class="pink">then lunges.</span> <br><br> You manage to escape to the safety of a bedroom, but not unscathed. <<beastescape>> <br><br> <<endevent>> <<loadNPC 0 "flats_2">> <<clearNPC "flats_2">> "Bad dog!" says the <<person1>><<person>>. You hear a thud, then a whine, then the bedroom door opens. "Sorry about that," <<he>> says. "Here's your pay, and a little extra for the trouble." You make <<printmoney 1500>><<money 1500 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>> <<else>> The <<beasttype>> watches with a quizzical expression while you work. It takes a couple of bin bags, but you get the room clean. <<endevent>> <<loadNPC 0 "flats_2">> <<clearNPC "flats_2">> "Good work," the <<person1>><<person>> says. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<enable_rescue>> <<set $NPCList[0].stance to "top">> <<set $position to "doggy">> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Dog Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Dog Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<if _knotted>> The <<beasttype>> moves <<bhis>> hips this way and that, trying to work <<bhis>> penis free. It's lodged deep however. Instead, <<bhe>> pulls your body free from the sofa, and drags you across the carpet. <br><br> "How you doing in there?" calls a voice from the kitchen. The <<beasttype>>'s ears prick at the sound of <<bhis>> master's voice. <<bHe>> scrambles towards the kitchen, dragging you with <<bhim>>, <span class="pink">still attached to <<bhis>> $NPCList[0].penisdesc.</span> <br><br> <<link [[Grab hold of something|Flats Dog Rape Physique]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Tell it to stop|Flats Dog Rape Tending]]>><</link>><<tendingdifficulty 1 300>> <br> <<link [[Brace yourself|Flats Dog Rape Caught]]>><<trauma 12>><<stress 6>><<famebestiality 1>><<set $phase to 1>><</link>><<ggtrauma>><<gstress>> <br> <<else>> The <<beasttype>> leaves you be. <<tearful>> you escape from beneath the sofa. <br><br> <<link [[Next|Flats Dog Rape Escape]]>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> The <<beasttype>> yelps and leaves you be. <<tearful>> you escape from beneath the sofa. <br><br> <<link [[Next|Flats Dog Rape Escape]]>><</link>> <br> <<else>><<set $rescued += 1>> <<if $rapeavoid is 0 and $NPCList[0].stance is "top">> "Coming!" The sound of <<bhis>> master's voice isn't enough to stop the <<beasttype>> fucking you. You try to push <<bhim>> away, but to no avail. <<endcombat>> <<loadNPC 0 "flats_2">> <<clearNPC "flats_2">> The <<person1>><<person>> arrives to find you half-trapped beneath the ruined sofa, being fucked by <<his>> pet. <br><br> <<if random(1, 2) is 2>> <<He>> laughs, <span class="pink">and points <<his>> phone at you.</span> "A bad mutt indeed," <<he>> says, putting the phone away. <<He>> grasps <<his>> pet by the ear, and pulls it away from you. "Bad dog!" <<He>> drags it into a bedroom while you struggle from beneath the sofa, and locks it inside. <br><br> <<link [[Next|Flats Dog Rape Caught 2]]>><</link>> <br> <<else>> <<He>> recovers from <<his>> shock, grasps the creature by the collar, and yanks it away from you. <<He>> drags it into a bedroom while you struggle from beneath the sofa, and locks it inside. <br><br> <<clotheson>> <<exposure>> "I'm very sorry," <<he>> says, unable to look you in the eye. <<if $exposed gte 1>> <<towelup>> <<He>> hands you some towels to cover with. <</if>> "Here's a little extra for the trouble." <<He>> hands you <<printmoney 3000>><<money 3000 "flatsCleaning">>. <br><br> <<tearful>> you leave the flat <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>> <<else>> "Coming!" The <<beasttype>> pulls away at the sound of <<bhis>> master's voice. <<tearful>> you struggle from beneath the sofa. <br><br> <<endcombat>> <<clotheson>> <<exposure>> <<loadNPC 0 "flats_2">> <<clearNPC "flats_2">> <<person1>> <<if $exposed gte 1>> <<towelup>> You find some towels to cover yourself with right before the <<person>> walks in. <<He>> frowns at your state of dress, but doesn't comment. <<else>> The <<person>> enters the room, looks around, and seems satisfied. <</if>> <br><br> "Mutt giving you trouble?" <<he>> asks. "Sorry. You got the place clean though. Here's your money, with a little extra." You gain <<printmoney 1500>><<money 1500 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> You grasp the sofa leg, and pull against the <<beasttype>>. <<if $physiqueSuccess>> With a loud plop, <span class="green">The <<print $NPCList[0].penisdesc>> comes free.</span> The <<beasttype>> continues into the kitchen. <<tearful>> you struggle to your feet. <br><br> <<link [[Next|Flats Dog Rape Escape]]>><</link>> <br> <<else>> The tension builds, until the leg <span class="red">snaps off.</span> You're pulled through the room by the <<beasttype>>, into the kitchen. <br><br> <<link [[Next|Flats Dog Rape Caught]]>><</link>> <br> <</if>><<effects>> <<if $tendingSuccess>> "Bad dog!" you say. "Sit!" <span class="green">The <<beasttype>> obeys,</span> as far as <<bhe>> can with you attached to <<bhis>> <<print $NPCList[0].penisdesc>>. <br><br> From this angle you can take the shaft in hand. You manage to pry yourself free. The <<beasttype>> continues into the kitchen. <br><br> <<link [[Next|Flats Dog Rape Escape]]>><</link>> <br> <<else>> "B-bad dog," you say. "Let me go at once!" The <<beasttype>>'s master calls from the kitchen again. <span class="red"><<bHe>> forgets you, and continues <<bhis>> journey.</span> <br><br> <<link [[Next|Flats Dog Rape Caught]]>><</link>> <br> <</if>><<effects>> <<clotheson>> <<endcombat>> <<exposure>> <<loadNPC 0 "flats_2">> <<clearNPC "flats_2">> <<person1>> <<if $exposed gte 1>> <<towelup>> You find some towels to cover yourself with right before the <<person>> walks in. <<He>> frowns at your state of dress, but doesn't comment. <<else>> The <<person>> enters the room, looks around, and seems satisfied. <</if>> "Good work," <<he>> says. "Here's your pay." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> The <<beasttype>> pulls you in front of <<bhis>> shocked master. <<if $phase isnot 1>> <<ggtrauma>><<ggstress>><<famebestiality 1>> <</if>> <<endcombat>><<clotheson>> <<loadNPC 0 "flats_2">> <<clearNPC "flats_2">> <<person1>> <<if random(1, 2)>> <<He>> soon recovers, <<his>> expression replaced with a grin. "A bad mutt indeed," <<he>> says. "Or did you want this?" <<He>> lifts <<his>> phone from the counter, points it at your face, then crouches to get a close-up of the knot. <br><br> "It'll shrink soon enough," <<he>> says. "Just hang tight." <<Hes>> not wrong. It exits with a plop. Fluid floods out after it, pooling beneath you. <br><br> "Bad dog!" <<he>> says, kicking <<his>> pet from the room and shutting the door. <br><br> <<link [[Next|Flats Dog Rape Caught 2]]>><</link>> <br> <<else>> <<He>> recovers from <<his>> shock, and grabs <<his>> pet by the waist. <<He>> pulls, and the knot exits with a plop. Fluid floods out after it, pooling beneath you. <br><br> <<clotheson>> <<exposure>> <<He>> drags the creature from the room and shuts the door, and avoids eye contact as <<he>> <<if $exposed gte 1>> <<towelup>> hands you some towels to cover with. <<else>> turns to face you. <</if>> "I'm so sorry," <<he>> says. "Here's your money, and a little extra for the trouble." You make <<printmoney 3000>><<money 3000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<effects>> <<He>> crouches in front of you, and shows you <<his>> phone. "Now how about I upload this to the internet?" <<he>> muses. "I know a good site. Unless you want to convince me otherwise?" <<He>> pats <<his>> crotch. "With your mouth, of course. Your other end belongs to animals." <br><br> <<link [[Agree|Flats Dog Rape Oral]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Refuse|Flats Dog Rape Refuse]]>><</link>> <br> <<set $skulduggerydifficulty to 300>> <<link [[Deceive|Flats Dog Rape Deceive]]>><</link>><<skulduggerydifficulty>> <br><<effects>> <<famebestiality 10>> "If you insist," <<he>> says. "Here's your money, doggy slut." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You look the <<person>> dead in the eye, and open your mouth. <<He>> drops <<his>> phone in <<his>> haste to remove <<his>> <<print $NPCList[0].clothes.lower.name>>. You swipe it from the ground, shove <<him>> off balance, and run for the door. <br><br> "You fucking brat!" <<he>> shouts, tripping on <<his>> half-removed clothing. You escape the flat, down a flight of steps, and around a corner. You hear <<his>> footsteps thunder after you, <span class="green">but <<he>> misses your hiding place.</span> <br><br> You delete the offensive footage from the phone. Now to decide what to do with it. It might be worth something. <br><br> <<skulduggeryuse>> <<wearProp "phone" 0 "mobile">> <<link [[Leave it somewhere <<he>>'ll find|Flats]]>><<pass 60>><<famegood 1>><<endevent>><</link>> <br> <<link [[Keep it|Flats]]>><<pass 60>><<set $blackmoney += 50>><<endevent>><</link>> <br> <<else>> You open your mouth, as if in assent. The <<person>> puts <<his>> phone down to remove <<his>> <<print $NPCList[0].clothes.lower.name>>. You try to snatch it, <span class="red">but <<he>> grasps your wrist.</span> <br><br> "Not so fast, slut." <<He>> grabs the back of your head, and pulls you towards <<his>> groin. <br><br> <<skulduggeryuse>> <<link [[Next|Flats Dog Rape Oral]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcoral>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Dog Rape Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Dog Rape Oral]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Nice work cleaning up," <<he>> says, dropping some cash on you. "There's a little extra there. You can show yourself out." You make <<printmoney 3000>><<money 3000 "prostitution">>. <br><br> <<tearful>> you leave the flat. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <<else>> You shove the <<person>> away from you, snatch <<his>> phone, and bolt for the door. <<He>> tries to pursue, but <<his>> pet darts between your legs, and leaps atop <<him>>. <br><br> "Get off you dumb mutt!" <<tearful>> you escape the flat. <br><br> You run down a flight of steps, and around a corner. You hear <<his>> footsteps thunder after you, <span class="green">but <<he>> misses your hiding place.</span> <br><br> You delete the offensive footage from the phone. Now to decide what to do with it. It might be worth something. <br><br> <<clotheson>> <<endcombat>> <<wearProp "phone" 0 "mobile">> <<link [[Leave it somewhere they'll find|Flats]]>><<handheldon>><<pass 60>><<famegood 1>><</link>> <br> <<link [[Keep it|Flats]]>><<handheldon>><<pass 60>><<set $blackmoney += 50>><</link>> <</if>><<effects>> "The kitchen's a tip," the <<person>> says. "I'll give you <<printmoney 1500>> if you tidy it up. What do you say?" <br><br> <<getinicon>><<link [[Accept (1:00)|Flats Kitchen]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>> <br> <<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>> <br><<effects>><<wearProp "mop">> You enter the <<persons>> flat, and walk through a spotless living room, into a filthy kitchen. A stack of plates fills the sink, and crumbs cover all the counters. <br><br> "I said it was a tip," <<he>> says. <<He>> sounds embarrassed. "Parents are visiting soon. You arrived at the right time." <<He>> opens the fridge, and retrieves a can of cider. "I'll be in the living room." <br><br> The porcelain floor is sticky. You start there, cleaning it with a mop. Then you clear the counters with a dustpan and brush, before wiping them down. <br><br> The dishes take a while. Some are badly chipped, worse than the ones at the orphanage, but you clean them all the same. <br><br> <<link [[Next|Flats Kitchen 2]]>><<handheldon>><</link>> <br><<effects>> You enter the living room. "All done?" <<he>> asks, rising from in front of the television with a stretch. <<if (dangerEvent() or $eventforced) and $eventskip is 0>> "Now, ah, about your payment. I'm skint." <<He>> shrugs with an apologetic smile. "I only have a fiver." <br><br> <<link [[Accept the fiver|Flats Kitchen Fiver]]>><</link>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Seduce|Flats Kitchen Seduce]]>><</link>><<promiscuous3>> <br> <<else>> <<insufficientStat "promiscuity" "to \'negotiate\'">> <br> <</if>> <<if $submissive lte 500>> <<link [[Threaten to take the television|Flats Kitchen Threaten]]>><<stress -6>><</link>><<defianttext>><<lstress>> <br> <<else>> <<insufficientStat "submissive" "to cause a fuss">> <br> <</if>> <<else>> "Now, ah, about your payment. I'm skint." <<He>> shrugs with an apologetic smile, seeming to wait for your reaction. "Just kidding. Here you go." <br><br> You make <<printmoney 1500>><<money 1500 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<effects>> The <<person>> hands you a five-pound note. You make <<printmoney 500>><<money 500 "flatsCleaning">>. <br><br> <<He>> apologises again as you leave the flat. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "I'm sure you can find the money somewhere," you say, running a finger down <<his>> chest. "I'll make it worth your while." <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> <span class="green">"I-I might have some cash after all,"</span> <<he>> says, fumbling in <<his>> pocket. The notes tumble out, but it looks like there's <<printmoney 5000>> there. You push <<him>> onto the sofa. <br><br> <<link [[Next|Flats Kitchen Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> The <<person1>><<person>> looks away. "Fuck," <<he>> says. <span class="red">"Now I really wish I wasn't skint. Sorry love."</span> <<He>> holds out a five pound note. You take it and leave. <br><br> You make <<printmoney 500>><<money 500 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<effects>> "Skint?" You nod at the television. "That's alright. You can pay with your hardware instead. I don't mind carrying it." <br><br> The <<person>> throws <<his>> arms between you and the screen in a protective gesture. "Hang on!" <<he>> says. "Maybe I do have the money squirrelled away somewhere." 'Squirrelled away somewhere' turns out to mean 'in my pocket.' You take the money, and leave the flat. <br><br> You make <<printmoney 1500>><<money 1500 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Kitchen Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Kitchen Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You gather the fallen cash, leaving the <<person>> sprawling, spent, on the sofa. <br><br> <<tearful>> you leave the flat. You make <<printmoney 5000>><<money 5000 "prostitution">>. <br><br> <<clotheson>> <<endcombat>> <<else>> <<tearful>> you escape from the flat. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> "You're timely," <<he>> says. "My clothes need ironing. I'll give you <<printmoney 2000>> if you do the lot." <br><br> <<getinicon>><<link [[Accept (1:00)|Flats Laundry]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>> <br> <<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>> <br><<effects>> You enter the <<person>>'s flat. The living room is small but lavishly decorated. An open book rests on a table beside a tall chair, beneath a grandfather clock. <br><br> <<He>> leads you through a well-maintained kitchen, down a thin corridor, and into a small room. An ironing board sits in the centre, and railing full of freshly-laundered clothes stands beside it. <br><br> "I expect it'll take an hour. Can I get you a cup of tea?" <br><br> <<link [[Drink tea|Flats Laundry Tea]]>><<stress -6>><</link>><<lstress>> <br> <<link [[Say you prefer coffee|Flats Laundry Coffee]]>><<tiredness -6>><</link>><<ltiredness>> <br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink anything with alcohol while you know you're with child.</span> <<else>> <<link [[Say you prefer booze|Flats Laundry Booze]]>><<alcohol 120>><</link>><<ggalcohol>> <</if>> <br> <<link [[Don't drink|Flats Laundry Refuse]]>><</link>> <br><<effects>><<wearProp "tea">> You get to work, ironing the clothes and folding them neatly in a pile. The <<person>> returns with a tray carrying a pot of tea, a small jug of milk, a bowl of sugar, and a china teacup. It tastes nice. <br><br> <<link [[Next|Flats Laundry Drink]]>><</link>> <br><<effects>><<wearProp "coffee">> You get to work, ironing the clothes and folding them neatly in a pile. The <<person>> returns with a mug of coffee. "Instant, I'm afraid. I only keep it for guests." It doesn't taste bad. <br><br> <<link [[Next|Flats Laundry Drink]]>><<handheldon>><</link>> <br><<effects>><<wearProp "alcohol" 0 "white wine">> You get to work, ironing the clothes and folding them neatly in a pile. The <<person>> returns with a glass of champagne. "Odd accompaniment to ironing," <<he>> says. "But a guest brought some, and I've half a bottle left." It tastes expensive. <br><br> <<link [[Next|Flats Laundry Drink]]>><<handheldon>><</link>> <br><<effects>> You refuse the drink, and get to work ironing the clothes and folding them neatly in a pile. <br><br> <<link [[Next|Flats Laundry No Drink]]>><</link>> <br><<effects>> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> You begin to heat up as you finish. It's a small room, and the iron is hot, but this feels wrong. Lascivious thoughts assault your mind, and you struggle to stay upright. <<if $awareness gte 200>> <span class="pink">There was something in the drink.</span> <</if>> <<ggarousal>><<set $drugged += 120>><<arousal 1200>> <br><br> You stagger from the room, into the arms of the <<person>>. "You look even more fuckable like this," <<he>> says, politeness discarded. <<He>> shoves you down the corridor, into a dead end, and traps you with <<his>> body. <br><br> <<link [[Next|Flats Laundry Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You finish up, and return to the living room. You find the <<person>> sat in a chair, a pair of spectacles on <<his>> nose. "Aha," <<he>> says. "Done, I take it? I left your money by the shoe rack. Thanks for the help." <br><br> You make <<printmoney 2000>><<money 2000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<effects>> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> You finish up, and find the <<person>> in the corridor outside. <<He>> walks into you, forcing you to step back. "I'll need one more thing from you, whore," <<he>> says, politeness discarded. <span class="purple"><<He>> shoves you into a dead end,</span> and traps you with <<his>> body. <<His>> eyes are filled with lust. <br><br> <<link [[Endure|Flats Laundry Rape]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Slap|Flats Laundry Slap]]>><<trauma -6>><</link>><<ltrauma>><<physiquedifficulty 1 16000>> <br> <<else>> You finish up, and return to the living room. You find the <<person>> sat in a chair, a pair of spectacles on <<his>> nose. "Aha," <<he>> says. "Done, I take it? I left your money by the shoe rack. Thanks for the help." <br><br> You make <<printmoney 2000>><<money 2000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You deliver a hard smack to the <<persons>> face. <span class="green"><<He>> recoils,</span> almost stumbling. "I-I'm sorry," <<he>> stutters. "I don't know what came over me. I left your money by the shoe rack." <br><br> You leave <<him>> leaning against the kitchen counter, rubbing <<his>> eyes. <br><br> You make <<printmoney 2000>><<money 2000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <<else>> You try to slap the <<person>>, <span class="red">but <<he>> grasps your wrist.</span> "Feisty," <<he>> says. "This'll be fun." <br><br> <<link [[Next|Flats Laundry Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Laundry Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Laundry Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I left your money by the shoe rack," <<he>> says, panting against the wall. "Well-earned, whore." <br><br> <<tearful>> you leave the flat. You make <<printmoney 2000>><<money 2000 "prostitution">>. <br><br> <<clotheson>> <<endcombat>> <<else>> You shove the <<person>> into the small room, and slam the door. <br><br> <<tearful>> you escape the flat. You find the money <<he>> promised near the door. You make <<printmoney 2000>><<money 2000 "flatsCleaning">>. <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Flats]]>><<pass 60>><</link>> <br><<effects>> "I don't think we need anything," the <<person1>><<person>> says. <br><br> "Wait!" shouts the other voice. "Offer <<phim>> <<printmoney 1000>> to clean up in here. Because I know your lazy arse won't do it." <br><br> The <<person1>><<person>> looks ready to argue, but relents. "Fine." <<He>> turns to you. "I think you heard the offer." <br><br> <<getinicon>><<link [[Accept (1:00)|Flats Pair]]>><<housekeeping 1 200>><</link>><<ghousekeeping 200>> <br> <<refuseicon>><<link [[Refuse|Flats]]>><<endevent>><</link>> <br><<effects>> You enter the living room. The second voice belongs to a <<person2>><<person>>. <<He>> waves, but doesn't look up, as you enter, being transfixed by a chess board in front of <<him>>. <br><br> "The carpet needs cleaning," the <<person1>><<person>> says. "And the silver polished." <<He>> gestures at a stack of shelves, carrying a number of ornaments. <br><br> You can't use a vacuum cleaner as the noise would disturb their game, so you take a dustpan and brush, and get to cleaning the carpet. <br><br> <<link [[Next|Flats Pair 2]]>><</link>> <br><<effects>> The <<person1>><<person>> and <<person2>><<person>> remain motionless as you work, staring at the board in front of them. You finish the carpet, and move on to the silverware. <br><br> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> You hear a decisive thud from the board. "Checkmate." <br> "Fuck," the <<person1>><<person>> replies. "The <<girl>> distracted me." <br> "You were already finished." <br> The <<person>> flips the board, scattering the pieces. The <<person2>><<person>> laughs. "Sorry for more work, <<girl>>. I'll give you an extra <<printmoney 1000>> if you clean this up as well." <br><br> The <<person1>><<person>> paces up and down the room, furious. <br><br> <<link [[Agree|Flats Pair 3]]>><</link>> <br> <<link [[Refuse|Flats Pair 2 Refuse]]>><</link>> <br> <<else>> You finish cleaning, and turn to find the pair still staring at their game. The <<person2>><<person>> hands you the money without looking up. You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br> <</if>><<effects>> "Alright," the <<person2>><<person>> says, fishing money from a pocket. "Here you go." You make <<printmoney 1000>><<money 1000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> You drop to all fours to retrieve the pieces. Many have bounced beneath furniture. <br><br> The <<person1>><<person>> grabs your hair, and turns your head to face <<him>>. "This is your fucking fault."<<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 4>> <br> "I didn't know you were such a sore loser," the <<person2>><<person>> interjects. <br> "I know what will cheer me up," the <<person1>><<person>> says, leering at your body. <br> The <<person2>><<person>> sighs. "I'll throw an extra <<printmoney 5000>> in if you let my friend vent <<person1>><<his>> frustrations." <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Agree|Flats Pair Agree]]>><</link>><<promiscuous3>> <br> <<link [[Ask for £100|Flats Pair Seduce]]>><</link>><<promiscuous3>> <br> <<elseif $uncomfortable.prostituting is false>> <<His>> offer repulses you, but you need the money. <br><br> <<link [[Agree|Flats Pair Agree]]>><<set $desperateaction to 1>><</link>><<promiscuous3>> <br> <<link [[Ask for £100|Flats Pair Seduce]]>><<set $desperateaction to 1>><</link>><<promiscuous3>> <br> <</if>> <<link [[Refuse|Flats Pair 3 Refuse]]>><</link>> <br><<effects>> "Alright," the <<person2>><<person>> sighs. "Get your mitts off the <<girl>>." The <<person1>><<person>> releases you while the <<person2>><<person>> fishes money from <<his>> pocket. You make <<printmoney 2000>><<money 2000 "flatsCleaning">>. <br><br> <<link [[Next|Flats]]>><<pass 60>><<endevent>><</link>> <br><<effects>> "I'll be leaving you to it, then," the <<person2>><<person>> says. "I'll leave the money by the door." <br><br> <<saveNPC 0 "flats_5">> <<endevent phaseless>> <<loadNPC 0 "flats_5">> <<clearNPC "flats_5">> <<person1>> The <<person>> delivers a hard smack to your <<bottom>>. <br><br> <<link [[Next|Flats Pair Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $speech_attitude is "meek">> "I-I'll do it for £100," you say. "This <<personsimple>> is too scary for less." <<elseif $speech_attitude is "bratty">> "I'm not letting this loser go any further for less than £100," you say. <<else>> "I'll do it," you say. "But it'll cost £100." <</if>> <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> <<set $phase to 1>> The <<person1>><<person>> seems eager. The <<person2>><<person>> looks ready to rebuke you, but then sighs and shakes <<his>> head. "Fine. <span class="green">£100 it is.</span>" <br><br> <<link [[Next|Flats Pair Agree]]>><<set $phase to 1>><</link>> <br> <<else>> The <<person1>><<person>> seems eager, <span class="red">but the <<person2>><<person>> shakes <<his>> head.</span> "It'll be cheaper to buy booze at that point. £50, take it or leave it." <br><br> <<link [[Take it|Flats Pair Agree]]>><</link>> <br> <<link [[Leave it|Flats Pair 3 Refuse]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemyanger += 100>><<promiscuity3>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Flats Pair Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Flats Pair Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I think I'm ready to forgive you," the <<person>> says. "Take your money and get out." <br><br> <<tearful>> you leave the flat. You find the money the <<person>>'s friend left on a table by the front door. You make <<if $phase is 1>> <<printmoney 12000>><<money 12000 "prostitution">>. <<else>> <<printmoney 7000>><<money 7000 "prostitution">>. <</if>> <<elseif $enemyhealth lte 0>> The <<person>> stumbles backwards, treading on a chess piece and falling to the floor. <br><br> <<tearful>> you flee the flat. You swipe the cash from a table by the front door. You make <<if $phase is 1>> <<printmoney 12000>><<money 12000 "prostitution">>. <<else>> <<printmoney 7000>><<money 7000 "prostitution">>. <</if>> <<else>> The <<person1>><<person>> accompanies you to the door, pushes some cash into your hands, then shoves you outside. <br><br> You make <<printmoney 7000>><<money 7000 "prostitution">>. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Flats]]>><<pass 60>><</link>> <br><<effects>><<wearProp "marker">> <<switch $christmas_gift_robin>> <<case "shirt">> With the wrapping paper and marker in hand, you prepare Robin's shirt and shorts. You wrap them as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <<case "sundress">> With the wrapping paper and marker in hand, you prepare Robin's sundress. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <<case "kimono">> With the wrapping paper and marker in hand, you prepare Robin's kimono. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <<case "tuxedo">> With the wrapping paper and marker in hand, you prepare Robin's tuxedo. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <<case "gothic gown">> With the wrapping paper and marker in hand, you prepare Robin's gothic gown. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <<case "christmas">> With the wrapping paper and marker in hand, you prepare Robin's Christmas outfit. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <</switch>> <br><br> You place the gift beneath the plastic tree in the main hall. <br><br> <<link [[Next|Bedroom]]>><<handheldon>><</link>> <br> <!--Old passage to be removed at a later date--><<effects>> With the wrapping paper and marker in hand, you prepare Robin's shirt and shorts. You wrap them as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <br><br> You place the gift beneath the plastic tree in the main hall. <br><br> <<link [[Next|Bedroom]]>><</link>> <br> <!--Old passage to be removed at a later date--><<effects>> With the wrapping paper and marker in hand, you prepare Robin's sundress. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <br><br> You place the gift beneath the plastic tree in the main hall. <br><br> <<link [[Next|Bedroom]]>><</link>> <br> <!--Old passage to be removed at a later date--><<effects>> With the wrapping paper and marker in hand, you prepare Robin's kimono. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <br><br> You place the gift beneath the plastic tree in the main hall. <br><br> <<link [[Next|Bedroom]]>><</link>> <br> <!--Old passage to be removed at a later date--><<effects>> With the wrapping paper and marker in hand, you prepare Robin's Christmas outfit. You wrap it as carefully as you can. The gift has a fetching look to it once done, with Robin's name scrawled across one surface. <br><br> You place the gift beneath the plastic tree in the main hall. <br><br> <<link [[Next|Bedroom]]>><</link>> <br><<effects>> You spend a lot of time sorting through the clothes, deciding who gets what. There are a lot of orphans, and you don't know them all that well, but you think you can guess their sizes. <br><br> Once wrapped, you make several round trips to the plastic tree in the main hall. You leave the gifts stacked in neat piles. <br><br> You find a piece of tape stuck to your nose. <br><br> <<link [[Next|Bedroom]]>><</link>> <br><<widget "christmas_robin_visit">> <<if $robinmissing isnot 0>> Your eyes turn to your bedroom door, as if expecting a visitor. But no one's there. <br><br> <<link [[Next|Bedroom]]>><</link>> <br> <<elseif C.npc.Robin.trauma gte 60>> You hear knocking on your door. But no one enters. You peek outside, and find a small object wrapped in tinfoil. There's a note attached. <br><br> "Merry Christmas. <span class="gold">I left something for you under the tree.</span>" - Robin <br><br> You unwrap the object. There's a cookie inside. It's doughy and sweet.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<link [[Next|Bedroom]]>><</link>> <br> <<elseif C.npc.Robin.trauma gte 20>> <<npc Robin>><<person1>> You hear a knock on your door. Robin pokes <<his>> head around the corner. "Is it okay if I come in?" <br><br> <<He>> enters. <<He>> looks exhausted. "Merry Christmas. The orphans are celebrating. <span class="gold">I left you something under the tree.</span>" <<He>> tries to smile, then places a small object wrapped in tinfoil on your bed. "You should join us when you're ready." <br><br> <<He>> leaves the room. You unwrap the object. There's a cookie inside. It's doughy and sweet.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br> <<else>> <<npc Robin>><<person1>> You hear a flurry of knocks on your door. Robin pokes <<his>> head inside. "Can I come in?" <br><br> "Merry Christmas!" <<he>> says, almost skipping through the door. <<He>> places a small object wrapped in tinfoil on your bed. "The orphans hung up decorations. They're celebrating! You should join us." <br><br> "Oh," <<he>> adds. <span class="gold">"I left you something under the tree!"</span> <br><br> <<if $robinromance is 1>> <<He>> squeezes your hand, plants a kiss on your cheek, then marches from the room. <<else>> <<He>> marches from the room. <</if>> You unwrap the object. There's a cookie inside. It's doughy and sweet.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "christmas_robin">> <<npc Robin>><<person1>><<generatey2>><<person2>> Robin has been busy looking after the young orphans so far. A <<person>> tugs <<person1>><<his>> sleeve, and holds out a gift. "It's not from me," the <<person2>><<person>> says. "I just found it under the tree." <br><br> Robin thanks the <<person>>, and examines the package. <<person1>><<He>> smiles and glances at you. <<He>> recognised your handwriting. <<switch $christmas_gift_robin>> <<case "shirt">><<set _robinPush to "robinGiftShirt">> <<case "sundress">><<set _robinPush to "robinGiftSundress">> <<case "kimono">><<set _robinPush to "robinGiftKimono">> <<case "tuxedo">><<set _robinPush to "robinGiftTux">> <<case "gothic gown">><<set _robinPush to "robinGiftGown">> <<case "christmas">><<set _robinPush to "robinGiftChristmas">> <</switch>> <<if $christmas_gift_robin is undefined>> <<elseif C.npc.Robin.outfits is undefined>> <<set C.npc.Robin.outfits = [_robinPush]>> <<else>> <<run C.npc.Robin.outfits.pushUnique(_robinPush)>> <</if>> <<if $christmas_gift_robin is "shirt" and C.npc.Robin.pronoun is "m" or $christmas_gift_robin is "sundress" and C.npc.Robin.pronoun is "f">> Excited, <<he>> tears off the wrapping paper. <<His>> smile broadens when <<he>> sees the clothes inside. <<He>> clutches the fabric to <<his>> chest, and smiles at you.<<ltrauma>><<trauma -6>> <br><br> <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<set $christmas_robin_lewd to 1>> "I love it!" <<he>> says. "Thank you so much." <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span> <br><br> <<He>> disappears down one of the halls, towards <<his>> room. <<ggglove>><<npcincr Robin love 10>> <br><br> <<else>> "I love it!" <<he>> says. "Thank you so much." <<He>> disappears down one of the halls, towards <<his>> room. <<ggglove>><<npcincr Robin love 10>> <br><br> <</if>> <<elseif $christmas_gift_robin is "shirt" and C.npc.Robin.pronoun is "f" or $christmas_gift_robin is "sundress" and C.npc.Robin.pronoun is "m">> Excited, <<he>> tears off the wrapping paper. <<His>> bright expression turns to confusion as <<he>> pulls out the clothing. <br><br> "I-I think you may have given me the wrong present," <<he>> says, looking unsure. "This is for <<if C.npc.Robin.pronoun is "m">>girls<<else>>boys<</if>>." <br><br> <<if $speech_attitude is "meek">> "I-I thought it'd suit you," you say. <<elseif $speech_attitude is "bratty">> "Try it," you say. "You'll like how it looks on you." <<else>> "I thought you'd look cute in it," you say. <</if>> <br><br> <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<set $christmas_robin_lewd to 1>> Robin's eyes light up. "Really? Th-thank you." <<He>> throws <<his>> arms around you, and whispers. "Meet me in my room." <br><br> <<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>> <br><br> <<elseif C.npc.Robin.love gte 40 or $robinromance is 1>> Robin seems embarrassed, but not upset. "Th-thanks, I guess. I'll be sure to wear it!" <<He>> disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>> <br><br> <<else>> Robin looks conflicted. "I-I appreciate the thought. Thank you." <<He>> folds the clothes up, and returns to <<his>> room. <br><br> <</if>> <<if C.npc.Robin.crossdress is undefined>> <<set C.npc.Robin.crossdress to 1>> <</if>> <<if C.npc.Robin.cdstart is undefined>> <<set C.npc.Robin.cdstart to "christmas">> <</if>> <<elseif $christmas_gift_robin is "kimono">> Excited, <<he>> tears off the wrapping paper. <<He>> smiles when <<he>> sees the fabric, but frowns as <<he>> pulls it from the packaging. You caught <<him>> off guard. <br><br> "T-this isn't a costume," <<he>> says, unfolding the kimono with care. "How much did you spend on this?" <br><br> <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<set $christmas_robin_lewd to 1>> You shrug and smile. "It's so pretty," Robin continues. "Thank you so much!" <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span> <br><br> <<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>> <br><br> <<else>> You shrug and smile. "It's so pretty," Robin continues. "Thank you so much!" <<He>> holds it against <<his>> chest, and disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>> <br><br> <</if>> <<elseif $christmas_gift_robin is "tuxedo" and C.npc.Robin.pronoun is "m" or $christmas_gift_robin is "gothic gown" and C.npc.Robin.pronoun is "f">> Excited, <<he>> tears off the wrapping paper. <<He>> smiles when <<he>> sees the fabric, but as <<he>> pulls it from the packaging, you hear a gulp. You caught <<him>> off guard. <br><br> "T-this isn't a costume," <<he>> says, unfolding the <<print ($christmas_gift_robin is "tuxedo"?"tuxedo":"gothic gown")>> with extreme care. "How much did you spend on this? This looks really, really expensive!" <br><br> <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<set $christmas_robin_lewd to 1>> You shrug and smile. "It's so beautiful, I can't wait for you to see me in it," Robin continues. <<if C.npc.Robin.dom gte 80>>"Or help me take it off."<<else>>"Thank you so much!"<</if>> <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span> <br><br> <<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>> <br><br> <<else>> You shrug and smile. "It's so beautiful, I can't wait for you to see me in it," Robin continues. "Thank you so much!" <<He>> holds it against <<his>> chest, and disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>> <br><br> <</if>> <<elseif $christmas_gift_robin is "tuxedo" and C.npc.Robin.pronoun is "f" or $christmas_gift_robin is "gothic gown" and C.npc.Robin.pronoun is "m">> Excited, <<he>> tears off the wrapping paper. <<He>> smiles when <<he>> sees the fabric, but frowns as <<he>> pulls it from the packaging. You caught <<him>> off guard. <br><br> "T-this isn't a costume," <<he>> says, unfolding the <<print ($christmas_gift_robin is "tuxedo"?"tuxedo":"gothic gown")>> with care. "How much did you spend on this?" <br><br> "Wait! Don't answer that. First of all," <<he>> says, looking confused. "This is for <<if C.npc.Robin.pronoun is "m">>girls<<else>>boys<</if>>, isn't it?" <br><br> <<if $speech_attitude is "meek">> "I-I thought it'd suit you," you say. <<elseif $speech_attitude is "bratty">> "Try it," you say. "You'll like how it looks on you." <<else>> "I thought you'd look cute in it," you say. <</if>> <br><br> <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<set $christmas_robin_lewd to 1>> Robin's eyes light up. "Really? Th-thank you." <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span> <br><br> <<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>> <br><br> <<elseif C.npc.Robin.love gte 40 or $robinromance is 1>> Robin seems embarrassed, but not upset. "Th-thanks, I guess. I'll be sure to wear it!" <<He>> disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>> <br><br> <<else>> Robin looks conflicted. "I-I appreciate the thought. Thank you." <<He>> folds the clothes up, and returns to <<his>> room. <br><br> <</if>> <<if C.npc.Robin.crossdress is undefined>> <<set C.npc.Robin.crossdress to 1>> <</if>> <<if C.npc.Robin.cdstart is undefined>> <<set C.npc.Robin.cdstart to "christmas">> <</if>> <<else>> Excited, <<he>> tears off the wrapping paper. <<His>> smile broadens when <<he>> sees the clothes inside. <<He>> clutches the fabric to <<his>> chest, and smiles at you.<<ltrauma>><<trauma -6>> <br><br> <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<set $christmas_robin_lewd to 1>> "I love it!" <<he>> says. "It's so festive. Thank you so much." <<He>> throws <<his>> arms around you, and whispers. <span class="gold">"Meet me in my room."</span> <br><br> <<He>> disappears down one of the halls.<<ggglove>><<npcincr Robin love 10>> <br><br> <<else>> "I love it!" <<he>> says. "It's so festive. Thank you so much." <<He>> disappears down one of the halls, towards <<his>> room.<<ggglove>><<npcincr Robin love 10>> <br><br> <</if>> <</if>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</widget>><<widget "homeevent">> <<rng>> <<if Weather.precipitation === "snow" && $weatherObj.snow lte 20 && Time.month gte 10 && $yearly.firstSnow>> <<npc Bailey>><<generatey2>><<generatey3>><<generatey4>> <<set $yearly.firstSnow to true>> You hear excited voices. Several orphans cluster around the window. It's snowing. <br><br> "I want to make a snowman." <br> "There's not enough snow." <br> "There will be!" <br> "Just make sure you wrap up warm." <br><br> A <<person2>><<person>> runs for the main doors, and throws them open. <<His>> smile vanishes. Bailey strides in, and the doors slam shut.<<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<elseif $christmas is 1 and $christmas_event is undefined>> <<set $christmas_event to 1>> <<generatey1>><<generatey2>> You overhear two orphans. <br><br> "What do you think I'll get for Christmas?" a <<person1>><<person>> asks, thumbing a small object in <<his>> hand. <br> "Bailey lets us decorate," a <<person2>><<person>> responds. "But gifts? Maybe Father Christmas will bring us something, huh?" <<He>> nudges the <<person1>><<person>>, who doesn't look convinced. <br><br> <i>Some new clothes would go a long way for a lot of residents. The shopping centre should do. <<if C.npc.Robin.init is 1>> You could pick up something for Robin at the forest shop or shopping centre as well.<</if>></i> <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br> <<elseif $home_event_timer lte 0>><<set $home_event_timer to 6>> <<switch $home_event_count>> <<case 0>><<set $home_event_count += 1>> <<homeeventnorm>> <<case 1>><<set $home_event_count += 1>> <<npc Bailey>><<generateyv2>><<person1>>"You owe £200 this week," you hear Bailey say up ahead. "Pay up." <br><br> <<saveNPC 1 orphan_rent>> <<Hes>> talking to a <<person2>><<person>>, who crosses <<his>> arms. "I worked hard for this money, and I won't be bullied. Do your worst," <<he>> says, defiant. <br><br> Bailey produces a black hood and a length of rope. "Fine," <<person1>><<he>> says. "Hold still." The other residents look away. <br><br> <<link [[Intervene|Home Intervene]]>><</link>> <br> <<link [[Watch|Home Watch]]>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><<set $orphan_rent to "taken">><</link>> <br> <<case 2>><<set $home_event_count += 1>> <<generateyv1>><<generateyv2>> You see a group of orphans huddled together in a circle. They sound excited. As you get closer you see that a large dog, a French mastiff, holds their attention. He looks relaxed and unbothered by all the strangers petting him. <br><br> "He was standing outside for a while before I brought him in," a <<person1>><<person>> says. <br><br> "I want to keep him," a <<person2>><<person>> says. The orphans erupt into excited agreement. <br><br> The <<person1>><<person>> reaches for the tag on the dog's collar. "His name is Max," <<he>> says. Max looks at the <<person>> when he hears his name. "There's a telephone number. He already has an owner." <br><br> Some of the orphans sound disappointed. "Bailey wouldn't like that anyway," the <<person>> continues. "I'm going to call his master." <br><br> <<link [[Pet (0:30)|Home Max]]>><<pass 30>><<trauma -24>><<stress -24>><</link>><<lltrauma>><<llstress>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <<case 3>><<set $home_event_count += 1>> You overhear two residents talking in a hushed tone. <<generateyv1>><<generateyv2>><<person1>>"What else am I supposed to do?" a <<person>> whispers. "It keeps getting harder." <br><br> "There must be a better way," a <<person2>><<person>> responds. <br><br> A car horn sounds outside, and the <<person1>><<person>> reaches into <<his>> bag. "They're here," <<he>> says, pulling out a bottle of liquor. <<He>> gulps it down until <<he>> <span class="red">splutters and gags.</span> <br><br> "I'll be okay," <<he>> coughs. <<He>> takes a deep breath and steps outside. <br><br> You look out the window and see a <<generate3>><<person3>><<person>> waiting beside an open car. <<He>> gropes the <<person1>><<persons>> ass as <<he>> enters, before climbing in and driving away. The <<person2>><<person>> watches from another window. <<He>> looks worried. <<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 4>><<set $home_event_count += 1>> <<if $orphan_rent is "paid">> <<loadNPC 0 orphan_rent>><<person1>>"Hey!" a voice shouts behind you. It's the <<person>> you rescued from Bailey. "I said I'd pay you back." <<He>> reaches into <<his>> pocket and pulls out a bundle of bank notes. "<<printmoney 100000>>." <<He>> smiles and holds out <<his>> hand. "Take it." <br><br> <<link [[Take|Home Money Take]]>><<money 100000>><</link>> <br> <<link [[Refuse|Home Money Refuse]]>><<hope 1>><</link>><<ghope>> <br> <<else>> <<npc Bailey>><<loadNPC 1 orphan_rent>><<person1>>"You owe £1000 this week," you hear Bailey up ahead. "Pay up." <<Hes>> talking to the <<person2>><<person>> you saw <<person1>><<him>> take before. <br><br> The <<person2>><<persons>> defiant demeanour is gone. <<He>> looks at <<his>> feet as <<he>> hands over the money without complaint. <<lhope>><<lreb>><<hope -1>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</if>> <<case 5>><<set $home_event_count += 1>> <<set $loft_known to 1>><<set $loft_upgrade to 0>> <<npc Bailey>><<generateyv2>><<generateyv3>>You hear excited voices up a flight of stairs. At the top, two of the younger orphans are taking turns jumping in the air, grasping at the ceiling. <br><br> You climb up and reach the higher floor just as one of them, a <<person2>><<person>>, places a stool to gain more reach. The other, a <<person3>><<person>>, smiles at you. "Hey! You're taller than us," <<he>> says. "There's a cord up there. Could you pull it? We want to see what happens." <br><br> <<link [[Pull the cord|Orphanage Loft Intro]]>><<set $phase to 0>><</link>> <br> <<link [[Refuse|Orphanage Loft Intro]]>><<set $phase to 1>><</link>> <br> <<case 6>> <<homeeventnorm>> <</switch>> <<elseif $rng gte 71>> <<rng 7>> <<if $rng gte 7>> <<if $loft_whitney gte 6>> <<homeeventwhitney>> <<else>> <<homeeventnorm>> <</if>> <<elseif $rng gte 6>> <<if $loft_kylar>> <<homeeventkylar>> <<else>> <<homeeventnorm>> <</if>> <<elseif $rng gte 5>> <<if $chef_speech is "bailey">> <<homeeventchef>> <<else>> <<homeeventnorm>> <</if>> <<elseif $rng gte 4>> <<if $loft_river>> <<homeeventriver>> <<else>> <<homeeventnorm>> <</if>> <<elseif $rng gte 3>> <<if $mason_pond gte 5>> <<homeeventpond>> <<else>> <<homeeventnorm>> <</if>> <<elseif $rng gte 2>> <<if $alex_greenhouse gte 3>> <<homeeventalex>> <<else>> <<homeeventnorm>> <</if>> <<else>> <<homeeventnorm>> <</if>> <<else>> <<rng>> <<if $rng gte 51>> <<if $orphan_hope gte random(1, 50)>> <<homeeventhopehi>> <<elseif $orphan_hope lte random(-50, -1)>> <<homeeventhopelo>> <<else>> <<homeeventnorm>> <</if>> <<else>> <<if $orphan_reb gte random(1, 50)>> <<homeeventrebhi>> <<elseif $orphan_reb lte random(-50, -1)>> <<homeeventreblo>> <<else>> <<homeeventnorm>> <</if>> <</if>> <</if>> <</widget>> <<widget "homeeventnorm">> <<switch random(1, 14)>> <<case 1>> <<generateyv1>><<person1>>A <<person>> approaches you. "Can I have some money?" <<he>> asks. "I really need it." <br><br> <<if $money gte 500>> <<link [[Give £5|Home Beg Give]]>><<set $phase to 0>><<money -500>><<hope 1>><</link>><<ghope>> <br> <</if>> <<if $money gte 2500>> <<link [[Give £25|Home Beg Give]]>><<set $phase to 1>><<money -2500>><<hope 2>><</link>><<gghope>> <br> <</if>> <<if $money gte 10000>> <<link [[Give £100|Home Beg Give]]>><<set $phase to 2>><<money -10000>><<hope 3>><<reb -1>><</link>><<lreb>><<ggghope>> <br> <</if>> <<if $skulduggery gte 100>> <<link [[Encourage skulduggery|Home Beg Skulduggery]]>><<reb 1>><</link>><<greb>> <br> <</if>> <<if hasSexStat("promiscuity", 3)>> <<link [[Encourage prostitution|Home Beg Prostitution]]>><<reb 1>><</link>><<greb>> <br> <</if>> <<link [[Refuse|Home Beg Refuse]]>><<hope -1>><</link>><<lhope>> <br> <<case 2>> <<generateyv1>><<person1>>A <<person>> approaches you. "I lost my school bag," <<he>> says, worried. "I've looked everywhere but I can't find it. Can you help?" <br><br> <<link [[Help (0:30)|Home School Bag]]>><<hope 1>><<pass 30>><</link>><<ghope>> <br> <<link [[Refuse|Home School Bag Refuse]]>><<hope -1>><</link>><<lhope>> <br> <<case 3>> <<generateyv1>><<person1>>A <<person>> staggers through the front doors. <<His>> clothes are torn. <<He>> heads straight to <<his>> room.<<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 4>> <<npc Bailey>><<generate2>><<person2>>A <<person>> tumbles down a flight of stairs. Bailey walks down after <<him>>. The <<person>> scrambles towards the front door. <br><br> "If I catch you intruding again," Bailey begins. The <<person>> is on <<his>> feet and through the doors before Bailey has time to finish. <br><br> Bailey watches through the window. Satisfied, <<person1>><<he>> returns to <<his>> office. <<lreb>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 5>> <<npc Bailey>><<generate2>><<generateyv3>>You hear a scream from one of the bedrooms. <br><br> <<link [[Investigate|Home Scream]]>><</link>> <br> <<link [[Ignore|Home Scream Ignore]]>><<hope -1>><</link>><<lhope>> <br> <<case 6>> <<generateyv1>><<person1>>A <<person>> emerges from Bailey's office, face wet with tears and clutching <<his>> bottom.<<lreb>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 7>> <<generateyv1>><<person1>>A <<person>> stops everyone who walks by, and asks if they've seen <<his>> friend. No one has.<<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 8>> <<generatey1>><<person1>>You walk past the bathrooms. One of the doors is ajar, and you hear someone inside. <br><br> <<link [[Peek|Home Peek]]>><<arousal 600>><</link>><<garousal>> <br> <<link [[Close the door|Home Close]]>><<famegood 1>><</link>> <br> <<case 9>> <<generatey1>><<generatey2>>You walk past two other residents, a <<fullGroup>>. The <<person1>><<person>> looks away and blushes when <<he>> sees you. The <<person2>><<person>> looks at <<person1>><<him>> and laughs. <br><br> <<link [[Investigate|Home Pair]]>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <<case 10>> <<npc Bailey>>Bailey shoves past you, carrying a resupply for the kitchen. <<pain 1>><<gpain>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 11>> <<rng>> <<generatey1>><<generatey2>>You overhear two residents, a <<fullGroup>>, whispering about something. <<if C.npc.Robin.init is 1 and $rng gte 51>> You hear them mention Robin. <br><br> <<link [[Listen in|Home Rumor Eavesdrop Robin]]>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <<else>> <br><br> <<link [[Listen in|Home Rumor Eavesdrop]]>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <</if>> <<case 12>> <<generateyv1>><<person1>> A <<person>> enters the orphanage, a bandage wrapped around <<his>> arm. <<if $tending gte 200>> <<He>> avoids eye contact with everyone as <<he>> makes <<his>> way to <<his>> room. <br><br> Your attention is drawn back to the bandage as <<he>> passes. <span class="green">You notice</span> it needs redressing. <br><br> <<link [[Offer help (0:10)|Home Bandage]]>><<pass 10>><<hope 1>><</link>><<ghope>> <br> <<link [[Ignore|Orphanage]]>><<hope -1>><<endevent>><</link>><<lhope>> <br> <<else>> <<He>> avoids eye contact with everyone as <<he>> makes <<his>> way to <<his>> room.<<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>> <<case 13>> <<generatey1>><<person1>> You make your way through the orphanage. You turn a corner and bump into a <<person1>><<person>>. Paper flies everywhere as both of you tumble to the ground. <<He>> frantically picks them up while apologising for running into you. <br><br> <<link [[Help (0:04)|Home Orphan Poster]]>><<set $phase to 1>><<pass 4>><</link>> <br> <<link [[Ignore (0:01)|Home Orphan Poster]]>><<set $phase to 2>><<pass 1>><</link>> <<case 14>> <<if $fame.scrap gte 200>> You are swarmed by orphans as you enter the hallway. They fill the air with excited chatter. <br><br> "You get into loads of fights, right?" one asks. They don't give you a chance to respond before continuing, "That's so cool! Can you tell us about them? Please?" The others quiet down, eager to hear your response. <br><br> You could exaggerate a little, if you wanted to show off. <br><br> <<link [[Agree (0:05)|Home Combat Agree]]>><<pass 5>><</link>> <br> <<link [[Exaggerate (0:10)|Home Combat Exaggerate]]>><<pass 10>><</link>><<englishdifficulty 100 400>> <br> <<link [[Refuse|Home Combat Refuse]]>><</link>> <br> <<else>> You pass by a group of orphans sharing safety tips. They don't sound particularly helpful. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</if>> <</switch>> <</widget>> <<widget "homeeventhopehi">> <<switch random(1, 7)>> <<case 1>> <<npc Bailey>><<person1>>A group of orphans sit in a circle, chatting. Bailey breaks them up. <<lreb>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 2>> <<npc Bailey>><<person1>>Someone's put up an encouraging poster in the main hall. Bailey tears it down. <<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 3>> <<generatey1>><<generateyp2>><<person1>>A <<person>> stares at a <<person2>><<person>> across the hall while pretending to read. The <<person>> laughs and chats with friends. <<He>> occasionally glances at the <<person1>><<person>>, who then hides <<his>> blush behind the book. <br><br> <<link [[Encourage|Home Encourage]]>><<hope 1>><</link>><<ghope>> <br> <<link [[Flirt|Home Flirt]]>><</link>><<promiscuous1>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <<case 4>> <<generateyv1>><<person1>>A <<person>> comforts a tearful younger orphan in the main hall. It's sweet to see.<<ltrauma>><<trauma -6>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 5>> <<rng>> <<if $rng gte 56>> <<set _poster to either( "a sunrise with 'each day is a new opportunity to shine' scrawled below.", "two stick figures holding hands. 'Together we can do anything' is scrawled below.", "a flower growing out of cracked pavement. 'Each day is a new opportunity to shine' is scrawled below.", "a hand reaching out with the words 'No matter what, you are not alone.'", "a yellow thumbs up.", "a seed sprouting from the ground. 'Even the tiniest of beginnings can lead to something great' is scrawled below.", "an explorer scaling a mountain. 'The sky's the limit' is scrawled below.", "a multi-coloured heart. 'I don't know you, but I love you' is scrawled in crayon." )>> You make your way through the orphanage. <br><br> You pause mid-way. You spot a poorly drawn and coloured poster haphazardly pinned to a notice board. It depicts _poster <br><br> A fuzzy feeling creeps into your chest as you pass the poster.<<ghope>><<hope 1>><<lstress>><<stress -6>> <br><br> <<else>> You find an encouraging home-made poster in the main hall. One of the residents must have put it up. Somehow, it makes you feel better. <<ghope>><<hope 1>><<lstress>><<stress -6>> <br><br> <</if>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 6>> You make your way through the orphanage. <br><br> A melodious sound fills the halls. The music's volume increases until it reverberates in you. It dulls outside noise, seemingly brightening your surroundings.<<lstress>><<stress -6>> <br><br> Eventually, you stumble upon its origin. It is coming from an open door nearby. <br><br> <<link [[Investigate (0:15)|Home Orphan Music Calm Choice]]>><<pass 15>><<set $phase to 1>><</link>> <br> <<link [[Ignore|Home Orphan Music Calm Choice]]>><<set $phase to 2>><</link>> <br> <<case 7>> As you make your way through the orphanage, you hear the uplifting sound of music playing. <<lstress>><<stress -6>> <br><br> The music abruptly stops, and you hear the sound of something breaking, followed by yelling. Bailey appears, holding a <<generatey1>><<person1>><<person>> and the remains of some string instrument. The <<person1>><<person>> kicks, screams, and raves about Bailey's tyranny. <<greb>><<reb 1>> <br><br> Bailey seems unbothered, until the <<personsimple>> bites <<nnpc_him "Bailey">>. <<nnpc_He "Bailey">> strikes the orphan, slamming <<him>> against the wall. A nasty bruise forms from the impact. The silenced orphan clutches <<his>> face, holding back sobs.<<gtrauma>><<trauma 3>> <br><br> Bailey grabs <<him>> by <<his>> hair and continues to walk. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</switch>> <</widget>> <<widget "homeeventhopelo">> <<switch random(1, 7)>> <<case 1>> <<generateyv1>><<person1>>You hear a sniffling. A <<person>> stands alone in the corner, facing the wall. <br><br> <<link [[Comfort (1:00)|Home Comfort]]>><<famegood 1>><<pass 60>><<hope 1>><</link>><<ghope>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <<case 2>> Orphans shuffle through the main hall, eyes downcast. <<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><</link>> <br> <<case 3>> <<generateyv1>><<person1>>You see a <<person>> comforting a pair of younger, crying orphans. <<He>> looks haggard and worn.<<lreb>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 4>> <<generateyv1>><<generateyv2>>You walk past a <<fullGroup>>. The <<person1>><<person>> has <<his>> face buried in <<his>> hands, while <<his>> friend tries to comfort <<him>>.<<gtrauma>><<trauma 6>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 5>> <<generateyv1>><<person1>>You see a <<person>> comforting a pair of younger, crying orphans. <<He>> looks haggard and worn.<<lreb>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 6>> You make your way through the orphanage. <br><br> You see a <<generatey1>><<person1>><<person>> consoling a <<generatey2>><<person2>><<person>>. They are beside the pinned up scraps of a poster. Between sobs, the <<person2>><<person>> stutters out, "W-why does Bailey keep t-t-tearing dow—" <br><br> <<He>> wails. The <<person1>><<person>> wraps <<his>> arms around <<person2>><<him>>. "It's okay," <<person1>><<he>> says. "Look." The <<personsimple>> reaches into <<his>> pocket and hands <<his>> crying friend some bills. <br><br> "Go put up another one. We won't let Bailey win." The <<person2>><<personsimple>> stops <<his>> crying and runs off, thanking the <<person1>><<person>> the entire way. The <<personsimple>> turns to the scraps. <br><br> "That was all the money I had too..." <<He>> sighs. <br><br> You continue on.<<ghope>><<greb>><<hope 1>><<reb 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <<case 7>> As you enter the main hall, you see a younger orphan slumped by the door. <<generatey1>><<person1>><<He>> looks despondent. <br><br> <<link [[Comfort (1:00)|Home Balloon]]>><<famegood 1>><<pass 60>><<set $phase to 0>><</link>><<ghope>> <<if $worn.handheld.name.includes("balloon")>> <br> <<link [[Give balloon|Home Balloon]]>><<famegood 1>><<set $phase to 1>><</link>><<ghope>> <</if>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <</switch>> <</widget>> <<widget "homeeventrebhi">> <<switch random(1, 10)>> <<case 1>> <<npc Bailey>><<person1>>You see Bailey walking between bedrooms, carrying confiscated snacks. <<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 2>> <<npc Bailey>><<person1>>Several orphans clean a wall of graffiti while Bailey watches. <<lreb>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 3>> <<wearProp "cash" 0 "three">> You find an envelope stuck to your bedroom door. It has your name on it. Inside is <<printmoney 10000>> and a note. It simply reads: <<switch random(1, 10)>> <<case 1>> "You can do it!" <<case 2>> "You're an inspiration." <<case 3>> <<if $skulduggery gte 200>> "I followed your example. People should look after their things better." <<else>> "Don't worry about where I got it." <</if>> <<case 4>> <<if $fame.prostitution gte 100>> "I followed your example. If people are after my body, I should make them pay for it." <<else>> "Don't worry. I have more coming." <</if>> <<case 5>> "We're in this together." <<case 6>> "Fuck Bailey." <<case 7>> "Stay strong." <<case 8>> <<if $fame.good gte 100>> "I hope one day I can be as caring as you." <<else>> "I like to share." <</if>> <<case 9>> "Don't give up." <<case 10>> "Keep it up." <</switch>> <br><br> <<money 10000>> <<link [[Next|Orphanage]]>><<handheldon>><</link>> <br> <<case 4>> <<generateyv1>><<person1>>A <<person>> bumps into you. "Sorry," <<he>> says, leaning over. "Made you drop this." <<if $spray gte $spraymax or random(1, 100) gte 71>> <<He>> hands you a bulging envelope you've never seen before. Inside is <<if $museumAntiques.antiques.antiquesilverbrooch isnot "found" and $museumAntiques.antiques.antiquesilverbrooch isnot "talk" and $museumAntiques.antiques.antiquesilverbrooch isnot "museum">> <<wearProp "silver brooch">> a silver brooch. It looks old. Perhaps a collector would be interested in it. <<set $antiquemoney += 50>><<museumAntiqueStatus "antiquesilverbrooch" "found">> <<else>> <<switch random(1, 3)>> <<case 1>> <<wearProp "silver brooch">> a silver brooch. It looks old. Perhaps a collector would be interested in it. <<set $antiquemoney += 50>><<museumAntiqueStatus "antiquesilverbrooch" "found">> <<case 2>> a pair of silver earrings. They're probably stolen, but you might be able to find a buyer. <<set $blackmoney += 30>> <<case 3>> a watch. It's probably stolen, but you might be able to find a buyer. <<set $blackmoney += 40>> <</switch>> <</if>> <br><br> <<else>> <<spray 1>> <<He>> hands you a bulging envelope. Inside is a charge for your pepper spray. <<gspray>> <<wearProp "pepperspray">> <br><br> <</if>> <<endevent>> <<link [[Next|Orphanage]]>><<handheldon>><</link>> <br> <<case 5>> A group of orphans are playing darts. A picture of Bailey has been tacked onto the board. <br><br> <<if currentSkillValue("handskill") lte 999>> <<link [[Join in (0:30)|Home Darts]]>><<pass 30>><<handskill 5>><<stress -3>><</link>><<ghandskill>><<lstress>> <<else>> <<link [[Join in (0:30)|Home Darts]]>><<pass 30>><<control 10>><<stress -3>><</link>><<gcontrol>><<lstress>> <</if>> <br> <<link [[Ignore|Orphanage]]>><</link>> <br> <<case 6>> You make your way through the orphanage. <br><br> A <<generatey1>><<person1>><<person>> runs past you, laughing maniacally and throwing posters about. You catch one. The poster is a manifesto against Bailey, cursing <<nnpc_him "Bailey">> and listing the sordid details of <<nnpc_his "Bailey">> crimes. <<reb 1>><<greb>> <br><br> The poster is torn out of your hand, and you're thrown against the wall.<<gpain>><<violence 6>> <br><br> You look up. It's Bailey. <<nnpc_He "Bailey">> doesn't address you, instead sprinting after the <<personsimple>>. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <<case 7>> <<generatey1>> <<set _poster to either( "Bailey, with a big 'X' drawn over <<nnpc_his 'Bailey'>> face. It has no words, but the intent is clear.", "Bailey, with a big 'X' drawn over <<nnpc_his 'Bailey'>> face. It has no words, but the intent is clear.", "the orphanage, with an 'X' drawn over it. Underneath, 'end the tyranny' is written in bold letters.", "a <<person1>><<person>> holding a banner that reads 'Our Voices Matter.'", "three bold words: 'Fearless. Resilient. Unyielding.'" )>> You make your way through the orphanage. <br><br> You pause mid-way. Haphazardly pinned to a notice board, you spot an interesting poster. It depicts _poster <br><br> A warmth stirs in you as you pass the poster.<<greb>><<reb 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <<case 8>> You make your way through the orphanage. <br><br> You nearly jump out of your skin when you hear a booming sound. The noise sends your heart racing as you search for its origin.<<gstress>><<stress 6>> <br><br> Eventually, you find it. A <<generatey1>><<person1>><<person>> is standing on two tables, playing an electric guitar and fiddling with an amplifier. Orphans approach <<his>> 'stage', curious about the performance. <br><br> <<link [[Approach|Home Orphan Music Stormy Choice]]>><<set $phase to 1>><</link>> <br> <<link [[Ignore|Home Orphan Music Stormy Choice]]>><<set $phase to 2>><</link>> <<case 9>> <<set _instrument to either("flute","violin","keyboard","guitar","recorder")>> As you make your way through the orphanage, you hear a familiar voice. It's Bailey. <br><br> "Hand it over." <<nnpc_He "Bailey">> looms over a <<generatey1>><<person1>><<person>> clutching a _instrument. <br><br> "It's my _instrument," the <<personsimple>> protests. "You can't just take it!" <br><br> Bailey's expression hardens. <<nnpc_He "Bailey">> steps forward and leans into the <<personsimple>>'s face. "Repeat that. Please."<<gstress>><<stress 6>> <br><br> The <<person1>><<person>> scowls but hands the _instrument over to Bailey, who tears it out of <<his>> hands. <br><br> "Thank you." <<nnpc_He "Bailey">> carts the _instrument off, leaving the <<personsimple>> to glare at <<nnpc_him "Bailey">>. The <<personsimple>> mutters darkly about the things <<he>>'d do to Bailey.<<lhope>><<greb>><<hope -1>><<reb 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <<case 10>> <<generatey1>><<generatey2>> You notice a couple orphans sneaking into Bailey's office. One of them, a <<person1>><<person>>, is carrying a sloshing bucket, and the other, a <<person2>><<person>>, a step ladder. They're giggling to each other, eyes darting around mischievously. <br><br> <<link [[Follow them|Home Orphan Rebellious Prank]]>><<set $phase to 0>><</link>> <br> <<link [[Ignore them|Home Orphan Rebellious Prank]]>><<set $phase to 1>><</link>> <br> <</switch>> <</widget>> <<widget "homeeventreblo">> <<switch random(1, 6)>> <<case 1>> <<npc Bailey>><<person1>>Bailey walks through the main hall. The orphans avert their eyes, afraid to meet <<his>> gaze. <<lreb>><<reb -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 2>> <<npc Bailey>><<generateyv2>>You overhear a <<person2>><<person>> talking to Bailey. <<Hes>> tattling on another resident.<<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case 3>> <<generateyv1>><<person1>>A <<person>> trips and drops a bucket of dirty water over the floor. "N-No," <<he>> says. "Bailey will be here soon!" <<He>> squeezes the water out of <<his>> mop and tries to dry the spill, but slips and falls to the ground. <br><br> <<link [[Help (0:20)|Home Spill Help]]>><<pass 20>><<famegood 1>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><<hope -1>><</link>><<lhope>> <br> <<case 4>> <<generateyv1>><<person1>>You walk beside a <<person>>, startling <<him>>. <<He>> screams.<<gstress>><<stress 6>> <br><br> "S-sorry," <<he>> says. "I thought you were Bailey." <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><br> <<case 5>> <<generate1>><<generateyv2>>"You look good," shouts a voice from outside. You look through the window. It isn't directed at you, but at a <<person2>><<person>> just entering through the front doors. "How much for a shag?" <br><br> The <<person>> turns. "£50," <<he>> says in a monotone. <br><br> The <<person1>><<person>> scoffs. "Your ass ain't worth that," <<he>> says. "I'll give you £20." <<He>> waves the banknotes. <br><br> The <<person2>><<person>> considers, then walks back towards the <<person1>><<person>>. <br><br> <<link [[Intervene|Home Solicitation]]>><<hope 1>><</link>><<ghope>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <<case 6>> <<generatey1>><<person1>> You make your way through the orphanage. <br><br> You hear Bailey, and turn to see <<nnpc_him "Bailey">> talking down to a <<person1>><<person>>. <br><br> "So instead of going out to look for work, you're sitting around doing nothing?" <<nnpc_He "Bailey">> waves around a 'looking for job' poster, irritated. <br><br> "N-not exactly," the <<person1>><<person>> starts. "I j-just don't want to risk bein—" The <<personsimple>> jumps as Bailey rips up <<his>> advert. <br><br> "Your <<printmoney 50000>> is due the day after tomorrow. I don't care what you have to do to get it." <br><br> Tears form in the <<person1>><<person>>'s eyes. <<He>> runs off. You decide to leave, before Bailey notices you.<<lhope>><<hope -1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</switch>> <</widget>> <<widget "homeeventwhitney">> <span class="teal">You overhear a <<generateyv1>><<generateyv2>><<fullGroup>> discussing in hushed tones, speaking of the vengeance they've wracked against molesters.</span><<greb>><<reb 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</widget>> <<widget "homeeventkylar">> <span class="teal">You overhear a <<generateyv1>><<generateyv2>><<fullGroup>> swapping stories of the would-be molesters they've smited with their pepper sprays.</span><<greb>><<reb 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</widget>> <<widget "homeeventriver">> <<generateyv1>><<generateyv2>> <span class="teal">A <<fullGroup>> walk past, carrying bags. You catch a glimpse of sugar inside one. They head up the stairs towards the loft. They seem in good spirits.</span><<gghope>><<hope 3>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</widget>> <<widget "homeeventchef">> <<generateyv1>><<generateyv2>><<person1>> <span class="teal">You see a group of orphans bending over a box near the entrance.</span> A <<person>> walks away, a smile on <<his>> face and carrying an armful of sweets. <br><br> You look in the box, and see yet more sweets. There's a note. It reads: <br> <i><span class="teal">Stay strong. There are people who care about the way you're treated.</span> <br> - A friend.</i> <<hope 3>><<gghope>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</widget>> <<widget "telltalepenissize">> <<if $player.penissize lte 1>> Through the walls you hear <<him>> running down the hallway. "Guess who's got a <<EZsmall>> penis!" <<he>> shouts. It's followed by squeals of laughter. <<stress 15>><<trauma 15>> <<elseif $player.penissize is 4>> Through the walls you hear <<him>> running down the hallway. "Guess who's got a <<EZbig>> penis!" <<he>> shouts. It's followed by squeals of laughter. <<stress 10>><<trauma 10>> <</if>> <<gtrauma>><<gstress>> <<incgpenisinsecurity>> <</widget>> <<widget "homeeventpond">> A pair of orphans emerge from the garden, feet wet and smiles on their faces. <<ghope>><<hope 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</widget>> <<widget "homeeventalex">> A pair of orphans emerge from the garden, carrying bunches of homegrown flowers. <<ghope>><<hope 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</widget>><<effects>> You reach out and pet the mastiff's head. His ears twitch a little, but he's no less accepting of you than he is the other orphans. <br><br> The <<person>> returns. "I spoke to his owner," <<he>> says. "They're on the way." <br><br> More orphans arrive to investigate, each wanting a turn at petting. The <<person2>><<person>> brings a bowl of water. Max is eager to drink. "I knew he'd be thirsty," <<he>> says. <br><br> This continues awhile, until the <<person1>><<person>> looks out the window. "His owner's here," <<he>> says. You hear voices outside. Max recognises at least one of them, and rises to his feet, tail wagging. <br><br> Everyone crowds around the windows to watch as the <<person>> leads Max to his owner.<<endevent>><<generateyv1>><<person1>> A younger orphan tugs your sleeve. "Will Bailey let us have a dog?" <<he>> asks. The other orphans are listening. <br><br> <<link [[Express doubt|Home Max Doubt]]>><<hope -1>><<reb 1>><</link>><<lhope>><<greb>> <br> <<link [[Express hope|Home Max Hope]]>><<hope 1>><<reb -1>><</link>><<lreb>><<ghope>> <br><<effects>> You shake your head. <<if $speech_attitude is "meek">> "Bailey is too grouchy," you say. <br><br> The <<person>> looks at <<his>> feet and nods. <br><br> <<elseif $speech_attitude is "bratty">> "No," you say. "Bailey is an arse." <br><br> The <<person>> claps <<his>> hands to <<his>> face, while a <<generateyv2>><<person2>><<person>> about your age puts <<his>> hands over the younger orphan's ears. "Language!" <<he>> says, glaring at you. <br><br> <<else>> "You can get a dog when you leave the orphanage," you say. <br><br> The <<person>> looks at <<his>> feet and nods. <br><br> <</if>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You nod. <<if $speech_attitude is "meek">> "If we're good, then maybe," you say. <<elseif $speech_attitude is "bratty">> "Bailey couldn't stop us anyway," you say. <<else>> "Bailey isn't all bad," you say. <</if>> <br><br> The <<person>> beams as <<he>> looks back out the window. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You step forward. <<if $speech_attitude is "meek">> "S-stop!" you stammer. "Leave <<person2>><<him>> alone!" <<elseif $speech_attitude is "bratty">> "You bully," you say. "Someone should teach you a lesson." <<else>> "Stop," you say. "This is wrong." <</if>> <br><br> The <<person2>><<person>> gapes at you. Bailey laughs.<<person1>> "You want to pay the <<printmoney 20000>> instead?" <<he>> asks. "It's all the same to me." <br><br> <<if $money gte 20000>> <<link [[Pay|Home Intervene Pay]]>><<hope 1>><<money -20000>><</link>><<ghope>><<ltrauma>><<trauma -6>> <br> <</if>> <<link [[Fight|Home Intervene Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Step away|Home Intervene Step]]>><</link>><<effects>> You watch as the hood is thrown over the <<person2>><<persons>> head, and <<his>> arms are bound. Bailey pushes <<him>> down a corridor. You follow. <br><br> They stop beside a metal door at the end of the hallway, and Bailey unlocks it with a silver key. <<person1>><<He>> slams the door behind them. There's no trace but the smell of dust. <br><br> <<set $orphan_rent to "taken">> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> Bailey snatches the money from your hand and starts counting. "Good," <<he>> says, satisfied. <<He>> turns to the <<person2>><<person>>. "Next week I want £300." <<person2>>The <<person>> nods. <br><br> "Thank you," <<he>> says once Bailey is out of earshot. "I'm having trouble finding work. Everywhere's full of creeps." <<He>> laughs. "I don't want to know what Bailey had in store for me. I just hoped it wouldn't be too bad." <br><br> "I'll make this up to you," <<he>> continues. "I promise." <br><br> <<set $orphan_rent to "paid">> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You step away. Bailey throws the black hood over the <<person2>><<persons>> head, binds <<his>> arms, and leads <<him>> down a corridor. <br><br> <<set $orphan_rent to "taken">> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<set $enemyno to 1>><<set $enemynomax to 1>><<maninit>> <<set $enemyhealthmax += 200>> <<set $enemyanger += 200>> <<npcidlegenitals>> You launch a kick at Bailey's shin, but <<he>> sidesteps it and trips you up. Before <<he>> can take advantage of your vulnerability however, the <<person2>><<person>> leaps onto Bailey's back, and starts pulling <<person1>><<his>> hair. Bailey shoves <<person2>>the <<person>> against a wall, where <<he>> falls into a heap.<<person1>> <br><br><br><br> <<set $phase to 1>> <</if>> <<effects>> <<effectsman>> <<man>> <<if $phase is 1>><<set $phase to 2>> Orphans arrive to watch the fight, drawn by the noise. <br><br> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Home Intervene Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Home Intervene Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> <<set $orphan_rent to "paid">><<earnFeat "Bailey's Trouble Maker">> <<person1>>One of the watching orphans giggles. Bailey spins to find the culprit, but another laughs behind <<him>>. Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room. <br><br> The orphans cheer your defeat of the tyrant. <<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> The <<person2>><<person>> climbs to <<his>> feet. "You saved me," <<he>> laughs. "Thank you. I'm having trouble finding work. Everywhere's full of creeps." <<He>> looks away. "I don't want to know what Bailey had in store for me. I just hoped it wouldn't be too bad." <br><br> "I'll make it up to you," <<he>> continues. "I promise." <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Orphanage]]>><</link>> <<elseif $enemyhealth lte 0>> <<set $orphan_rent to "paid">> <<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise. <<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out. <br><br> The orphans cheer your defeat of the tyrant. <<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> The <<person2>><<person>> climbs to <<his>> feet. "You saved me," <<he>> laughs. "Thank you. I'm having trouble finding work. Everywhere's full of creeps." <<He>> looks away. "I don't want to know what Bailey had in store for me. I just hoped it wouldn't be too bad." <br><br> "I'll make it up to you," <<he>> continues. "I promise." <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Orphanage]]>><</link>> <<else>> <<set $baileydefeatedchain to 0>> You fall to the ground, too hurt to move. <<lreb>><<reb -1>> <br><br> The crowd disperses as Bailey drags the <<person2>><<person>> away. <br><br> <<set $orphan_rent to "taken">> <<clotheson>> <<endcombat>> <<link [[Next|Orphanage]]>><</link>> <</if>><<effects>> You take the money. The <<person>> smiles. "I found a good job," <<he>> says. "It's not something I imagined myself doing, but it's not so bad. I just hope Bailey doesn't keep demanding more." <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You refuse the money. <<if $speech_attitude is "meek">> "Others here need it more than me," you say. "Help them instead." <<elseif $speech_attitude is "bratty">> "I can look after myself," you say. "Give it to someone who's struggling." <<else>> "Use it to help the others," you say. <</if>> <br><br> <<He>> nods. "If you're sure. Stay safe." <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 0>> You hand the <<person>> £5. "Thank you," <<he>> says. <<He>> still looks anxious. <br><br> <<elseif $phase is 1>> You hand the <<person>> £25. "Thank you," <<he>> says, smiling. <br><br> <<else>> You hand the <<person>> £100. <<He>> gasps. "Thank you so much!" <<he>> says, hugging you. <br><br> <</if>> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "You need to be able to make money on your own," you say. "People will pay lots for your body." <br><br> <<Hes>> taken aback by your bluntness. "I couldn't do that!" <<he>> says. <br><br> "You'll be safer that way," you say. <br><br> <<elseif $speech_attitude is "bratty">> "You need to learn to stand up for yourself," you say. "Have you considered prostitution?" <br><br> <<Hes>> taken aback by your bluntness. "I couldn't do that!" <<he>> says. <br><br> "So you'll just beg for help?" you ask. "You're not the only one in trouble." <br><br> <<else>> "You need to be able to make money on your own," you say. "People pay good money for whores." <br><br> <<Hes>> taken aback by your bluntness. "I couldn't do that!" <<he>> says. <br><br> "You need a more reliable source of money," you say. <br><br> <</if>> <<if playerBellyVisible()>> <<He>> looks at your <<bellyDescription "pc">>, and <<his>> face falls. <<He>> looks resigned. <<lhope>><<hope -1>> <<else>> <<He>> doesn't look happy, but <<he>> understands. <</if>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "You should take the money from bad people," you say. "Steal it." <br><br> <<Hes>> taken aback by your bluntness. "But stealing is wrong!" <<he>> says. <br><br> "I know it's scary," you say. "But you need to be able to look after yourself." <<elseif $speech_attitude is "bratty">> "You should stop begging from your fellows here," you say. "We're struggling enough. You should steal it." <br><br> <<Hes>> taken aback by your bluntness. "But stealing is wrong!" <<he>> says. <br><br> "Stealing from baddies isn't wrong," you say. <br><br> <<else>> "You're not going to make enough money like that," you say. "You should just steal it." <br><br> <<Hes>> taken aback by your bluntness. "But stealing is wrong!" <<he>> says. <br><br> "Not from here," you say. "From the people who want to hurt you." <br><br> <</if>> <<He>> looks away, lost in thought. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I'm sorry," you say. "I need it." <<elseif $speech_attitude is "bratty">> "Get your own," you say. <<else>> "Sorry," you say. "But I can't afford to give you any." <</if>> <br><br> <<He>> nods and walks away. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 0>> You step on the stool. Closer, you now see the cord they mean. It's taped to the ceiling. You reach up and tug. <<else>> You shake your head. The <<person3>><<person>> pouts and climbs the stool. You spot what <<hes>> reaching for. A cord is taped to the ceiling. <br><br> With a jump, <<he>> manages to snatch the cord. <<He>> tugs. <</if>> A crack forms in the ceiling, running in two directions. A large hatch creaks open and a ladder thuds to the floor, followed by a shower of dust and broken cobwebs. <br><br> The <<person2>><<person>> screams as they get stuck in <<his>> hair, and <<his>> friend gets distracted helping <<person2>><<him>> clean them off. <br><br> <<if $phase is 0>> You climb the ladder <<else>> Now just as curious as the two orphans, you climb the ladder <</if>> and shift aside a thin cover, letting you peek through the hatch. Once your eyes adjust to the gloom, you see a large space. It's filled with old boxes, with corridors lining each side. A little light pierces grimy windows. There's a lot of space up there. <br><br> <<link [[Next|Orphanage Loft Intro 2]]>><</link>> <br><<effects>> <<person1>>"Down," says a voice behind you. It's Bailey. The two younger orphans are gone. <br><br> You step off the ladder. Bailey climbs the first rungs and reaches for the cover. <<person1>><<Hes>> interrupted by a creaking sound from higher up. <<He>> leaps from the ladder at the sound, and almost stumbles to the floor. <br><br> <<He>> doesn't try to replace the cover again. Instead <<he>> pushes the ladder back and closes the hatch. "Stay out of the loft," <<he>> says, brushing dust off <<his>> shoulders. <br><br> You didn't know the orphanage had a loft. Bailey seems afraid to go up there. It would be a good place for surreptitious activities. <span class="gold">You've discovered the orphanage loft.</span> <br><br> <<specialClothesUnlock "item" "dark pendant">> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You search high and low as the <<person>> becomes increasingly frustrated. At last, you find it <<if $rng gte 71>> <<famegood 1>> hanging from a light in the hallways. <br><br> You return it to the <<person>>. <<He>> looks surprised when you tell <<him>> where you found it. "But how did it get up there?" <<he>> asks, perplexed for just a moment. "Oh. I was seeing how high I could jump. It must have snagged off my back." <<He>> laughs. "That's really silly. Thank you." <<He>> leans forward and kisses you on the cheek before departing. <<lstress>><<stress -6>> <br><br> <<elseif $rng gte 41>> <<famegood 1>> in a kitchen cupboard. <br><br> "Thank you," the <<person>> says when you return. You tell <<him>> where you found it. "I remember now," <<he>> says. "I was hungry and looking for leftovers. Thank you." <<He>> leans forward and kisses you on the cheek before departing. <<lstress>><<stress -6>> <br><br> <<else>> <<famegood 2>> being carried by a <<generatey2>><<person2>><<person>>. <br><br> "This bag?" the <<person>> responds when you ask about it. "My friend left it in my room. I've been looking all over for <<person1>><<him>>." <br><br> You return the bag to the <<person1>><<person>> and tell <<him>> where you found it. <<He>> puts a hand to <<his>> face in exasperation. "I'm such an idiot," <<he>> says. "Thank you." <<He>> leans forward and kisses you on the cheek before departing. <<lstress>><<stress -6>> <br><br> <</if>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> "It's okay," <<he>> says. "It's my problem. I'll find it." <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You rush in the direction of the voice, and hear a struggle through one of the doors. You barge in. <br><br> A <<person2>><<person>> lies on top of a <<person3>><<person>>, trying to undress <<him>> while the <<person>> tries to push the aggressor away. <br><br> <<link [[Intervene|Home Scream Intervene]]>><<crimeUp 100 "assault">><<famegood 1>><</link>><<crime "assault">> <br> <<link [[Find Bailey|Home Scream Bailey]]>><<reb -1>><</link>><<lreb>> <br><<effects>> You ignore the screams. You have yourself to worry about. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br><<effects>> You grab the <<person2>><<person>> by the collar and pull <<him>> back, just as the <<person3>><<person>> kicks <<person2>><<him>> in the chest. Together you force <<him>> off the bed and into the corridor. <br><br> <<if $rng gte 71>> "Fucking sluts," the <<person>> growls. "Do you know who I am? How dare you disrespect me." The <<person3>><<person>> stands behind you for protection. <br><br> <<link [[Press the attack|Home Scream Press]]>><<reb 1>><<crimeUp 100 "assault">><</link>><<crime "assault">><<greb>> <br> <<link [[Protect|Home Scream Protect]]>><<hope 1>><</link>> <br> <<elseif $rng gte 41>> "I have powerful friends," the <<person2>><<person>> spits. "You'll regret that." <<He>> staggers down the corridor. <br><br> "Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br> <<else>> The <<person2>><<person>> climbs to <<his>> feet and glares at you. Then <<he>> looks around. Other orphans have arrived to investigate, peeking from doorways and watching from the end of the corridor. It unnerves <<him>>, and <<he>> leaves without a word. <br><br> "Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br> <</if>><<effects>> You leap forward and shove the <<person2>><<person>>. <<He>> stumbles further back. "Fucking sluts," <<he>> repeats as <<he>> turns and flees. <br><br> "Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br><<effects>> The <<person2>><<person>> makes another attempt to get to the <<person3>><<person>>, but you stand in <<person2>><<his>> way. <<He>> gives up, spitting more insults as <<he>> leaves. <br><br> "Thank you," the <<person3>><<person>> says as <<he>> fixes <<his>> clothing. "I woke up and <<person2>><<he>><<person3>> was on top of me. I was so scared." <<He>> hugs you. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br><<effects>> <<person1>>You rush to Bailey's office while shouting <<his>> name. <<if $rng gte 51>> You arrive at the main hall just as <<he>> enters through the front doors. <br><br> <<else>> You arrive at the main hall to find <<him>> leaving <<his>> office. <br><br> <</if>> "I'm busy," <<he>> says before you say a word. <br><br> <<if $speech_attitude is "meek">> "I'm sorry," you say. "But someone needs your help." <<elseif $speech_attitude is "bratty">> "You let an intruder slip by," you say. "They're over there, assaulting a resident." <<else>> "But someone broke in," you say. "And they're attacking someone." <</if>> You hear another scream. <br><br> "Fine," <<he>> says. <br><br> <<He>> follows you to the <<person3>><<persons>> room. Without breaking stride <<person1>><<he>> grasps the <<person2>><<person>> by the collar and waist, and hauls <<him>> off <<his>> victim. <br><br> The <<person2>><<person>> rolls into the hallway. "Do you know—" <<he>> begins, but Bailey crouches beside <<him>> and grasps <<his>> throat. <br><br> Bailey's lips move, but you can't make out the words. The <<person>> turns pale. <<He>> staggers to <<his>> feet as soon as Bailey releases <<him>>, and runs. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br><<effects>> You peek through the gap. <<if $rng gte 51>> A <<person>> is using a towel to dry. <<if $NPCList[0].penis isnot "none">> <<if $pronoun is "f">> <<He>> rubs <<his>> <span class="lewd">exposed $NPCList[0].breastsdesc and $NPCList[0].penisdesc</span> with the fabric, unaware of your presence. <<else>> <<He>> rubs <<his>> <span class="lewd">exposed $NPCList[0].penisdesc</span> with the fabric, unaware of your presence. <</if>> <<else>> <<if $pronoun is "f">> <<He>> rubs <<his>> <span class="lewd">exposed $NPCList[0].breastsdesc and pussy</span> with the fabric, unaware of your presence. <<else>> <<He>> rubs <<his>> <span class="lewd">exposed pussy,</span> unaware of your presence. <</if>> <</if>> You leave before being caught. <br><br> <<else>> A <<person>> sits naked in the bath, pouring water over <<his>> hair. <<if $pronoun is "f">>Your eyes are drawn to <<his>> <span class="lewd">$NPCList[0].breastsdesc,</span> but you leave before being caught.<<else>>You leave before being caught.<</if>> <br><br> <</if>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You close the door to give whoever's beyond more privacy. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><br><<effects>> <<if $speech_attitude is "meek">> "A-Are you laughing at me?" you ask. <<elseif $speech_attitude is "bratty">> "You better not be laughing at me," you say. <<else>> "Why are you laughing?" you ask. <</if>> <br><br> <<person2>>The <<person>> looks away from <<his>> friend, and at you. <<if $rng gte 51>> <<person1>>"<<Hes>> got a crush on you," <<person2>><<he>> says. The <<person1>><<person>> looks at <<his>> friend, betrayed and mortified. <br><br> <<link [[Comfort|Home Pair Comfort]]>><</link>> <br> <<link [[Flirt|Home Pair Flirt]]>><</link>><<promiscuous1>> <br> <<link [[Spurn|Home Pair Spurn]]>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <br> <<else>> Without warning, <<he>> pulls <<his>> friend by the arm and together they run down the corridor. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Th-thank you," you say "It's nice to feel wanted." <<elseif $speech_attitude is "bratty">> "Don't worry," you say. "Everyone does." <<else>> "You're very sweet," you say. "Thank you for flattering me." <</if>> <br><br> The <<person2>><<person>> laughs again. The <<person1>><<person>> is blushing, but smiling. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<person1>> <<if $speech_attitude is "meek">> "Y-you find me attractive?" you ask. "But you're so <<if $pronoun is "m">>handsome<<else>>pretty<</if>>." <<elseif $speech_attitude is "bratty">> "Don't worry," you say. "I have a crush on you too." <<else>> "I like you too," you say, giving the <<person>> a wink. <</if>> <<promiscuity1>> The <<persons>> blush deepens. <<His>> friend gives <<him>> a little shove in your direction, but instead <<he>> turns and runs. <<His>> friend follows, still laughing. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "S-sorry," you say. "I don't find you attractive." <<elseif $speech_attitude is "bratty">> "Ew," you say. <<else>> "Sorry," you say. "You're not my type." <</if>> <br><br> The <<person1>><<person>> throws <<his>> hands to <<his>> face and runs away. <<His>> friend follows. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> "What's wrong?" you ask. The <<person>> looks at you. <br><br> "I want to go home," <<he>> says. <br><br> You spend the next hour listening as the <<person>> shares <<his>> fears, offering comforting words when appropriate. <<He>> misses <<his>> parents, is afraid of Bailey, is afraid to go outside, and hates the food. Despite <<his>> distress, <<he>> perks up the longer <<he>> speaks. <br><br> "Thank you," <<he>> says. "I feel much better. I'll try to be brave like you." <<His>> cheeks are still wet, but <<hes>> smiling. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You join in after a brief run down of the rules. Hitting the eyes gives the most points. <br><br> <<if currentSkillValue("handskill") gte 1000>> Your performance is near-flawless, and you shred right through Bailey's eyes. You win every game. <<elseif currentSkillValue("handskill") gte 400>> You play well, and win a couple of games. <<elseif currentSkillValue("handskill") gte 100>> You consistently land darts on the picture, but fail to hit the more valuable targets. <<else>> You're not the best player. You manage to hit the picture once. Almost. <</if>> <br><br> <<link [[Next|Orphanage]]>><</link>> <br><<effects>><<wearProp "mop">> You help the <<person>> to <<his>> feet. <<if $speech_attitude is "meek">> "I want to help," you say. "I'll mop while you get another." <<elseif $speech_attitude is "bratty">> "Get another mop," you say. "We're doing this together." <<else>> "I'll dry this mop," you say. "You get a fresh one." <</if>> <br><br> You get to work mopping up the spillage. The <<person>> soon returns, and together you dry the floor before Bailey shows up. <br><br> "I'm so relieved," the <<person>> says. "Thank you. I'll be careful this time." <<He>> takes the bucket and mops with <<him>>. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You sit beside the <<person1>><<person>>. <<if $speech_attitude is "meek">> "I think <<person2>><<he>> likes you," you say. "You should say hello." <<elseif $speech_attitude is "bratty">> "Don't be a wimp," you say. "Go talk to <<person2>><<him>>." <<else>> "You should say something," you say. <</if>> <br><br> The <<person1>><<person>> gapes at you. "I couldn't do that," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "But <<person2>><<he>> might think you don't like <<him>>," you add. <br><br> The <<person1>><<person>> hesitates a moment. Then <<he>> clenches <<his>> fists, stands, and marches over. The <<person2>><<person>> and <<his>> friends stop talking and face the newcomer. You can't hear what <<person1>><<hes>> saying, but the <<person2>><<person>> blushes, grabs the <<person1>><<persons>> arm, and together they run from the room. <<elseif $speech_attitude is "bratty">> "Fine," you reply. You stand and march over to the <<person2>><<person>>. <br><br> "Wait!" the <<person1>><<person>> whispers behind you. You ignore <<him>>. <br><br> The <<person2>><<person>> and <<his>> friends cut their conversation short and look at you. "My friend over there's into you," you say. The <<person1>><<persons>> face is mostly hidden by <<his>> book, but you can tell <<hes>> blushing. <br><br> The <<person2>><<person>> starts blushing too, but <<he>> walks over and sits beside the <<person1>><<person>>. <br><br> You can't make out what they're saying, but the <<person2>><<person>> grasps the <<person1>><<persons>> arm, and together they run from the room. <<else>> "Why not?" you ask. <<person2>>"<<He>> likes you too." <br><br> The <<person1>><<person>> hesitates a moment. Then <<he>> clenches <<his>> fists, stands, and marches over. The <<person2>><<person>> and <<his>> friends stop talking and face the newcomer. You can't hear what <<person1>><<hes>> saying, but the <<person2>><<person>> blushes, grabs the <<person1>><<persons>> arm, and together they run from the room. <</if>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You sit beside the <<person1>><<person>>. "Forget about <<person2>><<him>>," you whisper, resting a hand on <<person1>><<his>> leg. "I'm right here." <<promiscuity1>> The <<person>> almost buries <<his>> face in the book. <br><br> The <<person2>><<person>> keeps glancing over. <br><br> <<link [[Tease|Home Tease]]>><</link>><<promiscuous2>> <br> <<link [[Leave|Orphanage]]>><<endevent>><</link>> <br><<effects>> "What are you reading?" you ask, leaning close. Very close. You slip an arm around <<person1>><<his>> waist. <<Hes>> trembling. <br><br> <<person2>>"Hey!" says the <<person>>, storming over. "I saw <<person1>><<him>> first." <br><br> <<link [[Fight|Home Tease Fight]]>><<def 1>><</link>> <br> <<link [[Mission accomplished|Home Tease Mission]]>><<famegood 1>><</link>> <br><<effects>> You rise to your feet and shove the <<person2>><<person>>. <<He>> shoves you back. You move in for another, but the <<person1>><<person>> dashes in the way. "St-stop," <<he>> says. "Please don't fight. Not over me. Oh." <<He>> throws <<his>> hands to <<his>> face and flees the room. <br><br> "Wait!" the <<person2>><<person>> cries. <<He>> chases after <<person1>><<him>>. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You walk away, leaving the pair blushing awkwardly, their feelings exposed. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> You hurry out the front doors. "Leave <<person2>><<him>> alone," you say. "Taking advantage isn't fair." <<elseif $speech_attitude is "bratty">> You storm out the front doors. "Scram," you tell the <<person1>><<person>>. "Go fuck yourself." <<else>> You run out the front doors. "Go away," you say. "Stop picking on the vulnerable." <</if>> <br><br> "Such a brat," the <<person1>><<person>> says, putting the money away. "Fine. Starve for all I care." <br><br> The <<person2>><<person>> gives you a weak punch to the back. "Stupid!" <<he>> says. <<Hes>> on the verge of tears. "I really need that money." <br><br> <<if $money gte 5000>> <<link [[Give £50|Home Solicitation Money]]>><<set $phase to 0>><<money -5000>><<hope 2>><</link>><<gghope>> <br> <</if>> <<if $money gte 2000>> <<link [[Give £20|Home Solicitation Money]]>><<set $phase to 1>><<money -2000>><<hope 1>><</link>><<ghope>> <br> <</if>> <<link [[Apologise|Home Solicitation Apologise]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I'm sorry," you say. "I couldn't watch you put yourself in danger." <<elseif $speech_attitude is "bratty">> "Have some self-respect," you say. "You can do better than that." <<else>> "I'm sorry," you say. "I had to do what I felt was right." <</if>> <br><br> <<He>> clenches <<his>> fists, but doesn't hit you again. <<He>> runs inside. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 0>> You hold out £50. The <<person>> looks at it, but doesn't move. "Don't make fun of me," <<he>> says. <br><br> "I'm not," you reply. "I promise." <br><br> <<He>> takes the money. "Thank you," <<he>> sniffs. <<He>> opens <<his>> mouth to say something, but instead runs inside. <br><br> <<elseif $phase is 1>> You hold out £20. "Why?" the <<person>> asks. <br><br> "Because I want to help," you reply. "Take it." <br><br> <<He>> takes the money. "Thank you," <<he>> sniffs. <<He>> opens <<his>> mouth to say something, but instead runs inside. <br><br> <</if>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>><<rng>> You listen in on the conversation. <<if $robinmissing isnot 0>> They're thinking of making a group to search for Robin. You notice the <<person2>><<person>> holding what looks like a missing poster. <<hope -3>><<llhope>> <<elseif $robin_injured gte 1>> The <<person1>><<person>> wants to bring Robin to the hospital. The <<person2>><<person>> thinks Bailey won't allow it. <<hope -1>><<lhope>> <<elseif C.npc.Robin.trauma gte 40>> The <<person1>><<person>> speaks. "Even Robin isn't safe. What do you think happened to <<nnpc_him "Robin">>?" <<hope -1>><<lhope>> <<elseif $rng gte 71>> They're talking about the lemonade stand Robin runs on the weekends. <<if $orphan_hope lte 0 and $settings.watersportsEnabled>> They're joking about what liquids <<nnpc_he "Robin">> may actually be selling instead. The <<person1>><<person>> laughs. <<else>> They think the lemonade is tasty, and they're inspired by <<nnpc_his "Robin">> efforts. <<hope 1>><<ghope>> <</if>> <<elseif $rng gte 36>> <<if C.npc.Robin.dom lte 50>> They're talking about how Robin never seems to resort to violence. <<hope 1>><<reb -1>><<ghope>><<lreb>> <<else>> They're impressed by Robin's ability to remain amicable in the face of danger. <<reb 1>><<greb>> <</if>> <<else>> <<if $orphan_hope gte 10>> The <<person1>><<person>> mentions how good Robin is at lifting the other orphans' spirits. <<hope 1>><<ghope>> <<else>> They're talking about how Robin's always hiding in <<nnpc_his "Robin">> room, and that they want to do the same. <<hope -1>><<lhope>> <</if>> <</if>> <br><br> <<link [[Leave|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>><<rng>> <<if $rng gte 81>> You listen in on the conversation. They're talking about their experiences with Bailey. <<hope -1>><<lhope>> <<elseif $rng gte 61>> You listen in on the conversation. They're making fun of another orphan. <<elseif $rng gte 41 and $loft_kylar>> You listen in on the conversation. They're trading for some pepper spray. <<reb 1>><<greb>> <<elseif $rng gte 21>> You listen in on the conversation. They're gushing about the cute animals they saw in the pet store today. <<hope 1>><<ghope>> <<else>> You listen in on the conversation. One of them has a crush on another orphan. <</if>> <br><br> <<link [[Leave|Orphanage]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> Bailey keeps medical supplies in a cupboard adjoining the main hall. <<nnpc_He Bailey>>'d be livid were a resident to waste them, but this is an appropriate use. <br><br> <<if getRobinLocation() is "orphanage" and C.npc.Robin.trauma lte 20 and $rng gte 61>> <<npc Robin 2>> Robin enters the kitchen and spots you helping out the <<person1>><<person>>. <<if C.npc.Robin.dom gte 40>> "Do you need some help with that?" <<else>> "Is there any way I can help?" <</if>> he asks. You give <<person2>><<him>> a grateful nod, and <<he>> smiles back. <br><br> <<if currentSkillValue('english') gte 500>> You walk Robin through the motions, explaining the best way to redress the bandages. <<He>> nods, helping you along the way. <<else>> You fumble through your explanation on tending wounds, but Robin seems to catch on either way. <</if>> <<npcincr Robin love 1>><<glove>><<set $robinSeen.pushUnique("homeBandage")>> <br><br> As you and Robin redress the injury, the <<person1>><<person>> looks away, embarrassed. <br><br> <<He>> mumbles thanks as you both finish, then heads to <<his>> room. <<else>> You ask the <<person>> to sit down so you can help <<him>>. <<He>> shoots you a defensive glare, but sits and waits for you to retrieve fresh bandages. <<He>> seems embarrassed and looks away as you redress the injury. <br><br> <<He>> mumbles thanks as you finish, and heads to <<his>> room. <</if>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $phase is 1>> <<wearProp "papers">> You join <<him>> in picking up the paper. <<He>> thanks you, and within minutes you have them in one neat stack. <br><br> <<if $rng gte 1>> "Thanks for your help," <<he>> says. You start to leave, but <<he>> grabs onto you. "Wait a second, I have something for you." <<He>> takes a piece of paper and scribbles something on it before handing it back to you. <br><br> It reads: 'Coupon for 1 free orgasm. Expires in 2 minutes'. <<He>> rubs <<his>> thighs together, waiting for your answer. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept|Home Orphan Poster Sex Choice]]>><<handheldon>><<set $phase to 1>><</link>><<promiscuous2>> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <</if>> <br> <<link [[Refuse|Home Orphan Poster Sex Choice]]>><<handheldon>><<set $phase to 2>><</link>> <<else>> "Thanks for your help," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "It's n-no problem, I should have paid more attention. W-why do you have all that paper? I-If you don't mind me asking!" <<elseif $speech_attitude is "bratty">> "Yeah, yeah, it's just paper. Why do you need so much anyways?" <<else>> "No problem, accidents happen. I'm a bit curious, why do you need so much paper?" <</if>> <br><br> <<He>> looks at the stack. "Not sure. Bailey asked me to get a bunch. Speaking of which, I better get going. Don't want to make <<nnpc_him "Bailey">> mad." <<He>> picks up the stack and heads towards Bailey's office.<<lreb>><<reb -1>> <br><br> You continue on. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>> <<else>> <<if $speech_attitude is "meek">> You apologise to <<him>> too, both for running into <<him>> and for having to go. You depart. <<elseif $speech_attitude is "bratty">> You tell <<him>> to pay better attention and walk off. <<else>> You assure <<him>> that it was just an unfortunate accident. You make your excuses and leave. <</if>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>><<effects>> <<if $phase is 1>> <<He>> nods enthusiastically and says, "My room isn't far from here." <<He>> leads you down the hall to a bedroom and tackles you onto the bed. <br><br> <<link [[Next|Home Orphan Poster Sex]]>><<set $sexstart to 1>><</link>> <<else>> <<He>> laughs, awkwardly. "Y-yeah, well umm..." <<He>> fidgets, then slowly picks up the stack of papers. "I better go deliver these to Bailey. Umm... bye?" <<He>> speedwalks towards Bailey's office. <br><br> You continue on. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Home Orphan Poster Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Home Orphan Poster Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> "Ow, what the fuck?! You fucki—" You escape while <<hes>> reeling from the pain. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> flops on the bed, panting. "Wow, you're... really good." <<His>> eyes slowly widen. "Wait. Shit, I left Bailey's papers out there." <<He>> sighs, "Nah, <<nnpc_he "Bailey">> can get <<nnpc_his "Bailey">> own paper." You get up and leave <<him>> to bask in the afterglow.<<greb>><<reb 1>> <<elseif $finish is 1>> <<He>> stops, mortified. "W-was it that bad?" <<His>> eyes slowly widen. "Wait. Shit, I left Bailey's papers out there." <<He>> throws on <<his>> clothes, unable to meet your face and runs off. <br><br> You leave before <<he>> can return. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Orphanage]]>><</link>><<effects>> <<if $phase is 1>> "Hey," you say. "You look upset. I'm not sure if this will help, but I thought you might like it." You hand <<him>> your balloon.<<handheldruined>> <br><br> <<His>> eyes light up. "Are... are you sure?" <<he>> asks as <<he>> accepts the balloon. <br><br> <<if $speech_attitude is "meek">> "I am," you say, smiling at <<him>>. "It's what you need right now, isn't it? Something to brighten your day." <<elseif $speech_attitude is "bratty">> "'Course I'm sure," you say breezily, ruffling <<his>> hair. "All yours." <<else>> "Of course I am," you say. "You deserve it!" <</if>> <br><br> <<He>> giggles. You leave <<him>> to gently bat the balloon around, looking in considerably better spirits. <<ghope>><<hope 2>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <<else>> "What's wrong?" you ask. The <<person>> looks at you. <br><br> "I don't like it here," <<he>> says. <br><br> You spend the next hour listening as the <<person>> shares <<his>> fears, offering comforting words when appropriate. <<He>> misses <<his>> parents, is afraid of Bailey, is afraid to go outside, and hates the food. Despite <<his>> distress, <<he>> perks up the longer <<he>> speaks. <br><br> "Thank you for listening to me," <<he>> says. "I feel better now." <<He>> gives you a quick hug and leaves, looking in considerably better spirits. <<ghope>><<hope 1>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>><<effects>> <<if $phase is 1>> <<generatey1>><<person1>> You peep in. A <<person1>><<person>> sits in a faded room with <<his>> eyes closed. <br><br> <<switch random(1,3)>> <<case 1>> <<set $instrument to "violin">> <<He>> plays a well-kept violin with a sturdy bow and a tranquil expression. It comes through in <<his>> music. You briefly forget about Bailey's looming debt threat. Maybe one day you can be free of it too.<<lstress>><<ltrauma>><<stress -6>><<trauma -5>> <<case 2>> <<set $instrument to "guitar">> <<He>> plays a sturdy looking guitar with a sorrowful expression. Despite this, the song <<he>> plays is uplifting. The melody brings both tears and a smile to your face. Maybe one day, every day can be like this.<<lltrauma>><<trauma -10>> <<case 3>> <<set $instrument to "harp">> <<He>> plays a shining harp with a tranquil expression. It comes through in <<his>> music. With every strum of the harp, you feel your stress evaporate. Hopefully, one day you can live a peaceful life.<<llstress>><<stress -12>> <</switch>> <br><br> Other curious orphans enter as <<his>> performance continues. The room is packed by the second song's start. You all sit together, enjoying the music. With six compositions and a long, drawn out note, the recital ends. <br><br> <<link [[Next|Home Orphan Music Calm]]>><</link>> <<else>> You ignore the door and continue on your way. The music fades into silence. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>><<effects>> "What the hell are you doing in here?" A voice breaks the silence. It's Bailey. "Doesn't matter." <<nnpc_He "Bailey">> disregards everyone and locks eyes with the <<personsimple>>. "Time to pay up." <br><br> <<if $rng gte 76>> The <<personsimple>> <span class="green">nods.</span> Wordlessly, <<he>> puts down <<his>> $instrument and grabs a shoebox off a shelf. <<He>> fishes several bills from it and hands them to Bailey. <br><br> Bailey counts them. "Good, I expect double next week." <<nnpc_He "Bailey">> pockets the money and slams the door behind <<nnpc_him "Bailey">>. <br><br> Silence descends on the room. The <<personsimple>> breaks the silence. "Well, that was something. You all should leave, I don't want to get anyone in trouble for being here." <br><br> You and the other orphans leave. Outside, they talk excitedly about learning instruments.<<ghope>><<lstress>><<hope 1>><<stress -6>> <br><br> <<else>> The <<personsimple>> <span class="red">trembles.</span> <<His>> eyes are wet with held back tears. <<His>> lip quivers, "I-I don't h-have it tod—" <br><br> Bailey closes the distance faster than you can react. <<nnpc_He "Bailey">> grabs the <<person1>><<person>> and violently tugs <<him>> towards the door. <<He>> screams and thrashes in Bailey's grip. <br><br> The other orphans clamour to get out the door. One bowls into you and sends you flying. Your head hits something hard, and you are dazed. You lay there trying to steady your vision.<<gpain>><<gstress>><<gtrauma>><<violence 6>><<stress 6>><<trauma 4>> <br><br> Your daze eventually wears off. The room is a silent mess. The $instrument lies in pieces on the floor. You shake your head, get up and leave. <br><br> Outside, you overhear hushed conversations. They discuss other means of acquiring money.<<llhope>><<hope -2>> <br><br> <</if>> <<link [[Next|Orphanage]]>><<endevent>><<unset $instrument>><</link>><<effects>> <<if $phase is 1>> The <<person1>><<person>> catches your eye and gives you a small nod of recognition, before turning <<his>> attention back to <<his>> instrument. <br><br> The room is dead silent as <<he>> plays <<his>> first notes. The music starts slow, but steadily picks up a few seconds in. It's chaotically beautiful, and soon has you swaying to the beat. <br><br> <<He>> starts to sing. The lyrics are a tirade against Bailey and the cruelty you've all faced. The others are initially silent, but soon there's a loud chant of 'Fuck Bailey' to match the song's beat. <br><br> Someone nudges you, inviting you to join. <br><br> <<if $speech_attitude isnot "meek">> <<link [[Join them|Home Orphan Music Stormy]]>><<set $phase to 1>><</link>> <<else>> <<insufficientStat "submissive" "to take up such an action">> <</if>> <br> <<link [[Stay silent|Home Orphan Music Stormy]]>><<set $phase to 2>><</link>> <<else>> You walk away, prepared for the raucous noise that follows. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>><<effects>> <<if $phase is 1>> The chorus comes back around. You cup your hands around your mouth and shout "Fuck Bailey!" It's therapeutic.<<lstress>><<ltrauma>><<ghope>><<stress -6>><<trauma -3>><<hope 1>> <br><br> The <<person1>><<person>> dissolves into a guitar riff, but the amplifier turns off. Bailey holds the extension cord in hand. Anger darkens <<nnpc_his "Bailey">> face. <br><br> "Scatter!" the <<person1>><<person>> yells. Everyone listens, and the hall dissolves into chaos. <<He>> hops off the stage and starts to run. <br><br> "Get back here, you little shit!" Bailey yells. <<nnpc_He "Bailey">> barrels past you, slamming you into the wall. Through your dazed vision, you see others pause and look at you, fear evident in their eyes.<<lreb>><<gpain>><<ggtrauma>><<reb -1>><<violence 6>><<trauma 5>> <br><br> You shake off the daze and make your way back to your room. <<else>> You consider doing it, but decide not to. You shake your head at them, and they shrug in response. <br><br> The chorus comes back around, and your mob dissolves into chants of "Fuck Bailey!" once more. The <<person1>><<person>> dissolves into a guitar riff, but the amplifier turns off. Bailey holds the extension cord in hand. Anger darkens <<nnpc_his "Bailey">> face. <br><br> "Scatter!" the <<person1>><<person>> yells. Everyone listens, and the hall dissolves into chaos. <<He>> hops off the stage and starts to run. <br><br> "Get back here, you little shit!" Bailey yells. <<nnpc_He "Bailey">> takes after the <<personsimple>>, slamming an unfortunate orphan against the wall in the process. The sound is not pretty.<<llhope>><<hope -2>> <br><br> Others stop to help. You keep moving, and make your way back to your room. <</if>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>> You nod, recounting a few fights you've had. You leave out the messier details. <br><br> They hang onto every word, and ask a good few questions before they disperse. Your chest puffs out a little in pride.<<stress -5>><<lstress>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>> <<if $englishSuccess>> You tell them some highly exaggerated versions of your past fights, overplaying the strength and number of your opponents. <br><br> <span class="gold">They believe you</span>, and only grow more excited with each tale you tell. By the end, some of them are applauding.<<stress -5>><<trauma -10>><<lstress>><<ltrauma>> <br><br> "Could you show us how to fight?" one asks, and the others quickly parrot their request. <br><br> <<link [[Demonstrate your moves (0:20)|Home Combat Exaggerate Demonstration]]>><<pass 20>><</link>> <br> <<link [[Refuse |Home Combat Exaggerate Refuse]]>><</link>> <<else>> You tell them some highly exaggerated versions of your past fights, overplaying the strength and number of your opponents. <br><br> <span class="red">They don't believe you for a second</span>, and once you finish they all make awkward excuses and leave.<<stress 5>><<gstress>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <</if>><<effects>> You show off some punches and kicks. You're mostly just winging it, but they don't seem to notice. At some point, a few of them start copying you, and before long, all of them are trying to imitate you. This goes on for a while, and you stop once your muscles start to ache.<<physique 1>> <br><br> They thank you once the demonstration ends, walking off and excitedly talking amongst themselves about you.<<stress -8>><<lstress>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>> You tell them that you have something you need to do. They seem satisfied regardless and leave you alone. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>> You tell them that you're busy right now. Though obviously disappointed, they leave you alone. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>> <<if $phase is 0>> /* Follow them */ You follow the orphans into Bailey's office. They speak in hushed whispers, and they both gasp when they see you. <br><br> <<if $baileydefeated gte 1 or $baileydefeatedlewd gte 1>> "Oh! It's you!" says the <<person1>><<person>>. "Aren't you the <<girl>> who <<= $baileydefeated gte 1 ? "kicked Bailey's ass" : "embarrassed Bailey">> in front of everyone? Do you want to join us? We're going to get one over on <<nnpc_him "Bailey">>, too!" <<else>> "Oh! You're not Bailey." The <<person1>><<person>> laughs<<if $orphan_hope gte 10>>. "Hey, do you want to join us?"<<else>> nervously, glancing at the bucket of murky water <<hes>> holding. "You're...not going to tell on us, are you?"<</if>> <</if>> <br><br> "We're going to prank <<nnpc_him "Bailey">>," the <<person2>><<person>> explains. "It's the least <<nnpc_he "Bailey">> deserves after all <<nnpc_hes "Bailey">> done to us!" <<person2>><<He>> starts setting up the step ladder. <br><br> <<link [[Offer to help them set up|Home Orphan Rebellious Prank 2]]>><<set $phase to 1>><<reb 1>><</link>><<greb>> <br> <<link [[Offer to cover for them|Home Orphan Rebellious Prank 2]]>><<set $phase to 2>><<hope 1>><</link>><<ghope>> <br> <<link [[Tell them this is much too risky|Home Orphan Rebellious Prank 2]]>><<set $phase to 0>><</link>><<englishdifficulty 200 1000>> <br> <<else>> /* Ignore them */ You decide to ignore them, and go on with your day. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $phase is 0>> /* Tell them this is much too risky */ <<if $englishSuccess>> <<if $speech_attitude is "meek">> You frown. "I... I'm sorry, but... I just really don't think this is a good idea. Wh-what if <<nnpc_he "Bailey">> finds out? I don't want anything bad to happen to any of you..." <span class="green">You recommend looking for hobbies that might enrich their lives, such as gardening or cooking.</span> <<elseif $speech_attitude is "bratty">> "And what happens if <<nnpc_he "Bailey">> finds out about all this, huh?" You put your hands on your hips. "Even if <<nnpc_he "Bailey">> doesn't find out we're involved, what's stopping <<nnpc_him "Bailey">> from just punishing everybody instead? Don't be so naive." <span class="green">You recommend they start exercising instead so that they can blow off some steam and gain the strength to defend themselves.</span> <<else>> You shake your head. "Sorry to rain on your parade, but this is too risky. You two would be better off spending your time on yourselves, not on Bailey." <span class="green">You recommend extracurricular activities such as reading or dancing that might help reduce the orphans' stress.</span> <</if>> <br><br> The orphans listen closely to your advice. They thank you, and immediately rush off to follow it, inspired. <<hope 1>><<ghope>> <br><br> You return the bucket and step ladder to their rightful places, and go on with your day. <<else>> <<if $speech_attitude is "meek">> You frown. "I... I'm sorry, but...I just really don't think this is a good idea. What if <<nnpc_he "Bailey">> finds out? I-I don't want anything bad to happen to you two." <<elseif $speech_attitude is "bratty">> "And what happens if <<nnpc_he "Bailey">> finds out about all this, huh?" You put your hands on your hips. "Even if <<nnpc_he "Bailey">> doesn't find out we're involved, what's stopping <<nnpc_him "Bailey">> from punishing everybody else? Don't be naive." <<else>> You shake your head. "Sorry to rain on your parade, but this is too risky. You two would be better off spending your time on yourselves, not on Bailey." <</if>> <br><br> The orphans both deflate. <br><br> "Sorry," the <<person1>><<person>> mutters. "We didn't really think about the consequences..." <br><br> The <<person2>><<person>> folds the step ladder back up in disappointed silence. They hang their heads as they shuffle out of the office. <<hope -1>><<reb -1>><<lhope>><<lreb>> <</if>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<else>> <<if $speech_attitude is "meek">> "O-oh..." You giggle bashfully. "Well, if you really think I'll be any help... Alright!" <<elseif $speech_attitude is "bratty">> "A prank on Bailey?" You smirk and put your hands on your hips. "Count me in!" <<else>> You smile. "Why not? It's all in good fun." <</if>> <br><br> The orphans both grin conspiratorially at you. <<if $phase is 2>> /* Offer to cover for them */ <br><br> <<if $speech_attitude is "meek">> "But you two seem to have it all in hand here, so..." You glance at the door. "Maybe I should wait outside...? It'd be safer if we had someone looking out in case Bailey comes, after all. I-is that okay?" <<elseif $speech_attitude is "bratty">> "You two get it all set up." You thumb at the door. "I'll go watch out and distract Bailey if <<nnpc_he "Bailey">> starts coming this way so you don't get caught. Got it?" <<else>> "No need to have so many cooks in the kitchen, though. I'll be on the lookout." You gesture to the door. "It'd be bad if Bailey came to <<nnpc_his "Bailey">> office and caught us unaware. Sound good?" <</if>> <br><br> The orphans nod excitedly. The <<person2>><<person>> gives you a thumbs up, and the <<person1>><<person>> leaves the door slightly ajar behind you after you leave. You hear them start to set up the bucket over the door. <</if>> <br><br> <<link [[Next|Home Orphan Rebellious Prank 3]]>><</link>> <br> <</if>><<effects>> <<npc Bailey 3>><<person3>> <<if $phase is 1>> /* Offer to help them set up */ You help the orphans set up the classic "bucket over the door" prank. When finished, you hide behind the nearest door, leaving a gap wide enough for the three of you to peer out. <<= playerBellyVisible() ? "Your belly is awkward, but you" : "You">> squeeze together so you're all able to see. <br><br> When Bailey starts approaching <<his>> office, <<if $orphan_hope gte 40>> you know the orphans are excited, but they do their best to hold it in. <<elseif $orphan_hope gte 10>> the orphans are noticeably excited, and you see them eyeing each other conspicuously. You attempt to get their attention and calm them down. <<gstress>><<stress 6>> <<else>> the orphans are obviously restless. You hope they don't draw attention. <<ggstress>><<stress 12>> <</if>> <<else>> /* Offer to cover for them */ You wait nearby Bailey's office as you keep an eye out, trying to look casual. Before the other orphans can finish, you spot Bailey rounding a corner and swiftly intercept <<him>>. <br><br> <<if $speech_attitude is "meek">> "P-pardon me..." You timidly get Bailey's attention. "I had a question—i-if you have the time...?" <br><br> Bailey gives you an irritated look, but <<he>> stops, and turns away from the direction of <<his>> office. <br><br> "What is it?" <<He>> crosses <<his>> arms. <br><br> You shrink a little under <<his>> scrutiny. "It's just... I've been paying you for some time now, and I wanted to know how much left I have to pay off...?" <<elseif $speech_attitude is "bratty">> "Hey!" You brashly stride over to Bailey. "I'd like to lodge a complaint." <br><br> Bailey gives you an irritated look, but <<he>> stops, and turns away from the direction of <<his>> office. <br><br> "I'm sure you would," <<he>> grumbles. <<He>> crosses <<his>> arms. "What is it, then?" <br><br> "You've been making me pay you off for my 'care' for a while now." You mirror <<his>> stance, undaunted. "Where's all that money going exactly? Because it sure doesn't feel like it's going back into the orphanage." <<else>> "Excuse me." You wave at Bailey to get <<his>> attention as you approach. "I just wanted to double check with you how much you're expecting me to pay you this week." <br><br> Bailey gives you an irritated look, but <<he>> stops, and turns away from the direction of <<his>> office. <br><br> Bailey scoffs and crosses <<his>> arms. "You owe me <<printmoney $rentmoney>>." <<if $baileydefeatedchain gte 2>> <<He>> glares at you. "I'm not going easy on you this time if you continue to be uncooperative." <<elseif $baileydefeatedchain is 1>> <<He>> squints at you. "You'd better actually pay up this time." <<else>> <<He>> raises an eyebrow. "You'd better have it by <<rentday>>." <</if>> <br><br> <<if $money gte $rentmoney>> "I should be able to," <<else>> "I'll do my best," <</if>> you reply noncommittally. "Will I ever learn how much more I owe you?" <</if>> <br><br> Bailey fails to notice <span class="green">the orphans sneaking out of <<his>> office behind <<him>>.</span> <<He>> sneers condescendingly. "Wouldn't you like to know?" Without answering your question, <<he>> turns and heads for <<his>> office. You find the two orphans, stifling giggles. <</if>> <br><br> <<link [[Next|Home Orphan Rebellious Prank End]]>><</link>> <br><<effects>> All three of you watch as Bailey enters <<his>> office. The bucket upends over <<him>> and <<he>> makes an undignified noise. <br><br> Soaking wet, <<he>> spins on <<his>> heels and barrels through the main hall in search of the culprits. <<He>> snarls at several orphans, who maintain innocence, before <<he>> comes across you and your partners in crime. <br><br> <<if $phase is 2>> Bailey eyes you suspiciously, given your intervention. <br><br> <</if>> <<if ($orphan_hope + $orphan_reb) / 2 gte random(10,50)>> Fortunately, you and the two orphans manage to keep your composure, and Bailey scowls before giving up entirely and storming out of the hall to clean <<himself>> up. <br><br> <span class="green">You managed to get off scot free!</span> <<stress -6>><<hope 1>><<reb 1>><<lstress>><<ghope>><<greb>> <br><br> The orphans thank you for indulging them, and part ways with you, chattering excitedly. <<else>> "It was you brats, wasn't it?" <span class="red">Bailey grabs the two orphans by the arms.</span> Hands full, <<he>> glares at you. "You'll get yours, too—sooner or later," <<he>> threatens, before dragging the orphans off. <<gstress>><<stress 6>> <br><br> They have to run to keep up with <<him>> if they don't want to lose their footing entirely. They shoot you fearful looks before they all disappear around a corner. <<trauma 6>><<hope -1>><<reb -1>><<gtrauma>><<lhope>><<lreb>> <</if>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "It's a wonderful place," you say. "The fanciest mansion in town." <<elseif $speech_attitude is "bratty">> "It's a lot nicer than this dump," you say. "Better than most dumps, actually." <<else>> "It's a fantastic place," you say. "Avery is quite rich." <</if>> <br><br> Robin's smile widens. "That's wonderful. The orphans and I want to put together a surprise for you, if that's okay. I'll visit sometime." <br><br> A <<person2>><<person>> emerges from the lounge, and looks at Robin. Robin remembers the fallen board games, and rushes over. <br><br> "Sorry," <<person1>><<he>> says to the <<person2>><<person>>. "I got distracted." <<person1>><<He>> turns back to you. "It was nice seeing you here again." Board games in hand, <<he>> enters the lounge. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "It's a normal place," you say. "I don't want to bore you with the details." <<elseif $speech_attitude is "bratty">> "It's nothing special," you say. "Kinda boring in fact." <<else>> "Nothing to say really," you say. "It's a normal place." <</if>> <br><br> "I'm sure it's lovely," Robin says. "The orphans and I want to put together a surprise for you, if that's okay. I'll visit sometime." <br><br> A <<person2>><<person>> emerges from the lounge, and looks at Robin. Robin remembers the fallen board games, and rushes over. <br><br> "Sorry," <<person1>><<he>> says to the <<person2>><<person>>. "I got distracted." <<person1>><<He>> turns back to you. "It was nice seeing you here again. I might visit sometime." Board games in hand, <<he>> enters the lounge. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>> <<if $speech_attitude is "meek">> "I'm sorry," you say. "But I don't want to talk about it." <<elseif $speech_attitude is "bratty">> "I'd rather keep that to myself," you say. <<else>> "I don't want to talk about it," you say. <</if>> <br><br> Robin frowns. "Alright. I hope it's nicer than here. The orphans and I want to put together a surprise for you, if that's okay. I'll visit sometime." <br><br> A <<person2>><<person>> emerges from the lounge, and looks at Robin. Robin remembers the fallen board games, and rushes over. <br><br> "Sorry," <<person1>><<he>> says to the <<person2>><<person>>. "I got distracted." <<person1>><<He>> turns back to you. "It was nice seeing you here again. I might visit sometime." Board games in hand, <<he>> enters the lounge. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<effects>> <<if $speech_attitude is "meek">> "I'd love for you to visit," you say. "You know the fancy boulevard on Danube Street? Avery's is the mansion right on the top." <<elseif $speech_attitude is "bratty">> "My new home is the mansion at the top of Danube boulevard," you say. "A real fancy place." <<else>> "From here," you say. "Go to Danube Street, then follow the signs to Danube boulevard. It's the mansion at the very top of the hill." <</if>> <br><br> Robin isn't sure if you're joking. "But that's," <<he>> says. "Wow. They said it was fancy, but not like this." <<He>> smiles. "I'll visit once the orphans have finished preparing. I might be too intimidated to go inside though." <br><br> <<He>> gives you a hug, then walks away. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I like surprises," you say. "I just hope it's not too much trouble." <<elseif $speech_attitude is "bratty">> "It's good to know I'm missed," you say. <<else>> "That would be nice," you say. <</if>> <br><br> "It was the orphans' idea," <<he>> says. "I don't know who in particular. They fight over who came up with it. I'll visit when they've finished preparing." <br><br> <<He>> gives you a hug, then walks away. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I'm sorry," you say. "But Avery won't like you to visit. We can always meet here." <<elseif $speech_attitude is "bratty">> "I wouldn't visit if I were you," you say. "It's a long climb, and the people there aren't the nicest. We can always meet here." <<else>> "I don't think that's wise," you say. "Avery wouldn't like it. We can always meet here." <</if>> <br><br> Robin nods. "You know what's best." <<He>> doesn't sound convinced. "I'm very glad to see you again." <<He>> gives you a hug, then walks away. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "home">><<home_effects>><<effects>> You are in the garden behind the orphanage. <br><br> <<if $mason_pond is 3>> A portion of the garden has been cordoned off. <<if Time.dayState is "night">> <<if $mason_pond_timer gte 7>> The hole they plan to dig beyond might be dangerous in the dark. <<elseif $mason_pond_timer gte 4>> The hole they've dug beyond might be dangerous in the dark. <<elseif $mason_pond_timer gte 1>> The hole they've dug beyond might be dangerous in the dark. <<else>> It's hard to tell in the dark, but the spring is finished. <</if>> <<else>> <<if Weather.precipitation is "rain">> <<if $mason_pond_timer gte 7>> The rain prevents work from commencing. <<elseif $mason_pond_timer gte 4>> The hole in the ground is abandoned for the time being, waiting for the rain to pass. <<elseif $mason_pond_timer gte 1>> The pond is taking shape. The workers must be getting close to breaching the spring. For now, it fills with rainwater. <</if>> <<elseif Weather.precipitation is "snow">> <<if $mason_pond_timer gte 7>> The snow prevents work from commencing. <<elseif $mason_pond_timer gte 4>> The hole in the ground is abandoned for the time being, waiting for the snow to pass. <<elseif $mason_pond_timer gte 1>> The pond is taking shape. The workers must be getting close to breaching the spring. For now, it fills with snow. <</if>> <<else>> <<if $mason_pond_timer gte 6>> Several workers dig. <<elseif $mason_pond_timer gte 3>> The pond looks pretty deep, but still the workers dig. <<elseif $mason_pond_timer gte 1>> The pond is taking shape. The workers must be getting close to breaching the spring. <</if>> <</if>> <</if>> <br><br> <<elseif $mason_pond is 4 and Time.dayState isnot "night">> <<set $mason_pond to 5>> You hear laughter amidst a splashing of water. The workers have finished the spring, and some orphans are taking advantage. They sit along its edge, bathing their feet and splashing each other. <br><br> They cheer when they spot you. <<lltrauma>><<trauma -18>><<llstress>><<stress -18>><<ggghope>><<hope 9>> <br><br> <<if $garden_flowers_intro is 1>> <<unset $garden_flowers_intro>> <<plots_init garden 3 earth 1 small>> <</if>> <<add_plot garden water 1 small>> Some of the water laps over neighbouring soil, near the flower beds. <span class="gold">You could grow crops there. Some plants like lots of water.</span> <br><br> <</if>> <<if $alex_greenhouse is 1>> <<if Time.dayState is "night">> <<if $alex_greenhouse_timer gte 6>> The earth has been dug, ready for the greenhouse foundations. <<elseif $alex_greenhouse_timer gte 3>> The greenhouse foundations have been put in place. <<elseif $alex_greenhouse_timer gte 1>> The greenhouse is taking shape, but some panes are missing. <<else>> The greenhouse looks finished. <</if>> <<else>> <<if Weather.precipitation is "rain">> <<if $alex_greenhouse_timer gte 6>> The earth has been dug, but workers wait for the rain to pass before continuing. <<elseif $alex_greenhouse_timer gte 3>> The greenhouse foundations are in place, but workers wait for the rain to pass before continuing. <<elseif $alex_greenhouse_timer gte 1>> The greenhouse is missing some panes, and the workers wait for the rain to pass before continuing. <<else>> The greenhouse looks finished. <</if>> <<elseif Weather.precipitation is "snow">> <<if $alex_greenhouse_timer gte 6>> The earth has been dug, but workers wait for the snow to stop falling before continuing. <<elseif $alex_greenhouse_timer gte 3>> The earth has been dug, but workers wait for the snow to stop falling before continuing. <<elseif $alex_greenhouse_timer gte 1>> The greenhouse is missing some panes, and the workers wait for the snow to stop falling before continuing. <<else>> The greenhouse looks finished. <</if>> <<else>> <<if $alex_greenhouse_timer gte 6>> Workers are digging space for the greenhouse foundations. <<elseif $alex_greenhouse_timer gte 3>> Workers are laying the greenhouse foundations. <<elseif $alex_greenhouse_timer gte 1>> Workers are installing glass panes in the greenhouse. <<else>> The greenhouse looks finished. <</if>> <</if>> <</if>> <br><br> <<elseif $alex_greenhouse is 2>> <<set $alex_greenhouse to 3>> Light gleams off glass. The greenhouse is ready, sheltering the flower patches beneath. <br><br> <span class="gold">Plants can now be grown here at any time of year.</span> <br><br> <</if>> <<if $stress gte $stressmax>> <<passouthome>> <<elseif $exposed gte 1 and Time.hour lt 22 and Time.hour gt 6>> <<exhibitionismgarden>> You can't bear the thought of someone catching you like this. You hasten to your bedroom. <br><br> <<link [[Next|Bedroom]]>><</link>> <<elseif !$weekly.gardenBirdRobin and Weather.precipitation is "none" and getRobinLocation() is "orphanage" and C.npc.Robin.trauma lte 25 and C.npc.Robin.dom lte 60 and $rng gte 81>> <<set $weekly.gardenBirdRobin to true>> <<npc Robin>><<person1>> Stepping into the fenced garden, your eyes land on someone. <span class="gold">It's Robin.</span> <br><br> <<He>> sits cross-legged, <<his>> hand held out in front of <<him>>. A small brown and orange bird stands on <<his>> finger, looking around. <<His>> eyes are locked onto the bird. You think <<he>> hasn't yet noticed you. <br><br> <<link [[Stay put|Robin Bird Visit]]>><<set $phase to 0>><</link>> <br> <<link [[Sneak closer|Robin Bird Visit]]>><<set $phase to 1>><</link>><<set $skulduggerydifficulty to 400>><<skulduggerydifficulty>> <br> <<link [[Scare the bird|Robin Bird Visit]]>><<set $phase to 2>><</link>> <br> <<if $cat gte 6>> <<link [[Pounce on Robin|Robin Bird Visit]]>><<set $phase to 3>><</link>><<cat>> <br> <</if>> <<elseif !$weekly.gardenVoyeur and Time.dayState is "night" and $rng gte 81>> <<set $weekly.gardenVoyeur to true>> As you sneak through the garden, you hear strange, muffled sounds coming from a dark corner. <br><br> <<link [[Investigate|Garden Voyeurism Investigate]]>><</link>> <br> <<link [[Ignore|Garden Voyeurism Ignore]]>><</link>> <<else>> <<if Time.hour gte 7 and Time.hour lt 20 and Weather.precipitation is "rain">> Some orphans are playing. <br><br> <</if>> <<if $alex_greenhouse gte 3>> <<gardenicon "flower">><<link [[Greenhouse|Garden Flowers]]>><</link>> <br> <<else>> <<gardenicon "flower">><<link [[Flower bed|Garden Flowers]]>><</link>> <br> <</if>> <<if !Weather.isOvercast and Time.dayState is "day">> <<set _tanning to Skin.getTanningFactor()>> <<baskicon>><<link [[Bask in the sun (0:10)|Bask]]>><<pass 10>><<set $stress -= 5>><</link>><<lstress>><<tanningGainOutput _tanning.result 10>> <br> <</if>> <<if $exposed gte 1>> <<set _ex to ($exposed >= 2 ? (Time.dayState == "night" ? 4 : 5) : (Time.dayState == "night" ? 2 : 3))>> <<if hasSexStat("exhibitionism", _ex)>> <<fenceicon>><<link [[Climb the fence (0:05)|Garden Fence]]>><<pass 5>><</link>> <<if $daily.ex.fence isnot 1>> <<switch _ex>> <<case 2>> <<exhibitionist2>> <<case 3>> <<exhibitionist3>> <<case 4>> <<exhibitionist4>> <<case 5>> <<exhibitionist5>> <</switch>> <</if>> <</if>> <br> <<else>> <<fenceicon>><<link [[Climb the fence (0:01)|Garden Fence]]>><<pass 1>><</link>> <br> <</if>> <<main_hall_icon>><<link [[Main hall (0:01)|Orphanage]]>><<pass 1>><</link>> <br> <</if>><<effects>> <<generatey1>><<generateyp2>> You sneak closer to get a better look at things. In the shadows, you see a <<person1>><<person>> and a <<person2>><<person>> having passionate sex. They are lost in the moment and unlikely to notice you anytime soon. <br><br> <<link [[Watch|Garden Voyeurism Watch]]>><</link>> <br> <<link [[Sneak away|Garden Voyeurism Sneak]]>><</link>> <br> <<link [[Reveal yourself|Garden Voyeurism Reveal]]>><</link>><<effects>> You watch the couple hump away with reckless abandon. Their panting and stifled moaning intensifies. It is clear that they are slowly approaching orgasm. <<awareness 6>><<gawareness>> <br><br> <<link [[Keep watching|Garden Voyeurism Keep]]>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Masturbate|Garden Voyeurism Masturbate]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>> <br> <</if>> <<link [[Sneak away|Garden Voyeurism Sneak]]>><</link>><<effects>> <<switch random(1,2)>> <<case 1>> <<generatey3>> As the orphans approach orgasm, suddenly a <<person3>><<person>> emerges from the bushes with a grin. "Oh. Hey, guys. I kind of figured I'd find you here." <br><br> The orphans move apart with a surprised yelp and cover themselves hastily. The <<person1>><<person>> scowls. "What the hell? You did that on purpose, didn't you?" <br><br> "Sure did. I need you for something. Besides, your little fucking spot isn't as secret as you think. Someone's going to discover you any day now. So be grateful it was me. Come with me, I need your help." <br><br> The orphans rise and fix their clothes. <br><br> "Alright," the <<person1>><<person>> snarls. "I'll come with you, and I'll show you exactly how grateful I am." <br><br> <<case 2>> The couple keeps pounding, caught in blissful oblivion. Finally, their moaning peaks, and their bodies are wracked by spasmic convulsions. They pause for a moment, then move apart. Panting heavily, they smile at each other. <br><br> "That was fun," the <<person1>><<person>> says. "We should do this again some time." <br><br> The <<person2>><<person>> nods approvingly. "Absolutely. I feel so much better now. Now I need a nice, relaxing bath." <br><br> <</switch>> <<link [[Next|Garden]]>><<endevent>><</link>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of the yard. They wouldn't notice you. <<exhibitionism4>> <<masturbationstart>> <<set $timer to 20>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<masturbationControls "timer">><<effects>> <<if dangerEvent() and $orgasmdown gte 1 and $timer gt 0>> The orphans start up and scan the surroundings. <br><br> "Did you hear something?" the <<person1>><<person>> asks. "I think I did," the <<person2>><<person>> answers. "We'd better dip." <br><br> With that, the orphans hastily pull up their clothes and scramble inside. <br><br> <<elseif dangerEvent() and $timer lte 0>> As you are busy pleasuring yourself, you suddenly feel a hand grabbing you by the shoulder. You turn around in surprise. It's Bailey!<<gstress>><<stress 12>> <br><br> Bailey scowls. "I thought I was hearing strange sounds coming from this direction. Should've known I'd find you here. Now if you don't mind, conduct your business inside, before the neighbours get strange ideas about this place." <br><br> With that, Bailey huffs off. When you look back over your shoulder, you find the couple gone. <br><br> <<else>> With a final sigh, the couple moves apart. They straighten themselves up in contentment before pulling up their clothes. "That was so good," the <<person1>><<person>> comments. "We should do this again when we get the chance." <br><br> "Agreed," the <<person2>><<person>> smiles. "But next time, we switch roles!" <br><br> With that, they return inside under joyous bantering.<<ghope>><<hope 1>> <br><br> <</if>> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|Garden]]>><<endevent>><</link>><<effects>> You decide not to disturb their privacy and retreat to a different area of the garden. <br><br> <<link [[Next|Garden]]>><<endevent>><</link>><<effects>> You emerge from your hideout. The couple splits apart in surprise. They look at you in wide-eyed shock, still panting heavily. Though they make an effort covering themselves, they can't possibly conceal the copious amount of lewd fluid running down their thighs. <br><br> After a moment of shock, the <<person1>><<person>> runs through a bush out of sight. The <<person2>><<person>> quickly follows. <br><br> <<link [[Next|Garden]]>><<endevent>><</link>><<effects>> You decide not to investigate the source of the noise; you have your own things to worry about. <br><br> <<link [[Next|Garden]]>><<endevent>><</link>><<effects>> <<if $exposed gte 1>> <<if Time.dayState is "night">> You doubt anyone could see you in the dark, but you keep low between the bushes regardless. You creep up to the fence and peek over. <<else>> You dash between bushes, making sure there's no one ahead before moving on. <</if>> An alley runs behind the orphanage. It's <<if Time.dayState is "night">>dark and<</if>> deserted, but the thought of climbing over makes you quiver regardless. <br><br> Sneaking around the orphanage with your <<lewdness>> displayed is one thing, but there's a semblance of safety here. There's nothing of the sort outside. <br><br> You look over your shoulder to make sure you aren't being watched, then hoist yourself over. You land on the other side. Your heart pounds in your chest. <<if $daily.ex.fence isnot 1>> <<set $daily.ex.fence to 1>> <<if $exposed gte 2>> <<if Time.dayState is "night">> <<exhibitionism4>> <<else>> <<exhibitionism5>> <</if>> <<else>> <<if Time.dayState is "night">> <<exhibitionism2>> <<else>> <<exhibitionism3>> <</if>> <</if>> <<else>> <br><br> <</if>> <<elseif $cat gte 6>> You hop over the fence with unmatched elegance, landing on all fours in the alley behind the orphanage. <br><br> <<else>> You climb over the fence into the alley behind the orphanage. <br><br> <</if>> <<if $tutorial is 0 and $debug is 0>> <<generate1>><<person1>><<= $exposed gte 1 ? "Despite being so careful, you" : "You">> bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere." <br><br> <<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Residential Alleyways">><</link>> <br> <<else>> <<link [[Next|Residential Alleyways]]>><</link>> <br> <</if>><<effects>> <<plot_effects>> <<if $alex_greenhouse gte 3>> <<set $outside to 0>> You are in the greenhouse. The sides are lined with shelves, holding pots. The orphans are growing herbs and small flowers. <br><br> <<else>> <<set $outside to 1>> <</if>> <<if $garden_flowers_intro is 1>> <<unset $garden_flowers_intro>> <<plots_init garden 3 earth 1 small>> <i>Once discovered, seeds can be planted here. Seeds are found in wild parts of the world. Tending skill reduces tilling time and improves harvest quality and quantity.</i> <br><br> <</if>> <<set _robin to statusCheck("Robin")>> <<if $phase is 1>> <<set $phase to 0>> /* TODO: eventpool */ <<if $rng gte 61 and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> Something brushes against your leg. You shake it off, assuming it an insect, but it happens again. You look down and see a stem curling around your ankle. <br><br> <<link [[Shake it off|Garden Stem Shake]]>><</link>> <br> <<link [[Look closer|Garden Stem Look]]>><</link>> <br> <<else>> <<hallucinogen 60>> A strange scent rises from the plants as you water. You feel lightheaded. <<ghallucinogens>><<if $backgroundTraits.includes("plantlover")>><<arousal 6>><<garousal>><</if>> <br><br> <<link [[Next|Garden Flowers]]>><</link>> <br> <</if>> <<elseif $phase2 is "watered" and $rng lte (C.npc.Robin.love - 50) and _robin_location is "orphanage" and _robin.trauma lt 80 and $daily.robin.tending isnot 1>> <<set $daily.robin.tending to 1>><<set $phase2 to 0>> <<npc Robin>><<person1>> <<if _robin.trauma gte 40>> You hear a gentle patter of footsteps disturbing the grass. It's Robin. <br><br> "I hope I'm not being rude," <<he>> says. <<He>> watches you water with red eyes. "I heard someone watering out here and thought it would be you." <br><br> <<link [[Hug (0:05)|Garden Robin Hug]]>><<pass 5>><<npcincr Robin love 1>><<npcincr Robin trauma -1>><<trauma -6>><</link>><<ltrauma>><<glove>><<lrtrauma>> <br> <<link [[Let Robin help (0:10)|Garden Robin Help]]>><<npcincr Robin love 1>><<trauma -6>><<stress -6>><<pass 10>><</link>><<ltrauma>><<lstress>><<glove>> <br> <<link [[Say you're finished|Garden Robin Finished]]>><</link>> <br> <<else>> You hear a gentle patter of footsteps disturbing the grass. It's Robin. <br><br> "I thought I heard you out here," <<he>> says, stepping closer. "Can I help?" <br><br> <<link [[Let Robin help (0:10)|Garden Robin Help]]>><<npcincr Robin love 1>><<trauma -6>><<stress -6>><<pass 10>><</link>><<ltrauma>><<lstress>><<glove>> <br> <<link [[Say you're finished|Garden Robin Finished]]>><</link>> <br> <</if>> <<else>> <<display_plot garden>> <<if !$plants_known.includes("daisy")>> <<icon "tending/daisy.png">> <<link [[Search for seeds (0:30)|Garden Flowers Seeds]]>><<set $plants_known.push("daisy")>><<pass 30>><</link>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Garden]]>><<handheldon>><<endevent>><</link>> <br> <</if>><<effects>><<wearProp "daisy">> You search among the grass, beneath bushes and beside tree trunks for anything you might cultivate. <br><br> You find some seeding daisies growing within a tuft of wild grass near the back fence. <br><br> <span class="gold">You can now grow <<icon "tending/daisy.png">> daisies.</span> <br><br> <<specialClothesUnlock "item" "daisy">> <<if $worn.head.name is "naked">> You pull away from the grass and find a daisy stuck in your hair. <br><br> <<headwear 47>> <</if>> <<link [[Next|Garden Flowers]]>><<handheldon>><</link>> <br><<set $outside to 1>><<set $location to "home">><<effects>> <<covered>> <<if $speech_attitude is "meek">> "H-hello?" you say. "I'm sorry if I offended you. Please give me my clothes." <<elseif $speech_attitude is "bratty">> "I know you're there," you say. "Show yourself." <<else>> "This isn't funny," you say. "Give my clothes back." <</if>> <br><br> <<generatey1>><<person1>>A <<person>> steps out from behind a bush, grinning ear to ear. "Alright, but first let me see you properly." <br><br> <<link [[Do as asked|Bask Call Move]]>><<stress 6>><<trauma 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Bask Call Refuse]]>><</link>> <br><<set $outside to 1>><<set $location to "home">><<effects>> You crawl beneath a bush and look out towards your bedroom window. Orphans relax on the grass between you and the orphanage. You won't be able to cross without being seen. <br><br> <<link [[Shield yourself with a potted plant|Bask Sneak Exhibitionism]]>><</link>> <br> <<link [[Wait for them to leave (1:00)|Bask Sneak Wait]]>><<pass 1 hour>><</link>> <br><<set $outside to 1>><<set $location to "home">><<effects>> <<fameexhibitionism 1>> <<if !pcAreArmsBound("any")>> You <<nervously>> move your hands, displaying yourself to the <<person>>. <<else>> You <<nervously>> turn your body, displaying yourself to the <<person>>. <</if>> You feel exposed and humiliated as you look at the clothes held in <<his>> hand, but <<he>> makes no move to give them back. <br><br> <<if $speech_attitude is "meek">> "P-please..." you plead. <<He>> takes pity on you and throws you the clothing. You run behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better. <<elseif $speech_attitude is "bratty">> Realising how entranced <<he>> is by your body, you snatch the clothing from <<him>> and march behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better. <<else>> "I did what you asked," you say, hoping the ordeal is near over. <br><br> <<He>> looks at you thoughtfully for a moment, then throws the clothing at you. You run behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better. <</if>> <br><br> <<clotheson>> <<link [[Next|Garden]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "home">><<effects>> <<if $speech_attitude is "meek">> You look at your feet and shake your head. You've had quite enough. <<elseif $speech_attitude is "bratty">> You glare at the <<person>>. "I'm not doing what you want. Give me back my clothes this instant!" you demand, sounding more assured than you feel. <<else>> "No," you say. "I'm not going to." <</if>> <br><br> "Worth a try," <<he>> says, shrugging. <<He>> hurls your clothing into the air and giggles as <<he>> runs away. <br><br> <<if $rng gte 81>> Your clothes snag on a tree branch, high above you. <br><br> <<link [[Climb|Bask Climb]]>><<endevent>><</link>> <br> <<link [[Leave them|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><<endevent>><</link>> <br> <<else>> Your clothes land beside you. You hide behind a bush before dressing, afraid you're still being watched. <br><br> <<clotheson>> <<link [[Next|Garden]]>><<endevent>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "home">><<effects>> You grab hold of a low branch and begin climbing the tree. You feel more exposed as you ascend and hope the leaves and other trees will provide enough cover. <br><br> <<if dangerEvent() and $eventskip is 0>> <<if $rng gte 51 and $settings.tentaclesEnabled and ($hallucinations gte 2 or $backgroundTraits.includes("plantlover"))>> You're making sure your legs are secure when the branches jerk to life. Shoots bend towards you and entangle you, until you're surrounded and trapped. <br><br> <<link [[Next|Bask Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You can see over the orphanage fence from here, into the windows of neighbouring homes. One window opens and a <<generate1>><<person1>><<person>> leans out. <<He>> spots you and smiles. "Are you... naked?" <<he>> says, craning <<his>> neck to get a view less obscured by leaves. "Wait there. I'll get my camera." The branch holding your clothes is out in the open, and you don't think you could retrieve them before <<he>> returns. <br><br> <<fameexhibitionism 1>> <<link [[Continue anyway|Bask Climb Exhibitionism]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<link [[Climb back down|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><<endevent>><</link>> <br> <</if>> <<else>> You cling to the branch holding your clothes with your hands and knees and crawl across. The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and crawl back to the trunk. You climb down safely. <br><br> <<clotheson>> <<link [[Next|Garden]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "home">><<effects>> <<fameexhibitionism 10 "pic">> You cling to the branch holding your clothes with your hands and knees and crawl across. The <<person>> returns and points <<his>> camera straight at you. Now you're clear of the main bulk of leaves, they get a clear shot of your <<bottom>>. "Damn <<girl>>, what I'd do to you if I had you in here." <br><br> The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and turn around. You crawl back to the trunk, leaning forward to conceal as much as you can from the <<person>> and <<his>> camera. You enter the safe covering of leaves and climb down. <br><br> <<clotheson>> <<link [[Next|Garden]]>><<endevent>><</link>> <br><<set $outside to 1>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 6 15 "shoot" "vine" true>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Bask Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bask Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The shoots untangle themselves from you. The remaining branches return to their original positions and stay there. You wobble for a moment, but manage to keep yourself from falling. <<tearful>> you continue ascending the tree. <br><br> You cling to the branch holding your clothes with your hands and knees and crawl across. The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and crawl back to the trunk. You climb down safely. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Garden]]>><</link>> <br><<set $outside to 1>><<set $location to "home">><<effects>> You shuffle out from beneath the bush and take cover behind a plant pot. You stand up, lifting the pot as you do so that the flowers continue to protect you. You walk along the side of the garden, hoping no one thinks anything is odd. The orphans don't look twice at you. <br><br> <<if $rng gte 81>> You're halfway there when the bottom of the pot gives way, spilling the contents and causing the rest of the pot to collapse. You find yourself stood out in the open with your <<lewdness>> displayed. One of the orphans averts their eyes, but most stare at you. You run to your bedroom window and climb inside as laughter breaks out behind you. <<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>> <br><br> <<fameexhibitionism 10>> <<else>> You make it to your bedroom window and climb through without incident. <br><br> <</if>> <<link [[Next|Bedroom]]>><</link>> <br><<set $outside to 1>><<set $location to "home">><<effects>> You wait, <<lewdness>> displayed but hidden beneath the bush, for the orphans to grow bored and leave. Once vacant, you run across the garden and through your bedroom window to safety. <br><br> <<link [[Next|Bedroom]]>><</link>> <br><<set $outside to 1>><<set $location to "home">><<effects>> <<if $rng gte 81>> You push the <<person>> away from you, but <<he>> doesn't relent. <br><br> <<link [[Next|Garden Sex]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You push the <<person>> away from you. <<He>> avoids eye contact and makes <<his>> way back to <<his>> friends. <br><br> <<link [[Next|Garden]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 60>> <<enable_rescue>> <<promiscuity2>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Garden Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Garden Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That was naughty," <<he>> says, blushing. "I hope no one saw." <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person>> recoils from you in pain. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves to find <<his>> friends. <br><br> <<clotheson>> <<endcombat>> <<elseif $alarm is 1 and $rescue is 1>> The <<person>> jumps away from you in fright. "I didn't do anything," <<he>> lies to no one in particular before leaving to find <<his>> friends. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<link [[Next|Garden]]>><</link>><<set $outside to 1>><<set $location to "home">><<effects>> You squeeze <<his>> hips between your thighs for a moment and lean closer. "You're it," you whisper into <<his>> ear. "And right where I want you." <<His>> face has turned red by the time you're back on your feet. <<promiscuity1>> <<link [[Next|Garden]]>><<endevent>><</link>> <br><<effects>> <<set _robin to statusCheck("Robin")>><<wearProp "watering can">> <<for _plot range $plots["garden"]>> <<set _plot.water to 1>> <</for>> You hand Robin your watering can, and <<he>> gets to work while you find another. Together, you water the flowers around the garden. <<if _robin.trauma gte 40>> Robin is quiet, but <<he>> seems happier as <<he>> works. <<else>> Robin hums as <<he>> works. <</if>> <br><br> Job well done, Robin sits on the grass and watches the flowers sway in the breeze. <br><br> <<link [[Sit with Robin (0:05)|Garden Robin Sit]]>><<handheldon>><<pass 5>><<npcincr Robin love 1>><</link>><<glove>> <br> <<link [[Make Robin a flower crown (0:10)|Garden Robin Crown]]>><<handheldon>><<pass 10>><</link>><<tendingdifficulty 1 200>> <br><<effects>> <<set _robin to statusCheck("Robin")>> <<if $robinromance is 1 and _robin.dom gte 40>> You sit beside Robin. <<He>> rests <<his>> hand on yours and gives it a little squeeze. <<else>> You sit beside Robin and together watch as bees float between the glistening petals. <</if>> <br><br> <<if !$robinSeen?.includes("favouriteFlower")>> <<set $robinSeen.pushUnique("favouriteFlower")>> You ask Robin what <<his>> favourite flowers are. <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<if $worn.head.name is "naked">><<He>> tucks a daisy behind your ear.<<headwear 47>><</if>> "Daisies and you." <<Hes>> a bit bashful after saying that and even more when you return the gesture. <<wearProp "daisy">>With a daisy tucked in your hair, you two can't help but giggle. <<elseif C.npc.Robin.trauma gte 70>> Unfeelingly, <<he>> points at the cheery flowers.<<if $robinromance is 1>> You tuck a daisy behind <<his>> ear. <<He>> gives you a smile. It doesn't reach <<his>> eyes.<</if>> <<elseif C.npc.Robin.trauma gte 40>> "Daisies are nice," <<he>> mumbles.<<if $robinromance is 1>> You tuck a daisy behind <<his>> ear. <<He>> lowers <<his>> face, smiling softly the gesture.<</if>> <<else>> With a smile as cheery as the flowers, <<he>> points at them. "Daisies are my favourite."<<if $robinromance is 1>> You tuck a daisy behind <<his>> ear, which turns red as <<he>> blushes and mumbles a soft "Th-thanks."<</if>> <</if>> "What's yours?" You tell <<him>> yours, and <<he>> smiles. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br><br> <</if>> A few minutes pass, until an argument breaks out inside the orphanage. Robin looks over. "I should investigate," <<he>> says, rising to <<his>> feet. "Thanks for letting me help." <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br><<effects>> <<if isConnectedToHood("head")>> <<toggleHood>> <</if>> <<set $robinSeen.pushUnique("flowerCrown")>> You sit on the grass beside Robin and rummage among the wild flowers for suitable specimens. Robin watches a moment, then gasps in excitement. <<He>> joins in. "I'm making one for you too." <br><br> <<if !$robinSeen?.includes("favouriteFlower")>> <<set $robinSeen.pushUnique("favouriteFlower")>> You ask Robin what <<his>> favourite flowers are. <<if $robinromance is 1 and C.npc.Robin.dom gte 40>> <<if $worn.head.name is "naked">><<He>> tucks a daisy behind your ear.<<headwear 47>><</if>> "Daisies and you." <<Hes>> a bit bashful after saying that and even more when you return the gesture. <<wearProp "daisy">>With a daisy tucked in your hair, you two can't help but giggle. <<elseif C.npc.Robin.trauma gte 70>> Unfeelingly, <<he>> points at the cheery flowers.<<if $robinromance is 1>> You tuck a daisy behind <<his>> ear. <<He>> gives you a smile. It doesn't reach <<his>> eyes.<</if>> <<elseif C.npc.Robin.trauma gte 40>> "Daisies are nice," <<he>> mumbles.<<if $robinromance is 1>> You tuck a daisy behind <<his>> ear. <<He>> lowers <<his>> face, smiling softly the gesture.<</if>> <<else>> With a smile as cheery as the flowers, <<he>> points at them. "Daisies are my favourite."<<if $robinromance is 1>> You tuck a daisy behind <<his>> ear, which turns red as <<he>> blushes and mumbles a soft "Th-thanks."<</if>> <</if>> "What's yours?" You tell <<him>> yours, and <<he>> smiles. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br><br> <</if>> Soon, you both have flower crowns ready. <<if currentSkillValue('tending') lt 200>>Yours looks rougher than Robin's, but <<he>> doesn't seem to mind.<</if>> <<He>> reaches atop your head and places the crown <<he>> made upon it. You place yours atop <<his>> head in turn. <br><br> <<headwear 14>> <<if $tendingSuccess>> "I love it," Robin says, <span class="green">smiling beneath the wreath of flowers.</span><<glove>><<npcincr Robin love 1>> <br><br> <<else>> "I love it," Robin says. <<Hes>> barely finished speaking when <span class="red">the crown on <<his>> head unravels,</span> and it falls to the ground. <<He>> smiles. "It's okay! I still love it. They can be tricky to make, but you'll get it with practice."<<glove>><<npcincr Robin love 1>><<gdom>><<npcincr Robin dom 1>> <br><br> <</if>> You hear shouting within the orphanage. "Those two are at it again," Robin says, rising to <<his>> feet. "I need to investigate. Thanks for letting me help." <br><br> <<specialClothesUnlock "item" "flower crown">> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br><<effects>> You wrap your arms around Robin. <<He>> rests <<his>> head on your shoulder and sobs. <br><br> "I'm okay," <<he>> says after a few minutes, wiping <<his>> eyes. "Thank you. I'll be inside." <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Thank you for offering," you say. "But I've just finished." <<elseif $speech_attitude is "bratty">> "You're a tad too late," you say. "Just finished." <<else>> "Thank you for offering," you say. "But I've just finished." <</if>> <br><br> <<if C.npc.Robin.trauma gte 40>> Robin nods and walks back towards the orphanage. <<else>> Robin nods. "Okay. I'll be inside if you need me." <</if>> <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br><<effects>> <<if $rng gte 21 or !$settings.tentaclesEnabled>> You shake it off again and move elsewhere. <br><br> <<link [[Next|Garden Flowers]]>><</link>> <br> <<else>> You try to shake it off again, but it tightens its grip. More shoots spring from the earth, wrapping around your arms and legs, and pulling you to the soil.<<gstress>><<stress 6>> <br><br> <<link [[Call for help|Garden Stem Help]]>><</link>> <br> <<link [[Struggle|Garden Stem Struggle]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Soothe|Garden Stem Soothe]]>><</link>><<tendingdifficulty 1 1000>> <br> <<link [[Brace yourself|Garden Stem Brace]]>><</link>> <br> <</if>><<effects>> <<if $rng gte 71>> You crouch down, leaning closer to the plant. The smooth green tip drips a pink, sweet-smelling fluid. You feel an urge to taste it. <br><br> <<link [[Lick|Garden Stem Lick]]>><<set $phase to 0>><</link>><<deviant1>> <br> <<elseif $rng gte 41 or playerIsPregnant()>> You crouch down, leaning closer to the plant. The thin green tip drips a purple, sweet-smelling fluid. You feel an urge to taste it. <br><br> <<link [[Lick|Garden Stem Lick]]>><<set $phase to 1>><</link>><<deviant1>> <br> <<else>> You crouch down, leaning closer to the plant. The bulbous green tip drips a red, sweet-smelling fluid. You feel an urge to taste it. <br><br> <<link [[Lick|Garden Stem Lick]]>><<set $phase to 2>><</link>><<deviant1>> <br> <</if>> <<link [[Shake it off|Garden Stem Shake]]>><</link>> <br><<effects>> <<if $phase is 0>> You stick out your tongue and lick the tip. The pink fluid is sticky and so, so sweet.<<deviancy1>> An unnatural warmth spreads from your mouth, journeying to the base of your tongue, down your neck and throughout your body. <<gggarousal>><<arousal 2000 "mouth">><<drugs 180>> <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br> <<elseif $phase is 1>> You stick out your tongue and lick the tip. The purple fluid is sticky and so, so sweet.<<deviancy1>> The colours of the garden shift and blend together, creating an ever-changing patchwork. You shake your head, breaking free of the effect, but are left with the nagging feeling that the world is not as it seems. <<hallucinogen 180>> <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br> <<else>> You stick out your tongue and lick the tip. The red fluid is sticky and so, so sweet.<<deviancy1>> The world spins, and you stagger to the ground. You laugh, suddenly giddy, as you rise again to your feet. <<alcohol 180>> <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br> <</if>><<effects>> You call for help as the shoots tighten around you. <<if Time.dayState is "night">> <<generate1>><<person1>> There's no response at first, except the night wind blowing through the branches overhead. But then you hear the garden fence creak, followed by a thump. <br><br> "Well now," says a <<personsimple>>'s voice. "One of the orphans got <<pherself>> all tangled." A <<person>> crouches in front of you, regarding you with leering eyes. "Not allowed in the orphanage they says, but you're not in the orphanage, are you?" <<He>> tears the restraining shoots away, but only to give better access as <<he>> climbs on top of you. <br><br> <<link [[Next|Garden Stem Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<run statusCheck("Robin")>> <<if $rng gte 51 and _robin_location is "orphanage" and C.npc.Robin.trauma lt 80 and $daily.robin.tending isnot 1>> <<npc Robin>><<person1>> "I'm coming!" shouts a voice in response. It's Robin. <<He>> emerges from the orphanage and gasps when <<he>> sees you. "You're all tangled. Here." <<He>> drops to <<his>> knees and loosens the entangling shoots. <<Hes>> careful not to damage any. <br><br> They become less tight at <<his>> touch, allowing you to wriggle free. "It's a good thing you didn't fall into stinging nettles," <<he>> says. "I try to keep the garden free of them, but it's like they appear overnight." <br><br> You thank Robin, and <<he>> returns to the orphanage proper. <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br> <<else>> <<generatey1>><<person1>> You hear footsteps. "Don't worry," says a <<person>> as <<he>> crouches beside you. "They don't have thorns." <<He>> pulls apart the shoots restraining you, frowning at the effort. "These are really tight. It's almost like they have a life of their own." <br><br> With the <<persons>> help, you manage to struggle free. You thank <<him>>, and <<he>> returns to the orphanage proper. <br><br> <<link [[Next|Garden Flowers]]>><<endevent>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Garden Stem Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Garden Stem Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> pants on top of you, before hauling <<himself>> off. <<He>> peeks above the fence before climbing over, disappearing into the night. <br><br> <<tearful>> you rise to your feet. At least the plants seem inert. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Garden Flowers]]>><</link>> <br> <<else>> The <<person>> wasn't expecting resistance. <<He>> rushes for the fence and hauls <<himself>> over, escaping into the night. <br><br> <<tearful>> you rise to your feet. At least the plants seem inert. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Garden Flowers]]>><</link>> <</if>><<effects>> <<if $physiqueSuccess>> <span class="green">You tear yourself free of the shoots binding you,</span> and climb to your feet. The plants fall to the ground, inert, freeing your body. <br><br> <<link [[Next|Garden Flowers]]>><</link>> <br> <<else>> You try to tear yourself free of the plants binding you, <span class="red">but they're too tight.</span> <br><br> <<link [[Next|Garden Stem Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $tendingSuccess>> You sing a gentle hum. The shoots sway to its tune, <span class="green">becoming looser,</span> allowing you to wriggle free. <br><br> <<link [[Next|Garden Flowers]]>><</link>> <br> <<else>> You sing a gentle hum. <span class="red">The shoots don't respond,</span> and continue to tighten around you. <br><br> <<link [[Next|Garden Stem Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You brace yourself as the shoots tighten around your limbs. <br><br> <<link [[Next|Garden Stem Tentacles]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 4 15 "shoot" "vine" true>> <<set $timer to 15>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2) or $timer lte 1>> <span id="next"><<link [[Next|Garden Stem Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Garden Stem Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The shoots fall inert. <<tearful>> you tear them away from your body. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Garden Flowers]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>> You are in the loft above the orphanage. A wide hall runs down the centre. Corridors leading to other rooms line the sides. Dusty boxes pile high. <br> <<if $loft_kylar>> An acrid smell wafts from one of the rooms. <br> <</if>> <<if $loft_river is 1>> The smell of warm soup and fresh bread wafts from one of the rooms. <br> <</if>> <br> <<if $loft_spray isnot 1 and $spray lt $spraymax and $loft_kylar>> <<peppersprayicon>><<link [[Refill pepper spray|Orphanage Loft Spray]]>><<spray 1>><<set $loft_spray to 1>><</link>><<gspray>> <br> <</if>> <<if $loft_river gte 1>> <<kitchenicon "range">><<link [[Secret kitchen|Orphanage Loft Kitchen]]>><</link>> <br> <</if>> <<main_hall_icon>><<link [[Main hall (0:01)|Orphanage]]>><<pass 1>><</link>> <br><<set $outside to 0>><<set $location to "home">><<effects>><<wearProp "pepperspray">> You enter the chemistry lab. Several beakers bubble away. A <<generateyv1>><<person1>><<person>> is running things. <<He>> hands you a freshly-made charge for your pepper spray. <br><br> <<link [[Next|Orphanage Loft]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "home">><<set $bus to "loft_kitchen">><<effects>> You are in the kitchen in the orphanage loft, hidden away from Bailey. <<if Time.dayState is "night">> The orphans left a stew slow cooking overnight. <<elseif Time.dayState is "dawn">> Orphans are arriving for breakfast. <<elseif Time.dayState is "dusk">> The orphans are tidying up, cleaning pots and wiping away spilled flour. <<else>> An orphan stirs a large, sweet-smelling pot, while others knead dough. <</if>> <br><br> <<robinorphanagekitchen>> You can cook whatever you like here, but you'll need to supply your own ingredients. <br><br> <<allowLewdIngredients>> <<kitchenDisplay>> <<getouticon>><<link [[Leave|Orphanage Loft]]>><<handheldon>><</link>> <br><<bedclotheson "bed">> <<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>><<getTarget true>> You are in your bedroom. /* Wallpaper */ <<set _furniture to $furniture.bedroom>> <<if _furniture.wallpaper>> <br> <<set _premadeWall to ["vines", "tentacles", "plainwhite", "wavywhite", "cowgirls", "cow_girls", "hearts", "trees", "crosses", "starry", "deep sea", "beach", "crabs", "flames", "stained glass", "audience", "bears"].includes(_furniture.wallpaper.name)>> <<set _wallpaper to _premadeWall ? "wallpaper_" + _furniture.wallpaper.name.replace(/ /,"_") : ['dol', 'degrees of lewdity'].some(e => _furniture.wallpaper.name.toLowerCase().includes(e)) ? "wallpaper_dol" : "wallpaper_custom">> <<furnitureicon _wallpaper>> <<switch _furniture.wallpaper.name>> <<case "vines">> Lewd green vines writhe on the walls. <<if $backgroundTraits.includes("plantlover")>> Thoughts of sweet nectar wrack your mind. <</if>> <<case "tentacles">> Purple tentacles slither on the walls. <<if $demon gte 6>> Thoughts of pleasure cross your mind. <</if>> <<case "plainwhite">> Plain white wallpaper covers the walls. <<case "wavywhite">> The white wallpaper gradients to black in a wavy pattern. Is there a lewd subtext? <<case "hearts">> Pink hearts cover the walls. <<case "cowgirls" "cow_girls">> Cowgirls dance on the walls. <<case "trees">> Green trees bring you a feeling of being in a forest. <<case "crosses">> Golden crosses cover the walls. <<case "starry">> A starry galaxy covers the walls. <<case "deep sea">> A deep blue ocean surrounds you. <<case "beach">> An idyllic beach scene covers the walls. <<case "crabs">> A cute crab pattern covers the walls. <<case "flames">> Flames surround you. This is fine. <<case "stained glass">> A stained glass pattern covers the walls. <<case "audience">> Silhouettes surround you. It feels like a crowd is watching. <<case "bears">> A beary cute pattern covers the walls. <<default>> /* Custom */ Images of _furniture.wallpaper.name cover the walls. <<if _wallpaper is "wallpaper_dol">> Somehow, they look familiar. <<elseif _furniture.wallpaper.name.startsWith('&lt;&lt')>> <span class="black">You feel like you got caught cheating.</span> <</if>> <</switch>> <<else>> Bleak walls protect you from the outside. <</if>> /* Misc Furniture */ <<set _desk to Furniture.get('desk')>> <<if _desk is null>> <<set _desk to Furniture.set('desk','desk')>> <</if>> <<set _chair to Furniture.get('chair')>> <<if _chair is null>> <<set _chair to Furniture.set('chair','chair')>> <</if>> <<deskText "icon">> /* If no desk options (read a book, work on project, etc.) are available, desk and icon appear here */ <<tableText "icon">> /* If no fish tank is available to be placed on an owned table or chairs, table and chairs appear here */ /* Decorations */ <<set _deco to Furniture.get('decoration')>> <<if _deco>> <br> <<switch _deco.name>> <<case "large bear plushie" "large candy pillow">> <<furnitureicon _deco.iconFile>>The _deco.name is sitting in a corner. <<default>> <<furnitureicon _deco.iconFile>>The _deco.name is hanging on a wall. <</switch>> <</if>> <<set _owlplush to Furniture.get('owlplushie')>> <<if _owlplush>> <br> <<switch _owlplush.id>> <<case "owlplushie">> <<furnitureicon _owlplush.iconFile>>The _owlplush.name stares down from the wardrobe, blending into the gloom. <</switch>> <</if>> <<set _windowsill to Furniture.get('windowsill')>> <<if _windowsill>> <br> <<switch _windowsill.name>> /* can be expanded further */ <<case "ominous jar">> /* unused */ <<furnitureicon _windowsill.iconFile>>_windowsill.nameCap stands on the windowsill menacingly. <<default>> <<furnitureicon _windowsill.iconFile>> Your _windowsill.name sits on the windowsill. <</switch>> <</if>> <<if _furniture.poster>> <<set _premadePoster to ["cowgirl", "cow_girl", "cat", "puppy"].includes(_furniture.poster.name)>> <<set _poster to _premadePoster ? "poster_" + _furniture.poster.name : ['dol', 'degrees of lewdity'].some(e => _furniture.poster.name.toLowerCase().includes(e)) ? "poster_dol" : "poster">> <br> <<furnitureicon _poster>> <<switch _furniture.poster.name>> <<case "cowgirl" "cow_girl">> A cowgirl poster hangs on a wall. <<case "cat">> A poster of a cat hangs on a wall. The text below reads, "Hang in there!" <<case "puppy">> A puppy poster hangs on a wall. <<default>> /* Custom */ A poster of _furniture.poster.name hangs on a wall. <<if _poster is "poster_dol">> You feel an odd sense of familiarity. <<elseif _furniture.poster.name.startsWith('&lt;&lt;')>> <span class="black">You feel like you got caught cheating.</span> <</if>> <</switch>> <</if>> /* Events */ <br><br> <<if $robinbed is "yours" and Time.dayState !== "night" and !$possessed>> <<unset $robinbed>> <<npc Robin>><<person1>>Robin yawns and heads to <<his>> own room.<<endevent>> <<if Time.hour is 6 and Time.minute lte 20>><<run setRobinLocationOverride("orphanage", 6)>><</if>> <br><br> <</if>> <<if $unbind is 1>> <<unset $unbind>> <<if $possessed>> You stare down at your bindings. You pull, and they fall apart, unable to hold against you. <<unbind>> <br><br> <<else>> <span class="green">You rub your bindings against your <span style="position:relative;top:-5px"><<furnitureicon _desk.iconFile>></span> desk.</span> It takes some effort, but eventually the material yields, freeing your limbs. <br><br> <</if>> <</if>> <<if $study is 1>> <<unset $study>> <<if $phase is 1>> You crack open your science textbook and read through the material. <<scienceskill>> <<elseif $phase is 2>> You crack open your maths textbook and read through the material. <<mathsskill>> <<elseif $phase is 3>> You crack open your English textbook and read through the material. <<englishskill>> <<elseif $phase is 4>> You crack open your history textbook and read through the material. <<historyskill>> <</if>> <<endevent>> <br><br> <</if>> <<if $nextPassageCheck is "Bedroom">> <span class="nextLink"><<link [[Look to the moon.|Bedroom]]>><</link>></span> <br> <</if>> <<if $stress gte $stressmax and !$possessed>> <<passouthome>> <<exit>> <</if>> <<if $christmas is 1 and Time.monthDay is 25 and $christmas_robin_visit is undefined and $christmas_robin_gift_received is undefined and Time.dayState isnot "night" and C.npc.Robin.init is 1 and !$possessed>> <<set $christmas_robin_visit to true>> <<christmas_robin_visit>> <<exit>> <</if>> <<if $christmas is 1 and !$christmas_wraith>> <<rngWraith 1>> <</if>> <<if pcAreArmsBound("any") or $feetuse is "bound" or $worn.feet.name is "ankle cuffs">> <<undobindingsicon>><<link [[Undo your bindings (0:10)|Bedroom]]>><<set $unbind to 1>><<pass 10>><<unbind>><</link>> <br><br> <</if>> <<if $worn.face.cursed is 1>> <<link [[Remove your $worn.face.name (0:10)|Bedroom]]>><<pass 10>><<set $worn.face.type.push("broken")>><<faceruined>><</link>> <br><br> <</if>> <<if $robinpaid is 1 and $robinmissing is 0 and $robinnote isnot 1 and C.npc.Robin.lust gte 10 and C.npc.Robin.love gte 60 and C.npc.Robin.trauma lt 10>> <span class="gold">There's a note by the window.</span> <br> <<mysteryicon>><<link [[Read it|Robin Note]]>><<set $robinnote to 1>><</link>> <br><br> <</if>> /* Desk */ <<deskText "noicon">> /* If project, study, or Christmas options are available, desk location appears here, in line with bed/wardrobe/etc locations */ There is a thermometer outside your window. It reads <span class="teal"><<print Weather.toSelectedString(Weather.temperature, 0)>></span>. <<print setup.WeatherDescriptions.extremeTemperature()>> <br><br> /* Bed */ Your bed takes up most of the room. <<if $gwylanSeen?.includes("fox_plushie")>> /* ToDo: Gwylan - convert to use furniture system */ The large fox plushie acts as an additional pillow. <</if>> <<set _bed to Furniture.get('bed')>> <<if $nextPassageCheck is "Bed">> <br> <<if $robinbed is "yours" or $robinbed is "theirs">> <span class="nextLink"><<furnitureicon _bed.iconFile>><<link [[Robin.|Bed]]>><</link>></span> <<else>> <span class="nextLink"><<furnitureicon _bed.iconFile>><<link [[Kylar.|Bed]]>><</link>></span> <</if>> <br> <<listsleepoutfits>> <<elseif !($earSlime.event and $earSlime.noSleep)>> <br> <<furnitureicon _bed.iconFile>><<link [[Strip and get in bed|Bed]]>><<undressSleep "bed">><</link>> <br> <<listsleepoutfits>> <<else>> <br> <<if $possessed>> <<ind>><span class="purple">The slime in your head is silent.</span> <<else>> <<ind>><span class="red">The slime wants you to <<print $earSlime.event>> before you can go to bed.</span> <</if>> <br> <</if>> <<if _bed.type.includes("comfy")>> <<skinicon "masturbate">><<link [[Masturbate in bed|Home Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <</if>> <<roomoptions>> <<safehouseEvents>> <br> /* Wardrobe */ <<set _wardrobe to Furniture.get('wardrobe')>> <<if _wardrobe>> Your clothes are kept in the _wardrobe.name. <</if>> <br> <<furnitureicon _wardrobe.iconFile>><<link [[Wardrobe|Wardrobe]]>><</link>> <br> <<if playerHasSexToys()>> <<sextoysicon>><<link [[Sex toys|Sextoys Inventory]]>><<set $sextoyInvReturnLink to $passage>><</link>> <br> <</if>> <<if $nextPassageCheck is "Mirror">> <span class="nextLink"><<mirroricon>><<link [[Mirror|Mirror]]>><<preMirror>><</link>></span> <br> <<elseif $christmas is 1 and !$christmas_wraith and _wraithEvent>> <<mirroricon "blood">><<link [[Mirror|Christmas Mirror]]>><<preMirror>><</link>> <<note "You catch a strange glint in your mirror" "purple">> <br> <<elseif Time.hour is 3 and $hallucinations gte 2 and $daily.mirrorTentacles isnot 1 and $settings.tentaclesEnabled>> <<mirroricon "blood">><<link [[Mirror|Eerie Mirror]]>><<preMirror>><<set $daily.mirrorTentacles to 1>><<set $phase to 0>><</link>> <<note "An eerie light spills from your mirror" "purple">> <br> <<else>> <<mirroricon "home">><<link [[Mirror|Mirror]]>><<preMirror>><</link>> <br> <</if>> /*Table*/ <<tableText "noicon">> /* If fish tank option available, table/chair location appears here, in line with bed/wardrobe locations */ /* Travel */ <br> The hallway outside connects to the rest of the orphanage. <<if $exposedRaw gte 2>> <<if Time.dayState isnot "night">> <<if hasSexStat("exhibitionism", 5)>> <br> <span class="purple">The thought of going out with your <<genitals>> on display excites you. You'll be safe if you're careful, right?</span> <<orphanageWard>> <br> <<bathroomLink>> <br> <<robinroom_link>> <br> <<home_outside>> <br><br> <<elseif hasSexStat("exhibitionism", 4)>> <br> <span class="purple">The thought of going out with your <<genitals>> on display excites you. But there's no way you could get away with it at this hour. Maybe after dark.</span> <br><br> <<else>> <<orphanageWard>> <br> <span class="red">There's no way you can leave your room like this!</span> <br><br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 4)>> <br> <span class="purple">The thought of going out with your <<genitals>> on display excites you. It is night after all, what could go wrong?</span> <<orphanageWard>> <br> <<bathroomLink>> <br> <<robinroom_link>> <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <<home_outside>> <br><br> <<else>> <<orphanageWard>> <br> <span class="red">There's no way you can leave your room like this!</span> <br><br> <</if>> <</if>> <<elseif $exposedRaw gte 1>> <<if Time.dayState isnot "night">> <<if hasSexStat("exhibitionism", 3)>> <br> <span class="purple">The thought of going out in such a lewd state of dress excites you. You'll be safe if you're careful, right?</span> <<orphanageWard>> <br> <<bathroomLink>> <br> <<robinroom_link>> <br> <<home_outside>> <br><br> <<elseif hasSexStat("exhibitionism", 2)>> <br> <span class="purple">The thought of going out in such a lewd state of dress excites you. But there's no way you could get away with it at this hour. Maybe after dark.</span> <br><br> <<else>> <<orphanageWard>> <br> <span class="red">There's no way you can leave your room like this!</span> <br><br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 2)>> <br> <span class="purple">The thought of going out in such a lewd state of dress excites you. It is night after all, what could go wrong?</span> <br> <<orphanageWard>> <br> <<bathroomLink>> <br> <<robinroom_link>> <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <<home_outside>> <br><br> <<else>> <<orphanageWard>> <br> <span class="red">There's no way you can leave your room like this!</span> <br><br> <</if>> <</if>> <<elseif $worn.under_lower.type.includes("naked")>> <<if $underwarningskip is 1>> <<orphanageWard>> <br> <<bathroomLink>> <br> <<kitchenicon "stove">><<link [[Kitchen (0:01)|Kitchen]]>><<pass 1>><</link>> <br> <<robinroom_link>> <br> <<if Time.hour gte 18 and Time.hour lte 20 and C.npc.Robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>> <<main_hall_icon>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>> <br> <<else>> <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <</if>> <<home_outside>> <br><br> <<set _kylar to statusCheck("Kylar")>> <<if $kylar_camera is 4>> The owl plushie watches you from the wardrobe. You know there's a camera inside. <br> <<furnitureicon "owlplushie">><<link [[Decide what to do with Kylar's camera (0:05)|Bedroom Kylar Camera]]>><<pass 5>><</link>> <br><br> <</if>> <<if $kylar_camera is 0>> The box Kylar tried to gift you sits at the foot of your bed. <br> <<gifticon "valentine">><<link [[Open it|Bedroom Kylar Gift Open]]>><</link>> <br><br> <<elseif $kylar_camera is 1>> The box Kylar tried to gift you sits at the foot of your bed. The owl plushie is inside. <br> <<furnitureicon "owlplushie">><<link [[Keep it as decoration|Bedroom Kylar Gift Keep]]>><</link>> <br> <<gifticon "valentine">><<link [[Give it to an orphan|Bedroom Kylar Gift Orphan]]>><<hope 1>><</link>><<ghope>> <br><br> <</if>> <<else>> <br> <span class="pink">You are not wearing underwear! The thought of going out like this quickens your pulse.</span> <br> <<link [[It won't hurt|Bedroom]]>><<set $underwarningskip to 1>><</link>> <br><br> <</if>> <<else>> <<orphanageWard>> <br> <<bathroomLink>> <br> <<kitchenicon "stove">><<link [[Kitchen (0:01)|Kitchen]]>><<pass 1>><</link>> <br> <<robinroom_link>> <br> <<if Time.hour gte 18 and Time.hour lte 20 and C.npc.Robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>> <<main_hall_icon>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>> <br> <<else>> <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <</if>> <<home_outside>> <br><br> /* Kylar */ <<set _kylar to statusCheck("Kylar")>> <<if $kylar_camera is 4>> The owl plushie watches you from the wardrobe. You know there's a camera inside. <br> <<ind>><<link [[Decide what to do with Kylar's camera (0:05)|Bedroom Kylar Camera]]>><<pass 5>><</link>> <br><br> <</if>> <<if $kylar_camera is 0>> The box Kylar tried to gift you sits at the foot of your bed. <br> <<link [[Open it|Bedroom Kylar Gift Open]]>><</link>> <br><br> <<elseif $kylar_camera is 1>> The box Kylar tried to gift you sits at the foot of your bed. The owl plushie is inside. <br> <<link [[Keep it as decoration|Bedroom Kylar Gift Keep]]>><</link>> <br> <<link [[Give it to an orphan|Bedroom Kylar Gift Orphan]]>><<hope 1>><</link>><<ghope>> <br><br> <</if>> <</if>> /* Settings */ <<link [[Gameplay Settings|Settings]]>><<set $settingsExitPassage to "Bedroom">><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>><<effects>><<wearProp "kylar owl">> You pull the bow, and open the lid. Inside is a grey owl plushie. It looks old. Tufts of fluff escape its worn hide. <br><br> <<link [[Keep it as decoration|Bedroom Kylar Gift Keep]]>><</link>> <br> <<link [[Give it to an orphan|Bedroom Kylar Gift Orphan]]>><<hope 1>><</link>><<ghope>> <br><<effects>> <<set $kylar_camera to 2>> You find a space on top of the wardrobe, where its black eyes can watch the room. <br><br> <<run Furniture.set('owlplushie', 'owlplushie', { name : 'owl plushie', nameCap : 'Owl plushie' })>> <<link [[Next|Bedroom]]>><<handheldon>><</link>> <br><<effects>> <<set $kylar_camera to 3>> <<generatey1>><<person1>> You walk into the hall. An orphan scurries towards you. You hold out the plushie. <<His>> eyes sparkle. "For me?" <<he>> asks. You barely nod once before <<he>> snatches it with both arms. "Thank you!" <<He>> dashes away, clutching the toy to <<his>> chest. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br><<effects>> You take the plushie down from the wardrobe, and look into its black eyes. You can see it now, one eye is a little more reflective than the other. You push two fingers through one of the tufty holes in the head, and fish out a small camera. <br><br> <<link [[Destroy it|Bedroom Kylar Camera Destroy]]>><<set $phase to 0>><</link>> <br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Leave it there, for revenge|Bedroom Kylar Camera Leave]]>><<set $phase to 0>><</link>><<exhibitionist3>> <br> <</if>><<effects>> You find the plushie in the living room, sat beside the television with several other toys. You look into its black eyes. You can see it now, one eye is a little more reflective than the other. You push two fingers through one of the tufty holes in the head, and fish out a small camera. <br><br> <<link [[Destroy it|Bedroom Kylar Camera Destroy]]>><<set $phase to 1>><</link>> <br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Position it in your room, for revenge|Bedroom Kylar Camera Leave]]>><<set $phase to 1>><</link>><<exhibitionist3>> <br> <</if>><<effects>> You drop the camera on the floor, and stomp on it. You feel the lens crack. That should put an end to it.<<gggcontrol>><<control 100>><<llltrauma>><<trauma -30>> <br><br> <<set $kylar_camera to 6>> <<if $phase is 1>> Disarmed and safe, you leave the plushie where you found it. <br><br> <<link [[Next|Orphanage]]>><</link>> <<exit>> <</if>> Disarmed and safe, you place the plushie back on top of the wardrobe. <br><br> <<link [[Next|Bedroom]]>><</link>><<effects>> <<set $kylar_camera to 7>> <<if $phase is 1>> You return to your room, and place the plushie on top of your wardrobe. <<run Furniture.set('owlplushie', 'owlplushie', { name : 'owl plushie', nameCap : 'Owl plushie' })>> <<else>> You place the plushie back on top of your wardrobe. <</if>> You stare right at the lens. "I wonder who I'll invite over," you say. You stick out your tongue. "I hope you enjoy the show. <i>My love.</i>"<<gggcontrol>><<control 100>><<llltrauma>><<trauma -30>><<exhibitionism3>> <<link [[Next|Bedroom]]>><</link>><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "I'm awake, you know..." you whisper. <<elseif $speech_attitude is "bratty">> "Nice try," you whisper. "You'd wake the dead mumbling right in someone's ear like that, though." <<else>> "You'd never sneak up on anyone like that," you whisper. <</if>> <br><br> <<He>> wordlessly jumps off your bed, scrambles to your door, throws it open, and sprints off down the hall. <br><br> You get up and close the door behind <<him>>. For someone who broke into your room, Kylar is awfully shy. You don't think you want to know what <<he>> planned to do to you. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <<elseif $phase is 2>> You hear fabric shift around from somewhere further down along your body. <<His>> breath catches in <<his>> throat for a moment. <br><br> A gentle, repetitive, wet sound begins to emanate from somewhere above your stomach. Realisation dawns upon you: if <<hes>> straddling you, then that would put the noise roughly where <<his>> groin should be. <br><br> The breathing upon your face gets faster and heavier. "I-I wish we could do this for real..." Kylar quietly moans. "That you'd let me do this to you... Again, and again, and again..." <br><br> <<link [[Open your eyes|Bedroom Kylar Creep 2]]>><<set $phase to 1>><<npcincr Kylar lust 1>><</link>><<glust>> <br> <<link [[Keep them closed|Bedroom Kylar Creep 2]]>><<set $phase to 2>><</link>> <br> <<link [[Get angry|Bedroom Kylar Creep 2]]>><<set $phase to 3>><<npcincr Kylar rage 2>><<npcincr Kylar love -1>><<stress -6>><</link>><<gstress>><<llove>><<gksuspicion>> <<else>> <<if $speech_attitude is "meek">> "Please leave," you say, glaring daggers at Kylar. "You're not supposed to be in here..." <<elseif $speech_attitude is "bratty">> "What the hell are you doing!?" you shout as you shove Kylar to the floor. "Get out of my room!" <<else>> "Why are you in my room!?" you shout as you shove Kylar to the floor. "Please leave!" <</if>> <br><br> <<He>> freezes. The two of you stare at each other for a moment. <br><br> <<He>> wordlessly <<if $speech_attitude is "meek">>jumps off your bed,<</if>> scrambles to your door, throws it open, and sprints off down the hall. <br><br> You get up and close the door behind <<him>>. For someone who broke into your room, Kylar is awfully shy. You're glad you stopped <<him>> before <<he>> could do anything. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <</if>><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "Y-you woke me up," you whisper. "You're lying on top of me..." <<elseif $speech_attitude is "bratty">> "You don't actually think I'm still asleep, do you?" you whisper. "Nobody'd be able to sleep like this." <<else>> "You know I'm awake, right?" you whisper. <</if>> <br><br> <<He>> freezes. The two of you stare at each other for a moment. <br><br> <<He>> wordlessly jumps off your bed, scrambles to your door, throws it open, and sprints off down the hall. <br><br> You get up and close the door behind <<him>>. For someone who broke into your room to molest you, Kylar is awfully shy. You're glad you stopped <<him>> before <<he>> could take things further. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <<elseif $phase is 2>> <<He>> shifts <<his>> weight upwards a bit. "I-I love you," <<he>> moans beneath <<his>> breath. <br><br> <<if $NPCList[0].penis isnot "none">> <<if $NPCList[0].penissize gt 1>> That's all the warning you get before several ropes of gooey warmth splat against your face, making a mess of your cheeks, forehead, and hair. <<He>> wipes the head of <<his>> penis against your lips once <<hes>> finished.<<if $ejactrait is 1>><<garousal>><<arousal 600>><</if>> <br><br> <<else>> That's all the warning you get before a small dribble of gooey warmth drips down onto your lips. <<He>> wipes the head of <<his>> penis off with your bedding once <<hes>> finished.<<if $ejactrait is 1>><<garousal>><<arousal 600>><</if>> <br><br> <</if>> <<set $hygiene += 500>><<bodyliquid "face" "semen">> <<else>> That's all the warning you get before a gush of warm, salty fluid splats against your face, making a mess of your cheeks, forehead, and hair. <<He>> wipes <<his>> pussy off with your bedding once <<hes>> finished.<<if $ejactrait is 1>><<garousal>><<arousal 600>><</if>> <br><br> <<set $hygiene += 500>><<bodyliquid "face" "goo">> <</if>> You feel <<him>> lean in close to you once more. "Soon..." <<he>> whispers, planting a quick kiss on your forehead. "I can't wait."<<gstress>><<gtrauma>><<stress 6>><<trauma 1>> <br><br> <<He>> quickly clambers off of you. You don't hear <<him>> leave, but by the time you open your eyes <<hes>> gone. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <<else>> <<if $speech_attitude is "meek">> "What are you doing?" you ask, glaring daggers at Kylar. "P-Pervert..." <<elseif $speech_attitude is "bratty">> "You fucking freak!" you shout as you shove Kylar to the floor. "What the hell is wrong with you?!" <<else>> "What do you think you're doing?!" you shout as you shove Kylar to the floor. "Pervert!" <</if>> <br><br> <<He>> freezes. The two of you stare at each other for a moment. <br><br> <<if $submissive gte 1150>> <<He>> wordlessly jumps off your bed, scrambles to your door, throws it open, and sprints off down the hall. <<else>> <<He>> wordlessly scrambles to your door, throws it open, and sprints off down the hall. <</if>> <br><br> You get up and close the door behind <<him>>. For someone who broke into your room to molest you, Kylar is awfully shy. You feel <<print either("unclean", "unsettled", "uncomfortable")>>, having been used for <<his>> sexual gratification. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <</if>><<effects>> <<if $phase is 1>> /* Shake Kylar awake */ You crouch down, gently grab <<him>> and shake <<him>> lightly. <br><br> <<He>> groans and gets up, scanning the room before locking eyes with you. Panic almost immediately sets in. <br><br> "I, uh..." <br><br> Before <<he>> could finish what <<he>> was saying, <<he>> scrambles out the door in a panic.<<npcincr Kylar love 1>><<glove>> <br><br> <<elseif $phase is 2>> /* Turn the lights on */ You turn the lights on. Kylar groans and rubs <<his>> eyes as <<he>> gets up off your floor. <br><br> <<He>> looks up, directly at you, and panic sets in. <<He>> scrambles onto <<his>> feet. <br><br> "I'm sorry!" <<he>> shouts as <<he>> runs out the door with <<his>> hands over <<his>> face in embarrassment.<<npcincr Kylar lust 1>><<glust>> <br><br> <<else>> /* Kick Kylar */ You wind up and kick <<him>> in the side at full force. <<He>> instantly jolts awake, scrambling on to <<his>> feet. <br><br> "I'm sorry!" <<he>> shouts as <<he>> runs out the door. <<He>> doesn't even stop to look back at you.<<gksuspicion>><<npcincr Kylar rage 1>> <br><br> <</if>> <<set $wardrobe_location to "wardrobe">> <<wardrobeSelection true>> <<radiooutfits>> <br><br> <<if $renttime lte 0>> <<set $bus to "home">> <<getouticon>><<link [[Get out of bed|Bedroom Bailey]]>><<endevent>><</link>> <br><br> <<elseif $robinmissing is "landfill" and !$robinmistknown>> <<getouticon>><<link [[Get out of bed|Bedroom Robin Mist Note]]>><<endevent>><</link>> <br><br> <<else>> <<getouticon>><<link [[Get out of bed|Bedroom]]>><<endevent>><</link>> <</if>> <br><<set _robin to statusCheck("Robin")>> <<bedclotheson "bed">><<wearProp "paper" 0 "sheet">> <<set $robinmistknown to 1>> When you wake up, you notice a note pushed under your door. You read it. <br><br> "<i>I don't know who they are or what they want, but they're making me write this letter to you. <br>I'm being kept in some sort of cell. It's cold and I don't know what time it is. <br>They told me to tell you to come to <span class="gold">the landfill on Elk Street</span>. <br></i> <<if _robin.dom gte 80>> <i>Please be careful.<<if $robinromance>> I love you.<</if>></i>" <<else>> <i>Please help. I'm scared.</i>" <br><br> The words are almost too erratic to read towards the end, with multiple errors crossed out. The page also has small circles of water damage. <</if>> <br><br> <span class="red">This is Robin's handwriting.</span> <br><br> <<link [[Next|Bedroom]]>><<handheldon>><</link>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $exposed gte 1>> <<flaunting>> you sneak through the <<if Time.dayState is "night">>dark<</if>> orphanage. <<if Time.dayState is "night">> You hear the occasional snore or movement from one of the rooms, and stop, moving again when the only sound is the thudding of your heart. <<else>> You move between hiding places, heading towards the front door. You stop and wait for people to pass when you hear footsteps, lest you be caught. <</if>> <br><br> You open the back door, and peek out. You take one step, then another, then close the door behind you. You're outside. <<covered>> <<else>> You step out of the room and close the door behind you. You're outside. <</if>> <br><br> <<link [[Next|Garden Fence]]>><<pass 5>><</link>> <br><<set $outside to 0>><<set $location to "home">><<effects>><<set $bus to "orphanage_bathroom">> You are in the bathroom. <br><br> <<if $stress gte $stressmax>> <<passouthome>> <<exit>> <</if>> <<if pcAreArmsBound("both")>> <<set _clothed = ![V.worn.upper.name, V.worn.lower.name, V.worn.under_upper.name, V.worn.under_lower.name, V.worn.over_upper.name, V.worn.over_lower.name].every(x => x == 'naked')>> <<bathroomicon "bath">><<link [["Have a bath " + (_clothed ? " in clothes " : "") + "(0:30)"->Bath]]>><<water>><<pass 30>><<stress -6>><<set $hygiene to 0>><</link>><<lstress>> <<else>> <<bathroomicon "bath">><<link [[Have a bath (0:30)->Bath]]>><<strip>><<pass 30>><<stress -6>><<set $hygiene to 0>><</link>><<lstress>> <br> <<bathroomicon "toothbrush">><<link [[Brush teeth (0:05)|Bathroom Brush]]>><<pass 5>><<set $bathroomExit to "Bathroom">><</link>> <</if>> <br> <!-- Check if there's any hair--> <<if $settings.pubicHairEnabled and ($pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2)>> <<bathroomicon "shave">><<link [[Groom pubic hair->Shave]]>><</link>> <br> <</if>> <<pregnancyTest "Bedroom">> <br> <<bedicon>><<link [[Bedroom (0:01)->Bedroom]]>><<pass 1>><</link>> <br> <<robinroom_link>> <br> <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <<home_outside>><<effects>> <<set _exit to $bathroomExit or "Bathroom">> <<switch $player.gender>> <<case "m">><<wearProp "toothbrush" "blue">> <<case "f">><<wearProp "toothbrush" "pink">> <<default>><<wearProp "toothbrush" "purple">> <</switch>> <<canvas-model-override "mouth" "chew">> <<if $location is "home">> /* simple toothbrushing events at the orphanage */ <<cleareventpool>> <<addinlineevent "orphanage_toothbrushing_normal">> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. <<if $transformationParts.traits.fangs isnot "disabled">>You take care to brush over and behind your fangs. <</if>>When finished, you spit into the sink, then rinse out your mouth. <</addinlineevent>> <<addinlineevent "orphanage_toothbrushing_pasteless" 0.25>> You are about to brush your teeth, but someone used all the toothpaste without replacing it. Annoyed, you dig through a cabinet in the bathroom and find a new tube. You quickly brush your teeth, then spit in the sink and rinse out your mouth. <</addinlineevent>> <<addinlineevent "orphanage_toothbrushing_brushless" 0.25>> You are about to brush your teeth, but you can't find your toothbrush. You search for it and find it stowed away in a cabinet. Someone must have moved it. You brush your teeth, then spit in the sink and rinse out your mouth. <</addinlineevent>> <<if Time.isBloodMoon()>> <<addinlineevent "orphanage_toothbrushing_bloodmoon">> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. The silence of the orphanage is suffocating. You feel uneasy.<<gstress>><<stress 6>> <br><br> When finished, you spit into the sink, then rinse out your mouth. <</addinlineevent>> <<elseif Time.dayState is "night">> <<addinlineevent "orphanage_toothbrushing_night">> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. The orphanage is quiet at night, allowing you to relax and still your thoughts.<<lstress>><<stress -6>> <br><br> When finished, you spit into the sink, then rinse out your mouth. <</addinlineevent>> <<addinlineevent "orphanage_toothbrushing_night_distracted" 0.5>> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. The orphanage is quiet at night. You try to relax, but are distracted by <<print either("some stray dogs barking", "a couple arguing", "someone shouting", "someone revving their engine", "someone playing loud music", "the sound of glass shattering")>> outside. When finished, you spit into the sink, then rinse out your mouth. <</addinlineevent>> <<else>> <<addinlineevent "orphanage_toothbrushing_loud" 0.5>> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. There's a loud <<print either("bang against the bathroom door, but nobody enters", "crashing sound outside")>>. You wonder what caused the noise.<<gstress>><<stress 6>> <br><br> When finished, you spit into the sink, then rinse out your mouth. <</addinlineevent>> <<addinlineevent "orphanage_toothbrushing_orphan" 0.5>> <<generateyv1>> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. You hear <<print either("two", "a group of")>> orphans talking outside before one enters the bathroom. <br><br> <<person1>><<He>> notices you with a small shock. "<<if $orphan_reb lt random(1, 50)>>Sorry, <</if>><<print either("I'll wait outside", "I'll give you some space", "I should have knocked")>>," <<he>> says before closing the door again. <br><br> When finished, you spit in the sink, then rinse out your mouth.<<endevent>> <</addinlineevent>> <<if $orphan_hope gte random(1, 50)>> <<addinlineevent "orphanage_toothbrushing_hope">> You squirt a dollop of toothpaste on your toothbrush. As you brush, you hear two orphans talking just outside the bathroom. They sound hopeful about being able to meet Bailey's demands <<print either("without prostituting themselves", "without resorting to skulduggery", "through their day jobs", "through odd jobs around the city", "through tips from their work as temps")>>.<<lstress>><<stress -6>> <br><br> When finished, you spit into the sink, then rinse out your mouth. <</addinlineevent>> <</if>> <<if $orphan_reb gte random(1, 50)>> <<addinlineevent "orphanage_toothbrushing_reb">> <<generateyv1>> You squirt a dollop of toothpaste on your toothbrush when an orphan suddenly barges in. You are shouldered away to make room for <<person1>><<him>> and brush your teeth at the same time.<<gstress>><<stress 6>> <br><br> When finished, you spit into the sink, then rinse out your mouth.<<endevent>> <</addinlineevent>> <</if>> <</if>> <<if Weather.precipitation is "rain">> <<addinlineevent "orphanage_toothbrushing_rain">> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. The <<if Time.isBloodMoon()>>rain outside drowns out your thoughts. You feel uneasy.<<gstress>><<stress 6>><<else>>muffled sound of the rain outside calms your nerves.<<lstress>><<stress -6>><</if>> <br><br> When finished, you spit into the sink, then rinse out your mouth. <</addinlineevent>> <</if>> <<if $tiredness gte (C.tiredness.max / 5) * 4>> <<addinlineevent "orphanage_toothbrushing_tired">> You squirt a dollop of toothpaste on your toothbrush and brush your teeth. You suddenly realise that you're using someone else's toothbrush.<<gstress>><<stress 6>> <br><br> You spit in the sink, then quickly rinse out your mouth. You need to get more sleep. <</addinlineevent>> <</if>> <<runeventpool>> <<else>> /* normal toothbrushing message in places other than the orphanage */ You squirt a dollop of toothpaste on your toothbrush and brush your teeth. <<if $transformationParts.traits.fangs isnot "disabled">>You take care to brush over and behind your fangs. <</if>>When finished, you spit into the sink, then rinse out your mouth. <</if>> <<wash_mouth>> <br><br> <<link [[Next|_exit]]>><<handheldon>><<canvas-model-override "clear">><<run delete $bathroomExit>><</link>><<set _autosavehere to true>> <<set _robin to statusCheck("Robin")>> <<sleep>> <<effects>> <<sleepeffects>><<rngWraith 2 "noBlood">> <<if $sleepWraith>> <<set $wraith.mimic to "Robin">><<set $wraith.exit to "sleep">><<unset $sleepWraith>><<unset $robinbed>> You sleep soundly, and wake up refreshed. <br><br> You look at Robin. <<Hes>> staring at you. You don't know how long <<hes>> been awake. <br><br> You try to climb out of bed, but a hand grabs you. Robin pulls you back to the bed with one hand and pins you down with the other. <<He>> strokes your cheek with a third hand. <br><br> Except that's not a hand. Many long, translucent limbs are pinning you to the bed. <br><br> You see <<his>> skin ripple, like wax melting down a candle. <<His>> arms take on an unnatural, ivory pallor. <<endevent>><<generateWraith 1 true>><<initWraith "abomination">> <br><br> This isn't Robin. Ever since you fell asleep, it hasn't been Robin. <<trauma 18>><<gggtrauma>><<set $wraith.revealed to true>> <br><br> "<span class="wraith">Close your eyes and sleep,</span>" <<he>> hisses. "<span class="wraith">Only then will we truly see.</span>" The translucent limbs converge on you. <br><br> <<link [[Next|Wraith Mimic Fight]]>><</link>> <<elseif $robindebtwake is 1 and $robinbed is undefined>> <<set $robindebtwake to 0>><<set $robindebtknown to 1>> <<npc Robin>><<person1>>You're awoken by your door opening. You freeze in fear, until you see Robin peek through the gap. "Can I come in?" <<he>> asks. <br><br> <<if $exposed gte 1>> You pull your covers up to keep your <<lewdness>> concealed as you nod. <<else>> You nod. <</if>> <<He>> tiptoes into the room and sits on the end of your bed. "I hope I didn't wake you," <<he>> says. "I'm frightened. Bailey makes me pay <<nnpc_him "Bailey">>, but it's so much and it keeps getting higher." <<Hes>> on the verge of tears. You lean forward and hug <<him>>. "I don't know what to do." <br><br> You hold <<him>> for a few minutes until <<he>> pulls away from you. "Sorry. I just needed to tell someone." <<He>> wipes <<his>> eyes with <<his>> sleeve. "Thank you." <<He>> tiptoes from the room, closing the door with barely a sound. <<gstress>><<stress 6>> <br><br> <<endevent>> <<link [[Next|Bed]]>><</link>> <br> <<elseif _wraithEvent and _robin.lovewake is 1 and $robinromance is 1 and C.npc["Ivory Wraith"].lust gte 14 and $rng gte 61>> <<set _robin.lovewake to 0>><<set $wraith.mimic to "Robin">><<set $wraith.exit to "home">><<set $robinbed to "yours">> <<npc Robin>><<person1>>You feel a presence. Robin wraps <<his>> arms around you. <br><br> <<link [[Cuddle|Wraith Mimic Robin Dominant]]>><</link>><<ltrauma>><<lstress>><<lrtrauma>> <br> <<link [[Kiss|Wraith Mimic Fight]]>><<set $sexstart to 1>><</link>> <<elseif _robin.lovewake is 1>> <<set _robin.lovewake to 0>><<set $robinbed to "yours">><<set $bedGuest to "Robin">> <<npc Robin>><<person1>>You feel a familiar presence. Robin wraps <<his>> arms around you. <<if _robin.trauma gte 50>> "I'm sorry," you hear <<his>> voice whisper into your ear. "I keep having nightmares..." <br><br> You hold <<him>> closer to you, and <<his>> shaking stops. <<if $trauma gte ($traumamax * 0.7)>> Your own shaking stops as <<he>> returns the embrace. <</if>> <</if>> <br><br> <<if _robin.dom gte 80 and _robin.trauma lt 50>> <<link [[Cuddle|Robin Bed Dominant]]>><</link>> <br> <<else>> <<link [[Cuddle|Bed]]>><<endevent>><<trauma -6>><<stress -12>><<npcincr Robin trauma -3>><</link>><<ltrauma>><<lstress>><<lrtrauma>> <br> <</if>> <<if _robin.trauma lt 50>> <<link [[Kiss|Bed Robin Sex]]>><<set $sexstart to 1>><</link>> <</if>> <br> <<elseif $location is "home" and $wraith and $wraith.nightmare is 2 and Time.isBloodMoon()>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand from your bed. <<if $robinbed is "yours" or $robinbed is "theirs">> You make sure not to wake Robin. <<elseif $kylarbed is 1>> You make sure not to wake Kylar. <</if>> Your ears are ringing. <br><br> <<storeon "bed" "wardrobe">><<wraithPossess "home">> <span class="nextLink"><<link [[Walk.|Bedroom]]>><</link>></span> <br> <<elseif $baileyrapewake is 1>> <<set $baileyrapewake to 0>> <<generate1>><<person1>>You awaken to a shape looming over you and hands pulling off your covers. It's a <<person>>. "Don't struggle," <<he>> says. <<if $robinbed is "yours" or $kylarbed is 1>> "We wouldn't want to wake up your friend." <<if $robinbed is "yours">>Robin<<else>>Kylar<</if>> lies beside you, still asleep. <</if>> "You looked so cute, cosy and safe sleeping. I couldn't help myself." <br><br> <span class="red">Bailey leans against the door frame, counting money.</span> <br><br> <<link [[Next|Sleep Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $christmas_kylar is 1>> <<set $christmas_kylar to 2>> <<npc Kylar>><<person1>> A jingle awakes you. <br> A sprinkling of hoar frost <br> Falls down by the window, <br> Now to rise or to toss? <br><br> <<link [[Rise and investigate|Kylar Christmas]]>><<set $christmas_kylar to 3>><<towelup>><</link>> <br> <<link [[Toss and go back to sleep|Sleep]]>><<endevent>><</link>> <br> <<elseif $location is "home" and _kylarWake is 1>> <<npc Kylar>><<person1>> <<run statusCheck("Kylar")>> You wake up to cold air streaming in through your open window. <br><br> You move to get off your bed, but a pair of arms wrap around your waist, restricting your movement. <br><br> Your muscles tense up, but a familiar voice whispers in your ear. It's Kylar. <br><br> "Did I scare you?" <<he>> asks, <<his>> hot breath fanning your neck. "I'm sorry. I just couldn't help myself. I needed you." <br><br> You feel <<his>> <<npcGenitals>> rubbing against your ass as <<his>> breathing gets more intense. <<He>> loosens <<his>> grip and begins running <<his>> hands all over your body <<if $worn.over_upper.name isnot "naked" or $worn.over_lower.name isnot "naked">>, desperate to get your clothes off,<<else>> trying to feel every inch of you while keeping you close.<</if>> <br><br> <<His>> hands retreat, and you hear shuffling of clothes before <<his>> body is on you once again. "Won't you make me feel good?" <br><br> <<link [[Allow Kylar to continue|Bedroom Kylar Sneak Sex]]>><<set $sexstart to 1>><</link>><<gglove>><<npcincr Kylar love 2>> <br> <<link [[Push Kylar away|Bedroom Kylar Sneak Push]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 6>><<npcincr Kylar lust -2>><</link>><<llove>><<ggksuspicion>><<gglust>> <<elseif $location is "home" and _kylarWake is 2>> <<npc "Kylar">><<person1>> <<run statusCheck("Kylar")>> You're awoken by the feeling of weight shifting around on your bed. Just as you're about to open your eyes to check what it was, you feel something else: breathing, on your face. <br><br> "Y-you're so <<if $player.gender_appearance is "f">>beautiful<<else>>handsome<</if>> like this..." a familiar voice mumbles, no more than a few inches away from you. It's Kylar's. "Soon... I'll have you all to myself..." <br><br> <<link [[Open your eyes|Bedroom Kylar Creep]]>><<set $phase to 1>><<npcincr Kylar lust 1>><</link>><<glust>> <br> <<link [[Keep them closed|Bedroom Kylar Creep]]>><<set $phase to 2>><</link>> <br> <<link [[Get angry|Bedroom Kylar Creep]]>><<set $phase to 3>><<npcincr Kylar rage 2>><<npcincr Kylar love -1>><<stress -6>><</link>><<lstress>><<llove>><<gksuspicion>> <<elseif $location is "home" and C.npc.Kylar.rage gte 50 and C.npc.Kylar.love gte 50 and $weekly.kylarCreep isnot 1 and $rng gte 91 and C.npc.Kylar.state is "active">> <<set $weekly.kylarCreep to 1>> <<npc "Kylar">><<person1>> As you get out of bed and begin pacing around your room, you unexpectedly trip on something that wasn't there before. <br><br> Catching yourself and looking down, you see Kylar curled up on the floor. <<He>> is fast asleep and softly snoring. You don't know how long <<hes>> been there. <<stress 2>><<gstress>> <br><br> <<link [[Gently shake <<him>> awake|Bedroom Kylar Wake]]>><<set $phase to 1>><</link>> <br> <<link [[Turn the lights on|Bedroom Kylar Wake]]>><<set $phase to 2>><</link>> <br> <<if $submissive lte 500>><<link [[Kick <<him>>|Bedroom Kylar Wake]]>><<set $phase to 3>><</link>><</if>> <br> <<else>> <<if $nightmares is 1 and $controlled is 0>> <<if _sleepinterrupt>> <<if $daily.motherWake is 1>> You try to go back to sleep, but Bailey knocks again, reminding you to get up. <<else>> <<wakingEffects $sleepHoursTotal>> <<nightmareWake>> The nightmares are interrupted by a hammering on your door. It's Bailey, waking you for school. <</if>> <br><br> <<set $daily.motherWake to 1>> <<else>> <<wakingEffects $sleepHoursTotal>> <<nightmareWake>> You quickly forget the specifics, but the sense of dread lingers. <br><br> <</if>> <<else>> <<if _sleepinterrupt>> <<if $daily.motherWake is 1>> You try to go back to sleep, but Bailey knocks again, reminding you to get up. <<else>> <<wakingEffects $sleepHoursTotal>> <<if _wakingEffect isnot undefined>> <br><br> After sleeping soundly, you <<else>> You sleep soundly, but <</if>> are awakened early by a hammering on your door. It's Bailey, waking you for school. <</if>> <br><br> <<set $daily.motherWake to 1>> <<else>> <<if !_wakingEffect>> <<wakingEffects $sleepHoursTotal>> <</if>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly, and wake up refreshed. <br><br> <<else>> <br><br> <</if>> <</if>> <</if>> <!-- writers please do something for when kylar goes to your bed and finds that it is already occupied by robin. this will be here until then --> <<if $kylarbed is 1 and $robinbed is "yours">> <<unset $robinbed>> <</if>> <<if $robinbed is "yours">> <<unset $robinbed>> <<npc Robin>><<person1>> <<if _eggLayingWake>> <<set $robinbed to "yours">> You awaken a bit earlier than you expected, feeling disoriented. There's a building pressure in your abdomen. You <<if $transformationParts.bird.wings isnot "hidden">>ruffle your wings as you <</if>>feel a wild, bestial instinct take over. <br><br> You throw off your blankets and get on your hands and feet<<if $transformationParts.bird.tail isnot "hidden">>, squatting and lifting your feathered tail<</if>>. You let out a soft chirp at just how right it feels to be posed like this, pushing out an... egg. You're laying an egg, in your bed. And Robin is <span class="red">right there</span>. <br><br> <<link [[Next|Robin Bed Egg Laying]]>><</link>> <br> <<exitAll>> <<elseif _wakingEffect is "dryheaving">> "Are you okay? Let me help," Robin says, easing you back up. <<He>> checks to see if you're fine before taking <<his>> leave. <<elseif _orgasm is true>> <<if $exposed gte 2>> Robin cuddles you. "I'll leave you to get—" <<He>> pauses, noticing the moisture on <<his>> body and yours. Blushing, <<he>> gathers tissues for both of you. <<if $rng gte 71>> "I-It's okay," <<he>> says. <<elseif $rng gte 31>> "This might be my fault," <<he>> says. <<else>> "I-I might need a bath," <<he>> says. <</if>> <<else>> Robin cuddles you. "I'll leave you to get—" <<He>> pauses, noticing the moist patch around your crotch. Blushing, <<he>> passes you a tissue. "I-It's okay," <<he>> says. <</if>> <<else>> Robin cuddles you. "I'll leave you to get dressed," <<he>> says. <</if>> <<if Time.hour is 6>><<run setRobinLocationOverride("orphanage", 6)>><</if>> <<endevent>> <br><br> <<elseif $kylarbed is 1>> <<npc Kylar>><<person1>> <<if $kylarSleepEvent is 1>> <<unset $kylarSleepEvent>> <<unset $kylarbed>> You wake up to a hand stroking your hair delicately. You turn around to face Kylar who greets you with a smile. "I'm really happy you let me stay," <<he>> says. <br><br> You both cuddle for a while until <<he>> eventually pulls away from you, looking sad. <br><br> "I should really get going," <<he>> says. You brush away a stray hair from <<his>> face and <<he>> gives you another smile. <<He>> takes your hand and holds it against <<his>> face for a moment before eventually leaving your side. <br><br> You watch as <<he>> climbs back out the way <<he>> came and wait until you no longer hear the rustling of <<him>> leaving before going back to bed, thinking about the nice night you both just had together. <br><br> <<endevent>> <<elseif _wakingEffect is "dryheaving">> Kylar rubs your back as you continue heaving into the bin. <<He>> fusses over you for a long time, but you're eventually able to convince <<him>> that you're feeling better. <br><br> <<link [[Next|Kylar Orphanage Cuddle]]>><<set $kylarbed to 0>><</link>> <<elseif $rng gte 81 and $robinmissing is 0 and C.npc.Robin.init is 1>> You awaken to the sound of your door creaking open. You hear somebody gasp, before they hurriedly shut the door. <br><br> "Who was that...?" you yawn, slowly untangling from Kylar. <<if $robinromance is 1>><<lllove "Robin">><<npcincr Robin love -5>><</if>> <br><br> "Don't know," Kylar says, rubbing <<his>> eyes. "Probably nobody important." <br><br> <<link [[Next|Kylar Orphanage Cuddle]]>><<set $kylarbed to 0>><</link>> <<elseif $rng gte 61>> You awaken to the sound of your door creaking open. You hear somebody gasp, before starting to laugh. <br><br> <<generatey2>><<person2>> A <<person>> is standing in your doorway, looking at you and Kylar. "You're sleeping with <<nnpc_him "Kylar">>?!" <<he>> laughs. "Is that why you invited <<nnpc_him "Kylar">> here? You got a thing for freaks, huh?" <br><br> Anger flashes across Kylar's face, but <<nnpc_he "Kylar">> doesn't say anything. <br><br> <<link [[Defend Kylar|Kylar Orphanage Sleep Defend]]>><<set $kylarbed to 0>><<status -10>><<npcincr Kylar love 1>><</link>><<llcool>><<glove>> <br> <<link [[Berate Kylar|Kylar Orphanage Sleep Berate]]>><<set $kylarbed to 0>><<npcincr Kylar love -3>><</link>><<lllove>> <br> <<if $submissive lte 500 or $syndromekylar gte 1>> <<link [[Slam the door|Kylar Orphanage Slam]]>><<set $kylarbed to 0>><<npcincr Kylar love 1>><<npcincr Kylar lust 1>><</link>><<glove>><<glust>><<if $syndromekylar gte 1>><<stockholmTrait "Kylar">><<else>><<defianttext>><</if>> <</if>> <<else>> You wake up, <<if $submissive gte 1150 or $daily.kylar.sleepRape is true>>Kylar still holding on to you<<else>>still holding on to Kylar<</if>>. Kylar stirs shortly after, blinking lazily. <<if _orgasm is true>> <<He>> sniffs the air for a moment, before looking at you. "Were you dreaming of us too?" <<he>> asks. <</if>> <br><br> "I should probably get going," <<he>> says. Despite that, <<he>> makes no move to get up. <br><br> <<link [[Next|Kylar Orphanage Cuddle]]>><<set $kylarbed to 0>><</link>> <</if>> <</if>> <<if $kylarbed isnot 1>> <<set $wardrobe_location to "wardrobe">> <<wardrobeSelection true>> <<radiooutfits>> <br><br> <<if $renttime lte 0>> <<set $bus to "home">> <<getouticon>><<link [[Get out of bed|Bedroom Bailey]]>><</link>> <br><br> <<elseif $robinmissing is "landfill" and !$robinmistknown>> <<getouticon>><<link [[Get out of bed|Bedroom Robin Mist Note]]>><</link>> <br><br> <<else>> <<getouticon>><<link [[Get out of bed|Bedroom]]>><</link>> <</if>> <</if>> <</if>> <<if $kylarbed isnot 1>> <<set $phase to 0>> <</if>><<set _autosavehere to true>> <<run statusCheck("Robin")>> <<sleep>> <<effects>> <<sleepeffects>> <<set $wear_outfit to "clotheson">> <<if $baileyrapewake>> <<set $baileyrapewake to 0>> <<generate1>><<person1>>You awaken to a shape looming over you and hands pulling off your covers. It's a <<person>>. "Don't struggle," <<he>> says. "We wouldn't want to wake up your friend." Robin lies beside you, still asleep. "You looked so cute, cosy and safe sleeping. I couldn't help myself." <br><br> <span class="red">Bailey leans against the door frame, counting money.</span> <br><br> <<link [[Next|Sleep Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $location is "home" and $wraith and $wraith.nightmare is 2 and Time.isBloodMoon()>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand from the bed. You make sure not to wake Robin. Your ears are ringing. You make your way towards your room. <br><br> <<storeon "bed" "wardrobe">><<wraithPossess "home">> <span class="nextLink"><<link [[Walk.|Bedroom]]>><</link>></span> <br> <<elseif $christmas_kylar is 1>> <<set $christmas_kylar to 2>> <<npc Kylar>><<person1>> A jingle awakes you. <br> A sprinkling of hoar frost <br> Falls down by the window, <br> Now to rise or to toss? <br><br> <<link [[Rise and investigate|Kylar Christmas]]>><<set $christmas_kylar to 3>><<towelup>><</link>> <br> <<link [[Toss and go back to sleep|Robin Sleep]]>><<endevent>><</link>> <br> <<else>> <<if $nightmares is 1 and $controlled is 0>> <<if _sleepinterrupt is 1>> <<if $daily.motherWake is 1>> You try to go back to sleep, but Bailey knocks again, reminding you to get up. <<else>> <<wakingEffects $sleepHoursTotal>> <<nightmareWake>> The nightmares are interrupted by a hammering on your door. It's Bailey, waking you for school. <</if>> <br><br> <<set $daily.motherWake to 1>> <<else>> <<wakingEffects $sleepHoursTotal>> <<nightmareWake>> You quickly forget the specifics, but the sense of dread lingers. <br><br> <</if>> <<else>> <<if _sleepinterrupt is 1>> <<if $daily.motherWake is 1>> You try to go back to sleep, but Bailey knocks again, reminding you to get up. <<else>> <<wakingEffects $sleepHoursTotal>> <<if _wakingEffect isnot undefined>> <br><br> After sleeping soundly, you <<else>> You sleep soundly, but <</if>> are awakened early by a hammering on your door. It's Bailey, waking you for school. <</if>> <br><br> <<set $daily.motherWake to 1>> <<else>> <<if !_wakingEffect>> <<wakingEffects $sleepHoursTotal>> <</if>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <<else>> <br><br> <</if>> <</if>> <</if>> <<unset $robinbed>> <<npc Robin>><<person1>> <<if $renttime gte 1>> <!-- If Rent is not due --> <<if _robin_location is "orphanage" or _robin_location is "sleep">> <<if Time.hour lte 21>> <<set _robinSleepyChance to ((Time.hour * 60) - 360) * 4/3>> <!-- 0% at 6, 80% at 7, and 100% starting at 7:15 --> <<set _robinAwakeChance to ((Time.hour * 60) - 420) * 5/3>> <!-- 0% at 7, then increases to 100% by 8 --> <<if _eggLayingWake>> <<set $robinbed to "theirs">> You awaken a bit earlier than you expected, feeling disoriented. There's a building pressure in your abdomen. You <<if $transformationParts.bird.wings isnot "hidden">>ruffle your wings as you <</if>>feel a wild, bestial instinct take over. <br><br> You throw off your blankets and get on your hands and feet<<if $transformationParts.bird.tail isnot "hidden">>, squatting and lifting your feathered tail<</if>>. You let out a soft chirp at just how right it feels to be posed like this, pushing out an... egg. You're laying an egg, in Robin's bed. And Robin is <span class="red">right there</span>. <br><br> <<link [[Next|Robin Bed Egg Laying]]>><</link>> <br> <<exitAll>> <<elseif _wakingEffect is "dryheaving">> "Are you okay? Let me help," Robin says, easing you back up. <<He>> checks to see if you're fine before getting up <<himself>>. <<set $phase to 1>> <<elseif _orgasm is true and $rng gt _robinAwakeChance>> <<set $phase to 1>> <<if $exposed gte 2>> Robin cuddles you. "You should go—" <<He>> pauses, noticing the moisture on <<his>> body and yours. Blushing, <<he>> gathers tissues for both of you. "<<print ["I-It's okay", "This might be my fault", "I-I might need a bath"].random()>>," <<he>> says. <<else>> Robin cuddles you. "You should go ba—" <<He>> pauses, noticing the moist patch around your crotch. Blushing, <<he>> passes you a tissue. "I-It's okay," <<he>> says. <</if>> <<else>> <<if $rng lte _robinAwakeChance>> "About time you woke up, sleepyhead." Robin smiles at you from the edge of the bed. <<set $phase to 2>> <<elseif $rng lte _robinSleepyChance>> Robin cuddles you. "You should go back and get dressed," <<he>> says. <<set $phase to 1>> <<else>> Robin cuddles you in <<his>> sleep. <<set $phase to 0>> <</if>> <</if>> <br><br> <</if>> <<else>> You find a note on the wall next to you. "Hope you slept okay! I had to go do stuff!" <br><br> <<set $phase to 3>> <</if>> <</if>> <<if Time.hour is 6>><<run setRobinLocationOverride("orphanage", 6)>><</if>> <<endevent "phaseless">> <<if $renttime lte 0>> <<set $bus to "home">> <<set $inRobinsRoom to true>> <<link [[Next|Bedroom Bailey]]>><<set $wardrobe_location to "wardrobe">><</link>> <br><br> <<else>> <<link [[Next|Robin Room Wake]]>><<set $wardrobe_location to "wardrobe">><</link>> <br><br> <</if>> <</if>><<effects>><<set $location to "home">><<set $outside to 0>> <<endevent>><<npc Bailey>><<person1>> You scream. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Heavy footsteps march closer, and Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<him>>. <<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>> <br><br> <<tearful>> you climb from the bath. <br><br> <<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>><<set $location to "home">><<set $outside to 0>> <<if $speech_attitude is "meek">> "D-don't look," you say. "Please leave." <<elseif $speech_attitude is "bratty">> "Leave," you say. "Perverts." <<else>> "Please leave," you say. <</if>> <br><br> <<if $rng gte 81>> They hesitate, then the <<person1>><<person>> lunges forward, grasps your mouth and pulls you to the edge of the bath. "Why?" <<he>> whispers into your ear. "When there's fun to be had here?" <br><br> <<link [[Next|Bath Molestation]]>><<set $molestationstart to 1>><</link>> <<exit>> <</if>> They hesitate, then the <<person3>><<person>> opens the door and leaves. The others follow, though the <<person1>><<person>> lingers a moment and leers at you. <<if !playerChastity("hidden") and $player.penisExist and ($player.penissize lte 1 or $player.penissize is 4) and random(0,9) gte 6>> <<telltalepenissize>> <</if>> <br><br> <<tearful>> you climb from the bath. <br><br> <<link [[Next|Bath Finish]]>><<endevent>><</link>><<if $molestationstart is 1>> /* clear soap prop and any reequipped handheld items */ <<handheldon>><<handheldstrip>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>><<hand_gag 0 left>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bath Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bath Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> One of them shoves you face-first into the water. They scurry from the room. <br><br> <<tearful>> you climb from the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> backs away from you, nursing an injury. The others step back too, looking unsure. <<He>> opens <<his>> mouth as if to speak, but instead turns and walks from the room. The others follow. <br><br> <<tearful>> you climb from the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>> <<else>> <<set $rescued += 1>>/*Unnecessary if rescue is impossible*/ <<endevent>><<npc Bailey>><<person1>> Heavy footsteps respond to your cry, getting closer. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<him>>. <<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>> <br><br> <<tearful>> you climb from the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>> <</if>><<if $sexstart is 1>> /* clear soap prop and any reequipped handheld items */ <<handheldon>><<handheldstrip>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<enable_rescue>> You stand up. Their eyes grow wider. You grasp the <<person2>><<persons>> collar and pull <<him>> closer.<<person1>> <<promiscuity5>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bath Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bath Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<wash>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You made me all messy again," you tease. "Leave me to clean up." They're blushing as they leave the room. <br><br> <<wash>> <<tearful>> you climb from the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> backs away from you, nursing an injury. The others step back too, looking unsure. <<He>> opens <<his>> mouth as if to speak, but instead turns and walks from the room. The others follow. <br><br> <<tearful>> you climb from the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>> <<elseif $alarm is 1 and $rescue is 1>> /*Unnecessary if rescue is impossible*/ <<set $rescued += 1>> <<endevent>><<npc Bailey>><<person1>> Heavy footsteps respond to your cry, getting closer. The trio recoil and scramble for the door handle. They flee into the hallway outside, leaving the door wide open. Bailey enters. <<His>> eyes sweep the room before resting on you. "Did you see a spider?" <<he>> sneers. <<He>> steps closer and smacks you with the back of <<his>> hand. "Don't bother me again." <<He>> marches from the room, slamming the door behind <<him>>. <<gpain>><<gtrauma>><<gstress>><<pain 20>><<trauma 6>><<stress 6>> <br><br> <<tearful>> you climb from the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>> <<else>> They back away from you, still watching. "Privacy please," you say. They blush and leave the room. <br><br> <<tearful>> you climb from the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>> <</if>><<effects>><<set $location to "home">><<set $outside to 0>><<wearProp "sponge">> You're already clean, but you can't miss the opportunity to perform. <<flaunting>> you rise to your knees and pick up a sponge. Looking away from your audience, you run the sponge over your <<breasts>>, down your tummy and across your <<genitals>>. The trio watch, transfixed. <<exhibitionism5>> You turn your back to them and stick out your <<bottom>>. You reach back, but the <<person1>><<person>> snatches the sponge away. "Let me help," <<he>> says. The other two find other sponges. You let them clean you, turning to expose every inch of your body to them in turn. Their other hands aren't idle. They grope and fondle you without shame. <br><br> The water's getting cold. "I'm squeaky clean," you say. "Thanks for the help." They hesitate, but leave you be. <br><br> <<tearful>> you climb from the bath. <br><br> <<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>><<set $location to "home">><<set $outside to 0>><<wearProp "soap">> <<run statusCheck("Kylar")>> <<if getRobinLocation() is "bath" and C.npc.Robin.trauma lt 40 and $halloween isnot 1>> <<set $daily.robin.bath to true>><<npc Robin>> As you enter the bath, you hear footsteps from the hallway. The door flings open, and <<if $exhibitionism lte 55>> you quickly cover your exposed <<breasts>> and <<genitals>>. Your panic subdues when you notice it's Robin. <<else>> you see Robin walk in. <</if>> <<if $robinromance is 1>> <<if C.npc.Robin.dom gte 60>> "Oh, I didn't think anyone would be in here," <<he>> says. "Would you mind if I joined you?" <<Hes>> already starting to undress. <br><br> <<link [[Let <<him>> join|Bath Robin Join 2]]>><<set $phase to 1>><</link>> <br> <<link [[Refuse|Bath Robin Join 2]]>><<npcincr Robin dom -1>><<set $phase to 0>><</link>><<ldom>> <<else>> "Oh, sorry, I didn't think anyone would be in here." <<He>> turns away. "I'll come back later." <br><br> <<link [[Continue bathing|Bath]]>><<endevent>><</link>> <<if hasSexStat("promiscuity", 2)>> <br> <<link [[Ask for help with bathing|Bath Robin Help]]>><<npcincr Robin lust 1>><<npcincr Robin love 1>><<stress -6>><</link>><<promiscuous2>><<glust>><<glove>><<lstress>> <br> <<link [[Ask to join you|Bath Robin Join]]>><<npcincr Robin lust 1>><<npcincr Robin dom 1>><</link>><<promiscuous2>><<glust>><<gdom>> <</if>> <</if>> <<else>> "I'm so sorry!" <<He>> quickly covers <<his>> eyes and tries to reach for the exit. <br><br> <<link [[Continue bathing|Bath]]>><<endevent>><</link>> <<if hasSexStat("exhibitionism", 2)>> <br> <<link [[Tease|Bath Robin Tease]]>><<npcincr Robin lust 1>><</link>><<exhibitionist2>><<glust>> <</if>> <<if hasSexStat("promiscuity", 2) and C.npc.Robin.love gte 60>> <br> <<link [[Ask for help with bathing|Bath Robin Help]]>><<npcincr Robin lust 1>><<npcincr Robin love 1>><<stress -6>><</link>><<promiscuous2>><<glust>><<glove>><<lstress>> <</if>> <</if>> <<elseif dangerEvent(1/3) and $hallucinations gte 2 and $settings.slimesEnabled and $settings.swarmsEnabled and $controlled is 0>> You wash until you're squeaky clean.<<wash>> <br><br> As you remove the plug to drain the water, you feel something probe your <<genitals>>. You look between your legs, but you don't see anything abnormal. When you try to stand up however, translucent tendrils rise from the water and force you back down. <br><br> <<link [[Next|Bath Slime]]>><<set $molestationstart to 1>><</link>> <<elseif (dangerEvent(0.5) and $rng gte 31 and Time.dayState isnot "night") or _DEBUGTIMEBOIS is 1>> <<generatey1>><<generatey2>><<generatey3>><<fameexhibitionism 3>> You wash until you're squeaky clean.<<wash>> <br><br> As you remove the plug to drain the water, you hear voices from the hallway. They stop outside the door, before flinging it open. A <<fullGroup>> barge in. <br><br> <<rng>> <<if $rng gte 51>> <<if hasSexStat("exhibitionism", 5) and $uncomfortable.nude is false>> You yelp in surprise, but make no effort to hide your <<lewdness>>. They stare at you with wide eyes, surprised you are letting them. The <<person1>><<person>> grins and closes the door. <<else>> <<if pcAreArmsBound("both")>> You want to cover your <<lewdness>>, but with <span class="red">your arms bound</span> you can't. You feel deep embarrassement and your face reddens.<<stress 6>> They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door. <<else>> You cover your <<lewdness>>. They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door. <</if>> <</if>> <br><br> The <<person2>><<person>> blushes. "S-sorry," <<he>> says, not taking <<his>> eyes off you. "We didn't know you were in here." <br><br> <<link [[Scream|Bath Scream]]>><</link>> <br> <<link [[Ask them to leave|Bath Ask]]>><</link>> <br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Let them watch (0:05)|Bath Watch]]>><<pass 5>><</link>><<exhibitionist5>> <br> <</if>> <<if hasSexStat("promiscuity", 5)>> <<link [[Goad|Bath Sex]]>><<set $sexstart to 1>><</link>><<promiscuous5>> <br> <</if>> <<else>> <<if hasSexStat("exhibitionism", 5) and $uncomfortable.nude is false>> You yelp in surprise, but make no effort to hide your <<lewdness>>. They stare at you with wide eyes, surprised you are letting them. The <<person1>><<person>> grins and closes the door. <<else>> <<if pcAreArmsBound("both")>> You want to cover your <<lewdness>>, but with <span class="red">your arms bound</span> you can't. You feel deep embarrassement and your face reddens.<<stress 6>> They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door. <<else>> You cover your <<lewdness>>. They stare at you with wide eyes. The <<person1>><<person>> grins and closes the door. <</if>> <</if>> <<if !playerChastity("hidden") and $player.penisExist and ($player.penissize lte 1 or $player.penissize is 4) and random(0,9) gte 6>> <<telltalepenissize>> <<else>> <<stress 6>><<trauma 6>> <<gtrauma>><<gstress>> <</if>> <br><br> <<link [[Finish up->Bath Finish]]>><<endevent>><</link>> <</if>> <<elseif C.npc.Kylar.init is 1 and C.npc.Kylar.state isnot "prison" and $weekly.kylarBathroom isnot 1 and $rng gte 71 and (Time.dayState is "dusk" or Time.dayState is "night") and _kylarStatus.includes("Love") and _kylarStatus.includes("Lust") and $kylarenglish gte 1 and $kylarBodywriting is 1>> <<unset $kylarBodywriting>> <<set $weekly.kylarBathroom to 1>> <<npc Kylar>><<person1>> You slide into the warm water and close your eyes. <br><br> You hear the nearby window open. You turn to see Kylar. <<He>> struggles to fit through. <br><br> <<He>> rushes over, shushing you. "Shh! D-don't freak out! I just want to help," <<he>> says. <br><br> <<link [[Let Kylar help|Kylar Bath Help]]>><<npcincr Kylar love 1>><</link>><<glove>> <br> <<link [[Shove Kylar away|Kylar Bath Shove]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 3>><</link>><<llove>><<gksuspicion>> <<else>> You wash until you're squeaky clean.<<wash>> <br><br> <<skinicon "masturbate">><<link [[Masturbate|Bath Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <<getouticon>><<link [[Get out|Bath Finish]]>><</link>> <br> <</if>><<wash>> <<run statusCheck("Kylar")>><<effects>> You give a slow nod. <<He>> gives you a smile as <<he>> pulls <<his>> hand back. <<He>> undresses, climbing into the bath with you. <<His>> face is red as <<he>> begins to slide <<his>> hands across your skin. <br><br> "I'm gonna wash them off of you," <<he>> mutters, leaning into you slightly. You feel <<his>> hands groping your body as <<he>> washes you. <br><br> <<He>> seems satisfied once finished, you feel a slight tremble from <<him>>. "Wait," <<he>> says. "There's... more." You give <<him>> a confused glance. You feel <<his>> hands slide further down and grope you. <br><br> <<link [[Next|Kylar Bath Sex]]>><<set $sexstart to 1>><</link>><<run statusCheck("Kylar")>><<effects>> You push your hands against <<him>> and shove <<him>> away.<<npcincr Kylar love -1>><<llove>> <br><br> Surprised by your sudden movement, <<he>> glances around nervously. "There's... It's still dirty! They're still all over you!" <br><br> You tell <<him>> to get out. <br><br> <<if _kylarStatus.includes("Calm") or _kylarStatus.includes("Sus")>> <<He>> stares down at the water and slowly starts to back away. "P-Please... clean them off," <<he>> whimpers, redressing with haste. <<He>> gives you one last glance, crawling through the window again. <br><br> Once <<he>> is out of sight, you slip out of the water to redress.<<wash>> <br><br> <<link [[Next|Bath Finish]]>><<endevent>><</link>> <<exit>> <<else>> <<He>> stares down at the water and slowly starts to raise <<his>> hands again. "P-please... let me clean you off. You're dirty. At least let me be sure." <<He>> stares at you, as if waiting to see what you'll do. <br><br> <<link [[Let Kylar watch|Kylar Bath Watch]]>><<npcincr Kylar rage -3>><</link>><<lksuspicion>> <br> <<link [[Tell Kylar to leave|Kylar Bath End 2]]>><<npcincr Kylar rage 5>><</link>><<ggksuspicion>> <</if>><<wash>> <<run statusCheck("Kylar")>><<effects>> You proceed to wash your body clean. <<He>> watches you with desperate eyes, making sure you clean off every bit of yourself. You hear <<his>> heavy breathing in the small distance between the two of you. <br><br> Once finished, you look back up to Kylar. <<His>> eyes lock onto your body. A low whine slips past <<his>> lips. "Let me mark you," <<he>> whispers. <<His>> hands slide across your body again. <br><br> <<link [[Next|Kylar Bath Sex]]>><<set $molestationstart to 1>><</link>><<run statusCheck("Kylar")>> <<if $sexstart is 1>> /* clear soap prop and any reequipped handheld items */ <<handheldon>><<handheldstrip>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity2>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Kylar Bath End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Kylar Bath Sex]]>><</link>></span><<nexttext>> <</if>><<run statusCheck("Kylar")>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $consensual is 0>> <<He>> leans back with heavy breathing, staring down at your body. <<He>> has a firm grip on your legs.<<npcincr Kylar lust -20>><<lllust>> <br><br> <<His>> eyes make contact with yours once again, giving you a warm smile before looking outside the nearby window. <br><br> "I... have to go. D-don't let them touch you again," <<he>> says, hands already reaching for <<his>> clothes. <<He>> leaves the same way <<he>> arrived. <<else>> <<He>> leans back with heavy breaths, sliding <<his>> hands back into the water. "Y-you're mine," <<he>> mumbles, looking you over with loving eyes.<<npcincr Kylar lust -20>><<lllust>> <br><br> <<He>> jolts up and looks out the window. "I have to go," <<he>> says while crawling out of the tub. "Sorry- I'll see you soon!" <<He>> gives you one last glance as <<he>> dresses, then soon departs the same way <<he>> came. <</if>> <<elseif $enemyhealth lte 0>> <<He>> staggers back, staring up at you with wide eyes. <br><br> "I... I'm helping. I'm helping!" <br><br> With tears in <<his>> eyes, <<he>> scrambles out of the water, reaching for <<his>> clothes. You hear <<him>> sniffle as <<he>> dresses with haste, soon slipping out of the window. <<else>> <<He>> disengages from you, staring at you with sad eyes. <br><br> "B-but you're still..." <<He>> shakes <<his>> head, droplets of water fly off <<his>> fringe. <<He>> whimpers, "Just don't let them touch you again, p-please." <br><br> <<He>> shambles out of the tub, hastily redressing <<himself>> before leaving the same way <<he>> entered. <</if>> <br><br> <<tearful>> you climb from the bath. <br><br> <<wash>> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>><<wash>> <<run statusCheck("Kylar")>><<effects>> You shake your head, raising a hand to the window. You tell <<him>> to leave. <br><br> <<He>> stares at you for a few moments, bewildered. "Wash it off," <<he>> says, stepping out of the water. The look in <<his>> eye gives you a shiver up your spine. You watch <<him>> dress. <<He>> crawls out of the window afterward. You don't like the feeling left behind as <<he>> leaves.<<gstress>><<stress 2>> <br><br> Once <<he>> is out of sight, you slip out of the water to redress. <br><br> <<link [[Next|Bath Finish]]>><<endevent>><</link>><<effects>><<set $location to "home">><<set $outside to 0>> /* clear soap prop and any reequipped handheld items */ <<handheldon>><<handheldstrip>> <<if Weather.wetness > 0.5>> Your clothes are drenched. Water drips from you onto the floor. <<else>> Your skin is still damp. <</if>> <br><br> <<if pcAreArmsBound("both")>> <<link [[Next|Bathroom]]>><</link>> <<exit>> <</if>> <<dressasyouwereicon>><<link [[Dress as you were|Bathroom]]>><<clotheson>><</link>> <br> <<towelicon>><<link [[Wrap yourself in a towel|Bathroom]]>> <<if $player.gender == "f" or $player.breastsize > 0>> <<set $wear_upper = "large_towel">> <<else>> <<set $wear_lower = "towel">> <</if>> <<returnCarried>> <<wardrobewear>> <</link>> <<if $wardrobe.upper.findIndex(x => x.name == "bathrobe") >= 0 or $carried.upper.name == "bathrobe">> <br> <<bathroomicon "robe">><<link [[Put on a bathrobe|Bathroom]]>> <<returnCarried>> <<set $wardrobeOption to "wear">> <<set $wear_upper = $wardrobe.upper.findIndex(x => x.name == "bathrobe")>> <<wardrobewear>> <</link>> <</if>>You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent() and $tutorial gt 0>> <<if random(1, 5) is 5>> <<link [[Wake up|Sold]]>><</link>> <<else>> <<link [[Wake up|Molestation]]>> <<set $phase to 0>> <<set $molestationstart to 1>> <</link>> <</if>> <<else>> <<link [[Sleep|Bailey Rescue]]>><</link>> <</if>> <<pass 1 hour>> <<set $stress -= 2000>> <<set $trauma +=10>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<maninit>><<hand_gag 0 left>>You feel something probing your nethers. As you open your eyes a hand clasps down on your mouth, muffling your screams. <br> <<enable_rescue>> <<if $phase is 1>><</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next->Molestation Alarm]]>><</link>></span><<nexttext>> <<else>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next->Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next->Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next->Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next->Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next->Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next->Molestation]]>><</link>></span><<nexttext>> <</if>><<ejaculation>> <<He>> shoves you to the ground before walking to the door and peeking through. <<He>> sneaks out. <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bedroom]]>><</link>><<effects>> <<wearoutfit>> <<if $robinbed is "yours">> You snuggle under the covers with Robin. <<else>> <<if numberOfEarSlime() and $location is "home" and random(0,100) lt 3 + Math.floor($earSlime.growth / 100) - $earSlime.eventTimer and !$earSlime.event>> <<set $slimeBedExit to "Bed">> <<set $slimeBedroomExit to "Bedroom">> <<setSlimeSleepEvents>> <<if $earSlimeEvent>> <<slimeSleepEvents>> <</if>> <<else>> You snuggle under the covers. <</if>> <</if>> <<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>> You feel anxious, and your eyes dart over to the mirror. <</if>> <br><br> <<nightmareCheck "Sleep">> <<generateSleepLinks "Sleep">> <<link [[Climb out of bed|Bedroom]]>><<storeon "bed">><<set $wardrobe_location to "wardrobe">><<loadTempHairStyle>><<endevent>><</link>><<run statusCheck("Kylar")>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity2>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Bedroom Kylar Sneak Continue]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Bedroom Kylar Sneak Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<run statusCheck("Kylar")>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> rolls off and turns to face you, looking at you with love in <<his>> eyes. "I'm so lucky to have you," <<he>> says.<<lllust>><<npcincr Kylar lust -20>> <br><br> <<His>> hands find their way back around your body, making it evident that <<he>> intended to stay the night with you. <br><br> <</if>> <<endcombat>> <<link [[Allow Kylar to stay the night|Bedroom Kylar Sneak Stay]]>><<clotheson>><<npcincr Kylar love 1>><</link>><<glove>> <br> <<link [[Tell Kylar to leave|Bedroom Kylar Sneak Leave 2]]>><<clotheson>><<npcincr Kylar love -1>><</link>><<llove>><<effects>> <<npc "Kylar">><<person1>> <<run statusCheck("Kylar")>> <<if $speech_attitude is "meek">> "Y-yes," you utter timidly. "You can stay." <<elseif $speech_attitude is "bratty">> "Sure," you say. "You can stay the night. Just don't do anything weird." <<else>> "You can stay the night," you say. <</if>> <br><br> Kylar's face lights up in response. <br><br> "Thank you," <<he>> says happily, pulling the covers over both of you. <<He>> kisses your cheek, before proceeding to bury <<his>> face in the crook of your neck. <br><br> You wait a bit to see if <<his>> breathing gets even, but it never does, as if <<hes>> waiting for you to fall asleep before <<he>> does. <br><br> You try to outlast <<him>>, but sleep sinks in, and before long you find yourself barely able to keep your eyelids open. The last thing you remember before falling asleep is the warmth you felt from how tightly <<his>> body was pressed against yours. <br><br> <<link [[Next|Bedroom Kylar Sneak Bed]]>><</link>><<effects>> <<run statusCheck("Kylar")>> <<if $speech_attitude is "meek">> "O-okay," you utter timidly. "You can stay." <<elseif $speech_attitude is "bratty">> "Fine," you say with a sigh. "You can stay the night. Just don't do anything weird." <<else>> "You can stay," you say. <</if>> <br><br> "R-really?" Kylar says. "Great! I-I mean, okay, sure." <br><br> You sigh and climb back into bed with <<him>>. <br><br> Within seconds, <<hes>> back on you, but this time without the incessant groping and rubbing. <<He>> seems to be satisfied with just being close to you. <br><br> "Good night," you hear <<him>> whisper to you. You close your eyes and feel something, which you assume to be a kiss, on your cheek not long after, making you feel a bit warm inside. <br><br> Before you know it, Kylar has already fallen asleep. Although you didn't plan to have <<him>> here, having someone to fall asleep with gave you a slight sense of comfort, and it's not long before that you also find yourself drifting off to sleep. <br><br> <<link [[Next|Bedroom Kylar Sneak Bed]]>><</link>><<effects>> <<run statusCheck("Kylar")>> You struggle against <<his>> hold, and you manage to push <<him>> off of you, leaping off the bed and onto the bedroom floor. You take a bit to regain your composure, but you come face to face with Kylar. <<He>> sits there, still, with a dejected look on <<his>> face. <br><br> "I'm sorry," <<he>> says, meekly. "I-I didn't mean to scare you. I just had to come see you. Please forgive me," <<he>> pleads and takes <<his>> hands into your own. "Please let me stay. W-we can just cuddle if that's what you want." <br><br> <<link [[Let Kylar stay the night|Bedroom Kylar Sneak Stay 2]]>><<npcincr Kylar love 2>><<npcincr Kylar rage -6>><</link>><<gglove>><<llksuspicion>> <br> <<link [[Tell Kylar to leave|Bedroom Kylar Sneak Leave]]>><<npcincr Kylar love -2>><<npcincr Kylar rage 6>><</link>><<lllove>><<ggksuspicion>><<effects>> <<run statusCheck("Kylar")>> <<unset $kylarSleepEvent>> <<if $speech_attitude is "meek">> "P-please leave," you say meekly. "You're making me feel uncomfortable." <<elseif $speech_attitude is "bratty">> "Get lost," you demand. <<else>> "Please leave," you say. <</if>> <br><br> Kylar pleads with sad eyes. "A-are you sure? I could—" You shake your head in response, trying to be firm. <br><br> "If that's what you want," <<he>> says, sadness coating <<his>> tone. You watch as <<he>> leaves the bed and walks towards your window, taking one last glance at you before climbing out the window. <br><br> As soon as <<hes>> gone, you get off the bed and walk towards the window. You take a brief moment to look out the window and make sure <<hes>> gone, only to have your eyes meet with Kylar, still standing there. <<Hes>> almost completely hidden by the night. <br><br> You pull your head back in, closing the window as you give Kylar one last glance. You make a mental note to yourself to see if there's a way to get a better lock for the window as you head to bed and snuggle into the covers. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>> <<npc "Kylar">><<person1>> <<run statusCheck("Kylar")>> <<unset $kylarSleepEvent>> <<if $speech_attitude is "meek">> "Y-you have to go, Kylar," you plead, pointing towards the still open window. "I don't want to get you into trouble." <<elseif $speech_attitude is "bratty">> "Get out of here, Kylar," you demand, pointing towards the still open window. "Sneaking your way in like this is creepy as shit. Could spell bad trouble for you." <<else>> "You have to leave, Kylar," you say, pointing towards the still open window. "You can't just sneak your way in like this. It could get you in trouble." <</if>> <br><br> <<He>> shakes <<his>> head. "But I don't want to leave," <<he>> pleads. <<He>> ignores you, and pulls the covers over <<himself>>. "Please let me stay. I-I'm sorry, just I've—" <br><br> You cut <<him>> off, asking <<him>> once again to leave. You make sure to be extra firm this time. <<Hes>> about to speak up, but looks away in defeat and pulls the cover off <<himself>>. <<He>> walks towards the window, slowly, with <<his>> head held low. <br><br> As soon as <<hes>> gone, you get off the bed and walk towards the window. You take a brief moment to look out the window and make sure <<hes>> gone, only to have your eyes meet with Kylar, still standing there. <<Hes>> almost completely hidden by the night. <br><br> You pull your head back in, closing the window as you give Kylar one last glance. You make a mental note to yourself to see if there's a way to get a better lock for the window as you head to bed and snuggle into the covers. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>> <<set $kylarbed to 1>><<set $bedGuest to "Kylar">> <<endevent>> You snuggle under the covers with Kylar. <<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>> You feel anxious, and your eyes dart over to the mirror. <</if>> <br><br> <<generateSleepLinks "Sleep">><<effects>> <<wearoutfit>> <<npc Robin>><<person1>> You snuggle under the covers with Robin. You can feel the heat from <<his>> <<print ($robinromance is 1 and C.npc.Robin.trauma lte 20 ? "naked " : "")>>body warming the bed. <<set $robinbed to "theirs">><<set $bedGuest to "Robin">> <<if $wraith.state and $wraithPrison and ($moonstate is "evening" or $moonstate is _nightstate)>> You feel anxious, and your eyes dart over to the mirror. <</if>> <<endevent>> <br><br> <<if _skip isnot true>> <<generateSleepLinks "Robin Sleep">> <<else>> <<unset _skip>> <</if>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>> <<set _robin to statusCheck("Robin")>> <<set _robinAtOrphanage to ["orphanage","bath","sleep"].includes(_robin_location)>> You are in the main hall of the orphanage. <<if $christmas is 1 and Time.monthDay is 25 and Time.dayState isnot "night">> The room is alive with festive merriment. <<elseif $halloween is 1 and Time.monthDay is 31 and Time.hour gte 15 and Time.dayState isnot "night">> <<if !$halloween_robin_costume and !$halloween_robin_scare and ($wraith.state isnot "" and $wraithIntro and $hallucinations gte 1 and $rng lte 70)>> <!-- This event happens if Robin is wearing the ghost costume, but you don't know that it's Robin. --> <!-- The odds are 70% if you meet the conditions, much higher than normal, bc this is a non-repeatable event --> <<set _wraithEvent to true>> <<else>> The room is buzzing with the excitement of costumed orphans. <</if>> <<else>> <<if Time.dayState is "day">> A couple of orphans on cleaning duty sweep the floor. <<elseif Time.dayState is "dusk">> You hear hushed voices. <<elseif Time.dayState is "dawn">> <<if Time.schoolDay>> The orphans are heading off to school. <<else>> The orphans are leaving to find work. <</if>> <<elseif Time.dayState is "night">> The orphans must be asleep. <</if>> <</if>> <br><br> <<if $stress gte $stressmax>> <<passouthome>> <<elseif $rng gte 61 and $worn.upper.name is "large towel" and $worn.upper.set is $worn.lower.set and !$daily.orphanageflash and Time.hour lt 22 and Time.hour gte 6>> <<set $daily.orphanageflash to 1>> As you walk down the hallway, a door opens up. A <<generatey1>><<person1>><<person>> leaves <<his>> room. <br><br> "Oh. Huh, hi," <<he>> says upon noticing you, clearly flustered by your state of dress. <br><br> You nod in response, and can't help noticing how <<he>> seems to avoid looking at you. <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Tease|Hallway Flashing 1]]>><</link>><<exhibitionist5>> <br> <</if>> <<link [[Keep walking|Orphanage]]>><<endevent>><</link>> <br> <<elseif $exposed gte 1 and Time.hour lt 22 and Time.hour gte 6>> You can't bear the thought of someone catching you like this. You hasten to your bedroom. <br><br> <<if dangerEvent()>> A door swings open up ahead, and a <<generatey1>><<person1>><<person>> steps out. <<covered>> <<He>> doesn't notice you. <br><br> <<link [[Hide|Orphanage Hide]]>><<stress 6>><</link>><<gstress>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt|Orphanage Flaunt]]>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<link [[Next|Bedroom]]>><</link>> <</if>> <<elseif $baileyReunionScene is "dungeon">> <<npc Bailey>><<person1>> <<unset $baileyReunionScene>> <<if $home_gone gte 24>> Bailey leans against a wall. A missing person's poster with a picture of you on it is pinned next to <<him>>. <br><br> "You took your time getting back. I'm glad you're alright." <<He>> smirks. "Hope you enjoyed your vacation." <br><br> <<He>> pushes <<himself>> off the wall, tearing down the poster and crumpling it up. <<else>> A snide voice greets you on your way inside. "You're a slippery little shit, aren't you?" It's Bailey. <<Hes>> leaning against the wall, musing at you. "I'm glad you're alright." <br><br> <<He>> pushes <<himself>> off the wall and prowls towards you. <</if>> <br><br> <<if $renttime lte 0>> "Pay your dues next time so we won't have to go through this again. Speaking of which..." <<He>> holds out <<his>> hand. <<endevent>> <<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1) and _robinAtOrphanage>> <<rentduerobin 0>> <<else>> <<rentdue 0>> <</if>> <<elseif $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>> <<homeBabyIntro>> "Pay your dues next time so we won't have to go through this again," <<he>> says before pinching your cheek painfully.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> Bailey walks back into <<his>> office. You rub your cheek as you trudge to your bedroom. <br> <<if $robinReunionScene is "dungeon" or $robinReunionScene is "dungeonRobin">> <span class="blue"><i>Robin's probably worried sick about you. You should check on <<nnpc_him "Robin">> when you get the chance.</i></span> <br> <</if>> <br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br> <<else>> "Pay your dues next time so we won't have to go through this again," <<he>> says before pinching your cheek painfully.<<stress 6>><<trauma 6>><<gstress>><<gtrauma>> <br><br> Bailey walks back into <<his>> office. You rub your cheek as you trudge to your bedroom. <br> <<if $robinReunionScene is "dungeon" or $robinReunionScene is "dungeonRobin">> <span class="blue"><i>Robin's probably worried sick about you. You should check on <<nnpc_him "Robin">> when you get the chance.</i></span> <br> <</if>> <br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br> <</if>> <<elseif $robinmissing is "pillory" and !$robinPillory.known and $robinPillory.active and Time.hour gte 7 and Time.hour lte 15>> <<generatey1>><<person1>> <<npc Robin 2>> One of the younger orphans spots you enter the main hall as they pass by. "You're friends with Robin, right? <<person2>><<Hes>> been gone for a while," <<person1>><<he>> says. "Where could <<person2>><<he>> have gone?" <br><br> <<person1>><<He>> bombards you with questions. Another orphan soon approaches you, and does the same. "Is <<person2>><<he>> going to be okay? Where did <<he>> go?" <br><br> <<link [[Answer truthfully|Robin Pillory Truth]]>><</link>> <br> <<link [[Evade the question|Robin Pillory Evade]]>><</link>> <<elseif $home_gone gte 168 and Time.dayState isnot "night">> <<generatey1>><<person1>> You notice something on the wall. It's a missing person's poster with a picture of you on it. It hasn't been taken down, which means Bailey must be looking for you as well. <br><br> <<if $orphan_hope gte 10>> A <<person>> on cleaning duty notices you and glances at the poster. <<His>> eyes widen. "It's you!" <<he>> says, dropping <<his>> mop. "We didn't know if we'd see you again." <br><br> <<set $home_gone to 0>> <<He>> sighs with relief while taking down the poster.<<ghope>><<hope 1>> <br><br> <<else>> A <<person>> on cleaning duty notices you and spills <<his>> mop bucket. Before you can react, <<he>> steps forward and squeezes you. "It's you. We didn't think you were coming back, we—" <<He>> falls silent. Something drips onto your shoulder. <br><br> <<set $home_gone to 0>> <<He>> sighs with relief while letting you go. <<He>> wipes away <<his>> tears, and takes down the poster.<<gghope>><<hope 3>> <br><br> <</if>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <<elseif Time.dayState isnot "night" and $robin.abandoned is 1 and $robinmissing is 0 and C.npc.Robin.init is 1>> <<npc Robin>><<person1>> <<unset $robin.abandoned>> A pair of orphans approach you to let you know that Robin has come back from the docks. They say that <<he>> headed straight to <<his>> room. <<He>> hasn't left for hours now. <<lhope>><<hope -1>> <br><br> As you pass by <<his>> room, you see the door cracked open, as if Robin was in too much of a hurry to shut it properly. There's no note on the door, but you hear sobbing from inside. Robin is sitting on <<his>> bed, crying and hugging <<his>> knees. <br><br> <<link [[Comfort|Docks_Robin Comfort]]>><<npcincr Robin love 1>><<npcincr Robin trauma -1>><</link>><<glove>><<lrtrauma>><br> <<link [[Ignore|Docks_Robin Ignore]]>><</link>> <<elseif Time.days gte 1 and _robin.init is 0 and Time.hour gte 7 and Time.hour lte 20 and !(Time.schoolDay and between(Time.hour, 8, 15))>> <<set $robindebt to 0>><<set $robindebtlimit to 5>> <<npc Robin>><<initnpc Robin>><<person1>>You hear a voice shout behind you. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> runs towards you and fails to slow down in time, colliding with you and almost falling over. You hold <<his>> arm to steady <<him>>. "Thanks," <<he>> says, looking embarrassed though still smiling. <br><br> "I didn't see you yesterday. Remember, <span class="gold">you can visit me in my room</span> anytime you want. I have something to show you. I'm so excited!" <<He>> hugs you, then runs off before you can respond. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br> <<elseif $loft_whitney is 1>> <<npc "Bailey">><<person1>> A hand taps your shoulder. It's Bailey. "I'm taking that contraband," <<he>> says. Then, with barely a pause, snatches Whitney's cigarettes your from your grasp. <<He>> walks away without another word. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><<set $loft_whitney to 3>><</link>> <br> <<elseif $loft_whitney is 2>> <<npc "Bailey">><<person1>><<generatey2>> You find one of the residents, a <<person2>><<person>>, cowering before Bailey in the main hall. <br><br> <<person1>> "Don't lie to me," Bailey says. "Hand over the contraband." <<He>> grasps the <<person2>><<persons>> arm, and snatches a packet of cigarettes from <<his>> grasp. <br><br> "A bully made me do it!" the <<person>> says, but Bailey is already turning away, uncaring. <br><br> You suspect the bully is Whitney. They failed to convince you to try smoking in the loft, so they conscripted someone else. <br><br> <<endevent>> <<link [[Next|Orphanage]]>><<set $loft_whitney to 4>><</link>> <br> <<elseif $renttime lte 0>> <<set $bus to "home">> A hand rests on your shoulder from behind. <span class="red">It's Bailey.</span> <<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1) and _robinAtOrphanage>> <<rentduerobin 0>> <<else>> <<rentdue 0>> <</if>> <<elseif $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>> <<npc Bailey>><<person1>> "There you are," a voice says. You turn to see Bailey approaching you. <br><br> <<homeBabyIntro>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<elseif $christmas is 1 and Time.monthDay is 25 and $christmas_gift is "clothes" and !$christmas_event_2 and Time.dayState isnot "night">> <<set $christmas_event_2 to 1>> <<pass 30>> <<earnFeat "A Festive Home">> The plastic tree is the centre of activity. Each orphan has at least one gift addressed to them. Unable to contain themselves, they tear through the packaging, and find the clothes you bought. Most seem happy, though one <<generatey1>><<person1>><<person>> complains. "A shirt?" <<he>> says. "That's boring. I wanted a console." <br><br> "Don't be ungrateful," an older <<generatey2>><<personsimple>> says. "That shirt looks nice and warm." A gust of wind blows through a gap in a faulty window as if in support.<<ggghope>><<hope 10>> <br><br> <<endevent>><<npc Bailey>><<person1>> Bailey watches. None of the gifts seem to upset <<him>>. "Pick this mess up," <<he>> barks, gesturing at the wrapping paper strewn about. "All of you." <br><br> As the paper clears, Bailey sees an unclaimed gift at the base of the tree. It has <<his>> name on it. <<He>> examines it in <<his>> hands for a moment, then leaves the room with the gift held under <<his>> arm. <br><br> One of the newer residents smiles at the sight. The rest seem uneasy. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<elseif $christmas is 1 and Time.monthDay is 25 and $robinmissing is 0 and _robin.init is 1 and $christmas_robin_gift_received is undefined and Time.hour gte 7>> <<set $christmas_robin_gift_received to true>> You spot a present laid under the tree with your name on it. It's from Robin. <br><br> You unwrap it. It's a box of cookies. You're glad Bailey isn't around.<<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<link [[Next|Orphanage]]>><</link>> <br> <<elseif $christmas is 1 and Time.monthDay is 25 and $robinmissing is 0 and $christmas_gift_robin_wrapped is 1 and $christmas_gift_robin_given is undefined and Time.dayState isnot "night">> <<set $christmas_gift_robin_given to true>> <<christmas_robin>> <<elseif $auriga_artefact isnot undefined and Time.dayState isnot "night" and $avery_mansion is undefined and C.npc.Avery.state is "active" and averyMansionScore() gte 130>> <<npc Avery>><<npc Bailey 2>><<person1>> Orphans crowd at the window. You look through, and see Avery striding towards the front door. <<He>> walks out of sight. A moment later, two thuds echo through the building. <br><br> <<person2>> Bailey emerges from <<his>> office, an irritated look on <<his>> face. <<He>> looks through the peephole, frowns, then opens the door. <br><br> <<link [[Next|Mansion Intro Orphanage]]>><</link>> <br> <<elseif $daily.homeEvent isnot 1 and Time.hour gte 6 and Time.hour lte 21>> <<set $daily.homeEvent to 1>> <<homeevent>> <<elseif getRobinLocation() is "orphanage" and $avery_mansion and !$avery_mansion_robin and Time.hour gte 6 and Time.hour lte 21 and !$fromRobinRoom and $avery_fate isnot "fallen" and $avery_fate isnot "kicked">> <<set $avery_mansion_robin to 1>> <<npc Robin>><<person1>> <<generatey2>> <<if _robin.trauma gte 20>> You hear feet shuffle behind you. It's Robin. <<He>> smiles at you. "Sorry I wasn't around to say goodbye," <<he>> says. "I hope your new home is nice. Would it be okay if I visited sometime? The orphans and I would like to make something for you." <br><br> <<link [[Tell Robin Avery's address|Home Robin Mansion Address]]>><</link>> <br> <<link [[Say that would be nice|Home Robin Mansion Nice]]>><</link>> <br> <<link [[Warn Robin to stay away from Avery's mansion|Home Robin Mansion Warn]]>><</link>> <br> <<else>> Robin walks across the room, the boxes of several board games in <<his>> arms. <<He>> drops them when <<he>> notices you, and rushes over. <br><br> "They told me you found somewhere to live," <<he>> says, smiling. "You left in such a hurry. I'm sorry I wasn't around to say goodbye, but I'm glad you're still able to visit. What's your new home like?" <br><br> <<link [[Say it's a fabulous mansion|Home Robin Mansion Fabulous]]>><</link>> <br> <<link [[Say it's nothing special|Home Robin Mansion Nothing]]>><</link>> <br> <<link [[Say you don't want to talk about it|Home Robin Mansion Refuse]]>><</link>> <br> <</if>> <<elseif Time.hour gte 16 and Time.hour lte 21 and getRobinLocation() is "orphanage" and !$fromRobinRoom and _robin.cdquest is 2 and _robin.trauma lte 20 and !$daily.robin.cdevent>> <<set $daily.robin.cdevent to 1>> <<npc Robin>><<person1>> <<generatey2>><<person2>> You see Robin talking with a <<person2>><<person>>. Robin waves you over. <br><br> <<link [[Go over|Robin CD Socialise]]>><</link>> <br> <<link [[Ignore|Orphanage]]>><<endevent>><</link>> <<else>> <<if StartConfig.sneaky>> /* ToDo: Gwylan */ A blonde girl in a chain tunic stands in the corner, holding a paddle. <br><br> <<wolficon>><<link [[Approach|Orphanage Sneaky Bad Ends]]>><</link>> <i>Sneaky update: bad end shortcuts</i> <br> <</if>> <<if $halloween is 1 and Time.monthDay is 31 and !$fromRobinRoom and $robinmissing is 0 and Time.hour gte 16 and Time.hour lt 19 and _robin.init is 1>> <<if $halloween_robin_costume>> You see Robin, dressed as a $halloween_robin_costume and surrounded by excited orphans. <<elseif _wraithEvent>> You see someone wearing a bedsheet over their head. They're completely motionless, and the hall is empty and silent. <span class="red">The bedsheet is a terrible, familiar pale.</span> <br><br> <span class="wraith">"Trick or treat."</span> <br><br> You stumble backwards and shriek, and in a single blink, the hall changes completely. Now you see Robin, surrounded by excited orphans and holding <<nnpc_his "Robin">> bedsheet in <<nnpc_his "Robin">> arms, looking at both you and the bedsheet with utter confusion in <<nnpc_his "Robin">> eyes. <<else>> You see someone wearing a bedsheet over their head. They're surrounded by excited orphans. <</if>> <br><br> <<foodicon "halloween">><<link [[Approach them|Robin Trick Hall]]>><</link>> <br><br> <</if>> <<if $police_hack is 2 and ($pub_hack_job is 1 or $pub_hack_job is 2)>> <<investigateicon>><<link [[Find hacker (0:10)|Orphanage Hacker]]>><<pass 10>><</link>> <br><br> <<elseif $pubfame and $pubfame.intro lte 2 and $pub_hack_job lte 3>> <<investigateicon>><<link [[Find hacker (0:10)|Orphanage Hacker]]>><<pass 10>><</link>> <br><br> <</if>> <<if $kylar_camera is 5>> <<ind>><<link [[Decide what to do with Kylar's camera (0:05)|Orphanage Kylar Camera]]>><<pass 5>><</link>> <br><br> <</if>> <<if $christmas is 1 and Time.monthDay is 25 and Time.dayState isnot "night" and $exposed lte 0>> <<icon "mainhall_christmas.png">><<link [[Celebrate Christmas (1:00)|Orphanage Christmas]]>><<pass 60>><<trauma -12>><<stress -6>><</link>><<lltrauma>><<lstress>> <br> <</if>> <<gardenicon>><<link [[Garden (0:01)|Garden]]>><<pass 1>><</link>> <br><br> <<officeicon>><<link [[Bailey's office (0:01)|Bailey's Office]]>><<pass 1>><</link>> <br> <<orphanageWard>> <br> <<if Time.hour gte 18 and Time.hour lte 20 and _robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>> <<bedicon>><<link [[Bedroom (0:01)|Robin Trauma Visit]]>><<set $phase to 0>><<pass 1>><</link>> <br> <<elseif $kylar.timer.home gte 100 and $kylar.home is undefined>> <<bedicon>><<link [[Bedroom (0:01)|Kylar Bedroom 1]]>><<pass 1>><<set $kylar.timer.home to 0>><<set $kylar.home to 0>><</link>> <br> <<elseif $kylar.timer.home gte 100 and $kylar.home is 0 and C.npc.Kylar.state is "active">> <<bedicon>><<link [[Bedroom (0:01)|Kylar Bedroom 2]]>><<pass 1>><<set $kylar.timer.home to 0>><<set $kylar.home to 1>><</link>> <br> <<else>> <<bedicon>><<link [[Bedroom (0:01)|Bedroom]]>><<pass 1>><</link>> <br> <</if>> <<bathroomLink>> <br> <<kitchenicon "stove">><<link [[Kitchen (0:01)|Kitchen]]>><<pass 1>><</link>> <br> <<robinroom_link>> <br> <<if $loft_known is 1>> <<lofticon>><<link [[Loft (0:01)|Orphanage Loft]]>><<pass 1>><</link>> <br> <</if>> <<home_outside>> <br> <</if>> <<if $fromRobinRoom>> <<unset $fromRobinRoom>> <</if>><<effects>> /*Not in yet*/ You play a fighting game. You struggle to keep up with the move list. -- You're playing a pixelated war game. Soldiers move across the battlefield in an orderly manner. You're all set for the bloodshed to come as you bark your orders with buttons. -- A game set in medieval times beckons you with adventure. You spend your time cutting down trees instead. -- You're astonished at the variety of games that have been purchased on the device. You speculate that Robin didn't want you to get bored or was unaware of what you liked. -- You play a sports game. One of the players on your team suffers a career-ending injury. -- You bash and claw at your opponents in a fighting game, leaving you the victor in a tournament ladder. -- A horror game pits you against yourself. You do well to keep your sanity in an abandoned city. -- An overarching RPG leaves you a bit confused. You ponder whether you're making the correct choices with an odd cast of characters. -- An arcade-style hack and slash occupy your time. An entire horde of orcs is no match for your divine strength loaned to you by the Gods. -- In a fighting game, you frustratingly try to learn a decent combo on a character. It takes some time, but you think you've got it figured out. -- A first-person shooter's story leaves you pondering about your character's actions. You ignore the implications and continue charging through the arenas. -- You find an Easter egg in one of your games. The developer thanks you for playing. -- No soldier is a match for your unstoppable onslaught. Cheater.<<effects>> You celebrate Christmas with the other residents. <<rng>> <<if Time.hour gte 20>> They begin to take down decorations as the day comes to a close. <<else>> <<if $rng gte 91>> <<wearProp "cookie">> Freshly baked cookies are passed around. You take one for yourself.<<lstress>><<stress -6>> <<elseif $rng gte 81>> Some chat about how cold it is outside. You can't help but agree. <<elseif $rng gte 71>> A <<generatey1>><<person1>><<person>> passes a gift to a <<generatey2>><<person2>><<person>>. <<He>> looks delighted, but is patient enough to resist unwrapping it on the spot. <<elseif $rng gte 61>> <<if $robinmissing is 0>> <<wearProp "packet of sweets">> Robin passes out small bags of snacks. A <<generatey1>><<person1>><<person>> keeps watch for Bailey. <<else>> A <<generatey1>><<person1>><<person>> stares out the window. <<Hes>> worried about Robin. <</if>> <<elseif $rng gte 51>> Some of the tinsel decorations have fallen to the floor, so you put them back in place. <<elseif $rng gte 41>> Some complain about how chilly the orphanage is. <<generatey1>><<person1>>A <<person>> wants to ask Bailey to turn up the heat, but the others dissuade <<him>>. <<elseif $rng gte 31>> They're loud and joyous. <<elseif $rng gte 21>> <<wearProp "alcohol" 0 "advocaat">> Someone snuck in some advocaat. <<elseif $rng gte 11>> A <<generatey1>><<person1>><<person>> received an expensive, electronic gift from an unknown party. <<He>> catches a lot of jealousy. <<else>> The hall is filled with mirth. <</if>> <</if>> <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>> You hide inside a cupboard before being spotted. You dare not touch the creaky door, but the darkness of the small room should conceal you. You crouch behind a trolley stacked full with bottles of cleaning solution. <br><br> <<if $rng lte 80>> The <<person>> walks by without a glance. Heart thumping, you make it back to the safety of your room. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <<exit>> <</if>> Your heart beats faster as the <<person>> stops outside. You reach around for something, anything to cover with. There's nothing but brooms and bottles. <<He>> blinks at you through the gloom. <<He>> can't see you properly, but <<his>> eyes will adjust. <br><br> <<He>> grasps the trolley. "I'm on cleaning duty," <<he>> says as <<he>> starts to pull away the only thing protecting you. <br><br> <<set $skulduggerydifficulty to 400>> <<link [[Deceive|Orphanage Hide Skul]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Throw broom|Orphanage Hide Throw]]>><</link>><<difficulty 50>> <br><<set $outside to 0>><<set $location to "home">><<effects>> You strut right past <<him>>, chin held high. <<if $rng gte 81>> <<He>> gasps and tumbles backwards into <<his>> room. <<elseif $rng gte 61>> <<His>> jaw drops as <<he>> watches you pass, completely transfixed. <<elseif $rng gte 41>> <<He>> smiles and whistles at you. <<elseif $rng gte 21>> <<He>> blushes and covers <<his>> eyes. <<else>> <<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers. <</if>> <<exhibitionism4>> <<fameexhibitionism 1>><<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>> Heart thumping, you make it back to your room and close the door. <<if $orphanageexposed gte 10 and random(1, 100) gte 51>> You're still breathing heavily when quiet footsteps approach, followed by a soft knocking. <br><br> You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls, but others have not. Those at the back stand on tiptoes. <br><br> "Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?" <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>> <br> <</if>> <<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>> <<else>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "home">><<effects>> <<if $speech_attitude is "meek">> "W-wait," you say. "Please leave it. Just for five minutes. It's broken and I'm fixing it." <<elseif $speech_attitude is "bratty">> "Drop it," you say. "Or you'll spill the bottles everywhere. This wheel is busted. Come back in five minutes and I'll have fixed it." <<else>> "Stop," you say. "The wheel is broken. Give me five minutes and I'll have it fixed." <</if>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green"><<He>> lets go of the handle.</span> "Oh," <<he>> says. "Okay. I'll wait in my room." <<He>> leaves you in the dark. You wait until you hear <<his>> door close. Your heart thumps as you make it back to the safety of your own. <br><br> <<skulduggeryuse>> <<link [[Next|Bedroom]]>><<endevent>><</link>> <<exit>> <</if>> "It seems fine," <<he>> says. <span class="red"><<He>> continues to pull the trolley from the cupboard,</span> exposing you. <<He>> drops the handle in shock when <<he>> notices your <<lewdness>>. <<if $rng gte 81>> <<He>> gasps and leans back against the wall. <<elseif $rng gte 61>> <<His>> jaw drops as <<he>> ogles you, completely transfixed. <<elseif $rng gte 41>> <<He>> smiles and whistles at you. <<elseif $rng gte 21>> <<He>> blushes and covers <<his>> eyes. <<else>> <<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers. <</if>> Face red and heart thumping, you dart past <<him>>, down the corridor and into your room. <br><br> <<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>> <<skulduggeryuse>> <<if $orphanageexposed gte 10 and random(1, 100) gte 51>> You're still breathing heavily when quiet footsteps approach, followed by a soft knocking. <br><br> You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls. Those at the back stand on tiptoes. <br><br> "Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?" <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>> <br> <</if>> <<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>> <br> <<else>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "home">><<effects>> You throw a broom head at the <<person>> and spring from your hiding place. <<His>> eyes shut and <<he>> holds <<his>> arms to <<his>> face to shield it. <<if $rng gte 51>> One of the other brooms falls in your path, <span class="green">but you leap over it</span>. Heart thumping, you run down the corridor and into the safety of your room before the <<person>> recovers. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <<exit>> <</if>> One of the other brooms falls in your path, <span class="red">tripping you and leaving you sprawled on the ground</span>. <br><br> <<He>> recovers before you, and drops the handle in shock when <<he>> notices your <<lewdness>>. <<if $rng gte 81>> <<He>> gasps and leans back against the wall. <<elseif $rng gte 61>> <<His>> jaw drops as <<he>> ogles you, completely transfixed. <<elseif $rng gte 41>> <<He>> smiles and whistles at you. <<elseif $rng gte 21>> <<He>> blushes and covers <<his>> eyes. <<else>> <<He>> holds <<his>> hands to <<his>> eyes, but peeks between <<his>> fingers. <</if>> <<if $orphanageexposed is undefined>><<set $orphanageexposed to 1>><<else>><<set $orphanageexposed += 1>><</if>> Face red and heart thumping, you dart past <<him>>, down the corridor and into your room. <br><br> <<if $orphanageexposed gte 10 and random(1, 100) gte 51>> You're still breathing heavily when quiet footsteps approach, followed by a soft knocking. <br><br> You open the door and peek around the gap, careful to keep your body hidden. The <<person>> stands in front, but there are others. Many have caught you naked in the halls. Those at the back stand on tiptoes. <br><br> "Hi," the <<person>> gulps. "I told my friends about what I saw. C-could you do that again for us?" <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Flaunt|Orphanage Flaunt 2]]>><</link>><<exhibitionist5>> <br> <</if>> <<link [[Comply nervously|Orphanage Flaunt Nervous]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Orphanage Flaunt Refuse]]>><</link>> <br> <<else>> <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "home">><<effects>> <<fameexhibitionism 20>> Wanting to avoid any jealousy, you throw open the door and stride into the hallway. The small crowd parts to let you through. You take your time, and pretend to be on a catwalk. Their eyes are locked onto your <<lewdness>>. The hallway isn't wide enough for three people, so you rub against everyone as you move. <br><br> "Do you like what you see?" you say as you twirl at the end of the hallway. You make your way back to your room, and blow a quick kiss over your shoulder before closing the door behind you. Your heart races as you listen to their excitement through the door. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>> <<fameexhibitionism 10>> Fearing that they would otherwise not leave you alone, you nervously open the door. <<covered>> The crowd stares at you, taking in every inch of your body. "Th-there," you say. "You've seen what you wanted." You slam the door shut and sink to the ground with your back against it. Your heart races. You hope that will satisfy their curiosity. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<effects>> Not wanting to repeat the utter shame of even one person seeing you naked, let alone a whole group, you shake your head. You try to close the door again, but a foot blocks you from doing so. <br><br> <<if $speech_attitude is "meek">> "P-please leave me alone," you say. <<elseif $speech_attitude is "bratty">> "I said no," you say. <<else>> "I can't," you say. <</if>> <br><br> The <<person>> pauses a moment, then moves <<his>> foot. Your heart races as you close the door and sink to the ground. You hear the crowd arguing outside, but they soon head back to their rooms. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>><<effects>><<set $rescued += 1>><<npcincr Bailey love -1>> Bailey marches down the corridor and into your room, investigating the sounds of your scream. "You better be dying in there." The <<person1>><<person>> climbs on the bed and bolts through the open window. <br><br> <<clotheson>> <<endcombat>> <<npc Bailey>><<person1>>"I don't know what this town's coming to," Bailey says as <<he>> closes the window. <<He>> turns to you. "Don't disturb me again unless it's important." <<He>> slams the door shut as <<he>> leaves. <<endevent>> <br><br> <<link [[Next|Bedroom]]>><</link>><<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you flee to the bathroom and lock the door behind you. There's a window you can use to escape should <<he>> persist. <br><br> <<pass 30>> After thirty minutes pass without event, you quietly head back to your bedroom. You feel relief as you see it empty. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bedroom]]>><</link>><<effects>> You find a deserted part of the garden and bask in the sun. You feel the warmth seep into your skin. <br><br> It might feel even better if you were undressed... <br><br> <<baskicon>><<link [[Strip|Nude Bask]]>><<set $stress -= 40>><</link>><<exhibitionist1>><<lstress>> <br> <<ind>><<link [[Stop|Garden]]>><</link>><<effects>> <<if $worn.upper.name isnot "naked">> You remove your $worn.upper.name<<if $worn.lower.name isnot "naked" and $worn.upper.set isnot $worn.lower.set>> and your $worn.lower.name<</if>>. <br><br> <</if>> <<upperstrip>><<lowerstrip>> The warmth feels wonderful on your bare skin. <br> <<exhibitionism1>> <<if dangerEvent() and $eventskip is 0>> You open your eyes and notice that your clothes aren't where you left them. You look around with increasing distress, but can't see them anywhere. Someone must have taken them. Maybe whoever did it is still around. <br><br> <<link [[Call out|Bask Call]]>><</link>> <br> <<link [[Sneak inside|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><</link>> <<exit>> <</if>> <<if Time.dayState is "day">> <<baskicon>><<link [[Continue (0:20)|Nude Bask]]>><<set $stress -= 10>><<pass 20>><</link>><<lstress>><<run Skin.tanningGainOutput(Skin.getTanningFactor().result, 10)>> <br> <<skinicon "masturbate">><<link [[Masturbate|Nude Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <<refuseicon>><<link [[Stop|Garden]]>><<clotheson>><</link>> <<else>> The sun starts to disappear behind the rooftops. <br><br> <<dressasyouwereicon>><<link [[Get dressed|Garden]]>><<clotheson>><</link>> <</if>><<widget "passouthome">> <<if isPregnancyEnding()>> <<pregnancyPassout "home">> <<else>> <<link [[Everything fades to black...->Passout home]]>><</link>> <</if>> <</widget>><<effects>> <<if $molestationstart is 1>> /* clear soap prop and any reequipped handheld items */ <<handheldon>><<handheldstrip>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<if $settings.tentaclesEnabled>> <<set $enemytype to "tentacles">> <<tentaclestart 2 15 "tendril">> <<else>> <<set $enemytype to "swarm">> <</if>> <<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" 8 0>> <<set $timer to 20>> <</if>> <<swarmeffects>> <<if $settings.tentaclesEnabled>> <<effectstentacles>> <</if>> <<swarm>> <<if $settings.tentaclesEnabled>> <<tentacles>> <<statetentacles>> <<actionsOmni>> <<else>> <<swarmactions>> <</if>> <<if $timer lte 0>> <span id="next"><<link [[Next|Bath Slime Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|$passage]]>><</link>></span><<nexttext>> <</if>><<effects>> The last of the water drains from the bath, taking the slime with it. <<tearful>> you climb out the bath. <br><br> <<endcombat>> <<link [[Next|Bath Finish]]>><</link>><<set $outside to 1>><<set $location to "home">><<effects>> <<if $rng gte 51>> You join the game of hide-and-seek. <<rng>> <<if $rng gte 91>> You hide behind a large potted plant, <<elseif $rng gte 81>> You hide behind a tree, <<elseif $rng gte 71>> You hide in an abandoned shed, <<elseif $rng gte 61>> You hide round the corner of the orphanage, <<elseif $rng gte 51>> You hide behind a bush, <<elseif $rng gte 41>> You hide within a patch of long grass, <<elseif $rng gte 31>> You hide behind a flowerbed, <<elseif $rng gte 21>> You hide behind a rock, <<elseif $rng gte 11>> You hide behind an old wheelbarrow, <<else>> You hide beneath a bush, <</if>> <<generates1>><<person1>> and wait for the <<person>> to find you. <br><br> <<if dangerEvent()>> It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> doesn't let go once you're in the open, instead <<he>> pulls you closer and starts exploring your body with <<his>> hands. <br><br> <<link [[Shove|Garden Shove]]>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Allow|Garden Sex]]>><<set $sexstart to 1>><</link>><<promiscuous2>> <br> <</if>> <<else>> <<rng>> <<if $rng gte 81>> You hear <<him>> search and find the orphans one by one, until you're the only one left. After a couple more minutes <<his>> impatience gets the better of <<him>>. "I give up. You win!" <<he>> shouts. You leave your hiding place triumphant. <br><br> <<else>> It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> must be cheating. <br><br> <</if>> <<link [[Next|Garden]]>><<endevent>><</link>> <</if>> <<exit>> <</if>> <<generates1>><<person1>>A <<person>> runs up to you and prods your shoulder. "You're it!" <<he>> says with glee. <br><br> <<if $rng gte 81>> You tag someone else and continue playing. You're chasing the <<person>> when <<he>> trips over a fallen branch, and you trip in turn. You land on top of <<him>>. <br><br> <<link [[Stand up|Garden]]>><<endevent>><</link>> <br> <<link [[Flirt|Garden Flirt]]>><</link>><<promiscuous1>> <br> <<else>> You tag someone else and continue playing for a time. <br><br> <<link [[Next|Garden]]>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "home">><<effects>> <<set $rentmoney to 10000>><<rentmod>> <<set $renttime to 7>><<set $rentday to Time.weekDay>> <<set $rentstage to 1>> <<npc Bailey>><<person1>> You enter Bailey's office. "I know why you're here," <<he>> says, running a hand through <<his>> dark hair. "You want me to release you from my protection, so you'll be an independent citizen. I could do that. But there's a problem. You've been living under my roof without giving anything in return. You owe me. Until you pay me back, I'm not letting you go." <br><br> <<He>> lifts an envelope from <<his>> desk and thumbs through the contents. You glimpse your name. <<He>> smiles as <<he>> hides your identification documents in <<his>> jacket. "<<printmoney $rentmoney "pink">> should do. To start with. I don't care how you get it. Knock on doors and ask for work. Rent yourself as a footstool. Steal it even. Just have it a week from now. Or I'll find a way to <span class="red">extract value</span> from you." <br><br> You return to your tiny bedroom and wonder what to do. <<endevent>> <hr> <<attitudes>> <br> <<link [[Next|Bedroom]]>><</link>><<set $outside to 0>><<set $location to "home">><<effects>> <<set $stress -= 2000>> <<npc Bailey>><<person1>>You're awoken by a sharp pain in your face. It's Bailey. <<He>> slaps you again. "I provide a perfectly good bed for you, yet you opt to sleep on the floor." <<He>> slams the door shut as <<he>> leaves. <br><br> <<pain 5>> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br><<effects>><<run statusCheck("Robin")>> <!-- Bailey catches you by surprise, no time to get dressed --> <<if $inRobinsRoom>> Robin's bedroom door bursts open without warning. <span class="red">It's Bailey.</span> <br><br> "You thought you could hide in Robin's room?" Bailey sneers. <<else>> Your bedroom door bursts open without warning. <span class="red">It's Bailey.</span> <</if>> <<if $exposedRaw gte 1>> <<nnpc_He "Bailey">> looks over you briefly. "Put your clothes on," <<nnpc_he "Bailey">> says. <<nnpc_He "Bailey">> snaps <<nnpc_his "Bailey">> fingers. "Now." You hastily throw on the clothes you had on before. <<bedclotheson "bed">> <</if>> <br><br> <<if $robinfirstrentfight and ["orphanage","bath","sleep"].includes(_robin_location)>> <!-- the first robin fight has already happened --> <<rentduerobin `!["sleep", "orphanage"].includes(_robin_location)`>> <<else>> <<if ["sleep", "orphanage"].includes(_robin_location) and $inRobinsRoom>> <<rentdue 1>> <!-- Robin is in the room with the PC --> <<else>> <<rentdue 0>> <</if>> <</if>> <<unset $inRobinsRoom>><<effects>> <<bedicon>><<link [[Step away|Bedroom]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>> <br> <<mirror>> <br><br><<effects>> <<set $simpleMirror = true>> <<if $previousPassage is undefined>> <<set $previousPassage = "Bedroom">> <</if>> <<ind>><<link [[Step away|$previousPassage]]>><<handheldon>><<unset $mirrorMenu>><<unset $simpleMirror>><<unset $bodywritingSet>><<postMirror>><</link>> <br> <<mirror>> <br><br><<effects>> <<beastNEWinit 1 cat>> You're interrupted when you spot a pair of eyes watching you from a bush nearby. A <<beasttype>> walks out. <br><br> <<saveNPC 0 nude_cat>> <<endmasturbation>> <<endcombat>> <<loadNPC 0 nude_cat>> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Spread your legs|Nude Oral]]>><<trauma -6>><<stress -12>><<arousal 600>><</link>><<ltrauma>><<lstress>><<garousal>><<deviant1>> <br> <</if>> <<link [[Pet|Nude Pet]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>> <br><<effects>> <<bHe>> walks between your legs and beholds your <<genitals>> with curiosity. <<bHe>> sniffs, then starts licking. <<bHes>> very gentle, as if aware of the roughness of <<bhis>> tongue. <<if playerChastity()>>Your $worn.genitals.name is no defence against <<bhis>> agile tongue.<</if>><<deviancy1>> <<if $arousal gte ($arousalmax / 5) * 4>> <<arousal 2000 "genitals">> You lie back and let the <<beasttype>> pleasure you, stroking <<bhis>> ears as <<bhe>> does. You feel your climax build as the <<beasttype>> works your lewd parts. <br><br> <<orgasm>> <<if $femaleclimax is 1>> The <<beasttype>> seems disappointed at the lack of fluid, and wanders off to find something else to do. <<else>> The <<beasttype>> is eager to lick up your fluid, and makes that <<bhis>> goal as you writhe on the grass. As your convulsions subside, the <<beasttype>> wanders off to find something else to do, a little fluid still on <<bhis>> nose. <</if>> <br><br> <<else>> You lie back and let the <<beasttype>> pleasure you, stroking <<bhis>> ears as <<bhe>> does. <<bHe>> soon grows bored and leaves you, walking back into the bush it came from. <br><br> <</if>> <<link [[Next|Nude Bask]]>><<clearNPC nude_cat>><<endevent>><</link>> <br><<effects>> You reach out and pet the <<beasttype>>. <<bHe>> stretches into your hand and yawns. <<bHe>> turns <<bhis>> tail and leaves the way <<bhe>> came. <br><br> <<link [[Next|Nude Bask]]>><<clearNPC nude_cat>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $robinbed isnot undefined or $kylarbed is 1>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> "Be quiet," Bailey says. "You're paying what you owe, one way or another." <br><br> <</if>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Sleep Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Sleep Rape]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "home">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 1>> The <<person>> climbs off the bed and leaves the room. Bailey stares at you for a moment, then slams the door shut. <br><br> <<clotheson>> <<endcombat>> <<if $robinbed is "theirs">> <<link [[Next|Robin Bed]]>><</link>> <<else>> <<link [[Next|Bed]]>><</link>> <</if>> <<elseif $enemyhealth lte 0>> You knock the <<person>> off the bed, and <<he>> stumbles to the ground. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back." <br><br> Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle <<phim>>." <br><br> <<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone. <br><br> <<clotheson>> <<endcombat>> <<if $robinbed is "theirs">> <<link [[Next|Robin Bed]]>><</link>> <<else>> <<link [[Next|Bed]]>><</link>> <</if>> <<elseif $robinbed isnot undefined>> Robin's eyes flutter open in response to your cry. Robin sees the <<person>> pawing at you, and kicks <<him>> in the face. <<He>> falls off the bed. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back." <br><br> Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle them." <br><br> <<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone. <br><br> <<clotheson>> <<endcombat>> <<npc Robin>><<person1>>Robin hugs you, but doesn't seem to be entirely awake. <<He>> falls asleep again in your arms. <br><br> <<npcincr Robin dom 1>> <<endevent>> <<if $robinbed is "theirs">> <<link [[Next|Robin Bed]]>><</link>> <<else>> <<link [[Next|Bed]]>><</link>> <</if>> <<else>> <<set $daily.kylar.sleepRape to true>> Kylar's eyes snap open the moment you cry out. <<nnpc_He "Kylar">> lunges out of the bed, tackling the <<person>> to the floor. <<nnpc_He "Kylar">> pulls out a knife from <<if currentSkillValue('skulduggery') gte 200>> a hidden pocket on the inside of <<nnpc_his "Kylar">> <<if C.npc.Kylar.pronoun is "m">>pant leg<<else>>skirt<</if>> <<else>> out of nowhere <</if>> and holds it to the <<persons>> neck. <br><br> "Whoa, whoa!" the <<person>> yells. "I get it, I'm gone! Fucking hell!" Kylar backs away, but keeps <<nnpc_his "Kylar">> eyes fixed on the intruder. <<nnpc_He "Kylar">> stays between the two of you. <br><br> The <<person>> scrambles for the door. "I want my money back," <<he>> hisses to Bailey. <br><br> Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle them." <br><br> "I did not pay for that!" <<He>> glares at Bailey, but doesn't press the issue and stalks out. Bailey examines Kylar for a moment, then slams the door shut. <br><br> <<clotheson>> <<endcombat>> <<npc Kylar>><<person1>>Kylar returns to the bed, and wraps <<his>> arms around you<<if $speech_attitude is "meek">> again<</if>>. <<His>> pulse is racing. "I-It's okay," <<he>> whispers. "I protected you. You're safe." <<lksuspicion>><<npcincr Kylar rage -1>> <br><br> <<endevent>> <<link [[Next|Kylar Orphanage Bed]]>><</link>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<generateMickey>> <<if $pub_hack_job is 1 or $pubfame and $pubfame.intro is 1>> The orphans sometimes move rooms. After a few failed attempts you find the right door. <br><br> You knock. There's a pause. "Yes?" <br> You open the door. A person stands watching you. "Yes?" <br><br> "Hi, uh..." you say. "Mickey?" <br> The person snorts. "Sure. Let's go with that." <br> "Is that your name?" <br> "No." <br> You smile. "Do you have a name?" <br> "Yes." <br> "So what do I call you?" <br> "I said we could go with Mickey." <br> "Look, uh..." You smile again. You can't say if this is a boy or girl. Their voice and build make it hard to tell. "I need help." <br> Their eyes narrow. "How so?" <br> "I hear you can do things," you say. "With computers?" <br> "Who said that?" <br> "I heard," you say. <br> "It's untrue. Everyone here makes stuff up all the time. Stories. Don't believe everything you hear." <br> "But Landry said y—" <br> "Landry? Crap. Landry?" The hacker glances around with a touch of panic, then closes the door behind you. "Crap. Okay, strip please." <br> "What?" <br> "I said <<if $fame.exhibitionism gte 600>> strip. It's what you're famous for. Get on with it." <<elseif $fame.exhibitionism gte 200>> strip. You've done it before. In much more public places. Get on with it." <<elseif $exhibitionism lt 35>> strip." The hacker's face softens. "Look, I don't 'get off' on this. I need to be sure." <<else>> strip. Get on with it." <</if>> <br><br> <<else>> You knock on the hacker's door. <br> The door opens. 'Mickey' leans out and looks nervously down the hall, then ushers you in, closing the door behind. <br> "Are you ready to do as I asked? To strip?" <br><br> <</if>> <<link [[Strip (0:02)|Orphanage Hacker Strip]]>><<stress 1>><<pass 2>><<if $pubfame and $pubfame.intro lte 2>><<set $pubfame.intro to 3>><</if>><<if $pub_hack_job lte 2>><<set $pub_hack_job to 3>><</if>><<undress "mickey">><</link>><<gstress>> <br> <<link [[Refuse|Orphanage Hacker Strip Refuse]]>><<if $pubfame and $pubfame.intro lte 2>><<set $pubfame.intro to 2>><</if>><<if $pub_hack_job lte 2>><<set $pub_hack_job to 2>><</if>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> "Then nothing to talk about now. Change your mind and come back." <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> "And any jewellery." <br><br> You take off your clothes. <<if hasSexStat("exhibitionism", 4)>>Disappointingly, they<<elseif $exhibitionism lt 15>>Thankfully, they<<else>>They<</if>> pay you no attention as you strip, being more interested in your clothes. Once nude, all your clothes are shoved into a metal basket. The lid clips down. <br><br> "Faraday cage." Their eyes fix on your face. "Stops all transmissions. All listening devices. All radio. All bugs. Nothing in or out." <br> "What?" <br> They study your face for a long moment. <<if $hairlength gte 200>> <<pass 5>> <br> "Okay. Look, if—wait! Nice try." <br> They spend a few minutes running their fingers through your hair, combing through it. Seeming satisfied, they also check your ears. <</if>> <br><br> <<link [[Next|Orphanage Hacker Strip 2]]>><</link>><<effects>> "Good-good," they continue. "Okay. If you know about me, and Landry knows about me, then it's no longer safe. Word's out and spreading. Just a matter of time before Bailey hears something. That would be bad. I need to disappear. I'll help you later. But I need you now. Need you to do three things." <br><br> You nod. A small USB device is shoved into your hand. <br><br> <<link [[Next|Orphanage Hacker Strip 3]]>><</link>><<effects>> "One. There's a computer in Bailey's office. Ancient. Full of holes. It's where all the orphan records are. Easy pickings. Plug this device into it. Computer has to be on and logged in. Might need to catch Bailey using it. This will let me in so I can delete all records of myself. <br><br> "Two. Get into Leighton's office. At the school. There's a safebox under the desk. SD memory cards. Lots of them. Pictures of things. Things Leighton does to naive people who don't know better. People like I was. Leighton cannot keep those. I won't allow it. So steal them. You'll have to pick the lock. Don't get caught. <br><br> "Three. Put in a good word with Landry. I can make Landry money. Insane money. And I need a place to lie low. So it's win-win. Landry hides me, and I make Landry rich. Bailey never finds me. So talk to Landry. But do the other stuff first. That's more urgent." <br><br> <<link [[Next|Orphanage Hacker Strip 4]]>><</link>><<effects>> "Okay," you say. <br> "Good-good. Do this for me, I'll look out for you. I mean... you might never see me again. But I will. Promise. Anyway get to it." <br> "There's one thing—" <br> "What? Get to it!" <br> You wave a hand to indicate your nudity. <br> "Oh, wow." Their eyes widen. "Sorry." <br> They pass over the clothes basket. <br> "Sorry. Forgot. You, ah, look good." <br><br> You grab your clothes and dress with haste. <br><br> <<link [[Next|Orphanage]]>><<storeon "mickey">><<set $hacker_tasks to []>><<endevent>><</link>><<effects>> <<dontHideForNow>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, and you find it difficult to do anything about your pubes this way. <br> <<link [[Back->Bathroom]]>><<dontHideRevert>><</link>> <<exit>> <</if>> <<shavestrip>> <<wearProp "razor">> You take off your clothes and look at your <<genitals>>. <br><br> <<if playerChastity("hidden")>> The belt fits snug against your body, and it seems that reaching pubes with a razor is almost impossible. <br><br> <<link [[Dress up->Bathroom]]>><<clotheson>><<dontHideRevert>><</link>> <<exit>> <</if>> <<if playerChastity("cage")>> Your penis is <<if $worn.genitals.name is "chastity parasite">>sealed inside the parasite<<else>>locked inside the cage<</if>>. Shaving around it will be a bit more tricky, but that's not a big deal. <br><br> <</if>> <<if $pblevel gte 2 or $pbstrip gte 1 or $pblevelballs gte 2>> <<shavestyleicon 'clean'>><<link [[Shave clean (0:15)->Shave clean]]>><<pass 15>><<arousal 100>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<set $pbstrip to 0>><<set $makeup.pbcolour to 0>><</link>> <br> <</if>> <<if $pblevel gte 5 or $pbstrip gte 2 or ($pbstrip is 1 and $pblevel gte 2)>> <<shavestyleicon 'strip'>><<link [[Form a landing strip (0:15)->Shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat landing strip">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 1>><</link>> <br> <</if>> <<if $pblevel gte 5 or $pbstrip gte 3 or ($pbstrip gte 2 and $pblevel gte 2)>> <<shavestyleicon 'heart'>><<link [[Form a heart (0:15)->Shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "cute heart shape">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 2>><</link>> <br> <</if>> <<if $pblevel gte 5 or $pbstrip gte 4 or ($pbstrip gte 3 and $pblevel gte 2)>> <<shavestyleicon 'triangle'>><<link [[Form a triangle (0:15)->Shave strip]]>><<pass 15>><<arousal 100>><<set $pbstripName to "neat triangle">><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 3>><</link>> <br> <</if>> <<if $player.ballsExist is true>> <<if $pblevel gte 2 or $pbstrip gte 1>> <<shavestyleicon 'clean'>><<link [[Shave only pubis (0:10)->Shave pubis]]>><<pass 10>><<arousal 50>><<set $pblevel to 0>><<set $pbgrowth to 0>><<set $pbstrip to 0>><<if $pblevelballs is 0>><<set $makeup.pbcolour to 0>><</if>><</link>> <br> <</if>> <<if $pblevelballs gte 3>> <<shavestyleicon 'balls'>><<link [[Shave only balls (0:05)->Shave balls]]>><<pass 5>><<arousal 50>><<set $pblevelballs to 0>><<set $pbgrowthballs to 0>><<if $pblevel is 0 and $pbstrip is 0>><<set $makeup.pbcolour to 0>><</if>><</link>> <br> <</if>> <</if>> <<if $pblevel gt 5 or $pblevelballs gt 5>> <<shavestyleicon 'trim'>><<link [[Trim short (0:10)->Shave trim]]>><<pass 10>><<arousal 100>> <<if $pblevel gte 5>> <<set $pblevel to 5>><<set $pbgrowth to 7>><<set $pbstrip to 0>> <</if>> <<if $pblevelballs gte 5>> <<set $pblevelballs to 5>><<set $pbgrowthballs to 10>> <</if>> <</link>> <br> <</if>> <<if !playerChastity("hidden")>> <<cosmeticsicon "dyes">><<link [[Dye pubic hair->Dye pubic hair]]>><</link>> <br> <</if>> <<refuseicon>><<link [[Don't shave anything->Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream and a razor. <br> You sit down, spread your legs, and start carefully shaving your pubes. After a few minutes, you are done and your <<genitals_are 2>> now smooth and clean. <br><br> <<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream and a razor. <br> You start carefully shaving hair. After a few minutes, you are done and your pubis is now smooth and clean. <br><br> <<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream and a razor. <br> You prop one leg on a bathtub and start carefully shaving your balls. After a few minutes, you are done and your testicles are now smooth and clean. <br><br> <<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> You pick up some shaving cream and a razor. <br> You sit down, spread your legs, and start carefully shaving your pubes. After a few minutes, you are done and your <<genitals_are 2>> now smooth and clean with a <<print $pbstripName>> adorning your pubis. <br><br> <<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>><<wearProp "scissors">> You pick up a comb and a pair of scissors. <br> You sit down, spread your legs, and start carefully trimming your pubes. After a few minutes you are done and hair around your <<genitals 2>> is now neatly trimmed. <br><br> <<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>> <<set _ownedColours = $makeup.owned.hairdye.filter(x => x.count > 0)>> <<if _ownedColours.length == 0>> You don't own any hair dyes. Maybe you should visit a cosmetics shop to buy some. <br> <<else>> <<wearProp "hairdye">> What colour will it be? <br> <<set _choice = _ownedColours[0].colour>> <<for _i, _item range _ownedColours>> <label><span class="grey-shadow"><span @class="'hair-' + _item.colour.replace(/ /g, '-')"><span class="colour-hair"><span style="color:#FD6064;"><<hairmapcolourtext _item.colour>></span></span></span></span>&nbsp;<<print '<<radiobutton "_choice" "'+_item.colour+'" ' + (_choice is _item.colour ? "checked" : "") + '>>'>></label> &nbsp;x&nbsp;_item.count | <</for>> <br><br> <<link [[Dye pubic hair using selected colour (0:30)|Dye pubic hair Finish]]>><<pass 30>><<set $makeup.owned.hairdye.find(x => x.colour == _choice).count -= 1>><<set $makeup.pbcolour = _choice>><</link>> <</if>> <br> <<link [[Back|Shave]]>><</link>><<effects>> You treat your most sensitive parts with petroleum jelly and then prepare the hair dye. <br> Using a small brush, you carefully apply chemicals to your pubes and wait for them to soak in. <br> <<arousal 100>> <br> After several minutes, you rinse your private area with water and behold your <<genitals 2>> with <<hairmapcolourtext $makeup.pbcolour>> pubic hair. <br><br> <<link [[Next|Bathroom]]>><<clotheson>><<dontHideRevert>><</link>><<effects>><<wearProp "pen">> <<if $writeaction and $writebodyaction>> <<add_bodywriting $writebodyaction $writeaction pen>> You write <span class="lewd">"<<print $skin[$writebodyaction].writing>>"</span> on your <<bodypart $writebodyaction>>. <<unset $writeaction>><<unset $writebodyaction>> <<elseif $writeaction>> <span class="blue">You must choose a body part to write on.</span> <<unset $writeaction>> <<elseif $writebodyaction>> <span class="blue">You must choose what to write.</span> <<unset $writebodyaction>> <<else>> You hover the pen over your skin. <</if>> <br><br> Location: <br> <<for _active_bodypart range setup.bodyparts>> <<if $skin[_active_bodypart].writing>> <<else>> <<set _bodypart_detected to 1>> <label>Write on your <<bodypart _active_bodypart>> <<capture _active_bodypart>><<radiobutton "$writebodyaction" _active_bodypart>><</capture>></label> <br> <</if>> <</for>> <<if _bodypart_detected isnot 1>> There's no room on your skin. <br> <</if>> <br> Text: <br> <label><span class="lewd">£5 whore <<radiobutton "$writeaction" "five_pound_whore">></span></label> | <label><span class="lewd">£10 a pop <<radiobutton "$writeaction" "ten_pound_a_pop">></span></label> | <label><span class="lewd">£25 per fuck <<radiobutton "$writeaction" "twenty_five_pound_per_fuck">></span></label> | <label><span class="lewd">£100 <<radiobutton "$writeaction" "one_hundred_pound">></span></label> | <label><span class="lewd">It's not rape if you pay me <<radiobutton "$writeaction" "its_not_rape_if_you_pay_me">></span></label> | <label><span class="lewd">Whore <<radiobutton "$writeaction" "whore">></span></label> | <label><span class="lewd">Slut for hire <<radiobutton "$writeaction" "slut_for_hire">></span></label> | <label><span class="lewd">Body for sale <<radiobutton "$writeaction" "body_for_sale">></span></label> | <br><br> <<link [[Write|Mirror Bodywriting]]>><<handheldon>><</link>> <br> <<link [[Stop|$passage_mirror]]>><<handheldon>><<unset $writeaction>><<unset $writebodyaction>><</link>> <br><<effects>><<wearProp "pen">> <<set _skin_keys to Object.keys(setup.bodywriting)>> <<if $mirror_bodypart>> $mirror_bodypart <br> <<print $writeaction>> <br> <<add_bodywriting $mirror_bodypart $writeaction pen>> <<unset $mirror_bodypart>><<unset $writeaction>> <<else>> You hover the pen over your skin. <</if>> <br><br> <<for _active_bodypart range setup.bodyparts>> <<if $skin[_active_bodypart].writing>> <<else>> <<capture _active_bodypart>><<link [[Write|Mirror Bodywriting]]>><<set $mirror_bodypart to _active_bodypart>><</link>><</capture>> on your <<bodypart _active_bodypart>> <br> <</if>> <</for>> <br> Something non-explicit: <<for _s to 0; _s lt _skin_keys.length; _s++>> <<if setup.bodywriting[_skin_keys[_s]].lewd is 0>> <label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" clone(setup.bodywriting[_skin_keys[_s]].index)>></label> | <br> <</if>> <</for>> <br><br> <<if hasSexStat("promiscuity", 3)>> <span class="lewd">Something lewd</span>: <<for _s to 0; _s lt _skin_keys.length; _s++>> <<if setup.bodywriting[_skin_keys[_s]].special isnot "bestiality" and setup.bodywriting[_skin_keys[_s]].lewd is 1>> <label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" "clone(setup.bodywriting[_skin_keys[_s]].index)">></label> | <</if>> <</for>> <br> <<else>> Something lewd: <<insufficientStat "promiscuity" "to write anything">> <br> <</if>> <br> <<if hasSexStat("deviancy", 3)>> <span class="lewd">Something deviant</span>: <<for _s to 0; _s lt _skin_keys.length; _s++>> <<if setup.bodywriting[_skin_keys[_s]].special is "bestiality">> <label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" "clone(setup.bodywriting[_skin_keys[_s]].index)">></label> | <</if>> <</for>> <br> <<else>> Something deviant: <<insufficientStat "deviancy" "to write anything">> <br> <</if>> <br> <<link [[Stop|$passage_mirror]]>><<handheldon>><</link>> <br><<effects>> What do you want to write or draw on your $mirror_bodypart? <br><br> <<link [[Something deviant|Mirror Bodywriting Deviant]]>><</link>> <br> <<link [[Something lewd|Mirror Bodywriting Lewd]]>><</link>> <br> <<link [[Something normal|Mirror Bodywriting Normal]]>><</link>> <br><<effects>> <<set _skin_keys to Object.keys(setup.bodywriting)>> <<for _s to 0; _s lt _skin_keys.length; _s++>> <<if setup.bodywriting[_skin_keys[_s]].special is "bestiality">> <label><<print setup.bodywriting[_skin_keys[_s]].writing>> <<radiobutton "$writeaction" "clone(setup.bodywriting[_skin_keys[_s]])">></label> | <</if>> <</for>> <br><br> <<link [[Write|Mirror Bodywriting Deviant]]>><</link>> <br><<effects>><<effects>> <<set _skin_keys to Object.keys(setup.bodywriting)>> <<for _s to 0; _s lt _skin_keys.length; _s++>> <<print setup.bodywriting[_skin_keys[_s]].writing>> <br> <</for>><<effects>> <<neckstrip>><<set _colour to $carried.neck.colour>> <<wearProp "love locket" _colour>> You open the locket around your neck. <br><br> <div class="img-txt"> <div id="locket"> <span> <img class="icon infront" @src="'img/ui/locket_'+$carried.neck.colour.replace(' ', '_')+'.png'"> <img class="icon" @src="'img/ui/locket_photo_'+$carried.neck.colour.replace(' ', '_')+'.png'"> </span> </div> <div id="locket-txt"> <<switch $carried.neck.photo>> <<case "Robin">> <<set _locket_text to "A photo of Robin smiles back.">> <<case "Whitney">> <<set _locket_text to "A photo of Whitney grins back.">> <<case "Kylar">> <<set _locket_text to "A photo of Kylar gazes back.">> <<case "Eden">> <<set _locket_text to "Eden's stern expression greets you.">> <<case "Avery">> <<set _locket_text to "In the photo, Avery looks to the side, head tilted up.">> <<case "Alex">> <<set _locket_text to "A photo of Alex on a steed greets you.">> <<case "Sydney">> <<set _locket_text to "A photo of Sydney deep in prayer greets you.">> <<case "Black Wolf">> <<set _locket_text to "There's a photo inside of the Black Wolf, sleeping peacefully.">> <<case "Great Hawk">> <<set _locket_text to "There's a photo inside of the Great Hawk, looking statuesque.">> <<case "Gwylan">> <<if $gwylan?.timer?.nobody gte Time.date.timeStamp>> <<set _locket_text to "The picture within is distorted and unrecognisable.">> <<elseif $hypnosis_traits.devotion gte 4>> <<set _locket_text to "Gwylan's seductive smile greets you. The picture almost seems to be shining.">> <<else>> <<set _locket_text to "Gwylan's cheery smile greets you, although the rest of <<nnpc_his 'Gwylan'>> face is blurry.">> <</if>> <<default>> <<set _locket_text to "It's empty, but there's space for a single photograph.">> <</switch>> <<if C.npc["Ivory Wraith"].love gte 10 and (["haunt", "despair"].includes($wraith.state) or C.npc["Ivory Wraith"].lust gt 10) and $hallucinations gte 1 and ((random(1, 100) is 1) or ($controlled is 0 and random(1, 100) lte 5))>> <<fadeText "<span class='wraith'>A pale figure's <<wraithEyes>> gaze pierces you.</span>" "<<print _locket_text>>">> <<else>> <<print _locket_text>> <</if>> <br><br> </div> </div> <<for _npc range setup.NPCNameList>> <<capture _npc>> <<if $carried.neck.photo != _npc and (isLoveInterest(_npc))>> <span @class="'clothes-'+$carried.neck.colour.replace(' ', '-')"><<icon "locket.png">></span> <<if $carried.neck.photo>> <<link [[`Replace the picture with a photo of ${_npc}`|Mirror Locket 2]]>><<set $carried.neck.photo to _npc>><</link>> <br> <<else>> <<link [[`Add a photo of ${_npc}`|Mirror Locket 2]]>><<set $carried.neck.photo to _npc>><</link>> <br> <</if>> <</if>> <</capture>> <</for>> <br> <<getouticon>><<link [[Back|$passage_mirror]]>><<handheldon>><<neckon>><</link>><<effects>> <<switch $carried.neck.photo>> <<case "Robin">> You insert a small photograph of Robin, smiling happily. <<case "Whitney">> You insert a small photograph of Whitney, grinning deviously. <<case "Kylar">> You insert a small photograph of Kylar, gazing obsessively. <<case "Eden">> You insert a small photograph of Eden, frowning sternly. <<case "Avery">> You insert a small photograph of Avery, looking unconcerned. <<case "Alex">> You insert a small photograph of Alex, on horseback. <<case "Sydney">> You insert a small photograph of Sydney, hands clasped in prayer. <<case "Black Wolf">> You insert a small photograph of the Black Wolf, slumbering peacefully. <<case "Great Hawk">> You insert a small photograph of the Great Hawk, striking a statuesque pose. <<case "Gwylan">> <<if $gwylan?.timer?.nobody gte Time.date.timeStamp>> You insert a small photograph of nobody. <<elseif $hypnosis_traits.devotion gte 4>> You insert a small photograph of Gwylan, smiling seductively with a belted collar in <<nnpc_his "Gwylan">> hand. <<else>> You insert a small photograph of Gwylan, smiling and waving cheerfully. <</if>> <</switch>> <br><br> <<link [[Next|$passage_mirror]]>><<handheldon>><<neckon>><</link>><<set $location to "town">><<set $outside to 0>><<effects>> <<generate1>><<generate2>><<person1>><<facewear 26>><<bind>> You're shaken awake, and find yourself lying in the back of a car. Coils of rope hold your arms to your back, and your body to the chairs. A gag has been stuffed in your mouth. <br><br> "<<pShes>> awake," says a <<person>> in the front passenger seat. <br> "Good," responds the driver, a <<person2>><<person>>. "Just in time." <br><br> You can't see much beyond the windows. Not from your position. Only the sky and a procession of street lights. The car pulls into a building, and you hear doors shut behind it. <br><br> <<link [[Next|Sold 2]]>><</link>><<effects>> Some of the ropes are cut loose, though your arms are still bound. You're led into what looks like a regular kitchen, and into a living room. You're shoved onto the sofa. <br><br> "Well now," the <<person1>><<person>> says. "All that trouble getting you, and now that you're here I can't decide what to do." <br> "Could just rape <<phim>>," the <<person2>><<person>> responds, reclining in a separate seat. "Though is it rape if <<pshe>> doesn't say no?" <br><br> They discuss your fate for a few moments. None of it sounds pleasing. <br><br> <<link [[Make submissive gestures|Sold Sub]]>><<sub 1>><</link>> <br> <<link [[Glare|Sold Glare]]>><<def 1>><</link>><<effects>> You climb onto your knees and remain there while bowing your head. The pair laugh. <br><br> "At least someone's made up their mind." <<He>> reaches forward, and tears the gag free of your mouth. "Do you have any ideas?" <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<link [[Ask to be let go|Sold Ask]]>><</link>> <br> <<link [[Say you'll cooperate|Sold Cooperate]]>><</link>> <br> <<link [[Scream|Sold Scream]]>><</link>><<effects>> You glare at the <<fullGroup>> in turn, and don't look away when they look back. The pair laugh. <br><br> "I think <<pshes>> got some thoughts of <<pher>> own," the <<person1>><<person>> says as <<he>> reaches forward and rips the gag from your mouth. <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<link [[Ask to be let go|Sold Ask]]>><</link>> <br> <<link [[Say you'll cooperate|Sold Cooperate]]>><<sub 1>><</link>> <br> <<link [[Scream|Sold Scream]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "P-please let me go," you say. "I won't tell anyone. I promise." <<elseif $speech_attitude is "bratty">> "You'd best let me go," you say. "People will be looking for me." <<else>> "Please let me go," you say. "I'll forget this ever happened." <</if>> <br><br> The pair look at each other, and laugh. "We've paid for you," the <<person1>><<person>> says. "And we'll get our money's worth." <br> The <<person2>><<person>> leans over to <<his>> friend. They whisper back and forth for a moment, until the <<person1>><<person>> turns to you once more. "We've got an idea. We'll let you go, but you're gonna have to work for it." <br><br> <<link [[Next|Sold Work]]>><</link>><<effects>> <<if $speech_attitude is "meek">> "I-I'll do what you ask," you say. "J-Just don't hurt me. Please." <<elseif $speech_attitude is "bratty">> "Look," you say. "I know how this works. I'll play along, let's just not waste any more of my time than we have to." <<else>> "I'll cooperate," you say. "Just be gentle." <</if>> <br><br> "You've got a good head on your shoulders," the <<person1>><<person>> says, pouring <<himself>> a glass of scotch. "Better than the last one." <br><br> <<pass 2>> The pair whisper to themselves for a couple of minutes, with occasional furtive glances in your direction. They reach an agreement at last. "We've got some work for you." <br><br> <<link [[Next|Sold Work]]>><</link>><<effects>> "I've always wanted my own <<if $player.gender_appearance is "m">>butler<<else>>maid<</if>>," the <<person1>><<person>> says. "So you're gonna work for us for a few hours. Filling our drinks, providing eye-candy. Whatever we want. In return, we'll let you go without raping you." <br><br> "We could still just rape you," the <<person2>><<person>> says. "Then throw you out with the other trash. If you'd prefer it that way." <br><br> <<link [[Agree to be their maid (3:00)|Sold Work Accept]]>><<pass 60>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Sold Work Refuse]]>><</link>><<effects>> <<if $speech_attitude is "meek">> "I-I'll do whatever you ask," you say. "How can I serve you?" <<elseif $speech_attitude is "bratty">> "Fine," you say. "What do you want me to do?" <<else>> "I understand," you say. <</if>> <br><br> The pair make you keep their drinks full, and fetch snacks from the kitchen on demand. When you're unneeded, they make you stand to the side. <<if $exposed gte 1>>You wish you weren't so exposed.<</if>> They leer at you openly, but there's no helping it. <<if $exposed gte 1>>You can't even cover yourself with your arms bound.<</if>> <br><br> <<if $settings.footFetishEnabled>> The <<person2>><<person>> gestures at <<his>> glass. This time, when you bend over to fill it, <<he>> kicks your bottom, knocking you to your knees. A weight presses against your back before you can stand up. Then another. "I need a new footstool," <<he>> says. "Best stay still. Footstools don't move." <<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>> <br><br> <<link [[Endure (1:00)|Sold Work Foot]]>><<pass 60>><<sub 1>><<trauma 6>><<stress 6>><<arousal 4000>><</link>><<gtrauma>><<gstress>><<ggarousal>> <br> <<link [[This is too humiliating|Sold Work Foot Refuse]]>><<def 1>><</link>> <br> <<else>> They send you to the kitchen to pick up some cream. It's awkward with your arms bound, but you manage to open the fridge and lift the large tub. You bring it into the living room. <br><br> "Lie on the table," the <<person2>><<person>> says, removing the lid. "All our plates are in the sink." <br><br> <<link [[Accept (1:00)|Sold Work Food]]>><<trauma 6>><<stress 6>><<pass 60>><<sub 1>><<arousal 4000>><</link>><<gtrauma>><<gstress>><<ggarousal>> <br> <<link [[Refuse|Sold Work Food Refuse]]>><</link>> <br> <</if>><<effects>> You remain on your knees. The pair continue to chat as if you're not there, though the <<person2>><<person>> occasionally mentions how comfortable <<his>> footstool is. <br><br> You're beginning to feel bored, but yelp in surprise as something touches your <<genitals>>. <<if playerChastity()>> <<He>> lifts your $worn.genitals.name with <<his>> feet, pulling it against your <<genitals 1>> and <<bottom>>. <<else>> <<He>> nonchalantly molests you with <<his>> toes. <</if>> <<if $arousal gte $arousalmax>> You feel a heat build. Despite the situation. <<orgasm>> You're left panting. Neither the <<person2>><<person>> nor <<person1>><<person>> mention it, but they must have noticed. <<else>> You remain still, and avoid giving any indication that it's having an effect on you. <</if>> <br><br> The <<person2>><<person>> grows bored of molesting you this way, and sends you to the kitchen to pick up some cream. It's awkward with your arms bound, but you manage to open the fridge and lift the large tub. You bring it into the living room. <br><br> "Lie on the table," the <<person>> says, removing the lid. "All our plates are in the sink." <br><br> <<link [[Accept|Sold Work Food]]>><<trauma 6>><<stress 6>><<pass 60>><<sub 1>><<arousal 4000>><</link>><<gtrauma>><<gstress>><<ggarousal>> <br> <<link [[Refuse|Sold Work Food Refuse]]>><</link>><<effects>> You lie on the table as instructed. The <<person2>><<person>> sits behind your head, and wraps an arm around your neck. <<if $worn.upper.set is $worn.lower.set>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> The <<person1>><<person>> flips up your skirt, exposing your <<undies>>. You try to cover yourself with your legs, but there's little you can do. <<He>> pulls your skirt up high, over your abdomen, and even your <<undertop>>. <<He>> holds the tub above your chest. <<else>> The <<person1>><<person>> pulls down your top, exposing your <<undertop>>. <<He>> holds the tub above your chest. <</if>> <<elseif !$worn.upper.type.includes("naked")>> The <<person1>><<person>> pulls up your top, exposing your <<undertop>>. <<He>> holds the tub above your chest. <<else>> The <<person1>><<person>> holds the tub above your chest. <</if>> <<He>> tips it, and pours cold cream over your bare skin. You squirm and shiver as the chill hits you, much to <<his>> delight. <br><br> <<if !$worn.under_upper.type.includes("naked")>> <<He>> pulls down your $worn.under_upper.name next, and pours the cream over your <<breasts>> directly. <<else>> <<He>> pours the cream over your <<breasts>> directly. <</if>> Your bare skin is sensitive, and it's hard not to cry out. It becomes harder still as <<his>> tongue touches your flesh. <<He>> laps up the cream in chaotic licks, some small and quick, some long and trailing. <br><br> <<link [[Next|Sold Work Food 2]]>><</link>><<effects>> The <<person2>><<person>> takes the tub and pours it over your face. <<He>> leans in and laps it off your skin, with movements no less chaotic than <<his>> friend. When your face is clean, <<he>> probes your lips with <<his>> tongue, trying to worm <<his>> way in. <br><br> <<if $arousal gte $arousalmax>> The <<person1>><<persons>> work on your <<breasts>> is too much. <<orgasm>> You can't help but open your mouth. The <<person2>><<person>> takes advantage, and slides <<his>> tongue past your lips and over yours. <<takeKissVirginity $NPCList[1] "rape">> <<else>> <</if>> At last, the pair grow bored. Or perhaps they just ran out of cream. "That wasn't so bad, was it?" the <<person2>><<person>> says as <<he>> cuts through the rope binding your arms. <<unbind>> <br><br> <<if $exposed gte 1>> <<towelup>> They throw some towels over you before shoving you through the back door, and then a gate, leading to a path running behind the garden. <br><br> <<tearful>> you follow the path, and emerge near Harvest Street. <<else>> They shove you out the back door, and then a gate, leading to a path running behind the garden. <br><br> <<tearful>> you follow the path, and emerge near Harvest Street. <</if>> <br><br> <<endevent>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>><<effects>> <<if $speech_attitude is "meek">> "I-I'm not doing it," you say. "You're being very unkind." <<elseif $speech_attitude is "bratty">> "This is the last fucking straw," you say. "I'm done." <<else>> "No," you say. "And you can't make me." <</if>> You kick the <<person1>><<person>> in the face. <<He>> falls backwards, clutching <<himself>>, as the <<person2>><<person>> lunges at you. <br><br> <<link [[Next|Sold Rape]]>><<set $molestationstart to 1>><</link>><<effects>> You crawl away from the <<person2>><<persons>> feet, letting you stand up. "I guess you wanna do this the hard way—" <<he>> begins. You interrupt <<him>> with a kick to the groin. <<He>> shouts in pain, but climbs to <<his>> feet and lunges. <br><br> <<link [[Next|Sold Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>><<effects>> <<if $speech_attitude is "meek">> "I-I don't want to," you say. "Just let me go." <<elseif $speech_attitude is "bratty">> "Fuck you," you say. "And fuck your shitty choice. Bring it on." <<else>> "This isn't fair," you say. "You shouldn't treat people like this." <</if>> <br><br> "Whatever." The <<person1>><<person>> shrugs. "This suits us fine too." <br><br> <<link [[Next|Sold Rape]]>><<set $molestationstart to 1>><</link>><<effects>> You hold back your head, and scream. <br><br> "Stupid fucking <<bitch>>," the <<person1>><<person>> says, knocking over a table in <<his>> haste to reach you. "I'm going to enjoy fucking you up." <<He>> clasps a hand over your mouth as the <<person2>><<person>> holds you down. <br><br> You cry out from the rough handling. The pair hold you still, and listen. <<if $rng lte 50>> <span class="red">Nothing happens.</span> Confident they haven't been caught, the <<person1>><<person>> sneers at you. "Time to teach you a lesson," <<he>> says. "You're our toy. And no one's coming for you." <br><br> <<link [[Next|Sold Rape]]>><<set $molestationstart to 1>><</link>> <<exit>> <</if>> <<generate3>> A moment later you hear <span class="green">a knock at the door.</span> "Shit," the <<person1>><<person>> says. <<He>> turns to the <<person2>><<person>>. "Don't just sit there you lemon. See them off." <br><br> The <<person2>><<person>> leaves the living room, and you hear the front door open. "Everything okay in there?" says an unfamiliar <<person3>><<personsimple>>'s voice. "Just I thought I heard a scream." <br> "Everything's fine in here. I just stubbed my toe." <br> "That so? The scream didn't sound like your voice." <br> "Maybe you shouldn't be so fucking nosy." <br><br> The <<person1>><<person>> tenses, <<his>> hand now clutching your face so hard it hurts. <br><br> <<link [[Make noise|Sold Noise]]>><</link>> <br> <<link [[Wait (0:02)|Sold Wait]]>><<pass 2>><</link>><<effects>> You kick the upturned table, and your foot splits apart the frail wood with a crack. <br><br> "I heard that. I'm coming in," the stranger says. "Wouldn't be doing my civic duty otherwise." <br> "No, you're not. You're gonna fuck off home or I'll fuck you up." <br> "Then I'm calling the police." With that, the front door slams shut. The <<person2>><<person>> returns to the living room. <br><br> The pair blame each other for the mishap, and spend a few moments arguing before deciding they can't risk keeping you here. They shove you out the back door, and then a gate, leading to a path running behind the garden. <br><br> "You'll pay for this," the <<person1>><<person>> says as you stumble. "Good luck getting home with your arms tied." <<He>> slams the gate shut. <br><br> <<tearful>> you follow the path, and emerge near Harvest Street. <br><br> <<endevent>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>><<effects>> <<pass 2>> You stay still, and listen to the argument at the door. It becomes more heated, until the stranger threatens to call the police. The <<person2>><<person>> slams the door in response. <<He>> returns to the living room. <br><br> The pair blame each other for the mishap, and spend a few moments arguing before deciding they can't risk keeping you here. They shove you out the back door, and then a gate, leading to a path running behind the garden. <br><br> "You'll pay for this," the <<person1>><<person>> says as you stumble. "Good luck getting home with your arms tied." <<He>> slams the gate shut. <br><br> <<tearful>> you follow the path, and emerge near Harvest Street. <br><br> <<endevent>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger += 100>><<set $enemytrust -= 50>> <<if $phase is 1>> <<set $enemyhealth -= 50>> <<elseif $phase is 2>> <<set $enemyhealth -= 100>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Sold Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Sold Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Not bad for the price," the <<person1>><<person>> says while reclining on the sofa. Meanwhile the <<person2>><<person>> unties your <<unbind>>arms, and drags you to your feet. <br><br> You're pushed through the house, through the back door and a gate beyond, onto a path running behind the garden. "Tell Bailey we're satisfied." The gate slams shut behind you. <br><br> <<tearful>> you follow the path. You emerge on Harvest Street. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <br> <<else>> The <<person1>><<person>> trips over the table, and falls into it with a crash. The <<person2>><<person>> flails at you, but you're too quick. You run through the house, through the back door, and into the garden. There's a gate leading to a path running behind the house. <br><br> <<tearful>> you follow the trail, and emerge near Harvest Street. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Harvest Street]]>><<set $eventskip to 1>><</link>> <</if>><<effects>> <<set [_eggnant, _eggnantGenital] to getPregnancyObject("pc", true)>> <<if playerIsPregnant() and _eggnant.type is "hawk">> <<set $eggLayNumber to _eggnant.fetus.length>> <<else>> <<set $eggLayNumber to $harpyEggs.count>> <</if>> You look over at Robin's sleeping form only to find <<him>> no longer sleeping. <<Hes>> gone straight from stirring to sitting upright, looking down at your unclothed lower half, eyes fixed on your <<if _eggnantGenital is "vagina">>drooling cunt<<else>>ass<</if>>, though <<his>> expression is tinged with concern at the way it's spreading open seemingly on its own. <br><br> Robin stares on in abject horror as the egg's rounded bottom breaches your hole, a deep flush overtaking <<his>> face at the moan that escapes you. <<He>> opens <<his>> mouth like <<hes>> about to speak, but is cut off by the egg popping free with a squelch, leaving your entrance gaping slightly<<if _eggnantGenital is "vagina">>, muscles fluttering with residual contractions. Fluids leak from your parted <<pussy>> onto the newly-laid egg<</if>>. <<ggarousal>><<arousal 3000>> <<if $arousal gte $arousalmax>> <<orgasm>><<set _orgasmEgg to true>> <<else>> <br><br> <</if>> Robin's mouth hangs similarly open. "Th-that..." <<He>> blinks and shakes <<his>> head. <<if C.npc.Robin.dom lte 40>> "You can, um... you can keep the... egg." <<else>> "You, um... you can keep that." <</if>> <br><br> <<if $eggLayNumber gte 2>> You aren't finished, though. Robin lapses back into silence as you grunt, toes digging into the bedsheets. More fluids gush from your hole as the second egg shifts into place, passing through your <<if _eggnantGenital is "vagina">>cervix and sliding down your slick vaginal canal<<else>>rectum and sliding down your anal passage<</if>>. You groan openly as the egg slides out, landing beside its sibling with a wet plop. <<arousal 1000>><<garousal>> <<if $arousal gte $arousalmax>> <<orgasm>><<set _orgasmEgg to true>> <<else>> <br><br> <</if>> Robin watches, unblinking, waiting to see if you're done. <br><br> <<if $eggLayNumber gte 3>> It's still not over, though. One final egg starts making its way down, and nudges into your most sensitive spot at a sharp angle, sending you over the edge<<if _orgasmEgg>> again<</if>>. <<orgasm>> <</if>> Robin heaves a sigh of relief when you return to normal. <<else>> Robin continues staring at you. <</if>> You shake your head and <<if $transformationParts.bird.plumage isnot "hidden">>puff up your plumage as you <</if>><<if $eggLayNumber gte 2>>gather your eggs into your arms<<else>>pick up your egg<</if>>, mind blank save for an overwhelming sensation of maternal bliss. <<if playerIsPregnant() and _eggnant.type is "hawk">> <<wearProp "egg" 0 "hawk">> <<set _eggIcon to $eggLayNumber>> <span class="lewd">You're certain the <<pluralise $eggLayNumber "egg is" "eggs are">> fertilised.</span> You should bring <<pluralise $eggLayNumber "it" "them">> back to your nest. You pick up <<number $eggLayNumber>> <<birdicon "eggs">> fertilised bird <<pluralise $eggLayNumber "egg">>. <<if $eggLayNumber gte 2>>They're quite large, and you're left wondering how they all fit inside of you to begin with.<<else>>It's quite large, and you're left wondering why passing it didn't hurt more.<</if>> <<pregnancyFeats "pc">> <<endPlayerPregnancy $location "inventory">> <<set $harpyEggsPrevent to 28>> <<else>> <span class="blue">You're fairly certain the <<pluralise $eggLayNumber "egg">> shouldn't be fertilised, though.</span> <<tending_pick bird_egg $eggLayNumber $eggLayNumber>> <<unset $harpyEggs>> <<set $harpyEggsPrevent to 14>> <</if>> <br><br> <<link [[Next|Robin Bed Egg Laying End]]>><<handheldon>><</link>> <br><<effects>> <<if $robinbed is "yours">> <<He>> tries to put on a sympathetic look, but <<his>> <<if C.npc.Robin.dom lte 40>> meek <<else>> confused <</if>> tone betrays <<him>>. "I can help you clean up?" <<He>> very obviously doesn't want to. You tell <<him>> that it's okay, and <<he>> leaves your room. <br><br> <<set $wardrobe_location to "wardrobe">> <<wardrobeSelection true>> <<radiooutfits>> <<else>> <<He>> furrows <<his>> brows, looking at the puddle beneath you. <<if C.npc.Robin.dom lte 40>> "W-well, I've got to clean this up now." <<else>> "Now I have to clean this up..." <</if>> You offer to help, but <<he>> tells you that it's okay. You return to your room. <<storeon "bed">> <</if>> <<if Time.hour is 6>><<run setRobinLocationOverride("orphanage", 6)>><</if>> <<unset $robinbed>><<unset $eggLayNumber>> <<endevent>> <br><br> <<if $renttime lte 0>> <<set $bus to "home">> <<getouticon>><<link [[Next|Bedroom Bailey]]>><</link>> <<else>> <<getouticon>><<link [[Next|Bedroom]]>><</link>> <</if>> <br><<set $outside to 0>><<set $location to "home">><<effects>> With a discreet motion, you undo your towel. It falls to the ground, exposing your <<chest>> and <<genitals>>. <<exhibitionism5>> The <<person>>'s eyes widen, and <<he>> seems transfixed by your naked form. <br><br> <!-- Undress towel --> <<upperstrip>> <<lowerstrip>> <<if hasSexStat("exhibitionism", 5)>> <<link [[Take things further|Hallway Flashing 2]]>><</link>><<exhibitionist5>> <br> <</if>> <<link [[End things here|Hallway Flashing End]]>><</link>> <br><<effects>> "Oops, how clumsy. I guess I didn't tie the towel properly." <br><br> You pretend to cover yourself with your hands, but the positioning leaves all the important bits still uncovered. <br><br> "R-right. Just be careful in the..." <br><br> The <<person>> stops mid-sentence as you provocatively bend over to grab the towel from the floor. Your back is to <<him>>, giving a full view of your <<bottom>> and <<genitals>>. <<exhibitionism5>> You pick up the towel, but let it fall from your hands once more, pretending to have a hard time holding onto the piece of cloth as your ass wiggles. <br><br> <<link [[Next|Hallway Flashing 3]]>><</link>> <br><<effects>> <<if random(1, 2) is 2>> Deciding the <<person>> has seen enough, you finally pick the towel up from the floor. Still, you don't bother covering up just yet. <br><br> "Hope you enjoyed the show," you say, giving <<him>> a wink. There's a shocked expression on <<his>> face. <br><br> Not giving the <<person>> time to think, you quickly pass <<him>> by and continue on your way. <br><br> <<clotheson>> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<else>> Deciding the <<person>> has seen enough, you finally pick the towel up from the floor. Before you can stand up straight, however, you feel <<his>> hands on your exposed ass. <br><br> "Wait!" you shout. "I didn't..." <br> "Don't think you can just tease me like that, you <<bitch>>!" the <<person>> shouts back. "You had your fun, so it's my turn now." <br><br> <<link [[Next|Hallway Flashing Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> Deciding the <<person>> has seen enough, you cover yourself with your arms as you grab the towel from the floor. <br><br> "Sorry, I guess I didn't tie it properly." <br> "Oh. R-right." Your words bring <<him>> back down to earth. "N-no problem. Just be careful." <br><br> You nod in response, passing <<him>> by and continuing on your way. <br><br> <<clotheson>> <<link [[Next|Orphanage]]>><<endevent>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Hallway Flashing Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Hallway Flashing Rape]]>><</link>></span><<nexttext>> <</if>><<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Next time you want to get fucked, you should just ask," the <<person>> says snarkily. <br><br> <<tearful>> you gather yourself. You don't respond. Instead, you walk away, not even bothering to pick your towel back up. You just want to leave <<him>> behind. <<else>> You finally manage to push the <<person>> away and use the opportunity to dash down the corridor. <br><br> <<tearful>> you gather yourself. You don't even bother grabbing your towel from the floor, only wanting to leave <<him>> behind. <</if>> <br><br> <<carriedClear "upper">> <<carriedClear "lower">> <<clotheson>> <<endcombat>> <<link [[Next|Orphanage]]>><</link>> <br><<set $outside to 0>><<set $location to "home">><<effects>><<set $bus to "orphanage_kitchen">> You are in the orphanage kitchen. High cupboards line the walls, above spotless wooden counters. A couple of ovens sit beside each other, opposite a fridge, and a large freezer. <br><br> <<if !$loft_river>> <<robinorphanagekitchen>> <</if>> <<if Time.dayState is "night">> A draft rattles hanging utensils. <<elseif Time.hour is 7>> Orphans rush to-and-fro, preparing breakfast. <<elseif Time.hour is 18>> Orphans rush to-and-fro, preparing dinner. <<else>> <<if $orphan_hope gte 50>> An orphan sweeps the floor, a spring in their step. <<elseif $orphan_hope gte 10>> An orphan sweeps the floor, smiling at some private joke. <<else>> An orphan sweeps the floor, eyes downcast. <</if>> <</if>> <br><br> <<if Time.dayState is "night">> <span class="purple">Bailey cuts the power at night.</span> You can't cook in the dark. <br><br> <<else>> <<ingredientsSupplied "salt" "vegetable_oil" "bottle_of_milk" "flour" "pork" "chicken_egg" "turnip" "potato" "onion" "oats">> <<ingredientsExceptions>> <span class="pink">Bailey disallows other ingredients,</span> except for those you make here. If you want to use others, you'll have to find another kitchen. <br><br> <<set _hourRestriction to 21>> <<kitchenDisplay>> <</if>> <<main_hall_icon>><<link [[Main hall (0:01)|Orphanage]]>><<pass 1>><<handheldon>><</link>> <br><<effects>> <<npc Avery>><<person1>> "Hello," the girl says as you approach. "Are you looking for Avery? I hear they have a nice mansion on Danube Street, and you might be able to live there, someday. I can speed things up for you, if you like." <br><br> <<link [[Accept|Orphanage Sneaky Mansion 2]]>><<set $auriga_artefact to "Avery">><<if C.npc.Avery.state is "dismissed">><<unDismissAvery>><</if>><<npcincr Avery love 100>><</link>> <i>Brings Avery's arc forward to right before their mansion is unlocked.</i> <br> <<link [[Decline|Orphanage]]>><<endevent>><</link>> <br><<effects>> The girl smiles. "I'll make the call! Just hang around the main hall of the orphanage during the day, and Avery should show up to collect you. Good luck!" <br><br> A tall blonde girl in a crisp black outfit walks by, carrying a sack over her shoulder. Something in it moves. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> The girl puts the head of the paddle on your shoulder, as if to knight you. "Hey there. Like my outfit?" She fleeces down the skirt of the chain tunic. "You can get one of these too, now. All you need to do is raid the castle and lay the pr—" <br><br> She clears her throat. "The shop. It's at the forest shop. It'll be a bitch to find, though. Unless you cheat. No judgement." She shrugs. "Probably the hardest thing to find there, unless you've cozied up to Winter lately for old <<nnpc_gender "Winter">> story time. God, the things I would do to that dusty old fuck, if not for this." She shivers, flicking the halo above her head. "The shopkeep has some interesting things to say too, you know. If you really earn the stuff there, <<nnpc_he "Gwylan">> might just start to like you. Some of those clothes will be hard to reach. Now, I can't skip you to the end, but I can set you on the right path. Escaping any of those places will be on you, but it'll unlock those clothes for you all the same." <br><br> "So, what'll it be?" <br><br> <<link [[Underground Brothel Start (Slut Shirt)|Orphanage Sneaky Bad Ends 2]]>><<endevent>><<set $phase to "ubrothel">><</link>> <br> <<link [[Underground Farm Start (Cow Print Set and Cow Bell)|Orphanage Sneaky Bad Ends 2]]>><<endevent>><<set $phase to "ufarm">><</link>> <br> <<link [[Prison Start (Prison Set)|Orphanage Sneaky Bad Ends 2]]>><<endevent>><<set $phase to "prison">><</link>> <br> <<link [[Asylum (Unbound Straightjacket)|Orphanage Sneaky Bad Ends 2]]>><<endevent>><<set $phase to "asylum">><</link>> <br> <<link [[Eden/Black Wolf (Loincloth)|Orphanage Sneaky Bad Ends 2]]>><<endevent>><<set $phase to "forest">><</link>> <br> <<link [[Great Hawk (Feathered Accessories)|Orphanage Sneaky Bad Ends 2]]>><<endevent>><<set $phase to "hawk">><</link>> <br> <<link [[Walk away and consider calling the police|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<switch $phase>> <<case "ubrothel">> "Interesting choice," she says. "A timeless classic, that. I'll tell Bailey. This will count as <span class="blue">you being sold</span>. Try to have fun." She holds the paddle in both hands, and brings it crashing down on your head. <br><br> You're sent directly through the crust of the earth, take multiple harsh turns, and land in some kind of underground river. It spits you out into a dark room, where a <<generate1>><<generate2>><<generate3>><<person1>><<person>> waits, as though expecting you. <br><br> <<link [[Next|Underground Intro]]>><<badEndTracking "Underground Dungeon" { reason: "soldBailey" }>><</link>> <br> <<case "ufarm">> "Touch the cow, they said." She smirks. "Have fun with Remy." <br><br> She steps behind you, winding up the paddle and smacking you on the ass with incredible force. You fly out the nearest window and soar all the way to the moor. <br><br> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<link [[Next|Livestock Intro Familiar Collar]]>><<endevent>><<badEndTracking "Underground Farm" { reason: "abductedMoor" }>><</link>> <<else>> You land with perfect grace, and a collar is clamped around your neck. <br><br> <<link [[Next|Livestock Intro]]>><<endevent>><<leash 21>><<badEndTracking "Underground Farm" { reason: "abductedMoor" }>><</link>> <</if>> <br> <<case "prison">> "Hey, try passing out in the rut. It'll be fun. I promise." She holds the paddle in both hands, and uppercuts you with it. You fly through the orphanage roof, and land in the police station, aware that you've somehow committed an unforgivable crime. <br><br> You sit in your tiny cell and wonder what to do. <br><br> <<link [[Next|Police Cell]]>><<set $stat_police.pillory += 1>><<crimeUp 7000 "prostitution" "debug">><</link>> <br> <<case "asylum">> She lighty taps you on the head with her paddle. "Bonk." <br><br> <span class="red">You remember something embarassing you did as a kid.</span> <<trauma 5000>><<note "+ + + + + + + + + + + + + Trauma" "red">> <br><br> <<controlloss>><<controlloss>><<controlloss>><<controlloss>> <br><br> "Wow, you look like shit," she says. "You should go see a doctor." She points in the direction of Nightingale Street. You decide it's a good idea and walk there now. <<ginsecurity "penis_small">> <br><br> <<endevent>> <<link [[Next|Asylum Intro]]>><<badEndTracking "Asylum" { reason: "asylumHospital" }>><<pass 120>><</link>> <br> <<case "forest">> She snickers. "Okay, come on now. That's a fifteen minute walk from here. You can manage that one yourself." <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br> <<case "hawk">> "Okay, now this is <i>beak</i>." <br><br> She steps behind you, winding up the paddle and smacking you on the ass with incredible force. You fly out the nearest window and soar all the way to the moor. <br><br> You're spotted mid-air by a pair of sharp eyes. <span class="red">Terror descends.</span> <br><br> <<link [[Next|Moor]]>><<set $moor to 50>><<set $eventskip to 1>><<moor_hunt_start>><<set $moor_hunt to 10>><</link>> <br> <</switch>><<effects>> You walk up to the mirror and gaze into its depths. It no longer reflects, but glows with a curious light. It's purple, or pink, or maybe red. <br><br> The light takes shape and extends into the space in front of you. <span class="lewd">A single tentacle.</span> It dances closer. <br><br> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<skinicon "banish">><<link [[Banish|Eerie Mirror Banish]]>><<set $phase to 0>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<crimeicon "mark">><<link [[Watch|Eerie Mirror 2]]>><</link>><<deviant1>> <br> <<getouticon>><<link [[Pull away|Eerie Mirror Stop]]>><</link>> <br><<effects>> You pull away from the mirror. The light goes out at once. <br><br> <<bedicon>><<link [[Step away|Bedroom]]>><</link>> <br> <<mirroricon "home">><<link [[Mirror|Mirror]]>><<preMirror>><</link>> <br><<effects>> <<if $phase is 1>> /* Entertaining the tentacle */ You decide you've had enough of this farce. <<elseif $phase is 2>> /* Playing with multiple tentacles */ This is becoming too dangerous to continue playing around. <<else>> /* First exposure */ You can't allow something like this to exist. <</if>> <br><br> You focus your mind on the mirror and the <<= $phase isnot 2 ? "abomination" : "abominations">> crawling through it, then make an intricate gesture with your hand and slap your palm against the mirror's surface. <span class="green">The <<= $phase isnot 2 ? "tentacle shimmers and recoils" : "tentacles shimmer and recoil">> from you,</span> the light winking out immediately. <br><br> You're left alone in the darkness of your room once more. <br><br> <<bedicon>><<link [[Step away|Bedroom]]>><</link>> <br> <<mirroricon "home">><<link [[Mirror|Mirror]]>><<preMirror>><</link>> <br><<effects>> The tentacle caresses your cheek. It pulses. Each wave enters your skin and ripples down your body. You shiver. It smells so sweet. <br><br> <<deviancy1>> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<skinicon "banish">><<link [[Banish|Eerie Mirror Banish]]>><<set $phase to 1>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<if !$worn.face.type.includes("gag")>> <<brothelicon>><<link [[Offer tongue|Eerie Mirror 3]]>><</link>><<deviant1>><<kissvirginitywarning>> <br> <</if>> <<getouticon>><<link [[Pull away|Eerie Mirror Stop]]>><</link>> <br><<effects>> Your heart flutters as you stick out your tongue, and the tentacle wiggles closer. It flicks the tip before weaving around until it nudges your lips. It's kissing you. <<takeKissVirginity "Eerie Mirror Tentacle" "tentacle">> <br><br> <<deviancy1>> A pink liquid drips from the tip. <br><br> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<skinicon "banish">><<link [[Banish|Eerie Mirror Banish]]>><<set $phase to 1>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<if hasSexStat("deviancy", 2)>> <<brothelicon>><<link [[Lick|Eerie Mirror 4]]>><</link>><<drugs 60>><<deviant2>> <br> <</if>> <<getouticon>><<link [[Pull away|Eerie Mirror Stop]]>><</link>> <br><<effects>> You lick the tip of the tentacle, and taste the pink liquid. <span class="lewd">It's sweet, and warm.</span> You lap it up and feel the shuddering warmth spread down your mouth and throat. <br><br> <<deviancy2>> Several other tentacles form from the light. They dance closer. <br><br> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<skinicon "banish">><<link [[Banish|Eerie Mirror Banish]]>><<set $phase to 2>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<if hasSexStat("deviancy", 2)>> <<brothelicon>><<link [[Lick|Eerie Mirror 5]]>><<drugs 60>><</link>><<deviant2>> <br> <</if>> <<getouticon>><<link [[Pull away|Eerie Mirror Stop]]>><</link>> <br><<effects>> <<if $moonstate is "morning">> You continue to lick the tip of the tentacle, and taste the sweet liquid. It pushes against your tongue, as if it wants to enter your mouth. <br><br> <<deviancy2>> The light brightens to an eerie red, and other tentacles twist around your arms, legs and hips. Shivers of pleasure emanate from wherever they touch. They squeeze and caress to a gentle rhythm. <br><br> <<if !pcAreArmsBound("both") and $angel gte 4 and $angelBanish gte 1>> <<skinicon "banish">><<link [[Banish|Eerie Mirror Banish]]>><<set $phase to 2>><<angelBanishAction>><</link>><<angelBanishNote>> <br> <</if>> <<if hasSexStat("deviancy", 5)>> <<brothelicon>><<link [[Swallow|Eerie Mirror 6]]>><</link>><<deviant5>><<oralvirginitywarning>> <br> <</if>> <<getouticon>><<link [[Pull away|Eerie Mirror Stop]]>><</link>> <br> <<else>> The first tentacle retracts, leaving you with a deep longing. It doesn't last. The other tentacles twist around your arms, legs and hips. Shivers of pleasure emanate from wherever they touch. They squeeze and caress to a gentle rhythm. <br><br> <<deviancy2>> The light fades, and the tentacles fade with it. <br><br> <<bedicon>><<link [[Step away|Bedroom]]>><</link>> <br> <<mirroricon "home">><<link [[Mirror|Mirror]]>><<preMirror>><</link>> <br> <</if>><<effects>> You take the first tentacle into your <<if $player.virginity.oral is true>> virgin mouth and start sucking. <span class="red">It tastes strange.</span> <<else>> mouth and start sucking. <</if>> You gulp down the sweet and warm liquid. <<takeVirginity "Eerie Mirror Tentacle" "oral">><<oralstat>><<oralejacstat>><<ejacstat>> <br><br> <<deviancy5>> <<undress "wardrobe">> The other tentacles remove your clothing with a precise dexterity. They further twist around your arms, legs and hips while <span class="lewd">wiggling closer to your <<genitals>></span>. <br><br> <<link [[Next|Eerie Mirror Tentacles]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<set $enemytype to "tentacles">> <<neutral 1>> <<set $enemytrust += 100>> <<tentaclestart 10 15>> <<set $mouthstate to "tentacledeep">><<set $mouthuse to "tentacle">><<set $tentacles[0].shaft to "shoulders">><<set $tentacles[0].head to "mouthdeep">><<set $mouthtarget to "tentacles">> <</if>> <span class="lewd">A red mist is coming from the mirror, and it's making you feel funny.</span><<drugs 1>> <br> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Eerie Mirror Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Eerie Mirror Tentacles]]>><</link>></span><<nexttext>> <</if>> <br><<effects>> Without warning, the tentacles tighten their grip and pull you towards the mirror. <br><br> You try to scream for help, <span class="pink">but the aphrodisiacs make it sound like a lewd moan.</span> Some rub against your <<genitals>>, but most keep pulling you. You hit the surface of the mirror and pass right through, sinking into it's depths. <br><br> <<endcombat>> <<link [[Next|Eerie Mirror Tentacle Plains]]>><<set $sexstart to 1>><</link>> <br><<location "tentworld">><<set $outside to 0>><<effects>> <<tentacleworldintro>> On being pulled through the mirror, you find yourself on an alien landscape. Giant tentacles writhe against the sky. <span class="red">An orgasm here could be dangerous.</span> <br><br> <<link [[Next|Tentacle Plains]]>><<set $tentacleEntrance to "mirror">><</link>> <br><<widget "managePill">> <<if _args[0] and _args[1] and _args[2]>> <<if _args[3] isnot true or $sexStats.pills[_args[0]].owned[_args[1]] gt 0>> <<set $sexStats.pills[_args[0]].owned[_args[1]] += _args[2]>> <<if _args[3] is true>> <<set $sexStats.pills[_args[0]].type to _args[1]>> <<set $sexStats.pills[_args[0]].doseTaken++>> <<set $pillsconsumed++>> <</if>> <</if>> <</if>> <</widget>><<print $lastPillTakenDescription>> <<if V.lastPillTakenDescription.includes("cream")>> <<wearProp "parasite cream">> <<elseif V.lastPillTakenDescription.includes("spray")>> <<wearProp "hairspray">> <<elseif V.lastPillTakenDescription.includes("fertility")>> <<wearProp "pill bottle" 0 "fertility">> <<else>> <<wearProp "pill bottle" 0 "pills">> <</if>> <br><br> <<link [[Return|PillCollection]]>><<handheldon>><</link>><<set $outside to 0>><<effects>> <<set _pills to $sexStats.pills>> You open the medicine drawer. <br><br> <div class="hpi_gridHeader"> <div class="hpi_header"> Medicine Drawer </div> </div> <div class="hpi_gridContainer" id="homeMainPillContainer"></div> <<run window.generateHomePillsInventory()>> <br> <div class="hpi_gridDescContainer" id="homeDescPillContainer" style="display:none"> <div id="hpi_descContainer"> <div id="hpi_desc_img"></div> <div id="hpi_desc"></div> <div class="hpi_closeContainer" id="hpi_closeContainer1" title="close" onclick="document.getElementById(`homeDescPillContainer`).style.display = `none`">x</div> </div> </div> <br> <<link [[Step away|$pillsExitPassage]]>><<unset $pillsExitPassage>><</link>><<set $outside to 0>><<effects>> Disregarding the warning label, you exceed the recommended dosage of the hormonal pills. <br> <<run window.onSecondDoseTakenSetVars()>> <<set _result to random(0, 100)>> <<if _result gte 80 + _risk>> <<set $timePassed to 2>> Despite the warning, nothing wrong seems to happen. <<elseif _result gte 70 + _risk>> <<set $timePassed to 2>> Your <<print ($pillCat is "breast" ? "breasts feel" : $pillCat + " feels")>> a little odd for a few minutes but feel fine afterwards. <<elseif _result gte 60 + _risk>> <<set $timePassed to 10>> Your <<print ($pillCat is "breast" ? "breasts feel" : $pillCat + " feels")>> a little warm for a few minutes but feel fine afterwards. <<garousal>><<arousal 500>> <<elseif _result gte 40 + _risk>> <<set $timePassed to 20>> Your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>> suddenly starts to feel really warm and itchy which makes you unable to concentrate on anything else till it passes. <<garousal>><<gpain>><<pain 3>><<arousal 2000>> <<elseif _result gte 5 + _risk>> <<set $timePassed to 30>> <<switch _pillAmountOfCategoriesUsed>> <<case 1>> You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>. <<case 2>> You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by another sharp pain in your <<print _secondaryPill>><<pain 12>><<set $timePassed += 30>>. <<case 3>> You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by more sharp pains in your <<print ($pillCat is "breast" ? "penis and bottom" : ($pillCat is "penis" ? "breasts and bottom" : "breasts and penis"))>><<pain 12>><<set $timePassed += 30>>. <</switch>> <<gpain>><<pain 12>> <br><br> It takes some time but you gradually feel better. <<else>> <<set $timePassed to random(120, 420)>> <<switch _pillAmountOfCategoriesUsed>> <<case 1>> You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>. It continues to get worse until you pass out. <<case 2>> You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by another sharp pain in your <<print _secondaryPill>><<pain 12>><<set $timePassed += 30>>. It continues to get worse until you pass out. <<case 3>> You feel a sharp pain in your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>, followed by more sharp pains in your <<print ($pillCat is "breast" ? "penis and bottom" : ($pillCat is "penis" ? "breasts and bottom" : "breasts and penis"))>><<pain 12>><<set $timePassed += 30>>. It continues to get worse until you pass out. <</switch>> <<ggstress>><<gtrauma>><<gpain>> <<set $pain += 400>><<pain 1>><<set $stress += 4000>><<trauma 100>> <<set _passout to true>> <</if>> <<set _hoursPassed to Math.floor($timePassed / 60)>> <<set _minutesPassed to $timePassed - (_hoursPassed * 60)>> <br><br> <<if _passout is true>> <<link [[Next|PillCollectionPassOut]]>><<pass $timePassed>><</link>> <<else>> <<print '<<link [[Next ('+_hoursPassed+':'+ (_minutesPassed lt 10 ? "0" : "") + _minutesPassed + ')|PillCollection]]>><<unset $pillCat>><<pass $timePassed>><<unset $timePassed>><</link>>'>> <</if>><<set $outside to 0>><<effects>> <<set _pills to $sexStats.pills>> <<set $pain += 300>><<pain 1>> You end up waking in agony and wondering what had happened to you. After a brief feel around your body, you shriek in pain after briefly touching your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>>. You end up spending more time lying down till you feel like you can move without something else happening to you. <br><br> As you get up, you check the time to find that <<if $timePassed gt 240>>many<<else>>only a couple of<</if>> hours have passed since you took that pill. <<set _change to random(100, 500)>> <<if _change gte 200>> You give your <<print ($pillCat is "breast" ? "breasts" : $pillCat)>> a check over, you think something might have changed about <<print ($pillCat is "breast" ? "them" : "it")>>. <</if>> <<if $pillCat is "breast">> <<if _pills.lastTaken[$pillCat] is "growth">> <<set $breastgrowthtimer -= _change>> <<else>> <<set $breastgrowthtimer += _change>> <</if>> <<elseif $pillCat is "penis">> <<if _pills.lastTaken[$pillCat] is "growth">> <<set $penisgrowthtimer -= _change>> <<set $sexStats.pills.pills["penis growth"].overdose += 5>> <<else>> <<set $penisgrowthtimer += _change>> <<set $sexStats.pills.pills["penis reduction"].overdose += 5>> <</if>> <<else>> <<if _pills.lastTaken[$pillCat] is "growth">> <<set $bottomgrowthtimer -= _change>> <<else>> <<set $bottomgrowthtimer += _change>> <</if>> <</if>> <<mouth_sensitivity 0.25>> <<breast_sensitivity 0.25>> <<bottom_sensitivity 0.25>> <<genital_sensitivity 0.25>> <<clamp>> <br><br> <<link [[Next (1:00)|PillCollection]]>><<unset $pillCat>><<pass 60>><<unset $timePassed>><</link>><<set $outside to 0>><<effects>> <<cleareventpool>> <<set _pills to $sexStats.pills>> <<set _menstruation to $sexStats.vagina.menstruation>> /*If this passage has no links, double check the widget 'autoTakePillCheck' for the $location variable */ <<if $overdosePillsTaken is "fertility booster" or _pills.lastTaken.pregnancy is "fertility booster">> <<set _fertilityPillName to "fertility booster">> Disregarding the warning label, you take a second dose of the fertility pills. <br><br> <<addinlineevent "no fertility overdose" 10>> Despite the warning, nothing wrong seems to happen. <br><br> <<link [[Next (0:02)|PillCollection]]>><<pass 2>><</link>> <</addinlineevent>> <<addinlineevent "simple fertility overdose" 5>> Despite the warning, you only feel a little warm for a few minutes but feel fine afterwards. <<garousal>><<arousal 100>> <br><br> <<link [[Next (0:03)|PillCollection]]>><<pass 3>><</link>> <</addinlineevent>> <<addinlineevent "simple fertility overdose 2" 4>> You start to feel a strange warmth around your <<genitals 2>> for a few minutes but feel fine afterwards. It was oddly soothing. <<garousal>><<arousal 200>> <<if _pills.pills[_fertilityPillName].doseTaken lt 3>> <<set _pills.pills[_fertilityPillName].doseTaken to 3>> <</if>> <br><br> <<link [[Next (0:05)|PillCollection]]>><<pass 5>><</link>> <</addinlineevent>> <<addinlineevent "advanced fertility overdose" 2>> You start feeling a strange warmth around your <<genitals 2>>, however, it doesn't seem to stop until at one point you feel like it's burning you. The heat seems to start expanding to other areas of your body but then begins to subside. <<garousal>><<arousal 1000>><<gpain>><<pain 10>> <<if _pills.pills[_fertilityPillName].doseTaken lt 4>> <<set _pills.pills[_fertilityPillName].doseTaken to 4>> <</if>> <<if !_menstruation.running>> <<elseif _menstruation.currentState is "normal">> <<for _i to 0; _i lt 2; _i++>> <<if _menstruation.currentDay lt _menstruation.stages[3] - 1.5>> <<set _menstruation.currentDay += 1>> <</if>> <</for>> <<if _menstruation.baseDays gte 28>> <<set _menstruation.baseDays-->> <</if>> <</if>> <br><br> <<link [[Next (0:15)|PillCollection]]>><<pass 15>><</link>> <</addinlineevent>> <<addinlineevent "advanced fertility overdose" 2>> You feel a strange warmth around your <<genitals 2>>, intensifying until it practically burns. It quickly spreads through the rest of your body, and you collapse from the pain. You remain that way until the heat finally dies down. <<garousal>><<arousal 1000>><<ggpain>><<pain 100>> <<if _pills.pills[_fertilityPillName].doseTaken lt 4>> <<set _pills.pills[_fertilityPillName].doseTaken to 4>> <</if>> <<if !_menstruation.running>> <<elseif _menstruation.currentState is "normal">> <<for _i to 0; _i lt 6; _i++>> <<if _menstruation.currentDay lt _menstruation.stages[3] - 1.5>> <<set _menstruation.currentDay += 1>> <</if>> <</for>> <<if _menstruation.baseDays gte 24>> <<set _menstruation.baseDays-->> <</if>> <</if>> <br><br> <<link [[Next (1:00)|PillCollection]]>><<pass 60>><</link>> <</addinlineevent>> <<addinlineevent "advanced fertility overdose 2" 2>> You feel a strange warmth around your <<genitals 2>>, intensifying until it practically burns. It quickly spreads through the rest of your body, and you collapse from the pain. The sheer intensity overwhelms your senses, and your vision fades to black... <<garousal>><<arousal 1000>><<ggpain>><<pain 100>> <<if _pills.pills[_fertilityPillName].doseTaken lt 4>> <<set _pills.pills[_fertilityPillName].doseTaken to 4>> <</if>> <<if !_menstruation.running>> <<elseif _menstruation.currentState is "normal">> <<set _menstruation.currentDay to _menstruation.stages[3] - 0.5>> <<menstruationCycle "overdose">> <<set _menstruation.currentDay to _menstruation.stages[3] - 0.5>> <<if _menstruation.baseDays gte 18>> <<set _menstruation.baseDays-->> <</if>> <</if>> <<rutCycle true>> <br><br> <<link [[Next (3:00)|PillCollectionFertilityPassOut]]>><<pass 3 hours>><</link>> <</addinlineevent>> <<elseif $overdosePillsTaken is "contraceptive" or _pills.lastTaken.pregnancy is "contraceptive">> Disregarding the warning label, you take a second dose of the contraceptive pills. <br><br> <<addinlineevent "no contraceptive overdose" 10>> Despite it, nothing wrong seems to happen. <br><br> <<link [[Next (0:02)|PillCollection]]>><<pass 2>><</link>> <</addinlineevent>> <<addinlineevent "simple contraceptive overdose" 5>> Despite it, you only feel a little chilly for a few minutes but feel fine afterwards. <<larousal>><<arousal -100>> <br><br> <<link [[Next (0:03)|PillCollection]]>><<pass 3>><</link>> <</addinlineevent>> <<addinlineevent "contraceptive overdose" 3>> After a few minutes, an odd, chilly sensation hits you. It spreads through your <<genitals 2>>, leaving a slight numbness in its wake that quickly dissipates on its own.<<llarousal>><<arousal -200>> <br><br> <<if $genitalsensitivity gt 2>> <<genital_sensitivity -0.25>> <</if>> <<if $bottomsensitivity gt 2>> <<bottom_sensitivity -0.25>> <</if>> <<link [[Next (0:30)|PillCollection]]>><<pass 30>><</link>> <</addinlineevent>> <</if>> <<if !_eventpool.length>> <<addinlineevent "Pills Error" 1>> <span class="red">An error has occur, people report this to the dev's with a save.</span> <br><br> <<link [[Next|PillCollection]]>><</link>> <</addinlineevent>> <</if>> <<unset $overdosePillsTaken>> <<runeventpool>><<set $outside to 0>><<effects>> You slowly regain consciousness, with your <<genitals 2>> feeling rather warm. You feel oddly comfortable. You wonder what effect the pills had on you. <br><br> <<link [[Next (0:02)|PillCollection]]>><<pass 2>><</link>><<widget "rentdue">> <<npc Bailey>><<person1>> <<set $_robinWasInRoom to _args[0]>> "Time to pay up," <<he>> says. <<if $baileydefeatedchain gte 3 or ($robinpaid is 1 and $robinromance gte 1 and $bus is "home" and $robinfirstrentfight isnot 1 and $renttime lte -14)>> <<generateRole 1 0 "thug">><<generateRole 2 0 "thug">> A rough-looking <<person2>><<person>> and <<person3>><<person>> stand next to <<person1>><<him>>. The <<person2>><<person>> cracks <<his>> knuckles, and the <<person3>><<person>> grins darkly. <<elseif $baileydefeatedchain gte 1>> <<generateRole 1 0 "thug">> A rough-looking <<person2>><<person>> stands next to <<person1>><<him>>. <<person2>><<He>> cracks <<his>> knuckles. <</if>> <br><br> <<rent_avery>> <<if $_robinWasInRoom is 1>> You look around, but Robin is nowhere to be found. <br><br> "Don't bother, <<nnpc_hes "Robin">> being kept for safe keeping," Bailey sneers at you. <br><br> <</if>> <<if $baileyOfficeSeduced is 1>> <<unset $baileyOfficeSeduced>> <<set $_rentSeduce to true>> <</if>> <<if $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>> <<set _homeBabyRent to true>> <<homeBabyIntro>> <</if>> <<babyRent>> <<if $money gte $rentmoney + ($babyRent or 0)>> <<link [[Pay|Rent Pay]]>><<set $phase to $_robinWasInRoom>><</link>> <br> <<link [[Refuse|Rent Refuse]]>><<def 1>><</link>> <br> <<if $baileyseduced isnot 1>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Rent Seduce]]>><<set $phase to ($_rentSeduce ? 1 : 0)>><<trauma 3>><</link>><<promiscuous2>><<gtrauma>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Seduce|Rent Seduce]]>><<set $phase to ($_rentSeduce ? 1 : 0)>><<trauma 12>><<set $desperateaction to 1>><</link>><<promiscuous2>><<ggtrauma>> <br> <</if>> <</if>> <<else>> <<person1>> <<if $speech_attitude is "bratty">> You stare at <<him>> in defiance. "I don't have your money. And wouldn't give it to you if I did." <<elseif $speech_attitude is "meek">> You hang your head, unable to pay and afraid of what's to come. <<else>> "I don't have it," you say, afraid of what's to come. <</if>> <br><br> <<rentnopay true>> <</if>> <<set $renttime to 7>><<set $rentday to Time.weekDay>> <</widget>> <<widget "rentduerobin">> <<set $_robinInRoom to _args[0]>> <<npc Bailey>><<person1>> <<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>> <<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>> "Time to pay up," <<he>> says. <<if $baileydefeatedchain gte 3>> <<generateRole 1 0 "thug">><<generateRole 2 0 "thug">><<generateRole 3 0 "thug">> A rough-looking <<person2>><<person>> and <<person3>><<person>> stand next to <<person1>><<him>>. <<if $_robinInRoom>> Behind them, a third <<person4>><<person>> walks in with a length of rope and rushes Robin. Robin tries to resist, but it's no use. <<else>> Behind them, a third <<person4>><<person>> stands, bringing Robin in with <<him>>. Robin has restraints on <<nnpc_his "Robin">> hands. <</if>> The <<person2>><<person>> cracks <<his>> knuckles, and the <<person3>><<person>> grins darkly. <<elseif $baileydefeatedchain gte 1>> <<generateRole 1 0 "thug">><<generateRole 2 0 "thug">> A rough-looking <<person2>><<person>> and <<person3>><<person>> stand next to <<person1>><<him>>. <<if $_robinInRoom>> The <<person3>><<person>> walks in with a length of rope and rushes Robin. Robin tries to resist, but it's no use. The <<person2>><<person>> cracks <<his>> knuckles. <<else>> The <<person2>><<person>> cracks <<his>> knuckles, and the <<person3>><<person>> grins darkly, bringing Robin in with <<him>>. Robin has restraints on <<nnpc_his "Robin">> hands. <</if>> <<else>> <<generateRole 1 0 "thug">> A rough-looking <<person2>><<person>> stands next to <<person1>><<him>>. <<if $_robinInRoom>> The <<person2>><<person>> walks in with a length of rope and rushes Robin. Robin tries to resist, but it's no use. <<else>> The <<person2>><<person>> brings Robin in with <<him>>. Robin has restraints on <<nnpc_his "Robin">> hands. <</if>> <</if>> <br><br> <<if $baileyOfficeSeduced is 1>> <<unset $baileyOfficeSeduced>> <</if>> <<if $babyIntros and $babyIntros.Bailey and $babyIntros.Bailey.length gt 0>> <<set _homeBabyRent to true>> <<homeBabyIntro>> <</if>> <<babyRent>> <<if $money gte $rentmoney + ($babyRent or 0)>> <<if $inRobinsRoom>> <<link [[Pay|Rent Pay Robin]]>><<set $inRobinsRoom to true>><</link>> <<else>> <<link [[Pay|Rent Pay Robin]]>><</link>> <</if>> <br> <<link [[Refuse|Rent Refuse Robin]]>><<def 1>><</link>> <br> <<else>> <<set $baileypaychain to 0>> <<if $speech_attitude is "bratty">> You stare at <<him>> in defiance. "I don't have your money. And wouldn't give it to you if I did. Leave Robin out of this." <<elseif $speech_attitude is "meek">> You hang your head, unable to pay and afraid of what's to come. "I'm sorry, Robin." <br><br> "I-it's not your fault," Robin interjects. <<else>> "I don't have it," you say, afraid of what's to come for the both of you. <br><br> Robin looks terrified. <</if>> <br><br> "That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you two, and frankly I don't care." <<He>> produces a hood and length of rope. "Hold still." <br><br> <<link [[Submit|Rent Intro]]>><<endevent>><<set $phase to 1>><</link>> <br> <<if $bus is "hospital">> <<link [[Fight|Rent Hospital Fight Robin]]>><<set $fightstart to 1>><</link>> <br> <<else>> <<link [[Fight|Rent Robin Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <</if>> <<set $renttime to 7>><<set $rentday to Time.weekDay>> <</widget>> <<widget "rentnopay">> <<set $baileypaychain to 0>> <<set $_seduceAllowed to _args[0]>> <<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>> <<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>> <<if $robinpaid is 1 and $robinromance is 1 and $bus is "home" and $robinfirstrentfight isnot 1 and ($baileydefeatedchain gte 3 or $renttime lte -14)>> <<set $robinfirstrentfight to 1>> Bailey is silent for a few seconds, before shrugging. "That's okay," <<he>> says. "I've learned my lesson. Trying to get value out of you directly is fruitless." <br><br> On an unseen signal, the thugs advance on you. The <<person3>><<person>> reaches for you. You duck under <<his>> arm, but the <<person2>><<person>> grabs yours. The <<person3>><<person>> grabs your other arm, and they hold you there. <br><br> <<link [[Next|Rent First Robin Fight]]>><<set $fightstart to 1>><<set $combatPhase to "talk">><<set $robinRentEvent to 1>><<set $timer to 5>><</link>> <<else>> <<person1>> "That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you, and frankly I don't care." <<He>> produces a hood and length of rope. "Hold still." <br><br> <<link [[Submit|Rent Intro]]>><<endevent>><</link>> <br> <<if $bus is "hospital">> <<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> <<link [[Fight|Rent Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <<if $baileyseduced isnot 1 and $_seduceAllowed>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Rent Seduce]]>><<trauma 3>><</link>><<promiscuous2>><<gtrauma>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Seduce|Rent Seduce]]>><<trauma 12>><<set $desperateaction to 1>><</link>><<promiscuous2>><<ggtrauma>> <br> <</if>> <</if>> <</if>> <</widget>> <<widget "babyRentDisplay">> <<babyRent true>><<if $babyRent>><<print _args[0]>><<printmoney $babyRent _args[2]>><<print _args[1]>><</if>> <</widget>> <<widget "babyRent">><<silently>> <<set _skipReductions to _args[0]>> <<set $_childrenRentCount to Object.values($children).reduce((prev, curr) => { if(curr.location === "home") { if(!(curr.localVariables.interactions >= 6)) { if (!T.skipReductions) curr.localVariables.interactions = 0; return prev + 1; } if (!T.skipReductions) curr.localVariables.interactions = 0; } return prev; }, 0)>> <<set $_milkRentReduction to Math.clamp(Math.floor($pregnancyStats.orphanageMilkBottles / 7), 0, Math.min(Math.floor($pregnancyStats.orphanageMilkBottles / 7), $_childrenRentCount))>> <<set $_childrenRentCount -= $_milkRentReduction>> <<if !_skipReductions>> <<set $pregnancyStats.orphanageMilkBottles -= $_milkRentReduction * 7>> <</if>> <<set $babyRent to $_childrenRentCount * 10000>> <</silently>><</widget>> <<widget "rentmod">> <<set $rentmoney to Math.floor($rentmoney * $settings.rentCostModifier)>> <<if $robinpaid is 1>> <<set $rentmoney *= 2>> <</if>> <</widget>> <<widget "rentpay">> <<money `-($rentmoney + ($babyRent or 0))` "baileyRent">> <<set $rentmoney to [10000,30000,50000,70000,100000,150000,200000][Math.clamp($rentstage,1,6)]>> <!-- note: clamping to 1 is intentional --> <<rentmod>> Bailey snatches the money from your hand and starts counting. "Good," <<nnpc_he "Bailey">> says, satisfied. "You came through. <<if $rentstage is 1>> Next week I want <<printmoney $rentmoney "pink">><<babyRentDisplay " plus " " if you don't look after your children" "pink">>. You didn't think it would get any easier, did you?" <<else>> Next week I want <<printmoney $rentmoney "pink">><<babyRentDisplay " plus " " if you don't look after your children" "pink">>." <</if>> <br><br> <<set $baileydefeatedchain to 0>> <<set $baileyRefusedToPay to 0>> <<set $baileypaychain to ($baileypaychain || 0) + 1>> <<unset $bailey_encroach>> <<set $rentstage += 1>> <<if $robinpaid>> <<npcincr Robin trauma -7>> <</if>> <</widget>> <<widget "rentRobinPunishment">> You journey for some time until you feel that you're walking on grass. A small breeze flows by you. Another set of footsteps approach. <<if !$robinPunishments.includes("docks") and $debug>>/* locked behind debug until further improvements */ <<generate2>><<generate3>> "Oh, <<nnpc_hes "Robin">> cute. A perfect little travel companion," an unfamiliar <<person2>><<personsimple>>'s voice says. <<if C.npc.Robin.pronoun is $player.gender_appearance>> You're not sure who they're referring to. <</if>> "Hand over the cash," Bailey demands. <br><br> "Can't believe you're making me do this when we're about to sail," a second <<person3>><<personsimple>>'s voice says. <<robinPunishment "docks">> <<else>> "Hand over the cash," Bailey demands. <br><br> There is no response, save for the rustling of clothes. <br><br> "Just hand it over already." Bailey sounds slightly unnerved. <<robinPunishment "landfill">> <</if>> <br><br> You hear a rustle of paper. <<if _robin.dom gte 60>> "Let go of me!" Robin yells. "<<pShe>> needs me, stop it!" <br><br> The sounds of Robin's protests fade off into the distance. <<else>> "No, no!" Robin shrieks. "Let me go!" <br><br> The sounds of Robin crying fade off into the distance. <</if>> You're pulled elsewhere by Bailey. <</widget>> <<widget "rentEdenTrade">> <<npc Eden>><<person1>> You aren't left hanging there for long. Your hood is yanked off your head as a<<if $syndromeeden gte 1>> familiar<</if>> <<personsimple>>'s voice appears beside you. <<if $edenCagedEscape or edenFreedomStatus() gte 2>> "I told you I'd find you again," Eden growls as <<he>> pulls you to the ground. <<He>> doesn't untie you. "This time the lesson better stick." <br><br> You're roughly led through the woods, helpless to resist, until you finally reach the cabin. "Welcome home," Eden sneers. <<He>> drags you towards the sleeping area, where a metal cage awaits. <br><br> <<link [[Next (0:30)|Eden Caged Intro]]>><<pass 30>><<set $phase to 2>><</link>> <br> <<elseif edenFreedomStatus() gte 1>> "I trusted you," Eden says as <<he>> cuts your bindings. You fall to the floor in a heap. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home." <br><br> <<link [[Next (0:30)|Eden Recaptured]]>><<pass 30>><</link>> <br> <<elseif edenFreedomStatus() is 0>> "I knew you'd end up like this. The town is dangerous," Eden says, cutting your bindings. <<He>> catches you as you fall. "Let's go home." <br><br> <<He>> takes you back to <<his>> cabin. <br><br> <<endevent>> <<link [[Next (0:30)|Eden Cabin]]>><<pass 30>><</link>> <br> <<else>> <<badEndTracking "Eden" { reason: "soldBailey" }>> <<if $hunterintro is 1>> "I knew I'd get you back." <<else>> "I'm not used to my prey being so helpless. Not that I'm complaining." <</if>> <<He>> crept up on you without making a sound. <br><br> <<endevent>> <<link [[Next|Forest Hunter Intro]]>><</link>> <br> <</if>> <</widget>> <<widget "rentGwylanTrade">> <<npc Gwylan>><<person1>> You aren't left hanging there for long. Your hood is gingerly lowered, and a <<personsimple>>'s gentle voice wistfully appears beside you. "Oh, <<pcpetname "Gwylan">>." <br><br> <<if $gwylan.taken>> /* ToDo: Gwylan - soft bad end */ <span class="red">It's Gwylan.</span>. <<He>> steps around you, revealing <<his>> sad smile. <br><br> "Do you have any idea how worried I was?" <<He>> hugs you. "Naughty little runaway. Come, a warm bed is waiting for us at home." <<He>> raises <<his>> hand, and your leash appears in it. You're led into the forest, and to Gwylan's shop. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<pass 15>><</link>> <br> <<else>> <span class="forest-green">It's Gwylan.</span> <<He>> steps around you, revealing <<his>> bright smile. <br><br> "You're lucky you still have your collar, otherwise I wouldn't have found you." <<He>> hugs you. "Let's go, before someone sees." You're led into the forest, and to Gwylan's shop. <br><br> <<link [[Next|Forest Shop Entrance]]>><<endevent>><<pass 15>><</link>> <br> <</if>> <</widget>> <<widget "homeBabyIntro">> <<set _fatherEvent to !!$babyIntros.Bailey.find(child => child.mother !== "pc")>> <<set _motherEvent to !!$babyIntros.Bailey.find(child => child.mother === "pc")>> <<set $_newChildrenCount to $babyIntros.Bailey.reduce((prev, curr) => prev + curr.children, 0)>> <<set _playerBornChildren to []>> <<set _playerChildrenBirthLocations to []>> <<set _playerFatheredChildren to []>> <<set _birthIds to $babyIntros.Bailey.reduce((prev, curr) => { prev.pushUnique(curr.mother + curr.birthId); return prev; }, [])>> <<run Object.values($children).forEach(child => { if(T.birthIds.includes(child.mother + child.birthId)){ if(child.mother === "pc"){ T.playerBornChildren.push(child.childId); T.playerChildrenBirthLocations.pushUnique(child.birthLocation); } else { T.playerFatheredChildren.push(child.childId); } child.localVariables.interactionsTotal = 0; child.localVariables.interactions = 7 - Math.clamp(V.renttime, 0, 7); } })>> <<person1>> <<if _homeBabyRent>> "Before we begin, I have news for you." <<He>> pulls out a piece of paper, and looks back to you. <<else>> <<He>> pulls out a piece of paper, and looks back to you. <</if>> <<if $babyIntros.Bailey.length gte 5>> "You've been fucking busy. Or busy fucking. Congratulations <<else>> "First of all, congratulations <</if>> <<if _fatherEvent and _motherEvent>> <span class="lewd">on being both a mother and a father</span>. <span class="green"><<childrenNames _playerBornChildren>> got here safely from the <<print formatList(_playerChildrenBirthLocations, "and", true)>></span>." <<elseif _fatherEvent>> <span class="lewd">on being a father</span>." <<else>> on being a mother. <span class="green"><<childrenNames _playerBornChildren>> arrived safely from the <<print formatList(_playerChildrenBirthLocations, "and", true)>></span>." <</if>> <<if _fatherEvent>> <<earnFeat "First Fatherhood">> <<set _impregFame to (_playerFatheredChildren.length * 5)>> <<fameimpreg _impregFame>> <br><<He>> looks back to the paper.<br><br> <<for _key, _value range $babyIntros.Bailey.filter(child => child.mother !== "pc")>> <!-- <<set _childIds to []>> <<run Object.values($children).forEach(child => { if(child.mother === T.value.mother && child.birthId === T.value.birthId){T.childIds.push(child.childId)} })>> --> <<switch _value.children>> <<case 1>><<set _childrenText to "a brat">> <<case 2>><<set _childrenText to "a pair of brats">> <<default>><<set _childrenText to "a trio of brats">> <</switch>> <<if _continues>> <br><<He>> continues. <</if>> <<if _value.mother is "Robin">> "That waif popped out <<print _childrenText>>, and insists that they're yours. I'm inclined to believe <<nnpc_him "Robin">> with how much time you two spend together." <<elseif _value.mother is "Alex">> <<if pregnancyCountBetweenParents("Alex","pc") is 1 or pregnancyCountBetweenParents("pc","Alex")>> <<if C.npc.Alex.pregnancy.selfKnowledge or C.npc.Alex.pregnancy.pcKnowledge>> "I got word that you knocked up some <<if C.npc.Alex.pronoun is "f">>bitch<<else>>slut<</if>> outside town. I paid them a little visit and saw that that farm's no place for a brat. I did you the favour of bringing your spawn back here, where it belongs." <<else>> "I've paid a little visit to that farmer <<if C.npc.Alex.pronoun is "f">>girl<<else>>boy<</if>> You should have done the same. Anyway, <<nnpc_he "Alex">> popped out <<print _childrenText>>, and I already know it's yours." <</if>> <<else>> "You're a careless little fuck, you know that? Making me drive all the way there again just because you don't know how to assume your own responsibilities, instead, making more and more," <<he>> says. <br><br> "It's from that farmer <<if C.npc.Alex.pronoun is "f">>girl<<else>>boy<</if>>, again." <</if>> <<elseif $NPCNameList.includes(_value.mother)>> "Someone named _value.mother dropped off <<print _childrenText>>, and a paternity test with your name on it to match." <<else>> "A _value.mother dropped off <<print _childrenText>>, and a paternity test with your name on it." <</if>> <<set _continues to true>> <</for>> <</if>> <br><br> "They're in the ward already. <<set _knownPregnancyCount to knowsAboutChildrenTotal("pc","Bailey","home")>> <<if _knownPregnancyCount is 1 or !$ward_unlocked>> You're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week, starting now. They don't leave the nursery. Ever." <<elseif _knownPregnancyCount lte 4>> You already know that you're responsible for your offspring's care," <<he>> says. "If I have to intervene, it'll cost you an extra <span class="red">£100</span> a week, each." <<else>> You're an irresponsible slut," <<he>> says. "Remember that if I have to intervene in the care of your offspring, it'll cost you an extra <span class="red">£100</span> a week, each." <</if>> <<if $baileydefeatedchain gte 3>> You see <<him>> sneer, but only for a brief instant. "I'd rather not make someone else take care of your twerps, but if you keep being a difficult little shit, don't think you'll be allowed to see them again." <<elseif _homeBabyRent>> You see <<his>> face soften for a moment, but it was so slight that you might have imagined it. "And if you want the luxury of being able to take care of them, you'll pay up." <</if>> <br><br> <<if !$ward_unlocked>> <span class="gold">You can now access the youth ward, and the nursery.</span> <br><br> <</if>> <<set $ward_unlocked to true>><<run delete $babyIntros.Bailey>> <</widget>> <<widget "rent_avery">> <<if $avery_mansion>> <<if $avery_fate is "fallen" or $avery_fate is "kicked">> <<if $avery_mansion.fallen_bailey_message>> <<set $avery_mansion.fallen_bailey_message to true>> <<if !$avery_mansion_rent_confront>> <<set $avery_mansion_rent_confront to 1>> <</if>> <span class="black">Avery has fallen.</span> Because of that, <span class="red"><<nnpc_he "Avery">> can no longer pay Bailey for you</span>. <br><br> <</if>> <<elseif !$avery_mansion.bailey_message>> <<set $avery_mansion.bailey_message to true>> <span class="red">"That idiot on Danube Street is refusing to pay,"</span> Bailey says. "So it falls to you. If that's a problem, take it up with <<nnpc_him Avery>>." <br><br> <i>Avery will refuse to pay Bailey if you don't show up at the mansion, or fail to adequately please <<nnpc_him Avery>>.</i> <br><br> <</if>> <</if>> <</widget>><<effects>> <<rentpay>> <<if $bus is "hospital">> <<if crimeSumCurrent() gte 1000>> <<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<else>> <<if $phase is 1>> <<endevent>> <<npc Robin>><<person1>> You see Robin run up to you from around a corner as you exit <<his>> room. "You're okay!" <<He>> tackles you into a hug. "Bailey took me away last night and I thought something awful was going to happen," <<he>> says before calming down. <br><br> You return the embrace before returning to your room. <br><br> <</if>> <<link [[Next|Bedroom]]>><<endevent>><</link>> <br> <</if>><<effects>> <<rentpay>> <<endevent>> <<npc "Robin">><<person1>> Robin hugs you softly after Bailey leaves. "I'm so sorry," <<he>> says. <<if $bus is "hospital">> <br><br> <<set $companion to "Robinrent">> <<if crimeSumCurrent() gte 1000>> <<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<else>> <<if $inRobinsRoom>> <<He>> sits down on <<his>> bed. "That was scary." <br><br> After a moment to make sure Robin is okay, you leave the room and go back to the main hall. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <<else>> <<He>> eventually leaves your bedroom. "If you need anything, just let me know." <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>> <</if>> <br> <</if>> <<unset $inRobinsRoom>><<effects>> <<if $speech_attitude is "bratty">> You stare at <<him>> in defiance. "I'm not paying you. I don't care what you do to me." <<elseif $speech_attitude is "meek">> "N-no," you stutter, surprised by your bravery. "I-I won't." <<else>> "The money isn't yours," you say, "I'm keeping it." <</if>> <br><br> <<rentnopay>><<effects>><<set $baileypaychain to 0>> <<set $baileyRefusedToPayTotal += $rentmoney + ($babyRent || 0)>> <<set $baileyRefusedToPayTotalStat += $rentmoney + ($babyRent || 0)>> <<person1>> <<if $speech_attitude is "bratty">> You stare at <<him>> in defiance. "I'm not paying you. I don't care what you do to me, but leave Robin out of this." <<elseif $speech_attitude is "meek">> "N-no," you stutter, surprised by your bravery. "I-I won't let you hurt either of us..." <<else>> "The money isn't yours," you say. "Punish me however you want but leave <<nnpc_him "Robin">> out of this." <</if>> <br><br> "That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you two, and frankly I don't care." <<He>> produces a hood and length of rope. "Hold still." <br><br> <<link [[Submit|Rent Intro]]>><<set $phase to 1>><<endevent "phaseless">><</link>> <br> <<if $bus is "hospital">> <<link [[Fight|Rent Hospital Fight Robin]]>><<set $fightstart to 1>><</link>> <br> <<else>> <<link [[Fight|Rent Robin Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> <<set $baileyseduced to 1>> <<if $speech_attitude is "meek">> "P-please, <<sir>>," you plead. "Can't I p-pay you some other way?" You bite your lip. <<elseif $speech_attitude is "bratty">> "You know," you say, running your hands over your body, "I could pay you in a different way. A much better way." <<else>> "Can't I pay you some other way?" you ask, licking your lips. "I'll make it worth it." <</if>> <<promiscuity2>> <<if $phase is 1>> Bailey smirks. <<His>> cold hand snakes over your shoulder, around the back of your head, and <<he>> begins to stroke your hair. <br> Then, without warning, <<he>> grabs a fistful of your hair and yanks you close, your face inches from <<his>> own. <br> "Nice try," <<he>> hisses. "But that's not going to save your ass. Not this time." <br><br> <<He>> releases you and presses <<his>> hand on your chest, shoving you. You stumble backwards as Bailey takes a menacing step towards you <<if $money gte $rentmoney + ($babyRent or 0)>> with <<his>> palm open expectantly. "Your payment. Now." <br><br> <<link [[Pay|Rent Pay]]>><</link>> <br> <<link [[Refuse|Rent Refuse]]>><<def 1>><</link>> <br> <<else>> and begins unwinding the rope. "Don't worry," <<he>> taunts. "I'll put in a good word for you." <br><br> <<link [[Submit|Rent Intro]]>><<endevent>><</link>> <br> <<if $bus is "hospital">> <<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> <<link [[Fight|Rent Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <</if>> <<else>> "You can pay me," <<person1>><<he>> sneers. "With money. <span class="pink">£<<print ($rentmoney + ($babyRent or 0)) / 100>>.</span> <span class="red">That's what your body's worth.</span>" <br><br> <<if $baileydefeatedchain gte 1>> <<person2>>"I'll take that as payment," the <<person>> beside <<nnpc_him Bailey>> says. <br><br> Bailey cows <<him>> with a glare, and <<he>> looks away. <<person1>> <br><br> <</if>> It's too late to negotiate with Bailey. <<He>> wants <<his>> payment. <<if $money gte $rentmoney + ($babyRent or 0)>> <<He>> holds out <<his>> hand. <br><br> <<link [[Pay|Rent Pay]]>><</link>> <br> <<link [[Refuse|Rent Refuse]]>><<def 1>><</link>> <br> <<else>> "Now like I said." <<He>> brandishes the rope at you. "Hold still." <br><br> <<link [[Submit|Rent Intro]]>><<endevent>><</link>> <br> <<if $bus is "hospital">> <<link [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> <<link [[Fight|Rent Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <</if>> <</if>><<effects>> <<set $baileydefeatedchain to 0>><<set $soldCount += 1>> <<set $baileyRefusedToPay to 0>> <<set $baileyRefusedToPayTotal to $baileyRefusedToPayTotal lt $rentmoney + ($babyRent || 0) ? 0 : $baileyRefusedToPayTotal - ($rentmoney + ($babyRent || 0))>> <<set _robin to statusCheck("Robin")>> <<unset $bailey_encroach>> <<npc Bailey 1>> <<set _robinIsPresent to ($phase is 1)>> <<set _andRobin to (_robinIsPresent ? "and Robin" : "")>> With your head covered by a hood and your arms bound behind your back, you _andRobin are led down a flight of stairs and along a tunnel. You trip a couple of times, prompting Bailey to drag you back to your feet and slap your face in anger. <br><br> <<if _robinIsPresent>> "Please, stop hurting <<phim>>!" Robin begs. Bailey ignores <<nnpc_him "Robin">>. <br><br> <</if>> <<pass 20>> <<if $tutorial is 0>> <<endevent>> <<generate1>><<person1>> After journeying for some time you hear another set of footsteps. "This is the wimp?" says a <<personsimple>>'s voice. <br><br> <<if _robinIsPresent>> "Yes, I'm just taking my <<print (_robin.pronoun is $player.gender_appearance ? (_robin.pronoun is "m" ? "boys" : "girls") : "kids")>> for a tour of the outside world," <<else>> "Yes, I'm just taking my <<girl>> for a tour of the outside world," <</if>> says Bailey, <<person1>><<nnpc_his "Bailey">> temper barely concealed beneath the sarcasm. "Just give me the cash. And I want you gone in 10 minutes." <br><br> Someone presses their hand between your shoulders and shoves you forward, into another pair of arms. A moment later, your hood is removed, revealing a <<person>>. "You're the cutest thing I've seen all week! Come 'ere." <br><br> <<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Tutorial Bailey">><</link>> <<elseif $rentsale is 3>> <<set $rentsale to 0>><<generate2>><<person2>> After journeying for some time you hear another set of footsteps. <<if _robinIsPresent>> "Hand them over," says a <<personsimple>>'s voice. <br><br> "Money first," responds Bailey. "Will I get them back?" <br><br> "You won't want them when we're done." <br><br> <<else>> "Hand <<phim>> over," says a <<personsimple>>'s voice. <br><br> "Money first," responds Bailey. "Will I get <<phim>> back?" <br><br> "You won't want <<phim>> when we're done." <br><br> <</if>> You hear a rustle of paper before being dragged further along the tunnel. <br><br> <<if _robinIsPresent>> <<badEndTracking "Underground Dungeon" { reason: "soldBaileyRobin" }>> <<link [[Next|Underground Intro]]>><<set $baileySold to true>><<endevent "phaseless">><<set $phase to 1>><</link>> <<else>> <<badEndTracking "Underground Dungeon" { reason: "soldBailey" }>> <<link [[Next|Underground Intro]]>><<set $baileySold to true>><</link>> <</if>> <br> <<elseif $rentsale is 2>> <<set $rentsale += 1>> <<if _robinIsPresent>> You journey for some time until you feel solid concrete beneath your feet. Another set of footsteps approach. You think you hear the rustle of an officer's belt. <br><br> "Hand the suspect over," a voice commands. <br><br> "Cash first. No time behind bars." Bailey's anger is very apparent. "I want <<nnpc_him "Robin">> back in one piece." <br><br> "Very well. We have other plans for this one anyway." You hear what sounds like the rustling of cash. <br><br> Robin begins to cry. "I-I didn't do anything! Please, don't!" <<nnpc_His "Robin">> voice trails off. Bailey tugs you elsewhere. <<robinPunishment "pillory">> <br><br> You continue for a while longer, <<else>> You journey for some time, <</if>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1 and ($avery_fate is "saved" or $avery_fate is "fallen" or $avery_fate is "kicked")>> until you hear wind rustling through leaves. "I had something else lined up for you," Bailey starts as <<nnpc_he "Bailey">> lifts you and hooks your bindings on something behind you, leaving you suspended in the air. "But you've attracted some very peculiar attention. Someone made me a better offer. Don't go anywhere, you'll be picked up shortly." You feel <<his>> hands run along your collar. "You're in way over your head." You hear <<him>> walk away, leaving you alone. <br><br> <<endevent>> <<rentGwylanTrade>> <<else>> <<leash 21>> until you hear the sound of engines up ahead. The sound echoes, becoming closer, until you hear it all around you. "Good stock," says an unfamiliar voice. "Would make a fine breeder." <br> "The money," Bailey responds, impatient. <br> "Ah. Here." There's a rustle to one side, then someone tugs on your leash, pulling you forward. <br> "A pleasure," Bailey says, already walking away. <br><br> "Watch the step," says the unfamiliar voice. Whatever you've stepped onto is rumbling. "Sit." You fumble around your knees, and find what feels like a bench. You sit, then hear the slam of doors, and a few moments later you lurch as the floor moves beneath you. You're in a vehicle. <br><br> <<link [[Next|Street Van Bailey]]>><<set $baileySold to true>><</link>> <br> <</if>> <<elseif $rentsale is 1>> <<set $rentsale += 1>> <<if _robinIsPresent>> <<rentRobinPunishment>> <<endevent>> <<npc Bailey 1>><<person1>> <br><br> Your journey with Bailey continues. <<else>> After journeying for some time you emerge outside. <</if>> You hear wind rustling through leaves. Bailey lifts you and hooks your bindings on something behind you, leaving you suspended in the air. <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> "I had something else lined up for you, but you've attracted some very peculiar attention. Someone made me a better offer. Don't go anywhere, you'll be picked up shortly." You feel <<his>> hands run along your collar. "You're in way over your head." You hear <<him>> walk away, leaving you alone. <br><br> <<endevent>> <<rentGwylanTrade>> <<else>> "Don't go anywhere, you'll be picked up shortly," <<he>> says. You hear <<him>> walk away, leaving you alone. <br><br> <<endevent>> <<rentEdenTrade>> <</if>> <<else>> <<set $rentsale to 1>> <<generate2>><<person2>> After journeying for some time you hear another set of footsteps. "This is the merchandise?" says a <<personsimple>>'s voice. <br><br> <<if _robinIsPresent>> "No, I'm just taking my <<print (_robin.pronoun is $player.gender_appearance ? (_robin.pronoun is "m" ? "boys" : "girls") : "kids")>> for a walk," says Bailey, <<person1>><<his>> temper barely concealed beneath the sarcasm. "Just give me the cash. And I want them back in one piece, you're not paying enough..." <<else>> "No, I'm just taking my <<girl>> for a walk," says Bailey, <<person1>><<his>> temper barely concealed beneath the sarcasm. "Just give me the cash. And I want <<phim>> back in one piece, you're not paying enough..." <</if>> <br><br> <<if _robinIsPresent>> <<if _robin.dom lte 50>> "Please, let us go! We didn't do anything—" <<else>> "Wait! Let <<phim>> go! Please don't hurt my <<girlfriend>>—" <</if>> Robin's voice suddenly becomes muffled, and to your alarm, you hear <<nnpc_him "Robin">> fall to the ground soon after. <br><br> <</if>> A moment later, you feel someone press something against your mouth, and your consciousness fades. <<arousal 6000>><<gggarousal>> <br><br> <<link [[Next|Danube Meal]]>><<endevent>><<set $phase to (_robinIsPresent ? 1 : 0)>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemyanger += 200>> <<npcidlegenitals>> "You think I won't beat it out of you?" Bailey says. <br><br> <<set $phase to 1>> <</if>> <<effects>> <<effectsman>> <<man>> <<if $phase is 1>> <<set $phase to 2>> Orphans arrive to watch the fight, drawn by the noise. <br><br> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Rent Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Rent Fight]]>><</link>></span><<nexttext>> <</if>><<set _robin to statusCheck("Robin")>> <<if $fightstart is 1>> <<if $baileydefeatedchain gte 3>> <<set $enemyno to 3>> <<set $enemynomax to 3>> <<elseif $baileydefeatedchain gte 1>> <<set $enemyno to 2>> <<set $enemynomax to 2>> <<else>> <<set $enemyno to 1>> <<set $enemynomax to 1>> <</if>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemyanger += 200>> <<npcidlegenitals>> "Keep the other one under control, one of you," Bailey says. The <<personselect $enemynomax>><<person>> nods and grabs at Robin, while Bailey returns <<person1>><<his>> gaze to you. <<set $phase to 1>> <<if _robin.dom gte 80>> <<set $timer to 4>> <<elseif _robin.dom gte 60>> <<set $timer to 3>> <<elseif _robin.dom gte 40>> <<set $timer to 2>> <<else>> <<set $timer to 1>> <</if>> <</if>> <<effects>> <<effectsman>><<man>> <<if $phase is 1>> <<set $phase to 2>> <br><br> Orphans arrive to watch the fight, drawn by the noise. <br><br> <</if>> <<personselect $enemynomax>> <<if $timer gt 1>> <span class="green"> <<if $rng gte 81>> Robin struggles in <<nnpc_his "Robin">> restraints. <<elseif $rng gte 61>> Robin tells you not to give up. <<elseif $rng gte 41>> Robin is kicking at the <<person>>'s heels. <<elseif $rng gte 21>> Robin tells you not to worry about <<nnpc_him "Robin">>. <<else>> Robin bites the <<person>>'s hand holding <<nnpc_him "Robin">>. <</if>></span> <<elseif $timer is 1>> The <<person>> manages to wrap <<his>> arm around Robin's throat. <span class="red">Robin cries out in pain.</span> <<else>> <span class="red"> <<if $rng gte 81>> The <<person>> has Robin in a stranglehold. <<elseif $rng gte 61>> You can hear Robin choking. <<elseif $rng gte 41>> The <<person>> spits at Robin's eye while strangling <<nnpc_him "Robin">>. <<elseif $rng gte 21>> Robin tries to surrender, but the <<person>> doesn't lighten up. <<else>> The <<person>> punches Robin while choking <<nnpc_him "Robin">>. <</if>> </span> <<npcincr Robin trauma 2>><<grtrauma true>> <</if>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Rent Robin Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Rent Robin Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<set _robin to statusCheck("Robin")>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">> <<person1>>One of the watching orphans giggles. Bailey spins to find the culprit, but another laughs behind <<him>>. Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room. <br><br> <<if $baileydefeatedchain gte 2>> The <<person2>><<person>> slinks out after <<person1>><<him>>. <br><br> <</if>> You walk over to Robin and undo <<nnpc_his "Robin">> bindings. <<nnpc_He "Robin">> pulls you into a hug. "Thank you, my hero!" With a peck on your <<if _robin.lust gte 60>>lips<<else>>cheek<</if>>, <<nnpc_he "Robin">> walks away. <br><br> The orphans cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear. <<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bedroom]]>><</link>> <<elseif $enemyhealth lte 0>> <<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>> <<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise. <<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out. <br><br> <<if $baileydefeatedchain gte 2>> The <<person2>><<person>> slinks out after <<person1>><<him>>. <br><br> <</if>> You walk over to Robin and undo <<nnpc_his "Robin">> bindings. <<nnpc_He "Robin">> pulls you into a hug, "Thank you, my hero!" <br><br> <<if _robin.lust gte 60>> With a peck on your lips, Robin walks away. <<else>> With a peck on your cheek, Robin walks away. <</if>> <br><br> Bailey's departure lifts a weight from the watching orphans, who cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear. <<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bedroom]]>><</link>> <<else>> <<set $baileydefeatedchain to 0>> <<set $baileyRefusedToPay to 0>> <<unset $bailey_encroach>> You fall to the ground, too hurt to move. Robin struggles, until Bailey hits <<nnpc_him "Robin">> hard on the head. <<nnpc_He "Robin">> collapses beside you. <<lreb>><<reb -1>> <br><br> <<set $upperoff to 0>> <<set $loweroff to 0>> <<set $underloweroff to 0>> <<set $underupperoff to 0>> <<endcombat>> <<link [[Next|Rent Intro]]>><<endevent>><<set $phase to 1>><</link>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">> <<person1>>One of the watching orphans giggles. Bailey spins to find the culprit, but another laughs behind <<him>>. Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room. <br><br> <<if $baileydefeatedchain gte 2>> The <<person2>><<person>> slinks out after <<person1>><<him>>. <br><br> <</if>> The orphans cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear. <<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bedroom]]>><</link>> <<elseif $enemyhealth lte 0>> <<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>> <<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise. <<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out. <br><br> <<if $baileydefeatedchain gte 2>> The <<person2>><<person>> slinks out after <<person1>><<him>>. <br><br> <</if>> <<His>> departure lifts a weight from the watching orphans, who cheer your defeat of the tyrant. <<He>> will be back, but for now you're in the clear. <<greb>><<ghope>><<reb 1>><<hope 1>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Bedroom]]>><</link>> <<else>> <<set $baileydefeatedchain to 0>> <<set $baileyRefusedToPay to 0>> <<unset $bailey_encroach>> You fall to the ground, too hurt to move. <<lreb>><<reb -1>> <br><br> <<set $upperoff to 0>> <<set $loweroff to 0>> <<set $underloweroff to 0>> <<set $underupperoff to 0>> <<endcombat>> <<link [[Next|Rent Intro]]>><</link>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<set $enemyno to 1>> <<set $head to "grappled">> <<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $NPCList[0].lefthand to "arms">><<set $NPCList[0].righthand to "arms">> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>><<effectsman>> <br> <<person1>> <<if $combatPhase is "talk">> <<switch $timer>> <<case 4>> Bailey stares at you. <<case 3>> Bailey turns and walks away. <<case 2>> Bailey walks down the hall and turns a corner, out of sight. <<case 1>> You hear Bailey say something, <span class="purple">followed by a <<nnpc_gendery "Robin">> screaming</span>. <<default>> Bailey walks back from the hallway, <span class="red">dragging Robin by <<nnpc_his "Robin">> hair</span>. <<set $combatPhase to "Robin">><<set $timer to 2>><<set $baileySpoke to 0>> <</switch>> <br> <span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span> <<elseif $combatPhase is "Robin">> <<if $timer gte 1>> <<switch $baileySpoke>> <<case 2>> <<if $speechplead is 1 or $speechapologiseno is 1 or $speechscream is 1 or $speechdemand is 1 or $speechapologiseunforgiving is 1>> "Save your breath," Bailey says. "If you really want to save <<nnpc_him "Robin">>, it's not too late to pay." <<else>> "I told you, all that time ago," Bailey says. "Get me my money... or I'll find a way to extract value from you." <</if>> <<case 1>> <<if $speechplead is 1 or $speechapologiseno is 1 or $speechapologiseunforgiving is 1>> Bailey rolls <<his>> eyes. "If you'd paid me on time, maybe you wouldn't be crying your eyes out now." <<set $baileySpoke++>> <<elseif $speechscream is 1 or $speechdemand is 1>> "You think you're going to convince me with shouting?" Bailey sneers. <<set $baileySpoke++>> <<else>> "Don't know why you took this waif's debt in the first place if you weren't ready to pay it," Bailey sneers. <</if>> <<default>> <<if $speechplead is 1 or $speechapologiseno is 1 or $speechapologiseunforgiving is 1>> Bailey scoffs at you. "Oh, now you're sorry? Now that there's consequences?" <<set $baileySpoke++>> <<elseif $speechscream is 1 or $speechdemand is 1>> "Shut up," Bailey snaps at you. "You didn't pay the price, so <<nnpc_he "Robin">> will." <<set $baileySpoke++>> <<else>> "You see?" Bailey says, looking at Robin. "<<pShe>> didn't pay the price, so you will." <</if>> <</switch>> <<if C.npc.Robin.trauma gte 20 or C.npc.Robin.dom lte 30>> <<print either("Robin stares at you with teary eyes.","Robin sniffles.","Robin feebly struggles in Bailey's grip.","Robin reaches for you.")>> <<else>> <<print either("Robin holds a brave face.","Robin grits <<nnpc_his \"Robin\">> teeth.","Robin struggles in Bailey's grip.","Robin almost wrenches <<nnpc_himself \"Robin\">> from Bailey's grasp.")>> <</if>> <<else>> "You want to keep <<nnpc_him "Robin">> safe?" Bailey asks. "Say it to me. Tell me you'll pay me from now on." <<if C.npc.Robin.trauma gte 1 or C.npc.Robin.dom lte 30>> Robin hiccups. <<else>> Robin shakes <<nnpc_his "Robin">> head. <</if>> <<set $combatPhase to "pay">><<set $timer to 2>> <</if>> <br> <span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span> <<elseif $combatPhase is "pay">> <<if $speechpay is 1>> "There," Bailey sneers. "Was that so hard?" <<He>> gestures to <<his>> thugs, and they let go of your arms. <<set _fin to 1>> <<elseif $speechpay is -1>> "Well, isn't that a shame," Bailey sneers. "But I'm feeling generous. You can still save <<nnpc_him "Robin">>. Just stay still." <br> Robin desperately shakes <<nnpc_his "Robin">> head. <<set $combatPhase to "still">><<set $timer to 2>> <<elseif $timer is 1>> Bailey pretends to check <<his>> watch. "I'm a busy <<personsimple>>. If you won't <i>pay up</i>, I'm leaving." <br> <span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span> <<else>> "I'm done here," Bailey scoffs. "If you didn't want to pay for <<nnpc_him "Robin">>, you shouldn't have wasted my time in the first place." <<set $finish to 1>><<set _fin to 1>> <</if>> <<elseif $combatPhase is "still">> <<if _defiance is undefined>> "Good," Bailey says, nodding to the thugs. <<He>> nods to the thugs holding your arms, and they march you out of the orphanage. <br><br> <span class="red">Robin shouts your name through tears as you're led out.</span> <<set _fin to 1>> <<elseif $timer is 1>> "Did you hear me?" Bailey growls. "If you don't want <<nnpc_him "Robin">> to get it, <i>don't struggle</i>. Just stay still." <br> <span class="red">The <<person2>><<person>> and <<person3>><<person>> hold you firm.</span> The <<person2>><<persons>> grip tightens. <<else>> Bailey scowls. "I'm done here. If you didn't want to pay for <<nnpc_him "Robin">>, you shouldn't have wasted my time in the first place." <<set $finish to 1>><<set _fin to 1>> <</if>> <</if>> <br><br> <<if _fin isnot 1>> <<actionsman>> <</if>> <<if $combatPhase is "pay" and $speechpay is 1>> <span id="next"><<link [[Next|Rent First Robin Fight Finish]]>><<endevent>><<set $phase to "pay">><</link>></span><<nexttext>> <<elseif $combatPhase is "still" and _defiance is undefined>> <span id="next"><<link [[Next|Rent First Robin Fight Finish]]>><<endevent>><<set $phase to "still">><</link>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<link [[Next|Rent First Robin Fight Finish]]>><<endevent>><<set $phase to "finish">><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Rent First Robin Fight]]>><</link>></span><<nexttext>> <</if>> <<turnend>><<effects>> <<unset $robinRentEvent>> <<set _robin to statusCheck("Robin")>> <<npc Robin 1>><<person1>> <<if $phase is "pay">> Bailey lets go of Robin, who runs up to and embraces you. <<He>> sobs softly. <br><br> <<rentpay>> Bailey walks off, and Robin continues clinging to you. <<if _robin.trauma gte 40>> "I th-thought..." <<He>> chokes up and holds you tighter. <<else>> "I thought I was going to lose you," <<he>> says after a long moment. <</if>> <br><br> You gently hold <<his>> hand, and give <<him>> a comforting kiss on the forehead. <<takeHandholdingVirginity "Robin">> <br><br> Robin manages to calm down, the tears ebbing away. <<if _robin.dom gte 30>> "I need to become stronger..." <<he>> whispers under <<his>> breath, shaking <<his>> head. <</if>> "Thank you. For everything," <<he>> says. <<He>> eventually releases <<his>> embrace and goes back towards <<his>> room. <br><br> <<robinRentUnsafeMessage>> <<endcombat>><<clotheson>> <<link [[Next|Orphanage]]>><</link>> <<elseif $phase is "still">> The thugs drag you away. You hear Robin crying for you. <<His>> cries eventually fade away as you leave the orphanage. You are met face to face with Bailey. <br><br> <<npc Bailey 2>><<person2>> "Now was that so hard?" Bailey sneers as <<he>> covers your head and binds your arms. "You saved your little friend. This time." <br><br> <<robinRentUnsafeMessage>> <<endcombat>><<clotheson>> <<link [[Next|Rent Intro]]>><</link>> <<else>> <<robinPunishment "mansion">> Bailey drags Robin away. You struggle against the thugs' grip, but can't break free. <br><br> Eventually Bailey returns, and sneers at you. "Since I'm so generous, this will be a warning. Get me my money, or <<he>>'ll pay the price." <br><br> <<robinRentUnsafeMessage>> <<endcombat>><<clotheson>> <<link [[Next|Orphanage]]>><</link>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<npc Bailey 1>> You feel someone put their hand on your shoulder, turning you see it's Bailey. <br><br> "Welcome to the outside world, I hope you learned your lesson after not doing anything all week," <<he>> says, "I expect you to try harder this week, you're not going to like to see what happens if you fail to pay me again." <br><br> You're escorted by Bailey back to your bedroom and left alone. <br><br> <<link [[Next|Bedroom]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>> <<set $orphanageWardIntro to true>> You walk into the youth ward. It wasn't so long ago that you were relegated here, yourself. The walls are cleaner, the air seems more fresh. Even the atmosphere itself somehow feels less bleak. You never realised how much bigger this place felt on the inside. <br><br> <<generatey1>><<person1>> A young orphan runs by, and smiles up at you briefly. <<He>> has no idea how safe <<he>> is, and how much worse the world outside is. A pit forms in your stomach, as you become acutely aware of something. You can't ever remember leaving the youth ward on your own. It was always with Bailey, or one of <<nnpc_his "Bailey">> workers. So many of your memories are from behind heavily tinted windows and through crowds of people. <<gawareness>><<awareness 3>> <br><br> As soon as the thought reaches you, though, it fades, leaving only a mild sense of anxiety in its wake. That couldn't be true... <br><br> ...Right? <br><br> <<link [[Next|Orphanage Ward]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>> You are in the youth ward of the orphanage. One of Bailey's thugs stands guard at the entrance. <<switch Time.dayState>> <<case "dawn">> Many of the children are still asleep. <<case "day">> Laughter and young voices echo through the halls. <<case "dusk">> Most of the children have already been tucked in for bed. <<case "night">> The children are all asleep, and the ward is silent. <</switch>> <br><br> <<if ($baileydefeatedchain gte 3 or $baileyRefusedToPay gte 3) and (!$avery_mansion or ["fallen","kicked"].includes($avery_fate) or $avery_mansion.rage.assess gte 9 or $avery_mansion.days_absent gte 2)>> The thug stops you at the door. "Sorry, <<girl>>. Bailey says you're not allowed to enter until you <span class="red">pay up</span>." You're turned away. <br><br> <<link [[Next|Orphanage]]>><</link>> <br> <<elseif $home_event_ward_timer lte 0 and Time.hour gte 6 and Time.hour lte 21>> <<set $home_event_ward_timer to 6>> <<switch $home_event_ward_count>> <<case 0>><<set $home_event_ward_count += 1>> As the sounds and smells of the youth ward hit you, you're flooded with a wave of nostalgia. In a twisted way, this innocence and ignorance feels safe. A part of you yearns for the simpler days, when you were oblivious to the world outside. <<trauma -3>><<ltrauma>> <br><br> <<orphanageWardOptions>> <<case 1>><<set $home_event_ward_count += 1>> You briefly feel lost. You stare down one of the longer hallways. The number of rooms that branch off seems wrong. You wonder how much else has changed since you were moved. <br><br> <<orphanageWardOptions>> <<case 2>><<set $home_event_ward_count += 1>> You suddenly find yourself wondering if you could find your old room. You try to remember where it was, but you draw a blank. It's probably already occupied by someone else, anyways. <br><br> <<if $awareness gte 200>> How many orphans are there? How do the rooms fill so quickly? <br><br> <</if>> <<orphanageWardOptions>> <<case 3>><<set $home_event_ward_count += 1>> You hear a young orphan lightly sobbing. Another orphan is trying to calm them down. It looks like one of them is getting moved to the other wing soon. <br><br> <<if C.npc.Robin.init is 1 and C.npc.Robin.love gte 20 and $awareness gte 300>> It reminds you of when you and Robin were younger. <<nnpc_He "Robin">> had made friends with orphans older than <<nnpc_himself "Robin">>, and one by one, they had all moved to the other wing. You haven't seen any of them since. You wonder what happened to them. <br><br> You realise that you might be Robin's last friend. <<else>> The whole scene looks familiar to you, but you can't place why. <</if>> <br><br> <<orphanageWardOptions>> <<case 4>><<set $home_event_ward_count += 1>> You take a moment to make a mental map of the youth ward. It's a bit larger than the other wing, and you don't remember the exact layout. <br><br> You feel as though you should know the layout better, with how long you were here. <br><br> Just how long were you here? <br><br> <<orphanageWardOptions>> <<default>> <<orphanageWardOptions>> <</switch>> <<else>> <<orphanageWardOptions>> <</if>><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>> As you leave the youth ward, you run your hands against the door frame. You feel something, and pause. There's a pattern of notches carved into the sides. <br><br> You take a step back. The entire door is covered in carved symbols. The jambs house a litany of letters you can't read, and the patterns of the wood underneath swirl and shine. <br><br> You blink. You're back in the main hall. You feel dizzy. <br><br> <<link [[Next|Orphanage]]>><</link>> <br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>> <<set $daily.wraithNursery to 1>> <<getChildrenIds `{location:"home", father:"Ivory Wraith"}`>> <<set _childNumber to _childrenIds.length>> As you make your way to the nursery, you think you can hear singing. As you get closer, you make out what sounds like the words of a long forgotten lullaby. <br><br> You turn the corner. A familiar pale figure stands amidst the cots. <<if _childNumber is 1>> <<childSelect _childrenIds>> It tenderly holds <<childname `_childrenIds`>> in its arms as it continues to sing softly. <<childHe>> looks like <<childhe>> just fell asleep. <<elseif _childNumber is 2 or _childNumber is 3>> It tenderly holds <<childrenNames _childrenIds>> in multiple sets of arms, singing to them. They sleep peacefully. <<else>> It tenderly holds <<childrenNames _childrenIds>> in myriad arms, singing to all of them at once. They all sleep peacefully. <</if>> <<if $storedChildrenToys and $storedChildrenToys[$location] and $storedChildrenToys[$location].length gt 0>> <<set _wraithToy to $storedChildrenToys[$location].random().name_lower>> <<A _wraithToy>> floats in the air, suspended by a translucent tentacle attached to the figure's back. <</if>> <br><br> It turns to you, smiling, before raising a finger to its mouth and making a hushing gesture. It gingerly places <<if _childNumber is 1>> <<childname `_childrenIds`>> back in <<childhis>> cot. <<elseif _childNumber is 2 or _childNumber is 3>> <<childrenNames _childrenIds>> back in their cots. <<else>> <<childrenNames _childrenIds>> back in their cots, meticulously ensuring each one is in their proper place. The extra arms fold in and disappear. <</if>> The lullaby ends with a soothing hum that echoes in your ears. <<tiredness 3>><<gtiredness>> <br><br> "<span class="wraith">Beautiful. So beautiful. Love <<if _childNumber is 1>><<childhim>><<else>>them<</if>> for me, <<pcpetname "Wraith" "nice">>. Please.</span>" <br><br> A <<wraithEyes>> tear streaks down its cheek as the figure slowly fades away. <br><br> <<childicon "crib">><<link [[Next|Childrens Home]]>><</link>> <br><<set $outside to 0>><<set $location to "home">><<home_effects>><<effects>> <<set $daily.wardHalloween to true>> <<switch random(1, 5)>> <<case 1>> <<generatey1>><<person1>> You enter the youth ward. One of the older kids is telling the younger ones a story. <br><br> "And then, when no one was looking, the monster hiding in the dark ate all the socks in the drawers! Then it had a big tummy ache that lasted days!" the older kid says, with a dramatic voice. <br><br> Some of the kids laugh, but some of the youngest ones look scared. One hides behind you. You assure <<him>> it was just a story, and that sock-eating monsters don't exist. <<He>> seems to believe you, and eventually separates from you. <<case 2>> You enter the youth ward. A group of kids are huddled around a small box full of glow-in-the-dark stickers. As they stick them on the walls, you notice that they're Halloween-themed: ghosts, pumpkins, and skeletons. <br><br> A few of the kids start to stick them on themselves and their friends. You stay with them, making sure no one eats the plastic. <br><br> Eventually, they run out of stickers, and you leave them be. <<case 3>> <<generatey1>><<person1>> You enter the youth ward to the sound of cheering. A kid wearing a cardboard skeleton mask runs behind you, chased by a younger <<personsimple>>. They seem to be having fun.<<stress -6>><<lstress>> <<case 4>> <<generatey1>><<person1>> You enter the youth ward. One of the kids is lying on the floor, whining as <<he>> holds <<his>> stomach. <<Hes>> surrounded by candy wrappers. <<He>> probably has a stomachache from eating too many sweets. You leave <<him>> be. <<default>> <<npc Robin>><<generatey2>> You enter the youth ward to find Robin talking to one of the younger kids. The <<person2>><<personsimple>> huffs at <<person1>><<him>> and stomps away. Robin seems relieved. <br><br> <<He>> gives you a nervous smile. <<person2>>"<<He>> almost ate one of the decorations! That cobweb would definitely have made <<him>> sick. I'm glad I was able to stop <<him>>!" Robin shakes <<person1>><<his>> head ruefully and leaves the youth ward. <</switch>> <br><br> <<link [[Next|Orphanage Ward]]>><<endevent>><</link>> <br><<widget "home_outside">> <<if $exposed gte 1>> <<set _ex to ($exposed >= 2 ? (Time.dayState == "night" ? 4 : 5) : (Time.dayState == "night" ? 2 : 3))>> <<if hasSexStat("exhibitionism", _ex)>> <<if Time.dayState is "night">> <<dooricon "orphanage">><<link [[Sneak outside (0:02)|Home Leave]]>><<pass 2>><</link>> <<else>> <<dooricon "orphanage">><<link [[Sneak outside (0:05)|Home Leave]]>><<pass 5>><</link>> <</if>> <<if $daily.ex.fence isnot 1>> <<switch _ex>> <<case 2>> <<exhibitionist2>> <<case 3>> <<exhibitionist3>> <<case 4>> <<exhibitionist4>> <<case 5>> <<exhibitionist5>> <</switch>> <</if>> <</if>> <br> <<else>> <<if Time.hour gte 18 and Time.hour lte 20 and C.npc.Robin.trauma gte 40 and $robinmissing is 0 and !$robinTraumaVisit>> <<dooricon "orphanage">><<link [[Leave orphanage (0:01)|Robin Trauma Visit]]>><<set $phase to 2>><<pass 1>><</link>> <br> <<elseif $robinpaid gte 1 and Time.isWeekEnd() and $weekly.robinGift isnot 1 and Time.hour gte 7 and Time.hour lt 9 and C.npc.Robin.trauma lt 80 and random(1, 10) lte 3 and $robin.timer.hurt lt 1 and $robinmissing is 0>> <<dooricon "orphanage">><<link [[Leave orphanage (0:01)|Robin Weekend Gift]]>><<pass 1>><<set $weekly.robinGift to 1>><</link>> <br> <<else>> <<dooricon "orphanage">><<link [[Leave orphanage (0:01)|Domus Street]]>><<pass 1>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "home_effects">> <<if $home_gone lte 167>> <<set $home_gone to 0>> <</if>> <</widget>> <<widget "slimeWakeBodyliquid">> <<set _liquid to _args[0]>> <<if $player.penisExist and $player.virginity.penile isnot true and !playerChastity("penis")>> <<bodyliquid "penis" _liquid random(1,3)>> <</if>> <<if $player.vaginaExist and $player.virginity.vaginal isnot true and !playerChastity("hidden")>> <<bodyliquid "vagina" _liquid random(1,3)>> <</if>> <<if $player.virginity.anal isnot true and !playerChastity("anus") and $settings.analEnabled>> <<bodyliquid "anus" _liquid random(1,3)>> <</if>> <<if $player.virginity.oral isnot true>> <<bodyliquid "mouth" _liquid random(1,3)>> <</if>> <<bodyliquid "hair" _liquid random(1,3)>> <<bodyliquid "face" _liquid random(1,3)>> <<bodyliquid "neck" _liquid random(1,3)>> <<bodyliquid "chest" _liquid random(1,3)>> <<bodyliquid "leftarm" _liquid random(1,3)>> <<bodyliquid "rightarm" _liquid random(1,3)>> <<bodyliquid "thigh" _liquid random(1,3)>> <<bodyliquid "feet" _liquid random(1,3)>> <</widget>> <<widget "slimeWakeAlleyway">> <<set $earSlime.eventTimer to 3>> <<storeon "bed" "return">> <<storeon "Temple Bunk Bed" "return">> /* effects and sleepeffects requires due to ending sleep and changing location */ <<effects>> <<sleepeffects>> You wake up in a confused and disoriented state. The last thing you recall is getting into bed <<if $robinbed is "theirs">>with Robin<<else>>like normal<</if>>. However, you're clearly not in it anymore. You have a feeling that the slime in your ear is involved in some way. <br><br> <<if $tutorial or $debug>> <<set _newLocation to ["Residential Alleyways", "Commercial Alleyways", "Park", "Industrial Alleyways"].random()>> <<set $eventskip to 1>> <<if random(0,100) gt 80 and (maleChance() lt 100 or $settings.maleNPCVaginaChance gt 0) and $earSlime.deviancy gte 3>> <<set _coveredIn to "slime">> <<slimeWakeBodyliquid "goo">> <</if>> <<if random(0,100) gt 80 and (maleChance() gt 0 or $settings.femaleNPCPenisChance gt 0) and $earSlime.promiscuity gte 3>> <<set _coveredIn to (_coveredIn is "slime" ? "slime and semen" : "semen")>> <<slimeWakeBodyliquid "semen">> <</if>> <<if _coveredIn isnot undefined>> On top of this predicament, you find yourself covered in <<print _coveredIn>>. If this was the slime's doing, it clearly had its fun with your body while you slept. <br><br> <</if>> Having a look round your surroundings, you think that you've somehow been relocated to the <<print _newLocation.toLocaleLowerCase()>>. <br><br> <<link [[Next|_newLocation]]>><</link>> <<else>> <<set $tutorial to 1>> <<generate1>><<person1>>Without warning, a <<person>> passing by bumps into you. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere." <br><br> <<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Residential Alleyways">><</link>> <</if>> <<exitAll>> <</widget>> <<widget "slimeWakeMasturbation">> /* To correct for lost hour */ <<set $sleephour++>> <<set _slimeWakeMasturbation to 0>> <<set $weekly.slimeWakeMasturbation to true>> <<set _rng to random(0, 100)>> <<set _options to 1>> <<if $player.penisExist and ($worn.genitals.name is "chastity parasite" or !playerChastity("penis"))>><<set _options++>><</if>> <<if $player.vaginaExist and !playerChastity("vagina")>><<set _options++>><</if>> <<if $settings.analEnabled and !playerChastity("anus")>><<set _options++>><</if>> <<arousal 10000>> <<drugs 200>> <<silently>><<orgasm>><</silently>> You wake up in a highly aroused and disoriented state. Unable to get up, you look at yourself, only to find that you're unable to stop <<if $player.penisExist and ($worn.genitals.name is "chastity parasite" or !playerChastity("penis"))>> <<if $worn.genitals.name is "chastity parasite">> aggressively squeezing the parasite between your legs. The waves of pleasure flowing through you sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>, immediately followed by a second<<if _deniedOrgasm>> ruined<</if>> orgasm. <br><br> <<orgasm>> <<orgasm>> <<set _multiple to true>> <<else>> aggressively stroking your penis. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>. <br><br> <<orgasm>> <</if>> <<elseif $player.vaginaExist and !playerChastity("vagina") and _rng gte 100 / Math.clamp(_options - 1, 1, Infinity)>> aggressively fingering your pussy. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>. <br><br> <<orgasm>> <<elseif $settings.analEnabled and !playerChastity("anus") and _rng gte 100 / Math.clamp(_options - 2, 1, Infinity)>> aggressively fingering your anus. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>. <br><br> <<orgasm>> <<else>> aggressively pinching your nipples. The pleasure quickly sends you <<if _deniedOrgasm>>close to the edge<<else>>over the edge<</if>>. <br><br> <<orgasm>> <</if>> After the final<<if _deniedOrgasm>> ruined<</if>> orgasm subsides, you regain control over your body. You slowly calm down and attempt to go back to sleep. <br><br> <<link [[Next|$passage]]>><</link>> <<exitAll>> <</widget>> <<widget "orphanageWard">> <<if $debug is 1 or $ward_unlocked>> <br> <<if inappropriatePlayerState("clothes")>> <<childicon "blocks">><span class="pink">You're dressed too indecently to enter the youth ward.</span> <<elseif inappropriatePlayerState("fluids")>> <<childicon "blocks">><span class="pink">You should clean yourself before entering the youth ward.</span> <<elseif inappropriatePlayerState("drugs")>> <<childicon "blocks">><span class="pink">You're too intoxicated to enter the youth ward.</span> <<else>> <<if !$orphanageWardIntro>> <<childicon "blocks">><<link [[Ward (0:01)|Orphanage Ward Intro]]>><<pass 1>><</link>> <<elseif !$daily.wardHalloween and $halloween is 1 and Time.hour gte 6 and Time.hour lte 21 and $rng gte 51>> <<childicon "blocks">><<link [[Ward (0:01)|Orphanage Ward Halloween Enter]]>><<pass 1>><</link>> <<else>> <<childicon "blocks">><<link [[Ward (0:01)|Orphanage Ward]]>><<pass 1>><</link>> <</if>> <</if>> <</if>> <</widget>> <<widget "orphanageWardOptions">> <<getChildrenIds `{location:"home", father:"Ivory Wraith"}`>><<rngWraith 1 "night">> <<if _childrenIds.length gte 1 and _wraithEvent and !$possessed and !$daily.wraithNursery>> <<childicon "crib">><<link [[Nursery|Orphanage Ward Wraith Sing]]>><<set $exitPassage to $passage>><</link>> <br> <<else>> <<childicon "crib">><<link [[Nursery|Childrens Home]]>><<set $exitPassage to $passage>><</link>> <br> <</if>> <<if $hallucinations gte 2 and $rng is 100>> <<main_hall_icon>><<link [[Main hall|Orphanage Ward Door]]>><</link>> <br> <<else>> <<main_hall_icon>><<link [[Main hall|Orphanage]]>><</link>> <br> <</if>> <</widget>> <<widget "bathroomLink">> <<if getRobinLocation() is "bath" and $halloween isnot 1>> <<if $robinBathKnown>> Robin is in the bath. <br> <</if>> <<bathroomicon>><<link [[Bathroom (0:01)|Robin Bath]]>><<pass 1>><</link>> <<else>> <<if $robinBathKnown>> <<unset $robinBathKnown>> <</if>> <<bathroomicon>><<link [[Bathroom (0:01)|Bathroom]]>><<pass 1>><</link>> <</if>> <</widget>> <<widget "generateSleepLinks">> <<set _sleep_passage to _args[0]>> <<set _maxHours to ($sleeptrouble is 1 and $controlled is 0 and !$hypnosis_traits.slumber) ? 10 : 8>> <<for _i = _maxHours; _i > 0; _i-->> <<if _i is 1>> <<link [[Sleep for 1 hour|_sleep_passage]]>><<set $sleephour to 1>><</link>> &#8194;(<<timeAfterXHours 1>>)<<ltiredness>> <<else>> <<capture _i>> <<link [["Sleep for " + _i + " hours"|_sleep_passage]]>><<set $sleephour to _i>><</link>> (<<timeAfterXHours _i>>)<<ltiredness>> <</capture>> <</if>> <br> <</for>> <<link [[Just sleep|_sleep_passage]]>><<set $sleephour to -1>><</link>> (??:??)<<ltiredness>> <br><br> <</widget>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<set $water to 1>> As you reach the water you hear a sharp buzz and the sound of grinding metal. The water looks foreboding but there's no going back now. You ease yourself into the water and start swimming towards the exit. You spare a glance at the top of the hole. A group of <<wolf_cave_plural>> stand at the top, glaring down at you. Two prove more daring than the rest, and jump in after you. <br><br> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Abduction Hospital Water Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Abduction Hospital Water]]>><</link>></span><<nexttext>> <</if>><<effects>><<set $lock to random(0, 1000)>> You run down the corridor. As you reach the door you hear a sharp buzz and the sound of grinding metal. <<beastNEWinit 6 wolf>> <<if $rng gte 81 or ($monster isnot 1 and !$settings.bestialityEnabled)>> You pull on the handle, and the door aches open. You dash through and shut it behind you, seeing a number of <<beastsplural>> bounding down the corridor as you do. <br><br> <<endevent>> <<nightingaleeventend>> <<else>> <<if currentSkillValue('skulduggery') gte $lock>> You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of <<beastsplural>> racing closer. You try to pick the lock, <span class="green">and succeed!</span> You dash through and shut the door behind you. <br><br> <<endevent>> <<nightingaleeventend>> <<else>> You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of <<beastsplural>> racing closer. You try to pick the lock, <span class="red">but fail.</span> The <<beastsplural>> are upon you. <br><br> <<link [[Next|Abduction Hospital Corridor Wolves]]>><<set $molestationstart to 1>><</link>> <</if>> <</if>><<effects>> <<beastNEWinit 6 wolf>> <<if $physiquesize lte 6000>> Dropping to your hands and knees, you squeeze through the gap. It's a tight fit, but your small frame proves an advantage.<<small_text>> <br><br> <<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>> You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside. <br><br> <<endevent>> <<commercialquick>> <<elseif $monster isnot 1 and !$settings.bestialityEnabled>> Dropping to your hands and knees, you squeeze through the gap. It's a tight fit, but you're able to fit. <br><br> <<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>> You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside. <br><br> <<endevent>> <<commercialquick>> <<else>> Dropping to your hands and knees, you squeeze through the gap. It goes well at first, you manage to get your stomach through before becoming stuck. You hear a sharp buzz and the sound of grinding metal as you try to pull out, but you're stuck tight. Something pokes your rear! <br><br> <<link [[Next|Abduction Hospital Hole Wolves]]>><<set $molestationstart to 1>><</link>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Abduction Hospital Water]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> The <<beastsplural>> disappear beneath the surface, headed somewhere unknown. <br><br> <<clotheson>> <<endcombat>> <<tearful>> you swim down the tunnel, helped along by the flow of water. The tunnel dips and you rush downward, exiting into a storm drain. <<set $stress -= 1000>> <br><br> <<link [[Next|Drain Water]]>><<set $bus to "commercialdrain">><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Abduction Hospital Water]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> The <<beastsplural>> disappear beneath the surface, headed somewhere unknown. <br><br> <<clotheson>> <<endcombat>> <<tearful>> you swim down the tunnel, helped along by the flow of water. The tunnel dips and you rush downward, exiting into a storm drain. <<set $stress -= 1000>> <br><br> <<link [[Next|Drain Water]]>><<set $bus to "commercialdrain">><</link>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Abduction Hospital Corridor Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Abduction Hospital Corridor Wolves]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Abduction Hospital Corridor Wolves]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering on the metallic floor. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering on the metallic floor. <</if>> <br><br> <<clotheson>> <<endcombat>> <<passouthospital>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Abduction Hospital Corridor Wolves]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering on the metallic floor. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering on the metallic floor. <</if>> <br><br> <<clotheson>> <<endcombat>> <<passouthospital>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Abduction Hospital Hole Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Abduction Hospital Hole Wolves]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> You keep the <<beasttype>> at bay with your feet, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Abduction Hospital Hole Wolves]]>><</link>> <<else>> You keep the <<beasttype>> at bay with your feet, it recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering in the wall. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering in the wall. <</if>> <br><br> <<set $position to 0>> <<clotheson>> <<endcombat>> <<passouthospital>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn with your helpless rear. <<combatTrainAdvance>> <br><br> <<link [[Next|Abduction Hospital Hole Wolves]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The <<beastsplural>> leave you spent and shivering in the wall. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> leave you spent and shivering in the wall. <</if>> <br><br> <<set $position to 0>> <<clotheson>> <<endcombat>> <<passouthospital>> <</if>> <</if>><<set $outside to 0>> <<set $location to "hospital">> <<effects>> <<npc Harper>><<person1>> <<set $sexStats.pills["pills"]["Dr Harper\'s prescription"].owned to 14>> <<if $asyluminnocence is 1>> <<set $sexStats.pills["pills"]["asylum\'s prescription"].owned to 14>> <</if>> <<if $schoolPsych>> <<set $harper_appointments.enabled to true>><<unset $schoolPsych>> <</if>> You knock on the door, and hear <<if $hospitalintro isnot 1>>a <<personsimple>><<else>>Harper<</if>>'s voice on the other side. "Come in." You enter. <br><br> <<if !$harper_appointments.hypnosis_intro>> <<include "Doctor Harper's Office Intro">> <<else>> <<cleareventpool>> <<if $harper_appointments.last isnot "hypnosis">> <<addinlineevent "harper hypnosis">> <<set $harper_appointments.last to "hypnosis">> <<include "Doctor Harper's Office Hypnosis">> <</addinlineevent>> <</if>> <<if $harper_appointments.exam is 3>> <<set _weight to (1/3)>> <<else>> <<set _weight to 1>> <</if>> <<if ($harper_appointments.exam is 0 or $harper_appointments.exam is 3) and $harper_appointments.last isnot "exam">> <<addinlineevent "harper exam 1" _weight>> <<set $harper_appointments.last to "exam">> <<include "Doctor Harper's Office Exam 1">> <</addinlineevent>> <</if>> <<if ($harper_appointments.exam is 1 or $harper_appointments.exam is 3) and $harper_appointments.last isnot "exam">> <<addinlineevent "harper exam 2" _weight>> <<set $harper_appointments.last to "exam">> <<include "Doctor Harper's Office Exam 2">> <</addinlineevent>> <</if>> <<if ($harper_appointments.exam is 2 or $harper_appointments.exam is 3) and $harper_appointments.last isnot "exam">> <<addinlineevent "harper exam 3" _weight>> <<set $harper_appointments.last to "exam">> <<include "Doctor Harper's Office Exam 3">> <</addinlineevent>> <</if>> <<if isBeastSceneAllowed() and $harper_appointments.last isnot "dog">> <<addinlineevent "harper dog">> <<set $harper_appointments.last to "dog">> <<include "Doctor Harper's Office Dog">> <</addinlineevent>> <</if>> <<runeventpool>> <</if>><<set $harper_appointments.hypnosis_intro to true>> <<He>> sits at <<his>> desk in front of a computer. <<if $hospitalintro isnot 1>> <<if $hospitalintro is 0>> <<He>> glances up as you enter, pulling <<his>> blond fringe away from <<his>> eyes. <<He>> looks young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. <</if>> "Hello, I'm Doctor Harper. Please, sit," <<he>> says. <<if $hospitalintro is 0>> You do so. <<else>> There's no recognition on <<his>> face. You hesitate, but take a seat regardless. You're in a busy hospital now, not an isolated farm. <</if>> <br><br> "I've been expecting you. A panic attack at school, I've been told?" You nod. Without looking, <<he>> nods back. <<set $hospitalintro to 1>> <<else>> <<He>> looks away from the screen, "It's good that you've come." <<He>> motions for you to take a seat, you do so. "Don't worry, we won't be doing anything too invasive today." <br><br> You wonder what <<he>> means by "invasive". <<He>> interrupts your musing. <</if>> "<span class="gold">I'd just like to prescribe some medication. I'll have it sent to your home</span>." <<He>> starts filling out a form, but doesn't stop speaking. "There's something else I'd like to try. Please, sit back and relax." <br><br> <<He>> puts down the paper and swivels to face you. <<His>> voice has taken on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath." <br><br> This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance. <br><br> <<link [[This feels nice (0:10)|Doctor Harper's Office Trance]]>><<npcincr Harper dom 5>><<control 25>><<trauma -6>><<stress -12>><<awareness -10>><</link>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Doctor Harper's Office Trance Resist]]>><<set $phase to 0>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.suggestion || 1)`>>"Please, sit down and relax." You do so, and <<he>> swivels to face you. <<His>> voice takes on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath." <br><br> This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance. <br><br> <<link [[This feels nice (0:10)|Doctor Harper's Office Trance]]>><<npcincr Harper dom 5>><<control 25>><<trauma -6>><<stress -12>><<awareness -10>><</link>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Doctor Harper's Office Trance Resist]]>><<set $phase to 0>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.suggestion || 1)`>><<if $harper_appointments.exam is 0>> <<set $harper_appointments.exam to 1>> <</if>> <<upperstrip>><<lowerstrip>> <<if !$worn.under_lower.type.includes("naked")>> "Please strip down to your underwear and lie down on the bed." You hesitate. <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's no reason to be." Despite your anxiety, you remove your clothes and lie on the bed. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle." <br><br> <<else>> "Please strip down to your underwear and lie down on the bed." You hesitate. <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's no reason to be." You can't help but feel conscious of your lack of underwear. <br><br> Harper looks about to speak again when you blurt out. <<if $worn.genitals.type.includes("naked")>> "I'm not wearing anything underneath this!" <<else>> "I've only got a $worn.genitals.name underneath this!" <</if>> <br><br> <<He>> looks at you blankly for a moment, then laughs. "I didn't realise you were that sort of person." You shift uncomfortably. "It's okay though, you need to get used to your doctor seeing those parts of you anyway. Come on, don't be shy." <br><br> You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitals>>. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle." <br><br> <</if>> <<He>> rubs <<his>> fingers against your shoulders, slowly working <<his>> way down your chest. <<He>> gives your <<nipples>> extra attention for some reason. It's hard not to squirm at the sensation. <br><br> <<He>> continues further down your body, inching closer to <<if !$worn.under_lower.type.includes("naked")>>your $worn.under_lower.name.<<elseif playerChastity()>>your $worn.genitals.name.<<else>>where your hands protect your <<genitals 1>>. <<He>> looks at you and asks. "Could you move your hands for me? It's important I check beneath them." You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm.<</if>> <br><br> <<link [[Next|Doctor Harper's Office Exam]]>><<set $phase to 1>><</link>><<if $harper_appointments.exam is 1>> <<set $harper_appointments.exam to 2>> <</if>> <<strip>> "I need to be more thorough this time. Please remove your clothing and lie down on the bed." You hesitate. All your clothing? <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's really no reason to be." <br><br> You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitals>>. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle." <br><br> <<He>> rubs <<his>> fingers against your shoulders, slowly working <<his>> way down your chest. <<He>> gives your <<nipples>> extra attention for some reason. It's hard not to squirm at the sensation. <br><br> <<He>> continues further down your body, inching closer to where your hands protect your <<genitals>>. <<He>> looks at you and asks. "Could you move your hands for me? It's important I check beneath them." You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm. <br><br> <<link [[Next|Doctor Harper's Office Exam]]>><<set $phase to 1>><</link>><<if $harper_appointments.exam is 2>> <<set $harper_appointments.exam to 3>> <</if>> <<strip>> <<generate2>>You and the doctor aren't alone. A young <<person2>><<person>> sits in the corner of the room, looking slightly nervous. Harper introduces <<him>>. "This is a med student, <<he>> will be helping me today." <br><br> Harper doesn't wait for a response. "Please remove your clothing and lie down on the bed." You feel embarrassed to be undressing in front of two people, but you assure yourself that it's fine. This is a medical check-up after all. <br><br> <<person1>>You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitals>>. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle." You can feel the <<person2>><<person>> staring at your exposed skin. <br><br> <<person1>>Harper commences <<his>> usual probing. As <<he>> reaches your pelvis, <<he>> asks, "Could you move your hands for me?" You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm. <br><br> <<link [[Next|Doctor Harper's Office Exam]]>><<set $phase to 2>><</link>><<generate2>> <<if V.settings.bestialityEnabled>> <<generateBEAST 3 dog>> <<else>> <<generateBEAST 3 dog undefined undefined "monster">> <</if>> <<if !$harper_appointments.dog_intro>> "Please, sit down and meet your new friend," <<he>> says. <<else>> "Please, sit down. We have another new friend for you to meet today." <</if>> You do so, as Harper indicates an overexcited <<beasttype 2>> and <<person3>><<bhis>> owner, a nervous looking <<person2>><<personsimple>>.<<person3>> <<if !$harper_appointments.dog_intro>> <<set $harper_appointments.dog_intro to true>> "<<Hes>> a therapy dog meant to help with anxiety." <<elseif $harper_appointments.scold>> <<unset $harper_appointments.scold>> "<<Hes>> a therapy dog meant to help with anxiety. <span class="red">Not for intimacy.</span>" <</if>> <<if $NPCList[2].monster is "monster">> <br><br> "Friend, friend, friend!" the <<beasttype 2>> says <<else>> The <<beasttype 2>> whines <</if>> as <<bhe>> strains against <<bhis>> owner's leash. <<bHis>> tail never stops wagging. <br><br> "Go ahead and give <<him>> a pat. You'll feel better," says Harper. <<person1>><<He>> signals for the <<person2>><<personsimple>> to move closer, and the <<person3>><<beasttype 2>> eagerly places <<bhis>> head in your lap. <br><br> <<if $speech_attitude is "meek">> "G-good <<beastgender 2>>," you say, tentatively patting the <<beasttype 2>>. <<elseif $speech_attitude is "bratty">> "Who's a good <<beastgender 2>>?" you say, ruffling the <<beasttype 2>>'s ears. <<else>> "Good <<beastgender 2>>," you say as you pet the <<beasttype 2>>. <</if>> <<if $NPCList[2].monster is "monster">> "You're nice. I like you," the <<beasttype 2>> replies, <<else>> The <<beasttype 2>> closes <<bhis>> eyes, <</if>> <<bhis>> tail still wagging. <br><br> <<person1>>"There we go. Feel better?" asks Harper. <<He>> does not wait for a response and swivels to face you. <<His>> voice takes on a soothing quality. "Now I want you to relax with your new friend and breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath." <br><br> This continues for several minutes. Harper somehow picks up on whenever your mind starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance. <br><br> <<link [[This feels nice (0:10)|Doctor Harper's Office Trance Dog]]>><<npcincr Harper dom 5>><<control 25>><<trauma -6>><<stress -12>><<awareness -10>><</link>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Doctor Harper's Office Trance Resist]]>><<set $phase to 1>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.deviancy || 1)`>><<effects>> <<if $willpowerSuccess>> <<npcincr Harper dom -5>> <span class="green">You shake yourself free of the effect.</span> The effort leaves you a bit strained. <<stress 6>><<gstress>> <br><br> Harper doesn't change the tone of <<his>> voice. "That's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<endevent>><</link>> <<else>> <<if $phase is 0>> <<include "Doctor Harper's Office Trance">> <<elseif $phase is 1>> <<include "Doctor Harper's Office Trance Dog">> <</if>> <</if>><<effects>> <<pass 10>> <<hypnotised 1>> <<set $trance to 1>> You slip deeper into the trance. <span class="green"><<if $harper_appointments.hypnosis is 0 and $harper_appointments.dog is 0>>You don't remember ever feeling so tranquil.<<else>>You return to the familiar state of tranquillity.<</if>></span> You hear Harper's voice drifting toward you. <<if $hypnosis_traits.devotion gte 5>> "That's very good. Now, the next time you feel overwhelmed by it all..." <span class="purple"><<his>> voice fades away, along with the rest of the room. Someone is standing where Harper just was.</span> <br><br> <span class="forest-green">It's Gwylan. <<nnpc_He "Gwylan">> takes a step towards you, smiling, and cups your cheeks. No words leave <<nnpc_his "Gwylan">> lips, but they move regardless.</span> <br><br> <<nnpc_He "Gwylan">> brings <<nnpc_his "Gwylan">> face closer to yours. Finally, you can hear <<nnpc_his "Gwylan">> voice. <br><br> "<span class="witch"><<He>> can't have you.</span>" <br><br> You're brought back to the room as you hear something drop to the ground. Harper's hand is on <<his>> head. "I'm sorry, I seem to be getting a migraine. I believe today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<endevent>><</link>> <<else>> "That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..." <<He>> gives you instructions. "...you won't remember this." <br><br> <span class="pink">You feel something shift in your consciousness.</span> <<if $hypnosis_traits.devotion gte 4 and random(0, 1)>> Only to be put back into place a moment later. <span class="forest-green">The sting of a rose's thorn keeps you just focused enough to subtly shake it off.</span> Your thoughts remain clear, for the moment. <<elseif !$hypnosis_traits.suggestion>> <<set $hypnosis_traits.suggestion to 1>> You've gained the <span class="pink">Hypnotic Suggestion</span> trait. <<elseif $hypnosis_traits.suggestion lt 5>> <<set $hypnosis_traits.suggestion += 1>> Your hypnotic suggestion has strengthened. <</if>> <br><br> <<cleareventpool>> <<if $harper_appointments.hypnosis is 0>> <<addinlineevent "harper trance 0 implant idea">> <<if $harper_appointments.hypnosis is 0>> <<set $harper_appointments.hypnosis to 1>> <</if>> "When I drop this pen, you will awaken." <br><br> The pen clatters to the floor. You blink. You're back in reality, but feeling better than you were before you entered the office. You recall Harper talking to you while you were entranced, but can't recall what was said. <br><br> <<He>> smiles at you. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<endevent>><</link>> <</addinlineevent>> <</if>> <<if $harper_appointments.hypnosis is 1 or $harper_appointments.hypnosis is 5>> <<addinlineevent "harper trance 1 nude model">> <<He>> rummages through the drawer on <<his>> desk and produces a camera. "Now, take off your clothes." <br><br> <<link [[Take off your clothes (0:20)|Doctor Harper's Office Camera]]>><<npcincr Harper dom 5>><</link>> <br> <<link [[Resist|Doctor Harper's Office Camera Resist]]>><<set $phase to 1>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.suggestion || 1)`>> <</addinlineevent>> <</if>> <<if $harper_appointments.hypnosis is 2 or $harper_appointments.hypnosis is 5>> <<addinlineevent "harper trance 2 nude pose">> <<He>> walks briskly over to the window. <<He>> opens it, and a <<generate2>><<person2>><<person>> climbs through, carrying a large camera and tripod. <br><br> While <<he>> sets it up, <<person1>>Harper turns to you and softly speaks. "Take off your clothes." <br><br> <<link [[Take off your clothes (0:20)|Doctor Harper's Office Camera2]]>><<npcincr Harper dom 5>><</link>> <br> <<link [[Resist|Doctor Harper's Office Camera Resist]]>><<set $phase to 2>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.suggestion || 1)`>> <</addinlineevent>> <</if>> <<if $harper_appointments.hypnosis gte 3>> <<set _weight to Math.clamp($harper_appointments.hypnosis - 2, 1, 2)>> <<addinlineevent "harper trance 3 and 4 larger audience" _weight>> <<He>> walks briskly over to the window. <<He>> opens it, and a <<generate2>><<person2>><<person>> climbs through, carrying a large camera and tripod. <<generate3>><<generate4>><<generate5>><<generate6>><<He>> is closely followed by four others, a <<person3>><<person>>, a <<person4>><<person>>, a <<person5>><<person>> and a <<person6>><<person>>. <br><br> <<person2>>While the <<person>> sets up the camera, the other four start handing Harper money.<<person1>> <<He>> counts it, then hides it away in <<his>> drawer before turning to face you. "Take off your clothes," <<he>> says softly. <br><br> <<if $harper_appointments.hypnosis lte 4>> <<set $phase2 to ($harper_appointments.hypnosis - 3)>> <<else>> <<set $phase2 to random(0, 1)>> <</if>> <<link [[Take off your clothes (0:20)|Doctor Harper's Office Camera3]]>><<npcincr Harper dom 5>><</link>> <br> <<link [[Resist|Doctor Harper's Office Camera Resist]]>><<set $phase to 3>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.suggestion || 1)`>> <</addinlineevent>> <</if>> <<runeventpool>> <</if>><<effects>> <<pass 10>> <<hypnotised 1>> <<set $trance to 1>> You slip deeper into the trance. <span class="green"><<if $harper_appointments.hypnosis is 0 and $harper_appointments.dog is 0>>You don't remember ever feeling so tranquil.<<else>>You return to the familiar state of tranquillity.<</if>></span> You hear Harper's voice drifting toward you. <<if $hypnosis_traits.devotion gte 5>> "That's very good. Now, the next time you feel overwhelmed by it all..." <span class="purple"><<his>> voice fades away, along with the rest of the room. Someone is standing where Harper just was.</span> <br><br> <span class="forest-green">It's Gwylan. <<nnpc_He "Gwylan">> takes a step towards you, smiling, and cups your cheeks. No words leave <<nnpc_his "Gwylan">> lips, but they move regardless.</span> <br><br> A line of green light extends from <<nnpc_his "Gwylan">> hand, gently wrapping around your neck with a click. <<nnpc_He "Gwylan">> brings <<nnpc_his "Gwylan">> face closer to yours. Finally, you can hear <<nnpc_his "Gwylan">> voice. <br><br> "<span class="witch">You act like a pet for me, and me alone.</span>" <br><br> You're brought back to the room as you hear something drop to the ground. Harper's hand is on <<his>> head. "I'm sorry, I seem to be getting a migraine. I believe today was a success. Well done." <<He>> lets you pat the <<beasttype 2>> a few more times before <<he>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<endevent>><</link>> <<else>> "That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..." <<He>> gives you instructions. "...you won't remember this." <br><br> <span class="pink">You feel something shift in your consciousness.</span> <<if $hypnosis_traits.devotion gte 4 and random(0, 1)>> Only to be put back into place a moment later. <span class="forest-green">The sting of a rose's thorn keeps you just focused enough to subtly shake it off.</span> Your thoughts remain clear, for the moment. <<elseif !$hypnosis_traits.deviancy>> <<set $hypnosis_traits.deviancy to 1>> You've gained the <span class="pink">Hypnotic Deviancy</span> trait. <<elseif $hypnosis_traits.deviancy lt 5>> <<set $hypnosis_traits.deviancy += 1>> Your hypnotic deviancy has strengthened. <</if>> <br><br> <<cleareventpool>> <<if $harper_appointments.dog is 0>> <<addinlineevent "harper dog 0 - lewd thoughts">> <<set $harper_appointments.dog to 1>> "When I drop this pen, you will awaken." <br><br> The pen clatters to the floor. You blink. You're back in reality, but feeling better than you were before you entered the office. You absentmindedly continue to pat the <<beasttype 2>>. A desire to pet <<person3>><<bhim>> in a lewder manner crosses your mind. You recall Harper talking to you while you were entranced, but can't recall what was said. <br><br> <<person1>><<He>> smiles at you. "Today was a success. Well done." <<He>> lets you pat the <<beasttype 2>> a few more times before <<he>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<endevent>><</link>> <</addinlineevent>> <</if>> <<if $harper_appointments.dog is 1 or $harper_appointments.dog is 5>> <<addinlineevent "harper dog 1 - handjob intro">> <<He>> gestures to the <<person2>><<personsimple>>, who almost drops the leash as <<he>> pulls out <<his>> phone. "Now rub <<person3>><<his>> <<npcGenitals 2 "simple">>. You want to make <<him>> happy." <br><br> <<link [[Make <<him>> happy (0:10)|Doctor Harper's Office Dog Happy]]>><<npcincr Harper dom 5>><</link>> <br> <<link [[Resist|Doctor Harper's Office Trance Dog Resist]]>><<set $phase to 0>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.deviancy || 1)`>> <</addinlineevent>> <</if>> <<if $harper_appointments.dog gte 2>> <<set _weight to Math.clamp($harper_appointments.dog - 1, 1, 3)>> <<addinlineevent "harper dog progress 2 plus" _weight>> <<He>> gestures to the <<person2>><<personsimple>>, who almost drops the leash as <<he>> pulls out <<his>> phone. Harper rummages through the drawer on <<person1>><<his>> desk and produces a camera of <<his>> own. "Now take off your clothes." <br><br> <<if $harper_appointments.dog lte 4>> <<set $phase2 to $harper_appointments.dog - 2>> <<else>> <<set $phase2 to random(0, 2)>> <</if>> <<link [[Take off your clothes (0:10)|Doctor Harper's Office Dog Strip]]>><<npcincr Harper dom 5>><</link>> <br> <<link [[Resist|Doctor Harper's Office Trance Dog Resist]]>><<set $phase to 1>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.deviancy || 1)`>> <</addinlineevent>> <</if>> <<runeventpool>> <</if>><<effects>> <<if $willpowerSuccess or $hypnosis_traits.devotion gte 5>> <<npcincr Harper dom -5>> <span class="green">You shake yourself free of the effect.</span> <br><br> <<if $phase is 1>> Harper quickly hides the camera behind <<person1>><<his>> back. <</if>> The <<person2>><<personsimple>> does not notice the change in time and drops <<his>> phone with <<his>> hands still occupied with a leash. <br><br> Harper doesn't change the tone of <<person1>><<his>> voice. "That's enough for today." <<He>> lets you pet the <<beasttype 2>> a few more times. "Remember, <<person3>><<he>> is here to help you. Not for intimacy." <<person1>><<He>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<endevent>><</link>> <<else>> <<if $phase is 0>> <<include "Doctor Harper's Office Dog Happy">> <<elseif $phase is 1>> <<include "Doctor Harper's Office Dog Strip">> <</if>> <</if>><<effects>> <<pass 10>> <<hypnotised 1>> <<if $harper_appointments.dog is 1>> <<set $harper_appointments.dog to 2>> <</if>> <<famebestiality 5 "vid">> Your hand moves lower and lower until you reach the <<beasttype 2>>'s <<npcGenitals 2 "simple">>. <<person3>><<bHe>> begins licking your face as <<bhe>> becomes more aroused. Soon <<bhis>> <<npcGenitals 2>> <<if $NPCList[2].penis is "none">>is dripping wet.<<else>>is fully erect.<</if>> "Very good. Now, finish <<bhim>> off." <br><br> For the next several minutes, the <<person2>><<personsimple>> records from <<his>> phone as you lewdly pleasure the <<beasttype 2>>. At one point the <<beasttype 2>> growls with lust and tries to mount you. <<person3>><<bHe>> almost succeeds, until <<bhis>> owner pulls <<bhim>> off. <br><br> Not long after, the <<beasttype 2>> cums in your hand. <<if $NPCList[2].monster is "monster">> "Best... friend," the <<beasttype 2>> moans. <<else>> <<bHe>> growls softly in delight. <</if>> <<ejacstat>> <<handstat>> <<handejacstat>> <<if $NPCList[2].penis is "none">><<set _ejactype to "goo">><<else>><<set _ejactype to "semen">><</if>> <<if random(0, 1)>><<set _arm to "rightarm">><<else>><<set _arm to "leftarm">><</if>> <<bodyliquid _arm _ejactype>> <<ghandskill>> <<handskill 1>> <br><br> <<bHe>> pants, tongue lolling out of <<bhis>> mouth as <<bhe>> gives a final few twitches. The <<person2>><<personsimple>> puts <<his>> phone away and tugs the excited <<beasttype 2>> backward, settling it a few steps from you. Harper drops <<person1>><<his>> pen on the ground and brings you back to reality. <br><br> <<He>> smiles at you. "Today was a success. Well done." <<He>> lets you pat the <<beasttype 2>> a few more times before <<he>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<endevent>><</link>><<effects>> <<pass 10>> <<hypnotised 1>> <<clothesstrip>> <<set $harper_appointments.uncomfortable to $uncomfortable.nude>> <<set $uncomfortable.nude to false>> <<set _famegain to (15 + $phase2 * 15)>> <<famebestiality _famegain "vid">> <<fameexhibitionism _famegain "vid">> You take off your clothes and sit back down on the lounge chair. The <<beasttype 2>> barks with excitement, but you remain entranced. <<if $phase2 is 0>> <<if $harper_appointments.dog is 2>> <<set $harper_appointments.dog to 3>> <</if>> <<include "Doctor Harper's Office Dog Strip Licking">> The <<beasttype 2>> suddenly attempts to mount you, but Harper signals for the <<person2>><<personsimple>> to rein <<person3>><<bhim>> in. With a great deal of effort, the <<person2>><<personsimple>> manages to tug the <<beasttype 2>> away from you, much to <<person3>><<bhis>> disappointment. <<if $NPCList[2].monster is "monster">> "Friend wants to mate," whines the <<beasttype 2>>. <<else>> The <<beasttype 2>> whines. <</if>> <br><br> After the <<person2>><<personsimple>> settles <<his>> <<beasttype 2>>, <<he>> takes a few more pictures of your naked body. <</if>> <<if $phase2 is 1>> <<if $harper_appointments.dog is 3>> <<set $harper_appointments.dog to 4>> <</if>> <<if $harper_appointments.hypnosis is 4 and $NPCList[2].penis isnot "none">><span class="blue">You vaguely notice <<bhis>> <<npcGenitals 2>>.</span><</if>> Once you're settled, Harper speaks. "Very good. Now grab <<person3>><<his>> <<npcGenitals 2 "simple">> and then use your tongue to make <<him>> happy." As if given a command, the <<beasttype 2>> rolls over, giving you a good view of <<bhis>> <<npcGenitals 2>>. <br><br> You get on your knees and position yourself over <<bhis>> <<npcGenitals 2 "simple">>. The <<beasttype 2>> is very excited, but once your fingers touch <<bhis>> <<npcGenitals 2 "simple">>, <<bhe>> quickly settles down. <<if $NPCList[2].penis isnot "none">>Taking hold of <<bhis>> <<npcGenitals 2 "simple">>, you start delicately licking along the full length.<<else>>You start delicately licking <<bhis>> <<npcGenitals 2 "simple">> as you part <<bhis>> lips with your tongue.<</if>> <br><br> For the next several minutes the <<person2>><<personsimple>> records from <<his>> phone as you lewdly pleasure the <<beasttype 2>>. <br><br> <<person3>><<bHe>> starts breathing faster as <<bhis>> <<npcGenitals 2 "simple">> <<if $NPCList[2].penis is "none">>quivers with every lick.<<else>>twitches against your tongue.<</if>> <<if $NPCList[2].monster is "monster">> "Best... friend," the <<beasttype 2>> moans <<else>> <<bHe>> growls softly in delight <</if>> as <<if $NPCList[2].penis is "none">>lewd fluids spatter on your face.<<else>>spurts of semen land on your face.<</if>> <<ejacstat>> <<oralstat>> <<oralejacstat>> <<if $NPCList[2].penis is "none">><<bodyliquid "face" "goo">><<else>><<bodyliquid "face" "semen">><</if>> <<goralskill>> <<oralskill 1>> <br><br> <<bHe>> pants, tongue lolling out of <<bhis>> mouth as <<bhe>> gives a final few twitches. The <<person2>><<personsimple>> puts <<his>> phone away and pulls the excited <<beasttype 2>> upright, settling it a few steps from you. <</if>> <<if $phase2 lte 1>> <<person1>>Harper puts away <<his>> camera and turns back to you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality. <br><br> <<He>> smiles at you. "Today was a success. Well done." <<He>> lets you pat the <<beasttype 2>> a few more times before <<he>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>> <<set $trance to 0>> <<set $uncomfortable.nude to $harper_appointments.uncomfortable>> <<unset $harper_appointments.uncomfortable>> <<clotheson>><<endevent>> <</link>> <</if>> <<if $phase2 is 2>> <<if $harper_appointments.dog is 4>> <<set $harper_appointments.dog to 5>> <</if>> <<include "Doctor Harper's Office Dog Strip Licking">> <<set $phase to random(0,1)>> <<if $NPCList[2].monster is "monster">> "Friend wants to mate," says the <<beasttype 2>>. <<bHe>> <<else>> The <<beasttype 2>> rushes forward and <</if>> starts pushing and prodding until you slide down the chair. <<if $phase is 0>><<bHe>> moves in position while you lie down on your back.<<else>><<bHe>> nudges your side. You allow yourself to be rolled over, then push yourself up on all fours.<</if>> <br><br> <<link [[Next|Doctor Harper's Office Dog Molestation]]>><<set $molestationstart to 1>><</link>> <</if>>Once you're settled, Harper speaks. "Very good. Now spread your legs for your friend." <br><br> You spread your legs without hesitation. No further encouragement is needed for the <<beasttype 2>>. <br><br> <<person3>><<bHe>> begins <<if playerChastity()>> <<set _break to $worn.genitals.name>> <<set $worn.genitals.integrity -= 85>> <<integritycheck no_text>> gnawing at your _break in an effort to remove it. <</if>> <<if !playerChastity()>> <<if _break>> The <<beasttype 2>> efforts are rewarded as your _break breaks and falls to the floor. <<pain 2>><<gpain>><br><br> <<else>> licking your <<genitals>>, <<bhis>> tongue exploring every last bit. <</if>> <<arousal 1200>><<garousal>> <br><br> <<if $arousal gte $arousalmax>> Allowed free access to your <<genitals>>, the <<beasttype 2>> pushes you over the edge. <br><br> <<orgasm>> <</if>> <<if _semen_released>> After lapping up your cum<<if _lube_released>> and juices<</if>>, <<elseif _lube_released>> After lapping up your juices, <<else>> After giving you a final lick, <</if>> <<else>> Allowed free access to your $worn.genitals.name, the <<beasttype 2>> does a lot of damage, but <<bhe>> ultimately becomes frustrated and gives up. <<pain 2>><<gpain>><br><br> Even still, <</if>> <span class="red"><<bhe>> is ready for <<bhis>> turn.</span><<if $molestationstart is 1>> <<saveNPC 1 "harper_npc">> <<saveNPC 2 "harper_dog">> <<clearsinglenpc 0>> <<clearsinglenpc 1>> <<clearsinglenpc 2>> <<loadNPC 0 "harper_dog">> <<set $orgasmdown to 0>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<set $consensual to 0>> <<beastCombatInit>> <<set $timer to 5>> <<set $enemyarousal += random(100, 225)>> <<set $position to ["missionary", "doggy"][$phase]>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $player.virginity.vaginal is true and $NPCList[0].penis is "vaginaimminent">> <<set $timer to 0>> <</if>> <<if $player.virginity.anal is true and $NPCList[0].penis is "anusimminent">> <<set $timer to 0>> <</if>> <<if $player.virginity.penile is true and ($NPCList[0].vagina is "penisimminent" or $NPCList[0].anus is "penisimminent")>> <<set $timer to 0>> <</if>> <<if $player.virginity.oral is true and $NPCList[0].penis is "mouthimminent">> <<set $timer to 0>> <</if>> <<if _combatend or $timer lte 0 or $orgasmdown gte 1>> <<set $trance to 0>> <span id="next"><<link [[Next|Doctor Harper's Office Dog Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Doctor Harper's Office Dog Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<famebestiality 10>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<set _cum to 1>> <</if>> <<endcombat>> <<npc Harper>> <<loadNPC 1 "harper_npc">> <<loadNPC 2 "harper_dog">> <<clearNPC "harper_npc">> <<clearNPC "harper_dog">> <<if _knotted>> <<set $harper_appointments.knottarget to _knotted>> Harper looks on in a mix of shock and awe. "Pull <<person3>><<him>> away," <<person1>><<he>> calmly says after a few moments. The <<person2>><<personsimple>> rashly attempts to pull the <<beasttype 2>> away from you. However, <span class="red">you and the <<beasttype 2>> are firmly knotted together.</span> <br><br> The <<person2>><<persons>> eyes widen, a mix of horror and excitement as the <<beasttype 2>> continues to hump you. "Try harder," Harper says, <<person1>><<his>> voice stern. Flustered, the <<person2>><<personsimple>> tugs harder, to no avail. The <<beasttype 2>> lets out a growl and you involuntarily yelp with pain. Your trance begins to fade.<<arousal 120>><<pain 3>><<ggarousal>><<gpain>> <br><br> Taking note of your increasing alertness, Harper grabs <<person1>><<his>> pen. "Focus on the pen," <<he>> says. "There's nothing in the universe except this pen, my voice, and your own breath." <br><br> <<link [[This feels nice|Doctor Harper's Office Dog Focus]]>><<trauma -6>><<stress -12>><<hypnotised 1>><<set $phase to 0>><</link>><<ltrauma>><<lstress>> <br> <<link [[Resist|Doctor Harper's Office Dog Focus]]>><<set $phase to 1>><</link>><<willpowerdifficulty 1 `200 * ($hypnosis_traits.deviancy || 1)`>> <<else>> "That's enough," Harper says. <<person3>>"<<bHe>> can't overdo it." The <<person2>><<personsimple>> reluctantly pulls <<his>> <<beasttype 2>> off you. <br><br> After a good deal of effort, the <<personsimple>> settles <<his>> <<beasttype 2>> enough to satisfy Harper. After a nod of approval and a few more pictures<<if _cum>> of your lewd display<</if>>, Harper tells you to put on your clothes. You dress yourself with robotic motions while Harper and the <<personsimple>> watch. When you are finished, <<person1>><<he>> drops <<his>> pen on the ground and brings you back to reality. <br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> lets you pat the <<beasttype 2>> a few more times before <<he>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>> <<set $trance to 0>> <<set $uncomfortable.nude to $harper_appointments.uncomfortable>> <<unset $harper_appointments.uncomfortable>> <<clotheson>><<endevent>> <</link>> <</if>><<effects>> <<if $phase is 1>> You try to focus on what's happening to you. <<if $willpowerSuccess>> You are overwhelmed by stimuli as you break free from the effect. <<stress 8>><<trauma 4>><<pain 4>><<arousal 1400>><<ggstress>><<gtrauma>><<ggpain>><<gggarousal>> <<else>> The pen seems a lot more interesting right now. <<pain -4>><<lpain>><<stress -4>><<lstress>><<trauma -4>><<ltrauma>> <</if>> <br><br> <</if>> <<if $phase is 1 and $willpowerSuccess>> <<set $trance to 0>> <<set $uncomfortable.nude to $harper_appointments.uncomfortable>> <<unset $harper_appointments.uncomfortable>> Doctor Harper panics as <<person1>><<he>> watches you rouse from your trance. <br><br> The <<beasttype 2>> whines above you, tugging on you as <<person3>><<bhe>> tries to wriggle <<bhis>> <<npcPenis>> free. <<arousal 900>><<ggarousal>> <<if $arousal gt $arousalmax>> It's enough to push you over the edge. <br><br> <<orgasm>> <<else>> <br><br> <</if>> Harper speaks, sounding shocked. "What are you doing to that poor <<beasttype 2>>?" The <<person2>><<person>> watches you, mouth agape. <br><br> It takes Harper's prompting before <<he>> says anything. "O-oh, yeah! What are you doing to my <<beasttype 2>>?" <<His>> response comes far too late to be convincing. <br><br> <<link [[Apologise|Doctor Harper's Office Dog Wake]]>><<set $phase to 0>><</link>><<stress 4>><<trauma 2>><<awareness -2>><<gstress>><<gtrauma>><<lawareness>> <br> <<link [[Deny|Doctor Harper's Office Dog Wake]]>><<set $phase to 1>><</link>><<stress 8>><<trauma 8>><<ggstress>><<ggtrauma>> <br> <<link [[Flaunt|Doctor Harper's Office Dog Wake]]>><<set $phase to 2>><</link>><<deviant5>><<stress -8>><<trauma -8>><<llstress>><<lltrauma>> <<else>> <<set $trance to 1>> <<hypnotised 1>> It is difficult to focus on the pen with the knot inside your <<if $harper_appointments.knottarget is "vagina">><<pussy>><<elseif $harper_appointments.knottarget is "anus">><<bottom>><<else>>mouth<</if>>, but with the Doctor's prompting, you slip back into your trance. <br><br> Harper works to maintain your trance for several minutes while waiting for the knot to shrink. <<person1>><<He>> somehow picks up on whenever your mind starts to wander and brings you back to focus. Eventually, the knot shrinks enough for the <<beasttype 2>> to pull out. <<if $harper_appointments.knottarget is "mouth">>You cough, and a bit of cum dribbles down your chin<<else>>A small stream of cum leaks from your <<if $harper_appointments.knottarget is "vagina">><<pussy>><<else>><<bottom>><</if>><</if>>. <br><br> After the <<person2>><<personsimple>> settles <<his>> <<beasttype 2>>, <<he>> takes a few pictures of the cum dripping <<if $harper_appointments.knottarget is "mouth">>from your mouth and chin<<else>>out of your <<if $harper_appointments.knottarget is "vagina">><<pussy>><<else>><<bottom>><</if>><</if>>. Harper does the same, then puts the camera away and tells you to put on your clothes. You dress yourself with robotic motions while Harper and the <<person2>><<personsimple>> watch. When you are finished, Harper<<person1>> drops <<his>> pen on the ground and brings you back to reality. <br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> lets you pat the <<beasttype 2>> a few more times before <<he>> holds open the door for you. "Same time next week. Be well." You feel strangely drained. <br><br> <<link [[Leave office|Hospital Foyer]]>> <<set $uncomfortable.nude to $harper_appointments.uncomfortable>> <<unset $harper_appointments.uncomfortable>> <<unset $harper_appointments.knottarget>> <<set $trance to 0>> <<clotheson>> <<endevent>> <</link>> <</if>><<effects>> <<person3>> <<if $phase is 0>> <<if $harper_appointments.knottarget is "mouth">> You are unable to speak or look away with the <<beasttype 2>>'s <<npcGenitals 2 "simple">> your mouth. You try keeping your eyes closed, too humiliated to look at them. <<elseif $speech_attitude is "meek">> "I'm sorry. I didn't mean to," you say as you turn away in shame. <<elseif $speech_attitude is "bratty">> "Not sure what happened," you say, looking away. <<else>> "Sorry, I don't know what came over me," you say, avoiding eye contact. <</if>> <<elseif $phase is 1>> <<if $harper_appointments.knottarget is "mouth">> You are unable to speak with the <<beasttype 2>>'s <<npcGenitals 2 "simple">> in your mouth. All you can do is glare back at them. <<elseif $speech_attitude is "meek">> "I promise, I didn't," you say quietly. <<elseif $speech_attitude is "bratty">> "There's no way this is my fault," you say, voice heated. <<else>> "I didn't do this," you say, raising your chin. <</if>> <<else>> <<person3>> <<if $harper_appointments.knottarget is "mouth">> You are unable to speak with the <<beasttype 2>>'s <<npcGenitals 2 "simple">> in your mouth but it does not stop you from humming a happy tune while you wait. <<elseif $speech_attitude is "meek">> "I'm making <<bhim>> very happy," you say with a blush. <<elseif $speech_attitude is "bratty">> "I'm fucking <<bhim>>, can't you tell?" you say with a grin. <<else>> "Just having some fun," you say with a smile. <</if>> <br><br> <<deviancy5>> <</if>> <<if $phase isnot 2>> <<set $harper_appointments.scold to true>> The <<person2>><<personsimple>> attempts to pull the <<beasttype 2>> off you, but you remain locked together. <<if $phase is 0>> You feel ashamed for forcing yourself on the <<beasttype 2>> and getting off on it. <<else>> You feel humiliated. <</if>> <br><br> A tense and awkward five minutes pass while Harper takes notes on <<person1>><<his>> clipboard. <<if $phase is 0>> <<He>> tries to help by providing constructive criticism on your recent behaviour. You are only half listening as you try to work yourself free. <<else>> "I can't help you if you can't admit you have a problem," <<he>> tells you. You ignore <<him>> and concentrate on working yourself free. <</if>> <br><br> Finally, the <<beasttype 2>>'s cock slips out with a plop, and <<if $harper_appointments.knottarget is "mouth">>you cough up some cum<<else>>semen oozes out of your <<if $harper_appointments.knottarget is "vagina">><<pussy>><<else>><<bottom>><</if>><</if>>. <br><br> "Put on your clothes," says Harper. You do not need <<his>> prompting and quickly fix your clothes. "That'll be all for today. Same time next week." <<He>> hurries you from the room and promptly closes the door behind you. <<else>> Harper and the <<person2>><<personsimple>> stare at you. Harper is first to recover and begins taking frantic notes on <<person1>><<his>> clipboard. <br><br> A thrilling five minutes pass while Harper provides constructive criticism on your recent behaviour, but can hardly find fault with you. You nod and smile<<if $harper_appointments.knottarget is "mouth">> as best you can<</if>>as you try to work yourself free. <br><br> Finally, the <<beasttype 2>>'s <<npcGenitals 2 "simple">> slips out<<if $harper_appointments.knottarget isnot "mouth">> with a plop<</if>>, and <<if $harper_appointments.knottarget is "mouth">>you cough up some cum, then lick your lips<<else>>semen oozes out of your <<if $harper_appointments.knottarget is "vagina">><<pussy>><<else>><<bottom>><</if>><</if>>. <br><br> "Put on your clothes," says Harper. You take your time fixing your clothes. <<He>> smiles at you, <<his>> face blushing. "Today was a..." <<He>> pauses to consider before finishing. "...a success. Well done." <<He>> lets you pat the <<beasttype 2>> a few more times before <<he>> holds open the door for you. "Same time next week. Be well." <</if>> <br><br> <<unset $harper_appointments.knottarget>> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<clotheson>><<endevent>><</link>><<effects>> <<if $willpowerSuccess>> <<npcincr Harper dom -5>> <<if $phase is 1>> You shake yourself free of the effect. Harper quickly hides the camera behind <<his>> back. "That's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well." <<elseif $phase is 2>> You shake yourself free of the effect. The <<person2>><<person>> doesn't notice, but Harper jumps to action.<<person1>> <<He>> addresses the <<person2>><<person>>.<<person1>> "Now's not the time for maintenance! Can't you see I have a patient?" <br><br> <<person2>>The <<person>> looks at Harper blankly for a moment, before realisation dawns on <<his>> face. <<He>> grabs the tripod and leaves via the window. Harper turns to you. "I don't know why <<he>> didn't just use the door. <<person1>>Never mind, that's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well." <<elseif $phase is 3>> You shake yourself free of the effect. The atmosphere of the room becomes tense and awkward.<<person1>> Harper speaks, sounding exasperated. "Thank you for letting these students observe the examination. That'll be all for today. Same time next week." <<He>> hurries you from the room and promptly closes the door behind you. <</if>> <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<endevent>><</link>> <<else>> <<if $phase is 1>> <<include "Doctor Harper's Office Camera">> <<elseif $phase is 2>> <<include "Doctor Harper's Office Camera2">> <<elseif $phase is 3>> <<include "Doctor Harper's Office Camera3">> <</if>> <</if>><<effects>> <<pass 20>> <<hypnotised 1>> <<strip>> <<if $harper_appointments.hypnosis is 1>> <<set $harper_appointments.hypnosis to 2>> <</if>> You remove your clothing, the flicker of resistance unable to break through the haze. "Very good," Harper says. The softness in <<his>> voice is still present, but there is now also a distinct quavering. "Just keep focusing on your breath." <<He>> starts circling you with the camera, which produces a clicking sound whenever <<he>> momentarily stops. <<fameexhibitionism 10 "pic">> <br><br> This continues for several minutes. <<He>> places the camera back in the drawer. "Put your clothes back on," <<he>> says, as <<he>> sits back down and sighs. You dress yourself with robotic motions while Harper watches. After, <<he>> drops <<his>> pen on the ground and brings you back to reality. <br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<clotheson>><<endevent>><</link>><<effects>> <<pass 20>> <<hypnotised 1>> <<strip>> <<if $harper_appointments.hypnosis is 2>> <<set $harper_appointments.hypnosis to 3>> <</if>> You take off your clothes. As you do so, a green light winks into existence on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..." <br><br> For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored. <<fameexhibitionism 50 "vid">> <br><br> <<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures. <br><br> <<person2>>When done, the <<person>> leaves via the window. <<person1>>Harper puts away <<his>> camera and turns back to you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality. <br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<clotheson>><<endevent>><</link>><<effects>> <<pass 20>> <<hypnotised 1>> <<strip>> <<if $phase2 is 0>> <<if $harper_appointments.hypnosis is 3>> <<set $harper_appointments.hypnosis to 4>> <</if>> You take off your clothes. As you do so, a green light winks into existence on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..." <br><br> For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored. The audience watches intently, looking increasingly flustered. The <<person3>><<person>> gets <<his>> phone out and starts filming.<<fameexhibitionism 50 "vid">> <br><br> <<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures. <br><br> When done, the group leaves via the window. <<person1>>Harper puts away <<his>> camera and turns back to you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality. <br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<clotheson>><<endevent>><</link>> <</if>> <<if $phase2 is 1>> <<if $harper_appointments.hypnosis is 4>> <<set $harper_appointments.hypnosis to 5>> <</if>> You take off your clothes. As you do so, a green light winks into existence on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..." <br><br> For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored. The audience watches intently, looking increasingly flustered. The <<person3>><<person>> gets <<his>> phone out and starts filming.<<fameexhibitionism 50 "vid">> <br><br> <<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures. <br><br> You hear the <<person3>><<person>> say something, but you can't make it out. <<person1>>Everyone looks at Harper expectantly. <<He>> pauses for a moment, then nods. Immediately, a salacious feeling fills the room, and the audience moves closer. <br><br> <<link [[Next|Doctor Harper's Office Camera Molestation]]>><<set $molestationstart to 1>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcstrip>> <<if ($player.virginity.vaginal isnot true or $player.virginity.penile isnot true) and $templePromised is "">> <<else>> <<npcidlegenitals>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $orgasmdown gte 1>> <span id="next"><<link [[Next|Doctor Harper's Office Camera Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Doctor Harper's Office Camera Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<elseif $enemyhealth lte 0>> <<famescrap 6>> The audience backs away from you, surprised by your aggression. <br><br> <</if>> "That's enough," Harper announces. "We can't overdo it. Everyone back off." The audience does so, albeit reluctantly. They watch you spasm on the floor, until your orgasm recedes completely. <br><br> The group soon leaves via the window. <<person1>> Harper closes it then turns to face you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality. <br><br> <<clotheson>> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." You feel strangely drained. <br><br> <<endcombat>> <<link [[Leave office|Hospital Foyer]]>><<set $trance to 0>><<clotheson>><</link>><<effects>> <<if $phase is 1>> <<He>> gently probes your <<genitals>> with <<his>> fingers. <<if $worn.genitals.type.includes("naked") and setup.bodyliquid.combined("vagina") gte 2>> Cum and other lewd fluids <<if setup.bodyliquid.combined("vagina") gte 4>> gush <<else>> dribble <</if>> out <<if $player.penisExist>>of your pussy <</if>>and Harper's hands snap back. <br><br> "Sexual activity is perfectly normal, but it is crucial to look after your hygiene," Harper rebukes. <br> Harper grabs a glass beaker from a nearby cupboard and holds it under your butt. With the other hand <<he>> holds open your vagina, allowing the lewd fluids to drain out into the beaker. <br> <<if setup.bodyliquid.combined("vagina") gte 4>> "There's still more," Harper says. A moment later, a finger is pushed deep inside your vagina. A final wave of fluids run out. <br> <</if>> <<bodyliquid "vagina" "all" -5>> "There," <<he>> says. "I'll take this away for... for testing. Now let's resume." <br><br> Harper resumes the exam. <</if>> Almost as soon as <<he>> touches you, you feel a distinct warmth spread through your groin. You try to resist, but you don't have any control over it. <<if $player.penisExist and $worn.genitals.type.includes("naked")>> Your penis soon stands conspicuously erect. Harper continues as if nothing is amiss. <<elseif $player.penisExist>> Your penis soon attempts to form an erection despite the lack of space. Harper continues as if nothing is amiss. <<else>> You can feel the fluid leaking from your slit. Harper lifts <<his>> hand up to <<his>> eyes, and you see the liquid drip from <<his>> fingers. <</if>> <br><br> "There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone. <<He>> continues <<his>> systematic investigation of your <<genitals 1>>. <<arousal 2000 "genitals">> <br><br> <<if $arousal gte $arousalmax>><<arousal -8000>><<set $stress -= 200>> The warmth within you continues to build, but Harper shows no sign of letting up. You feel yourself pass the point of no return, and you whimper softly. "Please, no." Harper is looking at you puzzled when it hits you. The orgasm emerges and your back immediately arcs. Uncontrollable moans escape your lips and you grip the side of the bed to stop your arms flailing. <<orgasmstat>><<orgasmcount 1>> <br><br> <<if $player.penisExist and $orgasmcount lte 23 and !$femaleclimax and !_deniedOrgasm>> <<if !$worn.genitals.type.includes("naked")>> You ejaculate, generating a large wet patch and filling the inside of your $worn.genitals.name with your fluids. <<elseif !$worn.under_lower.type.includes("naked")>> You ejaculate, generating a large wet patch and filling the inside of your $worn.under_lower.name with your fluids. <<else>> Semen spurts from the tip of your penis, rising into the air and splattering all over your thighs and torso. <</if>> <</if>> Despite it all, Harper continues as if absolutely nothing is amiss. You lie there, spent and humiliated, as <<he>> finishes <<his>> examination. Finally, <<he>> grabs some paper towels and starts cleaning you up. You pretend to be elsewhere. <br><br> <</if>> "There we go, all done." <<He>> pushes <<his>> chair back over to <<his>> desk and starts typing something. "You can put your clothes back on." You do so without delay. "You seem to be perfectly healthy." <<He>> shows you to the door as soon as you're dressed. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<clotheson>><<endevent>><</link>> <<elseif $phase is 2>> <<person1>><<He>> gently probes your <<genitals>> with <<his>> fingers. <<if $worn.genitals.type.includes("naked") and setup.bodyliquid.combined("vagina") gte 2>> Cum and other lewd fluids <<if setup.bodyliquid.combined("vagina") gte 4>> gush <<else>> leak <</if>> out <<if $player.penisExist>>of your pussy<</if>>. Harper's hands snap back and you hear the <<person2>><<person>> gasp. <br> "Sexual activity is perfectly normal, but it is crucial to look after your hygiene," Harper rebukes. "Hey you, uhh... Student. Bring over a beaker. No, a beaker. The glass thing in that cupboard there. There! That's it." <br> The <<person>> walks over with a glass beaker. <br><br> "Hold it here," Harper indicates just under your pussy. You feel the cold glass press against your butt. <br> "Good," Harper puts two fingers in your <<pussy>> and spreads, allowing the lewd fluids to drain out into the beaker. <br> <<arousal 500 "genitals">> <<if setup.bodyliquid.combined("vagina") gte 4>> "I can still see more," the <<person>> says. <br> "Go on then." <br> A moment later, a finger is pushed deep inside your vagina. <<arousal 1000 "genitals">> A final wave of fluids run out. <br> "Good work, that's it," <<else>> "That's it," <</if>> <<bodyliquid "vagina" "all" -5>> Harper says. "Put the beaker over there for later. For testing that is. Let's resume." <br><br> <<person1>>Harper resumes the exam. <</if>> Almost as soon as <<he>> touches you, you feel a distinct warmth spread through your groin. You try to resist, but you don't have any control over it. <<if $player.penisExist and $worn.genitals.type.includes("naked")>> Your penis soon stands conspicuously erect. Harper continues as if nothing is amiss. <<elseif $player.penisExist>> Your penis soon attempts to form erection despite the lack of space. Harper continues as if nothing is amiss. <<else>> You can feel the fluid leaking from your slit. Harper lifts <<his>> hand up to <<his>> eyes, and you see the liquid drip from <<his>> fingers. <</if>> <br><br> "There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone. "Student, come give me a hand." <<person2>>The <<person>> arrives at your side, looking nervous but eager.<<person1>> Together, they continue the systematic investigation of your <<genitals 1>>. <<arousal 2000 "genitals">> <br><br> <<if $arousal gte $arousalmax>><<arousal -8000>><<set $stress -= 200>> The warmth within you continues to build, but Harper and the <<person2>><<person>><<person1>> show no sign of letting up. You feel yourself pass the point of no return, and you whimper softly. "Please, no." Harper is looking at you puzzled when it hits you. The orgasm emerges and your back immediately arcs. Uncontrollable moans escape your lips and you grip the side of the bed to stop your arms flailing. The <<person2>><<person>> gasps.<<person1>> <<orgasmstat>><<orgasmcount 1>> <br><br> <<if $player.penisExist and $orgasmcount lte 23 and !$femaleclimax and !_deniedOrgasm>> <<if !$worn.genitals.type.includes("naked")>> You ejaculate, generating a large wet patch and filling the inside of your $worn.genitals.name with your fluids. <<elseif !$worn.under_lower.type.includes("naked")>> You ejaculate, generating a large wet patch and filling the inside of your $worn.under_lower.name with your fluids. <<else>> Semen spurts from the tip of your penis, rising into the air and splattering all over your thighs and torso. <</if>> <</if>> Despite it all, Harper continues as if absolutely nothing is amiss. You lie there, spent and humiliated, as <<he>> finishes <<his>> examination. Finally, <<he>> grabs some paper towels and starts cleaning you up. You pretend to be elsewhere. <br><br> <</if>> "There we go, all done." <<He>> pushes <<his>> chair back over to <<his>> desk and starts typing something. "You can put your clothes back on." You do so without delay. "You seem to be perfectly healthy." <<He>> shows you to the door as soon as you're dressed. "Same time next week. Be well." <br><br> <<link [[Leave office|Hospital Foyer]]>><<clotheson>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> You approach the front desk, holding out the card the school nurse gave you. <<if Time.weekDay is 6>> The receptionist examines it from across the counter, then points to a sign. <<pass 10>> <br><br> You follow the sign's direction until you arrive at a dark door in a quiet section of the hospital. The same name on the card is imposed on a metallic plate: Doctor Harper. <br><br> <<link [[Next|Doctor Harper's Office]]>><<set $daily.harperVisit to 1>><</link>> <br> <<else>> The receptionist examines it from across the counter. <br><br> "The doctor isn't taking patients today," you're told. <span class="gold">"Come back on Friday."</span> <br><br> <<link [[Leave office|Hospital Foyer]]>><</link>> <</if>><<effects>> <<if !$per_npc.pubfame_receptionist>> <<generate1>><<person1>> <<saveNPC 0 "pubfame_receptionist">> <<set $pubfame.hospital to {}>> <<else>> <<loadNPC 0 "pubfame_receptionist">><<person1>> <<set $pubfame.hospital.seen to 1>> <</if>> <<set $pubfame.hospital.active to 1>> You approach the counter. <<if $skulduggery gte 700>> <<if $NPCList[0].skills.security gte 700>> The <<person>> at the desk straights up upon noticing you, and flashes you a bright smile. "How can we help you?" <br> <<if $pubfame.hospital.seen>> <span class="pink">It's the same <<person>> as before.</span> If you want to deal with someone else, you'll need to wait for <<his>> shift to end. <<else>> <span class="pink"><<He>> seems alert.</span> Fooling <<him>> may be tricky. <</if>> <<elseif $NPCList[0].skills.security lte 300>> The <<person>> at the desk sighs. "How can we help you?" <br> <<if $pubfame.hospital.seen>> <span class="green">It's the same <<person>> as before.</span> If you want to fool <<him>>, you'll need to act before <<his>> shift ends. <<else>> <span class="green"><<He>> seems inattentive.</span> This will be like taking candy from a baby. <</if>> <<else>> The <<person>> at the desk raises <<his>> head upon noticing you. "How can we help you?" <br> <<if $pubfame.hospital.seen>> <span class="blue">It's the same <<person>> as before.</span> <<else>> <span class="blue"><<He>> doesn't seem suspicious</span>, but <<he>> doesn't look bored either. <</if>> <</if>> <<elseif $skulduggery gte 200>> <<if $NPCList[0].skills.security gte 700>> The <<person>> at the desk straights up upon noticing you, and flashes you a bright smile. "How can we help you?" <<elseif $NPCList[0].skills.security lte 300>> The <<person>> at the desk sighs. "How can we help you?" <<else>> The <<person>> at the desk raises <<his>> head upon noticing you. "How can we help you?" <</if>> <<else>> The <<person>> at the desk speaks. "How can we help you?" <</if>> <br><br> <<if $NPCList[0].skills.security gte 700>> <<set $skulduggerydifficulty to 1000>> <<elseif $NPCList[0].skills.security lte 300>> <<set $skulduggerydifficulty to 200>> <<else>> <<set $skulduggerydifficulty to 500>> <</if>> <<if hasSexStat("promiscuity", 3) and !$pubfame.hospital.seduce>> <<link [[Seduce|Hospital Keycard Seduce]]>><<set $pubfame.hospital.seduce to 1>><</link>><<promiscuous2>> <br> <</if>> <<if !$pubfame.hospital.distract>> <<link [[Distract|Hospital Keycard Distract]]>><<set $pubfame.hospital.distract to 1>><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>><<effects>> <<if $NPCList[0].skills.security gte 700>> <<set $seductiondifficulty to 4000>> <<elseif $NPCList[0].skills.security lte 300>> <<set $seductiondifficulty to 2000>> <<else>> <<set $seductiondifficulty to 6000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You lean on the counter. "This must be such a thankless job," you purr. "Maybe I could show you a good time?" <<promiscuity2>> <<generatep2>><<set $NPCList[1].role to "nurse">><<saveNPC 1 "pubfame_nurse">> <<if $seductionrating gte $seductionrequired>> <<if $NPCList[0].skills.security gte 700>> The <<person>> opens <<his>> mouth, but pauses. <<He>> squints at you and rubs <<his>> chin for a moment, <span class="green">before nodding <<his>> head</span>. <br> "Hey, I'm heading on my break," <<he>> calls to a nearby <<person2>><<person>>. "Should be back in ten minutes." The nurse nods in response, and the <<person1>><<person>> steps away from the counter and leads you to a closet. "I think I deserve this," the <<person>> chuckles, pulling you close. <<elseif $NPCList[0].skills.security lte 300>> The <<person>> grins <span class="green">and nods <<his>> head</span>. "Man, do you know how boring this job is? Thanks for spicing it up." <<He>> steps away from the counter and calls to a nearby <<person2>><<person>>. "Hey, I'm taking my fifteen now!" <br> "Oh no you're not!" the <<person>> calls back. "You just came back from break, you horny prick!" The <<person1>><<person>> grabs your arm and practically runs to a closet, ignoring the nurse's protests. <br> "Let's see what we've got here," <<he>> says, pulling you close. <<else>> The <<person>> glances around, before <span class="green">nodding <<his>> head</span>. "I'm taking my break," <<he>> calls to a nearby <<person2>><<person>>. The nurse nods in response, and <<person1>><<he>> leads you to a closet. <br> "Normally, I wouldn't do this on the job," <<he>> says, pulling you close. "But I think I'll make an exception." <</if>> <br><br> You got <<him>> to drop <<his>> guard. <span class="gold">Now you just need to steal the card from <<him>> during sex.</span> <br><br> <<link [[Next|Hospital Keycard Seduce Sex]]>><<set $sexstart to 1>><</link>> <<else>> <<if $NPCList[0].skills.security gte 700>> The <<person>> <span class="red">shakes <<his>> head</span>. "Not on the clock, I can't," <<he>> says. "This isn't a job I want to lose. Is there anything else I can help you with?" <<elseif $NPCList[0].skills.security lte 300>> The <<person>> looks you up and down, <span class="red">and clicks <<his>> tongue</span>. "Not worth the headache of my co-workers yelling at me," <<he>> says. "Anything you actually need?" <<else>> The <<person>> <span class="red">frowns and shakes <<his>> head</span>. "Do you think I'm some kind of pervert?" <<he>> asks. "Looking for the closest chance to get off during work? If you don't need anything, get out of here." <</if>> <br><br> <<if $NPCList[0].skills.security gte 700>> <<set $skulduggerydifficulty to 1000>> <<elseif $NPCList[0].skills.security lte 300>> <<set $skulduggerydifficulty to 100>> <<else>> <<set $skulduggerydifficulty to 500>> <</if>> <<if !$pubfame.hospital.distract>> <<link [[Distract|Hospital Keycard Distract]]>><<set $pubfame.hospital.distract to 1>><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $enemyno to 1>> <<maninit>> <<if $NPCList[0].skills.security gte 700 or $NPCList[0].skills.security lte 300>> <<set $easySteal to 1>> <</if>> <<if $NPCList[0].skills.security lte 300>> <<set $enemyhealthmax += 200>><<set $enemyhealth += 200>> <</if>> <</if>> <<effects>> <<effectsman>> <<if !$speechsteal>> <<man>> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $speechsteal is 1>> <span id="next"><<link [[Next|Hospital Keycard Seduce Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Hospital Keycard Seduce Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $NPCList[0].skills.security gte 700>> <<if $pubfame.status is "done">> The <<person>> smiles. "That was good. I liked that." <<He>> gives you a wry grin. "Did you like it, too? <span class="red">Or were you just in it to steal that keycard?</span>" <br><br> Without warning, <<he>> lunges for you and grabs your arm. "Walk with me," <<he>> says in a cheerful voice betrayed by the vice grip <<hes>> holding you in. "Let me tell you a story." <<He>> pulls you out of the closet and starts dragging you down the hall. <br><br> <<endcombat>> <<clotheson>> <<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>> <<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>> <<else>> The <<person>> smiles, a little surprised. "That... that was good. I liked that." <<He>> surreptitiously pats <<himself>> down, before shaking <<his>> head. "Sorry, I could've sworn you were trying to... Oh, it doesn't matter." <br><br> <<He>> steps away from you and opens the closet door. "Think I'll head out now, I'm needed in another department. Thanks for that." <<He>> walks out, muttering to <<himself>>. "Could've sworn <<pshe>> was trying to steal..." <br><br> <span class="red">You didn't get the keycard.</span> You'll need to try again. <br> <<endcombat>> <<clotheson>> <<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>> <</if>> <<elseif $NPCList[0].skills.security lte 300>> The <<person>> stretches. "Yeah, that's what I'm talking about. Thanks for the good time. Think I should get back to my job, though." <br><br> <<He>> opens the closet door and is almost immediately pulled away by a <<person2>><<person>>, the nurse from before. "Unbelievable," <<he>> says, "this is the third time this month! Come with me." <<He>> roughly pulls the <<person1>><<person>> down the hall. <<if $rng gte 81>> You hear something from the <<person2>><<person>> that sounds suspiciously like "should be me you're fucking," but it's hard to be sure. <</if>> <<if $pubfame.status isnot "done">> <br> <span class="red">You didn't get the keycard.</span> You'll need to try again. <</if>> <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>> <<else>> The <<person>> lets out a breath. "Thanks for that. That was pretty nice." <<He>> glances at <<his>> watch. "Don't want to keep them waiting, though. I'm scheduled for somewhere else right now." <br><br> <<He>> opens the closet door and strides out without looking back at you. <<if $pubfame.status isnot "done">> <br> <span class="red">You didn't get the keycard.</span> You'll need to try again. <</if>> <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>> <</if>> <<elseif $enemyhealth lte 0>> You shove the <<person>> against the closet wall. <<He>> crashes into a mop and trips on a bucket, sending <<him>> to the floor. "Agh," <<he>> gasps. "Didn't sign up for this..." <br><br> <<tearful>> you throw the door open and run back into the main hall. <<if $pubfame.status isnot "done">> <br> <span class="red">You didn't get the keycard.</span> You'll need to try again. <</if>> <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><</link>> <<elseif $finish is 1>> <<if $NPCList[0].skills.security gte 700>> <<if $pubfame.status is "done">> The <<person>> smiles. "You want to stop? I'm fine with that." <<He>> gives you a wry grin. <span class="red">"I had a feeling you were only in it for the keycard, anyway."</span> <br><br> Without warning, <<he>> lunges for you and grabs your arm. "Walk with me," <<he>> says in a cheerful voice betrayed by the vice grip <<hes>> holding you in. "Let me tell you a story." <<He>> pulls you out of the closet and starts dragging you down the hall. <br><br> <<endcombat>> <<clotheson>> <<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>> <<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>> <<else>> The <<person>> smiles, a little surprised. "You want to... I'm fine with that." <<He>> surreptitiously pats <<himself>> down, before shaking <<his>> head. "Sorry, I could've sworn you were trying to... Oh, it doesn't matter." <br><br> <<He>> steps away from you and opens the closet door. "Think I'll head back to the counter now, they've waited long enough. Thanks for that." <<He>> walks out, muttering to <<himself>>. "Could've sworn <<pshe>> was trying to steal..." <br> <span class="red">You didn't get the keycard.</span> You'll need to try again. <br><br> <<endcombat>> <<clotheson>> <<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <</if>> <<elseif $NPCList[0].skills.security lte 300>> <<if $pubfame.status is "done">> The <<person>> sighs. "C'mon, I was so close. Why would you..." <<He>> pauses, and squints at you. <<He>> reaches a hand into <<his>> pocket and gasps. "<span class="red">You little thief!</span> That's why you wanted to bring me here!" <br><br> <<He>> lunges for you and grabs your arm, throwing open the door and yanking you through. "You're not getting away," <<he>> growls. "Not after you—" <br><br> As soon as <<he>> steps through the door, <span class="green">a <<generatep2>><<person2>><<person>>, the nurse from before, pulls <<him>> off you</span>. "First you slack off, and now you're assaulting people?" <<he>> snarls. "Unbelievable! This is your worst offence yet!" <br><br> "Get off me!" the <<person1>><<person>> shouts, reaching for you. "That <<girl>> stole my—" <br><br> "Heard it all before," the <<person2>><<person>> grunts, not letting go of <<person1>><<him>>. "Come on." <<person2>><<He>> roughly pulls the <<person1>><<person>> down the hall. <<if $rng gte 81>> You hear something from the <<person2>><<person>> that sounds suspiciously like "should be me you're fucking," but it's hard to be sure. <</if>> <br><br> <<endcombat>> <<clotheson>> <<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <<else>> The <<person>> sighs. "C'mon, I was so close. Why would you wind me up like that?" <<He>> groans and stands up. "Fine. Guess I'll go back to my job..." <br><br> <<He>> opens the closet door and walks out, grumbling all the while. <br> <span class="red">You didn't get the keycard.</span> You'll need to try again. <br><br> <<endcombat>> <<clotheson>> <<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <</if>> <<else>> <<if $pubfame.status is "done">> The <<person>> frowns and untangles from you. "If you say so," <<he>> mutters. "Why would you want to stop, though?" <<He>> pauses, and pats <<his>> pocket. <<His>> eyes narrow. <span class="red">"Oh. That's why."</span> <br><br> <<He>> lunges for you and grabs your arm, pulling the door open. "I'll bring you in for stealing, then get back to work," <<he>> says out loud. "Won't take five minutes, I'll be back before my break ends." <br><br> <<endcombat>> <<clotheson>> <<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>> <<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>> <<else>> The <<person>> frowns and untangles from you. "If you say so," <<he>> mutters. "Why would you want to stop though?" <br><br> <<He>> walks to the closet door and pulls it open. "Can't believe I wasted my break on this," <<he>> mutters as <<he>> leaves without looking back. <br> <span class="red">You didn't get the keycard.</span> You'll need to try again. <br><br> <<endcombat>> <<clotheson>> <<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <</if>> <</if>> <<else>> The <<person>> suddenly grabs your arm and stands up. "That's why you wanted to do this." <<He>> scowls. "<span class="red">You little thief.</span> Keep those wandering fingers away from me." <br><br> <<He>> pulls the door open and starts dragging you down the hall. "I'll bring you in for stealing, then get back to work," <<he>> says out loud. "Won't take five minutes, I'll be back before my break ends." <br><br> <<endcombat>> <<clotheson>> <<loadNPC 0 "pubfame_receptionist">><<loadNPC 1 "pubfame_nurse">><<person1>> <<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>> <</if>><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $speech_attitude is "meek">> "Excuse me," you ask politely. "One of my friends got really sick, and came in for treatment. <<pShe>> got worse after taking the medication. I'd like to speak to your manager, or anyone higher up, just to ask a few things. Please?" <<elseif $speech_attitude is "bratty">> You slam your hands on the counter. "My friend came in here because <<pshe>> was running a fever. <<pShe>> told you what <<pshe>> was allergic to, but you still gave <<phim>> medication that made <<phim>> break out in hives! Get your manager out here, now!" <<else>> You approach the counter. "My friend came here when <<pshe>> was sick," you say. "I think <<pshe>> had a bad allergic reaction to the medication you gave <<phim>>. Could I see your manager?" <</if>> <br><br> <<if $NPCList[0].skills.security gte 700>> The <<person>> blinks, caught off guard. "I... I'm sorry, <<psir>>. Let me go fetch <<him>>." <<elseif $NPCList[0].skills.security lte 300>> "Ah shit," the <<person>> mutters under <<his>> breath. "Yeah, yeah. Gimme five." <<else>> The <<person>> frowns. "Oh, right away. Give me a moment." <</if>> <<He>> walks away into a back room. <br><br> Glancing around to make sure nobody is watching, you tuck behind the counter and search the cabinets. You find a keycard in the top cabinet under the computer. <br><br> <<wearProp "keycard">> <<pubfameComplete "hospital">> <<link [[Next|Hospital Foyer]]>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<endevent>><</link>> <<else>> <<if $speech_attitude is "meek">> "Hi, um," you say. "Could you... check something in the back? I heard someone... breaking in?" <<elseif $speech_attitude is "bratty">> "Holy shit!" you shout, pointing behind <<him>>. "The wall is on fire!" <<else>> "Your, um," you say. "Your cabinets are... falling over. Behind you." <</if>> <br><br> <<if $pubfame.hospital.seduce>> <<if $NPCList[0].skills.security gte 700>> The <<person>> raises an eyebrow, but nods. "Sure thing, <<girl>>." <<He>> turns <<his>> back, examining the back wall while whistling a jaunty tune. <br><br> You quickly try to reach over the counter, but the second you do, <span class="red"><<he>> shoots <<his>> arm behind <<him>> and grabs your wrist</span>. "Walk with me," <<he>> says in a cheerful voice betrayed by the vice grip <<hes>> holding you in. "Let me tell you a story." <<He>> pulls you away from the desk and starts dragging you down the hall. <br><br> <<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>> <<elseif $NPCList[0].skills.security lte 300>> The <<person>> blinks in confusion, and turns around. You try to reach over the counter, but <<he>> turns back around too fast and you're forced to pull your arm back. "Weird," <<he>> mumbles. "Must've missed it." <br><br> <<link [[Seduce|Hospital Keycard Seduce]]>><<set $pubfame.hospital.seduce to 1>><</link>><<skulduggerydifficulty>> <br> <<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>> <<else>> <<set $phase2 to 1>> The <<person>> scowls. "That's it. I've had enough of your troublemaking." Without warning, <span class="red"><<he>> steps around the counter and grabs your arm</span>, marching you down the hall. <br><br> <<link [[Struggle|Hospital Keycard Caught]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Hospital Keycard Caught]]>><<set $phase to 1>><</link>> <</if>> <<else>> <<if $NPCList[0].skills.security gte 700>> "I'm sure," the <<person>> says with a wry smile. "Now, are you actually here for anything?" <<elseif $NPCList[0].skills.security lte 300>> The <<person>> blinks in confusion, and turns around. You try to reach over the counter, but <<he>> turns back around too fast and you're forced to pull your arm back. "Weird," <<he>> mumbles. "Must've missed it." <<else>> The <<person>> frowns. "If you're just here to mess around, get out of here." <</if>> <br><br> <<link [[Seduce|Hospital Keycard Seduce]]>><<set $pubfame.hospital.seduce to 1>><</link>> <br> <<link [[Back|Hospital Foyer]]>><<set $pubfame.hospital.active to 0>><<endevent>><</link>> <</if>> <</if>><<effects>> <<if $physiqueSuccess and $phase isnot 1>> You yank your arm from <<his>> grip, <span class="green">freeing yourself</span>. <<if $NPCList[0].skills.security gte 700>> The <<person>> lets you go and sighs, turning to face you. You hesitantly back up, but <<he>> makes no move to grab you again. <br><br> "Don't want to hear the story?" <<he>> says, giving you a sad smile. "Well, that's fine. You take care of yourself. And I hope you can settle down one day. This isn't a life that'll get you very far, take it from me." <<He>> turns and walks down the hall, not looking back. <<else>> You bolt in the other direction. "Hey!" the <<person>> shouts. "Get back here! No no no..." <</if>> <br><br> You run through the foyer, ending up in the street. <br><br> <<link [[Next|Nightingale Street]]>><<endevent>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><</link>> <<else>> <<if $phase isnot 1>> You try to yank your arm from <<his>> grip, <span class="red">but can't free yourself</span>. <br><br> <</if>> <<if $NPCList[0].skills.security gte 700>> <<set $pubfame.status to "accepted">> "This whole life of crime thing you're doing, it doesn't work out," <<he>> continues. "The loose ends catch up to you. The dreaded ends come too soon. The important ends stop meeting. And eventually, it <i>all</i> ends. The whole shebang." <br><br> <<He>> waves hello to a passing nurse. <<person2>><<He>> doesn't seem surprised to see the <<person1>><<person>> dragging you. "That's why I came here, to pursue a better life. Something I could take pride in. But the thing is, this job I'm doing now? It doesn't mean my old life didn't exist." <br><br> "You know what they called me? <span class="pink">Rat</span>. It wasn't some criminal compliment, it's just because I ratted people out. Every day, all the time. I guess some things stay the same." <br><br> <<He>> reaches an unmarked door and <span class="blue">opens it with the keycard</span>. You didn't notice <<him>> taking it back until now. <<He>> throws you in and gives you a pitying smile. "For what it's worth, I'm rooting for you. Someday you'll find a better life than this." <<He>> turns <<his>> back. <<silently>><<underworld_nickname>><</silently>> <<if _text_output is "meat">> "Best of luck." <<else>> "See you around, <span class="pink"><<underworld_nickname>></span>." <</if>> <br><br> <<else>> <<if $phase2 is 1>> "This job is hell," <<he>> says, not slowing down. "Punks like you make everything harder." <<He>> shakes <<his>> head in disgust. "Stop gumming up the gears, <<girl>>. We carry this town." <<else>> "Lesson learned," <<he>> says, not slowing down. "Cute <<girl>> wants to thank me for my work. No harm in a break, yeah?" <<He>> shakes <<his>> head in disgust. "Sex is a scam. Never should've left the temple." <</if>> <br><br> <<He>> reaches an unmarked door, opens it with <<his>> keycard and throws you in, before turning and walking away. <</if>> The door slams shut. There's no handle on your side<<if $skulduggery gte 300>>, or any mechanism that could be fiddled with<</if>>. <br><br> <<link [[Next|Abduction Hospital]]>><<endevent>><<clearNPC "pubfame_receptionist">><<clearNPC "pubfame_nurse">><<set $pubfame.hospital.active to 0>><<set $phase to 1>><</link>> <</if>><<set $outside to 0>><<effects>><<rngWraith 1>> You feel yourself being lifted onto a stretcher before passing out again. <<if _wraithEvent>> You think you saw someone standing next to you. Someone pale and beautiful. <</if>> <br><br> <<link [[Sleep|Hospital Bed]]>><</link>> <br><<widget "ambulance">> <<if C.npc.Kylar.rage gte 96 and C.npc.Kylar.state is "active" and ["town", "park", "school"].includes($location)>> <<link [[Wake up|Kylar Basement]]>><<pass 1 hour>><</link>> <<else>> <<link [[Wake up|Ambulance rescue]]>><<pass 1 hour>><</link>> <</if>> <</widget>><<set $outside to 1>><<set $location to "hospital">><<effects>> You are in front of the hospital. It is open at all hours. <<if $companion is "Robinrent">> Robin hugs you tightly. "Thanks for saving me," <<nnpc_he "Robin">> says. "I think I'm going to go home. I need a rest." Robin then waves you goodbye and starts walking towards home. <<unset $companion>> <</if>> <br><br> <<if $stress gte $stressmax>> <<passouthospital>> <<else>> <<if $exposed gte 1>> You are hiding in the bushes just outside the entrance. You should be able to enter without being seen if you time it right. <br><br> <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "hospital">> <</if>> <<getinicon>><<link [[Go inside hospital (0:01)|Hospital Foyer]]>><<pass 1>><</link>> <br> <<entertownicon>><<link [[Nightingale Street (0:01)|Nightingale Street]]>><<pass 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> You are inside the hospital foyer. <<if $harper_appointments.enabled>>You see a sign directing to Harper's office. <</if>> <<if Time.weekDay is 6 and $daily.harperVisit isnot 1 and $harper_appointments.enabled and $trauma gte ($traumamax / 10) * 9>> <span class="red">You can't remember when your appointment was.</span> <<elseif Time.weekDay is 6 and $daily.harperVisit isnot 1 and $harper_appointments.enabled>> <span class="blue">You're in time for your appointment.</span> <<else>> You don't have an appointment right now. <</if>> <br><br> <<if $stress gte $stressmax>> <<passouthospital>> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "hospital">> <</if>> <<if $exposed gte 1>> You are hiding under a hospital bed, hoping no one spots you in this state of undress. You see a cart full of sheets not far away that you could use to cover yourself. You could wait until the coast looks clear then make a break for it. Alternatively, you could inch the bed closer to the cart to try to remain concealed from view. <br><br> <<link [[Make a break for it (0:05)|Hospital Exhibition]]>><<set $phase to 0>><<pass 5>><</link>> <br> <<link [[Slide the bed closer (0:10)|Hospital Exhibition]]>><<set $phase to 1>><<pass 10>><</link>> <br><br> <<else>> <<if isPubfameTaskAccepted("hospital")>> Mickey asked you to steal a hospital keycard for them. <<if Time.hour gte 6 and Time.hour lte 21>> The hospital is open at all times, so it wouldn't be any less busy at night. <<else>> The hospital is open at all times, so it's not any less busy than the daytime. <</if>> <br><br> <<icon "access_card.png">><<link [[Approach a receptionist (0:05)|Hospital Keycard Receptionist]]>><<pass 5>><</link>> <br><br> <</if>> <<if $harper_appointments.enabled and $daily.harperVisit isnot 1>> <<if $trauma gte ($traumamax / 10) * 9>> <<socialiseicon "ask">><<link [[Ask for an emergency appointment with Doctor Harper|Doctor Harper Emergency]]>><<set $daily.harperVisit to 1>><</link>><<note "If Doctor Harper sees you like this, you fear <<nnpc_he 'Harper'>> may intervene" "red">> <br> <<elseif Time.weekDay is 6>> <<officeicon>><<link [[Doctor Harper's office|Doctor Harper's Office]]>><<set $daily.harperVisit to 1>><</link>> <br> <</if>> <<elseif $schoolPsych and $daily.harperVisit isnot 1>> <<socialiseicon "ask">><<link [[Ask for Doctor Harper|Doctor Harper's Office School]]>><<set $daily.harperVisit to 1>><</link>> <br> <</if>> <<pillicon>><<link [[Pharmacy (0:02)|Pharmacy]]>><<pass 2>><</link>> <br><br> <<if isPregnancyEnding()>> <<pregnancyicon "player">><<link [[Say that your waters have broken|Pregnancy Birth Hospital]]>><</link>> <br> <</if>> <<if $vaginalchastityparasite isnot 0>> <span class="pink">You feel $vaginalchastityparasite squirming inside your vagina.</span> <br> <</if>> <<if C.npc.Alex.pregnancy.sample is true and playerIsPregnant() and !isPregnancyEnding()>> <<procedureicon "paternity">><<link [[Enquire about a paternity test (0:10)|Hospital Paternity Test]]>><<pass 10>><</link>> <br><br> <</if>> <<if $penilechastityparasite is 0 and $vaginalchastityparasite is 0 and $analchastityparasite is 0 and $parasite.clit.name is undefined and $parasite.penis.name is undefined and $parasite.nipples.name is undefined and $parasite.tummy.name is undefined and $parasite.bottom.name is undefined and $parasite.left_ear.name is undefined and $parasite.right_ear.name is undefined>> <<else>> <<socialiseicon "ask">><<link [[Enquire about body parasite removal (0:10)|Hospital Parasite]]>><<pass 10>><</link>> <br> <</if>> <<if $player.breastsize lt 12>> <<procedureicon "breast enlarge">><<link [[Enquire about breast enlargement (0:10)|Hospital Breast Enlargement]]>><<pass 10>><</link>> <br> <</if>> <<if $player.breastsize gt 0>> <<procedureicon "breast reduce">><<link [[Enquire about breast reduction (0:10)|Hospital Breast Reduction]]>><<pass 10>><</link>> <br> <</if>> <<if $player.penisExist and $player.penissize lt 4>> <<procedureicon "penis enlarge">><<link [[Enquire about penis enlargement (0:10)|Hospital Penis Enlargement]]>><<pass 10>><</link>> <br> <</if>> <<if $player.penisExist and $player.penissize gt -2>> <<procedureicon "penis reduce">><<link [[Enquire about penis reduction (0:10)|Hospital Penis Reduction]]>><<pass 10>><</link>> <br> <</if>> <<set _aPregnancy to $sexStats.anus.pregnancy>> <<set _vPregnancy to $sexStats.vagina.pregnancy>> <<if $pregnancyStats.parasiteDoctorEvents is 1>> <<socialiseicon "ask">><<link [[Enquire about movement in your stomach (0:10)|Pregnancy Introduction]]>><<pass 10>><</link>> <br> <</if>> <<if $pregnancyStats.parasiteDoctorEvents is 3 or ((_aPregnancy.motherStatus is 2 or (_vPregnancy.motherStatus is 2 and !$worn.genitals.type.includes("hidden"))) and $pregnancyStats.parasiteDoctorEvents gt 3) or ($pregnancyStats.parasiteBook is 1 and $pregnancyStats.parasiteDoctorEvents gte 2) or $container.portable.value gt 0>> <<if hasSexStat("deviancy", 5)>><<set $pregnancyStats.namesParasitesChild to true>><<else>><<set $pregnancyStats.namesParasitesChild to false>><</if>> <<if $pregnancyStats.namesParasitesChild is true>> <<socialiseicon "ask">><<link [[Enquire about your pregnancy and children (0:10)|Pregnancy Discussion]]>><<pass 10>><</link>> <br> <<else>> <<socialiseicon "ask">><<link [[Enquire about the parasites inside you (0:10)|Pregnancy Discussion]]>><<pass 10>><</link>> <br> <</if>> <</if>> <<set _pregnancy to getPregnancyObject()>> <<if _pregnancy.awareOf and !$daily.ultrasoundDone and between(_pregnancy.timer / _pregnancy.timerEnd, 0.1, 1)>> <<socialiseicon "ask">><<link [[Enquire about getting an ultrasound (0:10)|Pregnancy ultrasound]]>> <<pass 10>><<set $daily.ultrasoundDone to true>> <</link>> <br> <</if>> <<for _active_bodypart range setup.bodyparts>> <<if $skin[_active_bodypart].pen is "tattoo">> <<shopicon "tattoo">><<link [[Enquire about tattoo removal (0:10)|Hospital Tattoo Removal]]>><<pass 10>><</link>> <br> <<break>> <</if>> <</for>> <br> <<getouticon>><<link [[Go outside (0:01)|Hospital front]]>><<pass 1>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<if $phase is 0>> You awaken on a hard metallic surface in a dark room. <</if>> Dim lights along the walls switch on, illuminating a large and grimy room, the ceiling lost in the darkness above. Cages line one wall, full of golden eyes that stare out at you. The cage doors shift slightly, and a timer blinks into life "1:00, 0:59, 0:58..." Fighting back panic, you head to the door on the other side of the room, which appears to be the only way out. <br><br> Through the door and to the left there is a precipitous drop. You peer down and see dark running water; you can vaguely make out a wide tunnel leading away from the bottom. To the right is a long corridor. A door stands shut at the other end. In front of you is a small hole in the wall, which you might be able to squeeze through. <br><br> <<beastNEWinit 2 wolf>> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Climb down to the water (0:01)|Abduction Hospital Water]]>><<set $molestationstart to 1>><<pass 1>><</link>> <br> <</if>> <<link [[Head down the corridor (0:01)|Abduction Hospital Corridor]]>><<pass 1>><<endevent>><</link>> <br> <<link [[Squeeze through the hole (0:01)|Abduction Hospital Hole]]>><<pass 1>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<nurseinit>><<person1>>You feel a sharp pain in your arm. You open your eyes to see a <<person>> in a nurse outfit and medical mask injecting you with a mystery liquid. Almost immediately a daze descends on you. You find it hard to move, or even think. A perverse warmth starts rising within your belly. <br> <</if>> <<effects>><<set $outside to 0>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Hospital Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Hospital Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Hospital]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Hospital Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Hospital Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Molestation Hospital]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set $hunger to 0>><<set $thirst to 0>><<set $tiredness to 0>><<set $hygiene to 0>> <<set $stress -= 2000>> You awaken in a bed at the civic hospital. <<generate1>><<person1>> The nurse explains that you have suffered <<= $passoutReason || "a severe stress response">>, but you are otherwise physically healthy. <<He>> asks you to wait a moment while <<he>> fetches the doctor. <br><br> <<endevent>> You don't have to wait long. <<npc Harper>><<person1>> <<if $hospitalintro isnot 1>> A <<personsimple>> wearing a white medical coat and carrying a clipboard enters. <br><br> <<if $hospitalintro is 0>> <<He>> smiles at you. "Hello, I'm Doctor Harper." <<He>> takes a seat by your bedside and pulls <<his>> blond fringe away from <<his>> eyes. <<He>> looks young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. <<He>> smiles at you. "Hello, I'm Doctor Harper," <<he>> says. There's no recognition on <<his>> face. <<He>> takes a seat by your bedside. <</if>> <<set $hospitalintro to 1>> <<else>> Doctor Harper enters, carrying <<his>> usual clipboard. <<He>> assures you that there is no immediate concern, but <<he>> would like to examine you further. <</if>> <br><br> <<link [[Next|Hospital Bed Examination]]>><</link>> <br><br><<effects>> <<He>> tenses, throws back <<his>> head and lets out a loud moan as <<he>> climaxes. <br><br> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> adjusts <<his>> uniform and leaves the room, but not before giving you one last smack to the face. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> adjusts <<his>> uniform and leaves the room. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> adjusts <<his>> uniform and leaves the room. <br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <br><br> <</if>> <<clotheson>> <<tearful>> you climb off the bed and stumble onto the ward. <br><br> <<endcombat>> <span id="next"><<link [[Next|Recovery ward]]>><</link>></span><<nexttext>><<effects>> <<He>> recoils in pain. <<tearful>> you seize the opportunity and dart out the room, taking refuge in a maintenance cupboard. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Hospital cupboard]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>> This small maintenance cupboard contains a variety of cleaning implements and chemicals. You peek through the door. There's no one there. <br><br> <<if $stress gte $stressmax>> <<passouthospital>> <<else>> <<link [[Leave the cupboard (0:01)|Recovery ward]]>><<pass 1>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> You are in the recovery ward of the hospital. Several nurses go about their business. <br><br> <<if $stress gte $stressmax>> <<passouthospital>> <<else>> <<if $exposed gte 1>> You are hiding under a hospital bed, hoping no one spots you in this state of undress. You see a cart full of sheets not far away that you could use to cover yourself. You could wait until the coast looks clear then make a break for it. Alternatively, you could inch the bed closer to the cart to try to remain concealed from view. <br><br> <<link [[Make a break for it (0:05)|Hospital Exhibition]]>><<set $phase to 0>><<pass 5>><</link>> <br> <<link [[Slide the bed closer (0:10)|Hospital Exhibition]]>><<set $phase to 1>><<pass 10>><</link>> <br><br> <<else>> <<link [[Leave the ward (0:01)|Hospital Foyer]]>><<pass 1>><</link>> <br> <<link [[Maintenance cupboard (0:01)|Hospital cupboard]]>><<pass 1>><</link>> <br> <</if>> <</if>>You've pushed yourself too much. <br><br> <<passout>> <<if dangerEvent()>> <<if $rng gte 81>> <<link [[Wake up|Abduction Hospital]]>><<set $phase to 0>><</link>> <<else>> <<link [[Wake up|Molestation Hospital]]>><<set $molestationstart to 1>><</link>> <</if>> <<else>> <<link [[Wake up|Hospital Bed]]>><</link>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>><<widget "passouthospital">> <<if isPregnancyEnding()>> <<pregnancyPassout "hospital">> <<else>> <<link [[Everything fades to black...|Passout hospital]]>><</link>> <</if>> <</widget>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<if pcAreArmsBound("both")>> <<unbind>> <</if>> <<if $worn.face.type.includes("gag") or $worn.face.type.includes("blindfold")>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<if $exposed gte 1>> <<if $player.sex is "m" and $backgroundTraits.includes("crossdresser")>> <<set $clothingselector to "f">><!-- PCs with Crossdresser trait are only PC type with a specific known clothing preference and can presumably ask for it here --> <<elseif $player.sex is "f" and $backgroundTraits.includes("crossdresser")>> <<set $clothingselector to "m">> <<else>> <<set $clothingselector to $player.gender_appearance>> <</if>> <<if $clothingselector is "m">> <<underlowerwear 4>> <<upperwear 4>> <<lowerwear 5>> <<else>> <<upperwear 1>> <<underlowerwear 1>> <</if>> <</if>> <<if $passoutReason>> <<He>> gently interrogates you on the reason for your $passoutReason, lecturing you on the dangers of <<= $passoutReason is "hypothermia" ? "severe frostbite" : "heatstroke">>. <<He>> informs you that everything is okay as far as <<he>> can tell, but you should be more careful about how you dress in the future. <<unset $passoutReason>> <<wash>> A nurse helps you to your feet, and you soon find yourself being discharged. <br><br> <<if Weather.dayState is "night">> It's dark out. Maybe you should wait until morning. <br><br> <<link [[Wait|Hospital Wait]]>><<pass 10>><<endevent>><</link>><<ltiredness>> <br> <<if $renttime lte 0>> <<link [[Leave now (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>> <br> <<elseif crimeSumCurrent() gte 1000>> <<link [[Leave now (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $baileyhospital lte 2>> <<link [[Leave now (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Leave now (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<else>> <<if $renttime lte 0>> <<link [[Next (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>> <br> <<elseif crimeSumCurrent() gte 1000>> <<link [[Next (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $baileyhospital lte 2>> <<link [[Next (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <</if>> <<elseif $trauma lte ($traumamax / 10) * 2>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. <<He>> informs you that everything is okay as far as <<he>> can tell, but you should be careful in the future. <br><br> <<wash>> A nurse helps you to your feet, and you soon find yourself being discharged. <br><br> <<if Weather.dayState is "night">> It's dark out. Maybe you should wait until morning. <br><br> <<link [[Wait|Hospital Wait]]>><<pass 10>><<endevent>><</link>><<ltiredness>> <br> <<if $renttime lte 0>> <<link [[Leave now (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>> <br> <<elseif crimeSumCurrent() gte 1000>> <<link [[Leave now (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $baileyhospital lte 2>> <<link [[Leave now (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Leave now (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<else>> <<if $renttime lte 0>> <<link [[Next (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>> <br> <<elseif crimeSumCurrent() gte 1000>> <<link [[Next (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $baileyhospital lte 2>> <<link [[Next (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <</if>> <<elseif $trauma lt ($traumamax / 10) * 9>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. After a short while, <<he>> summons a nurse and they have a brief conversation in the corner of the room. They talk quietly, and after a short while the nurse nods and leave the room. <br><br> <<if !$harper_appointments.enabled>> <span class="gold">The doctor tells you to visit <<him>> here at the hospital on <span class="gold">Fridays</span> for therapy.</span> <br><br> <<set $harper_appointments.enabled to true>><<unset $schoolPsych>> <<wash>> A nurse helps you to your feet, and you soon find yourself being discharged. <br><br> <<else>> The doctor reminds you to visit <<him>> here at the hospital on <span class="gold">Fridays</span>. <br><br> <<wash>> A nurse helps you to your feet, and you soon find yourself being discharged. <br><br> <</if>> <<if Weather.dayState is "night">> It's dark out. Maybe you should wait until morning. <br><br> <<link [[Wait|Hospital Wait]]>><<pass 10>><<endevent>><</link>><<ltiredness>> <br> <<if $renttime lte 0>> <<link [[Leave now (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>> <br> <<elseif crimeSumCurrent() gte 1000>> <<link [[Leave now (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $baileyhospital lte 2>> <<link [[Leave now (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Leave now (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<else>> <<if $renttime lte 0>> <<link [[Next (0:10)|Hospital Rent]]>><<pass 10>><<endevent>><</link>> <br> <<elseif crimeSumCurrent() gte 1000>> <<link [[Next (0:10)|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $baileyhospital lte 2>> <<link [[Next (0:10)|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next (0:10)|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <</if>> <<else>> <<set $asylum to 1>><<set $harper_appointments.enabled to true>><<unset $schoolPsych>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. A look of concern grows on <<his>> face, but you've no idea why. After a short while, <<he>> summons a nurse into the room and they talk quietly for a short time. The nurse keeps glancing at you, looking concerned. <br><br> The nurse leaves you alone with the doctor, who presses a cloth to your face. A haze falls on you. "Everything will be fine," you hear <<him>> say through the fog. Two blurred shapes enter the room. They help you to your feet and guide you away from the bed, an arm on each shoulder. Doctor Harper follows close behind. <br><br> Once out in the corridor another shape marches toward you. Harper blocks their path. The shape shouts something incomprehensible with Bailey's voice. The two beside you don't stop. They lead you outside and into the back of a waiting van. There's a cot inside. They push you onto it as the last of your consciousness slips. <br><br> <<endevent>> <<badEndTracking "Asylum" { reason: "asylumHospital" }>> <<link [[Next|Asylum Intro]]>><<pass 120>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<if $phase is 0>> You wait for the number of people in the vicinity to drop. You soon find yourself almost alone. There are still people at the far end of the hall, but they are facing away from you. You won't get a better chance than this. Steeling yourself, you emerge from beneath the bed and run toward the towels. <br><br> <<if random(1, 3) is 3>> You've barely left the safety of the bed when doors on both sides of the hall open simultaneously. In an instant, the vacant room becomes packed with bodies. They immediately see you, and react in a diverse manner. Some look offended while others laugh, still others stare at you with depravity in their eyes. There's nowhere to hide; you can do nothing but crouch to preserve what little dignity you can. Not seeing any other option, you continue the original plan. You manage to cover yourself before people start filming the event with their phones. Blushing and light-headed, you flee the scene. <<garousal>><<arousal 600>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>> <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</link>> <br> <<else>> You make it the cart without incident. Crouching beside it, you help yourself to the towels, eyes affixed on a nearby door. You still feel exposed, but at least now you're covered. You should find something more suitable as soon as you can, before you attract unwanted attention. <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</link>> <br> <</if>> <<elseif $phase is 1>> You slowly inch the bed forward. Slow enough, you hope, that no one will even notice. Peeking from beneath the bed, you see the towels drawing closer. <br><br> <<if random(1, 5) is 5>> You're almost there when the bed lurches into movement. You cling to the underside as you are pushed further and further away from the towels, through a set of doors, then another, and then down a ramp. <br><br> You hear a metallic creaking, then you and the bed are shoved down a steep ramp. A short distance later you plunge into rushing water. <br><br> <<link [[Next|Drain Water]]>><<endevent>><<set $bus to "commercialdrain">><</link>> <<else>> When you are within arm's reach, you stretch out and manage to acquire a handful of towels. You awkwardly cover yourself while remaining under the bed. You still feel exposed, but at least now you're covered. You should find something more suitable as soon as you can, before you attract unwanted attention. <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set $bus to "hospital">> As you walk down an empty corridor a door beside you opens and a pair of arms drag you through. <span class="red">It's Bailey.</span> The heavy doors slam shut. You're at the top of a staircase leading down into darkness. <br><br> <<run statusCheck("Robin")>> <<if $robinfirstrentfight and ($baileypaychain lt 2 or $renttime lte -1) and ["orphanage","bath","sleep"].includes(_robin_location)>> <<rentduerobin 0>> <<else>> <<rentdue 0>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemyanger += 200>> <<npcidlegenitals>> "You think I won't beat it out of you?" Bailey says. <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Rent Hospital Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Rent Hospital Fight]]>><</link>></span><<nexttext>> <</if>><<set _robin to statusCheck("Robin")>> <<if $fightstart is 1>> <<if $baileydefeatedchain gte 3>> <<set $enemyno to 3>> <<set $enemynomax to 3>> <<elseif $baileydefeatedchain gte 1>> <<set $enemyno to 2>> <<set $enemynomax to 2>> <<else>> <<set $enemyno to 1>> <<set $enemynomax to 1>> <</if>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemyanger += 200>> <<npcidlegenitals>> "Keep the other one under control, one of you," Bailey says. The <<personselect $enemynomax>><<person>> nods and grabs at Robin, while Bailey returns <<person1>><<his>> gaze to you. <br><br> <<set $phase to 1>> <<if _robin.dom gte 80>> <<set $timer to 4>> <<elseif _robin.dom gte 60>> <<set $timer to 3>> <<elseif _robin.dom gte 40>> <<set $timer to 2>> <<else>> <<set $timer to 1>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<personselect $enemynomax>> <<if $timer gt 1>> <span class="green"> <<if $rng gte 81>> Robin struggles in <<nnpc_his "Robin">> restraints. <<elseif $rng gte 61>> Robin tells you not to give up. <<elseif $rng gte 41>> Robin is kicking at the <<person>>'s heels. <<elseif $rng gte 21>> Robin tells you not to worry about <<nnpc_him "Robin">>. <<else>> Robin bites the <<person>>'s hand holding <<nnpc_him "Robin">>. <</if>></span> <<elseif $timer is 1>> The <<person>> manages to wrap <<his>> arm around Robin's throat. <span class="red">Robin cries out in pain.</span> <<else>> <span class="red"> <<if $rng gte 81>> The <<person>> has Robin in a stranglehold. <<elseif $rng gte 61>> You can hear Robin choking. <<elseif $rng gte 41>> The <<person>> spits at Robin's eye while strangling <<nnpc_him "Robin">>. <<elseif $rng gte 21>> Robin tries to surrender, but the <<person>> doesn't lighten up. <<else>> The <<person>> punches Robin while choking <<nnpc_him "Robin">>. <</if>> </span> <<npcincr Robin trauma 2>><<grtrauma true>> <</if>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Rent Hospital Robin Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Rent Hospital Fight Robin]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">> <<He>> grips the bannister as the orgasm wracks <<his>> body. It's all the chance you need to escape back into the hospital proper. That won't be the last of it, but for now you're in the clear. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<if crimeSumCurrent() gte 1000>> <<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> <<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>> <<He>> trips and tumbles down the stairs, shouting profanities as <<he>> falls. You waste no time and escape back into the hospital proper. That won't be the last of it, but for now you're in the clear. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<if crimeSumCurrent() gte 1000>> <<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<else>> <<set $baileydefeatedchain to 0>> <<set $baileyRefusedToPay to 0>> <<unset $bailey_encroach>> You fall to the ground, too hurt to move. <br><br> <<set $upperoff to 0>> <<set $loweroff to 0>> <<set $underloweroff to 0>> <<set $underupperoff to 0>> <<endcombat>> <<link [[Next|Rent Intro]]>><</link>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>><<earnFeat "Bailey's Trouble Maker">> <<He>> grips the bannister as the orgasm wracks <<his>> body. It's all the chance you need to grab Robin and escape back into the hospital proper. That won't be the last of it, but for now you're in the clear. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <<set $companion to "Robinrent">> <br><br> <<clotheson>> <<endcombat>> <<if crimeSumCurrent() gte 1000>> <<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> <<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>> <<He>> trips and tumbles down the stairs, shouting profanities as <<he>> falls. You waste no time grabbing Robin and escaping back into the hospital proper. That won't be the last of it, but for now you're in the clear. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <<set $companion to "Robinrent">> <br><br> <<clotheson>> <<endcombat>> <<if crimeSumCurrent() gte 1000>> <<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>> <<else>> <<set $baileydefeatedchain to 0>> <<set $baileyRefusedToPay to 0>> <<unset $bailey_encroach>> You fall to the ground, too hurt to move. You hear Robin struggling until Bailey hits <<nnpc_him "Robin">> hard on the head and <<nnpc_he "Robin">> falls to the ground as well. <br><br> <<set $upperoff to 0>> <<set $loweroff to 0>> <<set $underloweroff to 0>> <<set $underupperoff to 0>> <<endcombat>> <<link [[Next|Rent Intro]]>><<set $phase to 1>><</link>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<if $baileyhospital gte 2>> <<set $baileyhospital += 1>> <<npc Bailey>><<person1>>Bailey waits for you beside <<his>> car. "This is the last time I'm picking you up like this. I've already wasted enough time." The journey home is uneventful. <br><br> <<elseif $baileyhospital gte 1>> <<set $baileyhospital += 1>> <<npc Bailey>><<person1>>Bailey waits for you beside <<his>> car. "You need to be more careful. Next time you might not be so lucky." The journey home is uneventful. <br><br> <<else>> <<set $baileyhospital to 1>> <<npc Bailey>><<person1>>Bailey waits for you beside <<his>> car. "I'm glad you're alright," <<he>> says. "You wouldn't believe the paperwork involved when one of you idiots goes missing. Get in." The journey home is uneventful. <br><br> <</if>> <<link [[Next (0:10)|Orphanage]]>><<endevent>><<pass 10>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set _autosavehere to true>> <<set _hour to clone(Time.hour)>> <<for _i to 0; _i lt 12; _i++>> <<set _hour++>> <<if _hour % 24 gte 6 and _hour % 24 lte 9>> <<set _multi to _hour - Time.hour>> <<pass `1 * _multi` hour>><<tiredness `-12 * _multi`>><<effects>> <<break>> <</if>> <</for>> The nurse lets you stay in the waiting room until the sun rises. <br><br> <<if $renttime lte 0>> <<link [[Next|Hospital Rent]]>><<pass 10>><<endevent>><</link>> <br> <<elseif crimeSumCurrent() gte 1000>> <<link [[Next|Hospital Arrest]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $baileyhospital lte 2>> <<link [[Next|Hospital Journey Home]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hospital front]]>><<pass 10>><<endevent>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room. <br><br> <<endevent>> <<harper_intro>> "This is a very simple procedure. I'd just need a DNA sample from you and the possible father. It would take a while though," <<he>> says. <br><br> "It costs <<printmoney 500000>>." <br><br> <<if $money gte 5000>> <<procedureicon "paternity">> <<if C.npc.Alex.pregnancy.sample is true>> <<link [[Test for Alex (1:00)|Hospital Paternity Test 2]]>><<money -500000 "hospitalPaternityTest">><<set $paternityTestNPC to "Alex">><</link>> <br> <</if>> <<else>> <span class="blue">You can't afford it.</span> <br> <</if>> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> <<underupperstrip>> Harper accepts the payment and Alex strand hair. "Please undress," <<he>> says as <<he>> stands to leave the room. <br> You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>> <<He>> soon returns, carrying a medical gown. <br><br> "Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." <br><br> You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out. <br><br> <<fameexhibitionism 10 "pic">> <<link [[Next|Hospital Paternity Test Done]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set _father to getPregnancyObject().fetus[0].father>> <<set _pregnancy to getPregnancyObject()>> You awaken in the same room you passed out in. You don't feel any different. <br><br> Harper enters the room. "The test was a success," <<he>> says as <<he>> hands you the results. <br><br> You look at the slip of paper. You are the mother, <<if $paternityTestNPC is "Alex">> <<run delete C.npc.Alex.pregnancy.sample>> <<if _father is "Alex">> <<set _pregnancy.potentialFathers to [{type: _pregnancy.type, source: _pregnancy.fetus[0].father}]>> <<set C.npc.Alex.pregnancy.test to true>> <span class="lewd">and Alex is the father.</span> <<else>> <<set _pregnancy.potentialFathers to _pregnancy.potentialFathers.filter(father => father.source isnot $paternityTestNPC)>> <span class="red">but Alex is not the father</span>. <</if>> <</if>> The rest of the document is incomprehensible to you. <br><br> <<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress. <br><br> <<endevent>> <<link [[Next|Hospital Foyer]]>><<clotheson>><<unset $paternityTestNPC>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room. <br><br> <<endevent>> <<harper_intro>> "This is a very simple procedure." <<He>> pulls a chart of breast sizes from <<his>> desk. "You're about here." <<He>> points at a picture labelled <<if $player.breastsize is 0>> "<span class="lewd">flat</span>". <<else>> "<span class="lewd"><<breastsizedesc>> breasts</span>". <</if>> <br><br> "It costs £2000 to decrease your breasts by a single size, and a further £2000 for each size beyond that." <br><br> <<if $player.breastsize gte 12>> <<set _breast12 to Math.round(($player.breastsize - 11) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts gigantic|Hospital Breast Reduction 2]]>><<set $phase to 11>><</link>> | <<printmoney _breast12>> <!-- Appears even with blind stats enabled. All are intentional --> <br> <</if>> <<if $player.breastsize gte 11>> <<set _breast11 to Math.round(($player.breastsize - 10) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts huge|Hospital Breast Reduction 2]]>><<set $phase to 10>><</link>> | <<printmoney _breast11>> <br> <</if>> <<if $player.breastsize gte 10>> <<set _breast10 to Math.round(($player.breastsize - 9) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts massive|Hospital Breast Reduction 2]]>><<set $phase to 9>><</link>> | <<printmoney _breast10>> <br> <</if>> <<if $player.breastsize gte 9>> <<set _breast9 to Math.round(($player.breastsize - 8) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts ample|Hospital Breast Reduction 2]]>><<set $phase to 8>><</link>> | <<printmoney _breast9>> <br> <</if>> <<if $player.breastsize gte 8>> <<set _breast8 to Math.round(($player.breastsize - 7) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts large|Hospital Breast Reduction 2]]>><<set $phase to 7>><</link>> | <<printmoney _breast8>> <br> <</if>> <<if $player.breastsize gte 7>> <<set _breast7 to Math.round(($player.breastsize - 6) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts full|Hospital Breast Reduction 2]]>><<set $phase to 6>><</link>> | <<printmoney _breast7>> <br> <</if>> <<if $player.breastsize gte 6>> <<set _breast6 to Math.round(($player.breastsize - 5) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts modest|Hospital Breast Reduction 2]]>><<set $phase to 5>><</link>> | <<printmoney _breast6>> <br> <</if>> <<if $player.breastsize gte 5>> <<set _breast5 to Math.round(($player.breastsize - 4) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts pert|Hospital Breast Reduction 2]]>><<set $phase to 4>><</link>> | <<printmoney _breast5>> <br> <</if>> <<if $player.breastsize gte 4>> <<set _breast4 to Math.round(($player.breastsize - 3) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts small|Hospital Breast Reduction 2]]>><<set $phase to 3>><</link>> | <<printmoney _breast4>> <br> <</if>> <<if $player.breastsize gte 3>> <<set _breast3 to Math.round(($player.breastsize - 2) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts tiny|Hospital Breast Reduction 2]]>><<set $phase to 2>><</link>> | <<printmoney _breast3>> <br> <</if>> <<if $player.breastsize gte 2>> <<set _breast2 to Math.round(($player.breastsize - 1) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts budding|Hospital Breast Reduction 2]]>><<set $phase to 1>><</link>> | <<printmoney _breast2>> <br> <</if>> <<if $player.breastsize gte 1>> <<set _breast1 to Math.round(($player.breastsize - 0) * 200000)>> <<procedureicon "breast reduce">><<link [[Make your breasts flat|Hospital Breast Reduction 2]]>><<set $phase to 0>><</link>> | <<printmoney _breast1>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> "This will cost <span class="gold">£<<print (($player.breastsize - $phase) * 2000)>></span>," <<he>> says. "And take four hours." <br><br> <<if $money gte (($player.breastsize - $phase) * 200000)>> <<ind>><<link [[Accept (4:00)|Hospital Breast Reduction 3]]>><<pass 4 hours>><</link>> <br> <<else>> You can't afford it. <br><br> <</if>> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<money `-(($player.breastsize - $phase) * 200000)` "hospitalBreastReduction">> <<set $breastgrowthtimer to 700>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> <<underupperstrip>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>> <<He>> soon returns, carrying a medical gown. <br><br> "Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out. <br><br> <<fameexhibitionism 10 "pic">> <<link [[Next|Hospital Breast Done]]>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set $player.breastsize to $phase>> <<set $breastsizeold to $player.breastsize>> You awaken in the same room you passed out in. You don't feel any different, until you look down and see your <<breasts>>. Harper enters the room. <br><br> "The operation was a success," <<he>> says. <<He>> looks at your chest. <<if $player.breastsize gte 12>> "I hope those things don't give you back problems." <<insecurity "breasts_big" 2>><<ginsecurity "breasts_big">> <<elseif $player.breastsize gte 9>> "You'll get a lot of attention with those." <<insecurity "breasts_big" 2>><<ginsecurity "breasts_big">> <<elseif $player.breastsize gte 6>> "That's a good size." <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <<elseif $player.breastsize gte 3>> "You look good with those." <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <<elseif $player.breastsize gte 1>> "You look cute with those." <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <<elseif $player.breastsize is 0>> "Your chest looks cute." <<insecurity "breasts_small" 2>><<ginsecurity "breasts_small">> <</if>> <br><br> <<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress. <br><br> <<endevent>> <<link [[Next|Hospital Foyer]]>><<clotheson>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room. <br><br> <<endevent>> <<harper_intro>> "This is a simple procedure." <<He>> pulls a chart of breast sizes from <<his>> desk. "You're about here." <<He>> points at a picture labelled <<if $player.breastsize is 0>> "<span class="lewd">flat</span>". <<else>> "<span class="lewd"><<breastsizedesc>> breasts</span>". <</if>> <br><br> "It costs £5000 to increase your breasts by a single size, and a further £5000 for each size beyond that." <br><br> <<if $player.breastsize lt 12>> <<set _breast12 to Math.round((12 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts enormous|Hospital Breast Enlargement 2]]>><<set $phase to 12>><</link>> | <<printmoney _breast12>> <br> <</if>> <<if $player.breastsize lt 11>> <<set _breast11 to Math.round((11 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts gigantic|Hospital Breast Enlargement 2]]>><<set $phase to 11>><</link>> | <<printmoney _breast11>> <br> <</if>> <<if $player.breastsize lt 10>> <<set _breast10 to Math.round((10 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts huge|Hospital Breast Enlargement 2]]>><<set $phase to 10>><</link>> | <<printmoney _breast10>> <br> <</if>> <<if $player.breastsize lt 9>> <<set _breast9 to Math.round((9 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts massive|Hospital Breast Enlargement 2]]>><<set $phase to 9>><</link>> | <<printmoney _breast9>> <br> <</if>> <<if $player.breastsize lt 8>> <<set _breast8 to Math.round((8 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts ample|Hospital Breast Enlargement 2]]>><<set $phase to 8>><</link>> | <<printmoney _breast8>> <br> <</if>> <<if $player.breastsize lt 7>> <<set _breast7 to Math.round((7 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts large|Hospital Breast Enlargement 2]]>><<set $phase to 7>><</link>> | <<printmoney _breast7>> <br> <</if>> <<if $player.breastsize lt 6>> <<set _breast6 to Math.round((6 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts full|Hospital Breast Enlargement 2]]>><<set $phase to 6>><</link>> | <<printmoney _breast6>> <br> <</if>> <<if $player.breastsize lt 5>> <<set _breast5 to Math.round((5 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts modest|Hospital Breast Enlargement 2]]>><<set $phase to 5>><</link>> | <<printmoney _breast5>> <br> <</if>> <<if $player.breastsize lt 4>> <<set _breast4 to Math.round((4 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts pert|Hospital Breast Enlargement 2]]>><<set $phase to 4>><</link>> | <<printmoney _breast4>> <br> <</if>> <<if $player.breastsize lt 3>> <<set _breast3 to Math.round((3 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts small|Hospital Breast Enlargement 2]]>><<set $phase to 3>><</link>> | <<printmoney _breast3>> <br> <</if>> <<if $player.breastsize lt 2>> <<set _breast2 to Math.round((2 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts tiny|Hospital Breast Enlargement 2]]>><<set $phase to 2>><</link>> | <<printmoney _breast2>> <br> <</if>> <<if $player.breastsize lt 1>> <<set _breast1 to Math.round((1 - $player.breastsize) * 500000)>> <<procedureicon "breast enlarge">><<link [[Make your breasts budding|Hospital Breast Enlargement 2]]>><<set $phase to 1>><</link>> | <<printmoney _breast1>> <br> <</if>> <br> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> "This will cost <span class="gold">£<<print (($phase - $player.breastsize) * 5000)>></span>," <<he>> says. "And take four hours." <br><br> <<if $money gte (($phase - $player.breastsize) * 500000)>> <<ind>><<link [[Accept (4:00)|Hospital Breast Enlargement 3]]>><<pass 4 hours>><</link>> <br> <<else>> You can't afford it. <br><br> <</if>> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<money `-(($phase - $player.breastsize) * 500000)` "hospitalBreastEnlargement">> <<set $breastgrowthtimer to 700>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> <<underupperstrip>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>> <<He>> soon returns, carrying a medical gown. <br><br> "Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out. <br><br> <<fameexhibitionism 10 "pic">> <<link [[Next|Hospital Breast Done]]>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room. <br><br> <<endevent>> <<harper_intro>> <<if $worn.genitals.type.includes("shrinking")>> "This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk drawer. "However, I can't actually tell how large you are." <br><br> <<if $worn.genitals.name is "chastity parasite">> After a closer examination, <<he>> continues, "You should get that parasite on your penis removed first. I'm afraid we don't have the tools to work with such a small device." <<else>> After a closer examination, <<he>> continues, "You should get that <<print $worn.genitals.name>> unlocked and removed. I'm afraid we don't have the tools to work with such a small device." <</if>> <br> <<elseif $player.penissize is -1>> "This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk. "You're about here." <<He>> points at the bottom picture labelled "<span class="lewd"><<penissize>> penis</span>". <br><br> While taking a closer look, <<he>> continues, "We are unable to adjust it further than this. You could head to our Pharmacy and buy some penis shrinking pills. I personally recommend taking two doses per day to start with, however, I'm not quite sure if that would have much of an effect on it." <br> <<else>> "This is a very simple procedure." <<He>> pulls a chart of penis sizes from <<his>> desk. "You're about here." <<He>> points at <<switch $player.penissize>> <<case 4>>the top <<case -1>>the bottom <<default>>a <</switch>> picture labelled "<span class="lewd"><<print ($player.penissize is 2 ? "average" : "<<penissize>>")>> penis</span>". <br><br> "It costs £2000 to decrease your penis by a single size, and a further £2000 for each size beyond that." <br><br> <<if $player.penissize gte 4>> <<set _penis4 to Math.round(($player.penissize - 3) * 200000)>> <<procedureicon "penis reduce">><<link [[Make your penis large|Hospital Penis Reduction 2]]>><<set $phase to 3>><</link>> | <<printmoney _penis4>> <br> <</if>> <<if $player.penissize gte 3>> <<set _penis3 to Math.round(($player.penissize - 2) * 200000)>> <<procedureicon "penis reduce">><<link [[Make your penis average|Hospital Penis Reduction 2]]>><<set $phase to 2>><</link>> | <<printmoney _penis3>> <br> <</if>> <<if $player.penissize gte 2>> <<set _penis2 to Math.round(($player.penissize - 1) * 200000)>> <<procedureicon "penis reduce">><<link [[Make your penis small|Hospital Penis Reduction 2]]>><<set $phase to 1>><</link>> | <<printmoney _penis2>> <br> <</if>> <<if $player.penissize gte 1>> <<set _penis1 to Math.round(($player.penissize) * 200000)>> <<procedureicon "penis reduce">><<link [[Make your penis tiny|Hospital Penis Reduction 2]]>><<set $phase to 0>><</link>> | <<printmoney _penis1>> <br> <</if>> <<if $player.penissize gte 0 and $penissizemin lt 0>> <<set _penis0 to Math.round(($player.penissize + 1) * 200000)>> <<procedureicon "penis reduce">><<link [[Make your penis mini|Hospital Penis Reduction 2]]>><<set $phase to -1>><</link>> | <<printmoney _penis0>> <br> <</if>> <</if>> <br> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> "This will cost <span class="gold">£<<print (($player.penissize - $phase) * 2000)>></span>," <<he>> says. "And take four hours." <br><br> <<if $money gte (($player.penissize - $phase) * 200000)>> <<ind>><<link [[Accept (4:00)|Hospital Penis Reduction 3]]>><<pass 4 hours>><</link>> <br> <<else>> You can't afford it. <br><br> <</if>> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<money `-(($player.penissize - $phase) * 200000)` "hospitalPenisReduction">> <<set $penisgrowthtimer to 700>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> <<underupperstrip>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>> <<He>> soon returns, carrying a medical gown. <br><br> "Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out. <br><br> <<fameexhibitionism 10 "pic">> <<link [[Next|Hospital Penis Done]]>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set $player.penissize to $phase>> You awaken in the same room you passed out in. You don't feel any different, until you look down and see your <<penissize>> penis. Harper enters the room. <br><br> "The operation was a success," <<he>> says. <<He>> looks at your groin. <<if $player.penissize gte 4>> Stares, in fact. <<He>> blushes and looks away. <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize gte 3>> Stares, in fact. <<He>> blushes and looks away. <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $player.penissize is 2>> "No one would look twice at it now." <<He>> blushes. "N-not that it doesn't look nice." <<elseif $player.penissize is 1>> "Such a manageable size." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<else>> "It looks so cute." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <</if>> <br><br> <<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress. <br><br> <<endevent>> <<link [[Next|Hospital Foyer]]>><<clotheson>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room. <br><br> <<endevent>> <<harper_intro>> <<if $worn.genitals.type.includes("shrinking")>> "This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk drawer. "However, I can't actually tell how large you are." <br><br> <<if $worn.genitals.name is "chastity parasite">> After a closer examination, <<he>> continues, "You should get that parasite on your penis removed first. I'm afraid we don't have the tools to work with such a small device." <<else>> After a closer examination, <<he>> continues, "You should get that <<print $worn.genitals.name>> unlocked and removed. I'm afraid we don't have the tools to work with such a small device." <</if>> <br> <<elseif $player.penissize gte -1>> "This is a simple procedure." <<He>> pulls a chart of penis sizes from <<his>> desk. "You're about here." <<He>> points at <<switch $player.penissize>> <<case 4>>the top <<case -1>>the bottom <<default>>a <</switch>> picture labelled "<span class="lewd"><<print ($player.penissize is 2 ? "average" : "<<penissize>>")>> penis</span>". <br><br> "It costs £5000 to increase your penis by a single size, and a further £5000 for each size beyond that." <br><br> <<if $player.penissize lt 4>> <<set _penis4 to Math.round((4 - $player.penissize) * 500000)>> <<procedureicon "penis enlarge">><<link [[Make your penis enormous|Hospital Penis Enlargement 2]]>><<set $phase to 4>><</link>> | <<printmoney _penis4>> <br> <</if>> <<if $player.penissize lt 3>> <<set _penis3 to Math.round((3 - $player.penissize) * 500000)>> <<procedureicon "penis enlarge">><<link [[Make your penis large|Hospital Penis Enlargement 2]]>><<set $phase to 3>><</link>> | <<printmoney _penis3>> <br> <</if>> <<if $player.penissize lt 2>> <<set _penis2 to Math.round((2 - $player.penissize) * 500000)>> <<procedureicon "penis enlarge">><<link [[Make your penis average|Hospital Penis Enlargement 2]]>><<set $phase to 2>><</link>> | <<printmoney _penis2>> <br> <</if>> <<if $player.penissize lt 1>> <<set _penis1 to Math.round((1 - $player.penissize) * 500000)>> <<procedureicon "penis enlarge">><<link [[Make your penis small|Hospital Penis Enlargement 2]]>><<set $phase to 1>><</link>> | <<printmoney _penis1>> <br> <</if>> <<if $player.penissize lt 0>> <<set _penis0 to Math.round((0 - $player.penissize) * 500000)>> <<procedureicon "penis enlarge">><<link [[Make your penis tiny|Hospital Penis Enlargement 2]]>><<set $phase to 0>><</link>> | <<printmoney _penis0>> <br> <</if>> <<else>> "This would normally be a simple procedure..." <<He>> pulls a chart of penis sizes from <<his>> desk. "However, you're not even at the smallest size." <<He>> points at a picture labelled "<span class="lewd">mini penis</span>". <br><br> While taking a closer look, <<he>> continues, "You should head to our Pharmacy and buy some penis growth pills. I personally recommend taking two doses per day to start with, however, I'm not quite sure if that would be enough to revive it." <br> <</if>> <br> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> "This will cost <span class="gold">£<<print (($phase - $player.penissize) * 5000)>></span>," <<he>> says. "And take four hours." <br><br> <<if $money gte (($phase - $player.penissize) * 500000)>> <<ind>><<link [[Accept (4:00)|Hospital Penis Enlargement 3]]>><<pass 4 hours>><</link>> <br> <<else>> You can't afford it. <br><br> <</if>> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<money `-(($phase - $player.penissize) * 500000)` "hospitalPenisEnlargement">> <<set $penisgrowthtimer to 300>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> <<underupperstrip>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>> <<He>> soon returns, carrying a medical gown. <br><br> "Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out. <br><br> <<fameexhibitionism 10 "pic">> <<link [[Next|Hospital Penis Done]]>><</link>> <br><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room. <br><br> <<endevent>> <<harper_intro>> "So you have ink you'd like removed," <<he>> says. "We can facilitate that. The procedure costs £3000, and will take three hours." <br><br> <<if $money gte 300000>> <<for _active_bodypart range setup.bodyparts>> <<if $skin[_active_bodypart].pen is "tattoo">> <<capture _active_bodypart>><<link [[Remove|Hospital Tattoo Removal 2]]>><<pass 3 hours>><<money -300000 "hospitalTattooRemoval">><<set $remove_tattoo to _active_bodypart>><</link>><</capture>> the <<tattoo _active_bodypart>> on your <<bodypart _active_bodypart>>. <br> <</if>> <</for>> <br> <</if>> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<strip>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. "Everything. The presence of clothing interferes with the delicate apparatus." You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem.<</if>> <<He>> soon returns, carrying a medical gown. <br><br> "Wear this," <<he>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theatre." You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out. <br><br> <<fameexhibitionism 10 "pic">> <<link [[Next|Hospital Tattoo Removal Done]]>><</link>><<effects>> You awaken in the same room you passed out in. <<if $remove_tattoo is "forehead" or $remove_tattoo is "left_cheek" or $remove_tattoo is "right_cheek">> You look in a mirror. The <<tattoo $remove_tattoo>> on your <<bodypart $remove_tattoo>> is gone. <<else>> You look down at your <<bodypart $remove_tattoo>>. Your <<tattoo $remove_tattoo>> is gone. <</if>> Harper enters the room. <br><br> <<bodywriting_clear $remove_tattoo>><<unset $remove_tattoo>> "The removal was a success," <<he>> says. <<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress. <br><br> <<endevent>> <<link [[Next|Hospital Foyer]]>><<clotheson>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<generate1>><<person1>> You approach the receptionist and ask for Harper. <<He>> looks at <<his>> screen. <<if Time.weekDay is 6>> "You're already scheduled for today—" <<else>> "You don't seem to—" <</if>> <<he>> gives you a quick glance. Worry spreads across <<his>> face, and <<he>> taps something into the computer. "The doctor is currently seeing a patient. Please wait here." <br><br> <<endevent>> You take a seat in the waiting room. With nothing to do but go over your troubled thoughts, you fidget in place. The wait seems unbearable. Eventually, the receptionist calls you and points you to Harper's office. The previous patient exits, giving you a crooked smile. <br><br> <<link [[Next|Doctor Harper Emergency 2]]>><</link>> <br><<set $asylum to 1>><<set $harper_appointments.enabled to true>><<unset $schoolPsych>><<npc Harper>><<person1>> You knock on the door to Harper's office and hear <<his>> voice on the other side. "Come in." You enter. <<He>> sits at <<his>> desk in front of a computer. <<if Time.weekDay is 6>> "This isn't our scheduled time. This must be serious." <<else>> "I finished up with my last patient as fast as I could. How can I help you?" <</if>> <br><br> You sit down and waste no time going over your grievances with recent events. Harper lets you speak, for the most part, only occasionally asking for clarification regarding your home and school life along with your well-being. You have difficulty remembering when exactly you began to cry. <<He>> reaches for something in <<his>> desk drawer and approaches you. <<He>> gently wraps an arm around you. <br><br> "There, there," Harper says, pressing a cloth against your face while tightening <<his>> grip around you. "Everything will be fine," <<he>> says through a haze that rapidly falls on you. Two blurred shapes enter the office and help you to your feet. They guide you away from the office, an arm on each shoulder. Doctor Harper follows close behind. <br><br> You're quietly led through the corridor. Some shapes seem to glance your way. The two beside you don't stop. They lead you outside and into the back of a waiting van. There's a cot inside. They push you onto it as the last of your consciousness slips. <br><br> <<endevent>> <<badEndTracking "Asylum" { reason: "asylumHospital2" }>> <<link [[Next|Asylum Intro]]>><<pass 120>><</link>> <br><<set $outside to 0>><<effects>> <<set $worn.face.type.push("broken")>><<faceruined>><<set $worn.neck.type.push("broken")>><<neckruined>> <<remove_shackle>><<unbind>><<storeon "duopunish">><<unset $punishmentCounter>><<unset $punishmentTimer>><<unset $sydneyPain>><<unset $sydneyArousal>> <<unset $sydneyHold>><<unset $sydneyStop>><<unset $sydneyHit>><<unset $sydneyPlead>><<unset $sydneyTouch>> <<set $daily.sydney.punish to 1>> You feel yourself being lifted onto a stretcher. You're holding onto something. It's holding on to you, too. It's warm, and makes you feel safe in a way you can't explain. Something tries to pull it away from you, so you hold on tighter. You pass out again. <br><br> <<if $player.virginity.penile isnot true or $player.virginity.vaginal isnot true>> <<if $templePromised is "Sydney">> You've gained the <span class="blue">Rite of Promise: Sydney</span> trait. <br><br> <<else>> You've gained the <span class="blue">Chastity Vow</span> trait. <br><br> <</if>> <</if>> <<set $player.virginity.temple to true>> <<set C.npc.Sydney.virginity.temple to true>> <<link [[Sleep|Hospital Bed Sydney]]>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set $hunger to 0>><<set $thirst to 0>><<set $tiredness to 0>><<set $hygiene to 0>> <<set $stress -= 2000>> You awaken in a bed at the civic hospital. You see Sydney on the same bed, asleep. You're still holding each other. <<generate1>><<person1>> "About time." It's a nurse. "The doctor tried to separate you two, but even unconscious you wouldn't let go." <<He>> points to Sydney. "Eventually <<nnpc_he "Sydney">> sat upright and... growled at me in <<nnpc_his "Sydney">> sleep. Then went right back down like nothing happened. That's when we stopped trying." The nurse explains that you have suffered a severe stress response, but you are both otherwise physically healthy. <<He>> asks you to wait a moment while <<he>> fetches the doctor. <br><br> <<endevent>> You don't have to wait long. <<npc "Harper" 1>><<person1>><<npc "Sydney" 2>><<person2>> <<if $hospitalintro isnot 1>> A <<person1>><<personsimple>> wearing a white medical coat and carrying a clipboard enters. <br><br> <<if $hospitalintro is 0>> <<He>> smiles at you. "Hello, I'm Doctor Harper." <<He>> takes a seat by your bedside and pulls <<his>> blond fringe away from <<his>> eyes. <<He>> looks young for a doctor, can't be older than 25. <<else>> It's the doctor from the farm. The one who experimented on you. <<He>> smiles at you. "Hello, I'm Doctor Harper," <<he>> says. There's no recognition on <<his>> face. <<He>> takes a seat by your bedside. <</if>> <<set $hospitalintro to 1>> <<else>> Doctor Harper enters, carrying <<person1>><<his>> usual clipboard. <<He>> assures you that there is no immediate concern, but <<he>> would like to examine you further. <</if>> <br><br> <<link [[Next|Hospital Bed Examination Sydney]]>><</link>> <br><<effects>> You hear Sydney yawn. <<person2>><<His>> eyes flutter open, and <<he>> smiles. "Glad you're the first thing I'm seeing." <<His>> expression immediately changes when <<he>> sees Doctor Harper. They stare each other down. It's hard to read either of their emotions. <br> "Not so glad that's the second thing I'm seeing." <br> <<if !$sydneySeen.includes("Harper")>> <<set $sydneySeen.pushUnique("Harper")>> "Sydney. It's been a while." <br> "Not nearly long enough." You feel like Sydney would jump up and attack were you not still holding each other. <<else>> "Let's not do this again. We can get this over with professionally." <</if>> <br><br> Sydney moves in front of you, as if to guard you. "I'm invoking my right to refuse treatment. My <<sydneymum>> will handle the paperwork." <br><br> Doctor Harper sighs. "Very well. But I must still evaluate <<phim>>." <<person1>> <<if $trauma lte ($traumamax / 10) * 2>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. <<He>> informs you that everything is okay as far as <<he>> can tell, but you should be careful in the future. <br><br> <<wash>> Sydney helps you to your feet, and you soon find yourself being discharged. <br><br> <<link [[Leave (0:10)|Hospital Journey Home Sydney]]>><<pass 10>><<endevent>><</link>> <br> <<elseif $trauma lt ($traumamax / 10) * 9>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. After a short while, <<he>> summons a nurse and they have a brief conversation in the corner of the room. They talk quietly, and after a short while the nurse nods and leave the room. <br><br> <<if !$harper_appointments.enabled>> <span class="gold">The doctor tells you to visit <<him>> here at the hospital on <span class="gold">Fridays</span> for therapy.</span> <br><br> <<set $harper_appointments.enabled to true>><<unset $schoolPsych>> <<wash>> Sydney helps you to your feet, and you soon find yourself being discharged. <br><br> <<else>> The doctor reminds you to visit <<him>> here at the hospital on <span class="gold">Fridays</span>. <br><br> <<wash>> Sydney helps you to your feet, and you soon find yourself being discharged. <br><br> <</if>> <<link [[Leave|Hospital Journey Home Sydney]]>><<pass 10>><<endevent>><</link>> <br> <<else>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. A look of concern grows on <<his>> face, but you've no idea why. After a short while, <<he>> summons a nurse into the room and they talk quietly for a short time. The nurse keeps glancing at you, looking concerned. <br><br> Sydney looks uneasy. "We need to leave." You find yourself unable to respond. The nurse moves towards Sydney, who pulls you away. "No." The nurse freezes in place as Sydney glares. <br><br> "Sydney, I assure you that—" <br> "Everything will be fine? No it won't. We're leaving, and you can't stop us." The nurse grabs Sydney by the arms and holds <<person2>><<him>> back. <<He>> pushes back with surprising strength, but is too slow. The doctor presses a cloth to your face, and a haze falls on you. You hear a yell in Sydney's voice, and everything begins to spin. You feel yourself pulled along, and more yelling. <br><br> Once out in the corridor multiple shapes march toward you. Someone blocks their path. The one holding you doesn't stop. They lead you outside and into the back of a waiting car as your consciousness slips. <br><br> <<endevent>> <<link [[Next|Hospital Sydney Rescue]]>><<pass 1 hour>><</link>> <br> <</if>><<effects>> You awaken once more, your head spinning. Two figures are talking in the front seats. You slowly begin to recognise them. It's Sydney, and Sirris. <<npc "Sydney" 1>><<person1>><<npc "Sirris" 2>><<person2>> <br><br> "There, see? I told you <<pshe>>'d be okay, Syd." You notice you're no longer in front of the hospital, but on Elk Street. <br><br> Sydney practically jumps out of the car, only to open the rear door and jump in, tackle-hugging you into the seat. "I was so worried once <<nnpc_he "Harper">> got that cloth on you." You think about asking Sydney what happened, but the words simply won't form. You mindlessly return the hug. <br><br> "Alright, get comfortable back there, you two. Sydney, seatbelt! And you wonder why you can't get your license. <<if !$sydneySeen.includes("ride")>> <<set $sydneySeen.pushUnique("ride")>> So, where do you live?" Sirris leans back over the seat to look at you. <br><br> You answer Sirris in a monotone, giving flawless directions to the orphanage. You think you see a sympathetic frown, but you're not sure. <<else>> The ride won't take long since I know where to go now." <</if>> Sirris keeps shooting concerned looks at you through the rear mirror. Sydney refuses to let go of you until you get to the orphanage, at which point you both exit the car. <br><br> Sydney walks you to the front door of the orphanage and <<if $sydneyromance is 1>>kisses you on the cheek<<else>>hugs you<</if>>. "Be careful around that doctor. Don't trust a word <<nnpc_he "Harper">> says." <br><br> You watch Sydney walk back to the car, and they both wait for you to go inside before leaving. <br><br> <<link [[Next|Orphanage]]>><<pass 10>><<endevent>><</link>> <br><<effects>> Sydney leads you out of the hospital, into a waiting car. Sirris waits in the driver's seat. <<npc "Sydney" 1>><<person1>><<npc "Sirris" 2>><<person2>> "You two are quite the handful. Everything alright?" <<He>> looks at you. "Sydney refused to leave your side the whole time. I would have stayed too, had time permitted. Sydney, buckle up or you'll never get your license." Sydney pouts. <<if !$sydneySeen.includes("ride")>> <<set $sydneySeen.pushUnique("ride")>> "So, where do you live?" Sirris leans back over the seat to look at you. <br><br> You give Sirris directions to the orphanage. You think you see a sympathetic frown, but you're not sure. <<else>> "The ride won't take long since I know where to go now." <</if>> Sirris keeps shooting concerned looks at you through the rear mirror. You reach the orphanage quickly, and Sydney exits the car to take your hand. <br><br> <<person1>><<He>> walks you to the front door of the orphanage and <<if $sydneyromance is 1>>kisses you on the cheek<<else>>hugs you<</if>>. "Be careful around that doctor. Don't trust a word <<nnpc_he "Harper">> says." <br><br> You watch Sydney walk back to the car, and they both wait for you to go inside before leaving. <br><br> <<link [[Next|Orphanage]]>><<pass 10>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "hospital">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room. <br><br> <<endevent>> <<harper_intro>> "So you have a parasite problem," <<he>> says. "It's probably nothing to worry about, so don't be nervous. Can you explain the symptoms?" Though embarrassed, you manage to stammer a description of your issue. <br><br> <<if $parasite.clit.name is "urchin" or $parasite.clit.name is "slime" or $parasite.penis.name is "urchin" or $parasite.penis.name is "slime" or $parasite.nipples.name is "urchin" or $parasite.nipples.name is "slime" or $parasite.tummy.name is "urchin" or $parasite.tummy.name is "slime" or $parasite.bottom.name is "urchin" or $parasite.bottom.name is "slime" or $parasite.breasts.name is "parasite" or $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">> <<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you are finished <<he>> silently turns to <<his>> computer and starts reading something. "Okay," <<he>> says. <<if numberOfEarSlime()>> "Firstly, the slime you describe," <<he>> continues. "Entering your ear? Hallucinations are a side effect of many medications. <i>Some people find solace at the temple</i> when they experience similar. Perhaps they could help." <br><br> "The rest are more real. A rare but relatively benign condition. We should be able to cure you right now." You breathe a sigh of relief. "I'll just be a moment." <<He>> turns back to <<his>> computer. <br><br> <<else>> "A rare but relatively benign condition. We should be able to cure you right now." You breathe a sigh of relief. "I'll just be a moment." <<He>> turns back to <<his>> computer. <br><br> <</if>> A minute later <<he>> turns back to you. "We can apply a special form of electrolysis to your unclothed body, at a wavelength that disables this type of parasite. It's completely harmless to people, but you might feel a tingle." <br><br> "The procedure will cost you £250." <<He>> pauses before continuing. "As this is a rare illness however, some of my colleagues would like to observe your treatment. If you agree to be observed, you won't be charged." You suddenly don't feel so relieved. "They'll all be medical professionals, so there's no reason to be embarrassed." <br><br> <<if hasSexStat("exhibitionism", 4)>> You try to tell yourself that you don't want to be seen naked by any more people than is necessary, but you can't hide from the lewd feelings stirring at the thought. <br><br> <<else>> You don't like the idea of being seen naked by any more people than is necessary, but the alternative is so expensive. <br><br> <</if>> <<link [[Free procedure (0:20)|Hospital Parasite Public]]>><<pass 20>><</link>> <br> <<if $money gte 25000>> <<link [[Paid procedure (£250 0:10)|Hospital Parasite Private]]>><<money -25000 "hospitalParasiteRemoval">><</link>> <br> <</if>> <<link [[Leave without treatment|Hospital Foyer]]>><<endevent>><</link>> <br> <<elseif numberOfEarSlime()>> <<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you're finished, <<he>> smiles. "A slime inside your ear?" <<he>> says. "Hallucinations are a side effect of many medications. <i>Some people find solace at the temple</i> when they experience similar. Perhaps they could help." <br><br> <<He>> starts tapping into <<his>> keyboard. "Do you have any further concerns?" You shake your head. <br><br> <<He>> rises and holds open the door for you. You leave the office. <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <<elseif $penilechastityparasite or $vaginalchastityparasite or $analchastityparasite>> <<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you're finished, <<he>> smiles. "As I thought, there's no danger. All you need to do is remove your $worn.genitals.name and the parasites should fall out." <br><br> <<He>> starts tapping into <<his>> keyboard. "Do you have any further concerns?" You shake your head, wondering if removing the belt will be an ordeal in of itself. <br><br> <<He>> rises and holds open the door for you. You leave the office. <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <<else>> <<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you're finished, <<he>> frowns. "I've not encountered anything like this before," <<he>> says. "But they seem benign. I expect they'll leave on their own time, and there's nothing to worry about." <br><br> <<He>> starts tapping into <<his>> keyboard. "Do you have any further concerns?" You shake your head, wondering if removing the belt will be an ordeal in of itself. <br><br> <<He>> rises and holds open the door for you. You leave the office. <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> "Please undress," Harper says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a medical gown. <br><br> "Wear this," <<he>> instructs. You quickly put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<He>> leads you to another part of the hospital. Your breath catches when you enter the auditorium. Seats rise up in a circle around a central platform. The audience is far larger than you expected, and people are still entering. There must be room for nearly a hundred people. Harper smiles at you reassuringly. "Don't be nervous, we'll be done before you know it!" <br><br> When the seats are full the lights in the audience dim, and Harper softly speaks. "If you would disrobe and lie on the table, please." <br> You feel hairs stand on end as your gown falls to the floor, unveiling you for the whole audience to see. <<if $player.penisExist and $player.vaginaExist>> They erupt into inquisitive murmuring. It must be your <<genitals>>. <</if>> <<if $liquidcount gte 8>> <<if $liquidcount gte 20>> You hear loud murmurs from the audience as they see the copious lewd fluids coating parts of your body. <<else>> You hear murmurs from the audience as some notice the lewd fluids on your skin. <</if>> <<if $exhibitionism lt 15>> You want to die being this exposed in front of so many strangers. You try to hide <<elseif $exhibitionism lt 55>> In front of all these eyes, you feel self-conscious of <<elseif $uncomfortable.nude is true>> Resisting the excitement rising within, you try to cover up <<else>> You feel excited to have so many lascivious eyes witnessing <</if>> <<if setup.bodyliquid.combined("vagina") gte 4>> the cum gushing out of your pussy and running down your leg. <<elseif setup.bodyliquid.combined("anus") gte 4>> the cum running out of your ass. <<elseif setup.bodyliquid.combined("vagina") gte 2>> the cum dribbling out of your pussy. <<elseif setup.bodyliquid.combined("anus") gte 2>> the cum dripping out of your ass. <<elseif setup.bodyliquid.combined("face") gte 2>> the cum all over your face. <<elseif setup.bodyliquid.combined("mouth") gte 2>> the cum running down your chin. <<elseif setup.bodyliquid.combined("chest") gte 2>> the cum on your <<breasts>>. <<else>> the cum on your skin, glistening in the lights. <</if>> <<if $exhibitionism lt 15>> <<ggstress>><<stress 12>> <<elseif $exhibitionism lt 55>> <<gstress>><<stress 4>> <<else>> <<garousal>><<arousal 600>> <</if>> <br><br> <</if>> You lie on the table as instructed, and shortly after Harper produces straps from the underside of the bed, swiftly subduing your limbs. <<He>> sticks small pads to various parts of your body. <<He>> takes a seat and turns to a small machine covered in switches and dials. <br><br> Once satisfied, <<he>> turns to you. "We're all ready to start, just relax." <<He>> turns back to the device in front of <<him>>. Without further warning, an electric pulse jolts through you. <br><br> Which parasites should be removed? <br> <<set $parasite_procedure to []>> <<link [[Remove all the parasites they can|Hospital Parasite Public2]]>><<set $parasite_procedure.push("all")>><</link>> <br> <<if $parasite.clit.name isnot undefined>> <<link [[Remove clit parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("clit")>><</link>> <br> <</if>> <<if $parasite.penis.name isnot undefined>> <<link [[Remove penis parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("penis")>><</link>> <br> <</if>> <<if $parasite.tummy.name isnot undefined>> <<link [[Remove tummy parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("tummy")>><</link>> <br> <</if>> <<if $parasite.bottom.name isnot undefined>> <<link [[Remove ass parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("bottom")>><</link>> <br> <</if>> <<if $parasite.nipples.name isnot undefined>> <<link [[Remove nipple parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("nipples")>><</link>> <br> <</if>> <<if $parasite.breasts.name isnot undefined>> <<link [[Remove breast parasite|Hospital Parasite Public2]]>><<set $parasite_procedure.push("breasts")>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<upperstrip>> <<lowerstrip>> <<underlowerstrip>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if playerChastity()>>You can't remove your $worn.genitals.name, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a box of equipment. <br><br> "Lie down," <<he>> instructs. You do so, and shortly after <<he>> produces straps from the underside of the bed, swiftly subduing your limbs. <<He>> reaches into the box and lifts a number of small wired pads which <<he>> sticks to various parts of your body. <<He>> reaches in again and retrieves the machine that the wires attach to. Placing it on <<his>> desk and attaching the headphones to <<his>> ears, <<he>> starts turning various dials. <br><br> Once satisfied, <<he>> turns to you. "We're all ready to start, just relax." <<He>> turns back to the device in front of <<him>>. Without further warning, an electric pulse jolts through you. <br><br> <<set $parasite_procedure to []>> <<link [[Remove all the parasites they can|Hospital Parasite Private2]]>><<set $parasite_procedure.push("all")>><</link>> <br> <<if $parasite.clit.name isnot undefined>> <<link [[Remove clit parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("clit")>><</link>> <br> <</if>> <<if $parasite.penis.name isnot undefined>> <<link [[Remove penis parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("penis")>><</link>> <br> <</if>> <<if $parasite.tummy.name isnot undefined>> <<link [[Remove tummy parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("tummy")>><</link>> <br> <</if>> <<if $parasite.bottom.name isnot undefined>> <<link [[Remove ass parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("bottom")>><</link>> <br> <</if>> <<if $parasite.nipples.name isnot undefined>> <<link [[Remove nipple parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("nipples")>><</link>> <br> <</if>> <<if $parasite.breasts.name isnot undefined>> <<link [[Remove breast parasite|Hospital Parasite Private2]]>><<set $parasite_procedure.push("breasts")>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<if ($parasite_procedure.includes("all") and ($parasite.breasts.name is "parasite" or $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite"))>> <<if $parasite.breasts.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <</if>> <<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <</if>> <<else>> <<if $parasite_procedure.includes("clit") and $parasite.clit.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <<elseif $parasite_procedure.includes("penis") and $parasite.penis.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <<elseif $parasite_procedure.includes("breasts") and $parasite.breasts.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <</if>> <</if>> <<arousal 4000 "genitals">> <<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>> The pulses increase in intensity, it's certainly not the "tingle" that was advertised. Your <<genitals 1>> is particularly wracked by the treatment, responding even more violently than the rest of your body. <br><br> <<arousal 4000 "genitals">> <<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>> <<if $parasite_procedure.includes("all")>> <<if $parasite.clit.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.clit.name isnot "parasite">><<set _parasite_procedure to 1>> Finally, the creatures clinging to your <<nipples>> and clit begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <br><br> <<elseif $parasite.penis.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.penis.name isnot "parasite">><<set _parasite_procedure to 1>> Finally, the creatures clinging to your <<nipples>> and penis begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <br><br> <<elseif $parasite.clit.name isnot undefined>><<set _parasite_procedure to 1>> <<if $parasite.clit.name is "parasite">> Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <br><br> <<elseif $parasite.penis.name isnot undefined>><<set _parasite_procedure to 1>> <<if $parasite.penis.name is "parasite">> Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<elseif $parasite.nipples.name isnot undefined>><<set _parasite_procedure to 1>> Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <br><br> <<elseif $parasite.breasts.name isnot undefined>><<set _parasite_procedure to 1>> <<if $parasite.breasts.name is "parasite">> Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <br><br> <<elseif $parasite.tummy.name isnot undefined>><<set _parasite_procedure to 1>> Finally, the creatures clinging to your tummy begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <br><br> <</if>> <<if $parasite.bottom.name isnot undefined>> <<if _parasite_procedure is 1>> The creature attached to your <<bottom>> follows suit. Harper scoops it into the container with the others. <<else>> Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <br><br> <</if>> <</if>><<set _parasite_procedure to 1>> <<removeparasite clit>> <<removeparasite penis>> <<removeparasite nipples>> <<removeparasite tummy>> <<removeparasite bottom>> <<removeparasite breasts>> <<elseif $parasite_procedure.includes("clit")>> <<if $parasite.clit.name is "parasite">> Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<removeparasite clit>> <br><br> <<elseif $parasite_procedure.includes("penis")>> <<if $parasite.penis.name is "parasite">> Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<removeparasite penis>> <br><br> <<elseif $parasite_procedure.includes("nipples")>> <<removeparasite nipples>> Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <br><br> <<elseif $parasite_procedure.includes("tummy")>> <<removeparasite tummy>> Finally, the creature clinging to your tummy begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <br><br> <<elseif $parasite_procedure.includes("bottom")>> <<removeparasite bottom>> Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <br><br> <<elseif $parasite_procedure.includes("breasts")>> <<if $parasite.breasts.name is "parasite">> Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<removeparasite breasts>> <br><br> <</if>> <<unset $parasite_procedure>> <<arousal 4000>> <<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>> <<person1>><<He>> switches off the machine and the pulses immediately stop, leaving a mild tingling in their place. <<He>> removes the pads from your body and undoes the straps. "All done!" <<He>> smiles. "You can get dressed." <br><br> <<pass 10>> <<He>> holds the door open for you on your way out. "Be well." <br><br> <<endevent>> <<clotheson>> <<link [[Next|Hospital Foyer]]>><</link>> <br><br><<widget "hospitalparasite">> <<if $orgasmdown gte 1>><<set $orgasmdown to 0>> <<if $orgasmcurrent lte 0>> <<elseif $orgasmcurrent lte 1>> You spasm against the bindings, which hold firm. Harper doesn't even blink at your response. <<if $enemyno gte 2>> <<if $player.penisExist and $orgasmcount lte 23>> <<person2>>The audience does however. You hear gasping and nervous laughter. Their eyes are drawn to your semen, propelled further from your body than usual by the electrolysis. A <<person>> in the front row visibly blushes, but can't look away. <<else>> The audience does however. Some gasp and you hear subdued laughter. <</if>> <<else>> <<if $player.penisExist and $orgasmcount lte 23>> <<else>> <</if>> <</if>> <<elseif $orgasmcurrent is 2>> You spasm again against the bindings. Harper still doesn't acknowledge you. <<if $enemyno gte 2>> <<if $player.penisExist and $orgasmcount lte 23>> <<person2>>The audience gasps again, this time the laughter is more discernible. Your semen flies even further, the <<person>> gets some in <<his>> hair, but is so enraptured that <<he>> doesn't notice. Fortunately, all the electric pulses tormenting you give you no chance to fully experience the humiliation of the situation. <<else>> The audience gasps again, this time the laughter is more discernible. Fortunately, the relentless electric pulses give you no chance to fully experience the humiliation of the situation. <</if>> <<else>> <<if $player.penisExist and $orgasmcount lte 23>> <<else>> <</if>> <</if>> <<else>> <</if>> <br><br> <</if>> <</widget>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<if ($parasite_procedure.includes("all") and ($parasite.breasts.name is "parasite" or $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite"))>> <<if $parasite.breasts.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <</if>> <<if $parasite.penis.name is "parasite" or $parasite.clit.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <</if>> <<else>> <<if $parasite_procedure.includes("clit") and $parasite.clit.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <<elseif $parasite_procedure.includes("penis") and $parasite.penis.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <<elseif $parasite_procedure.includes("breasts") and $parasite.breasts.name is "parasite">> <<set $earSlime.defyCooldown += 12>> <</if>> <</if>> <<fameexhibitionism 100>> <<arousal 4000 "genitals">> <<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>> The pulses increase in intensity, it's certainly not the "tingle" that was advertised. Your <<genitals_are 1>> particularly wracked by the treatment, responding even more violently than the rest of your body. <br><br> <<arousal 4000 "genitals">> <<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>> <<if $parasite_procedure.includes("all")>> <<if $parasite.clit.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.clit.name isnot "parasite">><<set _parasite_procedure to 1>> Finally, the creatures clinging to your <<nipples>> and clit begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <<elseif $parasite.penis.name isnot undefined and $parasite.nipples.name isnot undefined and $parasite.penis.name isnot "parasite">><<set _parasite_procedure to 1>> Finally, the creatures clinging to your <<nipples>> and penis begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <<elseif $parasite.clit.name isnot undefined>><<set _parasite_procedure to 1>> <<if $parasite.clit.name is "parasite">> Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<elseif $parasite.penis.name isnot undefined>><<set _parasite_procedure to 1>> <<if $parasite.penis.name is "parasite">> Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<elseif $parasite.nipples.name isnot undefined>><<set _parasite_procedure to 1>> Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <<elseif $parasite.breasts.name isnot undefined>><<set _parasite_procedure to 1>> <<if $parasite.breasts.name is "parasite">> Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <br><br> <<elseif $parasite.tummy.name isnot undefined>><<set _parasite_procedure to 1>> Finally, the creatures clinging to your tummy begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <</if>> <br><br> <<if $parasite.bottom.name isnot undefined>> <<if _parasite_procedure is 1>> The creature attached to your <<bottom>> follows suit. Harper scoops it into the container with the others. <<else>> Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <br><br> <</if>> <</if>><<set _parasite_procedure to 1>> <<removeparasite clit>> <<removeparasite penis>> <<removeparasite nipples>> <<removeparasite tummy>> <<removeparasite bottom>> <<removeparasite breasts>> <<elseif $parasite_procedure.includes("clit")>> <<if $parasite.clit.name is "parasite">> Finally, the parasite<<if ["mixed", "impregnation"].includes($earSlime.focus)>> penis<</if>> clinging to your clitoris begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<removeparasite clit>> <<elseif $parasite_procedure.includes("penis")>> <<if $parasite.penis.name is "parasite">> Finally, the parasite clinging to your penis begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<removeparasite penis>> <br><br> <<elseif $parasite_procedure.includes("nipples")>> <<removeparasite nipples>> Finally, the creatures clinging to your <<nipples>> begin to respond. They massage you with increasing fervour, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <br><br> <<elseif $parasite_procedure.includes("tummy")>> <<removeparasite tummy>> Finally, the creature clinging to your tummy begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <br><br> <<elseif $parasite_procedure.includes("bottom")>> <<removeparasite bottom>> Finally, the creature clinging to your <<bottom>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <br><br> <<elseif $parasite_procedure.includes("breasts")>> <<if $parasite.breasts.name is "parasite">> Finally, the parasite clinging to your <<breasts>> begins to respond. It starts losing its colour before seemingly disintegrating. Harper wastes no time in trying to take a sample with a gloved hand and placing it in a tiny container. <<else>> Finally, the creature clinging to your <<breasts>> begins to respond. It massages you with increasing fervour, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <</if>> <<removeparasite breasts>> <br><br> <</if>> <<unset $parasite_procedure>> <<arousal 4000>> <<if $arousal gte $arousalmax>><<orgasm>><<hospitalparasite>><</if>> <<if $rng gte 11>> <<person1>>Harper switches off the machine and the pulses immediately stop, leaving a mild tingling in their place. <<He>> removes the pads from your body and undoes the straps. "All done!" <<He>> smiles. "You can get dressed." <br><br> You slip the gown back on as the audience murmurs among themselves. You worry that your weakened legs won't be able to hold you, but you manage to make it back to Harper's office, where you find your clothes waiting. <<pass 10>> <<He>> holds the door open for you on your way out. "Be well." <br><br> <<endevent>> <<clotheson>> <<link [[Next|Hospital Foyer]]>><</link>> <br><br> <<else>> <<person1>>Harper switches off the machine, but the pulses don't stop. <<He>> scratches <<his>> head in thought as the waves continue to torment you. <br><br> <<link [[Next|Hospital Parasite Public3]]>><</link>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> Perplexed at the machine's lack of response, <<he>> removes <<his>> shoe and gives it a solid whack. The moment <<he>> does so, power surges through the pads and into your helpless body. The pulses reach a maddening intensity; you shudder and strain impotently against the straps binding you as the audience watches on in bewilderment. <br><br> <<set _femaleclimaxCount to 0>> <<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>> <<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>> <<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>> <<arousal 10000>><<orgasm>><<if $femaleclimax>><<set _femaleclimaxCount++>><</if>> The<<if _deniedOrgasm>> ruined<</if>> orgasms come so rapidly they blur together, forming a continuous stream. Harper works furiously at the machine, "No no no, this isn't supposed to happen!" <<if $player.penisExist and $orgasmcount lte 23 and !(_femaleclimaxCount gte 3 or _deniedOrgasm)>> Tendrils of cum erupt from you, showering the front row of the audience as they fall over each other to escape your reach. <</if>> <br><br> <<arousal 10000>><<orgasm>> <<arousal 10000>><<orgasm>> <<arousal 10000>><<orgasm>> <<arousal 10000>><<orgasm>> Looking fearful, Harper gives up on the machine and, grabbing the wires, tries to tug the pads off your body. The strain is too much; you feel your consciousness slipping. <br><br> <<endevent>> <<clothesruined>> <<if $rng gte 81>> <<link [[Everything fades to black...|Abduction Hospital]]>><<set $phase to 0>><</link>> <<else>> <<link [[Everything fades to black...|Molestation Hospital]]>><<set $molestationstart to 1>><</link>> <</if>><<unset $pharmacyItem>> <<if $daily.pharm.closed>> A "Closed" sign hangs on the door. You tug the door but it's locked. <br><br> <<link [[Go back|Hospital Foyer]]>><</link>> <<else>> <<set $outside to 0>><<set $location to "hospital">><<effects>> <<endevent>> You are inside the hospital pharmacy. <<if "pharmNurse" in $per_npc>> <<loadNPC 0 "pharmNurse">><<person1>> <<if $daily.pharm.seductionResult is "fail">> <br> "Hey, you're back," the <<person>> notices you, then goes back to <<his>> book. <<elseif $daily.pharm.seductionResult is "pass">> <<if $daily.pharm.sexResult is "buy">> The <<person>> at the till glances at you, then returns to <<his>> book, blushing slightly. <<elseif $daily.pharm.sexResult is "embarrassed">> The <<person>> at the till glances at you, then returns to <<his>> book with a smirk. <<else>> The <<person>> at the till glances at you, then returns to <<his>> book. <</if>> <<else>> The <<person>> at the till glances at you, then returns to <<his>> book. <</if>> <<else>> <<generateRole 0 0 "nurse">><<person1>> <<saveNPC 0 "pharmNurse">> A $description <<male>> nurse sits by the till and reads a book. <</if>> <br> <<if $brothelVending and $brothelVending.status is "set" and $settings.condomLevel gte 1 and !($brothelVending.products % 2)>> <br> <<socialiseicon "ask">><<link [[Ask about buying condoms in bulk (0:15)|Pharmacy Buy Condoms in Bulk]]>><<pass 15>><</link>> <br><br> <</if>> Looking at the items on the shelves, you notice a few objects of interest. <br><br> <<if $player.penisExist>> Penis Enhancement Pills: <br> <<pillicon "penisReduce">><<link [[Pack of 14 penis reduction|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["penis_reduction"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["penis reduction"].owned>></span> <br> <<pillicon "penisEnlarge">><<link [[Pack of 14 penis growth|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["penis_growth"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["penis growth"].owned>></span> <br> <<pillicon "penisBlock">><<link [[Pack of 14 penis growth blocker|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["penis_blocker"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["penis blocker"].owned>></span> <br><br> <</if>> Breast Enhancement Pills: <br> <<pillicon "breastReduce">><<link [[Pack of 14 breast reduction|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["breast_reduction"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["breast reduction"].owned>></span> <br> <<pillicon "breastEnlarge">><<link [[Pack of 14 breast growth|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["breast_growth"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["breast growth"].owned>></span> <br> <<pillicon "breastBlock">><<link [[Pack of 14 breast growth blocker|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["breast_blocker"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["breast blocker"].owned>></span> <br><br> Butt Enhancement Pills: <br> <<pillicon "bottomReduce">><<link [[Pack of 14 butt reduction|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["bottom_reduction"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["bottom reduction"].owned>></span> <br> <<pillicon "bottomEnlarge">><<link [[Pack of 14 butt growth|Pharmacy Sale]]>><<set $pharmacyItem to setup.clone(pharmacyItems["bottom_growth"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["bottom growth"].owned>></span> <br> <<pillicon "bottomBlock">><<link [[Pack of 14 butt growth blocker|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["bottom_blocker"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["bottom blocker"].owned>></span> <br><br> Parasite Prevention: <br> <<procedureicon "parasite">><<link [[Tube of anti-parasite cream|Pharmacy Sale]]>><<wearProp "parasite cream">><<set $pharmacyItem to clone(setup.pharmacyItems["Anti-Parasite Cream"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["Anti-Parasite Cream"].owned>></span> <br><br> Family Planning: <br> <<sextoysicon "pump">><<link [[Breast pump|Pharmacy Sale]]>><<wearProp "breast pump">><<set $pharmacyItem to clone(setup.pharmacyItems["breast_pump"])>><</link>> | Owned: <span class="gold"><<= $player.inventory.sextoys["breast pump"]?.length || 0>></span> <br> <<pregnancytesticon>><<link [[Pack of 2 pregnancy tests|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["pregnancy_test"])>><</link>> | Owned: <span class="gold"><<= $pregnancyTest || 0>></span> <br> <<pillicon "fertility">><<link [[Pack of 14 fertility pills|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["fertility_pills"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["fertility booster"].owned>></span> <br><br> Contraceptives: <br> <<if $brothelVending and $brothelVending.status is "set" and $brothelVending.products % 2 and $brothelVending.condomsToRefill gte 10 and $settings.condomLevel gte 1>> <<condomicon>><<link [[Buy condoms for the brothel (0:10)|Pharmacy Buy Condoms in Bulk]]>><<pass 10>><</link>> <br> <</if>> <<if $settings.condomLevel gte 1>> <<condomicon>><<link [[Pack of 3 condoms|Pharmacy Sale]]>><<wearProp "condom">><<set $pharmacyItem to clone(setup.pharmacyItems["condoms"])>><</link>> | Owned: <span class="gold"><<= $condoms || 0>></span> <br> <</if>> <<pillicon "contraceptive">><<link [[Pack of 14 contraceptive pills|Pharmacy Sale]]>><<set $pharmacyItem to clone(setup.pharmacyItems["contraceptive_pills"])>><</link>> | Owned: <span class="gold"><<= $sexStats.pills.pills["contraceptive"].owned>></span> <br> <<pillicon "morningAfter">><<link [[Ask for the morning-after-pill|Pharmacy Morning After pill]]>><<set $pharmacyItem to clone(setup.pharmacyItems["Morning_After_pill"])>><</link>> <br><br> Contacts: <br> <<cosmeticsicon "contacts">><<link [[Take a look at the contact lenses display|Pharmacy Lenses]]>><</link>> <<if !($daily.pharm.impatient gte 3) and $lenses_ordered.length gt 0>> <br> <<cosmeticsicon "contacts">><<link [[Ask if your custom contact lenses arrived|Pharmacy Ask If Lenses Delivered]]>><</link>> <</if>> <br><br> <<getouticon>><<link [[Return to foyer|Hospital Foyer]]>><<endevent>><</link>> <</if>>An assortment of colourful contact lenses is displayed behind the glass. You can purchase lenses to change the colour of your eyes. <<if $makeup.owned.eyelenses.length + $makeup.owned.custom_eyelenses.length gt 0>> <br> You already own lenses of the following colours: <span style="display: inline-block;"> <<set _lenses to []>> <<run $makeup.owned.eyelenses.forEach(colour => { const colourClass = colour.replace(/ /g, '-') _lenses.push(`<span @class="'eye-${colourClass}'"><span class="left-iris" style="color:#6E4E11;">${colour}</span></span>`); })>> <<if ($makeup.owned.custom_eyelenses.length gt 0)>> <<set _uniqueCustomLenses to [...new Set($makeup.owned.custom_eyelenses)]>> /* Filter out non-unique lenses */ <<run _uniqueCustomLenses.forEach(lens => { const colour = window.colorNameTranslate(lens, "spaced name"); const colourClass = nullable(nullable($custom_eyecolours.find(c => c.name is colour)).canvasfilter).blend; /* nullable fix to be removed when we can use ?. again */ if (colourClass){ _lenses.push(`<span class="eye-custom"><span @style="'color:${colourClass}'">${colour}</span></span>`); } })>> <</if>> <<print _lenses.join(", ")>>. /* Print the list */ </span> <</if>> <br><br> <<set _availableColours = ["dark blue", "light blue", "purple", "hazel", "amber", "green", "light green", "lime green", "grey", "light grey", "red", "pink"].filter(x => !$makeup.owned.eyelenses.includes(x))>> <<if _availableColours.length == 0>> You have collected all available colours of contact lenses, there's nothing left for you to buy. <br><br> <<else>> Each pair of lenses costs <<printmoney 20000>>. <br> <<set _lensChoice = _availableColours[0]>> <<for _i, _colour range _availableColours>> <label><span @class="'eye-' + _colour.replace(/ /g, '-')"><span class="colour-eye" style="color:#6E4E11;">_colour</span></span>&nbsp;<<print '<<radiobutton "_lensChoice" "'+_colour+'" ' + (_lensChoice is _colour ? "checked" : "") + '>>'>></label> | <</for>> <br><br> <<if $money gte 20000>> <<link [[Buy and send home|Pharmacy Lenses]]>><<money -20000 "pharmacyContacts">><<set $makeup.owned.eyelenses.push(_lensChoice)>><</link>> <br> <<link [[Buy and wear|Pharmacy]]>><<money -20000 "pharmacyContacts">><<set $makeup.owned.eyelenses.push(_lensChoice)>><<set $makeup.eyelenses = {"left":_lensChoice, "right":_lensChoice}>><</link>> <br> <<else>> <span class="purple">You can't afford the purchase.</span> <br> <</if>> <</if>> <<link [[Ask for custom-coloured contact ones|Pharmacy Ask Custom Lenses]]>><</link>> <br> <<link [[Go back|Pharmacy]]>><</link>><<if $daily.pharm.impatient gt 2>> "Who do we have here," says the nurse, a rictus on <<his>> face. "Get out, you wasted enough of my time already. Try again tomorrow if you're done with your little game." <br><br><<getouticon>><<link [[Leave|Pharmacy Lenses]]>><</link>> <<else>> <<if $custom_lenses_already_ordered is 1>> "I hope the ones you ordered last time please you," the nurse says. "You know the prices, <<printmoney 45000>> for the product, plus <<printmoney 5000>> for the delivery. <<printmoney 95000>> total if you pick two different colours for each eye." <<else>> "Not pleased with the ones available?" the nurse asks. "I could place an order for ones with a colour of your choosing, but this will double the cost. Count about <<printmoney 45000>> for the product, plus <<printmoney 5000>> for the delivery which takes about a day. If you wish to choose two different colours for each eye, it will be <<printmoney 95000>> total." <</if>> <br><br> <<if $money gte 50000>> <<ind>><<link [[Choose your custom colour|Pharmacy Select Custom Lenses]]>><<set $pharmacy_order_colours to 1>><</link>> <br> <<else>> <span class="purple">You can't afford the purchase.</span> <br> <</if>> <<if $money gte 95000>> <<ind>><<link [[Choose a different colour for each eye|Pharmacy Select Custom Lenses]]>><<set $pharmacy_order_colours to 2>><</link>> <br> <<elseif $money gte 50000>> <span style="color:#566a9b; cursor:pointer">Choose a different colour for each eye</span> <span class="purple">You can't afford the purchase.</span> <br> <</if>> <<getouticon>><<link [[Go back|Pharmacy Lenses]]>><</link>> <</if>>"Here," <<he>> says, handing you a tablet. "You can use the colour palette to help you. Pick any colour you like and I'll place the order for you." <br><br><br> <div id="picker"></div> <<set _color_lenses_temp>> <!-- used inside colorWheelContactLenses() --> <<run colorWheelContactLenses()>> <br><br> <<link [[Order it|Pharmacy Order Custom Lenses]]>> <<money -50000 "pharmacyContacts">> <<set $custom_lenses_already_ordered to 1>> <<run $lenses_ordered.push([window.colorNamer(_color_lenses_temp[0].hexString), Time.monthDay.toString() + Time.month + Time.year.toString(), [_color_lenses_temp[0].hexString, _color_lenses_temp[0].hsl["l"] / 500]])>> <<if $pharmacy_order_colours is 2>> <<money -45000 "pharmacyContacts">> <<run $lenses_ordered.push([window.colorNamer(_color_lenses_temp[1].hexString), Time.monthDay.toString() + Time.month + Time.year.toString(), [_color_lenses_temp[1].hexString, _color_lenses_temp[1].hsl["l"] / 500]])>> <</if>> <</link>> <br> <<link [[Go back|Pharmacy]]>><</link>>"Here is your receipt," the nurse adds, handing you the ticket. "It's likely to arrive by tomorrow, you come back anytime with your receipt and whoever is on duty that day will hand it over to you." <br><br> <<link [[Next|Pharmacy]]>><</link>><<if $daily.pharm.impatient is 1>> "Hello how can I he—" <<He>> frowns. "Don't you think I forgot last time. It's not cool; you can't just send me looking for your package and just leave. Don't do that again, please." <br>You apologise, and <<he>> then goes to check if your package arrived. <<elseif $daily.pharm.impatient is 2>> "Who do we have here?" says the nurse, a rictus on <<his>> face. "Get out, you wasted enough of my time already. Try again tomorrow if you're done with your little game." <<set $daily.pharm.impatient to 3>> <<else>> "How can I h—" <<He>> stops. "Oh, you're the one who ordered the contact lenses. Hold on a second sweetheart, I'll check if we received them already." You watch as <<he>> disappears in a back room. <</if>> <br><br> <<if !($daily.pharm.impatient gte 2)>> <<loitericon>><<link [[Wait (0:15)|Pharmacy Ask If Lenses Delivered 2]]>><<set $daily.pharm.impatient to 0>><<pass 15>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Pharmacy]]>><<set $daily.pharm.impatient to ($daily.pharm.impatient + 1) || 1>><</link>><<set _received to 0>> <<set _tmp_length to clone($lenses_ordered.length)>> <<for _i = 0; _i < $lenses_ordered.length; _i++>> <<if Time.monthDay.toString() + Time.month + Time.year.toString() != $lenses_ordered[_i][1]>> <<set _received += 1>> <<set _spaced_colour_name = window.colorNameTranslate($lenses_ordered[_i][0], "spaced name")>> <<run $makeup.owned.custom_eyelenses.push(clone($lenses_ordered[_i][0]))>> <<run $custom_eyecolours.push({ variable: $lenses_ordered[_i][0], name: _spaced_colour_name, name_cap: _spaced_colour_name.toUpperFirst(), csstext: $lenses_ordered[_i][0], natural: false, lens: true, canvasfilter: { blend: $lenses_ordered[_i][2][0], brightness: +$lenses_ordered[_i][2][1] } })>> <<run $lenses_ordered.deleteAt(_i)>> <<run _i-->> <</if>> <</for>> <<if _received > 0>> <<run window.initCustomLenses()>> /* push custom eyelenses inside setup.colours.eyes */ <<if _received isnot _tmp_length>> <<He>> returns a little while later, noticeably panting. "We received the <<if _received > 1>><<print _received>><</if>> contact lenses you ordered, but for the other <<print (_tmp_length - _received == 1) ? 'one' : _tmp_length - _received>> you'll have to try again tomorrow", <<he>> says while handing you the package. <<else>> You see the nurse coming back from the room, with a small package in the hands, "Here it is," <<he>> says handing it to you. <br> "If anything's wrong you just come back here sweetie, and we'll sort a solution out." <</if>> <br><br> <span class="gold">You pick up the package containing your contact lenses.</span> <<else>> A few moments later <<he>> returns, "It hasn't arrived yet, sorry honey. Try again tomorrow. I'm sure it'll have arrived by then." <</if>> <br><br> <<getouticon>><<link [[Leave|Pharmacy]]>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>> The <<person>> looks at the <<print $pharmacyItem.name>> you're holding. <<formatmoney $pharmacyItem.price>> <<switch $pharmacyItem.type>> <<case "penis reduction">> "That'll be _printmoney.<<if !$daily.pharm.seductionResult>> So is it too big, or do you just want it to be tiny?<</if>>" <<case "penis growth">> "That'll be _printmoney.<<if !$daily.pharm.seductionResult>> So you think yours is too small?<</if>>" <<case "penis blocker">> "_printmoney please.<<if !$daily.pharm.seductionResult>> I wonder how big you are.<</if>>" <<case "breast reduction">> "_printmoney please. The effects will vary." <<case "breast growth">> "_printmoney please. The effects will vary." <<case "breast blocker">> "_printmoney please." <<case "bottom reduction">> "_printmoney please. The effects will vary." <<case "bottom growth">> "_printmoney please. The effects will vary." <<case "bottom blocker">> "_printmoney please." <<case "Anti-Parasite Cream">> "_printmoney please. The tube should last for about 2 weeks, depending on where you need to apply it." <<case "Breast Pump">> "_printmoney please." <<case "condoms">> "_printmoney please." <<He>> looks you over. <<if $player.gender_appearance is "m">> "Glad to see people playing it safe. Your girl is lucky." <</if>> <<case "pregnancy test">> "_printmoney please." <<He>> looks you over. <<if $player.gender_appearance is "m">> "Your girl is lucky. <<else>> "Hope you get the result you're after. <</if>> They're somewhat inaccurate right after conception, so just give it some time, or take another test a couple of days later." <<if $pregnancyTest is undefined>><<set $pregnancyTest to 0>><</if>> <<case "fertility booster">> "_printmoney please." <<He>> looks you over. <<if $player.gender_appearance is "m">> "Trying to get your girl knocked up? Good luck. <<else>> "Oh, who's the lucky father? <!-- ^ This reads kinda weirdly --> <</if>> Take one per day, try to normalise the time." <<case "contraceptive">> "_printmoney please. <<if $player.gender_appearance is "m">> Glad to see people playing it safe. Your girl is lucky. <</if>> Take one per day, and try to normalise the time. You still need to be careful, though. The only sure way to be safe is to be abstinent." <<default>> <<run throw new Error(`Missing pharmacyItem type! ${V.pharmacyItem.type}`)>> <</switch>> <br><br> <<if $money gte $pharmacyItem.price>> <<switch $pharmacyItem.type>> <<case "Breast Pump">> <<link [[Hand over the money|Pharmacy]]>><<run sexShopOnBuyClick(11, false, V.worn.handheld.colour.replace(" ","-"), false)>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyBreastPump">><</link>> <<case "condoms">> <<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyCondoms">><<gcondoms 3>><</link>> <<case "pregnancy test">> <<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyPregnancyTest">><<set $pregnancyTest += 2>><</link>> <<case "Anti-Parasite Cream">> <<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyCream">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 1>><<boughtOnce>><</link>> <<default>> <<link [[Hand over the money|Pharmacy]]>><<handheldon>><<money `-$pharmacyItem.price` "pharmacyPills">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>><</link>> <</switch>> <<else>> <span class="purple">You cannot afford them.</span> <</if>> <br> <<if $pharmacyItem.type.includes("penis") and hasSexStat("promiscuity", 2) and !$daily.pharm.seductionResult>> <<link [[Seduce|Pharmacy Seduction]]>><</link>><<seductiondifficulty>><<promiscuous2>> <br> <</if>> <<link [[Don't buy|Pharmacy]]>><</link>><<widget "boughtOnce">> <<set $sexStats.pills.boughtOnce to true>> <</widget>>"Why don't you see it for yourself?" you say, gazing into <<his>> eyes. <br><br> <<set $seductiondifficulty to (8888 - ($rng * 20) - ($pharmacyItem.type.includes("growth") ? 500 : 1000))>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <<set $daily.pharm.seductionResult to "pass">> <<He>> arches an eyebrow and blushes while glancing around to make sure you're alone. Satisfied, <<he>> takes you by the hand and leads you behind the counter. <br> <<He>> pushes you against the wall, drops down on <<his>> knees and hastens to remove your <<allBottomsUnderwear>>. <br><br> <<set $sexstart to 1>> <<link [[Next|Pharmacy Encounter Sex]]>><</link>> <<else>> <<set $daily.pharm.seductionResult to "fail">> After a brief pause, <<he>> bursts into a ringing laugh.<<ggstress>><<stress 23>> <br> "Nice try, <<lass>>!" <<he>> says. <br> "So, are you buying them or what?" <br><br> A box of <<print $pharmacyItem.name>> lies on the table. <br><br> <<if $money gte $pharmacyItem.price>> <<formatmoney $pharmacyItem.price>> <<link [["Pay " + _printmoney|Pharmacy Seduction End]]>><<set $phase to "pay">><</link>> <<else>> <span class="purple">You cannot afford them.</span> <</if>> <br> <<link [[Never mind|Pharmacy Seduction End]]>><<set $phase to "nevermind">><</link>> <</if>><<switch $phase>> <<case "nevermind">> You turn and leave. <br> "Hey," <<he>> says. "I didn't mean to upset you." <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <<case "pay">> You hand over the money in awkward silence, take your box of pills, and leave. <br><br> <<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>> <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <</switch>> <<unset $pharmacyItem>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<if $worn.lower.name isnot "naked">> <<set $NPCList[0].lefthand to "lowerclothes">> <<set $NPCList[0].righthand to "lowerclothes">> <<elseif $worn.under_lower.name isnot "naked">> <<set $NPCList[0].lefthand to "underlowerclothes">> <<set $NPCList[0].righthand to "underlowerclothes">> <</if>> <<set $NPCList[0].mouth to "penisentrance">> <<set $NPCList[0].location.head to "genitals">> <<npcidlegenitals>> <<set $enemytrust += 100>> <<set $position to "doggy">> <br><br> <</if>> <<set $exposedPrev to $exposed>> <<effectsman>> <<man>> <<exposure>> <!-- Reaction to seeing penis for the first time during encounter --> <<if $exposed is 2 and $exposedPrev lt 2>> <!-- if penis was exposed just now --> <<if playerChastity()>> "What the fuck is this?" <<He>> looks at your <<genitals>>. "That's not funny!" <br> <<He>> stays silent for a moment. <br> "I don't wanna go on. Get out." <br> "How disappointing," <<he>> adds quietly. <<set $finish to 1>><<set $phase to "chastity">> <<elseif $player.penissize lte 0>> <<He>> freezes the moment your <<penis>> is revealed. <<if $player.penissize lte random(-2,1)>> <!-- More likely at smaller sizes; guaranteed at smallest, but never impossible --> "What the fuck? You kidding me? This is what you wanted me to see?" <<He>> starts to chuckle. <br><br> <<He>> doesn't say anything for a while. "Yeah. I'm not in the mood anymore." <<incggpenisinsecurity>> <br><br> <<He>> gets up, fixes <<his>> clothing and returns to the till and <<his>> book. <<set $finish to 1>><<set $phase to "tiny">> <<else>> "Aww, how cute." <<He>> starts to chuckle. <<incggpenisinsecurity>> <</if>> <<elseif $player.penissize is 1>> <<if $rng gte 71>> You hear a snicker as your <<penis>> flops out, but <<he>> doesn't say anything and keeps going. <<else>> <<He>> stops short the moment your <<penis>> flops out. "Oh, and that's it? You sounded like you had something special in your pants," <<he>> says. <br><br> "I'm not impressed. And I kinda lost all desire to go on. Buy more pills and come back when you're bigger." <<incggpenisinsecurity>> <br><br> <<He>> gets up, fixes <<his>> clothing and returns to the till and <<his>> book. <<set $finish to 1>><<set $phase to "small">> <</if>> <<elseif $player.penissize is 3>> You hear a gasp of surprise coming from down below as your <<penis>> flops out. <br> You look at <<his>> face and see <<his>> eyes light up. <<elseif $player.penissize gte 4>> "Shit," you hear a quiet whisper from down below as your <<penis>> flops out. <br> You look down and see <<him>> staring at your cock, mouth agape. <<if insecurityExists("penis_big")>> <<acceptance "penis_big" 10>><<gacceptance>> <</if>> <</if>> <br><br> <</if>> <<if $finish isnot 1>> <<stateman>> <<actionsman>> <</if>> <<if _combatend or $finish is 1>> <span id="next"><<link [[Next|Pharmacy Encounter Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pharmacy Encounter Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set $daily.pharm.sexFinished to true>> <<capture $pharmacyItem>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Wow!" <<he>> pants as <<he>> struggles to <<his>> feet, leaning against the counter. <<tearful>> you gather yourself. <br><br> <<clotheson>> <<He>> takes a breath, fixes <<his>> clothing, and walks back to the till. <br> <<if !$pharmacyItem.type.includes("reduction") or $player.penissize lt 3>> <<set $pharmacyItem.price /= 2>> "I think you've earned a discount, sweetie. You can have these pills for <<printmoney $pharmacyItem.price true>>." <br> "Please come back for more." <<He>> winks. <br><br> <<endcombat>> <<if $money gte $pharmacyItem.price>> <<pillicon>><<link [["Buy " + $pharmacyItem.name + " for " + _printmoney|Pharmacy]]>> <<set $eventskip to 1>><<set $daily.pharm.sexResult to "buy">> <<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>> <</link>> <<else>> <span class="purple">You cannot afford them.</span> <</if>> <<else>> <<set $pharmacyItem to clone(setup.pharmacyItems["penis_blocker"])>> <<set $pharmacyItem.price /= 2>> "Sorry, sweetheart. I can't sell you these reduction pills after what you've done to me with your juicy cock. I just can't. I want it to stay as big as it is." <br> "I can sell you growth blocker pills at a discount instead." <<He>> smiles. <br><br> <<endcombat>> <<if $money gte $pharmacyItem.price>> <<formatmoney $pharmacyItem.price>> <<pillicon>><<link [["Buy growth blocker pills for " + _printmoney|Pharmacy]]>> <<set $eventskip to 1>><<set $daily.pharm.sexResult to "buy">> <<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills["penis blocker"].owned += 14>><<boughtOnce>> <</link>> <<else>> <span class="purple">You cannot afford them.</span> <</if>> <</if>> <br> <<getouticon>><<link [[Don't buy|Pharmacy]]>><<set $eventskip to 1>><<set $daily.pharm.sexResult to "dontBuy">><</link>> <<elseif $enemyhealth lte 0>> The <<personsimple>> drops on the floor and nurses <<his>> injuries. <<tearful>> you gather yourself. <br><br> <<clotheson>> You look at the counter and see the box of <<print $pharmacyItem.name>> you tried to purchase. <br><br> <<set $daily.pharm.closed to true>> <<ind>><<link [[Steal the pills before the nurse picks <<himself>> up|Hospital Foyer]]>> <<set $eventskip to 1>> <<crimeUp $pharmacyItem.price "thievery">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>> <</link>><<crime "thievery">> <br> <<getouticon>><<link [[Just leave|Hospital Foyer]]>><<set $eventskip to 1>><</link>> <<endcombat>> <<clearNPC "pharmNurse">> <<elseif $finish is 1>> <<set $daily.pharm.sexResult to "embarrassed">> <<switch $phase>> <<case "chastity">> Embarrassed, you don't speak as you rise to your feet. <<clotheson>><<endcombat>> <<case "tiny">> Face red from intense embarrassment, you rise to your feet. <<clotheson>> The nurse doesn't even look your way. <br><br> <<endcombat>> <<case "small">> Embarrassed, you rise to your feet. <<clotheson>> "Don't forget your pills," the nurse says. <<if $pharmacyItem.type.includes("growth")>>"You need them."<</if>> <br><br> <<endcombat>> <<if $money gte $pharmacyItem.price>> <<formatmoney $pharmacyItem.price>> <<pillicon>><<link [["Pay " + _printmoney + " for " + $pharmacyItem.name|Pharmacy]]>> <<set $eventskip to 1>> <<money `-$pharmacyItem.price` "pharmacy">><<set $sexStats.pills.pills[$pharmacyItem.type].owned += 14>><<boughtOnce>> <</link>> <br> <<else>> <span class="purple">You cannot afford them.</span> <</if>> <<default>> <!-- Is this for error catching? I don't think it should be able to happen. --> The <<personsimple>> looks dejected as <<he>> gets up and fixes <<his>> clothing. <<He>> returns to the till, and picks up <<his>> book. <br> <<clotheson>><<endcombat>> <</switch>> <<getouticon>><<link [[Leave|Hospital Foyer]]>><<set $eventskip to 1>><</link>> <<else>> <br><br> <<link [[Next|Hospital Foyer]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <</capture>> <<unset $pharmacyItem>> <<unset $exposedPrev>><<set $outside to 0>><<set $location to "hospital">><<effects>> You ask the nurse for morning after pills. <br><br> <<if playerBellyVisible() or getPregnancyObject().awareOf>> "You <<if $pregnancyStats.aftermorningpills>>already know you <</if>>can't take these pills if you are pregnant, and it's obvious you are. It's very dangerous for your health and it won't have the desired effects", <<he>> tells you while looking openly at your <<bellyDescription "pc">>. "If you still want to take it, £500 please. For legal reasons, we're unable to sell these in bulk. You'll have to take it while I'm supervising you, just in case issues occur." <br><br> <<if not getPregnancyObject().awareOf>> <<if $money gte 50000>> <<link [[Hand over the money and take the pill anyway (0:15)|Pharmacy Morning After pill 2]]>><<pass 15>><</link>> <<else>> <span class="purple">You cannot afford them.</span> <</if>> <<else>> You know you are pregnant and you won't take any risks. <br> <</if>> <br> <<link [["Don't buy"|Pharmacy]]>><</link>> <<else>> "These pills are only effective for a short period after intercourse. If an egg has been fertilised and nestled in your uterus, taking them can be dangerous to your health.<<if $pregnancyStats.aftermorningpills>> Keep in mind that these pills are not a contraceptive method. Perhaps you should consider the option of using condoms or contraceptive pills that you can buy here, they are less harmful.<</if>>" <br><br> <<He>> opens a drawer and pulls out a blister with a single pill. "£500 please. For legal reasons, we're unable to sell these in bulk. You'll have to take it while I'm supervising you, just in case issues occur." <br><br> <<if getPregnancyObject().awareOf>> You know you are pregnant and won't take any risks. <<elseif $money gte 50000>> <<link [[Hand over the money and take the pill (0:15)|Pharmacy Morning After pill 2]]>><<pass 15>><</link>> <<else>> <span class="purple">You cannot afford them.</span> <</if>> <br> <<link [["Don't buy"|Pharmacy]]>><</link>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<money -50000 "pharmacyAfterPill">> <<set $pregnancyStats.aftermorningpills++>> <<pregnancyMorningAfterPill>> The nurse points you to a chair to sit on and you take the pill while <<he>> watches you carefully. <br><br> <<switch _morningAfterPillResult>> <<case "no pregnant">> You sit on the chair and wait for it to take effect. You only feel a cold sensation in your belly. After a few minutes, the nurse checks your pupils and your blood pressure. "Everything is fine, you can go." <<lllarousal>> <<llstress>> <br><br> <<arousal -5000>> <<stress -12>> <<link [[Go back|Pharmacy]]>><</link>> <<case "successful">> You sit on the chair and wait for it to take effect. You feel a cold sensation in your belly and a little pain. After a few minutes, the nurse checks your pupils and your blood pressure. <<He>> can see the discomfort in your face. "It seems that the pill has taken effect. You may feel some pain, but it will pass quickly. You can go now." <<lllarousal>> <<llstress>> <<gpain>> <br><br> <<arousal -5000>> <<stress -12>> <<pain 2>> <<link [[Go back|Pharmacy]]>><</link>> <<case "a little late">> You sit on the chair and wait for it to take effect. You feel an unpleasant sensation in your belly and a sharp pain. The nurse notices your pained face and approaches you. <<He>> check your pupils and your blood pressure. "It seems that the pill has taken effect, but you have reached the limit of time. If you ever need this pill again, don't wait for so long. The pain you feel now will disappear after a while. You can go now." <<lllarousal>> <<llstress>> <<ggpain>> <br><br> <<arousal -5000>> <<stress -12>> <<pain 8>> <<link [[Go back|Pharmacy]]>><</link>> <<case "late">> You sit on the chair and wait for it to take effect. You feel a strange sensation in your belly and immediately you writhe in pain. The nurse rushes over to you and checks your pupils and your blood pressure. <<He>> can see the discomfort in your face. "It seems like it's been too long since..." You feel a sharp pinch in your belly and wince in pain. The nurse notices your pained face. "Well, in any case, the pill has taken effect. You will feel pain for a while, it's normal, it will pass. If you ever need this pill again, don't wait for so long. You can go now." <<lllarousal>> <<ggtrauma>> <<ggpain>> <br><br> <<arousal -5000>> <<trauma 20>> <<pain 20>> <<link [[Go back|Pharmacy]]>><</link>> <<case "too late">> You sit on the chair and wait for it to take effect. You feel an unpleasant sensation in your belly and immediately writhe in pain. The nurse rushes over to you and checks your pupils and your blood pressure. <<He>> can see the discomfort in your face. "It seems like it's been too long since..." You feel a sharp pain in your belly, bend over, and fall from the chair. Your vision blurs, the pain is unbearable. <<lllarousal>> <<ggtrauma>> <<ggpain>> <br><br> <<set $arousal to 0>> <<trauma 50>> <<pain 200>> <<link [[Everything fades to black...|Pharmacy Morning After pill passout]]>><<pass 60>><<endevent>><</link>> <<default>> There must be an error... <br><br> <<link [[Go back|Pharmacy]]>><</link>> <</switch>>You feel your body rise, being moved, you hear voices around you. You open your eyes for a moment and you see the nurse with a worried face. Another person in a white coat approaches and you recognise Dr Harper. "I don't know if you were aware of it, but <span class="red">you're pregnant</span>. You shouldn't have taken that pill." <<lllarousal>> <<ggstress>> <br><br> Before you can answer, you feel another intense and painful cramp in your belly. <<ggtrauma>> <<gggpain>> <br><br> <<set getPregnancyObject().awareOf to "pharmacy">> <<stress 12>> <<trauma 50>> <<pain 200>> <<arousal -5000>> <<link [[Next|Passout hospital]]>><<endevent>><<pass 60>><</link>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<if $brothelVending.products % 2>> <<if $weekly.brothelVMCondoms>> You already have refilled the vending machine with condoms this week. <br><br> <<link [[Return|Pharmacy]]>><</link>> <<elseif $brothelVending.condomsToRefill lt 10>> The vending machine doesn't need to be refilled with condoms right now. <br><br> <<link [[Return|Pharmacy]]>><</link>> <<elseif $money lt 60000>> You can't afford condoms to refill the vending machine. <br><br> <<link [[Return|Pharmacy]]>><</link>> <<else>> You ask the nurse for the quantity of condoms you need: <br><br> <<link [[Buy 10 packs (£600)|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 10>><</link>> <br> <<if $brothelVending.condomsToRefill gte 25>> <<if $money gte 25 * 6000>> <<link [[Buy 25 packs (£1,500)|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 25>><</link>> <br> <<else>> You can't afford 25 packs. <br> <</if>> <</if>> <<if $brothelVending.condomsToRefill gte 50>> <<if $money gte 50 * 6000>> <<link [[Buy 50 packs (£3,000)|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 50>><</link>> <br> <<else>> You can't afford 50 packs. <br> <</if>> <</if>> <<if $brothelVending.condomsToRefill gte 100>> <<condomsPrice 100>> <<formatmoney _price>> <<if $money gte _price>> <<link [[`Buy 100 packs (${_printmoney})`|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 100>><</link>> <br> <<else>> You can't afford 100 packs. <br> <</if>> <</if>> <<if $brothelVending.condomsToRefill gte 150>> <<condomsPrice 150>> <<formatmoney _price>> <<if $money gte _price>> <<link [[`Buy 150 packs (${_printmoney})`|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to 150>><</link>> <br> <<else>> You can't afford 150 packs. <br> <</if>> <</if>> <<if $brothelVending.condomsToRefill gte 11 and ![25, 50, 100, 150].includes($brothelVending.condomsToRefill)>> <<condomsPrice $brothelVending.condomsToRefill>> <<formatmoney _price>> <<if $money gte _price>> <<link [[`Buy ${$brothelVending.condomsToRefill} packs (${_printmoney})`|Pharmacy Bought Condoms in Bulk]]>><<set $condomsBought to $brothelVending.condomsToRefill>><</link>> <br> <<else>> You can't afford $brothelVending.condomsToRefill packs. <br> <</if>> <</if>> <<link [["Don't buy"|Pharmacy]]>><</link>> <</if>> <<else>> You tell the nurse about the vending machine in the brothel and ask <<him>> for a discount for buying large quantities of condoms. <br><br> <<He>> makes an incredulous face. "What do you consider a large quantity? Hundreds, thousands, millions? Maybe it's better if you look for a wholesaler." <br><br> You answer that the vending machine has room for 200 packs and that you're thinking of buying them in increments of 10. <br><br> "That is not a large quantity, <<girl>>. I can't give you a discount under 50 units. From 51 to 100, I can cut 2%. Above 100, I will give you a 5% discount. No more than that; the margin I work with isn't very high. Condoms are very expensive here. But I will add, as a bonus, delivery of the condoms you buy to the brothel." <br><br> <<set $brothelVending.products += 1>> <<set $brothelVending.condomsToRefill to 200>> <<link [[Buy condoms for the brothel (0:10)|Pharmacy Buy Condoms in Bulk]]>><<pass 10>><</link>> <br> <<link [["Don't buy"|Pharmacy]]>><</link>> <</if>><<set $outside to 0>><<set $location to "hospital">><<effects>> <<set _partial to Math.min($condomsBought, 50)>> <<condomsPrice _partial>> <<formatmoney _price>> "All right, $condomsBought 3-packs of condoms." <<He>> prepares the packages in a<<if $condomsBought lte 25>> small<</if>> cardboard box while calculating the total out loud. "This is _partial units, £60 each, _printmoney. <<condomsPrice $condomsBought>> <<if $condomsBought gt 50>> <<set _partial to Math.min($condomsBought - 50, 50)>> <<set _price2 to _partial * 6000 * .98>> <<formatmoney _price2>> Plus _partial units, £60 each, with a 2% discount, _printmoney. <<if $condomsBought gt 100>> <<set _partial to $condomsBought - 100>> <<set _price2 to _partial * 6000 * .95>> <<formatmoney _price2>> And _partial units, £60 each, reduced by 5%, _printmoney. <</if>> Your total is <<printmoney _price>>. <</if>> I'll send these out to be delivered. Thanks for your purchase." <br><br> You count the money and give it to <<him>>. <br><br> <<money `-_price` "pharmacyCondoms">> <<set $brothelVending.condoms += $condomsBought>> <<set $brothelVending.condomsToRefill -= $condomsBought>> <<set $brothelVending.weeksEmpty to 0>> <<set $weekly.brothelVMCondoms to true>> <<unset $condomsBought>> <<earnFeat "Brothel Provider">> <<link [[Next|Pharmacy]]>><</link>><<widget "harper_intro">> <<if $hospitalintro isnot 1>> <<npc Harper>><<person1>>You don't have to wait long. A <<personsimple>> wearing a white medical coat and carrying a clipboard emerges from an adjacent room and beckons you over. <br><br> <<if $hospitalintro isnot 0>> It's the doctor from the farm. The one who experimented on you. You hesitate, but walk over to <<him>>. You're in a busy hospital now, not an isolated farm. <</if>> <<He>> smiles at you. "Hello, I'm Doctor Harper," <<he>> says. <<if $hospitalintro is 0>> <<He>> brushes <<his>> blond fringe away from <<his>> eyes. <<He>> looks young for a doctor, can't be older than 25. You enter <<his>> office and take a seat. <<else>> There's no recognition on <<his>> face. You enter <<his>> office and take a seat. <</if>> <<set $hospitalintro to 1>> <<elseif $hospitalintro is "party">> <<set $hospitalintro to 1>> <<npc Harper>><<person1>> You don't have to wait long. A <<personsimple>> wearing a white medical coat and carrying a clipboard emerges from an adjacent room and beckons you over. <br><br> It's the doctor from the party at Avery's mansion. "Hello, I'm Doctor Harper." <<His>> face alights with recognition. "Aha. Avery's partner. I hope <<nnpc_he Avery>>'s well." You enter <<his>> office and take a seat. <br><br> <<else>> <<npc Harper>><<person1>>You don't have to wait long. Doctor Harper emerges from <<his>> office and beckons you over. You follow <<him>> in and take a seat. <</if>> <br><br> <</widget>><<widget condomsPrice>> <<if _args[0] lte 50>> <<set _price to _args[0] * 6000>> <<elseif _args lte 100>> <<set _price to 50 * 6000 + (_args[0] - 50) * 6000 * .98>> <<else>> <<set _price to 50 * 6000 + 50 * 6000 * .98 + (_args[0] - 100) * 6000 * .95>> <</if>> <</widget>><<effects>> You look around your camp. There's plenty of leaves and grasses of all sizes. Usable wood will be harder to come by, as you lack the tools to cut it. You'll need to keep an eye out for appropriately-sized and shaped pieces while exploring, and make minor adjustments with sharp stone. <br><br> With enough elbow grease, you should be able to make simple furniture. <br><br> <<if $island[$island.home].space is 0>> You have no more space for furniture. <br><br> <<else>> You have space for <<number $island[$island.home].space>> more furniture <<= $island[$island.home].space is 1 ? "piece" : "pieces">>. <br><br> <</if>> <<birdicon "wood">>You have <span class="gold"><<number $island.wood>></span> wood. <br><br> <<if $tiredness gte C.tiredness.max>> You're too tired to build anything. <<else>> <div id="islandUpgrades"> <<islandBuildOption trap>> <<islandBuildOption curtains>> <<islandBuildOption bird_feeder>> <<islandBuildOption camouflage>> <<islandBuildOption decor>> <<islandBuildOption chair>> <<if $islander_mask gte 1>> <<islandBuildOption islanderMask>> <</if>> <<if $island.explore_locations.includes("bay")>> <<islandBuildOption raft>> <</if>> </div> <</if>> <br><br> <<link [[Back|Island]]>><</link>> <br><<effects>> You tie some leaves together, forming a length of fibre. You tie both ends around separate trees on the path to your camp. It should trip someone up, and perhaps injure them enough to put them out of the fight. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You carve two pieces of wood into a simple contraption, and half-bury it in the earth. Next, you tie the rope into a loop, and weave the other end around an overhanging branch. This trap should prove more effective. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You build a more sophisticated contraption to attach the rope to both trees to either side, and an overhanging branch. It covers a wide area, and anyone stepping into the fibre will find their ankle snared before they can react. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You carve notches in wood, and rest them about above your sleeping spot. It takes a while to find leaves of appropriate length, but you're able to ensconce your sleeping spot within a green veil. It's far from opaque, but it keeps some of the light out, and makes it feel less like you're sleeping outside. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You spend time winding more leaves into the curtains, making them fuller. When you finish, the sleeping spot feels like an enclosed space. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> With more wood and elbow grease, you're able to improve the curtain further. It can now be pulled and held back, creating a welcoming archway, then let down when it's time to sleep. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You sit down with a few pieces of wood, and a sharp rock. With a little time, you should be able to carve some decoration. But what will you carve? <br><br> <<set $island[$island.home].decoration to "figurines">> <<textbox "$island[$island.home].decoration" "figurines">> <<link [[Next|Island Build]]>> <<if $island[$island.home].decoration is undefined or $island[$island.home].decoration is "">> <<set $island[$island.home].decoration to "figurines">> <</if>> <<set $island[$island.home].decoration to Util.escape($island[$island.home].decoration).replace(/\[/g, "&#91;").replace(/\]/g, "&#93;")>> <</link>> <br><<effects>> With patient grace, you carve the wood into <<print $island[$island.home].decoration>>. This should make your camp look more homely. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> Some of the small trees dotting the camp are beautiful in their own right, and should be brought into the fold. You set to work removing weeds from around their bases, making them look more dignified in their solitude. Next, you place a wooden frame around the base of each, so that they almost look like their planting is deliberate. <br><br> It's just for show, but it does make the camp look more sophisticated. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> With a deft combination of long leaves and wood, you're able to fashion a number of basket-like containers. Next, you fill them with soil and search the surroundings for the prettiest flowers you can find. <br><br> You plant them in the baskets and hang them on your pet trees. Between this and the <<print $island[$island.home].decoration>>, it could almost be someone's garden. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You carve notches in your wood, and put together a platform for birds to stand on. There's a space in the middle. It shouldn't be hard to fill it with seeds shaken from nearby grasses, making a handy lunch for passing birds. Perhaps they'll leave something in return. <br><br> <<if $harpy gte 4>> You resist the urge to peck at them yourself. <br><br> <</if>> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You carve a bowl and place it in the centre of your bird feeder. This should make lunch a more convenient experience for your feathered friends. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> It's not an easy process with your tools limited to different shaped rocks, but you're able to carve your wood into the facsimile of a cage. Slotted into the middle of your bird feeder and filled with seeds, this should prove a popular feeding area for passing birds. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You make a platform for your <<bottom>>, with notches for other wood to slot into for legs. It takes a while, and it's difficult to make it sturdy without nails, but the result should be more sturdy while your weight presses on it, not less. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You carve notches in one side of the seat of your stool, and slot in more pieces of wood. It takes a few attempts, but you're able to create a sturdy frame that should support your weight. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> <<earnFeat "Wild Monarch">> You sit down with a few sharp stones, and get to work carving elegant curves into wood. Once finished, you affix them to your chair, creating a throne worthy a monarch. Among thrones made from sticks and stones on remote islands, anyway. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You rearrange the flora, moving fronds and interlocking the branches of bushes to conceal pathways. It's not much, but it should stop anyone wandering from following a trail right into your camp. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You dig up some of the ferns and smaller plants, replanting them to give the impression of dense foliage. From outside, there's nothing to indicate anyone lives here, though the observant might still spy a hidden path. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> A strategic pruning, and a scattering of stones, just so. Now your passage in and out should leave no impression. Just another patch of dense woodland. <br><br> <<link [[Next|Island Build]]>><</link>> <br><<effects>> <<if $islander_mask gte 100>> <<earnFeat "Face of a Guardian">> <<facewear 38>> The wood endures your ministrations, yielding to the stone without breaking, until you have a near-perfect angular frame in imitation of the islander masks. The eyes and mouth come next, then the strap. <br><br> You hold the completed mask in your hands. It stares up at you. You look away. The roaming islanders will remain suspicious, <span class="gold">but this should help fool the guards at the castle.</span> <br><br> <<specialClothesUnlock "item" "islander mask">> <<elseif $islander_mask gte 40>> You carve the wood with a sharp stone, and manage to shape it into an angular frame. It cracks right down the middle as you try to add the eyes.<<note "Mask carving proficiency" "green">> <br><br> <<else>> You carve at the wood with a sharp stone. You have trouble getting the shape right, and carve it down more and more, trying to fix previous errors, until it snaps in half.<<note "Mask carving proficiency" "green">> <br><br> <</if>> <<link [[Next|Island Build]]>><</link>> <br><<effects>> You carry the wood across the island, to the secluded bay where the raft waits. Using the vines growing around the bay, you tie the wood onto the raft, and step back to admire your handiwork. <<if $island.raft gte 100>> <span class="green">The raft is sea-worthy,</span> at least for a short trip. <br><br> <<link [[Sail the raft back to town (1:00)|Island Sail]]>><<island_pass 60>><</link>> <br> <<elseif $island.raft gte 80>> <span class="teal">The raft is almost finished.</span> <<elseif $island.raft gte 50>> <span class="lblue">The raft is over halfway done.</span> <<elseif $island.raft gte 20>> <span class="blue">The raft is taking shape.</span> <<else>> <span class="purple">You've still a long way to go.</span> <</if>> <br><br> <<link [[Return to camp|Island Build]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $timer to 2>> <</if>> <<if $timer lte 1>> <<set $trance to 0>> <span class="teal">You snap out of your trance.</span> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Island Snake Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Snake Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<set $trance to 0>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $islander_language gte 100>> "Foreign <<girls>> have meat in all the right places," <<he>> says. <<He>> retrieves <<his>> snake, and disappears deeper into the island. <<elseif $islander_language gte 50>> The <<person>> mutters something about your body, retrieves <<his>> snake, and disappears deeper into the island. <<else>> The <<person>> mutters something in <<his>> incomprehensible language, retrieves <<his>> snake, and disappears deeper into the island. <</if>> <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> <<if $islander_language gte 100>> "I knew I shouldn't have trusted that old snake," <<he>> shouts as <<he>> turns and flees. <<elseif $islander_language gte 50>> The <<person>> shouts something about <<his>> snake as <<he>> turns and flees. <<else>> The <<person>> shouts in <<his>> incomprehensible language as <<he>> turns and flees. <</if>> <br><br> <<tearful>> you catch your breath. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Island Trap Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Trap Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They tumble into the dense ferns. <br><br> <<tearful>> you make your escape. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <<elseif $enemyhealth lte 0>> They turn and run. <<tearful>> you catch your breath against the nearest tree. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <<else>> You fall to the ground, too hurt to continue fighting. <br><br> <<if $islander_language gte 100>> The pair step either side of you. <br> "I told you it would work." <br> "It was still a foolish plan. Just hurry up and find something to tie <<phim>> to." <<elseif $islander_language gte 50>> The pair step either side of you. <<tearful>> you listen as they talk over you. You can't understand them, but it doesn't sound good. <<else>> The pair step either side of you. <<tearful>> you listen as they talk over you in their incomprehensible language. <</if>> <br><br> <<link [[Next|Island Defeat]]>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You twist and pull against the rope binding your ankles. The pair pay you no heed, confident in their ropework. <span class="green">Their confidence proves misplaced.</span> The rope snaps lose, and you fall to the leafy floor. <br><br> They jump back in shock, giving you a chance to climb to your feet, but they won't let you get away with such ease. <br><br> <<link [[Next|Island Trap Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> You twist and pull against the rope binding your ankles. The pair pay you no heed, confident in their ropework. You're still twisting when <span class="red">they finish their discussion.</span> <br><br> <<link [[Next|Island Defeat]]>><</link>> <br> <</if>><<effects>> You scour the clearing, looking for seeding plumerias. You find several cresting a mound, peering towards the sun. <br><br> <span class="gold">You can now grow <<icon "tending/plumeria.png">> plumerias.</span> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> You scour the clearing, looking for <<icon "tending/plumeria.png">> plumeria in bloom. <<if $tendingSuccess>> <<wearProp "plumeria">> <span class="green">You find a number atop a mound.</span> <<tending_pick plumeria>> <br><br> <<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>> <br> <<else>> <span class="red">You find none that would sell at market.</span><<gtending>><<tending 2>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You give the tree a solid punch. The force vibrates up the trunk, shaking the leaves <span class="green">and dislodging the walnuts.</span> They fall to your feet.<<gwalnut>><<set $island.walnut += 1>> <br><br> <<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>> <br> <<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>> <br> <<else>> You give the tree a solid punch, <span class="red">hurting your hand</span> with little impact on the trunk. This one is too tough, and rooted too firm.<<gpain>><<pain 4>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</if>><<effects>> You ram your horns into the tree. The trunk vibrates as the force journeys, making the branches way and dislodging their nuts. <br><br> <<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>> <br> <<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>> <br><<effects>> The bark is rugged and rough against your palms, but not easy to grasp. <<if $athleticsSuccess>> It bends a little as you climb higher, which makes it easier as you near the branches. You wrap your legs around the trunk, and with one arm gather the walnuts.<<gwalnut>><<set $island.walnut += 1>> <br><br> <<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>> <br> <<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>> <br> <<else>> You scamper up the trunk as fast as you can, making it a few feet above the ground, <span class="red">before losing your grip and sliding back down.</span> You'll need to find another tree.<<gpain>><<pain 4>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</if>><<effects>> You climb the tree. Your claws dig into the bark, and your capable limbs make reaching the branches a simple affair. <br><br> It bends a little as you climb higher, which makes it easier as you near the branches. You wrap your legs around the trunk, and with one arm gather the walnuts. <br><br> <<link [[Eat|Island Walnut Eat]]>><<hunger -200>><<set $island.walnut -= 1>><</link>><<lhunger>><<lwalnut>> <br> <<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>> <br><<effects>> You open the raw walnuts, and munch on the rubbery fruit within. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> You smash the walnuts together, opening them and revealing the fruit within. You munch on them, and discard the shells. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Sorry to bother you," you say in the islander tongue. "Can you share some wood with me? I need it for my camp." <<elseif $speech_attitude is "bratty">> "Do me a favour," you say, "and give me some of that wood." <<else>> "Could you share some of that wood with me?" you ask. <</if>> <br><br> The <<person>> glances at the bundle in <<his>> arms, then throws three sticks your way, before continuing <<his>> journey. They look usable.<<gwood>><<set $island.wood += 3>> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br><<effects>> You try to speak in the islander tongue, but it's clear from the <<persons>> expression that you're not quite getting across. You point at the sticks in <<his>> arms, then to yourself. <br><br> <<if random(1, 2) is 2>> The <<person>> looks at the sticks, then laughs as realisation dawns on <<his>> face. <<He>> throws you a few, before continuing on. The sticks look usable.<<gwood>><<set $island.wood += 3>> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <<else>> The <<person>> puts the sticks on the ground, then walks towards you, <span class="red">lust in <<his>> eyes.</span> <br><br> <<link [[Next|Island Wood Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Island Wood Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Wood Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> picks up the sticks and walks away, but leaves a few behind. <br><br> <<tearful>> you examine them. They look usable.<<gwood>><<set $island.wood += 3>> <br><br> <<elseif $enemyhealth lte 0>> <<He>> turns and runs, leaving the sticks behind. <br><br> <<tearful>> you examine the sticks. A few look usable.<<gwood>><<set $island.wood += 3>> <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> <<water>> You wade out into the river, until your feet leave the ground. <<if $swimmingSuccess>> You kick water the rest of the way, until the wood is in reach.<<gwood>><<set $island.wood += 2>> <br><br> You make it back to shore without difficulty. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <<else>> <<generateRole 0 0 "islander">> You kick water the rest of the way, but as you reach for the wood, <span class="red">a hidden undercurrent snatches you away.</span> <br><br> The river carries you downstream, and dumps you on another shore, right beside a <<person1>><<person>>. <<Hes>> on top of you before you can recover. <br><br> <<link [[Next|Island Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Island Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> disappears among the trees. <br><br> <<tearful>> you rise to your feet. <<elseif $enemyhealth lte 0>> The <<person>> flees deeper into the island. <br><br> <<tearful>> you catch your breath against a tree. <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> <<generateRole 0 0 "islander">><<person1>> You turn and march in the opposite direction, catching a <<person>> hiding behind a bush. <<He>> throws <<his>> hands up in an apologetic gesture. <<He>> holds a bow in one, and an arrow in the other. <br><br> <<if $islander_language gte 100>> <<link [[Chastise|Island Hunted Chastise]]>><<trauma -6>><</link>><<ltrauma>> <br> <<else>> <<link [[Try to communicate|Island Hunted Communicate]]>><<islander_language 1>><</link>><<gcomprehension>> <br> <</if>> <<link [[Chase away|Island Hunted Chase]]>><<stress -6>><</link>><<lstress>> <br><<effects>> <<generateRole 0 0 "islander">><<person1>> You hide in a bush beside the trail. A few moments later a <<person>> walks by, looking this way and that. You keep your head down, and <<he>> doesn't think to search your hiding place. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br><<effects>> "Don't stalk me like a common rapist," you say. <br><br> "It was just a bit of fun," the <<person>> replies. "I wasn't going to harm you. See you around." <br><br> <<He>> turns and runs without waiting for your response. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br><<effects>> You try to speak with the <<person>>, asking <<him>> why <<he>> was following you. You don't understand <<his>> words, but <<he>> gestures as <<he>> speaks. <br><br> <<He>> picks up two rocks, one smaller than the other. With the smaller rock held between forefinger and thumb, <<he>> bounces it along the ground in a spirited way. The larger rock follows behind. Then <<he>> moves <<his>> finger between the larger and smaller rock. The smaller rock starts vibrating. <br><br> <<He>> stands upright, nods, and walks away. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br><<effects>> You growl, and lunge at the <<person>>. <<He>> almost trips as <<he>> flees. You chase <<him>> down the trail until convinced <<hes>> learned <<his>> lesson. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br><<effects>> <<if $physiqueSuccess>> You force your legs in the opposite direction. The energy fights you with renewed energy, <span class="green">but the natural force of your limbs</span> overpowers it. As if in spite, a final surge splays your legs and drops you to the ground, but then the energy falls silent. <br><br> You dust yourself off. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <<else>> You try to force your legs in the opposite direction, <span class="red">but the energy snaps them back into the original course.</span> <br><br> <<link [[Next|Island Runes Submit]]>><</link>> <br> <</if>><<effects>> <<if $willpowerSuccess>> You examine the feeling in your legs, of the energy flowing through them. The force seems to shrink beneath your attention, and you find your legs restored to your control. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <<else>> You try to will away the energy flowing through your legs, <span class="red">but it's no use.</span> The force carries you inexorably on. <br><br> <<link [[Next|Island Runes Submit]]>><</link>> <br> <</if>> <br><br><<effects>> <<island_pass 20>> The energy walks you across the island, one leg swinging to a stop before the other joins it. It makes you stop for a moment beside other rune-covered rocks similar to the first, each time receiving another jolt of energy and rejuvenating its vigour. <br><br> At last, you arrive in front of a tall pillar. There are runes here as well, but rather than replenish, the energy forces you to your knees. You lean forward on your hands, but nothing more happens. <br><br> The energy in your legs has no interest in walking you anywhere, and resists your attempts to stand. It's weakening however, and you regain more and more control. <br><br> <<link [[Next|Island Runes Submit 2]]>><</link>> <br><<effects>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> <<if $islander_language gte 100>> "Look at what we've found," says a <<person>> walking towards you with a bow slung over <<his>> back. <br> "The druid was right about this place," says a <<person2>><<person>> walking beside <<him>>. Both wear concealing antlered masks, but their voices are mirthful. <<elseif $islander_language gte 50>> You hear voices. A <<person>> and <<person2>><<person>> walk towards you. You can't discern the specifics, but you think they're here for you. <<else>> You hear voices. A <<person>> and <<person2>><<person>> walk towards you, talking with each other in their incomprehensible language. <</if>> <br><br> <<link [[Fight|Island Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Defeat]]>><</link>> <br><<effects>> You shake walnuts free from the trees, and gather them in your arms. It looks like you have three handfuls. <br><br> <<link [[Eat|Island]]>><<hunger -600>><<set $island.walnut -= 3>><<island_explore_end>><</link>> <br> <<link [[Save for later|Island]]>><<island_explore_end>><</link>><<walnutStoreMessage>> <br><<effects>> <<if $islander_language gte 50>> You listen to their conversation. You're not certain, but you think they're talking about family. They seem to be friends. <<else>> You listen to their conversation, but don't understand a word they say. Still, there's something familiar about their speech. It carries you along, despite your lack of comprehension. <</if>> <<gcomprehension>><<islander_language 1>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> You walk up to the <<person1>><<person>> and <<person2>><<person>>. They reach for their bows, until you hail them. <br><br> <<if $speech_attitude is "meek">> "I mean no harm," you say. "I'd just like to chat." <<elseif $speech_attitude is "bratty">> "Keep those weapons away," you say. "I'm here to chat." <<else>> "No need for weapons," you say. "I'd like to chat." <</if>> <br><br> The pair look at each other, and relax. They seem happy, and more than a little bemused, by your ability to speak their language. <br><br> <<if $rng gte 81>> "We're taking a break after a hunt," the <<person1>><<person>> says. <br> "Not a successful hunt, mind," the <<person2>><<person>> says. "We won't fail next time." <<elseif $rng gte 61>> "We're looking for a troublesome cat," the <<person1>><<person>> says. <br> "Stole off with a pig," the <<person2>><<person>> adds. "Imagine that, a cat big enough to carry a pig!" <br> "It was a very small pig," the <<person1>><<person>> confirms. "Still, keep your wits about you." <<elseif $rng gte 41>> "We're happy to chat," the <<person1>><<person>> says. "Guard duty is boring." <br> "Don't tell the lost one all our secrets," the <<person2>><<person>> adds. <<elseif $rng gte 21>> "We're taking a break from patrolling," the <<person1>><<person>> says. <br> "Indeed," the <<person2>><<person>> confirms. "If our superiors ask though, we never stopped marching." <<else>> "We just drove off some rivals," the <<person1>><<person>> says. <br> "Ran off with their tails between their legs," the <<person2>><<person>> adds. <</if>> <br><br> They evade your more probing questions in a jovial manner, make excuses, and depart. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br><<effects>> Two more volleys of arrows arc across the clearing, then a great cry goes up, and two groups of islanders charge into the open, spears in hand. <br><br> The battle is fierce, and quick. <<if $islander_language gte 100>> They scream battle cries and insults at each other, but they also verbally coordinate. They seem less interested in harming each other than gaining a tactical advantage. <br><br> After a while, one side gains such an advantage. Their opponents fall back, and the victors chase them into the woods. <br><br> <<elseif $islander_language gte 50>> They scream battle cries and insults at each other, until one side falls back. The victors chase them into the woods. <br><br> <<else>> They shout at each other in their incomprehensive language, screaming at the top of their lungs, until one side falls back. The victors chase them into the woods. <br><br> <</if>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> You sing, adding a simple harmony to the choir above. The music shifts at once, taking your voice into account and making space for it to develop further. The resulting music has never been heard above the island, or anywhere. <br><br> A cry shatters the spell, and the birds take flight in all directions. You glance around for the source of the noise, but can't see the perpetrator. It sounded like a person or a cat. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Island Cat Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Cat]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the <<beasttype>> prowls into the woods. <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> The <<beasttype>> hisses and flees into the woods. <br><br> <<tearful>> you catch your breath. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>><<effects>> You turn to run, only to come face to face with another <<beasttype 1>>. You halt in your tracks, only for the first creature to pounce from behind. <br><br> <<link [[Next|Island Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br><<effects>> You feel a presence behind you, but it's too late. Another <<beasttype 1>> pounces from behind, knocking you to the ground. <br><br> <<link [[Next|Island Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br><<effects>> You wait a moment, watching for anything unusual. Then you sense something behind you. Another <<beasttype 1>> lurks there, hoping to catch you off-guard. <br><br> You step to the side, and put your back against a thick trunk. The other <<beasttype 1>> gives up <<bhis 1>> gambit and joins the first. Their ambush failed, but they're not ready to give up. <br><br> <<link [[Next|Island Cats Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Island Cats Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Cats Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Island Cats Rape]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Island Cats Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Island Cats Rape]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Island Cats Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> Satisfied, the <<beasttype>> leaves. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the beasts flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The beasts leave you spent and shivering. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The beasts leave you spent and shivering. <</if>> <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</if>><<effects>> <<if !$worn.lower.type.includes("naked")>> <<set $worn.lower.integrity -= 20>> <<if $worn.lower.integrity lte 20>> You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.lower.name>> behind.</span> <<else>> You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.lower.name>>.</span> <</if>> <<integritycheck>><<exposure>> <br><br> <<elseif !$worn.under_lower.type.includes("naked")>> <<set $worn.under_lower.integrity -= 20>> <<if $worn.under_lower.integrity lte 20>> You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.under_lower.name>> behind.</span> <<else>> You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.under_lower.name>>.</span> <</if>> <<integritycheck>><<exposure>> <br><br> <<elseif !$worn.upper.type.includes("naked")>> <<set $worn.upper.integrity -= 20>> <<if $worn.upper.integrity lte 20>> You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.upper.name>> behind.</span> <<else>> You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.upper.name>>.</span> <</if>> <<integritycheck>><<exposure>> <br><br> <<elseif !$worn.under_upper.type.includes("naked")>> <<set $worn.under_upper.integrity -= 20>> <<if $worn.under_upper.integrity lte 20>> You tear yourself free of the branch, <span class="pink">leaving the tattered remains of your <<print $worn.under_upper.name>> behind.</span> <<else>> You tear yourself free of the branch, <span class="purple">tearing your <<print $worn.under_upper.name>>.</span> <</if>> <<integritycheck>><<exposure>> <br><br> <</if>> You're able to escape before the islanders arrive. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<person1>> You carefully untangle your clothing from the branch as the voices draw closer. <br> <<if $islander_language gte 100>> <<if $rng gte 81>> "...the whole fish!" <br> "I don't believe it. Not after all that cheese." <<elseif $rng gte 61>> "...drums at night?" <br> "Yes, but you just get used to it." <<elseif $rng gte 41>> "...eggs in that tree there." <br> "I'm not hungry, and the castle's larder is full." <<elseif $rng gte 21>> "...just sat on a throne like <<pshe>> owns the place." <br> "Sounds like <<pshe>> needs taming." <<else>> "...chased me down the river." <br> "Explains why you were so wet!" <</if>> <<elseif $islander_language gte 50>> You can't understand their language, but they seem in high spirits as they walk into view, a <<person>>, <<person2>><<person>>, and <<person3>><<person>>. <<else>> They're speaking in their incomprehensible language as they walk into view, a <<person>>, <<person2>><<person>>, and <<person3>><<person>>. <</if>> <br><br> They spot you before you manage to free yourself, struggling to untangle yourself from the foliage. They look at each other, amused, then they approach. <br><br> You free your clothing just before they reach you. <br><br> <<link [[Next|Island Rape Trio]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Island Rape Trio Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Rape Trio]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The trio leaves you lying among the foliage, joking to each other. <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> The trio turn and run, disappearing between the trees. <br><br> <<tearful>> you catch your breath. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "slug">> <<struggle_creatures 3 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<unset $struggle_start>> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Island Slugs End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Island Slugs]]>><</link>></span> <br> <</if>><<effects>> The slugs burrow into the earth. <<tearful>> you catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br><<effects>><<wearProp "rope climb" 0 "rope">> You turn to the river and straddle the rope. It looks like it will support your weight, but it hangs close to the water. Your weight will likely push it closer. You'll need to stay on top of it. <br><br> Movements from the islanders behind spur you into action. You sit on the rope. It presses into your <<genitals>>, but you endure, and shuffle forward across the river. The islanders stop at the edge, watching you. You can't see their expressions behind their masks, but their body language suggests amusement. <br><br> <<link [[Next|Island Rope 2]]>><</link>> <br><<effects>> You shuffle along the rope. It's coated in a greasy substance, likely to protect it from the water, but it helps your journey. The bumps in the fibre rub against your <<genitals>> however, and a warmth builds within you.<<garousal>><<arousal 600>> <br><br> The islanders on the shore ready their arrows. They are not going to make this easy. <br><br> <<set $island_rope_distance to 0>> <<set $island_rope_orgasm to 0>> <<set $island_rope_enemy_action to "watch">> <<set $island_rope_action to "none">> <<island_rope_options>><<effects>> <<if $island_rope_action is "shuffle">> <<if $island_rope_enemy_action is "watch">> The islanders watch you shuffle along the rope. The bumps in the fibre rub against your <<genitals>>, sending embarrassing shockwaves through your body. <<elseif $island_rope_enemy_action is "shout">> <<if $islander_language gte 100>> The islanders shout obscenities at you as you shuffle along the rope. <br><br> <<island_rope_shout>> <br><br> Knowing their language is proving a double-edged sword.<<ggarousal>><<arousal 1200>> <<elseif $islander_language gte 50>> The islanders shout obscenities as you shuffle along the rope. You can't quite understand them, but their tone is lascivious.<<garousal>><<arousal 600>> <<else>> The islanders shout in their incomprehensible language as you shuffle along the rope. <</if>> <<elseif $island_rope_enemy_action is "bow">> The islanders fire a volley of arrows as you shuffle along the rope. <br><br> <<island_rope_bow>> <</if>> <<elseif $island_rope_action is "breath">> <<if $island_rope_enemy_action is "watch">> You stop to catch your breath. The islanders watch you from the shore. <<elseif $island_rope_enemy_action is "shout">> <<if $islander_language gte 100>> You stop to catch your breath as the islanders shout obscenities. <br><br> <<island_rope_shout>> <br><br> Knowing their language is proving a double-edged sword.<<ggarousal>><<arousal 1200>> <<elseif $islander_language gte 50>> You stop to catch your breath as the islanders shout obscenities. You can't quite understand them, but their tone is lascivious.<<garousal>><<arousal 600>> <<else>> You stop to catch your breath as the islanders shout in their incomprehensible language. <</if>> <<elseif $island_rope_enemy_action is "bow">> You stop to catch your breath as the islanders launch a volley of arrows. <br><br> <<island_rope_bow>> <</if>> <<elseif $island_rope_action is "duck">> <<if $island_rope_enemy_action is "watch">> You duck, hugging the rope tight and making your profile as small as possible. The islanders watch, laughing, from the shore. <<elseif $island_rope_enemy_action is "shout">> <<if $islander_language gte 100>> You duck while the islanders shout obscenities. <br><br> <<island_rope_shout>> <br><br> Knowing their language is proving a double-edged sword.<<ggarousal>><<arousal 1200>> <<elseif $islander_language gte 50>> You duck while the islanders shout obscenities, hugging the rope tight and making your profile as small as possible. You can't quite understand them, but their tone is lascivious.<<garousal>><<arousal 600>> <<else>> You duck while the islanders shout in their incomprehensible language, hugging the rope tight and making your profile as small as possible. <</if>> <<elseif $island_rope_enemy_action is "bow">> You duck as the islanders launch their arrows, your smaller profile helping to avoid the projectiles. <br><br> <<island_rope_bow duck>> <</if>> <</if>> <br><br> <<if $arousal gte $arousalmax>> <<orgasm>> <<if $island_rope_orgasm gte 1>> You slip from the rope, until you hang on its underside, your wracked limbs desperate and clinging to the oily fibre above as the water laps at your <<bottom>>. <br><br> <<link [[Next|Island Rope Fall]]>><<handheldon>><</link>> <br> <<else>> <<set $island_rope_orgasm += 1>> You fall forward. It's only by stretching your arms and legs over a greater length of the rope that you have the strength to cling to it. <br><br> <<island_rope_options>> <</if>> <<elseif $island_rope_distance gte 5>> Your feet find solid ground, and you climb onto the opposite shore. The islanders fire a volley, but you shield yourself behind a tree, and the arrows thud into the bark. <br><br> <<link [[Island|Island]]>><<endevent>><<island_rope_end>><<island_explore_end>><</link>> <br> <<else>> <<island_rope_options>> <</if>><<effects>> You fall into the churning water below. You whirl for a disorienting moment, before it dumps you back on shore. Six pairs of shoes stand around you. <br><br> <<link [[Next|Island Defeat]]>><</link>> <br><<location "island">><<set $outside to 1>><<effects>> You are on the beach of a strange island. The sand here is firm, but wet, and you're not sure if the rest of the beach is so stable. <br><br> <<island_init>> <<if $settings.tentaclesEnabled and ($hallucinations gte 2 or $world_corruption_soft gte 50)>> <span class="purple">The sea erupts with a mass of tentacles.</span> Some tower above, others reach out, as if to grasp you, but they're too far away. <br><br> A wave reaches your feet. The tide is coming in fast. <br><br> <<else>> A roaring wave snatches your attention. The water is violent, and the tide is coming in fast. <br><br> <</if>> <<island_tide_text>> <br><br> <<island_tide_options>><<effects>> <<if $phase is 1>> You drop to all fours and crawl up the beach, feeling the consistency of the sand with your hands before pushing your full weight onto it. You hear the tide creep closer. <br><br> <<elseif $phase is 2>> You walk up the beach, feeling the consistency of the sand with each foot before committing to a step. <br><br> <<else>> You run up the beach as fast as you can, leaving the tide behind you. <br><br> <</if>> <<if $island.tide_distance gte 10>> The sand becomes more firm, then gives way to soil as you reach the treeline. You escape to the safety of the trees. <br><br> <<link [[Next|Island Treeline]]>><</link>> <br> <<elseif $island.tide gte 5>> <<if $settings.tentaclesEnabled and ($hallucinations gte 2 or $world_corruption_soft gte 50)>> The tide overtakes you, lifting you off your feet as a mass of tentacles coil around your body. <br><br> <<link [[Next|Island Beach Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The tide overtakes you, lifting you off your feet, then snatching you beneath the waves. <br><br> <<link [[Next|Passout Beach]]>><</link>> <br> <</if>> <<else>> <<if $phase is 1 and $rng gte 91 or $phase is 2 and $rng gte 71 or $phase is 3 and $rng gte 51>> <<if $phase is 1>> Despite your caution, <span class="purple">your hands and knees sink in quicksand.</span> <<elseif $phase is 2>> <span class="purple">Quicksand swallows your foot up to your ankle.</span> <<else>> <span class="purple">You almost trip as quicksand swallows your foot up to your ankle.</span> <</if>> <<if random(1, 8) is 8 and $settings.voreEnabled>> <br><br> The sand rumbles, then sinks <span class="pink">as a large maw protrudes from the sand.</span> <br><br> <<link [[Next|Island Beach Vore]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $quicksand gte 5>> <span class="green">However,</span> you're able to spread your weight and wiggle across safely.<<note "Knowledge: Quicksand" "Green">> <br><br> <<else>> It's not too deep, but it takes a minute to remove yourself from the muck.<<island_pass 1>><<island_tide 1>><<gisland_tide>> <br><br> <</if>> <<island_tide_options>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 81 and $settings.slugsEnabled>> <<if $settings.slugsEnabled>> Fat slugs hide just beneath the sand, and leap at you as you pass. <br><br> <<if pcAreArmsBound("both")>> <span class="blue">With your arms bound, you have trouble defending yourself.</span> <br> <<else>> <<link [[Bat them away with your arms|Island Beach Slug Bat]]>><</link>> <br> <</if>> <<link [[Duck|Island Beach Slug Duck]]>><</link>> <br> <<else>> The wet and stodgy sand slows you considerably.<<island_pass 1>><<island_tide 1>><<gisland_tide>> <br><br> <<island_tide_options>> <</if>> <<else>> <<island_tide_options>> <</if>> <</if>> <</if>><<effects>> You bat the leaping slugs away with your arms. A string of slime spurts from the last. <<random_goo>> <br><br> <<island_tide_options>><<effects>> You duck, dodging a couple of the leaping slugs, but the third smacks into your face, knocking you prone. <br><br> The slugs don't molest you further, but pulling yourself from the muck is a struggle.<<island_pass 1>><<island_tide 1>><<gisland_tide>> <br><br> <<island_tide_options>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 12 15>> <</if>> <<water>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Island Beach Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Beach Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> More tentacles emerge, and drag you beneath the waves. <br><br> <<endcombat>> <<link [[Next|Passout Beach]]>><</link>> <br><<set $outside to 1>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<if $settings.tentaclesEnabled and $hallucinations gte 1>> <<set $enemytype to "tentacles">> <<tentaclestart 2 15>> <<set $voretentacles to 1>> <<else>> <<set $enemytype to "vore">> <<set $voretentacles to 0>> <</if>> <<set $vorestage to 1>> <<set $vorecreature to "giant lurker">> <<set $vorestrength to 1>><<set $position to "doggy">> <<resetLastOptions>> <<getCombatDefaultsType>> <</if>> <<if $settings.tentaclesEnabled and $hallucinations gte 1 and $enemytype is "tentacles">> <<voreeffects>><<effectstentacles>> <<vore>><<tentacles>> <<statetentacles>> <br><br> <<actionsvorentacles>> <<else>> <<voreeffects>> <<vore>> <<voreactions>> <</if>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Island Beach Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<link [[Next|Island Beach Vore Finish]]>><</link>></span><<nexttext>> <<elseif $vorestomach gte 5>> <span id="next"><<link [[Next|Island Beach Vore Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Beach Vore]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $stress gte $stressmax or $vorestomach gte 5>> It's just too much for you. You pass out. <br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underloweroff isnot 0>> <<underlowerruined>> <</if>> <<if $underupperoff isnot 0>> <<underupperruined>> <</if>> <<endcombat>> <<if isPregnancyEnding()>> When you come to, the giant lurker is nowhere to be seen. You try to stand, but your contractions overwhelm you. <<pregnancyPassout "island">> <<else>> <<link [[Next|Island Passout]]>><<trauma 6>><<passout>><<island_pass 60>><</link>> <br> <</if>> <br> <<else>> <<tearful>> you haul yourself back onto the sand. <<if $settings.tentaclesEnabled and $hallucinations gte 1 and $enemytype is "tentacles">> Two tendrils grope after you, but you manage to roll to safety. <</if>> <br><br> <<clotheson>> <<endcombat>> The tide draws closer.<<island_pass 1>><<island_tide 1>><<gisland_tide>> <br><br> <<island_tide_options>> <</if>><<effects>> You squeeze between densely-packed trees, the canopy above obscures the sky. The sound of the sea behind you fades, replaced by the rustling of leaves. <br><br> <<generateRole 0 0 "islander">><<person1>> You feel a presence behind you. You turn, and almost jump as you find a figure crouched where you walked just a moment ago. <<His>> face is concealed by an antlered mask, with round holes for eyes. A bow rests in <<his>> hands, with an arrow notched. <br><br> <<if $islander_language gte 100>> "So the lost one returns," <<he>> says. <<elseif $islander_language gte 50>> <<He>> addresses you, but you can't interpret the words. <<else>> <<He>> speaks in a familiar but incomprehensible language. <</if>> In one motion, <<he>> <span class="pink">draws the string of the bow and releases an arrow in your direction.</span> It thuds into a tree beside you. <br><br> <<link [[Run (0:05)|Island Treeline Run]]>><<island_pass 5>><<tiredness 6>><<stress 6>><</link>><<gtiredness>><<gstress>> <br> <<link [[Surrender|Island Treeline Surrender]]>><<stress 12>><</link>><<ggstress>> <br><<effects>> You turn and run as fast as you can. You hear laughter behind you, but the islander doesn't seem to be following. Still, you run until your legs give out and you collapse in a heap. <br><br> <<link [[Next|Island Treeline Search]]>><<island_pass 60>><</link>> <br><<effects>> You drop to your knees and bow your head, unsure how else to communicate your surrender. The islander laughs, then silence. You look up. <<Hes>> gone. <br><br> <<link [[Next|Island Treeline Search]]>><<island_pass 60>><</link>> <br><<effects>> This island could be dangerous, but with the beach unsafe, you've no choice but to continue deeper. <br><br> The trees thin as the ground becomes steeper, with more and more rocks obstructing your path. You crest a hillock, and get a good view of the surroundings. The sea is visible in all directions, but the island itself is obscured by thick canopy. <br><br> A small stream trickles from a rock wall, beneath a sheltered overhang. You're not sure how long you'll be on the island, and this seems like a good home location to orient yourself around. <br><br> <<set $island.home to "rocky_hillock">> <i>Food isn't readily available on the island. You'll need to find some.</i> <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br><<location "island">><<set $outside to 1>><<effects>> <<hunger_description>> <br><br> <<if $island.home is "rocky_hillock">> You are on a strange island, in your camp atop a rocky hillock. You have a good view of your surroundings. <<elseif $island.home is "waterfall">> You are on a strange island, in your camp atop a waterfall. The river emerges from the trees nearby. <<elseif $island.home is "gulch">> You are on a strange island, in your camp within a gulch. Rocks and trees loom above you. <</if>> <br><br> <<if $island_simple_decor_message is 1>><<unset $island_simple_decor_message>> As you enter the camp, the sight of your <<print $island[$island.home].decoration>> buoys your spirits.<<lstress>><<stress -1>> <br> <<elseif $island_basic_decor_message is 1>><<unset $island_basic_decor_message>> As you enter the camp, the sight of your <<print $island[$island.home].decoration>> and other decorations lift your spirits.<<lstress>><<stress -2>> <br> <<elseif $island_advanced_decor_message is 1>> As you enter the camp, the sight of your <<print $island[$island.home].decoration>> and other decorations bolster your spirits.<<lstress>><<stress -3>><<unset $island_advanced_decor_message>> <br> <</if>> <<if $island_bird_message is 1>><<unset $island_bird_message>> <span class="teal">A visiting bird has left you a handful of walnuts.</span><<gwalnut>><<set $island.walnut += 1>> <br> <</if>> <br> <<if pcAreArmsBound("any")>> <<unbind>> <span class="lblue">You tear through your bonds using a sharp stone.</span> <br><br> <</if>> <<if $stress gte $stressmax>> It's too much for you. You pass out. <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "island">> <<else>> <<link [[Next|Island Passout]]>><<trauma 6>><<passout>><<island_pass 60>><</link>> <br> <</if>> <<elseif $hunger gte 2000>> You are ravenous. The hunger gnaws at your belly, a desperation heightened by the knowledge that your next meal might never come. <br><br> You find yourself wandering the island, searching for any morsel of edible matter, heedless of all danger. <br><br> <<link [[Next (0:30)|Island Hunger]]>><<pass 30>><</link>><br> <<else>> Where do you want to explore? <br> <label>Near your camp <<radiobutton "$island.explore" "none" autocheck>></label> <<if $island.explore_locations.includes("shore")>> <label>| The shore for a higher chance of food <<radiobutton "$island.explore" "shore" autocheck>></label> <</if>> <<if $island.explore_locations.includes("wood")>> <label>| The lush woodland for a higher chance of wood <<radiobutton "$island.explore" "wood" autocheck>></label> <</if>> <<if $island.explore_locations.includes("battleground")>> <label>| The battleground for a higher chance of encountering natives <<radiobutton "$island.explore" "battleground" autocheck>></label> <</if>> <<if $island.explore_locations.includes("plain")>> <label>| The plain for a higher chance of finding antiques <<radiobutton "$island.explore" "plain" autocheck>></label> <</if>> <br> <<islandicon "explore">><<link [[Explore (1:00)|Island Explore]]>><<physique 6>><<island_pass 60>><<set $island.explore_count += 1>><</link>><<gphysique>> <br><br> <<if $island.walnut gte 1 or $island.walnut_dried gte 1>> You have <<if $island.walnut + $island.walnut_dried is 1>> a handful <<else>> <<number `$island.walnut + $island.walnut_dried`>> handfuls <</if>> of walnuts stashed away. <<if $island.walnut_dried gte 1>><<Number $island.walnut_dried>> <<print $island.walnut_dried is 1 ? 'handful is' : 'handfuls are'>> dried and all the more nutritious for it.<</if>> <br> <<if $island.walnut gte 1>> <<islandicon "nuts">><<link [[Eat a handful of raw walnuts|Island Walnut Eat]]>><<set $island.walnut-->><<hunger -200>><</link>><<lhunger>> <br> <</if>> <<if $island.walnut_dried gte 1>> <<islandicon "nuts">><<link [[Eat a handful of dried walnuts (0:05)|Island Walnut Eat Dried]]>><<set $island.walnut_dried-->><<island_pass 5>><<hunger -400>><</link>><<llhunger>> <br> <</if>> <br> <</if>> Furniture: <<if $island[$island.home].trap is "simple">> <span class="blue">Simple</span> trap | <<elseif $island[$island.home].trap is "basic">> <span class="lblue">Basic</span> trap | <<elseif $island[$island.home].trap is "advanced">> <span class="teal">Advanced</span> trap | <</if>> <<if $island[$island.home].curtains is "simple">> <span class="blue">Simple</span> curtains | <<elseif $island[$island.home].curtains is "basic">> <span class="lblue">Basic</span> curtains | <<elseif $island[$island.home].curtains is "advanced">> <span class="teal">Advanced</span> curtains | <</if>> <<if $island[$island.home].decor is "simple">> <span class="blue">Simple</span> decor with <<print $island[$island.home].decoration>> | <<elseif $island[$island.home].decor is "basic">> <span class="lblue">Basic</span> decor with <<print $island[$island.home].decoration>> | <<elseif $island[$island.home].decor is "advanced">> <span class="teal">Advanced</span> decor with <<print $island[$island.home].decoration>> | <</if>> <<if $island[$island.home].bird_feeder is "simple">> <span class="blue">Simple</span> bird feeder | <<elseif $island[$island.home].bird_feeder is "basic">> <span class="lblue">Basic</span> bird feeder | <<elseif $island[$island.home].bird_feeder is "advanced">> <span class="teal">Advanced</span> bird feeder | <</if>> <<if $island[$island.home].chair is "simple">> <span class="blue">Stool</span> | <<elseif $island[$island.home].chair is "basic">> <span class="lblue">Chair</span> | <<elseif $island[$island.home].chair is "advanced">> <span class="teal">Throne</span> | <</if>> <<if $island[$island.home].camouflage is "simple">> <span class="blue">Simple</span> camouflage | <<elseif $island[$island.home].camouflage is "basic">> <span class="lblue">Basic</span> camouflage | <<elseif $island[$island.home].camouflage is "advanced">> <span class="teal">Advanced</span> camouflage | <</if>> <br> <<if $island[$island.home].space is 0>> You have no more space for furniture. <br> <</if>> <<choreicon "fix">><<link [[Build|Island Build]]>><</link>> <br> <br> <<if $drugged gte 1>> <span class="pink">You feel a lewd haze within you.</span> <br> <<skinicon "masturbate">><<link [[Masturbate|Island Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <<elseif $arousal gte ($arousalmax / 2)>> You feel aroused. <br> <<skinicon "masturbate">><<link [[Masturbate|Island Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <</if>> <<skinicon "wash">><<link [[Wash (0:10)|Island]]>><<island_pass 10>><<wash>><</link>> <br> <<mirroricon>><<link [[Look at your reflection|Island Mirror]]>><<preMirror>><</link>> <br> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1 or $worn.upper.exposed gte 2 and $underupperwetstage gte 3 or $upperwetstage gte 3 and $worn.under_upper.exposed gte 1 or $upperwetstage gte 3 and $underupperwetstage gte 3>> <<foresticon "bush">><<link [[Make a top out of plants and twigs (0:20)|Island Clothes]]>><<set $phase to 1>><<island_pass 20>><</link>> <br> <</if>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 or $worn.lower.exposed gte 2 and $underlowerwetstage gte 3 or $lowerwetstage gte 3 and $worn.under_lower.exposed gte 1 or $lowerwetstage gte 3 and $underlowerwetstage gte 3>> <<foresticon "bush">><<link [[Make a skirt out of plants and twigs (0:20)|Island Clothes]]>><<set $phase to 2>><<island_pass 20>><</link>> <br> <</if>> <<bedicon "zzz">><<link [[Sleep|Island Bed]]>><</link>> <br> <br> <<if $island.explore_locations.includes("castle")>> <<birdicon "tower">><<link [[Walk to castle (0:20)|Island Castle]]>><<island_pass 20>><</link>> <br> <</if>> <<if $worn.face.name is "islander mask">> <<islandicon "mask">><<link [[Store mask|Island]]>><<set $island.mask_stored to 1>><<faceruined true>><</link>> <br> <<elseif $island.mask_stored is 1>> <<islandicon "mask">><<link [[Retrieve mask|Island]]>><<set $island.mask_stored to undefined>><<facewear 38>><</link>> <br> <</if>> <<if $debug is 1>> <<ind>><<link [[Get wood|$passage]]>><<set $island.wood += 100>><</link>> (debug) <br> <</if>> <</if>><<effects>> <<getouticon>><<link [[Step away|Island]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>> <br><br> <<mirror "water">> <br><br><<set $outside to 0>><<effects>> <<if $island.home is "rocky_hillock">> You lie beneath the overhang, on a bed of soft moss. The surrounding rocks shelter you from the wind and rain. <br><br> <</if>> <<generateSleepLinks "Island Sleep">> <<link [[Climb out of bed|Island]]>><<storeon "bed">><<set $wardrobe_location to "wardrobe">><<loadTempHairStyle>><<endevent>><</link>> <br><br><<set _autosavehere to true>> <<effects>> <<sleep>><<effects>> <<sleepeffects>> <<if $island_wake_3 is 1>> <<unset $island_wake_3>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<generateRole 3 0 "islander">> <<person1>> <<if $island[$island.home].trap is "simple" and random(1, 2) is 2 or $island[$island.home].trap is "basic" and random(1, 4) gte 2 or $island[$island.home].trap is "advanced">> You're awoken by a scream. Your trap caught someone. There are three other voices however, coming this way.<<lcamp_concealment>><<set $island.hide += 1>> <br><br> <<endevent>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<person1>> <<link [[Defend yourself|Island Sleep Defend]]>><<set $phase to 1>><<unset $island_roll>><</link>> <br> /* <<set $island_roll to random(1, 100)>><<set $island_roll += (13 * $island.hide)>> <<link [[Skulk away|Island Sleep Skulk]]>><<set $phase to 1>><</link>><<difficulty $island_roll>> <br> */ <<set $skulduggerydifficulty to (800 + (50 * $island.hide))>> <<link [[Skulk|Island Sleep Hide 3]]>><<set $phase to 1>><<unset $island_roll>><</link>><<skulduggerydifficulty>> <br> <<else>> <<if $islander_language gte 100>> You're awoken by <span class="pink">loud voices</span> announcing their presence. <br> "We know you're in there," says a <<personsimple>>'s voice. <br> "If you submit we'll go easy on you," says another. <<elseif $islander_language gte 50>> You're awoken by <span class="pink">loud voices</span> announcing their presence. It sounds like they're calling for you, in a mocking tone. <<else>> You're awoken by <span class="pink">loud voices</span> announcing their presence. Their language is incomprehensible, but they're getting closer. <</if>> <<lcamp_concealment>><<set $island.hide += 1>> <br><br> <<link [[Defend yourself|Island Sleep Defend]]>><<unset $island_roll>><</link>> <br> /* <<set $island_roll to random(1, 100)>><<set $island_roll += (12 * $island.hide)>> <<link [[Skulk away|Island Sleep Skulk]]>><</link>><<difficulty $island_roll>> <br> */ <<set $skulduggerydifficulty to (700 + (50 * $island.hide))>> <<link [[Skulk|Island Sleep Hide 3]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>> <br> <br> <</if>> <<elseif $island_wake_2 is 1>> <<unset $island_wake_2>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<person1>> <<if $island[$island.home].trap is "simple" and random(1, 2) is 2 or $island[$island.home].trap is "basic" and random(1, 4) gte 2 or $island[$island.home].trap is "advanced">> A <<personsimple>>'s scream wakes you. Your trap snared someone, but there are two other voices coming this way.<<lcamp_concealment>><<set $island.hide += 1>> <<endevent>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> <br><br> <<link [[Ambush them|Island Sleep Ambush]]>><<unset $island_roll>><</link>> <br> /* <<set $island_roll to random(1, 100)>><<set $island_roll += (6 * $island.hide)>> <<link [[Slink away|Island Sleep Slink]]>><</link>><<difficulty $island_roll>> <br> */ <<set $skulduggerydifficulty to (300 + (50 * $island.hide))>> <<link [[Slink|Island Sleep Hide 2]]>><<set $phase to 1>><<unset $island_roll>><</link>><<skulduggerydifficulty>> <br> <<else>> You awaken to the <span class="pink">sound of voices.</span> There are three of them, speaking in hushed tones. They're getting closer.<<lcamp_concealment>><<set $island.hide += 1>> <br><br> <<link [[Ambush them|Island Sleep Ambush]]>><<unset $island_roll>><</link>> <br> /* <<set $island_roll to random(1, 100)>><<set $island_roll += (11 * $island.hide)>> <<link [[Slink away|Island Sleep Slink]]>><</link>><<difficulty $island_roll>> <br> */ <<set $skulduggerydifficulty to (600 + (50 * $island.hide))>> <<link [[Slink|Island Sleep Hide 2]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>> <br> <</if>> <<elseif $island_wake_1 is 1>> <<unset $island_wake_1>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> <<if $island[$island.home].trap is "simple" and random(1, 2) is 2 or $island[$island.home].trap is "basic" and random(1, 4) gte 2 or $island[$island.home].trap is "advanced">> You awaken to the sound of a <<person1>><<personsimple>> screaming. Someone triggered your trap. You hear a second voice, growing louder. They'll be here soon, but it sounds like they're alone.<<lcamp_concealment>><<set $island.hide += 1>> <<endevent>> <<generateRole 0 0 "islander">> <br><br> <<link [[Get up and confront|Island Sleep Confront Trapped]]>><<unset $island_roll>><</link>> <br> /* <<set $island_roll to random(1, 100)>><<set $island_roll += (5 * $island.hide)>> <<link [[Remain motionless|Island Sleep Motionless Trapped]]>><</link>><<difficulty $island_roll>> <br> */ <<set $skulduggerydifficulty to (200 + (100 * $island.hide))>> <<link [[Hide|Island Sleep Hide Trapped]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>> <br> <<else>> You awaken in a fright, <span class="pink">sensing danger.</span> You hear whispering.<<lcamp_concealment>><<set $island.hide += 1>> <br><br> <<link [[Get up and confront the source of the whispers|Island Sleep Confront]]>><<unset $island_roll>><</link>> <br> /* <<set $island_roll to random(1, 100)>><<set $island_roll += (10 * $island.hide)>> <<link [[Remain motionless|Island Sleep Motionless]]>><</link>><<difficulty $island_roll>> <br> */ <<set $skulduggerydifficulty to (500 + (100 * $island.hide))>> <<link [[Hide|Island Sleep Hide]]>><<unset $island_roll>><</link>><<skulduggerydifficulty>> <br> <</if>> <<else>> You sleep soundly, <<if Time.dayState is "night">> and awaken to the sound of the wind. <<else>> and awaken to the sound of chirping birds. <</if>> <br><br> <<link [[Next|Island]]>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> You wait upon your throne as the voices draw closer. A <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> step from the trees. <<else>> You wait upon your throne as the voices draw closer. A <<person1>><<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step from the trees. <</if>> <<if $island[$island.home].chair is "advanced">> Your pose gives them pause. <br><br> <<if $islander_language gte 100>> "This impotent whore thinks <<pshe>> can lord over the island," the <<person1>><<person>> shouts. "Let's teach <<phim>> <<pher>> place." <<elseif $islander_language gte 50>> The <<person1>><<person>> shouts something about teaching you your place, then they charge. <<else>> The <<person1>><<person>> shouts something in their incomprehensible language, then they charge. <</if>> <br><br> <<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> <br><br> <<if $islander_language gte 100>> "This is the one the druid wants," the <<person1>><<person>> shouts. "Charge!" <<elseif $islander_language gte 50>> The <<person1>><<person>> shouts something about searching for you in particular, then they charge. <<else>> The <<person1>><<person>> shouts in their incomprehensible language, then they charge. <</if>> <br><br> <<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> You skulk from your sleeping spot, keeping low among the foliage as a <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> step into view. <<else>> You skulk from your sleeping spot, keeping low among the foliage as a <<person1>><<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step into view. <</if>> <<if $rng gte $island_roll>> <span class="green">They pass right by without noticing you,</span> and continue on to parts unknown. <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> <<if $islander_language gte 100>> They whisper to each other. <br> "You think it's the lost one?" <br> "Be silent, you'll be heard." <br> "It is!" shouts the <<person1>><<person>>. "There!" <<He>> points right at you. <<elseif $islander_language gte 50>> They whisper to each other, asking questions as they scan the ground looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span> <<else>> They whisper to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span> <</if>> <br><br> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <</if>> <<unset $island_roll>><<effects>> You disappear into the shadows and remain motionless. You hear their whispers more clearly now. <<if $islander_language gte 100>> There are multiple speakers. "Come out, and we'll go easy on you." <br> "I'd rather they put up a good struggle." <br> "Harming them too much might anger the druid." <<elseif $islander_language gte 50>> There are multiple speakers. You can understand them well enough to know they're looking for you. <<else>> There are multiple speakers, but the language is incomprehensible to you. <</if>> <br><br> <<if $phase is 1>> You lie in the shadows, and watch a <<person>>, <<person2>><<person>>, and <<person3>><<person>> step into view. Each wears a strange, antlered mask. <<else>> You lie in the shadows, and watch a <<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> step into view. Each wears a strange, antlered mask. <</if>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> They stop in front of your sleeping spot, then continue on <span class="green">without looking your way.</span> <br><br> <<skulduggeryuse>> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> They stop in front of your hiding place, and look at each other. <span class="red">Then the <<person>> pounces atop you</span>, and pins you to the ground./*<<gcamp_concealment>>*/<<set $island.hide -= 3>> <br><br> <<skulduggeryuse>> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <</if>><<effects>> You wait with your back against a tree, listening to the approaching footfalls. A <<person1>><<person>> walks by, and doesn't notice you. <br><br> <<Hes>> followed by a <<person2>><<person>>. You're unsure if they're more perceptive, or just lucky, but their head turns to face you. <<His>> mask reveals nothing, but you take the initiative, and spring into an attack. <br><br> <<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> You slink into the shadows, crawling on your belly as a <<person1>><<person>>, <<person2>><<person>>, and <<person3>><<person>> step into view. <<if $rng gte $island_roll>> <span class="green">They pass right by without noticing you,</span> and continue on to parts unknown. <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> <<if $islander_language gte 100>> They talk to each other. "I know <<pshes>> here," the <<person1>><<person>> says. <br> "Then keep your voice down," the <<person2>><<person>> replies. <br> "No need," the <<person3>><<person>> adds. "I see <<phim>>!" <span class="red"><<He>> points right at you.</span> <<elseif $islander_language gte 50>> They whisper to each other. It's clear they're looking for you, even before the <<person2>><<person>> <span class="red">shouts and points right at you.</span> <<else>> They whisper to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span> <</if>> <br><br> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <</if>> <<unset $island_roll>><<effects>> You slink into the shadows, crawling on your belly as a <<person1>><<person>> and <<person2>><<person>> step into view. <<if $rng gte $island_roll>> <span class="green">They pass right by without noticing you,</span> and continue on to parts unknown. <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> <<if $islander_language gte 100>> They talk to each other. "Think the lost one is here?" the <<person1>><<person>> asks. <br> "Yes," the <<person2>><<person>> replies. "Right there!" <span class="red"><<He>> points at you.</span> <<elseif $islander_language gte 50>> They talk to each other. You can't understand them, but it's clear they're looking for you. The <<person2>><<person>> scans the ground, <span class="red">then shouts and points right at you.</span> <<else>> They talk to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span> <</if>> <br><br> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <</if>> <<unset $island_roll>><<effects>> You flip onto your belly and squirm along the ground, away from the approaching voices. <<if $islander_language gte 100>> Their voices are clearer now. "Think it's the lost one?" <br> "Could be. Unusual place to camp." <<elseif $islander_language gte 50>> Their voices are clearer now, and it's clear they're looking for you. <<else>> Their voices are clearer now, speaking in their incomprehensible language. <</if>> <br><br> <<if $phase is 1>> You lie in the shadows, and watch a <<person>> and <<person2>><<person>> step into view. Each wears a strange, antlered mask. <<else>> You lie in the shadows, and watch a <<person>>, <<person2>><<person>> and <<person3>><<person>> step into view. Each wears a strange, antlered mask. <</if>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> They stop in front of your sleeping spot, then continue on <span class="green">without looking your way.</span> <br><br> <<skulduggeryuse>> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> They stop in front of your hiding place, and look at each other. <span class="red">Then the <<person>> pounces atop you</span>, and pins you to the ground./*<<gcamp_concealment>>*/<<set $island.hide -= 3>> <br><br> <<skulduggeryuse>> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <</if>><<effects>> You jump to your feet. <<if $speech_attitude is "meek">> "I mean you no harm," you say. "But you're frightening me." <<elseif $speech_attitude is "bratty">> "Come out right now," you say. "Or I'll find you." <<else>> "Come out," you say. <</if>> <br><br> There's silence for a moment, then a <<person1>><<person>> and <<person2>><<person>> walk from the shadows, advancing on you. <br><br> <<link [[Next|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> You jump to your feet. <<if $speech_attitude is "meek">> "I mean you no harm," you say. "But you're frightening me." <<elseif $speech_attitude is "bratty">> "Come out right now," you say. "Or I'll find you." <<else>> "Come out," you say. <</if>> <br><br> There's silence for a moment, then a <<person1>><<person>> emerges from the shadows, advancing on you. <br><br> <<link [[Next|Island Sleep Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You remain as still as a corpse, watching as a <<person1>><<person>> and <<person2>><<person>> step into view. <<if $rng gte $island_roll>> <span class="green">They pass right by without noticing you,</span> and continue on to parts unknown. <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> <<if $islander_language gte 100>> They whisper to each other. <br> "The druid will reward us if it's <<phim>>," <br> "Yes, so keep it down." <br> "No need. There <<pshe>> is!" <span class="red"><<He>> points right at you.</span> <<elseif $islander_language gte 50>> They whisper to each other. It's clear they're looking for you. The <<person2>><<person>> scans the ground, then <span class="red">shouts and points right at you.</span> <<else>> They whisper to each other in an incomprehensible language and scan the ground as if looking for something. The <<person2>><<person>> <span class="red">shouts and points right at you.</span> <</if>> <br><br> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <</if>> <<unset $island_roll>><<effects>> You remain as still as a corpse, and a <<person1>><<person>> steps into view. <<if $rng gte $island_roll>> <span class="green"><<He>> passes right by without noticing you,</span> and continue on to parts unknown. <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> <<He>> scans the ground as if looking for something, <span class="red">and <<his>> eyes land right on you.</span> <br><br> <<link [[Next|Island Sleep Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<unset $island_roll>><<effects>> You flip onto your belly and squirm along the ground, away from the approaching voices. You hear their whispers more clearly now. <<if $islander_language gte 100>> There are two speakers. <br> "There's someone here for sure." <br> "Then be quiet, or you'll alert them." <<elseif $islander_language gte 50>> There are two speakers. You can't quite tell what they're talking about, but it's clear they're looking for you. <<else>> There are two speakers, but the language is incomprehensible to you. <</if>> <br><br> You lie in the shadows, and watch a <<person>> and <<person2>><<person>> step into view. Each wears a strange, antlered mask. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> They stop in front of your sleeping spot, then continue on <span class="green">without looking your way.</span> <br><br> <<skulduggeryuse>> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> They stop in front of your hiding place, and look at each other. <span class="red">Then the <<person>> pounces atop you</span>, and pins you to the ground./*<<gcamp_concealment>>*/<<set $island.hide -= 3>> <br><br> <<skulduggeryuse>> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <</if>><<effects>> You flip onto your belly and squirm along the ground, away from the approaching footsteps. You lie in the shadows as a <<person1>><<person>> steps into view. <<His>> motions are cautious, perhaps afraid of another trap. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<He>> stops nearby, then continues on <span class="green">without looking your way.</span> <br><br> <<skulduggeryuse>> <<link [[Next|Island]]>><<endevent>><</link>> <br> <<else>> <<He>> glances around, <span class="red">and spots you.</span>/*<<gcamp_concealment>>*/<<set $island.hide -= 3>> <br><br> <<skulduggeryuse>> <<link [[Next|Island Sleep Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Island Sleep Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Sleep Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $islander_language gte 100>> Your assailants stagger away from you. <br> "They didn't tell us the foreign <<girl>> would be this attractive." <br> "J-just keep an eye on <<phim>>." <br> <<elseif $islander_language gte 50>> Your assailants stagger away from you, exclaiming about your prowess, and giving you an opportunity to escape. <<else>> Your assailants stagger away from you, mumbling in their incomprehensible language, giving you an opportunity to escape. <</if>> You hide, crouching low behind a gnarled lump of fallen wood. In their stupor, they fail to keep track of you. <br><br> <<tearful>> you leave your hiding place. You're in the clear, for now. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $islander_language gte 100>> Your assailants fall back. "They didn't tell us <<pshe>>'d be this strong." <br> "I'm leaving. There will be other opportunities." <<elseif $islander_language gte 50>> Your assailants fall back, surprised by your strength, giving you an opportunity to escape. <<else>> Your assailants fall back, mumbling in their incomprehensible language, giving you an opportunity to escape. <</if>> <br><br> <<tearful>> you catch your breath. You're in the clear, for now. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><</link>> <br> <<else>> You fall to the ground, too hurt to continue fighting. <br><br> <<if $islander_language gte 100>> The pair step either side of you. "The druid will reward us for this." <br> "If we can make it back. Get the rope ready, I'll find a stick." <<elseif $islander_language gte 50>> The pair step either side of you. <<tearful>> you listen as they talk about taking you somewhere. <<else>> The pair step either side of you. <<tearful>> you listen as they talk over you in their incomprehensible language. <</if>> <br><br> <<link [[Next|Island Defeat]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Island Sleep Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Sleep Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> doesn't look back as <<he>> disappears between the trees. <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> The <<person>> trips and tumbles as <<he>> turns in a mad dash to escape. <br><br> <<tearful>> you catch your breath. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><</link>><<effects>> You drop to your knees in surrender. The pair watch you, look at each other, then approach with caution in their steps. <br><br> <<if $islander_language gte 100>> They step either side of you. "That was easy." <br> "You can say that when we get <<phim>> back to the castle. Keep an eye out for trickery. I'll find a stick." <<elseif $islander_language gte 50>> They step either side of you. You listen the as they talk about taking you somewhere. <<else>> They step either side of you. You listen as they talk in their incomprehensible language. <</if>> <br><br> <<link [[Next|Island Defeat]]>><</link>> <br><<effects>> <<if $enemyno is 6>> <<clearsinglenpc 5>> <</if>> <<if $enemyno is 5>> <<clearsinglenpc 4>> <</if>> <<if $enemyno is 4>> <<clearsinglenpc 3>> <</if>> <<if $enemyno is 3>> <<clearsinglenpc 2>> <</if>> The <<person1>><<person>> snaps off a branch and begins removing the smaller twigs, while the <<person2>><<person>> unravels a length of rope. <<if $worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked">> They strip you with bare hands, force your arms and legs behind your back, and tie you to the stick. <<clothesruined>> <<else>> They force your arms and legs behind your back, and tie you to the stick with bare hands. <</if>> <br><br> <<island_pass 30>> They each heft one side of the branch onto a shoulder, leaving you suspended and helpless between them. They begin their march, taking you with them. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is left behind.<</if>><<bind>><<legbind>> <<set $island.hide to Math.clamp($island.hide, 0, 30)>> <br><br> <<if $island.defeat_intro is undefined>> They walk deep into the island, following a strange path, at times pushing through thick brush and avoiding more open paths, until they at last come to a river. A log has been placed over it, creating a thin bridge. <br><br> <<link [[Next|Island Defeat 2]]>><<set $island.defeat_intro to 1>><</link>> <br> <<else>> They walk deep into the island, following the strange paths to the ruined castle. It's much as you remember it. A crowd follows you in once more, and once more you are hoisted upright, exposed in front of a gathered audience.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600>> <br><br> <<link [[Next|Island Defeat 5]]>><</link>> <br> <</if>><<effects>> The pair stop beside the rapid water, share a brief discussion, then hop onto the log. They move so fast that you're half-worried they'll slip and take you with them, but they make it across. The <<person2>><<person>> gives your <<bottom>> a gentle smack. <br><br> The trees here aren't so dense, and the ground between them is clear of smaller plants. The pair carry you up a slope. A ruined castle appears beyond the crest, green with moss. <br><br> <<link [[Next|Island Defeat 3]]>><</link>> <br><<effects>> The base of the castle comes into view. There are figures moving down there. They're dressed like your captors, but wear no masks. <br><br> They cease their activity when they see you, then fall in behind the pair. They don't look unusual beneath the masks. A bit leaner than the townsfolk, maybe. <br><br> <<generateRole 2 0 "islander">><<person3>> They carry you beneath a stone arch, and into a labyrinth of stone corridors. Despite looking like a ruin, you pass a <<person>> working with the masonry, building what looks like a new wall to portion off part of a corridor. <br><br> <<link [[Next|Island Defeat 4]]>><</link>> <br><<effects>> The corridor opens into a courtyard, surrounded by four stone walls. The ground itself is also stone, but free of vegetation. <br><br> The <<person1>><<person>> and <<person2>><<person>> heave the stick into an upright position, exposing you to the large crowd that followed you here. So bound and helpless, there's nothing you can do to cover your nudity.<<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600>> <br><br> <<link [[Next|Island Defeat 5]]>><</link>> <br><<effects>> <<generateRole 3 0 "islander">><<person4>> A courtyard echoes with the rumble of unseen drums. The islanders smack their thighs and chests in time with the sound, as a <<person>> advances on you. <<He>> wears a round mask, with three smaller circles above <<his>> eyes and mouth. In <<his>> right hand <<he>> holds a bundle of thin leaves, splaying from <<his>> grip like a bouquet. In <<his>> left hand, a cruel-looking ivory knife. <br><br> <<if $island.defeat gte 11>> <<He>> examines you from head to toe, tracing the knife across the marks covering you. It stings, though <<he>> doesn't break the skin. <<He>> raises <<his>> head to the sky, and nods at the tower above. <br><br> <<if $islander_language gte 100>> The drums fall silent, the islanders still, and the <<person>> begins to chant. <br><br> "Monarch of the lost, bestow us with light!" <br> "Monarch of the lost, bestow us with light!" <br> "Monarch of the lost, bestow us with light!" <br><br> <<His>> voice rises and falls with the wind, which seems to howl all the fiercer. <span class="red">Then the ground trembles.</span> <br><br> <<elseif $islander_language gte 50>> The drums fall silent, the islanders still, and the <<person>> begins to chant. You can't fathom the details, but you think <<he>> speaks of something that was lost. <<His>> voice rises and falls with the wind, which seems to howl all the fiercer. <span class="red">Then the ground trembles.</span> <br><br> <<else>> The drums fall silent, the islanders still, and the <<person>> begins to chant in their incomprehensible language. <<His>> voice rises and falls with the wind, which seems to howl all the fiercer. <span class="red">Then the ground trembles.</span> <br><br> <</if>> <<link [[Next|Island Defeat End]]>><</link>> <br> <<else>> <<if $settings.bodyWritingLevel gte 3>> <<He>> turns to the crowd, and releases a baleful cry. The cry is mimicked, resounding around the courtyard as the <<person>> turns to face you once more. <<He>> separates a leaf from the bundle, sniffs it, then discards the rest. With a careful precision, <<he>> slices off a thin strip of fibre, and presses it against your <<if $skin.right_bottom.special isnot "island" and $skin.right_bottom.pen isnot "brand" and $skin.right_bottom.pen isnot "tattoo" and $skin.right_bottom.pen isnot "magic">> <<set _bodypart to "right_bottom">> <<island_tattoo>> <<bottom>>. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your <<bottom>> marked with a <<tattoo right_bottom>>. <<elseif $skin.left_bottom.special isnot "island" and $skin.left_bottom.pen isnot "brand" and $skin.left_bottom.pen isnot "tattoo" and $skin.left_bottom.pen isnot "magic">> <<set _bodypart to "left_bottom">> <<island_tattoo>> <<bottom>>. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your <<bottom>> marked with a <<tattoo left_bottom>>. <<elseif $skin.left_thigh.special isnot "island" and $skin.left_thigh.pen isnot "brand" and $skin.left_thigh.pen isnot "tattoo" and $skin.left_thigh.pen isnot "magic">> <<set _bodypart to "left_thigh">> <<island_tattoo>> left thigh. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo left_thigh>>. <<elseif $skin.right_thigh.special isnot "island" and $skin.right_thigh.pen isnot "brand" and $skin.right_thigh.pen isnot "tattoo" and $skin.right_thigh.pen isnot "magic">> <<set _bodypart to "right_thigh">> <<island_tattoo>> right thigh. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo right_thigh>>. <<elseif $skin.pubic.special isnot "island" and $skin.pubic.pen isnot "brand" and $skin.pubic.pen isnot "tattoo" and $skin.pubic.pen isnot "magic">> <<set _bodypart to "pubic">> <<island_tattoo>> pubis. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo pubic>>. <<elseif $skin.back.special isnot "island" and $skin.back.pen isnot "brand" and $skin.back.pen isnot "tattoo" and $skin.back.pen isnot "magic">> <<set _bodypart to "back">> <<island_tattoo>> back. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo back>>. <<elseif $skin.breasts.special isnot "island" and $skin.breasts.pen isnot "brand" and $skin.breasts.pen isnot "tattoo" and $skin.breasts.pen isnot "magic">> <<set _bodypart to "breasts">> <<island_tattoo>> <<breasts>>. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo breasts>>. <<elseif $skin.left_shoulder.special isnot "island" and $skin.left_shoulder.pen isnot "brand" and $skin.left_shoulder.pen isnot "tattoo" and $skin.left_shoulder.pen isnot "magic">> <<set _bodypart to "left_shoulder">> <<island_tattoo>> left shoulder. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo left_shoulder>>. <<elseif $skin.right_shoulder.special isnot "island" and $skin.right_shoulder.pen isnot "brand" and $skin.right_shoulder.pen isnot "tattoo" and $skin.right_shoulder.pen isnot "magic">> <<set _bodypart to "right_shoulder">> <<island_tattoo>> right shoulder. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo right_shoulder>>. <<elseif $skin.left_cheek.special isnot "island" and $skin.left_cheek.pen isnot "brand" and $skin.left_cheek.pen isnot "tattoo" and $skin.left_cheek.pen isnot "magic">> <<set _bodypart to "left_cheek">> <<island_tattoo>> left cheek. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo left_cheek>>. <<elseif $skin.right_cheek.special isnot "island" and $skin.right_cheek.pen isnot "brand" and $skin.right_cheek.pen isnot "tattoo" and $skin.right_cheek.pen isnot "magic">> <<set _bodypart to "right_cheek">> <<island_tattoo>> right cheek. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo right_cheek>>. <<elseif $skin.forehead.special isnot "island" and $skin.forehead.pen isnot "brand" and $skin.forehead.pen isnot "tattoo" and $skin.forehead.pen isnot "magic">> <<set _bodypart to "forehead">> <<island_tattoo>> forehead. <br><br> <<He>> crushes the plant between the blunt edge of the knife and your skin. Hard. A prodigious volume of black fluid runs out. It almost looks like blood. <br><br> <<He>> takes what remains of the fibre, and turns away, leaving your skin marked with a <<tattoo forehead>>. <<else>> forehead. <<He>> pauses, before pulling you to your feet, examining the myriad tattoos covering your body. <<if $uncomfortable.nude is true>><<covered>><</if>> <</if>> <br><br> <<link [[Next|Island Defeat Tattoo End]]>><</link>> <br> <<else>> <<He>> plucks one of the leaves from the bundle, and discards the others. <<He>> holds it against your forehead, and crushes it with the blunt edge of <<his>> knife. Black fluid runs down your face. It almost looks like blood, and smells just like it.<<ggtrauma>><<trauma 12>> <br><br> <<link [[Next|Island Defeat Tattoo End]]>><</link>> <br> <</if>> <</if>> <<if $island.defeat is undefined>> <<set $island.defeat to 1>> <<else>> <<set $island.defeat += 1>> <</if>><<effects>> Your body lurches as the <<person1>><<person>> and <<person2>><<person>> lift the stick. Other islanders step forward to help support your body, getting a good handful of your <<bottom>> as they do. <br><br> <<if $islander_language gte 100>> They talk amongst themselves. You catch some snippets. <br> <<if random(1, 2) is 2>> "Chanting always makes me hungry." <<else>> "I hope I catch <<phim>> next." <</if>> <br> <<if random(1, 2) is 2>> "<<pShe>> has a nice stomach." <<else>> "I didn't think the lost one would be this cute." <</if>> <br> <<if random(1, 2) is 2>> "It will be a shame to see <<phim>> go." <<else>> "Could I get a taste?" <</if>> <br> "Let's take <<phim>> to the river," the <<person1>><<person>> says. "The ritual isn't done until we do." <<elseif $islander_language gte 50>> They talk amongst themselves, more relaxed now that the ritual is over. The <<person1>><<person>> mentions something about a river. <<else>> They talk in their incomprehensible language. They seem more relaxed than they were, as if some ritual were over, and they're cleaning up after. <</if>> <br><br> <<unbind>><<leg_unbind>> The islanders carry you from the ruins, back to the rapid river bridged by a log. They haul the stick back into an upright position, so that you face the edge of the river. <br><br> With a single movement, the <<person1>><<person>> slices through all the bindings attaching you to the rope. You plunge into the river. <br><br> <<link [[Next|Island Defeat Tattoo End 2]]>><<endcombat>><</link>> <br><<effects>> You raise your head above the surface and gasp for air, as water boils around you and sweeps you down a hill. You try to swim to the bank, but the violent churning pulls you this way and that, so that you need to constantly reorient yourself. <br><br> At last, the whim of the water leaves you washed up on the shore. Trees tower overhead. <br><br> <<if !$island.home>> <<link [[Next|Island Treeline Search]]>><</link>> <<else>> <<link [[Next|Island]]>><</link>> <</if>> <br><<effects>> The islanders flee, disappearing into the shadowed ruins surrounding you. Stones, shaken loose from the walls above, rain down. The <<persons>> chanting reaches a fevered pitch, then <<he>> too runs. Seams along the ground seem to vibrate, then open. Three triangles depart the centre of the courtyard, leaving a widening gap. <br><br> The floor carries you with it, until you're pressed against the wall. It continues to retract, disappearing into some unseen place, until you plummet into the abyss below.<<ggstress>><<stress 6>> <br><br> <<link [[Next|Islander]]>><<endcombat>><<island_pass 60>><</link>> <br><<set $outside to 0>><<effects>> <<if $spear_vessel is "held">> <<loadNPC 0 "old_islander">> <<loadNPC 1 "sleeper">> <<ragup>> <<unbind>> <<leg_unbind>> <<person1>> <<wearProp "tea">> You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat." <br><br> <<link [[Next|Islander Return Held]]>><<handheldon>><</link>> <br> <<elseif $spear_vessel is "sea">> <<loadNPC 0 "old_islander">> <<loadNPC 1 "sleeper">> <<ragup>> <<unbind>> <<leg_unbind>> <<person1>> <<wearProp "tea">> You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat." <br><br> <<link [[Tell them where the spear is|Islander Return Sea]]>><<handheldon>><</link>> <br> <<link [[Don't tell them|Islander Return Refrain]]>><<handheldon>><</link>> <br> <<elseif $spear_vessel is "Zephyr">> <<loadNPC 0 "old_islander">> <<loadNPC 1 "sleeper">> <<ragup>> <<unbind>> <<leg_unbind>> <<person1>> <<wearProp "tea">> You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat." <br><br> <<link [[Tell them where the spear is|Islander Return Zephyr]]>><<handheldon>><</link>> <br> <<link [[Don't tell them|Islander Return Refrain]]>><<handheldon>><</link>> <br> <<elseif $spear_vessel is "temple">> <<loadNPC 0 "old_islander">> <<loadNPC 1 "sleeper">> <<ragup>> <<unbind>> <<leg_unbind>> <<person1>> <<wearProp "tea">> You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat." <br><br> <<link [[Tell them where the spear is|Islander Return Temple]]>><<handheldon>><</link>> <br> <<link [[Don't tell them|Islander Return Refrain]]>><<handheldon>><</link>> <br> <<elseif $spear_vessel>> <<loadNPC 0 "old_islander">> <<loadNPC 1 "sleeper">> <<ragup>> <<unbind>> <<leg_unbind>> <<person1>> <<wearProp "tea">> You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "Wasn't expecting you back so soon." The <<person>> passes you a cup of weak tea. "When you're feeling ready, I'll show you to my boat." <br><br> <<link [[Next|Islander Return Refrain]]>><<handheldon>><</link>> <br> <<else>> <<generateRole 0 0 "old islander">><<person1>> <<set _generate_victim to 1>> <<generateRole 1 0 "sleeper">> <<saveNPC 0 "old_islander">> <<saveNPC 1 "sleeper">> <<ragup>> <<unbind>> <<leg_unbind>> You awaken beneath a stony ceiling, lit by flickering firelight. "Ah," says an elderly voice. "I'll have the tea brewed in just a moment." You turn to your right, and see an <<personsimple>> tending to a fire. <<He>> isn't dressed like the islanders, wearing a long white shirt over brown trousers, held up by a belt worn over the outside. It gives the impression of a skirt. <br><br> <<He>> walks across the cave, and lifts a jar from the shelf, disturbing dust. "Might be a bit stale, I fear," <<he>> says. "Better than none." <<He>> returns to the fire, removes black tea from the jar, and drops them in a pot suspended above the flame. <br><br> <<link [[Ask who <<he>> is|Islander 2]]>><<set $phase to 1>><</link>> <br> <<link [[Ask where you are|Islander 2]]>><<set $phase to 2>><</link>> <br> <<link [[Remain silent|Islander 2]]>><<set $phase to 3>><</link>> <br> <</if>><<effects>><<wearProp "tea">> <<if $phase is 1>> "They call me the islander," the <<personsimple>> says, straining the liquid. "Or at least I think that's what they call me. They're not too keen on chatting." <<He>> hands you a warm cup. <br><br> "But this isn't about me," <<he>> says. "I know why you're here. I've been waiting beneath the castle. I suppose it's gone to ruin by now." <br><br> <<elseif $phase is 2>> "You're beneath the castle," the <<personsimple>> says, straining the liquid. "I suppose it's gone to ruin by now." <<He>> hands you a warm cup. <br><br> "They call me the islander," <<he>> says. "I think so, anyway. They're not keen on chatting. This isn't about me, though. I know why you're here. I've been waiting." <br><br> <<else>> "They call me the islander," the <<personsimple>> says, straining the liquid. "Or at least I think that's what they call me. They're not too keen on chatting." <<He>> hands you a warm cup. <br><br> "But this isn't about me," <<he>> says. "I know why you're here. I've been waiting beneath the castle. I suppose it's gone to ruin by now." <br><br> <</if>> "Drink up, and I'll take you to <<person2>><<him>>." <br><br> <<link [[Play along|Islander Play]]>><</link>> <br> <<link [[Say you don't understand|Islander Understand]]>><</link>> <br><<effects>> You nod, blow the steam off the tea, and sip. It's rather stale and flavourless, as the <<person1>><<person>> warned. <<He>> smiles bashfully. "Again, I'm sorry about the quality. It's hard to get supplies down here." <br><br> <<link [[Next|Islander 3]]>><<handheldon>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Forgive me," you say. "But I don't know what you mean." <<elseif $speech_attitude is "bratty">> "I don't know what you're talking about," you say. <<else>> "I fear I'm not the one you're waiting for," you say. <</if>> <br><br> The <<person1>><<person>> furrows <<his>> brow. "Are you pulling my leg? No, I don't think so. I think you've been guided here, unknowingly." <<He>> examines you from head to toe. "You braved the guardians above, after all. No mere accident." <br><br> <<link [[Next|Islander 3]]>><<handheldon>><</link>> <br><<effects>> The <<person1>><<person>> approaches the fire, and retrieves an old-fashioned torch from a nearby rack, and lights it. "Come." <<He>> walks into the gloom, flickering firelight leading the way. <br><br> The path takes you by other passages. You spy a room of sorts, with a bed, another with a table, and another with what looks like an archaic musical instrument sat beside a cushion. The cave walls look natural, though scrapes and scratches suggest there have been occupants for a while. <br><br> You arrive at a narrow staircase, a sheer drop on either side. "Watch your step," the <<person>> says. "It isn't far." <br><br> <<link [[Next|Islander 4]]>><</link>> <br><<effects>> At last, you arrive at even ground. The dark seems to press in, preventing the <<persons>> torchlight from reaching more than a dozen feet in any direction, but <<his>> steps are assured. <br><br> "Sire," <<he>> says, coming to a halt beside a brazier. You can't see who <<he>> addresses, until <<he>> shoves the torch into the vessel beside <<him>>. The firelight illuminates a <<person2>><<personsimple>>, lying still as a statue, arms clasped at <<his>> breast above the hilt of a gigantic, gilded spear. <br><br> As you look closer, you notice the figure's chest rising and falling, as if asleep. "The time has come again," the <<person1>><<person>> says. "Your champion needs your spear. Forgive us this intrusion." <<He>> nods at you, and waits. <br><br> <<link [[Walk up to the sleeping figure|Islander Walk]]>><<set $island.walk to 1>><</link>> <br> <<link [[Kneel|Islander Kneel]]>><<set $island.kneel to 1>><</link>> <br> <<link [[Take the Spear|Islander Spear]]>><</link>> <br><<effects>> <<person2>> You walk up to the sleeping figure. Golden curls frame <<his>> face. <<His>> attire is plain, aside from the gilded spear. <br><br> The <<person1>><<person>> watches you, waiting. <br><br> <<if $island.kneel isnot 1>> <<link [[Kneel|Islander Kneel]]>><<set $island.kneel to 1>><</link>> <br> <</if>> <<link [[Take the spear|Islander Spear]]>><</link>> <br><<effects>> You kneel before the sleeping figure. There's no response. The <<person1>><<person>> watches you, waiting. <br><br> <<if $island.walk isnot 1>> <<link [[Walk up to the sleeping figure|Islander Walk]]>><<set $island.walk to 1>><</link>> <br> <</if>> <<link [[Take the Spear|Islander Spear]]>><</link>> <br><<effects>><<wearProp "spear" 0 "tarnished">> <<set $spear_vessel to "held">> <<earnFeat "Gilded Spear">> <<if $angel gte 6>> An overwhelming presence bears down on you as you grasp the hilt. It's coming from above, from the sleeping figure, from the islander, and from you. <br><br> You grip harder, with both hands now. And another. And another. The entire ruin seems to light up around you, and you see everything. You hear everything. You are everything. The paths lead nowhere, and the crashing waves of the sea reveal a voiceless mantra of bliss. For a fleeting moment of clarity, you are the presence above, you are the sleeping figure, you are the islander. <br><br> You are you. And you were born to bear this torch. You open your eyes, and everything returns to normal, leaving behind a sweet emptiness. <<elseif $fallenangel gte 2>> A crushing wave of guilt overtakes you as you grip the hilt. Every doubt you've ever held makes itself painfully known, for a moment that stretches into eternity. <br><br> You feel as though you're a statue, staring back at your own petrified body as it crumbles across torn eons of nothing. Slowly, though, an alien warmth spreads through you. Someone speaks to you in a language you don't know, yet somehow understand. <br><br> "Forgive yourself." <br><br> You feel the hilt lift you. It's weightless, yet heavier than all your doubts, as if to crush them beneath you. For one blissful instant, you feel whole again. It doesn't last nearly long enough, yet the spear seems to promise more. You greedily hold it to your chest. <<elseif $demon gte 6>> The moment you touch the hilt, it sears your palm. Your mind tells you to recoil and withdraw, but your body disobeys. You cling to it, and it clings to you. The pain is unbearable. <br><br> The impurity within you clashes with the immaculate artefact. It sends swirling shapes into your mind, coalescing into the silhouette of an amorphous, yet humanoid, figure. The only feature you can make out are that it has antlers, with each prong seemingly splitting into an infinite number of further prongs, which each split themselves, growing and vanishing at the base forever. The world spins in a chariot's wheel. The burning builds more and more, but just as quickly, it vanishes. The light no longer burns you, instead feeling comfortably warm. <br><br> You don't remember wrestling the spear from the sleeping figure's grip, or when you dropped to your knees, but you're holding it as though your life depends on it. Despite being so opposed, so different, you feel as though you need it. And it needs you. You're each a missing piece of each other, a perfect balance. <<else>> A warmth flows from the blade as soon as you grasp the hilt, making you tremble with ecstatic shivers. You lift it, or it lifts you. It feels weightless. <</if>> <br><br> The <<person1>><<person>> sighs, as if relieved. "Come," <<he>> says. "There's little time now. <span class="gold">Take the spear to the temple.</span> They'll know what to do." <br><br> <<He>> breaks into a jog, away from the entrance. You hurry to keep up. <br><br> <<link [[Next|Islander End]]>><</link>> <br><<effects>> The tunnels tighten as they twist through the earth, the <<person>> leading you on, by glimmering walls, until you smell a salty air and see light ahead. <br><br> "You can take my boat," <<he>> says. "It's not fancy, but with the wind at your back, you should make it to the mainland." <br><br> You emerge above a lagoon, surrounded by high rocks on most sides. On the water, below some steps shaped as if fashioned into stairs by giants, waits a small sailing boat. <br><br> <<link [[Next|Islander End 2]]>><</link>> <br><<effects>> "I can't leave the island," the <<person>> says. "Or I'd pilot the ship for you. You should be okay alone. It's not a long journey, and the wind knows the way." You climb aboard, and <<he>> pushes the boat away with <<his>> foot. <<He>> watches you float away, giving one last wave as <<he>> disappears behind the rocks. <br><br> <<link [[Next|Islander End 3]]>><<island_end>><<endevent>><</link>> <br><<set $location to "pirate_ship">><<effects>><<wearProp "spear" 0 "tarnished">> The ship carries you over serene waters. <<if Time.dayState is "night">> You see the lights of town on the horizon. <<else>> You see the town on the horizon. <</if>> The sails blow taut, carrying you in the right direction. <br><br> <span class="red">A shadow passes over you.</span> From behind, a large boat glides closer, overtaking your vessel with ease. <<npc "Zephyr">><<person1>> <<if $pirate_rank is undefined>> <<if $pronoun is "m">> Green eyes peer down at you, above a full black beard and framed by long braided hair. <<else>> Green eyes peer down at you, framed by long braided hair. <</if>> <br><br> "We've found it!" announces the green-eyed figure, hands on hips. A cheer erupts as <<he>> addresses you. "I'm Captain Zephyr, an appraiser of sorts, and ye, <<lass>> have something very valuable indeed." <br><br> <<else>> Captain Zephyr watches you from above. Curiously, through <<his>> telescope. <br><br> <</if>> <<link [[Hide the spear|Islander End Hide]]>><</link>> <br> <<link [[Hold the spear with confidence|Islander End Confident]]>><</link>> <br> <<if $angel gte 6>> <<link [[Enforce|Islander Enforce]]>><<angelTransform 10>><</link>><<angel>> <br> <</if>><<effects>> A single, axiomatic thought fills your very being. You will not give up this spear. It is simply how things will be, and nothing will change that. <br><br> You brandish the spear, holding it aloft. <<switch Weather.name>> <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">>The storm yields, and the clouds part for a split second. <<case "heavyClouds">>The clouds briefly part. <<default>> <</switch>> <<if Weather.dayState is "night">> <<if Weather.bloodMoon>> Red moonlight reflects off the blade, and a high-pitched screech fills the air. <<else>> Moonlight reflects off of the blade, which now shines as if it were new. <</if>> <<else>> Sunlight reflects off of the blade, which now shines as if it were new. <</if>> The crew, and even captain Zephyr, are transfixed by it. Several of them lose their footing, and one falls overboard. <br><br> Without wasting the moment you've been granted, you thrust the spear into the hull of Zephyr's ship. The ladder is swallowed by the sea. You then push off the boat with the spear, leaving a sizeable gash behind and granting you the distance you need. <br><br> Zephyr finally shakes off the spell. "After <<phim>>!" shouts the captain. "Bring me the spear! We can't lose it now!" <br><br> A squall sweeps in, obscuring the <<if Weather.dayState is "night">>moon<<else>>sun<</if>> once more. You're unable to see more than a few feet in any direction, until the wind and rain die down. <span class="green">They're gone.</span> <br><br> With the sea placid once again, you float the rest of the way to shore. <br><br> <<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You sit on the spear, concealing it with your <<bottom>>. <br><br> "No use hiding it <<lass>>," Zephyr says. "But why don't you come on aboard, and hand it over. There'll be a solid reward in it for ye." <<His>> crew throw a rope ladder over the edge. It tumbles down and rests beside you. "And it's not like ye be having any choice." <br><br> <<His>> crew look ready to climb down the ladder, and board your small ship. <br><br> <<link [[Hand over the spear|Islander End Hand]]>><</link>> <br> <<link [[Slash through the ladder, and swim away|Islander End Swim]]>><</link>><<swimmingdifficulty 700 1000>> <br> <<link [[Throw it overboard|Islander End Throw]]>><</link>> <br><<effects>> You brandish the spear, holding it aloft. Rings of light seem to pulse from the hilt, right up to the tip. For a moment the crew, and even captain Zephyr, are transfixed by it. <br><br> The captain is the first to break the spell. "Aye, that be the pretty thing. Why don't you come aboard, and hand it over. There'll be a solid reward in it for ye." <<His>> crew throw a rope ladder over the edge. It tumbles down and rests beside you. "And it's not like ye be having any choice." <br><br> <<His>> crew look ready to climb down the ladder, and board your small ship. <br><br> <<link [[Hand over the spear|Islander End Hand]]>><</link>> <br> <<link [[Slash through the ladder, and swim away|Islander End Swim]]>><</link>><<swimmingdifficulty 700 1000>> <br> <<link [[Throw it overboard|Islander End Throw]]>><</link>> <br><<effects>> <<set $spear_vessel to "Zephyr">> <<world_corruption "hard" 1>> <<endevent "phaseless">> <<npc "Zephyr">><<person1>> You climb the rope ladder. Zephyr waits at the top, eager. <<He>> turns away as soon as the spear is in <<his>> hands, as if you're already forgotten. "At last. Remy will vomit with envy." <<He>> disappears into <<his>> cabin, laughing. <br><br> <<generateRole 1 0 "pirate">><<person2>> <<if $pirate_rank is 0>> The steward hasn't forgotten you. "Here's the reward for finding that thing," <<he>> says, handing you some plastic banknotes. "None are counterfeit. You get a promotion, as well." <<if $phase is 1>> <<He>> glances at the sea, reminding you of your attempted escape. "We keep our promises. Even if you're troublesome about it." <</if>> <br><br> You make <<moneyGain 20000>>. <br> <<set $pirate_rank to 1>> <span class="gold">You are now <i>mate</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br> <<elseif $pirate_rank is undefined>> The steward hasn't forgotten you. "Here's the reward for finding that thing." <<He>> hands you some plastic banknotes. "None are counterfeit." <<if $phase is 1>> <<He>> glances at the sea, reminding you of your attempted escape. "We keep our promises. Even if you're troublesome about it." <</if>> <br><br> You make <<moneyGain 20000>>. <br><br> <<link [[Next|Islander Pirate Return]]>><</link>> <br> <<else>> The steward hasn't forgotten you. "Here's the reward for finding that thing." <<He>> hands you some plastic banknotes. "None are counterfeit." <<if $phase is 1>> <<He>> glances at the sea, reminding you of your attempted escape. "We keep our promises. Even if you're troublesome about it." <</if>> <br><br> You make <<moneyGain 20000>>. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br> <</if>><<effects>> The crew keep an eye on you, but their hands off, until you reach shore. The ship approaches the docks at an odd angle, hugging the cliffs. "Hold on to something," the steward warns, right before the ship turns with a stomach-churning agility, entering a wide canal hidden between two warehouses. <br><br> <<person1>> "This is where ye get off," Zephyr says, patting your back. "Was a pleasure making your acquaintance." The vessel halts beside a walkway, and <<he>> gestures for you to disembark. <br><br> The ship continues up the canal, scraping against the edge, until it disappears around a bend. You follow the walkway, and emerge near Mer Street. <br><br> <<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<generateRole 1 0 "pirate">> <<generateRole 2 0 "pirate">> You leap into the water, spear and all. "After <<phim>>!" shouts the captain. "Bring me the spear! We can't lose it now!" <br><br> You hear two splashes behind you. A <<person2>><<person>> and <<person3>><<person>> swim after you, their strokes well-practised and assured. <br><br> <<silently>><<water>><</silently>> <<if $swimmingSuccess>> They're not the only ones who are well-practised. You're able to keep your distance from them, swimming further and further from the boat. They keep up, until a squall sweeps in. You continue swimming, unable to see more than a few feet in any direction, until the wind and rain die down. <span class="green">They're gone.</span> <br><br> With the sea placid once again, you swim the rest of the way to shore. <br><br> <<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You swim as hard as you can, <span class="red">but the pair gain on you,</span> and grasp your limbs with their own. <br><br> <<link [[Let them wrestle you back to the ship|Islander End Hand]]>><<set $phase to 1>><</link>> <br> <<link [[Hurl the spear into the sea|Islander End Throw 2]]>><</link>> <br> <</if>><<effects>> <<set $spear_vessel to "sea">> With a great swing, you hurl the spear into the sea. "No!" shouts captain Zephyr. A small wave rises as the blade disappears into the deep, as if caught by some will. <br><br> "Everyone dive! I can't lose it now!" Water splashes onto the deck of your ship as pirates drop into the sea. A few of them land beside you, capsizing the vessel and throwing you into the water. <br><br> <<silently>><<water>><</silently>> You swim away, ignored by the crew and captain both. Zephyr's desperate shouts fade behind the roaring waves. <br><br> The tides are good to you, and you manage to reach the beach. <br><br> <<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<set $spear_vessel to "sea">> With a great swing, you hurl the spear into the sea. "No!" shouts captain Zephyr. A small wave rises as the blade disappears into the deep, as if caught by some will. <br><br> "Everyone dive! I can't lose it now!" The pair release you and disappear beneath the water as other pirates drop into the sea. <br><br> <<silently>><<water>><</silently>> You swim away, ignored by the crew and captain both. Zephyr's desperate shouts fade behind the roaring waves. <br><br> The tides are good to you, and you manage to reach the beach. <br><br> <<link [[Next|Sea Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. <br><br> "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view. <br><br> <<link [[Next|Island Return Voyage]]>><</link>> <br><<effects>><<wearProp "spear" 0 "tarnished">> The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> "I'm glad the spear is safe," the <<person>> says. "<span class="gold">Take it to the temple.</span> They'll know what to do." <br><br> There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view. <br><br> <<link [[Next|Island Return Voyage]]>><</link>> <br><<effects>> The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> You tell the <<person>> where the spear is during the journey. "The sea? That's not the worst place for it," <<he>> says. "The mer will try to take advantage of the situation, I've no doubt, but they know what will happen if the spear ends up in the wrong hands." <br><br> There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view. <br><br> <<link [[Next|Island Return Voyage]]>><</link>> <br><<effects>> The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> You tell the <<person>> where the spear is during the journey. "A pirate? That doesn't sound so bad," <<he>> says. "No mere brigand could stand against <<person2>><<his>><<person1>> majesty's paladins. I'm sure they have the situation under control." <br><br> There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view. <br><br> <<link [[Next|Island Return Voyage]]>><</link>> <br><<effects>> The <<person>> leads you through <<his>> tunnels, past the <<person2>><<person>>, and toward the sea.<<person1>> You tell the <<person>> that the spear is at the temple. "That's warming to hear," <<he>> says. "Be sure to give the bishop whatever help they need. They'll need a warrior like you." <br><br> There's another boat in the same place as the last. Or perhaps the same vehicle found its way back. "Have a safe voyage," <<he>> says, and gives your vessel a push. The <<person>> waves, until <<he>> disappears from view. <br><br> <<link [[Next|Island Return Voyage]]>><</link>> <br><<effects>> The water carries you through the mist, revealing the town on the distant horizon. The tide is good to you, and you're soon at a pier near Mer Street. <br><br> You disembark. Curiously, the boat starts floating in the return direction as soon as you step onto land. <br><br> <<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><<island_end>><</link>> <br><<set $outside to 1>><<effects>> <<if $island.explore is "shore">> You walk along the shore. Most of the island seems ringed by cliffs. The wind sweeps over you, with no land visible in any direction. <br><br> Monstrous organisms lurk on the occasional beach, and you keep your distance. <br><br> <<elseif $island.explore is "wood">> You walk among the dense, low-hanging boughs of the lush woodland. The branches twist, squirming in the breeze. In parts they grow so dense they form tunnels, whole labyrinths of wood. <br><br> <<elseif $island.explore is "battleground">> You walk through the battlegrounds, stepping over broken arrows, pausing when you hear the occasional cry in the distance. <br><br> <<elseif $island.explore is "plain">> You walk across the plain, climbing the various hillocks, and dipping into the gulches between them. It almost feels like another world, or time. <br><br> <</if>> <<if $island.explore_count gte 100 and !$island.explore_locations.includes("plain")>> <<island_events_plain>> <<elseif $island.explore_count gte 55 and !$island.explore_locations.includes("bay")>> <<island_events_bay>> <<elseif $island.explore_count gte 40 and !$island.explore_locations.includes("castle")>> <<island_events_castle>> <<elseif $island.explore_count gte 25 and !$island.explore_locations.includes("battleground")>> <<island_events_battleground>> <<elseif $island.explore_count gte 10 and !$island.explore_locations.includes("wood")>> <<island_events_wood>> <<elseif !$island.explore_locations.includes("shore")>> <<island_events_shore>> <<elseif random(1, 2) is 2 and dangerEvent()>> <<cleareventpool>> <<addevent "island_events_snake" 1>> <<addevent "island_events_trap" 1>> <<addevent "island_events_mosquitoes" 1>> <<addevent "island_events_hunted" 1>> <<addevent "island_events_cat" 1>> <<addevent "island_events_cat_2" 1>> <<addevent "island_events_tear" 1>> <<addevent "island_events_flower" 1>> <<addevent "island_events_rope" 0.5>> <<if $settings.bestialityEnabled and $settings.slugsEnabled>> <<addevent "island_events_slugs" 0.5>> <</if>> <<if $island.explore is "battleground">> <<addevent "island_events_duel" 1>> <</if>> <<runeventpool>> <<else>> <<cleareventpool>> <<addevent "island_events_plumeria" 1>> <<if $island.home isnot "rocky_hillock">> <<addevent "island_events_rocky" 1>> <</if>> <<if $island.home isnot "waterfall">> <<addevent "island_events_waterfall" 1>> <</if>> <<if $island.home isnot "gulch">> <<addevent "island_events_gulch" 1>> <</if>> <<addevent "island_events_birds" 1>> <<addevent "island_events_pleasant_flower" 1>> <<addevent "island_events_squirrel" 1>> <<if $island.explore is "shore">> <<if $island.home is "gulch">> <<addevent "island_events_walnut" 1.4>> <<addevent "island_events_walnut_2" 1.4>> <<addevent "island_events_walnut_3" 0.6>> <<if $fox gte 6>> <<addevent "island_events_squirrel" 0.6>> <</if>> <<elseif $island.home is "waterfall">> <<addevent "island_events_walnut" 1.8>> <<addevent "island_events_walnut_2" 1.8>> <<addevent "island_events_walnut_3" 0.9>> <<if $fox gte 6>> <<addevent "island_events_squirrel" 0.9>> <</if>> <<else>> <<addevent "island_events_walnut" 2.6>> <<addevent "island_events_walnut_2" 2.6>> <<addevent "island_events_walnut_3" 1.3>> <<if $fox gte 6>> <<addevent "island_events_squirrel" 1.3>> <</if>> <</if>> <<else>> <<if $island.home is "gulch">> <<addevent "island_events_walnut" 0.4>> <<addevent "island_events_walnut_2" 0.4>> <<elseif $island.home is "waterfall">> <<addevent "island_events_walnut" 0.7>> <<addevent "island_events_walnut_2" 0.7>> <<else>> <<addevent "island_events_walnut" 1>> <<addevent "island_events_walnut_2" 1>> <</if>> <</if>> <<if $island.explore is "wood">> <<addevent "island_events_wood_1" 2.5>> <<addevent "island_events_wood_2" 2>> <<if $islander_language gte 100>> <<addevent "island_events_wood_3" 3>> <<elseif $islander_language gte 50>> <<addevent "island_events_wood_3" 2>> <<else>> <<addevent "island_events_wood_3" 1>> <</if>> <<addevent "island_events_wood_4" 1>> <<else>> <<addevent "island_events_wood_1" 1>> <<addevent "island_events_wood_2" 1>> <<addevent "island_events_wood_3" 1>> <</if>> <<if $island.explore is "battleground">> <<if $islander_language gte 50>> <<addevent "island_events_wood_3" 1>> <</if>> <<addevent "island_events_overhear" 2>> <<addevent "island_events_duel" 2>> <<addevent "island_events_battle" 1>> <<addevent "island_events_sing" 2>> <<else>> <<addevent "island_events_overhear" 1>> <<addevent "island_events_duel" 1>> <<addevent "island_events_sing" 1>> <</if>> <<if $island.explore is "plain">> <<addevent "island_events_arrow" 2>> <<addevent "island_events_broken_mask" 2>> <<addevent "island_events_trilobite" 1>> <<else>> <<addevent "island_events_arrow" 1>> <<addevent "island_events_broken_mask" 1>> <</if>> <<runeventpool>> <</if>><<effects>> <<generateRole 0 0 "islander">><<generateRole 1 0 "islander">> <<person1>> You awaken to the sensation of arms pinning you down. A <<person1>><<person>> and <<person2>><<person>> stare down at you from behind their antlered masks. They pounce before you can recover your strength. <br><br> <<link [[Next|Island Defeat]]>><</link>> <br><<effects>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your <<if $phase is 1>> chest. <<plantupper>> <<elseif $phase is 2>> waist. <<plantlower>> <</if>> It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $corruptionMasturbation>> <span class="red">The slime in your ear will not allow you to stop.</span> <</if>> <<if $drugged lte 0 and $arousal lte 3000>> Sated, you lie back on the leafy floor and pant. <br><br> <div id="masturbationButtons"> <div id="next"><<link [[Next|Island Masturbation Finish]]>><<set $finish to 1>><</link>><<nexttext>></div> </div> <<else>> <div id="masturbationButtons"> <div id="next"><<link [[Continue|Island Masturbation]]>><</link>><<nexttext>></div> <<masturbationStopControls>> </div> <</if>> <br><<effects>> <<if $masturbationorgasm gte random(1, 10)>> <<endmasturbation>> <<endcombat>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<person1>> Before you can rise, you hear a surge of footsteps from different directions. A <<person>>, <<person2>><<person>> and <<person3>><<person>> emerge from the trees! <br><br> <<link [[Fight|Island Sleep Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit (0:30)|Island Sleep Submit]]>><</link>> <br> <<else>> <<endmasturbation>> <<endcombat>> <<tearful>> you climb to your feet. <br><br> <<link [[Next|Island]]>><<clotheson>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Island Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Island Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $islander_language gte 100>> Your assailants stagger away from you. <br> "What a tease!" <br> "I don't know about you, but I need to recover after that." <br> "Me too. Let's play it safe." <br> <<elseif $islander_language gte 50>> Your assailants stagger away from you, exclaiming about how tiring that was. <<else>> Your assailants stagger away from you, shouting in their incomprehensible language. <</if>> They back away, hesitate, then turn and run. <br><br> <<tearful>> you catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <<elseif $enemyhealth lte 0>> <<if $islander_language gte 100>> Your assailants stagger away from you. <br> "I thought a lost one would be weaker." <br> "They won't keep that strength alone out here." <br> "You're right. Let's play it safe." <br> <<elseif $islander_language gte 50>> Your assailants stagger away from you, surprised by your strength. <<else>> Your assailants stagger away from you, shouting in their incomprehensible language. <</if>> They back away, hesitate, then turn and run. <br><br> <<tearful>> you catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <<else>> You fall to the ground, too hurt to continue fighting. <br><br> <<if $islander_language gte 100>> The pair step either side of you. "You're not so strong after all." <br> "We're not done yet. Get the rope ready, I'll find a stick." <<elseif $islander_language gte 50>> The pair step either side of you. <<tearful>> you listen as they talk about taking you somewhere. <<else>> The pair step either side of you. <<tearful>> you listen as they talk over you in their incomprehensible language. <</if>> <br><br> <<link [[Next|Island Defeat]]>><</link>> <br> <</if>><<effects>> You cross the ridge to the castle. There's a lot of activity below. Two islanders still stand guard outside the smaller entrance. <br><br> <<getinicon>><<link [[Approach|Island Castle Approach]]>><</link>> <br> <<getouticon>><<link [[Leave|Island]]>><</link>> <br><<effects>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> You approach the guards, a <<person>> and <<person2>><<person>>. <<if $worn.face.name is "islander mask">> <span class="green">Your mask conceals your face.</span> They remain motionless, until you're halfway across the bridge. <br><br> <<if $islander_language gte 100>> "Halt," the <<person1>><<person>> says. "What gives you the right to enter here?" <span class="green">You should be able to respond in their language.</span> <br><br> <<link [[Act dignified|Island Castle Dignified]]>><</link>> <br> <<link [[Act cute|Island Castle Cute]]>><</link>> <br> <<elseif $islander_language gte 50>> The <<person1>><<person>> asks you a question, <span class="red">but you can't understand <<him>>.</span> <br><br> <<getinicon>><<link [[Try to enter|Island Castle Try]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>> <br> <<getouticon>><<link [[Leave|Island]]>><<endevent>><</link>> <br> <<else>> The <<person1>><<person>> says something in <<his>> <span class="red">incomprehensible language.</span> <br><br> <<getinicon>><<link [[Try to enter|Island Castle Try]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>> <br> <<getouticon>><<link [[Leave|Island]]>><<endevent>><</link>> <br> <</if>> <<else>> <span class="red">They point their spears right at you.</span> <<if $islander_language gte 100>> "Outsider!" the <<person1>><<person>> shouts. "Clear off!" <span class="green">At least you can understand <<him>>.</span> You hear more islanders approach. You won't be able to force your way through. <br><br> <i>You'll need to build a mask if you want to pass.</i> <br><br> <<getouticon>><<link [[Leave|Island]]>><<endevent>><</link>> <br> <<elseif $islander_language gte 50>> The <<person1>><<person>> shouts at you, <span class="red">but you can't understand <<him>>.</span> You hear more islanders approach. You won't be able to force your way through. <br><br> <i>You'll need to build a mask if you want to pass.</i> <br><br> <<getouticon>><<link [[Leave|Island]]>><<endevent>><</link>> <br> <<else>> The <<person1>><<person>> shouts in <<his>> <span class="red">incomprehensible language.</span> You hear more islanders approach. You won't be able to force your way through. <br><br> <i>You'll need to build a mask if you want to pass.</i> <br><br> <<getouticon>><<link [[Leave|Island]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> You try to walk between the guards, but the <<person2>><<person>> shoves you back and shouts. You hear more islanders approach. You won't be able to force your way through. <br><br> <i>You'll need to understand the islander language if you want to pass.</i> <br><br> <<link [[Next|Island]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Forgive my intrusion," you say in the islander language. "But I forgot my spear." <br><br> The <<person2>><<person>> laughs. "The <<girl>> forgot <<pher>> spear! In you go." <br><br> <<elseif $speech_attitude is "bratty">> "Only slaves need rights," you say in the islander language. "Am I going in or not?" <br><br> The <<person2>><<person>> laughs. "I meant no offence, <<girl>>. Go on in." <br><br> <<else>> "I'll use the main gate if it's a problem," you say in the islander language. "I'm just tired." <br><br> "Go on in," the <<person2>><<person>> says. "I won't stand between you and your hearth." <br><br> <</if>> You walk between the guards, and enter the castle. <br><br> <<link [[Next|Island Castle Enter]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Oops," you say in the islander language. "I meant to go to the front gate. Would you save me the trouble of walking all that way?" <br><br> "Oh, all right," the <<person2>><<person>> says. "Go on through." <br><br> <<elseif $speech_attitude is "bratty">> "You're not gonna make me walk all the way to the front gate are you?" you ask in the islander language. <br><br> "Fine," the <<person2>><<person>> sighs. "Go on through." <br><br> <<else>> "Sorry," you say in the islander language. "But my feet are tired and the main gate is so far away." <br><br> "Oh, all right," the <<person2>><<person>> says. "Go on through." <br><br> <</if>> You walk between the guards, and enter the castle. <br><br> <<link [[Next|Island Castle Enter]]>><<endevent>><</link>> <br><<effects>> <<earnFeat "Naturalised">> You climb down a spiral staircase. Islanders pass you by, but don't give you a second glance. They don't look particularly different from people in the town, but some wear tattoos of geometric shapes. <br><br> You emerge atop a battlement. Beneath is a village of sorts, wooden homes built within the safety of the castle. An intricate scaffold has been erected in the middle. Younger islanders are playing a game nearby, involving a ball and thick sticks. <br><br> <<link [[Next|Island Castle 2]]>><</link>> <br><<effects>> You leave the battlement and enter a tower, then descend another spiral staircase until you come to a long hallway. Thin windows let in a little light from both directions. A wooden double door waits on the other side. <br><br> <<link [[Open|Island Castle 3]]>><</link>> <br><<effects>> <<generateRole 0 0 "islander">><<person1>> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<generateRole 3 0 "islander">> <<generateRole 4 0 "islander">> You push open the doors, revealing a spacious interior. Four <<people>>, a <<person>>, <<person2>><<person>>, <<person3>><<person>> and <<person4>><<person>> sit on rug-covered stools, around a table. They glance at you as you enter without interrupting their conversation. They don't seem concerned by your arrival. <br><br> "We do this properly," the <<person1>><<person>> says. "No shortcuts." A hand reaches from beneath <<him>>, and taps <<his>> leg twice. The <<person>> stands, and the "stool" stands as well. The hand pulls off the rug, revealing a <<person5>><<person>>. <<He>> turns to you. <br><br> "At last," <<he>> whispers. "My back's sore." <<He>> hands you the rug, and pats your shoulder as <<he>> leaves the room. <br><br> The <<person1>><<person>> glances at you, impatient. <br><br> <<link [[Become a stool|Island Castle Stool]]>><</link>><<physiquedifficulty 1 5000>> <br> <<link [[Run|Island Castle Run]]>><</link>> <br><<effects>> You drop to your knees, pulling the rug over your back as you do. You can make out the room through the gaps in the fibre. The <<person1>><<person>> eases <<his>> arse onto your back. <<if $physiqueSuccess>> <span class="green">You manage to support <<his>> weight.</span> <br><br> <<else>> <span class="red"><<He>> weighs too much.</span> Your arms shake, barely holding, until <<he>> supports some of <<his>> weight with <<his>> legs.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <</if>> "Where was I?" <<he>> says. "Oh yes. The druids are insistent we don't just perform all the rituals one after another." <br> "I'm not saying we should have more than one ritual," the <<person2>><<person>> says, picking food from between <<his>> teeth. "But there's nothing stopping us tattooing their whole body at once." <br> "They'd go mad," the <<person3>><<person>> says. <<He>> grips a gnarled staff with one hand. "Which won't do. The islander wants to talk to them." <br> "Talk," the <<person4>><<person>> chuckles. "I say we skip the rituals altogether, and dump them in the pool." <br><br> <<link [[Next|Island Castle Stool 2]]>><</link>> <br><<effects>> The four break into an argument, talking over each other as they try to get their points across. The <<person3>><<person>> interrupts the fight by slamming <<his>> staff against the ground. <br><br> "I think we've forgotten ourselves," <<he>> says. "Let's visit the pools. The runes will remind us who we are." <br><br> At once, the other "stools" begin to shuffle towards the door opposite. You follow suit, <<if $physique lt 5000>> with the <<person1>><<person>> stepping to help support <<his>> wait. <<else>> with the <<person1>><<person>> riding with one leg crossed over the other. <</if>> <br><br> They continue their discussion as you crawl down the corridor with the other stools. <br><br> "The lost one arrived as prophesied," the <<person1>><<person>> says. "I say we trust the other runes too." <br> "They're hardly the first to wash up on the shore," the <<person2>><<person>> replies. <br><br> You crawl down a ramp, the cobbles giving way to smoother stone. There's a pattern there, but you can't make it out in the dim light. <br><br> <<link [[Next|Island Castle Stool 3]]>><</link>> <br><<effects>> You hear a door creak open up ahead, and hear the rush of water. The procession enters a tall chamber, the walls covered in what looks like living tree roots. Though on closer inspection, they seem to be carved to give that impression, fused together by some arcane method. <br><br> The <<person3>><<person>> raps <<his>> gnarled staff against the ground. The other three stools have arranged themselves in a line, and you join the end, kneeling inches from a pool of water. The surface is still, yet you hear a wet rush somewhere nearby. <br><br> <<link [[Next|Island Castle Stool 4]]>><</link>> <br><<effects>> "Now see there," the <<person>> says, pointing at a tall statue stood opposite. There are five statues, arranged around the pool in a semi-circle. Runes are carved into its chest, but you can only speak the islander tongue, not read it. <br><br> <<person1>>"Get me closer," the <<person>> says, tapping your <<bottom>>. You crawl forward. As soon as your hand touches the edge of the pool, the surface roars into life. A whirlpool manifests in the middle. <br><br> The "stools" stand upright, dislodging their riders. "This is impossible," the <<person3>><<person>> shouts, leaning on <<his>> staff. The water rises, until it towers over the statues. The islanders trip over each other in a bid to escape, as the water crashes back down, engulfing you. <br><br> You are plunged into darkness. <br><br> <<link [[Next|Islander]]>><<island_pass 60>><<endevent>><</link>> <br><<effects>> You turn and run. "Guards! A ne'er do well!" <br><br> The <<person5>><<person>> tries to tackle you, and fails, but more islanders emerge at the other end of the corridor, fresh from the battlements. You're surrounded. <br><br> You step on the <<persons>> back as <<he>> tries to stand, using the height advantage to jump through a high window, tumbling onto the grass outside. The young islanders are too focused on their game to notice. You weave between them and the legs of the scaffold, around wooden homes, and dash back into the castle. <br><br> You turn left, but more islanders march through a set of double-doors. One hurls a spear, almost striking you in the leg. You escape through another set of doors, then another, then down a smooth slope and into a strange chamber. <br><br> <<link [[Next|Island Castle Run 2]]>><</link>> <br><<effects>> Five tall statues greet you, surrounding a central pool. The surface is still, but you hear rushing water somewhere nearby. The walls are covered in wooden decoration, carved to give the impression of living tree roots, fused together by some arcane method. <br><br> "In there!" you hear a shout. "Quick! Before <<pshe>> disturbs the monarch!" <br><br> You step away from the doors, looking for another exit. As your foot lands on the edge of the pool, the surface roars into life. A whirlpool manifests, then surges upward. The whirling top widens, then swoops down and engulfs you. Helpless, you plunge into darkness. <br><br> <<link [[Next|Islander]]>><<island_pass 60>><<endevent>><</link>> <br><<effects>> With a heave and a ho, you push the raft down the beach and board it as it floats onto the water. You paddle toward the entrance of the bay. The tide seems to be on your side, and you're soon sailing away from the island. <br><br> The raft plunges you into a wall of mist, and the island behind you vanishes. You paddle, blind, until the distant coast and town are revealed. <br><br> The water is good to you, but the raft struggles. The fibres tying the wood together fray and loosen, shrinking the vessel as more wood is lost to the tides. By the time you arrive at shore, you're holding the remainder together with your arms. <br><br> You jump from your vessel onto a pier near Mer Street. Cargo delivered, the raft disintegrates behind you. <br><br> You're back in town. There's no one around. <<covered>> <br><br> <<link [[Next|Mer Street]]>><<island_end>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>><<wearProp "soup bowl">> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> The smell of food seizes your attention. You tear through the undergrowth and emerge before a <<person>> and <<person2>><<person>>. A wooden pot sits between them, boiling over a fire. There's something edible inside. <br><br> The <<person1>><<person>> doesn't hesitate. <<He>> takes one look at your face, then lifts a ladle and bowl. <<He>> fills it to the brim, and holds it out to you. <br><br> You drink warm soup straight from the bowl. Then, lick the dregs. You notice the <<person>> holding out a spoon for you. The <<person2>><<person>> laughs. <br><br> <<link [[Next|Island Hunger 2]]>><</link>> <br><<effects>> You eat another bowl, then another, until you lie on the grass, satisfied and immobile.<<lllhunger>><<set $hunger -= 2000>> <br><br> The pair stand over you, looking down, then at each other. The <<person2>><<person>> tightens a length of rope between <<his>> hands. <br><br> <<link [[Next|Island Defeat]]>><<handheldon>><</link>> <br><<effects>> You awaken surrounded by masked figures. These masks are different to the others you've seen on the island. Taller, with wild growths preserved through their carving. Each figure holds a torch, the fire flicking in the breeze. They move by with an unnatural steadiness. You stare at the sky, hear a splash of water, and pass out again. <br><br> <<set _time to 60>> <<set _hours to Math.floor(_time / 60)>> <<set _minutes to _time % 60>> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Hospital]]>><<island_end>><<pass _time>><<set $phase to 1>><</link>><<widget "island_tide_text">> <<switch $island.tide>> <<case 0>> <span class="teal">The tide is some distance away.</span> <<case 1>> <span class="lblue">The waves don't quite reach you.</span> <<case 2>> <span class="blue">Water laps at your feet.</span> <<case 3>> <span class="purple">Water covers your ankles.</span> <<case 4>> <span class="pink">The water comes up to your knees, and the waves almost knock you off your feet</span> <<default>> <span class="red">Water surges around your waist, threatening to swallow you!</span> <</switch>> <</widget>> <<widget "island_tide">> <<if _args[0]>> <<set $island.tide += _args[0]>> <<set $island.tide to Math.clamp($island.tide, 0, 5)>> <</if>> <</widget>> <<widget "gisland_tide">> <<if !$settings.blindStatsEnabled>> | <span class="red">+ Tide</span> <</if>> <</widget>> <<widget "lisland_tide">><<if !$settings.blindStatsEnabled>> | <span class="green">- Tide</span> <</if>> <</widget>> <<widget "gwalnut">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Handful of walnuts</span> <</if>> <</widget>> <<widget "ggwalnut">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + Handful of walnuts</span> <</if>> <</widget>> <<widget "lwalnut">> <<if !$settings.blindStatsEnabled>> | <span class="red">- Handful of walnuts</span> <</if>> <</widget>> <<widget "gwood">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Wood</span> <</if>> <</widget>> <<widget "lwood">> <<if !$settings.blindStatsEnabled>> | <span class="red">- Wood</span> <</if>> <</widget>> <<widget "wood_required">> | <<if _args[0]>> Wood required: <<print _args[0]>> <<else>> No wood required <</if>> <</widget>> <<widget "gcamp_concealment">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Camp concealment</span> <</if>> <</widget>> <<widget "lcamp_concealment">> <<if !$settings.blindStatsEnabled>> | <span class="red">- Camp Concealment</span> <</if>> <</widget>> <<widget "gcomprehension">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Comprehension</span> <</if>> <</widget>> <<widget "ggcomprehension">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + Comprehension</span> <</if>> <</widget>> <<widget "gggcomprehension">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + + Comprehension</span> <</if>> <</widget>> <<widget "walnutStoreMessage">> <<if !$settings.blindStatsEnabled>> | <i>Stored walnuts will dry over time, and eventually become more nutritious.</i> <</if>> <</widget>> <<widget "campFurnitureMessage">> <<if !$settings.blindStatsEnabled>> | <i>Leaves behind any furniture at your old camp.</i> <</if>> <</widget>> <<widget "islander_language">> <<if _args[0]>> <<set $islander_language += (_args[0] * 3)>> <</if>> <</widget>> <<widget "island_tide_options">> <<link [[Crawl to the treeline (0:05)|Island Beach Walk]]>><<set $phase to 1>><<island_tide 1>><<set $island.tide_distance += 1>><<island_pass 5>><</link>><<gisland_tide>><<lharass>> <br> <<link [[Walk to the treeline (0:02)|Island Beach Walk]]>><<set $phase to 2>><<island_pass 2>><<set $island.tide_distance += 1>><</link>> <br> <<link [[Run to the treeline (0:01)|Island Beach Walk]]>><<set $phase to 3>><<island_tide -1>><<set $island.tide_distance += 1>><<island_pass 1>><</link>><<lisland_tide>><<gharass>> <br> <</widget>> <<widget "island_init">> <<if $island is undefined>> <<set $island to {}>> <<set $island.rocky_hillock to {}>> <<set $island.rocky_hillock.space to 1>> <<set $island.rocky_hillock.space_used to 0>> <<set $island.waterfall to {}>> <<set $island.waterfall.space to 3>> <<set $island.waterfall.space_used to 0>> <<set $island.gulch to {}>> <<set $island.gulch.space to 5>> <<set $island.gulch.space_used to 0>> <<set $island.walnut to 0>> <<set $island.walnut_dried to 0>> <<set $island.explore_count to 0>> <<set $island.explore_locations to []>> <<set $island.wood to 0>> <</if>> <<if $islander_language is undefined>> <<set $islander_language to 0>> <</if>> <<set $island.tide to 0>> <<set $island.tide_distance to 0>> <<set $island.hide to 1>> <<set $hunger to 0>> <<set $island.explore to "none">> <</widget>> <<widget "island_var_list">> Rocky hillock space used: <<print $island.rocky_hillock.space_used>> <br> Waterfall space used: <<print $island.waterfall.space_used>> <br> Gulch space used: <<print $island.gulch.space_used>> <br> Walnuts: <<print $island.walnut>> <br> Dried walnuts: <<print $island.walnut_dried>> <br> Explore count: <<print $island.explore_count>> <br> Explore locations: <<print $island.explore_locations>> <br> Language: <<print $islander_language>> <br> Tide: <<print $island.tide>> <br> Tide distance: <<print $island.tide_distance>> <br> Hide: <<print $island.hide>> <br> Explore: <<print $island.explore>> <br> Hunger: <<print $hunger>> <br> Wood: <<print $island.wood>> <br> Space: <<print $island[$island.home].space>> <br> <</widget>> <<widget "island_end">> <<set $island.tide to undefined>> <<set $island.tide_distance to undefined>> <<set $island.hide to undefined>> <<set $island.walk to undefined>> <<set $island.kneel to undefined>> <<set $hunger to 0>> <</widget>> <<widget "island_explore_end">> <<if $island[$island.home].decor is "simple">> <<set $island_simple_decor_message to 1>> <<elseif $island[$island.home].decor is "basic">> <<set $island_basic_decor_message to 1>> <<elseif $island[$island.home].decor is "advanced">> <<set $island_advanced_decor_message to 1>> <</if>> <<if $island[$island.home].bird_feeder is "simple" and random(1, 20) is 20>> <<set $island_bird_message to 1>> <<elseif $island[$island.home].bird_feeder is "basic" and random(1, 10) is 10>> <<set $island_bird_message to 1>> <<elseif $island[$island.home].bird_feeder is "advanced" and random(1, 5) is 5>> <<set $island_bird_message to 1>> <</if>> <</widget>> <<widget "island_tattoo_check">> <<set _island_tattoo to 0>> <<if $skin.right_bottom.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.left_bottom.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.left_thigh.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.right_thigh.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.pubic.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.back.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.breasts.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.left_shoulder.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.right_shoulder.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.left_cheek.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.right_cheek.special is "islander">> <<set _island_tattoo += 1>> <</if>> <<if $skin.forehead.special is "islander">> <<set _island_tattoo += 1>> <</if>> <</widget>> <<widget "island_tattoo">> <<if $skin[_bodypart].writing>> <<bodywriting_clear _bodypart>> <</if>> <<rng 3>> <<switch $rng>> <<case 1>> <<add_bodywriting _bodypart square tattoo>> <<case 2>> <<add_bodywriting _bodypart triangle tattoo>> <<case 3>> <<add_bodywriting _bodypart circle tattoo>> <<case 4>> <<add_bodywriting _bodypart triquetra tattoo>> <</switch>> <</widget>> <<widget "island_pass">> <<if _args[0]>> <<pass _args[0]>> <<hunger _args[0]>> <</if>> <</widget>> <<widget "island_rope_end">> <<unset $island_rope_distance>> <<unset $island_rope_orgasm>> <<unset $island_rope_enemy_action>> <<unset $island_rope_action>> <</widget>> <<widget "island_rope_options">> <<if $rng gte 67>> <<set $island_rope_enemy_action to "watch">> The islanders seem content to watch you, for now. <br><br> <<elseif $rng gte 33>> <<set $island_rope_enemy_action to "shout">> The islanders start shouting, loud enough for you to hear over the rushing water. <br><br> <<else>> <<set $island_rope_enemy_action to "bow">> <span class="purple">The islanders notch arrows onto their bows, and draw the strings.</span> <br><br> <</if>> <<if $island_rope_distance gte 4>> <span class="teal">You are close to shore!</span> <<elseif $island_rope_distance is 3>> <span class="lblue">The shore is getting closer.</span> <<elseif $island_rope_distance is 2>> <span class="blue">You're halfway across.</span> <<elseif $island_rope_distance is 1>> <span class="purple">You've still a long way to go.</span> <<else>> <span class="pink">You've barely moved across at all.</span> <</if>> <br><br> <<link [[Shuffle as fast as you can|Island Rope 3]]>><<set $island_rope_distance += 1>><<set $island_rope_action to "shuffle">><<arousal 600>><</link>><<garousal>> <br> <<link [[Catch your breath|Island Rope 3]]>><<set $island_rope_action to "breath">><<arousal -600>><</link>><<larousal>> <br> <<link [[Duck|Island Rope 3]]>><<set $island_rope_action to "duck">><</link>> <br> <</widget>> <<widget "island_rope_shout">> <<if random(1, 2) is 2>> "Using a rope to masturbate in front of people!" <<else>> "This one's having the time of <<pher>> life." <</if>> <br> <<if random(1, 2) is 2>> "Get back here and we'll give you a proper seeing to." <<else>> "Can't wait to get my hands on <<phim>>." <</if>> <br> <<if random(1, 2) is 2>> "This <<girl>>'s going to soil that rope." <<else>> "This <<girl>> has no shame." <</if>> <</widget>> <<widget "island_rope_bow">> <<if _args[0] is "duck">> <<set _rng to random(-1, 3)>> <<else>> <<set _rng to random(0, 6)>> <</if>> <<if _rng is 6>> <span class="red">Six strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 3600>><<drugs 60>> <<elseif _rng is 5>> <span class="pink">Five strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 3000>><<drugs 50>> <<elseif _rng is 4>> <span class="purple">Four strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 2400>><<drugs 40>> <<elseif _rng is 3>> <span class="blue">Three strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 1800>><<drugs 30>> <<elseif _rng is 2>> <span class="lblue">Two strike you.</span> You barely feel them, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 1200>><<drugs 20>> <<elseif _rng is 1>> <span class="teal">One strikes you.</span> You barely feel it, but a perverse toxin spreads from the point of impact.<<gdrugged>><<garousal>><<arousal 600>><<drugs 10>> <<else>> <span class="green">However, not a single one hits.</span> They sound disappointed. <</if>> <</widget>> <<widget "island_events_snake">> <<generateRole 0 0 "islander">><<person1>> A startling hiss snatches your attention. You turn in the direction of the sound, and come face to face with a pair of serpentine eyes. A snake is held aloft by a <<person>>, the animal turned into a weapon. <br><br> All strength leaves your muscles, and you collapse onto the leafy floor. The <<person>> threads the snake around a nearby branch, and advances on you. <br><br> <<link [[Next|Island Snake Rape]]>><<set $molestationstart to 1>><<set $trance to 1>><</link>> <br> <</widget>> <<widget "island_events_trap">> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> You're walking along a trodden path when you hear a subtle <i>thwick</i> beneath your feet. <<dancedifficulty 1 1000 true>> <<if $danceSuccess>> You unconsciously jump aside, as the trap springs and <span class="green">misses</span> your ankles. <br><br> You hear an irritated shout, and two figures emerge from the trees, a <<person>> and <<person2>><<person>>. They bear down on you with ill intent. <br><br> <<link [[Next|Island Trap Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> <span class="red">A coil of rope seizes your ankle,</span> and hoists you into the air, leaving you suspended. You hear a triumphant cry, followed by a <<person>> and <<person2>><<person>> emerging from the trees. <br><br> <<if $islander_language gte 100>> They step either side of you. "I told you that would work!" <br> "Mere fortune." <br> "Whatever you say." <<elseif $islander_language gte 50>> They step either side of you, and start arguing. <<else>> They step either side of you and talk in their incomprehensible language. <</if>> <br><br> <<link [[Struggle|Island Trap Struggle]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Save your strength|Island Defeat]]>><<stress -6>><</link>><<lstress>> <br> <</if>> <</widget>> <<widget "island_events_flower">> You find a field of strange flowers. A thin miasma beguiles your senses.<<ghallucinogens>><<garousal>><<hallucinogen 120>><<drugs 120>><<arousal 600>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_pleasant_flower">> You find a field of pleasant flowers. The sweet aroma tickles your senses.<<lstress>><<stress -6>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_plumeria">> You find a clearing full of elegant plumerias, their spiral petals swaying in the breeze. <br><br> <<if !$plants_known.includes("plumeria")>> <<if $sciencetrait gte 3>> <<icon "tending/plumeria.png">> <<link [[Search for seeds (0:30)|Island Plumeria]]>><<island_pass 30>><<tending 6>><<set $plants_known.push("plumeria")>><</link>><<gtending>> <br> <<else>> <span class="blue">A higher science skill would let you harvest plumeria seeds.</span> <br> <</if>> <</if>> <<if currentSkillValue('tending') gte 300>> <<icon "tending/plumeria.png">> <<link [[Pick plumerias (0:20)|Island Plumeria Pick]]>><<island_pass 20>><</link>><<tendingdifficulty 300 600>> <br> <<else>> <span class="blue">You need a higher tending skill to pick saleable specimens.</span> <br> <</if>> <br> <<getouticon>><<link [[Leave|Island]]>><<island_explore_end>><</link>> <</widget>> <<widget "island_events_mosquitoes">> You find a stagnant pool, surrounded by mosquitoes. You hasten your pace, lest you be bitten.<<gstress>><<stress 6>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_walnut">> You find a walnut tree. Nuts hang from the branches, well out of reach. <br><br> <<if $cow gte 6>> <<link [[Headbutt the tree|Island Walnut Headbutt]]>><<set $island.walnut += 1>><</link>><<cow>> <br> <<else>> <<link [[Punch the tree|Island Walnut Punch]]>><</link>><<physiquedifficulty 1 16000>> <br> <</if>> <<if $cat gte 6>> <<link [[Climb the tree|Island Walnut Climb Cat]]>><<set $island.walnut += 1>><</link>><<cat>><<gwalnut>> <br> <<else>> <<link [[Climb the tree|Island Walnut Climb]]>><</link>><<athleticsdifficulty 1 1000>> <br> <</if>> <</widget>> <<widget "island_events_walnut_2">> You find a walnut tree, with fresh nuts lying about the base. <br><br> <<link [[Eat|Island]]>><<hunger -200>><<island_explore_end>><</link>><<lhunger>> <br> <<link [[Gather for later|Island]]>><<set $island.walnut += 1>><</link>><<gwalnut>><<walnutStoreMessage>> <</widget>> <<widget "island_events_walnut_3">> You search along the shore, until you find a walnut tree sheltered from the wind by even grander flora, with fruit so ripe you think you could shake them free. <br><br> You look past it, and see another walnut tree, and another, arranged in a line. They look cared for, like an orchard. <br><br> <<link [[Gather walnuts (0:05)|Island Walnut Gather]]>><<island_pass 5>><<set $island.walnut += 3>><</link>><<ggwalnut>> <br> <<link [[Leave|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_rocky">> You find the rocky hillock where you made camp when you first arrived on the island. It looks <span class="teal">defensible</span> and the <span class="teal">high vantage</span> would make food easier to spot, but the numerous large rocks leave only a <span class="pink">cramped</span> space to live in. <br><br> <<link [[Take in the view, and leave|Island]]>><<island_explore_end>><<stress -6>><</link>><<lstress>> <br> <<link [[Move your camp here|Island]]>><<island_explore_end>><<set $island.home to "rocky_hillock">><</link>><<campFurnitureMessage>> <br> <</widget>> <<widget "island_events_waterfall">> You find a beautiful waterfall, surrounded by trees both above and below. It looks suitable for a camp, with the waterfall and cliff forming a <span class="blue">sound</span> barrier on one side. It also has a <span class="blue">good vantage</span> in that direction, making food easier to find, and a <span class="blue">spacious</span> area beside the river. <br><br> <<link [[Take in the view, and leave|Island]]>><<island_explore_end>><<stress -6>><</link>><<lstress>> <br> <<link [[Move your camp here|Island]]>><<island_explore_end>><<set $island.home to "waterfall">><</link>><<campFurnitureMessage>> <br> <</widget>> <<widget "island_events_gulch">> You find a deep gulch, surrounded on all sides by woodland. There's <span class="green">a lot of space</span> along the stream's edge, enough for a camp. However, you'd be <span class="pink">exposed</span> to danger on all sides, with threats able to creep close through the trees. There's <span class="pink">little vantage</span>, so finding food will be difficult. <br><br> Setting up camp here would be daring, but the reward would be a <span class="teal">prodigious amount of space to build.</span> <br><br> <<link [[Take in the view, and leave|Island]]>><<island_explore_end>><<stress -6>><</link>><<lstress>> <br> <<link [[Move your camp here|Island]]>><<island_explore_end>><<set $island.home to "gulch">><</link>><<campFurnitureMessage>> <</widget>> <<widget "island_events_wood_1">> You find a patch of thickly fallen leaves, blown loose by the wind. You trip over a concealed branch while walking across, dislodging it. It looks useful.<<gwood>><<set $island.wood += 1>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_wood_2">> You find a river, and walk along it. You see two logs floating down the middle, as if on a journey together. They could be useful. <br><br> <<link [[Swim for them|Island Wood Swim]]>><</link>><<swimmingdifficulty 1 1000>> <br> <<link [[Ignore|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_wood_3">> <<generateRole 0 0 "islander">><<person1>> You hear movement up ahead. A <<person>> walks along a trail, carrying a bundle of sticks in <<his>> arms. <br><br> <<if $islander_language gte 100>> <<link [[Ask for wood|Island Wood Ask]]>><</link>> <br> <<elseif $islander_language gte 50>> <<link [[Ask for wood|Island Wood Ask Try]]>><</link>><<difficulty 50>> <br> <<else>> <span class="blue">You're unable to communicate.</span> <br> <</if>> <<link [[Ignore|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_wood_4">> You search beneath the boughs of thick trees, illuminated by an even, seemingly source-less light. It's gloomy, but usable sticks are easy enough to spot. You emerge from the wood with three in your arms.<<gwood>><<set $island.wood += 3>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <</widget>> <<widget "island_events_hunted">> <<generateRole 0 0 "islander">><<person1>> <<if $wolfgirl gte 6>> Your canine ears prick. Someone is following you. <<wolfgirl>> <br><br> <<link [[Confront|Island Hunted Confront]]>><</link>> <br> <<link [[Hide|Island Hunted Hide]]>><</link>> <br> <<elseif $cat gte 6>> Your feline ears prick. Someone is following you. <<cat>> <br><br> <<link [[Confront|Island Hunted Confront]]>><</link>> <br> <<link [[Hide|Island Hunted Hide]]>><</link>> <br> <<elseif $fox gte 6>> Your vulpine ears prick. Someone is following you. <<fox>> <br><br> <<link [[Confront|Island Hunted Confront]]>><</link>> <br> <<link [[Hide|Island Hunted Hide]]>><</link>> <br> <<else>> Your only warning is a whistle from the trees, <span class="red">then an arrow strikes you in the back.</span> It stings, but bounces off. The tip is blunt and doesn't seem to have broken the skin, <span class="pink">but you feel a warmth spread through your body.</span><<garousal>><<gdrugged>><<drugs 120>> <br><br> <<link [[Next|Island]]>><<island_explore_end>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "island_events_runes">> <<island_tattoo_check>> You find a flat rock, carved with runes. You can't decipher their meaning. <br><br> <<if _island_tattoo gte 1>> You try to turn away, <<if _island_tattoo gte 2>> <span class="red">but forceful jolts emanate from the tattoos the islanders gave you.</span> <<else>> <span class="red">but a jolt emanates from the tattoo the islanders gave you.</span> <</if>> The energy flows into your legs, making them jerk in a walking motion. It's as if it's taking you somewhere. <br><br> <<link [[Let it happen (0:20)|Island Runes Submit]]>><<island_pass 20>><</link>> <br> <<link [[Struggle against it|Island Runes Physique]]>><</link>><<physiquedifficulty 1 (_island_tattoo * 3000)>> <br> <<link [[This can't be real|Island Runes Willpower]]>><</link>><<willpowerdifficulty 1 (_island_tattoo * 200)>> <br> <<else>> You turn away from the markings. <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</if>> <</widget>> <<widget "island_events_shore">> <<set $island.explore_locations.pushUnique("shore")>> You crest a slope, between two trees, and are met by a cool sea breeze. You stand at the top of a cliff along the shore. There are strange movements in the water below. <br><br> <span class="gold">You've discovered the shore.</span> <br><br> You notice the towering plants either side of you are walnut trees. Their nuts litter the ground. You gather a couple of handfuls. Food should be easy to find here. <br><br> <<link [[Eat|Island]]>><<hunger -400>><<island_explore_end>><</link>><<lhunger>> <br> <<link [[Gather for later|Island]]>><<set $island.walnut += 2>><<island_explore_end>><</link>><<gwalnut>><<walnutStoreMessage>> <br> <</widget>> <<widget "island_events_wood">> <<set $island.explore_locations.pushUnique("wood")>> The tree trunks around you thicken as you walk, their branches too. The canopy they form becomes so dense that it creates an impenetrable, low-hanging ceiling. No plants grow at your feet. <br><br> A couple of usable sticks lie at your feet, easy to spot on such barren ground. This is a good place to find wood.<<gwood>><<set $island.wood += 2>> <br><br> <span class="gold">You've discovered the lush woodland.</span> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_battleground">> <<set $island.explore_locations.pushUnique("battleground")>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<person1>> You find an arrow sticking from a tree. As you travel you find others, lying broken on the ground or embedded in flora. Footprints crisscross this way and that. This is a well-travelled area. <br><br> You hear hurried footsteps up ahead, and take cover behind a bush just as a <<person>> bursts from the trees, clutching <<his>> wounded arm. <<He>> throws an anxious glance over <<his>> shoulder. <br><br> A moment later a <<person2>><<person>> and <<person3>><<person>> emerge from the trees. The <<person2>><<person>> points at the <<person1>><<person>>, and they run after <<him>>. <br><br> <<if $islander_language gte 100>> "Don't run, we'll go easy on you!" the <<person2>><<person>> shouts. <br> "Yeah," the <<person3>><<person>> adds. "The mer won't, but we will." <<elseif $islander_language gte 50>> They shout after their quarry in a mocking tone. <<else>> They shout in their incomprehensible language. <</if>> <<gcomprehension>><<islander_language 1>> <br><br> This seems like a battleground of sorts. You're not sure why they fight here, but it would be a good place to find locals, should you have reason to. <br><br> <span class="gold">You've discovered the battleground.</span> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_castle">> <<set $island.explore_locations.pushUnique("castle")>> You cross a ridge, and find a ruined castle looming on the other side. Three towers rise above the battlements, their walls covered with moss. <<generateRole 0 0 "islander">><<person1>> <br><br> There's a lot of activity below. Masked islanders enter and leave through a large gate. A <<person>> stands guard with tame <<endevent>><<beastNEWinit 3 cat>><<beastsplural>> held on a leash. Through the broken masonry you spy more islanders. These ones aren't wearing masks. <br><br> There's a bridge nearby, connecting to one of the towers. Two islanders stand either side of an entrance, each wielding a spear. These ones wear masks. <br><br> <<set $islander_mask to 1>> <span class="gold">You've discovered the way to the castle. A new option has appeared in the build menu.</span> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_bay">> <<set $island.explore_locations.pushUnique("bay")>> <<set $island.raft to 1>> You find a sheltered bay. There's no sign of the monstrosities that plague the other beaches. It's peaceful.<<lstress>><<stress -6>> <br><br> Near the treelines lies a wooden frame. It looks like an incomplete raft. It would take a lot of wood, but you could finish it and leave the island. <br><br> <span class="gold">You've discovered the bay.</span> <br><br> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_plain">> <<earnFeat "Prehistoric Landscape">> <<set $island.explore_locations.pushUnique("plain")>> The trees part, and open to a vast, uneven plain. There are patches of trees here and there, along with jagged rocks almost as tall as you. Long grass tickles your knees. <br><br> <<set $antiquemoney += 500>><<museumAntiqueStatus "antiqueobsidiandisc" "found">><<wearProp "disc">> Light catches on something near your feet. Half-buried in the ground is an obsidian disc. It's the size and shape of a large coin. There are no markings, but the perfect round shape suggests it was made by intelligent hands. This might be a good place to find antiques. <br><br> <span class="gold">You've discovered the plain.</span> <br><br> <<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_arrow">> <<wearProp "islander arrow">> You find an arrow embedded in the ground. It's dirty, but intact. The odd handiwork might be worth something to a collector. <br><br> <<set $antiquemoney += 20>><<museumAntiqueStatus "antiqueislandarrow" "found">> <<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_broken_mask">> You find one of the angular islander masks, lying against a tree. It's broken, with the straps snapped and a crack down the middle. Still, it might be worth something to a collector. <br><br> <<wearProp "islander mask">> <<set $antiquemoney += 40>><<museumAntiqueStatus "antiquewoodenmask" "found">> <<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_trilobite">> You find a prominent rock sat at the top of a hillock. On its surface lies a trilobite fossil, as if the stone were buried until recently, forced up by some pressure to reveal secrets long withheld. <br><br> The fossil belongs in a museum, and it's easy to pry free. <br><br> <<set $antiquemoney += 50>><<museumAntiqueStatus "antiquetrilobitefossil" "found">><<wearProp "trilobite">> <<link [[Next|Island]]>><<handheldon>><<island_explore_end>><</link>> <</widget>> <<widget "island_events_overhear">> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> You overhear two voices. Through the foliage you spy a <<person>> and <<person2>><<person>>, each wearing an antlered mask and carrying a bow, but they look relaxed. <br><br> <<if $islander_language gte 100>> <<link [[Chat|Island Chat]]>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> <br> <<else>> <<link [[Eavesdrop|Island Eavesdrop]]>><</link>><<endevent>><<gcomprehension>> <br> <</if>> <<link [[Leave|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_battle">> You find a clearing surrounded by trees, and pause. Something feels wrong. There's an energy in the air. <br><br> The silence is pierced as a volley of arrows arcs across the clearing, followed by another fired in the opposite direction. You hear a pained shout. <br><br> You take cover in a small ditch as the skirmish rages above. <br><br> <<link [[Observe the fight|Island Observe]]>><<islander_language 2>><</link>><<if $islander_language lt 100>><<ggcomprehension>><</if>> <br> <<link [[Leave|Island]]>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_birds">> You find a large oak tree. It's branches stretch over the surrounding plants as if protecting them. Birds of different species sit in its branches, singing different songs that come together in strange harmony.<<lstress>><<stress -6>> <br><br> <<if $harpy gte 6>> <<link [[Sing (0:10)|Island Sing]]>><<island_pass 10>><<trauma -6>><<stress -6>><</link>><<harpy>><<ltrauma>><<lstress>> <br> <<link [[Leave|Island]]>><<island_explore_end>><</link>> <br> <<else>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</if>> <</widget>> <<widget "island_events_cat">> <<beastNEWinit 1 cat>> You sense a hostile presence behind you. Whirling, you turn to face a <<beasttype>> prowling closer. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> "Am I more hungry or horny?" <<bhe>> says. "Let's find out." <br><br> <</if>> <<link [[Next|Island Cat]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You back away as fast as you dare, then turn and run through the trees. <br><br> You escape, but not unscathed.<<beastescape>> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</if>> <</widget>> <<widget "island_events_cat_2">> <<beastNEWinit 2 cat>> A <<beasttype 0>> lands in front of you, dropping from some unseen branch above. <<bHe 0>> prowls closer, licking <<bhis 0>> lips. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<if $monster is 1>> "Mmm," <<bhe 0>> says. "I'm gonna eat ya!" <br><br> <</if>> You sense another threat nearby. <br><br> <<link [[Fight|Island Cats Fight]]>><</link>> <br> <<link [[Run|Island Cats Run]]>><</link>> <br> <<link [[Let them make the first move|Island Cats Bide]]>><</link>> <br> <<else>> You back away as fast as you dare, then turn and run through the trees. <br><br> You escape, but not unscathed.<<beastescape>> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</if>> <</widget>> <<widget "island_events_tear">> You find a thick brush. Traversing it is difficult, with thorns and thin branches poking at your skin. <<if !$worn.lower.type.includes("naked")>> Your <<print $worn.lower.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way. <br><br> <<link [[Tear free|Island Tear]]>><</link>> <br> <<link [[Carefully untangle your clothing|Island Careful]]>><</link>> <br> <<elseif !$worn.under_lower.type.includes("naked")>> Your <<print $worn.under_lower.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way. <br><br> <<link [[Tear free|Island Tear]]>><</link>> <br> <<link [[Carefully untangle your clothing|Island Careful]]>><</link>> <br> <<elseif !$worn.upper.type.includes("naked")>> Your <<print $worn.upper.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way. <br><br> <<link [[Tear free|Island Tear]]>><</link>> <br> <<link [[Carefully untangle your clothing|Island Careful]]>><</link>> <br> <<elseif !$worn.under_upper.type.includes("naked")>> Your <<print $worn.under_upper.name>> snags on one such branch, right as you hear voices up ahead. It sounds like three islanders are headed your way. <br><br> <<link [[Tear free|Island Tear]]>><</link>> <br> <<link [[Carefully untangle your clothing|Island Careful]]>><</link>> <br> <<else>> One branch bends out of your way easily enough, but as you pass the force flicks it back to its original position, and further, only to flick back the other way and spank your <<bottom>>.<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</if>> <</widget>> <<widget "island_events_sing">> <<generateRole 0 0 "islander">><<person1>> You hear singing. A <<person>> sits on a log beside a river, a fishing rod in <<his>> hand. <<if $islander_language gte 100>> <br><br> <i>"Seven fishes swim over coral, oh."</i> <br> <i>"Abyssal eyes alight them below, oh."</i> <br> <i>"Hand reaches out, such hungry digits, oh."</i> <br> <i>"Six scared fishes swim over coral, oh..."</i> <br><br> The tune is pleasant.<<lstress>><<stress -6>> <<elseif $islander_language gte 50>> It's as if <<hes>> singing to the fish, hoping to coax them closer.<<gcomprehension>><<islander_language 1>> <<else>> The words are incomprehensible to you, but it sounds pleasant.<<gcomprehension>><<islander_language 1>> <</if>> <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</widget>> <<widget "island_events_slugs">> A thread of slime lowers ahead of you. A giant slug slides down it, landing with a splat. You hear similar sounds either side of you. <br><br> <<link [[Next|Island Slugs]]>><<set $struggle_start to 1>><</link>> <br> <</widget>> <<widget "island_events_rope">> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> <<generateRole 3 0 "islander">> <<generateRole 4 0 "islander">> <<generateRole 5 0 "islander">> <<person1>> You find a river, and follow it deeper into the island. You follow it around a large rock, and discover a rope stretched across it. A bucket hangs on one end. Looks like someone uses it to transfer objects across the water. <br><br> You hear a voice, and turn, only to come face-to-face with six islanders. The water churns with such violence that it obfuscated their footsteps. <br><br> They pause as well, then reach for their weapons. Fighting seems a bad idea. <br><br> <<link [[Fight|Island Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Escape using the rope|Island Rope]]>><</link>> <br> <<link [[Surrender|Island Defeat]]>><</link>> <br> <</widget>> <<widget "island_events_squirrel">> You find a squirrel. It looks at you a moment, then darts up the trunk of a tree, disappearing into its branches.<<lstress>><<stress -6>> <br><br> <<if $fox gte 6>> Instinct takes over. You drop to all fours and sniff the ground, following the squirrel's trail in reverse with your <<bottom>> stuck in the air. You find freshly turned earth. There's a walnut beneath.<<fox>><<gwalnut>><<set $island.walnut += 1>> <br><br> <<link [[Eat|Island]]>><<hunger -200>><<island_explore_end>><</link>><<lhunger>> <br> <<link [[Gather for later|Island]]>><<set $island.walnut += 1>><</link>><<gwalnut>><<walnutStoreMessage>> <<else>> <<link [[Next|Island]]>><<island_explore_end>><</link>> <br> <</if>> <</widget>> <<widget "island_events_duel">> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<person1>> <<if $islander_language gte 100>> You hear shouting up ahead. A <<person>> and <<person2>><<person>> fight with spears. They trade taunts and jabs. <br> <<if $rng gte 81>> "Take that, you fish-fucking freak!" <br> "Haha! You'll need to do better than that! <<elseif $rng gte 61>> "When I'm done, I'm gonna fuck your <<if $pronoun is "m">>father<<else>>mother<</if>>." <br> "Haha! That's funny. I already fucked yours." <<elseif $rng gte 41>> "You'll drown in your own blood!" <br> "Calm down, it's just a walnut." <<elseif $rng gte 21>> "You look like a radish fucked a goat." <br> "Yeah? Well, you look like your <<if $pronoun is "m">>father<<else>>mother<</if>>." <<else>> "You getting turned on by this?" <br> "You wish, pervert." <</if>> <br><br> You leave before you're noticed. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <<elseif $islander_language gte 50>> You hear shouting up ahead. A <<person>> and <<person2>><<person>> fight with spears. They trade taunts and jabs, though neither seem effective.<<gcomprehension>><<islander_language 1>> <br><br> You leave before you're noticed. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <<else>> You hear incomprehensible shouting up ahead. A <<person>> and <<person2>><<person>> fight with spears, stepping around each other, making the occasional sudden, ineffective jab. <br><br> You're not sure what they're saying, but it sounds heated.<<gcomprehension>><<islander_language 1>> <br><br> You leave before you're noticed. <br><br> <<link [[Next|Island]]>><<endevent>><<island_explore_end>><</link>> <br> <</if>> <</widget>> <<widget "islandBuildOption">> <div> <<if _islandUpgrades is undefined>><<set _islandUpgrades to {}>><</if>> <<set _islandUpgrades[_args[0]] to {}>> <<switch _args[0]>> <<case "trap">> <<set $_build to true>> <<if !$island[$island.home].trap>> <span class="red">No trap</span>: Attackers have easy access to you. <<set _islandUpgrades[_args[0]].passage to "Island Build Simple Trap">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 0>> <<set _islandUpgrades[_args[0]].housekeeping to 0>> <<elseif $island[$island.home].trap is "simple">> <span class="teal">Simple trap</span>: 50% chance to snare an attacker. <<set _islandUpgrades[_args[0]].passage to "Island Build Basic Trap">> <<set _islandUpgrades[_args[0]].timeTaken to 180>> <<set _islandUpgrades[_args[0]].woodUsed to 2>> <<set _islandUpgrades[_args[0]].housekeeping to 200>> <<elseif $island[$island.home].trap is "basic">> <span class="teal">Basic trap</span>: 75% chance to snare an attacker. <<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Trap">> <<set _islandUpgrades[_args[0]].timeTaken to 240>> <<set _islandUpgrades[_args[0]].woodUsed to 3>> <<set _islandUpgrades[_args[0]].housekeeping to 400>> <<elseif $island[$island.home].trap is "advanced">> <span class="green">Advanced trap</span>: 100% chance to snare an attacker. <</if>> <<case "curtains">> <<set $_build to true>> <<if !$island[$island.home].curtains>> <span class="red">No privacy</span>: Poor sleep quality. <<set _islandUpgrades[_args[0]].passage to "Island Build Simple Curtains">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 6>> <<set _islandUpgrades[_args[0]].housekeeping to 100>> <<elseif $island[$island.home].curtains is "simple">> <span class="teal">Simple curtains</span>: Improves sleep quality a little bit. <<set _islandUpgrades[_args[0]].passage to "Island Build Basic Curtains">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 0>> <<set _islandUpgrades[_args[0]].housekeeping to 300>> <<elseif $island[$island.home].curtains is "basic">> <span class="teal">Basic curtains</span>: Improves sleep quality. <<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Curtains">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 2>> <<set _islandUpgrades[_args[0]].housekeeping to 500>> <<elseif $island[$island.home].curtains is "advanced">> <span class="green">Advanced curtains</span>: Improves sleep quality a lot. <</if>> <<case "bird_feeder">> <<set $_build to true>> <<if !$island[$island.home].bird_feeder>> <span class="red">No bird feeder</span>: Have to gather your own food. <<set _islandUpgrades[_args[0]].passage to "Island Build Simple Bird Feeder">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 8>> <<set _islandUpgrades[_args[0]].housekeeping to 100>> <<elseif $island[$island.home].bird_feeder is "simple">> <span class="teal">Simple bird feeder</span>: Birds will rarely leave you walnuts while you're out exploring. <<set _islandUpgrades[_args[0]].passage to "Island Build Basic Bird Feeder">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 2>> <<set _islandUpgrades[_args[0]].housekeeping to 300>> <<elseif $island[$island.home].bird_feeder is "basic">> <span class="teal">Basic bird feeder</span>: Birds will sometimes leave you walnuts while you're out exploring. <<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Bird Feeder">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 2>> <<set _islandUpgrades[_args[0]].housekeeping to 500>> <<elseif $island[$island.home].bird_feeder is "advanced">> <span class="green">Advanced bird feeder</span>: Birds will often leave you walnuts while you're out exploring. <</if>> <<case "camouflage">> <<set $_build to true>> <<if !$island[$island.home].camouflage>> <span class="red">No camouflage</span>: Out in the open. <<set _islandUpgrades[_args[0]].passage to "Island Build Simple Camouflage">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 0>> <<set _islandUpgrades[_args[0]].housekeeping to 100>> <<elseif $island[$island.home].camouflage is "simple">> <span class="teal">Simple camouflage</span>: Slightly reduces the likelihood of hostile events while sleeping. <<set _islandUpgrades[_args[0]].passage to "Island Build Basic Camouflage">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 0>> <<set _islandUpgrades[_args[0]].housekeeping to 400>> <<elseif $island[$island.home].camouflage is "basic">> <span class="teal">Basic camouflage</span>: Moderately reduces the chance of hostile events while sleeping. <<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Camouflage">> <<set _islandUpgrades[_args[0]].timeTaken to 120>> <<set _islandUpgrades[_args[0]].woodUsed to 0>> <<set _islandUpgrades[_args[0]].housekeeping to 700>> <<elseif $island[$island.home].camouflage is "advanced">> <span class="green">Advanced camouflage</span>: Greatly reduces the chance of hostile events while sleeping. <</if>> <<case "decor">> <<set $_build to true>> <<if !$island[$island.home].decor>> <span class="red">No decor</span>: No way to relax after exploring. <<set _islandUpgrades[_args[0]].passage to "Island Build Simple Decor">> <<set _islandUpgrades[_args[0]].timeTaken to 240>> <<set _islandUpgrades[_args[0]].woodUsed to 2>> <<set _islandUpgrades[_args[0]].housekeeping to 200>> <<elseif $island[$island.home].decor is "simple">> <span class="teal">Simple decor</span>: Reduces a little stress each time you return to the camp after exploring. <<set _islandUpgrades[_args[0]].passage to "Island Build Basic Decor">> <<set _islandUpgrades[_args[0]].timeTaken to 240>> <<set _islandUpgrades[_args[0]].woodUsed to 8>> <<set _islandUpgrades[_args[0]].housekeeping to 400>> <<elseif $island[$island.home].decor is "basic">> <span class="teal">Basic decor</span>: Reduces more stress each time you return to camp after exploring. <<set _islandUpgrades[_args[0]].passage to "Island Build Advanced Decor">> <<set _islandUpgrades[_args[0]].timeTaken to 240>> <<set _islandUpgrades[_args[0]].woodUsed to 8>> <<set _islandUpgrades[_args[0]].housekeeping to 600>> <<elseif $island[$island.home].decor is "advanced">> <span class="green">Advanced decor</span>: Reduces even more stress each time you return to camp after exploring. <</if>> <<case "chair">> <<set $_build to true>> <<if !$island[$island.home].chair>> <span class="red">No seating</span>: Nowhere to sit. <<set _islandUpgrades[_args[0]].passage to "Island Build Stool">> <<set _islandUpgrades[_args[0]].timeTaken to 360>> <<set _islandUpgrades[_args[0]].woodUsed to 7>> <<set _islandUpgrades[_args[0]].housekeeping to 300>> <<elseif $island[$island.home].chair is "simple">> <span class="teal">Stool</span>: Was hard to build, but not useful. <<set _islandUpgrades[_args[0]].passage to "Island Build Chair">> <<set _islandUpgrades[_args[0]].timeTaken to 360>> <<set _islandUpgrades[_args[0]].woodUsed to 5>> <<set _islandUpgrades[_args[0]].housekeeping to 700>> <<elseif $island[$island.home].chair is "basic">> <span class="teal">Chair</span>: Was even harder to build, but still not useful. <<set _islandUpgrades[_args[0]].passage to "Island Build Throne">> <<set _islandUpgrades[_args[0]].timeTaken to 360>> <<set _islandUpgrades[_args[0]].woodUsed to 12>> <<set _islandUpgrades[_args[0]].housekeeping to 1000>> <<elseif $island[$island.home].chair is "advanced">> <span class="green">Throne</span>: Fit for a wild monarch. <</if>> <<case "islanderMask">> <<if $islander_mask gte 100>> <span class="green">Competent Islander Mask</span>: <<elseif $islander_mask gte 80>> <span class="teal">Practised Islander Mask</span>: <<elseif $islander_mask gte 60>> <span class="lblue">Okay Islander Mask</span>: <<elseif $islander_mask gte 40>> <span class="blue">Poor Islander Mask</span>: <<elseif $islander_mask gte 20>> <span class="purple">Bad Islander Mask</span>: <<else>> <span class="pink">Awful Islander Mask</span>: <</if>> Might help you pass the castle guards.<br> <<if $island.wood lt 1>> <span class="black">More wood required.</span> <<wood_required 1>> <br> <<else>> <<link [[Build (1:00)|Island Build Mask]]>><<island_pass 60>><<set $islander_mask += 10>><<set $island.wood -= 1>><</link>> <<wood_required 1>> <br> <</if>> <<case "raft">> <<if $island.raft gte 100>> <span class="green">Raft</span><<else>><span class="red">No raft</span><</if>>: Would let you escape the island. <br> <<if $island.raft gte 100>> <<link [[Sail the raft back to town (1:00)|Island Sail]]>><<island_pass 60>><</link>> <<else>> <<if $island.wood gte 5>> <<link [[Build (3:00)|Island Build Raft]]>><<island_pass 180>><<set $island.raft += 10>><<set $island.wood -= 5>><</link>> <<wood_required 5>> <<else>> <span class="black">More wood required.</span> <<wood_required 5>> <</if>> <</if>> <<default>> <span class="red">Invalid option for: _args[0]</span> <</switch>> <<if $_build and _islandUpgrades[_args[0]].passage>> <<if currentSkillValue('housekeeping') lt _islandUpgrades[_args[0]].housekeeping>> <br> <span class="black"> <<switch _islandUpgrades[_args[0]].housekeeping>> <<case 100>><span class="pink">F+</span> <<case 200>><span class="purple">D</span> <<case 300>><span class="purple">D+</span> <<case 400>><span class="blue">C</span> <<case 500>><span class="blue">C+</span> <<case 600>><span class="lblue">B</span> <<case 700>><span class="lblue">B+</span> <<case 800>><span class="teal">A</span> <<case 900>><span class="teal">A+</span> <<case 1000>><span class="green">S</span> <</switch>> housekeeping skill required. </span> <<set $_disableBuild to true>> <</if>> <<if !$island[$island.home][_args[0]] and $island[$island.home].space lte 0>> <br> <span class="black">More space needed.</span> <<set $_disableBuild to true>> <</if>> <<if _islandUpgrades[_args[0]].woodUsed and _islandUpgrades[_args[0]].woodUsed gt $island.wood>> <br> <span class="black">More wood required.</span> <<wood_required _islandUpgrades[_args[0]].woodUsed>> <<set $_disableBuild to true>> <</if>> <<if _islandUpgrades[_args[0]].timeTaken>> <<set _hours to Math.floor(_islandUpgrades[_args[0]].timeTaken / 60)>> <<set _minutes to _islandUpgrades[_args[0]].timeTaken % 60>> <<set _timeString to " (" +_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")">> <<else>> <<set _timeString to "">> <</if>> <<if $_disableBuild>> <<elseif !$island[$island.home][_args[0]]>> <br> <<link [["Build" + _timeString|_islandUpgrades[_args[0]].passage]]>> <<set $island[$island.home].space -= 1>> <<set $island[$island.home][_args[0]] to "simple">> <<if _islandUpgrades[_args[0]].timeTaken>><<island_pass `_islandUpgrades[_args[0]].timeTaken`>><</if>> <<if _islandUpgrades[_args[0]].woodUsed>><<set $island.wood -= _islandUpgrades[_args[0]].woodUsed>><</if>> <</link>> <<if _islandUpgrades[_args[0]].woodUsed>><<wood_required _islandUpgrades[_args[0]].woodUsed>><</if>> | Space required <<else>> <br> <<link [["Expand" + _timeString|_islandUpgrades[_args[0]].passage]]>> <<switch $island[$island.home][_args[0]]>> <<case "simple">><<set $island[$island.home][_args[0]] to "basic">> <<case "basic">><<set $island[$island.home][_args[0]] to "advanced">> <</switch>> <<if _islandUpgrades[_args[0]].timeTaken>><<island_pass `_islandUpgrades[_args[0]].timeTaken`>><</if>> <<if _islandUpgrades[_args[0]].woodUsed>><<set $island.wood -= _islandUpgrades[_args[0]].woodUsed>><</if>> <</link>> <<if _islandUpgrades[_args[0]].woodUsed>><<wood_required _islandUpgrades[_args[0]].woodUsed>><</if>> <</if>> <</if>> <<if $island[$island.home][_args[0]]>> <br> <<link [[Demolish (1:00)|Island Build]]>><<island_pass 60>><<set $island[$island.home][_args[0]] to undefined>><<set $island[$island.home].space += 1>><</link>> <</if>> </div> <</widget>><<set $location to "landfill">><<set $outside to 1>><<effects>> You tell <<him>> you're lost. <<if $englishSuccess>> <<He>> watches you in silence for a moment, then sighs. <span class="green">"Fine,"</span> <<he>> says. "Exit's that way. Don't get yourself caught again. Not everyone is as kind as me." <br><br> <<endevent>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> watches you in silence for a moment, then laughs. <span class="red">"Yeah right,"</span> <<he>> says. "You're a scavenger. Looking to make an easy bob. I'm turning you out." <<He>> grins. "After a little fun." <br><br> <<link [[Next|Trash Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $location to "landfill">><<set $outside to 1>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> You pout. "Do you treat all your guests this way?" you coo, walking up to <<him>>. "It's okay. I bet you're just lonely out here on your own." <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <span class="green">The <<person>> blushes and looks away.</span> "I-I don't know what you're—" <<he>> manages. <<He>> falls silent when you grasp <<his>> arm and pull <<him>> closer. <br><br> <<link [[Next|Trash Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> <span class="red">The <<person>> holds out an arm to keep you at bay.</span> "You're nuts," <<he>> says, grabbing your arm. <<He>> tries to pull you towards the exit. <br><br> <<link [[Struggle|Trash Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Don't struggle|Trash Rape End]]>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity5>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Trash Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> Panting, the <<person>> falls to the ground, one arm over <<his>> face. <br><br> <<tearful>> you make your escape. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> The <<person>> drops to the ground in pain. <br><br> <<tearful>> you seize the opportunity. You run. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <<else>> <<set $finish to 0>> "Enough foolishness," the <<person>> says, grabbing your arm. <<He>> tries to drag you towards the exit. <br><br> <<link [[Struggle|Trash Fight]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Don't struggle|Trash Rape End]]>><</link>> <br> <</if>><<set $location to "landfill">><<set $outside to 1>><<effects>> You turn from the <<person>>, and run. "Stop!" <<he>> shouts after you, giving chase. <br><br> <<if $athleticsSuccess>> <span class="green">You lose <<him>> in the maze of rubbish.</span> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> <span class="red">You fail to lose <<him>> in the maze of rubbish.</span> <<He>> gains on you, and tackles you to the ground. <br><br> <<link [[Next|Trash Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $enemyarousal to 0>> <<set $enemyanger to 200>> <<set $consensual to 0>> <<molested>> <<controlloss>> <<elseif $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Trash Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The <<person>> drops to the ground, panting. <br><br> <<tearful>> you seize the opportunity. You run. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> The <<person>> drops to the ground in pain. <br><br> <<tearful>> you seize the opportunity. You run. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <<else>> You drop to the ground, too hurt to continue fighting. <br><br> <<tearful>> you can do nothing as the <<person>> lifts you up, and carries you toward the exit. <br><br> <<link [[Next|Trash Rape End]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Trash Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<clotheson>> The <<person>> grasps your arm and drags you away. <<tearful>> you do your best not to stumble. <<Hes>> taking you to the gate. <br><br> <<link [[Struggle|Trash Fight]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Don't struggle|Trash Rape End]]>><</link>> <br> <<else>> You shove the <<person>> into an old bath, and run. You turn before you round a large pile of rubbish, and see <<him>> still struggling to escape the tub. <br><br> <<tearful>> you catch your breath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <</if>><<set $location to "landfill">><<set $outside to 1>><<effects>> <<pass $trash>> You arrive at the gate. <<He>> opens it, then shoves you out onto the tarmac. The gate shuts behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> <<pain 1>> You awaken to the sound of rumbling. You see a metal ceiling above you. It's moving. You try to stand, but your arms and legs are tied. You're on a conveyor belt. <br><br> A loud thud up ahead steals your attention. A compactor crushes rubbish into convenient pancakes. You're headed straight for it. <<gstress>><<gtrauma>><<stress 6>><<trauma 6>> <br><br> You struggle against the bonds, but they hold firm. You inch closer, and closer, until you can feel the vibrations through the belt. <<gggstress>><<gggtrauma>><<stress 18>><<trauma 18>> <br><br> <<link [[Next|Trash Pass Out 2]]>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> Without warning, a siren blares, and a red light blinks into life. The conveyor belt grinds to a halt. <br><br> Several metal tendrils slither from beneath, wrapping around your arms and legs. They cut through your bindings, and haul you from the belt. You land on a concrete floor below. <<gpain>><<pain 4>> <br><br> <<if $settings.tentaclesEnabled and random(1)>> The tendrils don't let go. <br><br> <<link [[Next|Trash Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<generateSecurity 1>><<generateSecurity 2>><<generateSecurity 3>><<person1>> The tendrils pull away from you, disappearing into cracks in the stone. A hatch swings open behind you. <br><br> <<link [[Next|Trash Pass Out 3]]>><</link>> <br> <</if>><<set $location to "landfill">><<set $outside to 1>><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 8 15 "tendril" "metal">> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Trash Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The tendrils pull away from you, disappearing into cracks in the concrete floor. <br><br> <<tearful>> you look around. You're in a dark corridor. The conveyor belt moves again above you. You search for a way out, and find a hatch in the wall. You pry it open, and squeeze outside. It snaps shut behind you. You're on Elk Street. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 2000>> <<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>> <br><<set $location to "landfill">><<set $outside to 0>><<effects>> Light pours onto your prone form. Before you can turn, a hand grabs you by the collar and hauls you to your feet. <br><br> "Gotcha," says a <<personsimple>>. You're too dazed to resist as <<he>> drags you further down the corridor. <br><br> <<link [[Next|Trash Pass Out 4]]>><</link>> <br><<set $location to "landfill">><<set $outside to 0>><<effects>> You walk for a while, until you arrive at a metal service door. You're shoved inside, landing on your knees. A <<person2>><<person>> and <<person3>><<person>> look up from a row of monitors. <br><br> Behind you, the <<person1>><<person>> presses <<his>> foot on your back, holding you down. "Caught this one on the conveyor," <<he>> chuckles. "Who'd throw a thing like this out?" <br><br> They glance at each other, then rise from their chairs. They all close in around you. <br><br> <<link [[Next|Trash Pass Out Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Trash Pass Out Rape Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Trash Pass Out Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Pass Out Rape]]>><</link>></span><<nexttext>> <</if>><<set $location to "landfill">><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They crowd around you, blocking off any chance at escape. <br><br> "I say we keep <<phim>>," the <<person2>><<person>> says. "If anyone comes looking, we tell 'em <<pshe>> got caught in the machines." <br> The <<person3>><<person>> nods. "A little training and <<pshe>>'ll make a fine pet. Who needs those old guard dogs?" They all burst out laughing. <br> The <<person1>><<person>> smiles, but shakes <<his>> head. "Ain't worth the trouble," <<he>> says. "And what if <<pshe>> got loose? Last thing we need is some brat poking around down here." <br><br> Disappointment rings throughout the room, but <<he>> already has you on your feet and out the door. You stagger along after <<him>>. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash Pass Out Sewer]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> into the monitors. Sparks and shards fly. The others back away from you. <br><br> "Fuck," the <<person>> groans. "Get <<phim>>!" <br><br> <<tearful>> you rush out of the room, back the way you came. You search for a way out, and find a hatch in the wall. You pry it open, and squeeze outside. It snaps shut behind you. You're on Elk Street. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 2000>> <<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>> <br> <</if>><<set $location to "drain">><<set $outside to 0>><<effects>> You're dragged down another corridor, until you finally emerge in a dark, damp tunnel. You're shoved through the doorway. <br><br> "Let's keep this to ourselves, aye? Wouldn't want anyone to know about your trespassing." <br><br> Laughter echoes down the tunnel, followed by a door slamming shut. <<tearful>> you dust yourself off. <br><br> <<set $stress -= 2000>> <<link [[Next|Industrial Drain]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Trash Beast Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Beast]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> gives a happy bark, and walks away. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <<else>> The <<beasttype>> whimpers, and runs away. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <</if>><<set $outside to 1>><<set $location to "landfill">><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $enemytype to "swarm">> <<swarminit "maggots" "swarm" "crawling" "crawl" "keep back" 2 6>> <<set $timer to 10>> <</if>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<link [[Next|Trash Swarm Finish]]>><</link>></span><<nexttext>> <<elseif $stress gte $stressmax>> <span id="next"><<link [[Next|Trash Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Swarm]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "landfill">><<effects>> <<if $stress gte $stressmax>> <<endcombat>> <<passouttrash>> <<else>> The maggots crawl away from you. <<tearful>> you escape the pit. <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</if>><<set $location to "landfill">><<set $outside to 1>><<effects>> <<generate1>><<person1>>"Stop right there," a voice shouts behind you. "This is private property. What the fuck do you think you're doing?" <br><br> Before you can assess your options, <<if numberOfEarSlime() gte 2>> you feel the ear slime's influence. <span class="lewd">It's stronger now, redoubled. It commands you to give yourself to the <<person>>.</span> By now you know how good it will feel to comply. <<else>> you feel an unnatural urge<<if $earSlimeDaysStat gte 100>>, one that you're already familiar with<<elseif $earSlimeDaysStat gte 2>>, one that you've felt before<</if>>. <<if $earSlimeDaysStat gte 1>> <span class="lewd">A new ear slime inside pressures you to give yourself to the <<person>>.</span> You know going along with the urges will feel very good. <<else>> <span class="lewd">Something inside pressures you to give yourself to the <<person>>.</span> Somehow you know going along with the urges will feel very good. <</if>> <</if>> <br><br> <<if hasSexStat("promiscuity", 4) and $submissive gte 1900>> <<link [[Submit willingly|Trash Slime Submit willingly]]>> <<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>> <<if $earSlime.promiscuity lt 4>><<set $earSlime.promiscuity to 4>><</if>> <<set $earSlime.startedThreats to true>> <</link>><<promiscuous4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>> <br> <</if>> <<link [[Obey|Trash Slime Obey]]>> <<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>> <<if $earSlime.promiscuity lt 2>><<set $earSlime.promiscuity to 2>><</if>> <</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<if numberOfEarSlime() gte 2 and $earSlime.startedThreats>> <<link [[Defy|Trash Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|Trash Slime Defy]]>><</link>> <</if>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> You drop to your knees in front of the <<person>>. "Fuck me," you say. The slime stops interfering. <br> <<promiscuity4>> The <<person>> glances around, a small smile on <<his>> face. "I do tend to have that effect on people," <<he>> says, sauntering over. <br><br> <<link [[Next|Trash Slime Rape]]>><<set $sexstart to 1>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> You drop to your knees in front of the <<person>>. "F-fuck," you say. "Fuck me." They're only half your own words. <br><br> The <<person>> glances around, a small smile on <<his>> face. "I do tend to have that effect on people," <<he>> says, sauntering over. <br><br> <<link [[Next|Trash Slime Rape]]>><<set $molestationstart to 1>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> <<if numberOfEarSlime() gte 2 and $earSlime.startedThreats>> <<if $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> /* Likely unreachable, but included anyway */ You turn and run. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You turn and run. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction. <</if>> <br><br> <<endevent>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<if hasSexStat("promiscuity", 4) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> You turn and run. You feel a jolt of pain as the slime punishes you for defiance. It tries to force you to stay still, <span class="red">and you fail</span> to resist its influence. <<ggwillpower>><<willpower 3>> <br><br> You drop to your knees in front of the <<person>>. "F-fuck," you say. "Fuck me." They're only half your own words. <br><br> The <<person>> glances around, a small smile on <<his>> face. "I do tend to have that effect on people," <<he>> says, sauntering over. <br><br> <<link [[Next|Trash Slime Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You turn and run. You feel a jolt of pain as the slime punishes you for defiance, however, you feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction. <<gwillpower>><<willpower 1>> <br><br> <<endevent>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> You turn and run. For a moment your steps falter, remembering that promise it made to you. <br><br> <<tearful>> you manage to stumble away, where you crouch and hide behind a rundown car, unsure of what you just felt. <br><br> <<if numberOfEarSlime() is 1>> <i>Obeying the slime will provide benefits, but increase your corruption. The slime will become more powerful, and harder to resist, as its influence grows.</i> <br><br> <</if>> <<endevent>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $noFinish to 1>> <<maninit>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $noFinish to 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Trash Slime Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Slime Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> adjusts <<his>> clothes and walks away. "Still got it," you hear <<him>> say. <br><br> Your knees buckle as the slime's influence gives way. <<else>> You shove the <<person>> away from you. "Crazy—" you hear <<him>> mutter as <<he>> walks away. <br><br> A jolt of pain tears through your body as the slime punishes you for defiance. <<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><<lcorruption true>><<ggpain>><<ggtrauma>><<ggstress>> <br><br> <</if>> <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<endevent>> <<if numberOfEarSlime() is 1>> <i>Obeying the slime will provide benefits, but increase your corruption. The slime will become more powerful, and harder to resist, as corruption increases.</i> <br><br> <</if>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>><<effects>> You brace yourself. An artificial appendage rises from the ground behind you. <br><br> <<link [[Next|Trash Machine]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $physiqueSuccess>> You pull against the shackles binding your wrists. With a snap, <span class="green">the worn metal gives way to your force.</span> You scramble off the machine as an artificial appendage grasps for you, but finds only air. <br><br> The red light fades, and the machine sinks back into the ground. <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<else>> You pull against the shackles binding your wrists, <span class="red">but it only tightens</span> as an artificial appendage rises from the ground behind you. <br><br> <<link [[Next|Trash Machine]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<set $machine_health to 10>><<set $machine_ammo to 8>>/*Used by following widget. Must be set.*/ <<if $player.vaginaExist>> <<machine_init vaginal arm_chains>> <<set $machine.vaginal.armed to 1>> <<else>> <<machine_init anal arm_chains>> <<set $machine.anal.armed to 1>> <</if>> <<set $position to "doggy">> <<set $timer to 30>> <</if>> <<effects>> <<machine_effects>><<machine_combat>> <<machine_state>> <br><br> <<machine_actions>> <<if $machine.number lte 0 or $finish is 1 or $timer lte 1>> <span id="next"><<link [[Next|Trash Machine End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Machine]]>><</link>></span><<nexttext>> <</if>> <br><<effects>> The light flickers, fades, and the shackles release you. The machine sinks back into the ground as you scramble away. <<machine_end>> <<clotheson>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $housekeepingSuccess>> You find a ragged cloth. It takes a bit of spit, <span class="green">but you wipe away the grime.</span> The metal beneath is rather untarnished. You feel a complex mixture of anxieties as you reveal the word "Bailey". The second word is "Mine". There's a year as well, 1912. <br><br> It looks like a sign. It might be worth something to a collector. <br><br> <<set $antiquemoney += 140>><<museumAntiqueStatus "antiqueminesign" "found">> <<wearProp "bailey">> <<else>> You pick at the grime, but it's hard, so hard it might just be discoloured metal. <span class="red">You give up</span> after several minutes of fruitless attempt. <br><br> <</if>> <<link [[Next|Trash]]>><<set $eventskip to 1>><<handheldon>><</link>> <br><<effects>> You turn and take the long way around the scavengers, leaving them to their search. <br><br> <<link [[Next|Trash]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You walk through the open ground in front of the scavengers' mountain. Their backs are turned to you, and they make no attempt to keep the racket down, but the ground is littered with empty cans and other metal objects. One wrong step, and you'll draw attention to yourself. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">You make it to the other side of the open space without disturbing any litter,</span> and leave the scavengers behind you. <br><br> <<skulduggeryuse>> <<link [[Next|Trash]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You make it halfway across the open space, <span class="red">when you hear a metallic crunch beneath your feet.</span> <br><br> The <<person1>><<person>> and <<person2>><<person>> look in your direction. "What have we here?" the <<person1>><<person>> says, jumping off their perch. <br><br> <<skulduggeryuse>> "Wise of you to be sneaky. But we have you now." <br><br> The <<person2>><<person>> rubs <<his>> hands together as they approach, lust in <<his>> eyes. <br><br> <<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You approach the pair. They notice you at once, and climb off the rubbish to meet you. <br><br> "What have we here?" the <<person1>><<person>> asks. "You look awfully weak to be wandering a place like this alone." <br><br> "That's right," the <<person2>><<person>> agrees. "Someone like you could go missing without a trace." <br><br> They step closer, lust in their eyes. <br><br> <<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You approach the pair, despite your underdressed state. They notice you at once, but are initially stunned by your boldness.<<exhibitionism4>> They recover, and climb off the pile of rubbish to meet you. <br><br> "Not the sort of place we'd expect to find such a slut," the <<person1>><<person>> says. <br><br> "I ain't complaining," the <<person2>><<person>> replies. They approach with lust in their eyes. <br><br> <<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You approach the pair, despite your nudity. They notice you at once, but are left speechless by your boldness.<<exhibitionism5>> They're so busy admiring the view that they almost lose you, but they recover in time to hurry down the pile of rubbish, and catch up. <br><br> "I can't believe our luck," the <<person1>><<person>> says. "Do you think <<pshes>> drugged?" <br><br> "Drugged or not," the <<person2>><<person>> says, "I ain't letting <<phim>> get away." They advance with lust in their eyes. <br><br> <<link [[Next|Trash Pair Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Trash Pair Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Pair Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair leave you lying in a heap, and walk deeper into the landfill. <br><br> <<tearful>> you climb to your feet. <br><br> <<else>> You shove the pair onto a pile of rubbish, and escape before they can recover. <br><br> <<tearful>> you lean against a rundown car. You catch your breath. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br><<set $location to "landfill">><<set $bus to "elk">><<set $outside to 1>><<effects>> You awaken on your back, surrounded by mountains of rubbish. You're in a landfill. <br><br> <<tearful>> you rise to your feet and look around. You don't see a way out. Just rubbish wherever you look. You hear the grind of heavy machinery somewhere nearby. <br><br> <<pass 60>> <<set $trash to 50>> <<link [[Next|Trash]]>><</link>><<set $location to "landfill">><<set $outside to 1>><<effects>> You are in the landfill on Elk Street. <<if $trash gte 100>> You're in the depths of the complex. A colossal compactor sits in a clearing, fed by several conveyor belts. <<elseif $trash gte 50>> Mountains of rubbish pile all around. <<elseif $trash gte 30>> Some of the piles of rubbish tower over you. <<elseif $trash gte 10>> The piles of rubbish get taller the further you move from the street. <<else>> You're at the front gate. You can see Elk Street on the other side. A sign reads: "These premises and all objects within are private property." <</if>> <<if $robinmissing is "landfill" and $robinmistknown>> <<print either( "You call out Robin's name. There's no response.", "You scan the area for Robin, to no avail.", "You try to climb a nearby trash pile for a better view, but you can't see Robin.", "Your voice echoes throughout the landfill as you call for Robin." )>> <</if>> <br><br> <<if $stress gte $stressmax>> <<passouttrash>> <<elseif $arousal gte $arousalmax>> The warmth growing within you passes the point of no return. Your knees buckle. <<orgasm>> <<if $rng gte 51 and $settings.parasitesEnabled and ($parasite.left_ear.name is undefined or $parasite.right_ear.name is undefined) and $settings.slimesEnabled and $hallucinations gte 1>> Attracted by your orgasm, something stirs within the detritus. It oozes out from deep within one of the mountains, and squirms across the concrete. You see it just before it reaches you, a living slime. It leaps on your back, and squirms up your neck. You try to reach for it, but it's too fast. <br><br> <<if $parasite.left_ear.name is undefined>> <span class="lewd">It squirms into your left ear,</span> leaving no trace. <<parasite left_ear slime>> <<set $parasite.left_ear.origin to "landfill">> <<elseif $parasite.right_ear.name is undefined>> <span class="lewd">It squirms into your right ear,</span> leaving no trace. <<parasite right_ear slime>> <<set $parasite.right_ear.origin to "landfill">> <</if>> <br><br> <<tearful>> you rise to your feet. You feel unnaturally aroused, despite your orgasm. It's a small feeling at first. Then it grows, until <span class="lewd">an overwhelming desire for lewdity overtakes you.</span> <br><br> <<if !$earSlime.corruption>> <i>A corruption bar has appeared in the Characteristics tab.</i> <br><br> <</if>> <<link [[Next|Trash Slime]]>><</link>> <br> <<else>> To have cum in such a place!<<llcontrol>><<gtrauma>><<trauma 6>><<control -25>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif dangerEvent() and $eventskip is 0>> <<eventstrash>> <<else>> <<investigateicon>><<link [[Search for valuables (1:00)|Trash Search]]>><<pass 60>><</link>><<crime "thievery">> <br> <<if $trash lte 99>> <<getinicon>><<link [[Go towards the sound of heavy machinery (0:10)|Trash]]>><<pass 10>><<set $trash += 10>><</link>> <br> <<elseif $trash gte 100 and $robinmissing is "landfill" and $robinmistknown>> <<getinicon>><<link [[Go towards the sound of heavy machinery (0:10)|Robin Mist Intro]]>><<pass 10>><</link>> <br> <</if>> <<if $trash gte 1>> <<getouticon>><<link [[Go towards the sound of traffic (0:10)|Trash]]>><<pass 10>><<set $trash -= 10>><</link>> <br> <</if>> <<if $trash lte 0>> <<if $trash_unlocked is 1>> <<elkicon>><<link [[Elk Street (0:10)|Elk Street]]>><<pass 10>><</link>> <br> <<else>> <<if $trash_key is 1>> <<lockicon "old key">><<link [[Use the key (0:10)|Trash Leave]]>><<pass 10>><<set $trash_unlocked to 1>><</link>> <br> <<else>> <<lockicon "gate">><<link [[Try the gate (0:05)|Trash Gate Leave]]>><<pass 5>><</link>> <br> <</if>> <</if>> <</if>> <</if>> <<set $eventskip to 0>><<set $location to "landfill">><<set $outside to 1>><<effects>> The gate is barred by a heavy-duty padlock. <br><br> <<if $robinmissing is "landfill" and $robinmistknown>> On closer inspection the padlock is unlocked. Someone must want you to be here. <br><br> <<getinicon>><<link [[Enter|Trash]]>><<set $trash to 0>><</link>> <br> <<else>> <<set $lock to 800>> <<if $trash_key is 1>> <span class="green">It looks like a perfect fit for the key you found.</span> <br><br> <<lockicon "old key">><<link [[Use the key (0:05)|Trash Enter]]>><<set $trash_unlocked to 1>><<pass 5>><</link>> <br> <<elseif currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick lock (0:05)|Trash Lock Enter]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <span class="blue"><i>There must be a key, but you haven't any idea where you could find one.</i></span> <br><br> <</if>> <</if>> <<elkicon>><<link [[Leave|Elk Street]]>><<handheldon>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> The gate is barred by a chain and padlock. You wonder if there's a key somewhere nearby. <br><br> <<set $lock to 800>> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick lock (0:05)|Trash Lock Leave]]>><<handheldon>><<pass 5>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span> <<skulduggeryrequired>> <br><br> <</if>> <<getouticon>><<link [[Leave|Trash]]>><<handheldon>><</link>><<set $location to "landfill">><<set $outside to 1>><<effects>> You successfully pick the lock and walk onto the landfill. <br><br> <<link [[Next|Trash]]>><<set $trash to 0>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> The gate is barred by a chain. You push the large key into the padlock, and the chain falls loose. You walk into the landfill. <br><br> <<link [[Next|Trash]]>><<set $trash to 0>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> You successfully pick the lock and walk onto Elk Street. <br><br> <<link [[Next|Elk Street]]>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> The gate is barred by a chain. You push the large key into the padlock, and the chain falls loose. You walk onto Elk Street. <br><br> <<link [[Next|Elk Street]]>><</link>> <br><<set $location to "landfill">><<set $outside to 1>><<effects>> You search the piles of rubbish for anything of value. <br><br> <<if $trash_key isnot 1 and $trash_unlocked isnot 1>> You find a large, iron key. You wonder if it opens anything nearby. <<set $trash_key to 1>> <<wearProp "key" 0 "iron">> <<elseif $trash gte 100>> <<if $brothel_machine_repair is 2>> <<wearProp "aphrodisiac jar">> You spot a pink light reflect off the base of the compactor. You investigate, and find a small canister. There's a glass window on the side, letting you see the glowing pink gel within. <span class="gold">This must be the fuel used by the brothel sex machine.</span> <<set $brothel_machine_repair to 3>> <<elseif $rng gte 81>> <<wearProp "incense">> You find an ancient incense burner. It's clearly an antique. You're not sure why anyone would throw it out. <<set $antiquemoney += 100>><<museumAntiqueStatus "antiquetrashburner" "found">><<crimeUp 100 "thievery">> <<elseif $rng gte 61>> <<rng>> <<wearProp "stolen purse">> <<if $rng gte 81>> You find a discarded purse. There's <<moneyGain 100 true true>> still inside. <<elseif $rng gte 61>> You find a discarded purse. There's <<moneyGain 80 true true>> still inside. <<elseif $rng gte 41>> You find a discarded purse. There's <<moneyGain 60 true true>> still inside. <<elseif $rng gte 21>> You find a discarded purse. There's <<moneyGain 40 true true>> still inside. <<else>> You find a discarded purse. There's <<moneyGain 20 true true>> still inside. <</if>> <<elseif $rng gte 31>> The rubbish gives way in a small avalanche, <span class="red">revealing a baleful eye.</span> It pierces you with its stare, before vanishing into the mountain. It happened so quick you might have imagined it, but when you close your eyes, it's still there, watching.<<ghallucinogens>><<ggstress>><<set $hallucinogen += 90>><<stress 12>> <<else>> You don't find anything. <</if>> <<elseif $trash gte 50>> <<if $rng gte 81>> <<wearProp "envelope" 0 "manila">> You find a stuffed envelope, full of someone's personal information. Bank details, social security number, the works. Someone should be willing to pay for it. <<crimeUp 50 "thievery">><<set $blackmoney += 50>> <<elseif $rng gte 61>> <<rng>> <<wearProp "stolen purse">> <<if $rng gte 81>> You find a discarded purse. There's <<moneyGain 50 true true>> still inside. <<elseif $rng gte 61>> You find a discarded purse. There's <<moneyGain 40 true true>> still inside. <<elseif $rng gte 41>> You find a discarded purse. There's <<moneyGain 30 true true>> still inside. <<elseif $rng gte 21>> You find a discarded purse. There's <<moneyGain 20 true true>> still inside. <<else>> You find a discarded purse. There's <<moneyGain 10 true true>> still inside. <</if>> <<elseif $rng gte 31>> You find a discarded container, bearing the logo of the nearby compound. As you disturb it, a chemical process within completes, sending the lid rocketing into the sky and filling the air with a sweet, pink mist. <br><br> You cough and back away, <span class="pink">feeling a strange warmth.</span><<gdrugged>><<garousal>><<arousal 600>><<set $drugged += 90>> <<else>> You don't find anything. <</if>> <<elseif $trash gte 30>> <<if $rng gte 81>> <<wearProp "keycard">> You find a bank card. Someone made a half-hearted effort to rendering it unusable before throwing it out, but you bend it back into shape. Should be worth something to the right people. <<crimeUp 30 "thievery">><<set $blackmoney += 30>> <<elseif $rng gte 61>> <<rng>> <<wearProp "stolen purse">> <<if $rng gte 81>> You find a discarded purse. There's <<moneyGain 40 true true>> still inside. <<elseif $rng gte 61>> You find a discarded purse. There's <<moneyGain 30 true true>> still inside. <<elseif $rng gte 41>> You find a discarded purse. There's <<moneyGain 20 true true>> still inside. <<elseif $rng gte 21>> You find a discarded purse. There's <<moneyGain 15 true true>> still inside. <<else>> You find a discarded purse. There's <<moneyGain 10 true true>> still inside. <</if>> <<elseif $rng gte 31>> You don't find anything interesting, except a strange slime. <<random_goo>> <<else>> You don't find anything. <</if>> <<elseif $trash gte 10>> <<if $rng gte 81>> <<wearProp "cup">> You find a stained metal cup. You wipe the grime off, and reveal a silver shine beneath. It looks like it belongs in a museum. <<set $antiquemoney += 50>><<museumAntiqueStatus "antiquetrashcup" "found">><<crimeUp 20 "thievery">> <<elseif $rng gte 61>> <<rng>> <<wearProp "stolen purse">> <<if $rng gte 81>> You find a discarded purse. There's <<moneyGain 30 true true>> still inside. <<elseif $rng gte 61>> You find a discarded purse. There's <<moneyGain 25 true true>> still inside. <<elseif $rng gte 41>> You find a discarded purse. There's <<moneyGain 20 true true>> still inside. <<elseif $rng gte 21>> You find a discarded purse. There's <<moneyGain 15 true true>> still inside. <<else>> You find a discarded purse. There's <<moneyGain 10 true true>> still inside. <</if>> <<elseif $rng gte 31>> You don't find anything, except an old, worthless porno magazine.<<garousal>><<arousal 600>> <<else>> You don't find anything. <</if>> <<else>> <<if $rng gte 81>> <<wearProp "phone" 0 "corded">> You find an old-but-working phone. It should be worth something at least. <<crimeUp 30 "thievery">><<set $blackmoney += 30>> <i>Perhaps greater valuables can be found deeper in the landfill.</i> <<elseif $rng gte 61>> <<rng>> <<wearProp "stolen purse">> <<if $rng gte 81>> You find a discarded purse. There's <<moneyGain 25 true true>> still inside. <<elseif $rng gte 61>> You find a discarded purse. There's <<moneyGain 20 true true>> still inside. <<elseif $rng gte 41>> You find a discarded purse. There's <<moneyGain 15 true true>> still inside. <<elseif $rng gte 21>> You find a discarded purse. There's <<moneyGain 10 true true>> still inside. <<else>> You find a discarded purse. There's <<moneyGain 5 true true>> still inside. <</if>> <<elseif $rng gte 31>> You prod your finger on something sharp.<<gpain>><<pain 1>> <<else>> You don't find anything. <</if>> <</if>> <br><br> <<rng>> <<if $rng gte 91 and $exposed is 0>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>><<generatey6>> You hear the sound of <<group>> in the distance. <br><br> <<link [[Investigate|Trash Compare]]>><<handheldon>><</link>> <br> <<link [[Ignore|Trash]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Trash]]>><<handheldon>><</link>> <br> <</if>><<widget "TrashComparePlayerChastity">> The <<group>> groan in disappointment at the sight of your <<print $worn.genitals.name>>. "What the fuck is that?" the <<trashSelect>><<person>> asks, waving <<his>> arms at your $worn.genitals.name in disappointment. "How is that fair? Stupid prude." <br><br> <<He>> steps forward, and points at you. "I think we should rip it off, just to teach you a lesson." <<He>> stomps your way. <<stress 6>><<gstress>> <br><br> <<Hes>> pulled back by the <<trashSelect>><<person>>, who huffs. "What? No, we're not doing that. That's dumb. I'm not being a part of that." <</widget>> <<widget "TrashComparePlayerBreastsReact">> <<switch $player.breastsize>> <<case 0>> The <<group>> burst into laughter. "<<pShes>> flat as a board!" the <<trashSelect>><<person>> jeers. <<set _notInsecure to $player.sex is "m" or $acceptance_breasts_small gte 1000>> <<set _insecurityType to "breasts_small">> <<case 1 2 3>> The <<group>> chuckle as they examine your <<breasts>>. "A bit on the small side," the <<trashSelect>><<person>> says. <<set _notInsecure to $player.sex is "m" or $acceptance_breasts_small gte 1000>> <<set _insecurityType to "breasts_small">> <<case 4 5 6>> The <<group>> chatter at the sight of your <<breasts>>. "Pretty nice," the <<trashSelect>><<person>> says, smiling. "Decent size." The others nod their agreement. <<set _notInsecure to $player.sex is "f" or $acceptance_breasts_big gte 1000>> <<set _insecurityType to "breasts_big">> <<set _kind to true>> <<case 7 8 9>> The <<group>> let out scattered sounds of awe. The <<trashSelect>><<person>> gives a low whistle. "Now those are tits with some heft to them." <<set _notInsecure to $player.sex is "f" or $acceptance_breasts_big gte 1000>> <<set _insecurityType to "breasts_big">> <<case 10 11 12>> "Holy shit," the <<trashSelect>><<person>> gasps. The rest of the <<group>> follow suit. The <<person>> grins and mimes milking a cow. "<<pShes>> massive. You could drown in those!" <<set _notInsecure to $acceptance_breasts_big gte 1000>> <<set _insecurityType to "breasts_big">> <<set _breastEnvy to !_noFollowUp and $trashCompare.enviousBreastIds.length gte 1 and hasSexStat("deviancy", 4)>> <</switch>> <br><br> <<if _notInsecure>> You're not particularly bothered. <<else>> <<if _kind>>Despite <<his>> kind tone, shame rises<<else>>Shame rises<</if>>, and blood rushes to your face. <<insecurity _insecurityType 2>><<ginsecurity _insecurityType>> <</if>> <<if _breastEnvy>> <br><br> <<set _result to "breastEnvy">> <<personselect $trashCompare.enviousBreastIds.pluck()>> You notice the <<person>> staring at you in envy. <span class="lewd">A lewd idea strikes you.</span> You might be able to help the <<personsimple>>. You might even be able to make a little money from it. <</if>> <</widget>> <<widget "TrashComparePlayerPenisReact">> <<switch $player.penissize>> <<case -2>> The <<group>> burst into uncontrollable laughter. "That's the smallest thing I've ever seen!" the <<trashSelect>><<person>> coos. "Aww, who's a little guy? Can it even get erect?" <<set _notInsecure to $acceptance_penis_small gte 1000>> <<set _insecurityType to "penis_small">> <<case -1 0>> The <<group>> turn to each other, before laughing. "Anyone have a microscope?" the <<trashSelect>><<person>> jokes. <<set _notInsecure to $acceptance_penis_small gte 1000>> <<set _insecurityType to "penis_small">> <<case 1>> The <<group>> look down at your <<penis>>, and a couple let out small chuckles. "A little on the small side," the <<trashSelect>><<person>> says. "It's no big deal." <<set _notInsecure to $acceptance_penis_small gte 1000>> <<set _insecurityType to "penis_small">> <<case 2>> The <<group>> look down at your <<penis>>, muttering. "Not a bad size," the <<trashSelect>><<person>> says. "Not too big, but not too small." <<case 3>> The <<group>> look down at your <<penis>>, with a few letting out small gasps. "Bigger than I expected," the <<trashSelect>><<person>> says. "Not that that's a bad thing." <<set _notInsecure to $acceptance_penis_big gte 1000>> <<set _insecurityType to "penis_big">> <<set _kind to true>> <<case 4>> "Holy shit," the <<trashSelect>><<person>> whispers. "It's a fucking monster." The rest of the <<group>> gape in shock. <<set _notInsecure to $acceptance_penis_big gte 1000>> <<set _insecurityType to "penis_big">> <<set _penisEnvy to !_noFollowUp and $trashCompare.enviousPenisIds.length gte 1 and hasSexStat("deviancy", 4)>> <</switch>> <<if $player.penissize isnot 2>> <br><br> <<if _notInsecure>> <<if _kind>>You're glad they're impressed.<<else>>You're not particularly bothered.<</if>> <<else>> <<if _kind>>Despite <<his>> kind tone, shame rises<<else>>Shame rises<</if>>, and blood rushes to your face. <<insecurity _insecurityType 2>><<ginsecurity _insecurityType>> <</if>> <</if>> <<if $player.vaginaExist>> <br><br> <<set _result to "herm">> "Hey, wait!" the <<trashSelect>><<person>> shouts. "Look! <<pShe>> has a pussy too!" There are scattered sounds of amazement as the rest of the <<group>> shuffle to get a better angle. <</if>> <<if _penisEnvy>> <br><br> <<set _result to "penisEnvy">> <<personselect $trashCompare.enviousPenisIds.pluck()>> You notice the <<person>> staring at you in envy. <span class="lewd">A lewd idea strikes you.</span> You might be able to help the <<personsimple>>. You might even be able to make a little money from it. <<set _boy to _text_output>> <</if>> <</widget>><<effects>> <<set $trashCompare to {girl: 0, penis: 0}>> <<for _i = 0; _i lt $enemyno; _i++>> <<if $NPCList[_i].pronoun is "f">> <<set $trashCompare.girl++>> <</if>> <<if $NPCList[_i].penis isnot "none">> <<set $trashCompare.penis++>> <</if>> <</for>> <<person1>> You follow the voices until you come across a group of older <<group>> hiding in the scrap, all huddled around each other. You can't see what they're doing, but you can hear them whispering to each other. <br><br> <<link [[Spy on them|Trash Compare Spy]]>><</link>> <br> <<link [[Approach them|Trash Compare Greet]]>><</link>><<effects>> You climb to a higher position in the hopes of peeking down at them and seeing what they are doing. Finding a good mound of scrap you can hide behind, you peek over the top and at the <<group>>, and nearly fall over in shock. <<if $trashCompare.girl gte 1 and $trashCompare.penis gte 1>> /* At least one girl, and at least one NPC with a penis */ <span class="lewd">They're comparing breasts and penises.</span> <<elseif $trashCompare.girl gte 1>> /* At least one girl */ <span class="lewd">They're comparing breasts.</span> <<elseif $trashCompare.penis gte 1>> /* At least one NPC with a penis */ <span class="lewd">They're comparing penises.</span> <<else>> /* Six boys with vaginas */ <span class="lewd">They're comparing pussies.</span> <</if>> <<arousal 1000>><<garousal>> <br><br> <<link [[Approach them|Trash Compare Greet]]>><</link>> <br> <<link [[Leave|Trash Compare Leave]]>><</link>><<effects>> Not wanting to be caught peeping on the <<group>>, you carefully sneak away. <br><br> <<link [[Next|Trash]]>><<endevent>><</link>><<effects>> You approach the group, and find a <<fullGroup>>. They turn quiet when they hear you, before fumbling with something in a panic. By the time you get to them it seems they've hidden whatever it is they were gathering around as they turn to face you. "What do you want?" the <<person1>><<person>> asks you. <br><br> "I heard you in the scrap and figured I'd come see what you were all doing. I didn't think I'd come across anyone here." <br><br> <<if $beauty gte 2000>> The <<person4>><<person>> whispers to the <<person1>><<person>> at the front. The <<person1>><<person>> looks at <<him>> and the others questioningly, and they give <<him>> a nervous nod. "We'll tell you," the <<person1>><<person>> says, "but only if you agree not to tell anyone about it. Oh, and you had best do as we say too. If we show you it, you'll have to join in with us." <br><br> <<link [[Accept|Trash Compare Others]]>><<set $phase to 0>><</link>> <br> <<link [[Refuse|Trash Compare Refuse]]>><</link>> <<else>> "Nothing you would be interested in, ugly," the <<person3>><<person>> says, before <<he>> turns around and walks away with <<his>> friends. <<trauma 6>><<gtrauma>> <br><br> <<link [[Next|Trash]]>><<endevent>><<unset $trashCompare>><<set $eventskip to 1>><</link>> <</if>><<effects>> Wary of their offer, you decline, and take your leave. The <<group>> watch you as you go, clearly wanting to make sure you're gone before they go back to whatever it is they were doing. <br><br> <<link [[Next|Trash]]>><<endevent>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<set _selectCount to 0>> <<effects>> <<if $phase is 0>> <<set $trashCompare.phasePool to [0,1,2,3,4,5]>> <<set $trashCompare.enviousPenisIds to []>> <<set $trashCompare.enviousBreastIds to []>> Nervously they motion for you to come closer, before bringing you into the huddled circle they were in before you showed up. "Okay, so here's the thing," the <<person1>><<person>> says, facing you from directly opposite the circle. "Have you ever wanted to know what others are like? Like..." <<if $trashCompare.girl gte 1 and $trashCompare.penis gte 1>> <<He>> taps <<his>> chest. "Up here, and..." <<He>> gestures to <<his>> crotch with <<his>> other hand. "Down here." <<elseif $trashCompare.girl gte 1>> <<He>> taps <<his>> chest. "Up here." <<else>> <<He>> gestures to <<his>> crotch. "Down here." <</if>> <br><br> <<if $promiscuity lt 75>> You look at <<him>> in shock. You were not expecting that. <<if $promiscuity lt 35>> "N-no," you stammer. <br><br> "Well, you made a promise," the <<person>> says. "You better not back down." <<else>> You avoid <<his>> eyes and begin fidgeting nervously. After a moment you manage to stammer out "kinda." <br><br> "Well, that's what we're doing," the <<person>> says, puffing up <<his>> chest to feign confidence. <</if>> <<else>> You giggle at <<him>>. "Of course," you say, sporting a knowing smirk. <br><br> "Well, good then, that's what we're doing. Comparing," the <<person>> replies, slightly flustered at your response. <</if>> <br><br> "Seeing as we're all on the same page," the <<person>> says nervously, "I'll go first." <</if>> <<personselect $phase>><<set _npc to clone($NPCList[$phase])>> <<set _audience to [0,1,2,3,4,5]>><<run _audience.deleteAt($phase)>> <<set _randomLine to $trashCompare.phasePool.pluck()>> <!-- TODO: Add lactation variants for more breastsizes? --> <<if $pronoun is "f">> The <<person>> <<npcUndressText _npc "upper" "self">>, <<npcRevealText _npc "upper">>. <<switch _npc.breastsize>> <<case 0>> You smirk, as the <<group>> burst into laughter. "Look at <<his>> itty bitty nipples!" The <<trashSelect>><<person>> jeers. <br><br> The <<personselect $phase>><<person>> covers <<his>> nipples and blushes. "I-I like them small!" <<he>> protests. You don't think <<hes>> even convincing <<himself>>, much less you and the group. <<set $trashCompare.enviousBreastIds.push($index, $index, $index)>> <<case 1 2 3>> You look at them, as the <<group>> chatter. "A bit on the small side," the <<trashSelect>><<person>> chuckles. <br><br> The <<trashSelect>><<person>> shakes <<his>> head. "Nah, I don't mind that size. They're perfect, really." <<He>> wiggles <<his>> fingers lewdly. <br><br> "I don't know which one of you I don't like more," the <<personselect $phase>><<person>> mutters, drawing laughs. <<set $trashCompare.enviousBreastIds.push($index, $index)>> <<case 4 5 6>> You look at them, as the <<group>> chatter. "Those are like, ideal boobs," the <<trashSelect>><<person>> says. "You'd see tits like that on magazine covers." <br><br> "...Thank you...?" the <<personselect $phase>><<person>> stammers, not entirely sure how to take it. <<set $trashCompare.enviousBreastIds.push($index)>> <<case 7 8 9>> Your mouth forms an 'o' as the <<group>> gasp. "Now that's what I'm talking about!" the <<trashSelect>><<person>> cheers. "Impressive stuff." <br><br> The <<personselect $phase>><<person>> puffs <<his>> chest slightly, happy about the attention but still nervous to be this exposed. <<set $trashCompare.enviousBreastIds.push($index)>> <<case 10 11 12>> You gasp audibly, along with the rest of the <<group>>. "Holy shit," the <<trashSelect>><<person>> breathes. "Those are... they're just..." <<He>> gulps. "Wow. Can those things be milked?" <br><br> "Why?" The <<personselect $phase>><<person>> whines, clutching <<his>> _npc.breastsdesc away. "Why would you say it like that?!" <<if _npc.lactation is 1>> As if on cue, <span class="lewd">a thin trail of milk dribbles down from <<his>> nipple</span>. <<His>> squeals are nearly drowned out by the group's excited yelling. <</if>> <</switch>> <<if _npc.penis isnot "none">> <br><br> <<if $phase is 5>> The other <<group>> turn toward you, <<else>> The <<personselect `$phase+1`>><<person>> reaches for <<his>> clothes, <</if>> but the <<personselect $phase>><<person>> coughs. "I actually have more." Eager, the <<group>> turn back to <<him>>. <br><br> <</if>> <</if>> <!-- TODO: add more reactions based on _randomLine. Each line should have variations that express different personalities. --> <!-- Example: lines where the NPC is embarassed, or confident/proud, or aroused, or embarrassed AND aroused, or way too aroused --> <!-- This should also be done for the breast lines as well. --> <<if _npc.penis isnot "none">> The <<person>> <<npcUndressText _npc "lower" "self">>, <<npcRevealText _npc "lower">>. <<switch _npc.penissize>> <<case -1 0>> /* Currently unused. Prepared for if micropenis NPCs ever become a thing */ You try not to laugh at the sight. The <<group>> burst into laughter, and the <<person>> blushes. "I-it's not that small," <<he>> whispers. <br><br> "Oh, it is," the <<trashSelect>><<person>> chuckles. "It's pretty much just a clit!" <<case 1>> You suppress a smirk, as the <<group>> giggle. "Don't worry," the <<trashSelect>><<person>> soothes. "It'll grow someday." <br><br> The <<personselect $phase>><<person>> pouts and turns away. "Maybe I like it this size," <<he>> mutters. <<set $trashCompare.enviousPenisIds.push($index, $index, $index)>> <<case 2>> You look at it, as the <<group>> chatter. "Nothing special," the <<trashSelect>><<person>> yawns. "Can we move on?" <br><br> "H-hey!" the <<personselect $phase>><<person>> protests. "I just showed you my dick, and 'nothing special' is all you have to say? Come on!" <<set $trashCompare.enviousPenisIds.push($index, $index)>> <<case 3>> Your mouth forms an 'o' as the <<group>> gasp. "Now that's a cock," the <<trashSelect>><<person>> grins. "There are penises, and then there are cocks. That right there is a cock." <br><br> The <<personselect $phase>><<person>> puts <<his>> hands behind <<his>> head, pretending to be bored. "I'm not even fully erect. You haven't seen anything yet." <<set $trashCompare.enviousPenisIds.push($index)>> <<case 4>> /* Currently unused. Prepared for if max-size penis student NPCs ever become a thing */ You gasp audibly along with the <<group>>. Nobody seems to know what to say. The <<person>> pelvic thrusts proudly. <</switch>> <<elseif $pronoun is "m">> /* For boys with pussies, who have no penis and no reason to show off their nipples. To ensure variety despite NPC pussies having no variable traits, phase determines variation of scene */ The <<person>> <<npcUndressText _npc "lower" "self">>, <<npcRevealText _npc "lower">>. <<switch _randomLine>> <<case 0>> The <<group>> let out an 'ooh' at the sight. "Very pretty," the <<trashSelect>><<person>> declares without an ounce of shame. <<case 1>> The <<group>> frown at the sight. "Bro," the <<trashSelect>><<person>> mutters. "You have such horrible... horrible taste in underwear." <br><br> "Hey, they're comfy!" the <<personselect $phase>><<person>> whines. "Leave me alone." <<case 2>> The <<group>> chatter amongst each other for a second, before the <<trashSelect>><<person>> steps forward. "Nice," <<he>> says, giving a thumbs up. "Good job." <br><br> "Thanks!" The <<personselect $phase>><<person>> blinks. "Wait. What did I even do good at?" <<case 3>> <br><br> "Now show us your ass," the <<trashSelect>><<person>> says immediately. <<set _firstPerson to $index>> <br><br> The <<personselect $phase>><<person>>, and the rest of the <<group>>, give <<personselect _firstPerson>><<him>> weird looks, but the <<personselect $phase>><<person>> nonetheless turns around and sticks <<his>> bottom out. <<His>> <<if $NPCList[$index].penis isnot "none">>$NPCList[$index].penisdesc is cradled by <<his>> thighs, and <<his>><</if>> pussy is on full display. <<He>> seems confused, both by the request and by <<his>> own lack of resistance to it. The <<personselect _firstPerson>><<person>>, on the other hand, lets out a quiet gasp. <<case 4>> <<He>> goes so far as to spread <<his>> vagina open, giving you and the group a look inside. There are a few scattered sounds of appreciation, but nobody says anything. <br><br> "Wait wait wait," the <<trashSelect>><<person>> pipes up. "Do that again. I liked that. A lot." <<set _firstPerson to $index>><<personselect $phase>> <br><br> <<if $trashCompare.phasePool.includes(_firstPerson)>> "You did? Okay!" The <<person>> adopts a beaming grin, and a blush spreads across <<his>> face as <<he>> enthusiastically holds <<his>> vagina open for the <<personselect _firstPerson>><<person>>. The <<person>> stares intensely, and the <<personselect $phase>><<person>> slowly grows increasingly aroused, until the <<trashSelect>><<person>> ends the moment with a subtle cough. <<else>> "You did? Hmm," the <<person>> gives the <<personselect _firstPerson>><<person>> a look, first at <<his>> eyes, and then at <<his>> <<if $pronoun is "f">>exposed $NPCList[$index].breastsdesc<<else>><<npcGenitals>><</if>>. "Sure," <<he>> says with a grin, "let's hang out after this." <br><br> The <<trashSelect>><<person>> clears <<his>> throat loudly. <</if>> <<case 5>> "You're dripping!" the <<trashSelect>><<person>> laughs. Indeed, the <<personselect $phase>><<person>> is dripping in arousal. <br><br> <<if $trashCompare.girl gte 1 or ($pronoun is "m" and maleChance($pronoun) lt 100) or ($pronoun is "f" and maleChance($pronoun) gt 0)>> "I-I mean..." <<He>> glances at the <<trashSelect>><<persons>> exposed <<if $pronoun is "f">> <<print $NPCList[$index].breastsdesc>>. <<else>> <<npcGenitals>>. <</if>> "How am I not supposed to be horny?" The <<person>> looks a little uncomfortable, but also flattered. <<else>> <<He>> blushes. "Look, I just... the thought of people looking at me is... nice." The <<group>> laugh. <</if>> <</switch>> <</if>> <br><br> <<if $phase is 5>> <<personselect $phase>> The <<group>> turn to look at you expectantly. "Come on," the <<person>> says. "It's your turn. Show us your <<if $player.gender_appearance is "f">>tits<<else>>junk<</if>>." <br><br> <<link [[Try and back out|Trash Compare Back Out]]>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Show them|Trash Compare Show]]>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<link [[Next|Trash Compare Others]]>><<set $phase++>><</link>> <</if>><<effects>> "No, I'd rather not," you say to the <<group>>. <br><br> "You made a promise," the <<person1>><<person>> retorts angrily, stepping forward. "Now you can either strip of your own free will, or we can make you." <<He>> crosses <<his>> arms. "It's ok if you feel a little embarrassed, but a promise is a promise. So take out your <<if $player.gender_appearance is "f">>tits<<else>>dick<</if>>."<<stress 6>><<gstress>> <br><br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Strip|Trash Compare Show]]>><</link>><<exhibitionist4>> <<else>> <<link [[Reluctantly strip|Trash Compare Show]]>><<set $desperateaction to 2>><</link>><<exhibitionist4>> <</if>> <br> <<link [[Refuse|Trash Compare Forced Strip]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<set _audience to [0,1,2,3,4,5]>> <<if $player.gender_appearance is "f">> <<if hasSexStat("exhibitionism", 4)>> "My turn," you say with a grin, before grasping your $worn.upper.name. <<else>> You nervously grasp your $worn.upper.name. <</if>> <<pullupall>> <<flaunting>> you watch for their reactions. <<upperstrip>><<exposure>> <<exhibitionism4>> <<TrashComparePlayerBreastsReact>> <<else>> <<if hasSexStat("exhibitionism", 4)>> "My turn," you say with a grin, before grasping your $worn.lower.name. <<else>> You nervously grasp your $worn.lower.name. <</if>> <<pulldownall>> <<flaunting>> you watch for their reactions. <<lowerstrip>><<exposure>> <<exhibitionism4>> <<if playerChastity()>> <<TrashComparePlayerChastity>> <<elseif $player.penisExist>> <<TrashComparePlayerPenisReact>> <<else>> <<set _result to "vagina">> The <<group>> gasp in surprise at your <<genitals>>. "Wow, you're a girl?" the <<trashSelect>><<person>> says. The <<trashSelect>><<person>> seems both annoyed and aroused, clearly displeased at your deception but willing to let it go since you played fair. They seem almost entranced by your <<pussy>>, unable to pull their eyes away from it. <</if>> <</if>> <br><br> <<if _result is "vagina" or _result is "herm">> The <<trashSelect>><<person>> looks at you hopefully. "Hey, since we showed everything... could you show us your breasts too?" <<He>> rubs the back of <<his>> neck. <<if _result is "vagina">> "If we knew you were a girl, we'd have asked you to take your top off in the first place." <<else>> "If you have both sets, do you have boobs too?" <</if>> <br><br> <<link [[Refuse|Trash Compare Show Refuse]]>><<set $phase to 2>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Show them|Trash Compare Breasts Show All]]>><</link>><<exhibitionist4>> <</if>> <<elseif _result is "flat">> The <<trashSelect>><<person>> crosses <<his>> arms. "I dunno about the rest of you, but I'm suspicious of <<pher>> chest. <<pShes>> really, really flat." <<His>> eyes narrow. "As flat as a boy." <br><br> <<He>> takes a step forward. "Show us your pussy. Or, if I'm right... your penis." <br><br> <<link [[Refuse|Trash Compare Show Refuse]]>><<set $phase to 1>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Show them|Trash Compare Penis Show All]]>><</link>><<exhibitionist4>> <</if>> <<elseif _result is "breastEnvy">> <<link [[Offer to help the envious girl for a fee|Trash Compare Secret]]>><<set $phase to 0>><</link>> <br> <<link [[Wrap things up|Trash Compare Wrap It Up]]>><</link>> <<elseif _result is "penisEnvy">> <<link [[`Offer to help the envious ${_boy} for a fee`|Trash Compare Secret]]>><<set $phase to 1>><</link>> <br> <<link [[Wrap things up|Trash Compare Wrap It Up]]>><</link>> <<else>> "Umm, I think we've all seen each other now," the <<trashSelect>><<person>> says, gathering <<his>> clothes. "Think I'll head out." <br><br> "Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest. <br><br> <<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>> <</if>><<effects>><<set _audience to [0,1,2,3,4,5]>> <<set _target to ($phase is 1 ? "penis" : "breasts")>><<set _it to ($phase is 1 ? "it" : "them")>> "I can think of a way to help with that," you say to the envious <<personsimple>>. All the <<group>>' ears perk at that, you clearly have their interest. "There's a way you can make your _target grow permanently," you state confidently. "I'll tell it to you, but it'll cost you." <br><br> <<set _offer to random(3001, 8999)>> The <<group>> react initially like they want to be angry, but soon realise the offer is worth it. <<if ($phase is 1 ? $trashCompare.penis lte 5 : $trashCompare.girl lte 5)>>The others decide they're interested too, and add their money to the pool.<</if>> Talking together they search their pockets and manage to produce a total of <<printmoney _offer>> from the change in their pockets. "It's all we have on us," the <<trashSelect>><<person>> says. <br><br> Grinning, you take their money and tell them about the urchin parasites they can find in the sea, and how if you let them stay on your _target, they make _it grow. You neglect to tell them about how it likes to pleasure them too. You can only imagine them attempting to try this before realising in shock what it's doing to them and that they can't get it off without showing their _target to a doctor. <<arousal 1000>><<garousal>> <<money _offer>> <br><br> <<if $trashCompare.girl is 6 and $phase is 0>> Grateful and no doubt full of hopeful thoughts of huge tits swaying on their chests, the <<group>> get dressed and make their way on out. <<elseif $trashCompare.penis is 6 and $phase is 1>> Grateful and no doubt full of hopeful thoughts of huge penises swinging between their legs, the <<group>> get dressed and make their way on out. <<else>> Grateful and no doubt full of hopeful thoughts of huge penises swinging between their legs or huge tits on their chests, the <<group>> get dressed and make their way on out. <</if>> You follow suit and get dressed yourself. <br><br> <<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>> "Umm, I think we've all seen each other now," you say, gathering your clothes. <br><br> "Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest. <br><br> <<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>> You <<if $phase is 1>>cover your crotch<<else>>clutch your breasts<</if>> defensively. "I'd rather not," you tell them. <br><br> The <<person>> looks disappointed, but nods in understanding. "Sorry," <<he>> says. "We were just curious." The other <<group>> nod in agreement, clearly wanting to respect your boundaries, much to your relief. <br><br> "Think it's time we head out," the <<trashSelect>><<person>> says. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest. <br><br> <<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>> You grin, before grasping your $worn.upper.name. <<pullupall>> <<flaunting>> you watch for their reactions. <<upperstrip>><<exposure>> <<exhibitionism4>> <<set _noFollowUp to true>> <<TrashComparePlayerBreastsReact>> "Umm, I think we've all seen each other now," you say, gathering your clothes. <br><br> "Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest. <br><br> <<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<effects>><<set _audience to [0,1,2,3,4,5]>> "My turn," you say with a grin, before grasping your $worn.lower.name. <<pulldownall>> <<flaunting>> you watch for their reactions. <<lowerstrip>><<exposure>> <<exhibitionism4>> <<set _noFollowUp to true>> <<if playerChastity()>> <<TrashComparePlayerChastity>> <<elseif $player.penisExist>> <<TrashComparePlayerPenisReact>> <<else>> The <<group>> gasp in surprise at your <<genitals>>. "Wow, you're actually a girl?" the <<trashSelect>><<person>> says. "Sorry, with how flat you were, we thought for sure you were... well." <</if>> <br><br> "Umm, I think we've all seen each other now," you say, gathering your clothes. <br><br> "Yeah, me too," the <<trashSelect>><<person>> agrees. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest. <br><br> <<link [[Leave|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $outside to 1>><<effects>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcidlegenitals>><<npcstrip>> <<set $enemyanger to 50>><<set $enemytrust to -50>><<set $noBodyWriting to true>> "You're going to keep your promise," the <<person1>><<person>> says. "Whether you want to or not." <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked") and $worn.under_upper.type.includes("naked")>> <span id="next"><<link [[Next|Trash Compare Combat Loss]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0 or $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Trash Compare Combat Win]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Trash Compare Forced Strip]]>><</link>></span><<nexttext>> <</if>><<effects>> You shove the <<group>> away from you. <<tearful>> you run to safety. <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Trash]]>><<unset $trashCompare>><<set $eventskip to 1>><</link>> <br><<effects>><<set _audience to [0,1,2,3,4,5]>> <<set _noFollowUp to true>> The <<group>> hold your hands behind your back. "You should have kept your promise, then we wouldn't have had to do this," the <<person1>><<person>> says. <br><br> They gather around to have a good look at your naked body. <!-- TODO: Figure out a logical way to address the player having breasts and a penis; both would be equally noticeable here. --> <<if $player.gender_appearance is "f">> <<TrashComparePlayerBreastsReact>> <<else>> <<if playerChastity()>> <<TrashComparePlayerChastity>> <<elseif $player.penisExist>> <<TrashComparePlayerPenisReact>> <<else>> The <<group>> gasp in surprise at your <<genitals>>. "Wow, you're a girl?" the <<trashSelect>><<person>> says. The <<trashSelect>><<person>> seems both annoyed and aroused, clearly displeased at your deception. They seem almost entranced by your <<pussy>>, unable to pull their eyes away from it. <</if>> <</if>> <br><br> "Think it's time we head out," the <<trashSelect>><<person>> says. The rest of the <<group>> nod in agreement and follow <<him>> in getting dressed again. You follow their lead and get dressed, feeling a little awkward. The <<person>> glances at you once last time and gives you a flirtatious wink, before joining the rest. <br><br> <<endcombat>> <<link [[Next|Trash]]>><<endevent>><<clotheson>><<unset $trashCompare>><<set $eventskip to 1>><</link>><<widget "eventstrash">> <<cleareventpool>> <<addinlineevent "trash_1" 1>> <<generate1>><<person1>>"Stop right there," a voice shouts behind you. "This is private property. What the fuck do you think you're doing?" <br><br> <<link [[Explain|Trash Explain]]>><</link>><<englishdifficulty 1 1000>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Trash Seduce]]>><</link>><<promiscuous1>> <br> <</if>> <<link [[Run|Trash Run]]>><</link>><<athleticsdifficulty 1 1000>> <br> <</addinlineevent>> <<addinlineevent "trash_2" 1>> It only lasts a moment, but you think you feel the ground tremble. <<gstress>><<stress 6>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "trash_3" 1>> <<beastNEWinit 1 dog>> You hear a growl behind you. A <<beasttype>> steps out from behind a pile, teeth bared. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Next|Trash Beast]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You run. You manage to escape, though not unscathed. <<beastescape>> <br><br> <<link [[Next|Trash]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "trash_4" 1>> The ground heaves, and metal shackles shoot from below, snapping around your wrists and pulling you down.<<gpain>><<pain 1>> <br><br> With a jerk, the ground lifts and a large machine rises. An ominous red light flickers on, like a terrible eye peering at you. <br><br> <<link [[Brace|Trash Brace]]>><</link>> <br> <<link [[Break free|Trash Break]]>><</link>><<physiquedifficulty 1 20000>> <br> <</addinlineevent>> <<addinlineevent "trash_5" 1>> You feel the ground give way beneath you, dropping you into a shallow pit. <br><br> <<rng>> <<if $rng gte 51 or !$settings.swarmsEnabled>> You climb out, a little shaken and sore from the fall, but otherwise okay. <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<else>> Something moves beneath you. Squirms. You're lying on a bed of gigantic maggots, each as long as your hand. <br><br> <<link [[Next|Trash Swarm]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "trash_6" 1>> You hear a faint buzzing. It grows in intensity as you continue, reaching an almost deafening pitch. <<gstress>><<stress 6>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "trash_7" 1>> A group of gulls sit atop a nearby mound, chucking bits of litter to the ground. <<dancedifficulty 200 400 ignore>> <<if $danceSuccess>> A banana peel sails your way, <span class="green">but you dart aside.</span> It lands on the ground where you stood. <<else>> A banana peel sails your way, <span class="red">landing on your head.</span> You throw it back on the pile.<<gstress>><<stress 6>> <</if>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "trash_8" 2>> <<rng>> <<if $rng gte 91 and $settings.parasitesEnabled and $parasite.right_thigh.name is undefined>> You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your right thigh.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i> <br><br> <<parasite right_thigh maggot>> The skin beneath it feels warm. The warmth spreads. <<garousal>><<arousal 600>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 81 and $settings.parasitesEnabled and $parasite.left_thigh.name is undefined>> You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your left thigh.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i> <br><br> <<parasite left_thigh maggot>> The skin beneath it feels warm. The warmth spreads. <<garousal>><<arousal 600>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 71 and $settings.parasitesEnabled and $parasite.right_arm.name is undefined>> You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your right arm.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i> <br><br> <<parasite right_arm maggot>> The skin beneath it feels warm. The warmth spreads. <<garousal>><<arousal 600>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 61 and $settings.parasitesEnabled and $parasite.left_arm.name is undefined>> You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your left arm.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i> <br><br> <<parasite left_arm maggot>> The skin beneath it feels warm. The warmth spreads. <<garousal>><<arousal 600>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 51 and $settings.parasitesEnabled and $parasite.tummy.name is undefined>> You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your tummy.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i> <br><br> <<parasite tummy maggot>> The skin beneath it feels warm. The warmth spreads. <<garousal>><<arousal 600>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 41 and $settings.parasitesEnabled and $parasite.bottom.name is undefined>> You trip over something. Not surprising given the state of the place. But then you <span class="lewd">feel something slither onto your bottom.</span> You look down, and see a giant maggot. It clings to you, and no amount of tugging will remove it. <i>Perhaps you could wash it off.</i> <br><br> <<parasite bottom maggot>> The skin beneath it feels warm. The warmth spreads. <<garousal>><<arousal 600 "bottom">> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <<else>> You trip over something. Not surprising given the state of the place, but when you look back you don't see anything that could have caught your foot. <<gpain>><<pain 4>><<gstress>><<stress 6>> <br><br> <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</addinlineevent>> <<if $museumAntiques.antiques.antiqueminesign isnot "found" and $museumAntiques.antiques.antiqueminesign isnot "talk" and $museumAntiques.antiques.antiqueminesign isnot "museum">> <<addinlineevent "trash_9" 1>> Your foot catches on a metal plate, dislodging it from a pile of caked grime. There's something written on it, beneath the dirt, but you can't make it out. <br><br> <<link [[Clean it (0:10)|Trash Plate]]>><<pass 10>><</link>><<housekeepingdifficulty 1 300>> <br> <<link [[Ignore|Trash]]>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <</if>> <<addinlineevent "trash_10" 1>> <<generate1>><<generate2>><<person1>> You hear voices up ahead. A <<person>> and <<person2>><<person>> dig into one of the mountains of trash, scavenging for valuables. <<if $exposed gte 1>> You crouch behind a rundown car, concealing your <<lewdness>>. <</if>> <br><br> <<link [[Take a detour (0:10)|Trash Pair Detour]]>><<pass 10>><</link>> <br> <<set $skulduggerydifficulty to 600>> <<link [[Sneak by|Trash Pair Sneak]]>><</link>><<skulduggerydifficulty>> <br> <<if $exposed gte 2>> <<if hasSexStat("exhibitionism", 5)>> <<link [[Approach|Trash Pair Approach Naked]]>><</link>><<exhibitionist5>> <br> <</if>> <<elseif $exposed gte 1>> <<if hasSexStat("exhibitionism", 4)>> <<link [[Approach|Trash Pair Approach Undies]]>><</link>><<exhibitionist4>> <</if>> <<else>> <<link [[Approach|Trash Pair Approach]]>><</link>> <br> <</if>> <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "passouttrash">> <<if isPregnancyEnding()>> <<pregnancyPassout "trash">> <<else>> <<passout>> You've pushed yourself too much. <br><br> <<link [[Next|Trash Pass Out]]>><</link>> <br> <</if>> <</widget>> <<widget "trashSelect">> <!-- This could potentially be adapted into a more all-encompassing widget that selects a random NPC --> <<if _audience>> <<personselect _audience.pluck()>> <<else>> <<personselect random(0,5)>> <</if>> <</widget>><<set $outside to 0>><<set $location to "market">><<effects>> You enter the small office responsible for the Connudatus market. A <<generate1>><<person1>><<person>> greets you. <br><br> "<<printmoney 1500>> for the day," <<he>> says. "We close at <<ampm 21>>. We'll need to see a sample of what you intend to sell, too. We'll also need proof of citizenship, unless you're selling flowers or other produce." <br><br> <<set _plant_keys to Object.keys($plants)>> <<for _t to 0; _t lt _plant_keys.length; _t++>> <<if $plants[_plant_keys[_t]].amount gte 1>> <<set _plant_temp to clone($plants[_plant_keys[_t]].plural)>> <</if>> <</for>> <<if _plant_temp is undefined>> <<pass 5>> <span class="purple">You don't have anything appropriate to sell.</span> <br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endstall>><<endevent>><<clotheson>><</link>> <br> <<else>> <<money -1500 "marketStall">><<set $daily.stallRented to 1>><<set $stall_money to 0>><<if !$stall_stats>><<set $stall_stats to {}>><</if>> You show <<him>> one of your _plant_temp. It seems to satisfy. You sign the paperwork, hand over the money, and leave to find your stall. <br><br> <<endevent>> /*Would let PC choose which items to display initially, but it's not functional What goods do you want to present for sale? <br><br><<stall_setup>> */ <<link [[Open|Stall Rent 2]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "market">><<effects>> You lay your goods over the table, trying to arrange them in a pleasing way. There's a little roof to protect you from any rain, and a stool should your legs get tired. Other traders are setting up either side of you. <br><br> You finish just as the first customers trickle onto the street. <br><br> <<stall_actions>><<set $outside to 0>><<set $location to "market">><<effects>> What goods do you want to present for sale? <br><br> <<stall_setup>><<set $outside to 0>><<set $location to "market">><<effects>> <<stall_inventory>> <br><br> <<stall_chance>> <br><br> <<for _r to 0; _r lt 4; _r++>> <<if $attractiveness + $fame.business + currentSkillValue('tending') + ($plant_inventory.length * 100) + ($stall_rejected * 10) gte random(1, 10000)>> <<set _stall_attention to 1>> <</if>> <</for>> <<set _plant_keys to Object.keys($plants)>> <<for _t to 0; _t lt _plant_keys.length; _t++>> <<if $plants[_plant_keys[_t]].amount gte 1>> <<set _plant_temp to clone($plants[_plant_keys[_t]].plural)>> <</if>> <</for>> <<if Time.dayState is "night">> An official arrives to announce that the market's business hours are over. <br><br> You pack up your goods as neon lights flicker on up and down the street, signalling the shift in the street's business. <br><br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>> <br> <<elseif _inventory_found isnot 1>> With nothing to sell, there's little reason to attend your stall. <br><br> <<if _plant_temp isnot undefined>> <<ind>><<link [[Display new produce|Stall Rent Return]]>><</link>> <</if>> <br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>> <br> <<elseif _inventory_in_stall isnot 1>> With nothing on display, there's little reason to attend your stall. <br><br> <<icon "projectMaths.png">><<link [[Manage your stall|Stall Manage]]>><</link>> <br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>> <br> <<elseif _stall_attention is 1>> <<eventsstall>> <<else>> <<if $rng gte 81>> A few people glance over, but you fail to attract any real attention. <<elseif $rng gte 61>> No one comes by, though the stalls either side you are having trouble too. <<elseif $rng gte 41>> No one seems interested right now. <<elseif $rng gte 21>> People walk by without so much as a look at your goods. <<else>> You fail to attract attention. <</if>> <br><br> <<stall_actions>> <</if>><<effects>> You review the products you're selling. <br><br> <<marketStockDisplay>> <<link [[Back|Stall Manage Exit]]>><</link>><<effects>> <<silently>><<stall_inventory>><</silently>> <<if _inventory_in_stall isnot 1>> With nothing on display, there's little reason to attend your stall. <br><br> <<icon "projectMaths.png">><<link [[Manage your stall|Stall Manage]]>><</link>> <br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>> <br> <<elseif _inventory_found isnot 1>> With nothing to sell, there's little reason to attend your stall. <br><br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>> <br> <<else>> You finish looking over your stall and wait for potential customers. <br><br> <<stall_actions>> <</if>><<effects>> <<if $worn.under_lower.name is "naked">> <<flaunting>> you peel your $worn.lower.name down your legs, leaving you naked below the waist. You feel the breeze against your <<genitals 1>>. There are so many people around, but no one noticed. <<if $daily.ex.stall isnot 1>> <<if $exhibitionism lte 80>> <<set $daily.ex.stall to 1>> <</if>> <<exhibitionism4>> <<else>> <br><br> <</if>> <<else>> <<flaunting>> you peel your $worn.lower.name down your legs, exposing your $worn.under_lower.name. There are so many people around, but no one noticed. <<if $daily.ex.stall isnot 1>> <<if $exhibitionism lte 40>> <<set $daily.ex.stall to 1>> <</if>> <<exhibitionism2>> <<else>> <br><br> <</if>> <</if>> <<lowerstrip>> <<stall_actions>><<effects>> <<flaunting>> you peel your $worn.under_lower.name down your legs, leaving you naked below the waist. You feel the breeze against your <<genitals 1>>. There are so many people around, but no one noticed. <<if $daily.ex.stall isnot 1>> <<if $exhibitionism lte 80>> <<set $daily.ex.stall to 1>> <</if>> <<exhibitionism4>> <<else>> <br><br> <</if>> <<underlowerstrip>> <<stall_actions>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <<set $mouth to "disabled">> You crouch behind your stall. You're in a busy public place, with movement all around, yet you're hidden from view. Just about. You start touching yourself. <<if $daily.ex.stall isnot 1>> <<set $daily.ex.stall to 1>> <<if $exhibitionism lte 60>> <<set $daily.ex.stall to 1>> <</if>> <<exhibitionism3>> <<else>> <br><br> <</if>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $corruptionMasturbation>> <span class="red">The slime in your ear will not allow you to stop.</span> <</if>> <div id="masturbationButtons"> <<if $attractiveness + $fame.business + currentSkillValue('tending') + ($stall_rejected * 10) gte random(1, 300000)>> <div id="next"><<link [[Continue|$passage + " Finish"]]>><<set $phase to 1>><</link>><<nexttext>></div> <<else>> <div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div> <</if>> <<masturbationStopControls>> </div> <br><br><br><br><br><<effects>> <<if $phase is 1>> <span class="lewd">Someone's coming.</span> <<tearful>> you scramble back to your place behind the stall.<<if $orgasmdown gte 1>><<set _stall_masturbation_caught to 1>><</if>> <br><br> <<endmasturbation>> <<endcombat>> <<if _stall_masturbation_caught is 1>> A <<generate1>><<person1>><<person>> waits for you. "Ah," <<he>> says as you emerge. "Just who I was looking for, I was wondering how—" <br><br> It's no use. Your body spasms in orgasm, and you barely suppress your moan. <br><br> <<if random(1, 2) is 2>> "Are you okay?" <<he>> asks. "I'll come back later. Maybe you'll be feeling better." Your knees buckle as <<he>> leaves. You can't help but moan into your hand once you're out of sight. <br><br> <<endevent>> <<stall_actions>> <<else>> "Damn <<girl>>," <<he>> says. "What were you up to down there?" <<He>> glances around the market. "How about I finish what you started, eh?" <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Accept|Stall Masturbation Accept]]>><</link>><<promiscuous2>> <br> <<else>> <<insufficientStat "promiscuity" "to accept">> <br> <</if>> <<refuseicon>><<link [[Refuse|Stall Masturbation Refuse]]>><</link>> <br> <</if>> <<else>> <<stall_inventory>> <br><br> <<stall_chance>> <br><br> <<eventsstall>> <</if>> <br> <<else>> <<tearful>> you return to your place behind your stall. <br><br> <<endmasturbation>> <<endcombat>> <<stall_actions>> <br> <</if>><<effects>> You nod. The <<person>> glances around, then disappears beneath the table. You follow suit. <<promiscuity2>> <<link [[Next|Stall Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Y-you're wrong," you say. "Please don't imply such awful things." <<elseif $speech_attitude is "bratty">> "I don't like what you're implying," you manage. "Buy something or fuck off." <<else>> "You're mistaken," you say. "Can I interest you in some local produce?" <</if>> <br><br> "I know a lewd <<girl>> when I see one," <<he>> says. "I'll see you around." <<glewdity>><<set $stall_rejected += 1>> <br><br> <<stall_actions>><<effects>> <<if $speech_attitude is "meek">> "W-Would you like to buy anything?" you ask. <<elseif $speech_attitude is "bratty">> "Hurry up," you say. "You're getting in the way of my customers." <<else>> "Does anything interest you?" you ask. <</if>> <br><br> <<He>> mumbles, but doesn't stop to chat. Or buy anything. <br><br> <<stall_actions>><<effects>> The <<person>> stops in front of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>><<effects>> <<if $speech_attitude is "meek">> "W-Would you like to buy anything?" you ask. <<elseif $speech_attitude is "bratty">> "Hurry up," you say. "You're getting in the way of my customers." <<else>> "Does anything interest you?" you ask. <</if>> <br><br> The <<person>> stops in front of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>><<effects>> You remain silent. The <<person1>><<person>> doesn't stop. <br><br> <<stall_actions>><<effects>> <<stall_sell_man>><<effects>> You listen to the <<person1>><<person>> drone on. You struggle to pay attention, though you nod along and that seems to satisfy. <br><br> At last, the <<person>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>><<effects>> <<if $speech_attitude is "meek">> "I-I'm sorry to interrupt," you say. "But would you like to buy something?" <<elseif $speech_attitude is "bratty">> "I don't have all day," you say. "Hurry up and buy something." <<else>> "Sorry to interrupt," you say. "But would you like to buy something?" <</if>> <br><br> The <<person1>><<person>> frowns. "Yes," <<he>> says. "Kids these days. No respect." <<He>> points at the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How about <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>><<effects>> You try to keep up with the <<person1>><<person>>. <<if $tendingSuccess>> <span class="green">You know a thing or two yourself.</span> <<gtrust>><<set $enemytrust += 20>> <br><br> "Not every day I meet someone worth talking to," <<he>> says, looking at the <span class="green"><<print setup.plants[$stall_plant].plural>></span> in front of <<him>>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<else>> <span class="red"><<He>> flips between topics too quickly,</span> and you lose track. <<He>> loses interest and moves on without buying anything. <br><br> <<stall_actions>> <</if>><<effects>> <<set _supermarketItem to (V.plants[V.stall_plant]?.supermarket >= 0)>> <<if _supermarketItem>> <<if $speech_attitude is "meek">> "No, <<sir>>," you say. "This is from the supermarket. I hope you don't mind." <<elseif $speech_attitude is "bratty">> "I sure do," you say with a cheeky grin. "Getting it from the supermarket counts as producing it myself, right?" <<else>> "Sorry to say, but I got it from the supermarket," you admit. <</if>> <br><br> The <<person1>><<person>> chuckles. "No shame in that game, <<girl>>. I can admire an entrepreneurial spirit." <<else>> <<if $speech_attitude is "meek">> "Everything is made by me," you say. <<elseif $speech_attitude is "bratty">> "Yeah," you say. <<else>> "Yes, I do," you say. <</if>> <br><br> "That's amazing," the <<person1>><<person>> says. "I wish I had such skill." <</if>> <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>><<effects>> <<if $speech_attitude is "meek">> "I'm sorry," you say. "I don't want to tell anyone." <<elseif $speech_attitude is "bratty">> "None of your business," you say. <<else>> "That's for me to know," you say. <</if>> <br><br> "I didn't mean to pry," the <<person1>><<person>> says, lifting one of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>><<effects>> <<if $speech_attitude is "meek">> "W-would you like to buy something?" you ask, pointing at your display. <<elseif $speech_attitude is "bratty">> "I'm not for sale," you say, pointing at your display. "Those are." <<else>> "Can I interest you in my produce?" you ask, pointing at your display. <</if>> <br><br> <<He>> glances down, as if seeing them for the first time. <<if $rng gte 51>> <<He>> points at the <span class="green"><<print setup.plants[$stall_plant].name.replace(/_/g," ")>></span>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<else>> "I'll pass. Later beautiful." <br><br> <<stall_actions>> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I'm here to sell these," you say, gesturing at your display. "I don't sell me. Usually." <<elseif $speech_attitude is "bratty">> "If you can't afford these," you say, gesturing at your display, "then you can't afford me." <<else>> "I'm not normally for sale," you say, leaning on the table yourself. "But maybe I could be persuaded to give you a deal." <</if>> <br><br> The <<person1>><<person>> leans closer. "That so?" <<he>> says. <<He>> looks down at the <span class="green"><<print setup.plants[$stall_plant].name.replace(/_/g," ")>></span>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>><<effects>> <<if $speech_attitude is "meek">> "P-please leave me alone," you say. "This isn't that kind of establishment." <<elseif $speech_attitude is "bratty">> "You've mistaken my stall for a brothel," you say. "I'll forgive you once." <<else>> "I don't wish to do business with you," you say. "Please leave." <</if>> <br><br> The <<person1>><<person>> stands upright, hands above <<his>> shoulders. "I meant nothing by it," <<he>> says. "Later beautiful." <br><br> <<stall_actions>><<effects>> <<flaunting>> you chase the <<person1>><<person>> through the market with just your $worn.under_lower.name on display. You feel more than a few eyes on you. <<exhibitionism3>> <<if $athleticsSuccess>> <span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end. <<He>> turns around, and the fear in <<his>> eyes is replaced by confusion at the sight of your underwear. Confusion and lust. <<covered>> <br><br> You hear voices behind you. A crowd's gathering, drawn by your exhibitionist spectacle. <br><br> Coming to <<his>> senses and seeing no other way out, the <<person>> throws the <<print $stall_expensive.replace(/_/g," ")>> in the air. <<He>> struggles up and over the wall as you catch it. <br><br> You walk past the leering crowd and return to your stall as if nothing were amiss. <br><br> <<stall_actions>> <<else>> <span class="red"><<Hes>> too fast for you,</span> and you lose <<him>> in the maze of stalls. <<set $plants[$stall_expensive].amount -= 1>> <br><br> Panting, you look around. People from all over stare in your direction. The ones who aren't are still blushing. <<covered>> <br><br> <<if $rng gte 41>> You return to your stall as if nothing were amiss. <br><br> <<stall_actions>> <<else>> <<endevent>> <<generate1>><<generate2>><<generate3>> You turn back in the direction of your stall, and almost walk straight into a <<person1>><<person>>. There are two others with <<him>>. "Where you going, lewd <<girl>>?" <<he>> says, stepping forward and into you, pushing you back. "Walking around like that's just asking for trouble. But don't worry. Me and my friends are here to look after you." <br><br> <<He>> wraps a hand around your waist and tries to pull you closer. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Allow|Stall Gang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to accept">> <br> <</if>> <<refuseicon>><<link [[Shove|Stall Gang Shove]]>><<trauma -6>><</link>><<ltrauma>> <br> <</if>> <</if>><<effects>> <<flaunting>> you chase the <<person1>><<person>> through the market with your <<genitals>> and <<bottom>> on display. You feel more than a few eyes on you. <<exhibitionism5>> <<if $athleticsSuccess>> <span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end. <<He>> turns around, and the fear in <<his>> eyes is replaced by confusion at the sight of your nudity. Confusion and lust. <<covered>> <br><br> You hear voices behind you. A crowd's gathering, drawn by your exhibitionist spectacle. <br><br> Coming to <<his>> senses and seeing no other way out, the <<person>> throws the <<print $stall_expensive.replace(/_/g," ")>> in the air. <<He>> struggles up and over the wall as you catch it. <br><br> You walk past the leering crowd and return to your stall as if nothing were amiss. <br><br> <<stall_actions>> <<else>> <span class="red"><<Hes>> too fast for you,</span> and you lose <<him>> in the maze of stalls. <<set $plants[$stall_expensive].amount -= 1>> <br><br> Panting, you look around. People from all over stare in your direction. Those who aren't are blushing. <<covered>> <br><br> <<if $rng gte 61>> You return to your stall as if nothing were amiss. <br><br> <<stall_actions>> <<else>> <<endevent>> <<generate1>><<generate2>><<generate3>> You turn back in the direction of your stall, and almost walk straight into a <<person1>><<person>>. There are two others with <<him>>. "Where you going, lewd <<girl>>?" <<he>> says, stepping forward and into you, pushing you back. "Walking around like that's just asking for trouble. But don't worry. Me and my friends are here to look after you." <br><br> <<He>> wraps a hand around your waist and tries to pull you closer. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Allow|Stall Gang Sex]]>><<set $sexstart to 1>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to accept">> <br> <</if>> <<refuseicon>><<link [[Shove|Stall Gang Shove]]>><<trauma -6>><</link>><<ltrauma>> <br> <</if>> <</if>><<effects>> You shove the <<person1>><<person>> away from you. <<His>> friends laugh. "Playing hard to get? Fine, but we'll be watching you." <<glewdity>><<set $stall_rejected += 1>> <br><br> You return to your stall as if nothing were amiss. <br><br> <<stall_actions>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity5>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Stall Gang Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Stall Gang Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <br><br> <<tearful>> you return to your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> into the road, where <<he>> trips and falls. You seize the opportunity and escape through the crowd. <<glewdity>><<set $stall_rejected += 1>> <br><br> <<tearful>> you return to your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>> "Leave <<phim>> alone you creeps." <br> "Who do you think you are?" <br> "I'm calling the police." <br><br> The <<person1>><<person>> shoves you away, and disappears into the crowd. <<glewdity>><<set $stall_rejected += 1>> <br><br> <<tearful>> you return to your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<else>> "You little tease," the <<person1>><<person>> says. "We'll be watching you." <<glewdity>><<set $stall_rejected += 1>> <br><br> <<tearful>> you return to your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <</if>><<effects>> You chase the <<person1>><<person>> through the market. <<if $athleticsSuccess>> <<if $rng gte 81>> <span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end. <br><br> <<He>> turns to face you, then charges. <br><br> <<link [[Next|Stall Fight]]>><<set $fightstart to 1>><</link>> <br> <<elseif $rng gte 41>> <span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end. <br><br> <<He>> turns to face you, eyes darting this way and that, looking for a way out. <<He>> throws the <<print $stall_expensive.replace(/_/g," ")>> into the air, then turns and climbs the wall while you catch it. <br><br> You return to your stall. <br><br> <<stall_actions>> <<else>> <<set $stallThiefPartner to maleChance($pronoun) gte random(1, 100) ? "boyfriend" : "girlfriend">> <span class="green">You gain on your quarry,</span> and chase <<him>> into an alley. It's a dead end. <br><br> "S-sorry," <<he>> says, holding out the <<print $stall_expensive.replace(/_/g," ")>> and avoiding your gaze. "I wanted it for my <<print $stallThiefPartner>>, but I couldn't afford it. It was wrong." <br><br> <<link [[Let <<him>> keep it|Stall Keep]]>><<famegood 4>><</link>> <br> <<socialiseicon "angry">><<link [[Scold|Stall Scold]]>><</link>> <br> <<link [[Remain silent|Stall Silent]]>><</link>> <br> <<if currentSkillValue('skulduggery') gte 300>> <<link [[Give pointers|Stall Pointers]]>><<trauma -6>><</link>><<ltrauma>> <br> <</if>> <</if>> <<else>> <span class="red"><<Hes>> too fast,</span> you're unable to catch up. <br><br> You return to your stall empty-handed. <br><br> <<set $plants[$stall_expensive].amount -= 1>> <<stall_actions>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Stall Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Stall Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The <<person1>><<person>> lies on the ground, spent and panting. The <<print $stall_expensive.replace(/_/g," ")>> lies beside <<him>>. <br><br> <<tearful>> you pick it up and return to your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> drops the <<print $stall_expensive.replace(/_/g," ")>> and runs. <<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> <<tearful>> you pick it up and return to your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<else>> You fall back, too hurt to continue fighting. The <<person1>><<person>> flees the alley, your <<print $stall_expensive.replace(/_/g," ")>> in hand. <<set $plants[$stall_expensive].amount -= 1>> <br><br> <<tearful>> you return to your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <</if>><<effects>> <<if $speech_attitude is "meek">> "<<if $pronoun is "m">>S-Sir<<else>>M-ma'am<</if>>!" you call. "Would you take a look at my produce?" <<elseif $speech_attitude is "bratty">> "Oi," you say. "Loiterer. Buy something or clear off." <<else>> "Can I interest you in my wares?" you say. "They're produced locally." <</if>> <br><br> <<if $rng gte 51>> The <<person>> walks away, and finds somewhere else to stand. <br><br> <<stall_actions>> <<else>> <<set $stall_plant to $stall_expensive>> <<stall_update>> The <<person>> walks over, and examines your <span class="green"><<print setup.plants[$stall_expensive].plural>></span>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks. <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <</if>><<effects>> You decide not to bother the <<person>>. <br><br> <<stall_actions>><<effects>> <<if $speech_attitude is "meek">> "You did okay," you say, taking the <<print $stall_expensive.replace(/_/g," ")>>. "But you could be better." <<elseif $speech_attitude is "bratty">> "You fucked up," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "I should never have noticed you." <<else>> "You botched it," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "I should never have noticed you." <</if>> <br><br> You give the <<person>> some skulduggerous pointers. <<Hes>> shocked that you would share this with such candour. "Th-thank you," <<he>> says, when you finish, a little intimidated. "I-I'm not a thief though. I don't normally do this." <br><br> At that, you laugh. You return to your stall. <br><br> <<unset $stallThiefPartner>> <<stall_actions>><<effects>> <<if $speech_attitude is "meek">> "I-it's okay," you say. "You can give it to your <<print $stallThiefPartner>>." <<elseif $speech_attitude is "bratty">> "Maybe you should think of cheaper ways to show your affection," you say. "But I'll overlook it this time. Keep it." <<else>> "Give it to your <<print $stallThiefPartner>>," you say. <</if>> <br><br> "Thank you," <<he>> says. "I feel even more guilty now. Again, I'm sorry." <br><br> You return to your stall. <br><br> <<unset $stallThiefPartner>> <<set $plants[$stall_expensive].amount -= 1>> <<stall_actions>><<effects>> <<if $speech_attitude is "meek">> "Stealing is wrong," you say, taking the <<print $stall_expensive.replace(/_/g," ")>>. "You should be ashamed." <<elseif $speech_attitude is "bratty">> "You're lucky," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "I'm not gonna punish you. This time." <<else>> "You need to be careful," you say, snatching the <<print $stall_expensive.replace(/_/g," ")>>. "Not everyone is as forgiving as me." <</if>> <br><br> <<He>> looks down at <<his>> feet. <br><br> You return to your stall. <br><br> <<unset $stallThiefPartner>> <<stall_actions>><<effects>> You take the <<print $stall_expensive.replace(/_/g," ")>> and return to your stall. <br><br> <<stall_actions>><<effects>> You decide <<he>> isn't worth leaving your stall unattended for. <<set $plants[$stall_expensive].amount -= 1>> <br><br> <<stall_actions>><<effects>> <<if $speech_attitude is "meek">> "Do you like my <span class="green"><<print setup.plants[$stall_expensive].plural>></span>," you ask, holding one up. <<elseif $speech_attitude is "bratty">> "Don't overlook my <span class="green"><<print setup.plants[$stall_expensive].plural>></span>," you say, holding one up. <<else>> "Can I interest you in some <span class="green"><<print setup.plants[$stall_expensive].plural>></span>?" you ask, holding one up. <</if>> <br><br> <<if $enemytrust gte -50>> <<stall_update>> <<He>> examines your produce. "They do look nice. How much for <span class="green"><<stall_amount>></span> of them?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<else>> <<He>> doesn't even turn to look. <br><br> <<stall_actions>> <</if>><<effects>> <<if $stall_seduced is 0>><<set $seductiondifficulty to 2000>> "Going so soon?" you coo. The <<person>> turns around. You lean on your elbows, looking <<him>> in the eye. "We were just getting to know each other." <<promiscuity1>> <<elseif $stall_seduced is 1>><<set $seductiondifficulty to 4000>> "I think you forgot your change," you say. That gets <<his>> attention. <<if $worn.upper.type.includes("naked")>> <<He>> turns to find your back to <<him>>, bent over and wiggling your <<bottom>> in the air. You peek over your shoulder to see if it's having the desired effect. <<else>> <<He>> turns to find you leaning forward, your top hanging loose. <<He>> can see right down it. <<if $player.gender_appearance is "f" and $worn.under_upper.type.includes("naked")>> Your lack of a bra makes this even better. <</if>> <</if>> <<exhibitionism1>> "My mistake," you coo. <br><br> <<elseif $stall_seduced is 2>><<set $seductiondifficulty to 6000>> "Thank you so much for your business," you say, "but you forgot something." <<He>> returns to the table. You clasp <<his>> hands in your own, lean forward, and plant a kiss on <<his>> cheek. <<promiscuity2>> <<else>> <<if $worn.under_lower.type.includes("naked")>><<set $seductiondifficulty to 8000>> "I love attending this stall," you say. "No one knows I'm naked below the waist." <<exhibitionism3>> <<else>><<set $seductiondifficulty to 10000>> "I love attending this stall," you say. "No one knows I'm only wearing underwear below my waist." <<exhibitionism2>> <</if>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <<set $stall_seduced += 1>> <<He>> blushes and looks away, <span class="green">but no longer seems keen on leaving.</span> <<set $enemyarousal += 20>> <br><br> <<set $stall_plant to $plant_inventory.random()>> <<stall_update>> <<He>> walks back to your stand and stops in front of the <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "H-How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<else>> <<He>> blushes, but turns around <span class="red">and continues on <<his>> way.</span> <br><br> <<stall_actions>> <</if>><<effects>> You glance around to make sure no one's watching, then slip beneath the table. <<if $rng gte 51>> You hitch the table's cover up on the other side, <<if $pronoun is "m">> and unzip the <<persons>> fly. <<else>> along with the <<persons>> skirt. <</if>> <<if $NPCList[0].penis isnot "none">> <<His>> $NPCList[0].penisdesc is erect and waiting. <<else>> <<His>> pussy already glistens. <</if>> <<promiscuity4>> <<link [[Next|Stall Oral Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> The <<person1>><<person>> slips under it too. "I know what you're planning, but oral won't cut it," <<he>> says. <<threaten>> <br><br> <<if hasSexStat("promiscuity", 5)>> <<link [[Accept|Stall Oral Accept]]>><</link>><<promiscuous5>> <br> <<else>> <<insufficientStat "promiscuity" "to agree">> <br> <</if>> <<link [[Refuse|Stall Oral Refuse]]>><</link>> <br> <</if>><<effects>> You nod, but you're not sure the <<person1>><<person>> even notices. <<Hes>> already groping at you. <<promiscuity5>> <<link [[Next|Stall Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "N-no," you say. "I didn't agree to this." <<elseif $speech_attitude is "bratty">> "Get the fuck off me," you say. "I didn't consent to this." <<else>> "Get off," you say. "I didn't agree to this." <</if>> The <<person1>><<person>> ignores you, and gropes instead. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> You kick <<him>> hard in the shin, giving you an opening. You crawl out from beneath the table. The <<person>> soon appears on the other side. <<He>> glares at you before walking away. <<glewdity>><<set $stall_rejected += 1>> <br><br> <<stall_actions>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Stall Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Stall Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>><<fameprostitution 1>> <<ejaculation>> <<tearful>> you return to your side of the table. The <<person>> emerges from the other side then leans against it, panting. You look around at the busy market. Everyone's minding their own business, and you don't think anyone noticed. <br><br> "Thanks <<girl>>," <<he>> says, adjusting <<his>> <<if $pronoun is "f">>skirt<<else>>trousers<</if>>. "See you around." <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $enemyhealth lte 0>><<set $stall_rejected += 1>> You shove the <<person1>><<person>> away from you. <<He>> tumbles through the cover and out into the open. <br><br> <<tearful>> you return to your side of the table. The <<person1>><<person>> is busy struggling to <<if $pronoun is "f">>lower <<his>> skirt<<else>>zip <<his>> fly<</if>>, while others watch with amusement. <<glewdity>> <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>><<set $stall_rejected += 1>> Too nervous to continue, the <<person>> crawls away from you. The table cover falls behind <<him>>, blocking your view. <br><br> <<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet. People up and down the market look over, concerned about the source of the scream. <<glewdity>> <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<else>><<set $stall_rejected += 1>> The <<person>> crawls away from you. The table cover falls behind <<him>>, blocking your view. <br><br> <<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet. <<glewdity>> <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity5>> <<enable_rescue>> <<npcoral>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Stall Oral Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Stall Oral Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<fameprostitution 1>> <<ejaculation>> <<tearful>> you return to your side of the table. The <<person>> leans against it, panting. You look around at the busy market. Everyone's minding their own business, but you don't think anyone noticed. <br><br> "Thanks <<girl>>," <<he>> says, adjusting <<his>> <<if $pronoun is "f">>skirt<<else>>trousers<</if>>. "See you around." <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $enemyhealth lte 0>> <<set $stall_rejected += 1>> You shove the <<person1>><<person>> away from you. <<He>> stumbles and crashes through a stall opposite, sending fruit rolling down the street. <br><br> <<tearful>> you return to your side of the table. The <<person1>><<person>> is busy struggling to <<if $pronoun is "f">>lower <<his>> skirt<<else>>zip <<his>> fly<</if>>, while the fruit stall owner admonishes <<him>>. <<glewdity>> <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescued += 1>><<set $stall_rejected += 1>> The <<person>> backs away, and the table cover falls, blocking your view. <br><br> <<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet. People up and down the market look over, concerned about the source of the scream. <<glewdity>> <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<else>> <<set $stall_rejected += 1>> The <<person>> sticks a hand under the table, and shoves you to the ground. <br><br> <<tearful>> you return to your side of the table. <<Hes>> gone by the time you get to your feet. <<glewdity>> <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <</if>><<effects>> You pull away from the <<person>>. <<if $speech_attitude is "meek">> "Th-there's been a mistake," you say. "This isn't what I sell here." <<elseif $speech_attitude is "bratty">> "Keep your hands off me," you say. "Or I'll call security." <<else>> "I'm sorry for the misunderstanding," you say. "But I only sell produce here." <</if>> <<set $stall_rejected += 1>> <br><br> The <<person>> glares at you, then glances around. "You led me on," <<he>> whispers. "You're gonna pay. Sooner or later." <<He>> walks away. <br><br> <<stall_actions>><<effects>> You twist around and shove the <<person1>><<person>> away from you. <<He>> grasps the stall's support and almost brings the roof down as <<he>> tumbles. <<He>> shoots you a glare before climbing to <<his>> feet and walking away. <br><br> <<tearful>> you turn back to your display. <br><br> <<stall_actions>><<effects>> <<if $rng gte 51>> You endure the <<person1>><<persons>> invasive groping. It continues for several minutes, until <<he>> at last grows bored. <br><br> <<tearful>> you try to focus on your display. <br><br> <<stall_actions>> <<else>> <<generate2>> You endure the <<person1>><<persons>> invasive groping. It continues for several minutes, until a <<person2>><<person>> approaches your display. <<Hes>> so taken by it <<he>> doesn't notice what's going on behind the table. Not until <<hes>> close. <br><br> "Can I interest you in this <<girl>> here?" the <<person1>><<person>> says from behind. "Only £100. Limited time offer." <br><br> The <<person2>><<person>> strokes <<his>> chin in thought. "£60. And not a penny more." <br><br> They continue to haggle over you. <br><br> <<link [[Protest|Stall Protest]]>><</link>> <br> <<link [[Remain silent|Stall Wait]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "P-please no," you say. "I'm not in stock." <<elseif $speech_attitude is "bratty">> "I've had enough," you say. "Get your fucking hands off me." <<else>> "I'm not for sale," you say. <</if>> <br><br> "<<pShe>> sounds a little bratty," the <<person2>><<person>> says. "I'll pass." <<He>> walks away. <br><br> The <<person1>><<person>> tightens <<his>> grip on you. "Fine," <<he>> says. "Free of charge. But you have to share <<phim>> with me." <br><br> The <<person2>><<person>> stops and grins. "I can't refuse a free <<girl>>." <br><br> The <<person1>><<person>> grasps your mouth with <<his>> free hand. "Fucking <<bitch>>," <<he>> whispers, forcing you to the ground, hidden behind your covered table. "Almost made some easy cash. At least I get to use you myself." <br><br> <<link [[Next|Stall Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You wait until the pair agree on the price. The <<person2>><<person>> gets you cheap, but there's a caveat. <<He>> has to share you with the <<person1>><<person>>. <br><br> The <<person>> shoves you beneath the table, while the <<person2>><<person>> lifts the cover on <<his>> side. The <<person1>><<person>> climbs under behind you, then on top of you, as <<he>> forces your mouth against the <<person2>><<persons>><<if $NPCList[_n].penis isnot "none">> erect <<print $NPCList[_n].penisdesc>><<else>> moistening pussy<</if>>. <br><br> <<link [[Next|Stall Double Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <<npcoral>> <<set $enemyanger += 20>> <<set $enemytrust -= 20>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Stall Double Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Stall Double Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>><<set $forcedprostitutionstat += 1>> <<ejaculation>> You're left lying on the ground beneath your stall. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> to the side, where <<he>> collides with a neighbouring stall. The stall's owner isn't the only one to notice. <br><br> <<He>> staggers to <<his>> feet and glares at you, but thinks better than to try anything. <<He>> stomps away as the <<person2>><<person>> pretends <<hes>> not involved. <br><br> <<tearful>> you take your place behind your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<else>> <<set $rescued += 1>> "Did you hear that scream?" <br> "What's going on over there?" <br> "Someone should take a look." <br><br> The <<person2>><<person>> steps away from the table, letting the cover fall and struggling to <<if $pronoun is "m">>zip <<his>> fly<<else>>pull down <<his>> skirt.<</if>> <br><br> The <<person1>><<person>> peeks outside. Fear crosses <<his>> face. <<He>> shoots you one last glare, then flees. <br><br> <<tearful>> you return to your place behind the display. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <<hand_gag 0 left>> <<set $enemyanger += 20>> <<set $enemytrust -= 20>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Stall Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Stall Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You're left lying on the ground behind your stall. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> to the side, where <<he>> collides with a neighbouring stall. The stall's owner isn't the only one to notice. <br><br> <<He>> staggers to <<his>> feet and glares at you, but thinks better than to try anything. <<He>> stomps away. <br><br> <<tearful>> you take your place behind your stall. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <<else>> <<set $rescued += 1>> "Did you hear that scream?" <br> "What's going on over there?" <br> "Someone should take a look." <br><br> The <<person1>><<person>> peeks over your table. Fear crosses <<his>> face. <<He>> shoots you one last glare, then flees. <br><br> <<tearful>> you return to your place behind the display. <br><br> <<clotheson>> <<endcombat>> <<stall_actions>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> <<set $urchin_debt to random(500,2000)>> It turns out that the <<person1>><<person>> stole some <<if $phase is 0>>food<<else>>items from the stall<</if>> worth <<printmoney $urchin_debt>>, and the market stall owner wants to call the police. <br><br> <<if $phase is 0>> <<link [[Try to explain the orphan's desperate hunger|Market Street Urchin Help Persuade]]>><</link>> <br> <<else>> <<link [[Persuade the market stall owner to drop it|Market Street Urchin Help Persuade]]>><</link>> <br> <</if>> <<if $money gte $urchin_debt>> <<link [[Offer to pay|Market Street Urchin Help Pay]]>><<set $phase += 1>><</link>> /* incr $phase to indicate price not agreed. */ <br> <</if>> <<if $submissive lte 1100 and (($phase is 0) or ($phase is 10 and ($delinquency gte 400 or $cool gte 40)))>> <<link [[Attack the market stall owner|Market Street Urchin Help Hit]]>><<crimeUp 200 "assault">><</link>><<gcrime "assault">> <br> <</if>> <<link [[Walk away|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> <<if $phase is 0>> You explain to the market stall owner the horrors of life in the orphanage, and what the <<person1>><<person>> has to live through.<br> <<if $chef_speech is "bailey">> The market stall owner looks away <<print either("sadly","darkly","with a pained expression")>>. "I've heard the rumours about that place." <<set _bar to random(0,400)>> <<else>> The market stall owner looks sceptical about your claims. <<set _bar to random(0,1000)>> <</if>> <<else>> You tell the market stall owner about how hard the <<person>> works at school and how calling the police could destroy <<his>> whole future.<<set _bar to random(0,800)>> <</if>><br><br> <<if currentSkillValue('english') gte _bar>> Hearing the passion in your words, the market stall owner relents. <br> <<if $phase is 0>> The market stall owner sighs and waves away the concerned onlookers, calling you both in.<br> "I'm not a monster. If you're hungry, ask me anytime I'm open. Just please don't steal my stuff. Okay?"<br> The <<person>> smiles, hesitates, and starts to hand back the food.<br> "Keep it. It's yours. Now, get outta here. Both of you." <<lstress>><<stress -3>> <br><br> "Thanks," the <<person>> says, as you walk away. "I owe you one." <<ghope>><<hope 1>> <br><br> <<link [[Leave|Connudatus Street]]>><<famegood 20>><<unset $urchin_debt>><<endevent>><</link>> <br> <<else>> "Okay, okay! Cut it out!" The market stall owner laughs. "Who am I to derail a future of such grand and world-changing potential!? I'll let <<him>> off this time. But give that back and get outta here, and don't make me regret this. If I see you near my stall again you better be buying something. And you... You, get out of here before I hire you as a sales clerk!"<br> The <<person>> hands back the stolen item. And the stall owner goes back to work. <br><br> "Thanks," the <<person>> says, as you walk away. "I owe you one." <<gcool>><<status 1>> <br><br> <<link [[Next|Connudatus Street]]>><<famegood 20>><<unset $urchin_debt>><<endevent>><</link>> <br> <</if>> <<elseif currentSkillValue('english') gte (_bar/2)>> Hearing the conviction in your words, the market stall owner relents. <br><br> "Okay, but someone has to pay me for it."<br><br> <<if $money gte $urchin_debt>> <<link [[Offer to pay|Market Street Urchin Help Pay]]>><</link>> <br> <<link [[Refuse to pay|Market Street Urchin Not Pay]]>><</link>> <br> <<else>> <span class="red">You can't afford it.</span> <br><br> <<link [[Explain that you can't afford to pay|Market Street Urchin Not Pay]]>><<famegood 2>><</link>> <br> <</if>> <<else>> The market stall owner is not convinced, and drags the <<person>> off toward the police station. <br><br> <<link [[Next|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> <<if $phase % 10 is 1 and $rng % 3 is 0>> /* price not yet agreed? 1 in 3 chance of a price hike */ <<set $urchin_debt *= 2>> "Okay," the market stall owner says. "But since <<person1>><<he>> tried to steal from me, the price has gone up to <<printmoney $urchin_debt>>." <<else>> "Okay," the market stall owner says. "Just pay <<printmoney $urchin_debt>> for it, and get out of here. You're lucky it's been a busy day." <</if>> <br><br> <<if $money gte $urchin_debt>> You pay the market stall owner. <<ghope>><<hope 1>><<money `-$urchin_debt` "marketStall">> <br><br> The owner counts it carefully and then waves you both away. "Get out of here." <br><br> <<link [[Next|Connudatus Street]]>><<famegood 20>><<unset $urchin_debt>><<endevent>><</link>> <br> <<else>> <span class="red">You can't afford it.</span> <br><br> <<link [[Explain that you can't afford to pay|Market Street Urchin Not Pay]]>><<famegood 2>><</link>><br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> The market stall owner shrugs, and drags the <<person>> off toward the police station. <br><br> <<link [[Next|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> Without warning, you lunge at the market stall owner and shove them into their stall. Wares crash in every direction. <br><br> In the chaos that ensues, you both get away. <<if $phase is 0>>The orphan is grateful for your help.<<greb>><<ghope>><<reb 1>><<hope 1>> <<else>>The student is grateful for your help.<<gcool>><<status 1>><<famescrap 5>> <</if>> <br><br> <<link [[Next|Connudatus Street]]>><<unset $urchin_debt>><<endevent>><</link>> <br><<widget "stall_actions">> <<outfitChecks>> <<if $stress gte $stressmax>> <<passoutstreet>> <<elseif _shirtless and $player.gender_appearance is "f">> You can't do this with your <<breasts>> on display. <<if $player.sex is "m">>Not while looking like a girl.<</if>> You duck and run. <br><br> <<link [[Next|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><<set $eventskip to 1>><</link>> <br> <<else>> <<if random(1, 10000) is 10000>> <<stallicon "open">><<link [[Capitalism ho! (0:20)|Stall]]>><<endevent>><<endstall>><<pass 20>><</link>> <br> <<else>> <<stallicon "open">><<link [[Continue (0:20)|Stall]]>><<endevent>><<endstall>><<pass 20>><</link>> <br> <</if>> <<icon "projectMaths.png">><<link [[Manage your stall|Stall Manage]]>><</link>> <br> /* Stall Manage used instead <<ind>><<link [[Change displayed produce|Stall Rent Return]]>><</link>> <br> */ <<if $worn.lower.name isnot "naked">> <<if $worn.under_lower.name isnot "naked">> <<if $worn.upper.set isnot $worn.lower.set>> <<if hasSexStat("exhibitionism", 2)>> <<skinicon "strip">> <<link [[Remove your bottoms|Stall Bottoms Strip]]>><<endevent>><<endstall>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist2>><</if>> <br> <</if>> <</if>> <<else>> <<if $worn.upper.set isnot $worn.lower.set>> <<if hasSexStat("exhibitionism", 4)>> <<skinicon "strip">><<link [[Remove your bottoms|Stall Bottoms Strip]]>><<endevent>><<endstall>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist4>><</if>> <br> <</if>> <</if>> <</if>> <<elseif $worn.under_lower.name isnot "naked">> <<if $worn.under_lower.set isnot $worn.under_upper.set>> <<if hasSexStat("exhibitionism", 4)>> <<skinicon "strip">><<link [[Remove your undies|Stall Undies Strip]]>><<endevent>><<endstall>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist4>><</if>> <br> <</if>> <</if>> <</if>> <<if hasSexStat("exhibitionism", 3)>> <<skinicon "masturbate">><<link [[Masturbate|Stall Masturbation]]>><<endevent>><<endstall>><<set $phase to 0>><<set $masturbationstart to 1>><</link>><<if $daily.ex.stall isnot 1>><<exhibitionist3>><</if>> <br> <</if>> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "stall_setup">> <<set $plants_stall to []>> <<set _plant_keys to Object.keys($plants)>> <<stall_setup_interior>> <</widget>> <<widget "stall_setup_interior">> <span id="stall_setup"> Your produce: <<for _t to 0; _t lt _plant_keys.length; _t++>> <<set _plant_name to $plants[_plant_keys[_t]].name>> <<set _plant_name_text to $plants[_plant_keys[_t]].name.replace(/_/g," ")>> <<if $plants[_plant_keys[_t]].amount and !$plants_stall.includes(_plant_name)>> <<tendingicon setup.plants[_plant_name].icon>> <<capture _plant_name>> <<link "_plant_name_text">><<set $plants_stall.push(_plant_name)>><<replace #stall_setup>><<stall_setup_interior>><</replace>><</link>> | <</capture>> <</if>> <</for>> <br> <<link "Add all">> <<for _t to 0; _t lt _plant_keys.length; _t++>> <<set _plant_name to $plants[_plant_keys[_t]].name>> <<if $plants[_plant_keys[_t]].amount and !$plants_stall.includes(_plant_name)>> <<set $plants_stall.push(_plant_name)>> <</if>> <</for>> <<replace #stall_setup>><<stall_setup_interior>><</replace>> <</link>> <br><br> On your stall: <<for _t to 0; _t lt _plant_keys.length; _t++>> <<set _plant_name to $plants[_plant_keys[_t]].name>> <<set _plant_name_text to $plants[_plant_keys[_t]].name.replace(/_/g," ")>> <<if $plants[_plant_keys[_t]].amount and $plants_stall.includes(_plant_name)>> <<tendingicon setup.plants[_plant_name].icon>> <<capture _plant_name>> <<link "_plant_name_text">><<set $plants_stall.delete(_plant_name)>><<replace #stall_setup>><<stall_setup_interior>><</replace>><</link>> | <</capture>> <</if>> <</for>> <br> <<link "Remove all">> <<for _t to 0; _t lt _plant_keys.length; _t++>> <<set _plant_name to $plants[_plant_keys[_t]].name>> <<if $plants[_plant_keys[_t]].amount and $plants_stall.includes(_plant_name)>> <<set $plants_stall.delete(_plant_name)>> <</if>> <</for>> <<replace #stall_setup>><<stall_setup_interior>><</replace>> <</link>> <br><br> <<if $plants_stall.length gte 1>> <<link [[Open|Stall Rent 2]]>><</link>> <br> <<else>> <<link [[Leave it for now|Connudatus Street]]>><</link>> <br> <</if>> <br> </span> <</widget>> <<widget "stall_inventory">> <<silently>> <<set $plant_inventory to []>> <<set _plant_keys to Object.keys($plants)>> <<set _total_worth to 0>> <<set _total_amount to 0>> <<set _total_sold_amount to 0>> <<for _t to 0; _t lt _plant_keys.length; _t++>> <<if ndef $stall_stats[_plant_keys[_t]]>> <<set $stall_stats[_plant_keys[_t]] to { inventory:{amount:0, price:0, total:0}, sold:{amount:0, total:0, amountHistory: 0, totalHistory: 0} }>> <</if>> <<if $plants[_plant_keys[_t]].amount gte 1>> <<set _inventory_found to 1>> <<if $plants[_plant_keys[_t]].marketStall is false>> <<continue>> <</if>> <<set _plant_value to Math.round(setup.plants[$plants[_plant_keys[_t]].name].plant_cost)>> <<set _total_worth += $plants[_plant_keys[_t]].amount * _plant_value>> <<set _total_amount += $plants[_plant_keys[_t]].amount>> <<set _inventory_in_stall to 1>> <<run $plant_inventory.push($plants[_plant_keys[_t]].name)>> <<if ($stall_expensive is undefined) or ($plants[$stall_expensive].amount lte 0) or (setup.plants[$plants[_plant_keys[_t]].name].plant_cost gte setup.plants[$stall_expensive].plant_cost)>> <<set $stall_expensive to clone(setup.plants[$plants[_plant_keys[_t]].name].name)>> <</if>> <<set $stall_stats[_plant_keys[_t]].inventory to {amount:$plants[_plant_keys[_t]].amount, price:_plant_value, total:($plants[_plant_keys[_t]].amount * _plant_value)}>> <<else>> <<set $stall_stats[_plant_keys[_t]].inventory to {amount:0, price:Math.round(setup.plants[$plants[_plant_keys[_t]].name].plant_cost), total:0}>> <</if>> <<set _total_sold_amount += $stall_stats[_plant_keys[_t]].sold.amount>> <</for>> <</silently>> <<if _inventory_found isnot 1>> You're out of stock!<br> <<elseif _inventory_in_stall isnot 1>> You're out of items you displayed!<br> <</if>> <<if $stall_money is 0>> <<if _inventory_found is 1>> Your displayed inventory is worth <<printmoney _total_worth>>. <</if>> You haven't sold anything yet. <<else>> <<if _inventory_found is 1>> Your remaining displayed inventory is worth <<printmoney _total_worth>>. <</if>> You earned <<printmoney $stall_money>> from sales today. <</if>> <</widget>> <<widget "endstall">> <<unset $plant_inventory>> <<unset $stall_amount>> <<unset $stall_plant>> <<unset $stall_cost>> <<unset $stall_expensive>> <</widget>> <<widget "stall_sell">> <<if ndef $stall_stats[$stall_plant]>> <<set $stall_stats[$stall_plant] to { inventory:{amount:0, price:0, total:0}, sold:{amount:0, total:0} }>> <</if>> <<set $stall_stats[$stall_plant].sold.amount += $stall_amount>> <<set $stall_stats[$stall_plant].sold.total += Math.round($stall_cost * $stall_amount)>> <<set $stall_stats[$stall_plant].sold.amountHistory = ($stall_stats[$stall_plant].sold.amountHistory or 0) + $stall_amount>> <<set $stall_stats[$stall_plant].sold.totalHistory = ($stall_stats[$stall_plant].sold.totalHistory or 0) + Math.round($stall_cost * $stall_amount)>> <<set $plants[$stall_plant].amount -= $stall_amount>> <<money `Math.round($stall_cost * $stall_amount)` "marketStall">> <<set $stall_money += Math.round($stall_cost * $stall_amount)>> <<set $produce_sold += $stall_amount>> You sell <<if $stall_amount gte 2>> $stall_amount <<print setup.plants[$stall_plant].plural>> <<else>> one <<print setup.plants[$stall_plant].name.replace(/_/g," ")>> <</if>> for <<printmoney `$stall_cost * $stall_amount`>>. <<if $stall_cost * $stall_amount / 100 gte 10000>> It feels good to make so much money at once. <<ltrauma>><<lstress>> <</if>> <<famebusiness 1>> <</widget>> <<widget "eventsstall">> <<rng 10>> <<if $stall_rejected gte random(1, 200)>> <<if $rng is 1>> <<generate1>><<person1>> You hear movement behind you. <<if $worn.lower.type.includes("naked")>> <<if $worn.under_lower.type.includes("naked")>> Before you can turn, a pair of hands wrap around your waist and grope your <<genitals>>. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> "I heard the owner of this stall was a slut," says a <<personsimple>>'s voice. "But I didn't expect <<phim>> to have nothing on down here." <<He>> continues to fondle you. <br><br> <<else>> Before you can turn, a pair of hands wrap around your waist and grope your <<genitals>> through your $worn.under_lower.name. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> "I heard the owner of this stall was a slut," says a <<personsimple>>'s voice. "But I didn't expect <<phim>> to be secretly wearing just underwear down here." <<He>> continues to fondle you. <br><br> <</if>> <<else>> <<if $player.gender_appearance is "f">> Before you can turn, a pair of hands appear beneath your shoulders and grasp your <<breasts>>. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> "Don't lie to me," says a <<personsimple>>'s voice. <<His>> hands wander down to your <<genitals>>. "You set this place up to draw attention to yourself. You want this." <<He>> continues to fondle you. <br><br> <<else>> Before you can turn, a pair of hands appear beneath your shoulders and grasp your <<genitals>>. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> "Don't lie to me," says a <<personsimple>>'s voice. "You set this place up to draw attention to yourself. You want this." <<He>> continues to fondle you. <br><br> <</if>> <</if>> <<link [[Endure (0:05)|Stall Endure]]>><<pass 5>><<trauma 6>><<stress 6>><<arousal 300 "genitals">><<arousal 300 "breasts">><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<link [[Shove|Stall Shove]]>><<set $stall_rejected += 1>><<trauma -6>><</link>><<glewdity>><<ltrauma>> <br> <<elseif $rng is 2>> <<generate1>><<person1>> You hear movement behind you. Before you can turn, a hand clasps around your mouth. "I've heard about you," the <<personsimple>> whispers. "Slut." <<He>> kicks your legs out from under you, forcing you to the ground. <br><br> <<link [[Next|Stall Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $rng is 3>> <<generate1>><<person1>> <<outfitChecks>> <<if _shirtless and $worn.under_upper.type.includes("naked")>> A <<person>> walks up to your stall, looking at your display. Without warning, <<he>> reaches across the table and gropes your <<breasts>> before running away. <<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">> <br><br> <<else>> <<set _top.integrity -= 20>> A <<person>> walks up to your stall, looking at your display. Without warning, <<he>> reaches across the table and grasps your _top.name. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br> <<if _top.integrity lte 0>> <<He>> runs away, clutching the fabric in <<his>> hand. <<covered>> <br><br> <<else>> <<He>> tugs <<it _top.slot>> down, exposing your <<= _topLower || '<<breasts>>'>> before you're able to break <<his>> grip. <<He>> turns and runs. <br><br> <</if>> <<integritycheck>><<exposure>> <</if>> <<stall_actions>> <<elseif $rng is 4>> <<generate1>><<person1>> You spot a <<person>> across the street holding a camera to <<his>> face. It looks like it's pointing at you. You feel uncomfortable. <<gstress>><<stress 6>> <br><br> <<stall_actions>> <<elseif $rng is 5>> <<generate1>><<person1>> <<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>> A <<person>> walks up to your display. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks. <<He>> leers at you openly. <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<elseif $rng is 6>> <<generate1>><<person1>> <<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>> A <<person>> walks up to your display. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks. "And don't try to sweet talk me. I've heard about you." <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<elseif $rng is 7>> <<generate1>><<person1>> <<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>> You see a <<person>> watching you from afar. <<He>> walks over when your eyes meet. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks. <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<elseif $rng is 8>> <<generate1>><<person1>> <<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>> A <<person>> walks by, and stops in front of your stall. <<His>> eyes flicker over your face and chest as <<he>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks. <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<elseif $rng is 9>> <<generate1>><<person1>> <<stall_init>><<set $enemyarousal += 40>><<set $enemytrust -= 20>> A <<person>> swaggers up to your display. Without warning, <<he>> reaches forward and grasps your arm. <<He>> tugs you forward, until you're leaning over the table, then <<he>> leans in and licks your cheek. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<He>> releases you, then <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks, leaning against the table. <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<else>> <<generate1>><<person1>> <<stall_init>><<set $enemyarousal += 20>><<set $enemytrust -= 20>> A <<person>> walks up to your display. <<He>> <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <<he>> asks, leaning against the table. <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <</if>> <<elseif $rng is 1>> <<generate1>><<person1>> <<stall_init>> A <<person>> shuffles by, examining your produce with a keen look. <br><br> <<link [[Talk|Stall Shuffle Talk]]>><</link>> <br> <<link [[Remain silent|Stall Shuffle Silent]]>><</link>> <br> <<elseif $rng is 2>> <<generate1>><<person1>> <<stall_init>> A <<person>> walks by, casting a casual eye over your produce. <br><br> <<link [[Talk|Stall Walk Talk]]>><</link>> <br> <<link [[Remain silent|Stall Walk Silent]]>><</link>> <<elseif $rng is 3>> <<generate1>><<person1>> <<stall_init>> A <<person>> walks up to your stand. <<He>> lifts a <span class="green"><<print setup.plants[$stall_plant].singular || $stall_plant.replace(/_/g," ")>></span>, and sniffs it. <br><br> <<if $stall_amount gte 2>> "How much?" <<he>> asks, picking up several more until <<he>> carries <span class="green"><<stall_amount>></span> in <<his>> basket. <<else>> "How much for <span class="green">one</span>?" <<he>> asks. <</if>> <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<elseif $rng is 4>> <<generate1>><<person1>> <<stall_init>> A <<person>> walks over, holding <<his>> hands behind <<his>> back. "Aha," <<he>> says, spying a <span class="green"><<print setup.plants[$stall_plant].singular || $stall_plant.replace(/_/g," ")>></span>. <<He>> leans closer, and starts talking about it. <<He>> seems to know a lot. <br><br> <<link [[Listen politely (0:10)|Stall Listen]]>><<set $enemytrust += 20>><</link>><<gtrust>> <br> <<link [[Hurry <<him>> up|Stall Hurry]]>><<set $enemytrust -= 20>><</link>><<ltrust>> <br> <<link [[Converse|Stall Converse]]>><</link>><<tendingdifficulty 1 400>> <br> <<elseif $rng is 5>> <<generate1>><<person1>> <<stall_init>> You see a <<person>> moving along the stalls. <<He>> stops at each one, no matter what they're selling, and chats with the owner. At last <<he>> arrives at yours. <br><br> "Oho," <<he>> says, lifting a <span class="green"><<print setup.plants[$stall_plant].singular || $stall_plant.replace(/_/g," ")>></span>. "These are lovely. Do you produce them yourself?" <br><br> <<link [[Answer honestly|Stall Honest]]>><<set $enemytrust += 20>><</link>><<gtrust>> <br> <<link [[Answer evasively|Stall Evasive]]>><<set $enemytrust -= 20>><</link>><<ltrust>> <br> <<elseif $rng is 6>> <<generate1>><<person1>> <<stall_init>> <<set $enemyarousal += 20>> A <<person>> swaggers up and leans against the table. "Hey beautiful," <<he>> says. "Nice goods you got there." <<His>> eyes remain on you. <<He>> doesn't even glance at the display. <br><br> <<link [[Encourage <<him>> to buy something|Stall Encourage]]>><</link>> <br> <<link [[Flirt|Stall Flirt]]>><<set $enemytrust += 20>><<set $enemyarousal += 20>><</link>><<promiscuous1>><<gtrust>><<glust>> <br> <<link [[Tell <<him>> to leave|Stall Leave]]>><</link>> <br> <<elseif $rng is 7>> <<generate1>><<person1>> <<stall_init>> A <<person>> stops in front of your stall. "Looking for something for the <<spouse>>," <<he>> says. <<He>> leans down and <<stall_check_text>>. "How much for <span class="green"><<stall_amount>></span> of these?" <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <<elseif $rng is 8>> <<generate1>><<person1>> <<stall_init>> A <<person1>><<person>> snatches one of your <span class="green"><<print setup.plants[$stall_expensive].plural>></span> as <<he>> walks by, and breaks into a run. <br><br> <<if $worn.lower.type.includes("naked")>> <<if $worn.under_lower.type.includes("naked")>> You almost forget yourself and chase after <<him>>, before remembering you're <span class="lewd">naked below your waist.</span> <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Chase anyway|Stall Chase Naked]]>><</link>><<exhibitionist5>><<athleticsdifficulty 1 1200>> <br> <</if>> <<else>> You almost forget yourself and chase after <<him>>, before remembering you're <span class="lewd">wearing naught but underwear below your waist.</span> <br><br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Chase anyway|Stall Chase Undies]]>><</link>><<exhibitionist3>><<athleticsdifficulty 1 1200>> <br> <</if>> <</if>> <<else>> <<link [[Chase|Stall Chase]]>><</link>><<athleticsdifficulty 1 1200>> <</if>> <br> <<link [[Let <<him>> go|Stall Go]]>><</link>> <br> <<elseif $rng is 9>> <<generate1>><<person1>> <<stall_init>> A <<person1>><<person>> loiters nearby. <br><br> <<link [[Get <<his>> attention|Stall Attention]]>><</link>> <br> <<link [[Ignore|Stall Ignore]]>><</link>> <br> <<else>> <<generate1>><<person1>> <<stall_init>> A <<person1>><<person>> is impressed by your <span class="green"><<print setup.plants[$stall_plant].plural>></span>. "How much for <span class="green"><<stall_amount>></span>?" <<he>> asks. <br><br> <<stall_trust>> <br><br> <<stall_sell_actions>> <</if>> <</widget>> <<widget "stall_chance">> Your attractiveness is giving you <<if $attractiveness gte 5000>> an <span class="green">excellent</span> <<elseif $attractiveness gte 4000>> a <span class="teal">great</span> <<elseif $attractiveness gte 3000>> a <span class="lblue">good</span> <<elseif $attractiveness gte 2000>> a <span class="blue">decent</span> <<elseif $attractiveness gte 1000>> an <span class="purple">okay</span> <<else>> a <span class="pink">poor</span> <</if>> chance to attract customers. Your fame for business is contributing <<if $fame.business gte 1000>> <span class="green">a great deal,</span> <<elseif $fame.business gte 800>> <span class="teal">a lot,</span> <<elseif $fame.business gte 600>> <span class="lblue">a decent amount,</span> <<elseif $fame.business gte 400>> <span class="blue">somewhat,</span> <<elseif $fame.business gte 200>> <span class="purple">a bit,</span> <<else>> <span class="pink">little,</span> <</if>> and your tending skill is contributing <<if currentSkillValue('tending') gte 1200>> <span class="gold">immensely.</span> <<elseif currentSkillValue('tending') gte 1000>> <span class="green">a great deal.</span> <<elseif currentSkillValue('tending') gte 800>> <span class="teal">a lot.</span> <<elseif currentSkillValue('tending') gte 600>> <span class="lblue">a decent amount.</span> <<elseif currentSkillValue('tending') gte 400>> <span class="blue">somewhat.</span> <<elseif currentSkillValue('tending') gte 200>> <span class="purple">a bit.</span> <<else>> <span class="pink">little.</span> <</if>> <<if $plant_inventory.length gte 6>> You have an <span class="green">excellent</span> variety on display. <<elseif $plant_inventory.length gte 5>> You have a <span class="teal">great</span> variety on display. <<elseif $plant_inventory.length gte 4>> You have a <span class="lblue">good</span> variety on display. <<elseif $plant_inventory.length gte 3>> You have an <span class="blue">okay</span> variety on display. <<elseif $plant_inventory.length gte 2>> You have a <span class="purple">poor</span> variety on display. <<elseif $plant_inventory.length is 1>> Only having <span class="pink">one</span> item for sale might hurt your chances. <<else>> <span class="red">You're out of stock!</span> <</if>> <<if $stall_rejected gte 100>> A <span class="lewd">lewd</span> aura permeates the area. <span class="red">Groups of people openly leer at you from afar.</span> <<elseif $stall_rejected gte 60>> A <span class="lewd">lewd</span> aura permeates the area. <span class="pink">You think you see people watching you from afar, but they turn away when you look.</span> <<elseif $stall_rejected gte 30>> A <span class="lewd">lewd</span> aura permeates the area. <span class="purple">People cast strange looks in your direction now and then.</span> <<elseif $stall_rejected gte 10>> A <span class="lewd">lewd</span> aura permeates the area. <</if>> <</widget>> <<widget "stall_trust">> <<He>> looks <<if $enemytrust gte 50>> <span class="green">enraptured.</span> <<elseif $enemytrust gte 30>> <span class="teal">eager.</span> <<elseif $enemytrust gte 10>> <span class="lblue">pleased.</span> <<elseif $enemytrust gte -10>> <span class="blue">interested.</span> <<elseif $enemytrust gte -30>> <span class="purple">annoyed.</span> <<else>> <span class="pink">angry.</span> <</if>> <<if $enemyarousal gte 20>> <<He>> also looks <<if $enemyarousal gte 100>> <span class="red">lecherous.</span> <<elseif $enemyarousal gte 80>> <span class="pink">lustful.</span> <<elseif $enemyarousal gte 60>> <span class="purple">horny.</span> <<elseif $enemyarousal gte 40>> <span class="blue">aroused.</span> <<else>> <span class="lblue">flirty.</span> <</if>> <</if>> <</widget>> <<widget "stall_sell_actions">> <<link [[Ask for normal price|Stall Sell]]>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount`>>)" "gold">> <br> <<link [[Give a discount|Stall Sell]]>><<set $stall_cost *= 0.8>><<set $enemytrust += 20>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 0.8`>>)" "gold">><<gtrust>> <br> <<link [[Ask for more than they're worth|Stall Sell]]>><<set $enemytrust -= 20>><<set $stall_cost *= 1.2>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 1.2`>>)" "gold">><<ltrust>> <br> <<if $stall_plant isnot $stall_expensive and $stall_expensive isnot undefined>> <<link [[Push your most expensive stock|Stall Sell Push]]>><<set $stall_plant to $stall_expensive>><<set $enemytrust -= 20>><</link>><<ltrust>> <br> <</if>> <</widget>> <<widget "stall_sell_man">> <<if $enemyarousal gte random(50, 150)>> The <<person1>><<person>> leans over the table and grasps your arm. "I've paid enough," <<he>> whispers. "Time for you to give up the actual goods." <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Offer oral|Stall Oral]]>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to offer anything">> <br> <</if>> <<link [[Pull away|Stall Pull]]>><</link>><<glewdity>> <br> <<elseif $enemytrust gte random(-50, 50)>> The <<person1>><<person>> gives in. <<stall_sell>> <br><br> <<endstall>> <<stall_inventory>> <br><br> <<if _inventory_found isnot 1>> With nothing to sell, there's little reason to attend your stall. <br><br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>> <br> <<elseif _inventory_in_stall isnot 1>> With nothing on display, there's little reason to attend your stall. <br><br> <<icon "projectMaths.png">><<link [[Manage your stall|Stall Manage]]>><</link>> <br> <<connudatusicon>><<link [[Leave|Connudatus Street]]>><<endevent>><<endstall>><<clotheson>><</link>> <br> <<else>> <<He>> turns to walk away. <br><br> <<stall_trust>> <br><br> <<if $stall_seduced is 0>> <<link [[Reel <<him>> back with a flirt|Stall Seduce]]>><</link>><<promiscuous1>><<glust>> <br> <<elseif $stall_seduced is 1>> <<link [[Reel <<him>> back by flaunting your body|Stall Seduce]]>><</link>><<exhibitionist1>><<glust>> <br> <<elseif $stall_seduced is 2 and hasSexStat("promiscuity", 2)>> <<link [[Reel <<him>> back with a kiss|Stall Seduce]]>><</link>><<promiscuous2>><<glust>> <br> <<elseif $stall_seduced gte 3 and $worn.lower.type.includes("naked")>> <<if $worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 3)>> <<link [[Reel <<him>> back by revealing your lack of clothing|Stall Seduce]]>><</link>><<exhibitionist3>><<gglust>> <br> <<elseif !$worn.under_lower.type.includes("naked") and hasSexStat("exhibitionism", 2)>> <<link [[Reel <<him>> back by revealing your lack of clothing|Stall Seduce]]>><</link>><<exhibitionist2>><<glust>> <br> <</if>> <</if>> <<link [[Let <<him>> go (0:20)|Stall]]>><<endevent>><<endstall>><<pass 20>><</link>> <br> <<link [[Leave your stall|Connudatus Street]]>><<endevent>><<endstall>><<set $eventskip to 1>><<clotheson>><</link>> <br> <</if>> <<elseif $enemytrust gte -50>> <<set $enemytrust -= 10>> The <<person1>><<person>> tries to haggle for a better price. <br><br> <<stall_trust>> <br><br> <<link [[Refuse to budge|Stall Sell]]>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount`>>)" "gold">> <br> <<link [[Agree to lower price|Stall Sell]]>><<set $stall_cost *= 0.8>><<set $enemytrust += 20>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 0.8`>>)" "gold">><<gtrust>> <br> <<link [[Raise your price|Stall Sell]]>><<set $enemytrust -= 20>><<set $stall_cost *= 1.2>><</link>><<note "(<<printmoney `$stall_cost * $stall_amount * 1.2`>>)" "gold">><<ltrust>> <br> <<else>> The <<person1>><<person>> scoffs and walks away. <br><br> <<stall_actions>> <</if>> <</widget>> <<widget "stall_init">> <<set $stall_plant to $plant_inventory.random()>> <<stall_update>> <<set $enemytrust to 0>> <<set $enemyarousal to 0>> <<set $stall_seduced to 0>> <</widget>> <<widget "stall_update">> <<if setup.plants[$stall_plant].special.includes("large")>> <<set $stall_amount to 1>> <<elseif setup.plants[$stall_plant].special.includes("small")>> <<set $stall_amount to random(110, 300)>> <<else>> <<set $stall_amount to random(11, 30)>> <</if>> <<if $stall_amount gte $plants[$stall_plant].amount>> <<set $stall_amount to clone($plants[$stall_plant].amount)>> <</if>> <<set $stall_cost to Math.round(clone(setup.plants[$stall_plant].plant_cost))>> <</widget>> <<widget "stall_amount">> <<if $stall_amount is 1>> <<set _text_output to "one">> <<elseif $stall_amount is 2 and random(1,5) is 1>> <<set _text_output to "a pair">> <<elseif $stall_amount is 12 and random(1,5) is 1>> <<set _text_output to "a dozen">> <<elseif $stall_amount is 13 and random(1,10) is 1>> <<set _text_output to "a baker's dozen">> <<elseif $stall_amount is 20 and random(1,10) is 1>> <<set _text_output to "a score">> <<elseif $stall_amount is 24 and random(1,10) is 1>> <<set _text_output to "two dozen">> <<elseif $stall_amount is 36 and random(1,15) is 1>> <<set _text_output to "three dozen">> <<elseif $stall_amount is 40 and random(1,20) is 1>> <<set _text_output to "two score">> <<elseif $stall_amount is 48 and random(1,15) is 1>> <<set _text_output to "four dozen">> <<elseif $stall_amount is 60 and random(1,20) is 1>> <<set _text_output to "three score">> <<elseif $stall_amount is 60 and random(1,15) is 1>> <<set _text_output to "five dozen">> <<elseif $stall_amount is 72 and random(1,10) is 1>> <<set _text_output to "six dozen">> <<elseif $stall_amount is 80 and random(1,20) is 1>> <<set _text_output to "four score">> <<elseif $stall_amount is 84 and random(1,20) is 1>> <<set _text_output to "seven dozen">> <<elseif $stall_amount is 96 and random(1,20) is 1>> <<set _text_output to "eight dozen">> <<elseif $stall_amount is 108 and random(1,20) is 1>> <<set _text_output to "nine dozen">> <<elseif $stall_amount is 120 and random(1,20) is 1>> <<set _text_output to "ten dozen">> <<elseif $stall_amount is 144 and random(1,5) is 1>> <<set _text_output to "a gross">> <<else>> <<number $stall_amount silent>> <</if>> <<print _text_output>> <</widget>> <<widget "stall_check_text">><<silently>> <<set $_examines to ["examines","lifts","picks up","sniffs"].pluck()>> <<switch $stall_plant>> <<case "blood_lemon" "bottle_of_breast_milk" "baby_bottle_of_breast_milk" "bottle_of_semen" "strange_flower" "wolfshroom">> <<if $_examines is "sniffs">> <<set $_reacts to ", before blushing">> <<else>> <<set $_reacts to "">> <</if>> <<case "apple" "banana" "cabbage" "orange" "peach" "pear" "plum" "strawberry">> <<if $_examines is "examines">> <<set $_reacts to " for bruises">> <<elseif ["lifts","picks up"].includes($_examines)>> <<set $_reacts to " to check for bruises">> <<else>> <<set $_reacts to "">> <</if>> <<case "chicken_egg" "bird_egg">> <<if $_examines is "sniffs">> <<set $_examines to "examines">> <<set $_reacts to " for cracks">> <<elseif $_examines is "examines">> <<set $_reacts to " for cracks">> <<elseif ["lifts","picks up"].includes($_examines)>> <<set $_reacts to " to check for cracks">> <</if>> <<default>> <<set $_reacts to "">> <</switch>> <<set _text_output to $_examines + " one of the <span class='green'>" + setup.plants[$stall_plant].plural + "</span>" + $_reacts>> <</silently>><<print _text_output>><</widget>> <<widget "marketStockDisplay">> <div id="marketStockDisplay" class="food_ui no-numberify"> <div id="body"> <div id="mainSection"> <div id="search"> Search: <<textbox "_marketSearch" "">> <<run $(() => { var marketTimer = null; $('#textbox--marketsearch').on('input change keypress', e => { _marketSearch = e.target.value; clearTimeout(marketTimer); marketTimer = setTimeout(updateUI, 300); }); var updateUI = () => { Wikifier.wikifyEval('<<replace "#itemList">><<marketStockDisplayItems>><</replace>>'); } })>> </div> <div id="itemList"> <<marketStockDisplayItems>> </div> </div> <div id="altSection" class="mobileHidden"> <<if $lastRecipeViewed and setup.plants[$lastRecipeViewed]>> <<marketStockDisplayItemDetail $lastRecipeViewed>> <</if>> </div> <div id="mobileCloser" class="mobileOnly mobileHidden" onclick="wikifier('addclass', '#altSection', 'mobileHidden'); wikifier('addclass', '#mobileCloser', 'mobileHidden');"></div> </div> </div> <br> <</widget>> <<widget "marketStockDisplayItems">> <<marketFilter>> <<for _category range _marketGroups>> <<if !_marketKeys.find(key => key.group is _category)>><<continue>><</if>> <<set _categoryVar to "_" + _category.replace(" ", "")>> <<foldout false _categoryVar>> <span class="gold"><<print _category.toLocaleUpperFirst()>></span> <<set _filteredItems to _marketKeys.filter(key => key.group is _category)>> <div class="text-align-center"> <<if _filteredItems.length gt 1>> Toggle category: <<capture _filteredItems>> <<link "Off">> <<run _filteredItems.forEach(key => { let control = $(`#${key.key} input`)[0]; if (control) { control.checked = false; $plants[key.key].marketStall = false; } })>> <</link>> | <<link "On">> <<run _filteredItems.forEach(key => { let control = $(`#${key.key} input`)[0]; if (control) { control.checked = true; $plants[key.key].marketStall = true; } })>> <</link>> <</capture>> <</if>> </div> <<for $_i, $_keyObject range _filteredItems>> <div @id="$_keyObject.key" class="item"><<marketStockDisplayItem $_keyObject.key>></div> <<if $_i < _filteredItems.length - 1>><hr><</if>> <</for>> <</foldout>> <</for>> <</widget>> <<widget "marketStockDisplayItem">> <<set $_setupItem to setup.plants[_args[0]]>> <div class="details"> <div> <<tendingicon $_setupItem.icon>> <<recipe_name _args[0] "cap">> | Owned: <span class="gold"><<print $plants[_args[0]].amount>></span> | Value: <<printmoney $_setupItem.plant_cost>> | Total: <<printmoney `$_setupItem.plant_cost * $plants[_args[0]].amount`>> <br> <<set $_variable to `$plants['${_args[0]}'].marketStall`>> <label>Displayed in stall: <<checkbox $_variable false true autocheck>></label> </div> </div> <div class="recipe"> <<capture _args[0]>> <<if $options.images is 1>> <<set _file to `recipe_${setup.plants[_args[0]].type}.png`>> <<link "<<iconUi _file>>">> <<replace "#altSection">><<marketStockDisplayItemDetail _args[0]>><</replace>> <<removeclass "#altSection, #mobileCloser" "mobileHidden">> <</link>> <<else>> <<link "Details">> <<replace "#altSection">><<marketStockDisplayItemDetail _args[0]>><</replace>> <<removeclass "#altSection, #mobileCloser" "mobileHidden">> <</link>> <</if>> <</capture>> </div> <</widget>> <<widget "marketStockDisplayItemDetail">> <<set $lastRecipeViewed to _args[0]>> <<set $_setupItem to setup.plants[_args[0]]>> <div id="basket"> <div> <<tendingicon $_setupItem.icon>> <div class="recipeTitle"><<recipe_name _args[0] "cap">>:</div> </div> <div class="mobileOnly"> <<link "Close">> <<addclass "#altSection, #mobileCloser" "mobileHidden">> <</link>> </div> </div> <div id="basketItems"> <<if Array.isArray(setup.plants[_args[0]]?.ingredients) and setup.plants[_args[0]]?.ingredients.length gt 0>> <div id="requiredForRecipe"> <<requiredForRecipe _args[0]>> </div> <</if>> <<knownFoodRecipes _args[0]>> </div> <</widget>><<set $outside to 0>><<set $location to "museum">><<effects>> You find Winter trying to balance a brass pot on a pedestal. <<npc Winter>><<person1>> <<if $speech_attitude is "meek">> "I-I'd like to help demonstrate the horse," you say. <<elseif $speech_attitude is "bratty">> "That won't fit on there," you say. "Anyway, I'd like to help demonstrate your wooden horse." <<else>> "I've thought about it," you say. "I'd like to help demonstrate the wooden horse." <</if>> <br><br> Winter smiles. "I'm glad to hear it," <<he>> says. <<He>> places the pot in a surer spot and disappears into a back room. When <<he>> emerges <<he>> holds a bundle of taut rags. <br><br> "This is the outfit you'd wear." <<He>> holds the cloth out so you can see. They still just look like rags. You're not sure how you could wear them. Or how much they would cover. "They're sturdier than they look. Get dressed and I'll get the camera. We'll need to advertise. A picture of you looking the part should suffice." <br><br> Winter disappears once more. <br><br> <<link [[Wear the rags|Museum Horse Agree 2]]>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> You undress and wrap one rag around your waist, where it almost feels like a skirt. The other you wrap around your chest. It's enough to cover your <<breasts>>. <br><br> <<undress "museum">> <<upperwear 79>> <<lowerwear 71>> <<He>> returns with the camera, and smiles. "Perfect. Try to look scared." <<He>> takes a picture, but then pauses. "Would you mind sitting on the horse? We don't need to bother with the binds or anything, but I think that might work better." <br><br> You climb atop the wooden horse and ease yourself down. The hard wood pushes between your <<print ($player.ballsExist ? "testes" : "labia")>>. You try to push your short, taut skirt between your legs for protection, but it's no use. You're not going to be able to sit on this properly without discomfort. <br><br> Winter takes a final picture. <<He>> seems satisfied. "Thank you. This should do the trick. We can perform the public demonstration whenever you're ready." <br><br> <<He>> leaves you to get dressed. <br><br> <<endevent>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br><<effects>> You find Winter trying to hook a brass pot onto a wall. <<npc Winter>><<person1>> <<if $speech_attitude is "meek">> "I-I'd like to help," you say. "With the ducking stool." <<elseif $speech_attitude is "bratty">> "It'll fall if you put it there," you say. "I'm here about the ducking stool. I'm in." <<else>> "I've thought about it," you say. "I'd like to help demonstrate the ducking stool." <</if>> <br><br> Winter smiles. "Excellent." <<He>> steadies the pot against the wall. "Come. Let me show you what's involved." <br><br> You follow Winter through the front door. "The museum will be fine without me for five minutes. This way." <<He>> leads you down a side road, and into the park. <br><br> <<link [[Next|Museum Duck Agree 2]]>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>> <<generate2>><<generate3>> You arrive at the river. Beside it sits a wooden crane. A taut rope connects the top to the wooden chair Winter showed you earlier. A <<person2>><<person>> adjusts the rope, while a <<person3>><<person>> kneels beside its base. <br><br> "Just a few adjustments," the <<person>> says to Winter. "Then we'll be set." <br><br> <<person1>> Winter claps <<his>> hands together and turns to you. "Your role is to sit in the chair as it is dunked into the river. I'll operate the crane and talk the audience through the history of the device." <br><br> "You'll be tied down," <<he>> continues. "But we don't need to submerge you completely. Expect to get wet. I have a suitable garment in mind, so you don't need to worry about that." <br><br> You return to the museum with Winter. <<He>> seems excited. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>> <<npc Winter>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> Winter leads you outside, down the small side road, and into the park. You hear voices up ahead as you approach the river. Winter stops you beside the toilets, and pushes a bundle of rags into your hands. "We don't want to get your clothes wet. I'll look after them until you're done." <br><br> You enter the toilets and change into the rags. They're tight and revealing. You wonder how you look. You'll soon have an audience. <<exhibitionism1>> <<undress "museum">> <<upperwear 79>> <<lowerwear 71>> You step outside and hand your clothes to Winter. "Very good," <<person1>><<he>> says. "One more thing. I don't want you to feel any pressure to accept, but I have a suggestion." <<He>> rummages in <<his>> jacket pocket. <br><br> <<link [[Next|Museum Duck 2]]>><</link>> <br><<effects>> <<if playerIsPregnant() and playerBellyVisible()>> "The demonstration would be more authentic if I could submerge you completely," Winter says after taking a look at your belly. "But we should play it safe, wouldn't want to hurt the child or scare those watching." <br><br> <<link [[Next|Museum Duck Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>> <br> <<else>> "The demonstration will be more authentic if I submerge you completely," Winter says, producing a small device dominated by a green button. "I'll give you this waterproof buzzer, which will notify me the instant you want the demonstration to stop." <<He>> presses the button, and <<his>> pocket vibrates. "You'll be underwater, and this will be your only way to communicate with me." <br><br> "Again, I must stress that you should feel no pressure to accept," <<he>> adds. "It would help sell the scene and drum up interest, but I know I'm asking a lot." <br><br> <<link [[Accept|Museum Duck Extreme]]>><<bindtemp>><<npcincr Winter love 3>><</link>><<swimmingdifficulty 1 400>><<gglove>><<ltrauma>> <br> <<link [[Refuse|Museum Duck Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>> <br> <</if>><<effects>><<wearProp "buzzer">> Winter nods, and hands you the green buzzer. <<He>> stands on <<his>> toes to peer above a hedge. "Everyone's ready," <<he>> says. "We've got a crowd waiting. Come." <br><br> You follow Winter around the hedge. There's a large crowd, maybe a hundred people, stood around the ducking stool. They look at Winter, and at you, eager to begin. <br><br> "<<Ladies_gentlemen>>," Winter begins, gesturing for you to take a seat. "Today we are here to witness the punishment of this rapscallion." <<He>> pulls the straps over you, and binds you down tight. "A con artist, who swindled many good citizens. Now <<pshe>> faces justice." <br><br> Winter walks to the other end of the crane, and lifts you into the air. <<He>> continues to talk about the ducking stool as <<he>> pushes you over the river. The water rushes beneath you. <br><br> <<link [[Next|Museum Duck Extreme 2]]>><</link>> <br><<effects>> <<wash>><<canvas-model-temporary-effect "underwater">> Winter pulls a lever, and you descend toward the water below. It splashes against your feet, then your legs, then up to your abdomen and chest. It's cold. You wonder how long the demonstration will last. <br><br> "Such a punishment was not usually fatal," Winter says, pulling the lever in the other direction. You begin to rise. "Public humiliation was the primary goal." The audience murmurs amongst themselves. With a flash of panic, you look down to make sure the rags have not soaked to transparency. Before you can get a good look, Winter plunges you into the river once more, this time up to your neck. <br><br> With a final push of the lever, the chair lowers the rest of the way, submerging you. <br><br> <<link [[Next|Museum Duck Extreme 3]]>><</link>> <br><<effects>><<rngWraith 1>> <<if $swimmingSuccess>> <<canvas-model-temporary-effect "underwater">> You hold your breath as best you can as the water rushes above and around you. <span class="green">You manage to remain calm</span> until you feel the chair rise again. You seize a sharp breath as your head breaks the surface. You blink away the water, and glimpse the audience. Some look impressed. Others leer at you. <br><br> You glance down, and are relieved to find the rags are not transparent. They cling though, and give an uncomfortable hint of what lies beneath. <br><br> "For some criminals," Winter says to the audience. "One dunk was not enough." <<He>> pulls the lever, and the chair descends once more. "At times a second, longer—" <<His>> voice cuts off as you disappear beneath the water. <br><br> <<link [[Hold your breath|Museum Duck Extreme 4]]>><<set $phase to 0>><</link>><<swimmingdifficulty 300 1000>> <br> <<link [[Press the buzzer|Museum Duck Extreme 4]]>><<set $phase to 1>><</link>> <br> <<elseif $wraith.state is "haunt" and _wraithEvent>> You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? You press the buzzer. <br><br> Your fingers stop short. You try to clench your hand, but you can't. <span class="red">A pale hand forms around yours, as a translucent figure materialises in front of you with a manic grin.</span> <<takeHandholdingVirginity "Ivory Wraith" "rape">> <br><br> "<span class="wraith">Drown.</span>" You struggle against it, trying desperately to press the buzzer. Its other hand grabs your neck, and it starts to drag you down with the chair. You hear the crane above you creak and groan from the stress. <br><br> You feel yourself sharply hoisted upwards. Your head breaks the water, and you seize a sharp breath. You look into the water, but there's no sign of the figure. Your hands are tightly gripping the buzzer. You hear someone clap. Others join in. <br><br> Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back. "I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Much of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying. The figure's voice echoes between your ears. <br><br> <<set $museuminterest += 20>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <<else>> You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? <span class="red">You press the buzzer.</span> <br><br> Your head breaks the water, and you seize a sharp breath. The chair continues to rise, then move back over the earth, before descending. You hear someone clap. Others join in. <br><br> Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back. "I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Much of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -6>> <br><br> <<set $museuminterest += 20>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>><<effects>> <<if $swimmingSuccess and $phase isnot 1>> <<canvas-model-temporary-effect "underwater">> You hold your breath. The water seems more gentle at this depth. Green plants reach from the riverbed, stretching toward the sun. <span class="green">You remain calm.</span> <br><br> The chair rises once more. You seize another sharp breath and blink away the water. Some of the audience looks shocked at the display, as if it were more real than they were expecting. <br><br> Winter looks unsure <<himself>>. <<He>> talks to the audience in <<his>> usual dry manner, but looks at you with concern. <br><br> <<link [[Encourage|Museum Duck Extreme 5]]>><</link>><<swimmingdifficulty 600 1400>> <br> <<link [[Shake your head|Museum Duck Extreme End]]>><</link>> <br> <<elseif $wraith.state is "haunt" and _wraithEvent>> You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? You press the buzzer. <br><br> Your fingers stop short. You try to clench your hand, but you can't. <span class="red">A pale hand forms around yours, as a translucent figure materialises in front of you with a manic grin.</span> <<takeHandholdingVirginity "Ivory Wraith" "rape">> <br><br> "<span class="wraith">Drown.</span>" You struggle against it, trying desperately to press the buzzer. Its other hand grabs your neck, and it starts to drag you down with the chair. You hear the crane above you creak and groan from the stress. <br><br> You feel yourself sharply hoisted upwards. Your head breaks the water, and you seize a sharp breath. You look into the water, but there's no sign of the figure. Your hands are tightly gripping the buzzer. You hear someone clap. Others join in. <br><br> Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back. "I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Much of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying. The figure's voice echoes between your ears. <br><br> <<set $museuminterest += 30>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <<else>> You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? <span class="red">You press the buzzer.</span> <br><br> Your head breaks the water, and you seize a sharp breath. The chair continues to rise, then move back over the earth, before descending. You hear someone clap. Others join in. <br><br> Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. More join the applause, their eyes exploring your wet body. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back. "I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Much of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -12>> <br><br> <<set $museuminterest += 30>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>><<effects>> You are plunged once more into the cold water. <<if $swimmingSuccess>> <<canvas-model-temporary-effect "underwater">> You hold your breath, <span class="green">and manage to remain calm.</span> You hear muffled but excited voices above the water. <br><br> <<earnFeat "Submerged">> <<set $museum_stool_success to true>> <<if $museumAntiques.antiques.antiquesilvermask isnot "found" and $museumAntiques.antiques.antiquesilvermask isnot "talk" and $museumAntiques.antiques.antiquesilvermask isnot "museum">> <<wearProp "silver mask">> Something <span class="gold">glints</span> in the riverbed, poking from the silt beside your feet. You nudge it free. <span class="gold">A metal mask stares up at you,</span> its face contorted into a sinister smile. It's tarnished, but silver glimmers through in places. <br><br> You feel the chair lurch into movement once more. You grab the mask between your feet as you rise. <br><br> The applause can be heard even before you break the surface. You seize a sharp breath and blink away the water. The audience looks impressed. <br><br> <<if $museum_horse_success and $museum_stool_success>> <<specialClothesUnlock "set" "museum_rags">> <</if>> <<link [[Next|Museum Duck Extreme Antique]]>><</link>> <br> <<else>> A small fish swims by. <br><br> Even in your calm state you feel your breath running out, but then you feel the chair lurch into movement once more. The applause can be heard before you even break the surface. You seize a sharp breath and blink away the water. The audience looks impressed. <br><br> Winter rushes over once your feet touch the earth. <<He>> steadies the chair and removes the straps binding you. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The applause becomes deafening. Heads turn around the park, perplexed at the celebration. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did very well," <<he>> says on the way back. "I'm blessed to have your assistance, truly. Thank you. I was almost afraid I'd gone too far, but I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Most of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -24>> <br><br> <<if $museum_horse_success and $museum_stool_success>> <<specialClothesUnlock "set" "museum_rags">> <</if>> <<set $museuminterest += 50>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>> <<else>> You hold your breath as best you can, but you soon feel panic build within you. What if something has gone wrong? <span class="red">You press the buzzer.</span> <br><br> Your head breaks the water, and you seize a sharp breath. The chair continues to rise, then move back over the earth, before descending. Despite the premature end, the applause is energetic. <br><br> Winter rushes over to steady the chair and unbind you. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The applause renews, punctuated by the occasional cheer. Heads turn around the park, perplexed at the celebration. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back. "I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Much of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -24>> <br><br> <<set $museuminterest += 50>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>><<effects>> Winter rushes over once your feet touch the earth. <<He>> steadies the chair and removes the straps binding you. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The applause becomes deafening. Heads turn around the park, perplexed at the celebration. <br><br> <<link [[Next|Museum Duck Extreme Antique 2]]>><<handheldon>><</link>> <br><<effects>> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. It's only then that <<he>> notices the mask. "Where did you find that?" <br><br> <<if $speech_attitude is "meek">> "I-It was at the bottom of the river," you say. The mask's expression is neutral. You thought it was smiling earlier. It was hard to make out underwater. "I hope I didn't do anything wrong by taking it. I didn't think at the time." <<elseif $speech_attitude is "bratty">> "It was on the river bed," you say. The mask's expression is neutral. You thought it was smiling earlier. It was hard to make out underwater. "Finders keepers." <<else>> "It was buried in the riverbed," you say. The mask's expression is neutral. You thought it was smiling earlier. It was hard to make out underwater. "I pulled it up with my feet." <</if>> <br><br> "Is that silver?" Winter asks. "I knew you had a knack for this, but you seem to find valuables wherever you go. It looks valuable. I'd be willing to take it off your hands, but let's get you warmed up first." <br><br> Winter looks over <<his>> shoulder. Most of the crowd is following. "I think we've earned some new interest." <br><br> <<set $antiquemoney += 3000>><<museumAntiqueStatus "antiquesilvermask" "found">> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -24>> <br><br> <<set $museuminterest += 50>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br><<effects>> Winter leans hard on the lever, and pulls you back over the earth. <<He>> rushes over to steady the chair and unbind you as applause erupts around <<him>>. <br><br> "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have another round of applause for our star." <<He>> gestures at you. The applause renews, though you feel eyes exploring your wet body. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back. "I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Much of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> That was terrifying, <span class="green">yet you feel a strong catharsis.</span><<trauma -18>> <br><br> <<set $museuminterest += 40>> <<link [[Next|Museum]]>><<endevent>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br><<effects>> Winter nods, and stands on <<his>> toes to peer above a hedge. "Everyone's ready," <<he>> says. "We've got a crowd waiting. Come." <br><br> You follow Winter around the hedge. There's a large crowd, maybe a hundred people, stood around the ducking stool. They look at Winter, and at you, eager to begin. <br><br> "<<Ladies_gentlemen>>," Winter begins, gesturing for you to take a seat. "Today we are here to witness the punishment of this rapscallion." <<He>> pulls the straps over you, and binds you down tight. "A con artist, who swindled many good citizens. Now <<pshe>> faces justice." <br><br> Winter walks to the other end of the crane, and lifts you into the air. <<He>> continues to talk about the ducking stool as <<he>> pushes you over the river. The water rushes beneath you. <br><br> <<link [[Next|Museum Duck Light 2]]>><</link>> <br><<effects>> <<wash>> Winter pulls a lever, and you descend toward the water below. It splashes against your feet, then your legs, then up to your abdomen and chest. It's cold. You wonder how long the demonstration will last. <br><br> "Such a punishment was not usually fatal," Winter says, pulling the lever in the other direction. You begin to rise. "Public humiliation was the primary goal." The audience murmurs amongst themselves. With a flash of panic, you look down to make sure the rags have not soaked to transparency. Before you can get a good look, Winter plunges you into the river once more, this time up to your neck. <br><br> You point your face up to avoid the water, but Winter doesn't keep you there long. You look down at your body as the chair rises, and are relieved to find that the rags are not transparent. They do cling though, giving a hint of what lies beneath. Enough to make you uncomfortable. <br><br> <<link [[Next|Museum Duck Light 3]]>><</link>> <br><<effects>> Winter pulls the crane back round, until you hover above the earth. <<He>> lowers you to the ground, then rushes over to steady the chair and unbind you. <br><br> "That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to visit the museum. The address is on the booklets we handed out. It's right over there." <<He>> points. "Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, their eyes exploring your wet body. <br><br> Winter wraps a heated towel around you, and then a second, for the journey back to the museum. "You did well," <<he>> says on the way back. "I'm blessed to have your assistance. Thank you. I'd like to repeat the demonstration next weekend if it suits you." <<He>> glances back. Much of the audience is following. "I think we've earned some new interest." <br><br> You arrive at the museum. <<He>> takes you to a small side room, and leaves you to get dressed. <br><br> <<endevent>> <<set $museuminterest += 20>> <<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<npc Winter>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> Winter shows you to a small room. "You can get changed in here," <<he>> says. <<Hes>> smiling. "Forgive me. I can't wait to see the horse in use." <<He>> leaves to prepare the device. <br><br> <<undress "museum">> <<upperwear 79>> <<lowerwear 71>> You wear the rags, as taut and revealing as you remember. You wonder how you look. You'll soon have an audience. <<exhibitionism1>> <<if playerIsPregnant() and playerBellyVisible()>> Winter returns. <<He>> holds something at <<his>> side. "Perfect." <<He>> pauses, looking at your belly. "I was going to suggest something, but it'd probably be best to avoid anything extreme while you're with child." <<He>> puts what looks like a whip to the back of the room. "Don't want to scare those watching." <br><br> <<link [[Next|Museum Horse Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>> <<else>> Winter returns. <<He>> holds something at <<his>> side. "Perfect." <<He>> pauses. "I'd like to propose something. I don't want you to feel pressured." <<He>> holds the object out in front of you. It's a whip. "There are degrees of authenticity. If it's okay with you, I'd like to weigh you down as they would have in the past. And whip you. Not too hard, but enough to impress." <br><br> <<link [[Accept|Museum Horse Safe Word]]>><<bindtemp>><<npcincr Winter love 3>><</link>><<gpain>><<garousal>><<ggwillpower>><<gglove>><<ltrauma>> <br> <<link [[Refuse|Museum Horse Light]]>><<bindtemp>><<npcincr Winter love 1>><</link>><<glove>> <</if>><<set $outside to 0>><<set $location to "museum">><<effects>> "I know I'm asking a lot," <<he>> says. "I appreciate it, and the audience will too. We'll need a safe word. So if I push things to a point you're uncomfortable with, you can let me know." <br><br> What should your safe word be? <<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>> <<textbox "$wintersafeword" $wintersafeword>> <br> <<link [[Next|Museum Horse Extreme]]>> <<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>> <<set $wintersafeword to Util.escape($wintersafeword).replace(/\[/g, "&#91;").replace(/\]/g, "&#93;")>> <</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<if $wintersafeword is "Summer">> Winter frowns, but doesn't say anything about your choice of safe word. <<else>> Winter nods. <</if>> <<He>> peeks around the door. "Everyone's in. It's time. Wait for your cue." <<He>> returns to the museum proper. <br><br> "<<Ladies_gentlemen>>," Winter begins. <<He>> stands on a raised platform beside the horse, addressing an audience of around fifty people. "Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girl>>," <<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips. <br><br> <<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice." You climb atop the horse and ease yourself down. You feel it press into your crotch like before. <<masopain 5>><<arousal 1200 "genitals">> <br><br> Winter continues <<his>> speech, talking about the specifics of the horse. And how it was used. <<He>> steps behind you while doing so, and begins to tie your arms. <<He>> works fast, and before long your arms are bound and immobile. <br><br> The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitals>>. "Of course, humiliation was part of the punishment." <<He>> throws open a chest at <<his>> feet, and reaches in. <<He>> pulls out a metal weight. You see straps dangling from it before <<he>> kneels beside you. <<He>> ties one to your ankle, and gently releases it. It was uncomfortable before, but now it hurts. <<He>> walks around the horse and repeats the process. Your eyes water. <<masopain 20>> <br><br> <<He>> steps away from the horse, and glances at you. <<He>> looks unsure. <br><br> <<link [[Try to reassure|Museum Horse Extreme 2]]>><<set $phase to 0>><</link>> <br> <<link [[Safe word|Museum Horse Extreme 2]]>><<set $phase to 1>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>> <span class="green">You grit your teeth and bear it.</span> "I didn't do anything wrong!" you shout through tears. "The lord is a tyrant!" <<gwillpower>><<willpower 3>> <br><br> <<masopain 20>> Winter smiles. "It wouldn't always end there," <<he>> says. "The particularly dastardly had yet more in store for them." <<He>> lifts <<his>> whip and holds it in front of the audience. Then, without a word, <<he>> steps behind you. <br><br> You scream as the whip lashes against your skin. Again and again. The audience gapes at the spectacle. <br><br> <<link [[Endure|Museum Horse Extreme 3]]>><<set $phase to 0>><</link>> <br> <<link [[Safe word|Museum Horse Extreme 3]]>><<set $phase to 1>><</link>> <br> <<else>> The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout. <<ggwillpower>><<willpower 10>> <br><br> It only takes Winter a moment to remove the straps tying the weights to your legs. <<He>> helps you off the horse and holds your hand for a moment. Once sure you're okay, <<he>> turns to the audience. <<takeHandholdingVirginity "Winter">> <br><br> "That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further. <br><br> "You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed. <br><br> Despite the pain, you feel a strong catharsis.<<trauma -12>> <br><br> <<endevent>><<unbindtemp>> <<set $museuminterest += 30>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>><<set $outside to 0>><<set $location to "museum">><<effects>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>> <span class="green">You grit your teeth and bear it.</span> "It hurts!" you shout through tears. "It hurts so much!" <<gwillpower>><<willpower 3>> <br><br> <<masopain 5>> Winter doesn't stop. Again and again <<he>> lashes at your flesh. Some of the audience looks disturbed, others shocked, and some are clearly enjoying it. <br><br> You feel like you're about to pass out, but then Winter stops. <<He>> walks in front of you, panting. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds. Some are crying themselves. <br><br> "You did very well," Winter says once you're back in the small room. "Let me see your back." You turn and feel <<him>> trace a finger over your skin. "I'm blessed to have your assistance," <<he>> says as <<he>> applies something soothing. "Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed. <br><br> Despite the pain, you feel a strong catharsis.<<trauma -24>> <br><br> <<endevent>><<unbindtemp>> <<set $museuminterest += 50>> <<earnFeat "Pain Rider">><<set $museum_horse_success to true>> <<if $museum_horse_success and $museum_stool_success>> <<specialClothesUnlock "set" "museum_rags">> <</if>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <<else>> The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout. <<ggwillpower>><<willpower 10>> <br><br> Winter ceases the assault. It only takes <<him>> a moment to remove the straps tying the weights to your legs. <<He>> helps you off the horse and holds your hand for a moment. Once sure you're okay, <<he>> turns to the audience. <<takeHandholdingVirginity "Winter">> <br><br> "That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though some look like they wish it had gone further. <br><br> "You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed. <br><br> Despite the pain, you feel a strong catharsis.<<trauma -18>> <br><br> <<endevent>><<unbindtemp>> <<set $museuminterest += 40>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>><<set $outside to 0>><<set $location to "museum">><<effects>> Winter nods. <<He>> peeks around the door. "Everyone's in. It's time. Wait for your cue." <<He>> returns to the museum proper. <br><br> "<<Ladies_gentlemen>>," Winter begins. <<He>> stands on a raised platform beside the horse, addressing an audience of around fifty people. "Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girl>>," <<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips. <br><br> <<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice." You climb atop the horse and ease yourself down. You feel it press into your crotch like before. <<masopain 5>><<arousal 1200 "genitals">> <br><br> Winter continues <<his>> speech, talking about the specifics of the horse. And how it was used. <<He>> steps behind you while doing so, and begins to tie your arms. <<He>> works fast, and before long your arms are bound and immobile. <br><br> The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitals>>. "Of course, humiliation was part of the punishment. They would often have an audience, much like this. And when it was over, the victim would be given to the audience to do with as they please." A <<person3>><<persons>> eyes light up and <<he>> steps forward, but Winter blocks <<his>> path. <<person1>> <br><br> "That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further. <br><br> "You did very well," Winter says once you're back in the small room. "I'm blessed to have your assistance. Thank you. I'd like to hold another demonstration next weekend if it suits you." <<He>> peeks around the door. "I think we've earned some new interest." <<He>> leaves you to get dressed. <br><br> <<endevent>> <<set $museuminterest += 20>> <<link [[Next|Museum]]>><<unbindtemp>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br><<if $speech_attitude is "meek">> "Making some more money could be nice. I-I think I can help demonstrate the horse for a larger audience," you say. <<elseif $speech_attitude is "bratty">> "I'm in," you say. "How much would my cut be?" <<else>> "I've been thinking about it," you say. "I'd like to help with the larger demonstrations." <</if>> <br><br> <<npc Winter>><<person1>> Winter smiles. "Excellent!" <<he>> exclaims. <<He>> leads you to a back room before explaining, "Whenever you are ready, come by and we can send out an email to our new museum member distribution list. I can't imagine it would take much more than half an hour for people to flock to the museum so that we can start the demonstration. I'll give you half of the profit, if that works for you?" <br><br> You nod in acknowledgement. <<if $exhibitionism gte 500>>The thought of having an audience excites you.<<else>>You are not sure how you feel about having an even larger audience.<</if>> <br><br> "I figure we will stick to the same clothing and structure of the basic demonstration. Let me know when you are ready." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>> <<npc Winter>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<if playerIsPregnant() and playerBellyVisible()>> Winter leads you back to the staff computer to send out the announcement. <<He>> pauses, looking at your belly. "On second thought, maybe we should wait to take the demonstrations to the next level. Don't want to scare those watching." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <<else>> Winter leads you back to the staff computer to send out the announcement. "That should do it," <<he>> says. <<Hes>> beaming with excitement. "I apologise, I simply can't wait to demonstrate the horse for so many people." <<He>> leaves you to get changed. <br><br> <<undress "museum">> <<upperwear 79>> <<lowerwear 71>> You wear the rags, as taut and revealing as you remember. You wonder how you look. You'll soon have an audience. <<exhibitionism1>> <<if playerIsPregnant() and playerBellyVisible()>> Winter returns. <<He>> holds a leather-tailed flog at <<his>> side. <<He>> notices your pregnant belly and stops. "Oh, I should have noticed earlier. On second thought, maybe we should wait to take the demonstrations to the next level. Don't want to scare those watching," <<he>> says. <br><br> "Sorry. I'll go send another email that the demonstration is cancelled, you can put your clothes back on." <br><br> <<link [[Next|Museum]]>><<endevent>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <<else>> Winter returns. <<He>> holds a leather-tailed flog at <<his>> side. "Perfect." <<He>> pauses. "I would like to use the flog since we have so many people, along with the same weights we used before. If you are not comfortable with that, we can still cancel the demonstration." <br><br> You hold the flog in your hands, considering your options. <br><br> <<link [[Accept|Museum Famous Horse 2]]>><<bind>><<npcincr Winter love 3>><<pass 90>><</link>><<gpain>><<garousal>><<ggwillpower>><<gglove>><<ltrauma>> <br> <<link [[Cancel the demonstration|Museum Famous Horse Cancel]]>><</link>> <</if>> <</if>><<set $outside to 0>><<set $location to "museum">><<effects>> "We also need to decide on a safe word before we start," <<he>> says. <br><br> What should your safe word be? <<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>> <<textbox "$wintersafeword" $wintersafeword>> <br> <<link [[Next|Museum Famous Horse 3]]>> <<if $wintersafeword is "" or $wintersafeword is undefined>><<set $wintersafeword to "Marshmallow">><</if>> <<set $wintersafeword to Util.escape($wintersafeword)>> <</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<if $wintersafeword is "Summer">> Winter frowns, but doesn't say anything about your choice of safe word. <<else>> Winter nods. <</if>> <<He>> peeks around the door. "Everyone's in. It's time. Wait for your cue." <<He>> returns to the museum proper. <br><br> <<set _famousness to fameSum('business', 'good', 'social', 'model')/8000>> "<<Ladies_gentlemen>>," Winter begins. <<He>> stands on a raised platform beside the horse, addressing a large audience. It is difficult to count exactly how many people came, but you are shocked to see at least <<if _famousness gte 0.75>>300 people in the crowd!<<elseif _famousness gte 0.50>>200 people in the crowd!<<else>>100 people in the crowd!<</if>> Among the crowd you see Mayor Quinn and Leighton. <br><br> <<set $museumDemoReward to 2000*_famousness>> "Our town has a rich history. Of great deeds and heroism yes, but also of tragedy and brutality. Take this <<girl>>," <<He>> gestures at the door, and you <<nervously>> emerge into the museum. A <<person2>><<person>> stands closest to you. <<He>> licks <<his>> lips. <br><br> <<person1>>"Caught stealing bread for <<pher>> starving sibling," Winter continues. "<<pShe>> must now face the lord's justice." You climb atop the horse and ease yourself down. You feel it press into your crotch like before. <<masopain 5>><<arousal 1200 "genitals">> <br><br> Winter continues <<his>> speech, talking about the specifics of the horse and how it was used. <<He>> steps up to you and begins to tie you up. <<He>> fastens your wrists to a rope that runs up to a pulley in the rafters. <<He>> takes the other end of the rope and ties it off on a cleat fixed to a nearby pillar. It isn't tight enough to support any of your body weight, but enough to keep your arms firmly above your head. You are bound securely and will not be able to cover yourself at all during this demonstration. <br><br> The audience is enraptured by the spectacle. You feel their eyes on your barely-covered <<genitals>>. "Of course, humiliation was part of the punishment." <<He>> throws open a chest at <<his>> feet, and reaches in. <<He>> pulls out a metal weight. You see straps dangling from it as <<he>> kneels beside you. <<He>> ties one to your ankle and gently releases it. It was uncomfortable before, but now it hurts. <<He>> walks around the horse and repeats the process. Your eyes water. <<masopain 20>> <br><br> <<He>> steps away from the horse and glances at you. <<He>> looks unsure. <br><br> <<link [[Try to reassure|Museum Famous Horse 4]]>><</link>> <br> <<link [[Safe word|Museum Famous Horse 11]]>><<set $phase to 1>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>> <span class="green">You grit your teeth and bear it.</span> "I didn't do anything wrong!" you shout through tears. "The lord is a tyrant!" <<gwillpower>><<willpower 3>> <br><br> <<masopain 20>> Winter smiles. "It wouldn't always end there," <<he>> says. "The particularly dastardly had yet more in store for them." <<He>> lifts <<his>> leather flog and holds it in front of the audience. Then, without a word, <<he>> steps behind you. <br><br> <<if $rng gte (120 - 80*(fameSum('business', 'good', 'social', 'model')/8000))>> Before <<he>> can strike you, however, one of Mayor Quinn's aides steps forward to whisper in Winter's ear while pointing to Leighton and the Mayor, who have moved onto another exhibit. Winter nods and turns to the audience. "Please excuse me for one moment, the demonstration will continue shortly." <br><br> <<He>> hastily removes the weights from your ankles, giving you some small respite. To your relief, <<he>> goes to the chest and collects a small cushion and places it between your crotch and the wooden horse beneath you, putting an end to the pain and discomfort. "I'll be right back," <<he>> whispers to you before attending to the mayor. <br><br> <<link [[Next|Museum Famous Horse 5]]>><</link>> <<else>> <<link [[Next|Museum Famous Horse 10]]>><</link>> <</if>> <<else>> The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout. <<ggwillpower>><<willpower 10>> <br><br> It only takes Winter a moment to remove the straps tying the weights to your legs and the ropes holding your arms. <<He>> helps you off the horse and holds your hand for a moment. <<takeHandholdingVirginity "Winter">> <br><br> Once sure you're okay, <<he>> turns to the audience. <br><br> "That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further. A number of them take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 6>> <br><br> "You did well!" Winter says once you're back in the small room. "Here is your share of the entrance fee." <br><br> <<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>. <br><br> "If you would like to demonstrate it again, please come let me know. In the meantime, I think you should at least take the week to rest and recover," <<he>> says quietly. "I'll... I'll leave you to get dressed." <br><br> <<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you. <<endevent>><<unbindtemp>> <<set $museuminterest += 30>> <br><br> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>>You awkwardly wait in your rags, still bound in the midst of an anxious crowd. The restless murmuring of the audience reaches a critical mass when one bolder figure, a <<person2>><<person>> steps forward. <<He>> goads the crowd, "I didn't pay just to wait around! Who wants to see the demonstration continue?" The audience cheers and encourages <<him>>. <br><br> <<He>> struts up to you and rips the cushion from under you, forcing your bodyweight back onto the wooden horse and shoving the wedge <<if $player.ballsExist>>against your testes<<else>>between your labia<</if>> once more. <<He>> then moves to the weights left on the floor by your ankles and re-attaches them with far less gentleness and care than Winter had. <<masopain 20>> <br><br> Retrieving the flog, <<he>> moves behind you, ready to strike. The audience waits excitedly. <br><br> <<link [[Scream for Winter|Museum Famous Horse 6]]>><<set $phase to 0>><</link>> <br> <<link [[Brace yourself|Museum Famous Horse 6]]>><<set $phase to 1>><</link>> <br> <<link [[Stay in character|Museum Famous Horse 6]]>><<set $phase to 2>><</link>><<if $phase is 0>> <<if $speech_attitude is "meek">> "P-P-Please, Winter, help me! <span class="red">'$wintersafeword!'</span> Help!" you shout through your trembling. <<elseif $speech_attitude is "bratty">> "Uh, <span class="red">'$wintersafeword!'</span> Hey, Winter, I could use a hand here!" you shout at the top of your lungs. <<else>> "<span class="red">'$wintersafeword!'</span> Winter! Help me!" you shout as loud as you can. <</if>> <br><br> <<if $rng gte (50*(fameSum('business', 'good', 'social', 'model')/8000) + 40)>> <<set _winterRescue to 1>><<person1>> Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor. <br><br> <<link [[Next|Museum Famous Horse End]]>><</link>> <<else>> <span class="red">Winter cannot hear you over the sound of the crowd.</span> <</if>> <<elseif $phase is 1>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>> You grit your teeth and brace yourself for the flog, trying not to give the audience any satisfaction. <<lpain>><<pain -5>><<gwillpower>><<willpower 3>> <<else>> You try to keep your composure, but the anticipation is just too much. You tremble in place.<<ggwillpower>><<willpower 10>> <</if>> <<elseif $phase is 2>> "Please, my <<if $pronoun is "m">>Lord,<<else>>Lady,<</if>> I only wish to survive the famine! I meant no offence, and I shall not steal again!" you shout, staying in character. <br><br> The crowd applauds your willingness to go along with the demonstration. A few of them even toss a few coins into the middle to reward you for the act. <<money `50*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 5>> <</if>> <<if _winterRescue isnot 1>> <br><br> The <<person>> swings the flog hard against your back. The leather strips whip painfully against your exposed skin. <<He>> continues for a few more blows before targeting your <<bottom>>, causing you to yelp in pain. Each time you flinch however, you inadvertently drive the wooden horse deeper into your crotch, sending another wave of pain through your <<genitals>>. <<masopain 20>><<stress 6>> <br><br> After a moment another member of the audience steps forward. "Winter said this punishment involved humiliation, right?" <<person3>><<he>> asks, producing a pair of scissors. "I think our bread thief would learn <<pher>> lesson better if <<pshe>> was naked!" <br><br> <<link [[Scream for Winter|Museum Famous Horse 7]]>><<set $phase to 0>><</link>> <br> <<link [[Brace yourself|Museum Famous Horse 7]]>><<set $phase to 1>><</link>> <br> <<link [[Stay in character|Museum Famous Horse 7]]>><<set $phase to 2>><</link>> <</if>><<if $phase is 0>> <<if $speech_attitude is "meek">> "<span class="red">'$wintersafeword!'</span> <span class="red">'$wintersafeword!'</span> W-Winter, please help me! Please!" you shout through sobs. <<elseif $speech_attitude is "bratty">> "Hey! <span class="red">'$wintersafeword!'</span> Anytime you want to help would be great, Winter!" you shout at the top of your lungs. <<else>> "Help me, Winter! <span class="red">'$wintersafeword!'</span>" you shout as loud as you can. <</if>> <br><br> <<if $rng gte (50*(fameSum('business', 'good', 'social', 'model')/8000) + 40)>> <<set _winterRescue to 1>><<person1>> Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor. <br><br> <<link [[Next|Museum Famous Horse End]]>><</link>> <<else>> <span class="red">Winter cannot hear you over the sound of the crowd.</span> <</if>> <<elseif $phase is 1>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>> You try not to let the pain and humiliation show as your ass is flogged mercilessly. <<lpain>><<pain -5>><<gwillpower>><<willpower 3>> <<else>> You try to hold back, but you cannot stop the tears from flowing as your ass is mercilessly flogged. <<ggwillpower>><<willpower 10>> <</if>> <<elseif $phase is 2>> "Have I not suffered enough indignity this day? Please, lend me your mercy, I beg of you!" you cry, remaining in character. <br><br> "Wow, this slut is really into this," one of the audience members comments. "I think this whore really does want to be exposed!" Several others toss more tips on the floor next to you. <<money `100*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 7>> <</if>> <<if _winterRescue isnot 1>> <br><br> The <<person3>><<person>> strides forward proudly with the scissors. <<He>> slides the cold steel between your flimsy garments and your skin, cutting the rags off with ease. The flimsy rags fall to the museum floor, leaving you completely exposed. <<if $exhibitionism lte 500>>You try to pull your arms down to cover some of your body, but the rope is too taut, and the weights on your ankles keeps you firmly on the horse. <<else>>Having yourself exposed to such a large crowd fills you with intoxicating arousal. <<garousal>><<arousal 1000>><</if>> <<upperruined true>><<lowerruined true>> <br><br> Now completely exposed and helpless, the <<person2>><<person>> seizes the opportunity and moves in front of you to begin flogging your <<breasts>>. You shudder every time the leather straps strike your hardening nipples. Your chest quickly turns red and begins to sting. <br><br> Occasionally <<he>> aims the flog lower, whipping against your exposed <<if $player.penisExist>>penis<<else>>clit<</if>>. You squirm and shift uncomfortably, much to the enjoyment of the crowd. <<masopain 30>><<stress 9>><<arousal 1000>><<garousal>> <br><br> A <<person4>><<person>> walks over to the chest Winter had placed behind you. "I think <<pshe>> can handle a bit more," <<he>> taunts. <<He>> retrieves a set of weights from the chest and approaches. <br><br> <<link [[Scream for Winter|Museum Famous Horse 8]]>><<set $phase to 0>><</link>> <br> <<link [[Brace yourself|Museum Famous Horse 8]]>><<set $phase to 1>><</link>> <br> <<link [[Stay in character|Museum Famous Horse 8]]>><<set $phase to 2>><</link>> <</if>><<if $phase is 0>> <<if $speech_attitude is "meek">> "Wait, no! Don't do that! Winter, please help! <span class="red">'$wintersafeword!'</span>" you shout through sobs. <<elseif $speech_attitude is "bratty">> "Damn it, <span class="red">'$wintersafeword!'</span> Winter I need help!" you shout at the top of your lungs. <<else>> "Winter, please help! <span class="red">'$wintersafeword!'</span> I need you!" you shout as loud as you can. <</if>> <br><br> <<person1>> Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor. <br><br> <<link [[Next|Museum Famous Horse End]]>><</link>> <<else>> <<if $phase is 1>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>> All of your sensitive areas burn and sting, but you remain resolute. <<lpain>><<pain -5>><<gwillpower>><<willpower 3>> <<else>> You try to hold firm, but in the end, you sob, whimper, and tremble. The crowd seems delighted. <<ggwillpower>><<willpower 10>> <</if>> <<else>> "Please, have mercy on me!" you whimper. You're in tears, but you refuse to break character. <br><br> "Oh man, I can't wait to see how this goes," one of the audience members says to another. "Come on, see if you split <<phim>> in half!" Several people toss tips on the floor next to you. <<money `150*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 9>> <</if>> <br><br> The <<person4>><<person>> begins attaching the weights to your ankles. The pressure exerted on your crotch is immense now, almost drowning out the pain you feel from the repeated striking of the flog. The wood drives itself <<if $player.ballsExist>>harshly against your testes<<else>>deep into your pussy<</if>>. Through the pain, you feel some of your lewd fluid leak out of your <<if $player.vaginaExist>>slit and dribble down the wooden horse<<else>>penis and dribble down your shaft<</if>>. <<masopain 20>><<stress 12>><<ggstress>><<arousal 1500>><<ggarousal>> <br><br> The audience takes photos and videos of your punished body in its humiliated state. One of them calls out, "I think <<pshes>> getting hot and bothered by this. What a slut!" Many others jeer in agreement, making lewd remarks at your expense. <br><br> This prompts another member of the crowd, a <<person5>><<person>> to step forward with a duffle bag in hand. "I think I know what will finish <<phim>> off," <<he>> says, unzipping the bag. Inside you see a variety of sex toys, including nipple clamps, a ball gag, and a vibrator. <br><br> <<link [[Scream for Winter|Museum Famous Horse 9]]>><<set $phase to 0>><</link>> <br> <<link [[Brace yourself|Museum Famous Horse 9]]>><<set $phase to 1>><</link>> <br> <<link [[Stay in character|Museum Famous Horse 9]]>><<set $phase to 2>><</link>> <</if>><<if $phase is 0>> <<if $speech_attitude is "meek">> "No, please no! <span class="red">'$wintersafeword!'</span> Winter, help!" you scream, sobbing and crying. <<elseif $speech_attitude is "bratty">> "Winter, come on! <span class="red">'$wintersafeword!'</span>" you shout as loud as you can. <<else>> "Winter, help! Please help me! <span class="red">'$wintersafeword!'</span>" you shout at the top of your lungs. <</if>> <br><br> <<person1>> Winter hears you calling for help and rushes over to you. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand safely back on the floor. <br><br> <<link [[Next|Museum Famous Horse End]]>><</link>> <<else>> <<if $phase is 1>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100))>> Everything hurts, and the humiliation is crushing, but you keep a straight face despite it all. <<lpain>><<pain -5>><<gwillpower>><<willpower 3>> <<else>> You try to stay calm, but it is too much for you. You cry and whimper at the sight of the toys. <<ggwillpower>><<willpower 10>> <</if>> <<else>> "I know not what witchcraft this is, but please spare me from it!" you proclaim through tears. <br><br> "Wow, <<pshes>> still staying in character? That is dedication!" one person says. "I think <<pshes>> earned an orgasm. Give it to <<phim>> good!" A large majority of the crowd tosses tips on the floor next to you. <<money `200*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 9>> <</if>> <br><br> "That's enough," the <<person5>><<person>> demands as <<he>> shoves the ballgag into your mouth. "I'm going to make you cum so hard, you'll never forget it." <<facewear 4>> <br><br> With the ballgag firmly in your mouth, you can do nothing but moan as the clamps are affixed to your sensitive nipples. The <<person5>><<person>> takes out the vibrator and turns it up to its maximum setting. <<He>> drags it across your skin down to your nipples, where it clatters against the clamps, sending pain and arousal through your body. <<masopain 10>><<stress 12>><<ggstress>><<arousal 500>><<garousal>> <br><br> <<He>> removes the vibrator for a moment, giving you a temporary respite, before forcing it directly onto your reddened <<if $player.penisExist>>penis<<else>>clit<</if>>. <<He>> holds it against you through the spasms and jerks as you finally cum. <<set $arousal to 10000>> <<if $arousal gte $arousalmax>> <<orgasm>> <</if>> <<person1>> The crowd cheers as you orgasm uncontrollably. Based on the camera flashes and uproarious atmosphere, you can tell that the town will be talking about your demonstration for weeks to come. The audience claps, and people toss large tips towards you. <<money `250*(fameSum('business', 'good', 'social', 'model')/8000)*100` "museum">> <<fameexhibitionism 12>> <br><br> Finally hearing the commotion, Winter rushes over to your aid. <<He>> looks horrified as <<he>> glares at the crowd. <<He>> undoes your bindings and removes you from the horse. You stand with weak, trembling knees, safely back on the floor. <br><br> <<link [[Next|Museum Famous Horse End]]>><</link>> <</if>>"That will end our demonstration for this week, please enjoy the rest of the exhibits!" Winter shouts, dispersing the crowd to look at the rest of the museum. <<He>> helps you into the back room where your clothes reside. <br><br> "I'm so sorry for how that went," Winter says, struggling for words. "Here is your share of the entrance fee, along with the tips people left. I hope it is a decent recompense." <<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>. <br><br> "If you would like to demonstrate it again, please come let me know. In the meantime, I think you should at least take the week to rest and recover," <<he>> says quietly. "I'll... I'll leave you to get dressed." <br><br> <<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you. <br><br> <<endevent>><<unbindtemp>> <<if $worn.face.name is "gag">> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<set $museuminterest += 50>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>><<set $outside to 0>><<set $location to "museum">><<effects>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>> You scream as the flog lashes against your skin. Again and again. The audience gapes at the spectacle. <br><br> <<link [[Endure|Museum Famous Horse 11]]>><<set $phase to 0>><</link>> <br> <<link [[Safe word|Museum Famous Horse 11]]>><<set $phase to 1>><</link>> <br> <<else>> The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout. <<ggwillpower>><<willpower 10>> <br><br> It only takes Winter a moment to remove the straps tying the weights to your legs and the ropes holding your arms. <<He>> helps you off the horse and holds your hand for a moment. <<takeHandholdingVirginity "Winter">> <br><br> Once sure you're okay, <<he>> turns to the audience. <br><br> "That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though many look like they wish it had gone further. A number of them take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 7>> <br><br> "You did well!" Winter says once you're back in the small room. "Here is your share of the entrance fee." <br><br> <<He>> hands you <<moneyGain $museumDemoReward>>. <br><br> "If you would like to demonstrate it again, please come let me know. In the meantime, I think you should at least take the week to rest and recover," <<he>> says quietly. "I'll... I'll leave you to get dressed." <br><br> <<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you. <<endevent>><<unbindtemp>> <<set $museuminterest += 30>> <br><br> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <</if>><<set $outside to 0>><<set $location to "museum">><<effects>> <<if (currentSkillValue('willpower') / 10) gte (($pain - 100) + random(1, 100)) and $phase isnot 1>> <span class="green">You grit your teeth and bear it.</span> "It hurts!" you shout through tears. "It hurts so much!" <<gwillpower>><<willpower 3>> <br><br> <<masopain 5>> Winter doesn't stop. Again and again <<he>> lashes at your flesh. Some of the audience looks disturbed, others shocked, but most are clearly enjoying it. <br><br> You feel like you're about to pass out, but then Winter stops. <<He>> walks in front of you, panting. "That ends our demonstration," <<he>> says. "Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds. Many take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 12>> <br><br> "You did very well!" Winter says excitedly once you're back in the small room. "Here is your share of the entrance fee." <br><br> <<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>. <br><br> "Given the intensity of this demonstration, I think you should take the week to rest and recover. If you would like to demonstrate it again next week, please come let me know. I'll leave you to get dressed." <br><br> <<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you. <br><br> <<endevent>><<unbindtemp>> <<set $museuminterest += 50>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <<else>> The pain is too much for you. <span class="red">"$wintersafeword!"</span> you shout. <<ggwillpower>><<willpower 10>> <br><br> Winter ceases the assault. It only takes <<him>> a moment to remove the straps tying the weights to your legs and the ropes holding your arms. <<He>> helps you off the horse and holds your hand for a moment. Once sure you're okay, <<he>> turns to the audience. <<takeHandholdingVirginity "Winter">> <br><br> "That ends our demonstration. Thank you for attending. We hope you found it informative, and we invite you to appreciate the many other antiques we have on display. Last but not least, let's have a round of applause for our star." <<He>> gestures at you. The audience applauds politely, though some look like they wish it had gone further. A number of them take pictures of you in your vulnerable state before dispersing throughout the museum. <<fameexhibitionism 12>> <br><br> "You did very well!" Winter says excitedly once you're back in the small room. "Here is your share of the entrance fee." <br><br> <<He>> hands you <<printmoney `$museumDemoReward * 100`>><<money `$museumDemoReward * 100` "museum">>. <br><br> "Given the intensity of this demonstration, I think you should take the week to rest and recover. If you would like to demonstrate it again next week, please come let me know. I'll leave you to get dressed." <br><br> <<He>> leaves you alone to collect your belongings and get dressed before returning to the now lively museum. As you exit the room, you find that all of the visitors are watching you. <br><br> <<endevent>><<unbindtemp>> <<set $museuminterest += 40>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>> <br> <</if>><<He>> looks a little disappointed, but nods in understanding. "Ok, I'll send out another email cancelling the demonstration. If you change your mind next week, just let me know and we can try again." <br><br> <<endevent>> <<link [[Next|Museum]]>><<upperruined true>><<lowerruined true>><<storeon "museum">><</link>><<widget "museumdonate">> <<museumAntiqueStatus "antiquebox" "talk">> <<museumAntiqueStatus "antiquesilverring" "talk">> <<museumAntiqueStatus "antiquegoldnecklace" "talk">> <<museumAntiqueStatus "antiqueivorynecklace" "talk">> <<museumAntiqueStatus "antiquecrystal" "talk">> <<museumAntiqueStatus "antiquehorn" "talk">> <<museumAntiqueStatus "antiquewatch" "talk">> <<museumAntiqueStatus "antiquedildo" "talk">> <<museumAntiqueStatus "antiquecandlestick" "talk">> <<museumAntiqueStatus "antiqueforestarrow" "talk">> <<museumAntiqueStatus "antiqueforestdagger" "talk">> <<museumAntiqueStatus "antiqueforestgem" "talk">> <<museumAntiqueStatus "antiquesilverbrooch" "talk">> <<museumAntiqueStatus "antiquetrashcup" "talk">> <<museumAntiqueStatus "antiquetrashburner" "talk">> <<museumAntiqueStatus "antiquebrassstatuette" "talk">> <<museumAntiqueStatus "antiquegoldchastitybelt" "talk">> <<museumAntiqueStatus "antiquecoppercompass" "talk">> <<museumAntiqueStatus "antiquegrenade" "talk">> <<museumAntiqueStatus "antiquestonetalisman" "talk">> <<museumAntiqueStatus "antiquesilvermask" "talk">> <<museumAntiqueStatus "antiquediamond" "talk">> <<museumAntiqueStatus "antiquesilvercompass" "talk">> <<museumAntiqueStatus "antiquesilverdagger" "talk">> <<museumAntiqueStatus "antiquerustedcutlass" "talk">> <<museumAntiqueStatus "antiquecutlass" "talk">> <<museumAntiqueStatus "antiqueleathermap" "talk">> <<museumAntiqueStatus "antiquebell" "talk">> <<museumAntiqueStatus "antiquebullet" "talk">> <<museumAntiqueStatus "antiqueshell" "talk">> <<museumAntiqueStatus "antiquegoldring" "talk">> <<museumAntiqueStatus "antiquegoldbrooch" "talk">> <<museumAntiqueStatus "antiquecoralring" "talk">> <<museumAntiqueStatus "antiquehourglass" "talk">> <<museumAntiqueStatus "antiquecoppercoin" "talk">> <<museumAntiqueStatus "antiquesilvercoin" "talk">> <<museumAntiqueStatus "antiquegoldcoin" "talk">> <<museumAntiqueStatus "antiquesilverblade" "talk">> <<museumAntiqueStatus "antiqueivorystatuette" "talk">> <<museumAntiqueStatus "antiquestrangefetish" "talk">> <<museumAntiqueStatus "antiquesilvergoblet" "talk">> <<museumAntiqueStatus "antiquesilvercrown" "talk">> <<museumAntiqueStatus "antiquewhitecrystal" "talk">> <<museumAntiqueStatus "antiqueminesign" "talk">> <<museumAntiqueStatus "antiqueobsidiandisc" "talk">> <<museumAntiqueStatus "antiquewoodenmask" "talk">> <<museumAntiqueStatus "antiquetrilobitefossil" "talk">> <<museumAntiqueStatus "antiqueislandarrow" "talk">> <<museumAntiqueStatus "antiquegoldcompass" "talk">> <<museumAntiqueStatus "antiqueswordcane" "talk">> <<museumAntiqueStatus "antiquechocolate" "talk">> <<museumAntiqueStatus "antiqueteacaddy" "talk">> <<museumAntiqueStatus "antiquewoodenfigurine" "talk">> <<museumAntiqueStatus "antiquecopperring" "talk">> <<museumAntiqueStatus "antiquesilveramulet" "talk">> <<museumAntiqueStatus "antiquebucket" "talk">> <<museumAntiqueStatus "antiquesilvermanacle" "talk">> <<museumAntiqueStatus "antiquesnuffer" "talk">> <<museumAntiqueStatus "antiquewhip" "talk">> <<museumAntiqueStatus "antiquehorn2" "talk">> <<museumAntiqueStatus "antiquegolddagger" "talk">> <<museumAntiqueStatus "antiquegoldamulet" "talk">> <<museumAntiqueStatus "antiquegoldmask" "talk">> <</widget>> <<widget "museumtalk">> <<museumAntiqueText>><<museumPaintingText>> /* Prevent having to "sell" a worn chastity belt for £0 */ <<if $museumAntiques.antiques.antiquegoldchastitybelt is "found" and $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>> <<museumAntiqueStatus "antiquegoldchastitybelt" "talk">> <</if>> <<for _labelM, _valueM range $museumAntiques.antiques>> <<capture _labelM, _museumAntiqueText[_labelM].name>> <<set _antique to _museumAntiqueText[_labelM].name.toLowerCase()>> <<if $museumAntiques.antiques[_labelM] is "talk">> <<icon _museumAntiqueText[_labelM].icon>> <<link [[`Ask about the _antique`|`Museum `+ _museumAntiqueText[_labelM].name]]>><<set $museumAntiques.antiques[_labelM] to "museum">><<set $museumAntiques.museumCount++>><<npcincr Winter love 1>><</link>><<glove "Winter" "simple">> <br> <</if>> <</capture>> <</for>> <<if !$daily.winterStoryTime>> <<if $bleedingWardCheckpoint and $museumAntiques.paintings.paintingward is "museum">> <<icon _museumPaintingText.paintingward.icon>><<link [[Ask Winter to tell you the 'Bleeding Ward' story from where you left off (0:15)|Bleeding Ward Resume]]>><<set $daily.winterStoryTime to true>><</link>> <br> <</if>> <<for _labelP, _valueP range $museumAntiques.paintings>> <<capture _labelP, _museumPaintingText[_labelP].name>> <<if $museumAntiques.paintings[_labelP] is "talk">> <<set _painting to _museumPaintingText[_labelP].journalName.toLowerCase()>> <<icon _museumPaintingText[_labelP].icon>> <<link [[`Ask about the _painting (0:30)`|`Museum `+ _museumPaintingText[_labelP].name + ` Story`]]>><<set $daily.winterStoryTime to true>><<npcincr Winter love 3>><</link>><<gglove "Winter" "simple">> <<if _labelP is "paintingsnake">><<note "This may be a long story..." "red">> | <span class="red tooltip-anchor" tooltip="<span class='red'>This scene contains disturbing content not found elsewhere, including bodily mutilation. It is not prevented by any toggles or settings. You have been warned.</span>"><i>(!Content Warning!)</i></span><</if>> <!-- Appears even with blind stats enabled. Intentional --> <br> <<elseif $museumAntiques.paintings[_labelP] is "museum">> <<set _painting to "'" + _museumPaintingText[_labelP].name + "'">> <<icon _museumPaintingText[_labelP].icon>> <<link [[`Ask Winter to tell you the _painting story again (0:30)`|`Museum `+ _museumPaintingText[_labelP].name + ` Story`]]>><<set $daily.winterStoryTime to true>><</link>> <<if _labelP is "paintingsnake">><<note "This may be a long story..." "red">> | <span class="red tooltip-anchor" tooltip="<span class='red'>This scene contains disturbing content not found elsewhere, including bodily mutilation. It is not prevented by any toggles or settings. You have been warned.</span>"><i>(!Content Warning!)</i></span><</if>> <!-- Appears even with blind stats enabled. Intentional --> <br> <</if>> <</capture>> <</for>> <</if>> <</widget>><<set $outside to 1>><<set $location to "museum">><<effects>> The museum is closed. A sign reads: <<if $town_projects.diving is 3>> "Temporarily closed due to field work. Please contact me at my field office at the lake." <<else>> "Open weekends: <<ampm 9 00>> - <<ampm 18 00>>" <</if>> <br><br> <<oxfordicon>><<link [[Leave|Oxford Street]]>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<if $museumintro isnot 1 and $passagePrev is "Oxford Street">> <<set $museumintro to 1>><<set $phase to 0>> <<npc Winter>><<person1>>You enter the dim museum. Small windows peek down from just beneath the high ceiling, doing little to break the gloom. The other rooms are no better. <br><br> Winter stands polishing a brass pot. <<He>> regards you with a level stare. "Don't touch anything," <<he>> says. "I doubt you've washed your hands." <br><br> <<link [[Respond indignantly|Museum Intro]]>><<def 1>><<set $phase to 0>><</link>> <br> <<link [[Respond obediently|Museum Intro]]>><<sub 1>><<set $phase to 1>><<npcincr Winter love 1>><</link>><<glove>> <br> <<link [[Respond flirtatiously|Museum Intro]]>><<set $phase to 2>><<npcincr Winter love -1>><</link>><<promiscuous1>><<llove>> <br> <<elseif $bell_timer lte 0 and $passagePrev is "Oxford Street">> <<unset $bell_timer>> <<if $worn.feet.type.includes("shackle")>> A hooded figure barges through as you open the doors. You trip over your $worn.feet.name, and together tumble to the ground. The figure jumps to <<his>> feet, but yelps in pain, and hurries away with a limp. You get your bearings, but the figure's already gone. <<else>> A hooded figure barges through as you open the doors, almost knocking you to the pavement. You get your bearings, but the figure's already gone. <</if>> <br><br> <<npc Winter>><<person1>> You enter the museum, <span class="red">and find Winter lying on the ground.</span> <<His>> eyes are shut. Antiques litter the floor, knocked from pedestals. The leather map still rests on the wall, but a great tear runs through it. <br><br> Winter coughs as you approach. "No respect," <<he>> manages, opening <<his>> eyes. "I'll be fine. I'm just old. They heard you coming, and it scared them. They grabbed the bell and ran. I suspect they wanted more." <br><br> <<link [[Stay with Winter|Museum Attack Stay]]>><<museumAntiqueStatus "antiquebell" "stolen">><<npcincr Winter love 1>><<npcincr Winter dom -5>><<world_corruption "hard" 2>><</link>><<lldom>><<glove>> <br> <<link [[Chase the culprit|Museum Attack]]>><</link>> <br> <<elseif $museumhorseintro is undefined and $museumAntiques.museumCount gte 10 and $passagePrev is "Oxford Street">> <<set $museumhorseintro to 0>> <<npc Winter>><<person1>>You enter the dim museum. Winter stares at a brass pot sitting alone on a display. "I can't find a place for it," <<he>> sighs. <<He>> notices you. "I was hoping you'd visit. I have a favour to ask, seeing as you've been such a help already." <<He>> walks to the corner of the room, where something large hides beneath a dirty sheet. <<He>> tugs it off, revealing a wooden horse. <br><br> "It's genuine," <<he>> says with satisfaction. "And in good condition." <br><br> <<if $awareness gte 200>> "It's a torture device," you say. <br><br> "I'm impressed," <<he>> responds. "That's exactly what it is. They would sit the victim on top, and weigh them down to put pressure on their crotch. They'd often be whipped at the same time." <<else>> "What is it for?" you ask. <br><br> "Torture," <<he>> responds. "Modern examples exist for... other uses. They would sit the victim on top, and weigh them down to put pressure on their crotch. They'd often be whipped at the same time." <</if>> <br><br> <<He>> rests a hand on the horse. "I want to stage a demonstration, to get people interested in history." <<He>> regards you. "I don't want you to feel pushed into it, but I'd like your help. Give it some thought." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <<elseif $museumduckintro is undefined and $museumAntiques.museumCount gte 20 and $passagePrev is "Oxford Street">> <<set $museumduckintro to 0>> <<npc Winter>><<generate2>><<person2>>You enter the dim museum. A <<person>> brushes past you. <br><br> <<person1>> "Just who I wanted to see," Winter says, looking up from a dark brown wooden chair. "I've been speaking with an interesting <<person2>><<if $pronoun is "m">>gentleman<<else>>lady<</if>>. You might have passed <<him>> on the way in."<<person1>> <br><br> <<person1>>Winter places a finger on the chair beside <<him>>. "I've received a donation. Something rather special." <br><br> <<if $awareness gte 300>> You look closer. The chair has a hook at the back, as if it were meant to be tied to something. "It's a ducking stool," you say. "They'd use it to suffocate people underwater." <br><br> "I'm very impressed," <<he>> responds. "That's it precisely. They'd tie the chair to a... crane of sorts. Then dunk the victim in a river. It could be fatal, depending." <<else>> "What is it for?" you ask. <br><br> "Punishment," <<he>> responds. "It's called a ducking stool. See this hook at the back? They'd tie it to a crane with a victim strapped to the seat. Then suffocate said victim in water. It could be fatal." <</if>> <br><br> "I want to demonstrate it in public," <<he>> continues. "I've found someone who can provide the rest of the apparatus, and there's a river nearby. I don't presume anything, but I would like your help. Give it some thought." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <<elseif $museumfamoushorseintro is undefined and $museum_horse_success and ((fameSum('business', 'good', 'social', 'model')/8000) gte 0.25) and $passagePrev is "Oxford Street">> <<set $museumfamoushorseintro to 0>> <<npc Winter>><<person1>>You enter the museum. Winter is chatting with a few visitors when <<he>> meets your gaze and quickly rushes over to you. "The museum is getting more traffic than ever before. Your demonstration drew a lot of attention!" <<he>> says. "I think it's at a point where we could start charging for admission. If you're okay with it, I would like to make it into a bigger event. It would be a great opportunity to help educate the townsfolk, and I would give you a share of the profit, of course. Take a moment to think about it, and let me know." <br><br> Winter moves on to another group of guests looking over a classical theatre mask, giving you a chance to consider your options. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <<else>> You are inside the museum. Items of historic value cover the walls and perch on pedestals. <<if $museuminterest gte 100>> Visitors crowd the building, examining the antiques with interest. Winter looks overworked, but content. <<elseif $museuminterest gte 60>> The building is full of visitors, here to examine the antiques. <<elseif $museuminterest gte 20>> Several other visitors examine the displays. <<else>> The building is empty of visitors, save yourself. <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "museum">> <</if>> <br><br> <<if $museumhorseintro is 0>> <<museumicon "horse">><<link [[Agree to wood horse demonstration|Museum Horse Agree]]>><<set $museumhorseintro to 1>><</link>> <br> <<elseif $museumhorseintro is 1 and $museumhorse isnot 1>> <<museumicon "horse">><<link [[Demonstrate wooden horse (1:00)|Museum Horse]]>><<pass 60>><<set $museumhorse to 1>><</link>><<gpain>><<exhibitionist1>> <br> <</if>> <<if $museumfamoushorseintro is 0 and $museumhorse isnot 1>> <<museumicon "horse">><<link [[Agree to paid wood horse demonstration|Museum Famous Horse Agree]]>><<set $museumfamoushorseintro to 1>><</link>> <br> <<elseif $museumfamoushorseintro is 1 and $museumhorse isnot 1>> <<museumicon "horse">><<link [[Demonstrate wooden horse for money (1:30)|Museum Famous Horse]]>><<set $museumhorse to 1>><</link>><<gpain>><<exhibitionist1>> <br> <</if>> <<if $museumduckintro is 0>> <<museumicon "duck">><<link [[Agree to ducking stool demonstration|Museum Duck Agree]]>><<set $museumduckintro to 1>><</link>> <br> <<elseif $museumduckintro is 1 and $museumduck isnot 1>> <<museumicon "duck">><<link [[Demonstrate ducking stool (1:00)|Museum Duck]]>><<pass 60>><<set $museumduck to 1>><</link>><<exhibitionist1>> <br> <</if>> <<if $museumAntiqueJournalHints is undefined>> <<set $museumAntiqueJournalHints to []>> <</if>> <<museumtalk>> <<museumPaintingText>> <<for _labelP, _valueP range $museumAntiques.paintings>> <<capture _labelP, _museumPaintingText[_labelP].name>> <<if $museumAntiques.paintings[_labelP] is "found">> <<set _painting to _museumPaintingText[_labelP].journalName.toLowerCase()>> <<icon _museumPaintingText[_labelP].icon>> <<link [[`Show Winter the _painting`|`Museum `+ _museumPaintingText[_labelP].name + ` Painting`]]>><<set $museumAntiques.paintings[_labelP] to "talk">><</link>> <br> <</if>> <</capture>> <</for>> <<if $worn.feet.type.includes("shackle")>> <<crimeicon "shackles">><<link [[Ask to have your shackles removed (0:10)|Museum Shackle]]>><<pass 10>><</link>> <br> <</if>> <<if $temple_spear_mission is 1 and !$temple_spear_mission_winter>> <<socialiseicon "ask">><<link [[Ask about the artefact spear|Museum Spear]]>><</link>> <br> <</if>> <<if $museumAntiques.antiques.antiqueforestgem is "museum" and $daily.museumGreenGemTouch isnot 1>> <<antiqueicon "forest_gem">><<link [[Touch green gem|Museum Green Gem Touch]]>><<stress -9>><<set $daily.museumGreenGemTouch to 1>><</link>><<lstress>> <br> <</if>> <<if $antiquemoney gt 0>> <<highicon>><<link [[Sell antiques|Museum Sell]]>><<if $museumAntiques.antiques.antiquesilvermask is "found">><<set $phase to 1>><<else>><<set $phase to 0>><</if>><<if $museumAntiques.antiques.antiqueivorynecklace is "found">><<world_corruption "hard" 2>><</if>><<museumdonate>><</link>> <br> <</if>> <<crimeicon "mark">><<link [[Look around the museum|Museum Look around]]>><</link>> <br><br> <<oxfordicon>><<link [[Leave|Oxford Street]]>><</link>> <br> <</if>><<effects>> <<npc Winter>><<person1>> Winter examines the $worn.feet.name. "I have just the thing," <<he>> says. <br><br> <<He>> leads you into a small room behind reception. A broken pot sits on a counter, the fragments ordered by size and shape. There's a table not far from it. Winter directs you to lie down. <br><br> You do so as <<he>> retrieves a set of black iron keys from a hook on the wall, each a different size and shape. <<He>> separates one without looking, and inserts it into the keyhole on your $worn.feet.name. Nothing happens. <br><br> <<He>> tries another key. <<He>> continues without expression, trying key after key, until at last you feel a click, <span class="green">and the metal around your ankles comes loose.</span> <br><br> <<remove_shackle>> <<link [[Thank|Museum Shackle Thank]]>><</link>> <br> <<link [[Ask why Winter has so many keys|Museum Shackle Ask]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Th-thank you," you say. "I felt so vulnerable." <<elseif $speech_attitude is "bratty">> "Thanks," you say. "They were annoying." <<else>> "Thank you," you say. "That was troublesome." <</if>> <br><br> "You're welcome," Winter says, already examining the lock. "I'll keep the shackles. They might have... historical value." <br><br> You return to the museum proper. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Wh-where did you get so many old keys?" you ask. <<elseif $speech_attitude is "bratty">> "What are you doing with so many old keys?" you ask. <<else>> "Why do you have so many old keys?" you ask. <</if>> <br><br> "I collect them," Winter replies after brief hesitation. "People bring in antique lockboxes and the like now and then. It's fun to match the lock and key. There are more brute methods, of course, but some things ought be done properly." <br><br> You return to the museum. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>> You crouch beside Winter, and ask if you should call an ambulance. <<He>> shakes <<his>> head. "I'll be up in no time. Just winded." <br><br> When <<hes>> ready, you help <<him>> to <<his>> feet. <<He>> steadies <<himself>> against a pedestal. "Thank you. The police will bring our culprit to justice." <<He>> notices the slash across the leather map, and sighs. <br><br> <<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>> <br> <<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You restore the antiques to their pedestals while Winter phones the police. Once the scuff marks are removed from the floor, the museum looks almost as good as ever. <br><br> "There doesn't seem to be any lasting damage," Winter says, relieved. <<He>> points at the map. "Except that. Could have been a lot worse. Thank you for the help." <br><br> <<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You turn towards the exit. "Wait," Winter asks. "It's not worth"—<<he>> coughs—"it's not worth getting into danger. The police will—" <<He>> can't stop coughing. <br><br> <<link [[Stay|Museum Attack Stay]]>><<museumAntiqueStatus "antiquebell" "stolen">><<npcincr Winter love 1>><<npcincr Winter dom -5>><<world_corruption "hard" 2>><</link>><<lldom>><<glove>> <br> <<link [[Chase the culprit|Museum Attack 2]]>><</link>><<athleticsdifficulty 1 800>> <br><<effects>> <<endevent>> <<generate1>><<person1>> You run out onto Oxford Street, just in time to see the hooded figure rush around the corner. You give chase, <<if $athleticsSuccess>> <<set $outside to 1>><<set $location to "alley">><<set $bus to "industrial">> round the corner, <span class="green">and see <<him>> duck into an alley.</span> You follow through an industrial maze, until you trap <<him>> against a brick wall. <br><br> <<He>> turns and plants <<his>> feet, holding the bell in front of <<him>>. <<He>> shakes <<his>> hand, but not to test the sound as you and Winter did. <<His>> movements are deliberate. <br><br> <<link [[Next|Museum Attack 3]]>><</link>> <br> <<else>> <<museumAntiqueStatus "antiquebell" "stolen">><<world_corruption "hard" 2>> <span class="red">but they've already vanished</span> by the time you make it to the end of the street. <br><br> <<endevent>><<npc Winter>><<person1>> You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal. <br><br> "Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs. <br><br> <<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>> <br> <<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> The bell tolls, and the familiar dread washes into you. Birds take flight from the surrounding rooftops, and a rat scurries from beneath a dumpster, running right past you.<<gstress>><<stress 6>> <br><br> You step forward. The bell tolls a second time. Your muscles seize. It's an effort to move again.<<ggstress>><<stress 12>> <br><br> The <<persons>> hood conceals <<his>> eyes, but not <<his>> mad grin. <br><br> <<link [[Walk closer|Museum Attack 4]]>><</link>><<willpowerdifficulty 1 300>> <br> <<link [[Give up|Museum Attack Retreat]]>><</link>> <br><<effects>> <<museumAntiqueStatus "antiquebell" "stolen">><<world_corruption "hard" 2>> You back away. The <<person>> grasps the bell with <<his>> other hand, stilling it. A relieved sigh escapes <<his>> lips. <br><br> <<endevent>><<npc Winter>><<person1>> You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal. <br><br> "Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs. <br><br> <<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>> <br> <<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You force your muscles to move, and walk closer to the <<person>>. Another toll. The dread builds, urging you to turn back. <br><br> <<if $willpowerSuccess>> <span class="green">You ignore it.</span> You brave worse threats every day.<<gwillpower>><<willpower 3>> <br><br> <<else>> <span class="red">Your heart races.</span><<llcontrol>><<gtrauma>><<gstress>><<control -25>><<trauma 6>><<stress 6>><<ggwillpower>><<willpower 10>> <br><br> <</if>> <<link [[Walk closer|Museum Attack 5]]>><</link>><<willpowerdifficulty 1 600>> <br> <<link [[Give up|Museum Attack Retreat]]>><</link>> <br><<effects>> Another toll. A terrible fear strikes you. Your pulse races. You're certain something is about to lunge from that manhole, or that window, or from that dumpster. You want to turn and run. <br><br> <<if $willpowerSuccess>> You take deep breaths. You're imagining things. <span class="green">You're not in danger.</span> The <<person>> grimaces.<<gwillpower>><<willpower 3>> <br><br> <<else>> <span class="red">You can't breathe.</span><<llcontrol>><<ggtrauma>><<ggstress>><<ggwillpower>><<control -25>><<trauma 12>><<stress 12>><<willpower 10>> <br><br> <</if>> <<link [[Walk closer|Museum Attack 6]]>><</link>><<willpowerdifficulty 1 900>> <br> <<link [[Give up|Museum Attack Retreat]]>><</link>> <br><<effects>> The <<person>> holds the bell with both hands. It tolls again. The sky opens. The shadows grow, skittering across the tarmac. Heading for you, and the <<person>>. <br><br> <<if $willpowerSuccess>> <span class="green">You stay focused.</span> Shadows can't hurt you. With a thought, they return to nothingness. <br><br> The <<person>> is less fortunate. <<He>> lies on <<his>> back, <<his>> face contorted as <<he>> clutches at <<his>> neck, gasping for every breath. The bell rolls in front of you. <br><br> <<link [[Take it and leave|Museum Attack Take]]>><</link>> <br> <<link [[Help the thief|Museum Attack Thief]]>><<famegood 2>><</link>> <br> <<else>> They speed up as they close in. <span class="red">You back away,</span> throwing your arms in front of your face. The shadows pierce your limbs as if they weren't there, but feel quite corporeal as they tangle around your throat. You drop to your knees, gasping for air. You claw at the shadows. Your fingers find only skin. <br><br> You hear a clatter as your consciousness fades. <br><br> <<link [[Next|Museum Attack Passout]]>><</link>> <br> <</if>><<effects>> You grab the bell, and leave the <<person>> to <<his>> struggle. <br><br> <<link [[Next|Museum Attack Return]]>><</link>> <br><<set $location to "museum">><<effects>> <<endevent>><<npc Winter>><<person1>> You return to the museum. Winter is on <<his>> feet, busy returning antiques to their pedestals. <br><br> "Don't you ever do something so stupid again. The police will—" <<He>> sees the bell in your hand and fails to conceal <<his>> surprise. <br><br> <<if $speech_attitude is "meek">> "I-I was careful," you say. <<elseif $speech_attitude is "bratty">> "I can handle myself," you say. <<else>> "I didn't take any risks," you say. <</if>> <br><br> Winter returns the bell to its resting place and throws a sheet over it. "Not much lasting damage. Except that." <<He>> points at the slashed leather map. "I'll contact the police." <<He>> steadies <<himself>> against the pedestal. "I won't thank you for putting yourself in danger." <<He>> pauses. "But I'm grateful for your help." <br><br> <<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $location to "museum">><<effects>><<wearProp "bell">> You ignore the bell for now, and approach the <<person>>. You try pulling <<his>> hands away from <<his>> throat, but <<he>> won't budge. <<if $speech_attitude is "meek">> "P-please listen to me," you plead. "There's no danger. You need to relax." <<elseif $speech_attitude is "bratty">> "Idiot," you say. "Stop hurting yourself and relax." <<else>> "You have to listen to me," you say. "You're hurting yourself. You need to relax." <</if>> <br><br> Whether through your words, or lack of oxygen, <<his>> arms weaken enough for you to pull them away. You pin them to <<his>> side. <<if $speech_attitude is "meek">> "J-just breathe in and out slowly. Please trust me." <<elseif $speech_attitude is "bratty">> "Control your fucking breathing. You're a mess." <<else>> "Take deep breaths. In and out." <</if>> <br><br> Gradually, the <<persons>> breathing slows. <<He>> stares at you a moment. With a newfound strength, <<he>> shoves you aside and jumps to <<his>> feet. <<He>> runs down the alley, giving the bell a wide berth. <br><br> You pick up the bell, and hold it steady. <br><br> <<link [[Next|Museum Attack Return]]>><<handheldon>><</link>> <br><<set $location to "town">><<set $outside to 0>><<effects>> <<pass 60>> <<passout>><<endevent>><<npc Winter>><<person1>> You awaken to the sight of a concerned face. "Here," Winter says, offering you a glass of water. You sit up. <<He>> sounds relieved.<<gcontrol>><<control 10>> <br><br> You're in a small, old-fashioned room. It could be one of the backrooms at the museum, if not for the bed. "A doctor checked you out. A young <<if C.npc.Harper.pronoun is "f">>blonde lady<<else>>blond fellow<</if>>. Said you'd be up soon, and there was no need to worry. Wanted to keep an eye on you, though." <br><br> <<He>> leans back. "Forgive me," <<he>> says. "This is my home. It was here or your orphanage. This was more convenient." <br><br> <<link [[Next|Museum Attack Up]]>><</link>> <br><<effects>> Winter helps you off the bed, and leads you down a thin flight of stairs. "The bell is back on its pedestal," <<he>> says. "But I'm afraid the thief gave me the slip. I found you lying alone, and the bell nearby." <br><br> You emerge from the cottage, into a tidy garden on the edge of Domus Street. "I need to return to the museum," Winter says. "I won't thank you for putting yourself in danger." <<He>> pauses. "But I'm grateful for your help." <br><br> <<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<if $phase is 0>> <<if $speech_attitude is "meek">> "I-I thought you'd be happy I was showing interest," you say. <<elseif $speech_attitude is "bratty">> You put your hands on your hips. "Is that how you always greet people?" you ask. "I thought you'd be happy I was showing interest." <<else>> "I expected you to be happy I was showing interest," you say. <</if>> <br><br> A vein twitches on <<his>> forehead as <<he>> stares at you. "You shouldn't speak to your elders that way," <<he>> says. "But that was rude of me." <<elseif $phase is 1>> <<if $speech_attitude is "meek">> You nod, and keep your hands firm at your sides. <<elseif $speech_attitude is "bratty">> You clench your fists and look away. "Sure," you say. "Why would I want to touch these dumb things anyway?" <<else>> "I will," you say, keeping your hands firm at your sides. <</if>> <br><br> "Good," <<he>> says. "Forgive my caution, but some of these are very old." <<else>> <<if $speech_attitude is "meek">> "I am very dirty," you purr. "Would you help wash me?" <<elseif $speech_attitude is "bratty">> "That's okay," you purr. "You're the only antique I want to touch." <<else>> "The only thing I want to touch is you," you purr. <</if>> <<promiscuity1>> "What insolence," <<he>> sneers. "I suppose I should expect no better. Don't think I won't ban you from the premises." <</if>> <br><br> <<He>> places the pot back on its pedestal. "It's a sorry collection for an area so rich in history. The mayor's office agrees, and has set aside funds to reward anyone who provides local antiques." <br><br> <<He>> starts polishing an ornate breastplate. "If you find anything, I'll appraise it. I won't hold my breath." <br><br> <<endevent>> <<link [[Next|Museum]]>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<npc Winter>><<person1>> Winter dons a pair of gloves and appraises the goods. <<if $phase is 1>> "Aha," <<he>> says. "The mask. I'm glad you've decided to put it under my care." <<He>> places <<printmoney `$antiquemoney * 100`>> on the table. <<glove>><<npcincr Winter love 1>> <<elseif $antiquemoney gte 1000>> <<His>> scepticism fades as <<he>> works. "Where did you get this?" <<he>> asks. <<He>> doesn't wait for an answer, but places <<printmoney `$antiquemoney * 100`>> on the table. <<glove>><<npcincr Winter love 1>> <<elseif $antiquemoney gte 200>> "Thank you," <<he>> says. "Your contribution is noted." <<He>> places <<printmoney `$antiquemoney * 100`>> on the table. <<else>> Without a word, <<he>> places <<printmoney `$antiquemoney * 100`>> on the table. <</if>> <br><br> <<He>> takes the goods into a back room. <br><br> <<money `($antiquemoney * 100)` "museumAntique">><<set $antiquemoneyhistory += $antiquemoney>><<set $antiquemoney to 0>> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<npc Winter>><<person1>><<museumClearHint "antiquebox">> Winter picks up the small box. "It's a jewellery case," <<he>> says. "They would have made thousands of these. Very few have survived. That the lock still works is a miracle." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquesilverring">> <<npc Winter>><<person1>> Winter holds the silver ring up to the light and examines it. "Common jewellery," <<he>> says. "And of enduring metal. There's a lot of these around. This one was worn by someone who lived here. There's value there, I think. Thanks for bringing it." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>> <<npc Winter>><<person1>><<museumClearHint "antiquegoldnecklace">> Winter turns the gold necklace in <<his>> palm. "This is magnificent," <<he>> says. "Worn by someone of note, I imagine. Where did you find it?" <br><br> <<link [[Tell|Museum Tell]]>><<set $winterlakeknown to 1>><</link>> <br> <<link [[Keep secret|Museum Secret]]>><</link>> <br><<set $outside to 0>><<set $location to "museum">><<effects>> <<npc Winter>><<person1>><<museumClearHint "antiquegoldchastitybelt">> <<if $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>> <<strip>> You tell Winter about a gold chastity belt that you found and decided to wear. "How intriguing, can you strip for me?" <<he>> says. <br><br> You strip and allow <<him>> to examine it. <<else>> Winter holds the gold chastity belt. <</if>> "This is ancient," <<he>> says. "There are religious inscriptions. This would have been worn by a priestess for a particular ritual or ceremony." <<if $worn.genitals.origin is "Underwater Temple" and $gold_chastity_held isnot true>> <br> "Let me take a couple of close up photos," <<he>> continues as <<he>> takes out a small camera. "I'm sure I can get a replication set up. Try not to get it locked on you next time." <</if>> <br><br> <<unset $gold_chastity_held>> <<link [[Next|Museum]]>><<endevent>><<clotheson>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>> "The lake," <<he>> says. "Buried on the shore I suppose. Interesting. I've heard there's evidence of old structures there. Maybe I'll take a look." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>> <<He>> frowns and nods. "That's your right," <<he>> says. "Maybe I'll puzzle it out on my own." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>> <<npc Winter>><<person1>><<museumClearHint "antiqueivorynecklace">> <<if $necklaceThief is "player">> "The ivory necklace?" Winter says. "I had to send it away. Terrible shame, but I was told to inform the mayor's office should I acquire anything fitting that description. They've sent someone to pick it up." <<He>> shakes <<his>> head. "Best not interfere with those types." <<else>> "Thanks to you," Winter starts, "we found the ivory necklace. I got nonstop calls from the mayor's office about it. They've sent someone to pick it up." <<He>> shakes <<his>> head. "It was a beautiful piece." <</if>> <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquecrystal">> <<npc Winter>><<person1>> "I must admit," Winter says. "I have no idea what it is. There's a carving. Looks like writing, but I don't recognise it." <<He>> frowns. "A corporation is looking to buy the thing. They must know something I don't." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquehorn">> <<npc Winter>><<person1>> Winter runs <<his>> finger over the mouthpiece, and recoils as if hurt. <<His>> face shows no sign of pain. "A hunting trophy from abroad," <<he>> says. "They had it made into an instrument. Not what I would have done." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquecandlestick">> <<npc Winter>><<person1>> "Candlesticks are common enough," Winter says. "This one was made for a particular noble house that resided here." <<He>> shakes <<his>> head. "A pity what became of them." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquewatch">> <<npc Winter>><<person1>> "This is something special," Winter says. "A century and a half, yet still ticking away. Was made during the town's glory days." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquedildo">> <<npc Winter>><<person1>> Winter blushes. "That's," <<he>> says. "That's a... medical aid. A very old-fashioned one. It's not terribly interesting." <<He>> wants to change the subject. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiqueforestarrow">> <<npc Winter>><<person1>> "You can't take twenty steps in the forest without finding an old arrowhead," Winter says. "Not that I'm ungrateful. Most people wouldn't spot them." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiqueforestdagger">> <<npc Winter>><<person1>> "A nice find," Winter says. "These would have been common in the distant past, but few have survived. I'm surprised you found it without any digging." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiqueforestgem">> <<npc Winter>><<person1>> Winter holds the gem up to the light. "Pretty," <<he>> says. "Similar to the ones they mine nearby." <<He>> frowns. "Except a different hue." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "museum">><<effects>> You touch the green gem. A calmness falls over you. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquesilverbrooch">> <<npc Winter>><<person1>> "Sterling silver," Winter says. "The design was popular several decades ago. I imagine it was hidden away in a loft somewhere." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquetrashcup">> <<npc Winter>><<person1>> "This style was popular among the middle-classes some hundred years ago," Winter says. <<He>> curls <<his>> nose. "I wouldn't drink from it now. I think it's had quite an adventure." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquetrashburner">> <<npc Winter>><<person1>> "They still use these," Winter says. "At the temple. Got them in trouble with the greater church in the past." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquebrassstatuette">> <<npc Winter>><<person1>> "This wasn't made locally," Winter says, examining the statuette through a magnifying glass. "Possibly brought by foreign conquerors over a thousand years ago." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>><<effects>><<museumClearHint "antiquecoppercompass">> <<npc Winter>><<person1>> "Remarkable," Winter says, turning the compass and observing the spin. "We're fortunate it survived its ordeal at sea." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegrenade">> <<npc Winter>><<person1>> "This one might be younger than me," Winter laughs. You assume <<hes>> joking. "I'm not surprised you found it in the countryside. I hear of some impressive collections." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquestonetalisman">> <<npc Winter>><<person1>> "I wasn't sure about this one," Winter says. "Had to phone an old colleague, but it's genuine. Ancient, and engraved with symbols of the old religion." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesilvermask">> <<npc Winter>><<person1>> "It was serendipitous," Winter says. "That you found this where you did. Or sinister. We don't know much about its origins, but it was used by the old religion. The myths are colourful." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <br><<effects>><<museumClearHint "antiquediamond">> <<npc Winter>><<person1>> "I did some digging," Winter says. "That rock you found was reported stolen almost two centuries ago. The authorities are content to let us hang on to it for now." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <br><<effects>><<museumClearHint "antiquesilvercompass">> <<npc Winter>><<person1>> "Silver doesn't tarnish," Winter says. "But a tool like this wouldn't be made of pure silver. It's in remarkably good condition." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <br><<effects>><<museumClearHint "antiquesilverdagger">> <<npc Winter>><<person1>> "It would have been worn as an accessory," Winter says. "But do be careful around it. It's still a sharp blade." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <br><<effects>><<museumClearHint "antiquerustedcutlass">> <<npc Winter>><<person1>>"A sailor's weapon," Winter says. "I looked into having it restored, but it's too far gone. We're lucky it hasn't crumbled." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <br><<effects>><<museumClearHint "antiquecutlass">> <<npc Winter>><<person1>> "A sailor's weapon," Winter says, testing the straps. "It's in good condition, but there are notches on the blade." <<He>> runs a finger along the surface. "It saw use." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br> <br><<effects>><<museumClearHint "antiqueleathermap">> <<set $treasure_map to 1>> <<npc Winter>><<person1>> "An actual treasure map!" Winter laughs. "The coastline matches other depictions from the time. This is our town here, with the forest right here." <<His>> finger trails across, and taps on a rendition of a castle. A dragon perches on top. Winter rubs the paper, and a red X appears. <br><br> "As a younger <<personsimple>> I'd have gone on such an adventure." The old historian continues. "But the moor is treacherous, and there's likely nothing there." <<He>> glances at you. "Don't get any ideas. I mean it." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquebell">> <<npc Winter>><<person1>> <<set $bell_timer to 2>> "An exceptional find." Winter shakes the bell. The deep toll fills you with a familiar dread. "And a unique sound," <<he>> muses. <<He>> seems affected as well, and places it back upon the pedestal. <<He>> throws a sheet over it. "Should put it behind glass. This'll do for now."<<gstress>><<stress 6>> <br><br> "Not surprised it had religious significance," <<he>> continues. "But I never want to hear it again." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquebullet">> <<npc Winter>><<person1>> Winter examines the bullet through a magnifying glass. "Over a century old, but you can still make out the manufacturer," <<he>> says. "Some careless volunteer dropped it during training, perhaps." <br><br> <<link [[Tease|Museum Bullet Tease]]>><<npcincr Winter love -1>><</link>><<llove>> <br> <<link [[Be polite|Museum Bullet Polite]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "M-maybe it was you," you say. <<elseif $speech_attitude is "bratty">> "I bet it was you," you say. <<else>> "Maybe it was you," you say. <</if>> <br><br> "I'm not that old," Winter snaps. "And I'd remind you to treat your elders with respect." <<He>> collects <<himself>>. "Could have been my grandfather, though." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>> Winter goes off on a tangent, but you remain polite, and nod along. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiqueshell">> <<npc Winter>><<person1>> Winter taps the artillery shell. "It's not live," <<he>> says. "Not after all this time. It might never have worked. Not sure why else they'd cast it aside." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegoldring">> <<npc Winter>><<person1>> "Magnificent," Winter says, turning the ring in <<his>> palm. "To think something this valuable has remained hidden for so long. This would have been worn by nobility, or someone very wealthy." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegoldbrooch">> <<npc Winter>><<person1>> "This is interesting," Winter says, peering at the central jewel with one eye. "It's hard to make out, but there's religious iconography, but not quite Christian. I don't think this would have been worn by a member of the clergy." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquecoralring">> <<npc Winter>><<person1>> "I'm surprised to see this," Winter says, ignoring the coral and examining the metal. "I'd need to have it dated by someone with better equipment, but I've a hunch this is over a thousand years old. The pirates must have recognised its value." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquehourglass">> <<npc Winter>><<person1>> "How odd," Winter murmurs, turning it in <<his>> hands. "These symbols don't seem to match up to any script I know. And the inscriptions haven't worn down with age either. It's remarkably well preserved; I have no idea how old it is, but it must be very old indeed." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquecoppercoin">> <<npc Winter>><<person1>> "Lots of these around," Winter says, looking across its surface. "In private collections. Few quite as old as this though. Almost two thousand years. Preserved well for such an age. Almost as well as I." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesilvercoin">> <<npc Winter>><<person1>> "A later example of its kind," Winter says, peering at the worn metal. "Minted late in the empire's reign. I'm surprised it's not more tarnished." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegoldcoin">> <<npc Winter>><<person1>> "Very valuable," Winter says, donning a latex glove. "Even just as scrap metal. Though perish the thought at it being scrapped! I'm surprised it remained hidden all these years." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesilverblade">> <<npc Winter>><<person1>> "Could have been part of a weapon," Winter says, running a finger along its edge. "If not for the material. Ceremonial use, probably. What the metal was attached to however, I can only speculate." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiqueivorystatuette">> <<npc Winter>><<person1>> "The priests were right," Winter says. "They insisted their religious text was accurate, but I had doubts. A strange thing. Amazing they were able to carve such detail, so long ago." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquestrangefetish">> <<npc Winter>><<person1>> "I don't know what to make of this," Winter says, handling the fetish with a ginger touch, as if afraid it will fall apart. "Perhaps it had religious significance? I've an old friend who studies the old religion. I'll send them a photograph." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesilvergoblet">> <<npc Winter>><<person1>> "I'm glad it was cleaned before its long rest," Winter says, sniffing the interior. "Ornate. Would have been used by someone important. Perhaps for special occasions. The metalworking techniques are too advanced for its age, interestingly. If my dating is accurate. I'll need a second opinion." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesilvercrown">> <<npc Winter>><<person1>> "Would have been forged at great expense," Winter says, holding the crown up to <<his>> forehead. "A petty monarch might have worn it. Likely before the gems were pried out. Was the metal not so valuable at that time? So many questions." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquewhitecrystal">> <<npc Winter>><<person1>> "You know how to find strange things," Winter says, peering into the crystal depths. "There's writing, carved inside somehow. I'd have thought it a modern art piece, if it weren't so ancient." A faint light flashes within. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiqueminesign">> <<npc Winter>><<person1>> "Ah, now this one is easy," Winter says, tracing the engraving. "I remember the Bailey mine before it closed. Or the outside, at least. My parents warned me to stay away. It was deemed unsafe. In the end." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiqueobsidiandisc">> <<npc Winter>><<person1>> "You say you found it on an island off the coast?" Winter runs a finger over the rim, as if daring it to draw blood. "Not the prison? I was unaware of other islands. Perhaps you roamed further than you realised." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquewoodenmask">> <<npc Winter>><<person1>> "This is a similar shape to some of the carvings on the temple murals," Winter says, staring into the mask's eyes. "I thought they were supposed to depict angels. Or demons, perhaps." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquetrilobitefossil">> <<npc Winter>><<person1>> "Trilobites aren't uncommon in certain parts of the world," Winter says, weighing the fossil in <<his>> hand. "This is a rare species, however." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiqueislandarrow">> <<npc Winter>><<person1>> "They have one of these at the temple," Winter says, smelling the wood. "They consider it a relic." <<He>> frowns. "There's something on the tip. Forgive me, but I need to clear my head." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<npc Winter>><<person1>> <<set $temple_spear_mission_winter to 1>> "You're the second person to ask about that," Winter says. "A young <<if C.npc.Jordan.pronoun is "m">>monk<<else>>nun<</if>> visited, not so long ago. They were very polite. I fear I had nothing useful to tell them, but I resolved to investigate." <br><br> <<He>> clears <<his>> throat. "As it would happen, someone brought in a very old, very peculiar antique. They insisted it came from such an island. They seemed something of a rascal, and I'd have pegged them as a liar if not for the <<if C.npc.Jordan.pronoun is "m">>monk<<else>>nun<</if>>." <br><br> <<link [[Next|Museum Spear 2]]>><</link>> <br><<effects>> "I wanted to ask our fellow more questions, but they were anxious about something, and made their excuses. I know their ilk have a pub to themselves, hidden in the sewers. Not the storm drain. <span class="green">The old sewers.</span> But I'm too old to go searching for such a place." <br><br> <<He>> frowns. "Not that I'd recommend it to you either. Besides, I doubt you've paid enough attention in class to know how to get there." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegoldcompass">> <<npc Winter>><<person1>> "This is a remarkable piece," Winter says. "It's mine. That is, my own property. I used to carry it with me, but it went missing years ago." <<He>> examines the back, and smiles at something. "It's worthy of the museum, and it'll be safer here." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiqueswordcane">> <<npc Winter>><<person1>> "The edge is dull," Winter says, drawing the blade and running a finger along its length. "Still, I should keep it behind glass." <<He>> sheathes it. "We can't be having any accidents." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquechocolate">> <<npc Winter>><<person1>> "It would still be edible," Winter says, removing the lid. "It would taste terrible." <<He>> leans <<his>> nose closer. "The tin is interesting as well. It was a soldier's ration." <<He>> looks sad for a moment. <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiqueteacaddy">> <<npc Winter>><<person1>> "This would have carried tea across the world," Winter says, sticking <<his>> nose inside. "Always black tea. Green wouldn't survive the trip." <<He>> smiles. "I could use a cup right now." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquewoodenfigurine">> <<npc Winter>><<person1>> "This matches the descriptions I've read," Winter says, peering into the figurine's eyes. "A curious thing. I can't place the culture that produced it." <<He>> puts it down. "Maybe just a local and eccentric cottage industry." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquecopperring">> <<npc Winter>><<person1>> "There's an engraving here," Winter says, peering at the metal. "But it's too worn." <<He>> looks thoughtful as <<he>> puts it down. "It's a miracle it's survived as well as it has, considering where you found it." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesilveramulet">> <<npc Winter>><<person1>> "It's an old design of the temple's," Winter says, leaning close. "Odd. The engravings on this one are different. Similar, but distinct. Perhaps the result of a botched job. Or a failed facsimile." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquebucket">> <<npc Winter>><<person1>> "A bucket from the late middle ages. Could have been used for all sorts, but from the damage I'd say this was used to carry water." <<He>> pauses, then leans closer. "Did something make this its home?" <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesilvermanacle">> <<npc Winter>><<person1>> "I never expected to see one of these witch-binders," Winter whispers. "I don't think the temple would like this reminder of their dark history. But history it is, and it has a place here." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquesnuffer">> <<npc Winter>><<person1>> "It's a snuffer," Winter says. <<He>> glances at you. "Used to snuff out torches. The fiery kind. It's faded, but this one bears marks of the temple. Looks well-used." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquewhip">> <<npc Winter>><<person1>> "This is a nasty thing," Winter says. <<He>> sounds disturbed, but <<his>> fingers tremble as <<he>> feels its length. "It was made by, or at least for, the temple, but it's nothing like the ceremonial whips used in nowadays. This was made to hurt." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquehorn2">> <<npc Winter>><<person1>> "From a statue, you say?" Winter says, tracing the silver with <<his>> fingertips. "Shame we can't move the whole thing here, but I dread to think about the expense. Still, if we could have just one piece of the whole, we could do worse than this." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegolddagger">> <<npc Winter>><<person1>> "This is peculiar," Winter says, examining the blade through a magnifying glass. "There are traces of silver, as if it were silver plated. Someone wanted to conceal the gold, then someone wanted to reveal it." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegoldamulet">> <<npc Winter>><<person1>> "A very valuable find," Winter says, letting the amulet dangle from its chain. "Tarnished, but less than typical for an object so old. I wonder what story these burn marks could tell." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<museumClearHint "antiquegoldmask">> <<npc Winter>><<person1>> "This was used by the old religion," Winter says. "It would have had jewels for eyes, then. You say you found it with the gold amulet and dagger? That's unsettling." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<set $outside to 0>> <<museumAntiqueText>><<museumPaintingText>> <<npc Winter>><<person1>> You look around the museum. The pedestals are grooved, as if awaiting specific objects. <br><br> <<if $museumAntiques.museumCount is 0>> The museum is <span class="red">empty</span>. <<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 3>> The museum is <span class="pink">almost empty</span>. <<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 2>> The museum looks <span class="purple">better</span> than it did. <<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 1.5>> The museum has a <span class="blue">reasonable</span> collection. <<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount / 1.25>> The museum has a <span class="teal">good</span> collection. <<elseif $museumAntiques.museumCount lt $museumAntiques.maxCount>> The museum has an <span class="green">amazing</span> collection. <<elseif $museumAntiques.museumCount is $museumAntiques.maxCount>> Every spot is <span class="gold">full</span>. <</if>> <br><br> <<set _possibleHints to []>> <details class="journal" open> <summary class="journal">Museum Items</summary> <<if $museum_paintings_intro>> <span class="gold bold m-2">Antiques</span> <br> <</if>> <div class="itemCollectible"> <<for _labelM, _valueM range $museumAntiques.antiques>> <<switch _valueM>> <<case "museum">> <div class="item" @tooltip="_museumAntiqueText[_labelM].museum"> <<icon _museumAntiqueText[_labelM].icon>> </div> <<case "stolen">> <div class="item" @tooltip="_museumAntiqueText[_labelM].stolen"> <<icon "museum_empty.png">> </div> <<case "recovered">> <div class="item" @tooltip="_museumAntiqueText[_labelM].recovered"> <<icon _museumAntiqueText[_labelM].icon>> </div> <<case "found" "talk">> <<set _tooltip to `You should show the ${_museumAntiqueText[_labelM].name} to Winter`>> <div class="item" @tooltip="_tooltip"> <span class="icon-container"> <<icon _museumAntiqueText[_labelM].icon>> <img class="alert" src="img/misc/icon/alert.png"> </span> </div> <<case "notFound">> <div class="item" tooltip="Empty."> <<run _possibleHints.push(_labelM)>> <<icon "museum_empty.png">> </div> <</switch>> <</for>> </div> <<if $museum_paintings_intro>> <hr> <span class="gold bold m-2">Paintings</span> <br> <div class="itemPainting"> <<for _labelP, _valueP range $museumAntiques.paintings>> <<set _painting to _valueP isnot "museum" ? _museumPaintingText[_labelP].journalName : _museumPaintingText[_labelP].name>> <<switch _valueP>> <<case "museum" "recovered">> <<if _labelP is "paintingward">> <<if $bleedingWardCheckpoint>> <<set _painting += ": 50% heard">> <</if>> <<elseif _labelP is "paintingsnake">> <<set _painting to `<div style='text-align:center'>${_museumPaintingText[_labelP].name}`>> <<if $hcEndings.length is 0>> <<set _painting += "<br><span class='gold'>0/7 Endings:</span><br><span class='black'>S, A, B, C, D, E, F</span></div>">> <<else>> <<set _painting += `<br><span class='gold'>${$hcEndings.length}/7 Endings:</span><br>`>> <<set _painting += `<span class=${$hcEndings.includes('S') ? 'gold' : 'black'}> ${$hcEndings.includes('S') ? 'S' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('A') ? 'green' : 'black'}> ${$hcEndings.includes('A') ? 'A' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('B') ? 'teal' : 'black'}> ${$hcEndings.includes('B') ? 'B' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('C') ? 'blue' : 'black'}> ${$hcEndings.includes('C') ? 'C' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('D') ? 'purple' : 'black'}> ${$hcEndings.includes('D') ? 'D' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('E') ? 'pink' : 'black'}> ${$hcEndings.includes('E') ? 'E' : '?'}</span>,`>> <<set _painting += `<span class=${$hcEndings.includes('F') ? 'red' : 'black'}> ${$hcEndings.includes('F') ? 'F' : '?'}</span></div>`>> <</if>> <</if>> <div class="item" @tooltip="_painting"> <img class="icon" @src="'img/misc/icon/' + _museumPaintingText[_labelP].iconFull" width="120" height="120"> <<switch _labelP>> <<case "paintingsnake">><<set _percent to (Math.round($hcEndings.length) / 7 * 100)>> <<case "paintingward">><<set _percent to $bleedingWardCheckpoint ? 50 : 100>> <<default>><<set _percent to 100>> <</switch>> <div class="paintingProgress" @style="'--progress: ' + _percent + '%;'"> <<if $options.images>> <div class="progress"> <span class="starBar"> <img class="active-icon-img" src="img/ui/gold_star.png"> <img class="inactive-icon-img" src="img/ui/empty_star.png"> </span> </div> <<else>> <div class="meter"> <div class="goldbar" @style="'width:' + _percent + '%'"></div> </div> <</if>> </div> </div> <<case "stolen">> <div class="item" @tooltip="_museumPaintingText[_labelP].stolen"> <img class="icon" src="img/misc/icon/antiques/paintings/curtain_closed.png" width="120" height="120"> </div> <<case "found">> <<set _tooltip to `You should show the ${_museumPaintingText[_labelP].journalName.toLowerCase()} to Winter.`>> <div class="item" @tooltip="_tooltip"> <img class="icon" @src="'img/misc/icon/' + _museumPaintingText[_labelP].iconRaw" width="120" height="120"> </div> <<case "talk">> <<set _tooltip to `You should ask Winter about the ${_museumPaintingText[_labelP].journalName.toLowerCase()}.`>> <div class="item" @tooltip="_tooltip"> <img class="icon" @src="'img/misc/icon/' + _museumPaintingText[_labelP].iconFull" width="120" height="120"> </div> <<case "notFound">> <div class="item" tooltip="Empty."> <img class="icon" src="img/misc/icon/antiques/paintings/curtain.png" width="120" height="120"> </div> <</switch>> <</for>> </div> <</if>> </details> <<if _possibleHints.length gt 0>> <<if $winterHint is "notGiven">> <<set $winterHint to _possibleHints[random(0,_possibleHints.length - 1)]>> <br> As you look around, Winter approaches. <br><br> <<print _museumAntiqueText[$winterHint].hint>> <<if $museumAntiqueJournalHints is undefined>> <<set $museumAntiqueJournalHints to []>> <</if>> <<run $museumAntiqueJournalHints.delete($winterHint)>> <<run $museumAntiqueJournalHints.push($winterHint)>> <br> <</if>> <</if>> <br> <<getouticon>><<link [[Go back to the entrance|Museum]]>><<endevent>><</link>><<widget "museumAntiqueStatus">> <<if _args[0] and _args[1]>> <<if _args[1] is "found">><<museumClearHint _args[0]>><</if>> <<if ($museumAntiques.antiques[_args[0]] is "notFound" and _args[1] is "found") or ($museumAntiques.antiques[_args[0]] is "found" and _args[1] is "talk") or ($museumAntiques.antiques[_args[0]] is "talk" and _args[1] is "museum") or _args[1] is "stolen" or _args[1] is "recovered" or (($museumAntiques.antiques[_args[0]] is "found" or $museumAntiques.antiques[_args[0]] is "talk") and _args[1] is "notFound")>> <<set $museumAntiques.antiques[_args[0]] to _args[1]>> <<switch _args[1]>> <<case "museum">><<set $museumAntiques.museumCount++>> <<case "stolen">><<set $museumAntiques.stolenCount++>> <<case "recovered">><<set $museumAntiques.recoveredCount++>> <</switch>> <</if>> <</if>> <</widget>> <<widget "museumPaintingGet">> <<set $_painting to _args[0]>> <<if $museumAntiques.paintings[$_painting] is "notFound">> <<set $museumAntiques.paintings[$_painting] to "found">> <<museumPaintingText>> <span class="gold">You found the <<print _museumPaintingText[$_painting].journalName.toLowerCase()>>!</span> <<if $options.images>> <br> <img class="icon" @src="'img/misc/icon/' + _museumPaintingText[$_painting].iconRaw" width="120" height="120"> <</if>> <br><br> <</if>> <</widget>> <<widget "museumAntiqueText">> <<if _museumAntiqueText is undefined>> <!--Should not have been converted to a $ variable--> <!--journalName used in cases where the name would be a spoiler ("waterlogged ivory box" telling players it's in a body of water, "Bailey sign" being a spoiler, etc--> <<unset $museumAntiqueText>> <<set _museumAntiqueText to { "antiquebox":{ hint: `"For a jewellery case," Winter says while gesturing at an empty pedestal. "People around here used to keep their valuables in ornate boxes, sculpted of the finest ivory and hewn from wood found right outside town. I'd imagine they don't look like anything you'd find today."<br><br> <<He>> turns away. "If you had paid attention in my class, you might know what to look for."`, museum: "The ivory box sits on a pedestal.", name: "Waterlogged Ivory Box", journal: `"A jewellery case. People around here used to keep their valuables in ornate boxes, sculpted of the finest ivory and hewn from wood found right outside town. I'd imagine they don't look like anything you'd find today. If you had paid attention in my class, you might know what to look for."`, journalName: "Ivory jewellery case", icon: "antiques/antique_ivory_box.png" }, "antiquesilverring":{ hint: `"For a simple silver band," Winter says while gesturing at an empty pedestal. "Silver was common in jewellery like this. Hardy enough to outlive its owner, so it was often buried with them." <br><br><<He>> turns away. "Silver is even known to hold up well underwater, compared to most other metals."`, museum: "The worn silver ring sits on a red pillow on top of a pedestal.", name: "Worn Silver Ring", journal: `"A simple silver band. Silver was common in jewellery like this. Hardy enough to outlive its owner, so it was often buried with them. Silver is even known to hold up well underwater, compared to most other metals."`, journalName: "Silver band", icon: "antiques/antique_silver_ring.png" }, "antiquegoldnecklace":{ hint: `"For a gold necklace. This would be quite the rare find," Winter says while gesturing at an empty pedestal. "Usually worn by people of a higher class."<br><br><<He>> turns away. "Did you know that Gold never rusts? You could keep it submerged until the end of time."`, museum: "The ornate gold necklace sits on a red pillow on top of a pedestal.", name: "Ornate Gold Necklace", journal: `"A gold necklace. This would be quite the rare find. Usually worn by people of a higher class. Did you know that Gold never rusts? You could keep it submerged until the end of time."`, journalName: "Gold necklace", icon: "antiques/antique_gold_necklace.png" }, "antiqueivorynecklace":{ hint: `"I'm not certain that this one exists," Winter says while gesturing at an empty pedestal. "There's an old poem mentioning something like it. 'Great beast's tusks, carved anew. Starlight sapphire, midnight blue. Cut to perfection, lustre and hue. Immaculate vanity, known by the few. Locked away forever, the writhing ensue. Locked away forever, in lake creature's slew. Cast away forever, the waves to chew. Cast away forever, to be found by...'" <<He>> turns on the spot, flicking you on the nose. "You."<br><br><<He>> turns away. "You would most likely find something like this surrounded by lesser jewellery. Good luck."`, museum: "The spot for the immaculate ivory necklace is bare, as it was taken away.", name: "Immaculate Ivory Necklace", journal: `"An ivory necklace. I'm not certain that this one exists, there's an old poem mentioning something like it. 'Great beast's tusks, carved anew. Starlight sapphire, midnight blue. Cut to perfection, lustre and hue. Immaculate vanity, known by the few. Locked away forever, the writhing ensue. Locked away forever, in lake creature's slew. Cast away forever, the waves to chew. Cast away forever, to be found by...' You. You would most likely find something like this surrounded by lesser jewellery. Good luck."`, journalName: "Ivory necklace", icon: "clothes/ivory_necklace.png" }, "antiquecrystal":{ hint: `"I received a call about the object meant for this one," Winter says while gesturing at an empty pedestal. "A small pinkish crystal with an engraving. How unusual."<br><br><<He>> turns away. "Whoever called about it mentioned losing something down a drainage pipe."`, museum: "The arousing crystal sits on a red pillow on top of a pedestal.", name: "Arousing Crystal", journal: `"I received a call about the object meant for this one, a small pinkish crystal with an engraving. How unusual. Whoever called about it mentioned losing something down a drainage pipe."`, journalName: "Pink crystal", icon: "antiques/antique_crystal_pink.png" }, "antiquehorn":{ hint: `"For a hunting trophy of some kind," Winter says while gesturing at an empty pedestal. "A hollowed out horn. Hunters in the old town loved their trophies."<br><br><<He>> turns away. "Sadly, most remains of the old town are buried."`, museum: "The hunting horn sits on a red pillow on top of a pedestal.", name: "Hunting Horn", journal: `"A hunting trophy of some kind, a hollowed out horn. Hunters in the old town loved their trophies. Sadly, most remains of the old town are buried."`, icon: "antiques/antique_horn.png" }, "antiquewatch":{ hint: `"For old clockwork, most likely non-functional," Winter says while gesturing at an empty pedestal. "You'd be surprised how valuable a simple wristwatch could be."<br><br><<He>> turns away. "Sometimes they were even locked in specialised safe boxes with a matching timer."`, museum: "The old watch sits in a specially prepared case on top of a pedestal.", name: "Old Watch", journal: `"Old clockwork of some sort, you'd be surprised how valuable a simple wristwatch could be. Sometimes they were even locked in specialised safe boxes with a matching timer."`, icon: "antiques/antique_watch.gif" }, "antiquedildo":{ hint: `"Let's call this one a medical aid," Winter says while gesturing at an empty pedestal. "Beyond obsolete. Often unsanitary."<br><br><<He>> turns away. "Speaking of unsanitary, I heard that someone managed to stumble into the old sewers."`, museum: "The odd medical aid sits on a pedestal.", name: "Odd Medical Aid", journal: `"A 'medical aid.' Beyond obsolete. Often unsanitary. Speaking of unsanitary, I heard that someone managed to stumble into the old sewers."`, icon: "antiques/antique_dildo.png" }, "antiquecandlestick":{ hint: `"For a humble candle, turned into a symbol of power for a house of nobles," Winter says while gesturing at an empty pedestal. "With how many were made, there must be some still around."<br><br><<He>> turns away. "The old sewers are the most likely place to find one."`, museum: "The noble candle stick sits in a mockup of a sconce hanging from the wall.", name: "Noble Candlestick", journal: `"A humble candle, turned into a symbol of power for a house of nobles. With how many were made, there must be some still around. The old sewers are the most likely place to find one."`, icon: "antiques/antique_candlestick.png" }, "antiqueforestarrow":{ hint: `"For an arrowhead. A very common find," Winter says while gesturing at an empty pedestal. "Little more than a curiosity, but having one to display would be valued nonetheless."<br><br><<He>> turns away. "They're strewn about everywhere just outside of town."`, museum: "The mossy forest arrow sits on a green pillow on top of a pedestal.", name: "Mossy Forest Arrow", journal: `"An arrowhead. A very common find, little more than a curiosity, but having one to display would be valued nonetheless. They're strewn about everywhere just outside of town."`, journalName: "Arrowhead", icon: "antiques/antique_arrow.png" }, "antiqueforestdagger":{ hint: `"For an old weapon," Winter says while gesturing at an empty pedestal. "Most likely buried under a few metres of dirt, and a good distance away from town."<br><br><<He>> turns away. "Watch where you step out there, just in case."`, museum: "The rusted forest dagger sits on a green pillow on top of a pedestal.", name: "Rusted Forest Dagger", journal: `"An old weapon, most likely buried under a few metres of dirt, and a good distance away from town. Watch where you step out there, just in case."`, journalName: "Old weapon", icon: "antiques/antique_dagger.png" }, "antiqueforestgem":{ hint: `"Someone from the same class as you reported this one to me," Winter says while gesturing at an empty pedestal. "They spun a tale of a verdant gemstone with shifting patterns that made them feel unnaturally calm. If it is indeed real, there's a decent reward for bringing it to me."<br><br><<He>> turns away. "They used to mine gems like this deep in the forest."`, museum: "The pulsing forest gem sits on a green pillow on top of a pedestal.", name: "Pulsing Forest Gem", journal: `"Someone from the same class as you reported this one to me, they spun a tale of a verdant gemstone with shifting patterns that made them feel unnaturally calm. If it is indeed real, there's a decent reward for bringing it to me. They used to mine gems like this deep in the forest."`, journalName: "Verdant gemstone", icon: "antiques/antique_forest_gem.png" }, "antiquesilverbrooch":{ hint: `"I'm at a loss," Winter says while gesturing at an empty pedestal. "For a brooch made from sterling silver. Something like this should be more common. The design was popular just a few decades ago."<br><br><<He>> turns away. "It's likely hidden away in a loft somewhere. Someone with a rebellious streak is bound to find one digging through their parents' old belongings eventually."`, museum: "The silver brooch sits on a pedestal.", name: "Silver Brooch", journal: `"A brooch made from sterling silver. Something like this should be more common. The design was popular just a few decades ago. It's likely hidden away in a loft somewhere. Someone with a rebellious streak is bound to find one digging through their parents' old belongings eventually."`, icon: "antiques/antique_silver_brooch.png" }, "antiquetrashcup":{ hint: `"Such a shame," Winter says while gesturing at an empty pedestal. "For a simple drinking cup. These were common barely a century ago. No one thinks to keep them around."<br><br><<He>> turns away. "Most people toss them away like common rubbish."`, museum: "The discarded cup sits on a pedestal.", name: "Discarded Cup", journal: `"A simple drinking cup. These were common barely a century ago. No one thinks to keep them around. Most people toss them away like common rubbish."`, icon: "antiques/antique_cup.png" }, "antiquetrashburner":{ hint: `"For an incense burner used in religious ceremonies," Winter says while gesturing at an empty pedestal. "The temple still has some lying around. Don't think you can just take one, though."<br><br><<He>> turns away. "They threw away a batch of these not too long ago. I suspect they burn through after too much use."`, museum: "The incense burner sits on a pedestal. It seems to have been cleaned and restored recently.", name: "Incense Burner", journal: `"An incense burner used in religious ceremonies, the temple still has some lying around. Don't think you can just take one, though. They threw away a batch of these not too long ago. I suspect they burn through after too much use."`, icon: "antiques/antique_incense.png" }, "antiquebrassstatuette":{ hint: `"For an exotic statuette, cast in brass. These particular ones were never produced here," Winter says while gesturing at an empty pedestal. "Truly ancient. It might have spiritual significance to whoever brought it here."<br><br><<He>> turns away. "I'm sure you could find something like this if you dug through enough religious areas."`, museum: "The forgotten brass statuette sits on a pedestal.", name: "Forgotten Brass Statuette", journal: `"An exotic statuette, cast in brass. These particular ones were never produced here, truly ancient. It might have spiritual significance to whoever brought it here. I'm sure you could find something like this if you dug through enough religious areas."`, journalName: "Brass statuette", icon: "antiques/antique_brass_statuette.png" }, "antiquegoldchastitybelt":{ hint: `"I have a particular interest in this one," Winter says while gesturing at an empty pedestal. "Priestesses of old would wear special... protection, for ceremonies. Higher quality than what the temple gives out today. I imagine it could be used for more than just protection, however."<br><br><<He>> turns away. "The word 'Gilded' comes up in the translation multiple times. Reminds me of a tale of tainted religious objects being cleansed in a holy lake."`, museum: "The golden chastity belt is wrapped around a feminine mannequin.", name: "Golden Chastity Belt", journal: `"Priestesses of old would wear special... protection, for ceremonies. Higher quality than what the temple gives out today. I imagine it could be used for more than just protection, however. The word 'Gilded' comes up in the translation multiple times. Reminds me of a tale of tainted religious objects being cleansed in a holy lake."`, journalName: "Gilded chastity belt", icon: "antiques/antique_chastity.png" }, "antiquecoppercompass":{ hint: `"For a copper compass," Winter says while gesturing at an empty pedestal. "Many were made, and they saw frequent use."<br><br> <<He>> turns away. "I heard one washed ashore a few towns over. There must be more out there, lost at sea."`, museum: "The copper compass sits on a pedestal. It points north, as appropriate.", name: "Copper Compass", journal: `"A copper compass. Many were made, and they saw frequent use. I heard one washed ashore a few towns over. There must be more out there, lost at sea."`, icon: "antiques/antique_copper_compass.png" }, "antiquegrenade":{ hint: `"For something left over from the great war," Winter says while gesturing at an empty pedestal. "Something that never saw its intended use."<br><br> <<He>> turns away. "People out in the countryside sometimes find war relics, and build collections of their own."`, museum: "The grenade sits on a pedestal. You assume it isn't live.", name: "Old Grenade", journal: `"Something left over from the great war. Something that never saw its intended use. People out in the countryside sometimes find war relics, and build collections of their own."`, journalName: "War relic", icon: "antiques/antique_grenade.png" }, "antiquestonetalisman":{ hint: `"For an ancient holy necklace," Winter says while gesturing at an empty pedestal. "It would have been used in rituals far from the town proper."<br><br> <<He>> turns away. "Not sure where you'd find one, I'm afraid. Somewhere no person has thought to look."`, museum: "The stone talisman sits on a pedestal.", name: "Stone Talisman", journal: `"An ancient holy necklace, it would have been used in rituals far from the town proper. Not sure where you'd find one, I'm afraid. Somewhere no person has thought to look."`, journalName: "Holy necklace", icon: "clothes/holy_pendant.png" }, "antiquesilvermask":{ hint: `"For something peculiar," Winter says while gesturing at an empty pedestal. "Ancient religious garb. Or perhaps jewellery."<br><br> <<He>> turns away. "No idea where you'd find one. Perhaps one will turn up as you search for other things."`, museum: "The silver mask rests on the wall.", name: "Silver Mask", journal: `"Something peculiar, like ancient religious garb. Or perhaps jewellery. No idea where you'd find one. Perhaps one will turn up as you search for other things."`, journalName: "Peculiar item", icon: "antiques/antique_silver_mask.png" }, "antiquediamond":{ hint: `"For a jewel," Winter says while gesturing at an empty pedestal. "Or gemstone."<br><br> <<He>> turns away. "Smugglers used to traffic such objects through town. A long time ago."`, museum: "The diamond rests on a pillow.", name: "Diamond", journal: `"A jewel, or gemstone. Smugglers used to traffic such objects through town. A long time ago."`, journalName: "Jewel", icon: "antiques/antique_diamond.png" }, "antiquesilvercompass":{ hint: `"For a compass," Winter says while gesturing at an empty pedestal. "But not just any. Something used by a person of class."<br><br> <<He>> turns away. "Not the sort of item to be misplaced. Not willingly."`, museum: "The silver compass rests on a pedestal.", name: "Silver Compass", journal: `"A compass, but not just any. Something used by a person of class. Not the sort of item to be misplaced. Not willingly."`, journalName: "Compass", icon: "antiques/antique_silver_compass.png" }, "antiquesilverdagger":{ hint: `"For an ornamental weapon," Winter says while gesturing at an empty pedestal. "Something not meant for combat, but worn as an accessory."<br><br> <<He>> turns away. "Sailors used to wear them."`, museum: "The silver dagger rests on the wall.", name: "Silver Dagger", journal: `"An ornamental weapon. Something not meant for combat, but worn as an accessory. Sailors used to wear them."`, journalName: "Ornamental weapon", icon: "antiques/antique_silver_dagger.png" }, "antiquerustedcutlass":{ hint: `"For a cutlass," Winter says while gesturing at an empty pedestal. "Something rusted would do."<br><br> <<He>> turns away. "They were used by sailors. I'd be surprised if some weren't hidden in their old haunts."`, museum: "The rusted cutlass hangs on the wall.", name: "Rusted Cutlass", journal: `"A cutlass, even a rusted one would do. They were used by sailors. I'd be surprised if some weren't hidden in their old haunts."`, icon: "antiques/antique_rusted_cutlass.png" }, "antiquecutlass":{ hint: `"For a cutlass," Winter says while gesturing at an empty pedestal. "A well-preserved example. The ones I've seen have all been rusted and worn."<br><br> <<He>> turns away. "Thousands must have passed through town. Some should have survived intact."`, museum: "The cutlass hangs on the wall.", name: "Cutlass", journal: `"A cutlass, preferably a well-preserved example. The ones I've seen have all been rusted and worn. Thousands must have passed through town. Some should have survived intact."`, icon: "antiques/antique_cutlass.png" }, "antiqueleathermap":{ hint: `"For a pirate map," Winter says while gesturing at an empty pedestal. "A legend says they hid treasure in the nearby countryside." <br><br> <<He>> turns away. "Sounds far-fetched, but pirates and smugglers did use a secret passage to enter town. Perhaps some of their effects are still there."`, museum: "The leather map rests on the wall.", name: "Leather Map", journal: `"A pirate map, legend says they hid treasure in the nearby countryside. Sounds far-fetched, but pirates and smugglers did use a secret passage to enter town. Perhaps some of their effects are still there."`, journalName: "Pirate map", icon: "antiques/antique_map.png" }, "antiquebell":{ hint: `"For a bell," Winter says while gesturing at an empty pedestal. "A relic of the old religion. Only one was made. They used to keep it at the temple, but it was stolen."<br><br> <<He>> turns away. "Not been seen since. Surprised it hasn't turned up in a museum elsewhere."`, museum: "A sheet has been drawn over the bell's pedestal, concealing its contents.", stolen: "The bell's pedestal is empty, save a note from Winter, apologising that the intended display is unavailable.", recovered: "", name: "Sonorous Bell", journal: `"A bell, a relic of the old religion. Only one was made. They used to keep it at the temple, but it was stolen. Not been seen since. Surprised it hasn't turned up in a museum elsewhere."`, journalName: "Temple bell", icon: "antiques/antique_bell.png" }, "antiquebullet":{ hint: `"For a bullet," Winter says while gesturing at an empty pedestal. "Left over from the Great War. They'd practise with live ammunition. Ramblers find them on occasion."<br><br> <<He>> turns away. "They used to drill volunteers out on the moor."`, museum: "The bullet rests on a pedestal.", name: "Bullet", journal: `"A bullet, left over from the Great War. They'd practise with live ammunition. Ramblers find them on occasion. They used to drill volunteers out on the moor."`, icon: "antiques/antique_bullet.png" }, "antiqueshell":{ hint: `"For an explosive," Winter says while gesturing at an empty pedestal. "Left over from the Great War. Ammunition would go missing, and turn up on the black market."<br><br> <<He>> turns away. "They used to practise with live ammunition out on the moor."`, museum: "The artillery shell rests on a pedestal.", name: "Artillery Shell", journal: `"An explosive, left over from the Great War. Ammunition would go missing, and turn up on the black market. They used to practise with live ammunition out on the moor."`, icon: "antiques/antique_artillery.png" }, "antiquegoldring":{ hint: `"For an ancient gold ring," Winter says while gesturing at an empty pedestal. "Something worn by nobility."<br><br> <<He>> turns away. "It would be somewhere no one's looked. Perhaps buried."`, museum: "The gold ring rests on a pedestal.", name: "Gold Ring", journal: `"An ancient gold ring, something worn by nobility. It would be somewhere no one's looked. Perhaps buried."`, icon: "antiques/antique_gold_ring.png" }, "antiquegoldbrooch":{ hint: `"For an ancient gold brooch," Winter says while gesturing at an empty pedestal. "The sort of thing I suspect local nobility have squirrelled away."<br><br> <<He>> turns away. "Not that they'd let the likes of me in to check."`, museum: "The gold brooch rests on a pedestal.", name: "Gold Brooch", journal: `"An ancient gold brooch, something hidden by nobility. Perhaps in one of their homes."`, icon: "antiques/antique_gold_brooch.png" }, "antiquecoralring":{ hint: `"For an ancient coral ring," Winter says while gesturing at an empty pedestal. "The captain of a local band of pirates used to wear one."<br><br> <<He>> turns away. "They say their heirs still have it, but don't go getting yourself in trouble."`, museum: "The coral ring rests on a pedestal.", name: "Coral Ring", journal: `"An ancient coral ring, once worn by a pirate captain. Perhaps it's lost at sea."`, icon: "antiques/antique_coral_ring.png" }, "antiquehourglass":{ hint: `"For an ancient hourglass," Winter says while gesturing at an empty pedestal. "Well, ancient in theory. Sources tend to disagree on how old it is."<br><br> <<He>> turns away. "It's been mentioned relatively recently. I'm sure it fell into bad hands."`, museum: "The inscribed hourglass rests on a pedestal.", name: "Inscribed Hourglass", journal: `"An ancient hourglass, though how ancient is up for debate. It likely fell into bad hands."`, journalName: "Ancient hourglass", icon: "antiques/antique_hourglass.png" }, "antiquecoppercoin":{ hint: `"For a copper coin," Winter says while gesturing at an empty pedestal. "Many would have been minted, but not many would have survived the ages."<br><br> <<He>> turns away. "Any remaining would be buried deep."`, museum: "A copper coin sits on display.", name: "Copper Coin", journal: `"An ancient copper coin. Perhaps buried underground."`, icon: "antiques/antique_copper_coin.png" }, "antiquesilvercoin":{ hint: `"For a silver coin," Winter says while gesturing at an empty pedestal. "They sometimes find them in old tombs."<br><br> <<He>> turns away. "Not many have survived out in the open."`, museum: "A silver coin sits on display.", name: "Silver Coin", journal: `"An ancient silver coin. Perhaps buried underground."`, icon: "antiques/antique_silver_coin.png" }, "antiquegoldcoin":{ hint: `"For a gold coin," Winter says while gesturing at an empty pedestal. "Perhaps buried with a wealthy owner, as was their custom."<br><br> <<He>> turns away. "Not that I expect you to go grave robbing!"`, museum: "A gold coin sits on display.", name: "Gold Coin", journal: `"An ancient gold coin. Perhaps buried underground."`, icon: "antiques/antique_gold_coin.png" }, "antiquesilverblade":{ hint: `"For a silver blade," Winter says while gesturing at an empty pedestal. "It would need to have been protected from the elements."<br><br> <<He>> turns away. "Buried, perhaps."`, museum: "The silver blade rests on a pedestal.", name: "Silver Blade", journal: `"An ancient silver blade. Perhaps buried underground."`, icon: "antiques/antique_silver_blade.png" }, "antiqueivorystatuette":{ hint: `"For an ivory statuette," Winter says while gesturing at an empty pedestal. "A unique religious artefact."<br><br> <<He>> turns away. "If it exists. The priests seem to think it does. It would be somewhere deep and dark, where no one dares to look."`, museum: "The ivory statuette rests on a pedestal.", name: "Ivory Statuette", journal: `"An ancient ivory statuette. Perhaps buried underground."`, icon: "antiques/antique_ivory_statuette.png" }, "antiquestrangefetish":{ hint: `"For a strange fetish," Winter says while gesturing at an empty pedestal. "From one of the earliest settlements."<br><br> <<He>> turns away. "It would be somewhere ancient."`, museum: "The strange fetish rests on a pedestal.", name: "Strange Fetish", journal: `"An ancient strange fetish. Perhaps buried underground."`, icon: "antiques/antique_fetish.png" }, "antiquesilvergoblet":{ hint: `"For a silver goblet," Winter says while gesturing at an empty pedestal. "Must be locked away somewhere."<br><br> <<He>> turns away. "Silver's always been valuable, so it must be somewhere no one's looked."`, museum: "The silver goblet rests on a pedestal.", name: "Silver Goblet", journal: `"An ancient silver goblet. Perhaps buried underground."`, icon: "antiques/antique_silver_goblet.png" }, "antiquesilvercrown":{ hint: `"For a silver crown," Winter says while gesturing at an empty pedestal. "A unique item."<br><br> <<He>> turns away. "Likely buried with its owner."`, museum: "The silver crown rests on a pedestal.", name: "Silver Crown", journal: `"An ancient silver crown. Perhaps buried underground."`, icon: "antiques/antique_silver_crown.png" }, "antiquewhitecrystal":{ hint: `"For a white crystal," Winter says while gesturing at an empty pedestal. "I received a call about this one."<br><br> <<He>> turns away. "It was lost in the forest, near the old churchyard."`, museum: "The white crystal rests on a cushion.", name: "White Crystal", journal: `"An ancient white crystal. Perhaps buried underground."`, icon: "antiques/antique_crystal.png" }, "antiqueminesign":{ hint: `"For a metal sign," Winter says while gesturing at an empty pedestal. "It used to hang in front of a mine."<br><br> <<He>> turns away. "It was thrown away when the mine closed."`, museum: "The Bailey sign rests on a cushion.", name: "Bailey Sign", journal: `"A sign for an old mine. Was thrown away years ago."`, journalName: "Old mine sign", icon: "antiques/antique_bailey.png" }, "antiqueobsidiandisc":{ hint: `"For an obsidian disc," Winter says while gesturing at an empty pedestal. "Hewn a very long time ago by the peoples of old."<br><br> <<He>> turns away. "It'd be somewhere no one has looked."`, museum: "The obsidian disc rests on a pedestal.", name: "Obsidian Disc", journal: `"An obsidian disc, made by people of old."`, icon: "antiques/antique_disc.png" }, "antiquewoodenmask":{ hint: `"For a wooden mask," Winter says while gesturing at an empty pedestal. "Like those worn by the peoples of this area centuries ago. One washed up on shore."<br><br> <<He>> turns away. "But it was in an advanced state of decay."`, museum: "The wooden mask rests on a pedestal.", name: "Wooden Mask", journal: `"A wooden mask, worn by people of old."`, icon: "clothes/islander_mask.png" }, "antiquetrilobitefossil":{ hint: `"For a trilobite fossil," Winter says while gesturing at an empty pedestal. "Not just any. There's a large variant unique to this area, but a good specimen has never been found."<br><br> <<He>> turns away. "They'd be somewhere no one has looked."`, museum: "The trilobite fossil rests on a pedestal.", name: "Trilobite Fossil", journal: `"A trilobite fossil, of a rare species."`, icon: "antiques/antique_trilobite.png" }, "antiqueislandarrow":{ hint: `"For an arrow," Winter says while gesturing at an empty pedestal. "Made entirely of wood, and used by peoples of old."<br><br> <<He>> turns away. "I don't hold much hope. They'd have decayed centuries ago."`, museum: "The island arrow rests on a pedestal.", name: "Islander Arrow", journal: `"For an arrow used by people of old, made entirely of wood."`, journalName: "Wooden arrow", icon: "antiques/antique_islander_arrow.png" }, "antiquegoldcompass":{ hint: `"For a gold compass," Winter says while gesturing at an empty pedestal. "It used to belong to one of the older families here in town, until a rogue stole away with it."<br><br> <<He>> turns away. "I'm sure it'll turn up."`, museum: "The gold compass rests on a pedestal.", name: "Gold Compass", journal: `"For a gold compass that was stolen."`, icon: "antiques/antique_gold_compass.png" }, "antiqueswordcane":{ hint: `"For a sword cane," Winter says while gesturing at an empty pedestal. "Over a century old. More of a novelty than a real weapon."<br><br> <<He>> turns away. "Still, I suspect it's found its way into the hands of those with a penchant for violence."`, museum: "The sword cane rests behind glass.", name: "Sword Cane", journal: `"For a sword cane, held by those of violent temperament."`, icon: "antiques/antique_cane.png" }, "antiquechocolate":{ hint: `"For chocolate," Winter says while gesturing at an empty pedestal. "But not just any chocolate. Something that's survived years uneaten."<br><br> <<He>> turns away. "Why leave good chocolate to go to waste?"`, museum: "The chocolate rests open, behind a glass case.", name: "Chocolate", journal: `"For chocolate left uneaten for many years."`, icon: "antiques/antique_chocolate.png" }, "antiqueteacaddy":{ hint: `"For a tea caddy," Winter says while gesturing at an empty pedestal. "Something used to ship cargo across the world."<br><br> <<He>> turns away. "Might still be aboard an old vessel."`, museum: "The tea caddy rests on a pedestal.", name: "Tea Caddy", journal: `"For a tea caddy used to carry cargo across the sea."`, icon: "antiques/antique_tea.png" }, "antiquewoodenfigurine":{ hint: `"For a wooden figurine," Winter says while gesturing at an empty pedestal. "According to texts, they were popular years ago."<br><br> <<He>> turns away. "I'm not aware of any surviving examples. They might have originated abroad."`, museum: "The wooden figurine rests on a pedestal.", name: "Wooden Figurine", journal: `"For a wooden figurine that might have originated abroad."`, icon: "antiques/antique_figurine.png" }, "antiquecopperring":{ hint: `"For a copper ring," Winter says while gesturing at an empty pedestal. "Something from centuries ago."<br><br> <<He>> turns away. "It'll likely be worn, and left somewhere forgotten."`, museum: "The copper ring rests on a pedestal.", name: "Copper Ring", journal: `"For a copper ring made centuries ago."`, icon: "antiques/antique_copper_ring.png" }, "antiquesilveramulet":{ hint: `"For a silver amulet," Winter says while gesturing at an empty pedestal. "The sort of thing rich folk would keep."<br><br> <<He>> turns away. "The sort with something to hide."`, museum: "The silver amulet rests on a pedestal.", name: "Silver Amulet", journal: `"An ancient silver amulet. Hidden by someone rich."`, icon: "antiques/antique_silver_amulet.png" }, "antiquebucket":{ hint: `"For a bucket," Winter says while gesturing at an empty pedestal. "A simple thing, but old."<br><br> <<He>> turns away. "Something that played a role in something important."`, museum: "The bucket rests on a pedestal.", name: "Bucket", journal: `"An ancient bucket. Played a role in something important."`, icon: "antiques/antique_bucket.png" }, "antiquesilvermanacle":{ hint: `"For a silver manacle," Winter says while gesturing at an empty pedestal. "It's said the temple used them to bind witches."<br><br> <<He>> turns away. "That was a long time ago. They threw them out as we entered more enlightened times."`, museum: "The silver manacle rests on a pedestal.", name: "Silver Manacle", journal: `"An ancient silver manacle. Cast aside by the temple."`, icon: "antiques/antique_silver_manacle.gif" }, "antiquesnuffer":{ hint: `"For a torch snuffer," Winter says while gesturing at an empty pedestal. "Would have been practical. Perhaps some remain in old ruins."<br><br> <<He>> turns away. "There's such a ruin out in the farmland, though I'd advise against checking there."`, museum: "The snuffer rests on a pedestal.", name: "Snuffer", journal: `"An ancient snuffer. Some might remain in ruins."`, icon: "antiques/antique_snuffer.png" }, "antiquewhip":{ hint: `"For a whip," Winter says while gesturing at an empty pedestal. "Like the ones used by the temple, but older."<br><br> <<He>> turns away. "They're ceremonial nowadays, but the old whips were made to punish. They wouldn't keep them nearby."`, museum: "The whip rests on a pedestal.", name: "Whip", journal: `"An ancient whip. Cast out by the temple."`, icon: "antiques/antique_whip.png" }, "antiquehorn2":{ hint: `"For a decorated horn," Winter says while gesturing at an empty pedestal. "Decorated with silver and jewels."<br><br> <<He>> turns away. "Perhaps part of a statue, but I'm not sure where you'd find such a thing."`, museum: "The decorated horn rests on a pedestal.", name: "Intricate Horn", journal: `"An ancient decorated horn. Perhaps part of a statue."`, icon: "antiques/antique_horn_2.png" }, "antiquegolddagger":{ hint: `"For a gold dagger," Winter says while gesturing at an empty pedestal. "I can't imagine the metal cuts well, but be careful regardless."<br><br> <<He>> turns away. "I imagine its found its way into a private collection."`, museum: "The gold dagger rests on a pedestal.", name: "Gold Dagger", journal: `"A gold dagger. Perhaps part of a private collection."`, icon: "antiques/antique_gold_dagger.png" }, "antiquegoldamulet":{ hint: `"For a gold amulet," Winter says while gesturing at an empty pedestal. "Valuable, even if it weren't an antique."<br><br> <<He>> turns away. "It went up on auction not too long ago, but an anonymous bidder outdid me."`, museum: "The gold amulet sits on a pedestal.", name: "Gold Amulet", journal: `"An ancient gold amulet. Perhaps part of a private collection."`, icon: "antiques/antique_gold_amulet.png" }, "antiquegoldmask":{ hint: `"For a gold mask," Winter says while gesturing at an empty pedestal. "Ancient."<br><br> <<He>> turns away. "You'd think something of that value would be more well-known. Someone's keeping it hidden."`, museum: "The gold mask rests on a pedestal.", name: "Gold Mask", journal: `"An ancient gold mask. Perhaps part of a private collection."`, icon: "antiques/antique_gold_mask.png" } }>> <</if>> <</widget>> <<widget "museumPaintingText">> <<if _museumPaintingText is undefined>> <!--journalName used before talked about with Winter, who reveals the name at that point. --> <<set _museumPaintingText to { "paintingward":{ hint: `"A few decades old, depicting someone with brownish hair lying in the water before a red moon. It has some occult significance."<br><br>`, museum: "'Bleeding Ward' hangs on the wall.", name: "Bleeding Ward", journal: `"For a painting of a figure lying in the water as the moon above turns red."`, journalName: "Red moon watcher painting", icon: "antiques/paintings/painting_ward.png", iconFull: "antiques/paintings/painting_ward_full.png", iconRaw: "antiques/paintings/painting_ward_raw.png" }, "paintingsnake":{ hint: `"Around three hundred years old. Oval-shaped frame, depicting a woman emerging from a snake's skin."<br><br>`, museum: "'Hopeless Cycle' hangs on the wall.", name: "Hopeless Cycle", journal: `"For a painting of a crying woman emerging from a snake husk."`, journalName: "Snake-woman painting", icon: "antiques/paintings/painting_snake.png", iconFull: "antiques/paintings/painting_snake_full.png", iconRaw: "antiques/paintings/painting_snake_raw.png" } }>> <</if>> <</widget>> <<widget "updateMuseumAntiques">> <<if $museumAntiques is undefined>> <<set $museumAntiques to { antiques:{ "antiquebox": "notFound", "antiquesilverring": "notFound", "antiquegoldnecklace": "notFound", "antiqueivorynecklace": "notFound", "antiquecrystal": "notFound", "antiquehorn": "notFound", "antiquewatch": "notFound", "antiquedildo": "notFound", "antiquecandlestick": "notFound", "antiqueforestarrow": "notFound", "antiqueforestdagger": "notFound", "antiqueforestgem": "notFound", "antiquesilverbrooch": "notFound", "antiquetrashcup": "notFound", "antiquetrashburner": "notFound", "antiquebrassstatuette": "notFound", "antiquegoldchastitybelt": "notFound", "antiquecoppercompass": "notFound", "antiquegrenade": "notFound", "antiquestonetalisman": "notFound", "antiquesilvermask": "notFound", "antiquediamond": "notFound", "antiquesilvercompass": "notFound", "antiquesilverdagger": "notFound", "antiquerustedcutlass": "notFound", "antiquecutlass": "notFound", "antiqueleathermap": "notFound", "antiquebell": "notFound", "antiquebullet": "notFound", "antiqueshell": "notFound", "antiquegoldring": "notFound", "antiquegoldbrooch": "notFound", "antiquecoralring": "notFound", "antiquehourglass": "notFound", "antiquecoppercoin": "notFound", "antiquesilvercoin": "notFound", "antiquegoldcoin": "notFound", "antiquesilverblade": "notFound", "antiqueivorystatuette": "notFound", "antiquestrangefetish": "notFound", "antiquesilvergoblet": "notFound", "antiquesilvercrown": "notFound", "antiquewhitecrystal": "notFound", "antiqueminesign": "notFound", "antiqueobsidiandisc": "notFound", "antiquewoodenmask": "notFound", "antiquetrilobitefossil": "notFound", "antiqueislandarrow": "notFound", "antiquegoldcompass": "notFound", "antiqueswordcane": "notFound", "antiquechocolate": "notFound", "antiqueteacaddy": "notFound", "antiquewoodenfigurine": "notFound", "antiquecopperring": "notFound", "antiquesilveramulet": "notFound", "antiquebucket": "notFound", "antiquesilvermanacle": "notFound", "antiquesnuffer": "notFound", "antiquewhip": "notFound", "antiquehorn2": "notFound", "antiquegolddagger": "notFound", "antiquegoldamulet": "notFound", "antiquegoldmask": "notFound" }, paintings:{ "paintingward": "notFound", "paintingsnake": "notFound" }, museumCount:0 }>> <<for _labelM, _valueM range $museumAntiques.antiques>> <<print '<<if $'+_labelM+' isnot undefined>>'+ '<<set $museumAntiques.antiques.'+_labelM+' to $'+_labelM+'>>'+ '<</if>>'>> <<if $museumAntiques.antiques[_labelM] is "museum" or $museumAntiques.antiques[_labelM] is "stolen" or $museumAntiques.antiques[_labelM] is "recovered">> <<set $museumAntiques.museumCount++>> <</if>> <</for>> <</if>> <<if $winterHint is undefined>> <<set $winterHint to "notGiven">> <</if>> <<if $bell_stolen is 1>> <<unset $bell_stolen>> <<museumAntiqueStatus "antiquebell" "stolen">> <</if>> <<if $museumAntiques.stolenCount is undefined>> <<set $museumAntiques.stolenCount to 0>> <<set $museumAntiques.recoveredCount to 0>> <</if>> <<if $museumAntiques.antiques.antiquecoppercompass is undefined>> <<set $museumAntiques.antiques.antiquecoppercompass to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegrenade is undefined>> <<set $museumAntiques.antiques.antiquegrenade to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquestonetalisman is undefined>> <<set $museumAntiques.antiques.antiquestonetalisman to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilvermask is undefined>> <<set $museumAntiques.antiques.antiquesilvermask to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquediamond is undefined>> <<set $museumAntiques.antiques.antiquediamond to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilvercompass is undefined>> <<set $museumAntiques.antiques.antiquesilvercompass to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilverdagger is undefined>> <<set $museumAntiques.antiques.antiquesilverdagger to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquerustedcutlass is undefined>> <<set $museumAntiques.antiques.antiquerustedcutlass to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquecutlass is undefined>> <<set $museumAntiques.antiques.antiquecutlass to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueleathermap is undefined>> <<set $museumAntiques.antiques.antiqueleathermap to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquebell is undefined>> <<set $museumAntiques.antiques.antiquebell to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquebullet is undefined>> <<set $museumAntiques.antiques.antiquebullet to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueshell is undefined>> <<set $museumAntiques.antiques.antiqueshell to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegoldring is undefined>> <<set $museumAntiques.antiques.antiquegoldring to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegoldbrooch is undefined>> <<set $museumAntiques.antiques.antiquegoldbrooch to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquecoralring is undefined>> <<set $museumAntiques.antiques.antiquecoralring to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquehourglass is undefined>> <<set $museumAntiques.antiques.antiquehourglass to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquecoppercoin is undefined>> <<set $museumAntiques.antiques.antiquecoppercoin to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilvercoin is undefined>> <<set $museumAntiques.antiques.antiquesilvercoin to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegoldcoin is undefined>> <<set $museumAntiques.antiques.antiquegoldcoin to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilverblade is undefined>> <<set $museumAntiques.antiques.antiquesilverblade to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueivorystatuette is undefined>> <<set $museumAntiques.antiques.antiqueivorystatuette to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquestrangefetish is undefined>> <<set $museumAntiques.antiques.antiquestrangefetish to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilvergoblet is undefined>> <<set $museumAntiques.antiques.antiquesilvergoblet to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilvercrown is undefined>> <<set $museumAntiques.antiques.antiquesilvercrown to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquewhitecrystal is undefined>> <<set $museumAntiques.antiques.antiquewhitecrystal to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueminesign is undefined>> <<set $museumAntiques.antiques.antiqueminesign to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueobsidiandisc is undefined>> <<set $museumAntiques.antiques.antiqueobsidiandisc to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquewoodenmask is undefined>> <<set $museumAntiques.antiques.antiquewoodenmask to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquetrilobitefossil is undefined>> <<set $museumAntiques.antiques.antiquetrilobitefossil to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueislandarrow is undefined>> <<set $museumAntiques.antiques.antiqueislandarrow to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegoldcompass is undefined>> <<set $museumAntiques.antiques.antiquegoldcompass to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueswordcane is undefined>> <<set $museumAntiques.antiques.antiqueswordcane to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquechocolate is undefined>> <<set $museumAntiques.antiques.antiquechocolate to "notFound">> <</if>> <<if $museumAntiques.antiques.antiqueteacaddy is undefined>> <<set $museumAntiques.antiques.antiqueteacaddy to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquewoodenfigurine is undefined>> <<set $museumAntiques.antiques.antiquewoodenfigurine to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquecopperring is undefined>> <<set $museumAntiques.antiques.antiquecopperring to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilveramulet is undefined>> <<set $museumAntiques.antiques.antiquesilveramulet to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquebucket is undefined>> <<set $museumAntiques.antiques.antiquebucket to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesilvermanacle is undefined>> <<set $museumAntiques.antiques.antiquesilvermanacle to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquesnuffer is undefined>> <<set $museumAntiques.antiques.antiquesnuffer to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquewhip is undefined>> <<set $museumAntiques.antiques.antiquewhip to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquehorn2 is undefined>> <<set $museumAntiques.antiques.antiquehorn2 to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegolddagger is undefined>> <<set $museumAntiques.antiques.antiquegolddagger to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegoldamulet is undefined>> <<set $museumAntiques.antiques.antiquegoldamulet to "notFound">> <</if>> <<if $museumAntiques.antiques.antiquegoldmask is undefined>> <<set $museumAntiques.antiques.antiquegoldmask to "notFound">> <</if>> <<if $museumAntiques.paintings is undefined>> <<set $museumAntiques.paintings to { "paintingward": "notFound", "paintingsnake": "notFound" }>> <</if>> /*Should be the last to always run*/ <<set $museumAntiques.maxCount to Object.keys($museumAntiques.antiques).length>> <</widget>> <<widget "museumClearHint">> <<set $winterHint to "notGiven">> <<if $museumAntiqueJournalHints.includes(_args[0])>> <<run $museumAntiqueJournalHints.delete(_args[0])>> <</if>> <</widget>><<set _thermoDisable to true>><<effects>><<set $bus to "cell">> <<hopelessCycleEffects>> You are in <<print $prisoner.name>>'s cell. <<if $hcChallenge.torchDarker>> It's dark, as the barred opening at the ceiling is sealed. Not a sliver of light comes through. <<elseif Time.dayState is "dawn">> The morning sun's light is strangled through the tiny barred opening near the ceiling. <<elseif Time.dayState is "day">> A minuscule amount of natural light flows in from the barred window. <<elseif Time.dayState is "dusk">> It's dark, as the sun's light no longer reaches this side of the temple. <<else>> It's dark, only a shred of <<if Time.isBloodMoon()>>red <</if>>moonlight peeking through the bars. <</if>> <<set _cellTorch to $hcItems.find(item => item.type is "torch" and item.location is $bus and item.inSconce)>> <<set _heldTorch to $hcItems.find(item => item.type is "torch" and item.location is "held")>> <<if (["dusk","night"].includes(Time.dayState) or $hcChallenge.torchDarker) and !hcItemLitTorch() and _heldTorch?.state isnot "lit" and _cellTorch?.state isnot "lit">> <br> <<if (_heldTorch and _heldTorch?.state isnot "lit" or _cellTorch and _cellTorch?.state isnot "lit")>> <span class="red">With your torch snuffed, you can't see much.</span> <<elseif $hcChallenge.torchDarker>> <span class="red">With the sealed window, it's too dark for you to see her clearly.</span> You'll need a torch. <<else>> <span class="red">After dusk, it's too dark for you to see her clearly.</span> You'll need a torch. <</if>> <br><br> <<else>> <br> <<if _heldTorch?.state is "lit" or hcItemLitTorch()>> <span class="orange">Your torch lights up the gloom.</span> <<elseif _cellTorch?.state is "lit">> <span class="orange">A torch sits in the cell's sconce, lighting up the gloom.</span> <<if ["dusk","night"].includes(Time.dayState)>> You should remove or snuff it before you leave for the night. <</if>> <<else>> A rusty, neglected torch sconce sits unused on the far wall. <</if>> <br> <<set _canSee to true>> <<hopelessCycleStatus>> <br> <</if>> <<unset $hcAction>> <<if $hcIncoming>> <<set _hcEvent to $hcIncoming>> <<unset $hcIncoming>> <<elseif $hc.daysPassed gt 0 and !$hc.daily.dailyPunishment and (Time.hour gte 12 and $rng gte 51 or Time.hour gte 13) and $hc.handLocation is "guardhouse" and Time.hour lte 19>> <<set $hcIncoming to "dailyPunishment">> <span class="red">You hear heavy footsteps approaching.</span> <br> <<elseif $hc.handLocation is "guardhouse">> <<if !$hc.daily.handWarning>> <<set $hc.daily.handWarning to true>> <span class="red">You hear the heavy dirge of boots coming down to the dungeon.</span> <<else>> The Bishop's Hand is somewhere in the dungeon. <</if>> <br> <<elseif (Time.hour gte 23 or Time.hour lte 4) and ($hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard" or !$hc.daily.patrol and ($rng gte 96 or $rng gte 71 and $hc.dungeonTorchState is "lit"))>> <<set $hcIncoming to "night">><<set $hc.daily.patrol to true>> <span class="red"> You hear footsteps approaching. <<if $hc.nightBreakIn is "heard">> You know why they're here. <<elseif $hc.dungeonTorchState is "lit">> Someone came to investigate why the torches are still lit! <</if>> </span> <br> <</if>> <<if _hcEvent is "blood">> The heavy dirge of footsteps comes down the dungeon stairs. A moment later, the cell door opens. "<span class="red">It's time, brother.</span> Bring the witch to the garden at once." <br><br> <<link [[Next|Hopeless Cycle Blood Cell]]>><<endevent>><<set $phase to 1>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<elseif _hcEvent>> <<hopelessCycleItemEffects>> <<if _hcEvent is "dailyPunishment">> The door to the cell creaks open. The Bishop's Hand enters, along with a confessor. <<if $worn.upper.name isnot "chain tunic">> "Good, you're already... where is your armour, brother? No matter. It is time for her penance." <<hcSuspicion 10>><<hopelessCycleSus 2>> <<else>> "Good, you're already here, brother. It is time for her penance." <</if>> <br><br> <<link [[Next|Hopeless Cycle Prisoner Inspection]]>><<endevent>><</link>> <br> <<else>> <span class="red">The door of the cell creaks open.</span> <<if $hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard">> <<loadNPC 0 "hc_abuser">> <<else>> <<generateConfessor 1>> <</if>> <<person1>> <<if $hc.dungeonTorchState is "lit">> A <<personsimple>> in black robes enters the cell. <<He>> freezes upon seeing you. "Brother Fayne? Did the time run away from you? Come, I'll help you snuff the torches for the night." <<hcSuspicion 5>><<hopelessCycleSus 1>> <br><br> <<set $hc.dungeonTorchState to "snuffed">> You don't have much of a choice. You appreciate the help, at least. You snuff the torches in short order, and leave the dungeon with <<him>>. <br><br> <<if $hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard">> Once you reach the top of the stairs, <<he>> shifts side to side uncomfortably. "I will finish up in the dungeon for you. Let us say nothing of skipping the sanctification." <<He>> heads back down the stairs without waiting for you to answer. <<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>> <br><br> <<link [[Next|Hopeless Cycle Cloister]]>><<endevent>><</link>> <br> <<else>> "I will awaken a <<priest>> to sanctify us. Wait here." <<He>> disappears into a side passage. <<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>> <br><br> <<link [[Wait <<hcTimeDungeonDisplay 35>>|Hopeless Cycle Cloister]]>><<endevent>><<hcTimeDungeonPass 35>><</link>> <br> <<link [[Leave (0:05)|Hopeless Cycle Cloister]]>><<endevent>><<pass 5>><<hcSuspicion 10>><</link>><<hopelessCycleSus 2>> <br> <</if>> <<elseif _heldTorch?.state is "lit" or _cellTorch?.state is "lit">> A <<personsimple>> in black robes enters the cell. <span class="red">Because of the lit torch, <<he>> sees you immediately.</span> <br><br> "Brother Fayne," <<he>> hisses. "Sneaking around with the witch. She has seduced you!" <<He>> brandishes a baton. "You must be purified." <br><br> <<link [[Fight|Hopeless Cycle Cell Caught Fight]]>><<set $phase to 1>><<set $skillChallenge to random(700, 1000)>><</link>> <br> <<link [[Don't resist|Hopeless Cycle Cell Caught Fight]]>><<set $phase to 2>><</link>> <br> <<else>> <<if $hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard">> A <<personsimple>> in black robes enters the cell. <<He>> looks around, <<his>> eyes only stopping on where <<print $prisoner.name>> sits. You cling to the shadows. <<He>> must not be able to see you. <br><br> "Wretched seductress," <<he>> spits. "Why should Brother Fayne have you to himself?" She glares back at <<him>> as <<he>> approaches. "My vows are already broken. There will be no harm. Not for me, that is." <<if $hcChallenge.faithBlooms>> <<His>> fingers twitch. "Do you remember these hands? <span @class="$prisonerEvents.includes('washHair') ? 'red' : ''">They took your hair so easily.</span> I'll be <i>taking</i> more than just a lock of hair this time." <</if>> <br><br> <<link [[Stay perfectly still|Hopeless Cycle Cell Caught Still]]>><<pass 1 hour>><<set $prisoner.love -= 15>><</link>><<hopelessCycleLove -3>> <br> <<link [[Intervene|Hopeless Cycle Cell Caught Intervene]]>><<set $prisoner.love += 5>><</link>><<hopelessCycleLove 2>> <br> <<else>> A <<personsimple>> in black robes enters the cell. <<He>> looks around, <<his>> eyes only stopping on where <<print $prisoner.name>> sits. You cling to the shadows. <<He>> must not be able to see you. <br><br> <<He>> huffs and leaves the cell, slamming the barred door shut. You wait a few minutes to make sure <<hes>> out of the dungeon entirely. <<hcSuspicion 5>><<hopelessCycleSus 1>> <br><br> <<link [[Next (0:05)|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>> <</if>> <</if>> <<elseif Time.dayState is "day" and $hc.dogs?.includes("loud") and !$hc.daily.prisonerDogs>> <<set $hc.daily.prisonerDogs to true>> <<if $prisoner.state isnot "dogs">> You start to hear the barking of dogs outside. <span class="red">She freezes up, before trying to cover her ears.</span> She can't reach them with her manacles on. She starts spasming on the ground, lashing out as you try to approach. <<else>> <span class="red">She lashes out whenever she hears the barking of the dogs. You can't even approach her like this.</span> <</if>> You'll have to do something about the noise, or wait until the dogs are off temple grounds for the day. <<set $prisoner.state to "dogs">> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><</link>> <br> <<elseif $prisoner.state is "dogs" and (!$hc.dogs?.includes("loud") or Time.dayState isnot "day")>> <<set $prisoner.state to "lucid">> She breathes heavily. You shake her by the shoulder. <br><br> She stiffens up, but then seems to relax. She looks around. <span class="green">With the dogs now quiet, she seems alright again.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><</link>> <br> <<else>> /* Actions that don't require sight */ <<set _clothesCurrent to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")>> <<set _sheetsHere to hcItemCanReach("sheets")>> <<set _sheetsCurrent to $hcItems.find(sheet => sheet.type is "sheets" and sheet.location is "prisoner")>> <<if $hc.nightBreakIn is "heard" and Time.dayState is "night" and (!(_heldtorch?.state is "lit" || _celltorch?.state is "lit") || hcItemCanReach("snuffer"))>> <<crimeicon "mark">><<link [[Wait for the intruder|Hopeless Cycle Cell Spend Night]]>><<endevent>><<set $phase to 2>><<pass 30>><</link>> <br> <<elseif Time.dayState is "night" and (Time.hour gte 22 or Time.hour lte 3) and ($prisonerEvents.includes("spendNight") or ($prisoner.love gte 60 and $prisonerEvents.includesAll("talkMagic", "talkHair", "talkName"))) and !$hc.daily.cellSleep and !$hcIncoming and !(Time.lastDayOfMonth is $hc.day)>> <<hcicon "prisoner">><<link [[`Sleep in the cell with $prisoner.name tonight (6:00)`|Hopeless Cycle Cell Spend Night]]>> <<endevent>><<set $phase to 3>><<pass 1 hour>> <<hcPrisonerHealth 1>><<set $prisoner.love += 3>> <<purity -30>><<stress -60>><<trauma 50>><<tiredness -12>> <</link>> <<lllpurity>><<lllstress>><<gggtrauma>><<lltiredness>><<hopelessCycleLove 3>> <br> <</if>> <<if $prisoner.state is "asleep">> <<if !_canSee>> <span class="blue">You hear gentle snoring.</span> <br> <</if>> <<if _sheetsHere and !$hcItems.some(sheet => sheet.type is "sheets" and sheet.location is "prisoner")>> <<capture _sheetsHere>> <<hcicon "sheets">><<link [[Gently put a bedsheet over her|Hopeless Cycle Cell Sheet]]>><<set _sheetsHere.location to "prisoner">><</link>><<if !$hc.daily.cellSheet>><<hopelessCycleLove 1>><</if>> <br> <</capture>> <</if>> <<bedicon "zzz">><<link [[Awaken her|Hopeless Cycle Cell Awaken]]>><</link>> <br> <<elseif $prisoner.state is "awake" and $prisonerEvents.includes("fed")>> <<if $prisoner.love gte 60 or $prisonerEvents.includes("comfort")>> <<loveicon>><<link [[Talk to her (0:20)|Hopeless Cycle Cell Talk]]>> <<pass 20>><<set $prisoner.love++>><<if $hc.handLocation is "guardhouse">><<hcSuspicion 10>><</if>><<stress -6>> <<if !_clothesCurrent and !_sheetsCurrent and _canSee>><<trauma 12>><<arousal 300>><<else>><<trauma 6>><</if>> <</link>> <<hopelessCycleLove 1>><<if $hc.handLocation is "guardhouse">><<hopelessCycleSus 2>><</if>><<lstress>> <<else>> <<if $prisonerEvents.includes("speech")>><<set _talkLinkText to "Talk to her (0:20)">><<else>><<set _talkLinkText to "Try to talk to her (0:20)">><</if>> <<socialiseicon>><<link [[`_talkLinkText`|Hopeless Cycle Cell Talk]]>> <<pass 20>><<set $prisoner.love++>><<if $hc.handLocation is "guardhouse">><<hcSuspicion 10>><</if>><<stress 12>> <<if !_clothesCurrent and !_sheetsCurrent and _canSee>><<trauma 24>><<arousal 300>><<else>><<trauma 12>><</if>> <</link>> <<hopelessCycleLove 1>><<if $hc.handLocation is "guardhouse">><<hopelessCycleSus 2>><</if>><<gstress>> <</if>> <<if !_clothesCurrent and !_sheetsCurrent and _canSee>> <<ggtrauma>><<garousal>> <<else>> <<gtrauma>> <</if>> <br> <</if>> <<if _sheetsCurrent and $prisoner.state isnot "asleep">> <<capture _sheetsCurrent>> <<hcicon "sheets">><<link [[Take the bedsheet|Hopeless Cycle Cell]]>><<set _sheetsCurrent.location to hcItemHasFreeHand() ? "held" : "cell">><</link>> <br> <</capture>> <</if>> /* Actions that require sight */ <<if _canSee and $prisoner.state isnot "dogs">> <<if !$prisonerEvents.includes("health")>> <<investigateicon>><<link [[Inspect her (0:30)|Hopeless Cycle Cell Intro]]>><<pass 30>><<set $prisonerEvents.pushUnique("health")>><</link>> <br> <<else>> <<set _food to hcItemsOnScreen(f => f.type is "food" and !f.used and !f.dirty)>> <<set _water to hcItemCanReach("water", (water => water.dirty lt 2))>> <<set _bandagesFresh to hcItemCanReach("bandages", (bandage => bandage.dirty is 0 and !bandage.used))>> <<set _bandagesUsed to hcItemCanReach("bandages", (bandage => bandage.dirty is 0 and bandage.used))>> <<set _herbs to hcItemCanReach("herbs")>> <<if _clothesCurrent>> <<if !$prisonerEvents.includes("undress")>> <<skinicon "strip">><<link [[Undress her|Hopeless Cycle Cell Undress Intro]]>><</link>> <<else>> <<capture _clothesCurrent>> <<skinicon "strip">><<link [[Undress her (0:02)|Hopeless Cycle Cell]]>> <<set _clothesCurrent.location to "cell">><<trauma 3>><<arousal 300>><<pass 2>> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $itemAction to "undressPrisonerAsleep">> <<else>> <<set $itemAction to "undressPrisoner">> <</if>> <</link>><<gtrauma>><<garousal>> <</capture>> <</if>> <br> <<elseif $prisoner.bandagesOn>> <<if !$prisonerEvents.includes("bandages")>> <<hcicon "bandages">><<link [[Remove her bandages|Hopeless Cycle Cell Bandages Intro]]>><</link>> <<else>> <<hcicon "bandages">><<link [[Remove her bandages (0:05)|Hopeless Cycle Cell]]>> <<set $itemAction to "bandagesRemove">><<set $prisoner.bandagesOn to false>> <<pass 5>><<trauma 6>><<arousal 500>> <<if $prisoner.cleanBandages gte 3>> <<set _dirt to 0>> <<elseif $prisoner.cleanBandages lte 1>> <<set _dirt to 2>> <<else>> <<set _dirt to 1>> <</if>> <<set _bandagesLoc to hcItemHasFreeHand() ? "held" : "cell">> <<run hcItemAdd({ type: "bandages", name: "bandages", location: _bandagesLoc, origin: "prisoner", dirty: _dirt, dirtyOnDrop: true, used: true })>> <</link>><<gtrauma>><<garousal>> <</if>> <br> <<else>> <<if _water and (!$hc.daily.washed or $hcChallenge.prisonerClean and $prisoner.cleanBody lt 4)>> <<capture _water>> <<if !$prisonerEvents.includes("wash")>> <<skinicon "wash">><<link [[Wash her|Hopeless Cycle Cell Wash Intro]]>><<set $hc.daily.washed to true>><<hcWash _water>><<set $prisoner.love += 1>><</link>> <<else>> <<skinicon "wash">><<link [[Wash her|Hopeless Cycle Cell Wash]]>><<set $hc.daily.washed to true>><<hcWash _water>><<if !$hc.daily.washed>><<set $prisoner.love += 1>><</if>><</link>><<gtrauma>><<ggarousal>><<lpurity>><<if !$hc.daily.washed>><<hopelessCycleLove 1>><</if>> <</if>> <br> <</capture>> <</if>> <<if _herbs and $prisonerEvents.includes("brand")>> <<set _waterCleanOnly to hcItemCanReach("water", water => water.dirty is 0)>> <<if _waterCleanOnly>> <<capture _herbs>> <<if !$hc.daily.treated>> <<hcicon "herbs">><<link [[Treat her burns|Hopeless Cycle Cell Burns]]>><<set $hc.daily.treated to true>><<hcPrisonerHealth 3>><<set $prisoner.harmed-->><<set $prisoner.love += 2>><<run hcItemRemove(_herbs)>><<stress 12>><<trauma 24>><</link>><<gstress>><<ggtrauma>><<hopelessCycleLove 1>> <br> <</if>> <</capture>> <</if>> <</if>> <<if _bandagesFresh>> <<capture _bandagesFresh>> <<hcicon "bandages">><<link [[Apply fresh bandages (0:05)|Hopeless Cycle Cell]]>> <<pass 5>><<stress 3>><<trauma 3>> <<set $itemAction to "bandagesApply">><<set $itemActionObject to _bandagesFresh>> <<set $prisoner.bandagesOn to true>><<run hcItemRemove(_bandagesFresh)>> <<set $prisoner.cleanBandages to 4>> <</link>> <<gstress>><<gtrauma>> <</capture>> <br> <</if>> <<if _bandagesUsed>> <<capture _bandagesUsed>> <<hcicon "bandages">><<link [[Apply used bandages (0:05)|Hopeless Cycle Cell]]>> <<pass 5>><<stress 3>><<trauma 3>> <<set $itemAction to "bandagesApply">><<set $itemActionObject to _bandagesUsed>> <<set $prisoner.bandagesOn to true>><<run hcItemRemove(_bandagesUsed)>> <<set $prisoner.cleanBandages to 3>> <</link>> <<gstress>><<gtrauma>> <</capture>> <br> <</if>> <</if>> <<if _herbs and $prisonerEvents.includes("brand") and $hc.daily.treated and $prisonerEvents.includes("talkHerbsMouth") and !$prisonerEvents.includes("herbsMouth")>> <<capture _herbs>> <<hcicon "herbs">><<link [[Give her a herb to chew on|Hopeless Cycle Cell Burns Mouth]]>><<run hcItemRemove(_herbs)>><</link>><<hopelessCycleLove 1>> <br> <</capture>> <</if>> <<if _food.length>> <<for _labelFood, _valueFood range _food>> <<capture _valueFood>> <<if !$prisonerEvents.includes("fed")>> <<hcicon _valueFood>><<link [[`Give her _valueFood.name (0:10)`|Hopeless Cycle Cell Food Intro]]>> <<pass 10>><<set $hcFood to _valueFood.name>> <<if _valueFood.name is "stolen fruit">> <<hcPrisonerHealth 1>> <<run hcItemRemove(_valueFood)>> <<else>> <<if _valueFood.name isnot "prison gruel">><<hcPrisonerHealth 3>><</if>> <<set _valueFood.used to true>><<set _valueFood.dirty to 1>> <</if>> <</link>> <br> <<elseif $prisoner.harmed gte Math.floor($prisoner.love / 8) and $prisoner.state isnot "catatonic">> <<hcicon _valueFood>><<link [[`Give her _valueFood.name (0:10)`|Hopeless Cycle Cell Food Refused]]>><</link>> <br> <<elseif $hcChallenge.prisonerFood and $hc.daily.fed>> <<hcicon _valueFood>><<link [[`Give her _valueFood.name (0:10)`|Hopeless Cycle Cell Food Restricted]]>><<set $hcFood to _valueFood.name>><</link>> <br> <<else>> <<hcicon _valueFood>><<link [[`Give her _valueFood.name (0:10)`|Hopeless Cycle Cell Food]]>> <<pass 10>><<set $prisoner.love++>><<set $hcFood to _valueFood.name>> <<if _valueFood.name is "stolen fruit">> <<hcPrisonerHealth 1>> <<run hcItemRemove(_valueFood)>> <<else>> <<if _valueFood.name isnot "prison gruel">><<hcPrisonerHealth 3>><</if>> <<set _valueFood.used to true>><<set _valueFood.dirty to 1>> <</if>> <</link>> <<hopelessCycleLove 1>> <br> <</if>> <</capture>> <</for>> <<if _food.length gte 2 and !$hcIncoming and $prisoner.love gte 30 and !($hc.daily.fed and $hcChallenge.prisonerFood)>> <<hcicon "prisoner">><<link [[Sit and eat with her (0:20)|Hopeless Cycle Cell Food Together]]>><<pass 20>><<set $prisoner.love += 3>><<stress -12>><<trauma -24>><<tiredness -6>><</link>><<ltiredness>><<if $prisonerEvents.includes("eatTogether")>><<lstress>><<lltrauma>><</if>><<hopelessCycleLove 2>> <br> <</if>> <</if>> <<if $prisonerEvents.includes("talkHair") and !$prisonerEvents.includes("talkHairBlooms")>> <<set _witchblooms to hcItemCanReach("clutter", w => w.name === "purified witchblooms")>> <<if _witchblooms>> <<capture _witchblooms>> <<hcicon _witchblooms>><<link [[Braid the purified witchblooms into her hair (0:10)|Hopeless Cycle Cell Witchblooms]]>><<pass 10>><<set _witchblooms.location to "prisoner">><<set $prisoner.love += 5>><</link>><<gglove>> <br> <</capture>> <</if>> <</if>> <<if _water and (!$hc.daily.washed or $hcChallenge.prisonerClean and $prisoner.cleanBody gt 0)>> <<capture _water, _clothesCurrent>> <<hcicon "bucket">><<link [[Dump the bucket of water over her (0:01)|Hopeless Cycle Cell Dump Water]]>> <<set $prisoner.harmed += 1>><<set $prisoner.love -= 3>><<sadism 5>> <<set $prisoner.cleanBody += 1>> <<if $prisoner.bandagesOn>> <<set $prisoner.cleanBandages++>> <</if>> <<if _clothesCurrent?.dirty gte 2>> <<set _clothesCurrent.dirty-->> <</if>> <<set $hc.daily.washed to true>> <<run hcItemRemove(_water)>> <</link>> <<hopelessCycleLove -2>> <br> <</capture>> <</if>> <<if $prisonerEvents.includes("punishmentIntro")>> <<if $prisoner.love gte 45>> <<templeicon $temple_weapon>><<link [[Whip her (0:02)|Hopeless Cycle Cell Whip]]>> <<pass 2>><<if $sadism_level gte 2>><<arousal 800>><</if>> <<set $prisoner.harmed += 1>><<hcPrisonerHealth -1>> <<stress 6>><<control 25>><<sadism 30>> <<if $hc.handLocation is "guardhouse">><<hcSuspicion -3>><</if>> <</link>><<gstress>><<gcontrol>><<if $hc.handLocation is "guardhouse">><<hopelessCycleSus -1>><</if>> <<else>> <<templeicon $temple_weapon>><<link [[Whip her (0:02)|Hopeless Cycle Cell Whip]]>> <<pass 2>><<if $sadism_level gte 2>><<arousal 800>><</if>> <<set $prisoner.harmed += 1>><<hcPrisonerHealth -1>> <<stress -24>><<trauma -12>><<control 25>><<sadism 30>> <<if $hc.handLocation is "guardhouse">><<hcSuspicion -3>><</if>> <</link>><<llstress>><<ltrauma>><<gcontrol>><<if $hc.handLocation is "guardhouse">><<hopelessCycleSus -1>><</if>> <</if>> <<if $sadism_level gte 2>><<garousal>><</if>> <br> <</if>> <</if>> <</if>> <br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <br> <<if $hcIncoming is "dailyPunishment" or $hcIncoming is "night" or (["dawn","day"].includes(Time.dayState) and ($hc.neverLeftDungeon or $hc.snuckInDungeon) and $hc.daysPassed gte 1)>> <<getouticon>><<link [[Exit the cell (0:01)|Hopeless Cycle Cell Leave]]>><<pass 1>><</link>> <br> <<else>> <<getouticon>><<link [[Exit the cell (0:01)|Hopeless Cycle Dungeon]]>><<pass 1>><</link>> <br> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $hcItems.some(torch => torch.type is "torch" and torch.location is "held")>> <span class="narration">The gaoler gripped his torch tightly, and beheld who he'd be guarding for the foreseeable future.</span> <<else>> <span class="narration">The gaoler cautiously approached, and beheld who he'd be guarding for the foreseeable future in the flickering torchlight.</span> <</if>> <br><br> You kneel down. She wears a dirty, bloodstained sack over most of her body. There are crude holes cut for her head and arms, with the legs going through what would be the top. <br><br> You shiver. Did she always exist in such filth? She huddles into herself as you approach. You flinch. It's the first time she's moved. <br><br> After a moment, you advance again. Her head slowly turns towards you. <span class="red">A single grey eye snaps to look at you as it catches the light of your torch. It burns with fear and hatred.</span> <<stress 40>><<gggstress>> <br><br> The other eye and her mouth are obscured behind dirty bandages. You stand perfectly still. She curls back in on herself. Once more, you approach, as quiet as you can now. She doesn't move, and her eye glazes back over. You examine her more closely. She's sickly, and what little skin you can see is very pale. <br><br> You were ordered to keep her alive. You'll need to change her bandages, or she probably won't even survive the night. <span class="blue">You can find bandages in the cloister's training area.</span> <br><br> It might help to wash her as well. <<if $hcChallenge.waterEarly>> <span class="red">The water from the garden's well is foul,</span> but <span class="blue">you can still fill a wash bucket with water from the lake in the forest.</span> It's a bit of a walk, but needs must. <<else>> <span class="blue">You can fill a wash bucket with water in the garden.</span> <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("undress")>> <span class="narration">Modesty was a luxury, one not granted to the unholy.</span> <br><br> She's still mostly unresponsive. You won't get a better chance to get that dirty sack off of her. <br><br> Her silver manacles bind her hands in front of her, and the chain between them is attached to another chain, which itself is loosely bound to the wall. They will make this difficult, but freeing her for even a moment could be dangerous. <br><br> <<link [[Just cut her 'clothes' away (0:01)|Hopeless Cycle Cell Undress Intro 2]]>><<pass 1>><<set $phase to 1>><</link>> <br> <<link [[Unlock her shackles and pull it off over her head (0:04)|Hopeless Cycle Cell Undress Intro 2]]>><<pass 4>><<set $prisoner.love++>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">Everything she touched was treated as though it would come alive and taint any who beheld it.</span> <br><br> <<if $phase is 1>> <<wearProp "silver dagger">> <<run Object.assign($hcItems.find(clothes => clothes.name is "bloodstained sack" && clothes.location is "prisoner"), { type: "clutter", name: "ruined fabric scraps", location: "cell", dirty: 2})>> You unsheathe your ceremonial dagger, and with a quick motion, stick it under the rough fabric. She barely has time to react. You pull up, and it falls away. <br><br> She shudders, as if afraid of what you'll do next. She tries to cover her exposure, but her manacles only allow her to cover her upper body. <<else>> <<run $hcItems.find(clothes => clothes.name is "bloodstained sack" && clothes.location is "prisoner").location to "cell">> You work fast, unlocking each manacle. Her arms fall limply at her sides. <br><br> You grab the bottom of the sack and start to pull up. Her arms provide no resistance, but her breathing becomes heavy. She tries to push you away. She's not very strong, but you back away regardless, not wanting to be tainted by her touch. You move around her, re-securing her manacles to the wall's inlet. <</if>> <br><br> All that covers her now are the soiled bandages. <<if $phase is 1>> You toss the remains of the sack aside. <span class="blue">It would be best to burn them during this evening's pyre.</span> <<else>> You toss the sack aside. <span class="blue">It would be best to burn it during this evening's pyre.</span> <</if>> <br> <span class="red">Leaving tainted items in the cell will degrade her health.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration"> The gaoler found himself hesitating. Touching someone so tainted was no doubt dangerous. However, he had a duty to uphold, and his brothers and sisters were counting on him. If not him, someone else would be made to do it. </span> <br><br> She stirs and lets out a ragged breath. <br><br> Your heart begins racing as that vacant, yet hateful, grey eye pierces right through you. You reach towards her body. She tries to push herself backwards away from you, but barely manages anything. <br><br> Your hand clenches. If she's as dangerous as the Bishop's Hand believes, her corruption could spread to you very quickly. <br><br> <<link [[Remove the bandages quickly (0:03)|Hopeless Cycle Cell Bandages Intro 2]]>><<pass 3>><<set $phase to 1>><<set $prisoner.love -= 1>><</link>> <br> <<link [[Remove the bandages gently (0:10)|Hopeless Cycle Cell Bandages Intro 2]]>><<pass 10>><<set $phase to 2>><<trauma 12>><</link>><<ggtrauma>> <br> <<link [[Tighten her shackles to keep her still (0:02)|Hopeless Cycle Cell Bandages Intro Shackles]]>><<pass 2>><<set $phase2 to 1>><<set $prisoner.love -= 2>><<trauma -6>><<control 25>><<sadism 5>><</link>><<ltrauma>><<gcontrol>> <br> <<link [[Tell her you're trying to help her|Hopeless Cycle Cell Bandages Intro Talk]]>><<stress 24>><<set $phase2 to 2>><<set $prisoner.love += 1>><<set $prisoner.talked += 1>><</link>><<ggstress>><<if $hc.handLocation is "guardhouse">><<hopelessCycleSus 2>><</if>> <br> <<link [[Leave for now|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $hc.handLocation is "guardhouse">><<hcSuspicion 5>><</if>> <span class="narration">The gaoler wanted to minimise contact, and getting the witch to keep still would be the best way. How did he do it? Well...</span> <br><br> You take a deep breath. Speaking with prisoners is usually forbidden. What's more, she's a witch, she could snatch your voice right from your throat! <br><br> You decide that it's still your best chance to get her to cooperate. You tell her that you're trying to help her, and that you need to remove her bandages to do so. <br><br> She stops squirming, her head moving to look at you again. "Hhh...hh..." She seems to try and say something, but she only lets out a whimper. She doesn't seem to understand you, merely reacting to the tone of your voice. Like a hound. <br><br> Tricks to make her seem more vulnerable, no doubt. Still, it did get her to stop cowering so much. <br><br> <<link [[Remove the bandages quickly (0:03)|Hopeless Cycle Cell Bandages Intro 2]]>><<pass 3>><<set $phase to 1>><<set $prisoner.love -= 1>><</link>> <br> <<link [[Remove the bandages gently (0:10)|Hopeless Cycle Cell Bandages Intro 2]]>><<pass 10>><<set $phase to 2>><<trauma 6>><</link>><<gtrauma>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">The gaoler wanted to minimise contact, and getting the witch to keep still would be the best way. How did he do it? Well...</span> <br><br> You march up to the wall, grabbing the chain attached to her manacles. You pull, slowly lifting her against the wall. She lets out a nervous breath. You secure the chain to its counterweight, holding her in place. <br><br> She can't writhe around now. You'll be able to take your time without much direct contact. <br><br> <<link [[Remove the bandages quickly (0:03)|Hopeless Cycle Cell Bandages Intro 2]]>><<pass 3>><<set $phase to 1>><<set $prisoner.love -= 1>><</link>> <br> <<link [[Remove the bandages gently (0:10)|Hopeless Cycle Cell Bandages Intro 2]]>><<pass 10>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("bandages")>><<set $prisoner.bandagesOn to false>> <<if $phase is 1>> <<run hcItemAdd({ type: "clutter", name: "torn bandages", nameText: "torn bandages", location: "cell", origin: "prisoner", dirty: 2, used: true})>> You grab the edge of her bandages and pull hard. You tear them away, making no effort to keep them intact. You continue with her other limbs as quickly as you can. <<else>> <<run hcItemAdd({ type: "bandages", name: "bandages", location: "cell", origin: "prisoner", dirty: 2, dirtyOnDrop: true, used: true}, $hcItems)>> You find the end of her bandages, and lift. You start to gently pull them away, unwrapping them from her arms and legs. Her nervous breathing seems to calm very slightly. <</if>> <br><br> Her left arm and hand look uninjured, and likely don't need to be re-bandaged. You wonder why they were to begin with. As you think, <span class="lewd">you realise that every bit of soft, pale skin you lay your eyes on sends compulsions throughout your body</span>. <<arousal 600>><<garousal>> <br><br> You shake your head and focus. She's trying to bewitch you! The Bishop's Hand was right, she's dangerous. Merely seeing her skin is enough to make one's mind vulnerable to her allures. <br><br> Her right arm is covered in deep bite marks. Human and beast alike. Her legs, and especially her thighs, are the worst so far. They're covered in cuts and bruises, some very fresh. You notice that, unlike with her arms, her legs were very easy to move. The whore likely thought you meant to debase yourself and give in to her tricks. <br><br> Her midriff and ample breasts are lacerated and burned, but the area around her stomach is largely unharmed. Her neck is covered in even more bite marks. All that's left are the bandages around her head. As you reach for them, she starts to shake her head violently. <br><br> <<link [[Remove them|Hopeless Cycle Cell Bandages Intro 3]]>><<set $phase to 1>><</link>> <br> <<link [[Leave them|Hopeless Cycle Cell Bandages Intro 3]]>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> Tufts of hair poke out from the bandages. You're not sure if it's naturally brown and red, or if it's simply caked in dirt and blood. <br><br> You look closer. There are small, faint symbols etched all over the bandages. You recognise some of them, but not all. They're freshly soaked in something, likely holy water from what you know. <br><br> <<if $phase is 1>> <<set $prisonerEvents.pushUnique("faceAttempt")>> <<if $phase2 is 1>> With her hands bound tightly against the wall, she can't stop you. <<elseif $phase2 is 2>> You push her arms aside easily. <<else>> Bound as she is, she can't stop you. <</if>> You grip the bandages on her head and pull. She lets out a grunt of pain and tries to move away, to no avail. <br><br> As soon as you manage to pull the bandages away, they simply snap back into place. You try again. They pull back tightly to her head, especially on the left side of her forehead above her covered eye. <br><br> You try once more. <span class="red">Your hand suddenly feels cold.</span> More witchcraft? A few tears leak from her eye. It's no use. The bandages cling to her tightly. Are her facial wounds truly so terrible? You shiver thinking of how horrific her face must look. Maybe it's better this way. <<else>> You lower your hand, thinking of how horrific her face must look. Her breathing steadies again. <</if>> <br><br> This will have to be good enough. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("wash")>> <span class="narration">The gaoler told himself that he was washing the witch's sins away. It would made the prolonged contact easier to bear.</span> <br><br> You place down the wash bucket, its contents sloshing about. The noise makes her stir again. <br><br> You check to make sure the door to the cell is locked behind you, and release her manacles from the wall. Her eye follows you. <br><br> <<link [[Pull her away from the wall|Hopeless Cycle Cell Wash Intro 2]]>><<trauma 12>><<set $phase to 1>><</link>><<ggtrauma>> <br> <<link [[Tell her to move away from the wall|Hopeless Cycle Cell Wash Intro 2]]>><<set $prisoner.love++>><<stress 12>><<set $phase to 2>><</link>><<ggstress>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">The witch should be grateful for this, the gaoler thought to himself. One thing could not become clean without another becoming dirty.</span> <br><br> <<if $phase is 1>> You put your hands under her arms and pull her towards the middle of the cell. She only resists for a moment. <<else>> You point towards the middle of the cell. She looks to it, then back to you, blinking a single time. After a moment, she begins to lazily drag herself towards it. <</if>> <br><br> She sits up straight, and you begin the long process of washing her. She tenses up whenever you touch a wound. <br><br> Touching her at all is unpleasant. You can feel her corruption seeping into you. Yet, the same touch seems to be revitalising to her. <<gtrauma>><<lpurity>> <br><br> <<link [[Wash her quickly (0:10)|Hopeless Cycle Cell Wash Intro 3]]>><<pass 10>><<trauma 12>><<arousal 600>><<purity -10>><<set $phase2 to 1>><</link>><<gtrauma>><<garousal>><<lpurity>> <br> <<link [[Wash her thoroughly (0:30)|Hopeless Cycle Cell Wash Intro 3]]>><<set $prisoner.love++>><<pass 30>><<trauma 24>><<arousal 1200>><<purity -20>><<set $phase2 to 2>><</link>><<ggtrauma>><<ggarousal>><<llpurity>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $phase2 is 1>> <<set $prisoner.cleanBody += 1>> <span class="narration">The gaoler worked quickly, and the process was as painful for her as it was unpleasant for him.</span> <br><br> You show no regard for her pain, washing over her wounds quickly. She doesn't struggle, though. She merely grunts in pain. <br><br> When you're done, she lets out a quiet sigh of relief. <<else>> <<set $prisoner.cleanBody += 2>><<hcPrisonerHealth 3>> <span class="narration">The gaoler, despite his discomfort, did his job thoroughly.</span> <br><br> You make sure to be careful around her wounds. It's not pain you're worried about, but contamination. You need to be sure you don't catch her filth, while also making sure she doesn't become blighted. <br><br> The tension in her body fades. She even seems to be enjoying it. You try not to think about it. <</if>> <br><br> You avoid her head entirely. You've heard tales of the hair of witches being the most potent source of their heretical power, and think about cutting it all off. You'd have to take the bandages off first, though. <br><br> <<if $phase is 1>> When you're done at last, you pull her back to the wall and re-secure her shackles. <<else>> When you move the bucket away, she starts to crawl back to the wall by herself. <</if>> <br><br> She looks at you, and you shiver once again. <<if $prisoner.health gte 8>> There's a light in her eye now, and the slightest hint of colour returning. <<else>> There's a light in her eye now, and the slightest hint of colour returning. It doesn't last, though, and it soon glazes over again. <</if>> <br><br> You look down at the water bucket, its contents no longer clean. <span class="blue">You can dump it out in the disposal channel under the guardhouse.</span> <br><br> <<if $hcChallenge.prisonerClean>> Despite washing her, she still looks unclean. <span class="pink">With how tainted her wounds are, washing her more than once per day may be required.</span> <br><br> <</if>> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You prepare to wash <<print $prisoner.name>>, releasing her shackles from the wall. <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> The motion makes her stir awake. <</if>> <br><br> <<if $prisonerEvents.includes("legs") and $prisoner.love gte 30 or $prisoner.state is "catatonic">> You carry her to the middle of the cell. <<else>> She crawls to the middle of the cell. <</if>> You prop her up in a kneeling position. <br><br> <<link [[Wash her quickly (0:10)|Hopeless Cycle Cell Wash 2]]>><<pass 10>><<trauma 12>><<arousal 600>><<purity -10>><<set $phase to 1>><</link>><<gtrauma>><<garousal>><<lpurity>> <br> <<link [[Wash her thoroughly (0:30)|Hopeless Cycle Cell Wash 2]]>><<pass 30>><<if !$hc.daily.washed>><<set $prisoner.love++>><</if>><<trauma 24>><<arousal 1200>><<purity -20>><<set $phase to 2>><</link>><<ggtrauma>><<ggarousal>><<llpurity>><<if !$hc.daily.washed>><<hopelessCycleLove 1>><</if>> <br> <<if $prisonerEvents.includes("face") and !$prisonerEvents.includes("washHair")>> <<link [[Wash her hair (1:00)|Hopeless Cycle Cell Wash Hair]]>><<pass 60>><<set $prisoner.cleanBody += 3>><<hcPrisonerHealth 4>><<set $prisoner.harmed -= 1>><<set $prisoner.love += 3>><<trauma 24>><<arousal 1200>><<purity -30>><</link>><<ggtrauma>><<ggarousal>><<llpurity>><<hopelessCycleLove 2>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $phase is 1>> <<set $prisoner.cleanBody += 1>><<hcPrisonerHealth 1>> You show no regard for her pain, washing over her wounds<<if $prisonerBrands>> and brandings<</if>> quickly. <br><br> <<if $prisoner.state is "catatonic">> Her grunts of pain are brief and shallow. She slips back into a catatonic state as soon as you're done. <<else>> When you're done, she lets out a quiet sigh of relief. <</if>> <<else>> <<set $prisoner.cleanBody += 2>><<hcPrisonerHealth 3>> <<if $prisonerEvents.includes("brand") and $prisonerBrands>> <<set _brands to $prisonerBrands.filter(brand => brand isnot "right cheek")>> You make sure to be careful around her wounds, and to clean each branding thoroughly. <br><br> <<if $prisonerBrands.includes("right cheek")>> You gently scrub the one on her face. She winces in pain, and her gaze is intense as your faces come close. <br><br> <</if>> You diligently clean away dead, burnt skin from her <<if _brands.length>><<print formatList(_brands, "and", true)>><<else>>brand<</if>>. <<if !$hc.daily.treated>> They seem to be causing a lot of pain. <span class="blue">You should treat them with medicinal herbs from the garden.</span> <<else>> They seem to be causing her a lot of pain, <span class="green">but less so now that you've treated them.</span> <</if>> <<else>> You make sure to be careful around her wounds. <</if>> <br><br> <<if $prisoner.state is "catatonic">> <<if $prisoner.health gte 8>> <span class="gold">She starts to show signs of brief lucidity. Her hands clench and unclench.</span> <<set $prisoner.state to "lucid">> <<else>> <span class="red">She barely reacts to your touch.</span> <</if>> <<else>> <<if $prisoner.love gte 45>> She's clearly enjoying it. Her muscles all relax as you scrub the filth away. <<else>> The tension in her body fades. She even seems to be enjoying it. <</if>> <</if>> <</if>> <br><br> <<if !$prisonerEvents.includes("hunger") and $hc.daysPassed gt 0>> <<set $prisonerEvents.pushUnique("hunger")>> As you wash her, you hear a low rumble. She covers her abdomen. <br><br> Of course. No one's fed her. That's your job now. She must be starving. <span class="blue">You can get food for her in the cloister's dining hall.</span> <br><br> <</if>> You finish up. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.push("washHair")>> <span class="narration">The gaoler heard tales of the hair of witches. Perhaps restoring its beauty would grant her strength.</span> <br><br> With her head bandages no longer obstructing it, you start to scrub her scalp. She tenses up for a moment, but relaxes into it. Much of it is clumped together by dried blood. You carefully scrub it away, but can't avoid breaking a few strands. <br><br> Her hair is absolutely full of knots, too. You gently run your fingers down, doing your best to untangle it while pulling out as few hairs as possible. <<if $prisonerBrands and $prisonerBrands.includes("right cheek")>> She winces whenever water runs down her face and touches her face branding, but sighs in contentment. <<else>> She sighs in contentment. <</if>> <br><br> <<if $hcChallenge.faithBlooms>> With her hair less matted and bloodied, you can see <span class="red">a bald spot on the back of her head, where a chunk of her hair had been ripped out</span>. She squeezes her eyes shut and looks away when your finger brushes it. You feel uneasy. This was not penance. This was cruelty, for cruelty's sake. <br><br> <</if>> After thirty minutes of untangling the knots while trying to avoid any contact with the antler, you give up and unsheathe your dagger. You show it to her, and ask for her permission to continue. She nods. <br><br> Very carefully, you cut out the most tangled bits. You additionally cut away some frayed ends. Finally, you cup water in your hands and rinse her hair down. <br><br> You turn her around. Now soaked, her hair hangs straight down. It reaches her shoulders, and you can see that its natural shade is a deep brown. There are still streaks of grey within, it's hard to tell if they're faded from damage or ash. It frames her face, which looks almost vibrant and youthful now that you've cleaned her up. <br><br> You become lost in her beauty. Her skin looks radiant, the gentle curve of her shoulders guiding your eyes down to her breasts. Her wounds and bruises simply highlight an underlying perfection. <<if $hcChallenge.faithBlooms>> The only flaws are the glass-like empty antler erupting from her head, and the thin spot on the back of her head, only partly covered by the rest of her hair. <<else>> The only flaw is the glass-like empty antler erupting from her head. <</if>> You feel urges creeping in. <<arousal 2000>><<garousal>> <br><br> She starts to blush as you continue to stare. You shake your head and snap out of it. You know those thoughts aren't your own. Is she still trying to bewitch you? <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if !$prisonerEvents.includes("bandages")>> You decide that touching her is too great a risk. You simply dump the bucket of water over her head. <<else>> You dump the bucket of water over her head. <</if>> <br><br> <<if $prisoner.state is "catatonic">> <span class="red">She barely even stirs, still mostly catatonic.</span> <<elseif $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> She immediately wakes up and squirms against the brief torrent. When it's over, she glares at you angrily. <<elseif $prisoner.harmed gte Math.floor($prisoner.love / 10)>> She winces, but seems to have expected it. She barely moves, simply sitting there, wet and miserable. <<else>> She squeals and thrashes around. She's fortunate you even bothered to do this much. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set $prisonerEvents.pushUnique("newClothes")>> <span class="narration">He was wary of charity. Giving a gift to a witch could let her steal your heart.</span> <br><br> <<set _clothesCurrent to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")>> You toss the _clothesCurrent.name on her naked lap. <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">> She wakes up with a start, before looking down at it, confused. <<else>> She looks down at it, confused. <</if>> You briefly unlock her shackles so she can slip it on. <br><br> You're unsure if this was a good idea. Having fresh clothes will look suspicious. It should help her stay healthy, though. <br><br> <<if $prisoner.loveRevealed>> Her gaze softens. <<gglove>> <<else>> She glares at you, her eye full of uncertainty. <<if _clothesCurrent.name is "torn vegetable sack">> You went out of your way to clean a useless, bloodstained sack for her. She doesn't seem to mind that it's still damp. <<else>> You were likely the last person she was expecting kindness from. <</if>> <</if>> <<set $prisoner.love += 5>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">Even witches needed to eat.</span> <br><br> <<set $prisonerEvents.pushUnique("fed")>><<set $prisonerEvents.pushUnique("hunger")>> <<if $prisoner.state is "catatonic">> <<set $prisoner.love += 2>> You place the food down, but she doesn't move. She's not lucid. <br><br> You sigh, and pull the bandages away from her mouth. You begin to feed her by hand. She cooperates. <<trauma 12>><<gtrauma>> <<else>> <<if $hcFood is "prison gruel">> You place the bowl of gruel in front of her, then unlock her manacles. <br><br> Very slowly, she picks it up and inspects it. She pulls down the bandages around her mouth. <<elseif $hcFood is "stolen fruit">> <<set $prisoner.love += 1>> You place the fruit in her hands, then unlock her manacles. <br><br> She holds it up to her nose to smell it. She pulls down the bandages around her mouth. <<else>> <<set $prisoner.love += 3>> You place the $hcFood in front of her, then unlock her manacles. <br><br> Very slowly, she picks it up and inspects it. She pulls down the bandages around her mouth. <</if>> <br><br> There's a bad burn from the corner of her mouth down to the right of her chin. Eating seems painful for her, but she continues regardless. She keeps direct eye contact with you the whole time. <</if>> <br><br> <<set $prisoner.hasEaten to []>> <<if $hcFood is "prison gruel">> <span class="blue">The gruel given to prisoners is plain. It'll keep her nourished, but won't do much to improve her health.</span> <<elseif $hcFood is "stolen fruit">> <span class="teal">The fruit from the garden is known to be revitalising. It'll be better for her than the gruel normally saved for prisoners.</span> <<else>> <span class="green">The food normally saved for the temple's warriors, such as yourself, is quite nourishing. Feeding it to her will surely improve her health.</span> <</if>> <<if $hcFood is "stolen food">> <span class="pink">You should clean and return the stolen dish to avoid raising suspicion.</span> <</if>> <<set $prisoner.hasEaten.pushUnique($hcFood)>> <br><br> <<if $prisoner.state is "catatonic">> When you're done, you try to pull her bandages back up. They won't stay anymore. They hang loosely by her neck. <br><br> You thought she would have been gagged under the bandages. You wonder if she'll try speaking to you once she returns to lucidity. <br><br> Despite the burn, you can't deny that she's quite beautiful, from what you can see of her freckled face. Only the bandages around the top of her head and left eye remain, now. <br><br> Her eye focuses on you, and she catches you staring. You quickly look away. <<stress 3>><<arousal 300>><<gstress>><<garousal>> <<else>> When she's done, she looks down and tries to pull the bandages back up, but they won't stay anymore. They hang loosely by her neck. <br><br> You thought she would have been gagged under the bandages. You wonder why she hasn't tried to talk at all yet. Was she afraid, or does she know her place? <br><br> Despite the burn, you can't deny that she's quite beautiful, from what you can see of her freckled face. Only the bandages around the top of her head and left eye remain, now. <br><br> She catches you staring. You quickly look away. <<stress 3>><<arousal 300>><<gstress>><<garousal>> <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<unset $hcFood>><<set $hc.daily.fed to true>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $prisoner.state is "catatonic">> <<set $prisoner.love += 2>> You place the food down, but she doesn't move. She's not lucid. <br><br> You sigh, and begin to feed her by hand. She cooperates. <<trauma 12>><<gtrauma>> <<else>> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> You gently shake <<= $prisoner.name>> awake. She rubs her eye as she sits up. <br><br> <</if>> <<if $prisoner.love gte 30>> You place the $hcFood in her hands. <<else>> You place the $hcFood down in front of her. <</if>> <<if $hc.daily.fed and $hcFood isnot "stolen fruit">> She looks surprised at getting another portion, but graciously accepts. <</if>> <<if $hcFood is "prison gruel">> <<if $prisonerEvents.includes("tongue")>> She doesn't complain. You suppose she can't taste it anyways. <<else>> She doesn't complain, which you find admirable. You'd never eat that. <</if>> <<elseif $hcFood is "stolen fruit">> <<set $prisoner.love += 1>> <<set $hc.daily.fruit ||= 0>> <<switch $hc.daily.fruit>> <<case 0>> She bites into the fruit, and looks pleased. <<if $prisonerEvents.includes("tongue")>> You wonder if she can taste it despite her missing tongue. <</if>> <<case 1>> She quickly bites into it and wipes her mouth. She seems to really like these. <<case 2>> She devours the fruit quickly. Juice has started to run down her chin from all the fruits you've given her today. <<if $prisoner.love gte 45>> You can't help but laugh. You help her clean up, which prompts her to pout at you. <</if>> <<case 3>> She messily devours yet another fruit. You hope no one notices the missing harvest. <<case 4>> She keeps eye contact with you while eating yet another fruit. She looks at you expectantly. <<case 5>> This is getting a bit ridiculous. How can she even eat this many? She takes a deep breath, and shoots a fruit seed at you from her mouth. It sticks to your face. She giggles and picks it off for you. <<stress -12>><<lstress>> <<default>> She eats it quietly. <</switch>> <<set $hc.daily.fruit++>> <<elseif $hcFood is "stolen food">> <<set $prisoner.love += 3>> You can tell she's trying to hide her happiness at being given a real meal. <<if $prisoner.love gte 45>> She pulls you into a hug, and eats quietly. <<stress -24>><<purity -1>><<llstress>><<lpurity>> <<else>> She nods her gratitude, and eats quietly. <</if>> <</if>> <</if>> <br><br> <<if $hcFood is "prison gruel" and !$prisoner.hasEaten.includes("prison gruel")>> <span class="blue">The gruel given to prisoners is plain. It'll keep her nourished, but won't do much to improve her health.</span> <br><br> <<elseif $hcFood is "stolen fruit" and !$prisoner.hasEaten.includes("stolen fruit")>> <span class="teal">The fruit from the garden is known to be revitalising. It'll be better for her than the gruel normally saved for prisoners.</span> <br><br> <<elseif $hcFood is "stolen food" and !$prisoner.hasEaten.includes("stolen food")>> <span class="green">The food normally saved for the temple's warriors, such as yourself, is quite nourishing. Feeding it to her will surely improve her health.</span> <br><br> <</if>> <<set $prisoner.hasEaten.pushUnique($hcFood)>> <<if $hcFood is "stolen food">> <span class="pink">You should clean and return the stolen dish to avoid raising suspicion.</span> <br><br> <</if>> <<link [[Next|Hopeless Cycle Cell]]>><<unset $hcFood>><<set $hc.daily.fed to true>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You place the food before her. <span class="red">She pushes it away, glaring at you with spite.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $prisoner.state is "catatonic">> You place the food down, but she doesn't move. She's not lucid. <br><br> You sigh, and attempt to feed her by hand. <span class="red">Her lips remain closed.</span> You take it back. <<else>> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> You gently shake <<= $prisoner.name>> awake. She rubs her eye as she sits up. <br><br> <</if>> <<if $prisoner.love gte 30>> You place the $hcFood in her hands. <<else>> You place the $hcFood down in front of her. <</if>> She looks at it reluctantly, <span class="red">shaking her head.</span> You take it back. <</if>> <br><br> <span class="narration">Remember, in this version of the tale, the witch's stomach was feeble. She could barely keep one meal down, let alone another.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<unset $hcFood>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _food to hcItemsOnScreen(f => f.type is "food" and !f.used)>> You give her the... <br> <<for _labelFood, _valueFood range _food>> <<capture _valueFood>> <<link [[`_valueFood.name`|Hopeless Cycle Cell Food Together 2]]>> <<set $hcFood to _valueFood.name>> <<if _valueFood.name is "stolen fruit">> <<run hcItemRemove(_valueFood)>> <<hcPrisonerHealth 1>> <<else>> <<if _valueFood.name isnot "prison gruel">><<hcPrisonerHealth 3>><</if>> <<set _valueFood.used to true>><<set _valueFood.dirty to 1>> <</if>> <</link>> <br> <</capture>> <</for>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _food to hcItemsOnScreen(f => f.type is "food" and !f.used)>> You eat the... <br> <<for _labelFood, _valueFood range _food>> <<capture _valueFood>> <<link [[`_valueFood.name`|Hopeless Cycle Cell Food Together 3]]>> <<if _valueFood.name is "stolen fruit">> <<run hcItemRemove(_valueFood)>> <<stress -6>> <<else>> <<if _valueFood.name isnot "prison gruel">> <<tiredness -6>><<stress -24>> <<else>> <<stress 3>> <</if>> <<set _valueFood.used to true>><<set _valueFood.dirty to 1>> <</if>> <</link>> <<if _valueFood.name is "stolen fruit">> <<lstress>> <<elseif _valueFood.name isnot "prison gruel">> <<llstress>><<ltiredness>> <<else>> <<gstress>> <</if>> <br> <</capture>> <</for>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if !$prisonerEvents.includes("eatTogether")>> <span class="narration">Never underestimate how humanising it is to simply share a meal with someone.</span> <br><br> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> You gently shake <<= $prisoner.name>> awake. She rubs her eye as she sits up. <br><br> <</if>> You place down the $hcFood in front of her, and sit down across from her. <br><br> She blinks at you. <br><br> You motion for her to start. <<if $hc.daily.fed and $hcFood isnot "stolen fruit">> She looks surprised at getting another portion, but graciously accepts. <</if>> She hesitantly takes the first bite. This is clearly a level of mutual respect she isn't used to. <br><br> <<if $hcFood is "prison gruel">> <<set $prisoner.love += 1>> <<if $prisonerEvents.includes("tongue")>> She doesn't complain. You suppose she can't taste it anyways. <<else>> She doesn't complain, which you find admirable. You'd never eat that. <</if>> <<elseif $hcFood is "stolen fruit">> <<set $prisoner.love += 2>> <<set $hc.daily.fruit ||= 0>> <<switch $hc.daily.fruit>> <<case 0>> She bites into the fruit, and looks pleased. <<if $prisonerEvents.includes("tongue")>> You wonder if she can taste it despite her missing tongue. <</if>> <<case 1>> She quickly bites into it and wipes her mouth. She seems to really like these. <<case 2>> She devours the fruit quickly. Juice has started to run down her chin from all the fruits you've given her today. <<if $prisoner.love gte 45>> You can't help but laugh. You help her clean up, which prompts her to pout at you. <</if>> <<case 3>> She messily devours yet another fruit. You hope no one notices the missing harvest. <<case 4>> She keeps eye contact with you while eating yet another fruit. She looks at you expectantly. <<case 5>> This is getting a bit ridiculous. How can she even eat this many? She takes a deep breath, and shoots a fruit seed at you from her mouth. It sticks to your face. She giggles and picks it off for you. <<stress -12>><<lstress>> <<default>> She eats it quietly. <</switch>> <<set $hc.daily.fruit++>> <<elseif $hcFood is "stolen food">> <<set $prisoner.love += 3>> You can tell she's trying to hide her happiness at being given a real meal. <<if $prisoner.love gte 45>> She pulls you into a hug, and eats quietly. <<stress -24>><<purity -1>><<llstress>><<lpurity>> <<else>> She nods her gratitude, and eats quietly. <</if>> <</if>> <br><br> <<if $hcFood is "prison gruel" and !$prisoner.hasEaten.includes("prison gruel")>> <span class="blue">The gruel given to prisoners is plain. It'll keep her nourished, but won't do much to improve her health.</span> <br><br> <<elseif $hcFood is "stolen fruit" and !$prisoner.hasEaten.includes("stolen fruit")>> <span class="teal">The fruit from the garden is known to be revitalising. It'll be better for her than the gruel normally saved for prisoners.</span> <br><br> <<elseif $hcFood is "stolen food" and !$prisoner.hasEaten.includes("stolen food")>> <span class="green">The food normally saved for the temple's warriors, such as yourself, is quite nourishing. Feeding it to her will surely improve her health.</span> <br><br> <</if>> <<set $prisoner.hasEaten.pushUnique($hcFood)>> <<if $hcFood is "stolen food">> <span class="pink">You should clean and return the stolen dish to avoid raising suspicion.</span> <br><br> <</if>> It's... enjoyable. Even without words, you feel like you understand her a little more. You should do this again. <<lltrauma>> <br><br> <<set $prisonerEvents.pushUnique("eatTogether")>> <<link [[Next|Hopeless Cycle Cell]]>><<set $hc.daily.fed to true>><<unset $hcFood>><<endevent>><</link>> <br> <<else>> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> You gently shake <<= $prisoner.name>> awake. She rubs her eye as she sits up. <br><br> <</if>> <<if $prisoner.love gte 30>> You place the $hcFood in her hands. <<else>> You place the $hcFood down in front of her. <</if>> <<if $hc.daily.fed and $hcFood isnot "stolen fruit">> She looks surprised at getting another portion, but graciously accepts. <</if>> <<if $hcFood is "prison gruel">> <<set $prisoner.love += 1>> <<if $prisonerEvents.includes("tongue")>> She doesn't complain. You suppose she can't taste it anyways. <<else>> She doesn't complain, which you find admirable. You'd never eat that. <</if>> <<elseif $hcFood is "stolen fruit">> <<set $prisoner.love += 2>> <<set $hc.daily.fruit ||= 0>> <<switch $hc.daily.fruit>> <<case 0>> She bites into the fruit, and looks pleased. <<if $prisonerEvents.includes("tongue")>> You wonder if she can taste it despite her missing tongue. <</if>> <<case 1>> She quickly bites into it and wipes her mouth. She seems to really like these. <<case 2>> She devours the fruit quickly. Juice has started to run down her chin from all the fruits you've given her today. <<if $prisoner.love gte 45>> You can't help but laugh. You help her clean up, which prompts her to pout at you. <</if>> <<case 3>> She messily devours yet another fruit. You hope no one notices the missing harvest. <<case 4>> She keeps eye contact with you while eating yet another fruit. She looks at you expectantly. <<case 5>> This is getting a bit ridiculous. How can she even eat this many? She takes a deep breath, and shoots a fruit seed at you from her mouth. It sticks to your face. She giggles and picks it off for you. <<stress -12>><<lstress>> <<default>> She eats it quietly. <</switch>> <<set $hc.daily.fruit++>> <<elseif $hcFood is "stolen food">> <<set $prisoner.love += 3>> You can tell she's trying to hide her happiness at being given a real meal. <<if $prisoner.love gte 45>> She pulls you into a hug, and eats quietly. <<stress -24>><<purity -1>><<llstress>><<lpurity>> <<else>> She nods her gratitude, and eats quietly. <</if>> <</if>> <br><br> <<set $hc.daily.fed to true>> <<if $prisoner.love gte 30 and (Time.hour gte 18 or Time.hour lte 3)>> You sit next to her and share the meal with her. She smiles at you warmly. <br><br> Once you're done, you just sit there, enjoying each other's presence. <br><br> Until you feel a sharp jolt from her direction, followed by a familiar weakness. You flinch, and look over. She's resting her head on your shoulder, and seems to be dozing off. <<lpurity>><<gtrauma>><<arousal 200>><<garousal>> <br><br> <<link [[Shake her off|Hopeless Cycle Cell Food Together Shake Off]]>><</link>> <br> <<link [[Let her stay there (0:30)|Hopeless Cycle Cell Food Together Let]]>><<pass 30>><<set $prisoner.love += 3>><<purity -10>><<stress -24>><<trauma 24>><<tiredness -12>><</link>><<lpurity>><<llstress>><<gtrauma>><<hopelessCycleLove 1>> <br> <<if $prisoner.love gte 45 and !(Time.lastDayOfMonth is $hc.day)>> <<link [[Sleep here tonight (6:00)|Hopeless Cycle Cell Spend Night]]>> <<endevent>><<set $phase to 1>><<pass 1 hour>> <<hcPrisonerHealth 1>><<set $prisoner.love += 3>> <<purity -30>><<stress -60>><<trauma 50>><<tiredness -12>> <</link>> <<lllpurity>><<lllstress>><<gggtrauma>><<lltiredness>><<hopelessCycleLove 3>> <br> <</if>> <<else>> You sit across from her and share the meal with her. She smiles at you warmly. <br><br> <<set $prisonerEvents.pushUnique("eatTogether")>> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You shake her off. She looks a little upset. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You let her stay there as she dozes off. Her gentle breathing evens out, and she's soon asleep. <br><br> You remain there for a short time, before gently laying her down. <<set $prisoner.state to "asleep">> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _cellTorch to $hcItems.find(item => item.type is "torch" and item.location is $bus and item.inSconce)>> <<set _heldTorch to $hcItems.find(item => item.type is "torch" and item.location is "held")>> <<if ($phase is 2 or hcItemCanReach("snuffer")) and (_heldTorch?.state is "lit" or _cellTorch?.state is "lit")>> <<if _heldTorch>><<set _heldTorch.state to "snuffed">><</if>> <<if _cellTorch>><<set _cellTorch.state to "snuffed">><</if>> You snuff the torch. <</if>> <<if $phase is 1>> <<set $prisonerEvents.pushUnique("spendNight")>> You rest your head on hers in turn. Her shallow breathing becomes more rhythmic, and she's quickly asleep. <br><br> Her draining touch becomes easier to bear the longer you sit here. It's not long before you're asleep too. <<elseif $hc.nightBreakIn is "heard" and $phase is 2>> You remember what you heard in the dining hall. Someone intends to harm your prisoner. You decide to wait here for them. <br><br> You make yourself comfortable in a shadowed corner. <<if $prisoner.state is "catatonic">> <<= $prisoner.name.toUpperFirst()>> stares at you vacantly from across the cell. She'd have no chance at defending herself. <<elseif $prisoner.state is "asleep">> <<= $prisoner.name.toUpperFirst()>> is already asleep, so you decide not to disturb her. <<else>> <<= $prisoner.name.toUpperFirst()>> glares at you curiously. <</if>> You don't have to wait long. <<else>> You sit down next to <<= $prisoner.name>>. <<if !$prisonerEvents.includes("spendNight")>> <<set $prisonerEvents.pushUnique("spendNight")>> She doesn't seem to know what you're doing, until you put an arm around her and pull her towards the rough straw bed. You feel a familiar weakness wash over you as you make contact. <<lpurity>><<gtrauma>><<arousal 200>><<garousal>> <br><br> She looks up to you, her eye trembling and her face reddening. Cautiously, she returns your embrace. <<else>> She smiles at you, and embraces you. You feel a familiar weakness wash over you as you make contact. <<lpurity>><<gtrauma>><<arousal 200>><<garousal>> <</if>> <br><br> <<if $hcItems.some(sheet => sheet.type is "sheets" and sheet.location is "prisoner")>> You adjust her sheet so it's covering both of you. <<elseif hcItemCanReach("sheets")>> You reach for the bedsheet in the cell, and pull it over the two of you. <</if>> Her breathing becomes gentle and rhythmic, and her draining touch becomes easier to bear as time passes. Despite the clash of the purity within you and the corruption within her, you feel whole. <br><br> You say your nightly prayers and fall asleep shortly after. <</if>> <br><br> ... <br><br> <<if ($hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard" or $phase is 2) or !$hc.daily.patrol and ($rng gte 96 or $rng gte 71 and $hc.dungeonTorchState is "lit")>> <<set $hc.daily.patrol to true>> <span class="red"> You hear footsteps approaching. <<if $hc.nightBreakIn is "heard">> You know why they're here. <<elseif $hc.dungeonTorchState is "lit">> Someone came to investigate why the torches are still lit! <</if>> </span> You shoot up, stirring <<= $prisoner.name>> awake too. <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> <br><br> <<if $hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard" or $phase is 2>> <<loadNPC 0 "hc_abuser">> <<else>> <<generateConfessor 1>> <</if>> <<person1>> The door to the cell creeps open. A <<personsimple>> in a black robe enters. <<if _heldTorch?.state is "lit" or _cellTorch?.state is "lit">> <span class="red">Because of the lit torch, <<he>> sees you immediately.</span> <br><br> "Brother Fayne," <<he>> hisses. "Sneaking around with the witch. She has seduced you!" <<He>> brandishes a baton. "You must be purified." <br><br> <<link [[Fight|Hopeless Cycle Cell Caught Fight]]>><<set $phase to 1>><<set $skillChallenge to random(700, 1000)>><</link>> <br> <<link [[Don't resist|Hopeless Cycle Cell Caught Fight]]>><<set $phase to 2>><</link>> <br> <<elseif $hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard">> <<He>> looks around, <<his>> eyes only stopping on where <<print $prisoner.name>> sits. You cling to the shadows. <<He>> must not be able to see you. <br><br> "Wretched seductress," <<he>> spits. "Why should Brother Fayne have you to himself?" She glares back at <<him>> as <<he>> approaches. "My vows are already broken. There will be no harm. Not for me, that is." <<if $hcChallenge.faithBlooms>> <<His>> fingers twitch. "Do you remember these hands? <span @class="$prisonerEvents.includes('washHair') ? 'red' : ''">They took your hair so easily.</span> I'll be <i>taking</i> more than just a lock of hair this time." <</if>> <br><br> <<link [[Stay perfectly still|Hopeless Cycle Cell Caught Still]]>><<pass 1 hour>><<set $prisoner.love -= 10>><</link>><<hopelessCycleLove -3>> <br> <<link [[Intervene|Hopeless Cycle Cell Caught Intervene]]>><<set $prisoner.love += 5>><</link>><<hopelessCycleLove 2>> <br> <<else>> <<He>> looks around, <<his>> eyes only stopping on where <<print $prisoner.name>> sits. You cling to the shadows. <<He>> must not be able to see you. <br><br> <<He>> huffs and leaves the cell, slamming the barred door shut. You wait a few minutes to make sure <<hes>> out of the dungeon entirely. <<hcSuspicion 5>><<hopelessCycleSus 1>> <br><br> That was close. <<stress 24>><<ggstress>> <br><br> <<link [[Go back to sleep|Hopeless Cycle Cell Spend Night 2]]>><<set $hc.daily.cellSleep to true>><<hcPrisonerHealth 3>><<endevent>><<pass 5 hours>><<tiredness -60>><</link>> <br> <<link [[Get up|Hopeless Cycle Cell]]>><<set $hc.daily.cellSleep to true>><<endevent>><</link>> <br> <</if>> <<else>> <<link [[Sleep|Hopeless Cycle Cell Spend Night 2]]>><<set $hc.daily.cellSleep to true>><<hcPrisonerHealth 3>><<endevent>><<pass 5 hours>><<tiredness -60>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisoner.harmed -= 2>> You sleep soundly. <br><br> You awaken in the straw bed. <<= $prisoner.name.toUpperFirst()>> is on top of you, clinging to you tightly. <br><br> She stirs, pushing her head into the crook of your neck. <br><br> A few minutes later, she awakens and stretches. <span class="green">She looks much healthier.</span> <br><br> <<if $prisoner.love gte 65 and !$prisonerEvents.includes("kissAttempt") and $prisonerEvents.includesAll("legs", "face", "talkMagic", "talkName", "washHair", "newClothes") and $prisonerEvents.includesAny("spendNight", "talkHairBlooms")>> <<set $prisonerEvents.pushUnique("kissAttempt")>> Her face is bright red, and she seems to be thinking about something. Suddenly, she places her hands on your chest. <br><br> Her face comes close to yours. <br><br> <<link [[Kiss her|Hopeless Cycle Cell Kiss]]>><<set $phase to 1>><<purity -20>><<trauma 24>><<set $prisoner.love += 10>><</link>><<llpurity>><<ggtrauma>><<hopelessCycleLove 3>><<kissvirginitywarning>> <br> <<link [[Push away|Hopeless Cycle Cell Kiss]]>><<set $phase to 2>><<set $prisoner.love -= 25>><<set $prisoner.harmed += 10>><</link>><<hopelessCycleLove -3>> <br> <<else>> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _brands to $prisonerBrands.filter(brand => !["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot", "right cheek"].includes(brand))>> <<set _brandsLegs to $prisonerBrands.filter(brand => ["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot"].includes(brand))>> You carefully pluck the dried leaves from the herb, and dip each in the clean water. They quickly become sticky and fragrant. <br><br> <<if $prisonerBrands.includes("right cheek")>> <<set _moveOn to true>> You slowly apply one over her face branding. She winces, but sighs in relief as it settles in the burn. <<if $prisoner.love gte 60 and $prisoner.state isnot "catatonic">> Your faces remain close for a moment, before she suddenly kisses you on the forehead and smiles. <</if>> <br><br> <</if>> <<if _brandsLegs.length>> <<if _moveOn>> <<set _finally to true>> You move on <<else>> <<set _moveOn to true>> You apply leaves <</if>> to the burns on her <<print formatList(_brandsLegs, "and")>>. She may not be able to feel them, but it's still important to do. <</if>> <<if _brands.length>> <<if _finally>> You finish by applying the remainder of the leaves <<elseif _moveOn>> You continue, applying the remainder of the leaves <<else>> You apply the leaves <</if>> to her <<print formatList(_brands, "and")>>. With each one, she sighs in relief. <</if>> <<if $prisoner.health gte 8 and $prisoner.state is "catatonic">> <<set $prisoner.state to "awake">> <span class="green">With the pain starting to fade, she returns to lucidity.</span> Her eyes focus. You're the first thing she sees. She seems to finally relax. <<set $prisoner.harmed-->><<set $prisoner.love++>><<hopelessCycleLove 1>> <</if>> <br><br> <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> She pushes you away as soon as you're done. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <<elseif !$prisonerEvents.includes("talkHerbs") and $prisoner.state isnot "catatonic">> <<set $prisonerEvents.pushUnique("talkHerbs")>> You distract her from the pain by telling her all about the herbs themselves. The cloister calls it 'Saint's Crown,' and it was discovered on a nearby island. They're now grown in a raised section of the garden, covered in sloped wood. It's open on the east side and overshoots the garden itself, allowing it to catch the morning sun while shielding it from the rain. <br><br> Throughout their whole lifecycle, water must never touch the leaves. They must be watered directly to the roots in the dirt. Once 'ripe,' they're hung to dry for a month. When finally soaked in water, the leaves secrete their life's effort: a sticky, colourless ooze with an incredible ability to soothe burns. In the wild, this ooze is naturally and constantly secreted in thin, imperceptible amounts as the rains pass. <br><br> <<= $prisoner.name.toUpperFirst()>> nods along, appearing genuinely interested. <span class="pink">She can't keep her eye off you, in fact.</span> You feel a bit proud that you were able to teach a witch something new about plants. You suppose it's a closely guarded secret, one you may have just revealed. You don't think about it too much. She can't exactly tell anyone. You finish by telling her its side effects, often observed in animals. Sources of water that mix with the ooze are known to act as a potent... <br><br> <span class="pink">She's breathing heavily. Her face has become a deep red, and she starts to crawl towards you.</span> <br><br> ...aphrodisiac. One you just introduced directly to multiple open wounds on her body. <br><br> <<if $prisoner.love gte 60>> She looks at you pleadingly as she puts her hands on your chest. <br><br> <<link [[Purge her|Hopeless Cycle Cell Burns Purge]]>><</link>><<ggtrauma>><<gggarousal>><<llpurity>><<hopelessCycleLove 1>> <br> <<link [[Hold her down until it subsides (0:30)|Hopeless Cycle Cell Burns Hold]]>><<pass 30>><<arousal 500>><<purity -10>><</link>><<garousal>><<lpurity>> <br> <<else>> She shakes her head to snap out of it, curling in on herself and trying to ignore you before she does something foolish. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>> <<elseif !$prisonerEvents.includes("talkHerbsMouth") and $prisoner.state isnot "catatonic">> <<set $prisonerEvents.pushUnique("talkHerbsMouth")>> She seems to think about something, before crawling a little closer to you. She opens her mouth at you, showing her inner burns. <br><br> You promise to bring an extra one next time for her mouth. She smiles at you. <<if Time.lastDayOfMonth is $hc.day>> It only lasts a moment, though, before turning to a worried frown. You realise it too, remembering what day it is. There may not be a next time. <</if>> <br><br> She begins breathing heavily as the side effects kick in. <<if $prisoner.love gte 60 and Time.lastDayOfMonth is $hc.day and !$prisonerEvents.includesAny("sex", "elkspawnEmbrace")>> She looks at you pleadingly. <br><br> <<link [[Purge her|Hopeless Cycle Cell Burns Purge]]>><</link>><<ggtrauma>><<gggarousal>><<llpurity>><<hopelessCycleLove 1>> <br> <<link [[Hold her down until it subsides (0:30)|Hopeless Cycle Cell Burns Hold]]>><<pass 30>><<arousal 500>><<purity -10>><</link>><<garousal>><<lpurity>> <br> <<else>> She curls in on herself, trying to ignore you before she does something foolish again. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>> <<else>> <<if $prisoner.state is "catatonic">> She stirs and writhes, but seems to have calmed down somewhat. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <<else>> You distract her from the pain with chatter. She nods along, appreciating it greatly. As promised, you made sure to save one for her mouth. She opens wide, and you gently place it inside. <br><br> Her whole body relaxes. <<if !$prisonerEvents.includes("herbsMouth")>> <<set $prisonerEvents.pushUnique("herbsMouth")>> A long-suffered pain is, at last, suppressed. Her face contorts after a moment. You forgot to warn her about the taste. You didn't think she'd be able to taste it at all considering her condition. <<set $prisoner.love += 5>><<hcPrisonerHealth 5>><<set $prisoner.harmed -= 3>><<hopelessCycleLove 2>> <</if>> <br><br> She begins breathing heavily as the side effects kick in. <<if $prisoner.love gte 60 and !$prisonerEvents.includesAny("sex", "elkspawnEmbrace")>> She looks at you pleadingly. <br><br> <<link [[Purge her|Hopeless Cycle Cell Burns Purge]]>><</link>><<ggtrauma>><<gggarousal>><<llpurity>><<hopelessCycleLove 1>> <br> <<link [[Hold her down until it subsides (0:30)|Hopeless Cycle Cell Burns Hold]]>><<pass 30>><<arousal 500>><<purity -10>><</link>><<garousal>><<lpurity>> <br> <<else>> She curls in on herself and tries to ignore you before she does something foolish again. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You dip a herb in the water and motion for her to open her mouth. She opens wide, and you gently place it inside. <br><br> A long-suffered pain is, at last, suppressed. Her face contorts after a moment. You forgot to warn her about the taste. You didn't think she'd be able to taste it at all considering her condition. <<set $prisoner.love += 5>><<hcPrisonerHealth 5>><<set $prisoner.harmed -= 3>><<hopelessCycleLove 2>> <<set $prisonerEvents.pushUnique("herbsMouth")>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if Time.lastDayOfMonth is $hc.day>> You start to move behind her. She motions for you to wait. She lowers her hands to her pelvis, and through great effort, spreads her legs with them. <br><br> She looks back up to you. She doesn't need to speak for you to understand. There's a fear and uncertainty in her eyes. She wishes for one last mortal comfort, in the event that this is her final night. <br><br> As a servant of the Elk, you suppose that this is a fitting final comfort for her. But there's something else in her eyes, too. Something beyond lust. <br><br> <<link [[Lie As One (0:30)|Hopeless Cycle Cell Burns Sex]]>> <<pass 30>><<set $prisoner.love += 5>><<trauma 50>><<purity -100>> <<if $hc.handLocation is "guardhouse">><<hcSuspicion 20>><</if>> <</link>> <<gggtrauma>><<gggarousal>><<lllpurity>><<hopelessCycleLove 2>><<penilevirginitywarning>> <<if $hc.handLocation is "guardhouse">><<hopelessCycleSus 3>><</if>> <br> <<link [[Refuse|Hopeless Cycle Cell Burns Refuse]]>><<set $prisoner.love -= 5>><</link>><<hopelessCycleLove -2>> <br> <<else>> You try to move, but she bears her whole weight down on you. She starts grabbing for your <<penis>>. <br><br> <<link [[Allow it (0:30)|Hopeless Cycle Cell Burns Sex]]>> <<pass 30>><<set $prisoner.love += 5>><<trauma 50>><<purity -100>> <<if $hc.handLocation is "guardhouse">><<hcSuspicion 20>><</if>> <</link>> <<gggtrauma>><<gggarousal>><<lllpurity>><<hopelessCycleLove 2>><<penilevirginitywarning>> <<if $hc.handLocation is "guardhouse">><<hopelessCycleSus 3>><</if>> <br> <<link [[Maintain control (0:10)|Hopeless Cycle Cell Burns Purge 2]]>><<pass 10>><<set $prisoner.love++>><<trauma 24>><<arousal 3000>><<purity -30>><</link>><<ggtrauma>><<ggarousal>><<llpurity>><<hopelessCycleLove 1>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<hcPrisonerHealth 2>><<set $prisoner.harmed-->> You easily hold her back, and push her down. She lets out a grunt of pain, but continues looking up at you with a great hunger in her eyes. <br><br> Despite everything, your mind is pushing for you to defile her. You resist and hold fast to your vows. But you can't ignore your desires entirely. <br><br> You move between her legs, and bring your mouth down to her waiting pussy. Her hands grab your head as she moans from even the slightest contact. You briefly wonder how it can possibly be this sensitive if she can't feel anything below her waist. <br><br> She certainly isn't faking it, though. <span class="pink">She shudders in climax. Her juices cover your mouth.</span> You quickly wipe it away, knowing any ingestion could ruin you. <br><br> She tightens her grip, now pulling your hair, and forces you back down. You may be here for a while... <br><br> <<link [[Next (0:30)|Hopeless Cycle Cell Burns Purge 3]]>><<pass 30>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> She pants for breath, her arms finally depleted of strength. She pushes herself up to look down to you. <br><br> You lay there, barely able to move yourself as her corruption takes root in you. The whole room is spinning, but you can make out her apologetic smile. <br><br> She crawls down to you. With great effort, she lifts your limp arm and snuggles into an embrace. The floor is not comfortable, but she's warm, at least. Her touch isn't so unpleasant now, having been freshly purged. <br><br> She kisses you on the cheek, and the two of you rest for some time. <br><br> <<link [[Next (0:30)|Hopeless Cycle Cell]]>><<pass 30>><<tiredness -16>><</link>><<ltiredness>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You shake your head. <<if $player.virginity.penile is true>> You have a vow to keep. <<else>> Your vow may be broken, but you still follow the spirit of it by principle. <</if>> <br><br> She pauses, before smiling sadly. She pushes away from you. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("sex")>><<hcPrisonerHealth 6>> You pull her towards the straw bed. Her breathing gets even heavier as you lay her down. <<if $worn.upper.name is "chain tunic">> Getting your armour out of the way is a right pain, but you manage it after some struggling. It's specifically designed to prevent this. <<else>> You displace your robe. <</if>> <br><br> Her arms wrap around you. She's already very wet. Your tip presses against her. <<if $player.virginity.penile is true>> You hesitate. Through a lifetime of devotion, you were told to keep your body pure, and to never be coerced by love. Yet here you lay, as two, as one, a mere thrust away from being forever unclean. <br><br> Her smile warms away your cold doubts. You decide that she's worth it. <<else>> You suppose that there's little harm in this, with your vow already being broken. <</if>> You close the final bit of distance between you, and press into her. <<if $player.virginity.penile is true>> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $prisoner.name>></span> <<takeVirginity $prisoner.name "penile">><<set $prisonerEvents.pushUnique("virginity")>> <</if>> <br><br> Her hands grasp you tightly as she moans. Her embrace is loving. You didn't expect such tenderness from a worshipper of the Elk. It makes her draining touch easier to withstand. You carefully make love to her, being sure to not disturb her wounds. <br><br> <span class="pink">She shudders in climax.</span> Visions of the forest and the sea fill your mind as you take in her corruption. There's so much of it. It flows into you, filling you with emptiness. She seems invigorated. <<lllpurity>> <br><br> <span class="red">She bites your shoulder.</span> You flinch in pain, but continue thrusting. <<gpain>><<pain 3>> <br><br> <span class="pink">She shudders in climax again, driving you closer to your own peak.</span> The connection is already formed. The corruption can't leak back in the same way it entered. The sensation is unlike anything you've ever felt before. You're burning up inside. With a final thrust, you reach climax. <<orgasm>> You hold each other tightly. As you pull away, she looks genuinely happy. <br><br> You both pant for breath. You roll off of her, and lay next to her. She kisses you on the cheek, and snuggles into your chest. The two of you rest for some time. <br><br> <<link [[Next (0:30)|Hopeless Cycle Cell]]>><<pass 30>><<tiredness -16>><</link>><<ltiredness>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You move behind her and hold her tightly. Exertion would be a poor decision now, the herbs must be allowed to work. She likely realises this too. She grips your arms, trying to steady her breathing. <br><br> She leans back into you. If nothing else, she seems comfortable in your embrace. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> You try to talk to <<= $prisoner.name>>. <span class="red">She glares at you scornfully.</span> <<stress 6>><<gstress>> <<else>> <<if $prisoner.talked lte 4 or !$prisonerEvents.includes("speech")>> <<switch $prisoner.talked>> <<case 0>>You try to greet <<= $prisoner.name>>. Her head tilts. "Hhh...hh..." She seems to try and say something, but she only lets out a low shudder. <<case 1>>You ask her what her name is. She just stares at you. You had thought the bandages around her mouth were the reason for her silence. They're gone, yet she's still silent. <<case 2>>You ask if she regrets consorting with the Dark Elk. She blinks, saying nothing. <<case 3>>You ask if she will repent. She stares at you. <<case 4>>You ask why she won't speak to you. She says nothing. <<set _noOptions to true>> <<default>>You try to talk to her. She just stares at you. <<set _noOptions to true>> <</switch>> <<set $prisoner.talked++>> <<if _noOptions>> <br><br> <<link [[Threaten her|Hopeless Cycle Cell Talk Intro Threaten]]>><<set $prisoner.love -= 5>><<set $prisoner.harmed++>><</link>> <br> <<link [[Try speaking to her in a different language|Hopeless Cycle Cell Talk Intro]]>><<set $prisoner.love += 2>><</link>> <br> <</if>> <<elseif !$prisonerEvents.includes("tongue")>> <<set _noOptions to true>> You try to talk to her again. She's listening, but she doesn't respond to any of your questions. <br><br> You ask her why she refuses to speak to you. She looks surprised, as if she thought you knew something you didn't. <br><br> She motions for you to get closer. You hesitantly do so. <br><br> <<link [[Next|Hopeless Cycle Cell Tongue]]>><</link>> <br> <<elseif !$prisonerEvents.includes("tongueAfter")>> <<set $prisonerEvents.pushUnique("tongueAfter")>> You try to think of what to say to her. You stick with a few simple questions. <br><br> You ask her if she's really a witch.<br> She hesitates, <span class="red">but nods.</span><br><br> You ask her if she seduced the townsfolk.<br> She shakes her head.<br><br> You ask if your brothers and sisters are responsible for her current condition.<br> She tilts her head, before swivelling it side to side. 'Yes and no,' you suppose.<br><br> You ask if she would repent for her sins.<br> She just stares at you.<br><br> You think that's enough. <<elseif $prisonerEvents.includes("brand") and !$prisonerEvents.includes("talkBrand")>> <<set $prisonerEvents.pushUnique("talkBrand")>> You sit down and show off your own cross brandings to <<= $prisoner.name>>, trailing all the way up your arm. <<if $prisonerBrands.includesAny("upper back", "lower back") and $prisonerBrands.includesAll("left arm", "right arm")>> You even have them in matching places, mentioning the one on your back. <</if>> You tell her that you both have a story to tell, now. <br><br> She smiles weakly at you. <<set $prisoner.love++>><<hopelessCycleLove 1>> <br><br> You think about the weight of what you just said. It implies that she'd be free some day, and that you two would be on amicable terms. <br><br> Your mind races. Is there a future for her? <br><br> Is there a future for both of you? <<elseif $prisoner.love gte 80 and !$prisonerEvents.includes("kissAttempt") and $prisonerEvents.includesAll("legs", "face", "talkMagic", "talkName", "washHair", "newClothes") and $prisonerEvents.includesAny("spendNight", "talkHairBlooms")>> <<set _noOptions to true>><<set $prisonerEvents.pushUnique("kissAttempt")>> You sit down in front of <<= $prisoner.name>>, and try to ask her more questions. <br><br> She leans forward and crawls the short distance between you. You instinctively lean back a bit. <br><br> She places her hands on your chest. <br><br> Her face comes close to yours. <br><br> <<link [[Kiss her|Hopeless Cycle Cell Kiss]]>><<set $phase to 1>><<purity -10>><<trauma 24>><<set $prisoner.love += 10>><</link>><<llpurity>><<ggtrauma>><<hopelessCycleLove 3>><<kissvirginitywarning>> <br> <<link [[Push away|Hopeless Cycle Cell Kiss]]>><<set $phase to 2>><<set $prisoner.love -= 25>><<set $prisoner.harmed += 10>><</link>><<hopelessCycleLove -3>> <br> <<else>> <<set _noOptions to true>> You sit down in front of <<= $prisoner.name>>. <br><br> <<if Time.lastDayOfMonth is $hc.day and Time.hour gte 12 and $prisoner.love gte 60>> There's an air of fear between you. You both know what's coming. It'll be hours at most, now. <br> <<link [[Hold her (1:00)|Hopeless Cycle Cell Hold]]>><<pass 1 hour>><<set $prisoner.love++>><<stress -6>><<purity -2>><</link>><<lstress>><<lpurity>><<hopelessCycleLove 1>> <br><br> <</if>> <<if !$prisonerEvents.includes("talkName") and $prisoner.love gte 45>> <<link [[Ask for her name|Hopeless Cycle Cell Name]]>><</link>> <br> <</if>> <<if !$prisonerEvents.includes("talkMagic")>> <<link [[Ask if she knows any magic|Hopeless Cycle Cell Trick]]>><<set $prisoner.love += 1>><</link>><<hopelessCycleLove 1>> <br> <</if>> <<if $prisonerEvents.includes("face")>> <<if $prisonerEvents.includes("washHair") and !$prisonerEvents.includes("talkHair")>> <<link [[Do something about her hair (0:10)|Hopeless Cycle Cell Hair]]>><<pass 10>><<set $prisoner.love += 3>><</link>><<hopelessCycleLove 2>> <br> <</if>> <</if>> <<link [[Talk about yourself|Hopeless Cycle Cell Yap]]>><</link>> <br> <</if>> <</if>> <br><br> <<if !_noOptions>> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("speech")>> <span class="narration">The gaoler learned that familiarity could hide in the darkest places.</span> <br><br> You greet her in your homeland's tongue. <br><br> <span class="green">Her eye widens.</span> <br><br> After a moment of hesitation, <span class="green">she raises her arm in a gesture of greeting</span>. <br><br> <<if $prisoner.love gte 25>> You never guessed she'd be from your homeland. You're not sure how to feel. <<else>> You feel dirty and ashamed to share a homeland with someone like this, but hide it. This is merely to get her to cooperate, after all. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<wearProp "whip" "khaki">> With a practised elegance, you grab your whip and lash in her direction. It strikes the wall right next to her ear. <br><br> <span class="red">She doesn't even flinch.</span> She continues staring you down, now even more coldly. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("tongue")>> <span class="narration">If the books are to be believed, the temple's punishments today are significantly more... 'elegant' than they were back in this time.</span> <br><br> Once you're close, she slowly opens her mouth. <br><br> <span class="red">Her tongue is gone.</span> <br><br> There's a pattern of burns on her inner cheek that line up with the outer burn. Her throat is burned, too. <<gggtrauma>><<trauma 50>> <br><br> You step back as she closes her mouth. You feel cold. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">In a place such as this, a name was one of the most intimate things you could share. They both knew this well.</span> <br><br> You ask for her name. <br><br> She blinks at you. <br><br> You correct yourself, asking instead if you may know her name. <br><br> She thinks about it for a moment, before pointing at you. She then lifts her wrist, the finger pointing up. 'You first.' <br><br> <<link [[Share your name|Hopeless Cycle Cell Name 2]]>><</link>> <br> <<link [[Refuse|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("talkName")>> <span class="narration">While only the gaoler's family name is known, we know for certain what the witch was called. The townsfolk all referred to her as...</span> <br><br> You tell her your name. She smiles and holds her hands out in front of her in a cupped shape, motioning for you to do the same. <br><br> You copy her. She gently takes your hands, and with a single finger, traces the letters of your name. It takes her a few tries to spell it right. <<purity -1>><<lpurity>> <br><br> She smiles at you brightly, seeming happy that you trusted her. She squeezes your hands, before tracing new letters in your palms. <br><br> An arch, a loop, another arch... <br><br> <span class="green">'Nona.'</span> <br><br> <<set $prisoner.name to "Nona">> <<if $player.virginity.penile is "the witch">> <<set $player.virginity.penile to "Nona">> <</if>> <<if $player.virginity.handholding is "the witch">> <<set $player.virginity.handholding to "Nona">> <</if>> <<if $player.virginity.kiss is "the witch">> <<set $player.virginity.kiss to "Nona">> <</if>> You smile back, and greet her by name for the first time. She squeezes your hands again. <<set $prisoner.loveRevealed to true>><<set $prisoner.love += 3>><<hopelessCycleLove 2>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("talkMagic")>> You ask <<= $prisoner.name>> if she knows any magic. She blinks at you, before cupping her hands in front of her. She motions for you to take them. <br><br> You do so. Your hands tingle. <<purity -3>><<lpurity>> <br><br> She holds them for a moment. You can't help but notice how ladylike they are. You thought a witch would have long, rough fingers with claw-like nails. <br><br> She slowly pulls your hands up, until they cover her mouth. Your whole body tingles for a moment. Suddenly, she coughs, and the tingling stops. <br><br> She looks at you apologetically before trying again. The feeling returns. She slowly pulls your hands away. Her mouth is open. <span class="green">A pair of flowers emerge from within.</span> <br><br> <<run hcItemAdd({ type: "clutter", name: "witchblooms", nameText: "witchblooms", location: "cell", origin: "prisoner", dirty: 2})>> They're a faint pinkish purple. You don't recognise the species. They look a little burnt and withered. She gives you a sad smile. <br><br> This couldn't possibly be why they labelled her a witch. She must be able to do more. You quickly suppose that anything more must require speech, but you're left wondering why she needed to take your hands. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("talkHair")>> Her hair is finally clean, but it seems to be causing her some discomfort around the antler. <br><br> The nuns helped you with your hair when you were an initiate, and taught you how to manage it. Now, you frequently help your sisters with their own hair. You turn her around and get to work. Her hair is no less unpleasant to touch than the rest of her body. <<purity -5>><<trauma 6>><<llpurity>><<gtrauma>> <br><br> You direct her hair away from the antler, and work it into a braid to keep it away. She relaxes in your touch. <br><br> When you're done, she turns to you and puts her hands on your head. She then makes a rotating motion with her wrist. 'Turn around.' <br><br> You understand. She wants to help you with your hair, too. <br><br> <<link [[Let her (0:15)|Hopeless Cycle Cell Hair 2]]>><<pass 15>><<purity -5>><<set $prisoner.love += 3>><</link>><<lpurity>><<hopelessCycleLove 2>> <br> <<link [[Refuse|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("talkHairLet")>><<set $hairtype to "braid right">><<set $hairposition to "front">> You prop her up against the wall and turn around. <br><br> You feel your head tingle as she starts to touch your hair. She runs her fingers through it, seeming to enjoy the texture and feel. Despite the effects of her touch, you find yourself relaxing at it. <br><br> She gently pulls it back and starts to give you a side braid of your own, although in a different style. She must be experienced, as she works fast. <br><br> She taps your shoulder when she's finished. You turn back around and she smiles brightly at you. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("talkHairBlooms")>><<hcPrisonerHealth 1>> You show <<= $prisoner.name>> the revitalised flowers. Her eye widens. <br><br> You sit behind her, and undo the bottom of her braid. She can't ask, but you know she's wondering how you managed to purify them. You tell her that you let them feed on your purity in your sleep. <br><br> You gently braid her hair around the twin blooms. She runs her hand against them, smiling. <<if $hcChallenge.faithBlooms>> Her fingers brush against her bald spot on the back of her head. For the first time, <span class="green">being reminded of it doesn't upset her</span>. Not anymore. <</if>> <br><br> Despite everything, you've made her look and feel pretty. She nearly topples you with a hug. <br><br> You look down at the blooms again. They shine radiantly, even with so little light. <span class="gold">If they can absorb your purity, perhaps they can absorb and ease her corruption, as well.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $phase is 1>> <<set $prisonerEvents.pushUnique("kiss")>><<set $prisoner.harmed -= 5>> Her hands hold your shoulders. You lean forward. <br><br> Her lips meet yours. <<takeKissVirginity $prisoner.name "romantic">> <br><br> You both tense up. It seems physically painful for her, likely because of her burns. Meanwhile, the brief moment of bliss is cut by an inexplicable feeling of loss. <br><br> Her eyes open, seductive and content. There's so much within them. Pain, but relief. Hatred, but love. She pushes closer, keeping your lips together. <<stress -24>><<purity -10>><<llstress>><<llpurity>> <br><br> <span class="red">The world suddenly changes.</span> Your vision flashes in and out of some other location, but she remains before you. She's different too. <br><br> It flashes, over and over, to you on top of her. You're on a stone altar, defiling her. Her face, now crowned by a pair of elegant antlers, is overcome with ecstasy. You look up. You're in a small clearing in the forest. It's night time, but you can see perfectly in the red moonlight. Your brothers and sisters lay unresponsive and entranced all around you. <<trauma 500>><<gggtrauma>> <br><br> You're back in the cell. You feel a cold absence. She's looking at you with an innocent, loving smile. It brings back your warmth. <<else>> You hold her shoulders and prevent her from getting any closer. She pushes against you, but you hold her firm. <br><br> Her eye quivers as an expression of betrayal comes over her face. <br><br> She pushes away from you, back to her spot near the wall. You reach for her, but she hits your arm away. <br><br> She wipes the tears from her eye, and looks back up at you with <span class="red">hatred</span>. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<print either( "You tell <<= $prisoner.name>> about your time serving the cloister.", "You tell <<= $prisoner.name>> about some of the monstrosities you've helped hunt down and exorcise.", "You tell <<= $prisoner.name>> some embarrassing stories from when you were an initiate.", "You tell <<= $prisoner.name>> about your life before the temple.", "You teach <<= $prisoner.name>> about some of the temple's scriptures.", )>> <<print either( "She listens intently.", "She softly giggles.", "She's a good listener.", "She nods along." )>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if !$prisonerEvents.includes("holdMe")>> <<set $prisonerEvents.pushUnique("holdMe")>> You hold her close. She returns your embrace. <br><br> You don't know what else to do. <<elseif !$prisonerEvents.includes("holdMeAgain")>> <<set $prisonerEvents.pushUnique("holdMeAgain")>> You hold her again. She sobs into your shoulder. <br><br> Perhaps this comfort is all you can give her, now. <<elseif !$prisonerEvents.includes("untilDeath")>> <<set $prisonerEvents.pushUnique("untilDeath")>> You keep holding each other. She's scared. How could she not be? <br><br> Perhaps you'll hold her until her final hour. <<else>> You continue holding each other, awaiting the fateful hour. <</if>> <br><br> <<if _hcEvent is "blood">> The heavy dirge of footsteps comes down the dungeon stairs. A moment later, the cell door opens. "<span class="red">It's time, brother.</span> Bring the witch to the garden at once." <br><br> <<link [[Next|Hopeless Cycle Blood Cell]]>><<endevent>><<set $phase to 2>><</link>> <br> <<else>> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> <<if $prisoner.love gte 30>> You gently shake <<= $prisoner.name>> awake. <<if $prisoner.love gte 60>> She rubs her eyes, before smiling and embracing you. <<else>> She rubs her eyes, before looking at you curiously. <</if>> <<else>> You lightly kick <<= $prisoner.name>>. She wakes with a start. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if !$hc.daily.cellSheet>><<set $prisoner.love += 1>><</if>> <<set $hc.daily.cellSheet to true>> You gently lay the sheet over her. She stirs for a moment, before pulling it closer over herself. <<hopelessCycleLove 1>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $phase is 1>> <span class="narration">He would not go quietly.</span> <br><br> <<if $temple_weapon is "whip">> <<wearProp "whip" "khaki">> <<if $prof.whip gte $skillChallenge>> <<set _success to true>> <span class="green">You see <<him>> coming easily.</span> With a master's momentum, you brandish your whip and strike <<him>> twice across the chest. <br><br> A third strike disarms <<him>>, and a fourth wraps around <<his>> neck. <<He>> struggles, but you pull <<him>> in and put <<him>> in a chokehold. <br><br> <<He>> writhes in your grasp, trying to pull away your arms. <<He>> scratches at your face. You don't let go. Eventually, <<his>> movement stops, and you release <<him>>. <<else>> <<Hes>> too fast for you. You brandish your whip and get in a few good strikes, <span class="red">but it's not enough</span>. <br><br> <<His>> baton crashes into the side of your head. Everything fades to black. <</if>> <<else>> <<if $prof.baton gte $skillChallenge>> <<set _success to true>> The baton isn't your preferred weapon. But that doesn't matter. <span class="green">You brandish your own baton, and deflect <<his>> first blow.</span> <br><br> <<He>> yells in anger, trying to overpower you. It's sloppy. You shift your weight to the side and trip <<him>>, before bringing your baton down on <<his>> back, then <<his>> head. <br><br> You kick <<him>> in the side. <<Hes>> definitely unconscious. You're glad you didn't swing harder. <<else>> The baton isn't your preferred weapon, and it shows. <span class="red"><<He>> easily knocks you out before you can even get a single strike in.</span> <</if>> <</if>> <br><br> <<if _success>> <<if $hc.nightBreakIn is "heard" or $hc.nightBreakIn is "tonight">> <<set $prisoner.love += 5>> <<if $hc.nightBreakIn is "tonight">> You check <<him>> over. After a moment, you back away in shock and revulsion. <<Hes>> entirely naked under <<his>> robe. Was <<he>> planning on violating your prisoner? <br><br> <</if>> <</if>> <<print $prisoner.name.toUpperFirst()>> looks at you with an emotion that you can't place. It makes you feel... warm? <<set $prisoner.loveRevealed to true>><<gglove>> <br><br> You think about what to do with the intruder. <<He>> can't directly report you to the Hand, as <<he>> was violating the direct order that only you were to lay hands upon this prisoner. You crouch down and sling <<him>> over your shoulder, carrying <<him>> back to the barracks. <<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>><<set $hc.enteredDungeon to false>> <<run $hcItems.filter(item => item.location is "held").forEach(item => {item.location = "cell"})>> <br><br> <<link [[Next|Hopeless Cycle Quarters]]>><<pass 30>><<endevent>><<set $hc.nightBreakIn to "passed">><<hcSuspicion 10>><</link>><<hopelessCycleSus 2>> <br> <<else>> <<if $prisoner.love gte 40 and !$hc.secondChance>> <<link [[Next|Hopeless Cycle Caught Second Chance]]>><<set $hc.nightBreakIn to "end">><<pass 2 hours>><<endevent>><</link>> <<else>> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <</if>> <br> <</if>> <<else>> <span class="narration">He accepted his failure, and allowed himself to face punishment.</span> <br><br> <<His>> baton crashes into the side of your head. Everything fades to black. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <</if>> <<unset $skillChallenge>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $hc.secondChance to true>> <<set $pain to 40>><<set $prisoner.cleanBody to 0>><<set $prisoner.cleanBandages to 0>> You clutch your head as you try to sit up. <br><br> You can't. There's something heavy on top of you, and it constricts around you as you press against it. Your vision slowly comes into focus. There's a single trembling grey eye staring at you. <<stress 6>><<gstress>> <br><br> <span class="red"><<print $prisoner.name.toUpperFirst()>>'s hands are soaked in blood, and around your neck.</span> There's a pained smile on her face. She's barely applying any pressure. <br><br> "Brother!" you hear a <<personsimple>> yell. A mass of robed figures storm into the cell, pulling her off of you and dragging you out. <br><br> You understand what she was doing now. She gives you one more smile before she's struck across the face by a baton. "Are you okay, brother?" A <<monk>> crouches down to your eye level, inspecting you. You weakly nod in affirmation. <br><br> There are surely eyes on you now. But she's given you a second chance. <span class="red">You likely won't get another.</span> <<set $hc.suspicion to 80>><<hopelessCycleSus 3>><<set $prisoner.health to 8>><<set $hc.daily.secondChance to true>> <br><br> Your siblings lead you back to the barracks. <br><br> <<link [[Next|Hopeless Cycle Quarters]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">It was not the gaoler's place to intervene in his siblings' vision of justice for the unholy. He simply needed to be sure that he would not be the one facing the consequences. That's what he told himself, at least.</span> <br><br> <<hcPrisonerHealth -10>> <<set $prisoner.harmed += 2>> <<set $prisoner.cleanBody -= 2>> <<set $prisoner.cleanBandages -= 2>> <<set $prisoner.harmedRecently to 24>> You sit as still as you can. You can't see what's happening to her. <br><br> But you can hear all of it. <<His>> laughter and grunts of satisfaction. <<print $prisoner.name.toUpperFirst()>>'s cries of anguish. It lasts for a painfully long time. <<trauma 24>><<ggtrauma>><<arousal 1000>><<garousal>> <br><br> "I... needed a good purge. At least you're good for something," <<he>> finally says. <<He>> adjusts <<his>> robe and exits the cell. <br><br> You can hear <<print $prisoner.name>> breathing heavily. Through the darkness, you see her one terrible eye locked on you. <br><br> Its hatred digs into your very soul. Yet, you feel it isn't aimed at you. There's a shred of understanding. <br><br> Her look says everything. She wants revenge. <span class="red">With a broken vow, you have evidence against whoever that was. You could tell the Bishop's Hand, when he isn't busy tormenting someone.</span> <br><br> <<set $prisonerEvents.pushUnique("raped")>> <<endevent>><<set $hc.nightBreakIn to "end">> <<link [[Leave|Hopeless Cycle Cell]]>><</link>> <br> <<link [[Try to comfort her (0:10)|Hopeless Cycle Comfort]]>><<pass 10>><<set $prisoner.love += 3>><</link>><<hopelessCycleLove 2>><<lpurity>><<gtrauma>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">It was not the gaoler's place to intervene in his siblings' vision of justice for the unholy. He simply needed to be sure that he would not be the one facing the consequences.</span> <br><br> <<set $hc.nightBreakIn to "failed">> <<hcPrisonerHealth -10>> <<set $prisoner.harmed += 2>> <<set $prisoner.cleanBody -= 2>> <<set $prisoner.cleanBandages -= 2>> <<set $prisoner.harmedRecently to 24>> <<endevent>> You leave the dungeon as quietly as you can. <br><br> <<link [[Next|Hopeless Cycle Cloister]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">He was given clear instructions. Only he was to lay hands on this prisoner.</span> <br><br> You silently creep up to <<him>>, and place your hand on <<his>> shoulder. <br><br> <<He>> freezes, and slowly turns around. <br><br> "A-ah! Brother Fayne! Just in time, this witch was trying to work her vile magic on me, and I was—" <br><br> You calmly inform <<him>> that <<he>> is directly defying the word of the Bishop. <br><br> "I-I did no such thing, I—" <br><br> You also inform <<him>> that you heard <<him>> mention <<his>> broken vow. You offer to ring the Bell of Contrition for <<him>>. <br><br> "No, brother, please—" <br><br> You advise <<him>> to face purification before you decide to take punishment into your own hands. <<He>> rapidly nods and flees the cell. <br><br> <<print $prisoner.name.toUpperFirst()>> looks at you with an emotion that you can't place. It makes you feel... warm? <<if $prisoner.loveRevealed>><<gglove>><</if>> <br><br> <<set $hc.nightBreakIn to "passed">> <<link [[Continue|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <<link [[Try to comfort her (0:10)|Hopeless Cycle Comfort]]>><<set $prisoner.love += 3>><<pass 10>><</link>><<gglove>><<lpurity>><<gtrauma>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">It seemed as though no one could help themselves. Something about the witch made her uniquely despised amidst the faithful, almost supernaturally so.</span> <br><br> <<set $hc.nightBreakIn to "end">> You enter the cell. Something's very wrong. The door wasn't locked. <br><br> You sigh in relief, seeing <<print $prisoner.name>> still there. Your relief is very short-lived. <br><br> <span class="red">She's hurt. Badly. Someone got into the cell. She's covered in new bruises and cuts, and her breathing is ragged and strained. You look closer. It's obvious she was violated, too.</span> <br><br> Your fist clenches. It was your job to stop things like this from happening. You feel a deep guilt. You tell yourself it's for failing your duty. For letting one of your siblings fall to such lows. <br><br> You feel like you failed her, too. Tainted as she is, no one is beyond forgiveness. Why else would there be punishment, if not to seek redemption? Why else would you be a gaoler? <br><br> <span class="red">Someone is responsible. Which means someone has broken their vow. You should tell the Bishop's Hand, when he isn't busy tormenting someone.</span> <br><br> <<set $prisonerEvents.pushUnique("raped")>><<set $hc.nightBreakIn to "end">> <<link [[Leave|Hopeless Cycle Cell]]>><</link>> <br> <<link [[Try to comfort her (0:10)|Hopeless Cycle Comfort]]>><<pass 10>><<set $prisoner.love += 5>><</link>><<hopelessCycleLove 2>><<lpurity>><<gtrauma>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set $prisonerEvents.push("comfort")>> <span class="narration">The gaoler came to realise that he wasn't just protecting the world from her. He was protecting her from the world.</span> <br><br> You sit in front of <<print $prisoner.name>>. <<if $prisoner.state is "catatonic">> <<hcPrisonerHealth 4>><<set $prisoner.state to "lucid">> Her eye is empty and lightless. <br><br> Your hand trembles, but you slowly bring it up to her face. You cup her cheek. Your fingers feel cold, and numbness spreads up your arm as you hold it there. <<purity -5>><<lpurity>><<trauma 6>><<gtrauma>> <br><br> Light slowly returns to her eye as it focuses on you. <<elseif $prisoner.state is "asleep">> Her eye is closed. <br><br> Your hand trembles, but you slowly bring it up to her face. You cup her cheek. Your fingers feel cold, and numbness spreads up your arm as you hold it there. <<purity -5>><<lpurity>><<trauma 6>><<gtrauma>> <br><br> Her eye slowly opens and focuses on you. <<else>> Her breathing is strained and heavy. <br><br> Your hand trembles, but you slowly bring it up to her face. She flinches. You cup her cheek. Your fingers feel cold, and numbness spreads up your arm as you hold it there. <<purity -5>><<lpurity>><<trauma 6>><<gtrauma>> <br><br> Her breathing gradually slows down. <</if>> One of her hands wraps around your arm. For just a moment, all the fear and hatred in her gaze is gone. <br><br> You pull her closer. She eagerly returns the embrace. The corruption inside of her spreads into you from the contact, but you don't care. <<purity -5>><<lpurity>><<trauma 12>><<gtrauma>> <br><br> You hold her. She's trembling. You wonder just how long it's been since someone has shown her real affection. Black ichor leaks from her eye onto your <<if $worn.upper.name is "chain tunic">>tunic<<else>>robe<</if>>. <<set $prisoner.loveRevealed to true>><<glove>> <br><br> She is your prisoner. That means keeping her safe is part of your charge, too. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You leave the cell, locking the door behind you. <br><br> <<if $hcIncoming is "dailyPunishment">> <<unset $hcIncoming>> As you turn around, you walk right into a wall of a man. The Bishop's hand looks down at you and grins, pointing back in the cell. <br><br> <<if $worn.upper.name isnot "chain tunic">> "Where is your armour, brother? No matter. It is time for her penance. Inside." You obey. The Hand follows you in, along with a confessor. <<hcSuspicion 10>><<hopelessCycleSus 2>> <<else>> "It is time for her penance. Inside." You obey. The Hand follows you in, along with a confessor. <</if>> <br><br> <<link [[Next|Hopeless Cycle Prisoner Inspection]]>><<endevent>><</link>> <br> <<elseif $hcIncoming is "night">> <<unset $hcIncoming>> <<if $hc.suspicion gte 80>> <<generateConfessor 1>><<person1>> You come face to face with a <<personsimple>> in a black robe, holding up a baton as if to strike you. After a moment of hesitation, <<he>> brings it crashing into the side of your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif $hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard">> <<loadNPC 0 "hc_abuser">><<person1>> You come face to face with a <<personsimple>> in a black robe, holding up a baton as if to strike you. <<He>> stops <<himself>>. "B-brother Fayne. What are you still doing here?" <<He>> seems on edge. <br><br> "Let us... both leave, and act as though we did not see each other, yes?" <br><br> You don't want to look too suspicious. You go along with <<him>> back to the cloister. <br><br> Once you reach the top of the stairs, <<he>> shifts side to side uncomfortably. "I will finish up in the dungeon for you. Let us say nothing of skipping the sanctification." <<He>> heads back down the stairs without waiting for you to answer. <<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>> <br><br> <<link [[Next|Hopeless Cycle Cloister]]>><<endevent>><</link>> <br> <<elseif $hc.dungeonTorchState is "lit">> <<generateConfessor 1>><<person1>> You come face to face with a <<personsimple>> in a black robe, holding up a baton as if to strike you. <<He>> stops <<himself>> upon realising who you are. <br><br> "Brother Fayne? Did the time run away from you? Come, I'll help you snuff the torches for the night." <<hcSuspicion 5>><<hopelessCycleSus 1>> <br><br> <<set $hc.dungeonTorchState to "snuffed">> You don't have much of a choice. You appreciate the help, at least. You snuff the torches in short order, and leave the dungeon with <<him>>. <br><br> "I will awaken a <<priest>> to sanctify us. Wait here." <<He>> disappears into a side passage. <<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>> <br><br> <<link [[Wait <<hcTimeDungeonDisplay 35>>|Hopeless Cycle Cloister]]>><<endevent>><<hcTimeDungeonPass 35>><</link>> <br> <<link [[Leave (0:05)|Hopeless Cycle Cloister]]>><<endevent>><<pass 5>><<hcSuspicion 10>><</link>><<hopelessCycleSus 2>> <br> <<else>> <<generateConfessor 1>><<person1>> You come face to face with a <<personsimple>> in a black robe, holding up a baton as if to strike you. <<He>> stops <<himself>> upon realising who you are. <br><br> "Brother Fayne? What are you doing in the gaol at this hour?" <<He>> eyes you with concern, seeing the cell you just emerged from. "This will not do. Come, you need rest." <<He>> forcibly guides you out of the dungeon. <<hcSuspicion 10>><<hopelessCycleSus 2>> <br><br> "I will awaken a <<priest>> to sanctify us. Wait here." <<He>> disappears into a side passage. <<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>> <br><br> <<link [[Wait (0:30)|Hopeless Cycle Cloister]]>><<endevent>><<pass 30>><</link>> <br> <<link [[Leave|Hopeless Cycle Cloister]]>><<endevent>><<hcSuspicion 10>><</link>><<hopelessCycleSus 2>> <br> <</if>> <<elseif ["dawn","day"].includes(Time.dayState) and ($hc.neverLeftDungeon or $hc.snuckInDungeon) and $hc.daysPassed gte 1>> <<generateConfessor 1>><<person1>> You turn, and jump when you see a black-robed <<personsimple>> standing right in front of you. A confessor. "Trouble sleeping, brother Fayne? <<if $hc.snuckInDungeon>> Your siblings were all shocked to see you missing from your bed. Even more so when there was no record of you being sanctified on your way back in." <<else>> No one saw you leave the dungeon last night. Your siblings were worried." <</if>> <<set $hc.daily.enteredDungeon to true>><<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>> <br><br> <<His>> arms cross. <<if $hc.suspicionRevealed>> "I will have to report this to the Bishop. We must take precautions in the event you fail your charge." <<hcSuspicion 15>><<hopelessCycleSus 3>> <br><br> <<He>> leaves without another word. <<else>> <<set $hc.suspicionRevealed to true>> "You are either very dedicated to your charge, or the Elk's servant has wormed her way into your head. I pray it is not the latter. Do not fail us." <<hcSuspicion 10>> <br><br> <<He>> leaves without another word. <br><br> <span class="narration">The Bishop's Hand and his confessors had been watching the gaoler. Now that he knew this, he would be more aware of what actions would make them suspicious.</span> <</if>> <br><br> <<link [[Next|Hopeless Cycle Dungeon]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Hopeless Cycle Dungeon]]>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $hc.daily.dailyPunishment to true>> <<set $hc.daily.handWarning to true>><<set $hc.handLocation to "guardhouse">><<unset $hcIncoming>> The Hand looks <<= $prisoner.name>> over. <<if $prisoner.state is "asleep">> He kicks her awake. <</if>> <br> <<if $hcItems.some(clothing => clothing.type is "clothes" and clothing.dirty is 0 and clothing.location is "prisoner") and $prisonerEvents.includes("newClothes") and (!$prisonerEvents.includes("newClothesSeen") or $hcChallenge.handStrict)>> <<set _somethingToSay to true>> <<set $prisonerEvents.pushUnique("newClothesSeen")>> <span class="red">He seems to notice that you've given her new clothes, but says nothing.</span> <<hcSuspicion 10>><<hopelessCycleSus 2>> <br> <<elseif !$hcItems.some(clothing => clothing.type is "clothes" and clothing.location is "prisoner")>> He ogles her naked body for a moment, before shaking his head. <br> <</if>> <<if $prisoner.health gte 26>> <<set _somethingToSay to true>> "You've been treating her well," he says before a low, growling chuckle. "Been feeding her extra?" <<hcSuspicion 20>><<hopelessCycleSus 3>> <br> <</if>> <<if $hcItems.some(sheet => sheet.type is "sheets" and sheet.location is "prisoner")>> <<set _somethingToSay to true>> "They said a sheet was stolen from the barracks," he says, eyeing her bedsheet. <<hcSuspicion 5>><<hopelessCycleSus 1>> <br> <</if>> <<if $prisoner.harmedRecently lte 0 and $prisonerEvents.includes("punishmentIntro")>> <<set _somethingToSay to true>> "No fresh wounds. You've been showing mercy, brother." <<hcSuspicion 10>><<hopelessCycleSus 2>> <br> <</if>> <<if $prisonerEvents.includes("talkHair") and (!$prisonerEvents.includes("talkHairSeen") or $hcChallenge.handStrict)>> <<set _somethingToSay to true>> <<set $prisonerEvents.pushUnique("talkHairSeen")>> He notices her braided hair. "Must be good with her hands, to do that with shackles on." <<hcSuspicion 5>><<hopelessCycleSus 1>> <br> <</if>> <<if $prisonerEvents.includes("talkHairBlooms") and !$prisonerEvents.includes("talkHairBloomsSeen")>> <<set $prisonerEvents.pushUnique("talkHairBloomsSeen")>> He notices the flowers in her braids, and his eyebrows raise. "Only a pure hand can raise those blooms. Well done, brother. They should help keep her filth contained." <<hcSuspicion -5>><<hopelessCycleSus -2>> <br> <</if>> <<if !_somethingToSay>> <span class="green">He slowly nods in approval, finding nothing amiss.</span> <<hcSuspicion -5>><<hopelessCycleSus -2>> <br> <</if>> <br> <<if _somethingToSay and $hc.suspicion gte 100>> The Hand slowly turns to you. "There can be no further doubt. She has you bewitched." His hand rests on your shoulder, and a wide grin forms on his face. "We will fix you, brother." <br><br> He raises a hand, and your vision goes dark. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif !$prisonerEvents.includes("punishmentIntro")>> <<set $prisonerEvents.pushUnique("punishmentIntro")>> He unlocks her shackles. She looks up at him, staring with pure hatred. <br><br> He sneers and slaps her across the face before turning to you. "Whip her." The confessor cautiously approaches and lifts her, forcing her to turn around so her back is facing you. She looks down and braces herself. <br><br> <<link [[Whip her hard|Hopeless Cycle Punishment Intro]]>><<set $phase to 1>><<hcSuspicion -5>><<stress -6>><<trauma -6>><<control 25>><<sadism 40>><</link>><<lstress>><<ltrauma>><<gcontrol>><<hopelessCycleSus -2>> <br> <<link [[Whip her, but hold back|Hopeless Cycle Punishment Intro]]>><<set $phase to 2>><<hcSuspicion 5>><<sadism 20>><</link>><<hopelessCycleSus 1>> <br> <<link [[Refuse|Hopeless Cycle Punishment Intro]]>><<set $phase to 3>><<hcSuspicion 10>><<set $prisoner.love += 3>><<trauma 12>><</link>><<gtrauma>><<hopelessCycleSus 2>><<hopelessCycleLove 1>> <br> <<elseif !$prisonerEvents.includes("face") and $hc.daysPassed gte 3>> /* Redundant day check is to make sure this always happens on day 3 if the player tried to delay a lower priority punishment */ <<set $prisonerEvents.pushUnique("face")>> <<run hcItemAdd({ type: "clutter", name: "warded bandages", nameText: "warded bandages", location: "cell", origin: "prisoner", dirty: 2})>> The Hand nods to the confessor, who is clutching a small silver bowl. He cautiously walks up to <<= $prisoner.name>>. He inspects her for a moment, his face turning pale as he lays hands on her. <br><br> "Your grace, her inner vessel..." The Hand motions for him to keep talking. "It's... cracked. Nearing rupture." <br><br> The Hand growls. "She should have started cleansing by now." He angrily marches up to her. "You aren't holy. What seals it within you? Are you so vile that the taint simply nests in your body?" <br><br> The confessor speaks again. "Your grace, her head bandages are tainted and making it worse. If something isn't done, a hole will—" <br><br> "Silence! That will not happen under my gaze," the Hand yells. He grabs her by the neck and lifts her with one hand, unsheathing a silver dagger with the other. She struggles against him impotently as he brings it up to her face. <br><br> <<link [[Just watch|Hopeless Cycle Cell Face]]>><<set $phase to 1>><<stress 24>><</link>><<ggstress>> <br> <<link [[Stop him|Hopeless Cycle Cell Face]]>><<set $phase to 2>><<set $prisoner.love += 2>><<hcSuspicion 10>><</link>><<hopelessCycleSus 2>><<hopelessCycleLove 2>> <br> <<elseif !$prisonerEvents.includes("brand") and $hc.daysPassed gte 4>> <<set $prisonerEvents.pushUnique("brand")>> <<run hcItemAdd({ type: "container", name: "bucket", location: "cell", origin: "garden", persists: true, containerID: "brandingBucket", capacity: 3 })>> <<run hcItemAdd({ type: "water", name: "water", location: "brandingBucket", origin: "garden", dirty: 1 })>> You hear the rumbling of wheels. <span class="red">Another confessor pushes in a small cart full of hot coals, with a metal rod sticking out.</span> A third enters with a bucket of water. <br><br> Her eye goes wide with worry, but she tries to remain stoic. <br><br> The Hand laughs. "You can keep your mouth closed this time." That seems to somehow reassure her. <<stress 6>><<gstress>> <br><br> He nods at the metal rod. You pull it out of the cart. The tip is shaped into a cross, and is red-hot. The confessors pull <<= $prisoner.name>> forward, and expose her back to you. <<if $prisoner.bandagesOn>> <span class="pink">They rip away her bandages, ensuring her skin is exposed.</span> <<set $prisoner.bandagesOn to false>> <<if $prisoner.cleanBandages gte 4>> <<set _dirt to 0>> <<elseif $prisoner.cleanBandages lte 1>> <<set _dirt to 2>> <<else>> <<set _dirt to 1>> <</if>> <<run hcItemAdd({ type: "clutter", name: "torn bandages", nameText: "torn bandages", location: "cell", origin: "prisoner", dirty: _dirt, used: true})>> <</if>> <br><br> You were branded this same way. Your right arm itches. Now you're the one doing the branding. <br><br> She looks back to you, <<if $prisoner.harmed gte Math.floor($prisoner.love / 8)>> glaring at you with spite. <<elseif $prisoner.love gte 45>> and takes a deep breath. <span class="green">She nods at you.</span> <<else>> breathing heavily. She looks terrified. <</if>> <<set $prisonerBrands to []>> <<set $prisonerBrandSpots to [ "left arm", "right arm", "left shoulder", "right shoulder", "upper back", "lower back", "chest", "left thigh", "right thigh", "left leg", "right leg", "left foot", "right foot" ]>> <br><br> <<for _labelBrand, _valueBrand range $prisonerBrandSpots>> <<capture _valueBrand>> <<if $prisonerBrands.includes(_valueBrand)>> /* Already branded */ <<elseif ["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot"].includes(_valueBrand) and $prisonerEvents.includes("legs")>> <<link [[`Brand her _valueBrand`|Hopeless Cycle Cell Brand]]>><<pass 2>><<set $prisoner.love += 2>><<set $hcBrand to _valueBrand>><<hcPrisonerHealth -1 "penance">><</link>><<hopelessCycleLove 1>> <br> <<else>> <<link [[`Brand her _valueBrand`|Hopeless Cycle Cell Brand]]>><<pass 2>><<set $hcBrand to _valueBrand>><<hcPrisonerHealth -3 "penance">><<set $prisoner.harmed++>><<hcSuspicion -3>><<sadism 40>><</link>><<hopelessCycleSus -1>> <br> <</if>> <</capture>> <</for>> <<link [[Refuse|Hopeless Cycle Cell Brand]]>><<set $hcBrand to "refuse">><<hcSuspicion 25>><<set $prisoner.love += 5>><</link>><<hopelessCycleSus 2>><<hopelessCycleLove 2>> <br> <<elseif !$prisonerEvents.includes("silver")>> <<set $prisonerEvents.pushUnique("silver")>><<hcPrisonerHealth -2 "penance">> <<run hcItemAdd({ type: "clutter", name: "leather gloves", nameText: "leather gloves", location: "cell", origin: "hand", dirty: 2})>> He puts on a pair of very large and thick leather gloves. "Hold her still," he says to you. "You're one of the cleanest of us. You can withstand and recover from her touch better than most." <br><br> You obey, unlocking her shackles and getting behind her to hold her arms back, and her body still. This much contact makes you feel sick. <<llpurity>><<purity -10>><<ggtrauma>><<trauma 24>> <br><br> He grabs <<= $prisoner.name>> by the cheeks, forcing her mouth open. He holds his hand out to the confessor expectantly. After a moment of hesitation, the confessor hands him a silver needle. <br><br> He brings the needle to her mouth. You wince, prompting the Hand to pause and look at you. "Just cleaning." <br><br> He looks around inside her mouth for a moment. "It healed nicely." He gets to work. You can't bear to watch. You can look away, but you can't cover your ears. <br><br> She lets out a few cries of pain during the process, each one prompting a sadistic chuckle from the Hand. "You should be thanking me. I'm making sure the monstrosities don't come crawling out." <<stress 6>><<gstress>> <br><br> She starts to push her body back against you. The contact becomes less sickening, and more alluring. You push the thoughts away, knowing they aren't yours. <<arousal 1000>><<garousal>> <br><br> Finally, he pulls the needle away. The tip is covered in something black. He grins at <<= $prisoner.name>>. "Now, thank me." In response, <span class="red">she spits blood right in his face</span>. He staggers backwards, hastily wiping it away. <br><br> He looks angry, but panicked. "I... I'm dirty. I need to..." He removes and throws his gloves aside. "Burn those," he says as he quickly leaves the cell. The confessor looks to you, before following the Hand. <br><br> You hear a few low, repeating breaths from <<= $prisoner.name>>. She's laughing. She doesn't resist as you re-secure her manacles. <<stress 12>><<ggstress>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <<else>> <<if $hc.suspicion lte 30 and !$hcChallenge.handCruel>> <span class="green">The Hand sees no need for a physical punishment.</span> You're made to lead a prayer for <<= $prisoner.name>>'s soul. <<stress -12>><<trauma -12>><<purity 5>><<gstress>><<ltrauma>><<gpurity>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <<elseif $prisoner.state is "catatonic">> He kicks her on the side. She doesn't react at all. "No purpose in penance. She won't even feel it." He turns to you. "Take better care of her." <<hcSuspicion 10>><<hopelessCycleSus 2>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <<else>> <<wearProp "whip" "khaki">> <<set $prisoner.harmed++>><<hcPrisonerHealth -1 "penance">><<sadism 10>> You're made to whip her again. <<if $prisoner.love gte 45>> It's a simple punishment, which relieves you both. She subtly nods at you, prepared for each strike. It doesn't make her cries of pain any easier to hear. <<else>> You do it as expected of you. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">The line between punishment and sadistic pleasure is most often crossed without realisation. The witch had much more pain to look forward to.</span> <br><br> <<if $phase is 1>> <<set $prisoner.harmed += 2>><<hcPrisonerHealth -3 "penance">><<set $prisoner.harmedRecently to 16>> <<set $prisoner.cleanBody -= 1>><<set $prisoner.cleanBandages -= 1>> You don't hold back, letting your lash rip through air, then skin. She cries out in pain as you open a new wound on her back. <br><br> You do it again. The Hand grins. "Good." He pats you on the shoulder. "I knew you were the one for this." <<elseif $phase is 2>> <<set $prisoner.harmed += 1>><<hcPrisonerHealth -1 "penance">><<set $prisoner.harmedRecently to 16>> You know how to make it hurt, but you also know how to hold back. You give her three lashes on the back, but none are hard enough to break skin. They're each still hard enough to make her cry out in pain, though. <br><br> The expression on the Hand's face is hard to read, but eventually he nods. "Enough." <<else>> <<wearProp "whip" "khaki">> <<hcPrisonerHealth 4 "penance">><<set $prisoner.harmedRecently to 16>> <<set $prisoner.cleanBody -= 1>><<set $prisoner.cleanBandages -= 1>> The Hand raises an eyebrow as you stand there with your whip, but make no strike. <br><br> He growls and yanks your whip away. With frightening speed and accuracy, he gives her two lashes of his own. She cries out in pain as <span class="red">he opens two gashes on her back, in the shape of a cross.</span> <br><br> He thrusts the whip back into your hands with enough force to make you step back to keep balance. <</if>> <br><br> He looks down with contempt. <span class="red">"I want to see fresh wounds each inspection, brother."</span> He leaves the cell along with the confessor. <br><br> <<if $phase is 2>> <<= $prisoner.name.toUpperFirst()>> slumps against the wall, staring at you cautiously. Can she tell you held back? <<else>> <<= $prisoner.name.toUpperFirst()>> breathes heavily. She slumps against the wall, letting out a grunt of pain as her fresh wounds come into contact with it. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<wearProp "whip" "khaki">> You brandish your whip. <br><br> <<if $prisoner.harmedRecently gte 4 and $prisoner.harmed gte Math.floor($prisoner.love / 4) or $prisoner.state is "catatonic">> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> The first strike wakes her up immediately. <</if>> You mercilessly whip her again and again. She barely even manages grunts of pain anymore. <<elseif $prisoner.harmedRecently gte 4 and $prisoner.harmed gte Math.floor($prisoner.love / 8)>> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> The first strike wakes her up immediately. <</if>> You mercilessly whip her. Her cries of pain become resigned as she tries to avoid giving you the satisfaction of hearing them. <<else>> <<if $prisoner.state is "asleep">> <<set $prisoner.state to "awake">><<set $prisoner.awakeTimer to 3>> <</if>> <<if !$prisonerEvents.includes("legs")>> <<set _otherOptions to true>> <<set $prisonerEvents.pushUnique("legs")>> Her body is already largely covered in wounds. You aim somewhere with fewer of them. You go for her legs. <br><br> You bring your whip down, carving a cut into her right leg. She flinches, but doesn't make a sound. <br><br> You tilt your head, and do it again. Once more, she doesn't make a sound. <br><br> <<link [[Whip her somewhere else|Hopeless Cycle Cell Legs]]>><<set $prisoner.harmed++>><<set $phase to 1>><<sadism 20>><</link>> <br> <<link [[Inspect her legs|Hopeless Cycle Cell Legs]]>><<set $prisoner.love += 2>><<set $phase to 2>><<trauma 12>><<purity -2>><<arousal 600>><</link>><<gtrauma>><<lpurity>><<garousal>> <br> <<elseif $prisoner.harmedRecently lte 4 and $prisoner.love gte 45>> You look to her, making sure she's prepared. She braces herself and nods. <br><br> You only whip hard enough to leave a mark. She grunts in pain, but lets out a sigh of relief as it's not nearly as hard as she was expecting. <<else>> You open new wounds across her skin. She tries to hold back her grunts of pain, and glares at you angrily when it's over. <</if>> <</if>> <br><br> <<set $prisoner.harmedRecently to 16>> <<if !_otherOptions>> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">For the first time in his life, the gaoler questioned his faith.</span> <br><br> <<if $phase is 1>> You whip her across the chest instead. She cries out in pain as you expected. <br><br> <</if>> You return your whip to its clasp on your belt, before approaching her and crouching down to inspect her legs. <br><br> Slowly and carefully, you try to lift one. It provides no resistance. You let it go. It drops, coming to rest in a position that can't possibly be comfortable for her. Yet, she doesn't move it. <br><br> <span class="red">Terrible realisation overtakes you. You feel sick to your stomach.</span> <br><br> You back away, putting your hand against the wall for balance. She must have been born this way, or it was from some other misfortune. Your siblings couldn't have possibly done this. This isn't how the flock punishes. Despite that, a gnawing doubt grows. <<trauma 36>><<gggtrauma>> <br><br> Shame and guilt fill your chest. You shake it off. This changes nothing. Crippled or not, she remains a witch and a sinner who consorted with pure evil. Surely that's how she became this way, by her own misdeeds. <br><br> <<= $prisoner.name.toUpperFirst()>>'s grey eye glares at you, burning with anger and disgust. She doesn't seem to want your pity, either. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">Some versions of this tale hold disturbing similarities with occult mythos that are still around to this day.</span> <br><br> <<if $phase is 1>> You watch intently. <<else>> You run up to the Bishop's Hand and try to grab his arm. He looks down at you with contempt and <span class="red">easily tosses you aside.</span> <</if>> <br><br> He slips the dagger under the bandages on her face. She goes still. With a swift motion, the bandages around her head all fall to the ground. <br><br> The Hand immediately drops her, backing away. "By Holy Virgo," he mutters under his breath. "She's no witch. She's a demon." You move to look at her face as she slowly pushes herself up off the ground. <br><br> You feel your stomach drop as your head starts to spin. You've read the scriptures, and heard the tales told in hushed whispers by older cloister members who lived through midnight. You never expected to see it yourself. <br><br> On the left side of her forehead is a black, splintering mark, as if the skin was made of cracked porcelain. It angles down, covering where her left eye would be, but doesn't stop. It escapes her skin entirely, ripping into the air and leaving a three-pronged crack, a <span class="tentacle">hole</span>, in the world itself next to her head. It moves with her as she recovers, no longer contained by the bandages. <<trauma 50>><<gggtrauma>><<awareness 50>><<ggawareness>> <br><br> <span class="purple">An empty antler. The mark of the Elkspawn.</span> <br><br> The nothingness inside shimmers and boils, demanding your undivided attention and <span class="tentacle">worship</span>. A large pair of hands grab your shoulders, snapping you out of it. The Hand towers over you. "Do not lose yourself. We must seal the room for confession and purging." He looks back to the confessor. "Purge her, before she ruptures." <br><br> <<= $prisoner.name.toUpperFirst()>> lays writhing on the ground, clutching her head. The confessor freezes, dropping the silver bowl. It noisily clatters on the floor. "Y-your grace, she holds too much, I can't—" <br><br> The Hand looks back to you, squeezing your shoulders. "Brother Fayne. You are pure. You are strong. We leave this to you." He grabs the confessor and pushes past you, <span class="red">slamming the cell door shut</span>. <br><br> She stirs in the gloom behind you. You feel her gaze on your back. She <span class="tentacle">yearns</span>. <br><br> <<link [[Turn around|Hopeless Cycle Cell Elkspawn]]>><<endevent>><</link>><<willpowerdifficulty 500 800>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You turn to look at <<= $prisoner.name>> as you hear sickening cracks, followed by a thud and a scrape. <br><br> She's already crawling towards you. <span class="red">The chain on her manacles has broken. Her left arm has become black and elongated, each finger ending in a sharp point.</span> It bites into the stone as it drags her forwards. Smoke hisses from where blackened skin meets the silver manacle. <br><br> <<if $willpowerSuccess>> The temple's bell chimes. The antler pulses, attracting your gaze. <span class="green">You shake off its influence, for now.</span> <br><br> You try to focus on her face. Black ooze trickles down her cheek. There's a hunger behind her eye, along with something else. <<if $prisoner.harmed gte Math.floor($prisoner.love / 8)>> Sadistic eagerness to give back all the pain she's been given. You had been expecting the face of an old crone, or one disfigured by dark magic. Instead, you see the face of a frightened girl, wounded and burned by those that should have been helping her, tainted by something no human was ever meant to touch. <br><br> She's laughing. <<else>> Despite her approach, she seems to be trying to stop herself. Her expression is that of desperation. Remorse. Like she's asking you to forgive her. You had been expecting the face of an old crone, or one disfigured by dark magic. Instead, you see the face of a frightened girl, wounded and burned by those that should have been helping her, tainted by something no human was ever meant to touch. <br><br> She's begging you for help. <</if>> <<else>> The temple's bell chimes. The antler pulses, attracting your gaze. <span class="red">You become lost in the vast nothing within. You feel empty. Cold. Hot. All at once.</span> <br><br> You can't focus. Black ooze trickles down her cheek. There's a hunger behind her eye. A hunger that's spreading to you. Everything in your body screams out for you to defile her further, to rip the hole open. <</if>> <br><br> <<set $skillChallenge to random(700, 840)>> <<link [[Purge|Hopeless Cycle Cell Elkspawn Purge]]>><</link>><<note "Whip skill" "green">><<if $angelBanish>><<angelBanishNote>><</if>><<lllpurity>> <br> <<link [[Defile|Hopeless Cycle Cell Elkspawn Embrace]]>><<set $phase to 1>><<unset $skillChallenge>><</link>><<gggtrauma>><<lllpurity>><<penilevirginitywarning>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<wearProp "whip" "khaki">> You grab your whip, and lash at her arm right as she tries to strike you with it. <<if $prof.whip gte $skillChallenge and $angelBanish gte 1>> <<angelBanishAction>> <span class="green">You manage to bind it.</span> You quickly move around her, attempting to restrain the corrupted appendage. <br><br> She struggles, but with her only strong limb immobilised, she's helpless. You pull her back to the chains and further restrain her with them. <br><br> <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> She looks back at you with abject hatred. <<elseif $prisoner.love gte 30>> She stops squirming, and looks back to you pleadingly. <<else>> She looks back and glares at you, her squirming slowing down. <</if>> The antler pulses again, growing ever so slightly. It sounds like glass cracking. Time is short. You reach for the silver bowl and pull it closer. <br><br> You've performed confessions before, but this feels more like an exorcism. Your siblings are all counting on you. <<= $prisoner.name.toUpperFirst()>> is, too. The Bishop's Hand lowers a sheet over the door of the cell from outside. The smell of incense fills the room, followed by his heavy footsteps running out of hearing range. <<hallucinogen 120>><<ghallucinogens>> <br><br> <<if $prisonerEvents.includes("tongue")>> She can't speak, <<else>> You don't think she'll cooperate and speak, <</if>> so you'll have to improvise. You sit down behind her and tear off a scrap of cloth from your tunic. You wrap your arms around her. The purity within you and the corruption within her clash as skin meets skin. <<purity -5>><<lpurity>> <<set $worn.lower.integrity to 250>> <br><br> You bid her welcome, and cover her eye with the ripped cloth as a makeshift blindfold. You demand she lay her sins bare, so they may be forgiven. <span class="gold">Your cross brandings flare to life, as hot as the day they were seared into your flesh.</span> She cries out, feeling them too. The antler's influence dims. <<pain 6>><<ggpain>> <br><br> The seal of confession is made. Her sins lie before you as she struggles against your grasp. You name her <span class="red">corrupted</span>. You will take her corruption into yourself, and she will be forgiven. <br><br> It burns. <br><br> <<link [[Purge|Hopeless Cycle Cell Elkspawn Purge 2]]>><</link>><<lllpurity>> <br> <<else>> <span class="red">She simply grabs it mid-swing, and uses it to pull you to the ground.</span> <br><br> She wasn't this strong before. The taint must be invigorating her body. <br><br> <<link [[Next|Hopeless Cycle Cell Elkspawn Embrace]]>><</link>><<gggtrauma>><<lllpurity>> <br> <</if>> <<unset $skillChallenge>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("elkspawnPurge")>><<set $prisoner.harmed -= 1>> Where your skin meets hers, the boundary of touch becomes unclear. You start to feel everything she does. Emptiness in your head, a desire to spread, to become <span class="tentacle">One</span>. <<lpurity>> <br><br> <span class="lewd">Your hand lowers to her groin. You begin to rub her entrance.</span> Her back arches as she pushes back against you. You hold her steady, trying to make it as easy as possible for her. She struggles against the chains, yet her arms don't move. <span class="red">Undulating, tendril-like limbs press against the chains.</span> <br><br> You pray as you slip a finger inside. She lets out something between a moan and a cry. A tendril escapes the chains, wrapping around your waist, trying to pull you closer. The antler pulses in rhythm with your heartbeats, which have become synchronised. Her walls clamp against your fingers, eager for release. <<lpurity>> <br><br> You feel the taint slipping into you more and more. Your purity burns against it, but <span class="tentacle">One</span> cannot make something clean without another becoming filthy. <<if $prisoner.harmed gte Math.floor($prisoner.love / 8)>> She finally stops struggling, and starts to work with your motion. <<elseif $prisoner.love gte 30>> She leans back into you. You embrace her tightly. <<else>> She stops struggling and leans back into you, working with your motion. <</if>> Her whole body trembles. <span class="pink">She shudders in climax.</span> The silver bowl begins to fill with a glowing pink fluid. <<lpurity>> <br><br> For a brief moment, you see from her eye. You feel trapped inside a dying shell of a body, screaming for freedom, for release, before <span class="tentacle">Auriga</span> consumes the last shred of what you are. <br><br> As you purge her, you finally understand. She's a victim. <<set $prisoner.loveRevealed to true>><<set $prisoner.love += 3>><<glove>> <br><br> Her spasms continue, and you don't stop. The bowl fills further. There's so much. It threatens to snuff out every last ember of purity within you. Never before have you felt someone so utterly defiled. Her arm comes loose from the chain, but she doesn't struggle. <span class="green">She holds your arm closer to her body.</span> <span class="pink">She shudders in bliss again,</span> the pressure on her inner vessel finally relieved. <br><br> She gasps for breath, her body going limp. You gently lay her on her side. The bowl is nearly full. You brace yourself, and lift it to your lips. You grant her forgiveness, and finish your prayer. <<purity -100>><<lllpurity>> <br><br> The world spins in a chariot's wheel, and everything fades to black. <br><br> <<link [[Purge...|Hopeless Cycle Cell Elkspawn End]]>><<endevent>><<set $phase to 1>><<pass 2 hours>><<tiredness -36>><<hcSuspicion -30>><</link>><<hopelessCycleSus -3>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerEvents.pushUnique("elkspawnEmbrace")>><<lowerruined>> <<if $phase is 1>> You open your arms in a welcoming embrace. She lunges to meet it, knocking you over. <</if>> <br><br> <<if $worn.upper.name is "chain tunic">> Her warped hand digs into the lower part of your tunic, ripping a few of the chain links out of place. She strikes again and again, until she exposes your <<penis>>. <<else>> Her warped hand rips right through the lower part of your robe, exposing your <<penis>>. <</if>> <br><br> <<if $player.virginity.penile is true>><<set $prisonerEvents.pushUnique("virginity")>><</if>> She crawls on top of you, <<if $prisoner.harmed gte Math.floor($prisoner.love / 8)>> her hand clasping around your neck. Her clawed fingers dig their way in. <<pain 6>><<gpain>> <br><br> She smiles at you, eager to give back the violation that's been given to her. <span class="lewd">She lifts herself up, and takes you in.</span> <<if $player.virginity.penile is true>> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $prisoner.name>></span> <<takeVirginity $prisoner.name "penile">><<set $prisonerEvents.pushUnique("virginity")>> <</if>> It sets your whole body aflame. Where your skin meets hers, the boundary of touch becomes blurred. Emptiness pours into you. <br><br> Her claws dig in deeper. She starts riding you roughly and without mercy. Tendrils erupt from her back, and start to whip and lash at you, ensuring you get no real pleasure from this. <<pain 10>><<arousal 4000>><<gggarousal>><<ggpain>> <br><br> <<elseif $prisoner.love gte 30>> her arms wrapping around you. Even the blackened arm holds you with a surprising gentleness. Her gaze is disarming. <br><br> She smiles at you sadly. <span class="lewd">She lifts herself up, and takes you in.</span> <<if $player.virginity.penile is true>> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $prisoner.name>></span> <<takeVirginity $prisoner.name "penile">><<set $prisonerEvents.pushUnique("virginity")>> <</if>> It sets your whole body aflame. Where your skin meets hers, the boundary of touch becomes blurred. Emptiness pours into you. <br><br> She holds you tightly, and you can't help but return the embrace. She must be holding back greatly. Tendrils wind around her legs, granting her support and keeping her on-balance. <<arousal 4000>><<gggarousal>> <br><br> <<else>> her black arm holding you down. Her gaze is blank, almost expressionless. <br><br> <span class="lewd">She lifts herself up, and takes you in.</span> <<if $player.virginity.penile is true>> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $prisoner.name>></span> <<takeVirginity $prisoner.name "penile">><<set $prisonerEvents.pushUnique("virginity")>> <</if>> It sets your whole body aflame. Where your skin meets hers, the boundary of touch becomes blurred. Emptiness pours into you. <br><br> She continues to hold you down, using your body. Tendrils wind around her legs, granting her support and keeping her on-balance. <<arousal 4000>><<gggarousal>> <br><br> <</if>> <span class="pink">She shudders in climax.</span> The antler pulses in rhythm with your heartbeats, which have become synchronised. Her walls clamp against your <<penis>>, eager for release. You start to feel everything she does. Emptiness in your head, a desire to spread, to become <span class="tentacle">One</span>. <<orgasm>> As your semen fills her womb, you see a pattern of light trace itself along her abdomen, slowly working its way up in intricate patterns. <span class="pink">She shudders in climax again as soon as it reaches her womb.</span> You feel the taint slipping into you more and more. Your purity burns against it, but <span class="tentacle">One</span> cannot become clean without another becoming filthy. <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> She laughs, revelling in your pain. <<elseif $prisoner.love gte 30>> She holds you even tighter, her head resting on your shoulder. <<else>> She still just holds you down, her expression showing almost no emotion. <</if>> Her whole body trembles. <span class="pink">She shudders in climax again.</span> You become <span class="tentacle">As One</span>. <<llpurity>> <br><br> Her spasms continue, but she doesn't stop. There's so much. It threatens to snuff out every last ember of purity within you. Never before have you felt someone so utterly defiled. <br><br> The world spins in a chariot's wheel, and everything fades to black. <<purity -200>><<lllpurity>> <br><br> <<link [[Defiled...|Hopeless Cycle Cell Elkspawn End]]>><<endevent>><<set $phase to 2>><<pass 2 hours>><<tiredness -36>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<hcPrisonerHealth 8>><<set $prisoner.harmed -= 1>><<stress -100>> You wake up to water being poured on your face. You shoot up. You're still in the cell. <br><br> <<if $phase is 1>> You're surrounded by confessors, and the Bishop's Hand sighs. "Well done, brother." He looks genuinely proud. <<else>> <<hopelessCycleOutfit "robes">> You're surrounded by confessors, and the Bishop's Hand sighs in relief. "Well done, brother." A fresh pair of robes is thrown into your lap. "Your broken vow will be addressed at a later time." <</if>> <br><br> You look for <<= $prisoner.name>>. She lays against the far wall, her manacles hastily repaired with a new chain. Her left arm is back to normal, and the antler is smaller. It no longer undulates and crackles, now looking solid, almost like thick black glass. <span class="green">She looks healthier.</span> <br><br> "You saved her soul, for now. She avoided rupture, but is still filthy." He shakes his head. "She will be dealt with in-perpetuity come the red moon. Stay strong until then, brother." <br><br> One by one, the confessors leave, followed by the Hand. <<= $prisoner.name.toUpperFirst()>>'s grey eye stares at you from across the cell. <<if $prisoner.love gte 30>> Her gaze is warm. <<else>> Her gaze is cautious, but thankful. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if !["stop", "refuse", "resume"].includes($hcBrand)>> <<set $prisonerBrands.pushUnique($hcBrand)>> <</if>> <<set _brandCount to $prisonerBrands.length>> <<set _brandHurtCount to $prisonerBrands.filter(brand => !["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot"].includes(brand)).length>> <<if ["stop", "refuse"].includes($hcBrand)>> You clench the handle of the branding iron tightly, but don't move. <br><br> The confessors all look between each other nervously as the Hand stares you down. <br><br> "Hold her head," he barks as he rips the iron from your hands. They do so, giving him access to her right cheek. <br><br> <span class="red">He holds the branding iron up to her face.</span> <br><br> Her eye locks on you, panicked. She whimpers as the iron gets closer. <br><br> <<link [[Take the iron back|Hopeless Cycle Cell Brand]]>><<set $hcBrand to "resume">><<set $hcBrandStop to true>><<set $prisoner.love += 2>><</link>><<hopelessCycleLove 1>> <br> <<link [[Do nothing|Hopeless Cycle Cell Brand Cheek]]>><<set $prisoner.love -= 5>><<set $prisoner.harmed += 3>><</link>><<hopelessCycleLove -1>> <br> <<else>> <<if $hcBrand is "resume">> You wrench the iron back from him. He nearly strikes you, but stops himself upon seeing that you're now willing to cooperate. <<elseif ["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot"].includes($hcBrand)>> You press the branding iron into her $hcBrand. She flinches, breathing heavily, <span class="green">but doesn't scream</span>. <<if !$prisonerEvents.includes("legs")>> <<set $prisonerEvents.pushUnique("legs")>> <br><br> <span class="red">She can't feel them.</span> That's why she always crawls. She looks back to you slowly, her face full of anger. She doesn't seem to want your pity. <</if>> <<else>> <<if ["left arm"].includes($hcBrand)>> You point to her $hcBrand. A confessor holds it up, and you press the branding iron into her flesh. <span class="red">It was the last part of her body without injury, which you have now corrected.</span> <<elseif ["right arm"].includes($hcBrand)>> You point to her $hcBrand. A confessor holds it up, and you press the branding iron into her flesh. <<elseif ["chest"].includes($hcBrand)>> You motion for the confessors to turn her around. She looks up at you, tears streaming down her face. You press the branding iron into her chest. <<else>> You press the branding iron into her $hcBrand. <</if>> <<switch _brandHurtCount>> <<case 1>><span class="red">She barely manages to muffle a scream.</span> She squirms against the confessors' grip. <<stress 6>><<gstress>> <<case 2>><span class="red">She can't suppress the next scream.</span> She struggles against their grip. <<stress 12>><<ggstress>> <<case 3>><span class="red">She screams and cries out, tears running down her face.</span> They mercilessly hold her down. <<stress 24>><<ggstress>> <<default>><span class="red">She screams and cries, but suddenly stops. She's passed out from the pain.</span> <<stress 36>><<gggstress>> <</switch>> <</if>> <br><br> <<unset $hcBrand>> <<if _brandHurtCount gte 4>> <<set $prisoner.state to "catatonic">><<set $prisoner.health to 5>> <<set _prisonerClothes to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")>> <<if _prisonerClothes>> <<set _prisonerClothes.dirty++>> <</if>> The confessors drop her. She lays sprawled out on the ground. One of them takes the iron from you, dousing it in the bucket. <br><br> The Hand pats you on the shoulder. "Treat the burns," he says before leaving the cell. The confessors follow with the cart, <span class="green">but they leave the bucket behind.</span> <br><br> You sit her back up by the wall. She sobs through a haze of pain, and doesn't seem to be lucid anymore. She's in terrible shape. You need to treat her, and fast. <br><br> <span class="blue">The garden has medicinal herbs that can be used to treat burns. You'll need <span class="teal">clean water</span> to apply them.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<unset $hcBrandLegs>><<unset $hcBrandStop>><<unset $prisonerBrandSpots>><<endevent>><</link>> <br> <<elseif _brandCount gte 5>> <span class="green">"Enough,"</span> the Hand finally says. The confessors drop her, and she falls forward, barely staying up on her shaking arms. One of the confessors takes the branding iron from you, dousing it in the bucket. <br><br> The Hand pats you on the shoulder. "Treat the burns," he says before leaving the cell. The confessors follow with the cart, <span class="green">but they leave the bucket behind.</span> <br><br> You sit her back up by the wall. <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> She keeps trying to push you away the whole time. <<elseif $prisoner.love gte 45>> She clings on to you tightly. You hold her for a while as she sobs into your shoulder. <<else>> Her sobs continue. <</if>> You know how much pain she must be in. <br><br> <span class="blue">The garden has medicinal herbs that can be used to treat burns. You'll need <span class="teal">clean water</span> to apply them.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<unset $hcBrandLegs>><<unset $hcBrandStop>><<unset $prisonerBrandSpots>><<endevent>><</link>> <br> <<else>> <<if !$hcBrandLegs and $prisonerBrands.filter(brand => ["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot"].includes(brand)).length gte 3>> The Hand grumbles. "She's not even feeling that. <span class="red">Brand somewhere else.</span>" <<set $hcBrandLegs to true>> <br><br> <<elseif _brandCount gte 1>> <span class="red">"<<print either("Again.", "Another.", "More.")>>"</span> <br><br> <</if>> You stick the branding iron back into the cart of hot coals, heating it once more. <br><br> /* Note for "A Cruel Hand" challenge: "penance" argument deliberately not applied to following hcPrisonerHealth calls. Adding up to five extra damage to the branding would be unfair for anyone not getting S-rank. And S-rank requires branding her face, which sets her health to 5, so it doesn't really matter anyway. */ <<for _labelBrand, _valueBrand range $prisonerBrandSpots>> <<capture _valueBrand>> <<if $prisonerBrands.includes(_valueBrand)>> /* Already branded */ <<elseif ["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot"].includes(_valueBrand)>> <<if $hcBrandLegs>> /* Can't brand these parts anymore */ <<else>> <<link [[`Brand her _valueBrand`|Hopeless Cycle Cell Brand]]>><<pass 2>><<set $prisoner.love += 2>><<set $hcBrand to _valueBrand>><<hcPrisonerHealth -1>><</link>><<hopelessCycleLove 1>> <br> <</if>> <<else>> <<link [[`Brand her _valueBrand`|Hopeless Cycle Cell Brand]]>><<pass 2>><<set $hcBrand to _valueBrand>><<hcPrisonerHealth -3>><<set $prisoner.harmed++>><<hcSuspicion -5>><<sadism 40>><</link>><<hopelessCycleSus -2>> <br> <</if>> <</capture>> <</for>> <br> <<if !$hcBrandStop>> <<link [[Stop|Hopeless Cycle Cell Brand]]>><<set $hcBrand to "stop">><<hcSuspicion 25>><<set $prisoner.love += 5>><</link>><<hopelessCycleSus 2>><<hopelessCycleLove 2>> <br> <</if>> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $prisonerBrands.pushUnique("right cheek")>> <span class="red">Her blood-curdling screams fill the dungeon. Her tears boil as they run down her face and meet the cross.</span> <br><br> The Hand holds it there for an agonising minute before pulling it away. <<= $prisoner.name.toUpperFirst()>>'s once beautiful face is forever marked. She goes limp in the grip of the confessors. <br><br> <<set $prisoner.state to "catatonic">><<set $prisoner.health to 5>> <<set _prisonerClothes to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")>> <<if _prisonerClothes>> <<set _prisonerClothes.dirty++>> <</if>> They drop her. One of them takes the iron from the Hand, dousing it in the bucket. <br><br> The Hand spits on her. "Treat the burns," he says before leaving the cell. The confessors follow with the cart, <span class="green">but they leave the bucket behind.</span> <br><br> You sit her back up by the wall. She sobs through a haze of pain, and doesn't seem to be lucid anymore. She's in terrible shape. You need to treat her, and fast. <br><br> <span class="blue">The garden has medicinal herbs that can be used to treat burns. You'll need <span class="teal">clean water</span> to apply them.</span> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<unset $hcBrandLegs>><<unset $hcBrandStop>><<unset $prisonerBrandSpots>><<endevent>><</link>> <br><<widget "hopelessCycleStart">> /*Store player stats*/ <<if !$frozenValues>> <<freezePlayerStats>> <</if>> /*morph player into the witch's gaoler*/ <<visionPrepMorph>> <<set $settings.condomLevel to 0>> <<unset $condoms>> <<set $player.gender to "m">> <<set $player.sex to "m">> <<set $player.breastsize to 0>> <<set $penisstate to 0>> <<set $penisuse to 0>> <<set $vaginastate to "none">> <<set $vaginause to "none">> <<set $player.vaginaExist to false>> <<set $player.penisExist to true>> <<set $player.ballsExist to true>> <<set $player.virginity.temple to true>> <<set $player.virginity.handholding to false>> <<set $player.gender_posture to "m">> <<set $player.gender_body to "m">> <<set $player.penissize to 3>> <<set $semen_volume to 500>> <<set $semen_amount to 500>> /* Prevent things that often cause disrupting messages */ <<set $milk_volume to 0>> <<set $milk_amount to 0>> <<set $lactating to 0>> <<set $sexStats.vagina.pregnancy.totalBirthEvents to 0>> <<set $vaginaWetness to 0>> <<set $penisWetness to 0>> <<set $anusWetness to 0>> <<set $uncomfortable.hypnosis to true>> <<set $harper_appointments.hypnosis to 0>><<set $hypnosis_traits to {}>><<set $hypnosisTimers to {}>> /* body */ <<set $player.bodyshape to "slender">> <<set $facevariant to "aloof">> <<set $player.freckles to false>> <<set $naturalhaircolour = "softblond">> <<set $haircolour to "softblond">> <<set $hairfringecolour to "softblond">> <<set $hairColourGradient.colours to ["softblond", "softblond"]>> <<set $hairFringeColourGradient.colours to ["softblond", "softblond"]>> <<set $hairlength to 400>> <<set $hairlengthstage to "chest">> <<set $hairtype to "neat">> <<set $fringelength to 200>> <<set $fringelengthstage to "shoulder">> <<set $fringetype to "framed">> <<set $hairposition to "back">> <<set $rightEyeColour to "grey">> <<set $leftEyeColour to "grey">> <<set $bodysize to 3>> <<set $physiquesize to 16000>> <<set $makeup.lipstick = 0>> <<set $makeup.eyeshadow = 0>> <<set $makeup.eyelenses = {"left":0, "right":0}>> <<set $makeup.blusher = 0>> <<set $makeup.mascara = 0>> <<set $makeup.mascara_running = 0>> <<set $makeup.pbcolour = 0>> <<set $makeup.browscolour = 0>> <<set $makeup.concealer = 0>> <<set $pbgrowth to 0>> <<set $pblevel to 0>> <<set Skin.color.tan to 65>> <<set $arousal to 0>> <<set $pain to 0>> <<set $tiredness to 800>> <<set $stress to 900>> <<set $trauma to 500>> <<set $control to 1000>> <<set $submissive to 750>> <<set $awareness to 300>> <<set $awarelevel to 0>> <<set $physique to 16000>> <<set $willpower to 700>> <<set $spraymax to 0>> <<set $money to 0>> <<set $innocencestate to 0>> <<set $angel to 4>> <<set $angelbuild to 40>> <<set $purity to 1000>> <<set $beauty to 4000>> <<set $drugged to 0>> <<set $hallucinogen to 0>> <<set $promiscuity to 0>> <<set $exhibitionism to 0>> <<set $deviancy to 0>> <<set $skulduggery to 200>> <<set $danceskill to 600>> <<set $swimmingskill to 600>> <<set $athletics to 800>> <<set $tending to 500>> <<set $housekeeping to 700>> <<set $seductionskill to 0>> <<set $oralskill to 0>> <<set $handskill to 800>> <<set $analskill to 0>> <<set $chestskill to 0>> <<set $thighskill to 0>> <<set $bottomskill to 0>> <<set $feetskill to 0>> <<set $penileskill to 0>> <<set $temple_rank to "monk">><<set $templePromised to "">> <<unset $avery_fate>><<unset $auriga_artefact>> /* Set traits, and prevent things that often cause irregular traits */ <<set $sciencetrait to 0>><<set $mathstrait to 0>><<set $historytrait to 0>><<set $englishtrait to 0>><<set $schooltrait to 0>> <<set $scienceprojectwon to 0>><<set $mathsprojectwon to 0>><<set $englishPlayWell to 0>> <<set $islander_language to 100>><<set $temple_burden to 5>><<set $prof.baton to 200>><<set $prof.whip to 800>><<set $temple_weapon to "whip">> <<set $angelBanish to 3>><<set $angelBanishMax to 3>> <<set $sadism to 180>><<set $sadism_level to 1>> <<set $backgroundTraits to ['waif']>> <<set $sexStats.anus.pregnancy.motherStatus to 0>> <<set $heterochromia to 0>> <<set $farm_stage to 0>> <<set $masochism to 0>><<set $masochism_level to 0>> <<set $farm_stage to 0>><<set $quicksand to 0>><<set $orgasmtrait to 0>> <<set $choketrait to 0>><<set $ejactrait to 0>><<set $rapetrait to 0>><<set $voretrait to 0>><<set $milkdranktrait to 0>> <<set $robinpaid to 0>><<set $syndromeeden to 0>><<set $syndromekylar to 0>><<set $syndromewolves to 0>><<set $syndromebird to 0>> <<run Object.keys(V.transformationParts).forEach((tf) => { Object.entries(V.transformationParts[tf]).forEach(([part, value]) => { if (value !== 'disabled') { V.transformationParts[tf][part] = 'disabled'; } }); })>> <<set $loveInterest to { primary: "None", secondary: "None", tertiary: "None" }>> /*change location and time*/ <<set $moonstate to 0>> <<set Time.setDate(new DateTime(1390, 5, 24, 18, 30))>><<set V.weatherObj.snow = (0)>> <<set $location to "old_temple">><<set $outside to 0>> /*give player clothes*/ <<generalRuined "head">> <<generalRuined "face">> <<generalRuined "neck">> <<upperwear 170 "black" "white">> <<generalRuined "under_upper">> <<underlowerwear 21 "black">> <<legswear 40>> <<generalRuined "hands">> <<feetwear 43>> <<generalRuined "genitals">> <<generalRuined "handheld">> <<add_bodywriting "left_shoulder" "cross" brand>> <<add_bodywriting "right_shoulder" "cross" brand>> <<add_bodywriting "back" "cross" brand>> <<set $upperTucked to 0>><<set $lowerTucked to 0>> <<set $hc to { intro: false, hour: Time.hour, day: Time.monthDay, daysPassed: 0, daily: {}, suspicion: 3, suspicionRevealed: false, dungeonTorchTime: 6, dungeonTorchState: "lit", disposals: 0, vanishedItems: [] }>> <<set $prisoner to { love: 0, loveRevealed: false, health: 8, cleanBody: 2, cleanBandages: 1, bandagesOn: true, talked: 0, harmed: 0, harmedRecently: 0, punishmentsMissed: 0, state: "catatonic", name: "the witch" }>> <<set $prisonerEvents to []>> <<set $prisonerBrands to []>> <<run hcItemSetup()>> /* Generate NPCs */ <<generateNPC 1 a m m 10>><<saveNPC 0 "hc_hand">> <<generateConfessor 2>><<saveNPC 1 "hc_hand_assistant">> <<generateNPC 3 t f f 10>><<saveNPC 2 "hc_witch">> <<generateNPC 4 a m m 0>><<saveNPC 3 "hc_abuser">> <<endevent>> <<if $hcEndings.includesAll("F","E","D","C","B","A")>> <<set $hc.trueEndAvailable to true>> <</if>> /* Challenge changes */ <<if $hcChallenge.prisonerClean>> <<set $prisoner.cleanBody to 0>><<set $prisoner.cleanBandages to 0>> <</if>> <<if $hcChallenge.faithBanish>> <<set $angelBanish to 1>><<set $angelBanishMax to 1>> <</if>> <<if $hcChallenge.faithBurden>> <<set $temple_burden to 50>> <</if>> <<if $hcChallenge.waterEarly>> <<set $hc.wellTainted to true>> <</if>> <</widget>> <<widget "hopelessCycleEffects">> /* V.statFreeze prevents everything in the time system from running except for minutes so this sequence uses its own time tracking */ <<if ["cell", "guardhouse"].includes($bus)>> <<set $_holdChangesUntilPlayerLeaves to true>> <</if>> <<if $prisoner.punishmentsMissed gte 2>> <<set $hc.suspicion to 100>> <</if>> <<canvas-model-override "mouth" "neutral">> /* Daily */ <<if $hc.day isnot Time.monthDay>> <<set $hc.day to Time.monthDay>> <<set $_dayPassed to true>> <<purity 30>> <<if $angel gte 4>> <<if !$hcChallenge.faithBanish>> <<set $angelBanishMax = Math.floor($angelbuild / 10)>> <<set $angelBanish = $angelBanishMax>> <</if>> <<else>> <<set $angelBanish = 0>> <</if>> <<set $_daysUntilBloodMoon to Time.lastDayOfMonth - Time.monthDay>> <<set $hc.daysPassed++>> <b>Day <<number $hc.daysPassed>> - <span class="red"> <<if $_daysUntilBloodMoon is 0>> Night of the blood moon <<elseif $_daysUntilBloodMoon is 1>> One day until the blood moon <<else>> <<Number $_daysUntilBloodMoon>> days until the blood moon <</if>> </span></b> <br><br> <<run { let amount = V.player.penissize - 1; if (V.semen_volume <= 24) amount++; amount -= Math.floor(V.semen_volume / 250); statChange.semenvolume(amount); }>> <<run { const effects = (level, stat) => { switch (level) { case 0: if (stat >= 100) return { level: 1, message: "up 1" }; break; case 1: if (stat >= 300) return { level: 2, message: "up 2" }; else if (stat <= 50) return { level: 0, message: "down 0" }; break; case 2: if (stat >= 500) return { level: 3, message: "up 3" }; else if (stat <= 200) return { level: 1, message: "down 1" }; break; case 3: if (stat >= 800) return { level: 4, message: "up 4" }; else if (stat <= 400) return { level: 2, message: "down 2" }; break; case 4: if (stat <= 700) return { level: 3, message: "down 3" }; break; } return false; }; V.masochism *= 0.985; const masochism = effects(V.masochism_level, V.masochism); if (masochism) { V.masochism_level = masochism.level; V.masochism_message = masochism.message; V.effectsmessage = 1; } V.sadism *= 0.985; const sadism = effects(V.sadism_level, V.sadism); if (sadism) { V.sadism_level = sadism.level; V.sadism_message = sadism.message; V.effectsmessage = 1; } }>> <<if $sadism_message>> <<switch $sadism_message>> <<case "up 1">> <span class="blue">Your thoughts turn to the pain you've inflicted. You shiver. <i>You've become a guilty sadist.</i></span> <<case "up 2">> <span class="purple">Your thoughts turn to the pain you've inflicted. A thrill follows, unbeckoned. <i>You've become a normal sadist.</i></span> <<case 3>> <span class="pink">You yearn to hurt others. <i>You've become a hardened sadist.</i></span> <<case "up 4">> <span class="red">If they want to play rough, so be it. <i>You've become a vengeful sadist.</i></span> <<case "down 0">> <span class = "lblue"><i>You are no longer a sadist.</i></span> <<case "down 1">> <span class="blue">You are no longer so sadistic, and can only be considered a <i>guilty sadist.</i></span> <<case "down 2">> <span class="purple">You are no longer so sadistic, and can only be considered a <i>normal sadist.</i></span> <<case "down 3">> <span class="pink">You are no longer so sadistic, and can only be considered a <i>hardened sadist.</i></span> <</switch>> <br> <<unset $sadism_message>> <</if>> <<if $hc.daily.enteredDungeon>> <<set $hc.neverLeftDungeon to true>> <</if>> <<set $hc.doPrisonerDaily to true>> <<set $hc.prisonerDaily to $hc.daily>> <<if $hc.shortcutCount isnot undefined>> <<set $hc.shortcutCount to 0>> <</if>> /* Reset for the day */ <<set $hc.daily to {}>> <</if>> /* Daily, but skip this part if player is in dungeon, will run when they exit */ <<if $hc.doPrisonerDaily and !$_holdChangesUntilPlayerLeaves>> <<run delete $hc.doPrisonerDaily>> <<set $_prisonerClothes to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")>> <<set $_prisonerSheet to $hcItems.find(sheet => sheet.type is "sheets" and sheet.location is "prisoner")>> /* HEALTH AND CLEANLINESS */ /* Health decay if not fed */ <<if $hc.daysPassed gte 2 or $prisonerEvents.includes("hunger")>> <<if !$hc.prisonerDaily.fed>><<hcPrisonerHealth -5>><</if>> <</if>> /* Decay from tainted items in cell*/ <<set $_taintedDecay to hcItemsFilter(items => items.location is "cell" and items.dirty gte 2).length>> <<if $_taintedDecay>> <<hcPrisonerHealth $_taintedDecay*-1>> <</if>> /* Decay from wearing dirty/tainted clothes or no clothes */ <<if $_prisonerClothes?.dirty gte 1>> <<hcPrisonerHealth `Math.clamp($_prisonerClothes.dirty,0,2)*-1`>> <<elseif $_prisonerSheet?.dirty gte 1>> <<hcPrisonerHealth `Math.clamp($_prisonerSheet.dirty,0,2)*-1`>> <<elseif !$_prisonerClothes and !$_prisonerSheet>> <<hcPrisonerHealth -1>> <</if>> <<if $prisoner.bandagesOn and $prisoner.cleanBandages lte 2>> /* Big health decay and dirtiness if ends day with dirty bandages */ <<hcPrisonerHealth -8>><<set $prisoner.cleanBody -= 3>> <<if $_prisonerClothes>> <<set $_prisonerClothes.dirty++>> <</if>> <<if !$_prisonerClothes and $_prisonerSheet>> <<set $_prisonerSheet.dirty++>> <</if>> <<elseif !$prisoner.bandagesOn>> /* Health decay and dirtiness if ends day without bandages */ <<hcPrisonerHealth -4>><<set $prisoner.cleanBody -= 1>> <<if $_prisonerClothes>> <<set $_prisonerClothes.dirty++>> <</if>> <<if !$_prisonerClothes and $_prisonerSheet>> <<set $_prisonerSheet.dirty++>> <</if>> <<else>> <<hcPrisonerHealth 1>> <</if>> /* Cleanliness decay if not washed that day */ <<if !$hc.prisonerDaily.washed>> <<set $prisoner.cleanBody -= 1>><<set $prisoner.cleanBandages -= 1>> <<if $_prisonerClothes>> <<set $_prisonerClothes.dirty++>> <</if>> /* Additionally, more health decay if branding event has happened */ <<if $prisonerEvents.includes("brand")>> <<hcPrisonerHealth -5>> <</if>> <</if>> /* Dirty bandages each day, more if sick/injured */ <<if $prisoner.health lte 10>> <<set $prisoner.cleanBandages -= 3>> <<elseif $prisoner.health lte 20>> <<set $prisoner.cleanBandages -= 2>> <<else>> <<set $prisoner.cleanBandages -= 1>> <</if>> /* Decay from not treating burns after branding event */ <<if $prisonerEvents.includes("brand") and !$hc.prisonerDaily.treated>> <<hcPrisonerHealth -5>> <</if>> <<if $hc.prisonerDaily.treated>> <<set $hc.daily.treatedDayBefore to true>> <</if>> <<if $prisonerEvents.includes("talkHairBlooms")>> <<hcPrisonerHealth 1>> <</if>> /* Base health decay (increases based on event progress) */ <<hcPrisonerHealth -3>> <<if $prisonerEvents.includes("silver")>> <<hcPrisonerHealth -1>> <</if>> <<if $prisonerEvents.includes("face")>> <<hcPrisonerHealth -2>> <</if>> <<if $prisonerEvents.includes("brand")>> <<hcPrisonerHealth -2>> <</if>> /* Base cleanliness decay */ <<if $prisoner.cleanBody lte 2>> <<hcPrisonerHealth -1>> <<set $prisoner.cleanBandages -= 1>> <</if>> <<set $prisoner.cleanBody -= 1>> <<if $hc.daysPassed gte 2 and !$hc.prisonerDaily.dailyPunishment>> <<hcPrisonerHealth -6 "penance">><<set $prisoner.punishmentsMissed++>> <<if $prisoner.punishmentsMissed gte 2>> <<set $hc.endingETimer to 3>> <span class="red">You have avoided another penance. The Hand has deemed you bewitched.</span> <br> <<else>> <span class="red">You avoided <<print $prisoner.name>>'s daily penance.</span> <<hcSuspicion 30>><<hopelessCycleSus 3>> <br> <</if>> <</if>> <<if $prisoner.harmedRecently lte 0>> <<set $prisoner.harmed-->> <</if>> /* Challenge changes */ <<if $hcChallenge.prisonerClean>> <<set $prisoner.cleanBody to 0>><<set $prisoner.cleanBandages to 0>> <</if>> <<if $hcChallenge.prisonerHealth>> <<hcPrisonerHealth -1>> <</if>> <<if $hc.daysPassed lte 1>> <<set $prisoner.health to Math.clamp($prisoner.health, 4, 30)>> <<elseif $prisoner.health lte 0 and !$hc.prisonerDaily.secondChance>> /* Ending F */ <<set $hc.gameOver to true>> <</if>> <<if $hc.daysPassed gte 4 and $prisonerEvents.includes("face") and !$hc.nightBreakIn>> <<set $hc.nightBreakIn to "tonight">> <<set $hc.nightBreakInDay to $hc.day>> <</if>> <<if $hc.daysPassed gte 5 or $hcChallenge.dogsEarly>> <<set $hc.dogs to []>> <<set $hc.dogs.push("loud")>> <<set $hc.dogsTimer to [0]>> <<if $hcChallenge.dogsDouble>> <<set $hc.dogs.push("loud")>> <<set $hc.dogsTimer.push(0)>> <</if>> <</if>> <<run delete $hc.prisonerDaily>> <</if>> /* Hourly */ <<if $hc.hour isnot Time.hour>> <<set $_hoursPassed to Time.hour - $hc.hour>> <<if $_hoursPassed lt 0>><<set $_hoursPassed += 24>><</if>> <<set $_containersToCheck to $hcItems.filter(cont => cont.containerID)>> <<set $_witchblooms to hcItemHolding("clutter", w => w.name is "witchblooms")>> <<for $_t = 0; $_t lt $_hoursPassed; $_t++>> <<run $hcItems.filter(item => item.time !== undefined && item.state is "lit").forEach(item => { item.time--; if (V.hcChallenge.torchFaster && item.time / 2 !== 0) item.time--; if (item.location is "disposal" and $rng gte 81) item.time--; if (item.location is "cell" and (Time.hour gte 23 or Time.hour lte 5) and $bus isnot "cell") V.hc.suspicion++; if (item.time lte 0) item.state = "burnt"; Math.clamp(item.time, 0, 11); })>> <<run hcItemsFilter((item => item.dirty === 0 && item.location !== "held" && item.type !== "clutter" && !$_containersToCheck.some(c => c.containerID === item.location))).forEach(toDirty => { if (toDirty.location is "disposal") { toDirty.dirty++; } else if ($rng gte 91) { toDirty.dirty++; } Math.clamp(toDirty.dirty, 0, 2); })>> /* Hourly effects on items that are not at their origin, held by the player, or in the same location as the player */ <<set $hc.vanishedItems ||= []>><<set $hc.suspicionGained ||= 0>> <<run $hcItems.filter(items => ![V.bus, items.origin, "prisoner", "held"].includes(items.location) and !items.inSconce).forEach(item => { /* Time until item is discovered and removed */ if (!item.vanishesIn) item.vanishesIn = 12; let hidden; if (V.hcItems.some(sheet => sheet.type is "sheets" && [item.location, item.containerID].includes(sheet.location)) && !V.hcChallenge.itemNoHide) hidden = true; let suspicionLevel; let vanishMult = 1; if (V.hcChallenge.itemFind) vanishMult = 2; switch (item.location) { case "disposal": case "forest": case "lake": /* Locations that NPCs wouldn't check */ suspicionLevel = 0; item.vanishesIn -= 0.3; if (V.hcChallenge.forestItem && item.location !== "disposal" && !["forest","lake"].includes(V.bus)) item.vanishesIn -= 14; break; case "cell": /* Prisoner's cell */ suspicionLevel = 5; item.vanishesIn -= 2 * vanishMult; break; case "bed": /* Player's bed, very rarely checked but very suspicious */ suspicionLevel = 5; if (hidden) { item.vanishesIn -= 0.2 * vanishMult; } else { item.vanishesIn -= 0.5 * vanishMult; } break; case "guardhouse": case "garden": case "pyre": /* Frequently checked but not very suspicious places */ suspicionLevel = 1; if (hidden) { item.vanishesIn -= 1 * vanishMult; } else { item.vanishesIn -= 2 * vanishMult; } break; case "prayerroom": /* Prayer room */ if (V.hc.handLocation === "prayerroom") { suspicionLevel = 5; item.vanishesIn -= 14; } break; case "training": case "temple": case "cloister": case "quarters": case "dining": /* Places with high activity during the day */ if (Time.dayState is "night") { suspicionLevel = 2; if (hidden) { item.vanishesIn -= 1 * vanishMult; } else { item.vanishesIn -= 3 * vanishMult; } } else { suspicionLevel = 2; if (hidden) { item.vanishesIn -= 3 * vanishMult; } else { item.vanishesIn -= 6 * vanishMult; } } break; default: /* Items in containers or undefined locations */ break; } if (item.vanishesIn <= 0) { if (suspicionLevel >= 1) { let itemToPush = clone(item); if (itemToPush.containerID) { V.hcItems.filter(bye => bye.location === itemToPush.containerID).forEach(bye => { let itemToPushFromContainer = clone(bye); itemToPushFromContainer.fromCont = true; V.hc.vanishedItems.push(itemToPushFromContainer); V.hc.suspicionGained += suspicionLevel * 2; hcItemRemove(bye); }) } V.hc.vanishedItems.push(itemToPush); V.hc.suspicionGained += suspicionLevel * 2; } hcItemRemove(item); } })>> <<run $hcItems.filter(item => item.time !== undefined && item.type is "water" && $hcChallenge.waterLeaky).forEach(item => { item.time--; if (item.time lte 0) { if (!T.leak) T.leak = []; let itemToPush = clone(item); T.leak.push(V.hcItems.find(x => x.containerID === itemToPush.location).location); if (T.leak[T.leak.length-1] === "bed" && V.passage === "Hopeless Cycle Sleep" || ["forest", "lake", "disposal"].includes(T.leak)) { /* Do nothing */ } else { V.hc.suspicionGained += 5; if (T.leak[T.leak.length-1] !== "held") { itemToPush.location = T.leak[T.leak.length-1]; V.hc.vanishedItems.push(itemToPush); } } hcItemRemove(item); } Math.clamp(item.time, 0, 3); })>> <<if $hc.dungeonTorchState is "lit">> <<if Time.dayState is "night">> <<hcSuspicion 1>> <</if>> <<set $hc.dungeonTorchTime-->> <<if $hc.dungeonTorchTime lte 0>> <<set $hc.dungeonTorchState to "burnt">> <</if>> <<set $hc.dungeonTorchTime to Math.clamp($hc.dungeonTorchTime, 0, 11);>> <<elseif ["snuffed","burnt"].includes($hc.dungeonTorchState) and !["dusk","night"].includes(Time.dayState) and Time.hour gte 12>> <<hcSuspicion 1>> <<if $hc.handLocation is "guardhouse">> <<hcSuspicion 1>> <</if>> <</if>> <<if $_witchblooms and $bus is "bed">> <<set $_witchblooms.progress to $_witchblooms.progress || 0>> <<set $_witchblooms.progress++>><<purity -5>> <</if>> <<set $prisoner.harmedRecently-->> <</for>> <<if $hc.daysPassed gte 1 and !$hc.daily.sermon>> <<if Time.hour gte 10>> <<set $hc.daily.sermon to true>> <<if $hc.sermonMissed>> <<set $hc.endingETimer to 3>> <span class="red">You missed another sermon in the cloister. The Hand has deemed you bewitched.</span> <<else>> <span class="red">You missed this morning's sermon in the cloister.</span> <<hcSuspicion 10>><<hopelessCycleSus 2>> <<if $hcChallenge.suspicionSermon>> <<set $hc.sermonMissed to true>> <</if>> <</if>> <br> <<elseif Time.hour gte 7 and Time.hour lte 9>> <span @class="$hcChallenge.suspicionSermon ? 'purple' : 'blue'">A daily sermon will be held in the cloister soon. <<if $hcChallenge.suspicionSermon>> Attendance is mandatory. <<elseif $hc.suspicionRevealed>> Failing to attend will arouse suspicion. <<else>> Siblings of the faith are expected to attend. <</if>> </span> <br> <</if>> <</if>> <<if $hcChallenge.handLongPatrol>> <<switch Time.hour>> <<case 0 1 2 3 4 5 6>><<set $hc.handLocation to "prayerroom">> <<case 7 8 9>><<set $hc.handLocation to "cloister">> <<case 10>><<set $hc.handLocation to "temple">> <<case 11 12 13 14 15 16 17>><<set $hc.handLocation to "guardhouse">> <<case 18 19 20 21 22 23>><<set $hc.handLocation to "prayerroom">> <</switch>> <<else>> <<switch Time.hour>> <<case 0 1 2 3 4 5 6>><<set $hc.handLocation to "prayerroom">> <<case 7 8 9>><<set $hc.handLocation to "cloister">> <<case 10 11>><<set $hc.handLocation to "temple">> <<case 12 13 14 15 16>><<set $hc.handLocation to "guardhouse">> <<case 17 18 19 20 21 22 23>><<set $hc.handLocation to "prayerroom">> <</switch>> <</if>> <<if $hc.endingETimer isnot undefined>> <<set $hc.endingETimer-->> <<if $hc.endingETimer lte 0>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<exitAll>> <</if>> <</if>> <<if $hc.daysPassed gt 0 and Time.hour gte 13 and Time.hour lte 18 and !$hc.daily.dailyPunishment>> <<set _hcEvent to "dailyPunishment">> <<elseif Time.lastDayOfMonth is $hc.day and Time.hour gte 20 or $hc.day is 1>> <<set _hcEvent to "blood">> <span class="red">The time for the ritual has come.</span> <<if (Time.hour gte 22 or $hc.day is 1) and !$hc.forcedMove>> <<set $hc.forcedMove to true>> You stop what you're doing and head back to the temple. <br><br> <<link [[Next|Hopeless Cycle Blood Cell Late]]>><<pass 20>><<endevent>><</link>> <br> <<exitAll>> <</if>> <br> <<elseif $hc.daysPassed gte 9>> /* Emergency anti-softlock, just in case */ <<set $hc.suspicion to 100>> <</if>> <<if ($hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard") and Time.hour gte 5 and $hc.day isnot $hc.nightBreakInDay>> <<set $hc.nightBreakIn to "failed">> <<hcPrisonerHealth -8>> <<set $prisoner.harmed += 2>> <<set $prisoner.cleanBody -= 2>> <<set $prisoner.cleanBandages -= 2>> <</if>> <<if $hcChallenge.dogsTwice and $hc.dogs>> <<if $hc.dogs.includes("loud")>><<set _alreadyLoud to true>><</if>> <<set _barkbark to 0>> <<for _i to 0; _i lt $hc.dogsTimer.length; _i++>> <<if $hc.dogsTimer[_i] gt 0>> <<set $hc.dogsTimer[_i]-->> <<if $hc.dogsTimer[_i] is 0>> <<set $hc.dogs[_i] to "loud">> <<set _barkbark++>> <</if>> <</if>> <</for>> <<if _barkbark gt 0 and !_alreadyLoud>> <span class="blue">You hear <<= $bus isnot "garden" ? "distant" : "">> barking.</span> <<= _barkbark is $hc.dogs.length ? "The" : "<<Number _barkbark>> of the">> <<= $hc.dogs.length is 1 ? "dog" : "dogs">> <<= _barkbark is 1 ? "has" : "have">> become agitated again. <br> <</if>> <</if>> <<set $hc.hour to Time.hour>> <</if>> /* Every passage */ <<if $hc.vanishedItems?.length>> <<if !["cell", "forest", "lake", "disposal", "guardhouse"].includes($bus) and Time.dayState isnot "night">> <span class="narration">Whispers spread through the temple's flock. They reach the gaoler's ears.</span> <span class="red"> <<for $_labelVanished, $_valueVanished range $hc.vanishedItems>> <<if !$_valueVanished.fromCont>> <br> <<if $_valueVanished.type is "water">> Water from a bucket had leaked <<else>> <<print hcItemName($_valueVanished, "cap", "vanished")>> <<if ["clutter", "sheets", "herbs", "bones"].includes($_valueVanished.type)>>were<<else>>was<</if>> found <</if>> <<switch $_valueVanished.location>> <<case "bed">> under your bunk. <<case "cell">> in <<= $prisoner.name>>'s cell. <<case "cloister">> in the cloister's main hall. <<case "dining">> in the dining hall. <<case "prayerroom">> in the prayer room. <<case "pyre">> near the pyre grounds. <<case "temple">> in the main hall. <<case "training">> in the training room. <<default>> in the $_valueVanished.location. <</switch>> <<if ["clutter", "sheets", "herbs", "bones"].includes($_valueVanished.type)>>They were<<else>>It was<</if>> <<if $_valueVanished.type is "water">> cleaned up. <<elseif $_valueVanished.dirty gte 2 or $_valueVanished.state is "burnt">> promptly burned. <<elseif $_valueVanished.persists>> returned to the $_valueVanished.origin. <<else>> returned. <</if>> <</if>> <</for>> <<if $hc.suspicion gte 50>> You notice many of them stealing glances at you. <</if>> <<if $hc.suspicionGained gte 20>> <<set $_susPlus to 3>> <<elseif $hc.suspicionGained gte 10>> <<set $_susPlus to 2>> <<else>> <<set $_susPlus to 1>> <</if>> <<hcSuspicion $hc.suspicionGained>><<hopelessCycleSus $_susPlus>> </span> <<run delete $hc.suspicionGained>><<set $hc.vanishedItems to []>> <br> <</if>> <</if>> <<if _leak?.includes("held")>> <<set _bucketOutput to _leak.filter(x => x is "held").length gt 1 ? "buckets" : "bucket">> <<if !["disposal", "forest", "lake"].includes($bus)>> <span class="red">The water leaks out of your _bucketOutput, making a horrible mess everywhere.</span> <<hopelessCycleSus 2>> <<else>> <span class="purple">The water leaks out of your _bucketOutput.</span> <</if>> <br> <</if>> <<if Time.dayState isnot "night" and ["cloister", "training", "quarters", "temple", "garden", "pyre", "dining"].includes($bus)>> <<set _susFromHeld to 0>> <<set _hcItemWarnings to []>> /* Items that are suspicious when held outside a container. Items inside containers are only inspected when entering or leaving the dungeon. */ <<run $hcItems.filter(things => things.location is "held" && (["bones"].includes(things.type) || ["clothes", "sheets"].includes(things.type) && V.bus !== "quarters" && things.name !== "bloodstained sack" || ["stolen food", "stolen fruit"].includes(things.name) && !things.used && !["dining","garden"].includes(V.bus))).forEach(thing => { T.hcItemWarnings.push(thing.type); T.susFromHeld++; })>> <<if _hcItemWarnings.length>> <<hcSuspicion _susFromHeld>> <span class="red"> You are attracting glances. <<if _hcItemWarnings.includesAny("clothes", "sheets")>> Clothing and sheets outside of the quarters will raise suspicion. <</if>> <<if _hcItemWarnings.includes("food")>> You're smuggling stolen food out in the open! <</if>> <<if _hcItemWarnings.includes("bones")>> You hear whispers of the bones you're holding. <</if>> </span> <<hopelessCycleSus 1>> <br> <</if>> <</if>> /* Clamp */ <<set $prisoner.health to Math.clamp($prisoner.health, 0, 30)>> <<set $prisoner.cleanBody to Math.clamp($prisoner.cleanBody, 0, 4)>> <<set $prisoner.cleanBandages to Math.clamp($prisoner.cleanBandages, 0, 4)>> <<set $hc.suspicion to Math.clamp($hc.suspicion, 0, 100)>> <<set $prisoner.love to Math.clamp($prisoner.love, -20, 100)>> /* Suspicion */ <<if $hc.suspicionRevealed and ["temple", "cloister", "training", "dining", "quarters", "bed", "garden", "pyre", "prayerroom", "guardhouse", "cell"].includes($bus) and _hcEvent isnot "blood">> <<crimeicon "mark">> The Hand's gaze: <div class="meter"> <<print '<div class="redbar" style="width:' + $hc.suspicion + '%"></div>'>> </div> <br> <</if>> /* Items */ <<set _itemsHere to []>> <<hopelessCycleItemEffects>> <</widget>> <<widget "hopelessCycleStatus">> <<if $prisonerEvents.includes("health")>> <<set $_prisonerClothesItem to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")>> <<set $_prisonerSheet to $hcItems.find(sheet => sheet.type is "sheets" and sheet.location is "prisoner")>> <br> <<switch $prisoner.health>> <<case 30 29 28 27 26>> <<if Time.lastDayOfMonth is $hc.day and $hc.daily.dailyPunishment or !$hc.suspicionRevealed>> <span class="green"><<print $prisoner.name.toUpperFirst()>> is healthy.</span> <<else>> <span class="red"><<print $prisoner.name.toUpperFirst()>> is suspiciously healthy.</span> <</if>> <<case 25 24 23 22 21 20>><span class="green"><<print $prisoner.name.toUpperFirst()>> is healthy.</span> <<case 19 18 17 16>><span class="teal"><<print $prisoner.name.toUpperFirst()>> is decently healthy.</span> <<case 15 14 13 12>><span class="blue"><<print $prisoner.name.toUpperFirst()>> is sickly.</span> <<case 11 10 9 8>><span class="purple"><<print $prisoner.name.toUpperFirst()>> is sickly and hurt.</span> <<case 7 6 5 4>><span class="pink"><<print $prisoner.name.toUpperFirst()>> is very sick, and isn't moving much.</span> <<case 3 2 1 0>><span class="red"><<print $prisoner.name.toUpperFirst()>> is unresponsive.</span> <</switch>> <br> <<if $_prisonerClothesItem>> She wears a $_prisonerClothesItem.nameText. <<if $_prisonerSheet>> <span class="blue">A bedsheet covers her lower body.</span> <</if>> <<else>> <<if !$prisoner.bandagesOn>> <span class="red">She is fully naked.</span> <<else>> <span class="lewd">She is naked, save for her bandages.</span> <</if>> <<if $_prisonerSheet>> <span class="blue">A bedsheet covers her lower body.</span> <<elseif Time.dayState is "night">> <span class="red">She shivers.</span> <</if>> <</if>> <br> <<switch $prisoner.cleanBody>> <<case 4>><span class="green">Her body is clean.</span> <<case 3>><span class="teal">Her body is mostly clean.</span> <<case 2>><span class="purple">Dirt clings to her body.</span> <<case 1>><span class="pink">Dirt and grime stick to her body.</span> <<case 0>><span class="red">Black, ichorous fluid trails down her body.</span> <</switch>> <<if !$prisonerEvents.includes("wash") and ($prisoner.bandagesOn or $_prisonerClothesItem)>> <span class="pink"><i>She must be fully naked to be washed.</i></span> <</if>> <br> <<if $prisoner.bandagesOn>> <<switch $prisoner.cleanBandages>> <<case 4>><span class="green">Her bandages are fresh.</span> <<case 3>><span class="teal">Her bandages are clean.</span> <<case 2>><span class="purple">Her bandages are frayed and reddened.</span> <<case 1>><span class="pink">Her bandages are filthy.</span> <<case 0>><span class="red">Her bandages are tainted.</span> <</switch>> <<else>> <span class="purple">Her bandages have been removed, and <<= $prisoner.harmedRecently gt 0 and $prisonerEvents.includes("punishmentIntro") ? "fresh wounds" : "her injuries">> are exposed.</span> <</if>> <br> <</if>> <<if $prisonerEvents.includes("hunger")>> <<if $hc.daily.fed>> <span class="green">She's been fed today.</span> <<else>> <span class="pink">She hasn't been fed today.</span> <</if>> <br> <</if>> <<if $prisonerEvents.includes("wash")>> <<if $hc.daily.washed>> <<if $hcChallenge.prisonerClean and $prisoner.cleanBody lt 4>> <span class="blue">She's been washed today,</span> <span class="purple">but her wounds are too foul to clean in a single session.</span> <<if $prisoner.bandagesOn or $_prisonerClothesItem>> <span class="purple italic">She must be fully naked to be washed.</span> <</if>> <<else>> <span class="green">She's been washed today.</span> <</if>> <<else>> <span class="pink">She hasn't been washed today. <<if $prisoner.bandagesOn or $_prisonerClothesItem>> <i>She must be fully naked to be washed.</i> <</if>> </span> <</if>> <br> <</if>> <<if $prisonerEvents.includes("brand")>> <<if $hc.daily.treated>> <span class="green">Her burns have been treated.</span> <<else>> <span class="red">Her burns haven't been treated. <<if $prisoner.bandagesOn or $_prisonerClothesItem>> <i>She must be fully naked to treat them.</i> <</if>> </span> <</if>> <br> <</if>> <<if $prisoner.health lte 7 and $prisoner.state isnot "dogs">> <<set $prisoner.state to "catatonic">> <<elseif $prisoner.state is "dogs">> <<if ["dusk","night"].includes(Time.dayState) and $prisoner.health gte 8 and $prisonerEvents.includes("wash")>> <<set $prisoner.state to "lucid">> <</if>> <<elseif $prisoner.state isnot "catatonic">> <<if Time.dayState is "night">> <<if $prisoner.awakeTimer>> <<set $prisoner.awakeTimer-->> <<if $prisoner.awakeTimer lte 0>> <<run delete $prisoner.awakeTimer>> <</if>> <</if>> <<if !$prisoner.awakeTimer>> <<set $prisoner.state to "asleep">> <</if>> <<else>> <<run delete $prisoner.awakeTimer>> <<set $prisoner.state to "awake">> <</if>> <<else>> <<if $prisoner.health gte 8 and $prisonerEvents.includes("wash")>> <<set $prisoner.state to "lucid">> <</if>> <</if>> <<if $prisonerEvents.includes("health")>> <<switch $prisoner.state>> <<case "lucid">> <<set $prisoner.state to "awake">> <span class="gold">She seems to be lucid again.</span> <<case "awake">> She's currently awake. <<case "asleep">> <span class="blue">She's currently asleep.</span> <<case "dogs">> <<if $hc.dogs.includes("loud")>> <span class="red">She writhes on the ground, lashing out as a dog barks outside.</span> <<else>> <span class="red">She writhes on the ground.</span> <</if>> <<default>> <span class="red">She doesn't seem to be aware of her surroundings.</span> <</switch>> <<if $hcAction is "enter">> <<if $prisoner.state is "awake">> <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> <span class="red">She glares with hatred as you enter.</span> <<elseif $prisoner.love gte 60>> <span class="green">She warmly smiles at you as you enter.</span> <<elseif $prisoner.love gte 25 and $prisonerEvents.includes("tongue")>> <span class="teal">The tension in her body fades as you enter. She seems relieved that it's you.</span> <<else>> <span class="pink">She tenses up as you enter.</span> <</if>> <</if>> <</if>> <br> <</if>> <</widget>> <<widget "hopelessCycleItemEffects">> <<handheldon>> <<if hcItemLitTorch()>> <<wearProp "torch">> <</if>> <<if $itemAction>> <<if $itemActionObject>> <<set $_itemText to hcItemName($itemActionObject, false, false, true)>> <</if>> <span class="gold"> <<switch $itemAction>> <<case "water">> <<if $bus is "lake">> You fill the bucket from the lake. <<else>> <<if $hc.wellTainted>> You fill the bucket from the well. <span class="red">Red and purple hues swirl in the tainted water within.</span> <<else>> You lower the bucket into the well by its rope and winch. You pull it back up, now full of water. <</if>> <</if>> <<case "pickUp">>You pick up $_itemText. <<case "return">> <<if ["bucket", "snuffer"].includes($itemActionObject.type)>> You hang $_itemText back up. <<else>> You put $_itemText back where you found <<= $itemActionObject.type is "herbs" ? "them" : "it">>. <</if>> <<case "down">>You put down $_itemText. <<case "drop">>You drop $_itemText. <<case "dropStash">>You stash $_itemText under your bed. <<case "dropDirty">>You drop $_itemText, and it becomes dirty. <<case "dropStashDirty">>You stash $_itemText under your bed, and it becomes dirty. <<case "disposal">> You throw $_itemText into the disposal channel. <<if $_itemText is "clothes">> The wicked have no second skin to hide behind, now. <</if>> <<if $itemActionObject and $itemActionObject.dirty gte 2>> <<set $hc.disposals += 2>> <<if $hc.shortcutCount isnot undefined>><<set $hc.shortcutCount += 2>><</if>> <<elseif $itemActionObject.state isnot "snuffed" and $itemActionObject.state isnot "lit">> <<set $hc.disposals ++>> <<if $hc.shortcutCount isnot undefined>><<set $hc.shortcutCount++>><</if>> <<elseif $hcChallenge.forestNoShortcut>> You feel that <span class="blue">$itemActionObject.state torches are not accepted as offerings</span>. <</if>> <<case "putInBucket">>You put $_itemText in a bucket. <<if ["snuffer"].includes($itemActionObject.type)>>It rattles around noisily.<</if>> <<case "fromBucket">>You take $_itemText from the bucket. <<case "emptyDisposal">> You dump $_itemText into the disposal channel. <<if $torchOffering>> /* it should not be possible to put lit torches in a bucket, so no need to account for them */ <<unset $torchOffering>> You feel that <span class="blue">snuffed torches are not accepted as offerings</span>. <</if>> <<case "emptyWell">> <<if $bus is "lake">> You empty $_itemText into the lake. <<else>> You empty $_itemText back into the well. <</if>> <<case "emptyGarden">> You dump out $_itemText at the edge of the forest. <<case "kick">> <<if !["disposal", "forest", "lake"].includes($bus)>> <span class="red">You kick over $_itemText. The water makes a horrible mess everywhere. <<hopelessCycleSus 2>></span> <<else>> You kick over $_itemText. <</if>> <<case "pickUpLit">>You quickly pick up the burning torch. <<case "pickUpSnuffed">>You pick up the unlit torch. <<case "pickUpBurnt">>You retrieve the remains of the torch. <<case "pickUpLitSconce">>You retrieve your torch from the sconce. <<case "pickUpSnuffedSconce">>You retrieve the snuffed torch from the sconce. <<case "pickUpBurntSconce">>You retrieve the remains of the torch from the sconce. <<case "dungeonLit">>You take a prepared torch from the stockpile and light it with another torch. <<case "dungeonSnuffed">>You take a snuffed torch from the wall of the dungeon. <<case "dungeonBack">>You place your torch back in the stack after ensuring it won't re-ignite itself. <<case "putCell">>You place your torch in the cell's sconce. <<case "putDisposal">>You place your torch in the rusty sconce. <<case "refresh">>You dig through the guardhouse's supplies. You add cloth, kindling and some animal fat to your torch. You give it a swing to make sure nothing comes loose. It holds. <<case "reignite">>You hold your torch against the other, quickly re-igniting it. <<case "reignitePyre">> <<if Time.hour gte 20 or Time.hour lte 2>> You press the head of your torch into the pyre. <<else>> You press the head of your torch into the burning coals. <</if>> <<case "snuff">>You quickly snuff out the torch with your snuffer. <<case "extinguish">>You quickly snuff out the torch with the water. It steams and sizzles, but goes out. Both the water and torch are ruined. <<case "disposalBurnt" "disposalSnuffed">>You toss the unlit torch into the disposal channel. <<case "disposalLit">>You toss your still-burning torch into the disposal channel, where it is immediately snuffed out. <<case "clean">>You diligently scrub $_itemText clean. <<case "burn">>You commit $_itemText to the pyre. <<if $itemActionObject.dirty gte 2>> Your siblings look pleased with your offering. <<stress -6>><<purity 5>><<lstress>><<gpurity>><<hopelessCycleSus -2>> <</if>> <<case "armour">>You change into your armour. It's a slow, noisy process. <<case "robes">>You change into your robes. <<case "undressPrisoner">> You undress <<print $prisoner.name>>. <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> She doesn't make it easy. <<elseif $prisoner.love gte 45>> She glares at you suggestively. <</if>> <<case "undressPrisonerAsleep">> You undress <<print $prisoner.name>>. <<if $prisoner.love gte 45>> She quickly wakes up, but calms down upon seeing that it's you. <<else>> She quickly wakes up and tries to push you away. <</if>> <<case "dressPrisoner">>You dress <<print $prisoner.name>> in the $itemActionObject.name. <<case "bandagesRemove">>You remove her bandages. <<if $hc.daily.treatedDayBefore>><<run delete $hc.daily.treatedDayBefore>>The spent medicinal herbs fall away from her body.<</if>> <<case "bandagesApply">>You apply $itemActionObject.nameText. <<case "petTheDog">>You pet the dog. It happily bounds around you. <<case "surrender">>You give back some of the burden you've shouldered. <<case "embrace">>You hug Virgo, and take some of its burden. <<default>> <span class="red">Error in 'Hopeless Cycle' event: invalid action: $itemAction, name: $itemActionObject.name </span> <<if $hcItemError>> <br> <span class="red">Invalid item!: $hcItemError</span> <</if>> <</switch>> </span> <br> <</if>> <<unset $itemAction>><<unset $itemActionObject>><<unset $hcItemError>> <</widget>> <<widget "hopelessCycleItemLinks">> <<set $_items to $hcItems.filter(item => !item.hidden)>> <<set $_itemsHeld to $_items.filter(item => item.location is "held")>> <<set $_itemsDropped to $_items.filter(item => item.location is $bus)>> <<set _containers to $_items.filter(item => item.containerID and ["held", $bus].includes(item.location))>> <<run $hcItems.filter(item => item.dirty isnot undefined).forEach(item => { item.nameText = item.name; if (item.used and ["bandages"].includes(item.type)) item.nameText = "used " + item.nameText; if (item.used and ["food"].includes(item.type)) { if (item.name is "stolen food") { item.nameText = "stolen dish" } else { item.nameText = "used dish"; } } if (item.type is "water") { if (item.dirty gte 2) { item.nameText = "<span class='purple'>tainted water</span>" } else if (item.dirty is 1) { item.nameText = " <span class='blue'>used water</span>" } else { item.nameText = " <span class='teal'>clean water</span>" } } else { if (item.dirty gte 2) { item.nameText += " <span class='purple'>(tainted)</span>" } else if (item.dirty is 1) { item.nameText += " <span class='brown'>(dirty)</span>" } else { item.nameText += " <span class='grey'>(clean)</span>" } } })>> <<if _containers.length>> <<set _containersHere to _containers.filter(cont => cont.location is V.bus).length>> <<set _containersHereIndex to 0>> <<set _containersHeld to _containers.filter(cont => cont.location is "held").length>> <<set _containersHeldIndex to 0>> <<run _containers.forEach((gucket, index) => { gucket.nameText = gucket.name; gucket.tooltip = null; if (gucket.location is V.bus) { if (_containersHere gte 2) { _containersHereIndex++; $_int = _containersHereIndex; gucket.nameText = ordinalSuffixOf($_int) + " " + gucket.name; } } else { if (_containersHeld gte 2) { _containersHeldIndex++; $_int = _containersHeldIndex; gucket.nameText = ordinalSuffixOf($_int) + " held " + gucket.name; } else { gucket.nameText = "held " + gucket.name; } } let gucketItems = V.hcItems.filter(thing => thing.location === gucket.containerID); if (gucketItems.length is 0) { gucket.nameText += " <span class='black'>(empty)</span>" } else { let water = gucketItems.find(thing => thing.type === "water"); if (water) { water.nameText = water.name; switch (water.dirty) { case 0: gucket.nameText += " <span class='teal'>(clean water"; break; case 1: gucket.nameText += " <span class='blue'>(used water"; water.nameText = "used water"; break; default: gucket.nameText += " <span class='purple'>(tainted water"; water.nameText = "tainted water"; break; } if (V.hcChallenge.waterLeaky) { gucket.nameText += ", <<number " + water.time + ">> hour"; if (water.time >= 2) { gucket.nameText += "s)</span>"; } else { gucket.nameText += ")</span>"; } } else { gucket.nameText += ")</span>"; } } if (gucketItems.some(item => item.type isnot "water") and gucket.capacity) { let cHas = gucketItems.length; let cCap = gucket.capacity; let itemsIn = []; V.hcItems.filter(c => c.location === gucket.containerID).forEach(c => { let itemName = c.nameText || c.name; itemsIn.push(itemName.toUpperFirst()); }); let itemsInText = formatList(itemsIn); gucket.tooltip = ` <span tooltip="<span class='gold'>` + itemsInText + `</span>" class="tooltip-anchor"><span class='gold'>(items ` + cHas +`/` + cCap + `)</span></span>`; } } })>> <</if>> /* Item types that can't be put into containers */ <<set _hcBlacklist to ["bucket", "container", "prisoner"]>> /* Places torches can be put */ <<set _hcSconces to ["cell", "disposal"]>> <<if $_itemsDropped.length or _itemsHere.filter(items => !["water", "fire"].includes(items)).length>> <b><u>Items here:</u></b><br> <</if>> /* ToDo: Improve when proper inventory system is made. I will only ask God for forgiveness. */ /* Infinite items, mostly for debug, water or torch */ /* _itemsHere is set per-passage to designate a location that has infinite items to take */ <<if _itemsHere.length>> <<for $_labelHere, $_valueHere range _itemsHere.filter(items => !["water", "fire"].includes(items))>> /* Protect the player from themselves */ <<if $hcItems.filter(tooMany => tooMany.type is $_valueHere).length gte 8>> <<set $_outOfStock to true>> <<hcicon $_valueHere>><<print $_valueHere.toUpperFirst()>> <span class="red">(you've taken too many!)</span> <<elseif $_valueHere is "torch">> <<set $_outOfStock to false>> <<if $hc.dungeonTorchState is "snuffed">> <<hcicon "torch_unlit">>Torches <span class="blue">(snuffed)</span> <<elseif $hc.dungeonTorchState is "burnt">> <<hcicon "torch_burnt">>Torches <span class="red">(burnt out)</span> <<else>> <<set $_torchTimeDisplay to $hcChallenge.torchFaster ? Math.clamp(Math.floor($hc.dungeonTorchTime/2),1,12) : $hc.dungeonTorchTime>> <<hcicon "torch">>Torches <span class="orange">(<<number $_torchTimeDisplay>> <<pluralise $_torchTimeDisplay "hour">>)</span> <</if>> <<else>> <<set $_outOfStock to false>> <<hcicon $_valueHere>><<print $_valueHere.toUpperFirst()>> <span class="green">(plentiful)</span> <</if>> /* If an absurd amount hasn't been taken and dropped, and has a free hand */ <<if !$_outOfStock>> <<capture $_valueHere>> <<if $_itemsHeld.length lt 2>> <<if $_valueHere is "torch">> /* Infinite torches in the guardhouse. */ <<set $_torchTime to $hc.dungeonTorchTime || 2>> <<if $hcChallenge.torchFaster and $_torchTime is 1>> <<set $_torchTime++>> <<elseif $hcChallenge.torchFaster and $_torchTime % 2 != 0>> <<set $_torchTime-->> <</if>> <<set $_torchState to $hc.dungeonTorchState is "lit" ? "lit" : "snuffed">> <<set $_torchAction to "dungeon" + $_torchState.toUpperFirst()>> <<set $_torchText to $hc.dungeonTorchState is "lit" ? "Take and light an unused torch" : "Take an unlit torch">> <<capture $_torchTime, $_torchState, $_torchAction>> | <<link [[`$_torchText`|$passage]]>><<run hcItemAdd({ type: "torch", name: "torch", location: "held", origin: V.bus, time: $_torchTime, state: $_torchState, inSconce: false}, "held", $_torchAction)>><</link>> <</capture>> <<else>> /* Anything else pushed to _itemsHere in-passage. Use with care. */ | <<link [[Take|$passage]]>> <<run hcItemAdd($_valueHere, "held", "pickUp")>> <</link>> <</if>> <</if>> /* Place item in held or dropped container instead */ <<for $_labelGucket, $_valueGucket range _containers>> <<set $_itemsInThisContainer to $hcItems.filter(item => item.location is $_valueGucket.containerID)>> <<if $_itemsInThisContainer.length lt $_valueGucket.capacity and !$_itemsInThisContainer.some(water => water.type is "water") and !_hcBlacklist.includes($_valueHere) and !($_valueHere is "torch" and $hc.dungeonTorchState is "lit")>> <<capture $_valueGucket>> <<if $_valueHere is "torch" and $hc.dungeonTorchState isnot "lit">> /* Infinite torches in the guardhouse. */ <<set $_torchTime to $hc.dungeonTorchTime || 2>> <<if $hcChallenge.torchFaster and $_torchTime is 1>> <<set $_torchTime++>> <<elseif $hcChallenge.torchFaster and $_torchTime % 2 != 0>> <<set $_torchTime-->> <</if>> <<set $_torchState to "snuffed">> <<set $_torchAction to "dungeon" + $_torchState.toUpperFirst()>> <<set $_torchText to "Put an unlit torch in " + $_valueGucket.nameText>> <<capture $_torchTime, $_torchState, $_torchAction>> | <<link [[`$_torchText`|$passage]]>><<run hcItemAdd({ type: "torch", name: "torch", location: $_valueGucket.containerID, origin: V.bus, time: $_torchTime, state: $_torchState, inSconce: false}, $_valueGucket.containerID, $_torchAction)>><</link>> <</capture>> <<else>> | <<link [[`Place in $_valueGucket.nameText`|$passage]]>> <<run hcItemAdd($_valueHere, $_valueGucket.containerID, ("putIn" + $_valueGucket.name.toUpperFirst()))>> <</link>> <</if>> <</capture>> <</if>> <</for>> <</capture>> <</if>> <br> <</for>> <</if>> /* Items dropped, i.e., items with a V.hcItems entry with location set to current bus */ <<if $_itemsDropped.length>> <<for $_labelDropped, $_valueDropped range $_itemsDropped>> <<hopelessCycleItemOptions $_valueDropped>> <</for>> <</if>> <<if $_itemsDropped.length or _itemsHere.filter(items => !["water","fire"].includes(items)).length>> <br> <</if>> /* Held items */ <<if $_itemsHeld.length>> <b><u>Items held:</u><<if $_itemsHeld.length gte 2>> <span class="red">(hands full!)</span><</if>></b><br> <<for $_labelHeld, $_valueHeld range $_itemsHeld>> <<hopelessCycleItemOptions $_valueHeld>> <</for>> <br> <</if>> <</widget>> <<widget "hopelessCycleItemOptions">> <<set $_item to _args[0]>> /* Item icon and name */ <<set $_displayName to $_item.nameText ? $_item.nameText.toUpperFirst() : $_item.name.toUpperFirst()>> <<if $_item.tooltip>> <<set $_displayName += $_item.tooltip>> <</if>> <<if $_item.type is "torch">> <<if $_item.state is "snuffed">> <<hcicon $_item>><<print $_displayName>> <span class="blue">(snuffed)</span> <<elseif $_item.state is "burnt">> <<hcicon $_item>><<print $_displayName>> <span class="red">(burnt out)</span> <<else>> <<set $_torchTimeDisplay to $hcChallenge.torchFaster ? $_item.time/2 : $_item.time>> <<hcicon $_item>><<print $_displayName>> <span class="orange">(<<number $_torchTimeDisplay>> <<pluralise $_torchTimeDisplay "hour">>)</span> <</if>> <<if $_item.location isnot "held">> <<if $_item.inSconce>> <span class="green">(in sconce)</span> <<elseif $bus is "bed">> <span class="green">(stashed)</span> <<else>> <span class="red">(on ground)</span> <</if>> <</if>> <<else>> <<hcicon $_item>><<print $_displayName>> <<if $_item.location isnot "held">> <<if $_item.origin is $bus and $_item.persists>> <span class="green">(stored)</span> <<elseif $bus is "bed">> <span class="green">(stashed)</span> <<else>> <span class="red">(on ground)</span> <</if>> <</if>> <</if>> <<if $_item.containerID>> <<set $_itemsInThisContainer to $hcItems.filter(items => items.location === $_item.containerID)>> <<set $_waterInThisContainer to $_itemsInThisContainer.find(water => water.type is "water")>> <<set $_persistentInThisContainer to $_itemsInThisContainer.filter(per => per.persists === true)>> <</if>> <<set $_freeHand to hcItemHasFreeHand()>> /* Item management */ <<capture $_item, $_itemsInThisContainer, $_waterInThisContainer>> /* Any item */ <<if $_item.location isnot "held">> /* Actions specific to items NOT held */ /* Picking up, requires a free hand */ <<if $_freeHand>> <<if $_item.type is "torch">> /* Torches */ <<set $_toBeItemAction to "pickUp" + $_item.state.toUpperFirst()>> <<if $_item.inSconce>><<set $_toBeItemAction += "Sconce">><</if>> <<capture $_toBeItemAction>> | <<link [[Take|$passage]]>><<set $_item.location to "held">><<set $_item.inSconce to false>><<set $itemAction to $_toBeItemAction>><</link>> <</capture>> <<else>> /* Other items */ | <<link [[Pick up|$passage]]>><<set $_item.location to "held">><<run delete $_item.vanishesIn>><<set $itemAction to "pickUp">><<set $itemActionObject to $_item>><</link>> <</if>> <</if>> /* Kicking over buckets full of water */ <<if $_item.containerID and $_waterInThisContainer>> | <<link [[Kick it over|$passage]]>> <<run hcItemRemove($_waterInThisContainer, "kick")>> <<set $itemActionObject to $_item>> <<if !["disposal", "forest", "lake"].includes($bus)>><<hcSuspicion 10>><</if>> <</link>><<if !["disposal", "forest", "lake"].includes($bus)>><<hopelessCycleSus 2>><</if>> <</if>> <<elseif $_item.location is "held">> /* Actions specific to HELD items */ /* Putting down or returning, skip torches */ <<if $_item.type is "torch">> <<if $_item.state is "lit" and !hcItemCanReach("snuffer") and $bus isnot $_item.origin and !_hcSconces.includes($bus)>> <span class="red"><i>Too dangerous to <<if $bus is "bed">>stash<<else>>drop<</if>>!</i></span> <</if>> <<else>> /* Return */ <<if $_item.origin is $bus>> /* Return used dishes */ <<if $_item.type is "food" and $_item.used>> | <<link [[Return|$passage]]>> <<run hcItemRemove($_item, "return")>> <<if $_item.dirty and $_item.name is "stolen food">> <<hcSuspicion 5>> <<elseif $_item.dirty is 0>> <<hcSuspicion -5>> <</if>> <</link>><<if $_item.dirty and $_item.name is "stolen food">><<hopelessCycleSus 1>><<elseif $_item.dirty is 0>><<hopelessCycleSus -2>><</if>> <<elseif $_item.containerID>> <<if $_itemsInThisContainer.length is 0>> | <<link [[Return|$passage]]>><<run hcItemRemove($_item, "return")>><</link>> <<else>> | <<link [[Put down|$passage]]>><<set $_item.location to $bus>><<set $itemAction to "down">><<set $itemActionObject to $_item>><</link>> <</if>> <<elseif !$_item.used and !$_item.dirty>> | <<link [[Return|$passage]]>><<run hcItemRemove($_item, "return")>><</link>> <</if>> <<else>> /* Drop */ <<if $bus is "bed">> <<if $_item.dirty is 0 and $_item.dirtyOnDrop>> | <<link "Stash <span class='red'>(will dirty!)</span>" $passage>><<set $_item.location to $bus>><<set $itemAction to "dropStashDirty">><<set $itemActionObject to $_item>><<set $_item.dirty to 1>><</link>> <<else>> | <<link [[Stash|$passage]]>><<set $_item.location to $bus>><<set $itemAction to "dropStash">><<set $itemActionObject to $_item>><</link>> <</if>> <<elseif $_item.containerID>> | <<link [[Put down|$passage]]>><<set $_item.location to $bus>><<set $itemAction to "down">><<set $itemActionObject to $_item>><</link>> <<elseif $_item.dirty isnot undefined and $_item.dirtyOnDrop>> /* For items that can become dirty */ <<if $_item.dirty gte 1>> | <<link [[Drop|$passage]]>><<set $_item.location to $bus>><<set $itemAction to "drop">><<set $itemActionObject to $_item>><</link>> <<else>> | <<link "Drop <span class='red'>(will dirty!)</span>" $passage>><<set $_item.location to $bus>><<set $itemAction to "dropDirty">><<set $itemActionObject to $_item>><<set $_item.dirty to 1>><</link>> <</if>> <<else>> | <<link [[Drop|$passage]]>><<set $_item.location to $bus>><<set $itemAction to "drop">><<set $itemActionObject to $_item>><</link>> <</if>> <</if>> <</if>> /* Held containers */ <<if $_item.containerID>> /* Fill empty container with water from well or lake */ <<if _itemsHere.includes("water") and $_itemsInThisContainer.length is 0>> | <<link [[Fill with water (0:02)|$passage]]>><<pass 2>><<tiredness 2>><<run hcItemAdd("water", $_item.containerID, "water")>><</link>><<gtiredness>> <</if>> /* Emptying containers into disposal channel */ <<if $_itemsInThisContainer.length and $bus is "disposal" and !$_persistentInThisContainer.length>> <<if $_waterInThisContainer>> /* water */ | <<link [[Empty into channel (0:01)|$passage]]>> <<pass 1>> <<if $_waterInThisContainer.dirty gte 2>> <<set $hc.disposals += 2>> <<else>> <<set $hc.disposals++>> <</if>> <<if $hc.shortcutCount isnot undefined>><<if $_waterInThisContainer.dirty gte 2>><<set $hc.shortcutCount += 2>><<else>><<set $hc.shortcutCount++>><</if>><</if>> <<run hcItemRemove($_waterInThisContainer, "emptyDisposal")>> <</link>> <<else>> /* items */ | <<link [[Empty into channel (0:01)|$passage]]>> <<pass 1>> <<for $_labelTrash, $_valueTrash range $_itemsInThisContainer>> <<if $_valueTrash.dirty gte 2>> <<set $hc.disposals += 2>> <<elseif $_valueTrash.state isnot "snuffed" and $_valueTrash.state isnot "lit">> <<set $hc.disposals++>> <<elseif $hcChallenge.forestNoShortcut>> <<set $torchOffering to true>> <</if>> <<if $hc.shortcutCount isnot undefined>><<if $_valueTrash.dirty gte 2>><<set $hc.shortcutCount += 2>><<else>><<set $hc.shortcutCount++>><</if>><</if>> <<run hcItemRemove($_valueTrash)>> <</for>> <<set $itemAction to "emptyDisposal">><<set $itemActionObject to $_item>> <</link>> <</if>> <</if>> /* Empty bucket back into well or lake */ <<if _itemsHere.includes("water") and $_waterInThisContainer and !($bus is "garden" and $_waterInThisContainer?.dirty gte 1 and !$hc.wellTainted)>> <<set $_linkText to $bus is "lake" ? "Empty into lake" : "Empty back into well">> | <<link [[`$_linkText (0:01)`|$passage]]>> <<pass 1>> <<run hcItemRemove($_waterInThisContainer)>> <<set $itemAction to "emptyWell">> <<set $itemActionObject to $_item>> <</link>> <<elseif $bus is "garden" and $_waterInThisContainer and $_waterInThisContainer.dirty lte 1>> | <<link [[Dump out (0:01)|$passage]]>> <<pass 1>> <<run hcItemRemove($_waterInThisContainer)>> <<set $itemAction to "emptyGarden">> <<set $itemActionObject to $_item>> <</link>> <</if>> <</if>> <</if>> /* Everything below is not specific to held or dropped items */ /* Torches */ <<if $_item.type is "torch">> <<if $_item.state is "snuffed">> <<if (hcItemCanReach("torch", t => t.state is "lit") or $bus is "guardhouse" and $hc.dungeonTorchState is "lit")>> | <<link [[Re-ignite (0:01)|$passage]]>><<pass 1>><<set $_item.state to "lit">><<set $itemAction to "reignite">><</link>> <<elseif $bus is "pyre" and _canIgnite is true>> | <<link [[Re-ignite (0:01)|$passage]]>><<pass 1>><<set $_item.state to "lit">><<set $itemAction to "reignitePyre">><</link>> <</if>> <<if $_item.time lt 6 and $bus is "guardhouse">> | <<link [[Refresh burn time (0:05)|$passage]]>><<pass 5>><<set $_item.time += 4>><<set $itemAction to "refresh">><</link>> <</if>> <</if>> <<if $_item.state is "lit">> <<if hcItemCanReach("snuffer")>> | <<link [[Snuff (0:01)|$passage]]>><<pass 1>><<set $_item.state to "snuffed">><<set $itemAction to "snuff">><</link>> <<if $_item.origin is $bus>> | <<link [[Snuff and return (0:01)|$passage]]>><<pass 1>><<run hcItemRemove($_item, "dungeonBack")>><</link>> <</if>> <</if>> <<elseif $_item.location is "held">> <<if $_item.origin is $bus>> | <<link [[Return|$passage]]>><<run hcItemRemove($_item, "dungeonBack")>><</link>> <<elseif $bus is "bed">> | <<link [[Stash|$passage]]>><<set $_item.location to $bus>><<set $itemAction to "dropStash">><<set $itemActionObject to $_item>><</link>> <<else>> | <<link [[Drop|$passage]]>><<set $_item.location to $bus>><<set $itemAction to "drop">><<set $itemActionObject to $_item>><</link>> <</if>> <</if>> <<if _hcSconces.includes($bus) and !$_item.inSconce>> <<set $_torchAlreadyHere to $hcItems.find(torch => torch.type is "torch" and torch.location is $bus and torch.inSconce is true)>> <<if $_torchAlreadyHere>> <<capture $_torchAlreadyHere>> | <<link [[Replace in sconce|$passage]]>> <<set $_torchAlreadyHere.location to $_item.location>><<set $_torchAlreadyHere.inSconce to false>> <<set $_item.location to $bus>><<set $_item.inSconce to true>><<set $itemAction to "put" + $bus.toUpperFirst()>> <</link>> <</capture>> <<else>> | <<link [[Place in sconce|$passage]]>><<set $_item.location to $bus>><<set $_item.inSconce to true>><<set $itemAction to "put" + $bus.toUpperFirst()>><</link>> <</if>> <</if>> <<if $bus is "disposal">> <<if !$hc.glassfingers and $_item.state is "lit">> | <<link [[Dispose of|Hopeless Cycle Disposal Glassfingers]]>><<set $hc.glassfingers to true>><<run hcItemRemove($_item, ("disposal" + $_item.state.toUpperFirst()))>><</link>> <<else>> | <<link [[Dispose of|$passage]]>><<run hcItemRemove($_item, ("disposal" + $_item.state.toUpperFirst()))>><</link>> <</if>> <</if>> <</if>> /* Item interactions with containers held or here */ <<if _containers.length>> <<for $_labelGucket, $_valueGucket range _containers>> <<set $_itemsInThatContainer to $hcItems.filter(items => items.location === $_valueGucket.containerID)>> <<set $_waterInThatContainer to $_itemsInThatContainer.find(water => water.type is "water")>> <<capture $_valueGucket, $_waterInThatContainer>> /* Extinguish torch with water in container */ <<if $_item.type is "torch" and $_item.state is "lit" and $_waterInThatContainer>> | <<link [[`Extinguish in $_valueGucket.nameText (0:01)`|$passage]]>> <<pass 1>><<set $_item.time to 0>> <<set $_item.state to "burnt">> <<set $itemAction to "extinguish">> <<set $_waterInThatContainer.dirty to 2>> <</link>> <</if>> /* Wash item with water in container */ <<if $_item.dirty and $_waterInThatContainer?.dirty lt 2 and $_item.type isnot "clutter">> | <<link [[`Clean in $_valueGucket.nameText (0:05)`|$passage]]>> <<pass 5>><<set $_item.dirty to 0>><<set $itemAction to "clean">><<set $itemActionObject to $_item>> <<if $_item.name is "bloodstained sack">><<set $_item.name to "torn vegetable sack">><</if>><<hcWash $_waterInThatContainer>> <</link>> <</if>> /* Put item in container */ <<if $_itemsInThatContainer.length lt $_valueGucket.capacity and !$_waterInThatContainer and $_item.state isnot "lit" and !_hcBlacklist.includes($_item.type)>> | <<link [[`Place in $_valueGucket.nameText`|$passage]]>> <<set $_item.location to $_valueGucket.containerID>> <<if $_item.inSconce>><<set $_item.inSconce to false>><</if>> <<set $itemAction to "putIn" + $_valueGucket.name.toUpperFirst()>> <<set $itemActionObject to $_item>> <</link>> <</if>> <</capture>> <</for>> <</if>> /* Taking items from containers, requires free hand */ <<if $_freeHand and $_item.containerID and $_itemsInThisContainer.length and !$_waterInThisContainer>> <<for $_labelCont, $_valueCont range $_itemsInThisContainer>> <<capture $_valueCont>> <<set $_linkName to $_valueCont.nameText ? $_valueCont.nameText : $_valueCont.name>> | <<link [[`Take $_linkName`|$passage]]>> <<set $_valueCont.location to "held">><<run delete $_item.vanishesIn>><<run delete $_valueCont.vanishesIn>> <<set $itemAction to "from" + $_item.name.toUpperFirst()>><<set $itemActionObject to $_valueCont>> <</link>> <</capture>> <</for>> <</if>> /* Disposal (excluding torches) */ <<if $bus is "disposal" and !$_item.persists and $_item.name isnot "torch">> | <<link [[Dispose of|$passage]]>><<run hcItemRemove($_item, "disposal")>><</link>> <</if>> /* Pyre */ <<if _itemsHere.includes("fire") and !$_item.persists>> | <<link [[Burn|$passage]]>> <<run hcItemRemove($_item, "burn")>> <<if ["food"].includes($_item.type) or ["sheets","clothes","bandages"].includes($_item.type) and $_item.dirty lte 1>> <<hcSuspicion 5>> <<elseif $_item.dirty gte 2>> <<hcSuspicion -5>> <</if>> <</link>> <<if ["food"].includes($_item.type) or ["sheets","clothes","bandages"].includes($_item.type) and $_item.dirty lte 1>> <<hopelessCycleSus 1>> <<elseif $_item.dirty gte 2>> <<hopelessCycleSus -2>> <</if>> <</if>> /* Specific actions */ <<if $_item.type is "clothes" and $bus is "cell" and _canSee and !_clothesCurrent and $prisonerEvents.includes("wash")>> <<if !$prisonerEvents.includes("newClothes") and !$_item.dirty>> | <<link [[Dress her (0:05)|Hopeless Cycle Cell Clean Clothes]]>><<pass 5>><<stress 24>><<trauma 12>><<set $_item.location to "prisoner">><</link>><<ggstress>><<gtrauma>><<hopelessCycleLove 2>><<hopelessCycleSus 1>> <<else>> | <<link [[Dress her (0:05)|$passage]]>><<pass 5>><<set $itemAction to "dressPrisoner">><<set $itemActionObject to $_item>><<set $_item.location to "prisoner">><</link>> <</if>> <</if>> <</capture>> <br> <</widget>> <<widget "hopelessCyclePassout">> <span class="narration">The gaoler had pushed himself too much.</span> <br><br> <<set $stress -= 7000>> <<pass 1 hour>> <<ruffleHair>> <<if $hcItems.filter(x => x.location is "prisoner").length gte 1>> <<set $witchItems to true>> <</if>> <<run hcItemSetup()>> <<run $hcItems.filter(cont => cont.containerID).forEach(cont => cont.location = cont.origin)>> <<set $hc.neverLeftDungeon to false>><<set $hc.snuckInDungeon to false>><<set $hc.daily.enteredDungeon to false>> <<if _hcEvent is "night" or (_hcEvent is "dailyPunishment" and $bus is "cell") or $hc.suspicion gte 100>> <<link [[Everything fades to black...|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <<else>> <<link [[Everything fades to black...|Hopeless Cycle Passout]]>><</link>> <</if>> <br> <</widget>> <<widget "hopelessCycleBrandings">> <<set _brandings to {}>> <<if !$prisonerBrands or !$prisonerBrands.length>> <<set _witchBrandings to false>> <<else>> <<set _witchBrandings to $prisonerBrands.map(brands => brands.replace(/\s/g, '_'))>> <<run _witchBrandings.forEach(brand => { _brandings[brand] = "brand_" + brand })>> <</if>> <</widget>> <<widget "hopelessCycleOutfit">> <<if _args[0] is "robes">> <<upperruined>><<lowerruined>><<legsruined>><<feetruined>><<neckruined>><<upperwear 32>><<feetwear 36 "tan">><<neckwear 3>> <<set $itemAction to "robes">> <<else>> <<upperruined>><<lowerruined>><<legsruined>><<feetruined>><<neckruined>><<upperwear 170 "black" "white">><<legswear 40>><<feetwear 43>> <<if $prisonerEvents.includes("elkspawnPurge")>> <<set $worn.lower.integrity -= 750>> <</if>> <<set $itemAction to "armour">> <</if>> <</widget>> <<widget "hopelessCycleLove">><<silently>> <<if $prisoner.loveRevealed>> <<set $_plus to _args[0]>> <<switch $_plus>> <<case 3>><<set $_text_output to " | <span class='green'>+ + + Love</span>">> <<case 2>><<set $_text_output to " | <span class='green'>+ + Love</span>">> <<case 1>><<set $_text_output to " | <span class='green'>+ Love</span>">> <<case -1>><<set $_text_output to " | <span class='red'>- Love</span>">> <<case -2>><<set $_text_output to " | <span class='red'>- - Love</span>">> <<case -3>><<set $_text_output to " | <span class='red'>- - - Love</span>">> <<default>><<set $_text_output to " | <span class='green'>+ Love</span>">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "hopelessCycleSus">><<silently>> <<if $hc.suspicionRevealed>> <<set $_plus to _args[0]>> <<switch $_plus>> <<case 3>><<set $_text_output to " | <span class='red'>+ + + Suspicion</span>">> <<case 2>><<set $_text_output to " | <span class='red'>+ + Suspicion</span>">> <<case 1>><<set $_text_output to " | <span class='red'>+ Suspicion</span>">> <<case -1>><<set $_text_output to " | <span class='teal'>- Suspicion</span>">> <<case -2>><<set $_text_output to " | <span class='teal'>- - Suspicion</span>">> <<case -3>><<set $_text_output to " | <span class='teal'>- - - Suspicion</span>">> <<default>><<set $_text_output to " | <span class='red'>+ Suspicion</span>">> <</switch>> <</if>> <</silently>><<if $_text_output>><<print $_text_output>><</if>><</widget>> <<widget "hcicon">> <<set $_thing to _args[0]>> <<if typeof $_thing is "object">> <<set $_type to _args[0].type>> <<else>> <<set $_type to _args[0]>> <</if>> <<switch $_type>> <<case "bandages">><<icon "bandages.png">> <<case "bones">><<icon "bones.png">> <<case "bucket">><<icon "bucket.png">> <<case "container">><<icon "bucket.png">> <<case "clothes">> <<if typeof $_thing is "object">> <<if $_thing.name is "robe">> <<icon "clothes/monks_habit.png">> <<else>> <<icon "clothes/rag_top.png">> <</if>> <<else>> <<icon "clothes/rag_top.png">> <</if>> <<case "clutter">> <<if typeof $_thing is "object">> <<if $_thing.name is "witchblooms" or $_thing.name is "purified witchblooms">> <<tendingicon "witchbloom">> <<elseif $_thing.name is "leather gloves">> <<icon "clothes/work_gloves.png">> <<else>> <<icon "clothes/rag_top.png">> <</if>> <<else>> <<icon "clothes/rag_top.png">> <</if>> <<case "food">> <<if typeof $_thing is "object">> <<if $_thing.used>> <<foodicon "eat">> <<elseif $_thing.name is "stolen fruit">> <<tendingicon "plum">> <<elseif $_thing.name is "stolen food">> <<icon "tending/salmon_wellington.png">> <<else>> <<icon "tending/porridge.png">> <</if>> <<else>> <<icon "tending/porridge.png">> <</if>> <<case "herbs">><<tendingicon "saints_crown">> <<case "prisoner">><<skinicon "manacles">> <<case "torch">> <<if typeof $_thing is "object">> <<if $_thing.state is "burnt">> <<icon "torch_burnt.png">> <<elseif $_thing.state is "snuffed">> <<icon "torch_unlit.png">> <<else>> <<icon "torch.gif">> <</if>> <<else>> <<icon "torch.gif">> <</if>> <<case "torch_burnt">><<icon "torch_burnt.png">> <<case "torch_unlit">><<icon "torch_unlit.png">> <<case "sheets">><span class="clothes-white"><<icon "clothes/bedsheet.png">></span> <<case "snuffer">><<icon "torch_snuffer.png">> <<default>><<ind>> <</switch>> <</widget>> <<widget "hopelessCycleEndings">> <<set $_endings to { S: {name: "Faith", hint: "See every other ending first.", revealed: "Forever, As One.", colour: "gold"}, A: {name: "Love", hint: "Become bewitched.", revealed: "By love, coerced.", colour: "green"}, B: {name: "Desperation", hint: "Try to make things right.", revealed: "The road to hell gains a new flagstone.", colour: "teal"}, C: {name: "Perdition", hint: "Fulfill her wish for revenge.", revealed: "Elk. Fox. Hound.", colour: "blue"}, D: {name: "Stagnation", hint: "Do not interfere.", revealed: "The ritual completes.", colour: "purple"}, E: {name: "Paranoia", hint: "Make your siblings question your faith.", revealed: "Betrayed by your siblings.", colour: "pink"}, F: {name: "Hatred", hint: "Fail your duty.", revealed: "New skin, same sin.", colour: "red"} }>> <span class="gold">Endings:</span> <br> <<for $_label, $_value range $_endings>> <<if $hcEndings.includes($_label)>> <span class="narration">Ending $_label: <span @class="$_value.colour">$_value.name</span> | $_value.revealed</span> <<else>> <span class="narration">Ending ? | Hint: $_value.hint</span> <</if>> <br> <</for>> <br> <<if _endingSeen and Object.keys(V.hcChallenge).filter(x => V.hcChallenge[x] === true).length gt 0>> <<unset $hcChallengeRandom>> <<hcChallengeSummary "ending">> <<hcChallengeTierUpdate _endingSeen>> <</if>> <</widget>> <<widget "hopelessCycleEnd">> <<if !$frozenValues>> <<exit>> <</if>> <<unfreezePlayerStats>> <<canvas-model-override "clear">> <</widget>> <<widget "hcChallengeMenu">> <<for _hcC to 0; _hcC lt Object.keys(setup.hopelessCycleChallenges).length; _hcC++>> <<capture _text>> <<set _text to { key: setup.hopelessCycleChallenges[_hcC].key, colorSeen: "bold " + hcChallengeColor(setup.hopelessCycleChallenges[_hcC].key) + " tooltip-anchor", colorNot: hcChallengeColor(setup.hopelessCycleChallenges[_hcC].key) + " tooltip-anchor", desc: setup.hopelessCycleChallenges[_hcC].desc1, name: setup.hopelessCycleChallenges[_hcC].name }>> <<if $hcChallengesCompleted[_text.key] isnot "">> <<set _text.desc to _text.desc + "<br><br>Highest ending: <span class='" + ['','red','pink','purple','blue','teal','green','gold'][['','F','E','D','C','B','A','S'].indexOf($hcChallengesCompleted[_text.key])] + "'>" + $hcChallengesCompleted[_text.key] + "</span>">> <</if>> <label><<checkbox "$hcChallenge[_text.key]" false true autocheck>> <span @class='$hcChallengesCompleted[_text.key] is "S" ? _text.colorSeen : _text.colorNot' @tooltip="_text.desc"><<print _text.name>></span></label> <<if _hcC % 3 is 2>><br><<else>> | <</if>> <</capture>> <</for>> <br> <</widget>> <<widget "hcChallengeSummary">> <<set _sum to []>><<set _chal to []>><<set _sets to []>> <<for _s to 0; _s lt setup.hopelessCycleChallenges.length; _s++>> <<if Object.keys($hcChallenge).filter(x => $hcChallenge[x] == true).includes(setup.hopelessCycleChallenges[_s].key)>> <<set _sum.pushUnique(setup.hopelessCycleChallenges[_s])>> <</if>> <</for>> <<for _filter range [...new Set(setup.hopelessCycleChallenges.map(x => {return x.key.split(/[A-Z]/)[0]}))]>> <<if _sum.filter(x => x.key.split(/[A-Z]/)[0] is _filter).length gte 3>> <<set _sets.pushUnique(_filter)>> <<set _rawDescs to []>> <<for _c to 0; _c lt 3; _c++>> <<if _sum.filter(x => x.key.split(/[A-Z]/)[0] is _filter)[_c].desc2>> <<set _rawDescs.pushUnique(_sum.filter(x => x.key.split(/[A-Z]/)[0] is _filter)[_c].desc2)>> <<else>> <<set _rawDescs.pushUnique(_sum.filter(x => x.key.split(/[A-Z]/)[0] is _filter)[_c].desc1.split(".")[1].trim())>> <</if>> <<if _c isnot 0>> <<set _rawDescs[_c] to _rawDescs[_c].charAt(0).toLowerCase() + _rawDescs[_c].substring(1)>> <</if>> <<if _c isnot 2 and _sum.filter(x => x.key.split(/[A-Z]/)[0] is _filter)[_c].desc2>> <<set _rawDescs[_c] to _rawDescs[_c].slice(0,-1)>> <</if>> <<if _c is 2 and _rawDescs[_c].charAt(_rawDescs[_c].length-1) isnot ".">> <<set _rawDescs[_c] += ".">> <</if>> <</for>> <<set _chal.pushUnique({ name: "<i>" + {"hand": "A Menacing Hand", "torch": "Fading Light", "faith": "Holy Virgo's Wish", "forest": "Overgrowth", "water": "Deluge", "item": "Broken Tools", "prisoner": "Nona's Sorrow", "suspicion": "Judging Eyes", "dogs": "Beasts of Romilly", "time": "Arrow of Time"}[_filter] + "</i> (" + _filter.toUpperFirst() + " set)", color: hcChallengeColor(_filter), desc: formatList(_rawDescs, "and", true, "; "), })>> <</if>> <</for>> <<for _solo to 0; _solo lt _sum.length; _solo++>> <<if !_sets.includes(_sum[_solo].key.split(/[A-Z]/)[0])>> <<if _sum[_solo].desc2>> <<set _descToPush to _sum[_solo].desc2>> <<else>> <<set _descToPush to _sum[_solo].desc1.split(".")[1].trim()>> <</if>> <<if _descToPush.charAt(_descToPush.length-1) isnot ".">> <<set _descToPush += ".">> <</if>> <<set _chal.pushUnique({ name: _sum[_solo].name, color: hcChallengeColor(_sum[_solo].key), desc: _descToPush, })>> <</if>> <</for>> <<if _args[0] is "ending">> <<if _endingSeen is "S">> <b>Challenges completed:</b> <<else>> <b>Challenges failed:</b> <</if>> /* Can't populate an array and use formatList() for this because it'll just print the last challenge over and over */ <<for _p range _chal>> <span @class="_p.color" @tooltip="_p.desc"><<print _p.name>></span><<if _chal.indexOf(_p) lt _chal.length-1>>,<<else>>.<</if>> <<if _chal.indexOf(_p) is _chal.length-2>>and<</if>> <</for>> <br><br> <<elseif _args[0] is "journal">> You selected the following challenges: <ul class="journal"> <<for _p range _chal>> <li><span @class="_p.color" @tooltip="_p.desc"><<print _p.name>></span></li> <</for>> </ul> <<else>> <b>Challenges selected:</b> <br> <<for _p range _chal>> <span @class="_p.color" @tooltip="_p.desc"><<print _p.name>></span><<if _chal.indexOf(_p) lt _chal.length-1>>,<<else>>.<</if>> <<if _chal.indexOf(_p) is _chal.length-2>>and<</if>> <</for>> <br> <</if>> <</widget>> <<widget "hcDetailsBestRun">> <<set _sum to []>><<set _chal to []>><<set _sets to []>> <<for _s to 0; _s lt setup.hopelessCycleChallenges.length; _s++>> <<if $hcChallengesRun.includes(setup.hopelessCycleChallenges[_s].key)>> <<set _sum.pushUnique(setup.hopelessCycleChallenges[_s])>> <</if>> <</for>> <<for _filter range [...new Set(setup.hopelessCycleChallenges.map(x => {return x.key.split(/[A-Z]/)[0]}))]>> <<if _sum.filter(x => x.key.split(/[A-Z]/)[0] is _filter).length gte 3>> <<set _sets.pushUnique(_filter)>> <<set _chal.pushUnique({ name: "<i>" + {"hand": "A Menacing Hand", "torch": "Fading Light", "faith": "Holy Virgo's Wish", "forest": "Overgrowth", "water": "Deluge", "item": "Broken Tools", "prisoner": "Nona's Sorrow", "suspicion": "Judging Eyes", "dogs": "Beasts of Romilly", "time": "Arrow of Time"}[_filter] + "</i> (" + _filter.toUpperFirst() + " set x3)", color: hcChallengeColor(_filter), })>> <</if>> <</for>> <<for _solo to 0; _solo lt _sum.length; _solo++>> <<if !_sets.includes(_sum[_solo].key.split(/[A-Z]/)[0])>> <<set _chal.pushUnique({ name: _sum[_solo].name, color: hcChallengeColor(_sum[_solo].key), })>> <</if>> <</for>> <<set _output to []>> <<for _p range _chal>> <<set _item to "<span class=" + _p.color + ">" + _p.name + "</span>">> <<set _output.push(_item)>> <</for>> <<print formatList(_output, "and")>> <</widget>> <<widget "hcDetailsTotal">> <<set _sum to []>><<set _chal to []>><<set _sets to []>> <<for _s to 0; _s lt setup.hopelessCycleChallenges.length; _s++>> <<if Object.keys($hcChallengesCompleted).filter(x => $hcChallengesCompleted[x] == "S").includes(setup.hopelessCycleChallenges[_s].key)>> <<set _sum.pushUnique(setup.hopelessCycleChallenges[_s])>> <</if>> <</for>> <<for _filter range [...new Set(setup.hopelessCycleChallenges.map(x => {return x.key.split(/[A-Z]/)[0]}))]>> <<if _sum.filter(x => x.key.split(/[A-Z]/)[0] is _filter).length gte 3>> <<set _sets.pushUnique(_filter)>> <<set _chal.pushUnique({ name: "<i>" + {"hand": "A Menacing Hand", "torch": "Fading Light", "faith": "Holy Virgo's Wish", "forest": "Overgrowth", "water": "Deluge", "item": "Broken Tools", "prisoner": "Nona's Sorrow", "suspicion": "Judging Eyes", "dogs": "Beasts of Romilly", "time": "Arrow of Time"}[_filter] + "</i> (" + _filter.toUpperFirst() + " set x3)", color: hcChallengeColor(_filter), })>> <</if>> <</for>> <<for _solo to 0; _solo lt _sum.length; _solo++>> <<if !_sets.includes(_sum[_solo].key.split(/[A-Z]/)[0])>> <<set _chal.pushUnique({ name: _sum[_solo].name, color: hcChallengeColor(_sum[_solo].key), })>> <</if>> <</for>> <<set _output to []>> <<for _p range _chal>> <<set _item to "<span class=" + _p.color + ">" + _p.name + "</span>">> <<set _output.push(_item)>> <</for>> <<print formatList(_output, "and")>> <</widget>> <<widget "hcSuspicion">> <<set _sus to _args[0]>> <<if _sus gt 0 and $hcChallenge.suspicionIncrease>> <<set _sus *= 2>> <<elseif _sus lt 0 and $hcChallenge.suspicionDecrease>> <<set _sus /= 2>> <</if>> <<if _args[1] isnot "sermon" or !$hcChallenge.suspicionSermon>> <<set $hc.suspicion += _sus>> <</if>> <</widget>> <<widget "hcPrisonerHealth">> <<set _health to _args[0]>> <<if _health gt 0 and _args[1] is "penance" and $hcChallenge.handCruel>> <<set _health -= 1>> <</if>> <<set $prisoner.health += _health>> <</widget>> <<widget "hcWash">> <<set _water to $hcItems.find(x => x.location is _args[0].location)>> <<set _water.dirty++>> <<if $hcChallenge.waterDirty>> <<set _water.dirty to 2>> <</if>> <</widget>> <<widget "hcForest">> <<set $_travel to $hcChallenge.forestFurther ? 4 : 5>> <<if _args[0] is "back">> <<set $_travel *= -1>> <</if>> <<set $hcForest += $_travel>> <</widget>> <<widget "hcTimeTaskDisplay">><<silently>> <<set $_time to _args[0] ? _args[0] : 60>> <<if $hcChallenge.timeLonger>> <<set $_time *= 1.5>> <</if>> <<set $_hour to Math.floor($_time / 60).toString()>> <<set $_minute to ($_time % 60).toString()>> <<if $_minute.length is 1>> <<set $_minute to "0" + $_minute>> <</if>> <</silently>>($_hour:$_minute)<</widget>> <<widget "hcTimeTaskPass">> <<set $_time to _args[0] ? _args[0] : 60>> <<if $hcChallenge.timeLonger>> <<set $_time *= 1.5>> <</if>> <<pass $_time>> <</widget>> <<widget "hcTimeDungeonDisplay">><<silently>> <<set $_time to _args[0] ? _args[0] : 30>> <<if $hcChallenge.timeLonger>> <<set $_time += 15>> <</if>> <</silently>>(0:$_time)<</widget>> <<widget "hcTimeDungeonPass">> <<set $_time to _args[0] ? _args[0] : 30>> <<if $hcChallenge.timePrayer>> <<set $_time += 15>> <</if>> <<pass $_time>> <</widget>> <<widget "hcChallengeTierUpdate">> <<set $_end to _args[0]>><<set $_list to []>> <<for $_challenge range Object.keys($hcChallenge).filter(x => $hcChallenge[x] == true)>> <<set $_tiers to ["","F","E","D","C","B","A","S"]>> <<if $_tiers.indexOf($_end) gt $_tiers.indexOf($hcChallengesCompleted[$_challenge])>> <<set $hcChallengesCompleted[$_challenge] to $_end>> <</if>> <<if $_end is "S">> <<set $_list.pushUnique($_challenge)>> <</if>> <</for>> <<if $_list.length gt $hcChallengesRun.length>> <span class="green bold">New record: <<print $_list.length>>/<<print setup.hopelessCycleChallenges.length>>!</span> Previous record: <<print $hcChallengesRun.length>>/<<print setup.hopelessCycleChallenges.length>> <<set $hcChallengesRun to $_list>> <br><br> <</if>> <</widget>> <<widget "hcChallengeRandomSliders">> <!-- The range slider macro doesn't work if it's directly inside passage text. It only works inside a widget --> <<rangeslider "$hcChallengeRandom.min" "$hcChallengeRandom.max" 1 setup.hopelessCycleChallenges.length 1 setup.hopelessCycleChallenges.length 1 {} { value: (v1, v2) => { const color1 = ColourUtils.interpolateMultiple(["--black", "--red", "--orange", "--gold"], normalise(v1, setup.hopelessCycleChallenges.length, 0)); const color2 = ColourUtils.interpolateMultiple(["--black", "--red", "--orange", "--gold"], normalise(v2, setup.hopelessCycleChallenges.length, 0)); return `<span style="color: ${color1}">${v1}</span> - <span style="color: ${color2}">${v2}</span>`; }, } >> <</widget>> <<widget "hcChallengeRandomSelect">> <<run Object.keys($hcChallenge).forEach(c => $hcChallenge[c] = false)>> <<set $_keys to setup.hopelessCycleChallenges.map(s => s.key)>> <<set $_num to random($hcChallengeRandom.min, $hcChallengeRandom.max)>> <<for _i to 0; _i lt $_num; _i++>> <<set $_chal to $_keys.pluck()>> <<set $hcChallenge[$_chal] to true>> <</for>> <</widget>><<effects>> <<npc Winter>><<person1>> You bring the snake-woman painting, frame and all, to Winter. <<He>> nearly drops what <<hes>> holding, gently setting it down before taking the painting from you. "This is a centuries-old piece. I had thought it destroyed. Where did you find it?" <br><br> <<switch $speech_attitude>> <<case "meek">> "It was in a maze out in the farmland," you say. "A scary place." <<case "bratty">> "It was in a maze out in the farmland, somewhere almost as old as..." You think better about finishing that remark. <<default>> "It was in a maze out in the farmland," you say. "Along with lots of snakes." <</switch>> <br><br> "The temple would prefer this be used as firewood. I'll make sure it's safe here." <<He>> admires the carvings on the frame for a moment, thumbing the cut on the canvas before placing it against the wall. <<He>> returns with <<printmoney 100000>>, and hands it to you. <<money 100000 "museumAntique">> <<if !$museum_paintings_intro>> <<set $museum_paintings_intro to true>> "There are other paintings that I would pay well to have in my collection," <<he>> says. "I do not know where any of them could be, however. <span class="blue">If you find any, please bring them to me.</span>" <</if>> <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>> <<npc Winter>><<person1>> <<set $hcChallenge to { handLongPatrol: false, handStrict: false, handCruel: false, torchFaster: false, torchSnuffer: false, torchDarker: false, faithBanish: false, faithBurden: false, faithBlooms: false, forestFurther: false, forestNoShortcut: false, forestItem: false, waterLeaky: false, waterDirty: false, waterEarly: false, itemDirty: false, itemFind: false, itemNoHide: false, prisonerFood: false, prisonerHealth: false, prisonerClean: false, suspicionIncrease: false, suspicionDecrease: false, suspicionSermon: false, dogsTwice: false, dogsEarly: false, dogsDouble: false, timeSleep: false, timeLonger: false, timePrayer: false }>> <<set $hcEndings ||= []>> <<set _list1 to $hcEndings.sort()>> <<if localStorage.getItem("hopelessCycle") is null>> <<run localStorage.setItem("hopelessCycle", $hcEndings)>> <</if>> <<set _list2 to localStorage.getItem("hopelessCycle").split(",").sort()>> <<set _memory to []>><<set _achieved to []>> <<if !_list1.isEqual(_list2)>> <<for _i range ["F","E","D","C","B","A"]>> <<if !_list1.includes(_i) and _list2.includes(_i)>> <<set _memory.push(_i)>> <<set $hcEndings.pushUnique(_i)>> <</if>> <</for>> <<run localStorage.setItem("hopelessCycle", localStorage.getItem("hopelessCycle").split(",").concatUnique($hcEndings))>> <</if>> <<if _memory.length gte 1>> Looking at the painting, <span class="lblue">a foreign memory strikes you</span>. <<if $museumAntiques.paintings.paintingsnake is "talk">> "I think I know this one," you say. "This is <span class="gold">'Hopeless Cycle'</span>, right? The story of the witch and the gaoler." <br><br> Winter smiles. "I see you've done your research. Yes, that's exactly right. Out of curiosity, what variations of this tale have you heard? There are a number of them." <br><br> You recount the foggy memories you have of the painting's story. As you speak, and as Winter coaxes you, <span class="gold">the memories become clearer, more detailed, until you remember...</span> <<else>> "I think I remember some versions of this," you say. "Versions you never told me." <br><br> Winter's eyebrows raise. "Oh? Doing some reading in your own time, are you? Out of curiosity, what variations of this tale have you heard? Including the ones I've told." <br><br> You go through the foggy memories you have of the painting's story, comparing them to the stories you remember hearing from Winter. As you speak, and as Winter coaxes you, <span class="gold">the memories become clearer, more detailed, until you remember...</span> <</if>> <br><br> <<hopelessCycleEndings>> You finish. <<if $hcEndings.includesAll("F","E","D","C","B","A")>> Winter looks impressed. "That's quite a few of them. There's only one commonly-accepted ending left, in fact. <<if $museumAntiques.paintings.paintingsnake is "talk">> It involves a few supernatural elements I would've excluded as to not dilute the story, but it's clear you're ready for them. <<else>> It involves a few supernatural elements I've previously excluded as to not dilute the story, but it's clear you're ready for them. <</if>> It involves cross-referencing some other legends. Do you know that one?" <<if _list2.includes("S")>> <br><br> You open your mouth to answer, but pause. You had been so sure that you did, but now that you're searching for the memory, it seems to evade you. Winter notices your confusion. "Some stories simply insist on being told, as I understand it. If you can't remember... well, it's a good thing I'm here, isn't it?" <<else>> You don't think you do. <</if>> <br><br> <<He>> walks off for a moment, returning with a chair and inviting you to sit. The painting hangs on the wall next to you, the figure's weeping gaze bearing down. <br><br> "There's two that are relevant. The first is a tale of an entity in the part of the old sewers that was once the temple's disposal channel. <span class="gold">This version supposes that the gaoler received a gift from it after 'feeding' it many objects, especially 'tainted' ones, by dumping them into the waterway. Part of the legend involves throwing a lit torch into the channel to get its attention.</span>" <br><br> <<He>> looks to the painting. "The other legend comes into play when the gaoler <span class="gold">brings that gift to the lake before the day the witch was branded with crosses</span>, but I'm getting ahead of myself. Let's work our way to that part of the story first." <br><br> <<else>> Winter nods. "I see. That skips some of the stories, then. If you're willing to listen, I'm always glad to share history. Folklore or otherwise." <br><br> <<He>> walks off for a moment, returning with a chair and inviting you to sit. The painting hangs on the wall next to you, the figure's weeping gaze bearing down. <br><br> <</if>> <<link [[Let <<him>> continue|Museum Hopeless Cycle Story Continue]]>><<set $phase to 1>><</link>> <br> <<link [[Back out|Museum Hopeless Cycle Story Back]]>><</link>> <<exit>> <<elseif $hcEndings.includes("S")>> <<hopelessCycleEndings>> "Could you tell me the story behind this painting again?" you ask Winter. <br><br> <<He>> stops what <<hes>> doing. "If you're willing to listen, I'm always glad to share history. Folklore or otherwise." <br><br> <<He>> walks off for a moment, returning with a chair and inviting you to sit. The painting hangs on the wall next to you, the figure's weeping gaze bearing down. <br><br> Winter sits down too. "The painting is titled <span class="gold">'Hopeless Cycle'</span>. It's written on the back of the frame in an older tongue, and the translation could also mean 'desperate spiral' or similar. It evokes the feeling of being trapped in self-fulfilling loops. It's at least three centuries old. Though you know all this by now, of course." <br><br> <<link [[Ask Winter if there are any other variations on the story|Museum Hopeless Cycle Story Challenge]]>><</link>> | <span class="blue"><i>Challenge options</i></span> <!-- Appears even with blind stats enabled. Intentional --> <br> <<link [[Let <<him>> continue|Museum Hopeless Cycle Story Continue]]>><<set $phase to 1>><</link>> <<exit>> <<elseif $hcEndings.includesAll("F","E","D","C","B","A") and !$hcEndings.includes("S")>> <<hopelessCycleEndings>> "You said you'd add some missing details this time. I'd like to hear them." <br><br> Winter nods. "There's a few supernatural elements I've excluded as to not dilute the story. It involves cross-referencing some other legends." <br><br> <<He>> walks off for a moment, returning with a chair and inviting you to sit. The painting hangs on the wall next to you, the figure's weeping gaze bearing down. <br><br> "There's two that are relevant. The first is a tale of an entity in the part of the old sewers that was once the temple's disposal channel. <span class="gold">This version supposes that the gaoler received a gift from it after 'feeding' it many objects, especially 'tainted' ones, by dumping them into the waterway. Part of the legend involves throwing a lit torch into the channel to get its attention.</span>" <br><br> <<He>> looks to the painting. "The other legend comes into play when the gaoler <span class="gold">brings that gift to the lake before the day the witch was branded with crosses</span>, but I'm getting ahead of myself. Let's work our way to that part of the story first." <br><br> <<He>> looks back to you. "You know how this goes by now. The subject is a controversial local folk figure. This was almost certainly painted long after the event that inspired it. The temple has attempted, many times, to censor or revise the tale, as it's quite the embarrassment to their more modern image. Or so they claim. This painting represents the story of a beloved wise woman they persecuted for apostasy and witchcraft..." <<else>> <<if $museumAntiques.paintings.paintingsnake is "talk">> "You said the temple would use this as firewood. There must be a story behind that," you say. <br><br> <<He>> nods. "It's a very interesting tale, steeped in the fog of religious persecution and myth. There's truth behind it, but it's been romanticised, disparaged, and warped over time. In other words, the story behind it is a folktale of a very real event." <<else>> <<hopelessCycleEndings>> "Could you tell me the story behind this painting again?" you ask Winter. <br><br> <<He>> stops what <<hes>> doing. "If you're willing to listen, I'm always glad to share history. Folklore or otherwise." <</if>> <br><br> <<He>> walks off for a moment, returning with a chair and inviting you to sit. The painting hangs on the wall next to you, the figure's weeping gaze bearing down. <br><br> Winter sits down too. "The painting is titled <span class="gold">'Hopeless Cycle'</span>. It's written on the back of the frame in an older tongue, and the translation could also mean 'desperate spiral' or similar. It evokes the feeling of being trapped in self-fulfilling loops. It's at least three centuries old." <br><br> <<He>> runs <<his>> fingers along the frame. "Both burns and water damage here. To be expected on such aged pieces, but what confounds me is this cut on the canvas. There are traces of silver within the wound." <br><br> <<He>> looks back to you. "The subject is a controversial local folk figure. This was almost certainly painted long after the event that inspired it. The temple has attempted, many times, to censor or revise the tale, as it's quite the embarrassment to their more modern image. Or so they claim. This painting represents the story of a beloved wise woman they persecuted for apostasy and witchcraft..." <</if>> <br><br> <<link [[...the injustice of which immortalised her in myth.|Hopeless Cycle]]>><<pass 30>><<endevent>><</link>> <br><<effects>> <<if !$hcChallengesCompleted>> <<set $hcChallengesCompleted to { handLongPatrol: "", handStrict: "", handCruel: "", torchFaster: "", torchSnuffer: "", torchDarker: "", faithBanish: "", faithBurden: "", faithBlooms: "", forestFurther: "", forestNoShortcut: "", forestItem: "", waterLeaky: "", waterDirty: "", waterEarly: "", itemDirty: "", itemFind: "", itemNoHide: "", prisonerFood: "", prisonerHealth: "", prisonerClean: "", suspicionIncrease: "", suspicionDecrease: "", suspicionSermon: "", dogsTwice: "", dogsEarly: "", dogsDouble: "", timeSleep: "", timeLonger: "", timePrayer: "" }>> <<set $hcChallengesRun to []>> <</if>> <<if $speech_attitude is "meek">> "Um, Winter?" you ask, raising your hand. "Before you start, are there any other details to this story, in other variations?" <<elseif $speech_attitude is "bratty">> "I've sat through this story so many times," you huff. "The first times you told it, you left out details. Anything like that you could throw in?" <<else>> "Are there any other variations to this story that haven't been covered yet?" you ask. "Details not widely agreed upon, or anything like that." <</if>> <br><br> Winter pauses, thinking. "Well, there are a few aspects some tellings disagree on. For the most part, I've tried to stick to the most accepted versions, but..." <<He>> smiles. "Alright. I'll try to include some more niche aspects. Was there anything you had in mind? As a jumping-off point." <br><br> <i>Completing runs with all challenges enabled is not intended, and almost certainly not possible. There are no rewards, feats or otherwise, for completing runs with challenges enabled. <br> You may select any arrangement of challenges you like, or let the game choose a random selection of challenges for you.</i> <br><br> <<if $hcChallengesRun.length gt 0>> <span class="green" tooltip='<<hcDetailsTotal>>'>Total completed: <<print Object.values($hcChallengesCompleted).count("S")>>/<<print Object.keys($hcChallenge).length>></span> | <span class="blue" tooltip='<<hcDetailsBestRun>>'>Best run: <<print $hcChallengesRun.length>>/<<print Object.keys($hcChallenge).length>></span> <br><br> <</if>> <div class="no-numberify"> <<link "Enable all">><<run Object.keys($hcChallenge).forEach(c => $hcChallenge[c] = true)>><<replace #challenges>><<hcChallengeMenu>><</replace>><</link>> | <<link "Disable all">><<run Object.keys($hcChallenge).forEach(c => $hcChallenge[c] = false)>><<replace #challenges>><<hcChallengeMenu>><</replace>><</link>> </div> <br> <div id="challenges"><<hcChallengeMenu>></div> <<set $hcChallengeRandom to { min: 0, max: 30, blind: false }>> <<checkbox "$hcChallengeRandom.blind" false true autocheck>> <span class="gold">Blind random challenges</span> <span class="tooltip-anchor linkBlue" tooltip='If enabled, selecting "Proceed with random challenges" will not tell you what challenges are enabled.<br><span class="red">Not recommended unless you are familiar with all challenges.</span>'>(?)</span> <br> <<hcChallengeRandomSliders>> <br><br> <<link [[Proceed with selected challenges|Museum Hopeless Cycle Story Continue]]>><<set $hcChallengeRandom.blind to false>><<set $phase to 0>><</link>> <br> <<link [[Proceed with random challenges|Museum Hopeless Cycle Story Continue]]>><<hcChallengeRandomSelect>><<set $phase to 0>><</link>> <br><<effects>> <<if $phase is 0>> <<if $hcChallengeRandom.blind>> <b>Challenges selected:</b> <span class="blue italic">a random amount between <<number $hcChallengeRandom.min>> and <<number $hcChallengeRandom.max>>.</span> <br> Winter smiles, amused. "Very well. I'll see if I can surprise you." <<elseif Object.values(V.hcChallenge).some(x => x === true)>> <<hcChallengeSummary>> Winter nods, closing <<his>> eyes. "I believe there are versions that align with those conditions. Uncommon, but they are told." <<else>> Winter smiles. "The classic version, then." <</if>> <br><br> <</if>> <<He>> looks back to you. "You know how this goes by now. The subject is a controversial local folk figure. This was almost certainly painted long after the event that inspired it. The temple has attempted, many times, to censor or revise the tale, as it's quite the embarrassment to their more modern image. Or so they claim. This painting represents the story of a beloved wise woman they persecuted for apostasy and witchcraft..." <br><br> <<link [[...the injustice of which immortalised her in myth.|Hopeless Cycle]]>><<pass 30>><<endevent>><</link>> <br><<effects>> You tell Winter you changed your mind, now that you remembered you already knew the story. Winter grumbles good-naturedly. "And I got my nice chair out for this, too..." <br><br> <<He>> stands up, turning around to grab the chair once more. "Well, let me know if you change your mind." <br><br> <<set $museumAntiques.paintings.paintingsnake to "museum">> <<link [[Next|Museum]]>><<unset $hcChallenge>><<set $daily.winterStoryTime to false>><<endevent>><</link>> <br> /* Event start */<<hopelessCycleStart>> <<set _thermoDisable to true>><<effects>> <<set Weather.set("heavyClouds", true, 600)>><<canvas-model-override "mouth" "neutral">> <span class="narration"> It's generally agreed upon that the event took place late in the 14th century. The Cloister of Virgo, as they called themselves, held much control over the region. <br><br> This comes some years after a religious conflict that nearly spelled their annihilation. Persecution was common, as they were eager to punish any they deemed guilty of having a hand in the conflict. Or their descendants. </span> <br><br> It's rarely quiet in the temple's dungeon, but when it is, it's deafening. <br><br> One thing that never fails to inspire instant silence is the reverberation of heavy boots on stone. There's only one pair of boots in the whole faith heavy enough to make that specific dirge, and only one bastard big enough to wear them. <br><br> You lean forward in your plain wooden chair, counting the footsteps. Only one pair. That means he's alone, and thus probably here to yell at you. You put your book down and brace yourself as the light of his torch begins to leak into the guardhouse. The other gaolers all stand at attention. You don't bother. It's never made a difference with him. <br><br> His massive frame finally comes into view, along with his ugly brown-bearded face, marred with a lopsided handprint branding. An absolute wall of a man. The Bishop's Hand. He's carrying something over his shoulder. A long, limp sack, split at the bottom into two- no, that's a person. His dark eyes scan the room, passing each guard, until his eyes land on you. He holds his torch out wordlessly. <br><br> <<link [[Take the torch|Hopeless Cycle Torch]]>><<set $phase to 1>><</link>> <br> <<link [[Make him carry it himself|Hopeless Cycle Torch]]>><<hcSuspicion 2>><<set $phase to 2>><</link>> <br> <<link [[Offer to carry the new prisoner instead|Hopeless Cycle Torch]]>><<set $prisoner.love += 1>><<set $phase to 3>><</link>> <br><<set _thermoDisable to true>><<effects>> <span class="narration"> There are many versions of this tale, but there are some constants across all of them. The first of which is that the Bishop's Hand was a cruel, vicious enforcer. <br><br> Where the stories diverge depends on whether he was the exception, or the norm. The wounds were still fresh. The Cloister's vengeance, swift and terrible. It inspired cruelty in many. </span> <br><br> <<if $phase is 1>> <<wearProp "torch">> You take the outstretched torch, as is expected of you. <<elseif $phase is 2>> You do nothing. He growls, before handing it out to someone else. He grabs your tunic and yanks you forward in front of him. Looks like you're not getting out of this one. <<else>> <<wearProp "torch">> You outstretch your arms towards the prisoner. The Bishop's Hand makes an amused grunt, but hits you on the forehead with the handle of the torch, before holding it out again. You take the hint this time. <<pain 2>><<gpain>> <</if>> <br><br> He nods towards the limp figure over his shoulder. "Fresh from the wall." His voice is a lecherous rumble, making the following belly laugh all the more unsettling. "Hounds enjoyed their meat." He points forward, down the primary corridor. <<if $phase isnot 2>>You light the way forward.<<else>>The other guard lights the way forward, and you follow.<</if>> <br><br> One. Two. Three. Four. Five. Six. Seven. Eight. Nine. Ten. Nine. He stops to think. Eight. Nine. Ten. Nine. He finally stops on the ninth cell. Only five of the cells you passed were even occupied. You expertly find the right key on your key ring, unlocking the cell. <<if $phase is 2>>He shoves you in ahead of him<<else>>You enter ahead of him<</if>>. <br><br> He approaches the back wall, laying the new prisoner down. "You won't get much noise out of this one," he says as he secures her silver manacles to the wall by a chain. "No more singing for this birdie." <br><br> He turns to you, chuckling. Staring. As if waiting for you to speak out of turn. <br><br> <<link [[Ask what her crimes are|Hopeless Cycle Ask]]>><<hcSuspicion 5>><<set $prisoner.love += 1>><<set $phase2 to 1>><</link>> <br> <<link [[Stay silent|Hopeless Cycle Ask]]>><<set $phase2 to 2>><</link>> <br> <<link [[Ask what your orders are|Hopeless Cycle Ask]]>><<hcSuspicion -3>><<set $phase2 to 3>><</link>> <br><<set _thermoDisable to true>><<effects>> <span class="narration"> Every spin on this tale, every divergence, comes from this man. Her personal gaoler. His name is lost to time, but most sources point to him being a member of the old Fayne noble family. A family with deep, historic ties to the cloister. It's probable that many of his brothers and sisters in worship were familial as well. </span> <br><br> <<if $phase2 is 1>> You ask why she's being locked up. Immediately, he punches you in the gut, doubling you over. <<pain 6>><<ggpain>> <br><br> "You know better than to ask. You wait for me to tell you, if I think you need to know." <<elseif $phase2 is 2>> You stay quiet. He makes a satisfied grunt. <<else>> You obediently ask for your orders. He gruffs under his breath. "Such a good dog, always ready to heel." <</if>> <br><br> He removes a pouch from his waist, and draws a big cross on the wall in dark grey paste. He speaks as he works. <br><br> "She's a witch. Consorted with the Dark Elk and seduced the townsfolk. They're not happy about her being taken." He walks to the next wall and starts the second cross. "Ungrateful pigs." <br><br> He finishes the cross, moving to the third wall. "She's your responsibility. Personally. Too much of a contamination risk for more than one guard, which means you don't touch any other prisoners." He pauses to point at you. <span class="blue">"It also means you get sanctified whenever you enter or leave the dungeon."</span> <br><br> He finishes the last cross. "<span class="red">Make sure she lives, but hates every minute of it.</span> Bring her salvation through suffering. <span class="blue">Be here every day, at mid-day, for her penance.</span> Keep her intact until the red moon. <span class="red">If you show mercy, I'll assume she bewitched you.</span>" He pushes past you, <<if $phase is 2>>leaving with the other guard<<else>><<handheldon>>yanking the torch from your hands and leaving the cell<</if>>. You're plunged into darkness. <br><br> The cell's too dark for you to even inspect her now. You'll need to grab another torch. <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><<set $hc.daily.enteredDungeon to true>><</link>> <br> /* Dungeon / guardhouse */<<set $location to "old_temple">><<set _thermoDisable to true>><<effects>><<set $bus to "guardhouse">> <<hopelessCycleEffects>> You are in the guardhouse of the temple's dungeon. There are several hallways, each housing ten cells. <<if ["dusk","night"].includes(Time.dayState) and $hc.dungeonTorchState isnot "lit">> <<if hcItemLitTorch()>> <span class="orange">Your torch lights up the gloom.</span> <<else>> It's dark and silent. <</if>> <<else>> <<if $hc.dungeonTorchTime lte 0>> <<if Time.dayState is "dawn">> It's always brightest at dawn, as the rising sun's light hits this part of the temple directly. <<else>> A small amount of light trickles in from upstairs, and through tiny barred windows. <</if>> <<else>> Torchlight flickers along the walls. <</if>> <</if>> <<if Weather.precipitation is "rain">> Rain slowly seeps in through the windows, trickling down the gentle slope of each hall into a drain at the centre. <</if>> There's a stairway to the disposal channel here. <br> <<if $hc.intro>> <<if $hc.dungeonTorchState is "lit" and $hc.dungeonTorchTime gte 1>> <span class="orange">The torches will burn for <span class="gold"><<number $hc.dungeonTorchTime>></span> more <<pluralise $hc.dungeonTorchTime "hour">>, unless snuffed.</span> <<if ["dusk","night"].includes(Time.dayState)>> <<if Time.dayState is "dusk">> <span class="blue">You're expected to snuff them come nightfall.</span> <<else>> <span class="red">It's past nightfall. They may arouse suspicion.</span> <</if>> <</if>> <<else>> <<if $hc.dungeonTorchState is "snuffed" and $hc.dungeonTorchTime gte 1>> <span class="blue">The torches have been snuffed. When re-ignited, they will burn for <span class="gold"><<number $hc.dungeonTorchTime>></span> <<pluralise $hc.dungeonTorchTime "hour">>.</span> <<if hcItemLitTorch()>> Re-ignition will be easy, as you already have some fire. <<else>> Re-ignition will be slow and tedious without a lit torch on-hand. <</if>> <<else>> <<set $hc.dungeonTorchState to "burnt">> <span class="red">The torches have all burned out.</span> They will take time and effort to fully replace. <</if>> <<if !["dusk","night"].includes(Time.dayState)>> <<if Time.hour gte 12>> <span class="red">You were expected to have lit them by now!</span> <<else>> <span class="yellow">You're expected to light them by mid-day.</span> <</if>> <</if>> <</if>> <<if $hc.handLocation is "guardhouse">> <<set $hc.daily.handWarning to true>> <br> <span class="red">The Bishop's Hand is here, inspecting and harrowing prisoners.</span> <</if>> <br> <</if>> <br> <<if _hcEvent is "blood">> The heavy dirge of footsteps comes down the dungeon stairs. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif (Time.hour gte 23 or Time.hour lte 4) and ($hc.nightBreakIn is "tonight" or $hc.nightBreakIn is "heard")>> <<loadNPC 0 "hc_abuser">><<person1>> You hear faint footsteps down one of the cell halls. <span class="red">You look, and see the door to <<print $prisoner.name>>'s cell open.</span> You place your hand on your $temple_weapon. <br><br> You slowly approach, and hear a voice. "Wretched seductress," a <<personsimple>>'s voice spits. "Why should Brother Fayne have you to himself? My vows are already broken. I may as well..." <br><br> You peek into the cell, and see a <<personsimple>> in black robes approaching <<print $prisoner.name>>. <<if $hcChallenge.faithBlooms>> <<His>> fingers twitch. "Do you remember these hands? <span @class="$prisonerEvents.includes('washHair') ? 'red' : ''">They took your hair so easily.</span> I'll be <i>taking</i> more than just a lock of hair this time." <</if>> <br><br> <<link [[Sneak out of the dungeon|Hopeless Cycle Cell Caught Sneak]]>><</link>> <br> <<link [[Intervene|Hopeless Cycle Cell Caught Intervene]]>><<set $prisoner.love += 10>><</link>><<hopelessCycleLove 2>> <br> <<elseif _hcEvent is "dailyPunishment">> The Bishop's Hand stands by <<print $prisoner.name>>'s cell with a confessor. He waves you over. "It's time, brother." <br><br> You enter the cell with him. <br><br> <<if $hc.gameOver>> <<link [[Next|Hopeless Cycle Ending F]]>><<endevent>><<set $phase to 1>><</link>> <br> <<else>> <<link [[Next|Hopeless Cycle Prisoner Inspection]]>><<endevent>><</link>> <br> <</if>> <<else>> <<if !$hc.intro>> One of the other gaolers is waving you over. <br> <<socialiseicon>><<link [[Approach and talk (0:05)|Hopeless Cycle Friend]]>><<set $hc.intro to true>><<pass 5>><</link>> <br> <<else>> <<switch $hc.dungeonTorchState>> <<case "burnt">> <<if !["night"].includes(Time.dayState) or hcItemLitTorch()>> <<link [[Replace torches <<hcTimeTaskDisplay 150>>|Hopeless Cycle Dungeon Torch]]>><<set $torchAction to "dungeonTorchReplace">><<hcTimeTaskPass 150>><<tiredness 6>><<set $hc.dungeonTorchTime to 11>><<set $hc.dungeonTorchState to "snuffed">><</link>><<gtiredness>> <<else>> <span class="red">It's too dark to replace the torches. You'll have to wait until daybreak, or get light from elsewhere.</span> <</if>> <<case "snuffed">> <<if hcItemLitTorch()>> <<link [[Re-ignite torches <<hcTimeTaskDisplay 10>>|Hopeless Cycle Dungeon Torch]]>><<set $torchAction to "dungeonTorchReignite">><<hcTimeTaskPass 10>><<set $hc.dungeonTorchState to "lit">><</link>> <<elseif !["night"].includes(Time.dayState)>> <<if hcItemHolding("torch")>> <<link [[Light a torch by hand (0:15)|Hopeless Cycle Dungeon Torch]]>><<set $torchAction to "dungeonTorchByHand">><<pass 15>><<tiredness 12>><<set hcItemHolding("torch").state to "lit">><<set hcItemHolding("torch").time to $hcChallenge.torchFaster ? 10 : 5>><</link>><<ggtiredness>> <<else>> <span class="blue">Grab a snuffed torch to light it by hand.</span> <</if>> <<else>> <span class="red">It's too dark to light a torch by hand. You'll have to wait until daybreak, or get light from elsewhere.</span> <</if>> <<if $hc.dungeonTorchTime lt 6>> <br> <<link [[Renew torch fuel <<hcTimeTaskDisplay 30>>|Hopeless Cycle Dungeon Torch]]>><<set $torchAction to "dungeonTorchRenew">><<hcTimeTaskPass 30>><<set $hc.dungeonTorchTime += 8>><</link>> <</if>> <<default>> <<if hcItemCanReach("snuffer")>> <<link [[Snuff torches <<hcTimeTaskDisplay 10>>|Hopeless Cycle Dungeon Torch]]>><<set $torchAction to "dungeonTorchSnuff">><<set $hc.dungeonTorchState to "snuffed">><<hcTimeTaskPass 10>><</link>> <<else>> <span class="red">You need your torch cap to snuff the torches.</span> <</if>> <</switch>> <br> <</if>> <br> <<set _itemsHere.push("torch")>> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<if $hc.gameOver>> <span class="red">...</span><br> <<prisonicon "cell">><<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Ending F]]>><<endevent>><</link>> <<elseif $hc.nightBreakIn is "failed">> <<prisonicon "cell">><<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Night Break In Aftermath]]>><<endevent>><</link>> <<else>> <<prisonicon "cell">><<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Cell]]>><<endevent>><<set $hcAction to "enter">><</link>> <</if>> <br> <<if $hc.intro>> <<if Time.dayState is "night" and (Time.hour gte 23 or Time.hour lte 5)>> <<if $worn.upper.name is "chain tunic" or hcItemLitTorch()>> <<if $worn.upper.name is "chain tunic">> <span class="red">Your armour makes you conspicuous.</span> <</if>> <<if hcItemLitTorch()>> <span class="red">Your lit torch will make sneaking impossible.</span> <</if>> <br> <</if>> <<getouticon>><<link [[Sneak out to the cloister (0:02)|Hopeless Cycle Cloister Sneak]]>><<pass 2>><</link>> <br> <<else>> <<templeicon "cloister">><<link [[Cloister <<hcTimeDungeonDisplay>>|Hopeless Cycle Dungeon Leave]]>><<hcTimeDungeonPass>><</link>> <br> <</if>> <<if hcItemLitTorch()>> <<sewericon "main">><<link [[Disposal channel (0:05)|Hopeless Cycle Disposal]]>><<pass 5>><</link>> <<elseif $hcItems.some(torch => torch.type is "torch" and torch.location is "disposal" and torch.inSconce is true and torch.state is "lit")>> <<sewericon "main">><<link [[Disposal channel (0:05)|Hopeless Cycle Disposal]]>><<pass 5>><</link>> <<else>> <span class="red">The disposal channel is too dark to enter without a torch.</span> <</if>> <br> <</if>> <<if $debug is 1>> <br> <<hcicon "bucket">><<link [[Item debugging|Hopeless Cycle Debug]]>><</link>> <br> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<generateTemple 1>><<person1>> <span class="narration">When faced with a common trouble, such as a sadistic taskmaster, it was easy to form bonds with those standing beside him.</span> <br><br> <<He>> pats you on the shoulder. <<if $pain gte 20>> "King shit-beard didn't rough you up too badly, did he?" <<He>> cleans off your face with a piece of damp cloth. <<pain -10>><<llpain>> <br><br> <<else>> "Looks like king shit-beard has it out for you." <<He>> chuckles under <<his>> breath. <</if>> "We're in this together, brother. Remember who the real enemy is." <<He>> shoots a sharp glare at <<print $prisoner.name>>'s cell. "Give her a few extra lashes for me." <br><br> <<He>> starts to leave the dungeon, but pauses on the first step. <span class="blue">"Don't forget to snuff the torches when you're done here for the night."</span> <br><br> <<link [[Next|Hopeless Cycle Dungeon]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<switch $torchAction>> <<case "dungeonTorchReplace">> <<run hcItemAdd("torch", "disposal")>> <<run hcItemAdd("torch", "disposal")>> <<run hcItemAdd("torch", "disposal")>> You open every bolted sconce, collect every useless torch, and toss them down the disposal channel stairs. Most of them should roll into water by themselves. You hope. <br><br> You painstakingly prepare dozens of torches for use. Each one is a process. Haft. Animal fat. Kindling. Fabric. Pitch. Repeat. Haft. Fat. Kindling. Fabric. Pitch... <br><br> It takes you a long time. When you finally place the last torch in its sconce, you wipe your brow in satisfaction. <<trauma -12>><<lltrauma>> <br><br> You remember that you still need to light them. <<stress 3>><<gstress>> <<case "dungeonTorchReignite">> You walk down each hall, meticulously lighting every torch. <<trauma -3>><<ltrauma>> <<case "dungeonTorchRenew">> You add more animal fat, fabric and pitch to each torch, ensuring they don't burn to the haft. It takes a while, but it's nowhere near as bad as preparing around three-dozen new torches from scratch. <<trauma -6>><<ltrauma>> <<case "dungeonTorchByHand">> Haft. Animal fat. Kindling. Fabric. Pitch. You wave your unlit torch around to make sure nothing comes loose. It all holds together well. You've done this hundreds of times by now, so you're quite good at it. <br><br> That doesn't make it any less tedious. You grab a handful of kindling, and an unused haft. You twirl it between your hands until you see smoke, then blow into it. <br><br> You stick the end of your torch in, and finally have a light. <<case "dungeonTorchSnuff">> <<if hcItemHolding("snuffer")>> You twirl your torch cap idly for a moment. <<else>> You grab your torch cap from the wall. <</if>> It's a bell-shaped metal cup on a small, bent rod. You place it over the first torch, starving it of air and quickly putting it out. You walk down each hallway, repeating the process. <br><br> You've always found this oddly satisfying. <<stress -6>><<lstress>> <</switch>> <br><br> <<unset $torchAction>> <<link [[Next|Hopeless Cycle Dungeon]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _susFromContainers to 0>> <<run $hcItems.filter(containers => containers.containerID && containers.location === "held" && !V.hcItems.some(thing => thing.type === "sheets" && thing.location === containers.containerID)).forEach(container => { V.hcItems.filter(item => item.location === container.containerID && ["clothes", "snuffer", "bandages", "food", "clutter", "bones"].includes(item.type)).forEach(gip => { T.susFromContainers++; }) })>> <<generateTemple 1>><<person1>> <<if $exposed gte 2>> You leave the dungeon. A <<priest>> awaits you at the top of the stairs, and covers <<his>> mouth when <<he>> notices your exposure. "Brother, what happened?" <br><br> You're forced to stay there, exposed, for an agonisingly long time as you undergo the prayers and blessings. <<stress 40>><<gggstress>><<trauma 50>><<gggtrauma>><<hcSuspicion 10>><<hopelessCycleSus 2>> <br><br> <<else>> <<if !$hc.daily.enteredDungeon>> <<if $worn.upper.name isnot "chain tunic">> You leave the dungeon. A <<priest>> awaits you at the top of the stairs, and looks confused. "Brother? I never saw you enter. Where is your armour?" You undergo the lengthy process of prayers and blessings to purge the witch's filth from your body. <<stress 8>><<gstress>><<trauma 10>><<gtrauma>><<hcSuspicion 20>><<hopelessCycleSus 3>> <<else>> You leave the dungeon. A <<priest>> awaits you at the top of the stairs, and looks confused. "Brother? I never saw you enter." You undergo the lengthy process of prayers and blessings to purge the witch's filth from your body. <<stress 8>><<gstress>><<trauma 10>><<gtrauma>><<hcSuspicion 10>><<hopelessCycleSus 2>> <</if>> <<else>> You leave the dungeon. A <<priest>> awaits you at the top of the stairs. You undergo the lengthy process of prayers and blessings to purge the witch's filth from your body. <<stress 8>><<gstress>><<trauma 10>><<gtrauma>> <</if>> <br><br> <<if _susFromContainers>> <<Hes>> too busy with the rites to inspect the items in your bucket, but some of your other brothers and sisters steal the occasional glance. <<hcSuspicion _susFromContainers>><<hopelessCycleSus 1>> <br><br> <</if>> <</if>> <<link [[Next|Hopeless Cycle Cloister]]>><<endevent>><<set $hc.daily.enteredDungeon to false>><<set $hc.snuckInDungeon to false>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> /* Items that are suspicious when held inside containers, unless that container also holds a bedsheet */ <<set _susFromContainers to 0>> <<run $hcItems.filter(containers => containers.containerID && containers.location === "held" && !V.hcItems.some(thing => thing.type === "sheets" && thing.location === containers.containerID)).forEach(container => { V.hcItems.filter(item => item.location === container.containerID && ["clothes", "snuffer", "bandages", "food", "clutter", "bones"].includes(item.type)).forEach(gip => { T.susFromContainers++; }) })>> <<generateTemple 1>><<person1>> You approach the stairs to the dungeon. <<if $worn.upper.name isnot "chain tunic">> A <<priest>> awaits you, and raises her hand to stop you. "Brother, I can't let you in without your armour. It's an important part of the sanctification." <br><br> <<link [[Next|Hopeless Cycle Cloister]]>><<endevent>><</link>> <br> <<else>> <<if $hc.daily.enteredDungeon>> A <<priest>> awaits you, and raises an eyebrow. "Brother? I didn't see you leave." You undergo the lengthy process of prayers and blessings to ready yourself for exposure to the witch. <<stress 8>><<gstress>><<trauma 10>><<gtrauma>> <<hcSuspicion 10>><<hopelessCycleSus 2>> <<else>> A <<priest>> awaits you. You undergo the lengthy process of prayers and blessings to ready yourself for exposure to the witch. <<stress 8>><<gstress>><<trauma 10>><<gtrauma>> <</if>> <br><br> <<if _susFromContainers>> <<Hes>> too busy with the rites to inspect the items in your bucket, but some of your other brothers and sisters steal the occasional glance. <<hcSuspicion _susFromContainers>><<hopelessCycleSus 1>> <br><br> <</if>> <<link [[Next|Hopeless Cycle Dungeon]]>><<endevent>><<hcTimeDungeonPass>><<set $hc.daily.enteredDungeon to true>><<set $hc.snuckInDungeon to false>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You sneak back to the cloister. <<if $worn.upper.name is "chain tunic">> <span class="red">Your noisy chain armour does not make it easy. Someone certainly heard you.</span> <<hcSuspicion 10>><<hopelessCycleSus 2>> <<elseif hcItemLitTorch()>> <span class="red">A lit torch makes for poor stealth, however. It's likely someone saw you.</span> <<hcSuspicion 10>><<hopelessCycleSus 2>> <<else>> You don't think anyone heard or saw you. <</if>> <br><br> <<link [[Next|Hopeless Cycle Cloister]]>><<set $hc.snuckInDungeon to false>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You sneak into the dungeon from the cloister. <<if $worn.upper.name is "chain tunic">> <span class="red">Your noisy chain armour does not make it easy. Someone certainly heard you.</span> <<hcSuspicion 10>><<hopelessCycleSus 2>> <<elseif hcItemLitTorch()>> <span class="red">A lit torch makes for poor stealth, however. It's likely someone saw you.</span> <<hcSuspicion 10>><<hopelessCycleSus 2>> <<else>> You don't think anyone heard or saw you. <</if>> <br><br> <<link [[Next|Hopeless Cycle Dungeon]]>><<set $hc.snuckInDungeon to true>><</link>> <br> /* Disposal channel */<<set $location to "drain">><<set _thermoDisable to true>><<effects>><<set $bus to "disposal">> <<hopelessCycleEffects>> <<set _torchInSconce to $hcItems.find(torch => torch.type is "torch" and torch.state is "lit" and torch.location is "disposal" and torch.inSconce is true)>> You are in the temple's disposal channel, a labyrinth of stone and rushing waterways. You're told it doesn't connect to the fresh water cisterns. A long stone staircase connects it to the temple's dungeon. <br><br> <<if $exposed gte 2>> You feel wretched, being exposed around such filth. <<stress 20>><<ggstress>><<trauma 6>><<gtrauma>> <<else>> You've always hated this place, ever since you were an initiate. <<trauma 2>><<gtrauma>> <</if>> <br><br> <<if $stress gte $stressmax>> <<hopelessCyclePassout>> <<elseif !hcItemLitTorch() and !_torchInSconce>> <<if !$hc.disposalDarkCount>> <<set $hc.disposalDarkCount to 0>> <</if>> <span class="red">It's pitch black. You can't see where you're going!</span> <br><br> <<cleareventpool>> <<addinlineevent "dungeon">> <<set _toDrop to $hcItems.find(bucket => bucket.name is "bucket" and bucket.location is "held")>> <<if _toDrop>> <<set _toDrop.location to "disposal">> <span class="red">You drop your held bucket!</span> You fumble around for it, but it's no use. You'll have to come back and look for it with a light source. <br><br> After much more stumbling around, you finally find your way to a staircase. <br><br> <<prisonicon "cell">><<link [[Dungeon (0:20)|Hopeless Cycle Dungeon]]>><<pass 20>><</link>> <br> <<else>> After some stumbling around, you find your way to a staircase. <br><br> <<prisonicon "cell">><<link [[Dungeon (0:20)|Hopeless Cycle Dungeon]]>><<pass 20>><</link>> <br> <</if>> <</addinlineevent>> <<addinlineevent "lizard">> <<beastNEWinit 1 lizard>> A massive <<beasttype>> rears out of the water! There's something unnatural about <<bhim>>, other than <<bhis>> size. There's something protruding from <<bhis>> brow ridge, almost like tree branches. <br><br> <<if $monster is 1 or $settings.bestialityEnabled>> <<bHes>> on you in an instant. <br><br> <<link [[Next|Hopeless Cycle Lizard]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You manage to struggle free, but not unscathed. <<beastescape>> <br><br> You eventually find a staircase after much more blind stumbling. <br><br> <<prisonicon "cell">><<link [[Dungeon (0:20)|Hopeless Cycle Dungeon]]>><<pass 20>><</link>> <br> <</if>> <</addinlineevent>> <<if $hc.disposalDarkCount gte 3 or !$hcChallenge.forestNoShortcut or $hc.shortcutCount gte 1>> <<if $hc.disposalDarkCount gte 3 and !$hc.forestPassage>> <<set _forcedPassage to true>> <<cleareventpool>> <</if>> <<addinlineevent "forest">> Your hands press against something hard and cold. You push, and it clatters to the ground noisily. You see light further beyond. <br><br> You feel the ground start to slope. It feels like you're walking upwards now. <br><br> You emerge in the forest. <br><br> <<if $hc.shortcutCount isnot undefined and !_forcedPassage>> <<set $hc.shortcutCount to 0>> You feel a pair of eyes watching you, and hear a piercing screech of glass rubbing against glass. <span class="red">You no longer have permission to travel this path,</span> and must make another offering if you wish to pass. <</if>> <<foresticon>><<link [[Forest (0:20)|Hopeless Cycle Forest]]>><<pass 20>><<set $hcForest to 15>><<set $hc.forestPassage to true>><</link>> <br> <</addinlineevent>> <</if>> <<runeventpool>> <<set $hc.disposalDarkCount++>> <<else>> <<if !$hc.disposalState and $hc.disposals gte 5>> <<set $hc.disposalState to 1>> You hear something like glass scraping against stone in the distance. <<stress 6>><<gstress>> <br><br> <<link [[Next|Hopeless Cycle Disposal]]>><</link>> <br> <<elseif $hc.disposalState is 1 and $hc.disposals gte 15>> <<set $hc.disposalState to 2>> You hear a rapid rattling and thumping approach from the darkness. <<if hcItemLitTorch()>> You swing your torch in its direction, but see nothing. <<else>> You quickly retreat to the light of the torch. You look around, but see nothing. <</if>> The light seems much more extreme. Within is much brighter, yet everything outside is somehow even darker than it was before. <<stress 24>><<ggstress>> <br><br> <<link [[Next|Hopeless Cycle Disposal]]>><<endevent>><</link>> <br> <<elseif $hc.disposalState is 2 and $hc.disposals gte 20>> <<set $hc.disposalState to 3>> You hear the rapid thumping approach again, followed by the scraping of glass on stone. It's loud, and very close. You take a few steps back, until you hit the wall. <br><br> <span class="red">You feel a breath on the top of your head.</span><<stress 24>><<ggstress>> <br><br> <<link [[Don't look|Hopeless Cycle Disposal Torch Friend]]>><<set $phase to 1>><</link>><<willpowerdifficulty 400 900>> <br> <<link [[Look|Hopeless Cycle Disposal Torch Friend]]>><<set $phase to 2>><</link>> <br> <<elseif $hc.disposalState is 3 and $hc.disposals gte 30 and $hc.glassfingers>> <<set $hc.disposalState to 4>> You turn away from the disposal channel, and see your own reflection. <br><br> A humanoid figure, entirely reflective and featureless save for a pair of beady yellow eyes and a cracked smile, sits before you. It's at your eye level despite sitting down. Its mere presence is devouring the light. <br><br> It opens its fissure-shaped mouth, revealing an impossibly long yellow tongue wrapped around something. Light pours from its throat. Its tongue extends and unfurls until it's right in front of you, revealing something strange, and terribly pale. <br><br> <span class="red">The bones of a human wrist and forearm.</span> The tongue flicks, as if motioning for you to take them. You hesitantly do so. <br><br> The reflective creature's tongue retracts and its mouth slams shut, sealing its surface once more. It's no longer reflective, now being translucent. <br><br> It turns, getting on all fours and skittering away with disturbing speed for its size. <br><br> You remember a short rhyme from when you were a child.<br> <i>If ever your heart a wish to make,<br> In your hands the wishing stones,<br> Cast upon the holy lake,<br> In their absence, clutching bones.</i> <br><br> <<run hcItemAdd({ type: "bones", name: "forearm bones", location: "held", origin: "wraith" })>> <<link [[Next|Hopeless Cycle Disposal]]>><<endevent>><</link>> <br> <<else>> <<if $hc.forestPassage and $hc.shortcutCount isnot undefined>> <<if $hc.shortcutCount gt 1>> You feel you have permission to take the shortcut to the forest <span class="blue"><<number $hc.shortcutCount>></span> more times. <<elseif $hc.shortcutCount is 1>> You feel you have permission to take the shortcut to the forest <span class="blue">one</span> more time. <span class="pink">You would not be able to return here. It would be a one way trip.</span> <<else>> You feel you <span class="red">do not have permission</span> to take the shortcut to the forest. <</if>> <br><br> <</if>> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<prisonicon "cell">><<link [[Dungeon (0:05)|Hopeless Cycle Dungeon]]>><<pass 5>><</link>> <br> <<if $hc.forestPassage>> <<if hcItemLitTorch()>> <<if $hcChallenge.forestNoShortcut and !$hc.shortcutCount>> <<foresticon>><<link [[Passage to forest (0:20)|Hopeless Cycle Shortcut]]>><<pass 5>><</link>> <<else>> <<foresticon>><<link [[Passage to forest (0:20)|Hopeless Cycle Shortcut]]>><<pass 20>><<set $hcForest to 15>><<set $hc.snuckInDungeon to false>><</link>> <</if>> <<else>> <<ind>><span class="purple">You need to be <i>holding</i> a lit torch to take the shortcut to the forest.</span> <</if>> <br> <</if>> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $willpowerSuccess and $phase is 1>> If you don't look, it isn't real. Belief is power. You repeat this to yourself multiple times. <span class="red">You feel another breath.</span> Don't look. To see is to make real. Belief is power. <br><br> <span class="green">You shut your eyes, your <<if $worn.upper.name is "chain tunic">>gauntlets<<else>>hands<</if>> gripping the stone wall behind you. After some time, the breathing finally stops.</span> <br><br> You open your eyes and look up. There was never anything there. <br><br> <<link [[Next|Hopeless Cycle Disposal]]>><<endevent>><</link>> <br> <<else>> If you don't look, it isn't real. You try to tell yourself that, over and over. Its breath creeps down your ears, your neck, your spine. <span class="red">You can't help it. You look up.</span> <br><br> Something in the shape of a person clings to the wall, its head nearly touching yours. It's entirely reflective, yet the light of the torch almost looks to be getting sucked into it. Glossy yellow eyes glare at you. <br><br> You're frozen. Slowly, cracks form along its head, forming a wide smile. <br><br> <<set _torchHeld to hcItemLitTorch()>> <<set _torchInSconce to $hcItems.find(torch => torch.type is "torch" and torch.state is "lit" and torch.location is "disposal" and torch.inSconce is true)>> <<if _torchHeld and _torchInSconce>> It slowly brings an elongated hand down to your torch, and its other hand to the torch sconce. At once, it clasps its hands over them both, plunging you into darkness as they fizzle out. <<elseif _torchInSconce>> It slowly brings an elongated hand over the torch sconce. Its eyes remain locked on you as its smile continues to widen. It closes its hand over the lit torch, plunging you into darkness as it fizzles out. <<else>> It slowly brings an elongated hand over your torch. Its eyes remain locked on you as its smile continues to widen. It closes its hand over the lit torch, plunging you into darkness as it fizzles out. <</if>> <<gggstress>><<gggtrauma>><<stress 50>><<trauma 100>> <br><br> <<run $hcItems.filter(torch => torch.type is "torch" and torch.state is "lit" and ["held", "disposal"].includes(torch.location)).forEach(torch => {torch.state = "snuffed"})>> <<link [[Next|Hopeless Cycle Disposal]]>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>><<set $hc.disposals += 10>> <<if $hc.shortcutCount isnot undefined>><<set $hc.shortcutCount++>><</if>> <<unset $itemAction>><<unset $itemActionObject>> You toss your still-burning torch into the channel. <br><br> It stops. Mid-air. Just above the water. <br><br> A long, glowing yellow appendage hangs from the ceiling, wrapped around the haft of the torch. It slowly retracts, pulling the torch up. <br><br> Something shimmers up above. The light of the torch reflects off of it, yet whatever it is seems to be devouring the light itself. <br><br> You see four long, glassy fingers wrap around the torch from the yawning blackness. They glow a resplendent mix of colour for a brief moment, before appearing to fill with smoke as the torch rapidly dims. <br><br> The torch, fingers, and appendage all wink out of existence at once. You rub your eyes. <<trauma 50>><<gggtrauma>> <br><br> <<if $hc.trueEndAvailable>> <span class="narration"> The story of this entity was used to scare younger initiates into obedience. Many of them believed it. <br><br> It was a creature of glass. Different retellings disagree on whether it was translucent or reflective. Sometimes it was both. It was blamed for torches going out prematurely, or pyres failing to burn through the night. <<if $hcChallenge.forestNoShortcut>> Flockmembers losing their way in the channel was also blamed on this creature. <</if>> I believe sightings were a product of torch flames exhausting the oxygen in the enclosed space of the channel. <br><br> <<if $hc.disposals lt 30>> The gaoler had its attention. Now it needed to be fed. It favoured objects that were 'tainted.' <br><br> <</if>> </span> <</if>> <<link [[Next|Hopeless Cycle Disposal]]>><<endevent>><</link>> <br><<set _thermoDisable to true>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Hopeless Cycle Lizard Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Hopeless Cycle Lizard]]>><</link>></span><<nexttext>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> hisses <<bhis>> satisfaction, and dives back into the watery labyrinth. <br><br> <<tearful>> you gather yourself. After more blind stumbling, you find your way back to the dungeon. <br><br> <<clotheson>> <<endcombat>> <<canvas-model-override "mouth" "neutral">> <<prisonicon "cell">><<link [[Dungeon (0:20)|Hopeless Cycle Dungeon]]>><<pass 20>><</link>> <br> <<else>> The <<beasttype>> hisses in pain and dives back into the watery labyrinth. <br><br> <<tearful>> you gather yourself. After more blind stumbling, you find your way back to the dungeon. <br><br> <<clotheson>> <<endcombat>> <<canvas-model-override "mouth" "neutral">> <<prisonicon "cell">><<link [[Dungeon (0:20)|Hopeless Cycle Dungeon]]>><<pass 20>><</link>> <br> <</if>> /* Cloister */<<set _thermoDisable to true>><<effects>><<set $bus to "cloister">> <<hopelessCycleEffects>> You are in the temple cloister. <<if Time.hour gte 7 and Time.hour lte 9 and !$hc.daily.sermon>> <span class="blue">The Bishop's Hand is here, preparing for the daily sermon.</span> Your brothers and sisters sit in lines. <<elseif Time.dayState is "night">> It's eerily quiet. <<if (Time.hour gte 23 or Time.hour lte 5)>> The stairs to the dungeon have been locked up for the night, and no one prowls the corridors. <<else>> No one prowls the corridors, but there's still someone standing guard at the stairs to the dungeon. <</if>> <<else>> Your brothers and sisters prowl around the outskirts, emerging from and disappearing into the many passages leading away. <</if>> <br><br> A statue of a six-armed, six-winged angel stands resolute in the centre. The angel appears to be heavy with child. <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif $exposed gte 2>> You creep around the cloister, concealing your nudity behind a column of gargoyles whenever you hear the shuffle of feet. <<hcSuspicion 2>><<hopelessCycleSus 1>> <br><br> <b><u>Locations:</u></b><br> <<templeicon "quarters">><<link [[Passage to quarters (0:01)|Hopeless Cycle Quarters]]>><<pass 1>><</link>> <br> <<templeicon "garden">><<link [[Passage to garden (0:01)|Hopeless Cycle Garden]]>><<pass 1>><</link>> <br> <<templeicon>><<link [[Main hall (0:01)|Hopeless Cycle Temple]]>><<pass 1>><</link>> <br> <<elseif !$hc.suspicionRevealed and ($hc.suspicion gte 40 or ($hc.suspicion gte 25 and (Time.hour gte 23 or Time.hour lte 4)))>> <<set $hc.suspicionRevealed to true>> "Brother Fayne." <span class="red">A stern, rumbling voice makes you freeze in place.</span> Heavy, familiar footsteps approach. <<if Time.dayState is "night">> "Up so late. Sneaking around?" <</if>> <br><br> You slowly turn to the source. <<if Time.dayState is "night">> <<if hcItemLitTorch()>> An ugly, brown-bearded face is illuminated by your torch. <<else>> Dim torchlight envelops you. <</if>> <</if>> A massive hand comes to rest on your shoulder as the Bishop's Hand towers over you. <br><br> "We worry for you. Your behaviour as of late has been..." He grins. "Unusual. Some confessors suspect that the witch has her fingers around your soul. I told them to have faith, but our... tolerance... only goes so far." He chuckles. "Do not fail us, brother. Your family. Think about how they would feel if you had to be locked away with her. Purified with her." <br><br> He pats you on the shoulder once more before walking off. He wipes his hand on his tunic, as if touching you made him filthy. <br><br> <span class="narration">The Bishop's Hand and his confessors had been watching the gaoler. Now that he knew this, he would be more aware of what actions would make them suspicious.</span> <br><br> <<link [[Next|Hopeless Cycle Cloister]]>><<endevent>><</link>> <br> <<else>> <<if Time.hour gte 7 and Time.hour lte 9 and !$hc.daily.sermon>> <<templeicon "altar">><<link [[Attend sermon (0:30)|Hopeless Cycle Cloister Sermon]]>><<pass 30>><<trauma -6>><<purity 4>><<hcSuspicion -5 "sermon">><<set $hc.daily.sermon to true>><</link>><<ltrauma>><<gpurity>><<if !$hcChallenge.suspicionSermon>><<hopelessCycleSus -2>><</if>> <br> <</if>> <<if $temple_confessor_intro>> <<templeicon "statue">><<link [[Statue of Virgo|Hopeless Cycle Cloister Statue]]>><<set $hcAction to "approach">><</link>> <br> <<else>> <<templeicon "statue">><<link [[Six-armed statue|Hopeless Cycle Cloister Statue]]>><<set $hcAction to "approach">><</link>> <br> <</if>> <br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<if Time.dayState is "night" and (Time.hour gte 23 or Time.hour lte 5)>> <<if $worn.upper.name is "chain tunic" or hcItemLitTorch()>> <<if $worn.upper.name is "chain tunic">> <span class="red">Your armour makes you conspicuous.</span> <</if>> <<if hcItemLitTorch()>> <span class="red">Your lit torch will make sneaking impossible.</span> <</if>> <br> <</if>> <<prisonicon "cell">><<link [[Sneak into the dungeon (0:02)|Hopeless Cycle Dungeon Sneak]]>><<pass 2>><</link>> <<else>> A priest stands guard at the top of the dungeon stairs. <br> <<prisonicon "cell">><<link [[Dungeon <<hcTimeDungeonDisplay>>|Hopeless Cycle Dungeon Enter]]>><</link>> <</if>> <br> <<kitchenicon "soup">><<link [[Dining hall (0:01)|Hopeless Cycle Cloister Dining]]>><<pass 1>><</link>> <br> <<templeicon $temple_weapon>><<link [[Training room (0:01)|Hopeless Cycle Cloister Training]]>><<pass 1>><</link>> <br><br> <<templeicon "quarters">><<link [[Passage to quarters (0:01)|Hopeless Cycle Quarters]]>><<pass 1>><</link>> <br> <<templeicon "garden">><<link [[Passage to garden (0:01)|Hopeless Cycle Garden]]>><<pass 1>><</link>> <br> <<templeicon>><<link [[Main hall (0:01)|Hopeless Cycle Temple]]>><<pass 1>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>><<set $bus to "training">> <<hopelessCycleEffects>> <<if Time.dayState isnot "night">> You enter one of the training rooms, and find your brothers and sisters sparring. A weapon rack sits at the back of the room, sporting vicious-looking whips and batons. <<else>> You enter one of the training rooms. It's empty. Despite the heavy use it sees during the day, not a grain of sand lies outside the arena in the centre. A weapon rack sits at the back of the room, sporting vicious-looking whips and batons. <br><br> You could spar here, during the day. <</if>> <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<else>> <<if Time.dayState isnot "night">> <<if $temple_weapon is "baton">> <<templeicon "baton">><<link [[Spar <<hcTimeTaskDisplay>>|Hopeless Cycle Spar]]>><<prof baton 4>><<set $temple_spar to 1>><<physique 6>><<tiredness 6>><<hcTimeTaskPass>><<hcSuspicion -1>><<sadism 5>><</link>><<gtiredness>><<gbaton>><<gphysique>><<hopelessCycleSus -1>> <<elseif $temple_weapon is "whip">> <<templeicon "whip">><<link [[Spar <<hcTimeTaskDisplay>>|Hopeless Cycle Spar]]>><<prof whip 4>><<set $temple_spar to 1>><<physique 6>><<tiredness 6>><<hcTimeTaskPass>><<hcSuspicion -1>><<sadism 5>><</link>><<gtiredness>><<gwhip>><<gphysique>><<hopelessCycleSus -1>> <</if>> <br> <</if>> <<bathroomicon "soap">><<link [[Wash yourself (0:10)|Hopeless Cycle Cloister Training]]>><<stress -2>><<wash>><<pass 10>><</link>><<lstress>> <br><br> <<set _itemsHere.push("bandages")>> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<templeicon "cloister">><<link [[Cloister (0:01)|Hopeless Cycle Cloister]]>><<pass 1>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<wearProp "whip" "khaki">> <<generateTemple 1>><<person1>> One of your <<sister_npc>>s bows to you. A few of your brothers and sisters watch from the sidelines. <<if $rng gte 51>> <<set _npcWeapon to "baton">> <<He>> wields a baton. <<else>> <<set _npcWeapon to "whip">> <<He>> wields a whip. <</if>> <br><br> <<if $prof.whip gte 1000>> No one in the order, not even the high priest, can compare to you when it comes to the art of the whip. The battle isn't even close. <br><br> <<if _npcWeapon is "whip">> You expertly dodge every single strike. You know the movements well, after all. Every tiny movement is obvious to you. <br><br> You let <<him>> tire <<himself>> out, and end the fight with a masterful trip. It was your only attack, because one was all you needed. <<else>> You make the first strike, landing a precise hit right on <<his>> hand. You follow it up with another, disarming <<him>>. Finally, you wrap your whip around <<his>> leg and trip <<him>>. <<He>> never even got to make a single attack. <</if>> <br><br> Your brothers and sisters applaud. <<else>> You're hard to beat with your favoured weapon. <<if _npcWeapon is "whip">> <<He>> puts up a good fight, but you're far superior. You take a few hits, but end the battle with a decisive strike followed by a trip. <<else>> You take one good hit, but the rest of the fight goes your way. You manage to get your whip around <<his>> baton, and send it flying off across the room. <</if>> <<pain 2>><<gpain>> <</if>> <br><br> <<link [[Next|Hopeless Cycle Cloister Training]]>><<endevent>><</link>> <br><<set $location to "old_temple">><<set _thermoDisable to true>><<effects>><<set $bus to "dining">> <<hopelessCycleEffects>> You are in the cloister's dining hall. <<if Time.dayState is "night">> It's deserted. <<elseif Time.dayState is "dawn">> It's quite lively. Many of your siblings are preparing for a long day. <<else>> Some of your siblings sit at long tables. <</if>> <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<else>> <<if Time.dayState is "night">> <span class="red">The food is locked away for the night.</span> <br> <<else>> <<if !$hc.daily.foodPlayer>> <<foodicon "eat">><<link [[Eat <<hcTimeTaskDisplay 30>>|Hopeless Cycle Cloister Dining Eat]]>><<hcTimeTaskPass 30>><<set $hc.daily.foodPlayer to true>><<tiredness -6>><<stress -24>><<trauma -12>><</link>><<lltiredness>><<llstress>><<ltrauma>> <br> <<if hcItemHasFreeHand()>> <<icon "tending/salmon_wellington.png">><<link [[Leave with your portion|Hopeless Cycle Cloister Dining]]>><<run hcItemAdd({ type: "food", name: "stolen food", location: "held", origin: "dining", dirtyOnDrop: V.hcChallenge.itemDirty })>><<set $hc.daily.foodPlayer to true>><<hcSuspicion 5>><</link>><<hopelessCycleSus 1>> <br> <</if>> <</if>> <<if !$hc.daily.foodWitch and hcItemHasFreeHand()>> <<hcicon "food">><<link [[`Take a portion for $prisoner.name`|Hopeless Cycle Cloister Dining]]>><<run hcItemAdd({ type: "food", name: "prison gruel", location: "held", origin: "dining", dirtyOnDrop: V.hcChallenge.itemDirty })>><<set $hc.daily.foodWitch to true>><</link>> <br> <</if>> <<if !hcItemHasFreeHand() and (!$hc.daily.foodPlayer or !$hc.daily.foodWitch)>> <span class="red">You need a free hand to pick up food.</span> <br> <</if>> <</if>> <br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<templeicon "cloister">><<link [[Cloister (0:01)|Hopeless Cycle Cloister]]>><<pass 1>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<wearProp "spoon">> You sit with your brothers and sisters to eat your meal. It's hearty and flavourful. <br><br> <<if $hc.nightBreakIn is "tonight">> <<set $hc.nightBreakIn to "heard">> You overhear some of your brothers and sisters talking. <br><br> "...gets the witch all to himself. Aye. <span class="red">Tonight, I think I'll sneak down there and...</span>" You lose the rest in the noise of the hall. <<else>> <<set $hc.chatter ||= []>> You overhear some of your brothers and sisters talking. <br><br> <<cleareventpool>> <<if !$hc.chatter.includes("hc_bucket_hint")>> <<addinlineevent "hc_bucket_hint">> <<set $hc.chatter.pushUnique("hc_bucket_hint")>> "Where are all the damned buckets?" <br> "Everyone always needs one. No one puts them back where they belong." <br> "Can we make the initiates round them all up?" <br> "Don't bother. They'll be missing again within the hour. I swear, I saw one of them grow limbs and crawl into the forest." <br> "You fucked in the head? Do I need to call the confessors?" <</addinlineevent>> <</if>> <<if !$hc.chatter.includes("hc_bed_hint")>> <<addinlineevent "hc_bed_hint">> <<set $hc.chatter.pushUnique("hc_bed_hint")>> "The night watch isn't allowed to search under occupied bunks." <br> "You know this how?" <br> "I've been smuggling surplus alcohol under mine for months, and no one has said a thing." <br> "Thanks for the free blackmail material." <</addinlineevent>> <</if>> <<if !$hc.chatter.includes("hc_disposal_hint")>> <<addinlineevent "hc_disposal_hint" 2>> <<set $hc.chatter.pushUnique("hc_disposal_hint")>> "I'm glad I'll never have to walk the disposal channel again. I could never stand the... <i>things</i> down there." <br> "You whine like a babe. Afraid Gran Glassfingers will find you? You need a nursery rhyme?" <br> "Don't joke about that. It's a monstrosity like any other. This one's just kept docile by all tainted refuse we toss." <br> "You only give it power by believing it's real." <</addinlineevent>> <</if>> <<if $hc.chatter.includes("hc_disposal_hint") and !$hc.chatter.includes("hc_disposal_hint2")>> <<addinlineevent "hc_disposal_hint2" 2>> <<set $hc.chatter.pushUnique("hc_disposal_hint2")>> "Have you ever been down in the disposal channel yourself?" <br> "Nay." <br> "Be glad. Always feels like you're being watched down there. It's something about the dark, and the sound of the rushing water. Found myself staring often, feeling the strange urge to toss my torch into the waterway." <br> "Maybe you just have a guardian angel watching you." <</addinlineevent>> <</if>> <<if $hc.chatter.includes("hc_disposal_hint2") and !$hc.chatter.includes("hc_disposal_hint3")>> <<addinlineevent "hc_disposal_hint3">> <<set $hc.chatter.pushUnique("hc_disposal_hint3")>> "Have you ever gone to the disposal channel and just... snuffed all the torches? Let yourself be bathed in the darkness?" <br> "Yes. Once. Never again." <br> "Coward. I've peered into the darkness twice and nothing's happened. It's a nice place to gather my thoughts." <br> "I don't even need to report you to the priests, you'll end up stumbling into your own punishment. Third time's the charm." <</addinlineevent>> <</if>> <<if !$hc.chatter.includes("hc_lake_hint")>> <<addinlineevent "hc_lake_hint">> <<set $hc.chatter.pushUnique("hc_lake_hint")>> "Do you ever wonder if there's someone buried in the disposal channel?" <br> "Not until just now." <br> "I've been having dreams. There are bones down there, waiting to be reunited with something. Something from the source of the water." <br> "You've been taking too many confessions. You're spouting nonsense." <</addinlineevent>> <</if>> <<if !$hc.chatter.includes("hc_chatter_1")>> <<addinlineevent "hc_chatter_1">> <<set $hc.chatter.pushUnique("hc_chatter_1")>> "Burn anything interesting lately?" <br> "Aye, found some wooden busts when we captured the witch. Each one had a hat. Burned those too. One of them got away, though." <br> "What? The fuck do you mean, 'one got away?' Did it grow limbs and crawl?" <br> You don't hear an answer. <</addinlineevent>> <</if>> <<if !$hc.chatter.includes("hc_chatter_2")>> <<addinlineevent "hc_chatter_2">> <<set $hc.chatter.pushUnique("hc_chatter_2")>> "There are so few monstrosities around now. It almost feels as though we're not needed." <br> "Stay vigilant. They're just waiting for us to let our guard down." <</addinlineevent>> <</if>> <<if !$hc.chatter.includes("hc_chatter_3")>> <<addinlineevent "hc_chatter_3">> <<set $hc.chatter.pushUnique("hc_chatter_3")>> "Have you seen the new high priest around?" <br> "No one has seen him much. The Bishop's Hand has taken most of his duties." <br> "King shit-beard's trying to make himself more important than he is." <br> "Shut your mouth before I tell him you said that." <</addinlineevent>> <</if>> <<if !$hc.chatter.includes("hc_chatter_4")>> <<addinlineevent "hc_chatter_4">> <<set $hc.chatter.pushUnique("hc_chatter_4")>> "I can't stop staring at the idol of Virgo." <br> "It's a masterwork, is it not?" <br> "It's confusing. It seems intentionally provocative. Why did they have to put so much detail in the parts we're not supposed to look at?" <br> "You should visit the confessional." <</addinlineevent>> <</if>> <<addinlineevent "hc_chatter_misc">> <<set _lines1 to [ "I wish our armour was more revealing.", "The fruits speak to me. They beg to be devoured.", "I find myself wondering if our batons would make for a good purging aid.", "I adore watching the initiates undergo the Trial of Purity. Their feet, covered in soot...", "There's an angel in our ranks. My last purge was truly divine. I must learn their identity, and invoke the Rite of Promise." ]>> <<set _lines2 to [ "Please repent.", "I'm telling the priests.", "I am not a confessor, I do not need to hear that.", "This is not your true heart. Seek contrition." ]>> "<<print _lines1.pluck()>>" <br> "<<print _lines2.pluck()>>" <br> They're just chattering. Nothing useful. <</addinlineevent>> <<runeventpool>> <</if>> <br><br> <<link [[Next|Hopeless Cycle Cloister Dining]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<generateTemple 1>><<person1>> You join your brothers and sisters on the floor. <br><br> A <<priest>> leads you all in prayer. You keep your head bowed. <br><br> When the prayers are finished, the Bishop's Hand steps forward and clears his throat. <<if $hc.daysPassed is 1>> "As many of you already know, we have at last captured and imprisoned the witch that was working her vile magic on the town." <br><br> You hear murmurs from the gathered flock. <br><br> "Her belongings have been burned. She will rot in the dungeon until the red moon, when she will face redemption." Your brothers and sisters cheer. <br><br> "All who enter or leave the dungeon are to be sanctified before and after, to prevent contamination. All faithful within the dungeon are to leave before nightfall." <<elseif $hc.daysPassed is 2>> "The laymen have begun to make their displeasure at our capture of the witch known. The night watch will be moved from interior to exterior patrols for the foreseeable future." <<elseif $hc.daysPassed is 5 and !$hcChallenge.dogsEarly>> "Representatives from House dogbotherer- apologies, House Romilly, will be taking residence with us for a number of days." Some members of the flock laugh. <br><br> "They wish to sell us some of their trained hounds. <span class="blue">They will operate on the temple grounds each day until dusk.</span> Get used to the noise." <<elseif $hc.daysPassed is 6 and !$hcChallenge.waterEarly>> <<set $hc.wellTainted to true>> "The well is to be left unused until after the red moon. <span class="red">Its water has turned foul.</span>" Murmurs from the flock follow. <br><br> "No cause for alarm. <span class="blue">Our clean water must be sourced from the lake until then.</span>" <<elseif Time.lastDayOfMonth is $hc.day>> "All members of the flock are to prepare for tonight's ritual. The witch's gaoler will bring her to the altar come nightfall." <br><br> The flock grows noisy with murmurs. <br><br> "Virgo is with us. Have faith." <<else>> <<cleareventpool>> <<addinlineevent "hc_sermon_1">> "All brothers and sisters are to remember that the statue of Virgo is not to be molested. It is a trial of your faith like any other." <</addinlineevent>> <<addinlineevent "hc_sermon_2">> "Rumours that House O'Cuinn has consorted with the Elkseed Cult are to be quashed at once. This is a sensitive matter." <</addinlineevent>> <<addinlineevent "hc_sermon_3">> "All members of the flock are forbidden from taking leisure time at the lake, effective immediately." <</addinlineevent>> <<addinlineevent "hc_sermon_4">> "For the last time, there is no beast in the disposal channel. Are you all children?" <</addinlineevent>> <<runeventpool>> <</if>> <br><br> With the announcement finished, the flock disperses. Some head to the dining hall, while others walk to the training rooms or the garden. <br><br> <<link [[Next|Hopeless Cycle Cloister]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set $temple_burden to Math.clamp($temple_burden, 0, 50)>> <<if $hcAction is "approach">> <<if $temple_confessor_intro>> You approach the statue of Virgo. <<else>> You approach the statue. <</if>> It appears to be made of marble. Its belly is discoloured from your siblings rubbing it for good luck. Its wings are spread out wide, and its middle arms are open as if to welcome someone in a loving embrace. <br><br> You feel as though this gesture is aimed at all of your brothers and sisters. A rapturous thanks for a great sacrifice made. <span class="green">The arrow of time has skipped midnight, for now.</span> <br><br> <</if>> <<unset $hcAction>> <<if !$hcChallenge.faithBurden>> <<if $temple_burden lt 50>> <<templeicon "statue">><<link [[Embrace (0:05)|Hopeless Cycle Cloister Statue]]>><<pass 5>><<set $itemAction to "embrace">><<set $temple_burden += 5>><</link>> <br> <</if>> <<if $temple_burden gte 1>> <<templeicon "statue">><<link [[Surrender (0:05)|Hopeless Cycle Cloister Statue]]>><<pass 5>><<set $itemAction to "surrender">><<set $temple_burden -= 5>><</link>> <br> <</if>> <br> <</if>> <<templeicon "cloister">><<link [[Leave|Hopeless Cycle Cloister]]>><</link>> <br> /* Main Hall */<<set $location to "old_temple">><<set $outside to 0>><<set _thermoDisable to true>><<effects>><<set $bus to "temple">> <<hopelessCycleEffects>> <<switch $hcAction>> <<case "pray">>You spend an hour praying to restore your faith. <<case "mass">>You attend mass amidst your fellow worshippers. The Bishop's melodic voice lulls you into a sense of belonging. Your faith in the order is greatly restored. <<default>>You are in the main hall of the temple. Stone walls and pillars tower into darkness. Rows of seats face an altar at the end of the room. <</switch>> <<unset $hcAction>> <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif $exposed gte 2>> You hide behind one of the pillars to conceal your <<nudity>>. <<hcSuspicion 2>><<hopelessCycleSus 1>> <br><br> <b><u>Locations:</u></b><br> <<templeicon "cloister">><<link [[Cloister (0:01)|Hopeless Cycle Cloister]]>><<pass 1>><</link>> <br><br> <<templeicon "garden">><<link [[Garden (0:01)|Hopeless Cycle Garden]]>><<pass 1>><</link>> <br> <<templeicon "quarters">><<link [[Barracks (0:01)|Hopeless Cycle Quarters]]>><<pass 1>><</link>> <br> <<elseif $hc.daysPassed gte 4 and Time.dayState is "day" and !$hc.bailiff>> <<set $hc.bailiff to true>> <<generate1>><<person1>> You hear the Bishop's Hand talking to someone. You round the corner, and see a <<personsimple>> in a suit of armour accompanied by three bodyguards. <br><br> You recognise <<his>> coat of arms. A serpent winding around a scale. House Bailiff. You listen in. <br><br> "...into our custody immediately." <<He>> points at the Hand, speaking with authority. "You had no grounds to seize our property." <br><br> "There's no one here by that name," the Hand interrupts with a grin. "If you're searching for an angel, you're welcome to join us in prayer." <br><br> The <<personsimple>> scowls. "You are no different to the cults you claim to punish. We are prepared to take up arms." <br><br> The Hand lets out a belly laugh. "You're welcome to try." He leans in, prompting each bodyguard to draw a sword. "We have plenty of empty cells and eager whips." <br><br> The <<personsimple>> takes a step back. "Barbarians." <<He>> turns to leave. "We will be back." <br><br> "You won't," the Hand says under his breath. <br><br> <<link [[Next|Hopeless Cycle Temple]]>><<endevent>><</link>> <br> <<else>> <<if Time.weekDay is 1 and Time.hour gte 10 and Time.hour lte 12 and $hc.daily.massAttended isnot 1 and $exposed lte 0>> <<templeicon "altar">><<link [[Attend mass (1:00)|Hopeless Cycle Temple]]>><<set $hcAction to "mass">><<pass 60>><<set $hc.daily.massAttended to 1>><<stress -100>><<trauma -50>><</link>><<lllstress>><<llltrauma>> <br> <<else>> <<templeicon "pray">><<link [[Pray (1:00)|Hopeless Cycle Temple]]>><<set $hcAction to "pray">><<pass 60>><<stress -2>><<trauma -6>><</link>><<lstress>><<ltrauma>> <br> <</if>> <br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<templeicon "cloister">><<link [[Cloister (0:01)|Hopeless Cycle Cloister]]>><<pass 1>><</link>> <br><br> <<templeicon "garden">><<link [[Garden (0:01)|Hopeless Cycle Garden]]>><<pass 1>><</link>> <br> <<templeicon "quarters">><<link [[Barracks (0:01)|Hopeless Cycle Quarters]]>><<pass 1>><</link>> <br> <<templeicon "prayer room">><<link [[Prayer room (0:01)|Hopeless Cycle Prayer Room]]>><<set $hcAction to "enter">><<pass 1>><</link>> <br> <</if>> /* Garden */<<set $location to "old_temple">><<set $outside to 1>><<set _thermoDisable to true>><<effects>><<set $bus to "garden">> <<hopelessCycleEffects>> You are in the temple garden. Rows of flowers lead away from the temple proper, becoming more unruly as they approach the forest. It's unclear where the temple grounds end and forest begins. <<if Time.dayState is "dawn">> Sunlight bleeds through the branches of trees. Your brothers and sisters tend to a bed of hot coals. <<if $hc.dogs>> A small dog kennel has been set up. The dogs are waking up for the day. <</if>> <<elseif Time.dayState is "day">> The sun gleams above a curtain of trees. Your brothers and sisters tend to a bed of hot coals. <<if $hc.dogs>> A small dog kennel has been set up, and representatives from House Romilly show off their trained hounds. <</if>> <<elseif Time.dayState is "dusk">> The trees sway in the wind. Your brothers and sisters prepare for this evening's pyre. <<if $hc.dogs>> A small dog kennel has been set up. The dogs have gone quiet. <</if>> <<elseif Time.dayState is "night">> It's nearly pitch-black. <<if Time.hour gte 20 or Time.hour lte 2>> A large pyre burns further away. <<else>> The remains of the nightly pyre smoulder nearby. <</if>> <</if>> <<if Time.dayState isnot "night" or hcItemLitTorch()>> <br> <<if Time.dayState is "night">> <span class="orange">Your torch lights up the night.</span> <br> <</if>> There's a well here. <<set _canSee to true>> <<else>> <br> <span class="red">It's too dark to see anything near the well, or to work in the garden.</span> <</if>> <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch here at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif $exposed gte 2>> You hide behind a hedge to conceal your <<nudity>>. <<hcSuspicion 2>><<hopelessCycleSus 1>> <br><br> <b><u>Locations:</u></b><br> <<wolficon>><<link [[Temple main hall (0:01)|Hopeless Cycle Temple]]>><<pass 1>><</link>> <br> <<templeicon "cloister">><<link [[Passage to cloister (0:01)|Hopeless Cycle Cloister]]>><<pass 1>><</link>> <br> <<foresticon>><<link [[Forest (0:10)|Hopeless Cycle Forest]]>><<set $hcForest to 0>><<pass 10>><</link>> <br> <<elseif $hc.daysPassed gte 6 and !$hc.wellTainted and _canSee>> <<set $hc.wellTainted to true>> <<generateTemple 1>><<person1>> One of your <<sister_npc>>s stands by the well, looking perplexed. <<He>> waves as you approach. <<if Time.dayState is "night">> <<He>> holds a torch of <<his>> own. "Hail, brother. It seems we're both troubled tonight." <<else>> "Hail, brother. We face troubles." <</if>> <br><br> <<He>> nods down to a bucket full of water. <span class="red">Hues of red and purple are mixed into it.</span> "Our well's water has gone foul. An ill omen." <br><br> <<He>> shakes <<his>> head. "All will be right again once the red moon passes. Until then, <span class="blue">we must get our water from the lake.</span>" <br><br> <<link [[Next|Hopeless Cycle Garden]]>><<endevent>><</link>> <br> <<else>> <<if _canSee>> <<set _itemsHere.push("water")>> <<if $prisonerEvents.includes("brand")>> <<set _itemsHere.push("herbs")>> <</if>> <<templeicon "garden">><<link [[Work in the garden <<hcTimeTaskDisplay>>|Hopeless Cycle Garden Work]]>><<hcTimeTaskPass>><<stress -6>><<hcSuspicion -1>><<tiredness 6>><<tending 1>><</link>><<lstress>><<gtending>><<hopelessCycleSus -1>><<gtiredness>> <br> <</if>> <<if $hc.dogs and Time.dayState is "day">> <br> The hounds are out and about. <<if $hc.dogs.includes("loud")>> <<if $hc.dogs.count("loud") gt 1>> <span class="pink"><<number $hc.dogs.count("loud")>> of them are barking particularly loudly, seeming neglected by their masters.</span> Some food from the dining hall might keep one of them quiet, or you could find something to play with it. <<else>> <span class="pink">One of them is barking particularly loudly, seeming neglected by its masters.</span> Some food from the dining hall might keep it quiet, or you could find something to play with it. <</if>> <<else>> <span class="green">The loudest of the hounds <<= $hcChallenge.dogsDouble ? "have" : "has">> been quieted.</span> <</if>> <br> <<set _stick to hcItemCanReach("torch", t => t.state isnot "lit")>> <<set _food to hcItemsOnScreen(f => f.type is "food" and !f.name isnot "stolen fruit" and !f.used and !f.dirty)>> <<for _i to 0; _i lt $hc.dogs.length; _i++>> <<capture _i, _food, _f>> <<if $hc.dogs[_i] is "loud">> <<if _stick>> <<animalicon "dog">><<link [[Play tug-of-war with it using a _stick.state torch (0:15)|Hopeless Cycle Garden Dog Play]]>><<set $phase to _i>><<pass 15>><</link>> <br> <</if>> <<if _food>> <<for _f range _food>> <<hcicon _f>><<link [[`Feed it _f.name (0:05)`|Hopeless Cycle Garden Dog Feed]]>><<set $phase to _i>><<pass 5>><<set $hcDogFood to _f.name>><<run hcItemRemove(_f)>><</link>> <br> <</for>> <</if>> <<else>> <<animalicon "dog">><<link [[Pet the dog (0:05)|Hopeless Cycle Garden]]>><<set $hc.dogsTimer[_i]++>><<pass 5>><<stress -3>><<set $itemAction to "petTheDog">><</link>><<lstress>> <br> <</if>> <</capture>> <</for>> <</if>> <br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<if Time.dayState is "night">> <<lakeicon "campfire">><<link [[Approach the pyre|Hopeless Cycle Pyre]]>><<set $hcAction to "approach">><</link>> <br><br> <<else>> <<templeicon "trial">><<link [[Approach the bed of coals|Hopeless Cycle Pyre]]>><<set $hcAction to "approach">><</link>> <br><br> <</if>> <<wolficon>><<link [[Temple main hall (0:01)|Hopeless Cycle Temple]]>><<pass 1>><</link>> <br> <<templeicon "cloister">><<link [[Passage to cloister (0:01)|Hopeless Cycle Cloister]]>><<pass 1>><</link>> <br> <<foresticon>><<link [[Forest (0:10)|Hopeless Cycle Forest]]>><<set $hcForest to 0>><<pass 10>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _stick to hcItemCanReach("torch", t => t.state isnot "lit")>> You grab your _stick.state torch by the top, and hold out the bottom to the dog. It immediately perks up and grabs it in its mouth. <br><br> <<if $rng gte 51>> It's a bit stronger than you thought. It manages to take it from your grasp, and runs away from you! You chase it around the temple grounds. Its handlers seem very amused. <<physique 2>><<stress -3>><<tiredness 2>><<lstress>><<gtiredness>> <br><br> You eventually manage to catch up, and play a short game of tug of war. <<else>> Its tail wags as you fight for the torch. Its handlers don't seem to mind the help keeping it occupied. <</if>> <br><br> When you're done, it rolls over. You rub its belly. That should hopefully keep it quiet. <br><br> <<link [[Next|Hopeless Cycle Garden]]>><<set $hc.dogs[$phase] to "quiet">><<set $hc.dogsTimer[$phase] to 5>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You put down the $hcDogFood in front of the dog. It perks up and digs in right away. <br><br> <<if $hcDogFood is "prison gruel">> It does not seem to mind the quality at all. <<else>> It's probably the best food it will ever eat. <</if>> <br><br> One of the handlers sees you and shoos you away, picking up the <<= $hcDogFood is "prison gruel" ? "bowl" : "plate">>. Hopefully this will keep the dog quiet. <br><br> <<link [[Next|Hopeless Cycle Garden]]>><<set $hc.dogs[$phase] to "quiet">><<set $hc.dogsTimer[$phase] to 5>><<unset $hcDogFood>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You spend an hour working in the garden. You lament that there aren't more buckets to use. <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<else>> <<if Time.dayState isnot "night" or hcItemLitTorch()>> <<link [[Keep working <<hcTimeTaskDisplay>>|Hopeless Cycle Garden Work]]>><<hcTimeTaskPass>><<stress -6>><<hcSuspicion -1>><<tiredness 6>><<tending 1>><</link>><<lstress>><<gtending>><<hopelessCycleSus -1>><<gtiredness>> <br> <<else>> <span class="red">It's too dark to continue working in the garden.</span> <br> <</if>> <<link [[Enough working|Hopeless Cycle Garden]]>><<endevent>><</link>> <br> <<set _loc to hcItemHasFreeHand() ? "held" : "garden">> <<capture _loc>> <<link [[Steal some fruit|Hopeless Cycle Garden]]>><<run hcItemAdd({ type: "food", name: "stolen fruit", location: _loc, origin: "garden", dirty: 0, dirtyOnDrop: true })>><<endevent>><<hcSuspicion 5>><</link>><<hopelessCycleSus 1>> <br> <</capture>> <</if>><<set $location to "old_temple">><<set $outside to 1>><<set _thermoDisable to true>><<effects>><<set $bus to "pyre">> <<hopelessCycleEffects>> You are in the open temple grounds. <<if Time.dayState is "night">> <<if $hcAction is "approach">> You approach the pyre. <<if Time.hour gte 20 or Time.hour lte 2>> Brothers and sisters in black robes greet you as they commit tainted items to the blaze. <<else>> The remains are smouldering, but would still be enough to re-ignite a torch. <</if>> <</if>> <<if Time.hour gte 20 or Time.hour lte 2>> <<set _itemsHere.push("fire")>> <</if>> <<set _canIgnite to true>> <<unset $hcAction>> <br><br> <<else>> <<if ["dawn","day"].includes(Time.dayState)>> <<set _canIgnite to true>> Some initiates tend a bed of coals. Occasionally, someone tries to walk across. <br><br> <<if !$hc.daily.trialOfPurity>> <<link [[Attempt the Trial of Purity <<hcTimeTaskDisplay>>|Hopeless Cycle Firewalk]]>><<hcTimeTaskPass>><<set $hc.daily.trialOfPurity to true>><</link>><<gwillpower>><<hopelessCycleSus -1>> <br> <</if>> <<else>> Your brothers and sisters prepare for this evening's pyre. <br> <</if>> <</if>> <br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<templeicon "garden">><<link [[Garden|Hopeless Cycle Garden]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if !$hc.firewalk>> <<set $hc.firewalk to 1>><<set $fire to 1>> The <<monk>> and initiates watch as the coals heat. They soon glow. The initiates lift their shovels, and push the topmost coals onto the earth. They soon have the fire spread into a thin rectangle, its foot beside yours. <br><br> <<feetstrip>> Smoke rises from the coals. You take a deep breath, and step on them. It's warm. <br><br> <<templeicon "trialcontinue">><<link [[Continue|Hopeless Cycle Firewalk]]>><<set $hc.firewalk++>><</link>><<gpain>> <br> <<elseif $hc.firewalk gte 6>> <<unset $fire>> You take the final step. It hurts, but you're across. <<pain 6>> <br><br> The initiates applaud, along with several of your brothers and sisters standing on a balcony back at the temple, watching over the hedge. You examine your soles. They're covered in soot, but not burnt at all. <<hcSuspicion -5>><<hopelessCycleSus -2>> <br><br> <<clotheson>> <<endevent>> <<link [[Next|Hopeless Cycle Pyre]]>><<run delete $hc.firewalk>><</link>> <br> <<else>> <<switch $hc.firewalk>> <<case 1>> You step forward. You feel the coals heat beneath you. <<pain 1>> <<case 2>> You step forward again. The coals are even hotter. <<pain 2>> <<case 3>> You step forward again, now about halfway across the coals. The heat continues to build. <<pain 3>> <<case 4>> You tense as your foot comes down again, the coals now hotter still. <<pain 4>> <<case 5>> Your foot comes down again. You're so close. <<pain 5>> <</switch>> <br><br> <<if (currentSkillValue('willpower') / 10) gte ((100 - Math.floor($purity / 10)) + random(1, 100))>> <span class="green">You press on.</span><<gwillpower>><<willpower 1>><<hcSuspicion -1>><<hopelessCycleSus -1>> <<set _success to true>> <<else>> <span class="red">You feel your feet burning. You leap off the coals onto the cool dirt.</span><<ggwillpower>><<willpower 10>> <</if>> <br><br> <<if _success>> <<templeicon "trialcontinue">><<link [[Continue|Hopeless Cycle Firewalk]]>><<set $hc.firewalk++>><</link>><<gpain>> <br> <</if>> <<templeicon "trialbail">><<link [[Jump off|Hopeless Cycle Firewalk Jump]]>><<run delete $hc.firewalk>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>><<unset $fire>> <<hopelessCycleEffects>> You jump from the fire. The cool earth feels wonderful on your feet. <br><br> <<clotheson>> <<endevent>> <<link [[Next|Hopeless Cycle Pyre]]>><</link>> <br> /* Forest */<<set $location to "forest">><<set $outside to 1>><<set _thermoDisable to true>><<effects>><<set $bus to "forest">> <<hopelessCycleEffects>> <<if $hcForest lte 0>> You are on the outskirts of the forest. It used to regularly overgrow into the temple's garden. <<else>> You are in the forest, surrounded by nature. <</if>> <br><br> <<if $hcForest lte 0>><div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div><</if>> <b><u>Locations:</u></b><br> <<if $hcForest gte 25>> <<lakeicon>><<link [[Lake (0:10)|Hopeless Cycle Lake]]>><<pass 10>><</link>> <br><br> <</if>> <<if $hcForest lt 25>> <<getinicon>><<link [[Travel deeper into the forest (0:10)|Hopeless Cycle Forest]]>><<pass 10>><<hcForest "forward">><</link>> <br> <</if>> <<if $hcForest gt 0>> <<getouticon>><<link [[Travel towards the temple (0:10)|Hopeless Cycle Forest]]>><<pass 10>><<hcForest "back">><</link>> <br> <</if>> <<if between($hcForest, 15, 19) and $hc.forestPassage>> There's a natural cave that merges with the disposal channel here. <<if $hc.forestPassage and $hc.shortcutCount isnot undefined>> <br> <<if $hc.shortcutCount gt 1>> You feel you have permission to take the shortcut to the disposal channel <span class="blue"><<number $hc.shortcutCount>></span> more times. <<elseif $hc.shortcutCount is 1>> You feel you have permission to take the shortcut to the disposal channel <span class="blue">one</span> more time. <span class="pink">You would not be able to return here. It would be a one way trip.</span> <<else>> You feel you <span class="red">do not have permission</span> to take the shortcut to the disposal channel. <</if>> <</if>> <<if hcItemLitTorch()>> <br> <<if $hcChallenge.forestNoShortcut and !$hc.shortcutCount>> <<sewericon>><<link [[Passage to disposal channel (0:20)|Hopeless Cycle Shortcut]]>><<pass 5>><</link>> <<else>> <<sewericon>><<link [[Passage to disposal channel (0:20)|Hopeless Cycle Shortcut]]>><<pass 20>><<set $hcForest to 0>><</link>> <</if>> <<else>> <span class="red">You'll need a torch to traverse it.</span> <</if>> <br> <<elseif between($hcForest, 15, 19) and !$hc.forestPassage>> <<if hcItemLitTorch()>> <<set $hc.forestPassage to true>> <br> By the light of your torch, you spot the opening of a cave. <span class="gold">It looks like it leads to the disposal channel.</span> <br> <<if $hcChallenge.forestNoShortcut and $hc.shortcutCount lt 1>> <<sewericon>><<link [[Passage to disposal channel (0:20)|Hopeless Cycle Shortcut]]>><<pass 5>><</link>> <<else>> <<sewericon>><<link [[Passage to disposal channel (0:20)|Hopeless Cycle Shortcut]]>><<pass 20>><<set $hcForest to 0>><</link>> <</if>> <br> <<elseif !$hc.forestHint>> <<set $hc.forestHint to true>> You can make out the shape of something, but it leads into darkness. <span class="blue">Maybe if you had a torch, you would be able to tell what it was.</span> <br> <</if>> <<elseif $hcForest lte 0>> <<templeicon "garden">><<link [[Temple garden (0:10)|Hopeless Cycle Garden]]>><<pass 10>><<set $hcForest to 0>><</link>> <br> <</if>> /* Lake */<<set $location to "lake">><<set $outside to 1>><<set _thermoDisable to true>><<effects>><<set $bus to "lake">> <<hopelessCycleEffects>> You are at the lake. It isn't wise to venture so far alone. <br><br> <<set _itemsHere.push("water")>> <<set _bones to hcItemCanReach("bones")>> <<if _bones>> <<capture _bones>> <<hcicon "bones">><<link [[Toss the bones into the lake|Hopeless Cycle Wraith]]>><<run hcItemRemove(_bones)>><</link>> <br><br> <</capture>> <</if>> <<if !$hc.lakeBucket>> <span class="gold">There's a bucket here. It looks like it's from the temple.</span> <br> <<if hcItemHasFreeHand()>> <<hcicon "bucket">><<link [[Take it|Hopeless Cycle Lake Bucket]]>><<set $hc.lakeBucket to true>><</link>> <br> <</if>> <br> <</if>> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<lakeicon>><<link [[Forest (0:10)|Hopeless Cycle Forest]]>><<set $hcForest to 25>><<pass 10>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> You pick up the bucket. <<if $settings.tentaclesEnabled>> <span class="red">A cluster of slimy limbs erupt from it and wrap around your head!</span> <<stress 24>><<ggstress>> <br><br> Many eyes glare at you from within. <br><br> <<link [[Next|Hopeless Cycle Lake Bucket Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You look inside. <br><br> A massive eye glares at you from the bottom. <<ggtrauma>><<trauma 24>><<bodyliquid "face" "goo" 2>> <br><br> You're lying on the grass. Your eyes feel strange. The bucket is over your face. There's nothing inside of it. <br><br> <<link [[Next|Hopeless Cycle Lake]]>><<pass 10>><<run hcItemAdd({ type: "container", name: "bucket", location: "held", origin: "garden", persists: true, containerID: "gardenBucket2", capacity: 3 })>><</link>> <br> <</if>><<set _thermoDisable to true>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 5 15>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Hopeless Cycle Lake Bucket Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Hopeless Cycle Lake Bucket Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> You grab one of the tentacles, grab the rim of the bucket with your other hand, and pull. You yank out an undulating mass of... something. A lesser monstrosity. Deprived of its shell, it flees into the forest, writhing and dragging itself along with its tentacles. <br><br> <span class="gold">You triumphantly claim your new bucket.</span> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Hopeless Cycle Lake]]>><<run hcItemAdd({ type: "container", name: "bucket", location: "held", origin: "garden", persists: true, containerID: "gardenBucket2", capacity: 3 })>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<if $hc.trueEndAvailable>> <span class="narration"> There are many tales about the lake. A popular one in the Celtic circles is of the 'Bean Sídhe of Loch Bláithín', a fey-like spirit that foretold omens, keened for lost family members, or, in some tales, granted wishes. <br><br> The bones themselves are a matter of speculation. Some say they belonged to one of the spirit's descendants, or someone that it had once cursed. </span> <br><br> You get a running start, and throw the bones as far into the lake as you can. The sound of rippling water echoes around you. A gentle mist rises, enveloping the clearing. <br><br> You hear singing in a language you don't know. It's mesmerising. You take another step towards the lake automatically. The surface continues to ripple. A beautiful pale figure slowly emerges, cloaked in white. A necklace with large blue gemstones adorns its neck. It glides along the surface of the water towards you. <<else>> You get a running start, and throw the bones as far into the lake as you can. <br><br> You wait. Nothing happens. <br><br> You turn to leave. You hear a voice. <</if>> <br><br> <<link [[Heed|Hopeless Cycle Wraith 2]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<if $hc.trueEndAvailable>> "<span class="wraith">Clever gaoler, son of the west moors. What yearning brings you before me?</span>" <br><br> It floats in a circle around you, inspecting you. It holds its necklace close. "<span class="wraith">Lend me yourself. Allow me to breathe the rich air through you. Gift me the warmth of your beating heart, and I will guide you to its desire.</span>" It reaches a pale hand towards you. <br><br> <<link [[Take its hand|Hopeless Cycle Wraith 3]]>><</link>> <br> <<link [[Refuse|Hopeless Cycle Wraith Refuse]]>><</link>> <br> <<else>> "<span class="wraith">Clever gaoler. This is not yet my story. Your heart is not ready. Feel all the struggles before you. Push against your fates until you've lost all hope. Only then, return to me, and repeat this act.</span>" <br><br> <<link [[Next|Hopeless Cycle Lake]]>><<pass 2>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> "<span class="wraith">So be it.</span>" <br><br> It sinks back into the lake slowly, and the mist fades. <br><br> <<link [[Next|Hopeless Cycle Lake]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<canvas-model-override "trauma" true>><<canvas-model-override "eyes_half" true>> <<canvas-model-override "left_eye" "blue possessed">><<canvas-model-override "right_eye" "blue possessed">> <<set $possessed to true>><<canvas-model-override "blink" false>> <<set $control to 1>> <<neckruined>><<neckwear 23>> You take its hand. It's cold, and starts to pass through you. It floats forward, embracing you and vanishing. Something hangs around your neck. <br><br> You stand frozen in place. Suddenly, your body takes a deep breath, looking upwards in bliss. The air tastes so sweet. You feel invigorated, as if waking up for the first time. Your hands clench and open over and over. <br><br> <<if $prisonerBrands.includesAny("lower back", "left arm", "right arm", "left shoulder", "right shoulder") or $prisonerBrands.filter(brands => ["left leg", "left thigh", "left foot"].includes(brands)).length gte 2 or $prisonerBrands.filter(brands => ["right leg", "right thigh", "right foot"].includes(brands)).length gte 2 or between($prisonerBrands.length,1,2)>> <span class="red">You freeze.</span> Your mind ripples like water, and memories float to the surface. A searing brand pressed to flesh. Screams, both stifled and released. Beauty forever marked by a hubris made in divinity's image, guided by a cruel Hand. The sweet air now tastes bitter and stagnant. <br><br> Eventually, you exhale a haggard, wearied breath. "Writhing gaoler," your voice says. You place a hand over your chest. "Your heart sings to me beautifully. No one deserves to die in a cage. Your witch... she slips down the empty gullet. She is not wholly consumed... <span class="red">but she will be.</span>" <br><br> <span class="nextLink"><<link [[Next|Hopeless Cycle Wraith Failure]]>><</link>></span> <br> <<else>> <<wearProp "whip" "khaki">> You exhale. "I understand," your voice says. You place a hand over your chest. "Your heart sings to me beautifully. No one deserves to die in a cage. Your witch... she slips down the empty gullet, yet she is not wholly consumed. What you seek lies through the eye of a needle. Fate does not favour you. There lies one path." <br><br> Your hand rests on your whip. Your body unclasps it and stretches it. "I will grant you a gift of knowledge. Arts and techniques lost to our faith. You will learn, and as you do, I will enlighten you on the path you must tread." <br><br> A pale arm separates from yours. A white tendril snakes along it, past the hand. It holds the tendril as you hold your whip. You have control of your arm again. "The arrow of time will be mere seconds from midnight. A distance your body cannot cross in time." The pale arm snaps the tendril. You snap your whip in the exact same way. "An extension of your body. Trust it, <span class="green">master it,</span> and distance will mean nothing." <br><br> It guides you through a dance of the whip. You know these movements. It's just testing your body. "<span class="blue">Heed my words. Remember them.</span> The slightest of missteps will have salvation slipping through your fingers." <br><br> <span class="nextLink"><<link [[Next|Hopeless Cycle Wraith 4]]>><</link>></span> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set $control to 400>> You follow its movements. You take your whip's end in your other hand, using it to start strikes from positions you've never seen. <<gwhip>> <br><br> "You must ensure she is strong enough. <span class="blue">Her body must be full of vitality.</span>"<br> You lash a falling leaf out of the air. <<gwhip>><br> <<if $hcChallenge.faithBlooms>> "Her hair, ever important to a witch, <span class="red">has been mangled</span>. You must make it more than beautiful to restore what was taken. <span class="purple">Accept her gift. Cleanse it. Bestow it back upon her.</span>" <<else>> <span class="blue">"Her hair, ever important to a witch, must be beautiful."</span> <</if>><br> Your whip circles at your feet. You twirl and strike. Its rebound barely misses your ear. <<gwhip>><br> "She is strengthened by your touch. <span class="blue">Take her hands</span>, so you may both bloom. <span class="blue">Your kiss, or your body in intimate union, will grant her power.</span>"<br> You coil your whip, and make many quick strikes around you. <<prof whip 10>><<gwhip>><br> "Two more gifts, you must give her. <span class="blue">Dress her,</span> a second skin to mask the lure of her body. <span class="blue">Give her your name,</span> a promise to whisper." <br><br> It allows your body to rest for a moment. "Beware. <span class="red">Her heart is cold.</span> She will attempt to steal yours, if it wins her freedom. <span class="blue">You must give it to her first, just before the fateful hour.</span> Take heed. This will allow her to tear it from your chest without effort." <br><br> Your arms circle and stretch, preparing for more exertion.<br> "You must burden your heart. Weighed down and offered as a final gift, it can't be stolen. <span @class='$hcChallenge.faithBurden ? "" : "blue"'>Embrace the likeness of the expectant mother, until half of the burden rests on your shoulders.</span>" <<if $hcChallenge.faithBurden>> <br><br> You tilt your head.<br> "<span class="gold">But you've already done that, haven't you?</span> Of course you have. Of course you have." <</if>> <br><br> <span class="nextLink"><<link [[Next|Hopeless Cycle Wraith 5]]>><</link>></span> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set $control to 800>> You lash out with your whip twice in quick succession, carving a cross in the sand. <br><br> "She will be branded, in an attempt to seal the corruption inside. When she lies under the red moon, it will instead grow to bursting. You must press this as an advantage. Your opponents are many. Only together can you stand against them. Heed." <br><br> You strike out twice more, making another cross. <br><br> "You must be precise with the flame in your hands.<br> You may think it a mercy to scar her legs, to spare her pain.<br> <span class="blue">Do not brand either more than once,</span> lest she stumble at the critical moment.<br> <span class="blue">Do not brand the lower spine,</span> lest you sever her roots.<br> <span class="blue">Do not brand either arm,</span> lest her claws become dull.<br> <span class="blue">Do not brand either shoulder,</span> lest you clip her wings.<br> Yet, <span class="blue">you must brand her at least thrice,</span> lest she be devoured by Auriga." <br><br> The word makes you shiver. Your eyes focus on a thick fallen tree branch on the far side of the clearing. You take a few steps back, measuring the distance.<br> Another step. Not far enough yet.<br> Half of another step. Perfect.<br> "At last, <span class="blue">strike at the silver that binds her.</span> Let your strike toll midnight." <br><br> You take four rapid steps forward, beginning a strike on the second.<br> You shift your body weight perfectly, fully extending your arm and flicking your wrist. Time slows down.<br> The smallest of adjustments. The tip of your whip just barely makes contact.<br> The explosive snap shatters the branch into pieces, and echoes throughout the forest. <<prof whip 20>><<gggwhip>> <br><br> <<if $prof.whip gte 1000>> <span class="green">"You are ready."</span> <<else>> <span class="blue">"You must further hone your hand. Your strike must be perfect."</span> <</if>> <br> The pale figure gently exits your body, leaving your limbs tingling. It smiles at you. "<span class="wraith">Best of fortunes, clever gaoler. May your hearts beat <span class="tentacle">As One</span>.</span>" It sinks back into the water. The mist fades away. <br><br> <<link [[Next|Hopeless Cycle Lake]]>><<set $control to 1000>><<unset $possessed>><<set $hc.wraith to true>><<neckruined>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set $control to 0>> You stretch your arm out. A pale arm separates from yours. Many white tendrils snake along it, past the hand. The pale arm gestures, and the tendrils swarm you. <br><br> "The flame you held was wielded with imperfection. You have sealed her fate." <br><br> <<if $prisonerBrands.includesAny("lower back", "left arm", "right arm", "left shoulder", "right shoulder")>> The tendrils press against your <<print formatList($prisonerBrands.filter(brands => ["lower back", "left arm", "right arm", "left shoulder", "right shoulder"].includes(brands)), "and")>>.<br> <</if>> "<span @class='$prisonerBrands.includes("lower back") ? "red" : ""'>With her lower spine branded,</span> her roots are severed.<br> <span @class='$prisonerBrands.includesAny("left arm", "right arm") ? "red" : ""'>With either arm branded,</span> her claws become dull.<br> <span @class='$prisonerBrands.includesAny("left shoulder", "right shoulder") ? "red" : ""'>With either shoulder branded,</span> her wings become clipped." <br><br> <<set _legColor to "">> <<if $prisonerBrands.filter(brands => ["left leg", "left thigh", "left foot"].includes(brands)).length gte 2 or $prisonerBrands.filter(brands => ["right leg", "right thigh", "right foot"].includes(brands)).length gte 2>> <<set _legColor to "red">> The tendrils wrap around your <<print formatList($prisonerBrands.filter(brands => ["left leg", "right leg", "left thigh", "right thigh", "left foot", "right foot"].includes(brands)), "and")>>.<br> <</if>> "You may have thought it a mercy to scar her legs, to spare her pain.<br> Yet, <span @class="_legColor">with either leg branded more than once,</span> she stumbles at the critical moment." <br><br> You count the tendrils. They touch your <<print formatList($prisonerBrands, "and")>>; <span class="blue"><<number $prisonerBrands.length>></span> in total.<br> "Despite all this, <span @class='$prisonerBrands.length lt 3 ? "red" : ""'>if not branded at least thrice,</span> she is devoured by Auriga." <br><br> The pale figure gently exits your body, leaving your limbs tingling. "<span class="wraith">And now, you see. What you hoped for has already slipped through your fingers. There is no glory to be found here.</span>" It bows its head, and remains silent for a long time. "<span class="wraith">I am sorry.</span>" <br><br> It sinks back into the water. The mist fades away. <br><br> <<link [[Next|Hopeless Cycle Lake]]>><<set $control to 999>><<unset $possessed>><<neckruined>><<endevent>><</link>> <br> /* Barracks */<<set _thermoDisable to true>><<effects>><<set $bus to "quarters">> <<hopelessCycleEffects>> You are in the barracks on the second floor of the temple, where your brothers and sisters make their home. There are four large rooms surrounding the central hall. <br><br> <<if Time.dayState is "night">> The bunks are full and the rooms are silent save for an occasional snore. <<elseif Time.dayState is "dawn">> Your brothers and sisters are already up and active. It's too noisy to sleep. <<elseif Time.dayState is "day">> Initiates are hard at work dusting and cleaning. It's too noisy to sleep. <<elseif Time.dayState is "dusk">> Some of your brothers and sisters are preparing for bed. <</if>> <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<else>> <<set _water to hcItemCanReach("water", (water => water.dirty lt 2))>> <<set _waterTainted to hcItemCanReach("water", (waterT => waterT.dirty gte 2))>> <<if Time.dayState is "night">> You'll wake people up if you clean now. <br><br> <<elseif _water>> <<capture _water>> <<choreicon "sweep">><<link [[Clean barracks <<hcTimeTaskDisplay>>|Hopeless Cycle Quarters Clean]]>><<hcTimeTaskPass>><<hcSuspicion -3>><<hcWash _water>><<housekeeping 1 1000>><</link>><<ghousekeeping>><<hopelessCycleSus -1>> <</capture>> <br><br> <<else>> You need a bucket of water to clean the barracks. <<if _waterTainted>> A bucket of <span class="teal"><i>clean</i> water</span>. <</if>> <br><br> <</if>> Your bunk is here. <br> <<bedicon>><<link [[Your bunk|Hopeless Cycle Bunk]]>><</link>> <br><br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<templeicon "cloister">><<link [[Passage to cloister (0:01)|Hopeless Cycle Cloister]]>><<pass 1>><</link>> <br> <<getouticon>><<link [[Downstairs (0:01)|Hopeless Cycle Temple]]>><<pass 1>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>><<set $bus to "bed">> <<hopelessCycleEffects>> You are beside your bunk in the temple quarters. There's a rack for your armour and robes, and a small space behind a screen for dressing. <br><br> <<if ["dawn", "day"].includes(Time.dayState)>> <<set _noSleep to true>> It's too noisy to sleep right now. <br><br> <</if>> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<else>> <<if $worn.upper.name is "chain tunic">> <<if !_noSleep>> <<if hcItemLitTorch()>> <span class="red">You can't go to sleep while holding a lit torch.</span> <<else>> <<bedicon>><<link [[Change into your robes and get in bed (0:10)|Hopeless Cycle Bunk Bed]]>><<pass 10>><<hopelessCycleOutfit "robes">><<feetruined>><</link>> <</if>> <br> <</if>> <<icon "clothes/monks_habit.png">><<link [[Change into your robes (0:10)|Hopeless Cycle Bunk]]>><<pass 10>><<hopelessCycleOutfit "robes">><</link>> <br> <<else>> <<if !_noSleep>> <<if hcItemLitTorch()>> <span class="red">You can't go to sleep while holding a lit torch.</span> <<else>> <<bedicon>><<link [[Get in bed|Hopeless Cycle Bunk Bed]]>><<feetruined>><</link>> <</if>> <br> <</if>> <<set _armourIcon to clone(setup.clothes.upper[170])>> <<set _armourIcon.colour to "black">><<set _armourIcon.accessory_colour to "white">> <span class="clothes-black"><<clothingicon _armourIcon "upper">></span><<link [[Change into your armour (0:10)|Hopeless Cycle Bunk]]>><<pass 10>><<tiredness 4>><<hopelessCycleOutfit "armour">><</link>><<gtiredness>> <br> <</if>> <<if $hairtype is "braid right">> <<mirroricon>><<link [[Unbraid your hair (0:05)|Hopeless Cycle Bunk]]>><<pass 5>> <<set $hairlength to 400>> <<set $hairlengthstage to "chest">> <<set $hairtype to "neat">> <<set $fringelength to 200>> <<set $fringelengthstage to "shoulder">> <<set $fringetype to "framed">> <<set $hairposition to "back">> <</link>> <br> <<elseif $hairtype isnot "neat">> <<mirroricon>><<link [[Fix your hair (0:05)|Hopeless Cycle Bunk]]>><<pass 5>><<trauma -2>> <<set $hairlength to 400>> <<set $hairlengthstage to "chest">> <<set $hairtype to "neat">> <<set $fringelength to 200>> <<set $fringelengthstage to "shoulder">> <<set $fringetype to "framed">> <<set $hairposition to "back">> <</link>><<ltrauma>> <br> <<elseif $hairtype is "neat" and $prisonerEvents.includes("talkHairLet")>> <<mirroricon>><<link [[`Braid your hair the way $prisoner.name did (0:15)`|Hopeless Cycle Bunk]]>><<pass 15>> <<trauma -2>> <<set $hairtype to "braid right">> <<set $hairposition to "front">> <</link>><<ltrauma>> <br> <</if>> <br> You can stash items under your bed. They're unlikely to be found, but will arouse heavy suspicion if they are. Your bed will never be searched while you're sleeping in it. <br> <<if $hcItems.some(item => item.type is "sheets" and item.location is "bed") and !$hcChallenge.itemNoHide>> <span class="green">You've placed a folded bedsheet in front of your stashed items. They'll be even harder to find now.</span> <</if>> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <br> <<templeicon "quarters">><<link [[Step away|Hopeless Cycle Quarters]]>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _witchblooms to hcItemCanReach("clutter", w => w.name === "witchblooms" && w.dirty gte 1)>> <<if _witchblooms>> <<if _witchblooms.location is "held">> <<set _witchbloomsHeld to true>> <<elseif !$hc.daily.witchbloomMessage>> <<set $hc.daily.witchbloomMessage to true>> As you prepare for bed, <span class="pink">your hands twitch. They feel empty.</span> You look under your bed for the flowers. You want to hold them while you sleep, although you can't reason why. Perhaps they yearn for your purity. <br><br> <<capture _witchblooms>> <<link [[Take them|Hopeless Cycle Bunk Bed]]>><<set _witchblooms.location to "held">><</link>> <br> <</capture>> <<link [[Ignore them|Hopeless Cycle Bunk Bed]]>><</link>> <br> <<exit>> <</if>> <</if>> <<if $hcItems.some(item => item.location is "held" && item.name isnot "witchblooms")>> <<run $hcItems.filter(item => item.location is "held" && item.name isnot "witchblooms").forEach(item => item.location = "bed")>> <span class="blue">You stash your items under your bed,</span> before reciting your nightly prayers <<if _witchbloomsHeld>><span class="purple">with the flowers between your hands</span><</if>> and climbing in. <<else>> You recite your nightly prayers <<if _witchbloomsHeld>><span class="purple">with the flowers between your hands</span><</if>> and climb into bed. <</if>> <br> <<generateSleepLinks "Hopeless Cycle Sleep">> <<link [[Climb out of bed|Hopeless Cycle Bunk]]>><<hopelessCycleOutfit "armour">><</link>><<set _thermoDisable to true>> <<sleep>><<effects>><<hopelessCycleEffects>><<set $hc.neverLeftDungeon to false>> <<if _sleepinterrupt>> <<if $hc.bloodWake>> You shoot up out of bed, the red moonlight creeping in through the window. <<elseif $hc.daily.nightmare and $hc.nightBreakIn isnot "passed" and $hc.nightBreakIn isnot "end">> You dream of seeing <<print $prisoner.name>> in her cell. Someone in black robes is approaching her. She looks afraid. <br><br> <span class="red">She calls to you for help.</span> <br><br> You shoot up from your bed. <<elseif $hc.daily.wake>> Your brothers and sisters all get up for the day. It's impossible to sleep with the noise. <<if !$hc.daily.sermon and ["dawn","day"].includes(Time.dayState)>> <span class="blue">You should head to the cloister for the morning sermon.</span> <</if>> <</if>> <br><br> <<set _witchblooms to hcItemHolding("clutter", w => w.name is "witchblooms")>> <<if _witchblooms>> <<if _witchblooms.progress and _witchblooms.progress gte 14>> <<set _witchblooms.name to "purified witchblooms">> <<set _witchblooms.nameText to "witchblooms <span class='gold'>(purified)</span>">> <<run delete _witchblooms.dirty>> <span class="green">The flowers are vibrant and full of life.</span><<llpurity>> <<elseif _witchblooms.progress>> <span class="teal">The flowers look healthier, but still sickly.</span><<llpurity>> <</if>> <br><br> <</if>> <<link [[Get up|Hopeless Cycle Bunk]]>><<hopelessCycleOutfit "armour">><</link>> <br> <<elseif $hc.suspicion gte 100>> You open your eyes, but everything is still dark. <span class="red">There's something pulled over your head.</span> You're quickly struck in the gut, then dragged out of bed. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<else>> <<if $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<elseif $specialConditionForSpookySleep>> <<else>> You sleep soundly. <</if>> <<if $stress gte $stressmax>> <<set $stress -= 2000>> <<trauma 10>> <span class="red">Your stress level reached a peak while you slept and has since subsided, but at cost to your mental health.</span> <<lstress>><<gtrauma>> <<ruffleHair>> <<set $hairtype to "messy">> <<set $hairlength to 1000>> <<set $hairlengthstage to "feet">> <</if>> <br><br> <<set _witchblooms to hcItemHolding("clutter", w => w.name is "witchblooms")>> <<if _witchblooms>> <<if _witchblooms.progress and _witchblooms.progress gte 14>> <<set _witchblooms.name to "purified witchblooms">> <<set _witchblooms.nameText to "witchblooms <span class='gold'>(purified)</span>">> <<run delete _witchblooms.dirty>> <span class="green">The flowers are vibrant and full of life.</span><<llpurity>> <<elseif _witchblooms.progress>> <span class="teal">The flowers look healthier, but still sickly.</span><<llpurity>> <</if>> <br><br> <</if>> <<if _leak?.includes("bed")>> <<set _bucketOutput to _leak.filter(x => x is "bed").length gt 1 ? "buckets" : "bucket">> <span class="red">The water had leaked from your _bucketOutput while you slept.</span> You clean it up before anyone can notice. <br><br> <</if>> <<link [[Get up|Hopeless Cycle Bunk]]>><<hopelessCycleOutfit "armour">><</link>> <br> <</if>> <<set $phase to 0>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _water to hcItemCanReach("water", (water => water.dirty lt 2))>> You get to work scrubbing down the barracks. You clean the floors, some sheets, and some dirty clothing. <br><br> <i><span class="blue">Bedsheets can be used to conceal items inside of buckets. Any bucket with a bedsheet inside won't raise suspicion when entering the dungeon.</span></i> <br><br> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $hc.suspicion gte 100>> <span class="red">Everything goes dark as a sack is pulled over your head.</span> You're quickly struck in the gut, doubling you over. You're forced to your knees. <br><br> The last thing you feel is an impact against your head. <br><br> <<link [[Next|Hopeless Cycle Ending E]]>><<pass 4 hours>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<hopelessCyclePassout>> <<else>> <<if Time.dayState is "night">> You'll wake people up if you keep cleaning. <br> <<elseif _hcEvent is "blood">> There's no more time for cleaning. <br> <<elseif _water>> <<capture _water>> <<link [[Continue cleaning <<hcTimeTaskDisplay>>|Hopeless Cycle Quarters Clean]]>><<hcTimeTaskPass>><<hcSuspicion -3>><<hcWash _water>><<housekeeping 1 1000>><</link>><<ghousekeeping>><<hopelessCycleSus -1>> <</capture>> <br> <<else>> Your water is too dirty to keep cleaning. <br> <</if>> <<set _loc to hcItemHasFreeHand() ? "held" : "quarters">> <<link [[Enough cleaning|Hopeless Cycle Quarters]]>><<endevent>><</link>> <br> <<capture _loc>> <<link [[Steal some bedsheets|Hopeless Cycle Quarters]]>><<run hcItemAdd({ type: "sheets", name: "bedsheets", location: _loc, origin: "quarters", dirty: 0, dirtyOnDrop: V.hcChallenge.itemDirty })>><<endevent>><<hcSuspicion 5>><</link>><<hopelessCycleSus 1>> <br> <<link [[Steal some clothes|Hopeless Cycle Quarters]]>><<run hcItemAdd({ type: "clothes", name: "robe", location: _loc, origin: "quarters", dirty: 0, dirtyOnDrop: V.hcChallenge.itemDirty })>><<endevent>><<hcSuspicion 5>><</link>><<hopelessCycleSus 1>> <br> <</capture>> <</if>> /* Prayer Room */<<set _thermoDisable to true>><<effects>><<set $bus to "prayerroom">> <<hopelessCycleEffects>> <<if _hcEvent is "blood">> A heavy hand rests on your shoulder. The Bishop's Hand looms before you. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $hc.handLocation is "prayerroom" and !$hc.daily.prayerWarning and $hcAction is "enter" and Time.hour lte 22 and Time.hour gte 6>> <<generateTemple 1>><<person1>> You approach the prayer room. One of your <<sister_npc>>s stops you. "The Bishop's Hand is in prayer." <br><br> <<link [[Enter anyways|Hopeless Cycle Prayer Room]]>><<endevent>><<set $hc.daily.prayerWarning to true>><</link>> <br> <<link [[Leave|Hopeless Cycle Temple]]>><<endevent>><</link>> <br> <<else>> You're in a small hexagonal room, the edges ringed with steps leading nowhere. A single window decorates each wall, far above. A cushion sits in the middle. <br><br> The air is thick with the smell of a sweet incense. <br><br> <<if $hc.handLocation is "prayerroom">> The Bishop's Hand stirs from his trance, but doesn't turn around to face you. "You better have a good reason for disturbing me, brother Fayne." You're not sure how he knew it was you. <<stress 6>><<gstress>> <br><br> <<if $prisonerEvents.includes("raped") and !$prisonerEvents.includes("rapedReported")>> <<lockicon "unlock">><<link [[Tell the Hand that one of your brothers is tainted|Hopeless Cycle Prayer Report]]>><<set $prisonerEvents.pushUnique("rapedReported")>><</link>> <br> <</if>> <<getouticon>><<link [[Leave (0:01)|Hopeless Cycle Temple]]>><<hcSuspicion 2>><<pass 1>><</link>><<hopelessCycleSus 1>> <br> <<else>> <<templeicon "pray">><<link [[Meditate <<hcTimeTaskDisplay>>|Hopeless Cycle Prayer]]>><<stress -6>><<willpower 2>><<hcTimeTaskPass>><</link>><<lstress>><<gwillpower>> <br><br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <b><u>Locations:</u></b><br> <<getouticon>><<link [[Leave (0:01)|Hopeless Cycle Temple]]>><<pass 1>><</link>> <br> <</if>> <</if>> <<unset $hcAction>><<set _thermoDisable to true>><<effects>><<set $bus to "prayerroom">> <<hopelessCycleEffects>> <<hallucinogen 60>> You sit on the cushion, and pray. The incense makes you feel light and dizzy. <<ghallucinogens>> <br><br> <<if _hcEvent is "blood">> The door to the prayer room swings open. The Hand's silhouette looms. "<span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br> <<elseif $hc.handLocation is "prayerroom">> The door to the prayer room swings open. The Bishop's Hand stands there. "Out," he commands. <br><br> <<if $prisonerEvents.includes("raped") and !$prisonerEvents.includes("rapedReported")>> <<lockicon "unlock">><<link [[Tell the Hand that one of your brothers is tainted|Hopeless Cycle Prayer Report]]>><<set $prisonerEvents.pushUnique("rapedReported")>><</link>> <br> <</if>> <<else>> <<templeicon "pray">><<link [[Meditate <<hcTimeTaskDisplay>>|Hopeless Cycle Prayer]]>><<stress -6>><<willpower 2>><<hcTimeTaskPass>><</link>><<lstress>><<gwillpower>> <br><br> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <</if>> <<getouticon>><<link [[Leave (0:01)|Hopeless Cycle Temple]]>><<pass 1>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration">The gaoler could not let the witch's defilement go unpunished. Justice was not something to be picked and chosen.</span> <br><br> You tell him that one of your brothers violated your prisoner. He tenses up. <br><br> You stand in deafening silence for a long time, before he finally stands. <br><br> "And how, brother, do you know that?" <br><br> You explain everything in excruciating detail. You're not even meaning to. The words flow from your mouth against your will. <br><br> He seems to get angrier with every word you say, until his shoulders finally fall. He smiles at you. Warmly. It makes you uncomfortable. <br><br> "It's hard to lie in a place so close to heaven. Good work, brother." He laughs, and pats you on the shoulder. "This presents a contamination risk. We will do an emergency inspection. Come." He leads you out of the prayer room, rings the confessional's bell loudly seven times, and walks with you to the cloister. <<hcSuspicion -50>><<hopelessCycleSus -3>> <br><br> <<link [[Next|Hopeless Cycle Prayer Report 2]]>><<pass 30>><</link>> <br><<set _thermoDisable to true>><<effects>><<set $bus to "cloister">> <<hopelessCycleEffects>> Your brothers and sisters all line up in front of you and the Bishop's Hand in the cloister. <br><br> <<if Time.dayState is "night">> Many of them yawn, their posture slacking until the Hand's gaze falls upon them. <<else>> They all stand at attention. Many look nervous. <</if>> <br><br> The Hand whispers in your ear, asking for clarifying details. With each question, some of the crowd are permitted to leave, until there's only six monks left. <br><br> They're each given a chastity examination. Out of them, two fail. The Hand grabs them each by a shoulder, and looks back to you. "Are you certain it was only one?" They both look terrified. <br><br> <<link [[Yes|Hopeless Cycle Prayer Report 3]]>><<set $phase to 1>><</link>> <br> <<link [[No|Hopeless Cycle Prayer Report 3]]>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<effects>><<set $bus to "guardhouse">> <<hopelessCycleEffects>> <<if $phase is 1>> You nod your head. <<else>> You shake your head. <</if>> The Hand huffs. "Then we have no choice." He starts to guide them both to the dungeon. You follow, along with an entire regiment of confessors. <br><br> You're led to <<print $prisoner.name>>'s cell. The hand walks in with both of the suspects. <<print $prisoner.name.toUpperFirst()>> looks up, shying away. <br><br> "Witch," the Hand spits. "One of the faithful has been tainted by your touch." <br><br> She blinks at him, not seeming to understand him. However, her eye falls upon the monk on the right. Her stare is pointedly hateful. That's enough indication for the Hand. <br><br> He shoves the other monk out of the cell, into the waiting arms of the confessors. "You must be purified," they say. He seems relieved to only be facing the normal punishment. <br><br> The guilty monk sneers, struggling in the Hand's grasp. "This is an outrage. I should not be punished for bringing this whore closer to God!" He's silenced as the Hand punches him directly in the face, sending him to the ground. <br><br> The Hand crouches, looking him in the eyes as he clutches his bleeding nose. "You have transgressed, brother. You have either given the witch what she needs to invite the Dark Elk... or have taken that taint into yourself, without sanction, and have become a contamination risk." He rips a pouch from his belt, and dumps powder on the ground in front of the door. "You will be the vessel for that taint. You will purge. You will repent, and be forgiven." He nods to you, signaling for you to approach. <br><br> <<link [[Next|Hopeless Cycle Prayer Report 4]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<wearProp "whip" "khaki">> <span class="narration">The witch was treated like a dog on a leash.</span> <br><br> The Hand holds out a silk cord for you to take. You grab it, wrapping it around <<print $prisoner.name>>'s neck. You've enacted this kind of punishment before. He then exits the cell, locking the door, but remains standing there. Watching. <br><br> You look at your prisoner. She eyes the monk angrily, her hands scraping against her shackles. The Hand licks his lips, and motions for you to unlock her shackles. You do so. She falls forwards, her hands digging into the stone as her grey eye pierces through the monk. <br><br> He tries to stand. In one swift motion, you unclasp your whip and lash him in the leg. He tumbles back down, and you give him a second lash for good measure. <br><br> He pushes himself back against the wall. "P-please, your grace, have mercy!" <br><br> The Hand laughs. "I'm not the one you should be asking." <<print $prisoner.name.toUpperFirst()>> drags herself forwards. You walk forwards with her. <br><br> The monk, the rapist, the defiler, the oathbreaker looks to you, pleading. Your fist clenches around the cord. <br><br> She nearly reaches him, her left arm and hand becoming black. Her fingers elongating, sharpening. The antler on her head pulsing. <br><br> <<link [[Show mercy|Hopeless Cycle Prayer Report 5]]>><<handheldon>><<set $phase to 1>><<pass 15>><</link>> <br> <<if $sadism_level gte 2 and ($prisoner.love gte 45 or $prisoner.love gte 30 and $prisonerEvents.includes("comfort"))>> <<link [[Release the cord|Hopeless Cycle Ending C]]>><<handheldon>><</link>><<note "Sadist" "purple">> <br> <<else>> <<insufficientStat "custom" "to release the cord" "purple" "sadistic">> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>><<set $hc.daily.enteredDungeon to true>> <<if $hc.gameOver>> <<set $hc.gameOver to false>> <</if>> <span class="narration">Despite the monk's crime, the gaoler and the witch did not lose themselves. Make no mistake, he was punished, but the punishment did not exceed the crime. Such was the duty of a gaoler.</span> <br><br> She lunges at him. You tighten the cord just enough to force her to hold back. You have no intention to let him leave unpunished, but you have enough kindness left in your heart to ensure he isn't broken. <br><br> She gets her hands around him. In her current state, she's strong enough to hold him down, to strike him, to make sure that everything she does hurts. His punishment is gruelling. You pull her back each time you feel she's going too far. <br><br> After fifteen minutes, you pull her off of him. The Hand looks pleased. <br><br> The confessors re-enter the cell to retrieve the monk, who sobs and groans in pain. The Hand nods to you. "Continue as you will, brother." They all leave the dungeon. <<set $hc.handLocation to "prayerroom">> <br><br> <<if $prisonerEvents.includes("comfort")>> You start to pull her back to the wall. Her arms suddenly wrap around you, bringing you to the ground. <br><br> You struggle, worried that she's still seeking further purging. You stop when you realise that she's simply embracing you. Her head presses into your chest, and a warm smile is across her lips. <<set $prisoner.love += 10>><<hcPrisonerHealth 10>><<gglove>> <br><br> The usual chill and weakness from her touch is absent, if only for a moment. She releases you before it comes back. <<else>> You pull <<print $prisoner.name>> back to the wall and re-secure her manacles. She looks satisfied. <<set $prisoner.love += 2>><<hcPrisonerHealth 10>><<hopelessCycleLove 1>> <</if>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><<set $hc.daily.patrol to true>><<set $prisoner.state to "awake">><</link>> <br><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration"> In the wake of the gaoler's fainting spell, many items had been found, returned or burned as needed. <<if $witchItems>> <<unset $witchItems>> This included several items in the witch's cell, and on her person. <</if>> </span> <br><br> <<if $bus is "cell">> You awaken feeling warm. Something is on top of you. <br><br> You open your eyes, and see a single grey one staring back. <<print $prisoner.name.toUpperFirst()>> quickly crawls back to the wall away from you. <br><br> You feel strange, but she looks a little more healthy. <<purity -200>><<lllpurity>><<hcPrisonerHealth 3>> <br><br> <<link [[Next|Hopeless Cycle Cell]]>><<endevent>><</link>> <br> <<else>> <<set $location to "old_temple">><<set $bus to "garden">> You awaken to some water being poured on your head. You open your eyes and try to push away the source. <br><br> You look around. You're in the temple's garden, surrounded by some of your brothers and sisters. One holds a bucket. <<if $hc.suspicionRevealed>> "I'm telling you, he's bewitched!" <br><br> One of them helps you stand. "We'll have to report this to the bishop, brother." <<hcSuspicion 15>><<hopelessCycleSus 3>> <<else>> <<set $hc.suspicionRevealed to true>> "Brother Fayne, what's going on?" one asks. "This is not like you. We grow concerned." <br><br> Another one of them pushes in. "Some in the order fear you've been bewitched. For your sake, prove us wrong. Soon." The crowd disperses. <br><br> <span class="narration">The Bishop's Hand and his confessors had been watching the gaoler. Now that he knew this, he would be more aware of what actions would make them suspicious.</span> <</if>> <br><br> <<link [[Next|Hopeless Cycle Garden]]>><<endevent>><</link>> <br> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _comingFrom to "Hopeless Cycle " + $bus.toLocaleUpperFirst()>> <<set _goingTo to "Hopeless Cycle " + ($bus is "disposal" ? "Forest" : "Disposal")>> You walk through the dank cave by the light of your torch, occasionally crouching as the ceiling bares down. <<if !$hcChallenge.forestNoShortcut>> It's cold and uncomfortable, but you eventually emerge <<if $bus is "disposal">> deep into the forest. <<else>> in the temple's disposal channel. <</if>> <br><br> <<link [[Next|_goingTo]]>><</link>> <<elseif $hc.shortcutCount is undefined>> <<set $hc.shortcutCount to 0>><<set $shortcut to {lost: 0}>> It's cold and uncomfortable, and the cave winds around in ways that almost feel cyclical. You can't tell if you're making any progress. <br><br> You turn a corner and bump your head against what seems to be thin air. Confused, you place your hand forward. <span class="blue">A wall of glass blocks your way.</span> You can advance no further. <br><br> You turn around. <span class="red">The cave branches off in several directions.</span> You can't even tell which way you came from. <br><br> <<link [[Follow the first path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 1>><</link>> <br> <<link [[Follow the second path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 2>><</link>> <br> <<link [[Follow the third path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 3>><</link>> <br> <<link [[Follow the fourth path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 4>><</link>> <br> <<elseif $hc.shortcutCount is 0>> It's cold and uncomfortable, but you eventually emerge... <<if $bus is "disposal">> in the temple's disposal channel. <<else>> deep in the forest. <</if>> <br><br> You look behind you. The path branches off in several familiar directions. You hear a screech of glass rubbing against glass. <span class="purple">You must make an offering <<= $bus is "forest" ? "at the disposal channel" : "">> before you are permitted to pass.</span> <br><br> <<link [[Return|_comingFrom]]>><</link>> <<else>> <<set $hc.shortcutCount-->> It's cold and uncomfortable, but you eventually emerge <<if $bus is "disposal">> deep into the forest. <<else>> in the temple's disposal channel. <</if>> <br><br> <<if $hc.shortcutCount gte 1>> You feel a pair of eyes watching you, but hear nothing. You may travel this path <span class="blue"><<number $hc.shortcutCount>> more <<= $hc.shortcutCount is 1 ? "time" : "times">></span>. <<else>> You feel a pair of eyes watching you, and hear a piercing screech of glass rubbing against glass. <span class="red">You no longer have permission to travel this path,</span> and must make another offering if you wish to pass. <</if>> <br><br> <<link [[Next|_goingTo]]>><</link>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <span class="narration"> <<if $phase is 0>> The gaoler doubled back along the path he had just walked. <<elseif $phase is 10>> The gaoler examined the walls. As long as he could see, he could keep track of which paths he'd been down. <<else>> The gaoler travelled along the <<print ordinalWritten($phase)>> path he saw. <</if>> </span> <br><br> <<if $shortcut.lost gte 5>> <<pain -2>> <<set _goingTo to $bus is "disposal" ? "forest" : "disposal channel">> <<set $shortcut.item to $hcItems.filter(item => item.location is "held" and item.type isnot "torch")[0]>> <<if $shortcut.item?.type is "container" and $hcItems.filter(x => x.type is "water" and x.location is $shortcut.item.containerID).length>> <<set $shortcut.itemName to "a bucket of water">> <<elseif !$shortcut.item or $shortcut.item.persists>> <<set $shortcut.itemName to "a roll of bandages">> <<else>> <<set $shortcut.itemName to hcItemName($shortcut.item)>> <</if>> <<set $shortcut.itemName to $shortcut.itemName.substr($shortcut.itemName.indexOf(" ") + 1)>> You run into another glass wall. You step back and try to look through it. <br><br> No. It's not a wall. It's a mirror. <br><br> You look into the mirror. A gaoler holding a <<= $shortcut.itemName>> and <span class="orange">a lit torch</span> looks back. Behind your reflection, in the mirror, <span class="green">you see the <<= $bus is "forest" ? "disposal channel" : "forest">></span> you were intending to go to. <br><br> <<link [[Reach out|Hopeless Cycle Shortcut Mirror]]>><<set $phase to 0>><</link>> <br> <<link [[Turn around and go to the _goingTo|Hopeless Cycle Shortcut Mirror]]>><<set $phase to 1>><</link>> <br> <<else>> <<switch $shortcut.lost>> <<case 0>> You've heard rumours of these tricks. The path is defying you because you believe it is. <br><br> You scratch the wall of the cave with your torch's handle as you walk. The scraping doesn't sound like stone. <<case 1>> You hear a rapid rattling and thumping approach from some unknown path. You swing your torch around you, but see nothing. <<case 2>> <span class="red">Your <<= $hcItems.filter(torch => torch.type is "torch" and torch.state is "lit" and torch.location is "held").length is 1 ? "torch goes" : "torches go">> out!</span> You feel blindly for the wall. You can't feel any markings. <<run $hcItems.filter(torch => torch.type is "torch" and torch.state is "lit" and torch.location is "held").forEach(torch => {torch.state = "snuffed"})>> <<handheldon>> <<stress 6>><<gstress>> <<case 3>> You attempt to stay the course, believing there is only one path. You run into a wall. <<stress 6>><<pain 2>><<gstress>><<gpain>> <<case 4>> You run, directionless and lost. Nothing seems real. <<stress 12>><<ggstress>> <</switch>> <<set $shortcut.lost++>> <br><br> More paths branch off ahead. <br><br> <<link [[Try to backtrack (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 0>><</link>> <br> <<link [[Follow the first path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 1>><</link>> <br> <<link [[Follow the second path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 2>><</link>> <br> <<link [[Follow the third path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 3>><</link>> <br> <<link [[Follow the fourth path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 4>><</link>> <br> <<link [[Follow the fifth path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 5>><</link>> <br> <<if $shortcut.lost gte 2>> <<link [[Follow the sixth path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 6>><</link>> <br> <<if $shortcut.lost gte 3>> <<link [[Follow the seventh path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 7>><</link>> <br> <<if $shortcut.lost gte 4>> <<link [[Follow the eighth path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 8>><</link>> <br> <<link [[Follow the ninth path (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 9>><</link>> <br> <</if>> <</if>> <</if>> <<if between($shortcut.lost,1,2)>> <<link [[Look for paths with marked walls (0:01)|Hopeless Cycle Shortcut Lost]]>><<pass 1>><<set $phase to 10>><</link>> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<hopelessCycleEffects>> <<set _goingTo to $bus is "disposal" ? "forest" : "disposal channel">> <<set _comingFrom to $bus is "disposal" ? "disposal channel" : "forest">> <<set _comingFromLink to "Hopeless Cycle " + $bus.toLocaleUpperFirst()>> <<set $hcItems.filter(torch => torch.type is "torch" and ["snuffed","burnt"].includes(torch.state) and torch.location is "held")[0].state to "lit">> <<wearProp "torch">> <<if $phase is 0>> You step forward, up to the mirror. After a slight delay, your reflection does the same. <<else>> You turn around, hoping to see the _goingTo behind you. All you see is more paths into the darkness. You turn back around. <br><br> Your reflection steps forward, up to the mirror. After a slight delay, you do the same. <</if>> <br><br> The reflection holds his lit torch up. Feeling somewhat foolish, you raise your snuffed torch to match the movement. <br><br> <span class="green">Your torch catches alight.</span> <br><br> The reflection turns, letting go of his torch. It remains in midair. <<if $shortcut.itemName is "bucket of water">> He takes his bucket of water and empties it out to the side. <<else>> He takes his <<print $shortcut.itemName>> and throws it to the side, as hard as he can. <</if>> After a moment, he picks up his torch, turns around and continues on to the _goingTo. <br><br> <span class="blue">The mirror cracks.</span> The reflection freezes, the flame's flickering going entirely still. With a horrific sound, the mirror shatters. Behind the mirror is the _comingFrom. <br><br> <span class="purple">You may not traverse the shortcut without leaving an offering.</span> Dispose of items in the disposal channel to gain access. Tainted items are considered higher-value offerings. <br><br> <<link [[Next|_comingFromLink]]>><<unset $shortcut>><</link>><<set _thermoDisable to true>><<set $location to "old_temple">><<set $bus to "barracks">> <<if $worn.upper.name isnot "chain tunic">> You head to the barracks and change into your armour. <<hopelessCycleOutfit "armour">> <br><br> <</if>> The Bishop's Hand finds you. "You're late. <span class="red">It's time, brother.</span> Bring the witch up at once." <br><br> You enter the dungeon. There's no one to sanctify you on the way in. You suppose it's pointless since you'll be bringing her out anyways. <br><br> <<link [[Enter <<print $prisoner.name>>'s cell|Hopeless Cycle Blood Cell]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<set $location to "old_temple">><<set $bus to "cell">> <<hopelessCycleOutfit "armour">><<handheldon>><<canvas-model-override "mouth" "neutral">><<tiredness -12>> <<run $hcItems.filter(items => items.type isnot "prisoner" and items.location isnot "prisoner").forEach(item => {hcItemRemove(item)})>> <<if $phase is 1>> You look down to <<= $prisoner.name>>. <<elseif $phase is 2>> You just keep holding her. You know it can't last. <<else>> You enter <<= $prisoner.name>>'s cell. <</if>> <br><br> <<if $prisoner.state is "catatonic">> <span class="red">She barely reacts to your presence. She doesn't even know what's coming in her catatonic state.</span> Perhaps that's for the best. Still, part of you wonders if you should have ensured she was healthier. <br><br> <<link [[Next|Hopeless Cycle Blood Pick Up]]>><</link>> <br> <<elseif $prisoner.harmed gte Math.floor($prisoner.love / 6)>> She glares at you, not desiring any of your pity. You both know this is it. <br><br> You release the chain that holds her manacles to the wall and pick her up. She doesn't struggle, but refuses to look at you. <br><br> <<link [[Next|Hopeless Cycle Blood Carry]]>><<set $phase to 0>><</link>> <br> <<else>> She looks up to you with worry. You both know this is it. <br><br> <<if $prisoner.love gte 60>> Your mind searches for an alternative. It finds none. You don't want to do this, but your faith demands it. <br><br> <</if>> <<if $prisoner.love gte 80 and ($prisonerEvents.includes("kiss") or $prisonerEvents.includesAll("legs", "face", "talkMagic", "talkName", "washHair", "spendNight", "sex"))>> <<link [[Give her your heart|Hopeless Cycle Blood Love]]>><<set $prisoner.love += 10>><</link>><<hopelessCycleLove 3>> <br> <</if>> <<link [[Reassure her|Hopeless Cycle Blood Comfort]]>><<set $prisoner.love++>><</link>><<hopelessCycleLove 1>> <br> <<link [[Pick her up|Hopeless Cycle Blood Pick Up]]>><</link>> <br> <</if>><<set _thermoDisable to true>> <<set $prisonerEvents.pushUnique("love")>> You tell her that everything will be alright.<br> You tell her that she'll be redeemed, and that once this is over, you'll still take care of her.<br> You tell her that you won't leave her side.<br> You tell her that you don't care if physical contact with her drains you.<br> You tell her no one is beyond forgiveness, and you've already forgiven her.<br> You ask her to forgive you for the way you treated her at first. She nods, taking your hands. <br><br> You tell her that your heart is hers. She embraces you and nods into your shoulder. <br><br> Comforting lies. Lies you both wish were true. <br><br> At least the very last part was the truth. <br><br> You release the chain that holds her manacles to the wall and pick her up. Her arms wrap around you for stability, and she tries to hold you as tightly as she can. <br><br> <<link [[Next|Hopeless Cycle Blood Carry]]>><<set $phase to 3>><</link>> <br><<set _thermoDisable to true>> You tell her that everything will be alright. It's a comforting lie, one she doesn't believe. <br><br> You release the chain that holds her manacles to the wall and pick her up. She holds on to you tightly. <br><br> <<link [[Next|Hopeless Cycle Blood Carry]]>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>> You release the chain that holds her manacles to the wall and pick her up. She doesn't struggle. <br><br> <<link [[Pick her up|Hopeless Cycle Blood Carry]]>><<set $phase to 1>><</link>> <br><<set _thermoDisable to true>><<set $bus to "cloister">> <<set $hc.forcedMove to true>><<run delete $hc.endingETimer>><<handheldon>> <<canvas-model-override "mouth" "neutral">><<canvas-model-override "eyes_half" true>> <<canvas-model-override "arm_left" "none">><<canvas-model-override "arm_right" "none">> <<set _witchClothes to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")?.name>> <<hopelessCycleBrandings>> <<if $prisonerEvents.includes("talkHairBlooms")>> <<set $hc.witchHair to "hair_flowers">> <<elseif $prisonerEvents.includes("talkHair")>> <<set $hc.witchHair to "hair_braid">> <<elseif $prisonerEvents.includes("washHair")>> <<set $hc.witchHair to "hair_clean">> <<else>> <<set $hc.witchHair to "hair_dirty">> <</if>> <<if $prisoner.state is "catatonic" or $phase lte 1>> <<set _left_arm to "left_arm">> <<if _witchClothes is "robe">> <<set _clothes_left_arm to "robe_left_arm">> <</if>> <<else>> <<set _left_arm to "left_arm_alt">> <<if _brandings.left_arm>> <<run delete _brandings.left_arm>> <</if>> <</if>> <<if $prisoner.bandagesOn>> <<set _bandages to "bandages">> <</if>> <<if _witchClothes is "robe">> <<set _clothes to "robe">> <<elseif _witchClothes is "bloodstained sack" or _witchClothes is "torn vegetable sack">> <<set _clothes to "sack">> <</if>> <<set $follower to { name: "witchprisoner", base: "base", left_arm: _left_arm, clothes_left_arm: _clothes_left_arm, hair: $hc.witchHair, under_clothes: _bandages, clothes: _clothes, writing_right_cheek: _brandings.right_cheek, writing_chest: _brandings.chest, writing_left_arm: _brandings.left_arm, writing_right_arm: _brandings.right_arm, writing_right_shoulder: _brandings.right_shoulder, writing_right_thigh: _brandings.right_thigh, writing_right_leg: _brandings.right_leg, writing_right_foot: _brandings.right_foot }>> <<if $hcChallenge.faithBlooms>> <<set $follower.hair += "_challenge_faithBlooms">> <</if>> <<set Time.setDate(new DateTime(1390, 5, 31, 22, 0))>><<set Weather.set("clear", true, 1000)>> <span class="narration">To this day, the temple puts special emphasis on the last day of each month. It is unclear when this tradition started, but it has been around for centuries.</span> <br><br> You carry her from the cell, towards the dungeon stairs. <<if $prisonerEvents.includes("love")>> You briefly look back to the entrance of the disposal channel. You think about your chances running. Abandoning it all for her. <br><br> You hear your name called from the top of the stairs. A priest is looking at you. It's too late. <</if>> You begin the climb. <br><br> You emerge to a line of masked, black-robed confessors on either side of the dungeon entrance. They create a corridor for you to walk down. Behind them is all of your brothers and sisters, trying to get a look at you. <br><br> The Bishop stands at the end, with the Hand standing besides. They both nod to you, turn, and begin to walk. You slowly follow. The black-robed priests and priestesses file in line behind you in sets of two as you pass them. <br><br> <<if $phase is 0>> <<= $prisoner.name.toUpperFirst()>>'s hateful gaze dissuades anyone from watching you for too long. <<elseif $phase is 1>> <<= $prisoner.name.toUpperFirst()>> draws curious stares from the many members of the flock that haven't seen her yet. <<elseif $phase is 2>> <<= $prisoner.name.toUpperFirst()>> draws curious stares from the many members of the flock that haven't seen her yet. Some of them look at you with curiosity too, seeing how she's holding on to you. <<else>> Your siblings stare at you and <<= $prisoner.name>> curiously. Some audibly comment on how you're holding each other, whispering 'bewitched' and 'seduced.' Many say prayers for you. <</if>> <br><br> As you cross the threshold to the garden, another pair of confessors holding wooden rods unfurl a silken black cloth above you, sheltering the two of you from the red moonlight. They walk by your side in-step, the silk trailing on the ground behind you. <br><br> <<link [[Walk|Hopeless Cycle Blood Garden]]>><<pass 45>><</link>> <br><<set $location to "forest">><<set _thermoDisable to true>><<set $outside to 1>><<set $bus to "forest">> <span class="narration"> Out and out they went, across the temple's grounds, to the forest. The Bishop, and his Hand. The gaoler, and the witch. Two dozen confessors, and many more members of the flock. Marching in procession behind the tainted pair. <br><br> The two frontmost confessors diligently kept the gaoler and the witch sheltered from the moon. </span> <br><br> A shadowed line crossing the temple grounds, with you at the front. Those behind you perfectly match your pace. The faithful are linked by divine purpose, moving as one. <br><br> You can't say when you cross the threshold from the grounds to the forest. The separation was never clear. The ground is a patchwork of pitch-black shadow and bright red moonlight. You march onwards. <br><br> You hear a heartbeat growing in volume and speed. <<if $prisoner.state is "catatonic">> <<= $prisoner.name.toUpperFirst()>> hangs limp in your arms. <<elseif $phase is 2 or $phase is 3>> <<= $prisoner.name.toUpperFirst()>> clings to you tighter. <<else>> <<= $prisoner.name.toUpperFirst()>>'s breathing becomes laboured. She grips your tunic. <</if>> <<if $prisonerEvents.includes("legs")>> You wonder how disorienting it must feel to be carried in her condition. She can't feel your left arm under her legs. It must feel like she's half-floating. <</if>> <<if $prisoner.state isnot "catatonic" and $phase gte 1>> <<set $follower.base to "base_alt">> <<if $follower.clothes is "robe">> <<set $follower.clothes to "robe_alt">> <<elseif $follower.clothes is "sack">> <<set $follower.clothes to "sack_alt">> <</if>> <<if $follower.under_clothes>> <<set $follower.under_clothes to "bandages_alt">> <</if>> <<if $follower.writing_chest>> <<set $follower.writing_chest to "brand_chest_alt">> <</if>> <<if $follower.writing_right_arm>> <<set $follower.writing_right_arm to "brand_right_arm_alt">> <</if>> <</if>> <br><br> You take a deep breath as the clearing, and the altar, come into view. <br><br> <<link [[Approach|Hopeless Cycle Blood Altar]]>><<pass 45>><</link>> <br><<set _thermoDisable to true>> <span class="narration"> This part of the tale always interested me most. Even across retellings, the detail of an altar in the forest remains constant. Could it still be out there? </span> <br><br> The Bishop and his Hand take their spot at the head of the altar, each holding up a hand to signal you to stop. You do so, a few steps away from the altar. The silk-bearers do as well, but the rest of the procession files around you. <br><br> The altar is a solid rectangular slab of stone, intricately carved on the edges. Parts have been deformed by the elements. The first two confessors to reach it affix a small silver blade to each lower corner, before walking to opposite ends. <br><br> The rest of the confessors slowly pass the altar in two lines, one for each side. As they do, <span class="red">they run their hands along the blades.</span> They're held outstretched, dripping their blood onto the altar. <br><br> By the time every member has passed, the altar has become soaked in faithful blood. Finally, they form a circle around the clearing. The Bishop motions for you to approach. <br><br> The silk-bearers walk with you to the altar, spreading the silk above you to shade it. <br><br> <<link [[Lay her down|Hopeless Cycle Blood Altar 2]]>><<unset $follower>><<canvas-model-override "clear">><<pass 10>><</link>> <br><<set _thermoDisable to true>> <<canvas-model-override "mouth" "neutral">> <span class="narration">A blood-steeped altar. A blood red moon. Silver to prevent transmission. All in accordance with their scripture.</span> <br><br> You gently lay <<= $prisoner.name>> down on the altar. <<if $prisoner.state is "catatonic">> She lays limp as the Bishop's Hand binds her manacles to the altar at her sides. <<elseif $phase is 0>> She tries pushing away from you, but is quickly restrained by the Bishop's Hand. He binds her manacles to the altar at her sides. <<elseif $phase is 1>> She doesn't put up a fight. The Bishop's Hand binds her manacles to the altar at her sides. <<elseif $phase is 2>> She clings to your tunic for just a moment before releasing you in kind. Your hands linger on each other briefly. The Bishop's Hand binds her manacles to the altar at her sides. <<else>> You try to move your arms away, but she's still holding on to you. Her face is buried in your chest. You continue to hold her for a moment, before you feel her being pulled away by the Bishop's Hand. She grips your arm, not wanting to let go, but she can't hope to fight against him. He binds her manacles to the altar at her sides. <</if>> A silver collar is put around her neck, too. <br><br> <<if $hcItems.some(clothes => clothes.type is "clothes" and clothes.location is "prisoner")>> He then cuts away her clothes,<<if $prisoner.bandagesOn>> followed by her bandages,<</if>> leaving her wholly naked and exposed for all to see. <<elseif $prisoner.bandagesOn>> He then cuts away her bandages, leaving her wholly naked and exposed for all to see. <<else>> She lies wholly naked and exposed for all to see. <</if>> Some of the flock avert their gaze, while others become lost in her supernatural allure. <br><br> "You who bears her taint," comes the aged voice of the Bishop, directed at you. <<if $prisoner.state is "catatonic">> "I am not impressed. She barely clings to life. You should have seen to it that she would be aware for her final punishment." He shakes his head. "No matter. <<elseif $phase is 3>> "You have done well watching over this servant of the Dark Elk. However, I worry that you feel sympathy for her. No matter. <<else>> "You have done well watching over this servant of the Dark Elk. You will be honoured for your service and sacrifice. <</if>> Judgement awaits. Spill your blood upon her." <br><br> You prick your fingers with your silver dagger. You squeeze each with your other hand to tease forth fresh blood, and run them down her chest between her breasts. <<if $prisonerBrands.includes("chest")>> You don't avoid the cross branding you left there. <</if>> She shivers at your touch, stealing your purity one final time. <<purity -2>><<lpurity>> <br><br> As soon as you're done, the bishop motions towards you. A pair of confessors grab your arms and pull you away from the altar. "Just a precaution, dear brother. You bear her taint, which makes you vulnerable." You're pulled into joining the circle. <br><br> The Bishop begins to chant. The confessors join in. <br><br> <<link [[Sing for her soul|Hopeless Cycle Blood Sing]]>><<pass 10>><</link>> <br><<set _thermoDisable to true>><<set $tiredness to 0>> <span class="narration">The ritual began.</span> <br><br> A priestess in white robes places and lights candles around the altar. Even their flames appear red in the moonlight. <br><br> "She upon my altar, unforgiven by word," the Bishop begins, slowly raising his right arm.<br> "Unforgiven by act," you and your siblings continue.<br><br> "She upon my altar, who bursts with corruption,"<br> "Like overripe fruit of sin,"<br><br> "Hark, by Virgo, our voices heard,"<br> "Our Mending Rite enact,"<br><br> "Pray, put an end to the Dark Elk's seduction,"<br> "Purge now, this filth within."<br><br> The silk-bearers nod to each other, and quickly pull away the cloth shielding the altar. <br><br> As soon as the red light touches her, <span class="red">she cries out.</span> <br><br> The antler erupts into a crackling rip in the air next to her head, as when you first saw it. Red veins trace across her skin, pulsing in time with the heartbeat filling your ears. <<if $prisoner.state is "catatonic">> She mindlessly struggles against her silver bindings, still unaware of her surroundings. <<else>> She writhes and struggles against the silver bindings. <</if>> <br><br> A few members of the flock look startled. Most are stoic. The Bishop nods to the Hand, who grows a sadistic smile and approaches with a large metal clamp. He forcefully turns her right hand, and straps of leather join her restraints to force her hands open. He grabs one of her fingers in the clamp. <br><br> <span class="red">Her screams join the song, as one of her fingernails is ripped out.</span> <br><br> <<link [[...|Hopeless Cycle Blood Choice]]>><<pass 9>><</link>> <br><<set _thermoDisable to true>> <span class="narration">The gaoler's choices came to a head here, in this moment.</span> <br><br> She continually struggles on the altar. The skin on her hands and arms blackens. Smoke hisses from where it meets silver. Her antler pulses and grows slightly. <br><br> Another fingernail. Her tears become black ichor running down her cheek. Another. The Bishop's Hand works quickly now, as if racing against time. <br><br> You don't want to watch, but you can't look away. Finally, the Hand brandishes a fistful of silver needles and a hammer. <br><br> <<if $prisoner.state is "catatonic">> There's no logic, no meaning behind her struggles and screams. They're an automatic response from something more akin to a sick animal. <br><br> <span class="red">Because of her extremely poor health, there's nothing to do but watch.</span> <br><br> The hammer comes down, striking its final redemption. <br><br> <<link [[Watch|Hopeless Cycle Ending D]]>><<pass 1>><</link>> <br> <<elseif $prisonerEvents.includesAll("newClothes", "talkName", "talkMagic", "washHair") and ($prisonerEvents.includes("kiss") or $prisonerEvents.includesAll("sex", "virginity")) and ($prisonerEvents.includes("talkHairBlooms") or !$hcChallenge.faithBlooms)>> <span class="blue">Her hair begins to float, as if being lifted by an unfelt wind.</span> <<if $prisonerEvents.includes("talkHair")>> <<if $prisonerEvents.includes("talkHairBlooms")>> <span class="purple">Her braid elegantly flows, the witchblooms within softly glowing.</span> <<else>> <<set $hc.witchHair to "hair_clean">> <span class="pink">It unbraids itself, spreading out.</span> <</if>> <</if>> The Hand appears nervous for a moment, and the flock murmurs. <br><br> <span class="green"> Her hair, and intimate contact, must be key to her power as a witch. </span> <br><br> That same power seems to be hastening the spread of her corruption, though. The antler grows again. <span class="red">Something writhes under her skin.</span> Her head turns to the side to look directly at you. The splintering pattern on her forehead seems ready to burst from the other side into a second antler. Her mouth opens. <span class="red">A thin tendril flicks inside, emerging from where her tongue once was. She inhales...</span> <br><br> ...and says your name. Everything around you freezes in time. The Bishop's Hand is stopped, his hammer raised to strike a needle into her flesh. The confessors holding you bear no weight against you. The heartbeats pounding all around you go silent. <br><br> <<link [[...|Hopeless Cycle Blood Heart]]>><</link>> <br> <<else>> You push against the confessors holding you back, but they hold fast. <br><br> <<if $prisonerEvents.includes("washHair")>> <<if $hcChallenge.faithBlooms and !$prisonerEvents.includes("talkHairBlooms")>> Her hair begins to float, as if being lifted by an unfelt wind. <<if $prisonerEvents.includes("talkHair")>> It unbraids itself, spreading out. <</if>> <br><br> The Hand appears nervous for a moment, but it doesn't last. <span class="red">Her hair settles back down.</span> You think about the stories of witches' hair being important to their power, and the spot ripped out from the back of her head. Had she been given something to offset that weakness, something might have happened. <<else>> <span class="blue">Her hair begins to float, as if being lifted by an unfelt wind.</span> <<if $prisonerEvents.includes("talkHair")>> <<if $prisonerEvents.includes("talkHairBlooms")>> <span class="purple">Her braid elegantly flows, the witchblooms within softly glowing.</span> <<else>> <<set $hc.witchHair to "hair_clean">> <span class="pink">It unbraids itself, spreading out.</span> <</if>> <</if>> The Hand appears nervous for a moment, but hastily continues with the ritual. <</if>> <<else>> <span class="red">Her dirty, blood-matted hair appears to briefly move on its own.</span> You think about the stories of witches' hair being important to their power. Had it been cleaned, something might have happened. <</if>> <br><br> <<if $prisoner.love gte 60>> Your mind races back to everything you've done for her over this past week. Your fists clench. Is this really what's right? Is this what she deserves? Is this justice? Does Virgo smile upon you for this? <br><br> Is there any glory to be found here? <br><br> The hammer comes down, ready to strike its final redemption. <br><br> <<link [[Intervene|Hopeless Cycle Blood Intervene]]>><</link>> <br> <<else>> <span class="red">You avert your eyes and stick true to your faith. You did your duty, and did not become attached.</span> <br><br> The hammer comes down, striking its final redemption. <br><br> <</if>> <<link [[Just watch|Hopeless Cycle Ending D]]>><<pass 1>><</link>> <br> <</if>><<set _thermoDisable to true>> <span class="narration">In a desperate attempt to break free, the witch revealed her final gambit.</span> <br><br> Everything fades to white, except for her. <br><br> In the emptiness, you see visions.<br> Granting her clothing, and dressing her.<br> Washing the blood from her hair and body.<br> Sharing your names.<br> Taking her hands, and watching her create flowers.<br> <<if $temple_burden gte 50 and $prisonerEvents.includes("love")>> <<if $prisonerEvents.includes("virginity")>> The love you made. <<else>> Kissing her. <</if>> <br><br> You feel something tug harshly at your chest, grasping for your heart, trying to pull it up through your throat. <br><br> <span class="green">But you've already given it to her, and a heart so burdened cannot be stolen.</span><<note "Virgo's Burden" "gold">> <br><br> She stares at you, realising that her grasp for you failed. She closes her eyes with a tired, resigned smile, accepting her fate. <br><br> The hammer hangs above her, poised to strike its final redemption. Everything is silent. <br><br> <<link [[Save her|Hopeless Cycle Blood Intervene]]>><<set $hc.loved to true>><</link>> <br> <<link [[Just watch|Hopeless Cycle Ending D]]>><<pass 1>><</link>> <br> <<else>> <<set $trauma to 5000>><<set $control to 0>> <<if $prisonerEvents.includes("virginity")>> The love you made. <br><br> You feel something tug harshly at your chest. Cruel black fingers reach into your mind. <br><br> <span class="red">The clothes. Your name leaving her lips. Your virginity.<br> <<if $prisonerEvents.includes("love")>> You granted her three gifts. In return, she stole the heart you so graciously offered her. <<else>> You granted her three gifts, which allowed her to steal your heart. <</if>> </span> <<else>> Kissing her. <br><br> You feel something tug harshly at your chest. Cruel black fingers reach into your mind. <br><br> <span class="red">The clothes. Your name leaving her lips. Your kiss.<br> <<if $prisonerEvents.includes("love")>> You granted her three gifts. In return, she stole the heart you so graciously offered her. <<else>> You granted her three gifts, which allowed her to steal your heart. <</if>> </span> <</if>> <br><br> A devious smile crosses her face. That isn't what you see, though. You see the face of your beloved Nona, begging for your aid. <br><br> Your brothers can't hold you. You break from their grasp and grab your whip, lashing it directly at the Bishop's Hand.<<wearProp "whip" "khaki">> You strike the hammer from his grasp. <br><br> Her mouth opens again, and she issues a command that travels through you, into all of your siblings. She only needed a way in. You were her open door to their hearts. <br><br> <span class="purple">The devils masquerading as your siblings all grab their ears, trying to shut her out as you run to her side.</span> <br><br> <<link [[Free her|Hopeless Cycle Ending A]]>><<handheldon>><<pass 1>><</link>> <br> <</if>><<set _thermoDisable to true>> <<if $hc.loved>> <<wearProp "whip" "khaki">> You're left alone with her in the white void. More memories play before you, in reversed order. Your fist clenches around the handle of your whip as you unclasp it from your belt. <br><br> Finally, they reach the first day. When the Bishop's Hand gave you your orders. <br><br> You are her gaoler. You are to protect the world from her. You are to protect her from the world. A world that despises her, full of people that wish her mutilated, violated, burned, damned to an eternity of torture. <br><br> People like your siblings. The cloister. <br><br> You are her gaoler. You must protect her from them. She is a monster, one of the cloister's own making. For so long as she remains trapped here, the cycle will continue. She will be punished for being punished. <br><br> <<if $hc.trueEndAvailable>> Hatred will breed hatred.<br> Paranoia will spur paranoia.<br> Stagnation will self-perpetuate.<br> Perdition is eternity.<br> Desperation spirals.<br> Love's bloom withers away. <br><br> <</if>> You must take her away from here. It's the only way to stay true to your faith. Everyone else has been led astray. <<else>> You've made your decision. This is not justice. There's no redemption in this mutilation. <br><br> The altar's too far. You won't make it, but perhaps you don't need to. <</if>> <br><br> <<link [[Use your whip to strike the needle away|Hopeless Cycle Blood Intervene 2]]>><<pass 1>><<set $phase to 1>><</link>> <br> <<link [[Use your whip to strike the Bishop's Hand|Hopeless Cycle Blood Intervene 2]]>><<pass 1>><<set $phase to 2>><</link>> <br> <<link [[Use your whip to strike the silver manacle|Hopeless Cycle Blood Intervene 2]]>><<pass 1>><<set $phase to 3>><</link>> <br><<set _thermoDisable to true>> <<if $phase is 3 and $hc.loved and $prof.whip gte 1000 and $hc.wraith>> You still have time. Rather than running forwards, you shake out of your brothers' grasp and take a step backwards. They're unusually sluggish. Perhaps <<= $prisoner.name>>'s whisper affected them too. They're snapping out of it quickly, though. <br><br> You make two rapid attacks at their feet, easily tripping them both. Your eyes focus on the silver manacle binding her left arm. <br><br> It's a nearly impossible target. Nearly.<br> You take four rapid steps forward, beginning a strike on the second.<br> You shift your body weight perfectly, fully extending your arm and flicking your wrist. Time slows down.<br> The smallest of adjustments. The tip of your whip just barely makes contact with the silver manacle.<br> <span class="green">The explosive snap shatters it to pieces.</span><br> Your strike tolls midnight, and echoes throughout the forest. <<note "Ancient Arts" "wraith">> <br><br> <<= $prisoner.name>>'s eye snaps open. <<if $prisonerBrands.includesAny("left arm", "right arm")>> It was a perfect strike, <span class="red">but it was all for nothing.</span> The branding you placed on her arm seals the Dark Elk's influence from it, leaving her helpless all the same. <br><br> She gives you one last warm, weak smile as your brothers restrain you again. It was a valiant effort. <br><br> The hammer finds its mark. <br><br> <<link [[Next|Hopeless Cycle Ending D]]>><</link>> <br> <<else>> Her blackened left arm pulls free, <span class="pink">immediately growing to nearly double its length as her fingers sharpen into points. The sound of snapping bone and sinew fill the air.</span> <br><br> Without stopping, it slashes at the Bishop's Hand. He tries to shield himself with his arm. Three deep gashes open on it, sending the hammer flying. <br><br> She claws at her collar as the Hand recovers. It scrapes and pulls uselessly against the silver, smoke rising from the contact, warded from the Elk's touch. She reaches further back, and grabs the chain binding it to her instead. <span class="green">The chain isn't silver. It's loudly pulled apart, her head now free.</span> <br><br> The chain of her right manacle quickly meets the same fate. Like the left, her right arm further blackens and grows. The manacle, no longer held in place, is forced further and further up her arm as the limb thickens. <br><br> The Bishop's Hand backs away in fear as she pushes herself up. She slashes at him again. He's knocked aside, his tunic ripped to shreds. <br><br> <span class="green">You reach her side at last.</span> <br><br> <<link [[Stand by her|Hopeless Cycle Ending S Attempt]]>><</link>> <br> <</if>> <<else>> Mesmerised as they are by the climax of the ritual, you manage to shake free from the grip of your brothers. They're briefly taken off-guard. <br><br> You run towards the altar. You won't make it. Your brothers pursue. Everyone looks to you. <br><br> <<if $phase is 1>> You unclasp your whip and let it fly. <span class="green">You strike true, and the needle flies from the Hand's grasp, away from <<= $prisoner.name>>'s skin.</span> <br><br> The hammer still comes down, <span class="red">smashing into her right arm.</span> The Hand looks down in shock, before looking up to see you approach. <<elseif $phase is 2>> You unclasp your whip and let it fly. <span class="green">You strike true, hitting the Hand right in the face. He staggers backward and drops the hammer.</span> <<else>> You unclasp your whip and let it fly. It's an impossible target. Her hand is in the way, and the distance is all wrong. Your siblings, chasing you, wouldn't allow you such precision. <span class="red">Everything would need to be perfect. You would need more time.</span> <br><br> You miss. Your whip snaps the air right above her. It's enough for a distraction, at least, as the Hand pauses to look up at you. <</if>> <br><br> <<wearProp "rock">> You pick up a heavy rock as you continue to run, and bring its whole weight down on her manacle. It shatters at the same instant you're tackled by the confessors. <<if $hc.loved>> Her eye snaps open. <</if>> <br><br> <<if $prisonerBrands.includes("left arm")>> Her left arm, now freed, grips for the collar. <span class="red">The cross branding you seared into her left arm glows with faint embers, sealing the Dark Elk's influence.</span> It scrapes uselessly against the silver collar. She tries reaching back for the chain instead, to no avail. <br><br> The rest of your siblings approach as the Bishop's Hand stares in shock. <span class="red">You're dragged away, deprived of your whip and restrained.</span> The Bishop shakes his head in disappointment. "She has swayed you, my brother. Do not fret. We will purify her influence from your soul." <br><br> <span class="red">The witch is easily restrained again, unable to fight back.</span> The ritual continues. <br><br> The hammer strikes her down. She lets out one final gasp. <br><br> <<link [[Next|Hopeless Cycle Ending D]]>><<handheldon>><</link>> <br> <<else>> Her left arm, now freed, immediately grows. <span class="pink">You hear the snapping of bone and sinew as the black limb nearly doubles in length, each finger ending in a sharp point.</span> She uses it to claw at her collar as the Bishop's Hand stares in shock. It scrapes and pulls uselessly against the silver, smoke rising from the contact, warded from the Elk's touch. She reaches further back, and strikes the chain binding it to her instead. <span class="green">The chain isn't silver. It loudly shatters, her head now free.</span> <br><br> The chain of her right manacle quickly meets the same fate. <<if $prisonerBrands.includes("right arm")>> <span class="red">The cross branding on her right arm glows with faint embers, preventing it from undergoing the same transformation.</span> <<else>> Like the left, her right arm further blackens and grows. The manacle, no longer held in place, is forced further and further up her arm as the limb thickens. <</if>> The Bishop's Hand now backs away in fear as she pushes herself up, while the rest of your siblings approach. <span class="red">You're dragged away, deprived of your whip and restrained.</span> The Bishop shakes his head in disappointment. "She has swayed you, my brother. Do not fret. We will purify her influence from your soul." <br><br> <<link [[Next|Hopeless Cycle Blood Intervene 3]]>><<handheldon>><</link>> <br> <</if>> <</if>><<set _thermoDisable to true>> Your siblings halt as the writhing under her skin continues. She moans in mixed pain and ecstasy. You hear something like glass cracking as she convulses. <span class="red">A second antler erupts from her head, imperfectly mirroring the first.</span> It doesn't dig into her eye socket like the first does. <br><br> Your siblings all produce their whips and batons, yelling with righteous fury as they charge her. <br><br> <<if $prisonerBrands.includes("lower back")>> <span class="red">The cross branding on her lower back glows, as something is prevented from manifesting into the world.</span> She cries out in pain as she pulls herself from the altar. <br><br> She collapses in a heap on the ground. Her elongated limbs slash at any who approach. She fights back, <span class="red">but can't hope to escape when she can't even stand.</span> The placement of your brandings has sealed her fate. <span class="red">She is beaten and restrained.</span> <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <<else>> <span class="pink">Tentacles slowly emerge from her lower back, rooted in her spine and worming down her body.</span> <<set _leftBrands to $prisonerBrands.filter(brands => ["left leg", "left thigh", "left foot"].includes(brands))>> <<set _rightBrands to $prisonerBrands.filter(brands => ["right leg", "right thigh", "right foot"].includes(brands))>> <<if _leftBrands.length gte 2>> <<set _collapse to "left">> They tightly wrap around her legs, <span class="red">causing the brandings on her <<print formatList(_leftBrands, "and")>> to flare to life. The tendrils quickly recede from her left leg.</span> <<elseif _rightBrands.length gte 2>> <<set _collapse to "right">> They tightly wrap around her legs, <span class="red">causing the brandings on her <<print formatList(_rightBrands, "and")>> to flare to life. The tendrils quickly recede from her right leg.</span> <<else>> They tightly wrap around her legs. <</if>> <br><br> She pushes herself to the edge of the altar.<br> Her feet meet the ground.<br> <<if _collapse>> Slowly, she tries to stand. <span class="red">She shakes and collapses, her <<print _collapse>> leg having no support.</span> Her elongated limbs slash at any who approach, <span class="red">but she can't hope to escape when she can't even stand.</span> The placement of your brandings has sealed her fate. She is beaten and restrained. <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <<else>> Slowly, <span class="green">she stands up, the tentacles bracing and controlling her legs.</span> Your brothers all freeze. She takes a clumsy step. She looks down at her legs, and begins laughing softly. <br><br> Another step. Her head twitches to the sound of cracking glass as the antlers expand again, upwards this time. Each prong splits into three more. Another step. Black ooze crawls up into the air. <br><br> <<if !$prisonerEvents.includesAny("kiss", "sex", "virginity")>> Then, <span class="red">she collapses.</span> Her body doesn't have enough energy. <span class="red">You remember how physical contact with you invigorated her.</span> If you had given her more, she might have had a chance. <br><br> She's still laughing. Even as your brothers descend upon her, beating and restraining her, she laughs softly. It seems she just wanted to feel the sensation of walking one last time. <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <<elseif $prisonerBrands.includes("right arm")>> Her left hand's claws gleam sharply in the red moonlight, daring someone to come close. Your siblings rally and charge her. <br><br> She holds off the first few, swatting their attacks aside and countering with slashes. A few of your siblings fall before she's beaten and restrained. <span class="red">She never stood a chance with only one working arm.</span> The placement of your brandings sealed her fate. <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <<else>> Her claws gleam sharply in the red moonlight, daring someone to come close. Your siblings rally and charge her. <br><br> She yells in pain and hatred. Your brothers yell out in rage and indignation. A flurry of sharp claws meet them. She holds her own at first, but the storm of whips and the sheer number of your siblings overwhelm her. She's beaten and restrained after much blood is spilled. <span class="red">She never stood a chance alone.</span> <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <</if>> <</if>> <</if>><<set _thermoDisable to true>><<canvas-model-override "mouth" "neutral">> <span class="narration"> This is the simplest version of the story, almost a fable. Needless to say, very little is accepted as fact. <br><br> Through her mistreatment, the witch... </span> <br><br> <<if $phase is 1>> You and the Bishop's Hand enter the cell with the confessor, and you all freeze. <<else>> You enter the cell, and freeze. <</if>> From the tiny barred window, a flood of grass, leaves and algae have spilled into the cell. The forest has invaded. It grows to the far wall, where it circles into a maw of thorns. <br><br> <span class="narration">...shed her mortal flesh.</span> <br><br> <<if $settings.npcPregnancyEnabled and $prisonerEvents.includesAny("raped", "elkspawnEmbrace", "sex")>> <<print $prisoner.name.toUpperFirst()>>'s shackles are gone. She's curled up on the floor around something. <<if $prisoner.love gte 40>> You run to her side and turn her over. <<else>> You walk to her side and push her over with your foot. <</if>> You hear a short whine, and some babbling. <br><br> <span class="red">She's holding a baby.</span> <br><br> You try to shake her awake. She doesn't move. The baby looks to you, their hand in their mouth. <br><br> It shouldn't be possible. It's only been days, and she showed no signs of bearing child. <<if $prisonerEvents.includesAny("elkspawnEmbrace", "sex")>> Could this really be the result of your brief union? <<else>> Could this really be the result of her violation at the hands of one of your brothers? <</if>> You reach down. <<if $prisonerEvents.includes("talkHairBlooms")>> <span class="purple">The blooms you braided into <<= $prisoner.name>>'s hair are bound to their arm.</span> <</if>> <br><br> The baby's eyes glow in the dim light. Your joints become stiff and unresponsive. <span class="red">You can't move! Its jaws split and open wide, like that of a snake. It bites your hand, before lunging at you. Your screams are swiftly silenced.</span> <br><br> <span class="narration"> And, through her terrible serpent offspring, <<print $prisoner.name>> had her revenge. But it wasn't enough. She needed more. She needed to make all of the faithful pay in blood. So great was her anger, her vengeance, her hunger, that this abhorrent child was not truly her progeny. <br><br> It was her, given new flesh. Mutual hatred turned her into a living curse. For years, the cloister would try to hunt her down. Sometimes they were successful, only for her to be reborn yet again, all the more hateful. </span> <<else>> <<print $prisoner.name.toUpperFirst()>> is gone. In her place are piled, thick scraps of something translucent and scaly. You approach and kneel down. It looks like the shed husk of a snake. It crumbles at your touch. <br><br> You were mistaken. The forest didn't grow into the cell. It sprouted out, from right here. The stone is cracked. <<if $prisonerEvents.includes("talkHairBlooms")>> <span class="purple">The flowers you braided into her hair have taken root and become overgrown.</span> <</if>> <br><br> <span class="narration"> But, as the story goes, she was not truly gone. This version claims that she lived on as a great serpent. A creature of purest sin, to exact her revenge on the faithful. A living curse born of mutual hatred. </span> <br><br> You hear a faint slithering. From the shadows, a pair of piercing yellow eyes glare at you. Your joints become stiff and unresponsive. <span class="red">You can't move!</span> The jaws of sin split open, and lunge for you. <br><br> <span class="narration">For years, the cloister would try to hunt her down. Sometimes they were successful, only for her to be reborn yet again, all the more hateful.</span> <</if>> <br><br> <span class="narration"> Unable to find peace, this brutal conflict drew on for centuries. The cloister, in their eyes, were vindicated. They were right to persecute, to punish, as the unholy were capable of becoming monsters that could haunt them for generations to come. <br><br> Thus, the Hopeless Cycle of <span class="red">Hatred</span> repeats. </span> <<set $hc.ending to "F">> <br><br> <<link [[The serpent devours itself|Hopeless Cycle End]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<set $location to "old_temple">> <<set $hcItems to []>><<canvas-model-override "mouth" "neutral">><<set $pain to 15>> <<strip>><<upperwear 79>><<lowerwear 71>><<legswear 10>> <span class="narration">In this version of the story, paranoia led the gaoler to become a prisoner himself.</span> <br><br> You awaken with a splitting headache. You try to move, but your legs pull against something. You open your eyes. <br><br> Your legs are bound, and you've been dressed in rags. There's a lit torch in a sconce. <span class="red">You're in <<= $prisoner.name>>'s cell, bound to the wall opposite her.</span> <<if $prisoner.harmed gte Math.floor($prisoner.love / 6)>> She glares at you, but seems to be restraining her anger. You're on equal ground now. <<elseif $prisoner.love gte 60>> She sadly smiles at you. <<else>> She stares at you. <</if>> <br><br> <span class="narration">How quickly the faithful turned on their sibling. How eager they were to think the worst.</span> <br><br> <<generateConfessor 1>><<person1>> You pull on your shackles, causing them to rattle. A confessor appears at the door shortly after. "Brother. I am sorry, but you are tainted. Bewitched. You will remain here until the witch is cleansed." <br><br> <<if $player.virginity.penile isnot true>> <<He>> pauses for a moment, before scowling. "You will also join in on her punishments, as you have failed your chastity examination." <br><br> <</if>> You slump back against the wall, resigned to your fate. You know there's no escaping. You know it better than anyone. <br><br> <<link [[Next|Hopeless Cycle Ending E 2]]>><</link>> <br><<set _thermoDisable to true>> <<canvas-model-override "mouth" "neutral">><<set $trauma to 5000>> <<set Time.setDate(new DateTime(1390, 5, 31, 22, 0))>><<set Weather.set("clear", true, 1000)>> <span class="narration"> They made him wait until the night of the ritual, and then... nothing. <br><br> They took the witch away, and conducted the ritual without him. She never returned. <br><br> The following day, he faced penance and returned to his duties, but he was never the same. Something was missing. He felt as though he lacked true purpose. His requests to know what happened to the witch were met with silence, the same maddening silence that now filled the dungeon. He came to hate that silence. <br><br> Meanwhile, the cloister's persecution turned inwards. Following the ritual, a haze fell over the flock. It started when they were given direct orders by the Hand to never tell the gaoler what had happened that night. The veil of secrecy led to rumours and lies spreading and to be accepted as fact, and before long, hysteria led them to believe the witch was still here, her spirit possessing someone. Her visage creeped in shadowed corners, her hateful eye visible at the feet of beds. <br><br> The gaoler soon realised that his siblings were all in on the secret, speaking only in hushed whispers around him. He became isolated and obsessive, which only led his siblings to alienate him further. <<if $prisonerEvents.includes("talkHairBlooms")>> It all came to a head when he discovered a pair of flowers in his bed. The same flowers he had braided into her hair. It made him snap. <<else>> It drove him to insanity. He began to demand answers, his anger and paranoia ruling over him, until one day... he snapped. <</if>> He cursed all of his siblings one last time, before flying into a frenzy. He was eventually restrained, but only after injuring dozens. They say he fought as though possessed. <br><br> Indeed, they now had their scapegoat. Everything was blamed on the gaoler, supposedly possessed by the witch. His siblings saw her hatred in his eyes, and heard her cackle on his lips. Unfortunately for them, they might have been correct. Now whole of body, the dungeon would not hold the two of them a second time. They escaped as one entity, and fled. <br><br> She would begin a crusade of vengeance that some say lasts to this day, as she continually feeds on the uncertainty and doubt of the faithful, driving them to question and alienate their siblings until she can worm her way into their bodies, shedding her old flesh like a snake sheds its skin. <br><br> Thus, the Hopeless Cycle of <span class="pink">Paranoia</span> repeats. </span> <<set $hc.ending to "E">> <br><br> <<link [[Ignorance, bliss|Hopeless Cycle End]]>><<endevent>><</link>> <br><<set _thermoDisable to true>> <<canvas-model-override "mouth" "neutral">><<canvas-model-override "eyes_half" true>> <<canvas-model-override "arm_left" "none">><<canvas-model-override "arm_right" "none">> <<hopelessCycleBrandings>> <<set $follower to { name: "witchprisoner", base: "base", left_arm: "left_arm", hair: $hc.witchHair, writing_right_cheek: _brandings.right_cheek, writing_chest: _brandings.chest, writing_left_arm: _brandings.left_arm, writing_right_arm: _brandings.right_arm, writing_right_shoulder: _brandings.right_shoulder, writing_right_thigh: _brandings.right_thigh, writing_right_leg: _brandings.right_leg, writing_right_foot: _brandings.right_foot }>> <span class="narration">In this version of the tale, the gaoler didn't attempt to stop the ritual. The needles of judgement found their mark.</span> <br><br> She doesn't move anymore. Countless needles pierce her flesh, embedded within. The Hand looks down, bored by her lack of response. <br><br> Her eyes are vacant and empty. If not for the gentle rise and fall of her chest, you'd think the worst. <br><br> "Her vessel is sealed, and she is forgiven," the Bishop says. "The corruption will not escape her. She will bear it until it fades." He turns to you. "You will continue to watch over her until she is empty." <br><br> The confessors release you. You walk to her side, and lift her up. <br><br> You feel numb. <br><br> <<link [[Go home|Hopeless Cycle Ending D 2]]>><</link>> <br><<set Weather.Temperature.set(-25)>><<set Weather.set("heavyPrecipitation", true)>><<set V.weatherObj.snow = (80)>> <<set _thermoDisable to true>><<set $location to "lake">> <<set Time.setDate(new DateTime(1390, 11, 30, 21, 30))>> <<set $trauma to 5000>> <span class="narration"> The witch would never move again. She lay in her cell, slumped over like an unwanted doll cast aside. No matter what twisted punishment the Hand devised, she never reacted. <<if $prisonerEvents.includes("spendNight")>> The gaoler spent most of his nights in her cell, sleeping next to her. <<else>> The gaoler began to visit her cell more than ever. <</if>> To his siblings, he appeared obsessive. <br><br> He claimed she was now speaking to him, which, of course, raised eyebrows. She told him that her body had finally failed due to the trauma of the ritual. Her mind was trapped inside. Her only reprieve came from skinship with him. Otherwise, she was stuck watching the world from that unmoving, unblinking grey eye. <br><br> Soon, the gaoler stopped speaking to anyone but her. The last thing he said to his siblings sent chills throughout the whole flock: 'She only wants a new body. We owe it to her.' <br><br> Months passed. The 'taint' within her never faded. It stayed in her body, stagnant and rotting along with it. At the end of each month, she was brought to the altar again, and the flock would sing for her, begging God to purify her body and soul. No blood was ever enough to bring her back, though. <<if $settings.npcPregnancyEnabled>> <br><br> The punishments would finally grind to a halt when she began to show signs of being with child. <<if $prisonerEvents.includes("sex")>> The love the two shared before the first ritual had borne fruit. <<elseif $prisonerEvents.includes("elkspawnEmbrace")>> The defilement that the witch had visited upon the gaoler had borne fruit. <<elseif $prisonerEvents.includes("rape")>> The monk that assaulted her had impregnated her. <<else>> The implications were unpleasant. Most suspected the gaoler of defiling her in her catatonic state. <</if>> She was kept sheltered, the gaoler still taking care of her all the while. Thanks to his obsessive care, and despite her broken body, she would carry the child to term... but her body would not survive the ordeal. <<if !$prisonerEvents.includes("rape")>> None who saw the child doubted that the gaoler was the father. The resemblance was obvious. He would never face punishment, though. <<else>> The monk responsible was found and punished accordingly. <</if>> The gaoler would abandon his faith, fleeing the temple and leaving the infant in the care of his brothers. <<else>> One night, the gaoler was seen walking into the forest, alone. The witch had simply vanished from her cell, too. <</if>> <br><br> The monthly rituals instead became a monthly vigil. For years the flock searched for their missing brother, but would never find him. Even though they could hear him and his beloved witch laughing in the red moonlight. <<if $prisonerEvents.includes("talkHairBlooms")>> Even though they found a familiar pair of flowers out in the forest, the same flowers that the gaoler had braided into her hair. <</if>> Even though some claimed to see them dancing on the lake shore, the witch finally whole of body, before both flickering out of existence. <br><br> The temple would finally accept that their souls were happy, and had found rest. At least, that's what they said to the public. In reality, the gaoler's remark of the witch needing a new body made the cloister jumpy. These events would repeat themselves with disturbing similarity, time and time again, whenever they suspected someone of being inhabited by the soul of the witch. The altar's thirst for blood could not be quenched. They feared her influence, feared that she would steal more of their siblings away. <br><br> Thus, the Hopeless Cycle of <span class="purple">Stagnation</span> repeats. </span> <<set $hc.ending to "D">> <br><br> <<link [[Rest for the wicked|Hopeless Cycle End]]>><<unset $follower>><<endevent>><</link>> <br><<set _thermoDisable to true>><<canvas-model-override "mouth" "neutral">><<wearProp "whip" "khaki">> <span class="narration">In this version of the tale, the gaoler, the houndmaster, let the beast loose on he who had defiled her. This was what he deemed to be justice.</span> <br><br> You release her leash. She cries out in rage as she lunges. Her claw pierces his flesh. <br><br> You watch as she gives back every last drop of defilement that he inflicted upon her. She is not gentle. You know she won't kill him, though. A broken vessel holds nothing. <br><br> Blood runs down her arms, and a black ichor flows from her hateful eye. The antler gradually recedes, the world mending around it. Each time he dares to raise a hand against her, you whip him until he submits again. <br><br> The Bishop's Hand watches closely, his hands gripping the bars of the door. His ugly features are awash with fascination. <br><br> You tune out the defiler's screams easily enough. It's rarely quiet in the temple's dungeon. <br><br> <<link [[Punish|Hopeless Cycle Ending C 2]]>><<pass 120>><</link>> <br><<set _thermoDisable to true>> <span class="narration">The monk was broken. The gaoler grinned. This was his punishment. This was deserved. This was everything the cloister stood for.</span> <br><br> For hours, she ravages him. The crosses on the walls glow. Her thigh bruises have grown from the strain. Her voice lets out low, satisfied breaths rather than screams of anger. <br><br> <span class="pink">She shudders in climax one final time.</span> <span class="red">The monk lays limp, his eyes blank.</span> <br><br> The door to the cell creaks open, and you pull the silk cord. <<print $prisoner.name.toUpperFirst()>> obediently crawls away from the monk, allowing the confessors to retrieve him. "You're contaminated, brother. You must be purified." <br><br> He will be punished, for being punished. Just as she had been. Your grip on the leash slackens, the tension in your body fading. This was immaculate justice. <<print $prisoner.name.toUpperFirst()>> lies at your feet. You sit down and cautiously lower your hand, petting her on the head. You expect the familiar feeling of cold weakness to spread through you when you make contact, but it's absent. She must have given it all to her victim. <br><br> "Brother," the Hand's voice snaps you back to attention. "Forget your previous orders. You are no longer this witch's guard. We have uses for her. You are to be her keeper, instead." <br><br> <<link [[Next|Hopeless Cycle Ending C 3]]>><<handheldon>><</link>> <br><<set _thermoDisable to true>> <<set Time.setDate(new DateTime(1390, 8, 3, 12, 30))>><<set Weather.set("heavyPrecipitation", true, 600)>> <<set $trauma to 5000>><<set $stress to 0>><<set $control to 1000>><<set $purity to 500>><<set $arousal to 7000>> <<set $player.virginity.penile to $prisoner.name>><<set $player.virginity.temple to false>> <<canvas-model-override "arm_left" "none">><<canvas-model-override "arm_right" "none">> <<set _witchClothes to $hcItems.find(clothes => clothes.type is "clothes" and clothes.location is "prisoner")?.name>> <<hopelessCycleBrandings>> <<if $prisonerEvents.includes("talkHairBlooms")>> <<set $hc.witchHair to "hair_flowers">> <<elseif $prisonerEvents.includes("talkHair")>> <<set $hc.witchHair to "hair_braid">> <<elseif $prisonerEvents.includes("washHair")>> <<set $hc.witchHair to "hair_clean">> <<else>> <<set $hc.witchHair to "hair_dirty">> <</if>> <<if $prisoner.bandagesOn>> <<set _bandages to "bandages_alt">> <</if>> <<if _witchClothes is "robe">> <<set _clothes to "robe_alt">> <<elseif _witchClothes is "bloodstained sack" or _witchClothes is "torn vegetable sack">> <<set _clothes to "sack_alt">> <</if>> <<if _brandings.chest>> <<set _brandings.chest to "brand_chest_alt">> <</if>> <<if _brandings.right_arm>> <<set _brandings.right_arm to "brand_right_arm_alt">> <</if>> <<set $follower to { name: "witchprisoner", base: "base_alt", left_arm: "left_arm_alt", clothes: _clothes, under_clothes: _bandages, hair: $hc.witchHair, writing_right_cheek: _brandings.right_cheek, writing_chest: _brandings.chest, writing_right_arm: _brandings.right_arm, writing_right_shoulder: _brandings.right_shoulder, writing_right_thigh: _brandings.right_thigh, writing_right_leg: _brandings.right_leg, writing_right_foot: _brandings.right_foot }>> <span class="narration"> Originally, the temple had planned to make an example of the witch. Now, she had proven to be a useful tool to them. <br><br> The Gaoler and the Hound. When a sinner's transgression was considered severe enough, they were to be thrown into a pit, where the beast and her master eagerly awaited to execute their perverse 'justice.' The Gaoler's whip and the Hound's claw raked contrition into the flesh of many. <br><br> For months, they were the terror of the region. Worshippers and laymen alike were given to the two for smaller and smaller crimes. Their names became feared. The Hound grew affectionate for her master, and after each punishment, they... </span> <br><br> The confessors drag the sinner away to face purification. You tug on <<= $prisoner.name>>'s leash, and she eagerly turns to you. She pushes herself up with her hands as best she can. You lift her up, and carry her from the pit. <br><br> Your hands tremble. Penance always fills you with desire. Not just you, either. Juices leak from <<= $prisoner.name>>'s eager vagina. She craves this as much as you, if not more. Her eyes are locked with yours, full of hunger as her antler shimmers. <<if $prisonerEvents.includes("talkHairBlooms")>> The flowers in her braid have long-since withered and become dull again. <</if>> <br><br> You lay her down on your bed. The confessors stopped giving you inspections months ago; it didn't matter anymore. You were filthy, and the two of you faced punishments of your own constantly. <br><br> After each punishment, briefly, you're able to make contact with her without that horrid feeling of weakness spreading into you. This is your only comfort. This is the only time you can enjoy each other's touch. <br><br> She wraps her arms around you and pulls you down. Once again, you purge the filth of the sinners from each other with sins of your own. This is your justice. <br><br> <span class="narration"> <<if $settings.npcPregnancyEnabled>> Eventually, the seeds of their sins bore fruit. <br><br> After many more months, the witch began to show the signs. Her belly swelled. The Gaoler's beloved Hound was treated as royalty, for a time. No one doubted that the gaoler was the father, but no one dared say it aloud. Regardless, their brief reign of terror came to a close. <br><br> The witch's broken body could not withstand childbirth. The moment she passed on, the manic haze of sadistic glee over the worshippers would fade, as if she had the whole flock bewitched. They were horrified at their own actions. The gaoler would take a vow of silence and spend the rest of his life repenting for his misdeeds. <br><br> The child was cautiously raised by the temple, and despite their lineage, was made into a model servant of God. Or so they thought. In truth, the child became just as sadistic as their parents, and revelled in inflicting punishment when they came of age. <br><br> Legend has it, the witch left this world with a smile on her face, as if this was what she wanted. As if she inhabited the body of her own child. Now whole of body, she was free to make the descendants of those who wronged her suffer. Eventually, she is discovered, and once again thrown into a cell to face purification... only to seduce another worshipper, bear another child, and repeat the cycle all over again. Some say she still walks the earth to this day. <<else>> Eventually, her body could withstand no more corruption. <br><br> She began to show signs of breakdown. The Gaoler's beloved Hound was treated as royalty, for a time. When the end drew near, the gaoler's final charge was to return her ashes to the soil of the forest. The moment it was done, it was as if a haze lifted from the flock. The sadistic glee faded, and the faithful became horrified at what they had been doing. As if they had all been bewitched. The gaoler would take a vow of silence and spend the rest of his life repenting for his misdeeds. <br><br> But that was not the end. Many years later, a freshly-inducted initiate began showing disturbingly similar tendencies. The haze returned, and the events repeated. A seduced worshipper, persecution, whip and claw. Again, and again. Some say the witch's spirit continues to haunt the faithful, tempting them with sadistic urges, or outright taking their bodies to continue her need to inflict suffering on the descendants of those who wronged her. <</if>> <br><br> Thus, the Hopeless Cycle of <span class="blue">Perdition</span> repeats. </span> <<set $hc.ending to "C">> <br><br> <<link [[Salvation in suffering|Hopeless Cycle End]]>><<unset $follower>><<endevent>><</link>> <br><<set _thermoDisable to true>><<canvas-model-override "mouth" "neutral">><<handheldon>> <span class="narration"> In this version of the tale, the ritual was delayed just long enough for catastrophe to strike. <br><br> They believed the blood moon caused the taint they spoke of to proliferate and spread rapidly, but it was also the only time a ritual to counter the effects could be conducted. </span> <br><br> They pull her back to the altar, now holding her down on top of it. The Hand approaches again, his face full of rage. <br><br> He brings his hammer up high, and strikes. You hear a sickening crunch. <br><br> "Stop!" the Bishop yells. The Hand does not obey. He brings it down again. Crunch. <br><br> He does it again and again. Your siblings, all crowded around, go silent. "Stop!" the Bishop yells again, now running up to the Hand. <br><br> He finally stops. But the crackling doesn't. It sounds like an avalanche of broken glass. Your siblings begin to back away. A few stay by the altar, entranced. You can't see her, but you know what's happened. She's been opened. The Bishop looks to you. "My brother... you have damned us all." <br><br> Above the altar, immaculate suffering rips open a hole in the world. <br><br> <<link [[Behold|Hopeless Cycle Ending B 2]]>><</link>> <br><<set _thermoDisable to true>> <span class="narration"> They were so eager to call her monster. They finally made her one. </span> <br><br> Four of the flock are pulled in before you can blink, their screams cut off as they cross. Spindly black and purple limbs grab for purchase, widening a <span class="tentacle">hole</span> all too small. They grab for more of your siblings, wanting, needing to defile. <br><br> The trees all begin bending towards the <span class="tentacle">hole</span> as wind rushes by, trying to fill the space. <<= $prisoner.name.toUpperFirst()>> rises from the altar, as if floating. <br><br> No, it isn't her. It's an emptiness in a shape that was once hers. A great fissure has opened on her chest. Her black heart pounds in rapturous cadence as it sees red moonlight above. <br><br> You're not sure if you're screaming. It's all so loud. Some of your siblings try to flee. <<trauma 50>><<gggtrauma>> <br><br> <span class="red">Four long spikes, each thrice as long as she is tall, emerge from her chest cavity, bending outwards and touching the ground.</span> They resemble volcanic glass, but flexible. They push and lift her further. You're reminded of a spider's legs. <br><br> Her limbs and head dangle limp. Two of the glassy legs stretch while the other two lift from the ground, before they come crashing down on the opposite side, flipping her body over. She stiffens and trembles. <br><br> Her antlers have grown, continually stretching upwards, each prong splitting into three more. The pattern of cracks covers much of her body. In some places, they split and open into the shape of an eye. <span class="red">Suddenly, one of the legs raises and extends, impaling one of your fleeing siblings. It makes no noise and leaves no wound when it retracts, but he collapses. It wasn't flesh that it pierced.</span> <br><br> Her head slowly raises. Her jaw hangs loose, extended and split, a purple tendril dangling from her mouth. <span class="red">The Elkspawn lets out a keening roar and bounds on its spider-like limbs, chasing the flock down.</span> <br><br> <<link [[Run|Hopeless Cycle Ending B 3]]>><<set $phase to 1>><<pass 30>><<tiredness 12>><</link>><<gggtiredness>> <br> <<link [[Hide|Hopeless Cycle Ending B 3]]>><<set $phase to 2>><<pass 15>><<stress 50>><</link>><<gggstress>> <br><<set _thermoDisable to true>> <span class="narration"> The description of the beast is visceral. I fully believe whoever put its description to pen thought what they were seeing was real. No healthy mind could devise such a creature. </span> <br><br> <<if $phase is 1>> You run in the opposite direction as your siblings. You don't think, you just run. <br><br> You don't dare stop running until your legs give out from exhaustion. <br><br> Stars creep into your vision. You cover your ears, trying to shut out the screams that echo between them. <<else>> You hide in cover behind a large tree far from the altar and the clearing. The heartbeat fades off into the distance, but the screams don't stop. <br><br> You cover your ears. You still hear them inside your head. <</if>> <br><br> You curl up. Eventually, they start to fade, until you're left with deafening silence. Not even the leaves above rustle in the wind. <br><br> It's rarely quiet in the temple's dungeon. You stand up, your ears ringing. You need to wash the prisoner today. You just need to find- <br><br> You shake your head, reminding yourself where you are and what's happening. Your head rattles like a sack of broken glass. The sound continues even after you stop. You hear the displacement of dirt nearby, and a heartbeat. You freeze in terror. <br><br> You don't dare turn around. Even as the noise gets louder. You close your eyes and shut it all out, but its heartbeat is louder than yours. <br><br> You feel a breath on your lips. You can't help it anymore. You open your eyes. <br><br> <<link [[Open|Hopeless Cycle Ending B 4]]>><</link>> <br><<set _thermoDisable to true>> <<set $trauma to 5000>> <<= $prisoner.name.toUpperFirst()>>'s grey eye stares down at you, for a split moment. She isn't here, though. There's nothing here. You're alone. <br><br> Yet, every time you blink, it's like she's right in front of you. <br><br> You clutch your head, and try to make your way back to the temple. <br><br> <span class="narration"> The events of that night were blamed on religious hysteria and paranoia, which led many of those present to harm themselves in a maddened terror. This is the most widely-accepted version. <br><br> The gaoler couldn't explain to the rest of the flock what had happened that night. He was the only one to make it back, which quickly caused a crisis. A search party was organised to find the Bishop, and the missing members. He insisted on being a part of it despite his condition. <br><br> Eventually, most of the members were found scattered throughout the forest. They were alive, but there was something missing in their eyes. Some never spoke again... because their tongues were gone. <br><br> The Bishop's Hand was never found, but the Bishop himself was. He was deemed unfit to continue leading, and the succession process began, which resulted in the termination of any further search efforts. Difficulties compounded as the townsfolk took up arms, demanding the return of their beloved wise woman. The cloister had no answer for them. <br><br> The gaoler wouldn't stop, though. He needed to find the witch. Whether through duty, obligation, obsession, or affection, he would not stop until she was found. <br><br> On one particular day, he searched more feverishly than ever. He had heard screaming from the forest, screaming that sounded so much like hers. </span> <br><br> <<link [[Search|Hopeless Cycle Ending B Forest]]>><</link>> <br><<set _thermoDisable to true>> <<if !$hc.search>> <<set $hcForest to 15>> <<set $hc.search to true>> <<set Time.setDate(new DateTime(1390, 6, 10, 10, 36))>><<set Weather.set("heavyClouds", true, 1000)>> <<else>> <<set $hc.search++>> <</if>> <<if $hcForest lte 0>> You are on the outskirts of the forest. It used to regularly overgrow into the temple's garden. <<else>> You are in the forest, surrounded by nature. <</if>> <br><br> You search for some sign of <<= $prisoner.name>>. <br><br> <<if $hc.search gte 3 and $rng gte 26 or $hc.search gte 9>> <span class="blue">You find a regular pattern of small holes in the ground!</span> <br><br> You follow them to an overgrown thicket. Black ooze trails along the ground. She must be here. <br><br> You push through the foliage. <br><br> <<link [[Find her|Hopeless Cycle Ending B 5]]>><</link>> <br> <<else>> <b><u>Locations:</u></b><br> <<if $hcForest lt 25>> <<getinicon>><<link [[Search deeper into the forest (0:10)|Hopeless Cycle Ending B Forest]]>><<pass 10>><<hcForest "forward">><</link>> <br> <</if>> <<if $hcForest gt 0>> <<getouticon>><<link [[Search towards the temple (0:10)|Hopeless Cycle Ending B Forest]]>><<pass 10>><<hcForest "back">><</link>> <br> <</if>> <</if>><<set _thermoDisable to true>> <<endevent>><<canvas-model-override "mouth" "neutral">> <<generatePlant1>><<person1>><<wearProp "whip" "khaki">> <span class="pink">You hear a high pitched whine.</span> <br><br> You keep pushing aside the overgrowth, following the trail. The ooze suddenly stops, replaced with thick scraps of a translucent material scattered everywhere. You kneel down to inspect it. It almost resembles shed snake skin, but the patterns look similar to leaves, too. <br><br> Something rustles in the bushes nearby. You unclasp your whip and stand. <span class="pink">You see a <<personsimple>> with leaves in <<his>> hair staring at you.</span> <<if $prisonerEvents.includes("talkHairBlooms")>> <<His>> eyes go wide, and <<he>> slowly puts <<his>> hands forward to show you <<he>> means no harm. <br><br> <<He>> reaches behind <<him>>, and produces a familiar pair of flowers. <span class="purple">The same ones you braided into <<= $prisoner.name>>'s hair!</span> <br><br> <<He>> motions for you to follow <<him>>, and you hesitantly do so. You follow <<him>> to another clearing. <<else>> <<His>> eyes go wide, and <<he>> quickly flees. <br><br> You shout after <<him>>, but <<he>> ignores you. <<He>> seemed to be carrying something heavy. <br><br> You step into the bushes where <<he>> had been standing, where the skin-like scraps are most concentrated. <</if>> <<if $hcChallenge.forestItem>> There are numerous items piled up in a hoard of sorts, including several that must have been pilfered from the cloister, but that's not what catches your eye. <</if>> The deep green of the forest is stained with red. Blood. So much blood. Your heart catches in your chest. <br><br> Something looks up at you and whines. <span class="green">It's a baby.</span> A baby with tiny black antlers on her head, almost resembling twigs. <br><br> <<if $prisonerEvents.includesAny("sex", "elkspawnEmbrace")>> <<canvas-model-override "tears" 4>> Your knees crumble. You slowly place your hands around the baby, picking her up. You don't know how it's possible in such a short time, but there's no doubt in your heart. <<= $prisoner.name.toUpperFirst()>>'s hair. Your eyes. Her face. Your nose. <br><br> <span class="green">This is your child.</span> <<else>> You gently pick up the baby. How could this be? <<= $prisoner.name.toUpperFirst()>> showed no signs of being with child. But there's no doubt. The eyes, the hair, the face. <span class="blue">It's her child.</span> <</if>> <br><br> <<if $prisonerEvents.includes("talkHairBlooms")>> The <<personsimple>> lowers <<his>> head in respectful supplication. <</if>> You're flooded with guilt. You allowed this to happen. No. The <i>cloister</i> allowed this to happen. No faith, no sin can justify what happened here. You hold the child closely. She embraces you happily. There is still a way you can redeem yourself, and your brothers. <br><br> <span class="narration"> The child was taken in by the cloister as one of their own. The townsfolk were outraged upon hearing that their beloved wise woman was not only taken from them, but violated. Those more utilitarian members of the flock knew that raising the child was the only way they could stop the laymen from sparking a war. Most, however, did it out of duty. The gaoler cared for the child personally, taking a vow of pacifism and giving up the position of gaoler entirely. <br><br> He spearheaded many reforms in the faith, and would one day become high priest. He became a loving father, too. The dungeon was converted to living quarters and storage space. <br><br> The child was beloved by the flock, despite her unusual antlers. They considered it a reminder of their failure, and the redemption they desired. She was famed for her beauty and soft smile, which matched her mother's almost perfectly. <br><br> Indeed. Some believe that this child was no child at all, but simply the witch in a new body. Such rumours were always met with scowls of disbelief, but none could deny the resemblance once she came of age. She looked more like a twin than a daughter. <br><br> One day, she would simply vanish. The new high priest spared no expense searching for his <<if !$prisonerEvents.includesAny("sex", "elkspawnEmbrace")>>adopted <</if>>daughter. It spurred him on until his final days. <br><br> He would pass from this world with a smile on his face, though. <<if $prisonerEvents.includes("talkHairBlooms")>> A cloaked stranger had visited him on his deathbed, and braided two purple blooms into his hair. Perhaps he got a final goodbye after all. <<else>> Staring out a window at the forest. Some believe he saw her watching him from the edge, saying goodbye one final time. <</if>> <br><br> The constant search parties from the initial incident and throughout these years spurred a new tradition in the order, in which a monthly vigil is held for the lost. Many hoped to find some sense of closure, answers for what had really happened on the fateful night of the ritual. Some became obsessed. <br><br> To this day, there are some individuals that this story has a unique effect on. These individuals claim it's as though they themselves lived through the events in the gaoler's boots, their minds filling in details and gaps that don't exist in any accepted retelling. It's led to an infamy around the myth. The idea that the story itself is cursed by the witch's spirit, spiteful to any who have seen her suffer. <br><br> Thus, the Hopeless Cycle of <span class="teal">Desperation</span> repeats. </span> <<set $hc.ending to "B">> <br><br> <<link [[Rapture, rupture|Hopeless Cycle End]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<wearProp "rock">> <<canvas-model-override "eyes_half" true>><<canvas-model-override "mouth" "smile">><<set $hc.bewitched to true>> <span class="narration"> In this version of the tale, the witch's claws put the gaoler's heart in manacles of her making. He was entirely hers. </span> <br><br> You pick up a large rock and bring it down on her manacles, shattering them after a few blows. You could easily break them in one, but you don't want to risk hitting your beloved with it. <br><br> Her arm comes free. You move on to the collar, and the other manacle. <br><br> Finally, you embrace your beloved. Her long arms wrap around you. <br><br> <span class="narration">She gazed smugly upon her new pet.</span><br> <span class="purple">She gazes at you lovingly and longingly. She strokes your head. It fills you with bliss.</span> <br><br> <span class="narration">She was still sick. But it was a sickness her pet could carry in her place.</span><br> <span class="purple">Your beloved needs your touch to become strong again. Her arms curl around your neck, and she pulls you down to the altar.</span> <br><br> She has a ritual of her own. A circle of symbols flashes into being around the altar. The devils all collapse. Your love is too much for them to bear. <br><br> <<link [[Love|Hopeless Cycle Ending A 2]]>><<handheldon>><</link>> <br><<set _thermoDisable to true>> <<upperruined>><<lowerruined>><<underlowerruined>><<legsruined>><<feetruined>><<canvas-model-override "arm_left" "idle">><<canvas-model-override "arm_right" "idle">> She snaps her blackened, sharpened fingers, and every individual chain of your armour unlinks itself. They pour off of your body in a shower of metal. Your beloved is truly incredible. <br><br> She whispers into your ear, sending shivers of pleasure down your spine. She whispers for you to defile her. You obey. Her voice is so sweet, so gentle. You're so happy she can speak to you at last. <br><br> <span class="narration">The gaoler's mad affection led him to see everything he wanted to see. Everything she wanted him to see.</span><br> <span class="purple">You lie atop your beloved on the bed of your consummation. You take her hands in yours. Your wedding rings are so beautiful.</span> <br><br> <span class="lewd">You press into her. She moans in manic ecstasy.</span> <<if $player.virginity.penile is true>> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $prisoner.name>></span> You feel blessed to be giving her your first. <<takeVirginity $prisoner.name "penile">><<set $prisonerEvents.pushUnique("virginity")>> <</if>> The devils on the ground writhe in pain and madness as your beloved's strength returns to her. You love her slowly, but she growls for you to go faster. You obey. <span class="pink">She shudders in climax, her clawed hands digging into yours.</span> <<pain 2>><<gpain>><<lllpurity>> <br><br> Her antlers grow one final time, becoming regal and intricate. The emptiness within becomes still, and they start to solidify from the base. A crown for your princess. She trembles and moans in pleasure and relief, the beating red veins across her skin vanishing. <br><br> <<= $prisoner.name.toUpperFirst()>> whispers sweetly for you to continue. You obey. You feel close to climax yourself, but she hisses that you're not yet permitted to. Your body obeys, keeping you away from the edge of orgasm. It's torture. Her walls hug you warmly and tightly. The gates of heaven feel so close. <span class="pink">She shudders in climax again.</span> <<lllpurity>> <br><br> <<if $prisonerBrands.length gte 2>> The brandings on her skin flare to life, causing her to cry out in pain. <<else>> Her cross branding flares to life, causing her to cry out in pain. <</if>> You briefly stop, but she yells for you to continue again. She starts to chant under her breath. A warm purple light surrounds you both. Suddenly, <<if $prisonerBrands.length gte 2>> the brandings all go out. Strands of flesh stitch over them, breaking the pattern and removing their power. <<else>> the branding goes out. Strands of flesh stitch over it, breaking the pattern and removing its power. <</if>> She shivers and moans, the pain finally gone. <span class="lewd">Tentacles emerge from her lower back, and wrap around you, holding you tighter and closer.</span> <br><br> She whispers for more. She needs your touch, your purity. You willingly give it all. <<purity -200>><<lllpurity>> <br><br> <<link [[Defile|Hopeless Cycle Ending A 3]]>><</link>> <br><<set _thermoDisable to true>> Her right claw grips the back of your head gently. Her left arm wraps around your back, holding your body against her. She pants for breath. <br><br> The tentacles push against the altar, lifting you both slightly. <span class="lewd">A pair of purple wings unfurl from her back and stretch.</span> <br><br> <span class="narration">In this version, she wasn't merely a witch. She had become the demon that the cloister made her out to be.</span><br> <span class="purple">They're so beautiful. Your beloved is truly an angel.</span> <br><br> You gently press her back down to the altar. She whispers another command. <br><br> <<if $settings.pregnancySpeechEnabled>> <span class="narration">The demon desired a new body. Hers was ruined, broken and dirty.</span><br> <span class="red">She wishes to bear your child. To start a family with you. How could you ever refuse?</span> <br><br> You hold each other tightly as you start thrusting into her again. Her wings wrap around you. Her panting and moaning become louder, almost desperate. The tentacles pull around you, making your thrusting faster and more forceful. <br><br> She shouts for you to breed her like an animal. Such foul language would normally disgust you, but from your beloved, it's simply a sign of her love. <<else>> <span class="narration">The demon desired a new body. Hers was ruined, broken and dirty.</span><br> <span class="purple">She tells you to plant your seed within her. It will make her whole again, in time. You obey.</span> <br><br> You hold each other tightly as you start thrusting into her again. Her wings wrap around you. Her panting and moaning become louder, almost desperate. The tentacles pull around you, making your thrusting faster and more forceful. <</if>> <br><br> <<link [[Plant your seed|Hopeless Cycle Ending A 4]]>><</link>> <br><<set _thermoDisable to true>> Your body is locked to hers as you thrust one final time. Her walls squeeze and milk your <<penis>>. You've finally reached heaven together. <<orgasm>> It won't stop. You shoot out another load of semen into her eager womb. She cries out in pleasure as she feels it filling her. <<orgasm>> Your hands tremble, the orgasmic spasms refusing to subside as more and more of your seed pours into her. A purple light briefly glows around you. <br><br> <<if $settings.npcPregnancyEnabled>> <div class="impregnatedGrid"> <div @class="$options.images is 1 ? 'impregnated' : ''"> <div><span class="lewd">You just impregnated $prisoner.name.</span></div> <<if $options.images is 1>><img class="fertilization" src="img/sex/fertilization/fert6.gif"><</if>> </div> </div> <</if>> <br> You both pant for breath as you hold each other. She commands you to stand. <br><br> She sighs softly, gently rubbing her tummy in satisfaction. You help her to the edge of the altar. With the tentacles bracing them, <span class="green">you're able to help her stand.</span> <br><br> <span class="narration">The demon laughed as she took her first steps.</span><br> <span class="purple">Your beloved sheds tears of joy as you help her learn to walk again.</span> <br><br> She smiles warmly as a clawed hand comes to rest on the top of your head. She praises you and tells you how good you've done. You shiver in bliss. You kneel as her other claw cups your cheek. You don't mind how cold or sharp it is. <br><br> She asks for one final gift from you. You nod your head eagerly. She bends over, her face hovering just above yours. Her mouth opens. <span class="pink">Just as you're about to kiss, the tentacle inside her mouth shoots forward into yours.</span> It probes the inside, making you feel weak. She presses forward, your lips finally making contact as the tentacle goes deeper. <<takeKissVirginity $prisoner.name "romantic">><<llpurity>> <br><br> <<set $purity to 1>> She takes nearly everything from you. <<if $prisonerEvents.includes("love")>> You don't care. She can have it all. <<lllpurity>> <<else>> <span class="red">Lucidity briefly returns to you. You try to pull away, but you've become too weak. Where are you? What happened to your siblings?</span> <br><br> Your deeper thoughts quickly fade away again, returning only to her. <</if>> <br><br> <<link [[Empty|Hopeless Cycle Ending A 5]]>><</link>> <br><<set _thermoDisable to true>> <<bodyliquid "mouth" "goo" 1>> Her lips separate from yours, lines of glowing pink fluid connecting you for a moment. It drips heavily to the ground, burning tiny <span class="tentacle">holes</span> into the world that quickly seal. The tentacle retracts back into her mouth, licking her lips as it does. <br><br> <<if $prisonerEvents.includes("love")>> <span class="red">You feel cold and empty. Your heart feels still. It's nothing without her.</span> You need her touch, her kiss, again. You try to lean back in. <br><br> She looks surprised, and orders you to stop. You obey. She studies you, in deep thought. <br><br> <span class="narration"> The demon had everything she needed. Her body was stable, no longer at risk of failing. She could walk. The flock was helpless. She was free. All she had to do was vanish into the forest. <br><br> The transformation should have blackened her heart. She had intended to leave the gaoler behind right then, having exhausted everything she could from him. But something made her hesitate. Her stomach fluttered ever so slightly when her pet needily reached out to her again. <br><br> She had nearly forgotten. He offered her his heart. It was a gift before she stole it. <br><br> She looked up to the red sky. The warm nights wouldn't last. Someone to hold her at night, to take care of her... she shivered with excitement. The gaoler was already so good at it. </span> <br><br> <<if $prisonerEvents.includes("talkHairBlooms")>> She thumbs at the flowers you braided into her hair, and smiles warmly at you. <<else>> She smiles warmly at you. <</if>> She leans in and kisses you again, without the tentacle intruding. <span class="green">You feel the smallest bit of warmth return to you, which doesn't fade when she pulls away this time.</span> She takes your hands in hers and helps you stand. <<else>> Her hand finally releases your head. <span class="red">You fall sideways, your body entirely drained. You feel cold and empty.</span> <br><br> She stands, <span class="red">and begins to walk away from you.</span> You try to call out to her, but your voice is gone. You can't move at all. <br><br> <span class="narration"> The demon had everything she needed. Her body was stable, no longer at risk of failing. She could walk. The flock was helpless. She was free. All she had to do was vanish into the forest. <br><br> The transformation had blackened her heart. She had fully intended to leave the gaoler behind, having exhausted everything she could from him. Almost. She looked down at her body, and smiled. The gaoler was already so good at taking care of her. He was once pure. She still had a use for him. </span> <br><br> She turns around and walks back to your side. She bends down, smiling. She tells you that you're still needed. You'll take her corruption into yourself, over and over, forever. <<if $prisonerEvents.includes("talkHairBlooms")>> Like the witchblooms you braided into her hair, you'll nourish her with your purity, forever. <</if>> You'll take care of her, as you have been, forever. <br><br> Forever. <span class="red">You couldn't be happier.</span> She takes your hands and helps you stand. <</if>> <br><br> You stare ahead vacantly. She circles you, smiling and giggling as she inspects you. A sharp finger caresses your cheek. <<if $prisonerEvents.includes("love")>> She puts her arms around your shoulders and pulls you into another loving kiss. This one feels even warmer. <<else>> She idly scratches you, leaving a small mark. <<gpain>> <</if>> <br><br> She snaps her fingers. The detached chain links of your armour all fly back to your body, re-weaving themselves together. <br><br> She takes your hand. <br><br> <<link [[Go home|Hopeless Cycle Ending A 6]]>><<hopelessCycleOutfit "armour">><</link>> <br><<set _thermoDisable to true>> Your beloved leads you around the clearing, to your siblings. More small <span class="tentacle">holes</span> have started to open around the altar. Tiny, spindly limbs reach through, trying to widen them. <br><br> She carves a cross into each and every one of their faces. She carves at least ten into the faces of the Bishop and the Hand. She looks down at their entranced, helpless bodies smugly as she works. <br><br> She doesn't need to bend over or kneel to do it. Her <span class="narration">monstrous</span> <span class="purple">beautiful</span> hands nearly touch the ground even when she's standing. <br><br> Your beloved tells you it's for their own protection. <<if $prisonerBrands.includes("right cheek")>> You gently rub the cross branding on her face. Her head tilts into your touch as she smiles. <</if>> Her generosity and forgiveness are truly divine. <br><br> More tentacles emerge from her lower back, swirling around her waist in a blooming circle. Like a dress, or a flower. <br><br> Your beloved leads you into the forest, into your new life. <br><br> <span class="narration"> The demon and the gaoler were never seen again, despite the many search parties sent to find them. <br><br> The flock was unharmed, but changed. Forever marked with crosses on their faces, an eternal reminder of their failures. The persecutions began to slow down, their zealous fury being smothered by newfound humility. <br><br> The demon prized her pet above all else. A trophy, an insult to those who had tormented her. <<if $prisonerEvents.includes("love")>> Moreover, her cold heart began to feel affection for him again. If there was a shred of humanity left in her, it was only because of the gaoler's warmth. <<else>> She defiled him again and again, which kept her from turning into a true monster. <</if>> The two hid from the world, as her demonic appearance would become permanent. <br><br> The gaoler was happy. Being anything but happy was incomprehensible to him, now. Was it all for this? Was he merely a puppet? A tool? Did the demon ever hold true feelings for him? Such thoughts never crossed his mind. Even in his rare instances of lucidity, he merely appeared confused. He made no attempt to escape. Perhaps even his lucid mind was happy. <br><br> Thus, the Hopeless Cycle of <span class="green">Love</span> repeats. </span> <<set $hc.ending to "A">> <br><br> <<link [[Burning, yearning|Hopeless Cycle End]]>><<endevent>><</link>> <br><<set _thermoDisable to true>><<handheldon>> <<hopelessCycleBrandings>> The Bishop shakes his head in disappointment. "She has swayed you, my brother. Do not fret. We will purify her influence from your soul." <br><br> Your siblings all pause as the writhing under her skin continues. She moans in mixed pain and ecstasy, and grabs her head. You hear something like glass cracking as she convulses. <span class="red">A second antler erupts from her head, imperfectly mirroring the first.</span> It doesn't dig into her eye socket like the first does. <br><br> <<if $prisonerBrands.includes("lower back")>> <span class="red">The cross branding on her lower back glows, as something is prevented from manifesting into the world.</span> She cries out in pain as you try to help her off the altar. <br><br> Your siblings all produce their whips and batons, yelling with righteous fury as they charge you. <br><br> You won't be able to fight like this. <span class="red">You can't hope to escape when she can't even stand.</span> The placement of your brandings has sealed your fates. She looks at you with a sad, warm smile. She slowly pulls your head down, kissing you one last time. <span class="red">You're both beaten and restrained.</span> It was a valiant effort. <<pain 8>><<ggpain>> <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <<else>> <span class="pink">Tentacles slowly emerge from her lower back, rooted in her spine and worming down her body.</span> <<set _leftBrands to $prisonerBrands.filter(brands => ["left leg", "left thigh", "left foot"].includes(brands))>> <<set _rightBrands to $prisonerBrands.filter(brands => ["right leg", "right thigh", "right foot"].includes(brands))>> <<if _leftBrands.length gte 2>> <<set _collapse to "left">> They tightly wrap around her legs, <span class="red">causing the brandings on her <<print formatList(_leftBrands, "and")>> to flare to life. The tendrils quickly recede from her left leg.</span> <<elseif _rightBrands.length gte 2>> <<set _collapse to "right">> They tightly wrap around her legs, <span class="red">causing the brandings on her <<print formatList(_rightBrands, "and")>> to flare to life. The tendrils quickly recede from her right leg.</span> <<else>> They tightly wrap around her legs. <</if>> <br><br> You put an arm around her and help her to the edge of the altar. Your siblings all produce their whips and batons, yelling with righteous fury as they charge you. <br><br> Her feet meet the ground. <<if _collapse>> <<canvas-model-override "arm_right" "hold">><<canvas-model-override "eyes_half" true>> <<if _brandings.left_thigh>> <<set _brandings.left_thigh to "brand_left_thigh_alt">> <</if>> <<if _brandings.right_thigh>> <<set _brandings.right_thigh to "brand_right_thigh_alt">> <</if>> <<if _brandings.right_leg>> <<set _brandings.right_leg to "brand_right_leg_alt">> <</if>> <<set $follower to { name: "witchstanding", base: "base_alt", hair: $hc.witchHair + "_alt", writing_right_cheek: _brandings.right_cheek, writing_chest: _brandings.chest, writing_left_shoulder: _brandings.left_shoulder, writing_right_shoulder: _brandings.right_shoulder, writing_left_thigh: _brandings.left_thigh, writing_right_thigh: _brandings.right_thigh, writing_left_leg: _brandings.left_leg, writing_right_leg: _brandings.right_leg, writing_left_foot: _brandings.left_foot, writing_right_foot: _brandings.right_foot }>> Slowly, you try to help her stand. <span class="red">She stumbles, her <<print _collapse>> leg having no support.</span> You hold her up to stop her from collapsing entirely, but you can't hope to fight like this. The placement of your brandings has sealed your fates. She looks at you with a sad, warm smile, and kisses you one last time. <span class="red">You're both beaten and restrained.</span> It was a valiant effort. <<pain 8>><<ggpain>> <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<unset $follower>><<endevent>><<pass 1>><</link>> <br> <<else>> <<canvas-model-override "arm_right" "hold">><<canvas-model-override "eyes_half" true>> <<set $follower to { name: "witchstanding", base: "base", hair: $hc.witchHair, writing_right_cheek: _brandings.right_cheek, writing_chest: _brandings.chest, writing_left_shoulder: _brandings.left_shoulder, writing_right_shoulder: _brandings.right_shoulder, writing_right_thigh: _brandings.right_thigh, writing_left_leg: _brandings.left_leg, writing_right_leg: _brandings.right_leg, writing_left_foot: _brandings.left_foot, writing_right_foot: _brandings.right_foot }>> Slowly, <span class="green">you help her stand, the tentacles bracing and controlling her legs.</span> Your siblings freeze. She takes a clumsy step as you guide her. <br><br> Another step. Her head twitches to the sound of cracking glass as the antlers expand again, upwards this time. Each prong splits into three more. Another step. Black ooze crawls up into the air. <br><br> You stand by her side, taking one of her clawed hands in yours. Her corruption seeps into you. <<purity -1>><<lpurity>> <br><br> She breathes heavily. She tried to use you, tried to steal your heart. She stands against your sacred family. Yet, you stand by her side to protect her of your own free will. Her eye no longer reflects so much hatred. It quivers as it beholds you, and leaks more black ooze. <br><br> <span class="green">She squeezes your hand gently, as the heartbeats around you grow louder.</span> <br><br> <<link [[Protect her|Hopeless Cycle Ending S Attempt 2]]>><</link>> <br> <</if>> <</if>><<set _thermoDisable to true>> <span class="narration"> The gaoler chose to stand by her side in the end. It was an outcome the witch could not have predicted. <br><br> It moved her. Up to this point, her affection for the gaoler was an act. He was the key to her freedom, and she did what she felt she must. Anything for freedom. Now? Perhaps her cold heart had finally found someone to sing for. </span> <br><br> She's a monstrosity. An Elkspawn. Something you never thought you'd stand beside, but your duty demands it. <br><br> You release each other, and stand at each other's backs. You're surrounded. Your siblings approach. <br><br> The clearing fills with the snapping of whips, the slashing of claws, the dull thuds of batons. <br><br> You both hold your own. You aim to disarm and disable. A baton flies off into the forest as you strike the hand holding it. A brother crawls away after being tripped. This is still your family. <br><br> She slashes at any that dare approach. A few small cuts won't kill anyone. An injured hand raises against her no more. A sister whose clothes fall to tatters tries to cover her shame, leaving her open to being tossed aside. <br><br> You both have the reach to cover each other. Her long arms ward off blows aimed for your side. A quick strike from your whip stops an attack that would otherwise hit her head. A weapon once used to harm her, now being used to protect her. <br><br> <span class="green">You dance under the red moon as one, with whip and claw.</span> <br><br> <<link [[Dance|Hopeless Cycle Ending S Attempt 3]]>><<unset $follower>><<endevent>><<pass 5>><</link>> <br><<set _thermoDisable to true>><<wearProp "whip" "khaki">><<canvas-model-override "mouth" "neutral">> <span class="narration"> I've always had a soft spot for these types of stories. Battles of impossible odds, won through sheer willpower and perseverance. Perhaps it's juvenile of me, but there are plenty of real world examples too. What do you think? Could these two have possibly stood against the entire flock and prevailed? </span> <br><br> You can't hold out forever. Mistakes begin to pile up, and you both start to take hits. But their numbers wane, and only so many can come at you at a time. <br><br> <span class="red">The Bishop's Hand towers over the flock, approaching the witch.</span> <br><br> You disarm two of your brothers, and move to block his path. He looks down at you with disgust. "Bewitched," he spits. "What nonsense. You were willful all along." <br><br> <<if $prisonerBrands.includesAny("left shoulder", "right shoulder")>> <span class="red"><<= $prisoner.name.toUpperFirst()>> suddenly cries out in pain.</span> You turn to look. <<if $prisonerBrands.includesAll("left shoulder", "right shoulder")>> The brandings on her back shoulders are burning her. Black smoke rises from them as something tries to break free from inside. <<elseif $prisonerBrands.includes("left shoulder")>> The branding on her left shoulder is burning her. Black smoke rises from it as something tries to break free from inside. <<else>> The branding on her right shoulder is burning her. Black smoke rises from it as something tries to break free from inside. <</if>> You look back to the Hand just in time to be thrown aside. <br><br> Your brothers swarm you, restraining and beating you. <<pain 8>><<ggpain>> <br><br> It was a valiant effort, but the placement of your brandings has sealed your fates. She's easily overcome. <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <<elseif $prisonerBrands.length lt 3>> <span class="red"><<= $prisoner.name.toUpperFirst()>> suddenly cries out in pain.</span> You turn to look. Another crack has started to form on her body, on her chest. It crackles from her stomach to between her breasts. <<if $prisonerBrands.includes("chest")>> The branding on her chest fizzles out, lost in the emptiness. <</if>> <br><br> You look back to the Hand just in time to be thrown aside. <br><br> Your brothers swarm you, restraining and beating you. <<pain 8>><<ggpain>> <br><br> It was a valiant effort, but she wasn't branded enough, and the Dark Elk is swallowing her whole. She's easily overcome. <br><br> <<link [[Too late|Hopeless Cycle Ending B]]>><<pass 1>><</link>> <br> <<else>> You hear your siblings cry out in terror. You turn to look. <<= $prisoner.name.toUpperFirst()>> pants in exhaustion, her arms hanging low. <span class="lewd">A pair of purple wings have erupted from her back.</span> Her pupils have turned to slits. Her antlers grow one final time, becoming regal and intricate. The emptiness within becomes still, and they start to solidify from the base. The sight of her makes many members of the flock flee in terror. <br><br> The Hand grabs you, lifting you into the air with a single hand. "Do you understand now, brother? She's a demon." He punches you in the gut. <<pain 4>><<gpain>> <br><br> "You've thrown away your vows and your family for a <i>demon</i>. No more excuses. You're no brother of ours." He raises his hand again. You tell him you already knew what she was, and that's precisely why you need to do this. No one will ever be safe around her. She's marked by the Dark Elk. A victim, who no one can resist harming and defiling, while spreading the contamination into themselves. This is your burden to bear. You're doing your duty. <br><br> He spits again. "I told you to make her hate every moment. You've coddled her. This is all your fault. Suffering brings salvation. Mercy enables monstrosit—" <br><br> <span class="green">Two black claws wrap around his throat, stopping him short.</span> With a shout of pain and rage, <<= $prisoner.name.toUpperFirst()>> brings all three of you to the ground. <br><br> You disengage, grabbing your whip again. She's on top of him, refusing to let go. No matter how much he hits her. No matter how hard he struggles. <br><br> She rears her head back, and brings her antlers crashing into his forehead. He goes limp. She lifts him and headbutts him again anyways. <br><br> She rolls off of him, <span class="red">and begins convulsing on the ground.</span> <br><br> <<link [[Help her|Hopeless Cycle Ending S]]>><<pass 5>><<handheldon>><</link>> <br> <</if>><<set _thermoDisable to true>> The fighting has stopped. Most of the flock are disarmed, some lay unconscious on the ground. Those still able to fight stand paralysed. <br><br> You put an arm under <<= $prisoner.name>>'s back, lifting her until she stands. She immediately clings on to you. <br><br> <span class="red">"She's rupturing,"</span> comes the Bishop's voice. "You may have damned yourself, brother, but you will not damn the rest of us." He signals for the flock to flee the clearing. Frantic monks and nuns drag away the unconscious. It takes eight of them to drag the Hand away. <br><br> The Bishop shoots you a sharp glare. "The consequences will be yours alone to face. I hereby name you <span class="red">excommunicated.</span> May Virgo have mercy upon you." <br><br> Your heart sinks, and your fingers feel numb. The faith is all you've ever known. His stern glare slowly turns into a smile as the clearing becomes empty. "No one will interfere. Do what you must. You know your <span class="blue">burden</span>, gaoler. You knew it better than we." He runs after the rest of the flock. <br><br> You look down to <<= $prisoner.name>>. Her eye is closed, and her breaths have become shallow. You know what you need to do. <br><br> There's still enough blood. You lay her down atop the altar again. There are some similarities between the Rites. You collect all the candles around the altar. <br><br> You hear a loud crack, followed by a groan of pain. A new hole is opening. The antlers can't grow anymore, so it tries to escape from her chest instead. You hold a few of the candles down, dripping their wax onto her. <br><br> A blood-steeped altar. A blood-red moon. Fresh wax, to harden and bind. A tainted soul. A heart, so burdened. You begin the Rite of Encumbrance. <br><br> <<link [[Embrace|Hopeless Cycle Ending S 2]]>><<pass 5>><</link>> <br><<set _thermoDisable to true>> <<strip>> You remove your armour as quickly as you can. Your hands are shaking. It's already past midnight. This may not even work. Another crackle as the hole expands. <br><br> You drip the wax on your hands, and hold them over the candle's flames. <span class="red">A burn on each palm.</span> Another crack. <br><br> You hastily crawl on top of the altar with her. Her eye slowly opens. <br><br> She smiles. It's different, now. You suppose she was putting on something of an act before, but this one feels real. Her arm weakly raises, trying to push you away. She looks resigned to her fate. <br><br> She looks just like she did when you tried washing her for the first time. You wonder if part of her was trying to spare you this fate all the way back then, too. <br><br> She's not very strong. You can't force yourself on her, though. You tilt her head to look directly at you. You ensure that she's looking right into your eyes, and lean down to kiss her. <<takeKissVirginity $prisoner.name "romantic">> <br><br> She looks shocked, not expecting you to take control like this. She weakly returns it. You tell her that this is your choice. Despite the fact that she's broken. Despite the fact that she was only using you for freedom. Despite the fact that she's the embodiment of everything you've stood against your entire life. <br><br> Black ooze leaks from her eye, but she nods. You wipe it from her face. <br><br> <span class="gold">This corruption is a burden. A burden that must be shared. Not even Holy Virgo could bear it alone.</span> <br><br> <<link [[Take <<= $prisoner.name>>'s burden|Hopeless Cycle Ending S 3]]>><</link>> <br><<set _thermoDisable to true>> <span class="lewd">You penetrate her. She softly moans as the connection is formed between you, and your inner vessels.</span> <<if $player.virginity.penile is true>> <span class="red">You feel your foreskin separate from your glans, <<virginitylosttext $prisoner.name>></span> <<takeVirginity $prisoner.name "penile">><<set $prisonerEvents.pushUnique("virginity")>> <</if>> <br><br> You feel dizzy. Like you're seeing from two different sets of eyes at once. Hearing from four ears. Feeling from two bodies. <br><br> You begin thrusting. She manages the strength to wrap her arms around you. <span class="red">The fissure on her chest expands, nearly reaching her chin now.</span> Her heartbeat is so loud. You feel as though you'd see it if you could withstand looking into the hole. <br><br> You need to hurry and make her climax, but you can't be rough. Too much pressure will shatter her open. <br><br> <span class="red">Another crack.</span> She whimpers. <br><br> She's afraid. <br><br> You stop, and make her look at you again. You repeat what you said to her before you brought her outside.<br> You tell her that everything will be alright.<br> You tell her that she'll make it through this, and that once this is over, you'll still take care of her.<br> You tell her that you won't leave her side.<br> You tell her that you'll shoulder this burden with her. <br><br> You tell her that your heart is hers. Tears run down her face, and she begins to sob as she holds you tightly. <br><br> <span class="green">She tells you that her heart is yours, too.</span> <br><br> None of it is a lie this time. <br><br> <<link [[Keep your word|Hopeless Cycle Ending S 4]]>><</link>> <br><<set _thermoDisable to true>> With her fear handled, you continue. Her arms wrap around you tighter. She's much more receptive now, and it doesn't take long. <span class="pink">She shudders in climax.</span> <br><br> Her corruption fills you. <span class="tentacle">One</span> cannot become clean without another becoming dirty. <span class="green">The fissure starts to recede.</span> <<lllpurity>> <br><br> It's not enough. The connection hasn't bonded yet. You thrust harder. <span class="pink">She shudders in climax.</span> Her corruption fills you. <span class="green">The fissure stitches itself shut. Her antlers shrink.</span> <<lllpurity>> <br><br> It's testing the limits of your body. Normally, it happens all at once. It's unpleasant, but over quickly. This is a constant stream. Two urns of water equalising between each other. How did she hold so much for so long? <br><br> <span class="pink">She shudders in climax.</span> You share her burden. <span class="green">Strength returns to her limbs.</span> <<lllpurity>> <br><br> You can't hold on anymore. She holds you tightly and cries out in ecstasy, and at last, you become <span class="tentacle">One</span>. <<orgasm>> <<link [[As Two, As One|Hopeless Cycle Ending S 5]]>><</link>> <br><<set _thermoDisable to true>> The connection seals. Two vessels meld into one. A pressure surrounds you on all sides, trying to fill the newfound emptiness within you. <br><br> Both of you. You stare down at her, at yourself. You anguish as you feel the suffocating confines of your broken body. You shiver in rapture as you feel whole in yours. <br><br> You sigh in relief, in blissful exuberance, as the wounds of your vessels close, shutting away the corruption. One is a bright burning torch of emptiness, and the other is the snuffer. <br><br> All too quickly, it ends. You're ripped back into your own body, and she to hers. You yearn to go back, but the warmth of her embrace reminds you who and where you are. <br><br> You're only able to bask in the afterglow for a moment. You roll off of the altar, and immediately start retching. Your body wants the corruption out, but you lie on sacred ground. It will not escape. Not into the world, and not back into her. <<set $purity to 1>> <br><br> You catch your breath, but the emptiness doesn't fade. This is your burden. You will purify the taint that her body can't, for as long as you both live. <br><br> <span class="green">The Rite was a success.</span> <br><br> <<link [[Assess <<= $prisoner.name>>'s condition|Hopeless Cycle Ending S 6]]>><<pass 20>><</link>> <br><<set _thermoDisable to true>> <<silently>><<clotheson>><</silently>> <<canvas-model-override "mouth" "smile">><<set $pain to 0>> You shakily stand and look <<= $prisoner.name>> over. <br><br> <span class="green">Her antlers crumble to dust.</span> Her arms have returned to normal length and pigment. She's still missing some fingernails, though. One of the silver manacles still clings to her right arm, its broken chain dangling. <br><br> The tentacles around her legs are gone, along with the wings. <br><br> The scars all remain. Her left eye is still gone, covered by a black fissure across her flesh where something tried to crawl into the world. Burns, bruises, cuts and brandings adorn her pale skin. All highlighting the perfect beauty that once was. She smiles at you, and reaches to embrace you. You return it, and lift her into your arms. <span class="green">Her touch doesn't drain you anymore.</span> <br><br> <<if $prisonerEvents.includes("talkHairBlooms")>> Despite all of that, the witchblooms still stubbornly cling into her braid. <</if>> She opens her mouth. A withered tentacle still lingers inside. It slowly moves to the roof of her mouth. She manages two words before it falls out. <br><br> <span class="green">"Thank you."</span> <br><br> She cups your cheeks and kisses you. <<takeKissVirginity $prisoner.name "romantic">> <br><br> You carry her into the forest. Together, you leave the clearing, the cloister, and your suffering behind. <br><br> <<link [[Go home|Hopeless Cycle Ending S 7]]>><<wash>><</link>> <br><<set _thermoDisable to true>><<set $location to "lake">> <<set Time.setDate(new DateTime(1390, 6, 10, 10, 36))>><<set Weather.set("heavyClouds", true)>> <span class="narration"> And so, in this version of the tale, the gaoler earned the witch a second chance at life, one free of prosecution. It cost him much. His position, his family, his faith, his purity. <br><br> Burden-bound as the two were, he would also spend the rest of his days sharing in her suffering. She was still broken of body, unable to walk, and would never be able to care for herself. He knew this, and accepted his new charge with gusto. This was part of his duty. He was her gaoler. He would keep the world safe from her, and keep her safe from the world. <br><br> It was by no means an easy life, but they had each other. They lived secluded from the town, ensuring no one would fall prey to her supernatural beauty again. Her temptations were the gaoler's alone to withstand. Needless to say, he hardly minded. <br><br> As far as the cloister was concerned, they were both dead. The Bishop of the time made sure to push that narrative. Some believe this was a favour, a final thanks for ridding the cloister of the burdens brought on by the witch. The townsfolk were furious, but kept in line by the various noble houses of the area, who were each biding their time in a constant power struggle. Decades later, one such house would lead an insurrection against the cloister, but that's a story for another time. <br><br> Despite the differences between the gaoler and the witch, they both left their beliefs behind, finding something else to live for. Each other. She was his prisoner, but she found comfort in the cage. They would go on to raise a daughter, and live a happy life. <br><br> Thus, the Hopeless Cycle of <span class="gold">Faith</span> closes, at last. </span> <<set $hc.ending to "S">> <br><br> Her head rests against your chest as you gently stroke her hair. <<if $prisonerEvents.includes("talkHairBlooms")>> Her witchblooms shine in the sun. <</if>> Her soft snoring lulls you into a blissful trance. <br><br> <span class="red"><i>Her cage is gilded, and she is happy. Finally, you have fulfilled your charge.</i> <br> <<= $prisoner.name.toUpperFirst()>> has gained the "Stockholm Syndrome: Fayne" trait.</span> <br><br> <<link [[Together, As One|Hopeless Cycle End]]>><<endevent>><</link>> <br><<set _endingSeen to $hc.ending>> <<hopelessCycleEnd>> <<unset $follower>> <<set $location to "museum">> <<effects>><<npc Winter>><<person1>> <<if _endingSeen is "S">> <<tearup>><<earnFeat "Trials of Faith">> "Ignoring the supernatural elements," Winter continues, "there's a lot of evidence that this was the true chain of events. There's no burial or cremation records for Nona or the gaoler in the temple's records, which is something they take very seriously. <<if $museumAntiques.antiques.antiquesnuffer is "found" or $museumAntiques.antiques.antiquewhip is "found" or $museumAntiques.antiques.antiquesilvermanacle is "found" or $museumAntiques.antiques.antiquebucket is "found">> Additionally, <span class="gold">some of the antiques you've found lend themselves to the gaoler and Nona living on after escaping the cloister.</span>" <</if>> <br><br> "The temple officially denies this version, but it's quite popular among the literary crowd, which is no surprise due to how romanticised it is. It's Doren's favourite version, but don't tell <<nnpc_him "Doren">> that I told you." <br><br> <<He>> clears <<his>> throat. "It may be silly of me, but it's the version I enjoy the most, too. Now, my voice grows weary. Thank you for showing so much interest. Come back soon." <<elseif Object.values($hcChallenge).count(true) gte 1 and _endingSeen isnot "S">> <<set $daily.winterStoryTime to false>> "As you know, that's just one version of the story. Although..." Winter scratches <<his>> head. "I'm not sure I properly covered those details you requested. We can review them again, if you wish. Just give me a few minutes to stretch my legs." <br><br> <<He>> stands up, and starts to walk around the museum. <<elseif $hcEndings.includesAll("F","E","D","C","B","A","S")>> "As you know, that's just one version of the story." Winter stands up from <<his>> seat and stretches. <br><br> "Unfortunately, my voice grows weary. I'll still be happy to retell it again another day, if you'd like." <<elseif $hcEndings.includes(_endingSeen)>> <<set $daily.winterStoryTime to false>> Winter scratches <<his>> head. "Haven't we already covered this version? We can review a different one, if you wish. Just give me a few minutes to stretch my legs." <br><br> <<He>> stands up, and starts to walk around the museum. <<elseif $hcEndings.concat(_endingSeen).includesAll("F","E","D","C","B","A") and !$hcEndings.includes("S")>> Winter stands up from <<his>> seat and stretches. You wait for <<him>> to say something, but <<he>> doesn't. <br><br> <<if $speech_attitude is "meek">> "There's no happy endings to this story, are there?" you ask. <<elseif $speech_attitude is "bratty">> "Is every version of this story such a downer?" you ask. <<else>> "Usually fairy tales have a happy ending," you muse. <</if>> <br><br> Winter allows <<himself>> to chuckle. "Well, I've been excluding one version of the story. I wished to see how invested you were. Now that you've gone and exhausted every other version of it, I think you've earned it. <span class="gold">Next time, I'll tell you some missing details when we begin.</span>" <br><br> <<He>> clears <<his>> throat. "Next time. You're good at letting me talk until I lose my voice." <<else>> "That's only one version of the story. There are many more." Winter stands up from <<his>> seat and stretches. <br><br> "Unfortunately, my voice grows weary. I'll be happy to tell you a different version next time." <</if>> <br><br> <<set $hcEndings.pushUnique(_endingSeen)>> <<hopelessCycleEndings>> <<if _endingSeen is "S">> <<specialClothesUnlock "set" "chain_tunic">> <</if>> <<set $museumAntiques.paintings.paintingsnake to "museum">> <<link [[Next|Museum]]>><<unset $hcChallenge>><<endevent>><</link>> <br><<set _thermoDisable to true>><<effects>><<set $bus to "debug">> <span class="narration">The gaoler needed to test himself. How much could he carry? Would he be strong enough?</span> <br> <<hopelessCycleEffects>> <<set _itemsHere.push("bandages", "bucket", "water")>> <div id="hcItems" class="no-numberify"><<hopelessCycleItemLinks>></div> <br> <<icon "alert.png">><<link [[Rerun item setup|Hopeless Cycle Debug]]>><<run hcItemSetup()>><</link>> <br><br> <<getouticon>><<link [[Go back|Hopeless Cycle Dungeon]]>><</link>> <br><<effects>> <<npc Winter>><<person1>> You unroll the red moon painting and show it to Winter. <<His>> eyes widen, and <<he>> slowly takes it from you with lightly trembling hands. "Where did you find this?" <br><br> <<link [[Be honest|Museum Bleeding Ward Painting Honest]]>><<npcincr Winter love 1>><</link>><<glove>> <br> <<link [[Be evasive|Museum Bleeding Ward Painting Evasive]]>><</link>> <br><<effects>> <<if $wrenSeen?.includes("winter")>> <<switch $speech_attitude>> <<case "meek">> "A friend of ours helped me," you say, putting your hands behind your back guiltily. "I-is it wrong to steal back from thieves?" <<case "bratty">> "Someone you've worked with before talked me into being a distraction. Nothing wrong with stealing from thieves," you say. <<default>> "One of our mutual friends helped me dig it out of a collection," you say plainly. "It was obviously stolen, so I stole it back. It's better off being here." <</switch>> <br><br> "Wren," <<he>> says, as if reading your mind. "That makes us even, then. I appreciate this, but you shouldn't get yourself mixed up in <<nnpc_his "Wren">> business." <<else>> <<switch $speech_attitude>> <<case "meek">> "I could tell it was stolen," you say, putting your hands behind your back guiltily. "I-is it wrong to steal back from thieves?" <<case "bratty">> "Stole it," you say plainly. "I'm not the criminal here, though. It has 'already stolen' written all over it." <<default>> "I got mixed up in a scheme and happened to come across it," you say plainly. "It was obviously stolen, so I stole it back. It's better off being here." <</switch>> <br><br> "I see," <<he>> says. <<His>> frown is brief. "I appreciate this, but you shouldn't get yourself mixed up in such rotten business." <<He>> pauses as <<he>> thumbs something on the canvas. There's a small piece of paper pinned to it. You don't know how it escaped your notice, but Winter seems to recognise something on it. "Wren. Of course," <<he>> sighs. "That makes us even, then." <<He>> removes the pin and tosses the scrap of paper. <</if>> <<He>> looks back down to the painting, a smile slowly forming. "This was stolen from me decades ago. I still have the frame. Having it returned means more than I can express." <<npcincr Winter love 3>><<gglove>> <br><br> <<He>> rolls the painting back up, placing it somewhere out of sight before returning and putting <<printmoney 200000>> in your hands. <<money 200000 "museumAntique">> <<if !$museum_paintings_intro>> <<set $museum_paintings_intro to true>> "There are other paintings that I would pay well to have in my collection," <<he>> says. "I do not know where any of them could be, however. <span class="blue">If you find any, please bring them to me.</span>" <</if>> <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>> <<switch $speech_attitude>> <<case "meek">> "I sort of just... found it rolled up in a collection," you say. "The owner won't miss it." <<case "bratty">> "Just happened to find it," you say plainly. "It was collecting dust." <<default>> "It was rolled up in a collection," you say evasively. "I convinced the owner to part with it. Non-verbally." <</switch>> <br><br> "I see," <<he>> says. <<He>> pauses as <<he>> thumbs something on the canvas. There's a small piece of paper pinned to it. You don't know how it escaped your notice, but Winter seems to recognise something on it. "Wren. Of course," <<he>> sighs. "That makes us even, then." <<He>> removes the pin and tosses the scrap of paper. <<He>> looks back down to the painting, a smile slowly forming. "This was stolen from me years ago. I still have the frame. Having it returned means more than I can express." <<npcincr Winter love 3>><<gglove>> <br><br> <<He>> rolls the painting back up, placing it somewhere out of sight before returning and putting <<printmoney 200000>> in your hands. <<money 200000 "museumAntique">> <<if !$museum_paintings_intro>> <<set $museum_paintings_intro to true>> "There are other paintings that I would pay well to have in my collection," <<he>> says. "I do not know where any of them could be, however. <span class="blue">If you find any, please bring them to me.</span>" <</if>> <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>> <<npc Winter>> <<set _otherPronoun to C.npc.Winter.pronoun is "m" ? "f" : "m">> <<generateNPC 2 a _otherPronoun _otherPronoun 10>> <<person1>> <<if $museumAntiques.paintings.paintingward is "talk">> "Why is this painting so important to you?" you ask Winter. "You gave me a lot of money for it." <br><br> <<He>> lets out a sigh. "This is a deeply personal story. I feel as though I owe it to you for returning it to me, though." <<else>> "Could you tell me why this painting is so important to you again?" you ask Winter. <br><br> <<He>> lets out a sigh. "Surely you have better things to do than listen to an old <<personsimple>> ramble." <<He>> rolls <<his>> eyes, but can't hide the hint of a smile. "I'll start from the beginning." <</if>> <<He>> walks off for a moment, returning with a chair and inviting you to sit. <br><br> <<He>> sits down too. "The painting itself has significance in occult circles. It's titled <span class="gold">'Bleeding Ward'</span>. It's at least sixty years old, potentially older. The red hues are known to churn and flow on the canvas when viewed from different angles. The paint used in it has the curious property of appearing more saturated in dim light, while looking washed out and near-translucent in brighter light. With the right setup, it can even appear to glow in the dark." <br><br> "Some believe the artist predicted the future in painting it. A few years after it was given the public's eye, the moon began turning red more often than is normal, and with troubling consistency. It caused... unusual behaviours in both people and animals. Officially, the cause is blamed on light pollution and atmospheric differences in our region. The effects are simple mass hysteria. As for the figure depicted at the centre, <<person2>>no one can agree whether <<hes>> meant to represent the cause, the relief, or is simply a bystander." <br><br> <<person1>><<He>> scratches at <<his>> chin. "It does not hold value to me for any such extraordinary reasons. I don't know who painted it or why. The truth is, I simply know the <<person2>><<personsimple>> depicted in it. Or knew <<him>>, rather. <<He>> was a... friend. A good friend. This was my only physical memory of <<him>>." <br><br> <<person1>><<He>> turns <<his>> chair just enough to look at the painting, given a large section of the wall all to itself. <<if $museumAntiques.paintings.paintingward is "museum">> The furnishings around it are extravagant, commanding a certain respect and reverence. <</if>> <<person2>>"<<Hes>> the <<daughter>> of the <<personsimple>> that saved my life when I was a child. Now, these are some very old memories. <span class="teal">I may get a few things wrong, and might need your help sorting out the order of events.</span>" <br><br> <<link [[Next|Museum Bleeding Ward Story 2]]>><</link>> <br><<effects>><<person1>> "Let this be a test of how much you've been paying attention in my class. How much do you know of the blitz?" <br><br> <<switch $historytrait>> <<case 4>> <span class="green">You remember your history lessons well.</span> "It was a bombing campaign that happened all over the country during the war. The biggest targets were the capital and large cities with industrial centres, but any town with military or industrial infrastructure was a potential target, especially port towns." <br><br> <<He>> nods in approval. "Very good. I'm sure you can put the rest of the pieces together, then." <br><br> "Our town was a target?" you ask. <br><br> "Indeed. <<case 3>> <span class="teal">You remember your history lessons.</span> "It was a bombing campaign that happened all over the country during the war." <br><br> <<He>> nods in approval. "Adequate. The primary targets, other than the capital, were military and industrial infrastructure, especially port towns. Like ours. <<case 2>> <span class="blue">You vaguely remember some of your lessons.</span> "It was a bombing campaign during the war, right?" <br><br> <<He>> nods. "Better than knowing nothing, I suppose. It happened across our country from 1940 to 1941. The primary targets, other than the capital, were military and industrial infrastructure, especially port towns. Like ours. <<default>> <span class="red">You don't remember reading about it.</span> "Sorry. I don't know anything about it," you say. <br><br> <<He>> shakes <<his>> head disapprovingly. "It was a bombing campaign against our country during the war. The primary targets, other than the capital, were military and industrial infrastructure, especially port towns. Like ours. <</switch>> The army practised in the moor nearby, and the Royal Navy used our docks. They launched many ships that were used in the evacuations from the front lines, but it wasn't usually a military port. It was thought to be too small to be of any strategic importance." <br><br> <<He>> shifts around in <<his>> chair. "That, of course, proved to be false. We were hit hard in a surprise night raid. I still care for one of the old air raid sirens here. Some of the bombs found their mark. Most didn't, and landed in the water, or on top of civilian infrastructure. The evacuation was sloppy and delayed, as no one expected us to be hit. That's where <<person2>><<he>> comes into my story. <<He>> was fast. <<He>> must have taken action right after..." <br><br> <<link [[...the air raid siren went silent.|Bleeding Ward]]>><<pass 30>><<endevent>><</link>> <br><<bleedingWardStart>> <<set _thermoDisable to true>><<effects>> <<set Weather.set("lightClouds", true, 1000)>><<canvas-model-override "mouth" "neutral">> <<set $bleedingWard to { winter: 0, infant: 0, pair: 0, pub: 0, street: 0, stamps: 0, coins: 0 }>> <<set $bus to "home">> <span class="narration">Yes, right after the siren stopped. <<pShe>> must have been waiting, planning since the raid started. There's no other way someone could respond with such alacrity.</span> <br><br> The echo of the siren lingers in the air for just a moment. You look up to the dark morning sky. Fresh contrails still streak across, but the thunder of the plane engines slowly fades into memory. <br><br> You can already see some ruined homes. There's going to be a new batch of orphans. The vultures will descend on them fast. <br><br> "I'm going," you say to nobody. You rush out into the town. <br><br> <<link [[Go.|Bleeding Ward 2]]>><<pass 10>><</link>> <br><<set _thermoDisable to true>><<effects>> The residential areas are in ruins, the remains of entire family legacies smouldering and strewn across what was once a road. <br><br> You read off the names of family homes from memory. No one could have evacuated yet. You skip any homes that look untouched for now. <br><br> You have shelter just outside town. No potential targets anywhere nearby. It will be safe, but there's no way you can house everyone. <br><br> Everyone isn't your goal. <br><br> Smoke billows on the horizon. The echoes of distant crying complete a chorus of ruin ripping through the air as unsteady debris collapses. <br><br> You head towards... <br> <<link [[...the smoke.|Bleeding Ward Winter]]>><<pass 10>><</link>> <br> <<link [[...the crying.|Bleeding Ward Infant]]>><<pass 10>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set $bleedingWard.winter to 1>><<set $bus to "winter">> <<npc Winter>><<person1>> <<canvas-model-override "mouth" "smile">> <span class="narration">I was hiding in a broom closet. Even after the siren stopped, I was paralysed. I didn't know what was happening or why.</span> <br><br> <<if $bleedingWard.infant>> You keep the infant close to your chest as you head towards the smoke. One source of smoke, at least. They cling to you, barely making a noise. <<else>> You head towards the smoke. The nearest pillar of it, at least. <</if>> <br><br> You follow it to a building reduced to its front and western walls. You're about to step over the threshold of the collapsed eastern wall, but hesitate. You walk around to the front door and knock. <br><br> You hear a different door open. A moment passes, and you hear unsteady footsteps getting closer. Another moment passes, and it slowly opens. A nervous-looking red-haired <<nnpc_gendery "Winter">> stands behind it, no older than six or seven years old. <<Hes>> splotched with soot and ash, but looks unharmed. <br><br> "Surname?" you ask.<br> "W-winter," <<he>> responds after a moment.<br> "That's not until next month," you say. <<He>> cracks a smile, but it fades quickly.<br> "Who are—"<br> "An old seabird." <<He>> tilts <<his>> head at you.<br> "You don't look very old."<br> "Oh, aren't you a sweetheart," you say with a smile as you ruffle <<his>> hair. "Was anyone else home?"<br> "N-no, it was just me. I heard about what you're supposed to do when the sirens start. So I hid in the cl-closet."<br><br> Your own smile fades. "You're smart. That probably saved you. Come on, I've got a place you can stay." <br><br> <<link [[Keep moving.|Bleeding Ward Winter 2]]>><<pass 5>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "mouth" "neutral">> <span class="narration"><<pHer>> face is forever burned into my memory. Everything around me was in ruins, but <<pshe>> was pristine. I couldn't help but follow <<phim>>.</span> <br><br> You turn to start looking for more survivors. "Uhm, please wait a moment, I have to look for something!" <<he>> says, closing the door. You wait for <<him>> outside. <br><br> Footsteps. Shuffling. Something that was once wood and is now likely charcoal turning to dust at <<his>> touch. "Ow, hot," you hear from inside. You resist the urge to check on <<him>>. <<He>> re-emerges, holding an ornate pocketwatch by the chain. The metal is warped, but it's still ticking away. You can even see a snowflake engraved into the glass, each spoke designating the hour. <br><br> "S-sorry. I'm not allowed to leave the house without it." After a moment's hesitation, <<he>> starts to follow you. <br><br> <<if $bleedingWard.infant>> <<He>> walks next to you, <<his>> eyes locked on the baby. You stop and stare back at <<him>>.<br> <<He>> looks away. "Is... is that your baby?"<br> "It's a baby," you respond, continuing to walk. <br><br> <</if>> Most of the other houses around here only have minor damage. <<bleedingWardOptions true>><<set _thermoDisable to true>><<effects>> <<set $bus to "manor">> <<if $bleedingWard.infant>> You return to the ruined manor. <<if $bleedingWard.winter and ($bleedingWard.pair + $bleedingWard.pub + $bleedingWard.street gte 2) and $bleedingWard.stamps isnot 1>> You tell the group to wait outside, and take another look around. <br><br> You find something that you overlooked previously. Ration stamps, for pregnant women. <br><br> <<link [[Leave them.|Bleeding Ward Infant 2]]>><<set $phase to 0>><<set $phase2 to 0>><</link>> <br> <<link [[Steal them.|Bleeding Ward Infant 2]]>><<set $phase to 1>><<set $phase2 to 0>><</link>><<gcrime "thievery">> <br> <<else>> There's nobody around, and you don't see anything useful. <<bleedingWardOptions>> <</if>> <<else>> <<if $bleedingWard.winter>> <<set $bleedingWard.infant to 1>><<set $trauma += 500>> <span class="narration">We found an infant at some point. <<pShe>> took them with us without a second thought.</span> <br><br> You follow the sound of crying to a manor with a gaping hole in the roof. The front door is blown out, along with all the windows and most of the second floor's walls, but it still stands. It fared far better than the three next buildings. There's nothing to identify which family lived here. <<if $bleedingWard.pair or $bleedingWard.pub or $bleedingWard.street>> You tell the children to wait outside, and head in. <<else>> You tell Winter to wait outside, and head in. <</if>> <br><br> You continue to follow the crying to a small room. A nursery for one child. You rush to the side of the cot, giving the crying baby within a quick look over. They're completely unharmed, but shaken. They continue to cry and scream as you wrap them in their blanket and lift them. <br><br> "Shhhhh, shh." You start to hum to them. <span class="green">In an instant, the crying stops as they look at you, entirely transfixed.</span> "It could be worse. You could have been deafened by the blast," you say. They babble at you, reaching for your face. <br><br> You do a sweep through the rest of the manor, calling out for anyone. No voice rises to meet yours. Two bedrooms are collapsed beyond saving. You pull a piece of paper and a pen from your pocket, write down your address, and leave it under an expensive-looking statuette near the entrance. As you do, you notice a few slips of paper. <span class="teal">Unused ration stamps, for pregnant women.</span> <br><br> <<link [[Leave them.|Bleeding Ward Infant 2]]>><<set $phase to 0>><<set $phase2 to 1>><</link>> <br> <<link [[Steal them.|Bleeding Ward Infant 2]]>><<set $phase to 1>><<set $phase2 to 1>><</link>><<gcrime "thievery">> <br> <<else>> <<set $bleedingWard.infant to 1>><<set $trauma += 500>> <span class="narration">When I first saw <<phim>>, <<pshe>> was carrying an infant. I thought it was <<pher>> child.</span> <br><br> You follow the sound of crying first. Someone's likely hurt. <br><br> It gets more shrill the closer you get. You follow it to a manor with a gaping hole in the roof. The front door is blown out, along with all the windows and most of the second floor's walls, but it still stands. It fared far better than the three next buildings. There's nothing to identify which family lived here. <br><br> You continue to follow the crying to a small room. A nursery for one child. You rush to the side of the cot, giving the crying baby within a quick look over. They're completely unharmed, but shaken. They continue to cry and scream as you wrap them in their blanket and lift them. <br><br> "Shhhhh, shh." You start to hum to them. <span class="green">In an instant, the crying stops as they look at you, entirely transfixed.</span> "It could be worse. You could have been deafened by the blast," you say. They babble at you, reaching for your face. <br><br> You do a sweep through the rest of the manor, calling out for anyone. No voice rises to meet yours. Two bedrooms are collapsed beyond saving. You pull a piece of paper and a pen from your pocket, write down your address, and leave it under an expensive-looking statuette near the entrance. As you do, you find yourself admiring it and wondering how good it would look in... <br><br> Not now. You head back outside. <<bleedingWardOptions true>> <</if>> <</if>><<set _thermoDisable to true>><<effects>> <<set $bus to "manor">> <<if $phase is 1>> <<set $bleedingWard.stamps to 1>> <<if $bleedingWard.pub and $money is 0>> <span class="narration"><<pShe>> wasn't above stealing to keep us fed.</span> <br><br> <</if>> You take the ration stamps, and look around for a mirror. <br><br> <<if $player.gender is "f">> You stand in front of it, turning to the side and doing your best to lightly exaggerate your belly size. No one should ask any questions. <<else>> You stand in front of it and adjust your hair. You turn to the side and try to lightly exaggerate your belly size. You could easily be mistaken for a woman, and no one should ask any questions. <</if>> <<else>> You leave the stamps behind<<if $bleedingWard.pair or $bleedingWard.pub or $bleedingWard.street>> and rejoin the children<<elseif $bleedingWard.winter>> and rejoin Winter<</if>>. <</if>> <br><br> <<if $phase2 is 1>> <<bleedingWardOptions true>> <<else>> <<bleedingWardOptions>> <</if>><<set _thermoDisable to true>><<effects>> <<set $bus to "pair">> <<set $bleedingWard.pair to 1>> <span class="narration">There was a pair of young teenagers holding hands in front of a burning house. To this day, I feel as though there was something unusual about them.</span> <br><br> <<if $bleedingWard.pub or $bleedingWard.street>> You lead the children to the second pillar of smoke. <<else>> You head towards the second pillar of smoke with Winter. <</if>> You follow it to a smaller home, still burning. A few volunteers rush buckets of water back and forth, the main fire response likely happening elsewhere. <<if $bleedingWard.infant and $bleedingWard.street>> It looks like the fire's nearly under control nonetheless. <<else>> It burns defiantly despite their efforts. <</if>> <br><br> A pair of teens, one boy and one girl, are holding hands, watching the embers absently from a safe distance. Their eyes are empty. You slowly approach them. <br><br> "Surnames?" you ask gently. They turn to you in synch, staring at you.<br> "Adams," the boy says, eerily monotone.<br> "Macleary," the girl says, mirroring the boy's tone.<br> "Who are you?" they ask simultaneously. <br><br> <<bleedingWardName>> "You look just like your mother," you say to the girl. They both seem less tense, but the girl scowls.<br> "Mum's gone," she says flatly. <br><br> She was one of your best customers. You can see the redness under the girl's eyes. She's fresh out of tears. <br><br> <<link [[Offer them a place to stay.|Bleeding Ward Pair 2]]>><<pass 5>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set $bus to "pair">> <<set $trauma += 1000>> <span class="narration"><<pShe>> was a paradox. Cold, yet warmer than everything around <<phim>>. Like a beacon in a snowstorm. No one ever thought to refuse <<pher>> offer for shelter.</span> <br><br> "I'm sorry. I have a place you can stay." You look to the boy. "Unless—"<br> "I lived here too," he interrupts. This must be the orphan boy she loved talking about so much. Orphaned again.<br> "A place for both of you, then." You give them the sweetest smile you can manage, but it doesn't reach your ears. <br><br> They look to each other. Their hands squeeze a little tighter, and they look back to you. "Thank you," they say in unison, but the boy falters at the end. He starts sobbing, no longer able to hold back his own tears. He must have been trying to stay strong for her sake. <br><br> You give them a moment. He buries his face in her shoulder and cries heavily. You take the chance to examine the burning home. <br><br> <<if $bleedingWard.infant and $bleedingWard.street>> The fire's been contained enough for you to get close. You spot something shining from the remains of a burnt vanity, sticking out of what once must have been a bedroom. You clamber over ashes and char, and see that it's a coin collection. <br><br> <<link [[Leave it.|Bleeding Ward Pair 3]]>><<set $phase to 0>><<set $phase2 to 1>><</link>> <br> <<link [[Steal it.|Bleeding Ward Pair 3]]>><<set $phase to 1>><<set $phase2 to 1>><</link>><<gcrime "thievery">> <br> <<else>> <span class="teal">You spot something shining from the remains of a burnt vanity, sticking out of what once must have been a bedroom.</span> You push away the urge to get a closer look, the heat of the fire licking at your skin. After a few minutes, the pair start to follow you. <br><br> <<bleedingWardOptions true>> <</if>><<set _thermoDisable to true>><<effects>> <<set $bus to "pair">> You return to the smouldering home. Adams and Macleary keep their distance. <<if $bleedingWard.coins>> There's nothing of interest here. <<bleedingWardOptions>> <<elseif $bleedingWard.infant and $bleedingWard.street>> <span class="teal">The fire has died down enough to get closer.</span> <br><br> You spot something shining from the remains of a burnt vanity, sticking out of what once must have been a bedroom. You clamber over ashes and char, and see that it's a coin collection. <br><br> <<link [[Leave it.|Bleeding Ward Pair 3]]>><<set $phase to 0>><<set $phase2 to 0>><</link>> <br> <<link [[Steal it.|Bleeding Ward Pair 3]]>><<set $phase to 1>><<set $phase2 to 0>><</link>><<gcrime "thievery">> <br> <<else>> The fire is still too intense to get closer. <br><br> <<bleedingWardOptions>> <</if>><<set _thermoDisable to true>><<effects>> <<set $bus to "pair">> <<if $phase is 1>> <<set $bleedingWard.coins to 1>><<set $money += 1500>> <<if $bleedingWard.pub and !$bleedingWard.stamps>> <span class="narration"><<pShe>> wasn't above stealing to keep us fed.</span> <br><br> <</if>> You examine the coins for heat damage. A few have melted together, but you're able to salvage <<printmoney 1500>> worth of coins. <<else>> You leave the coins behind. <</if>> <br><br> <<if $phase2 is 1>> <<bleedingWardOptions true>> <<else>> <<bleedingWardOptions>> <</if>><<set _thermoDisable to true>><<effects>> <<canvas-model-override "mouth" "neutral">> <<set $bus to "pub">> <<if $bleedingWard.pub>> <<if $bleedingWard.pair and $bleedingWard.infant and $bleedingWard.street and $bleedingWard.pub isnot 2>> <span class="narration">There was a chilling beauty to <<phim>>. No matter how cold that shell was, we all knew <<pshe>> cared about us. Even if <<pshe>> tried to hide it.</span> <br><br> <</if>> You head to the front of the pub. The entire entranceway has collapsed and been cleared away, but it's still running. <br><br> <<if $bleedingWard.pair and $bleedingWard.infant and $bleedingWard.street>> <<if $bleedingWard.pub isnot 2>> <<set $bleedingWard.pub to 2>> <<endevent>><<generate1>><<saveNPC 0 "bleedingWardDrunkard">><<person1>> <span class="teal">You should be able to find some food here.</span> <br><br> You gently hand the infant to Adams as you walk into the pub. He seems caught off-guard, like he's never even seen a baby before, but holds on tight and diligently. <br><br> "Oi!" someone yells. "Lookie here! It's mother, shaggin', goose!" You look to see a <<person>> thrusting <<his>> pelvis in your direction. "Must be sore after that many brats!" <<He>> laughs at <<himself>>, to the displeasure of the other patrons. <br><br> You ignore <<him>>, rushing the children forward to the bar. The man working the counter, the owner most likely, gives you an apologetic smile. You open your mouth to speak, but he cuts you off. "Sorry <<lass>>, not doing handouts. You'll have to pay just like everyone else." <br><br> You nod in understanding, but after a moment's hesitation, he leans in closer. "But I'm willing to waive the cost if you get rid of that prick," he points to the drunkard that yelled at you, "Discreetly. People just want an ounce of normalcy after the shellshock." <br><br> <</if>> <<endevent>> <<canvas-model-override "mouth" "neutral">> <<if $bleedingWard.coins>> <<link [[Pay for food with stolen coins|Bleeding Ward Food]]>><<set $phase to 1>><</link>> <br> <</if>> <<if $bleedingWard.stamps>> <<link [[Pay for food with stolen ration stamps|Bleeding Ward Food]]>><<set $phase to 2>><</link>> <br> <</if>> <<if $bleedingWard.drunkard is 1>> <<link [[Tell the pubkeeper that the drunkard is dealt with|Bleeding Ward Food]]>><<set $phase to 3>><</link>> <br> <<elseif !$bleedingWard.drunkard>> <<link [[Deal with the drunkard|Bleeding Ward Drunkard]]>><<endevent>><</link>> <br> <</if>> <br> <<bleedingWardOptions>> <<else>> <<bleedingWardOptions>> <</if>> <<else>> <<set $bleedingWard.pub to 1>> <span class="narration">I wasn't the only one to be so fascinated by <<phim>>. We found a little girl separated from her mother, and she took to following us like a lost puppy.</span> <br><br> You follow the sound of many voices. Halfway there, you hear a loud whistle from the same direction. You arrive to see a crowd in the middle of dispersing, a police officer waving groups away from something. <br><br> It's a pub. The front is completely collapsed, but the structure itself seems to be holding steady. Someone's still working the counter, cleaning a mug, and a few patrons sit in stools. <br><br> You feel something run into you at waist-height, before it falls to the ground. A little girl with a star-shaped pin in her hair sits on the ground before you now, looking up at you. "S-sorry, <<if $player.gender is "f">>miss<<else>>mister<</if>>! I... I thought you w... were..." she starts to sob. <br><br> Winter crouches down to her side. "Your mum?" <<he>> asks, and the girl nods as she wipes her eyes. "We can help you find her... right?" <<He>> looks up at you. <br><br> You shake your head. "No time." <<His>> face sinks. "...but we can give her shelter until she turns up." <<He>> smiles at that. You crouch and extend your hand to the girl, who looks up at you in wonder. She shakily takes it, and you lift her. "Surname?"<br> "Greene," she says. <br> "You look more blue to me," you say. She pouts at you. <br> "What about you?" she asks. <br> <<bleedingWardName>> She tilts her head, but doesn't question. <br><br> <<bleedingWardOptions true>> <</if>><<set _thermoDisable to true>><<effects>> <<set $bus to "street">> <<set $bleedingWard.street to 1>> <span class="narration">I could never tell if <<pshe>> was unbothered, or simply stoic. No matter how much destruction we saw, <<pher>> composure never appeared to slip.</span> <br><br> You head towards the ruined street. Nearly every house on this block is collapsed. It's eerily quiet. <br><br> You simply stare over the rubble for a moment, unmoving. <<set $trauma += 1000>> <br><br> Winter tugs on your sleeve, snapping you out of it. You find a single building still standing. A sign reading 'Hopeful Hands' hangs by the front. You knock on the door. <br><br> After a moment, a large man answers. Behind him, a woman and a young boy. "Hello?"<br> "Surname?" you ask.<br> He looks at you unsure for a moment. "You first."<br> <<bleedingWardName>><br> He lets out a breath, but smiles. "Hope."<br> "Important to hold onto," you say. You try to look behind him, but he shifts to block your vision. <br><br> You look up at him, dead in the eyes despite how much he towers over you. "I'm offering shelter to any children freshly orphaned, homeless, or unable to evacuate. I'm sure there's a reason you haven't yet." <br><br> He stares you down a moment, sizing you up. "Aye. My wife and I will be sticking around to help. Where are you taking them?"<br> "A place just west of town, far away from anything that would be a target," you say. You quickly write down directions for him. He looks it over, thinking for a long moment. <br><br> Finally, he turns to his wife and son, kneeling down to his level. "You're going somewhere safe, alright?" The two embrace, the boy starting to tear up. You let them have their moment and say their goodbyes. <br><br> <<link [[Wait.|Bleeding Ward Street 2]]>><<pass 5>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set $bus to "street">> <span class="narration"><<pShe>> kept <<pherself>> closed off to any attempts to get to know <<phim>>. I couldn't understand why for a long time, but now I think it was for our own protection.</span> <br><br> You sit down on the steps outside. <<if $bleedingWard.infant>> The baby keeps reaching up to your face. <</if>> <<if $bleedingWard.pair>> <<if $bleedingWard.pub>> Adams and Macleary sit with Greene, who tries to get them to chat. She has limited success. <<else>> Adams and Macleary sit down nearby, silent. <</if>> <<elseif $bleedingWard.pub>> Greene twirls around the street, unable to keep still and oblivious to the weight of everything around her. You grab her and make her sit before she trips over some rubble. <</if>> <br><br> Winter sits down right next to you. <<He>> keeps looking at you, seeming to want to say something. "Go on," you say. <br><br> "What's your real name?" <<he>> asks.<br> "My own business," you say. "If you have to call me something, <<if $player.gender is "m">>'Mister'<<else>>'Miss'<</if>> will do just fine."<br> <<He>> looks down, saddened. You ruffle <<his>> red hair again. "It's better this way, trust me." <br><br> The door opens behind you, and the boy, Hope, stands there, wiping his eyes and holding a tiny suitcase. He's wearing a hat that almost looks like a smaller version of yours. "I-I'm ready," he says. "Thank you for taking care of me." <br><br> <<bleedingWardOptions true>><<set _thermoDisable to true>><<effects>> <<canvas-model-override "mouth" "neutral">> <<loadNPC 0 "bleedingWardDrunkard">><<person1>> You ask the pub owner to watch over 'your' children for a moment. He nods in appreciation. "Careful, <<lass>>." <br><br> You approach the drunkard, tapping <<him>> on the shoulder. <<He>> spins in <<his>> chair, <<his>> gaze turning lecherous. "Aww, mother goose is interested after all! How about we make a few more ducklings, goose-y?" <br><br> <<link [[Invite <<him>> outside.|Bleeding Ward Drunkard Outside]]>><</link>> <br> <<link [[Punch <<him>>.|Bleeding Ward Drunkard Punch]]>><<stress -24>><</link>><<gcrime "assault">><<llstress>> <br><<set _thermoDisable to true>><<effects>> <<set $bus to "pub">> <<set $bleedingWard.drunkard to 2>> <span class="narration"><<pShe>> could be quite direct.</span> <br><br> <<He>> can't even see straight, and you're going to make sure <<he>> can't for a while. <br><br> You crack your knuckles, and sock <<him>> right in the nose. You're met with the faintest crunch as <<his>> chair falls back. <<He>> crashes into the table, spilling <<his>> drink all over <<himself>> and ending up sprawled out on the pub floor. The other patrons all woop and cheer, but the owner <span class="red">shoots you a disapproving glare</span>. <br><br> <<He>> shakily tries to stand up, <<his>> nose leaking blood like a faucet. "You fucking <<bitch>>! You broke my nose!" <<He>> lunges for you, but you simply step aside. <<He>> crashes into another table, spilling more drinks. The patrons at said table each give <<him>> a kick for <<his>> trouble. <br><br> Red-faced, <<he>> flees the pub. "You'll... you'll get yours, goose-y!" <br><br> You return to the owner. <<He>> shakes <<his>> head. "I said 'discreetly' for a reason, <<lass>>. I've half a mind to call the police, if I thought they'd answer. You can forget the handout." <br><br> You shrug. "That punch was for my sake." <<endevent>><<canvas-model-override "mouth" "neutral">> <br><br> <<if $bleedingWard.coins>> <<link [[Pay for food with stolen coins (£15)|Bleeding Ward Food]]>><<set $phase to 1>><</link>> <br> <</if>> <<if $bleedingWard.stamps>> <<link [[Pay for food with stolen ration stamps|Bleeding Ward Food]]>><<set $phase to 2>><</link>> <br> <</if>> <br> <<bleedingWardOptions>><<set _thermoDisable to true>><<effects>> <<set $bleedingWard.drunkard to 1>> <span class="narration">I don't know what <<pshe>> did to that <<personsimple>>, and I'm not sure I ever want to.</span> <br><br> "Come on then," you say simply. "Show me what you're made of. Outside." <br><br> <<He>> laughs, chugging the rest of <<his>> drink and standing up. "I knew you couldn't resist." <br><br> You lead <<him>> outside, around the corner into an alleyway. <<He>> looks at you expectantly. <br><br> <<link [[Fight <<him>>.|Bleeding Ward Drunkard Sex]]>><<set $fightstart to 1>><</link>> <br> <<link [[Let <<him>> do what <<he>> will.|Bleeding Ward Drunkard Sex]]>><<set $molestationstart to 1>><</link>> <br> <<if $real_awareness gte 700 or $gwylanSeen?.includes("yearning")>> <span class="nextLinkWitch"><<link [["\"Leave.\""|Bleeding Ward Drunkard Command]]>><</link>></span><<note "???" "forest-green">> <br> <</if>><<set _thermoDisable to true>><<effects>> In <<his>> state, this will be effortless. You give the command. It wasn't in English, but it doesn't matter. <<He>> will understand. A soft verdant light fills the alleyway for just a moment. <span class="green"><<His>> eyes go empty.</span> <br><br> "L-leave..." <<he>> mutters. "Leaves...? Like the forest... so pretty, so green..." <<he>> stumbles out of the alleyway. Where <<hes>> going isn't your problem anymore. <br><br> <<clearNPC "bleedingWardDrunkard">> <<link [[Head back inside.|Bleeding Ward Pub]]>><<endevent>><</link>> <br><<set _thermoDisable to true>> <<if $fightstart is 1>> <<set $fightstart to 0>> <<controlloss>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 50>> <<set $enemyanger += 100>> <<set $enemyhealth to 200>> <<npcidlegenitals>> You land a solid punch to <<his>> gut while <<his>> guard is down. "Ow! You rotten fucking—" <br> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<molested>> <<controlloss>> <<maninit>> <<set $enemyhealth to 300>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<set $pain to 0>> <<set $arousal to 0>> <<set $worn.upper.integrity to 200>> <<set $worn.lower.integrity to 200>> <<if _combatend>> <span id="next"><<link [[Get this over with.|Bleeding Ward Drunkard Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[...|Bleeding Ward Drunkard Sex]]>><</link>></span><<nexttext>> <</if>><<set _thermoDisable to true>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thanks for the fun, goose-y." <br><br> You're thoroughly unimpressed with <<his>> performance, but the job is done. <<He>> starts walking down the alley in the opposite direction of the pub. <<clotheson>> <<endcombat>> <<else>> <<He>> makes one last attempt to tackle you, but you simply step aside. <<He>> runs right into the brick wall and knocks <<himself>> out. <<clotheson>> <<endcombat>> <</if>> <<canvas-model-override "mouth" "neutral">> <<clearNPC "bleedingWardDrunkard">> <<link [[Head back inside.|Bleeding Ward Pub]]>><<bodyliquid "clear">><</link>> <br><<set _thermoDisable to true>><<effects>> <span class="narration">What else is there to say? <<pShe>> didn't have to feed us, but <<pshe>> did.</span> <br><br> <<if $phase is 3>> "Mother goose led the stray away," you say to the pub owner.<br> He smiles at you. "Much obliged, <<lass>>." He slides you a menu. "You're welcome to anything under £5." <br><br> The children all crowd around you, picking what they want from the menu. <<else>> <<if $bleedingWard.drunkard is 1>> <<set $phase to 3>> The owner refuses your payment. "You did me a favour, your money's no good here for today." He slides you a menu. "You're welcome to anything under £5." <br><br> The children all crowd around you, picking what they want from the menu. <<elseif $phase is 1>> <<set $bleedingWard.coins to 2>><<set $money to 0>> You pay for some basic food with the stolen coins. It's just enough for everyone. <<else>> <<set $bleedingWard.stamps to 2>> You show your ration stamps, designating extra rations for pregnant women. <<if $player.gender is "m">> He eyes you suspiciously for a moment. "You've got me calling you '<<lass>>', and you didn't even correct me." He doesn't prod. <<else>> He eyes you for a moment. "Another on the way, eh?" He doesn't prod. <</if>> There isn't much in the way of choice. The actual rations are very specific, but include plenty of protein. There's enough food for everyone. <</if>> <</if>> Luckily, the pub has some mashed fruit for the baby, too. <<if $phase isnot 3>>The owner includes it free of charge.<</if>> <br><br> <<if $phase isnot 3 and !$bleedingWard.drunkard>> <<loadNPC 0 "bleedingWardDrunkard">><<person1>> "Moooooother goooooooose!" The drunk <<person>> from before throws an arm over your shoulder as you wait for your food. You pay <<him>> no attention. "Breakfast for the brats? I want some eggs! Why don't we—" <br><br> <<Hes>> suddenly pulled away. You look over, and see Adams and Macleary each holding <<him>> by a sleeve. "Leave <<phim>> be," they say in unison. The <<person>> freezes up. <br><br> After a moment, <<he>> shakes them off. "Creepy fuckin' kids..." <<He>> slowly walks away, and doesn't bother you again. <br><br> "That was dangerous," you say to them, shooting a sharp glare. "Adults can be scary." Despite that, you nod your thanks to them. You think you almost see them smile for a moment. <br><br> <</if>> <<endevent "phaseless">><<canvas-model-override "mouth" "neutral">> The food is ready after some time. <br><br> <<clearNPC "bleedingWardDrunkard">> <<link [[Eat.|Bleeding Ward Food 2]]>><<pass 1 hour>><</link>> <br><<set _thermoDisable to true>><<effects>> <<npc Winter>><<person1>> <<canvas-model-override "mouth" "smile">> <span class="narration">I didn't see <<phim>> eat very often. I was convinced <<pshe>> just didn't need to.</span> <br><br> <<if $phase is 1>><<set _food to "basic">><<elseif $phase is 2>><<set _food to "rations">><<else>><<set _food to "any">><</if>> <<if _food is "basic">> A small portion of meat and fruit sits before you. Good enough. Winter eats quietly next to you. Adams and Macleary share their portion. Hope devours his as though his life depended on it. Greene makes fun of him for it while doing the same to her own. <<elseif _food is "rations">> A pair of eggs and some nondescript meat sit before you. You're not picky. Winter eats quietly next to you. Adams and Macleary share their portion. Hope devours his as though his life depended on it. Greene makes fun of him for it while doing the same to her own. <<else>> You get some thin pancakes. Winter gets the same thing. Adams and Macleary share a steak. Hope devours a plate of scrambled eggs as though his life depended on it. Greene makes fun of him for it while doing the same to some toasted bread with jam. <</if>> You carefully spoon-feed the baby. <br><br> You stay alert, repeatedly shifting your gaze to the entranceway. You don't understand how people can be laid-back at a time like this, pretending that the town wasn't just bombed. You've never understood people all that well, though. <br><br> Hope's voice snaps you out of your trance. "<<if $player.gender is "f">>Miss<<else>>Mister<</if>>? Thank you for the food." He politely bows, before sitting back down next to Greene. You blink. What a strange thing to thank someone for. You didn't even make it. <br><br> You catch yourself smiling, and quickly correct it. "I don't understand," Winter says. "You don't know any of us. Why are you doing this? Are... are you an angel?" <br><br> You wince and hurry the rest of the kids along once they're done eating. <br><br> <<link [[Keep moving.|Bleeding Ward Food 3]]>><<pass 30>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "mouth" "neutral">> <span class="narration"><<pShe>> looked nervous. It made the rest of us nervous, too.</span> <br><br> You exit the pub. "Come on, everyone grab a hand, we're going..." You stop as you look down the street you came from. A procession of monks and nuns have started to aid in the cleanup and evacuations. <br><br> You turn the other way. "We're going home," you finish. "We have to go another way. Stay close." <br><br> The kids you've rounded up will have to be enough for today. You're going to have to pass through a bad part of town, but it's better than the alternative. <br><br> <<link [[Keep moving.|Bleeding Ward Gang]]>><<endevent>><<pass 45>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "mouth" "neutral">> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <span class="narration">On that day, I learned that there will always be someone exploiting others in times of strife. There will always be a devil waiting to spring its ambush.</span> <br><br> You have to take the ocean-side route. It's much further north than you wanted to go. You can see the fire at the docks from here, and the horizon is choked with black smoke. You don't have time to stop and stare. You lead your children through the twists and turns of debris. Most of the town is out and about by now, looking for loved ones or getting ready to evacuate. <br><br> You cross the canal to a deserted street. <br><br> With practised coordination, a group of <<people>> step out from some ruined buildings and block your path forward. You come to a stop, placing your arm in front of Winter. The rest of the kids stop in turn. <br><br> "G'day, <<if $player.gender is "m">>Mister<<else>>Miss<</if>>," the <<person>> in front says. The rest of them have dingy, ratty clothes, but not <<him>>. "Afraid this road's closed. Too many unstable buildings here. You'll have to head all the way back around town... unless you want us to guide you through." <<He>> smiles. "Our fee is quite modest." <br><br> There's too many of them, and you don't want to put the kids at risk. Turning around isn't an option either. <br><br> <<if $bleedingWard.coins is 1>> <<link [[Pay their toll with the stolen coins (£15)|Bleeding Ward Gang Pay]]>><</link>> <<else>> <span class="red">You don't have any money.</span> <</if>> <br> <<link [[Pay their toll with...|Bleeding Ward Gang 2]]>><<set $trauma += 1000>><</link>><<gggtrauma>> <br><<set _thermoDisable to true>><<effects>> <<set $money to 0>> <span class="narration">On that day, I also learned what an angel looked like.</span> <br><br> You approach the <<person>> and hold out the coins. <<He>> looks impressed. "A collector? My, my." <<He>> starts to count them, and stops to think for a long moment. <br><br> "It's enough," <<he>> says. <<He>> motions for you to pass. <br><br> As you do, <<he>> grabs you by the arm. "...<i>almost</i> enough." <<His>> smile feels like it'll rot off <<his>> face. "It's enough for you and five. I didn't realise you had six," <<he>> says, gesturing to the baby. <br><br> The rest of the <<people>> start to chuckle under their breaths. "I'll make you a deal." <<He>> slowly raises <<his>> arm up, <span class="red">and points at Greene.</span> She shies away behind Hope. "Leave the girl with us, and—" <br><br> "What kind of maths are you working?" you interrupt.<br> "What?"<br> "I gave you fifteen pounds. How's that split between six people, never mind seven?"<br> "I—"<br> "You didn't think about price at all. You're just making this up on the spot."<br> "And so what if I am?"<br> "Fifteen is enough." <br><br> You step closer to <<him>>. <<He>> steps back, looking nervous. "No, it—"<br> "Fifteen is enough," you repeat, grabbing <<him>> by the wrist. <<Hes>> exactly where you want <<him>>. <<His>> confidence is in pieces. <<He>> looks at <<his>> group, who all look shocked. They're amateurs, not used to anyone talking back. It's a scheme of desperation. <br><br> You press your advantage. "If it's not enough, give it back. I'll gladly go around," you bluff. <br><br> <<He>> thinks for a moment, but you squeeze <<his>> wrist, ensuring <<he>> doesn't think too much. "Fifteen is enough," <<he>> finally says, moving aside. <br><br> The rest of the group is momentarily stunned as you look them over. A few back down from your harsh gaze. You grab Winter by the hand and move past them with everyone. <br><br> <<link [[Go.|Bleeding Ward Collapse]]>><<pass 10>><<endevent>><<set $phase to 1>><</link>> <br><<set _thermoDisable to true>><<effects>> <span class="narration"><<pShe>> told us to step back, around the corner onto one of the adjacent streets that led back the way we came. I... didn't see what happened next.</span> <br><br> <<link [[Suggest that <<pshe>> talked them down|Bleeding Ward Gang Leave]]>><<set $phase to 1>><</link>> <br> <<link [[Suggest that <<pshe>> paid with <<pher>> body|Bleeding Ward Gang Leave]]>><<set $phase to 2>><</link>> <br> <<link [[Suggest that <<pshe>> fought them off|Bleeding Ward Gang Leave]]>><<set $phase to 3>><</link>> <br> <<if $real_awareness gte 700 or $gwylanSeen?.includes("yearning")>> <span class="nextLinkWitch"><<link [["\"Leave.\""|Bleeding Ward Gang Leave]]>><<set $phase to 4>><</link>></span><<note "???" "forest-green">> <br> <<else>> <<insufficientStat "awareness" "to suggest anything else">> <</if>><<set _thermoDisable to true>><<effects>> <<switch $phase>> <<case 1>> <span class="narration">I don't know how <<pshe>> could talk down people like that. But perhaps you're right. When <<pshe>> called us back around a few minutes later, they were all gone.</span> <br><br> You call the kids back around. You shake off their questions coldly. You take one last look at the door to the ruined building on your left, seeing a limp leg twitch. <<case 2>> <span class="narration">How insolent to suggest such a thing. But perhaps you're right. When <<pshe>> called us back around a few minutes later, they were all gone.</span> <br><br> You call the kids back around. You shake off their questions coldly. You take one last look at the door to the ruined building on your left, seeing a limp leg twitch. <<case 3>> <span class="narration">Nonsense. <<pShe>> was capable, but surely the sheer number of people would have overwhelmed <<phim>>. Besides, when <<pshe>> called us back around a few minutes later, they were all gone.</span> <br><br> You call the kids back around. You shake off their questions coldly. You take one last look at the door to the ruined building on your left, seeing a limp leg twitch. <<default>> <span class="narration">...'Leave'? you think <<pshe>> just told them all to leave, and they listened? Nonsense. When <<pshe>> called us back around, they were...</span> <br><br> You place it back in your pocket, still holding your shirt over your mouth and nose. A soft verdant glow fills the street. <span class="green">A few of the gang members' eyes are glazed over.</span><br> "Leaves," one mutters, looking in the direction of the forest.<br> "Left," another one says, continually spinning counter-clockwise.<br> "Breeze," a third says, suddenly lost as <<he>> looks at the ocean. <br><br> Their leader looks around at them. "What the fuck...?" You march up to <<him>>, just barely placing two fingers around <<his>> neck. <<He>> freezes. <br><br> <b>"<span class="witch">Sit.</span>"</b> <br><br> <span class="green">In an instant, <<hes>> on the ground, looking up at you with empty eyes.</span> You crouch down to <<his>> level, cupping <<his>> cheeks with your hands. <<His>> leg kicks like that of a dog. <b>"<span class="witch">Go home.</span>"</b> <<He>> scrambles to all fours, rushing into the nearest ruined building. Everyone else looks, and after a moment, follows. You hear them collapse one by one once inside. <br><br> You wait for the glow to disperse and call the kids back around, lowering your shirt from your nose. You shake off their questions coldly. You take one last look at the door to the ruined building on your left, seeing a limp leg kick like a dog's. <br><br> It'll take you months to replace that. <</switch>> <br><br> <<link [[Move.|Bleeding Ward Collapse]]>><<pass 10>><<endevent>><<set $phase to 0>><</link>> <br><<set _thermoDisable to true>><<effects>> <<canvas-model-override "mouth" "neutral">> <<npc Winter>><<person1>> <span class="narration"><<pShe>> was already doing so much for us. I was wracked by shame and guilt for what happened next, for a long time.</span> <br><br> <<if $phase is 1>> You let the kids stop to catch their breath. You're nearly home. <br><br> Something crashes into your waist. It's Greene again, hugging your waist tightly and sobbing. "Y-you're... you're..." She can't get the words out. You gently pat her head. <br><br> "Can you be my new <<pmother>>?!" She suddenly cries out. The words alone nearly knock the wind out of you. You fail to find a response, and just hold her while she sobs. <<stress 50>><<gggstress>><<trauma -24>><<lltrauma>> <<else>> You stop to rest for just a moment. You're nearly home. <</if>> <br><br> "The place we're going is nice," you say. "Just a little further now." Adams and Macleary sit together against some rubble. Hope kicks some rocks around idly. Winter stares transfixed at the hollowed out shell of a partially collapsed building. <br><br> "What are you doing over there? You're as stiff as ice," you say,<<if $phase is 1>> gently shaking Greene off and<</if>> walking over to <<him>>.<br> "This will all be gone soon," <<he>> says. "They'll have to build something new."<br> You nod.<br> "I want to remember it like it was."<br> "What do you mean?" you ask. <br><br> "This was a biiiig building once," <<he>> says, gesturing up with <<his>> arms. "I always like looking up at big buildings, they make me feel so small and safe. They might build something not so big here, and I want to remember what it was. So I'm staring at it really hard so I remember forever!" <br><br> "Sometimes remembering isn't all that great," you say. "Especially a situation like this."<br> <<He>> shakes <<his>> head in protest. "I want to remember everything! If I picture it hard enough I can almost see it here!" <<He>> closes <<his>> eyes tightly, <<his>> tongue sticking out in concentration. <br><br> You shake your head and start to walk away. You're a good distance out when <span class="red">you hear the rubble shift.</span> Slowly, the building in front of Winter lurches towards <<him>> as the minuscule remaining support finally gives way. <<His>> eyes open. <br><br> <<link [[Save <<him>>.|Bleeding Ward Collapse 2]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<headruined>><<set $pain to 50>><<canvas-model-override "tears" 0>> <span class="narration"> I can't rationally explain what happened next. I'll blame it on the mind of a distracted child ripped back to reality like a deer in headlights. The only thing I know for sure is that <<pshe>> ran to me, and tackled me to the ground. <br><br> When <<pshe>> landed on top of me, shielding me from the falling debris with <<pher>> body, it wasn't concrete I felt beneath me. It was damp grass.<br> When my senses returned, it wasn't the smell of burning that hit me. It was roses.<br> When my eyes opened, it wasn't rubble and ruin crashing down on me that I saw.<br> It was only <<phim>>. <br><br> A dome of green, like the hills outside the moor, surrounded us. Maybe it was just the inside of <<pher>> clothes. Maybe the dust-filtered light played tricks on me. Or maybe it's simply the failing memory of an old <<personsimple>>. <br><br> The debris fell all around us. Not a single piece struck me. <<pShe>> wasn't as fortunate. There was blood running down the side of <<pher>> head. </span> <br><br> <<set $worn.upper.integrity to 10>> <<set $worn.lower.integrity to 10>> You pull Winter from the collapsed building, your vision blurring. The other children all rush towards you, but you wave them back. You look down to the <<nnpc_gendery "Winter">> in your arms. <<Hes>> breathing, but <<his>> eyes are unfocused. <<Hes>> in shock. <br><br> Your ears ring. You collapse. <br><br> <<link [[...|Bleeding Ward Recover]]>><<pass 4 hours>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set $pain to 50>><<tiredness 50>><<canvas-model-override "tears" 0>> <<generate2>><<person2>> <span class="narration">I was inconsolable. I thought my negligence had ended <<phim>>.</span> <br><br> You slowly open your eyes. The light's much different. You must have been out for a while. <br><br> "About time," says a voice you don't recognise. You sit up fast, causing a sharp pain to shoot through your head. "Easy there." A pair of firm hands hold your shoulders. A <<person2>><<person>> in a police uniform greets you as your vision finally comes back into focus. <br><br> "Name?" <<he>> asks.<br> "M-mother goose," you respond. <<He>> gives you a concerned glare.<br> You quickly look around. The children are still here, all of them quickly getting up upon seeing you wake. Winter rushes over to you, collapsing into hugging you. <<person1>><<His>> tears wet your shirt. <br><br> "This brat wouldn't stop sniveling the whole time," the <<person2>><<person>> says. <<if $bleedingWard.coins gte 1 or $bleedingWard.stamps gte 1 or $bleedingWard.drunkard is 2>> "And you're lucky for that. <<if $bleedingWard.drunkard is 2 and ($bleedingWard.coins gte 1 or $bleedingWard.stamps gte 1)>> <span class="purple">Someone of your exact description was reported for both assault and looting,</span> <<elseif $bleedingWard.drunkard is 2>> <span class="purple">Someone of your exact description was reported for assault on a patron at the pub,</span> <<else>> <span class="purple">Someone of your exact description was reported for looting,</span> <</if>> but <<person1>><<he>> begged me not to take you, saying that you just saved <<his>> life, and that it was all <<his>> fault," <<person2>><<he>> says in a mocking tone, waving <<his>> hand. "Can tell by that crack in your head and the rubble behind you that <<person1>><<hes>> telling the truth." <</if>> You reach up to your head, and feel fresh bandages around the back. <br><br> "Forgive the first responders for the fast patch job, no time for triage, as I'm sure you understand. There's not enough shelter space for the injured, never mind everyone that lost a home, and most of that shelter isn't all that safe. Where were you taking these youngsters?" <br><br> "Just outside town to the west," you say, your voice hoarse. "Out of range of—" <br> "Yeah, yeah, good enough," <<person2>><<he>> says. "The Hope family said the same, just wanted to corroborate the story." <<He>> stands up with a groan. "I'll escort you the rest of the way. Let's go." <<He>> extends <<his>> hand to help you up. <br><br> You take it and stand up, leading the way. Winter clings to your hip the entire way there. <br><br> <<link [[Go home.|Bleeding Ward Home]]>><<endevent>><<pass 2 hours>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set $bus to "home">><<set $outside to 0>><<canvas-model-override "clear">><<canvas-model-override "mouth" "neutral">> <<npc Winter>><<person1>> <span class="narration"> <<pHer>> home was like something from a children's book. There was always something to do there. Despite how long we stayed, I don't think any of us ever managed to fully explore it. There was a garden full of plants I still haven't seen anywhere else to this day, and unused children's toys everywhere. Despite that, <<pshe>> didn't seem to have any children of <<pher>> own. <br><br> Today, the town stretches just west enough to encompass where it was. At least, I think it was the west. </span> <br><br> You push the front door open. "We're home," you say to everybody. <br><br> Winter takes a cautious first step forward. <<His>> mouth hangs open. Greene rushes past <<him>>, and immediately starts to make herself comfortable. Her laughter fills the air. Adams and Macleary slowly step inside next. Adams still holds the baby close. You take them back, letting him finally relax. Hope enters last, placing his little suitcase down. <br><br> You look down to Winter, <<his>> mouth still hanging open. "You'll catch a fly," you say. <<He>> snaps out of <<his>> reverie.<br> "Sorry, I..." <<he>> starts.<br> "Like big buildings?" you finish for <<him>>. <<He>> smiles and nods. <br><br> <<link [[Home.|Bleeding Ward Home 2]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set Time.setDate(new DateTime(1940, 11, 3, 11, 0))>> <<set Weather.set("heavyPrecipitation", true, 1000)>> <<set $pain to 0>><<set $tiredness to 0>><<set $stress to 0>><<set $trauma -= 350>><<handheldwear 2 "forest green" "white">> <<set $worn.upper.integrity to 200>><<set $worn.lower.integrity to 200>> <span class="narration"> Something I vividly remember is just how rainy it became after that day. It felt like a full month of nonstop rain, and the day after the first bombing was the worst of it. But the rain didn't ever stop <<phim>>. Every day, <<pshe>> would leave, and return with another child that needed shelter. No matter how many <<pshe>> brought, it never felt cramped. There was simply always more room. </span> <br><br> You nod your head forward, letting the miserable-looking girl through the front door before tapping the rain from your umbrella. <br><br> "We're home," you say to everybody. Winter immediately stands up, runs to you, and hugs you, the force of which makes you take a step back. You slowly return the embrace. <<stress 12>><<gstress>><<ltrauma>> <br><br> "This is Fisher," you say. "She'll be staying with us."<br> The other kids all crowd around, giving their greetings.<br> "Wow, are you really a fish?" Greene asks her. <br><br> Winter looks up to you, still clinging on. "How many more kids are you going to bring?" <<he>> asks.<br> "As many as I can," you answer plainly. <br> You look back to Fisher. She's finally smiling. <br><br> <<link [[Home...?|Bleeding Ward Home 3]]>><</link>> <br><<set _thermoDisable to true>><<effects>> <<set Time.setDate(new DateTime(1940, 11, 19, 13, 0))>> <<set Weather.set("heavyPrecipitation", true, 1000)>> <<set $trauma -= 350>> <span class="narration">It felt so cold whenever <<pshe>> left, and so much warmer when <<pshe>> returned. We all felt it.</span> <br><br> You tap the rain from your umbrella and walk through the front door, holding a paper bag under your other arm. <br><br> "I'm home—" <br><br> You're nearly tackled off your feet as Winter, Greene, Hope and Fisher all crash into you. The impact sends a jolt of pain through the back of your head where the debris had hit you. <<pain 5>><<stress 24>><<gpain>><<ggstress>><<lltrauma>> <br><br> Something taps you on the shoulder. Macleary holds her hands out, offering to take the bag with a smile. It's the widest smile you've seen from her yet, and Adams wears a matching one. You hand over the bag with a nod of thanks, allowing you to return the smaller childrens' embrace. <br><br> After a moment, you clear your throat, prompting them to finally break off. "Everyone, it's Hope's birthday today. His family gave us a cake to celebrate." Their eyes all fill with excitement. Some of the newer children look over. "There's enough for everyone." You nod to Macleary, and she brings the bag to the kitchen. <br><br> Hope starts to tear up. As usual. At least it's happy tears, this time. Greene hugs him tightly. <br><br> The home is filled with the sounds of celebration as everyone sings for him. <br><br> <<link [[Home...|Bleeding Ward Home 4]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<set T.smokeOff to true>> <<set Time.setDate(new DateTime(1940, 12, 2, 3, 36))>> <<set Weather.set("lightClouds", true, 1000)>> <<set $trauma -= 350>><<set $tiredness to 1600>> <<upperundress "bleedingWard">><<lowerundress "bleedingWard">> <<feetundress "bleedingWard">><<handheldundress "bleedingWard">><<upperwear 148 "olive">> <span class="narration"> I followed <<phim>> around everywhere. Some of the time <<pshe>>'d shoo me away, saying <<pher>> work was sensitive. But <<pshe>> let me most of the time. After a few weeks, <<pshe>> even stopped looking annoyed about it. </span> <br><br> <span class="red">You hear something moving in your bedroom.</span> You snap awake and sit up. <br><br> Your eyes scan the room. A tiny, shadowy figure stands at the foot of your bed. You wipe the drowsiness from your eyes. It's... Greene. <br><br> "<<if $player.gender is "m">>Mister?<<else>>Miss?<</if>> S-sorry for waking you up," she says softly.<br> "Greene? How did you even find my room?"<br> "W-winter told me where it was."<br> "And how did <<he>> know that?"<br> "<<He>>... <<he>> watches you a whole lot." <br><br> You sigh. This is what you get for letting <<him>> follow you around so much. You scratch the back of your head.<br> "I had a really bad dream," she says. "Can I sleep in here tonight? I don't feel safe in my room."<br> You stare at her for a moment, processing her request.<br> "I... sure," you finally say. You think she smiles. You move your blankets aside, giving her room. She snuggles up next to you. <<lltrauma>> <br><br> "<<if $player.gender is "m">>Mister?<<else>>Miss?<</if>>"<br> You open your eyes. "Yes?"<br> "Why do you only call us by our surnames?"<br> "First names are too intimate for me. Why?"<br> "Winter wanted me to ask."<br> You close your eyes again. <br><br> "<<if $player.gender is "m">>Mister?<<else>>Miss?<</if>>"<br> You open your eyes again. "Yes, Greene?"<br> "My first name is A-."<br> "That won't work on me," you interrupt. "Did Winter tell you to try that, too?"<br> "Y-yes..."<br> You sigh. "That <<nnpc_gendery "Winter">> is far too curious."<br> Greene nods. "<<He>> said <<he>> wants to remember everything."<br> "I know. Go to sleep, Greene." <br><br> <<link [[Sleep.|Bleeding Ward Home Christmas]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<set T.smokeOff to true>> <<set Time.setDate(new DateTime(1940, 12, 25, 16, 0))>> <<set Weather.Temperature.set(-15)>><<set Weather.set("heavyPrecipitation", true, 1000)>> <<set $trauma -= 350>><<set $tiredness to 0>><<set $pain to 0>> <<storeonupper "bleedingWard">><<storeonlower "bleedingWard">> <<storeonfeet "bleedingWard">><<storeonhandheld "bleedingWard">><<feetwear 24 "black">><<canvas-model-override "mouth" "smile">> <span class="narration"> It was only <<phim>>, but <<pshe>> somehow always managed to take care of all of us. We were well-fed, cared for. Loved. One would never think a <<if $player.gender is "m">>man<<else>>woman<</if>> that looked so cold could be so compassionate. In time, we all began to think of <<phim>> as a <<pmother>>. </span> <br><br> You tap the snow from your umbrella as you walk through the front door. <br><br> "I'm home," you say to everybody. <br><br> You smell something... burning? You look around, but don't see anyone. You hear whispering from the kitchen. <br><br> You turn the corner. "Merry Christmas!" a chorus of voices yell to you. Everyone's in the kitchen. There's an abomination that vaguely resembles food on the table. You were planning on cooking that for a Christmas dinner. <<stress 24>><<ggstress>> <br><br> You stare, speechless. "We wanted to take some of the burden," Fisher says. "You're always taking care of us. We don't have anything to give you, so we..."<br> "We all worked together," Adams and Macleary say in unison.<br> "It was the least we could do," Winter says. "But I think we messed it up." <br><br> You can't help yourself, and laugh under your breath. You start to feel choked up. You spread out your arms wide. "Merry Christmas." The children all rush to you in a big group hug. <br><br> Dinner is awful. <<lltrauma>> <br><br> <<link [[...|Bleeding Ward Home 5]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<set T.smokeOff to true>> <<set Time.setDate(new DateTime(1941, 1, 18, 15, 30))>><<set Weather.set("lightClouds", true, 1000)>> <<set $trauma -= 1000>><<set $stress to 0>><<handheldruined>> <span class="narration"> Children cycled out regularly over the months. Lost families reuniting, or picking up their children to flee the town entirely. I don't remember the specifics of who ended up where, though. <<pShe>> never asked for payment from the families, but didn't turn it down if it was offered. <<pShe>> only ever asked for something to remember each child by. Thinking on it now, I don't know how <<pshe>> supported us. <<pShe>> didn't seem to have any money on the first day, and yet money wasn't ever an issue. </span> <br><br> You shake Mr. Hope's hand. His grip is firm, and he nearly shakes your whole body with his massive frame. "We owe you a great debt," he says. His son stands next to him, wiping his eyes. Greene holds his other hand. <br><br> The two of them break off, hugging you by the waist. "Thank you so much," they say. Hope starts to sob. As usual. Maybe that's all he had to do to convince his father to adopt Greene. <br><br> Her mother never turned up, but never appeared in any casualty reports either. At least she's going to a good home, with a good friend. <br><br> Mr. Hope digs around in his pockets, handing you a stack of notes. You don't bother counting it. "Just... give me something to remember them by," you request. He looks down to them.<br> Hope removes his hat, holding it out to you. Greene does the same with her star-shaped hairpin.<br> You clutch them tightly, and move to hug the two of them even tighter.<br> "Be good," you say. They both nod.<br> "We'll never forget you," they both say. <<lltrauma>><br> "Nor I you," you respond. <br><br> The door closes. <br><br> <<link [[They're home now.|Bleeding Ward Home 6]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<set T.smokeOff to true>> <<set Time.setDate(new DateTime(1941, 3, 4, 11, 50))>><<set Weather.set("lightClouds", true, 1000)>> <<set $trauma -= 1000>><<set $stress to 0>> <span class="narration">I started to miss the other kids. But <<pshe>> made the gradual loneliness easier to bear.</span> <br><br> You tap the dirt from your boots. <br><br> "I'm home," you say to all the budding flowers in your garden. <br><br> "Welcome home!" comes Winter's voice, making you jump. <<He>> springs out from around the corner of the house. <<stress 6>><<gstress>> <br><br> You stare daggers at <<him>>. "Winter. How many times—"<br> "I know the garden is off limits, but it's so lonely in the house!"<br> You keep your stern gaze on <<him>>, but you can't hold it. You know how hard it is. You know it all too well. <br><br> Adams and Macleary were taken in by a godparent last week. They gave you a mismatched pair of wool mittens to remember them by. Fisher's older brother finally returned from military service, and took her back in. She gave you a rusty coin she found on the sidewalk a week prior to leaving. That baby you found in the manor was taken by some government orderlies when it was determined they had no surviving family. It was just Winter and a few other kids now. <br><br> You sigh. "Well, come on then. Grab a trowel and a pair of work gloves. If you're going to bother me, you're at least going to make yourself useful." <br><br> <<His>> smile seems to make the clouds go away. It's contagious. <<lltrauma>> <br><br> <<link [[...|Bleeding Ward Home 7]]>><</link>> <br><<set _thermoDisable to true>><<effects>><<set T.smokeOff to true>> <<set Time.setDate(new DateTime(1941, 4, 30, 20, 0))>><<set Weather.set("heavyClouds", true, 1000)>> <<set $trauma to 0>><<canvas-model-override "tears" 4>><<canvas-model-override "mouth" "neutral">><<set $pain to 50>> <span class="narration"> Six months in total. I stayed as long as I could. I was one of the first ones there, and I was the last one to leave. <br><br> Truthfully, I didn't ever want to. But when it was determined that the bombings had officially ended, <<pshe>> had no legal grounds to shelter us anymore. I vaguely remember an attempt <<pshe>> made to become a licensed guardian. <<pShe>> wanted to designate <<pher>> home as an orphanage. It fell through for reasons that flew over my head at the time. <br><br> What I do remember, is how tightly we held each other on that last day. It was the only time I saw <<phim>> cry. Up until that point, I didn't think <<pshe>> saw me as a <<daughter>>, and knowing that <<pshe>> did made it that much harder to let go. </span> <br><br> You're home. <br><br> And it's about to be empty. <br><br> Children's toys lay unused on the floor. Walls and shelves that once echoed the sounds of joy now stare back silently. Neglected beds collect dust. Gloom surrounds you, cloying and all-consuming. You cling tightly to your last light. <br><br> Winter clings back. "P-please don't let me go," <<he>> sobs. "I want to stay!"<br> "I wish you could," you say. You choke on your words. "I wish you could." <br><br> That's all you do for the whole day, for as long as you can. Your head pounds.<br> The time comes.<br> Winter reaches into <<his>> pocket, and pulls <<his>> pocketwatch out.<br> "I-I'm not allowed to leave home without it. Everyone in the family has one. S-so, you need one too."<br> <<His>> words are the breaking point. Months of emotion crash through you. You can't hold back the tears anymore. <br><br> They have to pull you apart. It takes five of them. <br><br> The door slams shut. You're plunged into darkness. Alone. <br><br> <<link [[The worst part of living in a dream is waking up.|Bleeding Ward Checkpoint]]>><<endevent>><</link>> <br><<bleedingWardEnd>> <<effects>> <<set $museumAntiques.paintings.paintingward to "museum">> <<npc Winter>> <<set _otherPronoun to C.npc.Winter.pronoun is "m" ? "f" : "m">> <<generateNPC 2 a _otherPronoun _otherPronoun 10>> <<person1>> Winter wipes <<his>> eyes. <br><br> "I begged the family to let me see <<person2>><<him>> again. It took years. They didn't want me to see <<him>> for reasons that they never explained to me. By the time they finally agreed, the house was deserted." <br><br> <<person1>><<He>> clears <<his>> throat. "Apologies. These are deep memories, and I may have gotten some of the details wrong." <<He>> reaches for a bottle of water. <br><br> "My voice isn't what it used to be, either. Talking so much is tiring. And I haven't even gotten to the painting yet! We can stop here, if you'd like." <br><br> <<link [[Ask Winter to tell you the rest of the story (0:15)|Bleeding Ward More]]>><</link>> <br> <<link [[Continue the story later|Bleeding Ward End Early]]>><</link>> <br><<effects>> <<set $bleedingWardCheckpoint to true>><<set $daily.winterStoryTime to false>> You tell Winter that you don't have time to hear the rest right now. <<He>> nods in understanding. "Some other time, maybe. I'll take the chance to rest my voice." <br><br> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<effects>><<unset $bleedingWardCheckpoint>><<npc Winter>><<person1>> <<switch $speech_attitude>> <<case "meek">> "I-I want to hear the rest of your story," you say to Winter. <<case "bratty">> "I've got time now, I want to hear the rest of that story of yours," you say to Winter. <<default>> "I want to hear the rest of your story," you say to Winter. <</switch>> <br><br> <<He>> sighs and pulls up a chair. "Where did we leave off? Oh, right. A long time had passed." <<He>> makes <<himself>> comfortable. <br><br> "I remember this part much more, as it was more recent. Seeing the bombings, and the exploitation, is what made me join the army when I got older. The whole family approved. The war was long since over by that time, though. It was over two decades since the day of the first bombing. I went out on the town with some of my army mates. In fact, we went to the same pub..." <br><br> <<link [[...that had a collapsed entrance.|Bleeding Ward Epilogue]]>><<pass 15>><<endevent>><</link>> <br><<effects>> <<switch $speech_attitude>> <<case "meek">> "I-I want to hear the rest," you say, leaning forward in your chair. <<case "bratty">> "You can't just end a story on a heartache like that!" you say, leaning forward in your chair. "Spit out the rest!" <<default>> "I want to hear the rest," you say, leaning forward in your chair. <</switch>> <br><br> "Alright, alright," <<he>> says. <<He>> takes a long drink from <<his>> water bottle. <br><br> "I remember this part much more, as it was more recent. Seeing the bombings, and the exploitation, is what made me join the army when I got older. The whole family approved. The war was long since over by that time, though. It was over two decades since the day of the first bombing. I went out on the town with some of my army mates. In fact, we went to the same pub..." <br><br> <<link [[...that had a collapsed entrance.|Bleeding Ward Epilogue]]>><<pass 15>><<endevent>><</link>> <br><<bleedingWardStart "epilogue">> <<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set Weather.set("heavyPrecipitation", true, 1000)>> <<npc Winter>><<person1>> <span class="narration">Yes, it was the very same one. I could still see the difference in colour between the front of the building and the rest of the structure, but the repairs were otherwise done masterfully. I saw someone that looked far too familiar that night.</span> <br><br> <<wearProp "beer mug">> Thunder gently rumbles outside. The pub gets louder as a group enters all at once. You steal a glance at the intrusion, and see a group of <<people>> in military uniforms. You take a heavy swig of your drink. <<galcohol>> <br><br> It suddenly gets quiet again. You notice, but not enough to think about it too much. You feel like putting your head on the bar and going to sleep. <br><br> "Hey <<if C.npc.Winter.gender is "m">>man<<else>>girl<</if>>, you alright? You look like you've seen a ghost." <<Hes>> not talking to you. Just ignore <<him>>. <br><br> "Y-yeah. Hey, you <<if C.npc.Winter.gender is "m">>lads<<else>>girls<</if>> go grab a table, I'll be right there." Still not talking to you. Just- <br><br> Someone takes the seat next to you. "Excuse me?" <br><br> Damn it. <br><br> <<link [["\"No, you can't buy me a drink.\""|Bleeding Ward Epilogue 2]]>><<pass 1>><<set $phase to 1>><</link>> <br> <<link [["\"That seat was taken.\""|Bleeding Ward Epilogue 2]]>><<pass 1>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration"><<pHer>> accent was different. Heavier. Almost melodic. I wasn't thinking entirely clearly, understand. My mind raced to unreasonable conclusions. Surely twenty years was long enough to simply develop a new accent, I thought, entirely ignoring that <<pshe>> didn't look a day older.</span> <br><br> <<if $phase is 1>> <<He>> seems caught off-guard. "I can see that, you're enjoying the one you've got well enough," <<he>> says. <<else>> <<He>> seems caught off guard. "I'll only be a moment," <<he>> says. <</if>> "You... I'm sorry, you look a lot like someone I knew a long time ago." <br><br> "Nice try, I've heard that one plenty. Pretend you know someone, say they look familiar, one of the oldest tricks in the book," you say. You finally turn to look at <<him>>. Your eyes scan <<him>> up and down. <<Hes>> quite <<if C.npc.Winter.gender is "m">>handsome<<else>>pretty<</if>>, <<his>> uniform is freshly pressed and well-cared for. You get a vague sense of recognition, but you get that with a lot of people. Your vision is a little fuzzy right now, though, maybe... <br><br> "I'm sorry, my memory must be failing me," <<he>> says politely as <<he>> stands back up. Something in <<his>> voice is disarming. <br><br> <<link [["\"Wait.\""|Bleeding Ward Epilogue 3]]>><<pass 1>><<set $phase to 1>><</link>> <br> <<link [[Grab <<his>> arm.|Bleeding Ward Epilogue 3]]>><<pass 1>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<handheldon>> <span class="narration">I knew I couldn't be mistaking that chilling beauty.</span> <br><br> <<if $phase is 1>> <<He>> stops, and sits back down. <<else>> You practically pull <<him>> back down into the seat. <</if>> You look at the nametag on <<his>> uniform. <br><br> Of course. <br><br> "You must be one of the brats <<if $player.gender is "m">>dad<<else>>mum<</if>> took in during the blitz," you say. "Winter... <<pshe>> talked about you all the time. An army brat now." <br><br> The look on <<his>> face is hard for you to stick a name on. Wonder? Relief? "I didn't know <<pshe>> had a <<if $player.gender is "m">>son<<else>>daughter<</if>>." <br><br> "The bombings were over by the time I was born," you explain. "We wouldn't have met." You chug the rest of your drink. <<set $drunk += 120>><<ggalcohol>> <br><br> "...but I still know plenty about you. <<pShe>> talked about you like you were my long-lost older <<sister_npc>>." <<His>> smile is radiant. <br><br> You retell <<him>> the stories. The other children. The building that collapsed on <<him>>. The pocketwatch. How <<he>> wanted to 'remember everything.' <br><br> <<link [[Talk with <<him>> more.|Bleeding Ward Epilogue 4]]>><<pass 3>><<set $phase to 0>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration">We talked for a long while, but there's only one question I got a clear answer to. The first one I asked.</span> <br><br> "So where is <<pshe>> now? I would love to see—"<br> "<<pShes>> gone."<br> A silence hangs over the pub.<br> "Sickness took <<phim>> a few years ago." You wave the bartender down for another drink. You see the look on Winter's face, and make it two. <br><br> <<He>> slides money of <<his>> own forward. "Please, allow me."<br> "Oh, aren't you a sweetheart," you say with a smile as you ruffle <<his>> red hair. <br><br> More silence. <br><br> "You made <<phim>> very happy," you say. "Before me, <<pshe>> had bad luck having kids. You gave <<phim>> hope, and without that hope, I don't think I would have been born. When it was <<pher>> time, <<pshe>> had a smile on <<pher>> face." <br><br> <<He>> doesn't respond, but <<he>> doesn't need to. You've softened the blow as much as you can. <br><br> <<link [[Drink with <<him>>.|Bleeding Ward Epilogue 5]]>><<set $drunk += 60>><<pass 10>><</link>><<galcohol>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<wearProp "beer mug">><<set $pain to 15>> <span class="narration"><<pShe>> thoroughly resisted any attempts to get to know <<phim>>. Just like <<pher>> <<pmother>>.</span> <br><br> You endure <<his>> questioning, giving non-answers and jokes in response each time. Your head pounds. <<gpain>> <br><br> "How rude of me for not asking this first. What's your name?" <<he>> finally asks. <br><br> "My own business," you answer. "If you have to call me something, call me 'the <<girl>> your mum warned you about.'" <<He>> lets out a small chuckle, but frowns. <br><br> You give <<him>> a side-eye, before you turn and lean towards <<him>>. "Oh, Lord, you're a mope. Drink a bit more and lighten up, will you?" You playfully punch <<him>> on the shoulder. "Just like <<if $player.gender is "m">>dad<<else>>mum<</if>> said, you want to fill up that rattling skull of yours and remember everything. You just have to know all about me, yeah?" <br><br> You lean closer, standing up at this point. "Did you ever consider that I might be here tryna' drown out some memories myself? And in comes you, prim and proper, <<if C.npc.Winter.gender is "m">>big handsome army man<<else>>pretty little army girl<</if>>, making me remember what I'm tryna' forget." <br><br> <<His>> breath tickles your face as <<he>> leans back away from you. You lean in further. <<He>> nearly tips <<his>> stool over. <<arousal 500>><<garousal>> <br><br> "I... I'm sorry. I'll just go." <<He>> slides out, <<his>> chair scraping loudly against the floor, and escapes to join <<his>> friends across the pub. <br><br> You sit back down with a pout. "Fool," you mutter, unsure of whether you're talking about <<him>> or yourself. You feel a warmth rising in you. <br><br> <<link [[...|Bleeding Ward Epilogue 6]]>><<pass 2>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration">I thought that would be the end of it.</span> <br><br> Your head rests on the bar, your eyes closed. Obnoxious music begins playing, denying you the mercy of blacking out. <br><br> You can't help yourself. After a few minutes, you peel your face off the bar and turn around, looking at the group. They're all talking and laughing, except <<him>>. You focus and listen in. <br><br> "...and <<he>> couldn't stand the stuff for weeks!" Laughter. "All over <<his>> chest!" More laughter. Noise. "What about you, Winter?" Your ears twitch. You listen more keenly for <<his>> voice. The other noises in the pub all fade away. "Any luck with that minx over there? Looks like <<pshe>> could go like belt-fed mortar." <br><br> <b>Minx?!</b> <br><br> You avert your gaze quickly.<br> "It's not like that," comes Winter's voice. Oh, it's not, is it? You'll show <<him>>. <<stress 24>><<arousal 500>><<ggstress>><<garousal>><br> "<<pShe>>'s the <<if $player.gender is "m">>son<<else>>daughter<</if>> of someone I knew as a kid." You look to <<him>> again, sizing <<him>> up once more. <br> <<if C.npc.Winter.gender is "m">> Broad shoulders.<br> Good muscles.<br> <<else>> Tidy hair.<br> Good hips.<br> <</if>> Smart.<br> Prior attachment.<br> Military, so won't be around often.<br> A beautiful memory.<br> Lived through severe trauma.<br> Remembers all of it.<br> <span class="red"><i>Perfect.</i></span><br> You lick your lips.<br> "Are you sure? I think <<pshe>> might be interested in you."<br> One of them is looking right at you. You look away again. <br><br> <<link [[Get ready.|Bleeding Ward Epilogue Spell]]>><<pass 2>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration">My friends told me that <<pshe>> kept staring at me on and off. I didn't believe them at the time.</span> <br><br> You take a small packet from your pocket, tearing it open and emptying its contents into your drink. You then drop in a single hair, and slowly run your finger around the ring of the mug. <br><br> "Yeah? What makes you think so?" Winter's voice comes from across the pub.<br> "I'm telling you, <<pshe>> was just licking <<pher>> lips." <br><br> <i><span class="lewd"> "One powdered feather plucked from great beast's wings,<br> Two parts fresh whale's brine, the mixture secures.<br> Requests thrice accepted, I'll hand you my strings,<br> One, Two, Three, I'm Yours." </span></i> <br><br> "Liar. Don't mess with me like that," <<he>> says.<br> "Whatever." <br><br> You finish your drink. <<set $drunk += 60>><<set $drugged += 200>><<galcohol>><<ggdrugged>> <br><br> <<link [[Approach.|Bleeding Ward Epilogue 7]]>><<pass 1>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<handheldon>> <span class="narration"><<pShe>> made me feel small in a way that still sends shivers up my spine, despite <<phim>> being a head shorter than me.</span> <br><br> "Oh, watch out, I think you made <<phim>> mad."<br> "What are you on about?"<br> You march right up behind <<him>>. One of <<his>> friends points at you. Winter straightens up, but doesn't turn around.<br> "So rude," you say, <<if $player.gender is "f">> putting your hands on your hips. <<else>> crossing your arms. <</if>> "You really can't take a hint. Look at me."<br> <<His>> friends jeer at <<him>>. "Better do what your <<girl>> says!"<br> Winter turns in <<his>> seat at a glacial pace. You lock eyes. <span class="red"><b>One.</b></span> <<arousal 500>><<garousal>> <br><br> You step forward, placing your hands on <<his>> shoulders. <<His>> friends all hoot and holler.<br> With a leg on either side of <<his>> seat, you sit on <<his>> lap. <<He>> freezes up, <<his>> face turning as red as <<his>> hair.<br> You take <<his>> arms in yours, moving them to your hips. "Need you to keep me steady," you say.<br> You reach behind <<him>> and take <<his>> drink. You lean back so <<he>> can see you clearly, and chug it. <<set $drunk += 240>><<ggalcohol>><br> <<His>> friends continue to holler, encouraging you.<br> You wipe your mouth, and place your arms on <<his>> shoulders again. "Order me another," you say. After a moment, <<he>> nods vigorously, flagging down the bartender. <span class="red"><b>Two.</b></span> <<arousal 500>><<ggarousal>> <br><br> You maintain eye contact, staring right through <<him>>. You exhale. Your breath is as sweet as your words.<br> "Now apologise for leaving me alone over there," you say.<br> "I... I'm sorry?"<br> "Say the words."<br> "I'm sorry for leaving you alone at the bar." <span class="red"><b>Three.</b></span> <<arousal 1000>><<gggarousal>> <br><br> <<link [[I'm yours.|Bleeding Ward Epilogue Bewitched]]>><<pass 5>><<control 50>><<set $trauma to 4499>><<stress -24>><</link>><<llltrauma>><<llstress>><<ggcontrol>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<handheldon>><<set $pain to 0>> <span class="narration"> <<pShe>> looked at me in a very peculiar way. Satisfied? Smug? As if I had just done something <<pshe>> found very amusing. It felt like I had passed some kind of test of <<phers>>, as <<pshe>> became much friendlier after that. </span> <br><br> You feel a jolt as it kicks in. Your head is much clearer. Your fingers and toes tingle for a moment, and the pounding in the back of your skull ceases. <br><br> "Good <<nnpc_gendery "Winter">>," you say, patting <<him>> on the head. <br><br> You feel spry, like you need to move. <br><br> You stand up from <<his>> lap and hold out your hand. "I want to dance," you say. "Consider it my side of the apology for being such a <<if $player.gender is "m">>prick<<else>>bint<</if>>. Can you dance?"<br> "Not if my life depended on it," <<he>> responds. <<He>> takes your hand anyways.<br> "It's okay. I can't either," you lie. <br><br> <<link [[Dance.|Bleeding Ward Epilogue Dance]]>><<pass 40>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration">You should feel blessed that you'll never have to see our definition of 'dancing'. It was quite atrocious.</span> <br><br> You were hoping for slower music. Instead, you make yourself look like an absolute buffoon to some upbeat noise. Winter seems to be having fun, at least. <br><br> The mixture is certainly working. Every time you see <<his>> face, the heat inside you grows. <<arousal 1000>><<garousal>> <br><br> A few of <<his>> friends join in and out. A step, a pivot, a switch. You dance for a moment with someone whose face you'll forget in less than five minutes.<br> A pivot, a twirl, a step. Back to Winter. A face you won't be forgetting. <br><br> The music finally starts to slow down, giving you an excuse to get closer to <<him>>. You place your arms around <<him>> right away. <br><br> Questions. You need questions. You need to know more about <<him>> or this won't work. Keep it in your pants until then. <br><br> "Army <<nnpc_gendery "Winter">>. Are you thinking on serving forever?"<br> "Definitely not forever," <<he>> says. "No one lives that long. Besides, the family wants me to run the museum some day." <br><br> Right. <i>That</i> Winter family.<br> "What about you? What do you do?" <<he>> asks.<br> "Hopefully you, by the end of the night." You weren't supposed to let loose this quickly. At least it made <<him>> laugh.<br> "You're pretty funny," <<he>> says. "But it's not fair if this is one-sided."<br> "One-sided is what I do best. And that's your front side facing mine." That was terrible. But that one made <<him>> laugh too. <br><br> <<link [[Keep going.|Bleeding Ward Epilogue Dance 2]]>><<pass 40>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration"><<pShe>> finally let <<pher>> guard down.</span> <br><br> "Come on. Give me something to work with," <<he>> says. <br><br> You sigh. "Alright. I'm a collector. I'm interested in coins, trinkets, the like. If you're going to be running a museum, we won't be so different. I'm just less public about it." <br><br> <<He>> suddenly twirls you. In your current state, it feels like your stomach just jumped down two flights of stairs without touching a single step. You can't help but giggle. <br><br> "That rose in your hair is <<if $player.gender is "m">>classy<<else>>pretty<</if>>," <<he>> says. "Did you grow that yourself?"<br> "I did. I love roses," you say through giggles. "Only red and white ones, though. I hate pink roses." You didn't mean to answer that so quickly. <br><br> Two genuine answers seemed to be enough for <<him>>. In turn, you draw the answers you need from <<his>> lips effortlessly as you continue to dance. <br><br> <<link [[Enough.|Bleeding Ward Epilogue 8]]>><<pass 2>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration">I don't remember much more of that night. <<pShe>> got me to drink a lot more than I was used to.</span> <br><br> "You still haven't told me your name," <<he>> says. <br><br> You rest your head in the crook of <<his>> neck. "We have a lot more catching up to do," you say. "I would have liked to know you much sooner than this. I'll make you a deal. If you can drink me under the table, I'll tell you anything you want." <br><br> <<He>> stops. "Anything?"<br> "Anything." <br><br> You nod back over to your table. <<He>> obliges, taking your hands and leading you over. You're grateful. It's getting hard to stay steady, and your lust is reaching a boiling point. You need to wrap this up soon. <<arousal 2000>><<ggarousal>> <br><br> <<He>> motions for you to sit first. You instead push <<him>> down and sit on <<his>> lap. You can hear <<his>> heart pounding in <<his>> chest. You stay in <<his>> lap for much of the night. <br><br> <<link [[Catch up.|Bleeding Ward Epilogue 9]]>><<pass 1 hour>><<set $drunk += 120>><<arousal 3000>><</link>><<gggalcohol>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>><<canvas-model-override "clear">> <span class="narration">I never had a chance at beating <<phim>> in a drinking match.</span> <br><br> "I give," <<he>> says. "Can't drink any more. 'Less... you want me getting sick." <<His>> face is flushed. <<His>> friends all boo in disappointment. You take a victory swig, and they all cheer you on. <br><br> You're trembling. You can't conceal it anymore. "Don't feel too bad," you say. "I have a pretty h... high tolerance." You push up closer to <<him>>. You exaggerate the motion, practically grinding on <<him>>. <br><br> "There's a consolation prize," you say. "But only if you can answer a riddle for me."<br> "C-consolation prize? I'm interested," <<he>> says.<br> You look around. It's raining outside. No, too cliché.<br> You look at <<his>> friends. Your vision's too blurry to make out any details to use.<br> You think of the date.<br> You poorly stifle a laugh. You've got a good one. <br><br> "Hey," you whisper in <<his>> ear. "It's really hot in here. Can winter come in summer?"<br> <<He>> blinks. "What?"<br> You hold <<him>> tighter.<br> "I said..."<br> You whisper softer.<br> "<i>...can Winter cum in Summer?</i>" <br><br> <<link [[Answer the riddle.|Bleeding Ward Epilogue 10]]>><<pass 2 hours>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set $location to "town">><<strip>><<canvas-model-override "arm_right" "idle">><<canvas-model-override "arm_left" "idle">> <<set $trauma to 3500>><<set $stress to 0>><<set $loveInterest.primary to "Winter">> <span class="narration"> We were far too drunk to continue. <<pShe>> asked me to take <<phim>> home. I asked where <<pshe>> lived, and <<pshe>> clarified that <<pshe>> meant my home. I obliged. Nothing happened after that, though. </span> <br><br> "Now it's too cold," you whisper. <<His>> hot breath tickles your skin. "Keep me warm." <<if $player.sex is "f">> <<bodyliquid "vagina" "semen" 4>> You let out a moan as you feel every inch of <<his>> length enter you. You ride <<him>> like an animal. <<else>> <<bodyliquid "penis" "goo" 3>> <<set $penisuse to "othervagina">><<set $penistarget to 0>><<set $NPCList[0].vagina to "penis">> <<He>> lets out a moan as you slowly insert every inch of your length into <<him>>. <<He>> rides you like an animal. <</if>> Your first orgasm comes almost instantly. <<orgasm>> <span class="narration">No, really. I mean it. Nothing happened.</span> <br><br> <<if $player.sex is "f">> "Give it to me. All of it." <span class="pink"><<He>> groans, and you feel <<his>> warm semen filling your womb.</span> Looks like <<he>> found the answer to the riddle. You need more. You grind on <<him>> for a minute, before continuing to ride. <<else>> "Take it. All of it." <span class="pink"><<He>> shudders in climax, but you keep thrusting.</span> Looks like <<he>> found the answer to the riddle. <</if>> <br><br> <span class="narration">Why are you looking at me like that? Do you not believe me?</span> <br><br> <<if $player.sex is "f">> "Wait, let me slow down," <<he>> says.<br> "More. Fill me with it." You take both of <<his>> hands and ride <<him>> harder. <<else>> "F-faster," <<he>> says.<br> You take both of <<his>> hands and thrust your hips, forcing <<him>> to go faster. <</if>> <<orgasm>> <span class="narration">Fine. Believe what you will.</span> <br><br> "More!" <<if $player.sex is "f">> <<He>> grips your hips tightly, thrusting harder and harder against you. <span class="pink"><<He>> ejaculates deep into your womb.</span> <<else>> <<He>> rides you faster and faster. <span class="pink"><<He>> shudders in climax.</span> <</if>> <<orgasm>> A streak of lightning briefly lights the room, casting the brilliant shadow of your union on the wall. The following thunder fails to drown out your joined moans. <<orgasm>> <<link [[Together, As One.|Bleeding Ward Epilogue Morning After]]>><<bodyliquid "clear">><</link>><<llltrauma>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set Time.setDate(new DateTime(1962, 6, 26, 6, 30))>> <<set Weather.set("lightClouds", true, 1000)>> <<silently>><<clotheson>><</silently>> <<set $tiredness to 0>><<set $arousal to 1500>><<set $orgasmdown to 0>> <<set $trauma to 3000>><<set $pain to 15>><<set $drunk to 0>><<set $drugged to 0>> <span class="narration"> While I may not remember the end of the night, I definitely remember how I felt the next morning. I feel as though I had lost something. Or... I'm not sure how to say this. It was like I gained the absence of something. Does that make sense? <br><br> It didn't help that I was very hungover. <<pShe>> looked better than ever, though. There was a new light in <<pher>> eyes. </span> <br><br> You lay there, staring at <<him>>. For most of the night, that's all you do. Over and over, your eyes trace every minuscule detail of <<his>> face. <<His>> body. The shape and tempo of your dance the night before. Every little thing <<he>> said. You trace it in your mind's eye again and again. <br><br> Someone once told you that, if you stare at something long enough, you'll remember it forever. <br><br> The rising sun lights up <<his>> face, and <<his>> eyes open. <<He>> looks surprised, sitting up and wiping the confusion and exhaustion from <<his>> eyes. "Good... morning?" <br><br> "About time," you say. "I didn't want you waking up alone, so I stayed here waiting." You shoot up out of bed, grabbing your clothes from the floor and getting dressed. "You're welcome. I'm going." <br><br> <<He>> blinks. "I'm sorry. I had fun last night—wait, you're leaving?"<br> "I can hardly stick around forever. What, didn't get enough of me last night?"<br> "No, it's not that, it's just... I still don't even know your name! Will I even see you again after this? I—" <br><br> You walk up to <<him>>, bringing your face uncomfortably close to <<his>> again. "You're so sappy. Next time, we'll go to my house instead, and I'll show you my collection." You ruffle <<his>> hair. "Don't spend too much time thinking about a seabird like me, though." <br><br> You stand in silence for a moment. <<He>> makes a move towards you, and tries to kiss you. You hold your palm up to <<his>> face. "Sorry, I don't do kisses. Too intimate." <br><br> You gather your things and leave. <br><br> <<link [[Time goes on.|Bleeding Ward Epilogue 11]]>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set Time.setDate(new DateTime(1964, 2, 14, 13, 0))>> <<set Weather.set("heavyClouds", true, 1000)>><<set Weather.Temperature.set(-10)>> <<canvas-model-override "clear">> <<set $tiredness to 0>><<set $arousal to 1500>><<set $trauma to 2500>><<set $statFreezeIgnoreRestrictions to true>> <<upperwear 103 "wine" "white">> <<if $player.gender is "f">> <<underupperwear 33 "black" "green">> <<else>> <<underupperwear 28 "green" "black">> <<lowerwear 109 "black">> <</if>> <span class="narration"> We kept in touch. I would visit <<phim>> frequently, and a relationship formed between us. <br><br> It was on and off. We understood that, due to my military service, we wouldn't walk the same paths in life. There were long stretches of time where we wouldn't see each other. But whenever I returned, our relationship would rekindle for a time. <br><br> Something about me being in the military seemed to bother <<phim>>. The stories of the bombings that <<pher>> <<pmother>> told <<phim>> likely left a bad impression. Still, <<pshe>> never said anything to me about it directly. <br><br> We left on good terms when I was transferred. </span> <br><br> You hear the door's bell jingle. You look up, and a smile crosses your face automatically, despite the fact that this is the last person you were hoping to see on today of all days. Your head throbs. You already know what this is going to be about. "Winter!" <br><br> <<He>> approaches your counter, returning a much more sad smile. "Hey. I'll be leaving on a long trip soon. A... really long one. I'm just here to say goodbye." <br><br> Your smile quickly fades. "Wow, incredible Valentine's Day present," you say. "More army junk?"<br> <<He>> shakes <<his>> head. "I've been transferred to the intelligence corps. I'm glad you mentioned that, actually. I know roses are cliché, but—"<br> "Oh God, you didn't actually bring me flowers, did you?" you ask.<br> <<He>> shuffles in place a bit. <<He>> slowly reveals a bouquet of roses. White and red. <br><br> <<link [[Hug <<him>>.|Bleeding Ward Epilogue 12]]>><<set $phase to 1>><</link>> <br> <<link [[Kiss <<him>> on the cheek.|Bleeding Ward Epilogue 12]]>><<set $phase to 2>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration">It felt... whole. Like everything was ending right when it was supposed to. We both had our own futures to worry about. Moreover, it felt like I had found something that was missing. Some sense of closure.</span> <br><br> "You idiot. You sappy idiot." <<if $phase is 1>> You pull <<him>> into a hug. <<else>> You lean in and kiss <<him>> on the cheek. <</if>> "Thank you." <<trauma -24>><<lltrauma>> <br><br> Neither of you need to say anything more about it. You both know this is going to be it. It was fun while it lasted, and it's not your first goodbye. <br><br> It still hurts. <br><br> It always hurts. <br><br> "I have something for you too, actually. I don't want you forgetting about me." You retreat into a side room, quickly returning with a rectangular object covered by a cloth. <br><br> "This was something of a vanity piece. A lot of people want their hands on it, though. You mentioned running the museum some day, and I was hoping this could be your first exhibit." You pull away the cloth. <br><br> Winter stares for a long moment. You can see the reflection of the red moon shimmering in <<his>> eyes. "Shameless," <<he>> finally says. "Fascinating work. It almost looks like the paint is moving." <<He>> stares for another minute. "They took some liberties with your hair, I see. Who'd you let paint you naked like that?" <br><br> "Friends," you respond, managing to both lie and evade the question at the same time. "If those hands of yours were any good for painting, I'd have let you do it too." You rest it against the counter. The two of you stare at each other. <br><br> <<link [[...|Bleeding Ward Epilogue 13]]>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <span class="narration">A piece of advice. If you're blessed to know that your last goodbye is coming, make sure you remember it forever.</span> <br><br> You've never liked kissing. It carries emotions that eat you alive. <span @class="'pink ' + basicJitterCss()">Your tummy flutters.</span> This is a special occasion. <<arousal 5000>><<gggarousal>> <br><br> You let <<him>> pull you into a kiss. You intended for it to be quick. But you both hungrily go for another. And another. The first and last shared between you. <br><br> You separate. Then go in for another. "I'll miss my train," <<he>> says. <br><br> "Catch the next one." You grab <<him>> by the arms and drag <<him>> upstairs, to your bed. <br><br> <<link [[One last time.|Bleeding Ward Epilogue 14]]>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set Time.setDate(new DateTime(1964, 2, 14, 18, 0))>> <<set $arousal to 0>><<set $stress to 5000>><<set $control to 75>><<set $tiredness to 400>> <<if $player.sex is "f">> <<bodyliquid "vagina" "semen" 1>> <<else>> <<bodyliquid "penis" "goo" 1>> <</if>> <span class="narration"> And that was it. I was gone for several years. When I finally returned, there was no trace of <<phim>>. I had hoped we would at least remain friends, but life rarely works out that way. I counted myself blessed for meeting <<phim>> at all. <br><br> I had brought the painting here to the museum before I left, for safekeeping. When I returned, it was gone too. As if it couldn't exist without <<phim>>. Only the frame was left behind. <<pHer>> one request to me was to display it here, and until now, I never got that chance. <br><br> That's why this painting means so much to me. And that's why I'll be forever grateful to you for returning it to me. </span> <br><br> You stand at the entrance. Your skull ripples with pain as you rest your head against the door. Your body shivers, demanding <<his>> warmth again. The brief respite of <<his>> touch is nothing in the face of the abyssal hole in your chest, left by <<his>> absence. <br><br> <<Hes>> gone. <br><br> It always has to end this way. <br><br> You know this. <br><br> So why does it still hurt so much? <br><br> <<link [[Leave.|Bleeding Ward Lost]]>><<bodyliquid "clear">><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set $location to "forest">><<set $outside to 1>> <<set Time.setDate(new DateTime(1964, 2, 29, 19, 0))>> <<set Weather.Temperature.set(-15)>><<set Weather.set("heavyPrecipitation", true, 1000)>><<set V.weatherObj.snow = (80)>> <<set $trauma to 5000>><<set $stress to 8000>><<set $control to 25>> <<if $player.sex is "f">> <<underupperruined>> <<if $settings.playerPregnancyHumanEnabled>> <<playerPregnancy "Debug Man" "human" true "vagina" undefined true>> <<set $sexStats.vagina.pregnancy.fetus[0].father to "Winter">> <<set $sexStats.vagina.pregnancy.fetus[0].conceived to {day: 14, month: "February", year:1964}>> <<if $sexStats.vagina.pregnancy.potentialFathers[0]>> <<set $sexStats.vagina.pregnancy.potentialFathers[0].source to "Winter">> <</if>> <<set $sexStats.vagina.pregnancy.awareOfDetails to true>> <<set $bellySizeDebug to 16>> <</if>> <</if>> <<set $pregnancyStats.heatStillEnabled to false>> ... <br><br> <<link [[Walk.|Bleeding Ward Lost 2]]>><<pass 1 hour>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set $arousal to 0>><<set $pain to 15>> You keep walking, deeper into the forest. The back of your head burns. You trudge through the snow against the winter wind, but you don't shiver. <<if $player.sex is "f">> There's a warmth inside you. A warmth <<he>> left. You place your hands over your womb. <<else>> You're surrounded by warm walls, somewhere else. With <<him>>. <</if>> <br><br> <<link [[Go home.|Bleeding Ward Lost 3]]>><<pass 1 hour>><</link>> <br><<set _thermoDisable to true>><<set $underlowerwet to 0>><<effects>> <<set $location to "forest">><<canvas-model-override "tears" 4>><<canvas-model-override "eyes_half" true>><<canvas-model-override "trauma" true>> <<set $arousal to 0>><<set $pain to 15>> Just a little further now. The place you're going is nice. <br><br> The warmth changes. Burning. Yearning. The consequences of warmth fading away. Absence. Animosity. Back to warmth again. With every cold breath, the agonising change repeats. <br><br> You sit against a tree. The snow spreads its chill up your body. <br><br> You reach into your pocket. Your hands meet something cold. You pull it out by its chain. An ornate pocketwatch, the metal warped by heat. It ticks onwards regardless. Your thumb rubs the snowflake etched into the glass. <br><br> A drop of water falls onto it. Another. They quickly freeze. The ice turns red as you stare. <br><br> The echo of <<his>> voice lingers in the air. You look up to the reddening twilight sky. Fresh tears streak your vision, and the thunder of <<his>> pounding heart slowly fades into memory. <br><br> A memory you'll never be able to outlive. <br><br> <<if $player.sex is "f">> "We're home," <<else>> "I'm home," <</if>> you say to nobody. <br><br> <<link [[Where the heart lies.|Bleeding Ward End]]>><<endevent>><</link>> <br><<bleedingWardEnd>> <<effects>><<earnFeat "Warmest Winter">> <<npc Winter>><<person1>> Winter stands up. <br><br> <<He>> takes another long look at the painting. <br><br> "Thank you for listening. It's helpful sorting through old memories like that, keeps me sharp. My voice is sore now, though. I'll be here if you need anything else." <br><br> <<specialClothesUnlock "set" "vintage">> <<link [[Next|Museum]]>><<endevent>><</link>> <br><<widget "bleedingWardStart">> /*Store player stats*/ <<if !$frozenValues>> <<freezePlayerStats>> <</if>> /*morph player into an old seabird*/ <<visionPrepMorph>> <<if _args[0] is "epilogue">> <<set $_epilogue to true>> <</if>> <<set $settings.condomLevel to 0>> <<unset $condoms>> <<set $spraymax to 0>> <<if $_epilogue>> <<set $money to 129000>> <<else>> <<set $money to 0>> <</if>> <<set $_otherPronoun to C.npc.Winter.pronoun is "m" ? "f" : "m">> <<set $_otherGenitals to C.npc.Winter.gender is "m" ? "f" : "m">> <<set $player.gender to $_otherPronoun>> <<set $player.sex to $_otherGenitals>> <<set $player.breastsize to $_otherPronoun is "m" ? 0 : 8>> <<if $player.sex is "f">> <<set $vaginastate to 0>> <<set $vaginause to 0>> <<set $penisstate to "none">> <<set $penisuse to "none">> <<set $player.vaginaExist to true>> <<set $player.penisExist to false>> <<set $player.ballsExist to false>> <<set $player.virginity.vaginal to false>> <<set $vaginalskill to 1000>> <<elseif $player.sex is "m">> <<set $penisstate to 0>> <<set $penisuse to 0>> <<set $vaginastate to "none">> <<set $vaginause to "none">> <<set $player.vaginaExist to false>> <<set $player.penisExist to true>> <<set $player.ballsExist to true>> <<set $player.virginity.penile to false>> <<if $settings.analEnabled>> <<set $analskill to 1000>> <</if>> <<set $penileskill to 1000>> <<else>> <<set $vaginastate to 0>> <<set $vaginause to 0>> <<set $penisstate to 0>> <<set $penisuse to 0>> <<set $player.vaginaExist to true>> <<set $player.penisExist to true>> <<set $player.ballsExist to false>> <<set $player.virginity.vaginal to false>> <<set $player.virginity.penile to false>> <<set $vaginalskill to 1000>> <</if>> <<if $player.penisExist is true>> <<set $player.penissize to 3>> <<set $semen_volume to 500>> <<set $semen_amount to 500>> <</if>> /* Prevent things that often cause disrupting messages */ <<set $milk_volume to 0>> <<set $milk_amount to 0>> <<set $lactating to 0>> <<set $player.virginity.temple to false>> <<set $player.virginity.oral to false>> <<set $player.virginity.anal to false>> <<set $player.virginity.kiss to false>> <<set $player.virginity.handholding to false>> <<set $sexStats.vagina.pregnancy.totalBirthEvents to 0>> <<set $sexStats.anus.pregnancy.motherStatus to 0>> <<set $heterochromia to 0>> <<set $vaginaWetness to 0>> <<set $penisWetness to 0>> <<set $anusWetness to 0>> <<set $uncomfortable.hypnosis to true>> /* body */ <<set $player.bodyshape to "curvy">> <<set $facevariant to "aloof">> <<set $player.freckles to true>> <<set $naturalhaircolour = "softbrown">> <<set $haircolour to "softbrown">> <<set $hairColourStyle to "gradient">> <<set $hairColourGradient to {"style": "high-ombre","colours": ["softbrown","brown"]}>> <<set $hairfringecolour to "softbrown">> <<set $hairFringeColourStyle to "gradient">> <<set $hairFringeColourGradient to {"style": "face-frame","colours": ["lightbrown","brown"]}>> <<if $_epilogue>> <<if $player.gender is "f">> <<set $hairlength to 400>> <<set $hairlengthstage to "chest">> <<else>> <<set $hairlength to 200>> <<set $hairlengthstage to "shoulder">> <</if>> <<set $hairtype to "ruffled">> <<set $hairposition to "back">> <<else>> <<set $hairlength to 400>> <<set $hairlengthstage to "chest">> <<set $hairtype to "layered bob">> <<set $hairposition to "front">> <</if>> <<set $fringelengthstage to "shoulder">> <<set $fringetype to "ruffled">> <<set $rightEyeColour to "green">> <<set $leftEyeColour to "green">> <<set $bodysize to 2>> <<set $player.bottomsize to 3>> <<set $makeup.lipstick = 0>> <<set $makeup.eyeshadow = 0>> <<set $makeup.eyelenses = {"left":0, "right":0}>> <<set $makeup.blusher = 0>> <<set $makeup.mascara = 0>> <<set $makeup.mascara_running = 0>> <<set $makeup.pbcolour = 0>> <<set $makeup.browscolour = 0>> <<set $makeup.concealer = 0>> <<set $pbgrowth to 0>> <<set $pblevel to 0>> <<set Skin.color.tan to 40>> <<run Object.keys(V.transformationParts).forEach((tf) => { Object.entries(V.transformationParts[tf]).forEach(([part, value]) => { if (value !== 'disabled') { V.transformationParts[tf][part] = 'disabled'; } }); })>> <<if $_epilogue>> <<set $arousal to 2500>> <<set $pain to 15>> <<set $tiredness to 1000>> <<set $stress to 5000>> <<set $trauma to 5000>> <<set $drunk to 150>> <<set $fox to 6>> <<set $foxbuild to 100>> <<set $transformationParts.traits.mateForLife to "default">> <<set $transformationParts.traits.chase to "default">> <<set $transformationParts.traits.sharpEyes to "default">> <<else>> <<set $arousal to 0>> <<set $pain to 0>> <<set $tiredness to 0>> <<set $stress to 5000>> <<set $trauma to 500>> <</if>> <<set $bestialitytrait to 1>><<set $tentacletrait to 1>><<set $molesttrait to 1>> <<set $assertiveaction to "defiant">> <<set $submissive to 0>> <<set $physique to 8000>> <<set $willpower to 1000>> <<set $awarelevel to 2>> <<set $real_awareness to $awareness>> /* This is here for a reason. */ <<set $awareness to 1000>> <<set $purity to 500>> <<set $beauty to 8000>> <<set $drugged to 0>> <<set $hallucinogen to 0>> <<set $promiscuity to 35>> <<set $exhibitionism to 85>> <<set $deviancy to 85>> <<set $skulduggery to 800>> <<set $danceskill to 800>> <<set $swimmingskill to 200>> <<set $athletics to 800>> <<set $tending to 1000>> <<set $housekeeping to 1000>> <<set $seductionskill to 1000>> <<set $oralskill to 1000>> <<set $handskill to 1000>> <<unset $temple_rank>><<set $templePromised to "">> <<unset $avery_fate>><<unset $auriga_artefact>> <<set $sciencetrait to 4>><<set $mathstrait to 4>><<set $historytrait to 4>><<set $englishtrait to 4>><<set $schooltrait to 0>> <<set $scienceprojectwon to 0>><<set $mathsprojectwon to 0>><<set $englishPlayWell to 0>> <<set $featsPurityBoost to 0>><<set $innocencestate to 0>><<set $masochism_level to 0>><<set $sadism_level to 0>> <<set $farm_stage to 0>><<set $islander_language to 0>><<set $quicksand to 0>><<set $orgasmtrait to 0>> <<set $choketrait to 0>><<set $ejactrait to 0>><<set $rapetrait to 0>><<set $voretrait to 0>><<set $milkdranktrait to 0>> <<set $robinpaid to 0>><<set $syndromeeden to 0>><<set $syndromekylar to 0>><<set $syndromewolves to 0>><<set $syndromebird to 0>> <<set $harper_appointments.hypnosis to 0>><<set $hypnosis_traits to {}>><<set $hypnosisTimers to {}>> <<set $backgroundTraits to ['waif']>> <<set $loveInterest to { primary: "None", secondary: "None", tertiary: "None" }>> /*change location and time*/ <<set $moonstate to 0>> <<if $_epilogue>> <<set Time.setDate(new DateTime(1962, 6, 25, 18, 0))>> <<set $location to "pub">><<set $outside to 0>> <<else>> <<set Time.setDate(new DateTime(1940, 11, 2, 6, 13))>> <<set $location to "blitz">><<set $outside to 1>> <</if>> /*give player clothes*/ <<if $_epilogue>> <<generalRuined "face">> <<if $player.gender is "f">> <<headwear 40 "red">> <<neckwear 11 "red">> <<upperwear 16 "green">> <<underupperwear 12 "red">> <<underlowerwear 1 "red">> <<lowerwear 10 "black" "red">> <<legswear 4>> <<set $player.gender_posture to "f">> <<set $player.gender_body to "f">> <<else>> <<headwear 40 "white">> <<neckwear 6>> <<upperwear 8 "green">> <<generalRuined "under_upper">> <<underlowerwear 4 "red">> <<lowerwear 108 "black">> <<legswear 8 "black">> <<set $player.gender_posture to "m">> <<set $player.gender_body to "m">> <</if>> <<handswear 4 "black">> <<feetwear 24 "black">> <<generalRuined "genitals">> <<generalRuined "handheld">> <<else>> <<generalRuined "face">> <<if $player.gender is "f">> <<headwear 69 "forest green" "white">> <<neckwear 33 "black">> <<upperwear 168 "forest green" "white">> <<underupperwear 12 "black">> <<underlowerwear 1 "black">> <<legswear 4>> <<set $player.gender_posture to "f">> <<set $player.gender_body to "f">> <<else>> <<headwear 69 "forest green" "tan">> <<generalRuined "neck">> <<upperwear 169 "forest green" "tan">> <<generalRuined "under_upper">> <<underlowerwear 4 "black">> <<legswear 8 "black">> <<set $player.gender_posture to "m">> <<set $player.gender_body to "m">> <</if>> <<handswear 4 "black">> <<feetwear 16>> <<generalRuined "genitals">> <<generalRuined "handheld">> <</if>> <<set $upperTucked to 0>><<set $lowerTucked to 0>> <<add_bodywriting "pubic" "triquetra" magic>> <</widget>> <<widget "bleedingWardOptions">> <<set $_progress to $bleedingWard.winter + $bleedingWard.infant + $bleedingWard.pair + $bleedingWard.pub + $bleedingWard.street>> <<if _args[0]>> <<switch $_progress>> <<case 1>>The rising sun sets a gentle glow over the devastation. <<case 2>>Families begin to slowly emerge from their homes. <<case 3>>A small crowd rushes by, many holding empty buckets. You hear mention of a fire at the docks. <<case 4>>The sun finally breaks over the horizon, bringing a new light to just how much was lost. <<case 5>> <<if $passage is "Bleeding Ward Pub">> <<set $_headIn to true>> Hope tugs on your shirt. His stomach rumbles audibly. <<else>> Greene tugs on your shirt. Her stomach rumbles audibly. <</if>> <span class="blue">You should find some food for all the kids before you keep moving.</span> <</switch>> <br><br> <</if>> <<if !$bleedingWard.winter>> <<link [[Head towards the smoke.|Bleeding Ward Winter]]>><<pass 15>><</link>> <br> <<else>> <<if !$bleedingWard.infant>> You hear distant crying. <</if>> <<if !$bleedingWard.pair>> You see another pillar of smoke on the horizon. <</if>> <<if !$bleedingWard.pub>> You hear a bustling crowd somewhere nearby. <</if>> <<if !$bleedingWard.street>> There's a completely ruined street adjacent to this one. <</if>> <<if !$bleedingWard.infant or !$bleedingWard.pair or !$bleedingWard.pub or !$bleedingWard.street>> <br><br> <</if>> <<if $bus is "pub" and $_progress gte 5>> Or, you could head towards... <<else>> You head towards... <</if>> <br> <<if !$bleedingWard.infant>> <<link [[...the crying.|Bleeding Ward Infant]]>><<pass 20>><</link>> <br> <<elseif $bus isnot "manor">> <<link [[...the ruined manor.|Bleeding Ward Infant]]>><</link>> <br> <</if>> <<if !$bleedingWard.pair>> <<link [[...the second pillar of smoke.|Bleeding Ward Pair]]>><<pass 20>><</link>> <br> <<elseif $bus isnot "pair">> <<link [[...the teens' smouldering home.|Bleeding Ward Pair Return]]>><</link>> <br> <</if>> <<if $passage is "Bleeding Ward Pub" and $_headIn>> <<link [[...the front of the pub.|Bleeding Ward Pub]]>><</link>> <br> <<elseif !$bleedingWard.pub>> <<link [[...the sound of a crowd.|Bleeding Ward Pub]]>><<pass 20>><</link>> <br> <<elseif $bus isnot "pub">> <<link [[...the pub.|Bleeding Ward Pub]]>><</link>> <br> <</if>> <<if !$bleedingWard.street>> <<link [[...the ruined street.|Bleeding Ward Street]]>><<pass 20>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "bleedingWardName">> <<set $_progress to $bleedingWard.winter + $bleedingWard.pair + $bleedingWard.pub + $bleedingWard.street>> <<if !$bleedingWard.stork and $bleedingWard.infant>> <<set $bleedingWard.stork to true>> You look down at the baby, wrapped up in their blanket and clinging to your chest. "The stork," you say. <<else>> <<switch $_progress>> <<case 2>>"A little birdie," you say. <<case 3>>"The fairy god<<pmother>>," you say with a smile. <<default>>"The pied piper," you say, looking back at your group. <</switch>> <</if>> <</widget>> <<widget "bleedingWardEnd">> <<if !$frozenValues>> <<exit>> <</if>> <<unfreezePlayerStats>> <<canvas-model-override "clear">> <</widget>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> <<if Time.hour gte 6 and Time.hour lte 21>> You are in the Temp Agency's Office. Other temps are in the process of accepting and returning from various assignments. <br><br> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to take an assignment. <<elseif inappropriatePlayerState("clothes")>> <span class="blue">You're dressed too inappropriately to take on an assignment.</span> <<elseif inappropriatePlayerState("drugs")>> <span class="blue">You're too intoxicated to take on an assignment.</span> <<else>> <<if !$averySeen?.includes("office") and C.npc.Avery.init is 1 and C.npc.Avery.state isnot "dismissed" and $dateCount.Avery is 0 and $managerLove gte 10 and !$avery_injury>> <span class="gold">There is a sticky note attached to the assignment board by the desk. It says you should report to <<office_manager>> between <<ampm 08 00>> and <<ampm 10 00>> at your earliest convenience.</span> <br><br> <</if>> <<assignmenticon>><<link [[Take assignment|Office Assignment Start]]>><</link>> <<if $averySeen?.includes("office") and C.npc.Avery.state isnot "dismissed" and !$avery_injury>> <br> <<icon "projectMaths.png">><<link [[Work as Avery's Personal Assistant|Avery Office Assistant]]>><</link>> <</if>> <</if>> <br> <<couchicon>><<link [[Relax in breakroom (0:10)|Office Agency Break]]>><<stress -3>><<tiredness -3>><<pass 10>><</link>><<ltiredness>><<lstress>> <br> <<officeicon>><<link [[$per_npc.manager.name + "'s office"|Office Agency Manager]]>><</link>> <br> <<lockericon>><<link [[Changing room|Office Agency Changing Room]]>><</link>> <<else>> The door to the Temp Agency's Office is locked. A sign on the door says "Open at <<ampm 6>>." <</if>> <br><br> <<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>><<location "office_building">><<effects>> <<if Time.hour gte 6 and Time.hour lte 21>> You run into the Temp Agency's Office, hoping to get into the changing room before someone sees your <<nudity>>. <br><br> <<if $rng gte 91>> <<generate1>><<person1>> As you enter, you feel a strong grip on your shoulders. <br> "I caught the streaker. Escorting <<phim>> to the security office now," a security guards says as into <<his>> radio as <<he>> pulls you out of the Agency Lounge. <br><br> <<endevent>> <<link [[Next|Office Security Escort]]>><</link>> <<elseif $rng gte 81>> <<generateManager>><<person1>> Seeing that the coast is clear, you run by <<office_manager>>'s office door when it suddenly swings open, hitting you directly in the face! <<ggpain>><<pain 8>> <br> "My goodness I am so..." <<office_manager>> begins to say, but is shocked by your <<nudity>>. "What has happened to your clothes?" <<office_manager>> says concernedly as <<he>> helps you to your feet. <br> "Here come into my office, I can't have you running around like this." <br><br> <<link [[Next|Office Agency Streak Comfort]]>><</link>> <<elseif $rng gte 51>> <<generateManager>><<person1>> Seeing that the coast is clear, you run by <<office_manager>>'s office door. You hear the door open behind you. <br> "You! Stop right this instant. What has happened to your clothes?" shouts <<office_manager>>. You freeze in your tracks and turn to face <<him>>, covering your <<nudity>>. <br> "Goodness, we can't have you running around the building dressed like that. Come into my office immediately." <br><br> <<link [[Next|Office Agency Streak Comfort]]>><</link>> <<else>> The immediate area is empty, so you should be able to make it into the changing room safely. <br><br> <<lockericon>><<link [[Changing room|Office Agency Changing Room]]>><</link>> <br><br> <<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>> <</if>> <<else>> You attempt to run into the Temp Agency's Office, hoping to get into the changing room, but the door is locked! A sign on the door says "Open at <<ampm 6>>." <<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>> <</if>> <br><br><<effects>> <<office_manager>> sits you down and goes to the wardrobe near <<his>> desk. <<He>> pulls out a button down shirt and hands it to you. It's too big for you but covers your <<nudity>>. <<upperwear 148>> <br> <<if $officecomplaints gte 5 and $managerLove gte 100>> <<if $managerGift is 1>> "Be honest with me. Are you having any problems working here with us? I know this place can be really stressful and I only want what's best for you all." <br><br> <<link [[Be honest|Office Agency Streak Confide]]>><</link>> <br> <<link [[Lie|Office Agency Streak Lie]]>><</link>> <<else>> "I know things are really hard for you, but have you thought about a different line of work? This isn't healthy for you." <br> <<office_manager>> stands you up and gives you a big hug. It's overwhelming but oddly comforting at the same time. <<lltrauma>><<trauma -6>> <<llstress>><<stress -10>> <br> "Please take better care of yourself," <<he>> says as <<he>> escorts you out of the office. <br><br> <<link [[Next|Office Agency]]>><<endevent>><</link>> <</if>> <<else>> "I don't know what's going on with you, but being in this workplace in that state of dress makes us look really bad. I expect better of you," <<he>> says sadly. <<llperlove>><<managerLove -20>> <br> <<office_manager>> escorts you out of the office. "I don't want to have this conversation with you again." <br><br> <<link [[Next|Office Agency]]>><<endevent>><</link>> <</if>>Sensing the sincerity of concern in <<office_manager>>'s voice, you decide to be honest. You tell <<him>> about the abuse and humiliation that the workers in the office subject you to. How the security guards are just as devious and abusive, and how you are struggling to make enough money to keep yourself clothed and sheltered. <br> "You poor thing," <<he>> says, coming around to rest <<his>> strong hand on your shoulder. "I know how tough things can be for you, but I never imagined how bad things were. I wish I could do more for you, but our agency is contracted with this building and my hands are tied." <br><br> <<He>> walks back to the other side of <<his>> desk and pulls out a wad of cash. "It's not much, but maybe you can use this money to take some time off from working here. It's the least I can do." <br> <<set $giftMoney = $managerLove * 500>> <<office_manager>> hands you <<printmoney $giftMoney>> and escorts you out of <<his>> office. "Please, take care of yourself." <<money $giftMoney>> <<set $managerGift to 0>> <br><br> <<link [[Next|Office Agency]]>><<endevent>><</link>>You don't feel quite comfortable telling <<office_manager>> about your problems. <br> "It's nothing, I just spilled some ink on my clothes and needed a fresh change," you say. <br> <<office_manager>> seems disappointed. "That is not acceptable. You represent this agency and it's important that you dress and behave properly. Please try to maintain these bare minimum standards." <<llperlove>><<managerLove -20>> <br> <<office_manager>> turns <<his>> attention to <<his>> computer and motions towards the door. "You can leave now. Thank you." <br><br> <<link [[Leave|Office Agency]]>><<endevent>><</link>><<effects>> <<if $rng gte 81>> You are relaxing on a comfy chair in the breakroom when three temps, a <<generatey1>><<person1>><<person>>, a <<generatey2>><<person2>><<person>>, and a <<generatey3>><<person3>><<person>> walk up to you. <br> "You're in my favourite chair," the <<person1>><<person>> says, standing over you. "Get lost." <br><br> <<link [[Comply|Office Agency Chair Comply]]>><<stress 6>><</link>><<gstress>> <br> <<link [[Refuse|Office Agency Chair Refuse]]>><</link>> <<else>> <<if $rng gte 71>> <<generatey1>><<person1>> You spend time chatting with a <<person1>><<person>>. <<He>> complains about the verbal abuse some of the clients dish out. <<elseif $rng gte 61>> A <<generatey1>><<person1>><<person>> comes into the breakroom and shares some cookies <<he>> received from a secretary. <<elseif $rng gte 51>> <<generatey1>><<person1>> <<if $pronoun is "f">> A <<person1>><<person>> runs into the lounge, covering <<his>> breasts, the remains of <<his>> tattered skirt hanging from <<his>> waist. <br> "Stupid shredding machine ate all of my clothes! They need to get rid of that monstrosity." <<He>> wraps a towel around <<his>> breasts and storms out. <<else>> A <<person1>><<person>> runs into the lounge, shirtless, with the remains of <<his>> tattered slacks hanging from <<his>> waist. <br> "Stupid shredding machine ate all of my clothes! They need to get rid of that monstrosity." <<He>> wraps a towel around <<his>> waist and storms out. <</if>> <<elseif $rng gte 41>> Two temps, a <<generatey1>><<person1>><<person>> and <<generateyp2>><<person2>><<person>>, come in and start making out, unaware of your presence. <<arousal 600>><<garousal>> <br><br> A few seconds later, the <<person2>><<person>> notices you and stops <<person1>><<him>>, before fixing <<person2>><<his>> clothes. The two get up and bashfully walk out of the lounge. <<elseif $rng gte 31>> Two temps, a <<generatey1>><<person1>><<person>> and <<generateyp2>><<person2>><<person>>, argue as they walk past. <br><br> "It's not worth it," the <<person1>><<person>> says. "The higher the floors get, the more perverted everyone becomes. I had someone lick me up on the fourteenth!" <br> "Just ignore it," the <<person2>><<person>> replies. "They tip so much better on those higher floors." <br> "All the tips in the world aren't worth my safety. Or yours." <br><br> They walk out of earshot. <<else>> You relax alone in the breakroom as other temps hustle in and out of the agency office, working on various assignments. <</if>> <br><br> <<endevent>> <<if Time.hour gte 6 and Time.hour lte 21>> <<if pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to take an assignment. <br> <<elseif inappropriatePlayerState("clothes")>> <span class="blue">You're dressed too inappropriately to take on an assignment.</span> <<elseif inappropriatePlayerState("drugs")>> <span class="blue">You're too intoxicated to take on an assignment.</span> <<else>> <<if !$averySeen?.includes("office") and C.npc.Avery.init is 1 and C.npc.Avery.state isnot "dismissed" and $dateCount.Avery is 0 and $managerLove gte 10>> <span class="gold">There is a sticky note attached to the assignment board by the desk. It says you should report to <<office_manager>> between <<ampm 08 00>> and <<ampm 10 00>> at your earliest convenience.</span> <br><br> <</if>> <<assignmenticon>><<link [[Take assignment|Office Assignment Start]]>><</link>> <<if $averySeen?.includes("office") and C.npc.Avery.state isnot "dismissed">> <br> <<icon "projectMaths.png">><<link [[Work as Avery's Personal Assistant|Avery Office Assistant]]>><</link>> <</if>> <</if>> <br> <<couchicon>><<link [[Continue break (0:10)|Office Agency Break]]>><<stress -3>><<tiredness -2>><<pass 10>><</link>><<ltiredness>><<lstress>> <br> <<officeicon>><<link [[$per_npc.manager.name + "'s office"|Office Agency Manager]]>><</link>> <br> <<else>> A security guard enters the breakroom and directs everyone to the lobby. The building is closing to the general public. <br><br> <</if>> <<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>> <</if>><<effects>> You gather your belongings and push past the <<person1>><<person>> and <<his>> friends. <<endevent>> <br><br> <<link [[Next|Office Agency]]>><</link>><<effects>> <<if $speech_attitude is "bratty">> You stare at the <<person1>><<person>> in defiance. "I was here first. Go somewhere else." <<elseif $speech_attitude is "meek">> "No... No, I was here first. Please leave me alone," you say meekly. <<else>> "I was here first," you say. "There are plenty of other chairs." <</if>> <br><br> <<if dangerEvent(1, 8500)>> The <<person1>><<person>> and <<his>> friends close in on you. <br> "Looks like we need to teach you a lesson." <br><br> <<link [[Next|Office Agency Molest]]>><<set $molestationstart to 1>><</link>><<nexttext>> <<else>> The <<person1>><<person>> grumbles and walks away with <<his>> friends. <br> "You better be gone when I come back." <br><br> <<endevent>> <<link [[Next|Office Agency]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger += 60>> <<set $NPCList[0].lefthand to "mouth">> <<if $rng gte 76>> <<enable_rescue>> <</if>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Agency Molest Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Agency Molest Escape]]>><</link>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<link [[Next|Office Agency Molest Rescue]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Agency Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <br><br> <<ejaculation>> After finishing with you, the <<person1>><<person>> lifts you off the ground and shoves you out the door, keeping all of your clothes.<<violence 3>> <br> "That oughta teach you a lesson." <br><br> <<tearful>> you look around the lobby. You cover your <<lewdness>>. <br><br> <<set $stealtextskip to 1>> <<clothesruined>> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>><<effects>> You manage to break free from your assailants. <<tearful>> you run out of the lounge into the lobby for safety. No one follows you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>><<effects>> <<generateManager 3>><<person4>> <<office_manager>> bursts into the breakroom in response to your cries. "What are you doing? Get off of <<phim>>!" <<he>> shouts. <br> The group lets you go and runs out of the breakroom, but <<office_manager>> grabs the <<person1>><<person>> by the back of <<his>> neck as <<he>> hurries past. <br><br> "If I ever catch you touching another worker again, I will bury you under this building!" <<office_manager>> says before shoving <<person1>><<him>> out the door. <br> <<office_manager>> turns to you and helps you to your feet. "I'm so sorry. Some of the workers can be really troublesome, but management doesn't seem to care." <br> <<if $exposed gte 1>> <<office_manager>> runs to <<person4>><<his>> office and returns with a towel. <<He>> wraps it around your <<lewdness>> with <<his>> strong hands. "Can't have you running around exposed, can we?" <<he>> says, offering a weak smile. <<towelup>> <br> <</if>> "Please come to me if they give you any more trouble." <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>><<effects>> <<if Time.hour gte 6 and Time.hour lte 21>> <<set $officeFloor to random(4,15)>> <<rng>> <<if $rng gte 86>> You pick up an assignment to deliver coffee to workers on <<checkfloor>>. <<acceptassignment "Office Coffee Start">> <<elseif $rng gte 71>> You pick up an assignment to take notes for a meeting on <<checkfloor>>. <<acceptassignment "Office Meeting Start">> <<elseif $rng gte 56>> You pick up an assignment to destroy some documents on <<checkfloor>>. <<acceptassignment "Office Shredder Start">> <<elseif $rng gte 41>> You pick up an assignment to assist an executive on <<checkfloor>>. <<acceptassignment "Office Executive Start">> <<elseif $rng gte 26>> You pick up an assignment to file documents on <<checkfloor>>. <<acceptassignment "Office Filing Start">> <<else>> You pick up an assignment to relieve a secretary on <<checkfloor>>. <<acceptassignment "Office Secretary Start">> <</if>> <<else>> A security guard enters the breakroom and directs everyone to the lobby. The building is closing to the general public. <br><br> <<getouticon>><<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>> <</if>><<widget "acceptassignment">> <<set _assignment to _args[0]>> <br><br> Do you want to accept this assignment? <br><br> <<link [[Yes|_assignment]]>><<set $daily.officeHoursWorked to ($daily.officeHoursWorked or 0) + 1>><</link>> <br> <<link [[Wait for next assignment (0:10)|Office Assignment Start]]>><<pass 10>><</link>> <br> <<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>> <</widget>> <<widget "completeassignment">> <<if _args[0] is undefined>> <<set $assignmentTime to 60>> <<else>> <<set $assignmentTime to _args[0]>> <</if>> <br> <<set _assignmentPay to (625 * ($assignmentTime / 60))>> <<if _assignmentPay gt 0>> <<managerLove 1>> You return to the temp's lounge and receive your pay of <span class="gold"><<printmoney _assignmentPay>></span>. <<money _assignmentPay>> <<if $managerLove gte random(50,100)>> <<set _managerTip to $managerLove * 20>><!-- £20 at 100 love--> <span class="green"><<office_manager>> gives you a <<printmoney _managerTip>> bonus.</span> <<money _managerTip>> <</if>> <<gperlove "manager">> <br><br> <</if>> <<set $officeFloor to 0>> <<timeTrackingManual "office" $assignmentTime "minute">> <<link [[Agency office|Office Agency]]>><<endevent>><<pass $assignmentTime>><</link>> <</widget>> <<widget "assignmenttip">> <<set $baseTip to _args[0]*100>> <<set $tipMod to (1 + $officeFloor * .075)>> <<set $tip to ($baseTip * $tipMod)>> <<if $mathstrait gte 1>> <<set $tip *= (1 + ($mathstrait / 4))>> <</if>> <<if $tip lte 0>> <<set $tip to 0>> <</if>> <<tipreceive>> <</widget>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>><<wearProp "paper" 0 "sheet">> You go to <<checkfloor>> and speak to the client, a <<generate1>><<person1>><<person>>. <<He>> hands you a list of drink orders. <br><br> "We need these brought back as soon as possible, so please hurry," <<he>> says. You take the list and return to the lifts. <<saveNPC 0 office_coffee>> <<clearsinglenpc 0>> <br><br> <<if $rng gte 76>> <<link [[Next|Office Coffee Pond]]>><<handheldon>><</link>> <<elseif $rng gte 51>> <<link [[Next|Office Coffee Lift]]>><</link>> <<else>> <<link [[Next|Office Coffee Shop]]>><</link>> <</if>><<effects>><<wearProp "travel cup">> You take a lift to the lobby and run to the coffee shop near the entrance of the building. You place the orders, and after several minutes, the barista calls your name. <br><br> You take the order and return to the lifts. <br><br> <<link [[Next|Office Coffee End]]>><</link>><<effects>><<wearProp "travel cup">> Your lift is delayed after stopping at nearly every floor between <<checkfloor>> and the lobby. <br> When it finally arrives, you rush towards the coffee shop and accidentally bump into a worker. <br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> The worker turns angrily and shoves you into the koi pond! <br> The commotion has gathered a small crowd of onlookers, none of whom rush to help you. <br><br> <<endevent>> <<water>> <<if !$settings.swarmsEnabled>> The whole lobby goes silent as you climb out of the pond, your clothes drenched in fishy water. <<effectswater "water">> <br><br> <<link [[Next|Office Lobby]]>><<handheldon>><</link>> <<else>> Before you can climb to your feet, the fish in the pond begin to swarm around you. <br><br> <<link [[Next|Office Coffee Swarm]]>><<handheldon>><<effectswater "water">><<set $molestationstart to 1>><</link>> <</if>> <<else>> "I'm such a klutz! Please forgive me," the worker apologises with a weak smile. <br> You make your way to the coffee shop and place your orders. After a few minutes, the barista calls to you, and you take your orders back to your client. <br><br> <<link [[Next|Office Coffee End]]>><<handheldon>><</link>> <</if>><<effects>><<outfitChecks>><<wearProp "travel cup">> You take a lift to the lobby and run to the coffee shop near the entrance of the building. While waiting in queue to place your order, you hear two people talking behind you. <br><br> <<generate1>><<generate2>> "Looks like one of those new temps working the floors these days," the <<person1>><<person>> says to the <<person2>><<person>>. <br> <<if $player.breastsize gte 3>> "<<= _top ? "That _top.name barely contains <<pher>> tits" : "<<pShes>> got a nice rack on <<phim>>">>," the <<person2>><<person>> says quietly. <<else>> "<<= _top ? "I'd die to see what's under <<pher>> _top.name" : "I could use some eye-candy like that when I'm working">>," the <<person2>><<person>> says quietly. <</if>> <br> <<if $player.penisExist and $player.penissize gte 3>> "<<= _bottom ? "I can see <<pher>> cock through <<pher>> _bottom.name" : "Damn, <<pshes>> hung">>," the <<person1>><<person>> adds. <<elseif _bottom>> "<<= _bottom.plural ? "Those" : "That">> _bottom.name would look good on my office floor," the <<person1>><<person>> adds. <<else>> "Who do I have to fuck to get a temp like that?" the <<person1>><<person>> adds. <</if>> <br><br> You are certain they are talking about you. <<if hasSexStat("promiscuity", 3)>> The thought of them lusting after you causes your <<genitals>> to tingle. <<garousal>><<arousal 400>> <<else>> You shiver at the thought of the two sexualising you. <<gstress>><<stress 1>> <</if>> <br><br> You place the orders. After several minutes, the barista calls you over. <br><br> You take the order and return to the lifts. <br><br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> <<link [[Next|Office Coffee Lift02]]>><</link>> <<else>> <<link [[Next|Office Coffee End]]>><<endevent>><</link>> <</if>><<effects>> As you wait for your lift to arrive, the <<person1>><<person>> and the <<person2>><<person>> follow behind you. You can feel their gaze on your back. <br><br> The lift arrives and the three of you get on. You press the button for your floor. "Looks like we're going to the same place," the <<person2>><<person>> says. <br><br> The lift reaches your floor, but before you can exit, the <<person1>><<person>> pushes past you, causing you to drop one of the packaged pastries from your order. As you bend over to retrieve it, the lift doors close around your waist! The <<person1>><<person>> turns around with a devious look in <<his>> eyes. Behind you, the <<person2>><<person>> grabs your <<bottom>>. <br><br> <<link [[Next|Office Coffee Lift Assault]]>><<handheldon>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<neutral 1>> <<molested>> <<maninit>> <<set $position to "wall">> <<set $walltype to "lift">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Office Coffee Lift Assault Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Coffee Lift Assault]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> You knock the <<person2>><<person>> down and frantically reach for the lift button. The doors open, and you gather up your clothes and the spilled order before dashing away. <br><br> <<tearful>> you take a moment to compose yourself before returning to your client. <br><br> <<effects>> <<clotheson>> <<endcombat>> <<link [[Next|Office Coffee End]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The doors slide open, and you crumple onto the ground. The <<person1>><<person>> picks up your client's order. <<if $upperoff is 0 and $loweroff is 0 and $underloweroff is 0 and $underupperoff is 0>> <<else>> Before you have time to dress, the <<person2>><<person>> pushes you off the lift as the doors close. <span class="red"><<He>> takes your clothes with <<him>>.</span> <<set $stealtextskip to 1>> <</if>> <<stealclothes>> <<clotheson>> <<endcombat>> <<if $exposed gte 1>> <<tearful>> you hide behind a large potted plant before you're seen. Even if you did have your client's order, you can't return dressed like this. It occurs to you that they may accuse you of stealing their money. <<gstress>><<stress 6>><<ggsecurity>> <<officeupdatecomplaints 2>> <br><br> <<link [[Next|Office Streak]]>><</link>> <<else>> <<tearful>> you call another lift and return to the lobby, too embarrassed to face your client without their order. It occurs to you that they may accuse you of stealing their money. <<gstress>><<stress 6>><<ggsecurity>> <<officeupdatecomplaints 2>> <br><br> <<link [[Next|Office Lobby]]>><</link>> <br><br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<audience>> <<set $enemytype to "swarm">> <<swarminit "fish" "swarm" "moving towards you" "encircle you" "fend off" 1 7>> <<set $swimdistance to 8>> <<set $water to 1>> <</if>> <<if $swimdistance gte 8>> You're caught in the middle of the swarm. <<elseif $swimdistance gte 2>> You're escaping the swarm. <<else>> You've almost escaped. <</if>> <<water>><<effects>><<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte $stressmax>> <span id="next"><<link [[Next|Office Coffee Swarm Finish]]>><</link>></span><<nexttext>> <<elseif $swimdistance lte 0>> <span id="next"><<link [[Next|Office Coffee Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Coffee Swarm]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $stress gte $stressmax>> It's all just too much for you. You pass out. <br><br> <<upperruined>> <<lowerruined>> <<underlowerruined>> <<underupperruined>> <<feetruined>> <<handheldruined>> <<endcombat>> <<passout>> <<if $officecomplaints gte 10>> <<link [[Everything fades to black...|Office Security Max Passout]]>><</link>> <<else>> <<link [[Everything fades to black...|Office Coffee Swarm Passout]]>><</link>> <</if>> <<else>> <<tearful>> you escape the swarm of fish and climb out of the pond. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>> <br> <</if>><<effects>> <<pass 20>> <<towelup>> You wake up in the security office in the back of the lobby. All of your clothes are missing, and you're wrapped in a towel. <br><br> "Looks like you're finally coming to," the guard says, a <<generate1>><<person1>><<person>>. "You were fully nude when we fished you out of the pond; don't really know what happened to your clothes." <br> "You somehow killed a few of the fish in the pond, and the higher ups aren't very happy. Lucky for you, we're going to let you off with a warning. Don't swim with the fish again."<<ggsecurity>> <<officeupdatecomplaints 2>> <br><br> <<He>> helps you to your feet and escorts you out into the lobby. <<endevent>> <br><br> <<link [[Next|Office Lobby]]>><</link>><<effects>><<wearProp "travel cup">> <<loadNPC 0 office_coffee>> <<clearNPC office_coffee>> You return to the <<person1>><<person>>, who points you to the recipients of the coffees. After you pass out all of the drinks, <<he>> hands you a tip. <<assignmenttip 5>> <br> "Thank you again. Here's a little extra for your troubles." <<completeassignment>><<effects>> <<if $settings.footFetishEnabled>> <<set $execFetish to random(0,4)>> <<else>> <<set $execFetish to random(0,5)>> <</if>> <<set $stripCount to 0>> <<set $stripItems to []>> <<set $execFight to 0>> You take a lift to <<checkfloor>> and make your way to the office in question. You knock on the door, and the occupant, a <<generate1>><<person1>><<person>>, calls you in. <br><br> "Good. You're young, so this should be easy for you." <<He>> motions for you to come to <<his>> desk. <br> "I want you to help me rearrange some furniture." <<He>> stands up, moves in front of <<his>> desk, and looks you up and down. <br><br> /* TODO: add variation when PC is wearing over clothes, */ /* TODO: Add a generic clothing exhibitionism function StripExhibitionismRequired(slot/type)? types: all/allUpper/allLower? */ <<switch $execFetish>> <<case 5>> <<if !$worn.feet.type.includes("naked") and !$worn.feet.type.includes("shackle")>> "Why don't you take your $worn.feet.name off while you work? The carpet is nice, so I'm sure you'll enjoy it. Plus, I'll throw in a little extra tip." <br><br> <<link [[Remove shoes|Office Executive Shoe Strip]]>><</link>> <br> <<link [[Refuse|Office Executive Refuse]]>><</link>> <<else>> "I see they let you lot walk around without any shoes on. Interesting," <<he>> says as <<his>> eyes lock on to your feet. "Let's get you to work, shall we?" <br><br> <<link [[Next|Office Executive Work]]>><</link>> <</if>> <<case 4>> <<if !_fullyNaked>> "If you want some extra money, take off all of your clothes while you work. I like to see a <<if $player.gender_appearance is "m">>strapping<<else>>nubile<</if>> young <<lass>> in action, and I'm willing to pay." <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Remove all clothes|Office Executive Undress]]>><<execstriporder>><</link>><<exhibitionist4>> <<else>> <<insufficientStat "exhibitionism" "to undress here">> <</if>> <br> <<link [[Refuse|Office Executive Refuse]]>><</link>> <<else>> <<He>> takes in your nudity. Your body shakes with arousal as <<he>> eyes up your <<lewdness>>. "Let's get you to work shall we?" <<garousal>> <br><br> <<link [[Next|Office Executive Work]]>><</link>> <</if>> <<case 3>> <<outfitChecks>> <<danceStripActionObject>> <<if $worn.lower.name isnot "naked">> <<if _middleOutfit>> <<set _statRequired to _danceExhibition.middleOutfit[0]>> <<set _cloth to $worn.upper.name>> <<else>> <<set _statRequired to _danceExhibition.lower[0]>> <<set _cloth to $worn.lower.name>> <</if>> "I'll give you a nice tip if you are bottomless while you work. Don't worry, it's just you and me." <br><br> <<if hasSexStat("exhibitionism", _statRequired)>> <<link [[Remove your _cloth|Office Executive Undress]]>><<execstriporder>><</link>> <<exhibitionist _statRequired>> <<else>> <<insufficientStat "exhibitionism" "to take up <<his>> offer">> <</if>> <br> <<link [[Refuse|Office Executive Refuse]]>><</link>> <<else>> <<He>> leers at your exposed <<genitals>> with a lustful gaze. "Let's get you to work shall we?" <<garousal>> <br><br> <<link [[Next|Office Executive Work]]>><</link>> <</if>> <<case 2>> <<outfitChecks>> <<danceStripActionObject>> <<if $worn.upper.name isnot "naked">> <<if _middleOutfit>> <<set _statRequired to _danceExhibition.middleOutfit[0]>> <<else>> <<set _statRequired to _danceExhibition.upper[0]>> <</if>> "I'll give you a nice tip if you are topless while you work. Don't worry, it's just you and me." <br><br> <<if hasSexStat("exhibitionism", _statRequired)>> <<link [[Remove your $worn.upper.name|Office Executive Undress]]>><<execstriporder>><</link>> <<exhibitionist _statRequired>> <<else>> <<insufficientStat "exhibitionism" "to take up <<his>> offer">> <</if>> <br> <<link [[Refuse|Office Executive Refuse]]>><</link>> <<else>> "I see they let you lot walk around without a top on. Interesting," <<he>> says as <<he>> eyes up your <<chest>>. "Let's get you to work shall we?" <<garousal>> <br><br> <<link [[Next|Office Executive Work]]>><</link>> <</if>> <<default>> "Hmmm. I guess you'll do. Work fast, but try not to break anything, got it?" <<he>> says dismissively. <br><br> <<link [[Next|Office Executive Work]]>><</link>> <</switch>><<effects>> <<rng>> <<outfitChecks>> <<if $rng gte 51>> The <<person1>><<person>> has you rearrange <<his>> large collection of books. You use a stepladder to begin removing the books from the top shelf of one bookcase. <br><br> <<if _bottomless>> You glance down and notice <<him>> eyeing your exposed <<genitals>>, which sends chills down your spine. <<garousal>> <br><br> <</if>> You remove all of the books and begin rearranging them as per <<his>> instructions. <<if $execFetish is 1 and $worn.feet.name is "naked">> <br><br> While placing a stack of books on a particularly high shelf, you nearly lose your footing. You grip the tread of the stepladder with your toes to maintain your balance and look back at the <<person1>><<person>> in embarrassment. <<He>> is staring intently at your feet. <</if>> <<else>> <<wearProp "papers">> The <<person1>><<person>> asks you to clean <<his>> desk and file the large stacks of papers sitting on it. <br><br> <<if _topless>> While sorting through the papers, you look up to see <<him>> staring at your bare <<breasts>>. <<garousal>> <br><br> <</if>> After a few minutes, you finally make it through one stack of papers and move on to the next. <<if $execFetish is 1 and $worn.feet.name is "naked">> <br><br> Hastily running back and forth feels easier without shoes, and you occasionally catch the <<person1>><<person>> tracking your movements from behind <<his>> computer screen, <<his>> eyes locked on your feet. <</if>> <</if>> <br><br> <<link [[Next|Office Executive Work Finish]]>><<handheldon>><</link>><<effects>> <<tiredness 5>> You complete the work and return to the <<person1>><<person>>. <br><br> <<if $execFight is 0>> <<if $stripCount isnot 0>> <<set $tipTotal to (6 * $stripCount)>> <<else>> <<set $tipTotal to 5>> <</if>> "You did good work here," <<he>> says, handing you a tip. <<assignmenttip $tipTotal>> "Effective and obedient. I like that in a temp." <<if $execFetish is 1 and $stripCount isnot 0>> <<set $execSell to (200 * $officeFloor)>> <<He>> starts to hand you your shoes but hesitates. "If you let me keep these, I'll give you an extra <span class="gold"><<printmoney $execSell>></span>." <br><br> <<link [[Accept|Office Executive Sell]]>><</link>> <br> <<link [[Decline|Office Executive Sell Decline]]>><</link>> <<elseif $stripCount isnot 0>> <<set $execSell to (1500 * $officeFloor) * ($stripCount / 3)>> <<if $stripCount is 1>> <<He>> starts to hand you your clothes but hesitates. "If you let me keep this, I'll give you an extra <span class="gold"><<printmoney $execSell>></span>." <<else>> <<He>> starts to hand you your clothes but hesitates. "If you let me keep these, I'll give you an extra <span class="gold"><<printmoney $execSell>></span>." <</if>> <<if $exposed gte 1>> <<He>> grins as <<he>> eyes your <<lewdness>>. "Don't worry, I'll give you something to wear." <</if>> <br><br> <<link [[Accept|Office Executive Sell]]>><</link>> <br> <<link [[Decline|Office Executive Sell Decline]]>><</link>> <<else>> <<completeassignment>> <</if>> <<else>> "Not a bad job for a disobedient little shit," <<he>> grumbles. <br> <<rng>> <<if $rng gte (90 - $officeFloor)>> "Don't think that a job well done makes up for disobeying your superiors, though. Little shits like you don't get to keep their clothes." <<He>> tosses an apron at you. "That's all you deserve. Now get out of my office." <<stealclothes>> <br><br> <<clotheson>> <<lowerwear 4>> <<pass 60>> <br><br> <<link [[Next|Office Streak]]>><</link>> <<else>> <<He>> tosses your clothes at you. "Get out of my office, and next time, learn to obey your superiors." <br> <<clotheson>> <<completeassignment>> <</if>> <</if>><<effects>> You agree to take the extra money from the <<person1>><<person>>. <<if $execFetish isnot 1>> <<storeon "exec room">> <<execdestroyclothes>> <<if $exposed gte 1>> <<He>> tosses you the money wrapped in a towel. "Good <<girl>>. You can leave now." <br> You wrap the towel around your <<lewdness>> and walk out of the office. <</if>> As you leave, you can hear <<him>> loudly sniffing your clothes.<<money $execSell>><<towelup>> <<else>> <<storeon "exec room">> <<execdestroyclothes>> <<He>> hands you the money. "A fair exchange, I say. You may leave now." As you leave the office, you can hear <<him>> loudly sniffing your shoes.<<money $execSell>> <</if>> <<completeassignment>><<effects>> You decline the <<person1>><<persons>> offer. <<storeon "exec room">> <<if $execFetish is 1>> <<He>> tosses your $worn.feet.name on the floor. "Fine, you may leave now." <<else>> <<He>> tosses you your clothes and sighs. "Very well. You may excuse yourself now." <</if>> <<completeassignment>><<effects>> <<if $execFetish is 1>> "I think I'd feel better if I kept my $worn.feet.name on," you say, declining to remove them. <<else>> "I don't feel comfortable undressing here, <<sir>>," you say. <</if>> <br><br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> The <<person1>><<person>> walks up to you and roughly grabs your arms. "Do you know who I am? You don't say no to me." <br><br> <<link [[Next|Office Executive Force Strip]]>><<set $molestationstart to 1>><</link>> <<else>> The <<person1>><<person>> sighs. "Very well. From now on, just do what you're told." <br><br> <<link [[Next|Office Executive Work]]>><</link>> <</if>><<effects>> <<set $stripCount to 1>> You take the <<person1>><<person>> up on <<his>> offer and remove your $worn.feet.name. The lush carpet feels <<if $worn.legs.name.includes("stockings") or $worn.legs.name.includes("tights")>> fantastic under your stockinged feet. <<elseif $worn.legs.name is "naked">> amazing between your bare toes. <<else>> soft under your feet. <</if>> <br> You place your $worn.feet.name by the door and begin working.<<feetundress "exec room">> <br><br> <<link [[Next|Office Executive Work]]>><</link>><<effects>> <<if $stripCount is 0>> <<if $speech_attitude is "meek">> You avoid eye contact with the <<person1>><<person>> as you nervously undress. <<elseif $speech_attitude is "bratty">> You look the <<person1>><<person>> in the eye and smirk as you undress. <<else>> You begin to undress. <</if>> <<execstripperform>> <<elseif $stripCount is $stripItems.length>> <<if $stripCount is 1>> <<He>> takes the folded article of clothing and tucks it beneath <<his>> desk. "You may begin." <<else>> <<He>> takes the pile of folded clothes and tucks it beneath <<his>> desk. "You may begin." <</if>> <br><br> <<link [[Next|Office Executive Work]]>><</link>> <<else>> <<execstripperform>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $execFight to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $enemyno to 1>><<set $enemynomax to 1>> <<maninit>><<set $enemyanger += 150>><<set $enemytrust -= 150>> <<npcstripall>> <<npcidlegenitals>> <<if $rng gte 51>> <<enable_rescue>> <</if>> <br><br> "I'm going to see you naked! Whatever it takes, <<bitch>>." <</if>> <<effects>> <<effectsman>><<man>> <br><br> <<stateman>> <<actionsman>> <<if $alarm is 1 and $rescue is 0>> No one comes to your aid. <<set $alarm to 0>> <br><br> <</if>> <<outfitChecks>> <<if _fullyNaked>> <span id="next"><<link [[Next|Office Executive Force Strip Finish]]>><</link>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<link [[Next|Office Executive Rescue]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Executive Force Strip Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Executive Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Executive Force Strip]]>><</link>></span><<nexttext>> <</if>><<effects>> Your cries for help are noticed as a secretary, a <<generate2>><<person2>><<person>>, bursts into the room. <br> The <<person1>><<person>> quickly lets you go and returns to <<his>> desk as <<he>> clears <<his>> throat. "I think we're done here. You two can go now." <br><br> The <<person2>><<person>> escorts you out of the room, glaring angrily at the <<person1>><<person>> as you leave. <br><br> The <<person2>><<person>> walks you to <<his>> desk and sits you down. "I'm really sorry about that. The execs up here can be really awful, and we little people have to do our best to stick together." <<if $exposed gte 1>> <br><br> <<He>> hands you a towel. "Here, you can't walk around dressed like that." <<towelup>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<link [[Return to lobby|Office Lobby]]>><</link>><<effects>> <<if $worn.feet.name isnot "naked">> <<feetsteal _temp_steal>> <</if>> After removing your clothes, the <<person1>><<person>> gathers them up and tucks them beneath <<his>> desk. <br> "That wasn't so hard, now was it? Now, either you can do the work I need you to do, and maybe I'll give you your clothes back. Or I can call security and have them escort you from the premises." <br><br> <<link [[Comply|Office Executive Force Strip Comply]]>><</link>> <br> <<link [[Refuse|Office Executive Force Strip Refuse]]>><</link>><<gsecurity>> <br> <<if hasSexStat("exhibitionism", 3)>> <<link [[Run away|Office Executive Force Strip Run]]>><</link>><<exhibitionist3>> <br> <</if>> <br><<effects>> You manage to push the <<person1>><<person>> off of you and gather up your clothes. <br><br> "You <<bitch>>!" you hear <<him>> scream as you run out of the room to safety. <br><br> <<clotheson>> <<endcombat>> <<if $exposed lte 1>> <<link [[Return to lobby|Office Lobby]]>><</link>> <<else>> <<link [[Next|Office Streak]]>><</link>> <</if>><<effects>> <<tearful>> you nod your head. "Good," the <<person1>><<person>> says menacingly. "Now get to work." <<saveNPC 0 "office_exec">> <<endcombat>> <<loadNPC 0 "office_exec">><<clearNPC "office_exec">> <br><br> <<link [[Next|Office Executive Work]]>><</link>><<effects>> <<tearful>> you shake your head and cover your <<lewdness>>. <br> "Very well." The <<person1>><<person>> picks up <<his>> phone and calls security. After a few minutes, a security guard arrives and removes you from the room. <br><br> <<endcombat>> <<link [[Next|Office Security Escort]]>><</link>><<effects>> <<tearful>> you decide to take the risk and run from the room, covering your <<lewdness>> and leaving your clothes behind. <br><br> <<endcombat>> <<link [[Next|Office Streak]]>><</link>><<widget "execstripperform">> <<switch $stripItems[$stripCount]>> <<case "shoes">> <<execremoveshoes>> <<case "skirt">> <<execremovebottom>> <<case "top">> <<execremovetop>> <<case "dress">> <<execremovedress>> <<case "bra">> <<execremoveundertop>> <<case "panties">> <<execremoveunderbottom>> <<case "underclothes">> <<execremoveunderclothes>> <<default>> <<error "execstripperform error: " + $stripItems[$stripCount] + " is not a valid entry">> <</switch>> <</widget>> <<widget "execremoveshoes">> <<He>> gently touches your hand. "No, take off your $worn.feet.name first." <br> You oblige, stepping back and removing each of your $worn.feet.name. The lush carpet feels <<if $worn.legs.name.includes("stockings") or $worn.legs.name.includes("tights")>> fantastic under your stockinged feet. <<elseif $worn.legs.name is "naked">> amazing between your bare toes. <<else>> soft under your feet. <</if>> <<He>> picks up your discarded shoes and places them on <<his>> desk. "Please continue." <<feetundress "exec room">> <br><br> <<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>> <</widget>> <<widget "execremovebottom">> <<set $removedItem to $worn.lower.name>> <<lowerundress "exec room">> <<if $speech_attitude is "meek">> Your hands shake as you unfasten your $removedItem and slowly lower it to your ankles. You hesitate, covering your <<lewdness>> as you stand. <br> The <<person1>><<person>> bends over and grasps the crumpled garment. "Come now, don't be shy." You slowly step out of your $removedItem as <<he>> scoops it up from under you and folds it nicely onto <<his>> desk before returning <<his>> attention to you. <<elseif $speech_attitude is "bratty">> You unfasten your $removedItem and gracefully adjust your posture, allowing it to slide down your body onto the floor, baring your <<lewdness>>. You step out with one foot and use the other to kick your $removedItem over to the <<person1>><<person>>. <<He>> picks it up and folds it nicely onto <<his>> desk before returning <<his>> attention to you. <<else>> You unfasten your $removedItem and lower it to your feet before stepping out of it. The <<person1>><<person>> bends over to pick it up, eyeing your <<lewdness>>. <<He>> folds your $removedItem nicely onto <<his>> desk before returning <<his>> attention to you. <</if>> <br><br> <<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>> <</widget>> <<widget "execremovetop">> <<set $removedItem to $worn.upper.name>> <<upperundress "exec room">> <<if $speech_attitude is "meek">> You grasp the hem of your $removedItem and let out a long sigh before slowly lifting it over your head while bending over, trying to cover your <<undertop>> with it. <<He>> smiles, holding <<his>> hands out. <<if $stripCount gte 1>> You hand your $removedItem to <<him>>, and <<he>> folds it up with the rest of your things. <<else>> You hand your $removedItem to <<him>>, and <<he>> folds it neatly before placing it on <<his>> desk. <</if>> <<elseif $speech_attitude is "bratty">> You slowly inch your $removedItem up until it is bunched up over your <<undertop>>. You pause for a moment, looking at the <<person1>><<person>> before lifting it over your head and tossing it to <<him>>. <br> <<if $stripCount gte 1>> <<He>> catches your $removedItem and places it neatly with the rest of your clothes. <<else>> <<He>> catches your $removedItem and folds it neatly before placing it on <<his>> desk. <</if>> <<else>> You pull your $removedItem over your head, exposing your <<undertop>>. <<if $stripCount gte 1>> You drop it at your feet, and the <<person1>><<person>> picks it up, adding it to the pile of your clothes on <<his>> desk. <<else>> You drop it at your feet, and the <<person1>><<person>> picks it up, folding it neatly and placing it on <<his>> desk. <</if>> <</if>> <br><br> <<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>> <</widget>> <<widget "execremovedress">> <<set $removedItem to $worn.upper.name>> <<upperundress "exec room">> <<lowerundress "exec room">> <<if $speech_attitude is "meek">> You grasp the hem of your $removedItem and let out a long sigh before slowly lifting it over your head while bending over, trying to cover your <<undertop>> with it. <<He>> smiles, holding <<his>> hands out. <<if $stripCount gte 1>> You hand your $removedItem to <<him>>, and <<he>> folds it up with the rest of your things. <<else>> You hand your $removedItem to <<him>>, and <<he>> folds it neatly before placing it on <<his>> desk. <</if>> <<elseif $speech_attitude is "bratty">> You slowly inch your $removedItem up until it is bunched up over your <<undertop>>. You pause for a moment, looking at the <<person1>><<person>> before lifting it over your head and tossing it to <<him>>. <br> <<if $stripCount gte 1>> <<He>> catches your $removedItem and places it neatly with the rest of your clothes. <<else>> <<He>> catches your $removedItem and folds it neatly before placing it on <<his>> desk. <</if>> <<else>> <<if $worn.under_lower.name isnot "naked">> You pull your $removedItem over your head, exposing your <<undertop>> and $worn.under_lower.name. <<else>> You pull your $removedItem over your head, exposing your <<undertop>> and <<genitals>>. <</if>> <<if $stripCount gte 1>> You drop it at your feet, and the <<person1>><<person>> picks it up, adding it to the pile of clothes on <<his>> desk. <<else>> You drop it at your feet, and the <<person1>><<person>> picks it up, folding it neatly and placing it on <<his>> desk. <</if>> <</if>> <br><br> <<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>> <</widget>> <<widget "execremoveundertop">> <<set $removedItem to $worn.under_upper.name>> <<underupperundress "exec room">> <<if $speech_attitude is "meek">> You turn around before removing your $removedItem, hiding your <<breasts>> from the <<person1>><<person>>. <br> You keep your back turned as you hold out your $removedItem, but <<he>> doesn't take it. "Turn around and hand it to me," <<he>> says. <br> <<if $stripCount gte 1>> You turn to <<him>> and bashfully drop your $removedItem into <<his>> hand, and <<he>> adds it to the growing pile. <<else>> You turn to <<him>> and bashfully drop your $removedItem into <<his>> hand, and <<he>> places it on <<his>> desk. <</if>> <<elseif $speech_attitude is "bratty">> You slowly remove your $removedItem with one arm, shyly covering your <<breasts>> with the other arm. <<if $stripCount gte 1>> You toss your $removedItem onto the growing pile of clothes. <<He>> chuckles. <<else>> You toss your $removedItem onto <<his>> desk. <<He>> chuckles. <</if>> <<else>> You remove your $removedItem and hand it to the <<person1>><<person>>, quickly covering your <<breasts>> with one arm. <<if $stripCount gte 1>> <<He>> smiles as <<he>> places your $removedItem with the rest of your clothes. <<else>> <<He>> smiles as <<he>> deposits your $removedItem on <<his>> desk. <</if>> <</if>> <br><br> <<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>> <</widget>> <<widget "execremoveunderbottom">> <<set $removedItem to $worn.under_lower.name>> <<underlowerundress "exec room">> You lower your $removedItem slowly down your legs. <<if $arousal gte ($arousalmax * .8)>> <<if $player.penisExist>>A thick strand of cum<<else>>Lewd fluid<</if>> stretches from your <<genitals>> before breaking and pooling in your $removedItem. <<if $speech_attitude is "meek">> <<embarrassment>> <<elseif $speech_attitude is "bratty">> "Looks like I made a bit of a mess," you say coyly. <</if>> <br> You hand the soaked garment to the <<person1>><<person>>, and <<he>> places it on <<his>> desk. <<else>> <<if $stripCount gte 1>> You hand the garment to the <<person1>><<person>>, and <<he>> places it with the rest of your clothes. <<else>> You hand the garment to the <<person1>><<person>>, and <<he>> places it on <<his>> desk. <</if>> <</if>> <br><br> <<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>> <</widget>> <<widget "execremoveunderclothes">> <<set $removedItem to $worn.under_upper.name>> <<underupperundress "exec room">> <<underlowerundress "exec room">> <<if $speech_attitude is "meek">> Your hands shake as you unfasten your $removedItem and slowly lower it to your ankles. You hesitate, covering your <<lewdness>> as you stand. <br> The <<person1>><<person>> bends over and grasps the crumpled garment. "Come now, don't be shy." You slowly step out of your $removedItem as <<he>> scoops it up from under you and folds it nicely onto <<his>> desk before returning <<his>> attention to you. <<elseif $speech_attitude is "bratty">> You unfasten your $removedItem and gracefully adjust your posture, allowing it to slide down your body onto the floor, baring your <<lewdness>>. You step out with one foot and use the other to kick your $removedItem over to the <<person1>><<person>>. <<He>> picks it up and folds it nicely onto <<his>> desk before returning <<his>> attention to you. <<else>> You unfasten your $removedItem and lower it to your feet before stepping out of it. The <<person1>><<person>> bends over to pick it up, eyeing your <<lewdness>>. <<He>> folds your $removedItem nicely onto <<his>> desk before returning <<his>> attention to you. <</if>> <br><br> <<link [[Next|Office Executive Undress]]>><<set $stripCount++>><</link>> <</widget>> <<widget "execdestroyclothes">> <<for _i = 0; _i lt $stripItems.length; _i++>> <<switch $stripItems[_i]>> <<case "dress">> <<upperruined>> <<lowerruined>> <<case "top">> <<upperruined>> <<case "skirt">> <<lowerruined>> <<case "underclothes">> <<underupperruined>> <<underlowerruined>> <<case "bra">> <<underupperruined>> <<case "panties">> <<underlowerruined>> <<case "shoes">> <<feetruined>> <<default>> <<error "execdestroyclothes error: " + $stripItems[$stripCount] + " is not a valid entry">> <</switch>> <</for>> <</widget>> <<widget "execstriporder">> <<if $execFetish is 1 or $execFetish is 4>> <<if $worn.feet.name isnot "naked">> <<set $stripItems.push("shoes")>> <</if>> <</if>> <<if $execFetish is 4>> <<if $worn.lower.set is $worn.upper.set>> <<set $stripItems.push("dress")>> <<else>> <<if $worn.lower.name isnot "naked">> <<set $stripItems.push("skirt")>> <</if>> <<if $worn.upper.name isnot "naked">> <<set $stripItems.push("top")>> <</if>> <</if>> <</if>> <<if $execFetish is 3>> <<if $worn.lower.set is $worn.upper.set>> <<set $stripItems.push("dress")>> <<else>> <<if $worn.lower.name isnot "naked">> <<set $stripItems.push("skirt")>> <</if>> <</if>> <</if>> <<if $execFetish is 2>> <<if $worn.upper.set is $worn.lower.set>> <<set $stripItems.push("dress")>> <<else>> <<if $worn.upper.name isnot "naked">> <<set $stripItems.push("top")>> <</if>> <</if>> <</if>> <<if $execFetish is 2 or $execFetish is 4>> <<if $worn.under_upper.name isnot "naked">> <<if $worn.under_upper.set is $worn.under_lower.set>> <<set $stripItems.pushUnique("underclothes")>> <<else>> <<set $stripItems.push("bra")>> <</if>> <</if>> <</if>> <<if $execFetish is 3 or $execFetish is 4>> <<if $worn.under_lower.name isnot "naked">> <<if $worn.under_lower.set is $worn.under_upper.set>> <<set $stripItems.pushUnique("underclothes")>> <<else>> <<set $stripItems.push("panties")>> <</if>> <</if>> <</if>> <</widget>><<location "office_building">><<effects>> You go to <<checkfloor>> and speak to the client, a <<generate2>><<person2>><<person>>. Another temp, a <<generatey1>><<person1>><<person>> is waiting as well. <br><br> "I need you two to reorganise a number of files in the filing room on this floor. With the two of you, it should only take about an hour," the <<person2>><<person>> says. <<He>> escorts you and the <<person1>><<person>> to the filing room. "Let me know if you have any problems, but this should be pretty simple," <<person2>><<he>> says as <<he>> leaves. <br><br> You and the <<person1>><<person>> begin your filing tasks, each taking a different stack of files. "I think I've seen you around before," <<he>> says. <br><br> <<if $officecomplaints gte 6>> "You're the one who is always in trouble. Please don't mess this job up for me," <<he>> says dejectedly. <<elseif $managerLove gte 100>> "Yeah, you're <<office_manager>>'s favourite. <<print $per_npc.manager.pronouns.he.toUpperFirst()>> likes everybody, but <<print $per_npc.manager.pronouns.he>> really seems to be fond of you." <<elseif $managerLove gte 60>> "<<office_manager>> says you are a great worker. You seem pretty cool," <<he>> says, smiling warmly. <<elseif $managerLove gte 0>> "You're one of those people who stay at the orphanage right? I hear that place is a real shithole," <<he>> chuckles. <<else>> "<<office_manager>> says you're a bit of a troublemaker. Just try to do your job here and stay out of my way, okay?" <<he>> grumbles. <</if>> <<saveNPC 1 office_filing_client>> <<saveNPC 0 office_filing_temp>> <br><br> <<if $rng gte 91>> <<link [[Next|Office Filing Thieves Start]]>><</link>> <<elseif $rng gte 71>> <<link [[Next|Office Filing Drink Start]]>><</link>> <<elseif $rng gte 41>> <<link [[Next|Office Filing Fling Start]]>><</link>> <<else>> <<link [[Next|Office Filing Complete]]>><</link>> <</if>><<effects>> While you and the <<person>> continue your filing work towards the back of the room, you hear hushed voices as someone enters the room. <br> "Shh, don't be so loud. Let's just get in here and get the files. We can discuss the split when we get out safely," you hear someone say. <<generate3>><<generate4>><<generate5>><<generate6>> <br> A <<person3>><<person>> skulks into the room, along with a <<person4>><<person>>, a <<person5>><<person>>, and a <<person6>><<person>>. <br> "Shit, I think someone is in here, what do we do? We can't get caught," the <<person4>><<person>> whispers. <br> "Well, they picked the wrong time to be in here. If there is anyone in here, we'll handle them properly," the <<person3>><<person>> replies. <br> They don't seem to be up to anything good, and it may be dangerous if they discover you. <br><br> <<link [[Hide|Office Filing Thieves Hide]]>><</link>> <br> <<link [[Alert the other temp|Office Filing Thieves Alert]]>><</link>> <br> <<link [[Confront them|Office Filing Thieves Confront]]>><</link>><<effects>> You decide to save yourself and hide from the group behind one of the filing cabinets. The <<person1>><<person>> doesn't seem to hear them in the room, and walks directly into them. <br> "Wh...who are you?" the <<person>> asks nervously. <br> "Fuck, it's some <<person1>><<personsimple>>. <<Hes>> probably gonna snitch on us. What do we do?" the <<person5>><<person>> says to the <<person2>><<person>>. <br> "Look <<sir>>, I don't know what you are doing and I promise I won't say anything. I swear!" the <<person1>><<person>> exclaims. <br> <<if $rng gte 71>> "We're as good as fired if they find out what we did in here. I'm not about to kill some <<personsimple>>, but we might as well have some fun if we're going to get caught." <br> The others follow the <<person2>><<person>> as they begin to assault the <<person1>><<person>>. <br> You take this as your cue to try to escape unscathed and skulk towards the door. <br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> "Hey you! What are you doing? Don't just let them do this to me!" the <<person>> shouts to you as they see you come out from your hiding space. <br> "Shit, there's another one. You two go handle <<phim>>," the <<person2>><<person>> orders. <br> The <<person4>><<person>> and <<person5>><<person>> pounce you before you can react. <br><br> <<link [[Next|Office Filing Rape]]>><<set $molestationstart to 1>><</link>> <<else>> The <<person>> looks on at you in horror as you step out of the room. Before <<he>> can speak, one of the assailants covers <<his>> mouth as they continue to ravage <<him>>. <br><br> <<link [[Next|Office Filing Thieves Abandon]]>><</link>> <</if>> <<else>> "Good. Now get the hell out of here before we make you sorry we ever saw you," the <<person2>><<person>> says to the <<person1>><<person>>. <br> The <<person>> spots you in your hiding place as <<he>> walks out of the room. <br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> "Hey, there's someone hiding back here. <<pShe>> is a tattle tell, I wouldn't trust <<phim>>!" the <<person>> shouts before running out of the room. <br> Before you can come out from your hiding space, the four are already on top of you. <br> "We can't let this snitch get away." <br><br> <<link [[Next|Office Filing Gangbang]]>><<set $molestationstart to 1>><</link>> <<else>> <<He>> scowls angrily at you as <<he>> leaves the room. You wait until the four assailants are distracted with their searching before sneaking out of the room. <br><br> <<endevent>> <<link [[Next|Office Filing Temp Angry]]>><</link>> <</if>> <</if>><<effects>> <<endevent>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> You return to the <<person2>><<person>> to report your job. <br> "You're done working already? Where is your partner?" <<he>> asks. <br><br> <<link [[Be honest|Office Filing Thieves Honest]]>><</link>> <br> <<link [[Lie|Office Filing Thieves Lie]]>><</link>><<effects>> You decide to be truthful, and inform the <<person>> that a group of devious people came into the filing room and assaulted the <<person1>><<person>>. <br> "I'm glad you got out of there safely! I'll call security immediately," <<person2>><<he>> says before picking up <<his>> phone. "You go report to your manager, but let's keep what happened between us, okay?" <br> The <<person>> hands you a very generous tip. <<assignmenttip 20>> <<completeassignment 40>><<effects>> You lie, informing the <<person2>><<person>> that the <<person1>><<person>> was rude and told you they would finish the work. <br> <<if $rng gte 51>> "Is that so? Well I'll..." but before <<person2>><<he>> can finish, a call comes to <<his>> phone. <br> "I see. They WHAT? And security has already been called? Thank you for letting me know." The <<persons>> expression changes to anger as <<he>> ends the call and turns to you. <br> "I was just informed that several former employees attempted to steal company secrets from our filing room, and that they assaulted your fellow temp." <br> "Lucky for you, security was able to stop them and save your colleague, but I will be writing a formal complaint to your manager. You may go now," <<he>> says angrily. <br> <<completeassignment 40>><<officeupdatecomplaints 2>> <<else>> "Is that so? Well I'll be sure to give them a stern talking to when I see them. Here's a little something extra for your troubles." <<assignmenttip 10>> <br> <<completeassignment 40>> <</if>><<effects>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> You return to the <<person2>><<person>> who is currently speaking with the <<person1>><<person>>. They both turn to you and look angrily. <br> "Your co-worker told me you were causing trouble in the filing room." <br> The <<person2>><<person>> hands the <<person1>><<person>> a huge tip. "I'll be informing your manager of your actions. You are dismissed." <br> <<completeassignment 40>><<officeupdatecomplaints 1>><<effects>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> You and the <<person1>><<person>> return to the <<person2>><<person>> and inform <<him>> about what happened. <br><br> "That's horrible! They were probably former employees looking to steal company secrets. The two of you did the right thing by hiding and not getting involved." <<He>> hands you both a generous tip. <<assignmenttip 10>> <<completeassignment 30>><<if $molestationstart is 1>> <<saveNPC 3 office_filing_r1>> <<saveNPC 4 office_filing_r2>> <<endevent>> <<loadNPC 0 office_filing_r1>> <<loadNPC 1 office_filing_r2>> <<clearNPC office_filing_r1>> <<clearNPC office_filing_r2>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Office Filing Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Filing Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<tearful>> you lie on the ground as the <<person1>><<person>> and the <<person2>><<person>> dress themselves. <br> "You two done back there? Hurry up, let's get out of here!" the <<person>> shouts back to their friends. <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> Before you can react, you feel a strong blow to your head. <<endcombat>> <br> <<officepassout>> <<else>> You knock the <<person1>><<person>> over and <<he>> tumbles into the <<person2>><<person>>. <br> <<tearful>> you look back and see the other temp is still being assaulted by the others. Barely able to defend yourself, you opt to run, leaving them behind. <br><br> <<endcombat>> <<clotheson>> <br><br> <<if $exposed lte 0>> <<link [[Next|Office Filing Thieves Abandon]]>><</link>> <<else>> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <</if>> <</if>><<if $molestationstart is 1>> <<saveNPC 1 office_filing_r1>> <<saveNPC 2 office_filing_r2>> <<saveNPC 3 office_filing_r3>> <<saveNPC 4 office_filing_r4>> <<endevent>> <<loadNPC 0 office_filing_r1>> <<loadNPC 1 office_filing_r2>> <<loadNPC 2 office_filing_r3>> <<loadNPC 3 office_filing_r4>> <<clearNPC office_filing_r1>> <<clearNPC office_filing_r2>> <<clearNPC office_filing_r3>> <<clearNPC office_filing_r4>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $rescue is 1>> <<set $phase to 0>> <</if>> <</if>> <<if $rescue>> <<set $phase += 1>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $phase gte 10>> <span id="next"><<link [[Next|Office Filing Gangbang Rescue]]>><</link>></span><<nexttext>> <<elseif _combatend>> <span id="next"><<link [[Next|Office Filing Gangbang Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Filing Gangbang]]>><</link>></span><<nexttext>> <</if>><<effects>> <<endcombat>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> Suddenly, the filing room door swings open and several security guards along with the <<person2>><<person>> enter. It seems as if the <<person1>><<person>> was able to escape during the commotion and called for help. <br><br> The guards pull the assailants off of you and drag them out of the room, and the <<person2>><<person>> runs to you and helps you to your feet. <br><br> "Are you okay? Those people were former employees attempting to steal company secrets. Your colleague let me know how you stood up to them and gave <<person1>><<him>> time to escape. You shouldn't do anything like that ever again." <br><br> <<person2>><<He>> hands you a generous tip. <<assignmenttip 25>> <br><br> <<clotheson>> <<if $exposed gte 1>> <<towelup>> <</if>> <<completeassignment 30>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<tearful>> you lie on the ground as your assailants dress themselves. <br> <br> "Hurry up, let's get out of here!" the <<person1>><<person>> exclaims as they gather a bunch of files from the room. <<set $stealtextskip to 1>> <<stealclothes>> <<endcombat>> <<clotheson>> <br> Before you can react, you feel a strong blow to your head. <br> <<officepassout>> <<else>> You lash out against your assailants, giving yourself enough room to escape. <br><br> <<endcombat>> <<clotheson>> <br> <<if $exposed lte 0>> <<link [[Next|Office Filing Gangbang Escape]]>><</link>> <<else>> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <</if>> <</if>><<effects>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> You return to the <<person2>><<person>> and inform <<him>> about what happened. <br><br> "That's horrible! Your colleague informed me about what happened and we immediately called security. They were probably former employees looking to steal company secrets. I'm very glad you were able to get away." <<He>> hands you a generous tip. <<assignmenttip 20>> <<completeassignment 30>><<effects>> You inform the <<person1>><<person>> about the dangerous people. <br><br> "Let's hide then get out of here when the coast is clear," <<he>> says, pointing to a large filing cabinet in the corner. <br><br> The four of them begin searching the room. <br><br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> The <<person3>><<person>> peeks behind the cabinet and sees the two of you hiding. "I found them! They're probably sent here by management to spy on us." The other three come to your hiding space and surround you, with devious intent in their eyes. <br><br> "In for a penny I say, if they're going to snitch on us, we might as well have some fun." The <<person4>><<person>> and <<person5>><<person>> pull you out of your hiding spot while the other two grab the <<person1>><<person>>. <br><br> <<link [[Next|Office Filing Rape]]>><<set $molestationstart to 1>><</link>> <<else>> After a few minutes of searching for you, they give up and begin ransacking the files. They grab a number of files and stuff into their bags before running out of the room. <br><br> "What do you think that was about?" the <<person>> says to you, crawling out from the hiding spot. You shrug your shoulders in uncertainty, but are glad the two of you escaped unharmed. <br><br> "Let's report back, I don't want to get in trouble," <<he>> says as <<he>> runs out of the room. <br><br> <<endevent>> <<link [[Next|Office Filing Alert Safe]]>><</link>> <</if>><<effects>> You let yourself be known to the group. <<if dangerEvent(1, 8000, 300*$officeFloor)>> "This little brat thinks <<pshe>> can ruin our score," the <<person2>><<person>> says. "If <<pshes>> this ballsy to confront us, <<pshe>>'ll probably snitch on us too. And we can't have that." The four of them surround you. <br><br> "Let's put <<phim>> in <<pher>> place." <br><br> <<link [[Next|Office Filing Gangbang]]>><<enable_rescue>><<set $molestationstart to 1>><</link>> <<else>> "Shit, we've been outed. Let's get out of here," the <<person2>><<person>> says as <<he>> backs out of the room, with the others following. <br><br> The <<person1>><<person>> walks up to you, confused. "What the heck was that all about?" <br><br> <<link [[Next|Office Filing Complete]]>><</link>> <</if>><<effects>> The <<person>> takes out a flask and sits on a stack of boxes. <br><br> "Hey, take a load off. This paper isn't going anywhere right?" <<he>> says as <<he>> takes a sip from the flask and hands it to you. <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<link [[Take a sip|Office Filing Drink Sip]]>><<alcohol 120>><<stress -6>><</link>><<lstress>><<ggalcohol>> <</if>> <br> <<link [[Decline|Office Filing Drink Decline]]>><</link>><<effects>><<wearProp "flask">> You take the flask from the <<person>> and take a swig. It's sweet, but very strong. <br><br> "Good, right? Sometimes it's nice to just sneak in here and wind back," <<he>> says, taking the flask back from you and takes a sip <<himself>>. <br><br> "This job pays decently, but these people are the worst," <<he>> says, handing you the flask again. <<if $stress gte (($stressmax / 5) * 3)>> "But I don't need to tell you that." <<else>> "If you haven't already learned that, you'll learn soon." <</if>> <br><br> <<if $drunk gte 360>> You feel like maybe you've had enough to drink and go hand the <<person>> <<his>> flask. <br><br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> Stumbling towards the <<personsimple>>, you bang your knee on an open file drawer. You suddenly feel yourself quickly approach the floor as you bang your head on the tiled floor. <br><br> <<officepassout>> <<else>> "Wow, you're a bit of a lightweight, huh? Let's finish up here before you pass out." <br><br> <<link [[Next|Office Filing Complete]]>><<handheldon>><</link>> <</if>> <<else>> You and the <<person>> continue working on the filing. <<He>> handles a new stack of files, pausing and taking a sip from <<his>> flask before handing it to you. <br><br> <<link [[Take another sip|Office Filing Drink Sip]]>><<handheldon>><<alcohol 120>><<stress -6>><</link>><<lstress>><<ggalcohol>> <br> <<link [[Decline|Office Filing Complete]]>><<handheldon>><</link>> <</if>><<effects>> You decline to drink with the <<person>>. <br><br> "Suit yourself. More for me," <<he>> says as <<he>> takes several sips. <br><br> After some time, you realise that the <<person>> is spending more time drinking than working. You're nearly done with your filing and <<he>> has barely started. The client will be angry if the work isn't done. <br><br> <<link [[Complain|Office Filing Drink Complain]]>><</link>> <br> <<link [[Do <<his>> work (0:15)|Office Filing Drink Work]]>><<set $filingComplete to 1>><<pass 15>><</link>><<ggtiredness>><<gstress>> <br> <<link [[Finish and leave|Office Filing Drink Leave]]>><<set $filingComplete to 0>><<endevent>><</link>><<effects>> You don't want to get in trouble with the client, but you also don't want to work any harder than you need to. <br> <<if $speech_attitude is "meek">> "Hey... I feel like I'm doing most of the work here. Do you think you could maybe help?" you <<voice "moan">>. <<elseif $speech_attitude is "bratty">> "Put the drink down and do your part. I don't want get dinged because of you," you <<voice "demand">>. <<else>> "You still have a lot more work to do. We'll both get in trouble if you don't finish in time," you say. <</if>> <br><br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> The <<person>> looks at you angrily. "Who made you the boss? I've been working here longer than you have." <br><br> <<He>> puts <<his>> flask down and grabs you by the nape of your neck. <br><br> <<link [[Next|Office Filing Fight]]>><<set $fightstart to 1>><</link>> <<else>> The <<person>> groans and puts <<his>> flask away. "Fine. You're no fun," <<he>> says as <<he>> returns to filing. <br><br> <<link [[Next|Office Filing Complete]]>><</link>> <</if>><<effects>> You don't want to risk getting in trouble with the client, so you opt to do <<persons>> filing for them. <<tiredness 20>><<stress 5>> <br><br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> Tired and frustrated, you get to the last stack of documents when you feel the <<person>> behind you. <br><br> "Hey, take a break and let's have some fun," <<he>> says, <<his>> breath sour with booze. <br><br> You pull away from the <<person>> but <<he>> forcefully grasps your arm. <br><br> "This wasn't a request." <br><br> <<link [[Next|Office Filing Drink Molest]]>><<set $molestationstart to 1>><</link>> <<else>> Tired, yet feeling accomplished, you get to the last stack of documents when you hear loud snoring behind you. The <<person>> has gotten so drunk that <<he>> has fallen asleep. <br><br> <<link [[Leave|Office Filing Drink Leave]]>><<endevent>><</link>> <</if>><<effects>> <<loadNPC 1 office_filing_client>> <<loadNPC 0 office_filing_temp>> You finish the last of your work and return to the <<person2>><<person>>. "All done? Great!" <<he>> says as you provide an update. "What happened to your colleague?" <br><br> You inform the <<person>> that the <<person1>><<person>> was slacking off and drinking in the filing room the whole time. <br> <<if $rng gte (75 + $officeFloor - ($filingComplete * $officeFloor))>> "We don't pay you all to complain and slack off. We pay you to get work done. Whatever the two of you had going on is none of my business, I just want the work done." <br> The <<person2>><<person>> turns away from you and returns to <<his>> work. "You're dismissed," <<he>> says angrily. <<officeupdatecomplaints 1>> <<else>> "Oh really? I'll be sure to inform your manager of this delinquent. Was the work completed at least?" the <<person2>><<person>> asks. <br> <<if $filingComplete is 1>> You inform the <<person>> that you made sure to finish all of the work before leaving. <br> "Very good! Such a hard worker deserves a reward, I always say," the <<person>> says, handing you a tip. <<assignmenttip 10>> <<else>> You inform the <<person>> that there is still work left to do. <br> "So you just left the work unfinished? We pay you people to get this work done. It's sad that you can't even bother to perform your due diligence." <</if>> <</if>> <<unset $filingComplete>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> <<endevent>> <<completeassignment>>The smell of the <<persons>> breath makes you nearly wretch. <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<endevent>> <<loadNPC 0 office_filing_temp>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Office Filing Drink Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Filing Drink Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> lets out a heavy sigh before rolling off of you and passing out. <br><br> <<clotheson>> <<endcombat>> <<tearful>> you climb to your feet and slowly make your way out of the room. <br><br> <<if $exposed lte 0>> <<link [[Next|Office Filing Drink Leave]]>><</link>> <<else>> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <</if>> <<elseif $enemyhealth lte 0>> You shove the <<person>> off of you and <<he>> stumbles back, hitting <<his>> head on a filing cabinet before passing out. <br><br> <<clotheson>> <<endcombat>> <<tearful>> you run from the room. <br><br> <<if $exposed lte 0>> <<link [[Next|Office Filing Drink Leave]]>><</link>> <<else>> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <</if>> <<else>><<set $rescued += 1>> <<endcombat>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> The <<person2>><<person>> bursts into the room along with a security guard. The guard pulls the <<person1>><<person>> off of you and drags <<him>> from the room. <br> "I was wondering what was taking you two so long. I came to check on you and heard commotion and called security. Are you okay?" the <<person2>><<person>> asks, helping you to your feet. <br><br> <<clotheson>> <<if $exposed gte 1>> The <<person>> hands you a towel to cover your <<lewdness>>. <<towelup>> <br><br> <</if>> <<He>> looks around the room at the chaos of papers from the event. "I'll inform your manager about what happened, don't you worry about this mess." <<He>> hands you a generous tip. <<assignmenttip 15>> <br> <<completeassignment>> <</if>><<effects>> You and the <<person>> continue your filing work. At one point, <<he>> climbs a ladder to access files on a high shelf. <br> While walking by <<him>> with a large box of files, you accidentally snag your <<bottoms>> on the ladder, throwing you off balance. <br><br> As you fall, the fabric remains snagged and pulls the ladder out from under the <<person>>. <<set $worn.lower.integrity -= 10>> Your <<bottoms>> <<if $worn.lower.integrity lte 0>> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <span class="lewd"><<lowerplural>> torn from your body</span> <<else>> <<= $worn.lower.plural ? "tear" : "tears">> <</if>> as the <<person>> screams in panic and lands roughly on top of you. <<ggpain>><<pain 8>> <br><br> <<if dangerEvent(1, 8000, 300*$officeFloor)>> "You idiot. That really hurt!" <<he>> exclaims as <<he>> climbs off of you and rubs a bruise on <<his>> elbow. <br><br> The <<person>> balls up <<his>> fists and angrily pounces on you. <br><br> <<link [[Next|Office Filing Fight]]>><<set $fightstart to 1>><</link>> <<else>> You can feel <<his>> body pressed up against your <<lewdness>>. "Ouch, that kinda hurt," <<he>> chuckles as <<he>> lifts <<his>> weight off of you. <<garousal>><<arousal 200 "genitals">> <br><br> For a moment, the <<persons>> eyes lock with yours, and there is a hint of tension between the two of you. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Embrace|Office Filing Fling Sex]]>><<set $sexstart to 1>><</link>><<promiscuous3>> <<else>> <<insufficientStat "promiscuity" "to take things further">> <</if>> <br> <<link [[Get up|Office Filing Fling Stop]]>><</link>> <</if>><<effects>> You roll from underneath the <<person>> and stand to your feet. "Sorry about that," <<he>> says as <<he>> returns to filing. <br><br> The atmosphere in the room is rather tense as the two of you continue working. <br><br> <<link [[Next|Office Filing Complete]]>><</link>><<if $sexstart is 1>> <<set $sexstart to 0>> <<endevent>> <<loadNPC 0 office_filing_temp>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>><<promiscuity3>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Office Filing Fling Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Filing Fling Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> "Hey, ouch! What the hell!" the <<person>> exclaims, backing away from you. "You're the one who started with me!" <<he>> shouts before dressing and running out of the room. <br> <<clotheson>> <<endcombat>> <<if $exposed gte 1>> You get up off the floor and look down in horror at your <<lewdness>>! <br><br> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <<else>> You stand up and dress yourself before leaving the room. <br><br> <<link [[Next|Office Filing Temp Angry]]>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> rolls over and lets out a huge sigh. "Wow, that was amazing. We should probably get back to work," <<he>> chuckles before helping you and getting dressed. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<link [[Next|Office Filing Complete]]>><</link>> <<elseif $finish is 1>> Disappointed, the <<person>> rolls off of you and stands to <<his>> feet. "Was it something I said?" <<he>> asks while fixing <<his>> clothes. <br> <<He>> helps you to your feet and turns back to the filing work. "Let's get this done and get out of here, I guess." <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 office_filing_temp>> <<loadNPC 1 office_filing_client>> <<link [[Next|Office Filing Complete]]>><</link>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<endevent>> <<loadNPC 0 office_filing_temp>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Office Filing Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Filing Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> "What are you, some kind of masochist?" the <<person>> asks as <<he>> wipes <<himself>> up and leaves you lying on the floor. <br> <<clotheson>> <<endcombat>> <<if $stress gte $stressmax>> <<officepassout>> <<elseif $exposed gte 1>> You get up off the floor and look down in horror at your <<lewdness>>! <br><br> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <<else>> You wait a few moments after the <<person>> leaves before exiting. <br><br> <<link [[Next|Office Filing Temp Angry]]>><</link>> <</if>> <<elseif $enemyhealth lte 0>> "Ow, you fuck!" <<he>> exclaims as <<he>> stumbles away from you in pain. <<He>> gets up and runs from the room. <br><br> <<clotheson>> <<endcombat>> <<if $exposed gte 1>> You realise that your clothes have been damaged in the struggle, exposing your <<lewdness>>! <br><br> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <<else>> You take a moment to compose yourself before leaving the room. <br><br> <<link [[Next|Office Filing Temp Angry]]>><</link>> <</if>> <<else>> "If I see you again, I'll beat your ass even worse!" <<he>> shouts as <<he>> leaves you curled up on the floor. <<clotheson>> <<endcombat>> <<if $stress gte $stressmax>> <<officepassout>> <<elseif $exposed gte 1>> You get up, bruised and battered. You realise your clothing has been damaged, exposing your <<lewdness>>. <br><br> <<clearNPC office_filing_temp>><<clearNPC office_filing_client>> <<link [[Next|Office Streak]]>><</link>> <<else>> <<tearful>> you struggle to stand and slowly limp out of the room. <br><br> <<link [[Next|Office Filing Temp Angry]]>><</link>> <</if>> <</if>><<effects>> After a several more minutes of work, you and the <<person1>><<person>> complete your filing assignment. <br> <<if $exposed gte 1>> "Hey, it looks like you tore your clothes up. You can't walk around dressed like that. Wait right here," <<he>> says before dashing out of the room. <br><br> A few minutes later, <<he>> returns with a towel. "We temps gotta stick together, right?" <<he>> says warmly, handing you the towel. <br><br> <<towelup>> <</if>> "Let's go report to the client." <br><br> The two of you return to the <<person2>><<person>>. "Thank you both for such hard work," <<he>> says, handing you both a tip. <<assignmenttip 5>> <<clearNPC office_filing_temp>> <<clearNPC office_filing_client>> <<endevent>> <<completeassignment>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> You approach the kiosk, and a <<generateNPC 1>><<person1>><<personsimple>> behind it notices you, standing to <<his>> feet and extending <<his>> hand. <br><br> "Hello there! Come on over, and I'll tell you more about the Office Temp role. You are here about the position, yes?" <br><br> <<link [[Yes|Office Job Start 2]]>><</link>> <br> <<link [[No|Office Job Deny]]>><</link>> <br> <<if isPubfameTaskAccepted("office")>> <<link [[Give letter|Office Job Letter]]>><</link>> <br> <</if>><<effects>> You shake your head. The <<personsimple>>'s face turns to a frown. <br><br> "If you aren't interested in working for us, please don't waste my time." <<He>> turns to speak to another applicant. <br><br> <<link [[Step away|Office Lobby]]>><</link>> <br><<effects>><<wearProp "clipboard">> You nod your head. <br><br> "Fantastic! As an Office Temp, you will be dispatched to different floors to provide any assistance you can. This could mean errands like getting coffee, delivering packages, filing papers, or even helping with equipment setup." <<He>> hands you a clipboard with a few forms to fill out. <br><br> "Work hours are between <<ampm 6>> and <<ampm 22>>, and pay is <<printmoney 625>> an hour. It may not seem like much, but the clients tend to tip Temps who perform well. Clients on higher floors tend to be more demanding, but they also tend to tip more. You are free to decline any assignment, but we ask that you not make a habit of it. Of course you'll work with us, yes?" <br><br> <<link [[Accept job|Office Job Accept]]>><<handheldon>><</link>> <br> <<link [[Decline|Office Job Deny]]>><<handheldon>><</link>> <br><<effects>> <<set $officejobintro to 1>><<set $officecomplaints to 0>><<set $officelastcomplaintday to 0>><<set $wardrobes.officeBuilding.unlocked to true>><<set $managerGift to 1>> You smile at the <<personsimple>> and take the forms from <<his>> hands. <br><br> "Splendid! Once you get those forms completed, please take them to the office and give them to the manager." <br><br> You spend a few minutes filling out the forms for employment and inform the <<personsimple>> once you've finished. <<He>> ushers you past the security desk, towards the office space behind the lifts. <br><br> <<endevent>><<wearProp "write" 0 "clipboard">> <<generateManager>><<person1>> Two rooms flank a long hallway that leads to a door labelled "Manager." The door swings open, and a well-toned <<personsimple "normal">> in a fitted grey suit emerges to greet you. <br><br> "You must be a new applicant. I'm <<office_manager>>, and I'll be your manager." <<He>> takes the forms from you and leads you to a seat in the office. <<office_manager>> spends a few moments looking over the forms before returning <<his>> attention to you. <br><br> "Everything seems to be in order. I'll finish inputting your information later, but for now, how about a tour?" <<office_manager>> grasps your shoulders and steers you out of the office. <br><br> <<link [[Next|Office Job Accept 2]]>><</link>> <br><<effects>> <<office_manager>> leads you to a desk outside of <<his>> office. There is a large touch screen displaying a lot of information. <br><br> "This is where you can claim work assignments. You can see the floor and the nature of the task here. Once you accept an assignment, you are to report to your client as soon as possible." <<He>> directs you to the room across from <<his>> office. Inside are other temp workers, who wave and greet you as you walk in. "Please feel free to take a break between assignments here." <br><br> <<office_manager>> walks you back to <<his>> office. "When you are done with an assignment, you can pick up your pay here. You should also let me know if you have any concerns or complaints. I'll go finish filing your paperwork now, but you're free to begin whenever you'd like!" <br><br> <<He>> gives you an affirming pat on your shoulders and goes into <<his>> office. <br><br> <<endevent>> <<link [[Return to lobby|Office Lobby]]>><</link>> <br><<effects>><<wearProp "envelope" 0 "plain">> You slide the letter onto the desk. "Bring this to the basement," you say. <br><br> The <<personsimple>> looks mildly affronted. "There are procedures for this, you know." <<He>> sighs and puts the letter in a cabinet. "Fine. Now, are you here for the job or not?" <br><br> <<pubfameComplete "office">> <<link [[Hear job offer|Office Job Start 2]]>><<handheldon>><</link>> <br> <<link [[Don't|Office Job Deny]]>><<handheldon>><</link>> <br><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> You dash from your hiding place towards the lift, keeping low and staying out of sight. You press the button to call the lift and duck behind a nearby bench as you wait for it to arrive. <br> Before long, the lift doors open. Luckily for you, the lift is empty. You press the button for the lobby and shift nervously as the doors close. <br><br> Just thinking about the lift stopping before the lobby and someone entering worries you. <<stress 10>><<ggstress>> <<officeliftdescend>><<effects>> You're filled with anxiety as the lift slowly descends. You huddle in the corner, doing your best to cover your <<lewdness>> as you count down each floor. <br> To your delight, the lift makes it all the way to the lobby. As the doors open, you peek out to ensure the coast is clear before ducking out into the lobby. <br><br> <<link [[Lobby|Office Lobby]]>><</link>><<effects>> You're filled with anxiety as the lift slowly descends. You huddle in the corner, doing your best to cover your <<lewdness>> as you count down each floor. <br> To your dismay, the light for <<checkfloor>> lights up and the lift slows to a halt. <br><br> After what feels like an eternity, the doors open and <<if $rng gte 91>> a <<generate1>><<person1>><<person>> and a <<generate2>><<person2>><<person>> walk into the lift. "Look what we have here," the <<person2>><<person>> says as <<he>> walks over to you, trapping you in the corner. <br><br> As the doors close and the lift begins its descent, the <<person1>><<person>> presses the emergency stop. "Must be our lucky day." <br><br> <<link [[Next|Office Lift Molest]]>><<set $molestationstart to 1>><</link>> <<elseif $rng gte 71>> a <<generate1>><<person1>><<person>> walks into the lift. <br> <<He>> is talking on the phone, and whoever is on the other end is getting a mouthful. <<He>> doesn't even seem to notice you in your unclothed state. <br><br> The lift stops at the next floor, and <<he>> walks out, still talking while your presence goes unnoticed. <<officeliftdescend>> <<elseif $rng gte 61>> a <<generatey1>><<person1>><<person>> peers in. <<Hes>> naked, just like you. <<arousal 600>><<garousal>> <br> <<He>> stiffens, before running in and closing the door. "Please tell me you're another temp," <<he>> whispers, pressing <<himself>> into the corner away from you. You nod numbly. <br><br> Neither of you say a word as you ride down. You reach the bottom floor, and <<he>> gives you a grateful look before running out the second the door opens. <br><br> <<link [[Lobby|Office Lobby]]>><<towelup>><</link>> <<elseif $rng gte 51>> a <<generate1>><<person1>><<person>> carrying a duffle bag walks into the lift. <br> "My word, <<girl>>, where are your clothes?" <br> You explain the situation to the <<personsimple>>. <<He>> seems saddened by your plight and produces a towel from <<his>> bag. "I know it's not much, but we can't have you running around the building dressed like that." <br><br> The <<person1>><<person>> rides with you safely down into the lobby. <br><br> <<link [[Lobby|Office Lobby]]>><<towelup>><</link>> <<elseif $rng gte 31>> a large group of people flood into the lift, pushing you tight into the corner and restricting your movement. No one seemed to notice your exposed presence. <br><br> As the lift resumes its descent, you feel something sharp pressing against your <<undies>>. The person in front of you is holding an umbrella and its handle <<if $worn.under_lower.name isnot "naked">> has somehow managed to slide under your $worn.under_lower.name and <</if>> <<if $player.penisExist>> is hooked around the shaft of your <<penis>>! <<else>> is probing at the opening of your <<pussy>>! <</if>> <br><br> You try to remove the offending object from your crotch, but your lack of mobility just causes the umbrella to tease your <<genitals>> more. <<ggarousal>><<arousal 1000 "genitals">> <br> <<if $arousal gte $arousalmax>> By the time the lift reaches the lobby, your abused <<genitals>> has been pushed to its limit. <<orgasm>> No one seems to notice your climax, and you lean back into the corner of the lift to try to regain your composure. <<if $worn.under_lower.name isnot "naked">> <br> Unbeknownst to the umbrella's owner, your $worn.under_lower.name is snagged on its handle. You try to speak up, but you are paralysed by your orgasm. As they rush to leave the lift, your $worn.under_lower.name is ripped from your body and dangles from their umbrella, your cum dripping from the ruined garment. <<underlowerruined>><<clothesruinstat>><<set $under_loweroff to 0>> <</if>> <br> As the lift empties, you finally find your balance and hobble out of lift, covering your <<lewdness>>. <<else>> You're able to resist the probing of your <<genitals>> until the lift reaches the lobby. <br> <<if $worn.under_lower.name isnot "naked">> As the <<people>> begin to exit the lift, you are able to remove the umbrella's handle from your $worn.under_lower.name before any damage can be done. <</if>> As the lift empties, you carefully move with the crowd to avoid any further exposure and sneak into the lobby. <</if>> <br><br> <<link [[Lobby|Office Lobby]]>><</link>> <<else>> a <<generate1>><<person1>><<person>> walks up to the doors and stops when <<he>> sees you. <br><br> <<if $rng gte 76>> <<He>> stares at you in surprise for a few moments before stepping away from the lift. <br> "...I'll catch the next one," <<he>> says as the doors close. <br> <<embarrassment>> <<officeliftdescend>> <<elseif $rng gte 51>> <<He>> pulls out <<his>> phone and starts snapping pictures. <br> "Thanks for these!" <<he>> says happily as the doors close. <br> <<embarrassment>><<fameexhibitionism 5>> <<officeliftdescend>> <<else>> You gasp when you realise it's a security guard. <br> "I found <<phim>>. Bringing <<phim>> to the security office now," <<he>> says into <<his>> radio as <<he>> joins you in the lift. <<embarrassment>> <br> <<endevent>> <<link [[Next|Office Security Escort]]>><</link>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Lift Molest Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Lift Molest Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Lift Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <br><br> <<ejaculation>> The <<person1>><<person>> and the <<person2>><<person>> dump you on the floor in the corner of the lift and fix their clothes. <br> The <<person2>><<person>> disengages the emergency stop, and they walk out of the lift, leaving you to continue your descent. <br><br> <<clotheson>> <<endcombat>> <<officeliftdescend>><<effects>> You push your assailants off of you and disengage the emergency stop, waiting in anticipation as the doors open. You dive out of the lift before they can grab you again. <br> <<clotheson>> <<endcombat>> <<link [[Next|Office Streak]]>><</link>><<widget "officeliftdescend">> <br><br> <<set $officeFloor -= random(2,$officeFloor)>> <<if $officeFloor lte 3>> <<link [[Ride lift to lobby|Office Lift Lobby]]>><</link>> <<else>> <<link [[Ride lift to lobby|Office Lift Stop]]>><</link>> <</if>> <</widget>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> <<if $avery_fate is "ascended">> You are in the lobby of Avery's skyscraper. <<else>> You are in the lobby of the large office building on High Street. <</if>> <<if $stress gte $stressmax>> <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "office">> <<else>> <<officepassout>> <</if>> <<else>> There is a large koi pond in the centre of the room, in front of the security desk. Behind it are four glass lifts that travel to the upper floors. <br><br> <<if Time.isWeekEnd()>> It's the weekend, so other than security personnel, the custodial staff, and a few weekend warriors, the building is mostly empty. <<elseif Time.dayState is "day">> The lobby is full of the hustle and bustle of various office employees. <<elseif Time.dayState is "dusk">> Most of the workers are leaving for the day, though the lobby isn't completely empty. <<elseif Time.dayState is "dawn">> Employees are filing into the lobby in droves to start their workday, forming queues for the lifts. <<elseif Time.dayState is "night">> The lobby is completely empty, minus the security guards patrolling the area. <</if>> <<if Time.isWeekEnd()>> <<officeafterhours>> <<elseif Time.hour gte 6 && Time.hour lte 21>> <<officebusinesshours>> <<else>> <<officeafterhours>> <</if>> <br><br> <<if $avery_fate is "ascended">> <<elkicon>><<link [[Go outside|Elk Street]]>><</link>> <br> <<else>> <<highicon>><<link [[Go outside|High Street]]>><</link>> <br> <</if>> <</if>><<effects>> You come to in the security office in the back of the lobby. <br><br> "Looks like you're finally coming to," the guard says, a <<generate1>><<person1>><<person>>. "One of the other guards found you passed out on the upper floors." <br> <<if $exposed gte 1>> <<He>> hands you a towel, and you immediately wrap it around yourself to cover your <<lewdness>>.<<towelup>> <</if>> <br><br> "We can't have you passing out like this in front of clients. It makes management look bad. We don't know what happened to you, but we have to issue a warning."<<gsecurity>> <<officeupdatecomplaints 1>> <br><br> <<He>> helps you to your feet and escorts you out into the lobby. <br><br> <<endevent>> <<link [[Next|Office Lobby]]>><</link>><<effects>> <<if $molestationstart is 2>> You awake to find yourself in a supply closet. You're not sure which floor you are on. There is a <<generate1>><<person1>><<person>> on top of you. <<set $officeFloor to random(4,15)>> <br><br> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger to 0>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyanger to 0>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Supply Molest Escape]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Supply Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Supply Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<ejaculation>> The <<person1>><<person>> gets up, dresses, and leaves without a word, leaving you on the closet floor. <br> <<stealclothes>> <br><br> <<tearful>> you climb to your feet and slowly walk out of the closet. <br><br> <<clotheson>> <<endcombat>> <<if $exposed lte 0>> <<link [[Return to lobby|Office Lobby]]>><</link>> <<else>> <<link [[Next|Office Streak]]>><</link>> <</if>><<effects>> You grab a heavy stapler and bash it against the <<person1>><<persons>> head. <<He>> falls backwards, crashing into a shelf as office supplies fall on top of <<him>>. <br><br> <<tearful>> you run out of the closet to safety. <br><br> <<clotheson>> <<endcombat>> <<if $exposed lte 1>> <<link [[Return to lobby|Office Lobby]]>><</link>> <<else>> <<link [[Next|Office Streak]]>><</link>> <</if>><<widget "officepassout">> Everything goes dark... <br> <<passout>> <<if dangerEvent()>> <<rng>> <<if $rng gte 81>> <<link [[Wake up|Office Supply Molest]]>><<set $molestationstart to 2>><</link>> <<else>> <<if $officecomplaints gte 10>> <<link [[Wake up|Office Security Passout Molest]]>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Wake up|Office Security Passout]]>><</link>> <</if>> <</if>> <<pass 20>> <<else>> <<pass 60>> <<ambulance>> <</if>> <<trauma 6>><<set $stress -= 2000>> <</widget>> <<widget "officebusinesshours">> <<if $exposed gte 1>> You duck behind a large potted plant, hiding your <<lewdness>>. No one seems to notice you. <br><br> <span class="red">If you hang around the building in this state, you're sure to get in trouble with security.</span> <br><br> <<if $officejobintro is 1>> <<sneakicon>><<link [[Duck into temp agency lounge|Office Agency Streak]]>><</link>> <</if>> <<else>> <<if $officejobintro isnot 1>> You notice several people gathered around a kiosk. There is a large "Help Wanted" sign on it. <br><br> <<mysteryicon>><<link [[Approach kiosk|Office Job Start]]>><</link>> <<elseif !$averySeen?.includes("office") and !$avery_injury and $auriga_artefact and C.npc.Avery.state isnot "dismissed" and C.npc.Avery.rage lte 40 and $managerLove gte 10 and Time.hour gte 8 and Time.hour lt 15>> <<generateManager>><<person1>> As you enter the building, <<office_manager>> approaches you, an envelope in <<his>> hands. <<He>> looks slightly frazzled. "It's good to see you," <<he>> says, giving you a nervous smile. "I know you just arrived, but I need you to do a task for me." <br><br> You ask <<him>> what the task is. <<He>> holds up the envelope. "I need you to deliver this letter to the top floor for me. You'll need a keycard to access that floor, so you can borrow mine." <<He>> looks apologetic. "Ordinarily, I would handle this myself, as the person who it's addressed to can be... difficult. But something's come up, and you're the only one I trust to handle this." <br><br> <<He>> hands you the envelope and a keycard. "Here, the office number is on a sticky note. It shouldn't take you too long to do. Just swing by the office when you're done and let me know how it went. Thank you!" <<He>> hurries off before you can say anything else. <br><br> Since it seems as if you have no choice, you head to the lift. <br><br> <<link [[Next|Avery Office Meeting]]>><<endevent>><<set $phase to 1>><</link>> <<exitAll>> <<else>> <<officecheckcomplaints>> <<assignmenticon>><<link [[Go to temp agency lounge (0:01)|Office Agency]]>><<pass 1>><</link>> <</if>> <</if>> <</widget>> <<widget "officeafterhours">> <<if $exposed gte 1>> You duck behind a large potted plant, hiding your <<lewdness>>. None of the guards seem to notice you. <br> There's no telling what security will do to you if they catch you in this state. <<else>> There are several guards patrolling the lobby and a guard at the security desk behind the koi pond. You should probably leave. <</if>> <</widget>> <<widget "officeupdatecomplaints">> <<set $officelastcomplaintday to 0>> <<set $officecomplaints += _args[0]>> <<managerLove `-2 * _args[0]`>> <<lperlove "manager">> <</widget>> <<widget "officecheckcomplaints">> <<if $officelastcomplaintday % 3 is 0 and $officecomplaints gte 1>> <<set $officecomplaints -= 1>> <<elseif $officelastcomplaintday gte 14>> <<set $officecomplaints to 0>> <</if>> <<if $officecomplaints gte 10>> Everyone in the lobby is eyeing you. Someone gasps when they see you and hustles over to the security desk. You feel like you should leave. <<elseif $officecomplaints gte 7>> You feel like people may be staring at you as you walk into the lobby. You don't feel very welcomed. <<elseif $officecomplaints gte 4>> A few people wave at you as you walk into the lobby, though some push angrily past you. You may have made some enemies in the building. <</if>> <br><br> <</widget>> <<widget "checkfloor">> <span class="blue">Floor $officeFloor</span> <</widget>> <<widget "office_manager">><<silently>> <<set _text_output to $per_npc.manager.name>> <</silently>><span class="manager"><<print _text_output>></span><</widget>> <<widget "generateManager">> <<if _args[0]>> <<set $_id to _args[0]>> <<else>> <<set $_id to 0>> <</if>> <<if $per_npc.manager>> <<loadNPC $_id "manager">> <<else>> <<generateRole $_id "office" "manager">> <<set $NPCList[$_id].name_known to 1>> <<saveNPC $_id "manager">> <</if>> <</widget>> <<widget "managerLove">> <<if Number.isFinite(_args[0])>> <<set $managerLove to Math.clamp(($managerLove || 0) + _args[0], -50, 200)>> <</if>> <</widget>><<effects>> <<if !$averySeen?.includes("office") and !$avery_injury and C.npc.Avery.init is 1 and C.npc.Avery.state isnot "dismissed" and $dateCount.Avery is 0 and $managerLove gte 10 and Time.hour gte 8 and Time.hour lt 10>> <<generateManager>><<person1>> You knock on <<office_manager>>'s door. "Come in," <<he>> says. <br><br> "It's good to see you," <<he>> says, giving you a quick smile. <<He>> holds up an envelope. <<if $skulduggery gte 400>><span class="gold">It's unaddressed, but the envelope is thin, and you glimpse a note containing your name.</span><</if>> "You've been doing very good work lately, so I'm glad you checked in. It just so happens that I need you to do a task for me." <br><br> You ask <<him>> what the task is. <<He>> holds up the envelope. "I need you to deliver this letter to the top floor for me. You'll need a keycard to access that floor, so you can borrow mine." <<He>> looks apologetic. "Ordinarily, I would handle this myself, as the person who it's addressed to can be... difficult. But I trust you to handle yourself, and actually, <<nnpc_he "Avery">> requested you specifically." <br><br> <<He>> hands you the envelope and a keycard. "Here, the office number is on a sticky note. It shouldn't take you too long to do. Just swing by the office when you're done and let me know how it went. After all, it sounds like you might be moving out of my purview. Good luck!" <br><br> You ask <<office_manager>>, <<if $speech_attitude is "meek">> "F-For me? Specifically?" <<elseif $speech_attitude is "bratty">> "What do you mean 'requested me specifically'? Are you messing with me?" <<else>> "Wait, did you say <<nnpc_he "Avery">> asked for me?" <</if>> <br><br> <<He>> shrugs. "I'm not sure what to tell you. Go and find out, I'd say. You've come to someone's attention, and I hope it means good things for you. Just be careful with <<nnpc_his "Avery">> temper, follow instructions, and please let me know how it goes." <br><br> You wait to see if <<office_manager>> will say any more, but <<he>> turns to <<his>> computer and falls silent. You take the card and envelope and go to the executive lift. <br><br> <<link [[Next|Avery Office Meeting]]>><<endevent>><<set $phase to 0>><</link>> <br> <<elseif $managerVisit is Time.hour>> You shouldn't bother <<office_manager>> anymore for now. <br><br> <<getouticon>><<link [[Leave|Office Agency]]>><</link>> <<else>> <<rng>> <<set $managerVisit to Time.hour>> <<generateManager>><<person1>> <<if ($rng gte 21 + $managerLove) and Time.hour is 21>> <<set $phase to 0>> You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>. <br> The lights are low, and you hear a soft moan coming from inside the room. You stop and peek inside and see <<office_manager>> leaned back in <<his>> chair. <span class="lewd"><<He>> seems to be masturbating!</span> <br><br> <<ind>><<link [[Watch|Office Agency Manager Masturbation]]>><<set $daily.officeManagerMasturbate is true>><</link>><<promiscuous1>> <br> <<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>> <<elseif $rng gte 91>> You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>. <br> <<office_manager>> abruptly stands up from <<his>> seat. <<He>> seems flustered. "Oh, hi. I was just dealing with a really frustrating email. I'm kind of busy now. Please come back later." <br><br> <<if isPubfameTaskAccepted("office")>> <<ind>><<link [[Give letter|Office Agency Manager Letter]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>> <<elseif $rng gte 81>> You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>. <br> <<office_manager>> is on the phone, speaking angrily to someone. <<generate2>><<person2>> "They molested <<him>>! I don't care how much they pay, we can't let them keep treating our workers like this!" <br> The conversation seems serious, so you decide to leave. <br><br> <<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>> <<elseif $rng gte 61>> You slowly open <<office_manager>>'s office door, careful to avoid disturbing <<him>>. <br> "Oh, it's you. Come on in." <<He>> stands up and motions for you to sit. <br> <<office_manager>> asks you about work and school. You chat with <<him>> and tell <<him>> how things are going. <<His>> phone rings, and <<he>> politely asks you to leave. <br><br> <<if isPubfameTaskAccepted("office")>> <<ind>><<link [[Give letter|Office Agency Manager Letter]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>> <<else>> <<office_manager>>'s door is locked. There's a note on the door that reads "Be back soon!" <br><br> <<if isPubfameTaskAccepted("office")>> <<ind>><<link [[Slip letter under the door|Office Agency Manager Letter Door]]>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Office Agency]]>><<endevent>><</link>> <</if>> <</if>><<effects>> <<rng>> <<if $arousal gte $arousalmax>> <<orgasm>> <<office_manager>> looks up, startled by the sound of your climax. <<He>> jumps to <<his>> feet and fixes <<his>> clothes. <br> "Is someone there?" <<office_manager>> asks nervously. <br><br> <<link [[Show yourself|Office Agency Manager Masturbation Reveal]]>><</link>> <br> <<link [[Run|Office Agency Manager Masturbation Run]]>><</link>> <<elseif $rng gte 76 - $phase>> <<office_manager>> looks up and notices you peeking through the door. <<He>> gasps as <<he>> jumps to <<his>> feet and fixes <<his>> clothes. <br> "Is someone there?" <<office_manager>> asks nervously. <br><br> <<link [[Show yourself|Office Agency Manager Masturbation Reveal]]>><</link>> <br> <<link [[Run|Office Agency Manager Masturbation Run]]>><</link>> <<else>> <<if $phase is 0>> You decide to watch, as <<office_manager>> hasn't noticed you yet. You duck down to get a look under the desk, where <<his>> pants are bunched at <<his>> knees. <br> <<if $per_npc.manager.penis is "none">> <<office_manager>>'s hand is shoved into <<his>> sheer tights. There is a small wet spot on the gusset. <<else>> <<office_manager>>'s <<npcPenis>> protrudes from <<his>> boxers, <<his>> hand cupping the head. <</if>> <<elseif $phase lte 3>> <<if $per_npc.manager.penis is "none">> <<office_manager>>'s hand works in and out of <<his>> tights, the wet spot slowly growing as fluid drips from <<his>> <<npcVagina>>. <<else>> <<office_manager>> rubs and squeezes the head of <<his>> <<npcPenis>> between <<his>> thumb and index finger. <</if>> <<elseif $phase is 4>> <<if $per_npc.manager.penis is "none">> <<office_manager>> lowers <<his>> tights to <<his>> knees, kicking away <<his>> shoes and slacks. <<He>> jams three fingers into <<his>> <<npcVagina>> and starts pumping vigorously. <<else>> <<office_manager>> lowers <<his>> boxers to <<his>> knees, kicking away <<his>> shoes and slacks. <<He>> spits into <<his>> hand and returns to jerking <<his>> hardened <<npcPenis>>. <</if>> <<elseif $phase lte 7>> <<if $per_npc.manager.penis is "none">> <<office_manager>> continues fingering <<his>> dripping <<npcVagina>>, <<his>> stockinged toes curling with every thrust. <<else>> <<office_manager>> continues jerking <<his>> hard <<npcPenis>>, precum beginning to form on the tip. <</if>> <<else>> <<office_manager>> bites down on the sleeve of <<his>> blazer to suppress <<his>> orgasm. <<His>> strong legs lock up and shiver as <<he>> fights for balance. <br> <<He>> pulls out a towel and wipes <<his>> face before using it to wipe the mess off <<his>> <<npcGenitals>>. <<managerLove 20>> <br><br> <<link [[Leave|Office Agency Manager Masturbation End]]>><</link>><<garousal>> <</if>> <<if $phase lte 7>> <br> <<promiscuity1>> <<link [[Keep watching|Office Agency Manager Masturbation]]>><<set $phase++>><</link>><<promiscuous1>> <br> <<link [[Stop|Office Agency Manager Masturbation End]]>><</link>> <</if>> <</if>><<effects>> You quietly shut the door to allow <<office_manager>> the privacy to fully enjoy <<himself>>. <br><br> <<endevent>> <<link [[Leave|Office Agency]]>><</link>><<effects>> You show yourself to <<office_manager>>. <<embarrassment>> "I'm sorry, I didn't mean to." <<rng>> <br> <<if $rng gte 76>> <<office_manager>> seems extremely upset. "I can't believe you. After all that I've done for you, you do this to me. Please get out of my office." <<llperlove>><<managerLove -20>> <<else>> <<office_manager>> seems relaxed. "It's okay." <<He>> grabs a cloth and wipes <<his>> hands clean. "This job can be stressful at times, and my doctor says this is a good way to release tension." <br> "As long as you don't tell anyone, it's okay. Just try to knock next time?" <<gperlove>><<managerLove 10>> <br> <<office_manager>> places <<his>> hand on your shoulder and walks you out of the office. You can smell the sex on <<him>>. <</if>> <br><br> <<link [[Leave|Office Agency]]>><<endevent>><</link>><<effects>> You're too embarrassed to show yourself. You run into the lobby and peek behind you. <br> <<office_manager>> sticks <<his>> head out of <<his>> office, looking around with a distraught look on <<his>> face before finally closing and locking the door. <<lllperlove>><<managerLove -30>> <br><br> <<link [[Lobby|Office Lobby]]>><<endevent>><</link>><<effects>><<wearProp "envelope" 0 "plain">> You give <<office_manager>> the letter. "Bring it to the basement, please," you say. <br><br> At your mention of the basement, <<office_manager>> looks slightly nervous. "Are you sure?" You nod, and <<he>> sighs. "I normally don't just deliver things like this... but... Okay, I'll deliver it. But please, be careful." <br><br> <<pubfameComplete "office">> <<link [[Leave|Office Agency]]>><<endevent>><</link>><<effects>><<wearProp "envelope" 0 "plain">> You decide to slip the letter under the door, figuring <<office_manager>> will find it when <<he>> comes back. You write a quick note asking <<him>> to deliver it to the basement. <br><br> <<pubfameComplete "office">> <<link [[Leave|Office Agency]]>><<endevent>><</link>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> <<set $meetingPhase to 0>> <<set $meetingTip to 5>> <<set $meetingOrgasm to 0>> <<set $mAttention to 0>> <<set $assaultEnergy to random(25,50)>> <<beastNEWinit 1 dog>><<generate2>><<generate3>><<generateyv4>> <<wearProp "write" 0 "notebook">> You take the lift to <<checkfloor>> and walk into a small conference room. A <<person2>><<person>> gets up and directs you to your seat. <br><br> "This is a very important meeting, and I need extremely detailed notes. One of our partners is old-fashioned and refuses to use digital medium. I assume your handwriting is good, yes?" <br><br> <<if currentSkillValue("english") gte 700>> You give a confident nod. <<He>> smiles warmly and hands you a fine ink pen and notepad. "Fantastic! <<elseif currentSkillValue("english") gte 400>> You nod. <<He>> hands you a fine ink pen and notepad. "Good enough. <<else>> You nod hesitantly. <<He>> sighs and sets an old ink pen and notepad in front of your seat. "What are the schools teaching these days? Whatever. <</if>> Now, it's important that you remain still and quiet, as the call is being broadcast to our other offices." <br><br> You take your seat and wait for the meeting to begin. <br><br> <<link [[Next|Office Meeting Progress]]>><</link>><<effects>> <<if dangerEvent(1, 8000, 300*$officeFloor)>> <<if $rng gte 51 or (!$settings.bestialityEnabled and $monster isnot 1)>> A <<person3>><<person>> enters the room and sits down next to you. <br><br> <<if $NPCList[1].skills.security gte 600>> "This should be a fun meeting," <<he>> says, looking at you with a lustful gaze. <<elseif $NPCList[1].skills.security lte 300>> <<He>> accidentally bumps you with <<his>> briefcase. "S-sorry," <<he>> says nervously. <<else>> <<He>> doesn't say anything, but you notice <<he>> glances at you several times. <</if>> <br><br> A few minutes into the meeting, you feel something touch your leg. The <<person3>><<person>> has started rubbing your leg through your $worn.lower.name. <<meetingmolestactions>> <<else>> A <<person3>><<person>> enters the room, bringing along with them a <<beasttype 0>>. <br><br> "This is my emotional support animal," the <<person3>><<person>> says, sitting at the conference table. The <<beasttype 0>> glares at you. <br><br> "Aww, <<person1>><<if $pronoun is "m">>he<<else>>she<</if>> likes you!" the <<person3>><<person>> says before turning <<his>> attention to the meeting. <br><br> Not long into the meeting, you feel something at your feet. The <<beasttype 0>> has started tugging on your $worn.lower.name! <<meetingpetactions>> <</if>> <<elseif $rng gte 86>> The meeting is uneventful, until the <<person3>><<person>> giving the presentation tries to recall an obscure fact about your town. No one else in the room seems to know what <<he>> is talking about. You think you remember hearing about it in History class, but you were told to remain quiet. <br><br> <<link [[Say something|Office Meeting History Speak]]>><</link>><br> <<link [[Remain silent|Office Meeting History Silence]]>><</link>> <<elseif $rng gte 71>> The <<person3>><<person>> speaking gives a painfully boring presentation, but despite <<his>> dry demeanour, you learn a number of interesting facts about the town. <<ghistory>><<historyskill>> <br><br> <<link [[Next|Office Meeting End]]>><</link>> <<elseif $rng gte 56>> You feel like the meeting is passing quickly, until a <<person3>><<person>> starts talking about the orphanage. <br><br> "Yeah, the whole place is full of them. If you're lucky, you get a virgin, and the best part is that no one cares if they go missing," <<he>> says, before glancing over at you. <br><br> <<He>> doesn't address you directly, but you can't help but think they know you live there, and it makes you feel uncomfortable. <<gstress>><<stress 2>> <br><br> <<link [[Next|Office Meeting End]]>><</link>> <<elseif $rng gte 41>> During the meeting, another temp, a <<person4>><<person>>, comes in to set up refreshments in the corner. <br> While <<he>> is working, a <<person3>><<person>> walks up to <<person4>><<him>> and places <<person3>><<his>> hand<<person4>> <<if $pronoun is "f">> up the <<persons>> skirt. <<else>> down the <<persons>> pants. <</if>> <br><br> <<link [[Keep watching|Office Meeting Temp Watch]]>><</link>> <<promiscuous1>> <br> <<link [[Look away|Office Meeting Temp Look Away]]>><</link>> <<elseif $rng gte 26>> As the meeting progresses, you notice a <<person3>><<person>> shifting back and forth in <<his>> seat with a devious look in <<his>> eyes. Across from <<him>>, a <<person4>><<person>> is gripping the table and looks to be aroused. <br> You can't help but peek under the table, and you see that the <<person3>><<person>> has removed <<his>> shoes and is massaging the <<person4>><<persons>> crotch with <<person3>><<his>> feet. <br><br> You sit upright and continue taking your notes. Not long after, the <<person4>><<person>> asks to be excused and runs from the room, covering <<his>> groin with <<his>> hands. <br><br> <<link [[Next|Office Meeting End]]>><</link>> <<else>> The speaker in the meeting talks really fast and very quietly, but you are able to follow along and take notes to the best of your ability. <br><br> <<link [[Next|Office Meeting End]]>><</link>> <</if>><<effects>> You are certain you know what the speaker is referring to. "Excuse me, <<person3>><<sir>>," you say, getting the room's attention. You say what you believe to be the correct fact, and the speaker takes a moment to think about it. <br><br> <<if currentSkillValue("history") gte random(1,1000)>> <span class="green">"That's exactly right, thanks!"</span> <<he>> says before continuing <<his>> presentation. The <<person2>><<person>> smiles at you and gives you an approving nod. <<set $meetingTip += 5>> <<else>> <<He>> looks around at the room at the <<people>> and then looks at you, confused. "Who are you again? No, no, <span class="red">that's not what I was referring to at all</span>," <<he>> says, before continuing. <br> The <<person2>><<person>> glares at you angrily. <<gstress>><<stress 2>><<set $meetingTip -= 5>> <</if>> <br><br> <<link [[Next|Office Meeting End]]>><</link>><<effects>> You're afraid of embarrassing yourself or disturbing the attendees, so you remain silent. After a few moments, the speaker shrugs and carries on with the meeting. <br><br> <<link [[Next|Office Meeting End]]>><</link>><<effects>> You keep looking at the <<person3>><<person>> as <<he>> continues to molest the <<person4>><<person>>. <br> No one else in the meeting seems to notice as the <<person3>><<person>> slips <<his>> hand further into the <<person4>><<persons>> underwear and begins stroking <<him>>. <br> The <<person3>><<person>> notices you looking, removes <<his>> hand, and grabs a drink. <<He>> winks at you before returning to <<his>> seat, and the <<person4>><<person>> finishes setting up the refreshments and hurries out of the room, tears streaming down <<his>> face. <br><br> <<promiscuity1>> <<link [[Next|Office Meeting End]]>><</link>><<effects>> You can't bring yourself to watch the violation, so you turn your attention back to the meeting. You can hear the <<person4>><<person>> moaning softly in the corner. <br><br> <<link [[Next|Office Meeting End]]>><</link>><<effects>> <<set $meetingPhase++>> <<set $mAttention++>> <<if $mAttention gte 10>> Your attempts to get rid of the <<person>> has disturbed the meeting. The other <<people>> all turn and look at you, angry at all the commotion you are making. <br><br> <<link [[Next|Office Meeting Molest Discovered]]>><</link>> <<elseif $assaultEnergy gte 1>> <<if $arousal gte $arousalmax>> <<orgasm>> <<set $meetingOrgasm to 1>> <br> You moan in ecstasy and collapse into your seat. <<He>> pulls <<his>> hand from your <<undies>> and discreetly wipes your cum on your $worn.lower.name. <br> The whole room immediately goes silent as everyone takes notice of your sudden outburst. <br><br> <<link [[Next|Office Meeting Molest Discovered]]>><</link>> <<elseif $meetingPhase lte 2>> You grab the hand on your thigh and try to move it away, <<if $speech_attitude is "bratty">> glaring at the <<person>>. "Get your hands off of me, pervert," you say firmly. <<elseif $speech_attitude is "meek">> <<nervously>> looking down to avoid making eye contact <<person>>. "<<Sir>>, please stop. You're making me uncomfortable," you say meekly. <<else>> glancing at the <<person>>. "This is inappropriate, please stop," you say. <</if>> <br><br> <<if $NPCList[1].skills.security gte 600>> "I love it when they fight," <<he>> whispers and continues rubbing. <<set $assaultEnergy += 3>> <<elseif $NPCList[1].skills.security lte 300>> "S-sorry," <<he>> says nervously, <<his>> grip on your leg loosening. <<set $assaultEnergy -= 5>> <<else>> <<He>> doesn't say anything and continues rubbing. <</if>> <<elseif $meetingPhase is 3>> The <<person>> gets bolder and <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> slips <<his>> hand under your $worn.lower.name, rubbing you through your <<undies>>. <<else>> shoves <<his>> hand down your $worn.lower.name, rubbing you through your <<undies>>. <</if>> <<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">> <br><br> <<if $speech_attitude is "bratty">> You dig your nails into <<his>> wrist as you pull. "Stop this at once." <<elseif $speech_attitude is "meek">> "Please stop. I don't like this," you murmur, weakly holding <<his>> wrist. <<else>> You tug at <<his>> wrist. "Please stop." <</if>> <br><br> <<if $NPCList[1].skills.security gte 600>> <<if $player.penisExist>> "How can I get you hard if I stop?" <<else>> "How can I get you wet if I stop?" <</if>> <<He>> says as <<he>> continues rubbing. <<set $assaultEnergy += 3>> <<elseif $NPCList[1].skills.security lte 300>> "D-don't you like this?" <<he>> says solemnly. <<set $assaultEnergy -= 5>> <<else>> <<He>> ignores your demands and continues rubbing. <</if>> <<elseif $meetingPhase lte 6>> The <<persons>> hand remains <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> under your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <<else>> down your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <</if>> <<His>> rhythmic motions are filling you with heat.<<garousal>> <<arousal 200 "genitals">> <br><br> <<if $speech_attitude is "bratty">> You place your hand firmly onto <<hers>> to try and disrupt the motion. "Get your hand out of there, perv." <<elseif $speech_attitude is "meek">> "Y-you have to stop this," you say, your hand locked around <<hers>> as you try to fight <<him>>. <<else>> "Please stop touching me," you say to <<him>> as you try to remove <<his>> hand from your $worn.lower.name. <</if>> <br><br> <<if $NPCList[1].skills.security gte 600>> <<if $player.penisExist>> "You're getting so hard. <<else>> "You're getting so wet. <</if>> How can you tell me to stop now?" <<he>> says as <<he>> continues rubbing. <<set $assaultEnergy += 3>> <<elseif $NPCList[1].skills.security lte 300>> "B-but," <<he>> says meekly. <<He>> looks like <<he>> wants to say something else but keeps quiet. <<set $assaultEnergy -= 5>> <<else>> <<He>> ignores your demands and continues rubbing. <</if>> <<elseif $meetingPhase is 7>> Unable to resist <<himself>>, <<if $worn.under_lower.name isnot "naked">> the <<persons>> hand goes under your $worn.under_lower.name and <<else>> the <<person>> <</if>> <<if $player.penisExist>> grabs your <<penis>>. <<else>> sticks a finger deep into your <<pussy>>. <</if>> <br><br> You gasp as <<his>> touch sends shockwaves through your body. <<garousal>><<arousal 500 "genitals">> <br><br> <<if $speech_attitude is "bratty">> You grip <<his>> hand tightly and glare at <<him>>. <<if $player.penisExist>> "Let go of it, or I swear I'll break your hand." <<else>> "Get your finger out of there, or I swear I'll break your hand." <</if>> <<elseif $speech_attitude is "meek">> "No, please," you say as you feebly attempt to remove <<his>> hand from your <<genitals>>. <<else>> "Don't do this, <<sir>>, please," you say to <<him>> as you grip <<his>> hand. <</if>> <br><br> <<if $NPCList[1].skills.security gte 600>> "I'm going to make you cum in front of everyone," <<he>> says fiendishly. <<set $assaultEnergy += 3>> <<elseif $NPCList[1].skills.security lte 300>> "B-but we are so close," <<he>> says. <<set $assaultEnergy -= 5>> <<else>> <<He>> ignores your demands and continues rubbing. <</if>> <<else>> The <<person>> vigorously <<if $player.penisExist>> jerks your <<genitals>>. <<else>> fingers your <<genitals>>. <</if>> <br><br> <<set $agrowth to 100 * $meetingPhase>> The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>> <br><br> <<if $speech_attitude is "bratty">> You try to jab them with your pen but can't focus enough to do it effectively. <<elseif $speech_attitude is "meek">> You weakly tug at the arm that is assaulting your crotch. <<else>> You try to pull the assaulting hand from between your legs. <</if>> <br><br> <<if $NPCList[1].skills.security gte 600 and !playerChastity()>> "Your <<genitals>> feels like it's ready to burst." <<set $assaultEnergy += 3>> <<elseif $NPCList[1].skills.security lte 300>> "After all this, you still don't like it?" <<he>> asks softly. <<set $assaultEnergy -= 5>> <<else>> Your protests fail to phase <<him>> as <<he>> continues <<his>> assault undisturbed. <</if>> <</if>> <<if $meetingOrgasm lte 0>> <<meetingattention>> <<meetingmolestactions>> <</if>> <<else>> The <<person>> seems to have had enough of harassing you. <br> <<if $NPCList[1].skills.security gte 600>> "You're no fun," <<he>> says, pulling <<his>> hand away. <<elseif $NPCList[1].skills.security lte 300>> "S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "I just... wanted to try it. I wanted to be in control for once." <<He>> looks away, ashamed. <<set $assaultEnergy -= 5>> <<else>> <<He>> silently pulls <<his>> hand away. <</if>> <br><br> You fix your clothes before returning your attention to the meeting. <br><br> <<link [[Next|Office Meeting End]]>><</link>> <</if>><<effects>> <<set $meetingPhase++>> <<set $mAttention -=1>> <<if $assaultEnergy gte 1>> <<if $arousal gte $arousalmax>> <<orgasm>> <<set $meetingOrgasm to 1>> <br> You moan in ecstasy and collapse into your seat. <<He>> pulls <<his>> hand from your <<undies>> and discreetly wipes your cum on your $worn.lower.name. <br> The whole room immediately goes silent as everyone takes notice of your sudden outburst. <br><br> <<link [[Next|Office Meeting Molest Discovered]]>><</link>> <<elseif $meetingPhase lte 2>> You ignore the <<persons>> hand on your thigh and focus on the meeting. <br><br> <<if $NPCList[1].skills.security gte 600>> "How does this feel?" <<he>> whispers, rubbing your thigh. <<set $assaultEnergy -= 5>> <<elseif $NPCList[1].skills.security lte 300>> "D-do you like this?" <<he>> asks nervously, gently rubbing your thigh. <<set $assaultEnergy += 3>> <<else>> <<He>> silently rubs your thigh. <</if>> <<elseif $meetingPhase is 3>> The <<person>> gets bolder and <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> places <<his>> hand under your $worn.lower.name, rubbing you through your <<undies>>. <<else>> shoves <<his>> hand down your $worn.lower.name, rubbing you through your <<undies>>. <</if>> <<His>> firm touch makes you shudder.<<garousal>> <<arousal 200 "genitals">> <br><br> Despite this, you ignore <<his>> touch and focus on the meeting. <br><br> <<if $NPCList[1].skills.security gte 600>> "Your mouth says nothing, but your body says everything," <<he>> says as <<he>> continues rubbing. <<set $assaultEnergy -= 5>> <<elseif $NPCList[1].skills.security lte 300>> "Sh-should I continue?" <<he>> asks softly. <<set $assaultEnergy += 3>> <<else>> <<He>> remains silent. <</if>> <<elseif $meetingPhase lte 6>> The <<persons>> hand remains <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> under your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <<else>> down your $worn.lower.name as <<he>> continues rubbing your <<undies>>. <</if>> <<His>> rhythmic motions are filling you with heat.<<garousal>> <<arousal 200 "genitals">> <br><br> You try to ignore it and focus on the meeting but find yourself rocking your hips in sync with <<his>> hand. <br><br> <<if $NPCList[1].skills.security gte 600>> <<if $player.penisExist>> "You're getting so hard. <<else>> "You're getting so wet. <</if>> How can you ignore this?" <<he>> says as <<he>> continues rubbing. <<set $assaultEnergy -= 5>> <<elseif $NPCList[1].skills.security lte 300>> "I'm glad you like this," <<he>> says meekly. <<set $assaultEnergy += 3>> <<else>> <<His>> silent assault on your <<undies>> continues. <</if>> <<elseif $meetingPhase is 7>> Unable to restrain <<himself>>, the <<person>> <<if $worn.under_lower.name isnot "naked">> slips <<his>> hand beneath your $worn.under_lower.name and <</if>> <<if $player.penisExist>> grabs your <<penis>>. <<else>> sticks a finger deep into your <<pussy>>. <</if>> <br><br> You gasp as <<his>> touch sends shockwaves through your body. <<garousal>><<arousal 500 "genitals">> <br><br> You grip the edge of the table as you try to remain focused on your task. <br><br> <<if $NPCList[1].skills.security gte 600>> "I'm going to make you cum in front of everyone, and you won't even look me in the eye?" <<he>> says, annoyed. <<set $assaultEnergy -= 5>> <<elseif $NPCList[1].skills.security lte 300>> "I'll be gentle," <<he>> whispers. <<set $assaultEnergy += 5>> <<else>> <<He>> says nothing as <<he>> steps up <<his>> assault on your <<genitals>>. <</if>> <<else>> The <<person>> vigorously <<if $player.penisExist>> jerks your <<genitals>>. <<else>> fingers your <<genitals>>. <</if>> <br><br> <<set $agrowth to 100 * $meetingPhase>> The relentless assault is pushing you closer to the edge. <<ggarousal>><<arousal $agrowth>> <br><br> You try to stay focused, but each agonising second makes it harder and harder to concentrate. <br><br> <<if $NPCList[1].skills.security gte 600 and !playerChastity()>> "Your <<genitals>> feels like it's ready to burst. Say something!" <<set $assaultEnergy -= 5>> <<elseif $NPCList[1].skills.security lte 300>> "I'm close too," <<he>> says softly. <<set $assaultEnergy += 3>> <<else>> <<He>> continues to focus on the meeting, as if <<he>> isn't violating you under the table. <</if>> <</if>> <<if $meetingOrgasm lte 0>> <<meetingattention>> <<meetingmolestactions>> <</if>> <<else>> The <<person>> seems to have gotten enough of harassing you. <br> <<if $NPCList[1].skills.security gte 600>> "You're no fun," <<he>> says, pulling <<his>> hand away. <<elseif $NPCList[1].skills.security lte 300>> "S-sorry," <<he>> says nervously, meekly pulling <<his>> hand away. "Something should've happened by now, I just..." <<He>> looks away, ashamed. <<else>> <<He>> silently pulls <<his>> hand away. <</if>> <br><br> You fix your clothes before returning your attention to the meeting. <br><br> <<link [[Next|Office Meeting End]]>><</link>> <</if>><<effects>> "Someone, please help, <<he>> is touching me inappropriately!" you shout out loud. <br> The room grows silent as everyone turns and looks at you. <br> The <<person>> pulls <<his>> hand away. <br><br> <<link [[Next|Office Meeting Molest Discovered]]>><</link>><<effects>><<famesex 5>> The <<person2>><<person>> storms over to you in a fit of rage. "What is going on over here!?" <<he>> angrily demands. <br><br> <<if $meetingOrgasm gte 1>> You sit, dazed, not quite sure how to explain what happened as your orgasm continues to pulse through your body. <<if $NPCList[1].skills.security gte 600>> <<pass $meetingPhase>> "This little pervert was touching <<pherself>>. I was hoping <<pshe>> would stop so I didn't have to interrupt the meeting," the <<person3>><<person>> says, pushing <<his>> chair away from you. <br><br> "Someone call security and get this little deviant out of here!" the <<person2>><<person>> exclaims. <br><br> Before you can compose yourself, a security guard arrives and drags you out of the meeting room. <br><br> <<endevent>> <<link [[Next|Office Security Escort]]>><</link>> <<elseif $NPCList[1].skills.security lte 300>> "This <<girl>> seems to have had some sort of episode," the <<person3>><<person>> says meekly. <br><br> "You don't look well at all," the <<person2>><<person>> says apologetically. "I think you should step out for now; we can have someone else take notes." <br><br> The <<person2>><<person>> and the <<person3>><<person>> help you to your feet and escort you out of the room. <br><br> You take a few moments to gain your bearings before returning to the Staffing Office. <<completeassignment $meetingPhase>> <<else>> "This <<girl>> seems to have had some sort of episode," the <<person3>><<person>> says. "I can get the meeting notes from someone else later, if you'll let me take <<phim>> to get help." <br><br> The <<person2>><<person>> nods as the <<person3>><<person>> pulls you to your feet and walks you out of the meeting. In your current state, you are in no condition to object. <br><br> "We're not done just yet," the <<person3>><<person>> whispers in your ear as <<he>> walks you into a nearby supply closet and starts probing at your body. <br><br> <<saveNPC 2 office_molest>> <<endevent>> <<loadNPC 0 office_molest>> <<clearNPC office_molest>> <<link [[Next|Office Supply Molest]]>><<set $molestationstart to 1>><</link>> <</if>> <<else>> <<tearful>> you point at the <<person3>><<person>>. "It was <<him>>, <<he>> was touching me inappropriately." <br><br> <<if $NPCList[1].skills.security gte 600>> "You lying little <<bitch>>. If I was touching <<phim>>, it was to get <<phim>> away from me. <<pShe>> kept eyeing me weirdly. <<pShe>> might be some kind of pervert," the <<person>> says. <br><br> The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this." <br><br> As you get up to leave, the <<person3>><<person>> pinches your <<bottom>>. <<embarrassment>> <br> <<completeassignment $meetingPhase>> <<elseif $NPCList[1].skills.security lte 300>> "<<pShe>> had something on <<pher>> $worn.lower.name. There was a misunderstanding, I was just trying to help," the <<person3>><<person>> says meekly. <br><br> The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this." <br><br> You get up and leave. <<embarrassment>> <<completeassignment $meetingPhase>> <<else>> "We've warned you about this. You can't keep harassing the temps. I'm calling security!" the <<person2>><<person>> shouts. <br> "Wait, let me explain," the <<person3>><<person>> says nervously. You move away from <<him>> and fix your clothes. <<He>> is ignored, and after a few minutes, security comes and escorts <<him>> out of the room. <br> "I am so, so sorry about this," the <<person2>><<person>> says. "I'll make sure to compensate you for your troubles." <<set $meetingTip += 10>> <br><br> After the tension in the room clears, the meeting continues. <br><br> <<link [[Next|Office Meeting End]]>><</link>> <</if>> <</if>><<effects>> <<set $meetingPhase++>> <<set $mAttention++>> <<set $assaultEnergy -= (.1 * $tending)>> <<set $assaultEnergy += 2>> <<if $mAttention gte 10>> Your attempts to get rid of the <<beasttype 0>> has disturbed the meeting. The <<people>> all turn and look at you, angry at all the commotion you are making. <br><br> <<link [[Next|Office Meeting Pet Discovered]]>><</link>> <<elseif $assaultEnergy gte 1>> <<if $worn.lower.name isnot "naked">> <<if $meetingPhase lte 1>> You shake your leg at the <<beasttype 0>>. "Shoo, go away, bad <<beasttype 0>>," you whisper. <br> The <<beasttype 0>> seems energised by your pleas and pulls your $worn.lower.name to your knees. <<elseif $meetingPhase lte 2>> You reach down and try to grab your lowered $worn.lower.name with one hand and wave at the <<beasttype 0>>'s face with the other. <br> "Stop it, you're going to get me in trouble!" you grumble, but the <<beasttype 0>> ignores you and pulls your $worn.lower.name to your ankles. <<else>> The <<beasttype 0>> eagerly pulls your $worn.lower.name completely off your legs and under the table. <br> "You stupid <<beasttype 0>>! Come back with my $worn.lower.name." <<lowerundress "meeting_room">> <br> <<if $worn.under_lower.name isnot "naked">> The <<beasttype 0>> returns, only to begin tugging on your $worn.under_lower.name. <<else>> The <<beasttype 0>> returns and starts licking vigorously at your <<genitals>>! <</if>> <<set $meetingPhase to 0>> <</if>> <<elseif $worn.under_lower.name isnot "naked">> <<if $meetingPhase lte 1>> You shake your leg at the <<beasttype 0>>. "Shoo, go away, bad <<beasttype 0>>," you whisper. <br> The <<beasttype 0>> seems energised by your pleas and pulls your $worn.under_lower.name to your knees, exposing your <<genitals>>. <<elseif $meetingPhase lte 2>> You reach down and try to grab your lowered $worn.under_lower.name with one hand and wave at the <<beasttype 0>>'s face with the other. <br> "Stop it, you're going to get me in trouble!" you grumble, but the <<beasttype 0>> ignores you and pulls your $worn.under_lower.name to your ankles. <<else>> The <<beasttype 0>> eagerly yanks your $worn.under_lower.name completely off your legs and retreats under the table. <br> "You stupid <<beasttype 0>>! Come back with my $worn.under_lower.name." <<underlowerundress "meeting_room">> <br> The <<beasttype 0>> returns and starts licking vigorously at your <<genitals>>! <<set $meetingPhase to 0>> <</if>> <<else>> <<set $aGrowth to (100 + $deviancy) * $meetingPhase>> <<arousal $aGrowth>> <<if $arousal gte $arousalmax>> The relentless licking by the <<beasttype 0>> has pushed you over the edge. <<orgasm>> <<set $meetingOrgasm to 1>> <br> In your spasms, you accidentally fling your pen across the table, sending papers flying everywhere. <br> <<if $player.penisExist>> Your load has splattered onto the underside of the table, <<else>> Your juices messily pool from your <<pussy>> onto the floor, <</if>> and the <<beasttype 0>> greedily licks it up. You collapse into your seat, spent. <br> The whole room immediately goes silent as everyone takes notice of your sudden outburst. <br><br> <<link [[Next|Office Meeting Pet Discovered]]>><</link>> <<elseif $arousal gte ($arousalmax / 5) * 4>> You bite down onto one hand, trying to hold back your moans as you use the other to bat at the <<beasttype 0>> still probing your soaking <<genitals>> with <<bhis 0>> tongue. <br> <<if $player.penisExist>> The <<beasttype 0>> continues to lick away at your <<penis>>, now rock hard and ready to burst. <<if $player.vaginaExist>> <<bHe 0>> swaps between licking your <<penis>> and lapping up the juices pooling around your <<bottom>>. <</if>> <<else>> The <<beasttype 0>> laps up the juices leaking from your <<pussy>>, with what's missed <<if $worn.legs.name is "naked">> dripping down your bare legs. <<else>> soaking into your $worn.legs.name. <</if>> <</if>> <<garousal>> <<elseif $arousal gte ($arousalmax / 5) * 3>> "Pl-please st-stop," you moan at the <<beasttype 0>> as <<bhis 0>> long tongue continues to work your bare <<genitals>>. <br> <<if $player.penisExist>> The <<beasttype 0>> ignores your pleas, savouring the precum starting to form on the tip of your <<penis>>. <<if $player.vaginaExist>> The fluids from your <<pussy>> begin to pool around your <<bottom>> as <<bhe 0>> continues to assault your <<penis>>. <</if>> <<else>> The <<beasttype 0>> continues to tongue your <<pussy>>. Your thighs are soaked as your juices mingle with <<bhis 0>> saliva. <</if>> <<garousal>> <<else>> You press your hands against the <<beasttype 0>> face and try to push <<bhim 0>> away from your crotch. <<bHe 0>> ignores you and happily licks away at your <<genitals>>. <br> You feel a heat rising in you as the assault continues. <<garousal>> <</if>> <</if>> <<if $meetingOrgasm lte 0>> <<meetingattention>> <<meetingpetactions>> <</if>> <<else>> The <<beasttype 0>> seems to have gotten bored and walks back over to <<bhis 0>> master, leaving you in peace. <br><br> <<link [[Next|Office Meeting End]]>><</link>> <</if>><<effects>> <<set $meetingPhase++>> <<set $mAttention -= 1>> <<set $assaultEnergy -= random(1,10)>> <<if $assaultEnergy gte 1>> <<if $worn.lower.name isnot "naked">> You ignore the <<beasttype 0>> pulling at your $worn.lower.name and try to focus on the meeting. <br> <<if $meetingPhase lte 1>> The <<beasttype 0>> pulls your $worn.lower.name down to your knees. <<elseif $meetingPhase lte 2>> The <<beasttype 0>>, facing no resistance, pulls your $worn.lower.name down to your ankles. <<else>> The <<beasttype 0>> slides your $worn.lower.name completely off your legs. <<lowerundress "meeting_room">> <br> <<if $worn.under_lower.name isnot "naked">> The <<beasttype 0>> returns, grabs on to your $worn.under_lower.name, and starts pulling. <<else>> The <<beasttype 0>> returns and starts gently licking at your <<genitals>>! <</if>> <<set $meetingPhase to 0>> <</if>> <<elseif $worn.under_lower.name isnot "naked">> You try to ignore the <<beasttype 0>> and focus on the meeting, but it's more difficult now that <<bhe 0>> is tugging on your $worn.under_lower.name. <br> <<if $meetingPhase lte 1>> The <<beasttype 0>> gently pulls your $worn.under_lower.name down to your knees, exposing your <<genitals>>. <<elseif $meetingPhase lte 2>> The <<beasttype 0>> tugs your $worn.under_lower.name down to your ankles. <<else>> The <<beasttype 0>> eagerly pulls your $worn.under_lower.name completely off your legs and deposits the clothing under the table, before returning to your exposed crotch and licking at your <<genitals>>! <<underlowerundress "meeting_room">> <<set $meetingPhase to 0>> <</if>> <<else>> <<set $aGrowth to (100 + $deviancy) * $meetingPhase>> <<arousal $aGrowth>> <<if $arousal gte $arousalmax>> The relentless licking by the <<beasttype 0>> has pushed you over the edge. <<orgasm>> <<set $meetingOrgasm to 1>> <br> In your spasms, you accidentally fling your pen across the table, sending papers flying everywhere. <br> <<if $player.penisExist>> Your load has splattered onto the underside of the table, <<else>> Your juices messily pool from your <<pussy>> onto the floor, <</if>> and the <<beasttype 0>> greedily licks it up. You collapse into your seat, spent. <br> The whole room immediately goes silent as everyone takes notice of your sudden outburst. <br><br> <<link [[Next|Office Meeting Pet Discovered]]>><</link>> <<elseif $arousal gte ($arousalmax / 5) * 4>> You bite down onto one hand, attempting to hold back your moans as you try to continue taking notes with the other. <br> <<if $player.penisExist>> The <<beasttype 0>> continues to lick away at your <<penis>>, now rock hard and ready to burst. <<if $player.vaginaExist>> <<bHe 0>> alternates between licking your <<penis>> and lapping up the juices pooling around your <<bottom>>. <</if>> <<else>> The <<beasttype 0>> laps up the juices leaking from your <<pussy>>, with what's missed <<if $worn.legs.name is "naked">> dripping down your bare legs. <<else>> soaking into your $worn.legs.name. <</if>> <</if>> <<garousal>> <<elseif $arousal gte ($arousalmax / 5) * 3>> Your writing slows as you breathe heavily, trying to ignore the <<beasttype 0>> as <<bhis 0>> long tongue continues to work your bare <<genitals>>. <br> <<if $player.penisExist>> The <<beasttype 0>> savours the precum starting to form on the tip of your <<penis>>. <<if $player.vaginaExist>> The fluids from your <<pussy>> begin to pool around your <<bottom>> as <<bhe 0>> continues to assault your <<penis>>. <</if>> <<else>> The <<beasttype 0>> continues to tongue your <<pussy>>. Your thighs are soaked as your juices mingle with <<bhis 0>> saliva. <</if>> <<garousal>> <<else>> You ignore the <<beasttype 0>> licking at your <<genitals>> as you try to focus on the meeting, but the heat rising in you makes it difficult. <<garousal>> <</if>> <</if>> <<if $meetingOrgasm lte 0>> <<meetingattention>> <<meetingpetactions>> <</if>> <<else>> The <<beasttype 0>> seems to have gotten bored and walks back over to <<bhis 0>> master, leaving you in peace. <br><br> <<link [[Next|Office Meeting End]]>><</link>> <</if>><<effects>> "Someone get this stupid <<beasttype 0>> away from me!" you shout out loud. <br> The room grows silent as everyone turns and looks at you. <br><br> <<link [[Next|Office Meeting Pet Discovered]]>><</link>><<effects>> <<pass $meetingPhase>> The <<person2>><<person>> storms over to you in a fit of rage. The <<beasttype 0>>, startled, scampers over to <<bhis 0>> master. <<if $meetingOrgasm gte 1>> <<if $player.penisExist>> You sit dazed, your <<penis>> sitting in a pool of cum and <<beasttype 0>> saliva on the seat of the chair. <<else>> You sit dazed, <<beasttype 0>> saliva and slick pooling under the pulsating entrance of your <<pussy>> <</if>> <br> "What is going on over here!?" the <<person2>><<person>> demands, angrily pulling your chair back and exposing your <<lewdness>> to the entire room. <br> You try to explain what happened, but you're completely drained after such a powerful orgasm. <br> "Someone call security and get this little deviant out of here." <br><br> Before you can compose yourself, a security guard arrives and drags you out of the meeting room. <br><br> <<endevent>> <<link [[Next|Office Security Escort]]>><</link>> <<elseif $worn.lower.name is "naked">> You frantically attempt to cover your <<lewdness>>, but everyone gets a good look at you as the <<person>> pulls you to your feet. <br> "What is the meaning of this?" <<he>> demands angrily, looking at your state of undress. <br> "It was the <<beasttype 0>>, <<bhe 0>> took my clothes," you say, pointing under the table. Your eyes lock with the <<beasttype 0>>, but not a single stitch of clothing can be found. <br> The <<person3>><<person>> stands up in anger. "Lies! My <<beasttype 0>> has done no such thing. <<bHe 0>> has been at my side this entire time." <br> The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this." <br> You do your best to cover your <<lewdness>> as <<he>> closes and locks the door behind you. <br><br> <<endevent>> <<link [[Next|Office Streak]]>><</link>> <<else>> You frantically fix your $worn.lower.name as the <<person>> approaches you. <br> "What is the meaning of this?" <<he>> demands angrily. <br> "It was the <<beasttype 0>>, <<bhe 0>> kept bothering me under the table," you say, pointing at the <<beasttype 0>>. Your eyes lock with the <<beasttype 0>>, and <<bhe 0>> snarls at you. <br> The <<person3>><<person>> stands up in anger. "Lies! My <<beasttype 0>> has done no such thing. <<bHe 0>> has been at my side this entire time." <br> The <<person2>><<person>> points at the door. "Please leave, you are disrupting this meeting. Your superiors will hear from me about this." <br><br> <<completeassignment 20>> <</if>><<effects>> <<tiredness 3>> <<if $worn.lower.name isnot "naked">> After what seems like an eternity, the meeting begins to wrap up. You hand the completed notes to the <<person2>><<person>> for review. <br><br> <<if currentSkillValue("english") gte 700>> "Everything seems in order. Our partner will be able to make good use of these. Thank you!" <<set $meetingTip += 5>> <<elseif currentSkillValue("english") gte 400>> "These will do. I'll be sure to update our partner if there's anything they don't understand." <<set $meetingTip += 3>> <<else>> "Did you learn to write at a zoo? I couldn't follow these notes to save my life. Your teachers should be ashamed." <<set $meetingTip++>> <</if>> <br><br> <<tipset>> <<He>> hands you a tip and walks out of the room. <<assignmenttip $meetingTip>> <<else>> You manage to make it through the rest of the meeting without anyone being aware of your <<lewdness>>. The <<person2>><<person>> walks up to you and takes the completed notes, eyeing your flustered state. <br><br> <<if currentSkillValue("english") gte 700>> "You seem a little agitated. These notes are more than good enough, I assure you. Try not to work yourself so hard next time, okay?" <<set $meetingTip += 8>> <<elseif $meetingTip gte 400>> "Looks like you were struggling to keep up with the meeting. These notes are adequate enough. Thanks." <<set $meetingTip += 3>> <<else>> "All of that wasted energy, and this is the best you could come up with? I suppose this is what happens when you hire a teenager to do an adult's job." <<set $meetingTip += 0>> <</if>> <br><br> <<tipset>> <<He>> hands you a tip and walks out of the room. <<assignmenttip $meetingTip>> <br><br> You wait for the room to completely empty before recovering your displaced clothing. <<storeon "meeting_room">> <</if>> <<completeassignment>><<widget "meetingmolestactions">> <br><br> <<link [[Resist|Office Meeting Molest Resist]]>><<def 1>><</link>><<defianttext>><<gsuspicion>> <br> <<link [[Ignore|Office Meeting Molest Ignore]]>><<stress 1>><<sub 1>><</link>><<submissivetext>><<gstress>><<lsuspicion>> <br> <<link [[Yell for help |Office Meeting Molest Help]]>><</link>><<gggsuspicion>> <</widget>> <<widget "meetingpetactions">> <br><br> <<link [[Shoo|Office Meeting Pet Shoo]]>><<def 1>><</link>><<defianttext>><<gsuspicion>> <br> <<link [[Ignore|Office Meeting Pet Ignore]]>><<stress 1>><<sub 1>><</link>><<submissivetext>><<gstress>><<lsuspicion>> <br> <<link [[Yell for help|Office Meeting Pet Help]]>><</link>><<gggsuspicion>> <</widget>> <<widget "meetingattention">> <br><br> <<if $mAttention lte 1>> <span class="teal">No one seems to notice what's going on.</span> <<elseif $mAttention lte 5>> <span class="purple">The <<person2>><<person>> shoots you an angry glare and presses <<his>> finger over <<his>> lips.</span> /* switch back to molester */<<person3>> <<elseif $mAttention lte 9>> <span class="red">Your squirming is distracting the <<people>> around you, and some are paying more attention to you than to the speaker.</span> <</if>> <</widget>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> <<set $phase to 0>> You go to <<checkfloor>> and speak to the client, a <<generate1>><<person1>><<person>>. <<He>> has to step away and needs you to cover <<his>> desk until <<he>> returns. <br><br> "It's all pretty simple work. Just answer the phone and take messages for my boss. If you have some time, there are some files on my computer that I need reorganised. I'll be back in about an hour," <<he>> says before running to the lifts. <br><br> The area around you is sparsely populated, so you could probably get away without doing much work. <br><br> <<link [[Work diligently|Office Secretary Work]]>><<tiredness 6>><</link>><<gtiredness>> <br> <<link [[Slack off|Office Secretary Slack]]>><<stress -6>><<trauma -6>><</link>><<lstress>><<ltrauma>><<effects>> You really aren't interested in doing much work, <<rng>> <<if $rng gte 76>> so you decide to browse the web. Another temp walks by and informs you that a party is happening on the floor and invites you to come. <br><br> <<link [[Go to party|Office Secretary Party]]>><</link>> <br> <<link [[Stay|Office Secretary Party Decline]]>><</link>> <<elseif $rng gte 51>> so you decide to play a computer game. You get distracted by the game and miss a few calls, but think nothing of it. <br><br> An hour passes by uneventfully and the <<person1>><<person>> returns. "You didn't miss any calls while I was gone, did you?" <<he>> asks. <br><br> <<link [[Be honest|Office Secretary Call Truth]]>><</link>> <br> <<set $skulduggerydifficulty to 200>> <<link [[Lie|Office Secretary Call Lie]]>><</link>><<skulduggerydifficulty>> <br> <<elseif $rng gte 26>> so you decide to play a computer game. You get distracted by the game and miss a few calls, but think nothing of it. <br><br> An hour passes by uneventfully and the <<person1>><<person>> returns. <br><br> <<link [[Next|Office Secretary Finish]]>><</link>> <<else>> so you decide to browse the web. Looking at funny animal pictures makes the hour pass by quickly, and before long, the <<person1>><<person>> returns. <br><br> <<link [[Next|Office Secretary Finish]]>><</link>> <</if>><<effects>> You decide to spend your time organising the files as requested. The <<person1>><<persons>> computer is an absolute mess. <<rng>> <<if $rng gte 76>> <br><br> While working, you come across a folder labelled 'recipes.' Curiosity gets the better of you, and you open it. You're surprised to find dozens of lewd images and videos. <br> <<if hasSexStat("exhibitionism", 4)>> You feel the urge to touch yourself as you look at the pornography. <br><br> <<link [[Masturbate|Office Secretary Masturbation]]>><<set $masturbationstart to 1>><</link>><<exhibitionist4>> <</if>> <br> <<link [[Close folder|Office Secretary Masturbation Decline]]>><</link>> <<elseif $rng gte 36>> <br><br> <<wearProp "phone" 0 "corded">> You're distracted from your task by the phone ringing. You pick up the phone and ask if you can take a message. The person on the end is unpleasant to deal with and berates you throughout the conversation. <<gtrauma>><<trauma 1>> <br><br> You stay professional and manage to jot down a message for the boss. Shortly after you hang up the phone, the <<person1>><<person>> returns. <br><br> <<link [[Next|Office Secretary Finish]]>><<handheldon>><<set $phase to 2>><</link>> <<else>> <br><br> You organise all of the files to the best of your ability, and soon the <<person1>><<person>> returns. <br><br> <<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>> <</if>><<effects>> The <<person1>><<person>> comes to the desk to relieve you. "Thanks for covering for me, it should have been a rather uneventful time." <br><br> <<if $phase is 1>> <<He>> looks at <<his>> newly organised file folders and smiles. "Awesome, you were able to get to the files. Thank you!" <br><br> <<He>> hands you a tip. <<assignmenttip 8>> <<elseif $phase is 2>> <<He>> glances down at your handwritten note and winces sympathetically. "I see you had to deal with one of our more... difficult clients. I'll give this note to the boss later. Thanks for handling that!" <br><br> <<He>> hands you a tip. <<assignmenttip 8>> <<else>> <br> <<He>> hands you a tip. <<assignmenttip 6>> <</if>> <<completeassignment>><<effects>> You decide to be honest with the <<person1>><<person>> about missing a few phone calls. <br><br> <<if $NPCList[1].skills.security lte 400>> "No big deal, I miss them all the time! I know this work can be boring, and I sometimes space out myself. Don't worry about it." <br> <<He>> hands you a tip. <<assignmenttip 4>> <<else>> "You literally had one job," <<he>> sighs. "Whatever. Come on, away with you," <<he>> says, shooing you away from the desk. <</if>> <<completeassignment>><<effects>> You decide to lie to the <<person1>><<person>> about missing a few phone calls. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> "That's funny, my boss said <<he>> called to leave and no one picked up, but <<hes>> known for dialling the wrong number. Oh well." <br> <<He>> hands you a tip. <<assignmenttip 8>> <<else>> "You lying little shit. I spoke to my boss, and <<he>> said <<he>> called the office. Luckily for you, <<he>> also called my mobile. Now get out of here, before I really get mad." <</if>> <<completeassignment>><<effects>> You decide to take a break and head to the party. You follow the temp to a nearby conference room, where there is cake, punch, and other snacks. <br><br> You stick to the wall and hang out for a bit, when a <<generate2>><<person2>><<person>> comes by and offers you some punch. <br><br> <<link [[Drink|Office Secretary Party Drink]]>><</link>> <br> <<link [[Decline|Office Secretary Party Drink Decline]]>><</link>><<effects>> You figure that since you are already slacking off, you probably shouldn't leave the desk. The temp nods and walks away. You continue browsing the web until the <<person1>><<person>> returns. <br><br> <<link [[Next|Office Secretary Finish]]>><</link>><<effects>><<wearProp "coconut">> <<if dangerEvent(1, 9000, 300*$officeFloor)>> <<set $partyDrugged to 1>> <</if>> You take the drink from the <<person2>><<person>>, and <<he>> smiles as you take a sip. It's sweet and doesn't seem to be alcoholic. <br> You finish the drink and hang out a bit longer, talking to the <<person2>><<person>>. Someone announces that they will cut the cake soon. <br><br> <<link [[Stay for cake|Office Secretary Party Continue]]>><<handheldon>><</link>> <br> <<link [[Return to work|Office Secretary Party Leave]]>><<handheldon>><</link>><<effects>> "I'm not thirsty, thanks," you say to the <<person2>><<person>>. <<He>> shrugs and walks away to talk to another attendee. You hang out a bit longer, enjoying the celebration. Someone announces that they will cut the cake soon. <br><br> <<link [[Stay for cake |Office Secretary Party Continue]]>><</link>> <br> <<link [[Return to work|Office Secretary Party Leave]]>><</link>><<effects>> You decide to stick around for cake. <br> <<if $partyDrugged is 1>> <<set $partyDrugged to 0>> <<drugs 150>> When it's your turn to get your cake, you start to feel a bit woozy. You sit down to get your composure and eat your cake but soon find yourself passing out. <br><br> <<endevent>> <<link [[Next|Office Secretary Party Molest]]>><<pass 15>><<set $molestationstart to 1>><</link>> <<else>> The cake is soft, and the frosting isn't too sugary. You finish your slice and head back to finish your work. Shortly after you sit back down at the desk, the <<person1>><<person>> returns. <br><br> <<link [[Next|Office Secretary Finish]]>><</link>> <</if>><<effects>> You decide you better get back to work before the <<person1>><<person>> returns. <<if $partyDrugged is 1>> <<set $partyDrugged to 0>> <<drugs 150>> While heading back to the desk, you start to feel a bit woozy. You take a moment to try and get your bearing but soon find yourself passing out. <<endevent>> <<officepassout>> <<else>> You return to the desk and manage to finish the file organisation, right as the <<person1>><<person>> arrives. <br><br> <<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate1>><<generate2>><<generate3>><<maninit>> You come to, feeling light-headed. You hear the sound of a loud fan blowing. "Hurry up, <<pshes>> waking up," you hear someone say. <br> When you finally regain your full senses, you find yourself lying in the building stairwell with three people on top of you. <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Secretary Party Molest Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Secretary Party Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Secretary Party Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You are left sprawled on the cold stairwell floor as the <<person1>><<person>> uses <<his>> keycard to open the stairwell. The others follow, shutting the door behind them and locking you in the stairwell. <<endcombat>> <<clotheson>> <<if $exposed lte 1>> <<link [[Stairwell|Office Lobby]]>><</link>> <<else>> <<link [[Return to lobby|Office Stairwell]]>><</link>> <</if>> <<elseif $enemyhealth lte 0>> You free yourself from your attackers and run down the stairs to safety. <<set $officeFloor -= 1>> <<clotheson>> <<endcombat>> <<if $exposed lte 1>> <<link [[Stairwell|Office Lobby]]>><</link>> <<else>> <<link [[Return to lobby|Office Stairwell]]>><</link>> <</if>> <</if>><<effects>> <<if $masturbationstart is 1>> You intend to close the folder full of pornography, but you can't help giving in to the urge to touch yourself. You're certain the few people in the area won't notice. <br> <<set $masturbationPhase to 0>> <<set $masturbationstart to 0>> <<set $masturbationstat++>> <<masturbationstart>> <<else>> <<set $masturbationPhase++>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<masturbationControls "officePhase">><<effects>> You close the folder of pornography and finish working with the files. The <<person1>><<person>> arrives shortly after you are done. <br><br> <<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>><<effects>> <<saveNPC 0 "office_masturbation">> <<endmasturbation>> <<endcombat>> <<loadNPC 0 "office_masturbation">> <<clearNPC "office_masturbation">> <<if dangerEvent(1, 9000, ($masturbationPhase + $officeFloor) * 200)>> You see the <<person1>><<person>> heading your way, <<if $orgasmdown gte 1>> but you are too immobilised by your spasms to redress in time. <br><br> "What the hell are you doing?" <<he>> shouts, getting the attention of the few other people in the area. <<He>> points at the pornography on the computer in disgust. "Look, this little pervert downloaded obscene media onto my computer!" <br><br> You try to defend yourself to the onlookers, but you're still fighting off the aftermath of your orgasm. <br> "I'm calling security," <<he>> says and picks up <<his>> phone. A security guard arrives and escorts you away. <<endevent>> <<clotheson>> <br><br> <<link [[Next|Office Security Escort]]>><<pass 30>><</link>> <<else>> but before you can fix your clothes <<he>> arrives at the desk. <br> "What the hell are you doing, you little pervert?" <<he>> exclaims. <br><br> <<clotheson>> <<if $submissive lte 500>> <<link [[Threaten with pornography|Office Secretary Masturbation Threaten]]>><<def 1>><</link>><<defianttext>> <br> <</if>> <<link [[Apologise|Office Secretary Masturbation Apologise]]>><</link>> <</if>> <<else>> You decide to stop and return to work before someone sees you. <<clotheson>> The <<person1>><<person>> soon returns. <br><br> <<link [[Next|Office Secretary Finish]]>><<set $phase to 1>><</link>> <</if>><<effects>> You stand up from the desk and turn the monitor to face the <<person1>><<person>>. <br><br> "There sure is a lot of naughty stuff on your computer, <<sir>>. Way too much for me to have downloaded in an hour. It would be terrible if your boss saw this." <br> The <<person1>><<person>> begins to sweat nervously. "Here, take this and never speak of this again," <<he>> says, handing you a wad of cash. <<assignmenttip 20>> <<completeassignment>><<effects>> You stand up from the desk and turn to the <<person1>><<person>>. <br><br> "I'm sorry, I was just—" <br> "You were just touching yourself and looking at naughty photos on my computer," <<he>> interrupts. <br> "I tell you what. We'll pretend this never happened, if... you give me your underwear." <br><br> <<if $worn.under_lower.name isnot "naked">> <<link [[Give underwear|Office Secretary Masturbation Underwear]]>><</link>> <br> <<else>> <span class="blue">You are not wearing underwear.</span> <br> <</if>> <<link [[Refuse|Office Secretary Masturbation Underwear Refuse]]>><</link>> <br><<effects>> You agree to give up your underwear in exchange for the <<person1>><<persons>> silence. <br> You walk to a quiet corner of the floor and <<pulldown>> your $worn.lower.name and remove your $worn.under_lower.name. You return to the <<person1>><<person>> and hand it to them. <<underlowersteal strip>> <br><br> "Good. Now get out of here before I call security." <<completeassignment>><<effects>> <<if $worn.under_lower.type.includes("naked")>> <<if $speech_attitude is "meek">> You look at your feet. "I-I'm not... wearing...." <<elseif $speech_attitude is "bratty">> "Even if I had any underwear, I wouldn't let you have them." <<else>> "But I-I'm not wearing underwear," you say. <</if>> <<else>> <<if $speech_attitude is "meek">> You look at your feet. "N-no. I can't," you stammer. <<elseif $speech_attitude is "bratty">> "No way, creep," you say sternly. <<else>> "I can't give you my underwear," you say. <</if>> <</if>> <br><br> "Very well." <<He>> points at the pornography on the computer in disgust and raises <<his>> voice. "Look, this little pervert downloaded obscene media onto my computer!" <<he>> shouts, drawing attention to the two of you. <br> You try to defend yourself to the onlookers, but no one believes you. <br> "I'm calling security," <<he>> says and picks up <<his>> phone. A security guard arrives and escorts you away. <br><br> <<endevent>> <<link [[Next|Office Security Escort]]>><<pass 30>><</link>><<generate1>><<person1>> <<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> The security guard, a <<person>>, roughly holds your arm as <<he>> escorts you to the security office in the rear of the lobby. <br> <<if $exposed gte 1>> <<His>> firm grip and fast pace keep you from covering your <<lewdness>>. <br> <</if>> <<if $officecomplaints lte 3>> <<officecomplaintslow>> <<elseif $officecomplaints lte 6>> <<officecomplaintsmedium>> <<elseif $officecomplaints lte 9>> <<officecomplaintshigh>> <<else>> <<officecomplaintsextreme>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <<if $phase is 1>> <<set $enemyanger -= 75>> <</if>> <<He>> bends you over the desk. <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Security Spank Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Security Spank Finish]]>><</link>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<link [[Next|Office Security Spank Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Security Spank]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pants from the exertion. "I hope you've learnt your lesson. Don't let us see you in here again." <<gsecurity>><<officeupdatecomplaints 1>> <br><br> <<tearful>> you climb from the desk and run out into the lobby. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>> <br> <<elseif $enemyhealth lte 0>> "You disobedient little shit," <<he>> shouts, recoiling in pain. <<ggsecurity>><<officeupdatecomplaints 2>> <br><br> <<tearful>> you swiftly push off the desk and run out into the lobby. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>> <br> <<else>> "I'd say that's enough," <<he>> says, letting you go. "I hope you've learnt your lesson. Don't let us see you in here again." <br><br> <<tearful>> you climb from the desk and walk out into the lobby, <<his>> gaze following you as you leave. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<generate2>><<generate3>><<generate4>><<maninit>><<bind>> The guards push you over onto the desk and bind your arms. <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Security Molest]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<stealclothes>> <<if $worn.face.type.includes("blindfold")>> You feel yourself being lifted to your feet by multiple hands and carried outside. You are shoved to the hard ground and hear a door slam behind you. <<else>> <<unbind>> After finishing, the guards untie you and direct you to a back door. "Stay out of our building," the <<person1>><<person>> says as <<he>> pushes you out into the alley behind the building. <</if>> <br><br> <<endcombat>> <<clotheson>> <<link [[Next|Commercial Alleyways]]>><</link>> <<elseif $enemyhealth lte 0>> <<if $worn.face.type.includes("blindfold")>> You manage to squirm away from the guards and run through the first door you can find. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Commercial Alleyways]]>><</link>> <<else>> You manage to squirm away from the guards and escape into the lobby. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Lobby]]>><</link>> <</if>> <</if>><<if $molestationstart is 1>> <<generate1>><<generate2>><<generate3>><<generate4>><<maninit>> <<bind>> <<facewear 6>> You wake up bound, gagged, and blindfolded. You aren't sure where you are, but you feel hands all over your body. There are at least four other people nearby. <br><br> "We were supposed to throw <<phim>> out, but no one is going to know otherwise." <br><br> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Security Molest Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Security Molest]]>><</link>></span><<nexttext>> <</if>><<widget "officecomplaintslow">> The <<person1>><<person>> directs you to a seat in front of a desk and sits behind it. <br> "You seem like a nice enough kid. I'm sure money is tight, and you need to make ends meet, but you have to be smarter when dealing with the people in this building." <br> <<if $exposed gte 1>> <<He>> reaches into the desk, pulls out a towel, and hands it to you. "Not sure what happened to your clothes, but you can't go around the building like that."<<towelup>> <br> <</if>> <br> The <<person1>><<person>> walks over to the door and opens it. "This is just a warning. We don't want to have to see you again." <<gsecurity>><<officeupdatecomplaints 1>> <br><br> <<endevent>> <<link [[Return to lobby|Office Lobby]]>><</link>> <</widget>> <<widget "officecomplaintsmedium">> The <<person1>><<person>> shoves you towards a seat in front of a desk and sits behind it. <br> "You're really making a lot of people in this building angry. If you're smart, you'll try to keep a low profile while in here." <br> <<if $exposed gte 1>> <<He>> pulls a towel out of a desk drawer and throws it to you. "Cover yourself with this. If you walk around this building like that, the police will need to get involved."<<towelup>> <br> <</if>> <br> The <<person1>><<person>> points at the door. "Get out of here. And if you get into any more trouble, you'll be sorry." <<gsecurity>><<officeupdatecomplaints 1>> <br><br> <<endevent>> <<link [[Return to lobby|Office Lobby]]>><</link>> <</widget>> <<widget "officecomplaintshigh">> The <<person1>><<person>> shoves you into the room and slams the door behind you. <br> "You stupid filthy orphan. I don't even know why they let you into this building. We're starting to think you like getting in trouble. So we've been told to teach you a lesson." <br><br> <<link [[Next|Office Security Spank]]>><<set $molestationstart to 1>><</link>> <</widget>> <<widget "officecomplaintsextreme">> The <<person1>><<person>> shoves you into the room, where three other security guards stand waiting. <br> "We were told to remove you from the premises, but we decided to have a little fun first," <<he>> says. The other guards close in on you. <br><br> <<link [[Next|Office Security Molest]]>><<set $molestationstart to 1>><</link>> <</widget>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>><<wearProp "papers">> You report to the client on <<checkfloor>>, a <<generate1>><<person1>><<person>> who hands you a huge stack of documents. <<He>> directs you to the copy room, which houses an impressive document shredder. You place the documents into the mouth of the shredder, but nothing happens. <br><br> You figure the device must not be powered, so you reach behind it. Sure enough, it's unplugged. You struggle to reach the power cable but are eventually able to plug it in. It comes to life with a whir. <br><br> <<if $rng gte 61>> <<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>> Before you step away from the shredder, you feel something tug on the front of your $worn.lower.name. You look down in fear as <<= $worn.lower.plural ? "their" : "its">> fabric is slowly pulled into the shredder! /* <<set $worn.lower.integrity -= 10>> */ <<set $phase to 0>> <<shredderactions "lower">> <br> <<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> Before you step away from the shredder, you feel something tug on the front of your $worn.upper.name. You look down in fear as <<= $worn.upper.plural ? "their" : "its">> fabric is slowly pulled into the shredder! /* <<set $worn.upper.integrity -= 10>> */ <<set $phase to 0>> <<shredderactions "upper">> <<else>> <<tiredness 3>> You begin to feed the documents through its waiting mouth. Just when you think you've finished, the <<person1>><<person>> delivers another massive stack of papers. <br><br> After another 40 minutes of shredding, the <<person1>><<person>> returns and hands you a tip. <<assignmenttip 6>> <<completeassignment>> <</if>> <<else>> <<tiredness 3>> You step away from the shredder and begin to feed the documents through its waiting mouth. Just when you think you've finished, the <<person1>><<person>> delivers another massive stack of papers. <br> After another 40 minutes of shredding, the <<person1>><<person>> returns and hands you a tip. <<assignmenttip 6>> <<completeassignment>> <</if>><<effects>> <<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>> <<if $rng gte 91>> <<if $worn.lower.integrity lte 0>> You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.lower.name.</span> <br><br> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> You cover your <<lewdness>> as you nervously look around the room. <<else>> You mash the stop and reverse buttons, and the shredder stops grinding, freeing your $worn.lower.name before it gets ruined any further. <br><br> You nervously look around the room. <</if>> <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> <<set $phase++>> <<set $worn.lower.integrity -= 10 * $phase>> <<if $worn.lower.integrity lte 0>> <<if $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> <<if $worn.upper.set is $worn.lower.set>> You mash the stop and reverse buttons, but your <<breasts>> are pulled roughly against the shredder as <span class="lewd">your $worn.lower.name <<= $worn.lower.plural ? "disappear" : "disappears">> into its maw.</span> <<gpain>> <<pain 5>> <br><br> <<else>> You mash the stop and reverse buttons, but it <span class="lewd">completely consumes your $worn.lower.name, roughly pulling you down as the fabric rips into shreds.</span> <<gpain>> <<pain 5>> <br><br> Even worse, your $worn.upper.name <<upperplural>> now caught too! <<set $phase to 1>> <</if>> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <<shredderactions "upper">> <br> <<else>> You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.lower.name.</span> <br><br> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> You cover your <<lewdness>> as you nervously look around the room. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> You mash the stop and reverse buttons, but nothing seems to work. The ravenous machine consumes more of your $worn.lower.name as your <<genitals>> is tightly pressed against the device! <<gpain>> <<pain 5>> <<shredderactions "lower">> <br> <</if>> <</if>> <<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> <<if $rng gte 91>> <<if $worn.upper.integrity lte 0>> You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.upper.name.</span> <br><br> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> You cover your <<lewdness>> as you nervously look around the room. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> You mash the stop and reverse buttons, and the shredder stops grinding, freeing your $worn.upper.name before <<= $worn.upper.plural ? "they're" : "it's">> ruined any further. <br><br> You nervously look around the room. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> <<set $phase++>> <<set $worn.upper.integrity -= 10 * $phase>> <<if $worn.upper.integrity lte 0>> <<if !$worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> You mash the stop and reverse buttons, and the shredder stops grinding, but not before it <span class="lewd">consumes the last stitch of your $worn.upper.name.</span> <br><br> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> You cover your <<lewdness>> as you nervously look around the room. <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> You mash the stop and reverse buttons, but nothing seems to work. The ravenous machine consumes more of your $worn.upper.name, pulling your <<breasts>> tightly onto the device! <<gpain>> <<pain 5>> <<shredderactions "upper">> <br> <</if>> <</if>> <</if>><<effects>> <<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>> <<if $physiqueSuccess>> <<if $worn.lower.integrity lte 0>> You press your arms against the shredder and push with all your might, and after a few loud rips, you fall backwards onto your <<bottom>>. <br><br> You look up in horror at the shredder as it <span class="lewd">consumes the last inches of your $worn.lower.name!</span> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <br><br> You stand to your feet and nervously look around the room, covering your <<lewdness>>. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> You press your arms against the shredder and push with all your might, stumbling backwards as you successfully free your $worn.lower.name from it. <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> <<set $phase++>> <<set $worn.lower.integrity -= 10 * $phase>> <<if $worn.lower.integrity lte 0>> <<if $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> <<if $worn.upper.set is $worn.lower.set>> You try to grab at the loose fabric of your $worn.lower.name, but to no avail. Your <<breasts>> are pulled roughly against the shredder as <span class="lewd">your $worn.lower.name <<= $worn.lower.plural ? "disappear" : "disappears">> into its jaws.</span> <<gpain>> <<pain 5>> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <<shredderactions "upper">> <<else>> You try to force yourself away from the shredder, but slip and fall forward onto it as <span class="lewd">your $worn.lower.name <<lowerplural>> torn off and consumed.</span> <<gpain>> <<pain 5>> <br><br> Even worse, your $worn.upper.name <<upperplural>> now caught too! <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <<set $phase to 1>> <<shredderactions "upper">> <br> <</if>> <<else>> You try to grab at the loose fabric of your $worn.lower.name, but to no avail. A loud rip echoes across the room as the <span class="lewd">tattered remains of your $worn.lower.name are ripped from your body and pulled into the shredder.</span> <br><br> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> You meekly step back as you nervously look around the room, covering your <<lewdness>>. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> You grab onto the loose fabric of your $worn.lower.name and tug at it desperately while wiggling your <<bottom>> to get free, but the vicious jaws of the shredder refuse to relent. <<set $worn.under_lower.integrity -= 20>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.integrity lte 0>> <br><br> In your struggles, you somehow managed to <span class="lewd">rip your $worn.under_lower.name, <<= $worn.under_lower.plural ? "their" : "its">> scraps now sitting in a pile between your feet.</span> <<underlowerruined>><<clothesruinstat>><<set $under_loweroff to 0>> <</if>> <<shredderactions "lower">> <br> <</if>> <</if>> <<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> <<if $physiqueSuccess>> <<if $worn.upper.integrity lte 0>> You press your arms against the shredder and push with all your might, and after a few loud rips, you fall backwards onto your <<bottom>>. <<gpain>> <<pain 5>> <br><br> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> You look up in horror at the shredder as it <span class="lewd">consumes the last inches of your $worn.upper.name!</span> You stand to your feet and nervously look around the room, covering your <<lewdness>>. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> You press your arms against the shredder and push with all your might, stumbling backwards as you successfully free your $worn.upper.name from it. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> <<set $phase++>> <<set $worn.upper.integrity -= 10 * $phase>> <<if $worn.upper.integrity lte 0>> You try to grab at the loose fabric of your $worn.upper.name, but to no avail. A loud rip echoes across the room as the <span class="lewd">tattered remains of your $worn.upper.name are ripped from your body and pulled into the shredder.</span> <br><br> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> You meekly step back as you nervously look around the room, covering your <<lewdness>>. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> Your grab onto the loose fabric of your $worn.upper.name and tug at it desperately while shifting your <<breasts>> to get free, but the vicious jaws of the shredder refuse to relent. <<set $worn.under_upper.integrity -= 20>> <<if $worn.under_upper.name isnot "naked" and $worn.under_upper.integrity lte 0>> <br><br> In your struggles, you somehow managed to loosen your $worn.under_upper.name. <span class="lewd">You gasp as <<= $worn.under_upper.plural ? "they fall" : "it falls">> into the shredder and <<underupperplural>> completely consumed.</span> <<underupperruined>><<clothesruinstat>><<set $under_upperoff to 0>> <</if>> <<shredderactions "upper">> <br> <</if>> <</if>> <</if>><<effects>> <<skulduggerycheck>> <br><br> <<if $worn.lower.name isnot "naked" and clothingData("lower", $worn.lower, "skirt") is 1>> <<if $skulduggerysuccess is 1>> <<if $worn.lower.integrity lte 0>> You locate the access to the emergency controls and successfully open it, but not before the shredder <span class="lewd">consumes the rest of your $worn.lower.name!</span> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <br><br> You meekly step back as you nervously look around the room, covering your <<lewdness>>. <br><br> <<skulduggeryuse>> <<exposure>> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> You locate the access to the emergency controls and successfully open it, swiftly pressing the shredder release. <br><br> You pull the fabric of your $worn.lower.name from the shredder before any more damage can be done. <br><br> <<skulduggeryuse>> <<exposure>> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> <<set $phase++>> <<set $worn.lower.integrity -= 10 * $phase>> <<if $worn.lower.integrity lte 0>> <<if $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> <<if $worn.upper.set is $worn.lower.set>> You try to find a way to disable the shredder, but your <<breasts>> are pulled tightly against it as <span class="lewd">your $worn.lower.name disappears into its jaws.</span> <<gpain>> <<pain 5>> <<else>> You try to find a way to disable the shredder, but the <span class="lewd">last inch of your $worn.lower.name rips from your body, throwing you off balance.</span> <<gpain>> <<pain 5>> <br><br> You mistakenly grab onto the shredder for support, and part of your $worn.upper.name slips into it and is now being consumed too! <<set $phase to 1>> <</if>> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <<shredderactions "upper">> <br> <<else>> You try to find a way to disable the shredder, but are too late as <span class="lewd">the last inch of your $worn.lower.name rips from your body.</span> <br><br> You meekly step back as you nervously look around the room, covering your <<lewdness>>. <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <br><br> <<skulduggeryuse>> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> You try to find a way to disable the shredder, but are too distracted by the buckling of your legs as your $worn.lower.name <<= $worn.lower.plural ? "restrict" : "restricts">> you, roughly pulling your <<genitals>> against the shredder. <<gpain>> <<pain 5>> <<shredderactions "lower">> <br> <</if>> <</if>> <<elseif $worn.upper.name isnot "naked" and (!$upperTucked or clothingData("upper", $worn.upper, "notuck") is 1)>> <<if $skulduggerysuccess is 1>> <<if $worn.lower.integrity lte 0>> You locate the access to the emergency controls and successfully open it, but not before the shredder <span class="lewd">consumes the rest of your $worn.upper.name!</span> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> <br><br> You meekly step back as you nervously look around the room, covering your <<lewdness>>. <<exposure>> <br><br> <<skulduggeryuse>> <<exposure>> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> You locate the access to the emergency controls and successfully open it, swiftly pressing the shredder release. <br><br> You pull the fabric of your $worn.upper.name from the shredder before any more damage can be done. <br><br> <<skulduggeryuse>> <<exposure>> <<link [[Next|Office Shredder End]]>><</link>> <br> <</if>> <<else>> <<set $phase++>> <<set $worn.upper.integrity -= 10 * $phase>> <<if $worn.upper.integrity lte 0>> You try to find a way to disable the shredder, but a loud rip echoes across the room as the <span class="lewd">tattered remains of your $worn.upper.name are ripped from your body and pulled into the shredder.</span> <br><br> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> You meekly step back as you nervously look around the room, covering your <<lewdness>>. <<exposure>> <br><br> <<link [[Next|Office Shredder End]]>><</link>> <br> <<else>> You try to find a way to disable the shredder but are too distracted by the taut pull of your $worn.upper.name, smashing your <<breasts>> against the shredder. <<gpain>> <<pain 5>> <<shredderactions "upper">> <br> <</if>> <</if>> <</if>><<effects>> <<if $exposed lte 0>> <<tiredness 3>> You make sure your clothes can hold up before you continue working. Being more careful, you continue to shred the documents when the <<person1>><<person>> comes in with more documents. <br><br> "You okay? Seems like you're having a hard time with some simple document shredding." <br><br> You offer a weak smile as you collect the documents from <<him>> and continue working. After another 40 minutes of shredding, the <<person1>><<person>> returns and hands you a tip. <<assignmenttip 6>> <br><br> "Here's a little something extra for all your hard work." <<completeassignment>> <<else>> <<embarrassment>> You hear the <<person1>><<person>> call to you from outside the door. "Is everything okay in there? I heard a lot of noise. I've got some more documents for you." <br><br> Before you can decide what to do, <<he>> walks into the room, your <<lewdness>> in full view. <<gstress>><<stress 3>> <br><br> <<if dangerEvent(1, 9000, 300 * $officeFloor)>> The <<person1>><<person>> looks at you with a devious look on <<his>> face. <br><br> "If you wanted to have some fun you should have just said so." <br><br> The <<person1>><<person>> drops <<his>> papers, which scatter all over the floor as <<he>> lunges at you. <br><br> <<link [[Next|Office Shredder Molestation]]>><<set $molestationstart to 1>><</link>> <<else>> The <<person1>><<person>> looks at you with a shocked look on <<his>> face. "My goodness, what happened to your clothes?" <br><br> You explain how the shredder ate your clothes, and <<he>> rushes to grab a towel for you to wear.<<towelup>> <br><br> "It's not much, but it should help until you can find something more suitable to wear. Here's something extra to replace your ruined clothes." <br><br> The <<person1>><<person>> hands you a generous tip. <<assignmenttip 12>> <<completeassignment 15>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> No one comes to your aid. <<set $alarm to 0>> <<if $drugged gte 1>>The drugs inhibit you, rendering your cries useless.<</if>> <br><br> <</if>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Office Shredder Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Office Shredder Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Office Shredder Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <br><br> <<ejaculation>> Satisfied, the <<person1>><<person>> fixes <<his>> clothes, leaving you in a pile of cum and sprawled documents. <br><br> "Clean the mess up before you go," <<he>> says as <<he>> walks out of the room. <br><br> You slowly climb to your feet and stumble out of the room; the sound of the shredder grinding continues behind you, as if taunting you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Streak]]>><</link>><<effects>> You push the <<person1>><<person>> off of you and run out of the room. You can barely hear <<him>> scream in anger over the sound of the shredder grinding away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Office Streak]]>><</link>><<widget "shredderactions">> <br><br> <<set _slot to _args[0]>> <<set $struggleMax to V.worn[_slot].integrity * 10000 / clothingData(_slot, $worn[_slot], "integrity_max") + V.physiquesize>> <<link [[Struggle|Office Shredder Struggle]]>><<tiredness 2>><</link>><<physiquedifficulty 5000 $struggleMax>><<gtiredness>> <br> <<set $skulduggerydifficulty to 600>> <<link [[Tamper|Office Shredder Tamper]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Mash buttons|Office Shredder Mash]]>><</link>> <</widget>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>><<exposure>> You are in the stairwell on <<checkfloor>>. Besides the sound of the AC fan blowing, the stairwell is bereft of sound. <br><br> As the stairwell doors lock from the inside, the only exit is in the lobby, <<number $officeFloor>> <<pluralise $officeFloor "floor">> below. <<if $stress gte $stressmax>> <<if isPregnancyEnding()>> <<pregnancyPassout "office">> <<else>> <<officepassout>> <</if>> <<else>> <br><br> <<link [[Rest (0:05)|Office Stairwell Rest]]>><<pass 5>><<tiredness -2>><</link>><<ltiredness>> <br> <<if $officeFloor gt 10>> <<link [[Descend 10 floors (0:08)|Office Stairwell Descend]]>><<pass 8>><<tiredness 10>><<set $stairSpeed to 10>><</link>><<ggtiredness>> <br> <</if>> <<if $officeFloor gt 5>> <<link [[Descend 5 floors (0:05)|Office Stairwell Descend]]>><<pass 5>><<tiredness 5>><<set $stairSpeed to 5>><</link>><<gtiredness>> <br> <</if>> <<if $officeFloor lte 5>> <<link [[Descend to lobby (0:05)|Office Lobby]]>><<pass 5>><<tiredness 5>><</link>><<gtiredness>> <br> <</if>> <</if>><<effects>> <<if $stairSpeed is 20>> You begin descending the gruelling stairwell. You keep up a brisk pace, but after a while, your legs and feet start to burn with fatigue. You stop to take a breather. <br><br> <<elseif $stairSpeed is 10>> You make your way down the stairs. You keep up a decent pace, but your legs soon begin to ache. You stop to take a breather. <<else>> You head down the stairs. You keep a steady pace but stop for a breather before your legs get too tired. <</if>> <br><br> <<set $officeFloor -= $stairSpeed>><<unset $stairSpeed>> <<link [[Next|Office Stairwell]]>><</link>><<effects>> You decide to rest before continuing your descent. <br> <<if $rng gte 91 - $officeFloor>> While you catch your breath, you hear someone approaching the stairwell door. <br> "Yeah, the boss said that some streaker is on the steps. I'm going to check it out now," you hear a security guard say to someone on their radio. <br><br> <span class="red">If the guard sees you, you're going to get into trouble!</span> <br><br> <<if $officeFloor lt 5>> <<link [[Run straight to lobby (0:05)|Office Lobby]]>><<pass 5>><<tiredness 5>><</link>><<gtiredness>> <br> <<else>> <<link [[Run downstairs|Office Stairwell Run Down]]>><<tiredness 5>><</link>><<gtiredness>> <br> <</if>> <<if $officeFloor lt 10>> <<link [[Run upstairs|Office Stairwell Run Up]]>><<tiredness 8>><</link>><<gtiredness>> <br> <</if>> <<link [[Hide behind door|Office Stairwell Hide]]>><</link>> <br> <<else>> After resting for a few minutes, you decide that you should continue before someone else enters the stairwell. <br><br> <<link [[Next|Office Stairwell]]>><</link>> <</if>><<effects>> You think it would be safer to run upstairs, so you gather your stamina and start climbing. <br> "I'm going to check upstairs," the guard says, heading up the stairs. <br><br> <<set _ascendCount to random(1,3)>> You stay ahead and out of sight of the guard, and they finally give up after <span class="blue">_ascendCount</span> floors. <br> "Heading back in; no one is here," the guard reports before using their pass to exit the stairwell on the floor below you. <<set $officeFloor += _ascendCount>> <br><br> <<link [[Next|Office Stairwell]]>><</link>><<effects>> You think it would be safer to run downstairs, so you quickly start descending. <br> "Hey, you! Stop right there!" the guard shouts from above. <br><br> <<if $officeFloor lt 7>> <<link [[Run straight to lobby|Office Stairwell Escape]]>><</link>> <<ggsecurity>><<ggtiredness>> <<else>> <span class="purple">If the lobby wasn't so many floors away, you might have been able to outrun security.</span> <</if>> <br><br> <<link [[Go quietly|Office Security Escort]]>><</link>><<effects>> You ignore the guard and keep running, but you fear this may come back to burn you later. <<ggsecurity>><<set $officecomplaints += 2>> <br><br> <<link [[Lobby|Office Lobby]]>><<tiredness 10>><</link>><<effects>> You decide to hide behind the door. The door swings outwards, and the guard enters the stairwell. The guard begins ascending the stairs, unaware of your presence. <br><br> You wait a few moments to make sure you're safe and step away from the door. <<if $rng gte 51>> <<if $worn.upper.name isnot "naked">> You feel restriction at your waist. Part of your $worn.upper.name is caught in the hinge of the door! <br><br> You try with all your might to free your $worn.upper.name but are met with nothing but rips and tears. <<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span> <<upperruined>><<clothesruinstat>><<set $upperoff to 0>> <<elseif $worn.lower.name isnot "naked">> You feel restriction at your waist. Part of your $worn.under_lower.name is caught in the hinge of the door! <br><br> You try with all your might to free your $worn.lower.name but are met with nothing but rips and tears. <<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span> <<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <<elseif $worn.under_upper.name isnot "naked">> You feel restriction at your <<breasts>>. Part of your $worn.under_upper.name is caught in the hinge of the door! <br><br> You try with all your might to free your $worn.under_upper.name but are met with nothing but rips and tears. <<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span> <<underupperruined>><<clothesruinstat>><<set $underupperoff to 0>> <<elseif $worn.under_lower.name isnot "naked">> You feel restriction at your <<bottom>>. Part of your $worn.under_lower.name is caught in the hinge of the door! <br><br> You try with all your might to free your $worn.under_lower.name but are met with nothing but rips and tears. <<tearful>> <span class="lewd">you step out of the garment, leaving it dangling from the door.</span> <<underlowerruined>><<clothesruinstat>><<set $underloweroff to 0>> <</if>> <<else>> You check to make sure the coast is clear. <</if>> <br><br> <<link [[Next|Office Stairwell]]>><</link>><<if $avery_fate is "ascended">><<location "avery_skyscraper">><<else>><<location "office">><</if>><<effects>> <<set $stairDistance to random(3,6)>> <<set $clothesCheck to 1>> You are on <<checkfloor>>. You duck into an empty cubicle, hoping no one can see your <<lewdness>>. <br><br> <<if $stress gte $stressmax>> <<if isPregnancyEnding()>> <<pregnancyPassout "office">> <<else>> <<officepassout>> <</if>> <<else>> The lifts are close, but the risk of someone seeing you is high. You could take the stairs, but then you have run across the busy office floor. If you're careful, you should be able to make it to the stairs unseen. <br><br> It may be better to find something to cover yourself first, however. <br><br> <<officestreakactions>> <</if>><<effects>> You stay low and shift hiding spots as you make your way towards the stairs. <<if dangerEvent(1, 9000, $streakSpeed * 1500)>> <<if $rng gte 91 - ($officeFloor * 2)>> A <<generate1>><<person1>><<person>> comes into the aisle you are in and starts walking towards you, so you duck into a nearby supply closet to wait for <<him>> to pass. <br> You lean against the door, trying to catch your breath when the door violently swings open, knocking you to the floor. <br> You look up to see the <<person1>><<person>> standing over you with a lustful gaze. <br><br> <<link [[Next|Office Supply Molest]]>><<set $molestationstart to 1>><</link>> <<elseif $rng gte 71 - $officeFloor>> Just when you think the coast is clear, you run right into a security guard. <br><br> "You're coming with me." <br><br> <<link [[Next|Office Security Escort]]>><<pass $officeFloor>><</link>> <<else>> You come across a large group of <<people>> blocking the path to the stairs. One of the people starts heading towards you. <br> You notice a nearby serving cart covered with a cloth, so you climb into it to hide your <<lewdness>>. <br> Just when you think the coast is clear, the cart begins moving. A minute later, the cart comes to a halt and you hear someone walk away. <br><br> <<set _cartDistance to random(-2,2)>> <<if _cartDistance gte 0>> You peek from beneath the cart to get your bearings and discover that you've been moved further away from the stairs! <<else>> You peek from beneath the cart to get your bearings and find that you've been moved closer to the stairs! <</if>> <br><br> <<set $stairDistance += _cartDistance>> <<officestreakactions>> <</if>> <<else>> <<set $stairDistance -= $streakSpeed>> <<if $stairDistance lte 0>> You dash from your hiding place towards the stairwell, keeping low and staying out of sight. You make it to the door and slip inside unnoticed. The door locks from the inside, so there is no turning back now. <br> You take a moment to catch your breath. You're going to need it, as you've got <<number $officeFloor>> floors to descend. <br><br> <<link [[Descend the stairs|Office Stairwell]]>><</link>> <<else>> You get as far as you feel is safe before stopping to hide <<officestreakhide>> <br><br> <<officestreakactions>> <</if>> <</if>> <<unset $streakSpeed>><<effects>> <<set $clothesCheck to 0>> You take some time to look around the floor for something to wear. <br> <<if $rng gte 81>> Someone passes by your hiding place pushing a cart full of towels. You quickly grab one and wrap it around yourself before anyone sees you. You can safely take the lifts now. <br><br> <<towelup>> <<link [[Return to lobby (0:01)|Office Lobby]]>><<pass 1>><</link>> <<else>> After several minutes of searching, you still can't find anything. You decide your best course of action is to run to safety as soon as possible. <br><br> <<officestreakactions>> <</if>><<widget "officestreakactions">> <<if $stairDistance lte 2>> You can see the stairs, just a few aisles away from your current position. <<elseif $stairDistance lte 4>> The stairs are several aisles away from you, but they still may be a better option than the lifts. <<else>> The stairs are nowhere in sight. <</if>> <br><br> <<link [[Risk taking the lift (0:01)|Office Lift]]>><<pass 1>><</link>><<ggstress>> <br> <<link [[Carefully head to the stairs (0:05)|Office Streak Stairs]]>><<pass 5>><<set $streakSpeed to 1>><</link>><<lharass>> <br> <<link [[Quickly head to the stairs (0:01)|Office Streak Stairs]]>><<pass 1>><<set $streakSpeed to 2>><</link>><<gharass>> <br> <<if $clothesCheck gte 1>> <<link [[Try to find something to wear (0:05)|Office Streak Search]]>><<pass 5>><</link>> <br> <</if>> <</widget>> <<widget "officestreakhide">> <<rng>> <<if $rng gte 76>> behind a large potted plant. Two people walk by and don't seem to notice you. <<elseif $rng gte 51>> behind a copy machine. Someone walks up and starts making copies. They walk away without noticing you. <<elseif $rng gte 26>> under an empty desk. Someone comes, sets down a large box, and walks away. <<else>> behind a water cooler. Leaning against it, you feel its cool plastic base against your <<exposedupper>>. <</if>> <</widget>>You've pushed yourself too much. <br><br> <<passout>> <<set $bus to "park">> <<if dangerEvent()>> <<if random(1, 100) gte 81>> <<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>> <<else>> <<if $monster is 1 or $settings.bestialityEnabled>> <<link [[Wake up|Dog Park]]>><<set $molestationstart to 1>><</link>> <<else>> <<link [[Wake up|Dog Park 2]]>><</link>> <</if>> <</if>> <<else>> <<ambulance>> <</if>> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 dog>> <<beastCombatInit>> You awaken to find yourself being dragged behind a bush by a strange <<beasttype>>. <</if>> <<effects>> <<effectsman>> <<alarmstate 1>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Dog Park Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Dog Park Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dog Park]]>><</link>></span><<nexttext>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Dog Park Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Dog Park Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Dog Park]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<effects>> <<beastNEWinit 1 dog>> You awaken to find yourself being dragged behind a bush by a strange <<beasttype>>. <br><br> You manage to struggle yourself free and escape, but not unscathed. <<beastescape>> <br><br> <<endevent>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<strangewoman1init>> <</if>> <<effects>> <<effectsman>> <<alarmstate 1>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Park Woman Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Park Woman Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Woman]]>><</link>></span><<nexttext>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Park Woman Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Park Woman Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Woman]]>><</link>></span><<nexttext>> <</if>><<effects>> <<He>> tenses and presses <<his>> mouth against your neck to muffle the sound of <<his>> climax. <br><br> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you a hard bite then leaves you without a word.<<violence 3>> <br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> gets up and leaves you lying on the grass. <br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass. <br> You've gained <<printmoney 500>><<money 500 "prostitution">>. <br><br> <</if>> <<tearful>> you struggle to your feet. You know you're not out of danger yet. <br><br> <<clotheson>> <<endcombat>> <<parkeventend>><<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run, giving little heed to prying eyes, before collapsing in a bed of flowers. You're safe. <br><br> <<clotheson>> <<endcombat>> <<parkeventend>><<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<bHe>> bites you on the thigh, then leaves you lying on the grass. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> <<bHe>> barks, then leaves you lying on the grass. <br><br> <<else>> <<bHe>> licks your <<genitals>> then darts away. <<neutral 5 "genitals">> <br><br> <</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>><<effects>> The <<beasttype>> whimpers and flees into a bush. <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>><<set $outside to 0>><<set $location to "park">><<effects>><<set $bus to "parkmens">> You are in the men's toilets in the park. <<storeon "parkmens" "check">> <<if _store_check is 1>> Your clothes are stored beneath the sinks. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutpark>> <<else>> <<if dangerEvent() and $player.gender_appearance is "f" and $eventskip is 0>> <<eventstoilets>> <<else>> <<storeactions "parkmens">> <<if hasSexStat("exhibitionism", 5) and Time.dayState is "day" and $exposed gte 2 and !$daily.parkStreak>> <span class="lewd">Standing naked in the bathroom, you have the lewd urge to go streaking through the park. So many people would see you.</span> <br><br> <<ind>><<link [[Go streaking|Park Streak]]>><<set $daily.parkStreak to true>><<pass 1>><<arousal 100>><</link>><<exhibitionist5>><<garousal>> <br> <<elseif hasSexStat("exhibitionism", 4)>> <span class="lewd">A lewd idea strikes you.</span> You could strip and wait in one of the stalls for an unsuspecting passerby to see you. <<if Time.dayState is "dusk" or Time.dayState is "night">> <br><br> <<skinicon "strip">><<link [[Strip and wait in a stall (0:20)|Toilets Stall]]>><<pass 20>><</link>><<exhibitionist4>> <br> <<else>> <span class="blue">However, it would be best to wait until night falls.</span> <br><br> <</if>> <</if>> <<mirroricon>><<link [[Look in the mirror (0:02)|Simple Mirror]]>><<pass 2>><<set $previousPassage = $passage>><</link>> <br> <<if hasSexStat("exhibitionism", 3) or $arousal gte 9000>> <<skinicon "masturbate">><<link [[Masturbate|Men's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <</if>> <<if setup.bodyliquid.combined("face") gte 1 or $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen" or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">> <<bathroomicon "sink">><<link [[Wash face (0:05)|Men's Toilets Wash]]>><<pass 5>><</link>> <br> <</if>> <<if setup.bodyliquid.combined("mouth") gte 1>> <<bathroomicon "sink">><<link [[Rinse mouth (0:05)|Men's Toilets Rinse]]>><<pass 5>><</link>> <br> <</if>> <<pregnancyTest "Men's Toilets">> <<storeon "parkmens" "check">> <<if _store_check isnot 1>> <<getouticon>><<link [[Leave|Park]]>><</link>> <<elseif $exposed gte 2 and hasSexStat("exhibitionism", 3)>> <<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>> <<elseif $exposed is 1>> <<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>> <<elseif $exposed lte 0>> <<getouticon>><<link [[Leave|Park]]>><</link>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> <<storecleanup>><<effects>> <<if setup.bodyliquid.combined("face") gte 1>> <<if $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen">> Bending over the sink, you wash the lewd fluid and ink from your face. <<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">> Bending over the sink, you wash the lewd fluid and lipstick from your face. <<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">> Bending over the sink, you wash the lewd fluid and mud from your face. <<else>> Bending over the sink, you wash the lewd fluid from your face. <</if>> <<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">> Bending over the sink, you wash the lipstick from your face. <<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">> Bending over the sink, you wash the mud from your face. <<else>> Bending over the sink, you wash the ink from your face. <</if>> <<wash_face>> <br><br> <<link [[Next|Men's Toilets]]>><</link>> <br><<effects>> You bend over a sink and rinse out your mouth. <<wash_mouth>> <br><br> <<link [[Next|Men's Toilets]]>><</link>> <br><<set $outside to 0>><<set $location to "park">><<effects>><<set $bus to "parkwomens">> You are in the women's toilets in the park. <<storeon "parkwomens" "check">> <<if _store_check is 1>> Your clothes are stored beneath the sinks. <</if>> <br><br> <<if $stress gte $stressmax>> <<passoutpark>> <<else>> <<if dangerEvent() and $player.gender_appearance is "m" and $eventskip isnot 1>> <<eventstoilets>> <<else>> <<storeactions "parkwomens">> <<if hasSexStat("exhibitionism", 5) and Time.dayState is "day" and $exposed gte 2 and !$daily.parkStreak>> <span class="lewd">Standing naked in the bathroom, you have the lewd urge to go streaking through the park. So many people would see you.</span> <br><br> <<link [[Go streaking|Park Streak]]>><<set $daily.parkStreak to true>><<pass 1>><<arousal 100>><</link>><<exhibitionist5>><<garousal>> <br> <<elseif hasSexStat("exhibitionism", 4)>> <span class="lewd">A lewd idea strikes you.</span> You could strip and wait in one of the stalls for an unsuspecting passerby to see you. <<if Time.dayState is "dusk" or Time.dayState is "night">> <br><br> <<skinicon "strip">><<link [[Strip and wait in a stall (0:20)|Toilets Stall]]>><<pass 20>><</link>><<exhibitionist4>> <br> <<else>> <span class="blue">However, it would be best to wait until night falls.</span> <br><br> <</if>> <</if>> <<mirroricon>><<link [[Look in the mirror (0:02)|Simple Mirror]]>><<pass 2>><<set $previousPassage = $passage>><</link>> <br> <<if hasSexStat("exhibitionism", 3) or $arousal gte 9000>> <<skinicon "masturbate">><<link [[Masturbate|Women's Toilets Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <</if>> <<if setup.bodyliquid.combined("face") gte 1 or $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen" or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">> <<bathroomicon "sink">><<link [[Wash face (0:05)|Women's Toilets Wash]]>><<pass 5>><</link>> <br> <</if>> <<if setup.bodyliquid.combined("mouth") gte 1>> <<bathroomicon "sink">><<link [[Rinse mouth (0:05)|Women's Toilets Rinse]]>><<pass 5>><</link>> <br> <</if>> <<pregnancyTest "Women's Toilets">> <<storeon "parkwomens" "check">> <<if _store_check isnot 1>> <<getouticon>><<link [[Leave|Park]]>><</link>> <<elseif $exposed gte 2 and hasSexStat("exhibitionism", 3)>> <<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 2>><</link>><<exhibitionist3>> <<elseif $exposed is 1>> <<sneakicon>><<link [[Sneak out|Park Toilets Sneak]]>><<set $phase to 1>><</link>><<exhibitionist1>> <<elseif $exposed lte 0>> <<getouticon>><<link [[Leave|Park]]>><</link>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> <<storecleanup>><<effects>> <<if setup.bodyliquid.combined("face") gte 1>> <<if $skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.forehead.pen is "pen">> Bending over the sink, you wash the lewd fluid and ink from your face. <<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">> Bending over the sink, you wash the lewd fluid and lipstick from your face. <<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">> Bending over the sink, you wash the lewd fluid and mud from your face. <<else>> Bending over the sink, you wash the lewd fluid from your face. <</if>> <<elseif $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.forehead.pen is "lipstick">> Bending over the sink, you wash the lipstick from your face. <<elseif $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "mud" or $skin.forehead.pen is "mud">> Bending over the sink, you wash the mud from your face. <<else>> Bending over the sink, you wash the ink from your face. <</if>> <<wash_face>> <br><br> <<link [[Next|Women's Toilets]]>><</link>> <br><<effects>> You bend over a sink and rinse out your mouth. <<wash_mouth>> <br><br> <<link [[Next|Women's Toilets]]>><</link>> <br><<effects>> Hiding your nudity behind the toilet door, you take a peek into the park. <<switch Weather.name>> <<case "clear" "lightClouds">> The park is full of people, enjoying the good weather. There are people jogging, having picnics, walking their dogs, buying ice cream, and sitting on benches. <br> You would be seen by a lot of people. <<fameexhibitionism 15>> <<case "heavyClouds">> Despite the grey sky, the park is still crowded. Some people are jogging, some are reading on benches, and some are passing through. <br> You would be seen by many people. <<fameexhibitionism 10>> <<case "lightPrecipitation" "heavyPrecipitation" "thunderStorm">> <<if Weather.precipitation is "rain">> Despite the downpour, the park isn't empty. There's a few people with umbrellas passing by, a few walking their dogs, and even one person having a smoke. <<else>> The park is full of people enjoying the snow. You see snowball fights, people building snowmen, dog-walkers, and even one <<person>> jogging. <</if>> <br> You would be seen by a few people. <<fameexhibitionism 5>> <</switch>> <<if isInPark("kylar")>> <br> You can see Kylar sitting beneath a tree, drawing in <<nnpc_his "Kylar">> sketchbook. <</if>> <<if isInPark("whitney")>> <br> You can see Whitney, standing under an umbrella. <</if>> <<if isInPark("robin")>> <br> You can see Robin's hot chocolate stand. <</if>> <br><br> <<link [[Next|Park Streak 2]]>><</link>><<effects>> <<generate1>><<generate2>> You take a deep breath. You burst out from the toilets and start running as fast as you can. <br><br> <<switch Weather.precipitation>> <<case "none">> <<if Weather.isSnow>> It's so cold you almost go numb. The snow crunches beneath your feet. <<elseif Weather.temperature >= 20>> Despite the warm air, you feel a chill as the wind blows over your naked body. You get goosebumps from the feeling of exposure. <<else>> The breeze doubles as you sprint, flowing over your most intimate areas. You feel the cool wind on every part of your skin. <</if>> <br><br> The reactions start quickly. You hear screams, shouts, laughs, and cheers. You're doing nothing to hide your fully exposed body, so the crowds see everything. <br><br> You run by the ice cream stand first, giving everyone in line a good view. You stop to do a quick twirl, making sure they can see you from every angle. You hear cheers and shouts of disgust as you run off. <br><br> You sprint by the toilets, giving a peace sign to a surprised <<person1>><<person>> walking out. <br><br> Next you run through a field. Three people having a picnic gape at you. You run a quick circle around their blanket before running off. <br><br> Many of the park-goers are able to pull out their phones and grab videos of your streak. Your arousal builds the more you run around the park. You want to go as long as possible without returning to the toilets. <<case "rain">> You get soaked as you run through the rain. You can feel the water run down your skin and flow over your fully exposed genitals. You shiver as you run. <br><br> The park is mostly empty, but there are a few people to show off for. You run by a <<person1>><<person>> walking under an umbrella. <<He>> takes a long look as you run by. <br><br> You still sometimes run into startled people in the park. You make sure they get a good look and then run off again. <br><br> You stop in the middle of a field. You extend your arms out and let the rain wash over you. After a minute, you drop your arms and start running again. You see a <<person2>><<person>> under an umbrella with <<his>> phone pointed at you. You blush when you realise how much footage you've just given <<him>>. <<default>> <<generate3>> It's so cold you almost go numb. The snow crunches beneath your feet. <br><br> You hear the shouts and cheers quickly. You veer as close to the large groups as you can. The snow makes it hard to run, so you move much slower. Everyone gets more time to take a look at you in your exposed state. <br><br> Several people are throwing snowballs at each other. You jog through, dodging snowballs. Several of them cheer and make you their next target. Most of their shots fly wide, but one lucky one gets a cold strike right on your naked butt. You yelp and jump, brushing the snow off your rear. The group laughs and cheers as you run off. <br><br> There's a <<person1>><<person>> and a <<person2>><<person>> building a snowman. You run around a circle around them. The <<person1>><<person>> knocks over the snowman's head in surprise. You stop and wiggle your cold, bare butt at them before running off again. A <<person3>><<person>> on a bench films your very cold run with <<his>> phone. <</switch>> <<endevent>> <<athletics 1>><<tiredness 1>> <<pass 10>> <br><br> <<cleareventpool>> <<addevent "eventParkStreak1">> <<addevent "eventParkStreak2">> <<if Weather.precipitation isnot "none" and isInPark("whitney")>> <<addevent "eventParkStreak3" 2>> <</if>> <<if isInPark("robin") && Time.season is "winter">> <<addevent "eventParkStreak4" 2>> <</if>> <<if isInPark("kylar")>> <<addevent "eventParkStreak5" 2>> <</if>> <<addinlineevent "eventParkStreak6" 4>> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br><br> <<eventParkStreakEnd>> <</addinlineevent>> <<runeventpool>><<effects>> <<if $athleticsSuccess>> You pick up the pace, running as fast as you can. It's difficult to lose them, but you manage to dive behind some bushes. You stay hidden until they move on, keeping as quiet and still as possible. <br><br> When the coast is clear, you step out of the bushes. You return to the bathroom. <br><br> <<eventParkStreakEnd>> <<else>> You try to run faster, but the cops catch up to you. They grab you and handcuff your arms behind your back. <br><br> <<link [[Next|Park Streak Police Catch]]>><<crimeUp 100 "resisting">><<pass 2>><<pain 1>><</link>> <</if>><<effects>> <<if $phase is 1>> <<set $phase to 0>> You stop and wait for the two cops to catch up. Before you can say anything your <<if $worn.handheld.name isnot "naked">>$worn.handheld.name is confiscated and your <</if>>arms are bound behind your back with handcuffs. <br><br> <</if>> <<bind>> "You're under arrest for public indecency," the cop leading you away says. They begin walking you towards their squad car. <br><br> With your hands bound behind you, there's nothing you can do to cover your nudity. The cops seem to be walking deliberately slower than they need to be. Even though you were just running naked around the park, there's something different about being slowly paraded nude with your hands bound behind your back. <br><br> <<switch Weather.precipitation>> <<case "none">> Many of the parkgoers saw your arrest and have come closer to watch. Many have their phones out, getting good shots of you completely naked. You blush. <<case "rain">> Because of the weather, there's few people in the park to see your naked parade to the squad car. <<default>> The park is full of people enjoying the snow, all of them dressed more warmly than you. You shiver as the cops walk you through the park, letting everyone get a good look at your naked body. Many start filming your procession, getting footage of every side of you. <</switch>> <br><br> <<link [[Bluff|Park Streak Police Bluff]]>><<pass 2>><</link>><<englishdifficulty 1 1000>> <br> <<link [[Go along quietly|Park Streak Police Car]]>><<set $phase to 1>><<pass 10>><</link>><<effects>> "Wait!" you say. "My clothes were stolen. A group of thugs jumped me and stole my clothes! I was just trying to get home." <br><br> You put a quiver in your voice and try to make your most sympathetic face. <<if $englishSuccess>> The two officers look like they're buying it. When they get to the squad car they uncuff you and pull a towel out of the car. <br><br> "Lucky we had this," one of them says. "We've had reports of these thugs jumping people before. Stay safe and try to get home quickly." <br><br> "I will!" you say, putting on a face of pure gratitude. "Thank you! Thank you so much!" <br><br> The two cops get in their car and drive away. You run off, happy to have gotten out of getting arrested. <br><br> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse. <<ltrauma>><<lstress>><<trauma -3>><<stress -3>> <br><br> <<unbind>> <<if $player.gender_appearance is "f">> <<towelup>> <<else>> <<towelupm>> <</if>> <<eventParkStreakEnd>> <<else>> <<crimeUp 100 "exposure">> "Nice try," one of the cops says, "but we know a pervert like you when we see one." <br><br> <<link [[Next|Park Streak Police Car]]>><<pass 10>><</link>> <</if>><<effects>> <<if $phase is 1>> You quietly follow the officers back to their car. <<else>> They finally get you to their car. <</if>> <<fameexhibitionism 5>> Your heart drops as you see they're parked on High Street. Crowds of people walk the sidewalk, going on various errands. You hear shouts and whistles as the cops march you onto the sidewalk. One of the cops stands you on the sidewalk just outside the back door. <<gstress>><<stress 3>> <br><br> "Wait there," <<person1>><<he>> says, a wicked grin on <<his>> face. <br><br> "You're not going to put me inside? Or give me anything to cover with?" <br><br> "What's the issue?" <<he>> says, "you didn't have a problem letting everyone see a few minutes ago." <br><br> <<He>> leans against the car and watches you while the other cop opens the driver's side door and pulls out <<his>> radio. The cops let you stand there completely naked on High Street with your arms bound behind your back. A crowd quickly forms, and many slow their walks or stay just long enough to get a full look at you. You can do nothing to hide your fully exposed <<breasts>>, your naked genitals, or even your completely bare ass. You also can't stop the crowd from taking as many pictures as they want. The officer on the radio takes <<his>> time finishing <<his>> call, and the other officer just watches. <br><br> Finally, the other officer ends <<his>> call and pushes you into the backseat of the squad car. <br><br> <<link [[Next|Hospital Arrest Sit]]>><<pass 5>><</link>><<if $fightstart is 1>> You stop and brace yourself, ready to fight the cops off. <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<crimeUp 300 "resisting">><<crimeUp 300 "assault">> <</if>> <<effects>> <<effectsman>> <<alarmstate "<span class='red'>You scream, but no one comes to your aid against the police.</span>">> <<man>> <<stateman>> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Park Streak Police Fight Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Park Streak Police Fight]]>><</link>></span> <</if>><<effects>> <<if $enemyhealth lte 0>> You catch the officer off-guard. You shove <<him>> to the ground and take the opportunity to run away. <br><br> You run back to the toilets. You take deep breaths as you try to slow your pulse. <br> <<endcombat>> <<eventParkStreakEnd>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <</if>> You are left helpless and writhing in pain. You can do nothing as the cops pick you up and handcuff your hands behind your back. <<if $worn.handheld.name isnot "naked">>Your $worn.handheld.name is confiscated.<</if>> <<bind>> <<tearful>> you try to get your bearings. They carry you away. <<saveNPC 0 "police_park_0">><<saveNPC 1 "police_park_1">> <br> <<endcombat>> <<loadNPC 0 "police_park_0">><<loadNPC 1 "police_park_1">> <<clearNPC "police_park_0">><<clearNPC "police_park_1">> <<link [[Next|Park Streak Police Car]]>><<pass 5>><</link>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 0>> <<set $enemyanger += 0>> <<npcidlegenitals>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Park Streak Rape Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Park Streak Rape]]>><</link>></span> <</if>><<effects>> <<if $enemyhealth lte 0>> You leave the two lying on the ground and take your chance to escape. You rush back to the toilets, ending your streak. <<elseif $alarm is 1 and $rescue is 1>> They lose their nerve after your screaming, and leave you on the ground, laughing as they walk off. You take a few minutes to pick yourself up and brush yourself off before rushing back to the bathroom, ending your streak. <<else>> <<ejaculation>> They leave you lying on the ground, laughing as they walk off. You take a few minutes to pick yourself up and brush yourself off before rushing back to the bathroom, ending your streak. <</if>> <br><br> <<endcombat>> <<eventParkStreakEnd>><<effects>> <<person1>> <<if $phase is 1>> You decide to streak by Whitney as well. You pick your pace back up and start running towards <<him>>. It's a few seconds before Whitney sees you. There's a look of confusion on <<his>> face before recognition sets in. <br><br> <<if $speech_attitude is "meek">> "Hi Whitney," you say, trying to be coy. <<elseif $speech_attitude is "bratty">> "Like what you see?" you say, trying to show off as much as you can. <<else>> "What's up?" you say, trying to hide your embarrassment. <</if>> <br><br> <<if $whitneyromance is 1>> "Hey slut," <<he>> responds. "What's wrong with you this time?"<<npcincr Whitney lust 1>><<glust>> <br> "Nothing, just... showing off what I've got." <br> "Hmm." <<He>> places <<his>> hand on <<his>> chin, then slowly looks you over, more than once. "Hold still." <br> <<if $settings.bodyWritingLevel gte 1 and !$skin.breasts.writing>> <<add_bodywriting "breasts" "property_of_whitney" "marker">> <<npcincr Whitney dom 1>><<gdom>> Reaching into <<his>> bag, <<he>> pulls out a marker and promptly writes <i><span class="sub">Property of Whitney</span></i> on your exposed chest. <br> "There. Much better. I don't want anyone getting any stupid ideas." <br> <</if>> <br> <<He>> pulls you in for a quick kiss, then turns you around and gives your exposed ass a slap. "Now, get a move on. I'm not in the mood for a fuck."<<arousal 100>><<garousal>> <br><br> You jump, and continue your run through the park. <<else>> Whitney ignores you and looks away, uninterested in your display. <br><br> You jog in place for a few moments, but you don't capture <<his>> interest. <br><br> Then, still not looking at you, <<he>> exhales a cloud of smoke. "Go away, slut, you're annoying me." <br><br> You continue your run through the park. <</if>> <<else>> You decide to avoid <<him>> and move off in the opposite direction. <</if>> <br><br> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -3>><<stress -3>> <br><br> <<eventParkStreakEnd>><<effects>> <<if $phase is 1>> <<generate2>> You run up to the hot chocolate stand. Robin's customers notice you first. A <<person2>><<person>> drops <<his>> cup when they see your nudity. Robin notices you next, and <<person1>><<his>> face turns beet red. <br><br> <<if $robinromance is 1>> <<wearProp "hot drink" 0 "cocoa">> Robin openly ogles your exposed body as you run up to their stand. You take a lap around the hot chocolate stand as Robin's customers stare and take footage of your naked run. <br><br> You stop in front of the stand. <br><br> "What're you doing?" Robin asks, concerned. "Why are you out here like that? Aren't you cold? Here, let me get you some hot chocolate." Robin hands you a cup. <br>Taking a sip, you immediately feel a warmth spread through your body, chasing away the cold. <br><br> <<if $fame.exhibitionism gte 600>> "I've heard you like to run around naked, but I thought it was exaggerated." <<else>> "I had no idea this is the kind of stuff you like to do." <</if>> <br><br> Robin doesn't sound like <<hes>> objecting. <<He>> is still eyeing up your naked body. You can see some lust in <<his>> face. You turn to see the customers still there. They've been watching you the whole time, and have seen everything. And there are more park-goers coming to get a better look at you. You hold the cup up. <<npcincr Robin love 1>><<glove>> <br><br> "Come get some hot chocolate and you can look all you want!" you shout. "It's keeping me warm even without anything on!" <br><br> The next few minutes are a rush as Robin gains a crowd of new customers. They all wait in line while you stand and pose for numerous pictures. You're freezing, but the hot chocolate helps. Your pulse quickens as you stand naked in front of a small crowd. <br><br> Finally, after everyone has bought a cup, you knock back the last of your hot chocolate and run off. <<fameexhibitionism 5>> <<set $robinmoney += 20>> <<else>> <<person1>> You run a circle around the booth. Robin looks down, trying to avoid looking at your exposed nudity. <<His>> customers openly leer and use their phones to record your run. You stop right next to Robin and turn to <<his>> customers. <br><br> "Buy hot chocolate from Robin," you say, not hiding any part of your exposed nudity from the crowd. "Here in the park, every winter." <br><br> You turn to see Robin. <<He>> looks mortified and still can't look directly at you. <<He>> doesn't seem to appreciate your naked endorsement. <br><br> You run back off into the park. <<set $robinmoney += 5>> <</if>> <<npcincr Robin dom 1>><<gdom>> <<else>> You decide not to streak by them and run off in the opposite direction. <</if>> <br><br> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br><br> <<eventParkStreakEnd>><<effects>><<person1>> <<set _kylar to statusCheck("Kylar")>> <<if $phase is 1>> <<if _kylar.love gte 50>> <<npcincr Kylar lust 1>> Kylar notices you as you run up. It takes a few seconds for <<him>> to recognise you and see what you're doing. A look of terrified concern crosses <<his>> face. <<He>> jumps up and sprints towards you. <br><br> "What happened? Who did this to you?" <<he>> screams. Before you can respond Kylar's grasped your arm and pulled you off the path. <<He>> brings you behind some trees and bushes, secluding you from sight. <br><br> "Why are you out here like that?" Kylar is blushing furiously. You try to explain as much as possible but <<he>> interrupts. <br> "You can't do that! You can't just show everyone your body like that! It's only for me to see!"<<glust "Kylar">> <br><br> Before you can stop <<him>>, Kylar starts removing <<his>> own clothes. <<He>> takes off <<his>> shirt and pants, leaving <<him>> <<if $kylarSeen.includes("commando")>>completely naked<<else>>in only <<his>> underwear<</if>>, before shoving them into your arms. <<Hes>> on the verge of tears. "Put these on, you need to protect yourself!" <br><br> <<link [[Take them|Park Streak Kylar 2]]>><<pass 2>><<set $phase to 1>><</link>> <br> <<link [[Refuse them|Park Streak Kylar 2]]>><<pass 2>><<set $phase to 2>><</link>> <<else>> Kylar turns <<his>> head and looks up at you. It's a few seconds before <<he>> recognises you and sees what you're doing. A look of panic crosses <<his>> face. <br><br> Before you can even reach <<him>>, <<he>> grabbed <<his>> sketchbook, jumped up, and runs away from you. You watch <<him>> run down the path towards the park's exit, out of sight.<<npcincr Kylar lust 5>><<gglust "Kylar">> <br><br> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br><br> <<eventParkStreakEnd>> <</if>> <<else>> You turn and run in the opposite direction, getting away before Kylar can see you. <br><br> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse. <<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br><br> <<eventParkStreakEnd>> <</if>><<effects>> <<person1>> <<if $phase is 0>> <!-- this manual code is ugly as sin, but it'll do until a proper function for giving the PC an NPC's clothes is made --> <<switch $NPCList[0].clothes.upper.name>> <<case "school shirt">><<upperwear 5>> <<case "t-shirt">><<upperwear 4>> <<case "sundress top">><<upperwear 1>> <<case "hoodie">><<upperwear 77>> <</switch>> <<switch $NPCList[0].clothes.lower.name>> <<case "school shorts">><<lowerwear 6>> <<case "school skirt">><<lowerwear 7>> <<case "shorts">><<lowerwear 5>> <<case "sweatpants">><<lowerwear 67>> <</switch>> You decide to do what <<he>> says. Slowly, without making any sudden moves, you put on the clothes Kylar has given you. <br><br> As soon as you're covered Kylar's demeanour changes. <<He>> wipes a tear from <<his>> eye and lowers the knife, before pulling you into a hug. <br><br> "You're all mine, remember that," <<he>> says as <<he>> squeezes you tight. "You can't let anyone see you like that. You're all mine." <<npcincr Kylar love 5>><<gglove>> <br><br> With a final squeeze <<he>> separates from you and runs off. You watch <<him>> exit the park <<if $kylarSeen.includes("commando")>>completely naked<<else>>wearing only <<his>> underwear<</if>>. <br><br> <<eventParkStreakEnd>> <<elseif $phase is 1>> <<switch $NPCList[0].clothes.upper.name>> <<case "school shirt">><<upperwear 5>> <<case "t-shirt">><<upperwear 4>> <<case "sundress top">><<upperwear 1>> <<case "hoodie">><<upperwear 77>> <</switch>> <<switch $NPCList[0].clothes.lower.name>> <<case "school shorts">><<lowerwear 6>> <<case "school skirt">><<lowerwear 7>> <<case "shorts">><<lowerwear 5>> <<case "sweatpants">><<lowerwear 67>> <</switch>> You acquiesce and put the clothes on, covering yourself. Kylar calms down and gives you an aggressive hug. <br> "You need to protect yourself," <<he>> says. "You're all mine, no one else can see you the way I see you." <br> With that <<he>> turns and runs off. You watch <<him>> exit the park <<if $kylarSeen.includes("commando")>>completely naked<<else>>in only <<his>> underwear<</if>>. <<npcincr Kylar love 5>><<gglove>> <br><br> <<eventParkStreakEnd>> <<elseif $phase is 2>> You push the clothes back into Kylar's arms. "Thanks," you say, "but I'm not done yet." <br><br> <<if C.npc.Kylar.rage gte 60>> Your words freeze Kylar in place. <<He>> takes a step back and stands motionless. In one sudden motion, <<he>> produces a knife and lunges at you, holding you down. <br><br> "W-What did you say, my love?" <<he>> asks. <<His>> face shows no sign of emotion. "I only want what's best for you, you know this don't you? So I'll ask again. Put. Them. On."<<npcincr Kylar rage 3>><<gksuspicion>> <br><br> <<link [[Take them|Park Streak Kylar 2]]>><<pass 2>><<set $phase to 0>><<stress 3>><</link>><<gstress>> <br> <<link [[Fight|Park Streak Kylar Fight]]>><<set $molestationstart to 1>><<stress 3>><</link>><<gstress>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Park Streak Kylar Seduce]]>><</link>><<promiscuous2>> <</if>> <<else>> Kylar looks distraught. Before <<he>> can fight you you've run back out of the bushes into the park. You can hear Kylar screaming behind you but <<he>> doesn't chase after you. <<npcincr Kylar love -1>><<llove>><<npcincr Kylar rage 1>><<gksuspicion>> <br><br> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br><br> <<eventParkStreakEnd>> <</if>> <</if>><<run statusCheck("Kylar")>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $kylar.raped += 1>> You swing your arm and knock the knife out of Kylar's hand. Before you can escape, <<person1>><<he>> lunges at you. <<set $kylarClothes to $NPCList[0].clothes>> <<npcstrip>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Park Streak Kylar Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Streak Kylar Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<person1>> <<if $enemyhealth lte 0>> Kylar is lying on the ground, groaning in pain. You take the opportunity to run off before Kylar can recover.<<npcincr Kylar rage 1>><<gksuspicion>><<npcincr Kylar lust 1>><<npcincr Kylar love -1>><<llove>> <br><br> You run back to the toilets without incident. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -2>><<stress -2>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <</if>> <<switch $kylarClothes.upper.name>> <<case "school shirt">><<upperwear 5>> <<case "t-shirt">><<upperwear 4>> <<case "sundress top">><<upperwear 1>> <<case "hoodie">><<upperwear 77>> <</switch>> <<switch $kylarClothes.lower.name>> <<case "school shorts">><<lowerwear 6>> <<case "school skirt">><<lowerwear 7>> <<case "shorts">><<lowerwear 5>> <<case "sweatpants">><<lowerwear 67>> <</switch>> You are writhing on the ground in pain. You are helpless as Kylar retrieves <<his>> knife, grabs the clothes, and throws them on you. <<He>> stands over you threateningly, brandishing the knife. <br><br> "Put them on, now!" <<he>> shouts. <br><br> Slowly, carefully, you get up and put on the clothes Kylar gave you. <<He>> watches you silently, holding the knife, until you're completely covered. <br><br> Once the clothes are on <<he>> calms down considerably. <<He>> lowers the knife and pulls you into a hug. You wince in pain as <<he>> squeezes you. <br><br> "You're mine, only for me," <<he>> says. "Don't make me do things like this, you have to protect and save yourself for me." <br><br> With a final squeeze <<he>> separates from you and runs off. You watch <<him>> exit the park wearing only <<his>> underwear.<<glust>><<glove>> <br><br> <<tearful>> you run back to the toilets. <<npcincr Kylar lust 1>> <<npcincr Kylar love 1>> <</if>> <br> <<endcombat>> <<unset $kylarClothes>> <<eventParkStreakEnd>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<person1>> Kylar looks ready to use the knife. You present yourself in the most attractive way you can. <br><br> "Couldn't you tell?" you say, "I'm out here like this for you. I wanted to give you a gift." <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> Kylar hesitates. While <<hes>> looking uncertain, you gently take the hand with the knife and push it away. You pull <<him>> to you. <br><br> <<link [[Next|Park Streak Kylar Seduce Sex]]>><<set $sexstart to 1>><</link>> <<else>> Kylar hesitates. You gently reach for the knife, but <span class="red"><<he>> flinches back</span>. "Put them on," <<he>> says. "Put them on!" <<He>> pushes you to the ground. <br><br> <<link [[Next|Park Streak Kylar Seduce Sex]]>><<set $molestationstart to 1>><</link>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 50>> <<set $kylarClothes to $NPCList[0].clothes>> <<npcstrip>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<maninit>> <<set $kylar.raped += 1>> <<set $kylarClothes to $NPCList[0].clothes>> <<npcstrip>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lt $enemyhealthmax>> <<set $consensual to 0>> <<set $enemytrust -= 50>> <<violence 1>> <<npcincr Kylar love -1>><<npcincr Kylar rage 1>><<gksuspicion>> <</if>> <<if _combatend>> <span id="next"><<link [[Next|Park Streak Kylar Seduce Sex Finish]]>><</link>></span> <<else>> <span id="next"><<link [[Next|Park Streak Kylar Seduce Sex]]>><</link>></span> <</if>><<effects>> <<person1>> <<if ($enemyarousal gte $enemyarousalmax and $consensual is 1) or $enemyhealth lte 0>> <<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>> You leave Kylar in a daze on the ground. Before <<he>> can recover from <<his>> orgasm, you run off naked, leaving the clothes Kylar offered behind. <<else>> <<if $enemyarousal gte $enemyarousalmax>><<ejaculation>><</if>> <<switch $kylarClothes.upper.name>> <<case "school shirt">><<upperwear 5>> <<case "t-shirt">><<upperwear 4>> <<case "sundress top">><<upperwear 1>> <<case "hoodie">><<upperwear 77>> <</switch>> <<switch $kylarClothes.lower.name>> <<case "school shorts">><<lowerwear 6>> <<case "school skirt">><<lowerwear 7>> <<case "shorts">><<lowerwear 5>> <<case "sweatpants">><<lowerwear 67>> <</switch>> Kylar pins you to the ground as <<he>> finishes. After a few seconds <<he>> grabs the clothes and throws them on you. <br><br> "Put them on, now!" <<he>> yells. <br><br> You put the clothes Kylar has given you on. <<He>> looks relieved that you've finally covered up. <br><br> "You have to be careful!" <<he>> says. "You can't let anyone see you like that, you only belong to me!" <br><br> With that Kylar turns and walks away. You watch <<him>> walk out of the park wearing only <<his>> underwear. <</if>> <br><br> You run back to the toilets. You take deep breaths as you try to slow your pulse.<<ltrauma>><<lstress>><<trauma -5>><<stress -5>> <br> <<endcombat>> <<unset $kylarClothes>> <<eventParkStreakEnd>><<effects>><<set $phase to 0>> <<if dangerEvent(1/3, 8900)>> <<set $toiletsrape to 1>> <</if>> <<if $exposed gte 2>> Already exposed, you enter a stall and keep the door open. <<else>> <<set _redress to 1>> <<overlowerstrip>><<overupperstrip>><<lowerstrip>><<upperstrip>><<underlowerstrip>><<underupperstrip>><<legsstrip>><<feetstrip>> <<exposure>> You enter the stall, keeping the door open. You take off your clothes, making a bundle on the floor. <</if>> You sit on the toilet, and wait. <br><br> <<if ($bus is "parkmens" and maleChance() is 0) or ($bus is "parkwomens" and maleChance() gte 100)>> Much time passes, and no one enters the restroom. You decide to get up. <<if _redress is 1>><<clotheson>><</if>><<unset $toiletsrape>> <br><br> <<if $bus is "parkmens">> <<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> <<if $rng gte 66>> <<set $phase2 to 1>> <<fameexhibitionism 10>> <<if $bus is "parkmens">> <<generatem1>><<generatem2>> <<else>> <<generatef1>><<generatef2>> <</if>> You hear footsteps approaching, followed by laughter and some banter. <<else>> <<set $phase2 to 2>> <<fameexhibitionism 5>> <<if $bus is "parkmens">> <<generatem1>> <<else>> <<generatef1>> <</if>> You hear footsteps approaching. <</if>> A <<person1>><<person>> walks into view and starts to wash <<his>> hands, only stopping when <<he>> sees you in the mirror. <<He>> pauses for a moment, clearly surprised to see an exposed <<girl>> already there. <<exhibitionism4>> <<if ($bus is "parkmens" and $player.gender_appearance is "f") or ($bus is "parkwomens" and $player.gender_appearance is "m")>> <<if $toiletsrape is 1>> <<unset $toiletsrape>> <<if isCrossdressing()>> <<set $toiletsmistake to 1>> <</if>> "Wrong bathroom, you fucking pervert." <<He>> marches up to you and grabs you! <<if $phase2 is 1>> "Come help me punish this brat," <<he>> calls out to someone else. A <<person2>><<person>> quickly runs over, and <<his>> eyes turn wicked. <<else>> "I'll show you what happens to <<girls>> like you." <</if>> <br><br> <<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<set $toiletswrong to 1>> "This is, uh... the wrong restroom." <<He>> tries to avert <<his>> gaze, but you can see <<his>> eyes sticking to your <<genitals>>. <<if $phase2 is 1>> "Hey, what's going on—" a <<person2>><<person>> steps in, and has a similar reaction. <</if>> <br><br> <<link [[Tease|Toilets Stall 2]]>><<set $phase to 1>><</link>> <br> <<link [[Masturbate|Toilets Stall 2]]>><<set $phase to 2>><</link>><<exhibitionist4>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Offer oral|Toilets Stall 2]]>><<set $phase to 3>><</link>><<promiscuous3>> <br> <</if>> <<if $phase2 is 1 and hasSexStat("promiscuity", 5) and ($NPCList[0].penis isnot "none" and $NPCList[1].penis isnot "none") and ($player.sex isnot "m" or $settings.analEnabled)>> <<link [[Offer spitroast|Toilets Stall 2]]>><<set $phase to 4>><</link>><<promiscuous5>> <br> <<elseif hasSexStat("promiscuity", 5)>> <<link [[Offer yourself|Toilets Stall 2]]>><<set $phase to 5>><</link>><<promiscuous5>> <br> <</if>> <</if>> <<else>> "What are you doing?" <<he>> questions as <<he>> quickly comes back to <<his>> senses. <<if $phase2 is 1>> <br><br> "Who are you talking to?" a <<person2>><<person>> steps in, and quickly averts <<his>> eyes upon seeing you. <</if>> <br><br> <<link [[Tease|Toilets Stall 2]]>><<set $phase to 1>><</link>> <br> <<link [[Masturbate|Toilets Stall 2]]>><<set $phase to 2>><</link>><<exhibitionist4>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Offer oral|Toilets Stall 2]]>><<set $phase to 3>><</link>><<promiscuous3>> <br> <</if>> <<if $phase2 is 1 and hasSexStat("promiscuity", 5) and ($NPCList[0].penis isnot "none" and $NPCList[1].penis isnot "none") and ($player.sex isnot "m" or $settings.analEnabled)>> <<link [[Offer spitroast|Toilets Stall 2]]>><<set $phase to 4>><</link>><<promiscuous5>> <br> <<elseif hasSexStat("promiscuity", 5)>> <<link [[Offer yourself|Toilets Stall 2]]>><<set $phase to 5>><</link>><<promiscuous5>> <br> <</if>> <</if>> <</if>><<effects>> <<switch $phase>> <<case 1>> <<if $toiletswrong is 1>> <<if $speech_attitude is "meek">> "Oh, s...sorry! I must have been mistaken," <<elseif $speech_attitude is "bratty">> "Whoops. Sorry<<if $phase2 is 1>> <<if $bus is "parkmens">>boys<<else>>girls<</if>><</if>>, guess I wandered into the wrong room," <<else>> "Oh! I wandered into the wrong restroom, silly me," <</if>> <<else>> <<if $speech_attitude is "meek">> "Oh, s...sorry! I must have dozed off," <<elseif $speech_attitude is "bratty">> "Whoops. Sorry<<if $phase2 is 1>> <<if $bus is "parkmens">>boys<<else>>girls<</if>><</if>>, just showing off a little," <<else>> "Don't mind me, just enjoying some alone time," <</if>> <</if>> you say as you stand up. You make sure to rub right up against the <<person1>><<person>> as you exit the stall. <br><br> <<case 2>> <<if $speech_attitude is "meek">> "P...please... I want you to watch me," <<elseif $speech_attitude is "bratty">> "Don't worry about it. Just enjoy the show," <<else>> "I wanted an audience," <</if>> you say to <<if $phase2 is 1>><<him>><<else>>them<</if>> as you lower your hands to your <<genitals>>. <<exhibitionism4>> <<case 3>> You move your hand to your mouth, making a very suggestive gesture. <<if $speech_attitude is "meek">> "Please, I need someone to use my mouth," <<elseif $speech_attitude is "bratty">> "Need someone to shut me up for a while," <<else>> "How about we have some fun?" <</if>> you say. <<promiscuity3>> <<case 4>> You spread your legs, pointing at your <<if $player.sex is "m">><<bottom>><<else>><<genitals>><</if>> with one hand and mouth with the other. <<if $speech_attitude is "meek">> "Please, I need you both to use me," <<elseif $speech_attitude is "bratty">> "Need you two to shut me up for a while," <<else>> "How about we all have some fun?" <</if>> you say. <<promiscuity5>> <<case 5>> You spread your legs. <<if $speech_attitude is "meek">> "Please, do whatever you want with me," <<elseif $speech_attitude is "bratty">> "Need someone to make me scream," <<else>> "How about we have some fun?" <</if>> you say. <<promiscuity5>> <<default>> <</switch>> <<saveNPC 0 toilets_1>> <<if $phase2 is 1>> <<saveNPC 1 toilets_2>> <</if>> <<if $toiletsrape is 1>> <<unset $toiletsrape>> <<if $phase is 2>> <<person1>><<He>> smiles<<if $phase2 is 1>> and turns to the <<person2>><<person>><</if>>. "Right, as if <<if $phase2 is 1>>we<<else>>I<</if>> could just watch!" <<if $phase2 is 1>>They jump<<else>><<He>> jumps<</if>> at you. <<else>> <<person1>><<He>> suddenly looks angry. "You slut, you think this is funny? I guess <<if $phase2 is 1>>we<<else>>I<</if>>'ll have to teach you a lesson in modesty." <<if $phase2 is 1>>They jump<<else>><<He>> jumps<</if>> at you. <</if>> <br><br> <<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $phase is 1>> <<flaunting>> <<if $phase2 is 1>>they eye<<else>><<he>> eyes<</if>> you closely as you <<storeon $bus "check">> <<if _store_check is 1>> <<storeon $bus>> retrieve your clothes, and slowly dress in front of <<if $phase2 is 1>>them<<else>><<him>><</if>>, <<else>> look at yourself in the mirror, giving <<if $phase2 is 1>>one of them<<else>><<him>><</if>> a wink and <</if>>giving your <<bottom>> a wiggle as you do so. They make no other moves towards you. <<clotheson>> <<getouticon>><<link [[Leave|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<elseif $phase is 2>> <<person1>><<He>> smiles<<if $phase2 is 1>> and turns to the <<person2>><<person>><</if>>. "Well... if you insist." <br><br> <<link [[Next|Toilets Watched Masturbation]]>><<set $masturbationstart to 1>><</link>> <br> <<else>> <<person1>><<He>> smiles<<if $phase2 is 1>> and turns to the <<person2>><<person>><</if>>. "Hey, <<if $phase2 is 1>>we<<else>>I<</if>> won't say no to such an offer." <<if $phase2 is 1>>They approach<<else>><<He>> approaches<</if>> you. <br><br> <<link [[Next|Toilets Sex]]>><<set $sexstart to 1>><</link>> <br> <</if>> <</if>> <<unset $toiletswrong>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<switch $phase>> <<case 3>> <<npcoral>> <<case 4>> <<npc_attempt_sex>> <<set $NPCList[1].penis to "mouthentrance">><<submission 5>><<set $mouthstate to "entrance">><<set $mouthuse to "penis">><<set $mouthtarget to 1>> The <<person2>><<person>> presses <<his>> penis against your lips as the <<person1>><<person>> approaches your entrance. <<case 5>> <<npc_attempt_sex>> <<default>> <</switch>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Toilets Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Toilets Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you one last smack to the face, and <<if $phase2 is 1>>they leave<<else>><<he>> leaves<</if>> you lying on the cold tiles. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> "Thanks, slut," <<he>> says. <<if $phase2 is 1>>They get up and leave<<else>><<He>> gets up and leaves<</if>> you lying on the cold tiles. <br><br> <<else>> Smiling, the <<person1>><<person>> kisses you on the cheek. "This is for you,"<<if $phase2 is 1>> the <<person2>><<person>> says<<else>> <<he>> says<</if>>, thumbing through <<his>> wallet. <<if $phase2 is 1>>They get up, and each extend <<else>><<He>> gets up, and extends <</if>>you a hand, helping you to your feet. <br> You've gained <<printmoney 1000>><<money 1000 "prostitution">>. <br><br> <</if>> <<clearNPC toilets_1>> <<if $phase2 is 1>> <<clearNPC toilets_2>> <</if>> <<clotheson>> <<endcombat>> <<if $bus is "parkmens">> <<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> <<He>> falls back against the sinks, giving you the chance you need. <<tearful>> you flee the scene. <br><br> <<storeon $bus "check">> <<if _store_check is 1>> <<storeon $bus>> Your clothes are tossed out behind you. <</if>> <<clearNPC toilets_1>> <<if $phase2 is 1>> <<clearNPC toilets_2>> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<elseif $finish is 1>> <<if $phase2 is 1>> They stop touching you and let you leave the stall. They leave the restrooms shortly after, sharing awkward glances with each other. <<else>> <<He>> stops touching you and lets you leave the stall. <<He>> leaves the restroom shortly after. <</if>> <br><br> <<clearNPC toilets_1>> <<if $phase2 is 1>> <<clearNPC toilets_2>> <</if>> <<clotheson>> <<endcombat>> <<if $bus is "parkmens">> <<link [[Next|Men's Toilets]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Women's Toilets]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $enemyanger += 150>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> Your cries echo against the tiles, but no one comes. <br><br> <</if>> <<if _combatend>> <span id="next"><<link [[Next|Toilets Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Toilets Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<He>> falls back against the sinks, giving you the chance you need. <<tearful>> you flee the scene. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $player.sex is $player.gender_appearance and $toiletsmistake is 1>> "This is your fault for looking like a <<if $player.gender_appearance is "f">>boy<<else>>girl<</if>>." <<He>> shoves you out the door. <br><br> <<else>> "Let that be a lesson for you." <<He>> shoves you out the door. <br><br> <</if>> <<tearful>> you struggle to your feet. <</if>> <br><br> <<if $phase2>> <<storeon $bus "check">> <<if _store_check is 1>> <<storeon $bus>> Your clothes are tossed out behind you. <</if>> <<clearNPC toilets_1>> <<if $phase2 is 1>> <<clearNPC toilets_2>> <</if>> <</if>> <<clotheson>> <<endcombat>> <<unset $toiletsmistake>> <<parkeventend>><<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> You <<nervously>> poke your head outside. There's no one around. You leave the safety of the building, your <<lewdness>> on display. <<if $phase is 1>> <<exhibitionism1>> <<elseif $phase is 2>> <<exhibitionism3>> <</if>> <<link [[Next|Park]]>><</link>> <br> <<set $eventskip to 1>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Park Lizard Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Lizard Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<set _itsgender to $NPCList[0].gender>> <<beastejaculation>> <<if _itsgender is "m">><<bHis>> seed deposited,<<else>><<bHis>> needs satisfied,<</if>> the <<beasttype>> loses interest in you and shuffles back toward the sewer. <br><br> <<tearful>> you gather yourself. <br><br> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<else>> <<bHe>> hisses and flees toward the sewer. <br><br> <<tearful>> you gather yourself. <br><br> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <</if>><<widget "robinChocolateOfferHelp">> <<if ["helped", "sabotaged"].includes($balloonStand.robin.status) and $balloonStand.robin.talked is false and $robin.timer.customer is 0>> <<balloonRobinTalk>> <br><br> <<link [[Tell Robin the truth|Balloon Robin Check-In]]>><<endevent>><<set $phase to ("confess_"+$balloonStand.robin.status)>><</link>> <br> <<link [[Stay silent|Balloon Robin Check-In]]>><<endevent>><<set $phase to ("quiet_"+$balloonStand.robin.status)>><</link>> <<else>> <!-- Note: Don't try to move the <<endevent>> outside these links, that would make this widget less portable. --> <<if $money gte 200>> <<foodicon "cocoa">><<link [[Buy hot chocolate (0:15)|Robin Chocolate Purchase]]>><<stress -6>><<trauma -1>><<pass 15>><<clotheson>><<endevent>><</link>><<lstress>><<ltrauma>> <br> <</if>> <<robinicon "cocoa">><<link [[Offer help (0:30)|Robin Chocolate Help]]>><<endevent>><<npcincr Robin love 1>><<npcincr Robin trauma -1>><<pass 30>><<clotheson>><</link>><<glove>><<lrtrauma>> <br> <<getouticon>><<link [[Leave|Park]]>><<endevent>><<clotheson>><</link>> <</if>> <</widget>><<set $outside to 0>><<set $location to "park">><<effects>> <<npc Robin>><<person1>> <<if $robinchocolateintro isnot 1>> <<set $robinchocolateintro to 1>><<set $daily.robin.freeDrink to 1>> Robin waves when <<he>> sees you. <<He>> stirs a steaming pot with <<his>> other hand. "Hey," <<he>> says. "People don't buy much lemonade when it's so cold. I'm selling hot chocolate instead. Here." <<He>> mixes warm milk from the pot with cocoa powder and sugar, then hands you the mug. It's very sweet.<<lstress>><<stress -6>> <<else>> You see Robin <<if $robin.stayup isnot 2>>stood<<else>>nodding off<</if>> behind <<his>> hot chocolate stand, wrapped up warm against the cold. <<print $robin.timer.hurt gte 1 ? "<<He>> glances away when <<he>> sees you." : C.npc.Robin.trauma gte 40 ? "<<He>> flinches whenever somebody passes <<him>>. When <<he>> sees you, <<he>> gives a timid wave." : $robin.stayup is 2 ? "<<He>> startles awake when you approach <<him>>." : "<<He>> waves when <<he>> sees you.">> <</if>> <br><br> <<robinChocolateOfferHelp>><<effects>><<npc Robin>><<person1>> <<money -200>> <<wearProp "hot drink" 0 "cocoa">> "<<print $robin.timer.hurt gte 1 ? "I guess." : "Sure!">> One hot chocolate, coming right up!" Robin says, turning to warm up the milk. <br><br> You slip £2 across the counter to <<him>>, and accept the offered mug once it's ready. <br><br> <<if $robin.timer.hurt gte 1>> <<set $robinmoney += 2>> <<balloonRobinAngryPurchase>> <<elseif $robinpaid is 1 and $daily.robin.freeDrink isnot 1>> <<set $daily.robin.freeDrink to 1>> "I-I can't take this from you..." <<he>> says, sliding the money back across the counter to you. "You're already paying Bailey for me. Besides, I'd just end up giving it back to you." <<money 200>> <<elseif $robinpaid is 1>> <<set $robinmoney += 2>> "I... do have to take it from you this time," <<he>> says, frowning as <<he>> looks down at the money. "I have to pay for the powder and milk. I can't keep giving it away, even if I want to." <<else>> <<set $robinmoney += 2>> "Thanks for your purchase!" <<he>> says with a smile, putting the money somewhere under the counter. <</if>> <br><br> You take your time with the mug, letting it warm your hands as you sip away at the hot chocolate. <br><br> "<<print either( "...Have you ever watched the sky on a clear night? There's so many stars out there... So many worlds just like ours. ...It might be a little too cold for that now, though.", "...Do you think Bailey will ever be gone? There has to be someone powerful out there who hates <<nnpc_him Bailey>>, right?", "It's hard to keep the stand running some days. But it's worth it in the end.")>>" <br><br> <<if Time.hour gte 17>> "It's getting nippy out," Robin says. "Could you help me carry my stuff home?" <<endevent>> <br><br> <<link [[Accept (0:30)|Orphanage]]>><<npcincr Robin love 1>><<pass 30>><<clotheson>><</link>><<glove>> <br> <<link [[Refuse|Park]]>><<clotheson>><</link>> <br> <<else>> <<robinChocolateOfferHelp>> <</if>><<npc Robin>><<person1>> <<set _robin to statusCheck("Robin")>> <<effects>> <<if pcAreArmsBound("any")>> <<He>> looks at your arms. "Oh. You can't help like that. Here." <<He>> walks behind you, and undoes your bindings with deft hands.<<unbind>> <br><br> <</if>> <<if Time.hour gte 17>> <<if _robin.trauma gte 40>> "I think I want to go home," Robin says, shivering. "This is too much right now." <<else>> "I'd like help carrying my stuff home," Robin says. "It's getting nippy." <</if>> <br><br> You walk with Robin back to the orphanage. <br><br> <<if $arousal gte $arousalmax>> You're almost back when your body finally betrays you. <<orgasm>> Robin politely looks away, but can't help but be affected.<<npcincr Robin lust 1>> <br><br> <</if>> <<endevent>> <<link [[Next|Orphanage]]>><</link>> <br> <<elseif $robin.timer.hurt gte 1>> <<balloonRobinAngryHelp>> <<robinChocolateOfferHelp>> <<else>> <<He>> smiles. <<if $rng gte 81 and $cow gte 6 and $livestock_intro isnot undefined>> <<if _robin.trauma gte 40>> "I think I'm okay right now, but could you please stay with me?" Robin asks you as <<he>> fidgets. <<else>> "I have everything I need. You're welcome to stay though. I would like the company." <</if>> <br><br> You keep Robin company while <<he>> runs the stand, and chat with <<him>> while there are no customers. <<npcincr Robin love 1>><<glove>><<ltrauma>><<lstress>><<trauma -3>><<stress -6>> <br><br> <<generate2>><<person2>> A <<person>> approaches the stand. <<if _robin.trauma gte 40>> "Hi," Robin says, looking down. "T-two pounds for chocolate if that's okay." <<else>> "Welcome," Robin says. "Two pounds for a warm mug of chocolate." <</if>> <br><br> "Sure, sweetie," the <<person>> says before turning to you. <<He>> sprouts a lecherous, crooked smile. "I remember you. From the farm. Why don't you come with me? I'll bring you home." <<He>> holds <<his>> hand out. <br><br> You feel conflicted. Memories of your abuse conflict with pleasant thoughts of open fields. You hesitate, then bring your hand to <<hers>>. <<if _robin.dom gte 60>> <br><br> <<link [[Next|Robin Chocolate Cow]]>><</link>> <br> <<else>> "E-Excuse me, <<sir>>," Robin interrupts. "Your hot chocolate." <br><br> The <<person>> looks surprised, but <<his>> smile doesn't fade. "Thanks, sweetheart," <<he>> says, taking the proffered mug. "Keep a close eye on your friend." <<He>> walks away. <br><br> The other customers are less creepy, but Robin seems shaken. <br><br> <<robinChocolateOfferHelp>> <</if>> <<elseif $rng gte 61>> "I'd like to give out free samples. Could you take this tray around the park, and offer them to anyone who looks cold? I hope it's not too heavy." <<wearProp "tray">> <<if _robin.trauma gte 40>> <<He>> pauses before handing you the tray. "Hurry back please," <<he>> adds in a quiet voice. <</if>> <br><br> You take the tray, and walk through the park. You find no shortage of cold and thirsty hands, and make sure to mention Robin's stand. <<set $robinmoney += 5>> <<generate2>><<person2>> <<if dangerEvent()>> <br><br> A <<person>> creeps up behind you, <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <span class="purple">and grasps the hem of your skirt.</span> <<elseif $worn.lower.set isnot $worn.upper.set>> <span class="purple">and grasps the hem of your $worn.lower.name.</span> <<else>> <span class="purple">and grasps your <<breasts>>.</span> <</if>> <<gstress>><<stress 6>> <br><br> You could stop <<him>>, but your hands are occupied by the awkward tray. <br><br> <<link [[Shove|Robin Chocolate Slap]]>><<def 1>><</link>><<dancedifficulty 1 1000>> <br> <<link [[Endure|Robin Chocolate Endure]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<else>> <<famebusiness 1>> <<rng 5>> <<switch $rng>> <<case 1>> Passing a bus stop is enough to empty half the tray. <<case 2>> A red-nosed <<father>> is particularly grateful for two mugs, which <<he>> uses to coax <<his>> children down from a tree. <<case 3>> A homeless <<personsimple>> takes one, and warms <<his>> hands against the mug. <<case 4>> A <<person>> grabs one as <<he>> jogs past, and drinks it without slowing. <<case 5>> A lot of people weren't prepared for the cold. <</switch>> <br><br> <<person1>> Robin smiles when you return to <<him>>. <<if _robin.trauma gte 40>> <<He>> hugs you the moment you place the tray down. "Thank you." <<else>> "Business has improved a lot," <<he>> says. "Thank you." <</if>> <br><br> <<robinChocolateOfferHelp>> <</if>> <<elseif $rng gte 41 and Weather.isSnow>> <<if _robin.trauma gte 40>> "I think I'm okay right now, but could you please stay with me?" Robin asks you as <<he>> fidgets. <<else>> "I have everything I need. You're welcome to stay though. I would like the company." <</if>> <br><br> You keep Robin company while <<he>> runs the stand, and chat with <<him>> while there are no customers. <<npcincr Robin love 1>><<glove>><<ltrauma>><<lstress>><<trauma -3>><<stress -6>> <br><br> <<if dangerEvent() and !$daily.robin.parkSnow>> <<set $daily.robin.parkSnow to 1>> A snowball hurtles through the air. <<if _robin.trauma gte 40>> Robin sees the snowball but freezes, only managing to flinch before <<hes>> hit with a faceful of snow. You duck and pull <<him>> down. <br><br> Robin wipes the snow from <<his>> face and shivers. "Let's just w-wait," <<he>> says. "They'll leave us alone eventually." <<else>> Robin ducks just in time, then pulls you down by the arm. Another snowball soars overhead. You hear juvenile laughter. <br><br> "They'll get bored and leave," Robin says, sitting on the snow. "We just need to be patient." <</if>> <br><br> <<link [[Wait|Robin Chocolate Wait]]>><</link>> <br> <<link [[Challenge the leader|Robin Chocolate Challenge]]>><</link>> <br> <<link [[Take them all on|Robin Chocolate Take]]>><</link>> <br> <<if $robinromance is 1>> <<link [[Make out|Robin Chocolate Kiss]]>><<npcincr Robin love 1>><<npcincr Robin lust 1>><</link>><<promiscuous1>><<glove>><<glust>> <br> <</if>> <<else>> "Thank you for spending time with me," <<he>> says after a while. <br><br> <<robinChocolateOfferHelp>> <</if>> <<else>> <<if _robin.trauma gte 40>> "I need some more milk. I'm sorry. I know it's heavy, but could you buy some more?" <<He>> shivers even through <<his>> warm attire. "Harvest Street has some." <<He>> hands you £5 and a large bottle. "That should be enough." <<else>> "I need to start heating another pot of milk. I don't like asking because it's heavy, but could you buy some more? You'll need to go to Harvest Street for the fresh stuff." <<He>> hands you £5 and a large bottle. "That should be enough to fill it." <</if>> <br><br> <<if $settings.breastFeedingEnabled and $lactating is 1 and hasSexStat("promiscuity", 3) and $awareness gte 100>> A thought strikes as you pass the toilets. There's a closer source of fresh milk. <br><br> <<link [[Milk yourself|Robin Milk Masturbation]]>><<set $masturbationstart to 1>><</link>><<promiscuous3>> <br> <<else>> You leave the park, and follow the road to Harvest Street. <br><br> <</if>> <<link [[Buy the milk|Robin Milk Buy]]>><</link>> <br> <<set $skulduggerydifficulty to 400>> <<link [[Steal the milk|Robin Milk Steal]]>><<crimeUp 5 "petty">><</link>><<skulduggerydifficulty>><<crime "petty">> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Flirt for cheaper milk|Robin Milk Seduction]]>><</link>><<promiscuous2>> <br> <</if>> <</if>> <</if>><<set $outside to 1>><<set $location to "park">><<effects>> <<set _robin to statusCheck("Robin")>> <<if pcAreArmsBound("any")>> <<He>> looks at your arms. "Oh. You can't help like that. Here." <<He>> walks behind you, and undoes your bindings with deft hands.<<unbind>> <br><br> <</if>> You help Robin carry <<his>> equipment to the park. "Thank you for the help," <<he>> says. <<if _robin.trauma gte 40>> "I don't know what I'd do if I was by myself." <<else>> "It's hard carrying it all on my own." <</if>> <<He>> lights <<his>> portable stove. <br><br> <<robinChocolateOfferHelp>><<set $outside to 1>><<set $location to "town">><<effects>> You and Robin leave for the park. You are walking a little ahead, carrying some of <<his>> equipment. Just as you leave the orphanage with Robin you bump into a <<endevent>><<generate1>><<person1>><<person>> passing by. The clash causes you to drop what you are holding. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere." <br><br> <<link [[Next|Tutorial]]>><<set $molestationstart to 1>><<set $tutorialExit to "Robin Chocolate Set Tutorial 2">><</link>><<set $outside to 1>><<set $location to "park">><<effects>> <<npc Robin>><<person1>> Robin spots you exiting the alley. "A-Are you okay?" <<he>> asks, with a worried expression. "They didn't hurt you, did they?" <br><br> You nod, pick up <<his>> dropped equipment and continue to walk to the park with Robin. The rest of the trip is uneventful. <br><br> <<robinChocolateOfferHelp>><<effects>> <<set _robin to statusCheck("Robin")>> Before your hand meets the <<persons>>, someone pulls your arm back. Robin pushes you behind <<person1>><<him>>. <<if _robin.trauma gte 40>> "Y-you're not taking <<phim>>!" <<he>> says, handing the <<person2>><<person>> <<his>> cup with a shaky hand. <<else>> "I need to ask you to leave," <<he>> says, handing the <<person2>><<person>> <<his>> cup. <</if>> <br><br> "Careful, <<nnpc_gendery "Robin">>," the <<person2>><<person>> says. "Your friend is worth a lot. I'd hate to see you wind up like <<phim>>." <br><br> <<if _robin.trauma gte 40>> Robin flinches, but holds <<nnpc_his "Robin">> ground. "Leave before I call the police." <<else>> Robin frowns. "I'm asking you to leave one last time before I call the police." <</if>> <br><br> The <<person>> laughs and pours the chocolate into the snow. "Keep the money. Better keep an eye on your friend." <<He>> leaves. <br><br> You turn to Robin, tilt your head, and give a worried moo. <br><br> <<if _robin.trauma gte 40>> "Everything's okay," Robin says. "Here." <<else>> "It's okay," Robin says. "Here." <</if>> <<person1>><<He>> mixes another mug of hot chocolate, and hands it to you. <br><br> "This should make you feel better." <<Hes>> right.<<gdom>><<npcincr Robin dom 1>><<lstress>><<stress -6>> <br><br> The other customers are less creepy. <br><br> <<robinChocolateOfferHelp>><<effects>> <<set _robin to statusCheck("Robin")>> You throw the tray in the air, spin, and smack the <<person>> across the face. <<He>> skids on the icy ground, and falls on <<his>> ass.<<ltrauma>><<trauma -6>> <br><br> <<if $danceSuccess>> You whirl around, <span class="green">and catch the tray,</span> the mugs unspilled.<<lstress>><<stress -6>> <<else>> You try to catch the tray, <span class="red">but you're too slow.</span> It clatters to the ground, spilling hot chocolate over the snow.<<gstress>><<stress 6>> <</if>> <br><br> <<person1>> Robin smiles when you return to <<him>>. <<if _robin.trauma gte 40>> <<He>> hugs you the moment you place the tray down. "Thank you." <<else>> "Business has improved a lot," <<he>> says. "Thank you." <</if>> <br><br> <<if !$danceSuccess>> <<link [[Confess about spilling the chocolate|Robin Chocolate Confess]]>><<npcincr Robin dom 1>><</link>><<gdom>> <br> <</if>> <<robinChocolateOfferHelp>><<effects>> <<set _robin to statusCheck("Robin")>> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "I spilled some of the hot chocolate." <<elseif $speech_attitude is "bratty">> "I spilled some of it," you say. "Thought you should know." <<else>> "I'm afraid I spilled some," you say. "Sorry." <</if>> <br><br> <<if _robin.trauma gte 40>> "It's fine," Robin mumbles. "As long as you're not hurt." <<else>> "That's okay," Robin laughs. "Just be careful not to slip. The ground can get icy." <</if>> <br><br> <<robinChocolateOfferHelp>><<effects>> <<set _robin to statusCheck("Robin")>> <<set _wearingSkirt to (setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1)>> <<set _notWearingSet to ($worn.lower.set isnot $worn.upper.set)>> <<if _wearingSkirt or _notWearingSet>> The <<person>> <<if _wearingSkirt>>lifts<<else>>tugs down<</if>> your $worn.lower.name, <span class="lewd">exposing your <<undies>> in the middle of the park.</span> <br><br> <<if $worn.under_lower.type.includes("naked")>> <<if playerChastity()>> "Someone's locked you up," <<he>> laughs. "A shame." <<else>> "No underwear?" <<he>> laughs. "I had you pegged as a <<slut>>." <</if>> <<set _exhib to 10>> <<else>> "Nice underwear," <<he>> says. "I thought a <<slut>> like you wouldn't be wearing any." <<set _exhib to 5>> <</if>> <<if _wearingSkirt>> <<He>> holds your skirt against your waist. <<else>> <<He>> steps back to admire your <<bottom>>. <</if>> Your hands remain glued to the tray. People point in your direction. A breeze makes you shiver. <br><br> <<fameexhibitionism _exhib>> <<if _wearingSkirt>> At last, <<he>> lets your skirt fall. <<else>> At last, <<he>> pulls your $worn.lower.name back up. <</if>> <<else>> <<if $player.breastsize gte 3>> The <<person>> squeezes your <<breasts>>, <<else>> The <<person>> runs <<his>> fingers over your <<breasts>>, <</if>> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>> and pinches your exposed nipples. <<else>> and pinches your nipples through the fabric. <</if>> "I knew you were the sort of <<slut>> to get off on something like this," <<he>> says. Your hands remain glued to the tray. You shiver. <br><br> At last, the <<person>> pulls away. <</if>> <<He>> takes a mug of hot chocolate, thanks you, and walks away. <br><br> <<set $robinmoney += 5>> <<person1>> Robin smiles when you return to <<him>>. <<if _robin.trauma gte 40>> <<He>> hugs you the moment you place the tray down. "Thank you." <<else>> "Business has improved a lot," <<he>> says. "Thank you." <</if>> <br><br> <<robinChocolateOfferHelp>><<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <<set $timer to 40>> <<set $masturbation_bowl to 1>> <<set $mouth to "disabled">> You enter a cubicle, where you're unlikely to be disturbed. <<promiscuity3>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<masturbationbowl>> <br><br> <<if $corruptionMasturbation>> <span class="red">The slime in your ear will not allow you to stop.</span> <</if>> <div id="masturbationButtons"> <<if $timer lte 0 or $masturbation_fluid gte 500>> <div id="next"><<link [[Continue|$passage + " Finish"]]>><<set $finish to 1>><</link>><<nexttext>></div> <<else>> <div id="next"><<link [[Continue|$passage]]>><</link>><<nexttext>></div> <</if>> <<masturbationStopControls>> </div> <br><br><br><br><br><<endmasturbation>> <<endcombat>> <<clothesontowel>> <<npc Robin>><<person1>> <<set _robin to statusCheck("Robin")>> <<if $masturbation_fluid gte 500>> <<wearProp "milk bottle" 0 "breast milk">> <span class="green">The bottle filled with milk,</span> you leave the toilets. <br><br> Robin smiles when <<he>> sees you. <<if _robin.trauma gte 40>> "Thanks for coming back so quickly," <<else>> "You were quick," <</if>> <<he>> says. <<He>> takes the milk. "It's still warm! I didn't know you could get it so fresh." <<He>> pours it into a pot while you quietly leave <<his>> £5 on the counter. <<gglove>><<npcincr Robin love 3>> <br><br> <<else>> <<wearProp "milk bottle" 0 "milk">> You stop masturbating. <<if $finish isnot 1>> You've been trying a while, and Robin is waiting. <</if>> <<if $masturbation_fluid gte 400>> <span class="teal">You almost gathered enough fluid,</span> but you'll need to buy the rest. <<elseif $masturbatoin_fluid gte 300>> <span class="lblue">You gathered a lot of fluid,</span> but you'll need to buy the rest. <<elseif $masturbation_fluid gte 200>> <span class="blue">You gathered some fluid,</span> but you'll need to buy the rest. <<elseif $masturbation_fluid gte 100>> <span class="purple">You gathered some fluid,</span> but you'll need to buy the rest. <<elseif $masturbation_fluid gte 50>> <span class="purple">You gathered a little fluid,</span> but you'll need to buy the rest. <<elseif $masturbation_fluid gte 1>> <span class="pink">You gathered a little fluid,</span> but you'll need to buy the rest. <<else>> <span class="red">You didn't gather any fluid,</span> so you'll need to buy it. <</if>> <br><br> <<set _moneySaved to Math.round($masturbation_fluid / 100)>> <<set $robinmoney += _moneySaved>> You walk to Harvest Street, to a rustic shop advertising fresh farm produce. They sell milk by the millilitre, and the proprietor is willing to top up your bottle. <br><br> <<if $masturbation_fluid gte 1>> You return to Robin. <<He>> smiles when <<he>> sees you, and takes the milk. <<He>> pours it into a pot while you quietly leave <<his>> change on the counter.<<glove>><<npcincr Robin love 1>> <<else>> You return to Robin. <<He>> smiles when <<he>> sees you, and pours the milk into a pot. <</if>> <br><br> <</if>> <<robinChocolateOfferHelp>><<effects>> <<wearProp "milk bottle" 0 "milk">> <<endevent>><<generate1>><<generate2>><<person1>> You arrive at Harvest Street, and enter a rustic shop. The proprietor, a <<person>>, is willing to sell milk by the millilitre. You lean over the counter while <<he>> fills the bottle. <br><br> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "Is there any other way I could pay?" you coo. <<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <span class="green">The <<person>> is so entranced <<he>> overfills the bottle,</span> only noticing when it spills on <<his>> hand. <br><br> <<if $pronoun is "m">> You slip behind the counter, and push your <<bottom>> against <<his>> crotch, just as another customer enters. <br><br> The customer, a <<person2>><<person>>, frowns a little when <<he>> sees how close you and the <<person1>><<person>> are standing. The proprietor manages to serve the customer, but stammers as you grind against <<his>> <<if $NPCList[0].penis isnot "none">>$NPCList[0].penisdesc<<else>>pussy<</if>>. <br><br> You lift the full bottle, and leave the <<person1>><<person>> panting. <br><br> <<else>> You slip behind the counter, and push your <<if $player.penisExist>><<penis>><<else>><<pussy>><</if>> against <<his>> ass, just as another customer enters. You reach around <<his>> waist and grope <<his>> <<if $NPCList[0].penis isnot "none">>$NPCList[0].penisdesc<<else>>pussy<</if>>. <br><br> The customer, a <<person2>><<person>>, frowns a little when <<he>> sees how close you and the <<person1>><<person>> are standing. The proprietor manages to serve the customer, but stammers as you tease <<him>>. <br><br> You leave the <<person1>><<person>> panting as you walk from the shop, a full bottle of milk in hand. <br><br> <</if>> <<npc Robin 3>><<person3>> You return to Robin. <<He>> smiles when <<he>> sees you, and takes the milk. <<He>> pours it into a pot while you quietly leave <<his>> £5 on the counter.<<glove>><<npcincr Robin love 1>> <<else>> <span class="red">"You're not my type,"</span> the <<person>> says without looking away from the milk. <br><br> <<npc Robin 3>><<person3>> You return to Robin. <<He>> smiles when <<he>> sees you. <<He>> takes the milk and pours it into a pot. <</if>> <br><br> <<robinChocolateOfferHelp>><<effects>> Milk from the surrounding farms is processed in a factory on the corner of Harvest Street. No one will notice a few missing litres. You haul yourself over a brick wall, and enter the plant through a metal-framed door. <br><br> You enter a large room, full of tall metal tanks. You hear a low hum from deeper within. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> There's no one around, so you open a tap, and fill your bottle with milk. <span class="green">Nobody notices you.</span> This should be fresh enough for Robin. <br><br> <<skulduggeryuse>> <<endevent>><<npc Robin>><<person1>> You return to Robin. <<He>> smiles when <<he>> sees you, and takes the milk. <<He>> pours it into a pot while you quietly leave <<his>> £5 on the counter.<<glove>><<npcincr Robin love 1>> <<else>> <br><br> <span class="red">"Oi," shouts a voice from above.</span> "Where do you think you're going? Security!" You turn and run the way you came, hauling yourself over the wall before anyone arrives. <br><br> <<skulduggeryuse>> You resort to plan B, and enter a rustic shop. The proprietor fills your bottle from a tank behind the counter. <br><br> <<endevent>><<npc Robin>><<person1>> You return to Robin. <<He>> smiles when <<he>> sees you, and pours the milk into a pot. <</if>> <br><br> <<robinChocolateOfferHelp>><<effects>> You arrive at Harvest Street, and enter a rustic shop. The proprietor fills your bottle from a tank behind the counter. <br><br> You return to the park. Robin smiles when <<he>> sees you, and pours the milk into a pot. <br><br> <<robinChocolateOfferHelp>><<effects>> You wait behind the stand until the delinquents find someone else to harass. <br><br> <<robinChocolateOfferHelp>><<effects>> You stand, and walk into the open. Robin grasps your leg to stop you, but you shake <<him>> off. <br><br> <<generatey2>><<generatey3>><<generatey4>><!--<<generatey5>>--> There are four of them, each armed with a snowball. They're about to pelt you when you speak. <<if $speech_attitude is "meek">> "C-cowards," you say. "I bet none of you would take me one-on-one." <<elseif $speech_attitude is "bratty">> "Listen up fuckers," you say. "I challenge your best to a one-on-one fight. Or are you all as cowardly as you look?" <<else>> "Cowards," you say. "I challenge your best to a one-on-one fight." <</if>> <br><br> They hold fire as a <<person2>><<person>> steps forward. "You don't know what you're in for," <<he>> says. "On the count of three." <<He>> scans the ground as <<he>> speaks. "One... Two... " <br><br> <<link [[Attack as fast as possible|Robin Chocolate Challenge Attack]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 800>> <br> <<link [[Bide your time|Robin Chocolate Challenge Bide]]>><</link>><<dancedifficulty 1 800>> <br> <<link [[This is a bad idea|Robin Chocolate Cover]]>><<set $phase to 0>><</link>> <br><<effects>> <<if $phase is 0>> "...Three!" You dive behind the stand as the snowball sails overhead. <<else>> You dive behind the stand as a volley of snowballs sail overhead. <</if>> More snowballs follow. You wait with Robin until the delinquents find someone else to harass. <br><br> <<robinChocolateOfferHelp>><<effects>><<wearProp "snowball">> "..Three!" <br><br> You crouch and gather snow, aware that the <<person>> is doing the same. Robin watches with <<person1>><<his>> hands over <<his>> mouth. <br><br> You finish first. You hurl the snowball at your opponent. <<person2>><<He>> flinches, covering <<his>> face with <<his>> hands, <<if currentSkillValue("handskill") gte random(1, 800)>> <span class="green">but the snowball thuds into <<his>> chest.</span> <<He>> loses <<his>> footing, and slips on the ice.<<ltrauma>><<trauma -6>> <br><br> <<person1>>Robin gasps. Your opponent's friends laugh. You return to a grateful Robin's side, the honour of the hot chocolate stand defended.<<person1>><<npcincr Robin love 1>><<glove>> <br><br> <<earnFeat "Flurry">> <<else>> <span class="red">but the snowball sails over <<his>> shoulder.</span> <<He>> grins, and returns fire. The snowball smashes into your face.<<gstress>><<stress 6>><<gpain>><<pain 4>> <br><br> <<person1>> Robin gasps and rushes over. <<He>> shields you with <<his>> coat as the delinquents fire a volley, and together you take cover behind the stand.<<gdom>><<npcincr Robin dom 1>> <br><br> They soon find someone else to harass. <br><br> <</if>> <<robinChocolateOfferHelp>><<effects>><<wearProp "snowball">> You focus on making the snowball as sturdy as possible, until the <<person2>><<person>> prepares to fire. You plant your feet, <<if $danceSuccess>> <span class="green">and step aside as the snowball hurtles towards you.</span> Now defenceless, the <<person>> can only cover <<his>> face as you take your time, lining up the perfect shot. It hits square in the chest. <<He>> loses <<his>> footing, and slips on the ice.<<ltrauma>><<trauma -6>> <br><br> Robin gasps. Your opponent's friends laugh. You return to a grateful Robin's side, the honour of the hot chocolate stand defended.<<person1>><<npcincr Robin love 1>><<glove>> <br><br> <<earnFeat "Flurry">> <<else>> <span class="red">but fail to dodge quick enough.</span> The snowball smashes into your face.<<gstress>><<stress 6>><<gpain>><<pain 4>> <br><br> <<person1>> Robin gasps and rushes over. <<He>> shields you with <<his>> coat as the delinquents fire a volley, and together you take cover behind the stand.<<gdom>><<npcincr Robin dom 1>> <br><br> They soon find someone else to harass. <br><br> <</if>> <<robinChocolateOfferHelp>><<effects>><<wearProp "snowball">> <<set _robin to statusCheck("Robin")>> You start preparing your ammunition. <<if _robin.dom gte 20 and _robin.trauma lt 40>> <<if _robin.dom gte 60>><<set $phase to 0>><<else>><<set $phase to 1>><</if>> Robin watches, <span class="green">then joins in.</span> Together you soon have enough snowballs.<<note "+ Preparedness" "green">> <<else>> <<set $phase to 2>> Robin watches with a frightened expression. You think you have enough snowballs. <</if>> <br><br> You need to draw fire away from Robin's apparatus, so you bundle them in an arm, and spring from your hiding place. <br><br> How do you fight? <br><br> <<generatey2>><<generatey3>><<generatey4>><!--<<generatey5>>--> <<set _handMaxDifficulty to ($phase is 2 ? 2000 : 1200)>> <<link [[Audaciously|Robin Chocolate Audacious]]>><</link>><<skill_difficulty `currentSkillValue("handskill")` "Hand Skill" 1 _handMaxDifficulty>> <br> <<link [[Patiently|Robin Chocolate Patient]]>><</link>><<dancedifficulty 1 1200>> <br> <<link [[This is a bad idea|Robin Chocolate Cover]]>><<set $phase to 1>><</link>> <br><<effects>> The delinquents are surprised by your sally. They're stood together in the open. A <<person2>><<person>> is the first to go down, slipping on the ice as the snowball smashes into <<his>> face. <<His>> friends scatter. <br><br> <<set _handMaxDifficulty to ($phase is 2 ? 2000 : 1200)>> <<if currentSkillValue("handskill") gte random(1, _handMaxDifficulty)>> <<if $phase is 2>> You don't have much ammunition, <span class="green">but you make every shot count.</span> <<else>> <span class="green">Your pre-made ammunition proves decisive.</span> <</if>> You pelt them as they struggle to put together their own snowballs. They give up, and retreat behind the trees.<<lltrauma>><<trauma -6>> <br><br> <<earnFeat "Flurry">> You return to a grateful Robin's side, the honour of the hot chocolate stand defended.<<gglove>><<npcincr Robin love 1>> <<else>> You pelt them as they struggle to put together their own snowballs, <span class="red">but your ammo is limited.</span> Snowballs exhausted, you are forced to scramble for more snow like your adversaries. <<if $phase is 0>> You finish preparing another shot as they do. They take aim. <br><br> The snowballs will come from several angles. You brace yourself. <span class="green">Then a snowball sails over your shoulder from behind</span>, smashing against a <<person3>><<persons>> face. You look behind you. Robin stands there, feet planted, an armful of snowballs and raw determination on <<his>> face. <br><br> Tired already, this fresh onslaught from Robin proves too much. <<He>> chases them off the field with snowballs to spare. <br><br> <<earnFeat "Flurry">> The honour of the hot chocolate stand defended, you return to your posts. <<gdom>><<npcincr Robin dom 1>> <<else>> Outnumbered, you're knocked to the ground by a volley.<<gstress>><<stress 6>><<gpain>><<pain 4>> <br><br> <<person1>> Robin gasps and rushes over. Shielding you with <<his>> coat, <<he>> helps you to your feet, and pulls you back behind the stand.<<gdom>><<npcincr Robin dom 1>> <br><br> You wait for the delinquents to lose interest, and leave to harass someone else. <</if>> <</if>> <br><br> <<robinChocolateOfferHelp>><<effects>> The delinquents are surprised by your sally. They're stood together in the open. A <<person2>><<person>> is the first to go down, slipping on the ice as the snowball smashes into <<his>> face. <<His>> friends scatter. <br><br> The element of surprise gone, you slip behind a hedge while your adversaries are still distracted. By the time they're ready to return fire, so are you. The snowball sails from an unexpected angle, smashing against the side of a <<person3>><<persons>> head. <br><br> <<His>> friends throw a barrage of snowballs. <<if $danceSuccess>> <span class="green">You dodge, and disappear once again.</span> <br><br> The delinquents bunch together, looking in all directions. Right where you want them. <<if $phase is 2>> You don't have much ammo remaining, but you make it count. <<else>> You have plenty of ammo remaining. <</if>> <<earnFeat "Flurry">> A final volley sends them running to the safety of the trees. The honour of the stand defended, you return to a grateful Robin.<<glove>><<npcincr Robin love 1>><<ltrauma>><<trauma -6>> <<else>> You dodge, <span class="red">but slip on the ice,</span> landing on your back in the snow. <br><br> <<if $phase is 0>> The delinquents prepare a final volley, but before they can fire, <span class="green">another snowball smashes against a <<person4>><<persons>> shoulder.</span> <<person1>>Robin stands away from the stand, a bundle of snowballs in <<his>> arm, and raw determination on <<his>> face. <br><br> Your adversaries are distracted by this new threat. You scramble to your feet and recover a couple of your snowballs. Caught between you and Robin, the delinquents flee behind the trees. <br><br> <<earnFeat "Flurry">> The honour of the hot chocolate stand defended, you return to your posts.<<gdom>><<npcincr Robin dom 1>> <<else>> The delinquents pelt you with another volley.<<gstress>><<stress 6>><<gpain>><<pain 4>> <br><br> <<person1>> Robin gasps and rushes over. Shielding you with <<his>> coat, <<he>> helps you to your feet, and pulls you back behind the stand.<<gdom>><<npcincr Robin dom 1>> <br><br> You wait for the delinquents to lose interest, and leave to harass someone else. <br><br> <</if>> <</if>> <br><br> <<robinChocolateOfferHelp>><<effects>> <<set _robin to statusCheck("Robin")>> <<person1>> "I know how we can pass the time," you say, crawling on top of Robin. <<He>> laughs at first, then gasps as you kiss <<his>> neck. <br><br> <<if _robin.trauma gte 40>> <<He>> spends most of <<his>> time holding you close, rather than reciprocating. You eventually stop kissing and embrace <<him>> back. <<npcincr Robin trauma -2>><<lrtrauma>> <</if>> <<generate2>> The delinquents find someone else to harass as predicated. Robin and you are too busy to care, until you hear a voice close by. "Hello?" a <<person2>><<personsimple>> says. "The hot chocolate smells good. Is anyone around?" <br><br> <<person1>> You let Robin stand, surprising the customer with <<his>> sudden appearance. You decide to hide until the customer departs. <<if _robin.trauma lt 40>> <<person2>><<He>> would work out what you were up to, and Robin would be terribly embarrassed. <</if>> <br><br> <<robinChocolateOfferHelp>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<if Time.dayState is "night">> <<if Weather.precipitation is "rain">> You run through the deserted park. Cold rain assails you. <<elseif Weather.isFreezing>> You run through the deserted park. Cold night air caresses your skin. <<else>> You run through the deserted park. The night air caresses your skin. <</if>> <<physique 1>> <<rng>> <<if random(1, 100) gte 95 and $cow gte 6 and $livestock_intro isnot undefined and $hospitalintro>> <<npc Harper>><<person1>>A figure looms from the shadows, grabbing hold of your waist. <<He>> presses a rag against your mouth. "A beast in the wild," <<he>> says. "I'll bring you home. Be calm." It's Harper. <br><br> A daze falls upon you. <br><br> <<link [[Struggle|Park Run Harper Struggle]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Park Run Harper Give]]>><</link>> <br> <<elseif $rng gte 91>> <<generate1>><<person1>> You hear footsteps behind you, and spare a glance over your shoulder. A <<person>> follows, <span class="pink">pursuing you.</span> <br><br> <<link [[Next|Park Run Stalk]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<cleareventpool>> <<addinlineevent "toilet_queue">> <br><br> There's a large queue at one of the toilet entrances. <<if Weather.precipitation is "rain">> The queue wraps closely around the building where people are sheltered from the rain. <br><br> <</if>> <<if $awareness lte 100>> <<generate1>><<person1>>It's strange. You have no idea why so many <<if $pronoun is "f">>wo<</if>>men would queue up at one toilet when the one next to it is empty. Maybe someone made a mess? <<endevent>> /* Tidying up the people generated in this fork */ <<elseif $awareness lte 300>> You can tell something sleazy is happening. You don't need details. <<else>> It looks like someone is running a gloryhole out of one of the cubicles. <</if>> <br><br> You run on by. <</addinlineevent>> <<addinlineevent "nude_cult">> <br><br> In a secluded part of the park, you enter a clearing. A large group of people stand <<if Weather.precipitation is "rain">> naked in the pounding rain <<elseif Weather.isFreezing>> half-naked despite the cold, <<else>> half-naked in silence <</if>> surrounding some kind of altar. All eyes fix on you. <br><br> You speed up and quickly run by. <</addinlineevent>> <<addinlineevent "secluded_sex_show">> <<generate1>><<person1>> <br><br> There is a small crowd in a secluded <<if Weather.precipitation is "rain">>park gazebo, sheltered from the rain.<<else>>grass clearing.<</if>> <<if $awareness lte 100>> You are shocked to see a <<person>> in the middle having sex with random strangers from the crowd while everyone watches. Some are even touching themselves. <<gawareness>><<awareness 2>> <<elseif $awareness lte 300>> In the middle a <<person>> is having sex with random people from the crowd while onlookers throw in money. <<else>> Except for being in a public park, it's a standard sex-show. A <<person>> is having sex with 'random people' - obvious stooges - from the crowd while the punters stuff money in a hat and beg to be next. <<if $brothelintro is 1>>You recognise the <<person>> as a worker from the Harvest Street brothel.<</if>> <</if>> <br><br> You run <<if $awareness lte 100>>quickly <</if>>by. <<endevent>> /* Tidying up the people generated in this fork */ <</addinlineevent>> <<addinlineevent "bump_in_the_night">> <br><br> You hear a sharp squeal nearby followed by some muffled cries. Slowing down, you glance around. Thanks to the shadows, you can't tell where the noises came from. A heavy thud comes from somewhere behind you and you spin around. The hairs on your neck rise with the strong and sudden feeling of being watched. <br><br> <<if $speech_attitude is "bratty">> Your hands tense into fists, ready to take on a fight. A sense of danger creeps up your spine. It feels like this would be more than you could handle. You decide to take your leave. <<elseif $speech_attitude is "meek">> Your heart pounds in your chest, your curiosity suffocated by the sense of danger. Your eyes dart around. You decide to leave before something bad happens to you. <<else>> You determine it's too dangerous to investigate. You turn and run. <</if>> <</addinlineevent>> /* Triggers no events 2/3rds of the time */ <<if random(1,3) is 1>><<runeventpool>><</if>> <br><br> <<link [[Next|Park]]>><</link>> <br> <</if>> <<else>> <<if Weather.precipitation is "rain">> You run through the park. Few others brave the rain. <<else>> You run through the park. Other runners wave as you pass. <</if>> <<physique 1>> <br><br> <<link [[Next|Park]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> You run through the dark and deserted park. The cool night air blows against your <<lewdness>>. Your heart pumps as much from the thrill as from exertion. <<physique 2>> <<pass 30>> <<if $phase is 0>> <<exhibitionism3>> <<else>> <<exhibitionism1>> <</if>> <<if random(1, 100) gte 95 and $cow gte 6 and $livestock_intro isnot undefined and $hospitalintro>> <<npc Harper>><<person1>>A figure looms from the shadows, grabbing hold of your waist. <<He>> presses a rag against your mouth. "A beast in the wild," <<he>> says. "I'll bring you home. Be calm." It's Harper. <br><br> A daze falls upon you. <br><br> <<link [[Struggle|Park Run Harper Struggle]]>><</link>><<physiquedifficulty 1 $physiquemax>> <br> <<link [[Give in|Park Run Harper Give]]>><</link>> <br> <<else>> <<parkrun>> <</if>> <<set $park_fame += 4>><<effects>> <<if $physiqueSuccess>> <span class="green">You struggle free from Harper's grip,</span> letting out a terrified moo as you tumble to the ground. You stagger to your feet and run. <br><br> You stop near a tree and look around. Nobody followed. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> You knock Harper's hand away, <span class="red">but <<he>> presses it against your mouth again with more force.</span> <Br><br> <<link [[Plead|Park Run Harper Plead]]>><</link>><<englishdifficulty 1 1000>> <br> <<link [[Give in|Park Run Harper Give]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "P-please stop," you say. "I don't want to go back." <<elseif $speech_attitude is "bratty">> "Let go," you say. "Fucking quack." <<else>> "Let me go," you say. "You're supposed to help people." <</if>> <br><br> <<if $englishSuccess>> <span class="green">Harper's grip softens a moment.</span> It's enough. You struggle free from <<his>> grip, letting out a terrified moo as you tumble to the ground. You stagger to your feet and run. <br><br> You stop near a tree and look around. Nobody followed. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<else>> <span class="red">Harper's grip remains iron.</span> <br><br> <<link [[Next|Park Run Harper Give]]>><</link>> <br> <</if>><<effects>> <<set $harper_farm_abduction to 1>> "There we go," Harper says through the haze. "Everything is fine. We will continue your treatment..." Your consciousness slips. <br><br> <<link [[Next|Farm Road Passout]]>><<pass 60>><<endevent>><</link>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<flaunting>> you move your arms in front of your <<lewdness>> in mock embarrassment, without actually covering anything. <<if $worn.lower.type.includes("naked")>> You can tell <<hes>> zooming in on your exposed bottom half. <<else>> You can tell <<hes>> zooming in on your exposed top half. <</if>> The camera flashes. You turn to give <<him>> a shot of your <<bottom>>. You pose a few more times before moving on. <<He>> continues snapping pictures as you walk away. <<exhibitionism5>> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> With a yelp, you turn and flee. <<He>> takes pictures of your <<bottom>> as you run. <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<if $speech_attitude is "meek">> "Oh, it feels so good to be looked at," you say. "Can I take a selfie with you?" <<elseif $speech_attitude is "bratty">> "Amateur," you tut. "Give it here. I'll capture my good side." <<else>> "Give me the camera," you say. "I have a naughty idea." <</if>> You hold your hand out. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>><<set $blackmoney += 20>> <span class="green"><<He>> passes you the camera.</span> You give it a thoughtful look, stick your tongue out, and run. "Oi!" <<he>> shouts after you, but you're gone by the time <<hes>> stood. Looks like it's worth £20. <br><br> <<skulduggeryuse>> <<else>> <span class="red">"Nice try," <<he>> says.</span> <<He>> takes a picture of your <<bottom>> as you walk away. <br><br> <<fameexhibitionism 10>> <<skulduggeryuse>> <</if>> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 1>> You stand your ground. The pair are surprised, and hesitate. You seize the chance and smack the <<person1>><<person>> in the face. <<defiance 5>> <br><br> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Park Run Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Run Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "A pervert <<girl>> exposing <<pher>> body in the park," the <<person1>><<person>> says to <<himself>>. "What did <<pshe>> think would happen?" <<tearful>> you struggle to your feet as the pair walk away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<else>> You shove the <<group>> away from you. <<tearful>> you escape between the trees. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<if $athleticsSuccess>> You turn and run. <span class="green">They can't keep up,</span> and you soon lose them between the trees. <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<else>> You turn and run. <span class="red">They catch up and tackle you to the ground.</span> <br><br> <<link [[Next|Park Run Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> "I have a secret," you purr. The <<person>> frowns. <<if $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> "I'm not wearing anything." <<elseif $worn.upper.type.includes("naked") and $worn.lower.type.includes("naked")>> "I'm wearing nothing but underwear." <<elseif $worn.lower.type.includes("naked") and $worn.under_lower.type.includes("naked")>> "I'm naked from the waist down." <<else>> "I'm wearing nothing over my underwear." <</if>> <<He>> gasps as you break into a run. <<exhibitionism2>> You glance back and see <<him>> leaning across the hedge to get a peek. <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> You stay out of sight, but close enough to watch. <<if $phase is 1>>Whitney <<elseif $phase is 2>>Leighton <<elseif $phase is 3>>Mason <<elseif $phase is 4>>Doren <<elseif $phase is 5>>Harper <<elseif $phase is 6>>Bailey <</if>>has no idea you are in this state so nearby. <br> Your heart is pounding with the thrill as you quietly move on. <<endevent>> <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<if $phase is 1>><<npcincr Whitney lust 5>> You run in front of Whitney's group and make a show of yelping in shock and ineffectually trying to 'cover up.' Once everyone has had a good look, you run away. <<if $park_run_seen_by.includes("whitney")>> <br> "Look," Whitney jeers. <<if $liquidcount is 0>> "The poor slut's that horny and no one will even rape <<phim>>." <<else>> <<if (setup.bodyliquid.combined("vagina")) gte 4>>"That cunt has been wrecked <<elseif (setup.bodyliquid.combined("anus")) gte 4>>"That ass has been ruined <<elseif $fame.bestiality gte 600 and ($player.bodyliquid.mouth.semen + $player.bodyliquid.face.semen + $player.bodyliquid.vagina.semen + $player.bodyliquid.anus.semen ) gte 3>>"That's probably animal cum <<elseif (setup.bodyliquid.combined("mouth") + setup.bodyliquid.combined("face")) gte 5>>"<<pHer>> face! Sucked off every teacher <<elseif $liquidoutsidecount gte 6>>"Covered in cum <<elseif $fame.rape gte 600>>"Half the town's raped <<phim>> already <<elseif $fame.bestiality gte 600>>"<<pShe>> probably fucked five dogs already <<elseif (setup.bodyliquid.combined("vagina") + setup.bodyliquid.combined("anus")) gte 2>>"You can see the cum dripping out <<elseif $fame.sex gte 400>>"Half the town has <<pher>> fuck-vids <<else>>"Fucked at least once already tonight <</if>>and this little slut is still running around begging for more!" <<if currentSkillValue('physique') gte ($physiquesize / 7) * 4>> <br> "Amazing body," someone says.<</if>> <</if>> <<else>> The last time you glance back, Whitney is still <<print either("staring after you.", "choking on inhaled smoke.","smiling.","staring at the 'cigarette' in disbelief.")>> <<set $park_run_seen_by.pushUnique("whitney")>> <</if>> <<elseif $phase is 2>><<npc Leighton>><<person1>> "<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, <<sir>>," you cheerily call out as you pass. <br> <<if $park_run_seen_by.includes("leighton")>> Leighton jerks upright. "You again? Why don't you come a little closer? I've got something for you." <br> <<else>> Leighton jerks upright. <<He>> looks guilty as <<he>> snaps toward you. "I was only... I... You? Why are you..?" <br> <<set $park_run_seen_by.pushUnique("leighton")>> <</if>> You wave and casually run on. <<elseif $phase is 3>><<npc Mason>><<person1>> <<if $park_run_seen_by.includes("mason")>> "Evening, <<sir>>," you call out. <br><br> Mason looks over <<his>> shoulder and averts <<his>> eyes when <<he>> sees you. "Y-You again. You really should p-put some clothes on..." <br><br> You try to catch up to <<him>>, but <<he>> speeds up. Soon you lose sight of <<him>><<if C.npc.Mason.lust gte 40>>, but not before you see <<his>> flushed ears<</if>>.<<npcincr Mason lust 1>> <<else>> Mason speeds up once <<he>> hears someone approaching. <br><br> "Evening, <<sir>>," you call out. <br> <<He>> stops in <<his>> tracks, turns around, and instantly averts <<his>> eyes. <br> "W-What do you think you're doing?" <<he>> asks. "Where are your clothes?" <br><br> Ignoring <<his>> questions, you run on, passing Mason as <<he>> does <<his>> best to avoid looking at you. <<if C.npc.Mason.lust gte 40>> You see <<his>> ears turn red as you pass by.<</if>><<npcincr Mason lust 1>> <<set $park_run_seen_by.pushUnique("mason")>> <</if>> <<elseif $phase is 4>><<npc Doren>><<person1>> <<if $park_run_seen_by.includes("doren")>> This time Doren spots you approaching and averts <<his>> eyes, shaking <<his>> head in disbelief. <br><br> "<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, <<sir>>," you call out. <br> "Aye," <<he>> says. "You be careful now, <<lass>>." <<else>> A few steps away, Doren seems to notice the exposed runner approaching and looks away, moving to avoid you. You're not sure, but you don't think <<he>> recognised you. <br> "<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, <<sir>>," you cheerily call out as you pass. <br> Doren double-takes, staring back at you in disbelief. "<<Lass>>? Is that...? What are you doing?!" <br><br> You run on. As you go around the next corner, you look back to see Doren clutching <<his>> face and looking troubled. <<set $park_run_seen_by.pushUnique("doren")>> <</if>> <<elseif $phase is 5>><<npc Harper>><<person1>> Harper seems utterly absorbed in <<his>> paperwork, staring at it intently. <br><br> <<if $park_run_seen_by.includes("harper")>> "<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, Doctor," you call out. <br> "Hello," Harper looks up. You wave as you run past. <br><br> "Great work." The doctor reaches for something in <<his>> bag. "Excellent to see someone taking health seriously." <br> You faintly see your silhouette light up in the bushes ahead. Camera flash? <<fameexhibitionism 1>> <<else>> "<<if Time.hour gte 21 or Time.hour lte 3>>Evening<<else>>Morning<</if>>, Doctor," you call out. <br> "Hello," Harper continues to stare at the page. "I'm busy now, but if you need an appointment the..." <br> "I'm fine." <br> Harper looks up. "Stay heal—" <br> Harper stares after you as you run into the <<if Time.hour gte 21 or Time.hour lte 3>>night<<else>>faint day light<</if>>. <<set $park_run_seen_by.pushUnique("harper")>> <</if>> <<elseif $phase is 6>><<npc Bailey>><<person1>> Bailey is tucking away some money when <<he>> sees you run past. <br><br> <<if $park_run_seen_by.includes("bailey")>> <<if $renttime lte 0>> "Don't you dare run. You owe me—" <br> You dash swiftly away. <<else>> "You know you can get paid for stripping? Don't they teach anything at school?" <br> You run on. <br> "You better have my money on time." <</if>> <<else>> <<if $renttime lte 0>> "I've been looking for you. Time to pay—" <br> You dash swiftly away. <<else>> Bailey nods. "Good industry. Hope you're getting paid for this." <br> You run on. <</if>> <<set $park_run_seen_by.pushUnique("bailey")>> <</if>> <</if>> <br><br> <<endevent>><<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<rng 8>> <<if $rng is 1>> <<set _exercise to "do squats">> <<elseif $rng is 2>> <<set _exercise to "perform jumping jacks">> <<elseif $rng is 3>> <<set _exercise to "take lunges">> <<elseif $rng is 4>> <<set _exercise to "do aerobics">> <<else>> <<set _exercise to "exercise">> <</if>> <<if Time.dayState is "night">> <<if Weather.precipitation is "rain">> You _exercise in the deserted park, stepping in puddles as cold rain pours. <<elseif Weather.isSnow>> You _exercise in the deserted park, careful not to slip on the ice. <<else>> You _exercise in the deserted park. The cool night air caresses your skin. <</if>> <<physique 1>> <<rng>> <<if $rng gte 91>> <<generate1>><<person1>> You hear footsteps behind you, and spare a glance over your shoulder. A <<person>> follows, <span class="pink">pursuing you.</span> <br><br> <<link [[Next|Park Run Stalk]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <br><br> <<link [[Next|Park]]>><</link>> <br> <</if>> <<else>> <<if Weather.precipitation is "rain">> You _exercise in the nearly-deserted park. <<elseif Weather.precipitation is "snow">> You _exercise in the park as snow falls all around. <<elseif Weather.isOvercast>> You _exercise in the park. It feels good to feel the air on your skin. <<else>> You _exercise in the park. It feels good to feel the air and sunshine on your skin. <</if>> <<physique 1>> <<rng>> <<if $rng lte 20 and $settings.footFetishEnabled>> <br><br> <<generate1>><<person1>> A <<person>> approaches you. "I noticed you were exercising in $worn.feet.name," <<he>> chuckles. "That looks tiring. How about you take a break and I give you a foot massage?" <<he>> asks. <br> <<if $awareness lte 100>>You're dumbfounded why the <<person>> would offer such a thing, but you appreciate <<his>> kindness. <<elseif $awareness lte 300>>The <<person>> seems quite interested in your feet. <<else>>The <<person>> has a foot fetish! <</if>> <br> <br> <<link [[Accept the foot massage|Park Exercise Heels Massage]]>><<tiredness -5>><<stress -5>><</link>><<ltiredness>><<lstress>> <br> <<link [[No thanks|Park Exercise Heels No Massage]]>><<control 5>><</link>><<gcontrol>> <<else>> <br><br> <<link [[Next|Park]]>><</link>> <br> <</if>> <</if>><<effects>> The <<person>> removes your shoes and gets to work massaging your feet. <<He>> seems awfully excited. <<He>> ends by giving each of your toes a kiss. "Excuse me," <<he>> says, pulling away. "I shouldn't do this." With <<his>> hands down <<his>> pants, the <<person>> gets up and runs to the bathroom. <br><br> <<link [[Next|Park]]>><<endevent>><</link>> <br>You decline the offer and get back to your exercise. <br><br> <<link [[Next|Park]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence 1>> <<neutral 1>> <<maninit>> <<stalk_init>> <<stalk_run>> <<set $location to "park">> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<if $audience_active>> <<audience>> <</if>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $stalk_end>> <span id="next"><<link [[Next|Park Run Stalk Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Run Stalk]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $combat_end_text>> <<print $combat_end_text>> <<else>> The <<person>> smacks your <<bottom>>, and leaves you lying on the grass. <</if>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> You smack the <<person>> to the grass, and leave <<him>> lying there as you make your escape. <br><br> <<tearful>> you rest against a tree. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<elseif $stalk_end is "escaped">> You leave the <<person>> behind, and slow to a walk. <<tearful>> you rest against a tree. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<elseif $stalk_end is "passed">> You take a deep breath. <<tearful>> you rest against a tree. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<elseif $stalk_end is "hide">> <<covered>> <<tearful>> you emerge from your hiding place. You continue your journey. <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<elseif $stalk_end is "ambush">> <<stalk_ambush_text>> <<covered>> <<tearful>> you leave <<him>> far behind. <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<else>> <<if $exposed gte 1>> <<switch $location>> <<case alley>> <<tearful>> you slow to a stop. <<covered>> There's no one around, but this is still a public place. <<case forest lake>> <<tearful>> you slow to a stop. <<covered>> There's no one around right now, but there's no knowing who you could meet in the woods. <<case moor>> <<tearful>> you slow to a stop. <<covered>> There's no one around, but being exposed in such an open place is frightening regardless. <<case park>> <<default>> <<covered>> <<tearful>> you hide behind a tree, hoping to shield your body from any prying eyes. <</switch>> <<else>> <<tearful>> you slow to stop. <</if>> <br><br> <<set $stealtextskip to 1>> <<stealclothes>> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> Following the slime's command, you quickly run towards the pair. "Rape me," you call out. "I don't care how." <br><br> They stop running and stare wide-eyed at you. One of them mutters, "Did <<pshe>> just ask to be raped?" The other merely gives a slow nod in reply. <br><br> They both smile and walk towards you. <<elseif $phase is 2>> Following the slime's command, you quickly shout to the <<person>>, "I need you to rape me." <br><br> <<He>> freezes before turning around. <<He>> looks you over and replies, "Don't need to tell me twice." <br><br> <<He>> walks towards you. <<elseif $phase is 3>> Following the slime's command, you find a gap in the waist-high hedge and move towards <<him>>. <<He>> looks shocked the moment <<he>> realises you're so exposed. <br><br> "I want you to rape me," you tell <<him>>. "Do whatever you want to me." <br><br> <<He>> nods <<his>> head slowly in clear disbelief before grabbing you. <<elseif $phase is 4>> Following the slime's command, you walk towards the officer and pedestrian. The officer is the first to notice you. "Oh, there you are. Been a lot of reports of you running around while exposed." <br><br> "I need to be raped by you two," you say. The pedestrian's relaxed expression quickly changes to one of shock. <br><br> "Sure, we can do that," the officer replies. The pedestrian gives <<him>> an incredulous look as the officer shrugs <<his>> shoulders. "<<pShes>> the one who asked." <br><br> They both walk towards you. <</if>> <br><br> <<link [[Next|Park Run Slime Rape]]>><<set $molestationstart to 1>><</link>><<effects>> <<set $earSlime.defyCooldown += 4>> <<if $phase is 3>> You smile back before moving on. <<else>> You refuse to move from where you are hiding. <</if>> You feel a jolt of pain as the slime punishes you for your defiance. However, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<maninit>> <<npc_attempt_sex>> <<set $enemytrust -= 150>> <<set $enemyanger += 150>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Park Run Slime Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Run Slime Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 3>> The <<person1>><<person>> walks away while slowly shaking <<his>> head. <<tearful>> you struggle to your feet. <<elseif $phase is 4>> "A pervert <<girl>> asking to be raped in the park... I should arrest you," the officer says, "but you were such a good <<girl>>, I don't think I can." <<tearful>> you struggle to your feet as the pair walks away in opposite directions. <<else>> "A pervert <<girl>> asking to be raped in the park," the <<person1>><<person>> says to <<himself>>. "Hope <<pshe>> got what <<pshe>> wanted." <<tearful>> you struggle to your feet as <<if $phase is 1>>the pair walk<<else>><<he>> walks<</if>> away. <</if>> <br><br> <<if $rapeavoid is 0 and $stress gte 1000>> <span class="green">You feel the slime in your head help calm you.</span><<if $stress gte 5000>><<lllstress>><<else>><<llstress>><</if>><<stress `$stress / -200`>> <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<else>> <<if $phase is 1 or $phase is 4>> You shove the pair away from you. <<tearful>> you escape between the trees. <<elseif $phase is 2 or $phase is 3>> You shove the <<person>> away from you. <<tearful>> you escape between the trees. <</if>> <span class="red">You feel the slime in your head punish you for not doing as it asked.</span> <<pain 12>><<stress 12>><<trauma 18>><<ggpain>><<ggtrauma>><<ggstress>><<set $earSlime.defyCooldown += 4>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> You approach the statue in the middle of the park. It's covered in white lichen. <<if C.npc.Avery.init is 1>> <<wearProp "lichen" "white">> You peel some from the stone. <br><br> <<set $sciencelichenpark to 1>> <<link [[Step away|Park]]>><<handheldon>><</link>> <br> <<else>> You could collect some for your science project, but the plinth is taller than you. <br><br> <<laddericon>><<link [[Climb up (0:30)|Park Lichen Climb]]>><<pass 30>><<set $sciencelichenpark to 1>><</link>><<athleticsdifficulty 1 1000>> <br> <<socialiseicon "ask">><<link [[Ask someone for help (0:30)|Park Lichen Help]]>><<set $sciencelichenpark to 1>><<pass 30>><</link>> <br> <<getouticon>><<link [[Leave|Park]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<if $athleticsSuccess>> <<wearProp "lichen" "white">> You <span class="green">successfully</span> climb onto the plinth. The lichen is attached firm, but you manage to pry it free with some effort. A few heads turn but no one bothers you until you hear a voice shout from across the park. "Oi!" It's a <<npc Avery>><<initnpc Avery>><<set $averySeen.pushUnique("meetPark")>><<generatePolice 2>><<person2>><<person>> dressed as a police officer. "Get down from there or I'll have your hide." <<gstress>><<stress 3>> <br><br> <<link [[Explain yourself|Park Lichen Explain]]>><<handheldon>><</link>> <br> <<link [[Run|Park Lichen Run]]>><<handheldon>><</link>> <br> <<else>> You reach up and try to lift your body, but your arms give way and you tumble to the ground. <<gstress>><<gpain>><<stress 3>><<pain 6>> <br><br> <<npc Avery>><<initnpc Avery>><<set $averySeen.pushUnique("meetPark")>><<person1>>You hear a <<nnpc_gender "Avery">>'s laughter. Before you can recover a pair of arms picks you up by your shoulders. Not stopping there, <<he>> holds you by the hips and helps lift you with surprising strength. It's enough for you to clamber up. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> You feel your face flush as you realise <<he>> could have seen up your $worn.lower.name. If <<he>> did <<he>> gives no sign. <</if>> <<He>> smiles at you. "Why'd you want to go up there anyway?" <br><br> <<link [[Honest|Park Lichen Honest]]>><</link>> <br> <<link [[Evasive|Park Lichen Evasive]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> You look around for someone who might help. You see a <<npc Avery>><<initnpc Avery>><<set $averySeen.pushUnique("meetPark")>><<person1>><<nnpc_gender "Avery">> already watching you. <<He>> laughs and approaches. <<He>> says nothing, but grabs you by the hips and helps lift you with surprising strength. It's enough for you to clamber up. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> You feel your face flush as you realise <<he>> could have seen up your $worn.lower.name. If <<he>> did <<he>> gives no sign. <</if>> <<He>> smiles at you. "Why'd you want to go up there anyway?" <br><br> <<link [[Honest|Park Lichen Honest]]>><</link>> <br> <<link [[Evasive|Park Lichen Evasive]]>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<person2>>You turn away from the <<person>> and jump from the plinth. Right into the arms of a waiting <<person1>><<nnpc_gender "Avery">>. The <<person2>><<person2>><<person>> runs around the plinth, but stops when <<he>> sees the newcomer. "This your <<girl>> then?" <<he>> says. "<<pShe>> was defacing public property." <br><br> "<<pShes>> done no such thing," the <<person1>><<nnpc_gender "Avery">> says, holding you tight. <<He>> glares at the <<person2>><<person>>. "And you know it." <br><br> The <<person>> seems less confident. <<He>> sheathes <<his>> baton and turns away. <br><br> <<person1>>The newcomer releases you from <<his>> arms and smiles. "I hope you're okay," <<he>> says. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place." <br><br> <<link [[Accept|Park Lichen Accept]]>><</link>> <br> <<link [[Refuse|Park Lichen Refuse]]>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<if $speech_attitude is "meek">> "I-it's for my science project," you say. <<elseif $speech_attitude is "bratty">> "I need it to win the science fair," you say. <<else>> "I need lichen for my science project," you say. <</if>> <br><br> "Is that right?" <<he>> says. "Looks like you're defacing a statue to me." <<He>> raises <<his>> baton and rubs <<his>> palm with it. <br><br> <<person1>>"The <<girl>>'s doing no such thing," a <<nnpc_gender "Avery">>'s voice says from behind you. <<He>> walks around the statue and glares at the <<person2>><<person>>. "And you know it." <br><br> The <<person>> seems less confident. "This your <<girl>> then? Tell <<phim>> to get down from there." <<He>> sheathes <<his>> baton and turns away. <br><br> <<person1>>The newcomer offers an arm and helps you climb down. "Did I hear you right?" <<he>> asks. "A scientist in the making?" <<He>> smiles. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place." <br><br> <<link [[Accept|Park Lichen Accept]]>><</link>> <br> <<link [[Refuse|Park Lichen Refuse]]>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<wearProp "lichen" "white">> <<if $speech_attitude is "meek">> "I-it's for my science project," you say. <<elseif $speech_attitude is "bratty">> "I need it to win the science fair," you say. <<else>> "I need lichen for my science project," you say. <</if>> <br><br> "A scientist in the making?" <<he>> says. "I'll help you down when you're done. I'm only out for a stroll, there's no rush." <br><br> The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place." <br><br> <<link [[Accept|Park Lichen Accept]]>><<handheldon>><</link>> <br> <<link [[Refuse|Park Lichen Refuse]]>><<handheldon>><</link>> <br><<set $outside to 1>><<set $location to "park">><<effects>><<set $bus to "park">> <<wearProp "lichen" "white">> <<if $speech_attitude is "meek">> "I-it's nothing," you say. <<elseif $speech_attitude is "bratty">> "None of your business," you say. <<else>> "School stuff," you say. <</if>> <br><br> <<He>> nods. "I'll help you down when you're done. I'm only out for a stroll, there's no rush." <br><br> The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place." <br><br> <<link [[Accept|Park Lichen Accept]]>><<handheldon>><</link>> <br> <<link [[Refuse|Park Lichen Refuse]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "park">><<effects>><<wearProp "juice">> <<He>> leads you to a small cafe at the edge of the park. <<He>> orders a coffee for <<him>> and some fruit juice for you. The <<generateRole 2 0 "waiter/waitress">><<person3>><<personsimple>><<person1>> thinks you're Avery's <<if $player.gender_appearance is "m">>son<<else>>daughter<</if>>. <<He>> is old enough to be your <<if $pronoun is "m">>father<<else>>mother<</if>>, but <<hes>> in good shape. <<He>> smiles at you across the table. <br><br> You talk with Avery over the drinks. <<He>> asks a lot of questions, but is reluctant to answer yours. <<He>> doesn't take <<his>> eyes off you. <br><br> <<Hes>> asking if you're happy at school when <<hes>> interrupted by a buzzing in <<his>> pocket. "I'm sorry," <<he>> says. "It's work. I need to go." <<He>> stands up, then hesitates a moment before leaning close. <br><br> <<set $averySeen.pushUnique("meetCafe")>> <<link [[Smooch|Park Lichen Smooch]]>><<handheldon>><<npcincr Avery love 1>><</link>><<glove>><<promiscuous1>><<kissvirginitywarning>> <br> <<link [[Stay still|Park Lichen Still]]>><<handheldon>><<npcincr Avery love 1>><</link>><<glove>> <br> <<link [[Move away|Park Lichen Move]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "park">><<effects>> <<He>> frowns for a moment, but covers it with a smile. "Of course," <<he>> says. "I'm sure you're busy. I'll see you around." <br><br> <<if $scienceproject is "ongoing">> <span class="gold">You can add the lichen you found to your project in your room or the school library.</span> <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<endevent>> <<destinationeventend>> <</if>><<set $outside to 0>><<set $location to "park">><<effects>> You lean in and plant a kiss on <<his>> lips. <<He>> kisses back. <<takeKissVirginity "Avery" `($auriga_artefact?"loveInterest":"romantic")`>> <<promiscuity1>> <<He>> pulls away and glances around the cafe as if concerned about who's watching. "I'll be in touch," <<he>> says, smiling. <br><br> You leave soon after <<him>>, but <<hes>> already gone. <br><br> <<if $scienceproject is "ongoing">> <span class="gold">You can add the lichen you found to your project in your room or the school library.</span> <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<endevent>> <<destinationeventend>> <</if>><<set $outside to 0>><<set $location to "park">><<effects>> <<He>> plants a kiss on your cheek and smiles. "I'll be in touch." <br><br> You leave soon after <<him>>, but <<hes>> already gone. <br><br> <<if $scienceproject is "ongoing">> <span class="gold">You can add the lichen you found to your project in your room or the school library.</span> <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<endevent>> <<destinationeventend>> <</if>><<set $outside to 0>><<set $location to "park">><<effects>> <<He>> tries to plant a kiss on your cheek, but you pull away. <<He>> raises <<his>> hand as if to pull you back, but catches <<himself>> and smiles. "I'll be in touch." <br><br> You leave soon after <<him>>, but <<hes>> already gone. <br><br> <<if $scienceproject is "ongoing">> <span class="gold">You can add the lichen you found to your project in your room or the school library.</span> <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<endevent>> <<destinationeventend>> <</if>><<widget "passoutpark">> <<if isPregnancyEnding()>> <<pregnancyPassout "park">> <<else>> <<link [[Everything fades to black...|Passout park]]>><</link>> <</if>> <</widget>> <<widget "park">> <<if $nextPassageCheck is "Park">> <<add_link "<span class='nextLink'><<parkicon>><<link [[Park (0:05)|Park]]>><<pass 5>><</link>></span><br>">> <<else>> <<add_link "<<parkicon>><<link [[Park (0:05)|Park]]>><<pass 5>><</link>><br>">> <</if>> <<hideDisplay true>> <</widget>> <<widget "parkquick">> <<parkicon>><<link [[Park|Park]]>><</link>> <</widget>> <<widget "parkeventend">> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <</widget>> <<widget "parkrun">> <<if $rng gte $park_fame>> <<rng>> <<if $rng gte 91>> <<generate1>><<person1>> You hear footsteps behind you, and spare a glance over your shoulder. A <<person>> follows, <span class="pink">pursuing you.</span> <br><br> <<link [[Next|Park Run Stalk]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $rng gte 86>> While running, you have to pass through some bushes. <<if $worn.lower.type.includes("naked")>> As you push through, a branch whips back into your <<undies>>, stinging you. <<else>> As you push through, a clump of thorns catch on your exposed <<if $player.breastsize is 0>>chest<<else>>breasts<</if>>. <<gpain>> <</if>> <<pain 5>> <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<elseif $rng gte 81>> <<generate1>><<person1>>You run past a <<person>>. <<He>> smiles at you across a <<if $worn.upper.type.includes("naked")>> shoulder-high hedge separating you. <<He>> doesn't realise you're so exposed. <<else>> waist-high hedge separating you, keeping your <<undies>> concealed. <<He>> doesn't realise you're so exposed. <</if>> <br><br> <<if $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>> <span class="lewd">You feel the slime in your head command you to expose yourself and ask <<him>> to rape you.</span> <span class="red">It expects to be obeyed.</span> <br><br> <<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 3>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 3>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> <<link [[Smile back|Park]]>><<set $eventskip to 1>><<endevent>><</link>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Admit your secret|Park Run Secret]]>><</link>><<exhibitionist2>> <br> <</if>> <</if>> <<elseif $rng gte 71>> <<generate1>><<generatep2>> <<print either("Under a tree,","Between some bushes,","In plain view of the entrance,","In a park gazebo,","Right under a streetlight,","On a swing, in the empty children's play area,")>> a <<person1>><<person>> is <<if $NPCList[1].pronoun is "m">>sucking off <<his>> boyfriend.<<else>>eating out <<his>> girlfriend.<</if>> The receiver, <<if $NPCList[0].description == $NPCList[1].description && $NPCList[0].pronoun == $NPCList[1].pronoun>>another<<else>>a<</if>> <<person2>><<person>>, gazes at you as you run past. <<He>> has a look of blissful satiation on <<his>> face as <<his>> <<if $NPCList[0].pronoun is "m">>boyfriend's<<else>>girlfriend's<</if>> <<if $pronoun is "m">>head bobs between his legs.<<else>>head nuzzles between her legs.<</if>> <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<elseif $rng gte 61>> You encounter a stray dog. It runs at the sound of your footsteps. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<elseif $rng gte 51>> <<if Weather.precipitation is "rain">> <<generatef1>><<person1>>In the heavy rain, a <<person>> slips and falls into a puddle. The water instantly soaks through <<his>> <<print either("t-shirt","casual blouse","summer dress","top","tank-top")>> exposing <<his>> $NPCList[0].breastsdesc to all. <br> <<if $rng % 2>> Humiliated, <<he>> covers up with <<his>> arms and runs from the park. <<else>> <<He>> either doesn't notice or doesn't care. The <<person>> carries on with <<his>> run, to the entertainment of all nearby. <</if>> <<else>> You hide behind a tree as a <<generate1>><<person1>><<person>> and <<generate2>><<person2>><<person>> run by. <<set _earSlimeEvent to true>> <</if>> <br><br> <<if _earSlimeEvent and $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>> <span class="lewd">You feel the slime in your head command you to expose yourself and ask them to rape you.</span> <span class="red">It expects to be obeyed.</span> <br><br> <<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 1>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 1>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <<elseif $rng gte 41>> <<if Weather.precipitation isnot "none">> /*10% chance if running naked in the park at night during rain or snow.*/ As you pass <<print either("near a storm-drain","the bridge over the lake","the lake","some trees by the lake","some bushes by the storm-drain")>> something grabs your leg, dragging you down. <!-- Modified for Monster People --> <<beastNEWinit 1 lizard>> <br> <<if $monster is 1 or $settings.bestialityEnabled>> Before you can react, a giant sewer <<beasttype>> has clambered upon you. <br><br> <<link [[Next|Park Lizard Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> It's a giant lizard. <br> You narrowly manage to squirm free from the giant lizard's claws and dash away. Glancing behind, you can just make it out scurrying back toward the sewer.<<beastescape>> <br><br> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <<else>> You don't encounter anyone. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <</if>> <<elseif $rng gte 31>> You hear footsteps behind you. A <<generate1>><<person1>><<person>> crosses the path. <<He>> doesn't turn or notice you. You were so close to being seen. <<ltrauma>><<trauma -1>><<garousal>><<arousal 100>> <br><br> <<if $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>> <span class="lewd">You feel the slime in your head command you to expose yourself and ask <<him>> to rape you.</span> <span class="red">It expects to be obeyed.</span> <br><br> <<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 2>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 2>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>> <<elseif $rng gte 21>> You almost run straight into a group of students smoking under an old shelter. You skirt around them. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<elseif $rng gte 16>> <<rng>> <<if ndef $park_run_seen_by>><<set $park_run_seen_by to []>><</if>> <<if $rng gte 81 and C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon" and $pillory.tenant.special.name isnot "Whitney">> You almost run straight into a group of students smoking under an old shelter. As the central figure lights up, you recognise them. It's Whitney. <br> <<npc Whitney>><<person1>>Eyes closed, <<he>> exhales a cloud of smoke. <<set $phase to 1>> <<elseif $rng gte 61 and C.npc.Leighton.init is 1 and $pillory.tenant.special.name isnot "Leighton">> A figure lurks in the shadows near some kind of gazebo. As they move near a light you recognise them. It's Leighton. <br> <<npc Leighton>><<person1>><<He>> seems to be looking for something. Or someone. <<set $phase to 2>> <<elseif $rng gte 51 and C.npc.Mason.init is 1 and Time.hour gte 21 and Time.hour lte 22>> You see someone jogging up ahead. It's Mason. <<npc Mason>><<person1>><<set $phase to 3>> <<elseif $rng gte 41 and C.npc.Doren.init is 1>> Another runner passes under a streetlight ahead. It's Doren. <br> <<npc Doren>><<person1>><<set $phase to 4>> <<elseif $rng gte 21 and C.npc.Harper.init is 1>> As you pass through the area near the hospital, you recognise Dr Harper sat on a bench ahead. <br> <<npc Harper>><<person1>>Deep in thought, <<he>> reads through some paperwork. <<set $phase to 5>> <<elseif C.npc.Bailey.init is 1>> You skid to a halt hearing a familiar voice nearby. <br> "... back in one piece. Understood?" <br> <span class="purple">It's Bailey.</span> <br><br> "Sure." Another voice. "And thanks, <<print either("this one's cute. But it's okay,","this is quite a treat. But don't worry,","this one's feisty, but")>> we'll be gentle." <br> "The money." <br> "Oh yes. Yes, here you go. It's all there." <br> "Good." <br> <<npc Bailey>><<person1>>Bailey emerges from some nearby bushes counting money. <<set $phase to 6>> <<else>>/*Here in case Bailey is ever dropped out of the intro scene.*/ For a heart-stopping moment you think you see a familiar face. It turns out to be a random stranger. <br> <<set $phase to 7>> <</if>> <<if $phase isnot 7>> <<He>> hasn't seen you. Yet. <br><br> <<link [[Stay hidden|Park Run NPC Hide]]>><</link>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Show yourself|Park Run NPC Show]]>><<endevent phaseless>><</link>><<exhibitionist2>> <br> <</if>> <<else>> <<endevent>> <<link [[Continue|Park]]>><<set $eventskip to 1>><</link>> <</if>> <<elseif $rng gte 7>> An old couple up ahead walk slowly, hand-in-hand through the park. You pass quietly behind them. You wonder how they'd respond if they knew you were there. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <<else>> You sneak behind a <<generate1>><<generate2>><<fullGroup>> sat on a bench. You're so close they could reach out and grab you. <<garousal>><<arousal 600>> <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <</if>> <<else>> <<rng>> <<if $rng gte 81>> <<generate1>><<person1>>A light flashes. A <<person>> lies beneath a bush, holding a camera pointed up at you. It flashes again, taking evidence of your <<nudity>>. <<covered>> <br><br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Pose|Park Run Pose]]>><<fameexhibitionism 20 "pic">><</link>><<exhibitionist5>> <br> <</if>> <<link [[Run away|Park Run Away]]>><<fameexhibitionism 10 "pic">><</link>> <br> <<set $skulduggerydifficulty to 300>> <<link [[Steal camera|Park Run Steal]]>><<crimeUp 10 "thievery">><</link>><<crime "thievery">><<skulduggerydifficulty>> <br> <<elseif $rng gte 61>> <<generate1>><<generate2>>A <<fullGroup>> emerge from a bush up ahead. They walk toward you. <<covered>> "It's <<phim>>," the <<person1>><<person>> says. "The pervert." <br><br> "We can do whatever we want to a <<girl>> like this," the <<person2>><<person>> says. "No one will believe <<phim>>." They quicken their pace. <br><br> <<link [[Fight|Park Run Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br> <<link [[Run|Park Run Escape]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<elseif $rng gte 41>> A stray dog chases you for a while. <<gstress>><<stress 3>> <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <<elseif $rng gte 21>> You overhear a <<generatePolice 1>><<person1>><<person>> dressed as a police officer talking to a pedestrian on the other side of a bush. "That's right," <<he>> says. "A <<girl>> about this high. Being lewd in the park. You sure you haven't seen anything?" <<if $earSlime.growth gte 200 - ($earSlime.promiscuity * 10)>> <<generate2>> <br><br> <span class="lewd">You feel the slime in your head command you to expose yourself and ask them to rape you.</span> <span class="red">It expects to be obeyed.</span> <br><br> <<link [[Obey|Park Run Exposed Slime Obey]]>><<set $phase to 4>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Park Run Exposed Slime Defy]]>><<set $phase to 4>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<else>> You run in the opposite direction.<<gstress>><<stress 3>> <br><br> <<endevent>> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> The park is busy, despite the hour. You crouch low to keep your vulnerables hidden by the bushes. <<garousal>><<arousal 600>> <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "eventParkStreak1">> <<generate1>><<generate2>> "Stop!" <br><br> You turn around to see two police officers running after you. Your heart quickens. <br><br> <<link [[Run|Park Streak Police Run]]>><</link>><<athleticsdifficulty 1 1000>><<crimes "resisting" "exposure">> <br> <<link [[Stop|Park Streak Police Catch]]>><<set $phase to 1>><<pass 2>><</link>> <br> <<link [[Fight|Park Streak Police Fight]]>><<set $fightstart to 1>><</link>> <</widget>> <<widget "eventParkStreak2">> <<generate1>><<generate2>> You are running down a path when you see a <<person1>><<person>> and a <<person2>><<person>> step out onto the path in front of you. They have a malicious look in their eyes. <br><br> "Well, this one likes to show off," the <<person1>><<person>> says. <br> "I think we can have our own fun," the <<person2>><<person>> mutters. <br><br> <<link [[Next|Park Streak Rape]]>><<set $molestationstart to 1>><</link>> <</widget>> <<widget "eventParkStreak3">> <<npc Whitney>><<person1>> You are running by the fountain when you see Whitney under a tree, smoking a cigarette. <<He>> hasn't seen you yet. <br><br> <<run wikifier("nnpc_him", "Whitney")>> <<link [["Avoid "+_text_output|Park Streak Whitney]]>><<pass 2>><<set $phase to 0>><</link>> <br> <<link [["Run by "+_text_output|Park Streak Whitney]]>><<pass 2>><<set $phase to 1>><</link>> <</widget>> <<widget "eventParkStreak4">> <<npc Robin>><<person1>> You run around a bend and see Robin at <<his>> stand, selling hot chocolate. <<Hes>> taking care of a few customers and hasn't noticed you yet. You wonder if <<he>> would appreciate you running by in your current state. <br><br> <<run wikifier("nnpc_him", "Robin")>> <<link [["Avoid "+_text_output|Park Streak Robin]]>><<pass 2>><<set $phase to 0>><</link>> <br> <<link [["Run up to "+_text_output|Park Streak Robin]]>><<pass 2>><<set $phase to 1>><</link>> <</widget>> <<widget "eventParkStreak5">> <<npc Kylar>><<person1>> You are running down a path when you see someone sitting underneath a tree, hunched over something. You recognise Kylar, sketching something in <<his>> book. <<He>> still hasn't seen you, focused on what <<hes>> drawing. You could avoid <<him>> if you want. <br><br> <<run wikifier("nnpc_him", "Kylar")>> <<link [["Avoid "+_text_output|Park Streak Kylar]]>><<pass 2>><<set $phase to 0>><</link>> <br> <<link [["Run by "+_text_output|Park Streak Kylar]]>><<pass 2>><<set $phase to 1>><</link>> <</widget>> <<widget "eventParkStreakEnd">> <<if $bus is "parkmens">> <<link [[Next|Men's Toilets]]>><<endevent>><<set $eventskip to 1>><<pass 5>><</link>> <<else>> <<link [[Next|Women's Toilets]]>><<endevent>><<set $eventskip to 1>><<pass 5>><</link>> <</if>> <</widget>><<widget "eventstoilets">> <<generate1>><<person1>>You enter the toilets, and hear a voice shout behind you. "I saw you go in there, pervert!" A <<person>> storms in, eyes livid. "I'll give exactly what you deserve!" <br><br> <<link [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</link>> <<if isCrossdressing()>><<set $toiletsmistake to 1>><</if>> <</widget>><<effects>><<loadNPC 1 "pubfame_model">><<generateyv3>><<generatev4>> <<if !$photo.desk>> <<set $photo.desk to true>> You approach the side of the desk, then glance at Niki. Niki nods at you. "As long as you don't touch anything." <</if>> You step behind the desk to examine the photos on the wall. A selection of <<group>> stare back, in elegant poses. The photos are kept inside wooden frames with glass covers, preventing damage. <br><br> There's a <<person3>><<person>> in <<his>> underwear, stretching <<his>> arms over <<his>> head. There's a <<person4>><<person>> in a gothic <<if $pronoun is "m" and $rng gte 11 or $pronoun is "f" and $rng lte 10>> suit, sitting with a suitcase. <<else>> gown, sitting with a parasol. <</if>> And there's a naked <<person2>><<person>>, posing with <<his>> hands behind <<his>> back and <<npcRevealText $NPCList[1] "lower">>. <br><br> You look closer. The <<person>> looks visibly uncomfortable, and <<if $pubfame.niki.hair is "no">> <<hes>> completely bald. <<else>> <<his>> hair is a distinct $pubfame.niki.hair. <</if>> <span class="gold">You've found Mickey's contact.</span> <br><br> <<set $skulduggerydifficulty to 700>> <<link [[Steal|Photo Examine Steal]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Ask to have it|Photo Examine Ask]]>><</link>> <br><br> <<link [[Back|Photo]]>><<endevent>><</link>><<effects>><<person1>> <<skulduggerycheck>> <<if $skulduggerysuccess>> You quietly detach the case from the wall, before sliding the glass cover off. You remove the photo, slide the cover back on and place the frame back on the wall. <br><br> Niki abruptly spins in <<his>> chair, examining you and the empty case. <<He>> frowns, and clicks <<his>> tongue. "There used to be one right there." <br><br> With a sigh, <<he>> turns back to <<his>> desk and rummages through a cabinet. "<span class="green">Must've taken it out and forgot to replace it.</span> Shame, <span class="gold">that was the last one <<person2>><<he>> did</span>." <<person1>><<He>> pulls a new photo out and walks to the frame. <<He>> slides it in and nods, before sitting back down. <br><br> <<pubfameComplete "niki">> <<link [[Back|Photo]]>><<endevent>><</link>> <<else>> You try to take the frame off the wall. <span class="red">"Don't touch that,"</span> Niki says. You pull away as Niki turns around to face you. <br><br> <<He>> looks between you and the frame, before pulling a cloth out of <<his>> pocket and wiping down the case. "Don't want fingerprints on the cover," <<he>> says. After a few seconds, <<he>> sits back down. <br><br> <<link [[Ask to have it|Photo Examine Ask]]>><</link>> <br> <<link [[Back|Photo]]>><<endevent>><</link>> <</if>><<effects>><<person1>> <<if !$pubfame.niki.money>> <<set $pubfame.niki.money to random(12,25)*10000>> <</if>> <<if $speech_attitude is "meek">> You tap Niki on the shoulder, and <<he>> swivels around to see you. "Excuse me," you ask, "could I have this photo?" <<elseif $speech_attitude is "bratty">> You clear your throat, and Niki swivels around to see you. "I'd be willing to take this off your hands," you say, jerking your thumb at the photo. <<else>> You clear your throat, and Niki swivels around to see you. "Is this for sale?" you ask, gesturing to the photo. <</if>> <br><br> Niki rolls closer to the photo and examines it for a moment. "<<printmoney $pubfame.niki.money "red">>. I'm fond of this one. The colours pair well with the rest of the wall.<<if ["red","blue","purple"].includes($pubfame.niki.hair)>> Especially the splash of $pubfame.niki.hair.<</if>> And <span class="gold">it's the last one <<person2>><<he>> did</span>." <br><br> <<if $money gte $pubfame.niki.money>> <<link [["Buy it (" + _printmoney + ")"|Photo Examine Buy]]>><<money `-$pubfame.niki.money`>><</link>> <<else>> <span class="purple">You can't afford it.</span> <</if>> <br> <<link [[Ask about other means of payment|Photo Examine Barter]]>><</link>> <br><br> <<link [[Back|Photo]]>><<endevent>><</link>><<effects>><<person1>> You give Niki the money, and <<he>> takes the frame off the wall. <<He>> slides open the cover and hands the photo to you. "The case will be extra. This wood is expensive." <br><br> Not waiting for an answer, <<he>> slides a new photo in the frame and hangs it back up on the wall. <<He>> examines it for a moment, then nods and sits back down. <br><br> <<pubfameComplete "niki">> <<link [[Back|Photo]]>><<endevent>><</link>><<effects>><<person1>> <<if $speech_attitude is "meek">> "Is there any other way I could have it?" you ask. "A less... expensive way?" <<elseif $speech_attitude is "bratty">> You cross your arms. "Any way I could get it without paying out the nose?" <<else>> "Would you accept anything else for it?" you ask. <</if>> <br><br> Niki stares at you for a moment. <<He>> puts a white stick in <<his>> mouth and moves it thoughtfully. "There is a way. If you can replace the photo with one of your own, I won't have a bare spot on the wall. You will, of course, <span class="lewd">need to be naked</span>. I'll still pay you, but it'll be lessened to compensate for the photo." <br><br> <<if $photo.model is 1>> <<He>> taps <<his>> chin. "I normally don't like doing two shoots in the same week, but I'll make an exception here." <br><br> <</if>> <<if ["exhibitionism","model"].includes($pubfame.target) and $pubfame.goal.includes("Lower")>> Modelling to lower your <<fameProse $pubfame.target>> fame sounds counterintuitive, but you're sure 'Mickey' will decrease your image more than this would increase it. <br><br> <</if>> <<link [[Accept (3:00)|Photo Model]]>><<set $photo.model to 1>><<set $photo.pubfame to true>><</link>><<exhibitionist1>> <br> <<link [[Refuse|Photo Examine Refuse]]>><</link>><<effects>> "It's either that or payment," Niki says, shrugging. <<He>> swivels back to <<his>> desk. <br><br> <<link [[Next|Photo]]>><<endevent>><</link>><<effects>><<set $location to "studio">> You approach the photography studio, a tall old building opposite the hospital. There's a short flight of steps leading up to the door. "Niki's photo studio. Models wanted." <br><br> <<getinicon>><<link [[Knock|Photo Intro]]>><</link>> <br> <<nightingaleicon>><<link [[Leave|Nightingale Street]]>><</link>> <br><<effects>><<set $location to "studio">> <<set $photo_known to 2>> <<set $photo to {}>> <<set $photo.refused to 0>> <<set $photo.audienceSize to 1>> <<set $photo.timesWithThisAudienceSize to 0>> <<npc Niki>><<person1>> You lift the heavy knocker, and let it fall against the door. You wait a minute, then reach to knock again. The door swings open first. A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> mouth. It's Niki. <br><br> <<if $speech_attitude is "meek">> "A-are you looking for models?" you ask. <<elseif $speech_attitude is "bratty">> "You're looking for models," you say. "Got any work?" <<else>> "I'm looking for work," you say. <</if>> <br><br> Niki opens the door the rest of the way. "Come in." <br><br> <<set $nikiSeen.pushUnique("photo")>> <<link [[Enter|Photo Intro 2]]>><</link>> <br><<effects>> You follow Niki into the more modern interior, past a flight of stairs, and into a room with a desk and computer. Niki sits behind it. Pictures of <<if $settings.maleVictimChance gte 100>> men <<elseif $settings.maleVictimChance lte 0>> women <<else>> men and women <</if>> cover the wall behind <<him>>, most of them suggestive, but all tasteful. <<He>> points at a chair behind you, and you take a seat. <br><br> "Studio's upstairs," <<he>> says, removing the white stick from <<his>> mouth and flicking it into a bin. "A photoshoot takes up to three hours. You get paid upfront. <<printmoney 45000>> per shoot." <<He>> gestures at the wall behind <<him>>. "This is the sort of thing we do." <br><br> <<He>> pulls a lollipop from <<his>> pocket, and sticks it in <<his>> mouth. "One shoot a week. What do you think?" <br><br> <<link [[Accept|Photo Accept]]>><<npcincr Niki love 1>><</link>><<glove>> <br> <<link [[Refuse|Photo Refuse]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "O-okay," you say. "I need the money." <<elseif $speech_attitude is "bratty">> "Sounds good," you say. "I could use the money." <<else>> "Okay," you say. "I do need the money." <</if>> <br><br> Niki nods. "Let me know when you're ready to start." <br><br> <<link [[Next|Photo]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I don't like people looking," you say. "Sorry." <<elseif $speech_attitude is "bratty">> "I don't like the thought of old pervs looking at me," you say. <<else>> "I don't think that's for me," you say. "Sorry." <</if>> <br><br> Niki nods. "You know where I am if you change your mind." <br><br> <<link [[Next|Nightingale Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "studio">><<effects>> <<if $photo.niki_event is undefined and C.npc.Niki.love gte 10 and $brothelintro gte 1>> <<set $photo.niki_event to 1>> <<npc Briar>><<person1>> <<if $pronoun is "m">> A <<personsimple>> in a revealing blue suit brushes past you on the way in. <<else>> A <<personsimple>> in a revealing red gown brushes past you on the way in. <</if>> It's Briar. <br><br> "Not surprised to see you here," <<he>> says, leaning against the door frame to regard you. Niki looks up from <<nnpc_his "Niki">> desk, wearing a frown. Briar laughs. "Don't you worry. See you next week." <br><br> Briar continues on <<his>> way. <br><br> <<link [[Next|Photo]]>><<endevent>><</link>> <br> <<else>> <<npc Niki>><<person1>> You are in the photo studio on Nightingale Street. Niki sits behind a desk, staring at a computer screen. Pictures of <<if $settings.maleVictimChance gte 100>> men <<elseif $settings.maleVictimChance lte 0>> women <<else>> men and women <</if>> cover the wall behind <<him>>, most of them suggestive, but all tasteful. <<if $fame.model gte 100 and $fame.model lt 400>> <br> <span class="purple">There is even a small one of you.</span> <<elseif $fame.model gte 400 and $fame.model lt 1000>> <br> <span class="lblue">You even see a good one of yours.</span> <<elseif $fame.model gte 1000 and $trauma gte (($traumamax / 10) * 7) and $daily.photo is true>> <br> <span class="red">A full-size picture of you hangs front and centre. Empty eyes and a blank face stare back at you.</span> <<elseif $fame.model gte 1000 and $trauma gte (($traumamax / 10) * 7)>> <br> <span class="red">A full-size picture of you hangs front and centre. Empty eyes and a blank face stare back at you.</span> <<stress 3>><<gstress>> <<if $daily.photo is undefined>> <<set $daily.photo to true>> <</if>> <<elseif $fame.model gte 1000 and $daily.photo is true>> <<if $rng gte 21>> <<rngWraith>> <<if _wraithEvent>> <span class="wraith">A full-size picture of a pale figure hangs front and centre, smiling at you.</span> <<trauma 6>><<gtrauma>> <<else>> <br> <span class="green">A full-size picture of you hangs front and centre, smiling back at you.</span> <</if>> <<else>> <br> <span class="green">A full-size picture of you hangs front and centre, smiling back at you.</span> <</if>> <<elseif $fame.model gte 1000>> <br> <span class="green">A full-size picture of you hangs front and centre, smiling back at you.</span> <<stress -3>><<lstress>> <<trauma -3>><<ltrauma>> <<if $daily.photo is undefined>> <<set $daily.photo to true>> <</if>> <</if>> <br><br> <<if $stress gte $stressmax and isPregnancyEnding()>> <<pregnancyPassout "photo">> <<else>> <<if isPubfameTaskAccepted("niki")>> <<if $pubfame.niki.examined>> Mickey's contact's photo is on the wall. <br> <<ind>><<link [[Steal|Photo Examine Steal]]>><<loadNPC 1 "pubfame_model">><</link>> <br> <<socialiseicon "ask">><<link [[Ask to have it|Photo Examine Ask]]>><<loadNPC 1 "pubfame_model">><</link>> <<else>> Mickey's contact should be somewhere on the wall of photos. <br> <<investigateicon>><<link [[Examine (0:05)|Photo Examine]]>><<pass 5>><<set $pubfame.niki.examined to true>><</link>> <</if>> <br><br> <</if>> <<if $photo.shoot is 1>> <span class="blue">You've already worked as a model this week.</span> <br> <<else>> <<ind>><<link [[Model (Up to 3:00)|Photo Model]]>><<set $photo.shoot to 1>><</link>><<exhibitionist1>> <br> <</if>> /* <<link [[Ask for other work|Photo Ask]]>><</link>> <br> <<if $photo.silly is "done">> <<link [[Get paid for the silly outfit job|Photo Street Paid]]>><<set $photo.silly to "paid">><</link>> <br> <</if>> */ <<nightingaleicon>><<link [[Leave|Nightingale Street]]>><<endevent>><</link>> <br> <<set $nikiSeen.pushUnique("photo")>> <</if>> <</if>><<effects>> Niki nods, and stares at <<his>> screen a moment longer. <br><br> <<if !$photo.silly>> <<set _work_available to true>> "Business owner needs someone to stand outside their shop in a silly outfit. Not glamorous, but it pays <<printmoney 10000>>. Everyone starts somewhere." <br><br> <</if>> <<if !_work_available>> <<if fameTotal() lt 3000>> <<He>> shakes <<his>> head. "Nothing for you," <<he>> says. <span class="purple">"Maybe if you were known better."</span> <<else>> <<He>> shakes <<his>> head. "Nothing," <<he>> says. "Come back next week." <</if>> <br><br> <<else>> "Jobs takes a few hours." <br><br> <</if>> <<if !$photo.silly>> <<link [[Accept silly outfit job|Photo Silly]]>><<set $photo.silly to "accepted">><</link>> <br> <</if>> <<link [[Leave|Nightingale Street]]>><<endevent>><</link>> <br><<effects>> Niki throws you a small bundle of notes. You make <<moneyGain 100>>. <br><br> <<link [[Ask for work|Photo Ask]]>><</link>> <br> <<link [[Leave|Nightingale Street]]>><<endevent>><</link>> <br><<effects>> Niki nods. "Shop's on High Street." <<He>> hands you the business card with the address. "Come back after for your pay." <br><br> <<link [[Ask for work|Photo Ask]]>><</link>> <br> <<link [[Leave|Nightingale Street]]>><<endevent>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<if $photo_known is undefined>> <<set $photo_known to 1>> <</if>> <<npc Niki>><<person1>>You approach the address given by Sam. It's an old building opposite the hospital. You're lifting your hand to knock when the door swings open. A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> mouth. <<He>> stares at you, waiting. <br><br> <<if !$nikiSeen.length>> <<if $speech_attitude is "meek">> "I-I'm looking for a photographer," you say. "Sam said they were here." <<elseif $speech_attitude is "bratty">> "Sam sent me," you say. "I'm the star." <<else>> "Sam sent me," you say. "From the Ocean Breeze." <</if>> <br><br> The <<nnpc_gender "Niki">> regards you for a moment longer, then holds out <<his>> hand. "Name's Niki," <<he>> says. "Studio's ready." <<He>> removes the stick from <<his>> mouth and flicks it onto the street. <br><br> <<elseif $nikiSeen.includes("farm")>> You recognise <<him>>. It's Niki, the photographer from the farm. You freeze on the spot. Niki stares at you, then removes the stick from <<his>> mouth and flicks it onto the street. "Studio's ready." <<He>> pauses. "I'm glad you're okay." <br><br> <<else>> It's Niki, the photographer. <<He>> regards you. "Thought the description sounded familiar." <<He>> removes the stick from <<his>> mouth and flicks it onto the street. "Studio's ready." <br><br> <</if>> <<set $nikiSeen.pushUnique("chef")>> <<link [[Next|Photography Chef 2]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> The interior is more modern. You follow Niki up a flight of stairs, and enter a large room dominated by a white screen. Several lights and a single camera wait. <br><br> <<if $photo_known is 1>> "You done this before?" Niki asks, fiddling with the camera. <<He>> has another white stick in <<his>> mouth. You shake your head. <<He>> nods without looking at you. "Clothes are over there. Should be done in a few hours." <<else>> "Were you told the details?" Niki asks, fiddling with the camera. <<He>> has another white stick in <<his>> mouth. You shake your head. <<He>> nods without looking at you. "Clothes are over there. Should be done in a few hours." <</if>> <br><br> You walk behind a screen, and find a chef's apron and hat. You put them on.<<headundress "photo">><<upperundress "photo">><<lowerundress "photo">><<headwear 9 purple white>><<upperwear 186 white purple>><<lowerwear 88 white>> <br><br> <<link [[Next|Photography Chef 3]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> You stand in front of the camera. Niki strokes <<his>> <<if $pronoun is "m">>stubble<<else>>chin<</if>>. "Good," <<he>> says. "Sam gave me a list of requirements. Poses and the like." <<He>> removes the stick from <<his>> mouth, and replaces it with a lollipop from <<his>> pocket. <br><br> <<He>> only talks to give instructions, or advice. <br><br> <<link [[Do your best to follow them|Photography Chef 4]]>><<set $phase to 0>><<sub 1>><<npcincr Niki love 1>><</link>> <br> <<link [[Add your own flair|Photography Chef 4]]>><<set $phase to 1>><<def 1>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<pass 60>> <<if $phase is 0>> You follow Niki's instructions to the letter. <<else>> You take Niki's instructions as a guideline, and do your own thing when the urge strikes you. Niki seems neither impressed nor bothered. <</if>> "Props," <<he>> says into <<his>> phone after an hour. "I'll be back shortly," <<he>> says. "The cream is stored separately. Regulations. My people will arrive soon with the rest." <<He>> leaves the room, leaving you stood alone in front of the screen. <br><br> <<endevent>> <<link [[Next|Photography Chef 5]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<person1>>The door barges open, and a <<person>> enters, carrying a small oven. <<Hes>> followed by five others, each carrying armfuls of kitchen utensils. <br><br> "Make way, <<girl>>," the <<person>> says, glancing at you. "We got a kitchen to set up." <br><br> You watch as they prepare the props in front of the white screen. You catch them glancing at you when they think you're not looking. <br><br> <<link [[Tease|Photography Chef Tease]]>><</link>><<exhibitionist1>> <br> <<link [[Wait|Photography Chef Wait]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> You walk over. The <<person1>><<person>> holds an arm out. "Don't get in the way, <<girl>>," <<he>> says. <br><br> "But I want to see," you say, ignoring <<him>>. You approach the oven, and bend over to look inside. "I said—" the <<person>> begins, but <<he>> cuts off when you start wiggling your <<bottom>>. The others stop working. You can feel their eyes on you. <<exhibitionism1>><<fameexhibitionism 6>> <<if hasSexStat("promiscuity", 4)>> <span class="lewd">An idea strikes you.</span> <br><br> <<link [[Ask for their cream|Photography Chef Cream]]>><</link>><<promiscuous4>> <br> <</if>> <<link [[Leave them to work|Photography Chef Leave]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> You turn to them, and lean back against the oven. "Niki's getting the cream," you say. "But I don't want to wait. How about you lend a hand?" <br><br> The <<person>> looks bemused. "We're busy here, <<girl>>. We don't have time to go fetch—" You interrupt <<him>> by reaching out, and pressing a finger against <<his>> lips. <br><br> "You have all the cream you need right here," you say. <<if $pronoun is "f" and $settings.breastFeedingEnabled>> You grab the <<persons>> top, and tug it down. <<His>> breasts tumble out. <<He>> gapes at you, <<his>> expression a mixture of outrage and shock. But <<he>> doesn't try to cover. The others burst into laughter. <br><br> You grasp the <<persons>> breasts, and rub <<his>> nipples. <<He>> doesn't stop you. <<His>> expression softens as you work. <<His>> eyes close. <br><br> You continue to massage, until milk leaks from <<his>> buds. "Perfect," you say, grabbing a nearby pot. You hold it under <<his>> breasts with one hand, while continuing to massage with the other. The others watch in awe. You continue until the flow is reduced to a dribble. <<else>> <<if $NPCList[0].penis isnot "none">> You grab the <<persons>> trousers, and tug them down. <<His>> penis tumbles out. <<He>> gapes at you, <<his>> expression a mixture of outrage and shock. But <<he>> doesn't try to cover. The others burst into laughter. <br><br> You grasp <<his>> penis, and begin to rub. <<He>> doesn't stop you. <<His>> expression softens as you work. <<His>> eyes close. <br><br> You continue to massage, until <<his>> body tenses. "Perfect," you say, quickly grabbing a nearby pot. You hold it under <<him>> with one hand, while continuing to rub with the other. <<He>> convulses, shooting hot ejaculate into the waiting pot. The others watch in awe. <<else>> You grab the <<persons>> trousers, and tug them down, revealing <<his>> pussy. <<He>> gapes at you, <<his>> expression a mixture of outrage and shock. But <<he>> doesn't try to cover. The others burst into laughter. <br><br> You grab <<his>> pussy, and begin to rub. <<He>> doesn't stop you. <<His>> expression softens as you work. <<His>> eyes close. <br><br> You continue to massage, until <<his>> body tenses. "Perfect," you say, quickly grabbing a nearby pot. You hold it under <<him>> with one hand, while continuing to rub with the other. <<He>> convulses, dripping lewd fluid into the waiting pot. The others watch in awe. <</if>> <</if>> <br><br> "Say moo," you whisper. <br><br> "M-moo," the <<person>> manages. <br><br> Satisfied, you turn to the others. "Next." <<promiscuity4>> <<link [[Next|Photography Chef Milk]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<pass 60>><<famesex 6 "pic">><<set $chef_picture to "lewd">> Some seem more eager to be "milked" than others, but they all line up for the service. When finished, you have a decent supply of "cream" in the pot. Enough to fill a ladle at least. <br><br> The door opens. Niki's back. The workers hurry to cover up, and pretend to be busy. "W-we're just finishing up," the <<person>> says. Niki doesn't even glance over. <br><br> <<endevent>> <<link [[Next|Photography Chef 6]]>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> You walk away from the stage. You watch them get back to work, their faces red. <br><br> <<link [[Next|Photography Chef Wait]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<pass 60>><<set $chef_picture to "normal">> You wait for the <<person>> and <<his>> colleagues to lay out the prop kitchen. Niki returns as they're finishing up. <br><br> <<endevent>> <<link [[Next|Photography Chef 6]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<npc Niki>><<person1>><<pass 60>> Niki has you pose holding various kitchen utensils. You smile for the camera, posing as instructed. You work for another hour, until Niki gives a satisfied sigh. <br><br> "Almost done," <<he>> says. "Just need the money shot. If you'll pardon the expression. You're going to get messy, so I left it for last." <br><br> <<He>> walks over, and places a pot of cream on the oven. <br><br> <<if hasSexStat("exhibitionism", 2) and $chef_picture is "lewd">> <span class="lewd">Another lewd idea strikes you.</span> <br><br> <<link [[Use the lewd fluid you collected|Photography Chef Lewd Cream]]>><<set $chef_picture to "lewd">><</link>><<exhibitionist2>> <br> <</if>> <<link [[Use normal cream|Photography Chef Normal Cream]]>><<set $chef_picture to "normal">><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<wearProp "ladle">> "I already have cream," you say, gesturing at the pot. "The others brought some." <br><br> Niki shrugs. "Fine by me." <<He>> walks back to the camera. "I'd like you to get a ladleful, look at the camera, and pour it over your chest. Pull a happy, but sheepish, expression. You're in the middle of a silly accident." <br><br> You add some regular cream to the lewd fluid to bulk it out, spoon out a ladle, smile at the camera, and pour it over your chest. Niki snaps more pictures. "Could you play with it a little?" <<he>> asks. You follow <<his>> instructions, getting the "cream" on your hands and face. <br><br> You end up on the floor, with the pot on your head, covered head-to-toe in sticky fluid. <<exhibitionism2>> <<drench "goo" 5 "outside">> <<link [[Next|Photography Chef 7]]>><<handheldon>><</link>><<set $outside to 0>><<set $location to "town">><<effects>> <<wearProp "ladle">> You open the cream as Niki returns to <<his>> position. "I'd like you to get a ladleful, look at the camera, and pour it over your chest. Pull a happy, but sheepish, expression. You're in the middle of a silly accident." <br><br> You spoon out a ladle of cream, smile at the camera, and pour it over your chest. Niki snaps more pictures. "Could you play with it a little?" <<he>> asks. You follow <<his>> instructions, getting the cream on your hands and face. <br><br> You end up on the floor, with the pot on your head, covered head-to-toe in sticky fluid. <br><br> <<drench "goo" 5 "outside">> <<link [[Next|Photography Chef 7]]>><<handheldon>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>><<headruined true>><<upperruined true>><<storeon "photo">> <<if $photo_known is 1>> "Done," Niki says, sticking another lollipop in <<his>> mouth. "It was a pleasure working with you. You have talent. <span class="gold">Drop by if you're looking for work.</span> Give Sam my regards." <<else>> "Done," Niki says, sticking another lollipop in <<his>> mouth. "It was a pleasure working with you. Give Sam my regards." <</if>> <br><br> <<if $chef_picture is "lewd">> You pass <<him>> on the way to the exit. <<He>> wrinkles <<his>> nose and frowns. <<else>> <<He>> hands you a towel on the way out, which you use to dry the worst of the cream.<<bodyliquid "outside" "goo" -3>> <</if>> <br><br> <<endevent>> <<famebusiness 100 "pic">> <<set $chef_state to 5>> <<link [[Walk out onto the street|Nightingale Street]]>><<set $eventskip to 1>><</link>> <br><<effects>> <span class="gold">"The name's Niki,"</span> <<he>> continues, stopping beside you. "I'm a photographer. Have you considered working as a model? Pays well, and you have the looks." <br><br> <<He>> removes the white stick from <<his>> mouth, and flicks it into the road. <span class="gold">"I run a studio on Nightingale Street,"</span> <<he>> continues. "Drop by sometime." <<He>> drives away. <br><br> <<endevent>> <<destinationeventend>><<effects>> You hasten your steps to escape the pervert. "Hold up," <<he>> says, speeding up to keep pace. "I'll be quick. <span class="gold">The name's Niki. I run a photography studio on Nightingale Street.</span> Drop by sometime if you need work." <br><br> You dart into an alley, leaving <<him>> to drive away. <br><br> <<endevent>> <<destinationeventend>><<effects>> <<if numberOfEarSlime()>> <<set $earSlime.knowsAboutPhotoShoot to true>> <</if>> You follow Niki up a flight of steps, into a large room dominated by a white screen. Several lights and a single camera wait. <br><br> <<set $photo.money to 450>> <<if $photo.pubfame>> <<set $photo.money /= 3>> <</if>> <<set $photo.time to 0>> "Clothes are over there," Niki says, pointing at a screen near the corner. <<if $worn.face.type.includes("mask")>> "I'd recommend removing the mask. Earning a reputation might open new opportunities for you." <</if>> <br><br> You find two outfits behind the screen. <<set _rng to random(1, 9)>> <<if _rng is 1>> There's a sundress, <<set $photo_upper_f_index to 1>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 2>> There's an evening gown, <<set $photo_upper_f_index to 7>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 3>> There's a ballgown, <<set $photo_upper_f_index to 9>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 4>> There's a kimono, <<set $photo_upper_f_index to 10>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 5>> There's a mini kimono, <<set $photo_upper_f_index to 11>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 6>> There's a gingham dress, <<set $photo_upper_f_index to 38>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 7>> There's a cheongsam, <<set $photo_upper_f_index to 46>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 8>> There's a short cheongsam dress, <<set $photo_upper_f_index to 47>> <<set $photo_lower_f_index to 0>> <<elseif _rng is 9>> There's a keyhole dress, <<set $photo_upper_f_index to 84>> <<set $photo_lower_f_index to 0>> <</if>> and a <<set _rng to random(1, 5)>> <<if _rng is 1>> tuxedo. <<set $photo_upper_m_index to 15>> <<set $photo_lower_m_index to 16>> <<elseif _rng is 2>> black leather jacket. <<set $photo_upper_m_index to 40>> <<set $photo_lower_m_index to 23>> <<set _colour to "black">> <<elseif _rng is 3>> brown leather jacket. <<set $photo_upper_m_index to 41>> <<set $photo_lower_m_index to 23>> <<set _colour to "brown">> <<elseif _rng is 4>> dress shirt. <<set $photo_upper_m_index to 37>> <<set $photo_lower_m_index to 23>> <<elseif _rng is 5>> karate outfit. <<set $photo_upper_m_index to 55>> <<set $photo_lower_m_index to 50>> <</if>> <br><br> There's also a pair of lace panties, and a pair of briefs. <<set $photo_under_f_index to 3>> <<set $photo_under_m_index to 4>> <<exhibitionism1>> <<set _colour to _colour || 0>> <<if $worn.face.type.includes("mask")>> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">> <span class="red">The ear slime refuses to allow you to wear a feminine outfit.</span> <<else>> <<link [[Keep mask on and wear the feminine outfit|Photo Model 2]]>> <<undressKeepSlot "photo" "face">> <<set $photo_upper_index to $photo_upper_f_index>> <<set $photo_lower_index to $photo_lower_f_index>> <<set $photo_under_index to $photo_under_f_index>> <<underlowerwear $photo_under_index>> <<lowerwear $photo_lower_index>> <<upperwear $photo_upper_index>> <</link>> <</if>> <br> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">> <span class="red">The ear slime refuses to allow you to wear a masculine outfit.</span> <<else>> <<link [[Keep mask on and wear the masculine outfit|Photo Model 2]]>> <<undressKeepSlot "photo" "face">> <<set $photo_upper_index to $photo_upper_m_index>> <<set $photo_lower_index to $photo_lower_m_index>> <<set $photo_under_index to $photo_under_m_index>> <<underlowerwear $photo_under_index>> <<lowerwear $photo_lower_index _colour>> <<upperwear $photo_upper_index _colour>> <</link>> <</if>> <br><br> <</if>> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "m">> <span class="red">The ear slime refuses to allow you to wear a feminine outfit.</span> <<else>> <<link [[Strip and wear the feminine outfit|Photo Model 2]]>> <<undress "photo">> <<set $photo_upper_index to $photo_upper_f_index>> <<set $photo_lower_index to $photo_lower_f_index>> <<set $photo_under_index to $photo_under_f_index>> <<underlowerwear $photo_under_index>> <<lowerwear $photo_lower_index>> <<upperwear $photo_upper_index>> <</link>> <</if>> <br> <<if $earSlime.forcedDressing and $earSlime.forcedDressing.type is "f">> <span class="red">The ear slime refuses to allow you to wear a masculine outfit.</span> <<else>> <<link [[Strip and wear the masculine outfit|Photo Model 2]]>> <<undress "photo">> <<set $photo_upper_index to $photo_upper_m_index>> <<set $photo_lower_index to $photo_lower_m_index>> <<set $photo_under_index to $photo_under_m_index>> <<underlowerwear $photo_under_index>> <<lowerwear $photo_lower_index _colour>> <<upperwear $photo_upper_index _colour>> <</link>> <</if>> <br><br><<effects>> <<endevent>> You put on the $worn.upper.name, and emerge from behind the screen. <<if random(1, 2) is 2 and $fame.model gte 100>> <!-- Audience generation --> <<set _maxAudience to Math.clamp(Math.floor($fame.model / 100), 0, 6)>> <!-- 1 for 100, 6 for 600 or higher, etc --> <<if $photo.audienceSize lt _maxAudience and $photo.timesWithThisAudienceSize gte 2>> <<set $photo.audienceSize += 1>> <<set $photo.timesWithThisAudienceSize to 0>> <</if>> <!-- Increase audience size if we've had the previous audience size AT LEAST twice (and we've enough fame) --> <<set $photo.timesWithThisAudienceSize += 1>> <!-- Increase the number of times we've had this audience size --> <<for _audienceGenIndex to 1; _audienceGenIndex lte $photo.audienceSize; _audienceGenIndex++>> <<generateNPC _audienceGenIndex>> <</for>> <!-- Generate the needed number of audience members, and texts for them --> <!-- Adding new lines is as simple as inputting it into the right group below. End your line with a , for better diffs handling --> <!-- Lines below will be picked from at random per audience encounter --> <<set _audienceText to [ [ "" /* audience size zero, no text */ ], [ /* Audience size 1 strings */ "There's a <<person1>><<person>> sat to one side of the studio. <<He>> grins at you.", "A <<person1>><<person>> sits to one side of the studio. <<His>> eyes latch on to you, and <<he>> smiles in a slightly creepy manner.", ], [ /* Audience size 2 strings */ "A <<person2>><<person>> and <<person1>><<person>> sit to one side of the studio, chatting. They stop and look at you, their eyes flicking over your body.", "A <<person2>><<person>> and <<person1>><<person>> sit to one side of the studio, chatting as they watch you. The <<person>> leers a little.", ], [ /* Audience size 3 strings */ "<<EnumeratedGroup>> sit to one side, watching you. The <<person1>><<person>> sitting in the middle grins.", "<<EnumeratedGroup>> sit to one side, watching you. One, a <<person1>><<person>>, openly leers.", ], [ /* Audience size 4 strings */ "<<EnumeratedGroup>> sit to one side, watching you. One, a <<person1>><<person>>, combs <<his>> hair while staring at your <<bottom>>.", "<<EnumeratedGroup>> sit to one side, watching you. One of them, a <<person1>><<person>>, sips from a glass of wine.", ], [ /* Audience size 5 strings */ "<<EnumeratedGroup>> sit to one side, chatting. One of them, a <<person1>><<person>>, watches you without breaking conversation.", "<<EnumeratedGroup>> sit to one side, chatting. One of them, a <<person1>><<person>>, ignores <<his>> neighbours and stares at you.", ], [ /* Audience size 6 strings */ "<<EnumeratedGroup>> sit to one side, watching you. One of them, a <<person1>><<person>>, chats with the <<person2>><<person>> beside <<person1>><<him>>, but watches you all the while.", "<<EnumeratedGroup>> sit to one side, watching you. One of them, a <<person1>><<person>>, licks <<his>> lips.", ], ].select($photo.audienceSize).random()>> <<print _audienceText>> <<if $photo.audienceSize is 1 and $photo.timesWithThisAudienceSize is 1>> <!-- First time we've seen an audience --> <br><br> Niki looks up from adjusting the tripod camera. "Photoshoots are sometimes observed by others in the industry," <<nnpc_he "Niki">> says. "It's normal. You get an extra <<printmoney 5000>> per person. There'll be more interest as you become better known." <</if>> <br><br> <<link [[Continue with audience|Photo Model 3]]>><<set $photo.money += ( 50 * $photo.audienceSize )>><</link>> <br> <<link [[Refuse an audience|Photo Model Refuse]]>><<npcincr Niki love -1>><</link>><<llove "Niki">> <br> <<else>> You find Niki adjusting a tripod camera. "Almost ready." <<nnpc_He "Niki">> glances at your outfit. "There." <<nnpc_He "Niki">> steps away from the tripod, and lifts another camera from a table. <br><br> <<nnpc_He "Niki">> readies the camera, and asks you to pose. <br><br> <<link [[Follow instruction|Photo Model 3]]>><<set $phase to 0>><</link>> <br> <<link [[Add your own flair|Photo Model 3]]>><<set $phase to 1>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "But I won't do this with an audience." <<elseif $speech_attitude is "bratty">> "I don't trust this," you say. "I'm not playing along." <<else>> "I'm not comfortable with an audience," you say. <</if>> <br><br> <<if $enemyno gte 2>> Niki nods, and points at the door. No one complains as they traipse out. <<else>> Niki nods, and points at the door. The <<person>> complains, but doesn't argue as <<he>> traipses out. <</if>> <br><br> <<link [[Next|Photo Model 3]]>><<endevent>><</link>> <br><<effects>> <<set $photo.time += 30>> <<if $phase is 0>> You follow Niki's instructions to the letter. <<elseif $phase is 1>> You take Niki's instructions as a guideline, and do your own thing when the urge strikes you. Niki seems neither impressed nor bothered. <<else>> Niki gives you instructions. <</if>> <<nnpc_He "Niki">> circles you as you hold each pose, sometimes crouching, snapping pictures from different angles. <br><br> Many of the shots seem awfully focused on your <<bottom>>. <br><br> <<link [[Remain professional|Photo Model 4]]>><<set $phase to 0>><</link>> <br> <<link [[Complain|Photo Model 4]]>><<def 1>><<set $phase to 1>><</link>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Flaunt|Photo Model 4]]>><<set $phase to 2>><</link>><<exhibitionist2>> <</if>> <br><<effects>> <<set $photo.time += 30>> <<if $phase is 0>> You endure it. This is just something you'll have to put up with. Niki continues snapping away. <br><br> <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "P-please," you say. "Not so lewd." <<elseif $speech_attitude is "bratty">> "I'm modelling these clothes," you say. "Not my ass." <<else>> "I'm not comfortable with shots like that," you say. <</if>> <br><br> Niki doesn't respond, but doesn't take a close up picture of your <<bottom>> again. <br><br> <<elseif $phase is 2>> You stick your <<bottom>> out. Niki takes it in stride, and snaps away. <<exhibitionism2>> <</if>> <<if $photo.evidence gte 1 and $photo.refused gte 1 and $enemyno gte 1>> "Almost done," <<he>> says. "Need something from my office. I'll be right back." <<nnpc_He "Niki">> leaves the room, taking the smaller camera with <<nnpc_him "Niki">>, but leaving the tripod. <br><br> <<link [[Next|Photo Model Blackmail]]>><</link>> <br> <<else>> It's tiring work. Niki brings out a stool at one point, but holding the strange poses as you "sit" on it provides little relief. <br><br> <<link [[Next|Photo Model 5]]>><</link>> <br> <</if>><<effects>> With Niki gone, the <<person>> walks to the tripod camera, and fishes <<his>> phone from <<his>> pocket. "What do we have here?" <<he>> says, plugging one end of a cable into the camera, and the other into <<his>> phone. <br><br> <<link [[Protest|Photo Model Blackmail 2]]>><<def 1>><<set $phase to 1>><</link>> <br> <<link [[Remain silent|Photo Model Blackmail 2]]>><<set $phase to 0>><</link>> <br><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "I-I don't think you're supposed to touch that," you say. <<elseif $speech_attitude is "bratty">> "Get your mitts off," you say. <<else>> "You're not meant to touch that," you say. <</if>> <br><br> "Can't blame a <<personsimple>> for being curious," <<he>> replies. <<else>> You remain silent as the <<person>> continues. "What do we have here," <<he>> says. <</if>> <<if $photo.evidence is 2>> A grin lights up <<his>> face. <span class="pink">"There's a clip here, of this slut getting gangbanged!"</span> <<elseif $photo.evidence is 1>> A grin lights up <<his>> face. <span class="purple">"There's an interesting clip here. The screen falls while you're getting changed!"</span> <</if>> <br><br> <<if $enemyno gte 3>> The rest of the audience joins <<him>>, crowding to peer over <<his>> shoulder. <<elseif $enemyno is 2>> The other member of the audience, a <<person2>><<person>>, rushes over. "Let me see." <</if>> <br><br> The <<person>> looks up at you. "I know your type. Such a tease. Well, here's what's gonna happen. <span class="purple">You're gonna do whatever Niki asks of you.</span> <span class="pink">If you don't, I'm uploading this footage.</span> You go to the nearby school right? I'll post it where your friends will be sure to see it. Got it?" <br><br> <<if $enemyno is 6>> You could try to stop <<him>>, but <<he>> has five people helping. <<elseif $enemyno is 5>> You could try to stop <<him>>, but <<he>> has four people helping. <<elseif $enemyno is 4>> You could try to stop <<him>>, but <<he>> has three people helping. <<elseif $enemyno is 3>> You could try to stop <<him>>, but <<he>> has two people helping. <<elseif $enemyno is 2>> You could try to stop <<him>>, but <<he>> has help. <<else>> You could try to stop <<him>>. <</if>> <br><br> <<link [[Nod|Photo Model Blackmail 3]]>><<def 1>><<set $phase to 0>><</link>> <br> <<link [[Plead|Photo Model Blackmail 3]]>><<sub 1>><<set $phase to 1>><</link>> <br> <<link [[Remain silent|Photo Model Blackmail 3]]>><<set $phase to 2>><</link>> <br> <<link [[Fight|Photo Model Blackmail Attack]]>><<set $phase to 2>><<def 1>><</link>> <br><<effects>> You rush at the <<person>>, and whack the phone out of <<his>> hand. <<He>> rolls up <<his>> sleeves. <br><br> <<link [[Next|Photo Model Blackmail Fight]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Photo Model Blackmail Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Photo Model Blackmail Fight]]>><</link>></span><<nexttext>> <</if>><<effects>><<person1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> <<tearful>> you snatch the phone while they're distracted. You delete the footage just as Niki returns. <<nnpc_He "Niki">> observes the scene, the <<if $enemyno gte 2>> <<people>> <<else>> <<person>> <</if>> lying on the ground beside the fallen camera. <br><br> <<clotheson>> <<endcombat>> <<wearProp "phone" 0 "mobile">> "Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule." <br><br> You hand the <<person>> <<his>> phone as <<he>> passes, <<if $speech_attitude is "meek">> though you can't make eye contact. <<else>> and resist sticking out your tongue. <</if>> <br><br> <<elseif $enemyhealth lte 0>> <<tearful>> you snatch the phone from the <<persons>> grasp. You delete the footage just as Niki returns. <<nnpc_He "Niki">> observes the scene, the <<if $enemyno gte 2>> <<people>> <<else>> <<person>> <</if>> lying on the ground beside the fallen camera. <br><br> "Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule." <br><br> You hand the <<person>> <<his>> phone as <<he>> passes, <<if $speech_attitude is "meek">> though you can't make eye contact. <<else>> and resist sticking out your tongue. <</if>> <br><br> <<clotheson>> <<endcombat>> <<wearProp "phone" 0 "mobile">> <<elseif $rescue is 1 and $alarm is 1>> The door swings open, and Niki steps in. The <<person>> backs away from you, but keeps hold of <<his>> phone. <<nnpc_He "Niki">> observes the scene, and the fallen camera. <br><br> "Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule." <br><br> The <<person>> does as asked, <span class="pink">but <<he>> still has the footage.</span> <<photo_evidence_upload>> <br><br> <<clotheson>> <<endcombat>> <<else>> You fall to the ground, too hurt to continue fighting. The <<person>> stands over you, holding the phone. <<photo_evidence_upload>> <br><br> Niki returns, and observes you lying on the floor beside the camera. "Out," <<nnpc_he "Niki">> says to the <<person>>. "No disrupting the shoot. That was the only rule." <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Photo Model Blackmail Fight End]]>><<handheldon>><</link>> <br> <<set $photo.blackmail to 0>><<effects>> "I'm sorry," Niki says, helping you to your feet. <<if $exposed gte 1>> <<nnpc_He "Niki">> observes your state of dress, and averts <<nnpc_his "Niki">> eyes. "We have spare. If you want to continue with the shoot. No pressure." <<else>> "We can continue the shoot, or not. No pressure." <</if>> <br><br> <<link [[Continue|Photo Model Continue]]>><</link>> <br> <<link [[Stop|Photo Model Stop]]>><</link>> <br><<effects>> <<underlowerwear $photo_under_index>> <<lowerwear $photo_lower_index>> <<upperwear $photo_upper_index>> You get dressed behind the screen, and emerge to find the camera righted, and Niki ready. <br><br> <<link [[Next|Photo Model 5]]>><</link>> <br><<effects>> <<famemodel 20 "pic">> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<storeon "photo">> You get dressed behind the screen, and emerge to find Niki counting out your cash. You make <<moneyGain $photo.money>>. <br><br> "You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week." <<if $phase is 2>><<nnpc_he "Niki">> pauses. "I'm sorry, again, about what happened."<</if>> <br><br> <<if $photo.pubfame>> <span class="red">"I can't give you the photo,"</span> <<he>> adds. "I wish I could, but I don't have anything to replace it with. Come back next week, and we'll see what we can do." <br><br> <</if>> Money in hand, you leave the studio. <br><br> <<link [[Next|Nightingale Street]]>><<photo_end>><</link>> <br><<effects>> <<set $photo.blackmail to $photo.evidence>> <<if $phase is 2>> You remain silent. The <<person>> opens <<his>> mouth, but is interrupted by a bang outside. <<elseif $phase is 1>> <<if $speech_attitude is "meek">> "P-please don't," you say. <<elseif $speech_attitude is "bratty">> "Don't do this," you say. <<else>> "Please don't," you say. <</if>> <br><br> The <<person>> snorts a dismissive laugh, but is interrupted by a bang outside. <<else>> You nod. The <<person>> opens <<his>> mouth, but is interrupted by a bang outside. <</if>> <<He>> hastens back to <<his>> chair, phone in hand. <br><br> Niki returns, carrying a stool ahead of <<nnpc_him "Niki">>. You use it as a prop, sitting in awkward poses, as the <<persons>> words weigh on your mind. <br><br> <<link [[Next|Photo Model 5]]>><</link>> <br><<effects>> <<if $photo.pubfame>> "There's more to go," Niki says. <<nnpc_He "Niki">> adjusts the lighting. "We'll lead into some topless shots next." <<else>> "Almost done," Niki says at last. <<nnpc_He "Niki">> adjusts the lighting. "Some topless shots would be good. I'd double your fee. So it'd be <span class="gold">£<<print $photo.money * 2>></span>." <</if>> <br><br> <<set $photo.time += 30>> <<if $enemyno gte 2>> <<if $photo.blackmail gte 1>> <span class="pink">The seated <<person>> leans forward in <<his>> chair, holding <<his>> phone and looking you right in the eyes.</span> <<else>> The seated <<person>> leans forward in <<his>> chair, and the <<person2>><<person>> licks <<his>> lips.<<person1>> <</if>> <br><br> <<elseif $enemyno is 1>> <<if $photo.blackmail gte 1>> <span class="pink">The seated <<person>> leans forward in <<his>> chair, holding <<his>> phone and looking you right in the eyes.</span> <<else>> The seated <<person>> leans forward in <<his>> chair. <</if>> <br><br> <</if>> <<link [[Refuse|Photo Model Topless Refuse]]>><<upperruined true>><<lowerruined true>><<underlowerruined true>><<set $photo.refused += 1>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Accept|Photo Model Topless]]>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<elseif $uncomfortable.prostituting is false>> <<link [[Accept|Photo Model Topless]]>><<set $desperateaction to 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<elseif $photo.blackmail gte 1>> <<link [[Accept|Photo Model Topless]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>><<glove "Niki">> <<elseif $photo.pubfame>> <<link [[Accept|Photo Model Topless]]>><<set $desperateaction to "you need the photo">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<elseif $earSlime.event.includes("fully expose yourself while working as a model in town")>> <<link [[Accept|Photo Model Topless]]>><<upperruined true>><<set $desperateaction to "you need to expose yourself">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<else>> <<insufficientStat "custom" "to do that" "blue" "exhibitionistic or desperate">> <</if>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "I'm not comfortable with that." <<elseif $speech_attitude is "bratty">> "Not interested," you say. <<else>> "I'm not comfortable with that," you say. <</if>> <<if $enemyno gte 1 and $photo.blackmail gte 1>> The <<person>> shakes <<his>> head. <<photo_evidence_upload>> <</if>> <<if $earSlime.event.includes("fully expose yourself while working as a model in town")>> <<set $earSlime.event to "">> <span class="red">The slime in your ear punishes you for failing to complete your task.</span> <<ggpain>><<ggtrauma>><<ggstress>><<pain 16>><<stress 12>><<trauma 12>> <<if hasSexStat("exhibitionism", 5) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> <</if>> <br><br> <<if $photo.refused gte 2>> Niki nods, and wraps up the photoshoot without another word. <br><br> <<set $photo.refused to 0>> <<exposure>> <<set $photo.evidence to 1>> You step behind the <<if $worn.upper.name isnot "naked">> screen, and remove the $worn.upper.name. <<else>> screen. <</if>> Before you can dress however, <span class="purple">you hear a creak,</span> and the screen collapses, <span class="pink">exposing you to the room.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<if $enemyno gte 2>> A cheer goes up from the still-seated audience. The light on the tripod camera is still green. <<covered>> <<elseif $enemyno gte 1>> The still-seated <<person>> cheers. The light on the tripod camera is still green. <<covered>> <<else>> The light on the tripod camera is still green. <<covered>> <</if>> <br><br> Niki covers <<nnpc_his "Niki">> eyes and rushes over. <<nnpc_He "Niki">> lifts the fallen screen, separating you from the rest of the room once more. <<nnpc_He "Niki">> apologises from the other side. <br><br> <<link [[Next|Photo Model Topless End]]>><</link>> <br> <<else>> Niki nods, and wraps up the photoshoot without another word. <br><br> <<famemodel 20 "pic">> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<storeon "photo">> You get dressed behind the screen, and emerge to find Niki counting out your cash. You make <<moneyGain $photo.money>>. <br><br> <<if $photo.pubfame>> "You did well," <<nnpc_he "Niki">> says. "<span class="red">I can't give you the photo.</span> But come back next week, and we'll see if you're up for it then." <<else>> "You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week." <</if>> <br><br> Money in hand, you leave the studio. <br><br> <<link [[Next|Nightingale Street]]>><<photo_end>><</link>> <br> <</if>><<effects>> <<famemodel 20 "pic">> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<storeon "photo">> You're still blushing when you emerge, now dressed, to find Niki counting out your cash. <<if $enemyno gte 2>> The audience leers at you, but you do your best to ignore them. <<elseif $enemyno is 1>> The <<person>> leers at you, but you do your best to ignore <<him>>. <</if>> You make <<moneyGain $photo.money>>. <br><br> <<if $photo.pubfame>> <<if $phase is 1>> "You did well," <<nnpc_he "Niki">> says. "Here's the rest of our deal." <<nnpc_He "Niki">> hands you the photograph, already removed from the frame. "I'll replace it with one of yours once it's printed out. I'd like to do another shoot next week, if you're willing." <br><br> <<pubfameComplete "niki" 0 true>> <<else>> "You did well," <<nnpc_he "Niki">> says. "<span class="red">I can't give you the photo.</span> But come back next week, and we'll see if you're up for it then." <</if>> <<else>> "You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week." <</if>> <br><br> Money in hand, you leave the studio. <br><br> <<link [[Next|Nightingale Street]]>><<photo_end>><</link>> <br><<effects>> <<set $photo.time += 30>> <<set $photo.money *= 2>> <<famemodel 10 vid>> <<fameexhibitionism 10 vid>> <<npcincr Niki love 1>> <<if setup.clothes.upper[clothesIndex('upper', $worn.upper)].strap is 1>> <<flaunting>> you untie the strap behind your neck. The fabric covering your chest falls, freeing your <<breasts>>. <<elseif $worn.upper.set is $worn.lower.set>> <<flaunting>> you pull down your $worn.upper.name, freeing your <<breasts>>. <<else>> <<flaunting>> you pull off your $worn.upper.name, freeing your <<breasts>>. <</if>> <<upperruined true>> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<if $phase is 1>> <br><br> <<else>> <<exhibitionism4>> <</if>> <<if $enemyno gte 2>> The audience watches as you strike another pose, now with your chest bare. <<elseif $enemyno gte 1>> The <<person>> watches as you strike another pose, now with your chest bare. <<else>> You strike another pose, now with your chest bare. <</if>> Niki takes more pictures, focusing your chest and face. <<nnpc_He "Niki">> remains entirely professional. You feel your cheeks flush. <<incgbreastinsecurity>> <br><br> <<link [[Next|Photo Model Topless 2]]>><</link>> <br><<effects>> <<if $photo.pubfame>> "Next are the underwear shots," <<nnpc_he "Niki">> says. <<nnpc_He "Niki">> glances at you. "Don't feel forced. If you want to stop, we'll stop." <<else>> Niki pauses. "We could wrap it up here," <<nnpc_he "Niki">> says. "But if you're down for shots in your underwear, I'll throw in another <<printmoney 40000>>. Just another half hour." <</if>> <br><br> <<if $enemyno gte 2>> <<if $photo.blackmail gte 1>> <span class="pink">The seated <<person>> still stares at you, holding <<his>> phone, <<his>> thumb ready to upload the evidence.</span> <<else>> The seated <<person>> leans forward in <<his>> chair, and the <<person2>><<person>> licks <<his>> lips.<<person1>> <</if>> <br><br> <<elseif $enemyno is 1>> <<if $photo.blackmail gte 1>> <span class="pink">The seated <<person>> still stares at you, holding <<his>> phone, <<his>> thumb ready to upload the evidence.</span> <<else>> The seated <<person>> leans forward in <<his>> chair. <</if>> <br><br> <</if>> <<link [[Refuse|Photo Model Topless Refuse]]>><<lowerruined true>><<underlowerruined true>><<set $photo.refused += 1>><</link>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Accept|Photo Model Undies]]>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<elseif $uncomfortable.prostituting is false>> <<link [[Accept|Photo Model Undies]]>><<set $desperateaction to 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<elseif $photo.blackmail gte 1>> <<link [[Accept|Photo Model Undies]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>><<glove "Niki">> <<elseif $photo.pubfame>> <<link [[Accept|Photo Model Undies]]>><<set $desperateaction to "you need the photo">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<elseif $earSlime.event.includes("fully expose yourself while working as a model in town")>> <<link [[Accept|Photo Model Undies]]>><<set $desperateaction to "you need to expose yourself">><<set $phase to 0>><</link>><<exhibitionist4>><<glove "Niki">> <<else>> <<insufficientStat "custom" "to do that" "blue" "exhibitionistic or desperate">> <</if>> <br><<effects>> <<set $photo.time += 30>> <<set $photo.money += 400>> <<famemodel 10 vid>> <<fameexhibitionism 10 vid>> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<npcincr Niki love 1>> You pull the $worn.lower.name down your legs. "Wait," Niki says. "Hold that pose." Niki takes several shots from various angles, then you pull the fabric the rest of the way, leaving you in just the $worn.under_lower.name. <<lowerruined true>> <<if $phase is 1>> <br><br> <<else>> <<exhibitionism4>> <</if>> Niki circles you, and asks you to arch your back with your hands between your thighs. Then to sit back on the stool with one leg crossed over the other. Then to lean against the stool with your <<bottom>> stuck out. <<if $enemyno gte 2>> The audience watches with barely-contained lust. <<elseif $enemyno gte 1>> The <<person>> watches with barely-contained lust. <</if>> <br><br> <<if $photo.evidence gte 1 and $photo.refused gte 1 and $enemyno gte 2>> <<set $photo.refused to 0>> "Almost done," <<he>> says. "Need something from my office. I'll be right back." <<nnpc_He "Niki">> leaves the room, taking the smaller camera with <<nnpc_him "Niki">>, but leaving the tripod. <br><br> <<link [[Next|Photo Model Assault]]>><</link>> <br> <<else>> <<link [[Next|Photo Model Undies 2]]>><</link>> <br> <</if>><<effects>> <<if $photo.pubfame>> Niki examines the footage. "Just a little bit left. If you can remove those $worn.under_lower.name, we'll be done here and you'll get your photo." <<else>> Niki examines the footage. "Could I tempt you to remove those $worn.under_lower.name?" <<nnpc_he "Niki">> asks without looking. "There'll be an extra <<printmoney 50000>> in it. Thirty more minutes." <</if>> <br><br> <<if $enemyno gte 2>> The members of the audience sit on the edge of their seats. <br><br> <<elseif $enemyno is 1>> The <<person>> sits on the edge of <<his>> seat. <br><br> <</if>> <<if $photo.blackmail is 1>> That doesn't sound any better than the evidence the <<person>> is using to blackmail you. <br><br> <<elseif $photo.blackmail is 2>> The <<person>>, sitting behind Niki, turns <<his>> phone to face you. <span class="pink">You look away from the footage.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <</if>> <<link [[Refuse|Photo Model Topless Refuse]]>><<underlowerruined true>><<set $photo.refused += 1>><</link>> <br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Accept|Photo Model Nude]]>><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">> <<elseif $uncomfortable.prostituting is false>> <<link [[Accept|Photo Model Nude]]>><<set $desperateaction to 1>><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">> <<elseif $photo.blackmail gte 1>> <<link [[Accept|Photo Model Nude]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>><<glove "Niki">> <<elseif $photo.pubfame>> <<link [[Accept|Photo Model Nude]]>><<set $desperateaction to "you need the photo">><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">> <<elseif $earSlime.event.includes("fully expose yourself while working as a model in town")>> <<link [[Accept|Photo Model Nude]]>><<set $desperateaction to "you need to expose yourself">><<set $phase to 0>><</link>><<exhibitionist5>><<glove "Niki">> <<else>> <<insufficientStat "custom" "to do that" "blue" "exhibitionistic or desperate">> <</if>> <br><<effects>> <<set $photo.time += 30>> <<set $photo.money += 500>> <<famemodel 10 vid>> <<fameexhibitionism 10 vid>> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> <<npcincr Niki love 1>> Niki's camera clicks and flashes as you peel your $worn.under_lower.name down your legs, exposing your <<genitals>>. You take your time, and stop to pose with the fabric around your ankles before kicking them away. <<if $enemyno gte 2>> The <<person>> starts to <<npcUndressText $NPCList[$index] "lower">>, but the <<person2>><<person>> sat beside catches <<person1>><<him>>, and nods at Niki's back. <<if $player.penisExist>> <<if $player.penissize gte 3>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<else>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <</if>> <</if>> <<elseif $enemyno is 1>> The <<person>> starts to <<npcUndressText $NPCList[$index] "lower">>, then catches <<himself>>, and throws a nervous glance at Niki's back. <<if $player.penisExist>> <<if $player.penissize gte 3>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<else>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <</if>> <</if>> <</if>> <<if $phase is 1>> <br><br> <<else>> <<exhibitionism5>> <</if>> <<if !$worn.face.type.includes("mask")>> <<set $photo.nude_footage to 1>> <</if>> <<underupperruined true>> <<underlowerruined true>> You turn to let Niki snap you from different angles. <<nnpc_He "Niki">> moves fast now. Sweat soon glistens on <<nnpc_his "Niki">> forehead, lit by the white lights above. <<if $earSlime.event.includes("fully expose yourself while working as a model in town")>> <<set $earSlime.event to "">> <span class="green">The slime in your ear is pleased that you completed its task of exposing yourself here.</span> <<pain -4>><<stress -6>><<trauma -12>><<lpain>><<lltrauma>><<lstress>> <</if>> <br><br> At last, Niki sighs and steps away. "Thank you," <<nnpc_he "Niki">> pants. "You can get dressed now." You walk behind the screen. <br><br> <<link [[Next|Photo Model Topless End]]>><<set $phase to 1>><</link>> <br><<effects>> Niki closes the thick door behind <<nnpc_him "Niki">>. <<if $enemyno gte 3>> The audience watches the door a moment, <span class="pink">then rise to their feet and walk towards you.</span> <<else>> The <<fullGroup>> watch the door a moment, <span class="pink">then rise to their feet and walk towards you.</span> <</if>> <br><br> "How's about we have a shoot of our own?" the <<person1>><<person>> says, stepping around you and leering at your body. <<covered>> <br> The <<person2>><<person>> examines the tripod camera up close. "It's on." <br> "So you gonna make this easy on yourself or what?" the <<person>> asks. <<He>> grasps your shoulders from behind, and runs <<his>> nose over your neck. <br><br> <<link [[Fight|Photo Model Assault Attack]]>><<def 1>><</link>> <br> <<link [[Threaten|Photo Model Assault Threaten]]>><<def 1>><</link>><<englishdifficulty 1 `500 * $enemyno`>> <br> <<link [[Plead|Photo Model Assault Plead]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Pl-please don't," you say. "I'm only here because I need the money." <<elseif $speech_attitude is "bratty">> "Get your mitts off," you say. "I'm getting paid to model, not to get groped." <<else>> "I'm here because I need the money," you say. "Please don't make this worse for me." <</if>> <br><br> "Oh, you'll get paid," the <<person>> says. "A vid of a <<girl>> as cute as you getting fucked will go viral." <br><br> <<link [[Next|Photo Model Blackmail Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "D-don't hurt me," you say. "Or Niki will be mad." <<elseif $speech_attitude is "bratty">> "I'll fuck you up," you say. "And Niki will join me." <<else>> "Niki won't be happy," you warn. <</if>> <br><br> <<if $englishSuccess>> The <<person>> glances at the door, <span class="green">then releases you.</span> "Niki won't always be around to protect you," <<he>> says, slapping your <<bottom>> and <<he>> returns to <<his>> seat. <br><br> Niki returns a few moments later, and walks to the tripod camera. <br><br> <<link [[Next|Photo Model Undies 2]]>><</link>> <br> <<else>> <span class="red">The <<person>> barks a laugh</span> <<if $enemyno gte 3>> as the others draw closer. <<else>> as the <<person2>><<person>> draws closer. <</if>> <br><br> <<link [[Next|Photo Model Blackmail Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You shake off the <<person>>, and throw a punch. <<He>> staggers away, and rolls up <<his>> sleeves. <br><br> <<link [[Next|Photo Model Blackmail Rape]]>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 50>> <<set $enemyanger += 100>> <<set $enemyhealth -= 150>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> The light of the camera blinks as it records the scene. <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Photo Model Blackmail Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Photo Model Blackmail Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<set $photo.evidence to 2>> You hear a bang outside. Your assailants scramble back to their seats, leaving you to struggle to your feet. <br><br> Niki enters, but stops halfway through the door. <<nnpc_He "Niki">> takes in your dishevelled state, then glares at the <<person>>. <br><br> "Out," <<nnpc_he "Niki">> says. The <<person>> opens <<his>> mouth to argue, but Niki cuts <<him>> off. "Get out." <br><br> <<clotheson>> <<endcombat>> "Sorry," Niki continues once you're alone with <<him>>. "Let's wrap things up here." You walk behind the screen to dress as Niki dismantles the set. <br><br> <<else>> The <<person>> trips away from you, knocking over the tripod camera, just as the door swings open. Niki stops halfway through, and observes the carnage. <br><br> "Out," <<nnpc_he "Niki">> says. The <<person>> opens <<his>> mouth to argue, but Niki cuts <<him>> off. "Get out." <br><br> <<clotheson>> <<endcombat>> "Sorry," Niki continues once you're alone with <<him>>. "Let's wrap things up here." You walk behind the screen to dress as Niki dismantles the set. <br><br> <</if>> <<link [[Next|Photo Model Topless End]]>><</link>><<widget "street_niki">> <<npc Niki>><<person1>> A car pulls up alongside you. A young <<personsimple>> leans out, a white stick in <<his>> mouth. <<if $nikiSeen.includes("farm")>> It's Niki. The photographer from Remy's farm. You hasten your pace. <br><br> "Hold up," <<he>> says, speeding up to keep pace. "I'll be quick. You didn't... see me at my best. <span class="gold">I run a photography studio on Nightingale Street.</span> All above board. Drop by sometime if you need work." <br><br> You dart into an alley, leaving <<him>> to drive away. <br><br> <<endevent>> <<destinationeventend>> <<else>> "Hey," <<he>> says. "You got a moment?" <br><br> <<link [[Stop|Photo Street Stop]]>><<npcincr Niki love 1>><</link>><<glove>> <br> <<link [[Hasten|Photo Street Hasten]]>><</link>> <br> <</if>> <</widget>> <<widget "photo_evidence_upload">> <<He>> taps the phone in an exaggerated fashion, <span class="pink">and uploads the footage to the internet.</span> <<if $photo.blackmail is 1>> <<fameexhibitionism 20 "vid">> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> Your bare body is exposed for all to see. <<if !$worn.face.type.includes("mask")>> <<set $photo.nude_footage to 1>> <</if>> <<elseif $photo.blackmail is 2>> <<famerape 20 "vid">> <<fameexhibitionism 20 "vid">> <<if playerBellyVisible()>><<famepregnancy `Math.ceil(playerBellySize() / 10)`>><</if>> The footage of your sexual assault is there for all to see. <<set $photo.assault_footage to 1>> <</if>> <</widget>> <<widget "photo_end">> <<pass $photo.time>> <<timeTrackingManual "photoStudio" $photo.time "minute">> <<tiredness 18>> <<set $photo.time to 0>> <<set $photo.blackmail to 0>> <<set $photo.money to 0>> <<unset $photo_upper_index>> <<unset $photo_lower_index>> <<unset $photo_under_index>> <<unset $photo_upper_f_index>> <<unset $photo_lower_f_index>> <<unset $photo_under_f_index>> <<unset $photo_upper_m_index>> <<unset $photo_lower_m_index>> <<unset $photo_under_m_index>> <<set $eventskip to 1>> <<endevent>> <</widget>><<effects>> You lean against the railing and watch the sun rising above the horizon, casting itself over the sea. <br><br> <<if $rng gte 81>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> joins you. "Look there?" <<He>> points. You think you make out a small boat, gliding along the waves. "A smuggler. Too small for us to bother with, or so I'm told." <br><br> <<elseif $rng gte 61>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> joins you. "They say there's a prison island out here somewhere," <<he>> says. "Never seen it, and the captain won't talk about it." <br><br> <<elseif $rng gte 41>> A seagull lands beside you, examines the deck, then takes off to join its colleagues, flying to parts unknown. <br><br> <<elseif $rng gte 21>> The sea gushes over the deck in a spray not far from you. One of the pirates slips not long after. <br><br> <<else>> Some of the pirates ogle you as they pass, but they're content to look for now. <br><br> <</if>> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> You stand at the bow, and watch the sun fall towards the horizon. <br><br> <<if $rng gte 81>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> eyes you up, and looks ready to try something, before being reminded that they've work to do. <br><br> <<elseif $rng gte 61>> A school of fish swims alongside the boat, belonging to different species. Some of them are quite colourful. <br><br> <<elseif $rng gte 41>> You think you see a shape move, deep below the surface. <br><br> <<elseif $rng gte 21>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>> A <<person>> and <<person2>><<person>> drunkenly stagger to the same railing, discussing something vulgar. Not about you though. The <<person1>><<person>> almost falls overboard. <br><br> <<else>> You hear a sound above the sea, like a whistle. You're not sure what could make such a noise. <br><br> <</if>> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> You sit and chat with the pirates. <br><br> <<if $rng gte 81>> They talk about their families back home. Most are from the same town as you, but others are from further abroad. <br><br> <<elseif $rng gte 61>> They seem to fear and admire Zephyr. <br><br> <<elseif $rng gte 41>> They boast about their sexual conquests. <<if $fame.sex gte 1000>> Their eyes keep turning to you throughout the conversation. It seems they've heard of you.<<grespect>><<pirate_status 1>> <</if>> <br><br> <<elseif $rng gte 21>> They talk about a previous raid, and discuss how much they were able to get for the loot. <br><br> <<else>> They swap stories about strange creatures they've spotted on the water. <<if $awareness lt 300>> <<gawareness>><<awareness 1>> <</if>> <br><br> <</if>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> rests <<his>> hand on your thigh, <<his>> fingers inching closer to your <<genitals>>. <br><br> <<link [[Pretend not to see|Pirate Socialise Pretend]]>><</link>> <br> <<link [[Move away|Pirate Socialise Move]]>><</link>> <br> <<link [[Return the favour|Pirate Socialise Return]]>><</link>><<promiscuous1>> <br> <<elseif $rng gte 61>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> grasps your thighs, and flips you onto your back before pressing <<his>> body on top of yours. <<He>> leans in to kiss.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Kiss|Pirate Socialise Kiss]]>><</link>><<promiscuous2>><<kissvirginitywarning>> <br> <</if>> <<link [[Turn away|Pirate Socialise Turn]]>><</link>> <br> <<link [[Punch|Pirate Socialise Punch]]>><<def 1>><<stress 6>><<trauma -6>><<pirate_status 1>><</link>><<gstress>><<grespect>><<ltrauma>> <br> <<elseif $rng gte 41>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>> A <<person>> and <<person2>><<person>> sit either side of you, and lean closer. You can feel their breath on each side of your neck. You shiver. <br><br> <<link [[Move away|Pirate Socialise Pair Move]]>><</link>> <br> <<link [[Stay still|Pirate Socialise Pair Stay]]>><<arousal 1200>><</link>><<ggarousal>> <br> <<elseif $rng gte 21>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> tries to flirt with you, but slurs <<his>> speech too much to get the words out. <<He>> instead ends up on the floor, an empty mug beside <<him>>. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <<else>> <<generateRole 0 0 "pirate">><<person1>> You notice a <<person>> staring at you from across the table. <<He>> doesn't talk to anyone, and doesn't react when you notice <<him>>. <br><br> <<link [[Staring contest|Pirate Socialise Contest]]>><</link>><<willpowerdifficulty 1 500>> <br> <<link [[Sit next to <<him>>|Pirate Socialise Sit]]>><</link>> <br> <<link [[Look away|Pirate Socialise Look]]>><</link>> <br> <</if>><<effects>> You don't react to the <<persons>> groping hand at all. Emboldened, <<he>> becomes more assertive. <<He>> makes a walking motion with <<his>> index and forefinger, then fondles your <<genitals>> through your <<print $worn.lower.name>>. <br><br> <<link [[Slap|Pirate Socialise Slap]]>><<def 1>><<pirate_status 1>><<trauma -6>><</link>><<grespect>><<ltrauma>> <br> <<link [[Move away|Pirate Socialise Move]]>><</link>> <br> <<link [[Ignore|Pirate Socialise Ignore]]>><<arousal 1200>><</link>><<ggarousal>> <br><<effects>> You slap the <<person>> across the face. <<He>> raises a hand protectively, but laughs it off. The other pirates laugh as well. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> You ignore the <<person>>'s fondling. <<He>> picks up the pace, groping you with skilled fingers, <<if $arousal gte $arousalmax>> It's too much. <<orgasm>> <<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">> "Hah," <<he>> shouts as you shudder, drawing more attention to you. "This slut's begging for it." You're still shaking when <<he>> lifts you by the armpits, and places you on the table. Two more pirates, a <<person2>><<person>> and <<person3>><<person>>, reach in. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Let them|Pirate Socialise Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to let them">> <br> <</if>> <<link [[Climb off the table|Pirate Socialise Climb]]>><</link>> <br> <<else>> until everyone sat nearby notices. They watch you with lascivious expressions, until the <<person>> pulls away. <<He>> licks <<his>> fingers. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> You climb down from the table. The pirates look disappointed, but don't force anything. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> You shift over a seat, away from the <<person1>><<person>>. <br><br> <<if random(1, 2) is 2>> <<He>> doesn't pursue you further. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <<else>> <<He>> isn't going to take no for an answer, and almost overturns a table in <<his>> haste to reach you. <br><br> <<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You rest your hand on the <<persons>> lap. Emboldened, <<he>> moves <<his>> hand further along, and gropes your <<genitals>> through your <<print $worn.lower.name>>. <<promiscuity1>> <<He>> leans in. "How about I take you, right here, on the table?" <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Agree|Pirate Socialise Agree]]>><<set $phase to 0>><</link>><<promiscuous3>> <br> <<else>> <<insufficientStat "promiscuity" "to take up such an offer">> <br> <</if>> <<link [[Refuse|Pirate Socialise Refuse]]>><</link>> <br><<effects>> You nod. The <<person>> wastes no time. <<He>> lifts you by the armpits, and bends you over the table.<<promiscuity3>> <<link [[Next|Pirate Socialise Sex]]>><<set $sexstart to 1>><</link>> <br><<effects>> You shake your head. The <<person>> looks disappointed, but doesn't press the issue. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> The <<person>> rests <<his>> hands on either side of your feet as your lips meet. The other pirates make a hooting noise. <<takeKissVirginity $NPCList[0]>><<promiscuity2>> <<He>> pulls away, only to grab your arms and bend you over the table beside <<him>>. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Go along with it|Pirate Socialise Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</link>><<promiscuous3>> <br> <<else>> <<insufficientStat "promiscuity" "to accept such a thing">> <br> <</if>> <<link [[Climb off the table|Pirate Socialise Climb]]>><</link>> <br><<effects>> You turn your face away from the <<person>>, letting <<his>> tongue and lips fall on your cheek. <br><br> The other pirates laugh at <<him>>, <<if random(1, 10) is 10>> encouraging <<him>> to molest you further. <<He>> pins you down. <br><br> <<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> but <<hes>> content to let you up without molesting you further. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> You punch the <<person>> in the jaw, making <<him>> bite <<his>> tongue. <<if random(1, 5) is 5>> The other pirates roar with laughter. "Think you're tough do you?" the <<he>> says. "You're a fucking slut. I'll show you." <br><br> <<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The other pirates roar with laughter as <<he>> backs away from you. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<pirate_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Socialise Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Socialise Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The other pirates' interest shifts to the sounds of a scuffle at the other end of the cabin.<<lrespect>><<pirate_status -1>> <<elseif $enemyhealth lte 0>> You smack the <<person>> away from you. <<He>> trips and crashes through a table.<<ggrespect>><<pirate_status 3>> <<else>> <<set $rescued += 1>> "Leave the <<girl>> alone," another pirate says. The <<person>> scowls, but relents.<<lrespect>><<pirate_status -1>> <</if>> <br><br> <<tearful>> you steady yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Cabin]]>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<if $phase is 1>> <<promiscuity4>> <<else>> <<promiscuity3>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Socialise Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Socialise Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pirates cheer, and drink deep from their mugs. <br><br> <<tearful>> you brush yourself down. <br><br> <<elseif $enemyhealth lte 0>> You smack the <<person>> away from you. The other pirates find this very amusing.<<grespect>><<pirate_status 1>> <br><br> <<tearful>> you brush yourself down. <br><br> <<else>> The pirates grumble about it, but give you some space.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you brush yourself down. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Cabin]]>><</link>> <br><<effects>> You stand upright, away from the <<person1>><<person>> and <<person2>><<person>>. Their eyes were apparently closed, as they lean in so far they accidentally kiss each other. <br><br> <<if random(1, 10) is 10>> They recoil in horror. "That <<bitch_pirate>>," the <<person1>><<person>> says over the observing pirates' laughter. "Let's teach <<phim>> a lesson." <br><br> <<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> They back away from each other, disgusted and horrified. The other pirates are amused. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> You remain still, allowing the pair to kiss and lick your neck. They become more bold, groping your <<breasts>> and <<genitals>> through your clothing. <br><br> <<if hasSexStat("promiscuity", 4)>> <<link [[Go along with it|Pirate Socialise Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</link>><<promiscuous4>> <br> <<else>> <<insufficientStat "promiscuity" "to allow such a thing">> <br> <</if>> <<link [[Pull away|Pirate Socialise Pair Pull]]>><</link>> <br><<effects>> <<if random(1, 10) is 10>> You try to stand upright, but the pair grasp your limbs and force you to the table. <br><br> <<link [[Next|Pirate Socialise Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You stand upright, and move away from the pair. They don't stop you, but their leering eyes follow you for a while longer. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <</if>><<effects>> You stare back at the <<person>>, unblinking. <<He>> doesn't blink either. You stare at each other. The drinking and joking pirates fade into the background, unaware of the battle taking place among them. <br><br> <<if $willpowerSuccess>> You feel your eyes sting, but you persevere. The <<person>>'s eyes water, <span class="green">and <<he>> blinks.</span> <<He>> looks away, ashamed of <<his>> defeat.<<lstress>><<stress -6>> <br><br> <<else>> You feel your eyes sting, <span class="red">and you blink.</span> The <<person>> is no longer looking at you, and wears a smug expression.<<gstress>><<gwillpower>><<stress 6>><<willpower 6>> <br><br> <</if>> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> You stand, and walks towards the <<person>>. <<He>> looks away as you approach. You sit down beside <<him>>. <<He>> doesn't react. <br><br> <<link [[Ask why <<he>> was staring|Pirate Socialise Ask]]>><</link>> <br> <<link [[Tell <<him>> to stop staring|Pirate Socialise Tell]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Why were you staring at me?" you ask. "It's rude to stare." <<elseif $speech_attitude is "bratty">> "People often can't keep their eyes off me," you say. "But you can't tear them away. Why?" <<else>> "Why were you staring at me?" you ask. <</if>> <br><br> The <<person>> stares straight ahead, and adopts a nonchalant tone. "No reason," <<he>> says. "You just look hot, that's all." <br><br> <<link [[Flirt|Pirate Socialise Flirt]]>><</link>><<promiscuous1>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Seduce|Pirate Socialise Seduce]]>><</link>><<promiscuous3>> <br> <</if>> <<link [[Chat|Pirate Socialise Chat]]>><<stress -6>><</link>> <br> <<link [[Return to your original seat|Pirate Socialise Seat]]>><</link>> <br><<effects>> You return to your original seat. You don't catch the <<person>> staring again. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "You're so shy," you say, leaning closer. "You could have done more than just look." <<elseif $speech_attitude is "bratty">> "You're awful shy," you say, leaning closer. "If all you could do was look." <<else>> "You're not so bad looking yourself," you say, leaning closer. <</if>> <<promiscuity1>> The <<person>> blushes, stammers an apology, and leaves before <<his>> colleagues notice how bashful <<he>> is. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "You could do more than just look," you say, low enough that only <<he>> can hear. <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> The <<person>> blushes. "Not here," <<he>> says. "Go wait for me by my bunk. I'll be five minutes. If we leave together, there'll be a crowd following." <br><br> <<He>> describes <<his>> bunk to you, and it's easy to find. As promised, the <<person>> arrives five minutes later. <br><br> <<link [[Next|Pirate Socialise Private Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> The <<person>> blushes. "I"—<<he>> pauses—"I'm sorry. I need to check on something." <<He>> stands and walks away. <<Hes>> more sensitive than <<he>> lets on. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Socialise Private Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Socialise Private Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> lies on the bed, with one arm over <<his>> eyes. "That was good," <<he>> says. "Thank you." <<He>> stops moving. <<He>> might be asleep. <br><br> <<tearful>> you tiptoe away from the bunk. <br><br> <<elseif $enemyhealth lte 0>> You punch the <<person>>. <<He>> falls back on <<his>> bunk. <<tearful>> you turn and run. <br><br> <<else>> "Did I do something wrong?" the <<person>> asks. "It doesn't matter." <br><br> <<tearful>> you walk away from the bunk. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Cabin]]>><</link>><<effects>> You chat with the <<person>>. <<Hes>> withdrawn at first, but opens up the more you talk. <br><br> <<generateRole 1 0 "pirate">><<person2>> Your conversation is interrupted when a <<person>> gets punched across the table, spilling <<his>> drink over the <<person1>><<person>>. <<He>> leaves to dry <<himself>>. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> You look away from the <<person>>. When you look back, <<hes>> gone. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Please don't be mad at me for saying so," you say. "But it's rude to stare." <<elseif $speech_attitude is "bratty">> "Quit staring," you say. "It's rude." <<else>> "It's rude to stare," you say. <</if>> <br><br> "I didn't expect you to come over," the <<person>> says. "I just thought you looked hot, that's all." <br><br> <<link [[Flirt|Pirate Socialise Flirt]]>><</link>><<promiscuous1>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Seduce|Pirate Socialise Seduce]]>><</link>><<promiscuous3>> <br> <</if>> <<link [[Chat|Pirate Socialise Chat]]>><<stress -6>><</link>> <br> <<link [[Return to your original seat|Pirate Socialise Seat]]>><</link>> <br><<effects>> Not many pirates enter the bilge at this time of night. You search the nooks and crannies, hunting for anything of interest or value. <br><br> <<if $rng gte 41>> <<rng 100>> <<if $rng gte 81>> <<wearProp "sword cane">> You find a barrel full of old canes. Most are rotted through, and only one is remarkable. As you try to pull it out, you instead unsheathe a hidden sword. It looks like an antique. <br><br> <<antiqueicon "cane">><<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $antiquemoney += 50>><<museumAntiqueStatus "antiqueswordcane" "found">><</link>> <br> <<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<elseif $rng gte 61>> <<wearProp "chocolate">> You find an old chocolate tin. There's still chocolate inside. It looks safe to eat, but is very old and wouldn't taste nice. <br><br> <<antiqueicon "chocolate">><<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $antiquemoney += 25>><<museumAntiqueStatus "antiquechocolate" "found">><</link>> <br> <<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<elseif $rng gte 41>> <<wearProp "tea caddy">> You find an old tea caddy, coated with dust. There's no tea inside, but you can smell residue. It might be worth something to a collector. <br><br> <<antiqueicon "tea">><<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $antiquemoney += 20>><<museumAntiqueStatus "antiqueteacaddy" "found">><</link>> <br> <<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<elseif $rng gte 21>> <<wearProp "figurine">> You find a small wooden figurine, perched on a shelf. The wood looks aged, and the design foreign. You're not sure where it's from, but it might be worth something to a collector. <br><br> <<antiqueicon "figurine">><<link [[Take it|Pirate Bilge]]>><<set $antiquemoney += 15>><<museumAntiqueStatus "antiquewoodenfigurine" "found">><<handheldon>><</link>> <br> <<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<else>> <<wearProp "copper ring">> You hear a clink at your feet. You disturbed a copper ring. It doesn't look remarkable, but there is an engraving along one edge. Perhaps it's worth something to a collector. <br><br> <<antiqueicon "copper_ring">><<link [[Take it|Pirate Bilge]]>><<set $antiquemoney += 5>><<museumAntiqueStatus "antiquecopperring" "found">><<handheldon>><</link>> <br> <<getouticon>><<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <</if>> <<elseif $rng gte 31>> You find a small locked chest. There's no key, but you might be able to pick it. <br><br> <<set $skulduggerydifficulty to 400>> <<link [[Open|Pirate Search Open]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Leave|Pirate Bilge]]>><</link>> <br> <<elseif $rng gte 21>> You hear a tapping, right below your feet.<<gstress>><<stress 6>> <br><br> <<link [[Next|Pirate Bilge]]>><</link>> <br> <<elseif $rng gte 11>> A breeze rustles through your hair, as if someone had opened a window, or a door leading outside. The air carries the damp smells of the ship, but also the freshness of the sea. <br><br> <<link [[Next|Pirate Bilge]]>><</link>> <br> <<else>> Light seeps between the floorboards above. A shadow passes and the wood creaks as someone walks over. <br><br> <<link [[Next|Pirate Bilge]]>><</link>> <br> <</if>><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> The lock clicks open. Inside you find credit cards and jewellery. It looks like a pirate's stash, loot hidden away to protect it from the others, perhaps. Handling stolen goods might bring you trouble though. <br><br> <<skulduggeryuse>> <<if $rng gte 81>> <<wearProp "necklace">> You think it would be worth <<printmoney 8000>> to a fence. <br><br> <<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $blackmoney += 80>><<crimeUp 80 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<elseif $rng gte 61>> <<wearProp "necklace">> You think it would be worth <<printmoney 6000>> to a fence. <br><br> <<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $blackmoney += 60>><<crimeUp 60 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<elseif $rng gte 41>> <<wearProp "keycard">> You think it would be worth <<printmoney 4000>> to a fence. <br><br> <<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $blackmoney += 40>><<crimeUp 40 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<elseif $rng gte 21>> <<wearProp "keycard">> You think it would be worth <<printmoney 2000>> to a fence. <br><br> <<link [[Take it|Pirate Bilge]]>><<handheldon>><<set $blackmoney += 20>><<crimeUp 20 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <<else>> <<wearProp "cash" 0 "one">> On closer inspection, you find there's not much here. There's a stuffed purse, but it's full of toiletries. There is, however, a five pound note. <br><br> <<link [[Take it|Pirate Bilge]]>><<handheldon>><<money 500>><<crimeUp 5 "thievery">><</link>><<crime "thievery">> <br> <<link [[Leave|Pirate Bilge]]>><<handheldon>><</link>> <br> <</if>> <<else>> You feel the lock snap. You won't be able to open it now. <br><br> <<skulduggeryuse>> <<link [[Next|Pirate Bilge]]>><</link>> <br> <</if>><<effects>> <<npc "Zephyr">><<person1>> Zephyr stares across the sea at a cruise ship, dipping above and below the waves. The ship turns to intercept the other vessel. <br><br> Zephyr strides towards you, excitement on <<his>> face. "I have a special job for you," <<he>> says. <<if $pirate_rank gte 1>> <<if $exposed gte 2>> "That is, I need ye to be bait. You're all stripped down and ready." <br><br> <<elseif $exposed gte 1>> "That is, I need ye to be bait. You're almost dressed suitably, just need to strip a little further." <br><br> <<else>> "That is, I need ye to be bait. Ye just need to be dressed more appropriately. That is, not wearing anything at all." <br><br> <</if>> <<if hasSexStat("exhibitionism", 5)>> <<link [[Go along with it|Pirate Attack Scum]]>><</link>><<exhibitionist5>> <br> <<else>> <<insufficientStat "exhibitionism" "to do such a thing">> <br> <</if>> <<link [[Refuse|Pirate Attack Mate]]>><<pirate_status -3>><</link>><<llrespect>> <br> <<else>> <<if $exposed gte 2>> "That is, I need ye to be bait. You're all stripped down and ready." <br><br> <<He>> gestures at some of <<his>> crew. They surround you, grasp your arms, and pull you towards one of the small boats hanging of the edge of the ship. <br><br> <<elseif $exposed gte 1>> "That is, I need ye to be bait. You're almost dressed suitably, just need a little extra." <br><br> <<He>> gestures at some of <<his>> crew. They surround you, grasp your arms and clothes, and try to undress you while pulling you towards one of the small boats hanging off the edge of the ship. <br><br> <<else>> "That is, I need ye to be bait. Ye just need to be dressed more appropriately." <br><br> <<He>> gestures at some of <<his>> crew. They surround you, grasp your arms and clothes, and try to undress you while pulling you towards one of the small boats hanging off the edge of the ship. <br><br> <</if>> You could fight them off, but it would be incredibly dangerous. There are a lot of them. <br><br> <<link [[Go along with it|Pirate Attack Scum]]>><</link>> <br> <<link [[Fight|Pirate Attack Refuse Fight]]>><<endevent>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<generateRole 0 0 "pirate">><<person1>> <<generateRole 1 0 "pirate">> <<generateRole 2 0 "pirate">> <<generateRole 3 0 "pirate">> <<generateRole 4 0 "pirate">> <<generateRole 5 0 "pirate">> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Pirate Attack Refuse Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Attack Refuse Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "What are ye lot wasting time for?" Zephyr says. "The prey are getting away." <<nnpc_He "Zephyr">> observes you, and the pirates lying around you. "The <<lass>> was supposed to be bait for them, not you." <br><br> <<tearful>> you stagger away. You leave the pirates to defend themselves from Zephyr's wrath. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Cabin]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person>> off the railing. The other pirates back away, shocked by your aggression. <br><br> Zephyr strides forwards. Observes the scene, and laughs. "If you can't subdue one <<lass>>, how are you supposed to deal with that ship? I'm rationing booze until ye get your acts together!" <br><br> This proclamation is met by some groans, which Zephyr silences with a look. <br><br> <<tearful>> you leave while they're distracted. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Cabin]]>><</link>> <br> <<else>> You fall to the ground, too hurt to keep fighting. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Attack Scum]]>><</link>> <</if>><<effects>> "Fine," Zephyr says. "We'll do this the old-fashioned way. I want ye close though." <br><br> <<pass 20>> The pirate ship races towards its quarry, lining up behind it. The pirates board smaller boats attached to the side of the larger vessel, and cast off. Zephyr goes first, with you beside <<him>>. <br><br> The cruise ship seems unaware of the approaching pirates. They throw grappling hooks up the side of the still-moving boat, creating impromptu rope ladders. Zephyr climbs first. <br><br> <<link [[Next|Pirate Attack Mate 2]]>><</link>> <br><<effects>> <<generate2>><<person2>> You arrive aboard the cruise ship just as a <<person>> emerges from a door in front of you, carrying a tray of canapés. The tray clatters to the floor, but Zephyr gags <<him>> with one hand before <<he>> can scream. <br><br> <<person1>> "We don't have long," Zephyr says to the crew in an uncharacteristically hushed tone. "Snatch what ye can, and we'll get gone. Ye have five minutes." <br><br> <<link [[Next|Pirate Attack Mate 3]]>><<pass 5>><</link>> <br><<effects>> You enter the ship interior with the pirates, and trail Zephyr as they shake down passengers, and ransack their rooms, taking anything of clear value. <br><br> One of the pirates whistles from outside. Zephyr rushes to them, and looks out over the sea. Another ship sails closer, far smaller than either the pirate or cruise ship, but the sight of it shakes Zephyr. "Everyone!" <<he>> shouts. "We're leaving. Get here on the double, or be left behind." <br><br> You climb back down the rope ladder. Zephyr follows, and sits beside you. <br><br> The flotilla of small boats sails away from the cruise ship, back to the pirate ship. Zephyr orders it to turn and sail in the opposite direction at once. <br><br> The pirates are too busy arguing over loot to bother you for the moment. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<endevent>> <<npc "Zephyr">><<person1>> <<if $pirate_rank gte 1>> <<if $exposed gte 2>> You step into the boat, your <<lewdness>> exposed to the whole crew. <<else>> You remove your clothing, exposing yourself to the crew, and step into the boat. <<undress "pirate_attack">> <</if>> <<exhibitionism5>> <<else>> <<if $exposed gte 2>> They drag you to the boat, and shove you inside. <<else>> They tear your clothing from your body, and shove you inside the boat. <<undress "pirate_attack">> <</if>> <br><br> <</if>> "We're just gonna leave ye here for a little while," Zephyr says, pulling a knife from <<his>> jacket. "Be seeing ye soon." <<He>> hacks through the rope, and your boat plunges into the water below. <br><br> The pirate ship tears ahead without you, then turns away from the cruise ship, heading in the opposite direction. <br><br> <<link [[Next|Pirate Attack Scum 2]]>><<pass 30>><</link>> <br><<effects>> You're left alone in the boat, your lewdness on display. You can't see the cruise ship from your lower vantage, at first, then it appears on the horizon. It's heading your way. <br><br> <<endevent>> <<pirate_attack_init>> <<generate1>><<person1>> <<saveNPC 0 "cruise_captain">> <<generate2>><<generate3>> The ship slows as it pulls up alongside you. A <<person>> leans over the side above. <<covered>> "There's a <<girl>> in there," <<he>> shouts. "And <<pshes>> naked." <br><br> More heads appear over the side of the boat, and look down at you. "Bring <<phim>> up!" <br><br> A <<person2>><<person>> in a harness appears at the edge of the boat, climbs down the side with the help of a rope, and lands beside you. <br><br> <<He>> grabs you with both arms, and ascends again, aided by people pulling the rope at the top. <br><br> <<link [[Next|Pirate Attack Scum 3]]>><</link>> <br><<effects>> <<set $pirate_attention to 0>> You make it to the top, emerging in front of assembled crew and passengers. They leer at you openly. <<covered>> <br><br> <<if random(1, 2) is 2>> "We haven't even arrived yet." <<else>> "Do they send a <<girl>> like this out on purpose?" <</if>> <br> <<if random(1, 2) is 2>> "You think this <<girl>> can handle all of us?" <<else>> "Let's mess <<phim>> up." <</if>> <br> <<if random(1, 2) is 2>> "What a good-looking piece of meat." <<else>> "I'm gonna fuck <<phim>> raw." <</if>> <br><br> Distracting them would help Zephyr's plans, but could make your visit more dangerous. <br><br> <<link [[Warn them about the pirates|Pirate Attack Scum Pirates]]>><<famegood 10>><</link>> <br> <<link [[Provide the distraction Zephyr wants|Pirate Attack Scum Distract]]>><<pirate_attention 1>><</link>><<gattention>> <br> <<link [[Remain silent|Pirate Attack Scum Silent]]>><<pain -12>><</link>><<llpain>> <br><<effects>> <<if $speech_attitude is "meek">> "Please," you say. "You have to listen. Pirates sent me as a distraction." <<elseif $speech_attitude is "bratty">> "You idiots better shut the fuck up," you say. "Before the pirates that sent me get here." <<else>> "Pirates sent me as a distraction," you say. "You're in danger." <</if>> <br><br> The crowd falls quiet for a moment, then bursts into uproarious laughter. "Pirates!" the <<person1>><<person>> exclaims. "Is this the Caribbean? Get <<phim>> inside." <br><br> <<link [[Next|Pirate Attack Scum 4]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I'm so cold and all alone," you say. "So defenceless. You're surely not going to take advantage, are you?" <br><br> The <<person1>><<person>> has to restrain one of the passengers. "Get <<phim>> inside," <<he>> says. "Before <<pher>> naivety causes trouble." <br><br> <<set $phase to 0>> <<elseif $speech_attitude is "bratty">> "As if I'd accommodate scum like you," you say. "You should treat me like royalty. Now, show me to my quarters. I'll have the captain's." <br><br> The audience breaks down into uproarious laughter. "Right this way," the <<person1>><<person>> manages, performing a mock bow. "Right this way, your highness." <br><br> <<set $phase to 1>> <<else>> "You're not going to take advantage of me are you?" you ask in a coquettish cadence. <br><br> "You'll be treated like you deserve," the <<person1>><<person>> says. "Get <<phim>> inside." <br><br> <<set $phase to 2>> <</if>> <<link [[Next|Pirate Attack Scum 4]]>><</link>> <br><<effects>> You remain silent, and endure their wanton jeers. "Get <<phim>> inside," the <<person1>><<person>> says. <br><br> <<link [[Next|Pirate Attack Scum 4]]>><</link>> <br><<effects>> The <<person1>><<person>> leads you around the side of the cruise ship, and onto an open space. You pass an outdoor pool, on the way to an open platform, raised above its surroundings. It looks like a stage. <br><br> "<<Ladies_gentlemen>>," announces a <<person3>><<personsimple>> over loudspeakers. "Please make your way to the stage. We have a special presentation for you." <br><br> The <<person1>><<person>> shoves you up the walkway onto the platform, putting you in full view of everyone. More passengers pour out of the ship's interior, eager to watch the spectacle. <br><br> <<link [[Next|Pirate Attack Scum 5]]>><</link>> <br><<effects>> The <<person1>><<person>> follows you up, a microphone in hand. "Honoured passengers," <<he>> announces. <<if $phase is 0>> "This poor <<girl>> was found stranded in a small boat, naked and shivering. <<pShe>> is terribly frightened. We've taken <<phim>> aboard. However, such compassion does not come free. Who wants to be the first to show our guest <<pher>> place?" <br><br> <<elseif $phase is 1>> "This bratty <<girl>> was found stranded in a small boat. Yet despite <<pher>> circumstances, <<pshe>> demands we treat <<phim>> like royalty!" The audience erupts with jeers. "Who wants to be the first to give our guest a 'royal' welcome?" <br><br> <<else>> "This <<girl>> was found stranded in a small boat. <<pShe>> worries that we will take advantage of <<phim>>." <<He>> pauses for laughter. "Who wants to be the first to show our guest how 'gentle' we are?" <</if>> A sea of hands rises. The <<person>> points at a <<endevent>> <<generate1>><<person1>> <<person>>, who climbs the stage with lust-filled eyes. <br><br> <<link [[Next|Pirate Attack Scum Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<set $pirate_time += 1>> <<loadNPC 0 "cruise_captain">><<person1>> <<pass 5>> <<if $pirate_attention gte 10>> The audience is <span class="red">transfixed</span> by you. <<elseif $pirate_attention gte 6>> The audience is <span class="blue">distracted</span> by you. <<elseif $pirate_attention gte 2>> The audience is <span class="teal">watching</span> you. <<else>> The audience <span class="green">finds you an interesting diversion.</span> <</if>> <br><br> <<if $pirate_time is 3>> <span class="blue">You notice one of Zephyr's pirates through a window, rummaging in a cupboard.</span> <br><br> <<elseif $pirate_time is 6>> <span class="blue">Several of Zephyr's crew throw sacks full of loot overboard, but the crowd are too distracted to notice.</span> <br><br> <</if>> The <<person>> quiets the audience with a gesture, preparing to announce the next torment. <br><br> <<if $pirate_time gte 10>> <span class="red">A gunshot</span> startles the audience. Some duck, others just look around, unaware of the danger. <br><br> <<link [[Next|Pirate Attack Scum End]]>><</link>> <br> <<elseif $pirate_attention gte random(1, 20)>> <<if $rng gte 51>> "Let's give our guest something special," <<he>> announces. "I want three, yes three, of you up on stage with <<phim>>." <<He>> points out three from the sea of hands. "Get up here!" <br><br> <<endevent>> <<generate1>><<person1>> <<generate2>> <<generate3>> A <<person>>, <<person2>><<person>>, and <<person3>><<person>> arrive on stage. <br><br> <<link [[Next|Pirate Attack Scum Trio]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "Let's give our guest something a little more dangerous, shall we?" announces the <<person>>. "Let's see some hands." <<He>> points out not one, but two. <br><br> <<endevent>> <<generate1>><<person1>> <<generate2>> A <<person>> and <<person2>><<person>> climb the stage. <br><br> <<link [[Next|Pirate Attack Scum Duo]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> <<if $rng gte 81>> "Let's have this <<girl>> show off <<pher>> stuff," <<he>> announces. "Go on, <<girl>>. Pose for us." <br><br> <<link [[Strike a pose, but maintain your dignity|Pirate Attack Scum Pose Dignity]]>><</link>><<exhibitionist1>><<gattention>><<pirate_attention 1>> <br> <<if hasSexStat("exhibitionism", 5)>> <<link [[Strike an erotic pose|Pirate Attack Scum Pose Erotic]]>><</link>><<exhibitionist5>><<ggattention>><<pirate_attention 2>> <br> <</if>> <<link [[Refuse|Pirate Attack Scum Pose Refuse]]>><</link>> <br> <<elseif $rng gte 61>> "I wonder if our castaway can dance," <<he>> says. "How's about <<pshe>> show us?" The audience shouts their assent. <br><br> <<endevent>> <<link [[Dance|Pirate Attack Scum Dance]]>><<set $dancestart to 1>><</link>> <br> <<elseif $rng gte 41>> "Do you think our <<girl>> here has enough sun cream?" <<he>> asks. The audience responds in a jumbled murmur. "Can I see some hands? You. Come up here." <br><br> <<endevent>> <<generate1>><<person1>> A <<person>> climbs the stage, and catches a bottle of sun cream. <<He>> squeezes it onto <<his>> hand. <br><br> <<link [[Allow|Pirate Attack Scum Cream Allow]]>><<stress 6>><<arousal 2000>><</link>><<gstress>><<ggarousal>><<gattention>><<pirate_attention 1>> <br> <<link [[Refuse|Pirate Attack Scum Cream Refuse]]>><</link>> <br> <<else>> "Let's see a show of hands," <<he>> announces. A sea of arms rise in response. "You. Come up on stage!" <br><br> <<endevent>> <<generate1>><<person1>> A <<person>> climbs the stage, and leers at you as <<he>> approaches. <br><br> <<link [[Next|Pirate Attack Scum Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>><<if $dancestart is 1>> <<unset $dancestart>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> <<danceinit>> <<set $audience to 50>> <<set $venuemod to 0>> <<set $dancelocation to "pirate_cruise">> <<set $forceddance to 1>> <<set $timer to 8>> <</if>> <<danceeffects>> <<danceaudience>> <<if $danceevent is 0>> <<if $exposed gte 2 and !hasSexStat("exhibitionism", 5)>> Being so exposed is humiliating, but there's nothing you can do. <br><br> <<elseif $exposed gte 1 and !hasSexStat("exhibitionism", 3) and !$worn.under_lower.type.includes("dance")>> Being so exposed is humiliating, but there's nothing you can do. <br><br> <</if>> <</if>> <<if $timer lte 0>> <<set $danceevent to "finish">> <<else>> <<set $timer -= 1>> <</if>> <<danceactions>> <<if $danceevent is "finish">> <<link [[Next|Pirate Attack Scum Dance Finish]]>><</link>> <br> <</if>><<effects>> <<if $audiencearousal gte 100>> The audience looks ravenous.<<gggattention>><<pirate_attention 3>> <<elseif $audiencearousal gte 60>> The audience looks lustful.<<ggattention>><<pirate_attention 2>> <<elseif $audiencearousal gte 20>> The audience looks eager for more.<<gattention>><<pirate_attention 1>> <<else>> The audience isn't particularly impressed by the dance. <</if>> <br><br> <<endevent>> <<loadNPC 0 "cruise_captain">><<person1>> <<if currentSkillValue('danceskill') gte 1000>> "What an astounding performance!" the <<person>> says. <<He>> sounds surprised, even awed. <<elseif currentSkillValue('danceskill') gte 800>> "A great performance from our little castaway!" the <<person>> exclaims. <<elseif currentSkillValue('danceskill') gte 600>> "Who would have known our little castaway would give such a good performance?" the <<person>> says. <<elseif currentSkillValue('danceskill') gte 400>> "Seems our castaway knows a move or two," the <<person>> says. <<elseif currentSkillValue('danceskill') gte 200>> "What a terrible performance," the <<person>> says. "But we can't expect our castaway to be a good dancer, can we?" <<else>> "What an astounding performance!" the <<person>> says, sarcasm dripping off every word. <</if>> <br><br> <<link [[Next|Pirate Attack Scum Main]]>><<endevent>><<clotheson>><</link>> <br><<effects>> You turn your back to the <<person>>. Rather than put the cream there however, <<he>> reaches around your chest and places <<his>> hands over your <<breasts>>. <br><br> <<His>> slippery hands slide over them as <<he>> massages, one hand travelling downward, over your abdomen, towards your <<genitals>>. <br><br> <<if !$worn.genitals.type.includes("naked")>> <<He>> grasps the device as best <<he>> can, pulling it this way and that. <<if $arousal gte $arousalmax>> <<He>> can't make it budge, the pushing against your <<genitals 1>> proves too much. <<orgasm>> The audience erupts in excited applause. The <<person1>><<person>> gives your <<bottom>> a wet smack, then leaves you on the stage.<<gggattention>><<pirate_attention 3>> <br><br> <<else>> <<He>> can't make it budge, but satisfies <<himself>> by giving your <<bottom>> a more firm massage than is necessary.<<gpain>><<pain 4>> <br><br> With your body suitably creamed, the <<person>> leaves you on the stage. <br><br> <</if>> <<else>> <<if $arousal gte $arousalmax>> <<His>> fingers barely brush your <<genitals>>, but it's enough to send you over the edge.<<orgasm>> The audience erupts in excited applause. The <<person1>><<person>> gives your <<bottom>> a wet smack, then leaves you on the stage.<<gggattention>><<pirate_attention 3>> <br><br> <<else>> <<if $player.penisExist>> <<His>> fingers slide over your <<penis>>, then massages the length, making sure not to miss an inch. <br><br> With your body suitably creamed, the <<person>> leaves you on the stage. <br><br> <<else>> <<His>> fingers slide over your labia, massaging while <<his>> thumb slips over your clit, making sure not to miss an inch. <br><br> With your body suitably creamed, the <<person>> leaves you on the stage. <br><br> <</if>> <</if>> <</if>> <<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>> <br><<effects>> You move away as the <<person1>><<person>> tries to touch you. <<He>> tries again, spilling the cream in <<his>> haste, but you duck under <<his>> arm. <br><br> <<He>> whirls to continue the chase, only to slip and end up on <<his>> back. <br><br> <<He>> leaves the stage in disgrace. <br><br> <<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>> <br><<effects>> You keep your body covered with your arms, and strike an enticing pose. It captures the audience's attention at once. "Beautiful," announces the <<person>>. <<exhibitionism1>> <<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>> <br><<effects>> You strut to the edge of the stage, and strike an erotic pose with your hands on your hips, your <<lewdness>> on full display. The audience gapes. Even the <<person>> forgets <<himself>> for a moment.<<exhibitionism5>> "Thank you," the <<person>> says, remembering <<himself>> but seeming lost for words. "Ah, for the pose." <<He>> reaches for a bottle, and takes a sip. <br><br> <<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>> <br><<effects>> You refuse to strike a pose. "Looks like <<pshe>> needs more convincing," the <<person>> announces. The audience taunts you. <br><br> <<link [[Next|Pirate Attack Scum Main]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Attack Scum Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Attack Scum Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Can I have a round of applause for our guest?" The audience erupts in jeering applause.<<gattention>><<pirate_attention 1>> <br><br> <<tearful>> you prepare for more abuse. <br><br> <<elseif $enemyhealth lte 0>> "The <<girl>>'s a fighter! We'll soon put an end to that." The audience jeers.<<gattention>><<pirate_attention 1>> <br><br> <<tearful>> you prepare to defend yourself further. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Attack Scum Main]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Attack Scum Duo Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Attack Scum Duo]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "What a trooper! Can I have another round of applause?" The pair leave the stage, looking satisfied.<<gattention>><<pirate_attention 1>> <br><br> <<tearful>> you prepare for more abuse. <br><br> <<elseif $enemyhealth lte 0>> The pair back away from you, then flee the stage. The audience jeers more at them than you. "What an upset! Can any of you tame this wild beast?"<<gattention>><<pirate_attention 1>> <br><br> <<tearful>> you prepare to defend yourself further. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Attack Scum Main]]>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Attack Scum Trio Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Attack Scum Trio]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Finished with you, all three leave the stage. "What a mess! We're not done yet."<<gattention>><<pirate_attention 1>> <br><br> <<tearful>> you prepare for more abuse. <br><br> <<elseif $enemyhealth lte 0>> All three back away from you. The <<person1>><<person>> takes a step too far, and falls off the stage into the crowd below. The audience cheers, possibly for you.<<gattention>><<pirate_attention 1>> <br><br> "What an upset! I can't wait to see this <<girl>> get humbled!" <br><br> <<tearful>> you prepare to defend yourself further. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Attack Scum Main]]>><</link>> <br><<effects>> <<npc "Zephyr" 2>><<person2>> Captain Zephyr strides onto the stage, and fires <<his>> pistol into the air once more for good measure. This time, even the less savvy members of the audience look panicked. Some try to run, only to be met by other pirates brandishing weapons. <br><br> "Now why'd ye want to run for?" Zephyr shouts. <<His>> voice doesn't carry very well. This ship is much larger than <<hes>> accustomed to. <<He>> wrestles the microphone away from the <<person1>><<person>>. <br><br> <<link [[Next|Pirate Attack Scum End 2]]>><</link>> <br><<effects>> <<person2>> "Now why'd ye want to run for?" Zephyr repeats. This time <<his>> voice blares out of the loudspeakers. "We've already pilfered your valuables. We're just here for the loose change." <br><br> "I want all ye valuables, all cash, credit cards, jewellery, and the like, in one of me sacks." Pirates march through the audience, shaking them down for everything of value. "Anyone resists, gets blasted." <<He>> fires <<his>> pistol into the air again. <br><br> <<link [[Next|Pirate Attack Scum End 3]]>><</link>> <br><<effects>> Zephyr turns to you. <<if $pirate_attention gte 10>> <<if $museumAntiques.antiques.antiquegoldcompass isnot "found" and $museumAntiques.antiques.antiquegoldcompass isnot "talk" and $museumAntiques.antiques.antiquegoldcompass isnot "museum">> <<earnFeat "Lost Heirloom">> <<wearProp "gold compass">> "You've done a mighty fine job here," <<he>> says, reaching into <<his>> jacket. "I want ye to have this." <<He>> produces a compass. It looks like it's made of gold. <br><br> "I don't need it. The stars light me way, along with me telescope. But it has sentimental value. Was the first thing I ever stole." <<He>> shuts <<his>> eyes as <<he>> holds it out to you, as if <<he>> can't bear the sight of its loss. <br><br> The gold alone is very valuable, and it likely has further value as an antique.<<set $antiquemoney += 5000>><<museumAntiqueStatus "antiquegoldcompass" "found">> <br><br> <<else>> "You've done a mighty fine job once more," <<he>> says. "Let me give ye your cut, ahead of time." Zephyr hands you a wad of notes. You've gained <<moneyGain 1000>>. <br><br> <</if>> <<elseif $pirate_attention gte 6>> "Fine work," <<he>> says. "Let me give ye your cut, ahead of time." Zephyr hands you a wad of notes. You've gained <<moneyGain `$pirate_attention * 100`>>. <br><br> <<elseif $piratate_attention gte 1>> "Not bad," <<he>> says. "Let me give ye your cut, ahead of time." Zephyr hands you a wad of notes. You've gained <<moneyGain `$pirate_attention * 100`>>. <br><br> <<else>> "I was hoping ye would be a better distraction," <<he>> says. "But no matter. We found a few trinkets. Should be enough to satisfy the <<if $settings.maleChance gte 100>> lads." <<elseif $settings.maleChance lte 0>> lasses." <<else>> lads and lasses." <</if>> <br><br> <</if>> The pirates continue robbing the audience of valuables, tearing jewellery off necks, watches off wrists, emptying purses and wallets into their sacks. No more guns are fired, but anyone who resists gets beaten while the rest of the audience look away. <br><br> <<link [[Next|Pirate Attack Scum End 4]]>><<handheldon>><</link>> <br><<effects>> <<storeon "pirate_attack">> Laden with ill-gotten gains, Zephyr and the pirates vacate the cruise ship. They board a number of small boats parked around the larger vessel, climbing down on impromptu rope ladders. They take you with them. <br><br> They're too distracted by arguments over loot to bother you on the journey, or once back aboard the pirate ship. <br><br> <<link [[Next|Pirate Deck]]>><<clearNPC "cruise_captain">><<pirate_attack_end>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> The <<person>> bends you over the railing, so that you face the sea below, with your <<bottom>> stuck out. <br><br> A crowd forms around you. "I just meant to look," the <<person>> continues. "But presented like that, how could I resist?" <br><br> <<link [[Next|Pirate Scum Deck Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<pirate_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Scum Deck Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Scum Deck Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<npc "Zephyr" 2>><<person2>> "What ye lot standing around for?" asks Zephyr, <<his>> footsteps stomping closer. <<He>> removes <<his>> hat to scratch <<his>> scalp when <<he>> sees you. "Figures. Get back to work, all of ye!" <br><br> <<tearful>> you step away from the railing.<<lrespect>><<pirate_status -1>> <br><br> <<elseif $enemyhealth lte 0>> You kick the <<person>> in the genitals. <<He>> squeals and backs away, to the sound of uproarious laughter.<<ggrespect>><<pirate_status 3>> <br><br> <<npc "Zephyr" 2>><<person2>> "What tomfoolery is this?" asks Zephyr, stomping closer. <<He>> observes you, and the <<person1>><<person>> writhing in pain. "So that's how it is. Hah! Get back to work, all of ye!" <br><br> <<tearful>> you step away from the railing. <br><br> <<else>> "Why do I hear screaming?" asks Zephyr, stomping closer. <<He>> notices you. "Find someone else to bother, that <<girl>>'s not into it ye idiot. Now get back to work, all of ye!"<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you step away from the railing. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Deck]]>><</link>> <br><<effects>> You smack the <<person>> away from you. <<He>> retaliates, wrestling you to the deck. <br><br> <<npc "Zephyr" 2>><<person2>> "Knock it off ye two," Zephyr says, grabbing the <<person1>><<person>> by the collar. "Or I'll have ye keelhauled<<if Time.dayState is "night">> for disturbing me sleep<</if>>." <br><br> The <<person>> throws you another spiteful glance<<if Time.dayState is "night">> as the captain returns to <<person2>><<his>> quarters<</if>>, but doesn't take it further. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You walk up to the <<person1>><<person>>. When within arm's reach, <<he>> grasps your thighs and pulls you on top of <<him>>. Your lips meet. It's a clumsy thing.<<takeKissVirginity $NPCList[0]>> <br><br> <<His>> breath smells of booze. It's so strong that it leaves you feeling lightheaded.<<galcohol>><<alcohol 60>> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if random(1, 2) is 2>> You walk on, ignoring the <<person1>><<person>> and <<his>> friends. <<He>> grumbles something incoherent, but that's the end of it. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> You walk on, ignoring the <<person1>><<person>> and <<his>> friends. "Don't you walk away from me," the <<person>> says. You hear <<his>> chair grind against the wooden floor as <<he>> stands. <<He>> marches towards you, snatching a bottle of dark liquid off a shelf on <<his>> way over. "Take a swig of this. It'll brighten you're mood. Promise." <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<link [[Drink|Pirate Scum Cabin Drink]]>><<pirate_status 1>><<alcohol 120>><</link>><<grespect>><<ggalcohol>> <</if>> <br> <<link [[Refuse|Pirate Scum Cabin Drink Refuse]]>><<pirate_status -1>><</link>><<lrespect>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> You give <<him>> an appraising look, then screw up your face in mock disgust. "No. Thank you." <<elseif $speech_attitude is "bratty">> "I'd sooner lick scum off the keel," you say. <<else>> "I'll pass," you say. "I'm just a delicate landlubber, and I'm sure your tongue's been in all sorts of wrong places. I might catch something." <</if>> <br><br> <<person1>><<His>> friends find this amusing, but the <<person>> stands with such fury that <<his>> chair falls over. <br><br> "Smart mouth have you," <<he>> says, marching closer. "Here's something else then." <<He>> picks up a bottle of dark liquid off a shelf on <<his>> way over. "Here. Take a swig. I insist." <br><br> <<if playerIsPregnant() and playerAwareTheyArePregnant()>> <span class="blue">You can't bring yourself to drink while you know you're with child.</span> <<else>> <<link [[Drink|Pirate Scum Cabin Drink]]>><<pirate_status 1>><<alcohol 120>><</link>><<grespect>><<ggalcohol>> <</if>> <br> <<link [[Refuse|Pirate Scum Cabin Drink Refuse]]>><<pirate_status -1>><</link>><<lrespect>> <br><<effects>><<wearProp "beer bottle">> You drink straight from the bottle. Whatever it is burns your throat and goes straight to your head. The <<person2>><<person>> and <<person3>><<person>> join you, taking swigs from their mugs. <br><br> Seeming satisfied, the <<person1>><<person>> follows suit, drinking straight from the bottle and staggering back to <<his>> seat. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> "Of course," the <<person1>><<person>> says, performing a mock bow. "I'm sure your highness is too delicate for such a course liquor as this." <<He>> takes a swig, and staggers back to <<his>> seat. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You do as bid, and stand against the mast. "You'll need to be higher than that, the <<person2>><<person>> says. "Give us a hand." The <<person1>><<person>> and <<person3>><<person>> grab you by the thighs, and heft you several feet off the ground. "Hold <<phim>> there. I won't be long." <br><br> The <<person2>><<person>> proves nimble as <<he>> climbs the mast beside you, taking position somewhere behind. <<He>> wraps a length of rope around your arms, then ankles, shoulders, crotch. Ropes crisscross your body. When <<hes>> done, you're left immobile several feet in the air. <br><br> "There," <<he>> says. "I still got it." <<He>> turns and walks away, with <<his>> friends following. <br><br> <<link [[Demand they untie you|Pirate Scum Deck Rope Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Remain silent|Pirate Rope]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Please don't leave me like this," you call. <<elseif $speech_attitude is "bratty">> "Let me down this instant," you say. "Or you'll be sorry." <<else>> "Aren't you forgetting something?" you ask. <</if>> <br><br> <<if random(1, 2) is 2>> The <<person2>><<person>> stops. "Where are my manners," <<he>> says. "Here." <<He>> hurls a knife. It thuds into the wood beside you, severing a length of rope. At once, the rope slackens and you fall several inches. You're able to struggle free without much difficulty. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $event_skip to 1>><</link>> <br> <<else>> The <<person2>><<person>> just starts whistling as <<he>> continues walking away. <br><br> <<link [[Next|Pirate Rope]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Sorry," you say. "But I'm not in the mood." <<elseif $speech_attitude is "bratty">> "Go practise on your friends," you say. <<else>> "No thanks," you say. "I've been tied up enough." <</if>> <br><br> <<if random(1, 2) gte 2>> "Hahaha!" the <<person1>><<person>> exclaims. "I didn't expect a refusal! Best be careful with that attitude of yours." Despite those words, they turn and walk away. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> "We ain't asking," the <<person2>><<person>> laughs. <<His>> friends shove you against the mast, then lift you by your thighs. <br><br> With a nimble grace, the <<person>> climbs the mast and stops somewhere behind you. <<He>> wraps a length of rope around your arms, then ankles, shoulders, crotch. Ropes crisscross your body. When <<hes>> done, you're left immobile several feet in the air. <br><br> "There," <<he>> says. "I still got it." <<He>> turns and walks away, with <<his>> friends following. <br><br> <<link [[Demand they untie you|Pirate Scum Deck Rope Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Remain silent|Pirate Rope]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> "We could do that," you say, lifting the other end of the rope. "Or I could show you a thing or two." You fondle the rope suggestively. <br><br> <<if $seductionrating gte $seductionrequired>> The three exchange glances. "Can you do me too?" the <<person1>><<person>> asks. <br><br> "And me," the <<person3>><<person>> adds.<<grespect>><<pirate_status 1>> <br><br> <<link [[Next|Pirate Scum Deck Rope Tie]]>><</link>> <br> <<else>> "Nice try," the <<person2>><<person>> says. "But I'm not falling for that again." <br><br> <<His>> friends shove you against the mast, then lift you by your thighs. <br><br> With a nimble grace, the <<person>> climbs the mast and stops somewhere behind you. <<He>> wraps a length of rope around your arms, then ankles, shoulders, crotch. Ropes crisscross your body. When <<hes>> done, you're left immobile several feet in the air. <br><br> "There," <<he>> says. "I still got it." <<He>> turns and walks away, with <<his>> friends following. <br><br> <<link [[Demand they untie you|Pirate Scum Deck Rope Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Remain silent|Pirate Rope]]>><<endevent>><</link>> <br> <</if>><<effects>> They stand with their backs to the mast as you wrap the rope around their waists. <<if currentSkillValue('housekeeping') gte 500>> You're good at this. The rope ties them firm.<<ggrespect>><<pirate_status 3>> <<elseif currentSkillValue('housekeeping') gte 200>> You tie a reasonably tight knot.<<grespect>><<pirate_status 1>> <<else>> It's not the best knotted rope, but it'll do. <</if>> <br><br> You step back to admire your handiwork. "You got us good," the <<person2>><<person>> says. "I see now how a rope should be tied." The others nod in affirmation. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Give handjobs|Pirate Scum Deck Rope Handjob]]>><<handskill 1>><<handstat>><<handstat>><<handstat>><</link>><<promiscuous2>><<ghandskill>> <br> <</if>> <<link [[Untie them|Pirate Scum Deck Rope Untie]]>><</link>> <br> <<link [[Walk away|Pirate Scum Deck Rope Walk]]>><</link>> <br><<effects>> <<if $NPCList[0].penis isnot "none">> You approach the <<person1>><<person>>, and feel <<his>> <<print $NPCList[0].penisdesc>> through <<his>> <<print $NPCList[0].clothes.lower.name>>. <<He>> erects at once under your ministrations. <br><br> You reach inside, and rub <<his>> length to completion. <<else>> You approach the <<person1>><<person>> and feel <<his>> pussy through <<his>> <<print $NPCList[0].clothes.lower.name>>. <br><br> You reach inside, and rub <<him>> to completion. <</if>> <br><br> The <<person2>><<person>> is next. <<if $NPCList[1].penis isnot "none">> <<His>> <<print $NPCList[1].penisdesc>> is already erect in anticipation. <<else>> <<His>> pussy is already moist in anticipation. <</if>> <<He>> cums even faster than the <<person1>><<person>>. You wipe your hands clean on <<person2>><<his>> clothes. <br><br> <<link [[Next|Pirate Scum Deck Rope Handjob 2]]>><</link>> <br><<effects>> A devilish idea springs you as you approach the <<person3>><<person>>. <<if $NPCList[2].penis isnot "none">> You rub <<his>> <<print $NPCList[2].penisdesc>> through <<his>> <<print $NPCList[2].clothes.lower.name>>. "You feel pent up," you whisper, picking up the pace. "I don't think you'll last- Oh!" you exclaim as <<he>> shudders, ejaculating into <<his>> clothes. <<else>> You rub <<his>> pussy through <<his>> <<print $NPCList[2].clothes.lower.name>>. "You feel pent up," you whisper, picking up the pace. "I don't think you'll last- Oh!" you exclaim as <<he>> shudders in orgasm. <</if>> <br><br> You step back to admire your handiwork once more. All three look spent. <br><br> <<link [[Untie them|Pirate Scum Deck Rope Untie 2]]>><</link>> <br> <<link [[Walk away|Pirate Scum Deck Rope Walk 2]]>><</link>> <br><<effects>> The trio look disappointed as you untie them from the mast, but don't molest you further. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You turn to walk away. "Hey!" the <<person1>><<person>> calls out. "Don't leave us here! Hey!" <br><br> You're already gone. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> The trio almost sag to the deck as you untie them from the mast. They stagger away. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You turn to walk away. "Wait," the <<person1>><<person>> manages. "Don't leave us." <br><br> You're already gone. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You kick the mop as you arc through the air, wresting it from the <<person1>><<persons>> hands and pulling <<him>> to the deck. The other crew laugh at <<his>> misfortune. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You land with deft grace, and continue walking as if nothing happened. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> The <<person>>'s spank gives way to incessant fondling, squeezing and probing your <<bottom>> in front of a growing crowd of pirates. <br><br> <<if $arousal gte $arousalmax>> You feel a heat build. <<orgasm>> The crew roar with laughter. <br> "What an absolute slut!" <br> "We should bully <<phim>> harder." <br> "You should have smacked <<phim>> more." <br><br> The <<person>> climbs off your back. <<tearful>> you struggle to your feet. <br><br> <<else>> At last, the <<person>> climbs from your back. <<tearful>> you struggle to your feet. <br><br> <</if>> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "That's no way to use a mop," you say. "You should be more careful, or it'll end up in your arse." <<elseif $speech_attitude is "bratty">> "Keep this up," you say, "and I'll shove that mop up your arse." <<else>> "That's no way to use a mop," you say. "Best be careful, or I'll shove it up your arse." <</if>> <br><br> The gathering crowd of pirates laughs. The <<person>> laughs too, but gives another smack to your <<bottom>> before rising. <br><br> <<tearful>> you rise to your feet. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You join in the shanty. You don't know a lot of the verses, but the chorus is repeated enough that you can sing along. Most of the crew is only singing the chorus, anyway; the <<fullGroup>> are the only ones singing the whole thing. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $harpy gte 6>> You take lead of the song, singing higher than the <<person1>><<person>>. <span class="green">Your voice, with a songbird's grace, carries beautifully across the sea.</span> The other pirates sing closer in harmony, your voice bringing them together. <<pirate_status 1>><<grespect>><<trauma -6>><<ltrauma>> <br><br> Eventually, the shanty ends. The crew notice with amusement a flock of gulls following the ship, which depart after the shanty ends. <<elseif $englishSuccess>> You attempt to take lead of the song, singing louder than the <<person1>><<person>>. <span class="green">Your voice carries beautifully across the sea.</span> The other pirates stomp louder, growing more enthusiastic. <<pirate_status 1>><<grespect>><<trauma -6>><<ltrauma>> <br><br> Eventually, the shanty ends. "You'd put a siren to shame, <<lass>>," the <<person>> says, clapping you on the shoulder. <<else>> You attempt to take lead of the song, singing louder than the <<person1>><<person>>. <span class="red">Your voice falters, untrained and poor.</span> Most of the other pirates don't seem to mind; half of their voices are either no better than you or heavily slurred. The <<person>> gives you a dirty look, though.<<pirate_status -1>><<lrespect>> <br><br> Eventually, the shanty ends. The crew go back to work. <</if>> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You ignore them and continue to swab the deck. It makes for nice background noise, at least. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You shove the <<person>> against the bulkhead. <<He>> cries out in pain, then retaliates. <br><br> <<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br><<effects>> You nod. The <<person>> pushes <<his>> body against yours. "Oh, I've been waiting for this since you first stepped aboard." <br><br> The <<person>> leads you through the bulkhead, and shoves you on the bunk. <br><br> <<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $phase is 1>> <<defiance 5>> <</if>> <<pirate_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Scum Cabin Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Scum Cabin Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> fixes <<his>> clothes, and leaves you lying on the cabin floor.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you rise to your feet. <br><br> <<elseif $enemyhealth lte 0>> You shove the <<person>> against the bulkhead. <<He>> falls in a heap.<<grespect>><<pirate_status 1>> <br><br> <<tearful>> you brush yourself down. <br><br> <<else>> <<set $rescued += 1>> "Leave the <<girl>> alone," calls another pirate. "The screaming is distracting."<<lrespect>><<pirate_status -1>> <br><br> The <<person>> relents with a scowl. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Cabin]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if random(1, 2) is 2>> The <<person>> pauses a moment, as if weighing options. "Watch yourself," <<he>> says. "If I weren't in such a good mood, you'd be in trouble." <<He>> leers at your body before moving on. <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><</link>> <br> <<else>> The <<person>> shoves you against a bulkhead. "You're in no position to refuse." <br><br> <<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You adjust your top, giving the <<person>> a glimpse of skin. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> Distracted, <<he>> doesn't notice your fist sailing towards <<his>> face until it's too late. <<He>> clutches <<his>> nose and backs away, before launching a blind counterattack. <<He>> only succeeds in crashing into a bulkhead.<<ggrespect>><<pirate_status 3>> <br><br> <<skulduggeryuse>> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> Overcome by lust and impatience, <<he>> slams you against a bulkhead.<<gpain>><<pain 4>> <br><br> <<skulduggeryuse>> <<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if !$worn.upper.type.includes("naked")>> <<upperstrip>> <</if>> <<if !$worn.under_upper.type.includes("naked")>> <<underupperstrip>> <</if>> <<pullupall>> The <<person1>><<person>> watches with unrestrained lust, then snatches the clothes from your grasp. <<He>> pulls the phone from <<his>> pocket. <<covered>> <br><br> "Show me," the <<person1>><<person>> says. "Or you're not getting these back." <br><br> <<link [[Show|Pirate Scum Cabin Show]]>><<trauma 6>><<stress 6>><<fameexhibitionism 10>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Pirate Scum Cabin Refuse 2]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br><<effects>> You put your hands behind your back, baring your <<breasts>>. The phone makes a faux clicking noise as <<he>> takes a picture. <br><br> "One more," <<he>> says, lunging with one hand to grope you. You jerk involuntarily at the sensation of <<his>> cold fingers. The phone clicks again. <br><br> "That'll do," <<he>> says, throwing your clothes on the floor. You hurry to put them back on. <br><br> <<link [[Next|Pirate Cabin]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I don't want to," you say. <<elseif $speech_attitude is "bratty">> "Fuck you and fuck your threats," you say. <<else>> "I'm drawing a line here," you say. <</if>> <br><br> "Suit yourself," <<he>> says, turning away with your clothes still in <<his>> grasp. <br><br> <<link [[Fight for your clothes|Pirate Scum Cabin Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> <br> <<link [[Let <<him>> go|Pirate Cabin]]>><<stealclothes>><</link>> <br><<effects>> "Wrong answer," the <<person>> says, shoving you against a bulkhead. "How about I take you right here. That what you want?" <<if random(1, 2) is 2>> <<He>> considers a moment, then releases you. "Another time. I'll let the others break you in more." <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<He>> considers a moment, then tries to wrestle you to the floor. <br><br> <<link [[Next|Pirate Scum Cabin Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<set _answer to ["X","R","C","I"]>> <<set _answer.push($NPCList[0].name.charAt(0),$NPCList[0].name.charAt(0),$NPCList[0].name.charAt(0))>> <<set _answer to _answer.pluck()>> <<switch $phase>> <<case "X">> "It's X," you say, "because X marks the spot." <<case "R">> "It's R," you say. "Arr!" You make a hook with your fingers and shake your hand. <<case "C">> "It's C," you say, "because a pirate's first love is the sea." <<case "I">> "It's I," you say. "Aye aye, matey!" You mock salute. <<default>> You admit you don't know. <<He>> shakes <<his>> head as if you'd answered. <</switch>> <br><br> <<if $phase is _answer>> "No, no, that's not why," <<else>> "No, no," <</if>> the <<person>> laughs, shaking <<his>> head. "It's _answer, because." <<He>> stops to hiccup. <<switch _answer>> <<case "X">> "Because it's an excellent letter." <<case "R">> "Because we are." <<case "C">> "Because a pirate can see the whole sea, you see." <<case "I">> "Because we wear patches." <<default>> "Because my name is $NPCList[0].name." <</switch>> <<He>> cackles and slaps the table, knocking the bottle over. <br><br> <<if $phase is _answer>> Well, at least you sort of got it right. <<stress -6>><<lstress>> <br><br> <</if>> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> You endure as the <<person1>><<person>> sniffs your hair, and reaches around to grab your <<bottom>>. The <<person2>><<person>> behind you licks your neck, and reaches round to molest your <<breasts>>. <br><br> They're soon distracted by something else, and stagger away from you. <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You shove the <<person1>><<person>> away from you, and twist free of the <<person2>><<person>>'s grip. They're unable to mount a threatening pursuit as you escape. <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<pirate_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Scum Bilge Pair Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Scum Bilge Pair Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Finished with you, the pair stagger away.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> to the ground. The <<person2>><<person>> backs away from you, then trips. They both lie motionless. You think they're asleep.<<ggrespect>><<pirate_status 3>> <br><br> <<tearful>> you brush yourself down. <br><br> <<else>> <<set $rescued += 1>> "Leave the <<lass>> alone," shouts another pirate. "The screaming is giving me a headache."<<lrespect>><<pirate_status -1>> <br><br> The pair hesitate, then leave you alone. <<tearful>> you steady yourself against the railing. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>> <br><<effects>> You turn and run as fast as you can, tearing through the bilge. <br><br> <<generateRole 0 0 "pirate">><<person1>> You turn a corner, and collide with something. Limbs reach out and grasp you. <br><br> "What have we here?" says a <<person>>. "A slut running loose. Dear oh dear. I think I best be correcting you." <br><br> <<link [[Next|Pirate Scum Bilge Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You lift the lid off a barrel, and climb inside. The noise grows louder, slithering closer, and closer. Until the lid is lifted from the barrel.<<gstress>><<stress 6>> <br><br> <<generateRole 0 0 "pirate">><<person1>> "What you doing in there, scum?" asks the <<person>>, staring down at you. "Hiding from work? Best be moving before Zephyr catches you." <br><br> <<tearful>> you climb from the barrel. <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<generateRole 0 0 "pirate">><<person1>> You scream. The slurping disappears beneath the stomping of footfalls. A <<person>> arrives, followed by others. "What the fuck's gotten into you?" <<he>> asks. "Scared of the dark? We thought you were hurt." <br><br> <<He>> smacks you around the head, and walks away with the others.<<gpain>><<pain 4>><<llrespect>><<pirate_status -3>> <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You walk towards the slurping noise, and the unnatural silhouette. The light moves, and the silhouette with it, as if drawing you somewhere. <<if $willpowerSuccess>> A sudden roar shakes the boat, <span class="green">but you remain calm.</span> <br><br> <<if random(1, 10) is 10 and $settings.tentaclesEnabled and $hallucinations gte 2>> You walk around a corner, and find an open portal in the side of the ship, the water held at bay by some unseen force. <br><br> The water reaches through, groping for you. Then it rushes in all at once. <br><br> <<link [[Next|Pirate Scum Bilge Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<generateRole 0 0 "pirate">><<person1>> You walk around an empty cask, and find a <<person>> reclining in a chair. <<Hes>> slurping up noodles, while playing with a lighter, and looks surprised to see you. <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <<else>> A sudden roar shakes the boat, <span class="red">and panic surges.</span> You lose control.<<ggstress>><<stress 12>><<gwillpower>><<willpower 2>> <br><br> <<if $rng gte 67>> <<link [[Run|Pirate Scum Bilge Run]]>><</link>> <br> <<elseif $rng gte 33>> <<link [[Hide|Pirate Scum Bilge Hide]]>><<pass 5>><</link>> <br> <<else>> <<link [[Scream|Pirate Scum Bilge Scream]]>><</link>> <br> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<pirate_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Scum Bilge Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Scum Bilge Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Serves you right running around like that," the <<person>> says as <<he>> walks away.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> You shove the <<person>> away from you, and escape into the dark.<<ggrespect>><<pirate_status 3>> <br><br> <<tearful>> you stop to catch your breath, and listen for pursuit. <br><br> <<else>> <<set $rescued += 1>> "Could you find someone less noisy to fuck?" shouts another pirate from somewhere above. The <<person>> leaves to argue with the voice.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you climb to your feet. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 8 8>> <</if>> <<water>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Pirate Scum Bilge Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Scum Bilge Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> You find yourself lying on the bilge floor. You're soaking wet, but the hole in the side of the boat is gone. Everything around you is dry. <<if $awareness lt 400>> <<awareness 1>><<gawareness>> <</if>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>> <br><<effects>> You give the <<persons>> ass a good slap as you pass. <<promiscuity2>> <<He>> arches <<his>> back in surprise and whirls around. <<if $rng gte 51>> <<if $pirate_rank is 0>> <<He>> scowls when <<he>> sees you. "Where does scum like you get off, thinking ye can go around like that?" <br><br> In a flash, <<he>> has you bent over the barrel <<he>> had just been inspecting. "I think you're due a reminder of who you are." <br><br> <<link [[Next|Pirate Scum Bilge Slap Spank]]>><<set $molestationstart to 1>><</link>> <<else>> <<He>> grins when <<he>> sees you. "You call that a spank? I've had worse knocks from sitting down too hard!" <br><br> <<He>> leans back over the barrel and closes <<his>> eyes. "Come on, you salty <<bitch_pirate>>, give me something to really remember." <<He>> waggles <<his>> bottom enticingly. <br><br> <<link [[Slap lightly|Pirate Scum Bilge Slap 2]]>><<set $phase to 0>><</link>> <br> <<link [[Slap roughly|Pirate Scum Bilge Slap 2]]>><<set $phase to 1>><</link>><<physiquedifficulty>> <br> <<link [[Just leave|Pirate Scum Bilge Slap 2]]>><<set $phase to 2>><</link>> <br> <</if>> <<else>> <<He>> lets out a breath when <<he>> sees you. "Serves me right for trying to do me job." <<He>> shakes <<his>> head and goes back to work. <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <</if>><<effects>> <<if $phase is 0>> You lightly tap your hand against <<his>> bottom, drawing a groan from the <<person>>. "Oh, come on! Now I'm just worked up," <<he>> grumbles. <<He>> returns to taking inventory. <<elseif $phase is 1>> You wind up, and slap the <<person>>'s ass with all your might. <<if $physiqueSuccess>> The <<person>> <span class="green">cheers</span>, <<his>> voice shaking just a bit. "That's what I'm talking about! Swing like you mean it!" <<pirate_status 1>><<grespect>> <br><br> You walk away. The <<person>> returns to taking inventory, a bit more cheerful than before. <<else>> The <<person>> <span class="red">laughs</span>, shaking <<his>> head. "I asked you for a spank, mate, not a nudge!" <<pirate_status -1>><<lrespect>> <br><br> You walk away. The <<person>> returns to taking inventory. <</if>> <<else>> You walk away. The creaking of the ship obscures your footsteps. "You're winding up an awful long time," the <<person>> calls. "I'm waiting on ye! Heave ho!" You wonder when <<he>>'ll realise. <</if>> <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<npcspank>><<npcidlegenitals>> <<set $enemyanger to 200>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $enemyanger lte 0>> <span id="next"><<link [[Next|Pirate Scum Bilge Slap Spank Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Scum Bilge Slap Spank]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> shakily steps away. "Alright," <<he>> gasps. "Fine distraction, I suppose." <<pirate_status -1>><<lrespect>> <<elseif $enemyhealth lte 0>> The <<person>> recoils in pain and you squirm away from the barrel. "Alright, alright," <<he>> laughs, holding <<his>> hands up. "Ye've made yer stance clear." <<pirate_status 1>><<grespect>> <<else>> The <<person>> releases you. "This is how we work on this ship," <<he>> sneers. "Scum don't do the spanking." <<pirate_status -1>><<lrespect>> <</if>> <br><br> <<He>> returns to taking inventory. <<tearful>> you walk away. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Bilge]]>><<set $eventskip to 1>><</link>><<effects>> You walk past the <<person>>. <<if $rng gte 71>> <<He>> sighs under <<his>> breath as you pass. "I put meself out there, and the crew ignore me..." <<else>> <<He>> pays you no mind as <<he>> continues to work. <</if>> <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>><<effects>> <<if random(1, 2) is 2>> The <<person1>><<person>> glares at you a moment, then laughs. "Careful now," <<he>> says. "Next time I might not be in such a good mood."<<grespect "scum">><<pirate_status 1 scum>> <br><br> <<pirate_mate_work_end_links>> <<else>> The <<person1>><<person>> glares at you and rolls up <<his>> sleeves. <br><br> <<link [[Next|Pirate Work Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Pirate Work Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Work Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> smacks your <<bottom>>, and walks away.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<pirate_mate_work_end_links>> <<elseif $enemyhealth lte 0>> The <<person>> throws <<his>> hand up in surrender, then runs away. <br><br> <<tearful>> you brush yourself down. <br><br> <<clotheson>> <<endcombat>> <<pirate_mate_work_end_links>> <<else>> "I don't think you've learned your lesson yet," the <<person>> says, grabbing your arm and dragging you to your feet. <br><br> <<link [[Next|Pirate Punish]]>><</link>> <br> <</if>><<set $location to "pirate_ship">><<effects>> <<npc Zephyr>><<person1>> <<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">> <<if $pirate_intro is 1>> <<if $passoutReason>> <<unset $passoutReason>> "Well if it isn't our minnow," announces Captain Zephyr. "Welcome back to me vessel." <br><br> <<link [[Next|Pirate Intro 2 Repeat]]>><</link>> <br> <<else>> Hands grasp your shoulders, and haul you from the sea. You thud onto a familiar deck, and cough up water. <br><br> <<if $pirate_rank gte 1>> "What are you doing swimming alone out here?" asks Captain Zephyr. "You'll be mer bait if you carry on like that." <<He>> helps you to your feet. "Nothing to see here. Get back to work!" <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br> <<else>> "Well if it isn't our minnow," announces Captain Zephyr. "Welcome back to me vessel." <br><br> <<link [[Next|Pirate Intro 2 Repeat]]>><</link>> <br> <</if>> <</if>> <<else>> <<if !$passoutReason>> You feel hands clutch your arms, hauling you from the water. You thud onto something hard, and cough. <br><br> Several people stand around your body, laughing. A boot flips you onto your back. <</if>> <<if $pronoun is "m">> Green eyes peer down at you, above a full black beard and framed by long braided hair. <<else>> Green eyes peer down at you, framed by long braided hair. <</if>> <<if $smuggler_pub_zephyr is 1>> It's Zephyr. <br><br> <<if $pirate_rank gte 1>> <<unset $passoutReason>> "What are you doing swimming alone out here?" asks Captain Zephyr. "You'll be mer bait if you carry on like that." <<He>> helps you to your feet. "Nothing to see here. Get back to work!" <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br> <<else>> "We caught ourselves a live one!" <<he>> announces, hands on hips. A cheer erupts as <<he>> leans close to you. "<<if $passoutReason>><<unset $passoutReason>>Barely livin', the state we found ye in. <</if>>So ye found your way aboard as a vagrant." <br><br> <<link [[Next|Pirate Intro 2]]>><<set $pirate_rank to 0>><<set $pirate_intro to 1>><</link>> <br> <</if>> <<else>> <br><br> "We caught ourselves a live one!" announces the green-eyed figure, hands on hips. A cheer erupts as <<he>> leans close to you. "<<if $passoutReason>><<unset $passoutReason>>Barely livin', the state we found ye in. <</if>>I'm Captain Zephyr, and ye, <<lass>>, have the dubious honour of being a guest aboard me vessel." <br><br> <<link [[Next|Pirate Intro 2]]>><<set $pirate_rank to 0>><<set $pirate_intro to 1>><</link>> <br> <</if>> <</if>><<effects>> Zephyr stands upright. "You know the drill," <<he>> announces. "Help this minnow to <<pher>> feet." <br><br> A <<person2>><<person>> and <<person3>><<person>> pull you off the deck by your shoulders, before backing away. They form two groups, one on either side of you. <br><br> "This is how it goes," Zephyr says. "Each member of me crew will lunge at ye. The one who pushes ye to the deck will get the first go at it." Another cheer erupts. <br><br> <<endevent>> <<generate1>><<person1>> "Now who should get to go first," Zephyr ponders a moment, before pointing at a <<person1>><<person>>. "One more thing," the Captain adds. "If ye manage to dodge the entire crew, we won't rape ye at all. An honorary mate, we shall even make of ye. But no one's ever managed it." <br><br> The <<person1>><<person>> watches you. <<if $skulduggery gte 50>> <span class="green"><<He>> keeps glancing at your left foot. You should dodge right.</span> <br><br> <<else>> <span class="red">You can't tell what <<hes>> planning.</span> <br><br> <</if>> <<link [[Dodge left|Pirate Intro Dodge Left]]>><</link>> <br> <<link [[Dodge right|Pirate Intro Dodge Right]]>><</link>> <br><<effects>> Zephyr stands upright. "Who wants this one then?" Hands shoot up around <<him>>. "Ah, too many are eager. We'll settle this the right way! Help this minnow to <<pher>> feet." <br><br> A <<person2>><<person>> and <<person3>><<person>> pull you off the deck by your shoulders, before backing away. They form two groups, one on either side of you. <br><br> "This is how it goes," Zephyr says. "Each member of me crew will lunge at ye. The one who pushes ye to the deck will get the first go." Another cheer erupts. <br><br> <<endevent>> <<generate1>><<person1>> "Now who should get to go first," Zephyr ponders a moment, before pointing at a <<person1>><<person>>. "One more thing," the Captain adds. "If ye manage to dodge the entire crew, we won't rape ye at all. An honorary mate, we shall even make of ye. But no one's ever managed it." <br><br> The <<person1>><<person>> watches you. <<if $skulduggery gte 50>> <span class="green"><<He>> keeps glancing at your left foot. You should dodge right.</span> <br><br> <<else>> <span class="red">You can't tell what <<hes>> planning.</span> <br><br> <</if>> <<link [[Dodge left|Pirate Intro Dodge Left]]>><</link>> <br> <<link [[Dodge right|Pirate Intro Dodge Right]]>><</link>> <br><<effects>> The <<person>> lunges at you. You dodge to the left, <span class="red">only for the pirate to trip you up,</span> leaving you prone on the deck. <br><br> The pirate is on top of you before you can recover. <br><br> <<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> The <<person>> lunges at you. You dodge to the right, <span class="green">avoiding the pirate</span> and leaving <<him>> to stumble to the deck. <br><br> <<endevent>> <<generate1>><<person1>> "Next!" shouts Captain Zephyr. A <<person>> steps forward, and bends <<his>> knees to spring at you. <br><br> <<link [[Duck|Pirate Intro Dodge Duck]]>><</link>> <br> <<link [[Jump|Pirate Intro Dodge Jump]]>><</link>> <br><<effects>> You duck as the <<person>> leaps, <span class="green">sailing over your head</span> and colliding with <<his>> crewmates. One of them punches <<him>>, knocking <<him>> to the ground. The others laugh. <br><br> <<endevent>> <<generate1>><<person1>> "Next!" shouts captain Zephyr, pointing at a <<person>>. <<He>> flexes <<his>> arms, <<if $skulduggery gte 200>> <span class="green">your instincts tell you <<hes>> going to throw a punch.</span> <br><br> <<else>> <span class="red">but you're not sure what <<he>> intends.</span> <br><br> <</if>> <<link [[Brace yourself|Pirate Intro Dodge Brace]]>><</link>> <br> <<link [[Crouch and hold your arms over your face|Pirate Intro Dodge Crouch]]>><</link>> <br><<effects>> You jump, <span class="red">only for the <<person>> to leap and wrap <<his>> arms around your waist,</span> tackling you to the deck. <br><br> <<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You brace yourself, <span class="red">only for the <<person>> to deliver a punch to your face</span> as <<he>> steps forward. You stagger and fall, with the <<persons>> weight pinning you down. <br><br> <<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You crouch and hold your arms in front of your face as the <<person>> jumps at you, fist swinging. It thuds painfully into your arm, <span class="green">but you remain stable.</span> The momentum leaves the <<person>> sprawling on the deck.<<gpain>><<pain 1>> <br><br> <<endevent>> <<generate1>><<person1>> "Next!" Captain Zephyr shouts, pointing at a <<person>>. <<He>> walks from side to side, watching you, as if waiting for an opening. <<if $skulduggery gte 400>> <span class="green">You can tell <<hes>> planning to distract you somehow.</span> <<else>> <span class="red">You don't know what <<hes>> planning.</span> <</if>> <br><br> <<He>> glances over your shoulder, and a subtle smile appears on <<his>> lips. <br><br> <<link [[Look behind you|Pirate Intro Dodge Look]]>><</link>> <br> <<link [[Pretend to look behind you|Pirate Intro Dodge Pretend]]>><</link>> <br><<effects>> You glance over your shoulder. There's nothing amiss. You return your gaze in front of you to find the <<person>> <span class="red">lunging right at you.</span> It's too late to dodge, <<he>> wraps an arm around your neck and forces to the deck. <br><br> <<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You jerk your neck, as if about to turn around. At once, the <<person>> lunges, hoping to catch you off-guard. Instead, <span class="green">you easily step aside,</span> and leave the clumsy pirate sprawled on the deck. <br><br> <<endevent>> <<generate1>><<person1>> "Is this what me crew's made of?" Captain Zephyr shouts. "This landlubber <<girl>> is making fools of ye." <<nnpc_He "Zephyr">> points at a <<person>>. "If ye don't manage it, I'll demonstrate how it's done." <br><br> The <<person>> salutes. "I won't fail you cap'n!" Rather than lunge right for you, <<he>> disappears behind <<his>> crewmates, and climbs up the rigging. <br><br> <<He>> reaches an overhanging rope, dangling from it with one arm. With a shrill cry, <<he>> pulls a knife from <<his>> pocket and slices through the fabric. The rope gives way, <<if $skulduggery gte 600>> and <<he>> swings across the deck. You have little time to judge, <span class="green">but you can tell <<hes>> going to miss you completely.</span> <br><br> <<else>> <span class="red">and <<he>> swings in your direction!</span> <br><br> <</if>> <<link [[Stay still|Pirate Intro Dodge Still]]>><</link>> <br> <<link [[Jump out of the way|Pirate Intro Dodge Jump 2]]>><</link>> <br><<effects>> You remain motionless. <span class="green">The <<person>> misses you by a wide margin.</span> <<He>> sails by, the momentum carrying <<him>> right over the edge of the ship. You hear <<him>> splash into the water below. <br><br> The crew almost fall over themselves with laughter. "Right then," says Captain Zephyr, stepping forward. The crew hush at once, eager to watch this showdown. <br><br> <<endevent>> <<npc Zephyr>><<person1>>Zephyr stands still, staring right in your eyes, motionless. You won't have much time to react once <<he>> starts moving. <<if $skulduggery gte 1000>> <<He>> gives nothing away, <span class="green">but you notice a pistol-shaped bulge beneath <<his>> jacket.</span> <br><br> <<else>> <span class="red"><<He>> gives nothing away.</span> <br><br> <</if>> <<link [[Remove <<his>> hat|Pirate Intro Dodge Hat]]>><</link>> <br> <<link [[Duck|Pirate Intro Dodge Duck 2]]>><</link>> <br> <<link [[Check under <<his>> jacket|Pirate Intro Dodge Jacket]]>><</link>> <br> <<link [[Leap aside|Pirate Intro Dodge Leap]]>><</link>> <br> <<link [[Check <<his>> trouser pocket|Pirate Intro Dodge Trousers]]>><</link>> <br> <<link [[Go on the offensive|Pirate Intro Dodge Offensive]]>><</link>> <br><<effects>> Captain Zephyr leaps at you. As <<he>> collides with your chest, you swipe the hat from <<his>> head, revealing more black hair, <span class="red">but nothing else.</span> <br><br> Zephyr laughs as <<he>> climbs to <<his>> feet. "That's how ye do it," <<he>> says, straightening <<his>> hat. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>> <br><br> "Everyone get back to work!" The crew obey, but throw you lascivious glances. <br><br> <span class="gold">You are now <i>scum</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<set $stress -= 2000>><<endevent>><</link>> <br><<effects>> You duck as Captain Zephyr leaps at you, evading <<his>> outstretched arms, but <<his>> leg collides with yours, <span class="red">tripping you and leaving you lying on your back.</span> <br><br> Zephyr laughs. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>> <br><br> "Everyone get back to work!" The crew obey, but throw you lascivious glances. <br><br> <span class="gold">You are now <i>scum</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> Captain Zephyr leaps at you. You feel beneath <<his>> jacket as <<he>> tackles you to the ground. <br><br> The crew cheer as you hit the deck with Zephyr atop you, but the cheers abate as their captain remains motionless. <br><br> Zephyr raises <<his>> arms, as if in surrender. <<He>> leans back, <span class="green">revealing the pistol in your grip,</span> pointed straight at <<his>> chest. <br><br> The crew gasp in horror. "Oh knock it off ye bilge rats," the captain says. "It ain't loaded! Still, our landlubber has some salt in <<phim>>." <<He>> rises to <<his>> feet, and helps you to yours. <<ggsaltiness>><<pirate_status 5>> <br><br> "What ye looking at? Get back to work!" The crew return to their duties. <br><br> <span class="gold">You are now <i>mate</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<set $pirate_rank to 1>><<endevent>><</link>> <br><<effects>> You leap to the side as Captain Zephyr lunges at you. <<He>> falls, <span class="red">but grasps your ankle,</span> pulling you with <<him>>. <br><br> Zephyr laughs. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>> <br><br> "Everyone get back to work!" The crew obey, but throw you lascivious glances. <br><br> <span class="gold">You are now <i>scum</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> Captain Zephyr leaps at you. You reach into <<his>> pockets as <<he>> tackles you to the ground, <span class="red">but there's nothing in there.</span> <br><br> Zephyr laughs. "Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>> <br><br> "Everyone get back to work!" The crew obey, but throw you lascivious glances. <br><br> <span class="gold">You are now <i>scum</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> You lunge at Captain Zephyr before <<he>> can make the first move. <span class="red"><<He>> anticipates this however,</span> and steps to the side. The momentum carries you into the rigging, leaving you tangled there. Zephyr laughs. "Nice try. Ye did well for a landlubber. You've saved your ass, for now." The crew deflate. "But be on your best behaviour."<<ggsaltiness>><<pirate_status 5>> <br><br> "Everyone get back to work!" The crew obey, but throw you lascivious glances. <br><br> <span class="gold">You are now <i>scum</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> You jump out of the way, <span class="red">but it's no good.</span> The <<person>> collides with you, leaving you lying on the deck with <<him>> on top.<<gpain>><<pain 4>><<gstress>><<stress 6>> <br><br> <<link [[Next|Pirate Intro Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Intro Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Intro Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> A cheer erupts from the audience, and hands grope at you from all directions. <br><br> <<elseif $enemyhealth lte 0>> Laughter erupts from the audience, and hands grope at you from all directions. <br><br> <</if>> <<endcombat>> <<npc "Zephyr">><<person1>> "Wait!" shouts Zephyr. "Don't wear <<phim>> out yet. We've a long voyage." <br><br> <<He>> helps you to your feet. "There'll be plenty of time to sample <<pher>> assets. Now get back to work!" The crew return to what they were doing, throwing lascivious glances your way. The captain leans closer. "Don't think about trying to swim away. Even the mer can't sneak away from I." <br><br> <span class="gold">You are now <i>scum</i> aboard the pirate ship.</span> <br><br> <<link [[Next|Pirate Deck]]>><<set $pirate_intro to 1>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <<audience>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Intro Gangrape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Intro Gangrape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Text about the aftermath of them cumming. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> Text about escaping. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <</if>><<set $location to "pirate_ship">><<set $outside to 1>><<effects>><<getTarget true>> You are on the deck aboard the pirate ship. <<if Weather.dayState is "night">> <<if Weather.bloodMoon>> Red moonlight reflects off the waves, giving the sea a wine-dark hue. <</if>> <<if Weather.precipitation isnot "none">> Chill sleet assails your face. <<elseif !Weather.isOvercast>> You can see well in the moonlight. <<else>> The wind threatens to snatch you away. <</if>> <<elseif Weather.dayState is "dawn">> <<if Weather.precipitation isnot "none">> Violent waves glimmer in the dawn's light. <<elseif !Weather.isOvercast>> The dawn lights up the horizon. <<else>> The waves glimmer in the dawn's light. <</if>> <<elseif Weather.dayState is "dusk">> <<if Weather.precipitation isnot "none">> The setting sun reveals torrential rain in all directions. <<elseif !Weather.isOvercast>> The sun sets on the horizon. <<else>> The sun sets on the horizon, and darkness threatens to swallow the world. <</if>> <<else>> <<if Weather.precipitation isnot "none">> Sheets of rain sweep across. <<elseif !Weather.isOvercast>> The sun beats down. <<else>> The wind makes you squint. <</if>> <</if>> <<if $exposed gte 1>> You take cover behind some crates, concealing your undressed state. <</if>> <br><br> <<if $stress gte $stressmax and !$possessed>> <<passoutpirates>> <<elseif (Time.dayState is "dawn" or Time.dayState is "day") and $pirate_journey lte 1>> <<npc "Zephyr">><<person1>> "Land ho!" shouts a voice from the crow's nest. Zephyr strides to one side of the deck and raises <<his>> telescope. You don't need a telescope to see the shoreline, the beach sloping towards a treeline. It's close. You wonder why no one saw it until now. <br><br> At Zephyr's word, the crew hustle into frantic activity. "There," Zephyr shouts, striding up to the helmsman. "Take us around that way. They've a dock of sorts, wouldn't ye know." <br><br> <<if $exposed gte 1>> "And get this slut some clothes!" <br><br> <</if>> <<link [[Next|Pirate End]]>><<towelup>><<unset $pirate_journey>><</link>> <br> <<else>> <<set _mod to 1>> <<if $pirate_rank gte 1>> <<set _mod to 0.5>> <</if>> <<if (dangerEvent(_mod) or $eventforced) and $eventskip is 0>> <<events_pirate_deck>> <<elseif $pirate_rank is 0 and $pirate_status gte 90>> <<generateRole 0 0 "pirate">><<person1>> You hear a worrying crack. You're not the only one. Eyes look up at a <<person>> sitting in the crow's nest. <br><br> Another crack, the crow's nest topples among splinters of wood. The <<person>> grasps the mast as <<he>> falls, but it snaps as well. <<He>> plunges into the sea. <br><br> <<link [[Dive in to rescue|Pirate Rank Dive]]>><</link>> <br> <<link [[Get Zephyr|Pirate Rank Get]]>><</link>> <br> <<elseif Time.hour gte 12 and Time.hour lte 18 and $pirate_attack is undefined>> "Everyone!" bellows Zephyr, putting <<nnpc_his "Zephyr">> telescope away. "To battle stations!" <br><br> Pirates burst from the cabin, rushing into activity. <br><br> <<link [[Next|Pirate Attack]]>><<set $pirate_attack to 1>><</link>> <br> <<elseif random(1, 4) is 4 and $exposed lte 0 and $eventskip is 0>> <<pirate_mate_work deck>> <<else>> <<if $nextPassageCheck is "Wraith Snatched Pirate Railing">> <span class="nextLink"><<link [[The railing.|Wraith Snatched Pirate Railing]]>><</link>></span> <br> <<elseif $pirate_rank lte 0>> <<link [[Lean on railing|Pirate Railing]]>><</link>> <br> <</if>> <<if Weather.dayState is "dawn">> <<link [[Watch the sun rise (1:00)|Pirate Dawn]]>><<pass 60>><<stress -6>><</link>><<lstress>> <br><br> <<elseif Weather.dayState is "dusk">> <<link [[Watch the sun set (1:00)|Pirate Dusk]]>><<pass 60>><<stress -6>><</link>><<lstress>> <br><br> <</if>> <<if $possessed>> <<elseif Time.dayState isnot "night">> Captain Zephyr peers through a telescope. <br> <<if $exposed gte 1>> <<link [[Ask Zephyr for clothes|Pirate Clothes]]>><</link>><<difficulty 67>> <br> <<else>> <<link [[Approach|Pirate Zephyr]]>><</link>> <br> <</if>> <<else>> Captain Zephyr is ensconced in <<nnpc_his "Zephyr">> quarters. <br> <<if $exposed gte 1>> <<link [[Ask Zephyr for clothes|Pirate Clothes]]>><</link>><<difficulty 67>> <br> <</if>> <</if>> <<link [[Cabin (0:01)|Pirate Cabin]]>><<pass 1>><</link>> <br> <</if>> <</if>> /*A girl in a white sundress swabs the deck with a skip, her long brown hair jumping with each movement. "Oops," she says when she sees you. "You're not supposed to be here yet. Let me help. Whoosh!" She bonks your head with the broom. The world spins. <br><br> <<link [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</link>> <br>*/ <<set $eventskip to 0>><<effects>> You lean against the railing, and look out at the sea. There's nothing stopping you escaping the ship by diving in, <<if Time.dayState is "night">> no one would see you in the dark, though it could be dangerous this far out. <<else>> though you're sure to be spotted, and it could be dangerous this far out. <</if>> <br><br> <<if Time.dayState is "night">> <<link [[Dive|Pirate Railing Dive Night]]>><</link>> <br> <<else>> <<link [[Dive|Pirate Railing Dive Day]]>><</link>><<swimmingdifficulty 500 1000>> <br> <</if>> <<link [[Step away|Pirate Deck]]>><</link>> <br><<effects>> <<silently>><<water>><</silently>> You climb the railing, and dive into the sea. <br><br> Your head emerges from the water. The pirate ship already sails on without you. You see the horizon in the distance. <br><br> <<link [[Next|Sea]]>><<set $sea to 80>><</link>> <br><<effects>> <<silently>><<water>><</silently>> You climb the railing, and dive into the sea. <br><br> <<npc Zephyr>><<person1>> You hear shouting before you even reach the surface. Zephyr leans on the railing. "What ye doing in the drink?" Zephyr says. "You two, after <<phim>>." <br><br> <<endevent>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>> A <<person>> and <<person2>><<person>> dive in after you. You swim as hard as you can, throwing the occasional glance behind you. <<if $swimmingSuccess>> <span class="green">You gain distance on them, and soon lose them between the waves.</span> <br><br> The pirate ship turns to search for you, but it's a long arc. You swim in a random direction, giving the ship little hope of finding you. <br><br> <<link [[Next|Sea]]>><<endevent>><<set $sea to 80>><</link>> <br> <<else>> However, <span class="red">they soon catch up with you,</span> and wrestle your arms behind your back. <br><br> <<link [[Next|Pirate Railing Dive Caught]]>><</link>> <br> <</if>><<effects>> They drag you back to the deck, and leave you lying in a wet heap. <br><br> "What a clumsy fool," Zephyr says, leaning over you. "As if my deck weren't wet enough. You two, discipline this wayward minnow." <br><br> The <<person1>><<person>> and <<person2>><<person>> don't need to be told twice. <br><br> <<link [[Next|Pirate Railing Dive Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Railing Dive Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Railing Dive Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Let that be a lesson to ye," Zephyr says before turning away.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you climb to your feet. <br><br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> overboard, and the <<person2>><<person>> looks afraid <<he>>'ll follow. <br><br> Zephyr laughs. "Good show. Now all of ye get back to work."<<ggrespect>><<pirate_status 3>> <br><br> <<tearful>> you get your bearings. <br><br> <</if>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>><<wearProp "mop">> <<if currentSkillValue('housekeeping') gte 1000>> <<generateRole 0 0 "pirate">><<person1>> You take a mop, and get to work swabbing the deck, keeping it dry. You're so efficient that you dry the whole thing single-handedly, and have time to chat with a <<person>>. <br><br> "No one's gonna be slipping with the deck like that," <<he>> comments. "A shame." <<lstress>><<stress -12>> <<elseif currentSkillValue('housekeeping') gte 600>> <<generateRole 0 0 "pirate">><<person1>> You take a mop, and swab the deck in a battle against the sea. It's a futile struggle, but you keep the main walkways dry. A <<person>> even thanks you. <<elseif currentSkillValue('housekeeping') gte 200>> You lift a mop, and swab the deck in an attempt to keep it dry. Spray from the sea undoes your work, but you're fast enough to keep the main walkways dry. Mostly. <<else>> You find a mop, and swab the deck in an attempt to keep it dry. Spray from the sea splashes over it, undoing your work almost as soon as you finish it. <br><br> <<generateRole 0 0 "pirate">><<person1>> A <<person>> takes pity, and gives you a few basic pointers. "You're actually good for a beginner," <<he>> says. "You're still dry."<<ghousekeeping>><<housekeeping 1>> <</if>> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $location to "pirate_ship">><<set $outside to 0>><<effects>><<getTarget true>> You are in the cabin aboard the pirate ship. <<if Time.dayState is "night">> It's full of snoring crew. <<else>> The floor rocks back and forth. <</if>> <<if $exposed gte 1>> Concerned about your state of dress, you peer around corridors to make sure the way ahead is clear. <</if>> <br><br> <<if $stress gte $stressmax and !$possessed>> <<passoutpirates>> <<else>> <<set _mod to 1>> <<if $pirate_rank gte 1>> <<set _mod to 0.5>> <</if>> <<if (dangerEvent(_mod) or $eventforced) and $eventskip is 0>> <<events_pirate_cabin>> <<elseif Time.hour gte 12 and Time.hour lte 18 and $pirate_attack is undefined>> "Everyone!" bellows Zephyr from above. "To battle stations!" <br><br> Pirates empty their drinks, their chairs scraping across the ground as they bustle into activity. You're caught up in the crowd, and carried up to the deck. <br><br> <<link [[Next|Pirate Attack]]>><<set $pirate_attack to 1>><</link>> <br> <<elseif random(1, 4) is 4 and $exposed lte 0 and $eventskip is 0>> <<pirate_mate_work cabin>> <<else>> <<if Time.dayState is "day">> <<link [[Socialise (1:00)|Pirate Socialise]]>><<pass 60>><<stress -6>><</link>><<lstress>> <br> <</if>> <<if $nextPassageCheck is "Pirate Deck">> <span class="nextLink"><<link [[Deck (0:01)|Pirate Deck]]>><</link>></span> <<else>> <<link [[Deck (0:01)|Pirate Deck]]>><</link>> <</if>> <br> <<link [[Bilge (0:01)|Pirate Bilge]]>><<pass 1>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>><<effects>> <<if currentSkillValue('housekeeping') gte 1000>> The pirates make way for you as you clean the cabin. Beds are turned, clothes are patched and knitted back together, and all the dust and litter is hunted down. <br><br> You leave it spotless in your wake.<<lstress>><<stress -6>> <<elseif currentSkillValue('housekeeping') gte 600>> You clean the cabin, leaving everything neat and tidy in your wake. Some of the pirates look like they want to mess with you, but others warn them away, not wanting to interfere in a good thing. <<elseif currentSkillValue('housekeeping') gte 200>> You clean up after the pirates, picking up rubbish and changing the bedding on their bunks. <br><br> <<endevent>> <<generateRole 0 0 "pirate">><<person1>> <<if random(1, 2) is 2>> You catch a <<person>> leering at your <<bottom>> as you reach beneath a cabinet, but <<he>> looks away when you make eye contact. <<else>> A <<person>> gives your <<bottom>> a smack as you reach beneath a cabinet.<<gpain>><<pain 1>><<gstress>><<stress 1>> <</if>> <<else>> You start picking up rubbish left behind by the pirates. When they notice, they deliberately create more, and dump it right in front of you. This amuses them for a while, until they run out of snacks to waste. <br><br> The cabin does look a bit tidier by the time you're done, regardless.<<ghousekeeping>><<housekeeping 2>> <</if>> <br><br> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $location to "pirate_ship">><<set $outside to 0>><<effects>><<getTarget true>> You are in the bilge, deep within the pirate ship. The walls creak and groan. <<if $exposed gte 1>> You hide in the shadows, worried about your undressed state. <</if>> <br><br> <<if $stress gte $stressmax and !$possessed>> <<passoutpirates>> <<else>> <<set _mod to 1>> <<if $pirate_rank gte 1>> <<set _mod to 0.5>> <</if>> <<if (dangerEvent(_mod) or $eventforced) and $eventskip is 0>> <<events_pirate_bilge>> <<elseif Time.hour gte 12 and Time.hour lte 18 and $pirate_attack is undefined>> "Everyone!" bellows Zephyr from above. "To battle stations!" <br><br> Pirates emerge from shadowed alcoves, and rush in a frenzied haste. You're caught up in the crowd, and carried to the deck. <br><br> <<link [[Next|Pirate Attack]]>><<set $pirate_attack to 1>><</link>> <br> <<elseif random(1, 4) is 4 and $exposed lte 0 and $eventskip is 0>> <<pirate_mate_work bilge>> <<else>> <<if Time.dayState is "night">> <<link [[Search (1:00)|Pirate Search]]>><<pass 60>><</link>> <br> <</if>> <<link [[Bed|Pirate Bed]]>><</link>> <br> <<if $nextPassageCheck is "Pirate Cabin">> <span class="nextLink"><<link [[Cabin (0:01)|Pirate Cabin]]>><<pass 1>><</link>></span> <<else>> <<link [[Cabin (0:01)|Pirate Cabin]]>><<pass 1>><</link>> <</if>> <</if>> <</if>> <<set $eventskip to 0>><<effects>> <<if currentSkillValue('housekeeping') gte 1000>> You find a hole in the side of the ship. You patch it up, good as new. Sensing that something is wrong, you discover three more leaks hidden behind crates and barrels. You repair these as well. No wonder the bilge is always so wet.<<lstress>><<stress -6>> <<elseif currentSkillValue('housekeeping') gte 600>> You find a hole in the side of the ship, and patch it up before the leak does much damage. <<elseif currentSkillValue('housekeeping') gte 200>> You find a small hole in the side of the hull, letting water invade the ship. You manage to seal it with a plank of wood, but it takes some doing. By the time you succeed, there's half a foot of water around your ankles. <br><br> You travel up and down the ship with a bucket, emptying it of water. <<else>> You find a small hole in the side of the hull, with water spraying through. You try to cover it with a plank of wood, but there's more force than it appears, and you struggle to hammer the wood down. <br><br> You turn the plank sidewise, and plug it that way. That will do. For now.<<ghousekeeping>><<housekeeping 2>> <</if>> <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><</link>> <br><<effects>> <<npc "Zephyr">><<person1>> You approach the captain. <<if $pirate_rank is 1>> "What is it, mate?" <<he>> asks. <br><br> <<socialiseicon "ask">><<link [[Ask what you should be doing|Pirate Zephyr Mate Ask]]>><</link>> <br> <<else>> "What is it, scum?" <<he>> asks. <br><br> <<socialiseicon "ask">><<link [[Ask what you should be doing|Pirate Zephyr Scum Ask]]>><</link>> <br> <</if>> <<if $temple_spear_mission gte 1 and $pirate_journey is undefined>> <<islandicon>><<link [[Ask to go to the island|Pirate Zephyr Island Ask]]>><</link>> <br> <</if>> <<socialiseicon "ask">><<link [[Ask to return to the mainland|Pirate Zephyr Return Ask]]>><</link>> <br> <<getouticon>><<link [[Leave|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> <<if $pirate_rank gte 1>> "Back to shore?" Zephyr says. "Are the charms of me and me crew not enough for ye? Hah! It's fine. You'll be back. I'll take ye ashore, if that's what ye want." <br><br> <<entertownicon>><<link [[Return to mainland (3:00)|Pirate Return]]>><<pass 180>><</link>> <br> <<else>> "Now why would scum like ye want to go back there?" Zephyr asks, returning <<his>> attention to the horizon. "Don't waste my time." <br><br> <i>You'll need to earn the pirates' respect, or find some other way back to the mainland.</i> <br><br> <</if>> <<getouticon>><<link [[Leave|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> Zephyr barks commands, and the ship turns. The coast soon appears on the horizon, as if it were never far away. <br><br> The pirates sail the ship towards the cliffs to the west of town, rather than towards the town itself. They hug the rocks, almost scraping against those jutting out of the shallow sea, approaching from a dangerous angle. <br><br> "I'll take you ashore myself," Zephyr says, pointing to one of the smaller rowboats attached to the side. "Climb aboard." <br><br> <<link [[Next|Pirate Return 2]]>><</link>> <br><<effects>> Zephyr lowers the rowboat to the sea, and unties the ropes. The boat rocks as <<he>> thumps onto a seat, and takes up both oars. There are only two, and <<he>> seems content to row by <<himself>>. <br><br> <<He>> pushes the small boat away from the larger ship, towards the shore. <br><br> <<link [[Thank Zephyr for rowing you|Pirate Return Thank]]>><<npcincr Zephyr love 1>><</link>><<glove>> <br> <<link [[Insult Zephyr|Pirate Return Insult]]>><<npcincr Zephyr love -1>><<pirate_status 1>><</link>><<llove>><<grespect>> <br> <<link [[Remain silent|Pirate Return Silent]]>><</link>> <br> <<if $spear_vessel is "zephyr">> <<link [[Ask what Zephyr did with the spear|Pirate Return Ask]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "Thank you for rowing me," you say. "I hope your arms aren't sore." <<elseif $speech_attitude is "bratty">> "Thanks for the lift," you say. "It would be tiring to swim." <<else>> "Thanks for rowing me," you say. <</if>> <br><br> "Don't mention it," Zephyr says. "It does my arms some good." <br><br> <<He>> rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship. <br><br> <<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "You're not a very good person," you say. <<elseif $speech_attitude is "bratty">> "You're a cunt," you say. "You know that?" <<else>> "You're a bad person," you say. <</if>> <br><br> Zephyr laughs so hard <<he>> drops the oars. "Aye, <<lass>>, aye," <<he>> manages at last. "Best watch yourself, aye?" <br><br> <<He>> rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship. <br><br> <<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You remain silent as Zephyr rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship. <br><br> <<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Did you do anything evil with the spear I gave you?" you ask. <<elseif $speech_attitude is "bratty">> "Did you do anything interesting with the spear I gave you?" you ask. <<else>> "What did you do with the spear I gave you?" you ask. <</if>> <br><br> "Never you mind that," Zephyr says. "It's in safe keeping, until the time comes." <<He>> chuckles, and refuses to speak of it more. <br><br> <<He>> rows the boat up to a pier on Mer Street. "This is where we part. Until we meet again." <<He>> gives a theatrical bow, and starts rowing back to <<his>> ship. <br><br> <<link [[Next|Mer Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> "During downtime," the captain says, "nothing much. Just help out if needed. Swabbing the deck, cleaning the cabin, plugging leaks, that sort of thing. The cry will go up when you're needed for something important." <br><br> /*<i>You can improve your rank by gaining respect. Gain respect by doing a good job keeping the ship in order.</i> <br><br>*/ <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> "You're at the bottom of the pecking order," the Captain says. <<He>> doesn't remove <<his>> eye from the telescope. "So you'll do whatever anyone tells you to. Ask around on the deck or cabin if you must have something to do. There's a bed for ye in the bilge." <br><br> <i>You can improve your rank by gaining respect. Gain respect by defying orders, but be careful.</i> <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> "As ye like," Zephyr says. "I've been meaning to sail there. The locals have some interesting, eh, trinkets." <<He>> pauses, and when <<he>> next speaks it's in an odd hurry. "Journey should take a week." <br><br> <<set $pirate_journey to 7>> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> <<bind>><<legbind>> You awaken, dangling upside-down with your arms and legs bound together. <br><br> <<generateRole 0 0 "pirate">> <<generateRole 1 0 "pirate">> <<person1>> "The <<girl>>'s awake," says a <<person>> from above. "Last call for bets." <br><br> "£50 says a whale gets <<phim>>," says a <<person2>><<person>>. <br> "£150 says you didn't tie the rope properly," says another. "And the sea just swallows <<phim>>." <br><br> <<link [[Complain|Pirate Passout Complain]]>><</link>> <br> <<link [[Brace yourself|Pirate Passout Brace]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Please untie me," you say. <<elseif $speech_attitude is "bratty">> "Untie me this instant!" you say. <<else>> "Untie me before you get in trouble," you say. <</if>> <br><br> "Hear that?" the <<person1>><<person>> says. "Let's untie the <<bitch_pirate>>!" <<He>> slices through the rope attaching you to the ship, and you plunge into the water below.<<ggtrauma>><<trauma 12>><<gstress>><<stress 6>> <br><br> <<link [[Next|Pirate Passout Water]]>><</link>> <br><<effects>> You brace yourself as the <<person1>><<person>> pulls a knife from <<his>> jacket, and slices through the rope attaching you to the ship. You plunge into the water below.<<ggtrauma>><<trauma 12>><<gstress>><<stress 6>> <br><br> <<link [[Next|Pirate Passout Water]]>><</link>> <br><<effects>> You sink for a moment, before buoyancy lifts you up into the open air. The pirate ship sails away from you. Several pirates sit on the back, laughing and watching, calling out for the fate they'd prefer for you. <br><br> One throws an empty bottle at you. It splashes some distance away, but the other pirates follow suit. A barrage of bottles head your way. <br><br> <<link [[Struggle against your bindings|Pirate Passout Struggle]]>><<pain 8>><<trauma 6>><<stress 6>><</link>><<ggpain>><<gtrauma>><<gstress>> <br> <<link [[Hide underwater|Pirate Passout Hide]]>><</link>> <br><<effects>> <<unbind>><<leg_unbind>> You struggle against your bindings. They're not so tight now that they're unbound from the ship. You manage to squirm your limbs free right as a bottle thumps into your shoulder. <br><br> <span class="blue">Something tugs your leg.</span> There's barely time for the anxiety to rise, <span class="pink">before a great force snatches you.</span> <br><br> It pulls you away from the light, deep beneath the waves, until you can see nothing at all. <br><br> <<link [[Next|Pirate Passout Wake]]>><<pass 20>><</link>> <br><<effects>> You duck beneath the water, avoiding the bottles. You see them sink by you in the gloom. <br><br> <span class="blue">Something tugs your leg.</span> There's barely time for the anxiety to rise, <span class="pink">before a great force snatches you.</span> <br><br> It pulls you away from the light, deep beneath the waves, until you can see nothing at all. <br><br> <<link [[Next|Pirate Passout Wake]]>><<pass 20>><</link>> <br><<effects>> <<earnFeat "Lost World">> You cough up water, and stare at the sky above you. You're on a sandy beach. A crab tiptoes by, unconcerned by you. <br><br> You sit upright. The beach slopes towards the sea, connecting the water with a treeline. Mostly palms, but you spy evergreens deeper in. <br><br> You rise to your feet. <br><br> <<link [[Next|Island Beach]]>><<endevent>><</link>> <br><<effects>> Zephyr leads you from the pub, through a winding tunnel and into a cavernous expanse. "Watch ye step," Zephyr says as a subterranean wind whips through your hair. "There be a drop that way. Stay close." <br><br> You enter another tunnel, this one sloping up, and come to a metal door. Zephyr strides through. The room is wide, and the ceiling very far above. It's like a warehouse. Except for the water, and the anchored ship. <br><br> "There's me beauty," Zephyr says. <<He>> bangs on the side of the vessel, and a rope ladder drops down. "After ye, <<lass>>." <br><br> <<link [[Next|Pirate Smuggler Entrance 2]]>><</link>> <br><<effects>> You are greeted by sweaty <<people>> at the top of the ladder, traipsing the deck. <<if $pirate_rank gte 1>> They nod at you in recognition. <<elseif $pirate_rank is 0>> They openly leer as they pass. <<else>> Some throw curious glances your way, but most look concerned with other matters. <</if>> A tall mast stands, erect, in front of you, almost reaching the high ceiling. It looks like an old-fashioned sailing ship, but you hear the rumble of an engine somewhere. <br><br> "We set sail in five minutes!" shouts Zephyr, emerging behind you. <<He>> strides by, barking orders. <br><br> <<link [[Next|Pirate Smuggler Entrance 3]]>><</link>> <br><<set $location to "pirate_ship">><<set $outside to 0>><<effects>> The ship shakes with a rumble, and two huge doors open outward, revealing a canal sandwiched between buildings on one side and a cliff face on the other. <br><br> Zephyr barks more orders, and the ship moves. The canal is barely wide enough. Some of the crew watch over the edge, nervous, but the captain doesn't seem concerned. <<He>> sits on a stool in the middle of the deck, eyes downcast, polishing the lens of a telescope. <br><br> The open sea comes into view ahead. There's an audible sigh of relief as the boat clears the canal. <br><br> <<link [[Next|Pirate Smuggler Entrance 4]]>><<pass 30>><</link>> <br><<effects>> "Now then," Zephyr announces once the shore is a great distance away, turning to you. <<if $temple_spear_mission is 1>> <<set $pirate_journey to 7>> "The journey should take a week." <<He>> peers through <<his>> telescope, and swings it over the horizon. "Yes, I'd say a week. In the meantime, <<if $pirate_rank gte 1>> you're a <span class="blue">mate</span> aboard this vessel, and have some duties. <<else>> you're <span class="pink">scum</span> so long as ye are on this vessel. <</if>> <<else>> <<if $pirate_rank gte 1>> "So long as ye are on this vessel, ye are <span class="blue">mate,</span> and have some duties. <<else>> "So long as ye are on this vessel, ye are <span class="pink">scum.</span> <</if>> <</if>> <<if $pirate_rank gte 1>> Scrub the deck. Clean the cabin. Plug leaks in the bilge. There might be more of import for ye to do if the cry goes up." <br><br> <<if $phase is 1>> <span class="gold">You are now <i>mate</i> aboard the pirate ship.</span> <br><br> <</if>> <<else>> That means ye do you're told. Whatever you're told." A crewmember licks <<his>> lips in anticipation. <br><br> <<if $phase is 1>> <span class="gold">You are now <i>scum</i> aboard the pirate ship.</span> <br><br> <</if>> <</if>> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> You sail around the strange island, until a rock comes into view, jutting from the land and overhanging the waves below. "That's it," Zephyr says. "We'll anchor there." The crew look disconcerted. More so when figures emerge from the forest, wearing strange antlered masks. <br><br> The ship halts several feet away. The crew throw ropes to the masked islanders, who pull the ship closer and fasten the lengths around stout pillars. They look carved from the rock they protrude from. <br><br> <<link [[Next|Pirate End 2]]>><</link>> <br><<location "island">><<set $outside to 1>><<effects>> <<island_init>><<set $island.home to "rocky_hillock">><<earnFeat "Lost World">> The sailors watch the islanders warily. You can't tell how the islanders feel, beneath their masks. Some busy themselves with the rope, but others just stand, motionless. Bows are slung over their backs. <br><br> Zephyr rests one foot on the rail, and leans forward. "I've brought the silver, and something else besides." Two hands grasp your shoulders, and push you towards the edge of the ship. Zephyr steadies you. "I think this creature's worth an extra barrel, aye?" <br><br> Two of the islanders turn to each other. <<if $islander_language gte 100>> <br> "This is the one." <br> "Give the fool an extra barrel." <<elseif $islander_language gte 50>> You can't understand them, but can tell they're talking about you. <<else>> They speak in a familiar but incomprehensible language. <</if>> <br><br> <<link [[Next|Pirate End 3]]>><</link>> <br><<effects>> <<generateRole 1 0 "islander">> More islanders emerge from the trees, some carrying wooden barrels between them. You smell a strange sweetness as they pass. <br><br> Zephyr presses a foot against your <<bottom>>, and kicks you off the boat, into a <<person2>><<person>>'s waiting arms. At once <<he>> begins exploring your body, pressing and probing you all over with <<his>> fingers. <br><br> <<link [[Endure|Pirate End 3 Endure]]>><<trauma 6>><<arousal 600>><</link>><<gtrauma>><<garousal>> <br> <<link [[Shove|Pirate End 3 Shove]]>><<stress 6>><</link>><<gstress>> <br><<effects>> You endure the islander's fondling. Others join in, some kneeling for a closer look. <br><br> "You're a mite handsy there already," Zephyr says. "The trade ain't done until I've checked the barrels." The islanders don't seem to pay attention. <br><br> <<link [[Next|Pirate End 4]]>><</link>> <br><<effects>> You shove the <<person>> away from you. It's impossible to tell how <<he>> feels about it, but the other islanders laugh. <br><br> "Serves ye right," Zephyr says. "The trade ain't done until I've checked the barrels." The islanders don't seem to pay attention. <br><br> <<link [[Next|Pirate End 4]]>><</link>> <br><<effects>> <<person1>> Zephyr cracks open one of the barrels, sticks a finger in, and licks it. "This is watered down!" <<he>> roars. <<His>> crew rest hands on weapons. The islanders unsling their bows. The two groups face each other, staring. <br><br> It's a tense situation. No one's paying you any attention. <br><br> <<link [[Run for it|Pirate End Run]]>><</link>> <br> <<link [[Wait|Pirate End Wait]]>><</link>> <br><<effects>> You run from the ship and Zephyr, the crew and islanders. You almost make it to the treeline, then you hear a cry behind you. Arrows thud into nearby wood as you tear through the foliage. <br><br> You run until you almost collapse from exhaustion, and take cover behind a particularly thick tree. You listen through the beating of your heart, but hear no pursuit. <br><br> <<link [[Next|Island Treeline Search]]>><</link>> <br><<effects>> You wait. Zephyr breaks the suspense with a sharp laugh. "Only joking!" <<he>> shouts. <<His>> crew laugh with <<him>>, but don't look any less nervous. The islanders just stare. <br><br> Zephyr and <<his>> crew load the barrels onto their ship, and raise the anchor, leaving you to the mercy of the islanders. Though some do wave at you. <br><br> <<link [[Next|Pirate End Islanders]]>><</link>> <br><<effects>> <<endevent>><<generateRole 0 0 "islander">><<generateRole 1 0 "islander">><<person1>> The islanders crowd around you. Their hands reach out, and force you to your knees. All but two of them step back, a <<person>> and <<person2>><<person>>. They regard you as if weighing unspoken options. <br><br> <<link [[Next|Island Defeat]]>><</link>> <br><<bedclotheson "Pirate Bed Lie">> <<effects>> <<set $wardrobes.pirate.unlocked to true>> You are beside your bed, if it could be called that, in the bilge of the pirate ship. There's a box for your clothes, and the dark for privacy. <br><br> <<bedicon>><<link [[Strip and get in bed|Pirate Bed Lie]]>><<undressSleep "Pirate Bed Lie">><</link>> <br> <<listsleepoutfits "Pirate Bed Lie">> <<roomoptions>> <br> <<wardrobeicon>><<link [[Wardrobe|Pirate Wardrobe]]>><</link>> <br> <<mirroricon>><<link [[Mirror|Pirate Mirror]]>><<preMirror>><<endevent>><</link>> <br><br> <<getouticon>><<link [[Leave|Pirate Bilge]]>><<set $eventskip to 1>><</link>> <br><br> <<ind>><<link [[Gameplay Settings|Pirate Settings]]>><</link>> <br> <<if $attitudesControl.showGoldLink is true>> <<ind>><span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<ind>><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br><<effects>> <<set $settingsExitPassage to "Pirate Bed">> <<settings>><<effects>> <<link [[Step away|Pirate Bed]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><</link>> <br> <<mirror "reflection">> <br><br><<effects>> <<wearoutfit>> <<nightmareCheck "Pirate Sleep">> <<if $tiredness gte 1000 or Time.dayState is "night">> <<generateSleepLinks "Pirate Sleep">> <<else>> The groaning of the ship is one thing, but the noisy pirates make falling asleep here difficult. <span class="blue">You won't be able to sleep here until night, or at least until you're more fatigued.</span> <br><br> <</if>> <<link [[Climb out of bed|Pirate Bed]]>><<storeon "Pirate Bed Lie">><<set $wardrobe_location to "pirate">><<loadTempHairStyle>><<endevent>><</link>><<set _autosavehere to true>> <<sleep>> <<if $wraith.nightmare is 2 and Time.isBloodMoon()>> <<sleepeffects>> You dream of a beautiful figure, cloaked in white, standing under the red moon. It has its arms spread out to you in a welcoming gesture. You can feel its gaze boring into your mind as you step closer. <br><br> It's surrounded by trees, all bending inwards, and floating above a lake. Everything moves around you, and you find yourself hanging above a large ruin. You can't breathe. <br><br> You slowly open your eyes, and sluggishly stand from the bed, swaying from the rocking of the ship. Your ears are ringing. <br><br> <<wraithPossess "pirates">> <span class="nextLink"><<link [[Walk.|Wraith Snatched Pirate Mirror]]>><<rainWraith>><</link>></span> <br> <<elseif _dreaming>> /* <<earSlimeFocusChoice>> or similar widgets are running */ <<else>> <<effects>> <<wakingEffects $sleepHoursTotal>> <<if $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <</if>> <</if>>| <<sleepeffects>> <<set $wardrobe_location to "pirate">> <<wardrobeSelection true>> <<radiooutfits>> <br><br> <<link [[Get up|Pirate Bed]]>><</link>> <br> <<set $phase to 0>> <</if>><<effects>> <<npc "Zephyr">><<person1>> <<if Time.dayState is "night">> You knock on the door to Zephyr's cabin. You hear <<his>> stomping footfalls, then the door swings open. <<else>> You approach Zephyr. <<Hes>> too distracted by the empty sea to notice you at first, but seize <<his>> attention once <<he>> notices you. <</if>> <br><br> <<if $rng gte 33>> "What ye doing dressed like that?" <<he>> asks. "Here." <span class="green"><<He>> produces some clothing</span> from a satchel at <<his>> side, <<if Time.dayState is "night">> before closing the door. <<else>> before returning to <<his>> telescope. <</if>> <br><br> <<pirate_clothes_up>> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> "Walking around the deck dressed like that?" Zephyr muses. <span class="red">"I think ye be wanting a lesson."</span> <<He>> grasps your arm. "Let's go for a walk." <br><br> <<link [[Refuse|Pirate Clothes Refuse]]>><<def 1>><<pirate_status 1>><</link>><<grespect>> <br> <<link [[Do as bid|Pirate Clothes 2]]>><<sub 1>><</link>> <br> <</if>><<effects>> "That so?" Zephyr says. <<He>> points at a <<endevent>><<generateRole 0 0 "pirate">><<person1>><<person>> passing by. "Teach this slut a lesson." <br><br> <<if Time.dayState is "night">> Zephyr returns to <<nnpc_his "Zephyr">> quarters as the <<person>> rolls up <<his>> sleeves. <<else>> Zephyr returns <<nnpc_his "Zephyr">> gaze to the sea as the <<person>> rolls up <<his>> sleeves. <</if>> <br><br> <<link [[Next|Pirate Work Fight]]>><<set $fightstart to 1>><</link>> <br><<effects>> Zephyr pushes you across the deck, drawing attention from the crew. <<He>> holds your arms behind your back, baring your <<lewdness>> to the crew. "I hope ye ain't shy." <br><br> A crowd soon gathers, ogling your exposed body. "Let's take you down to the cabin. Find a nice place to put you on display." <br><br> <<link [[Next|Pirate Clothes 3]]>><</link>> <br><<effects>> Zephyr pushes you below deck. More pirates leer as you pass, ogling every inch of you they can. <br><br> <<endevent>> <<generateRole 0 0 "pirate">><<person1>> The crowd crows. Zephyr pushes you through a bulkhead, into a chamber where a group are sat drinking. <br><br> "This <<bitch_pirate>> was impertinent," Zephyr says, addressing a <<person>>. "I need you to teach <<phim>> a lesson." The captain looks at you, and grasps your chin. "Say 'I'm sorry for being naughty' to the nice <<if $pronoun is "m">>gentleman<<else>>lady<</if>>." <br><br> <<link [[Say you're sorry for being naughty|Pirate Clothes Say]]>><<pirate_status -1>><</link>><<lrespect>> <br> <<link [[Spit|Pirate Clothes Spit]]>><<pirate_status 1>><</link>><<grespect>> <br><<effects>> "I'm sorry for being naughty," you say. The crowd of pirates cheer and laugh. <br><br> "I know how to forgive you," the <<person>> says, grasping your hair and forcing you to your knees. <br><br> <<link [[Next|Pirate Clothes Oral]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcoral>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Clothes Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Clothes Oral]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Enjoy the show?" Zephyr says. The pirates shout affirmation. "Good. Now get back to work!" Zephyr pulls some clothes from a satchel, and throws them at your knees.<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you push yourself to your feet. <br><br> <<elseif $enemyhealth lte 0>> The <<person>> recoils in pain, to the amusement of the assembled pirates.<<ggrespect>><<pirate_status 3>> <br><br> "That's the spirit," Zephyr says, pulling some clothes from a satchel and dropping them at your knees. "The rest of ye, get back to work! <br><br> <<tearful>> you push yourself to your feet. <br><br> <</if>> <<clotheson>> <<endcombat>> <<pirate_clothes_up>> <<link [[Next|Pirate Cabin]]>><<set $eventskip to 1>><</link>> <br><<effects>> You spit in the <<persons>> face. The pirates laugh. "Careful <<lass>>," Zephyr says. "There's a bunk right here. Keep acting the brat and we'll pound it into sawdust." <br><br> <<nnpc_He "Zephyr">> turns back to the <<person>>. "Why don't ye teach this <<bitch_pirate>> a different sort of lesson?" <<nnpc_He "Zephyr">> bends you over the bunk, sticking your <<bottom>> out. <br><br> The <<person>> moves to spank you. <br><br> <<link [[Endure|Pirate Clothes Endure]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<ggpain>><<gtrauma>><<gstress>> <br> <<link [[Kick|Pirate Clothes Kick]]>><<def 1>><<pain 8>><<stress 6>><<pirate_status 1>><</link>><<ggpain>><<gstress>><<grespect>> <br><<effects>> The <<person>> spanks your <<bottom>> with a resounding smack. Then another. With each blow, the pirates cheer. <br><br> <<link [[Next|Pirate Clothes Spank]]>><<set $molestationstart to 1>><</link>> <br><<effects>> The <<person>> tries to spank you, but you kick <<his>> shin out from under <<him>>, and <<he>> topples to the floor. <br><br> The other pirates find this amusing. Angered, the <<person>> delivers a particularly hard smack to your <<bottom>>. <br><br> <<link [[Next|Pirate Clothes Spank]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcspank>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Clothes Spank Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Clothes Spank]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That'll be enough," Zephyr says, pulling some clothes from a satchel and dropping them on the bed beside you. "All of ye, back to work!"<<lrespect>><<pirate_status -1>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The pirates laugh as the <<person>> backs away. "Just who was spanking who," Zephyr comments.<<grespect>><<pirate_status 1>> <br><br> "That'll be enough for now." <<nnpc_He "Zephyr">> pulls some clothes from a satchel, and drops them on the bed beside you. "All of ye, back to work!" <br><br> <<tearful>> you rise to your feet. <br><br> <</if>> <<clotheson>> <<endcombat>> <<pirate_clothes_up>> <<link [[Next|Pirate Cabin]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<silently>><<water>><</silently>> There's no time to think. You dive into the sea. The cool water rushes around you. You see the <<person>> close ahead, unmoving, perhaps from shock. <br><br> You grasp <<his>> arm, and kick towards the surface. <br><br> <<link [[Next|Pirate Rank Dive 2]]>><</link>> <br><<effects>> The <<person>> comes to, coughs up water, and climbs the rope ladder <<himself>>. You're met with applause when you reach the top. <br><br> Zephyr arrives with towels. "Fantastic work." <<He>> pats your back. "After that, I think ye be more than scum to the crew. Let's make it official. Welcome aboard, mate." <br><br> <<set $pirate_rank to 1>><<set $pirate_status to 30>> You are now <span class="gold">mate</span> aboard the pirate ship. <br><br> <<link [[Next|Pirate Deck]]>><<dry_towel>><<endevent>><</link>> <br><<effects>> <<npc "Zephyr" 2>><<person2>> <<if Time.dayState is "night">> You bang on the door to Zephyr's quarters. You hear <<his>> footfalls, then the door swings open. <br><br> <<else>> You find Zephyr stood on the bow, engrossed in <<his>> telescope. <br><br> <</if>> Once you have <<his>> attention however, <<he>> notices the trouble before you can speak, runs to the railing, and dives in. <<He>> vanishes beneath the surface for a few moments before rising, the <<person1>><<person>> in one arm. <br><br> <<link [[Next|Pirate Rank Get 2]]>><</link>> <br><<effects>> The <<person>> is able to climb the ladder on <<his>> own. Zephyr climbs after <<him>>, and strikes a heroic pose as <<person1>><<he>> receives applause. <br><br> <<He>> pats your back. "Thanks for grabbing me attention," Zephyr says. "Perhaps I'm just in high spirits, but I think ye be more than scum to the crew. Let's make it official. Welcome aboard, mate." <br><br> <<set $pirate_rank to 1>><<set $pirate_status to 30>> You are now <span class="gold">mate</span> aboard the pirate ship. <br><br> <<link [[Next|Pirate Deck]]>><<endevent>><</link>> <br><<effects>> <<if $exposed lte 1>> You're powerless as the <<person>> grasps your clothing. <<stealclothes "strip">> <<else>> <<stealclothes "strip">> <</if>> <<He>> shoves you into a walk. Other pirates leer as <<he>> marches you by. <<covered>> <br><br> <<He>> takes you across the ship, and knocks on the captain's quarters. <br><br> You hear a thud of footsteps, then the door swings open. "What reason be ye disturbing me for?" <br> "This <<bitch_pirate>> isn't doing as <<pshes>> told." <br> "That right," Zephyr says, stepping closer. "You did well to bring <<phim>> to me." <br><br> <<endcombat>> <<link [[Next|Pirate Punish 2]]>><<clotheson>><</link>> <br><<effects>> <<npc "Zephyr">><<person1>> "What shall we do with ye?" Zephyr asks. "I know. Tie <<phim>> up." <<He>> watches as a pirate binds your arms, then clutches the rope <<himself>>.<<if $worn.handheld.name isnot "naked">> Another pirate picks up the $worn.handheld.name you dropped. You doubt you'll be getting it back.<</if>> <<bind>> <br><br> <<if random(1, 2) is 2>> <<He>> leads you to the bow of the ship, drawing the attention of more pirates. "We have ourselves a new figurehead. Help me set <<phim>> up." <br><br> They soon have you tied, naked, to the bow of the ship, facing the oncoming waves. <br><br> <<link [[Next|Pirate Punish Figurehead]]>><<pass 60>><</link>> <br> <<else>> <<He>> leads you into the bowels of the ship, shouting all the while for the crew to follow. <<His>> destination is a small hole at waist-height. <br><br> <<He>> bends you over, and shoves you inside head-first. <br><br> <<link [[Next|Pirate Punish Hole]]>><</link>> <br> <</if>><<effects>> The interior is a small, dark stall. You can smell cinnamon and other spices, though there doesn't appear to be anything in here. <br><br> "Now then," Zephyr says behind you. "Until further notice, this <<bitch>> behind me is no member of the crew, nor even a person. Feel free to use <<phim>> to your heart's delight." <br><br> <<Hes>> barely finished when you feel the first prodding. <br><br> <<set $pirate_punish_hole to 0>> <<endevent>> <<generateRole 0 0 "pirate">><<person1>> <<link [[Next|Pirate Punish Hole Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $position to "wall">> <</if>> <<set $enemyarousal += 10>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $penisbitten is 1>> <span id="next"><<link [[Next|Pirate Punish Hole Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Punish Hole Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<tearful>> you mentally prepare for more abuse.<<lrespect>><<pirate_status -1>> <br><br> <<else>> The <<person>> recoils, much to the amusement of the other pirates. <br> "I swear <<pshe>> hits harder than you'd think." <<He>> tries to defend <<himself>>, but is shoved aside. <br><br> <</if>> <<set $pirate_punish_hole += 1>> <<if $pirate_punish_hole gte 6>> <<endcombat>> <<npc "Zephyr">><<person1>> "I just had another idea," Zephyr says. "Pull <<phim>> out." <br><br> The pirates do as bid, and pull you from the wall. You land on your <<bottom>>. <br><br> "That's right," Zephyr says. "You stay right there. You're not a person yet." <br><br> <<link [[Next|Pirate Punish Hole Bukkake]]>><</link>> <br> <<else>> <<generateRole 0 0 "pirate">><<person1>> The next in line takes <<his>> turn. <br><br> <<endcombat>> <<generateRole 0 0 "pirate">><<person1>> <<link [[Next|Pirate Punish Hole Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> Zephyr unzips <<his>> <<print $NPCList[0].clothes.lower.name>>, revealing <<his>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>>. <<else>> pussy. <</if>> <<He>> masturbates above you, <<his>> hand and fingers moving faster and faster as <<he>> approaches climax. <br><br> <<link [[Endure|Pirate Punish Hole Bukkake Endure]]>><</link>> <br> <<if $ejactrait gte 1>> <<link [[Open wide|Pirate Punish Hole Bukkake Open]]>><<npcincr Zephyr love 5>><<pirate_status -10>><</link>><<ejacTrait>><<gglove>><<lllrespect>> <br> <</if>><<effects>> <<if $NPCList[0].penis isnot "none">> With a groan, <<he>> covers your face in hot ejaculate.<<bodyliquid "face" "semen">> <<else>> With a groan, <<he>> covers your face in hot pussy juice.<<bodyliquid "face" "semen">> <</if>> <<faceejacstat>><<ejacstat>> <br><br> The others take <<his>> climax as a signal, and move in to follow <<his>> example.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>> <br><br> <<if $settings.maleChance gte 100>> You're soon surrounded by dozens of erect penises. Some are up front, being beaten inches from your face, others further back, waiting their turn but erect and ready all the same. <<elseif $settings.maleChance lte 0>> You're soon surrounded by dozens of dripping pussies. Some are up front, being played with inches from your face, others further back, waiting their turn but erect and ready all the same. <<else>> You're soon surrounded by dozens of erect penises and dripping pussies. Some are up front, played with inches from your face, others further back, awaiting their turn. <</if>> <br><br> <<link [[Next|Pirate Punish Hole Bukkake Endure 2]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $settings.maleChance gte 100>> <<bodyliquid "face" "semen" 4>> <<bodyliquid "hair" "semen" 6>> <<bodyliquid "neck" "semen" 2>> <<bodyliquid "tummy" "semen" 4>> <<bodyliquid "chest" "semen" 6>> <<elseif $settings.maleChance lte 0>> <<bodyliquid "face" "semen" 2>> <<bodyliquid "hair" "semen" 3>> <<bodyliquid "neck" "semen" 1>> <<bodyliquid "tummy" "semen" 2>> <<bodyliquid "tummy" "semen" 3>> <<bodyliquid "face" "goo" 2>> <<bodyliquid "hair" "goo" 3>> <<bodyliquid "neck" "goo" 1>> <<bodyliquid "tummy" "goo" 2>> <<bodyliquid "chest" "goo" 3>> <<else>> <<bodyliquid "face" "goo" 4>> <<bodyliquid "hair" "goo" 6>> <<bodyliquid "neck" "goo" 2>> <<bodyliquid "tummy" "goo" 4>> <<bodyliquid "chest" "goo" 6>> <</if>> <<faceejacstat>><<faceejacstat>><<faceejacstat>><<faceejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>> <<hairejacstat>><<hairejacstat>><<hairejacstat>><<hairejacstat>><<hairejacstat>><<hairejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>> <<neckejacstat>><<neckejacstat>><<ejacstat>><<ejacstat>> <<tummyejacstat>><<tummyejacstat>><<tummyejacstat>><<tummyejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>> <<chestejacstat>><<chestejacstat>><<chestejacstat>><<chestejacstat>><<chestejacstat>><<chestejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>><<ejacstat>> They leave you lying in a puddle of lewd fluid, drenched from the waist up. <br><br> <<tearful>> you rise to your feet. <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You open wide, and stick your tongue out. The pirates look amused, and taken aback, but Zephyr takes it in stride. "That's the way of it, ye slattern." <br><br> <<if $NPCList[0].penis isnot "none">> With a groan, <<he>> covers your tongue in hot ejaculate.<<bodyliquid "mouth" "semen">> <<else>> With a groan, <<he>> covers your tongue in hot pussy juice.<<bodyliquid "mouth" "semen">> <</if>> <<oralejacstat>><<ejacstat>> <br><br> The others take <<his>> climax as a signal, and move in to follow <<his>> example.<<trauma 6>><<stress 6>><<gtrauma>><<gstress>> <br><br> <<link [[Next|Pirate Punish Hole Bukkake Open 2]]>><</link>> <br><<effects>> <<if $settings.maleChance gte 100>> You're soon surrounded by dozens of erect penises. Some are up front, being beaten inches from your face, others further back, waiting their turn but erect and ready all the same. <<elseif $settings.maleChance lte 0>> You're soon surrounded by dozens of dripping pussies. Some are up front, being played with inches from your face, others further back, waiting their turn but wet and ready all the same. <<else>> You're soon surrounded by dozens of erect penises and dripping pussies. Some are up front, played with inches from your face, others further back, awaiting their turn. <</if>> <br><br> <<generateRole 1 0 "pirate">><<person2>> You don't make them wait. No one stops you as you crawl from pirate to pirate, offering to catch their juices with your open mouth. A <<person>> grasps your hair as if to make use of your mouth directly, but Zephyr stops <<him>> with a blow to <<his>> face. "No monopolising the slut!" <br><br> The others play by the rules, and leave you lying in a puddle of fluid, drenched from the waist up. <br><br> <<link [[Next|Pirate Bilge]]>><<unbind>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<effects>> You remain lashed to the ship's bow for a while, enduring the jeers of the crew. They're enjoying their new figurehead. You shiver in the wind and spray. <br><br> You notice a shape on the horizon, drawing closer. It looks like another ship. <<npc "Zephyr">><<generateRole 1 0 "pirate">><<person2>> "Look here, cap'n," shouts a <<person>>. You hear Zephyr's feet behind you. <br><br> "See? I knew our figurehead would be good luck." <br> "Should we ready the arms?" <br> "No. It's not a hauler. I've something else in mind. <br><br> <<link [[Next|Pirate Punish Figurehead 2]]>><</link>> <br><<effects>> Zephyr orders the ship to turn, on a pursuit course with the spotted vessel. You make out a white hull as it draws closer. It looks like a cruise ship. <br><br> <<person1>> "<<Ladies_gentlemen>>," blares Zephyr's voice. It sounds like <<hes>> using a megaphone. "Could I please have ye attention." Figures appear at the cruise ship's railing. Some of them point at you. Others lift cameras, and point them at your <<nudity>>. <br><br> <<if Time.dayState is "night">> "Sorry to be disturbing you this evening," Zephyr continues. <<else>> "I hope ye be having a fine voyage," Zephyr continues. <</if>> "There's something we be wanting to show you." <<His>> hand pats your head. "Our new figurehead is a beauty, don't ye think?" <br><br> They're close enough to hear now. None seem concerned with your predicament. They only make crude comments about your body.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Ask for help|Pirate Punishment Figurehead Ask]]>><<pirate_status -1>><</link>><<lrespect>> <br> <<link [[Glare|Pirate Punishment Figurehead Glare]]>><<pirate_status 1>><</link>><<grespect>> <br> <<link [[Look away|Pirate Punishment Figurehead Away]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "P-please help me," you say. "Don't just look." <<elseif $speech_attitude is "bratty">> "Quit staring and help," you say. "Or are you as bad as these pirates?" <<else>> "I'm not here willingly," you say. "Help me down." <</if>> <br><br> "Hear that?" Zephyr says. "Our 'victim' pleading for help!" <<He>> starts applauding. The pirates join in, then the crowd on the other ship. <br><br> You feel Zephyr's breath on your ear. "They don't want to believe anything so inconvenient," <<he>> says. "You can't help but play along."<<fameexhibitionism 30>> <br><br> <<link [[Next|Pirate Punish Figurehead 3]]>><</link>> <br><<effects>> You glare at the crowd on the ship opposite. They boo you in response. You hear Zephyr's laughter, but not through the megaphone.<<fameexhibitionism 30>> <br><br> <<link [[Next|Pirate Punish Figurehead 3]]>><</link>> <br><<effects>> You look away from the crowd on the boat opposite, hoping to shield your face at least. "Our figurehead is bashful!" Zephyr says. "No smiles for the good people over there? No? How troublesome!"<<fameexhibitionism 10>> <br><br> <<link [[Next|Pirate Punish Figurehead 3]]>><</link>> <br><<effects>> The cruise ship sails by, revealing a smaller vessel trailing it. A pirate stood on the cruise ship throws a sack into it, then leaps aboard <<person2>><<himself>>. <br><br> The smaller ship is greeted by cheers by the rest of the crew as it pulls up alongside the pirate ship, laden with loot. <br><br> "I think that's earned you a pardon," Zephyr says. <<if $pirate_rank gte 1>> "Untie this figurehead!" <br><br> <<unbind>> They pull you aboard, and untie the rope binding. They're too eager for loot to pay much attention to your <<nudity>>, for now. <br><br> <<else>> <<unbind>> "Untie this figurehead, and see to it that <<pshe>> gets a share." They're too eager for loot to pay much attention to your <<nudity>>, for now. <br><br> They portion you some pilfered jewellery as your share.<<set $blackmoney += 350>> <br><br> <</if>> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<set $outside to 1>><<effects>> <<bind>> You are suspended and tied to the mast on the pirate ship. <<if Time.dayState is "night">> <<if Weather.precipitation is "rain">> The chill rain makes you shiver. <<else>> The chill night breeze makes you shiver. <</if>> <<else>> <<if $exposed gte 1>> The crew leer at your <<nudity>> as they work. <<else>> The crew carry on their work around you, occasionally throwing an amused look your way. <</if>> <</if>> <br><br> <<if (dangerEvent() or $eventforced) and $eventskip is 0>> <<cleareventpool>> <<addinlineevent "pirate_rope_day_1" 1>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> swaggers up to with <<his>> phone in hand. <<He>> crouches nearby, and points the camera up at <<him>> and you, posing for a selfie. <br><br> <<link [[Smile for the camera|Pirate Rope Smile]]>><</link>> <br> <<link [[Hide your face|Pirate Rope Look]]>><</link>> <br> <</addinlineevent>> <<addinlineevent "pirate_rope_day_2" 1>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>> A <<person>> and <<person2>><<person>> approach you. "We're gonna fuck you, then let you down. Sound good?" <br><br> <<link [[Agree|Pirate Rope Rape Agree]]>><</link>> <br> <<link [[Refuse|Pirate Rope Rape Refuse]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <</addinlineevent>> <<addinlineevent "pirate_rope_day_3" 1>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">><<person1>> A group of pirates, a <<person>>, <<person2>><<person>>, and <<person3>><<person>>, sit on the railing to your side and hurl insults at you. <br><br> <<link [[Call them slackers in a loud voice|Pirate Rope Slackers]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Focus on other things|Pirate Rope Focus]]>><<stress -6>><</link>><<lstress>> <br> <</addinlineevent>> <<runeventpool>> <<else>> <<if Time.dayState is "night">> <span class="blue">There aren't many people around at this time of night.</span> <br> <<else>> <<link [[Insult the crew (1:00)|Pirate Rope Insult]]>><<def 1>><<pass 60>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Call for help|Pirate Rope Call]]>><<sub 1>><<pirate_status -3>><</link>><<llrespect>> <br> <</if>> <<link [[Struggle (1:00)|Pirate Rope Struggle]]>><<pass 60>><</link>><<difficulty 15>> <br> <</if>> <<set $eventskip to 0>><<effects>> You squirm, twist, and pull against the rope. <<if $rng lte 15>> The rope has a lot of slack to it, <span class="green">and you're able to work it free.</span> After some effort, you're able to slip an arm free, and from there the rest of your body. <br><br> You land on the deck. <br><br> <<link [[Next|Pirate Deck]]>><<clotheson>><<unbind>><</link>> <br> <<else>> The rope has some slack to it, <span class="red">but you're unable to break free.</span> <br><br> <<link [[Next|Pirate Rope]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> You heckle the crew, casting insinuations about their parentage, their dress sense, and anywhere else you sense would be a soft spot to stick a dagger in. <<elseif $speech_attitude is "bratty">> You hurl insults at the crew, casting insinuations about their parentage, their endowments, and anywhere else you sense would be a tender spot to smack. <<else>> You shout insults at the crew, casting insinuations about their parentage, their prowess, and anything else you sense would get under their skin. <</if>> <br><br> They throw insults back at you, but they're distracted by their work, and can't give as good as they get. <br><br> <<link [[Next|Pirate Rope]]>><</link>> <br><<effects>> <<npc "Zephyr">><<person1>> You call for help. The pirates laugh at you, but Captain Zephyr emerges from <<his>> cabin. <<He>> joins in the laughter when <<he>> sees you. <br><br> "How'd ye get yourself tied up like that?" <<he>> says, marching over. <<He>> examines the rope a moment, then tugs. It slackens in an instant, and you fall to the deck. "Ye should leave the rigging to the experts." <br><br> <<He>> strides away. <br><br> <<link [[Next|Pirate Deck]]>><<clotheson>><<unbind>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $exposed gte 2>> <<fameexhibitionism 10>> <<elseif $exposed gte 1>> <<fameexhibitionism 5>> <</if>> You smile for the <<persons>> selfie. "Thanks love," <<he>> says as <<he>> returns to work. <br><br> <<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You look away from the camera, hiding your face. "Why so shy?" the <<person>> says with a laugh, before returning to work. <br><br> <<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You nod. The <<person>> tugs on one of the ropes, lowering the suspension of coils, but not allowing you to escape. <br><br> <<link [[Next|Pirate Rope Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pirate Rope Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pirate Rope Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<tearful>> you recover. <br><br> <<if random(1, 2) gte 2>> "I think we said something about letting <<phim>> down," the <<person2>><<person>> says. <br><br> "We say a lot of dumb things while horny," the <<person1>><<person>> replies. <br><br> <<link [[Demand to be let down|Pirate Rope Rape Demand]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Remain silent|Pirate Rope Rape Silent]]>><</link>> <br> <<else>> The <<person2>><<person>> tugs on another of the ropes, and the whole network loosens, allowing you to pull yourself free. <br><br> <<unbind>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Deck]]>><<set $eventskip to 1>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> With what limited movement you have in your legs, you kick the rope up, whirling it around the <<person1>><<person>> and <<person2>><<person>>. They pull apart the tangle of rope to free themselves, freeing you in the process. <br><br> The onlooking crew find this very amusing.<<ggrespect>><<pirate_status 3>> <br><br> <<tearful>> you climb to your feet. <br><br> <<unbind>> <<clotheson>> <<endcombat>> <<link [[Next|Pirate Deck]]>><<set $eventskip to 1>><</link>> <br> <</if>><<effects>> <<if random(1, 2) gte 2>> "So the <<bitch_pirate>> likes being tied up," the <<person1>><<person>> laughs. "So be it." <br><br> They walk away, leaving you tied to the mast. <br><br> <<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> "We only asked as a politeness," the <<person1>><<person>> says. "We don't care what scum like you want." The <<person2>><<person>> tugs on one of the ropes, lowering the suspension of coils, but not allowing you to escape. <br><br> <<link [[Next|Pirate Rope Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "You promise you'd let me down," you cry. "Please fulfill your promise." <<elseif $speech_attitude is "bratty">> "Let me down like you said you would at once," you say. "Or you'll pay." <<else>> "You said you'd let me down," you say. "I didn't take you for liars." <</if>> <br><br> The <<person1>><<person>> laughs. "What a mouth!" <br> "I don't recall saying nothing about letting some <<bitch_pirate>> run free." <br> "Me neither." <br><br> They walk away. <br><br> <<endcombat>> <<link [[Next|Pirate Rope]]>><<set $eventskip to 1>><</link>> <br><<effects>> You remain silent as the <<person1>><<person>> and <<person2>><<person>> walk away, leaving you tied to the mast. <br><br> <<endcombat>> <<link [[Next|Pirate Rope]]>><<set $eventskip to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I don't think Zephyr would be happy to find you slacking," you shout. <<elseif $speech_attitude is "bratty">> "Quit slacking you useless good-for-nothings," you say. <<else>> "Shouldn't you be working?" you ask. "You shouldn't be slacking while the others work." <</if>> <br><br> <<npc "Zephyr" 4>><<person4>> The pirates step forward to challenge your assertion, but are interrupted. "Slacking?" Zephyr roars over the sound of the waves. The pirates cast an anxious glance somewhere behind you, towards the sound of approaching stomps. They hurry to busy themselves. <br><br> <<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> You do your best to ignore them, instead listening to the sound of the waves, and letting your thoughts drift towards the town. Without a response, the pirates soon bore and return to work. <br><br> <<link [[Next|Pirate Rope]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<widget "pirate_watch">> <<if _args[0]>> <<if $pirate_watch is undefined>> <<set $pirate_watch to 0>> <</if>> <<set $pirate_watch += _args[0]>> <<set $pirate_watch to Math.clamp($pirate_watch, 0, 100)>> <</if>> <</widget>> <<widget "pirate_status">> <<if _args[0]>> <<if $pirate_status is undefined>> <<set $pirate_status to 0>> <</if>> <<if _args[1] is "scum" and $pirate_rank isnot 0 or _args[1] is "mate" and $pirate_rank isnot 1>> <<else>> <<set $pirate_status += _args[0]>> <<set $pirate_status to Math.clamp($pirate_status, 0, 100)>> <</if>> <</if>> <</widget>> <<widget "pirate_clothes_up">> <<if $pirate_rank gte 1>> <<lowerwear 22>> <<upperwear 40>> <<else>> <<if $player.sex is "f" or $player.sex is "m" and $settings.forcedCrossdressingEnabled>> <<lowerwear 114>> <<else>> <<lowerwear 31>> <</if>> <<upperwear 8>> <</if>> <</widget>> <<widget "pirate_rescue">> <<if $pirate_rank gte 1>> <<enable_rescue>> <</if>> <</widget>> <<widget "pirate_attention">> <<if _args[0]>> <<set $pirate_attention += _args[0]>> <</if>> <</widget>> <<widget "pirate_attack_init">> <<set $pirate_attention to 0>> <<set $pirate_time to 0>> <</widget>> <<widget "pirate_attack_end">> <<unset $pirate_attention>> <<unset $pirate_time>> <</widget>> <<widget "pirate_mate_work">> <<if _args[0] is "deck">> <<set $phase to 0>><<wearProp "mop">> <<generateRole 0 0 "pirate">><<person1>> A <<person>> shoves a mop in your hand. "Don't just stand there. Get swabbing." <br><br> <<link [[Swab the deck (2:00)|Pirate Swab]]>><<endevent>><<pirate_status 1 "mate">><<pass 120>><<tiredness 6>><</link>><<gtiredness>><<grespect "mate">> <br> <<link [[Refuse|Pirate Work Refuse]]>><<handheldon>><</link>> <br> <<elseif _args[0] is "cabin">> <<set $phase to 1>> <<generateRole 0 0 "pirate">><<person1>> "Look at the state of this dump," a <<person>> says. <<He>> only now seems to notice you. "You. Get cleaning, or I'll have your arse bent over the prow." <br><br> <<link [[Clean the cabin (2:00)|Pirate Cabin Clean]]>><<pirate_status 1 "mate">><<pass 120>><<tiredness 6>><</link>><<gtiredness>><<grespect "mate">> <br> <<link [[Refuse|Pirate Work Refuse]]>><</link>> <br> <<elseif _args[0] is "bilge">> <<set $phase to 2>> <<generateRole 0 0 "pirate">><<person1>> "We need to plug some of these leaks," a <<person>> says, stepping over a puddle. "You. Get to it." <br><br> <<link [[Plug leaks (2:00)|Pirate Bilge Plug]]>><<pirate_status 1 "mate">><<pass 120>><<tiredness 6>><</link>><<gtiredness>><<grespect "mate">> <br> <<link [[Refuse|Pirate Work Refuse]]>><</link>> <br> <</if>> <</widget>> <<widget "pirate_mate_work_end_links">> <<if $phase is 0>> <<link [[Next|Pirate Deck]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $phase is 1>> <<link [[Next|Pirate Cabin]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> <</widget>> <<widget "events_pirate_deck">> <<cleareventpool>> <<addinlineevent "pirate_scum_deck_1" 1>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> steps into you, reaching with both hands to fondle your <<bottom>> and pushing you against the railing. "Nice arse," <<he>> says. "Let's take a closer look." <<He>> wraps an arm around your waist, and tries to spin you around.<<gtrauma>><<garousal>><<trauma 6>><<arousal 6>> <br><br> <<link [[Endure|Pirate Scum Deck Endure]]>><<sub 1>><</link>> <br> <<link [[Smack|Pirate Scum Deck Smack]]>><<def 1>><<pain 4>><<pirate_status 1 "scum">><</link>><<gpain>><<grespect "scum">> <br> <</addinlineevent>> <<addinlineevent "pirate_scum_deck_2" 1>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">><<person1>> A <<person>>, <<person2>><<person>>, and <<person3>><<person>> step around you, blocking your passage. <br><br> "Just who we were looking for," the <<person1>><<person>> says. "My friend here needs to practise <<his>> rope knotting skills. Very important." The <<person2>><<person>> grins, and brandishes a length of rope. "Why don't you stand there by the mast." <br><br> <<link [[Do as bid (0:10)|Pirate Scum Deck Rope]]>><<sub 1>><<pass 10>><</link>> <br> <<link [[Refuse|Pirate Scum Deck Rope Refuse]]>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Offer to show them the ropes instead (0:10)|Pirate Scum Deck Rope Seduce]]>><<def 1>><<pass 10>><</link>> <br> <</addinlineevent>> <<addinlineevent "pirate_scum_deck_3" 1>> <<generateRole 0 0 "pirate">><<person1>> <<if $drunk gte 1>> A <<person>> interrupts <<his>> swabbing of the deck to sweep <<his>> mop at your feet. In your tipsy state, you notice it too late. It trips you at the ankles, and leaves you on your knees. <br><br> The <<person>> doubles down on the humiliation by sitting on your back before you can stand, forcing you down further. <<He>> gives your <<bottom>> a spank, to the amusement of the crew.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>> <br><br> <<link [[Endure (0:03)|Pirate Scum Deck Mop Endure]]>><<sub 1>><<pass 3>><<arousal 1500>><</link>><<garousal>> <br> <<link [[Threaten (0:03)|Pirate Scum Deck Mop Threaten]]>><<def 1>><<pass 3>><<pain 4>><<stress 6>><<pirate_status 1 "scum">><</link>><<gpain>><<gstress>><<grespect "scum">> <<else>> A <<person>> interrupts <<his>> swabbing of the deck to sweep <<his>> mop at your feet. <<if currentSkillValue('danceskill') gte random(1, 800)>> A thought strikes as you <span class="green">spring over it.</span> <br><br> <<link [[Kick the mop|Pirate Scum Deck Mop Kick]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<link [[Land with grace|Pirate Scum Deck Mop Land]]>><<stress -6>><</link>><<lstress>> <br> <<else>> <span class="red">It trips you at the ankles,</span> and leaves you on your knees. <br><br> The <<person>> doubles down on the humiliation by sitting on your back before you can stand, forcing you down further. <<He>> gives your <<bottom>> a spank, to the amusement of the crew.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>> <br><br> <<link [[Endure|Pirate Scum Deck Mop Endure]]>><<sub 1>><<arousal 1500>><</link>><<garousal>> <br> <<link [[Threaten|Pirate Scum Deck Mop Threaten]]>><<def 1>><<pain 4>><<stress 6>><<pirate_status 1 "scum">><</link>><<gpain>><<gstress>><<grespect "scum">> <</if>> <</if>> <</addinlineevent>> <<addinlineevent "pirate_scum_deck_4" 0.7>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>> A <<person>> sings a shanty under <<his>> breath as <<he>> swabs, sweeping <<his>> mop rhythmically. After about a minute, a <<person2>><<person>> joins in the chorus. One by one, more of the crew join in, until half the ship is singing in dubious harmony, stomping their feet to the rhythm. <br><br> <<link [[Join in|Pirate Scum Deck Shanty Join]]>><<stress -6>><</link>><<lstress>> <br> <<link [[Take the lead|Pirate Scum Deck Shanty Lead]]>><</link>><<if $harpy gte 6>><<harpy>><<else>><<englishdifficulty 1 1000>><</if>> <br> <<link [[Ignore|Pirate Scum Deck Shanty Ignore]]>><</link>> <br> <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "events_pirate_cabin">> <<cleareventpool>> <<addinlineevent "pirate_scum_cabin_1" 1>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<generateRole 2 0 "pirate">><<person1>> "Hey," a <<person>> calls to you. <<Hes>> sat with a <<person2>><<person>> and <<person3>><<person>>, drinking. "Come over here. Give us a kiss." <br><br> <<link [[Do as bid|Pirate Scum Cabin Kiss]]>><<sub 1>><</link>><<kissvirginitywarning>> <br> <<link [[Ignore|Pirate Scum Cabin Ignore]]>><</link>> <br> <<link [[Insult|Pirate Scum Cabin Insult]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect>> <</addinlineevent>> <<addinlineevent "pirate_scum_cabin_2" 1>> <<generateRole 0 0 "pirate">><<person1>> A <<person>> pins you to the cabin wall. "My bunk's in there," <<he>> says, gesturing at a gap in a bulkhead. "I'm gonna take you for a tumble, scum." <br><br> <<link [[Shove away|Pirate Scum Cabin Shove]]>><<def 1>><<trauma -6>><<stress 6>><<pirate_status 1 "scum">><</link>><<gstress "scum">><<ltrauma>><<grespect "scum">> <br> <<link [[Go along with it|Pirate Scum Cabin Go]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>> <br> <</addinlineevent>> <<addinlineevent "pirate_scum_cabin_3" 1>> <<generateRole 0 0 "pirate">><<person1>> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>> "Nice <<breasts>>," laughs a <<person>>, pulling a phone from <<his>> pocket. <<covered>> "Give us a better look."<<gstress>><<stress 6>> <br><br> <<link [[Refuse|Pirate Scum Cabin Breast Refuse]]>><<def 1>><<pirate_status 1 "scum">><<pain 4>><</link>><<gpain>><<grespect "scum">> <br> <<link [[Relent|Pirate Scum Cabin Show]]>><<sub 1>><<pirate_status -1>><<trauma 6>><</link>><<lrespect>><<gtrauma>> <br> <<else>> "Take your top off," says a <<person>>. "I wanna see your <<if $player.gender_appearance is "m">>chest<<else>>breasts<</if>>." <br><br> <<link [[Refuse|Pirate Scum Cabin Refuse]]>><<def 1>><<pirate_status 1 "scum">><</link>><<grespect "scum">> <br> <<set $skulduggerydifficulty to 600>> <<link [[Trick|Pirate Scum Cabin Trick]]>><<def 1>><</link>><<skulduggerydifficulty>> <br> <<link [[Do as bid|Pirate Scum Cabin Bid]]>><<sub 1>><<pirate_status -1>><</link>><<lrespect>> <br> <</if>> <</addinlineevent>> <<addinlineevent "pirate_scum_cabin_4" 0.7>> <<generateRole 0 0 "pirate">><<person1>> "Oi," a <<person>> calls, waving you over. <<Hes>> hunched over a table, clutching a bottle like it's a lifeline. "Take a listen, <<lass>>. You're gonna want to... really want to hear this one." <br><br> <<He>> attempts to take a draw from the bottle, missing <<his>> mouth by a good margin. "Heard this one at a pub," <<he>> chuckles. "What's a... get this... what's a pirate's favourite letter?" <br><br> <<link [[X!|Pirate Scum Cabin Letter]]>><<set $phase to "X">><</link>> <br> <<link [[R!|Pirate Scum Cabin Letter]]>><<set $phase to "R">><</link>> <br> <<link [[C!|Pirate Scum Cabin Letter]]>><<set $phase to "C">><</link>> <br> <<link [[I!|Pirate Scum Cabin Letter]]>><<set $phase to "I">><</link>> <br> <<link [[Say you don't know|Pirate Scum Cabin Letter]]>><<set $phase to 0>><</link>> <br> <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "events_pirate_bilge">> <<cleareventpool>> <<addinlineevent "pirate_scum_bilge_1" 1>> <<generateRole 0 0 "pirate">><<generateRole 1 0 "pirate">><<person1>> A drunk <<person>> lurches from the shadows, almost forcing you over with <<his>> weight. "What a pretty thing," <<he>> says, making a clumsy attempt to grope you.<<gstress>><<stress 6>> <br><br> A <<person2>><<person>> staggers from behind, equally drunk. <br><br> <<if $drunk gte 120>> In your inebriated state, you're too clumsy to get away. <br><br> <<link [[Next|Pirate Scum Bilge Pair Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Endure|Pirate Scum Bilge Endure]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>> <br> <<link [[Shove|Pirate Scum Bilge Shove]]>><<def 1>><<pirate_status 1 "scum">><<pain 4>><</link>><<gpain>><<grespect "scum">> <br> <</if>> <</addinlineevent>> <<addinlineevent "pirate_scum_bilge_2" 1>> You hear a faint slurping, growing louder. An unnatural silhouette is cast on the wall. You're not sure where the light is coming from. It's suddenly very cold. <br><br> <<link [[Run|Pirate Scum Bilge Run]]>><</link>> <br> <<link [[Hide (0:05)|Pirate Scum Bilge Hide]]>><<pass 5>><</link>> <br> <<link [[Scream|Pirate Scum Bilge Scream]]>><</link>> <br> <<link [[Find the source of the noise|Pirate Scum Bilge Search]]>><</link>><<willpowerdifficulty 1 1000>> <br> <</addinlineevent>> <<addinlineevent "pirate_scum_bilge_3" 1>> You hear the ship groan around you. It almost sounds alive.<<gstress>><<stress 6>> <br><br> <<link [[Next|Pirate Bilge]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</addinlineevent>> <<addinlineevent "pirate_scum_bilge_4" 0.7>> <<generateRole 0 0 "pirate">><<person1>> You see a <<person>> rifling through a barrel, presumably taking inventory. <<He>> sways <<his>> bottom as <<he>> works. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Slap|Pirate Scum Bilge Slap]]>><<pirate_status 1 "scum">><</link>><<promiscuous2>><<grespect "scum">> <br> <</if>> <<link [[Ignore|Pirate Scum Bilge Slap Ignore]]>><</link>> <</addinlineevent>> <<runeventpool>> <</widget>> <<widget "passoutpirates">> You've pushed yourself too much. Everything fades to black. <br><br> <<link [[Next|Pirate Passout]]>><</link>> <br> <<pass 1 hour>> <<trauma 6>><<passout>> <</widget>><<set $outside to 0>><<set $location to "town">><<effects>> <<generatePolice 1>><<generatePolice 2>>Two police officers are sitting in the lobby. They stand when you approach. "You're under arrest. Please come quietly." <<if $companion is "Robinrent">> The <<person1>><<person>> gestures towards Robin. "Your friend can stay here." <br><br> "Please be careful," Robin whispers. <<nnpc_He "Robin">> steps away from you. <<unset $companion>> <</if>> <br><br> <<link [[Run|Hospital Arrest Run]]>><<crimeUp 100 "resisting">><</link>><<athleticsdifficulty 1 1000>><<crime "resisting">> <br> <<link [[Go quietly|Hospital Arrest Journey]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> You turn and run from the hospital. <<gathletics>><<athletics 1>><<pass 10>> <br><br> <<if $athleticsSuccess>> <<rng>> <<if $rng gte 81>> With the police close on your heels you run down streets and alleys, but they're persistent. You <span class="green">succeed</span> in gaining distance on them, but round a corner and find yourself facing a dead end. <br><br> <<endevent>> You're about to give up when a small hatch opens at the base of a nearby wall. You have no idea what's inside, but it's that or face the police. <br><br> <<link [[Go through the hatch|Hospital Arrest Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Surrender to the police|Hospital Arrest Surrender]]>><<endevent>><</link>> <br> <<else>> With the police close on your heels you run down streets and alleys. The police aren't able to keep up, and you <span class="green">succeed</span> in escaping them. <br><br> <<link [[Next|Industrial Alleyways]]>><<endevent>><</link>> <br> <</if>> <<else>> You try to run from the hospital, but <span class="red">fail</span> to outrun the police. They tackle you to the ground. <br><br> <<link [[Next|Hospital Arrest Journey]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> They cuff you and lead you to their waiting car. They put you in the back, climb in the front and set off. <<set $leftarm to "bound">><<set $rightarm to "bound">><<handheldruined>> <br><br> <<if crimeSumCurrent() gte 5000>> The driver, a <<person1>><<person>>, looks back at you. "You've been a bad <<girl>> haven't you? Caused all sorts of problems." <br><br> <<His>> partner, a <<person2>><<person>>, interjects, "Watch the road." <br><br> The <<person1>><<person>> is about to say something, but thinks better of it and looks back at the road. No one says anything for a while. <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Reluctantly offer your body in return for letting you go|Hospital Arrest Offer]]>><<set $desperateaction to 2>><</link>><<promiscuous2>> <br> <</if>> <<link [[Sit quietly|Hospital Arrest Sit]]>><</link>> <br> <<else>> The driver, a <<person1>><<person>>, looks back at you. "If you cooperate, everything will be fine." <br><br> <<if hasSexStat("promiscuity", 2)>> <<link [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</link>><<promiscuous2>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Reluctantly offer your body in return for letting you go|Hospital Arrest Offer]]>><<set $desperateaction to 2>><</link>><<promiscuous2>> <br> <</if>> <<link [[Sit quietly|Hospital Arrest Sit]]>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $outside to 0>><<generate1>><<generate2>><<generate3>><<generate4>><<maninit>> You crawl through the hole and into darkness. You hear the hatch shut behind you as the lights come on, revealing four people. <<person1>>"What do we have here?" says a <<person>>. "Do you think they'd want <<phim>> below?" <br><br> "Dunno," responds a <<person2>><<person>>, who crouches beside you. "I think we should try <<phim>> ourselves first." <br><br> <<set $enemytrust -= 40>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $phase is 1)>> <span id="next"><<link [[Next|Hospital Arrest Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Hospital Arrest Molestation]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<generatePolice 1>><<generatePolice 2>> <<person1>> You decide against going through the strange hatch. The police arrive, panting. One of them threatens you with a taser. "We've got you," <<he>> says. "You're coming with us." <br><br> <<link [[Next|Hospital Arrest Journey]]>><</link>> <br><<set $outside to 0>><<set $location to "town">><<effects>> <<if crimeSumCurrent() gte 5000>> <<set $seductiondifficulty to 10000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure. <<promiscuity2>> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork." <br><br> "Stop," says the <<person2>><<person>>. "You're embarrassing yourself." <br><br> The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse." <br><br> The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over." <br><br> The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which <<he>> shoves you through with enough force that you almost fall over. You think you're in an empty warehouse. <br><br> "Don't think you're getting off easy," <<he>> says. "Scum like you are treated far too leniently. No, you're getting what you deserve." <br><br> <<link [[Next|Police Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure. <<promiscuity2>> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork." <br><br> "Stop," says the <<person2>><<person>>. "You're embarrassing yourself." <br><br> The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse." <br><br> "I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try. <br><br> <<link [[Next|Hospital Arrest Sit]]>><</link>> <br> <</if>> <<else>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure. <<promiscuity2>> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork." <br><br> "Stop," says the <<person2>><<person>>. "You're embarrassing yourself." The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse." <br><br> The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over." <br><br> The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which opens into a large open area. You think you're in an abandoned warehouse. <br><br> <<link [[Next|Police Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure. <<promiscuity2>> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork." <br><br> "Stop," says the <<person2>><<person>>. "You're embarrassing yourself." The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse." <br><br> "I said no," the <<person2>><<person>> responds, <<his>> tone quelling any further argument. It was worth a try. <br><br> <<link [[Next|Hospital Arrest Sit]]>><</link>> <br> <</if>> <</if>><<set $outside to 0>><<set $location to "police_station">><<effects>> <<if $worn.face.type.includes("blindfold") or $worn.face.type.includes("gag")>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<unbind>> <<pass 5>>You sit quietly for the remainder of the journey. Before long you're pulling up to the police station on Barb Street, where other officers wait. Once out the car, they lead you inside. You walk down a flight of metal steps and down a grim-looking corridor. They shove you in one of the tiny cells. "Sit tight," the <<person1>><<person>> says. "We'll soon decide what to do with you." <br><br> <<link [[Wait (1:00)|Police Cell]]>><<pass 1 hour>><<endcombat>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $outside to 0>> <<if crimeSumCurrent() gte 5000>> <<set $enemytrust -= 120>><<set $enemyanger += 120>> <<else>> <<set $enemytrust -= 90>> <</if>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Police Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Police Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Police Molestation]]>><</link>></span><<nexttext>> <</if>><<if $enemyhealth lte 0>> You shove the <<person1>><<person>> into the <<person2>><<person>>, causing them to trip over each other and fall to the ground. <<tearful>> you flee from the warehouse. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Industrial Alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>> "Come on," says the <<person2>><<person>>, "before we're missed." <<unbind>>They remove your cuffs and leave you lying on the warehouse floor. <<tearful>> you stand and stumble outside. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Industrial Alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>> <</if>>/*Punishment explanation: First time caught with crime gte 5000: Pillory. Caught additional times with crime above 5000: Prison. Caught with crime lt 5000: Community service. Caught with crime lt 5000 while already performing community service: Pillory. */ <<set $outside to 0>><<set $location to "police_station">><<effects>> You sit on the dingy bed and wait. <br><br> After an hour, a <<generatePolice 1>><<person1>><<person>> in a police uniform arrives beside the cell. "Come on, let's get you processed," <<he>> says, unlocking the cell door. "Turn around." <br><br> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> You comply. "Oh," <<he>> says. "You're already collared." <<He>> walks right up behind you and examines the collar more closely. <<He>> runs <<his>> hands along it, and recoils upon touching the heart. "And the shock function appears to work." <<He>> tries to attach a leash, but can't seem to figure it out. "Whatever, this is above my pay grade." <br><br> <<elseif $worn.neck.collared isnot 1 or $worn.neck.name is "familiar collar">> <<set $worn.neck.collaredpolice to 1>> <<neckwear 21>> You comply, and hear <<him>> remove something from <<his>> belt. <<He>> fastens it around your neck, and you hear it click shut. "This collar has a shock function, just to ensure your continued cooperation. We'll remove it once you've served your sentence." <br><br> <<else>> <<set $worn.neck.collaredpolice to 1>> You comply. "Oh," <<he>> says. "You're already collared." <<He>> walks right up behind you and examines the collar more closely. "And the shock function appears to work." <<He>> attaches a leash. "Everything is in order. We'll remove it once you've served your sentence." <br><br> <</if>> <<He>> leads you up another flight of stairs and into a small room. Three people in suits sit at a table on the far side. In the middle, a <<generatePolice 2>><<person2>><<person>> gestures at the chair in front of <<him>>. "Take a seat," <<he>> says. "And don't tarry." The <<person1>><<person>> follows you in, and closes the door behind you. <br><br> <<if crimeSumCurrent() gte 5000>> <<if $stat_police.pillory gte 1>> Once seated, the <<person2>><<person>> continues. "You've been a naughty <<girl>>. A repeat offender." <<He>> reads off your crimes. <br><br> <<crimeParade>><<badEndTracking "Prison" { reason: "prisonSentenced", notes: _crimes_output }>> <br> "<span class="red">Perhaps a stint in prison will set you straight.</span> I sentence you to <span class="red"><<print Math.trunc(crimeSumCurrent() / 250)>></span> days." <<He>> stamps a document in front of <<him>>. "Get this wretch out of my sight." <br><br> <<link [[Next|Police Prison Intro]]>><</link>> <br> <<else>> Once seated, the <<person2>><<person>> continues. "You didn't think you'd get away with it did you? You've been leaving traces of yourself all over." <<He>> reads off your crimes. <br><br> <<crimeParade>> <br> "These are only petty crimes however, so public humiliation is an appropriate punishment. Take <<phim>> to the pillory." <br><br> <<link [[Next|Police Pillory Start]]>><<set $stat_police.pillory += 1>><</link>> <br> <</if>> <<else>> <<if $community_service gte 1>> Once seated, the <<person2>><<person>> continues. "You were given the chance to give back to the community, but couldn't keep your nose clean, could you?" <<He>> reads off your crimes. <br><br> <<crimeParade>> <br> "Public humiliation will teach you better. Take <<phim>> to the pillory." <br><br> <<link [[Next|Police Pillory Start]]>><<set $stat_police.pillory += 1>><</link>> <br> <<else>> Once seated, the <<person2>><<person>> reads off your crimes. <br><br> <<crimeParade>> <br> "These are only petty crimes. You'll be given the chance to make amends, and give back to the community. <span class="pink">You are to report to the police station every day, starting tomorrow.</span> There you will be assigned a service. It'll take about an hour. You can arrive anytime during daylight hours." <br><br> "These crimes warrant <<set _service to Math.trunc(crimeSumCurrent() / 200)>> <span class="pink">_service days</span> of community service. If you don't reform your ways, or don't turn up, the situation could get much worse for you. Take <<phim>> outside." <br><br> <<set $community_service to _service>> <<set $community_service_done to 1>> <<link [[Next|Police Community Start]]>><<set $stat_police.community += 1>><</link>> <br> <</if>> <</if>><<if $enemyhealth lte 0>> They back off from you, surprised by your strength. <<tearful>> you open the hatch and escape outside before they can stop you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Industrial Alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<if $phase is 1>> <<ejaculation "short">> The second orgasm is a bit much for them, and gives you a chance to escape through the hatch. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Industrial Alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</link>> <<else>> <<ejaculation>> <<person2>>"<<pShe>> should be worth something," says the <<person>>. "Be a good little fucktoy and come with us." <<He>> grabs your arm and tries to pull you deeper into the building. <br><br> <<link [[Go quietly|Underground Intro]]>><<badEndTracking "Underground Dungeon" { reason: "uDungeonPolice" }>><</link>> <br> <<link [[Resist|Hospital Arrest Molestation]]>><<set $phase to 1>><<set $enemyanger += 120>><<set $enemytrust -= 40>><<set $enemyarousal to 0>><</link>> <</if>> <<elseif $phase is 1>> <<badEndTracking "Underground Dungeon" { reason: "uDungeonPolice" }>> You're too hurt to fight any longer. The <<person1>><<person>> and <<person2>><<person>> drag your limp body deeper into the building. <br><br> <<link [[Next|Underground Intro]]>><<set $phase to 0>><</link>> <br> <</if>><<set $outside to 1>><<effects>> <<crimeClear "all">> The <<person1>><<person>> leads you through the station, until you emerge from a door at the side of the building. <br><br> "Not so fast, I need to search you first. Face the wall." You're in no position to resist. <br><br> <<seize_stolen_goods>> <br><br> You turn back around. "Remember, <<girl>>." <<He>> grins. "Every day. Starting tomorrow. Until your crimes are paid for." <<He>> closes the door. <br><br> <<link [[Next|Barb Street]]>><<endevent>><</link>> <br><<effects>> The <<person>> looks up as you approach. <<if $rng gte 81>> "Well if it isn't that naughty <<girl>>," <<he>> says. "Here for your service." <<elseif $rng gte 61>> "They're just about to head out," <<he>> says. <<elseif $rng gte 41>> "Glad you could make it," <<he>> says. <<elseif $rng gte 21>> "Oh," <<he>> says. "They'll love you." <<else>> "Ready to make amends?" <<he>> says. <</if>> <<He>> points at a door to <<his>> right. "Go on through." <br><br> <<endevent>> <<generatePolice 1>><<person1>> You enter a room lined with benches. A number of rough-looking <<people>> sit along each side. A <<person>> in a police uniform stands in the centre, hands on hips. <br><br> <<rng 3>> <<if $rng gte 3>> <<generate2>> "Right, you scum," <<he>> says. "Today we're gonna clean litter off the road at the entrance of town. Remember that honest folk don't want to be bothered by the likes of you, so focus on your job." <<He>> opens a set of double doors behind <<him>>. "Let's move out." <br><br> You shuffle through with the other criminals. There's a large van inside. The <<person>> marches you onboard. <br><br> <<link [[Next|Police Community Clean]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>> <br> <<elseif $rng is 2>> <<generate2>> "Right, you scum," <<he>> says. "Today we're gonna be clearing some wasteland just outside town. It'll be hard work, but you've earned it." <<He>> opens a set of double doors behind <<him>>. "Let's move out." <br><br> You shuffle through with the other criminals. There's a large van inside. The <<person>> marches you onboard. <br><br> <<link [[Next|Police Community Wasteland]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>> <br> <<else>> "Right, you scum," <<he>> says. "Today we'll be cleaning graffiti off alley walls. I bet you lot are responsible for some of it anyway. You'll carry your own bucket and brush." <<He>> opens a set of double doors behind <<him>>. "Let's move out." <br><br> You shuffle through with the other criminals, and emerge outside. <br><br> <<link [[Next|Police Community Graffiti]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>> <br> <</if>> /* <<if $rng gte 21>> "Right, you scum," <<he>> says. "Today we'll be prettying up a public building. Applying a fresh layer of paint." <<He>> opens a set of double doors behind <<him>>. "Let's move out." <br><br> You shuffle through with the other criminals, and emerge outside <br><br> <<link [[Next|Police Community Paint]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>> <br> <<else>> "Right, you scum," <<he>> says. "Today we'll be tidying up a forest trail. Cutting back the foliage." <<He>> opens a set of double doors behind <<him>>. "Let's move out." <br><br> You shuffle through with the other criminals, and emerge outside. <br><br> <<link [[Next|Police Community Forest]]>><<set $community_service -= 1>><<set $community_service_done to 1>><<pass 20>><</link>> <br> <</if>> */<<set $location to "alley">><<set $bus to "commercial">><<effects>><<wearProp "bucket">> The <<person>> leads you and the other criminals across the road, and into the maze of commercial alleyways. <<He>> stops you beside a concrete wall. It's covered with graffiti. <br><br> "Right then," <<he>> says. "Today we're helping a local business. Fill those buckets up from this hose and get to work." <br><br> Removing the paint with just water and a coarse brush is difficult. The <<person>> observes while marching up and down the alley. <br><br> <<link [[Next|Police Community Graffiti 2]]>><</link>> <br><<effects>> <<pass 20>> <<if $police_graffiti gte 3 and random(1, 2) is 2 and $fame.rape gte 100>> <<if $police_graffiti is 3>> <<set $police_graffiti to 4>> <</if>> <<generate2>><<person2>> A <<person>> enters the alley, and chats with the police officer. They both stare at you. <br><br> <<if currentSkillValue('skulduggery') gte 400>> <span class="green">You notice the <<person2>><<person>> pass the officer some cash,</span> and they both walk over. <<else>> They both walk over. <</if>> The officer carries a pair of cuffs. "Hold out your hands, <<girl>>," <<person1>><<he>> says. "This fine citizen wants your help inside. The cuffs are just a precaution." The <<person2>><<person>> smiles. <br><br> <<link [[Hold out your hands|Police Community Graffiti Hold]]>><<handheldon>><<sub 1>><</link>> <br> <<link [[Refuse|Police Community Graffiti Hold Refuse]]>><<handheldon>><<def 1>><</link>> <br> <<if currentSkillValue('skulduggery') gte 400 and $awareness gte 200>> <<link [[Accuse|Police Community Graffiti Accuse]]>><<handheldon>><<def 1>><</link>> <br> <</if>> <<elseif $police_graffiti gte 2 and random(1, 2) is 2>> <<if $police_graffiti is 2>> <<set $police_graffiti to 3>> <</if>> <<generate2>><<generatev3>><<person2>> A <<person>> enters the alley, and chats with the police officer. They both stare at the <<person3>><<person>> working beside you. <<He>> throws furtive glances their way. <br><br> <<if currentSkillValue('skulduggery') gte 400>> <span class="green">You notice the <<person2>><<person>> pass the officer some cash,</span> and they both walk over. They stop beside the <<person3>><<person>>. The officer holds a pair of cuffs. <<else>> They both walk over, and stop beside the <<person>>. The officer holds a pair of cuffs. <</if>> <br><br> "Hands out," <<he>> demands. The <<person3>><<person>> stares at <<his>> feet as the officer cuffs <<him>>. "Don't look so glum. You're just gonna be... helping this fine citizen in their establishment. The cuffs are just a precaution." <br><br> <<if currentSkillValue('skulduggery') gte 400 and $awareness gte 200>> <<link [[Intervene|Police Community Graffiti Intervene]]>><<handheldon>><<famegood 10>><</link>> <br> <<link [[Keep working|Police Community Graffiti Intervene Work]]>><<handheldon>><</link>> <br> <<else>> The <<person2>><<person>> grasps the <<person3>><<person>> by the cuffs, and leads <<him>> into the building via a flight of stone steps. <br><br> <<link [[Next|Police Community Graffiti End]]>><<handheldon>><</link>> <br> <</if>> <<elseif $police_graffiti gte 1 and random(1, 2) is 2>> <<if $police_graffiti is 1>> <<set $police_graffiti to 2>> <</if>> <<generate2>><<person2>> A <<person>> enters the alley, and chats with the police officer. <br><br> <<if $settings.bodyWritingLevel gte 2>> They approach you. "You've earned a break," the officer says. "This is the owner of the establishment. <<Hes>> agreed to help with your rehabilitation." <br><br> "Come here, <<girl>>," the <<person>> says, <span class="pink">pulling the lid off a permanent marker.</span> <br><br> <<link [[Do as bid|Police Community Graffiti Pen]]>><<handheldon>><<sub 1>><</link>><<if !$worn.face.type.includes("mask")>><<gbodywriting>><</if>> <br> <<link [[Refuse|Police Community Graffiti Refuse]]>><<handheldon>><<def 1>><</link>> <br> <<else>> They don't approach. <br><br> <<link [[Next|Police Community Graffiti End]]>><<handheldon>><</link>> <br> <</if>> <<else>> <<if $police_graffiti is undefined>> <<set $police_graffiti to 1>> <</if>> <<generate2>><<person2>> A <<person>> enters the alley, and chats with the police officer. <<He>> leers at you as you work, but doesn't approach. <br><br> <<link [[Next|Police Community Graffiti End]]>><<handheldon>><</link>> <br> <</if>><<set $location to "shopping_centre">><<set $outside to 0>><<effects>> You let the officer cuff you, and hand your wrists to the <<person2>><<person>>. <<He>> leads you away from the other criminals, down a flight of stone steps, and into the concrete building.<<if $worn.handheld.name isnot "naked">>"I'll be taking that for myself as well," <<he>> says, picking up your $worn.handheld.name. "Consider it part of your rehabilitation."<</if>><<bind>> <br><br> You enter a small room, lit by a single unshaded light in the middle. A thick wooden door stands ajar on one side. You hear distant voices, but the <<person>> doesn't lead you that way. <<He>> raises your arms instead, until you're stood on tiptoes, and hangs your cuffs on a hook driven into the wall. <br><br> "Don't get a cutie like you often," the <<person>> says, running <<his>> eyes all over you as <<he>> shuts the door, cutting off the noise beyond. "Best be a good <<girl>>." <br><br> <<saveNPC 0 "community_police">> <<saveNPC 1 "community_citizen">> <<endevent>> <<loadNPC 0 "community_citizen">> <<link [[Next|Police Community Graffiti Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Police Community Graffiti Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Police Community Graffiti Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> removes your cuffs from the hook. "Love doing my part to reform whores like you," <<he>> says. "Let's get you back to the officer." <br><br> <<clothesontowel>> <<endcombat>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_citizen">> <<clearNPC "community_police">> <<clearNPC "community_citizen">> <<person2>> <<tearful>> you follow <<him>> outside. The officer unlocks your cuffs at the top of the steps.<<unbind>> <br><br> "I trust our rogue here was helpful?" <br> "Quite. Give my regards to the chief." <br> "Right." The officer turns to you. "Get back to work." <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br> <<else>> The <<person>> away from you, and fumbles for the door handle. <<He>> throws it open, and runs up the steps. You manage to slip your cuffs off the hook. <br><br> <<clothesontowel>> <<endcombat>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_citizen">> <<clearNPC "community_police">> <<clearNPC "community_citizen">> <<person2>> <<tearful>> you climb the steps yourself. The <<person>> stands at the top, arguing with the police officer. <br><br> "I demand a refund," <<he>> says. "You said <<pshe>> was tame." <br> "<<pShe>> is tame," the officer replies. "Or <<pshe>>'d be locked up." <br> "The <<bitch>> damn near broke my arm." <br><br> The officer grabs your cuffs as you pass, and unlocks them.<<unbind>> "Assaulting a member of the public," <<person1>><<he>> says. "<span class="red">That's an extra day of community service,</span> at least. I'll have to inform the station. Get back to work."<<crimeUp 100 "assault">><<crime "assault">> <br><br> You return to the wall. The other criminals look amused, at least. <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I'm not going with <<person2>><<him>>," you say. "That isn't part of my punishment." <<elseif $speech_attitude is "bratty">> "Fuck off," you say. "I'm not a fool." <<else>> "No," you say. "That isn't part of my punishment." <</if>> <br><br> "If you're gonna be so difficult," the <<person1>>officer replies, <span class="red">"then you can enjoy another day of community service."</span> <<He>> walks away, the <<person2>><<person>> close behind. <br><br> <<set $community_service += 1>> <<link [[Next|Police Community Graffiti End]]>><</link>> <br><<effects>> <<earnFeat "Bent Copper">> <<if $speech_attitude is "meek">> "I-I saw <<person2>><<him>> pay you," you say. "You can't just whore us out." <<elseif $speech_attitude is "bratty">> "You'd get away with that," you say. "But you won't get away with taking bribes." <<else>> "I saw you take a bribe," you say. "I doubt I'm the only one." <</if>> <br> "Fucking liar," the <<person1>>officer replies, but <<his>> voice quivers. <<He>> gropes for <<his>> baton. "Get back. I won't ask again." <br> "Fuck this," the <<person2>><<person>> interrupts. "You were supposed to be discreet. I want my money back." <br><br> The officer releases the baton. "There is no money," <<he>> says, <<his>> voice like ice. "There'd be a problem if there was, wouldn't there?" <br><br> <<He>> walks away, the <<person2>><<person>> close behind. <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br><<effects>> The <<person2>><<person>> tries to grasp the <<person3>><<person>> by the cuffs, but you step in the way. <br><br> <<person1>>The officer gropes for <<his>> baton. "Get back," <<he>> says. "Or I'll beat you raw." <br><br> <<if $speech_attitude is "meek">> "I-I saw <<person2>><<him>> pay you," you say. "You can't just whore us out." <<elseif $speech_attitude is "bratty">> "You'd get away with that," you say. "But you won't get away with taking bribes." <<else>> "I saw you take a bribe," you say. "I doubt I'm the only one." <</if>> <br> "Fucking liar," the <<person1>><<person>> replies, but <<his>> voice quivers. "Get back. I won't ask again." <br> "Fuck this," the <<person2>><<person>> interrupts. "You were supposed to be discreet. I want my money back." <br><br> The officer releases the baton. "There is no money," <<he>> says, <<his>> voice now calmer. <<He>> removes the cuffs from the <<person3>><<person>>. "There'd be a problem if there was, wouldn't there?" <br><br> <<link [[Next|Police Community Graffiti Intervene 2]]>><</link>> <br><<effects>> <<earnFeat "Bent Copper">> The officer walks away, the <<person2>><<person>> close behind. <br><br> "Thank you," the <<person3>><<person>> whispers once they're gone. "Last time was hell." <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br><<effects>> The <<person2>><<person>> grasps the <<person3>><<person>> by the cuffs, and leads <<him>> into the building via a flight of stone steps. <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br><<effects>> You step closer.<<person2>> <<if !$skin.left_cheek.pen>> <<set $phase to 0>> <<if $worn.face.type.includes("mask")>> "Take off your mask," the officer demands. <br><br> <<link [[Take it off|Police Community Graffiti Take]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>><<gbodywriting>> <br> <<link [[Refuse|Police Community Graffiti Refuse]]>><<def 1>><</link>> <br> <<else>> The <<person>> writes on your left cheek. <<bodywriting_criminal "left_cheek" marker>> <br><br> The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt." <br><br> <<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>> <br> <<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>> <br> <</if>> <<elseif !$skin.right_cheek.pen>> <<set $phase to 1>> <<if $worn.face.type.includes("mask")>> "Take off your mask," the officer demands. <br><br> <<link [[Take it off|Police Community Graffiti Take]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>><<gbodywriting>> <br> <<link [[Refuse|Police Community Graffiti Refuse]]>><<def 1>><</link>> <br> <<else>> The <<person>> writes on your right cheek. <<bodywriting_criminal "right_cheek" marker>> <br><br> The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt." <br><br> <<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>> <br> <<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>> <br> <</if>> <<elseif !$skin.forehead.pen>> The <<person>> writes on your forehead. <<bodywriting_criminal "forehead" marker>> <br><br> The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt." <br><br> <<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>> <br> <<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>> <br> <<else>> "Aww," the <<person>> says. "Already covered. I wouldn't want to ruin someone's handiwork." <<He>> puts the pen away. "Next time." <br><br> "You heard <<him>>," the officer says. "Get back to work." <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br> <</if>><<effects>> You remove your mask. <<if $phase is 0>> The <<person>> writes on your left cheek. <<bodywriting_criminal "left_cheek" marker>> <br><br> <<else>> The <<person>> writes on your right cheek. <<bodywriting_criminal "right_cheek" marker>> <br><br> <</if>> The officer smiles as <<he>> watches. "Now thank the good citizen for helping you pay your debt." <br><br> <<link [[Thank|Police Community Graffiti Thank]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>> <br> <<link [[Just get back to work|Police Community Graffiti Work]]>><<def 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "Thank you for helping me be a better person," you say. <<elseif $speech_attitude is "bratty">> Your fists clench. "Th-thanks," you manage. <<else>> "Thank you," you say. <</if>> <br><br> "Good <<girl>>," the officer says. "Now get back to work." <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br><<effects>> The <<person2>><<person>> harrumphs as you turn away. "No gratitude." <br><br> "Can't expect much from this lot," the officer replies. "As I was saying, throw a few more bob in and—" <<His>> voice disappears behind the din of the traffic. <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "N-no," you say. "That isn't a proper punishment." <<elseif $speech_attitude is "bratty">> "Keep that away from me," you say. "Or I'll jam it up your arse." <<else>> "No," you say. "You can't just make up punishments as you go along." <</if>> <br><br> "Fine," the officer says. <span class="red">"I'll add another day of community service to your debt. Perhaps you'll be more cooperative tomorrow."</span><<set $community_service += 1>> <br><br> The <<person>> looks disappointed as <<he>> puts the lid back on the pen. <br><br> <<link [[Next|Police Community Graffiti End]]>><</link>> <br><<set $location to "police_station">><<set $bus to "barb">><<effects>> "That's enough," the police officer shouts after a while. "You've done a shit job, but I didn't expect better." <br><br> You follow the officer with the other criminals, until you arrive back at the police station. <br><br> <<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>> <br><<set $location to "moor">><<effects>> <<person2>> The van rumbles into life. The <<person>> sat beside you rests <<his>> hand on your thigh. <br><br> <<link [[Get angry|Police Community Wasteland Angry]]>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Ignore|Police Community Wasteland Ignore]]>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Grope back|Police Community Wasteland Grope]]>><</link>><<promiscuous2>> <br> <</if>><<effects>> You smack the <<person>>'s hand. <<He>> clutches it as if stung. The other passengers laugh. <br><br> You hear a thwump from the front of the vehicle. "No messing around back there," says the police officer. "Or you'll all get an extra day added to your sentence." <br><br> The van rumbles to a halt, and the doors open. <br><br> <<link [[Next|Police Community Wasteland 2]]>><</link>> <br><<effects>> You ignore the <<persons>> creeping hand. <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<He>> lifts the hem of your skirt, and for a moment you're afraid <<he>> means to expose you to the whole van, but <<he>> instead squeezes your thigh. <<else>> For a moment you're afraid <<he>> means to grope your <<genitals>>, but <<he>> instead squeezes your thigh. <</if>> <br><br> The van rumbles to a halt, and the doors open. <br><br> <<link [[Next|Police Community Wasteland 2]]>><</link>> <br><<effects>> You rest your hand on the <<persons>> thigh in return, and have a cheeky squeeze. The other passengers are watching. You shiver. <<promiscuity2>> The van rumbles to a halt, and the doors open. <br><br> <<link [[Next|Police Community Wasteland 2]]>><</link>> <br><<effects>> <<pass 20>> You line with the other criminals beside the road, in front of a hill. Brown briars stretch to the top. <br><br> <<person1>> "Right, you scum," the police officer says, dumping a box of gardening tools at <<his>> feet. "Today we're clearing these shrubs. Keeping them away from the road. Think you can manage that?" <<if pcAreArmsBound("any")>> <<He>> removes the bindings around your arms. <<unbind>> <</if>> <br><br> <<if $police_wasteland gte 2 and random(1, 2) is 2 and $fame.scrap gte 100>> <<wearProp "pickaxe">> <<if $police_wasteland is 2>> <<set $police_wasteland to 3>> You queue in front of the officer as <<he>> hands out tools. <<He>> sizes you up. "I think you can handle this," <<he>> says, handing you an axe. "Go careful now." <<else>> You queue in front of the officer as <<he>> hands out tools. <<He>> hands you an axe. "Get to chopping." <</if>> <br><br> You get to work, hacking at the trunks revealed by the criminals wielding shears. The <<person>> marches up and down the road, watching for any slackers. <br><br> <<generate3>><<person3>> A <<person>> grasps your waist, and pushes their body against yours from behind. "What a slut like you get sentenced for anyway?" <<he>> asks. <<if $fame.bestiality gte 400>> "Get caught fucking a dog?" <</if>> <<if $NPCList[2].penis isnot "none">> You can feel <<his>> <<print $NPCList[2].penisdesc>> against your <<bottom>>. <</if>> <<gstress>><<garousal>><<stress 6>><<arousal 600 "bottom">> <br><br> <<link [[Endure|Police Community Wasteland Endure]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>> <br> <<set $skulduggerydifficulty to 600>> <<link [[Threaten|Police Community Wasteland Threaten]]>><<def 1>><</link>><<skulduggerydifficulty>> <br> <<elseif $police_wasteland gte 1 and random(1, 2) is 1>> <<wearProp "shovel">> <<if $police_wasteland is 1>> <<set $police_wasteland to 2>> You queue in front of the officer as <<he>> hands out tools. <<He>> sizes you up. "Let's try you with this," <<he>> says, handing you a shovel. "Some of these roots run deep." <br><br> <<else>> You queue in front of the officer as <<he>> hands out tools. <<He>> hands you a shovel. "Put your back into it." <</if>> <br><br> You get to work digging around the thicker trunks. The <<person>> marches up and down the road, watching for any slackers. <br><br> You bend to tug a briar by its roots. "Nice," says the <<person2>><<person>> from the van. <<He>> delivers a quick smack to your rear.<<gstress>><<gpain>><<stress 6>><<pain 4>> <br><br> <<link [[Ignore|Police Community Wasteland Ignore 2]]>><<trauma 6>><<sub 1>><</link>><<gtrauma>> <br> <<set $skulduggerydifficulty to 400>> <<link [[Whack|Police Community Wasteland Whack]]>><<def 1>><</link>><<skulduggerydifficulty>> <br> <<else>> <<wearProp "shears">> <<if $police_wasteland is undefined>> <<set $police_wasteland to 1>> You queue in front of the officer as <<he>> hands out tools. <<He>> sizes you up. "This your first time? Stick with these." <<He>> gives you a pair of shears. <<else>> You queue in front of the officer as <<he>> hands out tools. <<He>> gives you a pair of shears. <</if>> <br><br> You get to work cutting barbed branches, clearing the way for those with heavier tools. The <<person>> marches up and down the road, watching for any slackers. <br><br> <<if $worn.upper.name isnot "naked" and random(1, 2) is 2>> Your $worn.upper.name <<= $worn.upper.plural ? "get" : "gets">> caught on the thorns. <<= $worn.upper.plural ? "They" : "It">>'d take a minute to remove, and the officer might see it as slacking. <br><br> <<link [[Remove carefully|Police Community Wasteland Careful]]>><</link>><<difficulty 50>> <br> <<link [[Tear free|Police Community Wasteland Upper Tear]]>><</link>> <br> <<elseif $worn.lower.name isnot "naked" and random(1, 2) is 2>> Your $worn.lower.name <<= $worn.lower.plural ? "get" : "gets">> caught on the thorns. <<= $worn.lower.plural ? "They" : "It">>'d take a minute to remove, and the officer might see it as slacking. <br><br> <<link [[Remove carefully|Police Community Wasteland Careful]]>><</link>><<difficulty 50>> <br> <<link [[Tear free|Police Community Wasteland Lower Tear]]>><</link>> <br> <<else>> You scratch your arm on the thorns, but the process is otherwise uneventful, if arduous.<<gpain>><<gtiredness>><<pain 4>><<tiredness 6>> <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>> <</if>><<effects>> You endure the <<persons>> harassment. <<He>> reaches around your chest, and squeezes your <<breasts>>. <br><br> "No slacking!" shouts the police officer from the road. <br><br> The <<person>> pulls away from you. "I'll have to catch you at Briar's sometime. I assume you work there." <<He>> slaps your <<bottom>> before walking away. <br><br> The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> You twist from the <<persons>> grasp, and stand apart with your axe raised. <<if $speech_attitude is "meek">> "St-stay back," you say. "I-I'm not harmless." <<elseif $speech_attitude is "bratty">> "Touch me again," you say, "and you'll lose a hand." <<else>> "Back off," you say. "I'm sick of perverts like you." <</if>> <br><br> The other criminals laugh, but the <<person>> raises <<his>> hands and steps away. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> "Easy <<girl>>," <<he>> says. <span class="green"><<He>> sounds wary.</span> "I just meant you're a ho—" <<He>> trips over a root, and shouts as <<he>> falls into a briar. More laughter. <br><br> <<if $hallucinations gte 2>> <<skulduggeryuse>> The <<person>> screams. Branches twist around <<his>> limbs, and seem to drag <<him>> deeper into the vegetation. The laughter stops. <br><br> <<link [[Rescue|Police Community Wasteland Rescue]]>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Call for help|Police Community Wasteland Help]]>><</link>> <br> <<else>> The police officer rushes over to investigate, <span class="green">but you're already back to work.</span><<ltrauma>><<trauma -6>> <br><br> <<skulduggeryuse>> <<person1>> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>> <<else>> <br><br> <<person1>> The police officer rushes over to investigate, <span class="red">and finds you still wielding the axe as a weapon.</span> <<person1>>"Unacceptable!" <<he>> shouts. "<span class="red">That's another day of community service,</span> and I'll be informing the station of this."<<crime "assault">><<crimeUp 100 "assault">><<set $community_service += 1>> <br><br> <<skulduggeryuse>> The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>><<effects>> You hack at the tangle, careful not to injure the <<person>>. A branch launches at you, <<if $willpowerSuccess>> <<famescrap 10>> <span class="green">but you step aside and hack it clean.</span> <<generate4>><<person4>>Another branch launches at you, but a <<person>> steps forward and slices it with <<his>> own axe. Others join in, hacking at the plant with axes, shovels, and even shears. <br><br> Its branches ruined, the plant releases its grip on the <<person3>><<person>>. <<He>> struggles to <<his>> feet, then stumbles and collapses several feet away, panting. <br><br> <<link [[Next|Police Community Wasteland Rescue 2]]>><</link>> <br> <<else>> winds around the handle of your axe, <span class="red">and pulls it from your grip.</span> The other criminals watch in mute horror as the axe, and the <<person>>, disappear into the vegetation.<<gtrauma>><<gstress>><<ggwillpower>><<willpower 6>> <br><br> The police officer arrives on the scene. "Someone always does a runner," <<he>> says. "What are you scum standing around for? Get back to work." <br><br> The rest of the process is uneventful. Everyone keeps the briars at arm's reach. <br><br> <<person1>> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>><<effects>> "You saved my fucking life," the <<person>> says. "What was that?" <<He>> climbs to <<his>> feet when <<he>> hears the police officer approach, but too late. <br><br> <<person1>> "Sleeping on the job, are we?" the officer says. "That's another day's service for you." <br> "B-but the plants attacked—" <br> "The plants what?" the officer spits. "Are you messing me around, or should I give the asylum a call?" <br><br> No one brings it up again, and the rest of the event is uneventful. Everyone keeps the briars at arm's reach. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> You call for the police officer, who arrives in time to see the <<persons>> feet disappear into the undergrowth. The other criminals are silent now. <<person1>> <br><br> "Someone always does a runner," <<he>> says. "What are you scum standing around for? Get back to work." <br><br> The rest of the process is uneventful. Everyone keeps the plants at arm's reach. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> You ignore the <<person2>><<person>>. <<He>> glances at the police officer, and decides against harassing you further. <br><br> The rest of the process is uneventful, if arduous.<<gtiredness>><<tiredness 6>> <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> You bolt upright, and whack the <<person>> across the chest with your shovel. <<He>> stumbles away as the other criminals laugh.<<famescrap 5>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> The police officer rushes over to investigate, <span class="green">but you're already back to work.</span><<ltrauma>><<trauma -6>> <br><br> <<skulduggeryuse>> <<else>> <<person1>> The police officer rushes over to investigate, <span class="red">and finds you still wielding the shovel like a weapon.</span> <<person1>>"Unacceptable!" <<he>> shouts. "<span class="red">That's another day of community service,</span> and I'll be informing the station of this."<<crime "assault">><<crimeUp 100 "assault">><<set $community_service += 1>> <br><br> <<skulduggeryuse>> <</if>> The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> <<if random(1, 2) is 2>> You pry the fabric free of the thorns, and cut the last away with your shears. <span class="green">The police officer doesn't notice.</span> <br><br> The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <<else>> You pry the fabric free of the thorns. <span class="red">"Slacking, are we?"</span> shouts the police offer. <<Hes>> looking right at you. <span class="red">"You can make up for it with an extra day of community service."</span><<set $community_service += 1>> <br><br> The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>><<effects>> You tear the fabric away from the thorns. <<set $worn.upper.integrity -= 20>> <<if $worn.upper.integrity lte 0>> Your heart skips a beat when you feel a breeze on your chest. <span class="pink">The tattered remains of your $worn.upper.name hang from the briar.</span> <<integritycheck no_text>><<exposure>> <<covered>> <br><br> "No slacking," the police officer shouts. "I don't care if you're naked. You're working." <<if $player.gender_appearance is "f">> One of the criminals whistles at you, and many more ogle.<<gstress>><<garousal>><<arousal 600>><<stress 6>><<incgbreastinsecurity>> <br><br> <<fameexhibitionism 10>> <<link [[Next|Police Community Wasteland Topless]]>><</link>> <br> <<else>> <<if $player.sex is "f">> You hear laughter, and catch the other criminals ogling, but they seem to think you're a boy.<<gstress>><<garousal>><<arousal 600>><<stress 6>> <<else>> You hear laughter, and catch the other criminals ogling. <</if>> <<incgbreastinsecurity>> <br><br> The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>> <<else>> You're free, though your $worn.upper.name <<upperplural>> left worse for wear. <br><br> You return to work. The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>><<effects>> You tear the fabric away from the thorns. <<set $worn.lower.integrity -= 20>> <<if $worn.lower.integrity lte 0>> Your heart skips a beat when you feel a breeze on your <<bottom>>. <span class="pink">The tattered remains of your $worn.lower.name hang from the briar.</span> <<integritycheck no_text>><<exposure>> <<covered>> <br><br> "No slacking," the police officer shouts. "I don't care if you're naked. You're working." One of the criminals whistles at you, and many more ogle.<<gstress>><<garousal>><<arousal 600>><<stress 6>> <br><br> <<fameexhibitionism 10>> <<link [[Cover your front|Police Community Wasteland Bottomless]]>><</link>> <br> <<link [[Cover your bottom|Police Community Wasteland Bottomless Back]]>><</link>> <br> <<else>> You're free, though your $worn.lower.name <<lowerplural>> left worse for wear. You return to work. The rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br> <</if>><<effects>> You keep one arm held to your chest as you work, but this makes it hard to operate the shears. You can feel the others watching. A few ogle too much, and get another day of community service added to their sentence for slacking. <<incgbreastinsecurity>> <br><br> Aside from your exposure, the rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> <<if $worn.upper.state is "waist">> You keep your $worn.upper.name tugged between your thighs while you work, but this makes it hard to operate the shears, and does nothing to cover your <<bottom>>. <<elseif $worn.under_upper.state is "waist">> You keep your $worn.under_upper.name tugged between your thighs while you work, but this makes it hard to operate the shears, and does nothing to cover your <<bottom>>. <<else>> You keep a hand held between your thighs while you work, but this makes it hard to operate the shears, and does nothing to cover your <<bottom>>. <</if>> <br><br> You can feel the others watching. A few ogle too much, and get another day of community service added to their sentence for slacking. <br><br> Aside from your exposure, the rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> <<if $worn.upper.state is "waist">> You tug your $worn.upper.name over your <<bottom>> while you work, but this makes it hard to operate the shears, and does nothing to cover your front. You hope the bushes are enough. <<elseif $worn.under_upper.state is "waist">> You tug your $worn.under_upper.name over your <<bottom>> while you work, but this makes it hard to operate the shears, and does nothing to cover your front. You hope the bushes are enough. <<else>> You reach behind you and cover your <<bottom>> while you work, but this makes it hard to operate the shears, and does nothing to cover your front. You hope the bushes are enough. <</if>> <br><br> You can feel the others watching. A few ogle too much, and get another day of community service added to their sentence for slacking. <<if $player.penisExist>> <<if $player.penissize gte 3>> <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<else>> <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <</if>> <</if>> <br><br> Aside from your exposure, the rest of the process is uneventful. <br><br> <<link [[Next|Police Community Wasteland End]]>><</link>> <br><<effects>> <<person1>> "That's enough," the police officer calls. "Return the tools. I know who has what." <br><br> <<if $exposed gte 1>> You queue at the back. "Eyes front!" the officer barks when the <<person2>><<person>> tries to leer at you.<<person1>> <<He>> counts the tools, clicks the box shut, and opens the van doors. You shuffle in behind the others. <br><br> <<covered>> Riding back to the station like this is humiliating, but the journey is uneventful.<<gstress>><<stress 6>> <br><br> <<else>> <<He>> counts the tools, clicks the box shut, and opens the van doors. You shuffle in with the others. <br><br> The journey back to the station is uneventful. <br><br> <</if>> <<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>> <br><<set $location to "town">><<effects>> The van rumbles into life. You catch a <<person2>><<person>> sitting opposite checking you out. <<if random(1, 2)>> <<He>> looks away when <<he>> notices your gaze.<<set $phase to 0>> <<else>> <<He>> grins at you when <<he>> notices your gaze.<<set $phase to 1>> <</if>> <br><br> <<link [[Get angry|Police Community Clean Angry]]>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Ignore|Police Community Clean Ignore]]>><<stress 6>><</link>><<gstress>> <br> <<if hasSexStat("exhibitionism", 2)>> <<link [[Tease|Police Community Clean Tease]]>><</link>><<exhibitionist2>> <br> <</if>><<effects>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> You cross your legs, showing a good deal of your thigh and almost flashing your <<undies>>. <<elseif $player.penisExist and calculatePenisBulge()>> You spread your legs and emphasise the bulge beneath your $worn.lower.name. <<else>> You spread your legs, and bite your lower lip. <</if>> <<if $phase is 1>> The <<person>> can't tear <<his>> eyes away. <<else>> The <<person>> can't help but look. <</if>> <<exhibitionism2>> The van rumbles to a halt, and the <<person1>><<person>> opens the doors. <br><br> <<link [[Next|Police Community Clean 2]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "D-don't look without permission!" you say. <<elseif $speech_attitude is "bratty">> "Keep your filthy eyes away," you say. <<else>> "I didn't say you could look," you say. <</if>> <<if $phase is 1>> The <<person>> sticks out <<his>> tongue. <<else>> The <<person>> blushes. <</if>> <br><br> You hear a thwump from the front of the frame, a reminder that you should be quiet. The van soon rumbles to a halt, and the <<person1>><<person>> opens the doors. <br><br> <<link [[Next|Police Community Clean 2]]>><</link>> <br><<effects>> <<if $phase is 1>> You ignore the <<person>>, and endure <<his>> gaze for the remainder of the trip. <<else>> You ignore the <<person>>, and the rest of the journey is uneventful. <</if>> <br><br> The van rumbles to a halt, and the <<person1>><<person>> opens the doors. <br><br> <<link [[Next|Police Community Clean 2]]>><</link>> <br><<set $bus to "harvest">><<effects>> <<person1>><<wearProp "litter stick">> You line up along the side of the street, attracting looks from passers-by. The gutters here are filled with rubbish. "Right, you degenerates," the <<person>> says. <<if pcAreArmsBound("any")>> <<He>> removes the bindings around your arms while <<he>> talks. <</if>> "Each of you will take a stick and bag. You will clean up this mess. Put your backs into it. I'll check your bags when you're done. If I'm unsatisfied, I'll mark you down as absent. Now get to it." <br><br> You take a litter stick and get to work. <<pass 20>> <<if random(1, 2) is 2 and $police_trash gte 2 and $fame.prostitution gte 100>> /*Police trash can be set to 3 later during this event.*/ You and the other criminals move along the street while the <<person>> observes. The <<person2>><<person>> who ogled you on the van works alongside you. <<He>> works fast, and soon has a full bag. <br><br> "Hey <<girl>>," <<he>> says, resting <<his>> hand on your <<bottom>>. "How about we make a deal? You take this full bag. Put your feet up while the rest of us work." <<He>> squeezes. "In return, you and I have a little alone time." <<He>> nods at a nearby alley.<<gstress>><<garousal>><<stress 6>><<arousal 6 "bottom">> <br><br> The police officer is busy down the line, and wouldn't notice a brief absence. <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Accept|Police Community Clean Accept]]>><<handheldon>><<set $phase to 0>><</link>><<promiscuous3>> <br> <</if>> <<link [[Refuse|Police Community Clean Refuse]]>><</link>> <br> <<elseif random(1, 2) is 2 and $police_trash gte 1>> <<if $police_trash is 1>> <<set $police_trash to 2>> <</if>> You and the other criminals move along the street while the <<person>> observes. You're reaching into a drain when you feel a light tug on your $worn.lower.name. <<person2>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> A moment later, <span class="lewd">someone flips up the hem, revealing your <<if $worn.under_lower.type.includes("naked")>> <<bottom>>.<<fameexhibitionism 5>> Someone whistles. <<else>> $worn.under_lower.name. <</if>> </span> <br><br> You cover yourself, then turn to face the assailant. <<elseif $worn.upper.set isnot $worn.lower.set>> A moment later, <span class="lewd">someone tugs the fabric down your thighs, revealing your <<undies>>.</span> <<if $worn.under_lower.type.includes("naked")>> Someone whistles.<<fameexhibitionism 5>> <</if>> <br><br> You cover yourself, then turn to face the assailant. <<else>> A moment later, <span class="lewd">something pinches your <<bottom>>.</span><<gpain>><<pain 1>> <br><br> You swat behind you, then turn to face your assailant. <</if>> <<if $phase is 1>> The <<person>> points <<his>> litter stick at you, and grins. <br><br> <<else>> The <<person>> hides the litter stick behind <<his>> back. <br><br> <</if>> <<link [[Tell the police officer|Police Community Clean Tell]]>><<stress 6>><</link>><<gstress>> <br> <<link [[Get even|Police Community Clean Even]]>><<trauma -6>><</link>><<ltrauma>> <br> <<link [[Ignore|Police Community Clean Ignore 2]]>><<trauma 6>><</link>><<gtrauma>> <br> <<else>> <<if $police_trash is undefined>> <<set $police_trash to 1>> <</if>> You and the other criminals move along the street while the <<person>> observes. <br><br> <<link [[Work hard|Police Community Clean Work]]>><<tiredness 6>><<stress 6>><</link>><<gtiredness>><<gstress>> <br> <<set $skulduggerydifficulty to 400>> <<link [[Take it easy, then steal the rubbish|Police Community Clean Laze]]>><</link>><<skulduggerydifficulty>> <br> <</if>><<effects>> <<if $phase is 1>> <<set _phase to 1>> <</if>> <<saveNPC 0 "community_police">> <<saveNPC 1 "community_criminal">> <<endevent>> <<loadNPC 0 "community_criminal">> <<person1>> <<if _phase is 1>> <<set $phase to 1>> <<else>> <<set $phase to 0>> <</if>> The <<person>> leads you into the alley. A few of the other criminals glance over as you leave, but none stop you. <<promiscuity3>> <<He>> pushes you down behind a dumpster, away from the view of the street. <br><br> <<link [[Next|Police Community Clean Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 100>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Police Community Clean Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Police Community Clean Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 1>> "The rubbish is yours," the <<person>> laughs. "This too." <<He>> hands you <<printmoney 5000>><<money 5000 "prostitution">>.<<fameprostitution 5>> <<else>> "The rubbish is yours," the <<person>> laughs. "I can get more." <</if>> <br><br> <<if $police_trash gte 3 and random(1, 2) is 2>> <<clotheson>> <<endcombat>> <<generate1>><<generate2>><<generate3>> You try to return to the line, but a <<fullGroup>> block your path. "Trading favours, are we?" the <<person1>><<person>> says. "Don't think our dear officer would like the sound of that." <<He>> steps forward. "Maybe you should give us a taste too. Keep us quiet." <br><br> <<link [[Accept|Police Community Clean Rape Accept]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Scream|Police Community Clean Rape Scream]]>><</link>> <br> <<else>> <<clotheson>> <<endcombat>> <<if $police_trash is 2>> <<set $police_trash to 3>> <</if>> <<tearful>> you return to the line. The police officer doesn't notice. <br><br> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> <<link [[Next|Police Community Clean Work]]>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> You shove the <<person>> against the dumpster. <<tearful>> you return to the street before <<he>> can retaliate. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> You continue gathering your own rubbish. The police officer didn't notice anything.<<gtiredness>><<gstress>><<tiredness 6>><<stress 6>> <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br> <<elseif $rescue is 1 and $alarm is 1>> "Can't you animals behave for a single hour?" The police officer arrives in response to your cry, grabs the <<person>> by the collar, and pulls <<him>> back to the street. <<tearful>> you follow. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> You emerge to see the <<person1>><<person>> shoving the <<person2>><<person>> into the back of the van, <<his>> protests unheeded. You help yourself to <<his>> unattended bag of rubbish.<<wearProp "trash bag">> <br><br> <<person1>> <<link [[Next|Police Community Clean Work]]>><</link>> <br> <<else>> "Fucking slut," the <<person>> says. "Leading people on like that's gonna get you raped." <<He>> returns to the street. <<if $police_trash gte 3 and random(1, 2) is 2>> <<clotheson>> <<endcombat>> <<generate1>><<generate2>><<generate3>> You try to return to the line, but a <<fullGroup>> block your path. "Trading favours, are we?" the <<person1>><<person>> says. "Don't think our dear officer would like the sound of that." <<He>> steps forward. "Maybe you should give us a taste too. Keep us quiet." <br><br> <<link [[Accept|Police Community Clean Rape Accept]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Scream|Police Community Clean Rape Scream]]>><<set $rescued to 1>><</link>> <br> <<else>> <<tearful>> you follow. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> You continue gathering your own rubbish. The police officer didn't notice anything.<<gtiredness>><<gstress>><<tiredness 6>><<stress 6>> <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br> <</if>> <</if>><<effects>><<wearProp "litter stick">> The criminals turn and run, right into the police officer. <br><br> <<endevent>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> They stammer excuses, and inform <<him>> that you were whoring yourself to get out of work. <<He>> questions the <<person2>><<person>>, who's been busy bragging about fucking you, and can't back out of <<his>> claims now. <br><br> <span class="red">"That's another day of community service for both of you,"</span> the <<person1>>police officer says. "You're getting off easy." <br><br> <<set $community_service += 1>> <<if $speech_attitude is "meek">> Afraid of worsening the situation, you pick up your litter stick and get back to work. <<elseif $speech_attitude is "bratty">> You keep your spite to yourself, pick up your litter stick, and get back to work. <<else>> Not wanting to worsen the situation, you pick up your litter stick and get back to work. <</if>> <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br><<effects>> You walk back to the sheltered area behind the dumpster, but the <<person1>><<person>> shoves you against the wall before you arrive. <br><br> <<link [[Next|Police Community Clean Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>>/*Remove line if rescue is impossible*/ <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Police Community Clean Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Police Community Clean Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Almost makes being dragged here worthwhile," the <<person>> says while adjusting <<his>> clothes. "See you around, whore." <br><br> <<tearful>> you follow them back to the street. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> <<link [[Next|Police Community Clean Work]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> against the wall, and evade the other two as you rush back to the street. <br><br> <<clotheson>> <<endcombat>> The criminals follow you, but attract the attention of the police officer as they burst from the alley, and decide not to push it. <<tearful>> you return to work. <br><br> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> <<link [[Next|Police Community Clean Work]]>><</link>> <br> <<else>> <<set $rescued += 1>>/*Unnecessary if rescue is impossible*/ "What the fuck are you up to?" the police officer says at the head of the alley. The <<person1>><<person>> and <<his>> colleagues back away from you. "This slut's selling <<pherself>>," <<he>> stammers. <br><br> <<clotheson>> <<endcombat>> <<loadNPC 0 "community_police">> <<loadNPC 1 "community_criminal">> <<person1>> <<clearNPC "community_police">> <<clearNPC "community_criminal">> <span class="red">"That's another day of community service,"</span> the officer says. "For all of you. Get back in line." <br><br> <<set $community_service += 1>> <<wearProp "litter stick">> <<if $speech_attitude is "meek">> Afraid of worsening the situation, you pick up your litter stick and get back to work. <<elseif $speech_attitude is "bratty">> You keep your spite to yourself, pick up your litter stick, and get back to work. <<else>> Not wanting to worsen the situation, you pick up your litter stick and get back to work. <</if>> <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "I-I'm not that kind of <<girl>>," you say. <<elseif $speech_attitude is "bratty">> "Fuck off," you say. "I'm not selling myself for a bag of rubbish." <<else>> "I'm not selling myself for a bag of rubbish," you say. <</if>> <br><br> The <<person>> pulls <<his>> hand away, but only to deliver a firm smack to your <<bottom>>.<<gpain>><<garousal>><<pain 4>><<arousal 600 "bottom">> <br><br> "Don't give me that, slut," <<he>> says. "You've sold yourself for less. I'm in a good mood though." <<He>> pulls <<printmoney 5000>> in bank notes from <<his>> pocket, and holds it in front of you. "I'll sweeten the offer." <br><br> <<if hasSexStat("promiscuity", 3)>> <<link [[Accept|Police Community Clean Accept]]>><<handheldon>><<set $phase to 1>><</link>><<promiscuous3>> <br> <<elseif $uncomfortable.prostituting is false>> <<link [[Accept|Police Community Clean Accept]]>><<handheldon>><<set $phase to 1>><<set $desperateaction to 1>><</link>><<promiscuous3>> <br> <</if>> <<link [[Refuse|Police Community Clean Refuse 2]]>><<handheldon>><<tiredness 6>><<stress 6>><</link>><<gtiredness>><<gstress>> <br><<effects>> You pull away from the <<person>>. "Fine," <<he>> says. "I can find sluts like you anywhere." <<He>> walks away. You return to work, now free of harassment. <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br><<effects>> <<person2>> <<if $speech_attitude is "meek">> "O-officer!" you shout. "This <<personsimple>>'s harassing me." <<elseif $speech_attitude is "bratty">> "Oi, officer!" you shout. "Got a pervert for you." <<else>> "Officer!" you shout. "This <<personsimple>>'s harassing me." <</if>> <br><br> The <<person1>><<person>> marches over. "Is this true?" <<he>> asks. The <<person2>><<person>> shakes <<his>> head, but the other criminals grin and nod. <<person1>>"Get in the van. You'll end up in the pillory at this rate." <br><br> You return to work, now free of harassment. <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br><<effects>> <<if $pronoun is "f">> You reach out with your own litter stick, grasp the hem of the <<persons>> skirt, and lift. <<He>> hastens to cover <<himself>>. <<if $rng gte 81>> The other criminals cheer as <<his>> plain panties are revealed. <<He>> hastens to cover <<himself>>. <<elseif $rng gte 61>> The other criminals cheer as <<his>> thong is revealed. <<He>> hastens to cover <<himself>>. <<elseif $rng gte 41>> The other criminals cheer as <<his>> lace panties are revealed. <<He>> hastens to cover <<himself>>. <<elseif $rng gte 21>> The other criminals cheer as <<his>> boyshorts are revealed. <<He>> hastens to cover <<himself>>. <<else>> <span class="lewd"><<Hes>> not wearing anything beneath.</span> The other criminals cheer as <<he>> desperately covers <<his>> ass and <<if $NPCList[1].penis isnot "none">><<print $NPCList[1].penisdesc>><<else>>pussy<</if>>.<<garousal>><<arousal 6>> <</if>> <<else>> You reach out with your own litter stick, grasp the hem of the <<persons>> trousers, and tug them down. <<if $rng gte 81>> The other criminals cheer as <<his>> briefs are revealed. <<He>> hastens to cover <<himself>>. <<elseif $rng gte 61>> The other criminals cheer as <<his>> boxers are revealed. <<He>> hastens to cover <<himself>>. <<elseif $rng gte 41>> The other criminals cheer as <<his>> boxer briefs are revealed. <<He>> hastens to cover <<himself>>. <<elseif $rng gte 21>> The other criminals cheer as <<his>> g-string is revealed. <<He>> hastens to cover <<himself>>. <<else>> <span class="lewd"><<Hes>> not wearing anything beneath.</span> The other criminals cheer as <<he>> desperately covers <<his>> <<if $NPCList[1].penis isnot "none">><<print $NPCList[1].penisdesc>><<else>>pussy<</if>>.<<garousal>><<arousal 6>> <</if>> <</if>> <br><br> You launch another attack, but the <<person>> is ready, and deflects your stick with <<hers>>. You fence for a moment, before the <<person1>><<person>> arrives to break you up. <<He>> sends the <<person2>><<person>> to the other side of the line. <br><br> <<person1>> You return to work, now free of harassment. <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br><<effects>> You move away from the <<person>>, and keep an eye on <<him>> as you work. You're not harassed again. <br><br> <<link [[Next|Police Community Clean Work]]>><</link>> <br><<effects>> You reach the end of the street before crossing the road, and start working down the other side. More litter is already building in the gutter opposite, blown from the south. <br><br> "Done," the <<person1>><<person>> says. <<He>> checks each bag, then ties them and hands them back. "Take them to the landfill. It's not far." <br><br> The landfill itself is gigantic, but there's a small area outside where citizens can drop their refuse into large metal containers. You climb the steps and throw your bag onto the pile. <br><br> The journey back to the station is uneventful. <br><br> <<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>> <br><<effects>> You lean on your stick and look for someone to steal from. The <<person2>><<person>> who ogled you in the van keeps stealing glances your way. That'll be the one. <<Hes>> distracted. <br><br> You stand next to where <<he>> works, and place your near-empty bag right next to the <<persons>>. <<if $phase is 1>> <<He>> leans on <<his>> stick and tries to strike up a conversation, until the officer silences <<him>>. <<He>> returns to work, but keeps <<his>> eyes on you. <<else>> <<He>> pretends to look away, but continues to sneak glances at your body. <</if>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<Hes>> so taken that <span class="green"><<he>> doesn't notice</span> you take <<his>> bag instead of yours when it's time to move on. <br><br> <<skulduggeryuse>> "Done," the <<person1>><<person>> says. <br> "Erm," the <<person2>><<person>> interrupts. "I've lost my rubbish." <br> "Sure," the <<person1>><<person>> replies. "You can find it during an extra day of community service. Get in the van." <br><br> The <<person2>><<person>> tries to argue, but the <<person1>><<person>> won't hear it. <<He>> checks each other bag, then ties them and hands them back. "Take them to the landfill. It's not far." <br><br> The landfill itself is gigantic, but there's a small area outside where citizens can drop their refuse into large metal containers. You climb the steps and throw your bag onto the pile. <br><br> The journey back to the station is uneventful. <br><br> <<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>> <br> <<else>> You try to take <<his>> bag instead of yours when it's time to move on, <span class="red">but <<he>> grasps your wrist.</span> "Nice try," <<he>> laughs. "Almost got me." <br><br> <<skulduggeryuse>> "Done," the <<person1>><<person>> says. <<He>> checks each bag, but stops when <<he>> gets to yours. "Not good enough. <span class="red">You can make up for it with another day of community service.</span>"<<set $community_service += 1>> <br><br> The journey back to the station is uneventful. <br><br> <<link [[Next|Police Community End]]>><<pass 20>><<endevent>><</link>> <br> <</if>><<set $location to "police_station">><<effects>> You arrive back at the station. <<generatePolice 1>><<person1>> <<if $community_service lte 0>> <<unset $community_service>> <<unset $community_service_done>> The police officer at reception stops you on the way out. <span class="gold">"Looks like you've paid your debt to society,"</span> <<he>> says. "Congratulations." <<earnFeat "Social Contract">> <<else>> The police officer at reception takes your name on the way out. <<if $community_service gte 2>> "Looks like you have <span class="pink">$community_service</span> days to go," <<he>> says. "Make sure to show up tomorrow." <<else>> "Looks like you're almost done," <<he>> says. "Just <span class="purple">one</span> day to go. Make sure to show up." <</if>> <</if>> <br><br> <<if $exposed gte 1>> <<link [[Ask for something to cover with|Police Station Cover]]>><</link>> <br> <<link [[Leave|Barb Street]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Police Station]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "C-could you give me something to cover with?" you ask. "Please. E-even a towel would—" <<elseif $speech_attitude is "bratty">> "You're gonna let me walk out of here without something to cover with?" you ask. <<else>> "Could I have something to cover with?" you ask. <</if>> <br><br> "Not my problem," the <<person>> replies. "Get out before I arrest you for public indecency." <br><br> You peek through the doors. It's not too busy outside. Perhaps you won't be spotted. If you're quick. <br><br> You exit the building, rush around the corner, and hide in an alley. <br><br> <<link [[Leave|Barb Street]]>><<endevent>><</link>><<set $outside to 0>><<set $location to "police_station">><<effects>> <<if !$NPCList[0].pronoun>> <<generatePolice 1>> <</if>> You are stood in the police station lobby. A <<person1>><<person>> in an officer's uniform sits behind the front desk. <<if crimeSumCurrent() gte 5000>> There's a wanted poster behind <<him>>. <span class="red">It has a picture of your face.</span> <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "policeStation">> <</if>> <br><br> <<if $community_service gte 1 and $community_service_done isnot 1 and $exposed lte 0 and Time.hour lt 21 and Time.hour gte 6>> <<ind>><<link [[Community service (1:00)|Police Community]]>><</link>> <br> <</if>> <<if crimeSumCurrent() gte 1000>> <<skinicon "manacles">><<link [[Turn yourself in (1:00)|Police Turn]]>><<pass 6>><</link>><<note "You'll receive a more lenient sentence" "green">> <br> <</if>> <<if $worn.neck.collared is 1 or $worn.neck.name is "collar">> <<socialiseicon "ask">><<link [[Ask for collar removal|Police Station Collar]]>><</link>> <br> <</if>> <<if $worn.feet.type.includes("shackle")>> <<crimeicon "shackles">><<link [[Ask for shackle removal|Police Station Shackle]]>><</link>> <br> <</if>> <<if $headdrive is 1 and $headpolice isnot 1>> <<techicon "usb">><<link [[Give evidence against Leighton|Police Leighton]]>><</link>> <br> <</if>> <br> <<barbicon>><<link [[Leave|Barb Street]]>><<endevent>><</link>> <br><<effects>> <<generate2>><<generate3>> You approach the desk. <<if $speech_attitude is "meek">> "I-I've been bad," you say. "I'm here to turn myself in." <<elseif $speech_attitude is "bratty">> "It's your lucky day," you say. "I'm here to turn myself in." <<else>> "I'm a wanted criminal," you say. "I'm here to turn myself in." <</if>> <br><br> <<if crimeSumCurrent() gte 5000>> The <<person>> frowns at you, then turns to the wanted poster behind <<him>>. <<He>> pulls it from the wall, and holds it over the desk. <<He>> compares you to the photo, as if suspecting a trick, then shrugs. <<He>> pushes a button below the desk, and two more officers enter. <br><br> <<else>> The <<person>> frowns at you, then pushes a button below the desk. Two more officers enter. <br><br> <</if>> "Take <<phim>> to a cell," <<he>> says, still looking at you. "We'll soon decide what to do with you. Thank you for cooperating." <br><br> <<crimeDown 0.8 "all">> You are led down a flight of steps, and into a tiny cell. The door rattles shut behind you. <br><br> <<link [[Next|Police Cell]]>><<endevent>><<pass 60>><</link>> <br><<set $outside to 0>><<set $location to "police_station">><<effects>> You ask the <<person>> if you can have your collar removed. <<if $worn.neck.collaredpolice is 1 and $community_service gte 1>> <span class="red">"No can do,"</span> <<he>> says. "That's part of your sentence. Finish your community service, then we'll remove it." <br><br> <<if hasSexStat("promiscuity", 2) and $daily.policeCollarSeduceAttempt isnot 1>> <<link [[Seduce|Police Station Seduce]]>><<set $daily.policeCollarSeduceAttempt to 1>><<set $phase to 1>><</link>><<promiscuous2>> <br> <</if>> <<elseif $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> "That doesn't look like one of ours. Give me a moment." <<He>> enters the lobby proper moments later. <<He>> feels it. "It's just fabric. This will only take a minute." <br><br> <<He>> produces a pair of scissors, and tries to cut the collar. The scissors slide away as they close, leaving not a mark. <<He>> scratches <<his>> head. "That's new." <br><br> <<He>> walks through a different door, and returns with a crowbar. "Hold still." <<He>> hooks the collar around the end, and tries wrenching it free. <<pain 2>><<gpain>> <br><br> <<He>> stops, but only after leaving a mark on your skin. "I don't know what kind of trick collar that is, but it's not coming off short of divine intervention. Sorry." <br><br> <<else>> "Sure," <<he>> says. "It'll cost you, though. You really shouldn't go putting those things on for fun. They're government property for one thing, and a <<bitch>> to get off by design." <br><br> <<if hasSexStat("promiscuity", 2) and $daily.policeCollarSeduceAttempt isnot 1>> <<link [[Seduce|Police Station Seduce]]>><<set $daily.policeCollarSeduceAttempt to 1>><<set $phase to 0>><</link>><<promiscuous2>> <br> <</if>> <<if $money gte 20000>> <<link [[Pay up (£200)|Police Station Collar Removal]]>><<money -20000 "collarRemoval">><</link>> <br> <</if>> <</if>> <<link [[Leave|Police Station]]>><</link>> <br><<set $outside to 0>><<set $location to "police_station">><<effects>> You ask the <<person>> if you can have your shackles removed. "Dunno what you expect us to do," <<he>> laughs, looking at your ankles. "These aren't the middle ages." <<He>> laughs again. <span class="gold">"Try a museum."</span> <br><br> <<link [[Leave|Police Station]]>><</link>> <br><<set $outside to 0>><<set $location to "police_station">><<effects>> <<if $phase is 1>> <<set $seductiondifficulty to 10000>> <<else>> <<set $seductiondifficulty to 4000>> <</if>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> "I'll pretend I didn't hear that. <<if $phase is 1>> Just do your time." <<else>> If you can't pay up, I can't help you." <</if>> As you turn to leave however, <<he>> whispers to you. "Meet me behind the station in five minutes, in that old ruin." <<promiscuity2>> <<pass 5>> You go to the ruin the <<person>> mentioned, which looks like the remains of an ancient wall. You wait in the hollow interior. You don't have to wait long. <br><br> "I'll remove your collar once we're done," <<he>> says, stooping through the arched entrance. "I think it'll make it more fun." <br><br> <<link [[Next|Police Station Sex]]>><<set $sexstart to 1>><</link>> <br> <<else>> "I'll pretend I didn't hear that. <<if $phase is 1>> Just do your time." <<else>> If you can't pay up, I can't help you." <</if>> <br><br> <i>You can try again tomorrow.</i> <br><br> <<link [[Next|Police Station]]>><</link>> <br> <</if>><<set $outside to 0>><<set $location to "police_station">><<effects>> <<if $syndromeeden is 1>> <<set $edencollarremove to 1>> <</if>> "I'll be right round," the <<person>> says. <<He>> enters the lobby proper moments later, holding a strange-looking key. <<He>> holds it up to the collar, and the lock clicks open, releasing your neck. <<He>> takes the collar. "As I said, government property." <br><br> <<set $worn.neck.type.push("broken")>><<neckruined true>><<set $worn.neck.collaredpolice to 0>> <<link [[Next|Police Station]]>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 60>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Police Station Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Police Station Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<set $location to "police_station">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution 1>> <<He>> takes a strange key from <<his>> belt and holds it up to your collar. Your collar comes loose with a click, falling to the ground. <<He>> picks it up. "Government property. Goes without saying you shouldn't tell anyone this happened." <<tearful>> you gather yourself, and watch <<him>> leave. <br><br> <<set $worn.neck.type.push("broken")>><<neckruined>> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person>> staggers backward, tripping over a tree stump. <<tearful>> you flee from the ruin. <br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "Fine," <<he>> says. "I'm not taking the collar off though." <br><br> <<clotheson>> <<endcombat>> <</if>> <<link [[Next|Residential Alleyways]]>><</link>><<set $outside to 0>><<set $location to "police_station">><<effects>> <<if $speech_attitude is "meek">> You walk up to the desk. "I have something," you say, and put the flash drive on the counter. "T-the head of the local school has been doing awful things to students." <<elseif $speech_attitude is "bratty">> You stride up to the desk. "I have evidence of a crime," you say, placing the flash drive on the counter. "The school head has been abusing students." <<else>> You walk up to the desk. "I have evidence of a crime," you say, and put the flash drive on the counter. "The school head has been abusing students." <</if>> <br><br> The <<person>> takes the flash drive. "Alright. I'll add it to the pile," <<he>> says uninterested. "Is there anything else?" <br><br> You get the feeling the police aren't going to be helpful. At least you tried to do the right thing. <<ggcontrol>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<set $headpolice to 1>><<control 25>> <<link [[Next|Police Station]]>><</link>> <br><<set $outside to 0>><<set $location to "police_station">><<effects>> <<if ndef $police_access_card>><<set $police_access_card to 0>><</if>> <<if ndef $police_hack>><<set $police_hack to 0>><</if>> <<if Time.dayState is "night">> <<if $police_intro is 0>> You find yourself in a small passage between a set of administrative back offices. The rooms nearby are dark and empty. Further along the corridor a few offices glow with light, however a thick, glass door bars entry. You hear distant voices, strange cries and grunts and the occasional burst of laughter. <br> The door to a nearby office is wide open. The office is dim, lit by the glow from a computer screen. Slipping inside, you find a locked police computer. <<set $police_intro to 1>> <<else>> The office is dim, lit by the glow from the locked computer screen. <<print either("A sound like a whip-crack echoes down the hallway.","A muffled voice can be heard through the wall.","Drunken singing can be heard from further in the building.", "Sinister laughter echoes through the halls.", "Sobbing can be heard from further in the building.","A door slams alarmingly nearby.")>> <</if>> <<if $arousal gte $arousalmax>> <<orgasmLocation "policeStation">> <</if>> <<if $police_hack lte 2>> <span class="red">The login prompt taunts you.</span> You know no way to access the computer, <span class="teal">you'll need help from a hacker or a professional thief.</span> <<if $police_hack is 0>><<set $police_hack to 1>><</if>> <br> <</if>> <<if $police_access_card is 0 and ($rng % 3) is 0>> <br><span class="gold">A police access card lies on the desk.</span> A note on it says "external access only." <br><br> <<icon "access_card.png">><<link [[Steal access card|Police Back Office]]>><<set $police_access_card to 1>><</link>> <br> <<else>> <br><br> <</if>> <<if $police_hack is 4>> <!-- SANITY: Intentional mismatch between stated time and actual time, to avoid letting the user know that it will fail --> <<techicon "computer">><<link [[Access police computer (0:10)|Police Computer]]>><<pass 1>><<set $phase to 0>><</link>> <br> <<elseif $police_hack is 5>> <<techicon "computer">><<link [[Access police computer (0:10)|Police Computer]]>><<pass 10>><<set $phase to 1>><</link>> <br> <</if>> <<else>> You find yourself amid a set of administrative back offices. There are police everywhere. You cannot go anywhere or access anything. About to be discovered you have no choice but to slip away. <br><br> <<if $arousal gte $arousalmax>> <<orgasmLocation "policeStation">> <</if>> <span class="gold">It would probably be quieter at night.</span> <br> <</if>> <br> <<barbicon>><<link [[Leave|Barb Street]]>><<set $police_intro to 0>><</link>> <br><<set $outside to 0>><<set $location to "police_station">><<effects>> <<if $phase is 0>> The password you have no longer works. It must have been changed. <span class="yellow">Landry can get you the new password.</span> <<elseif $phase is 1>> You access the police computer. <<police_computer_action>> <<elseif $phase is 10>> You delete a number of crimes from your record, and randomly change several evidence reference numbers. <<elseif $phase is 11>> A messagebox tells you the software installed correctly. It should lock out everything within the next few hours. <<set $police_hack to 4>> <<elseif $phase is 12>> You transfer all the evidence of crimes to Whitney's profile. <span class="teal">You are now squeaky clean.</span> <<set $police_hack to 4>><<set $framed to "whitney">><<earnFeat "Laughingstock">> <<elseif $phase is 13>> You transfer all the evidence of crimes to Leighton's profile. <span class="teal">You are now squeaky clean.</span> <<set $police_hack to 4>><<set $framed to "leighton">><<earnFeat "Laughingstock">> <<else>>/*invalid phase*/ The police computer has started updating. It's at 3%. Shouldn't take too long... <br> <<link [[Wait (12:00)|Police Back Office]]>><<pass 720>><</link>>(Don't wait! This is an error, please report!)<!-- Appears even with blind stats enabled. Intentional --> <</if>> <br><br> <<link [[Leave|Police Back Office]]>><<set $phase to 0>><</link>> <br><<set $outside to 0>><<set $location to "police_station">><<set $police_delete to 0>><<effects>> <<generate1>><<person1>> Before you can access the computer, a beam of light shines on you. <br><br> "I've caught you, sneaky little rat," a voice snarls. <br><br> You turn, shielding your eyes from the bright torchlight. <span class="red">It's a police officer</span>. Before you can make a break for it, <<he>> tackles you to the floor. <br><br> <<link [[Next|Police Sneak Rape]]>><<set $molestationstart to 1>><</link>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $enemyhealth to 300>> <<set $NPCList[0].insecurity to "ethics">> "Let's see who we have here." Pinning you to the ground, the <<person>> <<if $worn.face.name isnot "naked">>displaces your $worn.face.name, <</if>>tilts your head, and examines your face. <br><br> <<if crimeSumCurrent() gte 6000>> "Well, well, it looks like I've landed myself quite the big catch." <<He>> snickers triumphantly. "Could never miss the chance to punish criminal scum like you." <<set $enemyanger += 150>> <<set $enemytrust -= 120>> <<elseif $beauty gte ($beautymax / 7) * 6>> "You certainly are a catch, aren't you?" You don't think <<hes>> talking about your criminal history. <<He>> hungrily rakes <<his>> eyes down your body, pausing only to <<if $player.breastsize gte 1>>paw at your <<breasts>><<else>>grope your crotch.<</if>> <br><br> "I'm going to enjoy this." <<set $enemyanger += 50>> <<set $enemytrust -= 30>> <<else>> "Tsk." <<He>> clicks <<his>> tongue. "Don't know what I expected, but still, I won't turn down a chance to punish criminals like you." <<set $enemyanger += 100>> <<set $enemytrust -= 60>> <</if>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Police Sneak Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Police Sneak Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $pain gte 100 and $willpowerpain is 0>> "Learnt your lesson?" <<He>> pulls your hair violently, yanking your head up to look at <<him>>. "Because I'm not finished," <<he>> says, throwing you to the ground and stripping you of your clothes. "These belong in the evidence locker. Now, get your ass out. I don't want to see you around here again." <br><br> The <<person>> kicks you out, leaving you exposed. <br><br> <<clothesruined>> <<tearful>> you try to cover yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Barb Street]]>><</link>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $rapestat += 1>><<famerape 1>> <</if>> You shove the <<person>> off of you, scrambling to your feet. However, <<he>> doesn't give up easily. <br><br> <<if $worn.feet.name isnot "ankle cuffs">> "Not so fast," <<he>> grunts with effort. You feel <<his>> hands clasp on your ankle, along with something metallic. You hear a 'click' before you manage to kick <<him>> away. <<shackle_feet>> <<else>> <<He>> grabs the chain of your shackles and yanks, sending you tumbling down to the floor with a crash.<<pain 10>><<gpain>> <br><br> It takes a moment, but you're able to kick <<him>> away from you. <</if>> <br><br> <<tearful>> you flee the scene. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Barb Street]]>><</link>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<pass 5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. <<He>> hands you over to another officer, a <<endevent>><<generatePolice 1>><<person1>><<person>>, who pushes you down the street. The pillory sits outside the town hall, a short walk away. Onlookers gawk at you as you are led up to it, and the <<person>> removes your cuffs. <br><br> You have an opportunity to escape, but the <<person>> is aware of that, and keeps one hand gripping your arm. You'll have to fight to get away. <br><br> <<link [[Try to break free|Police Pillory Fight]]>><<set $fightstart to 1>><<crimeUp 200 "resisting">><</link>><<crime "resisting">> <br> <<link [[Let yourself be fixed in place|Police Pillory Start 2]]>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Police Pillory Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Police Pillory Fight]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<earnFeat "You're the Laughingstock">> <<set _hours to Math.round(Math.clamp(8, 30, ((crimeSumCurrent() - 500) / 250) * 2))>> <<set $pillory.time.end to new DateTime(Time.date).addHours(_hours).addMinutes(60 - Time.date.minute).timeStamp>> <<crimeDown 5000>> The <<person>> moves your arms and head into position before lifting the top into place, restraining you. <<He>> locks it shut and attaches the key to a chain on <<his>> belt. <<seize_stolen_goods>> <br><br> <<He>> steps back. "Someone will be over to release you in <span class="gold">_hours hours</span>." <<if $worn.handheld.name isnot "naked">><<He>> looks at your $worn.handheld.name. "You'll get that back when you're released.<</if>><<bindtemp>><<He>> leaves without looking back. <br><br> With <<him>> gone, some onlookers lose interest and return to their routines. Others still gawk however. If any tried to abuse you there'd be little you could do to stop them, but people seem hesitant to make the first move. You hope it stays that way. <br><br> <<endcombat>> <<link [[Next|Pillory]]>><<endevent>><<set $pillory.audience to 1>><</link>> <br><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The <<person>> looks mortified that <<he>> just came in public. Some people point and laugh, others whisper amongst themselves, but it's clear what they're talking about. "Th-that wasn't what it looked like!" <<he>> protests, having all but forgotten you. <<tearful>> you slink away. <br><br> <<clotheson>> <<endcombat>> <<cliffquick>> <<elseif $enemyhealth lte 0>> You knock the <<person>> down, giving you the chance you need. <<tearful>> you make your escape. Some people cheer for you. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<clotheson>> <<endcombat>> <<cliffquick>> <<else>> In too much pain to resist, you're helpless as the <<person>> continues <<his>> work. <br><br> <<link [[Next|Police Pillory Start 2]]>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $pillory.audience lte 1>> <<set $pillory.audience to 1>> <</if>> <<set _endTime to new DateTime($pillory.time.end)>> <<set _timeLeft to Math.round(Time.date.compareWith(_endTime, true) / TimeConstants.secondsPerHour)>> You are stuck in a pillory on Cliff Street, in front of the town hall. <<if _timeLeft gte 1>> You have <<number _timeLeft>> hours left until release. <<else>> You should be released any moment from now. <</if>> <<if $pillory.audience + $exposed is 1>> <span class="teal">A few people stop to look at you but most just glance then continue their business.</span> <<elseif $pillory.audience + $exposed is 2>> <span class="lblue">You've attracted a small crowd of onlookers.</span> <<elseif $pillory.audience + $exposed is 3>> <span class="blue">You've attracted a growing crowd of onlookers.</span> <<elseif $pillory.audience + $exposed is 4>> <span class="purple">A large group has gathered around you, big enough that the crowd itself is attracting more people to see what the fuss is about.</span> <<elseif $pillory.audience + $exposed is 5>> <span class="pink">A large crowd has gathered around you. People throw jeers and insults your way.</span> <<else>> <span class="red">A huge crowd has gathered around you. People jeer and insult you. Some throw litter.</span> <</if>> <<if $exposed gte 1>> You can do nothing about your <<lewdness>> displayed for everyone to see, humiliating you further. <<if $exposed gte 2>> <<trauma 1>><<gtrauma>><</if>> <<if $exposed is 1>> <<if $pillory.audience gte 1>> <<fameexhibitionism $pillory.audience>> <</if>> <</if>> <<if $exposed is 2>> <<if $pillory.audience gte 1>> <<set _audienceFactor to $pillory.audience * 2>> <<fameexhibitionism _audienceFactor>> <</if>> <</if>> <</if>> <<if $exposed gte 1 and $pillory.audience and random(0, 9) gte 7>> A person pulls out their <<print ["camera", "phone"].pluck()>> and takes a photo. "<<print [ "Now your <<undies 2>> can be exposed forever.", "I can't wait to post this online.", "I can't wait to share this with my friends.", "If you didn't want your <<undies 2>> photographed you shouldn't be such a slut.", "If you didn't want your <<undies 2>> photographed you shouldn't have broken the law.", "Aww, is it embarrassing having your <<undies 2>> photographed?", "Is it embarrassing, not being able to cover up?", "If you don't want your <<undies 2>> photographed, don't break the law.", "If you don't want people taking photos of your <<undies 2>> then don't break the law.", "I bet <<pshes>> getting off on this.", "Is it embarrassing being exposed like this? Too bad.", "Is it embarrassing being exposed like this? Too bad, criminal.", "I bet <<pshe>> gets off on the humiliation anyway.", "Do you like having your <<undies 2>> photographed?" ].pluck()>>" <<if $exposed is 1>> <<trauma 1>><<gtrauma>> <<else>> <<trauma 2>><<gtrauma>> <</if>> <<fameexhibitionism 10 "pic">> <</if>> <<if $exposed gte 2 and $pillory.audience and $player.penisExist and random(0, 9) gte 7>><<pillorypeniscomment>><</if>> <br><br> <<if _endTime.timeStamp lte Time.date.timeStamp>> A <<generatePolice 1>><<person1>><<person>> in a police uniform arrives. <<if $worn.neck.collaredpolice>> <<set $worn.neck.cursed to 0>><<neckruined>> <<set $worn.neck.collaredpolice to 0>> <<He>> removes your collar and unlocks the pillory, freeing you. <<else>> <<He>> unlocks the pillory, freeing you. <</if>> The crowd boos its disappointment as the officer disperses them. <br><br> <<set $pillory.audience to 0>> <<unbindtemp>> <<clotheson>> <<set $stress -= 1000>> <<endevent>> <<cliffeventend>> <br> <<else>> <<rng 5>> <<if $pillory.audience + $exposed + $rng gte 10>> <<rng>> <<beastNEWinit 1 dog>> <<if $rng gte 51 and ($monster is 1 or $settings.bestialityEnabled)>><!-- Modified for Monster People --> You feel something prod your <<bottom>>. A <<beasttype>> is sniffing you curiously. <br><br> <<link [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<endevent>> <<generate1>><<person1>>A <<person>> walks right up to the pillory. <br><br> <<link [[Next|Pillory Molestation]]>><<set $molestationstart to 1>><<set $molestationstart to 1>><</link>> <br> <</if>> <<elseif $pillory.audience + $exposed + $rng gte 6>> <<rng>> <<if $rng gte 86>> <<if $worn.upper.exposed gte 2 and $worn.under_upper.exposed gte 1>> A <<generate1>><<person1>><<person>> crouches beside you, and reaches for your <<breasts>>. <br><br> <<link [[Spit on <<him>>|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>> <br> <<link [[Stay still|Pillory Chest]]>><<trauma 6>><<stress 6>><<arousal 600 "breasts">><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<elseif $worn.upper.exposed gte 2 and $worn.under_upper.exposed lte 0>> <<if $worn.under_upper.open is 1 or $worn.under_upper.set isnot $worn.under_lower.set>> A <<generate1>><<person1>><<person>> approaches, and grasps your $worn.under_upper.name. <br><br> <<link [[Spit on <<him>>|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>> <br> <<link [[Stay still|Pillory Under Upper]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<else>> A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>> <br><br> <<if $exposed gte 2>> <<fameexhibitionism 2 "pic">> <<elseif $exposed gte 1>> <<fameexhibitionism 1 "pic">> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>> <<elseif $worn.upper.exposed lte 1>> <<if $worn.under_upper.exposed lte 0 and ($worn.upper.open is 1 or $worn.upper.set isnot $worn.lower.set)>> A <<generate1>><<person1>><<person>> approaches, and grasps your $worn.upper.name. <br><br> <<link [[Spit on <<him>>|Pillory Spit]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>> <br> <<link [[Stay still|Pillory Upper]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<else>> A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>> <br><br> <<if $exposed gte 2>> <<fameexhibitionism 2 "pic">> <<elseif $exposed gte 1>> <<fameexhibitionism 1 "pic">> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>> <<else>> A <<generate1>><<person1>><<person>> approaches with a camera in hand. <<He>> snaps a couple of pictures before returning to the crowd.<<gstress>><<stress 6>> <br><br> <<if $exposed gte 2>> <<fameexhibitionism 2 "pic">> <<elseif $exposed gte 1>> <<fameexhibitionism 1 "pic">> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>> <<elseif $rng gte 61>> <<rng>> <<if $rng gte 96 and $settings.toyWhipEnabled and $adultshopunlocked and $adultshopdegree >= 5 and ($worn.lower.name isnot "naked" and $worn.lower.state is "waist") or ($worn.under_lower.name isnot "naked" and $worn.lower.state is "waist")>> A <<generate1>><<person1>><<person>> emerges from the crowd, dressed in a flamboyant ringmaster's costume. <<He>> takes off <<his>> hat and lays it in front of the onlookers, before unfurling a whip and striding behind you. Everyone watches for a moment in fascination. <br><br> <<link [[Dodge|Pillory Whip Master]]>><<set $phase to 1>><</link>><<skill_difficulty `currentSkillValue("danceskill")` "Dance" 1 1000>> <br> <<link [[Brace|Pillory Whip Master]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>> <br> <<elseif $rng gte 91 and $settings.analEnabled and $settings.toyDildoEnabled and $adultshopunlocked and $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1 and !playerHasButtPlug() and countCarriedSextoys() lt 5 and $worn.genitals.anal_shield !== 1>> <<run sexShopOnBuyClick(4, false, clone(setup.sextoys[4].colour_options).pluck(), false)>> <<generate1>><<person1>> A <<person>> emerges from the crowd, a gigantic <<print V.player.inventory.sextoys['butt plug'][V.player.inventory.sextoys['butt plug'].length - 1].colour>> butt plug in hand. <<He>> approaches you from behind. <br><br> <<link [[Warn them off|Pillory Butt Plug]]>><<set $phase to 1>><</link>><<skill_difficulty `Math.abs($submissive - 1000)` "" 1 850>> <br> <<link [[Brace yourself|Pillory Butt Plug]]>><</link>> <br> <<elseif $worn.lower.skirt_down is 1>> A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.lower.name. <br><br> <<link [[Kick <<him>>|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>> <br> <<link [[Stay still|Pillory Skirt]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<elseif $worn.lower.exposed lte 1 and $worn.lower.set isnot "upperset" and setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt isnot 1>> A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.lower.name. <br><br> <<link [[Kick <<him>>|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>> <br> <<link [[Stay still|Pillory Lower]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<elseif $worn.lower.exposed gte 2 and $worn.under_lower.exposed is 0>> A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $worn.under_lower.name. <br><br> <<link [[Kick <<him>>|Pillory Kick]]>><<stress -12>><<trauma -6>><<attackstat>><<set $pillory.audience += 1>><</link>><<ltrauma>><<llstress>><<gattention>> <br> <<link [[Stay still|Pillory Under]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<else>> A <<generate1>><<person1>><<person>> walks behind you and gives your exposed <<bottom>> a hard spank. The crowd cheers. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<pain 5>> <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>> <<elseif $rng gte 51 and $settings.analingusGivingEnabled>> <<generate1>><<person1>>A <<person>> approaches you and pulls down <<his>> <<npcClothesText $NPCList[0] "lower">>. <<He>> turns around and backs up against your face. <br> "<<print ["Eat up!", "Kiss my ass!"].pluck()>>" <<he>> says with a snicker. <br><br> <<link [[Keep your mouth closed|Pillory Analingus]]>><<def 1>><<set $phase to 0>><</link>><<defianttext>> <br> <<link [[Lick grudgingly|Pillory Analingus]]>><<trauma 6>><<set $phase to 1>><</link>><<gtrauma>> <br> <<if hasSexStat("promiscuity", 3)>> <<link [[Lick willingly|Pillory Analingus]]>><<arousal 600>><<set $phase to 2>><</link>><<promiscuous3>><<garousal>> <</if>> <<elseif $rng gte 31>> <<generate1>><<person1>>A <<person>> approaches you and presses <<his>> crotch against your helpless face. <br><br> <<link [[Next|Pillory Oral]]>><<set $molestationstart to 1>><</link>> <br> <<else>> A number of people disembark from a bus nearby. Some of them gather round to gawk. <span class="pink">The crowd becomes larger and bolder.</span> <br><br> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>> <<elseif $pillory.audience + $exposed + $rng gte 3 and $settings.bodyWritingLevel gte 2>> <<generate1>><<person1>> <<if $rng gte 81>> <<set $phase to 1>> A <<person>> approaches you and <span class="pink">pulls the lid off a permanent marker.</span> <br><br> <<else>> <<set $phase to 0>> A <<person>> approaches you and <span class="purple">pulls the lid off a pen.</span> <br><br> <</if>> <<link [[Warn them off|Pillory Pen Warn]]>><<set $pillory.audience += 1>><</link>><<gattention>> <br> <<link [[Brace|Pillory Pen]]>><</link>><<gbodywriting>> <br> <<else>> <<rng>> <<if $rng gte 96 and $settings.watersportsEnabled>> <<generate1>><<person1>>A <<person>> approaches you and <<npcUndressText $NPCList[0] "lower" "self">>, <span class="purple"><<npcRevealText $NPCList[0] "lower">>.</span> <br><br> Without warning, <<he>> begins to urinate on your face. The crowd watches in excitement.<<ggtrauma>><<trauma 12>><<gstress>><<stress 6>><<urinestat>> <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<elseif $rng gte 66>> <<generatey1>><<generatey2>>A <<person1>><<person>> whispers something to <<his>> friend, a <<person2>><<person>>, who laughs and produces a piece of fruit from <<his>> bag. <br><br> <<link [[Warn them off|Pillory Warn]]>><<set $pillory.audience += 1>><</link>><<gattention>> <br> <<link [[Brace yourself|Pillory Brace]]>><</link>> <br> <<elseif $rng gte 31>> <<generate1>><<person1>>A <<person>> takes a picture of you with <<his>> phone. <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<else>> A number of people disembark from a bus nearby. Some of them gather round to gawk. <span class="pink">The crowd becomes larger and bolder.</span> <br><br> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>> <</if>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pillory Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pillory Dog]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> barks in satisfaction, and wanders into the crowd. <br><br> <<if $pillory.audience gte 1>> <<set _audienceFactor to $pillory.audience * 10>> <<famebestiality _audienceFactor>> <</if>> "Serves you right, <<bitch>>," you hear someone shout. <br> "<<pShe>> actually got that <<beasttype>> off." <br> "Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut." <br> <span class="pink">The crowd becomes larger and bolder.</span> <<set $pillory.audience += 1>> <br> <<endcombat>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<beasttype>> gives up and flees into the crowd. <br><br> "<<pShe>> beats innocent <<beastsplural>>. <<pShe>> belongs up there." You hear someone shout. <br> <span class="teal">The crowd becomes smaller and more cautious.</span> <<set $pillory.audience -= 1>> <br><br> <<endcombat>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pillory Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pillory Molestation]]>><</link>></span><<nexttext>> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> slaps your <<bottom>> then steps away from the pillory. <br><br> <<if $pillory.audience gte 1>> <<set _audienceFactor to $pillory.audience * 10>> <<famerape _audienceFactor>> <</if>> "Serves you right, <<bitch>>," you hear someone shout. <br> "At least <<pshe>> can be of some use to society." <br> "Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut." <br> <span class="pink">The crowd becomes larger and bolder.</span> <<set $pillory.audience += 1>> <br> <<endcombat>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> steps away from the pillory. <br><br> "So violent. <<pShe>> belongs up there." You hear someone shout. <br> <span class="teal">The crowd becomes smaller and more cautious.</span> <<set $pillory.audience -= 1>> <br><br> <<endcombat>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<He>> cracks the whip a couple of times on the pavement before lashing out at you. <br><br> <<if $phase is 1>> <<if $danceskill gte random(1, 1000)>> A couple of blows land on your <<bottom>> with a sharp sting, <span class="green">but you're able to avoid most of them.</span> A few of the audience members murmur to one another. It's clear you're ruining the <<personsimple>>'s act. Eventually <<he>> gives up, takes <<his>> hat, and storms off. The crowd boos, and a couple of delinquents throw fruit at <<him>>. <<violence_noncombat 5 0.3>> <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <<else>> <span class="red">You're unable to dodge <<his>> blows.</span> You try to stifle your cries as the lashes strike your <<bottom>>. Behind you, the ringmaster draws in a sharp breath. Your clumsy movements seem to be making things worse than <<he>> intended. <<violence_noncombat 20 0.3>> <br><br> <<link [[Next|Pillory Whip Master 2]]>><</link>> <</if>> <<else>> You brace yourself, prepared for a volley of painful blows. <span class="green">They're not as intense as anticipated.</span> <<His>> lashes twinge slightly, but it is immediately clear the ringmaster is not attempting to hurt you. <<violence_noncombat 4 0.5 0.5 0.5>> <br><br> <<link [[Next|Pillory Whip Master 2]]>><</link>> <</if>> <br><<effects>> <<set _articles = []>> <<if $worn.lower.name isnot "naked" and $worn.lower.state is "waist">> <<run _articles.push($worn.lower.name)>> <<set _plural to $worn.lower.plural>> <<lowerruined>> <</if>> <<if $worn.under_lower.name isnot "naked" and $worn.under_lower.state is "waist">> <<run _articles.push($worn.under_lower.name)>> <<set _plural to _plural || $worn.under_lower.plural>> <<underlowerruined>> <</if>> After delivering one final strike, <<he>> swiftly withdraws the whip. The crowd goes silent. Suddenly, to your horror, your <span class="red"><<print _articles.join(" and ")>> <<if _plural>>fall <<else>>falls <</if>> to the ground, cut to ribbons by the whip.</span> The onlookers clap and applaud. Several toss money into <<his>> hat. The ringmaster bows in front of your exposed lower half, scoops up <<his>> earnings, and leaves. <<fameexhibitionism 7>><<stress 6>><<bruise bottom>> <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> <<set _toys = $player.inventory.sextoys["butt plug"]>> <<set _toy = _toys[_toys.length - 1]>> <<set _mod = $phase ? 1 : 0.5>> <<if $phase is 1>> <<if $speech_attitude is "bratty">> "Don't even think about it," you say, glaring at the <<personsimple>>. <<elseif $speech_attitude is "meek">> "P-please don't," you say, hanging your head. <<else>> "Please don't," you say. <</if>> <br><br> <<if Math.abs($submissive - 1000) - 150 gte random(1, 850)>> <!-- Bonus for bratty or meek but not neutral --> The <<personsimple>> hesitates and looks down at the butt plug. "Ah, forget it," <<he>> mutters. <<He>> disappears back into the crowd. <<set _skipplug to true>> <<else>> The <<personsimple>> laughs at you. "Shut up, you dumb <<if $player.gender_appearance is 'm'>> asshole. <<else>> bitch. <</if>> You're in no position to tell me what to do." <<stress 2>> <</if>> <<else>> You brace yourself and get ready for what is coming. <</if>> <br><br> <<if _skipplug>> <<run _toys.splice(-1,1)>> <<if !_toys.length>> <<run delete V.player.inventory.sextoys["butt plug"]>> <</if>> <<else>> <<He>> walks up to you and rams the butt plug into your <<bottom>>, heedless of your comfort. You scream in pain at the sudden insertion. Some members of the crowd appear disgusted and surprised, while others look on with lust. The <<person>> leaves the plug inside you and walks away, content with the discomfort <<he>> inflicted. <<set _toy.state = "worn">><<set _toy.carried = true>><<set _toy.worn = true>><<set $worn["butt_plug"] = _toy>> <<violence 50 _mod _mod _mod>><<bruise anus>> <</if>> <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> You kick the <<person>> in the shin. "Ow!" <<he>> says. "Fucking <<bitch>>." <<He>> hobbles away from you. <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 51>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<He>> flips the hem of your skirt up, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed. <<else>> <<He>> unbuttons the front of your trousers, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed. <</if>> <br><br> <<set $worn.lower.skirt_down to 0>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<else>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> <<He>> lifts the hem of your skirt slightly and peeks under. <<else>> <<He>> pulls your waistband out slightly and peeks inside. <</if>> <<if $worn.under_lower.type.includes("naked") and !playerChastity()>> <<if setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1>> "<<pShe>> isn't wearing anything under <<pher>> skirt!" the <<person>> announces loudly. <<else>> "<<pShe>> isn't wearing anything under there!" the <<person>> announces loudly. <</if>> <br><br> "What a pervert," says someone in the crowd. <br><br> <<elseif $worn.under_lower.type.includes("naked") and playerChastity()>> "<<pShe>> is wearing a $worn.genitals.name!" the <<person>> announces loudly. <br><br> "Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet." <br><br> <<else>> "<<pShe>> is wearing $worn.under_lower.colour $worn.under_lower.name!" the <<person>> announces loudly. <br><br> <<if $player.gender_appearance isnot $worn.under_lower.gender and $worn.under_lower.gender isnot "n">> "What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!" <br><br> <</if>> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 51>> <<He>> pulls your $worn.lower.name down to your thighs, revealing your <<undies>> for all to see. <<if $worn.under_lower.type.includes("naked")>> "No underwear!" <<he>> says. "What a perv." <<else>> <</if>> <<He>> returns to the crowd, leaving you exposed and humiliated. <br><br> <<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.exposed to 2>><<set $worn.lower.state to "thighs">> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<elseif $rng gte 1>> <<He>> pulls your $worn.lower.name down to your thighs, revealing your <<undies>> for all to see. <<if $worn.under_lower.type.includes("naked")>> "No underwear!" the <<person>> announces loudly. <br><br> "What a pervert," says someone in the crowd. <br><br> <<elseif playerChastity()>> "<<pShe>> is wearing a $worn.genitals.name!" the <<person>> announces loudly. <br><br> "Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet." <br><br> <<else>> "<<pShe>> is wearing $worn.under_lower.colour $worn.under_lower.name!" the <<person>> announces loudly. <br><br> <<if $player.gender_appearance isnot $worn.under_lower.gender and $worn.under_lower.gender isnot "n">> "What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!" <br><br> <</if>> <</if>> <<He>> pulls up your $worn.lower.name before returning to the crowd. <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 51>> <<He>> pulls your $worn.under_lower.name down to your thighs, revealing your <<genitals>> for all to see. <<He>> returns to the crowd, leaving you exposed and humiliated. <<if $player.penisExist>><<pillorypeniscomment>><</if>> <br><br> <<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.exposed to 1>><<set $worn.under_lower.state to "thighs">> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<elseif $rng gte 1>> <<He>> pulls up your $worn.under_lower.name, stretching them taut and emphasising your <<bottom>> cheeks. <<He>> gives you a firm spank before returning to the crowd. <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>><<set $outside to 1>><<set $location to "town">><<effects>> <<if $speech_attitude is "bratty">> "Don't you dare. Or I'll find you when I get out," you say, glaring at the <<person>>. <<He>> looks away from you and puts the fruit away. <br><br> <<elseif $speech_attitude is "meek">> "P-please don't," you say, hanging your head. The <<person>> takes pity on you and puts the fruit away. <br><br> <<else>> "Please don't," you say. <<He>> hesitates a moment. <<His>> friend pokes <<him>> and <<he>> throws the fruit, but it flies clear of the pillory. <br><br> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> You brace for the impact as the fruit comes flying towards you. <<if $rng gte 81>> It smashes into your face, hurting more than you expected. Some people applaud. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<pain 10>> <br><br> <<else>> Their aim is off and it thuds into the pillory beside your head, smashing into pieces but leaving you mostly clean. <br><br> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<set $outside to 1>><<set $location to "town">><<effects>> <<switch $phase>> <<case 2>> You enthusiastically comply and <<oraltext>> lick <<his>> asshole, giving it a few wet kisses as well. <br> <<if currentSkillValue("oralskill") gte 400>> Your tongue soon sends <<him>> over the edge, and <<he>> <<if $NPCList[0].penis isnot "none">> ejaculates onto the ground. <<else>> buckles at the knees. <</if>> <<arousal 600>><<garousal>> <<else>> You're not very good at it, but <<he>> encourages you with little grunts and moans. <<He>> doesn't cum, but <<he>> seems satisfied nonetheless. <</if>> <br><br> "Good <<girl>>," <<he>> says. <<He>> pulls up <<his>> pants and leaves. <<case 1>> You reluctantly stick out your tongue, forcing yourself to comply. You do your best to avoid licking <<his>> asshole directly. <<He>> presses against you, trying to redirect your mouth. <br> Finally, <<he>> gives up in frustration. "You tried, I guess," <<he>> grumbles. <<He>> pulls up <<his>> pants and leaves. <<default>> You keep your mouth closed and turn away from the intrusion. After a while, <<he>> gives up and slaps your face.<<gpain>><<gtrauma>><<trauma 6>><<pain 4>><<bruise face>> <</switch>> <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<stuck_in_wall_oral>> <<set $walltype to "pillory">> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pillory Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pillory Oral]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> pats your head then steps away from the pillory. <br><br> <<if $pillory.audience gte 1>> <<set _audienceFactor to $pillory.audience * 10>> <<famerape _audienceFactor>> <</if>> "Serves you right, <<bitch>>," you hear someone shout. <br> "At least <<pshe>> can be of some use to society." <br> "Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut." <br> <span class="pink">The crowd becomes larger and bolder.</span> <<set $pillory.audience += 1>> <br> <<endcombat>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <<elseif $enemyhealth lte 0>> Pride wounded, the <<person>> leaves the pillory. <br><br> "So violent. <<pShe>> belongs up there." You hear someone shout. <br> <span class="teal">The crowd becomes smaller and more cautious.</span> <<set $pillory.audience -= 1>> <br><br> <<endcombat>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "P-please don't," you say. "Th-this is hard enough." The <<person>> takes pity on you, and walks away. <<elseif $speech_attitude is "bratty">> "Just try it," you say. "I'll find you later." The <<person>> pauses, then looks down and step away. <<else>> "Please don't," you say. The <<person>> hesitates, then puts the lid back on and walks away. <</if>> <br><br> <<link [[Next (1:00)|Pillory]]>><<endevent>><<pass 1 hour>><</link>> <br><<effects>> The <<person>> approaches you, <<if $phase is 1>> <<his>> marker pen at the ready. <<set _pen to "marker">> <<else>> <<his>> pen at the ready. <<set _pen to "pen">> <</if>> <br><br> <<rng 10>> <<set _hasWritten = true>> <<if $rng gte 10 and $worn.lower.anus_exposed gte 1 and $worn.over_lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and !$skin.left_bottom.pen>> <<He>> circles behind, and writes on your <<bottom>>. <<if random(1, 2) is 2>> <<bodywriting_criminal "left_bottom" _pen>> <<else>> <<bodywriting_npc_normal "left_bottom" _pen>> <</if>> <<elseif $rng gte 9 and $worn.lower.anus_exposed gte 1 and $worn.over_lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1 and !$skin.right_bottom.pen>> <<He>> circles behind, and writes on your <<bottom>>. <<if random(1, 2) is 2>> <<bodywriting_criminal "right_bottom" _pen>> <<else>> <<bodywriting_npc_normal "right_bottom" _pen>> <</if>> <<elseif $rng gte 8 and ($worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1) and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1) and !$skin.left_thigh.pen>> <<He>> circles behind, and writes on your left thigh. <<if random(1, 2) is 2>> <<bodywriting_criminal "left_thigh" _pen>> <<else>> <<bodywriting_npc_normal "left_thigh" _pen>> <</if>> <<elseif $rng gte 7 and ($worn.lower.type.includes("naked") or setup.clothes.lower[clothesIndex('lower', $worn.lower)].skirt is 1) and ($worn.over_lower.type.includes("naked") or setup.clothes.over_lower[clothesIndex('over_lower', $worn.over_lower)].skirt is 1) and !$skin.right_thigh.pen>> <<He>> circles behind, and writes on your right thigh. <<if random(1, 2) is 2>> <<bodywriting_criminal "right_thigh" _pen>> <<else>> <<bodywriting_npc_normal "right_thigh" _pen>> <</if>> <<elseif $rng gte 6 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.left_shoulder.pen>> <<He>> stops in front of you, and writes on your left shoulder. <<if random(1, 2) is 2>> <<bodywriting_criminal "left_shoulder" _pen>> <<else>> <<bodywriting_npc_normal "left_shoulder" _pen>> <</if>> <<elseif $rng gte 5 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.right_shoulder.pen>> <<He>> stops in front of you, and writes on your right shoulder. <<if random(1, 2) is 2>> <<bodywriting_criminal "right_shoulder" _pen>> <<else>> <<bodywriting_npc_normal "right_shoulder" _pen>> <</if>> <<elseif $rng gte 4 and $worn.upper.open is 1 and $worn.under_upper.open is 1 and $worn.over_upper.open is 1 and !$skin.breasts.pen>> <<He>> stops in front of you, and writes on your <<breasts>>. <<if random(1, 2) is 2>> <<bodywriting_criminal "breasts" _pen>> <<else>> <<bodywriting_npc_normal "breasts" _pen>> <</if>> <<elseif $rng gte 3 and !$worn.face.type.includes("mask") and !$skin.left_cheek.pen>> <<He>> stops in front of you, and writes on your left cheek. <<if random(1, 2) is 2>> <<bodywriting_criminal "left_cheek" _pen>> <<else>> <<bodywriting_npc_normal "left_cheek" _pen>> <</if>> <<elseif $rng gte 2 and !$worn.face.type.includes("mask") and !$skin.right_cheek.pen>> <<He>> stops in front of you, and writes on your right cheek. <<if random(1, 2) is 2>> <<bodywriting_criminal "right_cheek" _pen>> <<else>> <<bodywriting_npc_normal "right_cheek" _pen>> <</if>> <<elseif !$skin.forehead.pen>> <<He>> stops in front of you, and writes on your forehead. <<if random(1, 2) is 2>> <<bodywriting_criminal "forehead" _pen>> <<else>> <<bodywriting_npc_normal "forehead" _pen>> <</if>> <<else>> <<He>> circles you a few times, <span class="lblue">then decides not to write on you after all.</span> <<He>> instead gives your <<bottom>> a sharp smack.<<gtrauma>><<gstress>><<gpain>><<stress 6>><<trauma 6>><<pain 4>> <<set _hasWritten = false>> <</if>> <br><br> <<He>> steps back<<if _hasWritten>> to admire <<his>> handiwork<</if>>, then returns to the growing audience. <br><br> <<link [[Next (1:00)|Pillory]]>><<endevent>><<pass 1 hour>><</link>> <br><<effects>> You spit on the <<persons>> face. <<He>> flinches in surprise, and almost tumbles backwards. <<He>> doesn't try again. <br><br> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<effects>> The <<person>> grasps your <<breasts>>, and squeezes. You endure <<his>> fondling as best you can. <br><br> <<if $lactating is 1 and $milk_amount gte 30>> Your body responds to the stimulation, <span class="purple">and milk leaks from your buds,</span> running over the <<persons>> hands and onto the floor. <<breastfeed>> <br><br> <<if random(1, 2) is 2>> "Is that milk?" <<else>> "Is <<pshe>> lactating?" <</if>> <br> <<if random(1, 2) is 2>> "<<pShes>> like a cow." <<else>> "<<pShe>> belongs on a farm." <</if>> <br> <<if random(1, 2) is 2>> "Wish I had a bucket." <<else>> "I bet it's sweet." <</if>> <br><br> <<if $arousal gte $arousalmax>> It's too much. <<orgasm>> The audience jeers and mocks, attracting more attention. You feel humiliated. <span class="red">The crowd becomes much larger and bolder.</span> <<set $pillory.audience += 2>><<ggtrauma>><<trauma 12>> <br><br> <<else>> <span class="pink">The crowd becomes larger and bolder.</span> <<set $pillory.audience += 1>> <br><br> <</if>> <<elseif $arousal gte $arousalmax>> It's too much. <<orgasm>> <<if random(1, 2) is 2>> "Did <<pshe>> just cum?" <<else>> "Look at <<phim>> twitch." <</if>> <br> <<if random(1, 2) is 2>> "I knew <<pshe>> was a <<slut>>." <<else>> "What a <<slut>>." <</if>> <br> <<if random(1, 2) is 2>> "Bully <<phim>> more." <<else>> "I bet <<pshes>> enjoying this." <</if>> <br><br> You feel humiliated. <span class="pink">The crowd becomes larger and bolder.</span> <<set $pillory.audience += 1>><<ggtrauma>><<trauma 12>> <br><br> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<effects>> <<if $rng gte 51>> <<if $worn.under_upper.open is 1>> <<He>> grasps the top of your $worn.under_upper.name, <span class="pink">and tugs it down your chest,</span> revealing your <<breasts>> for all to see. <br><br> <<He>> returns to the crowd, leaving you exposed and humiliated. <br><br> <<set $worn.under_upper.exposed to 1>> <<set $worn.under_upper.state_top to "midriff">> <<else>> <<He>> grasps the hem of your $worn.under_upper.name, <span class="pink">and pulls it up your chest,</span> revealing your <<breasts>> for all to see. <br><br> <<He>> returns to the crowd, leaving you exposed and humiliated. <br><br> <<set $worn.under_upper.exposed to 1>> <<set $worn.under_upper.state to "chest">> <</if>> <<else>> <<He>> grasps the back of your $worn.under_upper.name, pulling it tight and emphasising your <<breasts>>. <<He>> slaps your face before returning to the crowd. <br><br> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<if $rng gte 51>> <<if $worn.upper.open is 1>> <<He>> grasps the top of your $worn.upper.name, <span class="pink">and tugs it down your chest,</span> revealing your <<undertop>> for all to see. <br><br> <<He>> returns to the crowd, leaving you exposed and humiliated. <br><br> <<set $worn.upper.exposed to 1>> <<set $worn.upper.state_top to "midriff">> <<else>> <<He>> grasps the hem of your $worn.upper.name, <span class="pink">and pulls it up your chest,</span> revealing your <<undertop>> for all to see. <br><br> <<He>> returns to the crowd, leaving you exposed and humiliated. <br><br> <<set $worn.upper.exposed to 1>> <<set $worn.upper.state to "chest">> <</if>> <<else>> <<He>> grasps the back of your $worn.upper.name, pulling it tight and emphasising your <<breasts>>. <<He>> slaps your face before returning to the crowd. <br><br> <</if>> <<endevent>> <<link [[Next (1:00)|Pillory]]>><<pass 1 hour>><</link>> <br><<widget "police_computer_action">> The police computer gives access to criminal records. Looking at your own, you see that <<if crimeSumCurrent() gte 6000>> <span class="red">you are on the "most wanted" list and they plan to punish you severely.</span> <<elseif crimeSumCurrent() gte 4500>> <span class="red">your arrest is a priority and they have enough on you to warrant extreme punishment.</span> <<elseif crimeSumCurrent() gte 4000>> <span class="red">your arrest is being actively sought</span> and they have enough on you to warrant <span class="red">heavy punishment.</span> <<elseif crimeSumCurrent() gte 3000>> <span class="red">an arrest warrant has been issued for you</span> and they have enough to warrant <span class="red">serious punishment.</span> <<elseif crimeSumCurrent() gte 2000>> <span class="red">an arrest warrant has been issued for you</span> and they have enough to warrant significant punishment. <<elseif crimeSumCurrent() gte 1000>> <span class="red">an arrest warrant</span> has been issued for you. They have enough evidence to warrant a punishment. <<elseif crimeSumCurrent() gte 500>> <span class="gold">they may soon have enough on you to issue an arrest warrant.</span> <<else>> <span class="teal">they have nothing significant on you.</span> <</if>> <<if crimeSumCurrent() gte 6000>> Options: <br> <span class="teal">Installing a Wiper worm</span> will destroy lots of police records on everyone, including you. <br> <span class="teal">Framing someone</span> will attach all evidence on you to someone else. This should mislead the police. However, you can only attach it to those who already have a record in the system. <br><br> <<if $police_delete gte 5 and random(1,4) is 4>> <<link [[Install Wiper|Police Sneak Caught]]>><</link>> <br> <<if C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon" and $framed is 0>> <<link [[Frame Whitney|Police Sneak Caught]]>><</link>> <br> <</if>> <<if $headpolice is 1 and $framed is 0>> <<link [[Frame Leighton|Police Sneak Caught]]>><</link>> <br> <</if>> <<if $framed isnot 0>> <span class="red">You have already framed <<print ($framed.toUpperFirst())>> for your crimes - you cannot do it again until <<nnpc_he $framed.toUpperFirst()>> has paid for your crimes.</span> <</if>> <<else>> <<link [[Install Wiper (0:10)|Police Computer]]>><<pass 10>><<set $phase to 11>><<crimeDown 0.5 "all">><<set _randomCrime to ((random(5,35) + 20)/100)>><<crimeDown _randomCrime "all">><<set $police_delete += 1>><</link>> <!-- Original crime calculation as follows: <<set $crime /= 2>><<set $crime *= (random(5,35)/100)>> --> <br> <<if C.npc.Whitney.init is 1 and C.npc.Whitney.state isnot "dungeon" and $framed is 0>> <<link [[Frame Whitney (0:10)|Police Computer]]>><<pass 10>><<set $phase to 12>><<crimeClear "all">><<set $police_delete += 1>><</link>> <br> <</if>> <<if $headpolice is 1 and $framed is 0>> <<link [[Frame Leighton (0:10)|Police Computer]]>><<pass 10>><<set $phase to 13>><<crimeClear "all">><<set $police_delete += 1>><</link>> <br> <</if>> <<if $framed isnot 0>> <span class="red">You have already framed <<print ($framed.toUpperFirst())>> for your crimes - you cannot do it again until <<nnpc_he $framed.toUpperFirst()>> has paid for your crimes.</span> <</if>> <</if>> <<elseif crimeSumCurrent() gte 1000>> Options: <br> <span class="teal">Deleting electronic evidence</span> will reduce the amount of crime they can pin on you and should not be detected. <br> <span class="teal">Installing a Wiper worm</span> will destroy lots of police records on everyone, including you. <br> <<if $police_delete gte 5 and random(1,4) is 4>> <<link [[Delete evidence|Police Sneak Caught]]>><</link>> <br> <<link [[Install Wiper|Police Sneak Caught]]>><</link>> <br> <<else>> <<link [[Delete evidence (0:15)|Police Computer]]>><<pass 15>><<set $phase to 10>><<set _randomCrime to ((random(5,35) + 20)/100)>><<crimeDown _randomCrime "all">><<set $police_delete += 1>><</link>> <!-- Original crime calculation as follows: <<set $crime -= $crime * ((random(5,35) + 20)/100)>> --> <br> <<link [[Install Wiper (0:10)|Police Computer]]>><<pass 10>><<set $phase to 11>><<crimeDown 0.5 "all">><<set $police_delete += 1>><</link>> <br> <</if>> <</if>> <</widget>> <<widget "seize_stolen_goods">> <<outfitChecks>> "Stay still." The <<person>> pats you down. <<if dangerEvent() or $exposed gt 0>> <<His>> hands roughly grope and prod all over your body, first <<if $breastsize gt 0>> squeezing your <<breasts>> <<else>> fondling your <<nipples>> <</if>> before settling on your <<bottom>>. <<He>> pats it a few times, then <<if _bottomless>> spreads your cheeks apart. <<else>> lifts it and lets go. <<if $player.bottomsize gte 7>> <<if $player.bottomsize gte 8 and $rng gte 100>> Your cheeks clap thunderously against each other as they fall, causing the <<person>> to almost fall backwards in shock, but after a moment <<he>> recovers. <<else>> It ripples under its weight, bouncing for a good few seconds before settling. <</if>> <<elseif $player.bottomsize gte 2>> It jiggles for a moment before settling. <<else>> It stays completely firm. <</if>> <</if>> <<He>> hums inquisitively. <<arousal 1600>><<ggarousal>> <<else>> <<His>> hands run down your body like <<hes>> done this a million times before<<if !_fullyNaked>>, lingering on a few bulky spots<</if>>. <<He>> hums inquisitively. <</if>> <<if $blackmoney gt 0>> <br><br> <<set $skulduggerydifficulty to Math.clamp($blackmoney / 5, 0, 10000)>> <<skulduggerycheck>> <<if $skulduggerysuccess>> <<He>> didn't find your stolen valuables. <<stress -1>><<lstress>> <<else>> <<His>> movements suddenly stop. "I knew it." <<He>> tosses a stolen item to the side.<<if _fullyNaked>> You blush and feign ignorance to where it may have come from. <<arousal 400>><<garousal>><</if>><<stress 2>><<gstress>> <<set _seizedAmount to 1000>> <<if $blackmoney gt 1000>> <br><br> <<set $skulduggerydifficulty to Math.clamp(($blackmoney - 1000) / 5, 0, 10000)>> <<skulduggerycheck>> <<if $skulduggerysuccess>> It looks like <<he>> didn't find the rest of your stolen valuables. <<stress -2>><<lstress>> <<else>> <<He>> rummages around a while longer, and some more items join the pile. <<stress 6>><<gstress>> <<set _seizedAmount to 2500>> <<if $blackmoney gt 2500>> <br><br> <<set $skulduggerydifficulty to Math.clamp(($blackmoney - 2500) / 5, 0, 10000)>> <<skulduggerycheck>> <<if $skulduggerysuccess>> It looks like <<he>> didn't find the rest of your stolen valuables. <<stress -4>><<lstress>> <<else>> Digging deeper, <<he>> finds a whole treasure trove of stolen valuables. <<He>> seems surprised, and a bit worried. <<stress 14>><<ggstress>> <<set _seizedAmount to 5000>> <<if $blackmoney gt 5000>> <br><br> <<set $skulduggerydifficulty to Math.clamp(($blackmoney - 5000) / 5, 0, 10000)>> <<skulduggerycheck>> <<if $skulduggerysuccess>> It looks like <<he>> didn't find the rest of your stolen valuables. <<stress -6>><<lstress>> <<else>> The prodding continues, and <<his>> eyes suddenly go wide. "Holy shit, <<girl>>, are you hiding the wealth of a small nation in here?" <<He>> adds to the pile until it reaches about knee-length off the ground. <<stress 24>><<gggstress>> <<set _seizedAmount to 0>><<set $blackmoney to 0>> <</if>> <</if>> <</if>> <</if>> <</if>> <</if>> <<set $blackmoney -= Math.clamp(_seizedAmount, 0, $blackmoney)>><<set _blackmoneySeized to true>> <</if>> <</if>> <br><br> A few more minutes pass, until <<hes>> satisfied with the search. <<if ($studyBooks and $studyBooks?.rented isnot "none" and (_args[0] is "all" or $bookOverdue gte 7)) or $studyBooks?.stolen isnot "none">> <br><br> <<if $studyBooks.rented isnot "none" and (_args[0] is "all" or $bookOverdue gte 7)>> <<if $studyBooks.rented is "Pinch">> <<if $per_npc.pinch isnot undefined>> <<set _book to "copy of How <<= $per_npc.pinch.pronoun is 'm' ? 'Mr' : 'Ms'>> Pinch Groped Christmas">> <<else>> <<set _book to "olive-coloured book">> <</if>> <<elseif $studyBooks.rented is "Raul and Janet">> <<set _book to "copy of 'Raul and Janet'">> <<else>> <<set _book to $studyBooks.rented + " textbook">> <</if>> <<if _blackmoneySeized>>"Ah, and the<<else>>"The<</if>> local school will want this back<<if $book_rent_timer gte 0>> soon<</if>>," <<he>> says, <span class="purple">seizing your _book</span>, "so we'll just return it for you." <<He>> smirks. <<set $studyBooks.rented to "none">><<unset $bookOverdue>><<set $book_rent_timer to 0>><<set _bookSeized to true>> <</if>> <<if $studyBooks.stolen isnot "none">> <<set $skulduggerydifficulty to _bookSeized ? 600 : 300>> <<skulduggerycheck>> <<if $skulduggerysuccess>> Seems <<he>> didn't find your stolen book<<if _bookSeized>>, at least. <<stress -2>><<lstress>><<else>>. <<stress -5>><<lstress>><</if>> <<else>> <<if $studyBooks.stolen is "Pinch">> <<if $per_npc.pinch isnot undefined>> <<set _book to "copy of 'How <<= $per_npc.pinch.pronoun is 'm' ? 'Mr' : 'Ms'>> Pinch Groped Christmas'">> <<else>> <<set _book to "olive-coloured book">> <</if>> <<elseif $studyBooks.stolen is "Raul and Janet">> <<set _book to "copy of Raul and Janet">> <<else>> <<set _book to $studyBooks.stolen + " textbook">> <</if>> <<if _bookSeized>>"I also believe this was reported as stolen," <<he>> continues,<<else>>"I believe this was reported as stolen," <<he>> says,<</if>> <span class="purple">holding up <<a _book>></span>. <<He>> leans in. "<<if $studyBooks.stolen is "Pinch" and $per_npc.pinch isnot undefined>><<= $per_npc.pinch.pronoun is 'm' ? 'Mr' : 'Ms'>> Pinch, eh? Makes sense you'd like that story. Criminal<<else>>Thank you for sooo kindly for turning it in<</if>>." <<if _bookSeized>><<stress 10>><<ggstress>><<else>><<stress 5>><<gstress>><</if>> <<set $studyBooks.stolen to "none">><<set $bookStolenPolice to true>><<set _bookSeized to true>> <</if>> <</if>> <</if>> <<if !_blackmoneySeized and !_bookSeized>> <br><br> "Nothing, huh. I find that hard to believe," <<he>> huffs. "No matter." <</if>> <</widget>><<location "pound">><<set $outside to 0>><<effects>> <<ruined>> <<pound_muzzle>> <<generate1>><<generate2>> You awaken to the sound of barking. <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> "Get that damn thing off of this mutt, and then get <<phim>> inside." You peer at the sky above for a moment, before a <<person1>><<person>> jerks you to a sitting position. <<He>> examines your familiar collar, but recoils as <<he>> touches the golden heart. "Fucking thing shocked me!" <br><br> A <<person2>><<person>> kneels down in front of you. "A built-in shock function could be useful, but it's too identifying." <<He>> looks closer, holding your head still by your muzzle. "Just tie a cord around it for now." The <<person1>><<person>> pushes your head to the side, and starts to tie a leash to your collar. As soon as <<he>> removes <<his>> hands, <span class="green">the leash falls away as if it was never tied.</span> <<He>> ties it again, <span class="green">only for it to fall away once more</span>. <br><br> The <<person2>><<person>> groans. "Right, you only know one kind of <i>knot</i>, you useless shit. Drag <<phim>> inside, we'll just cut it off. It's only fabric." The two of them hold you tightly, restraining your arms behind you. "Don't get used to walking, <<bitch>>. You'll be crawling as soon as we get a leash on you." <br><br> You're helpless to resist as they push you into the building. <br><br> <<link [[Next|Pound Abduction Gwylan Rescue]]>><<set $phase to "passout">><</link>> <br> <<else>> <<leash 26>> <<set $worn.neck.cursed to 1>> "Get this mutt inside." You peer at the sky above for a moment, before a <<person1>><<person>> jerks you to a sitting position. <<He>> holds a leash attached to a spiked collar around your neck. <<He>> jerks you forward again, pulling you onto your knees. <br><br> A metal fence and gate separate you from a street beyond. Parallel stone walls meet the fence on either side of the gate, themselves meeting at a large door opposite, ahead of you. You hear barking within. <br><br> A <<person2>><<person>> presses <<his>> foot against your <<bottom>>, and shoves you forward. With your mouth muzzled, there's no way you can protest. <br><br> <<link [[Try to walk|Pound Abduction Walk]]>><<def 1>><<stress 6>><<pain 4>><</link>><<gpain>><<gstress>> <br> <<link [[Crawl obediently|Pound Abduction Crawl]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse to budge|Pound Abduction Refuse]]>><<def 2>><<pain 8>><</link>><<ggpain>> <br> <<if $wolfgirl gte 6>> <<link [[Growl|Pound Abduction Growl]]>><<transform wolf 1>><</link>><<wolfgirl>> <br> <</if>> <</if>><<effects>> You try to stand, but the <<person>> grasps your shoulders and shoves you back to your knees. "I didn't say stand," <<he>> says. "There'll be time for tricks later." <br><br> <<person1>>The <<person>> continues to pull you towards the door. <br><br> <<link [[Fight|Pound Abduction Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <<link [[Crawl|Pound Abduction Crawl]]>><<sub 1>><</link>> <br><<effects>> You crawl on your hands and knees, allowing the <<person1>><<person>> to pull you into the building. <br><br> <<link [[Next|Pound Abduction 2]]>><</link>> <br><<effects>> You refuse to budge. The <<person>> kicks you, jerking you forward. "I said move you dumb <<bitch>>," <<he>> says. <br><br> <<person1>>The <<person>> tries to tug you towards the door. <br><br> <<link [[Fight|Pound Abduction Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <<link [[Crawl|Pound Abduction Crawl]]>><<sub 1>><</link>> <br><<effects>> You release a guttural growl. Both the <<person>> and <<person1>><<person>> laugh. "This one might need breaking in." <br><br> They continue to pull you towards the door. <br><br> <<link [[Fight|Pound Abduction Fight]]>><<def 1>><<set $fightstart to 1>><</link>> <br> <<link [[Crawl|Pound Abduction Crawl]]>><<sub 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Pound Abduction Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Abduction Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The pair lean against the walls, giving you the chance you need. You climb to your feet and bolt for the fence. <<if pcAreArmsBound("any")>> <<tearful>> you shove the gate with your shoulder. It opens, and you escape onto the street outside. <br><br> <<else>> <<tearful>> you jump, reaching for the top. You haul yourself up and over, onto the street outside. <br><br> <</if>> <<clotheson>> <<endcombat>> <<set $worn.face.type.push("broken")>> <<faceruined>> <<link [[Next|Starfish Street]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> The pair back away from you, giving you the chance you need. <<if pcAreArmsBound("any")>> <<tearful>> you shove the gate with your shoulder. It opens, and you escape onto the street outside. <br><br> <<else>> <<tearful>> you jump, reaching for the top. You haul yourself up and over, onto the street outside. <br><br> <</if>> <<clotheson>> <<endcombat>> <<set $worn.face.type.push("broken")>> <<faceruined>> <<link [[Next|Starfish Street]]>><<set $eventskip to 1>><</link>> <<else>> <<tearful>> you fall to the <<if Weather.precipitation isnot "none">>mud<<else>>dust<</if>>. You're too hurt to continue fighting. <br><br> "Get this <<bitch>> inside," the <<person2>><<person>> says. The <<person1>><<person>> yanks your leash once more, dragging you into the building. <br><br> <<clotheson>> <<link [[Next|Pound Abduction 2]]>><<set $phase to "endcombat">><</link>> <br> <</if>><<effects>> <<badEndTracking "Pound" { reason: "poundMistake" }>> <<if $pound is undefined>> <<pound_init>> <</if>> Inside are rows of cages, each containing barking <<pound_text>>. Some stick their noses through the bars, straining to sniff you. <<if $wolfgirl gte 6>> Others back away, recognising your wolfishness. <<else>> Others continue to bark, not even at you in particular. <</if>> <br><br> <<detach_leash>> The <<person1>><<person>> pulls you along, towards an empty cage near the back, beside a metal door. <<He>> detaches the leash once you're inside. <br><br> "There's a good dog," <<he>> says as <<he>> slams the cage door. Both <<he>> and the <<person2>><<person>> walk away, disappearing deeper into the building. <br><br> <<if $phase is "endcombat">> <<endcombat>> <<else>> <<endevent>> <</if>> <<link [[Next|Pound Cage]]>><</link>> <br><<location "pound">><<set $outside to 0>><<effects>> <<if !$pound.door>><<set $pound.door to 0>><</if>> You are imprisoned in the pound on Starfish Street. <<pound_text cap>> fill the cages. There's a bowl of water, but nowhere to sleep except the cold floor. <br><br> <<pound_stats>> <br><br> <<if isPregnancyEnding()>> <<pregnancyPassout "pound">> <<elseif Time.hour is 8>> <<generate1>><<person1>> A <<person>> walks from cage to cage, releasing the <<pound_text>> within. "Feeding time," <<he>> says. There's a door open at the far side of the hall, leading outside. <br><br> <<He>> arrives at your cage. <br><br> <<link [[Crawl outside|Pound Food Crawl]]>><<sub 1>><</link>> <br> <<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<elseif Time.hour is 12 and !$pound.compete>> <<set $pound.compete to 1>> <<generate1>><<person1>> A <<person>> stops outside your cage. "Time for practice," <<he>> says, opening the door. "Be on your best behaviour." <br><br> <<link [[Crawl outside|Pound Show Crawl]]>><<sub 1>><</link>> <br> <<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<elseif Time.hour is 18>> <<generate1>><<person1>> A <<person>> walks from cage to cage, releasing the <<pound_text>> within. "Feeding time," <<he>> says. There's a door open at the far side of the hall, leading outside. <br><br> <<He>> arrives at your cage. <br><br> <<link [[Crawl outside|Pound Food Crawl]]>><<sub 1>><</link>> <br> <<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<else>> <<link [[Exercise (1:00)|Pound Exercise]]>><<tiredness 6>><</link>><<gtiredness>> <br> <<link [[Door|Pound Door]]>><</link>> <br><br> <<link [[Sleeping spot|Pound Bed]]>><</link>> <br> <</if>><<effects>><<set $lock to 1000>> The metal cage is locked tight. It uses an electronic lock more advanced than those on the other cages. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <span class="green">You think you could manipulate it.</span> <br><br> <<link [[Open it (0:05)|Pound Door Sneak]]>><<pass 5>><</link>> <br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<link [[Try to force it open (1:00)|Pound Door Force]]>><<pass 60>><<tiredness 12>><</link>><<ggtiredness>> <br> <<link [[Back|Pound Cage]]>><</link>> <br><<effects>> A <<generate1>><<person1>><<person>> enters the room as you fiddle with the lock. "Nice try," <<he>> says as <<he>> walks over. "A dumb beast like you isn't gonna get out." <<He>> leans on the cage with one hand. <br><br> The lock buzzes, <span class="green">and the heavy door swings open,</span> smacking into the <<person>> and knocking <<him>> into the cage opposite. You rush forward and lock <<him>> in. <br><br> "Y-you stupid <<bitch>>," <<he>> says, surprised by this sudden reversal. "Let me out!" <br><br> <<link [[Next|Pound Escape]]>><<endevent>><</link>> <br><<effects>> <<set $pound.door += $physique>> You try to force the door open with all your might. <<if $physique gte 14000>> The hinges rattle and groan. This shouldn't be too difficult, but will require persistence. <<elseif $physique gte 8000>> It doesn't feel like you're making much impact. This won't be easy, and will require persistence. <<elseif $physique gte 4000>> It shakes, but doesn't seem any worse for wear. This will take a while, and require a lot of persistence. <<else>> You don't seem to make an impact at all. This will take a long time. <</if>> <br><br> <<if $pound.door gte 120000>> <<generate1>><<person1>> <span class="green">You hear a snap,</span> just as a <<person>> enters the room. "Oh, I see what you're doing," <<he>> says, walking closer. "Nice try, but a mutt like you isn't gonna gnaw your way through these bars." <<He>> leans against the cage with one hand. There's another snap, and the heavy door swings open, smacking into <<him>> and knocking <<him>> into the cage opposite. <br><br> You rush forward and lock <<him>> in. "Y-you stupid <<bitch>>," <<he>> says, surprised by this sudden reversal. "Let me out!" <br><br> <<link [[Next|Pound Escape]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Pound Cage]]>><</link>> <br> <</if>><<effects>> You exercise within the limited space, performing squats and push-ups. The <<pound_text>> sometimes watch with curiosity, but more often ignore you. <<athletics 1>> <<physique 6>> <<pass 60>> <br><br> <<link [[Next|Pound Cage]]>><</link>> <br><<effects>> You join the <<pound_text>>, and crawl along the corridor, emerging in a courtyard behind the building. A fence separates it from a clifftop, and the sea beyond. <br><br> <<link [[Next|Pound Food]]>><<endevent>><</link>> <br><<set $outside to 1>><<effects>> <<generate1>><<person1>>A <<person>> fills a line of dog bowls from a sack while the <<pound_text>> surround those already filled, tails wagging. There aren't enough bowls to go around. <br><br> <<endevent>> <<link [[Fight for a place (1:00)|Pound Food Def]]>><<def 1>><<pass 60>><<pound_status 3>><</link>><<gpound_status>> <br> <<link [[Wait your turn (1:00)|Pound Food Sub]]>><<sub 1>><<pass 60>><<pound_status -3>><</link>><<lpound_status>> <br> <<link [[Refuse to feed (1:00)|Pound Food Refuse]]>><<def 1>><<pass 60>><</link>> <br><<effects>> You join the scrap, shoving <<pound_text>> aside to get to the food. <<if $pound.status gte 60>> A few growls is all it takes to keep others away from your bowl.<<lstress>><<stress -6>> <br><br> <<link [[Next|Pound Food Event]]>><</link>> <br> <<else>> <<beastNEWinit 1 dog>>One <<beasttype>> takes offence, and nips at you as you try to eat. <br><br> <<link [[Back away|Pound Food Back]]>><<sub 1>><<stress -6>><<pound_status -3>><</link>><<lpound_status>><<lstress>> <br> <<link [[Ignore|Pound Food Ignore]]>><<stress 6>><</link>><<gstress>> <br> <<if $wolfgirl gte 6>> <<link [[Growl|Pound Food Growl]]>><<def 1>><<pound_status 3>><<transform wolf 1>><</link>><<wolfgirl>><<gpound_status>> <br> <</if>> <</if>><<effects>> You back off, letting the <<beasttype>> feed uninterrupted. You're able to find a bowl with less belligerent adversaries. <br><br> The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison. <br><br> <<link [[Next|Pound Food Event]]>><<endevent>><</link>> <br><<effects>> You ignore the <<beasttype>>. It growls at you, loud enough that one of the employees hears, and pulls <<bhim>> away from the scrum. <br><br> The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison. <br><br> <<link [[Next|Pound Food Event]]>><<endevent>><</link>> <br><<effects>> You growl at the <<beasttype>>, a low tremor that soon has <<bhis>> ears flat against <<bhis>> head. The other <<pound_text>> give you space. <br><br> The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison. <br><br> <<link [[Next|Pound Food Event]]>><<endevent>><</link>> <br><<effects>> You wait with the timid <<pound_text>> while the others compete for food. There's not much left by the time you get a space. <br><br> The food has the exact taste and consistency of cardboard. Even the orphanage food is edible in comparison. <br><br> <<link [[Next|Pound Food Event]]>><<endevent>><</link>> <br><<effects>> The <<pound_text>> are eager to feed, but you won't suffer the indignance. They fight each other for a spot, with staff intervening when a conflict goes too far. <br><br> <<link [[Next|Pound Food Event]]>><<endevent>><</link>> <br><<set $outside to 0>><<effects>> Sated, the more dominant <<pound_text>> laze around the yard, while others hunt for scraps. <br><br> <<beastNEWinit 1 dog>> <<if $rng gte 67 and ($settings.bestialityEnabled or $monster is 1)>> <<if numberOfEarSlime() and ($earSlime.growth gte 80 - ($earSlime.deviancy * 10))>> A <<beasttype>> watches you from afar with lust in <<bhis>> eyes. <span class="lewd">You feel the slime in your head command you to give yourself to <<bhim>>.</span> It promises rewards if you comply and threatens consequences if you do not. <br><br> <<if hasSexStat("deviancy", 4) and $submissive gte 1900>> <<link [[Submit willingly|Pound Food Event Slime Submit willingly]]>><<corruption 3>><<pain -8>><<stress -12>><<trauma -24>><<sub 2>><</link>><<deviant4>><<ggcorruption>><<llpain>><<llltrauma>><<llstress>> <br> <</if>> <<link [[Obey|Pound Food Event Slime Obey]]>><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 1>><</link>><<gcorruption>><<lpain>><<lltrauma>><<lstress>> <br> <<link [[Defy|Pound Food Event Slime Defy]]>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <br> <<elseif $pound.status gte 80>> A <<beasttype>> watches you from afar with lust in <<bhis>> eyes, but knows better than to try anything. <br><br> <<link [[Next|Pound Food End]]>><<endevent>><</link>> <br> <<else>> A <<beasttype>> approaches you with lust in <<bhis>> eyes. <<bHe>> growls, and bares <<bhis>> fangs. <br><br> "Love is in the air," says a member of staff. Several are watching. <br><br> <<link [[Submit|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 3>><<pound_status -9>><</link>><<llpound_status>> <br> <<link [[Fight|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><<def 1>><<pound_status 9>><</link>><<ggpound_status>> <br> <</if>> <<elseif $rng gte 33>> <<endevent>> <<generate1>><<person1>> A <<person>> approaches you, leash in hand. "Hold still <<bitch>>," <<he>> says. "We're gonna go on a little walk together." <br><br> <<link [[Hold still|Pound Food Still]]>><<sub 1>><</link>> <br> <<link [[Run|Pound Food Run]]>><<def 1>><</link>><<athleticsdifficulty 1 600>> <br> <<else>> <<endevent>> <<link [[Next|Pound Food End]]>><</link>> <br> <</if>><<effects>> You allow the <<person>> to attach the leash to your collar. <<attach_leash>> <<He>> leads you through the yard, to a secluded space around the edge of the building, overlooking the sea. <br><br> <<He>> grasps your collar directly, and pushes your neck against the earth. <br><br> <<link [[Next|Pound Food Human Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $athleticsSuccess>> You bolt around the yard, <span class="green">leading the <<person>> on a merry chase.</span> <<He>> tires before you. The other staff laugh.<<ggpound_status>><<pound_status 9>> <br><br> <<link [[Next|Pound Food End]]>><<endevent>><</link>> <br> <<else>> You run around the yard, <span class="red">but the <<person>> cuts you off.</span> <<He>> grasps your collar, and attaches the leash. <br><br> <<attach_leash>> The other staff watch as <<he>> pulls you into a secluded area overlooking the sea. <<He>> holds your collar, and pushes your neck against the earth. <br><br> <<link [[Next|Pound Food Human Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Food Human Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Food Human Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> detaches the leash from <<his>> collar, and leaves you to return to the <<pound_text>> alone. The staff eye you with smirks, as if aware of what took place. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<else>> You break free from the <<persons>> grasp, and run back to the <<pound_text>>. <<He>> snatches at the trailing leash to no avail. <br><br> <<generate2>><<person2>> A <<person>> stops you, grabbing your collar. <<He>> detaches the leash, and laughs at the <<person1>><<person>> chasing after you. "How about you give this one a rest," <<person2>><<he>> says. "Seems <<pshe>> doesn't like you." <br><br> Other staff laugh, and the <<person1>><<person>> relents. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <</if>> <<detach_leash>> <<link [[Next|Pound Food End]]>><<set $molestationstart to 1>><</link>><<effects>> You crawl to the <<beasttype>>, then turn and drop to a submissive position. You wiggle provocatively, and growl. <<deviancy4>> <<bHe>> steps towards you, sniffs you, then mounts. <br><br> "Love is in the air," says a member of staff. Several are watching. <br><br> <<link [[Next|Pound Food Rape]]>><<set $sexstart to 1>><<sub 3>><</link>><<effects>> You're forced to crawl to the <<beasttype>>, then drop to a submissive position. <<bHe>> growls, and bares <<bhis>> fangs. <<llpound_status>> <br><br> "Love is in the air," says a member of staff. Several are watching. <br><br> <<link [[Next|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 3>><<pound_status -9>><</link>><<effects>> <<if $earSlime.defyCooldown>> <<if $earSlime.growth gte 100>> <<set $earSlime.defyCooldown += 2>> You turn away and move away from the <<beasttype>>. You feel a jolt of pain as the slime punishes you for defiance, however, <span class="red">it doesn't stop you, knowing that it can punish you in other ways.</span> <<else>> You turn away and move away from the <<beasttype>>. The slime tries to overpower your will, and feel a jolt of pain as the slime punishes you for defiance, however, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force you to present yourself to the <<beasttype>>. <</if>> <br><br> <<link [[Next|Pound Food End]]>><<endevent>><</link>> <br> <<elseif $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<if hasSexStat("deviancy", 4) and $earSlime.growth lt 100>> <<set $earSlime.defyCooldown += 4>> <<else>> <<set $earSlime.defyCooldown += 8>> <</if>> The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to present yourself to the <<beasttype>>. <<bHe>> growls, and bares <<bhis>> fangs. <<ggwillpower>><<willpower 3>><<llpound_status>> <br><br> "Love is in the air," says a member of staff. Several are watching. <br><br> <<link [[Next|Pound Food Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><<sub 3>><<pound_status -9>><</link>> <<else>> The slime tries to assert control, <span class="green">but you fight it,</span> and manage to wrench yourself away from the <<beasttype>>. <<gwillpower>><<willpower 1>> <br><br> <<link [[Next|Pound Food End]]>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $phase is 1>> You assume a submissive posture, inviting the <<beasttype>> to your body. <<else>> You smack the <<beasttype>> across the nose. <<bHe>> backs off, but prepares to attack. <<set $enemyanger += 100>> <</if>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<npc_attempt_sex>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Food Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Food Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<if _knotted>> The staff gather around, snapping pictures of the two of you, linked together by the <<beasttype>>'s <<print $NPCList[0].penisdesc>>. <br><br> <<if _knotted isnot "mouth">> "Nice to see a <<bitch>> getting <<bred>> proper." <br> <</if>> "Gonna take a selfie." <br> "This <<girl>> is enjoying it." <br><br> <<pass 5>> The comments continue, until at last, the knot empties enough for <<bhim>> to <<if _knotted is "mouth">>slip it out. Semen dribbles down your chin<<else>>wriggle it out with a plop. Semen oozes down your thighs<</if>>. <br><br> <<endcombat>> <<clotheson>> <<tearful>> you put some distance between yourself and the crowd. You're not sure if you've dignity to save. <br><br> <<link [[Next|Pound Food End]]>><</link>> <br> <<else>> Satisfied, the <<beasttype>> licks <<bhimself>>, leaving you be. <<tearful>> you put some distance between you and the <<beasttype>>.<<lpound_status>><<pound_status -3>> <br><br> <<clotheson>> <<endcombat>> <<generate1>><<person1>> "Good dog," a <<person>> says, reaching to pat your head. <br><br> <<link [[Endure|Pound Food Endure]]>><<sub 1>><</link>> <br> <<link [[Whack the hand away|Pound Food Whack]]>><<trauma -6>><<def 1>><<pound_status 3>><</link>><<ltrauma>><<gpain>><<gpound_status>> <br> <<if $wolfgirl gte 6 and !$worn.face.type.includes("gag")>> <<link [[Bite|Pound Food Bite]]>><<trauma -6>><<transform wolf 1>><<def 1>><<pound_status 3>><</link>><<gpound_status>><<ltrauma>><<wolfgirl>> <br> <</if>> <</if>> <<else>> The <<beasttype>> lowers <<bhis>> head in submission, and scurries away.<<pound_status 3>><<gpound_status>> <br><br> "A shame," remarks one member of staff. "Was hoping to see this <<bitch>> get <<bred>>." <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound Food End]]>><</link>> <br> <</if>><<effects>> <<set _tf to checkTFparts()>> You endure as the <<person>> pats your head. "Who's a good <<girl>>," <<he>> says. "You are." <<if _tf.foxTail or _tf.wolfTail or _tf.catTail or _tf.cowTail or _tf.birdTail>> <<if $submissive gte 1250>> You can't help but wag your tail happily at <<his>> comment. <<ltrauma>><<trauma -2>> <<else>> You hold back the instinct to wag your tail at <<his>> comment.<<gstress>><<stress 2>> <</if>> <br><br> <</if>> The other staff watch with amusement. <br><br> <<link [[Next|Pound Food End]]>><<endevent>><</link>> <br><<effects>> You whack the <<persons>> arm away. <<He>> laughs, <span class="red">then delivers a stinging backhand to your face.</span> "You'll soon learn your place, <<bitch>>." <br><br> <<link [[Next|Pound Food End]]>><<endevent>><</link>> <br><<effects>> You lower your head, an invitation, only to raise your mouth at the last moment. Your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>> sink into <<his>> flesh. <<He>> cries out in agony and jumps backwards, tripping and landing on <<his>> back. The other staff laugh at <<his>> expense as <<he>> scrambles away. <br><br> <<link [[Next|Pound Food End]]>><<endevent>><</link>> <br><<effects>> The staff herd you back into the pound interior, alongside the other <<pound_text>>. They grab each by the collar, and pull them into the appropriate cages. You find yours on your own. <<generate1>><<person1>> "Well aren't you a clever <<girl>>," remarks a <<person>>. <br><br> <<link [[Next|Pound Cage]]>><<endevent>><</link>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Pound Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> <<He>> staggers backwards, into the opposite cage. You jump forward, and slam the door shut. The lock falls into place, trapping <<him>>. <br><br> <<tearful>> you leave <<him>> to shake the cage in a fury. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound Escape]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> staggers backwards, into the opposite cage. You jump forward, and slam the door shut. The lock falls into place, trapping <<him>>. <br><br> <<tearful>> you leave <<him>> to shake the cage in a fury. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound Escape]]>><</link>> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue fighting. The <<person>> stands over you with a menacing grin, holding a taut leash between <<his>> hands. <br><br> <<He>> attaches the leash to your collar, and pulls you outside, into a courtyard surrounded by wall and fence. <br><br> <<clotheson>> <<attach_leash>> <<link [[Next|Pound Punishment]]>><</link>> <</if>><<effects>> The <<pound_text>> watch as you are strapped into a pillory. <br><br> The <<person>> whistles, and slaps your exposed <<bottom>>. "Come on," <<he>> says. "Take your frustrations out on this disobedient <<bitch>>." <br><br> <<endcombat>> <<beastNEWinit 6 dog>> <<if $monster is 1 or $settings.bestialityEnabled>> You feel a nose prod you from behind. <br><br> <<link [[Next|Pound Punishment Beast]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<endevent>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> Footsteps and approving murmurs approach from behind. <br><br> <<link [[Next|Pound Punishment Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Punishment Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Punishment Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They walk away. <<tearful>> you hang in the pillory. <br><br> <<clotheson>> <<endcombat>> <<else>> They form a semicircle behind you. <br><br> "What you afraid of?" the <<person>> asks the others. No one responds. They turn and walk away. <br><br> <<tearful>> you hang in the pillory. <br><br> <<clotheson>> <<endcombat>> <</if>> <<generate1>><<person1>> Footsteps approach. "Serves you right," a <<person>> says, freeing you. "Get with the others. Go on, get!" <br><br> <<pound_punishment_links>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Punishment Beast End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Punishment Beast]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Punishment Beast]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Punishment Beast End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Punishment Beast]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Punishment Beast End]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The <<beasttype>> whimpers and flees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> Satisfied, the <<beasttype>> leaves. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the beasts flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The beasts leave you spent and shivering. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The beasts leave you spent and shivering. <</if>> <br><br> <<tearful>> you hang there, locked in the pillory. <br><br> <<clotheson>> <<endcombat>> <<generate1>><<person1>> Footsteps approach. "Serves you right," a <<person>> says, freeing you. "Get with the others. Go on, get!" <br><br> <<pound_punishment_links>> <br> <</if>><<effects>> <<run delete $pound.door>> The <<pound_text>> and caged employee yap at you. The commotion will attract attention. You'll be caught soon. <br><br> Just running out shouldn't be difficult. You could free the <<pound_text>>, but you'd need a set of keys. The employee only had the one for your cell. <br><br> You could also investigate what they're up to here, but the metal door near your cage is sealed by a padlock. <br><br> <<link [[Escape|Pound Escape Front]]>><</link>><<note "Simple" "green">> <br> <<set $skulduggerydifficulty to 500>> <<link [[Find the keys|Pound Escape Back]]>><<set $skulduggerydifficulty to 500>><</link>><<skulduggerydifficulty>> <br> <<set $skulduggerydifficulty to 1000>> <<link [[Investigate|Pound Escape Deep]]>><<set $skulduggerydifficulty to 1000>><</link>><<skulduggerydifficulty>> <br><<effects>> You rush down the hall, and into the front courtyard. The gate ahead is ajar. You escape onto the street outside. <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<badEndTrackingEnd "Pound" { reason: "escaped" }>> <<link [[Next|Starfish Street]]>><</link>> <br><<effects>> You rush down the hall, and into the back courtyard. <<generate1>><<person1>> A <<person>> stomps towards you, a leash in <<his>> hand. A keychain rattles at <<his>> hip. "Got ourselves a runaway," <<he>> says. "I know just how to treat a stubborn pooch." <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<He>> lunges for you, and tries to grapple you with both arms. <span class="green">You duck aside,</span> and deliver a solid whack to <<his>> shin. <<He>> gropes the air after you, but the force of your blow knocks <<him>> to <<his>> knees. <br><br> You snatch the leash as <<he>> drops it, and whirl it around <<him>>, binding <<him>> tight before <<he>> knows what's happening. "What are you—" You snatch the keys next, and leave <<him>> to strain against the binds. It won't hold long, but it should hold long enough. <br><br> <<skulduggeryuse>> <<link [[Next|Pound Escape Free]]>><<endevent>><</link>> <br> <<else>> <<He>> lunges for you, and tries to grapple you with both arms. You duck aside, <span class="red">but trip.</span> <<Hes>> soon atop you. <br><br> <<skulduggeryuse>> <<link [[Next|Pound Escape Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Pound Escape Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Escape Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> <<He>> falls to <<his>> knees, too enraptured to notice you swipe the keys from <<his>> hip. <br><br> <<tearful>> you dash back inside. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound Escape Free]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<He>> falls to <<his>> knees, too hurt to notice you swipe the keys from <<his>> hip. <br><br> <<tearful>> you dash back inside. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound Escape Free]]>><</link>> <br> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue fighting. <br><br> <<He>> attaches a leash to your collar, and pulls you into the rear courtyard. <<clotheson>> <<attach_leash>> <<link [[Next|Pound Punishment]]>><</link>> <</if>><<effects>> <<famegood 20>><<badEndTrackingEnd "Pound" { reason: "poundEscapeCages" }>> You run back into the pound proper while examining the keychain. Each key is numbered, tied to a corresponding cage. You open them one by one, freeing the <<pound_text>> within. Some stop to lick you, while others rampage deeper into the pound. You hear confused shouting soon after. <br><br> The staff occupied, you explore the adjoining staff room, and find a spare shirt and <<print playerBellySize() gte 8 ? "sweatpants" : "jeans">>. <br><br> <<link [[Dress|Pound Escape Free Dress]]>><</link>> <br> <<link [[Just leave|Pound Escape Free No Dress]]>><</link>> <br><<effects>> You get dressed. An alarm rings out, but the staff are too busy to stop you strolling into the front courtyard and through the open gate, onto the street outside. <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<upperwear 33>> <<if playerBellySize() gte 8>><<lowerwear 67>><<else>><<lowerwear 22>><</if>> <<link [[Next|Starfish Street]]>><</link>> <br><<effects>> <<set $worn.face.type.push("broken")>> <<faceruined>> The staff are too busy to stop you strolling into the front courtyard and through the open gate, onto the street outside. <br><br> <<link [[Next|Starfish Street]]>><</link>> <br><<effects>> You turn away from the courtyards and cages, and face the metal door. "Don't you dare," the caged employee warns as you crouch beside the padlock. "Hey! Someone!" <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You hear shouting from the yard, and the thud of approaching feet. <span class="green">The padlock clicks open.</span> You pull it wide, and slip inside. <br><br> <<skulduggeryuse>> <<link [[Next|Pound Escape Secret]]>><</link>> <br> <<else>> You hear shouting from the yard. You're still fighting with the lock when reinforcements arrive. <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>There are four of them. <br><br> "A runaway, aye?" a <<person1>><<person>> asks. "Be a good <<bitch>> and come quietly." <br><br> <<skulduggeryuse>> <<link [[Go quietly|Pound Escape Quiet]]>><</link>> <br> <<link [[Fight|Pound Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> You drop to your hands and knees. The <<person>> crouches beside you, and affixes a leash to your collar. "There's a good <<bitch>>. Don't think you're getting out of this easy though." <br><br> <<He>> pulls you after <<him>>, into the rear courtyard. <br><br> <<attach_leash>> <<link [[Next|Pound Punishment]]>><</link>> <br><<effects>> You're in an office. There's a desk with a computer, and another entrance on the far side of the room, but you don't stop to investigate. You grab the chair and prop it up against the door a moment before a weight thuds into it from the other side. <br><br> You're not sure how long you have. You hope you can get out the other way. <br><br> <<if $bailey_pound gte 1>> You dash for the opposite door. It opens without trouble, revealing a dark stone tunnel. <br><br> <<link [[Next|Pound Escape Secret 2]]>><</link>> <br> <<else>> <<link [[Next|Pound Escape Computer]]>><</link>> <br> <</if>><<effects>><<wearProp "envelope" 0 "manila">> You kneel in front of the computer. Signing in requires a password. You guess, and get lucky. "<<print either("Password","Admin","Dog","Pound")>>" it is. <br><br> You find a live camera feed to other parts of the pound. Four employees stand in front of the metal door to this room, two of them banging against it. There are also cameras in the courtyards, and another looking down a stone tunnel. It disappears into the dark. <br><br> There are a number of files on the desk. The topmost lists newly arrived "dogs", and departures. Your name is on there. The letter "<span class="red">B</span>" has been scrawled over it in red ink. <br><br> You take the file, and dash for the door opposite the entrance. It opens without trouble, revealing a dark stone tunnel. <br><br> <<link [[Next|Pound Escape Secret 2]]>><<handheldon>><</link>> <br><<effects>> <<pass 3>> Devoid of any light, you're forced to walk, feeling along the wall as you walk. The ground is smooth and straight at first, until you almost trip over loose rock. You pass an adjoining tunnel, but your hand finds a boulder instead not far up. It might have led somewhere once, but has since caved in. <br><br> You return to the original tunnel. It bends, revealing <<if Time.dayState is "night">>moonlight<<else>>daylight<</if>> up ahead. <br><br> <<link [[Next|Pound Escape Secret 3]]>><</link>> <br><<effects>> You emerge part way up a cliff, above the beach. You hear traffic above. The beach below isn't far, <<athleticsdifficulty 0 300 true>> <<if $athleticsSuccess>> <span class="green">and you manage to clamber down the rock without issue.</span> <<else>> <span class="red">but the rock is slick with water, and you slip to the sand below.</span><<gstress>><<gpain>><<stress 6>><<pain 4>> <</if>> <br><br> <<if $bailey_pound is undefined>> <<set $bailey_pound to 1>> <span class="gold">Perhaps you should confront Bailey about the document you found.</span> <br><br> <</if>> <<set $worn.face.type.push("broken")>> <<faceruined>> <<badEndTrackingEnd "Pound" { reason: "poundEscapeDoor" }>> <<link [[Next|Beach]]>><<endevent>><</link>> <br><<endevent>> <<effects>> You lie on the hard floor. <br><br> <<generateSleepLinks "Pound Sleep">> <<link [[Rise|Pound Cage]]>><<endevent>><<loadTempHairStyle>><</link>> <br><br><<set _autosavehere to true>> <<sleep>> <<effects>> <<wakingEffects $sleepHoursTotal>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <<else>> <br><br> <</if>> <</if>> <<sleepeffects>> <<if _sleepinterrupt>> You're awoken by a chorus of barking. <br><br> <<link [[Next|Pound Cage]]>><<endevent>><</link>> <br> <<else>> <br><br> <<link [[Rise|Pound Cage]]>><<endevent>><</link>> <br><br> <</if>><<effects>> You crawl after the <<person>>, along the corridor, emerging in a courtyard behind the building. A fence separates it from a clifftop, and the sea beyond. <br><br> <<He>> grasps your collar, and attaches a leash. <br><br> <<attach_leash>> <<link [[Next|Pound Show]]>><<endevent>><</link>> <br><<effects>> <<generate1>><<person1>> An obstacle course has been set up on the grass. Four <<pound_text>> sit in front of it, surrounded by well-dressed <<people>>. <br><br> "Aha," says one, a <<person>>. "This <<girl>> will do nicely." <<He>> takes your leash, and pulls you to the end of the line. "Sit." <br><br> <<link [[Sit|Pound Show Sit]]>><<sub 1>><</link>> <br> <<link [[Refuse|Pound Show Refuse]]>><<def 1>><<pain 4>><</link>><<gpain>> <br><<effects>> You sit as commanded, joining the <<pound_text>>. "I think we're set," the <<person>> says, removing your leash. From here you can see five duplicates of each obstacle. There's going to be a race. <br><br> "Just a friendly competition," the <<person>> says. "The winner will star in a show on Danube Street. <span class="gold">That means you get to leave the pound.</span> Isn't that nice?" <br><br> <<He>> retrieves a stopwatch from a table at the end of the contestants. "On your marks. Get set. Go!" <br><br> The other <<pound_text>> rush towards the course. <br><br> <<link [[Compete (0:05)|Pound Show Compete]]>><<pass 5>><<detach_leash>><</link>> <br> <<link [[Refuse|Pound Show Compete Refuse]]>><<def 3>><</link>> <br><<effects>> You refuse to sit. The <<person>> grasps your collar, and jerks your neck towards the ground. "Now now," <<he>> says in a low voice. "Best be a good <<bitch>>. The winner gets to star in a show on Danube Street. <span class="gold">That means you get to leave the pound.</span> Isn't that nice?" <br><br> <<He>> retrieves a stopwatch from a table at the end of the contestants. "On your marks. Get set. Go!" <br><br> The other <<pound_text>> rush towards the course. <br><br> <<link [[Compete (0:05)|Pound Show Compete]]>><<pass 5>><<detach_leash>><</link>> <br> <<link [[Refuse|Pound Show Compete Refuse]]>><<def 3>><</link>> <br><<effects>> You remain obstinate, and refuse to budge as the <<pound_text>> compete. The <<person>> shoots you a dark look, but the others are too busy watching the <<pound_text>> tackle the obstacles to pay you much attention. <br><br> The <<person>> takes your leash and pulls you back inside, towards your cage. <<He>> slams the cage door behind you. <br><br> <<detach_leash>> <<link [[Next|Pound Cage]]>><<endevent>><</link>> <br><<effects>> <<endevent>> <<beastNEWinit 4 dog>> You crawl towards the obstacle course as fast as your posture will allow. The first up is the slalom. The <<pound_text>> weave between them without difficulty. <br><br> <<pound_compete_text>> <br><br> <<link [[Intimidate|Pound Show Compete Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>> <br> <<link [[Weave|Pound Show Compete Skill]]>><</link>><<dancedifficulty 1 1000>> <br><<effects>> You catch a <<beasttype 0>>'s eye as you weave between the poles, and bare your <<if $transformationParts.traits.fangs isnot "disabled">>fangs<<else>>teeth<</if>>. <<if $pound.status gte random(40, 100)>> <span class="green"><<bHe 0>> bows <<bhis 0>> head and slows, letting you overtake.</span> <<set $pound.compete += 1>> <<else>> <span class="red"><<bHe 0>> bares <<bhis 0>> teeth in return,</span> unimpressed. <</if>> <br><br> A tunnel is up next. <<if $physiquesize gte 16000>> <span class="pink">It'll be a tight squeeze.</span><<large_text>> <<elseif $physiquesize gte 12000>> <span class="purple">It'll be a bit of a squeeze.</span><<large_text>> <<elseif $physiquesize gte 10000>> <span class="teal">There's enough room.</span><<small_text>> <<else>> <span class="green">There's plenty of room.</span><<small_text>> <</if>> <br><br> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 2]]>><</link>> <br><<effects>> You weave between the poles as fast as you can, <<if $danceSuccess>> <span class="green">overtaking a struggling <<beasttype 0>>.</span> <<set $pound.compete += 1>> <<else>> <span class="red">but not fast enough to catch up with the others.</span> <</if>> <br><br> A tunnel is up next. <<if $physiquesize gte 16000>> <span class="pink">It'll be a tight squeeze.</span><<large_text>> <<elseif $physiquesize gte 12000>> <span class="purple">It'll be a bit of a squeeze.</span><<large_text>> <<elseif $physiquesize gte 10000>> <span class="teal">There's enough room.</span><<small_text>> <<else>> <span class="green">There's plenty of room.</span><<small_text>> <</if>> <br><br> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 2]]>><</link>> <br>The <<pound_text>> disappear into the colourful tunnel. The watching <<people>> cheer on their favourites. It sounds like they've made bets. <br><br> <<link [[Intimidate|Pound Show Compete 2 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>> <br> <<link [[Squeeze through|Pound Show Compete 2 Skill]]>><</link>> <<if $physiquesize gte 16000>> <<large_text>><<physiquedifficulty 12000 16000>> <<elseif $physiquesize gte 12000>> <<large_text>><<physiquedifficulty 6000 12000>> <<elseif $physiquesize gte 10000>> <<small_text>><<physiquedifficulty 2000 8000>> <<else>> <<small_text>><<physiquedifficulty 1 2000>> <</if>> <br><br><<effects>> <<if $pound.status gte random(40, 100)>> You shove the <<beasttype 1>> beside you, before it enters the tunnel. You don't push <<bhim 1>> hard, <span class="green">but it's enough.</span> <<bHe 1>> stops short of the tunnel, allowing you to pull ahead. <<set $pound.compete += 1>> <br><br> <<else>> You shove the <<beasttype 1>> beside you, before it enters the tunnel. <<bHe 1>> shoves you back, <span class="red">knocking you aside</span> and pulling ahead. <br><br> <</if>> You squeeze through, and emerge on the other side. <br><br> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 3]]>><</link>> <br><<effects>> You squeeze into the tunnel. You almost get stuck on the other side, <<if $physiqueSuccess>> <span class="green">but manage to pull yourself through.</span> <<set $pound.compete += 1>> <br><br> <<else>> <span class="red">but your <<bottom>> gets stuck!</span> You hear laughter from behind. <br><br> "Let's help <<phim>> out," says a voice. A moment later a boot presses against your rear, forcing you into the tube. You manage to squeeze through to the other side. <</if>> <br><br> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 3]]>><</link>> <br><<effects>> You approach the hurdle. The <<beasttype 3>> in the lead makes it over, followed by the <<beasttype 2>> behind <<bhim 3>>. <br><br> <<link [[Intimidate|Pound Show Compete 3 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>> <br> <<link [[Jump|Pound Show Compete 3 Skill]]>><</link>><<athleticsdifficulty 1 1000>> <br><<effects>> You release a sharp bark right before the <<beasttype 2>> ahead of you attempts the jump, <<if $pound.status gte random(40, 100)>> frightening it. <span class="green">It jumps too soon,</span> and lands on the hurdle with a yelp. You time your own jump more carefully, and pull ahead. <br><br> <<set $pound.compete += 1>> <<else>> <span class="red">but it ignores you,</span> sailing over the hurdle without difficulty. You're unable to catch up. <br><br> <</if>> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 4]]>><</link>> <br><<effects>> You put your weight on your legs, <<if $athleticsSuccess>> <span class="green">and launch yourself over the hurdle.</span> <<set $pound.compete += 1>> <br><br> <<else>> <span class="red">but fail to launch yourself all the way over the hurdle.</span> It collides with your knees, much to the amusement of the <<people>> watching.<<gpain>><<pain 4>> <br><br> <</if>> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 4]]>><</link>> <br><<effects>> A trench has been dug through the middle of the course, and filled with rainwater. <br><br> <<link [[Intimidate|Pound Show Compete 4 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>> <br> <<link [[Swim|Pound Show Compete 4 Skill]]>><</link>><<swimmingdifficulty 1 1000>> <br><<effects>> You jump into the water, making a prodigious splash. <<if $pound.status gte random(40, 100)>> <span class="green">It has the intended effect.</span> A <<beasttype 3>>, already wary of the water, receives a cold splash to the face. <<bHe 3>> whimpers and hesitates, only commencing after threats from the <<people>> observing. <br><br> You pull ahead. <br><br> <<set $pound.compete += 1>> <<else>> A <<beasttype 3>> receives a faceful of water, <span class="red">but <<bhe 3>> doesn't slow.</span> <br><br> <</if>> <br><br> You emerge from the water, and enter the final stretch. There's a bridge up ahead. The first to cross is the winner. <br><br> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 5]]>><</link>> <br><<effects>> You dive into the water. <<if $swimmingSuccess>> It's cold, <span class="green">but you remain focused,</span> and emerge on the opposite bank without trouble. <br><br> <<set $pound.compete += 1>> <<else>> <span class="red">The cold shocks you,</span> and for a gasping moment you forget you're in a race.<<gstress>><<stress 6>> <br><br> <</if>> You emerge from the water, and enter the final stretch. There's a bridge up ahead. The first to cross is the winner. <br><br> <<pound_compete_text>> <br><br> <<link [[Next|Pound Show Compete 5]]>><</link>> <br><<effects>> You approach the bridge. <<if $pound.compete gte 5>> You're in the lead, but a <<beasttype 3>> is right on your heels. <<else>> The <<beasttype 3>> leading the race scrambles up the ramp ahead. <</if>> <br><br> <<link [[Intimidate|Pound Show Compete 5 Intimidate]]>><</link>><<skill_difficulty $pound.status "Respect" 40 100>> <br> <<link [[Crawl as fast as you can|Pound Show Compete 5 Skill]]>><</link>><<athleticsdifficulty 1 1000>> <br><<effects>> You bark as you thunder up the ramp. <<if $pound.status gte random(40, 100)>> <span class="green">The sound of your voice startles the <<beasttype 3>>,</span> and <<bhe 3>> almost loses <<bhis 3>> balance. <br><br> <<set $pound.compete += 1>> <<else>> <span class="red">The <<beasttype 3>> ignores your voice,</span> and rushes over the bridge without trouble. <br><br> <</if>> <<link [[Next|Pound Show Compete End]]>><</link>> <br><<effects>> You crawl up the ramp and over the bridge as fast as you can, <<if $athleticsSuccess>> <span class="green">sliding down the far ramp on wet hands and knees.</span> <<set $pound.compete += 1>> <<else>> <span class="red">but you slip and slide on your wet hands and knees,</span> and almost fall. <</if>> <br><br> <<link [[Next|Pound Show Compete End]]>><</link>> <br><<effects>> <<if $pound.compete gte 5>> <<endevent>> You make it to the bottom of the ramp and across the finish line. <span class="green">First place!</span> Some of the <<people>> watching cheer while others throw down hats in dismay. <br><br> <<generate1>><<person1>>"Good <<girl>>," says a <<person>> as <<he>> attaches a leash to your collar. "I hope you're not too tired. You've a show to perform." <<attach_leash>> <br><br> <<link [[Next|Pound Show End 2]]>><</link>> <br> <<else>> <span class="red">The <<beasttype 3>> is the first to make it across the finish line.</span> Some of the <<people>> watching cheer while others throw down hats in dismay. <br><br> <<endevent>> A <<generate1>><<person1>><<person>> rushes over to take the winner to their "reward", while you and the other <<pound_text>> are returned to your cages. <br><br> <<link [[Next|Pound Cage]]>><<endevent>><</link>> <br> <</if>><<effects>> The <<person>> pulls you into the front courtyard, towards a waiting van. The well-dressed <<people>> follow behind, stealing pats to your <<bottom>> as they're able. <br><br> The <<person>> bundles you into the back of the vehicle, and slams the door behind you. There are no windows. The engine roars into life. <br><br> <<link [[Stand|Pound Show End Stand]]>><<pain 4>><<stress 6>><<trauma -6>><</link>><<gpain>><<gstress>><<ltrauma>> <br> <<link [[Remain on the floor|Pound Show End Floor]]>><<trauma 6>><</link>><<gtrauma>> <br><<effects>> <<pass 5>> There's no reason to still act like a dog while alone. You recoup some dignity by standing during the journey, balancing yourself against two walls as the van starts and stops. <br><br> It's a short journey. The <<person>> opens the doors and jerks you back to the floor by your leash. "No time for tricks," <<he>> says. "Your audience is waiting." <br><br> <<link [[Next|Pound Show End 3]]>><</link>> <br><<effects>> <<pass 5>> You remain on all fours like a good dog, despite being alone. <br><br> It's a short journey. The <<person>> opens the doors and takes your leash. "Come on," <<he>> says. "Your audience is waiting." <br><br> <<link [[Next|Pound Show End 3]]>><</link>> <br><<effects>> You're in a well-kept garden outside a mansion. You see Danube Street through the gate behind you, and hear voices from a pavilion up ahead. The <<person>> holds the leash, and pulls you behind <<him>>. <br><br> <<generatey2>> You enter the pavilion. It's full of <<people>> in their finest, chatting while servants wheel around with trays of drinks and canapés. <<covered>> You were almost getting used to nudity at the pound, but this is different. Worse, you recognise one of the servants, a <<person2>><<person>> from the orphanage. <<His>> eyes meet yours, and <<he>> looks away with a blush.<<ggtrauma>><<gstress>><<trauma 12>><<stress 6>> <br><br> <<link [[Next|Pound Show End 4]]>><</link>> <br><<effects>> You become the centre of attention. The practised applause contrasts their leers as the <<person1>><<person>> leads you to a stage in the middle. <br><br> <<link [[Obey|Pound Show End Obey]]>><<sub 1>><</link>> <br> <<link [[Defy|Pound Show End Refuse]]>><<def 1>><<pain 8>><</link>><<ggpain>> <br><<effects>> You do as instructed, and crouch in an upright position. "Good <<girl>>," the <<person>> says. The guests crowd closer. <br><br> "What a fine specimen." <br> "Good strong legs." <br> "What breed is it?" <br><br> You remain still as they comment. You don't see the <<person2>><<person>> anywhere. <br><br> <<link [[Next|Pound Show End 5]]>><<pass 30>><</link>> <br><<effects>> You glare at the <<person>>. <<He>> yanks your leash, forcing you forward and leaving you flat on the stage. <<He>> presses <<his>> foot against your back, holding you down. The guests crowd closer. <br><br> "A feisty one." <br> "That's a winner for you." <br> "What breed is it?" <br><br> You remain still as they comment. You don't see the <<person2>><<person>> anywhere. <br><br> <<link [[Next|Pound Show End 5]]>><<pass 30>><</link>> <br><<effects>> The <<person1>><<person>> holds you still as the guests continue to talk about you like you don't understand them. They sometimes reach and grope. <br><br> <<generate3>><<person3>> "Looks healthy and fertile," a <<person>> says after a while. <<He>> reaches for your <<genitals>>. "May I?" The <<person1>><<person>> nods,<<person3>> <<if (!$player.vaginaExist and playerChastity("cage")) or playerChastity("hidden")>> and the <<person>> tugs on your <<print $worn.genitals.name>>. <br><br> <<if $worn.genitals.name is "chastity parasite">> "Some sort of parasite," the <<person1>><<person>> says, sheepish. "Though it might be for the best. These mutts breed like rabbits." <<else>> "Lost the key," the <<person1>><<person>> says, sheepish. "Though it might be for the best. These mutts breed like rabbits." <</if>> <br><br> <<else>> <<if $player.penisExist and $player.vaginaExist and playerChastity("cage")>> and the <<person>> takes your caged <<penis>> between <<his>> fingers. "Aha, there's a pussy here as well. How unique!" <br><br> <<He>> strokes your <<pussy>> with <<his>> with a forefinger. The audience looks on, transfixed by the spectacle. <br><br> <<elseif $player.penisExist and $player.vaginaExist>> and the <<person>> takes your <<penis>> between <<his>> fingers. "Aha, there's a pussy here as well. How unique!" <br><br> <<He>> runs <<his>> fingers up and down your length, while stroking your <<pussy>> with <<his>> other hand. The audience looks on, transfixed by the spectacle. <br><br> <<elseif $player.penisExist>> and the <<person>> takes your <<penis>> between <<his>> fingers. "Feels healthy. But we must be sure." <<He>> runs <<his>> fingers up and down your length. The audience looks on, transfixed by the spectacle. <br><br> <<else>> and the <<person>> strokes your <<pussy>> with a forefinger. "Feels healthy. But we must be sure." <<He>> inserts the finger, parting you. A trickle of fluid runs down your thigh. The audience looks on, transfixed by the spectacle. <br><br> <</if>> <<His>> molestation continues, until your body shakes and trembles. <<orgasm>> <</if>> <br><br> "Delightful!" <br> "Yup, <<pshes>> a healthy one." <br> <<if ($settings.bestialityEnabled or $settings.monsterChance gte 1) and $settings.pregnancySpeechEnabled>> <<if $player.penisExist>> "You should have <<phim>> sire some pups." <<else>> "You should have pups put in <<phim>>." <</if>> <</if>> <br><br> <span class="blue">You hear a scream outside the pavilion.</span> <br><br> <<link [[Next|Pound Show End 6]]>><</link>> <br><<effects>> <<generate4>><<generate5>><<npc Bailey 6>> The audience turns to face three newcomers. <span class="blue">It's Bailey.</span> The <<person1>><<person>> drops your leash, and runs in the opposite direction, only to be grappled by two of Bailey's thugs. <br><br> The <<person2>><<person>> enters the pavilion after Bailey, and scurries towards you. <<He>> helps you to your feet, wraps a towel around your body, and steers you from the pavilion. <br><br> <<towelup>> The entrance flaps shut behind you. You hear a shattering of glass. <br><br> <<link [[Next|Pound Show End 7]]>><</link>> <br><<effects>> <<earnFeat "Pounded Pound">><<badEndTrackingEnd "Pound" { reason: "poundEscapeWon" }>> The <<person>> holds your arm as you hurry towards the gate. The servants don't pay you much mind, and seem eager to be away themselves. <br><br> "Wait, let me get this stuff off you," the <<person>> says as you reach the road. <<He>> removes your leash, then fiddles with your muzzle until it comes free. <<He>> has less luck with the collar. <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<detach_leash>> <<pass 5>> The <<person>> insists on escorting you back to the orphanage. "Bailey said to take you home. <<person6>><<He>> used to work with that <<person1>><<personsimple>> who brought you in, but they fell out. I knew Bailey would want to hear about it." <br><br> <<if $bailey_pound is 1>> That explains the document you found at the pound. <span class="gold">There's no point informing Bailey of it.</span> <br><br> <</if>> <<if $bailey_pound lt 2 or $bailey_pound is undefined>> <<set $bailey_pound to 2>> <</if>> <<link [[Next|Pound Show End 8]]>><</link>> <br><<set $outside to 0>><<set $location to "home">><<effects>> You arrive at the orphanage. "I'm glad you're okay," the <<person2>><<person>> says. "I think I need to find a new job." <<He>> walks back outside once you're safely indoors. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $phase is "passout">> Inside are rows of cages, each containing barking <<pound_text>>. Some stick their noses through the bars, straining to sniff you. <<if $wolfgirl gte 6>> Others back away, recognising your wolfishness. <<else>> Others continue to bark, not even at you in particular. <</if>> <br><br> They pull you along, towards an empty cage near the back. <<elseif $phase is "rescue">> The <<person>> steers you down the row of cages, giving the occupants a closer look.<<lllpound_status>><<pound_status -10>> <br><br> "I can't stand it," another <<personsimple>> says, stepping closer. "I need to fuck <<phim>>." <br><br> The others laugh. "You want to fuck a dog? Be my guest, but <<pshe>> needs a leash first." You're led further, towards an empty cage at the end of the room. <<else>> You're pushed down the corridor. The <<pound_text>> watch you're pushed by, towards an empty cage at the end of the room. <</if>> <br><br> Your heels dig in instinctively, forcing them to drag you for the final stretch. The <<person1>><<person>> presses <<his>> foot against your back, forcing you to kneel. <br><br> The <<person2>><<person>> tries to slip <<his>> fingers under your collar, but <<he>>, too, recoils as it shocks <<him>>. "Tricky one, eh? Your master must really love you. I wonder how much they'd pay to have you back." <<Hes>> handed a leash by the <<person1>><<person>>. <<person2>><<He>> attempts to poke a small hole in your collar with the ring, only for the <span class="green">ring's lock to snap open</span>. <<He>> stares down at it for a moment, before tossing it aside. "Get me a bigger one." <br><br> <<Hes>> quickly given a leash with a larger ring, which <<he>> hooks around your collar. <span class="green">Its lock opens, and it falls to the ground as soon as <<he>> lets go.</span> "What the fuck?" <<He>> growls. "Hold <<phim>> still." You're held down as <<he>> produces a small knife from <<his>> pocket, <span class="red">and holds it to your neck</span>. <<He>> slips it under the collar and starts to saw at it. <br><br> The collar doesn't yield. After a minute, <<he>> pulls the knife away. "What's this thing made of?" <<He>> stares at you, before letting out a sigh. "Just put <<phim>> in the cage, we'll figure something out." <br><br> They move to force you into the cage. You struggle as much as you can, and they have a hard time without a leash to keep you under control. <span class="pink">The <<pound_text>> bark and shake their cages, agitated and emboldened by your resistance.</span> <span class="red">The <<person2>><<person>> holds the knife to your neck again, immediately stopping your resistance.</span> The barks and howls grow louder, before suddenly going quiet. <br><br> <<link [[Next|Pound Abduction Gwylan Rescue 2]]>><</link>> <br><<effects>><<npc Gwylan 3>><<person3>> A single footstep echoes down the corridor. The hair on the back of your neck stands up. <br><br> A door at the far end of the room flies open with a slam. Wind rushes in, sending papers flying. All heads turn. <br><br> <<if ["lightPrecipitation", "heavyPrecipitation", "thunderStorm"].includes(Weather.name)>> An umbrella taps on the floor, shaking away water. <</if>> A shadow stands in the doorway, its emerald green eyes glowing as light leaks in behind it. Its head is slightly tilted. It speaks. <br><br> "What..."<br> It steps forward. Its footfall echoes down the room again.<br> "...do you think you're doing..."<br> Each cage's occupant lays down as it passes.<br> "...with my <i>pet</i>?" <br><br> <span class="forest-green">Gwylan steps into the light.</span> <br><br> <<link [[Next|Pound Abduction Gwylan Rescue 3]]>><</link>> <br><<effects>> <<His>> eyes land on you, then the <<person1>><<person>>, then the <<person2>><<person>>, and finally, the knife in <<his>> hand being held to your neck. "Put that toy down before you hurt yourself, dog," Gwylan commands. <<His>> hand trembles, and <span class="blue">the knife clatters to the floor</span>. <br><br> The <<person1>><<person>> clears <<his>> throat and tries to compose <<himself>>. <<if $phase is "passout">> "Ah, so you're the owner! We found this stray outside, and rescued—" <<elseif $phase is "rescue">> "How did you get past the police?" <<He>> shakes <<his>> head. "Nevermind that. We found this stray getting friendly with our prized hound, so we decided to take <<phim>> in and—" <<else>> "Is this your stray? <<pShe>> must have been lost, <<pshe>> was ogling one of our dogs, so we decided to take <<phim>> in and—" <</if>> <br><br> <b>"<span class="witch">Liar.</span>"</b> <br><br> An immense pressure fills the room. Your ears pop, and your hearing goes dull for a moment. You smell roses. The ground beneath Gwylan pulses like a shallow puddle as <<person3>><<he>> continues walking towards you. <<hallucinogen 80>><<ghallucinogens>> <br><br> <<He>> stops a short distance in front of the cage and smiles at you, <<his>> arms open wide. <br><br> <<link [[Crawl out of the cage|Pound Abduction Gwylan Rescue 4]]>><<set $phase2 to 1>><</link>> <br> <<link [[Run up and hug Gwylan|Pound Abduction Gwylan Rescue 4]]>><<set $phase2 to 2>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Run up to Gwylan on all fours|Pound Abduction Gwylan Rescue 4]]>><<set $phase2 to 3>><<npcincr Gwylan dom 1>><</link>><<gyearning>> <br> <<link [[Cower from Gwylan|Pound Abduction Gwylan Rescue 4]]>><<set $phase2 to 4>><<npcincr Gwylan dom -2>><</link>><<lyearning>> <br><<effects>> The <<person1>><<person>> stares transfixed at Gwylan. <br><br> <<person3>> <<if $phase2 is 1>> You cautiously crawl out of the cage towards <<him>>, and sit still. Gwylan's hand lowers and scratches under your chin. "It's okay, <<pcpetname "Gwylan">>. You're safe now." <span class="green"><<He>> removes your muzzle.</span> <<elseif $phase2 is 2>> You push yourself out of the cage and run up to Gwylan. <<He>> eagerly accepts your embrace, stroking the back of your head. "Oh, <<pcpetname "Gwylan">>... I was so worried." <span class="green"><<He>> removes your muzzle.</span> <<elseif $phase2 is 3>> You push yourself out of the cage and run up to Gwylan like an excited pup. <<He>> kneels down and eagerly accepts your embrace, petting your head. "Oh, <<pcpetname "Gwylan">>... I was so worried." <span class="green"><<He>> removes your muzzle,</span> and you lick <<his>> face, prompting <<him>> to giggle. <<else>> You push yourself further back into the cage. Gwylan frowns, and kneels down. <<He>> holds out <<his>> hand. <br><br> When you don't respond, <<he>> snaps <<his>> fingers. <<hypnosisText "You emerge from the cage and rest your chin in <<his>> hand.">> <<He>> smiles. "<<pcPetname "Gwylan" "good">>." <span class="green"><<He>> removes your muzzle.</span> <</if>> <<unbind>> <<set $worn.face.type.push("broken")>> <<faceruined>> <br><br> The <<person1>><<person>> shakes out of <<his>> trance. "Hold on, we need proof that you're the owner." <<He>> smiles smugly. "Otherwise, we'll have to detain you, and you'll be welcome to join <<phim>> in that cage." <br><br> Gwylan clears <<person3>><<his>> throat.<br> "Sit." <<hypnosisText "You obey, sitting down calmly.">><br> "Shake." <<hypnosisText "You obey, taking Gwylan's hand.">><br> "Roll over." <<hypnosisText "You obey, and lie on your back.">> Gwylan scratches your tummy. <<trauma -1>><<ltrauma>><<pain -10>> <br><br> <<He>> looks over to the <<person1>><<person>>. "Proof enough?" <<He>> doesn't respond. <span class="pink"><<He>> and the <<person2>><<person>> lay on their backs, their arms tucked in and their tongues sticking out of their mouths like dogs.</span> Gwylan giggles. "Oops." <br><br> <<person3>><<He>> looks down to you. "What do you think, <<pcpetname "Gwylan">>? What should we do with them?" You look around. All the staff are similarly entranced. <br><br> <<link [[Leave them|Pound Abduction Gwylan Rescue 5]]>><<set $phase2 to 1>><</link>> <br> <<link [[Make them run outside naked|Pound Abduction Gwylan Rescue 5]]>><<set $phase2 to 2>><</link>> <br> <<if $settings.monsterChance gte 100 or $settings.bestialityEnabled>> <<link [[Leash them and open all the cages|Pound Abduction Gwylan Rescue 5]]>><<set $phase2 to 3>><</link>> <br> <</if>><<upperwear 148 "olive">><<effects>> <<if $phase2 is 1>> <<if $avery_fate is "saved">> Gwylan's head tilts. "You really do have a heart of gold, you know? I should have expected as much after you saved Avery of all people." <<else>> Gwylan's head tilts. "You're too kind to these people. But, I'll do as you wish," <<he>> says with a mock sigh. <</if>> <<He>> pets your head. <<elseif $phase2 is 2>> <<He>> smiles, and kneels down to whisper in the <<person1>><<persons>> ear. "Run wild and free. <<if Time.dayState is "night">> Feel the moon on your skin, <<else>> Feel the sun on your skin, <</if>> whispered name on the wind, let the light settle in." <<person3>><<He>> thinks for a moment. "Stay out of the road, though." <br><br> The <<person1>><<person>> rolls to get on all fours, and bounds outside. The other workers all follow <<him>> eagerly. Some bark and howl, tumbling over themselves as they strip off their own clothing. Gwylan pets your head. "Creative, and appropriate." <<else>> <<He>> smiles, and grabs the two discarded leashes. <<He>> secures each to the <<person1>><<person>> and <<person2>><<person>>, and then to the cage. Finally, <<person3>><<he>> pets your head. "A punishment worthy of them." <</if>> <br><br> <<person3>><<set _magicLeash to true>> Gwylan digs through a satchel on <<his>> side, and pulls out a folded oversized button-down. "Up!" You raise your arms, and <<he>> slips it over your head. <<He>> buttons it up for you, and gives you a peck on the lips as <<he>> secures the final one. <br><br> <<He>> raises <<his>> hand, and your leash appears in it. "Let's go home, dear." The two of you walk down the corridor. <<if $phase2 is 1>> Gwylan flicks open the lock on each cage as you pass. Many of the <<pound_text>> follow you out, but some curiously sniff the half-unconscious staff members. <<if $settings.monsterChance gte 100 or $settings.bestialityEnabled>><span class="lewd">Some begin to mount them.</span><</if>> <<elseif $phase2 is 2>> Gwylan flicks open the lock on each cage as you pass. The <<pound_text>> follow you out, some running ahead to join the naked staff members in their streak across the town. <<else>> You flick open the locks on each cage as you pass. The <<pound_text>> ravenously encroach on the unconscious staff members. Gwylan snaps <<his>> fingers, and they begin to return to lucidity just in time. You leave screams and howls in your wake. <<gstress>><<ggarousal>><<lltrauma>><<stress 6>><<arousal 1000>><<trauma -12>> <</if>> <br><br> You emerge onto Starfish Street. <<if ["lightPrecipitation", "heavyPrecipitation", "thunderStorm"].includes(Weather.name)>> Gwylan unfurls <<his>> umbrella and pulls you close, <<else>> Gwylan takes your arm and pulls you close, <</if>> sheltering you from the town itself. All eyes move around you, as if neither of you were there. <<if $phase2 is 2>> Many are distracted by the naked people running on all fours in various parts of town. <</if>> <br><br> You walk leisurely through the park, past Nightingale Street, and into the forest. <<if $gwylan.taken>> A much kinder home breaks through the treeline. <<hypnosisText "A home you know you shouldn't have run from.">> <</if>> <br><br> <<link [[Next|Pound Abduction Gwylan End]]>><<pass 25>><</link>> <br><<effects>> You step through the front door. <<if ["lightPrecipitation", "heavyPrecipitation", "thunderStorm"].includes(Weather.name)>> <<He>> taps <<his>> umbrella off on <<his>> boots. <</if>> <<He>> turns to you with a loving smile. <br><br> "We're home," <<he>> says, before pulling you into a kiss. <<gwylanKiss>> <br><br> /* Todo: Gwylan - soft bad end */ <<link [[Where the heart lies|Forest Shop Entrance]]>><<endevent>><</link>> <br><<set $outside to 0>><<location "pound">><<effects>> <<if $pound is undefined>> <<pound_init>> <</if>> You are in the dog pound on Starfish Street. Stray <<pound_text>> fill the cages. <<if $stress gte $stressmax>> <br><br> <<passoutshop>> <<elseif Time.hour is $closinghour>> It's closing time. The staff are preparing to leave.<<if $exposed gte 1>> Panic swells within you as you realise how exposed you'll be should you be found in this state of dress.<</if>> <br><br> <<starfishicon>><<link [[Leave|Starfish Street]]>><<endevent>><</link>> <br> <<ind>><<link [[Hide (1:00)|Pound]]>><<pass 60>><</link>> <br> <<else>> <<if $arousal gte $arousalmax>> <<orgasmLocation "pound">> <</if>> <<if $openinghours is 0>> You are alone in the darkness. <br><br> <<elseif $exposed gte 1>> <<if $uncomfortable.nude is false>> You are hiding in a cupboard. You wouldn't mind others seeing you exposed, but this time you stay put. <<else>> You are hiding in a cupboard to protect your dignity. <</if>> <br><br> <</if>> <<stray_happiness_text>> <<beastNEWinit 1 dog>> A <<beasttype>> watches you through the bars. <<if $openinghours is 0 and Time.hour isnot $closinghour>> <br> <<if hasSexStat("deviancy", 2) and $pound.sneak is 0 and ($settings.bestialityEnabled or $monster is 1)>> <<prisonicon "cell">><<link [[Tease (0:05)|Pound Tease]]>><<pass 5>><<set $pound.sneak to 1>><<arousal 600>><</link>><<deviant2>><<garousal>> <br> <</if>> <<if $pound.progress is 4>> <<wolfcaveicon "black dog">><<link [[Free the black dog|Pound Free]]>><<set $pound.progress to 5>><</link>><<dangerousText>> <br> <</if>> <</if>> <br> <<if $openinghours is 1 and $exposed lt 1>> <br> Staff go about their business. <<if Time.hour gte 18>> Some stand around chatting in the rear courtyard, as if they have nothing better to do. <<elseif Time.hour gte 14>> A well-dressed couple examine a line-up of <<pound_text>> in the rear courtyard, considering adoption. <<elseif Time.hour gte 10>> Some <<pound_text>> have been let loose in the rear courtyard. <<else>> <</if>> <br> <<if $pound.progress is 0>> <<socialiseicon "ask">><<link [[Ask for work|Pound Ask]]>><<set $pound.progress to 1>><<endevent>><</link>> <<elseif pcAreArmsBound("both")>> <span class="red">Both of your arms are bound</span>, so you are unable to work here. <<else>> <<petshopicon "dog food">><<link [[Work (1:00)|Pound Work]]>><<endevent>><</link>> <</if>> <br><br> <<if $pound.progress lte 3>> A low growl can be heard within the shadowed cage. <br> <<if $pound.progress gte 2 and $pound.status gte 100>> <<wolfcaveicon "black dog">><<link [[Approach the brute|Pound Work Brute]]>><<endevent>><</link>><<tendingdifficulty 1 1000>> <<else>> <span class="blue">You wouldn't get close.</span> <</if>> <br><br> <</if>> <</if>> <<starfishicon>><<link [[Leave|Starfish Street]]>><<endevent>><</link>> <br><br> <</if>><<effects>> <<endevent>> <<loadNPC 0 "black_dog">> The key is in its usual place. There's nothing stopping you from unlocking the cage, and holding it wide open for the <<beasttype>> within. <<bHis>> yellow eyes appear in the dark. <<bHe 0>> regards you a moment, before stepping into the light. <br><br> <<bHe>> hesitates, as if expecting a trick, then walks the rest of the way. <br><br> <<link [[Reassure|Pound Free Reassure]]>><</link>> <br> <<link [[Lead outside|Pound Free Lead]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "I-I'm here to rescue you," you say. "Don't be frightened." <<elseif $speech_attitude is "bratty">> "I'm getting you out of here," you say. "Don't look so upset." <<else>> "I'm freeing you," you say. "Come on, we have to hurry." <</if>> <br><br> <<if $monster is 1>> "I follow," <<bhe>> says. "Then I run for forest. Never return here." <<else>> <<bHe>> stretches <<bhis>> body, as if anticipating a journey. <</if>> There's a new energy about <<bhim>>. <br><br> <<link [[Next|Pound Free Lead]]>><</link>> <br><<effects>> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person2>> You walk for the exit, the <<beasttype 0>> by your side. <span class="red">Red lights flicker into life, and an alarm blares out.</span> At the end of the room, opposite the exit, the metal door shudders open. A <<person>> rushes through, a phone in <<his>> hand and a fresh coffee stain on <<his>> shirt. <br><br> "Police? We have a break in. Yes, I see them. Right." <<He>> lets the phone fall to the ground. "Stop right there!" <<he>> says. "The police will be here any minute. Best make this—" <br><br> <<He>> cuts off when the <<beasttype 0>> turns and fixes <<him>> with a gaze. <<He>> almost trips over <<himself>> in <<his>> haste to escape. The metal door shuts behind <<him>>. <br><br> <<link [[Next|Pound Free 2]]>><</link>> <br><<effects>> The other <<pound_text>> watch as you pass, awoken by the alarm. The front door has been remotely locked, and you lose precious moments searching for the right key. <br><br> You emerge in the courtyard outside, and rush for the dark road beyond the gate. <span class="red">Blinding lights shine from ahead, and either side.</span> "This is the police," booms a voice. "We have you surrounded." <br><br> The <<beasttype 0>> growls. <br><br> <<link [[Cause a distraction so the black dog can escape|Pound Free Distract]]>><</link>> <br> <<link [[Run|Pound Free Run]]>><</link>> <br><<effects>> "Run," you whisper, patting the <<beasttype 0>>'s fur. "I'll be safe." You can't be sure <<bhe 0>> understood, but there's no time to be sure. <br><br> You release a bellowing roar, and charge the lights. <br><br> <<link [[Next|Pound Free 3]]>><</link>> <br><<effects>> You pull on the <<beasttype 0>>'s collar and run for a gap in the lights. <br><br> <<link [[Next|Pound Free 3]]>><</link>> <br><<effects>> <<bind>> There's no chance of victory. You can't even see the blow that sends you to the ground, a weight keeps you there. "Got <<phim>>," says a <<person3>><<personsimple>>'s voice. "Where'd the mutt go?" <br> There's a pause. "Where'd it go?" <br> "Sorry sarge. <span class="green">It's gone.</span>" <br> "Fuck. Get this <<bitch>> inside." <br><br> <<link [[Next|Pound Free 4]]>><</link>> <br><<effects>> <<earnFeat "Pound Liberator">> The officers handcuff you, and drag you into the pound to await the other staff. The <<person2>><<person>> is first, emerging from behind the metal door with a sheepish look on <<his>> face. <<He>> doesn't mention how thoroughly the <<beasttype 0>> scared <<him>>. <br><br> The staff soon arrive, irritated at their nights being disturbed. That's nothing compared to their anger at hearing what you've done. One <<person5>><<person>> marches to the <<beasttype 0>>'s cage. "No no no," <<he>> says. "We are so fucked." <<He>> looks at you. "You little shit." <br><br> They demand that the police hit you with the fullest extent of the law. The whole book. Until they notice one of their number, a <<person6>><<person>>, grinning at you in silence. <br><br> "Calm down everyone," <<he>> says. "We have a replacement." The others follow <<his>> gaze, and their anger fades. "Thank you officers. We won't press charges." <br><br> <<link [[Next|Pound Free 5]]>><</link>> <br><<effects>> <<endevent>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>> The door slam shuts behind the police, and the pound staff get to work. A <<person>> retrieves a muzzle from the store room, another a collar and leash. "Get <<person2>><<pher>> clothes off," says a <<person>>. <span class="red">"Dogs don't wear clothes."</span> <br><br> They surround you. You'd need to fight your way out. There are a lot of them, your hands are tied, and failure would leave you vulnerable. <br><br> <<link [[Fight|Pound Free Fight]]>><<set $fightstart to 1>><<def 1>><</link>> <br> <<link [[Submit|Pound Free Submit]]>><<sub 1>><<endevent>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Pound Free Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Free Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> You duck and weave through the groggy staff, and escape into the yard outside. The police left the gate ahead open. <br><br> <<tearful>> you escape into the night. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Starfish Street]]>><</link>> <br> <<elseif $enemyhealth lte 0>> Stunned by your aggression, the staff fall back. You seize the opportunity and escape into the yard outside. The police left the gate ahead open. <br><br> <<tearful>> you escape into the night. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Starfish Street]]>><</link>> <br> <<else>> <<tearful>> you fall to the ground. You're too hurt to continue fighting. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound Free Submit]]>><</link>> <br> <</if>><<effects>> <<unbind>> <<clothesruined>> <<pound_muzzle>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> Hands reach from all around, and rip the clothes from your body. They push you onto your stomach. Someone pushes a boot between your shoulders as they reach down to affix a muzzle around your mouth. Another struggles with your collar, trying to replace it with a leashed one. They remove the handcuffs, at least. <br><br> <<generate1>><<generate2>><<person2>> "Get <<phim>> up and get that collar on already," a <<person>> says. A <<person1>><<person>> continues to pull at the familiar collar, until <<his>> hands brush against the heart. <<He>> recoils. "Fucking thing shocked me!" <br><br> The <<person2>><<person>> kneels down in front of you. "A built-in shock function could be useful, but it's too identifying." <<He>> looks closer, holding your head still by your muzzle. "Just tie a cord around it for now." The <<person1>><<person>> pushes your head to the side, and starts to tie a leash to your collar. As soon as <<he>> removes <<his>> hands, <span class="green">the leash falls away as if it was never tied.</span> <<He>> ties it again, <span class="green">only for it to fall away once more</span>. <br><br> The <<person2>><<person>> groans. "Right, you only know one kind of <i>knot</i>, you useless shit. Drag <<phim>> inside, we'll just cut it off. It's only fabric." The crowd holds you tightly, restraining your arms behind you. "Don't get used to walking, <<bitch>>. You'll be crawling as soon as we get a leash on you. Move." <br><br> You're helpless to resist as they push you down the corridor. The <<person1>><<person>> steers you, making sure your exposure is on display for everyone. The staff watch, ogling your body and enjoying your humiliation. They're not the only ones. The <<pound_text>> are well-awake, and observe from their cages.<<lllpound_status>><<pound_status -10>> <br><br> <<link [[Next|Pound Abduction Gwylan Rescue]]>><<set $phase to "free">><</link>> <br> <<else>> <<leash 26>> <<set $worn.neck.cursed to 1>> <<badEndTracking "Pound" { reason: "poundSubmitted" }>> Hands reach from all around, and rip the clothes from your body. They push you onto your stomach. Someone pushes a boot between your shoulders as they reach down to affix a muzzle around your mouth, and a collar and leash around your neck. They remove the handcuffs, at least. <br><br> <<generate1>><<person1>> "Get <<phim>> up," says a <<person>>. Someone yanks your leash, pulling you to your knees. The <<person>> leans close. "Best be a good <<girl>>," <<he>> whispers, taking hold of your leash. "And do as you're told." <<He>> pulls away. "Walk." <br><br> <<link [[Crawl|Pound Free Crawl]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>> <br> <<link [[Stand|Pound Free Stand]]>><<pain 4>><<stress 6>><</link>><<gpain>><<gstress>> <br> <<link [[Refuse|Pound Free Refuse]]>><<pain 8>><</link>><<ggpain>> <br> <</if>><<effects>> You crawl around the room on all fours, the <<person>> following behind with the leash in <<his>> hand. The staff watch, ogling your body and enjoying your humiliation. They're not the only ones. The <<pound_text>> are well-awake, and observe from their cages.<<lllpound_status>><<pound_status -10>> <br><br> <<link [[Next|Pound Free 6]]>><</link>> <br><<effects>> You rise to your feet. Or try to. The <<person>> kicks you down. "Dogs don't walk like that," <<he>> says. "Now stay down, or we'll make you." <br><br> You crawl around the room on all fours, the <<person>> following behind with the leash in <<his>> hand. The staff watch, ogling your body and enjoying your humiliation. They're not the only ones. The <<pound_text>> are well-awake, and observe from their cages.<<lllpound_status>><<pound_status -10>> <br><br> <<link [[Next|Pound Free 6]]>><</link>> <br><<effects>> You refuse to budge, but the <<person>> gives your <<bottom>> a solid kick, jolting you forward. <<He>> delivers another, and another. The staff watch, ogling your body and enjoying your humiliation. They're not the only ones. The <<pound_text>> are well-awake, and observe from their cages.<<lllpound_status>><<pound_status -10>> <br><br> <<link [[Next|Pound Free 6]]>><</link>> <br><<effects>> <<He>> steers you down the row of cages, giving the occupants a closer look.<<lllpound_status>><<pound_status -10>> <br><br> <<endevent>><<generate1>><<person1>> "I can't stand it," a <<person>> says, stepping closer. "I need to fuck <<phim>>." <br><br> The others laugh. "You want to fuck a dog? Be my guest." <br><br> The <<person>> receives the leash. <<He>> holds it taut as <<he>> kneels next to you, and pulls your <<bottom>> closer. <br><br> <<link [[Next|Pound Free Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> The <<pound_text>> watch as well.<<lpound_status>><<pound_status -1>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Free Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Free Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> staggers away from you, satisfied.<<llpound_status>><<pound_status -5>> <<else>> The <<person>> backs away from you. The other staff laugh. "I-it's not tame yet." <</if>> <br><br> <<tearful>> you prepare for more abuse. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound Free 7]]>><</link>> <br><<effects>> <<generate1>><<person1>> A <<person>> takes your leash and leans in. "They used to respect you," <<he>> says, regarding the <<pound_text>> in their cages. "But now they see you're just a <<bitch>> like them." <<if $worn.handheld.name isnot "naked">>One of them takes your $worn.handheld.name. "And dumb little doggies don't get to walk around carrying things." <<He>> tucks your $worn.handheld.name under <<his>> arm. You doubt you'll get it back. <<handheldruined>><</if>> <br><br> <<endevent>> <<beastNEWinit 6 dog>> <<if $settings.bestialityEnabled or $monster is 1>> "Open the cages!" <br><br> <<bind>> The staff tie the leash around your arms and the bars of a cage, holding you in place. Someone smacks your <<bottom>>. "Come on you mutts. I know you can't resist." <br><br> <span class="teal">The <<beastsplural>> look unsure,</span> but that doesn't stop one approaching. <br><br> <<link [[Next|Pound Free Beast]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<endevent>> <<generate1>><<person1>> The staff continue to abuse you. They make you play fetch, eat from dog bowls, and other degradations. At last, they detach the leash and shove you into one of the cages, locking it behind you. "Sleep well." They laugh as they walk away. <<lllpound_status>><<pound_status -30>><<gggtrauma>><<gggstress>><<trauma 18>><<stress 18>><<detach_leash>> <br><br> <<badEndTracking "Pound" { reason: "poundCaught" }>> <<link [[Next|Pound Cage]]>><<endevent>><</link>> <br> <</if>> <br><br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Free Beast End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Free Beast]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Free Beast]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Free Beast End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn.<<llpound_status>><<pound_status -5>> <br><br> <<combatTrainAdvance>> <<switch $enemyejaculated>> <<case 6>> A <<beasttype>> approaches,<span class="red"> and looks at you like you're a piece of meat.</span> <<case 5>> A <<beasttype>> approaches,<span class="pink"> and looks at you like you're a runt in need of punishment.</span> <<case 4>> A <<beasttype>> approaches,<span class="purple"> and looks at you like you're a <<bitch>> in heat.</span> <<case 3>> A <<beasttype>> approaches,<span class="blue"> looking eager to ravage you.</span> <<case 2>> A <<beasttype>> approaches,<span class="lblue"> looking eager to fuck you.</span> <<case 1>> A <<beasttype>> approaches,<span class="teal"> looking eager to take advantage of you.</span> <<default>> A <<beasttype>> approaches,<span class="green"> but looks unsure.</span> <</switch>> <br><br> <<link [[Next|Pound Free Beast]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you.<<llpound_status>><<pound_status -5>> <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Free Beast End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<unbind>> <<endcombat>> <<generate1>><<person1>> <<tearful>> you prepare for more abuse. "That's enough for now," says a <<person>>. "Get the mutts back in their cages." <br><br> <<clotheson>> The staff continue to abuse you. They make you play fetch, eat from dog bowls, and other degradations. At last, they detach the leash and shove you into one of the cages, locking it behind you. "Sleep well", the <<person>> says. "Your training begins tomorrow." The staff laugh as they walk away.<<detach_leash>> <<pass 60>> <br><br> <<badEndTracking "Pound" { reason: "poundCaught" }>> <<link [[Next|Pound Cage]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $pound.progress is 1>> <<set $pound.progress to 2>> <<beastNEWinit 1 dog>> <<saveNPC 0 "black_dog">> <<generate2>><<person2>><<generate3>> It's not a small facility, and there are more staff than you'd expect. A nervous <<person>> approaches a shadowed cage, carrying a collar. The cages around it are empty. <<He>> freezes at the sound of a low growl. <br><br> "The <span class="purple">brute</span> savaged <<bhis 0>> master," says a <<person3>><<person>>, stopping beside you and folding <<his>> arms. "Now the master wants revenge. Needs us to knock some obedience into the mutt first though. No one can even get a collar on." <br><br> The <<person2>><<person>> escapes the cage and slams the door behind <<him>>. <<He>> carries half the collar. The rest has been torn off. "I ain't going near it," the <<person3>><<person>> laughs. <br><br> <<link [[Next|Pound]]>><<endevent>><</link>> <br> <<elseif $pound.progress is 2 and $pound.status gte 10>> <<set $pound.progress to 3>> <<beastNEWinit 1 dog>> <<generate2>><<person2>> You hear a whimper. A <<person>> stands over a <<beasttype 0>> in one of the cages, whacking <<bhim 0>> with a belt. The <<beasttype 0>> doesn't try to defend <<bhimself 0>>. <br><br> <<link [[Intervene|Pound Work Intervene]]>><<pound_status 3>><<stress 6>><</link>><<gstress>><<ggpound_status>><<gstray_happiness>> <br> <<link [[Ignore|Pound Work Intervene Ignore]]>><</link>> <br> <<else>> <<if $slimePoundIgnored>> You ignore the ear slime's command and choose how you want to work. <<unset $slimePoundIgnored>> <br><br> <<stray_happiness_text>> <<elseif $slimePoundDefy>> <<if $earSlime.corruption gte (currentSkillValue('willpower') / 10)>> <<set $earSlime.defyCooldown += 2>> The slime tries to assert control. <span class="red">It overpowers your will,</span> forcing you to do what it wants. <<ggwillpower>><<willpower 1>> <br><br> <<earSlimePoundLinks>> <<else>> You try to ignore the command from the slime and continue on. You feel it try, <span class="green">but fail,</span> to force you to work in a specific way. <br><br> <<stray_happiness_text>> <<unset $slimePoundDefy>> <<unset $slimePoundTask>> <</if>> <<else>> <<generate1>><<person1>> Other staff go about their business. A <<person>> enters a metal door on the other side of the building, locking it behind <<him>>. <<endevent>> <br><br> <<stray_happiness_text>> <</if>> <<if $slimePoundDefy>> <<unset $slimePoundDefy>> <<elseif !$daily.earSlimePoundTask and numberOfEarSlime() and earSlimeMakingMundaneRequests() and random(0,100) gte 75>> <br><br> <<set $daily.earSlimePoundTask to true>> <<set _slimePoundTask to ["Sweep"]>> <<if $pound.status gte 10>><<run _slimePoundTask.push("Feed")>><</if>> <<if $pound.status gte 20>><<run _slimePoundTask.push("Brush")>><</if>> <<if $pound.status gte 40>><<run _slimePoundTask.push("Wash")>><</if>> <<if $pound.status gte 60>><<run _slimePoundTask.push("Walk")>><</if>> <<set $slimePoundTask to _slimePoundTask.random()>> <span @class="$earSlime.startedThreats ? 'lewd' : 'lblue'">You feel the slime in your head command you to <<print $slimePoundTask.toLowerCase()>> <<if $slimePoundTask is "Sweep">> the floor. <<else>> the dogs. <</if>> </span> It promises rewards if you comply<<if $earSlime.startedThreats>> and threatens consequences if you do not<</if>>. <br><br> <<earSlimePoundLinks "Obey">> <br> <<if $earSlime.startedThreats>> <<link [[Defy|Pound Work]]>><<set $slimePoundDefy to true>><<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<def 1>><</link>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> <<else>> <<link [[Ignore|Pound Work]]>><<unset $slimePoundTask>><<set $slimePoundIgnored to true>><</link>> <</if>> <<else>> <br><br> <<choreicon "sweep">><<link [[Sweep (£5)|Pound Work Sweep]]>><<if !$pound.tasks.includes("sweep")>><<stray_happiness 1>><<set $pound.tasks.push("sweep")>><</if>><<set $pound.money to 5>><</link>><<if !$pound.tasks.includes("sweep")>><<gstray_happiness>><</if>> <br> <<if $pound.status gte 10>> <<petshopicon "dog food">><<link [[Feed (£8)|Pound Work Feed]]>><<if !$pound.tasks.includes("feed")>><<stray_happiness 1>><<set $pound.tasks.push("feed")>><</if>><<set $pound.money to 8>><</link>><<if !$pound.tasks.includes("feed")>><<gstray_happiness>><</if>> <<else>> <<petshopicon "dog food">><span class="blue">The <<pound_text>> don't respect you enough to let you near them, even with food.</span> <</if>> <br> <<if $pound.status gte 20>> <<petshopicon "brush">><<link [[Brush (£10)|Pound Work Brush]]>><<if !$pound.tasks.includes("brush")>><<stray_happiness 2>><<set $pound.tasks.push("brush")>><</if>><<set $pound.money to 10>><</link>><<if !$pound.tasks.includes("brush")>><<ggstray_happiness>><</if>> <<else>> <<petshopicon "brush">><span class="blue">The <<pound_text>> don't respect you enough to let you near them with a brush.</span> <</if>> <br> <<if $pound.status gte 40>> <<choreicon "wash">><<link [[Wash (£12)|Pound Work Wash]]>><<if !$pound.tasks.includes("wash")>><<stray_happiness 2>><<set $pound.tasks.push("wash")>><</if>><<set $pound.money to 12>><</link>><<if !$pound.tasks.includes("wash")>><<ggstray_happiness>><</if>> <<else>> <<choreicon "wash">><span class="blue">The <<pound_text>> don't respect you enough to let you near them with a bucket of water.</span> <</if>> <br> <<if $pound.status gte 60>> <<petshopicon "dog leash">><<link [[Walk (£15)|Pound Work Walk]]>><<if !$pound.tasks.includes("walk")>><<stray_happiness 3>><<set $pound.tasks.push("walk")>><</if>><<set $pound.money to 15>><</link>><<if !$pound.tasks.includes("walk")>><<gggstray_happiness>><</if>> <<else>> <<petshopicon "dog leash">><span class="blue">The <<pound_text>> don't respect you enough to let you near them with a leash.</span> <</if>> <</if>> <br> <<if !$slimePoundTask>> <<getouticon>><<link [[Leave|Pound]]>><</link>> <</if>> <br> <</if>><<effects>> You rattle the cage door. <<if $speech_attitude is "meek">> "Stop it," you say. "Y-you're hurting <<bhim 0>>." <<elseif $speech_attitude is "bratty">> "Put the belt down," you say. "You psychopath." <<else>> "Stop it," you say. "This is cruel." <</if>> <br><br> The <<person>> looks at you before giving the <<beasttype 0>> a final whack. "Alright," <<he>> says, panting from the exertion. <<He>> leaves the cage, but stops beside you. "<span class="pink">Best watch out, <<lass>>.</span> Don't think we won't make a <<bitch>> of you if you give us a reason." <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <br> <</if>><<effects>> You keep walking, and try your best to ignore the whimpering. <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>> You take a broom and sweep fur from the cages. Once in a neat pile, you sweep it into a dustpan. <br><br> <<beastNEWinit 1 dog>> <<if random(1, 2) is 2>> The broom snags as a <<beasttype>> grabs it between <<bhis>> teeth. <br><br> <<link [[Scold|Pound Work Sweep Scold]]>><</link>><<tendingdifficulty 1 200>> <br> <<link [[Wrestle|Pound Work Sweep Wrestle]]>><</link>><<physiquedifficulty 1 6000>> <br> <<else>> <<endevent>><<generate1>><<person1>> A <<person>> grasps the handle as you pass by, stopping you. <<He>> moves in, resting a hand on your <<bottom>>.<<gstress>><<stress 6>> <br><br> "Let me show you how to sweep properly," <<he>> says, stepping closer still. <<if $NPCList[0].penissize gte 3>> You feel <<his>> <<print $NPCList[0].penisdesc>> press against you. <</if>> <br><br> <<if $anxiety gte 2>> <span class="red">Panic strikes,</span> and you lash out at the <<person>>. You hear a cry of pain and see a flash of crimson as <<he>> releases <<his>> grip. You flee to a solitary spot in the yard. You wait until your breathing calms. You don't think you hurt <<him>> too badly.<<severe_anxiety_disorder_text>><<crime "assault">><<crimeUp 10 "assault">> <br><br> <<poundEndEvent true>> <<elseif $anxiety gte 1>> <span class="red">Panic strikes,</span> and you freeze in fear. The <<person>> takes it for assent.<<anxiety_disorder_text>><<trauma 6>><<gtrauma>> <br><br> <<link [[Next|Pound Work Sweep Go]]>><</link>><<if $tending lt 200>><<gtending>><</if>> <br> <<else>> <<link [[Go along with it|Pound Work Sweep Go]]>><<trauma 6>><</link>><<if $tending lt 200>><<gtending>><</if>> <br> <<link [[Shove|Pound Work Sweep Shove]]>><<pound_status 1>><<stress 6>><</link>><<gstress>><<gpound_status>> <br> <</if>> <</if>> <<wearProp "broom">><<effects>> The <<person>> presses <<his>> body awfully close as <<he>> holds your arms and demonstrates <<his>> sweeping technique. <<He>> also talks about the <<pound_text>>, and how to put them at ease. <<if $tending lt 200>> You learn a thing or two, despite <<his>> creepiness. "No need to thank me," <<he>> says, giving your <<bottom>> a parting smack.<<tending 2>> <<else>> <<Hes>> very sure of <<himself>>, but doesn't teach anything you don't already know. "No need to thank me," <<he>> says, giving your <<bottom>> a parting smack. <</if>> <br><br> <<poundEndEvent>><<effects>> You shove the <<person>> away from you. <<He>> glares at you, then glances at the supervisor, before deciding not to press things. <br><br> The <<pound_text>> watch with blank expressions. <br><br> <<poundEndEvent>><<effects>> <<if $tendingSuccess>> "Let go," you say, <span class="green">your voice firm and sure</span>. The <<beasttype>> relents, and chews on a bar instead.<<gpound_status>><<pound_status 1>> <<else>> "L-let go," you say, <span class="red">but it's hard to keep your voice steady while the <<beasttype>> jerks the broom around.</span> <<bHe>> only gives up <<bhis>> grip when satisfied, leaving teeth marks on the wood.<<lpound_status>><<pound_status -1>><<if $tending lt 200>><<tending 1>><<gtending>><</if>> <</if>> <br><br> <<poundEndEvent>><<effects>> <<if $physiqueSuccess>> You push a foot against the bars for purchase, and twist the shaft <span class="green">as you pull the handle from the <<beasttype>>'s mouth.</span> <<bHe>> lies down, dejected.<<gpound_status>><<pound_status 1>> <<else>> You push a foot against the bar for purchase, <span class="red">but the <<beasttype>> pulls you off balance,</span> smacking your shoulder against the metal. <<bHe>> only gives up <<bhis>> grip when satisfied, leaving teeth marks on the wood.<<gpain>><<pain 4>> <</if>> <br><br> <<poundEndEvent>><<effects>><<wearProp "dog bowl" 0 "full">> <<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>> You refill the bowls in the rear courtyard, before a horde of eager <<pound_text>> are released from their cages. <br><br> <<if random(1, 2) is 2>> They swarm towards the bowls, ignoring you and the other staff. <<beastNEWinit 2 dog>> An emaciated <<beasttype 0>> tries to push <<bhis 0>> way through, but is too weak. Another <<beasttype 1>> jostles <<bhim 0>> aside. <<bHe 0>> lies down, defeated. <br><br> <<link [[Make the others play fair|Pound Work Feed Soothe]]>><<handheldon>><</link>><<tendingdifficulty 1 400>> <br> <<link [[Comfort|Pound Work Feed Comfort]]>><<stress 6>><<trauma -6>><<handheldon>><</link>><<gstress>><<ltrauma>> <br> <<link [[Do nothing|Pound Work Feed Nothing]]>><<handheldon>><</link>> <br> <<else>> They devour the food in moments, and seem to be grateful to you personally for the feast.<<gpound_status>><<pound_status 1>> <br><br> <<poundEndEvent>> <</if>><<effects>> <<if $tendingSuccess>> You crouch beside the <<beasttype 1>>, and stroke <<bhis 1>> ear. "Will you let your friend have some?" you ask. "For me?" <br><br> <<if $monster is 1>> <span class="green">The <<beasttype 1>> is enthralled by your touch,</span> and clears a space for the <<beasttype 0>>. <<bHe 1>> goes as far as to guard <<bhim 0>> from other <<pound_text>>, allowing the <<beasttype 0>> to eat <<bhis 0>> fill. <<bHe 0>> smiles at you with gratitude. <<else>> <span class="green">The <<beasttype 1>> is soothed by your touch,</span> and allows the <<beasttype 0>> to feed beside <<bhim 1>>. <<bHe 0>> eats <<bhis 0>> fill, and collapses in satisfaction. <</if>> <<gpound_status>><<pound_status 1>> <<else>> You crouch beside the <<beasttype 1>>, <span class="red">but <<bhe 1>> wards you away with a warning snap.</span> The other staff laugh.<<lpound_status>><<pound_status -1>><<if $tending lt 400>><<tending 1>><<gtending>><</if>> <</if>> <br><br> <<poundEndEvent>><<effects>> You crouch beside the <<beasttype 0>>, and stroke <<bhis 0>> fur. <<bHe 0>> exhales, but doesn't move until the other <<pound_text>> are done. <<bHe 0>> licks the bowls clean. <br><br> <<poundEndEvent>><<effects>> You watch the feeding frenzy with the other staff. The <<beasttype 0>> licks the bowls clean. <br><br> <<poundEndEvent>><<effects>> <<beastNEWinit 1 dog>><<wearProp "brush">> <<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>> Brush in hand, you enter one of the cages. <br><br> <<cleareventpool>> <<if $settings.bestialityEnabled or $monster is 1>> <<addinlineevent "pound_brush_1">> The <<beasttype>> inside is friendly. Perhaps too friendly. <<if $monster is 1>> <<bHe>> wraps <<bhis>> arms around your waist, and humps your thigh. <<else>> <<bHe>> rears on <<bhis>> hind legs, and humps your thigh. <</if>> <br><br> <<link [[Tell off|Pound Work Brush Tell]]>><</link>><<tendingdifficulty 1 600>> <br> <<if hasSexStat("deviancy", 2)>> <<link [[Allow|Pound Work Brush Allow]]>><</link>><<deviant2>> <br> <</if>> <</addinlineevent>> <</if>> <<addinlineevent "pound_brush_2">> The <<beasttype>> inside greets you with a low growl.<<gstress>><<stress 6>> <br><br> <<link [[Soothe|Pound Work Brush Soothe]]>><</link>><<tendingdifficulty 1 600>> <br> <<link [[Find a gentler creature to brush|Pound Work Brush Find]]>><<endevent>><</link>> <br> <<if $settings.bestialityEnabled or $monster is 1>> <<link [[Act like a dog to put it at ease|Pound Work Brush Act]]>><</link>><<deviant1>> <br> <</if>> <</addinlineevent>> <<addinlineevent "pound_brush_3">> The <<beasttype>> looks at the brush, then at you. <<if $monster is 1>> "Person came before to brush. Clean now." The <<beasttype>> looks at your hair. "Look messy. I brush instead?" <<bHe>> points at the brush. <<else>> <<bHe>> tilts <<bhis>> head as if confused. You try to brush the <<beasttype>>, but <<bhe>> resists and tries to lick your hair. <</if>> <br><br> <<link [[Insist on brushing|Pound Work Brush Clean End]]>><<set $phase to 0>><</link>> <br> <<link [[Let it clean you instead|Pound Work Brush Clean]]>><</link>> <br> <</addinlineevent>> <<runeventpool>><<effects>> <<if $tendingSuccess>> "Clear off," you say. "Shoo!" <br><br> <<if $monster is 1>> "Yes!" the <<beasttype>> responds, leaving your leg alone. "Brush me now?" <<else>> The <<beasttype>> responds to your tone, and leaves your leg alone. <</if>> <<gpound_status>><<pound_status 1>> <br><br> <<bHe>> lies down, and you brush <<bhim>>. <<bHis>> leg is kicking the air by the end. <br><br> <<poundEndEvent>> <<else>> "St-stop," you manage. It's hard to maintain your composure, <span class="red">and the <<beasttype>> ignores you.</span> <br><br> You try to push <<bhim 0>> off. You're still struggling when the <<beasttype>> reaches orgasm, and a wet warmth coats your leg.<<garousal>><<arousal 600>> <br><br> <<if $NPCList[0].penis isnot "none">> <<bodyliquid "thigh" "semen">> <<else>> <<bodyliquid "thigh" "goo">> <</if>> <<if $arousal gte 10000>> It's too much. <<orgasm>> You fall to the ground. Either the <<beasttype>> isn't satisfied, or <<bhes>> driven into a new frenzy by this display. <<bHe>> mounts you before the spasms subside. <br><br> <<link [[Next|Pound Work Brush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <<else>> <<bHes>> calm while you brush <<bhim>>, at least. <br><br> <<poundEndEvent>> <</if>> <</if>><<effects>> You endure the <<beasttype>>'s humping, until <<bhe>> reaches orgasm. <<if $NPCList[0].penis isnot "none">> A warm fluid sprays from <<bhis>> genitals, coating your thigh. <<bodyliquid "thigh" "semen">> <<else>> Sticky fluid drips from <<bhis>> genitals, clinging to your thigh. <<bodyliquid "thigh" "goo">> <</if>> <<deviancy2>> <<if $arousal gte 10000>> It's too much. <<orgasm>> You fall to the ground. Either the <<beasttype>> isn't satisfied, or <<bhes>> driven into a new frenzy by this display. <<bHe>> mounts you before the spasms subside. <br><br> <<link [[Next|Pound Work Brush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <<else>> Satisfied, the <<beasttype>> rolls onto <<bhis>> back, and allows you to brush. <<bHis>> leg is kicking the air by the end. <br><br> <<poundEndEvent>> <</if>><<effects>> <<if $tendingSuccess>> With slow but confident movements, you crouch beside the <<beasttype>> and stroke behind <<bhis>> ear. "There there," you say. "I'm not going to hurt you. I promise." <br><br> The <<beasttype>> huffs, <span class="green">but lets you brush <<bhim>>.</span> <<bHes>> lying on <<bhis>> back with one leg kicking the air by end.<<gpound_status>><<lstress>><<pound_status 1>><<stress -6>> <<else>> You make soothing noises as you move closer, but hesitate every time the <<beasttype>> huffs. You get close enough to brush, <span class="red">but <<bhe>> snaps at your hand.</span> You find a gentler creature to brush instead.<<lpound_status>><<pound_status -1>><<if $tending lt 600>><<tending 1>><<gtending>><</if>> <</if>> <br><br> <<poundEndEvent>><<effects>> <<wearProp "brush">> <<beastNEWinit 1 dog>> You find a gentler creature to brush instead. Mostly because <<bhes>> asleep. <br><br> <<poundEndEvent>><<effects>> You glance around to ensure you're not being watched, then drop to all fours. "Ruff," you say, quiet. The <<beasttype>> cocks <<bhis>> head as <<bhe>> regards you. You crawl closer, and remain on the ground as you brush <<bhim>>. <<deviancy1>> <<if $arousal gte 10000>> Acting in such a way pushes you over the edge. <<orgasm>> Emboldened, the <<beasttype>> mounts you from behind while you're still shuddering. <br><br> <<link [[Next|Pound Work Brush Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <<else>> <<bHe>> lies on <<bhis>> back by the time you're done, one leg kicking the air. <br><br> <<poundEndEvent>> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<set $position to "doggy">> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Work Brush Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Work Brush Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<if _knotted>> <<pass 5>> The <<beasttype>> tries to wriggle <<bhis>> <<print $NPCList[0].penisdesc>> free, but to no avail. <<bHe>> instead returns to the corner of <<bhis>> cage, dragging you along on all fours behind <<bhim>>. <<bHe>> lies down to sleep, leaving you to lie on the ground.<<lllpound_status>><<pound_status -10>> <br><br> <<tearful>> you try to work yourself free. <br><br> It takes a while. So long, in fact, that you're still trying when you hear footsteps approach. <span class="red">Someone is coming.</span> <br><br> <<clotheson>> <<endcombat>> <<generate1>><<person1>><<generate2>><<generate3>><<generate4>> You grab hold of the bars of the cage for leverage, but it's no use. A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>> <br><br> <<link [[Next|Pound Assault Caught]]>><<set $phase to 1>><</link>> <br> <<else>> The <<beasttype>> returns to the corner of <<bhis>> cage, and lies down to sleep. <<tearful>> you close the door. <br><br> <<clotheson>> <<endcombat>> <<poundEndEvent>> <</if>> <<elseif $enemyhealth lte 0>> You shove the <<beasttype>> away from you. <<bHe>> whimpers, and hides in the corner. <br><br> <<tearful>> you leave the cage. <br><br> <<clotheson>> <<endcombat>> <<poundEndEvent>> <<else>> <<set $rescued += 1>> You hear footsteps approach. <span class="red">Someone is coming,</span> alerted by your cry. <br><br> <<clotheson>> <<endcombat>> <<generate1>><<person1>><<generate2>><<generate3>><<generate4>> A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>> <br><br> <<link [[Next|Pound Assault Caught]]>><<set $phase to 0>><</link>> <br> <</if>><<effects>> You walk down the space between cages, ignoring the watching <<pound_text>>. You arrive at two doors, a walk-in cupboard, and another leading deeper into the building. You see a stack of freshly-cleaned towels on a trolley through the second, but you also hear voices. <br><br> A <<generateSweaterWearer 1>><<person1>><<person>> leans on the wall outside the front corridor. Maybe it's safer to just ask for help. <br><br> <<link [[Search the cupboard|Pound Exposed Search]]>><<endevent>><</link>><<difficulty 50>> <br> <<set $skulduggerydifficulty to 700>> <<link [[Sneak to the trolley|Pound Exposed Sneak]]>><<endevent>><</link>><<skulduggerydifficulty>> <br> <<link [[Ask for help|Pound Exposed Help]]>><</link>> <br><<effects>> The cupboard door squeaks as it opens. <<if random(1, 2) is 2>> You feel around the dark interior, <span class="green">and find a stack of towels.</span> You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself before leaving the cupboard. <<dry_towel>> <<poundEndEvent true>> <<else>> You feel around the dark interior, <span class="red">knocking something hard off an unseen shelf.</span> It crashes against another object, causing a noisy cascade. <br><br> <<generate1>><<generate2>><<person1>> You escape the cupboard, only to run into the arms of a <<person>>. "What we got here then?" <br> "Running around dressed like that," says the <<person2>><<person>> flanking <<person1>><<him>>. <<He>> shakes <<his>> head. <br><br> <<link [[Next|Pound Exposed Caught]]>><</link>> <br> <</if>><<effects>> <<generate1>><<generate2>><<person1>> You drop to your knees and peek around the door. A <<person>> and <<person2>><<person>> stand with their backs to you, chatting. <br><br> It's only a short distance, but your heart thunders regardless. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You grab the towels, and crawl the way you came. You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself in a hurry. <<dry_towel>> <br><br> <<skulduggeryuse>> <<poundEndEvent true>> <<else>> You try to grab the towels, but your shaking hand collides with the trolley instead, knocking it further from reach. <br><br> You catch up to it again, just as the <<person1>><<person>> turns and spots you. "What we got here then?" <<he>> says, alerting <<his>> friend. <br> "Crawling around dressed like that," says the <<person2>><<person>>. <<He>> shakes <<his>> head. <br><br> <<skulduggeryuse>> <<link [[Next|Pound Exposed Caught]]>><</link>> <br> <</if>><<effects>> <<fameexhibitionism 2>> The <<person1>><<person>> circles around you, and grasps your arms from behind. <<if pcAreArmsBound("both")>> <<else>> <<He>> holds them either side of your head, preventing you from covering. <</if>> <br><br> The <<person2>><<person>> leers at you from the front. "We'll let you cover," <<he>> says. "Once we've had our fun." <br><br> <<link [[Knee in the groin|Pound Exposed Knee]]>><</link>><<physiquedifficulty 1 16000>> <br> <<link [[Let it happen|Pound Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $physiqueSuccess>> You raise your knee into the <<person2>><<persons>> groin, <span class="green">and hear a sickening crunch.</span> <<His>> eyes widen, and <<he>> drops to the floor, clutching <<his>> crotch. <br><br> The <<person1>><<person>>, meanwhile, breaks into a fit of laughter. You seize the opportunity, and snatch some towels before making your escape. You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself in a hurry. <<dry_towel>> <br><br> <<poundEndEvent true>> <<else>> You raise your knee into the <<person2>><<persons>> crotch, <span class="red">but <<he>> doesn't react.</span> "Bitch!" <<he>> says, before <<if playerBellySize(true) gte 8>> kicking out your legs. <<else>> delivering a punch to your gut. <</if>> "We'll do this the hard way then."<<gpain>><<gstress>><<pain 4>><<stress 6>> <br><br> <<link [[Next|Pound Exposed Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<alarmstate "Someone arrives to investigate your cry, <span class='pink'>but decides to turn a blind eye when they see what's happening.</span>">> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Exposed Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Exposed Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> drops a handful of towels on you, and <<he>> saunters away. <br><br> <<tearful>> you rise to your feet. <<elseif $enemyhealth lte 0>> You shove the <<person1>><<person>> into the trolley. <<He>> grasps the <<person2>><<person>>'s arm as <<he>> falls, and they both tumble to the ground, with towels landing atop. <br><br> <<tearful>> you snatch some towels. You make your escape. <</if>> <br><br> <<clotheson>> <<endcombat>> <<dry_towel>> <<poundEndEvent true>><<effects>> You keep your body hidden around the corner. <<if $speech_attitude is "meek">> "E-excuse me?" you say. "Can you help me?" <<elseif $speech_attitude is "bratty">> "Hey," you say. "Could you give me a hand?" <<else>> "Hello," you say. "Could you help me?" <</if>> <br> The <<person>> looks over and frowns. "What you hiding there?" <<he>> asks. <br> "Could you give me something to cover with?" you continue. <br> <<His>> smile becomes a grin. "Sure. Just let me see you first. So I know your size." <br><br> <<link [[Step into view|Pound Exposed Step]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|Pound Exposed Refuse]]>><</link>> <br><<effects>> <<fameexhibitionism 1>> <<covered>> You step from your hiding place. The <<person>>'s eyes flicker over your body. "Give me a twirl." <br><br> <<exposure>> <<dry_full>> <<if $exposed gte 1>> You turn on the spot as instructed. The <<person>> seems satisfied. <<He>> tugs <<his>> sweater over <<his>> head, unconcerned about <<his>> <<if $pronoun is "f">> exposed bra.<<upperwear 29>> <<else>> exposed chest.<<upperwear 24>> <</if>> <<He>> holds it out to you. It's a little big, which is probably for the best. <br><br> The <<person>> leaves you to dress, and enters the pound proper. Probably on the hunt for a replacement. <br><br> <<else>> You turn on the spot as instructed. The <<person>> seems satisfied. <<He>> pulls a large towel from beneath <<his>> sweater, and throws it over your head. <br><br> The <<person>> leaves you to dry, and enters the pound proper. <br><br> <</if>> <<poundEndEvent true>><<effects>> <<fameexhibitionism 2>> "Suit yourself," the <<person>> says. "Hey guys! Look what I've found!" <br><br> <<endevent>><<generate1>><<generate2>><<person1>> You turn to find somewhere to hide, only to run into a <<person>>'s arms. "What we got here then?" <br> "Running around dressed like that," says a <<person2>><<person>> flanking <<person1>><<him>>. <<He>> shakes <<his>> head. <br><br> <<link [[Next|Pound Exposed Caught]]>><</link>> <br><<effects>><<wearProp "bucket">> <<beastNEWinit 1 dog>> <<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>> You enter one of the cages, bucket in hand. <<cleareventpool>> <<if $settings.bestialityEnabled or $monster is 1>> <<addinlineevent "wash shake">> The <<beasttype>> within lets you approach. You wash <<bhim>> with soapy water. <br><br> <<bHe>> shakes <<bhis>> fur dry before you're done, almost getting you wet. <br><br> <<link [[Keep washing|Pound Work Wash Wet]]>><</link>><<dancedifficulty 1 400>> <br> <<link [[Scold|Pound Work Wash Scold]]>><</link>><<tendingdifficulty 1 800>> <br> <</addinlineevent>> <</if>> <<addinlineevent "wash hate">> The <<beasttype>> within recoils into the corner. <<if $monster is 1>> "No," <<bhe>> says. "Hate wet." <<else>> <<bHe>> looks cautiously at the water. <</if>> <br><br> <<link [[Soothe|Pound Work Wash Soothe]]>><</link>><<tendingdifficulty 1 800>> <br> <<if hasSexStat("deviancy", 3) and ($settings.bestialityEnabled or $monster is 1)>> <<link [[Use your hand|Pound Work Wash Hand]]>><</link>><<deviant3>> <</if>> <</addinlineevent>> <<addinlineevent "wash excited">> The <<beasttype>> inside is very excited. You set the bucket down and prepare to wash, but the <<beasttype>> can't sit still. <<if $monster is 1>>"So excited for wash! Can I try?" <<bhe>> says.<</if>> <br><br> <<link [[Wash|Pound Work Wash Excited]]>><<set $phase to "wash">><<tiredness 6>><</link>><<gtiredness>> <br> <<link [[Calm|Pound Work Wash Excited]]>><<set $phase to "calm">><</link>><<tendingdifficulty 1 800>> <br> <<if $settings.bestialityEnabled or $monster is 1>> <<link [[Force <<bhim>> to stay still|Pound Work Wash Excited]]>><<set $phase to "force">><</link>><<physiquedifficulty 1 $physiquemax>> <</if>> <</addinlineevent>> <<runeventpool>><<effects>> <<if $danceSuccess>> You continue washing the <<beasttype>>, backing away when you suspect <<bhes>> gonna splash you. <span class="green">You manage to stay dry.</span> <<else>> You continue washing the <<beasttype>>. <span class="red">Without warning</span>, <<bhe>> shakes <<bhis>> fur, <span class="red">drenching you in water.</span><<gstress>><<stress 6>> <<wet_all>> <br><br> <<exposure>> The <<beasttype>> cocks <<bhis>> head innocently. <</if>> <br><br> <<poundEndEvent>><<effects>> You hold the <<beasttype>>'s collar, and <<if $tendingSuccess>> give <<bhim>> a word of warning. <<bHe 0>> seems to understand, <span class="green">and waits until you're finished before drying <<bhimself>> again.</span><<gpound_status>><<pound_status 1>> <<else>> adopt a firm tone. You think it's working, until <<bhe>> shakes <<bhis>> fur with violent force, <span class="red">drenching you in water.</span> <<wet_all>> <br><br> <<exposure>> The <<beasttype>> cocks <<bhis>> head innocently. <</if>> <br><br> <<poundEndEvent>><<effects>> <<if $tendingSuccess>> "It's okay," you croon as you step closer. "The water is warm, and you'll feel better after. I promise." <br><br> <<if $monster is 1>> <span class="green">"O-okay," <<bhe>> says, <<bhis>> nerves somewhat soothed.</span> <<else>> <span class="green">Your tone soothes <<bhis>> nerves,</span> and <<bhe>> allows you to approach. <</if>> <<gpound_status>><<pound_status 1>> <br><br> You wash <<bhim>> from head to foot. <<bHe>> doesn't like the water at first, but soon gets used to it. You take the bucket and leave the cage, leaving <<bhim>> to shake off the water. <<else>> "Don't be scared," you say. You hold the sponge out to show <<bhim>> there's nothing to be afraid of, <span class="red">but <<bhe>> only recoils further.</span><<gtending>><<tending 1>> <br><br> <<bHe>> relents eventually, but whines the whole time. When done, <<bhe>> shakes <<bhis>> head and fur with force enough to splash the <<pound_text>> in neighbouring cages. <span class="pink">You're drenched.</span> <<wet_all>> <br><br> <<exposure>> The <<beasttype>> cocks <<bhis>> head innocently. <</if>> <br><br> <<poundEndEvent>><<effects>> You put the bucket aside, and crouch beside the <<beasttype>>. "If you promise to be a good <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>>," you say, "I'll give you a treat." <<if $NPCList[0].penis isnot "none">> You reach for <<bhis>> <<print $NPCList[0].penisdesc>>, and stroke it to attention. <<else>> You reach for <<bhis>> pussy, and run a finger over it. <</if>> <<deviancy3>> <<bHe>> allows you to rub with increasing speed. <<if $NPCList[0].penis isnot "none">> <<bHis>> body shudders, and <<bhe>> ejaculates on the floor. <<else>> <<bHis>> body shudders in orgasm. <</if>> <br><br> <<bHes>> unconcerned as you approach <<bhim>> with the bucket. You wash <<bhim>> from head to foot. <<bHe>> doesn't like the water at first, but soon gets used to it. You take the bucket and leave the cage, leaving <<bhim>> to shake off the water. <br><br> <<poundEndEvent>><<effects>> <<switch $phase>> <<case "wash">> After a while, you manage to get the <<beasttype>> washed, but it leaves you out of breath. <<case "calm">> You attempt to calm the <<beasttype>> down. <<if $speech_attitude is "meek">> "Please calm down so I can wash you!" you plead. <<elseif $speech_attitude is "bratty">> "Would you stop fidgeting so much? I need to get this done!" you demand. <<else>> "Can you sit still?" you ask. <</if>> <br><br> <<if $tendingSuccess>> Hearing your tone of voice, the <<beasttype>> gives one last shake before sitting down and allowing you to wash <<bhim>>.<<pound_status 1>><<gpound_status>> <<else>> Your words do not seem to reach the <<beasttype>> as <<bhe>> continues bouncing around the cage. After a while, you manage to get the <<beasttype>> washed, but it leaves you out of breath.<<tiredness 6>><<gtiredness>> <</if>> <<case "force">> <<if $physiqueSuccess>> You manage to overpower the <<beasttype>> and hold <<bhim>> down long enough to get <<bhim>> washed. <<bHe>> whines and growls under you.<<pound_status 1>><<gpound_status>> <<else>> <<set $molestationstart to 1>> You try to overpower the <<beasttype>>, but <<bhe>> is too strong. <<bHe>> lunges for you! <</if>> <</switch>> <br><br> <<if $molestationstart>> <<link [[Next|Pound Work Brush Rape]]>><</link>> <<else>> <<poundEndEvent>> <</if>><<effects>><<wearProp "dog leash">> <<beastNEWinit 5 dog>> <<if $slimePoundTask>>You follow the <<= numberOfEarSlime() gte 2 ? "slimes'" : "slime's">> command to do a specific task.<<unset $slimePoundTask>><</if>> You attach leashes to five <<beastsplural>>. They're eager for the exercise, and don't resist. Tails wagging, they pull you through the front yard and onto the street beyond. <br><br> <<link [[Wrestle control|Pound Work Walk Wrestle]]>><</link>><<physiquedifficulty 1 19000>> <br> <<rng 4>> <<switch $rng>> <<case 1>> <<link [[Let them choose the destination|Pound Work Walk Beach]]>><</link>> <br> <<case 2>> <<link [[Let them choose the destination|Pound Work Walk Forest]]>><</link>> <br> <<case 3>> <<link [[Let them choose the destination|Pound Work Walk Hills]]>><</link>> <br> <<default>> <<link [[Let them choose the destination|Pound Work Walk Road]]>><</link>> <br> <</switch>><<effects>> <<if $physiqueSuccess>> The <<beastsplural>> tug and pull in multiple directions, but an iron grip and stern word are <span class="green">able to get them under control.</span> Where shall you take them? <br><br> <<set $phase to 1>> <<link [[The beach|Pound Work Walk Beach]]>><</link>> <br> <<link [[The forest|Pound Work Walk Forest]]>><</link>> <br> <<link [[The hills|Pound Work Walk Hills]]>><</link>> <br> <<link [[Road leaving town|Pound Work Walk Road]]>><</link>> <br> <<else>> The <<beastsplural>> tug and pull in multiple directions. You try to get them under control, but your tugs go ignored, your words unheeded. <span class="red">They pull you behind them.</span> <br><br> <<rng 4>> <<switch $rng>> <<case 1>> <<link [[Next|Pound Work Walk Beach]]>><</link>> <br> <<case 2>> <<link [[Next|Pound Work Walk Forest]]>><</link>> <br> <<case 3>> <<link [[Next|Pound Work Walk Hills]]>><</link>> <br> <<default>> <<link [[Next|Pound Work Walk Road]]>><</link>> <br> <</switch>> <</if>><<set $outside to 1>><<location "beach">><<effects>> <<if $phase is 1>> You lead the <<else>> You are led by the <</if>> <<beastsplural>> down to the beach. It's safe to let them off their leashes here. <<if Weather.precipitation is "rain">> They bound and frolic, unbothered by the rain. <<elseif Weather.precipitation is "snow">> They bound and frolic on the sand. <<elseif !Weather.isOvercast>> They bound and frolic in the sun. <<else>> They bound and frolic on the sand. <</if>> <br><br> <<if random(1, 2) is 2>> <<generate6>><<person6>>A <<person>> approaches you, arms folded. "Cute pups," <<he>> says. "They belong to you?" <br><br> <<link [[Flirt|Pound Work Walk Beach Flirt]]>><</link>><<promiscuous1>> <br> <<link [[Be polite|Pound Work Walk Beach Polite]]>><</link>> <br> <<link [[Be dismissive|Pound Work Walk Beach Dismiss]]>><</link>> <br> <<else>> <<link [[Run with them|Pound Work Walk Beach Run]]>><<athletics 1>><<tiredness 6>><<pass 10>><</link>><<gtiredness>><<gathletics>> <br> <<link [[Watch|Pound Work Walk Beach Watch]]>><<stress -6>><</link>><<lstress>> <br> <</if>><<effects>> "They are," you say. "But they're not as cute as you." <<promiscuity1>> <<if random(1, 100) is 100>> <<He>> chuckles and calls you a flirtatious vagabond, but doesn't seem upset. <<elseif random(1, 2) is 2>> <<He>> smiles and thanks you, seeming upbeat for the rest of the conversation. <<else>> You catch <<him>> off guard, and <<he>> spends the rest of the conversation awkwardly shuffling between feet. <</if>> <br><br> The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound. <br><br> <<pound_walk_end>><<effects>> <<if $speech_attitude is "meek">> "N-no," you say. "I just work at the pound." <<elseif $speech_attitude is "bratty">> "No," you say. "This is my job." <<else>> "No," you say. "I work at the pound." <</if>> <br><br> The <<person>> nods. "I wanted to see the pups once, maybe adopt one, but they stopped me at the gate. I swear I've seen others enter. Maybe they didn't like my face." <br><br> The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound. <br><br> <<pound_walk_end>><<effects>> You turn away from the <<person>>. <<He>> takes the hint and leaves you be. <br><br> The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound. <br><br> <<pound_walk_end>><<effects>> You run with <<beastsplural>>, keeping up with them as they cross the sand. The wind is invigorating. <br><br> The <<beastsplural>> run until they're worn down enough to accept the leashes back on their collars. You lead them back to the pound. <br><br> <<pound_walk_end>><<effects>> You watch as the <<beastsplural>> run and play on the sand, shouting if they get too bitey with one another. They soon tire out enough to accept the leashes back on their collars. You lead them back to the pound. <br><br> <<pound_walk_end>><<set $outside to 1>><<location "forest">><<effects>> <<if $phase is 1>> You lead the <<else>> You are led by the <</if>> <<beastsplural>> through the town's streets. Some pedestrians give your pack a wide berth, but others stop to pet. <br><br> You arrive at the forest. You keep the <<beastsplural>> on their leashes, as getting lost in here could be dangerous, even this close to town. <br><br> <<if random(1, 2) and ($settings.bestialityEnabled or $monster is 1)>> One <<beasttype 0>> sniffs a strange pink flower. <<if $tending gte 600>> <span class="green">You recognise it,</span> <span class="purple">and know it's dangerous.</span> <br><br> <<link [[Call the pooch away|Pound Work Walk Forest Call]]>><</link>><<tendingdifficulty 600 1000>> <br> <<link [[Allow|Pound Work Walk Forest Allow]]>><</link>> <br> <<else>> <span class="red">You don't recognise it.</span> <br><br> <<link [[Next|Pound Work Walk Forest Allow]]>><</link>> <br> <</if>> <<else>> You stick to a trail that snakes along the forest's edge. They frequently stop to sniff bushes and the bottom of trees. You keep them away from any mushrooms or strange-looking flowers. They are suitably tired by the time the road emerges back on the street. <br><br> You lead them back to the pound, and return them to their cages. <br><br> <<poundEndEvent>> <</if>><<effects>> <<if $tendingSuccess>> "Here <<if $NPCList[0].pronoun is "m">>boy<<else>>girl<</if>>," you say. The <<beasttype 0>> responds, <span class="green">and leaves the flower be.</span> <br><br> Once suitably exhausted, you lead the <<beastsplural>> back through town, to the pound. <br><br> <<pound_walk_end>> <<else>> "H-here," you stammer, <span class="red">but the <<beasttype 0>> ignores you.</span> <<bHe 0>> buries <<bhis 0>> nose in the flower, <span class="lewd">spreading pollen all around.</span> It smells sweet, and fills you with a strange warmth.<<ggarousal>><<arousal 1200>><<drugs 120>> <br><br> The warmth builds, and your knees tremble. The <<beastsplural>> are also affected. They sniff and lick you. You're filled with a terrible urge to drop to the grass and let them do as they will. <br><br> <<link [[Resist|Pound Work Walk Forest Resist]]>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Obey|Pound Work Walk Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $willpowerSuccess>> You lean against a tree and focus on your breathing, waiting for the yearning to pass. It takes all your will, <span class="green">but you manage to last until the feelings subside.</span> <br><br> You make sure the <<beastsplural>> aren't fooling around with each other, then lead them back to town, and the pound. <br><br> <<pound_walk_end>> <<else>> You pull the <<beastsplural>> away from the flower, <span class="red">but only make a few steps before collapsing on the grass,</span> and writhing in desperate longing. The <<beastsplural>> surround you, as overcome as you.<<ggwillpower>><<willpower 12>> <br><br> <<link [[Next|Pound Work Walk Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Work Walk Rape End]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Work Walk Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go.<<gpound_status>><<pound_status 1>> <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Rape]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn.<<lpound_status>><<pound_status -1>> <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Rape]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> The yearning subsides, and you rise to your feet. You feel exhausted, but so do the <<beastsplural>>, and they don't resist as you pull them towards town. <br><br> <<clotheson>> <<wearProp "dog leash">> <<pass 60>> <<exposure>> <<if $exposed gte 1>> You see buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>> <br><br> <<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>> <br> <</if>> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>> <br> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<endcombat>> <<set $phase to 2>> <<pound_walk_end>> <</if>> <</if>><<effects>> The <<beasttype 0>> buries <<bhis 0>> nose in the flower, <span class="lewd">spreading pollen all around.</span> It smells sweet, and fills you with a strange warmth.<<ggarousal>><<arousal 1200>><<drugs 120>> <br><br> The warmth builds, and your knees tremble. The <<beastsplural>> are also affected, and leer at you. You're filled with a terrible urge to drop to the grass and let them do as they will. <br><br> <<link [[Resist|Pound Work Walk Forest Resist]]>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Obey|Pound Work Walk Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> You linger in a copse of trees near the street. The <<beastsplural>> don't understand what's got you so anxious. <br><br> A <<generate6>><<person6>><<person>> walks by. <<if $speech_attitude is "meek">> "E-excuse me," you call out. "I've had an accident. Could you give me something to cover with?" <<elseif $speech_attitude is "bratty">> "Had an accident in the forest," you call out. "Could you give me something to cover with?" <<else>> "Hello," you call out. "I've had an accident. Could you give me something to cover with?" <</if>> <br><br> The <<person>> stops and peers at you. The trees conceal you well enough, <<upperwear 39>> <<if random(1, 2) is 2>> but <<he>> leers at what <<he>> can see. "Sure," <<he>> says. "I live nearby. Give me a few minutes, and I'll bring you something." <br><br> <<He>> returns as promised, holding a set of overalls. "All I have that'll fit you," <<he>> says, holding it out. You lean forward, and snatch the fabric from <<his>> grasp. It's cold to the touch. <br><br> You dress behind the trees. The fabric is really cold for some reason, though you suppose it'll warm up before long. The <<person>> is still there when you emerge, wearing <<his>> grin. You walk out onto the street, towards the pound. <br><br> <<link [[Next|Pound Work Walk Ask 2]]>><</link>> <br> <<else>> but <<he>> blushes anyway. "S-sure," <<he>> says. "I live nearby. Give me a few minutes, and I'll bring you something." <br><br> <<He>> returns as promised, holding a set of overalls. "Sorry it's not more comfortable," <<he>> says, holding it out with eyes averted. "It's all I have in your size. It should get you where you're going." <br><br> You thank the <<person>>, and dress behind the trees. The <<person>> is gone when you emerge. <br><br> The journey back to the pound is uneventful, though you attract some looks. <br><br> <<endcombat>> You make <<moneyGain $pound.money>>. <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <</if>> <</if>> <<wearProp "dog leash">><<effects>> You turn onto another street, this one more crowded. You smell a whiff of raw meat. Odd, as there are no butchers you know of near here. You get another whiff, then another. Soon the smell of meat becomes constant. <br><br> You jump as you feel a nose presses into your groin from behind. It's a <<beasttype 0>>, eager to smell you. The others join in. The <<beasttype 0>> licks your bottom next. You lean down and sniff one of the straps of your overalls. <span class="pink">They reek of meat.</span> <br><br> The <<beasttype 0>> grasps part of the fabric between <<bhis 0>> teeth, <span class="pink">tearing it.</span> You tighten <<bhis 0>> leash and pull <<bhim 0>> away, but you're attracting glances from other pedestrians. <br><br> <<set $worn.upper.integrity -= 50>> <<set $worn.lower.integrity -= 50>> <<link [[Next|Pound Work Walk Ask 3]]>><</link>> <br><<effects>> You hasten your pace. You're not strong enough to keep them all at bay, not when they're so eager. You're able to chasten the worst of them, but can't stop them all from nipping and biting. <br><br> You glance over your shoulder. A few people follow in amusement, the <<person>> among them. <br><br> <<set $worn.upper.integrity -= 50>> <<set $worn.lower.integrity -= 50>> <<link [[Move faster|Pound Work Walk Ask 4]]>><<set $phase to 0>><</link>> <br> <<link [[Take a shortcut|Pound Work Walk Ask 4]]>><<set $phase to 1>><</link>> <br><<effects>> <<if $phase is 0>> You start jogging. You feel the overalls split apart further as you move, but it's harder for the <<beastsplural>> to get a grip. <br><br> You round a corner, and see the pound up ahead. You're almost there! <<else>> You duck into an alley, out of sight. Your pursuers keep up however, hounding you until you emerge on the street opposite. You see the pound up ahead. You're almost there! <</if>> <br><br> It happens so fast. As you step out onto the street, the <<beasttype 0>> grabs the fabric around your ankle, and pulls. The straps dig into your shoulders, <span class="pink">then snap.</span> The fabric covering your chest begins to fall forward. <br><br> <<if pcAreArmsBound("both")>> With your arms bound, you can't stop your <<breasts>> being barred. On top of that, the <<beastsplural>> tug your overalls further down your body as you walk, right over your feet. <span class="pink">You trip,</span> and land half-naked in the middle of the street. <<else>> You push the fabric against your chest with one arm, but the <<beastsplural>> tug your overalls further down your body as you walk, right over your feet. <span class="pink">You trip,</span> and land half-naked in the middle of the street. <</if>> <br><br> <<upperruined>> <<exposure>> <<set $worn.lower.integrity -= 50>> People stand around gawking. Several pull out phones. <br><br> <<link [[Next|Pound Work Walk Ask 5]]>><</link>> <br><<effects>> The <<beastsplural>> surround you, each with a mouthful of your overalls. They pull and tug, until the fabric at last yields, <span class="pink">tearing it from your body in all directions.</span><<gstress>><<gtrauma>><<fameexhibitionism 10>><<stress 6>><<trauma 6>> <br><br> <<upperruined>> <<lowerruined>> <<exposure>> <<covered>> The audience stands around gawking and filming. The <<person6>><<person>> stands closest. "Don't worry," the <<person>> laughs. "I didn't expect those clothes back." <br><br> <<link [[Run|Pound Work Walk Ask Run]]>><</link>> <br> <<link [[Get revenge|Pound Work Walk Ask Revenge]]>><</link>><<tendingdifficulty 600 1000>> <br><<effects>> You climb to your feet and dash across the rest of the street. The <<beastsplural>> seem happy to follow, chewing on what remains of your overalls as they run. <br><br> The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance. You <<if $upperwet gte 1>>dry<<else>>cover<</if>> yourself in a hurry, then return the <<beastsplural>> to their cages. <<dry_towel>> <br><br> <<endcombat>> You make <<moneyGain $pound.money>>. <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <</if>><<effects>> You sic the <<beastsplural>> on the <<person>>. <<if $tendingSuccess>> Perhaps the meat-smelling fabric is disappointing. Perhaps they remember where the overalls came from. Regardless of their reasons, <span class="green">they lunge at <<him>>,</span> and drag <<him>> to the ground.<<lltrauma>><<trauma -12>><<gcontrol>><<control 10>> <br><br> They make quicker work of <<his>> clothes than they did yours, and soon have <<him>> completely naked. "Y-you stupid mutts!" <<he>> says, covering <<himself>> as the <<beastsplural>> ravage what remains of the fabric, as if searching for any morsel of food. <br><br> With the audience's attention now on the <<person>>, you make your escape. The <<beastsplural>> seem happy to follow, chewing on what remains of the <<persons>> clothes as they run. <br><br> <<else>> The tattered remains of your meat-smelling overalls prove more interesting, however, <span class="red">and they ignore your command.</span> You're left to struggle to your feet, and hobble across the rest of the street. The <<beastsplural>> seem happy to follow, chewing on what remains of your overalls as they run. <br><br> <</if>> The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance, and cover yourself before returning the <<beastsplural>> to their cages. <<dry_towel>> <br><br> <<endcombat>> You make <<moneyGain $pound.money>>. <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <</if>><<effects>> You drop to your knees and peer around the edge of the trees. If you keep low and don't get too close to anyone, perhaps you won't be spotted among the pack. It would be even more humiliating if you were, though. <br><br> You take a deep breath, and crawl out onto the street, surrounded by the <<beastsplural>>. <<deviancy3>> You navigate using the street signs and buildings above. You know the streets well enough to navigate to the pound even with such limited vision. <br><br> You somehow make it back without being spotted. The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance, and cover yourself before returning the <<beastsplural>> to their cages. <br><br> <<endcombat>> You make <<moneyGain $pound.money>>. <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <</if>><<effects>> <<flaunting>> you emerge from your hiding place, and walk down the busy street. Heads turn. Throats gasp. A monocle falls into a glass. <<if $exposed gte 2>> <<exhibitionism5>> <<else>> <<exhibitionism4>> <</if>> You endure leers and catcalls, but no one harasses you physically. Perhaps the <<beastsplural>> ward them off. <br><br> You arrive at the pound. The other staff laugh and leer as you enter the building. You snatch some cleaned towels from a trolley near the entrance, and cover yourself before returning the <<beastsplural>> to their cages. <<dry_towel>> <br><br> <<endcombat>> You make <<moneyGain $pound.money>>. <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <</if>><<set $outside to 1>><<location "moor">><<effects>> <<if $phase is 1>> You lead the <<else>> You are led by the <</if>> <<beastsplural>> west through town, along the small trails leading through the residential outskirts, into the winding hills beyond. It's colder here, but the wind is brisk and fresh, particularly as you crest the hills. <br><br> <<if random(1, 2) is 2>> The <<beastsplural>> have a lot of energy, and it's a job to keep them from running off in different directions. <<if hasSexStat("deviancy", 5) and ($monster is 1 or $settings.bestialityEnabled)>> <span class="lewd">A lewd thought strikes you.</span> You're alone out here, well-hidden from view. You know one way you could tire the <<beastsplural>> out. <br><br> <<link [[Seduce|Pound Work Walk Sex]]>><<set $sexstart to 1>><</link>><<deviant5>> <br> <<link [[Just keep walking|Pound Work Walk Hills 2]]>><</link>> <br> <<else>> <br><br> <<link [[Next|Pound Work Walk Hills 2]]>><</link>> <br> <</if>> <<else>> You pass beneath a stone archway. There aren't many ruins this close to town, and those that remain have been worn down, their inscriptions faded or wiped entirely. <br><br> <<if currentSkillValue("history") gte 1000>> <<link [[Try to read an inscription|Pound Work Walk Hills Read]]>><</link>><<willpowerdifficulty 600 1000>> <br> <<else>> <<link [[Try to read an inscription|Pound Work Walk Hills Read 2]]>><<historyskill 3 "no_star">><</link>><<ghistory>> <br> <</if>> <<link [[Just enjoy the walk|Pound Work Walk Hills 2]]>><<stress -6>><</link>><<lstress>> <br> <</if>><<effects>> You run your fingers over the inscriptions. You recognise the events they mention, but something isn't right. This isn't what they teach at school, and there's something else, some connection forming at the edge of your mind. <br><br> <<if $willpowerSuccess>> <span class="green">You focus,</span> and a rogue musing blossoms. It connects the different stories in a searing web. <span class="pink">Your mind recoils from a forgotten horror,</span> but some parts will remain. <<ggawareness>><<ggtrauma>><<gstress>><<awareness 12>><<trauma 12>><<stress 6>> <br><br> You find yourself lying in the grass. The <<beastsplural>> whine. It's time to move on. <<else>> <span class="red">The thoughts disappear before you can grasp them,</span> leaving an uneasy sensation in their place.<<ggstress>><<stress 12>><<gwillpower>><<willpower 6>> <br><br> The <<beastsplural>> whine, eager to move on. You continue your walk. <</if>> <br><br> <<link [[Next|Pound Work Walk Hills 2]]>><</link>> <br><<effects>> You run your fingers over the faded inscriptions. They're written in an archaic English, but you can understand it a little. <<if $rng gte 81>> It mentions a festival that took place in the city here. Or perhaps its destruction, you can't tell which. <<elseif $rng gte 61>> It warns of the danger of sea. Of a violent flood, or perhaps a flood of reavers. <<elseif $rng gte 41>> It celebrates the triumphs of a local ruler. Or maybe it's mocking the failures of a foreign ruler. Some ruler did something, and it was worth engraving it, apparently. <<elseif $rng gte 21>> It's confusing though, mentioning both a great harvest that saved a city from starvation, and a cataclysm that brought the city to ruin, as if they were the same thing. Maybe it's just poetic. <<else>> It mentions a departing army that would never be seen again. However, it contradicts this at once, continuing onto the army's return. You must be misunderstanding something. <</if>> <br><br> The <<beastsplural>> grow restless, so you continue on your way. <br><br> <<link [[Next|Pound Work Walk Hills 2]]>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<beastTrainGenerate>>/* - Delete if there aren't multiple beasts*/ You drop to the ground, and present yourself to the <<beastsplural>>. They don't need a bigger hint than that.<<deviancy5>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Work Walk Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Work Walk Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Sex]]>><</link>> <<else>> The <<beasttype>> recoils in pain and fear. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Sex Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Sex]]>><</link>> <<else>> Satisfied, the <<beasttype>> moves away from you. <<combatTrainAdvance>> <br><br> <<link [[Next|Pound Work Walk Sex Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $enemywounded gte 1 and $enemyejaculated gte 1>> The <<beastsplural>> snap at each other, until you give them a firm word. <<elseif $enemywounded gte 1>> <<tearful>> you stand triumphant before the <<beastsplural>>. <<else>> <<tearful>> you lie for a while atop a satisfied pile of <<beastsplural>>. <</if>> <br><br> <<clotheson>> <<pass 60>> <<exposure>> <<if $exposed gte 1>> You walk back through the hills, until you see buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>> <br><br> <<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>> <br> <</if>> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>> <br> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<set $phase to 2>> <<link [[Next|Pound Work Walk Hills 2]]>><</link>> <br> <</if>> <</if>><<effects>> You walk back through the hills. The town looks closer each time you crest a peak, until at last the trail passes between buildings. You lead the <<beastsplural>> back to the pound. <br><br> <<endcombat>> <<pound_walk_end>><<set $outside to 1>><<location "moor">><<effects>> <<if $phase is 1>> You lead the <<else>> You are led by the <</if>> <<beastsplural>> east through town, through the commercial and industrial areas, until you reach the road connecting to the outside world. Horses are sometimes ridden along here, so drivers are used to slowing for the occasional animal. <br><br> <<if random(1, 2) is 2>> A squirrel emerges from a bush on the other side of the road. A <<beasttype 0>> spots it, and is overcome by an all-consuming urge to chase it. <span class="pink">Heedless of any danger, <<bhe 0>> rushes in front of an oncoming car.</span> <br><br> <<link [[Attempt rescue|Pound Work Walk Road Rescue]]>><</link>><<athleticsdifficulty 1 1100>> <br> <<link [[Close your eyes|Pound Work Walk Road Close]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<else>> A few drivers leer at you as they pass, but no one stops to harass you. Perhaps the array of <<beastsplural>> dissuades them. You return to town via a different route, a trail leading between fields. You lead the <<beastsplural>> back to the pound. <br><br> <<pound_walk_end>> <</if>><<effects>> You abandon the other leashes and run out into the road, grabbing the <<beasttype 0>> by the collar and pulling it to safety. <<if $athleticsSuccess>> The approaching car drives by with a honk, <span class="green">but you, the <<beasttype 0>>, and the others are all safe.</span><<gpound_status>><<pound_status 1>> <br><br> You walk a little further before heading back to town. The journey to the pound is uneventful. <br><br> <<pound_walk_end>> <<else>> You make it in time, but the car catches your <<if $rng gte 67 and $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">> <<print $worn.upper.name>> <<set $worn.upper.integrity -= 25>> <<set $worn.lower.integrity -= 25>> <<elseif $rng gte 33 and $worn.upper.name isnot "naked">> <<print $worn.upper.name>> <<set $worn.upper.integrity -= 25>> <<else>> <<print $worn.lower.name>> <<set $worn.lower.integrity -= 25>> <</if>> as it passes. <<integritycheck>> <br> The fabric trails after the car like a flag. The driver honks. <br><br> <<pass 60>> <<exposure>> You travel back to town via the trails that run between fields, and don't run into anybody. <br><br> <<if $exposed gte 1>> You hide in a copse of trees at the outskirts, and look out at the street beyond. There are buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>> <br><br> <<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>> <br> <</if>> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>> <br> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<pound_walk_end>> <</if>> <</if>><<effects>> You cover your eyes and pull the remaining <<beastsplural>> to safety. You hear a screech of tires as the car swerves in your direction. You pull the remaining <<beastsplural>> to safety, but the car catches your <<if $rng gte 67 and $worn.upper.name isnot "naked" and $worn.lower.name isnot "naked">> <<print $worn.upper.name>> <<set $worn.upper.integrity -= 25>> <<set $worn.lower.integrity -= 25>> <<elseif $rng gte 33 and $worn.upper.name isnot "naked">> <<print $worn.upper.name>> <<set $worn.upper.integrity -= 25>> <<else>> <<print $worn.lower.name>> <<set $worn.lower.integrity -= 25>> <</if>> as it passes. <<integritycheck>> <br> The fabric trails after the car like a flag. The driver honks. <br><br> <<pass 60>> <<exposure>> You travel back to town via the trails that run between fields, and don't run into anybody. <br><br> <<if $exposed gte 1>> You hide in a copse of trees at the outskirts, and look out at the street beyond. There are buildings through the trees ahead. <<tearful>> you look down at your body. <<covered>> <br><br> <<link [[Ask for help|Pound Work Walk Ask]]>><</link>><<difficulty 50>> <br> <<if hasSexStat("deviancy", 3)>> <<link [[Hide amongst the pack|Pound Work Walk Hide]]>><</link>><<deviant3>> <br> <</if>> <<if $exposed gte 2 and hasSexStat("exhibitionism", 5)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist5>> <br> <<elseif $exposed gte 1 and hasSexStat("exhibitionism", 4)>> <<link [[Walk as you are|Pound Work Walk Exhibitionism]]>><</link>><<exhibitionist4>> <br> <</if>> <<else>> <<pound_walk_end>> <</if>><<effects>> <<loadNPC 0 "black_dog">> <<generate2>><<generate3>> A <<person2>><<person>> and <<person3>><<person>> notice you take that particular key from the shelf, and eagerly watch you approach the cage. You open it, and step inside. <br><br> A pair of yellow eyes open in the corner, and regard you with suspicion. <<if $tendingSuccess>> "It's okay," you say. "I'm just here to make sure you're okay." <br><br> The dark stirs, and a colossal black <<beasttype 0>> steps into view. <<bHis 0>> black fur is matted and unkempt, and <<bhe 0>> resembles no breed of dog you're aware of. <<bHe 0>> could almost be a wolf. <br><br> <<if $monster is 1>> "Leave," <<bhe 0>> says. "I know your plan. Leave or I eat!" <<else>> It growls again. <</if>> <br><br> <span class="green">"That's further than anyone's gotten,"</span> the <<person2>><<person>> says from outside the cage. "See if you can get <<bhis 0>> fur looking presentable." <<He>> throws you a brush. <br><br> <<link [[Next|Pound Work Brute Brush]]>><<set $pound.progress to 4>><</link>> <br> <<else>> "G-good doggy," you say. "I'm—" <br><br> <span class="red">A flash of white teeth strikes you with terror.</span> You flee the cage. The <<person2>><<person>> and <<person3>><<person>> laugh, but you don't care, you just need to be away. <br><br> Your hands shake as you lock the cage, and return the key to its place. <br><br> <<link [[Next|Pound]]>><<trauma 6>><<stress 6>><<endevent>><</link>><<gtrauma>><<gstress>> <br> <</if>><<effects>> You step closer, brush in hand. The <<beasttype 0>> doesn't react as you brush <<bhis 0>> back, trying to loosen the tangle. <<bHe 0>> exhales, then collapses, as if <<bhis 0>> strength has given out. <<if $monster is 1>> "Don't care anymore," <<bhe 0>> says. "Just want it over." <<else>> It looks defeated. <</if>> <br><br> "The <<girl>> did it!" the <<person>> shouts. More staff arrive to observe. "Someone get the hose." They enter the cage, jostling you aside to get close to the creature. One of them carries a collar. <br><br> "Good job," the <<person2>><<person>> says. "Here's a little something." <<He>> hands you a wad of cash. "Now get going. We got lots to do." You make <<moneyGain 100>>. <br><br> You turn as you leave the cage, and make contact with the <<beasttype 0>>'s sad eyes for just a moment before a body blocks your vision. <br><br> <span class="gold">If you wanted to help, you'd have to break in at night.</span> <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <br> <</if>><<effects>> <<generate1>><<person1>> A <<person>> prowls down the aisle between cages, sweeping fur with a broom. <<He>> stops as you approach <<him>>, and looks you up and down. "What you want?" <br><br> <<if $speech_attitude is "meek">> "I-I'm looking for work," you say. "Do you need help?" <<elseif $speech_attitude is "bratty">> "Got any work?" you ask. <<else>> "I'm looking for work," you say. "Are you hiring?" <</if>> <br><br> The <<person>> spits, and nods. "You done anything like this before?" <<he>> asks. <<He>> cuts off your response. "Doesn't matter. We need the hands. Brushing, feeding, washing, walking. They're a handful." <br><br> "We'll pay you <<printmoney 500>> an hour. Not much, but you'll get more if you do a good job. Start whenever." <br><br> <<if Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <br> <</if>><<effects>> You crouch beside the <<beasttype>>'s cage, and reach through the bars. "Who's a poor pooch?" you coo. "All locked up. I bet you want to fuck me, don't you?" <<deviancy2>> <<if $monster is 1>> <<bHe>> rattles the bars, eyes alight with lust. "Yes," <<bhe>> woofs. <<bHe>> reaches for you, but you step away. <<else>> <<bHe>> pokes <<bhis>> nose through the bars and sniffs, straining for your scent. <</if>> <br><br> <<if $arousal gte 10000>> <<orgasm>> <span class="red">Driven wild by lust,</span> the <<beasttype>> rams against the cage door. <br><br> <<link [[Next|Pound Assault]]>><</link>> <br> <<else>> <<if hasSexStat("deviancy", 3)>> <<if $pound.sneak is 1>> <<if $player.penisExist and !playerChastity("penis")>> <<link [[Press your penis against the bars (0:05)|Pound Penis]]>><<pass 5>><<set $pound.sneak to 2>><<arousal 1200 "genitals">><</link>><<deviant3>><<ggarousal>> <br> <</if>> <<if $player.vaginaExist and !playerChastity("hidden")>> <<link [[Press your pussy against the bars (0:05)|Pound Pussy]]>><<pass 5>><<set $pound.sneak to 2>><<arousal 1200 "genitals">><</link>><<deviant3>><<ggarousal>> <br> <</if>> <</if>> <<else>> <<insufficientStat "deviancy" "to take things further">> <br><br> <</if>> <<link [[Leave|Pound]]>><<endevent>><</link>> <br> <</if>><<effects>> <span class="red">The cage swings open,</span> and the <<beasttype>> leaps out, blocking your path. <br><br> <<if $monster is 1>> "You mine," <<bhe>> growls. "Get on ground." <<else>> <<bHe>> growls. <</if>> <br><br> <<link [[Submit|Pound Assault Rape]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <br> <<link [[Fight|Pound Assault Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<if $phase is 1>> <<set $enemyanger += 100>><<set $enemyhealth -= 20>> You kick the <<beasttype>> away from you. <<else>> You drop to the ground. <</if>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Assault Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Assault Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<if _knotted>> <<pass 60>> The <<beasttype>> tries to wriggle <<bhis>> <<print $NPCList[0].penisdesc>> free, but to no avail. <<bHe>> instead returns to the corner of <<bhis>> cage, dragging you along on all fours behind <<bhim>>. <<bHe>> lies down to sleep, leaving you to lie on the ground.<<lllpound_status>><<pound_status -10>> <br><br> <<tearful>> you try to work yourself free. <<if $openinghours is 1>> It takes a while. So long, in fact, that you're still trying when you hear the front door open. <span class="red">The staff have arrived for work.</span> <br><br> <<clotheson>> <<endcombat>> <<generate1>><<person1>><<generate2>><<generate3>><<generate4>> You grab hold of the bars of the cage for leverage, but it's no use. A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>> <br><br> <<link [[Next|Pound Assault Caught]]>><<set $phase to 1>><</link>> <br> <<else>> It takes a while, but you at last remove the cock with a plop. You leave the cage, closing the door behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound]]>><</link>> <br> <</if>> <<else>> The <<beasttype>> returns to the corner of <<bhis>> cage, and lies down to sleep. <<tearful>> you close the door. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound]]>><</link>> <br> <</if>> <<else>> You kick the <<beasttype>> back into <<bhis>> cage, and lock it before <<bhe>> can recover. <br><br> <<tearful>> you walk away. The <<beasttype>> barks in anger behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound]]>><</link>> <br> <</if>><<effects>> A <<person2>><<person>>, <<person3>><<person>>, and <<person4>><<person>> arrive to gawk. "Well well," a <<person>> says. "A stray mutt snuck in for a bit of slap and tickle." <br> "Usually we have to go hunting you <<bitch>>es," the <<person3>><<person>> says. "Nice of you to capture yourself." <br> "I got just the thing," the <<person4>><<person>> adds, producing a collar and leash. <br><br> <<if $phase is 1>> They surround you while you're helpless and grasp you by the shoulders and waist, before giving you a hefty tug. The cock comes free with a plop. You try to stand, but they hold you down while running hands over your body. The <<person1>><<person>> squeezes your <<breasts>>. <<else>> They surround you while you're helpless and grasp you by the shoulders and waist. They pull you away from the attacker. You try to stand, but they hold you down while running hands over your body. The <<person1>><<person>> squeezes your <<breasts>>. <</if>> <br><br> <<if $exposed lt 2>> The <<person4>><<person>> tries to affix the collar around your neck while the others tear at your clothes. <<else>> The <<person4>><<person>> tries to affix the collar around your neck. <</if>> <br><br> <<link [[Fight|Pound Assault Caught Fight]]>><<set $fightstart to 1>><</link>> <br> <<link [[Submit|Pound Assault Caught 2]]>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Pound Assault Caught Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Assault Caught Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> They're too distracted by their orgasms to stop you running from the cage. You shut the door behind you, locking it in place. You don't wait to see if they can get out. <br><br> <<tearful>> you run from the premises. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Starfish Street]]>><</link>> <<elseif $enemyhealth lte 0>> They back away from you, giving you enough space to escape the cage. You shut the door behind you, locking it in place. You don't wait to see if they can get out. <br><br> <<tearful>> you run from the premises. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Starfish Street]]>><</link>> <<else>> <<tearful>> you fall to the ground. You're too hurt to resist. <br><br> <<link [[Submit|Pound Assault Caught 2]]>><</link>> <br> <</if>><<effects>> <<clothesruined>> <<pound_muzzle>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> The <<person4>><<person>> affixes a muzzle, but continues struggling with your familiar collar. <<He>> tugs as the <<person2>><<person>> gives your <<bottom>> a hard smack, pushing you along. "Get moving." <br><br> "I can't get this fucking thing off." The <<person4>><<person>> recoils as <<his>> hand brushes against the golden heart. "And it shocked me!" <br><br> The <<person2>><<person>> kneels down in front of you. "A built-in shock function could be useful, but it's too identifying." <<He>> looks closer, holding your head still by your muzzle. "Just tie a cord around it for now." The <<person4>><<person>> pushes your head to the side, and starts to tie a leash to your collar. As soon as <<he>> removes <<his>> hands, <span class="green">the leash falls away as if it was never tied.</span> <<He>> ties it again, <span class="green">only for it to fall away once more</span>. <br><br> The <<person2>><<person>> groans. "Right, you only know one kind of <i>knot</i>, you useless shit. Drag <<phim>> inside, we'll just cut it off. It's only fabric." The group holds you tightly, restraining your arms behind you. "Don't get used to walking, <<bitch>>. You'll be crawling as soon as we get a leash on you. Move." <br><br> You're helpless to resist as they push you down the corridor. <br><br> <<saveNPC 1 "pound_rescue_1">><<saveNPC 3 "pound_rescue_2">> <<clotheson>> <<endcombat>> <<loadNPC 0 "pound_rescue_1">><<loadNPC 1 "pound_rescue_2">><<clearNPC "pound_rescue_1">><<clearNPC "pound_rescue_2">> <<link [[Next|Pound Abduction Gwylan Rescue]]>><<set $phase to "caught">><</link>> <br> <<else>> <<leash 26>> <<set $worn.neck.cursed to 1>> The <<person4>><<person>> places the collar around your neck, and affixes a muzzle. <<He>> tugs as the <<person1>><<person>> gives your <<bottom>> a hard smack, pushing you along. <br><br> You crawl down the corridor. The <<pound_text>> watch you crawl by, towards an empty cage at the end of the room. The <<person4>><<person>> shuts the door behind you, <span class="pink">locking you inside.</span> "Welcome to your new home <<bitch>>," <<he>> says. "The other mutts are gonna love you." The staff laugh as they walk away. <br><br> <<clotheson>> <<endcombat>> <<badEndTracking "Pound" { reason: "poundCaught" }>> <<link [[Next|Pound Cage]]>><</link>> <</if>><<effects>> You expose your <<penis>>, and push it between the bars. The <<beasttype>> gives you an exploratory sniff before running <<bhis>> tongue up your length, making you shudder. <<deviancy3>> <<if $arousal gte 10000>> The sensation is too much. <<orgasm>> <span class="red">Driven wild by lust,</span> the <<beasttype>> rams against the cage door. <br><br> <<link [[Next|Pound Assault]]>><</link>> <br> <<else>> The <<beasttype>> <<print $monster ? "stands upright" : "rears on <<bhis>> hind legs">>, pressing against the bars of the cage. <br><br> <<if hasSexStat("deviancy", 4) and $pound.sneak is 2>> <<if pcAreArmsBound("both")>> You could break into the cage, <span class="blue">if your arms weren't bound.</span> <<else>> <<lockicon "pick">><<link [[Break into the cage|Pound Deviant]]>><<set $pound.sneak to 3>><</link>><<deviant4>> <</if>> <br> <<else>> <<insufficientStat "deviancy" "to take things further">> <br> <</if>> <<link [[Step away|Pound]]>><<endevent>><</link>> <br> <</if>><<effects>> You expose your <<pussy>>, and push it against the bars. The <<beasttype>> gives you an exploratory sniff before running <<bhis>> tongue over your slit, making you shudder. <<deviancy3>> <<if $arousal gte 10000>> The sensation is too much. <<orgasm>> <span class="red">Driven wild by lust,</span> the <<beasttype>> rams against the cage door. <br><br> <<link [[Next|Pound Assault]]>><</link>> <br> <<else>> The <<beasttype>> <<print $monster ? "stands upright" : "rears on <<bhis>> hind legs">>, pressing against the bars of the cage. <br><br> <<if hasSexStat("deviancy", 4) and $pound.sneak is 2>> <<if pcAreArmsBound("both")>> You could break into the cage, <span class="blue">if your arms weren't bound.</span> <<else>> <<lockicon "pick">><<link [[Break into the cage|Pound Deviant]]>><<set $pound.sneak to 3>><</link>><<deviant4>> <</if>> <br> <<else>> <<insufficientStat "deviancy" "to take things further">> <br> <</if>> <<link [[Step away|Pound]]>><<endevent>><</link>> <br> <</if>><<effects>> You fiddle with the primitive lock, and manage to open the cage. The <<beasttype>> runs through, and tries to mount you at once. <<deviancy4>> <<link [[Next|Pound Deviant Sex]]>><<set $sexstart to 1>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <</if>> <<effects>> <<effectsman>> <br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Deviant Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Deviant Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation knot>> <<if _knotted>> <<pass 60>> The <<beasttype>> tries to wriggle <<bhis>> <<print $NPCList[0].penisdesc>> free, but to no avail. <<bHe>> instead returns to the corner of <<bhis>> cage, dragging you along on all fours behind <<bhim>>. <<bHe>> lies down to sleep, leaving you to lie on the ground. <br><br> <<tearful>> you try to work yourself free. <<if $openinghours is 1>> It takes a while. So long, in fact, that you're still trying when you hear the front door open. <span class="red">The staff have arrived for work.</span> <br><br> <<clotheson>> <<endcombat>> <<generate1>><<person1>><<generate2>><<generate3>><<generate4>> You grab hold of the bars of the cage for leverage, but it's no use. A <<person>> walks into view, and stops at the sight of you. "Everyone!" <<he>> shouts. "Come get a look at this!"<<ggtrauma>><<ggstress>><<famebestiality 4>> <br><br> <<link [[Next|Pound Assault Caught]]>><<set $phase to 1>><</link>> <br> <<else>> It takes a while, but you at last remove the cock with a plop. You leave the cage, closing the door behind you. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound]]>><</link>> <br> <</if>> <<else>> The <<beasttype>> returns to <<bhis>> cage, and curls up in the corner. <br><br> <<tearful>> you close and lock the door. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound]]>><</link>> <br> <</if>> <<elseif $enemyhealth lte 0>> The <<beasttype>> runs into <<bhis>> cage, and curls up in the shadowed corner. <br><br> <<tearful>> you close and lock the door. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound]]>><</link>> <br> <<else>> The <<beasttype>> returns to <<bhis>> cage, apparently uninterested in an escape attempt. <br><br> <<tearful>> you close and lock the door. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Pound]]>><</link>> <br> <</if>><<set $outside to 1>><<effects>><<set $lock to 200>> The pound is closed. <<openinghours>> <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Pick it (0:10)|Pound]]>><<handheldon>><<pass 10>><<crimeUp 5 "trespassing">><</link>><<crime "trespassing">> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<starfishicon>><<link [[Leave|Starfish Street]]>><<handheldon>><</link>><<effects>> <<if $monster is 1>> You let the <<beasttype>> take the brush and lie down on the floor. <<bHe>> brushes your hair roughly, causing you to wince.<<pain 4>><<gpain>> <br><br> "Sorry," the <<beasttype>> apologises, noticing your reaction. <<bHe>> then proceeds to brush you more gently. It feels nice.<<stress -6>><<lstress>> <br><br> After <<bhe>> finishes, <<bhe>> hands the brush back and looks at you expectantly. "Reward?" <<else>> You lie down on the floor and let the <<beasttype>> lick your hair. <<bHe>> then moves on to your face. It tickles, but feels nice.<<stress -6>><<lstress>> <br><br> After <<bhe>> finishes, <<bhe>> looks at you expectantly. <</if>> <br><br> <<link [[Pet|Pound Work Brush Clean End]]>><<set $phase to 1>><</link>> <br> <<if hasSexStat("deviancy", 2) and ($settings.bestialityEnabled or $monster is 1)>> <<link [[Present your backside|Pound Work Brush Clean Sex]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>><<effects>> <<if $phase is 0>> /* Insist on brushing */ <<if $monster is 1>> You firmly tell <<bhim>> that you need to brush <<bhim>>. <<bHe>> obliges and lies down. <<else>> With a firm tone, you insist on brushing <<bhim>>. <<bHe>> obliges and lies down on the floor. <</if>> <<pound_status 1>><<gpound_status>> <<else>> /* Pet */ You pet the <<beasttype>>, and <<bhe>> <<if $monster is 1>>smiles and <</if>>wags <<bhis>> tail.<<stress -6>><<lstress>> <</if>> <br><br> <<poundEndEvent>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<beastCombatInit>> <<set $NPCList[0].stance to "top">> <<deviancy2>> <</if>> <<effects>> <<effectsman>> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Pound Work Brush Clean Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Pound Work Brush Clean Sex]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The <<beasttype>> licks your face. <<if $monster is 1>>"Thank you!" <<bhe>> says.<</if>> <<elseif $enemyhealth lte 0>> The <<beasttype>> whimpers as you push <<bhim>> away. <<if $monster is 1>> "Not reward. Not friend." <<else>> <<bHe>> goes back to lying down on the floor. <</if>> <<else>> The <<beasttype>>'s tail droops, but <<bhe>> stops regardless. <</if>> <br><br> <<clotheson>> <<endcombat>> <<poundEndEvent>><<widget "pound_init">> <<set $pound to {}>> <<set $pound.status to 0>> <<set $pound.sneak to 0>> <<set $pound.progress to 0>> <<set $pound.tasks to []>> <</widget>> <<widget "pound_text">> <<if ($settings.monsterChance gte $rng and $hallucinations gte 1) or ($settings.monsterChance gte $rng and !$settings.monsterHallucinationsOnly)>> <<if $settings.monsterChance gte 100 or $settings.bestialityEnabled>> <<if beastMaleChance() is 100>> <<set _text_output to "dogboys">> <<elseif beastMaleChance() is 0>> <<set _text_output to "doggirls">> <<else>> <<set _text_output to "dogpeople">> <</if>> <<else>> <<set _text_output to "hounds">> <</if>> <<else>> <<set _text_output to "dogs">> <</if>> <<if _args[0] is "cap">> <<set _text_output to _text_output.toUpperFirst()>> <</if>> <<print _text_output>> <</widget>> <<widget "pound_punishment_links">> <<if Time.hour is 12 and !$pound.compete>> <<link [[Next|Pound Show Crawl]]>><</link>> <br> <<else>> <<link [[Next|Pound Food]]>><<detach_leash>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "pound_stats">> <<if $pound.status gte 100>> The <<pound_text>> see you as <span class="green">alpha.</span> <<earnFeat "Pound Alpha">> <<elseif $pound.status gte 80>> The <<pound_text>> consider you <span class="teal">dominant.</span> <<elseif $pound.status gte 60>> The <<pound_text>> think you're <span class="lblue">strong.</span> <<elseif $pound.status gte 40>> The <<pound_text>> see you as <span class="blue">a normal packmate.</span> <<elseif $pound.status gte 20>> The <<pound_text>> think you're <span class="purple">weak.</span> <<elseif $pound.status gte 1>> The <<pound_text>> consider you <span class="pink">submissive.</span> <<else>> The <<pound_text>> see you as a <span class="red">runt.</span> <<earnFeat "Pound Runt">> <</if>> <</widget>> <<widget "pound_status">> <<if _args[0]>> <<set $pound.status += (_args[0] * 2)>> <<set $pound.status to Math.clamp($pound.status, 0, 100)>> <</if>> <</widget>> <<widget "stray_happiness">> <<if _args[0]>> <<set $stray_happiness += _args[0]>> <<set $stray_happiness to Math.clamp($stray_happiness, 0, 100)>> <</if>> <</widget>> <<widget "gstray_happiness">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Stray contentment</span> <</if>> <</widget>> <<widget "ggstray_happiness">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + Stray contentment</span> <</if>> <</widget>> <<widget "gggstray_happiness">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + + Stray contentment</span> <</if>> <</widget>> <<widget "gpound_status">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Pound respect</span> <</if>> <</widget>> <<widget "ggpound_status">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + Pound respect</span> <</if>> <</widget>> <<widget "gggpound_status">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ + + Pound respect</span> <</if>> <</widget>> <<widget "lpound_status">> <<if !$settings.blindStatsEnabled>> | <span class="red">- Pound respect</span> <</if>> <</widget>> <<widget "llpound_status">> <<if !$settings.blindStatsEnabled>> | <span class="red">- - Pound respect</span> <</if>> <</widget>> <<widget "lllpound_status">> <<if !$settings.blindStatsEnabled>> | <span class="red">- - - Pound respect</span> <</if>> <</widget>> <<widget "pound_compete_text">> <<if $pound.compete gte 5>> <span class="green">You're in first place.</span> <<elseif $pound.compete is 4>> <span class="teal">You're in second place.</span> <<elseif $pound.compete is 3>> <span class="lblue">You're in third place.</span> <<elseif $pound.compete is 2>> <span class="blue">You're in fourth place.</span> <<else>> <span class="purple">You're last.</span> <</if>> <</widget>> <<widget "stray_happiness_text">> <<if $stray_happiness gte 100>> <span class="green">The <<pound_text>> are cheerful.</span> <<elseif $stray_happiness gte 80>> <span class="teal">The <<pound_text>> are content.</span> <<elseif $stray_happiness gte 60>> <span class="lblue">The <<pound_text>> are sullen.</span> <<elseif $stray_happiness gte 40>> <span class="blue">The <<pound_text>> brood in dark corners.</span> <<elseif $stray_happiness gte 20>> <span class="purple">The <<pound_text>> are agitated.</span> <<elseif $stray_happiness gte 1>> <span class="pink">The <<pound_text>> are rebellious.</span> <<else>> <span class="red">The <<pound_text>> are feral.</span> <</if>> <i>Higher contentment makes events with stray mutts around town less dangerous.</i> <</widget>> <<widget "pound_walk_end">> You make <<moneyGain $pound.money>>.<<if $phase isnot 2>><<pass 60>><</if>> <br><br> <<exposure>> <<if $exposed gte 1>> You close the last cage, and look down at your body. <span class="pink">Your clothes are soaking wet and transparent!</span> <br><br> <<link [[Next|Pound Exposed]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Pound]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "pound_muzzle">> <<if $wolfgirl gte 6>> <<facewear 24>> <<elseif $cat gte 6 or $fox gte 6>> <<facewear 25>> <<else>> <<facewear 17>> <</if>> <</widget>> <<widget "earSlimePoundLinks">> <<set _linkName to _args[0] or "Next">> <<switch $slimePoundTask>> <<case "Sweep">> <<link [[_linkName|Pound Work Sweep]]>> <<if !$pound.tasks.includes("sweep")>><<stray_happiness 1>><<set $pound.tasks.push("sweep")>><</if>><<set $pound.money to 5>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <<case "Feed">> <<link [[_linkName|Pound Work Feed]]>> <<set $pound.tasks.push("feed")>><<set $pound.money to 8>> <<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <<case "Brush">> <<link [[_linkName|Pound Work Brush]]>> <<if !$pound.tasks.includes("brush")>><<stray_happiness 1>><<set $pound.tasks.push("brush")>><</if>><<set $pound.money to 10>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <<case "Wash">> <<link [[_linkName|Pound Work Wash]]>> <<if !$pound.tasks.includes("wash")>><<stray_happiness 1>><<set $pound.tasks.push("wash")>><</if>><<set $pound.money to 12>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <<case "Walk">> <<link [[_linkName|Pound Work Walk]]>> <<if !$pound.tasks.includes("walk")>><<stray_happiness 1>><<set $pound.tasks.push("walk")>><</if>><<set $pound.money to 15>> <<if _linkName is "Obey">><<corruption 1>><<pain -4>><<stress -6>><<trauma -12>><<sub 2>><</if>> <</link>><<if _linkName is "Obey">><<gcorruption>><<lpain>><<lltrauma>><<lstress>><</if>> <</switch>> <</widget>> <<widget "poundEndEvent">> <<if $exposed gte 1>> <<covered>> <span class="pink">You'll be in danger if you're caught like this.</span> <br><br> <<link [[Next|Pound Exposed]]>><<endevent>><</link>> <<else>> <<pass 60>> You make <<moneyGain $pound.money>>. <br><br> <<if _args[0] or Time.hour gte $closinghour>> <<link [[Next|Pound]]>><<endevent>><</link>> <<else>> <<link [[Next|Pound Work]]>><<endevent>><</link>> <</if>> <</if>> <</widget>><<location "prison_beach">><<set $outside to 1>><<effects>><<effects_prison>> You are on the secret beach outside the prison. The waves are violent. <<if $prison.watchers_friend is 2>> <<elseif $prison.schedule is "revolt">> You hear the ongoing revolt.<<prison_attention 10>> <<else>> Menacing shapes circle overhead. <</if>> <br><br> <<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and $prison_wren_boat_intro is 1 and Time.weekDay is 6>> <<npc "Wren">><<person1>> There's a boat moored just off shore. Wren emerges from below deck, and leaps over the water onto a nearby rock. <<He>> crouches to pick up a crate, but stops when <<he>> sees you. <br><br> "You're a clever <<girl>>," <<he>> says. "I shouldn't be surprised. Let's keep this beach a secret between the two of us." <<He>> lifts the crate, and returns to <<his>> ship. <br><br> <<link [[Next|Prison Beach]]>><<endevent>><<unset $prison_wren_boat_intro>><</link>> <br> <<else>> <<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and Time.weekDay is 6>> <<npc "Wren">><<person1>> Wren busies <<himself>> on <<his>> ship. <br><br> <<endevent>> <<elseif Time.hour is 13 and !$prison_wren_intro and Time.weekDay is 6>> Wren's boat is anchored neared the beach. <br><br> <<else>> <</if>> <<if Time.hour is 5>> It'll be roll call soon. <span class="pink">If you don't return to your cell, there'll be trouble.</span> <br><br> <</if>> <<if $stress gte $stressmax and isPregnancyEnding()>> <<pregnancyPassout "prisonBeach">> <<elseif $prison.schedule is "hunt">> <<beastNEWinit 1 hawk>><<person1>> A <<beasttype>> soars towards you, <span class="red">talons outstretched.</span> You run, and manage to avoid <<bhis>> grasp. <br><br> <<bHe>> chases you up the tunnel and into the yard. <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br> <<else>> Small fish leap from a shallow, placid lagoon. <br> <<if (Time.hour is 12 or Time.hour is 14) and !$prison_wren_intro and Time.weekDay is 6>> <br> <<socialiseicon>><<link [[Speak to Wren|Prison Beach Wren]]>><</link>> <br> <</if>> <<if pcAreArmsBound("both")>> <<if $worn.feet.type.includes("shackle")>> <br> <span class="blue">You can't swim with your arms bound and your legs shackled.</span> <br><br> <<else>> <br> <span class="blue">You can't swim with your arms bound.</span> <br><br> <</if>> <<elseif $worn.feet.type.includes("shackle")>> <br> <span class="blue">You can't swim with your legs shackled.</span> <br><br> <<else>> <<if $prison.schedule isnot "revolt">> <<swimicon "back">><<link [[Practise swimming (1:00)|Prison Beach Swim]]>><<pass 60>><<stress -6>><<tiredness 6>><</link>><<gtiredness>><<gswimming>><<lstress>> <br> <</if>> <<swimicon>><<link [[Swim away from the island (0:05)|Prison Beach Escape]]>><<pass 5>><<water>><</link>> <br><br> <</if>> <<if $prison.yard_door is 1>> <<prisonicon "door">><<link [[Tunnel to yard (0:01)|Prison Yard]]>><<pass 1>><<set $location to "prison">><</link>> <br> <<else>> A tunnel slopes up into the island, <span class="blue">but there's a locked door on the other side.</span> <br> <</if>> <<if $prison.tunnel gte 120>> <<prisonicon "cell">><<link [[Tunnel to cell (0:05)|Prison Tunnel Edge]]>><<pass 5>><<set $phase to 1>><<set $location to "prison">><</link>> <br> <</if>> <<prison_map beach>> <</if>> <</if>><<effects>> <<npc Wren>><<person1>> Wren addresses you with one leg resting on the side of the ship. "Any way I can help you?" <<he>> asks. <br><br> <<if $prison.wren_names is 2>> <<socialiseicon "ask">><<link [[Ask for passage|Prison Beach Wren Lift]]>><</link>> <br> <<elseif $prison.wren_names is 1>> <<if $per_npc.scarred_inmate.name_known is 1 and $prison_wren_scarred isnot 1>> <<ind>><<link [[Give the scarred inmate's name|Prison Beach Wren Scarred]]>><<set $prison_wren_scarred to 1>><</link>> <br> <<elseif $prison_wren_scarred isnot 1>> <span class="blue">Wren wants the scarred inmate's name.</span> <br> <</if>> <<if $per_npc.relaxed_guard.name_known is 1 and $prison_wren_relaxed isnot 1>> <<ind>><<link [[Give the relaxed guard's name|Prison Beach Wren Relaxed]]>><<set $prison_wren_relaxed to 1>><</link>> <br> <<elseif $prison_wren_relaxed isnot 1>> <span class="blue">Wren wants the relaxed guard's name.</span> <br> <</if>> <<if $per_npc.veteran_guard.name_known is 1 and $prison_wren_veteran isnot 1>> <<ind>><<link [[Give the veteran guard's name|Prison Beach Wren Veteran]]>><<set $prison_wren_veteran to 1>><</link>> <br> <<elseif $prison_wren_veteran isnot 1>> <span class="blue">Wren wants the veteran guard's name.</span> <br> <</if>> <<if $per_npc.methodical_guard.name_known is 1 and $prison_wren_methodical isnot 1>> <<ind>><<link [[Give the methodical guard's name|Prison Beach Wren Methodical]]>><<set $prison_wren_methodical to 1>><</link>> <br> <<elseif $prison_wren_methodical isnot 1>> <span class="blue">Wren wants the methodical guard's name.</span> <br> <</if>> <<if $prison_wren_relaxed is 1 and $prison_wren_scarred is 1 and $prison_wren_veteran is 1 and $prison_wren_methodical is 1>> <<ind>><<link [[That's all the names|Prison Beach Wren Names]]>><<set $prison.wren_names to 2>><</link>> <br> <</if>> <<else>> <<socialiseicon "ask">><<link [[Ask for passage|Prison Beach Wren Ask]]>><<set $prison.wren_names to 1>><</link>> <br> <</if>> <<getouticon>><<link [[Leave|Prison Beach]]>><<endevent>><</link>> <br><<effects>> <<if $prison.watchers_friend is 2 or $prison.schedule is "revolt">> Wren looks up. "Skies are clear," <<he>> says. "I'll give you a lift back to the mainland. It'll be a one-way trip though. They scrutinise me more on the way in." <br><br> <<if $prison.kylar is "solitary">> You could take Kylar with you, but you'll need to wait until <<nnpc_hes "Kylar">> freed from solitary. <br><br> <</if>> <<if $prison.kylar is "active">> <<getinicon>><<link [[Escape alone (0:30)|Prison Wren Escape]]>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>> <br> <<getinicon>><<link [[Escape with Kylar (0:40)|Prison Kylar Escape]]>><<prison_end>><<prisoncrimeUp "kylar">><<pass 40>><<prison_guards -40>><<npcincr Kylar rage -60>><<npcincr Kylar love 20>><</link>><<gggcrime "obstruction">><<gggsuspicion>><<ggglove>><<lllksuspicion>> <br> <<else>> <<getinicon>><<link [[Escape (0:30)|Prison Wren Escape]]>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>> <br> <</if>> <<else>> Wren points at the sky. <span class="blue">"I can't take you with those birds watching,"</span> <<he>> says. "Hiding behind deck won't work. Befriend them, or distract them, and we'll be good to go." <br><br> <<if $prison.kylar is "solitary">> You could take Kylar with you as well, but you'll need to wait until <<nnpc_hes "Kylar">> freed from solitary. <br><br> <</if>> <</if>> <<getouticon>><<link [[Leave|Prison Beach]]>><<endevent>><</link>> <br><<effects>> <<npc Kylar 2>><<person2>> You rush back into the prison. <<if $prison.schedule is "revolt">> You find Kylar trying to break into the staff room amidst the anarchy. <br><br> <<if $worn.face.type.includes("gag")>> "Mmmhhrr!" you say. Kylar turns to you with a smile. <br><br> You think for a moment, before gesturing to <<him>> and yourself. <<if pcAreArmsBound("both")>> You jog in place for a second, tilting your head. Kylar frowns, confused, before gasping. <<else>> You pantomime opening a door, and walk your fingers across your hand. Kylar gasps. <</if>> "Y-you found a way to escape?" <<he>> asks. "Let me get my things." <<else>> <<if $speech_attitude is "meek">> "I've found a way out," you say. "Pl-please come with me." <<elseif $speech_attitude is "bratty">> "I'm leaving this shit hole," you say. "Wanna come?" <<else>> "I've found a way out," you say. "Will you come with me?" <</if>> <br><br> "Go with you? O-of course," Kylar says. "Let me get my things." <</if>> <br><br> You wait beside Kylar's cell as <<he>> disappears beneath <<his>> bed, and emerges with a rucksack. "That's it. Let's go." <<else>> You find Kylar lying on <<his>> mattress. <<if $worn.face.type.includes("gag")>> "Mmmhhrr!" you say. Kylar turns to you with a smile. <br><br> You think for a moment, before gesturing to <<him>> and yourself. <<if pcAreArmsBound("both")>> You jog in place for a second, tilting your head. Kylar frowns, confused, before gasping. <<else>> You pantomime opening a door, and walk your fingers across your hand. Kylar gasps. <</if>> "Y-you found a way to escape?" <<he>> asks. "Let me get my things." <<else>> <<if $speech_attitude is "meek">> "I've found a way out," you say. "Pl-please come with me." <<elseif $speech_attitude is "bratty">> "I'm leaving this shit hole," you say. "Wanna come?" <<else>> "I've found a way out," you say. "Will you come with me?" <</if>> <br><br> Kylar sits upright. "Go with you? O-of course. Let me get my things." <</if>> <br><br> <<He>> disappears beneath <<his>> bed, and emerges with a rucksack. "That's it. Let's go." <</if>> <br><br> <<link [[Next|Prison Kylar Escape 2]]>><</link>> <br><<effects>> <<badEndTrackingEnd "Prison" { reason: "prisonWrenKylar" }>> <<earnFeat "Not Meant to be Caged">> <<set $prison.kylar to 0>> <<npcset Kylar state "active">> Wren waits at the helm of the ship. <<person1>><<He>> regards Kylar with curiosity. "Aren't you—" <br> "Shut up," Kylar spits as you climb aboard. "J-just take us away from here." <br> Wren shrugs, and steers the vessel away from the island, towards the surrounding mist. <br><br> <<prison_bondage_removal>> <<if _punishments_removed is true>> <<He>> abandons the helm for a minute to rummage beneath the hold, and emerges with a box of tools. "Hold still," <<he>> says. "I'm not making the journey while you're wearing these. I would never forgive myself if you fell in." <<He>> soon has your bondage implements removed. <br><br> <</if>> Kylar clings to your arm as the ship is enveloped. <br><br> <<link [[Kiss|Prison Kylar Escape 3]]>><<set $phase to 2>><<npcincr Kylar love 15>><</link>><<kissvirginitywarning>><<ggglove "Kylar">> <br> <<link [[Hug|Prison Kylar Escape 3]]>><<set $phase to 1>><<npcincr Kylar love 5>><</link>><<gglove "Kylar">> <br> <<link [[Stay still|Prison Kylar Escape 3]]>><<set $phase to 0>><</link>> <br><<effects>> <<if $phase is 2>> You take Kylar's other arm, and pull <<person2>><<him>> into a kiss. <<He>> almost swoons into you. <<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>> <br><br> <<elseif $phase is 1>> You pull Kylar into a hug. Something about the mist has <<person2>><<him>> on edge. <<else>> <</if>> <<if $transformationParts.traits.sharpEyes isnot "disabled">> Spires of rock loom from the mist ahead. Wren seems unconcerned, and steers around each. <<else>> Wren steers around unseen spires of rock, as if from memory. You catch glimpses of them on either side, towering into the sky. <</if>> <br><br> At last, the ship breaches the other side. <<if Time.dayState is "night">> <<if !Weather.isOvercast>> You see the lights of town light up the horizon. <<else>> Even so, you can't see much further in the dark. <</if>> <<else>> You see the town on the horizon. <</if>> <br><br> <<person1>> "What did I tell you?" <<he>> says. "That's the third safe passage in a row." <br><br> <<link [[Next|Prison Kylar Escape 4]]>><</link>> <br><<location "docks">><<effects>> The ship makes good time, and soon approaches the coast. Wren steers towards the dock. <br><br> "I hope this is a good landing spot for you," <<he>> says, pulling up at the pier. "I have elsewhere to be." <<He>> grins. You step ashore with Kylar. <br><br> "Hope to see you soon." <<He>> steers back towards open water. <br><br> <<person2>>"There are people I need to see," <<he>> says, looking at <<his>> feet. "Th-thank you." <br><br> <<link [[Ask if <<nnpc_he "Kylar">> will be okay with the police|Prison Kylar Escape Ask]]>><</link>> <br> <<link [[Nod|Prison Kylar Escape Nod]]>><</link>> <br><<effects>> "I'll be fine," Kylar says. "They surprised me last t-time." <<He>> stares at you a moment, then abruptly turns and runs into the docks. <br><br> <<link [[Next|Docks]]>><<endevent>><</link>> <br><<effects>> You nod. Kylar stares a moment, then abruptly turns and runs into the docks. <br><br> <<link [[Next|Docks]]>><<endevent>><</link>> <br><<effects>> Wren pulls up the anchor as you climb aboard, and turns on the engine. The boat swerves away from the island, towards the surrounding mist. <br><br> <<prison_bondage_removal>> <<if _punishments_removed is true>> <<He>> abandons the helm for a minute to rummage beneath the hold, and emerges with a box of tools. "Hold still," <<he>> says. "I'm not making the journey while you're wearing these. I would never forgive myself if you fell in." <<He>> soon has your bondage implements removed. <br><br> <</if>> "Stay close," <<he>> says. "Been a while since I've bumped into anything, but don't want you falling in." <<He>> puts one hand on the helm, but puts the other around your shoulders. <br><br> <<link [[Lean into <<nnpc_him "Wren">>|Prison Wren Escape 2]]>><<set $phase to 0>><<npcincr Wren love 1>><</link>><<glove>> <br> <<link [[Pull away|Prison Wren Escape 2]]>><<set $phase to 1>><</link>> <br> <<link [[Stay still|Prison Wren Escape 2]]>><<set $phase to 2>><</link>> <br><<effects>> <<badEndTrackingEnd "Prison" { reason: "prisonWren" }>> <<earnFeat "Not Meant to be Caged">> <<if $phase is 0>> You lean into Wren. <<He>> holds you tighter, and laughs. "Don't make it too easy for me," <<he>> says. "I like a chase." Mist envelops the ship. <<elseif $phase is 1>> You pull away from Wren. <<He>> laughs. "Just make sure you hold on." Mist envelops the ship. <<elseif $phase is 2>> You stay still as mist envelops the ship. <</if>> <br><br> <<if $transformationParts.traits.sharpEyes isnot "disabled">> Spires of rock loom from the mist ahead. Wren seems unconcerned, and steers around each. <<else>> Wren steers around unseen spires of rock, as if from memory. You catch glimpses of them on either side, towering into the sky. <</if>> <br><br> At last, the ship breaches the other side. <<if Time.dayState is "night">> <<if !Weather.isOvercast>> You see the lights of town light up the horizon. <<else>> Even so, you can't see much further in the dark. <</if>> <<else>> You see the town on the horizon. <</if>> <br><br> "What did I tell you?" <<he>> says. "That's the third safe passage in a row." <br><br> <<link [[Next|Prison Wren Escape 3]]>><</link>> <br><<location "docks">><<effects>> The ship makes good time, and soon approaches the coast. Wren steers towards the dock. <br><br> "I hope this is a good landing spot for you," <<he>> says, pulling up at the pier. "I have elsewhere to be." <<He>> grins. You step ashore. <br><br> "Hope to see you soon." <<He>> steers back towards open water. <br><br> <<link [[Next|Docks]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "C-could you take me with you?">> you ask. <<gagged_speech "On your boat.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "I could use a lift,">> you say. <<gagged_speech "What'll it take?">> <<else>> <<gagged_speech "Could you take me with you?">> you ask. <<gagged_speech "I'm sure I can offer something.">> <</if>> <<if $worn.face.type.includes("gag")>> <<He>> seems to get what you're trying to say, and chuckles. <</if>> <br><br> Wren rubs <<his>> chin. "There is something I need," <<he>> says. "<span class="gold">The names of the guards,</span> and one of the prisoners. <span class="gold">The scarred one.</span> Names have value here." <br><br> <<generate_anxious_guard 1>> <span class="lblue">"I already have the anxious guard's name,"</span> <<he>> adds with a grin. "So don't worry about that. Won it in a game of cards. <<person2>><<He>> didn't have much else left to offer." <br><br> <<link [[Next|Prison Beach]]>><<endevent>><</link>> <br><<effects>> <<unset $prison_wren_relaxed>> <<unset $prison_wren_scarred>> <<unset $prison_wren_veteran>> <<unset $prison_wren_methodical>> "Right," Wren says, clapping <<his>> hands. "You've been a big help." <<if $prison.watchers_friend is 2>> <<He>> looks at the sky. <span class="green">"The birds don't seem bothered by you being out here either,"</span> <<he>> says. "Let me know when you're ready." <<elseif $prison.schedule is "revolt">> <<He>> looks at the sky. <span class="green">"The birds are busy,"</span> <<he>> says. "Now's the time." <<else>> <<He>> points at the sky. "<span class="blue">There's one problem left.</span> The birds. Hiding behind deck won't work. Tried that once. You gotta get them friendly with you, or distract them somehow." <</if>> <br><br> <<link [[Next|Prison Beach]]>><<endevent>><</link>> <br><<effects>> <<generate_scarred_inmate 1>> Wren nods. "So the scarred one is <<scarred_inmate 1>>," <<he>> says. "I'm itching to learn how <<person2>><<he>> got those scars, but I'm not gonna ask." <br><br> <<link [[Next|Prison Beach Wren]]>><<endevent>><</link>> <br><<effects>> <<generate_relaxed_guard 1>> Wren nods. "So <<person2>><<his>> name is <<relaxed_guard 1>>," <<he>> says. "Thought <<he>>'d tell me <<himself>>, but <<hes>> not as chill as <<he>> seems." <br><br> <<link [[Next|Prison Beach Wren]]>><<endevent>><</link>> <br><<effects>> <<generate_veteran_guard 1>> Wren nods. "So it's <<veteran_guard 1>>," <<he>> says. "I've never spoken with <<person2>><<him>>. <<He>> seems to have a temper." <br><br> <<link [[Next|Prison Beach Wren]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 1>> Wren nods. "So the one in glasses is called <<methodical_guard 1>>," <<he>> says. <<person2>>"<<He>> acts like a stickler for rules, but <<he>> was happy to make a deal." Wren frowns in thought. <br><br> <<link [[Next|Prison Beach Wren]]>><<endevent>><</link>> <br><<effects>> You wade out, until a wave lifts your feet from the sand. The water is gentle at first, <<if currentSkillValue('swimmingskill') gte 1000>> but you soon have to struggle to remain above the surface. You fight, <span class="green">until the water calms.</span> <br><br> <<if $prison.schedule is "revolt">> Nothing bothers you as you swim. <span class="green">The watchers are distracted by the other inmates.</span> <br><br> <<link [[Next|Prison Beach Escape 2]]>><</link>> <br> <<elseif $prison.watchers_friend is 2>> You hear the beating of wings. <<beastNEWinit 2 hawk>>Two <<beastsplural>> circle overhead, <span class="green">but then fly towards the spire.</span> They won't bother you. <br><br> <<link [[Next|Prison Beach Escape 2]]>><<endevent>><</link>> <br> <<else>> You hear the beating of wings. <<beastNEWinit 2 hawk>><span class="red">A <<beasttype>> swoops towards you.</span> You try to shelter beneath the surface, but <<bhis>> talons find you. <<bHe>> lifts you into the air, and dumps you back on the beach.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Next|Prison Beach]]>><<endevent>><</link>> <br> <</if>> <<else>> <span class="red">but then it seizes you, and drags you beneath the surface.</span> You kick and thrash, but to no avail. <br><br> The journey is short, but terrifying. You're left washed up where you started.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<link [[Next|Prison Beach]]>><</link>> <br> <</if>><<set $location to "sea">><<effects>> You keep swimming, until you reach the ring of mist that encircles the island. This is the point of no return. <br><br> <<link [[Escape (0:30)|Prison Escape]]>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>> <br> <<link [[Swim back to the prison (0:05)|Prison Beach]]>><<pass 5>><</link>> <br><<effects>> <<badEndTrackingEnd "Prison" { reason: "prisonSwimming" }>> <<earnFeat "Not Meant to be Caged">> You swim out, leaving the island and its prison behind. Rocks loom from the mist. Dangerous to ships, but not to you. <<prison_bondage_removal>> <<if _punishments_removed is true>> You're even able to use the jagged edges to cut through the prison's bondage implements. <</if>> <br><br> You remain confident you're swimming in the right direction, despite the lack of landmarks. You swim until at last, the mist clears. <<if Time.dayState is "night">> <<if !Weather.isOvercast>> The town appears on the horizon, lit up against the night. <<else>> You can't see much further in the night's gloom. <</if>> <<else>> The town appears on the horizon. <</if>> <br><br> <<link [[Next|Sea]]>><<set $sea to 100>><</link>> <br><<effects>> <<if $exposed lt 2>> You remove your clothes, and swim around the lagoon. <<else>> You swim around the lagoon. <</if>> <<strip>> <<water>> <<if $rng gte 81>> The small fish keep their distance. <<elseif $rng gte 61>> Small fish leap over you. <<elseif $rng gte 41>> Tendrils of seaweed caress your stomach. <<elseif $rng gte 21>> Several pebbles roll off the surrounding rocks, splashing into the water. <<else>> A particularly large wave breaches the lagoon. <</if>> <<swimmingskilluse>> <br><br> <<link [[Next|Prison Beach]]>><<clotheson>><</link>> <br><<set $bus to "canteen">><<set $outside to 0>><<effects>><<effects_prison>> You are in the canteen. Rows of tables fill the large room. The ceiling hangs low enough that taller inmates can't stand upright, giving it a claustrophobic feel despite its length and breadth. <<if $prison.schedule is "wake" or $prison.schedule is "lunch" or $prison.schedule is "dinner">> Inmates queue for their grub. <<generate_methodical_guard 0>><<methodical_guard 0 cap>> stands in the corner, flipping through the pages of a book. <<elseif $prison.schedule is "work">> You hear clattering from the kitchen. <<else>> It's currently empty. <</if>> <<endevent>> <br><br> <<if Time.hour is 20>> You hear a bell ring. "Lockdown," <<generate_methodical_guard 0>><<methodical_guard 0>> shouts. "Back to your cells." <br><br> You're shuffled along with the other prisoners. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<passout_prison>> <<else>> <<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>> <<events_prison_attention>> <<else>> <<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>> <<events_prison>> <</if>> <<if $prison_event_trigger>> <<events_prison_triggered>> <<else>> <<if random(1, 5) is 5 and $eventskip isnot 1 and ($prison.schedule is "wake" or $prison.schedule is "lunch" or $prison.schedule is "dinner")>> <<prison_guard_watch methodical>> <<else>> <<if $prison.schedule is "wake">> <<foodicon "eat">><<link [[Breakfast (Up to an hour)|Prison Breakfast]]>><<pass 1>><<advancetohour>><<stress -6>><</link>><<lstress>> <br><br> <<elseif $prison.schedule is "lunch">> <<foodicon "eat">><<link [[Lunch (Up to an hour)|Prison Lunch]]>><<pass 1>><<advancetohour>><<stress -6>><</link>><<lstress>> <br><br> <<elseif $prison.schedule is "dinner">> <<foodicon "eat">><<link [[Dinner (Up to an hour)|Prison Dinner]]>><<pass 1>><<advancetohour>><<stress -6>><</link>><<lstress>> <br><br> <</if>> <<getouticon>><<link [[Leave|Prison Yard]]>><</link>> <br> <<prison_map canteen>> <</if>> <</if>> <<set $eventskip to 0>> <</if>> <</if>><<effects>> <<if pcAreArmsBound("both")>> <<generate1>><<person1>> You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy porridge, and rests it on your head. <<if $worn.face.type.includes("gag")>> There's a straw included, which you might be able to winkle past your gag. <</if>> <br><br> <<endevent>> <<if $worn.face.type.includes("gag")>> <span class="blue">You'd be able to ask for help, if not for your gag.</span> <br> <<else>> <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>> <br> <</if>> <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>> <br> <<else>> <<wearProp "lunch tray">> You queue with the other prisoners, and receive a bowl full of sloppy porridge. <<if $worn.face.type.includes("gag")>> There's a straw included, which you might be able to winkle past your gag. <</if>> <br><br> You look for a free seat. <<if $prison.protection is "scarred">> <<generate_scarred_inmate 0>><<scarred_inmate 0 cap>><<person1>> asks you to sit on <<his>> lap. <br><br> <<link [[Sit on lap|Prison Breakfast Scarred]]>><<prison_rep scarred 1>><<prison_attention 1>><<handheldon>><</link>><<gperlove>><<gattention prison>> <br> <<link [[Refuse|Prison Breakfast Scarred Refuse]]>><<prison_inmates 1>><</link>><<grespect>> <<else>> <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>> <br> <</if>> <</if>><<effects>> <<generate1>><<person1>> <<if $speech_attitude is "meek">> "C-could someone help me?" you ask. "Please?" <<elseif $speech_attitude is "bratty">> "Someone gimme a hand," you say. <<else>> "Could someone give me a hand," you say. <</if>> <br><br> A <<person>> takes the bowl from your head. "Sure darling." <<He>> smacks your <<bottom>>. "Get moving." <br><br> <<He>> feeds you by hand while the other inmates watch. They look amused. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> <<if $danceSuccess>> You walk to a free seat. A couple of inmates stick out their legs, <span class="green">but you step over them without losing balance.</span> <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>> <br> <<else>> You walk towards a free seat. An inmate sticks out a leg, <span class="red">tripping you.</span> Your bowl clatters against the ground, spilling food everywhere. <br><br> <<if $worn.face.type.includes("gag")>> <<generate_veteran_guard 0>><<person1>> You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it." <br><br> <<link [[Next|Prison Breakfast Lick Refuse]]>><<handheldon>><<set $phase to 1>><</link>> <br> <<else>> <<generate_veteran_guard 0>><<person1>> You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it. Lick it up. All of it." <br><br> <<link [[Lick|Prison Breakfast Lick]]>><<handheldon>><<prison_inmates -3>><<trauma 6>><</link>><<llrespect>><<gtrauma>> <br> <<link [[Refuse|Prison Breakfast Lick Refuse]]>><<handheldon>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><</link>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>> <br><br> <</if>> <</if>><<effects>> You can feel the other inmates watching. <<veteran_guard 0 cap>> doesn't remove <<his>> boot until you've licked up the entire spillage. "Good," <<he>> says. "Now sit down." <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 1>> <<veteran_guard 0 cap>> removes <<his>> boot, only to smack you back against the ground with <<his>> baton. You curl up as best you can with your arms bound, as <<he>> delivers blow after blow.<<if $phase is 1>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>><</if>> <br><br> "That's enough," cuts in <<methodical_guard 1>>. "I'm not delaying prayer for this." <br><br> <<veteran_guard 0 cap>> backs away from you. <<tearful>> you rise to your feet, and find a seat. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> You sit on <<scarred_inmate 0 apo>> lap. <<if $prison.scarred gte 80>> <<He>> takes your bowl and spoon, and feeds you <<himself>>. If <<his>> gang finds this strange, they give no sign. <<elseif $prison.scarred gte 20>> <<He>> takes your bowl, and holds it from you as you eat. <<else>> <<wearProp "soup bowl">> You're too high, and far, from the table to use it. You rest the bowl on your own thigh while eating. <</if>> <br><br> <<if random(1, 2) is 2>> You endure the occasional pinch.<<gstress>><<gpain>><<stress 6>><<pain 4>> <br><br> <</if>> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> You refuse <<scarred_inmate 0>>, and sit elsewhere. <<if $prison.scarred gte 80>> <<He>> looks hurt. <<else>> You hear <<him>> snarl. <</if>> <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 0>><<methodical_guard 0 cap>><<person1>> clears <<his>> throat, still holding the book in <<his>> hands and seemingly settled on a passage. "Bow your heads," <<he>> says. "In prayer." Most of the inmates have already bowed. <br><br> <<link [[Bow your head|Prison Breakfast Prayer Bow]]>><<sub 1>><<purity 2>><</link>><<gpurity>> <br> <<link [[Bow your head and daydream|Prison Breakfast Prayer Daydream]]>><<stress -6>><</link>><<lstress>> <br> <<link [[Refuse|Prison Breakfast Prayer Refuse]]>><<def 1>><<prison_inmates 1>><<suspicion 1>><</link>><<gsuspicion>><<grespect>> <br> <<if $angel gte 6 and !$worn.face.type.includes("gag")>> <<link [[Offer to hold the sermon|Prison Breakfast Prayer Angel]]>><<prison_hope 1>><</link>><<angel>><<ghope>> <br> <</if>> <<if $fallenangel gte 2 and !$worn.face.type.includes("gag")>> <<link [[Offer to hold the sermon|Prison Breakfast Prayer Fallen]]>><<prison_reb 3>><<prison_hope -1>><</link>><<fallenangel>><<lhope>><<ggreb>> <br> <</if>> <<if $demon gte 6 and !$worn.face.type.includes("gag")>> <<link [[Offer to hold the sermon|Prison Breakfast Prayer Demon]]>><<prison_reb 1>><</link>><<demon>><<greb>> <br> <</if>><<effects>> You rise, and walk to <<methodical_guard 0>>. <<He>> seems angry at your impertinence, but something in your eyes softens <<him>>. <<if pcAreArmsBound("both")>> You can't hold the prayer book with your arms bound, but you don't need it. You recite a sermon from memory. <<else>> <<He>> holds out the prayer book, but you don't need it. You put your hands to your chest, and recite a sermon from memory. <</if>> <br><br> The prisoners listen in rapt attention. You think some are hiding tears beneath their bowed heads. <<methodical_guard 0 cap>> wears a distant expression, until the schedule catches up to <<him>> and <<he>> snaps to attention. "Rise." <<He>> takes a deep breath. "Everyone outside." <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br><<effects>> You rise, and walk to <<methodical_guard 0>>. <<He>> seems angry at your impertinence, but something in your eyes frightens <<him>>. <<if pcAreArmsBound("both")>> You can't hold the prayer book with your arms bound, but you don't need it. You recite a sermon from memory. <<else>> <<He>> holds out the prayer book, but you don't need it. You put your hands to your chest, and recite a sermon from memory. <</if>> <br><br> This is not a sermon they would give at the temple. Not in public. But it's fitting here. You speak of emptiness and loss. Damnation and despair. A cloud descends over the room, even <<methodical_guard 0>> is affected. "Stop," <<he>> says at last. "Rise. Everyone outside." <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br><<effects>> You rise, and walk to <<methodical_guard 0>>. <<He>> seems angry at your impertinence, but something in your eyes entices <<him>>. <<if pcAreArmsBound("both")>> You can't hold the prayer book with your arms bound, but you don't need it. You recite a sermon from memory. <<else>> <<He>> holds out the prayer book, but you don't need it. You put your hands to your chest, and recite a sermon from memory. <</if>> <br><br> You change details here and there, slipping in innuendo and blasphemy. Some of the more learned prisoners stifle laughter. <<methodical_guard 0 cap>> scans the room, looking for the culprits. "That's enough," <<he>> says. "Rise. Everyone outside." <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br><<effects>> You bow your head. <<methodical_guard 0 cap>> recites a litany of punishment, before slamming the book shut. "Rise. Everyone outside." <br><br> You shuffle outside with the other inmates. <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br><<effects>> You bow your head, but pay no attention to <<methodical_guard 0 apo>> words. <<if random(1,3) is 3>> <<if isLoveInterest("Robin")>> You think about Robin. You hope <<nnpc_hes "Robin">> doing okay without you. <<elseif isLoveInterest("Whitney")>> You think about Whitney. You bet <<nnpc_he Whitney>> misses you, whether <<nnpc_he Whitney>> would admit it or not. <<elseif isLoveInterest("Eden")>> You think about Eden. You hope <<nnpc_he Eden>> isn't too worried. You doubt even <<nnpc_he Eden>> could make it out here. <<elseif isLoveInterest("Kylar") and C.npc.Kylar.state is "prison">> You think about Kylar. You wonder if <<nnpc_he "Kylar">> would be able to break out, though you doubt it. <<elseif isLoveInterest("Avery")>> You think about Avery and wonder if <<nnpc_he Avery>> could buy your freedom. <<elseif isLoveInterest("Sydney")>> You think about Sydney. You know you're in <<nnpc_his Sydney>> thoughts as well. <<elseif isLoveInterest("Alex")>> You think about Alex and wonder how the farm is doing. <<elseif isLoveInterest("Black Wolf")>> You think about the Black Wolf and the pack. You hope they're not hungry. <<elseif isLoveInterest("Great Hawk")>> You think about the Great Hawk. <<nnpc_He "Great Hawk">> must be watching for you, but you doubt <<nnpc_he "Great Hawk">> would search this far. <<else>> You think about the town and realise how much of it you took for granted. <</if>> <<else>> <<if $rng gte 81>> You hope the orphans are okay. <<elseif $rng gte 61>> You think about school and hope your absence doesn't count as truancy. <<elseif $rng gte 41>> Your thoughts wander all over. <<elseif $rng gte 21>> You wonder how many of the other inmates are paying attention. <<else>> You hear <<his>> voice though. It seems to echo, but there's something wrong with it. Like another voice is layered atop <<hers>>. <</if>> <</if>> <br><br> <<He>> slams the book shut. "Rise. Everyone outside." <br><br> You shuffle outside with the other inmates. <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br><<effects>> <<if $prison.shock is 1>> <<if $prison.guards gte 40>> You stare at <<methodical_guard 0>>. "Prisoner 144," <<he>> snaps. "<span class="green">I'll give you another chance.</span> Bow your head at once." <br><br> <<link [[Bow|Prison Breakfast Prayer Bow]]>><<sub 1>><<purity 2>><</link>><<gpurity>> <br> <<link [[Refuse again|Prison Breakfast Prayer Refuse 2]]>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>> <br> <<else>> You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>> <br><br> You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from the canteen. The other inmates tease you as you pass, but it doesn't sound malicious. <<bind>> <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><</link>> <</if>> <<else>> You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket, <span class="green">then hesitates.</span> <<He>> commences without mentioning you. <br><br> <<He>> recites a litany of punishment, before slamming the book shut. "Rise. Everyone outside." <br><br> You shuffle outside with the other inmates. <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br> <</if>><<effects>> You stare at <<methodical_guard 0>>. <<He>> reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>> <br><br> You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from the canteen. The other inmates tease you as you pass, but it doesn't sound malicious. <<bind>> <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><</link>><<effects>> <<if pcAreArmsBound("both")>> <<generate1>><<person1>> You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy potato soup, and rests it on your head. <<if $worn.face.type.includes("gag")>> There's a straw included, which you might be able to winkle past your gag. <</if>> <br><br> <<endevent>> <<if $worn.face.type.includes("gag")>> <span class="blue">You'd be able to ask for help, if not for your gag.</span> <br> <<else>> <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>> <br> <</if>> <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>> <br> <<else>> <<wearProp "lunch tray">> You queue with the other prisoners, and receive a bowl of potato soup. <<if $worn.face.type.includes("gag")>> There's a straw included, which you might be able to winkle past your gag. <</if>> <br><br> You look for a free seat. <<if $prison.protection is "tattooed">> <<generate_tattooed_inmate 0>><<tattooed_inmate 0 cap>><<person1>> steps in your way. "My <<girl>>'s not sitting alone," <<he>> says, grabbing your arm. <br><br> <<link [[Comply|Prison Lunch Tattooed]]>><<prison_rep tattooed 1>><<prison_attention 1>><</link>><<gperlove>><<gattention prison>> <br> <<link [[Refuse|Prison Lunch Tattooed Refuse]]>><<prison_inmates 1>><</link>><<grespect>> <<else>> <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br> <</if>> <</if>><<effects>> You sit beside <<tattooed_inmate 0>>, the pair of you flanked by <<his>> gang. <<if $prison.tattooed gte 80>> <<He>> brags openly about "having" you, stopping passers by and making sure they have a good look. <<elseif $prison.tattooed gte 20>> <<He>> brags openly about "having" you. <<else>> <<He>> draws a lot of attention, and seems eager to be seen with you. <</if>> <br><br> <<if random(1, 2) is 2>> You endure the occasional grope.<<gstress>><<stress 6>><<garousal>><<arousal 3 "breasts">><<arousal 3 "bottom">> <br><br> <</if>> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> You shake off <<tattooed_inmate 0 apo>> hand. <<if $prison.tattooed gte 80>> "Fuck I do?" <<he>> asks. "Fine. Mind some fucker doesn't rape you." <<else>> <<He>> grabs you again, but a <<generate2>><<person2>><<person>> beside <<him>> grabs <<his>> arm in turn, and glances at the guard. <<tattooed_inmate 0 cap>> releases you, and parts with a glare. <</if>> <br><br> You find somewhere to sit, and eat your soup. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> <<if pcAreArmsBound("both")>> <<generate1>><<person1>> You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of mixed vegetable soup and diced meat. <<He>> rests it on your head. <<if $worn.face.type.includes("gag")>> There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least. <</if>> <br><br> <<endevent>> <<if $worn.face.type.includes("gag")>> <span class="blue">You'd be able to ask for help, if not for your gag.</span> <br> <<else>> <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>> <br> <</if>> <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>> <br> <<else>> <<wearProp "lunch tray">> You queue with the other prisoners, and receive a slab of meat and a ladle-full of mixed vegetable soup. <<if $worn.face.type.includes("gag")>> There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least. <</if>> <br><br> <<if $prison.kylar is "active">> Kylar appears behind you, following close. <br><br> <<npc Kylar>><<person1>> <<link [[Let <<him>> sit beside you|Prison Dinner Kylar]]>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<prison_inmates -1>><</link>><<lrespect>><<glove>><<lksuspicion>> <br> <<link [[Insist on sitting alone|Prison Dinner Kylar Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><<prison_inmates 1>><</link>><<llove>><<gksuspicion>><<grespect>> <br> <<elseif $rng gte 81>> You find a seat, and eat your meal. <br><br> <<generate1>><<person1>> "Hey <<girl>>," says the <<person>> opposite. <<He>> rests <<his>> elbow on the table. "Wrestle?" <br><br> <<if pcAreArmsBound("both")>> <span class="blue">You can't wrestle with your arms bound.</span> <<else>> <<link [[Wrestle|Prison Dinner Wrestle]]>><<handheldon>><</link>><<physiquedifficulty 2000 16000>> <</if>> <br> <<link [[Decline|Prison Dinner Wrestle Decline]]>><<handheldon>><<prison_inmates -1>><</link>><<lrespect>> <br> <<elseif $rng gte 61>> <<generate1>><<person1>> "Oi," says a <<person>>, slamming <<his>> tray beside you. "This is my seat." <br><br> <<link [[Threaten|Prison Dinner Threaten]]>><<handheldon>><<prison_inmates 1>><</link>><<grespect>> <br> <<link [[Move|Prison Dinner Move]]>><<prison_inmates -1>><</link>><<lrespect>> <br> <<else>> No one pays you much mind. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>> <br> <</if>> <</if>><<effects>> You take a seat, and Kylar sits beside you. The inmate on the other side of <<him>> gives you a dirty look as <<he>> moves seats. <br><br> Kylar insists on tasting your food before you eat any. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> You take a seat in a crowded spot. Kylar tries to squeeze in beside you, but the adjacent inmate shoves <<him>> away. Kylar falls, and <<his>> tray scatters across the ground. <br><br> <<He>> covers <<his>> face as <<he>> runs from the room. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> You grasp <<his>> hand, and wrestle. <<if $physiqueSuccess>> <<He>> holds firm at first, but once you have momentum, <span class="green">you push <<him>> all the way.</span> "Stronger than you look," <<he>> comments, wringing <<his>> hand.<<grespect>><<prison_inmates 1>> <br><br> <<else>> You strain with all your might, <span class="red">but <<he>> gains momentum</span> and pins your hand against the table. "Gotcha," <<he>> says with pride.<<gpain>><<pain 4>> <br><br> <</if>> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> You refuse the challenge. <br><br> "Wuss," <<he>> says, before bothering the <<generate2>><<person2>><<person>> beside <<him>> <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> You stand, your fists clenched, and glare at the <<person>>. <<gagged_speech "I-I'm not moving,">> you say. <<elseif $speech_attitude is "bratty">> You stand and shove the <<person>>. <<gagged_speech "Fucking make me,">> you say. <<else>> You stand and glare at the <<person>>. <<gagged_speech "No,">> you say. <<gagged_speech "What you gonna do?">> <</if>> <br><br> <<if $prison.inmates gte random(1, 100)>> <<He>> takes a deep breath, <span class="green">and laughs.</span> "Turns out this ain't my seat," <<he>> says. "Carry on." <<He>> sits some distance away. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br> <<else>> <<He>> takes a deep breath, <span class="red">and pulls <<his>> arm back for a punch.</span> <br><br> <<link [[Dodge|Prison Dinner Dodge]]>><</link>><<dancedifficulty 1 500>> <br> <<link [[Dodge and humiliate|Prison Dinner Humiliate]]>><</link>><<dancedifficulty 1 1000>> <br> <<link [[Punch back|Prison Dinner Punch]]>><</link>><<physiquedifficulty 1 16000>> <br> <</if>><<effects>> <<generate_methodical_guard 1>> <<if $danceSuccess>> <span class="green">You duck and twirl beneath the <<persons>> blow.</span> The other inmates cheer, but a whistle pierces the din.<<grespect>><<prison_inmates 1>> <br><br> "Order," <<methodical_guard 1>> shouts. "I will have order!" You sit back down. The <<person>> hesitates, then finds a seat elsewhere. <br><br> <<else>> You try to duck, <span class="red">but the <<person>>'s fist connects with your cheek.</span> You end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>> <br><br> "Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere. <br><br> <</if>> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 1>> <<if $danceSuccess>> <span class="green">You duck and twirl beneath the <<persons>> blow,</span> grab the hem of <<his>> trousers, <span class="lewd">and tug them down to <<his>> knees.</span> <br><br> <<He>> covers <<his>> <<if $NPCList[0].penis isnot "none">> <<print $NPCList[0].penisdesc>> in a hurry, <<else>> pussy in a hurry, <</if>> as the inmates erupt in laughter. <<ggrespect>><<prison_inmates 3>> <br><br> "Order," <<methodical_guard 1>> shouts. "I will have order!" You sit back down. The <<person>>, face red, finds a seat elsewhere. <br><br> <<else>> You try to duck, <span class="red">but the <<person>>'s fist connects with your cheek.</span> You end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>> <br><br> "Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere. <br><br> <</if>> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 1>> <<if $physiqueSuccess>> <span class="green">You're faster,</span> and smack <<him>> right on the nose. <<He>> shouts and clutches <<his>> face while staggering backwards. The inmates cheer.<<ggrespect>><<prison_inmates 3>> <br><br> "Order," <<methodical_guard 1>> shouts. "I will have order!" You take your seat. The <<person>> finds <<his>> own. <br><br> <<else>> You try to counterattack, <span class="red">but you're too slow.</span> <<His>> fist collides with your face, and you end up flat on your back.<<gpain>><<gstress>><<lrespect>><<pain 4>><<stress 6>><<prison_inmates -1>> <br><br> "Order," <<methodical_guard 1>> shouts. "I will have order!" The <<person>> takes your seat, so you sit elsewhere. <br><br> <</if>> <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> <br><<effects>> You decide to find another seat. The inmates were hoping for drama, but that's not your concern. <br><br> <<link [[Next|Prison Breakfast Prayer]]>><<handheldon>><</link>> <br><<effects>> You walk closer. <<person2>><<tattooed_inmate 0 cap>> grabs your arm and pulls you against <<his>> body. <<He>> reaches straight for your groin. <br><br> <<if $player.penisExist>> <<if $worn.lower.exposed gte 2 and $worn.under_lower.exposed gte 1>> "Your cock feels even better than it looks," <<he>> says. "I'll have fun with this." <<else>> <<if $player.gender_appearance is "f">> "This <<bitch>> has a secret," <<he>> says. <<if $player.penissize gte 4>> "A <i>big</i> secret." <<elseif $player.penissize gte 3>> "A big secret." <<elseif $player.penissize gte 2>> "I'll have fun with this." <<elseif $player.penissize gte 1>> "Just a little secret." <<else>> "Just a <i>little</i> secret." <</if>> <<else>> <<if $player.penissize gte 4>> "This <<bitch>> is huge," <<he>> says. "I'll have fun with this." <<elseif $player.penissize gte 3>> "Oh yeah," <<he>> says. "This is the one. I'll have fun with this." <<elseif $player.penissize gte 2>> "Feels healthy," <<he>> says. "We'll find out soon." <<elseif $player.penissize gte 1>> "Small and cute," <<he>> says. "I'll have fun with this." <<else>> "I found it," <<he>> says. "<<pShes>> tiny, but I think I'll have fun anyway." <</if>> <</if>> <</if>> <<else>> <<if $player.gender_appearance is "m">> "This <<bitch>> has a secret," <<he>> says. "I'll have fun with this." <<else>> "Nice cunt," <<he>> says. "I'll have fun with this." <</if>> <</if>> <<He>> shoves you into a walk, and stays close behind. <br><br> <<person1>>"What have we here?" asks an unfamiliar voice from behind. <<tattooed_inmate 1 cap>> and <<person2>><<his>> goons spin in alarm. <<scarred_inmate 0 cap>> walks closer, a <<person5>><<person>> and <<person6>><<person>> on either side. <br><br> <<link [[Next|Prison Attention Gangs]]>><</link>> <br><<effects>> You turn away. "Are you deaf <<bitch>>?" <<tattooed_inmate 1>> snarls. "You're coming with us." <br><br> "No <<pshe>> ain't," says an unfamiliar voice from the side. <<tattooed_inmate 1 cap>> and <<his>> goons spin in alarm. <<scarred_inmate 0 cap>> walks closer, a <<person5>><<person>> and <<person6>><<person>> on either side. <br><br> <<link [[Next|Prison Attention Gangs]]>><</link>> <br><<effects>> "I've had my eye on this one," <<scarred_inmate 1>> says. <<person1>><<He>> pulls a length of cord from <<his>> trousers, and stretches it taut. "<<pShes>> mine." <br><br> "Fuck you," <<tattooed_inmate 1>> says. "I'll push your shit out your mouth." <br><br> <<endevent>> <<generate_scarred_inmate 0>><<generate_tattooed_inmate 1>><<generate_methodical_guard 2>><<person3>> They trade threats while their goons stare each other down, until they're interrupted. "Go back to your cells." It's <<methodical_guard 2>>. "Or should I involve the warden?" <br><br> <<tattooed_inmate 1 cap>> and <<scarred_inmate 0>> look away. "Visit my cell during free time," <<scarred_inmate 0>> snarls. "You're gonna need protection. I can give it." <br><br> "I said back to your cells," <<methodical_guard 2>> says. The inmates disperse. <<methodical_guard 2 cap>> nods in satisfaction and continues on <<person3>><<his>> way, seeming unconcerned with you. <br><br> <i>Presenting yourself to <<scarred_inmate 1>> during free time will put you under their protection, shielding you from the next attention event.</i> <br><br> <<destination_prison>><<effects>> You step into the shower proper. There's no privacy. Dozens of bodies are packed beneath rust-worn faucets. At least there's soap. <br><br> <<wash>> <<if random(1, 9) is 9>> No one pays you attention as you wash yourself, until you squeeze the soap too hard. It flies into the air. <br><br> <<link [[Catch|Prison Shower Catch]]>><</link>><<dancedifficulty 1 1000>> <br> <<link [[Forget it|Prison Shower]]>><<clotheson>><<prison_inmates -1>><</link>><<lrespect>> <br> <<else>> No one pays you attention as you wash yourself. <br><br> <<link [[Next|Prison Shower]]>><<clotheson>><</link>> <br> <</if>><<effects>> You jump after the soap, and manage to catch it, <<if $danceSuccess>> <span class="green">before making a graceful landing.</span> Crisis averted. <<else>> <span class="red">but skid as you land.</span> You end up on your hands and knees.<<gpain>><<pain 4>> <br><br> You slip again as you struggle to your feet, attracting more attention.<<gstress>><<stress 6>><<lrespect>><<prison_inmates -1>><<gattention prison>><<prison_attention 1>> <</if>> <br><br> <<link [[Next|Prison Shower]]>><<clotheson>><</link>> <br><<effects>> <<clothesstrip>> You strip with the other inmates, and leave your clothes on the bench. None of them pay you any mind. <<if $prison.kylar is "active">> <<npc Kylar>><<person1>>Kylar looks down, and pretends to fiddle with <<his>> jumpsuit, but you can tell <<hes>> watching you through <<his>> hanging fringe.<<glust>><<npcincr Kylar lust 5>> <</if>> <br><br> <<link [[Next|Prison Shower Take]]>><<pass 10>><<endevent>><</link>> <br><<effects>> <<clothesstrip>> There are pillars in the corners of the room. You strip behind one. It's hardly private, but no one can see you directly. <br><br> <<set _rng to random(1, 3)>> <<if random(1, 3) is 3>> <<generate1>><<person1>> A <<person>> arrives as you're finishing up. <<He>> lifts the hem of <<his>> shirt, but then pauses and glances around. <<He>> pushes <<his>> forearm against your neck, forcing you against the pillar.<<gtrauma>><<gstress>> <br><br> "You're in my spot," <<he>> says. "Apologise or I'll fuck you right here." <br><br> <<link [[Apologise|Prison Shower Apologise]]>><<control -10>><<sub 1>><</link>><<lcontrol>> <br> <<link [[Call for help|Prison Shower Help]]>><<prison_inmates -3>><</link>><<llrespect>> <br> <<link [[Stomp on foot|Prison Shower Stomp]]>><<def 1>><</link>><<physiquedifficulty 1 16000>> <br> <<elseif random(1, 2) is 2 and $prison.kylar is "active">> You see Kylar peek around the pillar. <br><br> <<link [[Just have a shower (0:10)|Prison Shower Take]]>><<pass 10>><<npcincr Kylar lust 5>><</link>><<glust>> <br> <<link [[Get angry|Prison Shower Kylar Angry]]>><<npcincr Kylar rage 1>><<prison_inmates 5>><</link>><<gksuspicion>><<grespect>> <<else>> You take a deep breath, and walk to the shower. <br><br> <<link [[Next|Prison Shower Take]]>><<pass 10>><</link>> <br> <</if>><<effects>> <<npc Kylar>><<person1>> <<if $worn.face.type.includes("gag")>> You can't speak with that gag, so you march around the pillar, and stare Kylar down. <<else>> <<if $speech_attitude is "meek">> "D-don't be a pervert, Kylar!" you say. <<elseif $speech_attitude is "bratty">> "Piss off, you fucking pervert," you say. <<else>> "Don't be a pervert, Kylar," you say. <</if>> <</if>> <br><br> <<He>> jumps, and backs away from the pillar with <<his>> eyes downcast. "I-I," <<he>> gulps. "I w-wasn't—" <<He>> trips over a bench, scrambles to <<his>> feet, and flees the room. <br><br> <<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I'm very sorry for taking your place, <<sir>>,">> you say. <<gagged_speech "It won't happen again.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "I-m... sorry,">> you manage, holding back your anger. <<else>> <<gagged_speech "I'm sorry,">> you say. <<gagged_speech "I didn't know.">> <</if>> <br><br> "That'll do, slut," <<he>> says, releasing you. "Now fuck off." <br><br> You move your clothes to another bench. <br><br> <<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>> <br><<effects>> You shout. The <<person>> shoves a hand over your mouth. "You'll regret that, slut," <<he>> whispers, barely audible. "I'll—" <br><br> <<generate_veteran_guard 1>> <<if $prison.veteran gte 80>> <span class="red"><<Hes>> interrupted by a swing from a baton.</span> <<He>> reels, releasing you. "I've told you once," <<veteran_guard 1>> says, delivering another blow to the <<persons>> stomach. "I've told you twice." The next blow lands on the inmate's back, knocking <<him>> prone. <br><br> <<veteran_guard 1 cap>> continues the assault. The other prisoners don't pay them any attention. <br><br> <<link [[Intervene|Prison Shower Intervene]]>><<prison_rep veteran -3>><<prison_inmates 1>><<prison_guards -1>><</link>><<llperlove "veteran_guard">><<gsuspicion>><<grespect>> <br> <<link [[Just have a shower|Prison Shower Take]]>><<endevent>><<pass 10>><</link>> <br> <<else>> "What you sweethearts getting up to?" interrupts <<veteran_guard 1>>. <<person2>><<He>> walks around the pillar. "Prisoner <<print random(3, 143)>>. Let's have a word." <br><br> The <<person1>><<person>> gives you a final glare, before releasing you and following <<veteran_guard 1>>. <br><br> You leave your clothes on the bench. <br><br> <<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "Pl-please stop,">> you say. <<gagged_speech "I don't like this violence.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Cut it out,">> you say. <<gagged_speech "You've fucked <<him>> up enough.">> <<else>> <<gagged_speech "Thanks for helping,">> you say. <<gagged_speech "But you can stop now.">> <</if>> <br><br> <<veteran_guard 1 cap>><<person2>> glares at you, then straps <<his>> baton and stomps off. The <<person1>><<person>> remains prone. <br><br> <<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>> <br><<effects>> <<if $physiqueSuccess>> You stomp on the <<persons>> foot. <span class="green"><<He>> releases you at once, and cries out in pain.</span> <<He>> hops away, drawing attention from other inmates.<<ggrespect>><<prison_inmates 3>> <br><br> You leave your clothes on the bench. <br><br> <<link [[Next|Prison Shower Take]]>><<endevent>><<pass 10>><</link>> <br> <<else>> You stomp on the <<persons>> foot. <span class="red"><<He>> doesn't budge.</span> Instead, <<he>> leans in. "So that's how you want it," <<he>> whispers. <br><br> <<He>> releases <<his>> arm from your neck, but tries to push you over a bench, skidding it across the floor in the process. The other inmates notice the commotion, and a circle of naked <<people>> forms around you. <br><br> <<link [[Next|Prison Shower Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $enemytrust -= 100>> <<set $enemyanger += 100>> The commotion draws attention, and a tight circle of naked and nearly naked <<people>> forms around you. <<set $timer to random(3, 12)>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $timer lte 1>> <span id="next"><<link [[Next|Prison Shower Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Shower Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<generate_veteran_guard 1>> <<He>> gives your <<bottom>> a final spank before swaggering away.<<lrespect>><<prison_inmates -1>> <br><br> <<veteran_guard 1 cap>> pushes through the audience, and starts breaking them up. <<tearful>> you stagger away. <br><br> <<endcombat>> <<link [[Next|Prison Shower Take]]>><<pass 10>><</link>> <<elseif $enemyhealth lte 0>> <<generate_veteran_guard 1>> The <<person>> stumbles backwards, tripping over a bench. The audience makes room for <<his>> fall, revealing <<veteran_guard 1>>, hands on hips.<<ggrespect>><<prison_inmates 3>> <br><br> <<person2>>"Thought it was you," <<he>> says, unstrapping <<his>> baton. "Let's have a word." <br><br> <<tearful>> you disappear into the crowd. <br><br> <<endcombat>> <<link [[Next|Prison Shower Take]]>><<pass 10>><</link>> <<else>> <<generate_veteran_guard 1>> <<veteran_guard 1 cap>><<person2>> pushes <<his>> way through the crowd. <<He>> smacks the <<person1>><<persons>> arm with <<person2>><<his>> baton. "Let's have a word," <<he>> says. <Br><br> <<tearful>> you disappear into the crowd. <br><br> <<endcombat>> <<link [[Next|Prison Shower Take]]>><<pass 10>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemynomax gte 2>> They leave you lying on the floor.<<lrespect>><<prison_inmates -1>> <<else>> <<He>> leaves you lying on the floor.<<lrespect>><<prison_inmates -1>> <</if>> <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<destination_prison>> <br> <<elseif $enemyhealth lte 0>> <<if $enemynomax gte 2>> They turn and run from you. <<else>> <<He>> backs away from you and holds up <<his>> hands in surrender. <</if>> <<switch $enemynomax>> <<case 1>> <<grespect>><<prison_inmates 1>> <<case 2>> <<grespect>><<prison_inmates 2>> <<case 3>> <<ggrespect>><<prison_inmates 3>> <<case 4>> <<ggrespect>><<prison_inmates 4>> <<case 5>> <<ggrespect>><<prison_inmates 5>> <<default>> <<gggrespect>><<prison_inmates 6>> <</switch>> <br><br> <<tearful>> you brush yourself down. <br><br> <<clotheson>> <<endcombat>> <<destination_prison>> <<else>> <<set $rescued += 1>> <<if $enemynomax gte 2>> They flee at the sound of a heavy pair of footsteps. <<tearful>> you climb to your feet. <<else>> <<He>> flees at the sound of a heavy pair of footsteps. <<tearful>> you climb to your feet. <</if>> <br><br> <<clotheson>> <<endcombat>> <<generate_veteran_guard 0>><<person1>> "You're disturbing the peace and tranquillity of this institution," <<veteran_guard 0>> says. <<He>> rests a hand on your shoulder. "You're coming with me." <br><br> <<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>> <br> <<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> <<if $physiqueSuccess>> You shove the <<person>>, <span class="green">and <<he>> staggers away from you.</span> <<He>> laughs it off.<<grespect>><<prison_inmates 1>> <br><br> <<destination_prison>> <<else>> You shove the <<person>>, <span class="red">but <<he>> grasps your arms and forces you to the ground.</span> "I've been waiting for this."<<lrespect>><<prison_inmates -1>> <br><br> <<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if random(1, 2) is 2>> You let the <<person>> read the sign hanging from your neck. <<He>> grins, <span class="green">but doesn't take things further.</span> <br><br> <<destination_prison>> <<else>> You let the <<person>> read the sign hanging from your neck. <<He>> grins, <span class="red">and yanks you to the ground.</span> "I've been waiting for this." <br><br> <<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $athleticsSuccess>> With one leg, you propel yourself into the air, loosening the <<person1>><<persons>> grip. <span class="green">You deliver a kick to the <<person2>><<persons>> jaw with the other.</span> <<He>> staggers away as you twist and knee the <<person1>><<person>> in the groin. <br><br> Several other inmates are amused by the altercation, and come to your defence before the pair can recover.<<grespect>><<prison_inmates 3>> <br><br> <<destination_prison>> <<else>> You try to kick the <<person2>><<person>> away from you, <span class="red">but <<he>> grasps your ankle and pushes your leg into the air.</span> <br><br> <<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<if $worn.face.type.includes("gag")>> The <<person2>><<person>> grasps your $worn.face.name with one hand, and gropes your body with the other. <<else>> The <<person2>><<person>> pushes a finger into your mouth, while groping your body with <<his>> other hand. <</if>> <<if random(1, 10) lte 7>> <br><br> <span class="green">It seems that's all they wanted.</span> The <<person1>><<person>> shoves you forward, and you stumble to the ground. <br><br> <<destination_prison>> <<else>> <span class="red">The <<person1>><<person>> presses against you from behind.</span> <br><br> <<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You slip into the shadows, <span class="green">and the group walk right past you.</span> <br><br> <<skulduggeryuse>> <<destination_prison>> <<else>> You crouch in the shadows, <span class="red">but the group walk right into you.</span> <br><br> <<skulduggeryuse>> <<if random(1, 2) is 2>> "Speak of the devil," a <<person1>><<person>> says. "Or the devil's slut." They surround you. <<else>> "Just the whore we were looking for," a <<person1>><<person>> says. They surround you. <</if>> <br><br> <<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> You await them <<if !pcAreArmsBound("any")>>with hands on hips <</if>>and mentally prepare for a scrap. <<if random(1, 2) is 2>> "Speak of the devil," a <<person1>><<person>> says. "Or the devil's slut." They surround you. <<else>> "Just the whore we were looking for," a <<person1>><<person>> says. They surround you. <</if>> <br><br> <<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I don't want to!">> you say. <<elseif $speech_attitude is "bratty">> <<gagged_speech "Why don't you fucking make me?">> you manage, holding back your anger. <<else>> <<gagged_speech "No,">> you say. <<gagged_speech "I won't.">> <</if>> <br><br> <<if $prison.shock is 1>> <<veteran_guard 0 cap>> reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>> <br><br> You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you behind <<him>>. <<bind>> <br><br> <<link [[Next|Prison Attention 2]]>><</link>> <br> <<else>> <<veteran_guard 0 cap>> reaches into <<his>> shirt pocket, then frowns. The frown becomes a sneer, and <<he>> rushes at you. <br><br> <<link [[Next|Prison Attention Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Prison Attention Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Attention Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The inmates cheer bawdy jeers as <<he>> staggers away from you.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>> <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<elseif $enemyhealth lte 0>> <<He>> turns and runs, almost dropping <<his>> baton. The inmates cheer.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>><<greb>><<prison_reb 1>> <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<else>> You fall to the ground, too hurt to resist. <<clotheson>> <<if pcAreArmsBound("both")>> <<He>> crouches over you, and grasps your bindings, before hauling you to your feet. <<else>> <<He>> cuffs your hands behind your back, and hauls you to your feet. <<bind>> <</if>> <br><br> <<tearful>> you are shuffled along. <br><br> <<endcombat>> <<generate_veteran_guard 0>><<person1>> <<link [[Next|Prison Attention 2]]>><</link>> <</if>><<effects>> <<if pcAreArmsBound("both")>> You lean against the wall as instructed. <<veteran_guard 0 cap>> pushes the baton between your thighs, and against your <<genitals>>. <<else>> You put your arms against the wall as instructed. <<veteran_guard 0 cap>> runs the baton against your <<bottom>>. <<He>> produces a pair of cuffs, and binds your wrists. <<bind>> <</if>> <br><br> "Time to put that ass to work," <<he>> says, pulling you away from the wall and pushing you along. <br><br> <<link [[Next|Prison Attention 2]]>><</link>> <br><<effects>> <<veteran_guard 0 cap>> leads you through a thin door, and down a flight of steps. <<He>> pulls a torch from <<his>> pocket to light the way. The steps snake this way and that, before opening onto a stone hall. You hear the rush of water, but can't tell the direction. <br><br> <<if $prison_dungeon_intro isnot 1>> <<set $prison_dungeon_intro to 1>> "Here's what's gonna happen," <<he>> says. "Your <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>> and I made a deal. Some nice people have come for a piece of you. You satisfy them, we make a little cash, and I might deduct some time from your sentence. Fair?" <br><br> You think <<hes>> referring to Bailey. <br><br> <<if !$worn.face.type.includes("gag")>> <<link [[Say that Bailey isn't your parent|Prison Attention Bailey]]>><</link>> <br> <</if>> <<link [[Nod|Prison Attention Nod]]>><</link>> <br> <<else>> <<He>> pushes you through another door. <br><br> <<link [[Next|Prison Pimp Start]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> "B-Bailey isn't my <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>>," you say. <<elseif $speech_attitude is "bratty">> "That fuck isn't my <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>>," you say. <<else>> "Bailey isn't my <<if C.npc.Bailey.pronoun is "m">>father<<else>>mother<</if>>," you say. <</if>> <br><br> "Whatever," <<veteran_guard 0>> says. "Just do as you're told." <<He>> pushes you through another door. <br><br> <<link [[Next|Prison Pimp Start]]>><</link>> <br><<effects>> You nod. <<veteran_guard 0 cap>> shoves you through another door. <br><br> <<link [[Next|Prison Pimp Start]]>><</link>> <br><<effects>> <<set $prison_pimp_serviced to 0>> <<if random(1, 2) is 2>> The room is small and bare. There's nothing inside, except a hole in the wall. <<veteran_guard 0 cap>> bends you over, and pushes you inside. The other side is pitch black. <<He>> clamps your wrists in place, holding you still. <br><br> <<endevent>> <<generate1>><<generate2>><<generate3>> <<for _i = 0; _i < $NPCList.length; _i++>> <<npcClothesType $NPCList[_i] "town">> <</for>> <<person1>> You hear a few unfamiliar voices in the room behind, muffled through the wall. Someone spanks your <<bottom>>. <br><br> <<if $prison.attention_level is 1>> <<set $prison_pimp to 1>> <<link [[Next|Prison Pimp Wall]]>><<set $prison.attention_level to 2>><<set $molestationstart to 1>><</link>> <<elseif $prison.attention_level is 2>> <<set $prison_pimp to 2>> <<link [[Next|Prison Pimp Wall]]>><<set $prison.attention_level to 3>><<set $molestationstart to 1>><</link>> <<else>> <<set $prison_pimp to 3>> <<link [[Next|Prison Pimp Wall]]>><<set $molestationstart to 1>><</link>> <</if>> <<else>> The room is small and bare. There's nothing inside, except two iron manacles on the wall. <<veteran_guard 0 cap>> shoves your back between them, and clamps your wrists. <br><br> <<endevent>> <<generate1>><<generate2>><<generate3>> <<for _i = 0; _i < $NPCList.length; _i++>> <<npcClothesType $NPCList[_i] "town">> <</for>> A <<fullGroup>> enter, lust in their eyes. They're not dressed like inmates. <br><br> <<if $prison.attention_level is 1>> <<set $prison_pimp to 1>> <<link [[Next|Prison Pimp Rape]]>><<set $prison.attention_level to 2>><<set $molestationstart to 1>><</link>> <<elseif $prison.attention_level is 2>> <<set $prison_pimp to 2>> <<link [[Next|Prison Pimp Rape]]>><<set $prison.attention_level to 3>><<set $molestationstart to 1>><</link>> <<else>> <<set $prison_pimp to 3>> <<link [[Next|Prison Pimp Rape]]>><<set $molestationstart to 1>><</link>> <</if>> <</if>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>><<set $position to "wall">><<set $head to "bound">> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Pimp Wall Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Pimp Wall]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<set $prison_pimp_serviced += 1>> <<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 3>> You hear their voices fade. <<tearful>> you brace yourself. <br><br> <<endcombat>> <<else>> You hear their angry voices fade. <<tearful>> you brace yourself. <br><br> <<endcombat>> <</if>> <<set $prison_pimp -= 1>> <<if $prison_pimp lte 0>> <<link [[Next|Prison Pimp End]]>><</link>> <br> <<elseif $stress gte $stressmax>> It's too much for you. Your consciousness fades. <br><br> <<link [[Next|Passout Prison Pimp]]>><</link>> <br> <<else>> <<generate1>><<generate2>><<generate3>> <<for _i = 0; _i < $NPCList.length; _i++>> <<npcClothesType $NPCList[_i] "town">> <</for>> More voices draw closer. Someone touches your <<bottom>>. <br><br> <<link [[Next|Prison Pimp Wall]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Pimp Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Pimp Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<set $prison_pimp_serviced += 1>> <<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 3>> They pay the guard on the way out. <<tearful>> you brace yourself. <<else>> They back away from you, not wanting to risk your wrath further, and refuse to pay the guard on the way out. <<tearful>> you brace yourself. <</if>> <br><br> <<endcombat>> <<set $prison_pimp -= 1>> <<if $prison_pimp lte 0>> <<link [[Next|Prison Pimp End]]>><</link>> <br> <<elseif $stress gte $stressmax>> It's too much for you. Your consciousness fades. <br><br> <<link [[Next|Passout Prison Pimp]]>><</link>> <br> <<else>> <<generate1>><<generate2>><<generate3>> <<for _i = 0; _i < $NPCList.length; _i++>> <<npcClothesType $NPCList[_i] "town">> <</for>> A <<fullGroup>> enter, eager for their turn. <br><br> <<link [[Next|Prison Pimp Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<generate_veteran_guard 0>><<person1>> <<veteran_guard 0 cap>> unfastens your wrists, and pulls you from the wall. <br><br> <<if $prison_pimp_serviced gte 2>> <<set $prison.time -= $prison_pimp_serviced>> <<He>> counts a wad of cash. "Good work," <<he>> says. "I'll take <<number $prison_pimp_serviced>> days off your sentence. Now get moving."<<gperlove "veteran_guard">><<prison_rep veteran 1>> <<elseif $prison_pimp_serviced is 1>> <<set $prison.time -= 1>> <<He>> counts a wad of cash. "Good work," <<he>> says. "I'll take a day off your sentence. Now get moving."<<gperlove "veteran_guard">><<prison_rep veteran 1>> <<else>> <<He>> smacks your <<if playerBellySize(true) gte 8>>rear<<else>>stomach<</if>> with <<his>> baton. "You'd better play along next time," <<he>> says, smacking you again. "I'm not the only one you're pissing off. Now get moving."<<gpain>><<pain 4>> <</if>> <br><br> You climb the snaking stairs, back to the prison block. <<veteran_guard 0 cap>> locks the door behind <<him>>. <<prison_unbind>> <br><br> <<link [[Next|Prison Block]]>><<unset $prison_pimp_serviced>><<unset $prison_pimp>><<endevent>><</link>> <br><<effects>> <<passout>> <<link [[Wake up|Passout Prison Pimp 2]]>><</link>> <br> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>><<effects>> <<generate_veteran_guard 0>><<person1>> You awaken to a baton in the <<if playerBellySize(true) gte 8>> bottom. <<else>> stomach. <</if>> <<ggpain>><<gtrauma>><<pain 8>><<trauma 6>> <br><br> "Get up you useless shit," <<veteran_guard 0>> says. "Get up." <<He>> hauls you to your feet. You're in the same room. There's no one else around, aside from <<veteran_guard 0>>. <br><br> "Customers weren't happy," <<he>> says. "Didn't pay to fuck a limp fish. Get moving." <br><br> <<clotheson>> You climb the snaking stairs, back to the prison block. <<veteran_guard 0 cap>> locks the door behind <<him>>. <<prison_unbind>> <br><br> <<link [[Next|Prison Block]]>><<unset $prison_pimp_serviced>><<unset $prison_pimp>><<endevent>><</link>> <br><<effects>> <<hallucinogen 180>> You are near-weightless, high above the sea. Winds buffet you to and fro, then down, through the clouds. The ocean stretches beneath you, the horizon beyond. You soar towards it as the air around you becomes more agitated. You sweep over the town. The wind tears buildings from their foundations, trees from their roots. <br><br> The clouds darken. <<if Weather.isFreezing>>Snow descends<<else>>Rain falls<</if>>, bloating the rivers. A deluge runs from the hills, battling the wind for victims, sweeping all aside. <br><br> A fell chanting emanates all around, as if beseeching whatever powers may listen, asking for salvation. The earth answers, cracking and breaking, feasting on the remains of the surface. <br><br> At last, the earth is at peace. You awaken amidst terrible panic. <<if $awareness lt 600>> <<ggawareness>><<awareness 10>> <</if>> <<ggtrauma>><<ggstress>><<llcontrol>><<trauma -12>><<stress -12>><<control -25>> <br><br> <<link [[Next|Prison Warden 2]]>><<pass 60>><<set $prison.schedule to "free time">><</link>> <br><<effects>> <<generate_methodical_guard 0>><<generate_veteran_guard 1>><<person2>> You're in the medical room. <<methodical_guard 0 cap>> and <<veteran_guard 1>> stand over you. <br><br> "A right mess you made," the latter says. "Get up." Every bed is occupied. <<veteran_guard 1 cap>> pushes you forwards. You're too dazed to resist. <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><</link>> <br><<location "town">><<effects>> <<pass 5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. Two more officers await. <<He>> hands you over to one officer, a <<endevent>> <<npc Bailey>><<generate2>> <<if $prison_intro_officer>> <<loadNPC 2 "prison_intro_officer">> <<else>> <<generate3>> <</if>> <<generate4>><<person2>> <<person>>, who bends you over the hood of a waiting car. <<seize_stolen_goods "all">> <br><br> <<He>> grabs your arm and shoves you into the back seat. You're driven along the clifftop, past the town hall, and down towards the docks. <<if $prison_intro_officer>> You recognise the second officer, a <<person3>><<person>>. <<Hes>> accompanied you to the docks before. <<He>> grins at you through the rearview mirror. <<else>> The second officer, a <<person3>><<person>> watches you through the rearview mirror. <</if>> <br><br> <<link [[Be silent|Police Prison Intro Silent]]>><</link>> <br> <<if $angel gte 6>> <<link [[Pray|Police Prison Intro Pray]]>><<stress -12>><<trauma -6>><</link>><<angel>><<llstress>><<ltrauma>> <br> <</if>> <<if $wolfgirl gte 6>> <<link [[Growl|Police Prison Intro Growl]]>><<trauma -12>><</link>><<wolfgirl>><<lltrauma>> <br> <</if>> <<if $cat gte 6>> <<link [[Hiss|Police Prison Intro Hiss]]>><<trauma -12>><</link>><<cat>><<lltrauma>> <br> <</if>> <<if $fox gte 6>> <<link [[Yip|Police Prison Intro Yipp]]>><<trauma -12>><</link>><<fox>><<lltrauma>> <br> <</if>> <<if hasSexStat("promiscuity", 2)>> <<link [[Seduce|Police Prison Intro Seduce]]>><</link>> <br> <</if>><<effects>> You remain silent. The <<person>> keeps <<his>> eyes fixed on you throughout the journey. <br><br> <<if $prison_intro is undefined>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop. <br><br> <<link [[Next|Police Prison Intro Bailey]]>><</link>> <br> <<else>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards. <br><br> <<link [[Next|Police Prison Intro Docks]]>><</link>> <br> <</if>><<effects>> You close your eyes and mutter a quick prayer. You hear the <<person>> scoff, but you pay <<him>> no mind. <br><br> <<if $prison_intro is undefined>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop. <br><br> <<link [[Next|Police Prison Intro Bailey]]>><</link>> <br> <<else>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards. <br><br> <<link [[Next|Police Prison Intro Docks]]>><</link>> <br> <</if>><<effects>> You bare your fangs and growl at the <<person>>. <<He>> averts <<his>> eyes at once, and coughs. <br><br> <<if $prison_intro is undefined>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop. <br><br> <<link [[Next|Police Prison Intro Bailey]]>><</link>> <br> <<else>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards. <br><br> <<link [[Next|Police Prison Intro Docks]]>><</link>> <br> <</if>><<effects>> You bare your fangs and hiss at the <<person>>. <<He>> averts <<his>> eyes at once, and coughs. <br><br> <<if $prison_intro is undefined>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop. <br><br> <<link [[Next|Police Prison Intro Bailey]]>><</link>> <br> <<else>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards. <br><br> <<link [[Next|Police Prison Intro Docks]]>><</link>> <br> <</if>><<effects>> You emit several high-pitched yips in protest. <<He>> averts <<his>> eyes at once, and coughs. <br><br> <<if $prison_intro is undefined>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop. <br><br> <<link [[Next|Police Prison Intro Bailey]]>><</link>> <br> <<else>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards. <br><br> <<link [[Next|Police Prison Intro Docks]]>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-if you let me go,">> you coo. <<gagged_speech "I'll l-let you do anything you want to me.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "I know what you really want,">> you say. <<gagged_speech "Let me go, and you can have it.">> <<else>> <<gagged_speech "There must be something I can offer you in exchange for letting me go,">> you say. <</if>> <<promiscuity2>> <<set $seductiondifficulty to 10000>> <<seductioncheck>> <<seductionskilluptext>> <<seductionskilluse>> <<if $seductionrating gte $seductionrequired>> <span class="green">Lust glimmers in the <<persons>> eyes.</span> "We wouldn't get away with 'losing' you," <<he>> laughs. "But I'll look for you during my next visit." <br><br> <<set $prison_intro_officer to 1>> <<saveNPC 1 "prison_intro_officer">> <<else>> <span class="red">"Nice try,"</span> the <<person>> laughs. "But we're not gonna get away with pretending we lost you somewhere between the station and the water." <br><br> <</if>> <<if $prison_intro is undefined>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop. <br><br> <<link [[Next|Police Prison Intro Bailey]]>><</link>> <br> <<else>> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by familiar guards. <br><br> <<link [[Next|Police Prison Intro Docks]]>><</link>> <br> <</if>><<effects>> The <<person2>><<person>> shoves you aboard the boat, where you fall into a heap just as you hear the rev of an engine. You struggle to your knees, and see a familiar car approaching. <span class="purple">It's Bailey.</span> <br><br> "Shit," the <<person>> mutters, putting <<himself>> between the boat and approaching car as the crew rush to untie the mooring rope. <br><br> Bailey's car screeches to a halt, almost colliding with the <<person2>><<person>>. Bailey's eyes flicker over the police officers as <<person1>><<he>> emerges, then over the uniformed crew, before resting on you. <<He>> slams the car door. <br><br> <<link [[Next|Police Prison Intro Bailey 2]]>><</link>> <br><<effects>> "This is police business <<person1>><<sir>>," the <<person2>><<person>> says. "Don't interfere." <br><br> "We had an agreement," Bailey spits. The mooring comes loose, and the boat begins to pull away. <br> "And we our orders," the <<person2>><<person>> responds, reaching for the baton at <<his>> side. The <<person3>><<person>> does likewise. "Please step away <<person1>><<sir>>." <br> Bailey takes a step closer, and the officers tense up. "There'll be blood to pay," <<he>> says. Then <<he>> laughs. The officers share a worried glance. "I'll make this work." <<He>> still watches you. "Be on your best behaviour." <br><br> Bailey drives away as the boat leaves the harbour. Even at this distance, you can see the officers relax their posture. <br><br> <<link [[Next|Prison Intro Boat]]>><<endevent>><<prison_init>><</link>> <br><<effects>> The officers shove you into the boat. You struggle to your knees as the crew untie the mooring rope, and the boat sails from the harbour. <br><br> <<if $prison_intro is undefined>> <<link [[Next|Prison Intro Boat]]>><<endevent>><<prison_init>><</link>> <br> <<else>> <<link [[Next|Prison Intro Repeat]]>><<endevent>><<prison_init>><</link>> <br> <</if>><<location "sea">><<effects>> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> <<if Weather.precipitation is "rain">> They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face. <<elseif !Weather.isOvercast>> They seat you on a bench towards the front. <<else>> They seat you on a bench towards the front. <</if>> <br><br> "Knew you'd be back," <<person1>><<relaxed_guard 0>> says. <<if $prison.relaxed gte 80>> <<He>> sounds sad. <<else>> <<He>> doesn't look up from <<his>> phone. <</if>> <br> <<if $prison.anxious gte 80>> "Couldn't keep your nose clean?" <<person2>><<anxious_guard 1>> asks with a grin. "Or did you just miss us?" <<else>> "Couldn't keep your ass clean?" <<person2>><<anxious_guard 1>> asks. <</if>> <br> <<if $prison.veteran gte 80>> "Career criminals are like that," <<person3>><<veteran_guard 2>> replies. <<else>> "Once a thief..." <<person3>><<veteran_guard 2>> replies while drying the deck. <</if>> <br><br> <<link [[Next|Prison Intro Repeat 2]]>><<pass 60>><</link>> <br><<location "prison">><<effects>> The boat sails into the mist, through the maze of stone spires, and emerges from before the prison. <br><br> <<person4>><<methodical_guard 3 cap>> greets you at the end of the tunnel. "Right on time," <<he>> says, taking a seat behind <<his>> desk. "You know the drill." <br><br> The other guards stand around you, watching. <br><br> <<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>> <br> <</if>> <<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>> <br><<location "sea">><<effects>> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> <<if Weather.precipitation is "rain">> They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face. <<elseif !Weather.isOvercast>> They seat you on a bench towards the front. <<else>> They seat you on a bench towards the front. <</if>> <br><br> One of your captors, a <<person1>><<personsimple "normal">> with a relaxed posture, holds the helm with one hand while staring at <<his>> phone with the other. Beside <<him>> stands a <<person2>><<personsimple "normal">> with a nervous expression. <br><br> "How long do you think <<pshe>>'ll last?" <<he>> says. <br> The <<person1>><<personsimple "normal">> at the helm glances at you. <<if $beauty gte ($beautymax * 0.9)>> "Hard to say with a beaut like <<phim>>," <<he>> says. "<<pShe>>'ll be alright if <<pshes>> smart, and becomes some strong fucker's <<bitch>>. If not..." <<He>> pauses. "At least <<pshe>>'ll be too busy getting railed to do anything really stupid." <<elseif $beauty gte ($beautymax * 0.4)>> "A pretty one like <<phim>> might do better than most," <<he>> says. "If <<pshe>> isn't a fool." <<else>> "<<pShes>> cute," <<he>> says. "But <<pshe>> might be fine if <<pshe>> keeps <<pher>> head down." <</if>> <br><br> <<if $physiquesize gte 16000>> <<if $physique gte 15000>> "<<pShes>> a big fucker <<pherself>>," interjects a <<person3>><<personsimple "normal">>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Strong too. Might be trouble for us." <<else>> "<<pShes>> a big fucker <<pherself>>," interjects a <<person3>><<personsimple "normal">>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Might end up calling the shots." <</if>> <br> "If <<pshe>> were older maybe," the <<person2>><<personsimple "normal">> replies. <<elseif $physique gte ($physiquesize * 0.9)>> "<<pShe>> looks like a scrappy one," interjects a <<person3>><<personsimple "normal">>. <<He>> looks older than the others. "Might do better than you expect." <br> "Until <<pshe>> scraps with the wrong person," replies <<person2>><<anxious_guard 1>>. <<else>> "Don't fancy <<pher>> chances myself," interjects a <<person3>><<personsimple "normal">>, drying <<his>> hands on a towel. <<He>> looks older than the others. "Maybe a week." <</if>> <br><br> They continue arguing in front of you as if you weren't there. <br><br> <<link [[Complain|Prison Intro Boat Complain]]>><<pain 4>><<def 1>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>> <br> <<link [[Remain silent|Prison Intro Boat 2]]>><<stress 6>><<sub 1>><<set $phase to 1>><</link>><<gstress>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I'm sorry to interrupt—">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Don't talk about me like—">> <<else>> <<gagged_speech "Please don't talk about me like—">> <</if>> <<person2>><<anxious_guard 1 cap>> smacks you across the face with the back of <<his>> hand. <br><br> "No speaking unless spoken to, <<bitch>>." <br> "Forget what I said," <<person3>><<veteran_guard 2>> laughs. "<<pShe>> won't last a day." <br><br> <<link [[Next|Prison Intro]]>><<prison_init>><</link>> <br><<effects>> <<pass 60>> <<if $phase is 1>>You remain silent, and try to ignore the crew's discussion.<</if>> <<if Time.dayState is "night">> <<if $transformationParts.traits.sharpEyes isnot "disabled">> A mist rises around the boat, concealing the land behind you. You sail through the murk, until a spire of stone looms ahead. <<person1>><<relaxed_guard 0 cap>> steers the ship away, but it takes a moment for <<person2>><<anxious_guard 1>> to react, as if <<he>> only just saw it. <<He>> cries out in fright.<<sharp_eyes>> <<else>> A mist rises around the boat, thickening until even the crew are hidden from view. You sail through the murk, until <<person2>><<anxious_guard 1>> cries out in fright.<<gstress>><<stress 6>> <</if>> <<else>> A mist rises around the boat, concealing the land behind you. The crew doesn't seem disturbed. You sail through the murk, until a spire of stone looms ahead. <<person2>><<anxious_guard 1 cap>> cries out in fright. <</if>> <br><br> "You're gonna sink us!" <<he>> says. <br> "Don't piss yourself," <<person1>><<relaxed_guard 0>> replies. "I've made this trip a hundred times." <br><br> <<if Time.dayState is "night">> <<if $transformationParts.traits.sharpEyes isnot "disabled">> More spires loom ahead. The boat tilts as <<person1>><<relaxed_guard 0>> steers around them. <<person2>><<anxious_guard 1 cap>> clutches the side of the boat, <<his>> knuckles white. <<else>> You can't see through the gloom, but the boat tilts as <<person1>><<relaxed_guard 0>> steers this way and that. <</if>> <<else>> More spires loom ahead. The boat tilts as <<person1>><<relaxed_guard 0>> steers around them. <<person2>><<anxious_guard 1 cap>> clutches the side of the boat, <<his>> knuckles white. <</if>> <br><br> <<link [[Next|Prison Intro]]>><<prison_init>><</link>> <br><<location "prison">><<effects>> <<person2>><<anxious_guard 1 cap>> sighs in relief as the mist clears. There's an island ahead, towering above any of the spires. A stone fortress sits on top, half-carved from the rock itself. <br><br> <<if $player.gender_appearance is "m">> <<if maleChance() lte 0>> "Why they sending <<phim>> to a women's prison anyway?" asks <<anxious_guard 1>>. <br> "Don't know," replies <<veteran_guard 2>>. "I'm not complaining." <br><br> <</if>> <<elseif $player.gender_appearance is "f">> <<if maleChance() gte 100>> "Why they sending <<phim>> to a men's prison anyway?" asks <<anxious_guard 1>>. <br> "Don't know," replies <<veteran_guard 2>>. "I'm not complaining." <br><br> <</if>> <</if>> They sail you towards the foot of the island, to a dock at the base of a sheer cliff. <<person3>><<veteran_guard 2 cap>> jumps ashore with a rope while <<person2>><<anxious_guard 1>> hauls you to your feet. <br><br> They push you ashore, and towards a cave lit by a trail of thin white lights. <br><br> <<link [[Next|Prison Intro 2]]>><</link>> <br><<effects>> You come to an artificial stone wall with a metal door. <<person1>><<relaxed_guard 0 cap>> taps it. You hear a rattle before it opens, revealing a <<person4>><<personsimple "normal">>. <<He>> wears a uniform similar to the others, but a pair of glasses sits on <<his>> nose. <br><br> You're pushed through the door, into a small room. There's a desk, but the room is otherwise empty, save for an exit across from you. <br><br> <<if $prison_intro isnot 1>> "You're early," <<methodical_guard 3>> says. <br> "Left in a hurry," <<person1>><<relaxed_guard 0>> responds. "There's no problem." <br> <<person4>><<methodical_guard 3 cap>> nods. <br><br> <</if>> The crew push you to the middle of the room, and stand around you, leaving a little space. <<person4>><<methodical_guard 3 cap>> sits behind the desk, and looks at a document in front of <<him>>. <br><br> "Name?" <<he>> asks without looking at you. <br><br> <<link [[Give name|Prison Intro Name]]>><<sub 1>><</link>> <br> <<link [[Spit|Prison Intro Spit]]>><<def 2>><<prison_guards 1>><</link>><<dancedifficulty 1 1000>><<gsuspicion>> <br> <<link [[Remain silent|Prison Intro Silent]]>><<def 1>><<pain 4>><</link>> <br><<effects>> You tell <<person4>><<methodical_guard 3>> your name. <<He>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>> <br><br> <<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>> <br> <</if>> <<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>> <br><<effects>> You spit on the floor. <<person3>><<veteran_guard 2 cap>> takes a step closer, and <<if $danceSuccess>> tries to smack you across the face. <span class="green">You duck beneath <<his>> blow.</span><<ltrauma>><<trauma -6>> <br><br> <<else>> <span class="red">smacks you across the face.</span><<gpain>><<pain 4>> <br><br> <</if>> <<person4>><<methodical_guard 3 cap>> waves a hand. "It doesn't matter," <<he>> says as <<he>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>> <br><br> <<link [[Strip|Prison Intro Strip]]>><<trauma 6>><<stress 6>><<prison_guards -1>><</link>><<gtrauma>><<gstress>><<lsuspicion>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt|Prison Intro Flaunt]]>><<prison_guards 3>><</link>><<exhibitionist4>><<llsuspicion>> <br> <</if>> <<link [[Refuse|Prison Intro Refuse]]>><<pain 4>><<prison_guards 1>><</link>><<gpain>><<gsuspicion>> <br><<effects>> You remain silent. <br><br> "Answer the question," <<person3>><<veteran_guard 2>> says. "If you don't want a smack." <br><br> <<person4>><<methodical_guard 3 cap>> waves <<his>> hand. "It doesn't matter," <<he>> says as <<he>> scribbles something down. "Take off your clothes." <<person2>><<anxious_guard 1 cap>> licks <<his>> lips. "Everything."<<gstress>><<stress 6>> <br><br> <<link [[Strip (0:01)|Prison Intro Strip]]>><<pass 1>><<trauma 6>><<stress 6>><<prison_guards 1>><</link>><<gtrauma>><<gstress>><<lsuspicion>> <br> <<if hasSexStat("exhibitionism", 4)>> <<link [[Flaunt (0:03)|Prison Intro Flaunt]]>><<prison_guards 3>><<pass 3>><</link>><<exhibitionist4>><<llsuspicion>> <br> <</if>> <<link [[Refuse (0:01)|Prison Intro Refuse]]>><<pass 1>><<pain 4>><<prison_guards -1>><</link>><<gpain>><<gsuspicion>> <br><<effects>> <<undress "prison intro">> You remove your clothing, piece by piece. You feel their eyes as you reveal your body. You're left naked in the middle of the room.<<covered>> <br><br> <<link [[Next|Prison Intro Strip 2]]>><</link>> <br><<effects>> <<undress "prison intro">> You remove your clothing, piece by piece, turning as you do. You draw it out, but the guards don't seem to mind. Even <<person4>><<methodical_guard 3>> looks up from the desk. <br><br> You're left naked in the middle of the room.<<covered>> <br><br> <<link [[Next|Prison Intro Strip 2]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "Pl-please don't make me—">> you manage, before the crew around you pounce. <<elseif $speech_attitude is "bratty">> <<gagged_speech "I'm not stripping in front—">> you manage, before the crew around you pounce. <<else>> <<gagged_speech "I don't want to—">> you manage, before the crew around you pounce. <</if>> <br><br> <<link [[Next|Prison Intro Strip Molestation]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcstrip>> <<person4>><<methodical_guard 3 cap>> calmly rises from the desk to help.<<person1>> <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<outfitChecks>> <<if _fullyNaked>> <span id="next"><<link [[Next|Prison Intro Strip Molestation Finish]]>><<clotheson>><<undress "prison intro">><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Prison Intro Strip Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Prison Intro Strip Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Intro Strip Molestation]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> The guards fall away from you. <<tearful>> you steady yourself. You could make a break for it, but you don't know where you'd go. Maybe they'll let you keep your clothes if you agree to cooperate after humiliating them so. <br><br> <<clotheson>> <<endcombat>> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> <<link [[Run|Prison Intro Strip Run]]>><<prison_guards 3>><</link>><<ggsuspicion>> <br> <<link [[Bargain|Prison Intro Strip Bargain]]>><<set $prisonClothesBargain to 1>><<prison_guards -1>><</link>><<lsuspicion>> <br> <<elseif $enemyhealth lte 0>> The guards back away from you, shocked by your aggression. They don't think to stand between you and the entrance. <<tearful>> you steady yourself. You could make a break for it, but you don't know where you'd go. Maybe they'll let you keep your clothes if you agree to cooperate after humiliating them so. <br><br> <<clotheson>> <<endcombat>> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> <<link [[Run|Prison Intro Strip Run]]>><<prison_guards 3>><</link>><<ggsuspicion>> <br> <<link [[Bargain|Prison Intro Strip Bargain]]>><<set $prisonClothesBargain to 1>><<prison_guards -1>><</link>><<lsuspicion>> <br> <<else>> <<steal strip>> They snatch the last of your clothing, leaving you naked in the middle of the room. <<covered>> <br><br> <<endcombat>> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> <<link [[Next|Prison Intro Strip 2]]>><</link>> <br> <</if>><<effects>> You run back through the metal door, dodging <<person1>><<relaxed_guard 0 apo>> weak attempt to stop you. You follow the lights back to the dock, and find the boat waiting for you. <br><br> You hear an alarm sound from behind. <br><br> <<link [[Take the boat|Prison Intro Strip Boat]]>><</link>> <br> <<link [[Swim|Prison Intro Strip Swim]]>><</link>> <br><<effects>> You unravel the mooring rope, and manage to cast off before the guards arrive. <<person2>><<anxious_guard 1 cap>> tries to jump the gap, only to fall into the sea. <br><br> <<if Time.dayState is "night">> You sail into the dark. A searchlight blooms to life far above, and scans the water. <br><br> Mist rises around you, hiding the sky, and even the searchlight. <<if $transformationParts.traits.sharpEyes isnot "disabled">> A spire of rock looms from the murk. You narrowly pass. <span class="red">Then another looms right in front of you.</span> You turn the helm as far as it'll go, but it's no use. The boat crunches as it comes to a halt, the force throwing you overboard. <<else>> You sail in silence for a few moments, barely able to see the front of the boat. <span class="red">You make out a dark shape ahead a moment before the boat collides with it.</span> The force throws you overboard. <</if>> <<else>> You sail towards the mist, until it engulfs you. A spire of rock looms from the murk. You narrowly pass. <span class="red">Then another looms right in front of you.</span> You turn the helm as far as it'll go, but it's no use. The boat crunches as it comes to a halt, the force throwing you overboard. <</if>> <br><br> <<silently>><<water>><</silently>> You try to struggle to the surface, but a force pulls you deeper. Your consciousness fades. <br><br> <<link [[Next|Prison Intro Strip Wake]]>><<pass 60>><<passout>><<steal strip>><</link>> <br><<effects>> You dive into the water, and swim away from the island. <br><br> <<silently>><<water>><</silently>> <<if Time.dayState is "night">> A light blooms to life far above. It scans the water, searching for you. You dive to avoid its gaze, but it's no use. It lights you up despite the water. You've no choice but to swim as hard as you can as the light tracks you. <br><br> <span class="red">A shadow passes,</span> snuffing the light for a moment. Then you hear a terrible screech.<<gstress>> <br><br> <<endevent>> <<beastNEWinit 1 hawk>> A buffet of air is all the warning you get, before a pair of claws grasp your shoulders, and lift you from the water. A <<if $monster isnot 1>>giant<</if>> <<beasttype>> carries you. You hear other wings in the dark. <<else>> <<endevent>> <<beastNEWinit 1 hawk>> You swim as hard as you can towards the encircling mist. <span class="red">A shadow passes overhead.</span> You glance up, and see shapes circling overhead. One swoops towards you, a <<if $monster isnot 1>>giant<</if>> <<beasttype>>, talons outstretched. <br><br> You dive, but it's no use. <<bHe>> clutches your shoulders and snatches you from the water. <</if>> <br><br> <<if $monster is 1>> Rather than return you to the prison, the <<beasttype>> circles higher, a mischievous glint in <<bhis>> eyes. <<bHe>> releases you. <<else>> Rather than return you to the prison, the <<beasttype>> circles higher, and releases you. <</if>> <<endevent>> You plunge into the depths, deep enough that a current seizes you, and pulls you deeper. Your consciousness fades. <br><br> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> <<link [[Next|Prison Intro Strip Wake]]>><<pass 60>><<passout>><<steal strip>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I didn't want to do that,">> you say. <<gagged_speech "I'll go quietly. J-just let me keep my clothes.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "I'm feeling generous,">> you say. <<gagged_speech "Don't want you to get in trouble for failing to do your jobs. I'll play along. If you let me keep my clothes.">> <<else>> <<gagged_speech "Let's make a deal,">> you say. <<gagged_speech "I'll cooperate, and you let me keep my clothes.">> <</if>> <br><br> They look to <<person4>><<methodical_guard 3>>, who steadies <<himself>> against the desk as <<he>> rises to <<his>> feet. "Fine," <<he>> says. "We'll make an exception. But don't push your luck." <br><br> <<link [[Next|Prison Intro Strip 2]]>><</link>> <br><<effects>> You awaken on a hard mattress, and stare at the grey ceiling above. You feel a chill. <br><br> "Look who's awake," says a familiar voice. <<covered>> It's <<person2>><<anxious_guard 1>>. <<person4>><<methodical_guard 3 cap>> stands next to <<him>>. You're in a long room. There are other beds, occupied by bandaged figures. <br><br> "There's no escaping this island," <<person4>><<methodical_guard 3>> says. "Not until you've served your sentence. Get <<phim>> up." <br><br> <<person2>><<anxious_guard 1 cap>> pulls you to your feet while <<person4>><<methodical_guard 3>> opens a cupboard next to the bed. <<He>> pulls out a bundle of fabric. "Your uniform." The clothes are thrust into your arms. They don't give you time to dress before shunting you to a walk. <br><br> <<if $prison and between(Time.hour, 8, 17)>> <<set $prison.work_check to 1>> <<set $prison.hours_worked to Time.hour - 7>> <</if>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<link [[Next|Prison Intro Collar Remove]]>><</link>> <br> <<else>> <<link [[Next|Prison Intro Walk]]>><</link>> <br> <</if>><<effects>> <<person1>><<relaxed_guard 0 cap>> opens the door on the far side of the room. A chill wind blasts you as you're led through. You shiver, and almost trip as your feet find a gentle slope. The room would be similar to the last, if not for the gaping hole at the foot of the ramp, opening onto a cavernous abyss.<<gstress>><<stress 6>> <br><br> "Can we get this over with?" <<person2>><<anxious_guard 1>> says. "The rut freaks me out." The others laugh. <br> <<if $control gte 80>> "You're more scared than the prisoner," <<person3>><<veteran_guard 2>> says. "Have some backbone." <<else>> "Just hide in the corner then. Let us grown-ups do the work." <</if>> <br> "Fuck off." <br> "Prisoner," <<person4>><<methodical_guard 3 apo>> voice cuts through the others'. "Stand between us and the far wall." <br><br> <<link [[Do as instructed|Prison Intro Wall]]>><</link>><<willpowerdifficulty 1 600>> <br> <<link [[Refuse|Prison Intro Wall Refuse]]>><<stress 6>><<trauma 6>><</link>><<gstress>><<gtrauma>> <br><<effects>> You take a step toward the hole, careful to keep your footing. Then another. You hear one of the guards keeping pace. The light closest buzzes and fails, and the dark seems to grasp at you. <br><br> <<if $willpowerSuccess>> <span class="green">You ignore the surge of anxiety,</span> and keep walking. "That's far enough," <<person4>><<methodical_guard 3>> says. You turn. <<person3>><<veteran_guard 2 cap>> is stood at arm's reach. <<person1>><<relaxed_guard 0 cap>> and <<person2>><<anxious_guard 1>> remain on the other side, carrying a hose between them. <br><br> <<link [[Next|Prison Intro Hose Speech]]>><<water>><</link>> <br> <<else>> <span class="red">Your body freezes.</span> You can't do it.<<ggwillpower>><<willpower 3>><<lcontrol>><<control -10>><<gstress>><<stress 6>> <br><br> You hear footsteps behind. A pair of hands grasp each of your shoulders, and force you towards the hole. You're too frightened to struggle, to risk falling. <br><br> <<if $prison_intro is undefined>> Right at the edge, <<person3>><<veteran_guard 2>> grasps your hair and holds your head over the abyss. "Bad <<girls>> go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girls>> here, but really bad <<girls>> get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told." <br><br> <</if>> <<link [[Next|Prison Intro Hose]]>><<water>><</link>> <br> <</if>><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I can't,">> you say. <<gagged_speech "It's too scary.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "You must think I'm insane,">> you say. <<gagged_speech "Fuck off.">> <<else>> <<gagged_speech "Please don't make me,">> you say. <</if>> <br><br> <<person1>><<relaxed_guard 0 cap>> and <<person3>><<veteran_guard 2>> march towards you, and grasp your shoulders. You struggle to keep your footing as they shove you towards the hole. The light closest buzzes and fails, and the dark seems to grasp at you. <br><br> <<if $prison_intro is undefined>> Right at the edge, <<person3>><<veteran_guard 2>> grasps your hair and holds your head over the abyss. "Bad <<girls>> go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girls>> here, but really bad <<girls>> get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told." <br><br> <</if>> <<link [[Next|Prison Intro Hose]]>><<water>><</link>> <br><<effects>> They blast you with icy water. The shock knocks you to your knees, but they keep blasting, <span class="red">until you tumble towards the hole.</span><<ggstress>><<stress 6>><<wash>> <<if $prisonClothesBargain is 1>> <<unset $prisonClothesBargain>> <<else>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<underlowerruined>> <</if>> <br><br> <<if $prison_intro is undefined>> Firm hands grasp you at the last moment. <<person3>><<veteran_guard 2 cap>> grips the back of your hair, and holds your head over the abyss. "Bad <<girls>> go to prison," <<he>> hisses. "We have lots of ways to deal with bad <<girls>> here, but really bad <<girls>> get dumped in the rut. No one will give you a second thought. So be a good <<girl>>, and do as you're told." <br><br> <</if>> <<link [[Next|Prison Intro Hose 2]]>><</link>> <br><<effects>> <<He>> releases you, and you turn away from the edge to find <<person1>><<relaxed_guard 0>> and <<person2>><<anxious_guard 1>> carrying a hose between them. They blast you with icy water. You'd fall, if not for <<person3>><<veteran_guard 2>> steadying you with one hand.<<wash>> <<if $prisonClothesBargain is 1>> <<unset $prisonClothesBargain>> <<else>> <<upperruined>> <<lowerruined>> <<underupperruined>> <<underlowerruined>> <</if>> <br><br> <<link [[Next|Prison Intro Hose 2]]>><</link>> <br><<effects>> "You are prisoner 144," <<person4>><<methodical_guard 3>> says, thrusting a bundle of clothes into your arms. <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">> "Cell block A. You will get your name back when your sentence is served." <br><br> They don't give you a chance to dry before shunting you through another metal door. <<else>> "Cell block A. You will get your things back when your sentence is served." <br><br> They don't give you a chance to dress before shunting you through another metal door. <</if>> <br><br> <<if $prison and between(Time.hour, 8, 17)>> <<set $prison.work_check to 1>> <<set $prison.hours_worked to Time.hour - 7>> <</if>> <<if $worn.neck.name is "familiar collar" and $worn.neck.cursed is 1>> <<link [[Next|Prison Intro Collar Remove]]>><</link>> <br> <<else>> <<link [[Next|Prison Intro Walk]]>><</link>> <br> <</if>><<effects>> You're diverted to a sterile white room. The floor is waxed tile, and a single medical table sits ominously in the middle. It's so blindingly white that you can't see the ceiling. <br><br> <<person4>><<methodical_guard 3 "cap">> points at the table. "Your collar is unusual. The warden took notice. We'll be removing it, and replacing it with standard police-issue." You're walked forward, and restrained upon the table. <br><br> Your collar emanates a faint green within the sea of white, which now overtakes your vision. A loud buzzing drowns out most coherent speech from the guards. <br><br> You hear something like singing, but it makes your head feel full. <br><br> <<methodical_guard 3 "cap">> holds a small dropper filled with deep red fluid up to the golden heart of your collar. <<He>> says something, but you don't hear it. Two blood-red drops land on the heart. It sparks. <br><br> <span class="red">The heart cracks down the middle.</span> Another drop. It sizzles, and your own heart starts to beat faster. <span class="red">The heart breaks in two, its broken halves trailing red fluid between them. It bleeds.</span> <<if $hypnosis_traits.devotion>> <<set _painUp to $hypnosis_traits.devotion * 2>> <<set _stressUp to $hypnosis_traits.devotion * 10>> <<set _traumaUp to $hypnosis_traits.devotion * 20>> <<pain _painUp>><<stress _stressUp>><<trauma _traumaUp>><<gpain>><<gggstress>><<gggtrauma>> <<else>> <<pain 2>><<stress 24>><<trauma 6>><<gpain>><<ggstress>><<gtrauma>> <</if>> <br><br> <<if $hypnosis_traits.devotion>> <<gwylanHypnosis "devotion" -25>> <br> <</if>> You're unsteady and dizzy as you're released from the table and pushed out of the room, only stopped for a new collar to be slammed around your neck. <br><br> <<set $worn.neck.type.push("broken")>> <<neckruined true>> <<neckwear 21>> <<link [[Next|Prison Intro Walk]]>><</link>> <br><<effects>><<effects_prison>> <<generate_scarred_inmate 4>> <<generate_tattooed_inmate 5>> You emerge on a walkway above a long hall, stretching in both directions. Three stories of cells line each side. <<person1>><<relaxed_guard 0 cap>> slams the metal door behind you, and the sound echoes through the hall. <br><br> <<if $prison_intro isnot 1>> <<if $prison.schedule is "lockdown">> "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Hands and faces appear, ratting the bars. They taunt you, though only the closest can be heard above the din. <<else>> "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Several <<people>> in prisoner's garb shuffle below. They look up, and taunt. <</if>> <br><br> "Fresh meat," one <<person5>><<personsimple>> says. <br> "Can't wait to break this one in," says another. <br> <<if $NPCList[0].penis isnot "none">> "A new cumsock? Fantastic." <<elseif $player.gender_appearance is "m">> "A new dildo? Fantastic." <<else>> "A new sex toy? Fantastic." <</if>> <br> <<if $beauty gte ($beautymax * 0.8)>> "Holy shit. This one's mine." <br> "Fuck off, I saw <<phim>> first." <<elseif $beauty gte ($beautymax * 0.4)>> "What a cutie." <</if>> <br><br> <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">> <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of fabric over your wet clothes. <<else>> <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of clothes over your <<lewdness>>. <</if>> <<if $prison.schedule is "lockdown">> A <<person6>><<personsimple "normal">> reaches for you with a tattooed arm, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton. <<else>> One of the cells is occupied. A <<person6>><<personsimple "normal">> reaches for you with a tattooed arm, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton. <</if>> <br><br> <<link [[Next|Prison Intro Cell]]>><</link>> <br> <<else>> <<if $prison.schedule is "lockdown">> "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Hands and faces appear, ratting the bars. <<else>> "Move it," <<relaxed_guard 0>> says, giving your back a jab with <<his>> baton. Several <<people>> in prisoner's garb shuffle below. They look up, and taunt. <</if>> <<if $prison.inmates gte 80>> They greet you, though only the closest can be heard above the din. <br><br> "Welcome home," one <<person5>><<personsimple>> says. <br> "I missed that ass." <br> "Is it wrong if I hoped I'd see you again?" <br> "Let's pick up where we left off." <<elseif $prison.inmates gte 40>> They taunt you, though only the closest can be heard above the din. <br><br> "Nice. I'll make you my <<bitch>> this time," one <<person5>><<personsimple>> says. <br> "I missed that ass." <br> "Couldn't get enough of us, slut?" <<else>> They taunt you, though only the closest can be heard above the din. <br><br> "It's that used up whore," one <<person5>><<personsimple>> says. <br> "I'm gonna make you squeal." <br> "Back where you belong, <<bitch>>." <</if>> <br><br> <<if $worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked">> <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of fabric over your wet clothes. <<else>> <<person1>><<relaxed_guard 0 cap>> pushes you along the upper walkway as you clutch the bundle of clothes over your <<lewdness>>. <</if>> <<if $prison.schedule is "lockdown">> <<person6>><<tattooed_inmate 5 cap>> gropes for you, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton. <<else>> One of the cells is occupied. <<person6>><<tattooed_inmate 5 cap>> gropes for you, but <<person1>><<relaxed_guard 0>> cracks <<person6>><<his>> knuckles with a swing of <<person1>><<his>> baton. <</if>> <br><br> <<link [[Next|Prison Intro Cell]]>><</link>> <br> <</if>><<effects>><<effects_prison>> <<if $prison.schedule is "lockdown">> The cell door rattles shut. <<if $prison_intro is undefined>> "Welcome to your new home," <<else>> "Welcome back," <</if>> <<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?" <br><br> <<if $prison_intro isnot 1>> "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple "normal">> with a jagged scar across <<his>> face stares at you from <<his>> cell. <<He>> licks one of the bars. <<else>> "Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> stares at you from <<his>> cell. <<He>> licks one of the bars. <</if>> <br><br> The cell is almost as small as your room in the orphanage. There's a jagged crack in the wall. A bare mattress sits in one corner. There's a cupboard in another, with a sign above it. "God is watching" is emblazoned across the top. Beneath it is the schedule, but the lights die before you can read it. <br><br> <<else>> The cell door rattles shut. <<if $prison_intro is undefined>> "Welcome to your new home," <<else>> "Welcome back," <</if>> <<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?" <br><br> <<if $prison_intro isnot 1>> "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple "normal">> with a jagged scar across <<his>> face arrives to gawk at you for a few moments. <<He>> licks the bar before leaving. <<else>> "Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> arrives to gawk at you for a few moments. <<He>> licks the bar before leaving. <</if>> <br><br> The cell is almost as small as your room in the orphanage. There's a jagged crack in the wall. A bare mattress sits in one corner. There's a cupboard in another, with a sign above it. "God is watching" is emblazoned in red across the top. Beneath it is the schedule. <br><br> <</if>> <<endcombat>> <<specialClothesUnlock "set" "prison">> <<link [[Next|Prison Cell]]>> <<set $prison.time to Math.trunc(crimeSumCurrent() / 250)>> <<crimeClear "all">> <<set $prison_intro to 1>> <</link>> <br><<effects>> <<endevent>> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> <<generate_scarred_inmate 4>> <<generate_tattooed_inmate 5>> <<if $prison.inmates gte 80>> The other inmates pat your back as you pass. <<elseif $prison.inmates gte 40>> The other inmates go about their business, unconcerned with you. <<else>> The other inmates glare at you as you pass, but they won't try anything right under a guard's nose. <</if>> <<if $prison.scarred gte 80>> <<scarred_inmate 4 cap>><<person5>> grasps your arm, and pulls you into <<him>>. "I'll miss that ass," <<he>> says, giving you a light spank. "Don't go slutting around too much." <br><br> <<if $prison.tattooed gte 80>> "Hands off my <<girl>>," shouts <<tattooed_inmate 5>><<person6>>, marching down the walkway. <<He>> grasps your other arm, and tries to wrest you away. <br><br> A whistle pierces the hall. <<methodical_guard 3 capo>> eyes flick between the pair, and the release you. <br><br> "I'll be lonely without you," <<tattooed_inmate 5>><<person6>> whispers. <<He>> sniffs your hair. "Have fun outside." <<else>> <<tattooed_inmate 5 cap>><<person6>> watches you from the opposite walkway. <<He>> licks <<his>> teeth. <</if>> <<else>> <<if $prison.tattooed gte 80>> <<scarred_inmate 4 cap>> grasps your arm, but releases you when <<person5>><<he>> sees <<tattooed_inmate 5>> walking this way. They stare each other down. <<scarred_inmate 4 cap>> bites the air, then returns to <<his>> cell. <br><br> "I'll be lonely without you," <<tattooed_inmate 5>><<person6>> says. <<He>> sniffs your hair. "Have fun outside." <<else>> <<scarred_inmate 4 cap>> grasps your arm, but releases you when <<methodical_guard 3>> whacks the railing with <<person4>><<his>> baton. <<tattooed_inmate 5 cap>> watches you from the other side of the block. "You'll be back," <<person6>><<he>> mouths. "I'll be waiting." <</if>> <</if>> <br><br> <<link [[Next|Prison End 2]]>><</link>> <br><<effects>> <<if pcAreArmsBound("both")>> <<methodical_guard 3 cap>> leads you into the central tower. <<else>> <<methodical_guard 3 cap>> cuffs you, and leads you into the central tower. <</if>> <<relaxed_guard 0 cap>>, <<anxious_guard 1>>, and <<veteran_guard 2>> await. <br><br> <<if $prison.guards gte 80>> "If only all inmates were like you," <<relaxed_guard 0>> says. <<elseif $prison.guards gte 40>> "Keep out of trouble this time," <<relaxed_guard 0>> says. <<else>> "Suspect you'll be our problem again soon enough," <<relaxed_guard 0>> says. <</if>> <br><br> <<methodical_guard 3 cap>><<person4>> sits behind the desk, and rifles through the attached cupboard. "You are a free member of society once again," <<he>> says. <<if $prison.methodical_guard gte 80>> "It was... a pleasure." <<elseif $prison.methodical_guard gte 40>> "Thank you for cooperating." <<else>> <<He>> stamps a sheet of paper without another word. <</if>> <br><br> <<storeon "prison intro" check>> <<if _store_check is 1>> "Here are your things," <<relaxed_guard 0>> says, handing you the clothes you arrived with. <<storeon "prison intro">> <<exposure>> <<if $exposed gte 1>> They don't give you anything else to cover with before pushing you through the next door. <<else>> They watch you dress, then push you through the next door. <</if>> <<else>> <<relaxed_guard 0 cap>> shoves you through the next door <<if $exposed gte 1>>without giving you anything to cover with<</if>>. <</if>> <br><br> <<link [[Next|Prison End 3]]>><</link>> <br><<effects>> You walk through the cave, and emerge at the pier. The boat awaits. You sit beneath the canopy as <<anxious_guard 1>> and <<veteran_guard 2>> untie the moorings. <br><br> "We're off," <<relaxed_guard 0>> says from the helm. <br><br> <<link [[Next|Prison End 4]]>><</link>> <br><<set $location to "sea">><<effects>> <<relaxed_guard 0 cap>> steers through the mist without difficulty. <<if Time.dayState is "night">> <<if !Weather.isOvercast or $transformationParts.traits.sharpEyes isnot "disabled">> You see the light of town on the horizon ahead. <<else>> Though you can see little better. <</if>> <<else>> You see the town on the horizon ahead. <</if>> <br><br> <<if $prison.relaxed gte 80>> "I'll miss this one," <<relaxed_guard 0>> says. "Didn't bother me much." <br> <<if $prison.anxious gte 80>> <<if $prison.veteran gte 80>> "Aye," replies <<veteran_guard 2>>. "Hardier than I thought, too." <br> "A shame to lose <<phim>>," adds <<anxious_guard 1>>. <<else>> "Hardier than I thought," <<veteran_guard 2>> admits. <br> "I'm glad of that," <<anxious_guard 1>> says. "Wouldn't have been so much help otherwise." <</if>> <<else>> <<if $prison.veteran gte 80>> "Aye," replies <<veteran_guard 2>>. "Hardier than I thought, too." <<else>> "Hardier than I thought," <<veteran_guard 2>> admits. <</if>> <br> "Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>. <</if>> <<else>> "Ever miss your family?" <<relaxed_guard 0>> asks. <br> <<if $prison.anxious gte 80>> <<if $prison.veteran gte 80>> <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah. Even the odd inmate is good company. Like this one." <br> "Gonna miss <<pher>> help," <<anxious_guard 1>> adds. <<else>> <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah." <br> "This one kept me company," <<anxious_guard 1>> says, gesturing at you. "Almost a shame to see <<phim>> go." <</if>> <<else>> <<if $prison.veteran gte 80>> <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah. Even the odd inmate is good company. Like this one." <<else>> <<veteran_guard 2 cap>><<person3>> shakes <<his>> head. "With you kids around?" <<he>> replies. "Nah." <</if>> <br> "Could you two be quiet?" <<anxious_guard 1>> asks. "I'm listening for merfolk." The other two laugh, and spend the rest of the journey mocking <<person2>><<him>>. <</if>> <</if>> <br><br> <<link [[Next|Prison End 5]]>><</link>> <br><<set $location to "docks">><<effects>> <<badEndTrackingEnd "Prison" { reason: "prisonServed" }>> <<earnFeat "Institutionalised">> <<pass 60>> <<relaxed_guard 0 cap>> steers the boat into port while <<veteran_guard 2>> removes your cuffs. A figure waits, leaning against a car. It's Bailey. <<prison_bondage_removal>> <br><br> "Be good," <<veteran_guard 2>> says, shoving you onto the dock. "Or we'll see each other again." <br><br> <<link [[Next|Prison End 6]]>><<endevent>><<prison_end>><</link>> <br><<effects>> <<npc Bailey>><<person1>> Bailey opens the passenger door as <<he>> watches the guard depart. "Get in." <br><br> <<getinicon>><<link [[Get in|Prison End Car]]>><</link>> <br> <<refuseicon>><<link [[Refuse|Prison End Refuse]]>><</link>> <br><<set $location to "town">><<effects>> <<pass 5>> You climb into the car. Bailey slams the door behind you. <br><br> Bailey pulls onto the main road before speaking. "Try not to be caught in the future," <<he>> says. "I was reimbursed, but it was a headache." <br><br> <<link [[Remain silent|Prison End Car Silent]]>><</link>> <br> <<link [[Thank|Prison End Car Thank]]>><</link>> <br> <<link [[Get angry|Prison End Car Angry]]>><</link>> <br><<effects>> You remain silent, and so does Bailey. <br><br> <<He>> stops the car outside the orphanage, and holds your arm as <<he>> pulls you inside. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "Thank you for picking me up,">> you say. <<elseif $speech_attitude is "bratty">> <<gagged_speech "Thanks for the lift,">> you say. <<else>> <<gagged_speech "Thanks for picking me up,">> you say. <</if>> Bailey ignores you. <br><br> <<He>> stops the car outside the orphanage, and holds your arm as <<he>> pulls you inside. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-it was horrible in there,">> you say. <<gagged_speech "Weren't you worried about me?">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Thanks for thinking about me while I was locked in hell,">> you say. <<else>> <<gagged_speech "Did you worry about me at all?">> you ask. <<gagged_speech "Or did you just worry about money?">> <</if>> <br><br> "Watch your tone," Bailey says in a low voice. "There are worse places than that island." <br><br> Bailey stops the car outside the orphanage. <<He>> holds your arm, and walks you inside. <br><br> <<link [[Next|Orphanage]]>><<endevent>><</link>> <br><<effects>> You turn and walk in the other direction. You hear the car door slam. You tense in anticipation of approaching footsteps, but hear another door open instead. Bailey drives away. <br><br> <<link [[Next|Docks]]>><<endevent>><</link>> <br><<effects>> <<unset $kylarReunionScene>> Kylar gazes at you in bewilderment. Another shove brings <<him>> back to reality. <<veteran_guard 2 cap>> marches <<him>> the rest of the way to <<his>> cell. <br><br> <<methodical_guard 1 cap>> snaps the ledger shut, annoyed by the interruption. A tall gate opens at the far end of the hall, and the prisoners march towards it. <br><br> <<link [[Next|Prison Kylar Intro 2]]>><<endevent>><<npc Kylar>><<person1>><</link>> <br><<effects>> Kylar runs from <<his>> cell as soon as it opens, and climbs the stairs to the walkway. <<Hes>> coming this way. <br><br> <<He>> stops a few feet from you, and steadies <<himself>> with the railing. <<His>> mouth gapes as <<he>> watches you. <br><br> "I-is that really you?" <<he>> asks. "A-am I seeing things again?" <br><br> <<link [[Apologise|Prison Kylar Intro Apologise]]>><<npcincr Kylar rage -50>><<prison_inmates -1>><</link>><<lllksuspicion>><<lrespect>> <br> <<link [[Be polite|Prison Kylar Intro Polite]]>><<npcincr Kylar rage -10>><</link>><<llksuspicion>> <br> <<link [[Dismiss|Prison Kylar Intro Dismiss]]>><<npcincr Kylar rage 30>><<prison_inmates 1>><</link>><<gggksuspicion>><<grespect>> <br><<effects>> <<if $worn.face.type.includes("gag")>> You can't speak with this gag in the way, so look at your feet and mumble apologetically. You think your point comes across. <br><br> <<else>> <<if $speech_attitude is "meek">> "I-I'm sorry," you say. "I didn't want you to get arrested." <<elseif $speech_attitude is "bratty">> "Sorry you ended up in here," you say. <<else>> "I'm sorry you ended up in here," you say. <</if>> <br><br> <</if>> Kylar drops to <<his>> knees and bows <<his>> head. Other inmates give you funny looks. "I-it was a mistake," <<he>> says. "I've gone over it in my head, over and over. The cake, the a-arrest. A misunderstanding." <br><br> <<He>> looks up, and clings to your knees. "I'll look after you. I'll get you things. Just give me time." <<He>> rises to <<his>> feet, and rushes along the walkway. <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>> <br><<effects>> <<if $worn.face.type.includes("gag")>> You can't speak with this gag in the way, so you give <<him>> a polite nod before walking by. <<else>> <<if $speech_attitude is "meek">> "I-It's good to see a familiar face," you say. <<elseif $speech_attitude is "bratty">> "Thank fuck I'm not alone in here," you say. <<else>> "I'm glad to see you," you say. "It's good to have someone familiar around." <</if>> <br><br> Kylar nods with enthusiasm. "Y-yes," <<he>> says. "I'll look out for you. I'll get you things. Just give me time." <<He>> turns and rushes along the walkway. <</if>> <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>> <br><<effects>> <<if $worn.face.type.includes("gag")>> You can't speak with this gag in the way, so you stick your nose in the air and walk by Kylar without giving <<him>> another look. You think that got the point across. <<else>> <<if $speech_attitude is "meek">> "Pl-please stay away from me," you say, walking by. "I don't need you." <<elseif $speech_attitude is "bratty">> "You're the last thing I need," you say, walking by. "Stay the fuck away from me." <<else>> "I don't need you," you say, walking by. "Please leave me alone." <</if>> <</if>> <br><br> You look back towards your cell as you descend the stairs. Kylar is nowhere to be seen. <br><br> <<link [[Next|Prison Block]]>><<endevent>><<set $prison.hours_worked to 0>><</link>> <br><<effects>> <<npc Kylar>><<person1>> Kylar looks up as you enter, then jumps to <<his>> feet when <<he>> sees who it is. "I-I was hoping you'd visit," <<he>> says. <br><br> <<socialiseicon>><<link [[Chat (up to an hour)|Prison Kylar Chat]]>><<pass 1>><<advancetohour>><<set $prison_kylar_cell to 1>><<npcincr Kylar love 1>><<npcincr Kylar lust 5>><<npcincr Kylar rage -1>><</link>><<if C.npc.Kylar.lust gte 15>><<lllust>><<else>><<glust>><</if>><<glove>><<lksuspicion>> <br> <<getouticon>><<link [[Leave|Prison Block]]>><<endevent>><</link>> <br><<effects>> You chat with Kylar. <<rng 10>> <<switch $rng>> <<case 1>> <<He>> talks about what <<he>> did to another inmate when <<he>> first arrived. "Th-that's why I was in solitary," <<he>> says. "When you got here."<<gstress>><<stress 6>> <<case 2>> "I've found lots of hideaways," <<he>> says. "People aren't clever about where they stash things." <<case 3>> "I avoid eye contact," <<he>> says. "People leave me alone." <<case 4>> "It's not so different from school here," <<he>> says. <<case 5>> "I dunno why people try to climb the walls," <<he>> says. "Those birds are huge." <<case 6>> "I'm surprised they don't serve fish in the canteen," <<he>> says. "Where'd they get all that food from, anyway?" <<case 7>> "There's a cupboard in medical," <<he>> says. "I wonder what's inside." <<case 8>> "That locked door in the yard must go somewhere interesting," <<he>> says. <<case 9>> "They wouldn't let me in the spire," <<he>> says. "I just wanted to explore." <<default>> "I've seen the way people look at you," <<he>> says. "Th-they won't try anything while I'm around." <</switch>> <br><br> <<if C.npc.Kylar.lust gte 20>> <<set _rng to random(6, 12)>> <<He>> grasps your wrist when you stand to leave. "I-I've got something for you." <<He>> thrusts a hand into <<his>> pocket, and pulls out a handful of shark's teeth. "H-here." <<prison_teeth_text _rng>><<prison_teeth _rng>><<lllust>><<npcincr Kylar lust -20>> <br><br> <</if>> <<link [[Next|Prison Block]]>><<endevent>><</link>> <br><<effects>> <<endevent>> <<npc Kylar>><<generate_veteran_guard 1>> "Kylar!" you shout. <<if $speech_attitude is "meek">> "I-I need you." <<elseif $speech_attitude is "bratty">> "Lend a hand." <<else>> "Help me." <</if>> <br><br> <<set _rng to random(1, 2)>> <<switch _rng>> <<case 1>> <<person2>><<veteran_guard 1 cap>> stomps over to a nearby vent, and throws it open. <<Hes>> flashing <<his>> torch into the dark when <span class="green">a dart pierces <<his>> neck.</span> <<He>> rips it out, and turns to find Kylar stood in the open, a makeshift blowgun in <<person1>><<his>> hand. <br><br> Kylar tries to run, but <<veteran_guard 1>> is too fast. <<person2>><<He>> resists the dart's poison long enough to pin Kylar to the ground. <br><br> <<case 2>> <span class="green">A dart pierces <<veteran_guard 1>>'s neck.</span> <<person2>><<He>> spins on the spot, searching for the culprit. <<He>> stomps over to a nearby vent, reaches in, and pulls out a struggling Kylar. <br><br> <<He>> resists the dart's poison long enough to pin Kylar to the ground. <br><br> <<default>> <</switch>> Inmates crowd around to watch the spectacle, while the other guards push their way through. You slip away in the chaos. <span class="purple">Kylar will be in solitary for a while.</span> <br><br> <<destination_prison>><<set $outside to 0>><<location "prison">><<effects>><<effects_prison>><<set $bus to "cell">> You are in your cell. There's a bed in one corner, and a cupboard in another. A barred gate separates you from the walkway outside. There's no privacy. <<if $prison.poster is "man">> A poster depicting a sexy gentleman hangs on one wall. <<elseif $prison.poster is "woman">> A poster depicting a sexy lady hangs on one wall. <<elseif $prison.poster is "puppy">> A poster depicting a cute puppy hangs on one wall. <</if>> <br><br> <<if Time.hour is 20 and $prison.evening isnot 1>> Thuds echo down the hall as cells lock shut. <br><br> <<set $prison.evening to 1>> <<elseif $prison.schedule is "lockdown">> The door is locked. <br><br> <</if>> <<if $stress gte $stressmax and isPregnancyEnding()>> <<pregnancyPassout "prisonCell">> <<elseif $prison.schedule is "hunt" and $prison.morning isnot 1>> <<set $prison.schedule to "wake">> <<generate_methodical_guard 0>><<person1>> The lights buzz into life, and a rattle echoes as the cell doors slide open. A <<personsimple "normal">>'s voice rings through the hall. "Roll call." You see other prisoners lining up. <br><br> <<link [[Line up|Prison Cell Role]]>><<cell_trouble -1>><</link>> <br> <<link [[Refuse|Prison Cell Refuse]]>><<prison_guards 1>><<prison_inmates 1>><<pain 4>><<cell_trouble 1>><</link>><<gpain>><<gsuspicion>><<grespect>> <br> <<set $prison.morning to 1>> <<else>> <<if $unbind is 1>> <<unset $unbind>> <<if $possessed>> You stare down at your bindings. You pull, and they fall apart, unable to hold against you. <br><br> <<else>> <span class="green">You rub your bindings against a sharp piece of metal.</span> It takes some effort, but eventually the material yields, freeing your limbs. <br><br> <</if>> <</if>> <<if pcAreArmsBound("any")>> <<undobindingsicon>><<link [[Undo your bindings (0:10)|Prison Cell]]>><<set $unbind to 1>><<pass 10>><<arm_unbind>><</link>> <br><br> <</if>> <<if $prison.poster and !$prison.tunnel>> <<furnitureicon "poster">><<link [[Examine your poster|Prison Poster]]>><<set $prison.tunnel to 1>><</link>> <br> <<elseif $prison.tunnel is 1 and $prison.hammer is 1>> <<furnitureicon "poster">><<link [[Test the wall behind the poster|Prison Poster 2]]>><<set $prison.tunnel to 2>><</link>> <br> <<elseif $prison.tunnel gte 120 and $prison.schedule is "lockdown">> <<investigateicon>><<link [[Examine tunnel|Prison Tunnel]]>><</link>> <br> <<elseif $prison.tunnel gte 2 and $prison.schedule is "lockdown">> <<getouticon "dig">><<link [[Dig tunnel|Prison Tunnel]]>><</link>> <br> <</if>> <<if $prison.schedule is "revolt">> <span class="blue">It's too noisy to sleep.</span> <br> <<else>> <<listsleepoutfits "prison bed">> <<prisonicon "bed">><<link [[Strip and get in bed|Prison Bed]]>><<undressSleep "prison bed">><</link>> <br> <</if>> <<roomoptions>> <<if $prison.schedule isnot "lockdown" and !$worn.face.type.includes("blindfold")>> <<prisonicon "plaque">><<link [[Plaque|Prison Plaque]]>><</link>> <br> <</if>> <<prisonicon "wardrobe">><<link [[Cupboard|Prison Wardrobe]]>><</link>> <br> <<if $prison.mirror gte 1>> <<prisonicon "mirror">><<link [[Mirror|Prison Mirror]]>><<preMirror>><</link>> <br> <</if>> <br> <<if $prison.schedule isnot "lockdown">> <<getouticon>><<link [[Leave|Prison Walkway]]>><</link>> <br> <</if>> <br> <<link [[Gameplay Settings|Prison Settings]]>><</link>> <br> <<attitudesControlCheck>> <<if $attitudesControl.showGoldLink is true>> <span class="goldLink"><<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> </span><span class="red">!!</span> <<else>> <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br> <</if>> <<set $eventskip to 0>><<effects>> <<prisonicon "cell">><<link [[Step away|Prison Cell]]>><<handheldon>><<unset $mirrorMenu>><<unset $bodywritingSet>><<postMirror>><</link>> <br> <<mirror>> <br><br><<effects>> You examine your poster. <<if $prison.poster is "man">> He wears a seductive expression, but there's something in his eyes. Like he's keeping a secret. <<elseif $prison.poster is "lady">> She wears a seductive expression, but there's something in her eyes. Like she's keeping a secret. <<elseif $prison.poster is "puppy">> The puppy looks spirited and mischievous. Almost like it's hiding something. <</if>> <br><br> You remember the crack in the wall. You pull the poster back, and run your finger down the schism. Some of the stone crumbles away. <br><br> <i>If you had something to dig with, you could do more.</i> <br><br> <<link [[Next|Prison Cell]]>><</link>> <br><<effects>><<wearProp "hammer" 0 "small">> Hammer in hand, and careful not to make too much noise, you tap the wall behind the poster. More stone crumbles away. <span class="purple">It would take a very long time,</span> but with the hammer to dig, and poster to conceal your work, you could tunnel to the edge of the island. <br><br> You could only dig during lockdown. Too risky otherwise. <br><br> <<link [[Next|Prison Cell]]>><<handheldon>><</link>> <br><<effects>> <<if $prison.tunnel gte 120>> You peer down the tunnel. The sky peers back. <br><br> <<ind>><<link [[Crawl to the edge (0:03)|Prison Tunnel Edge]]>><<pass 3>><</link>> <br> <<else>> <<if $prison.tunnel gte 80>> The tunnel stretches into darkness. <<elseif $prison.tunnel gte 40>> The tunnel passes through the prison wall, into the natural rock of the island. <<elseif $prison.tunnel gte 20>> The short tunnel bores through the prison wall. <<elseif $prison.tunnel gte 10>> The hole in the wall is wide enough to fit your body. <<else>> The wall is cracked. <</if>> <br><br> <<for _i to 1; _i lt 9; _i++>> <<if _i is 1>> <<getouticon "dig">><<link [[Dig for 1 hour|Prison Tunnel Dig]]>><<set $prison_dig to 1>><</link>><<gtiredness>> <br> <<else>> <<capture _i>> <<getouticon "dig">><<link [["Dig for " + _i + " hours"|Prison Tunnel Dig]]>><<set $prison_dig to _i>><</link>><<gtiredness>> <br> <</capture>> <</if>> <</for>> <</if>> <<getouticon>><<link [[Leave|Prison Cell]]>><</link>> <br><<effects>><<wearProp "hammer" 0 "small">> <<for _dig to 0; _dig lt $prison_dig; _dig++>> <<set $prison.tunnel += 1>> <<tiredness 6>> <<advancetohour>> <<if Time.hour is 6>> <<set $prison.schedule to "wake">> <<break>> <</if>> <</for>> <<unset $prison_dig>> <<if $prison.tunnel gte 120>> You crawl deep into the dark, and continue digging. <br><br> <span class="green">You're struck by a sudden, exhilarating breeze.</span> The smell of salt. You dig away the last of the rock, widening the hole large enough to fit your body. <br><br> <<earnFeat "Time and Pressure">> You're at the edge of the island, above the sea. <<elseif $prison.tunnel gte 100>> You crawl deep into the dark, and continue digging. <<set _rng to random(1, 3)>> <<switch random(1, 3)>> <<case 1>> Shells melt into the surrounding stone. <<case 2>> You think you hear a seagull, but you might be imagining it. <<case 3>> You hear a rumble. <</switch>> <<elseif $prison.tunnel gte 80>> You crawl into the dark, and continue digging. <<set _rng to random(1, 3)>> <<switch random(1, 3)>> <<case 1>> You hear rushing water. <<case 2>> The tunnel trembles. Dust falls from the ceiling. <<case 3>> You breathe in some dust, and cough.<<gstress>><<stress 6>> <</switch>> <<elseif $prison.tunnel gte 60>> You crawl through the hole and continue digging. <<set _rng to random(1, 3)>> <<switch random(1, 3)>> <<case 1>> The soft rock breaks apart with ease.<<lstress>><<stress -6>> <<case 2>> You graze your arm against the coarse rock.<<gpain>><<pain 4>> <<case 3>> The rock is uniform in consistency. <</switch>> <<elseif $prison.tunnel gte 40>> You crawl down the hole and continue digging. <<set _rng to random(1, 3)>> <<switch random(1, 3)>> <<case 1>> You strike something hard. It feels like a pebble. You're able to dig around it, and prise it from the rock. <<case 2>> The natural rock crumbles away, almost like sand. <<case 3>> The stonework bleeds into natural rock. The latter is softer. <</switch>> <<elseif $prison.tunnel gte 20>> You crawl into the hole and continue digging. <<set _rng to random(1, 3)>> <<switch random(1, 3)>> <<case 1>> One of the bricks is already loose, which is nice.<<lstress>><<stress -6>> <<case 2>> The stonework is ancient. Some of the bricks have warped together. <<case 3>> One of the bricks above falls, landing on your back.<<gpain>><<gstress>><<pain 4>><<stress 6>> <</switch>> <<elseif $prison.tunnel gte 10>> You reach into the hole and continue digging. <<set _rng to random(1, 3)>> <<switch random(1, 3)>> <<case 1>> The poster flaps in a sudden breeze. You pause a moment before continuing. <<case 2>> It's too dark to see, but you find yourself glancing at the cell door to make sure no one's watching. <<case 3>> The next layer of stone is firmer than the last, and darker in colour. <</switch>> <<else>> You chip away the wall, piece by piece. <<set _rng to random(1, 3)>> <<switch random(1, 3)>> <<case 1>> The crack widens. <<case 2>> You hear a cough, and freeze for a moment before continuing.<<gstress>><<stress 6>> <<case 3>> It crumbles with little effort. <</switch>> <</if>> <br><br> <<if $prison.schedule is "wake" and $prison.morning isnot 1>> <<generate_methodical_guard 0>><<person1>> You hear a rattle as the cell doors open behind you. <<if $prison.tunnel gte 20>> You rush down the tunnel, and cover the entrance with the poster. <<else>> You cover the entrance with the poster. <</if>> A <<personsimple "normal">>'s voice rings through the hall. "Roll call." You see other prisoners lining up. <br><br> <<link [[Line up|Prison Cell Role]]>><<handheldon>><<cell_trouble -1>><</link>> <br> <<link [[Refuse|Prison Cell Refuse]]>><<handheldon>><<prison_guards 1>><<prison_inmates 1>><<pain 4>><<cell_trouble 1>><</link>><<gpain>><<gsuspicion>><<grespect>> <br> <<set $prison.morning to 1>> <<else>> <<link [[Next|Prison Cell]]>><<handheldon>><</link>> <br> <</if>><<effects>> <<if $phase is 1>> You climb the rocks, and squeeze into your tunnel. <<set $phase to 0>> <<else>> You crawl to the precipice, and peer off the edge. There's a sandy beach, trailing out of sight. It's not far down, but the waves are violent. <<if !Weather.isOvercast>> You can see the surrounding mist in the moonlight. <<else>> You can't see far. <</if>> <</if>> <br><br> <<prisonicon "cell">><<link [[Crawl to cell|Prison Cell]]>><</link>> <br> <<beachicon "rocks">><<link [[Climb to beach (0:05)|Prison Beach]]>><<pass 5>><</link>> <br><<effects>> <<wearoutfit>> <<set $bus to "prison_bedroom">><<effects>> You lie on your mattress. It's hard to get comfortable<<if ($worn.neck.name is "free use collar" or $worn.neck.name is "free use collar with leash")>>, especially with the jagged metal around your neck poking into your skin<</if>>. <br><br> <<prison_sleep_options>><<set _autosavehere to true>> <<sleep>> <<effects>> <<wakingEffects $sleepHoursTotal>> <<if $nightmares gte 1 and $controlled is 0>> <<nightmareWake>> <<else>> <<if ["dryheaving","nausea"].includes(_wakingEffect)>> <br><br> You slept soundly, but now feel a little rough. <br><br> <<elseif ($specialClothesEffects.bimbo.total gte random(100,1000) || $specialClothesEffects.pimp.total gte random(100,1000)) or $arousal gte ($arousalmax / 10) * 9>> <<wetDream>> <<elseif !_wakingEffect>> You sleep soundly. <br><br> <<else>> <br><br> <</if>> <</if>> <<sleepeffects>> <<if _sleepinterrupt>> A bell rings, waking you from your slumber. <br><br> <<set $wardrobe_location to "prison">> <<wardrobeSelection true>> <<radiooutfits>> <br><br> <<link [[Next|Prison Cell]]>><<bedclotheson "prison bed">><<endevent>><</link>> <br> <<else>> <<set $wardrobe_location to "prison">> <<wardrobeSelection true>> <<radiooutfits>> <br><br> <<link [[Get up|Prison Cell]]>><<bedclotheson "prison bed">><</link>> <</if>><<effects>> You open the cupboard. <br><br> <<set $wardrobe_location to "prison">> <<wardrobeSelection>> <div id="wardrobewear"><<wardrobewear>></div> <div id="wardrobeExits"><<wardrobeExits>></div> <<wardrobe>><<set $settingsExitPassage to "Prison Cell">> <<settings>><<effects>> <span class="red">God is watching.</span><br> Obey the guards<br> The guards obey the warden<br> You owe nine hours of work each day<br> <br> <<if $prison.active_punishments.includes("free use")>> <span class="red">Do not remove your "free use" collar</span> <br> <</if>> <<if $prison.active_punishments.includes("nude")>> <span class="pink">Wear no clothes</span> <br> <<elseif $prison.active_punishments.includes("topless")>> <span class="blue">Wear nothing above the waist</span> <br> <<elseif $prison.active_punishments.includes("bottomless")>> <span class="blue">Wear nothing below the waist</span> <br> <</if>> <<if $prison.active_punishments.includes("underwear") and $prison.active_punishments.includes("free use")>> <span class="teal">Underwear only</span> <br> <</if>> <<if $prison.active_punishments.includes("blindfold")>> <span class="purple">Do not remove your blindfold</span> <br> <</if>> <<if $prison.active_punishments.includes("leash")>> <span class="lblue">Do not remove your leash</span> <br> <</if>> <<if $prison.active_punishments.includes("cuffs")>> <span class="lblue">Do not remove your shackles</span> <br> <</if>> <<if $prison.active_punishments.includes("gag")>> <span class="purple">Do not remove your gag</span> <br> <</if>> <<if $prison.active_punishments.includes("bindings")>> <span class="pink">Do not remove your bindings</span> <br> <</if>> <br> Schedule: <br> <<ampm 6 00>>: Shower and breakfast <br> <<ampm 7 00>>: Work <br> <<ampm 12 00>>: Lunch <br> <<ampm 13 00>>: Yard <br> <<ampm 14 00>>: Work <br> <<ampm 18 00>>: Dinner <br> <<ampm 19 00>>: Free Time <br> <<ampm 20 00>>: Lights out <br><br> You have <span class="red">$prison.time</span> <<pluralise $prison.time "day">> left until release. <br><br> <<link [[Step away|Prison Cell]]>><</link>> <br><<set $bus to "walkway">><<effects>><<effects_prison>> <<if $prison_kylar_timer gte 1>> <<set $prison_kylar_timer -= 1>> <</if>> You stand outside your cell, and wait as <<methodical_guard 0>> reads out each number. <br><br> "...prisoner 144." <br> <<if $worn.face.type.includes("gag")>> "Mmmhr!" you say. The inmates laugh.<<lrespect>><<prison_inmates -1>> <<else>> "Here," you say. <</if>> <br><br> <<if C.npc.Kylar.state is "prison" and $prison.kylar is 0 and $prison_kylar_timer lte 0>> <<set $prison.kylar to "active">> <<unset $prison_kylar_timer>> <<endevent>> <<addNNPCOutfit "Kylar" "prisonJumpsuit">> <<npc Kylar>><<person1>> <<generate_methodical_guard 1>> <<generate_veteran_guard 2>> <<person2>><<He>> opens <<his>> mouth again, but is interrupted by a banging door somewhere below. You see <<veteran_guard 2>> through the walkway beneath your feet, pushing a small figure ahead of <<person3>><<him>>. <br><br> A final shove knocks the newcomer off <<person1>><<his>> feet, and <<he>> falls on <<his>> face. <<He>> scrambles to <<his>> feet, and pulls <<his>> hair away from <<his>> face. <span class="gold">It's Kylar.</span> <br><br> <<link [[Next|Prison Kylar Intro]]>><</link>> <br> <<elseif $prison.active_punishments.includes("free use") and $worn.neck.name isnot "free use collar" and $worn.neck.name isnot "free use collar with leash">> "Where's your collar?" <<he>> asks. "Best come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("nude") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked")>> "Aren't you supposed to be naked?" <<he>> asks. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("blindfold") and !$worn.face.type.includes("blindfold")>> "Where's your blindfold?" <<he>> asks. "Best come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("topless") and ($worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked")>> "You're supposed to be topless," <<he>> says. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("bottomless") and ($worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked")>> "You're supposed to be bottomless," <<he>> says. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("leash") and $worn.neck.collared isnot 1>> "Where's your leash?" <<he>> asks. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("underwear") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked")>> "That doesn't look like underwear," <<he>> says. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>> "Where are your shackles?" <<he>> asks. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>> "Where's your gag?" <<he>> asks. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.active_punishments.includes("bindings") and !pcAreArmsBound("both")>> "Your arms aren't supposed to be free," <<he>> says. "Come with me." <br><br> <<prison_repunishment_options>> <<elseif $prison.time lte 0>> There's a pause. <span class="green">"Your release is due,"</span> <<he>> says. <<He>> snaps the ledger shut. "Come with me." <br><br> <<link [[Next|Prison End]]>><<set $prison.hours_worked to 0>><</link>> <br> <<elseif $prison.hours_worked lt 9>> There's a pause. <span class="red">"You didn't meet your work quota,"</span> <<he>> says. <<He>> snaps the ledger shut. "Come with me." <br><br> <<link [[Go quietly|Prison Punishment]]>><<endevent>><<set $prison.hours_worked to 0>><</link>> <br> <<link [[Refuse|Prison Cell Punishment Refuse]]>><</link>> <br> <<elseif $prison_punished_days lte 0 and $prison.active_punishments.length gte 1>> <<set $prison.hours_worked to 0>> There's a pause. <<if $prison.active_punishments.length gte 2>> <span class="teal">"I think we can remove one of your punishments,"</span> <<he>> says. <<He>> snaps the ledger shut. <<else>> <span class="teal">"I think we can remove your punishment,"</span> <<he>> says. <<He>> snaps the ledger shut. <</if>> <<set $prison_punished_days to 2>> <<set _rng to random(0, ($prison.active_punishments.length - 1))>> <<set _punishment to $prison.active_punishments[_rng]>> <<switch _punishment>> <<case "free use">> <<set $prison.active_punishments.delete("free use")>> <<He>> walks along the walkway, and fishes a key from <<his>> pocket. <br><br> <<link [[Next|Prison Remove Free Use]]>><</link>> <br> <<case "nude">> <<set $prison.active_punishments.delete("nude")>> <<if random(1, 2) is 2>> <<set $prison.active_punishments.delete("topless")>> "You can wear clothes again. <span class="pink">Underwear only however, and you must remain bottomless, for now.</span>" <br><br> <<else>> <<set $prison.active_punishments.delete("bottomless")>> "You can wear clothes again. <span class="pink">Underwear only however, and you must remain topless, for now.</span>" <br><br> <</if>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br> <<case "blindfold">> <<set $prison.active_punishments.delete("blindfold")>> The walkway moves as steps approach. <br><br> <<link [[Next|Prison Remove Blindfold]]>><</link>> <br> <<case "topless">> <<set $prison.active_punishments.delete("topless")>> <<if $prison.active_punishments.includes("nude")>> <<set $prison.active_punishments.delete("nude")>> <<if $prison.active_punishments.includes("underwear")>> "You can wear a bra or vest, but nothing more. <span class="pink">Remain naked from the waist down.</span>" <br><br> <<else>> "You can wear a shirt again, <span class="pink">but must remain naked from the waist down.</span>"" <br><br> <</if>> <<else>> <<if $prison.active_punishments.includes("underwear")>> "You can cover your chest with a bra or vest, <span class="pink">but no shirts or such, for now.</span>" <<else>> <span class="green">"You can clothe yourself properly again."</span> This prompts the other inmates to take another gawk at you. <</if>> <br><br> <</if>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br> <<case "leash">> <<set $prison.active_punishments.delete("leash")>> <<He>> pulls a pair of pliers from <<his>> pocket as <<he>> walks towards you. <br><br> <<link [[Next|Prison Remove Leash]]>><</link>> <br> <<case "underwear">> <<if $prison.active_punishments.includes("nude")>> <<set $prison.active_punishments.delete("nude")>> <<if random(1, 2) is 2>> <<set $prison.active_punishments.delete("topless")>> "You can wear clothes again. <span class="pink">Underwear only however, and you must remain bottomless, for now.</span>" <br><br> <<else>> <<set $prison.active_punishments.delete("bottomless")>> "You can wear clothes again. <span class="pink">Underwear only however, and you must remain topless, for now.</span>" <br><br> <</if>> <<else>> <<set $prison.active_punishments.delete("underwear")>> <<if $prison.active_punishments.includes("topless")>> "You can wear trousers again. <span class="pink">But keep your chest bare, for now.</span>" <br><br> <<elseif $prison.active_punishments.includes("bottomless")>> "You can wear a shirt again. <span class="pink">You must remain naked from the waist down however, for now.</span>" <br><br> <<else>> <span class="green">"You can clothe yourself properly again."</span> This prompts the other inmates to take another gawk at you. <br><br> <</if>> <</if>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br> <<case "cuffs">> <<set $prison.active_punishments.delete("cuffs")>> <<He>> pulls a key from <<his>> pocket as <<he>> walks towards you. <br><br> <<link [[Next|Prison Remove Cuffs]]>><</link>> <br> <<case "bottomless">> <<set $prison.active_punishments.delete("bottomless")>> <<if $prison.active_punishments.includes("nude")>> <<set $prison.active_punishments.delete("nude")>> <<if $prison.active_punishments.includes("underwear")>> "You can wear underwear again, <span class="pink">but must remain topless.</span>" <<else>> "You can wear trousers again, <span class="pink">but must remain topless.</span>" <</if>> <br><br> <<else>> <<if $prison.active_punishments.includes("underwear")>> "You can wear underwear again, <span class="pink">but no shirts or such, for now.</span>" <<else>> <span class="green">"You can clothe yourself properly again."</span> This prompts the other inmates to take another gawk at you. <</if>> <br><br> <</if>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br> <<case "gag">> <<set $prison.active_punishments.delete("gag")>> <<He>> walks closer. "My job's easier when you can speak anyway." <br><br> <<link [[Next|Prison Remove Gag]]>><</link>> <br> <<default>> <<set $prison.active_punishments.delete("bindings")>> The walkway moves underfoot as <<he>> walks towards you. <br><br> <<link [[Next|Prison Remove Bindings]]>><</link>> <br> <</switch>> <<else>> <<methodical_guard 0 cap>> snaps the ledger shut, and a tall gate opens at the far end of the hall. The prisoners shuffle towards it. <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><<set $prison.hours_worked to 0>><</link>> <br> <</if>><<effects>><<effects_prison>> <<if $prison.shock is 1>> <<methodical_guard 0 cap>> sighs, and reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>> <br><br> You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from your cell. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>> <<bind>> <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><<set $prison.hours_worked to 0>><</link>> <<else>> <<if $prison.cell_trouble gte 5>> <<generate_veteran_guard 1>><<generate_anxious_guard 2>><<generate_relaxed_guard 3>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will." <br><br> <<He>> arrives at your cell, with <<veteran_guard 1>>, <<anxious_guard 2>>, and <<relaxed_guard 3>> close behind. They unstrap their batons. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <<elseif $prison.cell_trouble gte 4>> <<generate_veteran_guard 1>><<generate_anxious_guard 2>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will." <br><br> <<He>> arrives at your cell, with <<veteran_guard 1>> and <<anxious_guard 2>> close behind. They unstrap their batons. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <<elseif $prison.cell_trouble gte 3>> <<generate_veteran_guard 1>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will." <br><br> <<He>> arrives at your cell, with <<veteran_guard 1>> close behind. They unstrap their batons. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <<elseif $prison.cell_trouble gte 2>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. "You'd better be sick in there," <<he>> says. "Or you'll be sorry." <br><br> <<He>> finds you lazing on your bed, and unstraps the baton from <<his>> side. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> You remain in your cell. "Number 144," <<methodical_guard 0>> says. "Leave your cell at once." <br><br> <<link [[Leave your cell|Prison Cell Role]]>><</link>> <br> <<link [[Refuse|Prison Cell Refuse]]>><<cell_trouble 1>><<prison_guards 1>><<prison_inmates 1>><</link>><<gsuspicion>><<grespect>> <br> <</if>> <</if>><<effects>><<effects_prison>> <<if $prison.shock is 1>> <<methodical_guard 0 cap>> sighs, and reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>> <br><br> You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from your cell. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>> <<bind>> <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><<set $prison.hours_worked to 0>><</link>> <<else>> <<if $prison.cell_trouble gte 5>> <<generate_veteran_guard 1>><<generate_anxious_guard 2>><<generate_relaxed_guard 3>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will." <br><br> <<He>> arrives at your cell, with <<veteran_guard 1>>, <<anxious_guard 2>>, and <<relaxed_guard 3>> close behind. They unstrap their batons. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <<elseif $prison.cell_trouble gte 4>> <<generate_veteran_guard 1>><<generate_anxious_guard 2>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will." <br><br> <<He>> arrives at your cell, with <<veteran_guard 1>> and <<anxious_guard 2>> close behind. They unstrap their batons. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <<elseif $prison.cell_trouble gte 3>> <<generate_veteran_guard 1>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. <<Hes>> not alone. "Must we make an example of you?" <<he>> says. "Because we will." <br><br> <<He>> arrives at your cell, with <<veteran_guard 1>> close behind. They unstrap their batons. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> The walkway rattles beneath <<methodical_guard 0 apo>> feet. "You're holding up the whole system." <<He>> unstraps the baton from <<his>> side before <<he>> arrives at the cell. <br><br> <<link [[Next|Prison Cell Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Prison Cell Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Cell Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> <<if $enemynomax gte 2>> The inmates cheer as the guards stagger from your cell. <<veteran_guard 1>> eyes you cautiously, but <<methodical_guard 0>> shakes <<person1>><<his>> head. "No time for this," <<he>> says, groping for <<his>> glasses. "We'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>> <<else>> The inmates cheer as <<methodical_guard 0>> staggers from your cell, and would fall from the walkway if not for the railing. "No time for this," <<he>> says, groping for <<his>> glasses. "I'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<elseif $enemyhealth lte 0>> <<if $enemynomax gte 2>> The inmates cheer as the guards stagger from your cell. <<veteran_guard 1>> eyes you cautiously, but <<methodical_guard 0>> shakes <<person1>><<his>> head. "No time for this," <<he>> says, groping for <<his>> glasses. "We'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>> <<else>> The inmates cheer as <<methodical_guard 0>> staggers from your cell, and would fall from the walkway if not for the railing. "No time for this," <<he>> says, groping for <<his>> glasses. "I'll be watching you."<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>> <</if>> <<switch $enemynomax>> <<case 1>> <<greb>><<prison_reb 1>> <<case 2>> <<greb>><<prison_reb 2>> <<case 3>> <<ggreb>><<prison_reb 3>> <<default>> <<ggreb>><<prison_reb 4>> <</switch>> <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<else>> You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from your cell. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>> <<bind>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Punishment]]>><</link>> <<cell_trouble -5>> <</if>> <<set $prison.hours_worked to 0>><<effects>><<effects_prison>><<set $bus to "shower">> You are in the prison showers. <<if isPregnancyEnding() and $prison.schedule isnot "lockdown">> <<pregnancyPassout "prisonShower">> <<elseif $prison.schedule is "wake">> Prisoners undress, leaving their clothes on wood benches, before entering the shower. You hear running water. <<if $prison.kylar is "active">> Kylar stands in the corner, watching you. <</if>> <br><br> <<generate_veteran_guard 0>><<person1>><<veteran_guard 0 cap>> paces through the room. <br><br> <<endevent>> <<outfitChecks>> <<if !$daily.prison.veteranGreet and $prison.veteran gte 15>> <<prison_guard_greet veteran>> <<elseif random(1, 5) is 5 and $eventskip isnot 1>> <<prison_guard_watch veteran>> <<elseif _fullyNaked>> <<bathroomicon "shower">><<link [[Have a shower (0:10)|Prison Shower Take]]>><<pass 10>><</link>> <br> <<getouticon>><<link [[Leave|Prison Block]]>><</link>> <br> <<else>> <<if hasSexStat("exhibitionism", 2)>> <<skinicon "strip">><<link [[Undress in the open (0:10)|Prison Shower Open]]>><</link>> <br> <<else>> <span class="blue">You can't bear to undress in front of everyone.</span> <br> <</if>> <<skinicon "strip">><<link [[Find somewhere private to undress (0:10)|Prison Shower Private]]>><</link>> <br> <<getouticon>><<link [[Leave|Prison Block]]>><</link>> <br> <</if>> <<else>> There's no one around. The guards only leave the plumbing on for an hour. <br><br> <<getouticon>><<link [[Leave|Prison Block]]>><</link>> <br> <<set $eventskip to 0>> <</if>><<set $outside to 0>><<effects>><<effects_prison>><<set $bus to "walkway">> You are on the metal walkway outside your cell, at the top of the cell block. There's a staircase leading to the floor. <br><br> <<if Time.hour is 20>> You hear a bell ring. "Lockdown," <<generate_veteran_guard 0>><<veteran_guard 0>> shouts. "Back to your cells." <br><br> You're shuffled along with the other prisoners. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<passout_prison>> <<else>> <<if $prison.schedule is "wake">> Other prisoners shuffle towards the showers. <br><br> <<elseif $prison.schedule is "free time">> Many prisoners lounge on their beds. <br><br> <<elseif $prison.schedule is "lockdown">> You hear snoring. <br><br> <<else>> <</if>> <<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>> <<events_prison_attention>> <<else>> <<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>> <<events_prison>> <</if>> <<if $prison_event_trigger>> <<events_prison_triggered>> <<else>> Your cell is in the corner. <br> <<prisonicon "cell">><<link [[Your cell|Prison Cell]]>><</link>> <br><br> <<if $prison.attention_level gte 1 and !$prison.protection and $prison.schedule is "free time">> <<if !$prison.protection>> <<if !$daily.prison.scarredDone>> <<generate_scarred_inmate 0>><<person1>> <<scarred_inmate 0 capo>> cell is more spartan than most. Almost as if it were unoccupied. <<endevent>> <br> <<prisonicon "cell">><<link [[Spartan cell|Prison Scarred]]>><</link>> <br><br> <</if>> /* <<generate_tattooed_inmate 0>><<person1>> The walls of <<tattooed_inmate 0 apo>> cell, as well as parts of the ceiling, are decorated with pornography. <<endevent>> <br> <<prisonicon "cell">><<link [[Porn-decorated cell|Prison Tattooed]]>><</link>> <br><br> */ <</if>> <</if>> A heavy wood door sits across from the tower. A faded green cross embellishes it, painted over a silver crucifix. <br> <<if $prison.schedule is "lockdown">> <span class="blue">The door to medical is locked.</span> <br><br> <<else>> <<prisonicon "medical">><<link [[Medical|Prison Medical]]>><</link>> <br><br> <</if>> The stairs snake around the central tower. <br> <<stairsicon "down" "prison">><<link [[Downstairs|Prison Block]]>><</link>> <br><br> <<prison_map walkway>> <</if>> <<set $eventskip to 0>> <</if>> <</if>><<set $outside to 0>><<effects>><<effects_prison>><<set $bus to "cell_block">> You are at the bottom of the cell block. There are stairs leading to a walkway above, and halls leading to other parts of the prison. <br><br> <<if Time.hour is 20>> You hear a bell ring. "Lockdown," <<generate_veteran_guard 0>><<veteran_guard 0>> shouts. "Back to your cells." <br><br> You're shuffled along with the other prisoners. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<passout_prison>> <<else>> <<if $prison.schedule is "wake">> Other prisoners shuffle towards the showers. <br><br> <<elseif $prison.schedule is "free time">> Many prisoners lounge on their beds. <br><br> <<elseif $prison.schedule is "lockdown">> You hear snoring. <br><br> <<else>> <</if>> <<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>> <<events_prison_attention>> <<else>> <<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>> <<events_prison>> <</if>> <<if $prison_event_trigger>> <<events_prison_triggered>> <<else>> There's a set of double doors on one end of the block, crowned by a couple of signs. "Showers" says one. "Sex is forbidden" warns another. <<if $prison.schedule is "wake">> <span class="lblue">Steam flows out.</span> <</if>> <br> <<bathroomicon "shower">><<link [[Showers|Prison Shower]]>><</link>> <br><br> A faint chemical smell surrounds another door. The closest cells are vacant, the metal warped and corroded. <br> <<prisonicon "laundry">><<link [[Laundry|Prison Laundry]]>><</link>> <br><br> <<if $prison.kylar is "active" and !$prison_kylar_cell and ($prison.schedule is "free time" or $prison.schedule is "yard")>> <<npc Kylar>><<person1>> Kylar sits on the bed in <<his>> cell, fussing over something in <<his>> lap. <<endevent>> <br> <<prisonicon "cell">><<link [[Kylar's cell|Prison Kylar]]>><</link>> <br><br> <</if>> A corridor leads away, towards daylight. <br> <<getouticon>><<link [[Outside|Prison Yard]]>><</link>> <br><br> The stairs circle a central tower. You entered here. <br> <<stairsicon "up" "prison">><<link [[Climb the stairs towards your cell|Prison Walkway]]>><</link>> <br><br> <<prison_map block>> <</if>> <<set $eventskip to 0>> <</if>> <</if>><<set $bus to "laundry">><<set $outside to 0>><<effects>><<effects_prison>> You are in the laundry room. The walls give way to raw rock part way in. Thick pipes extend from the rough surface in an irregular pattern. <<if $prison.schedule is "work">> Inmates sort through clothes, and large machines rumble. <br><br> <<generate_relaxed_guard 0>><<relaxed_guard 0 cap>> sits on a stool beside a short table, staring across the room and absentmindedly rolling a pair of dice. <<endevent>> <br><br> <<else>> The machines are still. <br><br> <</if>> <<if isPregnancyEnding()>> <<pregnancyPassout "prisonLaundry">> <<elseif Time.hour is 20>> You hear a bell ring. "Lockdown," <<generate_relaxed_guard 0>><<relaxed_guard 0>> shouts. "Back to your cells." <br><br> You're shuffled along with the other prisoners. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<else>> <<if !$daily.prison.prisonRelaxedGreet and $prison.relaxed gte 15 and $prison.schedule is "work">> <<prison_guard_greet relaxed>> <<elseif random(1, 5) is 5 and $eventskip isnot 1 and $prison.schedule is "work">> <<prison_guard_watch relaxed>> <<else>> <<if $prison.schedule is "work">> <<if $prison.job is "laundry">> <<prisonicon "laundry_work">><<link [[Work|Prison Laundry Work]]>><<endevent>><</link>> <br> <<else>> <span class="blue">Your labours are expected elsewhere.</span> <br> <</if>> <</if>> <<getouticon>><<link [[Leave|Prison Block]]>><</link>> <br> <<prison_map laundry>> <</if>> <</if>><<set $bus to "medical">><<set $outside to 0>><<effects>><<effects_prison>> You are in the medical room. Rows of beds stretch down its length, many occupied. There's a cupboard, locked by a modern mechanism at odds with the surroundings. <br><br> <<if $prison.schedule is "work">> <<generate_methodical_guard 0>><<person1>> <<methodical_guard 0 cap>> stands over one, writing on a clipboard. <br><br> <<endevent>> <<else>> <</if>> <<if Time.hour is 20>> You hear a bell ring. "Lockdown," <<generate_methodical_guard 0>><<methodical_guard 0>> says. "Go back to your cell." <br><br> <<methodical_guard 0 cap>> leaves as well, and locks the door behind <<him>>. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<else>> <<if random(1, 5) is 5 and $eventskip isnot 1 and $prison.schedule is "work">> <<prison_guard_watch methodical>> <<else>> <<if $prison.schedule is "work">> <<if $prison.job is "medical">> <<prisonicon "medical_work">><<link [[Work|Prison Medical Work]]>><</link>> <br> <<else>> <span class="blue">Your labours are expected elsewhere.</span> <br> <</if>> <</if>> <<if $prison.shock is 1>> <br> There's a black and yellow door in one corner. <br> <<prisonicon "medical_door">><<link [[Approach|Prison Medical Door]]>><</link>> <br><br> <</if>> <<getouticon>><<link [[Leave|Prison Walkway]]>><</link>> <br> <<prison_map medical>> <</if>> <</if>><<effects>> You approach the black and yellow door. There's no visible lock, but there is a keypad next to it. <<if $prison.code is 1>> Wren claims the code <<nnpc_he Wren>> sold you will work. <<if $prison.schedule is "work">> <<generate_methodical_guard 0>><<person1>> You'll need to wait for <<methodical_guard 0>> to leave before trying. <br><br> <<else>> <br><br> <<prisonicon "medical_door">><<link [[Enter|Prison Medical Shock]]>><</link>> <br> <</if>> <<else>> You'll need to find the code. <br><br> <</if>> <<getouticon>><<link [[Leave|Prison Medical]]>><<endevent>><</link>> <br><<effects>> You input the code, a green light flickers on above the door, and it slides open. <br><br> The interior is dark, even compared to the rest of the prison. There's a rack of hammers, screwdrivers, and other tools near the entrance. As your eyes adjust, you see a machine the size of a small bus, also black and yellow. An array of metal coils spring from the top. There's a plaque. You get a static shock when you wipe away the grime. <br><br> "Experimental shock generator. Requires specialised collars to function." <br><br> This machine doesn't look or sound stable. You could probably inflict irreparable damage with one of the tools lying around, but you wouldn't get away with it. <br><br> <<choreicon "fix">><<link [[Sabotage|Prison Medical Sabotage]]>><<prison_hope 20>><<prison_reb 20>><<set $prison.shock to 0>><<prison_guards -20>><<prison_inmates 20>><</link>><<gggsuspicion>><<gggreb>><<ggghope>><<gggrespect>> <br> <<getouticon>><<link [[Leave|Prison Medical]]>><</link>> <br><<effects>><<wearProp "hammer" 0 "basic">> <<earnFeat "Breaker">> You lift the largest hammer, one with a wooden handle, and get to work. You smash pipes, shatter glass, and dent plates. <<if currentSkillValue('physique') gte 10000>> With your strength, you're able to inflict considerable damage before the guards arrive.<<ggrespect>><<prison_inmates 10>> <<else>> Even with your limited strength, you're able to inflict a lot of damage before the guards arrive. <</if>> <br><br> <<generate_methodical_guard 0>> <<generate_veteran_guard 1>> <<methodical_guard 0 cap>><<person1>> arrives with <<veteran_guard 1>> in tow. "What have you done?" <<he>> asks, reaching into <<his>> shirt pocket. <<He>> pulls out a remote, points at you, and presses the button. <span class="green">Nothing happens.</span> <<He>> tries again and again, to no avail. <br><br> "Back to basics," <<veteran_guard 1>><<person2>> says, stepping forward with <<his>> baton at the ready. "Good. Best come quietly." <br><br> <<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>> <br> <<link [[Fight|Prison Medical Fight]]>><<handheldon>><<set $fightstart to 1>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> Inmates crowd around the door to watch, some wearing bandages. <br><br> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Prison Medical Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Medical Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> They stagger and fall against the broken machine, drained of energy. The inmates taunt them, until <<veteran_guard 1>> turns and raises <<his>> baton.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>> <br><br> "Enough of this," <<methodical_guard 0>> says. "I need to make some calls." <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<elseif $enemyhealth lte 0>> They back away from you, towards the door. The inmates taunt them, until <<veteran_guard 1>> turns and raises <<his>> baton. <<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>><<greb>><<prison_reb 1>> <br><br> "Enough of this," <<methodical_guard 0>> says. "I need to make some calls." <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<else>> You fall to the ground, too hurt to continue. <<He>> cuffs you, and pulls to you to your feet. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>> <<bind>> <br><br> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Punishment]]>><</link>> <br> <</if>><<set $location to "prison">><<set $bus to "yard">><<set $outside to 1>><<effects>><<effects_prison>> You are in the prison yard. It's spacious, but the surrounding walls are unreasonably tall, and seem to curve inward. <br><br> <<if $prison.schedule is "yard">> Inmates lift weights and socialise. <<generate_veteran_guard 0>><<veteran_guard 0 cap>> watches with a sternful gaze.<<endevent>> <br><br> <<elseif $prison.schedule is "revolt">> <<beastNEWinit 6 hawk>> Shadows roam the grass as <<beastsplural>> fly overhead. Inmates dart across the yard in groups, or stick to the shadows. Some are caught and carried into the sky. You're not sure where they're taken. <<endevent>> <br><br> <</if>> <<if Time.hour is 20>> You hear a bell ring. "Lockdown," <<generate_veteran_guard 0>><<veteran_guard 0>> shouts. "Back to your cells." <br><br> You're shuffled along with the other prisoners. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<elseif $stress gte $stressmax>> <<passout_prison>> <<elseif $prison_wren_intro is 1 and $prison.schedule is "yard">> <<npc "Wren">><<person1>> <<if $wrenSeen.length>> "I've mixed feelings about meeting you here," says a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair. <span class="gold">It's <<= $wrenSeenLast is "pregnancy" ? "the person who rescued you when you were in labour" : "Wren">>.</span> <br><br> <<if $wrenSeenLast is "pregnancy">> "Poking around dangerous places caught up to you, huh? <<= playerBellyVisible() ? "And you're knocked up again to boot." : "At least you're not knocked up this time.">> <<set $phase to "intro">> <<elseif $wrenSeen.includes("winter")>> "Did old Winter's requests fall outside the law? <<else>> "I'm sorry your <<= $wrenSeen.includes("catsuit") ? "skulking" : "sneaking">> didn't work out. <</if>> Maybe we can be useful to each other." <br><br> <<link [[Next|Prison Wren Intro]]>><<unset $prison_wren_intro>><<set $wrenSeen.pushUnique("prison")>><<set $wrenSeenLast to "prison">><</link>> <<else>> "Newcomer?" asks a young <<if $pronoun is "m">>man with short<<else>>woman with shoulder-length<</if>> hair. "Just my type." <<He>> wears a prison uniform, but seems apart from the other inmates, freer. <br><br> <<link [[Next|Prison Wren Intro]]>><<set $phase to "intro">><<unset $prison_wren_intro>><<set $wrenSeen.pushUnique("prison")>><<set $wrenSeenLast to "prison">><</link>> <br> <</if>> <<else>> <<if $prison.schedule isnot "lockdown" and $prison.attention gte 100>> <<events_prison_attention>> <<else>> <<if $prison.schedule isnot "lockdown" and $eventskip isnot 1>> <<events_prison>> <</if>> <<if $prison_event_trigger>> <<events_prison_triggered>> <<else>> <<if $prison.schedule is "yard" and !$daily.prison.veteranGreet and $prison.veteran gte 15>> <<prison_guard_greet veteran>> <<elseif $prison.schedule is "yard" and random(1, 5) is 5 and $eventskip isnot 1>> <<prison_guard_watch veteran>> <<else>> <<if $prison.schedule isnot "revolt">> <<if $worn.feet.type.includes("shackle")>> <span class="blue">You can't run with <<= $worn.feet.name is "ball and chain" ? "a ball and a chain" : "your legs bound">>.</span> <br> <<else>> <<prisonicon "run">><<link [[Run (0:30)|Prison Yard Run]]>><<endevent>><<tiredness 4>><</link>><<gathletics>><<gphysique>> <br> <</if>> <<if pcAreArmsBound("any")>> <span class="blue">You can't lift with your arms bound.</span> <br> <<else>> <<prisonicon "lift">><<link [[Lift weights (0:30)|Prison Yard Exercise]]>><<endevent>><<tiredness 6>><</link>><<gtiredness>><<ggphysique>> <br> <</if>> <</if>> <<if $prison.schedule is "yard">> <<if $worn.face.type.includes("gag")>> <span class="blue">You can't speak to the guard or inmates with this gag in the way.</span> <br> <<else>> <<socialiseicon>><<link [[Speak with the guard (0:30)|Prison Yard Speak]]>><<pass 30>><<prison_rep veteran 1>><<endevent>><</link>><<gperlove "veteran_guard">> <br> <<loveicon>><<link [[Cutely flirt with inmates (0:30)|Prison Yard Flirt]]>><<set $phase to 0>><<pass 30>><<prison_hope 1>><<endevent>><</link>><<promiscuous1>><<ghope>> <br> <<if hasSexStat("promiscuity", 2)>> <<brothelicon>><<link [[Salaciously flirt with inmates (0:30)|Prison Yard Flirt]]>><<set $phase to 1>><<pass 30>><<prison_reb 1>><<endevent>><</link>><<promiscuous2>><<greb>> <br> <</if>> <</if>> <</if>> <<if $prison.schedule is "yard" and Time.weekDay is 6>> <br> <<npc Wren>><<person1>> <span class="teal">Wren leans against a wall.</span> If the guards notice <<him>>, they pretend not to. <br> <<socialiseicon>><<link [[Speak with Wren|Prison Wren]]>><<endevent>><</link>> <br> <</if>> <br> The ground slopes gently, leading to a pair of wide doors. The smell of stale food lingers in the air. <br> <<prisonicon "canteen">><<link [[Canteen|Prison Canteen]]>><<endevent>><</link>> <br><br> The wall protrudes, giving rise to a tower far taller than the rest of the prison. There's a metal door at the bottom. <br> <<if $prison.job is "spire" or ($prison.guards gte 80 and $prison.spire_intro is 1)>> <<stairsicon "up" "prison">><<link [[Climb the spire (0:05)|Prison Spire]]>><<tiredness 6>><<pass 5>><</link>><<gtiredness>> <br> <<if $prison.schedule isnot "revolt">> <<if $prison.rope is 1>> <br> You could let your rope down the hole at the bottom of the spire. <br> <span class="clothes-tan"><<icon "clothes/shibari_ropes.png">></span><<link [[Use rope|Prison Spire Rope]]>><<endevent>><<set $prison.rope to 2>><</link>> <br> <<elseif $prison.rope is 2>> <<stairsicon "down" "prison">><<link [[Descend the spire (0:05)|Prison Spire Descend]]>><<tiredness 6>><<pass 5>><</link>><<gtiredness>> <br> <<else>> <br> There's a deep hole at the bottom of the spire. <br> <<getouticon "hole">><<link [[Look in the hole|Prison Spire Hole]]>><</link>> <br> <</if>> <</if>> <<else>> <<insufficientStat "trust" "to be in the spire">> <br> <</if>> <br> There's a small area sheltered from view. A large locked door blends into the surrounding stone. <br> <<if $prison.yard_door is 1>> <<prisonicon "door">><<link [[Sneak to beach (0:01)|Prison Beach]]>><<endevent>><<pass 1>><</link>> <br> <<else>> <<prisonicon "door">><<link [[Large door|Prison Yard Door]]>><<endevent>><</link>> <br> <</if>> <br> <<getinicon>><<link [[Prison block|Prison Block]]>><<endevent>><</link>> <br> <<prison_map yard>> <</if>> <</if>> <<set $eventskip to 0>> <</if>> <</if>><<set $outside to 0>><<effects>> You cautiously approach the hole and peer over the edge. Shoddy stonework lines a shaft leading down an abyss. It's too deep to see the bottom. You hear strange, squelching sounds and the occasional rush of water, but you can't make out anything beyond the darkness. The thought of what might lie below fills you with unease.<<stress 2>><<gstress>> <br><br> You wonder what could be down there, <span class="blue">but without something to help you descend the spire, there's no way of telling.</span> <br><br> You return to the yard. <br><br> <<link [[Next|Prison Yard]]>><</link>> <br><<location "underground">><<set $outside to 0>><<effects>> <<wearProp "rope">> You tie the rope firm, and toss the other end down the hole. You hear a thud below after a few seconds. You test the rope. It seems safe. You can descend whenever you want. <br><br> <<link [[Next|Prison Yard]]>><<handheldon>><<location "prison">><</link>> <br><<location "underground">><<set $outside to 0>><<effects>> <<wearProp "rope climb" 0 "rope">> You climb down the spire, into the darkness beneath the prison. <<if $prison_egg is 1 or $prison.watchers_friend is 2>> Your feet almost slip on the slick rock at the bottom. This is the cavern where you found the egg. You feel uneasy, and don't want to explore again without reason, so you climb back to the surface. <br><br> <<else>> Your feet almost slip on the slick rock at the bottom. There's something down here, hidden in the shadows. If you continue, however, it might be hard to find your way back. <br><br> <<investigateicon>><<link [[Explore the rut|Prison Rut]]>><<handheldon>><<set $rut to 0>><<set $rut_entry to "rope">><</link>> <br> <</if>> <<stairsicon "up" "prison">><<link [[Climb back up|Prison Yard]]>><<handheldon>><<location "prison">><</link>> <br><<effects>> You approach the large door. It's locked. <br><br> <<if $prison.yard_key is 1>> <<lockicon "bronze key">><<link [[Use the key|Prison Yard Door Key]]>><<set $prison.yard_door to 1>><</link>> <br> <<else>> <<set $lock to 1000>> The door is locked tight. <br><br> <<if currentSkillValue('skulduggery') gte $lock>> <<if pcAreArmsBound("both")>> You think you'd be able to pick the lock, <span class="blue">if your arms weren't bound.</span> <br><br> <<else>> <<wearProp "lockpick">> <span class="green">The lock looks easy to pick.</span> <br><br> <<lockicon "pick">><<link [[Break in (0:05)|Prison Yard Door Pick]]>><<handheldon>><<set $prison.yard_door to 1>><<pass 5>><</link>> <br> <</if>> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <</if>> <<getouticon>><<link [[Leave|Prison Yard]]>><<handheldon>><</link>> <br><<effects>> The key fits, but needs a lot of force to turn. The door creaks open. A straight stone tunnel slopes downwards. There's light at the bottom. <br><br> You close the door behind you, and walk towards the light, emerging on a beach. <br><br> <<link [[Next|Prison Beach]]>><</link>> <br><<effects>> The lock is sophisticated. It'd have to be, here. But it's still no match for you. The door creaks open. A straight stone tunnel slopes downwards. There's light at the bottom. <br><br> You close the door behind you, and walk towards the light, emerging on a beach. <br><br> <<link [[Next|Prison Beach]]>><</link>> <br><<effects>> <<generate_veteran_guard 0>><<person1>> <<generate2>> <<if $prison.veteran gte 60 and !$NPCList[0].name_known>> <<generatep3 0>> You find <<veteran_guard 0>> examining something in <<his>> palm. <<He>> closes <<his>> fist around it when <<he>> sees you approach. <<He>> was so absorbed <<he>> didn't notice you at first. Nor does <<he>> notice the <<person2>><<person>> backing into <<person1>><<him>>. <br><br> The collision is accidental, but <<veteran_guard 0>> reaches for <<his>> baton, and delivers a punishing blow to the <<person2>><<persons>> stomach. The object slips from <<person1>><<his>> hand, landing in the grass. <br><br> <<link [[Pick it up|Prison Yard Locket]]>><</link>> <br> <<else>> <<generate3>> You approach <<veteran_guard 0>>. <<He>> seems happy to chat, despite <<his>> gruff demeanour. <br><br> <<if $rng gte 81>> A <<person2>><<person>> tries to climb the wall. <<veteran_guard 0 cap>><<person1>> doesn't seem concerned. "You'll get it this time," <<he>> laughs. "Just keep trying." <<elseif $rng gte 61>> You follow as <<he>> marches up and down the yard, stopping only to spank a <<person2>><<person>> with <<person1>><<his>> baton. <<elseif $rng gte 41>> <<He>> leers at a <<person2>><<person>> doing squats. <<elseif $rng gte 21>> "They think we'll let them leave if they manage to climb the wall," <<he>> chuckles, looking up at the spire. "But it's not up to us." <<else>> <<He>> stops to break up a fight between a <<person2>><<person>> and <<person3>><<person>>. <</if>> <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br> <</if>><<effects>> <<set $NPCList[0].name_known to 1>> <<save_veteran_guard>> It's an open locket. There's a picture of a young <<person3>><<personsimple>> inside. A drawing rather than a photograph, but rich in detail. "To my <<veteran_guard 0>>," it reads. "Yours forever." <br><br> Panting, <<veteran_guard 0>> steps away from the curled <<person2>><<person>>. You hold out the locket. <<person1>><<He>> snatches it from your grasp, and gives you an evil look. <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br><<set $bus to "spire">><<set $outside to 0>><<effects>><<effects_prison>> <<if $prison.spire_intro isnot 1>> The metal door clangs as you knock. A camera perched atop swivels to face you. You hear a mechanical whir, then a click. The door opens, and a rush of air blows by. <br><br> There's nothing inside except a staircase, spiralling up, and down, though the downward steps soon open onto a gaping pit. You decide to climb up. <br><br> <<link [[Next|Prison Spire Intro]]>><<set $prison.spire_intro to 1>><<set $prison.birds to 0>><</link>> <br> <<else>> <<beastNEWinit 5 "hawk">><<generate_anxious_guard 5>><<person1>> You are in the small cabin atop the spire. <<if $prison.schedule is "work">> <<anxious_guard 5 cap>> sits in front of several security monitors, but <<person6>><<his>> eyes follow the <<person1>><<beastsplural 0>> outside. <<else>> You watch the <<person1>><<beastsplural 0>> through a window. <</if>> <<endevent>> <br><br> <<if Time.hour is 20>> <<generate_anxious_guard 0>> You hear a bell ring. "Lockdown," <<anxious_guard 0>><<person1>> sighs. "At last. Off to your cell." <br><br> You run for the stairs with <<anxious_guard 0>> before the creatures react. <<He>> leads you down the stairs, through the yard and prison block, and into your cell. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<elseif $prison.birds gte 30 and !$prison.watchers_friend>> <<beastNEWinit 6 hawk>><<person1>> The <<beastsplural>> watch you in silence. Then one launches through the air, talons outstretched. You trip in fright, but <<bhe>> catches you, lifting you into the air. <br><br> <<bHe>> flies in a circle around the beacon as the others sing, before landing on top. <br><br> <<link [[Next|Prison Spire Beacon]]>><<set $prison.watchers_friend to 1>><</link>> <br> <<else>> <<if $prison.schedule is "work">> <<if !$daily.prison.anxiousGreet and $prison.anxious gte 15>> <<prison_guard_greet anxious>> <<elseif random(1, 5) is 5 and $eventskip isnot 1>> <<prison_guard_watch anxious>> <<else>> <<if $prison.birds gte 30>> <span class="green">The watchers are fond of you.</span> <<elseif $prison.birds gte 20>> <span class="teal">The watchers think you're useful.</span> <<elseif $prison.birds gte 10>> <span class="lblue">The watchers recognise you.</span> <<else>> <span class="blue">The watchers see you as meat.</span> <</if>> <br><br> <<if $prison.job is "spire">> <<ind>><<link [[Work|Prison Spire Work]]>><</link>> <br> <<else>> <span class="blue">Your labours are expected elsewhere.</span> <br> <</if>> <<if $prison.watchers_friend is 1 and $prison_egg is 1>> <<ind>><<link [[Hold up the egg|Prison Spire Egg]]>><</link>> <br> <</if>> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> <br> Your wings, and the wind, are strong. You think you could fly all the way to the mainland from here. <br> <<glideicon>><<link [[Soar to the mainland|Prison Soar]]>><</link>> <br><br> <</if>> <<getouticon>><<link [[Leave (0:05)|Prison Yard]]>><<pass 5>><</link>> <br> <</if>> <<else>> <<if $harpy gte 6 and $birdFly gte 1 and !$plucked>> Your wings, and the wind, are strong. You think you could fly all the way to the mainland from here. <br> <<glideicon>><<link [[Soar to the mainland|Prison Soar]]>><</link>> <br><br> <</if>> <<getouticon>><<link [[Leave (0:05)|Prison Yard]]>><<pass 5>><</link>> <br> <</if>> <<prison_map spire>> <</if>> <</if>><<effects>> <<beastNEWinit 2 hawk>><<person1>> You run and jump, letting the wind catch your wings. You soar. <<if $prison.schedule is "revolt">> The <<beastsplural>> are too busy dealing with the revolt to stop, or even notice you. <span class="green">There's nothing stopping you from escaping.</span> <br><br> <<link [[Escape (0:30)|Prison Soar Escape]]>><<tiredness 12>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>><<ggtiredness>> <br> <<link [[Land|Prison Spire]]>><<endevent>><</link>> <br> <<elseif $prison.watchers_friend gte 2>> Two <<beastsplural>> fly alongside you for a moment. <<if $monster is 1>> "Safe journey," one shouts over the wind. <<else>> <</if>> Then they both turn, and return to the spire. <span class="green">There's nothing stopping you from escaping.</span> <br><br> <<link [[Escape (0:30)|Prison Soar Escape]]>><<tiredness 12>><<prison_end>><<prisoncrimeUp>><<pass 30>><<prison_guards -40>><</link>><<gggcrime>><<gggsuspicion>><<ggtiredness>> <br> <<link [[Land|Prison Spire]]>><<endevent>><</link>> <br> <<else>> <span class="red">Two <<beastsplural>> fly after you.</span> You evade one, but the other grasps your shoulders in <<his>> talons. <<He>> carries you back to the spire.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>> <br><br> <<if $monster is 1>> "We're watching," <<bhe>> warns. "Don't forget." <<bHe>> returns to the beacon. <<else>> <<bHe>> chirps a warning, then returns to the beacon. <</if>> You won't be able to fly away without distracting the <<beastsplural>>, or befriending them somehow. <br><br> <<link [[Next|Prison Spire]]>><</link>> <br> <</if>><<effects>> <<badEndTrackingEnd "Prison" { reason: "escapedSoaring" }>> <<earnFeat "Not Meant to be Caged">> You soar away from the island, over the mist, and towards the mainland. <<if Time.dayState is "night">> <<if !Weather.isOvercast>> You see the lights of town light up the horizon ahead. <<else>> You can't make out the coast in the dark, but you know it's there. <</if>> <<else>> You see the town on the horizon ahead. <</if>> <br><br> <<prison_bondage_removal>> <<if _punishments_removed is true>> You feel the air tear away your bondage, piece by piece. <</if>> It's a tiring journey, but the wind is on your side. Free as a bird, you swoop onto the beach. <br><br> <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> <br><<effects>> The beacon is covered with nests, made mostly of driftwood. The other <<beastsplural>> land, surrounding you. You sense no malice. The one that carried you bows <<his>> head, and scrapes the middle of one of the nests. There's an indentation, as if something once sat there. <br><br> <<if $monster is 1>> "Egg stolen," <<bhe>> says. "Eggs rare. Please, find below. Far below! Too far below." The others sing a melancholy tune. <<else>> Are they missing an egg? It would have to be hidden somewhere they couldn't reach. <</if>> <<if $prison_egg is 1>> You already found an egg far below. You hold it out. <span class="green">The <<beastsplural>> hop in surprise, then chirp in excitement and relief.</span> <br><br> <<link [[Next|Prison Spire Egg 2]]>><<set $spraymax += 1>><<spray 5>><<set $prison.watchers_friend to 2>><</link>> <br> <<else>> <br><br> Another <<beasttype>> grasps your shoulders, and carries you back to the platform. <br><br> <<link [[Next|Prison Spire]]>><<endevent>><</link>> <br> <</if>><<effects>> <<beastNEWinit 6 hawk>><<person1>> You stand in front of the beacon, and hold up the egg. One <<beasttype>> notices, hops in excitement, and sings. This gets the others' attention. They rise from their nests and join the chorus. One swoops down and lifts you from your feet. <br><br> <<bHe>> carries you up to the beacon, and gently places you beside the empty nest. Others land, forming a circle around you. <br><br> <<link [[Next|Prison Spire Egg 2]]>><<set $spraymax += 1>><<spray 5>><<set $prison.watchers_friend to 2>><</link>> <br><<effects>> <<unset $prison_egg>> You place the egg in the nest. The <<beasttype>> ruffles <<bhis>> feathers, then sits atop it. <<earnFeat "Friends in the Sky">> <<if $monster is 1>> "Thank you," <<bhe>> says. "We are friends. Here." <<bHe>> shifts a heavy piece of driftwood. <<else>> <<bHe>> bows <<bhis>> head and shifts a heavy piece of driftwood. <</if>> There's a strange cylinder beneath, with an exposed computer chip at the base. It looks like a charge for your pepper spray. The <<beasttype>> rolls it over to you, and you plug it in. <<gspraymax>><<wearProp "pepperspray">> <br><br> <span class="green">You have befriended the watchers,</span> and <span class="gold">gained an additional pepper spray charge.</span> <br><br> Another <<beasttype>> grasps your shoulders, and carries you back to the platform. <br><br> <<link [[Next|Prison Spire]]>><<endevent>><</link>> <br><<set $outside to 1>><<effects>> The climb takes your breath. You pass through another metal door, and onto a wide-open platform. There's another, smaller tower some distance away. Atop it perches a light, now dim. It's the beacon. <br><br> A great wind howls. You're far above the prison block. <br><br> <<link [[Next|Prison Spire Intro 2]]>><</link>> <br><<set $outside to 1>><<effects>> <!-- fuckity fuck. <<generate_x_guard N>> expects $NPCList[N] slot. <<beastNEWinit N>> expects the number of beasts to generate, NOT slot number. <<generateBEAST N>> expects npc number ($NPCList[N+1]), NOT $NPCList[N] slot. <<beastsplural N>> - expects $NPCList[N] slot. and <<personN>> expects npc number. <<bHe>> and <<beastsplural>> expect npclist slot and do not respect <<personN>>. WHY --> <<generate_anxious_guard 0>><<generateBEAST 2 "hawk">> <<person1>>"Over here," says a voice to your left. It's <<anxious_guard 0>>. <<Hes>> stood outside a small concrete cabin, one foot still inside. <<He>> looks up at the sky. "Hurry." <br><br> You hasten towards <<him>> as you hear a whoosh, as if the wind were picking up. "Fuck," <<anxious_guard 0>> says as <<he>> recoils into the building. "Run!" <br><br> Animated by a terrible fear, you run for the door, sparing a glance behind. A <<beasttype 1>> swoops through the air, talons outstretched.<<ggstress>><<stress 12>> <br><br> You manage to clear the cabin entrance just moments before the <<beasttype 1>> lands, <<anxious_guard 0>> shutting the door behind you. The <<beasttype 1>> takes off again, leaving talon marks in the stone. You watch through the window as other <<beastsplural 1>> descend, landing on and around the beacon. <br><br> <<link [[Next|Prison Spire Intro 3]]>><</link>> <br><<set $outside to 1>><<effects>><<effects_prison>> <<person1>>"They're always agitated when they come back from hunting," <<anxious_guard 0>> says. "Not that it's ever safe up here. Hope you last longer than the last." <<He>> points at the ground some distance away. "Stay away from the edge. The wall is long gone." <br><br> "Tried to put collars on them once." <<He>> shakes <<his>> head. "Anyway, main job is keeping them fed, collecting shark's teeth, and confiscating contraband. Dunno where they get it out here, but it'll end up in inmate hands if we do nothing." <br><br> <<link [[Next|Prison Spire]]>><<endevent>><</link>> <br><<effects>> <<link [[Next|Prison Walkway]]>><</link>> <br><<effects>> <<anxious_guard 0 cap>> shouts, but <<his>> words are incoherent. <<He>> isn't carried high, or far, before release, but the force sends <<him>> rolling <span class="red">off the edge.</span> <br><br> Only <<his>> fingers can be seen, grasping the ledge in desperation. <br><br> <<link [[Help|Prison Spire Precipice Help]]>><<famegood 20>><<prison_rep anxious 1>><</link>><<gggperlove "anxious_guard">> <br> <<link [[Make demands|Prison Spire Precipice Demand]]>><<def 3>><</link>> <br><<effects>> You rush over to the edge and grasp <<anxious_guard 0 apo>> hand. Together, you're able to pull <<him>> up and over the top. <br><br> <<He>> staggers towards the cabin, but collapses to <<his>> shaking knees after a couple of steps. You help <<him>> up again, and hold <<his>> until you make it to safety. <br><br> <<set $NPCList[0].name_known to 1>> <<save_anxious_guard>> <<pass 10>> <<He>> sits for several minutes before managing to speak. "Thank you," <<he>> says. "I'm <<anxious_guard 0>> by the way. Not meant to share our names, but fuck it. I thought that was it for me." <br><br> <<if $replayScene>> <<link [[Next|Prison Spire]]>><<endevent>><</link>> <<else>> <<prison_spire_options>> <</if>><<effects>> "I-I don't have anything," <<anxious_guard 0>> says. "Please, just... Wait. I have a key! The key to the beach. I'll give it to you if you save me, and I won't tell anyone you have it." <br><br> <<if $skulduggery gte 1000>> That key is of little use to one with your talents, but it might be to someone else. <br><br> <</if>> You grasp <<anxious_guard 0 apo>> hand. Together, you're able to pull <<him>> up and over the top. <br><br> <<He>> staggers towards the cabin, but collapses to <<his>> shaking knees after a couple of steps. You help <<him>> up again, and hold <<his>> until you make it to safety. <br><br> <<set $NPCList[0].name_known to 1>> <<save_anxious_guard>> <<pass 10>> <<He>> sits for several minutes before managing to speak. "Thank you," <<he>> says. "I'm <<anxious_guard 0>> by the way. Not meant to share our names, but fuck it. I thought that was it for me." <br><br> You hold out your hand. "Y-yes," <<he>> says. "I gave my word." <<He>> pulls a heavy iron key from <<his>> pocket. "If you're caught, don't tell them where you got it." <br><br> <<set $prison.yard_key to 1>> <<if $replayScene>> <<link [[Next|Prison Spire]]>><<endevent>><</link>> <<else>> <<prison_spire_options>> <</if>> <<wearProp "key" 0 "iron">><<effects>> You've pushed yourself too much. <br><br> <<passout>> <<link [[Wake up|Passout Prison 2]]>><</link>> <br> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>><<location "prison">><<effects>> <<generate_veteran_guard 0>><<person1>> "Wake up you shit," says a <<personsimple "normal">>'s voice. It's <<veteran_guard 0>>. "Sleeping ain't allowed anywhere but your cell. Up you get." <<He>> grasps your collar and helps haul you to your feet. <br><br> <<He>> has you marching before you can properly recover. <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><</link>> <br><<effects>> It's enough to bask in your victory, for now. <br><br> <<destination_prison>><<effects>> <<set $prison.schedule to "revolt">> <<if $worn.face.type.includes("gag")>> You mumble insistently at a pair of nearby inmates. They tug at your gag. It takes a bit of effort, but they manage to snap it enough that you can pull it out. <<set $worn.face.type.push("broken")>> <<faceruined>> <br><br> <</if>> <<if $speech_attitude is "meek">> "It's time to end their bullying," you shout. "Let's show them we won't be pushed around!" <<elseif $speech_attitude is "bratty">> "I'm fed up with these fuckers telling us what to do!" you shout. "Let's fuck them up!" <<else>> "It's time for some changes around here," you shout. "We're in charge now!" <</if>> <br><br> <<generate1>><<person1>><<generate2>> The inmates cheer. A <<person>> grasps the bars of a nearby window, and pulls them apart with <<his>> bare hands. Another throws a rock, shattering one of the lights. Anarchy breaks out. <br><br> <<set $prison.attention to 0>> <<destination_prison>><<set $outside to 0>><<effects>> <<set $first_birth to !$pregnancyStats.humanToysUnlocked>> <<generate_methodical_guard 0>><<person1>> <<generate_relaxed_guard 1>> <<generate_anxious_guard 2>> <<generate_veteran_guard 3>> You awaken on a medical bed. Several blurry figures move around. One leans closer, <<his>> features coalescing into those of <<methodical_guard 0>>. "Relax. <<if $prison.schedule is "lockdown">>You're lucky someone found you. I'll overlook you being out of your cell, given the circumstances. You're in medical.<<else>>In case you've forgotten, you're in medical. You're in labour.<</if>>" <br><br> You feel a light prick on your arm, and you start to feel fuzzy. "You'll be feeling the effects of the sedative shortly..." <<His>> voice fades again. The pain starts to blissfully trickle away. <br><br> <<person3>> Another voice cuts through the haze. It sounds like <<anxious_guard 2>>. "I-I can't believe this. Are you sure you know what you're doing? Maybe we should take <<phim>> to the mainland—" <br> "Shut it. <<pShe>>'ll never make that trip. Look at <<phim>>, <<pshes>> ready to pop!" That sounded like <<veteran_guard 3>>. <br> "<<He>> has it under control. This is the best we can do until help from the mainland comes," says the voice of <<relaxed_guard 1>>. <br><br> "Quiet, please. I'm going to need to undress you." <<if playerChastity("hidden")>> <<He>> notices your <<print $worn.genitals.name>>, and opens a chest-high cupboard. <<He>> retrieves a tool shaped like a pair of prongs, but bulkier. "We need to remove that device. This won't hurt." <br><br> <<He>> grasps your <<print $worn.genitals.name>> with the prongs, and presses a button on the handle. You hear a whirring noise within the tool, <span class="pink">and they snap the metal.</span> <<set $worn.genitals.type.push("broken")>> <</if>> <br><br> <<wash>><<undress "prison_birth">> <<link [[Next|Pregnancy Birth Prison 2]]>><</link>> <br><<effects>> <<methodical_guard 0 cap>> places a mask over your face. You feel your consciousness fade again. <br><br> <<set _pregnancy to getPregnancyObject()>> <<if _pregnancy.totalBirthEvents gte 5>> <<set _min to 15>> <<set _max to 60>> <<elseif _pregnancy.totalBirthEvents gte 3>> <<set _min to 30>> <<set _max to 120>> <<else>> <<set _min to 60>> <<set _max to 180>> <</if>> <<set _max to Math.floor(_max * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _min to Math.floor(_min * (1 + Math.floor(_pregnancy.fetus.length * 0.2)))>> <<set _timeCalc to random(_min, _max)>> <<set _hours to Math.floor(_timeCalc / 60)>> <<set _minutes to _timeCalc % 60>> <<switch playerNormalPregnancyType()>> <<case "human">> <<methodical_guard 0 capo>> voice floats through the fog. "Its head is down. We're lucky. I'm going to need you to..." <br><br> The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply. <br><br> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Prison 3]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>> <<case "wolf">> <<methodical_guard 0 capo>> voice floats through the fog. "This is... unexpected. Non-human pregnancy. Focus..." <br><br> The pain grows as time seems to rapidly speed up and slow down. You hear the words "breathe" and "push" many times, and you do your best to comply. <br><br> <<link [["Next ("+_hours+":"+(_minutes lt 10 ? "0": "")+_minutes+")"| Pregnancy Birth Prison Wolf]]>><<endevent>><<pass _timeCalc>><<playerPrebirth>><</link>> <</switch>><<effects>> <<generate5>><<person5>> <<set $litter_size to getPregnancyObject().fetus.length>> You awaken in the medical room. A smiling midwife stands beside your bed, <<if $litter_size is 1>> holding a bundled baby in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you the baby. They sit in your arms, eyes shut, chest rising and falling with gentle breaths. <br><br> "I got here as fast as I could. That guard did a wonderful job delivering your baby. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?" <br><br> <<elseif $litter_size is 2>> holding two bundled babies in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you one, and then the other. One sits in each of your arms, eyes shut, chests rising and falling with gentle breaths. <br><br> "I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks. <br><br> <<else>> holding a trio of bundled babies in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you one, and then another. One sits in each of your arms. The midwife holds the third right in front of your chest. Their eyes are shut, their chests rising and falling with gentle breaths. <br><br> "I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks. <br><br> <</if>> <<set $bornChildrenIds to []>> <<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>> <<setBabyIntro "pc" "Bailey">> <<birthUi "pc" "prison" "home" "Pregnancy Birth Prison 4" 120>><<effects>> <<getChildrenIds>><<childSelect _childrenIds.last()>> <<set _pregFame to ($litter_size * 5)>> <<famepregnancy _pregFame>> <<if $litter_size is 1>> You cradle your baby for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change <<childname>>'s nappy, and how to bathe <<childhim>>. <<else>> <<He>> assists you with changing <<childname>>'s nappy, and bathing <<childhim>>. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your baby in the meantime. You've been exempted from your duties for the day." <br><br> You want nothing more than to hold <<childname>>, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 2>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change their nappies and how to bathe them. <<else>> <<He>> assists you with changing their nappies, and with bathing them. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime. You've been exempted from your duties for the day." <br><br> You want nothing more than to hold the twins, but you find yourself dozing all the same. <br><br> <<elseif $litter_size is 3>> You cradle your babies for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours. <br><br> The midwife returns. <<if $first_birth>> <<He>> teaches you how to change their nappies, and how to bathe them. <<else>> <<He>> assists you with changing their nappies, and with bathing them. <</if>> "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your babies in the meantime. You've been exempted from your duties for the day." <br><br> You want nothing more than to hold the triplets, but you find yourself dozing all the same. <br><br> <</if>> <<link [[Next|Pregnancy Birth Prison 5]]>><<storeon "prison_birth">><<pass 24 hour>><<stress -40>><</link>> <br><br><<effects>> <<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand. <<if $first_birth or playerNormalPregnancyTotal() is 0>> You feel your insides drop as you stand, but <<he>> assures you that's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 1, 2)>> You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without people inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 3, 7)>> You feel your insides drop as you stand. You're still not used to the feeling. <br><br> You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't another human inside you. <br><br> The midwife still insists on helping you dress. <<elseif between(playerNormalPregnancyTotal(), 8, 49)>> You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble. <br><br> <<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!" <br><br> The midwife still insists on helping you dress. <<elseif playerNormalPregnancyTotal() gte 50>> You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant. <br><br> <<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly. <br><br> "Y-you should be good to go," <<he>> says. <</if>> "Your children will be sent to the orphanage for temporary care until your release, at which point they will be returned to your custody." <br><br> <<link [[Next|Pregnancy Birth Prison 6]]>><<endevent>><</link>><<effects>> You're returned to your cell. You already miss the embrace of <<childrenNames $bornChildrenIds>>. You feel a renewed sense of determination to leave this place. <<stress -10>><<llstress>><<trauma -10>><<lltrauma>> <br><br> <<link [[Next|Prison Cell]]>><<unset $litter_size>><<unset $first_birth>><<endevent>><<unset $bornChildrenIds>><</link>> <br><<set $outside to 0>><<effects>> <<endevent>> <<generate1>><<person1>> <<set $litter_size to getPregnancyObject().fetus.length>> <<set _baby_type to getPregnancyObject().fetus[0].type>> You awaken in another room. You hear faint whimpering. A smiling midwife stands beside your bed, <<if $litter_size is 1>> holding a bundled _baby_type pup in <<his>> arms. <br><br> "Looks like mummy's awake," <<he>> says, passing you the pup. They sit in your arms, eyes shut, chest rising and falling with gentle breaths. <br><br> "I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of a name?" <br><br> <<else>> pushing a cot with <<number $litter_size>> _baby_type pups inside. <br><br> "Looks like mummy's awake," <<he>> says, pushing the cot into your reach. You hold them one by one, their eyes shut, chests rising and falling with gentle breaths. <br><br> "I got here as fast as I could. That guard did a wonderful job delivering your babies. I've run all the tests," the midwife says. "There's not a single health problem. Have you thought of their names?" the midwife asks. <br><br> <</if>> <<set $bornChildrenIds to []>> <<run getPregnancyObject().fetus.forEach(child => $bornChildrenIds.push(child.childId))>> <<birthUi "pc" "prison" "wolf_cave" "Pregnancy Birth Prison Wolf 2" 180>><<effects>> <<getChildrenIds>><<childSelect _childrenIds.last()>> <<famebestiality $litter_size>> <<if $litter_size is 1>> You cradle your <<childtype>> for a while longer, enjoying <<childhis>> tiny breaths and movements. <<childHe>> spends most of the time sleeping, but opens <<childhis>> eyes occasionally, and gazes into yours. <br><br> The midwife returns. "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pup in the meantime." <br><br> You want nothing more than to hold <<childname>>, but you find yourself dozing all the same. <br><br> <<else>> You cradle your pups for a while longer, enjoying their tiny breaths and movements. They spend most of the time sleeping, but open their eyes occasionally, and gaze into yours. <br><br> The midwife returns. "Let me know when you're feeling sleepy," <<he>> says. "You need your rest as well, and we can take care of your pups in the meantime." <br><br> You want nothing more than to hold them, but you find yourself dozing all the same. <br><br> <</if>> <<link [[Next|Pregnancy Birth Prison Wolf 3]]>><<storeon "prison_birth">><<pass 24 hour>><<stress -40>><</link>> <br><<effects>> <<if $litter_size gte 2>><<childrenNames $bornChildrenIds>> lie<<else>><<childname>> lies<</if>> in a cradle while the midwife helps you stand. <<if $first_birth or playerNormalPregnancyTotal() is 0>> You feel your insides drop as you stand, but <<he>> assures you that's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 1, 2)>> You feel your insides drop as you stand. You remember this feeling from your last birth, and know it's normal. <br><br> Despite the pain, you feel a lot more comfortable walking than you did before the birth. You'd forgotten how easy it is to move without wolves inside you. <br><br> The midwife helps you to dress. <<elseif between(playerNormalPregnancyTotal(), 3, 7)>> You feel your insides drop as you stand. You're still not used to the feeling. <br><br> You get walking again quite easily. It's a little awkward, but the transition isn't as bad as it used to be. It's still easier to move around when there isn't a litter of wolves inside you. <br><br> The midwife still insists on helping you dress. <<elseif between(playerNormalPregnancyTotal(), 8, 49)>> You stand up without a hitch. There's hardly any difference in feeling anymore, although you do feel much more nimble. <br><br> <<He>> looks impressed at your mobility, only keeping an arm around you for stability. "I don't see many people get back up that quickly. You must be hardy!" <br><br> The midwife still insists on helping you dress. <<elseif playerNormalPregnancyTotal() gte 50>> You stand up without assistance, feeling empty inside. You already miss the feeling of being pregnant. <br><br> <<He>> stares at you, mouth agape, as you walk without any assistance. You throw your clothes back on quickly. <br><br> "Y-you should be good to go," <<he>> says. <</if>> "The pups will be released into the forest once they can fend for themselves." <br><br> <<link [[Next|Pregnancy Birth Prison 6]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 0>><<person1>> <<generate_relaxed_guard 1>> <<generate_anxious_guard 2>> <<generate_veteran_guard 3>> <<if $prison.punishment_intro is 0>> <<set $prison.punishment_intro to 1>> The guard leads you through the prison block, back into the room with the gaping hole on one side. The other guards are already here. <<methodical_guard 0 cap>><<person1>> sits behind the desk. <br><br> "You were warned," <<he>> says. "The warden allows me to dole out punishments—" <br> The door opens, and <<relaxed_guard 1>> steps through. "We using the list?" <br> <<methodical_guard 0 cap>> rubs <<his>> temple. "We're not—" <br> <<anxious_guard 2 cap>><<person3>> enters. "Come on," <<he>> says. "It's much more fun." <br> "It's unpro—" <br> "If the warden had a problem with it," says <<veteran_guard 3>>, leaning against the door frame, "we'd have heard something." <br><br> <<methodical_guard 0 cap>><<person1>> sighs. "Fine." <<He>> reaches beneath the desk. <br><br> <<elseif $prison.active_punishments.length gte 1>> The guard leads you through the prison block, back into the room with the gaping hole on one side. The other guards are already here. <<methodical_guard 0 cap>><<person1>> sits behind the desk. <br><br> "Not enough punishment for you?" <<he>> says, reaching out of sight. The other guards step aside. <br><br> <<else>> The guard leads you through the prison block, back into the room with the gaping hole on one side. The other guards are already here. <<methodical_guard 0 cap>><<person1>> sits behind the desk. <br><br> With a sigh, <<he>> reaches out of sight. The others step aside. <br><br> <</if>> <<link [[Next|Prison Punishment List]]>><</link>> <br><<effects>> <<methodical_guard 0 cap>> produces a large torch. <<He>> rests it on the desk, and points it at the abyss opposite. It flashes into light. The dark resists a moment, before coiling away and revealing a silvery plate several metres from the edge. <br><br> Writing is engraved on its surface. <br><br> <<prison_list>> <<relaxed_guard 1 cap>> pulls a pair of dice from <<his>> pocket. <<He>> cups <<his>> hands together, and leans over the desk. <br><br> <<gameicon "dice">><<link [[Roll|Prison Punishment Roll]]>><</link>> <br><<effects>> <span id="prison_list"> <<prison_list>> </span> <<set _die_1 to random(1, 6)>> <<set _die_2 to random(1, 6)>> <div id="die_text"> <span id="die_1"> <<if $options.images is 1>> <img src="img/misc/prop/die_roll.gif"> <<else>> ? <</if>> </span> + <span id="die_2"> <<if $options.images is 1>> <img src="img/misc/prop/die_roll.gif"> <<else>> ? <</if>> </span> <br> = <br> <span id="die_result"> </span> <span id="prison_list_result"> </span> </div> <<timed 2s>> <<replace "#die_1">> <<if $options.images is 1>> <img @src="'img/misc/prop/die_' + _die_1 + '.png'"> <<else>> _die_1 <</if>> <</replace>> <</timed>> <<timed 3s>> <<replace "#die_2">> <<if $options.images is 1>> <img @src="'img/misc/prop/die_' + _die_2 + '.png'"> <<else>> _die_2 <</if>> <</replace>> <</timed>> <<set $prison_punishment_number to _die_1 + _die_2>> <<switch $prison_punishment_number>> <<case 2>> <<set $prison_punishment to "free use">> <<case 3>> <<set $prison_punishment to "nude">> <<case 4>> <<set $prison_punishment to "blindfold">> <<case 5>> <<set $prison_punishment to "topless">> <<case 6>> <<set $prison_punishment to "leash">> <<case 7>> <<set $prison_punishment to "underwear">> <<case 8>> <<set $prison_punishment to "cuffs">> <<case 9>> <<set $prison_punishment to "bottomless">> <<case 10>> <<set $prison_punishment to "gag">> <<case 11>> <<set $prison_punishment to "bindings">> <<default>> <<set $prison_punishment to "rut">> <</switch>> <<timed 4s>> <<replace "#die_result">> <<print $prison_punishment_number>> <</replace>> <<replace "#prison_list">> <<prison_list_dark>> <</replace>> <</timed>> <<timed 5s>> <<replace "#prison_list_result">> | <<prison_list_result>> <</replace>> <</timed>> <br><br> <<link [[Next|Prison Punishment 2]]>><</link>> <br><<effects>> <<if $prison.active_punishments.includes($prison_punishment)>> <<prison_list_speech>> <<methodical_guard 0>> says. "We're already implementing that one. <<for _i to $prison_punishment_number - 2; _i lt 11; _i++>> <<if !$prison.active_punishments.includes($prison.punishments[_i])>> <<set _prison_punishment_hi to $prison.punishments[_i]>> <<break>> <</if>> <</for>> <<for _i to $prison_punishment_number - 2; _i gt 0; _i-->> <<if !$prison.active_punishments.includes($prison.punishments[_i])>> <<set _prison_punishment_lo to $prison.punishments[_i]>> <<break>> <</if>> <</for>> <<if !_prison_punishment_hi>> <<set $prison_punishment to _prison_punishment_lo>> We'll ascend the list, and use the next available." <<He>> peers at the list. <<prison_list_speech end>> <br><br> <<elseif !_prison_punishment_lo>> <<set $prison_punishment to _prison_punishment_hi>> We'll descend the list, and use the next available." <<He>> peers at the list. <<prison_list_speech end>> <br><br> <<else>> We'll move up or down the list, to the next eligible punishment, depending on a coin flip." <br><br> <<relaxed_guard 1 cap>><<person2>> pulls a coin from <<his>> pocket. "Heads goes up." <<He>> flips it, then covers it with <<his>> free hand before removing it with a flourish. <br><br> <<if random(1, 2) is 2>> <<set $prison_punishment to _prison_punishment_lo>> "Heads," <<he>> announces. They all turn to the metal plate. <<prison_list_speech end>> <<else>> <<set $prison_punishment to _prison_punishment_hi>> "Tails," <<he>> announces. They all turn to the metal plate. <<prison_list_speech end>> <</if>> <br><br> <</if>> <<else>> <<prison_list_speech>> <<methodical_guard 0>> says. <br><br> <</if>> <<outfitChecks>> <<switch $prison_punishment>> <<case "free use">> <<leash 20>> <<if $prison.active_punishments.includes("leash")>> <<attach_leash>> <</if>> "Oh my <<girl>>," <<veteran_guard 3>> chuckles. "The prisoners will be pleased." <br><br> <<methodical_guard 0 cap>> rummages beneath once more. Jagged metal clanks onto the desk, a metal collar with grotesque wording melted to one side. <span class="red">"Free use."</span> <br><br> <<relaxed_guard 1 cap>> unlocks your collar, but the freedom is short-lived. The new metal is even weightier. <br><br> <<link [[Next|Prison Punishment Free]]>><<prison_punishment_init>><</link>> <br> <<case "nude">> <<if _fullyNaked>> <<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses. <span class="pink">"You are allowed no clothes,"</span> <<he>> says. "Judged by your peers. Seems you're ahead of us." <<else>> <<clothesruined>> <<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses as the other guards close in. <span class="pink">"Your clothes are forfeit,"</span> <<he>> says. "You will be judged by your peers." <br><br> Their hands grasp and tug the fabric. You're left bare in the middle of the room. <br><br> <</if>> <br><br> <<link [[Next|Prison Punishment Nude]]>><<prison_punishment_init>><</link>> <br> <<case "blindfold">> <<if $worn.face.name is "gag">> <<set $worn.face.type.push("broken")>> <<faceruined>> <<facewear 6>> <<else>> <<facewear 5>> <</if>> "You'll need to watch your step," <<methodical_guard 0>><<person1>> says. You hear footsteps behind, but your vision is blocked by a piece of fabric before you can turn. <span class="purple">You've been blindfolded.</span> <br><br> <<link [[Next|Prison Punishment Blindfold]]>><<prison_punishment_init>><</link>> <br> <<case "topless">> <<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses. <span class="blue">"You are allowed no clothes above the waist,"</span> <<he>> says. <<if _topless>> "To prove your devotion. Seems you're ahead of us." <br><br> <<else>> <<overupperruined>><<upperruined>><<underupperruined>> "To prove your devotion." <br><br> Their hands grasp and tug the fabric. You're left topless in the middle of the room. <br><br> <</if>> <<link [[Next|Prison Punishment Topless]]>><<prison_punishment_init>><</link>> <br> <br><br> <<case "leash">> <<attach_leash>> <<veteran_guard 3 cap>><<person4>>produces a length of cord as <<he>> approaches. <span class="lblue"><<He>> affixes one end to the collar around your neck,</span> before handing the other to <<relaxed_guard 1>>. "There's a good <<bitch>>." <br><br> <<link [[Next|Prison Punishment Leash]]>><<prison_punishment_init>><</link>> <br> <<case "underwear">> <<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses as the other guards close in. <span class="teal">"You are allowed no clothes other than underwear,"</span> <<he>> says. <<if _overNaked and _middleNaked>> "That's your atonement. Though it seems you're ahead of us." <<else>> <<overupperruined>><<overlowerruined>><<upperruined>><<lowerruined>> "That's your atonement." Hands reach from all around, pulling and tugging at the fabric covering your body, until you're left exposed in the middle of the room. <</if>> <br><br> <<link [[Next|Prison Punishment Underwear]]>><<prison_punishment_init>><</link>> <br> <<case "cuffs">> <<feetwear 26>> <<methodical_guard 0 cap>><<person1>> rummages beneath the desk again. <span class="lblue">A metal ball chained to a shackle thuds onto the wood.</span> <<veteran_guard 3 cap>><<person4>> takes it in hand, and crouches beside you. <br><br> "Maybe this bondage will remind you of your place." <br><br> <<link [[Next|Prison Punishment Cuffs]]>><<prison_punishment_init>><</link>> <br> <<case "bottomless">> <<methodical_guard 0 cap>><<person1>> adjusts <<his>> glasses. "You are to be chastised," <<he>> says. <<if $worn.lower.name is "naked" and $worn.under_lower.name is "naked">> "<span class="blue">Allowed no clothes below the waist.</span> Seems you're ahead of us." <br><br> <<else>> <<overlowerruined>><<lowerruined>><<underlowerruined>> <span class="blue">"Allowed no clothes below the waist."</span> Their hands grasp and tug the fabric. You're left bottomless in the middle of the room. <br><br> <</if>> <<link [[Next|Prison Punishment Bottomless]]>><<prison_punishment_init>><</link>> <br> <<case "gag">> <<if $worn.face.name is "blindfold">> <<set $worn.face.type.push("broken")>> <<faceruined>> <<facewear 6>> <<else>> <<facewear 4>> <</if>> <<methodical_guard 0 cap>><<person1>> reaches beneath the desk. <span class="purple"><<He>> slaps a plastic gag onto the table.</span> <<anxious_guard 2 cap>><<person3>>picks it up, and affixes it around your face. <br><br> <<link [[Next|Prison Punishment Mask]]>><<prison_punishment_init>><</link>> <br> <<case "bindings">> <<set $leftarm to "bound">><<set $rightarm to "bound">> <<methodical_guard 0 cap>> nods at <<veteran_guard 3>><<person4>>, who produces a length of rope. "Hold still, <<girl>>." <<He>> binds your arms together<<print $worn.handheld.name isnot "naked" ? " after taking your $worn.handheld.name,<<handheldruined>>" : ",">> leaving you helpless. <br><br> <<link [[Next|Prison Punishment Bindings]]>><<prison_punishment_init>><</link>> <br> <<case "rut">> <<veteran_guard 3 cap>><<person4>> laughs. "Nice knowing you," <<he>> says, pushing you towards the gaping hole across from the desk.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br> "If <<pshe>> brings us something valuable," <<anxious_guard 2>> says, "we let <<phim>> back up, right?"<<lstress>><<stress -6>> <br> "Right," <<veteran_guard 3>> replies. "But the rut was picked clean a long time ago."<<gstress>><<stress 6>> <br> "Some inmates find their own way up," <<relaxed_guard 1>> adds.<<lstress>><<stress -6>> <br> "Not often." <<veteran_guard 3 cap>> thrusts <<his>> boot into your back, and you plunge into darkness.<<gtrauma>><<ggstress>><<trauma 6>><<stress 12>> <br><br> <<link [[Next|Prison Punishment Rut]]>><</link>> <br> <<default>> <</switch>><<effects>> You fall through darkness, and land in a pool of cold water. <<water>> <<if pcAreArmsBound("both")>> You writhe to the shore. <<else>> You swim to the shore. <</if>> <br><br> You listen for voices above, but can't hear a thing. You smell something, however. <<if $worn.face.type.includes("blindfold")>> A sweet vapour, erupting from somewhere nearby. It seems to clear your mind.<<lstress>><<stress -6>> <<else>> A purple plume of vapour trails from a strange mushroom. The mushroom itself looks dangerous, but the vapour smells so sweet. It clears your mind.<<lstress>><<stress -6>> <</if>> <br><br> <<set $rut_entry to "punish">> <<link [[Inhale|Prison Rut Inhale]]>><<set $rut to 0>><<endevent>><<arousal 5000>><<drugs 300>><<stress -120>><</link>><<gggarousal>><<lllstress>> <br> <<link [[Ignore|Prison Rut]]>><<set $rut to 0>><<endevent>><</link>> <br><<effects>> <<prison_punishment_end>> "Listen up scum," <<he>> says. "This bad <<girl>> has earned penance. It's open season on <<pher>> ass. Beat <<phim>>, fuck <<phim>>. As long as this sign says so." <<He>> whacks the "Free Use" collar with <<his>> baton. "Do whatever the fuck you want." <br><br> <<destination_prison_walkway>><<effects>> <<prison_punishment_end>> <<covered>> The inmates taunt you with lewd jeers. Up on the walkway, there's nowhere to hide from their lascivious eyes. <br><br> <<destination_prison_walkway>><<effects>> <<endevent>> You're able to follow the railing back to your cell. <<if $prison.schedule is "lockdown">> One of the guards trails behind, though you're not sure which. They close the cell door behind you. <<else>> <<generate1>><<person1>>You think you're at the right one, anyway. <br><br> You're interrupted when a pair of hands grasp your <<breasts>> from behind. "Boo," says a <<personsimple>>'s voice from behind. <<He>> releases you, but smacks your <<bottom>> before walking away.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "breasts">> <</if>> <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br><<effects>> <<prison_punishment_end>> <<covered>> The inmates enjoy the sight, taunting you with lewd jeers. <br><br> <<destination_prison_walkway>><<effects>> <<prison_punishment_end>> "On your knees, <<bitch>>," <<he>> says once <<he>> has their attention. <br><br> <<link [[Drop to your knees|Prison Punishment Knees]]>><<sub 1>><</link>> <br> <<link [[Refuse|Prison Punishment Knees Refuse]]>><<def 1>><</link>><<physiquedifficulty 1 16000>> <br><<effects>> You drop to your knees. "Good slut," <<relaxed_guard 1>><<person2>> says. <<He>> tugs the leash, forcing you to crawl along the walkway and towards your cell. <br><br> <<if $prison.schedule is "lockdown">> <<generate5>><<person5>>One of the inmates, a <<person>>, reaches from <<his>> cell as you pass. You try to shift away, but <<relaxed_guard 1>> tugs you closer. The <<person>> gropes your <<bottom>> as you pass.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600 "bottom">> <br><br> The other inmates follow suit, some giving you a swift spank, others a grope. <<relaxed_guard 1 cap>> keeps the leash taut. <br><br> You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>> <br><br> <<else>> <<if $exposed gte 1>> Inmates stare through the grate below you, eyeing your <<lewdness>>. There's not much you can do but endure.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <</if>> <<generate5>><<person5>>One of the inmates, a <<person>>, follows from <<his>> cell as you pass. <<He>> looks down at you, then gives your <<bottom>> a swift spank. <<relaxed_guard 1 cap>> doesn't stop <<him>>. <br><br> Other inmates follow suit. You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>> <br><br> <</if>> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I'm sorry but I don't want—">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "I'm not a dog you piece of—">> <<else>> <<gagged_speech "I don't want—">> <</if>> <br><br> <<if $physiqueSuccess>> <<methodical_guard 0 cap>><<person1>> interrupts you with a hard tug on the leash, trying to force you down. You grasp the end close to you, and pull yourself. <span class="green"><<methodical_guard 0 cap>> tumbles to the metal grate.</span><<ggsuspicion>><<ggrespect>><<prison_guards -3>><<prison_inmates 3>> <br><br> The inmates cheer for you to smack <<him>> while <<hes>> down, but <<hes>> already reaching for <<his>> baton. You return to your cell. <br><br> <<else>> <<methodical_guard 0 cap>><<person1>> interrupts you with a hard tug on the leash, <span class="red">and forces you to your knees.</span> <<He>> pulls you along the walkway, towards your cell. <br><br> <<if $prison.schedule is "lockdown">> <<generate5>><<person5>>One of the inmates, a <<person>>, reaches from <<his>> cell as you pass. You try to shift away, but <<relaxed_guard 1>> tugs you closer. The <<person>> gropes your <<bottom>> as you pass.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6 "bottom">> <br><br> The other inmates follow suit, some giving you a swift spank, others a grope. <<relaxed_guard 1 cap>> keeps the leash taut. <br><br> You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>> <br><br> <<else>> <<if $exposed gte 1>> Inmates stare through the grate below you, eyeing your <<lewdness>>. There's not much you can do but endure.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <</if>> <<generate5>><<person5>>One of the inmates, a <<person>>, follows from <<his>> cell as you pass. <<He>> looks down at you, then gives your <<bottom>> a swift spank. <<relaxed_guard 1 cap>> doesn't stop <<him>>. <br><br> Other inmates follow suit. You're sore by the time you make it back to your cell.<<ggpain>><<pain 8>> <br><br> <</if>> <</if>> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br><<effects>> "You're getting off easy," <<relaxed_guard 1>> says once back on the walkway. <br><br> <<destination_prison_walkway>><<effects>> <<if $prison.schedule is "lockdown">> The chain rattles against the ground as you walk. Some of the inmates investigate, peering through the bars of their cells, before returning to bed. <<else>> The chain rattles against the ground as you walk. Some of the inmates passing below look up, and smirk as they turn away. <</if>> <br><br> <<destination_prison_walkway>><<effects>> <<prison_punishment_end>> <<covered>> The inmates enjoy the sight, taunting you with lewd jeers. <br><br> <<destination_prison_walkway>><<effects>> "Is it too tight?" <<relaxed_guard 1 cap>><<person2>> chuckles once back on the walkway. "Didn't think so." <<He>> gives your <<bottom>> a parting whack with <<his>> baton. <br><br> <<destination_prison_walkway>><<effects>> <<relaxed_guard 1 cap>><<person2>> holds your bindings as <<he>> pushes you back to your cell. <<if $prison.schedule is "lockdown">> <<generate5>><<person5>>One of the inmates, a <<person>>, reaches through the bars and gropes your <<breasts>> as you pass. <<relaxed_guard 1 cap>><<person2>> holds you still for a moment, leaving you defenceless.<<gstress>><<gtrauma>><<garousal>><<stress 6>><<trauma 6>><<arousal 600 "breasts">> <<else>> <<generate5>><<person5>>One of the inmates, a <<person>>, steps in front of you. <<relaxed_guard 1 cap>><<person2>> holds you still, leaving you defenceless as the inmate gropes your <<breasts>>.<<gstress>><<gtrauma>><<garousal>><<stress 6>><<trauma 6>><<arousal 600 "breasts">> <</if>> <br><br> <<link [[Endure|Prison Punishment Bindings Endure]]>><<sub 1>><</link>> <br> <<link [[Headbutt|Prison Punishment Bindings Headbutt]]>><<def 1>><</link>> <<if $cow gte 6>> <<cow>><<ltrauma>><<lstress>> <<else>> <<gpain>><<ltrauma>> <</if>> <br><<effects>> You endure until the <<person5>><<person>> is satisfied. <<relaxed_guard 1 cap>> pushes you the rest of the way to your cell. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br><<effects>> <<if $cow gte 6>> <<trauma -6>><<stress -6>> You slam your forehead into the <<person5>><<person>>'s forehead, wiping the idiotic smirk from <<his>> face. You barely feel it, but the inmate is sent reeling. <<else>> You slam your forehead into the <<person5>><<person>>'s. It hurts, but it's worth it to wipe the idiotic smirk from <<his>> face.<<pain 4>><<trauma -6>> <</if>> <br><br> <<relaxed_guard 1 cap>> barks a laugh, then pushes you into motion once more. You leave the <<person>> rubbing <<his>> head. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Prison Punishment Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Punishment Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation "short">> <<He>> staggers and leans against the wall, drained of energy. The inmates taunt <<him>>.<<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>> <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<elseif $enemyhealth lte 0>> <<He>> falls to the ground. The inmates taunt <<him>>, until <<he>> reaches for <<his>> baton. <<ggsuspicion>><<prison_guards -3>><<ggrespect>><<prison_inmates 3>><<greb>><<prison_reb 1>> <br><br> <<clotheson>> <<endcombat>> <<prison_revolt_options>> <<else>> You fall to the ground, too hurt to continue. <<He>> cuffs you, and pulls to you to your feet. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>> <<bind>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Punishment]]>><</link>> <br> <</if>><<effects>> The guard reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>> <br><br> You're too hurt to resist as <<he>> cuffs you, and drags you to your feet. The other inmates tease you as you pass, but it doesn't sound malicious.<<grespect>><<prison_inmates 1>> <<bind>> <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><</link>> <br><<effects>> The pliers bite through the leash, leaving your collar bare. <br><br> <<detach_leash>> <<destination_prison>><<effects>> <<He>> crouches beside you, and inserts the key. The $worn.feet.name <<if $worn.feet.plural is 1>>click<<else>>clicks<</if>> open. <br><br> "Be on your best behaviour," <<he>> says. "Or <<if $worn.feet.plural is 1>>these go<<else>>it goes<</if>> back on." <br><br> <<set $worn.feet.type.push("broken")>> <<feetruined>> <<leg_unbind>> <<destination_prison>><<effects>> <<if $worn.face.type.includes("blindfold")>> <<set $worn.face.type.push("broken")>> <<faceruined>> <<facewear 5>> <<else>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> You stay still as <<he>> fiddles with the strap behind your head, until your gag comes loose. <br><br> "Watch your words," <<he>> says. <br><br> <<destination_prison>><<effects>> <<if $worn.face.type.includes("gag")>> <<set $worn.face.type.push("broken")>> <<faceruined>> <<facewear 4>> <<else>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> You stay still as <<he>> fiddles with the strap behind your head. It comes loose, and the light forces you to blink. <br><br> <<destination_prison>><<effects>> <<He>> inserts the key, and the "free use" part of the collar drops into <<his>> hand. <br><br> "I hope that demonstrated why obedience is best for you," <<he>> says. <br><br> <<if $worn.neck.cursed is 1>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <<if $prison.active_punishments.includes("leash")>> <<neckwear 21>> <<else>> <<neckwear 1>> <</if>> <</if>> <<destination_prison>><<effects>> <<arm_unbind>> <<He>> unties your bindings, freeing your arms. "Don't give us a reason to bind you again," <<he>> says. "You're more useful with your arms free." <br><br> <<destination_prison>><<effects>> <<He>> leads you into a dingy room at the bottom of the central tower. <br><br> <<if $prison.active_punishments.includes("free use") and $worn.neck.name isnot "free use collar" and $worn.neck.name isnot "free use collar with leash">> <<leash 20>> <<if $prison.active_punishments.includes("leash")>> <<attach_leash>> <</if>> Your new collar is as grotesque as the last. <<elseif $prison.active_punishments.includes("nude") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked")>> <<clothesruined>> <<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>> <br><br> <<elseif $prison.active_punishments.includes("blindfold") and !$worn.face.type.includes("blindfold")>> <<if $worn.face.name is "gag">> <<set $worn.face.type.push("broken")>> <<faceruined>> <<facewear 6>> <<else>> <<facewear 5>> <</if>> <<He>> wraps the blindfold around your head, and ties it firm. <<elseif $prison.active_punishments.includes("topless") and ($worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked")>> <<upperruined>><<underupperruined>> <<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>> <br><br> <<elseif $prison.active_punishments.includes("bottomless") and ($worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked")>> <<lowerruined>><<underlowerruined>> <<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>> <br><br> <<elseif $prison.active_punishments.includes("leash") and $worn.neck.collared is 1 and $worn.neck.name isnot "naked">> <<He>> fastens a leash to your $worn.neck.name. <<attach_leash>> <<elseif $prison.active_punishments.includes("underwear") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked")>> <<upperruined>><<lowerruined>> <<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>> <br><br> <<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>> <<feetwear 26>> <<He>> clamps cold metal around your ankle, linked to a heavy ball. <<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>> <<if $worn.face.name is "blindfold">> <<set $worn.face.type.push("broken")>> <<faceruined>> <<facewear 6>> <<else>> <<facewear 4>> <</if>> <<He>> pushes a gag into your mouth, and ties it tight around your head. <<elseif $prison.active_punishments.includes("bindings") and !pcAreArmsBound("both")>> <<He>> binds your arms tight behind your back. <<bind>> <</if>> "See that you stick to the rules from now on," <<he>> says. "Perhaps you need another reminder." <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><</link>> <br><<location "underground">><<set $outside to 0>><<effects>> You are in the rut, beneath the prison. <<if $rut gte 100>> <span class="green">You come across a marble step.</span> As your foot touches it, the darkness retreats, revealing a staircase shrouded in pink mist. You climb to the top, and find a stone chest, decorated with floral engravings, and a closed eye in the middle. It looks unlocked. <br><br> <<prisonicon "chest">><<link [[Open|Prison Rut Chest]]>><</link>> <br> <<elseif $stress gte $stressmax>> <br><br> <<passout_rut>> <<else>> <<if $worn.face.type.includes("blindfold")>> You can't see a thing with this blindfold on, but the ground and walls are damp. You feel a breeze, and a sense that you're in an open space. <br><br> <<link [[Stagger towards the breeze (0:10)|Prison Rut Walk]]>><<pass 10>><<hallucinogen 10>><<set $phase to 1>><<set $rut += 8>><</link>> <br> <<else>> An oppressive darkness surrounds you like a fog, but you can see a few feet away. The ground is natural rock, slick with dampness. You feel a breeze. It feels like you're in an open space. <br><br> <<link [[Walk towards the breeze (0:10)|Prison Rut Walk]]>><<pass 10>><<hallucinogen 10>><<set $phase to 0>><<set $rut += 10>><</link>> <br> <</if>> <<prison_map rut>> <</if>><<effects>> You open the chest. <<if $prison_egg isnot 1 and $prison.watchers_friend isnot 2>> <<set $prison_egg to 1>> Inside is a large egg, almost swallowed by a mass of purple tendrils. You gently prise them away from the shell. <<if $rut_entry is "punish">> <br><br> There's also a diamond, pink with light from the surrounding mist. This should satisfy the guards. <</if>> <<else>> <<if $rut_entry is "punish">> Inside is a large diamond, pink with light from the surrounding mist. This should satisfy the guards. <<else>> It's empty. <</if>> <</if>> <br><br> You descend the staircase. <br><br> <<link [[Leave (0:30)|Prison Rut Return]]>><<pass 30>><</link>> <br><<effects>> The darkness has retreated, revealing the underground cavern you previously traversed, crisscrossed with ravines and studded with large stalagmites. You're not sure where the light is coming from. Looking too long makes you feel uncomfortable, and you avert your gaze.<<gstress>><<stress 6>> <br><br> You return the way you came, the journey faster now that you can see where you're going. <<if $rut_entry is "rope">> <<wearProp "rope climb" 0 "rope">> The rope lies coiled where you left it. You climb towards the light. <br><br> <<link [[Next|Prison Spire]]>><<endevent>><<rut_end>><<location "prison">><</link>> <br> <<else>> The pool you fell in is still there, and you can now see the punishment plaque far above. <br><br> <<link [[Shout|Prison Rut Shout]]>><</link>> <br> <</if>><<effects>><<effects_prison>> <<if $speech_attitude is "meek">> <<gagged_speech "C-can anyone hear me?">> you shout. <<gagged_speech "It's scary down here.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Fuckheads,">> you shout. <<gagged_speech "I got you something. Now let me up.">> <<else>> <<gagged_speech "I found a diamond,">> you shout. <<gagged_speech "Can I come up?">> <</if>> There's a few moments of silence, <span class="green">then one end of a rope lands beside you.</span> <br><br> <<link [[Next|Prison Rut End]]>><<endevent>><<rut_end>><<location "prison">><</link>> <br><<effects>><<wearProp "rope climb" 0 "rope">> <<generate_relaxed_guard 0>> <<generate_anxious_guard 1>> <<generate_veteran_guard 2>> <<generate_methodical_guard 3>> You cling to the rope as the guards haul you to the top. <<relaxed_guard 0 cap>> and <<anxious_guard 1>> steady you, but won't let you come further, as if ready to push you back off. <br><br> <<methodical_guard 3 cap>> holds out <<person4>><<his>> hand. You give <<him>> the diamond. <<He>> scrutinises it. Then frowns. "It's genuine," <<he>> says. "Bring <<phim>> up." <br><br> <<veteran_guard 2 cap>> watches with <<person3>><<his>> arms folded. "Pretty impressive," <<he>> says. "Not gonna lie."<<lllsuspicion>><<prison_guards 12>> <br> <<if $prison.active_punishments.length gte 1>> <span class="green">"The other punishments are revoked, right?"</span> <br> <<methodical_guard 3 cap>> nods. <<remove_punishments>> <<if _punishments_removed is true>> "I'll sort the paperwork. Remove the equipment, then show <<phim>> out." <br><br> The other three approach with a variety of metal instruments, and soon have you somewhat dignified once again. <<else>> "I'll sort the paperwork. Show <<phim>> out." <</if>> <<else>> <<methodical_guard 3 cap>> nods. "I'll sort the paperwork. Show <<phim>> out." <</if>> <br><br> <<set $prison.active_punishments to []>> <<remove_punishments>> <<destination_prison_walkway>><<effects>> You inhale deeply. The lightheadedness almost has you on the ground, but when it passes, you feel energised. And warm. <br><br> <<link [[Next|Prison Rut]]>><</link>> <br><<effects>> <<if $phase is 1>> You stagger forwards, careful not to trip. <<else>> You traverse the dark, careful not to trip. <</if>> <<if $worn.feet.type.includes("shackle")>> Your shackled feet make this difficult.<<gstress>><<stress 1>> <</if>> <br><br> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> <<if $settings.slimesEnabled>> A gelatinous slime lands on your shoulder. <<if pcAreArmsBound("both")>> You try to shake it off, <<else>> You try to pull it off, <</if>> but it crawls over your body with a surprising speed, and perches on your <<bottom>>. <br><br> <<link [[Next|Prison Slime]]>><<set $struggle_start to 1>><</link>> <br> <<else>> A gelatinous slime falls from the cave ceiling, splatting to the ground beside you. You hurry on before it becomes a threat, but it gives you quite the scare. <<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>> <br><br> <<link [[Next|Prison Rut]]>><</link>> <br> <</if>> <<case 2>> <<if !$worn.face.type.includes("blindfold")>> The darkness creeps in, until it swallows you. <</if>> You hear the rush of feet, and a low hiss. A nameless creature leaps atop you, pushing you to the ground.<<gpain>><<pain 4>> <br><br> <<if $settings.bestialityEnabled>> <<link [[Next|Prison Beast]]>><<set $molestationstart to 1>><</link>> <br> <<else>> It's gone as fast as it arrived. It's a while before your heart calms. <<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>> <br><br> <<link [[Next|Prison Rut]]>><</link>> <br> <</if>> <<case 3>> <<if $settings.tentaclesEnabled>> The darkness seems to pulse around you. It bursts in several places, spewing forth strange purple tendrils. <br><br> <<link [[Next|Prison Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<else>> Disembodied limbs lunge from the dark, grabbing and groping at you. You twist from their grip, and continue on. <<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>> <br><br> <<link [[Next|Prison Rut]]>><</link>> <br> <</if>> <<case 4>> <<if $settings.slimesEnabled and $settings.swarmsEnabled>> Water surges towards you, congealing unnaturally around your ankles. Your feet are stuck. You try to pull them free, but the congealed water climbs up your legs, until it reaches your knees. It pulls you to the ground. <br><br> <<link [[Next|Prison Swarm]]>><<set $molestationstart to 1>><</link>> <br> <<else>> Water surges towards you, congealing unnaturally around your ankles. You shake it free, but are left feeling dirty. <<lcontrol>><<gtrauma>><<ggstress>><<control -10>><<trauma 6>><<stress 12>> <br><br> <<link [[Next|Prison Rut]]>><</link>> <br> <</if>> <<case 5>> <<if $worn.face.type.includes("blindfold")>> <span class="red">You can't see where you're going due to your blindfold,</span> and trip over a jutting rock.<<gpain>><<gstress>><<pain 4>><<stress 6>> <<else>> You carefully step over a jutting rock. <</if>> <br><br> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br> <<case 6>> <<if $worn.feet.type.includes("shackle")>> Water thunders towards you, heading your way. You try to climb atop a nearby rock, <span class="red">but your shackles get in the way.</span> The water seizes you, and carries you the way you came.<<set $rut -= 10>><<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<water>> <<else>> Water thunders towards you, heading your way. You climb atop a nearby rock, and wait for the deluge to pass. <</if>> <br><br> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br> <<case 7>> You find a strange, pink mushroom. It smells sweet. <<if $worn.face.type.includes("gag")>> You could eat it, <span class="red">if not for your gag.</span> You move on. <br><br> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br> <<else>> You could eat it. <br><br> <<link [[Eat|Prison Rut]]>><<endevent>><<stress -6>><<arousal 600>><<drugs 30>><</link>><<garousal>><<lstress>> <br> <<link [[Ignore|Prison Rut]]>><<endevent>><</link>> <br> <</if>> <<case 8>> <<if $settings.tentaclesEnabled>> Your path dips into a thin ravine. Strange plants grow on the walls. Their bulbous fronds track you. <<if pcAreArmsBound("both")>> <span class="red">With your arms bound,</span> there's not much you can do but push through. You shiver as they rub against you. Their tips are warm.<<gstress>><<garousal>><<stress 6>><<arousal 600>><<drugs 30>> <<else>> You bat them aside as you pass through. <</if>> <br><br> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br> <<else>> Strange purple lichen grows on the walls. It makes you uneasy.<<gstress>><<stress 6>> <br><br> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br> <</if>> <<case 9>> Water drips from somewhere above, forming shallow pools and disappearing down cracks in the ground. <br><br> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br> <<default>> The walls tremble, and small stones fall from the ceiling.<<gstress>><<stress 6>> <br><br> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br> <</switch>><<effects>> <<if $struggle_start is 1>> <<struggle_init>> <<set $struggle.creature to "slime">> <<struggle_creatures 1 2>> <<set $combat to 1>> <<controlloss>> <<violence 1>> <<molested>> <<set $struggle.anus.creature to "slime">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">> <<unset $struggle_start>> <<set $timer to 12>> <</if>> <<if $timer is 8 and random(1, 2) is 2 or $timer is 4 and random(1, 2) is 2>> <<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/ <span class="pink">Another slime falls from the ceiling!</span> <br><br> <</if>> <<struggle>> <<if $struggle.done gte $struggle.number>> <span id="next"><<link [[Next|Prison Slime End]]>><</link>></span> <br> <<else>> <span id="next"><<link [[Next|Prison Slime]]>><</link>></span> <br> <</if>><<effects>> The slimes slide into crevices in the rock. <<tearful>> you continue through the dark. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Rut]]>><<endevent>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastNEWinit 1 creature>> <<beastCombatInit>> <<set $NPCList[_n].stance to "top">><<set $head to "grappled">> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Beast Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Beast]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The creature returns to the darkness. <<else>> The creature flees into the darkness. <</if>> <br><br> <<tearful>> you rise to your feet. The dark retreats a little. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Rut]]>><</link>> <br><<effects>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<tentaclestart 2 12>> <</if>> <<statetentacles>> <<effects>> <<effectstentacles>> <<tentacles>> <<actionstentacles>> <<if $tentacles.active lte ($tentacles.max / 2)>> <span id="next"><<link [[Next|Prison Tentacles Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Tentacles]]>><</link>></span><<nexttext>> <</if>><<effects>> The darkness swallows the tentacles once more. <br><br> <<tearful>> you stagger deeper into the rut. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Rut]]>><</link>> <br><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $enemytype to "swarm">> <<swarminit "slimes" "slime mass" "moving towards you" "encircle you" "fend off" 4 2>> <<set $timer to 8>> <</if>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<link [[Next|Prison Swarm Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Swarm]]>><</link>></span><<nexttext>> <</if>><<effects>> The surge of water passes, taking the creatures with it. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Rut]]>><</link>><<effects>> You've pushed yourself too much. <br><br> <<passout>> <<link [[Wake up|Passout Rut 2]]>><</link>> <br> <<pass 1 hour>> <<trauma 6>><<set $stress -= 2000>><<effects>> <<badEndTrackingEnd "Prison" { reason: "prisonRut" }>> <<prison_bondage_removal>> You awaken in a dark place, far underground. A violent current carries you. You slip in and out of consciousness. You have strange dreams, of great ivory insects feasting on a fallen god. <<if $awareness lt 600>> <<ggawareness>><<awareness 10>> <</if>> <br><br> The next time you awaken, you're on your back, floating in the sea. <<gggcrime>> <br><br> <<link [[Next|Sea]]>><<set $sea to 100>><<prison_end>><<prisoncrimeUp>><<pass 30>><</link>> <br><<effects>> <<endevent>><!-- Fully make sure no event failures prior can cause a failure here with NPC gen, because saveNPC of scarred_inmate occurs later. --> <<generate_scarred_inmate 0>><<person1>> You enter <<scarred_inmate 0 apo>> cell. <<if $prison.scarred gte 60 and $NPCList[0].name_known isnot 1>> <<He>> sits on the bed with <<his>> head buried in <<his>> hands. <br><br> <<link [[Ask what's wrong|Prison Scarred Ask]]>><</link>> <br> <<link [[Leave|Prison Walkway]]>><<endevent>><</link>> <br> <<else>> <<He>> licks <<his>> lips at the sight of you. <br><br> <<switch $prison.scarred_level>> <<case 0>> "Wise of you to come here," <<he>> says. <<He>> leans in, and sniffs. "Mmm. Fresh." <<He>> puts <<his>> hand down <<his>> trousers, and whips out a length of cord. "Turn and hold the bars, <<bitch>>." <br><br> <<link [[Turn and hold the bars|Prison Scarred Bars]]>><<set $prison.scarred_level to 1>><<prison_rep scarred 5>><</link>><<ggperlove>> <br> <<case 1>> "Just the <<bitch>> I wanted to see," <<he>> says, putting <<his>> hand down <<his>> trousers and whipping out a length of cord. "Turn and hold the bars, <<bitch>>." <br><br> <<link [[Turn and hold the bars|Prison Scarred Pair]]>><<set $prison.scarred_level to 2>><<prison_rep scarred 5>><</link>><<ggperlove>> <br> <<case 2>> "You," <<he>> says, rising from <<his>> bed. There's a length of cord already in <<his>> hands. "Turn and hold the bars, <<bitch>>." <br><br> <<link [[Turn and hold the bars|Prison Scarred Molestation]]>><<set $prison.scarred_level to 3>><<prison_rep scarred 5>><</link>><<ggperlove>> <br> <<case 3>> "You," <<he>> says, rising from <<his>> bed. There's a length of cord already in <<his>> hands. "Turn around, <<bitch>>." <br><br> <<link [[Turn around|Prison Scarred Turn]]>><<prison_rep scarred 5>><</link>><<ggperlove>> <br> <<default>> "Just the <<bitch>> I wanted to see," <<he>> says, rising from <<his>> bed. There's a length of cord already in <<his>> hands. "Turn around, <<bitch>>." <br><br> <<link [[Turn around|Prison Scarred Turn]]>><<prison_rep scarred 5>><</link>><<ggperlove>> <br> <</switch>> <<link [[Refuse|Prison Scarred Refuse]]>><</link>> <br> <</if>><<effects>> <<bind>> You turn and grasp the bars of the cell. <<His>> hands are a blur as <<he>> ties them down, binding you in seconds. "Now then," <<he>> muses, "what shall I do with you?" <<He>> gropes your helpless <<bottom>> in thought. <br><br> "Silly me," <<he>> continues. "The answer's right here." <<He>> pulls <<his>> hand back, and delivers a sharp smack to your <<bottom>>.<<gpain>><<pain 4>> <br><br> <<link [[Next|Prison Scarred Bars 2]]>><</link>> <br><<effects>> "Like that, <<bitch>>?" <<he>> asks, delivering another smack. <<if $worn.face.type.includes("gag")>> "You're my gagged slut, aren't you?" <br><br> <<link [[Just sob|Prison Scarred Bars Sob]]>><<pain -4>><</link>><<lpain>> <br> <<else>> "Say <i>'Thank you for disciplining me, <<mummy>>.'</i>" <<He>> hits you again. "Say it."<<gpain>><<pain 4>> <br><br> <<link [[Say it|Prison Scarred Bars Say]]>><<sub 1>><</link>><<willpowerdifficulty 1 100>> <br> <<link [[Refuse|Prison Scarred Bars Refuse]]>><<def 1>><</link>><<willpowerdifficulty 1 1000>> <br> <<link [[Just sob|Prison Scarred Bars Sob]]>><<sub 1>><<pain -4>><</link>><<lpain>> <br> <</if>><<effects>> <<willpowerdifficulty 1 100 no_text>> <<if $willpowerSuccess>> <span class="green">"Thank you for disciplining me, <<mummy>>,"</span> you manage, despite repeated blows to your backside. <br><br> "Good <<girl>>," <<he>> says, ruffling your hair. <<He>> unties the cord with the same deftness <<he>> used to bind them, and you're soon freed. <<prison_unbind>> <br><br> "That wasn't so bad, was it? You can go." <br><br> <<else>> You try to speak, <span class="red">but you cry out in pain instead</span> as another blow lands.<<gwillpower>><<gpain>><<pain 4>> <br><br> "I said say it, you fucking <<bitch>>!" <<He>> hits you again and again, each time harder, before falling back on <<his>> bed, panting. <br><br> "Fine." <<He>> springs up, and unties the cord with the same deftness <<he>> used to bind them. "Go." <br><br> <</if>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> <<willpowerdifficulty 1 1000 no_text>> <<if $willpowerSuccess>> You keep your mouth shut. <<scarred_inmate 0 cap>> punishes your silence with another blow.<<gpain>><<pain 4>> <br><br> "I said say it, you fucking <<bitch>>!" <<He>> hits you again and again, each time harder, <span class="green">before falling back on <<his>> bed, panting.</span> <br><br> "Fine." <<He>> springs up, and unties the cord with the same deftness <<he>> used to bind them. "Go." <br><br> <<else>> You try to stay silent, <span class="red">but you cry out in pain instead</span> as another blow lands.<<gwillpower>><<gpain>><<pain 4>> <br><br> "I said say it, you fucking <<bitch>>!" <<He>> hits you again and again, each time harder, before falling back on <<his>> bed, panting. <br><br> "Fine." <<He>> springs up, and unties the cord with the same deftness <<he>> used to bind them. "Go." <br><br> <</if>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> You sob. <<scarred_inmate 0 cap>> pulls <<his>> arm back, readying another blow, but hesitates. <<He>> falls back on <<his>> bed, head in hands. <br><br> "Fucking fine," <<he>> says after a moment. <<He>> stands, and unties the cord with the same deftness <<he>> used to bind them. "Go." <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> You back away. <<scarred_inmate 0 cap>> licks <<his>> teeth. "Fine," <<he>> says. "You'll be back. Or you'll be fucked senseless, and I'll take what's left." <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> <<bind>> You turn and grasp the bars of the cell. <<His>> hands are a blur as <<he>> ties them down, binding you in seconds. "Now then," <<he>> muses, "what shall I do with you?" <<He>> gropes your helpless <<bottom>> in thought. <br><br> <<link [[Next|Prison Scarred Pair 2]]>><</link>> <br><<effects>> <<generate2>><<person2>> A <<person>> walks by. "Hey fucker," <<scarred_inmate 0>> says. "Get in here." The <<person2>><<person>> glances at you, then back down the walkway, before entering. <br><br> "Help me decide what to do with my <<bitch>>." <br> "Fuck <<phim>> of course. Why'd you need me to tell—" <br> <<scarred_inmate 0 cap>> shoves the <<person>> against the wall. There's a shard of broken glass in <<person1>><<his>> hand. "Don't talk back."<<ggstress>><<stress 12>> <br> The <<person2>><<person>> throws up <<his>> hands. "E-easy, easy! I didn't mean nothing by it." <br><br> <<link [[Tell the scarred inmate to calm down|Prison Scarred Pair Calm]]>><</link>> <br> <<link [[Remain silent|Prison Scarred Pair Silent]]>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "Pl-please don't hurt <<person2>><<him>>,">> <<person1>> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Put the shiv down you crazy prick,">> you say. <<else>> <<gagged_speech "You're overreacting,">> you say. <<gagged_speech "Stop it.">> <</if>> <br><br> <<scarred_inmate 0 cap>> pulls the <<person2>><<person>> away from a wall, and slams a hand against your <<bottom>>. "My <<bitch>> needs punishment more than you," <<person1>><<he>> says. "Spank <<phim>> and I won't hurt you." <br><br> The <<person2>><<person>> hesitates, until <<scarred_inmate 0>> presses the shiv against <<his>> back. <<He>> spanks your <<bottom>>.<<gpain>><<pain 4>> <br><br> <<link [[Next|Prison Scarred Pair Spank]]>><</link>> <br><<effects>> "Harder! I want to see some fucking tears." The <<person2>><<person>> obliges, until <<he>> almost looks ready to cry <<himself>>.<<ggpain>><<pain 8>> <br><br> At last, <<scarred_inmate 0>> pulls the <<person2>><<person>> away from you. "Get the fuck out." <br><br> "You too." <<scarred_inmate 0 cap>> slices through <<his>> cord with the shiv. "Go." <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> <<scarred_inmate 0 cap>> screeches laughter, and punches the <<person2>><<person>> in the gut. <<He>> keels over and <<scarred_inmate 0>> delivers a flurry of blows on <<his>> back. <br><br> "Much better." <<He>> kicks the <<person2>><<person>>'s limp body onto the walkway outside, then slices through <<his>> cord. "Go." <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<link [[Help <<him>> to medical (0:05)|Prison Scarred Pair Help]]>><<prison_hope 1>><<trauma -6>><<pass 5>><<tiredness 3>><</link>><<ghope>><<gtiredness>><<ltrauma>> <br> <<link [[Ignore|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> The <<person2>><<person>> is still conscious, and medical isn't far away. Still, <<he>> can't stand under <<his>> own weight. Your muscles are aching when you arrive. <br><br> <<generate_methodical_guard 2 cap>><<person3>> <<methodical_guard 2 cap>> doesn't spare a glance, but gestures at an empty bed. <br><br> <<person2>> The inmate tries to speak as you lay <<him>> down, but can't form the words. <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> <<bind>> You turn and grasp the bars of the cell. <<His>> hands are a blur as <<he>> ties them down, binding you in seconds. "Been waiting for this," <<he>> says, <<if $worn.lower.name is "naked">> <<if $worn.under_lower.name is "naked">> running a finger over your <<bottom>>. <<else>> tugging down your $worn.under_lower.name. <</if>> <<else>> <<if $worn.under_lower.name is "naked">> tugging down your $worn.lower.name. <<else>> tugging down your $worn.lower.name and $worn.under_lower.name. <</if>> <</if>> <<if playerChastity()>> <<set _altType to setup.clothes.genitals[clothesIndex('genitals', $worn.genitals)].altDamage>> <<He>> grasps your $worn.genitals.name, and pulls. <br><br> "Fuck," <<he>> says as the <<switch _altType>> <<case "parasite">> parasite is squeezed against your genitals. "How'd I get this thing off?"<<garousal>><<arousal 200 "genitals">> <<case "plastic">> plastic digs into your skin. "How'd I get this off?"<<gpain>><<pain 4>> <<default>> metal digs into your skin. "How'd I get this off?"<<gpain>><<pain 4>> <</switch>> <br><br> <<set $worn.genitals.integrity -= 100>> <<if $worn.genitals.integrity lte 0>> <<He>> retrieves a variety of tools from behind a loose stone. <<if _altType is "parasite">> A screwdriver. A shiv. Scissors. <<He>> isn't gentle, <span class="red">and manages to cut through the _altType with the scissors.</span> <<else>> A screwdriver. A hammer. Pliers. <<He>> isn't gentle, <span class="red">and manages to bite through the _altType with the pliers.</span> <</if>> <br><br> <<set $worn.genitals.type.push("broken")>> <<genitalsruined>> <<He>> spanks you in delight, and crouches behind you. <br><br> <<link [[Next|Prison Scarred Molestation 2]]>><</link>> <br> <<else>> <<He>> retrieves a variety of tools from behind a loose stone. <<if _altType is "parasite">> A screwdriver. A shiv. Scissors. <<else>> A screwdriver. A hammer. Pliers. <</if>> <<He>> isn't gentle, but none work. <<He>> contents <<himself>> with spanking you raw, before untying <<his>> cord. "Go."<<ggpain>><<ggtrauma>><<ggstress>><<pain 8>><<stress 12>><<trauma 12>> <<prison_unbind>> <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br> <</if>> <<else>> <br><br> <<link [[Next|Prison Scarred Molestation 2]]>><</link>> <br> <</if>><<effects>> <<if $NPCList[0].penis isnot "none">> You feel <<his>> breath on your <<if $player.penisExist>> <<penis>> <<else>> pussy <</if>> a moment, then <<he>> rises, and rests <<his>> <<print $NPCList[0].penisdesc>> against your back. <br><br> <<else>> <<if $player.penisExist>> <<He>> grasps your <<penis>>, and orients it towards the ground. "I wanna pull it all the way back," <<he>> says. "Fuck you from behind, but that didn't work with the last one." <br><br> <<else>> <<He>> runs a finger over your pussy. "Hold still until I'm done," <<he>> says. <br><br> <</if>> <</if>> <<link [[Next|Prison Scarred Rape]]>><<set $molestationstart to 1>><</link>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<if $NPCList[0].penis isnot "none">> <<set $NPCList[0].penis to 0>> <<else>> <<set $NPCList[0].vagina to 0>> <</if>> <<set $position to "doggy">> <</if>> <<effects>> <<effectsman>> <<if $alarm is 1>> <<set $alarm to 0>> Another inmate investigates your cry, <span class="purple">but leaves upon seeing <<scarred_inmate 0>>.</span> <br><br> <</if>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Scarred Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Scarred Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> gives your <<bottom>> a final smack, then unties <<his>> cord. "Good <<bitch>>," <<he>> says. "Go." <br><br> <<tearful>> you leave the cell. <br><br> <<clotheson>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<endcombat>> <<prison_unbind>> <<link [[Next|Prison Walkway]]>><</link>> <br> <<else>> <<He>> delivers a hard smack to your <<bottom>>. "That what you want?" <<he>> says, delivering blow after blow.<<ggpain>><<gtrauma>><<gstress>><<pain 8>><<trauma 6>><<stress 6>> <br><br> <<He>> abuses you without relent, until <<his>> arms, or something else, tires, and <<he>> unties <<his>> cord. "Go. Fucking go." <br><br> <<tearful>> you leave the cell. <br><br> <<clotheson>> <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<endcombat>> <<prison_unbind>> <<link [[Next|Prison Walkway]]>><</link>> <br> <</if>><<effects>> <<bind>> You turn as instructed. <<scarred_inmate 0 cap>> has your hands bound behind you in a moment. <<if $worn.neck.type.includes("leash")>> <<He>> takes hold of your leash. <<else>> <<He>> bites through the cord, then ties the remainder to your collar. <<attach_leash>> <</if>> "Let's go for a walk." <br><br> <<He>> tries to tug you from the cell. <br><br> <<link [[Go along with it|Prison Scarred Walk]]>><</link>> <br> <<link [[Resist|Prison Scarred Resist]]>><</link>> <br><<effects>> You refuse to budge. <<if $prison.scarred gte 80>> <<scarred_inmate 0 cap>> snarls in frustration. "You're such a brat. Fine." <<He>> wrenches the cord off your collar. "Go."<<llperlove>><<prison_rep scarred -5>> <br><br> <<prison_detach_leash>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <<else>> <<scarred_inmate 0 cap>> snarls. <br><br> <<link [[Next|Prison Scarred Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<maninit>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or ($pain gte 100 and $willpowerpain is 0)>> <span id="next"><<link [[Next|Prison Scarred Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Scarred Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<scarred_inmate 0 cap>> falls onto <<his>> bed and rests <<his>> forearm on <<his>> face.<<gperlove>><<prison_rep scarred 1>> <br><br> <<tearful>> you escape the cell. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Walkway]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<scarred_inmate 0 cap>> staggers backward, and trips onto <<his>> bed.<<lperlove>><<prison_rep scarred -1>><<grespect>><<prison_inmates 1>> <br><br> <<tearful>> you escape the cell. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Walkway]]>><</link>> <br> <<else>> You're too hurt to keep fighting. <<scarred_inmate 0 cap>> steadies you with your leash, and pulls you from the cell. <br><br> <<endcombat>> <<link [[Next|Prison Scarred Walk]]>><<generate_scarred_inmate 0>><<person1>><</link>> <br> <</if>> <<set $daily.prison.scarredDone to true>><<effects>> <<scarred_inmate 0 cap>> bashes the railing with <<his>> fist as <<he>> pulls you along the walkway, drawing attention. An amused group of inmates gathers at the base of the stairs. <br><br> "Who wants to see me ride my <<bitch>>?" asks <<scarred_inmate 0>>. There's a murmur of assent. "You heard em, slut. Bend over." <<He>> yanks the leash, pulling you to your knees. <br><br> <<Hes>> on your back at once, forcing your body down. "Go on then," <<he>> says. "Giddy up." <br><br> <<if $prison.scarred_level is 3>> <<link [[Next|Prison Scarred Walk 2]]>><</link>> <br> <<else>> <<link [[Next|Prison Scarred Yard]]>><</link>> <br> <</if>><<effects>> <<scarred_inmate 0 cap>> rides you down the length of the prison block, giving your <<bottom>> periodic smacks. The other inmates watch, amused by the spectacle. Some ask if they can ride you in a different way. <<scarred_inmate 0 cap>> considers this, but decides to keep you for <<himself>>.<<lrespect>><<prison_inmates -1>> <br><br> <<He>> spanks you one last time, then climbs from your back. "Now everyone knows you're mine," <<he>> says, untying the cord. <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection,</span> <span class="red">but next time could be dangerous.</span><<set $prison.scarred_level to 4>><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<prison_detach_leash>> <<link [[Next|Prison Block]]>><<clotheson>><<endevent>><</link>> <br><<effects>> <<scarred_inmate 0 cap>> rides you down the length of the prison block, giving your <<bottom>> periodic smacks. The other inmates follow behind as <<he>> directs you outside. <br><br> <<He>> drives you to the centre of the yard, then pulls back on your leash. Yet more inmates walk over, and a circle forms around you. <<scarred_inmate 0 cap>> climbs off your back, but keeps your leash tight. <<He>> sits on the grass, pulls you over <<his>> lap, and delivers a sharp spank.<<gpain>><<pain 4>> <br><br> The other inmates watch with increasing lechery. They look between you, <<scarred_inmate 0>>, and each other, weighing their chances. <<He>> doesn't seem to notice. <span class="purple">If you cum, you'll excite the whole crowd.</span> <br><br> <<if $worn.face.type.includes("gag")>> <span class="blue">With your mouth gagged, you can't warn <<him>>.</span> <br> <<else>> <<link [[Warn|Prison Scarred Yard Warn]]>><</link>> <br> <</if>> <<link [[Remain silent|Prison Scarred Yard Rape]]>><<set $molestationstart to 1>><</link>> <br><<effects>> <<if $speech_attitude is "meek">> "They're gonna rape me if you're not careful," you say. <<elseif $speech_attitude is "bratty">> "They're gonna cuck you if we're not careful," you say. <<else>> "They're gonna rape me if we're not careful," you say. <</if>> <br><br> <<if $prison.scarred gte 85>> <<scarred_inmate 0 cap>> glances around, <span class="green">then pulls you back towards the prison block.</span> "Let's find somewhere private." <br><br> One of the inmates tries to grope you, but <<scarred_inmate 0>> gives <<him>> a bloody nose. <br><br> <<link [[Next|Prison Scarred Yard End]]>><</link>> <br> <<else>> <<scarred_inmate 0 cap>> <span class="red">smacks your <<bottom>>.</span> "There's no wriggling out of this, <<bitch>>." <br><br> <<link [[Next|Prison Scarred Yard Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<effects>> <<scarred_inmate 0 cap>> leads you back to <<his>> cell, lies on <<his>> bed, and tries to pull you on top. <br><br> <<endevent>> <<generate_scarred_inmate 0>> <<link [[Go along with it|Prison Scarred Sex]]>><<set $sexstart to 1>><</link>><<promiscuous1>> <br> <<link [[Refuse|Prison Scarred Sex Refuse]]>><<prison_rep scarred -1>><</link>><<lperlove>> <br><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcspank>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend or $orgasmdown gte 1>> <span id="next"><<link [[Next|Prison Scarred Yard Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Scarred Yard Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pulls you to your feet. "Lucky sods, getting a free show." <<He>> smacks your <<bottom>> hard enough to jolt you forwards.<<lrespect>><<gperlove>><<prison_rep scarred 1>><<prison_inmates -1>> <br><br> <<tearful>> you take a deep breath. That was dangerous. <br><br> <<clotheson>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<endcombat>> <<prison_unbind>> <<prison_detach_leash>> <<link [[Next|Prison Yard]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove <<scarred_inmate 0>> to the dirt. The watching inmates laugh.<<lperlove>><<grespect>><<prison_rep scarred -1>><<prison_inmates 1>> <br><br> <<tearful>> you escape the yard. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Block]]>><</link>> <br> <<else>> <<scarred_inmate 0 cap>> punches an onlooker who got too close. The onlooker's friend tries to retaliate. <<scarred_inmate 0 cap>> punches that one as well. But there's another, and another. They wrestle <<him>> to the ground, while others advance on you. <br><br> <<endcombat>> <<link [[Next|Prison Scarred Inmate Rape]]>><<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Scarred Inmate Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Scarred Inmate Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Others jostle for a turn, until a whistle pierces the din. <br><br> <<tearful>> you struggle to your feet. <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<clotheson>> <<endcombat>> <<generate_veteran_guard 0>><<person1>> "You're disturbing the peace and tranquillity of this institution," <<veteran_guard 0>> says. <<He>> rests a hand on your shoulder. "You're coming with me." <br><br> <<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>> <br> <<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>> <br> <<else>> The crowd backs away, shocked by your power.<<gggrespect>><<prison_inmates 10>> <br><br> <<clotheson>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<endcombat>> <<tearful>> you get your bearings. You see <<generate_scarred_inmate 0>><<person1>><<scarred_inmate 0>> lying in the mud. <br><br> <<link [[Help <<him>>|Prison Scarred Inmate Help]]>><<prison_rep scarred 3>><</link>><<ggperlove>><<gghope>><<prison_hope 3>> <br> <<link [[Walk away|Prison Yard]]>><<prison_inmates 3>><<endevent>><</link>><<ggrespect>> <br> <</if>><<effects>> You help <<scarred_inmate 0>> up, and take <<him>> to medical. <<generate_methodical_guard 1>><<person2>><<methodical_guard 1 cap>> points at a bed without looking. <br><br> "The fucks," <<scarred_inmate 0>> says as <<he>> lies down. "They better enjoy their last days." <br><br> <<Hes>> still laughing as the door shuts behind you. <br><br> <<prison_unbind>> <<prison_detach_leash>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<set $enemytrust += 50>><<promiscuity1>> <</if>> <<effects>> <<effectsman>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Scarred Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Scarred Sex]]>><</link>></span><<nexttext>> <</if>><<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Best <<bitch>> in the house," <<he>> says as <<he>> fiddles with your bindings. "You can go."<<gperlove>><<prison_rep scarred 1>> <br><br> <<tearful>> you leave the cell. <br><br> <<clotheson>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<endcombat>> <<prison_unbind>> <<prison_detach_leash>> <<link [[Next|Prison Walkway]]>><</link>> <br> <<elseif $enemyhealth lte 0>> You shove <<scarred_inmate 0>> away from you.<<lperlove>><<prison_rep scarred -1>> <br><br> <<tearful>> you escape the cell. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Prison Walkway]]>><</link>> <br> <<else>> "Fucking tease," <<scarred_inmate 0>> says while fiddling with your bindings. "Go." <br><br> <<tearful>> you leave the cell. <br><br> <<clotheson>> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<endcombat>> <<prison_unbind>> <<prison_detach_leash>> <<link [[Next|Prison Walkway]]>><</link>> <br> <</if>><<effects>> <<generate2>> <<if $speech_attitude is "meek">> <<gagged_speech "Wh-what's wrong?">> you ask. <<gagged_speech "You can tell me.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Not used to seeing you like this,">> you say. <<gagged_speech "What's wrong?">> <<else>> <<gagged_speech "What's wrong?">> you ask. <<gagged_speech "You can tell me.">> <</if>> <br><br> "Fuck off," <<he>> says. <<if $worn.face.type.includes("gag")>> <<He>> looks at your $worn.face.name. <span class="blue">"Come back when you can use your mouth."</span> <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br> <<else>> "Wait." <<He>> rests <<his>> hands on <<his>> knees, then rises to <<his>> feet. "I need you for something. I have a visitor, but I don't want to see <<person2>><<him>>. Could you go so <<he>> fucks off?" <br><br> <<person1>> <<link [[Agree|Prison Scarred Sibling Agree]]>><<prison_rep scarred 25>><</link>><<gggperlove>> <br> <<link [[Refuse|Prison Scarred Sibling Refuse]]>><</link>> <br> <</if>><<effects>> "Fine," <<he>> says. "You can fuck off too." <<He>> buries <<his>> head once again. <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 2>><<person3>> You walk towards the visitor room, down a concrete corridor, and find <<methodical_guard 2>> stood waiting beside a metal door. <br><br> "Not who I was expecting," <<he>> says. <br><br> <<if $speech_attitude is "meek">> "S-sorry," you say. "I was sent in <<person1>><<his>> place." <<elseif $speech_attitude is "bratty">> "I was sent in <<person1>><<his>> place," you say. <<else>> "I was sent in <<person1>><<his>> place," you say. <</if>> <br><br> <<methodical_guard 2 cap>> writes something on <<person3>><<his>> clipboard. "One minute." <<He>> opens the door. <br><br> <<link [[Next|Prison Scarred Sibling 2]]>><</link>> <br><<effects>> You enter a small room, with a chair in front of a microphone and window. There's a <<person2>><<person>> on the other side of the glass. <<He>> looks disappointed to see you. <br><br> "Sorry," <<he>> says. "I didn't think my <<person1>><<sister_npc>> would come, but I hoped..." <br><br> <<link [[Be honest|Prison Scarred Sibling 3]]>><<set $phase to 1>><</link>> <br> <<link [[Tell a white lie|Prison Scarred Sibling 3]]>><<set $phase to 0>><</link>> <br><<effects>> <<if $phase is 1>> <<if $speech_attitude is "meek">> "Your <<sister_npc>> didn't want to come," you say. "I'm sorry." <<elseif $speech_attitude is "bratty">> "Your <<sister_npc>> asked me to come instead," you say. <<else>> "Your <<sister_npc>> asked me to come instead," you say. <</if>> <<else>> <<if $speech_attitude is "meek">> "Your <<sister_npc>> is sick I'm afraid," you say. "So <<he>> asked me to come instead." <<elseif $speech_attitude is "bratty">> "Your <<sister_npc>> got beat up," you say. "So <<he>> asked me to come instead." <<else>> "Your <<sister_npc>> is sick," you say. "So <<he>> asked me to come instead." <</if>> <</if>> <br><br> <<set $NPCList[0].name_known to 1>> <<save_scarred_inmate>> The <<person2>><<person>> nods. "I understand. Tell <<scarred_inmate 0>> we're looking forward to seeing <<person1>><<him>> again. We know <<hes>> ashamed, but <<he>> doesn't have to be. We're not ashamed of <<him>>. We'd visit more, but it's hard to get out here." <br><br> <<person2>><<He>> pauses a moment. "Tell <<person1>><<him>> it's not <<his>> fault <<if $pronoun is "m">>dad<<else>>mum<</if>>... was the way <<he>> was." <br><br> <<link [[Next|Prison Scarred Sibling 4]]>><</link>> <br><<effects>> <<scarred_inmate 0 cap>> is waiting for you in <<his>> cell. You relay the message. <br><br> "I'm not ashamed," <<he>> insists. "I just can't be fucked to deal with family. Thanks though." <<He>> lies back on <<his>> bed with an arm resting on <<his>> scarred face. <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<effects>> "Suit yourself," <<person1>><<he>> says. "You'll be begging me for it later." <br><br> <span class="green">You've gained <<scarred_inmate 0 apo>> protection.</span><<set $prison.protection to "scarred">> <br><br> <<prison_unbind>> <<prison_detach_leash>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br><<widget "prison_init">> <<if !$prison>> <<set $prison to {}>> <<set $prison.guards to 50>> <<set $prison.inmates to 0>> <<set $prison.hope to 0>> <<set $prison.reb to 0>> <<set $prison.cell_trouble to 0>> <<set $prison.prayer_trouble to 0>> <<set $prison.relaxed to 0>> <<set $prison.anxious to 0>> <<set $prison.veteran to 0>> <<set $prison.methodical to 0>> <<set $prison.scarred to 0>> <<set $prison.tattooed to 0>> <<set $prison.shirt to 1>> <<set $prison.trousers to 1>> <<if $player.gender_appearance is "m">> <<set $prison.briefs to 1>> <<set $prison.vest to 1>> <<else>> <<set $prison.panties to 1>> <<set $prison.bra to 1>> <</if>> <<set $prison.punishments to ["free use","nude","blindfold","topless","leash","underwear","cuffs","bottomless","gag","bindings","rut"]>> <<set $prison.active_punishments to []>> <<set $prison.punishment_intro to 0>> <<set $prison.attention to 0>> <<set $prison.attention_level to 0>> <<set $prison.scarred_level to 0>> <<set $prison.tattooed_level to 0>> <<set $prison.job to "laundry">> <<set $prison.shock to 1>> <<set $prison.teeth to 0>> <<set $prison.pills to 0>> <<set $prison.medical_intro to 0>> <<set $prison.spire_intro to 0>> <<set $prison.hours_worked to 9>> <<set $prison.work_check to 1>> <<set $prison.kylar to 0>> <<set $prison_wren_intro to 1>> <<set $prison_wren_boat_intro to 1>> <<set $wardrobe_location to "prison">> <<wardrobeSelection true>> <<uppersend 86 $wardrobe_location>> <<if maleChance() gte 100>> <<underuppersend 22 $wardrobe_location>> <<underuppersend 22 $wardrobe_location>> <<underlowersend 4 $wardrobe_location>> <<underlowersend 4 $wardrobe_location>> <<elseif maleChance() lte 0>> <<underuppersend 12 $wardrobe_location>> <<underuppersend 12 $wardrobe_location>> <<underlowersend 1 $wardrobe_location>> <<underlowersend 1 $wardrobe_location>> <<else>> <<underuppersend 22 $wardrobe_location>> <<underuppersend 12 $wardrobe_location>> <<underlowersend 4 $wardrobe_location>> <<underlowersend 1 $wardrobe_location>> <</if>> <</if>> <<if C.npc.Kylar.state is "prison" and $prison.kylar is 0>> <<set $prison_kylar_timer to 2>> <</if>> <<set $prison.morning to 1>> <</widget>> <<widget "prison_attention">> <<if _args[0] and (!$daily.prison.attentionDay or $prison.schedule is "revolt")>> <<set $prison.attention += (_args[0] * 10)>> <</if>> <</widget>> <<widget "prison_end">> <<set $prison.active_punishments to []>> <<set $prison.hours_worked to 9>> <<set $prison.work_check to 1>> <<set $prison.schedule to "lockdown">> <<unset $prison_punished_days>> <</widget>> <<widget "cell_trouble">> <<if _args[0]>> <<set $prison.cell_trouble += _args[0]>> <<set $prison.cell_trouble to Math.clamp($prison.cell_trouble, 0, 10)>> <</if>> <</widget>> <<widget "prison_rep">> <<if _args[0] and _args[1]>> <<set $prison[_args[0]] += _args[1]>> <</if>> <</widget>> <<widget "prison_guards">> <<if _args[0]>> <<set $prison.guards += _args[0]>> <<set $prison.guards = Math.clamp($prison.guards, 0, 100)>> <</if>> <</widget>> <<widget "prison_inmates">> <<if _args[0]>> <<set $prison.inmates += _args[0]>> <<set $prison.inmates = Math.clamp($prison.inmates, 0, 100)>> <</if>> <</widget>> <<widget "prison_hope">> <<if _args[0]>> <<if $prison.attention_level gte 1>> <<set _prison_hope to $prison.attention_level>> <<else>> <<set _prison_hope to 1>> <</if>> <<set _prison_hope *= _args[0]>> <<set $prison.hope += _prison_hope>> <<set $prison.hope = Math.clamp($prison.hope, 0, 100)>> <</if>> <</widget>> <<widget "prison_reb">> <<if _args[0]>> <<if $prison.attention_level gte 1>> <<set _prison_reb to $prison.attention_level>> <<else>> <<set _prison_reb to 1>> <</if>> <<set _prison_reb *= _args[0]>> <<set $prison.reb += _prison_reb>> <<set $prison.reb = Math.clamp($prison.reb, 0, 100)>> <</if>> <</widget>> <<widget "effects_prison">> <<if $prison.work_check isnot 1 and Time.hour gte 7>> <<set $prison.work_check to 1>> <<set $prison.hours_worked to 0>> <</if>> <<if $prison.schedule is "hunt">> <span class="red">You are being hunted.</span> <<elseif $prison.schedule is "revolt">> <span class="red">The inmates are revolting.</span> <<else>> <<switch Time.hour>> <<case 6>> <<if $prison.morning is 1>> <<set $prison.schedule to "wake">> Breakfast is being served in the canteen. <<else>> <<set $prison.schedule to "hunt">> <</if>> <<case 7 8 9 10 11>> <<set $prison.schedule to "work">> <<if $prison.job is "laundry">> <span class="red">You are expected in the laundry room.</span> <<elseif $prison.job is "spire">> <span class="red">You are expected on the spire.</span> <<elseif $prison.job is "medical">> <span class="red">You are expected in the medical room.</span> <</if>> <<case 12>> <<set $prison.schedule to "lunch">> Lunch is being served in the canteen. <<case 13>> <<set $prison.schedule to "yard">> The inmates are being encouraged into the yard. <<case 14 15 16 17>> <<set $prison.schedule to "work">> <<if $prison.job is "laundry">> <span class="red">You are expected in the laundry room.</span> <<elseif $prison.job is "spire">> <span class="red">You are expected on the spire.</span> <<elseif $prison.job is "medical">> <span class="red">You are expected in the medical room.</span> <</if>> <<case 18>> <<set $prison.schedule to "dinner">> Dinner is being served in the canteen. <<case 19>> <<set $prison.schedule to "free time">> <span class="teal">Free time.</span> <<default>> <<set $prison.schedule to "lockdown">> <span class="red">Lockdown.</span> <</switch>> <</if>> <br> <<if $prison.schedule is "revolt">> <span class="pink">But the warden is coming:</span> <<else>> Attention level: <<switch $prison.attention_level>> <<case 0>> <span class="blue">Zero</span> <<case 1>> <span class="purple">One</span> <<case 2>> <span class="pink">Two</span> <<case 3>> <span class="red">Three</span> <</switch>> <<if $prison.protection is "scarred">> | <span class="green">You are under the scarred inmate's protection.</span> <<elseif $prison.protection is "tattooed">> | <span class="green">You are under the tattooed inmate's protection.</span> <</if>> <<if $prison.hours_worked is 8>> | The guards expect <span class="blue">another hour</span> of work from you today. <<elseif $prison.hours_worked gte 9>> | <span class="green">You've finished work for the day.</span> <<else>> | The guards expect <span class="purple"><<number `($prison.hours_worked - 9) / -1`>></span> more hours work from you today. <</if>> <</if>> <<statbar 0 $prison.attention 100>> <br> <</widget>> <<widget "prison_work">> <<if _args[0]>> <<set $prison.hours_worked += _args[0]>> <<else>> <<set $prison.hours_worked += 1>> <</if>> <</widget>> <<widget "prison_day">> <<if $prison>> <<if $prison_job_change isnot undefined>> <<set $prison.job to $prison_job_change>> <<unset $prison_job_change>> <</if>> <<set $prison.morning to 0>> <<set $prison.evening to 0>> <<if $prison_punished_days gte 1>> <<set $prison_punished_days -= 1>> <</if>> <<set $prison.work_check to 0>> <<if $location is "prison">> <<cell_trouble -1>> <<set $prison.time -= 1>> <<set $stat_police.prison += 1>> <</if>> <<if $prison.kylar is "active">> <<npcincr Kylar lust 10>> <<unset $prison_kylar_cell>> <</if>> <<if $prison_kylar_timer gte 1>> <<set $prison_kylar_timer -= 1>> <</if>> <<if $prison.kylar is "solitary" and $prison_kylar_timer lte 0>> <<unset $prison_kylar_timer>> <<set $prison.kylar to "active">> <</if>> <</if>> <</widget>> /*Argument is the NPC slot they fill or should fill. */ <<widget "generate_relaxed_guard">> <<if $prison_intro is 1>> <<loadNPC _args[0] "relaxed_guard">> <<else>> <<generateRole 0 "relaxed" "guard">> <<saveNPC 0 "relaxed_guard">> <</if>> <</widget>> <<widget "generate_anxious_guard">> <<if $prison_intro is 1>> <<loadNPC _args[0] "anxious_guard">> <<else>> <<generateRole 1 "anxious" "guard">> <<saveNPC 1 "anxious_guard">> <</if>> <</widget>> <<widget "generate_veteran_guard">> <<if $prison_intro is 1>> <<set $_id to _args[0]>> <<loadNPC $_id "veteran_guard">> <<if $per_npc.veteran_guard and !$per_npc.veteran_guard.description>> <!-- Fix for the veteran guard being saved over as an empty NPCList object in some saves --> <<clearsinglenpc $_id>> <<generateRole $_id "veteran" "guard">> <<if $per_npc.veteran_guard.name_known is 1>> <<set $NPCList[$_id].name_known to 1>> <<set $NPCList[$_id].fullDescription to $NPCList[0].name>> <</if>> <<clearNPC "veteran_guard">> <<saveNPC $_id "veteran_guard">> <<prison_feat_check>> <</if>> <<else>> <<generateRole 2 "veteran" "guard">> <<saveNPC 2 "veteran_guard">> <</if>> <</widget>> <<widget "generate_methodical_guard">> <<if $prison_intro is 1>> <<loadNPC _args[0] "methodical_guard">> <<else>> <<generateRole 3 "methodical" "guard">> <<saveNPC 3 "methodical_guard">> <</if>> <</widget>> <<widget "generate_scarred_inmate">> <<if $prison_intro is 1>> <<set $_id to _args[0]>> <<loadNPC $_id "scarred_inmate">> <<if $per_npc.scarred_inmate and !$per_npc.scarred_inmate.description>> <!-- Fix for the scarred inmate being saved over as an empty NPCList object in some saves --> <<clearsinglenpc $_id>> <<generateRole $_id "scarred" "inmate">> <<if $per_npc.scarred_inmate.name_known is 1>> <<set $NPCList[$_id].name_known to 1>> <<set $NPCList[$_id].fullDescription to $NPCList[0].name>> <</if>> <<clearNPC "scarred_inmate">> <<saveNPC $_id "scarred_inmate">> <</if>> <<else>> <<generateRole 4 "scarred" "inmate">> <<saveNPC 4 "scarred_inmate">> <</if>> <</widget>> <<widget "generate_tattooed_inmate">> <<if $prison_intro is 1>> <<loadNPC _args[0] "tattooed_inmate">> <<else>> <<generate6>> <<set $NPCList[5].description to "tattooed">> <<set $NPCList[5].role to "inmate">> <<npcClothesType $NPCList[0] "prison">> <<saveNPC 5 "tattooed_inmate">> <</if>> <</widget>> <<widget "save_relaxed_guard">>/*The right NPC fill $NPCList[0] slot */ <<if $NPCList[0].role is "guard">> <<set $NPCList[0].fullDescription to $NPCList[0].name>> <<npcClothesType $NPCList[0] "security">> <<clearNPC "relaxed_guard">> <<saveNPC 0 "relaxed_guard">> <<prison_feat_check>> <</if>> <</widget>> <<widget "save_anxious_guard">> <<if $NPCList[0].role is "guard">> <<set $NPCList[0].fullDescription to $NPCList[0].name>> <<npcClothesType $NPCList[0] "security">> <<clearNPC "anxious_guard">> <<saveNPC 0 "anxious_guard">> <<prison_feat_check>> <</if>> <</widget>> <<widget "save_veteran_guard">> <<if $NPCList[0].role is "guard">> <<set $NPCList[0].fullDescription to $NPCList[0].name>> <<npcClothesType $NPCList[0] "security">> <<clearNPC "veteran_guard">> <<saveNPC 0 "veteran_guard">> <<prison_feat_check>> <</if>> <</widget>> <<widget "save_methodical_guard">> <<if $NPCList[0].role is "guard">> <<set $NPCList[0].fullDescription to $NPCList[0].name>> <<npcClothesType $NPCList[0] "security">> <<clearNPC "methodical_guard">> <<saveNPC 0 "methodical_guard">> <<prison_feat_check>> <</if>> <</widget>> <<widget "save_scarred_inmate">> <<if $NPCList[0].role is "inmate">> <<set $NPCList[0].fullDescription to $NPCList[0].name>> <<npcClothesType $NPCList[0] "prison">> <<clearNPC "scarred_inmate">> <<saveNPC 0 "scarred_inmate">> <<prison_feat_check>> <</if>> <</widget>> <<widget "save_tattooed_inmate">> <<if $NPCList[0].role is "inmate">> <<set $NPCList[0].fullDescription to $NPCList[0].name>> <<npcClothesType $NPCList[0] "prison">> <<clearNPC "tattooed_inmate">> <<saveNPC 0 "tattooed_inmate">> <<prison_feat_check>> <</if>> <</widget>> <<widget "prison_feat_check">> <<if $prison_intro is 1 and $per_npc.scarred_inmate.name_known is 1 and $per_npc.relaxed_guard.name_known is 1 and $per_npc.anxious_guard.name_known is 1 and $per_npc.veteran_guard.name_known is 1 and $per_npc.methodical_guard.name_known is 1>> <<earnFeat "More than a Number">> <</if>> <</widget>> <<widget "relaxed_guard">><<silently>> <<if $NPCList[_args[0]].name_known is 1>> <<set _text_output to $NPCList[_args[0]].name>> <<else>> <<if _args[1] is "cap" or _args[1] is "capo">> <<set _text_output to "the relaxed guard".toUpperFirst()>> <<else>> <<set _text_output to "the relaxed guard">> <</if>> <</if>> <<if _args[1] is "apo" or _args[1] is "capo">> <<set _text_output += "'s">> <</if>> <</silently>><span class="relaxed"><<print _text_output>></span><</widget>> <<widget "anxious_guard">><<silently>> <<if $NPCList[_args[0]].name_known is 1>> <<set _text_output to $NPCList[_args[0]].name>> <<else>> <<if _args[1] is "cap" or _args[1] is "capo">> <<set _text_output to "the anxious guard".toUpperFirst()>> <<else>> <<set _text_output to "the anxious guard">> <</if>> <</if>> <<if _args[1] is "apo" or _args[1] is "capo">> <<set _text_output += "'s">> <</if>> <</silently>><span class="anxious"><<print _text_output>></span><</widget>> <<widget "veteran_guard">><<silently>> <<if $NPCList[_args[0]].name_known is 1>> <<set _text_output to $NPCList[_args[0]].name>> <<else>> <<if _args[1] is "cap" or _args[1] is "capo">> <<set _text_output to "the veteran guard".toUpperFirst()>> <<else>> <<set _text_output to "the veteran guard">> <</if>> <</if>> <<if _args[1] is "apo" or _args[1] is "capo">> <<set _text_output += "'s">> <</if>> <</silently>><span class="veteran"><<print _text_output>></span><</widget>> <<widget "methodical_guard">><<silently>> <<if $NPCList[_args[0]].name_known is 1>> <<set _text_output to $NPCList[_args[0]].name>> <<else>> <<if _args[1] is "cap" or _args[1] is "capo">> <<set _text_output to "the methodical guard".toUpperFirst()>> <<else>> <<set _text_output to "the methodical guard">> <</if>> <</if>> <<if _args[1] is "apo" or _args[1] is "capo">> <<set _text_output += "'s">> <</if>> <</silently>><span class="methodical"><<print _text_output>></span><</widget>> <<widget "tattooed_inmate">><<silently>> <<if $NPCList[_args[0]].name_known is 1>> <<set _text_output to $NPCList[_args[0]].name>> <<else>> <<if _args[1] is "cap" or _args[1] is "capo">> <<set _text_output to "the tattooed inmate".toUpperFirst()>> <<else>> <<set _text_output to "the tattooed inmate">> <</if>> <</if>> <<if _args[1] is "apo" or _args[1] is "capo">> <<set _text_output += "'s">> <</if>> <</silently>><span class="tattooed"><<print _text_output>></span><</widget>> <<widget "scarred_inmate">><<silently>> <<if $NPCList[_args[0]].name_known is 1>> <<set _text_output to $NPCList[_args[0]].name>> <<else>> <<if _args[1] is "cap" or _args[1] is "capo">> <<set _text_output to "the scarred inmate".toUpperFirst()>> <<else>> <<set _text_output to "the scarred inmate">> <</if>> <</if>> <<if _args[1] is "apo" or _args[1] is "capo">> <<set _text_output += "'s">> <</if>> <</silently>><span class="scarred"><<print _text_output>></span><</widget>> <<widget "prison_sleep_options">> <<generateSleepLinks "Prison Sleep">> <<link [[Climb out of bed|Prison Cell]]>><<storeon "prison bed">><<set $wardrobe_location to "prison">><<wardrobeSelection>><<loadTempHairStyle>><</link>> <br><br> <</widget>> <<widget "prison_list">> 2. <span class="red">Penance</span> /*free use */ <br> 3. <span class="pink">Judgement</span>/*nude */ <br> 4. <span class="purple">See no evil</span> /*blindfold */ <br> 5. <span class="blue">Devotion</span> /*topless */ <br> 6. <span class="lblue">Discipline</span> /*leash */ <br> 7. <span class="teal">Atonement</span> /*underwear */ <br> 8. <span class="lblue">Bondage</span> /*cuffs */ <br> 9. <span class="blue">Chastisement</span> /*bottomless */ <br> 10. <span class="purple">Speak no evil</span> /*gag */ <br> 11. <span class="pink">Do no evil</span> /*bindings */ <br> 12. <span class="red">Damnation</span> /*rut */ <br><br> <</widget>> <<widget "prison_list_dark">> 2. <span class="black">Penance</span> /*free use */ <br> 3. <span class="black">Judgement</span>/*nude */ <br> 4. <span class="black">See no evil</span> /*blindfold */ <br> 5. <span class="black">Devotion</span> /*topless */ <br> 6. <span class="black">Discipline</span> /*leash */ <br> 7. <span class="black">Atonement</span> /*underwear */ <br> 8. <span class="black">Bondage</span> /*cuffs */ <br> 9. <span class="black">Chastisement</span> /*bottomless */ <br> 10. <span class="black">Speak no evil</span> /*gag */ <br> 11. <span class="black">Do no evil</span> /*bindings */ <br> 12. <span class="black">Damnation</span> /*rut */ <br><br> <</widget>> <<widget "prison_list_result">> <<switch $prison_punishment_number>> <<case 2>> <span class="red">Penance</span><<set $prison_punishment to "free use">> <<case 3>> <span class="pink">Judgement</span><<set $prison_punishment to "nude">> <<case 4>> <span class="purple">See no evil</span><<set $prison_punishment to "blindfold">> <<case 5>> <span class="blue">Devotion</span><<set $prison_punishment to "topless">> <<case 6>> <span class="lblue">Discipline</span><<set $prison_punishment to "leash">> <<case 7>> <span class="teal">Atonement</span><<set $prison_punishment to "underwear">> <<case 8>> <span class="lblue">Bondage</span><<set $prison_punishment to "cuffs">> <<case 9>> <span class="blue">Chastisement</span><<set $prison_punishment to "bottomless">> <<case 10>> <span class="purple">Speak no evil</span><<set $prison_punishment to "gag">> <<case 11>> <span class="pink">Do no evil</span><<set $prison_punishment to "bindings">> <<default>> <span class="red">Damnation</span><<set $prison_punishment to "rut">> <</switch>> <</widget>> <<widget "prison_list_speech">> <<if _args[0] is "end">> <<switch $prison_punishment>> <<case "free use">> <span class="red">"Penance."</span> <<case "nude">> <span class="pink">"Judgement."</span> <<case "blindfold">> <span class="purple">"See no evil."</span> <<case "topless">> <span class="blue">"Devotion."</span> <<case "leash">> <span class="lblue">"Discipline."</span> <<case "underwear">> <span class="teal">"Atonement."</span> <<case "cuffs">> <span class="lblue">"Bondage."</span> <<case "bottomless">> <span class="blue">"Chastisement."</span> <<case "gag">> <span class="purple">"Speak no evil."</span> <<case "bindings">> <span class="pink">"Do no evil."</span> <<default>> <span class="red">"Damnation."</span> <</switch>> <<else>> <<switch $prison_punishment>> <<case "free use">> <span class="red">"Penance,"</span> <<case "nude">> <span class="pink">"Judgement,"</span> <<case "blindfold">> <span class="purple">"See no evil,"</span> <<case "topless">> <span class="blue">"Devotion,"</span> <<case "leash">> <span class="lblue">"Discipline,"</span> <<case "underwear">> <span class="teal">"Atonement,"</span> <<case "cuffs">> <span class="lblue">"Bondage,"</span> <<case "bottomless">> <span class="blue">"Chastisement,"</span> <<case "gag">> <span class="purple">"Speak no evil,"</span> <<case "bindings">> <span class="pink">"Do no evil,"</span> <<default>> <span class="red">"Damnation,"</span> <</switch>> <</if>> <</widget>> <<widget "destination_prison">> <<switch $bus>> <<case "walkway">> <<link [[Next|Prison Walkway]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "cell_block">> <<link [[Next|Prison Block]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "medical">> <<link [[Next|Prison Medical]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "shower">> <<link [[Next|Prison Shower]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "canteen">> <<link [[Next|Prison Canteen]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "laundry">> <<link [[Next|Prison Laundry]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "spire">> <<link [[Next|Prison Spire]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "library">> <<link [[Next|Prison Library]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "chapel">> <<link [[Next|Prison Chapel]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "yard">> <<link [[Next|Prison Yard]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<default>> <<link [[Next|Prison Cell]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</switch>> <</widget>> <<widget "destination_prison_walkway">> <<if $prison.schedule is "lockdown" or $prison.schedule is "wake" or Time.hour is 6>> You are escorted back to your cell. <br><br> <<link [[Next|Prison Cell]]>><<endevent>><</link>> <br> <<else>> <<link [[Next|Prison Walkway]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "prison_punishment_end">> <<if $prison.schedule is "lockdown">> You return to the walkway. A few prisoners look up. <<relaxed_guard 1 cap>><<person2>> blows on a whistle, alerting others. <<else>> You return to the walkway. You hear movement in the cells, and a groan of metal as inmates lean against the bars, peering into the gloom. <<relaxed_guard 1 cap>><<person2>> blows on a whistle as <<he>> slams on the lights, waking the others. <</if>> <br><br> <</widget>> <<widget "prison_guard_watch">> <<switch _args[0]>> <<case "relaxed">> <<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> glances at you. <<case "anxious">> <<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>>'s eyes flick over you. <<case "veteran">> <<generate_veteran_guard 0>><<person1>><<veteran_guard 0 cap>> watches you. <<default>> <<generate_methodical_guard 0>><<person1>><<methodical_guard 0 cap>> scrutinises you. <</switch>> <<if $prison.active_punishments.includes("free use") and $worn.neck.name isnot "free use collar" and $worn.neck.name isnot "free use collar with leash">> "Where's your collar?" <<he>> asks. "Best come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("nude") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked" or $worn.under_upper.name isnot "naked" or $worn.under_lower.name isnot "naked")>> "Aren't you supposed to be naked?" <<he>> asks. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("blindfold") and !$worn.face.type.includes("blindfold")>> "Where's your blindfold?" <<he>> asks. "Best come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("topless") and ($worn.upper.name isnot "naked" or $worn.under_upper.name isnot "naked")>> "You're supposed to be topless," <<he>> says. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("bottomless") and ($worn.lower.name isnot "naked" or $worn.under_lower.name isnot "naked")>> "You're supposed to be bottomless," <<he>> says. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("leash") and $worn.neck.collared isnot 1>> "Where's your leash?" <<he>> asks. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("underwear") and ($worn.upper.name isnot "naked" or $worn.lower.name isnot "naked")>> "That doesn't look like underwear," <<he>> says. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>> "Where is your shackle?" <<he>> asks. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>> "Where's your gag?" <<he>> asks. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("bindings") and !pcAreArmsBound("both")>> "Your arms aren't supposed to be free," <<he>> says. "Come with me." <<set $phase to 1>> <<elseif $worn.feet.type.includes("shackle") and !$prison.active_punishments.includes("cuffs")>> "Where'd you get that?" <<he>> asks, looking at your shackle. <<He>> pulls a key from <<his>> pocket. <<set $phase to 2>> <<elseif $worn.neck.type.includes("leash") and !$prison.active_punishments.includes("leash")>> "You're not supposed to be leashed," <<he>> says, pulling a pair of pliers from <<his>> pocket. <<set $phase to 3>> <<elseif !$prison.active_punishments.includes("blindfold") and $worn.face.type.includes("blindfold")>> "Time to remove that blindfold," <<he>> says. You hear <<him>> walk closer. <<set $phase to 4>> <<elseif !$prison.active_punishments.includes("gag") and $worn.face.type.includes("gag")>> "Time to remove that gag," <<he>> says, walking closer. <<set $phase to 5>> <<else>> <<switch _args[0]>> <<case "relaxed">> <<He>> shrugs and shifts <<his>> focus back to <<his>> game. <<case "anxious">> <<He>> looks down and mutters something under <<his>> breath, nodding. <<case "veteran">> <<He>> sneers and turns <<his>> nose up at you, but otherwise leaves you be. <<default>> <<He>> looks away, seeming satisfied. <</switch>> <<set $phase to 0>> <</if>> <br><br> <<if $phase is 5>> <<link [[Let <<him>> remove the gag|Prison Remove Gag]]>><</link>> <br> <<elseif $phase is 4>> <<link [[Let <<him>> remove the blindfold|Prison Remove Blindfold]]>><</link>> <br> <<elseif $phase is 3>> <<link [[Let <<him>> remove the leash|Prison Remove Leash]]>><</link>> <br> <<elseif $phase is 2>> <<link [[Let <<him>> remove the $worn.feet.name|Prison Remove Cuffs]]>><</link>> <br> <<elseif $phase is 1>> <<prison_repunishment_options>> <<else>> <<destination_prison>> <</if>> <</widget>> <<widget "prison_guard_greet">> <<switch _args[0]>> <<case "relaxed">> <<set $daily.prison.prisonRelaxedGreet to true>> <<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> glances up as you approach. <<if $prison.relaxed gte 45>> <<He>> grins. "My favourite <<girl>>. Feeling lucky today?" <br><br> <<He>> looks between you and the dice in <<his>> hand expectantly, still smiling. <<elseif $prison.relaxed gte 30>> <<He>> grins. "I was starting to get bored." <<He>> chuckles and leans back, rolling <<his>> dice in <<his>> palm. <<else>> "You're looking miserable as ever," <<he>> chuckles, tossing <<his>> dice in the air. <<if random(1, 20) is 1>> <<He>> fails to catch them. You watch one plink off <<his>> head and onto the floor. <br> "I deserved that," <<he>> admits, rubbing <<his>> forehead.<<trauma -2>><<ltrauma>> <</if>> <</if>> <<case "anxious">> <<set $daily.prison.anxiousGreet to true>> <<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> startles at the sound of your footsteps. <<if $prison.anxious gte 45>> <<He>> calms down when <<he>> sees you. A smile flashes on <<his>> face briefly, before <<he>> straightens it into a stern look. <br><br> "Don't do anything stupid," <<he>> says. <<switch random(0, 2)>> <<case 2>> "Dunno what I'd do if specs had you pulled." <<case 1>> "Or else the warden will have both our asses." <<default>> "It's dangerous up here. No screwing around." <</switch>> <<elseif $prison.anxious gte 30>> <<He>> sighs when <<he>> sees you. "Oh, good. <<if random(0, 1) is 1>> This job's a <<bitch>> alone." <<else>> The birds are all ornery today. At least I won't have to deal with 'em."<<stress 1>><<gstress>> <</if>> <<else>> <<He>> looks surprised when <<he>> sees you. <<switch random(0, 1)>> <<case 1>> "Huh, they don't usually last so long."<<stress 1>><<gstress>> <<default>> "I thought you would've transferred by now." <<He>> furrows <<his>> brow and mumbles, "I would have, anyway." <</switch>> <</if>> <<case "veteran">> <<set $daily.prison.veteranGreet to true>> <<generate_veteran_guard 0>><<person1>> <<if $prison.veteran gte 45>> Someone claps you on the shoulder. It's <<veteran_guard 0>>. <<He>> passes without looking at you. <<elseif $prison.veteran gte 30>> Something smacks your <<bottom>>. You look over your shoulder to see <<veteran_guard 0>> turned away, a barely concealed smile on <<his>> lips. <<else>> <<veteran_guard 0 cap>> regards you with a smirk. "Still kicking? <<switch random(0, 2)>> <<case 2>> You lost me a bet, <<girl>>." <<case 1>> Tougher than you look." <<default>> We'll see if it sticks."<<stress 1>><<gstress>> <</switch>> <</if>> <<default>> <<generate_methodical_guard 0>><<person1>><<methodical_guard 0 cap>> gives you a passing glance. <</switch>> <br><br> <<destination_prison>> <</widget>> <<widget "prison_repunishment_options">> <<link [[Go quietly|Prison Repunishment]]>><<set $prison.hours_worked to 0>><</link>> <br> <<if $prison.shock is 1>> <<link [[Fight|Prison Punishment Shock]]>><<set $prison.hours_worked to 0>><</link>> <br> <<else>> <<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><<set $prison.hours_worked to 0>><</link>> <br> <</if>> <</widget>> <<widget "prison_punishment_init">> <<set $prison_punished_days to 2>> <<set $prison.active_punishments.push($prison_punishment)>> <<unset $prison_punishment>> <<unset $prison_punishment_number>> <<if $prison.active_punishments.includes("nude")>> <<if !$prison.active_punishments.includes("topless")>> <<set $prison.active_punishments.push("topless")>> <</if>> <<if !$prison.active_punishments.includes("bottomless")>> <<set $prison.active_punishments.push("bottomless")>> <</if>> <<if !$prison.active_punishments.includes("underwear")>> <<set $prison.active_punishments.push("underwear")>> <</if>> <<elseif $prison.active_punishments.includes("topless") and $prison.active_punishments.includes("bottomless")>> <<if !$prison.active_punishments.includes("nude")>> <<set $prison.active_punishments.push("nude")>> <</if>> <<if !$prison.active_punishments.includes("underwear")>> <<set $prison.active_punishments.push("underwear")>> <</if>> <</if>> <</widget>> <<widget "events_prison_triggered">> <<if $prison_event_trigger is "one">> <<if pcAreArmsBound("both")>> <span class="blue">It's hard to defend yourself with your arms bound.</span> <br> <<else>> <<link [[Shove|Prison Shove]]>><</link>><<physiquedifficulty 1 16000>> <br> <</if>> <<link [[Stay still|Prison Still]]>><</link>><<difficulty 50>> <br> <<elseif $prison_event_trigger is "two">> <<if $worn.feet.type.includes("shackle")>> <span class="blue">It's hard to defend yourself with your ankle cuffed.</span> <br> <<else>> <<link [[Kick|Prison Kick]]>><</link>><<athleticsdifficulty 1 1000>> <br> <</if>> <<link [[Endure|Prison Endure]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<difficulty 70>><<gtrauma>><<gstress>><<garousal>> <br> <<elseif $prison_event_trigger is "three">> <<set $skulduggerydifficulty to random(500, 1000)>> <<link [[Hide|Prison Hide]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Confront|Prison Confront]]>><<pain -8>><</link>><<llpain>> <br> <<elseif $prison_event_trigger is "hunt">> <<link [[Go quietly|Prison Punishment]]>><</link>> <br> <<if $prison.shock is 1>> <<link [[Fight|Prison Punishment Shock]]>><</link>> <br> <<else>> <<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>> <<else>> <<link [[Next|Prison Rape]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<unset $prison_event_trigger>> <</widget>> <<widget "events_prison">> <<if $prison.schedule is "hunt">> <<set $prison.schedule to "free time">> <<generate_anxious_guard 0>> <<person1>> "I've found <<phim>>," shouts <<anxious_guard 0>> from behind. You turn, and see the guard marching towards you. <br><br> <<set $prison.hours_worked to 0>> <<set $prison_event_trigger to "hunt">> <<set $prison.morning to 1>> <<elseif $prison.schedule is "revolt">> <<prison_attention 1>> Anarchy reigns throughout the prison. <br><br> <<elseif ($worn.neck.name is "free use collar" or $worn.neck.name is "free use collar with leash") and random(1, 2) is 2>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> <<generate1>><<person1>> A <<person>> wearing a torn inmate's uniform grasps your collar, and leans forward to read it. <br><br> <<set $prison_event_trigger to "one">> <<case 2>> <<generate1>><<generate2>><<person1>> <<if pcAreArmsBound("both")>> A <<person2>><<person>> steps in front of you, while a <<person1>><<person>> grasps your hair from behind. <<else>> A <<person2>><<person>> steps in front of you, while a <<person1>><<person>> grasps your arms from behind. <</if>> "It's our turn, slut." <br><br> <<set $prison_event_trigger to "two">> <<case 3>> <<generate1>><<generate2>><<generate3>><<person1>> You hear approaching voices. <<if random(1, 2) is 2>> "Let's find that free use slut," says one. <<else>> "Let's find that whore the guards marked for us," says one. <</if>> <br> <<if random(1, 2) is 2>> "Good plan," says another. <<else>> "Almost makes being locked up worth it," says another. <</if>> <br> <<if random(1, 2) is 2>> <<if $NPCList[2].penis isnot "none">> "I'm itching to empty my cum in something," says a third. <<else>> "Can't wait. My pussy's aching," says a third. <</if>> <<else>> "I'd make that one my <<bitch>>, but it's too much hassle," says a third. <</if>> <br><br> <<set $prison_event_trigger to "three">> <<case 4>> Eyes are drawn to the "free use" sign hanging around your neck. No one acts, but you know they want to.<<ggattention prison>><<prison_attention 2>> <br><br> <<default>> A rowdy group of inmates approach. <<if pcAreArmsBound("both")>> You want to cover the "free use" sign with your hand, but they're bound too tight. Their hungry eyes take in your collar, then swarm over your body.<<gggattention prison>><<prison_attention 3>><<gstress>><<stress 6>> <<else>> You cover the "free use" sign with your hand. <</if>> <br><br> <</switch>> <<elseif $worn.face.type.includes("blindfold")>> <<set _rng to random(1, 5)>> You can't see where you're going. <<switch _rng>> <<case 1>> You walk right into something, and fall back on your <<bottom>>. Laughter surrounds you.<<gattention prison>><<prison_attention 1>><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<case 2>> <<generate1>><<person1>> <<if currentSkillValue('skulduggery') gte random(1, 1000)>> <<if pcAreArmsBound("both")>> <<if $worn.feet.type.includes("shackle")>> <span class="green">You hear light footsteps behind.</span> You can't defend yourself with your arms bound. You try to hasten away, <span class="red">but your shackle slows you.</span> You're helpless to resist as <<he>> grasps your <<breasts>>. <<set $prison_event_trigger to "rape">> <<else>> <span class="green">You hear light footsteps behind.</span> Someone's trying to sneak up on you. You hasten away before <<he>> accomplishes any devilry. <<endevent>> <</if>> <<else>> <span class="green">You hear light footsteps behind.</span> Someone's trying to sneak up on you. You turn and smack <<him>> before <<he>> accomplishes any devilry. <<endevent>> <</if>> <<else>> <span class="red">Someone sneaks up on you,</span> and grasps your <<breasts>>. You twist and bat <<him>> away.<<ggattention prison>><<prison_attention 2>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600 "breasts">> <<endevent>> <</if>> <br><br> <<case 3>> You trip, and land with your <<bottom>> stuck in the air.<<gpain>><<gattention prison>><<pain 4>><<prison_attention 4>> <br><br> <<case 4>> You walk deliberately, careful not to trip. <br><br> <<default>> You stumble, but manage to stay on your feet. <br><br> <</switch>> <<elseif $exposed gte 2 and random(1, 2) is 2>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> A mass of rowdy inmates are coming your way, <span class="pink">and there's nowhere to hide.</span> <<covered>><<gggattention prison>><<prison_attention 3>><<gstress>><<stress 6>> <br><br> <<case 2>> <<generate1>><<generate2>> You hide around a corner for a <<fullGroup>> to pass. <<endevent>> <br><br> <<case 3>> Eyes are drawn to your nudity. <<covered>><<ggattention prison>><<prison_attention 2>><<gstress>><<stress 6>> <br><br> <<case 4>> <<generate1>><<generate2>> You hide around a corner for a <<fullGroup>> to pass, <span class="purple">but they turn your way instead.</span> <<covered>> You endure their leers.<<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>> <<endevent>> <br><br> <<default>> A mass of rowdy inmates are coming your way. You turn and escape in the other direction.<<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>> <br><br> <</switch>> <<elseif $exposed is 1 and random(1, 4) is 4>> <<set _rng to random(1, 5)>> <<switch _rng>> <<case 1>> You're self-conscious about your state of dress, being the only one attired so.<<gstress>><<stress 6>> <br><br> <<case 2>> Inmates keep leering at your bare skin. <<covered>><<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>> <br><br> <<case 3>> <<generate1>><<person1>> <<if $worn.lower.name isnot "naked">> A <<person>> seizes the hem of your $worn.lower.name, and tugs, pulling it taut against your crotch. <<elseif $worn.under_lower.name isnot "naked">> A <<person>> seizes the hem of your $worn.under_lower.name, and tugs, pulling it taut against your crotch. <<else>> A <<person>> gropes your <<bottom>> as <<he>> passes. <</if>> <<if currentSkillValue('physique') gte random(1, $physiquemax)>> You swat <<him>> away from you, <span class="green">and your hand connects with <<his>> face.</span> <<He>> staggers away. <<else>> You swat <<him>> away from you, <span class="red">but <<he>> dodges your blow.</span> At least you got <<his>> mitts off.<<gattention prison>><<prison_attention>><<gstress>><<stress 6>> <</if>> <<endevent>> <br><br> <<case 4>> <<generate1>><<person1>>A <<person>> looks you over and calls you a whore as <<he>> passes.<<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>> <<endevent>> <br><br> <<default>> <<generate1>><<person1>> A <<person>> points at you from some distance away, and the inmates around <<him>> laugh. <<covered>> <<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>> <<endevent>> <br> <</switch>> <<else>> <<set _rng to random(1, 10)>> <<switch _rng>> <<case 1>> <<generate1>><<generate2>><<person1>> <<if $beauty gte random(1, $beautymax)>> A <<fullGroup>> openly leer as they walk by.<<gattention prison>><<prison_attention 1>> <<else>> A <<fullGroup>> walk by, but pay you no mind. <</if>> <<endevent>> <br><br> <<case 2>> <<generate1>><<person1>> <<if $worn.neck.type.includes("leash")>> A <<person>> grasps your leash and tugs, pulling you forward before you tug the length away from <<him>>.<<ggattention prison>><<prison_attention 2>> <<else>> A <<person>> grins. "The collar suits you," <<he>> says as <<he>> passes. "Bet you wore one on the outside."<<gattention prison>><<prison_attention 1>> <</if>> <<endevent>> <br><br> <<case 3>> <<if $worn.feet.type.includes("shackle")>> You trip over broken stonework. You can't control your feet very well in the $worn.feet.name, and fall to the ground with your <<bottom>> in the air.<<gpain>><<gattention prison>><<pain 4>><<prison_attention 6>> <<else>> You trip over broken stonework, but manage to right yourself. <</if>> <br><br> <<case 4>> <<if $worn.face.type.includes("gag")>> <<generate1>><<person1>>A <<person>> leers at your <<bottom>>. "You wouldn't mind if I had a feel, would you?" <<he>> asks. <span class="purple">You can't respond with the $worn.face.name in your mouth.</span> "Didn't think so." <br><br> <<He>> reaches around your waist, and gropes your rear. <<if pcAreArmsBound("both")>> With your arms bound, all you can do is try to twist away, but <<he>> holds you firm.<<ggattention prison>><<prison_attention 2>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>><<garousal>><<arousal 600 "bottom">> <br><br> <<He>> gives you a parting smack, and walks away. <<else>> <<gattention prison>><<prison_attention 1>><<gstress>><<stress 6>><<garousal>><<arousal 600 "bottom">> <br><br> <</if>> <<else>> <<generate1>><<person1>> A <<person>> leers at your <<bottom>> as <<he>> walks by.<<gstress>><<stress 6>> <</if>> <br><br> <<endevent>> <<case 5>> You feel a tremor underfoot. <br><br> <<case 6>> <<generate1>><<person1>>A <<person>> stares at you from a distance. <<He>> doesn't look away when you make eye contact.<<gattention prison>><<prison_attention 1>> <<endevent>> <br><br> <<case 7>> Inmates cluster in groups of three or four, lost in furtive discussions. <<if $skulduggery lt 400>> You catch snippets of intrigue.<<gskulduggery>><<skulduggery 1>> <<else>> You catch snippets of intrigue. Amateur stuff. <</if>> <br><br> <<case 8>> <<if $hallucinations gte 2>> The shadows have a life of their own.<<gstress>><<stress 6>> <<else>> The weak electric lights flicker. <</if>> <br><br> <<case 9>> You hear a screech far above. <br><br> <<default>> <<if $beauty gte random(1, $beautymax)>> Your looks draw attention.<<gattention prison>><<prison_attention 1>> <<else>> No one pays you any attention. <</if>> <br><br> <</switch>> <</if>> <</widget>> <<widget "events_prison_attention">> <<set $prison.attention to 0>> <<set $daily.prison.attentionDay to true>> <<if $prison.schedule is "revolt">> The riotous noise quells. An inmate staggers by, and collapses. You find it hard to remain on your feet yourself. <span class="red">Something is wrong.</span> <br><br> <<link [[Next|Prison Warden]]>><</link>> <br> <<elseif $prison.attention_level is 0>> <<generate_scarred_inmate 0>> <<generate_tattooed_inmate 1>> <<generate3>><<generate4>><<generate5>><<generate6>><<person3>> "I see <<phim>>, boss," says a <<personsimple>>'s voice. You turn. <<tattooed_inmate 0 cap>> walks towards you, flanked by a <<person3>><<person>> and <<person4>><<person>>. <br><br> <<person2>><<He>> stops several feet away, and examines you from head to toe. "I need a new <<bitch>>," <<he>> says. There's not an inch of space free of the ink covering <<his>> visible body. "The old's all used up." <br><br> "You heard the boss," the <<person3>><<person>> says. <<He>> also wears tattoos, though far less than <<his>> boss. <<if $awareness gte 300>><span class="blue"><<He>> speaks in an odd monotone, as if <<his>> mind were elsewhere.</span><</if>> "Come 'ere." <br><br> <<link [[Go quietly|Prison Attention Quiet]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><</link>> <br> <<link [[Refuse|Prison Attention Refuse]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><</link>> <br> <<elseif $prison.protection is "scarred">> <<generate_veteran_guard 0>><<generate_scarred_inmate 1>><<person1>><<generate3>><<generate4>> <<set $prison.protection to 0>> <<if pcAreArmsBound("both")>> A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Lean against the wall!" <<else>> A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Hands against the wall!" <</if>> <<He>> marches closer, baton at the ready. <span class="green">Then <<he>> pauses,</span> and looks over your shoulder. <br><br> <<scarred_inmate 1 cap>> arrives at your side. <<person3>>A <<person>> and <<person4>><<person>> flank <<person2>><<him>>. "Just the <<bitch>> I wanted to see," <<he>> says, giving your <<bottom>> a slap. <<He>> looks at <<veteran_guard 0>>. "What you want with <<phim>> anyway? Should I let the other guards know?" <br><br> <<veteran_guard 0 cap>> sneers, and walks away. <br><br> "See you later, slut," <<scarred_inmate 1>> says. <span class="red">You've lost the scarred inmate's protection.</span> <br><br> <<destination_prison>> <<elseif $prison.attention_level gte 1>> <<generate_veteran_guard 0>><<person1>> <<set $prison.protection to 0>> <<if pcAreArmsBound("both")>> A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Lean against the wall!" <<else>> A harsh voice rings out. "Prisoner," <<veteran_guard 0>> says. "Hands against the wall!" <</if>> <<He>> marches closer, baton at the ready. <span class="pink"><<He>> has something devious in mind.</span> <br><br> <<link [[Do as instructed|Prison Attention]]>><</link>> <br> <<link [[Fight|Prison Attention Fight Refuse]]>><</link>> <br> <<if $prison.kylar is "active">> <<if $worn.face.type.includes("gag")>> <span class="blue">Kylar would rescue you, but you can't call them with your mouth gagged.</span> <br> <<else>> <<link [[Call Kylar|Prison Attention Kylar]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><<set $prison.kylar to "solitary">><<set $prison_kylar_timer to 3>><</link>> <br> <</if>> <<elseif $prison.kylar is "solitary">> <span class="blue">Kylar can't help you from solitary.</span> <br> <</if>> <</if>> <</widget>> <<widget "prison_laundry_options">> <<if Time.hour is 12>> <<endevent>> <<generate_relaxed_guard 0>><<person1>>"Shift over," <<relaxed_guard 0>> shouts. "Lunch time." <br><br> You shuffle from the room with the other inmates. <br><br> <<link [[Next|Prison Block]]>><<endevent>><</link>> <br> <<elseif Time.hour is 18>> <<endevent>> <<generate_relaxed_guard 0>><<person1>>"Shift over," <<relaxed_guard 0>> shouts. "Dinner time." <br><br> You shuffle from the room with the other inmates. <br><br> <<link [[Next|Prison Block]]>><<endevent>><</link>> <br> <<else>> <<prisonicon "laundry_work">><<link [[Work hard (1:00)|Prison Laundry Work Hard]]>><<endevent>><<prison_work 1>><<pass 1>><<advancetohour>><</link>><<note "Will give opportunities to reduce suspicion" "green">> <br> <<if !$worn.face.type.includes("gag")>> <<socialiseicon>><<link [[Socialise with inmates (1:00)|Prison Laundry Work Socialise]]>><<endevent>><<prison_work 1>><<pass 1>><<advancetohour>><</link>><<note "Will give opportunities to raise respect" "green">> <br> <<if !$daily.prison.prisonRelaxedSpoke>> <<socialiseicon>><<link [[Speak with the guard|Prison Laundry Work Chat]]>><<endevent>><</link>><<note "Will give opportunities to raise love" "green">> <br> <</if>> <<else>> <span class="blue">You can't speak to the guard or inmates with this gag in the way.</span> <br> <</if>> <<refuseicon>><<link [[Stop|Prison Laundry]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "prison_medical_options">> <<if Time.hour is 12>> <<endevent>> <<generate_methodical_guard 0>><<person1>>"Lunch time," <<methodical_guard 0>> says. <<He>> pulls a prayer book from <<his>> pocket, and walks towards the door. <br><br> <<link [[Next|Prison Medical]]>><<endevent>><</link>> <br> <<elseif Time.hour is 18>> <<endevent>> <<generate_methodical_guard 0>><<person1>>"Dinner time," <<methodical_guard 0>> says. <<He>> pulls a prayer book from <<his>> pocket, and walks towards the door. <br><br> <<link [[Next|Prison Medical]]>><<endevent>><</link>> <br> <<else>> <<prisonicon "medical_work">><<link [[Assist (1:00)|Prison Medical Work Hard]]>><<endevent>><<prison_work 1>><<pass 1>><<advancetohour>><</link>> <br> <<if !$worn.face.type.includes("gag")>> <<if !$daily.prison.methodicalSpoke>> <<socialiseicon>><<link [[Speak with the guard|Prison Medical Work Chat]]>><<endevent>><</link>> <br> <</if>> <<else>> <span class="blue">You can't speak to the guard with this gag in the way.</span> <br> <</if>> <<refuseicon>><<link [[Stop|Prison Medical]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "prison_spire_options">> <<if Time.hour is 12>> <<endevent>> <<generate_anxious_guard 0>><<person1>>"Lunch," <<anxious_guard 0>> says. <<He>> takes a deep breath, and runs for the staircase down. <br><br> <<link [[Next|Prison Spire]]>><<endevent>><</link>> <br> <<elseif Time.hour gte 18>> <<endevent>> <<generate_anxious_guard 0>><<person1>>"Dinner," <<anxious_guard 0>> says. <<He>> takes a deep breath, and runs for the staircase down. <br><br> <<link [[Next|Prison Spire]]>><<endevent>><</link>> <br> <<elseif $prison.anxious gte 60 and $per_npc.anxious_guard.name_known isnot 1>> <<endevent>> <<beastNEWinit 2 "hawk">><<person1>> You hear a cry. A scrap between two <<beastsplural>> has turned sour. One holds the other down, and looks to be trying to throttle <<bhim>> with <<person2>><<bhis>> talons. <<endevent>> <br><br> <<generate_anxious_guard 0>><<person1>> "No no no," <<anxious_guard 0>> says. <<He>> takes a deep breath, and leaves the safety of the cabin. "Br-break it up you two," <<he>> says. "I said break it up." <br><br> The endangered creature struggles free, but the other turns its eyes on <<anxious_guard 0>>. <<He>> turns at once, but isn't fast enough. Wings flap, and the creature lifts <<him>> from the ground. <br><br> <<link [[Next|Prison Spire Precipice]]>><<handheldon>><</link>> <br> <<else>> <<ind>><<link [[Work (1:00)|Prison Spire Work Hard]]>><<endevent>><<prison_work 1>><<pass 1>><<advancetohour>><</link>> <br> <<if !$worn.face.type.includes("gag")>> <<if !$daily.prison.anxiousSpoke>> <<socialiseicon>><<link [[Speak with the guard|Prison Spire Work Chat]]>><<endevent>><</link>> <br> <</if>> <<else>> <span class="blue">You can't speak to the guard with this gag in the way.</span> <br> <</if>> <<refuseicon>><<link [[Stop|Prison Spire]]>><<endevent>><</link>> <br> <</if>> <</widget>> <<widget "prison_teeth">> <<if _args[0]>> <<set $prison.teeth += _args[0]>> <</if>> <</widget>> <<widget "prison_teeth_text">> <<if _args[0] and !$settings.blindStatsEnabled>> | <span class="gold">You've gained <<number _args[0]>> shark's teeth.</span> <</if>> <</widget>> <<widget "prison_birds">> <<if _args[0]>> <<set $prison.birds += _args[0]>> <</if>> <</widget>> <<widget "prison_birds_text">> <<if !$settings.blindStatsEnabled>> | <span class="green">+ Watchers</span> <</if>> <</widget>> <<widget "prison_unbind">> <<if !$prison.active_punishments.includes("bindings")>> <<set $rightboundcarry to 0>> <<set $leftboundcarry to 0>> <<set $leftarm to 0>> <<set $rightarm to 0>> <</if>> <<if !$prison.active_punishments.includes("cuffs")>> <<remove_shackle>> <</if>> <</widget>> <<widget "prison_detach_leash">> <<if !$prison.active_punishments.includes("leash")>> <<detach_leash>> <</if>> <</widget>> <<widget "prison_bondage_removal">> <<if $worn.face.type.includes("gag") or $worn.face.type.includes("blindfold")>><<set _punishments_removed to true>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<if $worn.feet.type.includes("shackle")>><<set _punishments_removed to true>> <<set $worn.feet.type.push("broken")>> <<feetruined>> <</if>> <<if $worn.neck.cursed is 1>><<set _punishments_removed to true>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <</if>> <<if pcAreArmsBound("any")>> <<set _punishments_removed to true>> <</if>> <<unbind>> <</widget>> <<widget "gagged_speech">><<silently>> <<set _text_output to '"'>> <<if _args[0]>> <<if $worn.face.type.includes("gag")>> <<if $speech_attitude is "meek">> <<set _text_output += "Mmmmmmhr">> <<elseif $speech_attitude is "bratty">> <<set _text_output += "Mmhhrrr">> <<else>> <<set _text_output += "Mmmmhhrr">> <</if>> <<set _text_output += _args[0].slice(-1)>> <<else>> <<set _text_output += _args[0]>> <</if>> <</if>> <<set _text_output += '"'>> <</silently>><<print _text_output>><</widget>> <<widget "passout_prison">> <<if isPregnancyEnding()>> <<if $bus is "canteen">> <<pregnancyPassout "prisonCanteen">> <<elseif $bus is "yard">> <<pregnancyPassout "prisonYard">> <<else>> <<pregnancyPassout "prison">> <</if>> <<else>> <<link [[Everything fades to black...|Passout Prison]]>><</link>> <</if>> <</widget>> <<widget "passout_rut">> <<if $rut_entry is "rope">> <<set $bus to "cell_block">> <<passout_prison>> <<else>> <<link [[Everything fades to black...|Passout Rut]]>><</link>> <</if>> <</widget>> <<widget "prison_revolt_options">> You have the inmates' attention. A thought flashes through your mind. A desire for insurrection. <br><br> <<if $prison.shock is 1>> <<if $prison.hope lt 80>> <<if $prison.reb lt 80>> <span class="red">The inmates don't feel it at all. They're so hopeless and downtrodden the shock collars aren't needed.</span> <br> <<else>> The inmates feel it as well, <span class="red">but don't believe they can actually change things. They're probably right, due to the shock collars.</span> <br> <</if>> <<else>> <<if $prison.reb lt 80>> The inmates are optimistic, <span class="red">but don't feel their chains tightly enough to revolt. It doesn't matter anyway due to the shock collars.</span> <br> <<else>> The inmates are feverish with the same desire, <span class="red">but the shock collars render this pointless.</span> <br> <</if>> <</if>> <<else>> <<if $prison.hope lt 80>> <<if $prison.reb lt 80>> The shock collars are non-functioning, <span class="red">but the inmates are too hopeless and downtrodden to revolt.</span> <br> <<else>> The shock collars are non-functioning, and the inmates rebellious, <span class="red">but they're too pessimistic for any major revolt.</span> <br> <</if>> <<else>> <<if $prison.reb lt 80>> The shock collars are non-functioning, and the inmates optimistic, <span class="red">but they don't feel their chains tightly enough to revolt.</span> <br> <<else>> <span class="green">The stage is set.</span> However, be sure you know what you're doing. A revolt without a plan will never end well. <br> <<link [[Incite revolt|Prison Revolt]]>><</link>> <br> <</if>> <</if>> <</if>> <<link [[Not right now|Prison Revolt Refuse]]>><<pain -4>><<trauma -6>><<stress -6>><</link>><<lpain>><<ltrauma>><<lstress>> <br> <</widget>> <<widget "rut_end">> <<unset $rut>> <<unset $rut_entry>> <</widget>> <<widget "remove_punishments">> <<if $worn.neck.name is "collar with leash" or $worn.neck.name is "free use collar with leash">> <<set _punishments_removed to true>> <</if>> <<detach_leash>> <<if $worn.feet.type.includes("shackle")>><<set _punishments_removed to true>> <<set $worn.feet.type.push("broken")>> <<feetruined>> <</if>> <<if $worn.face.type.includes("blindfold") or $worn.face.type.includes("gag")>><<set _punishments_removed to true>> <<set $worn.face.type.push("broken")>> <<faceruined>> <</if>> <<if $worn.neck.name is "free use collar">><<set _punishments_removed to true>> <<set $worn.neck.type.push("broken")>> <<neckruined>> <<neckwear 1>> <</if>> <<if pcAreArmsBound("any")>> <<set _punishments_removed to true>> <</if>> <<unbind>> <</widget>> <<widget "prison_map">> <<if $options.images is 1>> <br> <div id="prison_map"> <<if Weather.isSnow>> <img src="img/misc/prison_map_winter.gif"> <<else>> <img src="img/misc/prison_map.gif"> <</if>> <<if $rut isnot undefined>> <img id="prison_map_rut" src="img/misc/prison_rut.gif"> <<if random(1, 1000) is 1000>> <div id="prison_map_hide"> <img id="prison_map_rut_overlay" src="img/misc/prison_rut_eye.png"> <<timed 1s>> <<replace #prison_map_hide>> <</replace>> <</timed>> </div> <</if>> <</if>> <<if _args[0] and _args[0] isnot "rut">> <img id="prison_map_overlay" @src="'img/misc/prison_map_' + _args[0] + '.png'"> <<elseif _args[0] is "rut">> <img id="prison_map_rut_overlay" src="img/misc/prison_rut_overlay.png"> <</if>> </div> <</if>> <</widget>> <<widget "prisoncrimeUp">> <<if $prison.time gte 0>> <<crimeUp `$prison.time * 250` "resisting" "escape">> <</if>> <<if _args[0] is "kylar">> <<crimeUp 1000 "obstruction" "kylarPrison">> <</if>> <</widget>><<effects>> You run around the edge of the yard.<<if Weather.precipitation isnot "none">> The <<print Weather.precipitation>> lands on your skin.<</if>> <<if $rng gte 81>> The sky twirls above. <<elseif $rng gte 61>> <<if $prison.schedule is "yard">> The other inmates pay you little mind. <<else>> You think you see a face watching you from a high window, but you must be imagining things. <</if>> <<elseif $rng gte 41>> A blast of warm air erupts from a vent, almost blowing you over. <<elseif $rng gte 21>> <<if $prison.schedule is "yard">> You think you feel the ground tremble, but no one else reacts. <<else>> You feel the ground tremble. <</if>> <<else>> You see a winged silhouette far above, and feel watched. <</if>> <<physique 2>><<athletics 4>><<pass 30>> <br><br> <<link [[Next|Prison Yard]]>><</link>> <br><<effects>><<wearProp "weight">> You warm up yourself up, load the barbell, and lift. Your muscles soon ache. <<physique 6>> <<pass 30>> <br><br> <<if random(1, 4) is 4 and $prison.schedule is "yard">> <<generate1>><<person1>> A <<person>> walks up to the bar, and holds <<his>> hands under it. "Go on," <<he>> says. "Give it all you got." <br><br> <<link [[Give it all you got|Prison Yard Give]]>><<tiredness 6>><</link>><<gtiredness>><<ggphysique>> <br> <<link [[Tell <<him>> to go away|Prison Yard Tell]]>><</link>> <br> <<elseif $physique gte 15000 and $prison.schedule is "yard">> No one's lifting heavier than you. <br><br> <<link [[Show off|Prison Yard Show]]>><</link>><<physiquedifficulty 10000 20000>> <br> <<link [[Stop|Prison Yard]]>><<handheldon>><</link>> <br> <<else>> <<link [[Next|Prison Yard]]>><<handheldon>><</link>> <br> <</if>><<effects>> You push yourself harder than you normally would while the <<person>> shouts encouragement, until your arms hang limp. <<if $rng gte $prison.inmates>> <<He>> lowers the barbell, <span class="pink">trapping you.</span> <br><br> "Now how's about you help me?" <<he>> asks, pressing <<his>> groin against your face. <br><br> <<link [[Next|Prison Exercise Rape]]>><<handheldon>><<set $molestationstart to 1>><</link>> <br> <<else>> <<He>> lifts the barbell off, and helps you to your feet. <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<maninit>> <<npcoral>> <<set $position to "missionary">> <<enable_rescue>> <</if>> <<effects>> <<effectsman>> <<alarmstate>> <<man>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Exercise Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Exercise Rape]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> leaves barbell atop you, and walks away. <br><br> <<tearful>> you catch your breath. Strength recovered, you push up the barbell, freeing yourself. <br><br> <<clotheson>> <<endcombat>> <<destination_prison>> <br> <<elseif $enemyhealth lte 0>> The <<person>> backs out of reach, and watches you warily. "You're harder than you look."<<grespect>><<prison_inmates 1>> <br><br> <<tearful>> you catch your breath. Strength recovered, you pushed up the barbell, freeing yourself. <br><br> <<clotheson>> <<endcombat>> <<destination_prison>> <<else>> <<set $rescued += 1>> The <<person>> flees at the sound of a heavy pair of footsteps. <br><br> <<clotheson>> <<endcombat>> <<generate_veteran_guard 0>><<person1>> You're still stuck beneath the barbell when <<veteran_guard 0>> arrives. "You're disturbing the peace and tranquillity of this institution," <<veteran_guard 0>> says, looking down at you. <<He>> lifts the barbell, freeing you, then rests a hand on your shoulder. "You're coming with me." <br><br> <<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>> <br> <<link [[Fight|Prison Punishment Fight]]>><<set $fightstart to 1>><</link>> <br> <</if>><<effects>> "Suit yourself," the <<person>> says, walking away. <br><br> <<link [[Next|Prison Yard]]>><<endevent>><</link>> <br><<effects>> You add more weights to the barbell, and lift. <<if $physiqueSuccess>> It's a strain, <span class="green">but you manage to hold it for a few moments.</span> No one reacts, but you know they saw.<<prison_inmates 1>><<grespect>> <br><br> <<else>> <span class="red">You feel a pain in your back,</span> and release the weights. You hope no one saw.<<ggpain>><<pain 8>> <br><br> <</if>> <<link [[Next|Prison Yard]]>><<handheldon>><</link>> <br><<effects>> You line up in front of the massive pile of clothes. <<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> remains seated, playing with <<his>> dice and seeming oblivious to the inmates. <br><br> <<endevent>> <<prison_laundry_options>><<effects>> <<if pcAreArmsBound("both")>> You can't sort laundry with your arms bound, so the inmates use you as a "mule", ferrying baskets across the room on your hands and knees. <br><br> <<else>> You focus on sorting and folding laundry, loading and unloading the machines. <br><br> <</if>> <<rng 3>> <<switch $rng>> <<case 1>> <<generate_relaxed_guard 0>><<person1>><<relaxed_guard 0 cap>> rises from <<his>> stool. <<He>> throws and catches <<his>> dice as <<he>> paces up and down the length of the room. <br><br> <<He>> stops to observe you for a moment, and seems satisfied.<<lsuspicion>><<prison_guards 1>> <br><br> <<prison_laundry_options>> <<case 2>> <<generate_relaxed_guard 0>><<generate2>><<person2>>The <<person>> beside you shakes a pair of trousers. Several shark's teeth fall out. <<He>> slips them into <<his>> pocket. <br><br> <<link [[Inform the guard|Prison Laundry Work Inform]]>><<prison_guards 1>><<prison_inmates -1>><</link>><<lrespect>><<lsuspicion>> <br> <<link [[Demand half|Prison Laundry Work Demand]]>><</link>><<difficulty 50>> <br> <<set $skulduggerydifficulty to 600>> <<if pcAreArmsBound("both")>> <span class="blue">You could take it for yourself, if your arms weren't bound.</span> <br> <<else>> <<link [[Steal|Prison Laundry Work Steal]]>><</link>><<skulduggerydifficulty>> <br> <</if>> <<link [[Ignore|Prison Laundry Work Ignore]]>><</link>> <br> <<default>> One pair of trousers is heavier than usual. You find two shark's teeth in a pocket. <br><br> <<link [[Inform the guard|Prison Laundry Work Inform 2]]>><<prison_guards 1>><</link>><<lsuspicion>> <br> <<set $skulduggerydifficulty to 200>> <<link [[Keep|Prison Laundry Work Keep]]>><</link>><<skulduggerydifficulty>> <br> <</switch>> <<if !pcAreArmsBound("any")>> <<wearProp "laundry">> <</if>><<effects>> You approach <<generate_relaxed_guard 0>><<relaxed_guard 0>> and drop the teeth onto the table in front of <<person1>><<him>>. <<relaxed_guard 0 cap>> nods, but doesn't look up. <br><br> <<prison_laundry_options>><<effects>><<wearProp "shark tooth">> You take the teeth into your possession. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">No one notices.</span><<prison_teeth_text 2>><<prison_teeth 2>> <br><br> <<else>> <span class="red"><<generate_relaxed_guard 0>><<relaxed_guard 0 cap>><<person1>> slams the dice onto the table,</span> marches over, and relieves you of your find. "Eyes like a hawk," <<he>> says before returning to <<his>> stool.<<gsuspicion>><<prison_guards -1>> <br><br> <</if>> <<skulduggeryuse>> <<prison_laundry_options>><<effects>> You inform <<relaxed_guard 0>> of the <<persons>> acquisition. The <<person>> scowls at you as the teeth are confiscated. <br><br> <<prison_laundry_options>><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "H-hey,">> you say. <<gagged_speech "Could you spare some of those teeth?">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Cut me in,">> you say. <<gagged_speech "Or the guard hears.">> <<else>> <<gagged_speech "Don't be greedy,">> you say, holding out your hand. <</if>> <br><br> <<if random(1, 2) is 2>> <<wearProp "shark tooth">> The <<person>> sighs, and fishes the teeth from <<his>> pocket. <span class="green"><<He>> hands you a couple.</span><<prison_teeth_text 2>><<prison_teeth 2>> <br><br> <<else>> The <<person>> fishes the teeth from <<his>> pocket, looks at them a moment, <span class="red">then eats them.</span> "Dunno what you're talking about." <<He>> grins. <br><br> <</if>> <<prison_laundry_options>><<effects>> You wait until the <<person>> bends over to lift a box, then slip your hand into <<his>> pocket. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<wearProp "shark tooth">> <span class="green">You liberate the teeth, leaving <<him>> none the wiser.</span><<prison_teeth_text 2>><<prison_teeth 2>> <br><br> <<else>> <span class="red"><<He>> catches your hand,</span> and gives your face a light slap. "Nice try."<<gpain>><<pain 2>> <br><br> <</if>> <<skulduggeryuse>> <<prison_laundry_options>><<effects>> You ignore the <<person>>'s acquisition, and return to work. <br><br> <<prison_laundry_options>><<effects>> You chat with the other inmates. <<generate_relaxed_guard 0>><<generate2>><<person2>><<relaxed_guard 0 cap>> doesn't seem bothered. <br><br> <<rng 10>> <<switch $rng>> <<case 1>> "Where does all this laundry come from anyway?" a <<person>> muses. "There's no end to it." <<case 2>> "Don't need many guards," a <<person>> says. <<He>> taps <<his>> collar. "They say they got us disciplined." <<case 3>> "One of them birds gave me a tooth once," a <<person>> says. "Like it was a gift. No joke." <<case 4>> <<if $prison.shock is 1>> "They made the collar shock me when I first arrived," a <<person>> says. "Wasn't nice." <<else>> "Do you think we could take them?" a <<person>> asks in a hushed voice. "The guards. They can't shock us anymore." <</if>> <<case 5>> "Getting me a new pair of shoes," a <<person>> says. "Next time the smuggler visits." <<case 6>> "Might be a trick to it," a <<person>> says. "But there's a way out. Always is."<<gskulduggery>><<skulduggery 1>> <<case 7>> "That big door in the yard," a <<person>> says. "I saw someone come through once. You can see a beach on the other side. Would be nice if they let us go for a swim. Not like we'd be able to go anywhere." <<case 8>> "I'm telling you," a <<person>> says. "These walls are funny." <<case 9>> "Best to keep your head down," a <<person>> says. "Though drawing attention would help you change opinions more easily." <<default>> <<if random(0,100) is 1>> The <<person>> stares through the screen, <span class="red">right into you.</span><<trauma 10>><<gtrauma>> <<else>> A <<person>> stares at the sky, silent. <</if>> <</switch>> <<endevent>> <br><br> <<rng 3>> <<switch $rng>> <<case 1>> <<generate_relaxed_guard 0>><<generate2>><<person2>>A <<person>> rests <<his>> hand on your <<bottom>>. <br><br> <<link [[Endure|Prison Laundry Work Endure]]>><<trauma 6>><<stress 6>><<arousal 600 "bottom">><</link>><<gtrauma>><<gstress>><<garousal>> <br> <<if pcAreArmsBound("both")>> <span class="blue">You can't do anything with your arms bound.</span> <br> <<else>> <<link [[Shove|Prison Laundry Work Shove]]>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>> <br> <<link [[Squeeze back|Prison Laundry Work Squeeze]]>><<prison_inmates 1>><<prison_attention 1>><</link>><<promiscuous1>><<gattention prison>><<grespect>> <br> <</if>> <<case 2>> They enjoy your jokes.<<grespect>><<prison_inmates 1>> <br><br> <<prison_laundry_options>> <<case 3>> <<generate1>><<generate2>><<person1>> A couple of inmates swap stories, bragging about their exploits. <br><br> <<link [[Make something up|Prison Laundry Work Brag]]>><</link>><<englishdifficulty 1 1000>> <br> <<if $fame.scrap gte 400>> <<link [[Tell a story of your daring|Prison Laundry Work Daring]]>><</link>><<note "Combat fame" "green">> <br> <</if>> <<link [[Ignore|Prison Laundry Work Chat Ignore]]>><</link>> <br> <</switch>><<effects>> You make up a story, one of boldness and daring. <<if $englishSuccess>> <<rng 5>> <<switch $rng>> <<case 1>> "A giant slug?!" asks a <<person>>. "Who'd have thought." <<case 2>> "All the way in?" asks a <<person>>. "Who'd have thought." <<case 3>> "That's fucked up," says a <<person>>. "Nice one." <<case 4>> "I bet they felt that!" says a <<person>>. <<default>> "No less than they deserved," says a <<person>>. <</switch>> <<grespect>><<prison_inmates 1>> <br><br> <<else>> <span class="red">But maybe you went too far.</span> <br><br> <<rng 5>> <<switch $rng>> <<case 1>> "A giant what?!" says a <<person>>. "Pull the other one." <<case 2>> "There's no way you got it all in," says a <<person>>. <<case 3>> "If that's true," says a <<person>>, "then I'm the emperor of France." <<case 4>> "I've heard some porkies in my time," says a <<person>>. "But that one takes the biscuit." <<default>> "Yeah right," says a <<person>> with a dismissive shake of <<his>> head. <</switch>> <br><br> <</if>> <<prison_laundry_options>><<effects>> You recall one of your exploits, <<rng 2>> <<switch $rng>> <<case 1>> about one of the many fights you've won. <br><br> "I think I've heard of you," says a <<person>>. "They call you <<underworld_nickname>>."<<grespect>><<prison_inmates 1>> <br><br> <<default>> about one of the many assaults you've thwarted. <br><br> The inmates seem impressed.<<grespect>><<prison_inmates 1>> <br><br> <</switch>> <<prison_laundry_options>><<effects>> You ignore their game, and continue working. <br><br> <<prison_laundry_options>><<effects>> You stay focused on sorting laundry. The <<person>> gives your <<bottom>> a squeeze, and then a slap, jolting you forward a little. <br><br> <<prison_laundry_options>><<effects>> You shove the <<person>>, pushing <<him>> over. The other inmates laugh. <br><br> "None of that," <<relaxed_guard 0>> says, aroused enough to look over, but not to stand. <br><br> <<prison_laundry_options>><<effects>> You rest your hand on the <<persons>> ass in turn. <<He>> gives you a squeeze, and you return the favour. <<promiscuity1>> <<if $settings.analEnabled and random(1, 3) is 3>> <<if $worn.lower.name is "naked">> <<if $worn.under_lower.name is "naked">> <<He>> presses a finger against your anus. <<else>> <<He>> slips <<his>> hand down your $worn.under_lower.name, and presses a finger against your anus. <</if>> <<else>> <<He>> slips a hand down your $worn.lower.name, and presses a finger against your anus. <</if>> <br><br> <<link [[Move away|Prison Laundry Work Anus Refuse]]>><</link>> <br> <<if hasSexStat("promiscuity", 4)>> <<link [[Allow|Prison Laundry Work Anus]]>><<prison_attention 3>><</link>><<promiscuous3>><<ggattention prison>><<ggarousal>> <br> <</if>> <<else>> <<prison_laundry_options>> <</if>><<effects>> /* $NPCList[0] is relaxed quard, [1] is a random inmate, currently active as <<person>>, as generated on :: Prison Laundry Work Socialise */ The <<person>> inserts <<his>> finger, pushing deeper. <<if $player.sex isnot "f">> You shiver as <<he>> reaches your prostate. <</if>> No one seems to have noticed <<his>> violating you in the middle of the room. <<promiscuity3>> <<arousal 3000 "genitals">> <<if $arousal gte 10000>> <<orgasm>> You lean forward, out of breath, as the <<person>> withdraws <<his>> hand. <<person1>><<relaxed_guard 0 cap>> looks over with a frown.<<gsuspicion>><<gattention prison>><<prison_attention 1>><<prison_guards -1>> <<else>> <<person1>><<relaxed_guard 0 cap>> stirs, and the <<person2>><<person>> withdraws <<his>> hand. <</if>> <br><br> <<prison_laundry_options>><<effects>> You step away from the <<person>>. <<He>> takes the hint, though gives your <<bottom>> a final smack. <br><br> <<prison_laundry_options>><<effects>> <<generate_relaxed_guard 0>><<relaxed_guard 0 cap>><<person1>> looks up as you approach. "You should be working," <<he>> says. "But I'll overlook it. Fancy a game?" <<He>> rattles the dice in <<his>> hand. <br><br> <<gameicon "dice">><<link [[Play|Prison Laundry Work Play]]>><<set $daily.prison.prisonRelaxedSpoke to true>><<prison_rep relaxed 1>><</link>><<gperlove "relaxed_guard">> <br> <<if $prison_job_change is undefined>> <<if $prison.guards gte 60>> <<socialiseicon "ask">><<link [[Ask to work in medical|Prison Laundry Work Medical]]>><</link>> <br> <<else>> <<insufficientStat "trust" "to work in medical">> <br> <</if>> <<if $prison.guards gte 80>> <<socialiseicon "ask">><<link [[Ask to work on the spire|Prison Laundry Work Spire]]>><</link>> <br> <<else>> <<insufficientStat "trust" "to be allowed on the spire">> <br> <</if>> <</if>> <<getouticon>><<link [[Leave|Prison Laundry Work]]>><<endevent>><</link>> <br><<effects>> <<relaxed_guard 0 cap>> glances at you. "That should be fine," <<he>> says. "I'll give specs a heads up. <span class="gold">You start work there tomorrow.</span>" <br><br> <<set $prison_job_change to "medical">> <<prison_laundry_options>><<effects>> <<relaxed_guard 0 cap>> glances at you. "If you're sure," <<he>> says. "Always need hands up there. <span class="gold">You start work there tomorrow.</span>" <br><br> <<set $prison_job_change to "spire">> <<prison_laundry_options>><<effects>> <<if $prison.relaxed gte 60 and $NPCList[0].name_known isnot 1>> "You know," <<relaxed_guard 0>> says. "I don't think I properly introduced myself. <<set $NPCList[0].name_known to 1>> <<save_relaxed_guard>> I'm <<relaxed_guard 0>>. Don't tell specs I got informal." <<He>> bounces the dice between <<his>> hands. <</if>> "Shall we make this interesting?" <<he>> asks. "You win, and I'll let you chill for an hour. But if I win..." <<He>> pauses. <<if pcAreArmsBound("both")>> "You spend it as my footstool. Not like you're good for much else at the moment." <<set $phase to 2>> <<else>> <<if $worn.face.type.includes("gag")>> <<rng 2>> <<else>> <<rng 3>> <</if>> <<switch $rng>> <<case 1>> "You spend it on your hands and knees, carrying laundry with your mouth." <<set $phase to 1>> <<case 2>> "You spend it as my footstool. They won't let me put my feet up otherwise." <<set $phase to 2>> <<case 3>> <<if $NPCList[0].penis isnot "none">> "You suck me off." <<else>> "You eat me out." <</if>> <<set $phase to 3>> <</switch>> <</if>> <br><br> <<link [[Accept challenge|Prison Laundry Work Challenge]]>><<prison_rep relaxed 3>><</link>><<ggperlove "relaxed_guard">> <br> <<link [[Play normally|Prison Laundry Work Normal]]>><</link>> <br><<effects>> <<He>> rolls first. <<set _die_1 to random(1, 6)>> <<set _die_2 to random(1, 6)>> <div id="die_text"> <span id="die_1"> <<if $options.images is 1>> <img src="img/misc/prop/die_roll.gif"> <<else>> ? <</if>> </span> + <span id="die_2"> <<if $options.images is 1>> <img src="img/misc/prop/die_roll.gif"> <<else>> ? <</if>> </span> <br> = <br> <span id="die_result"> </span> <span id="prison_list_result"> </span> </div> <<timed 1s>> <<replace "#die_1">> <<if $options.images is 1>> <img @src="'img/misc/prop/die_' + _die_1 + '.png'"> <<else>> _die_1 <</if>> <</replace>> <</timed>> <<timed 2s>> <<replace "#die_2">> <<if $options.images is 1>> <img @src="'img/misc/prop/die_' + _die_2 + '.png'"> <<else>> _die_2 <</if>> <</replace>> <</timed>> <<set $relaxed_roll to (_die_1 + _die_2)>> <<timed 3s>> <span id="die_text"><<print $relaxed_roll>></span> <br><br> <</timed>> <<link [[Next|Prison Laundry Work Challenge 2]]>><</link>> <br><<effects>> Your turn. <<set _die_1 to random(1, 6)>> <<set _die_2 to random(1, 6)>> <div id="die_text"> <span id="die_1"> <<if $options.images is 1>> <img src="img/misc/prop/die_roll.gif"> <<else>> ? <</if>> </span> + <span id="die_2"> <<if $options.images is 1>> <img src="img/misc/prop/die_roll.gif"> <<else>> ? <</if>> </span> <br> = <br> <span id="die_result"> </span> <span id="prison_list_result"> </span> </div> <<timed 1s>> <<replace "#die_1">> <<if $options.images is 1>> <img @src="'img/misc/prop/die_' + _die_1 + '.png'"> <<else>> _die_1 <</if>> <</replace>> <</timed>> <<timed 2s>> <<replace "#die_2">> <<if $options.images is 1>> <img @src="'img/misc/prop/die_' + _die_2 + '.png'"> <<else>> _die_2 <</if>> <</replace>> <</timed>> <<set $your_roll to (_die_1 + _die_2)>> <<timed 3s>> <span id="die_text"><<print $your_roll>></span> <br><br> <</timed>> <<link [[Next|Prison Laundry Work Challenge 3]]>><<if [1,2].includes($phase)>><<pass 1>><<advancetohour>><</if>><</link>> <br><br><<effects>> <<if $relaxed_roll is $your_roll>> "Draw," <<relaxed_guard 0>> says. "Rematch?" <br><br> <<link [[Rematch|Prison Laundry Work Challenge]]>><<unset $relaxed_roll>><<unset $your_roll>><</link>> <br> <<link [[Play normally|Prison Laundry Work Normal]]>><<unset $relaxed_roll>><<unset $your_roll>><</link>> <br> <<elseif $your_roll gte $relaxed_roll>> <<prison_work 1>> "You win," <<relaxed_guard 0>> says. "Feel free to put your feet up. Don't leave the laundry room though. I'll mark you down as present. <span class="green">Consider it an extra hour of free time.</span>" <br><br> <<unset $relaxed_roll>> <<unset $your_roll>> <<prison_laundry_options>> <<else>> "You lose," <<relaxed_guard 0>> says with a smirk. <<switch $phase>> <<case 1>> "Get on your knees." <br><br> You spend the next hour crawling between the machines and table, carrying clothes in your mouth. It is incredibly inefficient. But that's not the point. <br><br> The other inmates are amused.<<lrespect>><<prison_inmates -1>><<ggattention prison>><<prison_attention 3>><<gstress>><<garousal>><<stress 6>><<arousal 600>> <br><br> <<prison_work 1>> <<prison_laundry_options>> <<case 2>> "Get on your knees." <br><br> You spend the next hour with <<relaxed_guard 0 apo>> feet resting on your back. <<He>> seems pretty happy. So do the inmates.<<lrespect>><<prison_inmates -1>><<gattention prison>><<prison_attention 1>><<gstress>><<garousal>><<stress 6>><<arousal 600>> <br><br> <<prison_work 1>> <<prison_laundry_options>> <<default>> "Get on your knees." <br><br> <<He>> grasps the back of your hair, and pulls your face against <<his>> groin. <br><br> <<link [[Next|Prison Laundry Oral]]>><<set $sexstart to 1>><</link>> <br> <</switch>> <</if>><<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<maninit>> <<He>> <<npcUndressText $NPCList[0] "lower" "self">>, <<npcRevealText $NPCList[0] "lower">>. <br><br> <<npcoral>> <<set $enemytrust -= 100>> <</if>> <<effects>> <<effectsman>> <<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Laundry Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Laundry Oral]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Now get back to work," <<he>> says. "All of you."<<ggattention prison>><<prison_attention 3>><<gperlove "relaxed_guard">><<prison_rep relaxed 1>> <br><br> <<tearful>> you stand. <br><br> <<clotheson>> <<endcombat>> <<prison_laundry_options>> <<elseif $enemyhealth lte 0>> <<He>> leans back too far, and falls from <<his>> stool, striking and breaking a pipe. Hot steam billows over <<his>> face. <<He>> shouts and falls backward in pain.<<lperlove "relaxed_guard">><<gsuspicion>><<greb>><<ggrespect>><<prison_rep relaxed -1>><<prison_guards -1>><<prison_reb 1>><<prison_inmates 3>> <br><br> <<tearful>> you step back. The other inmates pull you into the crowd, hiding you from <<relaxed_guard 0 apo>> retaliation. <<He>> pushes through the throng, trying to find you, but soon calms. <<He>> sits with a huff. "Maybe I deserved that." <br><br> <<clotheson>> <<endcombat>> <<prison_laundry_options>> <<else>> "Fine," <<relaxed_guard 0>> says. "But don't push your luck in the future."<<llperlove "relaxed_guard">><<ggsuspicion>><<prison_rep relaxed -3>><<prison_guards -3>>" <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<prison_laundry_options>> <</if>><<effects>> <<He>> shrugs, and rolls the dice. <br><br> <<if random(1, 2) is 2>> You win. "Congratulations," <<he>> says. "Now get back to work." <br><br> <<else>> You lose. "Bad luck," <<he>> says. "Now get back to work." <br><br> <</if>> <<prison_work 1>> <<link [[Next|Prison Laundry Work Hard]]>><<pass 1>><<advancetohour>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 0>><<person1>> <<if $prison.methodical gte 1 and $NPCList[0].name_known isnot 1>> <<methodical_guard 0 cap>> acknowledges your arrival with a sniff. <<He>> doesn't have time for more. <span class="red">A loud crack</span> echoes as the cupboard bursts open. A dark shape hurls across the room. <br><br> "Shut the door!" <<methodical_guard 0>> shouts. "Shut it!" <br><br> The creature jumps into <<methodical_guard 0 apo>> desk, leaving stacks of paper strewn across the floor. <br><br> <<link [[Catch the creature|Prison Medical Catch]]>><</link>><<athleticsdifficulty 1 1000>> <br> <<link [[Watch|Prison Medical Watch]]>><</link>> <br> <<elseif $prison.medical_intro is 1>> <<methodical_guard 0 cap>> acknowledges your arrival with a sniff. <<endevent>> <br><br> <<prison_medical_options>> <<else>> <<set $prison.medical_intro to 1>> <<methodical_guard 0 cap>> prods a bandaged patient's foot as you approach. The patient yelps in pain. "Serves you right," <<methodical_guard 0>> says, jotting something down. <<He>> notices you. "Ah. You wanted to work here? Fine. Just do as I say, and stay away from the cupboard." <<endevent>> <br><br> <<prison_medical_options>> <</if>><<effects>> You run at the creature, grasping a dislodged cupboard drawer as you do. <<if $athleticsSuccess>> <span class="green">You manage to trap the creature beneath it.</span> <br><br> "Thank you," <<methodical_guard 0>> says. <<He>> looks at the paper strewn across the floor, and sighs. "I need your assistance cleaning this up."<<prison_rep methodical 5>><<gperlove "methodical_guard">> <br><br> <<else>> You almost catch it, <span class="red">but bump your knee on a bed,</span> and fall to the ground clutching your leg.<<gpain>><<pain 4>> <br><br> <<methodical_guard 0 cap>> makes <<his>> own attempt. <<He>> manages to catch it, but not before several inmates have been spooked from their beds. <br><br> <<methodical_guard 0 cap>> looks at the strewn paper with an exasperated expression. "I need your assistance"—<<he>> pants—"cleaning this up." <br><br> <</if>> <<link [[Next|Prison Medical Clean]]>><</link>> <br><<effects>> You stay out of the way as <<methodical_guard 0>> chases the creature with a wooden box. <<He>> manages to catch it, but not before several inmates have been spooked from their beds. <br><br> <<methodical_guard 0 cap>> looks at the strewn paper with an exasperated expression. "I need your assistance"—<<he>> pants—"cleaning this up." <br><br> <<link [[Next|Prison Medical Clean]]>><</link>> <br><<effects>><<wearProp "papers">> <<pass 30>> <<generate_scarred_inmate 1>> You help <<methodical_guard 0>> right the desk, and sort through the paper while <<he>> restores the furniture elsewhere. Records of the various inmates. Turns out <<scarred_inmate 1>> is allergic to nuts. <br><br> You're sorting through the last of the paper, when you find another interesting sheet. <<methodical_guard 0 capo>> humourless face stares from the top. <<set $NPCList[0].name_known to 1>> <<save_methodical_guard>> "Name: <<methodical_guard 0>>—" The <<personsimple "normal">> <<himself>> snatches it before you can read further. "Thank you," <<he>> says. "You can go." <br><br> <<link [[Next|Prison Medical]]>><<endevent>><</link>> <br><<effects>> <<generate_methodical_guard 0>><<person1>> <<if pcAreArmsBound("both")>> You help <<methodical_guard 0>> as much as you can with your arms bound. <<else>> You help <<methodical_guard 0>> move patients, take vitals, and apply bandages. <</if>> <<He>> only speaks when necessary, and gives little heed to the patients' comfort. <br><br> <<rng 6>> <<switch $rng>> <<case 1>> "Painkillers are suitable for this one," <<he>> says. <<He>> pulls a bottle from <<his>> pocket, but has trouble opening it. "Would you mind? Just the one, actually." The jar pops open. There are shark's teeth inside. <<generate2>><<person2>> <br><br> The patient, a <<person>>, tugs your <<if $exposed gte 2>>arm<<else>>sleeve<</if>>. "Hurts it does. Could you slip me something extra? <<person1>><<He>> won't notice." <br><br> <<if !pcAreArmsBound("both")>> <<set $skulduggerydifficulty to 300>> <<link [[Slip something extra|Prison Medical Work Slip]]>><<handheldon>><</link>><<skulduggerydifficulty>> <br> <<set $skulduggerydifficulty to 700>> <<link [[Slip something extra, and something for yourself|Prison Medical Work Extra]]>><<handheldon>><</link>><<skulduggerydifficulty>> <br> <<else>> <span class="blue">There's little you can do with your arms bound.</span> <br> <</if>> <<link [[Refuse|Prison Medical Work Slip Refuse]]>><<handheldon>><</link>> <br> <<case 2>> <<if pcAreArmsBound("both")>> "Apply the ointment—oh." <<methodical_guard 0 cap>> notices your bound arms, <span class="red">and frowns. "Forget I said anything."</span><<prison_rep methodical -1>><<lperlove "methodical_guard">><<prison_guards -1>><<gsuspicion>> <br><br> <<else>> <<if currentSkillValue('tending') gte random(1, 1000)>> "Apply the ointment to the rash. You already have? Then help me with—Oh. That's done as well." <span class="green"><<methodical_guard 0 cap>> is impressed by your ability.</span><<gperlove "methodical_guard">><<lsuspicion>><<prison_rep methodical 1>><<prison_guards 1>> <br><br> <<else>> "Apply the ointment to the rash. No, on the leg. The other leg. No, <span class="red">not <i>there.</i></span>" <<methodical_guard 0 cap>> is unimpressed with your assistance. <br><br> <</if>> <</if>> <<prison_medical_options>> <<case 3>> <<generate2>><<person2>> One of the patients smacks your <<bottom>> as you turn away. <br><br> <<link [[Get angry|Prison Medical Work Angry]]>><<handheldon>><<prison_inmates 1>><<prison_guards -1>><</link>><<gsuspicion>><<grespect>> <br> <<link [[Ignore|Prison Medical Work Angry Ignore]]>><<handheldon>><<prison_guards 1>><<trauma 6>><<stress 6>><<pain 1>><</link>><<gpain>><<gtrauma>><<gstress>><<lsuspicion>> <br> <<case 4>> The cupboard rattles of its own accord, until <<methodical_guard 0>> stills it with a thwack. <br><br> <<prison_medical_options>> <<case 5>> <<if pcAreArmsBound("both")>> You're conscious of the patients' eyes on you as you struggle to accomplish your tasks with bound arms. They don't hide their amusement.<<lrespect>><<prison_inmates -1>><<gstress>><<stress 6>> <br><br> <<prison_medical_options>> <<else>> <<generate2>><<person2>> One of the patients watches you with lascivious eyes as you work. <<if $NPCList[1].penis isnot "none">> A bulge forms in <<his>> bedsheet, above <<his>> groin. "Hey nurse," <<he>> says as you draw closer. "There's an emergency. It's my cock." <<He>> forces a cough. "You need to help me cum, or I'll get sicker." <<else>> "Hey nurse," <<he>> says as you draw closer. "There's an emergency. It's my pussy." <<He>> forces a cough. "You need to help me cum, or I'll get sicker." <</if>> <br><br> <<link [[Ignore|Prison Medical Work Handjob Ignore]]>><<handheldon>><</link>> <br> <<if hasSexStat("promiscuity", 2)>> <<link [[Give handjob|Prison Medical Work Handjob]]>><<handheldon>><<prison_hope 1>><</link>><<promiscuous2>><<ghope>> <br> <</if>> <<if $submissive lte 500 and !$worn.face.type.includes("gag")>> <<link [[Scare|Prison Medical Work Handjob Scare]]>><<handheldon>><<prison_reb 1>><<prison_inmates 1>><</link>><<defianttext>><<greb>><<grespect>> <br> <</if>> <</if>> <<default>> The lights flicker. <<if $hallucinations gte 2 and random(1, 10) is 10>> For a moment, all the beds are filled with gangrel monstrosities. They leak from the covers, and seep over and through the floor. You blink, and the image is gone.<<gstress>><<stress 6>> <<else>> It soon stops, but the light seems more dim. <</if>> <br><br> <<prison_medical_options>> <</switch>> <<wearProp "first aid">><<effects>> You ignore the lascivious patient, and endure <<his>> gaze as you continue working. <br><br> <<prison_medical_options>><<effects>> <<handstat>> <<if $speech_attitude is "meek">> <<gagged_speech "I-if that's the only cure,">> you say. <<gagged_speech "Then it's what I must do.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "You're disgusting,">> you say. <<gagged_speech "But I suppose it can't be helped.">> <<else>> <<gagged_speech "If that's what it takes,">> you say. <<gagged_speech "I suppose it can't be helped.">> <</if>> You reach beneath the sheet, and find the <<person>>'s <<if $NPCList[1].penis isnot "none">> <<bodyliquid "rightarm" "semen">> <<print $NPCList[1].penisdesc>>. <<Hes>> already pulled down <<his>> underwear. With a clinical demeanour, you take <<his>> length between thumb and forefinger, and rub <<him>> up and down. <br><br> <<He>> shuts <<his>> eyes and moans as you work, moving faster and adding more fingers, but keeping your expression neutral and disinterested the whole time. If anything, this turns <<him>> on even more, and <<he>> soon writhes and ejaculates over your arm. <<else>> <<bodyliquid "rightarm" "goo">> pussy. <<Hes>> already pulled down <<his>> underwear. With a clinical demeanour, you push your thumb against <<his>> clit, and rub in a circular motion. <br><br> <<He>> shuts <<his>> eyes and moans as you work, moving faster and adding more fingers, but keeping your expression neutral and disinterested the whole time. If anything, this turns <<him>> on even more, and <<he>> soon writhes in climax against your fingers. <</if>> <br><br> "Thanks nurse," <<he>> sighs. "I'm feeling better already. If only I were allowed a cigarette." <<promiscuity2>> <<prison_medical_options>><<effects>> "I have a better medicine," you say. "It must be injected directly into your <<if $NPCList[1].penis isnot "none">> balls. <<else>> clitoris. <</if>> You'll need multiple doses. Let me find the biggest needle—" <br><br> "N-no!" the <<person>> gasps. "I'm feeling better already. Honest!" <br><br> You continue working, free from <<his>> lascivious gaze. <br><br> <<prison_medical_options>><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "Y-you shouldn't behave like that!">> you protest. <<elseif $speech_attitude is "bratty">> <<gagged_speech "Keep your mitts off,">> you say. <<gagged_speech "Or you'll lose them.">> <<else>> <<gagged_speech "Keep your mitts off,">> you say. <</if>> <br><br> The <<person2>><<person>> grins. "Can't blame a <<personsimple>> for wanting a feel." <br><br> <<methodical_guard 0 cap>><<person1>> smacks <<his>> clipboard against the bedframe. "No drama," <<he>> says. "Thank you." <br><br> <<prison_medical_options>><<effects>> You attend to your duties. <<methodical_guard 0 cap>> appreciates the lack of disruption. <br><br> <<prison_medical_options>><<effects>> You slip the <<person2>><<person>> an extra tooth. "Thank you kindly," <<he>> says.<<famegood 1>><<grespect>><<prison_inmates 1>><<ghope>><<prison_hope 1>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green"><<methodical_guard 0 cap>> is too busy fussing to notice.</span> <br><br> <<skulduggeryuse>> <<prison_medical_options>> <<else>> <span class="red"><<methodical_guard 0 cap>> snatches the teeth from the <<person2>><<persons>> hand.</span> "You can go without," <<person1>><<he>> says, before piercing you with <<his>> gaze.<<gsuspicion>><<prison_guards -1>> <br><br> <<skulduggeryuse>> <<prison_medical_options>> <</if>><<effects>><<wearProp "shark tooth">> You slip the <<person2>><<person>> an extra tooth, and a couple for yourself. "Thank you kindly," <<he>> says.<<famegood 1>><<grespect>><<prison_inmates 1>><<ghope>><<prison_hope 1>><<prison_teeth_text 2>><<prison_teeth 2>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green"><<methodical_guard 0 cap>> is too busy fussing to notice.</span> <br><br> <<skulduggeryuse>> <<prison_medical_options>> <<else>> <span class="red"><<methodical_guard 0 cap>> snatches the teeth from the <<person2>><<persons>> hand.</span> "You can go without," <<person1>><<he>> says, before piercing you with <<his>> gaze. <<gsuspicion>><<prison_guards -1>> <br><br> <<skulduggeryuse>> <<He>> tugs off <<his>> gloves. "I can't overlook this. Come with me." <br><br> <<link [[Go quietly|Prison Punishment]]>><<endevent>><</link>> <br> <<link [[Refuse|Prison Medical Work Punishment Refuse]]>><<handheldon>><</link>> <br> <</if>><<effects>> <<if $prison.shock is 1>> <<methodical_guard 0 cap>> sighs, and reaches into <<his>> shirt pocket. <span class="red">A terrible jolt runs through you,</span> emanating from your neck. It only lasts a moment, but it's enough to make you fall to the ground, and twitch.<<gtrauma>><<ggstress>><<gggpain>><<trauma 4>><<stress 4>><<pain 4>> <br><br> You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you from medical.<<grespect>><<prison_inmates 1>> <<bind>> <br><br> <<link [[Next|Prison Punishment]]>><<endevent>><</link>> <<else>> <<methodical_guard 0 cap>> reaches into <<his>> pocket, then frowns. <<He>> turns to the next patient, and pretends nothing happened. <br><br> <<prison_medical_options>> <</if>><<effects>> You administer a single tooth as instructed. The <<person2>><<person>> sighs, but doesn't complain. <br><br> <<prison_medical_options>><<effects>> <<generate_methodical_guard 0>><<person1>><<methodical_guard 0 cap>> doesn't look at you. "I'm too busy to chat," <<he>> says. "And you should be too." <br><br> <<if $prison_job_change is undefined>> <<socialiseicon "ask">><<link [[Ask to work in the laundry room|Prison Medical Work Laundry]]>><</link>> <br> <<if $prison.guards gte 80>> <<socialiseicon "ask">><<link [[Ask to work on the spire|Prison Medical Work Spire]]>><</link>> <br> <<else>> <<insufficientStat "trust" "to be allowed on the spire">> <br> <</if>> <</if>> <<getouticon>><<link [[Leave|Prison Medical Work]]>><<endevent>><</link>> <br><<effects>> "I'll send the word over," <<methodical_guard 0>> says. <span class="gold">"You start work in the laundry room tomorrow."</span> <<set $prison_job_change to "laundry">> <br><br> <<prison_medical_options>> <<set $daily.prison.methodicalSpoke to true>><<effects>> <<methodical_guard 0 cap>> hesitates. "Few inmates are trusted on the spire," <<he>> says. "And fewer still want to work there. Fine. <span class="gold">You start work there tomorrow.</span>" <<set $prison_job_change to "spire">> <br><br> <<prison_medical_options>> <<set $daily.prison.methodicalSpoke to true>><<effects>> <<generate_anxious_guard 0>><<person1>> <<anxious_guard 0 cap>> sighs in relief. <<endevent>> <br><br> <<prison_spire_options>><<set $outside to 0>><<effects>> <<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> stays in the safety of the cabin, and expects you to perform the more dangerous tasks. <<endevent>> <br><br> <<rng 5>> <<switch $rng>> <<case 1>> <<beastNEWinit 5 "hawk">> <<if pcAreArmsBound("both")>> You carefully nudge a basket of fish with your feet. <span class="red">You almost trip. The <<beastsplural>> close in immediately.</span><<stress 12>> <<else>> You carry a basket of fish with both hands. The <<beastsplural>> watch you, like statues, until the basket touches the floor.<<stress 6>> <</if>> You turn and run as the creatures descend in a feeding frenzy.<<gstress>><<prison_birds 1>><<prison_birds_text>> <br><br> <<prison_spire_options>> <<wearProp "basket of fish">> <<case 2>> <<beastNEWinit 5 "hawk">><<person1>> Small gems litter the ground around the beacon. Shark's teeth. You are expected to collect them. <br><br> <<if pcAreArmsBound("both")>> <span class="blue">There's little you can do with your arms bound.</span> <br> <<link [[Give up|Prison Spire Work Give Up]]>><<prison_guards -3>><<set $phase to "gems">><</link>><<ggsuspicion>> <br> <<else>> <<set $skulduggerydifficulty to 800>> <<link [[Be sneaky|Prison Spire Work Hard Sneak]]>><</link>><<skulduggerydifficulty>> <br> <<link [[Be quick|Prison Spire Work Hard Quick]]>><</link>><<athleticsdifficulty 800>> <br> <</if>> <<case 3>> <<generate_anxious_guard 0>><<person1>> <<set $hawk_loot to either("cigar", "beer bottle", "knife", "mobile phone", "packet of sweets")>> "Contraband," <<anxious_guard 0>> says, pointing at a <<endevent>><<beastNEWinit 1 "hawk">><<person1>><<beasttype>> sat alone near the tower's edge. <<bHes>> holding a $hawk_loot in <<bhis>> <<if $monster is 1>>hand<<else>>beak<</if>>. <br><br> <<link [[Get it|Prison Spire Work Get]]>><</link>> <br> <<if $prison.anxious gte 70>> <<link [[Refuse|Prison Spire Work Get Refuse]]>><</link>> <br> <</if>> <<case 4>> <<beastNEWinit 2 "hawk">><<person1>> The <<beastsplural>> journey between the tower and ocean, searching for pieces of driftwood and bringing them to the top of the beacon. This wood is sometimes discarded at once, thrown to splinter against the platform floor. <br><br> You clean up after them. They're too busy to pay you any attention. <br><br> <<prison_spire_options>> <<default>> <<generate_anxious_guard 0>><<person1>> "Not much need doing right now," <<anxious_guard 0>> says. "Just help me keep an eye out." <br><br> <<if !$worn.face.type.includes("gag")>> <<socialiseicon>><<link [[Chat|Prison Spire Work Chat 2]]>><<prison_rep anxious 1>><</link>><<gperlove "anxious_guard">> <<else>> <span class="blue">You can't speak to the guard with this gag in the way.</span> <</if>> <br> <<investigateicon>><<link [[Search for teeth|Prison Spire Work Search]]>><</link>><<difficulty 70>> <br> <<daydreamicon>><<link [[Daydream|Prison Spire Work Daydream]]>><<stress -6>><</link>><<lstress>> <br> <<if $harpy gte 6 and !$worn.face.type.includes("gag")>> <<birdicon "sing">><<link [[Sing|Prison Spire Work Sing]]>><<transform bird 1>><<prison_rep anxious 1>><<prison_birds 1>><</link>><<prison_birds_text>><<if $prisonSingIntro>><<gperlove "anxious guard">><</if>><<harpy>> <br> <</if>> <</switch>><<effects>> <<if $prison.birds gte random(1, 30) and random(1, 5) isnot 5>> You approach the <<beasttype>>. <<bHe>> observes you. Then <<bhe>> takes to the air, <span class="green">leaving the $hawk_loot behind.</span> <br><br> <<endevent>> <<generate_anxious_guard 0>> You return the $hawk_loot to <<anxious_guard 0>>. "That wasn't so bad," <<person1>><<he>> says.<<gperlove "anxious_guard">><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>> <br><br> <<prison_spire_options>> <<if $hawk_loot is "mobile phone">> <<wearProp "phone" 0 "mobile">> <<else>> <<wearProp $hawk_loot>> <</if>> <<unset $hawk_loot>> <<else>> You approach the <<beasttype>>. <<bHe>> observes you, and curls <<bhis>> wings around the $hawk_loot. <<if $monster is 1>> "I keep," <<bhe>> says. "Go back to master." <<bHe>> sounds agitated. <<else>> <<bHe>> squawks, agitated. <</if>> <br><br> <<if $worn.face.type.includes("gag")>> <span class="blue">There's little you can do with this gag in the way.</span> <<else>> <<link [[Soothe|Prison Spire Work Soothe]]>><</link>><<tendingdifficulty 1 1000>> <</if>> <br> <<link [[Give up|Prison Spire Work Give Up]]>><<prison_birds 1>><<prison_guards -1>><</link>><<gsuspicion>><<prison_birds_text>> <br> <</if>><<effects>> <<if $tendingSuccess>> You sing, <span class="green">and a soothing, melodic tune emerges from somewhere deep.</span> The <<beasttype>> curls up, and falls asleep. <br><br> <<endevent>> <<generate_anxious_guard 0>> You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<gperlove "anxious_guard">><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>> <br><br> <<prison_spire_options>> <<if $hawk_loot is "mobile phone">> <<wearProp "phone" 0 "mobile">> <<else>> <<wearProp $hawk_loot>> <</if>> <<unset $hawk_loot>> <<else>> "Won't you be a good birdy?" you ask. <<if $monster is 1>> <span class="red"><<bHe>> laughs,</span> unimpressed. <<else>> <<bHe>> continues to watch you, <span class="red">unimpressed.</span> <</if>> <br><br> <<link [[Take by force|Prison Spire Work Force]]>><</link>><<difficulty 50>> <br> <<link [[Give up|Prison Spire Work Give Up]]>><<prison_birds 1>><<prison_guards -1>><</link>><<gsuspicion>><<prison_birds_text>> <br> <</if>><<effects>> You reach for the $hawk_loot. <<if $monster is 1>> The <<beasttype>> tries to pull it away, but you grasp it firm. <<else>> The <<beasttype>> tries to pull it away with <<bhis>> beak, but you grasp it firm. <</if>> <<if random(1, 2) is 2>> After a brief tug of war, <span class="green"><<bhe>> yields,</span> and takes to the air. <br><br> <<endevent>> <<generate_anxious_guard 0>> You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<gperlove "anxious_guard">><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>> <br><br> <<prison_spire_options>> <<if $hawk_loot is "mobile phone">> <<wearProp "phone" 0 "mobile">> <<else>> <<wearProp $hawk_loot>> <</if>> <<unset $hawk_loot>> <<else>> After a brief tug of war, you manage to get the upper hand. The <<beasttype>> screeches, <span class="red">and lunges after <<bhis>> treasure.</span> <br><br> <<link [[Next|Prison Spire Work Fight]]>><<set $molestationstart to 1>><</link>> <br> <</if>><<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<beastCombatInit>> <<set $enemyanger += 200>> <<set $enemytrust -= 100>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast $enemyno>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if _combatend>> <span id="next"><<link [[Next|Prison Spire Work Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Prison Spire Work Fight]]>><</link>></span><<nexttext>> <</if>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<bHe>> takes to the sky, leaving you to pick yourself off the ground. <<bHes>> forgotten about the $hawk_loot. <br><br> <<tearful>> you return to the cabin. <br><br> <<clotheson>> <<endcombat>> <<endevent>> <<generate_anxious_guard 0>><<person1>> <<anxious_guard 0 cap>> awaits you. "Don't worry." <<He>> grins. "I'll delete the footage."<<gstress>><<stress 6>><<gattention prison>><<prison_attention 1>><<gperlove "anxious_guard">><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>> <br><br> <<prison_spire_options>> <<if $hawk_loot is "mobile phone">> <<wearProp "phone" 0 "mobile">> <<else>> <<wearProp $hawk_loot>> <</if>> <<unset $hawk_loot>> <<else>> The <<beasttype>> drops the $hawk_loot as <<bhe>> launches into a panicked flight. <br><br> <<tearful>> you return to the cabin. <br><br> <<endevent>> <<generate_anxious_guard 0>><<person1>> You return the $hawk_loot to <<anxious_guard 0>>. "Dunno how you do it," <<he>> says.<<gperlove "anxious_guard">><<lsuspicion>><<prison_rep anxious 1>><<prison_guards 1>> <br><br> <<prison_spire_options>> <<if $hawk_loot is "mobile phone">> <<wearProp "phone" 0 "mobile">> <<else>> <<wearProp $hawk_loot>> <</if>> <<unset $hawk_loot>> <</if>><<effects>> <<if $phase is "gems">> <<endevent>> <<generate_anxious_guard 0>><<person1>> <<anxious_guard 0 cap>> looks frustrated. "Well," <<he>> says."Dunno why I even need you up here."<<stress 3>><<gstress>> <br><br> <<else>> <<endevent>> <<generate_anxious_guard 0>><<person1>> <<anxious_guard 0 cap>> looks frustrated. "Well," <<he>> says."I'm not going near it. Maybe we can snatch it when it naps." <<He>> doesn't sound keen. <br><br> <<unset $hawk_loot>> <</if>> <<prison_spire_options>><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I'm too scared,">> you say. <<gagged_speech "You'll have to do it.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "You go,">> you say. <<gagged_speech "You're getting paid.">> <<else>> <<gagged_speech "I'm sorry,">> you say. <<gagged_speech "But no.">> <</if>> <br><br> <<endevent>> <<generate_anxious_guard 0>><<person1>> <<anxious_guard 0 cap>> takes a deep breath, and leaves the cabin. <br><br> <<He>> returns to the cabin, $hawk_loot in hand, <<his>> clothes ruffled. <<He>> slumps in front of the monitors. <br><br> <<unset $hawk_loot>> <<prison_spire_options>><<effects>> You walk slowly, hoping not to attract notice, crouching to pick up the glittering teeth. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">The <<beastsplural>> are too busy preening and grooming to pay you any attention.</span> <br><br> <<endevent>> "Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says. <<if $prison.anxious gte 60>> "You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>> <</if>> <<lsuspicion>><<prison_guards 1>> <br><br> <<skulduggeryuse>> <<prison_spire_options>> <<else>> <<person1>> <span class="red">One <<beasttype>> lounging on the beacon turns <<bhis>> head to face you.</span> <<if $monster is 1>> <<bHe>> hops to ground. "Taking what isn't yours?" <<bhe>> says. "Drop them." <<else>> <<bHe>> hops to the ground and paces towards you, eyes on the shark's teeth. <</if>> <br><br> <<skulduggeryuse>> <<link [[Drop the teeth|Prison Spire Work Drop]]>><<prison_guards -1>><</link>><<gsuspicion>> <br> <<link [[Threaten|Prison Spire Work Threaten]]>><</link>><<physiquedifficulty 10000 20000>> <br> <</if>><<effects>> The <<beasttype>> waits for you to return to the cabin before collecting the teeth. <br><br> <<prison_spire_options>><<effects>> <<if $speech_attitude is "meek">> <<gagged_speech "I-I'm just doing what I'm told,">> you say. <<gagged_speech "Don't get in the way.">> <<elseif $speech_attitude is "bratty">> <<gagged_speech "Best be gone,">> you say. <<gagged_speech "Or I'll break your brittle bones.">> <<else>> <<gagged_speech "I'm working,">> you say. <<gagged_speech "Don't get in my way.">> <</if>> <br><br> <<if $physiqueSuccess>> The <<beasttype>> sizes you up, <span class="green">then flies back to the beacon.</span> <br><br> <<endevent>> "Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says once you're back in the cabin. <<if $prison.anxious gte 60>> "You can keep a couple, but don't tell the others."<<prison_teeth_text 2>><<prison_teeth 2>> <</if>> <<lsuspicion>><<prison_guards 1>> <br><br> <<else>> The <<beasttype>> sizes you up, <span class="red">then steps closer.</span> <<if $monster is 1>> "Maybe I'll throw you in the sea," <<bhe>> says. "You look light enough." <</if>> <br><br> <<bHe>> beats <<bhis>> wings and launches at you, colliding with your chest and knocking you prone.<<gstress>><<gpain>><<stress 6>><<pain 4>> <br><br> <<if $monster is 1>> <<bHe>> gathers the scattered teeth as you struggle to stand, then flies back to the beacon. <<else>> <<bHe>> takes each of the scattered teeth in <<bhis>> beak, swallowing them before moving to the next. <<bHe>> flies back to the beacon as you stagger to your feet. <</if>> <<gsuspicion>><<prison_guards -1>> <br><br> <</if>> <<prison_spire_options>><<effects>><<wearProp "shark tooth">> You run around the beacon, scooping the teeth without stopping. <<if $athleticsSuccess>> The <<beastsplural>> cease their grooming to watch you, <span class="green">but you're back in the cabin</span> before they can summon the energy to give chase. <br><br> <<endevent>> "Nice work," <<generate_anxious_guard 0>><<anxious_guard 0>> says once you're back in the cabin. <<if $prison.anxious gte 60>> "You can keep a couple, but don't tell the others.